Sunday, July 24, 2011

The Lost Book of Grudges: Deep Two – The Spider Pits

(Quest Prologue)
(Continued from Deep One - The Slave Pen)

The Warriors have penetrated deep within the lair of the Blackfang Orcs in their search for the Stonebrow Dwarf Clan’s Book of Grudges.  In this Deep the Warriors must overcome the diabolical magic of Tarantalus, the Orc Shaman of the Blackfang tribe.  Tarantalus has spent his life delving into the obscure dark lore of spider magic, and has chosen this deep as his base of operations because it is also the long time home of another, perhaps more dangerous resident: the Gigantic Spider, Lasiadora.

Moving from Deep One to Deep Two

After the Warriors found the stone stairway in Deep One, they descended through a maze of twisting, pitch black, corridors for what seemed like forever.  This led the company to believe that there must be other avenues from the deeper levels of the complex to the surface.  Eventually the Warriors came to an ominous marble portal decorated with wicked-looking spider figures.  They had found the entrance to Tarantalus’ domain, and steeled themselves for the ordeal ahead of them.

  • The Warriors begin Deep Two restored to full Wounds, even if they have not travelled to a Settlement after completing the previous Deep.  During their explorations, they discovered a “safe cavern” that allowed them to rest and heal to full capacity.
  • But remember that if the Warriors retreat from the dungeon to go back to a Settlement at any point, add 1D6 Orcs to the first Unexpected Event.

Setting up the Dungeon Deck

  • Build the Dungeon Deck for Deep Two using the normal procedure.  The Objective Room is the Spider Pits.

Special Rules

The Gigantic Spider Lasiadora dwells in this Deep, and she has a brood in the process of hatching.  The longer the Warriors take to complete this Deep, the more of her brood they will have to face when they reach the Objective Room!

  • Keep a total of the number of 1’s rolled in the Power Phases.  You will use this number when the Warriors reach the Spider Pits.

The Spider Pits Objective Room

When the Warriors draw the Spider Pits Dungeon Card, follow the normal rules for the room, with the following exception:
  • There are no Exit Doors in the room since it is the Objective Room for this Deep.
  • Instead of 2D6 Giant Spiders, there are 1D6 plus the number of 1’s rolled in the Power Phase (this is the number you were instructed to keep track of above).
  • In addition to a Gigantic Spider appearing in the treasure chamber, Tarantalus the Orc Shaman is there as well.  Place him next to the Gigantic Spider.  If Tarantalus is reduced to 3 Wounds or less, he will escape in the next Monster Phase using his Silk Strands Spell.  The Shaman will reappear with Blackfang in the Objective Room of Deep Three.
Reward

  • After the Monsters are defeated, if one of the Warriors enters the square containing the Treasure Chest, they find one Treasure Card.
  • Additionally, each Warrior who enters any square in the Treasure Chamber that contains coins can make a Gold roll (x10).
  • Finally, the Warriors discover long lost engravings in Olde Dwarfish.  If there is a Dwarf in the party he can read the runes, and he locates a passage related to the Stonebrow Book of Grudges!


When the enemy advanced and it was clear all was Lost
we secured the precious Book.
Not in crevice and not in Nook,
but behind the Door made of Frost

Clever players might be able to figure out that they need to be feeling along the walls for a very cold secret door in Deep Three!

Amongst the treasure horde, the Warriors find a large wooden trap door under the treasure chest, leading to a narrow, winding stone staircase leading down into the blackness ... and to Deep Three!

Special Event Cards

Use the 6 Special Event Cards described below, shuffled in with 12 random Event Cards, plus any of the Special Event Cards from Deep One that were not drawn.  Place this stack of cards on top of the Event Deck to use for this adventure.  Note that any Dwarf Event Card drawn should be treated as Grimslasher Dwarfs, with no Reaction Roll.

1. Tarantalus and 1D6+2 Goblin Spider Riders
The Orc Shaman Tarantalus is training a new batch of Goblin Spider Riders.  As soon as Tarantalus receives any damage, he will escape during the Monster Phase using his Silk Strands Spell, and will re-appear in the Objective Room later at full Wounds.

2. Trap – Webbed Pit!
One of the Warriors has fallen into a pit, and lands in a web that is suspended at the half way point down.  The Warrior is webbed inside the pit, and can do nothing until they first pass a Strength Check to break free.  After breaking free, the Warrior continues to fall, taking 2D6 Wounds upon hitting the bottom.  They can be rescued only with the Rope, or a Levitate Spell.

3. Venom Drips!
The very walls and ceiling of the chamber begin to form droplets of what look like dew.  A venomous drizzle begins in the room!
Tarantalus has cursed this the area with a devious trap.  Every Warrior in the board section must roll 1D6 during the Power Phase.  On a 1-3 they are hit with a large droplet of venom.  The burning causes the Warrior to suffer a -1 on all to-hit rolls.  This penalty is cumulative, if the Warrior is hit with a venom droplet next turn, they suffer -2 on all to-hit rolls.  If the Warrior rolls a 4-6, then they get a reprieve this turn, and any penalties that had suffered are reduced by 1.  Once the Warrior leaves the chamber, any penalties are removed at a rate of 1 per turn in the Power Phase.

4. 2D6 Orcs

5. Escaped Slave
An emaciated man stumbles into the Warriors, and he excitedly explains to them that he is an escaped slave, and that Blackfang Orcs are right on his heels.  Before he departs in his bid for freedom, he quickly conveys to the Warriors some information on the layout of Deep Three.
Based on this information, at any time they wish in Deep Three, the Warriors can examine the top card from every dungeon stack currently unexplored.
After the slave runs away, a group of 2D6 Orcs appear, hot on his trail.  Although they will fight the Warriors when they are adjacent to them, their main purpose is to catch the slave.  Because of this, they attempt to break pinning if pinned (must roll 4+) and move off of the board section.  When an Orc moves off the board section remove it from the board.  At the end of the battle, roll a number of dice equal to the number of Orcs that made it off the board section.  If any of the dice come up a 1, then the Orcs managed to catch the slave and execute him.  If not, the slave escaped, and each Warrior can take a Luck token for helping him.

6. Spider Bite
As one of the Warriors carefully treads through the black halls, he feels a sharp sting at the back of his neck, and notices a tiny spider scuttle away.
Draw a Warrior Counter to see who is bit.  The Warrior begins to feel dizzy and sweat profusely.  They should roll 1D6, add their Toughness, and consult the table below.  The symptoms persist for the remainder of the adventure.
2-3. -1 Movement, Strength, Toughness, and all to-hit rolls.
4-5.  -1 Movement, and all to-hit rolls.
6-7.  -1 all to-hit rolls.
8-9. The Warrior escapes the effects of the poison.
10+. The Warrior’s tough constitution not only prevents any adverse effects from setting in, but they are also now immune to any Poison effects for the rest of the adventure.

Special Treasure Cards

Use the 6 special Treasure Cards described below, shuffled in with 12 random Treasure Cards.  Place this stack of 18 cards on top of the Treasure Deck to use for this adventure.

1. Spider-Silk Rope (30 Gold)
Made from the silk of a Gigantic Spider, the thinness of this fine rope belies its strength.
This rope breaks only if double 1’s or 2’s are rolled on 2D6 after use.  The rope also grants a +1 bonus to any kind of Check being made when using it.

2. Anti-toxin (50 Gold)
A small crystal vial contains a liquid with a rich, brownish hue.
Prevents the Strength (or Toughness) loss that results from being brought back from zero Wounds from a Poison attack.  Also eliminates any other effect that was the result of Poison.  Use and then discard.

3. Spider Fang Necklace (100 Gold)
This delicate necklace is made from countless Giant Spider fangs painstakingly strung together on a thin strand of spider silk.
The Warrior wearing this Necklace will never be attacked by Giant Spider or Gigantic Spiders.  These creatures will always attack other Warriors instead.

4. Granite Orb Scepter (200 Gold)
A hefty stone scepter is topped with an ornately decorated orb of polished granite.
Dwarves use the Orb Scepters as a means to locate valuable items.  Each Scepter is tuned to a specific item, and the Orb glows as the Scepter nears its target.  There is no way to know what item an Orb Scepter is attuned to without following its signal to the ultimate destination.

(GM note: This Orb is attuned to the Book of Grudges.  If a player brandished the Orb Scepter on Deep Three, have them roll 1D6 as soon as they enter a Dungeon Room.  On a 5 or 6 the Orb begins to glow faintly.  Next, secretly determine which wall the hidden Door of Frost is embedded in.  As soon as the Warrior moves adjacent to that wall ,the Orb glows brilliantly.  At this point, the Warriors see evidence of the concealed door; proceed to the instructions in Deep Three for discovering the Door of Frost.)

5. Armor of the Hearth (250 Gold, Dwarf only)
This suit of reddish-bronze  scale mail is sized for a Dwarf.  When it is worn, the warmth it produces sinks down into the very bones.
+1 Toughness.  Any cold-based attack does only half damage (round down).  The armor also offers full protection from incidental cold damage, or any adverse effects of being exposed to cold while travelling.

6. Dwarven Mining Pick (50 Gold)
This finely crafted mining tool has only one purpose – breaking rock!
+2 to any rolls for digging or mining, such as excavating the Dead End board section.

(Continued in Deep Three - Sanctum of Blackfang)

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