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A Coasting QuestA long way down through these mines, lies the ancient sword you are seeking: the Spirit Blade. You are not alone, the enemy is everywhere! Utilize the mine cart and stay inside for as long as you can. Its shape and speed will cover you from the countless archers who lurk in the darkness.All heroes begin the Quest inside the cart.
The visibility is full open until the mine tracks change board or turn in a corner.
Zargon, inform heroes about their extra free actions & information:
1) Move the cart. Using 1 of your movement dice.
2) Embark or Disembark. During your movement phase.
The cart does not move backwards & heroes may not search while in the cart.
A. On each Zargon's turn, each Hero gets attacked by 1 archer: 2 attack dice, not placed on the board. Exceptions:
1) safe zone: archers may not “see” and shoot in these areas
2) a hero adjacent/diagonal to a monster may not get attacked
3) heroes inside a cart get attacked by 1 combat die each.
The board is cleared when heroes change sections.
Where the mine tracks cross a wall, treat it like a double open door.
To open a Stone Door a Warrior rolls 3 dice, a Light Equipped hero rolls 2 dice and they have to score at least 2 skulls. Wizards cannot open a stone door by force.
Any figure who stands in front of a moving cart rolls 3 dice and loses 1 BP for each scored skull.
Monsters cannot use carts. Also, they roll 1 less die when attacking embarked heroes.
B. Safe zone. The treasure chest contains 1 Holy Water and 50 gold coins.
C. Both small rooms have no walls along the mine tracks. The stairs are going downwards. On each Zargon's turn the cart moves towards the pit by 1 red die. Whoever falls, is killed immediately. When a hero kills a Fimir, give them a Magical Throwing Dagger.
D. Both rooms, across the mine tracks, have a harmless chasm instead of a wall. The next one though, at the end of the mines, is dangerous. Whoever falls, is lost forever.
E. If the wooden door opens first, tell heroes that the stone door is moving! At the beginning of your next turn open it and place the contents on the board. The chest is trapped with poisonous gas: all heroes in the room lose 1 B.P. It contains the Artifact: Spirit Blade and 1 Potion of Dexterity. Both rooms are safe zones.
F. Safe zone. The treasure chest contains 350 gold coins.
G. Safe zone. The stairways lead to the exit. If not found, heroes may use the quest's entrance too. The marked secret door cannot be found from this side of the wall.
Wandering Monster – one attack by an archer
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