Squire’s Quest to the Isle of Fey

Hanigle's Tower

Paved Area

Hanigle’s Tower is surrounded by a paved area where there is no point in searching for the Crown of the Isles. No encounter card can be drawn either. Any strangers trespassing onto the paved area, will be fired at by the nearest of the four crossbowman on the tower battlements. There is a conch at the tower which will relay any warning blasts.

 

Crossbowman
Fol Mo 6", Fa 6/12, TR 0, SR + 0, D-5, C-4, W -3, A +1, Me +0 –0 = 0 sword st 0.
Crossbow 5" 4+, 10" 5+, 15" 6+, 20" 7+, St –4. 12 quarrels.
Fires alternate moves due to slow reloading.

  Whispers!

If a character comes within 4” of the East or West sides of the tower they will hear a whisper “Please come in and rescue me! I will catch a rope if you throw it?” from a damsel at the middle window. (Either Outha East or Lotha West.) D6 2- the Steward hears her and he and she both throw handstones at the Squire.

Handstones 4” Steward & Loyola 6+ st –3, Lotha & Outha 8+ st –3

Otherwise handstones will be thrown each move at trespassers from the centre windows.

Grapnel Throwing need 6+ Battlements or 5+ windows, 3+ if Lotha or Outha catching. If lodgement threatened by Crossbowman, Steward or Loyola D6 2- thrown down again!  

Squires can climb up in a move, Damsels D10 6- will not try, 7 try and fall st –5, 8+ climbs taking two moves. Fighting up a grapnel rope deduct 2 from melee.

 Ground Floor South side a strong bolted door (BS)7. Using the Groom’s axe the Squire needs 6+, Groom 9 to force the door, a point less weakens it by one. Dimly lit with rush lights, entrance hall with the back of a newel stair to the door. Prison cells and store rooms (doors BS 6 but the bolts are on the outside.) Any captured damsels, squires or grooms will be here. Newel leads down to the cellars or up to the First Floor.

 

Cellars More store rooms and secret underground passages (D6) needing 5+ to find the entrance. The passages lead to secret entrances near adventure venues, which the denizens use to escape the whirlwinds. These passages are guarded by a Giant Horned Lizard  at each entrance.

Giant Horned Lizard TI 4.  

Giant Horned Lizard TI 4
Mo 5” Me +2, horn st –1, D –5, C –4, W –3.
Horn worth 5 SP.
Will attack unless secret password (Mezodoc) given.

First Floor Kitchen with normal equipment and the servant’s bedding straw. Dimly lit with rush lights. Newel staircase leading up to Second Floor & down to Ground Floor.

 Second Floor  Tower’s Main Hall with Steward (S) and three servant damsels, Outha (E), Loyola (N) and Lotha (W) each at a central window. The Steward and Loyola will throw hand stones immediately but if a Squire gets to within 4” of Outha or Lotha they will whisper down “Please come in and rescue me! I will catch a rope if you throw it?” If coerced by the Steward they will throw handstones.

Handstones 4” Steward & Loyola 6+ st –3, Lotha & Outha 8+ st –3

Steward
Off Mo 6", Fa 7/14, TR +3, SR + 2, D-5, C-4, W -3, Me +1 –0 = +1 sword st 0
Has 5x D10 Silver pennies. As a prisoner worth 80 Silver Pennies
 
Loyola will fight whilst the Steward can, then D10 7+ fight, 4+ run, 3- surrender.
Fol Mo 5", Fa 5/10, TR -1, SR + 0, D-4, C-3, W -2, Me –2 –1 + -3 dagger st 0
Has 2x D6 Silver Pennies. As a prisoner worth 20 Silver Pennies –20 if killed.
 
Outha & Lotha will surrender immediately if threatened
Fol Mo 5", Fa 5/10, TR -1, SR + 0, D-4, C-3, W -2, Me –2 –1 = -3 dagger st 0
Have D6 Silver Pennies. As prisoner worth 20 SP, rescued 30 Silver Pennies. Minus 20 Silver Pennies each if Killed, fine for dishonourable act.  

Third (Battlements) Floor Chambers for Haled the harper, Dame Cara and the Steward.

Dame Cara is present if not at her pool. Beds and chests full of clothes.

Haled is in this chamber with his presently non-operating crystal ball. (Haled’s Crystal Ball worth 25 SP not working) He will surrender immediately but offer to play, D10 2- allow to play & stop to listen needing D10 5+ to silence & move on.

Haled
Ind Mo 5", Fa 5/10, TR 0, SR + 2, D-4, C-3, W -2, Me –2 –1 = -3 dagger st 0
Has 3x D10 Silver Pennies. As a prisoner he is worth nothing, freed worth 40 SP.

Battlements These have a crossbowman covering each side of the Tower, see Paved area for details.

Doors to the battlements on the East & West sides.

Fourth (Top) Floor Hanigle’s chamber with the door magically locked.

It may be forced by basic Me +D10 = 4- fail, 5+ fail but +1 to further attempts 6+ open!

(+3 if axe available) Inside lies the dead for some time Hanigle on the floor beside two closed Crecelles. One operated the door lock and the other Haled’s crystal ball. There is a pentacle on the floor, a bed, a bookcase a table with a casket on it and a desk. D6 1 investigate Pentacle, struck by Magic bolt D6 –3 moves stunned, 2 investigate the bookcase, Grimoires worth 80 SP (K Spades). 3 Investigate the two crecelles on the floor worth 150 Silver Pennies with Haled’s Crystal Ball (K Clubs). 4 investigate the casket on the table, which is Oberon’s Money Box (K Diamonds) worth 150 Silver Pennies. 5+ Investigate the desk on which is an open Crecelle showing a Whirlwind! If it is shut there will be no whirlwind!

SHUTTING DOWN THE WHIRLWIND WINS THE GAME FOR THIS SQUIRE!

Oberon’s Money Box a small casket with a simple lock with the key in it. Inside are a Crecelle and a very large number of silver coins. In the Crecelle is a list of coin currencies so if the Command ‘Florins!’ is given the coins change to florins. If the Crecelle is closed, any of the coins outside the chest become leaves for this is elf money!

NOTE:  A Crecelle looks like a book that has a cover and no pages.  The spell or information is written inside.  They only work when open. 

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