Running the Gauntlet, Hero Quest

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RUNNING
THE GAUNTLET
A Solo Quest for a Wizard
Solo Quest - for the Wizard
Running the Gauntlet
“You have been shipwrecked while crossing The Cabiri lords escort you to a stairway
the Sea of Claws. Battered and half-drowned, you winding down into the labyrinth beneath their
found yourself seized and brought to a gilded city.
palace of great marble domes and towers. There By telepathy they speak to you: ‘Below lies a
you were nursed back to health, but despite the great treasure, the Wand of Galimatias, a mighty
luxury of your surroundings you began to feel wizard of ages past. Find it and return here. Then
uneasy. Rather than being an honored guest, it you will have proved your power as a wizard and
was as though you were being fattened for the you will be free to leave our shores.’”
kill.
Today your hosts came to you. They are tall
men in long silk robes. From their lead-coloured
skin and yellow eyes you suspect them to be
Cabiri, a sorcerously powerful race descended
from a union between men and sea-nymphs in
ancient times.
1
NOTES:
The room has three doors, each bearing an inscription. The door in the
Gargoyle or a Chaos Warrior could not.
west wall reads:
VXU
.
The one in the south reads:
VJSII
.
The one in the
east reads:
UPI
.
This is a torture-chamber where an Orc is stretching a Barbarian on a
Some code perhaps?
rack. (Remember that the Gargoyle, if in pursuit, cannot get in through
the door.) If the adventurer kills the Orc, he has the option of releasing
the Barbarian. The Barbarian will say nothing unless he is released, at
Two Goblins sit at dinner, stirring a bowl in which float steaming human
which point he will announce that he is Munzuk the Hun, and he now
hearts. The item they are using to stir this gruesome feast is a finely
wrought artifact covered with runes. If the adventurer thinks to examine
owes the adventurer his life. Use the Barbarian figure for Munzuk. He
this, he discovers it to be a Wand of Magic.
will accompany the adventurer as a comrade and fight for him.
However, after any battle in which he loses at least 1 Body Point he will
demand a payment of 50 Gold Coins, otherwise he wanders off.
Fog swirls around the floor of this dank chamber as the Chaos Warrior
strides forth. If he is defeated, the adventurer can examine the treasure
chest in the corner: it contains 100 Gold Coins.
Here, amid the clutter on the bench, lies the Wand of Galimatias.
Immediately upon taking up this item, the adventurer recovers all the
spells he has used so far in his quest through the labyrinth. The Wand
These two Fimir are squatting on the ground playing knuckle-bones, and
it will take them one turn to react to the adventurer's appearance (getting
up, grabbing their axes, etc), during which time he could either prepare
for battle or turn and flee. If the Fimir are defeated, the adventurer can
also gives a bonus of 2 Mind Points.
Aftermath
take the 25 Gold Coins they were gambling with.
The Wizard can return to the surface (possibly with the Barbarian
Munzuk in tow) where the Cabiri lords await him. If he is tempted to
keep the Wand rather than hand it over, advise him that the Cabiri have
Chiseled into the flagstones of the floor here is the following
inscription:
a fearsome reputation for sorcery. If he insists on keeping the wand,
PORT = PUX
STARBOARD = MEVIS
fight the battle using the central chamber of the HeroQuest board.
The Cabiri lords' characteristics are:
This room consists of a ledge leading out on to a narrow stone bridge
(one square wide) across a bottomless pit. (Use cards to mark off the
area of the pit.) The Gargoyle in the middle of the bridge will posture
and growl, but will not actually move to attack until the adventurer
either (i) attacks it with spells or (ii) steps on to the bridge himself.
Movement Attack Defend
Body
Mind
6
1
2
4
7
There are four Cabiri lords, each know all spells from one elemental
spell group (Air, Earth, Fire, Water).
Tell the adventurer that the door here is unusually low and narrow - a
human being could get through it, but a large monster such as a
Wandering Monster in this Quest:
Skeleton
2
Hero Quest and the HeroQuest logo are trademarks of the Milton Bradley Corporation, a subsidiary of Hasbro,
©2009, in association with Games Workshop ©1988-1993. All rights reserved. Use of its theme and images in
this document is not intended as a challenge or threat to their copyright. This document is made available
exclusively for private, in-home use and is not permitted to be altered or sold, in whole or part, for profit.
Maps & Icons generated with HeroScribe
Originally published in the book
“The Screaming Spectre” by Dave Morris © 1992
Special Thanks to:
Additional icons courtesy of
© 2009
New Bottomless Pit Tile courtesy of
Jon Usiak
© 2009
This file is permitted to be hosted
at the following website(s):
Jon Usiak
Derfel Link
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