The Hive of Thandiss the Lich
For this quest the heroes must do a full frontal assault on the stronghold of the Lich Thandiss. Thandis is a powerful undead sorcerer who is in liege with the Evil One. The undead in this dungeon are very powerful and not as easily defeated as the typical types of undead. To assist you in your quest the Emperor will provide the heroes with a number of artifacts including the weapon known as the Spirit Blade. The entire mission will be to destroy Thandiss and as many of his minions as possible. However be aware that the hive has been magically rigged to fall into itself if Thandiss is killed, so the heroes will have a very short amount of time to evacuate the hive after the Lich is slain.
Randomly give the players one powerful artifact or three lesser artifacts per hero as per the players choice, and any henchmen will be provided with one lesser artifact. The Spirit Blade will be given to the party in addition to their artifacts.
All undead in this quest are superior versions of their normal types. All undead in this dungeon are at +2 to their movement so long as Thandiss is alive. Undead in this dungeon are considered “Champion” level and they all defend on White shields. All undead in this dungeon are Type 3, 4 and 5**, thus they have some amount of intelligence and will not act as mindless undead. All undead in this dungeon have +1 Body points. All Zombies in this dungeon attack with +1 dice. Once Thandiss is destroyed the undead will lose these bonuses.
Thandiss is a Necromancer and a Chaos sorcerer. He will have 12 total spells chosen from the Necromancy and Chaos decks. (Necromancy deck found on the Inn.)
Body: 4
Mind: 6
Attack: 4 If he succeeds in landing 4 Body points in a single attack the victim must roll Mind Points looking for a Black Shield or they become a Zombie.
Defend: 4 Defends on all Shields. Elite Level
Move: 7
The Guardians {The body guards of Thandiss}
Body: 3
Mind: 2 (Still immune to any form of mind attack. May be enslaved by more powerful undead with a contest of will initiated by the more advanced undead. Both parties roll their Mind in combat dice and the undead that rolls more Skulls wins. If it is the greater undead that wins the contest the lesser undead becomes a minion.)
Move: 8
Attack: 3
Defend: 2 Elite {Defends on all shields.}
Each Guardian will have a gemmed necklace on them that is worth 200 gold coins. However anyone who dons the necklace will become a type 4 zombie.
Wandering Monsters are a pair of Orc Champions who are inspecting the dungeon and Thandiss’s preparations. These champions will be wearing helmets (+1 defend) and be under the effects of a Strength Spell for the duration of the quest which translates to +1 Attack. This wandering monster encounter can only happen one time. After this encounter any subsequent wandering monsters will be a mummy.
There are few traps in this dungeon; most will be pit traps that are obvious and thus placed on the map when rooms and corridors are ‘discovered’. A few arrow traps will be discovered when they near the final sepulcher where the Lich resides.
Post Game Report:
The all monsters are champions rule for this dungeon was brutal. The heroes did survive the monsters by the skin of their teeth but it cost them every heal and scroll they had to get to Thandiss. By the time they met Thandiss I had decided to lower the danger of the final challenge and removed his body gaurds from the room. Turns out it was a bad choice. The entire game session the heroes who were loaded with artifacts and gear, they struggled to make it through. They had some serious advantages but the monsters ground them to a pulp. The smart thing for them to have done was to leave the room with all the small crypts once they made their first big score. It was obvious the Lich was not there. Now allot of this was the heroes doing…they did not have to open every coffin they found in the tomb, but Amber was playing the Dwarf and she played him like he had a bad case of gold fever. Every coffin had a nice treasure or two and a couple had downright troves of scrolls, gold and potions, but they would use up the mystic resources in the next couple of fights against mummies and zombies. The exit was perfectly placed in regards to the final challenge. Although only 1 hero made it out in time, there was sufficient amount of time to get to the exit provided the heroes got average movement rolls. The fact that 3 of the heroes rolled bum rolls for movement two times in a row is not my fault. The fact Ambers Dwarf made it out of the dungeon with an awesome roll, one bum roll and an average roll demonstrates the challenge was fair. If the heroes would have had an average roll of 5-7 points per roll they would have made it out alive.
The system I am using perhaps needs to have Luck incorporated. The bad movement rolls, combined with the Genie rolling zero skulls twice in the night demonstrate the need for such a mechanic.
I figure if incorporated then the following rules should keep it balanced:
All Heroes enter play with 1 Luck re-roll per game session.
If a Hero rolls a critical with 4 or more dice they gain a Luck point.
Luck Points may not exceed 3 points.
Cleric style heroes enter play with 2 Base Luck Points.
Dark Heroes, such as Dark Elves, Anti Paladins and Thieves have no luck points at game start, but may gain up to 2 Luck points.
Luck resets to base between games so that heroes always enter the Dungeon with their Base Luck score.
Magic Items that are ‘lucky’ should not exceed 1 Luck Point per item regardless of power level.
The EWP may award an additional Luck Point to the Heroes before the start of a game if the EWP has deemed the Quest will be so hard that it will require it. To make the mechanic work in storyline, inform the players that their Heroes have been blessed by the local Clergy prior to their departure.
Rules modifications in use for this game other than a serious equipment and artifact upgrade for the dungeon:
Traps are only discovered on a Mind Check rolling for a Black Shield to find them. The Dwarf rolls Mind +4 when searching for traps and secret doors.
Traps are jumped on a Body Check {Max, not current.} also looking for a Black Shield. This does hamstring the Mage, but the traps were all pit traps and I had a rule in effect that one could crawl into the pit and end their turn to avoid falling in, then they would spend their action next turn getting out of the pit. It did slow the mage down, but it wasn’t the end of things as the other heroes never left him too far behind.
When coffins were looted I rolled a D-6 number of treasure cards, ignoring all hazards and wandering monsters, as there was a guaranteed buffed undead dude in each coffin. The 2 ‘special’ coffins had powerful mummies in them and a nice collection of scrolls, potions and gold. Loot was given in a pile of cards they were not allowed to look at until the room was clear of monsters.
Each turn it came around to the EWP if there were no monsters on board I would roll one combat dice. If it came up a Black Shield I placed a random monster anywhere on the board that had been discovered. If I did not roll a Black Shield I would pull a random scroll spell that I could play on any future monsters I might have in play. You would think I would have a nice little pile of scroll spells to harass the heroes with, but I rolled so many Black Shields….I almost always had a monster in lay somewhere.
The Mercenary cards were printed off with monster card backs and were in the mix when I would pull for a random monster. If I pulled the Scout which I did twice, I would place him in a place where he had eyes on the heroes but as far as possible from them, then I would run him away from the heroes to the staircase. Once he got to the stairs he alerted compatriots and returned with reinforcements in two turns. The first time he came back with a Fimir with a Tempest Spell, the second time the scout returned with a pair of Orc Champions.
**Undead types refer to this post:
viewtopic.php?f=149&t=2998#p56035
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~