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· CONTENTS ·
INTRODUCTION................................
INTRODUCTION............................................
............................................2
............2 VILLAGE EVENTS ........................................
........................................8
........8
SETTLEMENT SIZE .............................................
............................................. 2 TOWN EVENTS ..........................................
..........................................13
.......... 13
OUTSIDE THE GATES .........................................
......................................... 2
CITY EVENTS ............................................
............................................18
............ 18
AN ADVENTURE!................................
ADVENTURE!................................................
................................................ 2
PET DOG EVENT SUB-
SUB-TABLE ....................24
.................... 24
OUTSIDE THE GATES EVENTS ....................3
....................3
· INTRODUCTION ·
This supplement is filled with appropriate events when Warriors are visiting Settlements in the Warhammer World and is
designed to replace the Settlement Events in the Warhammer Quest Roleplay Book (pages 26-28). These new tables
provide a much needed expansion to Settlement Events since gamers will most likely exhaust all of the original ones
after just a few Adventures. These new events will not only offer more variety, but can add some depth and plot hooks
for Gamemasters! All of the original Settlement Events appear in this supplement, some with minor changes in order to
flow with the theme and essence of this work. The beauty of a digital expansion such as this one is the ability to alter,
revise and expand upon it in the future.
Some of the Settlement Events are my ideas exclusively, while others were adapted from various resources. I have
carefully crafted these events to be well-suited to the Warhammer World. Some of the rules and events from the
wonderfully written Citadel Journal Down Town article by Andrew Meredith were modified and incorporated into this
collection.
SETTLEMENT SIZE
One of the exciting aspects of travelling to a Settlement in Warhammer Quest is deciding whether to journey to a
Village, Town or City. Ideally, of course, a City is always a Warrior’s first choice as there is so much more available to
them in regards to the stock at traders as well as successfully finding Special Locations. This supplement has gone a
step further and been designed so that your Warrior can have different experiences depending on what size Settlement
they are visiting. Larger Settlements have more activity and it is less likely that a Warrior will have an Uneventful Day.
Larger Settlements have opportunities to earn more gold but are also rife with more crime. Larger Settlements are also
more likely to be more welcoming to strangers and are less superstitious than smaller communities. Of course the
longer your Warrior stays the more likely something bad will eventually happen to them no matter what size the
Settlement is!
From now on, depending upon what size Settlement your Warrior is visiting, they should roll on the corresponding
Events Table. For example: if they are in a City, they should roll on the City Events Table. If they are in a Town, they
should roll on the Town Events Table. And so on. Settlement Events in this work are divided into the sections listed
above in the Contents. Unless any rules specify otherwise, you should follow all of the other normal rules for visiting a
Settlement and rolling for Settlement Events.
AN ADVENTURE!
ADVENTURE!
Up until now, your Warriors have arrogantly just assumed that a new Adventure was waiting for them when they were
finished visiting a Settlement. With these new rules, that is no longer the case. This supplement provides the possibility
that a Warrior will roll on a Settlement Event titled “An Adventure!” This indicates that the Warrior has dubiously come
across someone or something that leads to an adventure in a dungeon somewhere. This event can occur more than
once and each time it does the Warrior who rolled it should consult the Ultimate Adventure Book to see exactly what
type of exploit the Warriors could participate in next. The Warrior need not do anything else for the day.
All of the new material which the Ultimate Adventure Book introduces, such as Adventures, Board Sections, Treasure
Cards, Special Cards, Counters and the Themed Event Decks, can be found on Littlemonk’s Custom Board at:
http://bwarhammerquestcustomized.runboard.com
2
SETTLEMENT EVENTS – LITTLEMONK (Revision 2.0)
The City Watch is responding to citizen reports of particularly Argil Fendlepetter, a dishevelled travelling purveyor of salves
aggressive vagrants and brazen pickpockets outside the and unguents, has set up shop here for the day. Your Warrior
Settlement gates. Your Warrior is among those who are may purchase Argil’s wares by following all of the normal rules
detained by the angry (and extremely corrupt) guards. One of visiting a Trader in the Settlement.
Treasure Item or piece of Equipment is confiscated as a
“stolen” article (determined at random) and your Warrior is Cost
brutally flogged and must deduct 1D3 from their Starting ITEM Stock Buy Description
Wounds permanently. Liniment 5 25g Heals 1D3 Wounds.
Tonic 6 50g Heals 1D6 Wounds.
Balm 9 100g Restores 1 point to any
Statistic that has previously
been reduced for any reason.
Home Brew 10 150g Heals Warrior to full.
Quicksilver 11 175g Gives your Warrior double
Attacks for 1 turn.
In an act of revenge for the loss of one of their leaders, a
When using any of Argil’s items roll 1D6. If the score is 1
group of vicious bandits emerge from the hills on horseback,
your Warrior loses 1 Wound permanently and the item has no
raiding and looting the helpless peasants outside the
effect. If the score is a 2 or 3 your Warrior loses 1 Wound
Settlement. Your Warrior must roll 1D6 on the table below:
permanently but the item works as stated. On a score of 4, 5
1 Your Warrior is soon targeted by the bandits who or 6 the item works as stated with no side effects.
overpower them by sheer numbers. They steal all of
their gold and 1D3 items of Treasure (your choice)
before the Settlement soldiers are able to drive them
back into the hills.
2-3 The attack catches everyone by surprise and, despite Your Warrior cannot hide their heroic stature and dozens of
the Warrior’s best efforts to defend their belongings, peasants soon surround them begging for money and food.
the bandits make off with one item of Treasure (your When the finally breaks free of the groping vagabonds they
choice). find that half of all the Provisions they were carrying are gone
4-5 Your Warrior hides behind the makeshift tents, quietly (rounded down) and they are 1D6x20 gold lighter!
slashing bandits as they ride by. When the Settlement
soldiers arrive, they reward your Warrior with 1D6x25
gold for helping to defend the Settlement inhabitants.
6 With a dramatic leap off a thatched roof, your Warrior
attacks the largest, most powerful bandit in the group,
killing him outright. The leaderless attackers are easily
routed by the Settlement soldiers. The Settlement
leaders reward your Warrior with 1D6x50 gold for their
role in the fight and they are allowed entry into the
Settlement.
3
SETTLEMENT EVENTS – LITTLEMONK (Revision 2.0)
A colourfully-dressed minstrel who is heading toward the There is an outbreak of Tyrant’s Fever and your Warrior
Settlement gates notices your Warrior. With a look of quickly becomes bed-ridden, their face becomes red and
recognition he excitedly approaches your Warrior, loudly painfully swollen. They must roll 1D6 at the beginning of each
strumming his instrument and singing a ballad all about your day on the following table adding +1 to the score each
Warrior’s exploits. Roll 1D6 below: subsequent time (remembering the Rule of 1 and 6).
1-2 While the lyrical poet relates all of the interesting 1 The fever has taken a turn for the worse and your
exploits of your Warrior, a small crowd gathers around, Warrior can only moan in pain, unable to leave their
excitedly. A young lout suddenly lashes out, stabbing bed. Your Warrior is -1 to Strength or Toughness
your Warrior with a poisonous dagger! He happens to (your choice) for the next Adventure. If their Strength
be the offspring of a criminal who your Warrior once or Toughness ever reaches zero, they are dead.
brought to justice. The young scamp is quickly 2-5 The fever runs high and your Warrior is bedridden in
subdued by the other peasants and your hero is their makeshift hovel. Whilst laid up, your Warrior does
rushed to a wise man who manages to remove much not need to roll for Outside the Gates Events.
of the venom. Your Warrior’s life is saved but must
deduct -1 Wound from their Starting Wounds score 6 The fever breaks and your Warrior returns to normal
permanently. by the end of the day.
3-6 The bard’s music focuses on all of your Warrior’s good
deeds and heroics! Soon your Warrior is mobbed by the
many pitiful masses Outside the Gates and they spend
the rest of the day giving blessings and allowing the
wretched to kiss their boots and touch their sweat- While your Warrior is busy relieving himself in a make-shift
soaked handkerchief. latrine, a horse thief makes off with their mount. If your
Warrior has a horse, mark it off your Adventure Record Sheet
along with anything that was attached it, such as a cart. If
your Warrior has no mounts, treat it as an Uneventful Day
instead.
Your Warrior sees a wagon filled with hay enter through the
Settlement gates, presumably to feed the various animals
inside. A second hay wagon can be seen approaching from a
distance and your Warrior has the crazy idea that they could
possibly steal away inside the wagon in order to get back into Stoked by the words of a few malcontents the lowly
the Settlement. If your Warrior chooses to do so, roll 1D6 on inhabitants who dwell outside of the Settlement have had
the table below: enough of their impoverished situation. A small gathering has
erupted into a dangerous riot pitting the peasants against the
1 Injured!
Injured! As the wagon reaches the Settlement Gate, it local Watch. Roll 1D6 on the table below:
is stopped by the guards who begin stabbing their
swords randomly into the hay pile. As one of the 1 Your Warrior is arrested and charged with inciting a
sword thrusts penetrates your Warrior’s stomach, riot They (or their companions) must pay 1D6x200
they let out a blood-curdling cry! Roll another 1D6 and gold in fines and bribes to clear up the matter. If they
if the score is a 1, your Warrior expires on the spot and cannot pay they are hanged in the center of the
is removed from the game. On any other score they Settlement in 1D6 days as a warning to the other
survive although they must deduct -1 Wound vagabonds Outside the Gates.
permanently from their Starting Wounds score. Your 2-3 Your Warrior is beaten terribly by the Watch and
Warrior spend the next 1D6 days in jail, is fined 100 thrown into jail. They must pay 1D6x100 gold. If they
gold and is thrown back out of the Settlement. cannot pay they must spend the next 1D6 days in jail
2-3 Caught!! An observant gate guard sees your Warrior’s
Caught before they are thrown back Outside the Gates.
foot sticking partially out of the hay. Your Warrior is 4-5 Joining the rioters, your Warrior strides steadfastly
wrenched from the wagon and thrown into a jail cell into the Settlement where the angry mob demands
for 1D3 days. They are fined 100 gold before being ample sustenance, clean water and access to medical
thrown back outside the gates. treatment. The Settlement officials eventually agree to
4-5 Unnoticed! The hay wagon passes through the gates a compromise and each peasant, including your
with your Warrior hidden in the hay and no one is the Warrior, is given 1D3 Provisions, 1D3 Bandages and
wiser! A few moments after it stops, your Warrior 1D6x5 gold.
hops out unobserved. Your Warrior may now follow all 6 Organizing the rioters, your Warrior marches the pack
the normal rules for staying in a Settlement. of peasants into the Settlement demanding to meet
6 Spotted!! Your Warrior hides in the hay wagon and
Spotted with high officials. The terrified authorities quickly
enters the Settlement unnoticed. When they feel it is meet the demands of your Warrior and the peasants
safe, they leave their hidden spot only to discover that are given access to food, clean water and medical
the wagon is parked in front of the jail! Standing next facilities. The peasants and your Warrior are each
to your Warrior is the captain of the watch who eyes given 1D6 Provisions and 1D6 Bandages. Your Warrior
them suspiciously. “No time for napping!” he snorts. also receives 1D6x50 gold in payment as a negotiator
“This hay needs to get delivered to the animal pens.” and for keeping the peasants from using violence to
The captain hands your Warrior 1D6x10 gold coins and solve the matter.
sends them on their way! Your Warrior may now
follow all the normal rules for staying in a Settlement.
4
SETTLEMENT EVENTS – LITTLEMONK (Revision 2.0)
A masked criminal, the Black Tiger, sneaks into your Warrior’s A pack of hungry, wild animals rampage Outside the Gates
makeshift camp in the middle of the night. He steals from the attacking the peasants. Your Warrior must roll 2D6. This is the
rich and gives to the poor. If your Warrior has more than 100 number of animals attacking them. Roll another 1D6 and add
gold, the outlaw steals half. If your Warrior has less than 100 your Warrior’s Battle-level, the score being the amount of wild
gold, the outlaw does nothing. If your Warrior has no gold at animals your Warrior kills. If any animals remain, your Warrior
all, the Black Tiger slips 100 gold pieces into your Warrior’s injures their hand in the skirmish and is -1 Weapon Skill for the
purse. In any case, the outlaw leaves a piece of parchment next Adventure.
with a tiger’s paw print on your Warrior’s chest which they
find in the morning upon waking.
Note: if the Bounty Hunter rolls this Event, immediately roll up
a new Outlaw following all the normal rules. This Outlaw also
has the Vanish 5+ Ability in addition to any others. (See the
Bounty Hunter Revision by Littlemonk).
5
SETTLEMENT EVENTS – LITTLEMONK (Revision 2.0)
An influential noble and his entourage are galloping through See the Ultimate Adventure Book to determine what exploit
toward the Settlement gates and soon a small crowd has the Warriors might participate in next!
blocked their way to beg for food and coin. The noble
inexplicably spots your Warrior amongst the crowd and points
a finger at them. Roll 1D6 one the following table:
1 The noble is extremely irritated that the crowd has
stopped him. It is obvious to him that your Warrior, Your Warrior is adopted by a small dog. It follows them around
being stout and strong compared to the frail beggars, everywhere, skulking in the shadows while the fighting goes
is the one in charge. He directs his guards to surround on and then emerging after the adventure is completed to
your Warrior aggressively and they drag them in front shower its new master with adoration. Roll on the Pet Dog
of the noble for a severe beating. Your Warrior must Event Table (page 24) to see exactly which type of canine has
deduct -1 Wound permanently from their Starting attached itself to you.
Wounds score. Your Warrior can kill the dog if you want, but it would be a
2 The greedy noble eyes one of your Warrior’s Treasure cruel and heartless thing to do and it will cost them 1,000 gold
Items (determined at random) and sends his lackeys to pay for a decent burial for the hound!
to obtain it. Upon pain of death, your Warrior If your Warrior already has a pet dog, roll on this table
reluctantly hands over the item. again. If not, name it and note it down on your Warrior's
3 The noble is suspicious of your Warrior and calls for Adventure Record Sheet.
the Watch to apprehend and interrogate them. For
1D3 days your Warrior is grilled and beaten until
eventually being fined 1D6x10 gold for loitering (your
Warrior must sell items or equipment if necessary).
They are then thrown Outside the Gates once again. Lepers begging for food accost your Warrior. The lepers will
4 Among all of the wretched beggars the compassionate approach your Warrior each day until your Warrior gives them
noble has chosen you as the recipient of 1D6x10 gold. food, until your Warrior departs for the next Adventure, or
5 The noble keenly observes that your Warrior may be of until your Warrior contracts their horrid affliction.
some use for a particularly important task. He offers Each day the lepers approach to beg for food, your Warrior
to hire them for the day, paying them 1D6x20 gold to must roll 2D6. If both dice come up the same number your
watch his horse while in the Settlement. In addition, Warrior has contracted their foul disease and they are -1
your Warrior may visit any Location not previously Movement from now until the end of the next Adventure.
visited during this stay in the Settlement and must pay
Living Expenses as normal. Your Warrior returns
Outside the Gates at the end of the day.
6 The noble calls out your name and beckons you over.
Familiar with your recent heroic undertakings he A deranged lunatic approaches your Warrior and lunges
wishes to donate 1D6x100 gold to your cause. If your forward with a knife! Your Warrior deals him a fatal blow in a
Warrior was not allowed into the Settlement for any clear act of self-defense. Rummaging through the deceased
reason, he berates the watch commander and man’s belongings your Warrior realizes that the man’s
Settlement officials who immediately apologize to your necklace bears the crest of Duke Hilderwhelm. Months ago,
Warrior for any misunderstandings and allow them re- the Duke’s nephew was rumoured to be missing and this must
entry. You may treat this as a new visit to the be him! Roll 1D6 to see the result of your Warrior’s actions:
Settlement and your Warrior may visit Traders and
Special Locations even they had done so previously in 1 The authorities are furious and accuse your Warrior of
this Settlement. murder! They are thrown into jail and scheduled to be
executed in 10 days. At the end of each day that
passes, including this one, roll 1D6. If the result is a 6,
it means that a witness to the incident has come
forward to exonerate your Warrior. Your Warrior is
then immediately escorted outside the Settlement
Mischievous wild animals sneak into your Warrior’s camp and gates. If no witness comes forward by the end of the
pilfer some of your Warrior’s possessions. Roll 1D6 to see tenth day, your Warrior is beheaded in the center of
what they have taken: the Settlement before a large, jeering crowd.
1 An item of Treasure (determined at random). 2-3 In order to avoid any public embarrassment about his
2 A Potion (determined at random). deceased nephew’s state of mind, Duke Hilderwhelm
has your Warrior arrested on trumped up charges. He
3 A Rope. will only drop the charges if your Warrior agrees to pay
4 A Bandage. a fine and keep quiet about the entire incident. These
negotiations take 1D6 days and cost your Warrior
5 A Provision.
1D6x50 gold. If your Warrior does not have the
6 Nothing. amount (after selling any equipment or treasure to
cover the cost) then the Duke takes whatever gold
If the Warrior has such as item they must discard it. If they they have and drops the charges.
don’t have it, they does nothing. In any case, roll again. If you 4-5 The influential Duke Hilderwhelm has your Warrior
roll lower than your first score to see what the animal stole, arrested claiming that your Warrior killed his nephew
the animal also stole the second item too, and so on. As soon during a duel. Your Warrior spends 3 days in jail while
as you roll the same number again or higher, stop rolling. authorities determine if the duel was proper.
6 Duke Hilderwhelm, well aware of his nephew’s
deteriorated mental state, pays your Warrior 1D6x100
gold to keep silent about the entire incident.
6
SETTLEMENT EVENTS – LITTLEMONK (Revision 2.0)
7
SETTLEMENT EVENTS – LITTLEMONK (Revision 2.0)
· VILLAGE EVENTS ·
Villages in the Old World tend to be places governed by superstition and a healthy distrust of strangers. Word travels
quickly in these close-knit communities and unusual events rarely stay secret for long. What little wealth may be in a
village is seldom flaunted and opportunities for work are few and far between…
Your Warrior's wild behaviour attracts the attention of the Your Warrior is accused of witchcraft, and is chased through
Settlement authorities and there are thrown out of town. They the streets by an angry mob. Roll 1D6 on the following table
must wait outside the Settlement gates for the other Warriors. (the Witch Hunter may add +1 to his score):
See the Outside the Gates rules (page 3).
In addition, roll 1D6. On a score of 1 your Warrior is fleeced 1-3 Your Warrior escapes by jumping over the Settlement
by the gate guards as they are thrown out and have all their wall and into the filthy water of the moat. Pelted with
gold stolen! eggs and rotten fruit, they stagger out onto the far
side, and out into the sticks. See the Outside the Gates
rules (page 3).
4-5 Your Warrior ducks down a side alley and escapes, but
from now on must wear a disguise when out in public!
See the Ultimate Adventure Book to determine what exploit 6 Your Warrior turns angrily on the mob, demanding an
the Warriors might participate in next! explanation. Shouting down the leader of the mob,
they establish their authority over the crowd, who
sheepishly return to their hovels, pausing only to give
your Warrior 100 gold as way of compensation.
8
LITTLEMONK
SETTLEMENT EVENTS – LITTLEMO NK (Revision 2.0)
Strolling alongside a dilapidated old house your Warrior spies An item of Treasure that your Warrior is carrying (determined
an old, stone well. Your Warrior casually tosses in 1 gold coin. randomly) is identified by a wealthy, influential member of the
Roll 1D6 on the table below: local citizenry as his family heirloom, stolen last year by
wanton burglars. The local Watch confiscates the item and you
1 A creepy, guttural moan echoes upward in an must discard it immediately. If your Warrior has no Treasure
unknown tongue. A terrible sense of dread items, the wealthy local accuses your Warrior of hiding it and
overwhelms your Warrior and they are -1 Luck for the demands 1D6x50 gold in restitution instead. If they cannot
next Adventure. pay, then your Warrior is thrown Outside the Gates.
2-5 Nothing happens and your Warrior is now carrying one
less gold piece.
6 A high-pitched squeal and soft giggling can be heard at
the bottom of the well. Your Warrior gains +1 Luck for
next Adventure! While walking along the main street, your Warrior hears a
disturbance just around the corner. A moment later a huge
runaway bull charges down the street, wrecking market stalls
and causing panic. Your Warrior can let it pass by hiding down
a side alley, or try to stop the enraged animal. If your Warrior
hides down the alley and lets the bull pass, roll 1D6 on the
following table:
1-3 Your Warrior skulks in the shadows, waiting for the
action to die down. As they peep round the corner, a
mugger's metal bar hits them over the head. When
they regain consciousness, your Warrior’s purse is 100
gold coins lighter.
As your Warrior strolls through the village centre it is abuzz 4-6 After waiting nervously in the dark for a few minutes,
with the preparations for tomorrow’s festival. Roll 1D6 to see your Warrior sees the bull roar past and career off
what festival is being celebrated and another 1D6 to see what down a side street. The danger is passed and your
effect it has on ALL of your Warriors. Warrior may carry on about their business.
1D6 Festival If your Warrior tries to stop the bull, roll 1D6 on the
1 A Beer festival following table:
2 A Food festival 1-2 Your Warrior waves the passers-by aside and leaps
3 A festival for the Deceased out in front of the bull, sword drawn. The bull
4 A Religious festival hesitates for half a second or so, and then tramples
them into the dirt before carrying on its way. The
5 A Music festival crowd then stomps all over your Warrior in the rush to
6 A Cultural festival follow the bull, leaving them to nurse their injuries
alone in an empty street.
1D6 Effect 3-4 A single sword thrust stops the bull dead in its tracks
literally. As its carcass twitches spasmodically, the
1 In recognition of the festival, all locations will be crowd roars in approval and showers your Warrior
closed for the next 1D6 days. Warriors who are with 100 gold. Then the bull's enraged owner arrives,
training will find their instruction interrupted during and relieves them of 150 gold – it was his prize stud,
the period and they must add on those extra days to and he wanted it stopped, not slaughtered!
their training time.
5-6 Your Warrior gives the bull a hard stare and it skids to
2 In recognition of the festival, all traders will close up a halt, snorting and pawing the ground. Putting a rope
shop for the next 1D3 days. around its neck, they lead it back to its stall. The
3 The population of the Village will double as it crowd cheers and showers them with 150 gold.
welcomes visitors from the surrounding region. For
the next1D3 days all Warriors must roll on the Town
Events Table instead of the Village Events Table. In
addition, Warriors may make all stock rolls as if in a
Town (2D6).
A terrible illness strikes the Settlement, and your Warrior falls
4 Vendors, merchants and traders will make their way prey to it. They must spend the next two days in bed, paying
to the Village tomorrow and any Warrior may visit the 10 gold per day for medication as well as the normal Living
Peddler, who is treated exactly as the Peddler from Expenses. While your Warrior is in bed, you do not have to roll
the Roleplay Book (page 15) or the new, expanded for Settlement Events.
Travelling Hazards by Littlemonk (page 8). Visiting the
Peddler takes an entire day during which a Warrior
may do nothing else except roll for Settlement Events.
5 In celebration (but mostly to lure in new customers)
all locations will offer one item in stock at 50%. This See the Ultimate Adventure Book to determine what exploit
sale is offered tomorrow only. the Warriors might participate in next!
6 In celebration (but mostly to lure in customers) all
locations will offer 10% off all items in stock. This sale
is offered tomorrow only!
9
SETTLEMENT EVENTS – LITTLEMONK (Revision 2.0)
Much taken with the teachings of the local priest, your Warrior As your Warrior helps an old crone to cross the busy main
pledges 1D6x50 gold to his cause, selling equipment if street, a beer wagon unexpectedly crashes into them. She
necessary to meet the cost of the donation. The next time carefully peels them off the heavy, iron-shed wheel, and takes
your Warrior is in a fight and fails to hit their opponent, the them to the infirmary to be patched up. Your Warrior cannot
sect's deity shines on them and they may re-roll the attack. buy anything or visit any Special Locations for 1D6 days while
They may only do this once for each donation they make (i.e., they recover. While they are recovering you do not have to roll
each time they roll this result on this table). for Settlement Events.
Your Warrior overhears that the local fisherman are Seeing them armed and battle-hardened, a pacifist approaches
complaining of a giant aquatic monster that has been your Warrior, attempting to convert them to the ways of non-
terrorising them down by the river. Upon investigation your violence. The young lady is passionate and convincing and you
Warrior discovers a massive creature that has somehow must roll 1D6 and add your Warrior’s Willpower. Look up the
managed to find its way inland. After a few patient hours your result on the table below to see what effect her words have on
Warrior spots the beast and a small battle for water rights your Warrior.
ensues. Roll 1D6 on the table below: 2-4 Your Warrior takes the words of the woman to heart
1 The strange creature is too much for your Warrior. and they vow to relinquish one of their weapons
Razor-sharp teeth and a piercing snout tear at your (your choice). Discard it immediately.
Warrior and soon they are running from the river at 5-6 Your Warrior is thoroughly convinced by the words of
top speed, much to the chagrin of the locals. Your the young woman and in the next Adventure they
bested Warrior is -1 Toughness for the next promise that, aside from their regular Attacks, they
Adventure. will not use any special skills or abilities that cause
2-3 The mighty fish tosses your Warrior about and leaves Damage.
them on the bank in a heap. Their hand is badly injured 7-8 Your Warrior deeply considers the words of the
in the struggle and they are -1 Weapon Skill for the young woman and in the next Dungeon they refuse
next Adventure. to make an Attack in the first Warriors’ Phase of
4-5 Your Warrior thrashes about in the water as the each combat.
creature snaps and stabs at them with its long duck- 9 or Your Warrior is unaffected by the words of the young
like bill. Eventually your Warrior drives the creature more lady.
away and returns to the applauding fishermen who
thank them with 1D6x25 gold.
6 As the giant fish leaps out of the water, your Warrior
fells it with one swift and accurate blow. The
fishermen are ecstatic as they haul the beast out of As your Warrior rushes through the busy streets, their money
the water. They regard your Warrior as a hero and give pouch is stolen.
them 1D6x50 gold. In addition, they use the creature
to prepare 1D6 Provisions for your Warrior. Treat them Your Warrior loses 1D6x20 gold.
like normal Provisions from the General Store.
10
LITTLEMONK
SETTLEMENT EVENTS – LITTLEMO NK (Revision 2.0)
As your Warrior heads back to the inn for a bit of relaxation, Your Warrior visits a local inn and gets involved in a dubious
they encounter a villager who welcomes them to the game of dice. Roll 1D6 on the following table:
Settlement heartily and insists on taking them to the nearest
tavern for a drink. Roll 1D6 on the following tables: 1 Your Warrior loses badly, and must forfeit one item of
Treasure of your choice.
1D6 The person is the Village… 2 Your Warrior loses 1D6x20 gold.
1 Idiot 3-4 Your Warrior comes out of the game even.
2 Drunk 5 Your Warrior wins 1D6x10 gold.
3 Loudmouth 6 Your Warrior wins 3D6x10 gold.
4 Bard
5 Gate Guard
6 Elder
Now roll another 1D6 and add the number rolled above. Your Warrior is accosted by beggars and, overwhelmed by the
Look up the result on the table below: sadness of their plight, gives each of the 1D6 pitiful wretches
5 gold. If your Warrior cannot pay they are a beggar
Total Result themselves, and you must roll 1D6 on the following table:
2-3 Upon entering the tavern, your Warrior is
1 Your Warrior is thrown out of the Settlement – see
immediately surrounded by ruffians. They find out
Village Event 11.
that the villager owes a huge debt to the owner of
the establishment and he was told not to return 2-6 Your Warrior gains 1D6x5 gold by begging.
until his debt was paid in full. Before being thrown
out with their new friend, your Warrior is relieved of
1D6x50 gold. If they do not have that amount, the
owner takes one item of Treasure (determined at
random) as compensation.
As you wander through the Village your Warrior comes upon
4-5 As your Warrior struts into the tavern with the some bare-knuckle pugilists competing with one another.
villager it is apparent that they are not welcome Catching sight of your Warrior’s garb and equipment they
here. After being roughed up and thrown out, your immediately hail you to join them in a friendly bout, albeit with
Warrior finds out that one of the enforcers made off much public jeering and taunting. Your Warrior has no choice
with one item of Equipment (determined at but to uphold their reputation by accepting the locals’
random). Discard it immediately. challenge.
6-8 Your Warrior spends the next few hours politely Stepping up to meet your Warrior is Bamwig, local
listening to the boring history of the settlement champion and prize fighter. The protocols for such a bout here
after which the villager leaves them to foot the bill, are unfamiliar to your Warrior so they are given a list of rules
which amounts to 1D6x10 gold. and regulations that they must adhere to.
9-10 As your Warrior and the villager walk through the Add your Warrior’s Strength and Toughness together and
door, the other patrons cheerfully greet them (the then factor in their Alehouse modifier (see your Warrior’s
villager is apparently a bit of a celebrity). Your Rulebook). This is your Warrior’s Fight Total. The local
Warrior and the villager are given free food and champion’s Fight Total is 8.
drink. Your Warrior does not need to pay for living
Each round you must roll a 1D6 for your Warrior and
expenses today.
another 1D6 for Bamwig. Deduct your Warrior’s score from
11-12 The villager is well known and well respected. their Fight Total and then deduct Bamwig’s roll from his. Keep
Seeing your Warrior with him, the villagers in the a running total on a piece of paper and the first contender
tavern pay all of the Living Expenses for the rest of whose Fight Total reaches zero (or below) is the loser. If both
their stay in the Settlement and donate 1D6x25 gold contestants’ score reach zero or below at the same time the
toward their next Adventure. higher score prevails. In case of a tie, continue another round
until one of them is the winner.
If your Warrior wins the match they receive one item of
Dungeon Room Treasure. If they are defeated, the local
champion and his cohorts relieve them of half their gold!
See the Ultimate Adventure Book to determine what exploit
the Warriors might participate in next!
11
SETTLEMENT EVENTS – LITTLEMONK (Revision 2.0)
A head villager approaches your Warrior and informs them A colourfully-dressed minstrel notices your Warrior as they
that a distant relative has just passed away and has left them pass by. With an exasperated laugh he follows your Warrior,
an inheritance. Roll 1D6 to see what the inheritance is: loudly strumming his lute and singing a ballad all about your
Warrior’s exploits. Roll 1D6:
1 The inheritance is a debt and the head villager has
come to collect! Your Warrior must forfeit 1D6x25 gold 1-2 The raucous tune is an insulting account of all of your
selling items and treasure if necessary! Warrior’s follies; from their missteps in combat to
2-3 The inheritance is actually a pet dog (see Event 63). If spilling their drink at the tavern. The bard also sings of
your Warrior already has a pet dog, treat this as a roll the unfortunate encounter with the miller’s daughter
of 1 above. down by the river which angers some of her close male
relatives. They wait for your Warrior around a corner,
4 The inheritance is a small sum of money to the amount throw a sack over their head and beat them severely.
of 1D6x25 gold! Your Warrior is -1 Strength for the next Adventure.
5 The inheritance is a small sum of money to the amount 3-4 The ballad is all about your Warrior’s exploits but no
of 1D6x50 gold! one seems to even notice or care.
6 The inheritance is an item of Dungeon Room Treasure! 5-6 The bard embellishes all of your Warrior’s good deeds
and heroics to such degree that even your Warrior is
impressed with himself. A large group quickly gathers
and gives three cheers! Your Warrior’s inner spirit is
bolstered and they are +1 Strength for the next
Your Warrior must discard any one purchase they have made Adventure.
in this Settlement, as it was a fake and is worth nothing! If
your Warrior has not yet made any purchases in this
Settlement, treat this as an Uneventful Day.
12
LITTLEMONK
SETTLEMENT EVENTS – LITTLEMO NK (Revision 2.0)
· TOWN EVENTS ·
Towns contain a greater diversity of people: craftsman, artisans, traders and such. Unfortunately, that also means they
contain more grifters, frauds and criminals. Larger and more spread out than villages, many more things can happen in
a town and so Warriors can expect a greater spread of events and encounters. However, townsfolk can still be a little
superstitious so visitors would be wise to watch their step and not upset the locals…
Your Warrior's wild behaviour attracts the attention of the See the Ultimate Adventure Book to determine what exploit
Settlement authorities and there are thrown out of town. They the Warriors might participate in next!
must wait outside the Settlement gates for the other Warriors.
See the Outside the Gates rules (page 3).
In addition, roll 1D6. On a score of 1 your Warrior is fleeced
by the gate guards as they are thrown out and have all their
gold stolen! As your Warrior passes by a small house they see smoke
seeping out from under the front door. Rushing inside they
drag out the unconscious inhabitants. Almost the entire village
turns out to fight the blaze and the house is saved with no
casualties. Your Warrior is being congratulated as a hero,
Strolling alongside a dilapidated old house your Warrior spies especially from the surviving family who make a gift of
an old, stone well. Your Warrior casually tosses in 1 gold coin. 1D6x50 gold in thanks.
Roll 1D6 on the table below:
1 A creepy, guttural moan echoes upward in an
unknown tongue. A terrible sense of dread
overwhelms your Warrior and they are -1 Luck for the
next Adventure.
2-5 Nothing happens and your Warrior is now carrying one
less gold piece.
6 A high-pitched squeal and soft giggling can be heard at
the bottom of the well. Your Warrior is +1 Luck for the
next Adventure!
13
SETTLEMENT EVENTS – LITTLEMONK (Revision 2.0)
As your Warrior retires for the evening they fall into a deep
slumber. They begin to dream that they are fighting a
terrifying gorgon; her hair composed of vicious snakes and a
gaze which can turn a person to stone. With a horrendous
scream the gorgon attacks! Roll 1D6 to see how the dream
ends:
1 No matter how many times or how hard your Warrior
strikes the creature with their weapon, the beast
seems invulnerable. With a terrifying scream the
gorgon shoots an arrow directly into their heart!
When your Warrior wakes, they find that they have
permanently lost 1 Wound! If your Warrior’s Starting
Wounds is ever reduced to zero because of this
dream, they are dead.
Tomorrow night the nightmare returns and they must
roll on this table again. Make a note on your
Adventure Record Sheet to remind you. An item of Treasure that your Warrior is carrying (determined
randomly) is identified by a wealthy, influential member of the
2-5 The battle is brutal and neither your Warrior nor the
local citizenry as his family heirloom, stolen last year by
creature seems to get the upper hand. Your Warrior
wanton burglars. The local Watch confiscates the item and you
wakes in a cold sweat.
must discard it immediately. If your Warrior has no Treasure
Tomorrow night the nightmare returns and they must items, the wealthy local accuses your Warrior of hiding it and
roll on this table again! Make a note on your demands 1D6x50 gold in restitution instead. If they cannot
Adventure Record Sheet to remind you. pay, then your Warrior is thrown Outside the Gates.
6 Your Warrior courageously stands their ground and
strikes the wretched beast down! A sense of relief fills
your Warrior and they sleep better than they have in a
long time.
When your Warrior awakens they discover that they As your Warrior helps an old crone to cross the busy main
are +1 to his Starting Wounds! The nightmare ends street, a beer wagon unexpectedly crashes into them. She
and they do not have to roll on this table again (unless carefully peels them off the heavy, iron-shed wheel, and takes
they encounter this Settlement Event again)! them to the infirmary to be patched up. Your Warrior cannot
buy anything or visit any Special Locations for 1D6 days while
If your Warrior leaves the Settlement before the dream they recover. While they are recovering you do not have to roll
concludes, the nightmare temporarily ends. At the next for Settlement Events.
Settlement, however, it returns to haunt the Warrior again.
Make a note on your Adventure Record Sheet.
Taken with the joys of hot food and a comfortable bed after so
long out in the wild, your Warrior overspends on such luxuries
by 50 gold.
14
LITTLEMONK
SETTLEMENT EVENTS – LITTLEMO NK (Revision 2.0)
As your Warrior passes by a potter’s store, a woman comes Your Warrior is adopted by a small dog. It follows them around
running out hollering about a poisonous snake that has slipped everywhere, skulking in the shadows while the fighting goes
in. She immediately hires your Warrior to rid her shop of the on and then emerging after the adventure is completed to
snake, but she warns them not to break any of her pottery shower its new master with adoration. Roll on the Pet Dog
which is on display throughout the shop. Roll 1D6 below: Event Table (page 24) to see exactly which type of canine has
attached itself to you.
1 The snake is much harder to catch or kill than
anticipated and your Warrior practically tears the shop Your Warrior can kill the dog if you want, but it would be a
apart before finally corralling the reptile. Angrily, the cruel and heartless thing to do and it will cost them 1,000 gold
shop owner demands 1D6x50 gold for her loses. to pay for a decent burial for the hound!
2-3 Just as your Warrior slips the snag into a burlap sack, If your Warrior already has a pet dog, ignore this event and
they stumble backward into a rare and expensive pot roll on the Town Events table again. If not, name it and note it
which falls to the ground with a loud crash. After down on your Warrior's Adventure Record Sheet.
deducting their pay for catching the snake, your
Warrior owes the potter 1D6x10 gold for the damage.
4-5 Stepping into the potter’s shop your Warrior spies the
cold-blooded creature coiled up in the rafters. They
manage to bring it down along with a few cups Your Warrior must discard any one purchase they have made
hanging on the wall. The potter is elated and, after in this Settlement, as it was a fake and is worth nothing! If
deducting for damage, pays your Warrior 1D6x10 gold. your Warrior has not yet made any purchases in this
6 No sooner than your Warrior enters the shop do they Settlement, treat this as an Uneventful Day.
pounce upon the terrifying reptile, snatching it with
their bare hands. When they bring the beastie back
out, the potter is elated that nothing was damaged.
She pays your Warrior 1D6x25 gold for their services.
15
SETTLEMENT EVENTS – LITTLEMONK (Revision 2.0)
Your Warrior spends the rest of their day in the heady Your Warrior is accosted by beggars and, overwhelmed by the
atmosphere of a steam bath, sweating off the after effects of sadness of their plight, gives each of the 1D6+4 pitiful
last night's sojourn at the tavern. They emerge feeling far wretches 5 gold. If your Warrior cannot pay they are a beggar
healthier than they have for a good while, and they may add themselves, and you must roll 1D6 on the following table:
+1 Wound to their Starting Wounds score permanently.
1 Your Warrior is thrown out of the Settlement – see
Town Event 11.
2-6 Your Warrior gains 1D6x10 gold by begging.
Your Warrior hears a loud cry from for help from around the
corner and when they go to investigate they see that a wagon
cart has turned over and is crushing a local boy. Your Warrior
runs over to try and push the cart off the young lad. Roll 1D6 A colourfully-dressed minstrel notices your Warrior as they
and add your Warrior’s Strength then look up the result below: pass by. With an exasperated laugh he follows your Warrior,
loudly strumming his lute and singing a ballad all about your
6 or As your Warrior lifts the cart up they lose their grip! Warrior’s exploits. Roll 1D6:
less The cart falls back on to the boy, maiming him! The
boy’s family demands restitution for the accident and 1-2 The raucous tune is an insulting account of all of your
your Warrior must give up half their gold or be sent to Warrior’s follies; from his missteps in combat to
prison for 1D6 weeks! If your Warrior has no gold, they spilling his drink at the tavern. The bard also sings of
must give the family 1D3 Treasure Items (your choice) the unfortunate encounter with the miller’s daughter
instead. down by the river which angers some of her close male
7 Your Warrior manages to move the cart, but the boy is relatives. They wait for your Warrior around a corner,
injured in the process. Your Warrior feels so terrible throw a sack over his head and beat them severely.
about the situation that they give 1D6x50 gold to Your Warrior is -1 Strength for the next Adventure.
cover the cost of medical treatment. 3-4 The ballad is all about your Warrior’s exploits but no
8-9 Your Warrior shifts the heavy cart enough for one seems to even notice or care.
someone to pull the boy out, thus saving his life. His 5-6 The bard embellishes all of your Warrior’s good deeds
father, a local merchant, is so grateful that he gives and heroics to such degree that even your Warrior is
your Warrior 1D6x50 gold. impressed with himself. A large group quickly gathers
10+ In a heroic feat, your Warrior hauls the massive cart and gives three cheers! Your Warrior’s inner spirit is
off the boy and he escapes unscathed. The onlookers bolstered and is +1 Strength for the next Adventure.
cheer buoyantly and the boy’s family, who are rich
nobles, gives your Warrior 1D6x100 gold and an Item
of Dungeon Room Treasure in gratitude!
16
LITTLEMONK
SETTLEMENT EVENTS – LITTLEMO NK (Revision 2.0)
17
SETTLEMENT EVENTS – LITTLEMONK (Revision 2.0)
· CITY EVENTS ·
A City is bustling with excitement and your Warriors will find a whole array of things to do! There will be more
commerce, more trade but also more crime. There will be more chances of something great happening but also more
opportunities to get into trouble. There will be more entertainment and more people to meet. A crowded city will also
mean that your Warriors will need to watch their backs a bit more…
Your Warrior's wild behaviour attracts the attention of the As your Warrior rushes through the busy streets, their money
Settlement authorities and there are thrown out of town. They pouch is stolen.
must wait outside the Settlement gates for the other Warriors. Your Warrior loses 1D6x50 gold.
See the Outside the Gates rules (page 3).
In addition, roll 1D6. On a score of 1 your Warrior is fleeced
by the gate guards as they are thrown out and have all their
gold stolen!
Your Warrior spends the rest of their day in the heady
atmosphere of a steam bath, sweating off the after effects of
last night's sojourn at the tavern. They emerge feeling far
healthier than they have for a good while, and they may add
+1 Wound to their Starting Wounds score permanently. In
addition, they are +1 Initiative for the next Adventure.
18
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SETTLEMENT EVENTS – LITTLEMO NK (Revision 2.0)
Your Warrior is invited by a group of locals to go on a Studying the weapons on display in the local smithy, your
nocturnal hunt. Warrior feels a steel gauntleted hand upon their shoulder. It is
Meeting them just before sunset, they are informed that the Marshal of the Watch and your Warrior is accused of a
tonight's prey is the great Quarg - a beast of fearsome temper crime they did not commit!
and foul disposition. Your Warrior’s task in the group is to Your Warrior is arrested and thrown upon the mercy of the
take the hunting tools – a net, a small pole with a bell on it and courts. Your Warrior must roll once on each table below to see
a bag full of garlic - and wait in the middle of the woods while what crime they are accused of and what their sentence is.
the rest of the hunters spread out into the forest and drive the
Quarg towards them. As the sun rises the next morning, and 1D6 Crime
the owls return to their nests, there is still no sign of the 1 Troublemaking
Quarg, your Warrior begins to wonder if someone is being
2 Robbery
made a fool of...
3 Forgery
4 Arson
5 Treachery
6 Murder
Your Warrior is captivated by a particular brilliant team of
street artists, who are performing their own rendition of a
popular and contemporary play. 1D6 Sentence
The play your Warrior is watching is called (roll once on each 1 Innocent
of the tables below): 2 A stern warning!
1D6 Result 3 1000 gold fine
1 Death of… 4 Lose a limb*
2 The Lost Love of… 5 10 years in jail**
3 A Return To… 6 Death by (roll on the Execution Method Table)
4 No Solace For…
5 Cursed Be… 1D6 Execution Method
6 Drunken As… 1 Burning
2 Beheading
1D6 Result 3 Impalement
1 …the Emperor. 4 Drowning
2 …a Love Struck Wastrel! 5 Torture
3 …Solitude. 6 Firing Squad
4 …the Creeping Dead.
5 …the Sylvanian Counts. *Lose a Limb
6 …the Ever-hungry Halfling! The authorities decide to chop off one of your Warrior’s limbs
as punishment. You may choose which. If they lose a leg, your
Roll another 1D6 to see how good the actors were: Warrior’s Movement is halved and their Escape from Pinning
roll is always a 6+. If they ever lose another leg they may not
1 Appalling! Your Warrior has never seen such rubbish move at all. If they lose a hand, then they are -2 on all To Hit
in their life and pelts the unfortunate actors with rolls and they may never use missile weapons or cast spells. If
rotten vegetables! they ever lose another hand they may not fight at all.
2-5 Entertaining! Your Warrior gives the actors 10 gold x
the total of the numbers rolled on the tables above. **10 Years in Jail
6 Splendid! Your Warrior is captivated and showers the This effectively means your Warrior is out of the game (as
actors with well-earned praise and a lot of gold too! indeed does ‘sentenced to death by…’). However, at the start
Your Warrior gives the actors 50 gold x the numbers of every Adventure from now on, roll 1D6. On a score of 5 or 6
rolled on the tables above. your Warrior escapes, together with all their gear, and may
rejoin their fellow Warriors.
19
SETTLEMENT EVENTS – LITTLEMONK (Revision 2.0)
“The Slammer” has come to town and he is taking on all A colourfully-dressed minstrel notices your Warrior as they
challengers in a ‘friendly’ wrestling match! Boasting a perfect pass by. With an exasperated laugh he follows your Warrior,
record, the Norseman wagers 500 gold pieces to anyone in the loudly strumming his lute and singing a ballad all about your
crowd who defeats him in unarmed combat. At the urging of Warrior’s exploits. Roll 1D6:
the crowd your Warrior accepts the challenge, roll 2D6 and
apply their Alehouse modifier (see your Warrior’s Rulebook). 1-2 The raucous tune is an insulting account of all of your
Look up the result on the table below: Warrior’s follies; from his missteps in combat to
spilling his drink at the tavern. The bard also sings of
2-3 In the first few seconds, The Slammer picks your the unfortunate encounter with the miller’s daughter
Warrior up and promptly smashes them to the ground. down by the river which angers some of her close male
The sickening thud of your Warrior hitting the ground relatives. They wait for your Warrior around a corner,
sends a shudder through the crowd. Moments later throw a sack over his head and beat them severely.
your Warrior is carted off on a wooden plank. Not only Your Warrior is -1 Strength for the next Adventure.
is your Warrior 500 gold pieces lighter, but The 3-4 The ballad is all about your Warrior’s exploits but no
Slammer helps himself to one item of Treasure one seems to even notice or care.
(determined at random) your Warrior was carrying.
5-6 The bard embellishes all of your Warrior’s good deeds
4-5 After a nifty maneuver, The Slammer grabs your and heroics to such degree that even your Warrior is
Warrior in a bear hug that feels like they’re being impressed with himself. A large group quickly gathers
squeezed by… well, a bear. With eyes bulging your and gives three cheers! Your Warrior’s inner spirit is
Warrior gives up just prior to slipping into bolstered and is +1 Strength for the next Adventure.
unconsciousness. With terribly bruised ribs and an
even more bruised ego your Warrior forfeits 500 gold.
6-8 After a grueling 15 minutes of dirt-eating exchanges
between The Slammer and your Warrior, the match is
called a draw. Your Warrior gains nothing but the
knowledge that they lasted longer than most and has As your Warrior strolls about the civic district they are
lost nothing more than a few teeth… approached by a city employee who demands payment for the
new ‘Adventurer’s Tax’ which amounts to 10 gold per
9+ With all the focused fury of a hungry Halfling in a pie Treasure item that they are carrying. Your Warrior must either
shop your Warrior meets The Slammer head on. After pay or the local Watch will remove them from the City
several minutes of intense combat your Warrior takes immediately (see the rules for Outside the Gates).
the measure of his foe and slams the Norseman to the
ground! Standing triumphant amidst a cheering crowd,
your Warrior dusts off their clothing before marching
off with 500 more gold pieces in their pocket.
Your Warrior bumps into a thief who has just robbed the
jeweller’s store. Roll 1D6 on the table below:
1 The culprit escapes as the shop owner emerges and
accuses your Warrior of the theft! He immediately
summons the Watch who throw your Warrior in jail for
1D3 days and fine them 1D6x100 gold!
2-3 The robber throws some jewels at your Warrior, yelling
“Thief! Thief!” and then escapes down a dark alley.
Townsfolk come running out of the surroundings
buildings and surround your Warrior, screaming for the
Watch. After repeated pleas of innocence, your Warrior
is fined 1D6x50 gold for failing to stop the crime.
4-5 Your Warrior instinctively knocks the culprit down,
forcing him to drop all of his loot. They nimble thief
manages to regain his feet and climb over a wall and
out of sight. A local who witnessed everything
corroborates your story to the shopkeeper and the See the Ultimate Adventure Book to determine what exploit
Watch when they arrive. The owner rewards your the Warriors might participate in next!
Warrior with 1D6x25 gold for saving his merchandise.
6 Your Warrior grabs the thief, slamming him to the floor
and sits on him until the Watch arrive. The shopkeeper
lauds your Warrior as a hero and rewards them with
1D6x50 gold! In addition, they are given a bronze Mungo and his Amazing Monkeys are performing in the street
pendant with an ancient rune of fortune inscribed and your Warrior laughs heartily as the creatures leap onto
upon it. Each time your Warrior visits a Settlement the their back and scurry around their legs. Flipping a gold coin to
pendant allows you to re-roll one Settlement Event. the trainer your Warrior leaves the area. About an hour later
You must accept the result of the second roll. your Warrior realizes that they are missing one item of
Treasure (determined at random)!
20
LITTLEMONK
SETTLEMENT EVENTS – LITTLEMO NK (Revision 2.0)
An old woman bumps into your Warrior on the city street. She
explodes in excitement at the sight of their face and claims
they are her distant relative. Before they can say a word, the
excited lady drags your Warrior home with her where they are
welcomed by all the family members and fed to their heart’s
content. Your Warrior graciously accepts their hospitality,
which includes a package of food upon their departure.
Your Warrior does not have to pay living expenses for this
day and you may add 1D3 Provisions to your Adventure
Record Sheet.
21
SETTLEMENT EVENTS – LITTLEMONK (Revision 2.0)
22
LITTLEMONK
SETTLEMENT EVENTS – LITTLEMO NK (Revision 2.0)
23
SETTLEMENT EVENTS – LITTLEMONK (Revision 2.0)
24
SETTLEMENT EVENTS – LITTLEMONK (Revision 2.0)
25
THE ULTIMATE ADVENTURE BOOK
Rulebook Revision 1.10
PAGE 4:
Formatting has been corrected.
PAGE 18:
For the Adventure 23-24 Servant of Slaanesh, the green text indicating the Den of Desires Board Section
has been changed to black to indicate the Board is now available.
PAGE 18:
For the Adventure 51-52 Gifts of Chaos, the green text indicating the Shifting Sanctum Board Section has
been changed to black to indicate the Board is now available.
PAGE 22:
For the Adventure 45-46 The New Cult In Town, the green text indicating the Den of Desires Board Section
has been changed to black to indicate the Board is now available.
PAGES 22-26:
Spacing and formatting has been corrected.
PAGE 36:
For the Adventure 65-66 Cult Versus Cult, the green text indicating the Den of Desires Board Section has
been changed to black to indicate the Board is now available.
PAGE 36:
For the Adventure 15-16 Masquerade, the green text indicating the Den of Desires Board Section has been
changed to black to indicate the Board is now available.
PAGE 44:
The Adventure 53-54 A Keep Worth Keeping, in the Special Rules paragraph the word “successful” has been
corrected to “successfully.”
PAGE 92:
The diagram for the Gorgon’s Grotto rules has been updated to reflect the updated Board Section.
· CREATED, COMPILED, EDITED AND WRITTEN by LITTLEMONK ·
This supplement is dedicated to all the Warhammer Quest fans, whose burning
passion for this game keeps the Lantern lit for future generations.
· SPECIAL THANKS ·
* Once again to the Goddess;
Goddess my partner, my love – who puts up with my obsession with this game.
* To Alberto ‘El Mago de Madrid’ who has been my biggest inspiration and my biggest supporter.
* To Sebastian for the INCREDIBLE Board Sections that he has made for this book.
* To Frag Up (who never cares if he’s in the credits) for all the follow-up editing of my adventures.
* To Rick H.,
H. the second biggest fan of Warhammer Quest.
*To all of the Warhammer Quest fans who submitted photos of their pro-painted miniatures
that they either painted themselves (amazing!) or simply own (lucky!).
*To everyone who keeps reading and using these crazy projects for their Warhammer Quest games!
* And, finally, to Warhammer Quest creator Andy Jones for masterminding this wonderful game that
continues to give so many of us countless hours of happiness, excitement and enjoyment!
· DISCLAIMER ·
This Supplement is completely unofficial and in no way endorsed by Games Workshop Limited.
The Warhammer Quest logo, Citadel, 'Eavy Metal, Games Workshop, Games Workshop logo,
Warhammer symbols, White Dwarf, the White Dwarf logo, Old World history, adventures from the
Warhammer Quest Adventure Book, Lair of the Orc Lord, Catacombs of Terror, White Dwarf
and all associated marks, names, races, race insignia, characters, locations, units, illustrations and images
from the Warhammer world are either ®, TM and/or © Copyright Games Workshop Ltd 1995- 2017,
variably registered in the UK and other countries around the world.
Littlemonk adventures and content are © Copyright 2004-2018 and may be distributed but not sold.
· INTRODUCTION ·
The Ultimate Adventure Book is both a compilation and an expansion for Warhammer Quest; a
living tome which will
will grow larger with each passing year. It will eventually contain a total of 234
Adventures!
Adventures! Also included are new rules for finding these Adventures
Adventures as well as rules for a new
Special Location.
ADVENTURES IN THIS BOOK There are some Adventures that list Objective Rooms that are
in the process of being created. They will be released when
The Ultimate Adventure Book (UAB) presently contains a total they are available. For now, any Objective Room Board Section
of 102 Adventures. They consist of 12 Immediate Adventures that is not available is coded in green text. Until a Board
and 90 “core” Adventures. 41 of the “core” Adventures are Section is available, use an appropriate substitute instead.
comprised of 25 of the 30 original Warhammer Quest
Adventures, 5 of the 6 the Lair of the Orc Lord Adventures, 5
of the 6 Catacombs of Terror Adventures and all 10 Event Cards Monster Theme
Adventures that appeared in White Dwarf Magazine issues. For This indicates which Monster Race the Warriors will be battling
convenience, all of the rules from previously published against in the Dungeon and the corresponding Event Deck
Adventures are included in this book. Some of the Adventures
should be used. If “ANY” is indicated, you may either roll on
have been slightly modified to standardise this manual. the Monster Generation Table below or simply pick which foul
creatures are present for this Adventure and use the
The 12 Immediate Adventures and the other 45 “core” corresponding Event Deck:
Adventures were created by Littlemonk (some of which have
been published before, such as the 6 from Hall of the Hag
Queen Dark Elf Expansion). In effect, this has more than
doubled the amount of Adventures that were available from MONSTER GENERATION TABLE
official Warhammer Quest sources!
D66 Monster Theme
As with the original Warhammer Quest Adventures and the
two official expansions, these new Adventures are designed
11 Chaos Carnival
for Level 1 Warriors beginning their first quest. And like the 12 Haunted
originals, you can easily adjust them for various levels with just 13-16 Chaos Dwarfs
a few simple modifications and by using the advanced Monster
Tables in the Roleplay Book. (Look for the release of the 21-22 Chaos Khorne
Ultimate Monster Tables Book in the future!) 23-24 Chaos Nurgle
25 Chaos Slaanesh
The Adventures have been divided into seven sections (0-6). 26 Chaos Tzeentch
This book also includes Special Quests, Special Rules, Board
Section rules and Basic Monster Tables.
31-36 Dark Elves
41 Goblins
Under the title of each Adventure in this book is a reference to 42-45 Orcs & Goblins
the origin of where the Adventure comes from, which Board 46 Savage Orcs
Section should be the final Objective Room and what Event
51-56 Skaven
Card Monster Theme Deck you should draw from. The format
and a brief summary are below: 61-64 Undead
65-66 Vampire
ORIGIN: LITTLEMONK
OBJECTIVE ROOM: ALTAR OF KHORNE
EVENT CARDS MONSTER THEME: CHAOS KHORNE Of course you will need miniatures to represent all of the new
Monsters and Villains in the UAB. So before you begin an
Adventure, be sure to read through the entire thing to see
Origin which Monsters and how many of each you may possibly
It is assumed that you have access to the original Warhammer encounter.
Quest game, all of its Official Expansions, White Dwarf
Magazines articles and Deathblow Magazines, as well as all of There are some monster-themed Event Cards that are
the Littlemonk Expansions. You should use any cards, currently in the process of being created. They will be released
counters, Board Sections, etc. that were featured in the as soon as they are available. Alternatively, you may use the
expansion, for the Adventure listed. Basic Monster Tables in this book for ‘M’ Events. For ‘E’
Events, you can assemble an appropriate assortment from any
Event Cards that are currently available to you.
Objective Room
This tells you what Objective Room Board Section should be
For the Orcs & Goblins theme use the Lair of the Orc Lord
used when preparing the Dungeon Deck. Any other rules will
Adventure Pack for now. For the Undead theme use the
be listed at the beginning of the Adventure, so be sure to read
Catacombs of Terror Adventure Pack. For the Dark Elves
the rule descriptions before preparing the Dungeon Deck. It is
theme use the Hall of the Haq Queen Adventure Pack. Use all
assumed that you know how to prepare the basic Dungeon
the rules & contents when playing with these Expansion Packs
Deck as listed in the Main Rulebook.
unless the Adventure rules state otherwise.
4
1.7
WARHAMMER QUEST ·THE ULTIMATE ADVENTURE BOOK (Revision 1. 7)
Special
Special Characters probably roll more than one. Once they have finished all of
their business in the Settlement and are ready to depart, the
Some of the Adventures in this book use special characters party leader for the next Adventure chooses one of the
(i.e. a dastardly villain or evil protagonist) that are central to possible Adventures as the one the group will participate in
the plot. They are usually a Champion, Necromancer, Boss, etc. next. If the Warriors have not rolled a Settlement Event that
and if there is an Event Card that accompanies such a special indicates “An Adventure!” they must stay in the Settlement
character, then you should use it to replace the similar card in until they do so, rolling on the Catastrophic Events Table if
the Event Deck. For example, if you were playing the applicable! They may also try to find an Adventure at a new
Immediate Adventure 11-13 Tale of a Dragon, you would Special Location: the Inn.
replace the standard Khorne Chaos Champion Event Card with
Godwin Taro instead. (See below for where to find these
special character Event Cards.) The Inn
Warhammer Quest players have probably noticed that on the
new Settlement Boards (by Littlemonk and Alberto “El Mago”
Littlemonk Custom Content de Madrid), in addition to all the locations that can be visited
New material has the origin “LITTLEMONK” and the rules for by each Warrior, there is also the Inn.
the Adventure can be found in the Adventure’s description.
The Inn is the place where the Warriors stay each and every
If you see a “Littlemonk” icon (see below) next to an night they are in a Settlement and is what makes up most of
Adventure title, it means that there are Special Cards, Event their Living Expenses. They haven’t been paying 3 gold in a
Cards, Treasure Cards and/or Special Counters that go along City, 2 gold in a Town or 1 gold in a Village each day to sleep in
with the Adventure. There is an accompanying UAB Cards PDF the stables! They are paying for a semi-comfortable bed and
file that contains all of these supplements. three square meals at the least. There is no need to roll dice to
find an Inn – every Settlement has one near the Settlement
Gates so can’t miss it.
5
THE
WARHAMMER QUEST – T 1.8
HE ULTIMATE ADVENTURE BOOK (Revision 1. 8)
ACRONYMS
AB Adventure Book (Main Game)
CJ Citadel Journal (Publication)
COT Catacombs of Terror (Official Undead Expansion)
DB Deathblow Magazine (Publication)
HOTHQ Hall of the Hag Queen (Littlemonk’s Unofficial Dark Elves Expansion)
LM Littlemonk (“The Scribe of Everything Warhammer Quest!”)
LOTOL Lair of the Orc Lord (Official Orcs & Goblins Expansion)
RB Rulebook (Main Game)
RPB Roleplay Book (Main Game)
UAB The Ultimate Adventure Book (You’re reading it!)
WD White Dwarf Magazine (Publication)
WHQ Warhammer Quest (The best dungeon game of all-time!)
6
WARHAMMER
WARHAMM ER QUEST - IMMEDIATE ADVENTURES
0
· IMMEDIATE ADVENTURES ·
brutish band of adventurer-types that they saw in the roadside
tavern. Draw an Event Card until it reveals Monsters. These
are the Monsters that killed the first group of Adventurers. If
ORIGIN: LITTLEMONK
the Warriors can defeat the Monsters, they receive Treasure as
OBJECTIVE
OBJEC TIVE ROOM: ALTAR OF KHORNE normal. Additionally, each Warrior finds one item of Dungeon
MONSTER THEME: CHAOS KHORNE Room Treasure on the dead Adventurers.
The Warriors are nervous that the other group of Adventurers 6 The Warriors locate a hidden lever. When
may beat them to the treasure and so they decide to embark pulled, a huge section of wall slides open
upon their quest without delay. After a few days journey, the revealing a treasure chamber beyond! Each
Warriors are standing at the tree hollow entrance Cappron Warrior finds 1D6x100 gold and one piece of
spoke of. The smouldering remains of a camp fire suggest Objective Room Treasure!
their revials may have already ventured within.
Unbeknownst to the Warriors, the dragon Cappron At the back of the chamber is a tunnel which leads back out
encountered has long since departed and the labyrinth is into the dense forest. The Warriors may continue to the next
currently occupied by Godwin Taro, Chaos Champion of Settlement.
Khorne. The screams of his sacrificial victims echo throughout
the tunnels.
SETTING UP
Include the Monster’s Lair when preparing the Dungeon Deck.
Special Rules
The Monster’s Lair
If the Warriors find the Monster’s Lair before they reach the
Objective Room, they find the recently killed bodies of the
7
WARHAMMER
WA RHAMMER QUEST – IMMEDIATE ADVENTURES
8
WARHAMMER
WARHAMM ER QUEST - IMMEDIATE ADVENTURES
Attack against them, and then get to attack again as normal in Special Rules
the Warriors’ Phase. If the Event is an ‘E’ Event, then the
Ignore any rules or references to Van Damneg the Dread King
Warriors may add +1 to any rolls related to the Event.
as he does not appear in this Adventure. Ignore any rules for
the Grimoire Necris as it does not exist in this Adventure.
Setting the Adventure aside
If the Warriors decide not to take on this Adventure (opting for The Tomb Chamber Objective
Objective Room
another Adventure instead), then roll 1D6. On a score of 4, 5 When the Warriors reach the Tomb Chamber Objective Room,
or 6 the dream was just a dream and nothing befalls the do not roll on the Objective Room Monster Table as usual.
Warriors. Instead, the Warriors find the Tomb Chamber empty, except
for the coffin in the middle of the room. If all of the Warriors
are standing next to the coffin, they can attempt to open the
But if the result is a 1, 2 or 3 the dream comes true and the
lid by rolling 1D6 each and adding their Strength. If the total
Warriors are ambushed in the darkness by the Chaos Dwarf for the entire group is 28 or more, then they successfully open
Sorcerer and his minions who chase them down and kill them.
the coffin. They may attempt this once per turn, rolling a
The entire group has perished!
Power Phase as usual. When the lid is open, roll 1D6 on the
table below to see if the creature is inside or not:
Fleeing or leaving the Dungeon
If the Warriors flee or leave the Dungeon, before they roll on
the Escape Table, they must roll 1D6. On a score of 4, 5 or 6 1-2 A Skeleton King is inside and it is awake!
the dream was just a dream and nothing befalls the Warriors. 3-4 The coffin is empty.
5-6 A Skeleton King is resting inside.
But if the result is a 1, 2 or 3 the dream comes true and the
Warriors are pursued through the Dungeon by the Chaos
Dwarf Sorcerer and his minions who catch up to them and kill
Once the status of the Skeleton King it is determined, roll on
the entire group!
the Objective Room Monster Table to see what Monsters
suddenly arrive at the Tomb Chamber. If the Skeleton King is
present, place the model on one of the ‘coffin’ squares.
If the Skeleton King is inside and awake, it joins the final battle
ORIGIN: LITTLEMONK against the Warriors. Draw a Warrior counter to determine
who the Skeleton King will attack in the Monsters’ Phase.
OBJECTIVE ROOM: TOMB CHAMBER
MONSTER THEME: UNDEAD
If the Skeleton King is resting, the Warriors have 1D6 turns
until it awakes and joins the battle against the Warriors,
saw a skeletal figure emerge from the graveyard last night and If the coffin is empty, the Skeleton King arrives the next time
move in the direction of the victim’s house. there is a ‘1’ is rolled in the Power Phase. Do not draw an
Event Card as normal.
Such a creature probably would stalk only at night and rest Putting the Skeleton King to Rest
during the day and so the clergy have prepared a special vial of If there are no Monsters on the Board and the Skeleton King is
holy water with which to put the creature to rest for all resting or on zero Wounds, the Warrior with the holy vial may
eternity. They caution that the holy water will not work if the attempt to put the creature to rest. The Warrior must be
creature is active. standing adjacent to the Skeleton King and may do nothing
else except sprinkle the holy water on the creature. It takes a
total of two turns to sprinkle enough holy water and the
To pacify the locals (and to put their fears to rest) the captain
Warriors must roll a Power Phase each turn as normal. If a ‘1’
of the Watch hires the Warriors to investigate. The Warriors
is rolled and Monsters appear, or if the Skeleton King
begin their search at the local cemetery where they find the
reanimates, the Board must be cleared again before the
mausoleum of Lord Jaufrey Chorn recently desecrated. The
Warrior with the holy vial can continue.
opening, once long sealed, is now smashed open and faint but
spine-tingling sounds can be heard from deep inside which
gives credence to the farmer’s claim. Reward
If the Warriors defeat the Skeleton King, they return to the
SETTING UP captain of the Watch and the clergy who reward each of them
with 2D6x25 gold. The clergy will also resurrect any fallen
Put the Flames of Khazla, the Hall of Death and the Chasm of Warrior from the Adventure, but they lose any of the treasure
Despair from the Catacombs of Terror Adventure Pack to one or gold they have earned in the Adventure thus far.
side for the moment. Shuffle all the other Dungeon Cards, deal
out nine, and put the rest back in the box. Now take the Hall of
Death, the Flames of Khazla and the Chasm of Despair and The entire town enters a period of mourning to honour the
shuffle them in with these nine cards to give you a deck of lives lost during this nightmarish episode. Therefore, the
twelve Dungeon Cards. Then shuffle the Tomb Chamber into Warriors respectfully decide to move on to the next
the bottom 6 cards as usual. Settlement.
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WARHAMMER
WA RHAMMER QUEST – IMMEDIATE ADVENTURES
SETTING UP
Shuffle the Toxic Pits and five other cards to make the top half
ORIGIN: LITTLEMONK of the Dungeon Deck. Put the Circle of Power off to the side
OBJECTIVE ROOM: FIGHTING PIT for now. Prepare the rest of the Dungeon Deck as normal.
MONSTER THEME: ORCS & GOBLINS
Special Rules
The Pit of Revulsion Objective Room
O ne of the Emperor’s emissaries drafts the Warriors into
service as his personal bodyguards – departing
immediately to the Dwarf Stronghold of Karaz-a-Karak to
When the Warriors discover the Objective Room, place a
doorway at the opposite end of the Pit of Revulsion. Beyond it
deliver an important letter to the Dwarf King who has recently is the Circle of Power where the Oracle is located. The Warriors
cleared the area of foul creatures. The Warriors have no choice must roll once on the Chaos Nurgle Objective Room Monster
but to accompany him through the Dwarf tunnels and reach Table. After all of the Monsters have been defeated, they can
the Fighting Pit. Beyond the great doorway it is only a short explore the Doorway that leads to the Circle of Power.
distance to Karaz-a-Karak.
When the Warriors enter the Circle of Power Board Section,
On route the group is ambushed by Greenskins. After a vicious they do not need to draw an Event Card. All of the Warriors
battle, the Warriors are able to successfully drive off them off. must be inside the Circle of Power in order to ask the Oracle to
The Warriors’ subsequent interrogation of a dying goblin reveal the mystery of the evil. When they do, the oracle tells
reveals that Karaz-a-Karak is currently under siege. them telepathically that each of them carries an item
(determined randomly, not including any Starting Equipment)
which carries a terrible curse and must be destroyed. To do so,
The Warriors must make their way through the underground a Warrior must stand on a space next to the Acid Pit in the
passageways and reach the Fighting Pit where the Greenskins Objective Room and throw the item into it. The curse will be
are trying to breach the great doorway. lifted and the area of Middenland will return to normal.
ORIGIN: LITTLEMONK
OBJECTIVE ROOM: PIT OF REVULSION
ORIGIN: LITTLEMONK
MONSTER THEME: CHAOS NURGLE
OBJECTIVE ROOM: SPIDER’S NEST
MONSTER THEME: DARK ELVES
S omething evil is slowly sweeping through the area that the
Warriors are presently in. Trees show symptoms of
disease, water is becoming polluted and soil is turning infertile.
The Empire is at a loss to understand where this dark energy
is coming from. Rumours of Ratmen and Nurgle magic have
T he Warriors are travelling upon a road when a fierce storm
forces them to take refuge in a nearby cavern. As the
storm abates and they prepare to leave, a thunderous
abounded but the healers, druids and wizards haven’t been rockslide seals the opening, leaving them with only one way
able to determine a source. Even the Warriors have out: through the tunnels that wind deep through the mountain
inexplicably begun to feel sluggish and lethargic. – and through a lair of Dark Elves…
10
WARHAMMER
WARHAMM ER QUEST - IMMEDIATE ADVENTURES
SETTING UP Roll on the Savage Orcs Objective Room Monster Table (see
This Adventure uses the special Realm of Savages Board Special Card) to see which minions are in the room with him. If
Sections. These exquisite boards were created by Sebastian Munk is defeated in the Objective Room, he is killed
Stuart (www.eastern-empire.com) and have been modified permanently.
especially for this scenario.
Finishing the Adventure
Additionally, an entire set of Savage Orc Events have been
When the Warriors defeat Munk and his minions, any
designed especially for this Adventure as well as Special Cards
remaining Savage Orcs in the village flee in terror. The Warriors
for Savage Orc Magic and Minions.
liberate the stolen treasures which the Savage Orcs had
accumulated from various opponents which mean that each
Put the new Dungeon Room Treasure Cards off to the side for Warrior finds 1D3 items of Dungeon Room Treasure and
now. 1D6x50 gold.
Special Rules
Dungeon Rooms & Unexpected Events
When the Warriors enter an Orc Residence Dungeon Room
draw an Event Card until it reveals Monsters, reshuffling any
‘E’ Events back into the deck. Likewise, if an Unexpected
Event occurs while the Warriors are in the Orc Residence it will
always be Monsters that appear. Follow the same rules for
drawing an Event Card as listed above. Therefore, ‘E’ Events
will only occur on the forest Board Sections.
11
WARHAMMER
WA RHAMMER QUEST – IMMEDIATE ADVENTURES
SETTING UP
This Adventure uses the Stairway Dungeon Card as the
Objective Room which leads back up to the surface. Put one of
the Passageway Dungeon Cards aside for now and then
prepare the Dungeon Deck as normal.
Special Rules
Entrance, Exits and Doorways
Lay down the Passageway you initially put aside to represent
the first Board Section in the dungeon complex. Place the
Warriors anywhere on the Board Section as usual.
12
WARHAMMER
WARHAMM ER QUEST - IMMEDIATE ADVENTURES
Each Warrior may attempt to lay one trap during their first Holding a fully drawn bow loaded with multiple arrows requires
turn whilst in a Dungeon Room. There are four potential types a tremendous amount of Strength and so a Warrior must fire
of traps that the Warrior may choose and are described below. the volley by the end of the turn.
4. Concealed Strike
A Concealed Strike may be performed by a Warrior
1) Trip Rope (must have a rope) immediately after a Monster moves through the doorway and
after any traps in those squares have been resolved.
2) Stone Block (must have a rope)
3) Volley of Arrows (must have a bow and arrows)
A Warrior standing to the left or right of the doorway is
4) Concealed Strike
assumed to be temporarily concealed and gains one immediate
Attack against any one Monster which passes into the
adjacent doorway square, even if the Monster has not finished
moving (see diagram below). Whether the Attack hits or
1. Trip Rope misses, if the Monster is still alive it continues its movement.
Of course if the Monster is prone due to a successful trip rope,
This first trap involves tying a rope at ankle height across the the Warrior is +2 To Hit the creature and it may not move
entrance to a doorway where is will act as a tripwire. further, although other Monsters may move over and passed
them.
This requires a rope and a Warrior must roll 1D6 and add his
Initiative. If the total is 7 or more, he is successful.
2. Stone Block
This second trap involves a Warrior tying a rope around a large
rock or loose flagstone, hoisting it high in the air (using an
overhanging beam or rock outcropping as a sort of pulley) and
then releasing it onto of an unsuspecting opponent when they
are directly beneath it. Because the cave system the Warriors
are in contains unlimited amounts of large stones, there will be
no short supply of this material. This is considered an Attack
and Monsters who are not prone may use any sidestepping, Once it is no longer possible for the Monsters to move and all
dodging or similar abilities to avoid the trap as appropriate. ambushes and traps have been resolved, the turn ends and a
new Power Phase begins. Remember that prone Monsters
remain so until the next Monsters’ Phase during which the
This trap requires a rope and a Warrior must roll 1D6 and add Warriors are +2 to Hit them.
their Strength. If the score is 7 or more, the trap is successfully
prepared. The Warrior must designate which square the stone
block will fall on when setting the trap and when a Monster Once there are no more Monsters on the Board, the Warriors
steps into that square, the Warrior may announce that he is must continue their retreat into the Dungeon where they may
releasing it. attempt to lay another ambush as they search for an exit.
They may never move back onto any previous Board Section
Any Monster who is hit by a stone block takes 3D6 Wounds
with no modifiers for Armour. In addition, the Monster may not The Stairway Objective Room
move any further this turn. If the Warriors can find the Stairway they may ascend the
steps which lead to the surface. This means that they have
The stone block is extremely heavy and a Warrior can only hold succeeded in holding off the Skaven horde and that relief
it until the end of the turn he lifted it. The block will then fall, forces have arrived to contend with the enemy!
possibly hitting whoever is beneath it.
Reward
3. Volley of Arrows If the Warriors manage to reach the surface by way of the
This third trap involves a Warrior loading multiple arrows into a Stairway they are each paid 1D6x25 gold by the Commander
bow and firing them into a group of opponents. Only a Warrior of the relief force. In addition, the appreciative locals have
who can wield the bow can load and fire it. The Warrior may collected 1D6x100 gold to be divided equally among the
target a 2x2 area within his line of sight. Warriors.
Roll 1D6 and add the Warrior’s Strength. If the result is 7 or The Settlement has suffered terrible loses. Houses and
more, he is able to simultaneously load 2D3 arrows into his buildings have been razed to the ground and bodies are being
bow. When the Skaven Monsters arrive, Roll To Hit for each prepared for burial. The Warriors decide to leave the
arrow (using Ballistic Skill at -1 To Hit) to see if it finds a target devastated area immediately.
(determined). Only models in the targeted 2x2 square are are
eligible targets.
13
WARHAMMER
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14
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Special Rules
Fleeing the Dungeon
ORIGIN: (AB) FIGHTING PIT #5 The Warriors cannot flee this Dungeon as there is nowhere to
OBJECTIVE ROOM: FIGHTING PIT go!
MONSTER THEME: ANY w/MINOTAUR
The Guard Room
I n the Drakwald Forest of the Empire there are rumours
circulating of a man-eating monster that is raiding nearby
villages and eating the inhabitants. According to the story, the
The Guard Room is magically trapped. At the end of each turn
that a Warrior is in the Guard Room, roll 1D6 and consult the
table below to see what happens:
monster is a great Minotaur, but no-one has actually seen the
beast and lived to tell the tale. The villagers are so worried that
they are staying indoors and doing no work. The local sheriffs,
therefore, have intervened to solve the problem once and for 1 Every Warrior on the Board Section takes 1D3
all. They have located the entrance to a cave system, deep in Wounds with no modifiers for anything.
the gloomy forest, and have employed the Warriors to kill the 2-3 Any Warrior on a white square takes 1D3
beast that lives within. Wounds with no modifiers for anything.
4-5 Any Warrior on a black square takes 1D3
However, it isn’t certain that the monster is a Minotaur at all, Wounds with no modifiers for anything
as the villagers are renowned for scaremongering... 6 Nothing happens.
ORIGIN: LITTLEMONK Once the object is destroyed, each Warrior should roll 1D6 to
OBJECTIVE ROOM: VARIOUS see if it was the source of the Wizard’s power. If any of the
MONSTER THEME: CHAOS TZEENTCH dice come up a 6, then the object was indeed the Wizard’s
power source and the Warriors have escaped from the
15
WARHAMMER QUEST – 1 A HASTY EXPEDITION
1
· A HASTY EXPEDITION ·
Lord Maldwin has won three years in a row and enjoys
flaunting the Snotling Trophy during the Fall Gathering at his
home. He has hired the Warriors as part of his entourage that
ORIGIN:
ORIGIN: (AB) FIRECHASM #1 will ensure this year’s victory.
OBJECTIVE ROOM:
ROOM: FIRECHASM
MONSTER THEME:
THEME: CHAOS DWARFS Lord Maldwin has a masterful plan to avoid any obstacles the
others will present to him. He instructs the Warriors to
transport the Snotling in a small cage through a network of
R umours abound of a powerful long-lost Skaven artefact
that has been rediscovered in the Worlds Edge Mountains.
The artefact is a skull-shaped icon made from raw warpstone,
tunnels just south of Colmfähre, which extend to the edge of
Hochsleben. The underground tunnels were used in battles
long ago to secretly send reinforcements from one town to the
and its mutating powers are said to be beyond imagination. next. Others in Lord Maldwin’s group will be in charge of
The icon must be destroyed at all costs to stop the Skaven making sure to dealy the retinues of the other Lords so that
reclaiming it. Unfortunately, the only way to destroy the icon is they do not reach Hochsleben before the Warriors do.
to hurl it into the cleansing flames of the Firechasm, which is
located in a volcanic area of the World’s Edge Mountains which
is besieged by Chaos Dwarfs. As fate would have it, the tunnels the Warriors will be using
are not unoccupied. The Black Mountains Orc Boss, Hookscar,
was quite angry after learning that his Snotling attendant was
Special Rules kidnapped by the humans of Averland. His outrage peaked
The first Dungeon Room that the Warriors enter contains a when he heard that his assistant was being used in a barbaric
sturdy iron casket holding the icon. When the Warriors have source of amusement. Having just discovered the old tunnels,
completed the room’s event, take the Sturdy Iron Casket he is using them to lead the Snotling rescue mission. As luck
Equipment Card to remind yourself the Warriors have the would have it for the Orc Boss, the Warriors are heading right
casket. for him with Snotling in hand…
poked, prodded and urged onward by each Lord and his The Fighting Pit Objective Room
entourage from Colmfähre all the way to Hochsleben. At least When the Warriors reach the Fighting Pit, they find that
that’s how it’s supposed to happen. The Four Lords have long Hookscar and his minions have just entered the tunnels
abandoned the original rules of the race and openly cheat as through the large wooden door.
creatively as they can. Winning by any means necessary is not
only encouraged but appreciated as it is all in good fun (until The Orc Boss Hookscar issues an immediate challenge to the
someone gets hurt). Warrior carrying the Snotling and the Warrior has the option to
16
WARHAMMER
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17
WARHAMMER QUEST – 1 A HASTY EXPEDITION
ORIGIN: LITTLEMONK
OBJECTIVE ROOM: DEN OF DESIRES
MONSTER THEME: CHAOS SLAANESH
Upon reading the journal, the Warriors discover that for the
past few months the dark god Slaanesh has been seductively
manipulating Monroe. The Warriors must find him before he is
completely consumed by the forces of Chaos.
Special Rules
The Den of Desires Objective Room
When the Warriors reach the Den of Desires Objective Room,
they will find Monroe sitting dazed and confused upon the
Slaanesh couch. The Warriors have 1D6+1 turns in which to
clear the Board of Monsters before Monroe is completely
consumed by the forces of Slaanesh. Once consumed, Monroe
will be able to cast one Slaanesh Chaos Magic Spell at the
beginning of each Monsters’ Phase (see Chaos Slaanesh Magic
Special card). The only way to stop Monroe from casting spells
is to kill him. A Warrior can attack and kill Monroe simply by
rolling To Hit as normal. They are successful on any roll other
than a 1. The Warriors receive no gold for killing Monroe.
18
WARHAMMER
WARHAMM ER QUEST – 1 A HASTY EXPEDITION
Reward
If the Warriors clear the Board of Monsters in time to save the
Priest, they are blessed by Myrmidia and each of them receives
one temporary Luck Point which may be used only once.
Special Rules
If the Gunther Larenscheld Event Card is turned over before
the Warriors reach the Objective room, they have caught
Larenscheld in time. If they manage to defeat him they must
still press onwards to ensure that the magic within the Throne
Room keeps the malignant presence of the Dread King at bay.
When they enter the Objective Room generate the Monsters as
normal, but van Damneg will not be present, as he has not
managed to shatter the spells protecting the world from his
deadly presence.
19
WARHAMMER QUEST – 1 A HASTY EXPEDITION
Perci and his wife, Nadine, were going through their normal
routine of cooking, serving and cleaning when Nadine went to
fetch a pail of water from the well and never returned.
When all the Skaven defending the fountain are killed, the
Warriors must remove the warpstone from the fountain. This If the Warriors choose to return to the Surface with
is hazardous in the extreme. There is enough warpstone in the Nadine, they must retrace their steps, rolling for
fountain for each Warrior to take a heavy load. Unexpected Events as normal. When they reach the
surface, the Dungeon is completed and they return to
the Faithful Inn.
To remove the warpstone, your Warrior must be in a square
adjacent to the fountain. Upon removing it, roll 2D6. The
Warrior loses that number of Wounds, with no modifiers for If Nadine is alive… the Dwarf gives each Warrior 1D6x10
Toughness or armour. This may of course kill the Warrior, but gold for saving her from the clutches of the vile Skaven.
at least the warpstone is removed! Each Warrior must remove
one load. No Warrior can try more than once, as the
If Nadine is dead… poor Perci is so stricken with grief
warpstone’s power will kill them immediately if they try a
that he clutches his chest and dies on the spot. The
second time. Once the fountain is purified, the Warriors may
Warriors receive no reward for the effort.
return to Miragliano to claim the reward of 1D6x50 gold each.
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WARHAMMER
WARHAMM ER QUEST – 1 A HASTY EXPEDITION
The Fountain of Light Objective Room When the Warriors enter the Monsters’ Lair draw an Event
Card until it reveals Monsters (reshuffle any ‘E’ Event Cards
When the Warriors enter the Objective Room, they must make back into the Deck. The Warriors will be -1 To Hit any
one roll on the Skaven Objective Room Monster Table. In opponents due to the thick mist as even the lantern’s light can
addition, Skamp the Sickly and Rance Throatcutter are present barely penetrate it. Movement for Warriors in the Monster’s
(see their Special Cards for rules). Lair is halved (round fractions down) as the Warriors move
blindly and cautiously through the mist.
If the Warriors find the Fountain of Light Objective Room
before they find Nadine or accrue six Warpstone Counters, she If the Warriors defeat the enemies in the Monster’s Lair, they
is there and she is alive. To save her the Warriors will need to receive 1D3 Dungeon Room Treasures instead of one.
clear the Objective Room of Monsters.
The Warriors are one of the groups dispatched to search the More importantly, the Emperor is extremely grateful to the
area around Mount Squighorn. They must either accept the Warriors and they are each rewarded with a piece of Objective
assignment or it is “off with their heads!” Room Treasure and 1D6x100 gold for saving his life!
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WARHAMMER QUEST – 1 A HASTY EXPEDITION
Those locals willing to talk about the song tell the Warriors The rival happens to be a low-ranking official whose hedonistic
about the death of a young noble girl some years ago who was habits are getting out of hand. Reports of drug trafficking and
believed to have been kill by a band of ratmen which had increasingly outlandish orgies risk drawing the wrong kind of
terrorized the Settlement at that time. Whilst it was believed attention to Marienbrug’s less-reputable businesses,
that the ratmen had been driven off by the local militia, the something which would be trouble for all involved. The
superstitious locals have connected the haunting voice with a Warriors are offered a handsome reward to infiltrate the rival
return of the Skaven menace. operation and eradicate it before the authorities, or worse yet
the templars, start investigating matters.
After spending all night traipsing around the Settlement trying
to locate the source of this ethereal tune, the Warriors stand The rival operation’s headquarters are to be found in a maze of
within a private cemetery, having discovered a hidden burrow tunnels and chambers beneath the city which can be accessed
near the crypt of the deceased noble. With the mournful song from a not so secret entrance near the docks.
still fresh in their minds, the Warriors must descend into the
maze of tunnels below if the townsfolk, living or dead, are to
sleep well in their beds. The Den of Desires Objective
Objective Room
Roll on the Chaos Slaanesh Objective Room Monster Table to
determine what Monsters are in the Den of Deisres. In
Special Rules addition, Elixa Abesheena is also present (see the Elixa
Skaven Assassin Abasheena Special Card for her special rules).
If the Warriors encounter the Skaven Assassin as an Event
Card draw a second Event card until it reveals Monsters Once the Warriors clear the Board of Monsters, they find a
(reshuffling any others back into the deck). These Monster secret passage that leads back up into one of the warehouses
accompany the Assassin and they attack the Warriors in Marienburg.
together.
Reward
If they defeat the Monsters, the Warriors receive the gold
value as normal, but they do not receive any Treasure Cards as Once the Warriors exit the Dungeon they can return to their
they normally would. Instead, the Warriors find the Assassin’s employer who rewards each of them with an item of Objective
secret stash of treasure consisting of items that he has stolen Room Treasure.
and collected. Roll 1D6 to see how many items of Dungeon
Room Treasure there are. This Treasure follows all the normal These Objective Room Treasures are of course stolen goods.
rules for distribution. Each time a Warrior carrying such an item rolls an ‘Uneventful
Day’ in a Settlement, they must roll a further 1D6. If the result
is a 1 or 2, then it means that the local authorities seize the
The Pit of Revulsion Objective Room item (discard it immediately). The Warrior spends the rest of
When the Warriors enter the Pit of Revulsion Objective Room, the day clearing up any misunderstandings about how he
roll on the Skaven Objective Room Monster Table to see who acquired the pilfered item.
inhabits the room. If the Skaven Assassin has not been
encountered, he will also be there.
Additionally, if a Warrior ever tries to sell such an item at a
Settlement, he must roll 1D6. On a score of 1, the trader is
Reward privy to the fact that the item is stolen and immediately
If the Warriors return to the Settlement after killing the notifies the Watch who confiscate the item as detailed above.
Skaven, the Warrior who landed the final blow against the On a score of 2, 3, 4 or 5, the trader suspects that the item
Skaven Assassin is given an item of Objective Room Treasure may be stolen and refuses to purchase it. On a score of 6, the
from the family of the young woman for bringing her killer to trader purchases the item at full value as normal. (Of course,
justice. the Outlaw Warrior can sell such an item on the Black Market
where traders have no issue about such a transaction).
If the Warriors were able to clear the Objective Room, they
have removed the Skaven presence and the Settlement
inhabitants reward them with 1D6x50 gold each.
22
WARHAMMER
WARHAMM ER QUEST – 1 A HASTY EXPEDITION
Gifts of Chaos
While the Warriors search for Harmon van Kraus, he continues
ORIGIN: LITTLEMONK to receive Gifts of Chaos. Each time the Warriors enter a new
OBJECTIVE ROOM: SHIFTING SANCTUM Dungeon Room, including the Objective Room, the Warriors
must roll 1D6, noting the number on their Adventure Record
MONSTER THEME: CHAOS TZEENTCH Sheet. For example, the Warriors entered five Dungeon Rooms
and the numbers rolled were 2, 1, 5, 3, and 3.
SETTING UP
Finishing the Adventure
Remove all of the T-Junctions for this Adventure. This
Adventure uses the following Board Sections: If the Warriors clear the Objective Room of Monsters, they
bring Harmon van Kraus back to the authorities to stand trial
• Flames of Khazla from the Catacombs of Terror for his crimes. If the judge turned into a Chaos Spawn, the
Adventure Pack Warriors will bring his cloak and gavel as proof of his demise.
• Landing from Hall of the Hag Queen Adventure Pack Either way, the Warriors are each rewarded with a piece of
• Circle of Power from the Main Set Objective Room Treasure and a Horse from the Animal Trader.
Before the Warriors leave for the next Settlement, roll to see if
• Torture Chamber from the Main Set any of the horses are stolen.
Shuffle 8 other Dungeon Cards to create the Dungeon Desk,
making sure that the Objective Room is in the bottom six cards
as usual.
Special Rules
The interior of the keep is designed to confuse anyone who
penetrates it. Each time the Warriors enter a new Board
Section, roll 1D6 to see how many exits the Board Section has:
Of course, Harmon van Kraus has also set traps all throughout
Special Rules
the keep. The first Warrior to pass through a new doorway Randomly determine the Warrior whose kinsman has been
must roll 1D6 on the table below: captured using the Warrior Counters.
23
WARHAMMER QUEST – 1 A HASTY EXPEDITION
Reward
When they succeed in their quest, the Warriors return to the
priests will give each Warrior 200 gold and an item of Objective
Room Treasure.
ORIGIN: LITTLEMONK
OBJECTIVE ROOM: FIGHTING PIT
MONSTER THEME: HAUNTED
ORIGIN: CATACOMBS OF TERROR #3 Forbidden to be together by their feuding families, the young
OBJECTIVE ROOM: DREAD KING’S THRONE ROOM man and his lover have run off into the nearby woods where
MONSTER THEME: UNDEAD they stumbled upon a vacant old mansion. The two decide to
make the old place their new home but soon after realize that
the structure is haunted by its violent and bloody history. Evil
H eroic Warriors have trapped the Dread King in his tomb,
deep within the Lands of the Dead. Although his physical
form can no more stride forth at the head of his Undead
spirits and other wicked creatures now walk the once fine
halls.
legions, the brooding spirit of the Dread King is strong, and not
easily destroyed. Aided by the twisted Necromancer Gunther The couple have hidden themselves away in the cellar and the
Laranscheld, his black spirit is slowly escaping its prison to Warriors must confront the entities within the mansion to
coalesce in a place carefully prepared by the Necromancer. retrieve them. Creaking echoes and candle-cast shadows make
it seem as though the very mansion is alive whilst the walls are
unnaturally hard and the dark windows unbreakable.
On the borders of the Lands of the Dead and Araby stands the
city of Ka Sabaar. Little do the priests of the city know, but
their temple is built upon an older, evil site of magical power. SETTING UP
The Dread King seeks to use this pool of dark magic as a This Adventure uses the Hall of Death and the Flames of
conduit for his evil spirit to escape the shackles which bind it. Khazla Board Sections from the Catacombs of Terror
Adventure Pack.
Even now, his evil form coalesces in the dark halls beneath the
temple. As the dark power grows, the priests have been driven When you prepare the Dungeon Deck, make sure to shuffle the
out by otherworldly night predators, and have offered the Guard Room into the top six cards. The Fighting Pit should be
Warriors a substantial reward if they can destroy the Dread shuffled into the bottom six cards for a 13 card Dungeon Deck.
King and sanctify the temple.
Special Rules
SETTING UP The Guard Room
Take the Fountain of Light Objective Room card and shuffle it
When the Warriors enter this Board Section, the apparition of a
into the top half of the Dungeon Deck as well as the other six
noble appears against the wall on one side of the room while a
cards. Shuffle the Dread King's Throne Room card into the
firing squad appears on the wall opposite. The spectral soldiers
bottom half of the Dungeon Deck as usual.
draw their guns and open fire. The grisly scene plays out over
and over again and one of the Warriors feels a bullet graze his
24
WARHAMMER
WARHAMM ER QUEST – 1 A HASTY EXPEDITION
At the start of the next turn, during the Power Phase, each
player must roll 1D6. If any of the dice score a 1, take another
Event Card as the evil spirit summons vile creatures to its aid.
Once these are killed, the Warriors may try again. This
continues until the Warriors do not roll any 1s, at which point
the spirit is destroyed and the evil lifted. The Warriors may
now make their way to the surface to be hailed as heroes.
While in the tomb, the Warriors find 1D6x50 gold each, plus
they get a further 1D6x50 gold each as reward for their part in
the Adventure.
25
WARHAMMER QUEST – 1 A HASTY EXPEDITION
Once a Carnival Creep Counter has been picked, it is removed The Homunculus
from further play. If the Warriors manage to defeat a Carnival This malevolent and elusive Halfling is an expert
Creep, they will not encounter them ever again. The only knife-thrower.
exception to this is the Ringmaster. If defeated, a swirling,
dark cloud will form around the Ringmaster and he will escape, The Giant
to be encountered later in the Objective Room. This Ogre packs a powerful punch and a powerful
stink that goes along with it. Only the hardiest of
Note: Some of the Creep Special Abilities are not detailed on Warriors can handle his disgusting stench.
their Special Card. In those cases, refer to the RPB.
CREEPS OF SLAANESH
The Idol Chamber Objective Room
When the Warriors enter the Idol Chamber Objective Room, The Dancing Girl
they will encounter the Ringmaster and his minions. Roll on the This agile woman nimblly twists, spins and turns
Carnival of Carnage Objective Room Monster Table to see who her lithe body in combat, mesmerising her foes
accompanies him. If the Fortune Teller has not already been with a dangerously seductive dance.
encountered and defeated, she will be in the Objective Room
as well. The Human Shield
This abomination has a body like iron making him
Finishing the Adventure impervious to all but the most powerful attacks.
When the Warriors clear the Objective Room of Monsters, they
find a secret passage under the giant idol statue which leads
back up to the surface. They travel to Middenheim and report CREEPS OF TZEENTCH
their carnival cleansing to the authorities whereupon each
Warrior is rewarded with 1D6x100 gold and a piece of The Contortionist
Dungeon Room Treasure. This bizarre creature can change shape into almost
anything, making her extremely hard to strike.
Miniatures The Sword Swallower
You will need a host of miniatures to represent the various
This body of this creep can absorb anything and
Monsters that you will encounter. The Marauder Thug
Warriors are forewarned not to try and punch or
Regiment Troopers are perfect for the Thugs with Bows while
kick him…
the 1988 Citadel Realm of Chaos Thugs will be perfect for
26
WARHAMMER
WARHAMM ER QUEST – 2 A DANGEROUS SEARCH
2
· A DANGEROUS SEARCH ·
The Idol Chamber Objective Room
Roll on the Chaos Tzeentch Objective Room Monster Table to
ORIGIN: LITTLEMONK determine which foul creatures occupy Ademaro’s shrine to his
OBJECTIVE ROOM: IDOL CHAMBER foul gods.
MONSTER THEME: CHAOS TZEENTCH
In addition, draw a Chambers of Horror Mutated Monster of
Tzeentch Card to see what foul creature is also present. Roll
A local doctor, Ademaro Ebner, has been acting strangely
as of late and only leaves his sanatorium during the night.
It is soon discovered that Ademaro is a follower of Tzeentch
1D6 and if the score is a 4, 5 or 6 the creature has one
mutation as normal. But if the score is a 1, 2 or 3 then the
creature has two mutations instead (see Mutated Monsters of
and is driven out of the area by the local Witch Hunters Guild. Tzeentch Special Card). The effects of duplicate mutations are
A brief search of the sanatorium reveals secret passageways, cumulative.
from which spine-chilling noises can be heard. The town’s
Burgermeister suspects that prisoners are being held in the
place while the Captain of the Guard suspects something more Finishing the Adventure
sinister. With the Witch Hunters Guild preoccupied in the If the Warriors can clear the Board of Monsters, they may
pursuit of Ademaro, the Warriors are hired to discover the search the Idol Chamber Objective Room for treasure by each
source of the noises. rolling 1D6:
SETTING UP
Shuffle the Chambers of Horror Mutated Monster of Tzeentch 1 The Warrior finds gold. The Warrior may roll
Cards and put them aside for now. as many D6 as he likes, adding up the score
and multiplying it by 25 to determine how
much gold he finds. However, if any of the
Special Rules dice score a 1 the Warrior finds nothing at all.
The Captain of the Guard’s is right to be suspcious. The noises 2-4 In addition to the result above, the Warrior
coming from the secret passageways are not human. Ademaro also finds a piece of Dungeon Room Treasure.
Ebner had been mutilating various creatures to honour the 5-6 In addition to both results above, the Warrior
Chaos God Tzeentch in exchange for wealth and power. Once also finds a piece of Objective Room Treasure.
controlled by Ademaro, these wretched beings, now distorted
from their original forms, wander freely through the
passageways. The Warriors must eradicate these mutated
monsters before they escape and cause mayhem in the town. In their search for treasure, the Warriors find a trap door under
the idol that leads back out to the surface. The Warriors return
to the Burgermeister who can’t believe that the noises were
Each time the Warriors enter a new Dungeon Room, there is not from prisoners. He accuses the Warriors of abandoning
no need to draw an Event Card. The room automatically their mission and launches his own search party instead. He
contains one of these wretched specimens. Draw a Chambers pays the Warriors nothing.
of Horror Mutated Monster of Tzeentch Card to see what
Monster the Warriors have encountered. Then roll on the
Mutation Table to see what mutation the Monster has (see the
Mutation Table Special Card).
If the Warriors are successful in killing the mutated Monster, in ORIGIN: (WD #201) A GREEN AND PUSTULANT LAND #3
addition to the gold value, they receive two items of Dungeon OBJECTIVE ROOM:
ROOM: PIT OF REVULSION
Room Treasure instead of the usual one, to be distributed as
MONSTER THEME: CHAOS NURGLE
normal.
27
WARHAMMER QUEST – 2 A DANGEROUS SEARCH
He must be stopped once and for all, so that the people of the Once the Monsters are defeated, the Warriors may look into
Empire can sleep peacefully at night. The magician of Salsburg, the fountain. While there are Monsters alive in the fountain
a Celestial mage of great skill, uses his powers of divination to room a magical aura prevents the fountain from operating.
scry the location of the lair of Festasmus. The Warriors must Each Warrior may look into the fountain once and once only,
track down Festasmus in his lair and slay him, thus ending this and must be standing in a square adjacent to it to do so. When
threat permanently. a Warrior looks into the fountain, roll 1D6. On a 1, 2 or 3,
nothing is revealed. On a 4, 5 or 6, the fountain shimmers and
shows Orc and Goblin armies massing in the Worlds Edge
SETTING UP Mountains – this is where the attack will come from!
Shuffle the Affliction of Nurgle Event Card into the Event Deck.
This reflects the risk the Warriors have of being exposed to
Each Warrior may also drink once from the fountain. Roll 1D6
Festasmus' vile plagues, and the chance of one (or more) of
on the following table:
them contracting some foul illness of his creation. In between
quests the Warriors may travel to Settlements as normal
(provided that they have not contracted the Mouldering Pox
affliction). 1 The waters burn the Warrior from the inside,
shrivelling his innards to a crisp. With an
anguished shriek he falls down dead!
Special Rules
2-6 The waters heal the Warrior back up to full
The Pit of Revulsion Objective
Objective Room Wounds and, if he is the Wizard, restore him
When the Warriors reach the Pit of Revulsion Objective Room, to his original quota of Power Tokens.
roll on the Chaos Nurgle Objective Room Monster Table to see
what the Warriors encounter there. In addition, Festasmus the
Septile will also be here. See the Festasmus the Septile Special
Card for rules.
The Escape
Finishing the Adventure As soon as the last Warrior who wishes to has looked into the
fountain, a door creaks open in the far wall. The Warriors must
When the Warriors have killed all the Monsters, including
escape through this door and fight their way to freedom.
Festasmus, they will find a concealed exit on the far side of the
chamber through which they can escape back out of the
dungeon. Once they have returned to the surface, the Warriors Take another 1D6+2 Dungeon Cards and create a new
will have all their afflictions cured in time for their next quest. Dungeon Deck. These are the rooms the Warriors must get
Anyone suffering from Mouldering Pox may still not enter a through before they reach the surface.
settlement until after their next Adventure as the symptoms
take a while to clear after the cure has been administered. Use them just like the normal Dungeon Deck, exploring beyond
Note, though, that Toughness lost through attacks from the new doorway in the fountain room just as you would any
Festasmus or Plaguebearer cannot be recovered. The Warriors other, turning over the top Dungeon Card to see what lies
are then rewarded with 1D6x100 gold and an item of Dungeon beyond.
Room Treasure.
When the Warriors reach the final room or corridor, they notice
light shining in from a hole in the roof. With a great deal of
effort, they scramble up and escape through the hole,
returning to the Emperor in time to warn him of the impending
ORIGIN: (AB) FOUNTAIN OF LIGHT #3 attack.
OBJECTIVE
OBJECTIV E ROOM: FOUNTAIN OF LIGHT
MONSTER THEME: ANY If they discover the source of the impending attack, the
Warriors are richly rewarded upon their return, gaining
2D6x100 gold each. If they don’t, they get nothing.
T he Emperor’s Wizards tell him that the mystical signs warn
of an imminent invasion, but they can see no further than
this, as dark powers cloud their vision. They have no idea if the
assault will come from the Chaos Wastes of the far North,
from the Orcs of the Dark Lands to the East, or from some
other unsuspected quarter. ORIGIN: LAIR OF THE ORC LORD #6
OBJECTIVE ROOM: GORGUT’S LAIR
The most aged Wizard Lord of the Celestial college suggests MONSTER THEME: ORCS & GOBLINS
that the answer lies in a magical pool – the Fountain of Fate
which holds the secrets of all things. While the Empire
prepares all its borders for war, a party of brave Warriors is
gathered to search for the fountain, reputed to be found
somewhere below the Middle Mountains.
W hile relaxing in a small tavern between adventures the
Warriors are approached by an anonymous Alchemist
from Altdorf. The Alchemist wishes to hire the Warriors for a
'simple job'. Rumour has reached him that an evil sorcerer
known as Gradluk the Deceiver was recently killed in a wizards'
Special Rules duel in Middenheim.
This is a two-part Adventure: the first part is to find the
fountain, the second is to return once more to the surface, and A few years ago Gradluk stole something from the Alchemist
to safety. and now he wants the Warriors to get it back. Apparently
Gradluk had a secret hideaway near Peak Pass which is where
The Fountain of Light Objective Room the Alchemist's property is probably hidden. The hideaway will
only be lightly guarded and the Warriors should have no
Roll on the Objective Room Monster Table for the Monster- trouble in retrieving his property, which will be in a green
theme being used to determine what Monsters the fountain drawstring bag marked with a skull and crossbones. The
room contains. mysterious Alchemist tells them the bag contains valuable
items that he wants back. However, he says that there are
28
WARHAMMER
WARHAMM ER QUEST – 2 A DANGEROUS SEARCH
What the Alchemist doesn't know is that soon after the death
of Gradluk, a tribe of Orcs called the Black Fangs moved into
the caves. Retrieving the bag will be by no means easy!
T he Warriors have been employed to carry out an
apparently simple task, for which they will be well paid. All
they have to do is solve an inheritance dispute between two
Imperial Lords, by correctly identifying a body buried in a far
away tomb in the Worlds Edge Mountains.
Special Rules
Luck The Tomb Chamber Objective Room
Each Warrior takes one of the 'Luck' tokens from the
Roll on the Undead Objective Room Monster Table to
Warhammer Quest game, to represent his magic amulet. At
determine what Monsters the Tomb Chamber contains.
any time in the Adventure, a Warrior may declare that he is
using his amulet. This allows him to re-roll a dice roll which has
just failed. Once he has re-rolled, he discards the Luck token, Once the Monsters are defeated, the Warriors may lift back
the amulet's power is exhausted, and the Warrior must abide the lid of the tomb and determine who the body belongs to.
by the second dice roll. Roll 1D6 on the following table:
When all the Monsters have been killed the Wizard can retrieve If the skeleton has no teeth, it belongs to the household of
the bag from the back of the Lair. The Wizard must remember Luckstein, an honourable family who reward the Warriors with
to cast the counter spell before picking up the bag. He must be 1D6x100 gold each for sorting out the inheritance question
standing in the same square as the bag. Roll 1D6, and on once and for all.
anything but a score of a 1, the Wizard picks up the bag safely
- the spell worked. However, if the roll was a 1, black fire If the skeleton is missing its left hand, it belongs to the
consumes him and the flesh is flayed off his bones. His charred household of Bravia, whose current Lord is a scheming,
skeleton collapses onto the floor. arrogant individual. When the Warriors get back, he proclaims
he has discovered the truth himself, denies any deal with the
The Way Out Warriors, and refuses to pay them a penny!
No matter whether the Warriors get the bag or not, the only
way out of the lair is back the way they came and there are
still likely to be some Monsters around.
The Warriors must move back through the rooms and ORIGIN: LAIR OF THE ORC LORD #3
corridors, but there is not an automatic event if they enter a
OBJECTIVE ROOM: GORGUT’S LAIR
room. If the Wizard rolls a 1 in the Power Phase he must roll
again. If the second dice comes up with anything but a 1 take MONSTER THEME: ORCS & GOBLINS
an Event Card as normal. However, if the second roll comes up
a 1 the Warriors are attacked by Skabnoze and minions.
Skabnoze is after the bag now that it is free of its spell and
may try to steal it back more than once (depending on the
J ust for once the Warriors find that their arrival in a village is
a cause for celebration rather than disapproval. They are
treated to a feast and entertained in high fashion. Realising
Wizard's dice rolls). The rules for Skabnoze can be found on that something must be up the Warriors wait for the villagers
page 8 of the LOTOL rulebook. to make their request. Eventually, towards the end of the
evening, the village leaders tell the Warriors that for years they
Reward have been harassed by a tribe of Orcs, called the Black Fangs,
who live in the mountains nearby. The killing and destruction
Once the Warriors get out of the Orcs' lair they may go back to has been bad enough, but during the last raid the Orcs found
see the mysterious Alchemist if they have retrieved the bag. and stole a gold statue that the village treasured.
When the Warriors meet up with the Alchemist he checks the
bag. Roll 1D6: on a roll of 1 Gorgut has thrown out whatever Rumour now has it that the Orcs have recently been attacked
was in the bag and used it to carry his lunch. The bag now by Dwarfs and will not be expecting a small raiding party. The
contains some well chewed bones and a few villagers believe that it should now be possible for the Warriors
lumps of gristle he was saving for a snack. to attack the Orc lair and not only get their statue back but put
The Alchemist throws the bag down in disgust paid to the nasty Orcs forever. The leader, holding his hat in
and refuses to pay the Warriors. On any other his hands, tells the Warriors that they have managed to gather
roll he is more than happy with the return of together some gold and pleads for the Warriors to help them.
his property and gives the Warriors 2D6x100
gold each in addition to the four Healing
Potions from the bag. Eeach Healing Potion
may be used once and cures 2D6 Wounds.
Gorgut’s Lair Objective Room
Roll on the Orcs & Goblins Objective Room Monster Table to
see what Monsters are in Gorgut’s Lair.
29
WARHAMMER QUEST – 2 A DANGEROUS SEARCH
Once all the Monsters in the Lair have been killed the Warriors
can search for the statue, which they will find in the open
chest at the back of the Lair. However, just as they lay their
ORIGIN: LITTLEMONK
hands on the statue Bogoff the Snotling appears and runs off
with it! Place Bogoff at the far end of the Board Section OBJECTIVE ROOM: VAMPIRE’S LAIR
immediately before Gorgut's Lair. See the LOTOL reference MONSTER THEME: VAMPIRE
sheet for the rules for Bogoff. He will run between Gorgut's
Lair and the previous Board Section. As with the lantern, the
Warriors must hit Bogoff to make him drop the statue. Note
which Warrior hits Bogoff.
S outh of the Empire is a dark, dreadful place where no one
in the their right mind would ever travel to, much less
make it their place of residence. It is said that the haunted
lands of Sylvania are filled with hungry packs of wolves,
On the Warriors' return to the village the villagers will pay them mutated and deformed villagers, flesh-eating ghouls and blood-
1D6 x 50 gold each plus an extra 100 gold to the Warrior who drinking vampires. Those that have chosen Sylvania as their
got the statue back from Bogoff. home, or who travel there routinely, are viewed with suspicion.
One such person has drawn the attention of the Witch Hunters
Guild in Stirland. Count Viktor von Bekken has recently
constructed a mansion near the Haunted Hills and the Guild
ORIGIN: (AB) TOMB CHAMBER #3 has declared an investigation into the matter. Count von
OBJECTIVE ROOM: TOMB CHAMBER Bekken is currently away on business (building an army of
Zombie guards and Wight sentinels no doubt) and the Warriors
MONSTER THEME: ANY have been hired to gather evidence during his absence that will
confirm the existence of a Vampire presence.
B etween the Dwarf hold of Karak Izor and the Dwarf Sea
Fortress of Barak Varr lies a small realm, a border
principality known as Heldegrad. Normally allied to the cause Special Rules
of the Dwarfs, the rulers of this small state have been thrown The Vampire Counters
Counters
into turmoil by the discovery of the ancient and long-lost tomb This Adventure uses the Vampire Counters. Each counter
of their ancestor-Kings, renowned to contain the true crown of represents supportive evidence of a Vampire presence. The
the realm. This labyrinthine burial ground lies near Karak Izor, Warriors can gather as much evidence as they wish and can
and the king demands that the crown of his forefathers is exit the Dungeon at any time by retracing their steps.
returned to him by the Dwarfs or he will shut down all the
trade routes from Barak Varr to Karak Izor. Not wishing to
plunge the longstanding allies into bloodshed, and Each Dungeon Room contains a suspicious sign that a Vampire
acknowledging the king’s right to the ancient crown, the might be lurking in the mansion. Each time the Warriors enter
Dwarf Lord of Karak Izor has allowed the Warriors to descend a Dungeon Room for the first time, and before drawing an
into the long-forgotten tunnels in search of the ancient relic. Event Card, roll 1D6 on the table below to see what evidence
of a Vampire the Warriors find:
The Tomb Chamber Objective Room The party leader should take the Vampire Counter with the
Roll on the Objective Room Monster Table for the Monster- corresponding number as the evidence rolled above and keep it
theme being used to determine what Monsters the tomb on their Record Sheet. For example, if the Warriors rolled a 2
chamber contains. (the portrait of Vlad von Carstein) then the party leader should
take the Vampire Counter with the #2 on it.
Once the Monsters are If the Warriors roll a number of a Vampire Counter that they
defeated, the Warriors may already have, then they do not receive a Vampire Counter for
search the chamber, that Dungeon Room.
whereupon they find a key in a
small alcove in the side of the The Vampire’s Lair Objective Room
tomb. This key will open the
If the Warriors reach the Vampire’s Lair Objective Room, they
chest in the first dungeon
must make one roll on the Vampire Objective Room Monster
room. The Warriors must return
Table. If the Warriors can clear the Board of Monsters and find
to the chest, turn by turn,
the secret passage, the Warriors find the most damning
testing for Unexpected Events
evidence yet: a coffin. The Warriors may take all six Vampire
in the Power Phase as usual.
Counters. The coffin is empty at this time (fortunately) but the
The chest contains the crown,
Warriors can be sure that when the Count returns, he will not
which may now be returned to
be happy to find that his mansion has been disturbed.
Heldegrad. Once the crown is
returned, each Warrior gets one
piece of Dungeon Room Reward
Treasure as reward for his part When the Warriors return to the Witch Hunter’s Guild, they can
in the Adventure. present any evidence that they have. For each Vampire
Counter collected, the Warriors receive 1D6x50 gold each.
30
WARHAMMER
WARHAMM ER QUEST – 2 A DANGEROUS SEARCH
Special Rules
The Warriors are in fact tracking the Skaven Assassin Skreek
ORIGIN: (WD #191) A HORROR AWAKENS #2 Deathstrike after his first abortive foray to the surface. He is
OBJECTIVE ROOM:
ROOM: FOUNTAIN OF LIGHT looking for another way to get above ground so that he can
follow his orders to poison the population of Middenheim. Your
MONSTER THEME: ANY
Warriors must catch up with the Skaven Assassin before he
can find a more secretive route to Middenheim. To represent
Reward
If the Warriors manage to escape with the Blessed Water,
Duke von Steafen rewards each of them with two item of
T he Warriors have arrived at the town of Salsburg near the
Black Mountains, and head for the local tavern to spend
their hard-earned money. The tavern of the town seems
Dungeon Room Treasure. If they manage to escape, but strangely deserted, except for a man who approaches the
haven't any Blessed Water or have used it all, he gives them Warriors and offers them a quest. The man is Johann
each 1D6x50 gold for trying their best... Mannstein, the mayor of the town. He explains that for several
months now, ever increasing numbers of inhabitants of
Salsburg have fallen ill, and suffered a painful, wasting death.
Worse, it seems that the disease is spreading at an alarming
rate. The town healer has been powerless to stop this strange
affliction, and he swears that the disease is a magical, not
natural illness and thus incurable by his talents. The foresters
of Salsburg suspect that the origin of the disease is a great
cavern complex located high in the Black Mountains. They
have witnessed many Giant Rats emerging from the forbidding
place, biting animals and men who later succumb to the
disease. Johann pleads with the Warriors to investigate the
caverns and find a way to seal or cleanse them so the disease
can be kept in check. If the Warriors agree to undertake this
dangerous mission, Johann will provide them with a map of
the surrounding area, including the mouth of the cavern that
the diseased creatures have been emerging from.
ORIGIN: (WD #195) DOMAIN OF THE HORNED RAT #3-4
OBJECTIVE ROOM: QUIRRIK’S LABORATORY SETTING
SETTING UP
MONSTER THEME: SKAVEN Shuffle the Affliction of Nurgle Event Card into the Event Deck.
This reflects the risk the Warriors have of being exposed to
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WARHAMMER QUEST – 2 A DANGEROUS SEARCH
Before starting you should remove the Stairway Dungeon Card haunt this tomb, who plans to blight the world with death and
and set it aside. Then prepare the Dungeon Deck as normal, pain. This evil lord of the Undead is known only as Van
being sure to include the Toxic Pits. Damneg the Dread King. The wizards of the Empire need time
to consider what course of action to take. While they ponder,
the power of the Dread King grows...
Special Rules
The Fountain of Light Objective Room The Warriors are called upon to seek out the ancient Orb of
Roll on the Chaos Nurgle Objective Room Monster Table to see Chalcidar, as it may be powerful enough to bind the Dread
what foul beasts ar lurking around the spring. After defeating King forever in his pyramid tomb, if not destroy him outright.
the Monsters, any Warrior may then seal off the spring by This powerful magical artefact was stolen by Gunther
spending a turn standing adjacent to the fountain and doing Laranscheld some months ago, and spirited away to his
nothing but block the outlet. This will then start the Dungeon stronghold Spine Mountain Keep, in the Black Mountains. For
flooding as the spring seeks an alternate outlet. the Warriors to stand any chance whatsoever of defeating the
Dread King, they must retrieve this orb from the clutches of
The entrance the Warriors came in by will have already been Laranscheld. Spine Mountain Keep is a dark and dangerous
sealed off from the outside by the townsfolk, so they must place, and the Warriors must have quick wits and brave hearts
instead find the stairs deeper in the Dungeon that lead up to to survive this deadly challenge.
safety, since the flood level will not get that high. Place a
Doorway at the far end of the Fountain of Light room - the Special Rules
Warriors can leave through this and carry on searching for the
Stairway. Roll 1D6, and shuffle this many Dungeon Cards Do not include the Dread King Event Card in the Event deck for
together with the Stairway card. this Adventure, as he is far off in the Lands of the Dead.
Place these cards after the exit from the Fountain of Light. The Whenever the Warriors enter a Dungeon Room, they may
Warriors must search through this deck to escape. search it for the lost orb. They may only do this once any event
triggered by the room has been completed, and so long as
there are no Monsters on the board. If the Warriors want to
The flood level will gradually rise as the Warriors race to find search the room, it will take a whole turn, during which time
the exit. At the end of each exploration phase, roll 1D6. On the they may do nothing else except heal each other if they have
first result of 6 the water has reached the Warriors' knees; the means.
subtract 1 from their Movement as they are forced to wade
through the water. On the second result of 6 the water is up to
their waists; subtract a further 1 from their Movement. On the Searching
third result of 6 the water has reached their necks; subtract a To search a room, place all the Catacombs of Terror Counters
further 1 from their movement. On the fourth result of 6 the in a cup. To find the orb, one of the players rolls a dice, and
Warriors must drop all their equipment and treasure to stop another takes a counter at random from the cup. The number
themselves drowning, and they continue moving with the on the counter is added to the score rolled on the dice. If the
above penalties. Further sixes have no more effect. Note that total is 8 or more, then the players have found the orb.
the Movement penalties apply to both Warriors and Monsters.
Once all the Warriors have reached the end of the Stairway Remember that whatever they score, a 1 is a 1 and always
they can leave the dungeon safely, the quest is complete. fails. Each room can only be searched once per turn, and one
dice roll is made per room (not once per Warrior!). Once a
Reward counter is out of the cup, the Warriors keep it, even if they did
On returning to Salsburg after completing this quest, Johann not find the orb. When they next search, they add the totals of
Mannstein will reward each of the Warriors with 1D6x50 gold all the counters that are out of the cup to the dice roll.
and a towel.
As soon as the Skull Counter is picked, their search is over for
now. The room they were searching does NOT have the orb in
it, so there is no point searching further. All the counters go
back in the cup, and the Warriors must take an Event Card
immediately - the noise of their searching has disturbed some
evil force within the catacombs. As soon as they find the orb,
each Warrior also takes a Treasure card.
If the Warriors do not find the orb by the time they come to
the Objective Room, then whatever else happens in the room,
the orb will be there.
ORIGIN: CATACOMBS OF TERROR #1 Do not roll on the Objective Room Monster Table to see what
OBJECTIVE ROOM: DREAD KING’S THRONE ROOM Monsters lurk inside. The Warriors will face Laranscheld,
MONSTER THEME: UNDEAD Luthor, the Grimoire Necris, 1D3 Tomb Guardians and 2D6
Skeleton bowmen.
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WARHAMMER
WARHAMM ER QUEST – 2 A DANGEROUS SEARCH
I t is known that the dark caves dotted along the Old World
are numerous and, sometimes, enormous. It is also known
that their uncharted underground waterways extend from the
The Warriors can then return to Marienburg where they deliver
any treasure of Elven origin they found. As promised, the High
Elves pay twice the gold value of each of those treasures. In
coast of Estalia to the coast of Kislev, emerging at hundreds of addition, for every Tome they bring back that discusses the
points along the way. The coastal caverns were used decades Sea Elf history, the Warriors receive one piece of Objective
ago by pirates, smugglers, and traders to evade and Room Treasure (re-roll any of Elven origin) to be distributed as
circumvent the authorities. When the ocean levels rose, the normal.
caverns became all but useless. But the water levels have
receded once again and adventurers know that the caves may
be ripe with bandit gold and pirate treasure!
The Warriors have set their sights on the Old Coast Road near ORIGIN: TUNNELS OF PESTILENCE #2
Marienburg, but have come before the High Elves of
Marienburg to ask permission, for the High Elves believe that OBJECTIVE ROOM: IDOL CHAMBER
they are the rightful occupants of Marienburg and the MONSTER THEME: SKAVEN
surrounding area. They insist that it is written in the Three
Ancient Tomes.; ancient historical texts that detail the history
of their ancestors, the Sea Elves, during the time when they
reigned supreme. Unfortunately for them, the texts have been
T he Bretonnian Duc Andre Broussard in Carcassonne has
quietly summoned the Warriors to his castle. He reveals to
them that a company of Skaven has been detected at the old
missing for generations. mill just south of the settlement. Some of the farmers’ children
have gone missing and the townsfolk are scared to even leave
The High Elves, impressed with the Warriors’ respect and their houses during the evening. They demand the Duc do
courtesy have granted them permission to search for gold and something to find the missing children. He employs the
treasure within their ancestral home, but with a single Warriors to investigate the area and remove the Skaven
condition. The books would be very valuable to the High Elves presence.
as it would divulge some of the missing history of their kin and
may prove the High Elves’ claim to the area. In addition, there SETTING UP
are many ancient Elven artefacts that have yet to be Deal ten dungeon cards face down. Shuffle the Collapsed
discovered. Any Elven artefacts the Warriors find in the caves Passageway Board Section and the Dead End Board Section in
must be returned to them. In exchange the High Elves will pay with the ten cards to make a total of twelve. Shuffle the Idol
the Warriors double the amount of each Elven object’s worth Chamber Objective Room into the bottom half as normal to
in gold. In addition, if the Warriors find the Tomes, they will be make the Dungeon Deck.
rewarded with a great treasure.
Special Rules
The Warriors will soon find that the caverns are swarming with
Skamp the Sickly, Festid Filthblade and Rance
Dark Elves. The Hag Queen Melusina is using the caves to Throatcutter
conceal her Black Ark between raids on Marienburg. Like the If the Warriors encounter any of the Skaven villains as an
High Elves, she also carries out expeditions into the caverns to Event (see their Event Cards), they are merely unconscious
search for ancient Elven artefacts. and scurry away after the battle to lick their wounds and eat
warpstone to regain their health. They may appear again in the
Objective Room (see rules below).
Special Rules
The Idol Chamber Objective Room
The Tome counters If the Warriors reach the Idol Chamber Objective Room they roll
There are Ancient Tomes located in the Bottomless Pit, Water on the Skaven Objective Room Monster Table. If they have not
Cave and the Temple of Khaine Board Sections. When there been encountered as an Event, Skamp, Festid and Rance are
are no Monsters on those Board Section, the Warriors may all present. If the Warriors met them as an Event and “killed”
read a tome to see if it is one that they seek. them, then roll1D6 for each such Skaven villain. If the score is
a 3 or more, the Skaven villain did not die in their previous
meeting and has returned to battle the Warriors once again!
The first time the Warriors find a Tome, put the corresponding Do not roll for Skamp – he will always be present in the
Tome counter into a cup with all three Skull Counters and, Objective Room.
without looking, the leader draws one out. If the Tome counter
that is drawn matches the one on the Board, then it is one of Once the room is cleared of Monsters they search the area
the Three Ancient Tomes the Elves seek! The second time the whereupon they find a secret chamber where the missing
Warriors find a Tome, put the corresponding Tome counter into children are being held. Roll 1D6+1 to determine how many
a cup with only two Skull Counters and have the party leader children are found.
draw one out. When the Warriors come across the third Tome,
put that Tome counter in a cup with only one Skull Counter Since the Skaven Monsters in the Objective Room contained
and have the party leader draw one out. the leaders of the clan, any remaining Skaven flee the Dungeon
in defeat. There is no need to retrace their steps and the
The Temple of Khaine Objective Room Warriors have cleared the dungeon of Monsters. They may
return to surface where Duc Andre Broussard rewards them
When the Warriors reach the Temple of Khaine Objective each with 1D3 pieces of Dungeon Room Treasure and 100 gold
Room, roll on the Dark Elves Objective Room Monster Table to for each child found.
see who attacks the Warriors.
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WARHAMMER QUEST – 2 A DANGEROUS SEARCH
Special Rules
The Sorcerer’s Forge Objective Room
When the Warriors reach the Objective Room, roll on the Chaos
Dwarf Objective Room Monster Table. The great Lammasu
may be dead but its skeleton still sits upon the ancient and
magical forge. Elements of the raw magic that once coursed
through its body, coupled with the power emanating from the
ancient forge, create a magical aura reminiscent of the
Sorcerous Exhalation ability it once possessed. All magical
weapons carried by the Warriors, therefore, are -1 To Hit while
they are in this room.
Reward
If the Warriors return to Kylo with the bones from the shrine,
roll 1D6:
Magno’s only surviving son, Oswin, upon seeing his father’s 1 The Warriors have returned with bones that
body, led a surprise attack directly into the Chaos Dwarfs’ are not of the Lammasu but from some other
stronghold and routed the resrve forces which included a creature instead! The Wizard spits in disgust
hideous Lammasu. The awesome, mutated beast fell at the and gives the Warriors nothing!
hands of Oswin himself after a fierce and bloody battle. In an 2-6 These are indeed bones of a Lammasu and
act of revenge, Oswin placed the Lammasu upon the magical the Wizard gleefully rewards the Warriors
Chaos Dwarf forge – for all to see. Unbeknownst to Oswin, his with an item of Objective Room Treasure!
vengeful attack upon the Chaos Dwarf stronghold would
actually save the Empire!
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WARHAMMER
WARHAMM ER QUEST – 2 A DANGEROUS SEARCH
35
WARHAMMER QUEST – 2 A DANGEROUS SEARCH
Dungeon Rooms
When the Warriors explore a new doorway in this Adventure,
the Apparition can tell the Warriors what lies beyond. When ORIGIN: LITTLEMONK
the Warriors discover a new Dungeon Room, they may look at OBJECTIVE ROOM: DEN OF DESIRES
the top of the Event Deck to see what awaits them should
MONSTER THEME: CHAOS SLAANESH
they enter the room.
Special Rules
The Den of Desires Objective Room
Roll on the Chaos Slaanesh Objective Room Monster Table to
determine what Monsters the Den of Desires contains. Once
the Monsters are defeated, the Warriors find the documents
by breaking open the chest on the third level. The cult has
been eradicated and the Warriors can retrace their steps out of
the Dungeon without having to roll for Unexpected Events.
The Hall of Death
The Apparition’s sword lies in this Dungeon Room. As long as Reward
there are no Monsters on the Board Section, a Warrior When the Warriors return to Ubersreik they find that Valquist
standing on the space where the sword is may retrieve it. Denhart has disappeared. They deliver the important
Make a note on your Adventure Record Sheet. documents to the Town Council instead who are shocked at its
content. The documents reveal that Valquist Denhart is a
member of a cult of Tzeentch in a long-standing feud with the
The Well of Doom Slaanesh sect and the two groups have been vying for control
The Apparition’s helmet is in this Dungeon Room. After the of the area. The paper lists members of both groups, all of
Warriors resolve the Event in this room, and as long as there them prominent citizens and officials from Ubersreik,
are no Monsters on the Board Section, a Warrior standing on Bögenhafen and even Altdorf. Roll 1D6 on the table below to
the space where the helmet is may retrieve it. Make a note on see how many people were implicated and how much reward
your Adventure Record Sheet. the Warriors receive because of it:
The Monster’s Lair 1 The papers list 2 corrupt citizens and each
The Apparition’s shield is in this Dungeon Room. After the Warrior is rewarded with 100 gold.
Warriors resolve the Event in this room, and as long as there 2 The papers list 3 corrupt citizens and each
are no Monsters on the Board Section, a Warrior standing on Warrior is rewarded with 1D3x100 gold.
the space where the shield is may retrieve it. Make a note on
your Adventure Record Sheet. 3 The papers list 5 corrupt citizens and each
Warrior is rewarded with 1D6x100 gold.
4 The papers list 7 corrupt citizens and each
Finishing the Adventure Warrior is rewarded with 1D6x150 gold.
When the Warriors find all three pieces of the Apparition’s 5 The papers list 8 corrupt citizens and each
adventuring equipment, they must retrace their steps out of Warrior is rewarded with 1D6x100 gold and a
the Dungeon, rolling for Unexpected Events along the way. piece of Dungeon Room Treasure.
6 The papers list 10 corrupt citizens and each
Once out of the Dungeon, the Apparition leads the Warriors Warrior is rewarded with 1D6x150 gold and a
back to her heirs where they deliver her recovered belongings. piece of Objective Room Treasure.
The stunned and appreciative family members reward the
Warriors with 1D6x100 gold for each item they retrieved, to
share amongst themselves.
36
WARHAMMER
WARHAMM ER QUEST – 3 AN ELITE TASK FORCE
3
· AN ELITE TASK FORCE ·
anything. If the Damage drops the Warriors to 0 Wounds, they
must deduct -1 from their Strength permanently. If the
Warrior’s Strength is ever reduced to 0, they are killed and
ORIGIN: LITTLEMONK
removed from the game.
OBJECTIVE ROOM: PIT OF REVULSION
MONSTER THEME: CHAOS NURGLE
Finishing the Adventure
If the Warriors clear the Objective Room of Monsters, they
T here are reports of Chaos creatures in the Pale Sisters
mountains in the Kingdom of Bretonnia. Alarmed at the
news, the Duke of Gisoreux has hailed for able-bodied
discover a secret door in the back of the chamber that leads
out to the surface.
adventurers with a thirst for gold and glory to which the
Warriors have eagerly responded. In addition to any riches they If any of the Warriors’ Characteristics were reduced due to
recover in the undertaking, the Duke has promised a grand poison, disease or any other malady, they may revisit the
reward for successfully eliminating this threat. Shallya shrine to pray for healing. Roll 1D6 and if the score is a
2, 3, 4, 5 or 6, the Goddess Shallya cures them of all afflictions.
On a score of 1, however, the Goddess merely offers peace
The Duke is right to be worried for the Pale Sisters mountains
and forgiveness and therefore the reduction is permanent.
are only a day’s travel from Gisoreaux and is now home to
Ungwie the Noxious, a Chaos Sorcerer of Nurgle and his
followers. Master of toxins and poison, Ungwie is brewing a Reward
concoction that he will release in to the waterway that flows If the Warriors thwart the evil plans of Ungwei the Noxious,
into the River Gismerie. The entire river from Gisoreux to Athel the Warriors can return to the Duke of Gisoreux, who rewards
Loren could be in jeopardy. each of them with a piece of Objective Room Treasure!
Cauldron of Poison Roll on the Orcs & Goblins Objective Room Monster Table to
determine what Monsters the tomb chamber contains.
In this Adventure the cauldron is where the Chaos Sorcerer is
preparing his toxic concoction. The bubbling liquid in the
cauldron spews forth a cloud of noxious vapours which makes Once the Monsters are defeated, the Dwarf may attempt to
eyes water and causes skin to blister. Any Warrior standing destroy the tomb. Only the Dwarf may damage the tomb, as
adjacent to Ungwie’s cauldron at the beginning of the turn he is the only one bearing a Dwarf axe. None of the other
must subtract their Strength from the Power Phase roll. The Warriors can damage the tomb. As long as the Dwarf is
result is the number of Wounds they take with no modifiers for
37
WARHAMMER
WARHAMME R QUEST – 3 AN ELITE TASK FORCE
standing in a square adjacent to the tomb he automatically hits receives the gold value for doing so. The party leader should
it. The tomb has a Toughness of 3 and has 12 Wounds. change number of Lonzo copies to ‘4’. Reshuffle Lonzo Moreau
back into the Event Deck as he may appear again in the
At the start of each turn in which the tomb remains intact and Adventure.
while there are no Monsters on the Board, take an Event Card.
Before the tomb can be hit again, the Event Card must be The Den of Desires Objective Room
resolved. When the Warriors enter the Den of Desires Objective Room,
they must make one roll on the Chaos Slaanesh Objective
Once the Warriors have destroyed the tomb, and the shrine Room Monster Table. In addition to the Monsters, Lonzo will be
with it, a gaping hole is revealed in the rubble, leading down present. As mentioned above, there will be 5 copies of Lonzo
into blackness. This tunnel eventually leads out of the Dungeon along with the original (4 if the Warriors had encountered and
and back to Karak Azul. defeated the Chaos Sorcerer as an Event). The Warriors must
fight Lonzo illusion at a time.
Once they reach the Dwarf Citadel, each Warrior is rewarded
with a piece of Dungeon Room Treasure. Each time one of the Warriors reduces one of the illusions to 0
Wounds reduce the number of Lonzo copies by 1. Next, roll
1D6 to determine if the Warrior has killed the real Lonzo or one
of the illusions.
38
WARHAMMER
WARHAMM ER QUEST – 3 AN ELITE TASK FORCE
bands of brave Warriors who must steal unseen into the heart
of the Skaven area of the city, and kill the engineers who are
setting the plot in motion. ORIGIN: (AB) FIGHTING PIT #5
OBJECTIVE ROOM: FIGHTING PIT
Other bands of Warriors will attempt to block the tunnels MONSTER THEME: SKAVEN
created by the Skaven to channel the magma. Your band of
Warriors has been chosen to stop the damming of the
firechasm itself.
D uring a recent raid on Miragliano, the Skaven took around
twenty wealthy and influential citizens as captives, and
have been making all manner of unreasonable and outrageous
Special Rules threats ever since.
The Firechasm Objective Room
When the Warriors enter the Firechasm, do not roll on the The Skaven know full well that their unconditional demands to
Skaven Objective Room Monster Table. Instead, the Firechasm hand over all the wealth, women and children of the city will
room is guarded by 1D6+6 Skaven Clanrats. Phlem the Skaven never be agreed to, but it gives them a good excuse to send
Head Engineer is also present and should be placed on the far back portions of their victims as proof that they mean
side of the chasm, next to the dragon statue (see Phlem the business.
Skaven Engineer Special Card). He is the mastermind of the
foul plot. The Warriors have been employed to enter the Blighted
Marshes and rescue the prisoners from the dungeons of the
As soon as the Warriors enter the Firechasm, roll 2D6. The Chaos ratmen.
Warriors have this number of turns in which to get across the
chasm and kill Phlem. The Fighting Pit Objective Room
The prisoners are being kept below the Fighting Pit, in a
If the Warriors fail to kill the Skaven Head Engineer in time, roll network of cells and guard rooms. Roll on the Skaven
1D6 on the following table: Objective Room Monster Table to determine the guardians of
these cells, reading any Goblins as Skaven.
Reward
T he fortress town of Grenzstadt near the Black Fire Pass
has a large population of Dwarfs. The settlement has a
heroic past – but a potentially grim future as news has reached
Grenzstadt that Fire Mountain is now home to Chaos Dwarfs
If the Warriors succeed, they may escape through a secret
who are planning an attack. In order to ensure that their
tunnel at the back of the chamber, and are rewarded with
information is not part of a Chaos Dwarf ruse, the town has
1D6x50 gold each.
hired the Warriors for a reconnaissance mission of the
mountain area.
Special Rules
Zzuktarr Sundor Event Card
If the Warriors encounter and defeat Zzhuktarr as an Event
Card, he is able to cast a spell and disappear in a dark cloud of
ash. He will appear again in the Objective Room. If he is
defeated in the Objective Room, he is killed permanently.
39
WARHAMMER
WARHAMME R QUEST – 3 AN ELITE TASK FORCE
Dafahl the Cruel Event Card If no one bids on an item the Halfling will put the item away
If the Warriors encounter and defeat Dafahl the Cruel as an refusing to bring it back out again – the Warriors have missed
Event Card, he appears dead to the Warriors. However, after their chance at purchasing it. Repeat this process for any other
they have left the Board Section, Dafahl quaffs a potion and items of Dungeon Room Treasure before doing the same for
will appear again in the Objective Room, although he will be at the Objective Room Treasure.
only half his normal Wounds. If he is defeated in the Objective
Room, he is killed permanently. The Halfling auctioneer will accept gold or any Treasure Item
as payment. The only exception to this is that he will not
The Sorcerer’s Forge Board Section purchase any of the Treasure Items that the Warriors are
bidding on.
When the Warriors enter the Sorcerer’s Forge they will
encounter Zzuktarr Sundor and his champion, Dafahl the Cruel.
In addition, roll on the Chaos Dwarf Objective Room Monster A Warrior will not give any of
Table to see who is in the room with them. these items to another Warrior,
although they may sell them in a
Settlement as usual.
Reward
When the Warriors defeat all of the Monsters in the Objective If the Warriors attack the Halfling,
Room, they return to the people of Grenzstadt who are she quaffs an Invisibilty Potion and
extremely grateful for the Warriors intervention. They reward disappears with all of the
each of the Warriors with 2D6x150 gold and a piece of treasure.
Dungeon Room Treasure.
The map indicates that the vault is located within a cave near
T he favorite apprentice of a Wizard at the Celestial College
of Magic has gone missing. During a recent trip to Kislev
the apprentice was abducted by one Danzig Moon, a Chaos
the Silver Road in the World’s Edge Mountains, an which has Sorcerer of Tzeentch. Years ago, Danzig was one the Wizard’s
seen much Chaos Dwarf activity of late… students at the Celestial College but was expelled after a
series of inappropriate incidents. It seems that Danzig
The Spider’s Nest Objective Room arranged the recent kidnapping as part of his revenge upon his
When the Warriors reach the Objective Room, do not roll o mentor.
nthe Chaos Dwarf Objective Room Monster Table. Instead, the
Warriors encounter 1 Gigantic Spider and 2D6 Giant Spiders. The Wizard has used his magic to discover that the apprentice
is being held prisoner in Danzig’s tower. Retrieving the
apprentice will take a specialized group of individuals and so
Stolen Treasure! the Wizard has hired the Warriors to find and bring him back.
Once the Objective Room is cleared of Monsters, the Warriors
open the chest to find that it has already been plundered.
Suddenly, out of the darkness emerges a nimble Halfling who SETTING UP
opens her pack to display some items of treasure she just so Shuffle the Dungeon Cell in with five other random cards to
happens to be carrying… make the top half of the Dungeon Deck. Shuffle the Shifting
Sanctum Objective Room in with six other random cards to
Keeping them facing down, draw 1D3 items of Dungeon Room make the bottom half of the Dungeon Deck.
Treasure and 1 item of Objective Room Treasure and place
them on the table. These are the items that the Halfling offers The Wizard at the Celestial College gives the Warriors a magical
to the Warriors. wand as well as a scroll to aid them in their mission. The
Warriors must decide who carries these items make a note of
The Halfing offers to sell these items of treasure to the it on their Adventure Record Sheets. If a Warrior who is
Warriors. Turn over one of the Dungeon Room Treasure cards. carrying one or both of these objects dies, another Warrior
Beginning at half the value of the item, the Warriors may may pick them it up and carry on with the Adventure.
individually bid to purchase the item with the highest bidder
being the winner. Special Rules
The Magical Wand
The Halfling auctioneer will accept gold and/or items of
treasure of the required value as payment. The only exception The magical wand is the Wand of Light and is a light source
that acts exactly like the lantern. The light power of the wand
to this is that she will not accept items which she may have
just sold to the Warriors. A Warrior may only bid up to what lasts for one Adventure after which it stops working. The
they can afford to pay and may not borrow items or gold from magical light it radiates creates an aura of protection which
gives +1 Toughness to whoever carries it. If a Warrior carrying
another Warrior.
40
WARHAMMER
WARHAMM ER QUEST – 3 AN ELITE TASK FORCE
the Wand of Light dies, another Warrior may pick up it up and Finishing the Adventure
carry on with the Adventure. Once the Warriors have carried the apprentice out of the
Dungeon Cell, the young man will awaken and the Warriors can
The Scroll give him the Journey Home Scroll which he immediately casts.
The scroll is the Journey Home Scroll. To ensure that there are All Warriors on the Board are transported back to the Celestial
College in Nuln. Remember that any Warrior left in the
no acts of cowardice upon the part of the Warriors, the Wizard
has made sure that the Journey Home Scroll can only be read Dungeon Cell will not get teleported and will be left to his own
by the apprentice. Once cast, it will transport the Warriors out fate in the Dungeon.
of the Dungeon.
Reward
Separating The Warriors are each rewarded with 2D6x100 gold for saving
the apprentice. If the Warriors manage to defeat the Chaos
To complete this Adventure, the Warriors will have to separate Sorcerer in the Objective Room, they are each rewarded with
at some point. One group will have to activate a lever in the an item of Objective Room Treasure!
Shifting Sanctum Objective Room while the other group will
need to carry the apprentice out of the Dungeon Cell. This is
due to the fact that lever will only open the door for 3 turns
before it closes again. Warriors who activate the lever will not
have enough time to enter the Dungeon Cell to the retriever
the Wizard, and if they did, the door would most likely close
while they were inside. Such Warriors would be trapped
forever! Therefore, at least one Warrior will need to be in the
Shifting Sanctum to operate the lever as needed. See rules
below.
When the Warriors enter the Dungeon Cell Board Section they
draw an Event Card as normal. There is only one doorway in
this room – the one that the Warriors entered through. The
apprentice will be unconscious in one of the spaces in the far
corner opposite of where the Warriors enter. The apprentice is
wiry and thin, so any Warrior with a Strength of 4 or more can
carry the apprentice out of the cell without any penalty to
Movement. A Warrior with a Strength of 3 can carry the
apprentice but suffers -1 to the Movement while a Warrior
with a Strength of 2 will suffer -2 to their Movement. (A
Warrior with a Strength of 1 will not be able to lift the
apprentice at all.) It takes an entire Warriors’ Phase to pick up
the apprentice during which time the Warrior may do nothing
else.
The
The Shifting Sanctum Objective Room
When the Warriors enter the Shifting Sanctum they roll on the
Chaos Tzeentch Objective Room Monster Table as usual. In
addition to the Monsters rolled, place Danzig Moon on the blue
Level 3 square as listed in the Shifting Sanctum Objective
Room rules. See the Danzig Moon Special Card for the Chaos
Sorcerer’s special rules.
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WARHAMMER
WARHAMME R QUEST – 3 AN ELITE TASK FORCE
ORIGIN: (WD #191) A HORROR AWAKENS #1 ORIGIN: (WD #195) DOMAIN OF THE HORNED RAT #5-6
OBJECTIVE ROOM: IDOL CHAMBER OBJECTIVE ROOM: QUIRRIK’S LABORATORY
MONSTER THEME: UNDEAD MONSTER THEME: SKAVEN
Reward
If the Warriors cause the Generator to meltdown, they each
gain 1D6x100 gold. If the Warriors can make the Generator
explode (or if it happens to explode anyway...) they are each
rewarded with 1D6x100 gold and an item of Dungeon Room
Treasure.
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WARHAMMER
WARHAMM ER QUEST – 3 AN ELITE TASK FORCE
ORIGIN: LAIR OF THE ORC LORD #5 ORIGIN: HALL OF THE HAG QUEEN
OBJECTIVE ROOM: GORGUT’S LAIR OBJECTIVE ROOM: TEMPLE OF KHAINE
MONSTER THEME:
THEME: ORCS & GOBLINS MONSTER THEME: DARK ELVES
1 The Warriors lose the tooth on the way back Unbeknownst to the Warriors and Stephano, the caves have
and get no reward as the duke doesn't believe already been cleansed of these cult members; by the Hag
their story. Instead, he kicks them off his Queen Melusina and her Dark Elf clan! Her Black Ark raids
lands, never to return. They have just made have been instrumental in maintaining a supply of fresh blood
themselves a powerful enemy! for her magical cauldron, which in turn bestows upon her
2-3 They return with the tooth but the fickle duke eternal beauty. Presently, the Black Ark has returned to
has forgotten about the arrangement. He gives Naggaroth with slaves and sacrifices but Melusina and a Dark
them each 1D6 x 20 gold to go away. Elf raiding party remain to terrorise the coast.
4-5 The duke seems happy with the result and
pays them each 1D6 x 50 gold as a reward.
SETTING UP
6 The duke declares that he can now sleep
happy in the knowledge that he has had his For this Adventure, shuffle the Circle of Power card into the
revenge. He thanks the Warriors and gratefully top half of the Dungeon Deck.
pays each of them 1D6x100 gold.
Special Rules
Counters and Board Sections
This Adventure uses the special Hall of the Hag Queen
counters. There are books are books of interest located in the
Bottomless Pit, the Water Cave, and the Circle of Power.
Each book tells a bit of history, legend, and lore about the
Dark Elves, Black Arks, the Cauldron of Blood, and the Hag
Queens. The more books that the Warriors can collect, the
greater knowledge and understanding they will have of their
foes. For each Book that turned out to be important, you may
add +1 to the dice roll when rolling on the Objective Room
Monster Table.
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WARHAMMER
WARHAMME R QUEST – 3 AN ELITE TASK FORCE
counter and the three Skull Counters into a cup and picking
one at random, putting aside the Book counter if it gets
drawn.
ORIGIN: LITTLEMONK
OBJECTIVE ROOM: NONE
If the Warriors draw a Skull Counter instead of a Book counter, MONSTER THEME: HAUNTED
it means that the book they find is not only unimportant, but is
also a trap. The Warriors must immediately draw an Event
Card.
T he people of Frugelhofen on the border of Bretonnia and
the Empire have a long memory of the wicked horrors that
have plagued their town in the past. Even the mere whisper of
Finishing the Adventure ghosts or wights is enough to send shivers up the spines of
Once the Objective Room is clear of Monsters a secret passage the townsfolk there. When rumours began of a haunting in an
opens on the wall opposite the entrance. The Warriors plant abandoned keep near the town, the Duke of Parravon
the ‘Golden Pillar’ and can leave the room by way of this exit immediately launched an investigation into the matter. The
which leads up the surface. haunting, he feels, is a mere symptom of the bigger problem,
which is that the keep is vacant. As the Duke knows all too
well, an empty keep is the perfect breeding ground for spirits
The Warriors can then return to Stephano Whitewolf who and monsters.
welcomes them into the organisation with an honorary gift
from the company vaults (one item of Dungeon Room
Treasure, to be distributed to a Warrior as normal.) Bretonnia To solve the matter, the Duke has hired the Warriors to
is glad to have the Dark Elf presence removed and the King cleanse the keep and declares that if they can rid the place of
rewards the Warriors with 1D6x100 gold each. the evil spirits, the Warriors can have the keep as their own!
SETTING UP
In this Adventure, there is no Objective Room. The Dungeon
Deck should be comprised of 6 Dungeon Rooms and 7
corridors.
ORIGIN: (WD #195) DOMAIN OF THE HORNED RAT #3-4
OBJECTIVE ROOM: QUIRRIK’S LABORATORY
Special Rules
MONSTER THEME: SKAVEN
The Warriors must find all six Dungeon Rooms and complete
the Events they encounter in them in order to successfully
vast military operation, your Warriors have been hired to Finishing the Adventure
venture into the Under-Empire to find out what they can of the Once the Warriors complete the events in the six Dungeon
Skaven. Rooms, the keep has been cleansed. There is no longer a need
to roll for Unexpected Events. They Warriors can claim the
keep as their own. See Littlemonk’s Strongholds rules for the
Special Rules benefits and maintenance costs of a keep.
This Adventure uses the Warpstone counters to represent how
much information the Warriors can gather. They can exit the
dungeon at any time by retracing their steps and moving off
the section they started on. However, the more intelligence the
Warriors can gather, the greater their rewards when they
return. ORIGIN: (AB) FIRECHASM #2
OBJECTIVE ROOM: FIRECHASM
The Warriors can take a Warpstone counter for each of MONSTER THEME: ORCS & GOBLINS
the following encounters:
• If the Warriors meet Skreek Deathstrike
• If the Warriors meet the Rat Golem
• If the Warriors meet Quirrik
T he great Wizards of the Empire have scried out a powerful,
brooding power that is growing below the ancient Dwarf
hold of Karak Azgal. As yet, they believe the presence to be
relatively weak and therefore probably bound to some material
• If the Warriors enter Quirrik's Laboratory and see artefact such as a statue while it gathers strength.
his monstrous Warpfire Generator
• If the Warriors meet a Rat Ogre Although they do not know its purpose, they suspect that it
• If the Warriors explore three or more Dungeon may be a lesser daemon of the Chaos Powers, trapped in the
rooms. rocks below the earth in ages past, and freed by the incessant
digging of the Goblins and Orcs as they search for the lost
treasure of the Dwarfs who once inhabited the city. The truth
If the Warriors fight their way through to the Laboratory and
is that the daemon has escaped the prison of rock that held it
then defeat all their adversaries, they find the secret passage
for so long, and is now resident in a statue of a great fire
behind the Warpfire Generator and can make their escape
dragon in an ancient temple (the Firechasm). Soon it will fully
without backtracking.
awaken, and walk the world once more. The Wizards have
employed the Warriors to destroy the daemon and ensure that
Reward this never happens.
When they reach the surface, the Warriors relay all that they
have discovered to the authorities, who can use their Special Rules
information to devise a plan of attack. For every Warpstone
counter the Warriors possess, the party gains 1D6x100 gold to Each Warrior has been given a magic sword, which can only be
be split evenly between them. used once. Each Warrior should take a corresponding Daemon
Sword Equipment Card. These blades are the only weapons
that can damage the daemon. Against other Monsters the
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WARHAMMER
WARHAMM ER QUEST – 3 AN ELITE TASK FORCE
magic swords will hit automatically, and kill whatever their At the start of the Warriors’ Phase, the player controlling the
wielder attacks. Wizard may roll between 1 and 6 dice. If one or more of the
dice comes up as a 6 and none of the dice comes up as a 1, the
gate is sealed and the Warriors have succeeded in their quest.
The Firechasm Objective Room If any of the dice come up as a 1 the gate remains open this
To determine the Monsters that are guarding the Firechasm, turn, no matter how many 6’s are rolled. The Wizard may try
roll once on the Orcs & Goblins Objective Room Monster Table. and seal the gate once per turn. At the start of each Monsters’
Phase that the gate is open, and while there are no Monsters
The magic swords that the Warriors have been given are the on the board, draw an Event Card. Monsters will continue to
only things that will kill the daemon. To destroy the daemon, appear until the gate is closed.
the Warriors must simply stand next to the stone dragon at
the far end of the firechasm and strike it. Reward
If the Warriors seal the gate and escape alive they are each
For each blow made by one of the swords on the dragon, roll rewarded with one piece of Dungeon Room Treasure.
1D6. On a score of 5 or 6, the dragon and the daemon are
destroyed. After one blow, each sword is destroyed. If the
Warriors kill the daemon, the Adventure is over. The Warriors
are rewarded with 1D6 x 100 gold each for their part in the
Adventure.
ORIGIN: (WD #204) ROOM FOR IMPROVEMENT
If the daemon is not killed, it becomes enraged by the OBJECTIVE ROOM: IDOL CHAMBER
Warriors’ puny attacks and animates the statue. Each Warrior MONSTER THEME: CHAOS SLAANESH
suffers 4D6 Wounds, modified for Toughness and armour, as
the dragon breathes fiery, superheated liquid over them.
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WARHAMMER
WARHAMME R QUEST – 3 AN ELITE TASK FORCE
prisoner free from his shackles. Grateful to his rescuers, he will Special Rules
help show the Warriors the way into Marius' palace. To
represent all this extra information, you may look at the top Dungeon Rooms & Unexpected
Unexpected Events
card in the Dungeon Deck and discard it if you wish – unless When the Warriors enter an Orc Residence Dungeon Room
it’s the Sewer Board Section! draw an Event Card until it reveals Monsters, reshuffling any
‘E’ Events back into the deck. Likewise, if an Unexpected
Event occurs while the Warriors are in the Orc Residence it will
The Guard Room always be Monsters that appear. Follow the same rules for
The Guard Room is particularly heavily manned at this time, drawing an Event Card as listed above. Therefore, ‘E’ Events
due to Marius' concerns about a possible rescue attempt on his will only occur on the forest Board Sections.
sacrificial victim. Draw two Event Cards, instead of the usual
one, when the Warriors enter the Guard Room.
Doorways
Each time a new Forest Path Board Section has been revealed
Event Cards roll 1D6 on the following table to see how many doorways it
You can shuffle in the new Event Card, Fascination of contains:
Slaanesh, to your Event deck if you want to get a bit more of
an appropriate feel for the Adventure. Use the Chaos Slaanesh
Monster Cards to see what Monsters the Warriors encounter. 1-3 The Forest Path is normal.
4-5 The Forest Path has one additional doorway.
Reward 6 The Forest Path has two additional doorways.
Once the Warriors have killed Marius, all the other Monsters
will become disheartened and flee. The Warriors may then grab
the girl and leave by a secret entrance in the back of the
chamber. Returning back to the hooded man, each surviving Place the new doorway(s) on any unused side(s) of the Board
Warrior is rewarded with a piece of Dungeon Room Treasure Section, dividing the deck if appropriate.
for rescuing his daughter.
Note: The extra doorways may only occur on a Forest Path
Board Section and not on the Glade, the Forest Bend or a
Forest Junction Board Section.
refuses to set foot in those parts, believing them to be Axmudd the Savage Orc Boss
haunted or cursed. A few of the locals from the town of If the Warriors encounter and defeat Axmudd as an Event, his
Grossfurre swear that they have seen spooky, flickering lights special tattoos kept him alive and he was merely rendered
in the nearby woods and many inhabitants are convinced that unconscious. He will appear again in the Objective Room,
an ancient evil is loose. attacking the first Warrior who enters the final Board Section.
The officials of Grossfurre have sent for the fearless Warriors Munk the Savage Orc Shaman
for help, for they need a group who are brave enough to probe
the mysterious forest of flickering lights. If the Warriors encounter Munk as an Event, he will be
accompanied by his minions. See the Munk’s Minions & Rules
Special Card to see who they are. Munk will cast one spell at
The lights are actually coming from a band of Savage Orcs who the beginning of each turn. See the Munk’s Savage Orc Magic
have recently moved into the secluded forest. The Savage Orc Special Card to see which spell he casts.
leader, a Shaman named Munk, uses the eerie woods as a
base to practice his dark magic which serves to aid in his
attacks upon the surrounding villages. Munk’s Dwelling Objective
Objective Room
When the Warriors enter Munk’s Dwelling, put the Savage Orc
Shaman on the throne, even if the Warriors had encountered
SETTING UP and defeated him in an Event. Munk had concocted and drunk
This Adventure uses the special Realm of Savages Board a magical potion which enabled him to survive even the most
Sections. These exquisite boards were created by Sebastian grievous wounds.
Stuart (www.eastern-empire.com) and have been modified
especially for this scenario.
Roll on the Savage Orcs Objective Room Monster Table (see
Special Card) to see which minions are in the room with him. If
Additionally, an entire set of Savage Orc Events have been Munk is defeated in the Objective Room, he is killed
designed especially for this Adventure as well as Special Cards permanently.
for Savage Orc Magic and Minions.
Reward
Put the new Dungeon Room Treasure Cards off to the side for If the Warriors rid the woods of the Savage Orc presence, they
now. can return to Grossfurre where they are rewarded with
2D6x50 gold each.
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WARHAMMER
WARHAMM ER QUEST – 4 A DUTIFUL UNDERTAKING
4
· A DUTIFUL UNDERTAKING ·
ORIGIN: (AB) FOUNTAIN OF LIGHT #4 ORIGIN: LITTLEMONK
OBJECTIVE ROOM: FOUNTAIN OF LIGHT OBJECTIVE ROOM: FIGHTING PIT
MONSTER THEME: ANY MONSTER THEME: ANY
It is claimed that an ancient sword holds the secret of the The King of Bretonnia has recently fallen ill and the Royal
kingship of one of the small realms of the Border Princes. Healer is missing one ingredient for his healing salve: the
When immersed in water of unparalleled purity, it is said that it purple petals of the Mousillon Rose.
reveals the name of the true king of the realm. Unfortunately,
no water save that of the legendary Fountain of Light is pure Normally, no one in their right mind would dare go near
enough to cause the sword to reveal the name. The Warriors Mousillon for any reason. Although the dukedom of Mousillon
must therefore take the sword and journey to the Middle
was once a beautiful and thriving land, ever since the death of
Mountains to find the fountain. Once there, they can determine the previous Duke it has fallen into a poor, dilapidated and
which of the three princes who claim the kingship – Bardin, cursed state. Marshes, bogs and swamps now fill the region
Rudin and Gredin – is the rightful heir.
and those that still live there are horribly mutated and
diseased. It is common knowledge that the cursed dukedom is
Special Rules haunted by Undead who do not revert to normal corpses when
they become uncontrolled, continuing instead to obey their last
Before the Warriors embark on the Adventure, each player
order until destroyed in combat.
must secretly choose the prince whom they believe to be the
true king and write his name down on their Adventure Record
sheet. The Warriors are among many brave heroes that have
volunteered to obtain the petals of the Mousillon Rose which
lies on the other side of the dangerous swamps of Mousillon.
Nominate one Warrior to carry the sword. This Warrior takes
An above ground trek through the swamps has proven by
the Sword of True Kingship Equipment Card. If the Warrior
others to be impossible. The Warriors are privy to a little
decides to wield it in combat rather than his own weapon, it
known underground tunnel complex beneath the dukedom.
causes 1 extra Wound when it hits.
Although it is likely filled with many foul creatures, it gives the
Warriors a fighting chance to reach the hills where the rose
The Fountain of Light Objective Room grows.
Roll on the Objective Room Monster Table for the Monster-
theme being used to determine what Monsters the fountain SETTING UP
room contains.
Shuffle the Circle of Power in with eleven other Dungeon Cards
to make the Dungeon Deck. Prepare the rest of the deck as
Once the Monsters are defeated, the Warriors may put the normal; shuffling the Fighting Pit Objective Room in with the
sword in the fountain, at which point the name of the true king bottom six cards.
is magically engraved in its blade. Roll 1D6:
Special Rules
1-2 Bardin The Circle of Power
3-4 Rudin If the Warriors find the Circle of Power before they reach the
5-6 Gredin Objective Room, they will find a book on the floor. After
completing any events in the room the Warriors can read the
book which is actually a journal from a very recent, doomed
expedition. It describes in detail the many creatures guarding
the Objective Room. To represent this, the Warriors may add
+1 to their dice roll when rolling on the Objective Room
As the sword is plunged into the waters, revealing the name, Monster Table – but remember that a 1 is always a 1!
there is an earth-shattering roar and the ceiling of the chamber
begins to collapse inwards.
The
The Fighting Pit Objective Room
Each player must roll 1D6 and add his Warrior’s Initiative to When the Monsters enter the Fighting Pit, they must roll on
the score. If the total is 7 or more, the Warrior manages to the Objective Room Monster Table for the Monster-theme
avoid the falling rubble. If the total is less than 7, the Warrior being used. Once they are defeated, the Warriors can leave the
takes 3D6 Wounds, modified by Toughness and armour. As the Dungeon through the large wooden door at the far end of the
dust clears, light pours into the chamber revealing a route to Fighting Pit.
the outside world. The Warriors may now return to crown the
new king!
Warriors that chose the correct prince get 500 gold for
supporting the new monarch and helping him to his rightful
throne. Warriors that chose to support the wrong prince get
1D6 x 30 gold for their part in the Adventure.
47
WARHAMMER QUEST – 4 A DUTIFUL UNDERTAKING
Rather than upset the masses with a ban on the extremely ORIGIN: LITTLEMONK
popular musicians (a phenomena which has been dubbed the OBJECTIVE ROOM: SORCERER’S FORGE
“Brettish Invasion”), the Emperor has appointed the Warriors MONSTER THEME:
THEME: CHAOS DWARFS
to investigate the visitors.
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WARHAMMER
WARHAMM ER QUEST – 4 A DUTIFUL UNDERTAKING
Special Rules
The Sorcerer’s Forge Objective Room
When the Warriors enter the Sorcerer’s Forge, they must roll ORIGIN: (AB) IDOL CHAMBER #6
once on the Chaos Dwarfs Objective Room Monster Table. If OBJECTIVE ROOM: IDOL CHAMBER
they have not encountered and defeated Zzuktarr Sundor or MONSTER THEME: ANY
Dafahl the Cruel as Event Cards, then they are here as well.
One of the long-lost swords of the Elector Counts of the
Once there are no Monsters on the Board, the Warriors may Empire, missing for centuries, has been found by a band of
search the Sorcerer’s Forge for the secret chamber where the warriors in the Worlds Edge Mountains, near the Dwarf Hold of
Book of Knowledge lies. In order of Initiative, each Warrior may Mount Grimfang.
spend one turn searching by rolling 2D6. If either of the dice
comes up a 5 or 6, then they have discovered a secret door in Unfortunately, before they could return the blade to safety, all
one of the walls. Place a Doorway on any unused wall and but one of the warriors was killed. The one warrior who
attach the Circle of Power Board Section. survived, although tortured and badly mutilated, managed to
escape and get back to the Emperor to tell his story.
When the Warriors enter the Secret Chamber (Circle of Power),
they will see a golden chest resting inside the center circle of The Warriors have been requested to seek out this extremely
the room. Draw an Event Card as usual and once the Warriors important sword and return it.
resolve it, the chest lid opens magically, offering the heroes its
contents: the Book of Knowledge. The manual is magically
sealed and can only be opened with the proper incantation. The Idol Chamber Objective Room
The sword is being kept in the Idol Chamber, clasped in the
hand of the stone idol.
If any of the dice comes up a 1, it indicates that, despite an
extensive search of every inch of the room, the Warriors find
nothing. Their search is over (even if other Warriors had not Roll on the chosen Objective Room Monster Table for the
yet rolled). The mystic is simply crazy and the Warriors must Monster-theme being used to determine what Monsters the
return to the King empty-handed. Idol Chamber contains.
Once the Monsters have been defeated, the Warriors may try
Finishing the Adventure and retrieve the sword. Each Warrior may make one attempt
If the Warriors do not find the secret chamber (and therefore to get the sword each turn. To do so, a Warrior must stand in
the Book of Knowledge), then the party must retrace their one of the squares adjacent to the idol. Roll 1D6 and add the
steps out of the Dungeon, rolling for Unexpected Events as Warrior’s Strength. If the total is 7 or more, he has succeeded
normal. and wrenches the sword free. If the total is less than 7, the
idol suddenly animates and strikes the Warrior. The attack
If the Warriors find the secret chamber and the book, then a automatically hits and does 3D6 Wounds, modified for
panel opens in the wall at the back of the room and the Toughness and armour. The idol then becomes immobile once
Warriors make their way out of the tunnels and back up to the more. The same Warrior cannot try again until all the Warriors
surface. have attempted the task.
If they found the Book the Warriors return hastily to the King ORIGIN: TUNNELS OF PESTILENCE #6
of Bretonnia to deliver the item and receive their reward. The OBJECTIVE ROOM: VARIOUS
King eagerly calls upon his mages to unseal the book so he can
MONSTER THEME: SKAVEN
read from its pages. Surprisingly, the book has no pages at all!
Inside is simply a mirror. Roll 1D6 on the table below to see the
King’s reaction: A messenger on horseback desperately gallops through the
Bretonnian Capital of Couronne. He storms through the streets
nearly knocking over pedestrians in his hurry. Into the great
1 The King does not understand the castle of the King he goes as the citizens fill in the space
introspective meaning. He is furious and behind him wondering what urgent matter is being brought
refuses to reward the Warriors – they before their sire. It isn’t long before the Warriors are
obviously found the wrong book! They each summoned before the King himself where they are assigned
receive twenty lashes of the whip for their an important but dangerous task.
incompetence. Each Warrior must deduct -1
from their Starting Wounds score Reports have surfaced that an extremely large band of
permanently. Skaven, led by three diabolical ratmen are preparing a
2-6 The King laughs and nods his head. He powerful strike against the city. The most powerful and
understands the contemplative message and influential is Skamp the Sickly, an evil Warlock Engineer who is
gives the Warriors the highest reward they currently constructing his most terrible device; the
could possibly ever receive – the chance to Deathhammer. If completed, the Deathhammer will enable the
read from the Book! He then compensates Skaven to break through the defences in the southern city of
them 1D6x100 gold each for their heroic Carcassonne leaving it vulnerable to a more powerful
journey and sends them on their way. secondary attack.
49
WARHAMMER QUEST – 4 A DUTIFUL UNDERTAKING
The King designates the Warriors as an independent strike If the Warriors They each receive…
force against the new Skaven clan. The task is a tall order: defeated…
penetrate the Skaven stronghold, locate the whereabouts of 1 Skaven Leader 1D6x50 gold.
the three leaders, and assassinate them. If possible, the
Warriors are also to find and destroy the Deathhammer Device 2 Skaven Leaders 1D6X50 gold & one piece of
before it reaches completion. The King hopes that the Dungeon Room Treasure.
Warriors’ attack will give Bretonnia enough time to mount a 3 Skaven Leaders 1D6X50 gold & one piece of
defence against the rest of the Skaven hoardes. If their leaders Dungeon Room Treasure and one
are vanquished and if the Deathhammer project can be piece of Objective Room
disrupted, the Bretonnian forces can sweep in and destroy the Treasure.
remaining ratmen with very few losses.
Next, pick seven random Dungeon Cards and shuffle them in ORIGIN: CATACOMBS OF TERROR #6
with the Objective Rooms and T-Junctions (13 total cards).
OBJECTIVE ROOM: DREAD KING’S THRONE ROOM
Finally, put 2 more random dungeon cards on top of the deck,
making one large stack of 15 cards (this is a large labyrinth of MONSTER THEME: UNDEAD
tunnels indeed!)
After an exhausting journey through the mountains, the
If the Warriors reach the Fighting Pit, they will enter from large Warriors are told by the wizards of the Empire that they must
wooden door on the bottom level. When the first two Objective return to Twisted Spire and the Catacombs of Terror to deal
Rooms are reached, there will most likely be more cards the death blow to the Dread King before his power
beyond it so place a doorway on the opposite side of the room overwhelms the world. Despite all attempts to destroy him,
where the Warriors can continue their mission. the Dread King's spirit has returned once more to his ancient
haunts. Rumours abound that he seeks to awaken Nagash
himself once he is restored to power, and this must be
When the Warriors enter an Objective Room, consult the chart prevented at all costs. After much research, it has been
below to see which Skaven Leader occupies that room. If the discovered that the means to achieve this are kept deep in the
Monsters are defeated, the Warriors receive a piece of Twisted Spire itself – the Dread King cunningly possesses the
Dungeon Room Treasure. In addition, the Warriors find a only weapons powerful enough to destroy him. The Warriors
potion upon the Skaven Leader that was slain. It counts as a must find these weapons before facing the Dread King.
Treasure Item and is distributed as normal. Roll 1D6 to see
which potion it is.
Special Rules
Before playing this Adventure, remove the Dread King Event
Objective Room Skaven Leader Card from the Event deck, and place the special Catacombs
Fountain of Light Rance Throatcutter Counters in a cup or mug. Whenever the Warriors finish a
combat, then as well as any treasure and gold they gain, the
Fighting Pit Festid Filthblade leader takes a counter from the cup for every Event Card of
Skaven Laboratory Skamp the Sickly Monsters that was involved in the combat. If he finds the Skull
Counter, then the Warriors have found one of the legendary
D6 Potion Found on Leader Death Dealer swords of Malach the Cruel. These are the only
weapons capable of harming the Dread King.
1 Heals 1 Warrior to full Wounds
2-4 Heals 1D6 Wounds (4 doses)
The leader then places all the counters back in the cup, ready
5-6 Heals 2D6 Wounds (4 doses) for the next combat, when the Warriors can try to find another
sword. There will only ever be four swords, and without one a
In addition to the Skaven Leader, roll once on the Warrior will be able to inflict no damage on the Dread King
Monster Table to see which minions are also in the whatsoever. With a Death Dealer sword, a Warrior may fight
room. See the skaven leader’s Special Card for their the Dread King as usual, inflicting damage as normal.
rules.
50
WARHAMMER
WARHAMM ER QUEST – 4 A DUTIFUL UNDERTAKING
SETTING UP
Reward This Adventure uses the special Realm of Savages Board
If the Warriors manage to defeat the Dread King, at the end of Sections. These exquisite boards were created by Sebastian
the Adventure they are richly rewarded - each Warrior gains Stuart (www.eastern-empire.com) and have been modified
two item of Dungeon Room Treasure. Not only that, but they especially for this scenario.
have the choice of plundering the Dread King's ancient tomb if
they wish. Any Warrior who wishes to plunder the gold from Additionally, an entire set of Savage Orc Events have been
the tomb may roll as many dice as he likes, adding up the designed especially for this Adventure as well as Special Cards
totals rolled and multiplying the result by 100, to see how for Savage Orc Magic and Minions.
much gold he has found. If any dice he rolls come up as a 1,
then as the Warrior packs the gold into his bag, he fails to
notice the huge stone blocks sliding into place behind him. He Put the new Dungeon Room Treasure Cards off to the side for
has triggered the ancient defences, and will be sealed into the now.
Twisted Spire forever, a rich, yet very dead Warrior. Otherwise,
he may escape with the gold intact. Warriors are not allowed Special Rules
to use Luck or any other abilities to re-roll this result.
Dungeon Rooms & Unexpected Events
When the Warriors enter an Orc Residence Dungeon Room
draw an Event Card until it reveals Monsters, reshuffling any
‘E’ Events back into the deck. Likewise, if an Unexpected
Event occurs while the Warriors are in the Orc Residence it will
always be Monsters that appear. Follow the same rules for
drawing an Event Card as listed above. Therefore, ‘E’ Events
will only occur on the forest Board Sections.
Doorways
Doorways
Each time a new Forest Path Board Section has been revealed
roll 1D6 on the following table to see how many doorways it
contains:
Adventure the animal is (the party leader rolls 1D6): Note: The extra doorways may only occur on a Forest Path
Board Section and not on the Glade, the Forest Bend or a
Forest Junction Board Section.
A Bird. Each Warrior will receive 1D6x50 to
for returning this feathered pet. Treasure
A Cat Each Warrior will receive 1D3 Items of Whenever the Warriors would receive a Dungeon Room
Dungeon Room Treasure if they can reunite Treasure for any reason, roll 1D6. On a score of 1-4 they
this feline with the Emperor. receive a Dungeon Room Treasure as normal. If the score is a
5 or 6, draw one of the new Treasure Cards that accompany
A Dog. Each Warrior will receive 1D6x100 this Adventure instead.
gold if they can find this pure-bred canine and
bring it to the Emperor.
Munk the Savage Orc Shaman
A Horse. Each Warrior will receive 2D6x100 If the Warriors encounter Munk as an Event, he will be
gold upon this beautiful stallion’s return. accompanied by his minions. See the Munk’s Minions & Rules
A Huge Snake. Each Warrior will receive an Special Card to see who they are. Munk will cast one spell at
item of Objective Room Treasure and the beginning of each turn. See the Munk’s Savage Orc Magic
1D6x100 gold if they can bring this exotic Special Card to see which spell he casts.
serpent back safely.
Munk’s Dwelling Objective Room
A Tiger. Each Warrior will receive an item of
Objective Room Treasure and 2D6x100 gold When the Warriors enter Munk’s Dwelling, put the Savage Orc
upon the safe return of this majestic animal. Shaman on the throne, even if the Warriors had encountered
and defeated him in an Event. Munk had concocted and drunk
This roll cannot be affected by a magical potion which enabled him to survive even the most
Luck, Faith or other abilities. grievous wounds.
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Whenver the Warriors enter a Dungeon Room for the first time
or roll a ‘1’ in the Power Phase, they draw an Event Card as
normal. In addition, starting with the party leader and following
in order of Initiative, each Warrior must draw a Vampire
Counter.
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WARHAMMER QUEST – 4 A DUTIFUL UNDERTAKING
When the Warriors encounter the Large Wolf, whether as an Special Rules
Event or in the Objective Room, the Warriors must pick a
Counter EVERY turn until the Large Wolf is dead, after which The Den of Desires Objective Room
the Vampire issues a stern warning: leave immediately or In addition to rolling on the Chaos Slaanesh Objective Room
perish! Monster Table to see who guards the room, Elixa Abasheena
will be present and attack one of the Warriors (determined
randomly).
The Warriors must retrace their steps out of the Dungeon,
rolling for Unexpected Events as usual although the Vampire
will no longer attack them if they draw an Event Card. Finishing the Adventure
If the Warriors defeat all of the Monsters in the Objective
The Vampire’s Lair Objective Room Room, they may take Elixa’s Sceptre. Without the life force of
If the Warriors have not found the Large Wolf by the time they the Chaos Champion to connect with, the power of the sceptre
reach the Objective Room, the beast is there. Roll on the is no more, although its beauty and value remain.
Vampire Objective Room Monster Table to determine what
other Monsters accompany it. The Warriors discover a staircase behind a secret door that
leads up to the city of Altdorf. The Warriors return to their old
Lycanthropy friend from Magritta where he rewards each of them with
1D6x100 gold.
If the Large Wolf caused damage to a Warrior during combat,
that Warrior must roll 1D6 at the end of the Adventure. If the
score is a 1, the Warrior has been infected with lycanthropy
and irreversibly transforms into a Werewolf. They attack any
townsfolk in the vicinity and then dart off into the nearest
forest with Witch Hunters in pursuit. The Warrior is removed
from the game. ORIGIN: LAIR OF THE ORC LORD #4
OBJECTIVE ROOM: GORGUT’S LAIR
Reward MONSTER THEME: ORCS & GOBLINS
There is really no reward for this Adventure seeing as it was
the Warriors who let the Werewolf escape in the first place.
However, if the Warriors found the Hidden Resting Chamber,
then the Witch Hunter’s Guild and the Cult of Sigmar are both
T he king of Bretonnia claims that his knights have finally rid
the Grey Mountains of Orcs and Goblins once and for all.
His people may now pass safely through the mountains
very interested and concerned to learn of a Vampire presence without fear. A banquet is held to celebrate this great day,
at the Blood Keep. They pay each Warrior 1D6x25 gold for the marred only by the arrival of a deputation from the
information. surrounding villages saying that there seem to be more Orcs
than ever!
The king of course has the villagers whipped soundly and sent
away, but just in case there is some truth in the preposterous
ORIGIN: LITTLEMONK story he sends the Warriors off to scout around and find out
what's going on.
OBJECTIVE ROOM: THE DEN OF DESIRES
MONSTER THEME: CHAOS SLAANESH
In fact, the truth is that a new Warboss called Gorgut had
decided to move his tribe, the Black Fangs, from their home
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Special
Special Rules Special Rules
The Shaman's Den The Warriors’ main objective is to enter the dungeon and kill
Draw an Event Card for the Shaman's Den as normal. Once all Grachnach’s Minotaurs, who are kept chained up in the
the Monsters are dead the key for the portcullis will be found fighting pit. Of course, if they find treasure totaling over 2.000
under one of the stools. gold per Battle-level between them en route, they may leave
immediately and pay the ransom instead.
After killing all the Monsters in the lair they will have plenty of Grachnach has been scouring the mountains for Monsters to
proof to take back to the king for their reward, but they join his warband, and has returned with his new followers. He
cannot leave the lair unless they have found the key to the will not fight the Warriors himself, preferring to send his
portcullis! servants to crush them while he waits a safe distance away.
Roll on the Chaos Khorne Objective Room Monster Table to
To claim their reward they journey to Couronne to see the king determine what Grachnach has recruited. Place them on the
once more. Upon presenting their evidence, the king makes his Board along with the Monsters generated by the Unexpected
judgement. Roll a dice and consult the table below. Event. This event only happens once, as Grachnach can only
return once!
1 The proof is ignored and the Warriors are Of course, even if the Warriors beat off this attack they must
ridiculed as mendacious simpletons. They are still complete the Adventure, unless they have 2.000 gold to
paid nothing, and sent packing. pay Vestigkalass.
2-3 The king and his court refuse to believe that
there could be any more Orcs and Goblins this The Fighting Pit Objective Room
far west. However, the Warriors told a jolly
When the Warriors reach the Objective Room, do not roll to see
tale, and are paid 1D6 x 30 gold each just to go
what lies within, as the following rules apply.
away.
4-5 The king's advisors see the truth in the
Warriors' words and evidence. The Warriors are When the Warriors enter the Objective Room, place the two
paid 1D6+6x50 gold each as a reward for their Minotaurs in any squares in the pit. The Minotaurs will not
heroic quest, and knights are once more climb out of the pit unless attacked by a Warrior with missile
dispatched to wipe the Orcs from the Grey weapons or magic. The Minotaurs will attack in the Monsters’
Mountains. Phase as normal.
6 The king deems the Warriors conquering
heroes for finding the Monsters and defeating Once the Minotaurs are defeated, the Warriors may escape
them. They are made honorary knights of the through the trapdoor at the bottom of the fighting pit. On their
realm, with the right to wear the king's colours. return Vestigkalass gives them their memories back, as
They are also each given an item of treasure promised. The only problem is, he isn’t sure whose memories
from the king's treasure chamber. Each are whose. Each player should take a Warrior Counter to see
Warrior gets an item of Dungeon Room which l0-year chunk of memories his Warrior regains.
Treasure. Eventually Vestigkalass sorts it all out, but any Warrior who
did not draw their own counter is -1 Willpower for the next
Adventure!
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Put the Gorgut's Lair Objective Room card and the Shaman's grimly realise that their best chance at locating the royal
Den Dungeon Room card to one side, and shuffle the nephew and actually surviving this entire ordeal would be to
remaining 11 cards. Deal out six cards face-down, then shuffle initiate a slave revolt.
in the Gorgut's Lair card. Shuffle the Shaman's Den in with the
remaining cards, and put these six cards on top of the other
seven cards. This completes the Dungeon Deck for this SETTING UP
Adventure (phew!). Prepare the Dungeon Deck as normal with one exception:
shuffle the Fighting Pit Objective Room into the top seven
The Warriors must get the amulet from the Shaman's Den and cards and the Temple of Khaine Objective Room into the
the skull from Gorgut's Lair. bottom four cards to form a total of 13 cards for the Dungeon
Deck.
The Shaman’s Den
Take an Event Card for this room as normal, but also include Demona Ryme, Beastmaster
Skabnoze in the room. Once Skabnoze has been sent packing Put the Demona Ryme Beastmaster Event Card aside for now.
and the other Monsters have been killed, the Warriors may
pick up Azhag's amulet which is on the keg on the platform in
the Den.
Special Rules
Beginning the Adventure
Gorgut's Lair Objective Room The first Board Section is the Warriors’ dungeon cell where the
invisibility spell wears off. Draw an Event Card until it revelas
Roll on the Orcs & Goblins Objective Room Monster Table to
Monsters, reshuffling any ‘E’ Event Cards back into the deck.
see what Monsters the Warriors encounter in Gorgut's Lair.
The Warriors receive the equivalent of an Ambush Attack on
their astonished captors (i.e. take an extra Warriors’ Phase in
Once all the Monsters in the Lair are dead the Warriors may the first round of Combat). If the Warriors defeat their captors
attempt to retrieve the skull, which is set in a niche in the wall. they receive an item of Dungeon Room Treasure as normal.
This niche is concealed in the corner of the room, above a pile There is only one exit in this room.
of bones and skulls.
The Fighting Pit Objective Room
The skull of Azhag has been magically protected by Skabnoze.
Any turn that there are no Monsters in the Lair draw a Warrior When the Warriors enter the Fighting Pit Objective Room they
counter to see who tries to take the skull. This Warrior must will be attacked by Beastmaster Ryme, Julong the Wardog, 1
roll 1D6 + his Initiative and score 7 + (remember that a 1 Ogre (slave), 1D6+3 Hobgoblins (slaves), and 1D6 Dark Elves
always fails). If the Warrior fails, a sheet of flame shoots out w/Crossbows (Strength 4). If Demona Ryme is killed before the
from the eyes of the skull causing 2D6 Wounds on the Warrior. Ogre, then the Ogre receives the Break Ability.
Each turn continues as normal until a Warrior successfully
picks up the skull. If the Warriors manage to clear the Fighting Pit of Monsters,
the Warriors can attempt to break down the huge wooden
Once the Warriors get the skull the warding spell is broken and door (Toughness 3, Wounds 7) and free the captives inside
in the niche they will also find a lever for opening a secret who rush out in droves. The royal nephew is not among them
passage to the surface. The Warriors can then take the skull and has been taken to the Temple of Khaine where he will be
back to Karaz-a-Karak where the Dwarfs will judge that they sacrificed.
have atoned for their wrong doing and reward them with a an
item of Dungeon Room Treasure each.
The Temple of Khaine Objective Room
When the Warriors discover the Temple of Khaine Objective
Room in the Exploration Phase, roll 2D6. This is how many
turns they have to kill the Hag Queen before she finishes her
ritual by plunging a wicked-looking dagger into the royal
nephew.
ORIGIN: HALL OF THE HAG QUEEN #5
OBJECTIVE ROOM: FIGHTING PIT & TEMPLE OF KHAINE
Finishing the Adventure
MONSTER THEME: DARK ELVES
Once the Warriors clear the Objective Room, they find a
passage out of the Black Ark that leads to the outside world.
The Bretonnian King’s nephew was among the latest victims They leap into the ocean where they are soon rescued by a
taken away in a Black Ark raid on the coast of Brionne. The passing ship. If they have saved the royal nephew they can
King has demanded that the Warriors rescue his nephew! return to the King of Bretonnia and roll 1D6 on the following
Although there is no conceivable way to penetrate the magical table:
barrier that surrounds the Black Ark as it sails back to
Naggaroth, the King has a heroic plan. Unfortunately, the
details of the rescue reveal a quite absurd and ill-conceived 1-4 The King is shocked that the Warriors actually
scheme concocted by the King’s desperate advisors: After the completed the mission since it was he that had
royal Enchantress renders the Warriors’ weapons invisible by arranged for the nephew’s disappearance in
way of magic spell, the Warriors will allow themselves to be the first place! He concocted the impossible
captured by a Dark Elf raiding party. Once inside and the scheme to avert any suspicion upon himself. He
invisibility spell wears off, they will be able to locate the royal grudgingly rewards the Warriors with 1D6x100
nephew and lead him safely back to Bretonnia. The only real gold each for their incredible rescue.
choice the Warriors have is whether to die at the hands of a
misguided King or murderous Dark Elves! After careful thought 5-6 The King is elated and knew that his rescue
the Warriors opt for the more heroic option... plan would succeed! He rewards each Warrior
with 1D6x100 gold and an item of Objective
Room Treasure!
The reluctant Warriors are escorted to a volatile coastal area
where they make camp. As expected they are captured by a
Dark Elf raiding party, taken deep into the heart of a Black
Ark’s caverns and finally into a holding cell. The Warriors
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WARHAMMER QUEST – 4 A DUTIFUL UNDERTAKING
ORIGIN: LITTLEMONK
OBJECTIVE ROOM: GORGON’S GROTTO
MONSTER THEME: CHAOS KHORNE / SKAVEN
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5
· A TERRIBLE TRIAL ·
ORIGIN: CATACOMBS OF TERROR #5 ORIGIN: LITTLEMONK
OBJECTIVE ROOM: DREAD KING’S THRONE ROOM OBJECTIVE ROOM: VAMPIRE’S LAIR
MONSTER THEME: UNDEAD MONSTER THEME: VARIOUS
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WARHAMMER QUEST – 5 A TERRIBLE TRIAL
Special Rules
The Warlock of Mousillon
If the Wizard rolls a ‘1’ in the Power Phase, after drawing an
Event Card and after Monsters have been placed on the Board,
or after ‘E’ Events have been resolved, the reclusive Warlock
will appear. With red glowing eyes he points at the Warriors
whilst shouting out a peculiar word. Roll D66 to see what word
he calls out and what happens as a result. Play then proceeds
as normal.
D66 Word/Result
11-12 THENCE! The Warrior realizes he is not in the same place as he was a moment ago…
One random Warrior (other than the party leader) is teleported to a random square adjacent to the Warrior with the
lantern, moving any other models as necessary.
13-14 THICK! The Warrior’s body suddenly feels more resilient…
One random Warrior gains +1 Toughness for the next 1D6 turns.
15-16 THIEF! The Warrior’s pack feels lighter…
One random Warrior loses one item at random (which they recover at the end of the Adventure – should they
survive!).
21-22 THIN! The Warrior suddenly feels feeble.
One random Warrior is -1 Strength for the next 1D6 turns.
23-24 THINK! A deep sense of knowledge and understanding overcomes the Warrior…
One random Warrior gains the ability to cast one random spell from the Spell Deck. It may be cast at any time
although the ability is gone once the Warriors leave this Dungeon.
25-26 THIRD! The Warrior feels as if he is being watched…
During the next combat, the Warrior who is third in the Iniative order will be attacked by the most powerful Monster.
31-32 THIRL! The faint glow of a doorway can momentarily be seen…
One random Warrior finds a secret door. Place a Doorway on any unused wall on this Board Section and split the
Dungeon Deck as normal.
33-34 THIRST! The Warrior is overcome with the sensation of thirst…
One random Warrior is -1 Toughness for the next 1D6 turns.
35-36 THORN! Thorny plants grow out of the walls, ceiling and floors, wrapping themselves around the Warriors before
they disappear suddenly…
Each Warrior takes 1D6+Dungeon-level Wounds.
41-42 THRALL! The Warrior finds himself unable to move from the space he is in…
One random Warrior is encased in a magical barrier for the next 1D6 turns during which he may do nothing but heal
himself. The encased Warrior cannot be attacked by any means.
43-44 THRAVE! The enemy’s ranks continue to fill up the room.
If the Warriors have just placed Monsters, place enough to reach the maximum number in the Monsters entry.
45-46 THRASH! The Warrior’s muscles bulge…
One random Warrior gains +1 Strength for the next 1D6 turns.
51-52 THRIVE! A sense of vigour overcomes the Warrior…
One random Warrior heals 1D6 Wounds.
53-54 THROB! All the Warriors feel a pounding pain in their heads…
Every Warrior is -1 To Hit for the next 1D6 turns.
55-56 THRUST! A sense of aggression overtakes the Warrior…
One random Warrior gains +1 Attack for the next 1D6 turns.
61-62 THUNDER! The entire Dungeon shakes violently like an earthquake and debris comes crashing down…
Each Warrior suffers 2D6 Wounds.
63-64 THUMBS! The Warrior fumbles around with his weapon, unable to secure a fine grip…
For the next 1D6 turns, one random Warrior only hits an opponent if he scores a natural To Hit roll of ‘6’.
65-66 THJMP! An unseen force pounds down upon the Warrior’s head sending him to the ground…
One random Warrior is knocked unconscious for the next 1D3 turns.
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The Wizard must still roll a Power Phase each turn as normal,
In the Circle of Power is a Puzzle… but any Monsters that appear are not placed in the Guard
Exactly four Warriors must be in this room at the same time Room. Monsters will not enter the Guard Room although they
and they must decide where they are going to stand. will still attack the Warrior inside if possible (via an adjacent
square in the doorway or with missile weapons).
Each turn, after the Power Phase roll, and if there are no
Monsters on the Board, the party leader may roll 1D6 to see In the Monster’s Lair is a Guardian…
what happens:
After the Warriors enter this room, a door slams shut behind
them and they catch something moving in the dark shadows.
1 One of the Warriors (determined randomly) Roll on the following table to see what Monster is summoned.
suffers 1D6 Wounds with no modifiers for It is placed on the Board Section immediately and follows all
anything. the normal rules for placing Monsters:
2 If all four Warriors are on the outer circle
squares, the puzzle has been solved!
3 If three of the Warriors are on an outer circle
square, the puzzle has been solved! 1 A Screamer of Tzeentch
4 If two of the Warriors are on an outer circle 2 A Fiend of Slaanesh
square, the puzzle has been solved! 3 A Bull Centaur
5 If one of the Warriors is on an outer circle 4 A Rat Ogre
square, the puzzle has been solved! 5 A Minotaur
6 Each Warrior heals 1D6 Wounds. 6 An Ogre
In the Dungeon Cell is a Trap… If the Warriors defeat the Monster, they receive 1D6 items of
When the Warriors enter this room, they are immediately Dungeon Room Treasure which may be distributed as normal.
plunged into a void of darkness. Their bodies become light, A Doorway appears opposite from where they entered and
their limbs feel sinewy and their minds are dizzy. As the they may continue on in their quest to see the Warlock.
Warriors fumble around in the void, a voice mocks them, “Can
you find the way out?”
In the Torture Chamber is a Trap…
To escape the void, each Warrior must declare a number from When the Warriors enter the Torture Chamber they are
1 through 6 and then roll a dice. If the number is the same as overcome by feelings of pain and suffering from every part of
the one they declared, then they are transported out of the their bodies.
room (put the model aside for now). If they do not roll the
same number as the one they declared, then they immediately Each Warrior must each roll 9D6. For every ‘1’ that is rolled,
suffer 1D6 Wounds with no modifiers for anything. the Warrior suffers 1D6 Wounds with normal modifiers (add all
of the Damage together and then subtract for Toughness,
Once the last Warrior has escaped the void (or died), they Armour, etc.). This is Fatal Damage (see the Roleplay Book
reappear anywhere on the Dungeon Cell Board Section. The page 81).
opening they came through is no longer there, but a new one
has appeared on any unused wall space on the Board Section. Any Warrior that survives receives an item of Dungeon Room
The Warriors receive one Dungeon Room Treasure to be Treasure and may continue on their quest to see the Warlock.
distributed as normal. The Warriors may continue their quest
but can no longer retrace their steps to the exit the Warlock’s
Tower. In the Well of Doom is a Guardian…
When the Warriors enter the Board Section a River Troll is
magically summoned. Place it on the Board Section according
In the Guard Room is a Puzzle… to the normal rules for placing Monsters. See the River Troll
Place four statues (represented by any Monster with a normal Special Card for rules. If they defeat the River Troll, the
base) on any squares inside the room, making sure they are Warriors receive an item of Dungeon Room Treasure to be
not adjacent to one another distributed as normal.
Only one Warrior may enter the Guard Room to solve this The Temple of Khaine Objective Room
puzzle, beginning outside the room at the Doorway (entrance). When the Warriors find the Warlock’s Study, roll on the
The Warrior will act as a life-sized chess piece and has 6 turns Objective Room Monster Table as normal. Once the Board is
to capture the four statues. The second Doorway (exit) will clear of Monsters the Warriors may try to solve the final
appear after all four statues have been captured. puzzle: finding the secret lever that opens the bookcase (see
the Vampire’s Lair rules). Once the bookcase is open, the
The other players take turns rolling 1D6 to determine what Warrior may descend into the secret chamber where the
chess piece the Warrior will move like this turn: Warlock awaits. The Warriors may ask for his help by
prostrating before him. To do this, there must be no Monsters
on the Board and every Warrior must be standing in a space in
the lower level. If these conditions are met, the Warrior may
roll 1D6 on the table below:
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unleash it upon the entire Empire. The only way to end the The sheriff of the town is wary of interrogating the influential
plague is to kill the Sorcerer. Baroness and has therefore hired the Warriors to investigate
the mysterious disappearances instead. He insists the Warriors
keep the matter completely confidential so as not to frighten
SETTING UP the locals.
Shuffle the Toxic Pits in with the five other cards to create the
top half of the Dungeon Deck.
Meeting with Esmelda Fraust is impossible – the Baroness has
hidden herself in a labyrinth of secret tunnels that lie beneath
Special Rules the manor. The Warriors, having found themselves in the midst
of a vampire hunt, have armed themselves with stakes and
At the beginning the Adventure, each Warrior must roll 1D6. hammers. They must find and kill the Baroness before her
On a score of 1 the Warrior has been affected by the curse and vampiric powers manifest and before she can flee to Sylvannia.
must lose either one point of Strength or Toughness. If ever
the Warrior’s Strength or Toughness is reduced to 0, they die
horribly with no chance for resurrection. Special Rules
The Vampire Counters
The Pit of Revulsion Objective Room Each time the Warriors enter a Dungeon Room, draw one
When the Warriors enter the Pit of Revulsion Objective Room, Vampire Counter and put it on the Party Leader’s Adventure
they will encounter Anton the Hideous. Make a roll on the Record Sheet. This represents the Warriors getting closer to
Chaos Nurgle Objective Room Monster Table to see who is finding the Baroness.
guarding him.
The Vampire’s Lair Objective Room
Finishing the Adventure When the Warriors enter the Objective Room, they must roll on
If the Warriors find and defeat Anton the Hideous, the curse is the Vampire Objective Room Monster Table to see what lies
lifted. All symptoms of the curse disappear and any reductions within. Once the Board is clear of Monsters, the Warriors can
which the Warriors suffered to their Characteristics are search for the Secret Chamber and then look inside the coffin
undone. to see if the Baroness Esmelda Fraust is in it by rolling 1D6. If
the result is the same number as any of the Vampire Counters
that they have drawn, then the Baroness is asleep in the
RPG: If the Warriors do not find Anton the Hideous coffin. The Warriors drive a stake through her heart and put
If the Warriors finish the Adventure without finding Anton the her to rest for eternity. They find a secret door in the wall
Hideous (e.g. if they flee or leave the Dungeon without killing which leads them back up to the surface.
him), then they may continue to try and locate the Sorcerer in
the next Adventure. From now on, shuffle the special Anton
If the number rolled is not one of the Vampire Counters
the Hideous Event Card into the Event Deck. If the Warriors they’ve drawn, then they notice a secret door in the wall that
draw the Event Card, it means that they have crossed paths
leads back up to the surface. The Baroness has made good her
with the sinister sorcerer again. If he is defeated, the curse is
escape.
lifted as mentioned above.
ORIGIN: LITTLEMONK
OBJECTIVE ROOM: VAMPIRE’S LAIR
MONSTER THEME: VAMPIRE
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WARHAMMER QUEST – 5 A TERRIBLE TRIAL
The Chest
Once the Objective Room is cleared of Monsters, roll 1D6 for
ORIGIN: LITTLEMONK each Warrior. The Warrior with the highest score may open the
OBJECTIVE ROOM: SPIDER’S NEST chest and keep any treasure they find inside for themselves.
Roll 1D6 below to see what the chest contains:
MONSTER THEME: DARK ELVES
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WARHAMM ER QUEST – 5 A TERRIBLE TRIAL
The Vampire’s
Vampire’s Lair Objective Room
When the Warriors reach the Vampire’s Lair Objective Room
they must one roll on the Vampire Objective Room Monster
Table to see what creatures are protecting the slumbering
Vampire. The Warriors must overcome the defenders and then
find the Hidden Resting Chamber before they can take the
goblet, which sits on a table across from his coffin.
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WARHAMMER QUEST – 5 A TERRIBLE TRIAL
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ORIGIN: LITTLEMONK
OBJECTIVE ROOM: ALTAR OF KHORNE
MONSTER THEME: CHAOS KHORNE
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WARHAMMER QUEST – 5 A TERRIBLE TRIAL
SETTING UP In addition, if they have repaired the pipes, the smell begins to
dissipate almost immediately and the Settlement begins to
Put the Sewer Board Section aside for now but do not include
return to normalcy. If one of the Warriors solved the pipe
the card in the Dungeon Deck. It will be required later.
problem (which saves the Lord from having to send down his
engineers), a feast is held in the Warrior’s honor and he is
Special Rules regarded as a hero! A statue of the Warrior is commissioned to
In this Adventure, each time the Warriors roll a 1 in the Power be erected in the town center but more importantly, Durand du
Phase, in addition to drawing an Event Card, a wall of sewage Bourg rewards the Warrior with a piece of Objective Room
water comes rushing at the Warriors and each Warrior must Treasure!
roll an additional 1D6. On a roll of 1, the Warrior is overcome
by the stench and is -1 To Hit for that turn. On the following
turn, the Warrior returns to normal (unless the Power Phase is
a 1 and he rolls a 1 again!).
When the Warriors find the Objective Room, they enter The Warriors have no choice but to seek out the old woman,
through the large wooden door inside the Fighting Pit, which is whom they find in a craggy cave overlooking the sea. As if
also filled with foul smelling sewer water. While inside the expecting them, she welcomes them into her hovel, declaring
bottom of the Fighting Pit, the Warriors should use the Sewer that she will remove the hex if the Warriors bring her the blood
Table special rules each time they move into a new square. of a Dark Elf Hag Queen. Following a pointing finger out
The Warriors must roll on the Skaven Objective Room Monster toward the ocean, the Warriors can see the vague outline of a
Table to see what Monsters are inside. If they have not been dark fortress floating on the water. The Hag Queen awaits
encountered as an Event, Skamp, Festid and Rance are all deep within the cavernous holds of the foreboding vessel…
present. If the Warriors met them as an Event and “killed”
them, then roll1D6 for each such Skaven villain. If the score is
a 3 or more, the Skaven villain did not die in their previous Special Rules
meeting and has returned to battle the Warriors once again!
Do not roll for Skamp – he will always be present in the Hex Roll
Roll
Objective Room. Until the hex is removed any Warrior who rerolls any dice that
successfully alters consequences in their favor must make a
The Sewer and the Fighting Pit Hex Roll immediately afterward by rolling 1D6. This includes
are considered one large multi- Luck Points, Faith Points, the Wizard’s Staff, re-rolling dice due
level room and are placed side to Magic Items, Magic Weapons, Skills, etc.). If the result of the
by side as shown below. Notice Hex Roll is a 1 or 2, the old woman’s curse has raised its ugly
that one Doorway connecting head once again and negated the roll as if it never happened.
the Sewer and Fighting Pit is This Hex Roll cannot be re-rolled by any means. This could
on the bottom level while the indeed prove to be a dangerous quest for the Warriors!
other Doorway is on the upper
level. The Warriors do not have The Temple of Khaine Objective Room
to explore through the When they enter the Objective Room, the Hag Queen will be
adjoining Doorways since they there screaming at the Warriors, “So the Cursed Ones have
are merely archways of one come! It is not MY blood that will be spilled. It will be yours!!”
large Objective Room.
If the Warriors defeat all the Monsters in the Objective Room, To the Warriors’ surprise (and horror), the Hag Queen Melusina
they may attempt to figure out how the Skaven sabotaged the and the old wretch that hexed them in Hargendorf are one and
pipes by standing adjacent to the pipes inside the Sewer the same! Melusina did indeed have one of her Sorcerers place
(rolling on the Sewer Table as normal). Starting with the party a magic spell on the Warriors as part of an elaborate scheme
leader, and then continuing in order of Initiative, each Warrior to lure the Warriors into her clutches.
may make one attempt to solve the pipe problem by rolling
1D6. If they score a 6, they have figured out the problem and Melusina needs to constantly fill her cauldron with blood so
how to repair it (a Dwarf may add +1 to his dice roll). Any that she may rejuvenate her beauty. Without it, she becomes a
other roll leaves the Warrior dumbfounded as to the method of wrinkled, ugly old crone. Whilst she is in her haggard state,
sabotage. Melusina poses as an old beggar, making strangers believe
that they have accidentally insulted her in order to seek her
The Warriors may remove the grate and leave through the out. She usually has them killed upon entering the cave, but
sewer exit where they return to the surface emerging in the the Warriors’ confidence and weaponry caused her to delay
city’s bath house. They must wash themselves repeatedly that until they were aboard the Black Ark and surrounded by
before they can report to Lord Durand du Bourg whereupon her minions. Only killing her will end the hex.
they each receive 1D6x150 gold for ridding the sewers of
Skaven.
Because she was expecting the Warriors, subtract -1 when the
Warriors roll on the Dark Elves Objective Room Monster Table.
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WARHAMMER
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Finishing the Adventure without causing another Minotaur to appear. When the first
Minotaur is killed, it and all the other Minotaurs who magically
If the Warriors manage to clear the Objective Room, a secret
appeared immediately vanish and the combat is over.
recess opens on the cavern wall opposite the entrance. The
small chamber contains captured treasure from various Dark
Elf raids as well as a passage to the surface. As the Warriors Reward
pass through the doorway, they may each take one random Once the Warriors defeat the Minotaurs, they each find one
item of Objective Room Treasure before making their way item of Dungeon Room Treasure in the bottom of the pit.
back to shore. Clutching their new-found wealth, the Warriors may now
escape the Dungeon through the trapdoor at the bottom of the
Fighting Pit.
While they are without armour the Warriors may only deduct
their Toughness from any blows that hit them.
T he Warriors are being pursued through the Worlds Edge
Mountains, via tunnels deep below ground, by the
inhabitants of the dark under-realms. With them, the Warriors
have the long-lost crown of the ancient Dwarf Kings of Mount
The Warriors start with no weapons at all (even missile Silverspear (now known as Mount Grimfang), which has been
weapons), and must therefore fight in hand-to-hand combat retrieved from the evil creatures that stole it. The Warriors
using their fists. While fighting unarmed, each Warrior does have a final obstacle to overcome before they reach safety.
1D6 Wounds when he hits, with no modifiers for Strength. The dangerous route that they follow leads to the firechasm,
across which lies a slender bridge. If they can cross the bridge
and destroy it before their pursuers arrive in great numbers,
Events they will gain precious time and will probably escape from the
When the first Monster Event Card is triggered, the Warriors mountains alive. If not, they will surely perish as the evil
notice that their assailants are carrying (but not using) their hordes overwhelm them.
weapons! If the Warriors kill all these Monsters, they may
retrieve their weapons. The Firechasm Objective Room
When the Warriors reach the firechasm, they must fight
When the second Event Card that reveals Monsters is whatever Monsters are there before crossing the bridge. To
triggered, the Warriors see that their assailants are guarding determine what is in the room, roll once on the Objective Room
their Armour. If the Warriors kill all these Monsters, they may Monster Table of the Monster-theme being used.
retrieve their Armour.
Once the Warriors have crossed the bridge, they must break it
The Fighting Pit Objective Room to prevent pursuit. Any Warrior who is in the square at the end
When the Warriors reach the Objective Room do not roll on the of the bridge, directly between the ropes that hold it up, may
Goblins Objective Room Monster Table, as the following special attempt to destroy the bridge during the Warriors’ Phase
rules apply. instead of Attacking. Roll 1D6 and add the Warrior’s Strength
to the score. If the total is 8 or over, the bridge is destroyed.
At the start of each turn in which the bridge is not destroyed,
The only way for the Warriors to escape the Dungeon is take an Event Card (in addition to any Unexpected Events that
through the trapdoor at the bottom of the Fighting Pit. occur). Any Monsters that are generated by these Event Cards
However, the Fighting Pit has had a powerful curse laid upon must be placed on the side of the chasm next to the door, as
it, and for every Warrior, up to a total of three, who jumps into they represent the Monsters who are pursuing the Warriors
the pit a Minotaur appears next to him and will fight him to the through the dungeon. If a Minotaur appears, it may leap the
death. As soon as a Warrior moves into one of the Fighting Pit chasm without using the bridge, taking two squares of its
squares for the first time, place a Minotaur model in any Movement to do so. Once the bridge is destroyed, the Warriors
adjacent square in the pit. The Minotaurs will attack in the may escape through a small tunnel to the rear of the cave,
Monsters’ Phase as normal. See the Minotaur Event Card for behind the dragon statue.
rules and statistics, including the gold for defeating it.
If all four of the Warriors jump into the pit use the rule of One-
Reward
on-One to determine which Warriors the three Minotaurs At the end of the Adventure, each surviving Warrior is
attack. Any Warriors that stay out of the Fighting Pit may help rewarded with 1D6x50 gold.
defeat the Minotaurs if they can – by firing bows, etc. –
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WARHAMMER QUEST – 5 A TERRIBLE TRIAL
Tavern brawls are not uncommon in this part of the city so the
Watch tend not to bother getting involved. The patrons are
likewise accustomed to such disturbances and take cover
ORIGIN: LITTLEMONK
wherever possible until the fracas dies down.
OBJECTIVE ROOM: TAVERN
MONSTER THEME: CHAOS TZEENTCH
Danzig’s Last Trick
The first time one of the Warriors reduces Danzig Moon to 0
T he Warriors are relaxing in Altdorf between adventures
when they hear the news that a wizard at the Celestial
College has just been assassinated. Originally thought to have
Wounds, he surprises the Warriors with one final, dirty trick.
Roll 1D6 on the table below to see what he does:
been vanquished in his tower fortress, The Chaos Sorcerer
Danzig Moon has surfaced in Altdorf and has extracted
revenge on his previous mentor. You can’t kill me!
me! Danzig quaffs a potion that
heals him up to half of his Starting Wounds.
Danzig has retreated into the old sewers of Altdorf which is
connected to a series of unfinished aqueducts and I’ll kill you all! Before the Warrior can land the
passageways. The underground area has become the base of fatal blow, Danzig goes out in a blaze of glory
operations for Danzig and his Tzeentch followers. (literally). A gigantic fireball erupts from the
Chaos Sorcerer’s body, burning him to a crisp
The Warriors quickly enter the sewers in pursuit of the Chaos and each Warrior on the Board Section suffers
Sorcerer. 3D6 Wounds.
Get them!
them! The Warrior slays Danzig but with
SETTING UP the Sorcerer’s last breath, he calls forth a
bodyguard to attack! Draw an Event Card
Include the following Dungeon Cards when you create the until it reveals Monsters, although only 1 will
Dungeon Deck: appear. It attacks the Warrior who killed
• The Sewer Danzig and receives an immediate Ambush
• The Shaman’s Den Attack when it is placed on the Board and
• The Flames of Khazla then attacks again as normal in the Monsters’
• The Landing Phase.
Now shuffle the Stairs Board Section into the bottom six cards Take that! The Warrior slays Danzig but the
of the Dungeon Deck for a total of 13 cards. Sorcerer releases a hidden trap upon the
Warriors! Each Warrior takes 1D6 Wounds
with no modifiers for anything.
Special Rules
You’ll never take me alive! Before the Warrior
The Shaman’s Den can deliver the final blow, Danzig swallows
In this Adventure, the Shaman’s Den represents the abode of a poison and drops dead on the spot. The
mystical hermit who dwells below the streets of Altdorf. When Warrior receives no gold for his death.
the Warriors enter the Board Section they must draw an Event
Card as normal. A strange energy is present in the Hermit’s Don’t move or I’ll kill her!
her! Danzig takes a
Cave and the amount of power available to the Wizard is hostage, using them as a shield! The Warrior
opposite of what the Power Phase dice indicates: who brought the Sorcerer to 0 Wounds gets a
chance to hit him. As it is quite difficult with
the hostage in the way, the attack is -1 To
Power Phase Wizard’s Power this turn Hit. If the Warrior hits, then Danzig is killed
6 1 permanently. Once the Board is cleared of
Monsters, the hostage rewards the Warrior
5 2 with 1D6x100 gold for rescuing them.
4 3
If the Warrior misses, Danzig throws the
3 4 victim at the Warriors and uses the
2 5 distraction to escape and the Warriors receive
1 6 no gold for defeating him. If the Warrior rolls
a ‘1’ To Hit, it means that he has accidentally
killed the hostage instead! Danzig uses the
Once there are no Monsters on the Board, each Warrior finds a opportunity to escape and at the end of the
potion which they may take with them. When a Warrior drinks Adventure, the Warrior must compensate the
one of the potions they may add 1D6 to their Strength for 1 victim’s family with 2D6x100 gold, selling off
turn. Each potion has enough liquid for one drink and each is items of treasure if necessary.
worth 300gp if unused.
The Stairs
When the Warriors reach the Stairs Board Section, they begin Finishing the Adventure
at the bottom. Beyond the Doorway at the top of stairs is the
Conniving Chameleon Tavern. This is Danzig’s true base of When the Warriors clear the Tavern of Monsters, they return
operations whilst the tunnels beneath allow him to come and to the Celestial College who reward each Warrior with
go freely whilst avoiding the authorities. 2D6x100 gold and a piece of Objective Room Treasure for
driving the Sorcerer away.
The Tavern Objective Room Because of the powerful magic and the incredible abilities used
When the Warriors enter the Tavern, they have caught up to by both sides of the battle, minstrels and bards will sing heroic
Danzig Moon and his minions. Place the Chaos Sorcerer at the songs of the legendary Conniving Chameleon Tavern in Altdorf.
far end of the balcony (see the Danzig Moon Special Card for
his rules). Make one roll on the Chaos Tzeentch Objective
Room Monster Table to see who accompanies Danzig.
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WARHAMM ER QUEST – 6 A WARRIOR QUEST
6
· A WARRIOR QUEST ·
This section is currently unavailable.
For now, if a Warrior rolls a 6 on the Adventure Category Table, he may choose the category of
the Adventure. Roll D66 on the Adventure Category to see what Adventure the Warriors partake
in.
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WARHAMMER QUEST – SPECIAL RULES
· SPECIAL RULES ·
This section contains special Adventure rules compiled from various sources
sources that that were either
not originally addressed or not easily found. They have been listed here for convenience.
S ometimes the Warriors might find themselves in a situation that can only mean certain death for them all. In these cases, it is best
that the party abandons its adventure and heads for the safety of the surface as quickly as possible.
At any time during the Adventure, any player may decide that his Warrior has had enough, and can try to escape from the dungeon. If
the Warrior carrying the lantern decides to leave the dungeon prematurely he either has to give the lantern to the other Warriors, or
they must all leave the Dungeon at once. If your Warrior takes flight and tries to escape from the dungeon, roll 2D6 on the following
table:
Within ten yards your Warrior is engulfed by blackness and falls down a bottomless pit to his death.
Your Warrior trips in the first doorway and falls flat on his face. Place the Warrior face down in one of the squares
adjacent to the entrance doorway on the same Board Section as he started. The Warrior wastes an entire turn
getting back up and may then stay or try to flee again. Whilst prone, he may be hit automatically.
Your Warrior vanishes into the depths after what seems like an eternity of wandering through twisty caves and
tunnels, he sees a light in the distance and rushes headlong towards its welcoming glow. He has lost half of his
gold, and has suffered 2D6 wounds, modified for Toughness and armour at the hands of the Dungeon’s denizens.
If he does not have that many Wounds left, he is dead!
If he survives and the rest of the Warriors are still alive, wait far three turns then place your Warrior anywhere on
the same Board Section as the leader. Your Warrior has been round in a great circle, and the light he saw came
from the lantern the others are carrying.
If he survives and the rest of the Warriors are dead, or if all the surviving Warriors are fleeing with your Warrior he
emerges at a dimly-lit junction. Roll again on this table to see exactly where your Warrior ends up, adding +1 to the
dice roll every rime you have to re-roll.
The way to freedom is a bitter struggle against what seems like hundreds of foul creatures. Your Warrior loses
2D6 Wounds, modified for Toughness and armour. If he does not have that many Wounds left he is dead! If he
survives, he manages to fight his way out, bleeding from a dozen injuries. He has escaped!
Lost for hours. your Warrior eventually finds his way out to the surface and freedom Unfortunately the exit is
through a very small tunnel, and he must leave one item of treasure and half his gold behind.
After a few nasty encounters, your Warrior manages to escape. However he is attacked on the way, and suffers
1D6 Wounds, with no deductions for Toughness or armour. If he does not have that many Wounds left, he is dead!
With unerring accuracy your warrior retraces his steps and finds the entrance with no problem, circumnavigating
any problems he encounters on the way.
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From now on, if you find a T-junction and end up down a blind LEAVING THE DUNGEON
alley, with a cave-in and perhaps a portcullis behind you, never (Roleplay Book)
fear! You will have to carry on down the route you chose, until
you reach the end of the ‘sub-deck’. The last card always leads
out of the Dungeon. You may now play the whole Adventure
T he Dungeon Entrance leads into the Dungeon – it also
leads out! If the adventurers wish to retrace their steps
and leave via the Dungeon Entrance they can do so, provided
again from scratch, or go back down the Dungeon that is
of course that their way is not blocked by a cave-in or a
already laid out. The Warriors move through the passageways
portcullis. Note that usually the Warriors’ objective will provide
and rooms as usual, looking out for Unexpected Events. When
an alternative (and often easier) way out, so it’s rarely
you get to the fateful T-junction you will know better than to
necessary for them to retrace their steps.
take your original route, and go down the other path instead.
This should ensure that your Warriors don’t end their glorious
career trapped behind a pile of fallen rocks.
73
WARHAMMER QUEST – EXTRA RULES & SCENARIOS
74
WARHAMMER
WARHAMM ER QUEST – EXTRA RULES & SCENARIOS
On the other hand, you could allow the Warriors 1D6x10 gold
normal, but all of your other Dungeon Cards should be each and pay a visit to town before the first Adventure they
included. Every time the Warriors explore a Dungeon Room, ever play! Actually, if one of` the Warriors does fall into a pit
roll on the table to the right: you can always create an Adventure where the Warriors have
to go back and rescue him. You can bet that you will never
ever venture into a Dungeon without a rope again!
SPECIAL QUESTS (Intro from White Dwarf #185, rules expanded by Littlemonk)
S ometimes a straightforward Adventure gets a bit more complex than it first seemed. Warriors may get lost or be ambushed and
captured before they reach the Dungeon. The Warriors may even decide to go on a quest which they know will be more perilous
than normal. The rewards for such bravery are great, and because of this some Warriors make a special effort to seek out impossible
odds to face (these parties often include a large number of Dwarf Troll Slayers!).
Special Quests can be used to introduce an unexpected twist to your games or new areas to explore.
Once you are ready to start an Adventure, roll 1D6 on the table to the right to see if you’ve generated a Special Quest. Alternatively,
you can choose to set out on a Special Quest, eager for the greater rewards to be gained. If you decide to do this, simply pick one of
the Special Quests and consult the following pages to find out what the Warriors have found themselves embroiled in.
Note: The original rules for generating a Special Quest have been modified from the original. – Littlemonk
Note
Now look up the appropriate Special Quest on the following pages to see exactly what scenario the Warriors will face.
If you are performing a Special Quest you must also find out which Adventure you were on when circumstances changed. This is done
as normal by generating an Adventure as explained in this book. For example, you may be playing adventure type 5 A Terrible Trial
number 31-32: Golden Mushrooms, when you become mixed up in Gaol Special Quest 5-6: The Slavers.
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WARHAMMER QUEST – EXTRA RULES & SCENARIOS
claim that they do indeed exist and your Warriors have heard a
rumour that one of these mythical sanctuaries is within the
dungeon they are heading for. Shuffle the Flames of Khazla
Dungeon Card in with the rest of the Dungeon Deck. Roll 1D6
to see which of the Flames of Khazla Special Quests is
rumoured to be found within the Dungeon. T he Warriors are approached by an old hermit while on the
way to the Dungeon. He gives one of them some holy
incense which he says will bring great health and strength if
the Warriors can burn it in the Flames of Khazla as an offering
to the gods. Before the Warriors can ask him any more about
the incense, the Hermit disappears into the gloomy woods.
This happens every time a new Warrior first enters the Board
Section, and so each must fight a Monster before they can
continue. Unexpected Events cannot affect a Warrior while he
is undergoing the Task of Khazla, so they will always affect
one of the other Warriors instead.
Special Rules
scurries
Bogoff the Snotling scurr ies away with the
One Warrior may attempt to earn a Gift of Khazla each turn.
The Warrior must be standing next to the Flames and may do Lantern with the Elf in hot pursuit in Mike
nothing else that turn. A Warrior may not attempt to gain a McVey’s Warhammer Quest Diorama!
Gift of Khazla if there are Monsters anywhere in play.
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WARHAMMER
WARHAMM ER QUEST – EXTRA RULES & SCENARIOS
Special Rules
One Warrior may stare into the Flames of Khazla each turn.
The Warrior must be standing next to the Flames and may do
nothing else that turn. A Warrior may not do this if there are
The Flames of Khazla have the magical property of Monsters anywhere in play. Roll on the following table.
transforming the Warriors' treasure into something else.
However, if the Warrior is unlucky he may well end up with a
pile of useless, molten metal!
WARNING OF KHAZLA TABLE
Special Rules 1 Your Warrior is temporarily blinded! For the
One Warrior may place a piece of treasure in the Flames of next 1D6 turns he may do nothing except
Khazla each turn. The Warrior must be standing next to the defend himself against Monsters' attacks,
Flames and may do nothing else that turn. A Warrior may not and counts as having a Weapon Skill of 1.
do this if there are Monsters anywhere in play. 2-4 Your Warrior gains a vision of the future.
Any time in this Adventure your Warrior
may ignore the effects of any one
You must give up an item of Treasure, discard it immediately. successful attack, as he is forewarned and
Roll a dice and look up the result below to see what your takes no damage at all.
Warrior gains in return. Each Warrior can only make one
offering of treasure to the Flames of Khazla. 5-6 Your Warrior is shown startling images
from the future. He gains the ability for the
result above.
In addition for the duration of one whole
RENEWAL OF KHAZLA TABLE turn in this Adventure, your Warrior may
add +1 to all of his dice rolls. A roll of one
1 The Warrior is deemed a coward and a still counts as a one despite this bonus.
rogue and all he gets is the molten
remnants of his treasure, which is worth
nothing at all.
2-4 Your Warrior gains a single item in return.
Draw the next Treasure Card. If you are
playing the Roleplay rules, a Warrior gains
an item of equal value to the one he gave
up. For example, if you offered a Dungeon
Room Treasure you gain a Dungeon Room
Treasure.
5-6 Your Warrior gains two pieces of Treasure
in return; take the next 2 Treasure Cards. If
you are playing the Roleplay rules, a Warrior
gains items of equal value to the one he
gave up. For example, if you offered an
Objective Room Treasure you gain two
Objective Room Treasures.
Special Rules
In the Monsters' Phase after the Flames of Khazla are
discovered the Warriors will be attacked by a Minotaur. This
horrific beast is placed on the board as usual, however, it is
much more powerful than a normal Minotaur since the Flames
of Khazla protect it. Any Warrior who tries to hit this Guardian
with a non-magical weapon is at -1 to their To Hit roll. Warriors
using magical weapons and spells affect Guardian Minotaur as
normal. The Guardian is worth 440 gold and if the Warriors
defeat it they gain one item of Dungeon Room Treasure. In
addition, each of the Warriors gain a piece of Dungeon Room
Treasure from the Flames of Khazla themselves.
77
WARHAMMER QUEST – EXTRA RULES & SCENARIOS
Special Rules
Create the dungeon as normal, but as well as the Objective
Room shuffle the Gaol Dungeon Card into the bottom portion
of the Dungeon Deck. The mad beast itself is represented by a
single Minotaur Event Card that you should shuffle into
whichever Monster-theme Event Deck you are using. Ignore
instructions on the card to draw another Event Card, the
insane Minotaur is always alone when the Warriors meet it.
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WARHAMMER
WARHAMM ER QUEST – EXTRA RULES & SCENARIOS
GAOL
Special Rules
To start the Adventure, set up the Board Sections as shown
above. The Warriors start the Adventure in the Gaol and you
T he Monsters in this Dungeon are raiding the local area for
slaves, who they hope to take back to their powerful
masters. An unlucky Warrior may find himself dragged off into
should place six Night Goblin Archers as shown on the the darkness and imprisoned.
diagram. The Night Goblin Archers will start shooting in the
first Monsters' phase after one of the Warriors tries to open
the gates, cast a spell or make any type of attack! However, Special Rules
until the Warriors have opened the gates of the Gaol, a roll of 1 Shuffle the Gaol Dungeon Card into the top half of the
in the Power Phase does not trigger an Unexpected Event. Dungeon Deck (remember to make sure that the Objective
Room stays within the bottom seven cards).
Instead of gaining a single item of Dungeon Room Treasure for
killing all the Night Goblin Archers, the Warriors find the Any Warrior who is reduced to zero Wounds while there are
guards' stash of loot and each one of them gets an item of Monsters on the Board must immediately roll 1D6. On a roll of
Dungeon Room Treasure. 1, 2 or 3 the Warrior is dragged off by the Monsters (if he was
carrying the Lantern, he drops it as he disappears into the
darkness!). All of the Monsters on the Board are removed from
play, together with the unconscious Warrior. The players do
not get any gold for Monsters that slink off in this fashion. Any
captured Warriors should be placed inside the Gaol when it is
found, and will have D6 Wounds left. Each captured Warrior
will also have had one randomly determined item of Treasure
stolen from him if he was carrying any. In this Adventure, the
Warriors must find the key to open the Gaol, they cannot try to
pick the lock or force open the gates. The key is held by one of
the Monsters in the Dungeon, but the Warriors do not know
which one. To find the key, roll 1D6 every time the Warriors
finish an Event involving Monsters. On a roll of 6, one of the
Monsters was carrying the key. Give the Dungeon Gaol Key
Equipment Card to one of the Warriors. The party can start
searching for the key even if a Warrior hasn't been enslaved
yet.
The Warriors must return to the Gaol if they want to free any
prisoners. It takes a Warrior one turn to open the lock, during
which time he may do nothing else while he sorts out the keys.
Although he cannot attack, the Warrior can still defend himself
as normal.
If the Warriors have not found the Gaol before they reach the
Objective Room, place a Doorway on any unused wall section
in the Objective Room. Once the Board is cleared of Monsters,
the Warriors may explore the new Doorway, beyond which is
the Gaol.
79
WARHAMMER QUEST – EXTRA RULES & SCENARIOS
RUNESMITH’S HAMMER
LOCATION TABLE
1 The Objective Room
2 The Well of Doom
3 The Torture Chamber
SETTING UP
4 The Guard Room
T he Dungeon the Warriors are about to enter might contain
one such extraordinary Dwarf anvil. Shuffle the Anvil
Chamber Dungeon Card into the Dungeon Deck.
5
6
The
The
Monster’s Lair
Dungeon Cell
Special Rules
The Warriors always enter the Anvil Chamber Board Section Make sure that the five basic Board Sections listed in the table
from the Doorway opposite the anvil and always exit the are actually in the Dungeon Deck or else there might be a
Board Section from the Doorway to the left of the Anvil (see chance that the Warriors will not be able to find the
diagram below). Runesmith’s Hammer.
The lava is so hot in this room that the Warrior may not step Once the Warriors locate the room and
on any area that contains the scorching liquid, which includes resolve any Events within it, they should
the bottom left corner square (see diagram below). This take the Runesmith’s Hammer Equipment
means that the Warirors must trek around the entire Board Card. They can then return to the Anvil
Section single-file in order to get from one Doorway to the Chamber to finish their Special Quest. See
other. Warriors can still use flying potions, magical spells and the description in the Adventure for full
skills that allow them to cross over such squares. details.
The writing on the pillar indicates that the magic of the anvil
can be activated by placing the Runesmith’s Hammer on one
side of the anvil and the item to be inscribed on the other side
of the anvil.
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WARHAMMER
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The anvil the Warriors have discovered is used to inscribe The anvil the Warriors have discovered is used to fuse
powerful protection runes. These runes may be inscribed upon weapons and Armour together to make them more powerful.
a Weapon, a Shield, a Helmet, or a piece of Armour. The rune
will confer +1 Toughness to the Warrior who wields or wears The writing on the pillars indcates the magical Runesmith’s
the item. In addition, the item will be considered magical. Hammer is needed to merge two weapons or two pieces of
armour together. If the Warriors locate the hammer, they can
The writing on the pillars indicates that the magic of anvil can return to the Anvil Chamber and each of them may make one
be activated by striking the anvil with the Runesmith’s attempt to use the magical anvil. To merge a weapon or
Hammer. Armour, a Warrior must stack both items on the anvil, placing
the type of item he wishes to merge them into on top. For
example, if the Warrior is merging a helmet and sword, and
If the Warriors locate the hammer, they can return to the Anvil wishes to merge them into a new sword, he should place the
Chamber where each Warrior may make one attempt to invoke sword on top of the helmet. If he wishes to create a new
the magic of the anvil. To do so, a Warrior must suspend the helmet instead, then he should place the helmet on top.
item they want inscribed on the metal bar above the lava pit.
They must then strike the Runesmith’s Hammer upon the
anvil. Attaching the item to the bar above the lava pit is Once he decides which weapon is on top, the Warrior then
extremely dangerous and if a Warrior attempt to do so, he strikes the pile with the hammer by rolling 1D6. If the score is
must roll on the table below: a 1, the items explode into a fiery ball and the Warrior takes
2D6 Wounds. If the score is a 2, the items merge. If the score
is 3, the items merge, but the final result is the item on
1 The Warrior loses their footing and bottom. If the score is 4, 5 or 6, then the items merge and the
plummets into the lava pit. The Warior is final result is the item on top. The new item retains the ability
dead and removed from the game. of both of the merged items.
2 As the Warrior attempts to hang the item,
flames shoot up from the lava pit, burning
and searing him. He suffers 1D6 Wounds
with no modifiers for anything and can
make the attempt again next turn.
As the Warrior reads the writing on the pillars, they realise that
3-6 The Warrior successfully hangs the item on
entering the Anvil Chamber has unleased a terrible curse!
the metal bar and can strike the
Almost immediately the Warriors can tell that all of the
Runesmith’s Hammer on the anvil on the
weapons and armour they are carrying and wearing are
next turn.
becoming brittle and worn.
Until the curse is lifted, each time a Warrior rolls a natural ‘1’
Once a Warrior strikes the Runesmith’s Hammer upon the
To Hit during combat, the Warrior must roll an additional 1D6.
anvil, the rune automatically appears on the item. Removing
If the score is also a 1, then the Warrior’s weapon has broken
the item is far easier than hanging it up and so there is no
and is useless. Discard it immediately. Likewise, if a Monster
need for the Warrior to roll to get it down. The rune is
hits a Warrior wearing Armour with a natural ‘6’ To Hit, then
permanent.
roll another 1D6. If this score is also a 6, then a piece of
Armour the Warrior is wearing is destroyed and must be
discarded immediately. The Warrior may decide which piece of
Armour is destroyed.
The anvil the Warriors have discovered is the key to opening a If the Warriors can find and return the Runesmith’s Hammer,
secret passage behind it. The writing on the pillars indicates they can atone for encroaching upon the Anvil Chamber.
that if the Warriors place particular items on the anvil, a secret Additionly, once they return the Hammer, each of the Warriors
door will open behind it with great treasure waiting beyond. can place one of their weapons upon the anvil whereupon it
Roll 1D6 to see what item the Warriors must place on the will become magical.
anvil:
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One of the Warriors (determined randomly) has heard a Once all of the Warriors have left the Sinjin’s Statue Board
rumour that one of Sinjin’s Golems may very well be located in Section, the Sentinel will magically reform. Should the Warriors
the Dungeon that the Warriors are about to explore. Shuffle wish to pass back through this Board Section, they will have to
the Sinjin’s Statue Dungeon Card in with the rest of the defeat the Sentinel once again.
Dungeon Deck. Roll 1D6 to see which of the Sinjin’s Statue
Special Quests the Warrior may encounter.
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The Warriors discover that the door opposite to the one they
entered through is magically warded shut, which may mean
that they will not be able to complete their objective. However,
their examination of the room reveals a secret door.
Chaos
The Halfling Thief maneuvers behind the Ch aos From now on, each time the Warriors enter a new Board
Sorcerer for a surprise attack in Mike McVey’s Section roll 1D6. If the score is a 4, 5 or 6, then the Warriors
Diorama!!
Warhammer Quest Diorama recognise the area from the map and know that there is a
secret niche of stashed treasure. In each such instance the
Warriors find an item of Dungeon Room Treasure to be
distributed as normal.
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The Death-
Death-Trap Dungeon Option
There is no secret passageway leading to the Objective Room
if you decide to use this option. Instead when you find the
Objective Room you must first traverse the Crossroads of
Doom. Once you get to the door at the end of the Crossroads
of Doom, however, instead of finding the Objective Room you
are greeted by the Bridge of Despair! The Objective Room is on
the far side of the bridge as described above.
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Turning the
the Bridge
Take turns as you would normally. However, at the start of 1 Oh dear... The Warrior mistimes his jump
each Exploration Phase, before doing anything else, the leader and falls into the pit, landing with a
must roll 1D6: on a roll of 1-2 the bridge will rotate 90 degrees sickening thump at the bottom. He is killed
anticlockwise, on a roll of 3-4 it will stay where it is, and on a dead as a door-nail.
roll of 5-6 it will rotate 90 degrees clockwise. Obviously any 2-3 The Warrior lands badly and twists his
models that are on the bridge will rotate with it when it turns, ankle. He makes the jump, but his move
while those on the ledges to either side will stay where they ends and he may not do anything else this
are. turn. In addition he loses 1 Wound.
4-5 The Warrior lands in a heap. He makes the
jump, but his moves ends and he may not
do anything else this turn.
6 The Warrior realises that he won't make the
jump and skids to a halt. His move ends in
the square he is in, but he can fight or
perform other actions this turn.
Moving the
the Monsters
The Monsters will move as described in the Warhammer Quest
Main Rulebook. If it is impossible for them to move so they can
reach the Warriors, then they will move to get as close to them
as they can. They will not try and jump over pit squares to get
at the Warriors. Note that Monsters on the ledges can shoot
missile weapons at Warriors on the bridge, in which case they
stay as far away from the Warriors as possible.
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Assuming the leader opens the door and reveals the next
section then the Warriors can start moving through the door in
subsequent turns. As soon as there are no Warriors left on the
Bridge of Doom room section, all of the Monsters still in play
are removed, and the bridge is returned to its starting position.
If the Warriors ever return to the Bridge of Doom board, then a
new set of Monsters must be generated in the Monster Phase,
just as if the Warriors had entered a new room.
TREASURE CARDS
If the Warriors complete an Adventure that includes either the
Bridge or Despair or the Crossroads of Doom then they will
each receive an extra piece of Treasure in addition to the
normal reward they would receive completing the Adventure.
If they manage to get past both the Bridge of Despair and the
Crossroads Of Doom then they will each receive two extra
items of Treasure in addition to the normal reward they would
receive for completing the Adventure.
In order to get to the far door the Warriors must move onto
the platform Board Section that has the levers on it. If the
leader is on this Board Section in The exploration phase then
he can pull the levers, causing the platform to start turning
round.
When the leader pulls the levers, roll 1D6; on a roll of 1-3 the
dead-end rotates 90 degrees clockwise, and on 4-6 it goes 90
degrees anti-clockwise. This means that the first time the
levers are used the dead-end will turn 90 degrees to face the
Monsters either to the right or left, depending on what was
rolled on the dice. Whichever group of Monsters are revealed
are 'activated', and will start moving and fighting just as if they
had been discovered normally in that exploration phase.
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I t is possible for the first Board Section of the Dungeon to be a Dungeon Room as depicted in the various examples in
the Main Rulebook.
Each Warrior model can start in any square in the entrance Board Section.
MULTI-
MULTI-LEVEL ROOMS
(Lair of the Orc Lord Rulebook)
1. Models may only move from one level to another via the stairs.
2. If a Warrior or Monster attacks a target on a higher level, they get a -1 modifier on their roll To Hit. If a Warrior or
Monster attacks a target on a lower level, they get a +1 modifier To Hit. Being on the stairs counts as being up on
the next level.
3. Models on higher levels cannot be pinned by models on lower levels, and vice-versa. This means, for example, that
archers on the platform level can shoot at Warriors on the floor level even if they seem to be standing right next to
them.
Littlemonk note: Some Board Sections or Adventures may have specific rules regarding how Warriors can move from level to level
within a room. The Fighting Pit, for example does not contain nor require the Warriors to use any stairs. It is assumed that the Warriors
are jumping into the pit
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· OBJECTIVE ROOMS ·
ENTERING THE OBJECTIVE ROOM (Main Rulebook)
I n most Adventures, the Warriors’ goal is to find the Objective Room and complete the special event that occurs there.
Do not take an Evfent card as you would normally. Instead refer to the description of the Adventure you are playing.
The Objective Room will always be defended by a large number of Monsters.
Unless the rules say otherwise, you must always roll 1D6 on the Objective Room Monster Table appropriate to the
Monster-theme as instructed in the Adventure to see which Monsters defend the Objective Room. This is done in the
Monsters’ Phase as the Warriors enter the room and replaces taking an Event Card.
The following rules apply to all the adventures that use the Altar of Khorne Objective Room, unless the
rules specify otherwise. The Altar of Khorne Objective Room follows all the rules for multi-level rooms.
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What the Warriors are seeing is an illusion. The true state of this room is dilapidated,
grimy and filled with misery. The air is stuffy and reeks of sweat and the furniture is
splintered and broken. But as long as Monsters occupy the room, the imagcial illusion
will remain. The following rules apply to all the Adventures which use the Den of
Desires, unless the rules specify otherwise. The Den of Desires Objective Room follows
all the rules for multi-level rooms.
Special Rules
Temptation of Slaanesh
If a ‘1’ is rolled in the Power Phase, in addition to drawing an Event Card, the great, seductive power of Slaanesh fills the room. Visions
of their most appealing desires appear in front of the Warriors.
Each Warrior must make a Temptation Roll. The amount of dice a Warrior must roll is dependent upon where they are in the Den. A
Warrior on the Bottom or Middle Level must roll 1D6 and a Warrior on the Upper Level must roll 2D6. If any of the dice come up a 1, the
Warrior succumbs to the overwhelming temptation of Slaanesh. They are led away by a small group of Slaanesh cultists to fulfill their
deepest desires. Place the surrendered Warrior in one of the chairs in the corner of the Den. They may no longer participate in the
combat, nor can they flee the Dungeon.
At the beginning of each turn, a Warrior who has succumbed to the temptation of Slaanesh may attempt to break free of the Slaanesh
enticement by rolling 1D6. If the result is a 6, the Warrior overcomes the allure and may move and act normally. If the Warriors are
successful in clearing the Objective Room, any Warrior who had surrendered reverts back to normal. If the Warriors flee the Dungeon
or if they are defeated, any Warrior who had surrendered to the Slaanesh temptations must be left behind and are permanently
removed from the game.
The following rules apply to all the Adventures which use the Dread King’s Throne Room, unless the
rules specify otherwise. The Dread King’s Throne Room Objective Room follows all the rules for multi-
level rooms.
The Warriors will enter this chamber up the ramp, between the two raised platforms on either side.
Where possible, Monsters with missile weapons will occupy these spaces, from where they can fire
down at the Warriors, and the Warriors will be unable to attack them back except with their own
missile weapons. The only way to attack Monsters on these areas is to get up the ramp and around
the side, advancing square by square along the ramparts.
At the top of the ramp, two squares split into three, making a block of five squares in total. Any
model can move between these five squares as usual, and any model in one of these squares can
attack (and be pinned by!) any model in a square which is even partly adjacent to their square. Where
possible, any Monsters who are guarding the throne and who do not have missile weapons will form a
line in these three squares first, blocking the Warriors off from getting to the Dread King himself.
The Dread King sits atop the dais at the end of the hall, in the far square. The Grimoire Necris stands in the square in front of him.
Models may move up and down the steps just as if they were normal squares – the steps are not very steep, and provide no obstacle
to a determined Warrior.
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THE FIGHTING
FIGHTING PIT (Adventure Book)
The dim light of a single lamp suspended from the ceiling barely penetrates the shadows of this dark and
forbidding room.
The following rules apply to all the adventures that use the Fighting Pit, unless the rules specify otherwise:
1 The Fighting Pit follows all the normal rules for multi-level rooms.
2 The Warriors always enter the Fighting Pit Objective Room from the
upper level side of the Board Section.
3 Missile troops are placed on the highest level possible.
4 Models may move to and from the pit using normal movement.
If they have no rope, or if they wish to, a Warrior may jump into the pit by rolling 1D6. If the score is a 1, the
Warrior has landed harshly and takes 1D6 Wounds with no modifiers for anything. If the rope in the Fighting
Pit has broken and the Warriors do not have a rope or the Levitation spell, any Warrior at the bottom of the pit is trapped unless the
Adventure indicates that there is an exit there.
The following rules apply to all the Adventures which use the Firechasm, unless the rules specify otherwise.
Special Rules
Crossing the Chasm
The rope bridge is on the only way across the chasm, and is equivalent to 2 squares of Movement. For each
Warrior that attempts to cross the bridge roll 1D6 on the following table:
1-2 The Warrior slips on the ancient bridge. Roll 1D6 on the Firechasm Hazard Table.
3-6 The Warrior makes it safely across.
Monsters have no such problems in cross the bridge, as they do it all the time.
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WARHAMMER QUEST – BOARD SECTION RULES
The following rules apply to all the Adventures which use the Gorgon’s Grotto, unless the rules specify otherwise. The Gorgon’s Grotto
Objective Room follows all the rules for multi-level rooms. The Warriors always enter from the Doorway as shown on the diagram
below.
1 Some squares cannot be occupied by models as shown on the diagram. The pillars
and statues in those squares are considered to be blocking the Line of Sight in the
room and no models may see past them. In addition, a model may not move
diagonally into a square adjacent to a pillar or statue as it is considered a “Blocked
Diagonal” space.
2 Place the Gorgon in the corner as shown on the diagram. The Gorgon will remain
on the Upper Level, moving among the three spaces there to get a Line of Sight
against any Warrior she is attacking.
3 Missile troops are placed on the Middle Level as far from the Warriors as possible.
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The following rules apply to all the Adventures which use Gorgut’s Lair, unless the rules specify
otherwise. The Gorgut’s Lair Objective Room follows all the rules for multi-level rooms.
Special Rules
Spiked Pit
Fighting near the pit at the entrance to the Lair is particularly dangerous. If any Warrior standing in a
square adjacent to the pit gets a natural 1 when rolling To Hit he loses his balance and falls into the
pit. Roll on the table below:
1 The Warrior falls straight into the pit. All nearby Monsters
scream with delight as the Warrior plunges to his death in
the fires below. Now would be a good time to use that Luck
counter!
2-3 The Warrior desperately makes a grab for the edge of the
pit, cutting himself on the spikes. The Warrior takes 1D6
Wounds, with no modifiers. During the next Warrior’s Phase
he may wing over to an empty entrance level square if there
is one. If not, he is left hanging in the pit. Swinging to an
empty square takes a whole turn, but in the next Warriors’
Phase the Warrior may move and fight as normal.
4-6 The Warrior turns his fall into a leap and lands safely in an
empty entrance level square, if there is one. In the next
Warriors’ Phase he may move normally. However, if there
isn’t an entrance level square empty the Warrior falls into the
pit just as in result 2-3 above.
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The following rules apply to all the Adventures which use the Pit of Revulsion, unless the rules specify
otherwise. The Pit of Revulsion Objective Room follows all the rules for multi-level rooms.
Special Rules
The Acid Pit
Just inside the entrance, a pit bubbles and boils, splashing out an acid substance into the surrounding area.
Any Warrior who begins their turn in a square adjacent to the Acid Pit must subtract their Toughness from
the Power Phase roll. That is the number of Wounds they take with no modifiers for anything. If the
Damage reduces the Warrior to 0 Wounds, they must deduct -1 from their Toughness permanently. If the
Warrior’s Toughness is ever reduced to 0, they are killed and removed from the game.
1 Place the Chaos Sorcerer of Nurgle on one of the spaces behind the cauldron.
2 Place any Guards on any unoccupied around the Sorcerer. They will Guard the Sorcerer and
will never move away from him unless the Sorcerer is defeated.
3 Missile troops are placed on the highest level squares possible and as far from the Warriors
as possible.
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The following rules apply to all the Adventures which use the Shifting Sanctum, unless
the rules specify otherwise. The Shifting Sanctum Objective Room follows all the rules
for multi-level rooms. When the Warriors find the Shifting Sanctum Objective Room,
you will randomly determine how to attach the Board Section, by rolling 1D6 and
consulting the table below:
D6 Roll Doorway
1-3 A (choose one of two options)
4-6 B (choose one of two options)
Each turn, one group of tiles in the Shifting Sanctum will randomly rise up or sink
down. This means that there are many possible board layouts that can occur (see
diagrams). When the Warriors first enter the Shifting Sanctum, the floor starts in the
elevated position. Therefore, the yellow and blue tiles should be placed as shown in the
diagram to the right.
Special Rules
The Power Phase Roll
The Power Phase Roll each turn determines two things. As usual, it determines the amount of power available to the Wizard. However,
the magic available is the opposite of what the dice indicates. Secondly, the Power Phase Roll determines the sections of the room that
change according to the table below.
If the tile was in the up position, it lowers (remove the tile piece from the Board). If it was in the down position, it raises (add the tile to
the Board).
Level 1 is symbolized by the red squares, Level 2 by the yellow squares and Level 3 by
the blue square. If a model was standing on a square that raises or lowers, the model
still occupies the square but he is now a level higher or lower than he was previosly. His
attacks and defence bonus or penalty should be adjusted accordingly this turn. For
example, a Chaos Sorcerer is standing on the blue platform and is, therefore, +1 To Hit
against Warriors standing on the stairs. If he is standing on the blue platform and is
using a ranged weapon, then he is +2 To Hit against Warriors in a red square.
No Warrior may ever move onto the Eye of Tzeentch for they would be killed instantly
by the corrupting power of Chaos.
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The following rules apply to all the Adventures which use the Sorcerer’s Forge, unless the rules
specify otherwise. The Sorcerer’s Forge Objective Room follows all the rules for multi-level rooms.
1 Monsters are never placed on the entrance level. If there are too many Monster to place
them all on the floor or platform levels the extra Monsters are not placed at all.
Monsters can move onto the entrance level once they have appeared on the Board.
2 Place the Chaos Dwarf Sorcerer in the square between the Anvil and the upper fire pit.
3 Place any Guards on the Level 4. They will Guard the Sorcerer and will never moe off the
Upper Level unless the Sorcerer is defeated
4 Any missle troops are placed on the Level 3.
5 If a Chaos Dwarf Champion is present he is placed on the stairs leading from Level 2 to
Level 3. He will not move unless he is attacked with a ranged weapon or spell,
whereupon he attacks the nearest Warrior.
Special Rules
The Grates
The Chaos Dwarfs have taken steps to protect their leader by placing metal grates over certain areas of the room. These areas are
where lava erupts up out of the grate, searing anyone who passes over them. Any Warrior who steps on a Fire Grate below:
1 A jet of lava erupts through the grate and the Warrior is engulfed in flames! He suffers 2D6 Wounds.
2-3 A stream of lava shoots upward and the Warrior suffers 1D3 Wounds with deductions for anything.
4-5 A burst of lava splashes up upward and scalds the Warrior for 1 Wound with no modifiers for anything.
6 No lava erupts out of the grate this turn.
Monsters never have to roll when stepping on the grates and they are well aware of when the lava will erupt.
The following rules apply to all the Adventures which use the Spider’s Nest, unless the rules
specify otherwise.
Special Rules
Anytime a Warrior steps into this Board Section, he must stop his Movement and roll 1D6 on the
Web Table:
WEB TABLE
1-2 The Warrior is webbed (put a Web Counter next to him). At the
start of each turn, a webbed Warrior rolls 1D6 and adds his
Strength. If the total is 7 or more, he frees himself and may act
normally.
3-4 The Warrior becomes partially entangled in the web this turn. The
rest of his Movement is halved (round down) and his attacks are
-1 To Hit. At the start of each turn, a webbed Warrior rolls 1D6
and adds his Strength. If the total is 7 or more, he frees himself
may act normally. If not, he is still partially entangled.
5-6 The Warrior manages to fight through the veil of cobwebs without
getting stuck and may continue his Movement.
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The Tavern Objective Room follows all the rules for multi-level rooms. The
Tavern Objective Room follows all the rules for multi-level rooms. The
tables, bar and stairs are considered Level 2 squares. The balcony is
considered Level 3 squares.
The Warriors enter from a Doorway on the top, left side of the Board
Section by the landing. The Tavern exit Doorway is placed on the bottom
side of the Board Section (see diagram).
A Warrior may exit the Dungeon by moving through the Tavern Exit (although they must break from pinning if applicable). If any
Warrior exits in this manner, they receive no reward for the Adventure. If all of the Warriors exit in this manner, then another more
capable band of heroes storm the Tavern and bring down all of the Monsters. The Warriors receive no reward for their efforts.
The following rules apply to all the Adventures which use the Temple of Khaine,
unless the rules specify otherwise. The Temple of Khaine Objective Room follows
all the rules for multi-level rooms.
Choose one option for placing a Doorway (see diagram to the right). Sometimes an
Adventure will instruct you to place the second doorway as well.
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WARHAMMER QUEST – BOARD SECTION RULES
The following rules apply to all the Adventures which use the Vampire’s Lair, unless the rules
specify otherwise. The Vampire’s Lair Objective Room follows all the rules for multi-level
rooms.
One Lair,
Lair, Two Areas
You will notice that, in addition to the main Board Section, there is also a Bookcase piece.
When you set up the Vampire’s Lair Objective Room Board Section, begin with the Bookcase
piece laid across the fifth row of the Main Board (see bottom diagram). This signifies that the
entire bottom floor area is inaccessible at this time, blocked off by the bookcase.
This bookcase divides the Vampire’s Lair into two areas: the Library and the Hidden Resting
Chamber. In order for the Warriors to find the Hidden Resting Chamber, the Warriors will need
to clear the Library of any Monsters.
Models can occupy any space in this room, however note that there are only four squares
available at the entrance.
Special Rules
Finding the Secret Lever
At the end of each turn that there are no Monsters on the Board Section, the Warriors may
search the room for a hidden passage or secret door by rolling 1D6 on the table below (make
one roll for the group):
When the secret lever is found, remove the Bookcase piece from the Board.
The Warriors should continue rolling for Unexpected Events each turn as usual until they have
completed their Dungeon objective.
If an Unexpected Event occurs after the Wariors discover the Hidden Resting Chamber,
Monsters may now be placed in the Hidden Resting Chamber area.
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Digging
Up to two Warriors may dig through at any one time,
and both must standing at the collapsed end of the
passage. For each turn a Warrior spends digging, roll
1D6 and add their Strength. Keep track of the score (or
scores if more than one Warrior is digging). When the THE GAOL
total reaches 30 or more the Warriors break through
and may continue exploring as normal. However, if two (White Dwarf #185)
#185)
Warriors are digging at the same time and both dice The Gaol is a very small and dark dungeon cell. A noxious
rolls come up the same (i.e. a double) then the roof smell rises from the open drain and the straw is infested
collapses again and any work they have done is ruined – with all kinds of unpleasant life. It is used by the
reduce their digging total by the score rather than Monsters for imprisoning people they want to forget
adding it! about...
Cunning Monsters
Monsters See the Special Quest section of this Rulebook (page 78)
The Monsters that lurk within this dungeon know that for details of the Gaol.
bold Warriors frequently spend a lot of time near the
Dead End. For this reason they regularly patrol the area
and set traps to catch the unwary. The Dead End is a
corridor, so only Unexpected Events will occur here.
However, while a Warrior is standing on the Dead End
Board Section a Power roll of 1 or 6 will trigger an
Unexpected Event.
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The Hall of Death is rather like a T-junction in some ways, in that it has many possible exits. Have a
look at the Dungeon Card and you will see that there are four doorways to be clipped on when this
room comes into play. This includes the door the Warriors enter the Hall of Death by, but this still
leaves three other exits. The remaining Dungeon Cards are split between the possible exits, just like
a normal T-junction.
The Hall of Death does not trigger events when the Warriors enter the hall, the foul magic in the
loom instead tries to prevent them leaving its grim walls. As soon as the Warriors enter the Hall of
Death, take the top three Event Cards in the Event deck without looking at them. Place one by each
door out of the hall face down.
When the Warriors explore through a doorway leading from the Hall of Death, turn over the card in the Dungeon Deck as normal
and place the relevant Board Section down. Next, turn over the Event Card for that door. If it is an 'E' card resolve it immediately.
If it is Monsters place them on the board straight away. The Monsters will get to fight in the next Monsters' Phase as normal.
Otherwise, events only happen in the Hall of Death if a 1 is rolled in the Power Phase.
On entering the Sewer you should draw an Event Card, just as if it were a Dungeon Room.
The Warriors emerge in the sewer itself, on the left hand side of the Board Section as pictured. They
must climb out and work their way round to the exit. To move around in the water filled sewer
section of the board, you'll have to imagine that it is divided into six “squares”. It's actually fairly
obvious where the lines should be, but if you're having any trouble, remember the room is six squares
long by three wide. Every time a Warrior enters a new square in the water, you should roll 1D6. On a
roll of 2-6 the Warrior may continue moving as normal. However, on a roll of a I the Warrior has
encountered something unexpected (and probably horrible and slimy) beneath the sludge. Roll a dice
on the following table to find out what happens to him:
1-2 The Warrior feels something brush up against his ankle. Something is definitely moving
through the water. Before he has time to react, a tentacle wraps itself around his leg,
grabbing hold and pulling the victim down beneath the surface of the sludge. The Warrior
suffers 1D6 Wounds with no modifiers for Toughness or Armour, before managing to fight
the creature off.
3-4 Suddenly the floor gives way beneath your Warrior, as he steps into a sink hole. By the time
he regains his footing, he realises that he has dropped something down the hole. Discard
one random item of Dungeon Room Treasure.
5-6 Beneath the surface of the sludge, years of slime have built up, making the floor extremely slippery. The
Warrior is unable to keep his footing, and slips beneath the surface, taking in mouthfuls of extremely
unpleasant effluent. He may do nothing further until the end of the next Warriors phase, as he is too busy
retching.
To climb out (or indeed in), a Warrior must spend an entire Warriors phase climbing. Move the Warrior from the square he is
standing on in the sewer, to any adjacent square on the path (or vice versa, if the Warriors want to climb back down).
However, if the Warriors try climbing the wall from which the two pipes can be seen emerging, then there is a chance they
will be knocked back down by a sudden gush of effluent rushing out of the pipes. Roll 1D6 for any Warrior trying to climb
past the pipes. On a roll of 1-3 they manage the climb before the pipes wash them back down. However, on a roll of 4-6 they
are caught by a sudden and unexpected gush of effluent, which throws them back down into the sewer. Roll immediately on
the table above to see what happens as they land in the sewer.
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Power
Al the magical energy in the room has a strange effect on the Wizard. Roll 1D6 when he enters
the room:
1 While he is in the Shaman’’s Den, the Wizard may cast no spells at all!
2-4 The Wizard finds that one of his spells does not work in the Shamans’ Den.
Randomly determine which spell does not work.
5-6 The Wizard is suffused with power and adds +2 to his Power Phase roll each
turn he is in the Shaman’s Den. This does not affect the chance of Unexpected
Events – you always get an Unexpected Event if the actual dice roll was a 1.
Treasure
The Warriors may find extra treasure in the Shaman’s Den.
When the Warriors enter the Shamans’ Den, there will be an Event as usual. This may reveal Monsters, or it may be some
cunning trap or other event. Once this Event is over, as well as following any other instructions on the card, the Warriors
may quickly search the Den. Roll 1D6 and consult the table below to see what they find:
1 The Warriors find no extra Treasure, but they make a heck of a noise searching. Take another Event Card now.
In addition to what the card says, place Skabnoze the Shaman in the Den too. He has returned to see what the
noise is all about. See the Skabnoze Special Card and Lair of the Orc Lord for rules (page 8).
2-4 The Warriors find an iron flask chained to the ground, which contains a potent healing potion. Each Warrior may
take one drink which cures 2D6 Wounds. Orc potions have a very limited shelf-life, so they must use the potion
immediately before it goes off.
5-6 Each Warrior finds a glittering Talisman, obviously magical, and possibly of Elven design. Once per Adventure a
Warrior may stop a single attack against him by use of his magic Talisman. A Talisman is worth 250 gold.
See the Special Quest section of this Rulebook (page 82) The first time a Warrior
for details of the Sinjin’s Statue. finishes their Movement on
this Board Section, he must
roll 1D6 and add his
Strength to the score. If the
result is less than 7, then
the Warrior is webbed (put
a Web Counter next to him).
Monsters attacking a
webbed Warrior hit
automatically.
102
WARHAMMER
WARHAMM ER QUEST – BOARD SECTION RULES
No Monsters will move onto the stairs, and whilst the Warriors are on this Board Section no Unexpected Events will occur.
However, the area is saturated with dark sorcery and no Warrior may use any magic whilst at least one of their numbers remains
on this Board Section.
The procedure for the Spiral Staircase is simple to use, but is a bit difficult to put into words because it involves shuffling the cards
around. Here goes. Once all the Warriors are on the stairs, roll 1D6. Take that number of Dungeon Cards from those not in play,
not including Objective Rooms. Now take the remaining Dungeon Deck (those that represent the rooms ahead which haven’t been
explored yet) from the direction the Warriors were heading. Shuffle these and the spare cards into one pile and replace the
unexplored Dungeon Cards with the same number of cards from this new deck. The remaining cards in your hand are placed next
to the stairwell and represent the rooms down the spiralling stairs.
Example: The Warriors come across the spiral stair towards the end of their Adventure. Behind them is a single T-Junction with
four cards still unexplored. Two Dungeon Cards remain ahead of them. Rolling 1D6, the Warriors score a 5, and take five spare
Dungeon Cards. These are shuffled with the two ahead of them, giving a pile of seven in total. Two of these are dealt out to
replace the cards they were heading for, while the remaining five represent the Dungeon at the bottom of the stairwell. The cards
by the T-Junction are not affected.
Further Movement
If the Warriors decide to move on as normal, they must explore and move off the spiral stair just as with any other Board Section.
If they descend into the depths, turn over the top card of the stairs’ Dungeon Deck and place the Warriors at the near end, as if
they had started a new dungeon. Warriors can go back up the stairs by moving off the end of the Board Section. At the start of
the next Warriors’ phase place the Warrior model on the spiral staircase section.
This Board Section forces the Warriors to make a hard choice. Firstly, they must consider where the Objective Room is, and
secondly, how strong they feel. It may turn out that they will have to head into the darkness to reach the Objective Room
regardless of their wishes, but nobody ever said life was fair.
103
WARHAMMER QUEST – BOARD SECTION RULES
This Water Cave follows all the rules for multi-level rooms. The five large rocks that sit
above the water are considered to be on the Upper level and a model on any other square is
considered to be waist deep in water on the Lower level.
The Water Cave is dark, wet and slippery. Warriors in the Water Cave move at half their
normal Movement (rounded down), are -1 to their Initiative and are -1 to Escape Pinning.
Monsters are used to moving in the dark caverns and so are not affected.
104
WARHAMMER
WARHAMM ER QUEST – BASIC MONSTER TABLES & PROFILES
· CHAOS CARNIVAL ·
· LEVEL 0 MONSTER TABLE ·
11-12 1D3 Minotaurs
13-
13-14 1 Fiend of Slaanesh
15-
15-16 2D6 Ghouls
21-
21-22 1D6 Beastmen
23-
23-24 2D3 Chaos Hounds
25-
25-26 2D3 Nurglings
31-
31-33 2D6 Giant Rats
34-
34-36 1D6+3 Chaos Thugs with Bows
41-
41-43 2D6 Giant Spiders
44-
44-46 2D6 Giant Bats
51-
51-52 1D6 Blue Horrors of Tzeentch
53-
53-54 2D3 Warhounds
55-
55-56 1D3 Centaurs
61-
61-62 1D6 Plaguebearers of Nurgle
63-
63-64 1D3 Ogres
65-
65-66 1 Daemonette of Slaanesh
· PROFILES ·
Monster Type M WS BS S T W A Gold Arm. Dam. Special Rules
Beastmen 4 4 - 3 4 6 1 100 - 1 Throw Spears.
Blue Horrors of Tzeentch 4 3 - 3 3 4 1 100 - 1 Daemonic; Magic Resistance 6+.
Centaurs 8 3 3+ 3 4 12 2 300 - 2 Armed with Bows (Strength 4).
Chaos Hounds 6 4 - 4 4 8 2 160 2 1 Ambush 5+; Gang Up.
Chaos Thugs 4 4 4+ 3 3 6 1 70 - 1 Armed with Bows (Strength 3).
Daemonettes of Slaanesh 4 6 - 4 3 15 3 300 - 1 Ambush 5+; Daemonic; Magic
Resistance 6+.
Fiends of Slaanesh 6 3 - 3 3 8 3 250 - 1 Aura of Slaanesh; Daemonic.
Ghouls 4 2 - 3 4 4 2 80 - 1 Break.
Giant Bats 8 2 - 2 2 1 1 15 - 1 Ambush.
Giant Rats 6 2 - 2 3 1 1 20 - S Deathleap.
Giant Spiders 6 2 - S 2 1 1 15 - 1D3 Web.
Minotaurs 6 4 - 4 4 15 2 440 - 2 -
Nurglings 4 3 - 3 3 2 2 50 - 1 Ambush; Gang Up; Plague.
Ogres 6 3 - 4 5 13 2 400 - 2(5+) -
Plagubearers of Nurgle 4 5 - 4 3 9 2 200 - 1 Daemonic; Plague.
Warhounds 5 4 - 3 3 6 1 130 - 1 Ambush 5+; Gang Up; Break.
105
WARHAMMER QUEST – BASIC MONSTER TABLES & PROFILES
· CHAOS DWARFS ·
· LEVEL 0 MONSTER TABLE ·
11-
11-12 Zzhuktarr Sundor Chaos Dwarf Sorcerer
13-
13-14 1 Bull Centaur
15-
15-16 1D6+1 Hobgoblin Sneaky Gits
21-
21-22 2 Chaos Dwarf Blunderbusses
23-
23-24 2D6 Hobgolin Archers
25-
25-26 2D3 Black Orcs
31-
31-32 1D6 Sneaky Gits
33-
33-34 1D6 Hogbolin Axemen & 1D6 Hobgoblin Archers
35-
35-36 1D3 Chaos Dwarf Warriors
41-
41-43 2D6 Giant Scorpions
43-
43-46 1D3 Chaos Dwarf Blunderbusses
51-
51-52 2D6 Giant Spiders
53-
53-54 1D6 Black Orcs
55-
55-56 2 Chaos Dwarf Warriors
61-
61-62 2D6 Hobgoblin Axemen
63-
63-64 1D3 Ogre Mercenaries
65-
65-66 Dafahl the Cruel Chaos Dwarf Champion & Minions
· PROFILES ·
Monster Type M WS BS S T W A Gold Arm. Dam. Special Rules
Black Orcs 4 4 - 4 4 7 1 90 1 1 -
Bull Centaurs 8 4 - 4 4 12 2 410 2 2(5+) Magic Resistance 6+.
Chaos Dwarf 3 4 4+ 3 4 8 1 140 1 2(6+) Armed with Blunderbuss; Magic
Blunderbusses Restistance 6+
Chaos Dwarf Warriors 3 4 - 3 4 8 1 140 1 2(6+) Magic Restistance 6+
Dafahl the Cruel Chaos 3 4 - 4 4 12 2 450 1 2 Armed with Scimitar of Cruelty;
Dwarf Champion Helm of Scorn; Magic Resistance
6+.
Giant Scorpions 6 2 - 2 3 1 1 25 1 1 Sting 1D3.
Giant Spiders 6 2 - S 2 1 1 15 - 1D3 Web.
Hobogblin Archers 4 3 4+ 3 3 4 1 50 1 1 Ambush, Magic A; Armed with
Bows (Strength 3); Break.
Hobgoblin Axemen 4 3 - 3 3 4 1 50 1 1 Ambush, Magic A; Break.
Hobgoblin Sneaky Gits 4 3 - 3 3 4 1 75 - 1 Ambush; Break, Curved Daggers.
Ogre Mercenaries 6 3 - 4 5 13 2 400 - 2(5+) -
Zzuktarr Sundor 3 4 - 3 4 8 1 500 1 2(6+) Armed with Black Hammer of
Death; Magic Restistance 6+;
Sceptre of Aarton.
Special Rules
DAFAHL THE CRUEL
Scimitar of Cruelty. Dafahl wields the Scimitar of Curelty. After calculating the Damage from this scimitar, the target suffers 1 extra point of
Damage with no modifiers for anything.
Helm of Scorn. Dafahl wears the Helm of Scorn. Roll 1D6 for any strike that hits the wearer of this helmet. On a score of 6, the helmet absorbs
the full ipact of the blow and the wearer suffers no Damage.
ZUKTARR SUNDOR
Black Hammer of Death. Zzuktarr wields the Black Hammer of Death. If the To Hit roll against a Warrior is a 6 and the Damage roll is doubles,
in addition to normal damage, the Warrior must also deduct -1 from his Starting Wounds score permanently.
Sceptre of Aarton. Zzuktarr carries the Sceptre of Aarton. While Zzuktarr has the Sceptre, each time a Warrior rolls a 1 To Hit against him, the
Warrior must subtract -1 from his Movement. If the Warrior’s Movement ever reaches 0, he has turned to stone and Is removed from the game.
If Zzuktarr is killed, the Warrior’s movement returns to normal.
106
WARHAMMER
WARHAMM ER QUEST – BASIC MONSTER TABLES & PROFILES
· CHAOS KHORNE ·
· LEVEL 0 MONSTER TABLE ·
11-12 1D3 Minotaurs
13-
13-14 1D3+1 Chaos Warriors of Khorne
15-
15-16 Vorl the Chaos Sorcerer
21-
21-23 1D6 Beastmen
24-
24-26 2D6 Giant Scorpions
31-
31-33 2D6 Ungors
34-
34-36 1D6 Chaos Thugs of Khorne
41-
41-43 2D3 Chaos Hounds
44-
44-46 1D6+2 Hobgoblin Archers
51-
51-52 1D6+1 Chaos Thugs of Khorne
53-
53-54 2D6 Giant Spiders
55-
55-56 1D6+6 Ungors
61-
61-62 2D3 Warhounds
63-
63-64 Malmsteem Blackfog the Chaos Champion of Khorne
65-
65-66 1D3 Centaurs
· PROFILES ·
Monster Type M WS BS S T W A Gold Arm. Dam. Special Rules
Beastmen 4 4 - 3 4 6 1 100 - 1 Throw Spears.
Centaurs 8 3 3+ 3 4 12 2 300 - 2 Armed with Bows (Strength 4).
Malmsteem Blackfog the 4 5 - 4 4 15 2 600 1 1 Armed with Sword of Murder;
Champion of Khorne Breastplate of Tortured Souls.
Chaos Hounds 6 4 - 4 4 8 2 160 2 1 Ambush 5+; Gang Up.
Chaos Thugs of Khorne 4 4 4+ 3 3 4 1 70 - 1 -
Chaos Warriors of Khorne 4 4 - 4 4 8 2 150 1 1 -
Giant Scorpions 6 2 - 2 3 1 1 25 1 1 Sting 1D3.
Giant Spiders 6 2 - S 2 1 1 15 - 1D3 Web.
Hobogblin Archers 4 3 4+ 3 3 4 1 50 1 1 Ambush, Magic A; Armed with
Bows (Strength 3); Break.
Minotaurs 6 4 - 4 4 15 2 440 - 2 -
Ungors 4 3 - 3 3 2 1 35 - 1 Ambush; Break; Armed with
Spears (Fight in Ranks).
Vorl the Chaos Sorcerer 4 5 - 4 3 9 1 500 2 1 Magic Resistance 6+; Minions.
Warhounds 5 4 - 3 3 6 1 130 - 1 Ambush 5+; Gang Up; Break.
Special Rules
MALMSTEEM BLACKFOG THE CHAMPION OF KHORNE
Sword of Murder
Murder
Malmsteem carries the Sword of Murder which ignores all non-Magical Armour and causes 1 extra Wound.
107
WARHAMMER QUEST – BASIC MONSTER TABLES & PROFILES
· CHAOS NURGLE ·
· LEVEL 0 MONSTER TABLE ·
11-12 1D3 Ogre Mercenaries
13-
13-14 Spewz the Chaos Champion of Nurgle
15-
15-16 Chaos Sorcerer of Nurgle
21-
21-23 2D6 Giant Spiders
24-
24-26 1D6 Beastmen
31-
31-32 1D6 Chaos Thugs of Nurgle with Bows
33-
33-34 1D6 Skaven Plague Censer Bearers
35-
35-36 1D6+2 Hobgoblin Archers
41-
41-42 1D3 Chaos Warriors of Nurgle
43-
43-44 2D6 Giant Rats
45-
45-46 1D6+2 Plaguebearers
51-
51-52 2D6 Skaven Clanrats
53-
53-54 2D3 Nurglings
54-
54-56 1D6+1 Skaven Plague Monks
61-
61-62 1D6 Chaos Thugs of Nurgle
63-
63-64 1D3+1 Chaos Warriors of Nurgle
65-
65-66 1 Minotaur
· PROFILES ·
Monster Type M WS BS S T W A Gold Arm. Dam. Special Rules
Beastmen 4 4 - 3 4 6 1 100 - 1 Throw Spears.
Chaos Thugs of Nurgle 4 4 4+ 3 3 6 1 70 - 1 Armed with Swords or Bows
(Strength 3).
Chaos Sorcerer of Nurgle 4 4 - 4 4 12 1 630 1 1 Magic Resist 6+; Minions,
Nurgle’s Foul Odour.
Chaos Warriors of Nurgle 4 4 - 4 4 8 2 150 1 1 -
Giant Rats 6 2 - 2 3 1 1 20 - S Deathleap.
Giant Spiders 6 2 - S 2 1 1 15 - 1D3 Web.
Hobogblin Archers 4 3 4+ 3 3 4 1 50 1 1 Ambush, Magic A; Armed with
Bows (Strength 3); Break.
Minotaurs 6 4 - 4 4 15 2 440 - 2 -
Nurglings 4 3 - 3 3 2 2 50 - 1 Ambush; Gang Up; Plague.
Ogre Mercenaries 6 3 - 4 5 13 2 400 - 2(5+) -
Plagubearers of Nurgle 4 5 - 4 3 9 2 200 - 1 Daemonic; Plague.
Skaven Clanrats 5 3 - 3 3 3 1 40 - 1 -
Skaven Plague Censer 5 4 - 4 4 4 1 150 - 1 Armed with Plague Censers.
Bearers
Skaven Plague Monks 5 3 - 3 3 5 2 60 - 1 Frenzy 4+.
Spewz the Chaos 5 4 - 4 4 16 2 550 - 1 Facets -1; Fly.
Champion of Nurgle
Special Rules
CHAOS
CHAOS SORCERER OF NURGLE SPEWZ THE CHAOS CHAMPION OF NURGLE
Nurgle’s Foul Odour Facets
The horrible stench that surrounds the Chaos Sorcerer means Each of Spewz’s eyes contains 4,000 facets, or lens-like visual
that anyone attacking him suffers a -1 penalty To Hit for all of units, which allow him to sense movement in all directions.
their hand-to-hand attacks. This makes him extremely hard to hit therefore any Warrior
attacking Spewz is -1 To Hit.
108
WARHAMMER
WARHAMM ER QUEST – BASIC MONSTER TABLES & PROFILES
· CHAOS SLAANESH ·
· LEVEL 0 MONSTER TABLE ·
11-12 1 Fiend of Slaanesh
13-
13-14 1D6 Chaos Thugs of Slaanesh
15-
15-16 Mara Xall the Chaos Sorceress of Slaanesh
21-
21-23 1D6+2 Hobgoblin Archers
24-
24-26 1D6 Beastmen
31-
31-33 1D3 Chaos Warriors of Slaanesh
34-
34-36 2D3 Warhounds
41-
41-43 1D6 Chaos Thugs of Slaanesh with Bows
44-
44-46 1D3 Harpies
51-
51-53 2D6 Giant Spiders
54-
54-56 2D6 Giant Scorpions
61-
61-62 Kolos the Masochist the Chaos Champion of Slaanesh
63-
63-64 1D3 Ogre Mercenaries
65-
65-66 1 Daemonette of Slaanesh
· PROFILES ·
Monster Type M WS BS S T W A Gold Arm. Dam. Special Rules
Beastmen 4 4 - 3 4 6 1 100 - 1 Throw Spears.
Chaos Thugs of Slaanesh 4 4 4+ 3 3 6 1 70 - 1 Armed with Swords or Bows
(Strength 3).
Chaos Warriors of 150
4 4 - 4 4 8 2 1 1 -
Slaanesh
Daemonettes of Slaanesh 4 6 - 4 3 15 3 300 - 1 Ambush 5+; Daemonic; Magic
Resistance 6+.
Fiends of Slaanesh 6 3 - 3 3 8 3 250 - 1 Aura of Slaanesh; Daemonic.
Giant Scorpions 6 2 - 2 3 1 1 25 1 1 Sting 1D3.
Giant Spiders 6 2 - S 2 1 1 15 - 1D3 Web.
Harpies 5 4 - 4 4 8 2 200 - 1 Ambush.
Hobogblin Archers 4 3 4+ 3 3 4 1 50 1 1 Ambush, Magic A; Armed with
Bows (Strength 3); Break.
Kolos the Masochist 4 4 - 5 3 13 2 575 - 2 Armed with Flail of Anguish;
Chaos Champion of Ignore Pain 2; Minions.
Slaanesh
Mara Xall the Chaos 4 4 - 4 4 8 1 600 - 1 Allure of Slaanesh; Magic Resist
Sorceress of Slaanesh 5+; Minions; Slaanesh Magic 1.
Ogre Mercenaries 6 3 - 4 5 13 2 400 - 2(5+) -
Warhounds 5 4 - 3 3 6 1 130 - 1 Ambush 5+; Gang Up; Break.
Special Rules
MARA XALL THE CHAOS SORCERESS OF SLAANESH
Allure of Slaanesh
Mara Xall’s presence is so captivating and alluring that any Warrior who attacks her in combat is -1 To Hit.
109
WARHAMMER QUEST – BASIC MONSTER TABLES & PROFILES
· CHAOS TZEENTCH ·
· LEVEL 0 MONSTER TABLE ·
11-12 1 Screamer of Tzeentch
13-
13-14 1D3 Ogre Mercenaries
15-
15-16 1D6 Chaos Thugs of Tzeentch
21-
21-22 1D3 Centaurs
23-
23-24 2D3 Chaos Hounds
25-
25-26 1D3 Chaos Warriors of Tzeentch
31-
31-33 1D6 Chaos Thugs of Tzeentch with Bows
34-
34-36 2D6 Giant Spiders
41-
41-43 1D6+2 Hobgoblin Archers
43-
43-46 1D6 Blue Horrors of Tzeentch
51-
51-52 1 Minotaur
53-
53-54 Zenndo Galt the Chaos Champion of Tzeentch
55-
55-56 1D3 Harpies
61-
61-62 1D3+1 Chaos Warriors of Tzeentch
63-
63-64 1D6 Beastmen
65-
65-66 Valk Noosen Chaos Sorcerer of Tzeentch
· PROFILES ·
Monster Type M WS BS S T W A Gold Arm. Dam. Special Rules
Beastmen 4 4 - 3 4 6 1 100 - 1 Throw Spears.
Blue Horrors of Tzeentch 4 3 - 3 3 4 1 100 - 1 Daemonic; Magic Resistance 6+.
Centaurs 8 3 3+ 3 4 12 2 300 - 2 Armed with Bows (Strength 4).
Chaos Hounds 6 4 - 4 4 8 2 160 2 1 Ambush 5+; Gang Up.
Chaos Thugs of Tzeentch 4 4 4+ 3 3 6 1 70 - 1 Armed with Swords or Bows
(Strength 3).
Chaos Warriors of 4 4 - 4 4 8 2 150 1 1 -
Tzeentch
Giant Spiders 6 2 - S 2 1 1 15 - 1D3 Web.
Harpies 5 4 - 4 4 8 2 200 - 1 Ambush.
Hobogblin Archers 4 3 4+ 3 3 4 1 50 1 1 Ambush, Magic A; Armed with
Bows (Strength 3); Break.
Minotaurs 6 4 - 4 4 15 2 440 - 2 -
Ogre Mercenaries 6 3 - 4 5 13 2 400 - 2(5+) -
Screamer of Tzeentch 6 3 - 4 4 13 1 370 - 2 Daemonic; Fly.
Valk Noosen Chaos 4 5 - 4 3 9 1 650 2 1 Magic Resist 5+; Minions;
Sorcerer of Tzeentch Tzeentch Magic 1.
Zendo Galt Chaos 4 5 - 4 4 15 2 700 1 2 Magic Resist 5+.
Champion of Tzeentch
110
WARHAMMER
WARHAMM ER QUEST – BASIC MONSTER TABLES & PROFILES
· DARK ELVES ·
· LEVEL 0 MONSTER TABLE ·
11-12 Raith Darkfoot Dark Elf Assassin
13-
13-14 1D3 Ogre Mercenaries
15-
15-16 1D3+1 Witch Elves
21-
21-22 1D6+2 Dark Elf Crossbowmen
23-
23-24 2D3 Warhounds
25-
25-26 2D6 Hobgoblin Axemen
31-
31-33 1D6+2 Shades
34-
34-36 1D6+2 Black Ark Corsairs
41-
41-42 1D6 Witch Elves
43-
43-44 1D6 Beastmen
45-
45-46 1D6 Naggaroth Black Guards
51-
51-52 1D6 Dark Elf Warriors
53-
53-54 1D6+2 Dark Elf Crossbowmen
55-
55-56 1D3 Harpies
61-
61-62 1 Ogre Mercenary
63-
63-64 1D6 Dark Elf Warriors & 1D6 Dark Elf Crossbowmen
65-
65-66 Demona Ryme the Beastmaster
· PROFILES ·
Monster Type M WS BS S T W A Gold Arm. Dam. Special Rules
Beastmen 4 4 - 3 4 6 1 100 - 1 Throw Spears.
Black Ark Corsairs 5 4 - 3 3 6 1 120 1 1 Dodge; Dragon Cloak; Hate Elves.
Dark Elf Crossbowmen 5 4 3+ 3 3 6 1 100 1 1 Armed with Crossbow (Strength
4); Dodge; Hate Elves.
Dark Elf Warriors 5 4 3+ 3 3 6 1 100 1 1 Dodge; Hate Elves.
Demona Ryme the 300 Armed with Whip of Obedience;
5 4 - 3 3 6 1 1 1
Beastmasater Beast Handler; Hate Elves.
Harpies 5 4 - 4 4 8 2 200 - 1 Ambush.
Hobgoblins 4 3 - 3 3 4 1 50 1 1 Ambush, Magic A; Break.
Naggaroth Black Guards 5 5 - 4 3 6 1 150 2 1 Armed with Halberd (Fight in
Ranks); Hate Elves.
Ogre Mercenaries 6 3 - 4 5 13 2 400 - 2(5+) -
Raith Darkfoot Dark Elf 5 6 - 3 3 7 1+1 370 - 1 Ambush, Magic 6+; Assassinate
Assassin 6+; Disappear 6+; Dodge 5+;
Hate Elves; Never Pinned.
Shades 5 3 - 3 3 4 1 75 - 1 Ambush, Magic A; Armed with
Repeater Crossbow (Strenght 3);
Break; Dodge 6+.
Warhounds 5 4 - 3 3 6 1 130 - 1 Ambush 5+; Gang Up; Break.
Witch Elves 5 4 - 3 3 11 1 140 - 1 Frenzy 4+; Hate Elves.
Special Rules
DEMONA RYME
Whip of Obedience. Demona wields the Whip of Obedience and is placed as a missile troop. She may make as many Attacks as listed
in her profile, can attack up to 3 squares away (passed models or obstacles and around corners) and causes 1D6+5 Wounds.
Beast Handler. Demona is always accompanied by the Guardian Wardog. (See Julong the Guardian Wardog Special Card for more
details).
RAITH DARKFOOT
Disappear. Roll 1D6 at the end of each turn. If the result is a 6, then temporarily remove Raith off the Board. He will reappear at the
beginning of the next Monsters’ Phase, where he attacks as normal.
111
WARHAMMER QUEST – BASIC MONSTER TABLES & PROFILES
· GOBLINS ·
· LEVEL 0 MONSTER TABLE ·
11-12 1D6 Wild Cave Squigs
13-
13-14 1D3+1 Goblin Wolf Riders
15-
15-16 4 Goblin Netters & 4 Goblin Clubbers
21-
21-23 1D6 Goblin Archers & Sloop the Goblin Fanatic Boss
24-
24-26 Jutter the Goblin Shaman & Minions
31-
31-33 6 Goblin Spearmen
34-
34-36 1D6+6 Snotlings
41-
41-43 1D6 Goblin Swordsmen & 2D6 Snotlings
44-
44-46 6 Goblin Archers
51-
51-53 1D3 Squig Hunters with Cave Squig
54-
54-56 6 Goblin Swordsmen
61-
61-62 1D6 Goblin Spearmen &1D6 Goblin Archers
63-
63-64 3 Goblin Fanatics
65-
65-66 Klonk the Goblin Boss & Minions
· PROFILES ·
Monster Type M WS BS S T W A Gold Arm. Dam. Special Rules
Giant Spiders 6 2 - S 2 1 1 15 - 1D3 Web.
Goblin Fanatics 4 2 - 3 3 2 S 300 - 1 Goblin Fanatic Attack.
Goblin Squig Hunters & 4 2 - 3 3 2 1 25 - 1 Herd Squigs; Never Pinned.
Cave Squigs S 4 - 5 3 3 2 200 - 1 Never Pinned.
Goblin Archers 4 2 5+ 3 3 2 1 20 - 1 Armed with Bows (Strength 1).
Goblin Netters & 1 25 S Armed with Nets.
4 2 - 3 3 2 -
Goblin Clubbers 1 20 1 Armed with Clubs.
Goblin Spearmen 4 2 - 3 3 2 1 20 - 1 Armed with Spears (Fight In
Ranks).
Goblin Swordsmen 4 2 - 3 3 2 1 20 - 1 -
Goblin Wolf Riders & 4 4 - 3 3 2 1 20 - 1 Armed with Spears; Rider.
Giant Wolves 9 2 - 3 3 4 1 70 - 1 -
Jutter the Goblin Shaman 4 2 - 3 4 3 1 280 - 1 Goblin Magic 1.
& Minions
Klonk the Goblin Boss & 4 3 - 4 3 6 2 150 2 1 Magic Weapon.
Minions
Sloop the Goblin Fanatic 4 2 - 3 3 2 S 300 - 1 Goblin Fanatic Attack.
Boss
Snotlings 4 1 - 1 1 1 1 10 - 1 Ambush; Gang Up.
Wild Cave Squigs S 4 - 5 3 3 2 200 - 1 Never Pinned; Wild Squig Attack.
GOBLIN MAGIC
1 FAILURE
2 WAAAGH!: Roll 1D6 for each Warrior and 1D6 for Shaman. If Warrior’s roll is equal to or less than Shaman, Warrior is knocked to the
ground for 1 turn, during which time he may do nothing. Monsters are +2 To Hit Warrior.
3 ‘ERE WE GO: 1 Monster gets +1 Attacks this turn, another Monster gets +1 Toughness next turn.
4 FIST OF GORK: 1D3 hits at Shaman’s Strength +2
5 DA KRUNCH: Warrior suffers 1D6+5 Wounds
6 MORK SAV UZ!
112
WARHAMMER
WARHAMM ER QUEST – BASIC MONSTER TABLES & PROFILES
· HAUNTED ·
· LEVEL 0 MONSTER TABLE ·
11-12 Molvar the Wraith Lord
13-
13-14 Vyktrina the Wailing Banshee
15-
15-16 1 Carrion
21-
21-23 1D6 Skeletons Archers
24-
24-26 2D6 Giant Bats
31-
31-33 2D6 Ghouls
34-
34-36 1D6 Skeleton Spearmen
41-
41-43 1D6 Dire Wolves
44-
44-46 2D6 Spirit Hosts
51-
51-53 1D6 Skeleton Swordsmen
54-
54-56 1D6 Fell Bats
61-
61-63 1D6+3 Zombies
64-
64-66 2D6 Giant Spiders
· PROFILES ·
Monster Type M WS BS S T W A Gold Arm. Dam. Special Rules
Carrion 8 3 - 3 3 10 3+ 450 - 1 Carrion Attack; Fly.
Dire Wolves 6 3 - 3 3 7 1 120 - 1 Ambush; Gang Up.
Fell Bats 4 2 - 3 3 3 1 50 - 1 Blood Suck; Fly.
Ghouls 4 2 - 3 4 4 2 80 - 1 Break.
Giant Bats 8 2 - 2 2 1 1 15 - 1 Ambush; Fly.
Giant Spiders 6 2 - S 2 1 1 15 - 1D3 Web.
Molvar the Wraith Lord 4 4 - 3 4 16 2 475 - S Ambush; Ethereal 1.
Skeleton Archers 4 2 5+ 3 3 5 1 80 - 1 Armed with Bow (Strength 3);
Regenerate 1.
Skeleton Spearmen 4 2 5+ 3 3 5 1 80 - 1 Armed with Spear (Fight in
Ranks); Regenerate 1.
Skeleton Swordsmen 4 2 5+ 3 3 5 1 80 - 1 Regenerate 1.
Spirit Hosts 4 2 - 3 3 2 1 30 - 1 Ethereal 1.
Vyktrina the Wailing 4 3 - 3 4 9 1 400 - 1 Deathly Howl; Ethereal 1.
Banshee
Zombies 4 2 - 3 3 5 1 40 - 1 -
Special Rules
FELL BATS
Blood Suck. If a Fell Bat’s attack is successful, it casues an extra Wound with no modifiers for anything. If this causes a Warrior to
drop to zero Wounds, then he is dead and removed from the game.
113
WARHAMMER QUEST – BASIC MONSTER TABLES & PROFILES
· PROFILES ·
Monster Type
Type M WS BS S T W A Gold Arm. Dam. Special Rules
Black Orcs 4 4 - 4 4 7 1 90 1 1 -
Goblin Fanatics 4 2 - 3 3 2 S 300 - 1 Goblin Fanatic Attack.
Goblin Wolf Riders & 4 4 - 3 3 2 1 20 - 1 Armed with Spears; Rider.
Giant Wolves 9 2 - 3 3 4 1 70 - 1 -
Gorgut & Minions 4 4 - 4 4 12 2 400 1 1 Minions; Ring of Magical
Protection.
Gorgut’s Big’Uns 4 4 - 4 4 5 1(1) 100 1 1 Extra Attack; ‘Eadbutt.
Night Goblin Archer 4 2 5+ 3 3 2 1 20 - 1 Armed with Bows (Strength 1).
Night Goblin Netters & 1 25 S Armed with Nets.
Night Goblin Clubbers 4 2 - 3 3 2 -
1 20 1 Armed with Clubs.
Orcs 4 3 - 3 4 3 1 55 - 1 -
Squig Hunters & 4 2 - 3 3 2 1 25 - 1 Herd Squigs; Never Pinned.
Trained Cave Squigs S 4 - 5 3 3 2 200 - 1 Never Pinned.
Skabnoze the Shaman & 4 3 - 3 5 7 1 300 - 1 Minions; Ring of Invisibility.
Minions
Wild Cave Squig S 4 - 5 3 3 2 200 - 1 Never Pinned; Wild Squig Attack.
Special Rules
GORGUT & MINIONS
Gorguts always travels around with 3 Big”uns (see Big’Uns rules below and a bodyguard of minions – see Orcs & Goblins Minions
Special Card. gorgut wears armous that give him +1 Toughness and a magical ring.
Ring of Magical Protection. During any Power Phase that Gorgu is around and alive, the Wizard rolls for Power as normal then one
of the other players rolls 1D6 and subtracts the score from the Power roll. This is now the amount of Power the Wizard can use. An
Unexpected Event, still only occurs if a 1 was rolled in the Power Phase.
GORGUT’S BIG’UNS
These Big’Uns have been specially trained to protect Gorgut. They wear iron armour, giving them +1 Toughness. If Gorgut is on the
same Board Section as the Big’Uns they each get an extra Attack.
‘Eadbutt. If a Big’Un rolls a natural 6 when rolling To Hit with its sword, it gives the Warrior an ‘Eadbutt as well for a further 1D6
Damage!
114
WARHAMMER
WARHAMM ER QUEST – BASIC MONSTER TABLES & PROFILES
· SAVAGE ORCS ·
· LEVEL 0 MONSTER TABLE ·
11-12 Axmudd – Savage Orc Boss
13-
13-14 Gigantic Spider
15-
15-16 1D6 Savage Orc Archers
21-
21-23 2D6 Giant Spiders
24-
24-26 1D6 Forest Goblins & 1D6 Savage Orc Archers
31-
31-33 2 Savage Orc Boar Boyz
34-
34-36 1D6 Savage Orcs
41-
41-43 1D3+1 Goblin Wolf Riders
44-
44-46 4 Goblin Netters & Clubbers
51-
51-53 1D3 Savage Orcs & 1D3 Savage Orc Archers
54-
54-56 2D6 Snotlings
61-
61-62 1D6 Savage Orcs & 1D6 Forest Goblin Archers
63-
63-64 2D3 Savage Orc Archers
65-
65-66 Munk – Savage Orc Shaman
· PROFILES ·
Monster Type M WS BS S T W A Gold Arm. Dam. Special Rules
Axemudd the Savage Orc 4 4 4 4 4 15 2 475 - 2 Tattoos 5+.
Boss
Forest Goblins 4 2 5+ 3 3 2 1 20 - 1 Armed with Axe or Sword.
Giant Spiders 6 2 - S 2 1 1 15 - S Web (1D3).
Gigantic Spiders 5 3 - S 4 20 2 450 - S Web (1D6).
Goblin Netters & 25 Armed with Nets.
4 2 5+ 3 3 2 1 - 1
Goblin Clubbers 20 Armed with Clubs.
Goblin Wolf Riders & 4 2 5+ 3 3 2 20 - 1 Armed with Clubs; Riders.
1
Giant Wolves 9 4 - 3 3 4 70 - 1 -
Munk the Savage Orc 4 3 4+ 3 5 12 550 - 1 Magic Restistance 6+; Minions;
Shaman w/Minions Munk Magic 1; Tattoos 5+.
Savage Orc Archers 4 3 4+ 3 3 5 1 65 - 1 Armed with Bows (Strength 4).
Savage Orc Boar Boyz 4 3 4+ 3 3 5 1 65 - 1 Armed with Swords; Riders.
& War Boar 7 4 - 3 3 10 1 20 -
Savage Orcs 4 3 4+ 3 3 5 1 65 - 1 Armed with Clubs.
Snotlings 4 1 - 1 1 1 1 10 - S Ambush; Gang Up.
115
WARHAMMER QUEST – BASIC MONSTER TABLES & PROFILES
· SKAVEN ·
· LEVEL 0 MONSTER TABLE ·
11-12 1 Rat Ogre
13-
13-14 1 Skaven Warlock & Minions
15-
15-16 1D6 Plague Monks
21-
21-23 1D6+2 Gutter Runners
24-
24-26 2D6 Clanrats
31-
31-33 1D3+1 Poison Wind Globadiers
34-
34-36 1D6 Clanrats & 1D6 Giant Rats
41-
41-43 1D6 Plague Censer Bearers
44-
44-46 1D6+3 Stormvermin
51-
51-53 1D6 Gutter Runners
54-
54-56 2D6 Giant Rats
61-
61-63 1D6+2 Plague Monks
64-
64-66 1 Assassin
· PROFILES ·
Monster Type M WS BS S T W A Gold Arm. Dam. Special Rules
Assassins 6 5 - 4 3 7 2 275 - 1 Ambush; Asassinate 6+.
Clanrats 5 3 - 3 3 3 1 40 - 1 -
Giant Rats 6 2 - 2 3 1 1 20 - S Deathleap.
Gutter Runners 6 4 - 4 3 5 1 120 - 1 Ambush 4+.
Plague Censer Bearers 5 4 - 4 4 4 1 150 - 1 Armed with Plague Censers.
Plague Monks 5 3 - 3 3 5 2 60 - 1 Frenzy 4+.
Poison Wind Globadiers 5 3 - 3 3 4 1 200 - 1 Armed with Poison Wind Globes.
Rat Ogre 6 4 - 5 5 20 2 500 - 2 -
Stormvermin 5 4 - 4 3 5 1 95 1 1 Armed with Halbers (Fight in
Ranks).
Warlock 5 3 - 3 4 15 1 450 - 2 Minions (Guards); Skaven Magic 1.
Special Rules
ASSASSINS
Assassinate
An Assassin ignores Armour when calculating Damage and ignores Toughness if the To Hit roll is a 6.
116
WARHAMMER
WARHAMM ER QUEST – BASIC MONSTER TABLES & PROFILES
· UNDEAD ·
· LEVEL 0 MONSTER TABLE ·
11-13 Van Damneg the Dread King
14-
14-16 1D6+3 Skeleton Archers
21-
21-23 1D3 Tomb Guardians
24-
24-26 1D6 Skeleton Spearmen & 1D6 Skeleton Archers
31-
31-33 Gunther Laranscheld Evil Necromancer
34-
34-36 1D6+3 Zombies
41-
41-43 1 Tomb Guardian
44-
44-46 1D6 Skeleton Spearmen
51-
51-53 2D6 Ghouls
54-
54-56 1D6+3 Skeletons
61-
61-63 Luthor, Laranscheld’s Hunchback Servant
64-
64-66 1 Carrion
· PROFILES ·
Monster Type M WS BS S T W A Gold Arm. Dam. Special Rules
Carrion 8 3 - 3 3 10 3+ 450 - 1 Carrion Attack; Fly.
Ghouls 4 2 - 3 4 4 2 80 - 1 Break.
Gunther Laranscheld Evil 4 4 - 4 3 15 2 550 - 1 Grimoire Necris; Minions;
Necromancer Necromantic Magic 1.
Luthor, Laranscheld’s 4 3 - 5 5 3 1 300 - 1 Ignore Blow 6+;
Hunchback Servant
Skeleton Archers 4 2 5+ 3 3 5 1 80 - 1 Armed with Bow (Strength 3);
Regenerate 1.
Skeleton Spearmen 4 2 5+ 3 3 5 1 80 - 1 Armed with Spear (Fight in
Ranks); Regenerate 1.
Skeleton Swordsmen 4 2 5+ 3 3 5 1 80 - 1 Regenerate 1.
Tomb Guardians 4 3 - 3 3 15 1 110 1 1 Regenerate 1.
Van Damneg the Dread - 5 - 4 4 18 1 700 - 2 Minions; Necromantic Magic 1.
King
Zombies 4 2 - 3 3 5 1 40 - 1 -
Special Rules
LUTHOR, LARANSCHELD’S HUNCHBACK SERVANT
Special Attack
Whenever you draw the Luthor Event Card, determine who Luthor attacks as normal. Luthor makes his attacks immediately, as soon
as he is placed on the board. After resolving Luthor's attacks roll a dice. On a roll of 1 Luthor stays and fights as normal. On a roll of 2
or more Luthor vanishes into the darkness and is removed. If Luthor disappears put his Event Card to one side for the moment. From
now on, any time an Unexpected Event occurs, Luthor will attack as well, using the rules above. If Luthor's card is in play when you
come across Gunther Laranscheld, the hunchback has fetched his master.
Place Luthor on the board next to Laranscheld. He will stay and fight automatically there is no chance he will run off into the darkness.
TOMB GUARDIANS
Tomb Guardians do not leave the Board Section they are placed on.
117
WARHAMMER QUEST – BASIC MONSTER TABLES & PROFILES
· VAMPIRE ·
· LEVEL 0 MONSTER TABLE ·
11-13 1D6 Dire Wolves
14-
14-16 1D6 Skeletons Archers
21-
21-23 2D6 Giant Bats
24-
24-26 2D6 Ghouls
31-
31-33 1D6 Skeleton Spearmen
34-
34-36 Anastazia the Banshee
41-
41-43 1 Carrion
44-
44-46 1D6 Skeleton Swordsmen
51-
51-53 1D6 Fell Bats
54-
54-56 1D6+3 Zombies
61-
61-63 2D6 Giant Spiders
64-
64-66 Ricardo Mendiola the Singing Maestro
· PROFILES ·
Monster Type M WS BS S T W A Gold Arm. Dam.
Dam. Special Rules
Anastazia the Banshee 4 3 - 3 4 9 1 400 - 1 Deathly Howl; Ethereal 1.
Armand Vespin the Wight 4 3 - 3 4 12 1 500 1 1 Armed with Axe of Dominion.
Lord
Carrion 8 3 - 3 3 10 3+ 450 - 1 Carrion Attack; Fly.
Dire Wolves 6 3 - 3 3 7 1 120 - 1 Ambush; Gang Up.
Fell Bats 4 2 - 3 3 3 1 50 - 1 Blood Suck; Fly.
Ghouls 4 2 - 3 4 4 2 80 - 1 Break.
Giant Bats 8 2 - 2 2 1 1 15 - 1 Ambush; Fly.
Giant Spiders 6 2 - S 2 1 1 15 - 1D3 Web.
Ricardo Mendiola the 4 4 - 5 4 16 2 750 - 1 Ambush; Maestro Magic 1; Magic
Singing Maestro Resistance 6+; Minions; Fly.
Skeleton Archers 4 2 5+ 3 3 5 1 80 - 1 Armed with Bow (Strength 3);
Regenerate 1.
Skeleton Spearmen 4 2 5+ 3 3 5 1 80 - 1 Armed with Spear (Fight in
Ranks); Regenerate 1.
Skeleton Swordsmen 4 2 5+ 3 3 5 1 80 - 1 Regenerate 1.
Zombies 4 2 - 3 3 5 1 40 - 1 -
Special Rules
ARMAND VESPIN THE WIGHT LORD
Axe of Dominion.
Armand carries his family’s powerful axe. Inscribed upon the blade is a rune of power. Each time Armand is hit in Combat, roll 1D6. On
a 5+ the Axe of Dominion causes double Damage.
If the Warriors do not encounter and defeat Armand Vespin as an Event, then he will appear in the Objective Room.
If the Warriors do not encounter and defeat Anastazia as an Event, then she will appear in the Objective Room.
118
Seven years after its conception, the
Ultimate Adventure Book has finally
come to fruition!
26
Placing Monsters Once they have been placed, their turn is over and they cannot Roll 1D6 and score equal or over the model’s Ballistic Skill (BS)
The first time monsters appear the leader places them; then the move or fight until the Monsters’ phase of the next turn. value, or the value on the monster’s Event card.
SETUP player to his right, and so on. Monsters placed in the Power phase of the current turn can
If the shot is a hit, work out Wounds the same way as for hand-
move and fight, however.
Each player chooses the Warrior he is going to play and takes A group of monsters must always be shared equally as possible to-hand combat, but use the Strength of the weapon.
the appropriate Warrior card, an Adventure Record sheet, the among the warriors. Position each model facing the warrior it is Moving and Fighting
When more than one monster shoots, work out how many hits
Warrior model, and the warrior’s starting equipment: the Lantern attacking. Different types of monsters must be shared evenly as Monsters always attack the warriors. there are before dividing them equally amongst eligible targets,
for the Barbarian, the Rope for the Dwarf, the Healing Potion for well. If there are monsters that cannot be divided equally, draw drawing warrior counters for any odd hits.
– if pinned, a monster stays where it is and fights.
the Elf and the Hand of Death Scroll for the Wizard. Warrior counters randomly to allocate them. If there are no spaces
left next to warriors, place remaining ones as close as possible on – if it has a missile weapon and can see a target, it shoots. Death and Unconsciousness
Each player rolls their Starting Wounds (their maximum for the empty spaces on the same or an adjacent board section. When a monster is killed, place it on the Adventure Record
game) and writes the number on their Record. A 1 may be rolled – if it has a missile weapon but cannot see a target, it moves to sheet of the warrior who slew it. Record Wounds on monsters
again, but the second result must be kept. If the warriors have split up onto different board sections, draw see one and then shoots. still alive by using a small die next to the model.
a Warrior counter to determine where the monsters appear and
The Wizard shuffles the Spell cards into their 3 decks (Attack, place them on that board section. – if it does not have a missile weapon or has one but cannot When a warrior’s Wounds are reduced to 0 he is unconscious;
Defense and Healing) and chooses 1 card randomly from each move to see a target, it moves toward a warrior, and attacks place the model on its side. If he is not healed by the end of
deck. Then roll D6 and take that many Power Tokens. A 1 may Monsters armed with missile weapons are placed as far away him if it can. that turn, he dies and the player is out of the game.
be rolled again, but the second result must be kept. as possible from the warriors on the same or adjoining section,
but still able to see their target. Models with missile weapons Monsters move and attack by dividing up among the warriors Deathblow
Sort the board sections into 3 piles: dungeon rooms, objectives can only shoot at targets to which they have line of sight (LOS). as equally as possible, the same as for initial placement. They If a warrior kills a monster with a single blow and there is another
and corridors. Take the 3 card decks (Dungeon, Event and Determine LOS by drawing a line between the centres of the move in the same way as warriors and are pinned in the same monster standing adjacent to it and still in attack range, roll to
Treasure), remove the 5 objective room cards from the Dungeon firer’s and target’s squares – if this passes through a wall, the way, but cannot escape from pinning. hit and wound the second monster as normal. If it is killed the
deck, shuffle each deck and place them face down on the table. LOS is blocked. Monsters and warriors do not block LOS. blow can carry on to another monster, and so on.
The First Attack Rule
Pick 1 objective room card at random; the rest are not used. Monsters placed to attack a warrior will always try to fight that
Roll D6 to select an adventure from among those featuring that 2. WARRIORS' PHASE warrior when they make their first attack. If the warrior has SPELLCASTING
room in the Adventure Book. moved away, the monster will follow and attack if it possibly
Beginning with the Warrior and followed by the Elf, Wizard and The Wizard may cast any of his spells any time in a turn by
Draw 6 Dungeon cards and shuffle in the objective room card, Dwarf (leader followed by descending Initiative order), each can. Once this first turn is over, the normal rules are used for
expending Power equal to the spell’s Casting Number.
then deal 6 more Dungeon cards on top of these. The remaining player takes a turn. determining who a monster attacks.
Dungeon cards are not used. Attack spells can only be cast during the Warriors’ phase (but
If the players are missing the Barbarian, one of the other warriors 4. EXPLORATION PHASE even during another player’s turn). You may never interrupt a
Turn the top card from this 13 card Dungeon deck and place must carry the lantern and be the party leader. If the Barbarian hit however.
the corresponding board section in the middle of the table with is killed another warrior takes it and becomes the leader. Only the leader can explore, and only if there are no monsters
the doorways attached as indicated. Place the leader model on the board section the leader is on, and the leader is next to a A Wizard’s Power Tokens can be used for extra Power, but once
The lantern illuminates the section the leader is on and all doorway leading to an unknown part of the dungeon. used they are gone for the rest of the game.
on any square and the rest on the board, on any square, in
adjacent sections. Any warrior moving beyond this is lost and
Initiative order from highest to lowest. The leader player declares he is exploring and takes the top
removed from the game. GOLD AND TREASURE
The Rule of 1 and 6: When making a dice roll, despite any card of the Dungeon deck. Take the appropriate board section
Moving and Fighting and clip it to the doorway. Warriors are not obligated to enter
modifiers, a natural 1 always fails and a natural 6 always Once the combat is over, players can trade in the monsters they
A warrior may move a number of squares in any direction up to the new section. killed for their value in Gold (as indicated on the Event card).
succeeds.
his Move (M), and then attack a monster in an adjacent square.
He may not move through another model or obstacle, and may Dividing Ways Once all outstanding Events are completed, the warriors receive
SEQUENCE OF PLAY not move diagonally between squares if one of the adjacent If you find a T-junction, place it as normal, then divide the a Treasure card for each event, unless otherwise indicated on
squares between them is a wall. Dungeon deck, dealing out one card at a time to each corridor the card. Treasures must be shared out equally. Any left at the
1. Power Phase from the bottom of the deck until you have 2 separate decks. end of the adventure can be traded in for their value in gold.
The Wizard rolls for his Power level that turn. Warriors must halt when they move next to a doorway that leads If the warriors run out of cards or reach the end of one route
Unexpected Events may occur. to another section. When a warrior moves onto a new section for When a warrior is killed all his gold and treasure cards ar lost.
without finding the Objective room, they must retrace their
the first time and completes his movement, his turn ends. The His starting equipment card may be taken by another player.
steps or abandon their quest.
2. Warriors’ Phase warriors may leave the dungeon via the entrance if they wish.
Warriors can move, fight monsters, and explore. A warrior may not fight a monster in an adjacent square and COMBAT EQUIPMENT AND TREASURE
shoot at it in the same turn. The items of starting equipment that each warrior carries may
3. Monsters’ Phase Combat may last several turns; work through the Power, Warriors’
Pinning and Monsters’ phases as normal until the monsters are killed. be used at any time. To use an item on another warrior, the
Monsters on the board may move and fight. models do not have to be next to each other or even on the
A warrior is pinned and may not move if there is a monster in Hand-to-Hand Combat
an adjacent square at the start of the Warriors’ phase. A warrior same section.
4. Exploration Phase A model may fight any opponent in an adjacent square; turn the
may not use a missile weapon while pinned. He may however Warriors can also find and use Treasure cards during the game.
Warriors may try to see what is beyond an unexplored doorway. models to face each other.
turn to face any direction. Armour, a shield or weapons can be used immediately. Armour
If a model has multiple Attacks (A) he may strike several times or weapons cannot be lent to other warriors, but they can
1. POWER PHASE To escape from pinning and move normally a warrior must roll a
in a turn. A warrior may split the atacks between 2 or more be given to other warriors at the end of a turn if there are no
die and score at least his pinning value (only one roll is required
Wizard’s Power enemies. A monster must use all of them against one warrior. monsters on the board.
no matter the number of pinning monsters).
The Wizard player rolls 1D6 to determine his Power level for the Roll 1D6 and score equal or over the number shown on the A warrior can carry as many items as desired, but only one set
turn, indicating it with a small red die in the Current Power box 3. MONSTERS' PHASE model’s combat table versus the enemy’s WS. of armour, shield, and weapon can be used during any one turn.
on his card. At the end of a turn any used Power is lost.
When a new dungeon room (objective rooms have special rules) If the strike is a hit, roll 1D6, add the attacker’s Strength, and
Unexpected Events is entered for the first time, draw a card from the Event deck. subtract the opponent’s Toughness. WINNING
If the Wizard player rolls a 1, turn over the top card of the Event
Events (E) are resolved immediately. If monsters (M) are Some weapons and monsters cause extra damage, and armour The Objective room is the final goal of the warriors; do not take
deck and follow the instructions. If the Wizard is dead, another
revealed, take the indicated number of monsters and put them may add to an opponent’s Toughness. an Event card, but follow the instructions in the Adventure Book.
player rolls this die to see if there is an Event.
in the room (even if the warriors are split up). Shooting Once the adventure is complete, players cash in any Treasure
Events (E) are resolved immediately.
If there is not enough space, leftover monsters may be placed A model with a missile weapon may only shoot if he is not cards they have left for gold, and count their treasure. All the
Monsters (M) mean the warriors have been attacked: take the in adjoining board sections. Share monsters equally among adjacent to (and therefore not pinned by) an enemy. He must warriors win by completing the adventure, but the amount of
indicated number of monsters and put them on the board. warriors as usual. have LOS to the target and can only shoot once a turn. gold won by each warrior is the measure of individual success.
Movement If it is a space adjacent to the cannon, the target You must eliminate the unit inside the tower to
is automatically destroyed. If it is further afield, take possession of it; only one unit may occupy
Units may move 1 space into any adjacent space, shuffle the 10 Cannon tiles and turn them over the tower.
but may not cross an obstacle. one at a time, placing them faceup in the next
Cannon tiles affect units inside the tower as
Only 1 unit may occupy a space at a time, and adjacent space of your choice (as long as each
normal. However, any Explosion hit on a unit
Setup units may not move through other units. tile keeps heading in the direction of the target).
in the tower damages the tower as well. Each
Wold Riders Double Move Card The Wolf Riders Flying Cannon Ball: No effect, continue placing time it is hit by a Explosion, it receives 1
One player is the Imperial Army player and the
may move 2 spaces before attacking. tiles. Rubble token. When it is hit for a third time,
other is the Forces of Chaos player. The Imperial
it is removed from the game. The tower is not
player takes the 10 Mighty Cannon cards. The Whole Army Move Card You may move and attack Bouncing Cannon Ball: Any unit in the space is
damaged by a Bouncing Ball tile.
Chaos player takes the 6 Ogre Champion cards. with all your units (except the Imperial player’s dealt 1 skull token. Continue placing tiles.
Lay out the Battle mat. One player sets up as Cannon and the Chaos player’s Ogre). Explosion: Any unit in the space is destroyed. No The Battle Scenarios
many or as few of the terrain features as he more tiles can be placed. There is no effect in an
wishes (one item per space), and the other player Combat empty space. The scenarios are played using the normal rules,
chooses on which side of the mat he will deploy and may be played in any order.
Attacking If the Imperial player successfully lays a path
his army. Players deploy their troops on opposite
of tiles to the target, the Target tile is flipped to Play the scenarios in sequence for a campaign.
sides of the mat. Only units shown on the Battle card may attack,
reveal an Explosion: the target unit is removed After playing each scenario, the winner is
but only once per turn.
Beginning with the Chaos player, players take from the battlefield. If an Explosion tile is placed awarded a number of campaign points. At the
turns placing units on the map along the 2 rows All units except Archers and Crossbowmen may before reaching the target, the attempt has end of the campaign, the player with the most
of spaces along their side of the map and any only attack opponents in an adjacent space. failed. points is the overall winner.
partial spaces on the very edge of the mat. Units
The number of Combat dice the attacker rolls is After resolving the attack, remove all the Cannon When fighting a campaign, any unit that survives
may be placed onto any space, except those that
shown on its base (its Combat value). tiles from the battlefield. a battle becomes an elite unit and is awarded
already contain a unit, or a terrain space that
an elite unit token (place the token in the slot in
cannot be moved into. Each unit has 3 lives. For each skull that the Exploding Cannon the unit’s base). An elite unit which survives a
attacker rolls, the opponent’s unit receives 1 If the first Cannon tile turned over is an
Shuffle the Battle cards facedown. second battle does not get a second token.
skull token; once it has 3, it is removed from the Explosion, eliminate any unit in the space,
battlefield. then shuffle the remaining tiles, draw one, and Elite units roll 1 extra Combat die when
Terrain Features attacking and defending.
Defending place it into the space with the Cannon. If it is
River: No unit may enter a river space. a Bouncing Ball, the cannon receives 1 skull
All units can defend themselves against an
token. If it is a Flying Ball, nothing happens. If Adding Reinforcements
Ford: You may only cross the river at a ford. The attack by rolling a number of Combat dice equal
it is an Explosion, the cannon is destroyed and
ford tile may be placed in any river space. to their Combat value. Each separate attack can Before deploying forces, both players agree on
removed from the battlefield. In any case, the
be defended against. the maximum number of points they will use to
Hedges: These may be placed on any side of a Cannon’s turn is over.
Each shield that the defender rolls cancels out make up each army. Player assemble their armies
hexagonal space, except where they would block
one of the skulls rolled by the attacker. using the point values given.
a road. The Ogre Champion
Any unit (including the one standing on the The two armies don’t have to have exactly the
Marsh: No unit may enter a space that contains When an Ogre Battle card is turned over, draw
ditch) that attacks another across a ditch rolls 1 same total points value, but they should be as
a marsh. The marsh tile may be placed in any Ogre Champion cards one at a time. When a
Combat die less, and the defending unit rolls 1 close as possible.
space, except one that contains a road. Move card is drawn, he may move 1 space;
Combat die more. This does not apply to attacks
Ditch: No unit may move across a ditch. Units when an Attack card is drawn, he may attack an
by Archers and Crossbowmen. Imperial Army Point Values
can move into a ditch tile as long as they opponent in an adjacent space. He attacks and
approach from an unbroken side. The ditch tile Archers and Crossbowmen defends as normal. Men-At-Arms 4
may be placed in any space, except one that Archers and Crossbowmen may only move or When the last Ogre Champion card has been Crossbowmen 5
contains a road or a river. attack, not both. drawn, the next Battle card can be drawn from Archers 6
The Tower: The tower may be placed in any They may attack any unit within their range: the deck. Imperial Knights 8
space, except one that contains a road or a river. 2 spaces for Archers and 3 spaces for For every skull token the Ogre gets, he draws 1 Lord Knights 9
Crossbowmen. less Ogre Champion card. Once he has 6 tokens, Mighty Cannon 10
Playing the Game Roll Combat dice as normal; units may defend he is removed from the battlefield.
Reinforcements
themselves as normal.
On a player’s turn, he turns over the top card of Imperial Lord 8
the Battle deck. The Tower
Charge Cards
Units shown on the card may move and then When one of these cards is drawn, the unit(s) A unit that moves into the Tower space is placed Chaos Army Point Values
attack. Units do not have to move, but must move shown move as normal, but they may roll 1 extra on top of the tower. Only standard infantry units
before they attack. Archers and Crossbowmen may Combat dice for any attack they make that turn. (5 miniatures) may occupy the tower. Goblins 4
only move or attack. Beastmen 4
The first player to reach the tower may take
If the card shows different units, they may be The Mighty Cannon possession of it. The Imperial player may only Chaos Bowmen 4
moved in any order. Each resolves its movement take the tower with Men-At-Arms, Crossbowmen, Orcs 5
When a Mighty Cannon Battle card is turned
and attack before the next. If one of the units and Archers. The Chaos player may only take the Chaos Warriors 5
over, the Imperial Army player may either move
shown has been eliminated, the surviving unit(s) tower with Chaos Warriors, Chaos Bowmen, Orcs, Wold Riders 5
the cannon 1 space or fire it.
may continue to do battle. Goblins and Beastmen.
Ogre Champion 8
The Cannon defends against attack as normal,
When all the cards have been turned over, Units inside the tower may roll 1 extra Combat Champions of Chaos 9
rolling 2 Combat dice in defence.
reshuffle the Battle deck. If a card is drawn and die when attacking or defending. All units that
the unit shown is no longer in play, discard the To fire, choose a target and mark the target by attack units inside the tower roll 1 less Combat Reinforcements
card completely. placing the Target tile on it. die than normal. Chaos Lord 8
Setup Turn Sequence Once the direction of the wind is found the ship is
considered to be at that angle to the wind for the whole
Buy your Fleet, a Wizard and Man O’War cards, A 1. INITIATIVE Phase of its turn.
normal game is 1,000 points per side. Fleet purchasing
Roll a d6 to determine who goes first. On a double All ships under sail which turn to face the wind must
requirements vary for each race. Ships are either Man
the wind changes one position; clockwise for evens, finish moving immediately after the turn.
O Wars (MOW), Independents (IND) or squadrons of 3
Ships of the Line (SOL). counter-clockwise for odds. Re-roll to win initiative. A ship under sail that starts its movement against the
House Rule: On double 5’s or 6’s the wind changes 2 wind may only make a single turn to face out of the wind.
Draw the appropriate number of Magic cards per Wizard.
The college colour of a Wizard is chosen randomly. positions.
Movement with oars
Man O’ War cards cost 25 points and are dealt randomly 2. MAGIC Phase Ships using oars are not affected by the wind.
and allocated to Man O’ War ships. No Man O’ War may Starting player casts a spell and opponent may attempt They may turn 90º on the spot by expending half
have more than one card with the same symbol on it. to dispel it, then vice-versa. their move and 180º by expending all; and may row
You do not get points back for cards you cannot use.
backwards up to 2” instead of a normal move.
Place an Admiral counter on each player’s command
3. BATTLE Phase
Starting with the player with the Initiative, players take You may only move at Ramming speed if you make no
ship (must be a MOW). That ship is also dealt one free
turns moving and fighting with a single MOW, IND or turns.
Man O’ War card.
squadron of SOL ships.
Place Crew counters equal to a ship’s Crew Strength on Ramming
each ship template. 4. END Phase Ships with oars and rams may ram. The ship must move
Divide the player area into 2' square sections and roll a at least 3” in a straight line to the target.
Record keeping, replenish magic cards, check for fires
die for each: spreading and move stragglers. Damage is inflicted immediately according to the
Roll Number of Terrain Features ramming chart for that vessel, and then the ship may
The rule of one fire its cannons and initiate a boarding action.
1-2 None
3-4 1 1 on a d6 roll always means failure despite modifiers.
6 on a d6 roll always means success when rolling for Obstructions
5 2
saves despite modifiers. Any ship moving over a sandbank, rocks, terrain etc
6 3 ends movement, runs aground and must make a below
Beginning with a random player each player takes a Magic the waterline saving throw. If failed the ship takes 1-3
piece of terrain and places it in the section of his choice points of below the waterline damage.
Roll the Casting number or higher to successfully cast
until all terrain features are placed. If starting the Battle Phase aground, roll 4+ to move
or dispel a spell.
Decide which table edge is North and roll a dice: on 2, away or be stuck until the next turn’s attempt.
The spell colour a spell can dispel is shown on the
4 or 6 the wind is blowing North; otherwise South. Place
bottom of the card. If a spell allows you to move an Collisions
the Wind Compass to indicate wind direction.
enemy ship you may not move it off the table. If a ship touches another, movement ends. A ram
The highest rolling player chooses to set up on the East or boarding action may take place. If starting a turn
Unless stated on the card, spells last for a single turn.
or West sides, and begins by placing a single MOW, IND in contact a ship may push clear at a cost of half
Spells are discarded once attempted or used.
or SOL squadron. Players alternate taking turns placing movement, moving along the side of the other ship.
a single MOW, IND or SOL squadron within 9" of their A Wizard Lord adds +1 to his roll when casting or
table edge and 9" from the North and South edges. dispelling a spell. Once per turn, if he fails to cast or Any ship that sails off the table edge has left the battle
dispel a spell of his own college colour he may re-roll and may not return.
Squadrons the dice.
Combat & Damage
House Rule: no spell may be cast on the first game turn.
One ship from each squadron is nominated as the
Choose your target and measure the range using the
flagship; place a flagship counter on its template. If a
Movement Range Template, with the centre mark touching the
flagship is sunk or cannot move another ship may take
centre of the front or side of the firing ship.
over as flagship. Ship templates give the ship’s maximum speed in
inches. Speed can be affected by damage and the wind Cannons are the standard weapons and have a range of
All actions for each ship are performed individually.
as noted. Use the Turning Template when turning; each 9” and each can fire once per Battle Phase.
Each ship moves, shoots and then performs any
boarding action before moving on to the next ship in the turn must use 2 inches of movement. A ship can be in close range, medium range or long
squadron (or passing play to your opponent if you moved Movement under sail range. A shot hits the first obstacle that is under the
a MOW or IND). Once a player touches a ship he is range template.
Check the wind direction by placing the Turning
committed to finishing its move.
Template against the ship. If a straight line from the Declare if you are aiming high or low if required (you
You cannot pass on a turn but may select a squadron wind to the ship’s bow passes through the template you cannot split cannons firing in the same direction) and
and perform no actions with it. are not sailing into the wind. roll a d6. The number rolled indicates the hit location on
the target’s template.
If a SOL ever ends a turn more then 6” from its flagship Some ships move faster with the wind astern. Place
it becomes a straggler and subject to the rules for the template so it is facing the stern and use the same The target can make a saving throw for each hit location,
stragglers until it rejoins its squadron. procedure. modified by the shooting weapon’s range (if applicable).
Other weaponry may have different specifics and Captured ships Victory
requirements, but the general rule is that to check the An winning player may transfer crew counters (up to
range, roll the dice to determine location, conduct saves the original ship limit) and take the ship as a prize, or If all of one side’s ships are sunk or captured the game
and then mark damage if necessary. scuttle the ship. ends; the other player is the winner.
A prize ship (place a Captured marker on the ship’s Optionally, play to a time limit and count up Battle
Damage
template and a Captured counter by the ship) cannot Honours: each player totals the number of Below the
If a location fails its save place a damage marker and Waterline hits for all enemy ships they sunk or captured.
note the side effects if there are any. move or fire and if repelling boarders the crew cannot
use the ship’s cannons. Any enemy ships scuttled or abandoned at the end of
If an area containing cannons that can fire broadside is
House Rule: if a ship has been captured for at least 1 the game count as ships sunk.
destroyed, the ship can no longer fire on both sides with
those guns. full turn it is worth double Battle Honours. An Admiral captured or killed is worth 5 Battle Honours.
Ships are scuttled during the End Phase. Wizards are worth 1 for a Wizard Champion, 2 for a
Critical hits Master Wizard and 3 for a Wizard Lord.
If a destroyed area is hit again and fails its save a A recaptured ship may be recrewed but acts as a
Critical Hit occurs (unless otherwise indicated). Roll on straggler this turn.
the Critical Hit Table to determine the effects.
If a ship’s crew strength is reduced to zero the ship is End Phase
abandoned. If a Below the Waterline hit is indicated the
Pick up survivors
ship does not get a saving throw for that hit. If a Fire
is indicated replace the damage counter with a Blaze Any ships in contact with Wreckage or Debris may
counter; it may spread in the End Phase. rescue Admirals or Wizards clinging to it.
If totals are the same, both sides lose a crew and the Remove counters
defender decides whether to cut grapples. Remove any no movement or no firing counters placed
If all the crew are killed, any Admiral or Wizard on board as a result of critical hits or magic spells.
is killed. Pick up Magic cards
A ship with no crew counters left has lost; place an If your Wizard is still alive and not clinging to wreckage,
Abandoned marker on the ship’s template and an discard any Magic Cards not wanted and then replenish
Abandoned counter by the ship. Any boarding action your hand to full strength. Then, any spells played this
against the ship will succeed automatically. turn with a duration of one turn are removed.
If you roll a double when rolling for movement, roll on In a boarding action, roll a dice for the monster’s attack,
SEA MONSTERS the Sea Monster Reaction table below. If it returns to its adding its current wounds. The opponent rolls one dice,
SEA MONSTERS may be used by any race. You may lair, remove the model, and your opponent places the adding the number of crew counters, and any modifiers
never have more sea monsters in your fleet than you template anywhere at least 2" from any ship. For each for magic, MOW cards, cannons etc.
have squadrons of Ships of the Line. turn the monster remains in its lair remove one wound
If the monster wins one crew counter is devoured
counter from its template.
They are deployed one at a time, starting with the player and you may press on or retreat. If the ship wins, the
who won the roll to set up first, after terrain but before 1 Monster returns to lair, remove from play monster loses one wound and the ship may press on or
fleet deployment. Place the template anywhere on the drive it off. If a draw, the ship loses a crew, the monster
table face-down with the arrow pointing towards you. 2 Monster becomes frenzied, moves at full speed a wound, and the ship chooses whether to drive the
towards nearest friendly vessel and, if it reaches monster off.
Summoning it, attacks it.
If the monster retreats or is driven off, move 1" directly
During his Battle Phase, instead of moving a ship or
3-5 Monster under control away from the ship and your turn ends.
squadron, a player may summon one of his monsters by
rolling 4+ (spellcaster adds his spell casting bonus). 6 Monster under control; may either move twice While in contact with a monster, a ship may not move,
or attack twice this turn. fire at anything else, or engage in other boarding
The monster is placed anywhere in the template area
actions. Other ships may fire at the monster (roll a dice:
and the template moved off-board. It now moves and
on a 1-3 you target the ship instead) but may not board
attacks like an independent ship (starting with this At the start of a move a monster may dive (place a or ram it. Spells affect both ship and attacking monster.
turn). submerged counter), where it is immune from all
attacks. It must move towards a target and try to touch A monster may use as many dice as it has wounds for
If the summoning roll fails, turn is over and play passes
it, but cannot attack in the same turn as diving and defensive fire against flyers.
to opponent.
must surface at the start of its next move and may then
move and attack normally. Wounds
Movement
Once all the spaces on a monster’s Wound track are
Monsters have a movement rate in dice inches on their Attacks
filled it is dead. They never take critical hits or are set
template and have the option to move on the surface
Each turn a monster may make a special attack and a on fire. If wounded by a flyer they will dive for a turn. If
(and attack) or dive (no attack).
boarding action against a model it is in contact with. rammed, and if they fail their save, they take a number
They may change facing and turn as often as desired. Special attacks are detailed on its template. of wounds equal to the number of BTW hits.
AIRPOWER Boarding Actions Wounds
After its special attack a flyer may engage in a boarding Flyers do not take critical hits; they take another wound
FLYERS may be bought out of the standard allowance or action. if the same location is hit twice.
a 200 point extra allowance for each side.
Roll a die and add the number of wounds the flyer has; If a Rider or Pilot is killed, the flyer is removed from
They are deployed, and move and fire, in squadrons or the opponent rolls a die and adds his number of crew play, even if it has wounds remaining.
as independents. counters (no bonus for cannons). The highest score
wins, and the loser takes one wound or loses one crew Magic
Movement Spells may be cast against flyers as if they were ships.
counter.
Flyers may change facing and turn as often as desired, Any spells that cause damage, set locations ablaze or
fly over any obstacles and are generally unaffected by If the target ship wins or draws, it may attack the flyer or kill crew will cause one wound for each point of damage
the wind. drive it off. If it is driven off, move the flyer 1” directly done.
away from the ship.
Attacks Anti-flyer weapons
The boarding action continues until the flyer or the
As soon as an attacking flyer comes in base-to-base ship’s crew is dead or the flyer is driven off. Anti-flyer weapons may be bought for 25 points each out
contact, its target may make a single defensive attack of the standard allowance or a 100 point extra allowance
outside the normal turn sequence. Roll dice equal to Flyers vs flyers for each side. They can only be used by Men O’ War and
the target’s number of crew counters; the flyer makes a you can only have one per ship.
Move the flyer in base-to-base contact with its target; if
saving throw for each dice that hits, taking a wound for
the target has defensive armament it may get defensive Anti-Flyer weaponry is the only way a flyer can be
each failed save.
fire. targeted directly besides a Magic Spell or in retaliation
House Rule: Since flyers are usually obliterated by to the Flyer’s special attack with defensive fire.
Make a special attack, then make a close combat attack.
defensive fire, have the flyer attack first with the
A close combat attack is conducted like a boarding After firing cannons a ship may fire its anti-flyer weapon
defensive fire in retaliation to it.
action but you may not board the enemy flyer. at a single flyer in range.
Dark Elf monsters get 1 dice defensive fire. A sea
Both players roll a die adding their current wounds. The
monster may use as many dice as it has wounds.
loser takes a wound; if a draw, both take a wound. If the
Special attacks are missile and bombing attacks, and defender wins he may go on the offensive or drive the
are made after movement against a base-to-base target. attacker off 1”.
Shooting Grenades Hand-to-Hand Combat
A model carrying grenades has enough to last the entire battle.
One at a time, models not in H-to-H combat may shoot once Throwing a grenade is like using a blast weapon, but the Models in base-to-base contact are in hand-to-hand combat; all
with a weapon at a target within a 90º arc to their front. The maximum range is based on the thrower’s S. models fight regardless of whose turn it is. They cannot shoot
model must be able to see some part of the target’s body. You in the shooting phase or move away in their movement phase.
must shoot at the closest target unless a more distant target S 1 4"
Setup & Turn Sequence is easier to hit. S 2 6" 1 Throw Attack Dice
S 3 8"
Players choose and prepare gangs, choose a scenario and set Check range: if the target is out of range the shot is wasted; Both players roll D6s equal to their A.
S 4 10"
up appropriate tabletop scenery. still roll to hit to see if the weapon requires an Ammo roll.
S 5 or more 12" 2 Work Out Combat Score
Each side takes a full turn in succession. Each phase is Hitting and Wounding
The number on the Artillery dice is halved if the throw scatters Each picks their highest scoring dice and adds his
completed before beginning the next: Subtract BS from 7 to find the number needed to hit and apply
(the maximum scatter limit does not apply). model’s WS and any combat modifiers to it.
hit, range and cover modifiers. A roll of 1 is always a miss.
MOVEMENT Roll a D6 on the Misfire table if the Scatter and Artillery dice
SHOOTING See if the shot wounds the target by comparing the S of the 3 Determine Winner
turn up Hit and Misfire.
HAND-TO-HAND weapon with the target’s T on the Wound chart and rolling a D6.
The highest Combat Score wins.
RECOVERY Grenades thrown at a point on the ground are at -1 to hit
Roll armour saves, taking into account weapon save modifiers. If a tie the model with the highest Initiative wins.
(small target).
Games last until one side bottles out, withdraws, is destroyed, Pinning 4 Number of Hits
or a specific objective is achieved. Flamers
A model hit is knocked over, placed faceup, and is pinned.
Both flamers and hand flamers use the large teardrop-shaped The difference between Combat Scores is the number
He can do nothing, but if pinned at the start of his turn will
Movement template. Models wholly under it are hit automatically. Any of times the winner has hit (still once if it was a tie).
automatically recover at the end of his turn.
model partially within the template is hit on a 4+ on a D6.
Move models one at a time in the following order: Models cannot be pinned by H-to-H hits. A model engaged in 5 Throw to Wound
Hit modifiers for range, cover etc do not apply.
1. Chargers H-to-H combat will automatically escape pinning.
Roll a d6 on the Wound chart for each hit using
Hand flamers get only 1 shot per game.
2. Compulsory Moves If a model has at least one of his gang within 2" that is not a the S value of the weapon (unless noted).
3. The Rest juve, down or broken he can try to escape pinning at the start Sustained Shooting
of his turn by rolling equal to or less than his I. 6 Saving Throw
If a weapon is capable of sustained fire declare a single or
Moving, Running and Charging
Injuries sustained shot. Armour saving throws if appropriate, modified
Models move up to their M in inches (even on ladders). A
When a model suffers its last wound roll for the injury: For sustained fire, roll D3s equal to the weapon’s sustained by weapon save modifiers.
model may run at double rate but cannot shoot in the same
turn, and must stop if within 8" of an enemy he can see. fire value to determine the number of shots. 7 Resolve Injuries
1 Flesh Wound
Models wishing to engage in hand-to-hand (H-to-H) combat Each shot is treated separately and can be made at the same
In the same way as for shooting.
must declare a charge and move at double rate into base-to- -1 from WS and BS for the rest of the game. target or another model within 4" of the original target. At least
base contact (or separated by a low wall or obstacle) with the If both reach 0 the model is out of action. 1 shot must be allocated to the original target. Weapons
enemy. If the model does not reach the enemy it is moved as Ammo Rolls Only H-to-H weapons and pistols may be used. All fighters
2-5 Down
close as possible and can do nothing for the rest of the turn. carry a knife. Weapons cannot be swapped during combat.
A score of 6 on a hit roll indicates a D6 Ammo roll is required,
Hiding Model is placed facedown and may only crawl 2". in addition to normal effects. If you roll less than the weapon’s One extra dice is rolled if the model carries a H-to-H weapon
Roll again to what happens to the model at the end Ammo roll number it is useless for the rest of the game. in each hand (hits are inflicted alternately).
A model can hide by ending its move in a concealed position.
of his Recovery Phase.
Declare the model is hidden and place a hidden counter Some weapons must make an Ammo roll every time they are Parrying
next to it—it cannot be seen or shot at. 6 Out of Action fired. Grenades automatically fail any Ammo roll they make, Fighters with swords may parry by forcing an opponent to
A model that runs or charges may not hide that turn. A model indicating you have thrown your last Grenade of that type. re-roll his highest Attack dice before working out his Combat
The model is removed from play. Score. Two combatants with swords cancel the ability out.
that shoots, moves so that it can be seen, or can be clearly Exploding Weapons
seen by an enemy, is no longer hidden. A model automatically If a model goes down or out of action each friend within Criticals and Fumbles
If an Ammo roll is a 1 the weapon is not only useless, but
spots all hidden enemies within its I score in inches. 2” must make a Ld test. Any Attack dice rolls of a 1 indicate a fumble. For each
there is a chance it may explode.
Terrain If a weapon inflicts multiple wounds make another Injury roll fumble the opponent may add +1 to his Combat Score.
If a further D6 roll is less than the weapon’s Ammo roll rating,
Difficult terrain: half rate. Very difficult terrain: quarter rate. for each extra wound inflicted after the final wound. A model At least two Attack dice rolls of a 6 indicate a critical hit.
inflict an automatic hit on the user with a S value of -1.
can suffer multiple flesh wounds. The first 6 is your highest score and each extra 6 counts as
Barriers less than 1" high and 1" wide can be leapt over at no Blasts are confined to the user.
cost, but those 1"-2" high and no more than 1" wide cost half High impact weapons (Strength of 7+) cause an out of action a +1 to your Combat Score.
of a model’s total move to climb over. Barriers higher than 2" result on a roll of 5-6. Weapons with a rating of auto automatically fail their Ammo Multiple Combats
are impassable. roll but will may still explode on a further roll of 1. In an order chosen by the outnumbering player, the out-
Other Shooting Rules
Falling and Jumping If shooting into a H-to-H combat distribute hits randomly Overwatch numbered model must fight each opponent in succession.
Falling: A model pinned, down or losing a H-to-H combat between all participants. A model may go on overwatch at the start of its turn if it is not Each subsequent enemy after the first gains an extra Attack
within 1" of an edge will fall off on a D6 roll greater than his I. down, pinned or broken. dice and a +1 to their Combat Score (cumulative).
Some heavy weapons preclude movement in the same turn
If he loses a H-to-H combat he also falls on a roll of 6. It may not move, shoot or go into hiding (but may remain Follow Up
as shooting.
Damage is a hit with a S equal to the fall in inches. A fall of hidden) during its turn, but may shoot at any target as it If all a model’s H-to-H opponents go out of action he may make
Blast Weapons presents itself at any time during the enemy’s turn. a follow-up move of 2" out of the normal turn sequence.
up to 3" inflicts 1 wound, and more than 3" inflicts D6
Nominate the target and roll to hit; if the shot hits, center the A model may also cross an obstacle without penalty or
wounds. A fall of more than 12" takes the model out of action Once the model has fired, is hit, forced to move, or at the end
blast template over the target. Models wholly under it are hit. engage another enemy for the next turn’s combat (no
automatically. Armour saves apply with save modifiers. In any of the enemy’s turn, it is no longer on overwatch.
Any model partially within the template is hit on a 4+ on D6. charge bonus) with a follow-up move.
case, the model is automatically pinned.
If the shot misses make a Scatter roll. Roll the Artillery and Declare the overwatch shot and determine the position of the Fighters Down
A model in the way of a falling model is hit on a 4+, damaged enemy model at the moment of fire.
Scatter dice—a number shows how far you have missed the A fighter that goes down is automatically out of action.
and pinned as per the faller. Position surviving models 1" apart.
target in inches, and direction is indicated by the arrow. There are modifiers to hit an emerging or disappearing target, In multiple combats some fighters can go down and crawl
Use this rule when a model ‘charges’ a model on a lower level.
No shot may scatter more than half the range between the or being charged by the target, whilst on overwatch. away 2" during their Move phase, as long as at least one
Jumping: If the vertical distance is 3" or less, take an I test: continues to fight.
shooter and the target. Stray Shots
failure means a fall, success means the model has landed
safely and must stop, and a roll of 1 means the model A Misfire indicates no effect. A Hit and a Misfire indicates If a shot misses with a 1 to hit, and it passed within ½" of a Breaking From Combat
may continue moving. Jumps over 3” are treated as falls. the weapon may have exploded in the breach (see Exploding friend, it hits the friend on a further roll of 1. If several friends A model broken while fighting H-to-H breaks off and takes one
Horizontal jumps are D6" and may be part of a charge. Weapons). are eligible randomise who is hit. immediate automatic hit from his enemy.
Leadership & Recovery Stupidity Outlaws & Outlanders As gangers earn experience points they are entitled to a 2D6
Test at the start of the model’s turn. If failed: roll on the Advance Roll table when they go up a level, taken
Take a Leadership test by rolling 2D6. If the score is more Outlawed Gangs Redemptionists Ratskin Renegades immediately after the game when the advance is gained. Juves
than the model’s Ld the test is failed. Roll a d6 before each H-to-H phase: Scavvies Spyre Hunters become gangers after they have earned 21 Experience points.
If a model goes down or out of action each friend within Reporting a Gang New skills types are picked according to the Skill Types
1-3 roll no Attack dice this turn; WS still counts
2" must make a Leadership test. After a game, either player may report the incident to the Available table. Choose a type and roll a D6 to determine
4-6 fight normally Guilders’ Watchmen (unless the reporting gang is an Outlaw or
If the test is failed the model is broken. If he can stay and the skill.
hide he will do so. Otherwise the model will immediately run Outlander gang).
Roll a d6 to determine movement: Characteristic increases may not go beyond maximum limits:
2D6" away from his enemy and towards the nearest cover. The accused player rolls 2D6 on the Outlaw Table (p8,
1-3 roll a Scatter dice and move the model a full move in M WS BS S T W I A Ld
If he can reach a position of cover he stops, if not he runs Outlanders Book).
that direction. If it comes into contact with an enemy it Maximum Value 4 6 6 4 4 3 6 3 9
the full distance rolled. In subsequent movement phases Outlaw Gangs
becomes engaged in H-to-H combat as above. Territory (p50-53, Sourcebook)
he moves another 2D6" until he reaches such a position. Territory New outlaw gangs lose all but one of their territories.
He may not otherwise move or shoot. 4-6 model does not move Every gang begins with 5 territories from the Territory table.
If this last territory is lost after a game, roll on the Outlaw
At the end of a battle a gang can collect income from its
If a broken fighter is forced into H-to-H combat his WS The model can do nothing else that turn except run if he is Territory Table (p10, Outlanders Book) for a new one.
territories. Each ganger that does not go out of action can
is counted as 0. If he survives the round, he automatically broken. He does not have to take any fear or terror tests.
Only one territory can be held at a time; an extra territory can collect income from one territory, up to a maximum of 10
breaks and runs for cover. Hatred be occupied and the old one abandoned, or it can be looted gangers. Leaders, heavies and juves never collect income.
Remember, a model breaking from combat takes one If a model hates his adversaries all Leadership tests are taken for its basic income value (or double the maximum if variable).
Cross reference the gang’s income with the number of models
immediate automatic hit from his enemy. with a Ld of 10. A model fighting H-to-H with a hated foe Collecting Income A gang’s non-Outlaw territory still supplies in the gang to find the profit remaining after deducting
may re-roll any Attack dice in the first turn of combat, and income if worked by a ganger, but income is halved. maintenance costs. This is added to the gang’s stash. A gang
Recovering Your Nerve must use his 2" follow-up move to engage a hated enemy if
A broken fighter in cover that cannot be seen by an enemy beating a gang with a higher rating receives a Giant Killer
possible, or at least move toward one. Foraging Any ganger who survives a game and is not
may attempt to recover by making a Leadership test during income bonus.
performing any other tasks may go foraging, collecting D6
the Recovery Phase. Frenzy credits worth of supplies each. The Trading Post (p54-57, Sourcebook)
If an individual is frenzied: Cash can be spent on new recruits armed with weapons from
A model may not be broken and recover in the same turn. Food & Supplies Each member of the gang must receive 3
The model must always charge the closest enemy within the Gang Recruitment list, mercenary fighters (Hired Guns), or
Leaders credits worth of supplies to function.
charge range if able to do so. new weapons and equipment from your House Weapons list.
A fighter within 6" of the gang leader may use the leader’s The model doubles his Attacks, and cannot parry. Any model missing out on receiving these supplies suffers New recruits must fight at least one battle before being given
Ld when testing, unless the leader is down or broken himself. a cumulative -1 to Strength and Toughness per game until other equipment. Weapons must be of an appropriate type for
The model must use his 2" follow-up move to engage in they do. A Strength or Toughness of 0 indicates starvation. the fighter.
The Bottle Test H-to-H combat if possible. Otherwise they must move closer Weapons and equipment may be kept by other gangers.
This Leadership test is made at the start of the turn if a to the enemy. The number of rare items available is determined by a D3 at
quarter or more of a player’s gang is down or out of action. Spending Cash Outlaws use the Outlaw Trading Post tables the start of the trading session. Roll a D66 for each item on
The model is unaffected by frenzy, terror, stupidity or hatred. (p14, Outlanders Book). Hired guns, new recruits and
If failed the gang loses the fight and the game ends. the Rare Trade chart. For each ganger used to search out rare
If the frenzied model is broken, these rules no longer apply. rare items (Outlaw Trade table: p13, Outlanders Book) are items you may add a another randomly generated rare item, but
Use the leader’s Ld unless he is down or out of action, in available normally.
A player may wish to regain control over a frenzied model by these gangers cannot collect income.
which case use the remaining fighter with the highest Ld.
making a Ld test at the start of his turn. If successful this Scenarios Outlaws roll on the Outlaw Scenario table (p16, Before rolling for items on the Rare Trade list, you may instead
A player may voluntarily fail a bottle test. The conditions for lasts until the start of the following turn. Outlanders Book), but may both Outlaw and normal gangs choose to use one or more of those offers to purchase weapons
the test must still be met and the player still loses the game. use either table if they get to choose. not on your house weapons list. Each non-house weapon
Gangs Bounty purchased reduces your rare trade offers by one.
Attacking Structures
House Goliath House Van Saar House Delaque Any non-Outlaw gang which captures or kills Outlaws may Common equipment is accessible to all and does not cause a
Structures have a T value and can sustain a certain number of House Cawdor House Orlock House Escher collect a reward from the Watchmen equal to the each reduction in rare trade items. Gangs with specialized starting
wounds. Most are large targets are therefore +1 to hit. Outlaw’s total cost. If an Outlaw is captured he may be weapons lists treat their list as a House Weapons list.
Gangs are set up with 1,000 Guilder credits. Anything
Instead of shooting, Krak grenades or Melta bombs can be exchanged as normal or sold for the bounty plus a bonus of
remaining is the gang’s stash. Equipment can be automatically sold for half their price. Rare
placed on a structure within 1" of the fighter—the target is hit D6x5 credits.
items with a variable price fetch half the fixed price component.
automatically. A gang can be of any size from 3 models upwards, and must
Regaining Non-Outlaw Status
consist of 1 Leader, any number of Gangers and up to 2 The value of fighters includes equipment. Variable cost
Structures in base contact with a model can be hit in H-to-H Heavies. No more than half the gang can be Juves. An outlawed gang may buy off its Outlaw status for 10% of equipment is worth the fixed price component only.
if the fighter did not shoot or fight in H-to-H combat that turn. their gang rating, as set when they become outlawed. Generate
Each Attack equals 1 automatic hit. All models are equipped with a knife for free. Other weapons 5 new pieces of norrmal territory. The Outlaw territory may be When a fighter is killed all his equipment and weaponry is lost.
are bought from the gang’s Weapons List. Some are restricted discarded or kept as one of the 5.
Psychology
to the leader when the gang is created, but later any ganger
Each time an Outlaw gang plays another game against a non-
Campaign Game Sequence
may purchase them. Only 1 heavy weapon can be carried by a
model. Juves can only use H-to-H weapons, pistols and knives. Outlaw gang add another D6x10 to this price. Pre-Battle Sequence
Make a 2D6 Leadership test in the following circumstances:
1. Player with the lower gang rating rolls on the Scenario
Fear Determine each fighter’s initial experience: Juves 0, Gangers Gang Rating table. The player who picks the scenario is the attacker.
If a model is charged by a model that causes fear and fails the 20+1D6, Heavies and Leaders 60+1D6.
2. Roll for fighters with Old Battle Wounds or Head Wounds.
test, the model is broken. If a model wishes to charge a model GANG RATING =
that causes fear and fails, the model can do nothing for the Hired Guns VALUE OF FIGHTERS + EXPERIENCE 3. Set up terrain and gangs according to the scenario.
rest of the turn. Make the tests when the charges are declared. Underhive Scum Bounty Hunters Ratskin Scouts Post Battle Sequence
A model that causes fear does not have to test for fear, and Wyrds Pit Slaves Special Characters Serious Injuries (p41, Sourcebook)
1. Determine the extent of injuries for each fighter out of
if confronted by terror tests for fear instead. Models which go out of action must roll D66 on the Serious action. Roll for injuries on the Serious Injuries chart.
Hired guns can be recruited when a gang is created, or after Injuries Chart at the end of the game. Fighters who are down
Terror any game, by paying the hire fee per battle. at the end of the game recover fully on a D6 roll of 1-3 and go 2. Allocate Experience points and make Advance rolls.
Circumstances are as for fear above. Also if the model is They do not count as part of a gang for collecting income out of action on a 4-6. 3. Re-allocate territory if appropriate.
within 8" of the thing causing terror at the start of your turn. or living expenses, cannot modify or sell their weapons and Experience (p42-49, Sourcebook) 4. Collect income from territory.
If the test is failed the model is broken and must run to equipment, and they do not earn experience.
Determine each ganger’s initial experience. Experience is
cover as the model’s move for that turn. 5. Recruit new fighters and buy new equipment.
For the purposes of calculating the Gang Rating, they are gained after a fight as dictated by the scenario. A gang fighting
A model that causes terror is unaffected by fear and terror. equal to their hire fee x 5. a gang with a higher gang rating earns extra experience points. 6. Update total gang rating.
1.MOVEMENT 2.SHOOTING 3.HAND-TO-HAND 4.RECOVERY 1.MOVEMENT 2.SHOOTING 3.HAND-TO-HAND 4.RECOVERY
CHARGES > COMPULSORY > OTHER BOTH SIDES FIGHT FOR MODELS DOWN CHARGES > COMPULSORY > OTHER BOTH SIDES FIGHT FOR MODELS DOWN
7 8 9 10 2. Combat Score for each fighter 7 8 9 10 2. Combat Score for each fighter
first roll a 6, then: 4 5 6 Miss Highest dice roll + WS + hit modifiers first roll a 6, then: 4 5 6 Miss Highest dice roll + WS + hit modifiers
Hit Modifiers D6 (1 always misses) 3. Highest Combat Score wins Hit Modifiers D6 (1 always misses) 3. Highest Combat Score wins
On a draw highest I wins and scores 1 hit; On a draw highest I wins and scores 1 hit;
-1 target in partial cover (at least half the figure) -1 target in partial cover (at least half the figure)
if Initiatives are equal the result is a standoff if Initiatives are equal the result is a standoff
-2 target in cover (less than half the figure) -2 target in cover (less than half the figure)
4. Hits 4. Hits
-1 appearing / disappearing / charging target -1 appearing / disappearing / charging target
Winner inflicts 1 hit for each point of difference Winner inflicts 1 hit for each point of difference
-1 rapidly moving target (10”+) -1 rapidly moving target (10”+)
in Combat Scores in Combat Scores
-1 small target -1 small target
5. Roll on Wound Chart 5. Roll on Wound Chart
+1 large target +1 large target
for each hit using Weapon’s S for each hit using Weapon’s S
+/- weapon range modifiers +/- weapon range modifiers
6. Armour Saves 6. Armour Saves
A model hit is knocked down faceup and pinned. A model hit is knocked down faceup and pinned.
A model with another gang member within 2” that is 7. Roll for Injuries A model with another gang member within 2” that is 7. Roll for Injuries
not a juve, down or broken may escape pinning at the as for shooting if fighter loses all Wounds not a juve, down or broken may escape pinning at the as for shooting if fighter loses all Wounds
start of his turn by rolling equal to or less than his I. start of his turn by rolling equal to or less than his I.
Fighters that go down in H-to-H combat are Fighters that go down in H-to-H combat are
A roll of 6 on a hit roll requires a d6 Ammo Roll. automatically out of action unless opponent is in A roll of 6 on a hit roll requires a d6 Ammo Roll. automatically out of action unless opponent is in
Wound D6 H-to-H combat with another model. Wound D6 H-to-H combat with another model.
Wpn Target’s Toughness Fighters escape pinning if engaged in H-to-H combat. Wpn Target’s Toughness Fighters escape pinning if engaged in H-to-H combat.
Str 1 2 3 4 5 6 7 8 9 10 Str 1 2 3 4 5 6 7 8 9 10
Hit Modifiers Hit Modifiers
1 4 5 6 6 1 4 5 6 6
2 3 4 5 6 6 +1 Fumble Each 1 rolled by opponent 2 3 4 5 6 6 +1 Fumble Each 1 rolled by opponent
3 2 3 4 5 6 6 3 2 3 4 5 6 6
+1 Critical Hit Each additional roll of a 6 +1 Critical Hit Each additional roll of a 6
4 2 2 3 4 5 6 6 4 2 2 3 4 5 6 6
5 2 2 2 3 4 5 6 6 +1 Charging If fighter charged that turn 5 2 2 2 3 4 5 6 6 +1 Charging If fighter charged that turn
6 2 2 2 2 3 4 5 6 6 6 2 2 2 2 3 4 5 6 6
7 2 2 2 2 2 3 4 5 6 6 +1 Higher Up Fighting from higher position 7 2 2 2 2 2 3 4 5 6 6 +1 Higher Up Fighting from higher position
8 2 2 2 2 2 2 3 4 5 6 8 2 2 2 2 2 2 3 4 5 6
-1 Encumbered Carrying heavy weapon/equipment -1 Encumbered Carrying heavy weapon/equipment
9 2 2 2 2 2 2 2 3 4 5 9 2 2 2 2 2 2 2 3 4 5
10 2 2 2 2 2 2 2 2 3 4 -1 Obstacle 10 2 2 2 2 2 2 2 2 3 4 -1 Obstacle
Enemy behind obstacle during turn you charged Enemy behind obstacle during turn you charged
Injuries D6 when last wound lost Injuries D6 when last wound lost
1 Flesh Wound -1 WS and BS RECOVERY 1 Flesh Wound -1 WS and BS RECOVERY
2-5 Down Turn model facedown; can do nothing Down fighters roll on the Injury Chart. 2-5 Down Turn model facedown; can do nothing Down fighters roll on the Injury Chart.
but crawl 2”. Re-roll in your Recovery Phase. but crawl 2”. Re-roll in your Recovery Phase.
Broken fighters may take a 2D6 Ld test to recover if Broken fighters may take a 2D6 Ld test to recover if
6 Out of Action Remove model they are in cover and cannot be seen by the enemy. 6 Out of Action Remove model they are in cover and cannot be seen by the enemy.
If a model goes down or out of action each friend within 2" must make a 2D6 Ld test or they are If a model goes down or out of action each friend within 2" must make a 2D6 Ld test or they are
broken (use leader’s Ld if he is within 6" and not broken or down). Broken fighters run 2D6" to cover. broken (use leader’s Ld if he is within 6" and not broken or down). Broken fighters run 2D6" to cover.
UNIT TYPES Close Combat
Infantry All personnel not mounted inside a vehicle, After a player’s assault moves, any detachment with units in
represented by up to 5 infantry models mounted on a single base contact with an enemy must resolve a close combat.
base. Includes field artillery. Where 2 or more detachments are in contact with one or
Vehicles All small war machines, and infantry on bikes and MOVEMENT SHOOTING more enemies, resolve the fight as a single large combat.
mounts. Vehicles are represented by a single model; mounted
The winner of the initiative chooses who moves all of his Players alternate shooting with their detachments at enemy 1. Total Assault values
units by 3 models mounted on a single base.
eligible units first. detachments, starting with the player with the initiative. You Total the Assault values of units in base contact with the
Flyers All high speed flying vehicles, not including slow- may choose to pass on a shooting opportunity to fire later. enemy. A maximum of 2 units may ‘gang up’ on each enemy
moving skimmers. Usually represented by a single model. Units may move up to their Speed value in centimetres and
unit. Any other units from the detachment (even with 0
may turn freely as they move. 1. Add up Firepower Firepower) within 15cm of the enemy each add +1.
War Engines All very large war machines that can absorb Add up the Firepower values of attacking units that are in
several hits and have several batteries of weapons. Special Moves 2. Determine close combat bonuses
range and have a line of fire (LOF) to at least one target.
Represented by a single model. Detachments may make a special move instead of a normal
Add bonuses based on how Assault totals compare, BMs
move (mark with the appropriate symbol on an order dice). 2. Place Blast Markers and psykers.
The number of BMs a target detachment takes depends on
SETUP Overwatch 3. Roll dice and add bonuses
the total Firepower directed at it before modification.
Choose forces and fill out data sheets, set up terrain, place Movement Phase: move up to 5cm. Each player rolls D6 and adds their combat bonuses; the
objective markers and deploy forces based on the scenario. Shooting Phase: re-roll any missed hit dice. 3. Determine how many hit dice to roll highest total wins. On a draw, place 1 BM on every involved
Cross index the total Firepower with the type of target. detachment and roll again.
Assault Phase: no move.
Deal Fate cards if necessary.
If the target has some units in cover and some in the open, 4. Determine difference, place BMs
Units set up on dangerous terrain must roll a D6; on a 1 the Assault the attacker can choose to fire only at the targets in the Each detachment on the losing side receives a number of
unit may not deploy there; roll again; on another 1 the unit Movement Phase: normal move. open. Always use the Marching column if the target is BMs equal to the difference between the scores (up to a
takes a hit. Shooting Phase: Firepower halved. marching, even if some units are in cover. maximum equal to the number of units it had fighting in
Assault Phase: move only towards enemy. base contact).
4. Determine lowest target Armour value
SEQUENCE OF PLAY Remember Armour bonuses for being in cover.
March 5. Roll for hits
All detachments must specify their most senior unit as an Movement Phase: triple move. 5. Roll hit dice and discard misses Look up the difference in scores on the Close Combat table,
HQ unit. If the HQ is eliminated, the next most senior unit Shooting Phase: no shooting. Remove any dice that scored lower than the target and roll equal or greater on a D6 than the number shown to
in the detachment’s chain of command takes over. Assault Phase: no move; Assault and Firepower halved if detachment’s lowest Armour value. hit each unit. You can only put a second hit on a unit once
engaged in close combat or a firefight. all of the enemy units have been allocated a hit.
Only units within 30cm of their HQ at the start of a phase 6. Allocate hits
are in command and can move and/or shoot in that phase. 7. Broken detachments and retreats
Allocate dice individually to the closest target each can
Units can always snap-fire, fight or lend support in an Terrain All losing side detachments are broken and must retreat.
effect first, skipping targets the dice can’t effect. Once all
assault, or shoot in a firefight however. Terrain either has no effect, is impassable, or is dangerous.
units have taken a hit start with the closest again until all
If a unit enters (or starts to move in) dangerous terrain, roll hits have been allocated.
Firefights
The game consists of turns divided into 4 phases. Both
players carry out actions in each phase. D6. On 1 the unit must halt; roll again and if the second roll Firefights take place if there is an enemy detachment within
Targets in cover cannot be hit unless the Cover row was used
is also a 1 take a unit. A hit cannot cause critical damage 15cm after a player has resolved his close combats.
Place 5 initiative counters in a cup; 3 for the player with the on the Firepower table. Targets must be in range and LOF of
on war engines. at least one unit from the attacking detachment.
highest strategy rating and 2 for the other player (if they are Where one or more detachments are within 15cm of 2 or
the same, roll D6 at the start of the battle to determine who Roads more enemies, resolve the fight as a single firefight.
7. Remove destroyed units
is considered to have the highest rating). To determine the Add 5cm to a unit’s basic Speed (before modification) if it
spends an entire movement or assault phase on a road. Splitting Fire A unit may split its Firepower between several 1. Total Firepower
initiative, draw a counter. Counters drawn are placed to one
target detachments; work out each shot separately. Total the Firepower of all units within 15cm of the enemy.
side until the end of the turn. Cover
Infantry units in cover increase their Armour value by the Line of Fire LOF is blocked by terrain (unless at a lower 2. Work out firefight bonuses
1. Movement appropriate bonus (up to a maximum of 6). elevation) but not by other units. Buildings and woods do not Add bonuses based on how Firepower totals compare, BMs
1. Declare flyer missions block the LOF to or from units in the terrain itself. Units can and psykers.
Transport shoot in any direction.
2. Determine initiative It costs a Transport unit and the unit being carried 5cm 3. Roll dice and add bonuses
3. First player movement of their move to pick up or set down a unit. A unit may BM Penalties Each BM on a detachment reduces its Each player rolls D6 and adds their combat bonuses; the
4. Second player movement be picked up and dropped off in the same turn, but may Firepower by -1. Detachments with BMs on them must pass highest total wins. On a draw, place 1 BM on every involved
perform no actions whilst being transported. a Leadership test in order to move in the movement phase, detachment and roll again.
2. Shooting set overwatch, or move in the assault phase. Roll over the 4. Allocate hits & Blast markers
If a transport carrying units is destroyed, roll D6 for each number of BMs on a D6 to succeed; detachments with 15 or
1. Determine initiative Each detachment on the losing side takes 1 hit on the
unit on board. On a 1-3 it is destroyed, on a 4-6 it is more units add +1 to the roll. A roll of 6 always succeeds.
2. Shoot with vehicles and infantry deployed in contact with the destroyed transport. nearest unit to the enemy and receives 1 BM. Losing
3. Determine initiative again detachments are broken and must retreat.
4. Shoot with war engines Orks may hitch a lift on a battle wagon (can carry 1 unit) or ASSAULT
battle fortress (can carry up to 4 units) once per phase. They
Detachments on Assault orders may move and attack. The Broken Detachments
3. Assault cannot move on their own in the same phase (though they
player with the initiative decides whether he assaults first Mark broken detachments with order dice. A detachment
may assault), but the vehicle’s move is unaffected.
1. Determine initiative or second. Then the player going first makes all his assault is broken if it loses a combat or a firefight. It must make
2. First player’s assault moves, close combats, firefights Snap Fire moves and resolves any resulting close combats or firefights. a retreat move of up to 20cm in any direction, but if the
3. Second player’s assault moves, close combats, firefights A unit moving within 10cm of an enemy unit during the retreat ends within 15cm of any enemy, it is destroyed.
Any or all assaulting units may charge into close combat.
movement phase can be attacked by snap-fire. If it starts
This is the only time units may move into contact with It may make a retreat move only in a subsequent movement
4. Rally within 10cm it can only be snap-fire attacked if it moves
enemy units. Infantry may move at double Speed when phase if desired. It cannot move or shoot otherwise, and has
closer. The attacker gets to stop the unit at the point the
1. Roll to remove Blast markers charging if it will bring them into contact with the enemy. Assault and Firepower halved.
attack was made and rolls a D6: if this equals or beats the
2. Roll to rally broken detachments Assaulting units must move at least 5cm towards any enemy,
unit’s Armour it takes a hit. A unit may snap-fire any number Units out of command are not affected if their parent
3. Repair war engine damage and shields but may not move past any unengaged enemies.
of times in the movement phase, but only once at a single detachment is broken; if broken itself it is destroyed with no
4. Check scenario victory conditions target. No LOF or even FIrepower value is required. Enemy units cannot snap-fire in the assault phase. effect on the parent detachment.
RALLY Mega Cannon WAR ENGINES FLYERS
Place a Barrage template over the target unit(s) and roll
1. Remove Blast markers a D6 for each covered unit. If the roll equals or beats the Movement Flyers are kept off table and fly one mission per turn in the
Remove D6-1 BMs from each detachment (roll separately target’s Armour it takes 1 point of damage. Cover bonuses are War engines may not be included in detachments with other player’s movement phase. The player with the lowest Strategy
for each). ignored, and each attack places 1 additional BM. types of units. They are not given special movement orders, Rating declares first which mission each of his detachments
but may automatically move and assault in the Assault phase. will fly at the start of the turn. After each mission the
2. Rally broken detachments Pulsar detachment must miss its next turn refueling and rearming.
Make a Leadership test for each broken detachment. If the Generates the equivalent of D6 Anti-Tank shots. They move straight ahead but may turn up to 45˚ for free;
D6 roll is greater than the number of BMs on it, remove the any additional turns cost 5cm per 45˚ or fraction thereof. Ground attack Mission
Broken marker. A detachment cannot rally if the number of Ripper Tentacles 1. Flyer enters any board edge in the movement phase.
When in close combat with another war engine, these prevent When taking Dangerous Terrain tests, there is no chance of
BMs on it is equal to or greater than its number of units. 2. Unlimited move, but only straight ahead. Enemy units can
one of the enemy’s close combat weapons from being used. critical damage being inflicted.
3. Repair war engine damage and Void shields snap-fire, but flyers are not halted as a result.
Super Lifta Droppa Shooting
Repaired on a 4+ on a D6. 3. Flyer may halt at any point to make a ground attack in
Vehicles and war engines can be lifted by beating the target’s After initiative is determined, players alternate firing war
4. Check victory conditions engine detachments. Fire may be split between targets, but range and in the forward 90˚ fire arc. Ignore LOF.
damage capacity (1 for vehicles and 3+ for war engines) on a
Depending on the scenario. D6. The target can then be moved (up to 1cm per point the the Firepower of individual weapon batteries may not. 4. After the attack the flyers are removed from the table.
roll beat the damage capacity) and dropped. When dropped Heavy weapon batteries may combine Firepower if shooting Flyer detachments must be together, facing one direction, in
SUPER HEAVY WEAPONS it is destroyed (roll for catastrophic damage on war engines). at the same detachment; super heavy weapons are fired formation, delivering their attacks at the same time.
Anything dropped on takes 1 damage point on a 4+ D6 roll. individually.
Super heavy weapons can pick out individual targets within a
Transport Mission
detachment. Those used by units making an Assault must roll Vortex Missile When shooting at immobilised war engines in the open, the 1. Placement and movement as above. Firepower is halved
4+ to lock on and be able to fire in the Shooting phase. Any unit under a Barrage template suffers the equivalent of attacker rolls 1 hit dice for every point of Firepower. and super heavy weapons need a 4+ to lock on and be
Units in Overwatch may re-roll super heavy weapon misses D6 Death Ray hits. Once fired the missile is expended and able to fire. Other flyers in the same detachment not
may not be used again during the battle. Damage
as usual. In firefights a super heavy weapon without a basic Roll D6 for each hit scored on a war engine. On a roll of 6 transporting troops fire at full effect.
Firepower value counts as having a Firepower of 1. roll 2D6 on its Critical Damage Table. When an engine’s 2. After shooting, flyers disgorge cargo at that point. Units
SPECIALISTS
Super heavy weapons place BMs on the target detachment damage capacity is reduced to 0 it is destroyed; roll a D6 on being dropped off lose 5cm from their move; Assaults can
(check the Blast Markers table). If the attacker is firing with Assault +1 to Assault. Weapon range reduced to 15cm. the engine’s Catastrophic Damage Table. be made on the turn of landing, but the units may not go
both Firepower and super heavy weapons it places BMs for Cavalry Cavalry are treated as vehicles. Speed doubled into Overwatch or March.
Shields absorb damage; no critical damage rolls are made for
both attacks. (tripled if charging). +1 to Armour, up to a maximum of 6. hits absorbed by shields. Void shields can be repaired and 3. Transporters may carry troops from other detachments,
Anti-Tank raised again in the Rally Phase. which are kept off-board until deployed. Units are
Heavy Weapons +1 to Firepower value. Weapon range
Anti-tank shots always roll 1 D6 to hit regardless of cover. destroyed if a transport carrying them is destroyed.
increased to 45cm. Assault value halved (round up). Close Combat
The target’s Armour always counts as 4 (ie. 1 dice, 4+ to hit). War engines can always move and/or charge in the Assault 4. Units that cannot fit can be brought into play in a future
Anti-tank weapons can fire at any target. Jump Packs Speed doubled (tripled if charging). May ignore turn, though they will be out of command unless landed
the effects of terrain they do not end their move in. Phase. They can be attacked by a number of in-contact units
Barrage equal to half its starting Damage Capacity. within 30cm of their HQ.
Place the Barrage template over the target detachment. The SPECIAL ABILITIES Instead of rolling a single dice for damage from an engine, 5. After disgorging cargo, flyers are removed from the table.
barrage’s Firepower equals the number of units from the roll dice equal to half current Damage Capacity. Hits rolled in
Close Support Count their Firepower in support during close Intercepting Mission
target detachment that fit under the barrage template (to close combat ignore shields and damage the engine directly.
combat, instead of only adding +1. 1. Flyers have a dogfight value: the first number is the flyer’s
count, the template must cover any part of a vehicle or war
Support Intercept value, the second is its Gunnery value.
engine and at least 3 models from an infantry unit). Add Hero Heroes have a save and their Assault value is doubled.
the Firepower of the barrage to the attacking detachment’s War engines not in close combat can support detachments 2. When an opposing flyer detachment is placed on the table,
Firepower; the barrage does not count as a super heavy Infiltrators Count as being in command within 60cm of HQ. within 15cm. The bonus is equal to half the engine’s current you may declare you wish to Intercept it with one of your
weapon for placing BMs. They may deploy up to 30cm outside the normal deployment Damage Capacity. BMs the engine is carrying are not counted flyer detachments if it is on an Intercept mission. Place
zone, or add +30cm to their first move if not deployed at the in the combat, and engines do not take any BMs if they are your interceptors by the enemy detachment.
Close Combat Weapons start of the battle. If more than 30cm from HQ they are still on the losing side. Each engine can only support one close
War engines armed with close combat weapons double 3. Starting with the flyer with the highest Intercept value (on
destroyed if broken in close combat or a firefight. combat in each player’s assault phase.
their Assault value if fighting an enemy war engine in close a tie flyers on an Intercept mission attack first, or if both
combat. Catastrophic damage is automatically inflicted if the Psyker The side with the most psykers in a fight gains a +1 War engines can participate in firefights. Super heavy are, on initiative), each flyer can attack one enemy flyer.
war engine with the close combat weapon wins; roll on the modifier. Fate cards can be used to make a special Psychic weapons count as having a Firepower of 1. 4. Each flyer rolls a number of hit dice equal to its Gunnery
war engine’s Catastrophic Damage table. Blast attack, or nullify such an attack.
BMs, Breaking and Retreating value. Each dice equal or greater than the target’s armour
Death Ray Rampage Rolls 2 dice to score hits in close combat. They War Engines are always stubborn – they may re-roll the dice hits. Apply damage immediately.
Death Rays always roll 1 D6 to hit. The target’s Armour value may not retreat, so are destroyed if they lose a close combat. when taking a Leadership test in order to move, though they 5. Once all flyers have attacked, remove the interceptors.
always counts as 2 (ie. 1 dice, 2+ to hit). They always cause Rapid Fire Double Firepower when in Overwatch. Heavy can always shoot. Add +1 to the roll if their starting Damage Survivors carry on with their missions.
critical damage against war engines; roll on the war engine’s weapon troops may not rapid fire. Capacity was over 15.
6. Detachments on Intercept missions do not have to miss a
Critical Damage table. War engines can never be broken, and do not retreat.
Save After a hit, if the unit rolls 4+ on a D6 the hit has no turn refueling and rearming until they have attacked.
Disrupt effect. BMs are still placed. Flak Detachments with flak units can be placed on alert
Roll a D6 for each Disrupt weapon: on a 4+ place an ARTILLERY when flyer missions are declared; place a special orders dice.
additional BM on the target detachment. Disrupt weapons Skimmer May ignore terrain when moving, but test if starting
or ending a move in Dangerous Terrain. May pop up over Artillery units only need to be in range of their target, they do They may not move or fire, but fire at flyers in the movement
inflict no other casualties.
intervening terrain to fire in the shooting phase (and may be not need a LOF. phase. Other units in the same detachment are on overwatch.
Distortion Cannon shot at); returning to ground level at the end of the phase. If part of the flyer’s flight path is in range, roll D6 per point of
Artillery units can fire in the movement phase instead of
Roll D6x5. If this equals or beats the target’s basic Speed, it the flak unit’s Firepower (can be split amongst several flyers);
Stubborn May re-roll any failed Leadership tests. moving; place a special orders marker dice at the start of the
is hit (1 is always a miss, 6 is always a hit). War engines take each dice equal or greater than the target’s Armour hits.
movement phase before initiative.
a critical hit, ignoring shields. Other targets (those with a Supreme Commander A detachment within 30cm of a Hits and BMs on Flyers Roll a D6 each time a flyer takes a
damage capacity of 1) are destroyed. Supreme Commander becomes stubborn. If the Commander Work out the attack at the start or the end of the opposing
hit; if the roll is equal to or greater than the flyer’s Armour
(not just his bodyguard) fights in a close combat or adds his player’s movement. The units cannot move. Any other units
Heavy Barrage the flyer is destroyed. Otherwise the flyer is damaged and
Firepower to a firefight, you may re-roll the dice. from the same detachment may move up to 5cm.
The barrage’s Firepower equals the number of units from the aborts its mission immediately. It must spend the following
target detachment that fit under the barrage template x2. Transport (x) ‘x’ is how many units of infantry the transport After the bombardment the detachment may be placed on turn being repaired and the next being rearmed and refueled.
After firing a heavy barrage, vehicles (not war engines) take a unit can carry. The unit does not gain the special abilities of overwatch, but the artillery may not fire again that turn (note Flyers don’t pick up BMs, never take part in close combats or
turn to reload, during which they cannot move or fire. infantry it is transporting. the units get no overwatch re-roll for their firing that turn). firefights, and can never be broken.
Setup Knocked Down
Turn the model face up. It may crawl 2” during the
The player with the lowest warband rating rolls on the movement phase but may not fight, shoot or cast spells.
Scenario table to determine the scenario, and may choose
whether to be attacker or defender. Set up terrain and If engaged in H-to-H, the model may only crawl away if
warbands according to the scenario. the enemy is engaged with another opponent; he may
not strike back.
Roll for warriors with old battle wounds to see if they take 3. REMAINING MOVES The model may still fire a missile weapon if not running,
part in the battle. and may jump as part of a charge or running move. On his next turn the warrior may stand up and move
Models may move up to their move rate in any direction. at half rate, shoot and cast spells, but not charge or
Characteristic Tests Falling run. If engaged in H-to-H he may not move away and
To pass, roll a d6 and obtain a result equal to or less Running A model that falls takes D3 hits at a Strength equal to the automatically strikes last. After this turn the model
than the characteristic. A roll of 6 automatically fails. Models may run at double rate if there are no enemies distance fallen, no armour save, no critical hits. A model functions normally but is still at 0 wounds.
Leadership tests are taken with 2d6. within 8" at the start of the turn (fleeing, stunned, that falls cannot move any further or hide during that
knocked down and hidden models do not count). A turn, even if not hurt. Stunned
running model may not hide or shoot that turn, but may Turn the model face down; next recovery phase the
Turn Sequence cast spells as normal. Warriors Knocked Down or Stunned model is turned face up and treated as knocked down.
One player takes a full turn consisting of the following If knocked down or stunned within 1" of an edge, a model
Hiding will fall if it fails an Initiative test. Out of Action
four phases, then the next player, and so on. A model that ends his move behind a low wall, column The model is out of the game.
or similar place of concealment may be declared hidden. 3. Shooting
1. Recovery Place a hidden counter beside the model. He cannot be 4. Hand-to-Hand Combat
Roll 2d6 to rally models that have lost their nerve. If less seen, charged or shot at, and may stay hidden over several Each warrior, one at a time in any order, may shoot once
turns as long as he is not seen by an enemy and does not with one weapon at a target he can see in any direction. All models in base contact, whether in the front, sides
than or equal to the model’s Leadership the model stops
shoot or cast spells. or rear, are engaged in hand-to-hand (H-to-H) combat
fleeing and can be turned to face any direction. It cannot He may not fire if engaged in H-to-H combat, has run and fight in this phase. They do not shoot in the shooting
move or shoot (but can cast spells) for the rest of the turn. Enemy models will always detect hidden foes within their or failed a charge, has rallied this turn or is stunned or phase. Close range attacks (eg pistols) are treated as
A model cannot rally if the closest model to him is an Initiative value in inches. A model that runs, flees, is knocked down. H-to-H attacks.
enemy model (fleeing, stunned, knocked down and hidden stunned or charges cannot hide that turn.
Possible Targets Models touching more than one enemy can choose who
models do not count). Terrain A model must fire at the closest target unless a more to fight and may divide multiple attacks if desired.
Stunned models become knocked down. Knocked down Open Ground: Tabletop, building floors, ladders, ropes, distant target is easier to hit, a model is a large target, or
models may stand up. through doors and hatches. Move at normal rate. closer models are stunned or knocked down. Who Strikes First
Charging models strike first, otherwise in order in
Difficult Ground: Steep slopes, bushes, roofs. Move at You cannot shoot at models engaged in H-to-H combat.
descending Initiative. A model who stood up that turn
2. Movement half rate. Cover always strikes last.
Models may move in any direction, up and down ladders Very Difficult Ground: Narrow crawholes, dangerous If any part of a target model is in cover the shooter suffers
If several models can ‘strike first’ for some reason, then
and stairs and over low obstacles less than 1" high. terrain. Move at quarter rate. a -1 to hit penalty.
they determine the order among themselves first, by
Models are moved in the following order:
Climbing If a shot versus a model in cover misses by 1, the shot Initiative.
A model can climb a fence or wall he is touching at the strikes the cover instead.
1. CHARGE If Initiatives are equal roll a die to see who strikes first.
start of the movement phase. He may not run, and if the Shooting From an Elevated Position
Charging is the only way models can move into H-to-H height is more than the model’s normal move, he cannot Close Combat Procedure
combat with one or more models. A charging model If more than 2" above the table surface, a model may
climb the wall. Roll a d6 for each attack. The score needed to hit is
strikes first in the ensuing combat. freely pick any target, unless there are enemies in the
based on the Weapon Skills of the fighters.
Take an Initiative test. If failed while climbing up, he same building in line of sight.
Without measuring distance, declare the model is charging cannot climb that turn. If failed while climbing down, he A model armed with two one-handed weapons receives
any opposing model in an unobstructed line of sight. Shooting Procedure
falls from where he started his descent. an extra Attack. If armed with two different weapons,
Measure Range: Targets beyond a weapon’s maximum
Models charging a foe within 4" that cannot be seen but is he may make a single attack with one weapon of his
Jumping Down range cannot be hit.
not declared as hidden must pass an Initiative test to do choosing, and all other attacks with the remaining
A model may jump down up to 6" at any time during Roll to Hit: Roll a d6. The score needed to hit is based on
so. If he fails he may not charge, but may move, shoot ad weapon, all rolled separately.
movement. the model’s BS. See reference sheet for modifiers.
cast spells as normal. Roll to Wound: Compare the Strength of the fighter with
Take an Initiative test for every full 2" jumped; if he fails Roll to Wound: Compare the Strength of the weapon with
Charging models make a direct double move towards the target’s Toughness. Some weapons confer Strength
any test the model falls from the beginning of the jump, the target’s Toughness.
their enemy and end engaged in H-to-H combat, bases bonuses.
takes damage and may not move anymore that phase.
touching (or close together over a low wall or obstacle). Roll Critical Hits: If a 6 is rolled to wound, roll another d6 Follow the same procedure for wounding, critical hits
If successful the model may continue to move—jumping and consult the Critical Hit chart. If the attacker needed a
One unengaged enemy within 2" of the charge route may and armour saves as shooting. Each model may only
down does not use up any movement. 6 to wound the target he cannot cause a Critical Hit.
choose to intercept the charger. If he would normally have cause one critical hit in each hand-to-hand phase.
to pass a Fear test to engage the charger he must pass Diving Charge If the critical hit causes more than one wound and the Parry
one to move. If he causes fear then move the models into If an enemy is within 2" of the place where a model lands weapon normally causes several, use the one that causes Bucklers and swords may parry one blow per H-to-H
contact and make a Fear test for the original charger as he may make a diving charge against it. the most damage. phase. Roll a d6; if higher than the number the opponent
if he was being charged. The original charger strikes first If the jump down is successful (see above), the model rolled to hit, the hit is ignored.
regardless. Make Armour Saves: Roll a d6, reducing the save
gains a +1 Strength bonus and a +1 to hit bonus during according to the Strength modifiers for the weapon used. If the opponent scored several hits, the model must try
If a model miscalulates the charge distance, the charge the following hand-to-hand combat phase only.
Injuries and parry the highest score; if fighting several opponents,
is failed; make a normal move towards the enemy. The Jumping Over Gaps he may only parry the first hit.
model cannot shoot in the same turn but may cast spells. When a model’s Wounds are reduced to zero, roll d6 on
Models may jump over gaps up to 3" wide. Without the Injury Chart for that Wound, and every Wound after If armed with a buckler and a sword you may re-roll any
measuring beforehand, deduct the distance from the that.
2. COMPULSORY MOVES failed parries once.
model’s movement. If he doesn’t have enough movement
Take all compulsory moves, eg, fighters whose nerves have to jump the distance the model falls; otherwise pass an If a model receives several wounds in one turn, roll once Attacks made with twice a model’s own basic Strength or
broken. Initiative test or fall. for each and apply the highest result. more cannot be parried.
Attacking Warriors Knocked Down and Stunned All Alone Casting Spells Henchmen are bought in groups of 1-5 models and gain
All attacks against a knocked down warrior hit A model fighting alone against 2 or more opponents Spells are cast once per turn in the shooting phase (may experience and advances collectively. Other henchmen
automatically. If any attacks wound the model and the and with no friendly models within 6" (fleeing/stunned/ not use missile weapons) and can be cast even if the such as Warhounds and Zombies do not gain experience.
armour save is failed (he may not parry), the model knocked down do not count), must make a test at the end model is engaged in H-to-H combat or running. In any case, henchmen may never use special equipment.
is automatically out of action. A stunned model is of his combat phase.
Roll equal to or greater than the spell’s Difficulty on 2D6. Each warrior may be armed with up to 2 close combat
automatically out of action if attacked in H-to-H.
If the 2d6 score is greater than his Leadership the If he fails, he may not cast a spell that turn. If passed, weapons (not including his free dagger), up to 2
A model with multiple attacks may not stun/knock down model runs 2d6” directly away from his enemies—each consult the spell description for effects. different missile weapons, and armour chosen from the
and then automatically take a model out of action in opponent gets an automatic hit against him. appropriate list. Additional equipment may be bought
With the exception of Sisters of Sigmar and Warrior-
the same H-to-H phase. This can only be achieved with between battles, but only if listed in the warband’s entry.
At the start of each of his turns, the model must test Priests, wizards may not use magic if wearing armour or
multiple models attacking. Every model in a henchmen group must be armed and
again—if he passes, he stops but can do nothing else has a shield or buckler.
armoured the same way.
If the model is engaged with enemies still standing, he but cast spells for the rest of the turn. If he fails or is
Spells do not cause critical hits and always receive armour Each warband has a warband rating—the number
cannot attack any other stunned/knocked down models. charged, he runs 2d6" towards the nearest table edge
saves unless noted otherwise. of warriors x 5, plus accumulated experience. Large
(and is removed if he reaches it), avoiding enemy models.
Moving From Combat
creatures are worth 20 points plus their experience.
Models may not move away from combat and must fight If charged while fleeing, the charger is moved into contact Mounted Warriors
until out of action, they win, or a model breaks and runs. as normal but the fleeing model runs a further 2d6”
before any blows are struck. A warrior and his horse are treated as a single model. Campaigns
Breaking From Combat Should the rider be taken out of action, then the entire
A model who panics in H-to-H combat and runs is hit Fear Post Battle Sequence
model is removed from the battle.
once, automatically, by each of his opponents. Creatures that cause fear ignore these tests. Otherwise After each battle the players work out the experience
take a fear test in the following circumstances: Mounted warriors use the rider’s Leadership value for all points warriors have earned and the amount of wyrdstone
Escaping from Combat (Optional) Leadership-based tests. When attacked, use the rider’s the warband has collected.
Models engaged in H-to-H combat at the start of their own If charged by a feared enemy. Test when the charge is Toughness and Wounds.
turn may try to escape from combat. declared and the model is determined to be within range. You may disband a warband at the end of any game and
If the test is failed the model must roll 6’s to score hits in Any shooter may always pick a mounted warrior as a start a new one, or dismiss any warrior. When a warrior is
Declare which will try to escape from combat at the start target, even if there are enemies closer. killed all his weapons and equipment are lost. If a leader
the first turn of combat.
of your movement phase, at the same time as you declare is killed, the hero with the next highest Leadership takes
charges. Turn the models around to show this. If wishing to charge a feared enemy. If failed the model In H-to-H combat, a warhorse can make 1 attack. A
command.
must remain stationary for the turn (treat as a failed charge). normal horse does not attack in close combat.
Take a Leadership test for each warrior trying to escape 1. Injuries: A henchman out of action at the end of the
from combat. Frenzy Mounted warriors automatically have an armour save
game is removed permanently on a D6 roll of 1-2.
Frenzied models must always charge enemies within of 6+, even if the rider has no armour. If the rider has
If he passes, he can move up to double his normal Roll on the Serious Injuries chart for each hero out
their charge range and fight with double their Attack armour his save will be +1 better than if on foot.
Movement rate away from combat and the enemy he was of action at the end of the game.
characteristic in H-to-H combat. If carrying a weapon in Armour (barding) for a warhorse adds a further +1
fighting, in any direction. 2. Allocate Experience. Heroes and henchmen gain
each hand he receives an extra attack as normal, but this bonus to the its armour save, but subtracts one from
If he fails, his opponent may make 1 automatic hit extra attack is not doubled. experience for surviving battles; extra points if
its Movement. A normal horse may not wear barding. A
against him, and the fleeing model (if he survives) will run they are fighting a warband with a higher warband
Once within charge range, frenzied models are unaffected barded warhorse is only killed on a serious injury roll of ‘1’
2D6" directly away from combat. He will have to take a rating. As they accumulate more points heroes and
by other psychology. If knocked out or stunned he is no if the model goes out of action.
Leadership test at the beginning of his next turn. henchmen can make Advance rolls.
longer frenzied for the rest of the battle. If a mounted warrior is taken out of action, roll a D6 after
If successful he will stop, but may not do anything else 3. Roll on the Exploration chart.
Hatred the battle. On a 1-2, the mount is killed and removed
during that turn. If the test is failed, he will continue to from the warband roster. A horse increases a warband’s 4. Sell Wyrdstone.
Warriors who hate their H-toH opponents may re-roll any
run 2D6" towards the closest table edge and must test rating by +3 points, and a warhorse by +5 points.
misses on the first turn of combat. 5. Check Available Veterans. Roll to see how much
again the following turn if he is still on the table.
Mounted Models and Movement experience worth of veterans is available to hire.
Stupidity
If charged while fleeing, the charger is moved into contact Mounted models may not move into buildings. A horse or 7. Make Rarity rolls and buy Rare Items.
Stupid models must make a Leadership test at the start of
as normal, but the fleeing model runs a further 2D6" warhorse may jump over an obstacle up to 2” in height
their turn; if the test is failed: 7. Look for Dramatis Personae.
before any blows are struck. with no movement penalty.
If in combat half the model will not strike any blows or 8. Hire new recruits and buy common items. New
Leadership & Psychology cast spells this turn. If not in combat roll a d6: A mounted warrior may dismount during his movement recruits come with a free dagger and may be bought
phase. He loses half his movement and may not charge common items. They cannot buy rare items, but can
The Rout Test 1-3 moves forward at half speed; no charging an enemy or run during that turn. Once dismounted he is followed
(stop 1” away) or shooting, and will stop if he falls be equipped with ones from the warband’s stash.
A player must take a Rout test at the start of his turn if by his steed and may mount it again whenever he wishes,
25% or more of his warband (even a warband normally off an edge or hits an obstacle. provided he is not inside a building or place such as on 9. Reallocate Equipment. Swap equipment between
immune to pyschology) is out of action. a roof. He loses half his movement when remounting and models (they must be eligible to use it).
4-6 the warrior does nothing for the rest of the turn.
Roll 2d6; if equal to or less than the leader’s Leadership, may not charge or run during that turn. 10. Update Warband Rating.
the test is passed. If the leader is out of action/stunned, Magic
use the highest Leadership of any remaining fighters not Warbands Pre Battle Sequence
Allocated Spells 1. The player with the lowest warband rating rolls on
out of action/stunned. Starting warbands are recruited and equipped from the
Wizard Type of Magic the Scenario table to determine which scenario is
If the test is failed the warband automatically loses, the Chaos Magisters Chaos Rituals lists with 500 gold crowns. Any unspent crowns are kept played. In scenarios where there is an attacker and a
surviving warriors retreat, and the game ends. in the warband’s treasury. defender, the same player may choose which he is.
Warlocks Lesser Magic
A player may choose to voluntarily Rout at the start of his Beginning warbands must have at least 3 warriors 2. Roll for warriors with old battle wounds to see
Skaven Eshin Sorceror Magic of the Horned Rat
own turn if he is required to take a test, or if 25% or more including a leader. Weapons, armour and mutations must whether they can take part or not.
of his warband is out of action. Sisters of Sigmar/Warrior-Priests Prayers of Sigmar be represented on the models, with the exception of
Necromancers Necromancy knives and daggers. 3. Set up the terrain and warbands according to the
Leaders rules for the scenario you are playing. The more
A model within 6” of his leader may use his leader’s Each wizard starts with one randomly determined spell. Warriors are classified as heroes and henchmen. Apart buildings the better.
Leadership when taking tests, unless the leader is Roll d6 on the appropriate chart. Either reroll duplicates from its leader, the warband may include up to 5 other
knocked down, stunned or fleeing. or lower the spell’s difficulty by 1. heroes (see lists for other restrictions). For more detail on Campaign games, see the rules.
Close Combat Weapons Crossbow Miscellaneous Equipment lucky charm
MxRange: 30" STR: 4
Fist The first time a model with a lucky charm is hit in a
STR: user -1 +1 armour save
May not move and fire on the same turn other than to Blessed water battle he rolls a D6: on a 4+ the hit is discarded and no
pivot or stand up. A vial contains enough liquid for just one use, and has a damage is suffered. Owning two or more charms does not
6+ armour save if none normally. Fist only applies to models
Sling thrown range of twice the thrower’s Strength in inches. confer any extra benefits.
without weapons, and they can only ever make one attack.
MxRange: 18" STR: 3 Roll to hit using the model’s BS. No modifiers for range
Dagger or moving apply. Blessed water automatically causes 1 mordheim map
STR: user +1 armour save May fire twice at a maximum range of 9" if no move in the
wound on Undead, Daemon or Possessed models (no When you buy a map, roll a D6:
movement phase. Each shot -1 to hit if firing twice.
6+ armour save if none normally. armour save). Undead or Possessed models may not use
Throwing Star/Knife blessed water. 1 Fake. The map is a fake, and is completely worthless.
Hammer, Staff, Mace or Club
Range: 6" STR: user Your opponent may automatically choose the next
STR: user
No penalties for range; cannot be used in close combat. bugman’s ale scenario you play.
A roll of 2-4 is treated as stunned when rolling for injuries.
Repeater Crossbow A warband that drinks a barrel of Bugman’s before a 2-3 Vague. Though crude, the map is generally accurate.
Axe battle is immune to fear for the whole of the battle. Elves
MxRange: 24" STR: 3 You may re-roll any one dice during the next
STR: user Extra save modifier of -1 may not drink Bugman’s ale. There is only enough ale to
May fire twice per turn at -1 to hit per shot. exploration phase if you wish but you must accept
Sword supply the warband for one battle. the result of the second roll.
STR: user May parry. Crossbow Pistol
MxRange: 10" STR: 4 cathayan silk cloak 4 Catacomb map. The map shows a way through the
Flail catacombs into the city. You may automatically
STR: user +2 May shoot in the first round of H-to-H combat. The shot is Any Mercenary warband whose leader is wearing silk
choose the scenario next time you fight a battle.
always resolved first and has a -2 to hit (use BS). clothes may re-roll the first failed Rout test. After each
+2 Strength bonus applies only in the first turn of each
battle in which the leader is taken out of action, roll a D6: 5 Accurate. The map is recently made and very
H-to-H combat. Cannot use a shield, buckler or additional Pistol
on 1-3 the clothes are ruined and must be discarded. detailed. You may re-roll up to 3 dice during the next
weapon in H-to-H combat (still gets a +1 armour save MxRange: 6" STR: 4 -2 armour save
exploration phase if you wish, but must accept the
from shooting if he has a shield). Can only fire every other turn unless model has 2 pistols. elven cloak result of the second roll.
Morning Star Can be used in H-to-H once per combat. If firing with 2
pistols fire with 2 Attacks in the first round. A warrior aiming a missile weapon at a warrior wearing an 6 Master map. From now on you may always re-roll one
STR: user +1
Elven cloak suffers -1 on his to hit roll. dice when rolling on the Exploration chart as long as
+1 Strength bonus applies only in the first turn of each Duelling Pistol the hero who possesses this map was not taken out
H-to-H combat. Cannot use a buckler or additional MxRange: 10" STR: 4 -2 armour save garlic of action in the battle.
weapon but may carry a shield. +1 to hit. Can only fire every other turn unless model has A Vampire must pass a Leadership test or it will be unable
Halberd two pistols. Can be used in H-to-H once per combat. If to charge a model carrying a clove of garlic. Garlic lasts for net
STR: user +1 firing with 2 pistols fire with 2 Attacks in the first round. the duration of one battle only, used or not. Once per game, the net may be thrown in the shooting
Cannot use a shield, buckler or additional weapon in Blunderbuss phase instead of the model shooting a missile weapon.
H-to-H combat (still gets a +1 armour save from shooting MxRange: Special STR: 3 halfling cookbook Treat the net as a missile weapon in all respects with a
if he has a shield). Can only fire once per battle. Draw a straight line 16" long The maximum number of warriors allowed in your warband range of 8”. Use the model’s BS to determine whether
Spear and 1" wide. Any models in the path are automatically hit. is increased by +1 (neither an Undead nor a Carnival of the net hits or not—there are no movement or range
STR: user Chaos warband can use this item). penalties.
Handgun
Strikes first even if charged (first round of H-to-H combat MxRange: 24" STR: 4 -2 armour save If it hits, the target rolls a D6: if the result is equal to
only). Mounted warriors receive a +1 Strength bonus for
healing herbs
Can only fire every other turn. May not move and fire on or lower than his Strength, he rips the net apart. If the
the turn they charge. A model with healing herbs can use them at the beginning result is higher, he may not move, shoot or cast spells in
the same turn other than to pivot or stand up. of any of his recovery phases as long as he is not engaged
Lance his next turn, although he is not otherwise affected. In
Hochland Long Rifle in H-to-H combat. They restore all wounds he has either case the net is lost.
STR: user +2
MxRange: 48" STR: 4 -2 armour save previously lost during the game.
Can only be used from horseback; +2 Strength bonus for
the turn the mounted warrior charges. Can only fire every other turn. May not move and fire on rope & hook
the same turn other than to pivot or stand up. Can target
holy (unholy) relic
A model equipped with a rope & hook may re-roll failed
Double-Handed Sword, Hammer, Axe etc any enemy in sight, not just the closest. A model with a holy/unholy relic automatically passes the
Initiative tests when climbing up and down.
STR: user +2 first Leadership test he is required to make in the game. If
Cannot use a shield, buckler or additional weapon in H-to-H Armour worn by the leader, it will allow him to automatically pass tome of magic
combat (still gets a +1 armour save from shooting if he the first Rout test if he has not taken any Leadership tests
has a shield). Always strikes last, even if charging. Light Armour Basic D6 save of 6+ before. You can only ignore the first Leadership test in any If a warband includes a wizard, he will permanently gain
single game—two or more holy relics will not allow you to an extra spell from the tome. He may randomly generate
Gromril Weapon Extra save modifier of -1. Heavy Armour Basic D6 save of 5+ this new spell from his own list or the Lesser Magic list.
ignore second and subsequent tests.
Ithilmar Weapon +1 Initiative in H-to-H combat. If also carrying a shield, suffers a -1 Movement penalty. The benefits from each Tome apply to only one model.
Shield Basic D6 save of 6+ holy tome
Ranged Weapons A Warrior Priest or Sister of Sigmar with a holy tome can
superior blackpowder
Buckler May parry. add +1 to the score when determining whether he/she can Adds +1 Strength to all blackpowder weapons that the
Short Bow
Helmet recite a spell successfully or not. model has. There is enough to last for one game.
MxRange: 16" STR: 3
Special 4+ save (unmodified by Strength) against being
Bow hunting arrows tears of shallaya
stunned; if successful treat the result as knocked down.
MxRange: 24" STR: 3
A model using a short bow, bow, long bow or Elf bow may A model who drinks a vial of the Tears of Shallaya at the
Long Bow Gromril Armour Basic D6 save of 4+ beginning of a battle will be completely immune to all
use these arrows. They add +1 to all Injury rolls.
MxRange: 30" STR: 3 Does not slow the model down if also armed with a shield. poisons for the duration of combat.
Elf Bow Ithilmar Armour Basic D6 save of 5+ lantern Undead and Possessed warriors may not use the Tears of
MxRange: 36" STR: 3 Basic d6 save of 5+, and does not slow the model down if A model with a lantern may add +4" to the distance from Shallaya. There is enough liquid in a vial to last for the
Extra save modifier of -1. also armed with a shield. which he is able to spot hidden enemies. duration of one battle.
poisons and drugs Spells D6 The dead Hero retains his characteristics, weapons and including into base contact with an enemy, in which case
armour but may not use any other equipment or skills. He he counts as charging. If he engages a fleeing enemy in
Poison may not be used with blackpowder weapons. A vial may no longer run, counts as a henchman group on his the close combat phase he will score 1 automatic hit and
gives you only enough to last the duration of one battle,
Prayers of Sigmar
own, and may not gain additional experience. This spell then his opponent will flee again (if he survives).
and only a single weapon can be poisoned with one vial. 1 The Hammer of Sigmar Difficulty 7
always succeeds. The new Zombie follows all the normal
The wielder gains +2 Strength in H-to-H combat and all 3 Dread of Aramar Difficulty 7
Black Lotus Zombie rules (immune to poison, causes fear) except for
hits he inflicts cause double damage. The Priest must test A single model within 12" of the wizard must pass a
A weapon coated with Black Lotus wounds its target retaining his profile, weapons and armour.
each shooting phase he wants to use the Hammer. Leadership test or flee 2D6" directly away from him.
automatically if you roll a 6 to hit. You can still roll a dice If he flees, he must test at the start of each of his own
for every wound inflicted in this way. If you roll a 6, inflict 2 Hearts of Steel Difficulty 8 Chaos Rituals movement phases and will continue to flee until he
a critical hit with that roll. If you do not roll a 6, cause a Any allied warriors within 8" become immune to fear and 1 Vision of Torment Difficulty 10 passes a test. This spell does not affect Undead or any
normal wound (armour saves as normal). all alone tests. In addition, the whole warband gains +1 to This spell has a range of 6" and must be cast on the model immune to fear.
any Rout tests they have to make. The spell lasts until the closest enemy model. If the Chaos Mage is in H-to-H
Dark Venom caster is knocked down, stunned or put out of action. If 4 Silver Arrows of rha Difficulty 7
combat, he must choose his target from those in base
Any hit caused by a weapon coated with Dark Venom cast again the effects are not cumulative. This spell cannot be cast whilst in H-to-H combat. The
contact with him. The affected model is immediately
counts as having +1 Strength. Armour saves are modified spell summons D6+2 arrows which the wizard can use
3 Soulfire Difficulty 9 stunned. If the model cannot be stunned it is knocked
to take into account the increased Strength of the attack. to shoot against one enemy model (range 24"). Use the
All enemy models within 4" suffer a Strength 3 hit (no down instead.
Mad Cap Mushrooms wizard’s own Ballistic Skill to determine whether he hits
armour save). Undead and Possessed models in range 2 Eye of God Difficulty 7
Any warrior who takes Mad Cap Mushrooms before a or not, but ignore movement, range and cover penalties.
suffer a Strength 5 hit instead. This spell may be used successfully only once per battle.
battle will be subject to frenzy. They have no effect on The arrows cause one S3 hit each.
4 Shield of Faith Difficulty 6 Choose any model within 6", friend or foe and roll a D6:
Undead such as Vampires and Zombies, or the Possessed. 5 Luck of Shemtek Difficulty 6
The Priest is immune to all spells. Roll at the beginning D6 Result
After the battle, roll a D6: on a roll of a 1 the model The wizard may re-roll all his failed dice rolls, though the
of each turn in the recovery phase. On a roll of 1 or 2 the 1 The model is taken out of action immediately (but
becomes permanently stupid. second results stand. The effect lasts until the beginning
shield disappears. does not have to roll on the Serious Injury chart of his own next turn.
Crimson Shade 5 Healing Hand Difficulty 5 after the battle).
A model using Crimson Shade has his Initiative increased 6 Sword of Rezhebel Difficulty 8
Any one model within 2" (including himself) may be 2-5 The model gains +1 to any one of his characteristics
by +D3 points, and Movement and Strength by +1 (this This flaming sword gives the wizard +1 Attack, +2
healed—restored to his full quota of Wounds. In addition, during this battle (chosen by the caster).
effect lasts for one game). It has no effect on Undead Strength and +2 Weapon Skill. Take a Leadership test at
if any friendly models within 2” are stunned or knocked
such as Vampires and Zombies, or the Possessed. 6 The model gains +1 to all of its characteristics for the beginning of each of the wizard’s own turns. If the
down, they immediately stand up and continue fighting.
the duration of the battle. test fails, the sword disappears.
After the battle, roll 2D6. On a roll of 2-3, the model is 6 Armour of Righteousness Difficulty 9
addicted and you must buy him a new batch of Crimson The Priest has an armour save of 2+, replacing his 3 Dark Blood Difficulty 8 Magic of the horned rat
Shade before every battle from now on; if you fail, he will normal armour save. He also causes fear in his enemies This attack has a range of 8" and causes D3 S5 hits. It
leave your warband. On a roll of 12 the model’s Initiative hits the first model in its path. After using this spell the 1 Warpfire Difficulty 8
and is immune to fear himself. The spell lasts until the
is increased permanently by +1. Chaos Mage must roll on the Injury table for himself, The spell has a range of 8", hitting the first model in its
beginning of the Priest’s next Shooting phase.
though treat the out of action result as stunned instead. path. The spell causes D3 Strength 4 hits on its target,
Mandrake Root and one Strength 3 hit on each model within 2” of the
A model taking Mandrake Root has his Toughness increased Necromancy 4 Lure of Chaos Difficulty 9 target.
by +1 for the duration of a battle, and he treats all stunned 1 Lifestealer Difficulty 10 The spell has a range of 12" and must be cast on the
results as knocked down instead. It has no effect on Undead, closest enemy model. Roll a D6 and add the Chaos 2 Children of the Horned Rat Difficulty Auto
Choose a single model within 6" to suffer a wound (no
such as Vampires and Zombies, or on the Possessed. Mage’s Leadership to the score, then roll a D6 and add This spell may only be used once, before the game.
save allowed); the Necromancer gains an extra wound
the target’s Leadership to the score. If the Chaos Mage When cast, the spell summons D3 Giant Rats, which are
At the end of the battle, roll 2D6. On a roll of 2-3 the for the duration of the battle. This may take his Wounds
beats his opponent’s score he gains control of the model placed within 6" of the Sorcerer. The Sorcerer may cast
model loses 1 point of Toughness permanently. above his original maximum value. This spell will not
until the model passes a Leadership test in his own this spell successfully only once per battle, and the rats
affect the Possessed or any Undead models.
recovery phase. The model may not commit suicide, disappear afterwards. They do not count towards the
animals 2 Re-Animation Difficulty 5 but can attack models on his own side, and will not maximum size of the Skaven warband.
One Zombie that went out of action during the last H-to-H fight warriors from the Chaos Mage’s warband. If he was
Horses & Warhorses 3 Gnawdoom Difficulty 7
combat or Shooting phase immediately returns to the engaged in H-to-H combat with any warriors of the Chaos The Gnawdoom causes 2D6 Strength 1 hits on a single
You may mount one of your Heroes on a horse or warhorse battle within 6" of the Necromancer. It cannot be placed Mage’s warband, they will immediately move 1" apart. model within 8" of the caster.
in the coming battles. Horses and warhorses can only straight into H-to-H combat with an enemy model.
be used if you are using the optional rules for mounted 5 Wings of Darkness Difficulty 7 4 Black Fury Difficulty 8
3 Death vision Difficulty 6 The Chaos Mage may immediately move anywhere within
models. Only Humans can buy or use war/horses. The Sorcerer may immediately charge any enemy model
The Necromancer causes fear in his enemies for the 12", including into base contact with an enemy, in which within 12" (ignoring any terrain and interposing models)
M WS BS S T W I A Ld duration of the battle. case he counts as charging. If he engages a fleeing and gains 2 extra Attacks and +1 Strength during this
Horse 8 0 0 3 3 1 3 0 5 4 Spell of Doom Difficulty 9 enemy, in the close combat phase he will score one turn’s H-to-H combat phase only.
Warhorse 8 3 0 3 3 1 3 1 5 One enemy model within 12" must immediately roll automatic hit and then his opponent will flee again (if he
survives). 5 Eye of the Warp Difficulty 8
equal to or less than his Strength on a D6; if he fails,
All standing models in base contact with the Sorcerer
Wardogs you may roll on the Injury table to see what happens to 6 Word of Pain Difficulty 7 must take an immediate Leadership test. If they fail,
If you purchase a wardog, it will fight exactly like a the model. All models within 3" of the Chaos Mage, friend or foe, they each suffer a Strength 3 hit and must run 2D6"
member of your warband, though it is treated as part of 5 Call of Vanhel Difficulty 6 suffer one S3 hit (no armour saves). directly away from the Sorcerer, exactly as if they had
the equipment of the Hero who bought it. You will need A single Zombie or Dire Wolf within 6" of the lost their nerve when fighting against more than one
a model to represent it on a battlefield. Wardogs never Necromancer may immediately move again up to its Lesser magic opponent.
gain experience, and if they are put out of action they maximum Movement distance. If this moves it into base 1 Fires of U’Zhul Difficulty 7
have exactly the same chance of recovering as Henchmen 6 Sorcerer’s Curse Difficulty 6
contact with an enemy model, it counts as charging. The fireball has a range of 18" and causes one Strength 4
(ie, 1-2: Dead; 3-6: Alive). Wardogs count towards the The spell has a range of 12" and affects a single model
6 Spell of Awakening Difficulty: Auto hit. It strikes the first model in its path. Armour saves are
maximum number of warriors allowed in your warband. within range. The target must re-roll any successful
If an enemy hero is killed (ie, your opponent rolls taken as normal (ie, with -1 modifier).
armour saves and to hit rolls during the Skaven H-to-H
M WS BS S T W I A Ld 11-16 on the Serious Injury chart after the battle), 2 Flight of Zimmeran Difficulty 7 phase and his own next shooting and H-to-H combat
Wardog 6 4 0 4 3 1 4 1 5 the Necromancer may raise him to fight as a Zombie. The wizard may immediately move anywhere within 12", phases.
1. Recovery Roll to Wound: D6 score required to wound: Basic Critical Hits Unarmed Combat
Roll 2d6 to rally models. If </= Ld model stops fleeing. Wpn Str Target’s Toughness A wound roll of 6 causes a critical hit. 1-2 Body Blow. Your opponent staggers, allowing you to
1 2 3 4 5 6 7 8 9 10 seize the initiative and make an additional attack.
It cannot move or shoot (may cast spells) for the rest of A model may only cause one critical hit in each H-to-H Immediately roll to hit and to wound. Any saves are
the turn. Cannot rally if the closest model is an enemy 1 4 5 6 6 combat phase. Roll D6: taken as normal.
(fleeing, stunned, knocked down and hidden models do 2 3 4 5 6 6
not count). 1-2 Hits vital part. 1 wound = 2 wounds. 3-4 Crushing Blow. The blow lands with tremendous
3 2 3 4 5 6 6 Roll armour saves first. force. You gain +1 to the Injury roll if your opponent
Stunned models become knocked down. 4 2 2 3 4 5 6 6 fails his save.
Knocked down models may stand up. 3-4 Hits exposed spot. 1 wound = 2 wounds.
5 2 2 2 3 4 5 6 6 No armour saves. 5-6 Mighty Blow. With a mighty punch or flying kick, you
6 2 2 2 2 3 4 5 6 6 send your opponent sprawling to the ground. The
2.Movement 5-6 Master Strike! 1 wound = 2 wounds.
7 2 2 2 2 2 3 4 5 6 6 attack ignores armour saves and you gain +2 to any
Open Ground: Normal rate. No armour saves; +2 to Injury roll(s).
8 2 2 2 2 2 2 3 4 5 6 Injury rolls.
Difficult Ground: Half rate.
Very Difficult Ground: Quarter rate. 9 2 2 2 2 2 2 2 3 4 5
Advanced Critical Hits Thrusting Weapons
10 2 2 2 2 2 2 2 2 3 4
1. CHARGE Missile Weapons 1-2 Stab. With a quick strike, you penetrate your
ARMOUR SAVES opponent’s defences. You gain +1 to any Injury rolls.
Declare charge and target (no measuring). 1-2 Hits a Weak Spot. The missile penetrates its target’s Armour saves are taken as normal.
Charge move is Mx2 and ends with models engaged in Wpn Str Save Modifier Wpn Str Save Modifier armour. Ignore all armour saves.
3-4 Thrust. The thrust lands with great force and the
H-to-H combat, bases touching. 3-4 Ricochet. If there are any other models within 6", the
1-3 None 7 -4 target is knocked down. Take armour saves as normal
Must pass an I test to charge an unseen (not hidden) foe 4 -1 8 -5 closest enemy model is also hit. Roll to wound and and see whether the model suffers a wound.
within 4". One unengaged enemy within 2" of the charge take any saves as normal for both targets.
5 -2 9+ -6 5-6 Kebab! The thrust knocks the target back with titanic
route may intercept the charger.
6 -3 5-6 Master Shot. The missile hits an eye, the throat, force, ripping apart armour and puncturing flesh. The
If the model cannot reach the foe, charge is failed; make or some other vulnerable part. The target suffers 2 attack ignores armour saves and you gain +2 to any
a normal move to enemy; no shooting (may cast spells). Armour Minimum D6 score to save wounds instead of 1. There is no armour save. Injury rolls. The victim is knocked backwards D6" and
Light armour 6 the attacker follows, staying in base contact.
2. COMPULSORY MOVES Bludgeoning Weapons
Heavy armour 5 Any other models involved in the combat are
3. REMAINING MOVES 1-2 Hammered. The target is knocked off balance. Your separated and only the model which struck the blow
Gromril armour 4
Running: Mx2 if no enemies within 8" at start of turn opponent may not fight this turn if he hasn’t already and his target are still considered to be in combat.
Shield Adds +1 to armour save
(fleeing, stunned, knocked down and hidden models do fought. If the target collides with another model, the other
not count). No hiding or shooting (may cast spells). model is hit once at S3.
4. Hand-to-hand combat 3-4 Clubbed. The hit ignores armour saves and saves from
Hiding: Cannot be seen, charged or shot at, stays hidden helmets.
while not seen by enemy and does not shoot or cast spells. The model that charged strikes first. Otherwise, models BLACKPOWDER WEAPON MISFIRES
fight in order of descending I. Roll D6 for each attack. 5 Wild Sweep. Your opponent’s weapon is knocked
Enemies detect hidden foes within their I in inches. Model from his hand. If he is carrying two weapons, roll to Each time you roll a 1 when rolling to hit with a black-
that runs, flees, is stunned or charges cannot hide that turn. Attacker’s Opponent’s WS see which one he loses. He must fight with whatever powder weapon (handgun, pistol, blunderbuss,warplock
WS 1 2 3 4 5 6 7 8 9 10 back-up weapon he has in his equipment for the rest pistol, etc), roll a D6:
Climbing: Height equal to M in a single movement phase.
I test: If failed while climbing up, he cannot climb. If of this combat (or fight unarmed if he has no other 1 BOOM! The weapon explodes with a deafening roar!
1 4 4 5 5 5 5 5 5 5 5 weapons). Roll to wound and take armour saves as
failed while climbing down, fall. The shooter suffers an S4 hit (this does not cause
2 3 4 4 4 5 5 5 5 5 5 normal.
Jumping Down: Up to 6"; I test for every 2" jumped: any critical hits) and the weapon is destroyed.
3 3 3 4 4 4 4 5 5 5 5
fail and model falls from the beginning of the jump. 6 Bludgeoned. The victim automatically goes out of
4 3 3 3 4 4 4 4 4 5 5 action if he fails his armour save. Even if he has 2 Jammed. The weapon is jammed and useless for the
Diving Charge: If enemy within 2" of the landing spot 5 3 3 3 3 4 4 4 4 4 4 several wounds remaining, he will be taken out of remainder of the battle. You may use it as normal in
and jump down is successful, +1 Str bonus and +1 to hit action by this attack. the next battle.
6 3 3 3 3 3 4 4 4 4 4
bonus during the following H-to-H phase only.
7 3 3 3 3 3 3 4 4 4 4 3 Phut. The weapon fails to fire and you must remove
Jumping Over Gaps: Up to 3" wide (no measuring). If not Bladed Weapons
8 3 3 3 3 3 3 3 4 4 4 the shot. This means that the shooter must wait one
enough movement model falls; otherwise pass I test or
9 3 3 3 3 3 3 3 3 4 4 1-2 Flesh Wound. This attack hits an unprotected area, so extra turn before he can fire this weapon again.
fall. May still fire if not running, and may jump as part of
10 3 3 3 3 3 3 3 3 3 4 there is no armour save.
a charge or run. 4-5 Click. The weapon fails to fire, but there is no
Falling: D3 hits at a Str equal to height, no armour save, 3-4 Bladestorm. The warrior unleashes a virtual hail of additional effect.
Roll to Wound: Compare target’s T against weapon’s Str blows. The attack causes 2 wounds instead of 1. Take
no critical hits. Cannot move any further or hide during to find the D6 score required to wound.
that turn, even if not hurt. armour saves separately for each wound. Remember 6 KA-BOOM! The weapon roars and spits a cloud of
Armour Save Modifiers: reduction in enemy’s armour that, as with other critical hits, if an attack causes black smoke and flame! The shot hits the intended
Warriors Knocked Down or Stunned: If within 1" of an saving throw compared to the attacker’s Str. multiple wounds for other reasons as well, you choose target and counts as having +1 Strength.
edge, model will fall if I test failed. the highest number of wounds.
Strength 1-3 4 5 6 7 8 9+
3. Shooting 5-6 Sliced! The strike ignores armour saves, causes 2 Injuries
Save Modifier - -1 -2 -3 -4 -5 -6
wounds, and your warrior gains +2 to any Injury rolls.
Roll to Hit (D6): As soon as a model loses its last wound roll a D6:
Shooter’s BS 1 2 3 4 5 6 7 8 9 10 Warriors Knocked Down: An enemy model fighting a
1-2 Knocked down. The force of the blow knocks the
warrior who is knocked down may attack him to put him
Score 6 5 4 3 2 1 0 -1 -2 -3 warrior down. Place the model face up.
out of action.
Hit Modifiers: 3-4 Stunned. The target falls to the ground, barely
Roll to wound as normal. If any attacks wound, take
-1 Target is in cover -1 Long range conscious. Turn the model face down.
armour save modified by Str of the attacker as normal.
-1 Moving & shooting +1 Large target If save is failed, warrior is automatically out of action. 5-6 Out of action. Remove the model from the game.
Setup Combat
One player is the evil wizard player Morcar and To attack, you must be in one of the 4 squares to the
controls the monsters. The other players control front, rear or sides of the target.
the 4 player characters: the Elf, Dwarf, Wizard and
Roll a number of combat dice as shown on the
Barbarian. Each player rolls a die and the highest
character board or monster card next to Attack. For
roller chooses his role first (the lowest roller must be
each skull you roll, your opponent loses 1 Body point
Morcar if no one has chosen him so far).
unless he can successfully defend himself.
If there are fewer than 5 players, take more than one
To defend against a successful attack, roll a number
character each or play with fewer characters.
of combat dice as shown on the character board or
Each player character takes his plastic figure and You may open a door by moving onto the square in monster card next to Defend. The player characters
character board a character sheet from the pad front of it. Opening a door does not count as a move, must roll white shields, while the monster must roll
and you can keep moving after opening one if you black ones. Each shield rolled of the correct type
The evil wizard player takes the screen, the quest
have spaces left to move. cancels 1 skull rolled by the attacker.
book, the cards, and all the monster models, tiles and
furniture pieces. When a door is opened, the evil wizard player places When using a missile weapon, your target must be
the pieces shown for that room or passageway in the visible. There is no maximum range, but you cannot
The player characters fill the information on their
Quest book (not traps and secret doors). use a missile weapon if you are next to your target.
character boards in the appropriate places on their
character sheets. Dead models are immediately removed from play.
Once opened, a door stays open for the rest of the
If your Body or Mind score reaches 0, your character game. Replace the closed door piece with an open
is dead. Healing magic can never take your scores door. Magic
above their starting level.
On their turn, the Wizard and the Elf may cast a spell
Sort the 12 spell cards into their 4 sets: Earth, Searching instead of attacking; before or after moving.
Water, Air and Fire magic. The Wizard chooses 3 sets
Characters may always search a whole room or all the Each spell may be cast once during a Quest; the spell
of spells and the Elf chooses one set. The Wizard
visible squares of a passage instead of making an is discarded once used.
chooses first, then the Elf, then the Wizard chooses
attack or casting a spell; before or after moving.
his remaining sets. Spells can be cast at models that are visible to the
Characters may not search if they are next to a spellcaster. Models in the same room are always
The evil wizard player sits behind the screen and sorts
monster or if there is a monster in the same room or visible. Those in passageways or different rooms are
the cards into their categories (treasure, monsters,
visible in a passage. Monsters never search. only visible if you can trace an unobstructed straight
equipment, spells and Quest treasures). Shuffle the
line from the caster to the target, without it passing
treasure cards and place them facedown within reach Players must tell the evil wizard player whether
through another model, through a wall, or through a
of the players. Keep the monster cards faceup behind they are searching for secret doors and traps, or for
closed door.
the screen. treasure. If there is anything to be found, he must
reveal it. Searching for treasure will not reveal traps or A spell caster at a model which is not visible is
Choose the Quest you are going to play and set up the
secret doors and vice versa. wasted. A caster may always cast a spell on himself.
start of the game according to the instructions.
Secret doors may be found be searching either side
Order of Play of a wall in which they are placed. Once found they The Quest Book
remain open for the rest of the game.
The maps in the Quest book show the evil wizard
Each player moves in turn, starting with the player
Spear traps are always disarmed when found. Pit traps player where to place monsters and furniture, and the
to the left of the evil wizard player and continuing
and falling block traps are placed onto the board when location of secret doors and traps.
clockwise.
found, and may later be disarmed and removed by the
On your turn, you may both move and fight (move first Dwarf or a character with the Tool Kit card. If you are the first player to enter a new room or
then fight; or fight first, then move). passageway, give the evil wizard player enough time
Treasure may be detailed in the Quest book; if there to consult the Quest book and set up any visible
On his turn, the evil wizard player may move some or is no treasure listed for the room or passage being monsters and furniture.
all of his monsters on the board, each in turn. Monsters searched, the character must take the top card from
may first move then attack; or attack then move. the treasure card deck. If it is gold or jewels, record Traps are triggered when a character moves onto the
the treasure discovered on your character sheet. If it square or opens a trapped chest without searching.
is a potion, either use it immediately or keep it for The character must stop immediately and can do
Movement nothing until his next turn.
later use at any time. Traps or wandering monster
The character boards show how many dice to roll to cards should be read out and the instructions followed If the players achieve the objectives described in the
determine the maximum number of squares can be immediately. Once a treasure card is used, return it to Quest, they complete it successfully. Players may
moved. the bottom of the deck. escape the dungeon by landing on the stair tile. If they
You may not move diagonally, move through the same fail to do so, or are killed, the evil wizard player wins.
Wandering Monsters
square twice, or move onto an occupied or blocked If there is no vacant space adjacent to the character If your character survives, you may keep any Quest
square. However you may pass through an occupied who drew the card, the evil wizard player may place treasure cards (you may not keep ordinary treasure
square if the player whose miniature is on the square the monster in any vacant square in the same room or cards), and spend any treasure recorded on your
allows you to pass. passage (he may not attack another character). sheet to purchase better equipment. Money can be
accumulated from Quest to Quest.
Opening Doors If all the monsters of a specified type are on the
Models can only enter and leave rooms through open board, the evil wizard player may use another monster Once you have completed 3 Quests, you are deemed a
doors. Monsters cannot open doors. of the same color. Champion and receive 500 gold coins.
Setup Movement He may then decide whether or not to use a Hit card.
Setup the board. Finally he checks the base of the monster to find its
Movement in Rooms Hit Strength.
One player is the Korak the Cobran and the others are When a hero reaches a closed door, he must open it
the Heroes (playing 1-4 heroes each, depending on (this does not count as an action). After Korak has If the dice roll (and cards used) are the same or
the number of Hero players). placed monsters in the room, the hero may continue if greater than the Hit Strength, the monster is dead.
he has movement remaining. The hero takes the monster, its magic item (or leave it
Each Hero player takes a Hero, a basic weapon, a
Base Camp, and 3 Hit/Miss cards dealt from the Open doors (not secret doors) remain open for the rest on the dead monster’s square if you don’t need it), a
shuffled Hit/Miss deck (placed the deck facedown of the game. gold coin (draw randomly without looking at the value)
near the board). and a new Hit/Miss card, and places them all in his
A hero may walk through squares containing other base camp.
Hero figures start on the Castle Entrance space in any heroes, but may not stop on the same square. A hero
order. Set their bases to 8 Hit Points (HP). may never walk through a monster’s square. If the dice roll (and cards used) are less than the Hit
Strength, the monster is unaffected.
The Korak figure is placed on the Castle throne. A monster may walk through squares containing other
monsters, but may not stop on the same square. A Korak’s Attack
Korak hides one Golden Weapon in each chest and monster may never walk through a hero’s square. Korak rolls 2 dice for the monster.
places the chests in 4 different rooms (not in front or
behind a door or secret door). Placing Monsters The hero records hits on his base. If he has 0 or less
When a room door is opened by a hero, Korak must HP left he is knocked unconscious and goes back to
The monsters and magic items are placed behind the
immediately decide which monsters to put in the the Castle Entrance.
Castle.
room. There is a maximum limit of monster HP for
The Gold Coins (numbers facedown) are placed in the each of the rooms: Hit/Miss Cards
Castle Pit behind the Fortress. When a hero takes a hit from the Warlord’s dice roll,
Rooms 1-2: up to 3 HP per room. he may reduce the damage by 1 for every Miss card
The Haunter is placed near the board, near the Castle Rooms 3-5: up to 4 HP per room. played; to a maximum of 2 per bout.
rooms.
Rooms 6-8: up to 5 HP per room.
Miss cards are only used to reduce the monster’s
Playing the Game At least 1 monster, but no more than 2, must be in blows.
each room. Every monster placed must have a magic After rolling dice and before looking at the monster’s
The heroes go first. item on their base. base, a player may use Hit cards to increase the
The Mace of Chaos is shaken by Korak at the start of Monsters may not be placed on the square in front of damage and kill it; to a maximum of 3 per bout.
each round: the order of the colored balls, from bottom the open door (but may move onto it on their turn). Used cards are returned to the bottom of the deck.
to top, is the hero turn order.
Combat The Haunter
Hero Turn
A hero’s turn consists of 3 actions. Opponents must be on adjacent (non-diagonal) squares. Korak rolls the 10 sided die: the number rolled
An action is a move of 1 square to an adjacent square A hero or monster may attack more than one opponent indicates the row that the Haunter flies across, killing
(diagonals are not allowed), or 1 bout of combat (in in a turn (one at a time) if he has actions to do so. or knocking unconscious all in its path.
any order). A bout of combat is an attempted blow by the attacker, If a 0 is rolled, the Haunter does not appear.
followed by a return blow from his opponent if it survives. Any monster hit is removed from play and placed back
Korak’s Turn
After all the heroes have had a turn, Korak may take 3 At the end of the bout, the hero may continue with in the Castle Pit.
actions (any combination of moves and combat) with another bout, or move away if he has actions left. The magic item it was guarding is left on the square
each of his visible monsters (one that has been placed where it died.
Hero’s Attack
in a room after the door has been opened by a hero).
A hero rolls 2 dice (3 dice if he has a Golden Weapon). Once the first hero reaches the Doomstep, the Haunter
He may also summon the Haunter once, if he wishes. A die result may be 0, 1, or 2 HP damage. can no longer be activated.
Castle Entrance & Knocked Unconscious Treasure and Magic Items The Castle Arena
The Haunter may not harm anyone in the Castle Monsters and heroes may never stand on treasure Korak never leaves his throne. The remaining monsters
Entrance. No monster may enter the Entrance. chest squares. (up to a maximum of 6) are brought into play in the
first Korak turn after the first hero arrives on the
When a hero is knocked unconscious, on his next turn Once all monsters in a room are dead, a hero may
Doomstep. They are placed on squares at the lower
he is restored to 1 HP and may now take a normal open a chest by standing in the square directly in front
level in front of Korak, or under the Castle (one
turn. of it. He may take the Golden Weapon and replace it
monster per door). Each, other than Korak, gets a
with his basic weapon.
If he has a Magic Potion he may use it and then step magic item in its base.
onto, and stop, on the Teleport Platform. Or he may go Magic Items In combat, the next stair, up or down, is an adjacent
to the Healing Fountain. His turn now ends. A hero may have up to 2 magic items at a time. square.
Using the Healing Fountain costs 1 turn and restores Using a magic item does not count as an action. All Any hero knocked unconscious by any monsters (other
all of a hero’s HP. More than one hero may use the magic items are used once, anytime in a hero’s turn than Korak) goes back to the Doomstep and must
Fountain at the same time. (never the Korak’s turn), and then discarded into the lose from his base camp one of the following: a magic
Stepping onto the Teleport Platform costs 1 turn and Castle Pit. item, a Hit/Miss card, a gold coin, or a slain monster
does not count as an action. Any magic item left in a square may be picked up figure. If you have none of these you lose nothing.
The hero may immediately teleport to any square up by any hero moving onto that square, if the square is Next round you recover 1 HP and continue play.
to the front of the last open door, following the order unoccupied.
Korak always rolls 3 dice when he fights a hero.
of the rooms and not skipping any which have been Healing Potion: Restores a hero’s HP to full strength.
bypassed due to the use of secret doors. It may not be used if a hero is already at 8 HP. Korak is fought from the area in front of his throne,
which can accommodate all the heroes at the same
You cannot teleport to an occupied square; land on the Speed Boots: The hero takes one extra turn of 3 time. Monsters may not enter this area.
nearest free square behind it. actions (added to any part of the current turn he might
still have left). Korak has 7 HP. If he is killed, the game ends; his
Secret Doors figure is taken by the victorious hero and that hero is
Fireball Grenade: The grenade can be thrown at a placed on Korak’s throne.
To use a secret door, a hero must stop on the secret monster 2 squares away in a straight line. It does 3
door square and roll the 10 sided die. HP damage to the target square, and 2 HP damage to Any hero knocked unconscious by Korak is out of the
each adjacent square (not through walls). Hit cards game.
To find the door, you must roll one of the numbers
can be used to increase the effect.
printed on the secret door square: Winning
It cannot be thrown at a hero, but heroes suffer 2
In room 1: you must roll a 1, 2, 3, 4 or 5.
damage if adjacent to the hit monster. If all 4 heroes are eliminated by Korak, the Korak
In room 4: you must roll a 1, 2 or 3. player wins.
Any monster slain leaves its magic item on the square
If you fail, any more normal movement you had that where it died. If Korak is killed, the game ends immediately and
turn is lost and you must move one adjacent square heroes count up their points as follows:
away. The Arch and Doomstep – each monster in your base camp is worth its
If the door is found, revolve it and move the hero into number of HP.
the new room. Rolling the dice and moving into the Once a hero passes through the Arch and into the
Battle Arena, there is no going back. – each gold coin is worth its value.
room does not count as an action. – each unused Hit/Miss card is worth 1 point.
When a secret door is turned, and a monster, hero, Monsters from the castle rooms may not pass through – standing on the throne is worth 5 points.
or magic item is on the square on the other side, the the Arch, not may arena monsters enter rooms. Arena
monsters may not step on the Doomstep (the space The winner is the hero with the most points (not
door opener and the monster, hero, or magic item
beyond the Arch), not fight any hero standing on it. necessarily the hero who killed Korak).
swap places.
A hero may not fight a monster while standing on the For a more challenging game:
Monsters cannot activate secret doors, nor stand on
the numbered secret door squares. Doomstep. 1. Heroes may never keep more than 6 Hit/Miss cards
The first hero to reach the Doomstep takes 4 Hit/Miss at a time.
cards; the second hero takes 3 cards, and the third 2. To kill a monster in combat, heroes must get at
and fourth each take 2 cards. least 1 HP more than the monster’s strength.
Setup Event card: Draw an Event card, show it to the other The treasure space cannot be entered by a monster
players and follow its instructions immediately (see p13 or hero.
Setup the board. One player is the Warlord and the of the rules), then return it to the bottom of the deck.
If a building is clear of heroes, the Warlord may take
others are the Heroes (playing 1-4 heroes each,
Warlord card: If you draw an Event card that allows you his monsters back, or leave them on the board. If he
depending on the number of Hero players).
to look at a Warlord card, draw the card(s) from that takes them back or moves them all out of a building,
Each Hero player takes a Hero, a basic weapon, deck. The Hero now knows this is not the Warlord’s the building is placed back on the board, and new
a Base Camp, and a Hit/Miss card dealt from the weakness; he keeps this information secret. Return the monsters may be placed in it if it is re-entered by a
shuffled Hit/Miss deck (placed the deck facedown card(s) to the bottom of the deck. hero.
behind the Fortress). Hero figures start on the Village
Warlord Turn The Windmill: One extra guard may be placed in the
Entrance space in any order. Set their bases to 8 Hit
normal building area (so the building may have 3
Points (HP). After all the heroes have had a turn, the Warlord may monsters, with no points limit). The hero who slays the
The Warlord figure starts on top of the Fortress. The take 3 actions (any combination of moves and combat) last monster takes the Miller figure and places him in
wheel behind him is set to 5 HP. with each of his visible monsters (one that has been his base camp.
placed in a building after the door has been opened
The Warlord player puts one Key on the Lurker base, by a hero). The Great Hall: One extra guard may be placed on
one on the marked space on the first floor of the Great the first floor (so the building may have 3 monsters,
Hall, one on the marked space in the Wererat’s Lair, He may also move the Wolf and the Lurker around with no points limit). If the ground floor is cleared of
and one Golden Weapon or one Key on the treasure the village, and he must attempt to fly Karrion to a monsters, the hero may move up to the first floor (it
space in each of the 5 buildings. He then places the building. takes 1 action to move to and from this floor). The
Lurker on the Fortress step space; the Wolf behind hero who slays this last monster takes the Mayor figure
the Monument of Chaos on the Village Green; Karrion Movement and places him in his base camp; if you do not have a
on his perch on the Fortress Arch; and the Wererats Key already, take the Key.
When a hero reaches the numbered square by a door,
in their Lair.
the building is lifted off the board and its contents
The Halfling Miller is placed in the top floor of the revealed. After the Warlord has placed monsters in the Combat
Windmill, and the Halfling Mayor in the top floor of building, the hero may continue if he has movement
Opponents must be on adjacent (non-diagonal)
the Great Hall. A Magic Potion is placed in the base of remaining.
squares.
each of these halfling hostages.
A hero may walk through squares containing other
A hero or monster may attack more than one opponent
The Warlord player places one monster of his choice in heroes, but may not stop on the same square. A hero
in a turn (one at a time) if he has actions to do so.
the second floor of the Great Hall, and puts the rest of may never walk through a monster’s square.
his monsters and magic items behind the Fortress. A bout of combat is an attempted blow by the attacker,
A monster may walk through squares containing other
followed by a return blow from his opponent if it
The Gold Coins (numbers facedown) are placed near monsters, but may not stop on the same square. A
survives.
the board. The Event, Sewer and Warlord card decks monster may never walk through a hero’s square.
are shuffled separately; then place the Event cards At the end of the bout, the hero may continue with
Monsters may not enter buildings still on the board.
facedown in the space next to the Fortress, and the another bout, or move away if he has actions left.
Heroes and monsters may move across the end of the
Sewer cards facedown off the board near the Wererat’s
Drawbridge to the square on the other side. Hero’s Attack
Lair.
The Wolf and the Lurker may move up to 3 squares A hero rolls 2 dice (3 dice if he has a Golden Weapon).
The Warlord player draws one Warlord card and keeps A die result may be 0, 1, or 2 HP damage.
but may not enter buildings. The Wolf enters the
it secret. The remaining cards are placed facedown off
village from either of the 2 squares on either side of He may then decide whether or not to use a Hit card.
the board behind the Fortress.
his track across the Village Green. The Lurker enters
the village from either square at the corners of the Finally he checks the base of the monster to find its
Playing the Game Drawbridge. Hit Strength.
The heroes go first. The Monument of Chaos is shaken Placing Monsters If the dice roll (and cards used) are the same or
by the Warlord at the start of each round: the order greater than the Hit Strength, the monster is dead.
When a building is lifted off the board, the Warlord
of the colored balls, from bottom to top, is the hero
must immediately decide to put 0, 1 or 2 monsters The hero takes the monster, its magic item (or leave it
turn order.
in the building. He is limited to a maximum of 5 HP on the dead monster’s square if you don’t need it), a
Hero Turn worth of monsters in each building, and may split this gold coin (draw randomly without looking at the value)
among several monsters. Every monster placed must and a new Hit/Miss card, and places them all in his
A hero’s turn consists of taking either an Event card or
have a magic item on their base. base camp.
a Warlord card, followed by 3 actions. An action is a
move of 1 square to an adjacent square (diagonals are Monsters may not be placed on the square in front If the dice roll (and cards used) are less than the Hit
not allowed), or 1 bout of combat (in any order). of the doorway (but may move onto it on their turn). Strength, the monster is unaffected.
Warlord’s Attack Once all monsters in a building are dead, a hero may The hero stays on the board in full view, but the
The Warlord rolls 2 dice for the monster. take the treasure by standing adjacent to the square. A Plotter is kept hidden from the hero player. The hero
Golden Weapon replaces a hero’s normal weapon. moves first to any adjacent point along the grid lines,
The hero records hits on his base. If he has 0 or less in any direction but without leaving the Drawbridge.
HP left he is knocked unconscious and goes back to In the Great Hall, only the ground floor needs to be
the Village Entrance. cleared to take the ground floor treasure. Then the Lurker moves in the same way, but secretly
using the Plotter. He may not move onto the same
Hit/Miss Cards No hero may have more than 1 Key, 1 Golden Weapon,
space as the hero.
and 2 magic items. However each Halfing hostage the
When a hero takes a hit from the Warlord’s dice roll,
hero player has enables him to carry 1 extra magic If the hero moves onto the Lurker’s position, he is
he may reduce the damage by 1 for every Miss card
item. knocked unconscious; the Warlord reveals the Plotter.
played; to a maximum of 2 per bout. Miss cards are
only used to reduce the monster’s blows. Magic Items If the hero reaches any one of the 3 back points on
All magic items are used once, anytime in a hero’s the Drawbridge, he may take the Key guarded by the
After rolling dice and before looking at the monster’s
turn (never the warlord’s turn), and then discarded. Lurker, and places the Lurker in his base camp. He
base, a player may use Hit cards to increase the
moves to the top of the Fortress and ends his turn.
damage and kill the monster; to a maximum of 3 per Any magic item left in a square may be picked up
bout. by any hero moving onto that square, if the square is The way to the Fortress is now open for all heroes; the
unoccupied. Trial of Stealth does not take place again.
Used cards are returned to the bottom of the deck.
Combat with the Wolf, Lurker and Wererats Healing Potion: Restores a hero’s HP to full strength. The Fortress
It may not be used if a hero is already at 8 HP.
Instead of normal combat, the Warlord player rolls 2
dice and the hero player rolls 2 dice (3 dice if he has The Warlord never leaves the top of the Fortress. Once
Speed Boots: The hero takes one extra turn of 3
a Golden Weapon). there, a hero may not turn back.
actions (added to any part of the current turn he might
still have left). The first 2 heroes to enter the Fortress each take 3
If the hero rolls more swords, the monster is defeated.
The Wolf goes back to the Village Green, the Lurker Hit/Miss cards; the next two take 2 cards each. The
Creature Control Whip: Orders either the Wolf to
goes back to the Drawbridge, and a Wererat is hero places his Key in the top of the Fortress and may
any unoccupied square in the Village (not inside a
eliminated (temporarily). The combat ends. look at the Warlord’s card.
building), or Karrion to return to his perch on the
Fortress. It may be used by a hero from any square on Warlord Cards
If the monster rolls more swords, the hero loses
the board during his turn. There are 6 Warlord cards, and the Warlord keeps one
the difference from his HP. The combat continues
until the monster is defeated or the hero knocked Keys secretly as his weakness:
unconscious. Draws are re-rolled. One key is needed by each hero to enter the Fortress. 4 Golden Weapon cards: If a hero fights the warlord
Hit/Miss cards cannot be used when fighting these It does not count as a magic item. with the same weapon as the one on his secret card,
monsters. the hero rolls 4 dice.
Sewers 1 Karrion card: The Warlord rolls 3 dice for Karrion
Karrion, Giant Bird of Prey and the hero loses this number of HP. Combat then
As soon as a hero steps onto a Sewer Entrance he
must draw a Sewer card. continues against the Warlord.
To seal a building with Karrion, the Warlord rolls the
8 sided die: the number rolled indicates the building The Wererats do not carry a magic item, and they offer 1 No Weakness card: Play is not affected.
affected (attach Karrion to the building’s roof). no gold coin reward when killed. They do not leave the The Warlord always rolls 3 dice when he fights a hero.
If the building is currently open, Karrion has no effect game when killed, but are used again and again.
The Warlord is fought from the area in front of him,
and returns to the Fortress. Lost: The hero must remain where he is. which can accommodate all the heroes at the same
If 6-8 is rolled, Karrion stays on the Fortress or returns Safe Passage: The hero may move to any other Sewer time. If he is killed, the game ends; his figure is taken
to it. Entrance; his turn is then over. by the victorious hero and that hero is placed on the
Warlord’s spot.
A locked building cannot be entered that turn. Wererat Ambush: The hero must fight the number of
Wererats indicated. If successful, he may move to any Any hero knocked unconscious by the Warlord is out
The Village Entrance & Knocked Unconscious other Sewer Entrance; his turn is then over. of the game.
No monster may harm a hero in the Village Entrance, Wererat’s Lair: The hero must immediately move to the Winning
nor enter the Entrance itself. Wererat’s Lair and fight both Wererats. If successful,
he may take their Key and then move to any other If all 4 heroes are eliminated by the Warlord, the
When a hero is knocked unconscious, the Warlord’s
Sewer Entrance; his turn is then over. Warlord wins.
HP wheel is turned one segment. He has a minimum
of 5 HP and a maximum of 9 HP. If the Warlord is killed, the game ends immediately
The Drawbridge and heroes count up their points as follows:
On his next turn, the hero is restored to 1 HP and may
now take a normal turn. A hero who reaches one of the 3 spaces at the Village – the Warlord is worth 7 points.
end of the Drawbridge must play the Trial of Stealth, – each monster in your base camp is worth its
He may go to the Healing Fountain and end his turn and cannot stop move onto it unless he does so.
(using it costs 3 actions), which restores all his HP. number of HP.
More than one hero may use the Fountain at the same This is separate from normal turns and is completed – each gold coin is worth its value.
time. before the next hero has his turn. – each unused Hit/Miss card is worth 1 point.
As soon as the hero moves onto the Drawbridge, the – standing in the Warlord’s spot is worth 5 points.
Treasure and magic items Lurker returns to the space in front of the Fortress. – each hostage rescued is worth 5 points.
Monsters and heroes may never stand on treasure The Warlord player takes the Drawbridge Plotter and The winner is the hero with the most points (not
squares. places the Lurker peg in the red hole. necessarily the hero who killed the warlord).
is locked: move it to one of the 2 purple spaces. You close to the centre
cannot use locked dice, but they return to the blue of the chamber as
spaces at the end of your turn. possible. He may choose which
miniature to use if there are miniatures
The last player to take their turn in the round does not
armed with different weapons for an adversary,
lock destiny dice, and may spend as many as desired.
but cannot use a duplicate miniature unless that is
the only option.
3. ADVERSARY PHASE
SETUP 3. Place the Exploration card faceup next to the
The runemarked player controls any adversaries on the chamber, and put the rest of the Exploration deck
Choose a player to take the Rune of Tzeentch token board. Turn to their page at the back of the rulebook, roll next to the new chamber’s exit.
and be the first player. Starting with this runemarked a dice (or 2 dice, for some adversaries) and check the
player and going clockwise, each player chooses a hero result on the adversary’s Behaviour table.
and takes their hero card and miniature. A player that
Move (1+)
takes the Excelsior Warpriest also takes the Gryph-hound If there are no adversaries on the board, there is a When you make this action your hero may move up to as
card and miniature. A player that takes the Fyreslayer respite. Each player places their hero anywhere in the many spaces as their Move value. Each space they move
Doomseeker also takes the Fyreslayer rune token. current chamber. Then the heroes may rest if they wish: into must be adjacent to their current space. Any spaces
each player rolls a dice. If at least one player rolls under that touch (including diagonally) are adjacent.
Each player chooses one of the coloured renown markers the number of skill cards he has, there is an ambush;
and puts it on the circular Renown track on the Fate Heroes may move through heroes and adversaries may
otherwise each player can either heal D3 wounds, or
board, on the space marked with a circle. move through adversaries, but they cannot move through
search the room by rolling a dice and taking a treasure
each other. Your hero can never end their move in the
Each player takes the 4 hero dice that match the colour card on a roll of 4+.
same space as another hero or adversary.
of their renown marker. Place the 5 purple destiny dice There cannot be a respite 2 rounds in a row: instead an
next to the Fate board. Heroes that are adjacent to an adversary and wish to
unexpected event occurs: roll 2 dice, one after the other,
move (with a Move action or as part of another action)
Shuffle the Treasure and Skill decks and put them on treating the first as tens and the second as units, then
must take a pinning test. Roll a dice: if the result is
their spaces on the Fate board. If you discard one of read that passage in the Adventure book.
lower than the hero’s Agility value, the hero cannot move
these cards during the game, put it on the bottom of If there is an ambush during a respite, roll on Encounter and the hero dice is spent (you can still resolve other
its deck. table D. If the result shows any adversaries, place them parts of the action).
Place the ingress chamber tile in the centre of the table. at the unexplored exit nearest to the runemarked player’s
The runemarked player puts his hero on a space next to hero. If there are no unexplored exits, place them at Recuperate (1+*)
the tile’s exit, then the other players, in clockwise order, the nearest portal instead. The adversary phase then If your hero has been wounded, you can make this action
put their heroes on spaces anywhere in the chamber. proceeds, with these new arrivals attacking before the to heal a wound. It has a score of 1+ the first time you
heroes can react. use it in a turn, 2+ the second time, then 3+, and so on.
One player takes the Adventure book and reads Starting
a Trial on the first page out loud. 4. END PHASE Weapon Actions
If you re-roll dice, the second result applies; you cannot After making a weapon action from your hero card, pick
The runemarked player passes the Rune of Tzeentch
re-roll a dice more than once otherwise stated. a target and make an attack roll. Each weapon action
to the player on his left, who becomes the runemarked
player for the next round. has a range that limits the target you can pick:
ROUND SEQUENCE
Combat range may target any adjacent enemy.
1. DESTINY PHASE ACTIONS
Missile range may target any visible enemy miniature,
The runemarked player rolls the 5 destiny dice, then Make actions by spending the hero dice from your action but the weapon can’t be used while adjacent to an
puts any dice that show a unique number on the blue roll. To make an action, you must spend a dice which enemy miniature. If you can trace a straight line
spaces on the Fate board. matches or exceeds the action’s score (in brackets). between the centres of 2 spaces, miniatures in those
spaces can see each other as long as the line does not
Any other dice (doubles, triples etc) are discarded. If the You can make the same action multiple times, but must
go through a chamber wall or touch an obstruction.
heroes are still in the ingress chamber, nothing happens. end an action before starting a new one.
Otherwise, check the Consequences of Destiny table. Area range targets each enemy miniature in the same
There are 3 basic actions that any hero can make:
chamber as the attacker; make an attack roll for each
Explore (1+), Move (1+), and Recuperate (1+*). Each
2. HERO PHASE in an order of your choice.
hero also has a number of unique actions on their hero
card. Then roll the hero dice you spent to make the weapon
Starting with the runemarked hero and going clockwise,
action. If the result is lower than the weapon action’s
each player takes a complete turn with their hero. Explore (1+) Hit value, the attack misses. Otherwise, the adversary
On your turn, first make an action roll: roll your 4 hero You can make this action whenever your hero is standing suffers as many wounds as the weapon’s Damage value.
dice and put them on the spaces on your hero card. at an unexplored exit (an exit not connected to another
Put wound markers next to the adversary to track wounds
In the first round, the first action the runemarked player chamber).
it has suffered. If the markers reach its Vigour value, it is
will need to make is Explore (1+). Reveal the top card of the exploration deck and: removed from the board (excess wounds are ignored).
The destiny dice on the Fate board are hero dice that 1. Set up the chamber shown on the card so that one Each time you slay an adversary you gain a point of renown.
may be shared among the players. You can make of its exits completely lines up with the one in your Each hero can also gain renown as described on their hero
actions on your turn by spending the destiny dice hero’s chamber. Place any portals in the chamber, as card. Whenever you gain renown, move your marker
on the blue spaces. shown on the card. 1 space around the Fate board’s Renown track.
Each time you spend a destiny dice, the 2. Read the card text and follow any instructions. Any If your renown marker reaches the starting space
highest-scoring dice still on a blue space adversaries are set up by the runemarked player, as (marked with a circle), your hero gains a skill.
ADVERSARIES TREASURES If a chamber has 3 exits, the
path divides and you must split
If you cannot place as many adversaries as instructed, the You can pass Treasure cards to another player before the Exploration deck.
excess are not placed and an unexpected event occurs. making your action roll if your heroes are adjacent, or
pass them to any player during a respite. Dealing from the bottom, deal 1 card at a time to each
Adversaries of the same type on the board are called of the exits until they have all been distributed. The
adversary groups. These groups are activated one at a Heroes can only carry 4 Treasure cards. If you have more heroes now have 2 different paths to follow.
time, in an order chosen by the runemarked player. at the end of a phase, you must discard down to 4 cards.
After exploring a chamber, if there are no more
Adversaries can move as many spaces as their Move Exploration cards to place at an exit, it is a dead end
value. Each space they move into must be adjacent to
THE AMULET
and cannot be explored further. If an explored chamber
their current space. If you have any fragments of the amulet, you can use does not have any other exits, discard the rest of the
If an adversary is adjacent to a hero at the start of its the power of each once during each trial to do one of Exploration deck.
move, it must take a pinning test. The runemarked the following:
Chambers can vanish from play at the end of each
player rolls a dice: if the result is lower than the Heal D3 of your hero’s wounds at the start of your turn, round. The current chamber is safe, as is any chamber
adversary’s Agility value, it is pinned and cannot move before making your action roll. If your hero is greviously connected to it and any chamber that is connected to
that phase. It can still attack or carry out any other wounded, place them in the current chamber before that one. Any other chambers are cleared away and their
instructions. healing the wounds. Exploration cards moved to a discard pile next to the
fate board. If a hero is cleared away, he is greviously
Attacking and Damaging Heroes Re-roll any of the dice in your action roll before making
wounded. If any unexplored exits are cleared away, bring
The runemarked player picks a target, limited by the your first action.
their Exploration decks forward to the nearest remaining
weapon’s range and the Behaviour table instructions,
Re-roll any of the destiny dice, before discarding any, if unexplored exit. If this leaves multiple decks at a single
and rolls the number of dice shown by the weapon’s Dice
you are the runemarked player. exit, combine them together into 1 deck by dealing cards
value. Each dice that scores lower than the weapon’s Hit
from the bottom of each, one at a time.
value is discarded; any others hit the target hero.
FAMILIARS If a chamber cannot be placed after exploring an exit
Roll a dice each time your hero is hit. If the score is less
Familiars are not adversaries and do not move or attack. because other chambers are in the way, the obstructing
than your Save value, you suffer as many wounds as the
Adversaries can move through familiars. chambers immediately vanish as described above, along
weapon’s Damage value. Otherwise, the hit is ignored.
with any that are no longer connected as a result.
Each time your hero suffers a wound, place a wound Heroes can move into the same space as a familiar, but
this ends their move and they must attempt to catch it.
marker covering one of the dice spaces on your hero
You and the player to your left each roll a dice. If
ENDING A TRIAL
card. When you make an action roll, each marker
reduces the number of dice you roll by 1. you score lower, the familiar curses you and then At the end of a trial, each player rolls a dice for each
flees. Remove it from the board then resolve its bane. Treasure card they have: on a roll of 1, 2, or 3, return it
If all 4 spaces are covered you will need to rely on Otherwise, you catch it: move it to your hero card. You to the Treasure deck. Otherwise the hero keeps it.
destiny dice. If you suffer a wound when all your may discard it to use its boon.
spaces are covered, your hero is greviously wounded Any fragments of the amulet are kept by the player that
and removed from the board. The next time there is a You may only have one familiar on your hero card at a took them. If the group has no fragments, each player
respite, place your hero with the others in the current time. There can only be one of each on the board (not must discard all of their Skill cards.
chamber, with 4 wound markers still on your card. including any caught). If a familiar is manifested and is
already on the board, its second miniature is not set up; if If the players have 1 fragment between them, each hero
If your hero heals a wound, remove a wound marker. both miniatures are on hero cards, the runemarked player can keep 1 skill. If they have 2 or 3, each hero can keep
chooses one and sets it up on the board as instructed. 2 skills. If they have 4 to 7 fragments, they can keep 3,
STUNNED and if they have all 8 fragments they can keep 4. They
If there is a respite, any familiars that have not been must discard the rest.
When an adversary is stunned, place a stun marker next caught are removed from the board.
Any skills, treasures and fragments you keep will be with
to it; the adversary does not act in the adversary phase.
COMPANIONS you when you attempt the next trial (keep them with
Remove any stun markers on adversaries at the end of
your hero card or make a note)
the adversary phase. If an unused hero joins the party, the runemarked player
When a hero is stunned, place a stun marker on its hero takes the hero card and places it next to his own. FAILED QUESTS
card instead of a wound marker. If there is no space for After each of the other heroes has taken a turn, the
one, the marker is discarded with no effect (stun attacks If all of the heroes are greviously wounded at the same
runemarked player takes a turn with the companion. time, or if you reveal the last exploration card without
cannot greviously wound heroes). Stun markers affect After making their action roll, he must turn all but one
your action roll like wound markers. Remove any stun finding the grand chamber, the trail is failed. The heroes
of the companion’s hero dice to show a score of 1. are ‘revived’ to attempt the trial again or try another.
markers on your hero at the end of your turn.
Companions cannot use destiny dice, gain renown or
Each time a stunned miniature suffers a wound, flip one skills, or pick up treasure. At the end of the round, the THE ONGOING QUEST
of their stun markers to its wound marker side. companion is passed to the new runemarked player.
Progress throughout the tower is a quest consisting of
If an unexpected event occurs, or there is a respite, the 8 trials (games), measured by the amulet fragments
SKILLS companion is removed from play. collected after each trial.
If your renown marker reaches the starting space (marked
THE MAP You do not need to use the same hero throughout,
with a circle), your hero gains a new skill.
but keep track of which skills and treasures each of
When your hero gains a skill, draw the top 2 cards The current chamber is the chamber where the majority of the heroes has picked up. Your hero is tied to their
from the Skill deck and choose one to discard. the heroes are. If they are spread out evenly, the current quest; if you start a new quest, you cannot bring
Put the other next to your hero card. chamber is the one that was most recently explored. their skills and treasures along with you.
Then the heroes may rest if they wish: each player rolls a Move (1+)
dice. If at least one player rolls under the number of skill
Move up to as many spaces
cards he has, there is an ambush. Otherwise each player
as your Move. If you are adjacent
can either heal D3 wounds, or search the room by rolling
to an adversary, make a D6 pinning test.
a dice and taking a treasure card on a roll of 4+.
If the result is lower than your Agility, you cannot
1. DESTINY PHASE There cannot be a respite 2 rounds in a row: instead an move; the hero dice is spent.
The runemarked player rolls 5 destiny dice: put any with unexpected event occurs: roll D66 and read that passage
a unique number on the Fate board. in the Adventure book. Recuperate (1+*)
Heal a wound. The score is 1+ the first time you use it in
Discard other dice: unless the heroes are in the ingress 4. END PHASE a turn, 2+ the second time, 3+ the third time etc.
chamber, check the Consequences of Destiny table.
The runemarked player passes the Rune of Tzeentch to
the player on his left.
Weapon Actions
2. HERO PHASE Pick a target and make an attack roll.
Starting with the runemarked hero and going clockwise,
ACTIONS Combat range targets any adjacent enemy.
each hero takes a complete turn. On your turn, roll your
4 hero dice and put them on your hero card. Make actions by spending a hero dice that matches or Missile range targets any visible enemy miniature, but
exceeds the action’s score. the weapon can’t be used while adjacent to an enemy.
Each time you spend a destiny dice, the highest-scoring
dice still on a blue space is locked: move it to one of the You can make the same action multiple times. There are Area range targets each enemy miniature in the same
2 purple spaces. Locked dice cannot be used and return 3 basic actions: chamber as the attacker; make an attack roll for each.
to the blue spaces at the end of your turn. The last Roll the hero dice you spent to make the weapon action.
player does not lock destiny dice. Explore (1+)
If you roll lower than the weapon action’s Hit, the attack
If you are standing at an unexplored exit, reveal the top
misses. Otherwise, the adversary suffers wounds equal to
3. ADVERSARY PHASE card of the exploration deck:
the weapon’s Damage.
1. Set up the chamber shown with one of its exits lining
The runemarked player controls adversaries. If wound markers reach its Vigour value, it is slain and
up with the one in your chamber. Place any portals.
Roll dice on the adversary’s Behaviour table. removed from the board (ignore excess wounds).
2. Follow any card instructions.
If there are no adversaries on the board, there Each time you slay an adversary you gain a
is a respite. Everyone places their hero 3. Place the card faceup next to the chamber, and the point of renown. Each hero can also gain
anywhere in the current chamber. rest of the deck next to the new chamber’s exit. renown as described on their hero card.
Then the heroes may rest if they wish: each player rolls a Move (1+)
dice. If at least one player rolls under the number of skill
Move up to as many spaces
cards he has, there is an ambush. Otherwise each player
as your Move. If you are adjacent
can either heal D3 wounds, or search the room by rolling
to an adversary, make a D6 pinning test.
a dice and taking a treasure card on a roll of 4+.
If the result is lower than your Agility, you cannot
1. DESTINY PHASE There cannot be a respite 2 rounds in a row: instead an move; the hero dice is spent.
The runemarked player rolls 5 destiny dice: put any with unexpected event occurs: roll D66 and read that passage
a unique number on the Fate board. in the Adventure book. Recuperate (1+*)
Heal a wound. The score is 1+ the first time you use it in
Discard other dice: unless the heroes are in the ingress 4. END PHASE a turn, 2+ the second time, 3+ the third time etc.
chamber, check the Consequences of Destiny table.
The runemarked player passes the Rune of Tzeentch to
the player on his left.
Weapon Actions
2. HERO PHASE Pick a target and make an attack roll.
Starting with the runemarked hero and going clockwise,
ACTIONS Combat range targets any adjacent enemy.
each hero takes a complete turn. On your turn, roll your
4 hero dice and put them on your hero card. Make actions by spending a hero dice that matches or Missile range targets any visible enemy miniature, but
exceeds the action’s score. the weapon can’t be used while adjacent to an enemy.
Each time you spend a destiny dice, the highest-scoring
dice still on a blue space is locked: move it to one of the You can make the same action multiple times. There are Area range targets each enemy miniature in the same
2 purple spaces. Locked dice cannot be used and return 3 basic actions: chamber as the attacker; make an attack roll for each.
to the blue spaces at the end of your turn. The last Roll the hero dice you spent to make the weapon action.
player does not lock destiny dice. Explore (1+)
If you roll lower than the weapon action’s Hit, the attack
If you are standing at an unexplored exit, reveal the top
misses. Otherwise, the adversary suffers wounds equal to
3. ADVERSARY PHASE card of the exploration deck:
the weapon’s Damage.
1. Set up the chamber shown with one of its exits lining
The runemarked player controls adversaries. If wound markers reach its Vigour value, it is slain and
up with the one in your chamber. Place any portals.
Roll dice on the adversary’s Behaviour table. removed from the board (ignore excess wounds).
2. Follow any card instructions.
If there are no adversaries on the board, there Each time you slay an adversary you gain a
is a respite. Everyone places their hero 3. Place the card faceup next to the chamber, and the point of renown. Each hero can also gain
anywhere in the current chamber. rest of the deck next to the new chamber’s exit. renown as described on their hero card.
ADVERSARIES STUNNED FAMILIARS
If you cannot place as many adversaries as instructed, the When an adversary is stunned, place a stun marker next Familiars are not adversaries and do not
excess are not placed and an unexpected event occurs. to it; it does not act in the adversary phase. Remove stun move or attack. Adversaries can move through
markers on adversaries at the end of the adversary phase. familiars. Heroes can move into the same space as a
Adversaries can move up to their Move.
familiar, but this ends their move and they must attempt
When a hero is stunned, place a stun marker on its hero
An adversary adjacent to a hero at the start of its move to catch it. You and the player to your left roll a dice. If
card instead of a wound marker. Remove stun markers on
must make a D6 pinning test. If the result is lower than you score lower, remove the familiar from the board then
your hero at the end of your turn.
its Agility, it cannot move. resolve its bane. Otherwise, you catch it: move it to your
Each time a stunned miniature suffers a wound, flip one hero card. You may only have one on your hero card at a
Attacking and Damaging Heroes of their stun markers to its wound marker side. time. You may discard it to use its boon.
The runemarked player picks a target (note range and There can only be one of each familiar on the board at
Behaviour table instructions), and rolls dice equal to the SKILLS & TREASURES once (not including any caught). If there is a respite, any
weapon’s Dice. that have not been caught are removed from the board.
If your renown marker reaches the starting space your hero
Each dice lower than the weapon’s Hit is discarded; any gains a new skill. Draw the top 2 Skill cards, choose one
others hit the target hero. to discard, and put the other next to your hero card. COMPANIONS
Roll a D6 each time your hero is hit. If the score is less You can pass Treasure cards to another player before If an unused hero joins the party, the runemarked player
than your Save, suffer as many wounds as the weapon’s making your action roll if your heroes are adjacent, or takes the hero card and places it next to his own.
Damage. Otherwise, the hit is ignored. pass them to any player during a respite. Heroes can only After each of the other heroes has taken a turn, the
carry 4 Treasure cards. runemarked player takes a turn with the companion.
When you suffer a wound, cover one of your dice spaces
After making their action roll, he must turn all but one
with a wound marker. Each reduces the number of action The Amulet
dice you roll by 1. of the companion’s hero dice to 1.
You can use the power of each amulet fragment once
during each trial to do one of the following: Companions cannot use destiny dice, gain renown or
If you suffer a wound when all your spaces are
skills, or pick up treasure. At the end of the round, pass
covered, you are greviously wounded and removed Head D3 of your hero’s wounds.
the companion to the new runemarked player.
from the board. The next respite, place your hero
Re-roll any of the dice in your action roll.
with the others in the current chamber, with If an unexpected event occurs, or there is a
4 wound markers still on your card. Re-roll any of the destiny dice. respite, the companion is removed from play.
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.
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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.
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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
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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:
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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REALM OF SAVAGES
Contents: rulebook, cards, counters, board sections
Revision E
This version corrects the gold on the “2 Orc Boy Boyz” Event Card from Revision C. It has
been added here on this page for those who only need to re-print that card.
This version also adds the other two Realm of Savages Adventures that have been
released and featured in The Ultimate Adventure Book.
WARHAMMER QUEST · REALM OF SAVAGES (Revision E)
SAVAGES!
The Warriors stumble upon an Elven settlement hidden away Doorways
in a dense forest which has been the recent site of a bloody Each time a new Forest Path Board Section has been revealed
battle. Dead bodies of Elves are strewn about and the entire roll 1D6 on the following table to see how many doorways it
hamlet is now occupied by Savage Orcs which are being led by contains:
Munk, a vicious Shaman. As long as the Savage Orcs live, they
are a threat to the entire area. 1-3 The Forest Path is normal.
4-5 The Forest Path has one additional doorway.
SETTING UP 6 The Forest Path has two additional doorways.
This Adventure uses the special Realm of Savages Board Place the new doorway(s) on any unused side(s) of the Board
Sections. These exquisite boards were created by Sebastian Section, dividing the deck if appropriate.
Stuart (www.eastern-empire.com) and have been modified
especially for this scenario.
Note: The extra doorways may only occur on a Forest Path
board section and not on the Glade, the Forest Bend or a
Alternatively (although requiring a huge leap of faith), you Forest Junction board section.
could simply use the basic board sections in Warhammer Quest
to represent the Elven Settlement. Each Corridor is a forest
path and each Dungeon Room is a dwelling (which is now a Treasure
Savage Orc’s residence). When the Warriors are to receive a Dungeon Room Treasure
for any reason, roll 1D6. On a score of 1-4 draw a Treasure
Additionally, an entire set of Savage Orc Events have been Card as normal. If the score is a 5 or 6, then draw one of the
designed especially for this Adventure as well as Special Cards new Treasure Cards that accompany this adventure instead.
for Savage Orc Magic and Minions.
Munk the Savage Orc Shaman
Put the new Dungeon Room Treasure Cards off to the side for If the Warriors encounter Munk as an Event, he will be
now. accompanied by his minions. See the Minions Special Card to
he who they are. Munk will cast one spell at the beginning of
each turn. See the Savage Orc Magic Special Card to see which
spell he casts.
Special Rules
Dungeon Rooms & Unexpected
Unexpected Events
When the Warriors enter an Orc Residence Dungeon Room
they do not draw an Event Card as usual. There will always be Finishing the Adventure
Monsters in the Room. Additionally, if an Unexpected Event When the Warriors defeat Munk and his minions, any
occurs while the Warriors are in the Orc Residence, do not remaining Savage Orcs in the village flee in terror. The Warriors
draw an Event Card – it will always be more Monsters that liberate the pile of treasure that the Savage Orcs had stolen
appear. Therefore, ‘E’ Events will only occur on the forest from various opponents which means that each Warrior finds
board sections. 1D3 items of Dungeon Room Treasure and 1D6x50 gold.
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WARHAMMER QUEST · REALM OF SAVAGES (Revision E)
FOREST LIGHTS
S ome areas of the gloomy Drakwald forest are so densely
wooded that light barely penetrates through the trees
creating a state of perpetual darkness. Even the local militia
receive a Dungeon Room Treasure as normal. If the score is a
5 or 6, draw one of the new Treasure Cards that accompany
this Adventure instead.
refuses to set foot in those parts, believing them to be
haunted or cursed. A few of the locals from the town of
Grossfurre swear that they have seen spooky, flickering lights
Axmudd the Savage Orc Boss
in the nearby woods and many inhabitants are convinced that If the Warriors encounter and defeat Axmudd as an Event, his
an ancient evil is loose. special tattoos kept him alive and he was merely rendered
unconscious. He will appear again in the Objective Room,
attacking the first Warrior who enters the final Board Section.
The officials of Grossfurre have sent for the fearless Warriors
for help, for they need a group who are brave enough to probe
the mysterious forest of flickering lights. Munk the Savage Orc Shaman
If the Warriors encounter Munk as an Event, he will be
The lights are actually coming from a band of Savage Orcs who accompanied by his minions. See the Munk’s Minions & Rules
have recently moved into the secluded forest. The Savage Orc Special Card to see who they are. Munk will cast one spell at
leader, a Shaman named Munk, uses the eerie woods as a the beginning of each turn. See the Munk’s Savage Orc Magic
base to practice his dark magic which serves to aid in his Special Card to see which spell he casts.
attacks upon the surrounding villages.
Munk’s Dwelling Objective Room
SETTING UP When the Warriors enter Munk’s Dwelling, put the Savage Orc
This Adventure uses the special Realm of Savages Board Shaman on the throne, even if the Warriors had encountered
Sections. These exquisite boards were created by Sebastian and defeated him in an Event. Munk had concocted and drunk
Stuart (www.eastern-empire.com) and have been modified a magical potion which enabled him to survive even the most
especially for this scenario. grievous wounds.
Additionally, an entire set of Savage Orc Events have been Roll on the Savage Orcs Objective Room Monster Table (see
designed especially for this Adventure as well as Special Cards Special Card) to see which minions are in the room with him. If
for Savage Orc Magic and Minions. Munk is defeated in the Objective Room, he is killed
permanently.
Put the new Dungeon Room Treasure Cards off to the side for
now. Reward
If the Warriors rid the woods of the Savage Orc presence, they
can return to Grossfurre where they are rewarded with
Special Rules 2D6x50 gold each.
Dungeon Rooms & Unexpected Events
When the Warriors enter an Orc Residence Dungeon Room
draw an Event Card until it reveals Monsters, reshuffling any
‘E’ Events back into the deck. Likewise, if an Unexpected
Event occurs while the Warriors are in the Orc Residence it will
always be Monsters that appear. Follow the same rules for
drawing an Event Card as listed above. Therefore, ‘E’ Events
will only occur on the forest Board Sections.
Doorways
Each time a new Forest Path Board Section has been revealed
roll 1D6 on the following table to see how many doorways it
contains:
Treasure
Treasure
Whenever the Warriors would receive a Dungeon Room
Treasure for any reason, roll 1D6. On a score of 1-4 they
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WARHAMMER QUEST · REALM OF SAVAGES (Revision E)
ON THE LOOSE
Special Rules
Dungeon Rooms & Unexpected Events
When the Warriors enter an Orc Residence Dungeon Room
draw an Event Card until it reveals Monsters, reshuffling any
‘E’ Events back into the deck. Likewise, if an Unexpected
Event occurs while the Warriors are in the Orc Residence it will
always be Monsters that appear. Follow the same rules for
drawing an Event Card as listed above. Therefore, ‘E’ Events
will only occur on the forest Board Sections.
Doorways
Each time a new Forest Path Board Section has been revealed
roll 1D6 on the following table to see how many doorways it
contains:
A Bird. Each Warrior will receive 1D6x50 to Note: The extra doorways may only occur on a Forest Path
for returning this feathered pet. Board Section and not on the Glade, the Forest Bend or a
Forest Junction Board Section.
A Cat Each Warrior will receive 1D3 Items of
Dungeon Room Treasure if they can reunite
this feline with the Emperor. Treasure
A Dog. Each Warrior will receive 1D6x100 Whenever the Warriors would receive a Dungeon Room
gold if they can find this pure-bred canine and Treasure for any reason, roll 1D6. On a score of 1-4 they
bring it to the Emperor. receive a Dungeon Room Treasure as normal. If the score is a
5 or 6, draw one of the new Treasure Cards that accompany
A Horse. Each Warrior will receive 2D6x100 this Adventure instead.
gold upon this beautiful stallion’s return.
A Huge Snake. Each Warrior will receive an Munk the Savage Orc Shaman
item of Objective Room Treasure and If the Warriors encounter Munk as an Event, he will be
1D6x100 gold if they can bring this exotic accompanied by his minions. See the Munk’s Minions & Rules
serpent back safely. Special Card to see who they are. Munk will cast one spell at
the beginning of each turn. See the Munk’s Savage Orc Magic
A Tiger. Each Warrior will receive an item of Special Card to see which spell he casts.
Objective Room Treasure and 2D6x100 gold
upon the safe return of this majestic animal.
Munk’s Dwelling Objective Room
This roll cannot be affected by When the Warriors enter Munk’s Dwelling, put the Savage Orc
Luck, Faith or other abilities. Shaman on the throne, even if the Warriors had encountered
and defeated him in an Event. Munk had concocted and drunk
a magical potion which enabled him to survive even the most
The Warriors track the animal to a hidden Savage Orc
grievous wounds.
encampment deep in the forest. Unfortunately, the animal has
been captured by the Savage Orcs and been presented to
Munk, the Savage Orc Shaman who leads the tribe. The Roll on the Savage Orcs Objective Room Monster Table (see
Warriors will have to comb through the dangerous Special Card) to see which minions are in the room with him. If
encampment to find and free the animal. Munk is defeated in the Objective Room, he is killed
permanently.
SETTING UP
This Adventure uses the special Realm of Savages Board
Sections. These exquisite boards were created by Sebastian
Stuart (www.eastern-empire.com) and have been modified
especially for this scenario.
Additionally, an entire set of Savage Orc Events have been
designed especially for this Adventure as well as Special Cards
for Savage Orc Magic and Minions.
Put the new Dungeon Room Treasure Cards off to the side for
now.
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WARHAMMER QUEST · REALM OF SAVAGES (Revision E)
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