3 The Lost Books
3 The Lost Books
Quest 1
Your old friend has called you to his home. He has become a justice." "I will go too." Says the Elf. "Your father was very good
Wizard. "I need your help." He says "Zargon has killed my to me, he taught me three earth spells when I was young. He
father, who was about to set off on a journey to destroy him. was a good man." You all look to your friend the Dwarf. "Well,
My father has discovered a scroll that tells of the hiding places of course I will go with you, someone has to keep you all out of
of ancient books and weapons that were left behind in the trouble."
castles of men long before Zargon's monsters took over that
part of the world. He said that this strange dagger is a key. If "Thank you, my friends. We make for the forest of Laire. There
we find the symbols of the Wizards society, then this dagger it is said that in the pit of the south west part of the castle, we
will unlock the secret places. We will have to journey into will find a secret passage that will take us to the first book. We
Zargon's realm to find them. Will you help me, my friends" "I can leave tomorrow." Four days later, you find yourself deep in
will." Says the Barbarian. "A band of Orcs killed my oldest son, the forest. You find the castle just as described in the scroll.
I may be nothing more than a farmer, but I would like a bit of You make your way inside.
NOTES:
Zargon, the Goblins in this castle are armored, they have 3 Defense dice. Elf
always uses Earth spells.
D Warlock is as strong as a Chaos Warrior, but with 6 Body and Mind Points.
He casts a Rust spell on the Barbarian's sword. Barbarian has 1 Attack dice.
Warlock's 2nd spell is Ball of Flame. Then he resorts to physical combat.
A The first Hero to search the tomb is attacked by a Mummy. Mummy has a E When the Heroes search this room all they find is a secret door.
F
gold necklace worth 50 gold coins.
B
No one can read the spell book. On the wall is a Wizard's staff from the
Chest is booby trapped. 1 hit point if sprung. At first the chest looks empty. Artifacts Cards. Chest is not booby trapped. Inside are 6 mushrooms. Only
Only the dwarf notices the false bottom. Underneath the Heroes discover an the Wizard knows that these mushrooms will restore 1 Body Point when
Elixir of Life. eaten.
C In the cupboard you are surprised to find good bread. G In this room are good weapons. Barbarian finds a short sword and 3 throwing
H This pit is already open when the Heroes come into the room. When they
search the room, they see a secret door at the bottom of the pit.
I This chest is booby trapped. 2 Body Points if sprung. Inside are 40 gold coins.
J In this room the Heroes discover the 1st spell book. "It's a book of Earth
Spells." says the Wizard. "But, I was afraid of this. The book is very badly
decomposed…" He studies the book and is only able to recover 2 Earth Spells
from it. He teaches the spells to the Elf. Give the 2 Earth Spells to the Elf.
Quest 2
You make your way through the forest. The land starts to turn You are relieved to see the ruins of a castle up ahead." We
soft and wet. "I think we are heading into a swamp." Says the made it, my friends." Says the Wizard. "In here we will
Barbarian. "Let us hope not, the scroll does not say anything hopefully find a sword with magical powers." "Where? Does the
except the direction that we must follow. I fear of getting lost if scroll say" Asks the Barbarian. "It says 'that you will see the
we change our route." Says the Wizard. You all travel on. sign'. I think I know what it means. The sign of the Wizard's
society can be mistaken for a natural carving of a stone. But I
As the days go by, you discover to your horror that this land is will know it when I see it." Says the Wizard.
full of alligators. Several times the Wizard casts a sleep spell
and the Elf gets to practice his new "Turn to Stone" spell. You make your way to the castle.
"These beasts are so big! What do they eat" Asks the Elf. "Elves,
Dwarfs, Wizards and Barbarians." Says the Dwarf. "
NOTES:
Zargon, the Goblins in this castle are also armored. They have 3 Defense dice. D D- This Warlock is as strong as a Chaos Warrior, but with 6 Body and Mind
Also because of the severe decay of the castle, the pit traps are not traps, but Points. Warlock's 1st spell is Rust. Preferably on the Barbarian again, if you
weak floors. Goblins are much lighter than Humans so they don't fall can. 2nd spell is Sleep. Then he resorts to physical combat.
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through. So when a Hero steps on a pit trap. The floor gives way and the Hero
takes 1 hit point of damage and the others must jump the hole. Heroes cannot In the cupboard you find good food. You put some in your packs. You also
see these problem spots. find 6 more mushrooms. Each mushroom will restore 1 Body Point. The
Heroes also find a sealed jar. When they open it they discover flower
A
blossoms. The Wizard knows that these are healing blossoms. They must be
Starting place of the Heroes. eaten right away. There are only enough blossoms to heal 7 Body Points.
B
Points must be shared among the Heroes.
F
Chest is booby trapped, 2 hit point if sprung. Inside the chest, the Heroes find
8 bottle of potion. Each bottle will restore 4 Body Points. The Hero who searches this tomb is attacked by a Mummy. When Mummy is
C
killed Heroes discover a ruby ring on the hand of the Mummy worth 20 gold
This chest is safe. Inside are 40 gold coins. coins. Heroes also find a secret door.
G The Wizard sees a strange mark on the wall. "This is it!" He says. "Behind this
stone is the weapon." You pull out the stone and discover Spirit Blade from
the Artifacts Cards. The Wizard gives the sword to the Barbarian.
H A search of this room only shows the Goblin's cruelty. Bones litter the floor,
the weapons are useless, but the Elf finds 4 good arrows.
Quest 3
You are glad to get out of that castle before it caved in on you. he is in a hurry. "This mountain is a volcano!" He says. "I think
"Where to now?" You ask the Wizard. "The scroll says that we that it is still alive too." "So that explains it. The mountain
are to travel to the base of that mountain range. There are two turned into a volcano and must have destroyed the castles."
castles built at the base of this mountain. One on the north Says the Wizard. "Maybe not all of it." says the Elf. "I think I
side and another on the south side. They are connected by a saw the top of a tower straight up the side."
series of mine shafts. The men there use to mine iron there."
You make your way up. It is a tower. You climb in and follow
As you travel closer to the mountain you notice something the stairs down. It grows dark quickly. You light a torch. "It
different about the soil. You have never seen its type before. As must be that this castle was so strong that it still stood when
the days pass, the Wizard starts to slow down. "What is the mountain turned into fire. There still maybe a chance that
wrong?" You ask. "We should have been there by now. The we will find the book. We need to find a room with a fountain
scroll said that the castle is very big, these woods make it hard in it." Says the Wizard. "Look!" Says the Elf. "Light! We are not
to see any distance, but we should be there by now." "I will alone here". You draw out your weapons and make your way
climb that tall tree." Says the Elf. When he comes back down, inside.
NOTES:
Zargon, the Orcs in this castle are lightly armored. They have 3 defense dice. D From the papers on the desk the Heroes discover that the Orcs are tending
the dead here in this hot dry place until they are needed by Zargon. The
A
Heroes also discover that there is a passage to the other castle through the old
Under a loose stone the Heroes find a steel box. Inside the box is a small mine shafts. Also they see the secret door.
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golden skull with ruby eyes, worth 20 gold coins.
B
This is the fountain. It's dried up. "There on the wall." Says the Wizard. "It's
Under their bandages the Mummies are wearing silver chains with an the mark of our society." You pull out the stone. The book is there, but badly
emerald on them. Worth 50 gold coins. decomposed. The Wizard can only get 2 Water Spells from it. He learns them
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quickly. "We need to find that passage to the other castle through the mines."
In this room the Heroes find good food. He says.
F This chest is booby trapped. 1 hit point if sprung. Inside are 80 gold coins.
G In the tomb the Heroes discover the remains of a man. "Hold it." Says the
Dwarf. He reaches in and discovers a secret compartment. Inside is the Wand
of Magic from the Artifacts Cards. He gives it to the Wizard.
I This metal door is locked. Heroes need the iron key to open it.
NOTES:
Zargon, these Orcs are also lightly armored. They have 3 Defense dice. B The Heroes weapons are better than any that they find here. The Elf does find
3 arrows.
A This metal door is locked. Did the Heroes bring the iron key with them? C This chest is safe. Inside are common items. Clothing, cups, spoons, nothing
of value.
D The cupboard is full of good food. You put a few pieces of deer meat in you I When the Heroes search this room they discover Zargon's Lightning Bolt
pouches. The Heroes also find 2 bottles. Only the Wizard knows that each of spell. Wizard teaches it to the Elf. It is now his to use.
J
these potions will restore 4 Body Points.
E
The tomb is empty. Heroes may search this room by pulling treasure cards.
K
This chest is booby trapped. 1 hit point if sprung. Inside are small jewels
worth 200 gold coins. Also in the room the Heroes are surprised to see the This chest is booby trapped. 2 hit points if sprung. Inside are 40 gold coins.
L
symbol of the wizard's society. "There is no mention of anything in this castle
in the scroll." Says the Wizard. He asks the Dwarf if it could be a trap. The This door leads you out of the castle.
Dwarf studies the wall. "Here!" He says. "It is a lock, we need a special key."
"Try that dagger that your father gave you." Says the Elf. You slide it in and
you hear a click. The Dwarf pushes on the stone and you discover a secret
door.
F Inside this small room you discover a beautiful axe. "God be praised!" Says the
Dwarf. "I have never seen any so beautiful and so sharp." He says as he holds
it. "It fits you well, my friend." Says the Barbarian. Dwarf now has 4 Attack
dice. The Elf looks at the sword on the wall. "What is this writing?" He asks
the Wizard. "It is called Orc's Bane." He says. The Elf now holds Orc's Bane
from the Artifacts Cards. The Wizard takes the Talisman of Lore from off a
small table. "Wear this, my friend. It will give you strength." He says to the
Barbarian. Add 1 Mind Point to the Barbarians chart. The Heroes also find 2
bottles of Elixir of Life.
G In the bookcase the Heroes find a jar. It is sealed. When they open it they
discover enough healing herbs to restore 9 Body Points. Herbs can be shared
among the Heroes. Herbs must be eaten right away they can't be saved. Also,
the Wizard discovers a scroll that will restore 3 of his spells. Scroll then
disintegrates.
H This Warlock is as strong as a Chaos Warrior, but with 6 Body and Mind
Points. His 1st spell is Summon Orcs, his 2nd spell is Summon Undead. Then
he resorts to physical combat.
Zargon, be bad but merciful! Don't summon all the monsters at once.
NOTES:
Zargon, the Orcs in this castle are better armored. They have 4 Defense dice. we can find the key first." Says the Wizard.
A
Zargon, if the Heroes DO have the iron key:
Heroes start here.
B
"It's locked." Says the Dwarf. "Right here, that iron key we found will fit here."
This Orc knows magic. He immediately casts Sleep on the Hero in the You open the door.
D
doorway. Chest is not booby trapped. Inside are 40 gold coins. When Heroes
search this room the Wizard discovers a scroll that will restore 3 of his spells. The Orc behind the table knows magic. His 1st spell is Cloud of Chaos, his 2nd
Scroll then disintegrates. spell is Ball of Flame and his 3rd spell is Tempest. When Orc's body guards are
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killed he then casts Escape. Heroes find an iron key and a secret door.
E
Inside the cupboard the Heroes find good food and 4 bottles of potion. Each
bottle will restore 4 Body Points. The Heroes also see a secret door. This is where the Orc teleports to. When the Heroes open the door to this
room, Orc immediately casts Command on the first Hero. That Hero then
Zargon, if the Heroes DO NOT have the iron key: turns and blocks the doorway. He starts fighting his friends. Friends defend
themselves, but do not attack. They wait for him to break the spell. When
"It's locked." Says the Dwarf. "See, we need a key." You try the dagger but it Heroes search this room they discover the symbol of the Wizard's society on
does not work. "I will cast a landside spell." Says the Elf. "No wait! Look at the west wall. "Another lock." Says the Dwarf. "Let me see that dagger again."
the floor, see how it is clear here. The Orcs know about this door. Let us see if You give it to him and he opens the door.
G In this room the Heroes find 2 shields. One for the Barbarian and one for the
Elf. Dwarf finds Borin's Armor from the Artifacts Cards. Wizard finds book
for Fire spells and he is only able to recover 2 spells.
Quest 6
You come out of the castle. "Wow! That was rough. Where to castle easily. You see no one around. You make your way
now?" You ask the Wizard. "To the top of this mountain. There inside. The first floor is empty of monsters, but full of their
we should find another spell book in a room with a well." You tools for forging. You find a stairwell that leads down.
quickly make your way to the top of the mountain and find the
NOTES:
Zargon, these are all Mountain Orcs. dagger again." He opens the door and on the other side is a tiny opening
where the spell book is. It is an Air Spell book. The Wizard is able to recover
A
2 new spells from the book. Also the Heroes discover 2 bottles of Elixir of
When the Heroes search this room they find nothing of value. The food is Life.
half rotten.
C In the bookcase the Heroes discover that these Mountain Orcs are very
advanced in their forging.
D The Wizard discovers that these Orcs can forge metal with magic.
E Dwarf, Wizard and Barbarian each find 2 poisoned throwing daggers. The Elf
finds 6 good arrows.
F This chest is booby trapped. 2 hit points if sprung. Inside is a large diamond
worth 500 gold coins.
G When the Heroes search this room, they find the pit littered with bones. This
is an old well, turned into a prison cell. On the north wall is the mark of the
Wizard's society. "It's a secret door alright" Says the Dwarf. "Let me see that
NOTES:
A Starting place of the Heroes. the other 2 Fimir attack. This Fimir can cast a spell and make an attack on
B
each of his turns.
G
This metal door is locked. Iron key will open it.
C
The weapon here is not as good as the Heroes. Elf finds 2 arrows. Chest is
In the bookcase the Heroes find an iron key. Heroes also find a secret door. booby trapped. 1 hit point if sprung. Inside are 2 bottles of potion. Each bottle
D
will restore 4 Body Points.
H
This chest is booby trapped. Poisoned gas. 2 hit points on all the Heroes in
the room if sprung. Inside are jewels worth 400 gold coins. On the rack is a dead Mountain Orc. You hear shouting coming from the
E
small room.
I
On the table the Heroes discover a tool kit.
F
This metal door is locked. Iron key will open it. Chained to the wall are 2
This Fimir knows magic. He keeps on casting Tempest on the Heroes while Mountain Orcs. "They are going to use us as food for their wolves. If you free
J This chest is safe. Inside is a jar. It is sealed. Inside are healing blossoms.
There are enough blossoms to restore 9 Body Points. Points can be shared.
Heroes also discover the mark of the Wizard's society on the east wall. "Help
me take this stone away." Says the Wizard. It's hard work but you get it done.
Behind the stone is a spell book. "God be praised! It is a new element, Wood
Spells! And this book is in a lot better shape than all the others." He studies
the book carefully and learns 5 new Wood Spells.
Quest 8
After you come out of the castle, you kill all the wolves. If any moving river. The Wizard discovers a lily that he needs. As he
of the Mountain Orcs survived, they thank you and leave. You is collecting them you notice a bridge further down the river.
make your way through the woods. The Wizard discovers a You head for it, cross over and find a castle on the other side.
special root that he needs for his heart strengthening potion. "This is not the castle that we want." Says the Wizard. "Let us
"Where to next?" You ask. "We must make our way through search it anyway. Who know what we may find." Says your
these woods. The next castle is in that direction." You all travel friends. You all go inside.
through the day without any incidents. You come to a slow
NOTES:
Zargon, all the monsters in this castle are armored. Add 2 more Defense dice helmets. One for the Barbarian and one for the Elf. Add a point to the
to their statistics. 6 being the highest. Barbarian and Elf's defense.
E
A
When the Heroes search this room they discover an iron key.
F
This metal door is locked. Iron key will open it. The weapons on the rack are
not very good. Elf finds 2 good arrows. This chest is safe.
B Heroes must attempt to jump the large pit. They must roll a black shield on 1 Zargon, if any Heroes died in this battle, put an Elixir of Life in the chest.
white dice, to make the jump. Otherwise they fall and suffer 2 Body Point of Also have a look at everyone's sheets. Make sure that every Hero has at least 1
damage. Elixir of Life at this point. There are also enough healing herbs to bring all
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the Heroes back to full power.
G
In the cupboard the Heroes discover good food and drink. If they eat and
drink a little they will regain 1 Body Point. This Fimir knows magic and immediately casts Command on the Hero that
D
opened the door. That Hero then blocks the door and attacks his friends.
This chest is booby trapped. 2 hit points if sprung. Friends defend themselves, until Hero can break the spell. Fimir's 2nd spell is
Summon Orcs to surround himself. Fimir's 3rd spell is Summon Undead.
Zargon, you decide. 2 bottles of potion. Each bottle will restore 4 Body Points, Place these monsters out in the hall way with the Heroes. I know that this
dried human flesh, or 80 gold coins. The Heroes are surprised to find 2 seems a little unfair. But hey, I'm Zargon. Then the Fimir resorts to physical
H This Gargoyle is a stone statue. The Heroes can see a secret door in the east
wall, next to the statue. But the door is locked. The Dwarf can't find a key
hole in the wall.
Zargon, help the Heroes figure out that the little gold skull that they found
before. Will fit into the belt of the Gargoyle statue. There is a skull on the belt
of the playing piece. This will open the door.
I This room is full of treasure. Each Hero may take a 1000 gold pieces worth of
jewels.
Quest 9
You come out of the castle and continue to follow the direction Says the Elf. "The hairs of my skin are standing straight up."
of the scroll. You come upon another castle. "This is it." Says Says the Barbarian. You go inside.
the Wizard. "Wow! I feel a lot of magic coming from that place."
NOTES:
Zargon, all the monsters in this castle are armored. Add 2 Defense dice to magical items, except for a Wizards Cloak from the Artifacts Cards.
F
their statistics. 6 being the highest.
All of these Fimir knows magic. One Fimir will keep on casting spells while
A
the others attack. 1st spell is Fear, 2nd spell is Sleep, 3rd spell is Ball of Flame,
When the Warlock casts his 1st spell Summon Undead put the monsters in the 4th spell is Tempest. Then they all resort to physical combat.
G
room behind the Heroes. When these monsters are dead. Warlock's 2nd spell is
Summon Orcs. Warlock's 3rd spell is Firestorm. Warlock then resorts to This Warlock is as strong as a Chaos Warrior with 6 Body and Mind Points.
physical combat. He is as strong as a Chaos Warrior with 6 Body and Mind 1st spell is Cloud of Chaos, 2nd spell is Summon Orcs. Then he resort to
Points. physical combat.
B This chest is safe. Inside are 4 bottles of healing potion. Each bottle will
restore 4 Body Points. Also in the chest is a jar. It is sealed. Inside are healing
H These Mummies will not move from their spots. A Hero must go in and kill
them. When the Heroes search the tomb, there is only the body of a dead
herbs. There are only enough herbs to restore 9 Body Points. Herbs must be Warlock. Nothing of value to the Heroes. They discover a secret door.
I
eaten right away. They can't be saved.
C
The Heroes cannot see these weak ceilings. They must try to find the path.
J
The Heroes can see a lever in the wall on the other side of the pit that will
close the pit. When the Heroes come into this room. They see the mark of the Wizards
D
society on the south wall. They pull out the stone and the Wizard is amazed
In the bookcase the Heroes discover a bottle with pills in it. Only the Wizard to find a new set of spells. "This book is in pretty good shape." Says the
knows that these pills will restore 1 Body Point. There are 10 pills in the Wizard. He studies the book and learns 5 new Spirit Spells.
bottle.
E This chest is booby trapped. 1 hit point if sprung. Inside are all kinds of evil
NOTES:
A Zargon, monsters are armored. Add 2 Defense dice to their statistics. 6 being A Starting place of the Heroes.
B
the highest. This Quest is designed for the Heroes to do a lot of searching,
pulling Treasure Cards, hopefully they can get some potions. Also the Heroes This door is locked. 5 hit points will break it down.
C
need to find the stairwell leading up, to finish this Quest.
This door is locked. 5 hit points will break it down.
F When the Heroes search this room. The Elf finds 6 good arrows.
Zargon, this door is a death trap. The only way that this door can be opened is
for it to take a life. The Hero that steps on the square in front of it is killed by
a lightning bolt. An Elixir of Life is needed to bring him back to life. The
door then opens by itself. The room beyond is full of evil items, potions and
artifacts.
I Zargon, to help the Heroes survive this room, tell them that it is in the way
that they position themselves. When the Heroes go to attack the Warlock, he
turns himself into a Gargoyle with 8 Body Points. Gargoyle can fly over the
table to give himself room to fight. If any Heroes do die in this room. Have a
survivor find enough Elixir of Life in the wall to bring them back.
Quest 11
You continue climbing up the stairs. Suddenly the stairs bring players. This is wonderful. I do so love this game. Let me
you to a corridor. At the other end there stands a Skeleton in explain it to you. You see, your friend the Wizard must travel
front of a door. As you come closer you notice that the Skeleton through my magical maze and try to find his way to the center
is unarmed. It makes no move towards you. "What's that it's before my monster kill him. Now, every time he travels through
holding?" Asks the Elf. "Looks like a giant seed pod." He two doors, I will send in one of my Iron Skeletons to attack you
finishes. "Well, he is in our way. This will be easy." Says the three. So his mistakes will be the death of you. I have taken
Barbarian. You get ready to attack. But as you get closer, the nothing from you, except the Elf's ability to walkthrough or
skeleton crushes the pod and the hallway is quickly filled with bring down my walls. That is not allowed. If your friend can
smoke. Everything starts to spin and you lose consciousness. make it to the center room, I give you my word that I will let
you go on your way. I will even give you this Elixir of Life as a
You awake to an evil laugh. "How nice of you to come to me. I reward. But I must tell you, no one has ever been able to solve
must always travel to the world of the humans to get my my maze. HAHA. So let my game begin!
NOTES:
Zargon, set up the whole board. Put out everything including the monsters. look like he entered that room by putting him next to either doorway. Now if
Use the open doors in every room, except the center room. Use 4 closed doors the Wizard tries the north door he will travel to room #3. And once in room
there. Put the Warlock on top of the stair's tile. Stairs are surrounded by an #3 if he takes the east door he will travel to room #4, but if he uses the north
invisible wall. Look at the map, each room is given a number. As the Wizard door he will travel to room #12… Easy!)
goes through a door notice the direction of the arrow that points to the door.
The number that is next to the arrow is the number of the room that he will Wizard can search each room after he kills the monster that is there. But he
travel to. Now it does not matter which door you make it look like the Wizard can only search a room once. You will know that he has been to this room
uses to travel "into" that room. It's better if you mix them up to confuse your before by the absence of the monster to fight. Wandering monsters for the
player. Wizard is a regular Skeleton. Tell the Heroes in the center room that it is very
important the way that they position themselves. An Iron Skeleton can come
(Example; Wizard starts in room #16. There is only one door, so that door through any of the 4 doors and the Skeletons get first attack. Good
will take him to room #15. Now, there are two doors in room #15 so make it positioning will make it possible to protect a dying friend or surround the
C This chest is booby trapped. 1 hit point if sprung. Inside are 2 throwing
daggers.
E This chest is booby trapped. 1 hit point if sprung. Inside is a ruby worth 50
gold coins.
When the Wizard makes it to the center room the Warlock says "Curse you,
curse you all!" And he then disappears. The invisible wall is gone. Heroes can
collect the Elixir of Life and continue their journey.
Quest 12
You make your way up the stairs. They bring you out to the "We should go in." Says the Barbarian. "Because, we either fight
surface of the mountain. The climbing is very steep. You come them now or on the way back, so what difference does it
to the base of a castle carved into the side of the mountain. make?" You all agree. You go into the castle. The first floor is
You travel along the base until you come to a flight of stairs deserted. You find a staircase that leads up.
that lead to a door in the castle. "Mountain Orcs." Says the Elf.
NOTES:
Zargon, all the Skeletons in this Quest are Iron Skeletons. spell is Summon Orcs. These Orcs are Mountain Orcs and they surround the
Warlock Orc. Then the Warlock Orc resorts to physical combat. When the
A
Heroes search this room they discover the brass key on the body of the
When the Heroes search this room, the chest has wine in it and the cupboard Mountain Orc.
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has good deer meat. If the Heroes rest, eat and drink a little they will regain 1
Body Point. This metal door is locked. Heroes need silver key to open it.
B This metal door is locked. Heroes need the iron key to open it. H When the Heroes search this room, they discover a gold key, 5 good arrows, a
C
bottle of Elixir of Life and 2 poisoned throwing daggers.
I
This chest is safe. Inside are 80 gold coins.
D
Zargon, this room has barrels of Orc beer in it. Orcs are asleep. Heroes get
This metal door is locked. Heroes need brass key to open it. first attack with the Orcs giving no defense. After that they wake up. They
E
have 2 Attack and 1 Defense dice because they are drunk.
J
When the Heroes search this room, they discover a sealed jar. Inside are
healing herbs. There are enough to restore 12 Body Points. Herbs cannot be When the Heroes search this room, they discover the silver key.
K
saved. Also the Heroes discover the iron key.
F
In order for the Heroes to cross this giant pit they must each roll a black
This Mountain Orc knows magic. He immediately casts Command on the shield on 1 white dice to make the jump. Otherwise they fall in and suffer 2
Hero in the doorway. That Hero blocks the doorway and turns to attack his Body Points of damage. This pit is very deep. A Hero by himself cannot get
friends. Friends defend themselves until Hero can break the spell. Orc's 2nd out. If all the Heroes end up in the pit, then they can help each other out. If
L This metal door is locked. Heroes need gold key to open it. This door leads
out of the castle. The chest next to the door is safe. Inside are 2 old, large,
copper daggers. They are dull and worthless.
Quest 13 – Lover Level
You continue climbing up the mountain. As you approach the Dwarf studies the door. He notices two notches, one on each
castle on top. You notice the metal door that leads into the side of the door.
castle. It is covered with magic runes and a deer's skull. The
NOTES:
Zargon, the Heroes need to put the two copper daggers into these notches, door.
F
otherwise anyone who touches this door will be killed.
This room is full of Orc beer. Heroes may search this room.
G
Tell the Heroes that they will not regain their spells after this Quest. So they
must be wise. There will also be no restocking of the Treasure Cards after this This metal door is locked. Heroes need the iron key to open it.
H
Quest.
When the Heroes search this room, all that they find is a dead man on the
Only the Orcs are armored in this quest. Add 2 Defense dice to their statistics. rack. They were going to turn him into a Zombie.
I
The Heroes are looking for the stairwell that leads to the upper level.
The Heroes meet a Warlock in the hallway. Warlock immediately casts Ball of
A
Flame at the first Hero he sees. Warlock is as strong as a Chaos Warrior, but
Starting place of the Heroes. with 6 Body and Mind Points. After the Heroes' first attack Warlock runs
B
back down the hall and Summons Orcs. The Orcs appear between the
This chest is safe. Inside are 2 old, large copper daggers. They are dull and Warlock and the Heroes. If Warlock survives next attack, then he Summons
worthless. Undead. Put monsters between Warlock and Heroes. If there is not enough
C
room. Then put monsters behind the Heroes. Then Warlock resorts to
When the Heroes search this room. They discover a small chest on the physical combat.
J
bookcase. Inside the chest is a large diamond worth 500 gold coins.
D
When the Heroes search this room, they discover a small chest in the
When the Heroes search this room. They discover 2 throwing daggers on the bookcase. Inside is a large emerald worth 500 gold coins. Also the closed door
table. in this room is a metal door. It is locked.
E When the Heroes search this room, they discover an iron key and a secret Zargon, the Elf must use Pass Through Rock and fight the monster in the
K When Heroes search this room they discover the brass key.
L When the Heroes search this room they discover a beautiful long sword for
the Barbarian. He can carry this sword and Spirit blade together. The Elf
finds 5 good arrows.
Quest 14 – Upper Level
As you make your way up the stairs. You feel the presents of death it is." "For my son." Says the Barbarian. "For my father."
great evil, you start to feel fear. "Is he casting a spell on us" Says the Wizard. "For those we love." Says the Elf. You take a
Asks the Barbarian. "No, it is his aura, it will get worse. My deep breath and open the door.
friends, this is it." "Then let it be, lads." Says the Dwarf. "To the
NOTES:
Zargon, all the Orcs in this Quest are armored add 2 Defense dice to their F When the Heroes search this room. They find the Wizard's fathers Ring of
statics. Return from the Artifacts Cards. "This ring will take us all home again" Says
the Wizard, as he puts it on.
A This Goblin has a crossbow. G This Goblin has a crossbow. Heroes can see a lever on the other side, in the
B
wall, that will close the pit.
H
This Goblin has a crossbow.
C
This Goblin has a crossbow.
I
This chest is safe. Inside are 4 bottles of potion. Each bottle will restore 4
Body Points. This metal door closes and locks when all the Heroes pass through. It will not
D
open. They are now trapped.
J
This Warlock is as strong as a Chaos Warrior, but with 8 Body and Mind
Points. When the Heroes open the door to this room they are surprised to see a young
Zargon. At his feet is the body of an old man. "FOOLS!" Shouts Zargon.
Zargon, this is fun. Shuffle the Chaos Spell cards and let a Hero pick the "NOW YOU WILL DIE! SERVANTS ATTACK! BUT SAVE THE
spells that the Warlock will cast on each of his turns. Warlock will cast up to 3 WIZARD FOR ME!" He commands. The Heroes yell a mighty battle cry!
spells. If Heroes pick Escape then move Warlock to point E on the map. "FIGHT, MY FRIENDS! I NEED TIME TO CALL UPON A SPELL TO
E
THE DEATH AND DO NOT FEAR! FOR NOW WE FIGHT!" Shouts the
This chest is safe. Zargon, you decide 2 bottle of potion. Each potion restores Wizard.
4 Body Points or a solid gold wand encrusted with Rubies. Worth 500 gold
coins. Also on the rack is any new weapon that a Hero may need to replace. In Zargon, you cannot be put to sleep. Daggers and arrows are useless against
case a Hero picked a Rust spell in that last fight. Elf finds 2 arrows. your magic. You get to attack twice on all of your turns. Your statistics are:
Zargon, when the Heroes kill some of the monsters in the room, bring in
more from the north doors. Pick your strongest monsters, as monsters die,
bring in more. Until Barbarian, Dwarf and Elf are dead. Keep telling the
Heroes that the Wizard needs more time to cast the spell. If monsters are not
doing the job fast enough, Zargon can help kill the Heroes. If a Hero cannot
back away from a fight, he can't drink a potion.
When the Barbarian, Dwarf and Elf are dead. Zargon tells his monsters to
back away. He then says to the Wizard. "Join me or die!" The Wizard,
breathing hard from the fighting, says. "This day, with the help of God, you
will die!" The Wizard and Zargon now fight. When the Wizard is dead, the
room is filled with Zargon's laugh. But, then the Heroes' bodies start to glow.
A bright blue light surrounds their bodies. Zargon watching sees that they are
healing. He screams. "NO!" His monsters flee from the room. The Heroes
come back to life and surround Zargon. They are back to full strength. They
fight Zargon. When Zargon is defeated, he disappears in a cloud of black
smoke.
"What happened?" Asks the Barbarian. "My friends, because we were willing
to die for the goodness of God, we were given the power to destroy evil." Says
the Wizard. "Are we immortal then?" Asks the Elf. "No." Laughs the Wizard.
"Just blessed." "Then Zargon is dead?" Asks the Dwarf. Yes, and if not, if we
give our children strong hands, if we give them a good heart and wisdom. If
then, somehow, Zargon does return, they will be ready for him." Says the
Wizard. "You know what I saw while I was gone?" Says the Barbarian. His
friends look at him. "I saw my son." He says. "Running happily through green
fields. He said that he loves me." "I saw your father." Says the Elf to the
Wizard. "He says that he is very proud of you." "Then, let us return home."
Says the Wizard. "And enjoy the life that God has given us."