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Luca Ccb (order #5910746)

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PRISONERS OF ZONTAR
CREDITS
Author
Shane Garvey
Illustrations, layout, Graphic Design & cover
Jamie 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
Luca Ccb (order #5910746)
Tabl e of Contents
PRISONERS OF ZONTAR 1
Tabl e 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 Sl eeping 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 Sil l aw 12
Area 9 - Portcul l is 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 Tel eportation 17
Area 16 Gol em 17
Area 17 Pit Trap 17
Area 18 Gobl in Warrens 18
Area 19 Gobl in Kings Chamber 19
Area 20 Guardroom 19
Area 21 Hal l of the Dead 20
Area 22 Treasure Room 21
Area 23 Dungeon Master 22
Area 24 Trap! 23
Area 25 Hal l of the Dead 2 23
Area 26 Escape 24
Final Encounter The Dark Mage 24
Appendix: New Monsters 26
Gol em(stone) 26
Great Orcs 27
Sl ithas (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
atempt 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 Gamesmaster
As you read through the adventure,
you will notice some text is writen
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 (Di 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 Spider Giant Spider
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Beginning the Adventure
When 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 wizards 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 geting 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 characters gear has been taken
from them and rests in the tower of
Zontar itself. Tell the players to cross
o all their gear but to note it down
on a piece of paper in case they nd
it again later.
All of the corridors in the dungeon
are dimly lit by 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 Chambers
The 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 litered
around the oor, in between two
straw sleeping mats on either side of
the room. Siting in the middle of the
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 ght.
The characters will have to ght the
orcs or they can atempt 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 Guards
All 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 ght.
This orc is tougher than the orcs
encountered in area 1 and is beter
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 batle.
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 Sl eeping
Quarters
The door to this room is locked. The
orcs from area 2 have the key, but
if the characters havent yet fought
and killed them, they may atempt 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 Di 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 oor besides the wall opposite
the door, some sort of chalk drawing
has been made on the oor. It shows
three circles within each other.
A general search of the room will
reveal nothing much of value. A
specic search of the straw matresses
will uncover a torn and tatered scroll
containing the healing hands spell.
The chest is locked, which can be
opened with a Stealth roll (Di culty
13). However, unless it is searched
for traps rst (another Stealth roll at
Di culty 12) the person opening it
will be hit with a blast of ame that
will deal 1-6 damage (roll 1 dice). If
found, the trap can be disarmed with
yet another Stealth roll (Di 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 Di 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 Pit
Read the following to the characters
when they enter this area:
You enter a massive chamber.
Cobwebs block your path, and you
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 atack if the characters
atempt 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 Di culty 12 or lose an extra
1-6 Health from its poison (roll
1 dice). In addition, if the
ght begins without the
characters rst geting
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 atempt to free themselves; this
requires a Strength roll at Di 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 rst,
they will each suer 1-6 damage (1
dice) from the heat and 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 Di culty 14 is required to
climb the
wall; failing
this roll
by more
9
ting 2, Defence 11,
1-6 (1 dice)
mage by the giant
a Strength roll
ose an extra
oison (roll
, if the
t the
ing
der
,
er
climb the
wall; failing
this roll
by more
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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 suers 1-6 damage (1
dice).
The Di 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
atempt 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 Di culty 12
to escape.
Stuck within the cobwebs is a potion
of skill. This will require a Stealth roll
at Di culty 14 to discover if the webs
are still intact, or Di culty 10 if they
arent.
Area 5 Natural Tunnel
Unlike 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 Di 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 - Cavern
Read the following to the players
once they have entered this area:
You enter a naturally formed cavern.
Stalagmites line the oor, while
water drips from a ceiling covered in
stalactites. The strange, green fungi
covers the walls and 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 Di culty 15 to determine that
there is something unusual about
that wall. Do not tell them what it
is, however, unless they specically
mention anything about it possibly
being magical. If so, have them make
a Magic roll at Di 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 Lake
The following should be read to the
players upon their arrival at this
area:
You stand at the edge of an
underground lake that stretches o
into the darkness. Small, black sh
dart through the waters. Apart from
swimming, the only way across the
lake is by a series of stepping stones.
The sh in the pool are harmless, a fact
anyone can discover with a successful
Knowledge roll at Di culty 11. The
stepping stones are actually the scales
of a large water serpent, Slithas, who
inhabits the pool. Anyone atempting
to cross can do so with a Stealth roll
at Di 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 atempts 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 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 atack them.
Slithas: Fighting 4, Defence 14, Health
27, Damage 3-8 (1 dice +2)
Obviously, ghting Slithas may not
be a good idea. If the characters try
to talk to Slithas, they may make a
Charisma roll at Di culty 10. If they
succeed, Slithas will allow them to
pass. If the fail, he will not, though
he will not atack them unless they
prove aggressive.
Area 8 Maze of Sil l aw
Read 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, writen 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 - Portcul l is
As 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 Di culty 13 to
nd the portcullis. However, there is
nothing they can do to stop it from
falling. A Strength roll (at Di culty
15) can lift the gate, but it
will fall again as soon as
the character lets go of it.
Area 10 Arrow Trap
This area is trapped. The 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 (Di culty 12); once found, it can
also be disarmed with a Stealth roll
(again, Di culty 12).
Area 11 Demonic Junction
Read 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
dierent 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 Di culty 12 to identify it
as a blood demon.
soon as
ts go of it.
Read the
as t
Y
ov
is
ho
to
it
Th
It
Anyone
roll at D
as a blood de
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Area 12 Ancient Armoury
The 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 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 batle 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 wielders
Fighting score when using it.
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Area 13 Cursed Room
The door to this room is locked. It
can be opened with either a Stealth
roll (Di culty 13) or a Strength roll
(Di culty 12). Writen 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,
atempting to peer into the darkness
but with litle 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
Tel eportation
When 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 nd their way out
of the maze.
Area 16 Gol em
Read 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 atack
the characters on sight.
Fighting 5, Defence 15, Health 25,
Damage 2-7 (1 dice +1)
During this ght, if anyone rolls a
double 1 when atacking the golem
their weapon breaks and must be
discarded.
Area 17 Pit Trap
When the rst character enters this
area, read the following:
Suddenly you feel the oor give way
beneath you. Pit trap!
The character can atempt to leap free
by making a Stealth check (Di culty
13). If they fail they fall ten metres
into the pit below and suer 1-6
damage (roll 1 dice). The trap can
be found before it is triggered with
a Stealth roll (Di culty 13) and then
disabled with another Stealth roll
(also Di culty 13).
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Area 18 Gobl in Warrens
This 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 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 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 Gobl in Kings
Chamber
When 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
abby arm in your direction. The six
goblins lift their spears and charge
forward to atack.
The characters will have to 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 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 Guardroom
Read 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,
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 oer of some
coins and a successful Charisma roll
(Di culty 10).
Otherwise, the characters will have
to 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 (Di culty 14) or Strength
roll (Di culty 18) to break through.
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Area 21 Hal l of the Dead
As 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, roting 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 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 Di culty 15 to nd. It will also
require a Stealth roll (Di culty 15) to
open, though the Dungeon Master in
area 23 has the key.
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Area 22 Treasure Room
Both iron doors to this room are
locked. They will require either a
Strength roll (Di culty 18) or Stealth
roll (Di 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 stu. 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 stu. A thorough search (and
it must be thorough, or else they
will only 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 wearers Defence score. The
chest contains 500 copper coins, 90
silver coins and 7 gold coins.
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Area 23 Dungeon Master
The 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 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.
Luca Ccb (order #5910746)
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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 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 atempt to lift the stone
block. This requires a Strength roll
(Di culty 17). Up to three characters
can atempt 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 atempting to
examine it for magic may make a
Magic roll (Di 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 Hal l of the Dead 2
This area is prety 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 Escape
The 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 nd
yourself frozen to the spot, unable to
move. No mater 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 leters that follow these and
you shall pass. Get them wrong and
you shall die.
The three leters are E, N and T. The
sequence is a riddle, and is the rst
leter 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 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 leters
are the rst leters 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
Mage
When 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 botom level of the
wizards tower. You have escaped
from Zontars 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 atack.
Behind them, and on a 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
litle dungeon. Well done! Now, can
you make it through us? He waves
an arm and the orcs charge forward
to atack.
The nal encounter has begun. If the
characters win this they can escape the
tower. If they lose, they will die and
become part of Zontars undead.
Luca Ccb (order #5910746)
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 rst turn of
combat he will
atempt to cast
protective aura on
himself, boosting
his Defence to 12.
From then on he
will use 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 o
shelves as the shaking gets more
and more violent, and the walls and
ceiling will begin to crack and nally
collapse. The characters have only a
short time before the tower falls down
around them, a nal spell of Zontars
designed to destroy his secrets after
he died.
If the characters decide to search
the room before leaving, they will
only have time to 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 nd
before the tower collapses
and they must ee.
Roll 1 dice and
consult the
following list to
nd what items the
characters 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 inicts
+1 damage
5. 60 silver coins
6. 400 copper coins
The End
The characters have escaped the
dungeon, killed Zontar and ed the
collapsing tower. They have now
completed the adventure! Reward
each player 1 experience point for
their eorts.
gician and
e of 6 and
y cast all
ailable
s
t
n
g
2.
e
st
rs.
ter
d to
t of
ers
ted
characters
and ded
then ad
searchin
amou
befo
an
4
2
ar
ex
3. P
4.
+1
Luca Ccb (order #5910746)
26
Appendix: New
Monsters
Prisoners of Zontar contains three
new monsters not listed in the main
QUERP rulebook. This section is
devoted to them.
Gol em(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 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 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 (Di culty 15):
This spell will give articial life to
the magicians 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
ability
hosen
If
ill
ate
to
te, a
Luca Ccb (order #5910746)
27
Great Orcs
Where 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 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
Sl ithas (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
Zontars tower.
Stats: Fighting 4, Defence 14, Health
27, Damage 3-8 (1 dice +2)
Special Rules: None
g g
ey often rise to
ence within an
killing any who
ence 11, Health
n +1)
rpent)
gigantic, snake
as their name
er. Often found
me a r e
n
s,
em
pent
sed with
is a larger, salt-
pecies.
amongst water
Luca Ccb (order #5910746)
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 o 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 rst time they have
played, allow them to pick one of the
characters listed here.
Appendix: Pre-Generated Characters
Luca Ccb (order #5910746)
Character Sheet
Characters Name
Characters Cl ass
Fighting
Magic
Strength
Charisma
Steal th
Knowl edge
Heal th
Defence
Mana
Equipment
Notes
ATOR BATTLEBLADE
WARRIOR
6
2
5
4
3
1
19
4
13
Broad sword
light armour
shield
backpack
2 days worth of rations
waterskin
bedroll
int and steel
17 silver coins
Ator Batleblade had been a soldier in the kings army
all his life until recently. After a night of drinking in the
taverns and inns of Port Bannon, he got into a 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 batles 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.
Luca Ccb (order #5910746)
Character Sheet
Characters Name
Characters Cl ass
Fighting
Magic
Strength
Charisma
Steal th
Knowl edge
Heal th
Defence
Mana
Equipment
Notes
SARAA MAGISSI
MAGICIAN
1
6
2
3
5
4
17
12
10
Dagger
sta
backpack
bedroll
candles (10)
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.
Luca Ccb (order #5910746)
Character Sheet
Characters Name
Characters Cl ass
Fighting
Magic
Strength
Charisma
Steal th
Knowl edge
Heal th
Defence
Mana
Equipment
Notes
WOLFCLAW
BARBARIAN
5
3
6
4
1
2
22
6
11
Two-handed sword
bow
quiver
10 arrows
light armour
backpack
bedroll
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 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 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
y into a frenzy when batle commences. He also has a
distrust of magic and makes his feelings known.
Luca Ccb (order #5910746)
Character Sheet
Characters Name
Characters Cl ass
Fighting
Magic
Strength
Charisma
Steal th
Knowl edge
Heal th
Defence
Mana
Equipment
Notes
DARRIS SUNSHIELD
PRIEST
1
5
3
2
4
6
14
6
11
War hammer
light armour
backpack
bedroll
int and steel
holy symbol
holy water
2 days worth of rations
waterskin & 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 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.
Luca Ccb (order #5910746)
Character Sheet
Characters Name
Characters Cl ass
Fighting
Magic
Strength
Charisma
Steal th
Knowl edge
Heal th
Defence
Mana
Equipment
Notes
MARRIN CATFOOT
THIEF
3
4
1
6
2
5
13
8
11
Short sword
2 daggers
crossbow
quiver
10 bolts
light armour
backpack
bedroll
int and steel
cloak
grappling hook
mirror
2 days worth of
rations
rope
thieves tools
waterskin
80 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 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 beter challenge that
will test his skills to the limits.
Luca Ccb (order #5910746)
Character Sheet
Characters Name
Characters Cl ass
Fighting
Magic
Strength
Charisma
Steal th
Knowl edge
Heal th
Defence
Mana
Equipment
Notes
KARI LIGHTFLAME
SAGE
2
5 (6)
3
1
6
4
17
12
11
Dagger
light armour
backpack
bedroll
int and steel
lantern
oil
2 days worth of rations
30 silver coins
Special Rules: Knows the following spells:
Fiery Blast and Healing Hands
Kari Lightame 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 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.
Luca Ccb (order #5910746)
coming soon
Luca Ccb (order #5910746)

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