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INTRODUCTION

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!

PLAYING THE ADVENTURES


These adventures are once again written to be played completely separate if you wish. But always
better is to play them as a mini-campaign, where each adventure represents a chapter of the story
and builds upon itself in an intriguing and exciting storyline!
The Warriors will travel through a deadly dwarf mine to recover one of the most important items
that a Dwarf could possess! They will venture into unholy caverns filled with vile abominations in
a Quest to find a wicked antagonist! And if they are fortunate enough to survive the dangers of
Red Eye Mountain, they will meet Hezak the Twisted, a most sinister and formidable opponent!

RULES, MINIATURES, CARDS and BOARD SECTIONS


You will find this as much an Expansion Set as it is a mini-campaign! There are some miniatures
not listed in the Roleplay Book that you will need in order to play these adventures and their
statistics are included on the following pages. You will want to pick up 3 River Trolls, something to
represent a Black Sludge Monster and a Chaos Cyclops (any deranged Chaos creature will do!). A
Hobgoblin Boss and a couple of old Marauder Chaos Dwarfs aren’t a bad idea either for
representing some of the villains that the Warriors will meet along the way as they save the land
from those evil scoundrels!
There are some new or modified Board Sections on the following pages that should keep the
game new and exciting! All you need to do is print them out and attach them to some thick
cardboard like the ones found in the White Dwarf magazines. Also included are entire sets of new
Event Cards and special rules for these adventures that I’m sure you’ll enjoy!
When the Warriors roll a ‘1’ in the Power Phase during Combat in these adventures, they do not
draw an Event Card as usual. Instead, refer to the new Unexpected Combat Events Table on
pages 25-26 to see what happens!

“Well off you go now, lads. Hezak awaits!”

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…

SETTING UP THE TORTURE CHAMBER & THE BEER WAGON


Prepare the dungeon deck as If the Warriors find the Torture Chamber, they will see
normal, making sure to include Bugman’s Wagon! They do not draw an Event Card but
the Torture Chamber as one of instead make one roll on the Monsters Table to see who
the twelve dungeon cards. is in the room. The maximum number will appear!
Shuffle the Fountain of Light If the Warriors clear the Board of Monsters, they may
Objective Room into the bottom take Bugman’s Wagon. If the Warriors find the Objective
Room before they find the Torture Chamber, attach a
six cards to complete the
doorway to the Fountain of Light and the Warriors may
Dungeon Deck. continue their search for Bugman’s Wagon through this
You will find a whole set of ‘E’ Event Cards that new doorway.
have been created especially for this Adventure in
the Karak Norn mines. Randomly select 7 of these
cards and add them to 12 ‘M’ Event Cards from MONSTERS IN THE MINES
the Original Game to make your 19 card Event The Warriors will find the mines infested with
Deck. When you draw an ‘M’ Event Card, roll on Chaos Dwarfs, Hobgoblins, and other mercenaries.
the Mines of Karak Norn Monster Table to see Their purpose is unclear. Surely someone
which Monsters the Warriors actually encounter. wouldn’t go through all this trouble simply for a
few kegs of Bugman’s Golden Brew (although the
FINDING THE STOLEN BREW Brewmaster Warrior may not agree)!

The Warriors must find three things in Kark Norn:


the Beer Barrels, the Beer that goes in them and
KARAK NORN MONSTERS TABLE (Roll 2D6)
the Beer Wagon so that they can transport the
beloved drink back to Hildebrandt! 1D6 Chaos Dwarf Warriors & 8 Chaos Dwarf
11-13
Blunderbuss
FINDING THE BEER BARRELS 1 Chaos Dwarf Sorcerer & 1D3 Bull Centaurs &
14-16
Each time the Warriors enter a new Board Section, the 1D6+6 Hobgoblins
one with the lantern should roll 1D6 to see if it contains 1 Hobgoblin Champion & 12 Hobgoblin
21-23
any beer barrels. If it does, the Warriors should take one Warriors
Beer Barrel Counter. The entire shipment consists of 5
1 Chaos Dwarf Sorcerer & 1 Ogre Mercenary &
Barrel Counters. There are never any more than 5 24-26
1D6+2 Chaos Dwarf Warriors
barrels in the dungeon.
31-33 1D6+3 Hobgoblin Sneaky Git Champions
34-36 1D3 Ogre Mercenaries & 1D6 Centaurs
FINDING A BEER BARREL (Roll 1D6) 1D6+2 Chaos Dwarf Warriors & 1D6+2 Chaos
41-43
Dwarf Blunderbuss
1-5 This Board Section contains no barrels…
44-46 1D6+3 Hobgoblin Champions
6 There is a Beer Barrel on this Board Section!
51-53 3 Bull Centaurs & 2D6 Hobgoblin Sneaky Gits
1 Ogre Mercenary & 1D6+2 Chaos Dwarf
54-56 Blunderbuss
1D6 Chaos Dwarf Warriors & 1D6 Chaos Dwarf
61-63
Blunderbuss
64-66 3 Ogre Mercenaries & 6 Centaurs

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

SNEVEL, Hobgoblin Boss ENKNI, Bull Centaur

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

Special Rules: Special Rules:


Snevel carries a pouch of In addition to his normal
Knaves Powder in his belt. Attacks, Enkni will attempt to
Once per turn at the most trample his opponent with a
appropriate time (which is special Stomp attack, rolling To
at the start of the Monsters’ Hit as normal. An opponent
Phase) he attempts to throw hit by Enkni’s Stomp attack
the powder into his must roll 1D6. On a score of 4-
opponent’s eyes. He rolls 6 the Warrior suffers 2D6
on his Ballistic Skill and if Damage. On a 1-3 the Warrior
successful, Snevel’s target suffers 2D6 Damage and one
suffers 1 Wound with no piece of Armour that he is
modifiers for Toughness or wearing is destroyed (the
Armour and is blinded until Warrior must discard one piece
the next Monsters’ Phase. A of Armour that he is wearing,
blind Warrior is -2 To Hit determined randomly). If he is
his opponents. not wearing Armour, the
Warrior suffers 3D6 points of Damage instead of 2D6.

COMPLETING THE ADVENTURE shipment of Bugman’s Golden Brew. But the


On the body of Snevel, the Warriors find a map shipment is so heavy that unless the Warriors
and a note written in Chaos Dwarf runes. The have a mule or horse, they must add 1 week to
map shows the entrance to a cavern somewhere their journey to Hildebrandt (a town, therefore 5
near Black Water in the World’s Edge Mountains. weeks). If the Warriors reach Hildebrandt and
On the map is the name ‘Ungwie’. The Wizard (or return with all 5 Beer Barrels, the town mayor
similar if there is no Wizard in the party) rewards each of them with 300 x (Battle-Level) gold
translates the note and it appears that Snevel was for their part in the recovery. If the shipment was
in collusion with the one named ‘Ungwie’. Another not intact, each Warrior only receives 50 x (Battle-
Level) gold for each barrel that is brought back.
name is scrawled on the back of the note which
reads ‘Hezak the Twisted’ but no other information If they do not reach Hildebrandt, the Warriors
is given. Beneath it are the words ‘Bugman’s have a hard time finding a purchaser in whatever
Brewery’! Settlement they end up in. They can only sell
Once they exit the Dwarf mines, the Warriors Bugman’s Golden Brew for a measly 1D6x10 gold
may attempt a return to Hildebrandt to deliver the for the lot!

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

HOBGOBLIN SNEAKY GITS & SNEAKY GIT CHAMPIONS


Curved Daggers:
Hobgoblin Sneaky Gits & Sneaky Git Champions are armed with two long curved daggers (one in each hand). Sneaky Gits make
a single attack using both daggers at the same time and thus are +1 To Hit. Sneaky Git Champions get two such Attacks each
round. Curved Daggers are poisonous and follow all rules for Poison.

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.

SETTING UP WHO REALLY OCCUPIES THE CAVERNS?


Shuffle the Chasm of Despair (from the The Warriors will soon notice that the Diseased
Catacombs of Terror expansion set), the Well of Caverns do not only contain Ungwie and his many
Doom and the new Water Cave Dungeon Cards Chaos hordes and other foul creatures that
with 9 other Dungeon Cards to make a regular 12 naturally inhabit such inhospitable places. Chaos
card Dungeon Deck. Use the Idol Chamber as the Dwarfs are present and the Warriors deduce that
Warriors’ Objective Room for this adventure. they are joining forces to further some unknown
agenda.
Randomly shuffle in 7 of the 11 new ‘E’ Event
Cards with 10 ‘M’ Event Cards from the original
set to make your Event deck. Whenever you draw
an ‘M’ Event Card, roll on the Diseased Cavern
Monster Table to see which Monsters appear.

BUGMAN’S SPECIAL TANKARDS


Bugman’s Tankards are specially crafted by
Dwarfs and have been filled with a specialty brew
that can either heal the Warriors or wreck
vengeance upon their Chaos enemies.
DISEASED CAVERN MONSTER TABLE (2D6)
Each Warrior may drink from their Tankard
one time and it will restore 1D6+1 Wounds. The 11-12 3 River Trolls
Dwarf and Trollslayer are especially receptive to
the effects of the brew and they restore 1D6+2 13-14 8 Chaos Dwarf Warriors & 1D6 Chaos Warriors
Wounds instead. And since the Dwarf 2D6 Skaven Plague Monks &
15-16
Brewmaster’s body is practically created to 1D6+2 Chaos Dwarf Blunderbuss
consume such a beverage he restores 2D6 Wounds 21-23 2D6 Chaos Warriors
if he drinks the brew!
24-26 1 Troll & 1 River Troll
Instead of drinking its contents, a Warrior may
31-33 2D6 Nurglings
choose to throw their Tankard at an enemy
instead. It has a Range of 3 and on a successful 34-36 1D6+4 Plaguebearers of Nurgle
hit it causes 1D6 Wounds to any Chaos creature 41-43 1D6 Chaos Hounds & 1D6 Chaos Warriors
with no modifiers for anything. The Warrior must
44-46 1D3 River Trolls
roll on their Ballistic Skill (Dwarf Warriors may
add +1 to their Ballistic roll since their Tankard is 51-54 1D3 Gigantic Spiders
specially balanced and weighted for just that 2D6 Skaven Plague Monks &
purpose). 55-56
1D6 Skaven Plague Censer Bearers
61-62 1D6 Nurglings & 1D6 Plaguebearers of Nurgle
1D6+2 Chaos Dwarf Blunderbuss &
63-64
1D6 Chaos Warriors
65-66 1D3 Trolls

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.

5 The Slimy Ground


6 The Cave Entrance DISEASED CAVERN
OBJECTIVE ROOM MONSTER TABLE
Roll on the corresponding WELL OF DOOM - What
(Roll 1D6)
the Warriors Find table on pages 11 and 12.

1 Ungwie, Chulu, 3 River Trolls, 1D6


If the Warriors defeat any Monsters in the Well of Plaguebearers, 1D6 Chaos Warriors, 1D6
Doom, in addition to the Monster’s Gold value, Chaos Dwarf Warriors & 1D6 Chaos Dwarf
they also receive a Treasure Card as normal. Blunderbuss (guard Ungwie)

2 Ungwie, Chulu, 1 River Troll, 1D6


Plaguebearers, 1D3 Chaos Warriors, 1D3
THE WATER CAVE Chaos Dwarf Warriors & 1D6 Chaos Dwarf
The water in this cave is Blunderbuss (guard Ungwie)
murky and one wonders
3 Ungwie, Chulu, 1D6+2 Plaguebearers,
what foul creatures might
1D6+2 Chaos Warriors, 1D6 Chaos Dwarf
lay beneath its surface.
Warriors & 1D6 Chaos Dwarf Blunderbuss
(guard Ungwie)
Special Rules 4 Ungwie, Chulu, 1D6+2 Chaos Warriors,
When the Warriors enter this Board Section they 1D6+2 Chaos Dwarf Warriors & 1D6+2
will find themselves in water and therefore slightly Chaos Dwarf Blunderbuss (guard Ungwie)
restricted in movement. Any Warrior on this Ungwie, Chulu, 12 Nurglings, 8 Chaos
5
Board Section is: Dwarf Warriors & 8 Chaos Dwarf
-1 Movement Blunderbuss (guard Ungwie)
-1 Initiative 6 Ungwie, Chulu, 1D6+2 Chaos Dwarf
Warriors & 1D6+2 Chaos Dwarf
-1 to Escape Pinning
Blunderbuss (guard Ungwie)
(Monsters move as normal in the Water Cave.)

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)

Wounds 12 Attacks 2 (3)*

Move 4 Damage 1

Weapon Skill 5 Gold 850

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)

1 THE FILTHY GRATE


In the center of the room sits a filthy grate. Water seeps One of the Warriors (determined randomly) decides to pull on
the chain. Roll 1D6 to see what happens:
1 TENTACLED BEAST! The Warrior has enraged a strange beast and the group finds themselves
attacked by vicious tentacles which wrap around their neck, legs, arms, and torso! Each Warrior takes
1D6 x (Dungeon Level) Wounds with no deductions for Armour as they fight off the creature which
disappears back down into its lair. Perhaps it would be best if the Warriors leave the chain alone…
2 BLACK SLUDGE! From the depths of the hole oozes a horrible black sludge which attacks the Warriors!

BLACK SLUDGE SPECIAL RULES:


Fear 6
Wounds 12 Disintegrate
Move 3 In addition to taking
Weapon Skill 4 normal Damage, if a
Warrior is touched (hit)
Ballistic Skill -
by the Black Sludge they must roll 1D6. A ‘1’
Strength 3 indicated that one of the Warriors Weapons or
Toughness 4 Armour that he is using has been destroyed
(determined randomly) and must be discarded
Attacks 1 immediately.
Damage 2D6 Insubstantial
It is difficult to solidly strike Black Sludge as it is a
Gold 600 writhing mass of half liquid, half solid and
therefore any attack against it is -2 To Hit is using
a non-magical weapon and -1 To Hit if using a
magical weapon.
In addition to the gold value, the Warriors receive one Dungeon Room Treasure if they defeat the Sludge.
3 PRISON! The Warrior pulls the chain and a loud, mechanical clanking begins. The chain is actually a
lever and a section of the wall opens releasing a Minotaur Champion from its imprisonment! The
Minotaur arms himself with a large stick on the ground and charges toward the Warriors. Although his
profile is the same as in the Roleplay Book, he is starved and weak and therefore only has 25 Wounds
and does only 2D6 Damage. He carries no Magic Weapon, wears no Armour and is only worth 750 gold.
4 PASSAGE! When the chain is pulled, the grate opens revealing a passageway below. Use a passageway
off to the side to start another part of the dungeon. Place the well marker somewhere on the new
passageway to represent the hole the Warriors traveled through. Divide the remaining dungeon cards as
normal, but then add 1D3 unused Dungeon Cards to the top of each new deck (rolling separately for
each deck).
5 CHEST! The Warrior pulls the chain and finds something extremely heavy attached to the other end.
Hauling it upward, the Warriors see a large chest through the grate! Each Warrior may make a Strength
check to see if they can open the grate. If successful, the grate is opened and the chest is hauled out. It
contains 3D6x100 gold to be divided up evenly among the Warriors!
6 TREASURE! Attached to the chain is a locked strongbox. The Warrior may pick the lock if he has a set
of Lock Picks. If he has none, another Warrior may Pick the Lock if they are able (for a price no doubt!)
or the Warrior may keep the strongbox and pay 1D6x100 at the next Settlement to have the lock picked
for him. Inside is one Objective Room Treasure!

2 THE ROTTING SKELETON


The rotting, crumpled skeleton on the floor begins to animate and stand. Who controls this foul creature the Warriors
may never know. But with sword in hand, the diseased creature attacks them with unbridled hatred!

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)

3 THE RUSTY SWORD


A rusty-looking sword lies on the ground here, half-covered in moss and water. Roll 1D6 for each Warrior. The Warrior
with the lowest roll examines the rusty sword on the ground. Roll 1D6:
1 The sword, as if alive, shoots forward and strikes the Warrior who examined it for 1D6 x Battle Level
Wounds. Each turn hereafter, the sword will choose a Warrior at random and cause 2D6 Wounds +
(Battle-Level of the Warrior it is attacking). The Sword has 10 Wounds and a Toughness of 2. If the
Warriors defeat the Sword they receive one piece of Dungeon Room Treasure for this Event.
2 The sword glows red hot and burns the Warrior, causing 1D6 Wounds with no modifiers for anything.
Draw an Event Card immediately.
3 As the Warrior touches the sword, the ominous “click” of a panel can be heard. From the shadows a
horde of dungeon denizens surround the Warriors. Roll on the Monster Table and the maximum
number of Monsters appear.
4 Examining the sword, the Warrior reads an ancient inscription on the handle. As the Warrior utters the
words “Obiletto Obliztko” a wizard appears next to the Warrior. He wears a glowing blue cape, a floppy
hat, and dark blue suit. His pointy nose is crooked and the stringy white hair on his head dissolves
into his matching beard. He snatches the sword from the Warrior’s hands and exclaims, “THIS is where
I left it!!!” In a puff of smoke, he disappears leaving the Warriors quite alone, empty-handed, and
somewhat dumbfounded. Draw an Event Card immediately.
5 As the Warrior waves the sword around, he remarks as to the quality of the edge, weighting and overall
fine craftsmanship. If a Warrior uses the Sword in combat, he causes an extra Wound based upon his
Battle-Level. See the table below:
Battle-Level Extra Wounds Battle-Level Extra Wounds
1 0 7-9 +3
2-3 +1 10 +4
4-6 +2
This Sword of Kings is worth 500 gold pieces. Now roll once on the Monster Table immediately to see
who shows up to reclaim the weapon!
6 As the Warrior waves the rusty sword about she realizes that is isn’t corroding but is actually secreting
poisonous venom, almost like that of a snake. If used in Combat, this magic sword causes extra points
of poison Damage on an enemy with no modifiers for Toughness. However, each time the sword is
swung, each friendly model adjacent to the wielder takes 1 Wound with no modifiers for anything.
Battle-Level Slime Damage
1-4 +1D3
5-8 +1D6
9-10 +2D6
This Steel of the Serpent is worth 500 gold pieces (BEWD). Now make one roll on the Monster Table!

4 THE DIRTY WATER


The water on the ground is extremely toxic here and any Warrior standing in a square with the noxious filth
(squares with green water) must immediately lose 1 Wound with no modifiers for anything. Repeat this procedure
ach time a Warrior moves into a toxic square in this room.

5 THE SLIMY GROUND


One of the Warriors notices that the ground is here appears to be moving! Before they can react, a puddle of green
goo quickly attaches itself to the Warriors legs. For the rest of the dungeon, each Warrior is -1 to movement as the
goo prevents them from moving freely. Once in the sunlight, the goo dies and the Warrior returns to normal.

6 THE CAVE ENTRANCE


Place an extra doorway on any unused side of this Board Section. Use the Hall of Death Board Section from the
Catacombs of Terror to represent the cave area beyond the new doorway. The new cave has no other doors except
the one that the Warriors enter through. If the Warriors enter this cave, they find it guarded by Monsters (make one
roll on the Monster Table). If the Monsters are defeated, the Warriors do not receive a Treasure Card. They instead
make one roll on the following table to see what type of room they have found and what it contains.

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.

SETTING UP Warriors instead. If no Dwarf is in the party


Make sure to shuffle the Monster’s Lair dungeon (shame on you!), the Warriors are not given
cards and the Spiral Staircase (White Dwarf Bruinn’s Tankard at all and the head brewmaster
#192) and 10 other dungeon cards to form the simply waves the tankard around as he bids the
Dungeon Deck. Shuffle the new Anvil Chamber Warriors good luck, finishing simply with, “Well off
Objective Room (modified Firechasm) in the bottom you go, lads. Hezak awaits!”
6 dungeon cards as usual. Keep the new Ancient
Temple Board Section off to the side for now.
For the Event Deck, separate the Ancient
RED EYE MOUNTAIN
Runes, Ancient Throne, Furnace, Statue of Hashut, MONSTER TABLE (2D6)
Trap – Cage from the It’s All Mine adventure. Add
them together with the seven new Event cards 11-12 1D3 Chaos Trolls
from this adventure. Randomly choose 7 of them 13-14 3 Bull Centaurs
along with 12 ‘M’ cards to form your Event Deck.
15-16 2D6 Hobgoblin Sneaky Git Champions
SPECIAL RULES 21-23
1D3 Bull Centaurs, 1D6+2 Chaos Dwarf
Warriors & 1D6+2 Chaos Dwarf Blunderbuss
During the banquet, the Warriors are summoned
into Bugman’s Brewery by the Head Brewmaster. 24-26 1D6+6 Black Orc Champions
It is there that he gives the Dwarf Brewmaster in 1D6 Sneaky Git Champions, 8 Chaos Dwarf
the party Bruinn’s Tankard, which he says will 31-33
Warriors & 8 Chaos Dwarf Blunderbuss
counter the effects of Sloshbrim’s Hammer. Take
[1-2] 3 Gigantic Spiders
the Bruinn’s Tankard Equipment Card which has
34-36 [3-4] 3 Gigantic Scorpions
been provided for you on page 20.
[5-6] 1D3 of each above
1 Dragon Ogre Mercenary & 1D6 Chaos Dwarf
The late and great Bruinn Thunderheart was a famous 41-43
Blunderbuss
brewmaster and adventurer extraordinaire. His magical
Tankard is the stuff of legends and it was Bruinn who 1 Hobgoblin Big Boss & 2D6 Hobgoblin
44-46
trademarked the raising of the tankard with the phrase, Champions
“Fill ‘er to the rim, lad!” just before he slew a Blue Dragon. 51-53 1 Black Orc Boss & 1D6 Black Orcs
It was said that the electricity absorbed by the enchanted
Dwarf Tankard during that encounter kept the mug lit like 54-56 1D3 Stone Trolls
a lantern for 16 solid days! 61-62 1D6+4 Black Orc Champions
63-64 2D6 Sneaky Git Champions
1 Dragon Ogre Mercenary & 1D6+2 Chaos
65-66
Dwarf Warriors
If there is no Brewmaster in the party, Bruinn’s
Tankard is hesitantly given to one of the Dwarf

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.

GOURD, Chaos Cyclops

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!

Damage 2/3 (5+) One of the Warrior’s weapons mysteriously vanishes


4-6
(determined randomly)! Discard it immediately.
Gold 850 The Warrior enters the Ancient Chamber without
7-8
incident.
The Warrior feels a tingling exhilaration throughout
SPECIAL RULES: 9-10
his body. He regains half his Wounds (rounded up)!
Red Eye of Murder The Warrior feels a rush of power and she finds
11-12
At the end of the Monsters’ herself healed of all Wounds, afflictions & ailments!
Phase, Gourd will attempt to
conjure up the power of Chaos The Warriors enter this Board Section from the
and unleash it through his side where the skeleton corpses lay. The Warriors
eye. Roll 1D6 and if the result will be attacked by 1D6 Carrion, 1D3+1 Mummies
is a 4, 5 or 6, Gourd’s eye & 1 Wight Lord.
emits a powerful, red burst of If the Board is
energy that automatically hits cleared of Monsters
one of the Warriors that he each Warrior receives
can see on the Board (determined randomly). The one Objective Room
Warrior immediately suffers 1D6 Wounds from the Treasure. The Warriors
blast with no modifiers for Toughness or Armour. may also roll for ‘Gold’
The Red Eye of Murder is magical in its nature as listed in the Roleplay
and may be countered with Magic Resistance, Book except that they
although note that Magic Dispel will not negate it. may ignore the first ‘1’
The Red Eye of Murder is Fatal Damage. that they roll. Do not
reroll it, simply discard
Fear 7
it.
See Roleplay Book. Remember that
Unexpected Events still
If the Cyclops and his minions are defeated, in occur on a roll of 1 or 2
addition to the Monsters’ Gold Values, each until they reach the
Warrior also gains a Dungeon Room Treasure! Spiral Staircase!

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:

RED EYE MOUNTAIN OBJECTIVE ROOM MONSTER TABLE (1D6)

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’S EVIL RITUAL


Although he does take time to cast one spell against the Warriors each turn, Hezak is deep in dark meditation.
Sloshbrim’s Hammer is on the Chaos Dwarf anvil and Hezak appears to be in the middle of a mysterious
and terrible ritual. Each turn the Chaos Dwarf Sorcerer stands in meditation, the fire in the great chasm
flares wildly and sparks shoot upward, nearly engulfing the bridge and everyone on it.

THE BRIDGE OF FIRE


As the Warrior stands upon the bridge, fire suddenly billows upward, engulfing the area! The heat is so intense that the
Warrior can even feel it through his armour!
While Hezak is alive, any Warrior who is on a bridge square at the end of the Warriors’ Phase must roll 3D6. The total rolled
indicates how many Wounds the Warrior suffers with normal deductions for Toughness and Armour. Monsters always
seem to narrowly avoid getting burned by the fire. Once Hezak is dead, the fire in the Chasm no longer rages…

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.

WHICH WEAPON DOES HEZAK MERGE?


If Hezak manages to merge the weapons, roll on the Chaos Dwarf Magic Weapon Table
to see which weapon Hezak has merged with Sloshbrim’s Hammer. This new, super-
powered weapon now has the properties of both weapons!

COMPLETING THE ADVENTURE


If the Warriors manage to clear the Objective Room, they find a secret tunnel toward the back of the chamber
which leads up to the surface. The Warriors return to Bugman’s Brewery where they deliver Sloshbrim’s
Hammer and Bruinn’s Tankard. They are each bestowed the title of ‘Bugman’s Saviour’, are rewarded with
(1D6 per Battle-Level) x 100 gold and given a lifetime’s supply of Bugman’s Golden Brew!

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.

HEZAK’S MAGIC TABLE (Roll 2D6)


2-3 Failure. Hezak fails to cast a spell this turn.
4 Doomroar. Hezak takes on the shape of the mighty Bull God Hashut and, with a shake of his horned head, gives
a terrifying roar that goads his minions into action. This turn all Monsters get +1 Attacks!
5 Eruption. The ground beneath one of the Warrior’s feet erupts in a plume of magma. Draw a Warrior counter to
determine which Warrior is affected. He suffers 3D6 Wounds.
6 Ash Cloud. The dungeon is suddenly filled with clouds of smoke and ash. All of the Warriors are at -1 on their To
Hit rolls for the next Warriors’ Phase.
7 Magama Pool. A column of black smoke surrounds Hezak obscuring him from view. Suddenly, the Warriors hear
the cold laughter of the sorcerer from elsewhere in the room. If Hezak is in hand-to-hand combat, this spell
immediately transports him as far from the Warriors as possible even to an adjoining Board Section. He also
regains 1D6 Wounds, but not above his starting score. If Hezak is not in hand-to-hand combat, reroll this result.
8 Lava Storm. With a majestic sweep of his arm Hezak creates a stream of balls of molten lava. There are 1D6
balls and they are distributed amongst the Warriors evenly. Each causes 2D6 Wounds with no modifiers for
Armour.
9 Flames of Azgorh. Hezak breathes out whirling tendrils of flame. Draw a Warrior counter to determine who is
attacked. The target and every model adjacent to him, whether friend of foe, takes 2D6 Wounds, with no
modifiers for Toughness or Armour. Only Hezak is immune to the effects of the spell.
10 Shadows of Hashut. The air around the Hezak grows cold and a shadowy form begins to coalesce next to him. It
forms into the mighty God of the Chaos Dwarfs. With a deafening roar the shadow bull charges forward smashing
everything out of its way. Draw a Warrior counter to determine who the bull charges to. Draw an imaginary line
from Hezak to the Warrior. Any Warriors within that line suffer 1D6 Wounds with no modifiers for anything.
11 Fist of Fire. Hezak’s hands are enwrapped with glowing bands of magical power. Hezak may attack any single
adjacent Warrior. If there is more than one eligible target draw a Warrior counter to determine who Hezak
attacks. Hezak must roll To Hit as normal. If successful the Warrior suffers 1D6 + (Dungeon Level) Wounds with
no modifiers for Toughness. If Hezak is not in hand-to-hand combat, reroll this result.
12 Hezak’s Curse. Crackling hideously Hezak utters a terrible curse on one of the Warriors. Draw a Warrior
counter to determine who is affected. Unless he is given a healing potion or a healing spell is cast on him
immediately the cursed Warrior is turned to stone and is out of the game. If he is given treatment, roll 1D6. On
a score of 1, 2, 3 or 4 the Warrior is -1 Movement., -1 Initiative and -1 To Hit until the Sorcerer is dead, when he
returns to normal. On a score of 5 or 6 the spell has no effect at all.

20
CHAOS DWARF MAGIC ARMOUR (Roll 1D6)

1 ARMOUR OF THE GREAT BULL


The terrifying image of the Great Taurus has been intricately carved onto the breastplate of this Full
Armour.
This black and red Armour gives the wearer +2 Toughness and +2 Strength in Combat.

2-4 MORTHEM’S HELM OF RAGE


A fire emblem with a horn adorns this jet black helmet. As the Chaos Dwarf puts it on, their eyes turn
a flaming red!
This dark, mighty Helmet gives the wearer +1 Toughness and +1 Attacks.

5-6 DARK FURNACE SHIELD


This shield crackles with dark magic and a black vortex seems to absorb the light around it.
Any Warrior attacking the Chaos Dwarf who holds this daemonic Shield is -1 Attacks. In addition,
the Chaos Dwarf who bears it improves their Magic Resistance by +1.

CHAOS DWARF MAGIC ITEM (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.

2-4 HORN OF HASHUT


It is said that this black horn is from a Great Taurus, infused with magic from the combined power of
two Chaos Dwarf Sorcerers and blessed by the Hashut, the Father of Darkness himself.
The holder will blow this horn once per turn at the beginning of the Monsters’ Phase. Each Warrior
must roll 1D6 and add their Willpower. On a score of 7 or less the Warrior is beset upon by
horrible daemons and black shadows which penetrate his soul. Each Warrior who scored 7 or less
suffers 1D6 + (Dungeon Level) Wounds with no modifiers for Armour.

5-6 GAUNTLETS OF ZEPHRAM


These sinister steel gloves vibrate with incredible power. The wearer himself seems terribly
menacing, extremely threatening, and ominously confident.
The Gauntlets imbue the wearer with + (Dungeon Level) Strength. For example; if the Dungeon
Level is 4, the wearer gains +4 Strength.

CHAOS DWARF MAGIC WEAPON (Roll 1D6)

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.

2-4 AXE OF DARKNESS


This nasty-looking Battle Axe sucks the life force from its victims and when it is swung, a deathly
howl fills the air.
Each time the wielder rolls a ‘6’ To Hit with this Axe, the Warrior struck must deduct one from his
Toughness or his Strength. If either of the Warrior’s statistics is reduced to 0 by the Axe of
Darkness, they are dead beyond recovery and removed from the game…

5-6 SWORD OF INFERNO


Blazing flames carve a trail in front of the wielder of this sword and a sweltering heat radiates so
intently that the wielder must hail from the very pits of hell.
Each time this fiery sword hits its target successfully, roll 1D6. On a 5 or 6, the target bursts into
flames taking an extra 1D6 Wounds of fire damage. In addition, anyone attacking a Chaos Dwarf
wielding the Sword of Inferno is -1 To Hit as they try to avoid its scorching path and intense heat.

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

HOBGOBLIN SNEAKY GIT CHAMPIONS


Curved Daggers:
Hobgoblin Sneaky Git Champions are armed with two long curved daggers (one in each hand). Sneaky Gits make a single attack using both daggers at the
same time and thus are +1 To Hit. Sneaky Git Champions get two such Attacks each round and their Curved Daggers are poisonous and follow all rules
for Poison.

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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:

UNEXPECTED COMBAT EVENTS TABLE


(Roll 2D6)

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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