The next quest is a variation of the Running the Gauntlet. I've changed the layout so that anybody who has played the original cannot rely on previous knowledge. I also changed the puzzle in the starting room, and altered the story a little to make it fit in with the overall theme.
Lestodante, if you are reading this please note that the correct spelling for the Wand of Galimatias, is just like that rather than "Galimateus" like I wrote on page two of this thread. If you make this artefact card please write it as "Galimatias".
Quest 3 - Running the GauntletThe Wizard's Tale (continued)...
"You have been shipwrecked while crossing the Sea of Claws. Battered and half-drowned, you find yourself seized and brought to a gilded palace of great marble domes and towers. There you were nursed back to health, but despite the luxury of your surroundings you began to feel uneasy. Rather than being an honoured guest, it was as though you were being fattened for the 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. The Cabiri lords escort you to a stairway winding down into a labyrinth beneath their city. By telepathy they speak to you: 'below lies a great treasure, the Wand of Galimatias, a mighty wizard of ages past. Find it and return here. Then you will have proved yourself as a wizard and you will be free to leave our shores.
You attempt to explain that you are on an urgent mission to save the world, informing them of Kyrax and the dire threat the demon presents. The Cabiri do not seem in the least bit concerned and simply point down at the stairway. It seems you must do what they ask. You are grateful that your Familiar, Faustus, has also survived the shipwreck and now squeaks encouragement at you from his perch within the sleeve of your robe".
Notes - This is a solo Quest for the Wizard Hero. He has the same stats as a starting Wizard and may select any 3 of the elemental spell decks for this quest. He is armed with a dagger and also has his familiar Faustus (see introduction). To complete the quest the Wizard must find the Wand of Galimatias and return with it to the stairway, ideally with the Elf also in tow (see note F).
A - The Wizard Hero starts here in a room with 4 doors. Chiselled into the stone above each door is an inscription in the language of the Cabiri. The language is unknown to the Wizard, but shares a passing similarity with some of the tongues he has studied at Matholem's School of Magic. The Wizard may roll two red dice for each door in this room; if the result is the same as or lower than his Mind Point score, he can successfully translate the inscription. North door = "ALLY", East door = "AVOID", South door = "ARTEFACT", West door = "AIM".
The Wizard should only be allowed one attempt to translate each door. However, if he gets the Wand of Galimatias and increases his Mind Points, he can have one more attempt at each door.
B - Two goblins sit at dinner, stirring a bowl in which floats steaming human hearts. The item they are using to stir this gruesome feast is a fine-wrought artefact covered in runes. If the Hero searches for treasure here, he finds a
Wand of Recall.
C - These two fimir are squatting on the ground playing knuckle-bones, and it will take them one turn to react to the Hero'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 Hero can take the 25 gold coins they were gambling with.
D - Use the bridge chasm tile from
Against the Ogre Horde here. The gargoyle on the bridge will posture and growl, but will not actually attack the Hero until he steps on to the bridge himself or casts a spell on the gargoyle.
E - 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 gargoyle or chaos warrior could not.
F - This is a torture-chamber where an orc is stretching an Elf on a rack (remember that the gargoyle, if in pursuit, cannot get through the door). Once the orc is slain, the Wizard will learn that the Elf on the rack is none other than the Elf Hero from quest 1. As the Wizard frees the Elf, the Elf explains how he was also shipwrecked on the island - the Cabiri deliberately wreck ships using their elemental magic, with the aim of using the survivors for their own ends. The Elf refused the Cabiri's demands and was therefore sent down here to be a plaything for the monsters in their dungeons.
The Elf seems to know all about the threat of Kyrax and joins the Wizard immediately. He suggests that the Wizard should keep the
Wand of Galimatias as it will help them with their greater quest.
The Elf has full Body Points and one deck of Elf spells, but he has NONE of his equipment for this quest as it was taken by the Cabiri and is held in their palace tower.
G - Here, amid the clutter on the bench, lies the
Wand of Galimatias. See the new artefact card for the effects of this powerful item. It may only be used by the Wizard Hero The Hero may also take 50 gold coins from the dead chaos warrior.
Once the
Wand of Galimatias is discovered, the Wizard should return to the stairway. The quest is now over, unless the Hero wishes to explore one of the other doors (the Cabiri will be confronted in a later quest).
Wandering monster - Skeleton