ADVANCED HEROQUEST. QUEST 1: The Axe of Grorm. GMs Only

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1 ADVANCED HEROQUEST QUEST 1: The Axe of Grorm By Martin Knight Read to the Heroes The Axe of Grorm is rumoured to lie deep in the lower levels of a dwarven mine, buried with its king in a locked tomb it has rested for an age. Many years have passed and the tale is hardly told these day. Time passes slow enough to forget the stories of old and as the coils of time wind away, each passing generation slowly forgets, and the story turns in to a myth. The mine was once known by a name, now it is only known for what it mined, Mithril! During the age of the Dwarves, the mine had provided the Dwarven empire with a bustling economy. Its produce was shipped to the four corners of the land. Even the king had taken resident at the mine and for some time everything worked. After a good many years the mine wound to a halt, it had been worked to hard and dug to deep; the Mithril was to scarce to keep the mine open. On the day the mine was to close, it was attacked by a band of Greenskins. They tore deep in to the mines, showing no mercy as they killed every living thing they came across. The king and his guards fought well, but by the forth day they had been pushed to the lower levels and were desperately defending themselves in a hidden chamber. It was here that the king fell by the hand of a cave troll, his guards fought back and managed to seal the chamber long enough to bury their king in a tomb. The kings axe has never been found, it is assumed the guards buried it with their king. The Greenskins still lurk in the mines and the few Heroes that have entered, have never returned. Some believe that the ghosts of the kings guards still protect their king and will never rest until the Axe of Grorm is returned to its people. GMs Only The dungeon has been rolled randomly, using my own map building tables. The mine is made up of 3 levels. There is one quest room for each dungeon level The monsters in the quest rooms on the first and second levels are guarding two Mithril discs, these are in fact magic keys to the kings tomb found in the quest room on dungeon level 3. With out these keys the tomb cannot be opened. Inside the tomb is the remains of the King and the Axe of Grorm. When the keys are placed into their slots the tomb will open and the Kings guards will be animated in to the room. GRORMS AXE Wielders Strength 1 When they have been killed the axe can be taken, preferably by a Dwarven Hero, if a non-dwarf takes the axe, all the guards come back to life and will need to be killed again. This will only happen once, after they have been killed again the Axe can be taken by any other Hero, but don t tell the Heroes this. WANDERING MONSTER MATRIX 1D12 Wandering Monster Treasure PV Goblins & 1 Orc 20 GCs Orcs 20 GCs Goblins Archers &1 Orc Champion 30 GCs Orc & 1 Orc Champion 30 GCs Goblins & 1 Orc Champion 40 GCs 4 4 Goblins Archers & 1 Orc 10 Champion 40 GCs Orc & 2 Orc Champion 50 GCs Orc 60 GCs 6 LAIRS MATRIX 1D12 Occupants Treasure PV 1 4 Goblins & 4 Goblin Archers 40 GCs Goblins, 4 Goblin Archers & 1 Orcs 40 GCs Goblins, 4 Goblin Archers & 1 Orcs 50 GCs Goblins, 4 Goblin Archers & 2 Orcs 50 GCs Goblins, 4 Goblin Archers & 2 Orcs 60 GCs Goblins, 4 Goblin Archers & 3 Orcs 60 GCs Goblins, 2 Goblin Archers & 3 Orcs 60 GCs Goblins, 4 Goblin Archers & 1 Orc Champion 3 Goblins, 3 Goblin Archers, 3 Orcs & 1 Orc Champion 3 Goblins, 3 Goblin Archers, 1 Orcs & 2 Orc Champion 2 Goblins, 2 Goblin Archers, 2 Orcs & 2 Orc Champion 2 Goblins, 2 Goblin Archers,1 Orc Champion & 1 Orc 60 GCs 6 80 GCs 8 80 GCs 8 80 GCs GCs 10 QUEST MATRIX DUNGEON LEVELS 1 & 2 1D12 Occupants Treasure PV 1 6 Orcs & 2 Orc Champions 100 GCs Orcs, &1 Orc 100 GCs 10 2 Orcs, 1 Orc Champion & 1 Orc GCs Orcs, & 3 Orc Champions 120 GCs 12 4 Orcs, 1 Orc Champion & 1 Orc GCs Orcs, 2 Orc Champions & 1 Orc 120 GCs Orc Champions & 1 Orc 120 GCs Orcs, 3 Orc Champions & 1 Orc 140 GCs 14 6 Orcs, 1 Orc Champions & 1 Orc GCs Orcs, 2 Orc Champions & 1 Orc 140 GCs Orcs, 2 Orc Champions & 1 Ogre 140 GCs Orcs, 2 Orc Champions & 1 Cave Troll 160 GCs 16 QUEST MATRIX DUNGEON LEVEL 3 1D12 Occupants Treasure PV Skeletons 100 GCs Skeletons 120 GCs Skeletons &1 Undead Champion 140 GCs Skeletons &1 Undead Champion 160 GCs Fumble Critical Grorms Axe Never 11-12

2 Dungeon Level One CUPBOARD FIREPLACE W MAP KEY Tomb Rack Sorcerers Table Barrel Weapons Rack W Wandering Monster CUPBOARD Cupboard Doorway FIREPLACE Fireplace Treasure Chest 2

3 Dungeon Level One Location A This area is guarded by 2 Orcs (20Gc s), the Sorcerers table, contains (Scroll: Power of the Phoenix x 1). Location B This is the way down to the next level, encourage Heroes keen to skip this level to finish exploring level one. Location C A group of wandering monsters are lurking here and get a +1 to their surprise roll. 1 Orc and 2 Orc Champions (50gc s). Location D This room is empty apart from a weapons rack which contains (1 Spear). Location E These rooms are empty, however if the Heroes return to these rooms again there is a 50% chance they will encounter some wandering monsters. Roll 1d12, on a result of 1-6 the room is empty still, on a roll of 7-12 they encounter a wandering monster/s, roll on the wandering monster table. the stairs and attack (monsters get +1 to surprise roll). 2 Goblin Archers and 1 Orc Champion (30Gc s) Location J The room is empty apart from a barrel (150Gc s). Location K (Quest) The room contains 6 Orcs and 3 Orc Champions (120Gc s). A log can be grabbed from the fireplace instead of making an attack and has the same effect as a dagger in combat. One chest contains (10 feet of Rope and 30Gc s). The other contains (A Palm Sized disc made of Mithril and inscribed with dwarven runes and 2 Arrows of True Flight (Always hits target, no roll is needed). Give the Hero who takes the disc handout one. The Mithril Discs are magic keys that must be placed into the tomb of Grorm in order to open the lid. The first disc is found on level one and the second on level two. The discs when placed into the tomb read a inscription and hint to whom can remove the Axe from the tomb. Disc One Reads, Only A True Dwarven Hero Only A True Dwarven Hero Location F The room contains a rack and a treasure chest. The chest contains (Rat Poison and 50Gc s). The chest is the trigger and as soon as it opens the room will rotate each turn. Location G These stairs lead out of the dungeon to the surface, if the Heroes leave the dungeon the expedition is over. The chances of re-entering the dungeon by this way again are slim, roll 1d12 on a roll of 1-10 the Heroes cannot find the way in and must start at the main entrance, on a roll of 11 or 12 they manage to find the entrance again and can continue the quest from this point. Location H (Lair) This room is a Lair and contains 4 Goblins and 4 Goblin Archers (40Gc s). Once the monsters have been disposed of the Cupboard can be searched (Healing Potion, AHQ 31) the chest (100Gc s) and the Tomb, a STR test is needed to lift the lid, no skeleton is disturbed and inside is (Dawnstone: with 3 Fate Points). The Tomb Reads, Can Remove The Great Axe Can Remove The Great Axe The Second Disc Reads, Of Grorm From Its Tomb Of Grorm From Its Tomb Location I The two squares shown contain an alarm trap (Spot 7, Disarm 7). As soon as any Hero steps onto either of the two spaces marked on the map with the Alarm, a load drum noise is heard and a group of monsters race down 3

4 BOOKCASE FIREPLACE Dungeon Level Two W W FIREPLACE S S Alchemists Bench Sorcerers Table Magic Circle MAP KEY W S Secret Door Barrel Wandering Monster Statue BOOKCASE FIREPLACE Bookcase Fireplace Doorway Treasure Chest 4

5 Dungeon Level Two Loc ation A A group of wandering monsters are lurking here and get a +1 to their surprise roll. 2 Orc (20Gc s). Location B The room is covered in mould (AHQ p,28). Location C The room is guarded by 4 Goblins and 1 Orc (40Gc s). The Alchemists Bench contains a (Healing Potion, AHQ p,31). Location D The room has a large circle etched into the floor if a Hero stands on any part of it, a group of monsters are summoned. The Heroes are automatically surprised (no need to roll). 1 Orc and 1 Orc Champion (30Gc s). are summoned. The bookcase contains a (Map), give the Heroes Handout 3; it is a map of dungeon level 3. of their current fate points. The Gems are worth (400Gc s each). Location H (Quest) The room contains 3 Orcs, 2 Orc Champions and a Cave Troll (160Gc s). A log can be grabbed from the fireplace instead of making an attack and has the same effect as a dagger in combat. The chest contains (A Palm Sized disc made of Mithril and inscribed with dwarven runes). Give the Hero who takes the disc handout Two. The Alchemists Bench contains a (Strength potion, AHQ p,31). One barrel has a magic trap (Spot 8, Disarm 7), if the trap is set of place a magic template over the Hero who caused the trap, any model in the area of effect is effected by a Flames of Death Spell. The barrel contains (a Magic Sword, +1 to Str when using the Sword). The other barrels contains (100Gc s). Location I The space contains a hidden mantrap (Spot 7, Disarm 6), any hero who enters the space will trigger the trap (AHQ p, 34). Location J The secret door is hidden, it looks like a dead end on one side and just a dungeon wall on the other. Any hero who searches this area for a secret door will automatically find the door (no roll needed). Location E The square contains a gas trap (Spot 10, Disarm 7). If the square is stepped on a cloud of gas is expelled (AHQ p 34). The gas is a Mild Poison. Location F (Lair) This room is a Lair and contains 3 Goblins, 3 Goblin Archers, 1 Orc and 2 Orc Champions (80Gc s). A log can be grabbed from the fireplace instead of making an attack and has the same effect as a dagger in combat. Once the monsters have been disposed of the Sorcerers Table can be searched (Scroll: Open Window x 1). The Treasure Chest is trapped with a Poison Dart (Spot 9, Disarm 8). If it is sprung roll 1 damage dice for the dart. The chest contains (10 Feet of Rope and 30Gc s). Location G Each side of the corridor are two menacing looking statues. They both have a large gem set into their stone, if a Hero tries to remove them they are cursed and loose all 5 Location K The room contains a chest (2 Flasks of Greek Fire) and a Alchemists Bench (Potion of Prowess, must bedrunk at start of turn. WS, BS and Speed are increases by 1 point each and lasts fro 3 turns). Location L The room is empty apart from stairs leading down to Dungeon level 3. The Dwarven King with his axe.

6 Dungeon Level Three POOL P1 BOOKCASE P3 P2 P2 MAP KEY P3 Secret Door Barrel BOOKCASE P1 Bookcase Treasure Chest Pressure Pad Lever Grate Throne Tomb POOL Pool Rope Bridge Table Chasm Mushrooms 6

7 Dungeon Level Three Location A The Heroes emerge into a large cavern, on each side overlooking the middle are raised walkways (Locations B), once used by the noble dwarves to overlook the miners during important gatherings. Goblin Archers (20Gc s), 2 on each side guard the cavern and begin shooting down on the Heroes as soon as they enter the cavern. Heroes are surprised (no need to roll). The entire cavern is made up of a large room tile and a small room tile, there is no wall between the two. The end wall (shown with a dotted white line) is in fact a very large door (spot 6) that slowly raises up in to the ceiling. It has been disguised to look like part of the dungeon wall. There is a pressure pad (spot 6) located in front of the door which has also been disguised and looks like the dungeon floor. When enough weight is placed on the pressure pad the door will raise, if the weight is removed it will lower. The Orcs found that by using an empty barrel they could chuck rocks in to it, when the door opened they stopped, now throughout the dungeon weighted barrels have been left laying around and are used to activate these pads. Moving a weighted barrel reduces a Hero or Henchman s move by half. The pool in the room contains just water and has no effect if drunk, its main purpose for the Heroes is to use the water on their clothes to stop themselves from burning when they travel through Locations E The lava bridges. There are 2 buckets next to the pool. A Hero or Henchman s movement is halved when carry a bucket full of water. If carrying both buckets full of water their movement is reduced to a quarter. Locations B These two locations overlook the main cavern, they can be found by going through the wall door at the end of the room and up the two winding stairs off to the left and right. The Orks have posted 2 Goblin Archers on each side to keep guard. Locations C The rope bridges cross two very deep chasms and because the room connecting contains bats the Heroes must fight their way across. As soon as the lead Hero steps onto either bridge the bats will attack (AHQ p, 28 Fight it Out). The only way to avoid this, every time the Heroes cross a rope bridge is to get to Location D and use Greek Fire (AHQ p, 28) to kill them all. Location D The room contains bats, they will only attack when a Hero tries crossing one of the rope bridges connecting to the room. By using Greek Fire (AHQ p, 28) the Heroes can flame the room and destroy the bats. The room also contains two table, a chest (Magic Dagger AHQ p,32) and a weighted barrel (the Orks moved it from the pad in 7 Location E to protect the tomb, which they are frantically still trying to get open). In the corner of the room are 4 mushrooms, which can be picked; if they are eaten each will restore all of a Heroes lost wounds. Location E These narrow walkways bridge a river of flowing lava. The heat is unbearable, as fire and lava erupts and spills onto the pathway. A hero attempting to walk along the bridge will take 1 wound for every space they move. The only way to prevent this is to douse themselves with water. The water must be applied on the space just before the lava bridge and will only protect the drenched Hero for 5 spaces (just enough to cross the bridge). The downside is the only water in the dungeon is back in Location A (Lets hope the Heroes dealt with the Bats). Both buckets can be filled, however only one bucket can be carried by a Hero or Henchman at a time. To drench a Hero or Henchman uses up half a bucket, the Heroes had better remember to take enough water with them or else it will be a hot trip back. The weighted barrel at Location D should be used for the pressure pad on the right hand bridge, because in order to open the Quest room all pressure pads on this level need to be weighted. For each trip the Heroes make back to the water pool the they will encounter a group of wandering monsters (rolled randomly). Location F There are 2 locations marked F on the map, they both have a weighted barrel and a pressure pad (spot 6). Location G The passage is a dead end and only contains a lever. The lever controls the door mechanism to raise the wall section (dotted white) for Location K. All of the pressure pads throughout the level must be weighted or the lever will not budge (i.e. cannot be moved). Location H The passage is a dead end and only contains a lever. The lever controls the door mechanism to raise the wall section (dotted white) for Location I. Pressure pads marked 1 and 2 must be weighted or the lever will not budge. Location I (Lair) This room is a Lair and contains 2 Goblins, 2 Goblin Archers, 1 Orc and 1 Orc (100Gc s). The Orc sits on the Throne and will only get off if attacked or if all of the other monsters have been slain, while he is sat on the throne the monsters get +1 to their Toughness and roll 1 extra damage dice. The Treasure Chest is trapped with a Guillotine (Spot 6, Disarm 8) see AHQ p, 34. The chest contains (200Gc s), and the bookcase is empty. The grate can be lifted (AHQ p,28) below is Location J, however the Heroes do not get a bonus to their surprise roll as the occupants have heard all the commotion in the room.

8 Location J The room contains 2 Goblins and 1 Orc (20Gc s) being held prisoner. The pressure pad (spot 6) must be weighted by the dead bodies of the monsters, all of the monsters must be heaped onto the pad to activate the mechanism. Location K The room contains the Tomb of Grorm and a Treasure Chest, containing (a Magic Shield: -1 to BS, +2 to T). There is a secret door leading to some stairs behind the tomb and any Hero searching that wall will automatically find the door (no roll needed). The stairs lead out of the dungeon and should a Hero climb the stairs the expedition is over. As soon as a Hero examines the Tomb read the following. The Tomb glistens in the dim torchlight, by the gods its made of solid Mithril. This must be the resting place of the lost king Grorm. Casting your eyes across the ornate casket, while your hand traces the etched battle scenes your fingers stop at a plate raised up a little from the surface of the lid (GM: Give the Hero Handout 4). The engraved message is written in Dwarven and each side is a palm sized round slot, it looks like something should be placed here... Now its up to the Heroes, if they think to place the Mithril discs into the slots then give them Handouts 5. The discs have to placed in the right way or nothing will happen see diagram below. As soon as the discs are in the correct order read the following. As you place the last disc into its slot, the message begins to glow, faintly at first and then brighter and brighter until the light begins to hurt your eyes. You turn your head, shielding your eyes with your hands, as a rumbling noises starts to emit from the tomb, the lid is moving. While watching the lid, you hear a voice boom Only a true dwarven Hero... with each spoken word, part of the inscription on the left hand disc stops glowing and disappears, as if in time with the words. Again the voice booms can remove the great axe... the inscription on the tombs plate, part by part glows and disappears as if the voice is rubbing out the words. The voice booms yet again of Grorm from its tomb... again, bit by bit the inscription on the right hand disc glows and disappears. Still rumbling the lid has moved over half the way across the tomb. Like a distant echo the voice you just heard speaks again, only this time softly and calmly, almost ghost like Only a true dwarven Hero... hero... can remove the great axe... axe... of Grorm from its tomb... tomb... as the last word echoes off in to the distance, the loud rumbling noise stops and a loud clatter sounds as the tombs lid falls to the floor. Then a Dwarven skeleton figure springs up from the tomb, its mouth stretched open wide, a horrible grotesque screeching emits from its mouth as 6 shooting wisps of smoke fly across the room, the figure slumps back into the tomb and you watch in terror as the smoke hits the ground, climbing out of each fallen wisp of smoke is a dwarf sized skeleton, its time to fight. The skeletons are placed where the skull symbols are on the map. If they are defeated. Read the following. With the Kings guards defeated your attention is brought back to the tomb. Inside is a great axe clenched tightly in the bony claws of a long dead king. With all that has happened to you, you should decide who will take the Axe. If a non Dwarf hero takes the axe, read the following (1) otherwise read (2). 1) As your hand grasps the axe, the skeleton King sits up and slowly cocks his head towards you, his head turns slightly as if examining you and then his mouth stretches open wide, a horrible grotesque screeching emits from his mouth and you can just make out the words wrong choice as 6 shooting wisps of smoke fly across the room, the figure slumps back into the tomb and you watch in terror as the smoke hits the ground, climbing out of each fallen wisp of smoke is a dwarf sized skeleton, its time to fight again. The skeletons must be fought again however they all only have 1 wound each. Once they have been defeated for the second time, any Hero can take the axe. If the Heroes dare read the following. (2) As your hand grasps the axe, the skeleton kings bony claws slip from the its shaft and fall to his side. Holding the axe with both hands, you feel an immense power project through your body, the axe of Grorm is now yours to keep. Fate Point Reward If the Heroes left the dungeon with the Axe of Grorm, they each gain +1 to their Fate Point Characteristic. The axe is made from Mithril and is worth 1000Gc s however the Dwarves may pay a lot more for the long lost relic. 8

9 THE HANDOUTS HANDOUT ONE HANDOUT TWO HANDOUT FIVE HANDOUT THREE HANDOUT FIVE HANDOUT FOUR 9

10 10 Lava Bridge Floor Tile

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