The Emperor is recruiting up to 4 brave adventurers looking to do good and possibly line their pockets. Experienced heroes welcome.
The Quest: Recruits will search the dangerous Martense Manor for the source of Baron Martense's ever-increasing necromantic powers. Source must be destroyed once found, if possible. Bounty: 250 gold to be divided, and recruits may keep whatever treasures they find inside the manor.
This is a single Quest of moderate difficulty.
HERO ROSTER:
Big Bene = Hurgar the Barbarian
Daedelus = Kili the Trollslayer (Dwarf slot)
Road Warrior = Caranthir the Elf
Sjeng = Eddy Wizzard the...um, Wizard
The active house rules for this Quest are:
Giving Items
A hero may freely pass any of his items to another hero on his turn, if that hero is in line of sight. Items can only pass from the active hero to an inactive one, not vice-versa.
Useful Genie
In addition to opening doors, the Genie spell can also activate switches and puzzle objects.
The "One Equip" Limit
During a Quest heroes are allowed to equip a weapon or piece of armor once per turn, and only on their turn. They should keep track of what items are equipped for Zargon's benefit.
Example: On Barbarian's turn, Barbarian switches from his broadsword to his battle axe in order to attack a stronger foe. This automatically unequips his shield and leaves him at a defense disadvantage on Zargon's turn -- he cannot re-equip his shield until next turn.
Climbing Into Pits
Instead of jumping a pit, a hero may attempt to deliberately climb into a pit. He must declare that he is doing so while next to a pit, then he rolls 1 combat die: if he rolls anything but a skull, he safely reaches the bottom; otherwise he slips and falls in, taking 1 body point of damage. In either case, his turn ends.
Fallen Heroes (a)
When a hero loses all his body or mind points he falls unconscious: his piece is replaced with a custom "fallen hero" marker that does not block movement or line of sight for other pieces, and also holds all of the unconscious hero's possessions. Any hero may pick up and carry (or drop) a fallen hero once per turn as a free action, as long as he is adjacent to or standing on the fallen hero and only carries one fallen hero at a time. While carrying his comrade, the hero cannot attack or defend.
If the fallen hero is carried through the exit, that hero survives the dungeon. Otherwise he is left for dead, and all his un-looted possessions are lost forever.
Fallen Heroes (b): Looting
A less savory hero may find it easier to loot his fallen companion and flee for his own life. The first hero who searches the fallen hero's room/corridor for treasure claims all of that hero's possessions. If there are multiple fallen heroes, the looter must choose which victim to loot first.
Fallen Heroes (c): Stabilizing
A surviving hero can use a healing item or spell to revive a fallen comrade. If he has neither at his disposal, he may attempt to stabilize and revive a fallen hero at the cost of his action. The hero attempting to do this stands adjacent to the fallen hero and rolls red dice equal to half of the fallen hero's maximum body points (or mind points, depending which stat was reduced to 0): if at least one 6 is rolled, the hero revives with half his body and mind points, rounded down. Each hero may only be stabilized once per Quest: after that he remains unconscious.