The Heroica scenario: How the Wizard got his Spell
About this creation
First, the Maps for the Heroica scenario How the Wizard got his Spell
The map only uses sections from the Waldurk set. All sections are built as shown in the Waldurk instructions except as follows:
Disassemble the brown start section. Use one brown tile to connect 2 short grass path sections together. Use the other brown tile to connect 2 rock path sections together, but have two pips from the brown tile stick out from under the path.
Form a square with tree sections and bush sections leaving room for the crossroad piece in the center.
Use the short grass path assembly, the rock path assembly, and the two long grass paths to connect the sides of the square.
Connect the crossroads piece to the rock path assembly with a rock path piece. One pip of the brown connecting tile will remain visible.
Connect one of the remaining bush sections to the outside of the square with a rock path section. This is the start zone.
Connect the Druid HQ to the opposite side of the square from the start zone.
The scenario starts with the crossroads and the Druid HQ removed from the map. Alternately place the Waldurk Magic Doors on the entry spaces to those sections.
The old tales told of the noble wizard that seemed to appear out of nowhere when there was danger and would save the day. How he wished that the old tales were true. Every day he practiced various skills to become able enough to search for a real wizard that would teach him wizard skills.
A traveler came into town one day and told yet another tale of a great wizard. This traveler was very believable, so he asked the traveler where wizards can be found.
"When you least expect it is my experience", replied the traveler, "but not around here. Head off to the east."
As silly as it seemed, he packed up his things and headed off to the east. As he wandered he asked about wizards and seemed to find more and more folks that had dealings with a wizard. After many weeks he came into a village near the edge of a forest and asked again. Here he was told that there was a wizard in the forest, but that the wizard could only be found if the wizard wished to be found.
Spending the last of his money, he headed off into the forest. After wandering around and fighting many battles, a new path appears into the woods. He follows the path and comes into a camp. Sitting in the camp is a man in a wizard's robe. The wizard tells you that you have shown courage and desire to have come so far, but you still must prove yourself worthy of being a wizard. You must leave him and return with the special components that he needs - one bat wing, one spider leg, one goblin tooth and one werewolf whisker. You leave and fight many monsters. Once you have the components you may return to the wizard. The wizard takes the components from you and mixes them in the potion bottle he gave you. He then asks you to hold out your arm as he needs a drop of your blood to complete the potion.
With the potion complete, the wizard explains that he is old and will soon die. He has chosen you to continue the work of the Red Wizard. By drinking the potion you will gain a powerful wizard's spell which will allow you to destroy monster while you are a great distance away from them. You need to do this quickly, as there is a monster on the other side of the forest that seeks to kill the Red Wizard. The previously hidden monster may now be found by searching through the woods. The Red Wizard heals your wounds and sits back down, awaiting your return.
The Scenario uses monsters from the Draida, Waldurk and Nathuz sets. The map only uses sections from the Waldurk set.
Remove the shield symbol from the Heroica die. At the start of this adventure the spell can not be cast.
Enter the forest. You must kill the spider from each of the blue disks. Once this is done you may add the center potion of the map and talk to the wizard. The wizard heals your wounds and gives you an empty potion bottle and a healing potion.
Leave the camp and remove the center section of the map. When you reach a blue disk, roll the die. On a 1 the disk contains a Bat, on a 2 the disk contains a Spider, and on a 3 the disk contains a goblin. Battle monsters moving to different blue disks until you have killed a bat, spider, and goblin. Now proceed to another blue disk. This disk now contains a Werewolf. If you kill the werewolf, replace the center section of the map and return to the wizard. The cost of making the potion is one life marker. If you have only 1 life marker, you have failed the quest.
If you still have the healing potion you may use it to regain your strength before giving up the one life.
If you succeed, add the shield marker to your die.
Add the throne section to the map. You must kill the Dark Druid and return to the wizard to complete the quest.