Just ahead of the Warriors the corridor turns sharply, and nestled in the corner is a small shrine. An ornate brazier burns continuously with multi-coloured flames that occasionally leap up to the ceiling.
Special Quests: The Flames of Khazla Card is normally mixed into the Dungeon Deck. Unless otherwise noted in the Special Quest description, the Warriors play out their adventure exactly as written in the Adventure Book. The main difference is the bonus rewards that you get for completing the Special Quest. This may be extra gold or additional Treasure cards - the details are noted in each special Quest description.
Many rumours abound concerning the fabled Flames of Khazla. The origins of these small shrines are lost in the mists of ancient history. However, many bold adventurers claim that they do indeed exist and your Warriors have heard a rumour that one of these mystical sanctuaries is within the dungeon they are heading for. Shuffle the Flames of Khazla card in with the rest of the Dungeon Deck. Roll a dice to see which of the Flames of Khazla Special Quests is rumoured to be found within the dungeon.
Only one Warrior can stand at the Flames of Khazla board section at a time. As soon as the first Warrior enters the board section a shimmering wall of magic prevents any other model entering. In the next Monsters' Phase turn over the next Event card. If this has an 'E' in the top corners shuffle the card back into the deck and keep drawing Event cards until you get Monsters. The Warrior must fight one of the indicated monsters. The other Warriors cannot help him in any way at all. If the Warrior kills the monster he gains double the normal amount of gold. Shuffle the Event card back into the deck once the monster is defeated.
This happens every time a new Warrior enters the board section, and so each must fight a Monster before they can continue. Unexpected Events cannot affect a Warrior while he is undergoing the Task of Khazla, so they will effect one of the other Warriors instead. Since you will only be able to move off the Flames of Khazla by exploring through the empty doorway, it is advisable that the Warrior with the Lantern is the first to undertake the task.
One Warrior may attempt to earn a Gift of Khazla each turn. The Warrior must be standing next to the Flames and may do nothing else that turn. A Warrior may not attempt to gain a Gift if Khazla if there are monsters anywhere in play.
The Warrior thrusts his hands into the flames. If he succeeds in passing the test he can bring forth an item of great worth from the flames. If he fails the flames will burn him. To see if your Warrior passes or fails roll a dice and add his Toughness. On a score of 6 or less he is deemed unworthy and suffers 2D6 Wounds with no deductions for armour. If he scores a 7 or more he passes the test and removes his hands unburnt by the flames and clutching an item of treasure. Your Warrior gains a Treasure card from the deck. This card does not count towards your total for the dungeon so keep it to one side. This means that you may still be given a Treasure card normally even if you have more treasure than the other Warriors.Each Warrior can only attempt the test once, whether they pass or fail.
Decide which Warrior has the incense. The Warrior can throw the incense onto the Flames of Khazla if he is standing next to the brazier at the start of the Warriors' phase. Roll a dice to see what happens. On a roll of 1 the Warriors have been tricked and a huge gout of flames rushes over them. Each Warrior suffers 1D6 Wounds with no deductions at all. On a roll of 2 or more the air is filled with a pungent, sweet smoke and the Warriors feel uplifted and whole. Each Warrior immediately heals 2D6 Wounds.
One Warrior may place a piece of treasure in the Flames of Khazla each turn. The Warrior must be standing next to the Flames and may do nothing else that turn. A Warrior may not do this if there are monsters anywhere in play.
You must give up an item of Treasure, discard it immediately. Roll a dice and look up the result below to see what your Warrior gains in return. Each Warrior can only make one offering of treasure to the Flames of Khazla.
In the Monsters' phase after the Flames of Khazla are discovered the Warriors will be attacked by a Minotaur. This horrific beast is placed on the board as usual, however, it is much more powerful than a normal Minotaur since the Flames of Khazla protect it. Any Warrior who tries to hit this Guardian with a non-magical weapon is at -1 to their to hit roll. Warriors using magical weapons and spells affect the Guardian Minotaur as normal. If they defeat the Minotaur, the Warriors gain 440 gold and a piece of treasure as normal. In addition, each of them gains a Treasure card from the Flames of Khazla themselves.
One Warrior may stare into the Flames of Khazla each turn. The Warrior must be standing next to the Flames and may do nothing else that turn. A Warrior may not do this if there are monsters anywhere in play. Roll on the following table:
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Copyright © 2000 Frank Schulte-Kulkmann, Trier, Germany