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REALM QUEST: INVADERS

New Adversaries for Solo and Cooperative Warhammer: Age of Sigmar Adventures
A fan-expansion for Warhammer: Age of Sigmar
by Ash Barker v1.0 (Alterations in Magenta)

Across the Mortal Realms there are those forces which seek to invade, occupy and ravage the ancient and
ancestral sites, cities and fortresses. While they have their own strongholds their armies can be found
almost anywhere, taking their Wars to their sworn foes. This means an Adventuring Party can encounter
these adversaries almost anywhere and they make wonderful antagonists for any setting.

WHAT IS REALM QUEST: INVADERS?

Some Adversaries are not traditionally bound to a single Realm and can be found spread across all
creation. This expansion of three new sets of adversary rules give you the option of adding these three
new foes to your adventures in ANY Mortal Realm. Simply randomly determine or select a new
adversary that fits your model collection. These adversaries are known for their expansionist behaviour
and can be found lurking no matter where the Adventurers go!

WHAT DO YOU NEED TO PLAY?

- The appropriate Warscrolls for your Adversary units.


- Models from your collection to represent these new Bosses and Minions.
- These rules!

GETTING STARTED
During the BEGINNING AN ADVENTURE step of a game of Realm Quest, instead of using the
Adversary’s for the Realm you have selected you may roll or pick a result from the following table;

D3 ADVERSARY

1 STORMCAST ETERNALS are occupying the area of your Adventure!

2 SLAVES TO DARKNESS are occupying the area of your Adventure!

3 OSSIARCH BONEREAPERS are occupying the area of your Adventure!

Use the appropriate Adversary rules that follow.

THE QUEST

Every adventure has a beginning, a story told in a tavern or a whispered rumour in the alleys of
Hammerhall. This new addition in REALM QUEST: Invaders is the Quest step. Once you have
determined your Adversary for the Realm you are adventuring in, you should immediately determine the
Boss for that adventure. Each Boss will have a variety of different storylines attached to them. Roll 1D3
to determine which Quest the Adventuring Party is about to embark upon. When the Warlord is finally
encountered there is no need to roll again, simply set up the appropriate model.
STORMCAST ETERNALS
The Stormcast Eternals have been waging war against the forces of Chaos across each of the Mortal
Realms. No matter which Realm an adventure takes place in these warriors of Sigmar can be found
occupying territories or securing ancient ruins, which can bring them into conflict with the Party.

Stormcast Minions

To generate Stormcast Eternal minion adversary units, roll a dice on the chart below. If the result has
models that are not in your collection, re-roll the result or pick an option for which you have appropriate
models.

D6 Warscroll Unit Size (Models)

1 Liberators Equal to the total Battle Levels of the party +D3

2 Judicators Equal to the total Battle Levels of the party +D3

3 Vanguard-Hunters Equal to the total Battle Levels of the party.

4 Vanguard-Raptors Equal to half the total Battle Levels of the party. (Rounding up)

5 Retributors Equal to half the total Battle Levels of the party. (Rounding up)

6 Protectors Equal to half the total Battle Levels of the party. (Rounding up)

STORMCAST ETERNALS SPECIAL RULES


The following special rules apply to Stormcast Eternal minion adversaries.

Vanguard-Hunters
Astral Compass: Vanguard Hunters should always be the second or third Adversary Unit set up on the
Battlefield in a Dungeon Encounter. Vanguard-Hunters will be deployed D3 Entry Points closer to the
Party on a roll of a 1-3 instead of just a 1.

STORMCAST ETERNAL BOSSES


To generate Stormcast Eternal bosses, roll a dice on the chart below. If the result has a model that is not in
your collection, re-roll the result or pick an option.

D3 Warscroll

1 1 Lord-Celestant

2 1 Knight-Zephyros

3 1 Lord-Exorcist
BOSS ACTIONS
In addition to the actions dictated by their behaviour table, Stormcast Eternal bosses each have their now
special actions as described above.

Lord-Celestant
Sigmarite Warcloak: If this model rolls the Advance Action, at the end of its normal move it will unleash
its Sigmarite Warcloak at the closest visible member of the Adventuring Party. It will also do so if it
receives the Hold action.

Furious Retribution: At the start of the Combat Phase, if this model is within 3” of a member of the
Adventuring Party use this Command Ability.

Knight-Zephyros
Windrider: If this model rolls the Advance Action, it uses this ability. Roll 6D6 and and move this model
that many inches towards the closest member of the Adventuring Party, following all the other restrictions
described on the Warscroll.

Lord-Exorcist
Redemptor Casket: At the end of the Action Phase, this model uses this Ability.

Purifying Blast: Each time this model is picked to activate, once all its actions determined by the
behaviour table have been resolved, it will attempt to cast the Purifying Blast spell. Enemy WIZARDS
can attempt to unbind this spell as normal. If it is successfully cast, it will affect all members of the
Adventuring Party within 6”.

Unbind: This Boss will attempt to unbind the first spell cast by a Hero in the Adventuring Party during
their Hero Phase if it is within range to do so.

STORMCAST ETERNAL BOSS BEHAVIOUR TABLE


D6 In Combat Close Far
Within 3” of enemy models. Any models more than 3” from, but More than 12” from any enemy
within 12” of any enemy models. models.
1 Ride the Lightning Reforge Reforge

2-3 Reforge Advance Ride the Lightning

4-5 Hold Charge Advance

6 Rampage Charge Advance

RIDE THE LIGHTNING


Remove the Boss model from the Battlefield and set it up again anywhere on the Battlefield outside of
12” of the party.

REFORGE
Heal d3 Wounds allocated to the Boss.

HOLD
The Boss takes no action. It may still use abilities based on its Warscroll.
RAMPAGE
The Boss immediately Fights. It will do so again in the Combat Phase.

CHARGE
1. The Boss makes a normal move. It must finish the move as close as possible to the nearest Adventurer
model.

2. The Boss then attempts to make a charge move towards the same Adventurer model.

3. If the model can finish its Charge move within 1/2” of the Adventurer model, it moves as close as
possible towards them and the Charge is successful. Otherwise the Charge fails and the Boss does not
move.

ADVANCE
The Boss makes a normal move. It must finish he move as close as possible to the closest Adventurer
model.

THE QUEST

D3 Lord-Celestant Knight-Zephyros Lord-Exorcist

1 Read Paragraph 471 Read Paragraph 131 Read Paragraph 749

2 Read Paragraph 592 Read Paragraph 222 Read Paragraph 818

3 Read Paragraph 603 Read Paragraph 309 Read Paragraph 900


SLAVES TO DARKNESS
Archaon’s forces have spread across the Mortal Realms like a plague. The echoes of the Age of Chaos still
grip every corner of the Realms despite the relentless advance of Sigmar’s forces and their armies span
occupy much of what was once free lands. Adventurers will find them often in abandoned ruin and ancient
holdfasts which they choose to explore and they make terrible enemies, though often they are also
infighting amongst themselves!

Slaves to Darkness Minions

To generate Slaves to Darkness minion adversary units, roll a dice on the chart below. If the result has
models that are not in your collection, re-roll the result or pick an option for which you have appropriate
models.

D6 Warscroll Unit Size (Models)

1 CULTIST Unit Equal to double the total Battle Levels of the party +D3

2 Chaos Marauders Equal to double the total Battle Levels of the party +D3

3 Warriors of Chaos Equal to the total Battle Levels of the party. +D3

4 Chaos Chosen Equal to half the total Battle Levels of the party. (Rounding up)

5 Chaos Spawn Equal to half the total Battle Levels of the party. (Rounding up)

6 Fomoroid Crusher One for every full three Battle Levels of the party. (Rounding down).

SLAVES TO DARKNESS SPECIAL RULES


The following special rules apply to Slaves to Darkness minion adversaries.

All MINIONS AND BOSSES


Marks of Chaos: All Chaos Marauder, Warriors of Chaos, Chosen of Chaos and Chaos Spawn Minion
units and all Boss models should select the same Mark of Chaos. All Bosses count as a Lord for the
purpose of the Mark of Chaos Allegiance Ability from Battletome: Slaves to Darkness.

BOSSES
The Eye of the Gods: If a Slaves to Darkness Boss slays a member of the Adventuring Party, roll on the
Eye of the Gods Table from Battletome: Slaves to Darkness.

SLAVES TO DARKNESS BOSSES


To generate Slaves to Darkness bosses, roll a dice on the chart below. If the result has a model that is not
in your collection, re-roll the result or pick an option.

D3 Warscroll

1 1 Darkoath Chieftain

2 1 Chaos Sorcerer Lord

3 1 Chaos Lord
BOSS ACTIONS
In addition to the actions dictated by their behaviour table, Slaves to Darkness bosses each have their own
special actions as described above.

Darkoath Warchief
Last Gasp of Glory: At the start of the Combat Phase, this model uses this Command Ability.

Chaos Sorcerer Lord


Oracular Visions: At the end of the Action Phase, this model uses this ability on the Slaves to Darkness
Unit in range with the most remaining models.

Daemonic Power: Each time this model is picked to activate, once all its actions determined by the
behaviour table have been resolved, it will attempt to cast the Daemonic Power spell. Enemy WIZARDS
can attempt to unbind this spell as normal. If it is successfully cast, it will affect the Slaves to Darkness
unit in range with the most remaining models.

Unbind: This Boss will attempt to unbind the first spell cast by a Hero in the Adventuring Party during
their Hero Phase if it is within range to do so.

Chaos Lord
Spurred by the Gods: At the start of the Combat Phase, this model uses this Command Ability, targeting
the Slaves to Darkness unit in range with the most remaining models.

SLAVES TO DARKNESS BOSS BEHAVIOUR TABLE


D6 In Combat Close Far
Within 3” of enemy models. Any models more than 3” from, but More than 12” from any enemy
within 12” of any enemy models. models.
1 Legions of Chaos Chaotic Vigour Chaotic Vigour

2-3 Chaotic Vigour Advance Legions of Chaos

4-5 Hold Charge Advance

6 Rampage Charge Advance

LEGIONS OF CHAOS
Add 1 minion unit of either CULTISTs, Chaos Marauders or Warriors of Chaos to the Adversary army
using the Ambush or Reinforcement Battleplan rules.

CHAOTIC VIGOUR
Heal d3 Wounds allocated to the Boss.

HOLD
The Boss takes no action. It may still use abilities based on its Warscroll.

RAMPAGE
The Boss immediately Fights. It will do so again in the Combat Phase.
CHARGE
1. The Boss makes a normal move. It must finish the move as close as possible to the nearest Adventurer
model.

2. The Boss then attempts to make a charge move towards the same Adventurer model.

3. If the Boss can finish its Charge move within 1/2” of the Adventurer model, it moves as close as
possible towards them and the Charge is successful. Otherwise the Charge fails and the Boss does not
move.

ADVANCE
The Boss makes a normal move. It must finish he move as close as possible to the closest Adventurer
model.

THE QUEST

D3 Darkoath Chieftain Chaos Sorcerer Lord Chaos Lord

1 Read Paragraph 722 Read Paragraph 443 Read Paragraph 139

2 Read Paragraph 876 Read Paragraph 512 Read Paragraph 254

3 Read Paragraph 998 Read Paragraph 673 Read Paragraph 396


OSSIARCH BONEREAPERS
Nagash’s Vanguard have spread across the Mortal Realms like a plague, taking the Bone-Tithe from
settlements and cities of the living in his name. The Bonereapers are spreading everywhere and the
Adventurers running afoul of them will find their relentless assaults a terrible challenge to face.

Ossiarch Bonereaper Minions

To generate Ossiarch Bonereaper minion adversary units, roll a dice on the chart below. If the result has
models that are not in your collection, re-roll the result or pick an option for which you have appropriate
models.

D6 Warscroll Unit Size (Models)

1-2 Mortek Guard Equal to double the total Battle Levels of the party.

3 Necropolis Stalkers Equal to half the total Battle Levels of the party. (Rounding up)

4 Immortis Guard Equal to half the total Battle Levels of the party. (Rounding up)

5 Morghast Archai One for every full three Battle Levels of the party. (Rounding down).

6 Morghast Harbingers One for every full three Battle Levels of the party. (Rounding down).

OSSIARCH BONEREAPER SPECIAL RULES


The following special rules apply to Ossiarch Bonereaper minion adversaries.

MORTEK GUARD
Shieldwall: At the start of the Combat Phase, this Minion Unit uses this Command Ability if it still
includes a Mortek Hekatos.

NECROPOLIS STALKERS
Hunt and Kill: When this unit is deployed, randomly determine a Hero from the Adventuring Party.
When this unit Activates, it will always count that Hero as the closest model and will activate this
Command Ability before rolling for its Behaviour for the turn.

Quadrarch Aspects: At the start of the Combat Phase, randomly determine which Aspect this unit will
employ. Roll 1D6; 1 = Blade-Strike, 2 = Blade-Parry, 3 = Destroyer, 4 = Precision, 5-6 = The Heroes
thwart the active Skull facing and no Aspect is employed.

IMMORTIS GUARD
Crushing Assault: After this unit fights in the Combat Phase, it will use this Command Ability.
OSSIARCH BONEREAPER BOSSES
To generate Ossiarch Bonereaper bosses, roll a dice on the chart below. If the result has a model that is
not in your collection, re-roll the result or pick an option.

D3 Warscroll

1 1 Mortisan Boneshaper

2 1 Mortisan Soulreaper

3 1 Mortisan Soulmason

BOSS ACTIONS
In addition to the actions dictated by their behaviour table, Ossiarch Bonereaper bosses each have their
own special actions as described above.

Mortisan Boneshaper
Boneshaper: Each time this model is picked to activate, once all its actions determined by the behaviour
table have been resolved, it will use this Ability.

Shard-Storm: Each time this model is picked to activate, once all its actions determined by the behaviour
table have been resolved, it will attempt to cast the Shard-Storm spell. Enemy WIZARDS can attempt to
unbind this spell as normal. If it is successfully cast, it will affect every Hero unit in the Party in range
instead of just a single unit.

Unbind: This Boss will attempt to unbind the first spell cast by a Hero in the Adventuring Party during
their Hero Phase if it is within range to do so.

Mortisan Soulreaper
Soul-Blast: Each time this model is picked to activate, once all its actions determined by the behaviour
table have been resolved, it will attempt to cast the Soul-Blast spell. Enemy WIZARDS can attempt to
unbind this spell as normal. If it is successfully cast, it will affect a random Hero within 3” of the Caster
first, then the closest Hero within 18” otherwise.

Unbind: This Boss will attempt to unbind the first spell cast by a Hero in the Adventuring Party during
their Hero Phase if it is within range to do so.

Mortisan Soulmason
Soul-Guide: Each time this model is picked to activate, once all its actions determined by the behaviour
table have been resolved, it will attempt to cast the Soul-Guide spell. Enemy WIZARDS can attempt to
unbind this spell as normal. If it is successfully cast, it will effect the closest Minion unit to the caster that
is visible and not already under the effects of this spell.

Unbind: This Boss will attempt to unbind the first two spells cast by a Hero in the Adventuring Party
during their Hero Phase if it is within range to do so.

Mortek Throne: After this model attempts to cast Soul-Guide, it uses this ability. It will then attempt to
cast Soul Guide the appropriate number of times based on the result.
OSSIARCH BONEREAPER BOSS BEHAVIOUR TABLE
D6 In Combat Close Far
Within 3” of enemy models. Any models more than 3” from, but More than 12” from any enemy
within 12” of any enemy models. models.
1 Legions of Nagash Boneshaping Boneshaping

2-3 Boneshaping Advance Legions of Nagash

4-5 Hold Charge Advance

6 Rampage Charge Advance

LEGIONS OF NAGASH
Add 1 minion unit to the Adversary army using the Ambush or Reinforcement Battleplan rules.

BONESHAPING
Heal d3 Wounds allocated to the Boss.

HOLD
The Boss takes no action. It may still use abilities based on its Warscroll.

RAMPAGE
The Boss immediately Fights. It will do so again in the Combat Phase.

CHARGE
1. The Boss makes a normal move. It must finish the move as close as possible to the nearest Adventurer
model.

2. The Boss then attempts to make a charge move towards the same Adventurer model.

3. If the Boss can finish its Charge move within 1/2” of the Adventurer model, it moves as close as
possible towards them and the Charge is successful. Otherwise the Charge fails and the Boss does not
move.

ADVANCE
The Boss makes a normal move. It must finish he move as close as possible to the closest Adventurer
model.

THE QUEST

D3 Mortisan Boneshaper Mortisan Soulreaper Mortisan Soulmason

1 Read Paragraph 118 Read Paragraph 773 Read Paragraph 444

2 Read Paragraph 287 Read Paragraph 801 Read Paragraph 501

3 Read Paragraph 389 Read Paragraph 953 Read Paragraph 633


QUESTBOOK

When you’ve determined your Boss for the Adventure, find the appropriate Paragraph below to determine
the nature of the Quest! Try not to peek at the other Quests, better to leave them as a surprise. You can
also write your own if you feel creative.

STORMCAST ETERNALS

Paragraph 131: The Knights of the Vanguard Chamber are some of the most commonly encountered in
the wilds, sent as Rangers and emissaries by the forces of Sigmar into the wild places of the Realms.
Sometimes their tasks are more sinister however, such as the assassination of enemy leaders or behind-
the-lines operations that may alter the shape of a war and save countless lives. While exploring, the
adventurers find the remains of a slain messenger from another faction within the forces of Order…
clearly killed by bolts from a Boltstorm pistol. The Vanguard in the area catch wind that they have been
found out and the hunt for the party is on, they must be silenced before they can betray the truth of what
they have seen.

Requirements: The Party defeats this Boss and at least one member returns to safety after the Adventure.
Reward: An emissary from Sigmar’s armies tries a lighter approach to silence the Party, bribery. Roll
upon the Artefacts of Grand Alliance ORDER tables when determining the reward for defeating this Boss
instead of the Realm. Roll 1D3: 1-3 it is a Relic, 4-6 it is a Weapon.

Paragraph 222: Rumours of a cache of Shadeglass, broken free by the Necroquake somewhere in this
Realm have seen the Party hired by mystics to retrieve for them so they can study its effects on prolonging
life and potentially giving the gift of immortality. Unfortunately the forces of Sigmar’s Vanguard have
been dispatched to police up and secure such dangerous materials and they rush to stop the Party before
they can retrieve a sample for their employers.

Requirements: The Heroes have already discovered and secured some Shadeglass prior to being found out
by the Stormcast in the area. When a Hero is slain during this Adventure and you roll a Long Respite
when Exploring, you may re-roll the 4+ roll to see if they return as the Shadeglass works its effect. In
addition, if a Hero is slain they may re-roll the roll of a 1 to determine their injuries after the Adventure
without spending a Destiny point. The maddening whispers of the ancient splinters infect the minds of the
heroes however and they are all -1 Bravery for the duration of the Adventure. Any Hero that survives the
Adventure and returns to safety may claim the Reward in addition to any others.
Reward: Gain 1 Destiny.

Paragraph 309: A hooded and hunched figure approaches the Party on the streets of their current
Settlement. “Haste-haste! I have-have riches for you!” Explaining that they have a shipment being
threatened in the wilderness that needs to be delivered, they seek to employ the party as security to range
ahead looking for bandits. Too late the Heroes realize that they are now in the employ of a host of rat-men
hauling Warpstone to some vile location and that the bandits they have been sent to fight are the forces of
Sigmar trying to halt the Skaven from delivering their war-goods. The heroes cannot possibly explain to
the Stormcast that they did not know and must now fight their way out!

Requirements: The longer the Heroes delay their Adversaries during the final Encounter of this adventure
the more Warpstone the Skaven are able to slip away with. Keep track of how many Battle Rounds the
final encounter takes to complete.
Reward: If the final Encounter took 3-4 Battle Rounds to complete, each Hero gains 1 additional Destiny
Point on a roll of a 4+. If the final Encounter took 5-6 Battle Rounds to complete, they gain 1 additional
Destiny point each. If it took 7-8 Battle Rounds to complete, each Hero gains D3 additional Destiny
Points and if it took 9+ the Heroes gain 3 additional Destiny each. This is regardless of whether or not the
Boss is slain or the victory conditions of the Battleplan as all the Skaven wish is for the Stormcast to be
delayed.

Paragraph 471: At the dawn of the Age of Sigmar many of the forces of the God-King were sent to do
battle across the Realms in His initial assault and have not yet returned. One such expedition was caught
up in the evil machinations of Tzeenthch upon their arrival and the Chaos God has been forcing them to
relive that terrible first day over and over again for years. The emissaries of the God-King Himself have
recruited the Party to attempt to break the loop, slaying the Lord-Celestant and his forces in order to send
them back to Azyr where they can be re-forged and saved from their torment.

Requirements: The Heroes must themselves enter the time-loop in order to slay the Lord-Celestant and
break the curse. They must act quickly when the Celestant is finally encountered to slay them or Time
will reset and they will be forced to start anew. If the Boss of this Adventure is not slain within 5 Battle
Rounds of the beginning of that Battle, the Battle starts anew. Return all slain and living Stormcast
Eternal models to their starting positions and remove all Wounds from them (this includes any Stormcast
in the party!). Reset the Battle Round counter to 1 and continue the Battle until the Boss is slain in the 5
Battle Round limit. The Hero that slays the Boss may claim the Reward.
Reward: The Hero that freed the Boss meets that same Lord-Celestant several weeks later, newly
reforged. They gift them with an Artefact from the STORMCAST ETERNAL Weapons list in gratitude.

Paragraph 592: A local guide informs the Party that there is a grave threat to a local settlement in the
form of a Penumbral Engine, damaged badly during the Necroquake. Its churning shadows threaten to
completely eradicate the crops for hundreds of miles in ever direction, which will cause mass-starvation
and the deaths of thousands if it isn’t destroyed. They offer to reward the Party for its destruction but
there is one catch; a Stormfort of Stormcast Eternals has been deployed to guard it for study by the
Colleges of Magic. They have stubbornly refused to destroy it, heedless of the cost in life for the natives to
the Realm.

Requirements: The Boss is slain and at least one Hero survives the Battle. At the end the Battle roll each
surviving Hero will attack the Penumbral Engine in a single round of combat before reinforcements to the
Stormfort force them to flee. They may fire all their missile weapons and then attack with all their melee
weapons. The Engine has 8 Wounds and a 4+ Save. If they manage to destroy it, they may claim their
reward.
Reward: Each Hero that damaged the Penumbral engine and led to its destruction gains D3 Destiny
Points.

Paragraph 603: Karadron in the Port District are offering a reward for the return of Aethergold artifacts
said lost from before the Age of Chaos that has allegedly been found in a newly opened Stormvault. The
only catch is that this ancestral item is being guarded by the forces of Sigmar, paranoid about the relics
contained in the Vault landing in the wrong hands. Despite attempts at negotiations and even the offer of
payment they are refusing to return this item to its rightful Ancestral owners and the Duardin have hired
the party to take it back by force instead. Having broken into the vault quietly, the noise of the Heroes
loading up the gold has rouse the Stormcast and their leader who rush to block their escape.

Requirements: At the beginning of the Adventure each Hero can be said to be carrying 1 or 2 pieces of
Aethergold Artifacts. For each piece they are carrying the distance they make a normal move and/or pile
in or charge is reduced by 1”. If any Heroes survive the Adventure and return to safety with Aethergold
Artifacts they may claim the reward depending on how many pieces are returned.
Reward: If 1-2 pieces of Aethergold are returned, roll 1D6 for each Hero that survived. On a 4+ they gain
1 additional Destiny Point. If 2-3 pieces of Aethergold are returned each hero gains 1 additional Destiny
Point. If 4+ pieces of Aethergold are returned each hero gains 1 Destiny Point, plus an additional 1 on a
roll of 4+.
Paragraph 749: Witch-Hunters have existed throughout the ages of the Realms and while very often their
accusations and threats are well warranted, sometimes they simply get it wrong. A member of the Party
has been accused of harbouring a Daemonic Entity and is being hunted by the Lord-Exorcist and their
retainers throughout the realms. Deep in the Wilderness the party finds themselves cornered and has no
choice but to cut their way through the ill-advised Stormcast to freedom.

Requirements: Before the Adventure begins, randomly determine one member of the party to be the
Accused. The Boss in this Adventure re-rolls 1’s to Hit when attacking this Hero and always considers
them the closest enemy model. If the Accused survives to the end of the Adventure and returns safely,
they may claim a reward.
Reward: The Accused gains D3 Destiny Points.

Paragraph 818: Sometimes a Lord-Exorcist can step too close to the fire of the monsters it wishes to
destroy. While attempting to banish an ancient and malevolent spirt of the Nighthaunts the Stormcast’s
body has come under possession. Their loyal retainers are unaware of this however and believe them to
still be in control of their faculties. It is their closest comrade, a Knight-Vexillor of the Stormhost who has
realized the truth and has recruited the Party to destroy their friend and smuggled them into the
Stormcast’s territory to fulfill this mission with the promise of a great reward.

Requirements: The Hero which slays this Boss must survive until the end of the Adventure and the return
trip after the final Encounter to bring proof to the Knight-Vexillor that their friend has been slain in order
to reforge and banish the spirit. They may claim the reward.
Reward: The Hero gains a random STORMCAST ETERNAL Relic from that Battletome’s Artifact of
Power.

Paragraph 900: The methods employed by the Lord-Exorcist to find those agents of Death or Chaos from
amongst the population are often-times indiscriminate. Collateral damage is an accepted part of their
task and they will not think twice about innocent lives when fulfilling their duty. The child of a local Lord
has been swept up by the forces of the Stormcast for questioning and they have demanded the help of the
Party in rescuing them before it is too late.

Requirements: During the final Encounter the Prisoner is being interrogated nearby. They have a 4
Wounds and a Save of ‘-‘. At the end of each Battle Round roll 1D6. On a 4+ the Prisoner suffers one
Wound from their questioning. If the Prisoner is alive at the end of the Battle, the party may claim their
Reward.
Reward: Each Hero that survives gains 1 Destiny Point.
SLAVES TO DARKNESS

Paragraph 139: The party has heard rumours of a mighty Lord of Chaos who has discovered the location
of a Stormvault, untouched since the great war against Chaos. What terrible creations of Sigmar that lie
within would swell the powers of this tyrant should they fall into their hands, causing even more of the
Slaves to Darkness to fall under their heel. The Party can choose to return these to the safety of the forces
of order or claim them for themselves.

Requirements: The Party defeats this Boss.


Reward: Roll upon the Artefacts of Grand Alliance ORDER tables when determining the reward for
defeating this Boss. Roll 1D3: 1-3 it is a Relic, 4-6 it is a Weapon.

Paragraph 254: The rise to power of a Lord of Chaos is never a peaceful one. The Party has a vendetta
against this Chaos Lord. One of the members of the Party has loved ones recently slain by the forces of
this terrible warrior and they have sworn revenge. They have sworn to slay this monster with their own
hand or die in the attempt. Never willing to let their comrades down, the Party agrees to take the fight to
this villain’s lair.

Requirements:Before setting out on the Adventure, randomly determine one Hero in the Party to be the
Oathsworn. For the duration of this Adventure that Hero is considered Bravery 10. If the Oathsworn hero
causes the Damage which results in this Boss being slain, they immediately gain their Reward. The rest of
the party against rewards as normal for defeating the Boss.
Reward: Gain D3 Destiny.

Paragraph 396: The ultimate goal of most Lords of Chaos is to transcend their mortal form and achieve
the endless existence of Daemonhood. The eyes of the gods are always watching them and each
accomplishment they achieve takes them another step closer to this goal. A shadowy emissary of one of
the Lords Rivals offers the party payment in the form of a powerful Relic of they can stop the final
transition to immortality by slaying the aspirant Lord.

Requirements: The transition to Daemonhood is approaching and the Lord of Chaos’s form warps and
twists as the Heroes watch. During this Battleplan in which they encounter the Boss the Party has 6 turns
with which to slay the Chaos Lord. At the start of the 7th turn, remove the Chaos Lord model from the
Battlefield and replace it with a Daemon Prince as close to the original position as possible. Use the
Warscroll from this model from now on and apply any Wounds that the Chaos Lord had suffered to this
model. It will take the same Actions as the Chaos Lord and will use its new Command Ability based on
the Mark of Chaos the Chaos Lord had instead of the Chaos Lord’s Command Ability. If the Heroes do
not slay the Chaos Lord before they transform, they cannot claim their reward as even if it is dispatched in
its new form it will simply flee back to the Warp as it has gained its immortality.
Reward: Roll upon the Artefacts of Grand Alliance Chaos tables when determining the reward for
defeating this Boss. Roll 1D3: 1-3 it is a Relic, 4-6 it is a Weapon.

Paragraph 443: Chaos Sorcerors are known for their constant dabbling in the creation of new magic and
channelling of the raw warpstuff that fuels their powers. While exploring in a seemingly abandoned
corner of the Realm the party discovers an indecipherable tome which they unsuspectingly retrieve to
have examined later. As they begin their return journey they are suddenly set upon by the minions of a
powerful Chaos Sorcerer for whom this tome means unlimited advancement in their powers. They must
slay this villain in order for his forces to scatter, so the hunt is on!

Requirements:Before setting out on the Adventure, randomly determine one Hero in the Party to be the
Tomebearer. For the duration of this Adventure that Hero is considered a Wizard and is able to cast the
Mystic Shield Spell. They may cast one Spell per turn and unbind one Spell during the Adversary Action
Phase due to the mystical effects of the book. If already a Wizard, they may cast and unbind one
additional spell this Adventure. If the Tomebearer hero survives the Adventure and return journey the
party may gain their Reward.
Reward: Each Hero in the party which survives the adventure gains 1 additional Destiny after their return
journey ends.

Paragraph 512: It is unwise to drink with the warriors of the Dark Gods. An unwise comment about the
quality of furs worn by a Darkoath Warqueen at a waystation Inn deep in the wilds of the Realms has
come back to haunt one member of the party. The offended Warqueen has handsomely paid a Chaos
Sorceror to place a hex upon a member of the party, which is slowly weakening them to day by day.
Fearful this slow bleeding of their essence will prove fatal the Party must set out to slay the Sorceror and
lift the hex from their comrade.

Requirements: Before setting out on the Adventure, randomly determine one Hero in the Party to be the
Hexed. For the duration of this Adventure that Hero finds themselves weakening. For the duration of the
Adventure they are -1” to their Move stat. In addition, they must re-roll unmodified rolls of 6 to Wound as
the strength to heft their weapons leaves them. If the Hexed hero survives the Adventure and return
journey the party may gain their Reward.
Reward: The Hexed Hero gains D3 Destiny.

Paragraph 673: The magicks of the servants of the Dark Gods often require sacrifices. While traveling
the realms the Party encounters a settlement that has been raided deep in the night and a number of
citizens dragged from their beds for unknown purposes. The marks of Chaos are daubed upon the city
gates and it would seem to indicate the minions of Chaos at work. As the Heroes watch one escaped
prisoner returns, screaming of evil rituals and an evil Sorceror plotting some unspeakable rite. The elders
quickly agree to reward the party for intervening and they set off to try to liberate the townsfolk.

Requirements: There are six Captives remaining with the Chaos Sorceror Lord. During the Boss
Encounter of this Adventure roll 1D6 at the end of each Battle Round. On a 1-3 the servants of the Dark
Gods sacrifice one of the prisoners quite messily for their ritual. On a 4-6 the ritual continues and the
moment of the next sacrifice has not come. Provided at least one Captive survives at the end of the Battle,
the Heroes may claim their reward.
Reward: If 5-6 Captives survive the Battle, each Hero gains D3 Destiny Points. If 3-4 Captives survive
the Battle, the Hero which slew the Boss gains D3 Destiny points and the other Heroes gain 1 Destiny
Point. If 1-2 Captives survive the Battle, only he Hero which slew the boss gains 1 Destiny Point.

Paragraph 722: The wilds of the Mortal Realms teem with mortals living on the outskirts of the cities and
towns that dot the landscape. It is easy to fall prey to the offers of the Dark Gods and some mighty
champions have emerged from the savage tribes of the wilderness. While encamped, the Party is
awakened deep in the night by the cries of the followers of one such savage champion and find themselves
fighting to escape!

Requirements:During this adventure the Party is being set upon by followers of a Tribal Chieftain. The
first minion roll each Encounter will automatically be 1 CULTIST Unit. This unit appears at maximum
size. Whenever additional Minions appear by ambush or ability, they will always be a CULTIST unit at
maximum size. If they survive the Adventure, the Heroes may claim their Reward.
Reward: The Chieftain bore a strange weapon of Chaos, embued with dark power. Roll once on the Grand
Alliance CHAOS Weapon table instead of the Realm table to determine their Prize.
Paragraph 876: A chieftain of the ruinous powers has many rivals as they climb the ranks of the
followers of Darkness, some from without and some from within. A local settlement is bent on expanding
their borders into the domains of this local chief and their tribe and has offered the party a reward if they
return with proof of this war leader’s defeat. The hope is that without leadership the other cultists will
scatter, making the territory safe for further occupation.

Requirements: The Hero which slays this Boss must survive until the end of the Adventure and the return
trip after the final Encounter to bring proof to the townsfolk of their rival’s demise.
Reward: Having returned with the head of the War Chief, the Hero gains D3 Destiny Points.

Paragraph 998: The entities of Chaos often manifest themselves through their agents in the Mortal
Realms. The local priests of Sigmar have recruited the party to attempt to exorcise one such vessel of an
ancient and malevolent intelligence that is organizing the local cultists in the city. Not only must the
Warchief be destroyed, but the Daemon must first be banished back to its endless torment or it will simply
find a new host to do its terrible works.

Requirements: Before the adventure, the Priest of Sigmar instruct the Party on a simple rite of Exorcism
to bind the Daemon inside the Warchief to their mortal demise. During any Hero Phase in which a
member of the Party is within 3” of this Boss, they may roll 1D6. On a 1-2 the Exorcism is blundered and
has no effect. On a 3-6 it is properly invoked and the Daemon will be cast back to its native realm when
the Boss is slain. In either case, the Hero may not Cast Spells or use Command Abilities or Prayers in this
Hero Phase if they perform the Exorcism. If the Boss is slain after the Exorcism is performed, the Party
may claim their prize.
Reward: The Hero that performed the Exorcism gains D3 Destiny Points.
OSSIARCH BONEREAPERS

Paragraph 118: XXX

Requirements: XXX
Reward: XXX

Paragraph 287: XXX

Requirements: XXX
Reward: XXX

Paragraph 389: XXX

Requirements: XXX
Reward: XXX

Paragraph 444: XXX

Requirements: XXX
Reward: XXX

Paragraph 501: XXX

Requirements: XXX
Reward: XXX

Paragraph 633: XXX

Requirements: XXX
Reward:XXX

Paragraph 773: XXX

Requirements:XXX
Reward: XXX

Paragraph 801: XXX

Requirements: XXX
Reward: XXX

Paragraph 953: XXX

Requirements: XXX
Reward: XXX

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