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The Warriors cannot remember a time filled with more misfortune than this one. Waylaid by
highwaymen, the Warriors have found themselves penniless, robbed of all their hard-earned gold
and belongings. They surely have much to learn before they can begin to call themselves heroes!
Vowing revenge, the Warriors track the culprits to their hideout where they impart justice upon their
attackers. Their weapons and armour have been recovered, but their coin nowhere to be found…
In Hezak’s Revenge the Warriors begin the game with no gold. Scratch all of it off their Record
Sheet! They do, however, retain all of their other belongings from their previous adventures. (It
may be best to withhold this information from the rest of your group until the start of the
adventure so that the Warriors don’t participate in a spending spree in the previous Settlement!)
But not to worry – the Warriors are headed for a rich mine with plenty of gold and later to a cavern
with untold fortune! The adventures are filled with much necessary mayhem, terrible grudges, and
tons of Dwarf Brew! These scenarios can be especially exciting, and somewhat appropriate, if there
is a Dwarf Brewmaster in the party – although it is not a requirement!
1
1 IT’S ALL MINE! (for Battle-Levels 2 & 3)
As the sun sets, the Warriors wearily enter the Town of Hildebrandt. Their
stomachs ache for food and drink but their purses are empty. They make their
way to the Blind Scorpion Inn where they are greeted by a grumpy Dwarf. With
no money for a room or a hot meal, the grouchy Dwarf directs the Warriors to
Genzi, Hildebrandt’s mayor, who is looking for a stalwart band to employ.
Genzi seems relieved upon meeting the Warriors and, over a hot meal and some
cheap ale, explains that the new shipment of Bugman’s Golden Brew is long overdue and citizens are
becoming more upset with each passing day. If something isn’t done soon Genzi fears that
eventually the townsfolk will be rioting in the streets! He offers the Warriors 1D6x25 gold per Battle-
Level each to find the cart and even more gold if they can finish the delivery of the shipment intact!
A preliminary investigation at Bugman’s Brewery South of the Empire reveals that the Beer Wagon
with the shipment did leave but disappeared somewhere on the road. Back-tracking the route of the
Bugman’s Beer Wagon, the Warriors eventually find someone who remembers seeing it near the old
abandoned Dwarf mines of Karak Norn. The Warriors hurry to the ancient ruins and find the
entrance to the mines well-traveled with Wagon tracks leading into darkness…
2
THE FOUNTAIN OF LIGHT too!) and head for the exit. If they have not already
found 5 Beer Barrels or the Wagon, they may
OBJECTIVE ROOM continue through the dungeon as normal.
When the Warriors enter the Objective Room, roll Once the Warriors leave the Fountain of Light
1D6. On a 1-2 the Warriors must roll three times Objective Room they must continue to roll for
on the Objective Room Monster Table. On a 3-5 Unexpected Events as usual until they exit the
they must roll only twice on the Table. On a 6, Dungeon. But since the population of Karak Norn
they roll only once. In each instance, Snevel the mines has been depleted, if the Warriors roll a ‘1’
Hobgoblin Boss and Enkni the Bull Centaur are indicating an Unexpected Event, roll another 1D6.
both present (see below). Only if the score is a ‘1’ or a ‘2’ does an
Inside the Fountain, the Warriors can smell the Unexpected Event occur and the Warriors should
unmistakable waft of Bugman’s Brew! Once the draw an Event Card accordingly. If the second roll
Board is cleared of Monsters, the Warriors may is not a ‘1’ or ‘2’ then an Unexpected Event does
load up as many Beer Barrels as they’ve found and not occur.
put them in Bugman’s Wagon (if they’ve found that
Wounds 16 Wounds 18
Move 4 Move 8
Weapon Skill 4 Weapon Skill 4
Ballistic Skill 3+ Ballistic Skill 4+
Strength 4 Strength 4
Toughness 4 (6) Toughness 4 (6)
Attacks 2 (+S) Attacks 2 (3)
Damage 2D6 Damage 2D6
Gold 500 Gold 700
3
4
5
6
THE ABANDONED MINES OF KARAK NORN Bestiary Reference Table (for Battle-Levels 2 & 3)
Monster Type M WS BS S T W I A Gold Arm. Dam. Special Rules
Chaos Dwarfs
Chaos Dwarf Blunderbuss 3 4 4+ 3 4 8 2 1 140 1 1 Armed with Blunderbuss; Magic Resistance 6+.
Chaos Dwarf Magic 1; Magic Dispel 4+; Magic Resistance 4+;
Chaos Dwarf Sorcerer 3 4 4+ 3 5+1 8 3 1 590 2 1/2(6+)
Protection Ring (+1 T).
Chaos Dwarf Warriors 3 4 4+ 3 4 8 2 1 140 2 1 Magic Resistance 6+; (Guards Sorcerer if present).
Hobgoblins
Ambush, Magic A; Armed with [1-3] Bows (Str 3) or [4-6] Axes; Break;
Hobgoblin Champions 4 4 4+ 3 3 10 2 2 150 2 1/2(6+)
Guards (Sorcerer if present).
Ambush, Magic A; Armed with Curved Daggers; Break; Guards
Hobgoblin Sneaky Git Champions 4 4 3+ 4 3 10 3 2 180 - 1/2(6+)
(Sorcerer if present).
Ambush; Magic A; Armed with Curved Daggers; Break; Guards
Hobgoblin Sneaky Gits 4 3 4+ 3 3 4 2 1 65 - 1
(Sorcerer if present).
Ambush; Magic A; Armed with [1-3] Bows (Str 3) or [4-6] Axes; Break;
Hobgoblin Warriors 4 3 4+ 3 3 4 2 1 50 1 1
Guards (Sorcerer if present).
Snevel – Hobgoblin Boss 4 4 3+ 4 4 16 3 2 500 2 2 Ambush, Magic A; Magic Weapon; Knave’s Powder.
Monsters
Bull Centaurs 8 4 4+ 4 4 12 3 2 410 2 1/2(5+) Fear 5; Magic Resistance 6+.
Centaurs 8 3 3+ 4 3 12 3 2 300 - 2 Armed with Bows (Strength 4).
Enkni – Bull Centaur 8 4 4+ 4 4 18 3 2 700 2 2 Fear 5; Magic Resistance 5+; Stomp.
Ogre Mercenaries 6 3 5+ 4 5 13 3 2 400 - 1/2(5+) Fear 5.
Monster Type M WS BS S T W I A Gold Arm. Dam. Special Rules
7
2 TROUBLE BREWING (for Battle-Level 3)
B ugman’s Brewery is in utter chaos! Many of their carts and wagons have
recently been ambushed and hijacked by bands of Hobgoblins and the Brewery
has had to hire mercenaries to protect outgoing shipments. A band of heroes
have recently brought evidence that Chaos Dwarfs may be behind the raids.
But now a new calamity has struck the Brewery. It seems that Bugman’s
finest brews have been tainted by a powerful spell! What was once a frothy,
pleasurable perfection, has now transformed into a repulsive, revolting refuse
worthy only of putting into a basin to wash one’s feet! The Dwarfs are baffled
and cannot figure out why or how this abomination is occurring. A great sage
in the Empire has put some clues together and is convinced that the caverns in
Black Water near Zhufbar hold the answer to the curse of Bugman’s Brewery:
Ungwie, a Chaos Sorcerer of growing power.
Bugman’s Brewery is calling out all heroes to seek out and destroy this Sorcerer who has cast this
evil upon them and they have promised a great reward to the ones who succeed in bringing down the
sorcerer! The Warriors have responded by traveling to the brewery for more details. Impressed by
their character and confidence, the Brewery has given each Dwarf Warrior a special, silver Tankard
(cheap, tin imitations for the non-Dwarf heroes in the party) filled with a specially aged brew to aid
them in their quest.
8
THE WELL OF DOOM THE OBJECTIVE ROOM
The constant sound of dripping When the Warriors enter the Idol
water from the cavern ceiling Chamber, they will be unknowingly
echoes through the room. A interrupting a very important
horrible stench wafts upward meeting between Ungwie and the
from a filthy grate on the floor. Chaos Dwarves. The Warriors
must roll once on the Objective
Room Monster Table (below) to see
Special Rules exactly who is in the room.
As the Warriors step onto this Board Section, roll Always present will be Ungwie
1D6 instead of drawing an Event Card. and his personal bodyguard, Chulu (a fine Chaos
Warrior) and Chaos Dwarfs.
Ungwie will be located against the back wall as
WELL OF DOOM TABLE (Roll 1D6) far away from the Warriors as possible and
guarded by Chaos Blunderbusses.
1 The Filthy Grate
Chulu will protect his Master to the death and
2 The Rotting Skeleton will therefore attack the first Warrior who enters
the room. Place him adjacent to that Warrior
3 The Rusty Sword immediately after the Warrior has finished moving.
4 The Dirty Water Chulu’s Special Rules are listed on the next page.
Do not draw an Event Card in this Dungeon Room. If the Warriors manage to clear the Board of
Entering the Water Cave will always trigger an ‘M’ Monsters, they will each find a treasure chest in
Event and the Warriors should automatically roll the Idol Chamber that contains one Objective
on the Monster Table as if they drew an ‘M’ Event Room Treasure. Random chance will determine if
Card. No ‘Unexpected Events’ occur in this room. the item the Warrior finds is useful as explained
below.
Multi-level Room In turn, starting with the party leader, each
Warrior should draw a Warrior counter. If they
The Water Cave Dungeon Room is treated as draw their own counter, they may choose to
multi-level. A model on a corner square or the discard their Objective Room Treasure if they were
center square is considered to be no more than not able to use it. They may then draw a new
knee deep and on the upper level. A model that is Objective Room Treasure, but they must keep this
on any other square is considered to be at least treasure even if it is also unusable or even if it is of
waist deep and on the lower level. less value than the previous. The Warrior should
then return their counter to the pool.
9
UNGWIE, NURGLE CHAOS SORCERER
UNGWIE NURGLE MAGIC TABLE (Roll 2D6)
Always scheming in the dripping caverns of
Blackwater, Ungwie commands a small horde of 2-4 Failure. Ungwie’s magic fails him this turn.
Nurgle followers and daemons. His caverns are Grime of the Ghoul. Rubbing his palms
5
filled with vile odors, slippery passageways, and together, Ungwie stares intently at one of the
disease infested chambers that few dare to enter. Warriors (chosen at random). That Warrior
As the Warriors have suspected, Ungwie has immediately begins to itch and scratch as
scabs and boils begin to cover her hands, feet
teamed up with the Chaos Dwarfs and has laid a
and face. Until the start of the next Warriors’
curse on Bugman’s Brewery. Why the two factions Phase, the Warrior is -1 To Hit her foes.
have targeted the Brewery is anyone’s guess.
6 Ruthless Wither. A sickly blue mist seeps
from Ungwie’s eyes and one of the Warriors
SPECIAL RULES: (determined randomly) turns old and wrinkled
Ungwie Nurgle Magic 1; Magic Resistance 5+; for one turn during which they are -1 Attacks.
Magic Armour; Magic Weapon; Parry 5+. 7-8 Stench of the Dying. A terrible smell of
Each turn, Ungwie attempts to cast 1 Nurgle Spell sickness permeates through the room and
each Warrior must roll 1D6 and add their
(see Nurgle Magic Table on right).
Toughness. If the total is 7 or more, they are
See Roleplay Book for others Special Rules listed unaffected. If the total is 6 or less, the Warrior
above. suffers 1D3 Wounds with no modifiers for
Toughness or Armour.
9-10 Black Rot. A stream of brown slime shoots
from Ungwie’s mouth and splashes onto one
random Warrior. The Warrior’s skin quickly
begins to blacken and he takes 1D6 Wounds
with no modifiers for Toughness or Armour.
The Warrior must then roll 1D6 and add his
Strength and if the total is 6 or less the
Warrior must make a Strength test next turn
or suffer another 1D6 Wounds. If the total is
ever 7 or more then the Black Rot subsides
and the Warrior suffers no more effects.
11-12 Cloud of Decay. A noxious cloud of green gas
envelops all the Warriors on the Board Section
Each suffers 1D6 Wounds with no modifiers
for anything. If no Warriors are on the Board
Section, reroll this result.
CHULU, Chaos
Champion of Nurgle
Wounds 18
Move 4
Weapon Skill 6
Ballistic Skill 1+
UNGWIE, Chaos Strength 5
Sorcerer of Nurgle Toughness 4 (6)
Move 4 Damage 1
Ballistic Skill 1+
SPECIAL RULES:
Strength 4 Magic Weapon; Biting Tongue*.
Toughness 4 (5) *From out of Chulu’s mouth and helm spews forth
Attacks 2 a serpent-like tongue. Roll To Hit as normal. If the
hit is successful the bite causes 1D6 Wounds with
Damage 1
no modifiers for anything.
Gold 700
COMPLETING THE ADVENTURE
If the Objective Room is cleared of Monsters, the
If Ungwie is killed, the powerful spell against Warriors find the treasure chests as explained
Bugman’s Brewery is broken and the Warriors above, as well as a secret exit in the back of the
have succeeded in their quest! All that is left for chamber which leads to the surface. Once out of
them is to leave the Objective Room alive! the dungeon they return to a hero’s welcome at
Bugman’s Brewery and may claim a handsome
reward in the form of 2D6x100 gold each!
10
WELL OF DOOM – What the Warriors Find (Roll 1D6)
SKELETON CAPTAIN
SPECIAL RULES:
Wounds 25
Move 4 Fear 6
Regenerate 2
Weapon Skill 5
Magic Weapon
Ballistic Skill -
Plague
Strength 5
Toughness 3 (5)
Attacks 2
Damage 1/2 (6+)
Gold 750
In addition to the gold value, the Warriors receive one Dungeon Room Treasure if they defeat the Skeleton Captain.
11
WELL OF DOOM – What the Warriors Find (continued)
1 Storage Room. The Warriors find only broken swords and damaged armour.
2 Armory! The Warriors find 1D6 Swords, 1D6 Axes, 1D6 Open Helmets, and 1D6 Shields!
3 Sorcerer’s Laboratory! Each Warrior finds 1 healing potion that heals 1D6 Wounds!
4 Depository! Each Warrior finds 1D6 x 100 gold!
5 Sorcerer’s Study! One of the Warriors (determined randomly) finds one Dungeon Room Treasure!
6 Coffers! One Warrior (determined randomly) finds one Objective Room Treasure while the others find
one Dungeon Room Treasure!
12
13
14
15
THE DISEASED CAVERNS OF UNGWIE Bestiary Reference Table (for Battle-Level 3)
Monster Type M WS BS S T W I A Gold Arm. Dam. Special Rules
Nurgle
Nurglings 4 3 4+ 3 3 2 4 2 50 - S Ambush 5+; Daemonic -1; Fear 6; Magic Resistance 6+.
Plaguebearers 4 5 2+ 4 3 9 6 2 200 - 1 Daemonic -1; Fear 5; Plague.
Skaven Plague Censer Bearers 5 4 - 4 4 4 4 1 150 - S Armed with Plague Censers.
Skaven Plague Monks 5 3 4+ 3 4 5 4 1 60 - 1 Frenzy 5+; Weeping Blade.
Monsters
Black Sludge 3 4 - 3 6 12 2 1 500 - 2 Fear 6; Disintegrate; Insubstantial.
Chaos Dwarf Blunderbuss 3 4 4+ 3 4 8 2 1 140 1 1 Armed with Blunderbuss; Magic Resistance 6+; Guards (Ungwie).
Chaos Dwarf Warriors 3 4 4+ 3 4 8 2 1 140 2 1 Magic Resistance 6+.
Chaos Hounds 6 4 - 4 4 8 4 2 160 2 1 Ambush 5+; Gang Up.
Chaos Warriors 4 6 1+ 4 4 12 6 2 240 2 1 -
River Trolls 6 3 6+ 5 4 25 1 3 650 - 2 Fear 6; Regenerate 2; Slimy Skin.
Trolls 6 3 6+ 5 4 30 1 3 650 - 2 Fear 6; Regenerate 2; Vomit.
Chaos Villains
Chulu – Champion of Nurgle 4 6 1+ 5 4 18 7 2+S 850 2 1 Magic Weapon; Biting Tongue.
Nurgle Magic 1; Magic Resistance 5+; Magic Armour; Magic Weapon;
Ungwie – Sorcerer of Nurgle 4 6 1+ 4 5 15 6 2 850 1 1
Parry 5+.
Undead
Skeleton Captain 4 5 5 - 3 25 4 2 500 2 2 Fear 6; Regenerate 2; Magic Weapon.
Skeletons with Bows 4 2 5+ 3 3 5 2 1 80 - 1 Armed with Bows (Strength 4); Fear 5; Regenerate 1.
Tomb Guardians 4 3 6+ 3 3 15 2 1 110 1 2 Fear 5. Regenerate 1.
Mummy 3 3 - 4 5 40 3 2 450 - 2 Fear 7; Tomb Rot (1D3).
Monster Type M WS BS S T W I A Gold Arm. Dam. Special Rules
RIVER TROLLS
Slimy Skin
River Trolls have scaly and slippery skin that exudes an oily and malodorous slime. This noxious ooze has the dual effect of choking
anyone near a River Troll as well as making it difficult to hit. A Warrior attacking a River Troll in hand-to-hand Combat must subtract -1
from their To Hit rolls.
Plague
See Roleplay Book.
16
3 GETTING HAMMERED (for Battle-Levels 3 & 4)
There has been much confusion and disorder in the past few months at Bugman’s
Brewery. With their attention focused on the recent turmoil, the most terrible
abomination has occurred. The tomb of the late Bugman Ranger Champion, Yuri
Sloshbrim, has been plundered! It is with great shame that the Rangers have
reported that Sloshbrim’s magical hammer has been seized and removed! This
special hammer discharges jolts of electricity and in the wrong hands can be
devastatingly effective. Upon his dying breath, the Dwarf tomb guard reports that
Chaos Dwarfs were the culprits.
With evidence from a recent scheme involving Bugman’s Beer, the Rangers suspect
that Hezak the Twisted is to blame. Thought to have been killed by Yuri Sloshbrim
decades ago at the Battle of Cragmere, his body was never found. Apparently still
alive, it would seem that Hezak is exacting his revenge on Sloshbrim, Bugman’s
Rangers, and the Brewery. And how he plans to use the hammer is a mystery!
The Rangers have tracked the Chaos Dwarfs back to their lair in Red Eye Mountain, an old Dwarf stronghold
abandoned long ago. A frontal assault would leave many Rangers dead as the Chaos Dwarfs are surely ready
to mount a formidable defense from that area. The Warriors have been selected as the privileged ones to
penetrate the den through a secret entrance that the Chaos Dwarfs are probably not aware of. Once the
Warriors defeat Hezak, Bugman’s Rangers will storm the lair.
Before the Warriors set off, the Brewmaster holds a banquet in the Warriors’ honor. All ply themselves with way
too much food and drink and it isn’t long before the Warriors are joining in a chorus of ‘Glowing Embers’. The
pre-invasion celebration goes down in the Brewery’s history as one of largest mammoth drinking sessions ever
held and the Warriors are hailed for their ability to hold their drink. In the morning, with heavy hearts, full
bellies and enormous headaches, the Warriors are bid a warm farewell by the full entourage of the Brewery.
17
THE CYCLOPS’S CAVE THE SPIRAL STAIRCASE
As the Warriors enter this cave, a A set of ancient stairs descends into the
cold, damp chill ripples through depths of the dungeon.
their bones. In the gloom, a
menacing figure rises upward If the Warriors find the spiral staircase, roll 1D6
and bellows out a blood-curdling and take that number of Dungeon Cards that are
roar! not being used to represent the bottom of the
staircase. Start the next board section off to the
side like the beginning of a new dungeon.
If the Warriors find the Monster’s Lair Board This new deep of the dungeon is especially
Section they do not draw an Event Card when dangerous and Unexpected Events happen down
they enter the room, but instead roll 1D6. On a 1, there on a roll of 1 or 2.
2, 3 or 4 the Warriors should draw an Event Card. Once the Warriors reach the end of new
On a 5 or 6 the Cave is occupied by Gourd (a dungeon, they may roll 1D6. On a 1-3 the last
powerful Chaos Cyclops) and his minions (1D6 Board Section is a dead end. On a 4-6, the
Chaos Dwarfs & 1D6 Chaos Dwarf Blunderbuss). Warriors find a secret door which, once explored,
reveals the Ancient Temple Board Section.
GOURD, CHAOS CYLCOPS
Once an area highly populated by the Cyclops
THE ANCIENT TEMPLE
race, Gourd is the last of the one-eyed terrors to Two skeleton corpses lay sprawled at the entrance.
reside in Red Eye Mountain. He is a servant of Whatever their final destination, they did not
Hezak (if only because the Cyclop fears him) and appear to have made it.
guards the cave system from intruders.
If the Warriors do not encounter Gourd in his
cave, then he will appear in the Objective Room.
Wounds 25
Move 6
Upon entering this chamber for the first time, a
Warrior must immediately roll 2D6 on the Ancient
Weapon Skill 4 Temple table below.
Ballistic Skill 5+
Strength 5 ANCIENT TEMPLE ENTRANCE (Roll 2D6)
Toughness 5 The Warrior is hit by a wave of enormous power and
2-3
Attacks 2 +(S) immediately suffers 1D6 x (Dungeon-Level) Wounds!
18
THE OBJECTIVE ROOM
When the Warriors reach the Anvil Chamber, they will find Hezak the Twisted
on the anvil side of the room. (Place him in one of the two squares in front of
the Chaos Anvil. See ‘H’ on the Board Section displayed on the right.)
Dracos Doomskull will guard the bridge, protecting his master from any
player who attempts to cross. Once a Warrior enters the room, place Dracos
on the anvil side next to the bridge (see ‘D’ on the Board Section to the right).
Dracos will not cross the bridge unless he is being attacked by a Range
weapon.
After entering the Anvil Chamber, the Warriors must roll 1D6 and consult the Red Eye Mountain Objective
Room Monster Table below:
1 Hezak, Dracos, 1 Dragon Ogre Mercenary, 3 Chaos Trolls & 8 Chaos Dwarf Blunderbuss
2 Hezak, Dracos, 3 Stone Trolls, 3 Bull Centaurs & 8 Chaos Dwarf Blunderbuss
3 Hezak, Dracos, 1D3 Chaos Trolls, 1 Bull Centaur, 1 Hobgoblin Big Boss & 2D6 Hobgoblin Champions
4 Hezak, Dracos, 1D3 Bull Centaurs, 1D6+6 Sneaky Git Champions & 1D6+6 Hobgoblin Champions
5 Hezak, Dracos, 1 Bull Centaur, 8 Chaos Dwarf Warriors & 8 Chaos Dwarf Blunderbuss
6 Hezak, Dracos, 1D6+2 Chaos Dwarf Warriors & 2D6 Black Orc Champions
Hezak is attempting to merge Sloshbrim’s Hammer with another ancient Chaos Dwarf artefact in order to
create a super-powered Chaos Dwarf weapon. Counting the turn that the Warriors enter the Anvil Chamber,
they have 2D6 turns in which to engage Hezak in hand-to-hand combat before he completes his project. The
Warriors need not to land a blow – merely attacking Hezak in hand-to-hand combat will avert enough of his
attention that he will not be able to carry out his plan.
After the 2D6 turns have ended, if the Warriors have not yet interrupted Hezak by engaging in hand-to-
hand combat, he manages to merge Sloshbrim’s Hammer with another Chaos Dwarf weapon.
SLOSHBRIM’S HAMMER
Sloshbrim’s Hammer causes 1 Wound with no modifiers for anything. In addition roll another 1D6. On a 4, 5 or 6, the
hammer causes an electric shock that stuns the target. A stunned Warrior may do nothing for the next turn. Only the
bearer of Bruinn’s Tankard can counter its effects and suffers no Damage and is immune to its stunning effect.
19
HEZAK the TWISTED DRACOS DOOMSKULL
Chaos Dwarf Sorcerer Chaos Dwarf Champion
Wounds 8 Wounds 16
Move 3 Move 3
Weapon Skill 4 Weapon Skill 5
Ballistic Skill 4+ Ballistic Skill 3+
Strength 3 Strength 4
Toughness 5+1* (8) Toughness 4 (6)
Attacks 1 Attacks 2
Damage 1/2 (6+) (+1D6**) Damage 2/3 (5+)
Gold 590 Gold 480
SPECIAL RULES:
Hezak Magic 1; Magic
Dispel 4+; Magic
Resistance 4+; Girdle
of the Great Bull
(+1T*); Magic
Weapon**.
Roll on Hezak’s Magic
Table below to see
which spell he casts.
SPECIAL RULES:
**Hezak carries
Sloshbrim’s Hammer. Magic Restistance 6+; Magic Armour; Magic Item;
See the rules above to Magic Weapon.
determine if Hezak See Chaos Dwarf Magic Armour, Items & Weapons below
wields an additional to determine which ones Dracos carries.
magic weapon.
20
CHAOS DWARF MAGIC ARMOUR (Roll 1D6)
1 DAEMON STONE
This obsidian rock is warm to the touch and exudes a black shimmering outline around the possessor.
This black polished rock imbues the holder with the ability to absorb blows. Each time a blow
strikes the bearer of this stone, roll 1D6. On a 4, 5 or 6 the incoming blow does no damage at all.
1 HAMMER OF HASHUT
This mighty Hammer has the image of Hashut, Father of Darkness, magically engraved onto the
head. All who see this dreadful weapon immediately cower in fear.
This hammer gives the wielder Fear (Dungeon Level +3). In addition, the Hammer of Hashut allows
the wielder to double his Attacks.
21
22
23
CHAOS DWARF Bestiary Reference Table (for level 3-4)
Monster Type M WS BS S T W I A Gold Arm. Dam. Special Rules
Black Orcs & Hobgoblins
Black Orc Boss 4 5 3+ 5 4 20 3 2 420 2 2 Magic Weapon.
Black Orc Champions 4 4 4+ 4 4 10 2 2 140 2 1/2(5+) Armed with [1-3] Bows or [4-6] Swords.
Hobgoblin Big Boss 4 5 2+ 4 4 20 4 3 700 3 2 Ambush, Magic A; Magic Armour; Magic Weapon
Ambush, Magic A; Armed with [1-3] Bows (Str 3) or [4-6] Axes; Break;
Hobgoblin Champions 4 4 4+ 3 3 10 2 2 150 2 1/2(6+)
Guards (Sorcerer if present).
Ambush, Magic A; Armed with Curved Daggers; Break; Guards
Hobgoblin Sneaky Git Champions 4 4 3+ 4 3 10 3 2 180 - 1/2(6+)
(Sorcerer if present).
Chaos Dwarfs
Armed with Blunderbuss; Magic Resistance 6+; Guards (Sorcerer if
Chaos Dwarf Blunderbuss 3 4 4+ 3 4 8 2 1 140 1 1
present).
Chaos Dwarf Warriors 3 4 4+ 3 4 8 2 1 140 2 1 Magic Resistance 6+; Guards (Sorcerer if present).
Dracos Doomskull –
3 5 3+ 4 4 16 3 2 480 2 2/3(5+) Magic Resistance 5+; Magic Armour; Magic Item; Magic Weapon.
Chaos Dwarf Champion
Hezak the Twisted – Hezak Magic 1; Magic Dispel 4+; Magic Resistance 4+; Girdle of the
3 4 4+ 3 5+1 12 3 1 750 2 1/2(6+)
Chaos Dwarf Sorcerer Great Bull (+1 T).
Monsters
Bull Centaurs 8 4 4+ 4 4 12 3 2 410 2 1/2(5+) Fear 5; Magic Resistance 6+.
Dragon Ogre Mercenary 6 4 5+ 5 5 40 2 3 870 2 2 Fear 8.
Gigantic Scorpions 5 3 - 5 6 20 1 2 450 - 2 Sting 2D6.
Gigantic Spiders 5 3 - S 4 20 1 2 450 - 2 Web (1D6).
Gourd – Chaos Cyclops (Huge) 6 4 5+ 5 5 25 1 2 850 - 2/3 (5+) Fear 7; Red Eye of Murder.
Stone Trolls 6 3 6+ 5 4 25 1 3 650 - 2 Fear 6; Magic Drain 6; Regenerate 2.
Undead
Carrion 8 3 - 3 3 10 4 3+ 450 - 1 Carrion Attack (Ambush Magic, A); Fear 6; Fly.
Mummies 3 3 - 4 5 40 3 2 450 - 2 Fear 7; Tomb Rot (1D3).
Wight Lord 4 4 - 4 4 35 4 2 650 2 2 Fear 8; Magic Armour; Magic Weapon.
Monster Type M WS BS S T W I A Gold Arm. Dam. Special Rules
24
If the Warriors are engaged in Combat and a ‘1’ is rolled in the Power Phase signifying an
Unexpected Event, instead of drawing an Event Card roll 2D6 on the Table below:
2 BLUNDER
As blood and sweat drip across her hand, the
Warrior’s weapon slips from grip and clanks into
the shadows and out of sight. But before the
dropped weapon even hits the floor, the Warrior has
already brandished a secondary one and continues
the fight!
One of the Warriors (determined randomly) must drop
her primary weapon. She may use any other weapon on
her person if applicable or must fight unarmed. Her
dropped weapon may be retrieved when there are no
Monsters on the Board Section where she lost it. If the
Warriors are already unarmed, then reroll this result…
3 POWER DRAIN
The Winds of Magic prove unpredictable once again, for the Warrior no longer feels
any measurable power emanating from his items!
One Warrior receives no benefits from any magic item that he is carrying, nor may he cast
any spells, blessings, or equivalent! At the beginning of the next turn, the item returns to
normal. If none of the Warriors have a Magic Item, then reroll this result…
4 MORE MONSTERS
Just as the Warriors finish contemplating their next move, a horde of Monsters
barge into the room to add more confusion and peril!
Roll once on the Monster Table to see who arrives!
5 SUMMON COURAGE
With composure and confidence the Warriors
attempt to muster the courage to confront their
foes…
Each Warrior may reroll all failed Fear and Terror
tests from this Combat. If the Dungeon is Level 1,
then reroll this result…
6 MORTAL COMBAT
The combatants are locked in a close-quarter
struggle where one false move will allow their
enemy to penetrate their defenses!
No models in hand-to-hand Combat may break from Pinning nor change their targets this
turn. They must attack the same Monster or same Warrior as they did in the previous
turn. If their target(s) was eliminated in the last round, they may ignore this rule and
choose any new target. If no model is in hand-to-hand Combat, then reroll this result…
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7 MORE MONSTERS
Just as the Warriors begin their counter-strike, a company of Monsters pour into
the room to join in the attack against them!
Roll once on the Monster Table to see who arrives!
8 FORTIFY POSITION
With the menacing evil closing in around her, the
Warrior holds her sword tightly, digs her heels into the
dungeon floor and braces for an onslaught…
One of the Warriors (determined randomly) may subtract -1
from all Damage rolls against her this turn.
9 BREAK
Unable to face the determined Warriors, one of the
Monsters breaks from battle and vanishes out of sight!
The Monster with the lowest Gold Value on the Board Section is removed from play. If
there is more than one Monster with the lowest Gold Value, then determine randomly.
The Warriors receive no gold for a Monster who breaks. If there is only one Monster on
the Board Section, then reroll this result…
10 MORE MONSTERS
Just as the Warriors are about to initiate a new strategy, a band of Monsters tear
into the room to foil their plans!
Roll once on the Monster Table to see who arrives!
11 BEAST OF FURY
As one of the Warriors brutally assaults a Monster, it serves only to infuriate the
creature! The beast roars a death cry that rattles the entire dungeon and the
Warriors find it an even more formidable foe, capable of staggering destruction!
This turn, one Monster on the Board Section (determined randomly) causes one extra
Wound per Dungeon Level each time it hits its target. If
there are no Monsters on the Board Section, then
randomly choose any Monster on the Board instead...
12 EVOKE PANIC
The Warriors’ skills are indeed fearsome and the
glower on their faces is equally frightening! With
gnashed teeth and bulging eyes the Warriors could
intimidate even the most gruesome creature!
One random group of Monsters (i.e. Orcs, Black Orcs,
Orc Shaman, Skaven Clanrats, Skaven Wind
Globadiers, etc.) is shaken and alarmed by the harsh
and violent demeanor of the Warriors and are -1 on
their To Hit rolls against the Warriors this turn!
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