TEXT:  
   
   
   
   
   
   
   
   
   
  ADVENTURE: 
  WIZARD'S TOWER 
   
  ENCOUNTERS: FIVE 
  DIFFICULTY: NORMAL 
  DURATION: 45-60 MINUTES 
   
  DESIGNED AND MAPPED  
  BY  
  JUSTIN HALLIDAY 
   
  
   
  Hero Kids Adventure – Wizard’s Tower 
  Justin Halliday 
  Page 2 
  Hero Kids Adventure 
  This adventure requires a copy of the Hero Kids RPG 
  to play.  The core game and this adventure include: 
  • Hero Cards for each player  
  • Monster Cards for the unique monsters (froglings, 
  water beasts, constructs, and the fearsome helmed 
  knight) 
  • Print-outs of all of the encounter maps 
  • Stand-up minis for the heroes and monsters 
  Additionally, these extra materials are required: 
  • Six-sided dice (d6s) 
  • Pencil and eraser 
  Background 
  Our heroes live in Rivenshore, the largest village in the 
  Brecken Vale.  The village lies on the Camarva river, 
  which runs from the towering Druinhowe mountains. 
  The Brecken Vale would be a beautiful place to live, if 
  it weren‟t beset by an endless series of calamities. 
  Adventure Overview 
  This five-encounter adventure takes the heroes from 
  Rivenshore to the wizard’s tower on the eastern 
  peninsula that encloses Brecken Bay.  The wizard, 
  Mortain, has gotten himself into strife and needs the 
  kids’ help! 
  Adventure Intro 
  Today’s trouble starts with an unusual visitor. 
  You are sitting on the end of the pier that juts out into 
  the river Camarva, enjoying the warm midday sun.  
  Your feet dangle off the end of the pier, just above the 
  water that runs lazily past. 
  Your tranquil pondering is abruptly broken when a 
  black shape plunges from the sky and crashes onto the 
  pier next to you with a loud “SQUAWK!” 
  It‟s a large black bird, a raven.  It gets up awkwardly 
  and looks at you with one eye and then the other, 
  “AARK!” 
  It shakes its feathers, tries again, “ARRK!  HELP!” 
  It talks! 
  “HELP!  Master‟s in trouble!  AWK!  Come help!” 
  You finally recognize the bird.  You‟ve seen it before 
  when the wizard Mortain has come to town.  The bird 
  is usually perched on the end of his staff, and is always 
  quick with a sarcastic comment. 
  “Come quick!  Come rescue master!  RAWK!” 
  You pick up the bird and race back into town to collect 
  your gear and your map of the Brecken Vale. 
  
   
  Hero Kids Adventure – Wizard’s Tower 
  Justin Halliday 
  Page 3 
  Encounter 1: Setting out for the Tower 
  The first encounter is a role-playing scene where the 
  players need to plan how their heroes are going to get 
  to the wizard’s tower. 
  The players should use the map of The Brecken Vale 
  to work out how to get from Rivenshore (the larger 
  town on the river) down to the wizard’s tower which 
  is the pointy tower on the eastern peninsula. 
  Map 
  A larger version of this map is included with the 
  encounter maps at the end of this adventure. 
   
   
  
   
  Hero Kids Adventure – Wizard’s Tower 
  Justin Halliday 
  Page 4 
  Role-Playing 
  In this role-playing scene, the heroes plan their route 
  to the tower.  There are two options, along the road 
  that skirts the eastern shore of the bay, or taking a 
  boat down river then across the bay to the tower. 
  If the kids need guidance making this decision, have 
  the Sheriff and Bern approach them with advice. 
  By Boat 
  If they choose to investigate the boat option, they 
  need to find Bern the Fisher, who has a boat (Bern 
  appeared in The Lost Village, where his boat may have 
  been damaged in a storm).  They find Bern back at the 
  pier, and can ask him to take them to the tower: 
  “Aye, I can take ye,” he replies as he coils a thick rope. 
  “But I don‟t usually go so close to the heads this time of 
  year „cos them water beasts are right roiled up round 
  now.  But you look sturdy enough, so it‟s up to you.” 
  By Road 
  If they choose to travel by road, they simply need to 
  take their ponies and ride along the road.  The ride 
  will take a day and a half, and require them to camp 
  overnight along the way. 
  Talking to the Sheriff 
  If they ask the sheriff, he warns the kids: 
  “Mean to go by road do you?  Then take care not to 
  camp by the marsh, there‟s beasties in that infernal bog.” 
  Ability Tests 
  In addition speaking with the sheriff and Bern, the 
  heroes can perform a number of ability tests to see if 
  they know some of this information already: 
  • Intelligence tests (Knowledge/Lore) at difficulty 4 
  to know that there are two routes to the tower (by 
  road and by boat). 
  • Intelligence tests (Knowledge/Lore) at difficulty 5 
  to know that that people have reported frog 
  creatures in the marshes. 
  • Intelligence tests (Knowledge/Nature) at difficulty 
  5 to know that water beasts are ferocious eels that 
  attack fishing boats. 
  Conclusion 
  Once the kids have decided which route to take: 
  By road: 
  You quickly pack your ponies and, with the wizard‟s 
  raven perched on your shoulder, being your journey. 
  “RAWK!  Move faster horsie!” it squawks in your ear. 
  Overland travelers proceed to Encounter 2a: Marsh. 
  By boat: 
  Bern the Fisher tells you to meet him on the dock at 
  first light the next morning.  You wake a first crow, 
  and meet Bern at the dock.  The wizard‟s raven 
  perches on the sailboat‟s prow, “AWK!  Row faster!” 
  Boat travelers head to Encounter 2b: Water Beasts. 
  
   
  Hero Kids Adventure – Wizard’s Tower 
  Justin Halliday 
  Page 5 
  Encounter 2a: Marsh 
  On their journey by road to the wizard Mortain’s 
  tower, they kids need to camp overnight. 
  Depending on their preparations before leaving, they 
  may have remembered or been warned that the marsh 
  is home to foul frog creatures (froglings), and it’s not 
  safe to camp near here at night. 
  If they decide to camp near the marsh, they get 
  attacked by frog creatures.  If they continue further 
  down the road or backtrack, the night passes 
  uneventfully. 
  Encounter Intro 
  After the kids have departed Rivenshore by pony: 
  After half a day in the saddle, you‟re weary and sore. 
  The track headed south-east from Rivenshore, and 
  now, finally, it has bent to the south just as the sun 
  touches the horizon and the sound of frog calls rises 
  from the marshes off to the left side of the track. 
  “AWWKK!  What‟s that racket?” the raven squawks. 
  Exploration 
  If you’re feeling generous, you can give the kids one 
  more chance to work out the danger of the marsh 
  (the test is detailed in Ability Tests below). 
  Avoiding the Marsh 
  If they work it out or already know of the danger and 
  choose to camp elsewhere: 
  You remember the danger of the marsh at night, and 
  decide not to camp too close. 
  Proceed directly to the second part of the conclusion 
  for this encounter. 
  Camping Near the Marsh 
  If they don’t work out the danger of the marsh, or 
  decide to ignore it: 
  You tie up your pony and make camp just off the road.  
  As the night closes you slap and scratch at yourself 
  trying to fend of noisy mosquitoes.  The raven hops 
  around happily pecking at the tiny insects. 
  Then continue with the combat intro. 
  Ability Tests 
  The players’ heroes can perform this ability test: 
  • Intelligence tests (Knowledge/Lore) at difficulty 5 
  to know that that people have reported frog 
  creatures in the marshes. 
  
   
  Hero Kids Adventure – Wizard’s Tower 
  Justin Halliday 
  Page 6 
  Combat Intro 
  Your deep slumber is interrupted when you are woken 
  by a sharp peck on your cheek: 
  “Awk...  Something‟s outside the tent,” the raven tries 
  to whisper. 
  You grab your weapons and leap out of the tent into 
  the moonlight, just in time to see several glistening 
  figures rise out of the thick marsh water. 
   
  Combat Map 
  If the kids end up camping near the marsh, you’ll 
  need this map for combat: 
   
  Encounter Features 
  The marsh is not deep, but the water requires 1 extra 
  square of movement for each square moved. 
  
   
  Hero Kids Adventure – Wizard’s Tower 
  Justin Halliday 
  Page 7 
  Monsters 
  This fight features froglings that use a mix of attacks. 
  1 Hero: 
  2 x Frogling Hunters 
   
   
  2 Heroes: 2 x Frogling Hunters 
  1 x Frogling Warrior 
   
   
   
  3 Heroes: 2 x Frogling Hunters 
  2 x Frogling Warriors 
   
   
   
   
  4 Heroes: 2 x Frogling Hunters 
  3 x Frogling Warriors 
   
   
   
   
   
  Use these health boxes to mark off damage: 
   Frogling Hunter 
   
   Frogling Hunter 
   
   Frogling Warrior 
   
   Frogling Warrior 
   
   Frogling Warrior 
   
  Tactics 
  The frogling hunters can use their spears for melee or 
  ranged attacks, and prefer to fight from the water.  
  The frogling warriors engage and use melee attacks. 
  Combat Conclusion: 
  If the heroes ended up fighting the froglings, read 
  this, then proceed to the encounter conclusion: 
  You wipe the putrid marsh water from you weapons. 
  “WURRH!  Froggies taste bad!” the raven squawks as 
  it pecks at a frog it has caught in the marsh. 
  When the chorus of frog croaking finally quiets, you 
  return to your tent and settle back to sleep. 
  Conclusion 
  When the kids wake the next morning: 
  The next morning you wake to find the raven standing 
  on your head, pecking at your hair. 
  “RAWK!!  Time to get up lazybones!” 
  With constant annoying encouragement from the bird, 
  you pack up camp, saddle your pony, and continue 
  your journey. 
  Having had an overnight rest, the heroes can remove 
  all damage they have taken. 
   
  
   
  Hero Kids Adventure – Wizard’s Tower 
  Justin Halliday 
  Page 8 
  Encounter 2b: Water Beasts 
  If the heroes choose to head to Mortain’s tower by 
  boat, they have to defeat or avoid an encounter with 
  water beasts. 
  Encounter Intro 
  After the kids have departed Rivenshore by sailboat: 
  Bern pilots the small sailboat down the Camarva 
  river, allowing the river‟s fast-flowing current to carry 
  the boat to the bay.  Before long the sailboat leaves the 
  steady flow of the river as it runs into Brecken Bay. 
  “Watch your head,” Bern warns as the hoists the sail 
  up the mast. 
  The raven takes flight and flies up to the top of the 
  mast, where it perches unsteadily. 
  “BLERK!  Seasick!” it coughs and splutters. 
  A strong northerly wind fills the sail.  The land recedes 
  behind you until you‟re surrounded by blue water 
  with a strip of green balanced on the horizon. 
  Later, Bern kicks you, “Hey, watch out.  We‟re 
  coming up on th‟ heads now.  Keep your eyes out for 
  them water beasties.” 
  Exploration 
  The heroes can try to avoid an encounter with the 
  water beasts by spotting them and sailing around 
  them.  These challenges are detailed in Ability Tests 
  section below. 
  Avoiding the Water Beasts 
  If the heroes spot and out-sail the water beasts: 
  You spot the ripples in the distance and quickly tack.  
  The strong wind fills the sails and the boat outpaces the 
  water beasts, which eventually abandon their pursuit. 
  Continue to the encounter conclusion. 
  Failing to Spot or Avoid the Water Beasts 
  If the kids fail to spot or avoid the water beasts: 
  Strong bodies thump against the side of the boat. 
  “RAWK!  Too late!” comments the raven, helpfully. 
  Continue to the combat intro. 
  Ability Tests 
  The players’ heroes can perform this ability test: 
  • Intelligence tests (Perception) at difficulty 5 to 
  spot the water beasts far enough away from the 
  sailboat to attempt to sail around them.  The 
  heroes can gain 1 extra die for this test if they 
  convince the raven to help… 
  If they succeed at spotting the water beasts, they can 
  attempt to sail around them. 
  • Strength, Dexterity, or Intelligence tests (Sailing).  
  If there’s one hero, then the difficulty is 4, two 
  heroes is difficulty 5, three or more heroes is 
  difficulty 6. 
  All of the kids roll at the same time, and only one 
  hero needs to beat the difficulty to succeed the test.  
  If the heroes fail the test, they cannot avoid combat. 
  
   
  Hero Kids Adventure – Wizard’s Tower 
  Justin Halliday 
  Page 9 
  Combat Intro 
  The boat lurches as the beast rears up out of the water.  
  You scramble away from the beast, but there‟s nowhere 
  to hide on the tiny boat. 
  The terrible beast‟s mouth is lined with razor-sharp 
  fangs, and it hisses as it draws back to attack. 
   
  Combat Map 
  If the kids end up fighting the water beasts on the 
  boat, use this combat map: 
   
  Encounter Features 
  The heroes can move around the boat, although space 
  is limited. 
  The water is deep, so if a hero falls out of the boat 
  they will need to complete an ability test to get back 
  in the boat: 
  • Strength or Dexterity test (Swimming/Acrobatics) 
  at difficulty 4 to get back into the boat. 
  
   
  Hero Kids Adventure – Wizard’s Tower 
  Justin Halliday 
  Page 10 
  Monsters 
  This fight features froglings that use a mix of attacks. 
  1 Hero: 
  1 x Water Beast 
   
  2 Heroes: 2 x Water Beasts 
   
   
  3 Heroes: 4 x Water Beasts 
   
   
   
   
  4 Heroes: 5 x Water Beasts 
   
   
   
   
   
  Use these health boxes to mark off damage: 
   Water Beast 
   
   Water Beast 
   
   Water Beast 
   
   Water Beast 
   
   Water Beast 
   
  Tactics 
  The water beasts use melee attacks against adjacent 
  targets.  If the heroes try to stay on the far side of the 
  boat to avoid attacks, then the beasts swim under the 
  boat to reach them.  When fighting three or more 
  heroes, one of the water beasts stays out of melee 
  range and uses its Venomous Spit ranged attack. 
  Combat Conclusion: 
  If the heroes ended up fighting the water beasts, read 
  this, then proceed to the encounter conclusion: 
  With a final splash, the water beast falls back into the 
  water and disappears into the inky blackness. 
  Conclusion 
  Once the water beasts are avoided or defeated: 
  “Land ho!” shouts Bern, and points to a sandy cove in 
  the distance. 
  If the heroes were damaged in the fight with the water 
  beasts, they can take a short rest now to remove 
  damage. 
   
  
   
  Hero Kids Adventure – Wizard’s Tower 
  Justin Halliday 
  Page 11 
  Encounter 3: The Wizard’s Tower 
  In the third encounter the heroes reach the wizard 
  Mortain’s tower.  Here they hear the wizard’s cry for 
  help, make their way inside the tower, and then 
  negotiate with a malfunctioning magic mouth. 
  This adventure is structured to route the heroes in the 
  front door, then up through the tower.  However, 
  players might attempt to fly or climb up the tower.  If 
  they do this, you can lock the balcony doors or switch 
  the encounters to have the final battle with the helm 
  knight on the ground floor (or even in the basement). 
  Map 
  This map is included for your reference only. 
  Encounter Intro 
  When the heroes reach this encounter, read this: 
  “RAWK!!” the raven shrieks, “Master‟s tower!  I see 
  the tower!” 
  The tower‟s spire pokes over the top of the trees in the 
  distance.  Your journey to Mortain‟s tower is complete. 
  As you clear the trees, you see that the tower has three 
  levels. 
  At ground level, a short set of stone steps leads up to the 
  tower‟s heavy wooden front door.  Higher up, 
  shuttered windows ring a second level.  Above those is 
  a third level where a pair of closed doors leads to a 
  small balcony. 
  “SQUAWK!  Master!  Master!  I‟ve brought help!” the 
  raven flies up towards the high balcony. 
  A muffled thumping sound comes from the top of the 
  tower, the door flies open, and a cloaked figure – 
  Mortain – half emerges from the door and shouts: 
  “HELP!  Help!  They‟ve gone mad!” 
  Mortain is pulled roughly back into the door, which 
  slams shut a moment before the raven crashes into it in 
  an explosion of feathers. 
  
   
  Hero Kids Adventure – Wizard’s Tower 
  Justin Halliday 
  Page 12 
  Exploration 
  The heroes begin this section at the base of the tower. 
  You stand at the treeline, looking up at the tower. 
  Climbing the Tower 
  If the heroes try to scale the tower, they require an 
  ability test (check that section for details): 
  You approach the tower looking for suitable hand and 
  footholds to begin your climb to the balcony. 
  Otherwise they likely head to the front door. 
  Entering the Front Door 
  When the heroes mount the steps to the front doors: 
  You approach the tower, and, sensing your presence, 
  the double doors swing open as you climb the steps. 
  A Tempting Fountain 
  The ground floor is a large open room.  Immediately 
  on the left of the front doors there is another door 
  which leads down into the tower’s basement. 
  You step through into the ground floor of the tower.  
  Your eyes take a few moments to adjust to the dim 
  light after coming in from outside. 
  You‟ve entered a large, dusty, and mostly empty room.  
  On your right is a small sitting area, with a few 
  moldering chairs and a threadbare rug.  On your left is 
  a single wooden door.  Beyond that door, the southern 
  wall is lined with stacks of barrels.  The far wall is 
  shrouded in darkness, perhaps hiding the stairs. 
  A tempting trap sits in the middle of the room: 
  A pedestal stands on a round carpet in the center of the 
  room.  A large shallow bowl rests atop the pedestal, 
  gold coins and sparkling gems cascade into the bowl 
  from a raised fountainhead. 
  “AWK!!  Careful!  Mortain likes surprises!” screeches 
  the raven. 
  IT’S A TRAP!  That’s right, the fountain and the 
  carpet are illusions that cover a hole in the floor. 
  If the heroes get greedy and approach the fountain 
  they can make an ability test to notice that it’s a trap 
  (check the Ability Tests section for the relevant test).   
  If they pass the test or simply walk past the fountain: 
  You warily step around the fountain.  As you move 
  beyond it, it shimmers and you catch a glimpse of a 
  hole in the floor and darkness beneath- it‟s an illusion! 
  Once they’ve avoided the trap you can skip to the 
  Guardian at the Stairs over the page. 
  If they fail the test, they fall (literally) for the trap: 
  You reach out for the glittering gold and gems but your 
  hand passes right through the bowl.  Suddenly you find 
  yourself pitching forward as you fall through the rug.  
  Desperately, you try to grab the solid floor as you fall. 
  They have a chance to prevent themselves from falling 
  making an ability test to catch the edge of the hole. 
  
   
  Hero Kids Adventure – Wizard’s Tower 
  Justin Halliday 
  Page 13 
  If they fail again, they fall into the basement well: 
  You plummet through darkness and splash into water.  
  You struggle back to the surface of the water, and see 
  that you have fallen into a circular well.  The curved 
  walls are rough bluestone which provide ample – but 
  slippery – handholds to climb out. 
  Check the Ability Tests section for the relevant test.  
  Once they get out of the well (hopefully), they can 
  take the stairs to return to the ground floor. 
  The Guardian at the Stairs 
  When the heroes make it past the fountain trap: 
  As you advance farther into the room, you see a set of 
  stairs that ascend to the next storey.  But before you go 
  any further, a deep voice booms: 
  “Who goes there!?!” the voice emanates from the air, 
  and bounces off the thick stone walls. 
  The voice belongs to the guardian, another trick from 
  to scare off intruders.  The guardian offers no danger 
  to the heroes, only warnings and empty threats: 
  “Who dares trespass in Mortain‟s tower!” 
  And more random comments like this: 
  “Come no further, or face Mortain‟s wrath!” 
  If the players are too daunted by the voice, have the 
  raven encourage them onwards: 
  “RAWK!  Don‟t listen to him!  He‟s just grumpy!” 
  Walking past the guardian concludes this encounter. 
  Ability Tests 
  The players’ heroes can perform these ability tests: 
  • Strength or Dexterity (Climbing) at difficult 6 to 
  climb up the tower to the balcony. 
  • Intelligence tests (Traps) at difficulty 6 to notice 
  that the fountain is a magic illusion. 
  • Strength or Dexterity at difficult 6 to avoid falling 
  through the hole when they approach the fountain.  
  If another character assists this ability test, the 
  hero gains 1 extra die. 
  • Strength or Dexterity (Climbing) at difficult 5 to 
  climb out of the well in the basement.  If another 
  character assists this ability test, the hero gains 1 
  extra die.  Each time the hero fails this ability test 
  they take 1 damage. 
  Conclusion 
  Once they bypass the fountain and advance past the 
  toothless guardian: 
  The guardian shouts after you, “Wait!  Don‟t go!  You 
  can‟t go up there!” 
  The booming voice fades as you climb the stairs. 
  If the heroes took damage falling into the well, they 
  can rest and remove some damage before they head 
  up the stairs. 
  The stairs lead to Encounter 4: Cleaning Constructs. 
   
  
   
  Hero Kids Adventure – Wizard’s Tower 
  Justin Halliday 
  Page 14 
  Encounter 4: Cleaning Constructs 
  The fourth encounter starts to unravel the mystery of 
  why Mortain needs to be rescued; his animated 
  helpers are running amok! 
  In this encounter, the heroes face the first, and most 
  straightforward, of his helpers; rickety constructs that 
  have taken over his workshop. 
  Map 
   
  Encounter Intro 
  When the heroes enter this area, read this: 
  The stairs follow a curve around the wall of the tower.   
  You emerge into a large room that occupies this entire 
  floor of the tower.   
  The room is a total mess.  Chairs are overturned, 
  papers and books cover the floor.  Two sets of benches 
  are strewn with open books, alchemical devices, bowls 
  of powders, and flasks filled with bubbling liquids. 
  The cause of the mess is soon apparent.  Bumbling 
  around the room are strange puppet-like figures.   
  These animated constructs are shaped like humans but 
  made up of buckets and brooms and held together by 
  arcane forces. 
  “RAWK!  Told you!  Gone mad, they have!  Mad!” 
  The constructs sense your presence, and clatter towards 
  you awkwardly… 
  Encounter Features 
  The main features of this area are the benches and 
  tables, which are obstacles that require extra 
  movement to clamber over, and which could provide 
  cover from ranged attacks, if the constructs were able. 
  Ability Tests 
  The players’ heroes can perform this ability test: 
  • Intelligence tests at difficulty 6 to notice that the 
  constructs cannot climb over the obstacles and that 
  the heroes can hide behind these for cover. 
  
   
  Hero Kids Adventure – Wizard’s Tower 
  Justin Halliday 
  Page 15 
  Monsters 
  There are two rickety constructs for each hero. 
  1 Hero: 
  2 x Rickety Constructs 
   
  2 Heroes: 4 x Rickety Constructs 
   
  3 Heroes: 6 x Rickety Constructs 
   
  4 Heroes: 8 x Rickety Constructs 
   
  Use these health boxes to mark off damage: 
   Rickety Construct 
   
   Rickety Construct 
   
   Rickety Construct 
   
   Rickety Construct 
   
   Rickety Construct 
   
   Rickety Construct 
   
   Rickety Construct 
   
   Rickety Construct 
   
  Tactics 
  The rickety constructs gain extra attack dice when 
  their targets are engaged (when their targets have 
  another enemy adjacent to them, of the target has 
  been attacked by someone else since the construct’s 
  last turn), but they are otherwise fairly mindless 
  combatants.  They move slowly and cannot climb 
  over the benches and will walk all the way around to 
  reach a target on the other side.  The heroes can 
  exploit this, if they realize. 
  Conclusion 
  When the heroes presumably defeat the constructs: 
  “RAWK!  Look at the mess!” 
  The raven‟s right.  The room looks even messier now 
  that the constructs‟ broken pieces also litter the floor. 
  The raven flutters to the south-east corner of the room, 
  and hops up and down at the foot of a set of stairs. 
  “Come!  Up!  Master‟s up here!” 
  If they heroes have been damaged, allow them to rest 
  to recover some damage. 
  Once the players are ready, their heroes continue up 
  the stairs to Encounter 5: Prisoner. 
   
  
   
  Hero Kids Adventure – Wizard’s Tower 
  Justin Halliday 
  Page 16 
  Encounter 5: Prisoner 
  The final encounter is the top floor of the wizard’s 
  tower, where Mortain is held captive by another of his 
  creations, this one more dangerous; a helm knight. 
  Map 
   
  Encounter Intro 
  When the heroes enter the top floor of the tower: 
  You climb the steps as quietly as possible, finally 
  stepping onto the floor of what must be Mortain‟s 
  chambers.  A desk occupies one corner, a dining table 
  and chairs in the opposite corner. 
  Directly across from you is a large bed, where Mortain 
  lies.  A suit of armor sits slumped on the chests at the 
  end of the bed. 
  “RAWK!  Master!  Come to rescue you!” 
  Mortain sits up and shouts a warning, “Careful!” 
  The slumped suit of armor moves.  The metal pieces 
  creak and clank as it slowly rises to stand.  The eyes of 
  its skull-shaped helmet glow red like coals. 
  “None.  Shall.  Pass.” The helm knight growls 
  menacingly as it drags its huge spiked flail along the 
  ground towards you. 
  Encounter Features 
  The bed and tables are obstacles that require extra 
  movement to clamber over, and which could provide 
  cover from ranged attacks, if the enemies had any. 
  Ability Tests 
  The players’ heroes can perform this ability tests: 
  • Intelligence test (Knowledge/Lore) at difficulty 6 
  to know the knight is resistant to magic attacks. 
   
  
   
  Hero Kids Adventure – Wizard’s Tower 
  Justin Halliday 
  Page 17 
  Monsters 
  This encounter features the 
  fearsome helm knight, plus 
  one extra rickety construct 
  for each hero. 
  If the players are experienced, 
  you can add the extra rickety 
  constructs 
   and 
  . 
   
  1 Hero: 
  1 x Helm Knight 
  1 x Rickety Construct 
   
   
  2 Heroes: 1 x Helm Knight 
  2 x Rickety Construct 
   
   
   
  3 Heroes: 1 x Helm Knight 
  3 x Rickety Construct 
   
   
   
   
  4 Heroes: 1 x Helm Knight 
  4 x Rickety Construct 
   
   
   
   
   
  Use these health boxes to mark off damage: 
   Helm Knight 
   
   Rickety Construct 
   
   Rickety Construct 
   
   Rickety Construct 
   
   Rickety Construct 
   
   Rickety Construct 
   
   Rickety Construct 
   
  Tactics 
  The helm knight and the rickety constructs use melee 
  attacks against the heroes.  The helm knight can 
  attack multiple adjacent targets, and the constructs 
  gain extra attack dice when their targets are engaged. 
  The heroes might try to retreat down the stairs, which 
  will limit the enemies’ ability to reach them and force 
  them to fight one at a time.  If this makes the fight 
  too easy, you can bring more rickety constructs up 
  the stairs behind them to make it more challenging. 
  
   
  Hero Kids Adventure – Wizard’s Tower 
  Justin Halliday 
  Page 18 
  Conclusion 
  Once all of the monsters are KO’d, read this: 
  With your final attack your enemy crashes to the floor 
  and disintegrates into its parts.  The whole floor is 
  covered in pieces of armor and the broken wooden 
  pieces of destroyed constructs. 
  “RAWK!  Master!  I did it!  I rescued you!  AARK!” 
  the raven boasts. 
  Mortain rises from the bed and crosses the room. 
  “Shush, you useless bird.” Mortain chastises the bird as 
  it flutters onto his shoulder.  “It was these brave 
  children who rescued me.  And from my own creations 
  at that.” 
  He continues, “I was careless and hoping to scare 
  away intruders I made them too strong and too fierce.  
  But in the end I only made myself a prisoner.” 
  “You children have done a grumpy old man a great 
  service, and I am forever in your debt.” 
   
  
   
   
   
   
   
   
  
   
   
   
   
   
   
   
  
   
   
   
   
  
   
   
   
   
   
  
   
   
   
   
  
   
   
   
   
   
  
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Kid Friendly/Hero Kids/Wizards Tower.pdf