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Quest For Den of Orcish Raiders
Quest For Den of Orcish Raiders
The King’s only daughter, Princess Elinore has been kidnapped by a band of bloodthirsty Orcs! They have been tracked and are now hiding out in an abandoned
castle. The King has all ready spread his men all over the country to protect the local roads, villages and towns. After all, where there is one band of green-skins, there
is bound to be more. His only group of troops available were the one's escorting the Princess. So the King is turning to Hero Adventures to save his daughter. The
promised reward of 500 gold coins to whoever returns his daughter to him safely.
Good luck Heroes!
This quest can be played by 2-4 Heroes. Search the abandoned castle and free the Princess and put an end to the Orcs reign of terror.
1
Roll Door Trap Result
1-2 Door not trapped
-4 Spiked Ball – (DEX -2) - A giant spiked ball on a chain swings down in front of the door. All Heroes in its line of travel from wall to wall suffer an
3D6 ATK. Each Hero gets to roll DEF but without Armor or Shield bonuses.
5 Sleep Trap – (WIT -1) - When sprung a sleep gas fills the room, opposed by RES roll and must get 2 success or fall asleep. Heroes may make
no actions on each following turn except to repeat the RES roll, when two successes are achieved that Hero wakes up and may make one action
this turn. A Hero must be adjacent to another Hero to awaken them. Once a Hero is awakened, they can make one action this turn. Any attack
against a sleeping Hero will also awaken them with the same results.
6 Expanding Pit – (DEX -2) - When sprung a pit appears in the four squares in the front of the door. Heroes can make a DEX -2 roll to jump to an
adjacent square to avoid falling. Each turn the Pit expands by 1 square around and heroes still in the room must make another DEX -2 check.
Heroes have 2 turns to exit the room or fall to their death! All chests in the room are lost.
Having decided to aid the King and rescue his daughter, you make your way to the old Castle. You enter the foyer and by the light of two torches, find three unlocked
doors leading into the depths.
As per the rules these will not be locked or trapped. Where to next . . . ?
Wolf
ATK DEF MAG MOV LIF RES DEX WIT Gold XP
6 4 1 5 1 5 5 2 0 5
Ghoblin Dagger
ATK DEF MAG MOV LIF RES DEX WIT Gold XP
4 3 1 3 1 4 4 3 2 4
Orc
ATK DEF MAG MOV LIF RES DEX WIT Gold XP
7 6 1 3 1 6 4 4 10 6
2
Troll
ATK DEF MAG MOV LIF RES DEX WIT Gold XP
10 9 1 3 1 4 3 2 12 7
In the center of this room is a large tranquil fountain. Any Hero, who moves to the fountain, may take a drink from it. Any Hero drinking from the fountain will feel like
they have just drank a Healing Potion. The fountain water only works within this room, if the water is taken out of the room, it is just water.
Any Hero who drinks from a fountain will immediately get 1D4 LIF points restored to them up to their current maximum. A Hero can only be healed once per visit to
the fountain, any more drinking will just be refreshing! The Fountain of Healing Rooms (a 6X6 tile) will never have Treasure Chests but can have Monsters. Roll on the
Encounter Table and ignore any results for Chests and keep the results for Monsters. Proceed as normal.
This room contains a large, ornate, and empty stone sarcophagus at the center of it. The sarcophagus is slightly glowing with a magical light. Any dead or mostly
dead Hero placed inside the sarcophagus will be returned the their companions, alive once more to continue the fight against Evil!
The Hero emerges from the sarcophagus at the beginning of the next round with 1 LIF point. A Hero may only use a sarcophagus once per game. A Sarcophagus of
Reviving Room (a 6X6 tile) will never have Treasure Chests in it but, can have Monsters. Roll on the Encounter Table and ignore any results for Chests and keep the
results for Monsters. Proceed as normal.
The Cell block has 6 cells locked with a special key but none are trapped. The Orc Boss has the special key.
There is one Orc in the center of the room. When you open a cell roll a D6. On a 1, the cell contains a troll who attacks instantly, on a 2-5 the cell contains an Orc
Prisoner who attacks instantly, and on a 6 the cell contains the Princess. The Princess and Troll are unique, so if the results are rolled again, reroll until a different result
is obtained. If you get down to the last two cells without finding the Troll or Princess, a 1-3 is the princess and a 4-6 is the troll.
The Boss’ Lair tile is a 6X8 room tile with an “Orc” symbol in the center. There is only the one entrance to this room which is the Great door you enter by. This is where
Grolda, leader of the Orcish Raiders, makes his plans to steal from the Realm.
The Boss figure is located on one of the Orc squares in the center of the room. He will always detect the hero and attack immediately. Four Ghoblins and four Orcs
are also in the room, roll for their locations as normal. You must kill the Boss to retrieve the special key for the doors in the Cell block.
Life Chart – D6
Roll Result
ATK DEF MAG MOV RES DEX WIT Gold XP 1-5 Nothing
7 8 1 3 6 4 4 12 6 8 +1 to future rolls
7 Defeated
Law: Melee Nearest - Once the Boss detects the Heroes, he will always move and attack the nearest Hero.
Attack: Sword (ATK Melee)
Powers: None
Description: The Orc Boss appears as any other Orc with the exception of his attire and attitude. He carries a sword and wears chainmail armor(+2 Def) and is much
more cruel and cunning than the Orcs that are subordinate to him.
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Copyright 2008 Shaun Austin & Oversoul Games. All Rights Reserved. Website: www.oversoul-games.com
Converted to DP Rules,Ver3.8.8 by Pinworthy. I had to make some guesses and changes. So I'm not sure what level it is now.
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1 - When Wolves and Ghoblin Daggers encountered, Dagger's will be riding Wolves. This give the Daggers a +2 on first attack due to speed of
mount and heighth of ghoblin (From the back of wolf).