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Page 1: QUERP - Prisoners of Zontar

Luca Ccb (order #5910746)

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PRISONERS OF ZONTARCREDITS

AuthorShane Garvey

Illustrations, layout, Graphic Design & coverJamie Wallis

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All character names and place names in this book are fictional.Any resemblance to actual persons or places is purely coincidental.

ISBN: TBA

QUERP: Quick Easy Role Playing is © Crymson Games 2008.

All text is © Shane Garvey 2009

Illustrations are © Jamie Wallis 2009

Trade dress & cover (inc all logos) © Greywood Publishing 2009

No part of this book may copied or reproduced with prior written permission of the the copyright holders

www.greywoodpublishing.com

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Table of ContentsPRISONERS OF ZONTAR 1

Table of Contents 3

The Prisoners of Zontar 5

Notes for the Gamesmaster 5

Beginning the Adventure 6

Area 1 – Orc Chambers 7

Area 2 – Orc Guards 7

Area 3 – Orc Sleeping Quarters 8

Area 4 – The Spider Pit 9

Area 5 – Natural Tunnel 10

Area 6 - Cavern 10

Area 7 – Underground Lake 11

Area 8 – Maze of Sillaw 12

Area 9 - Portcullis 12

Area 11 – Demonic Junction 13

Area 10 – Arrow Trap 14

Area 11 – Demonic Junction 14

Area 12 – Ancient Armoury 15

Area 13 – Cursed Room 16

Area 14 and 15 – Teleportation 17

Area 16 – Golem 17

Area 17 – Pit Trap 17

Area 18 – Goblin Warrens 18

Area 19 – Goblin King’s Chamber 19

Area 20 – Guardroom 19

Area 21 – Hall of the Dead 20

Area 22 – Treasure Room 21

Area 23 – Dungeon Master 22

Area 24 – Trap! 23

Area 25 – Hall of the Dead 2 23

Area 26 – Escape 24

Final Encounter – The Dark Mage 24

Appendix: New Monsters 26

Golem (stone) 26

Great Orcs 27

Slithas (water serpent) 27

Appendix: Pre-Generated Characters 28

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The Prisoners of Zontar

This QUERP adventure requires the QUERP rule book as published by Greywood Publishing.

The Prisoners of Zontar is a group adventure for QUERP, the Quick Easy Role Playing game. It takes place in a dungeon prison environment, which the players and their characters must att empt to escape and, if they so wish, exact revenge upon the evil wizard Zontar.

If you are a player who is going to run a character through this adventure, stop reading now! By reading the adventure before playing it you will spoil all of the fun for yourself. This book is for the Gamesmaster only!

The adventure is best played with three to six players. When you are ready, grab some pens and paper, some dice, the rulebook and this adventure and get stuck in!

Notes for the GamesmasterAs you read through the adventure, you will notice some text is writt en in bold and italics like this. This text is designed to be read aloud to the players and describes the area they have entered and what events may

be occurring there. Feel free to read it as is or change it slightly to match what is happening in your game.

All doors in the dungeon are considered to be unlocked unless otherwise noted, meaning the characters can move freely through them. Secret doors (marked as an ‘S’ on the map) are hidden and can only be found if the players search for them and make a successful Stealth roll (Diffi culty 13).

Although all of the encounter areas are marked with a number on the map, there is the possibility the characters will run into a ‘random encounter’ as they progress through the adventure. Whenever the players enter an area of corridor or a room with no encounter number, roll a die. On a roll of 1, a random encounter occurs. Roll another die and consult the following table.

1. 1-6 Orcs

2. 1-6 Goblins

3. 1-6 Zombies

4. 1-6 Skeletons

5. 1 Ogre

6. 1 Giant SpiderGiant Spider

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Beginning the AdventureWhen you are ready to begin the adventure, read the following text aloud to the players:

Your adventure had started out innocently enough. The rumours of an abandoned wizard’s tower to the south, possibly full of left over treasures from the previous owner, had been all the encouragement you needed to set out to explore it. The journey had taken two days and nights, but was uneventful save for a brief storm that left you all drenched.

As you reached the tower, you could see that parts of it were crumbling and it looked as though it had been abandoned for quite some time. Looks, however, can be deceiving, as you found out.

As you approached the front of the tower, the heavy oak door suddenly burst open and out poured a band of orcs. They had been waiting for you and caught you by surprise, quickly overwhelming you. However, instead of killing you like you thought they would, they tied you up and dragged you over to the base of the tower.

Moments later, a man dressed in crimson robes approached you. He was human, tall with a small black beard and closely cropped hair. He spoke to you in a deep, mocking voice.

“Welcome to my tower, adventurers!” he laughed. “My name is Zontar, a wizard and mage of incredible power. I should kill you outright for you insolence in coming here, but I will give you a sporting chance. Plus, it will provide some much needed entertainment for my minions!”

He laughs, as do the orcs. Suddenly you feel yourself gett ing tired; you notice that Zontar is casting some sort of spell on you! Unable to resist, you fall asleep.

When you awaken, you are lying at the end of a dimly lit stone corridor. All of your possessions have been taken from you except for your clothing. The corridor extends away in front of you for a short distance before the light gets too dim for you to see any further.

The character’s gear has been taken from them and rests in the tower of Zontar itself. Tell the players to cross off all their gear but to note it down on a piece of paper in case they fi nd it again later.

All of the corridors in the dungeon are dimly lit by fl ickering torches that allow the characters to see ten metres in any direction. All rooms, unless noted, are well lit and the characters can see the entire room.

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Area 1 – Orc ChambersThe door to this room is unlocked. If the characters stop to listen at the door, they will hear some low grunting noises; this is the orcs in the room talking to each other. When they open the door, read aloud the following:

The door opens to reveal an unkempt room. Piles of rubbish are litt ered around the fl oor, in between two straw sleeping mats on either side of the room. Sitt ing in the middle of the fl oor are two orc, who are playing some sort of card game. Their warty faces register surprise at seeing you. Quickly they grab their maces and prepare to fi ght.

The characters will have to fi ght the orcs or they can att empt to run away. The orcs will follow them if they do this, however.

Orcs (x2): Fighting 3, Defence 10, Health 5, Damage 1-6 (1 dice)

If the orcs are defeated, the characters may search the room. Apart from their two maces and the deck of cards, there is nothing else of interest here.

Area 2 – Orc GuardsAll of these areas are the same. Read aloud the following when the characters approach.

As you approach a corner in the corridor, you are startled to see an orc warrior waiting for you. It snarls and raises its vicious sword above its head. Bellowing a war cry, it charges towards you.

The characters will have to fi ght. This orc is tougher than the orcs encountered in area 1 and is bett er armoured (it wears spiky leather). Once everyone has performed an action, three more orcs (one from each of the other areas narked with a 2) arrive to join the batt le.

Orc Warriors (x4): Fighting 3, Defence 12, Health 5, Damage 1-6 (1 dice)

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If defeated, the characters may take their weapons (four swords) and armour (medium). They have nothing else of value, except a large iron key that will unlock the door to area 3.

Area 3 – Orc Sleeping QuartersThe door to this room is locked. The orcs from area 2 have the key, but if the characters haven’t yet fought and killed them, they may att empt to pick the lock or break the door down. This will require either a Strength (to break it down) or Stealth (to pick the lock) roll at Diffi culty 12. Breaking the door down will cause the orcs from area 2 to come and investigate.

Once the characters have the door open, read aloud the following:

The door opens into a large room. In each corner lies a straw sleeping mat. A large table dominates the centre of the room, underneath which is a chest. It appears to be locked. On the fl oor besides the wall opposite the door, some sort of chalk drawing has been made on the fl oor. It shows three circles within each other.

A general search of the room will reveal nothing much of value. A specifi c search of the straw matt resses will uncover a torn and tatt ered scroll containing the healing hands spell.

The chest is locked, which can be opened with a Stealth roll (Diffi culty 13). However, unless it is searched for traps fi rst (another Stealth roll at Diffi culty 12) the person opening it will be hit with a blast of fl ame that will deal 1-6 damage (roll 1 dice). If found, the trap can be disarmed with yet another Stealth roll (Diffi culty 13). The chest contains 90 silver coins.

The chalk drawing is actually a magical inscription that allows the orcs to teleport between here and the tower above. A Magic roll at Diffi culty 13 will reveal it for what it is, but the arcane words needed to activate it are known only to the orcs, who will not tell anyone. It will be impossible to guess the words.

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hree circles within each other.

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Area 4 – The Spider PitRead the following to the characters when they enter this area:

You enter a massive chamber. Cobwebs block your path, and you fi nd yourself having to push aside the sticky strands in order to get any further in. There are no obvious exits from the room. When you look up, you can see that the walls of the room end before the ceiling; if only there was someone to climb the walls, you might be able to escape that way.

The cobwebs within the room (which is actually a deep pit) hide a giant spider that is lurking high above, in one corner of the room. The spider will only att ack if the characters att empt to climb out of the pit.

Giant Spider: Fighting 2, Defence 11, Health 15, Damage 1-6 (1 dice)

Anyone who is damage by the giant spider must make a Strength roll at Diffi culty 12 or lose an extra 1-6 Health from its poison (roll 1 dice). In addition, if the fi ght begins without the characters fi rst gett ing rid of the spider webs (see below), there is a chance the characters will become entangled in them. Before each character

takes their action, roll 1 dice; on a 1-2 they become stuck in the webs. The only actions they can take until they can escape from the sticky strands is to att empt to free themselves; this requires a Strength roll at Diffi culty 12.

The cobwebs can be removed easily enough. All a character needs to do is remove a torch from the wall and set them alight. They cobwebs will burn quite quickly but, unless the characters move out of the room fi rst, they will each suff er 1-6 damage (1 dice) from the heat and fl ames. The giant spider will be unharmed.

Climbing the walls is a tricky prospect. The walls are 20 metres high and devoid of all but the smallest hand and foot holds. A Strength roll

at Diffi culty 14 is required to climb the wall; failing this roll by more

9

ting 2, Defence 11,1-6 (1 dice)

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than 5 (in other words, scoring less than 9 on the Strength roll) means the character has fallen from about half way up and suff ers 1-6 damage (1 dice).

The Diffi culty of the climb can be reduced from 14 to 12 if the characters decide to try and climb the corner, as they can brace themselves more easily.

Some characters may get the idea to att empt to climb the cobwebs. This will only get them stuck within the sticky strands and they will then be required to make a Strength roll at Diffi culty 12 to escape.

Stuck within the cobwebs is a potion of skill. This will require a Stealth roll at Diffi culty 14 to discover if the webs are still intact, or Diffi culty 10 if they aren’t.

Area 5 – Natural TunnelUnlike the rest of the dungeons, this area is a naturally formed tunnel. Read the following to the players when their characters enter:

Up until now, the rooms and passageways you have seen have been man-made. This area is formed of a natural tunnel. No torches line the walls here, but that is not too say there is no light; a strange, phosphorescent fungus lines the rough stone in patches, providing an eerie, low, green light.

If a character stops to examine the fungus, have them make a Knowledge roll at Diffi culty 11. If they succeed, they will realize that the fungus is a harmless species of fungi that is actually quite nutritious. Anyone eating some will regain 1 Health point.

Area 6 - CavernRead the following to the players once they have entered this area:

You enter a naturally formed cavern. Stalagmites line the fl oor, while water drips from a ceiling covered in stalactites. The strange, green fungi covers the walls and fl oors here, illuminating it with its eerie light.

There is nothing within this cavern to threaten the characters (though you can roll for a random encounter if you wish). The fungus is the same as that in area 5.

The corner wall in the north west is actually an illusion. Anyone searching the room may make a Stealth roll at Diffi culty 15 to determine that there is something unusual about that wall. Do not tell them what it is, however, unless they specifi cally mention anything about it possibly being magical. If so, have them make a Magic roll at Diffi culty 15. If they succeed, they determine that the wall is an illusion and can dispel it, allowing them passage into the tunnel beyond.

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Area 7 – Underground LakeThe following should be read to the players upon their arrival at this area:

You stand at the edge of an underground lake that stretches off into the darkness. Small, black fi sh dart through the waters. Apart from swimming, the only way across the lake is by a series of stepping stones.

The fi sh in the pool are harmless, a fact anyone can discover with a successful Knowledge roll at Diffi culty 11. The stepping stones are actually the scales of a large water serpent, Slithas, who inhabits the pool. Anyone att empting to cross can do so with a Stealth roll at Diffi culty 10. If the roll is passed, the character makes it across without waking Slithas. If the roll is failed, the character falls into the pool (which is actually quite shallow).

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Anyone who att empts to swim across the pool or who falls in will awaken Slithas from his slumber. Read aloud the following if this happens:

Suddenly the waters of the pool begin to churn. The small black fi sh dart for safety, disturbed by whatever is causing the pool to bubble and ripple. Then, what you thought were stepping stones rises out of the water and you see that they are, in fact, the scales of a large water serpent. It glares down at you with baleful eyes before speaking: “Who dares disturb the sleep of Slithas? Answer me or I shall swallow your pathetic forms!”

Slithas is quite intelligent. If the characters draw weapons or make any other aggressive move, Slithas will att ack them.

Slithas: Fighting 4, Defence 14, Health 27, Damage 3-8 (1 dice +2)

Obviously, fi ghting Slithas may not be a good idea. If the characters try to talk to Slithas, they may make a Charisma roll at Diffi culty 10. If they succeed, Slithas will allow them to pass. If the fail, he will not, though he will not att ack them unless they prove aggressive.

Area 8 – Maze of SillawRead the following to the players once they reach this area:

You reach the far side of the pool, where you notice that the tunnel leading away from it has been man-made rather than naturally formed. A sign, writt en in crude orcish, reads, “Welcome to the Maze of Sillaw”.

The characters are about to enter a twisty, confusing maze constructed by a dwarf named Sillaw. The dwarf was forced to create it by Zontar several years ago, and has been imprisoned here since. Remember to roll for random encounters while the characters are in the maze.

Area 9 - PortcullisAs the last of the characters moves passed this area, read them the following:

Suddenly you hear a low rumbling noise coming from behind you. As you turn to see what it is, a huge portcullis drops from the ceiling, blocking your way back.

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Area 11 – Demonic Junction

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If any characters are searching the area before the portcullis drops, allow them a Stealth roll at Diffi culty 13 to fi nd the portcullis. However, there is nothing they can do to stop it from falling. A Strength roll (at Diffi culty 15) can lift the gate, but it will fall again as soon as the character lets go of it.

Area 10 – Arrow TrapThis area is trapped. The fi rst character to enter the area will hear a low click noise as an arrow shoots out from a hidden spot on the south wall. The arrow will deal 1-6 damage (roll 1 die).

The trap can be found with a Stealth roll (Diffi culty 12); once found, it can also be disarmed with a Stealth roll (again, Diffi culty 12).

Area 11 – Demonic JunctionRead the following to the players

as they arrive in this area:

You arrive at a three-way junction, the same as many you have seen in the maze so far. What makes this junction diff erent is the demonic statue that stands in the middle of it. It stands well

over two metres tall and is absolutely grotesque; horns, fangs and a long tongue combine to make it a frightening visage.

The statue is harmless. It literally is just a statue.

Anyone can make a Knowledge roll at Diffi culty 12 to identify it

as a blood demon.

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Area 12 – Ancient ArmouryThe door to this room is unlocked. Read the following when the characters open it:

The door opens to reveal a long, narrow room. Cobwebs line the walls and a thick layer of dust lines the fl oor. Ancient weapons and armour adorn the walls, but these too are covered in dust and cobwebs. The remnants of two warriors stand guard in the centre of the room, their bodies nothing more now than bones. They have not moved at all.

However, they will move if anyone disturbs the weapons and armour.

Skeletons (x2): Fighting 2, Defence 12, Health 3, Damage 1-6 (1 dice)

The skeletons wield swords and carry shields. There is a lot of antique armour and weapons on the walls but, other than being old, it is still fully usable. The full list of items in this room is:• 1 batt le axe• 2 broad swords• 1 morning star• 1 short sword• 3 swords• 1 two-handed sword• 2 shields• 1 medium armour

One of the broad swords is actually magical and adds +1 to the wielder’s Fighting score when using it.

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Area 13 – Cursed RoomThe door to this room is locked. It can be opened with either a Stealth roll (Diffi culty 13) or a Strength roll (Diffi culty 12). Writt en on the wall (in what looks like dried blood) is a message: “Beware the curse within!”

If the characters open the door, read them the following:

The door swings open to reveal a darkened room. As you stand there, att empting to peer into the darkness but with litt le success, you hear a low moaning noise coming from within.

Anyone who enters the room will suddenly feel dizzy and light-headed and will start vomiting uncontrollably. They have been cursed. One of their characteristics has been reduced by 1 point permanently. Roll a dice to determine which one:

1. Fighting

2. Magic

3. Strength

4. Charisma

5. Stealth

6. Knowledge

There is nothing within the room.

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Area 14 and 15 – TeleportationWhen the characters enter this area, do not explain to them that the corridor ends at a dead end. Instead, corridor 14 leads directly into corridor 15. If the players walk from area 14 to 15, for instance, a short distance down they will come to the junction leading to area 11 and 12. Likewise, if they walk from area 15 to area 14, the corridor will eventually turn north leading to area 13.

If the players are making a map of the area this will likely confuse them. This is deliberate, and should make it harder for them to fi nd their way out of the maze.

Area 16 – GolemRead the following to the players as they arrive in this area:

You arrive at a three-way junction that is dominated by a frightening statue. It is as tall as you are and has a grotesque, demonic appearance. As you stand there and look at it, it seems to move... no, it does move! The statue is alive!

The statue is a golem and will att ack the characters on sight.

Fighting 5, Defence 15, Health 25, Damage 2-7 (1 dice +1)

During this fi ght, if anyone rolls a double 1 when att acking the golem their weapon breaks and must be discarded.

Area 17 – Pit TrapWhen the fi rst character enters this area, read the following:

Suddenly you feel the fl oor give way beneath you. Pit trap!

The character can att empt to leap free by making a Stealth check (Diffi culty 13). If they fail they fall ten metres into the pit below and suff er 1-6 damage (roll 1 dice). The trap can be found before it is triggered with a Stealth roll (Diffi culty 13) and then disabled with another Stealth roll (also Diffi culty 13).

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Area 18 – Goblin WarrensThis area is the home of a tribe of goblins that Zontar has allied with. Read the following when the characters manage to enter this area:

As you open the secret door a terrible stench fi lls your nostrils. It is the smell of rot and waste, a smell so bad you almost retch. Peering through the door you see a corridor fi lled with garbage and waste.

When rolling for random encounters in this area, a roll of 1-3 will trigger a random encounter of 1-6 goblins. Do not use the normal random encounter table. The goblins will be carrying nothing more than their weapons and 1-6 copper pieces each.

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Area 19 – Goblin King’s ChamberWhen the characters enter this area, read aloud the following:

The stench here is worse than anywhere else. The door opens to reveal a small room. Seated opposite the door on a makeshift throne made of stone and skulls is a fat goblin. A circlet of iron encircles his head, indicating he is a leader of some kind. Six other goblins stand before him. As he sees you he sneers and then lifts a fl abby arm in your direction. The six goblins lift their spears and charge forward to att ack.

The characters will have to fi ght the goblins and their king.

Goblins (x6): Fighting 2, Defence 12, Health 4, Damage 1-6 (1 dice)

Goblin King: Fighting 4, Defence 10, Health 12, Damage 1-6 (1 dice)

The goblins carry spears and wear light armour, while the king wields a war hammer.

Should the characters win they may search the area. They will fi nd two potions of luck, a potion of curing, a scroll of healing hands, a scroll of protective aura, a silver dagger, and 70 silver coins.

Area 20 – GuardroomRead the following passage to the players when they enter this room:

The corridor opens into a large, sparse room. Opposite from where you are standing is a solid iron door, fl anked by two ogres holding massive clubs. They grunt when they see you and raise their clubs. However, they make no move towards you.

The ogres have been stationed here to guard the exit of the dungeons, which lies beyond. However, they are not overly loyal to Zontar and can easily be bribed with the off er of some coins and a successful Charisma roll (Diffi culty 10).

Otherwise, the characters will have to fi ght.

Ogres (x2): Fighting 4, Defence 12, Health 19, Damage 2-12 (2 dice).

The ogres carry 300 copper coins and 4 gold coins between them.

The iron door is locked. It will take a Stealth roll (Diffi culty 14) or Strength roll (Diffi culty 18) to break through.

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Area 21 – Hall of the DeadAs the players enter this hall, read them the following:

Before you stretches a long, dank hall. Flickering torches light the walls at regular intervals, illuminating a horrifying sight: a small horde of undead, rott ing zombies bars your path forward. As you stand there, they begin to move towards you, every step done in perfect unison.

There are, in fact, twelve zombies in the room. They will fi ght to the death, but they will not pursue the characters out of the hall.

Zombie (x12): Fighting 1, Defence 11, Health 7, Damage 1-5 (1 dice -1)

The secret door requires a Stealth roll at Diffi culty 15 to fi nd. It will also require a Stealth roll (Diffi culty 15) to open, though the Dungeon Master in area 23 has the key.

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Area 22 – Treasure RoomBoth iron doors to this room are locked. They will require either a Strength roll (Diffi culty 18) or Stealth roll (Diffi culty 14) to open, though the Dungeon Master in area 23 has the key. Once the players have opened the doors, read aloud the following:

The iron door opens to reveal a room packed with stuff . Some of it is simply junk, such as items of clothing and such, while others, like the chest of coins in the corner, will prove much more useful!

This room indeed contains some useful stuff . A thorough search (and it must be thorough, or else they will only fi nd the chest) reveals a two potions of curing, a shield that provides an additional +2 bonus to Defence, a wand of healing hands, and a talisman of fortune. There is also a cursed helmet that deducts -2 from the wearer’s Defence score. The chest contains 500 copper coins, 90 silver coins and 7 gold coins.

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Area 23 – Dungeon MasterThe door to this room is not locked. Within lives the Dungeon Master, a minotaur who is the lord of the dungeon complex beneath the tower. Read the following to the players:

As you enter this room you hear a bellowing noise, not unlike that of an enraged bull. You then see the source of the noise: a minotaur, a large, bull-headed man. Surrounding him are his orc servants, who rush to intercept you.

The characters will have to fi ght the orcs before tackling the minotaur.

Orcs (x4): Fighting 3, Defence 12, Health 5, Damage 1-6 (1 dice)

Minotaur, Dungeon Master: Fighting 5, Defence 12, Health 23, Damage 3-8 (1 dice +2)

Should the characters win, they may search the room. They may

take the orcs’ weapons (three normal swords and one silver sword) and armour (light). The Dungeon Master also has the keys to area 22 and area 21. In addition, all of the gear the characters lost at the start of this adventure is located in this room.

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Area 24 – Trap!Once all of the characters have entered this room, read the following:

As the last of you steps into the room, a large stone slab falls down, blocking the way out. As you stand there wondering what to do next, you detect a faint, toxic smell in the air...

The room is fi lling with noxious gas. The characters have only a short time to escape the room before being overcome with the poisonous fumes.

You should ask the players what their characters are doing each turn. For each turn the characters are in here, they lose 1-6 Health (roll 1 dice).

There are two ways to escape. The characters can att empt to lift the stone block. This requires a Strength roll (Diffi culty 17). Up to three characters can att empt it at one time; in this case, use the character with the highest Strength to do the roll, adding +1 for each other character helping him.

The second method is by magical means. The stone is actually an illusion. Anyone att empting to examine it for magic may make a Magic roll (Diffi culty 13) to detect that it is, in fact, an illusion. Once this is done, the stone will vanish allowing the characters to escape.

Area 25 – Hall of the Dead 2This area is prett y much identical to area 21. Use the stats for the zombies and the description of the room as listed in that entry.

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Area 26 – EscapeThe following should be read to the players as they approach this area:

Ahead you see a spiral stone staircase that leads up as far as you can see.

Assuming the characters walk up the stair case, read them the following:

Suddenly, a voice begins to boom in the air all around you. You fi nd yourself frozen to the spot, unable to move. No matt er how hard you try, you cannot move a muscle: you are paralysed. The voice laughs, then speaks: “O T T F F S S...” speak the three lett ers that follow these and you shall pass. Get them wrong and you shall die.”

The three lett ers are E, N and T. The sequence is a riddle, and is the fi rst lett er of each number from one to ten. Once spoken in order, the characters will be free to continue up the stairs and proceed to the fi nal encounter.

If the players are having trouble, you can have them make a Knowledge roll. If they score 13 or more tell them that it is a riddle, and that the lett ers are the fi rst lett ers of a sequence that runs in order from lowest to highest. The voice will periodically repeat the sequence so the players can remember it.

Final Encounter – The Dark MageWhen the players have solved the riddle in area 26, read the following to them:

You continue up the stairs until you arrive at a sturdy looking wooden door. To your surprise, it is unlocked. Opening it slowly, you look out to see what lies beyond.

You are in the bott om level of the wizard’s tower. You have escaped from Zontar’s dungeon! However, your adventure is not over, for another danger now faces you. Standing before the door and blocking your escape out of the tower are eight great orcs, larger and stronger than the orcs you have faced so far. They are well armed and armoured. They stand facing you, prepared to att ack. Behind them, and on a fl ight of stairs leading up o the higher levels of the tower, is Zontar. He stands there in his crimson robes, a mocking smile upon his lips.

“So, my adventuring friends!” he laughs. “You made it through my litt le dungeon. Well done! Now, can you make it through us?” He waves an arm and the orcs charge forward to att ack.

The fi nal encounter has begun. If the characters win this they can escape the tower. If they lose, they will die and become part of Zontar’s undead.

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25

Great Orcs (x8): Fighting 4, Defence 13, Health 7, Damage 2-7 (1 dice +1)

Zontar: Fighting 1, Defence 10, Health 15, Damage 1-5 (1 dice -1)

Zontar is a Magician and has a Magic score of 6 and 12 Mana. He may cast all of the spells available to Magicians as listed in the QUERP rulebook. On the fi rst turn of combat he will att empt to cast protective aura on himself, boosting his Defence to 12. From then on he will use fi ery blast on the characters. He will only enter combat if forced to or if he runs out of Mana.

Once the characters have defeated Zontar, they will feel the ground begin to shake. Books will start falling off shelves as the shaking gets more and more violent, and the walls and ceiling will begin to crack and fi nally collapse. The characters have only a short time before the tower falls down around them, a fi nal spell of Zontar’s designed to destroy his secrets after he died.

If the characters decide to search the room before leaving, they will only have time to fi nd a few items. The falling masonry around them

will also cause 1-6 damage on any characters searching. Roll 1 die

and deduct 6 from the result, then add 1 for each character searching the area. That is the

amount of items they fi nd before the tower collapses

and they must fl ee.

Roll 1 dice and consult the following list to

fi nd what items the characters fi nd:

1. A small ruby worth 4 gold coins

2. A suit of heavy armour that adds an extra +1 Defence

3. Potion of invisibility

4. A dagger that infl icts +1 damage

5. 60 silver coins

6. 400 copper coins

The End

The characters have escaped the dungeon, killed Zontar and fl ed the collapsing tower. They have now completed the adventure! Reward each player 1 experience point for their eff orts.

gician and e of 6 and

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Appendix: New Monsters

Prisoners of Zontar contains three new monsters not listed in the main QUERP rulebook. This section is devoted to them.

Golem (stone)A golem is, in a short description, an animated statue that has been made and brought to life by a magician. The magician can create the golem from a variety of materials including stone, clay, wood or iron. The process is an arduous task that takes many weeks to perform; however, the results are worth it. The magician begins the process by fi nding (or buying) a large, single piece of his chosen golem material. The material must be a single piece or the spell will not work. If he has any artistic ability he will begin to sculpt the chosen material into a bipedal form. If he has no artistic ability he will have to fi nd someone to create the sculpture for him, adding to the expense.

Once the sculpture is complete, a process that can take many weeks, the magician will begin the spell to bind an entity from the spirit worlds to his creation. This process alone can take quite some time as the spirit must be

willing. When the binding is complete the golem is 100% under the control of the magician and will do whatever he commands. A common task for these creations is to guard special rooms for the magician, normally treasure rooms.

Stats: Fighting 5, Defence 15, Health 25, Damage 2-7 (1 dice +1)

Special Rules: Golems can only be created by means of a magical spell. Magicians may learn this spell by spending 1 experience point.

Create & Bind Golem (Diffi culty 15): This spell will give artifi cial life to the magician’s golem. The golem will stay 100% faithful to its master for the duration of its life. The requisite for this spell is a bipedal statue standing 1.5 to 2.5 metres tall made from a single piece of clay, stone, wood or iron.

26

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ateto

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Great OrcsWhere normal orcs are larger and more aggressive versions of goblins, great orcs are larger and more aggressive breeds of orc. They stand up to two and a half metres tall and their bodies are made up almost entirely of muscle. They are literally born to fi ght, using a process of selective breeding amongst the strongest of orcs. They often rise to positions of prominence within an orc tribe, usually by killing any who would oppose them.

Stats: Fighting 4, Defence 11, Health 7, Damage (by weapon +1)

Special Rules: None

Slithas (water serpent)Water serpents are gigantic, snake like creatures that, as their name suggests, live in water. Often found in lakes and rivers, some a r e also known to inhabit the swamps and marshlands of the world, where they prey upon unwary travellers, often swallowing them whole. A water serpent should not be confused with a sea serpent, which is a larger, salt-water version of the species.

Slithas is unique amongst water

serpents, as he was captured by Zontar the Dark Mage and given intelligence as an experiment. However, Slithas proved an unwilling servant is now trapped in the dungeons beneath Zontar’s tower.

Stats: Fighting 4, Defence 14, Health 27, Damage 3-8 (1 dice +2)

Special Rules: Noneg gey often rise toence within ankilling any who

ence 11, Healthn +1)

rpent)gigantic, snakeas their name

er. Often foundme a r e

ns,

empent sed withis a larger, salt-pecies.

amongst water

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28

This section of the book contains six pre-generated characters. These allow players to jump straight into the game without worrying about actually creating a character; they simply pick one of the pre-generated characters and off they go!

The six characters presented here are the same as those in the QUERP Rulebook. If the players have used the characters in Tomb of the Warlord, the adventure in the rulebook, allow them to keep those characters and any gear and treasure they already have. If this is the fi rst time they have played, allow them to pick one of the characters listed here.

Appendix: Pre-Generated Characters

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Character Sheet

Character’s NameCharacter’s Class

FightingMagicStrength Charisma

StealthKnowledge

Health

Defence

Mana

EquipmentNotes

ATOR BATTLEBLADE

WARRIOR

6

2

5

4

3

1

19 4

13

Broad swordlight armourshieldbackpack2 days worth of rationswaterskinbedrollfl int and steel17 silver coins

Ator Batt leblade had been a soldier in the king’s army all his life until recently. After a night of drinking in the taverns and inns of Port Bannon, he got into a fi ght and accidently killed another man. He was thrown out of the army in disgrace and now wanders the world as a hired mercenary.

Ator is 25 years old and is as tough as nails. He sports scars on his face from the many batt les he has fought in, and these give him a rough and unfriendly appearance. He is in excellent physical condition and is ready to take on whatever adventures might come his way.

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Character Sheet

Character’s NameCharacter’s Class

FightingMagicStrength Charisma

StealthKnowledge

Health

Defence

Mana

EquipmentNotes

SARAA MAGISSI

MAGICIAN

1

6

2

3

5

4

17 12

10

Dagger

staff

backpack

bedroll

candles (10)

fl int and steel

lantern

mirror

oil (2)

2 days worth of rations

50 silver coins.

It was clear from a very young age that Saraa possessed arcane abilities. Her father sent her to study with a master magician when she was just 7 years old, but the old man took care of her and taught her well. But now her master is dead, the result of a summoning spell gone wrong. Saraa now seeks the demon that killed her master, for she is intent on destroying it.

Saraa is now 19 years old. She is still young and relatively inexperienced, but she is curious and a quick study, and her natural ability with magic is almost unsurpassed.

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Character Sheet

Character’s NameCharacter’s Class

FightingMagicStrength Charisma

StealthKnowledge

Health

Defence

Mana

EquipmentNotes

WOLFCLAW

BARBARIAN

5

3

6

4

1

2

22 6

11

Two-handed sword

bow

quiver

10 arrows

light armour

backpack

bedroll

fl int and steel

2 days worth of rations

rope

waterskin

20 silver coins

Wolfclaw grew up in the snowy mountains to the north of Port Bannon. While out hunting deer one cold day, he returned home to fi nd his village destroyed. All of his kinfolk had been murdered and the buildings destroyed. The only clue he had as to who or what had done this was a piece of scarlet cloth embroidered with a yellow skull he found amongst the ruins. He vowed revenge and set out to fi nd who was responsible for this destruction.

Only 20 years of age, Wolfclaw stands over two metres tall. His body radiates strength and is well muscled and toned. Although quiet and soft spoken, Wolfclaw will fl y into a frenzy when batt le commences. He also has a distrust of magic and makes his feelings known.

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Character Sheet

Character’s NameCharacter’s Class

FightingMagicStrength Charisma

StealthKnowledge

Health

Defence

Mana

EquipmentNotes

DARRIS SUNSHIELD

PRIEST

1

5

3

2

4

6

14 6

11

War hammerlight armourbackpackbedrollfl int and steelholy symbolholy water2 days worth of rationswaterskin & 15 silver coins

Orphaned as a child, Darris grew up amongst the dwarven people of Windhelm, a small mining community in the mountains. Although not overly suited to the dwarven way of life, Darris soon found an interest studying the books of the old village priest. When the priest died of old age, Darris took over his duties. Several months ago he received word that his parents may in fact be alive, and he has set out to fi nd them.

Darris is 27 years old. He is generally sour and grumpy most of the time, a trait he has picked up from the old dwarven priest. He also speaks with a dwarven accent, which gets him many strange looks in the lands of men.

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Character Sheet

Character’s NameCharacter’s Class

FightingMagicStrength Charisma

StealthKnowledge

Health

Defence

Mana

EquipmentNotes

MARRIN CATFOOT

THIEF

3

4

1

6

2

5

13 8

11

Short sword2 daggerscrossbowquiver10 boltslight armourbackpack

bedroll

fl int and steelcloakgrappling hookmirror2 days worth of rationsropethieves tools waterskin80 silver coins

When Marrin lost both of his parents to an outbreak of the plague when he was just 10 years of age, he and his brothers began stealing food and clothes just to survive. Finding this easy, the brothers grew bolder and started going after bigger targets, such as money and gems. However, they grew too bold, and one by one they were caught until only Marrin was left. With a bounty on his head he decided to leave the city and his brothers and try his luck elsewhere.

Still only 17 years old, Marrin is a slight fi gure. He can be charming when he wants to be, and is able to talk most people into doing whatever he wants them to do. Although well versed in the arts of thievery, he is currently looking for a bigger and bett er challenge that will test his skills to the limits.

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Character Sheet

Character’s NameCharacter’s Class

FightingMagicStrength Charisma

StealthKnowledge

Health

Defence

Mana

EquipmentNotes

KARI LIGHTFLAME

SAGE

2

5 (6)

3

1

6

4

17 12

11

Daggerlight armourbackpackbedrollfl int and steellanternoil2 days worth of rations30 silver coins

Special Rules: Knows the following spells: Fiery Blast and Healing Hands

Kari Lightfl ame is the daughter of a minor noble from distant realms. When her father went against her wishes and tried to force her to marry a man she had no love for, she fl ed home and came to Port Bannon. There she persued her one true love: books. She studied at the library of Codar, god of knowledge, day in and day out. She found a passage in one book that spoke of lost knowledge. Intrigued, she now searches for any lost tomes that may exist.

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coming soon

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