A Murder Most Foul, part 2

No sooner had your weapons felled the demon, than it rose again. Not in undeath, but simply unkillable. You escaped down a flight of stairs into the catacombs beneath the temple. Down into dark empty halls, where only the dead keep company. You barred the first door you came upon, but the winged beast is not far behind. It followed you here, and the door—the door will not hold for long.

NOTES

The catacombs are held in compact darkness and heroes can only see a distance equal to their Mind. Traps and secret doors can only be detected if they are within sight.

Explain to the heroes that in this quest they can spend an action to close and bar any door, but to do so they must stand next to it. A barred door has 2 body points and rolls no Defense dice. Once a door has been busted open, it can no longer be closed (duh).

The gargoyle starts the quest active. It will move unhindered by darkness and traps, even open pits, but will not move through secret doors, unless first opened by the heroes. At the end of each round, as long as the sarcophagus (F) remains open, the gargoyle regains all body points (even if it was reduced to zero). This gargoyle also has access to the dread spells Fear and Cloud of Dread.

X. Heroes begin in this room, grouped by the door to the room with the stairs. The door behind them is barred shut. For now.

A. These doors are sealed tombs without a discernible way to open them (use any type of closed door you have available to represent them). A walled-up door have 5 body points and rolls no Defense dice.

B. If the heroes search these tombs for treasure they find nothing but dust, and in the process also disturb the dead within. 4 skeletons arise and immediately attack the heroes.

C. The crypt caretaker lives here. He has long since lost his mind and will view the heroes as intruders to his janitorial domain. It’s probably for the best if he’s put out of his misery. The chest contain 4 gold coins and a rotten fish.

D. In this room the heroes will hear a moaning from one of the walls (the one with the secret door). If they leave the room without opening the secret door, the mummy will activate and open it from the other side (after the last hero has left the room).

E. There is a dusty old bookshelf in this room, filled with equally dusty old tomes. Besides being incredibly difficult to read in total darkness, there is nothing of interest here.

F. The sarcophagus in this room is open. Two heroes standing next to the sarcophagus can close it if they both spend their action in the same turn. The lid is so heavy it cannot be lifted by one hero alone (unless of course you are playing this with a single barbarian hero). If the sarcophagus is searched for treasure, the heroes will find the Elixir of Life. Its use is explained on the matching artifact card. Note that they cannot search the sarcophagus once it is closed. Once it is closed, however, the heroes can defeat the gargoyle one final time, escape the catacombs, and end the quest (and possibly debate wether they should use the elixir on Kalan the Priest or not).

Wandering Monster in this Quest: Mummy

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