The first quest is up!
Quest 1 - Beyond the World's EdgeThe Elf's Tale..."After a day of fruitless treasure hunting in the great Laurelorn Forest, you find a place to camp under the stars. You drift off into a fitful sleep filled with strange eldritch dreams, concerning the end of the world. As the power of the prophetic dream waxes full you see a colossal white dragon, hard-scaled and full of hatred for all living things. Heroes of ancient times laid him low, penning him under slabs of ice. But he did not die - seven hundred years he lay there, whilst he plotted his vengeance. Now his awakening draws close. When he arises he will breathe forth the fimbul-frost across the land, biting the flesh and withering the bows, until everything lies under snow and ice and no life stirs anywhere under the sky. And yet, you see a band of Heroes heading north to confront this vile demon.
The dream-visions fade as you awake in the forest, but you remain full of foreboding. You are an elf, so you know that such dreams are not idle fancies. You know that you must take your weapons and travel north to confront this thing. Why else would the gods have sent you this disturbing dream? There is a human fishing village not far from here. If you can reach it you may be able to gain passage across the sea to the frozen northlands, there to meet your destiny beyond the world's edge."Notes - This is a solo Quest for the Elf (see introduction for the starting spells and equipment for this Hero). This quest takes place in a forest.
A - This secret door cannot be found from the corridor. It can only be found from room B.
B - Place 3 Pit of Darkness trap tiles in this room as soon as it is revealed. Tell the player that they are entrances to "Attercob tunnels", but say nothing more. If the Elf searches the bottom tunnel he will find the skeleton of a long dead adventurer and a Helmet (give the Elf the corresponding Equipment card). If the middle tunnel is explored the Elf finds a coil of sticky webbing that he may take with him (note the word 'Rope' on his Character Sheet). If the Elf enters the top tunnel he will immediately be attacked by a Giant Spider - Move N/A, Attack 2, Defend 2, Body 2, Mind 1. The spider will not leave the tunnel, but if the Elf retreats outside he won't be able to fire his bow at the spider inside. If the spider is slain the Elf can find 100 gold and the secret door in the tunnel, opening to corridor A.
C - Use the quicksand tile here. The Goblins are armed with bows and the blocked squares represent trees; any figure using ranged weapons against an enemy hiding directly behind a tree rolls one less combat die than normal. The sand represents a muddy river which is infested with Cockodrilles. It can only be crossed once the Goblins are dead, using a small boat clad in human skin that the Goblins have tied to the riverbank.
D - Tell the Elf that this door represents a magical wooden toll gate set up by Cacogast the Troll, an old enemy of his, and that there are only three ways to pass through, i) pay the toll of 100 gold by placing the coins in a box in the door, ii) force the door open with brute strength, or iii) open it magically (
Twist Wood is the only spell that will open the door, but don't tell the Elf this last bit).
E - This is abode of Cacogast the Troll. If the Elf paid the toll to open door D, or magically opened it with
Twist Wood, do not place Cacogast or the door to room F on the game-board. However, if the Elf had to resort to brute force, place Cacogast and the door to room F as shown on the map; the Elf will have to fight the Troll - Move 8, Attack 4, Defend 4, Body 3, Mind 2. Cacogast is also immune to all spells.
F - Say what you want about Cacogast, but he did keep a well stocked larder. If the Elf searches for treasure here he will find some healing berries on the table, which will restore up to 6 BP.
G - Tell the Elf that he has reached the fishing village and has found a Market place. He may buy any of the following items, which he should mark on his Character Sheet; Rope 25gc, Lantern 30gold, Warm Furs 20gc, Wooden Stake 10gc, Holy Water 50gc, Healing Salve 50gold (will restore 2BP).
H - Use Ye Olde Inn corner tile here. This is the Inn of the fishing village. The poor villagers say that they will take you across the Sea of Claws if you can rid them of a sea monster that swims off the coast and prevents them from fishing. If the Elf agrees, tell him that he can search the storeroom (room I) for objects that might help his quest, before opening the door in the top corridor.
I - It is mostly old junk in here, aside from a strange looking sword. The villagers seem to have no idea of the true worth of this weapon, and you see no reason to tell them. Give the Elf the magic artefact
Woe. The extra spell bonus takes immediate effect, meaning that the Elf can choose one more Elf spell that he didn't possess, to use for the current Quest. The spell will be chosen from either of the two Elf spell decks that the player didn't select at the start of the Quest.
J - Use the Coast tile here. Night has now fallen and the Elf must row out to meet the Sea Monster. Place the Elf next to the tentacled creature in the water - Move N/A, Attack 1, Defend 3, Body 5, Mind 2. The Elf may make the first attack and may use his bow if he wishes. The Sea Monster grows more tentacles for each wound that its suffers; every Body Point that it loses is added to its total number of Attack Dice!
If the Elf wins this battle the Quest is over. The villagers will now sail him across the Sea of Claws.
Wandering monster - Goblin