3RD TRAINING QUEST ‘END THE BANDIT GANG’
Specifics of the quest:
1) This is the third of 4 simple quests new players can go for if they want to get to know the rules. This quest has no corridors or doors or
Threat Levels and the only part of the map that is used are the rooms.
2) The objective of the mission is to eradicate a bandit gang that has established their lair at Mount Five-peak and to get rid of its leader,
Vargas, before he escapes via a secret passage. They have also taken hostages the last wagon they attacked and hid somewhere all the loot
they have stolen so far. You subquest is to save the hostages and return the loot.
3) The heroes gained more experience thanks to their previous missions. Now each one of them can search for something different, or gets
the spells of an entire category of magic (5 spells).
- The Barbarian has 2 Attack Dice (Shortsword), 2 Defense Dice, 8 Body Points, 2 Mind Points, and 2 Movement Dice. He can also search
for Treasure with a +2 in the roll.
- The Dwarf has 2 Attack Dice (Shortsword), 2 Defense Dice, 7 Body Points, 3 Mind Points, and 2 Movement Dice. He can also search for
Traps with a +2 in the roll.
- The Elf has 2 Attack Dice (Shortsword), 2 Defense Dice, 4 Body Points, 4 Mind Points, and 2 Movement Dice. He can also use all spells
of one category of magic.
- The Wizard has 1 Attack Dice with Improved Strike (Lowlander Dagger), 2 Defense Dice, 4 Body Points, 4 Mind Points, and 2
Movement Dice. He can also use all spells of one category of magic.
Difficulty level of this quest: 2
Default contents of every new area for this Quest
1) The heroes start at the bottom of the mountain (red squares on image).
2) The rooms in this quest count as layers of flat rock with no walls (you are out in the open). The only way to move to the next layer is via
a staircase (the tile from Kellar’s Keep) going upwards or downwards (grey squares on the map). The arrow on the staircase shows if you
are going up or down.
3) The corridors in this quest count as chasms (black squares on the map). Any hero or monster that is attacked (not only hit) while he is at
the edge of the mountain (orange squares on the map) must make a Fortitude Save. He rolls an 8-sided die. If the result is equal or higher
than his maximum Body Points then he falls off the mountaintop and is considered dead.
4) None of the layers is on the same height with the rest. Any hero or monster that is attacked (not only hit) at the upper side of an edge
(green squares on the map) must make a Fortitude Save. He rolls an 8-sided die. If the result is equal or higher than his maximum Body
Points then he falls down to the lower level (the yellow square on the neighboring room) and loses 1 Body Point.
5) There will always be 1 bandit at every layer, with the only exception being the layer the heroes start at. These bandits become stronger
the closer the heroes get to the top of the mountain.
a) At the first mountaintop (bottom left cloister): 1 Attack Die (Sling and Dagger), 2 Defense Dice, 1 Body Point, 2 Mind Points,
and 3 squares of Movement.
b) At the second mountaintop (top left cloister): 2 Attack Dice (Shortbow and Shortsword), 2 Defense Dice, 1 Body Point, 2 Mind
Points, and 3 squares of Movement.
c) At the third mountaintop (top right cloister): 3 Attack Dice (Crossbow and Broadsword), 2 Defense Dice, 1 Body Point, 2 Mind
Points, and 3 squares of Movement.
d) At the fourth mountaintop (bottom right cloister) as well as the fifth mountaintop (center room): 3 Attack Dice (Crossbow and
Broadsword), 3 Defense Dice (Leather Armor), 2 Body Points, 2 Mind Points, and 3 squares of Movement.
6) Each bandit will always start by holding his long-range weapon. Since there are no walls he will always be able to attack any hero across
the different layers, except those who are taking cover next to a higher layer (yellow squares on the map). When a hero comes on the same
level as the bandit, the bandit will walk backwards at an orange square and will switch to his melee weapon. He won’t be able to attack on
the same turn he switched weapons.
7) If a hero manages to defeat a bandit without dropping him inside a chasm, he finds a brew on him that heals 1 Body Point. He is also
allowed to take the weapons he was carrying and use them on the next turn (he won’t be able to use them right away). A hero can attack
any bandit from afar, just like they do, but not when he takes cover at a yellow square.
8) Since there are no walls, the two spellcasters will also not be hindered when casting magic across different layers. The bandits can also
take cover from the heroes’ bows and spells if they stand on a yellow square, at a lower layer than the one the heroes are at.
9) Each hero is allowed 1 attempt to threaten a bandit during the whole quest (not once per bandit, once per quest) into surrendering
without a fight. He will roll a 6-sided die. He will then detract from the result the Mind Points of the bandit and add his Mind Points. In
order to succeed he must get a result that is 4 or more. A surrendered bandit will drop the weapons he’s holding and will be allowed to run
away towards the starting point of the heroes, where he exits the board.
Fate deck for this Quest
This quest has only 5 areas (the four room cloisters and the center room). Each area counts as a mountaintop and because there are no walls
everything is visible right from the start. Draw 1 card for every layer of the mountaintop the heroes are currently at. Add a token as a
reminder for what is there when the heroes pass by. You will do the same when the heroes move to the next mountaintop by crossing the
bridge which connects the cloisters (brown squares on the map).
Good Deeds: return all the stolen loot to the Guild, rescue all the prisoners, do not accept a reward for rescuing them.
Evil Deeds: allow even a single bandit to run away, fail to retrieve at least half the loot, fail to save a single prisoner, the Timer deck runs
out.
Quest Pile
Numeric Spade cards and numeric Clover cards (timer)
These are not cards you draw for some event. They are a timer for when the quest ends. Whenever the heroes don’t make progress during
their turn, you remove a card from this pile. If the pile runs out (all 18 cards) the heroes have failed the quest because the bandit leader
managed to escape. You remove a card whenever:
- none of the heroes moves to a new layer
- none of the bandits is defeated or at least gets injured
- no threats are made by the heroes
- no spells are cast
Discard Pile
The four prisoners: The following cards correspond to a prisoner on that layer. The bandit will be holding him hostage when he switches
to his melee weapon (meaning the heroes can prevent it if they defeat him before he switches). A bandit with a prisoner gets an extra
defense die (he uses him as a human shield) and there is a 50% chance a hero who hits him will instead hit the prisoner. A prisoner has only
1 Body Point and will fall down the chasm if the bandit slips. Saving the prisoner guarantees a monetary reward.
- King of Hearts (a wealthy merchant with a reward of 4 6-sided dice, times 10, times the difficulty level of this quest in gold)
- Queen of Hearts (a noblewoman with a reward of 3 6-sided dice, times 10, times the difficulty level of this quest in gold)
- Jack of Hearts (the king’s envoy with a reward of 2 6-sided dice, times 10, times the difficulty level of this quest in gold)
- Ace of Hearts (a nun with a reward of 1 6-sided die, times 10, times the difficulty level of this quest in gold)
Loot Bag: The following cards correspond to a bag of stolen goods a bandit on that layer is carrying. He will threaten to throw the bag in
the chasm when he switches to his melee weapon (meaning the heroes can prevent it if they defeat him before he switches). If the heroes
attack him, he will throw the bag in his next turn and it’s considered lost. The bag will also fall down the chasm if the bandit slips.
- Ace of Diamonds (jewels worth 3 6-sided dice, times 10, times the difficulty level of this quest in gold)
- Ace of Spades (silverware worth 2 6-sided dice, times 10, times the difficulty level of this quest in gold)
- Ace of Clovers (medical herbs worth 1 6-sided die, times 10, times the difficulty level of this quest in gold)
Loot Stash: The following cards correspond to a small chest of stolen goods a bandit on that layer has hid under a pile of rocks. Only when
all the bandits on a mountaintop are defeated can the search be made (with an 8-sided die) and only 1 search is allowed on each layer. If the
Barbarian does the search he will get +2 on each roll. Each prisoner saved on that mountaintop will add another +2 to the search because he
might have seen something while he was there.
- King of Diamonds (jewels worth 3 6-sided dice, times 10, times the difficulty level of this quest in gold, difficulty 8)
- King of Spades (silverware worth 2 6-sided dice, times 10, times the difficulty level of this quest in gold, difficulty 6)
- King of Clovers (medical herbs worth 1 6-sided die, times 10, times the difficulty level of this quest in gold, difficulty 4)
Stair Trap: The following cards correspond to staircase that the bandits have trapped on that layer. Only 1 search is allowed on each layer
(with an 8-sided die) and only when the heroes are not being attacked by the bandits (when taking cover at yellow squares). If the Dwarf
does the search he will get +2 on each roll. A prisoner saved on that mountaintop will add another +2 to the search because he might have
seen something while he was there.
- Queen of Diamonds (spikes come out of the stairs that inflict 3 Attack Dice in damage, the hero can’t defend and can’t move further
during this turn as well as his next turn, going up these stairs requires a full round of careful walking and without the ability to attack,
difficulty 8)
- Queen of Spades (the stairs are covered in slippery oil that inflicts 2 Attack Dice in damage, the hero can’t defend and goes back at the
bottom of the stairs, going up these stairs requires a full round of careful walking and without the ability to attack, difficulty 6)
- Queen of Clovers (the stairs tilt 45 degrees and become a somewhat slippery platform that inflicts 1 Attack Die in damage, the hero can’t
defend and goes back at the bottom of the stairs, going up these stairs requires a full round of careful walking, difficulty 4)
Second Bandit: The following cards correspond to a second bandit on that layer, with the same statistics as the first one.
- Jack of Diamonds
- Jack of Spades
- Jack of Clovers
Numeric Heart cards: The balance of the Bandit Leader (see below).
Vargas, the Bandit Leader: Once the heroes reach the fifth mountaintop (the center room) they find there Vargas, a large burly man,
stashing stolen goods inside sacks and preparing to leave. He has two other bandits with him, who have the same statistics as the ones on
the fourth mountaintop. He however is even tougher than them: 7 Attack Dice (Battle Axe), 4 Defense Dice (Leather Helmet and Leather
Armor), 3 Mind Points, and 5 squares of Movement.
Vargas can’t be bested in combat. A strange magical barrier around his body makes him immune to all attacks. However each point of
damage pushes him 1 square away from the hero who attacked the leader. Whenever the leader is at the edge of the layer and can’t be
pushed further back, he loses 1 numeric Heart card. When he loses all his cards (all 9 of them), he falls in the chasm and is considered
dead.
The fifth mountaintop contains treasure worth 5 6-sided dice, times 10, times the difficulty level of this quest in gold. The heroes choose
which of this treasure they will return or not, if they want to be awarded a Charisma Point.
Numeric Diamond cards do not matter in this quest. Remove them from the deck.