Next up we have the draft for Quest 8 - an adventure for both the Dwarf and Barbarian Heroes.
C - Use the mirror from Mage of the Mirror here, showing the black side. If the Scrying Glass is used here, say that the mirror appears to be full of extremely malicious magical energy. If a Hero searches the mirror, the face of a demon will materialise in the glass. The Demon will then squint at the Hero and say "You aren't my Master. No Luck for you today". The Hero is then instantly teleported to room D. The only way to rescue Heroes trapped in room D is to hold the portrait of Grim Dugald (from room E) in front of the mirror. This will fool the demon into thinking that its Master is present, and he will return any Hero or Heroes previously teleported to room D. In addition, the fooled demon will grant one of the following requests; i) replenish all spells to everyone in the room, or ii) restore all Heroes in the room to full health.
D - This room is actually a prison cube in a parallel dimension. There is no escape from the cube, other than the Hero's companions managing to summon him back from this dimension (see note C). However, if the Hero searches for treasure whilst he is waiting to be rescued, he will find the magic artefact Wraithweaver.
E - There are many more paintings of Dugald ancestors hanging on the walls. If a Hero searches the fireplace they will find a hideous framed portrait of Grim Dugald himself. Tell the Hero that he can take the painting if he wishes (record it as an item on his Character sheet).
F - This spiral staircase leads down to door that will open up to the basement level of the Manse.
G - This is a wine cellar. If a Hero drinks the wine he will get drunk and lose 1 attack and defence die for the rest of the quest (minimum of 1 die).
H - Use the Coast tile here; it represents an underground lake in a large cavern beneath the Manse. Place a trapdoor tile on the other side of the lake, representing a small pier jutting out over the water. The Heroes should take the boat across as a group (they can all fit inside). When they reach the pier, they will be attacked by Giant Bats; everyone in the boat is attacked once with 3 combat dice, before the bats depart. The boat will then slowly sink - everyone can disembark safely before it does so, but the group will not be able to return the same way.
I - This door is locked and can only be opened with a bronze key.
J - This is a shrine holding a huge vat of blood. If it is searched for treasure the Heroes will find a bronze key, but as soon as it is picked up both doors labelled K are opened and the inhabitants activated. The Heroes should also be given a chance to 'purify' the shrine - they can place any items in the blood, (Holy Water, Garlic etc) but don't tell them yet if the treatment has been successful or not.
K - Theses are 'Undead Brides', with the following stats - Move 6, Attack 4, Defend 4, Body 2, Mind 0. They are 'almost' Vampires; the sword Wraithweaver will be affective against them, but garlic, Holy Water and Silver Daggers will not.
L - This is Perdita, the Milkmaid. She says she was taken by Dugald whilst walking on the moors. She will now accompany the Heroes as they attempt to escape the Manse (use the Millandriel tile from Mage of the Mirror). Monsters will not attack her, preferring to attack the Heroes instead.
M - This is Grim Dugald, a vampire - Move 9, Attack 5, Defend 5, Body 10, Mind 5. If the vat of blood (J) was purified with garlic and/or holy water, then Dugald will have been weakened and starts the battle with 5 Body Points instead of 10. These items will have no effect on Dugald if they are used directly on him, however. If Dugald is slain, on Morcar's next turn tell the Heroes that he shows signs of regenerating back to life! He must be finished off with either a Silver Dagger or Wraithweaver through the heart (Dugald cannot defend whilst he is regenerating), or he will return to life with 5 Body Points on Morcar's following turn. This horrific process will continue until Dugald is finished off with either a Silver Dagger or Wraithweaver .
N - This secret door can only be found from this side. Once opened, the bookcase on the other side of the wall will slide up one space, allowing passage.
0 - There is a poison needle trap on the chest, which causes 2 Body Points of damage if the Hero does not first search for traps. It contains 1000 gold coins. If Perdita is with the Hero group she will caution them to only take half the gold, as taking any more will bring down a curse. If her advice is not heeded, the entire contents of the chest turn to leaves on leaving the Manse.
Wandering monster - Tell the Hero that they get the feeling that they are being watched from the walls, but can see no monster.
If the Hero survives these spells, he must then attempt to deal with the snake again. If he uses the [i]Mongoose Statue[/i], the familiar will kill the snake and the evil soul inside it, allowing the Hero to loot the room at his leisure. He can take 5,000 gold coins, and if he manages to get back to the snow tile (room E), he can journey south on foot (the Quest pack is complete).
If the Hero doesn't think to use the statue, or doesn't possess one, he will be at an impasse as he cannot harm the serpent and it has in turn used up all its spells. Tell the Hero that he can snatch up no more than 1,000 gold coins and make a run for it (with the snake slowly slithering behind him at 4 squares per turn). If the Hero can get back to room E the Quest is considered complete. If the Hero thinks to collapse the archway above door J (a free action as he passes through the doorway), all the falling block traps will fall on Morcar's next turn. If the black serpent is on the far side of the door, it will be trapped inside it's pyramid tomb forever. If the snake is not trapped here, the Hero may escape with his gold but tell him that he has doomed the world to an age of war and conquest now that Chungor Chan has been set free.