Greeting heroes, I am Mentor. I've guided many adventurers on their path and now the time has for you to start your journey. A sect of Tzeentch worshipers to the north are trying to summon a greater daemon, they must be stopped! They've succeeded in channeling the daemon's spirit into a magical artifact but are some way from completing all the stages of the ritual so if we act now, they won't have time to complete the summoning. This will be a trial by fire in the depths of the ice and as such, you will be accompanied on your quest by two of my trusted wizards. Luther, Vladimir, come forward. This is Luther Flamestrike and Vladimir Stormbringer, they will help you battle the Tzeentch forces who are known for potent magics of their own. Good luck heroes.
The Bright Wizard can't use the Scrolls in this Quest and the Frost Wizard can't cast the five Fire based Tzeentch spells using the Tzeentch Staff. There's main three routs into the central room, if they take the very short rout then they get to use the Tzeentch Staff for most of the quest and they'll have to take a different rout out. The double secret doors are just because they can be opened from either side, depending on the route they take and the X is for Escape.
A. If this room is searched then tell the heroes that they see writing appear on the north wall (before drawing a treasure card if they searched for treasure). Tell them the can attempt to read it by using an action (either movement or their attacking action) if they're in the room and there's no monsters in the room or in sight. Roll a dice and compare it to the Adventurers MP, if the dice is lower then their MP tell them that they decipher the writing and as they read it a secret door opens, if they fail then tell them the writing fades but is still barely legible. If the writing fails to be deciphered for a second time then the writing disappears but the secret door can still be discovered from the other side of the wall whether the writing appeared or not.
B. This room contains the Tzeentch Staff and is found if the room is searched for treasure, tell the player that they find it in hidden under the alchemist's bench. If the secret door is open when the Tzeentch Staff is found then it closes permanently, tell the Hero players that they hear the sound of heavy stone hitting stone.
C. The room with the sorcerer's table contains a Frost Spell Book (the six Chaos spells from The Frozen Horror). Spell Books are collections of Scrolls that can't be separated. Once the Frost book is taken, the six undead monsters on the sorcerer's table, tomb and graves are released, place them on the board and take their turns normally from the next EWP phase. The Spectral Chaos Warrior is bound to the Sorcerer's Table and unable to leave the northwest room block, and can't finish its turn on the Ice Hole square. If the room with the tomb is searched before the book is taken then tell the player 'You find no treasure but the tomb is sealed.', no treasure card is taken. If it's searched for treasure after the book is taken then they find a Magical Throwing Dagger and Elixir Of Life in the tomb.
D. You find a couple of interesting parchments between two of the books. The bookcase contains a Finger Of Death and Ice Bridge Scroll.
E. You find two useful scrolls in one of the books. The bookcase contains a Blinding Sleet and Wall Of Ice Scroll.
F. You find two interesting items in the cupboard. The cupboard contains the Amulet Of Protection and a Potion Of Healing that heals 1D6 BP when drunk.
G. When the Polar Warbear and Yeti are revealed tell the Hero players that they're fighting each other and roll a combat dice now and at the end of each EWP turn, on a skull they attack each other (which one attacks first determined randomly), on a white shield one of them (determined randomly) attacks the other and on a black shield or when one of them dies they under the the EWP's control as normal.
H. The chest contains 125gp.
I. The Ice Tunnel entrance is hidden and only placed on the board if the room is searched for secret doors. Travelling from on entrance to another takes an entire turn.
J. The chest contains 75gp.
Tzeentch Staff:
If the staff isn't being carried by a Magician then roll a combat dice at the start of the EWP turn. On a skull the Adventurer loses 1MP and on a black shield they lose 1BP. If the staff is equipped by a Magician then tell them they can draw on the staff's power once per turn using their attacking action. The Hero rolls a combat dice, skull = lose 1MP, white shield = draw a random Tzeentch spell, black shield = lose 1BP and draw a random Tzeentch spell. Loosing a BP or MP from the staff doesn't end the users turn. The spell in the staff is known to the EWP. If they already have an uncast spell from staff then it's returned to deck immediately after the new spell is drawn. The spell can be cast by a Magician in this or a future turn by using power cards in the normal way (or if the Winds Of Magic are strong enough for the spell in the simplified rules) by using their attacking action.
Wandering Monster: Pink Horror.
Monster Patrol: Tzeentch Marauder.
Sneak Attack: Blue Horror.
[Additional components needed: 5 Blue Horrors, 7 Chaos Acolytes, 1 Chaos Barbarian, 1 Chaos Beserker, 1 Chaos Centaur*, 1 Chaos Fire Warrior, 1 Chaos Ice Warrior, 1 Chaos Priest, 6 Chaos Skeletons, 2 Chaos Thugs*, 1 Chaos Witch, 3 Flamers, 2 Pink Horrors, 1 Polar Warbear, +2 Skeletons, 1 Spectral Chaos Warrior, 1 Stone Chaos Warrior, 5 Tzeentch Cultists, 2 Tzeeentch Marauders, 1 Tzeentch Spawn, 1 Tzeentch Warlock, 1 Tzeentch Warrior, 1 Tzeentch Wizard, 1 Yeti,
Bottomless Chasm Tile (from Frozen Horror), 4 Coffin Tiles (from Return of the Witch Lord), 2 Ice Tunnel Tiles (from FH), +11 Open Doors, Winter Board (from Ye Olde Inn, optional)
* Chaos Centaur M12 A2^ D3 BP5 MP5 Bow
* Chaos Thug M8 A2^ D2 BP1 MP2 Bow-edit]