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SETTLEMENT EVENTS – LITTLEMONK (Revision 2.

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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.

OUTSIDE THE GATES


Special Events have been included for the time when your Warrior is waiting for their companions outside of the
Settlement. The original concept by a WHQ fan (author unknown) was presented as “The Sticks.” I have taken that
concept and tried to improve upon it by filtering and editing some of the original ideas while also creating new ones.
Some of the events are fairly mysterious while others are downright nasty! Warriors be warned: avoid being Outside the
Gates at all costs!

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

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SETTLEMENT EVENTS – LITTLEMONK (Revision 2.0)

· OUTSIDE THE GATES EVENTS ·


There may come a time when your Warrior is penniless and unable to afford a meagre meal or the comfort of a bed in a
Settlement. Perhaps there was an incident and your Warrior was asked to leave (or they were forcibly removed). Since
they cannot reside in the Settlement any longer, they must wait for their companions Outside the Gates. It’s also
possible that your Warrior feels that they have accomplished everything they have set out to do in the Settlement and
visited all the locations they had wished to. They decide to wait Outside the Gates, paying no living expenses as they
live off the land. This would be ill-advised as being Outside the Gates will likely cost your Warrior more than just a few
gold pieces. Outside the Gates is the last place a budding hero wishes to be. Any person left outside of the settlement
walls are at the mercy of the elements, enemies, wild animals and who knows what else!
Just outside the safe confines of every Settlement are where an unhealthy mixture of the desperate and the
destitute gather. They are peasants and paupers, vagrants and vagabonds, thieves and thugs. Laws scarcely exist and
murder is a form of local currency. One who finds himself in such a lowly place as Outside the Gates will most likely
spend their days in squalor and boredom if they’re lucky.
For each day that your Warrior is Outside the City Gates you must roll D66 below:

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.

See the Ultimate Adventure Book to determine what exploit


the Warriors might participate in next!

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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.

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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).

Your Warrior continually glimpses a black cat prowling about


near them. Others in the vicinity also notice and swear it is a
bad omen. Your Warrior is so perturbed by the situation that
they are -1 to their Willpower from now until the end of the
next Adventure.

Late at night your Warrior witnesses a thin, frail man being


assaulted by a group of hoodlums. Rushing to his aid your
Warrior fends off the attackers who scatter into the night.
The man gasps for breath as blood pours from an open wound
on his head. By the look of his clothes and belongings the
young man appears to be an apprenticing wizard. Far too
injured to be healed by bandages, your Warrior can only save The smell of urine and excrement is particularly overwhelming
him if they give the man a healing potion. Outside the Gates today. If your Warrior rolls this result a
If your Warrior does so, the apprentice repays your Warrior second time during their stay at this Settlement, then they are
by casting a powerful spell that permanently increases one of so sickened by the smell that they are -1 Strength for the next
your Warrior’s Characteristics. Roll 1D6 to see which Adventure.
Characteristic is affected:
1 Initiative 4 Weapon Skill
2 Willpower 5 Strength
3 Luck 6 Toughness Your Warrior must eat a provision or other food they are
carrying to maintain their health and strength. If they have no
If your Warrior has no healing potion, the young apprentice food, your Warrior is -1 Strength in the next Adventure.
expires…

In the middle of the night a wall collapses upon your Warrior’s


As they wander around Outside the Gates, your Warrior steps make-shift camp. Your Warrior’s leg is severely injured and
into a patch of dead weeds and flowers adjacent to a crude they are unable to travel for 1D3 days and must remain
dwelling. An old crone immediately emerges yelling and outside the gates of the Settlement. In addition they are -1
screaming that your Warrior has destroyed her perfect lilies. Movement in the next Adventure. Whilst injured, your Warrior
She levels her finger at your Warrior and curses them does not have to roll for Outside the Gates Events.
malevolently before returning to her abode. Your Warrior must
immediately deduct -1 Luck point permanently!

The spirit of a druid appears in front of your Warrior late at


night and accuses them of destroying sacred foliage during
See the Ultimate Adventure Book to determine what exploit their recent journey to the Settlement. He demands that your
the Warriors might participate in next! Warrior make amends by planting a tree or bush in a shady
grove. Your Warrior is -1 to their Luck until they do so. It takes
1D3 days to make amends and your Warrior must roll for
Outside the Gates Events as normal.

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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.

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SETTLEMENT EVENTS – LITTLEMONK (Revision 2.0)

A healer is passing through the makeshift camps outside the


Settlements offering to cure any maladies at no charge. Roll
1D6 and if the score is a 5 or 6, the healer really does have the
power to heal and restores 1 point to one Characteristic (your
choice) that has been previously reduced for any reason (such
In the dark of night a priest with a covered wagon pulled by a as Tomb Rot, Poison, etc.). On any other score, the healer
frail-looking horse is offering comfort and solace to some of blesses your Warrior by licking his thumb and then rubbing it
the more wretched inhabitants – or so it seems. As the wagon across your Warriors forehead before moving on.
approaches your Warrior, roll 1D6 on the table below:
1 Upon command from the priest a nightmarish creature
bursts from the wagon and assaults your Warrior who
manages to dispatch it, but only after it claws them
repeatedly. The priest vanishes during the struggle A heavy rainfall bombards the Settlement. With no place to
and your Warrior immediately begins to feel ill, the seek refuge from the constant downpour, your Warrior
victim of a strange disease that the creature carried. develops a terrible, hacking cough. During the next Dungeon,
They must spend the next 1D3 days in bed doing your Warrior is -1 To Hit until they drink a Healing Potion.
nothing and must deduct -1D6 Wounds from his
Starting Wounds score permanently.
2-3 The priest convinces your Warrior to trade one of his
weapons for one the priest claims is a holy artefact
that will protect them from harm. If your Warrior is the
Warrior Priest or a Bretonnian Knight, they sense evil Your Warrior catches a young urchin trying to steal their
and corruption and decline the offer steadfastly. Any purse. The boy claims that he’s an orphan supporting himself
other Warrior must roll 1D6 and add their Willpower. If and his sister and begs for mercy. If your Warrior frees him,
the total is 8 or more they refuse. If the total is less roll 1D6:
than 8 they readily agree to the trade and must 1-2 The contemptuous young lad promises to NEVER,
discard a weapon of their choice. The weapon traded EVER steal again and darts away. Your Warrior’s fears
for is the same type as the one given but it carries a are confirmed when they reach into their pack and
terrible curse. discovers that one item is missing (determined
In the next Adventure, each time a natural 1 is rolled randomly).
in the Power Phase, your Warrior must draw and use 3-6 The boy falls to his knees in overwhelming thanks.
the cursed weapon. The weapon only hits on a natural Before departing he gives your Warrior a piece of
6 and does Damage as normal. However, if his To Hit parchment that he lifted off of a merchant in the
is a natural 1, your Warrior uncontrollably lashes out Settlement, explaining that he can’t read anyway. On
and attacks the nearest Warrior instead. it is the location of a secret cache of gold worth
At the next Settlement, your Warrior may rid himself 1D6x100 gold. If the Warriors defeat all of the
of the weapon and the curse by visiting a Temple and Monsters in the Objective Room during the next
paying 1D6x100 gold. Adventure, your Warrior may claim this treasure.
4 The priest turns out to be a simple clergyman on his
way to a nearby monastery. If your Warrior delivers him in to the Watch roll 1D6:
5 The priest is carrying food for the less fortunate and 1-3 The poor lad cannot withstand the severe beating
upon seeing the sorry state of your Warrior’s tattered receives from the authorities and dies, leaving his
gear and items he offers to trade food in exchange for sister to care for herself. According to local laws and
any item your Warrior is carrying. For each item of customs your Warrior is now responsible for the girl’s
Equipment or Treasure that they give up, your Warrior welfare. From now on, each time your Warrior reaches
is given 1D6 Provisions. a Settlement, they must send 1D6x50 gold for her
6 The priest tells your Warrior that he has seen them in a living expenses.
vision and that they will become a ‘star of the 4-6 The impudent child has been a huge menace and the
heavens’. He places something in your Warrior’s hand Watch has been trying to apprehend the young whelp
and then leads his horse and wagon away into the for the past month. Your Warrior is given 1D6x25 gold
darkness. for catching the troublesome urchin.
The item placed in his hand is a polished stone with
a strange rune. Once per Adventure your Warrior may
utilise the power within the stone which allows them
to add an extra 1D6 to his Strength for one Combat.
See the Ultimate Adventure Book to determine what exploit
the Warriors might participate in next!

In order to address the grumbling of the lower classes, the


mayor of the Settlement has declared that a small handful of
peasants will be allowed to enter. If your Warrior was
restricted from entering the Settlement for any reason, they
are one of the lucky few selected. They may re-enter the
Settlement immediately if they so choose, paying Living
Expenses and rolling on the Settlement Events Table for this
day.

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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.

Your Warrior is invited by a group of locals to go on a


nocturnal hunt.
Meeting them just before sunset, they are informed that
tonight's prey is the great Quarg - a beast of fearsome temper As your Warrior retires for the evening they fall into a deep
and foul disposition. Your Warrior’s task in the group is to slumber. They begin to dream that they are fighting a
take the hunting tools – a net, a small pole with a bell on it and terrifying gorgon; her hair composed of vicious snakes and a
a bag full of garlic - and wait in the middle of the woods while gaze which can turn a person to stone. With a horrendous
the rest of the hunters spread out into the forest and drive the scream the gorgon attacks! Roll 1D6 to see how the dream
Quarg towards them. As the sun rises the next morning, and ends:
the owls return to their nests, there is still no sign of the 1 No matter how many times or how hard your Warrior
Quarg, your Warrior begins to wonder if someone is being strikes the creature with their weapon, the beast
made a fool of... seems invulnerable. With a terrifying scream the
gorgon shoots an arrow directly into your Warrior’s
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.
2-5 The battle is brutal and neither your Warrior nor the
creature seems to get the upper hand. Your Warrior
wakes in a cold sweat.
Tomorrow night the nightmare returns and they must
roll on this table again! Make a note on your
Adventure Record Sheet to remind you.
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
are +1 to his Starting Wounds! The nightmare ends
and they do not have to roll on this table again (unless
they encounter this Settlement Event again)!

If your Warrior leaves the Settlement before the dream


concludes, the nightmare temporarily ends. At the next
Settlement, however, it returns to haunt the Warrior again.
Make a note on your Adventure Record Sheet.

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!

If any Warrior rolls this Settlement Event again during this


stay, re-roll this result.

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.

As your Warrior passes by a potter’s store, a woman comes


running out hollering about a poisonous snake that has slipped
in. She immediately hires your Warrior to rid her shop of the
snake, but she warns them not to break any of her pottery
which is on display throughout the shop. Roll 1D6 below:
1 The snake is much harder to catch or kill than
anticipated and your Warrior practically tears the shop
apart before finally corralling the reptile. Angrily, the
shop owner demands 1D6x50 gold for her loses.
2-3 Just as your Warrior slips the snag into a burlap sack,
they stumble backward into a rare and expensive pot
which falls to the ground with a loud crash. After
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
hanging on the wall. The potter is elated and, after Due to a mistake in identity, your Warrior finds himself
deducting for damage, pays your Warrior 1D6x10 gold. surrounded by a gang of angry young men who insist that
6 No sooner than your Warrior enters the shop do they they are betrothed to marry their sister. Your Warrior agrees,
pounce upon the terrifying reptile, snatching it with albeit at knife point, and pledges their troth to a farmer's
their bare hands. When they bring the beastie back daughter of ample charms.
out, the potter is elated that nothing was damaged. The marriage is arranged for tomorrow, so your Warrior
She pays your Warrior 1D6x25 gold for their services. must either leave the Settlement immediately, or get married...

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!

There is a travelling circus in town, and your Warrior spends


the rest of their day wandering from sideshow to sideshow.
Having met the bearded woman and the two-headed goat,
they decide to have their fortune read. Perhaps the sign above
the door to that particular wagon should say 'Have your
fortune stolen', as for a cost of 1D6x10 gold, your Warrior is
told nothing more than that their destiny lies with a tall, dark
stranger from Erengrad!

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.

Your Warrior is adopted by a small dog. It follows them around


everywhere, skulking in the shadows while the fighting goes
on and then emerging after the adventure is completed to
Taken with the joys of hot food and a comfortable bed after so shower its new master with adoration. Roll on the Pet Dog
long out in the wild, your Warrior overspends on such luxuries Event Table (page 24) to see exactly which type of canine has
by 30 gold. attached itself to you.
Your Warrior can kill the dog if you want, but it would be a
cruel and heartless thing to do and it will cost them 1,000 gold
to pay for a decent burial for the hound!
If your Warrior already has a pet dog, ignore this result and
roll again on the Village Events table. If not, name it and note
it down on your Warrior's Adventure Record Sheet.

Your Warrior is accused of murder and thrown in jail. The


matter is sorted out eventually, but only after your Warrior's
companions have bailed them out. Each Warrior in the party
except the accused must pay 1D6x5 gold to the authorities.
If their companions do not have the money, your Warrior
must spend 1D6 days in jail. While in jail they don't have to pay
Living Expenses or roll for Settlement Events.

Your Warrior is employed by a local farmer to carry bales of


cotton to the riverside area for the day. This task earns them Your Warrior is carrying an item of magical Treasure
20 gold. (determined randomly) that the villagers perceive as unlucky,
unholy or taboo. The local Watch is immediately summoned
and your Warrior must either leave the Settlement immediately
or surrender the item to the authorities (after which it is
properly destroyed in a ceremony involving a bonfire, a
catapult, a ten pound hammer and a large squash).
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,
especially from the surviving family who make a gift of
1D6x20 gold in thanks.

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!

A debt collector catches up with your Warrior, demanding


payment for money borrowed years ago. The sum your
Warrior borrowed was not substantial, but the interest rates
are astronomical. The outstanding balance is 1D6x20 gold, and
if your Warrior cannot pay in full immediately the debt collector
takes all their gold plus one piece of Equipment or Treasure
(determined randomly). Your Warrior argues with a burly street trader who has tried
to charge them far too much for some cheap, shoddy items.
The argument escalates to a brawl very quickly as the trader
calls in his guards. Roll 1D6 on the following table:
1 Your Warrior is soundly thrashed and loses 200 gold.
In one of the wharfside bars, your Warrior meets a young 2 Your Warrior is bested after a hard struggle against
entrepreneur with great ideas for establishing a trading empire the trader and his cronies and loses 100 gold.
to cover the known world. He talks your Warrior into investing
1D6x50 gold, giving them a certificate of partnership. From 3 Your Warrior walks away with a bloody nose and 50
now on, at the end of each Dungeon, whenever your Warrior gold worse off, but leaves the trader badly bruised.
reaches civilisation, they may visit the local Merchants' Guild 4 After a fierce struggle, your Warrior knocks the
and show them their deed of partnership. Consulting their impudent trader to the ground, where he stays to
records, they can tell your Warrior how the company is doing. collect his teeth. While he is busy, your Warrior takes
Roll 1D6 on the following table: 100 gold from his stall as compensation.
1 The company has gone bust, and your Warrior's 5 Your Warrior quickly disarms the trader. With a sword
investment is worth nothing. In addition, they must at his throat, the lout has no choice but to apologise
pay the merchants 1D6x50 gold in outstanding debts. and offer your Warrior 200 gold as compensation.
2-5 Your Warrior's investment is performing fairly well, and 6 A dozen evil-looking thugs - the trader's bodyguards
the merchant forwards them 1D6x10 gold as their leap out from the shadows, attacking your Warrior
share of the profits. with knives, coshes and cudgels. Unperturbed, they
coolly dispatch them with a few well placed sword
6 Business is booming! After consulting the ledger, the strokes, empties their purses, and ends up 300 gold
merchant confirms that he can forward your Warrior better off.
1D6x50 gold.

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.

There is a travelling circus in town, and your Warrior spends


the rest of their day wandering from sideshow to sideshow.
Having met the bearded woman and the two-headed goat,
they decide to have their fortune read. Perhaps the sign above
the door to that particular wagon should say 'Have your
fortune stolen', as for a cost of 2D6x10 gold, your Warrior is
told nothing more than that their destiny lies with a tall, dark
stranger from Erengrad!
Visiting a local hostelry in a rather seedy area, your Warrior
partakes of a curious drink offered them by the bartender.
After one swig, they feel the effects of the liquid take hold –
they have been drugged! Roll 1D6 on the following table:
1-3 Your Warrior has been poisoned and is at -1 Your Warrior is accused of murder and thrown in jail. The
Toughness for the duration of the next Adventure. matter is sorted out eventually, but only after your Warrior's
companions have bailed them out. Each Warrior in the party
4-6 The liquid in question is simply very strong ale, and except the accused must pay 1D6x10 gold to the authorities.
your Warrior quickly gets a taste for it. The only ill
effect is a pounding head next morning. If their companions do not have the money, your Warrior
must spend 1D6 days in jail. While in jail they don't have to pay
Living Expenses or roll for Settlement Events.

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.

Your Warrior is accused of witchcraft, and is chased through


the streets by an angry mob. Roll 1D6 on the following table
(the Witch Hunter may add +1 to their score):
1-3 Your Warrior escapes by jumping over the Settlement
wall and into the filthy water of the moat. Pelted with
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!
6 Your Warrior turns angrily on the mob, demanding an
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.

A head villager approaches your Warrior and informs them


that a distant relative has just passed away and has left them
an inheritance. Roll 1D6 to see what the inheritance is:
1 The inheritance is a debt and the head villager has
come to collect! Your Warrior must forfeit 1D6x50 gold
selling items and treasure if necessary!
2-3 The inheritance is actually a pet dog (see Event 36). If
your Warrior already has a pet dog, treat this as a 1.
4 The inheritance is a small sum of money to the amount
of 1D6x50 gold!
5 The inheritance is an item of Dungeon Room Treasure!
6 The inheritance is an item of Objective Room Treasure!

See the Ultimate Adventure Book to determine what exploit


the Warriors might participate in next!

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!

Your Warrior is employed by a local apothecary to unload


supplies at his shop for the day. This task earns them 35 gold.

Strolling passed a bazaar your Warrior notices a young woman


who is selling a grand looking sword. The woman claims that
the sword is a family treasure, handed down from generation
to generation. She explains that she is impoverished and must Your Warrior bumps into a thief who has just robbed the
sell it. An interested buyer is hovering over your Warrior’s jeweller’s store. Roll 1D6 on the table below:
shoulder and he tells the young woman that he will purchase it
if your Warrior doesn’t. 1 The culprit escapes as the shop owner emerges and
The price the woman is asking is 1D6x100 gold and your accuses your Warrior of the theft! He immediately
Warrior may buy the weapon if they wish by paying the gold summons the Watch who throw your Warrior in jail for
and then rolling on the table below: 1D3 days and fine them 1D6x100 gold!
2-3 The robber throws some jewels at your Warrior, yelling
1 The sword functions as a regular sword from the “Thief! Thief!” and then escapes down a dark alley.
Weaponsmith, but it is so poorly constructed that the Townsfolk come running out of the surroundings
first time the Warrior rolls a 1 To Hit in combat, the buildings and surround your Warrior, screaming for the
blade shatters and must be discarded. Watch. After repeated pleas of innocence, your Warrior
2 The sword functions as a regular sword from the is fined 1D6x50 gold for failing to stop the crime.
Weaponsmith, but is a bit heavier and not as well 4-5 Your Warrior instinctively knocks the culprit down,
balanced. Thus, the wielder is -1 Initiative when forcing him to drop all of his loot. The nimble thief
wielding this sword in combat. manages to regain his feet and climb over a wall and
3 The sword is actually the Bronze Sigil Sword and gives out of sight. A local who witnessed everything
the wielder +2 Initiative. corroborates your story to the shopkeeper and the
4 The sword is actually the Sword of Might and gives the Watch when they arrive. The owner rewards your
wielder +1 Strength. Warrior with 1D6x25 gold for saving his merchandise.
5 The sword is actually the Blade of Leaping Copper and 6 Your Warrior grabs the thief, slams him to the floor
gives the wielder +1 Attacks. and sits on him until the Watch arrive. The shopkeeper
lauds your Warrior as a hero and rewards them with
6 The sword is actually the Heartseeker Sword and once 1D6x50 gold! In addition, they are given a bronze
per turn your Warrior may re-roll any one of their pendant with an ancient rune of fortune inscribed
Attacks that misses. upon it. Each time your Warrior visits a Settlement the
pendant allows you to re-roll one Settlement Event.
You must accept the result of the second roll.

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LITTLEMONK
SETTLEMENT EVENTS – LITTLEMO NK (Revision 2.0)

Unbeknownst to them, your Warrior is being watched and


followed by a young man. The stranger is a failed adventurer
and he longs for the fame and glory that your Warrior seems
to have obtained. He jealously decides to sabotage your
Your Warrior is invited by a group of locals to go on a Warrior’s achievements.
nocturnal hunt. In the next Dungeon it becomes clear that someone has
Meeting them just before sunset, they are informed that alerted the denizens to the Warriors’ coming. Each time an
tonight's prey is the great Quarg - a beast of fearsome temper Unexpected Event occurs that reveals Monsters, you must roll
and foul disposition. Your Warrior’s task in the group is to 1D6. On a score of 1-3 you must roll twice on the Monster
take the hunting tools – a net, a small pole with a bell on it and Table with the minimum amount of Monsters arriving. On a
a bag full of garlic - and wait in the middle of the woods while score of 4-6 you roll only once on the Monster Table as normal,
the rest of the hunters spread out into the forest and drive the but the maximum number of Monsters arrive.
Quarg towards them. As the sun rises the next morning, and
the owls return to their nests, there is still no sign of the
Quarg, your Warrior begins to wonder if someone is being
made a fool of...
The Captain of the Watch marks your Warrior as a useful
looking recruit and, as he is short on manpower, press gangs
them for a week. Your Warrior can either try to escape the
Watch by making a donation to their funds of 2D6x10 gold, or
As your Warrior rushes through the busy streets, their money join up.
pouch is stolen. If your Warrior joins up they do not have to pay Living
Your Warrior loses 1D6x30 gold. Expenses for the week and earns 20 gold in wages. However,
while in the Watch they have no time to visit any traders or
Special Locations.

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 A salesman has set up shop just outside an inn selling Holy
and causing panic. Your Warrior can let it pass by hiding down Water. He offers it to your Warrior claiming that it will protect
a side alley, or try to stop the enraged animal. If your Warrior them from evil spirits and can even destroy the undead.
hides down the alley and lets the bull pass, roll 1D6 on the You may buy up to 1D6 Holy Water vials at the cost of
following table: 1D6x50 gold each. After purchasing the vials, the salesman
takes down his wares and disappears into the inn. Now roll for
1-3 Your Warrior skulks in the shadows, waiting for the each holy water vial purchased. On a score of 1 or 2, the vial is
action to die down. As they peep round the corner, a filled with simple drinking water and is useless.
mugger's metal bar hits them over the head. When
they regain consciousness, your Warrior’s purse is 100 On any other score, the vial actually does contain a magical
gold coins lighter. holy water, purified and blessed by a priest. If drunk, the
4-6 After waiting nervously in the dark for a few minutes, imbiber is protected by a magical aura which lasts for one turn
your Warrior sees the bull roar past and career off and all attacks against the drinker made by Undead Monsters
down a side street. The danger is passed and your do half the normal Damage (rounded down). If thrown at an
Warrior may carry on about their business. Undead Monster roll on your Ballistic Skill, each successful hit
causing 1D6 Wounds with no deductions for anything.
If your Warrior tries to stop the bull, roll 1D6 on the
following table:
1-2 Your Warrior waves the passers-by aside and leaps
out in front of the bull, sword drawn. The bull
hesitates for half a second or so, and then tramples See the Ultimate Adventure Book to determine what exploit
them into the dirt before carrying on its way. The the Warriors might participate in next!
crowd then stomps all over your Warrior in the rush to
follow the bull, leaving them to nurse their injuries
alone in an empty street.
3-4 A single sword thrust stops the bull dead in its tracks
literally. As its carcass twitches spasmodically, the
crowd roars in approval and showers your Warrior
with 100 gold. Then the bull's enraged owner arrives,
and relieves them of 150 gold – it was his prize stud,
and he wanted it stopped, not slaughtered!
5-6 Your Warrior gives the bull a hard stare and it skids to
a halt, snorting and pawing the ground. Putting a rope
around its neck, they lead it back to its stall. The
crowd cheers and showers them with 150 gold.

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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.

In one of the wharfside bars, your Warrior meets a young


entrepreneur with great ideas for establishing a trading empire
to cover the Known World. He talks your Warrior into investing See the Ultimate Adventure Book to determine what exploit
1D6x50 gold per Battlle-level, giving them a certificate of the Warriors might participate in next!
purchase.
From now on, at the end of the Dungeon, whenever your
Warrior reaches civilisation, they may visit the local Merchant’s
Guild and show them their deed of partnership (this takes one
day). Consulting their records, they can tell your Warrior how
the company is doing. Roll 1D6 on the following table: Your Warrior encounters a nervous looking merchant who is in
a bit of a bind and asks for help. Some of his workers have
1 The company has gone bust, and your Warrior’s failed to show up for work and he has a lot of crates that need
investment is worth nothing. In addition, they must to be transported to the warehouse district. Roll 1D6 on the
pay the merchants 1D6x50 gold per Battle-level in table below:
outstanding debts.
1 The crates contain stolen goods and the Watch has
2-5 Your Warrior’s investment is performing fairly well and had the merchant under suspicion for some time. The
the merchant forward them 1D6x10 gold per Battle- entire group, including your Warrior, is arrested. Your
level as their share of the profits. Warrior must spend the next 2 days in jail during which
6 Business is booming! After consulting the ledger, the they are cleared of any wrong doing. Unfortunately,
merchant confirms that he can forward your Warrior they fail to get paid.
1D6x50 gold per Battle-level. 2-3 Your Warrior does not realise that the crates are filled
with illegal substances and is surprised when the
Watch arrives to arrest the merchant. Obviously, your
Warrior receives no pay.
4-5 Your Warrior works diligently and is paid 50 gold for a
Your Warrior is adopted by a small dog. It follows them around hard day’s work.
everywhere, skulking in the shadows while the fighting goes 6 Your Warrior’s efforts are exemplary and the task
on and then emerging after the adventure is completed to earns them 100 gold.
shower its new master with adoration. Roll on the Pet Dog
Event Table (page 24) to see exactly which type of canine has
attached itself to you.
Your Warrior can kill the dog if you want, but it would be a
cruel and heartless thing to do and it will cost them 1,000 gold
to pay for a decent burial for the hound! Taken with the joys of hot food and a comfortable bed after so
long out in the wild, your Warrior overspends on such luxuries
If your Warrior already has a pet dog, ignore this event and by 50 gold.
roll again on the City Events table. If not, name it and note it
down on your Warrior's Adventure Record Sheet.

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LITTLEMONK
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.

Buying Your Freedom


As your Warrior attempts to buy some equipment, the trader If the sentence is a 4, 5 or 6, the arrested Warrior (and other
points out their gold is counterfeit and refuses to take it. Warriors) can bribe the guards and the court officials in order
Looking through their stash, your Warrior discovers that to avoid harm. The cost of this will be found by adding
1D6x10 of their gold is indeed worthless. Discard it and cross together all of the dice rolls from the
it off your Adventure Record Sheet. Crime/Sentence/Execution Method tables and multiplying the
result by 100. That is how much gold it will cost for your
If your Warrior does not have that much gold left, and has Warrior to walk free, unharmed.
already spent some in the Settlement, they must leave for the
next Dungeon immediately before anyone catches on.

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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)!

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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.

Your Warrior is minding their own business when a criminal in


custody of the Watch passes by. The prisoner gives a nod and
a smile to your Warrior and the captain of the guards notices.
Roll 1D6 on the table below:
1-3 You are arrested for complicity. Your Warrior spends
the next 1D3 days in the local jail during which they
are interrogated by the authorities. They are finally
released with a fine of 1D6x5 gold for loitering.
4-6 One of the guards stops your Warrior for questioning
as the other guards look on. The criminal takes the
opportunity to try and break free. Roll another 1D6.
1-3 The criminal manages to elude the
authorities and they are convinced that you
Someone across the street shouts out your Warrior’s name. It were purposely trying to distract the
is a long lost friend and fellow Warrior who insists on taking guards. You spend the next 1D3 days in jail
your Warrior to every inn and alehouse he knows in the until you’re finally released due to lack of
vicinity. evidence.
Your Warrior must roll on the Alehouse Events Table (if 4-6 As the prisoner makes a break for it, your
using the New Alehouse Events Table, the Sophistication Value Warrior frees himself from the bewildered
is a 2) 1D6 times, deducting a cumulative -1 from the score guard, leaps over a vegetable stand, and
each successive visit, as they become more and more apprehends the criminal. Dragging him back
inebriated. to the Watch commander your Warrior
At the end of the merry-making, your Warrior goes their collects 1D6x25 gold as a reward. The
separate way, leaving their old friend unconscious in a prisoner glares at your Warrior as they are
wharfside bar of ill repute. marched away.

Leaving most of their gold carefully stashed away in his hotel,


your Warrior goes out on the town, taking 1D6x20 gold with
them. As they cross the street, they spot an old crone in an
upstairs window shouting that robbers have broken into her
attic room and are stealing her few possessions. Happy to
assist the helpless, your Warrior bounds up the rickety stairs
to her room three at a time. As they enter her dimly lit room, a
black bag is placed over their head, swiftly followed by a heavy
iron bar. They awaken in the gutter several hours later,
nursing a sore head. Not surprisingly, the gold they wer
carrying is all gone.

Your Warrior is accosted by beggars and, overwhelmed by the


sadness of their plight, gives each of the 2D6+2 pitiful
wretches 5 gold. If your Warrior cannot pay they are a beggar
themselves, and you must roll 1D6 on the following table:
1 Your Warrior is thrown out of the Settlement – see City
Event 11.
2-6 Your Warrior gains 1D6x15 gold by begging.

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SETTLEMENT EVENTS – LITTLEMONK (Revision 2.0)

An extremely persuasive salesman is making a pitch to a large


crowd. Roll 1D6 and add your Warrior’s Willpower:
2-4 Your Warrior pays 1D6x100 gold for a pair of boots
that will “never tear, never wear out and never make
your feet smell…”
5-7 Your Warrior purchases a one year subscription to
Adventurer’s Monthly for 1D6x50 gold. This
manuscript contains everything one needs to know
about slaying monsters and keeping their gear in
pristine condition! The manuscript will be delivered
every 30 days directly to your Warrior’s doorstep!
8+ Your Warrior resists the great temptation to buy Super
Belt, the all-purpose survival kit that will hold the most
important items one should carry in the wild including
coins, a beer mug, a rope, rations, a knife, a large sack
and a Quarg horn.

A large procession of citizens is marching down the avenue


encouraging all onlookers to join them. Feeling in a jovial
mood, your Warrior decides to join the parade. Roll 1D6 below
on the table below: Your Warrior is challenged to a duel by a professional duelist
1-2 The procession is a political activist group that is whom they insulted in a tavern. The duel is scheduled to take
protesting the local authorities. All of the place at dawn tomorrow.
demonstrators, including your Warrior, are arrested by Your Warrior can either leave town immediately or take up
the Watch. They spend the next 1D3 days in jail and the challenge.
must pay 1D6x20 gold in fines. If your Warrior takes part in the duel, roll 1D6 on the
3-4 The procession is a victory march celebrating the most following table:
recent defeat of Orcs & Goblins in the area. The group
marches to the city centre where a decorated 1 With a single, well-placed sword thrust your Warrior's
commander gives a triumphant speech. Your Warrior heart is speared and they fall to the ground, quite
may add +1 to their Willpower for the next Adventure! dead.
5-6 The citizens are worshippers of the new temple who 2-4 The two duelists fight for hour after hour, each
are trying to recruit members. The procession makes inflicting many light wounds on the other. Eventually
its way to the temple where all of the worshippers, the sun goes down and the fight is declared a draw.
including your Warrior, are blessed by the head priest. The duelist congratulates your Warrior on their
Your Warrior is +1 Luck for the next Adventure! swordsmanship, and offers them a fine supper and the
best wine at the most expensive hotel in the
Settlement.
5-6 After a few minutes, your Warrior realizes that they
have the better of the duelist and dispatches him. On
his body they find jewels worth 2D6x50 gold and a
As your Warrior helps an old crone to cross the busy main single item of Dungeon Room Treasure.
street, a beer wagon unexpectedly crashes into them. She
carefully peels them off the heavy, iron-shed wheel, and takes
them to the infirmary to be patched up. Your Warrior cannot
buy anything or visit any Special Locations for 1D6 days while
they recover. While they are recovering you do not have to roll
for Settlement Events.

Your Warrior is accosted by the City Watch who has been


warned that a Warrior bearing powerful and destructive magic
items is on the prowl.
Your Warrior must roll 1D6 for each item of Treasure they
are carrying. On a score 1 the Watch confiscate and it must be
discarded immediately.

Your Warrior is approached by a street urchin who offers to


guard their mount for 10 gold pieces a day. If your Warrior
pays the urchin, you may roll two dice instead of one when
determining if your Warrior’s horse has been stolen and may
choose the higher one. If your Warrior does not have that
amount or decides not to pay the urchin, then treat this as an
Uneventful Day.

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LITTLEMONK
SETTLEMENT EVENTS – LITTLEMO NK (Revision 2.0)

Your Warrior sees a poster warning that a well known


murderer is reputed to be in the area, and offers a reward for
his capture. The criminal in question is described as very tall,
wearing a black cloak and hat, and having an Erengrad accent.
Upon reading this, your Warrior realises that the description
exactly fits a character they bumped into earlier, and rushing
back, manages to apprehend the villain just as he drags a
gagged merchant into a dark alley. Roll 1D6 on the following
table:
1 The murderer laughs, slits the merchant's throat,
throws the knife at your Warrior's feet and flees,
shouting “Help, murder!” Soon your Warrior is
surrounded by an angry mob, and only their best
efforts (and 1D6x50) gold coins persuade them that
they are innocent.
2-5 Your Warrior saves the merchant's life, for which he
gives them 20 gold, but the murderer slips away into
the gloom.
6 Your Warrior frees the merchant and captures the
murderer, for which they are proclaimed a hero and
given 100 gold reward.

As your Warrior passes by an alleyway they catch sight of a


figure lurking in the darkness. They instinctively draw their
weapon just as the figure pounces on them! Roll 1D6 and add
your Warrior’s Initiative:
See the Ultimate Adventure Book to determine what exploit
the Warriors might participate in next! 2-4 Your Warrior is severely wounded! Roll 1D6 and if the
result is a 1, your Warrior cannot be saved and
perishes. On any other score your Warrior is found by
a passerby who rushes them to the infirmary where
they are treated for their grievous wounds. They
spend the next 1D6 days in bed and must deduct -1
The lowly inhabitants outside the Settlement are fed up with Wound permanently from their Starting Wounds
their impoverished situation. A small gathering has erupted score.
into a dangerous riot pitting the peasants against the local
Watch. Your Warrior chooses to help restrain the peasants and 5-7 Your Warrior suffers a serious wound as they fend
must roll 2D6 on the table below: off the attacker, who quickly disappears down the
alleyway. Your Warrior must spend the next 1D3
2 An angry horde of peasants overpowers your Warrior days in the infirmary, paying 1D6x20 gold for
and they beat them into a bloody pulp. They are dead treatment as well as Living Expenses.
and must be removed from game. 8-10 Your Warrior defends himself against the assailant
3-5 Your Warrior is overrun by vagabonds who beat them but the attacker manages to escape.
senseless. They spend the next 1D6 days in the 11+ Your Warrior deals a prompt and fatal blow to the
hospital and must pay 1D6x50 gold for treatment. villain. Upon searching the Assassin’s body your
6-9 Your Warrior helps the Watch beat back the Warrior finds one Item of Dungeon Room Treasure on
miscreants and is paid 1D6x25 gold in wages. his person, but no clue as to who he was or why he
10+ Your Warrior helps crush the riot quickly and was trying to kill your Warrior.
efficiently. A high official is extremely impressed and
pleased by your Warrior’s actions. He pays them
1D6x50 gold and gives them one item of Dungeon
Room Treasure!

A shrewd trader convinces your Warrior to swap an item of


Treasure (determined at random) for one of his. Make one roll
on the Dungeon Room Treasure Table to see what item the
trader is giving you in exchange. If the gold value of the
trader’s item is more than the gold value of the Warrior’s item,
the Trader is not happy. Roll another 1D6 and if the result is a
1, the Trader declares that you were being deceptive in the
trade and summons the Watch who declare that both items
must be returned to their original owners.

23
SETTLEMENT EVENTS – LITTLEMONK (Revision 2.0)

· Pet Dog Settlement Event Sub-Table ·


If you roll the ‘Pet Dog Event’ in a Settlement, roll 2D6 on the Table below to determine exactly what kind of dog has
adopted your Warrior:

“I’m gonna claim this spot right here…”


This nightmare pooch has the uncanny ability to find the
most expensive and irreplaceable carpet in a room and label it
their very own with a steaming pile of its excrement!
Whenever a Warrior with a Pooper rolls an Uneventful Day at
the Settlement, it is indeed an uneventful day… until a
townsperson arrives with the authorities to accuse your hound
of defecating on their most prized Tilean rug! The Warrior must
pay 1D6x100 per Battle-level gold in compensation, selling
items and treasure if need be! If they cannot pay, they give up
the gold they have and they and their dog are thrown out of
the Settlement!

“You don’t give me enough attention…”


This demon of a dog shreds everything in sight! Each day in
the Settlement is just another opportunity for the mangy mutt
to destroy a piece of your adventuring equipment! Whenever a
Warrior with a Ripper rolls an Uneventful Day at the
Settlement, roll another 1D6 to see what trouble this bad boy
has gotten into to. On a roll of 1, 2 or 3 your dog has
completely destroyed a random piece of the Warrior’s
equipment or clothing. Discard it immediately. “They wouldn’t give me a biscuit.”
In addition, each time the Warrior enters a location, roll 2D6. This little horror loves to snuggle right up to anyone for a
On any roll of doubles, the dog has destroyed something and good petting – and then bites the unsuspecting stranger on
the Warrior must pay 1D6x50 gold per Battle-level to replace the hand, usually drawing blood and a good yelp! Each day,
it, selling items and treasure if necessary to cover the bill. If before rolling for Settlement Events, roll 1D6. On a 1, the little
they cannot pay, your Warrior is thrown out of the location! bugger has drawn blood from some poor inhabitant of the
Settlement and the Warrior must pay 3D6x10 gold per Battle-
level in restitution, selling treasure or equipment if necessary.
If they cannot pay, your Warrior is thrown out of the
Settlement.

“Hey! Hey! Look at me!”


This yappy canine is a huge nuisance to everyone in the
Settlement, but especially to the Warrior! Whenever the
Warrior rolls on a sub-table of a Settlement Event, the barking
dog is so distracting, that the Warrior must deduct 1 from the
roll. Remember a roll of 6 is always a 6 and a roll of 1 is always
a 1!

“Now where did I bury that toy?”


This bad, little pup likes to dig and bury many exciting
things! Unfortunately for the Warrior, there is a chance that
one of their pieces of treasure may end up buried in some
unmarked spot in the Settlement. Before leaving a Settlement,
roll 1D6. On a score of ‘1’, the little pest ran off with a piece of
treasure throughout the night. Randomly decide which
Treasure Item has gone off to the little Digger’s Graveyard and
then cross it off your Adventure Record Sheet immediately.

24
SETTLEMENT EVENTS – LITTLEMONK (Revision 2.0)

“Hey, look what I found!”


This fantastic pet loves to fetch all kinds of great items for
its master! Before leaving the Settlement, a Warrior with a
fetcher may roll 1D6. On a roll of 5 or 6, the little guy has
brought a small present for its master! Roll on the Table below
to see what gift the pooch has brought:
1 Yuck! A pair of old trousers.
2-3 Good dog!
dog! 1D3 Bandages from the General Store!
4-5 Atta
‘At boy!
ta b oy! A Healing Potion from the local
apothecary that cures 1D6 Wounds!
6 dog!
I love this d og! A Dungeon Room Treasure from
Sigmar knows where!! Roll once on the Dungeon
Room Treasure Table!

Now roll another 1D6. On a score of 1, the owner is trailing


close behind the little thief and retrieves the item while
scolding the mutt and the Warrior! On any other score, no one
shows up to claim your buddy’s gift and it is yours to keep!

“Something stinks real bad… follow me.”


“You call that a meal?!” This canine has quite an exceptional honker! With the
uncanny (and spooky) ability to sniff out a particular place, a
This creature cannot be a dog. It is more likely a particular Warrior may add +1 to their dice roll when trying to find a
hairy pig or perhaps a miniature horse because its appetite for Special Location, but only if that Special Location would have
food is seemingly insatiable! This dog’s constant quest for existed without the bonus. For example, a Warrior may never
food means that the Warrior must pay 3x the normal living find the Wizard’s Guild in a Village on a 1D6 roll of 6 since it
expenses whilst at a Settlement! normally requires a natural 7. However, in a Village the Pit
Fighter with a ‘Sniffer’ can add +1 to his dice roll when looking
for a Pit Fighting School since it can normally be found in a
Village on a natural 6. So a dice roll of 5 and a Sniffer Bonus of
1 = 6!
“Hey, beg for your own dinner!”
This lovable little pooch is so cute and adorable! It has
mastered the art of begging so well that shop owners and
passer-bys alike cannot help but to give it food and drink. The
little canine brings in so much fare that there is enough for
both dog and Warrior! While the Warrior has this little angel,
their Living Expenses are reduced by -1 gold!

*Note: the Imperial Noble absolutely REFUSES to eat any food


given to a dog, much less food that has touched a dog’s lips.
He gladly pays Living Expenses as normal!

“Wish my owner was as tough as me!”


This intimidating sidekick guards its master like a dragon
guards its treasure. The Warrior may add +1 to any roll on a
Settlement Event or Tavelling Hazard sub-table which involves
any physical engagement. Remember that a roll of 1 is always
a 1 and a roll of 6 is always a 6.

“Time to turn on the charm!”


This happy-go-lucky dog is the biggest hit in town!
Whenever the Warrior enters a Location in a Settlement, the
owner is so taken with the warmth and friendliness of the
canine that he not only gives the dog a treat, but also offers
the Warrior 10% off any 1 item in stock!

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!

The Wizard, Barbarian, Dwarf and Elf as they


appeared in White Dwarf Magazine Issue #184.

· 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.

Used without permission. No challenge to their status intended.

Littlemonk adventures and content are © Copyright 2004-2018 and may be distributed but not sold.

All Rights Reserved to their respective owners.


· CONTENTS ·
INTRODUCTION............................................. 4 3 AN ELITE TASK FORCE............................ 37
ADVENTURES IN THIS BOOK ................................4 11-12 MASTER OF TOXINS.............................................. 37
13-14 DESTROY THE TOMB ............................................ 37
STARTING A NEW ADVENTURE............................5 15-16 MASQUERADE ...................................................... 38
ACRONYMS .................................................. 6 21-22 PRESERVE THE FIRES .......................................... 38
23-24 FREE THE PRISONERS .......................................... 39
ADVENTURE CATEGORY TABLE .................. 6 25-26 A GREAT UNLEASHING ......................................... 39
31-32 MAP FOR SALE ..................................................... 40
0 IMMEDIATE ADVENTURES ........................ 7 33-34 THE WIZARD’S APPRENTICE................................. 40
11-13 TALE OF A DRAGON................................................7 35-36 DEATH IN THE NIGHT............................................ 42
14-16 A THIRST FOR ADVENTURE ....................................8 41-42 FIRE AND WARPSTONE!........................................ 42
21-23 DEATH DREAMS......................................................8 43-44 A HOUND FOR A HOUND....................................... 43
24-26 MAUSOLEUM MYSTERY..........................................9 45-46 THE GOLDEN PILLARS .......................................... 43
31-33 CONSCRIPTION ......................................................10 51-52 SNEAKIN’ AROUND ............................................... 44
34-36 THE ORACLE .........................................................10 53-54 A KEEP WORTH KEEPING ..................................... 44
41-43 SEALED! ................................................................10 55-56 BANISH THE DAEMON .......................................... 44
44-46 SAVAGES!..............................................................11 61-62 HELL’S GATE ........................................................ 45
51-53 SKAVEN INVASION ................................................12 63-64 STRANGE GOINGS ON ........................................... 45
54-56 WHERE ARE WE? WHO ARE WE?.........................14 64-66 FOREST LIGHTS .................................................... 46
61-63 MANEATER ...........................................................15
64-66 DEATH BY DUNGEON............................................15 4 A DUTIFUL UNDERTAKING ...................... 47
11-12 THE SWORD OF THE TRUE KINGSHIP................... 47
1 A HASTY EXPEDITION ............................. 16 13-14 LIFE IS A BED OF ROSES ...................................... 47
11-12 DESTROY THE WARPSTONE ICON .......................16 15-16 THE ROLLING BONES............................................ 48
13-14 FOUR LORDS OF AVERLAND ................................16 21-22 MAD OR MYSTIC? ................................................. 48
15-16 THE SWORD OF THE DEATHKING .........................17 23-24 SWORD OF THE ELECTORS .................................. 49
21-22 PROTEST ...............................................................18 25-26 DEATHHAMMER DEVICE ...................................... 49
23-24 SERVANT OF SLAANESH.......................................18 31-32 THE FINAL CONFLICT ............................................ 50
25-26 RETRIEVE THE GRIMOIRE.....................................19 33-34 ON THE LOOSE ..................................................... 51
31-32 CAVERNS OF DREAD ............................................19 35-36 VAMPIRE SLAYERS............................................... 52
33-34 SKAVEN CURSE! ...................................................20 41-42 THERE WOLF, THERE KEEP ................................. 53
35-36 THE FAITHFUL INN MYSTERY ...............................20 43-44 MERCHANT OF MAGRITTA.................................... 54
41-42 MISTY MOUNTAIN .................................................21 45-46 IMPOSSIBLE! ......................................................... 54
43-44 GRAVE SONG ........................................................22 51-52 BLOOD DEBT ........................................................ 55
45-46 NEW CULT IN TOWN ..............................................22 53-54 FINAL PAYMENT ................................................... 55
51-52 GIFTS OF CHAOS ...................................................23 55-56 ROYAL PAIN .......................................................... 56
53-54 SACRIFICE? ...........................................................23 61-62 ATONEMENT ......................................................... 56
55-56 BANISH THE SPIRIT ...............................................24 63-64 RESCUE REVOLT .................................................. 57
61-62 FORBIDDEN LOVE .................................................24 64-66 THE STATUE ......................................................... 58
63-64 EXORCISM .............................................................25
64-66 CARNIVAL OF CARNAGE .......................................26
5 A TERRIBLE TRIAL................................... 59
11-12 ESCAPE FROM THE DEPTHS................................. 59
2 A DANGEROUS SEARCH.......................... 27 13-14 THE WARLOCK OF MOUSILLON ............................ 59
11-12 CHAMBERS OF HORROR .......................................27 15-16 NURGLE’S ROT...................................................... 62
13-14 PERMANENT CURE ...............................................27 21-22 RETURN THE STAFF ............................................. 62
15-16 THE WATER OF FATE............................................28 23-24 CURSED! ............................................................... 62
21-22 STOLEN GOODS.....................................................28 25-26 CONFIDENTIAL ...................................................... 63
23-24 IDENTIFY ...............................................................29 31-32 GOLDEN MUSHROOMS ......................................... 64
25-26 THE MAGNIFICENT FOUR ......................................29 33-34 CLEANSING FLAME............................................... 64
31-32 RETURN THE CROWN............................................30 35-36 GOBLET AGREEMENT........................................... 65
33-34 AN UGLY TRUTH ...................................................30 41-42 FREEDOM BARGAIN ............................................. 66
35-36 HOLY MISSION.......................................................31 43-44 BLOODY RETRIBUTION ......................................... 66
41-42 A KNIFE IN THE DARK...........................................31 45-46 FOUNTAIN OF LOST SOULS................................... 67
43-44 PLAGUE OF SALSBURG.........................................31 51-52 NIGHTMARES ........................................................ 67
45-46 FIND THE ORB OF CHALCIDAR..............................32 53-54 SEWER SABOTAGE ............................................... 67
51-52 THREE ANCIENT TOMES .......................................33 55-56 HEXED .................................................................. 68
53-54 TROUBLE AT THE OLD MILL .................................33 61-62 THE BEAST ........................................................... 69
55-56 MAGIC BONES .......................................................34 63-64 DESTROY THE BRIDGE ......................................... 69
61-62 DESECRATION .......................................................35 65-66 PURSUIT! ............................................................... 70
63-64 REST IN PIECES .....................................................35
64-66 CULT VERSES CULT ..............................................36
6 WARRIOR QUESTS ................................... 71
SPECIAL RULES .......................................... 72 THE SPIDER’S NEST ......................................................... 96
THE TAVERN.................................................................... 97
ESCAPING ...........................................................72
THE TEMPLE OF KHAINE ................................................. 97
BLOCKED ROUTES..............................................73 THE VAMPIRE’S LAIR....................................................... 98
FEARLESS...........................................................73 CORRIDORS & DUNGEON ROOMS ...................... 99
LEAVING THE DUNGEON ....................................73 THE ANIVL CHAMBER ...................................................... 99
RETRACING THEIR STEPS...................................73 THE BOTTOMLESS PIT ..................................................... 99
THE BRIDGE OF DESPAIR ................................................ 99
EXTRA RULES & SCENARIOS ..................... 74 THE CHASM OF DESPAIR ................................................. 99
THE CROSSROADS OF DOOM .......................................... 99
BURIED TREASURE ............................................74
THE CRYPT OF MAJEEM................................................ 100
THE DEATHTRAP ................................................74 THE CYSTAL CAVE......................................................... 100
DARK SECRETS ..................................................74 THE DEAD END .............................................................. 100
THE FLAMES OF KHAZLA .............................................. 100
HIDDEN PASSAGES.............................................74 THE GAOL ...................................................................... 100
IN AT THE DEEP END..........................................75 THE HALL OF DEATH ..................................................... 101
THE SEWER.................................................................... 101
THE LABYRINTH .................................................75
THE SHAMAN’S DEN ...................................................... 102
NEVER ENOUGH ROPE .......................................75 SINJIN’S STATUE ............................................................ 102
SPECIAL QUESTS ................................................75 THE SPIDER’S NEST ....................................................... 102
THE SPIRAL STAIRCASE................................................. 103
#1 THE FLAMES OF KHAZLA ...........................................76
THE TOXIC PITS.............................................................. 104
#2 THE GAOL ...................................................................78
THE WATER CAVE ......................................................... 104
#3 THE ANVIL CHAMBER.................................................80
#4 SINJIN’S STATUE .........................................................82 BASIC MONSTER TABLES......................... 105
#5 THE CRYPT OF MAJEEM.............................................83
#6 PITS & TRAPS..............................................................85 CHAOS CARNIVAL ............................................ 105
CHAOS DWARFS ............................................... 106
BOARD SECTION RULES............................. 88
CHAOS KHORNE ............................................... 107
MULTI-LEVEL ROOMS.........................................88
CHAOS NURGLE................................................ 108
OBJECTIVE ROOMS ............................................89
CHAOS SLAANESH ........................................... 109
THE ALTAR OF KHORNE ..................................................89
THE ARENA (unavaible)....................................................89 CHAOS TZEENTCH............................................ 110
THE DEN OF DESIRES ......................................................90 DARK ELVES .................................................... 111
THE DREAD KING’S THRONE ROOM ................................90
GOBLINS ........................................................... 112
THE FIGHTING PIT.............................................................91
THE FIRECHASM ..............................................................91 HAUNTED ......................................................... 113
THE GOBLIN KING’S CAVE (unavaible).............................92 ORCS & GOBLINS.............................................. 114
THE GORGON’S GROTTO..................................................92
GORGUT’S LAIR ................................................................93 SAVAGE ORCS .................................................. 115
THE PIT OF REVULSION....................................................94 SKAVEN ............................................................ 116
QUIRRIK’S LABORATORY .................................................94
UNDEAD............................................................ 117
THE SHIFTING SANCTUM..................................................95
THE SORCERER’S FORGE ................................................96 VAMPIRE .......................................................... 118

The Ultimate Adventure Book


THE
WARHAMMER QUEST – T 1.8
HE ULTIMATE ADVENTURE BOOK (Revision 1. 8)

· 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.

The Inn is an important place in the community where people


meet to socialize and talk about matters. Inn keepers are often
one of most rich and influential members of a Settlement,
usually involved in trade and commerce, perhaps even acting
as a broker for merchants trying to secure a deal. The Inn is
All of the new material which the Ultimate Adventure Book not like an Alehouse (tavern), the latter being a very busy and
introduces, such as Board Sections, Treasure Cards, Special loud place. People in taverns tend to participate in mammoth
Cards, Counters and the Themed Event Decks, can be found drinking sessions, wager and hold contests, cry and whine
on Littlemonk’s Custom Board at: (about losing a wager no doubt), sing and participate in other
brazen displays of bravado. The Inn on the other hand, is
http://bwarhammerquestcustomized.runboard.com where Warriors are able to hold serious conversations about
important matters. Although a quest usually focuses on the
Any material which is not currently available will be uploaded exciting details about what the Warriors are about to embark
to Littlemonk’s Custom Board once it is ready for release. upon, the Inn is where most adventures actually start; usually
in some private room with a messenger or representative who
has called upon the heroes for help.
In addition to the new material for the Ultimate Adventure
Book, this is also the home of all of the other Littlemonk
Warhammer Quest projects including revised and expanded If the Warriors have not discovered a new Adventure by the
Warrior Packs, expanded Settlement Events Tables, the time they wish to leave the Settlement, they can contact the
complete Hall of the Hag Queen Dark Elf Expansion and much Innkeeper to try and generate a deal. Every Warrior who
more! hasn’t been thrown out of the Settlement must spend a full
day at the Inn, doing nothing else except paying living
expenses and rolling for Settlement Events – and for
Catastrophic Events if applicable. They may no longer visit any
STARTING A NEW ADVENTURE other locations in the Settlement for the rest of their stay.
Up until now, your Warriors have arrogantly just assumed that
a new Adventure was waiting for them when they were To see if the Innkeeper has succeeded in brokering a deal,
finished visiting a Settlement. With these new rules, that is no every Warrior in the game must roll 1D6. If any of the dice
longer the case. comes up a ‘6’ then the Innkeeper has found the Warriors “An
Adventure!” The Party Leader must roll on the Adventure
Category Table on page 6 (re-roll a 6 result) and the group
The Adventure Category Table must embark immediately. However, if any of the dice comes
During their stay at a Settlement, the Warriors roll for up a ‘1’ then, no matter how many sixes are also rolled, no
Settlement Events each day. You may have noticed, however, opportunity for an Adventure has presented itself just yet.
that Littlemonk’s expanded Settlement Events provides the They must try again tomorrow.
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 Immediate Adventures
in a dungeon somewhere. This event can occur more than once Sometimes Travelling Hazards or Catastrophic Events instruct
and each time it does the Warrior should roll on the Adventure the Warriors to “proceed directly to the next Adventure.” It is
Category Table on page 6 to see what type of exploit the also possible that all of the Warriors get “Thrown Out” of a
Warriors could participate in next. They should then roll a D66 Settlement. If they have already been presented with one or
and look up the exact Adventure under that category heading more quests, they must choose one and depart immediately.
to see all of the grisly details. Remember that the Contents on But if a new quest has not been made available to the Warriors
Page 2 are an easy and quick reference to finding the at this point, then they must make one roll (D66) on the
Adventurers. Immediate Adventure Table on page 7. The Adventure begins
immediately. The Warriors may find these Adventures the least
It would be wise to remember all of the Adventure possibilities rewarding and/or the most dangerous, but the Warriors have
by recording them on a piece of paper as the Warriors will no alternative!

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!)

ADVENTURE CATEGORY TABLE


A HASTY EXPEDITION (pg.16)
There is no delay for the heroes. This Adventure needs to be completed promptly, efficiently and without
interruption. Roll D66 on the A Hasty Expedition section below.

A DANGEROUS SEARCH (pg. 27)


The Warriors must keep their eyes open. This Adventure involves a pursuit of a creature, a hunt for an object, or an
investigation for information. Roll D66 on the A Dangerous Search section below.

AN ELITE TASK FORCE (pg. 37)


The Warriors were born for this mission. The goal of this Adventure can only be achieved by a small, brave and
skilful team: a rescue, espionage, sabotage or other similar task. Roll D66 on the An Elite Task Force Table section.

A DUTIFUL UNDERTAKING (pg. 47)


It would be an honour. This Adventure involves loyalty, a promise or a duty to one’s deity, master or another
significant person – perhaps even the Emperor himself! Roll D66 on the A Dutiful Undertaking section below.

A TERRIBLE TRIAL (pg. 59)


The path forward will be filled with incredible hardship. This Adventure involves a test or ordeal to gain admittance
into somewhere, to receive an item of great importance, or to escape pursuers. It could also mean that something is
plaguing the Warriors and only completing this Adventure will cure them. Roll D66 on the A Terrible Trial section
below.

A WARRIOR QUEST (pg. 71)


This Adventure is where one of the heroes becomes the main focus of the story and background. The objective of
the quest is something that the Warrior has a personal interest in or that requires the Warrior’s specific expertise.
The Adventure may include revenge, mistaken identity, a love interest or a dark secret. Find your Warrior on the A
Warrior Quest Table (pages 3-4 – currently unavailable) and roll D66 to see what Adventure lies ahead. Your Warrior
may immediately take the lantern and become the party leader, even if it wasn’t their turn to do so, and
superseding any other rules that say otherwise. If more than one Warrior encounters a Warrior Quest during a single
stay at the Settlement, then the one that was rolled first takes precedence.

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WARHAMMER
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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.

A t a roadside tavern the Warriors encounter Cappron


Englestar, a retired adventurer turned tavern owner. His
battle-scarred body and the hideous monster head trophy
The Altar of Khorne Objective Room
When the Warriors reach the Altar of Khorne, in addition to
rolling on the Chaos Khorne Objective Room Monster Table to
mounted on the wall tell of a heroic past. see who occupies the room, Godwin Taro will also be present.
Place him next to the Warrior who ended their movement
The Warriors find themselves part of a captivated crowd who closest to the Altar.
listen to Cappron share several of his adventuring exploits –
mostly of the ones that went awry. The final tale is the one
which really catches the Warriors’ interest…
Finishing the Adventure
When the Warriors defeat all the Monsters in the Objective
Room they may search the area for the treasure horde
A decade ago, Cappron and his band discovered a large tree Cappron spoke of by rolling 1D6 below:
hollow in a dense forest. Inside, through a labyrinth of tunnels,
was a large chamber filled with riches. Before he and his party
could fill their packs with treasure, they were assaulted by a
ferocious Dragon. Cappron says that he was the only one lucky 1 There is no trace of a treasure hoard to be
enough to escape with his life. He planned to return to the found.
dragon’s den, seek revenge and claim the treasure for himself, 2-5 The Warriors find a small opening behind the
but was never able to find the tree hollow again. altar. After constant digging they are able to
squeeze through into a large chamber
beyond. If there was treasure here at one
The Warriors notice that they are not the only ones extremely point, someone beat the Warriors to it. Each
interested in Cappron’s final tale. A brutish band of Warrior digs around to see if they turn up
adventurer-types sitting at the next table depart immediately anything by rolling 1D6 on the table below:
upon the completion of Cappron’s story, hungry looks in their
eyes. As the Warriors begin to retire to their room for the 1 The Warrior finds nothing.
evening, one of them (determined randomly) recollects passing 2-3 The Warrior finds 1D6x10 gold.
one of the elusive landmarks in Cappron’s story!
4-6 The Warrior finds 1D6x25 gold.

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.

Shuffle the Godwin Taro Champion of Khorne Event Card into


the Event Deck. If the Warriors encounter and defeat Godwin
Taro before they reach the Objective Room, they do not kill
him; before the fatal blow is struck, he manages to flee the
battle. The Warriors still receive the listed gold for defeating
him and Godwin will appear one final time in the Altar of
Khorne Objective Room.

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

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WARHAMMER
WA RHAMMER QUEST – IMMEDIATE ADVENTURES

Finishing the Adventure


The Warriors spy a concealed door which leads out of the
ORIGIN: LITTLEMONK dungeon and back up to the surface. They report back to the
OBJECTIVE ROOM: FOUNTAIN OF LIGHT local officials who reward the Warriors with 1D6x25 gold each.
The drought has affected the area and the entire Settlement
MONSTER THEME: CHAOS DWARFS has been nearly abandoned so the Warriors leave immediately
in search of another Settlement.

A severe water shortage has struck the region – which is


quite impossible since the aquifers underground are
replenished by a magical fountain installed by a mage long ago.
The local officials are afraid that it might have something to do
with a recent sighting of Chaos Dwarfs in the nearby
mountains. Desperate and thirsty the Warriors immediately set ORIGIN: LITTLEMONK
out for the mountains to investigate.
OBJECTIVE ROOM: SORCERER’S FORGE
MONSTER THEME: CHAOS DWARFS
SETTING UP
This Adventure uses the Water Cave Dungeon Card from the
Hall of the Hag Queen Adventure Pack.
E very day for the past three weeks, the Warriors have all
experienced the exact same dream: travelling on the road
the Warriors meet a minstrel who offers to play them a heroic
Prepare a 12 card Dungeon Deck as normal making sure the
Water Cave Dungeon Card is one of the top six cards. Then ballad. The inspiring tune begins but swiftly turns to gibberish.
shuffle the Fountain of Light into the bottom 6 cards to make The minstrel stops abruptly with eyes full of fear and he
the bottom half of the Dungeon Deck. suddenly departs. The dream continues with storms of
booming thunder and flashing lightning sweeping over the
land, forcing the Warriors to take shelter in a dilapidated hovel
Special Rules on the side of the road. The vision shifts once more and the
Because the Warriors suffer from extreme thirst, each time Warriors are hunted through the darkness by Chaos Dwarfs
the Power Phase roll is a 1, each Warrior must roll another under the direction of an evil Chaos Dwarf Sorcerer whose
1D6. If the result is also a 1 the Warrior must subtract -1 from name lodges in their minds: Zzuktarr Sundor! Each time the
his Strength, Toughness or Movement (his choice). If any of dream ends the same way – with the Warriors perishing whilst
those Characteristics should reach zero the Warrior drops dead the cruel laughter of Zzuktarr echoes in their dying ears.
from exhaustion, cannot be resurrected by any means and is
removed from the game. In the first of the past three weeks, the Warriors did indeed
meet the travelling minstrel and, just as in the dream, his
The Water Cave ballad rose to such a fury, as if the bard were momentarily
possessed by a demon. Unfinished, he packed his lute and
When the Warriors enter the Water Cave Board Section draw
hurried away with fear in his eyes.
an Event Card as normal. Once there are no Monsters on the
Board Section the Warriors desperately dunk their heads into
the water to quench their thirst. Each Warrior must roll 1D6 on In the second week, the lightning did indeed flash and thunder
the table below: did indeed shake the ground. True to the vision, the Warriors
were forced to take shelter in a small hut by the roadside until
the storm abated.
1 Sick! The Warrior loses -1 Wound
permanently! At the onset of the third week the Warriors are determined to
2 Nauseous. The Warrior suffers -1D3 Wounds set out and find this Chaos Dwarf Sorcerer who has entered
with no modifiers for anythng. their subconscious and alter the outcome of their collective
3-5 Energized! The Warrior regains +1D6 Wounds. dream. Following landmarks in the dream, the Warriors locate
the entrance to a cave system in the World’s Edge Mountains.
6 Refreshed! The Warrior regains +2D6 Wounds
and may add +1 to their Starting Wounds
score permanently! The Sorcerer’s Forge Objective Room
It is quite possible that Zzuktarr Sundor is unaware that the
Warriors are coming and so there is a chance that he will be
After a Warrior rolls on the table above, their thirst is unprepared for their arrival. This means that they may add +2
quenched. Any Characteristics that had reduced due to thirst to their dice roll when rolling on the Objective Room Monster
are restored to normal. The Warriors no longer suffer from Table. But remember that a 1 is always a 1, which indicates
extreme thirst any no longer need make an extra roll if the that Zzuktarr actually was prepared for the Warriors.
Power Phase is a 1.
SETTING UP
The Fountain of Light Objective Room Remove the Zzuktarr Sundor Chaos Dwarf Sorcerer Event Card
If the Warriors reach the Fountain of Light Objective Room from the Event Deck. The Warriors must find the Objective
they roll on the Chaos Dwarf Objective Room Monster Table to Room if they are to encounter and defeat him.
see what Monsters lie within. In addition, a Chaos Dwarf
Sorcerer is present. The deviant has stopped the flow of the
fountain by placing a dark spell upon it, which will remain until SPECIAL RULES
he is killed. The Dream Becoming a Reality
Reality
Each time the Warriors roll a 1 in the Power Phase, it is
If the Warriors manage to kill the Chaos Dwarf Sorcerer, the
possible that it is another segment of the death dream
spell will be broken and water will flow again. If the Board is
manifesting. Roll another 1D6 and if the result is a 4, 5 or 6,
clear of Monsters, the Warriors can drink heartily from the
then it is another part of the dream and the Warriors know
fountain which restores any losses to their Characteristics due
exactly what is about to transpire. If the Event reveals
to lack of water during the Adventure.
Monsters, then the Warriors receive an immediate Ambush

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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,

T he Warriors happen upon a town in immediate need of


help. Each of the past four nights, one of the townsfolk
has mysteriously died in their sleep. A local farmer insists he
attacking the Warrior with the holy vial.

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.

The captain of the Watch is disinterested as there was no sign


of foul play, the victims were all of advanced age and he If the Warriors ever reduce the Skeleton King to zero Wounds
believes the local habitants to be a superstitious lot. The clergy by any means during combat, lay the Skeleton King model in
on the other hand are concerned that a sinister creature might the space it was in. The Warriors have 1D6+2 turns to sprinkle
exist, indeed, be responsible for draining the life forces of its the holy water on him before it reanimates in the next
victims, in an attempt to return to the land of the living. Monsters’ Phase with 2D6 Wounds.

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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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.

SETTING UP There is no reward for this Adventure – in fact, the Warriors


Shuffle the Dead End Board Section from White Dwarf #192 might not want to disclose that they were carrying cursed
into the Dungeon Deck. Prepare the rest of the Dungeon Deck weapons around which paralysed an entire countryside. The
as normal. punishment would be a terrible flogging at the least (each
Warrior would lose 1D3 Wounds permanently from their
Collapsed Passage Starting Wounds), or death by slow torture at the worst!
Monsters use the Collapsed Passageway to set up ambushes
which means that while any Warrior is on the Board Section an
Unexpected Event occurs on a Power Phase roll of 1 or 6.

The Fighting Pit Objective


Objective Room
When the Warriors reach the Fighting Pit they do not roll on
the Orcs & Goblins Objective Room Monster Table as usual.
Because there will be hordes of Greenskin trying to break
through the great doorway, use the result of 1 on the Orcs &
Goblins Objective Room Monster Table as the occupants of the
room. If the Warriors clear the Board of Monsters, they may
continue on to Karaz-a-Karak where the emissary of the
Emperor relates the heroics of the Warriors to the Dwarf King.
The Warriors are each rewarded with 1D6x100 gold and a
piece of Objective Room Treasure.

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…

A mystic in Middenland alleges that there is an ancient oracle SETTING UP


in the Howling Hills that can reveal the answer to the current Shuffle the Collapsed Passageway and five other cards to
troubles. The mystic leads the Warriors to a decaying tower in make the top half of the Dungeon Deck. Shuffle the Flames of
the Howling Hills but reaching the Oracle inside will not be easy Khazla card and the Spider’s Nest in with five other cards to
since a Chaos Cult of Nurgle have recently made the crumbling make the bottom half of the Dungeon Deck for a total of 13
edifice their home. cards. Put the Bottomless Pit aside for now.

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WARHAMMER
WARHAMM ER QUEST - IMMEDIATE ADVENTURES

Special Rules Doorways


Use all of the Cards, Board Sections and rules from Hall of the Each time a new Forest Path Board Section has been revealed
Hag Queen Dark Elf Adventure Pack with the following roll 1D6 on the following table to see how many doorways it
exception: contains:
• Raith Darkfoot does not have a vendetta against one of
the Warriors
1-3 The Forest Path is normal.
4-5 The Forest Path has one additional doorway.
The Spider’s Nest Objective Room
6 The Forest Path has two additional doorways.
When the Warriors enter the Spider’s Nest, place an extra
Doorway on the wall with the giant spider web. The Warriors
do not roll on the Dark Elves Objective Room Monster Table.
Instead they are attacked by a Gigantic Spider and 2D6 Giant
Spiders. If they defeat the Monsters, each Warrior may plunder Place the new doorway(s) on any unused side(s) of the Board
the chest and receive one item of Dungeon Room Treasure. In Section, dividing the deck if appropriate.
addition, they may take the Bow (Strength 3) and Quiver lying
on the ground. There are enough arrows in the quiver to last Note: The extra doorways may only occur on a Forest Path
one Adventure). Board Section and not on the Glade, the Forest Bend or a
Forest Junction Board Section.
Finishing the Adventure…
Attach the Bottomless Pit Board Section to the extra Doorway Treasure
in the Spider’s Nest. If the Warriors succeed in crossing the Whenever the Warriors would receive a Dungeon Room
Bottomless Pit, they can exit from the other side which leads Treasure for any reason, roll 1D6. On a score of 1-4 they
out of the mountain and to safety. They can now carry on to receive a Dungeon Room Treasure as normal. If the score is a
the next Settlement. 5 or 6, draw one of the new Treasure Cards that accompany
this Adventure instead.

Munk the Savage Orc Shaman


If the Warriors encounter Munk as an Event, he will be
ORIGIN: LITTLEMONK (REALM OF SAVAGES) accompanied by his minions. See the Munk’s Minions & Rules
Special Card to see who they are. Munk will cast one spell at
OBJECTIVE ROOM: MUNK’S DWELLING
the beginning of each turn. See the Munk’s Savage Orc Magic
MONSTER THEME: SAVAGE ORCS Special Card to see which spell he casts.

D eep inside a dense forest, the Warriors stumble upon an


Elven settlement which has been the recent site of a
bloody battle. Dead bodies of Elves are strewn about and the
Munk’s Dwelling Objective Room
When the Warriors enter Munk’s Dwelling, put the Savage Orc
entire hamlet is now occupied by Savage Orcs which are being Shaman on the throne, even if the Warriors had encountered
led by Munk, a vicious Shaman. As long as the Savage Orcs and defeated him in an Event. Munk had concocted and drunk
live, they are a threat to the entire area. a magical potion which enabled him to survive even the most
grievous wounds.

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
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WA RHAMMER QUEST – IMMEDIATE ADVENTURES

Dungeon Rooms & Ambushes


If the Warriors enter a new Dungeon Room, they may attempt
ORIGIN: LITTLEMONK to set up an ambush during the Warriors’ Phase on the turn
OBJECTIVE ROOM: STAIRWAY they enter. If the Warriors were successful in setting a trap or
concealing themselves, it is resolved immediately when the
MONSTER THEME: SKAVEN Skaven pursuers enter the Dungeon Room as described below.

A messenger runs past shouting, “The Ratmen are


approaching! The Ratmen are approaching!” Within
minutes hundreds of Skaven come pouring through the area –
Placing Monsters
When the Warriors are done setting their ambush (whether
and the Warriors are directly in their path! successful or not) the Skaven pursuers will enter the Dungeon
Room in the Monsters’ Phase. Draw an Event Card until it
reveals Monsters, reshuffling any ‘E’ Events back into the
With lightning speed the Skaven army rampages through the deck.
Settlement, killing men, women and children while the Warriors
do their best to protect themselves and the locals. The
Warriors know that victory is unattainable, but they cannot, in Anytime Monsters would appear on the Board, the maximum
good conscience, leave the innocent to such a terrible fate. number will arrive. They will always appear from the direction
They must somehow hold out until help arrives. of the entrance and will “move” into the room like a Warrior
usually does, filling in any empty spaces, jumping over or
squirming passed any models if necessary (including the
Passing through the General Store, each Warrior snatches up a Warriors). Moving past a model does not count as part of a
Rope as well as 1D6 Provisions and 1D6 Bandages (see page Monster’s total Movement.
31 of the RPB). Physically and verbally taunting the Skaven
leaders, the Warriors hope to draw the assault away from the
fleeing locals. The strategy seems to work as the Skaven (Note:
Note: if the Warriors enter a new Dungeon Room while there
leaders redirect their forces toward the Warriors. are currently Monsters on the Board, the Warriors have no
time to prepare an ambush. The Monsters’ Phase begins
immediately and new Monsters are placed as described
In a full defensive retreat, the Warriors withdraw to an above.)
abandoned dungeon complex nearby where they can try to
hold off the chittering hordes. With only moments to prepare
for the coming onslaught, the Warriors had best have their
wits about them!

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.

The following rules apply to this Adventure:


• It is impossible to exit this Dungeon via the
entrance as it is blocked by masses of frenzied,
screaming Skaven.
• Do not divide the Dungeon Deck in this Adventure
for any reason. Each Board Section has only one
entrance and one exit.
• If any Dungeon Event indicates another exit,
assume it is also blocked by Skaven and ignore it.
The only exit out of this Dungeon is through the
Stairway.
• If the Cave-In Event occurs, ignore it and draw
another Event Card.
• The large numbers of pursuers means that
Monsters will automatically break down any
doors that are spiked, making it completely
useless to try to do so.

In this Adventure, any Monsters with the Ambush Ability (e.g.


Gutter Runners) are not able to implement those abilities Setting Ambush Traps
against the Warriors. (This is the heroes’ opportunity to turn
The doorway entrance to a Dungeon Room is the ideal “killing
the tables on their enemies.)
zone” and therefore this is the only place where ambushes can
occur. Ambushes may be performed by setting a well-laid trap
and/or staying out of view of the dungeon room entrance.

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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.

Only one trip rope may be placed on a single doorway at one


time. Roll 1D6 for each Monster that enters the room. On a
score of 4, 5 or 6 the Monster trips on the rope, and falls
prone. Place the model on the closest square just beyond the
doorway inside the room. A prone Monster is +2 to be Hit until
the next Monsters’ Phase where it fights as normal.
W = Warrior
A trip rope can be retrieved at the end of the combat but roll M = Monster
as normal to see if the rope broke when it was used.

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.

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WARHAMMER
WA RHAMMER QUEST – IMMEDIATE ADVENTURES

Once the Objective Room is revealed in the Exploration Phase,


the Warriors remember their objective. Roll another 1D6 on the
table below to see what it is:
ORIGIN: LITTLEMONK
OBJECTIVE ROOM: RANDOM
MONSTER THEME: ANY
WARRIORS’ OBJECTIVE
T he Warriors awaken from a deep slumber to find
themselves lying on a cold stone floor in utter darkness.
The leader lights the lantern and the group takes in their
The Warriors were hired to slay a Monster
of 300 gold value or more. Once the
surroundings: a cold, dank cell in some misbegotten dungeon. Warriors clear the Objective Room of
Monsters, they may return to their
employer. Any Warrior who brought down
How the Warriors came to be here is a mystery. In fact, they’re a Monster worth at least 300 gold pieces
having trouble remembering many things – including their own during the Adventure receives one item of
name! They are fully equipped and all of their gold is accounted Dungeon Room Treasure as a reward.
for. The Warriors can hear the sounds of Monsters drawing
near… The Warriors were hired to find a Magic
Weapon. Once the Warriors clear the
Objective Room of Monsters, they may
SETTING UP return to their employer. Any Warrior who
Prepare a Dungeon Deck as normal using any Objective Room has found a Magic Weapon from this
card as the Objective Room for now, although the actual room Adventure must exchange one such item
may change later. (if they still have it!) for a random item of
Dungeon Room Treasure.
The Warriors begin in the Gaol Board Section. Follow all the The Warriors were hired to find a piece of
rules for escaping the Gaol, but do not roll for a Special Quest. Magic Armour. Once the Warriors clear the
The Warriors will not remember what their objective is for this Objective Room of Monsters, they may
Adventure until they reach the Objective Room. return to their employer. Any Warrior who
has found a Magic Armour from this
Special Rules Adventure must exchange one such item
(if they still have it!) for a random item of
WHERE and WHO? Dungeon Room Treasure.
In this Adventure, the Warriors have no recollection of WHERE
they are or WHO they are! And although they know there is an The Warriors were hired to find a Magic
objective, the Warriors just can’t seem to remember what it is! Item. Once the Warriors clear the Objective
Room of Monsters, they may return to
their employer. Any Warrior who has found
Mix up all of the Warrior counters and, starting with the party a Magic Item from this Adventure must
leader, have each player draw one out. This is the Warrior that exchange one such item (if they still have
the player is playing as until they reach the next Dungeon it!) for a random item of Dungeon Room
Room. If the Warrior picks their own counter, then they have Treasure.
remembered who they are. Each time the Warriors find a new
Dungeon Room, a Warrior who has not remembered who they The Warriors were hired to save someone
are must once again put their Warrior counter into the mix and who is in the Objective Room. They have
draw one at random. A Warrior who has not picked their own 2D6 turns to clear the Board of Monsters
counter by the time they reach the Objective Room, will before the captive is killed. Once the
automatically remember who they are at that time. Until then, Warriors clear the Objective Room of
a player controls the Warrior of the counter that they’ve Monsters, they may return to their
picked. (It might be easiest if the players simply switch chairs employer with the captive. Each Warrior
instead of trying to move cards and Adventure Record Sheets receives 1D6x50 gold as a reward.
across the table!)
The Warriors were hired as emissaries
during a cease-fire agreement between
Monster Gold two opposing factions. It would appear
Each Warrior should keep track of the amount of gold he that the violently aggressive Warriors have
receives for killing Monsters in this Adventure. Also make note broken the armistice and are now fleeing
of anytime a Warrior delivers the last blow to a Monster of 300 for their lives! When they clear the
gold value or more. Objective Room of Monsters, a stone slides
open revealing daylight. The Warriors may
exit to the surface and return to their
The Objective Room employers who are none too happy that
When the Warriors reach the Objective Room, roll 1D6 on the the truce has been ruined. The Warrior who
table below to see which one it is: has collected the least amount of gold for
killing Monsters is the only Warrior
rewarded in the failed mission, receiving
1D6x100 gold for using restraint during the
OBJECTIVE ROOM mission. Every other Warrior is fined
1-2 Firechasm 1D6x100 gold (selling treasure and items if
necessary) for their part in the debacle.
3 Idol Chamber
4 Tomb Chamber
After they remember their objective, the Warriors
5 Fighting Pit must roll on the Objective Room Monster Table for the
6 Fountain of Light Monster-theme being used to see what resides within.

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WARHAMMER
WARHAMM ER QUEST - IMMEDIATE ADVENTURES

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.

The Fighting Pit Objective Room


When the Warriors reach the Fighting Pit, roll on the Objective
The Circle of Power
Room Monster Table for the Monster-theme being used,
subtracting 1 from the dice roll, to determine the nature of the This room pulses with magical waves of energy, acting as a
beast and its pack (a roll of 1 still counts as a 1, of course). A channel for the mad Wizard’s power. Any Warrior who is a
roll of 1 will always include a Minotaur, in addition to whatever Wizard can easily tap into the power in this room and may
else appears. therefore add +2 to the Power Phase, even if the Power Phase
is a 1.
If the beast turns out to be a Minotaur, the Warriors must kill it
and return its head to the village. If they are successful, they The Objective Rooms
will be rewarded with all the villagers’ wealth. Unfortunately, Each time the Warriors find an Objective Room, make one roll
this amounts to no more than 10 gold each as it is a very poor on the Objective Room Monster Table to see who inhabits the
village. If the beast isn’t a Minotaur, the Warriors are scorned room. Once the Warriors clear the Board of Monsters, they
by the villagers, who don’t believe them, and go unrewarded. may destroy the object in the room (ie. the fountain in the
Fountain of Light, the idol in the Idol Chamber, the dragon
statue in the Firechasm). To do this, a Warrior must be
standing adjacent to the object and attack it in hand-to-hand
combat. Each object has 20 Wounds and a Toughness of 3.

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

T he Warriors unknowingly cross into the private domain of


an extremely powerful Wizard. The eccentric (and quite
mad) mage captures the group, accuses them of trespassing
Wziard’s condemnation.

If any of the dice come


and even goes so far as to hold a mock trial where he presides up a 1, regardless if any
as both judge and jury. Unsurprisingly, the Warriors are found 6’s were was rolled,
guilty by the Wizard who pronounces his verdict: Death by then the object is not
Dungeon! the source of the
Wizards power and the
The condemned Warriors are immediately teleported to a Warriors have set off a
holding cell in some unknown dungeon where they will be trap. They each suffer
eventually overrun by monstrosities. Upon arrival they find a 1D6 Wounds with no
grievously injured Kislevite Shaman, also found guilty of the modifiers for anything.
same crime, who reveals to them that he has learned that the
Wizard’s power source is derived from a large object in the When the Warriors
Dungeon. If they can find and destroy the source of the destroy the last object,
Wizard’s power, the Warriors will have a chance to escape there is no need to roll
their fate. With that, the Shaman perishes. to see if it is the
Wizard’s power source,
as it automatically will
SETTING UP be.
Shuffle the Fountain of Light, the Idol Chamber and the
Firechasm into the bottom 10 cards to make the bottom
portion of the Dungeon Deck. Randomly select 3 more cards Finishing the Adventure
and place them on top to complete the 13 card deck. When the Warriors destroy the source of the Wizard’s power,
the entire dungeon around them begins to shimmer and fade.
The Warriors begin in the Gaol Board Section . There is no need Slowly the outside world takes its place: the entire scenario
to roll to escape the Gaol as the gate is already open. Do not was a powerful illusion and the Warriors now find themselves
roll for a Special Quest in this Adventure. in a small clearing on a mountainside just minutes from a main
road. The nearest City is only 5 weeks travel, the nearest
Town is 3 weeks and the closest Village is only 1 week.

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…

The Firechasm Objective Room Special


Special Rules
When the Warriors reach the Firechasm, they must overcome Carrying the Snotling
the defenders of the chamber and hurl the warpstone icon into It will be impossible for the Leader with the Lantern to carry
the flames. the small cage that contains the Snotling, so another Warrior
must do so. Draw a Warrior Counter to determine who is
carrying the Snotling. That Warrior should take the Caged
To determine the Monsters that are guarding the Firechasm,
Snotling Special Card and keep it in front of them as a
roll once on the Chaos Dwarf Objective Room Monster Table.
reminder. The Warrior carrying the Snotling is constantly being
picked at and poked through the cage by the little bugger. This
If the icon is thrown into the chasm it is instantly consumed means that the Warrior’s attacks are -1 To Hit during combat.
with a roar of lurid green flames. The room begins to collapse,
and the Warriors must get out straight away or be crushed. To Passing Off the Snotling
escape, the Warriors must cross the chasm and exit through a
secret door that opens in the far wall, behind the stone At the beginning of the Warriors’ Phase, the Warrior who is
dragon. The Warriors must escape within 2 turns of killing all carrying the Snotling may attempt to pass it off to another
the Monsters and hurting the icon into the chasm. After this Warrior of his choice (but not the Leader). If the other Warrior
point, the whole room caves in, killing any Warriors still inside. is unwilling, then the two Warriors each roll 1D6 and the one
who rolls closest to the Power Phase this turn is the winner. In
case of a tie, the Warrior may not pass off the Snotling. The
Each Warrior who escapes the Dungeon is rewarded with loser must carry the Snotling (take the Snotling Special Card).
1D6x100 gold for his part in the Adventure. In the event of a tie, the Warrior who currently has the Snotling
is the winner and may pass him off to the new carrier.

‘M’ Event Cards


The Orcs and Goblins in this Adventure represent the advanced
scouts that Hookscar has sent out to explore the tunnels.
ORIGIN: LITTLEMONK
These scouts travel in great number, therefore, when rolling to
OBJECTIVE ROOM: FIGHTING PIT see how many Monsters arrive, add +1 to the total for every
MONSTER THEME: ORCS & GOBLINS D6, but no more than the maximum stated on the card. For
example, if the card states “1D6” then add +1 to the roll (2

T he Four Lords of Averland are set to hold their private,


annual Snotling Race. This bizarre, long-distance affair
spans over the course of 3 or 4 days, where a Snotling is
through 6 will arrive). If the card states “2D6” then add +2 (3
through 12 will arrive).

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
WARHAMM ER QUEST – 1 A HASTY EXPEDITION

fight him in a single combat. Hookscar has the profile of


Gorgut (LOTOL Adventure Pack) but without the Magic Ring.
He carries a Dead ’Ard Weapon (page 19 of LOTOL Adventure
ORIGIN: (AB) TOMB CHAMBER #2
Pack). If the Warrior loses, the Snotling is taken from them. If
the Warrior wins, he receives the Dead ’Ard Weapon! OBJECTIVE ROOM: TOMB CHAMBER
MONSTER THEME: UNDEAD
If any of the other Warriors intervene, or if the Warrior uses
magic of any kind, then the horde of Greenskins behind the
Orc Boss will jump into the battle. Roll on the Objective Room
Monster Table to see which Greenskins charge in. In that case,
T he Fortress of Vorag lies beyond the Badlands, on the
Plain of Bone. It was from this proud, cruel citadel that
Ashkral Deathking, a follower of the all-powerful Necromancer
the Dead’Ard weapon is broken during the battle. Nagash, ruled many centuries ago. Endless legions of the dead
strode to battle at his command, and the living fell before their
unearthly might.
If the Warrior defeats Hookscar or if all of the Monsters on the
Board are killed, the Warrior can search for the exit. If there
are still cards left in the Dungeon Deck, the Warriors must When Ashkral was overthrown by the Orc Warlord Morak
continue through the wooden door in the Fighting Pit, turning Bloodcrusher, the dying Necromancer swore that he would one
over the next card in the Dungeon Deck. The last card in the day return. His shattered body was taken by his acolytes to a
deck will lead out of the dungeon and up to the surface. secret place deep beneath Cripple Peak, on the shores of the
Sour Sea.
Finishing the Adventure
If the Warriors lose to Hookscar or flee the Dungeon, the However, the Deathking was not truly dead; he was merely in
Snotling gets free. The Warriors would be wise to leave the a state of limbo between this life and the next. The only
area immediately as Lord Maldwin hates to lose. weapon said to be truly able to kill the Deathking was the
sword he himself had wielded. This was to be buried with him
so that it could not fulfill its destiny, and so that he could wield
If they successfully exit the last Board Section, the Warriors the powerful blade when he arose from beyond the grave.
make haste to Hochsleben with the Snotling and must roll 1D6
on the following table to see the outcome of the race:
Unfortunately, on the way to his tomb, the acolytes carrying
the sword were ambushed and killed. With his last burst of
energy, before he passed over to meet his master, the head
1 The Warriors have lost track of time, spending acolyte hurled the sword into the Sour Sea, screaming that it
months in the tunnels and the contest has long would never be seen again until the Deathking stirred once
been over. Additionally, they learn that Lord more.
Maldwin passed away suddenly a few weeks ago.
The Warriors receive nothing for their trouble.
Since then, there have been great upheavals in the land, both
2 The contest was over almost as soon as it began: politically and physically. The nearby volcano, Karag Haraz, has
One of the other lords brilliantly employed a Dwarf erupted many times in the years since the Deathking’s defeat,
Gyrocopter to transport his Snotling. It’s been
spewing lava and magma across the region and causing the
weeks since the race was lost and Lord Maldwin earth to tremble and shift. Over the years the citadel has been
doesn’t even remember the Warriors’ names much reduced to rubble and the Deathking’s story has passed into
less an agreement to compensate them for their
legend.
trouble. He gives the Warriors 1D6x10 gold each
and sends the “beggars” away.
3 The Warriors proudly barge into the victory hall with However, after the most recent eruption an ancient sword was
Snotling in hand to claim victory for Lord Maldwin. thrown up onto the surface, and the entrance to a long sealed
The clerk and acting referee informs the Warriors dungeon revealed. The myth of the Deathking, so long
that one of the other lords claimed victory just a regarded as nothing more than a story, looked to be possible!
day ago. He gives the Warriors a small satchel left
for them by Lord Maldwin. In it is 1D6x50 gold for The Warriors have been summoned to take the sword and
the Warriors to distribute evenly. enter the newly-opened dungeon, there to find and slay the
4 The Warriors finish the race just hours behind one Deathking once and for all before he rises from his grave.
of the other teams. Lord Maldwin appears
unaffected by the loss since such a strong showing
has maintained his honour. He rewards each Special Rules
Warrior with 150 gold. Nominate one of the Warriors to carry the sword and have
5 Neck and neck with another team, one of the them take the Sword of the Deathking Equipment Card. If
Warriors (determined randomly) points to the used in combat the blade causes +1D6 Wounds on a
bushes and yells out “Look! A Quarg!” The successful attack but automatically strikes an adjacent Warrior
momentary hesitation by the other team is all the if the To Hit roll is an unmodified 1.
Warriors need as they cross the finish line first!
Lord Maldwin is ecstatic to hear of such a clever The Tomb Chamber
Chamber Objective Room
victory. He rewards each Warrior with 1D6x100 Roll on the Undead Objective Room Monster Table to
gold. In addition, the Warrior who carried out the determine what Monsters the tomb chamber contains.
deception receives an Objective Room Treasure!
6 The Warriors arrive hours before any of the others.
Lord Maldwin is delighted to have his fourth victory Once the Monsters are defeated, the Warriors may lift the lid
in as many years – a feat that no other Lord has of the tomb and slay the Deathking. Although he is still weak,
ever managed to accomplish! He will forever be he will try to stop them. His willpower crackles in the air,
remembered in the annals of Averland Snotling rooting the Warriors to the spot. His voice echoes in the
Racing history. He bestows upon them the title of darkness, challenging the puny mortals who have come to slay
“Champion Handlers” (no one need know that the him to a battle of wills to determine the victor.
Warriors acquired it by transporting a Snotling…)
and rewards each of them with 300 gold and an Before they can kill him, the Warriors must overcome this
item of Objective Room Treasure! powerful magic. Roll 1D6 for each Warrior taking part in the

17
WARHAMMER QUEST – 1 A HASTY EXPEDITION

battle. If the combined score is 13 or more, the curse is broken SETTING UP


and the Deathking can be slain. If the total is less than 13, the
Warriors’ minds are broken by the power of the Necromancer, Take the Torture Chamber Dungeon Room card and shuffle it
and they become mindless thralls of the Deathking, the first to into the top half of the Dungeon Deck. Shuffle the Temple of
swell the ranks of his army. Khaine card into the bottom half of the Dungeon Deck for a
total of 14 cards. Play proceeds as normal.

In the tomb is 1D6x100 gold, to be shared equally amongst the


Warriors. Once the dungeon is finished, the Warriors may Remove the Execution Event Card from the deck for this
safely make their way to freedom, having slain all the Adventure.
Monsters in the Dungeon.
Special Rules
The Torture Chamber
Instead of drawing an Event Card when the Warriors enter the
Torture Chamber, the Warriors encounter Executioner Husk
ORIGIN: HALL OF THE HAG QUEEN #2 Bawn. In addition, draw and Event Card until it reveals
OBJECTIVE ROOM: TEMPLE OF KHAINE Monsters (reshuffling any ‘E’ Events back into the deck) to
MONSTER THEME: DARK ELVES see who accompanies him. If they manage to clear the Board
of Monsters, each Warrior receives one item of Dungeon Room
Treasure instead of just a single one for the group.

T he town of St. Leu is refusing to pay taxes because they


do not feel their monies are at work protecting them after
the third Dark Elf raid on the town in a month, the last of Finishing the Adventure
which occurred just before the Warriors arrived. The townsfolk If the Warriors find the Temple of Khaine Objective Room and
are furious and have begun to steer travelers and merchants defeat all the Monsters, they discover a false panel in the wall
away from the area in protest. In a desperate effort to quell that leads out of the Dungeon and back to the surface. They
the fears of the citizens, the Burgermeister hires the Warriors can return to St. Leu where they are paid 1D6x100 gold each
as mercenaries to pursue the Dark Elf raiders. by the Burgermeister. In addition, the Townsfolk are so
relieved that the Dark Elf raids have been stopped that some
The Warriors track the Dark Elves to a cavern system on the of the houses donate a family ‘heirloom’ (an item of Dungeon
coast which they bravely enter. Room Treasure) to each Warrior!

ORIGIN: LITTLEMONK
OBJECTIVE ROOM: DEN OF DESIRES
MONSTER THEME: CHAOS SLAANESH

G erard Monroe, a priest of Myrmidia in the city of


Talabheim has been exhibiting lewd and inappropriate
behaviour for the past few months and has now locked himself
away in his quarters at the Temple. Pleas for him to return to
the congregation are only met with angry retorts and refusal.

Some followers of Myrmidia, the Knights of the Verdant Field,


have hired the Warriors as mediators to compel Monroe,
through force if necessary, to end the embarrassing episode.
The Warriors break into the priest’s quarters but find them
empty. A search of the room turns up a journal as well as a
secret panel that opens into a maze of tunnels.

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.

Regardless of whether the Warriors save Monroe or kill him,


the Knights of the Verdant Field reward each Warrior with
1D6x50 gold and the group receives an Objective Room
Treasure to be distributed as normal.
Special Rules
Take the Necromancer Event Card out of the Event deck.
When you roll on the Objective Room Monster Table, replace
the Dread King with Gunther Laranscheld. Laranscheld's
ORIGIN: CATACOMBS OF TERROR #4 minions are represented by the other Monsters in the Objective
OBJECTIVE ROOM: DREAD KING’S THRONE ROOM Room. Laranscheld should be placed at the far end of the
room, next to the throne, where he is performing his ritual. His
MONSTER THEME: UNDEAD Grimoire Necris should be placed in the space before the
throne.

I t appears that once again Gunther Laranscheld has cheated


death. Thwarted before by brave Warriors, and left for dead
on the sun-drenched deserts of the Lands of the Dead, his iron
The Warriors must retrieve the Grimoire Necris before
Laranscheld can complete the summoning. They have 2D6
will alone kept him alive. Now he seeks vengeance! He has turns to kill Laranscheld, starting from the first turn after they
crept back into the forbidden libraries of the Empire and stolen enter the Objective Room. If the 2D6 turns pass before the
a most terrible evil book – the dreaded Grimoire Necris. Warriors have killed the Necromancer, Laranscheld completes
the ceremony. Place Van Damneg on his throne at the start of
It is obvious that Laranscheld hopes to use the Grimoire to the next Power Phase. Van Damneg can cast spells and attack
restore the Dread King to his former glory, bringing about a as normal on the turn he appears.
new era of death and despair to all mortal folk. The Warriors
must quest into the dungeons of Laranscheld's old tower and Once they have prevented the summoning, or destroyed Van
kill him before he succeeds in joining his power to his patron, Damneg once and for all, they can return to the wizards of the
the Dread King of Twisted Spire. Empire, where they will each receive a piece of Dungeon Room
Treasure and 150 gold as a reward.

ORIGIN: (WD #191) A HORROR AWAKENS #3


OBJECTIVE ROOM: DREAD KING’S THRONE ROOM
MONSTER THEME: UNDEAD

T he famous Witch Hunter, Duke von Steafen, has tracked


down an abominable Necromancer and discovered his plan
to awaken an ancient evil. Deep within the Kingdoms of the
Dead, in the tomb-city known as the Twisted Spire, lies the
inert form of a powerful Liche - van Damneg the Dread King.
The Warriors must delve into the Twisted Spire and foil the evil
Necromancer's scheme. The Necromancer that the Warriors
have been pursuing is none other than Gunther Larenscheld,
one of the Empire's most deadly enemies. He is performing a
rite to free the immensely powerful Dread King from his age-
long imprisonment within the Twisted Spire.

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.

If the Warriors do not encounter Larenscheld before they reach


the Dread King's Throne Room, he will be present there, along
with van Damneg and the other Monsters generated by the
Catacombs of Terror Monster table. The Warriors must defeat
all the Monsters present in order to be certain of escaping! As
normal, the Grimoire Necris will be placed on the dais, and
Larenscheld should be placed next to it. As you can see, if your
Warriors can stop Larenscheld in time their chances of

19
WARHAMMER QUEST – 1 A HASTY EXPEDITION

surviving will be greatly improved. Regardless of the Monsters


they encounter, the Warriors can escape from the Dread King's
Throne Room once all the Monsters are dead. As they rush
ORIGIN: TUNNELS OF PESTILENCE #5
from the Throne Room the walls start to crumble and the
Undead around them turn to dust once the banishment of their OBJECTIVE ROOM: FOUNTAIN OF LIGHT
master's spirit takes affect. However, no matter how long it MONSTER THEME: SKAVEN
takes, van Damneg will be back...

If the Warriors manage to defeat van Damneg, or prevent his


summoning, Duke von Steafen rewards each of them with
T he Warriors are relaxing in their rooms at the Faithful Inn
recuperating from their last adventure. When a knock at
the door bolts them awake, they reach for their cold, hard
2D6x100 gold and a Treasure card. steel. Opening the door reveals the Dwarf innkeeper, Perci
Middlefire. The look on his face tells the Warriors that he’s just
been through a horrifying experience. The Dwarf begs the
Warriors to listen to his story.

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.

The intrigued Warriors accompany Perci to the well behind the


Faithful Inn. A quick search of the area uncovers vermin hair, a
broken talisman of the Horned Rat, and faint rat tracks leading
to and from the old well. The well bucket is drawn up and
inside of it sits a necklace which Perci confirms belongs to
Nadine. Looking into the well the Warriors spy a tunnel midway
down where the Warriors suspect the Skaven emerged from.

Perci mentions that he would lead the search party himself


but, between his failing health and having not touched a
weapon in six decades he would be virtually useless. The old
Dwarf pleads with the Warriors to find Nadine and the group
simply cannot refuse.
ORIGIN: (AB) FOUNTAIN OF LIGHT #2
OBJECTIVE ROOM: FOUNTAIN OF LIGHT SETTING UP
MONSTER THEME: SKAVEN This Adventure uses the Warpstone Counters from White
Dwarf #195. Do not include the Skamp the Sickly or Rance

T he water supply for the city of Miragliano comes from


many sources. The main supply is from the rivers that run
down from the Vaults, but the most precious comes from an
Throatcutter Event Cards in this Adventure.

ancient shrine hidden in a deep cave system, from which


Dungeon Rooms & Warpstone Counters
springs a gushing fountain. This fountain provides the purest In this Adventure, the Warriors are fighting against time.
water in Miragliano, and has done so for countless years. The Whenever the Warriors enter a new Dungeon Room and after
Skaven of Skavenblight have found the fountain and polluted all the Monsters have been killed or any Events resolved, roll
it, filling it with the twisting influence of warpstone. Already a 1D6. If the score is a 6 the Warriors find Nadine, bound and
sickness spreads in Miragliano, and a large reward has been gagged, but she is alive! If the score is 5 or less the Warriors
offered to anyone who can find a cure. must take a Warpstone Counter. If the Warriors accumulate
the sixth Warpstone Counter it means that the Warriors find a
tortured and dead Nadine slumped in the corner of the room.
A far-seeing academic has guessed at the truth, and wishes to
find out if the waters are indeed polluted. He has gathered
your band of Warriors together to seek the source of the Once Nadine has been found (regardless of the state she is in)
waters and, if needs be, cleanse it. the Warriors have two options:

The Fountain of Light Objective Room


Do not roll on the Skaven Objective Room Monster Table to OPTION #1
determine what Monsters the fountain room contains. Instead, Return to the Surface and
it is guarded by 12 Skaven Clanrats. deliver Nadine to Perci at the Faithful Inn

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.

20
WARHAMMER
WARHAMM ER QUEST – 1 A HASTY EXPEDITION

OPTION #2 Fortunately for the Warriors, one of them (determined


randomly) is familiar with the old legend of the magic waters,
Find the Objective Room and although it is not located around Mount Squighorn as the
try to defeat the Skaven presence Count suggested. The true legend states that “the magical
water to cure all ailments” is located in the foggy (and now
If Nadine is alive… the Warriors send her back to the plague-infested) caverns of Misty Mountain and so it is there
surface and safety as they continue on to search for the that the Warriors travel to instead.
Fountain of Light Objective Room. If the Warriors kill all
the Monsters there, they find a bucket that leads up the SETTING UP
well and back into the Settlement. The Warriors return to
Be sure to include the Monster’s Lair in the Dungeon Deck. In
Perci who reward each of them with 1D6x100 gold and
addition shuffle the Toxic Pits and five other cards to make the
an Item of Dungeon Room Treasure for saving his wife
top half of the Dungeon Deck. In all other respects, prepare the
and bringing the kidnappers to justice.
Dungeon Deck as normal.

If Nadine is dead… the Warriors leave Nadine’s body and


try to find out who is responsible for her murder. If they
Special Rules
find the Objective Room and defeat all of the Monsters The Monster’s Lair
there, they find a bucket that leads up another well and The Monster’s Lair Board Section is especially dangerous in the
back into the Settlement. They immediately return to the Misty Mountain as the room is engulfed with a misty smoke
surface where Perci rewards each Warrior with 1D6x100 that makes it very difficult to see. As the Warriors peer
gold for avenging his wife’s death. through the doorway they can clearly hear guttural sounds
within the Monster’s Lair.

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.

If the Warriors fail to kill all of the Monsters in the Objective


The Fountain of Light Objective Room
Room but somehow manage to survive the Dungeon, Nadine When the Warriors reach the Fountain of Light Objective Room
will perish and the Warriors receive nothing. roll on the Chaos Nurgle Objective Room Monster Table. Once
the Monsters are defeated the Warriors may examine the
Fountain by rolling 1D6 and consulting the following table:

1-2 The fountain is empty! If there was water in


ORIGIN: LITTLEMONK the fountain in the past, it does not flow any
OBJECTIVE ROOM: FOUNTAIN OF LIGHT longer.
MONSTER THEME: CHAOS NURGLE 3-6 The fountain barely trickles with water and
the Warriors manage to gather enough water
to fill a small vial.
T he Emperor has suffered from an inexplicable nausea and
severe headaches and is convinced by his scheming
advisor, Count Mosius Chevalier, that his illness is the result of
a rare disorder. Drawing upon old legends, the Count has told Reward
the Emperor that his condition can only be cured by magic If the Warriors return empty-handed, they discover that the
water from Mount Squighorn. In all actuality, the cunning Emperor has already been saved by a prominent court official
advisor has been putting small doses of an exotic poison in the who had successfully solved the mystery of the illness and
Emperor’s food in an attempt to kill him and usurp the throne. accused Count Chevalier of the attempted assassination. The
Even all of the royal healers cannot figure out what is wrong Emperor is currently being nursed back to health and the
with the Emperor so they too have agreed with the devious search parties have been recalled.
Count Chevalier.
If the Warriors return with the vial of water, it is administered
The Emperor has decreed that the magic waters be sent for to the Emperor immediately. Much to the surprise and horror
immediately and brave heroes from all over the land have been of Count Chevalier, the symptoms disappear immediately. Just
called upon to carry out the order. Count Chevalier doesn’t then, a prominent court official steps forward and announces
actually expect anyone to find the magic water since it doesn’t the revelation of a murderous traitor and points a finger at the
really exist! He knows that they’ll spend months searching the Count. A thorough search of Chevalier’s personal quarters
area around Mount Squighorn only to return empty-handed. In turns up the poison and incriminating journal. The Count is
the meantime he will have had time to finish his conniving plan taken away to be tried and, if convicted, beheaded in the
against the Emperor. public square.

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!

21
WARHAMMER QUEST – 1 A HASTY EXPEDITION

ORIGIN: LITTLEMONK ORIGIN: LITTLEMONK


OBJECTIVE ROOM: PIT OF REVULSION OBJECTIVE ROOM: DEN OF DESIRES
MONSTER
MONSTER THEME: SKAVEN MONSTER THEME: CHAOS SLAANESH

T he local drunk insists that a beautiful song fills the air at


dusk every night toward the edge of town, a claim that is
promptly laughed at by everyone in the Settlement. The
W hile the Warriors bask in the salty air of Marienburg
between adventures, a group of uncouth warehouse
workers invite the Warriors, at knifepoint, to join them inside a
Warriors, however, suspect there may be something to the rough-looking tavern. Inside, a “legitimate businessman”
man’s tale. Sure enough, one night the Warriors hear it for makes the Warriors an offer which they probably shouldn’t
themselves; a hauntingly fragile melody blowing in the wind. refuse: a deal to remove a local rival.

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.

H armon van Kraus, a prominent judge in Nuln, no longer


appears in public. While performing his duties he wears a
long robe that covers most of his face. Well known as a
It is possible that when the Warriors reach the Objective Room,
Harmon van Kraus will have turned into a Chaos Spawn. (See
compassionate official, he has recently been carrying out The Shifting Sanctum Objective Room below).
executions at an alarming rate.

These executions have been serving as sacrifices to Harmon’s


The Shifting Sanctum Objective Room
true master, the Chaos God Tzeentch, who has been rewarding Once the Warriors enter the Objective Room, they must roll on
the corrupt judge with “gifts”. Legend holds that the gifts of the the Chaos Tzeentch Objective Room Monster Table. In
Tzeench come in many forms and can bestow great strength, addition, they must roll one last time for Harmon’s Gifts of
incredidble toughness, fantastic intelligence and so much more Chaos, recording the number on their record sheet.
upon an individual. However, Tzeentch is a fickle patron and
too many gifts can ultimately turn a follower into a misshapen The Warriors now roll an additional 1D6 and if the number is
mass – a sure reminder that whilst the path of Chaos is the same as any of those rolled previously for Harmon’s Gifts
tempting indeed, it is not without risk… of Chaos, the judge has succumbed to the warping influence of
Chaos. Place the Chaos Spawn on the Board like any other
His true allegiances revealed, Harmon has fled to his keep Monster (see Chaos Spawn of Tzeentch Special Card). If the
which the Watch has been unable to breach. The Warriors have number is not the same as any of the Gifts of Chaos numbers,
been hired to penetrate the stronghold and deliver justice. then Harmon von Kraus is in a deep trance and does not
participate in the battle.

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:

1-4 The Board Section is normal. ORIGIN: (AB) IDOL CHAMBER #1


5 The Board Section has one additional OBJECTIVE ROOM: IDOL CHAMBER
doorway. MONSTER THEME: ORCS & GOBLINS
6 The Board Section has two additional
doorways.

Place additional doorways on any unused section of the


O ne of the Warriors’ kinsmen has been captured by Orcs,
and even now he is being tortured in their lair. He is to be
sacrificed to their foul gods unless the Warriors can rescue
Board. him.

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.

At the start of each Power Phase, before doing anything else,


1 Kaboom! A ball of fire explodes, engulfing roll 3D6. If all the dice come up the same number the Warriors
every Warrior on this and every adjoining are too late - the prisoner has been sacrificed! You hear his
Board Section. Each Warrior takes 2D6 + agonised screams echoing down the dark tunnels. With the
Dungeon Level Wounds modified for exception of the Warrior whose kinsman has just been
Toughness and Armour. sacrificed, the Warriors may choose whether to carry on and
2 Zap! A lightning bolt shoots out from the avenge the prisoner’s death, or to give up and return to the
shadows and zaps the Warrior for 2D6 + surface. The Warrior whose kinsman has been sacrificed has
Dungeon Level Wounds modified for no choice, and he must go on and avenge the death of his
Toughness but not Armour. blood relative.
4-6 Nothing happens.

23
WARHAMMER QUEST – 1 A HASTY EXPEDITION

The Idol Chamber Objective Room Special Rules


Roll on the Orcs & Goblins Objective Room Monster Table to The Fountain of Light Objective Room
determine what Monsters the idol chamber contains.
The Fountain of Light contains three Event Cards' worth of
Monsters and traps. When the Warriors first enter the
The Monsters are guarding the prisoner, who is bound in Fountain of Light turn over the top three Event Cards to see
chains in front of a foul idol of Chaos. The Warrior who is kin to what is in there.
the prisoner is so enraged by the sight of his relative like this
that he goes insane with battle fury. For the rest of the game,
Once the Warriors have killed the Monsters in the room they
that Warrior is at -1 Weapon Skill and +1 Attacks. The prisoner
must fill up their water skins with holy water from the
has a map stashed in his boot which show a secret way out of
Fountain of Light. This takes them a whole turn during which
the Dungeon that leads past a treasure chamber. From this
the Warriors must stand next to the fountain and may do
room, each Warrior may take 2D6 x 50 gold to the surface
nothing else other than to heal themselves. Once they have
with him.
done this they must go to the Dread King's Throne Room.

The Dread King’s Throne Room


When the Warriors enter the Objective Room the Warriors
must roll on the Undead Objective Room Monster Table to see
what lies within. Once they have defeated the foul creatures,
the Warriors sprinkle the holy water about the room,
exorcising the spirits of the Undead forever and restoring the
sanctity of the temple.

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

A rich merchant in the town of Aarnau in Nordland has


summoned the Warriors to find and return his son who
has recently disappeared.

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

ear! While a Warrior is in this room, any dice roll of 1 he makes


for any reason means that he is hit by a spectral bullet and
suffers 1 Wound with no modifiers for anything.

The Fighting Pit Objective Room


When the Warriors reach the Fighting Pit Objective Room, they
find the Monsters closing in on the two lovers. Make one roll
on the Haunted Objective Room Monster Table to see who
they are. In addition to the Monsters rolled, Molvar will also be
present. If the Warriors have not already encountered and
defeated Vyktrina in an Event, she will also be present.

Finishing the Adventure


Once the Warriors clear the room of Monsters, they lead the
lovers out of the mansion and back to safety. Roll 1D6 and
consult the table below to see the outcome of this Adventure:

1 The two lovers, forbidden to be together and


seeing no possibility of surviving on their own,
take their own lives. Upon hearing of the
tragedy, the rich merchant is furious with the
Warriors and refuses to pay them anything. ORIGIN: (AB) TOMB CHAMBER #1
2-3 The two foolish lovers sneak off again at the OBJECTIVE ROOM: TOMB CHAMBER
first opportunity, certain that their passion for
MONSTER THEME: HAUNTED
each other will prevail over any obstacles that
they will encounter. When the Warriors relay
their account to the rich merchant, he is
thankful that his son is alive, but annoyed
that the Warriors allowed him to leave. He
D eep below Middenheim there is a maze of tunnels
inhabited by all manner of evil creatures. No one ventures
into this dark realm, and the entrances in the city have been
pays the Warriors 1D6x50 gold each for their sealed for centuries. Now, however, an evil presence has been
part in finding him. detected by the priests of Ulric, the holy leaders of the city.
4-5 Although they cannot be together, the
Warriors convince the two lovers to return to The source of this malign power is growing, and resides
their relatives. Both family houses are somewhere in the ancient catacombs below the city. The
grateful to the Warriors and pay them priests suspect it may be the spirit of a long dead
1D6x100 gold each. Necromancer, returned to wreak havoc once again on the
6 The Warriors persuade the lovers to rejoin inhabitants of Middenheim. Like moths to a candle, other
their respective families and the relatives are malign and twisted creatures are being drawn to the tunnels
overjoyed at their return. The entire ordeal below Middenheim by this evil presence.
has brought about a change of heart for the
feuding houses and the lovers are permitted Carrying holy artefacts from the temples of the city, the
to marry. The Warriors are invited as Warriors must descend into the catacombs to exorcise the evil
honoured guests to the extravagant event before its power grows too strong to contain.
which is to be held immediately. Each Warrior
receives 1D6x100 gold and a piece of
Objective Room Treasure for bringing the two Special Rules
families together! Each Warrior has been given a holy symbol of Ulric to take into
the dungeon below Middenheim. These artefacts must be
placed on top of the Necromancer’s tomb to lay him to rest.

The Tomb Chamber Objective Room


Roll on the Haunted Objective Room Monster Table to
determine what Monsters the Tomb Chamber contains.

Once the Monsters are defeated, each Warrior may move to a


square adjacent to the tomb and lay his artefact on the tomb
lid, in an attempt to exorcise the evil that dwells within it.

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

many of the Carnival Creeps. The 1991 Chaos Sorceress


“Maalica Iron Hoof” is a great representation for a Fortune
Teller while a 2001 Citadel Witch Elf will make a good Dancing
ORIGIN: LITTLEMONK (CARNIVAL OF CHAOS)
Girl. A dagger-wielding Halfling from the Citadel C11 Range will
OBJECTIVE ROOM: IDOL CHAMBER fit the bill for The Homunculus and any Ogre from the classical
MONSTER THEME: CHAOS CARNIVAL Citadel Range will be exactly what you need for The Giant. Of
course, you might decide to represent these villains with
hievery, mutilations, disappearances and afflictions have miniatures of your own choosing!
been reported from every town and village between Praag
and Erengrad. Every one of those settlements confirms that a
surreal traveling carnival passed through at some point,
putting on a show of astounding amusement. A woman who
predicts the future and men who can swallow swords or eat MEET THE CARNIVAL CREEPS
fire are some of the many bizarre performances that have
captivated the townsfolk.
CREEP LEADERS
The forces of Chaos have been suspected and the Warriors
have been hired to investigate the carnival company before The Ringmaster
they reach the city of Middenheim. The Warriors track the This cloaked creature is the mastermind and
group to the mouth of a cave where they have holed up. ringleader of the group has the ability to drain the
life from his victims.
SETTING UP
The Fortune Teller
This adventure uses the Carnival of Carnage Event Cards
included in this document. Use the Idol Chamber Objective This mystic has the ability to read the future. She
Room, preparing the Dungeon Deck as normal. knows what her enemies will do even before they
do, which allows her to prepare a superlative
defence.
Special Rules
Dungeon Rooms
CREEPS OF KHORNE
Each time the Warriors enter a Dungeon Room, they do not
draw an Event Card as normal – they will always encounter The Fire Eater
Monsters. Pick a Carnival Creep Counter at random to see who
The red-haired performer stores fire in his belly,
inhabits the room. (See the Carnival of Carnage Special Cards
ready to spit flames which sear his foes.
for rules and statistics.) Draw an Event Card until it reveals
Monsters to see which minions are also present, The Strongman
This performer bulges with unnatural muscles, is
The Carnival members have all been horrifically “blessed” with stronger than an Ogre and smashes his foes with
mutations by the Chaos gods. While entertaining the locals, the both club and shield.
creeps wear masks or hoods, paint their faces or employ other
methods to conceal the actual identities. However, when the
Warriors meet up with them, they reveal their true nature! CREEPS OF NURGLE

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.

The Cleansing Flame of Sigmar has been used to counteract a


mysterious disease which had been ravaging the southern
Empire. The victims are now well on the road to recovery and,
thankful for the Warriors’ help, have organised a huge banquet
in celebration. In the middle of the feast, a horribly disfigured
man stumbles into the great hall where the celebrations are
taking place. The man falls upon the floor in his death-throes,
crying “You promised I would be healed, Master! I have done
what you have asked! Have mercy on me! Master...” Within
seconds the man is dead. In his hand he clutches a decaying
scroll.

After it is pried from his fingers the Warriors can read a


message: “The Time of Disease shall return. The next blessing
that Lord Nurgle grants to you will not be curable by your
feeble gods. Thus swears Festasmus, the most favoured of
the servants of the Lord of Decay.” Who knows what sort of
calamity Festasmus the Septile will unleash on mankind next?

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

also four healing potions in there, which the Warriors are


welcome to if they find the bag. He also gives each Warrior a
magical amulet, said to bring luck. The bag is magically
ORIGIN: (AB) TOMB CHAMBER #6
trapped to kill anyone who touches it, but the Alchemist
provides the Warriors with a counter spell. Only a Wizard can OBJECTIVE ROOM: TOMB CHAMBER
cast the spell! MONSTER THEME: UNDEAD

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:

Gorgut’s Lair Objective Room 1-3 The skeleton has no teeth.


Roll on the Orcs & Goblins Objective Room Monster Table to 4-6 The skeleton is missing its left hand.
see what Monsters are in Gorgut's Lair. The Warriors will
notice the green bag at the back of the room and will also see
a pile of bones and skulls in the corner. Whenever someone Having identified the body, the Warriors may make their way
upset Gorgut he would make them try and pick up the bag; to the surface. As they have killed all the Monsters in the
the skulls are a mute testimony to the power of the protective dungeon, the way out is clear and they may exit without even
spell. rolling for Unexpected Events.

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:

Special Rules 1 Inside a strongbox is a long, black cape.


In the first dungeon room that the Warriors enter there is an 2 On the wall is a portrait of Vlad von Carstein.
ancient chest, locked and chained to the ground. Once they
3 On a bookshelf is a volume on raising the dead.
have resolved the Event Card for this room, the Warriors may
examine it. The chest bears the heraldic crest of Heldegrad on 4 Under a trapdoor in the floor is a dead body
its lid, and obviously contains the crown. Unfortunately, it with puncture wounds on its neck.
cannot be opened or shifted, even using magic. To open it the 5 On a mantle is a drinking goblet which contains
Warriors must find the key that lies elsewhere in the dungeon blood.
and return here with it. Put the Dungeon Card for this room to 6 Hanging on the wall is a battke standard from
one side to remind yourself where the chest is. the Vampire Wars.

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

A n important Imperial Noble has recently been rescued


from the clutches of an evil cabal of monsters. He is, in
fact, a well known Witch Hunter who was investigating their
this, every time you draw an event card roll 1D6. If this roll is a
1, take one of the Warpstone counters. These counters
represent Skreek's progress through the tunnels. If the
lair, trying to discover the whereabouts of a cruel Warriors pick up all six counters, Skreek has reached the
Necromancer. Before his capture the Witch Hunter, Duke von surface and will be poisoning the wells! If Skreek is
Steafen, managed to learn of an ancient temple. He has asked encountered before this happens, the Warriors can return
the Warriors to fetch some Blessed Water from the ruined safely to the surface (assuming that they defeat him of
shrine, in the hope that it may help him against the foul course!). There is no need to go to the Objective room, unless
Necromancer (see the Blessed Water Treasure Card from the Warriors feel up to it!
White Dwarf #191). Unfortunately, when the Warriors arrive,
they find it guarded by Monsters…
Reward
If the Warriors succeed in stopping Skreek they will find the
Special Rules phial of toxin and guess what he planned to do. When the
The Fountain of Light Objective Room Warriors' heroism is brought to the attention of Elector Count
When they enter the Fountain of Light, the Warriors must roll Boris Todbringer, he rewards each of them with 1D6x150 gold
on the Objective Room Monster Table for the Monster-theme and gives them the keys to the city.
being used.
If they fail, well it's best that they leave the city as quickly and
To fill his water skin with Blessed Water a Warrior must spend quietly as possible (and take lots of bottled water with them).
a whole turn next to the Fountain of Light, doing nothing.
During that turn any Monster attacking the Warrior in hand-to-
hand combat will hit automatically. Once one of the Warriors
has collected some Blessed Water, he may take the Blessed
Water Treasure Card. One of the Warriors must collect some
Blessed Water to complete the Adventure. To escape, the ORIGIN: (WD #201) A GREEN AND PUSTULANT LAND #1
Warriors must exit off the Board Section where they entered OBJECTIVE ROOM: FOUNTAIN OF LIGHT
the Dungeon. MONSTER THEME: CHAOS NURGLE

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

W hile out carousing one evening, enjoying the sights of


Middenheim, your party happens to stop by the Broken
Knife tavern. Late that evening, as you enjoy the hospitable
Festasmus' vile plagues, and the chance of one (or more) of
them contracting some foul illness of his creation. In between
quests the Warriors may travel to Settlements as normal
atmosphere and share a friendly drink with the locals, you (provided that they have not contracted the Mouldering Pox
become aware of a disturbance behind the counter. Upon affliction).
investigation, you find the body of the landlord in the beer
cellar, stabbed several times in the back. Clawed footprints in In order to cleanse the caverns of Giant Rats, as well as all the
the dank cellar lead you to a secret door, which opens up onto other foul denizens that inhabit the place, they must be sealed
the tunnels beneath the city. Everybody implores you to find and flooded. The only way to do this is by blocking off the
the barkeeper's murderer and you decide to follow the trail. outflow of a spring in the depths of the caverns. The Warriors
However, it doesn't take you long to realise that something must then find a way to escape.
much more sinister is going on...

31
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.

The Dread King’s Throne Room


Use the Dread King's Throne Room, which in this Adventure is
the lair of Laranscheld the Necromancer.

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.

R umours have reached the Empire: dark tales of a


brooding evil lurking within the pyramid mountain known
as the Twisted Spire. This cursed peak lies in the far off Lands
If the Warriors find the orb before the Objective Room, they
may make off with it without venturing any further. However,
of the Dead, amongst the shifting sands and bleached bones of such is the fervour within the Empire to stop this insidious
Khemri and Quatar. The Twisted Spire is said to be the time Undead menace, that the Warriors have been offered an extra
worn remains of an ancient pyramid, the resting place of a 30 gold for every servant of Undeath that they destroy, on top
once powerful king. It is said that a black soul has returned to of whatever gold value the Monsters are worth anyway.

32
WARHAMMER
WARHAMM ER QUEST – 2 A DANGEROUS SEARCH

Finishing the Adventure


The last card in the Dungeon Deck contains the exit out of the
ORIGIN: HALL OF THE HAG QUEEN #6 Dungeon. Use the second doorway in the Temple of Khaine
OBJECTIVE ROOM: TEMPLE OF KHAINE Objective Room to continue through the rest of the Dungeon
Deck if appropriate.
MONSTER THEME: DARK ELVES

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.

33
WARHAMMER QUEST – 2 A DANGEROUS SEARCH

With the Empire falling, the Celestial Wizards mustered all of


their power and managed to hold off the Chaos Dwarf assault.
The Chaos Dwarf Sorcerer and a small retinue retreated to
ORIGIN: LITTLEMONK
their lair to retrieve their remaining forces in order to bolster
OBJECTIVE ROOM: SORCERER’S FORGE the ranks of their army and complete their final push into Nuln.
MONSTER THEME: CHAOS DWARFS They found the stronghold sacked and all the inhabitants dead.
The Chaos Dwarf Sorcerer, laying his eyes upon the desecrated
forge and seeing his favourite mount slaughtered, went insane
T he Warriors are summoned to a mysterious tower on the
outskirts of the Settlement. The resident is Kylo, a
powerful Wizard, who would like to hire the band of stalwarts
with rage. He declared that no one should move the carcass
and proclaimed the magical forge a shrine before setting out
to collect some bones which he needs for a very important for a final, suicidal assault on the Empire. Thousands died on
spell. Unfortunately, the bones needed are those of a both sides iin the ensuing conflict and the bodies of the dead
Lammasu, a powerful mutated beast of the Chaos Dwarfs! littered the lans of the Empire. It was known as the War of
The only way to get Lammasu bones is from a dead Lammasu Retribution and it marked one of the lowest points in history
which means that the Warriors would need to find one that for both the Empire and the Chaos Dwarfs alike. Eventually the
has expired or kill one themselves! Chaos Dwarfs were finally beaten when Hogrim’s Heroes
unexpectedly arrived from the Moot with a new invention –
Halfling Hot Pots!
Fortunately for the Warriors, Kylo imparts the following tale:
Kylo tells the Warriors that the Chaos Dwarf shrine and the
Long ago, an ambitious (and quite mad) Chaos Dwarf Sorcerer bones of the Lammasu remain to this day and that he knows
descended upon an Empire Knight, Magno Theodoric, and his its whereabouts. It is lightly guarded and quite unimportant
valiant regiment ambushing and massacring them as a pre- except to Chaos Dwarfs who honour the old history once a
invasion tactic. Magno’s corpse was impaled on a tall pole at year by making a pilgrimage to spend time in ancient worship.
the outskirts of his hometown for all to see as the sorcerer’s The entrance is guarded by a magical ward that keeps out
army marched unobstructed towards the city of Nuln. intruders, but the Wizard says he will give the Warriors a
magical scroll that will open it. The underground tunnels are
still guarded by Chaos Dwarfs, although Kylo insists that the
mighty Warriors should have no problems in the lightly
guarded shrine.

What the Warriors are unaware of is that the shrine is actually


populated with a well-armed group of Chaos Dwarfs who are
using the holy shrine as their base of operations. The shrine is
intact and the bones of the Lammasu (as well as other various
monstrous offerings) are scattered upon the forge and the
surrounding floor.

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.

Finishing the Adventure


Once the room is clear of Monsters, the Warrior may take
some of the bones from the shrine. As they do, the entire
chamber begins to crumble and gigantic boulders fall around
them. The Warriors manage to escape through a small tunnel
in the back of the chamber before the ceiling crashes down,
sealing off the chamber forever.

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!

34
WARHAMMER
WARHAMM ER QUEST – 2 A DANGEROUS SEARCH

ORIGIN: (AB) IDOL CHAMBER #2 ORIGIN: LITTLEMONK


OBJECTIVE ROOM: IDOL CHAMBER OBJECTIVE ROOM: SHIFTING SANCTUM
MONSTER THEME: CHAOS KHORNE MONSTER THEME: CHAOS TZEENTCH

D eep in the ruined cities of the Dwarfs, now occupied by


Orcs, Goblins and even worse creatures, many of the
once noble temples and shrines have been defiled. In their
For the past seven nights, the Warriors have been awakened
by the ghostly figure of a wounded lady. The phantom woman
was part of a doomed expedition that ventured into ruins
place are crude altars set up by these evil creatures, dedicated northwest of the Stretto Pass which divides eastern Tilea and
to all manner of foul Gods. Apart from the obvious pleasure of the Border Princes. Once a valiant adventurer, the woman says
killing the invaders of their ancestral homes, and hopefully that she cannot rest until her adventuring gear, which was lost
recovering some of the long-lost treasures, the Dwarf Kings in a dungeon, is returned to her heirs.
also pay a rich reward for every evil temple destroyed.
Each visit, the tormented spirit asks the Warriors for help in
The Warriors have been charged with the task of locating one recovering her sword, helmet and shield. The sleep-deprived
of these temples that is reputed to lie deep below the ground Warriors eventually agree in exchange that she stop the
in the ruins of Karak Azgal. Kargun Skalfson, deposed Lord of nightly calls!
Karak Azgal, has allowed the Warriors into the ruins to search
for the temple, and has waived his right to a share of any
treasure they discover on the way - as long as they bring back The apparition leads the Warriors to some abandoned ruins
evidence of the destruction of the temple. where they find the entrance to an underground temple
devoted to the Chaos God of Tzeentch.
Secretly, Skalfson does not believe there is a temple, and
therefore hopes to persuade the Warriors to venture into the
most dangerous regions of Karak Azgal in search of it. If they
survive these hazardous, long-unexplored regions, they will
surely find a great deal of treasure - and as there is no temple,
he will gain his share of the treasure as usual.

The Idol Chamber Objective Room


In actual fact, Skalfson is wrong and there is a temple in the
ruins, dedicated to Khorne, the blood god. Roll on the Chaos
Khorne Objective Room Monster Table to determine what
Monsters the Idol Chamber contains. Once the Monsters are
defeated, the Warriors may destroy the temple by overturning
the idol and thus desecrating it. They may then cut off its head
as proof that they have successfully completed their mission.

To overturn the idol, all the Warriors must be standing in


squares adjacent to it. Roll 1D6 for each Warrior and add their
Strengths. If the total is equal to 24 or over, the idol topples to
the ground with a crash, and the head rolls free. If the total is
less than 24, the idol remains standing. The Warriors may
attempt to destroy the idol once per turn, during the Warriors’
Phase, as long as they do nothing else. For each turn that the
idol remains standing, the Wizard deducts 2 from his Power roll
in the Power Phase. If the modified result is 1 or less, an
Unexpected Event occurs. The Unexpected Event must be
resolved before the Warriors can try to smash the idol again.
SETTING UP
Special Rules
When the idol is smashed, a hideous scream echoes through Be sure to include the Hall of Death, the Well of Doom and the
the dungeon, causing all the Monsters for miles around to flee Monster’s Lair when preparing the Event Deck.
in terror. This means that the Warriors can find their way back
to the surface quite safely. At the end of the Adventure,
because there was an idol, Skalfson is obliged to let them keep The Apparition in Combat
all the treasure they found! Use a model to represent the Apparition. She accompanies the
Warriors taking up a space on the Board as normal although
she does not interact with any Events or Monsters. She always
remains on the same Board Section as the Party Leader if
possible and no other model may move into her space. She
moves 4 spaces per turn.

If the Warriors encounter Monsters, the Apparition will be


attacked in the first round of Combat just as if she were one of
the Warriors, following the One-on-One rule. Monsters will
target her first. At the end of the round, the Monsters realise
that she is not corporeal and will turn their attention to the
Warriors and you should remove the Apparition from the
Board. When the Combat is over, the Apparition appears on
any unoccupied space on the same Board Section as the
Leader with the Lantern.

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.

The Shifting Sanctum Objective Room


Room
In this Adventure, the first Board Section of the Dungeon is the
T he Warriors arrive in Ubersreik just in time for the annual
Boat Festival. The streets are crowded with visitors from
all around the Empire. As the Warriors stroll about looking at
Shifting Sanctum Objective Room. Place it on the table and the shops, Valquist Denhart, a prominent official is attacked in
attach a Doorway on all four wall sections. The Warriors begin broad daylight. The Warriors intervene to save the day, killing
the Adventure outside one of the Doorways. Divide the all the attackers but one in a bloody street battle.
Dungeon Deck into three piles, placing one at each of the other
Doorways. The lone attacker who escapes has made off with important
official documents and Denhart immediately hires the capable
On the first turn, roll a Power Phase as normal, but no Warriors to bring the papers back and bring the would-be
Unexpected Event occurs if the result is a ‘1’. The Warriors assassin to justice. The dead attackers all bear a tattoo of a
must then move from outside the Doorway and onto the finger dripping with blood which Valquist says implicates a cult
Shifting Sanctum of Tzeentch Board Section with their normal of Slaanesh.
movement after which they must roll on the Chaos Tzeentch
Objective Room Monster Table. The Warriors quickly set off in pursuit of the assassin, tracking
him to an old temple in the foothills of the Grey Mountains. The
structure is in ruins but the Warriors discover fresh footprints
on steps leading downward into darkness.

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.

If the Warriors recover at least two pieces of her equipment,


then the Apparition is put to rest. If they do not, the Warriors
will have to endure many sleepless nights!

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WARHAMMER
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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!

As they make their departure, the local peasants lead the


Warriors to a shrine of Shallya where they bestow a blessing
and give each of them a pedant to protect them from the
suffering that they will likely endure in their mission.
ORIGIN: (AB) TOMB CHAMBER #5
SETTING UP OBJECTIVE ROOM: TOMB CHAMBER
Make sure to shuffle the Toxic Pits in with five other cards to MONSTER THEME: ORCS & GOBLINS
make the top half of the Dungeon Deck. Prepare the rest of
the Dungeon Deck as normal.
T he Dwarf Lords of Karak Azul have recently deciphered an
ancient Dwarf scroll written in runes so old that even the
Dwarfs have taken many years to identify their true meaning.
Special Rules Early on, the Dwarfs realised that it described a shrine of great
Ungwie
Ungwie the Noxious Event Card magical power located somewhere in the Worlds Edge
If the Warriors encounter Ungwie as an Event, do not place Mountains, beneath the tomb of a mighty Warrior. The Dwarfs
him on the Board. Drawing the Event Card only means that knew that to find the shrine would put them in control of the
Ungwie is now aware of the Warriors’ presence in the Dungeon most powerful forces they could possibly unleash upon their
and he will be prepared for them in the Objective Room (see foes. The exact location was a mystery until recently when,
below). Keep the card off to the side as a reminder and draw after many years of painstaking work, it was finally pinpointed.
another Event Card in its place. To the Dwarfs’ horror, they realised that the shrine was
directly below the Orc Fortress of Iron Rock.
The Pit of Revulsion Objective Room
The Dwarfs decided that the shrine had to be destroyed to
When the Warriors enter the Pit of Revulsion Objective Room, prevent it falling into Orc hands. If the Orcs should find it, who
Ungwie will appear at the back of the room behind his cauldron knows what they would do? An attack by a large force would
where he prepares his deadly poisons. raise the Orcs’ suspicions about the Dwarfs’ motives, so the
Dwarfs have asked the Warriors to sneak into the Orc
If the Warriors had not encountered Ungiwe as an Event Card, stronghold to destroy the shrine.
make a roll on the Chaos Nurgle Objective Room Monster Table
to see what minions accompany him. If the group has already
encountered Ungwie, he will be prepared for the Warriors and
The Tomb Chamber Objective
Objective Room
the minions accompanying him will be the #1 result on the The shrine is in the tomb chamber, directly beneath the tomb
Chaos Nurgle Objective Room Monster Table. itself.

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
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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.

ORIGIN: LITTLEMONK Number of Score needed


OBJECTIVE ROOM: DEN OF DESIRES copies remaining on 1D6
MONSTER THEME: CHAOS SLAANESH 4 6
3 5+

A n older noble in Brionne, Dombert Freiburger, is not happy


with a rival who has tried to seduce his young wife. He
hires the Warriors to investigate him, suggesting that his rival
2
1
4+
3+
is a member of the Cult of Slaanesh. 0 Automatic

Though motivated by jealously, Dombert is actually correct. His


rival, Lonzo Moreau, is a rich noble in Brionne and also a Chaos If the score is equal to or greater than the number listed, the
Sorcerer of Slaanesh. In a pact with the dark forces of Chaos, Warriors have defeated the Chaos Sorcerer. With their master
Lonzo lives lavishly in a beautiful castle, enjoying all the finer gone, the rest of the Chaos creatures in the castle flee in
things in life. He routinely seduces young women who he soon terror. The Warriors may retrace their steps out of the
tires of and sacrifices in tribute to his dark gods. The ladies’ dungeon without having to roll for Unexpected Events.
disappearances haven’t gone unnoticed by the officials of
Brionne, who fearing for their careers, do little to nothing
instead of investigating the influential noble. Reward
After they successfully destroy Lonzo Moreau, the Warriors
report back to Dombert Freiburger who rewards each of them
Dombert Feiburger has plotted his revenge. Lonzo will be with 1D6x100 gold pieces. As the noble’s young wife flashes a
holding his famous masquerade ball celebration in just a few seductive gaze at one of the Warriors (determined randomly).
days. Dombert has an invitation and wants the Warriors to join Dombert ushers them coldly out of his residence.
his entourage. Since everyone will be dressed in various
costumes, the Warriors will pass without suspicion.

Lonzo is known as the Master of Illusion and performs an


amazing “trick” at each masquerade ball. Such performances
in the past have included the sudden appearance of a dragon ORIGIN: (AB) FIRECHASM #6
flying overhead in the vaulted room, a fully functioning twenty- OBJECTIVE ROOM: FIRECHASM
foot fountain appearing in the middle of the chamber as well as
a forest of blossoming vines which grew along the walls and MONSTER THEME: SKAVEN
ceiling. All of these illusions have lasted just a few minutes and
astonished the crowd each time. During this years’ display, the
Warriors are able to slip away unnoticed and begin their
exploration. Deep within the castle they discover the secret
T he magical flames of the Dwarf temple, the Firechasm, are
in danger of being extinguished by the foul Skaven who
now occupy the ancient Dwarf city of Karak Azgal. They plan
entrance to a dark and mysterious dungeon. to fill the entire chasm with debris, hoping to stem the magma
flow and cause a pressure build up deep underground. Even
now, their engineers are channeling tunnels to send the
Special Rules diverted magma spurting into the areas of the city occupied by
Lonzo Moreau, Chaos Sorcerer of Slaanesh Orcs and other creatures, as well as hopefully burying the
Dwarf fortress occupied by Kargun Skalfson that sits at the
Lonzo is a master of illusion and when he faces the Warriors,
entrance to Karak Azgal.
he will conjure five copies of himself. These five extra illusiory
copies huddle around the real Lonzo so there is no need to
represent them with any other models. The party leader If the Skaven succeed, there is a good chance that the ancient
should keep track of how many copies the Warriors are facing Dwarf citadel will be sealed off forever, leaving them free to
throughout the Adventure beginning with the number ‘5’. Each search for the lost Dwarf treasure hoards rumoured to lie in its
time the Chaos Sorcerer is dropped to 0 Wounds, subtract one deepest halls.
from the number.
Spies have reported this fiendish plan to the Emperor and his
If the Warriors encounter and defeat Lonzo Moreau as an Dwarf allies, who are now mounting a frontal assault on Karak
Event, the Chaos Sorcerer disappears in a puff of smoke at it Azgal. In reality though, this is simply a cover. They know that
was merely an illusory copy! The Warrior who “killed” him still the only hope of thwarting the Skaven’s plan lies with small

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WARHAMMER
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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.

1-2 Phlem operates a steel lever, and tons of debris


When the guardians are dead, each player rolls a dice. The
plunges into the magma pool. Such is the force
number rolled is the number of prisoners that Warrior finds
of the resulting explosion that all the Warriors
alive. Every prisoner a Warrior finds gives him 1D6x20 gold for
and Skaven are killed. The Warriors have failed!
freeing them.
The future of Karak Azgal now lies in the hands
of the other teams of Warriors. Let’s hope they
fare better! At the bottom of the cell complex, there is a secret door that
3-4 Tons of debris crashes into the Firechasm, leads to the marshes above and to safety. In their weakened
blocking it completely. Phlem squeaks out his state the prisoners have not been able to open it, but the
triumph, and the Warriors realise that they have Warriors have no trouble. They soon smash it down and take
failed utterly. Making good their escape, the the captives to freedom.
Warriors rapidly withdraw through a small
passageway to the outside world, from where
they can put as much distance between
themselves and the imminent eruption.
5-6 Phlem operates the lever to drop tons of debris
into the chasm, and it snaps off in his paws! The ORIGIN: LITTLEMONK
Warriors have another 1D6 turns in which to kill OBJECTIVE ROOM: SORCERER’S FORGE
him as he fixes the lever. If he is not dead by MONSTER THEME: CHAOS DWARFS
then, roll on this table again.

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.

It is true that Fire Mountain is inhabited Chaos Dwarfs – led by


an evil Sorcerer, Zzuktarr Sundor. The Chaos Dwarfs dwell in a
maze of tunnels beneath the volcanic mountain where they
build their devastating weapons. More importantly, the
mountain is rich in an ore that is the main component for a
summoning spell which the Sorcerer seeks to cast. This dark
spell will summon a Great Taurus which Zzuktarr plans to use
to utterly destroy Grenzstadt.

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.

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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.

Once their business is completed,


the Halfling slips out through a
hidden door in the wall that leads
out of the Dungeon which the
ORIGIN: LITTLEMONK Warriors can use to return to the
surface.
OBJECTIVE ROOM: SPIDER’S NEST
MONSTER THEME: CHAOS DWARFS

A young stranger has a map from an adventuring group that


recently went missing. He claims that the map shows the
location of a vault which contains a chest full of valuable ORIGIN: LITTLEMONK
treasures. Being unskilled in the ways of adventuring himself, OBJECTIVE ROOM: SHIFTING SANCTUM
he offers to sell the map to the Warriors for 1D6x100 gold – a MONSTER THEME: CHAOS TZEENTCH
paltry amount, he claims, compared to the riches contained
within the vault.

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.

The Dungeon Cell


The door to the Dungeon Cell is magically locked. It can only be
opened with the lever in the Shifting Sanctum Objective Room.

The Dungeon Cell has a special ward placed inside of it which


means that no spells may be cast by any model while on that
Board Section, nor do spells affect any square inside the Board
Section. The Warriors will therefore need to carry the
apprentice outside the Dungeon Cell if they are to escape the
Dungeon via the Journey Home Scroll.

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.

The lever that opens door to the Dungeon Cell is located on


one of the altars in the Shifting Sanctum Sanctum Objective
Room (it happens to be the first altar space that the first
Warrior stands in). To pull the lever, a Warrior must be
standing on one of the altar squares and may do nothing else
for the rest of the Warriors’ Phase.

As mentioned, once the lever is activated the cell door will


remain open for 3 turns after which it closes again. Any
Warriors still inside will have to wait until the Warrior in the
Objective Room activates the lever again.

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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

T he Warriors are staying in the small town of Kaltzburg,


near the World's Edge Mountains. After spending their
hard earned cash your party settles down for the night in a
H aving assessed the threat posed by the Skaven beneath
his city, Boris Todbringer has ordered his troops to sweep
through the warren of caverns and corridors that riddle the
well-stocked tavern. As the night draws in, a well dressed rock of Middenheim. However, before this attack can begin,
young woman approaches your Warriors, begging for their the Warpfire Generator must be eliminated, and the Warriors
help. She is the Marchesa Claudia von Steafen and her brother, have been given the task. The wizards and scientists of
a famous Witch Hunter, has been kidnapped by unknown Todbringer's court can only think of one way to do this and
assailants. She believes him to be held in a deep and ensure it can never be repaired. The Warriors must overload
dangerous dungeon not far from the town. The Warriors must the machine so that it blows itself to smithereens! As you
explore the den of foul creatures and stop anything terrible might guess, this is not without risk, but the Warriors have
happening to the Marchesa's brother. been promised vast sums of gold and treasure if they can pull
it off...
Special Rules
The main problem lies in gathering enough warpstone to
The Idol Chamber Objective Room overcharge the generator. The Warriors will have to scavenge
As the Warriors enter the Idol Chamber they can see the for the lethal substance as they make their way towards
Marchesa's brother bound to a massive stone daemon. Quirrik's Laboratory.
Standing next to the statue is a dishevelled man, holding an
ornate dagger and chanting loudly (place the Necromancer
model on the board). The Warriors recognize him as an inept Special Rules
Necromancer who has been an irritation to the Imperial Each time the Warriors successfully complete an Event in a
authorities over the last few years. In his other hand the Dungeon room, they may take one of the Warpstone counters.
Necromancer holds a fist size ruby, which pulsates with a deep You must decide amongst yourselves which Warrior is carrying
inner light. This is Alberto Laranscheld, son of the malevolent the potentially lethal rock.
Gunther Laranscheld (see the Alberto Laranscheld Special
Card).
If a warrior carrying Warpstone is reduced to zero wounds he
may suffer more long term effects. Roll 1D6 when he is healed
The Warriors have 2D6 turns to kill Alberto Laranscheld. If they to one or more Wounds, on a roll of a 1 he loses -1 Toughness
fail to do this, he finishes his ritual and plunges the knife into or Strength to his profile. If the Warriors pick up all six
the Marchesa's brother. When the Monsters are all dead (either Warpstone counters they can find no more, no matter how
before or after the sacrifice is made) the Warriors can escape many Dungeon rooms they search - the Warriors must make
through a narrow fissure in the rock face behind the Idol. The their way to Quirrik's Laboratory as quickly as they can.
Warrior who kills Alberto Larenscheld may take the Soulstone
Treasure Card.
Generate the Monsters in Quirrik's Laboratory by rolling on the
Skaven Objective Room Monster Table. The Warriors must
If the Warriors succeed in rescuing the Marchesa's brother, she fight off these creatures and attempt to overload the Warpfire
rewards each of them with 1D6x50 gold and an item of Generator. A Warrior must be standing next to the Warpfire
Dungeon Room Treasure. If they fail, but manage to escape, Generator in order to throw in a piece of Warpstone. The
she covers their expenses (10 gold for the party) and coldly Warrior cannot attack in the same turn in which they do this,
bids them farewell. but may defend himself as normal. For every piece of
Warpstone loaded into the Warpfire Generator, roll an extra
set of 3D6 when it fires. If any of the 3D6 rolls comes up with
a double or triple 1, the Generator has misfired! See the Misfire
Chart in White Dwarf Magazine #195.

Alternatively, if all the Skaven are killed before the Warpfire


Generator explodes, the Warriors can load the Warpstone at
their leisure. Roll 1D6 and add the number of Warpstone
counters the Warriors picked up (including any already used).
The Warriors can choose to put in less Warpstone if they
wish... Look up the result on the Overload Chart found in White
Dwarf Magazine #195.

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.

If they fail to do either of these, the Generator is turned on the


Elector Count's attacking army and incinerates a swathe of
them before beating the Imperial soldiers back. You are
wanted in Middenheim, with a considerable price on your
heads! Best if you leave without making a fuss...

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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

D uring an Orc raid the favourite hunting hound of Duke


Harald of Talabheim was killed when his hunting party
was ambushed. Now Harald has become consumed with the
T he Warriors encounter Stephano Whitewolf, the leader of a
newly organised mercenary company in Couronne known
as the Golden Pillars, which consists of a motley group of
idea of revenge and has offered the Warriors a rich reward to adventurers. The Golden Pillars are virtuous and upright, trying
enter the lair of the Orc Warboss responsible and kill his to subtly direct immoral lords and foil the plans of the wicked.
favourite Squig Hound - it's only fair, after all. To gain admission into the company and prove their worth, it
has been decided that the Warriors must eradicate the
Normally, the Warriors would refuse such a foolhardy and growing presence of a Cult of Slaanesh. The faction has
pointless quest, but Harald is an extremely wealthy and recently taken up residence in the sea caves north of Couronne
and Stephano wants to remove them before they become a
powerful duke, and they were supposed to be in charge of the
hound when it was killed... nuisance. The Warriors are given a ‘Golden Pillar’ (a banner
emblazoned with the group’s gold emblem) and are told to
place it inside the cult’s temple in order to complete their
Special Rules membership. Each Warrior should roll 1D6, the one with the
highest score being selected to carry the banner. Monsters are
Gorgut's Lair Objective Room
at -1 To Hit the Warrior who carries the banner due to its
When the Warriors reach Gorgut's Lair use the Orcs & Goblins fearsome markings and bold colors. If a Warrior carrying the
Objective Monster Table to roll for Monsters but also add banner dies, the other Warriors may roll off again to see who
Growler the Squig Hound and place him on the platform level. gets to pick it up.

When all the Monsters are reduced to 0 Wounds the Warriors


The whole initiation is merely a formality. Stephano expects
can remove a tooth from the Squig Hound as proof that they
the Warriors to simply enter the caverns, run off a few cult
killed it and return to Talabheim through a secret passage.
members, plant the flag, and return to a hero’s welcome. As
Stephano figures it, the more members that exist, the more
Roll on the table below: influence his mercenary company will possess, so he always
assigns a fairly simple task to newcomers.

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.

If there are no Monsters on the aforementioned Board


Sections and the party leader is standing on a square that
contains a Book, he may pick it up to see if it contains
anything important. Take the corresponding Book counter and
the three Skull Counters and put all four of them into a cup.
Mix them up and have the party leader pick one from the cup
without looking. If it is the Book counter, he can put it on his
Adventure Record Sheet – they have found an ancient text of
importance! Repeat this process when the Warriors encounter
the other Board Sections, placing the corresponding Book

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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

T he recent discovery of a Skaven Assassin has led Boris


Todbringer, the Elector Count of Middenland, to organize a
hunt through the tunnels beneath Middenheim. As part of this
cleanse the keep of evil spirits.

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

44
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.

Fortunately, the gouts of flame scorch an ancient tapestry


A dark stormy night, the Warriors sit around the tavern
fire, telling tales of their recent exploits. They know a
quest will turn up soon. A quest always turns up when they go
hanging on one of the walls, revealing a passageway leading to tell tales in the tavern on a dark and stormy night. And
out to daylight. they're not to be disappointed. A mysterious, hooded man
approaches them, offering a great reward if they will help him.
The Warriors may have failed in their quest, but at least any It seems his daughter has been kidnapped by a cult dedicated
survivors can make good their escape without further harm. to the Chaos god of pleasure, Slaanesh. She is to be sacrifice
unless the Warriors can rescue her. A frontal attack on the
Slaanesh palace would be fruitless - it is just too heavily
If the Warriors decide to stay and fight the dragon they will be guarded. Instead, the Warriors will have to find an entrance
killed, as only the magic swords had any effect on it, and it is into the foul tunnels beneath the palace, battle their way
simply a matter of time before they are burnt to a crisp. through these sewers, and emerge right in the middle of the
However, the daemon’s efforts to animate the dragon have domain of the Slaanesh cultists. Once there, they can slay the
sapped its strength, so the Empire’s leaders might just have Sorcerer who leads the cult, and with its members in disarray
enough time to mount a second expedition before it rouses to at the death of their leader, they can rescue the hooded man's
full power... sister. The only problem is that the caves leading to the
sewers, as well as the sewers themselves, are inhabited by all
manner of foul and evil creatures, who will be all too intent on
devouring the Warriors (or worse!).

ORIGIN: (AB) FIGHTING PIT #3 SETTING UP


OBJECTIVE ROOM: FIGHTING PIT The first stage in preparing for this scenario is to assemble the
MONSTER THEME:
THEME: ANY Dungeon Deck. This is done as normal, using the Sewer Board
Section as the Objective Room. Once the Warriors reach the
Sewer, they must exit it to reach their final objective, the Idol
I n the dungeons below Karak Azgal, a gate has been opened
by evil sorcery. The gate leads to the plains of the Dark
Lands, and monsters are continually spewing out of its black
Chamber. This is where the hooded man's daughter is to be
sacrificed.
depths into the bowels of Karak Azgal. The more Monsters
that gather in the depths of the ruined Dwarf city the greater Special Rules
the threat to the Old World, so a party of brave Warriors must The Idol Chamber Objective Room
venture into the city and seal the gate.
When the Warriors enter the Idol Chamber, roll on the Chaos
Slaanesh Objective Room Monster Table, but in addition you
The Fighting Pit Objective Room should also include Marius the Sufferable, the leader of the
The gate is located in the Fighting Pit. When the Warriors enter Slaanesh cult (see Marius the Sufferable Special Card).
the Objective Room, consult the Objective Room Monster Table
for the Monster-theme being used to determine what The Well of Doom
Monsters are in it. The Monsters are placed at the far end of
If the Warriors come across the Well of Doom before reaching
the pit, next to the gate, but will swarm out to engulf the
the Sewer, then they are able to peer down the Well and see
Warriors during the first Monsters’ Phase. The Monsters may
what is happening in the Sewer. Forewarned of any danger,
climb out of the pit with no Movement penalty. Of course,
the Warriors need not draw an Event Card when they enter
there may be so many Monsters coming through the gate that
the Sewer Board Section.
they spill out of the pit anyway!

The Torture Chamber


Sealing the
the Gate
If the Warriors find the Torture Chamber before they reach the
Once the Warriors kill the Monsters, they must try to seal the
Sewer, then they may rescue the ragged prisoner who has
gate permanently. This can only be done with a complex
been captured and tormented by Marius the Sufferable. After
invocation that only the Wizard can perform.
completing any events in the room, the Warriors may cut the

45
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.

ORIGIN: LITTLEMONK (REALM OF SAVAGES) Treasure


OBJECTIVE ROOM: MUNK’S RESIDENCE Whenever the Warriors would receive a Dungeon Room
MONSTER THEME: SAVAGE ORCS Treasure for any reason, roll 1D6. On a score of 1-4 they
receive a Dungeon Room Treasure as normal. If the score is a
5 or 6, draw one of the new Treasure Cards that accompany
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
this Adventure instead.

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.

46
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

Finishing the Adventure The Dungeon Cell


Once they pass through the Fighting Pit door, the Warriors will If the Warriors find the Dungeon Cell before reaching the
emerge onto the hills where the flowers grow. Each Warrior Objective Room, they will find a devoted fan of the Rolling
must collect enough purple petals for the healing salve. This is Bones. After the Warriors resolve all Events in the room, the
a dangerous process which must be done carefully for the Warriors convince him to show them the way toward the
stem of each Mousillon Rose is quite poisonous. Each Warrior Objective Room. The Warriors may look at the next 1D3
must roll 3D6. If any of the dice come up a ‘1’ it means that Dungeon Cards of the Dungeon Deck. If the Dungeon Deck has
the Warrior has brushed against a poisonous stem while been split, the Warriors may look at 1D3 Dungeon Cards from
collecting the petals. For every ‘1’ that was rolled he must each deck, rolling a separate dice for each one to see how
subtract -1 from his Starting Wounds score permanently. If all many cards are revealed.
three dice come up a 1, the Warrior is instantly killed and
removed from the game. The other players (carefully) take his The Altar of Khorne Objective Room
collection of petals and continue on with the Adventure.
When the Warriors enter the Objective Room, roll on the Chaos
Khorne Objective Room Monster Table to determine what
Once collected, the Warriors must trek back through the Monsters the room contains.
Dungeon the way they came, rolling for Unexpected Events
along the way until they reach the entrance. Once out of the
The Rolling Bones are placed first and will be standing at the
underground tunnels, the Warriors return to Bretonnia where
top of the steps on the upper platform (the stage) where they
they are each rewarded with 2D6x100 gold and a piece of
are belting out a rousing chorus of “Bloody Tuesday.” This
Objective Room Treasure.
gives every other Monster on the Board +1 Attacks for the
first round of Combat. After the first round, the three Chaos
Champions will dive off of the stage and attack the Warriors
(determine at random). Place them adjacent to their targets,
moving other models if necessary. See the Mick Jagged,
Sheath Rychurds and Kill Wyman Special Cards for their special
ORIGIN: LITTLEMONK rules.
OBJECTIVE ROOM: ALTAR OF KHORNE
MONSTER THEME: CHAOS KHORNE Finishing the Adventure
If the Warriors defeat the Monsters in the Objective Room,
A wave of extremely talented minstrels and bards from they may have cleared the Dungeon of Monsters. They may
Bretonnia has moved into to the Empire, drawing huge crowds return to the Emperor with the minstrel’s instruments and
and followers. Their long hair and outlandish clothing are weapons; clear proof of their devotion to Khorne, the Lord of
identified with a youthful and rebellious counter-culture. Murder. They are rewarded with 1D6x100 gold each.
Rioting, looting, violence and illegal drugs (such as the Fendrix
Mushroom and Jifterspirit) accompany every musical
performance and advisors to the Emperor suggest that Chaos
might be at work.

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.

The Warriors quickly discover that the four most popular


groups each have links to a Cult of Chaos. The Needles, whose
A wandering mystic has gone before the King of Bretonnia
and declared that she knows the location of the fabled
Book of Knowledge. Legend states that the magical tome will
hits include “Twist and Change” are a sect of Tzeentch. The reveal the answers to any question one could ask.
Gimme Fendrix Experience, whose popular ballads include
“Purple Daze” are a sect of Slaanesh. Stink Floyd, whose
songs include “I Can Smell That For Miles” are a sect of Nurgle. The clairvoyant speaks of a hidden entrance to an elaborate
And lastly, The Rolling Bones, a sect of Khorne have been tunnel system in World’s Edge Mountains just south of Peak
singing the ditty “Empathy For the Devil” in over a dozen Pass. The Book of Knowledge, she claims, is inside a secret
towns and cities across the Empire. chamber just passed the “Room of Liquid Fire.” With closed
eyes and a shaky hand, the mystic draws a picture on a piece
parchment: the hidesous face of a Chaos Dwarf Sorcerer.
The Emperor selects The Rolling Bones as his first target and “Beware the wicked one who dwells within!”
the Warriors are ordered to infiltrate the group’s base of
operations and slay their leaders.
The King is only half convinced that the woman’s words are
true. If she is simply mad, it would be a public embarrassment
The Rolling Bones are made up of three minstrels: Mick to the throne, so rather than launch a proper expedition, the
Jagged, Sheath Rychurds, and Kill Wyman. The group plays in King quietly sends the Warriors to fetch him the fabled book
underground caverns to exclusive audiences. The lyrics contain instead.
subliminal, violent messages that affect the weaker-willed
individuals, eventually luring them into the Cult of Khorne.
SETTING UP
SETTING UP Remove the Circle of Power Dungeon Card for this Adventure.
In all other respects, prepare the Dungeon Deck as normal.
Include the Dungeon Cell and the Guard Room when setting up
the Dungeon Deck. Then shuffle the Hall of Death from the
Catacombs of Terror Adventure Pack into the top six cards of
the Dungeon Deck.

48
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 the Warriors retrieve the sword, they are rewarded with


Reward 1D6x50 gold each.
If the Warriors did not find the book, the King is furious and
has the mystic hanged. The Warriors are spared his wrath, are
given 1D6x25 gold in traveling compensation and are sumarrily
dismissed.

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

Festid Filthblade, a powerful Stormvermin Champion with Reward


unmatched fighting prowess will command the Skaven forces If the Warriors manage to defeat any of the Skaven Leaders,
in this first assault. Rance Throatcutter, the deadly Skaven they may return to Couronne and receive their reward,
Assassin, will carry out secret strikes and assassinations although the city officials will be none too pleased to hear that
against commanders and leaders with his vicious band of the threat of the device has not been removed.
assassins.

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.

A scouting report has discovered that the Skaven leaders are


If the Warriors defeat all three leaders, they find and destroy
plotting their attack in a labyrinth of tunnels in the mountains
the Deathhammer Device in a secret room located in the final
just north of the Blighted Marshes. With little time to waste,
Objective Room. In the back of the last Objective Room is a
the Warriors leave Couronne post-haste.
secret tunnel that leads up and to the surface.

SETTING UP If the Warriors should leave the Dungeon without defeating


Do not include the Skamp the Sickly, Festid Filthblade or Rance any of the Skaven Leaders, they must leave the area
Throatcutter Event Cards in this Adventure. immediately in embarrassment! From now on when they reach
a Settlement, roll 1D6. On a 1, news has quickly spread of their
cowardice and they are not allowed entry. They must proceed
Special Rules immediately into the next Dungeon! Make a note on your
The Objective Rooms Adventure Record Sheet.
First, put the Fountain of Light, the Fighting Pit, and Quirrik’s
Laboratory Objective Rooms and all 3 T-Junctions off to one
side (6 total cards).

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:

1-3 The Forest Path is normal.


4-5 The Forest Path has one additional doorway.
ORIGIN: LITTLEMONK (REALM OF SAVAGES) 6 The Forest Path has two additional doorways.
OBJECTIVE ROOM: MUNK’S DWELLING
MONSTER THEME: SAVAGE ORCS
Place the new doorway(s) on any unused side(s) of the Board
T he Emperor’s favorite animal has escaped from the
Imperial Menagerie and the Warriors are selected to bring
it back alive. It has fled deep into the forest. For this
Section, dividing the deck if appropriate.

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.

Roll on the Savage Orcs Objective Room Monster Table (see


The Warriors track the animal to a hidden Savage Orc
Special Card) to see which minions are in the room with him. If
encampment deep in the forest. Unfortunately, the animal has
Munk is defeated in the Objective Room, he is killed
been captured by the Savage Orcs and been presented to
permanently.
Munk, the Savage Orc Shaman who leads the tribe. The
Warriors will have to comb through the dangerous
encampment to find and free the animal.

51
WARHAMMER QUEST – 4 A DUTIFUL UNDERTAKING

Finishing the Adventure


When the Warriors clear the Objective Room of Monsters they
find the animal in a cage in the back. The animal’s condition is ORIGIN: LITTLEMONK
as follows (the party leader rolls 1D6): OBJECTIVE ROOM: VAMPIRE’S LAIR
MONSTER THEME: VAMPIRE

Eaten! It seems that the poor animal was the


Savage Orc Shaman’s last meal as there are
only bones left. The Warriors receive nothing
A fter the Warriors receive an urgent letter about a friend in
dire need, they travel post-haste to Stirland where they
meet with the local Witch Hunter’s Guild. Their friend, Witch
from the Emperor although he agrees to Hunter Brunson von Armbruster, an austere but upright
spare their lives. The Warriors decide to leave fellow, once came to the Warriors’ aid when a paranoid mob
before he changes his mind… wanted to burn them at the stake. With a commanding voice
and piercing eyes, the Witch Hunter subdued the angry
Mutilated. The animal has been abused and townsfolk. The grateful Warriors promised him that they would
disfigured by the cruel Savage Orcs and even kindly return the favour should the Witch Hunter ever need
the best healers in the Empire cannot cure it. them.
The Emperor is stricken with grief and then
anger. He vows to remove every Savage Orc
Brunson von Armbruster was last reported chasing a Strigoi
encampment in the Empire. The Warriors do
Vampire into the Zombie Marshes in Sylvannia. Unfortunately,
not escape his wrath either, receiving only
Brunson was torn limb from limb by the creature and the
half (round down) of what was promised.
Witch Hunter’s head is now a commemorative decoration in
Sick. The animal has been severely neglected the Vampire’s Lair. In the brief battle, Brunson inflicted a
and is in poor health. There is no possible way significant wound upon the creature. The Vampire retreated to
that the creature will be able to endure the its coffin where it entered a dormant state to recuperate. It is
journey back. If the Warriors have a Healing in this state that the creature presently exists and the Witch
Potion, they may use it to nurse the animal Hunter’s Guild feels that this is the most opportune time to
back to health and can return to the Emperor slay it. The Warriors are commissioned by the Guild to enter
(see result #5 below). If they do not have a the Zombie Marshes and destroy the Vampire once and for all.
Healing Potion, then see result #2 above. To aid them in their mission, one of the Warriors (determined
randomly) has been given a Blessed Hammer & Stake (see the
Traumatized.
Traumatized. The animal has suffered an Blessed Hammer & Stake Treasure Card).
enormous amount of shock and distress since
being captured by the Savage Orcs. It will The Warriors quickly journey to a swampland graveyard in the
take a few months for the animal to return to Zombie Marshes where they stand before the opening of an
its normal demeanor. The impatient Emperor underground crypt.
is none too pleased. He docks the Warriors
one-third of what was promised to them
(rounded down). If the Warriors were to
receive both treasure and gold, the Emperor
withholds the treasure and gives them only
the gold instead, although it is the maximum
amount possible.
Well. The animal is in good health and the
Warriors have no trouble bringing it back to
the Emperor. He rewards the Warriors as
promised and bestows upon each of them the
title of Imperial Menagerie Defender. From
now on, if the rules ever state that the
Warrior is thrown out of a Settlement, the
Warrior may announce their title by rolling
1D6 (the player must actually say, “I am
[Warrior’s name], Imperial Menagerie
Defender!”). If the result is a 6, then the
authorities reconsider and allow them to stay
instead.
Thriving!
Thriving! The animal is in perfect condition! In
fact, the whole ordeal seems to have done
the creature some good as the animal is
healthy, more vibrant and has a better
temperament than when the Emperor saw it
last! His majesty is so elated that he gives SETTING UP
each Warrior an extra item of Objective Room Mix the Vampire Counters in a cup and put them off to the
Treasure! side for now. Put the Enchanted Garlic Treasure Card off to the
side for now. Whenever the Warriors are instructed to receive
This roll cannot be affected by Luck, Faith or other a Dungeon Room Treasure, roll 1D6. If the result is a 5 or 6,
abilities. the treasure they receive is the Enchanted Garlic.

The Vampire’s Lair Objective Room


When the Warriors find the Vampire’s Lair, make one roll on
the Vampire Objective Room Monster Table to see who guards
the Library. The Strigoi is inside the Hidden Resting Chamber
healing from his battle with Brunson von Ambruster. Place the
model on its side on top of the coffin.

52
WARHAMMER
WARHAMM ER QUEST – 4 A DUTIFUL UNDERTAKING

The Vampire Counters


When the Warriors enter the Vampire’s Lair, and after
Monsters have been placed, draw a Vampire Counter at ORIGIN: LITTLEMONK
random. The number on the counter represents how many OBJECTIVE ROOM: VAMPIRE’S LAIR
turns (not including this one) that the Warriors have to slay the
sleeping Strigoi before he wakes. MONSTER THEME: VAMPIRE

There are tales of creatures that roam the land as half-man


Slaying the Strigoi Vampire and half-wolf, cursed by witches or gypsies as retribution for
If there are no Monsters on the Board, and if the Vampire is misdeeds against them. Lupines, or Werewolves, lie
sleeping, the Warrior carrying the Blessed Hammer & Stake somewhere between living and dead with an insatiable hunger
may attempt to pound it into the Strigoi’s heart. He does this for fleash for blood.
by standing in a space adjacent to the coffin and doing nothing
else that turn. The Warrior must roll 1D6 as stated on the card,
but is successful on a score of 2 or more. In a previous adventure, the Warriors unwittingly freed such a
creature that was bound by an Elven spell. The Werewolf, now
free to roam, has gone on a bloody killing spree and the
If the Strigoi awakens from its deep slumber, it attacks the Warriors know that it is their fault. They feel obligated to stop
nearest Warrior (see the Wounded Strigoi Vampire Special the creature before it kills again. The task will not be easy
Card). The Warrior carrying the Blessed Hammer & Stake can since the Werewolf has fled high into the Grey Mountains to
use it as listed on the card during the Combat. But if the the fortress-monastery known as the Blood Keep. It knows
Warriors knock the Vampire to 0 Wounds, lay the model on its that it is being pursued and it flees instinctively to the dark
side to indicate that it is unconscious. Put all the Vampire energy of the ruins.
Counters back and redraw another at random. Once again this
is the number of turns the Vampire will stay unconscious. The
Warrior carrying the Blessed Hammer & Stake can attempt to Hundreds of years ago the Blood Keep was home to the most
slay the Vampire as listed above during this time. noble of the Knightly Orders of the Empire. How unfathomable
it was when a vampiric curse infected the keep and turned the
knights against those who they vowed to protect. The
If the Warrior rolls a 1 when trying to kill the Strigoi while he is Vampires were eventually destroyed after an epic battle but
sleeping or unconscious, or if the Vampire wakes a second the crypts below the Keep are rumoured to still be the resting
time, then the Strigoi escapes in a puff of black smoke. The place for many fallen warriors from both sides. It is said that
Warriors have failed in their mission to kill the Vampire… some of the Vampire knights may have even survived the
conflict and still make the Blood Keep their home.
Reward
When they avenged the death of their old ally, Brunson SETTING UP
Armbruster by slaying the Wounded Strigoi Vampire, the Shuffle the Large Wolf Event Card into the Event Deck.
Warriors return to the Witch Hunter’s Guild where they are
rewarded with 1D6x100 gold each.
Mix the Vampire Counters in a cup and put them off to the
side for now.
If they return unsuccessful, the Warriors receive nothing, and
must return the Blessed Hammer (discard it).
Special Rules
Large
Large Wolf
Fortunately for the Warriors, when they encounter the
Werewolf, it will be in wolf form, which will give them a chance
to defeat the terrible creature. If the Warriors encounter the
Large Wolf as an Event, draw another Event Card until it
reveals Monsters. They attack together with the Werewolf.

The Stalking Vampire


Residing inside the Blood Keep crypts is a Blood Dragon
Vampire. As the Warriors track the Werewolf through the
crypts, the Vampire follows them, watching in amusement.
The Vampire will not reveal himself to the Warriors as he feels
that they are not worthyfoes of such an encounter although
there are times where he cannot resist drinking their blood.

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.

If the Vampire Counter the Warrior picks is the same number


as the Power Phase roll, it means that the Blood Dragon
Vampire lunges out of the shadows and bites the Warrior
before quickly disappearing. The Warrior is immediately
drained of 1D6 Wounds with no modifiers for anything. If the
Damage reduces him to 0 Wounds, the Warrior must deduct 1
point from his Strength permanently. If his Strength should
ever reach 0, the Warrior is dead and cannot be resurrected by
any means. He is removed from the game.

53
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

I n Altdorf, one of the Warriors (determined randomly)


reunites with an old friend from Magritta who has become a
rich merchant. The successful trader travelled to Altdorf to
near Mount Gunbad. One night he took all his followers and
some friendly Night Goblins and went in search of a new lair.
After many months of travelling, always by night, they found
purchase a very beautiful and expensive sceptre. A week into their new home. Unfortunately Skabnoze, the Shaman who
his journey back to Magritta, the sceptre mysteriously guided them, had a very poor sense of direction. Instead of
vanished from inside a secure strongbox. With the locked box finding a nice quiet cave complex to the south, say near the
having never left his sight and with no signs of tampering, the Broken Teeth, he headed west, then north and ended up in the
merchant is completely perplexed as to how the item was Grey Mountains!
taken. He has returned to Altodorf but the seller of the sceptre
has also vanished without a trace. The merchant has asked
the Warriors to recover the item for him. The Warriors are walking into very dangerous territory, but
they have to follow the orders of the king!

The Warriors immediately suspect that dark magics are at


play. Their extensive inquiry into the theft leads them to a SETTING UP
wealthy estate and reveals that the owner, Elixa Abasheena, is To set the Dungeon Deck for this Adventure, follow the
not only responsible for the theft but is also the leader of a cult procedure on page 5 of the Lair of the Orc Lord rulebook. The
of Slaanesh. Vain and self-admiring, Elixa was gifted the Warriors will not know where the Shaman's Den or Gorgut's
sceptre by the Lord of Pleasure. With this weapon she is Lair are.
beautiful and alluring. Without it she soon becomes old and
haggard. Elixa’s Sceptre can never be lost and materilises into When the Warriors leave the first Board Section the portcullis
her hand at will. drops in the doorway. The Warriors cannot get out of the Orcs'
lair without the key! The key can be found in the Shaman's
Elixa uses the power of the sceptre as a means of revenue. Den. If the Warriors find Gorgut's Lair before they find the
She sends a servant to sell the item to a wealthy, travelling Shaman's Den, place a door at the back of the Lair. The
merchant outside of Altdorf. When the merchant returns to his Warriors must continue with the remaining Board Sections
town or city, he discovers that the sceptre is gone. Suspecting once they have finished in Gorgut's Lair.
thieves, the merchant has no recourse to retrieve the item
Unknown to all, the sceptre has reappeared in Elixa’s hand.
(See the Elixa Abasheena Special Card for her special rules).

54
WARHAMMER
WARHAMM ER QUEST – 4 A DUTIFUL UNDERTAKING

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.

Gorgut’s Lair Objective Room


To complicate matters, while the Warriors are in the Dungeon
Roll on the Orcs & Goblins Objective Room Monster Table. By there is a chance that Grachnach will catch them. Every time
the time the Warriors reach Gorgut's Lair they will have an Unexpected Event that reveals Monsters occurs, roll 1D6. If
realised that there are both Goblins and Orcs here. you score a 1 or 2, Grachnach has returned!

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!

ORIGIN: (AB) FIGHTING PIT #4


ORIGIN: LITTLEMONK
OBJECTIVE ROOM: FIGHTING PIT
OBJECTIVE ROOM: GOBLIN KING’S CAVE
MONSTER THEME: CHAOS KHORNE
MONSTER THEME: GOBLINS

T he Warriors must repay a debt that they incurred in an


earlier adventure. The Wizard Vestigkalass rescued them
from certain death in the dungeons below Crookback Mountain A s the Warriors travel through the province of Hochland,
they discover that a Goblin King has been extorting the
some months ago, in exchange for 10 years of their memories, village of Koerin at the base of the Middle Mountains. When
which he has stored in a cursed mirror. the payment is missed, the Goblins steal food, destroy homes
and kidnap inhabitants in retaliation. The payment demanded
each month has been increasing and the villagers are finding it
The only way the Warriors can regain those memories is to pay more and more difficult to comply. The Elector Count tried on
him 2,000 gold per Battle-level, or kill the pets of his arch rival, various occasions to send military aid, but the cunning Goblins
the evil Sorcerer Grachnach. The only problems for the retreated into the mountain tunnels until the soldiers departed.
Warriors are that they don’t have the gold with which to pay
the ransom, and that Grachnach’s ‘pets’ are two blood-crazed
Minotaurs... The Goblin King’s payment is due again but the village has
nothing left to pay with. The angry Warriors have volunteered
to end the extortion from the Goblin King once and for all.
Grachnach lives in a carefully concealed labyrinth close to Mad
Dog Pass, and is away on some evil errand at the moment.
Now is the time for the Warriors to strike! The Warriors arrive at the entrance to a mountain cave under
the guise of delivering the payment and slay the surprised
guards before venturing within.

55
WARHAMMER QUEST – 4 A DUTIFUL UNDERTAKING

Special Rules Special Rules


Finishing the Adventure Skamp the Sickly, Festid Filthblade and Rance
Once the Warriors defeat all of the Monsters in the Objective Throatcutter
Room, the Warriors find a hoard of gold that the Goblin King If the Warriors encounter any of the Skaven villains as an
had been collecting from the village of Koerin. The village pays Event (see their Event Cards), they are merely unconscious
the Warriors 4D6x50 gold which they share evenly amongst and scurry away after the battle to lick their wounds and eat
themselves. warpstone to regain their health. They may appear again in the
Objective Room (see rules below).

Quirrik’s Laboratory Objective Room


If the Warriors reach Quirrik’s Laboratory Objective Room they
ORIGIN: TUNNELS OF PESTILENCE #3 roll on the Skaven Objective Room Monster Table. If they have
not been encountered as an Event, Skamp, Festid and Rance
OBJECTIVE ROOM: QUIRRIK’S LABORATORY will all be present. If the Warriors met them as an Event and
MONSTER THEME: SKAVEN “killed” them, then roll1D6 for each such Skaven villain. If the
score is a 4 or less, the Skaven villain did not die in their
The King of Bretonnia has been unable to sleep through the previous meeting and has returned to battle the Warriors once
night for the past two weeks. He has had recurring dreams in again! Do not roll for Skamp – he will always be present in the
which ratmen plan to swarm the capital from an underground Objective Room.
headquarters somewhere near the city. The King’s dream
shows vivid images of this Skaven base; a complex maze of Reward
tunnels where, deep inside, a Skaven Engineer toys with a
If the Warriors defeat Skamp (see Skamp the Sickly Special
strange machine as well as an ancient Elven necklace of great
Card for his rules) and bring back the necklace the King
power. The dream has concluded with the Skaven tunnels
rewards them each with 2D6x100 gold pieces and a small
being heroically overrun by a small band of Warriors just before
portion of land in Couronne. Each of them is bestowed an
the leader completes his wild experiment.
honorary title (posthumously if appropriate) by separately
rolling on the tables below:
The King awakens each night in a cold sweat. The longer the
dreams continue the more fearful and unnerved he becomes.
The King is convinced that the dreams are a prophecy of D6 First roll Second roll
things to come and that he will not be able to get a night’s rest
until the vision is realised. 1 Subordinate of… …the People.
2 Consultant of… …Dreams.
He decrees that whoever finds this Skaven base and retrieves 3 Supporter of… …Couronne.
the necklace will be awarded with gold and land as well as an 4 Emissary of… …the Realm.
honorary title.
5 Protector of… …the Royal Family.
The Warriors have come to Bretonnia, as have others, with 6 Champion of… …the King.
hopes of fulfilling the prophecy as they are certain that it is
they who are in the King’s dream. While other groups of
adventurers have made their way to the nearby mountains,
the Warriors believe the Skaven tunnels in the dream are
actually the ruins of the ancient Elven palace that sit directly
below the King’s castle! With his permission, they will venture
below the great fortress to satisfy their destiny! ORIGIN: LAIR OF THE ORC LORD #2
The dream is indeed a prophecy of things to come and the OBJECTIVE ROOM: GORGUT’S LAIR
Warriors are correct: a Skaven Engineer, Skamp the Sickly, and MONSTER THEME: ORCS & GOBLINS
his clan have accidentally tunneled into the ancient Elven
palace below the King’s castle. Although currently oblivious to
this fact, it is only a matter of time before the vermin figure it
out and wreck havoc throughout the King’s castle and all of
A s the Warriors are returning from a dungeon adventure
near Mount Gunbad they are forced to take shelter in a
cave during a terrible storm. The cave walls are etched with
Couronne. strange, vaguely familiar symbols and there are signs that a
fire has been lit here before. The next morning the storm
To make matters worse Skamp has found, by sheer luck, a subsides and the Warriors prepare to continue their journey. A
magical necklace inside the sarcophagus of a great Elven hero. noise of metal on stone alerts them that they have company,
Skamp wears the necklace because it makes him feel but nothing has prepared them for look of anger on the faces
important and because the Skaven under his command are of the Dwarfs now surrounding them.
impressed by it. Little does he know that it has a powerful
magical aura.
Apparently the cave is a sacred site and the Warriors have
defiled it. The Dwarfs are very angry indeed, but there is a
Skamp has completed his Warpfire Generator although it
possible way for the Warriors to atone for this terrible
doesn’t always seem to work correctly. When he wears the
sacrilege. The Dwarfs know that an Orc lair near Mount
necklace and stands far away from the Warpfire Generator it
Gunbad is the resting place not only of a sacred amulet said to
works properly. If Skamp and the necklace move too close, the
have belonged to Azhag the Slaughterer, but also the actual
Generator seems to build up a dangerous overload. Skamp is
skull of the Warlord himself. To atone for defiling the Dwarfs'
becoming frustrated trying to figure out why his Generator
territory, the Warriors must enter the lair and bring back both
does not always function properly.
the amulet and Azhag's skull.

SETTING UP Special Rules


Make sure to include the Sewer and the Collapsed Passage
To play this Adventure, you will need to prepare the Dungeon
Board Sections when preparing the Dungeon Deck.
Deck slightly differently from normal. You will need 10
Dungeon Cards, plus the Collapsed Passage, Shaman's Den and
Gorgut's Lair cards from the Lair of the Orc Lord.

56
WARHAMMER
WARHAMM ER QUEST – 4 A DUTIFUL UNDERTAKING

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

57
WARHAMMER QUEST – 4 A DUTIFUL UNDERTAKING

If they were unsuccessful in saving the royal nephew, the


Warriors decide a long sabbatical is in order, away from vicious
monsters, dangerous dungeons and irrational rulers with
guillotines…

ORIGIN: LITTLEMONK
OBJECTIVE ROOM: GORGON’S GROTTO
MONSTER THEME: CHAOS KHORNE / SKAVEN

As the Warriors walk the streets of Bastonne, they are


intrigued by a minstrel’s song that highlights the remarkable
history of the Dukedom. Standing before a life-size statue of a
Grail Knight in the center of town, the minstrel sings of the
many deeds of the hero Jaquet Dampierre. The ballad ends
with Dampierre’s mysterious disappearance, and presumed
death, forty years ago in the Black Chasm south of Bastonne.

Just as soon as the minstrel’s song ends, the statue of the


Grail Knight begins to suddenly change. To the amazement and
horror of the crowd, the statue of Jaquet Dampierre suddenly
comes to life! The hero almost immediately collapses feebly to
the floor and the Warriors rush over to offer assistance. The
Warriors carry him into the local infirmary where he retells the
tale of Volga, a monstrous Gorgon who turned him to stone
decades ago.

In an act of cruelty and disdain, the Gorgon sent Dampierre (in


stone form) back to his hometown. The inhabitants were
unaware that it was actually Dampierre and placed the staute
in the town square in remembrance of the great hero.

Spending forty years as a statue has left the Grail Knight


permanently weak. As he will never be able to swing a sword
again, he asks the Warriors to seek out the Gorgon and
restore his honour by killing her.
Special Rules
Dampierre’s return to flesh form indicates that the Gorgon has The Spiral Staircase
begun to weaken. The power of her gaze is beginning to wear The Black Chasm is rife with creatures of the Blood God as
off, thus giving the Warriors a real chance at defeating her. In well as Skaven. In this Adventure, Skaven occupy the upper
addition, the town Wizard gives the Warriors a magic scroll to level of the Black Chasm. When instructed to draw an Event
aid them in their dangerous expedition. Card the Warriors should draw from the Skaven Event Deck.
When the Warriors find the Spiral Staircase, they may descend
into the lower level of Black Chasm. In this case, when they
SETTING UP are instructred to draw an Event Card, the Warriors should
The Warriors begin the game with the Flesh Scroll Treasure draw from the Chaos Khorne Event Deck instead.
Card. Decide which Warrior is going to carry the scroll and they
should make a note on their Adventure Record Sheet.
(Note:
Note: if the Warrior carrying the scroll dies, then the scroll is The Crystal Cave
lost forever.) The first time the Warriors enter the Crystal Cave Board
Section, in addition to the normal rules for that Board Section,
all of the Wizard’s Power Tokens that have been used in the
Shuffle the Chasm of Despair, the Water Cave, the Crystal Adventure so far are restored to their original quota.
Cave and the Bottomless Pit with 8 other Dungeon Cards to
create the Dungeon Deck.
The Gorgon’s Grotto Objective Room
Shuffle the Spiral Staircase Dungeon Card into the top half of Volga will be present when the Warriors enter the Gorgon’s
the Dungeon Deck. Shuffle the Gorgon’s Grotto Objective Grotto Objective Room (see Volga the Gorgon Special Card).
Room card into the bottom half of the Dungeon Deck. She is placed liked a missile troop, in the far upper right
squares. The Warriors must then roll on the Chaos Khorne
Objective Room Monster Table to see what creatures are
guarding her.

Finishing the Adventure


When the Warriors defeat Volga the Gorgon and clear the
Board of Monsters, they discover a secret passage that leads
out of the Dungeon. They can return to Bastonne and Grail
Knight Jaquet Dampierre who rewards each of them with
items from his previous exploits: a Dungeon Room Treasure
and an Objective Room Treasure!

58
WARHAMMER
WARHAMM ER QUEST – 5 A TERRIBLE TRIAL

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

T he Warriors are travelling back from an adventure in Spine


Mountain Keep. One night, as they sleep fitfully in the
mountains, they are set upon by a large Undead horde.
B attle lesions from a previous adventure reopen upon each
of the Warriors’ bodies and no healer can seem to
understand why it is happening. If they can’t find someone to
Outnumbered and surprised, the Warriors have no chance, and mend the bizarre wounds, the Warriors will surely die.
are knocked unconscious. They awake to find themselves in a
dank cell, chained up beside another prisoner. The prisoner An old, wise healer in the Settlement knows of only one person
tells them he has a way to escape, but they will have to leave who has ever cured such a condition: the Warlock of Mousillon.
through the throne room of the Dread King himself. The next
day he is taken from the cell and led to the sacrificial altar of
the Dread King. The Warriors make haste to the cursed dukedom and the
Warlock’s tower. Regrettably they find that in order to meet
It seems that the blood of mortals is being used to free the with him they must traverse through the rooms in his tower
Dread King from the realm of death, and even now he is close which are full of traps, guardians and surprises – for only the
to overcoming the magic which holds him prisoner in his dark most courageous, crafty and brave heroes can meet with him
halls far away in the Lands of the Dead. The Necromancer face to face…
Gunther Laranscheld and many of his minions are scouring the
area for more victims. SETTING UP
The Warriors manage to break free of their bonds and regain This Adventure uses the Pits & Traps Expansion Pack and the
their equipment from the Zombie guards. They must hurry to Vampire’s Lair as the Warlock’s Study Objective Room. All the
reach the throne room before the Dread King appears. If they normal rules for these Board Sections apply. Randomly include
dawdle, however... 4 of the 6 Dungeon Rooms when preparing the Dungeon Deck.
As usual, the Objective Room should be shuffled in with the
bottom 6 cards.
Special Rules
Generate the Dungeon as usual, the Warriors start just outside
their cell. This Adventure uses the special Catacombs The Dungeon Deck
Counters. Take all six counters and put them in a mug or other This Adventure requires a variety of Monster types. You can
opaque container, just like the Warrior Counters. combine your Dungeon Decks (although if you’ve been using
all of the new Event Decks from Littlemonk, that might be
Every time an Unexpected Event occurs, as well as drawing quite a large deck of cards to shuffle!). Alternatively, you can
the next Event Card, take one of the Catacombs Counters and use multiple Monster-themed decks. Each time you are
place it, without looking, to one side. Place the Catacombs required to draw an Event Card, roll D66 on the table below to
Counters red face down next to the board. decide which deck to draw from:

The Dread King’s Throne Room Objective Room


When the Warriors enter the Dread King's Throne take all the MONSTER GENERATION TABLE
Catacombs Counters that have been selected and turn them
over. If any of them is the Skull Counter the Warriors are too D66 Event Deck
late - Van Damneg has awoken!
11 Chaos Carnival
If the Skull Counter has not been picked take the next two 12 Haunted
Event Cards to see what is in the Dread King's Throne Room. If 13-16 Chaos Dwarfs
the Skull has been picked then roll on the Undead Objective
Room Monsters Table as normal. 21-22 Chaos Khorne
23-24 Chaos Nurgle
Finishing the Adventure 25 Chaos Slaanesh
If the Warriors manage to kill all the Monsters in the Dread 26 Chaos Tzeentch
King's Throne Room they each snatch something valuable 31-36 Dark Elves
before making their escape. Every Warrior gets a single piece
of Dungeon Room Treasure. 41 Goblins
42-45 Orcs & Goblins
Even though the Warriors have struck a blow to his gathering 46 Savage Orcs
physical form, they know that they do not have the weapons 51-56 Skaven
to banish the Dread King forever! They must return to the
Empire and gather magical weapons powerful enough to 61-64 Undead
banish the Dread King once and for all. 65-66 Vampire
Bandages

59
WARHAMMER QUEST – 5 A TERRIBLE TRIAL

The healer has given each Warrior 1D6+3 Bandages to help


their condition. (There is no need to fret about them spoiling at
the end of the Adventure, because your Warrior won’t be
around to use them anyway if they fail in this quest!) Each
player should make note of them on their Adventure Record
Sheet.

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.

The Dungeon Rooms

60
WARHAMMER
WARHAMM ER QUEST – 5 A TERRIBLE TRIAL

When the Warriors discover a Dungeon Room in this


Adventure, they must enter as soon as they are able to. If they 1 Pawn 4 Bishop
linger outside, then they automatically fail the Warlock’s test.
2 King 5 Rook
3 Knight 6 Queen
Instead of drawing an Event Card when the Warriors enter a
Dungeon Room, follow the rules for each room below:

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:

61
WARHAMMER QUEST – 5 A TERRIBLE TRIAL

Finishing the Adventure


1 The Warlock refuses to listen to the Warriors’ Once the Monsters are dead, the Warrior carrying the
pleas. Over the next few months they all die a container may attempt to take the waters. To do so he must
slow and horrible death… stand in a square adjacent to the fountain. Roll 1D6. If the
result is a 1, the Warrior attempting to take the water isn’t
2-3 The Warlock reluctantly helps the Warriors. He deemed pure enough of spirit and is killed. On any other result
heals them of their grievous wounds but there the water is safely transferred to the special container. If the
are lasting effects from the injuries. Each attempt fails, another Warrior may try.
Warrior must subtract -1D3 Wounds from their
Starting Wounds score permanently. The
Warlock gives each of them 1D6x25 gold in As the first Warrior tries to take the waters he leans on one of
pity and sends them on their way. the stone gargoyles’ heads surrounding the fountain. As he
4-5 The Warlock is delighted and eager to help the does so, it makes a soft click and an ominous creaking is heard
Warriors, finding much entertainment in their from the far wall. With a groan of stone on stone, an ancient
trek through his devious lair. He has high door slides open, leading to the outside world. The surviving
expectations for their future escapades and Warriors may now take the water back to Praag. The Warrior
bestows each one with +1D3 to their Starting bearing the water gets a 500 gold reward, while all the other
Wounds scores permanently! He funds each Warriors get 100 gold each.
Warrior 1D6x100 gold for future endeavours
that they might partake in.
6 The Warlock is so impressed with the Warriors’
abilities to survive his tower of cunning traps
and formidable guardians that he
enthusiastically agrees to heal the Warriors of ORIGIN: (AB) IDOL CHAMBER #5
their strange wounds. In addition, he rewards OBJECTIVE ROOM: IDOL CHAMBER
each of them with 1D6x100 gold and grants MONSTER THEME: ANY
them +1 to a Characteristic of their choice:
Weapon Skill, Ballistic Skill, Strength,
Toughness, Initiative or +1D3 to their Starting
Wounds score permanently.
A s a final test of their courage and bravery before being
accepted into the official Warriors’ Guild of Bretonnia, the
Warriors must fulfill a challenging task. They must descend
into the labyrinthine tunnels of the Cursed Pit, which lies below
Cripple Peak near the Dark Lands, and place a staff in the hand
Whatever the result, the Warlock quickly grows tired of the of an idol hidden deep underground. The staff has magical
Warriors and teleports them out of his tower and onto an open properties, and if left anywhere other than in the hand of the
road. The nearest Village is only 1 week’s journey, a Town only idol, it will eventually return to the throne room of Bretonnia.
2 weeks and a City just 3 weeks.
The Idol Chamber Objective Room
Roll on the Objective Room Monster Table of the Monster-
theme that is being used to determine what Monsters the Idol
Chamber contains. In addition, take the next Monster Event
Card from the Event Deck and add those Monsters to those
ORIGIN: (AB) FOUNTAIN OF LIGHT #5
rolled. This is a particularly hazardous chamber!
OBJECTIVE ROOM: FOUNTAIN OF LIGHT
MONSTER THEME: ANY Finishing the Adventure
Once the Monsters are defeated, the Warriors may place the

T he city of Praag, which lies close to the border of the


Chaos Wastes, has been struck with the dreaded Nurgle’s
Rot, a disease spread by the foul Power of pestilence and
staff in the hand of the idol, completing their Adventure. As
they have killed all the Monsters in the vicinity already, they
may now escape from the dungeon without danger. Upon their
decay. The death toll is mounting but the physicians in the city return to Bretonnia, the king rewards them with one item of
are powerless unless they can find a cure. There appears to be Dungeon Room Treasure each.
only one hope.

In the ancient myths and songs of Kislev, a fountain is


described that has waters so pure and so cold that any
creature harbouring any evil nature is frozen to death as soon ORIGIN: LITTLEMONK
as it touches the waters. The doctors of Praag believe that this
may provide a cure for the disease. OBJECTIVE ROOM: PIT OF REVULSION
MONSTER THEME: CHAOS NURGLE
The fountain is said to lie in the mountains north of the High
Pass. The Warriors must seek it out and return with some of
the precious liquid. They are given a special container in which
to carry the water.
T he Settlement that the Warriors are in exiles a leper who
attempts to enter through the gates. Before he departs
the leper declares a curse upon the town and it is only a
matter of hours before some residents begin to exhibit signs
of a terrible illness. The entire Settlement (including the
SETTING UP Warriors) and the surrounding area are immediately
Randomly determine which Warrior is carrying the special quarantined pending an investigation. Since the Emperor feels
container. that anyone going near the Settlement will contract the blight,
the Warriors offer to find the leper and end the curse.
The Fountain of Light Objective Room
Roll on the Objective Room Monster Table of the Monster-them The Leper is actually Anton the Hideous, a Sorcerer of Nurgle
being used to determine what Monsters the Fountain Room who has taken up residence in an abandoned cave a few miles
contains. from the Settlement (see the Anton the Hideous Special Card).
The magical plague he has afflicted the Settlement with is
merely a test of his growing power as his ultimate goal to

62
WARHAMMER
WARHAMM ER QUEST – 5 A TERRIBLE TRIAL

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.

Between Adventures the Warriors may only return to the Reward


previous Settlement (since the entire area has been The Warriors return to the sheriff to relay the development of
quarantined). However, each time they revisit, they must their investigation. If the Warriors found the Vampire’s Lair but
deduct -1from all stock rolls. The effect is cumulative, meaning the Baroness escaped, the sheriff pays the Warriors 1D6x50
that on their second revisit to the Settlement they are -2 to all gold for their efforts and the Old World now has a new
their stock rolls. vampire to contend with. If the Warriors were able to slay the
Baroness, the sheriff rewards each of them with 2D6x100
gold.
Until they locate the Sorcerer the Warriors may only roll on the
Immediate Adventure Table, since they are trapped to the
quarantined region.

Any Wariror still affected by the curse at the end of this


Adventure must roll 1D6 at the beginning of each subsequent
Adventure with the results as listed in the Special Rules above.

ORIGIN: LITTLEMONK
OBJECTIVE ROOM: VAMPIRE’S LAIR
MONSTER THEME: VAMPIRE

E ver since the death of her husband a month ago,


Baroness Esmelda Fraust has drastically changed. The
noblewoman is sickly pale, has stopped eating and rarely goes
outside the manor except at night. It is Rumoured that
Esmelda Fraust has been bitten by a vampire and is now
becoming one herself, although the commoners in the area are
notorious for their superstitious and exaggerated gossip.
But now some of the manor staff mysteriously vanished and
one young maid swears she saw no reflection when the
Baroness passed by a mirror.

63
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

A Halfling Chef who helped the Warriors in the past (an


escapade much too embarrassing and unbelievable to
detail here) now wants the debt repaid. He requests that the
1
2-3
Empty.
1D6x50 gold.
4 One item of Dungeon Room Treasure.
Warriors gather ingredients for his new pie. Most of the items
on the list are found in a matter of hours, except for one final 5 1D3 items of Dungeon Room Treasure.
ingredient: Golden Mushrooms. The caverns where the fungus 6 One item of Objective Room Treasure.
grows are a half day’s journey from the Settlement and the
Warriors make haste.
Finishing the Adventure
The caverns, however, are filled with Dark Elves as well as
carnivorous plants. To make matters even worse, the Golden The Warriors must retrace their steps back to the entrance,
Mushroom is located in the nest of a Giant Spider! rolling for Unexpected Events as usual. Once outside they can
return to the Halfling Chef who rewards them with 1D6x25
gold each and a hot slice of Wild Mushroom Custard Pie!
Special Rules
Each time the Warriors roll a ‘1’ in the Power Phase, it means
that the bizarre vegetation around the Warriors lashes out at
them. Before drawing an Event Card, each Warrior must
immediately roll 1D6 below:
ORIGIN: (WD #201) A GREEN AND PUSTULANT LAND #2
OBJECTIVE ROOM: IDOL CHAMBER
1 The Warrior is bitten by a carnivorous plant and
suffers 1D6 Wounds with no modifiers. In MONSTER THEME: CHAOS NURGLE
addition, he must roll on the table below:
1 The Warrior is injected with a fast-
working poison. He must drink a
D espite the Empire’s best efforts, diseases of Nurgle are
spreading and soon the entire southern Empire will be in
grave danger unless something is done quickly. The healers
healing potion or be healed by a
and herbalists are not able to find a cure, but luckily a learned
magic spell by the end of the turn
priest of Sigmar has found an answer from one of his arcane
or he is dead and out of the game!
tomes: according to legend, during bygone ages Sigmar
2 The plant is poisonous! If the himself blessed a brazier deep in a dungeon located in the
Damage just inflicted takes the Black Mountains. The flame now burns eternally and its
Warrior to 0 Wounds, he must lose warmth will cure any disease of Nurgle. Johann Mannstein
1 point of Strength. If his Strength promises a sizeable reward if the Warriors bring back the
is ever reduced to 0 in this manner, flame so that it can be used to combat the plagues. The
he is removed from the game. Warriors probably also have a personal reason to seek the
3-4 The Warrior is paralysed and can cure. The chances are that one or more of them may have
do nothing until the next Warriors’ already been infected with some of the dreaded diseases and
Phase. While paralysed, Monsters plagues themselves!
hit the Warrior automatically.
5-6 Nothing else happens.
SETTING UP
2 The Warrior is bitten by a carnivorous plant and Shuffle the Affliction of Nurgle Event Card into the Event Deck.
suffers 2D6 Wounds. This reflects the risk the Warriors have of being exposed to
3 A nearby plant entangles the Warriors legs and Festasmus' vile plagues, and the chance of one (or more) of
begins to pull him toward its gaping maw. The them contracting some foul illness of his creation. In between
Warrior must roll 1D6 and add his Strength. If quests the Warriors may travel to Settlements as normal
the total is 7 or more, he disetangles himself and (provided that they have not contracted the Mouldering Pox
may move and fight as normal. If he is affliction).
unsuccessful, then at the end of the turn he will
take 1D3 Wounds with no modifiers for anything
as the plant slowly chews on the Warriors’ legs.
Special Rules
Monsters attacking the Warrior are +2 To Hit. The Idol Chamber Objective Room
At the beginning of the next turn he may try to The Warriors must get to the sacred flame, located at the
break free again. brazier in front of the daemon statue, and recover it. However,
4-6 The Warrior manages to avoid the lethal foliage the only way that the Warriors can carry it is to use it to light
around them. their lantern.

Roll on the Chaos Nurgle Objective Room Monster Table when


Monsters that live in the caverns are used to the plants and the Warriors find the Idol Chamber to determine its guardians.
have learned to avoid them. Once all the Monsters are dead, the Warrior carrying the
lantern may take the sacred flame by spending a turn standing
The Spider’s Nest Objective Room next the brazier. The Warriors must then escape the Dungeon
the same way they came in. However, if the Warrior carrying
When the Warriors find the Objective Room they must roll on the lantern is reduced to zero Wounds, the flame will flicker
the Dark Elves Objective Room Monster Table to see who and go out. The Warriors must then return to the Idol Chamber
occupies the room. In addition, a Gigantic Spider will also be to re-light the lantern with the sacred flame.
present. Once the Objective Room has been cleared of
Monsters, the Warriors may collect a Golden Mushroom.

64
WARHAMMER
WARHAMM ER QUEST – 5 A TERRIBLE TRIAL

Finishing the Adventure Reward


If the Warriors complete the quest and return to the surface If the Warriors survive the dungeon and return with the goblet,
successfully, then they will each be rewarded with 1D6x100 the Merchants’ Guild has the item identified and appraised.
gold. In addition, any afflictions already caught by Warriors will Draw a Vampire Counter to see exactly what goblet the
be cured in time for the next Adventure. Vampire was using. Match up the number on the Vampire
Counter to the number on the table below:
However, until then the results still apply, so any Warriors
suffering from the Mouldering Pox affliction will not be
admitted to any settlements until the end of the next Vampire
Adventure. Counter The goblet is…
1 …a simple, metal cup worth 1 gold.
2 …the Goblet of Vitality worth 200 gold.
3 …the Chalice of Fate worth 200 gold.
4 …the Chalice of Vigour worth 300 gold.
ORIGIN: LITTLEMONK 5 …the Chalice of Sorcery worth 700 gold.
OBJECTIVE ROOM: VAMPIRE’S LAIR 6 …the Chalice of Battle worth 1000 gold.
MONSTER THEME: VAMPIRE

F or the past few months the Warriors have been the


targets of several failed assassination attempts.
Apparently, selling unwanted treasures in the marketplace
The Merchant’s Guild holds up their end of the agreement. All
is forgiven and they pay 5x the amount of the goblet’s gold
without a permit in Bögenhafen is quite illegal and carries a value, which the Warriors split evenly. Of course the Warriors
stiff penalty. The Merchants’ Guild is seeking compensation for may now have a new and worse problem on their hands: an
the felonious act and has agreed to settle the matter if the angry Vampire who is missing his favorite cup!
Warriors agree to a task. They demand that the Warriors
“acquire” a goblet from a particular noble. They will pay the RPG: If the Warriors Fail to Return the Goblet
Goblet
Warriors 5x the appraised gold value of the goblet. Because
the last attempt on their lives was a bit too close for comfort, If the Warriors do not return with the goblet by the end of the
and because the Warriors can never turn down the chance to Adventure, the Merchants’ Guild will consider the matter still
earn a big chunk of gold, they agree. open. Each time the Warriors enter a Settlement the group
must roll 1D6. If the score is a 1, then one of the Warriors
The goblet resides in the mansion of a noble who holds a (determined randomly) is the victim of an assassination and is
terrible secret: he is a vampire. To make matters worse, he removed from the game. If the score is a 6, then it means that
uses the goblet as his blood drinking cup! chasing after the Warriors has proven to be a much too
expensive investment. The Merchants’ Guild decides to cut its
The only chance the Warriors have of retrieving the goblet is to losses and has dropped the matter (if the Warriors visit
take it while the Vampire sleeps during the day… Bögenhafen in the future, however, they would be wise to
watch their backs!).
SETTING UP
Prepare the Dungeon Deck as normal, making sure that the
Spider’s Nest is shuffled in as one of the top six cards.

The Spider’s Nest


When the Warriors enter the Spider’s Nest, they must draw
two Event Cards instead of one. If they clear the room of
Monsters, then they receive four items of Dungeon Room
Treasures instead of two.

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.

Once there are no Monsters on the Board, a Warrior standing


in a square adjacent to the goblet may take it on their turn by
rolling 1D6 below:

1 As the Warrior reaches out to grasp the goblet,


the sun disappears below the horizon! The lid
to the coffin bursts open and the Vampire
lashes out and grabs the Warrior by his throat
before ripping him limb from limb. The other
Warriors have no choice but to roll on the
Escape Table or they will suffer the same fate!
2-6 The Warrior takes the goblet in his hand and
the Warriors make haste out of the Dungeon.

65
WARHAMMER QUEST – 5 A TERRIBLE TRIAL

ORIGIN: LITTLEMONK ORIGIN: HALL OF THE HAG QUEEN


OBJECTIVE ROOM: SORCERER’S FORGE OBJECTIVE ROOM: TEMPLE OF KHAINE
MONSTER THEME: CHAOS DWARFS MONSTER
MONSTER THEME: DARK ELVES

T he Warriors are the victims of mistaken identity (unless of


course the Outlaw Warrior is with them, in which case
they are guilty of complicity). They are to be hung by their
I t had been days since the Warriors had slept and the weary
party spent the night in a grove just a few miles from
Bordeleaux. They awoke in chains, being whipped and beaten,
necks until dead! and forced to march through a dank underground tunnel by
their Dark Elf captors. An encounter with trolls allowed them
The Warriors’ lives are spared by a generous official who to break their bonds and escape. They have now made tracks
believes in leniency. They are sent to the mines for 10 years of back to Bordeleaux where they plan bloody retribution!
hard labour instead.
SETTING UP
Upon arrival at the mines, the officials find the operation has Take the Dungeon Cell Dungeon Room card and shuffle it in
been overrun by Chaos Dwarfs. The Warriors offer to rid the with five other cards to make the top half of the Dungeon
mines of the Chaos Dwarfs in exchange for their freedom. With Deck. Shuffle the Water Cave Dungeon Room and the Temple
the local militia preoccupied with a marauding Orc Tribe the of Khaine Objective Room in with five other cards to make the
authorities are pressed to agree to the deal. The Warriors have bottom half of the Dungeon Deck.
their Starting Equipment returned to them although any items
of treasure remain confiscated as collateral until they complete
the mission. Special Rules
Beginning the Adventure
SETTING UP The Warriors begin the Adventure stripped of all of their
Add the Dwarf Mine Event Cards into the Chaos Dwarfs Event Weapons, Armour, gold and other items although they have
Deck for this Adventure. each managed to locate one hand-to-hand weapon of their
choice. They may choose a sword, axe, spear, mace,
warhammer, flail or halberd to begin this Adventure (see the
Special Rules Weaponsmith Equipment Table on page 30 of the Roleplay
The Sorcerer’s Forge Objective Room Book).
When the Warriors reach the Sorcerer’s Forge, they must roll
once on the Chaos Dwarfs Objective Room Monster Table to The Warriors’ Weapons, Armour and Gold
see who is guarding the room. Regardless of the result, a If the Warriors defeat the first Monsters they encounter, they
Chaos Dwarf Sorcerer will be present and is placed in a square find their lost Weapons. If the Warriors find the Dungeon Cell
between the Anvil and the upper fire pit. As long as he lives and clear the Board of Monsters, they find their lost Armour. If
and is not engaged in hand-to-hand combat, the Chaos Dwarf the Warriors find the Water Cave and clear the Board of
Sorcerer will cast 1 spell per turn. Monsters, they find their lost Gold. If the Warriors find the
Temple of Khaine Objective Room and defeat all the Monsters
Reward inside, they will find the rest of their missing items.
As promised, any surviving Warrior regains their freedom (and
their reputation) and has all of their Treasure returned to If the Warriors happen to discover the Temple of Khaine
them. In addition, whichever Warrior landed the fatal blow Objective Room before they find the Water Cave, then place
against the Chaos Dwarf Sorcerer receives an item of Objective the second doorway on the Temple of Khaine so that the
Room Treasure from the generous official. Every other Warrior Warriors can continue their search for their gold.
receives a reward of 100 gold pieces.
Warrior Wrath
Wrath
Place the three Skull Counters and one of the Book Counters
into a cup. The Warrior’s quest for revenge is strong, which
means that each Warrior receives +1 Attacks per turn. But
each time they reveal a new Board Section (in the Exploration
Phase), each Warrior, starting with the party leader, must
draw a counter from the cup. The counter must be returned to
the cup before the next Warrior draws. If a Warrior draws a
Skull Counter, it means that her wrath is still at its peak and
she continues to get +1 Attacks per turn. If a Warrior draws a
Book counter instead, then her wrath has waned and she no
longer receives the bonus.

Finishing the Adventure


The last Board Section in the Dungeon Deck leads out of the
Dungeon and up to the surface. The Warriors have completed
their quest and can bask in the glorious satisfaction of
revenge.

66
WARHAMMER
WARHAMM ER QUEST – 5 A TERRIBLE TRIAL

ORIGIN: LITTLEMONK
OBJECTIVE ROOM: ALTAR OF KHORNE
MONSTER THEME: CHAOS KHORNE

S ome of the inhabitants in the town of Grimminhagen are


having all-too-real nightmares, awakening with terrible
scratches and bloody wounds. The nightmares coincide with
the erection of an unusual shrine in a dilapidated area of the
town and the authorities suspect that the dark forces of Chaos
are present.

The shrine’s subsequent removal does nothing to quell the


nightmares although the demolition of the structure reveals a
vast labyrinth of passageways underneath it.

The Warriors are commissioned to eradicate the source of the


evil presence that’s causing the violent nightmares.

The Altar of Khorne Objective Room


When the Warriors enter the Altar of Khorne roll on the Chaos
Khorne Objective Room Monster Table to see who occupies
the room. Once the Board is clear of Monsters the Warriors
must desecrate the underground sanctum in order to weaken
ORIGIN: (AB) FOUNTAIN OF LIGHT #6 the dark powers’ hold over Grimminhagen.
OBJECTIVE ROOM: FOUNTAIN OF LIGHT
MONSTER THEME: ANY A Warrior can spend a turn attempting to topple a skull column
if they are standing next to it by rolling 1D6 and adding their
Strength. If the total is 8 or more, the column topples. If two
A mighty Sorcerer, resident in Marienburg, wishes to find
the Burning Fountain, a mythical place rumoured to exist
somewhere in the caves below the Dragonback Mountains.
Warriors attempt to topple the same column at the same time,
they can add their dice rolls together.
Scrying its exact location has proven to be of no use, but he
has managed to obtain a picture of the fountain itself in his Reward
sorcerous mirror, confirming that it does indeed lie somewhere
Once the Warriors topple all four columns, they can return to
under the mountains, and is guarded by ferocious monsters.
the Settlement where they are each rewarded with 1D6x50
gold and one piece of Dungeon Room Treasure.
No matter how much gold he offers, no one can be found to
venture that far afield, so he has cunningly entrapped the four
Warriors under a curse, capturing their souls in glowing gems.
Using powerful magic, he has reached through his mirror and
dropped these gems into the fountain.
ORIGIN: TUNNELS OF PESTILENCE #1
The Warriors have no choice but to find the fountain and
OBJECTIVE ROOM: FIGHTING PIT / SEWER
retrieve their lost souls. The gems must be returned to the
Sorcerer before he can reunite the Warriors’ ethereal bodies MONSTER THEME: SKAVEN
with their physical bodies. He is apologetic about this
underhand trick, but does promise rich rewards if the Warriors
succeed in capturing some of the waters in a specially
prepared container while they are there.
O ver the past few days, the Warriors have increasingly
noticed the unmistakable stench of raw sewage
throughout the Settlement. The entire town has begun to reek
of waste and the locals are none too happy. The local Lord,
The Fountain of Light Objective Room Durand du Bourg, immediately sent a group of engineers down
below to see what was wrong with the sewers but only one
This Adventure uses the Fountain of Light as the Objective member of the team returned alive, reporting that a Skaven
Room. Once the Warriors enter, roll on the Objective Room Clan ambushed them.
Monster Table of the Monster-theme being used to determine
what Monsters the fountain room contains.
Lord Durand du Bourg has hired the Warriors to enter the
Once the Monsters are defeated, the Warriors may attempt to sewers and rid the town of the foul Skaven so that the city
take the gems from the fountain. Roll 1D6 for each Warrior engineers can determine what is wrong with the sewers and
and add his Toughness. If the result is 6 or over, the Warrior fix it. They have been promised a handsome reward – anything
survives the burning waters and retrieves his soul. If the to return the city to its normal odor!
number is 5 or less, the Warrior is consumed by the power of
the water and dies in agony. While getting his gem, a Warrior The Warriors suspect that the Skaven have somehow clogged
may collect some of the water for the Sorcerer. the pipes to the city’s sewage system in a twisted, but
brilliant, plot to cause havoc and infest the town with its own
If the Warriors return to the Sorcerer with some of the water waste.
he reunites their souls and bodies and gives each of them
2D6x50 gold.

67
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!).

ORIGIN: HALL OF THE HAG QUEEN #3


Skamp, Festid and Rance
OBJECTIVE ROOM: TEMPLE OF KHAINE
If the Warriors encounter any of the Skaven villains as an
Event (see their Event Cards), they are merely unconscious MONSTER THEME: DARK ELVES
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). S trolling about the streets of Hargendorf in-between
adventures, the Warriors inadvertently insult an old wretch
begging in the streets. She gives them an evil stare and curses
The Fighting Pit / Sewer Objective Room them in a foreign tongue before shuffling off. Not soon
afterward bad luck follows the Warriors like an animal stalking
Set up both the Sewer and the Fighting Pit as one Board its prey.
Section in this Adventure (see picture below).

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.

68
WARHAMMER
WARHAMM ER QUEST – 5 A TERRIBLE TRIAL

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.

ORIGIN: (AB) FIGHTING PIT #1


OBJECTIVE ROOM: FIGHTING PIT
MONSTER THEME: GOBLINS

C aptured by the Goblin Warlord Ugrul Headsticka while


exploring the ruins of Karak Azgal, the Warriors have been
given a chance to escape and, in the process, provide
entertainment for the Goblins.

The Warriors must fight their way to freedom without


weapons or armour! And as if that were not enough, their only
way out is through the Minotaurs’ lair.

Special Rules ORIGIN: (AB) FIRECHASM #4


No Armour,
Armour, No Weapons OBJECTIVE ROOM: FIRECHASM
The Warriors start this Dungeon stripped of any Armour and MONSTER THEME: ANY
weapons they may have, and must fight with their bare hands.

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. –

69
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.

70
WARHAMMER
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.

71
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.

ESCAPING THE DUNGEON (Adventure Book)


Book)

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.

The Barbarian takes on the Dread King in Mike McVey’s


McVey’s incredible Warhammer Quest Diorama!
Diorama!

72
WARHAMMER
WARHAMM ER QUEST – SPECIAL RULES

if not completing the Adventure would result in the death of


BLOCKED ROUTES (Roleplay Book) one of the Warriors).

Y ou will have noticed that sometimes the Warriors take


the wrong turn in a Dungeon, and end up being blocked
in by a portcullis or a cave-in. In the Basic Game, this
FEARLESS!
does not matter much, as you can always start a fresh
Adventure with new Warriors, leaving the others to a grisly (White Dwarf #193)
fate in the darkness! Excerpt about Level 1 Warriors and Fear using Minotaurs as
esample:
esample:
When you are playing with the Roleplay rules, however, you
will be devoting a great deal of time and effort to the
development of your Warriors. They gain their own unique
I simply used the profile from the Roleplay Book, noting that
they roll two dice for damage and ignoring the rules for Fear,
since Battle-level 1 Warriors are so full of fiery youthfulness
collection of skills, weapons and equipment as a result of many they aren't scared of anything (it's only as you gain experience
hours of gameplay. You cannot simply let them be doomed to that you truly learn what terror is!).
die just for taking a wrong turn. After all, they are mighty
heroes and should be able to cope with such minor set-backs.

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.

Littlemonk note: For simplicity, I recommended that the


RETRACING THEIR STEPS
Adventure is over once the Warriors leave the Dungeon due to (Main Rulebook, Adventure Book)
a blocked route. The Warriors have failed and can now travel
to a Settlement as usual, where they can generate a new
Adventure. Repeating a Dungeon in the way suggested above
T here are several Adventure that require the Warriors to
exit the Dungeon via the Dungeon Entrance. The Warriors
should continue to roll for Unexpected Events as usual,
should only be reserved for the most essential cases (such as however, no Events are triggered upon re-entering a Dungeon
Room that had previously been explored.

The Ultimate Adventure Book

73
WARHAMMER QUEST – EXTRA RULES & SCENARIOS

· EXTRA RULES & SCENARIOS ·


This section highlights Adventure ideas that were presented in various Warhammer Quest
publications. They offer creative and exciting alternatives to additions to the main rules.

BURIED TREASURE THE DEATHTRAP


(White Dwarf #189) (White Dwarf #189)

T he Warriors have managed to get their hands on a


treasure map. Whether it’s real or a forgery they don’t
know, but it has led them to a series of caves which they
T o triumph against overwhelming odds is the most
satisfying victory you can achieve. If you are feeling
particularly suicidal (or just fancy your chances) you could have
intend to explore. One of the Warriors has the Treasure Map a Dungeon that includes every Dungeon Card and Event Card
Equipment Card (if you can’t decide who, draw a Warrior you have. This means there’ll be five or more Objective Rooms
Counter!). Generate and play an Adventure as normal. (each filled with an appropriate number of Monsters and an
However, in any Exploration phase the Warrior with the extra Doorway to leave through) and miles of rooms and
Treasure Map can declare he is going to become the leader. corridors to explore. If you survive, you’ll probably end up rich
Roll on the table on the Treasure Map and apply the results enough to buy a large part of the Empire and retire!
immediately. Whatever happens, the Warrior with the Treasure
Map will become the Leader from the start of the next
Warriors’ Phase and for the rest of the Adventure. This does Littlemonk note: Alternatively, instead of just wandering
not mean that the Warrior with the Treasure Map gets the through the Dungeon with no aim other than to just explore,
Lantern, but overrides the normal rules as he bullies his way you could even generate an Adventure as normal, complete
into showing the Warriors where to go! The map can only be with a dastardly villain, but then shuffle the ‘true’ Objective
used again if a roll of 2 to 5 was made. Room into the bottom six cards of an enormous Dungeon
Deck. This would truly be an Ultimate Adventure!
When the table on the Treasure Map indicates Treasure Ahead!
It will be found in the next Dungeon Room. When the warriors
next explore a Dungeon room, place one of the treasure chest
counters from the Warhammer Quest box in the room. Any HIDDEN PASSAGES
Warrior may spend a whole turn next to the chest to open it. (White Dwarf #185)
Inside there are 1D6 items of Dungeon Room Treasure! This
must be split between the Warriors just like any other
Treasure. S ometimes the Dungeon may contain a secret door or
concealed corridor. If the Warriors finish their Adventure
(either by completing it or by being cut off in a dead end) or
you have decided to play a special type of Adventure, they
may look for a Hidden Passage. The Warriors cannot search for
a Hidden Passage if the Adventure description says they have
DARK SECRETS to escape immediately.
(White Dwarf #190)

D ark Secret cards give some of the Warriors ulterior


motives for adventuring! These cards provide extra
background for the Warriors, explaining a little more about
Searching for Hidden Passages is simple. Searching is the
Warrior’s action for that turn and he may do nothing else. Each
Warrior may only search a particular Board Section once per
why they descend into the cavernous depths of the Adventure, and only the Board Section he is standing on at the
underworld, facing death and adversity at every turn. time. At the end of the Warriors’ Phase, roll 1D6 for each
Warrior who is searching and consult the table below:
Once you are ready to start an Adventure, follow the steps
below to see how many Warriors have a Dark Secret:

HIDDEN PASSAGES TABLE


DARK SECRETS 1 Collapse! The Warrior’s searching
Setting Up causes a part of the Dungeon ceiling
to fall down. The Dungeon isn’t
blocked, but each Warrior on the
1. Shuffle and deal out two Dark Secret Cards, same Board Section suffers 1D6
face down, on the table. Next, shuffle those Wounds (with no deductions) from
two in with the six “blank” Dark Secret Cards. the falling rocks.
2. Beginning with the Party Leader and following 2-4 Solid Rock! The Warrior cannot find
in order of Initiative, deal one Dark Secret Card any secret doors on this Board
to each Warrior. Section.
The Warriors are under no obligation to tell the 5-6 Found it! Attach a Doorway to the
others what they have drawn, especially those Board Section and place the remaning
who actually drew a Dark Secret. After all, it Dungeon Deck behind it to be
wouldn’t be a “secret” if everyone knows what explored as normal. Each Dungeon
it is! will only ever have one Hidden
3 Some of the Dark Secret Cards involve rolling Passage so there is no point
1D6. So as to not give away who has a Dark searching again once one has been
Secret, EVERY Warrior should roll 1D6 after found.
they draw their card, whether their card
indicates to or not.

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IN AT THE DEEP END


(White Dwarf #189) THE LABYRINTH TABLE

A really fun, and sometimes very difficult game, is


attempting two different Adventures at the same time! At
the start of the game generate two Adventures as normal.
1-3
4
The room is normal.
The room has an extra door to the left.
These should feature two different Objective Rooms as the 5 The room has an extra door to the right.
destination. When you are sorting out the Dungeon Deck, The room has extra doors both to the left
6
shuffle both Objective Rooms into the bottom part of the pile. and right.
The Warriors must complete both the Adventures to be
successful. They will get no reward at all if they fail in either of
the Adventures. If they do manage to complete the Adventure
though, each Warrior is entitled to a hefty pat on the back and
a bonus piece of Dungeon Room Treasure! NEVER ENOUGH ROPE...
(White Dwarf #194)
You can even try three Adventures at once, or try attempting
two Adventures in the same Objective Room. One or two of
the Adventures may be incompatible with each other, in which
case just re-roll the inappropriate result.
T he problem here is that these Warriors have no rope, or
Levitation spell. so if someone falls in a pit trap, there is no
way of getting him out. This is actually an obstacle common
with all groups which have neither a Dwarf nor a Wizard, but it
only applies during the first Adventure they embark upon.
Once the Warriors finish their first quest, they can head back
into town and spend as much of their ill-gotten gains on rope
THE LABYRINTH as they like! You can either take the risk that someone is going
(White Dwarf #189) to fall down a pit in the first adventure or you could just take

T he Dungeon is a massive maze of doorways and tunnels,


which lead off in all directions. The Dungeon only contains
one Objective Room shuffled into the bottom six cards as
the Dwarfs rope along whatever.

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.

SPECIAL QUEST SPECIAL QUEST TABLE


If you have generated a Special Quest, roll 1D6 on the table below to
GENERATION TABLE see which Special Quest you should add to your Adventure:
1-5 No Special Quest. 1 The Flames of Khazla 4 Sinjin’s Statue
6 A Special Quest! 2 The Gaol 5 The Crypt of Majeem
3 The Anvil Chamber 6 Pits & Traps

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.

Completing a Special Quest


Unless otherwise noted in the Special Quest description, the Warriors play out their Adventure exactly as written in the Ultimate
Adventure Book. The main difference is the bonus rewards that you get for completing the Special Quest. This may be extra gold or
additional treasure – the details are noted in each Special Quest description.

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WARHAMMER QUEST – EXTRA RULES & SCENARIOS

SPECIAL QUEST #1 – THE FLAMES OF KHAZLA


(White Dwarf #186)
#186)
The catacombs beneath the Old World are full of monstrous creatures and fabulous treasures. Other mysteries also
abound: strange temples to forgotten gods and magical shrines that can help or hinder the Warriors in their quest for
riches and fame.

The Warrior thrusts his hands into the flames. If he succeeds in


Just ahead of the Warriors the passing the test he can bring forth an item of great worth
corridor turns sharply, and nestled from the flames. If he fails the flames will burn him. To see if
your Warrior passes or fails roll 1D6 and add his Toughness.
in the corner is a small shrine. An On a score of 6 or less he is deemed unworthy and suffers 2D6
ornate brazier burns continuously Wounds with no deductions for Armour. If he scores a 7 or
with multi-coloured flames that more he passes the test and removes his hands unburnt by
occasionally leap up to the ceiling. the flames and clutching an item of treasure. Your Warrior
gains an item of Dungeon Room Treasure. This card does not
count towards your total for the Dungeon so keep it to one
side. This means you may still be given a Treasure card
SETTING UP normally even if you have more treasure than the other

M any rumours abound concerning the fabled Flames of


Khazla. The origins of these small shrines are lost in the
mists of ancient history. However, many bold adventurers
Warriors. Each Warrior can only attempt the test once,
whether they pass or fail.

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.

T he Task of Khazla is a magical trial by combat, created to


allow only the most worthy to venture further into the
Dungeon. If the Warriors wish to proceed past the Flames of
Special Rules
Decide which Warrior has the incense. That Warrior can throw
Khazla they must each complete the Task. the incense onto the Flames of Khazla if he is standing next to
the brazier at the start of the Warriors' Phase. Roll 1D6 to see
what happens. On a roll of 1 the Warriors have been tricked
Special Rules and a huge gout of flames rushes over them. Each Warrior
Only one Warrior can stand on the Flames of Khazla Board suffers 1D6 Wounds with no deductions at all. On a roll of 2 or
Section at a time. As soon as the first Warrior enters the Board more the air is filled with a pungent, sweet smoke and the
Section a shimmering wall of magic prevents any other model Warriors feel uplifted and whole. Each Warrior immediately
from entering. In the next Monsters' Phase turn over the next heals 2D6 Wounds.
Event Card. If this has an 'E' in the top corners shuffle the card
back into the deck and keep drawing Event Cards until you get
Monsters. The Warrior must fight one of the indicated
Monsters. The other Warriors cannot help in any way at all. If
the Warrior kills the Monster he gains double the normal
amount of gold. Shuffle the Event Card back into the deck
once the Monster is defeated.

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.

Remember the rules for being Lost in the Dark!

T he Gifts of Khazla are a test of a Warrior's strength and


courage. If he is found to have true bravery he will be
rewarded. If he is found wanting he will be hideously burnt and
may even die!

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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It is said that the Flames of Khazla can grant visions of the


future to those who dare to stare into their depths. If the
Warriors risk this ordeal they may gain vital information about
the Dungeon ahead.

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.

The Flames of Khazla are guarded by a powerful beast which


must be overcome if the Warriors wish to pass. Even so, the
rewards for such valour are great as the Flames of Khazla hold
many treasures and secrets.

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.

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WARHAMMER QUEST – EXTRA RULES & SCENARIOS

SPECIAL QUEST #2 – THE GAOL


(White Dwarf #185)
adventures
Occasionally, among their perilous adven tures and heroic deeds, a party of Warriors will be caught up in a
really unusual series of events. They may get lost or imprisoned – anything could happen.

The Gaol is a very small and dark


dungeon cell. A noxious smell rises
from the open drain and the straw
is infested with all kinds of
unpleasant life. It is used by the
Monsters for imprisoning people
they want to forget about...

A t some point during each of the Gaol Special Quests, the


Warriors will probably want to get into or out of the Gaol.
Unfortunately, the thick iron gates of the Gaol are locked and
cannot be passed until they have been opened. Hand-to-hand
attacks may not be made through the gates but missile
attacks will pass through the bars without hindrance.

Opening the Gaol


The Warriors may either try to smash the gates with brute
force and ignorance, or attempt to pick the lock with stealth
and cunning. Whichever method they choose, a Warrior must
be standing adjacent to the gates to try to open them. Only
one Warrior may attempt to open the gates each turn, and he
may not move or attack while he does so. To see if the Warrior
is successful, roll 1D6. On a roll of 1 the unfortunate Warrior
has set off a hidden trap which springs a poisoned spike into
his arm or causes a guillotine blade to drop from the ceiling. As The second way that the Warriors can meet the Minotaur is if
a result of this wound, the Warrior will remain at -1 Strength they discover the Gaol before the Event Card is turned over. In
for the rest of the Adventure. Otherwise add either the this case you should place the Minotaur inside the Gaol. The
Warrior's Strength (for brute force) or Initiative (for picking the Warriors will be able to attack it with spells and missile fire (Or
lock) to your dice roll. On a total of 7 or more the Warrior has hand-to-hand attacks if they're foolhardy enough to try and
overcome the locks and the gates have swung open. Any other open the gates to let it out!). If the Minotaur is on the board
result means that the gates stay firmly shut. and in the Gaol when the Minotaur Event Card is turned over,
then the beast lets out a tremendous bellow and smashes the
gates aside! From that point on, the Minotaur will move
Roll 1D6 to see which of the Gaol Special Quests the Warrors towards and attack the Warriors just like any other Monster.
find themselves involved in. Also, like other Monsters, the Minotaur is removed from play if
it is cut off from the Warriors by a Cave-in, Portcullis or similar
obstruction.

Wherever it is encountered, the Minotaur is so crazed that it


can ignore wounds which would normally kill other creatures.
T he Goblins in this dungeon have trapped a mad Minotaur.
The Chaos Gods have tainted the beast's mind and it is
now totally insane. When the Warriors first enter the dungeon
To represent this, roll 1D6 each time the Minotaur is hit. On a
roll of 1, 2 or 3 resolve the Damage as normal, but on a roll of
4, 5 or 6 the Minotaur simply shrugs off the blow and takes no
the Minotaur is safely under lock and key inside the Gaol, but Damage at all! If the Warriors manage to kill the crazed
the Minotaur is trying very hard to escape... Minotaur it is worth 750 gold instead of the normal 440.

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.

There are two different circumstances in which the Warriors


will encounter the Minotaur. If the Minotaur card is turned over
before the Gaol has been discovered the mad beast has
already escaped. The Warriors hear a fearsome roar and the
crash of twisted metal echoes down the corridors. Suddenly a
massive shape hurtles out of the darkness! The Minotaur is
placed on the board as normal and fights like any other
Monster.

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T he Warriors were caught in a trap last night, and have


found themselves the prisoners of the Night Goblins! The
Warriors have been locked in the Gaol until the Night Goblin
Warlord returns from his raid. Standing guard outside the Gaol
are six cruel Night Goblin Archers.

THE GUARDS SET-UP

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.

Luckily for the Warriors, the Monsters' slaving parties have


been very successful and their hoard of stolen treasure is
growing rapidly. Every time the Warriors receive an item of
Dungeon Room Treasure from an Event, roll 1D6. On a roll of a
4, 5 or 6 the Warriors get two pieces of Treasures instead.

79
WARHAMMER QUEST – EXTRA RULES & SCENARIOS

SPECIAL QUEST #3 – THE ANVIL CHAMBER


(Board Section from White Dwarf #200, rules by Littlemonk)
Littlemonk)
Dwarf Runesmiths possess the secrets o off how to forge magic runes and how to make weapons, armour
and other items of incredible power. They fashion these items on special anvils that can imbue even more
might and ability into their creation. Like their kin, the Chaos Dwarfs also retained this knowledge knowledge and,
using ancient anvils of ev evil, unholy
il, can create unh oly objects of death and destruction. Many old Dwarf settlements
lie in ruins, scattered throughout the Old World’s mountains and now occupied by Monsters. Likewise, many
Chaos Dwarfs outposts have been eradicated and the Chaos Dwarfs forced back to the east. Some of the
anvils
ancient anvil fortresses,, waiting to be discovered once again…
s still lie buried in outposts, mines and fortresses

The Runesmith’s Hammer


Hot lava flows into a pit in
the middle of the room. At Some of the Anvil Chamber Adventures require the Warriors to
find the Runesmith’s Hammer. To see which room in the
the far end of the chamber Dungeon the hammer is located in, roll on the Runesmith’s
sits an ancient anvil of Hammer Location Table below:
Dwarven craftsmanship.

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 anvil the Warriors have come across can be used to


inscribe a magical rune upon any Weapon, Armour, Shield, or
Helmet. The rune will confer +1 Strength to the Warrior who
wields or wears the item. In addition, the item will be
considered magical.

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.

The Warriors can attempt to invoke the magic of the anvil by


placing the Runesmith’s Hammer upon it (once they have the
hammer). Each Warrior may make one attempt to invoke the
If the Warriors locate and enter the Anvil Chamber, they can power of the anvil by placing the item they wish inscribed on
examine the writing on the pillars. One of the Warriors must be the other side of the anvil and then rolling 1D6. On a score of
standing in a space in front of a pillar after which they can roll 1, the rune does not inscribe and the item disappears! Discard
1D6 to reveal the magical nature of the anvil they have come it immediately. On a score of 2 or more, the attempt is
across. successful and the item now bears the ancient Dwarven rune!
The rune is permanent.

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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:

1-2 The Warriors must place a total of three


Dungeon Room Treasure items on the anvil.
3-4 The Warriors must place a total of two Examing the writing on the pillars reveals that the anvil in front
Dungeon Room Treasure items on the anvil. of the Warriors is of immense evil and it must be destroyed.
5-6 The Warriors must place one Dungeon
Room Treasure item on the anvil. In order to destroy it, the Warriors will have to throw it into the
pool of lava. Once per turn, if there are no Monsters on the
Board Section and if two Warriors are standing adjacent to the
Once the Warriors place the necessary amount of Dungeon anvil, they may attempt to lift it. The two Warriors must each
Room Treasure items on the anvil, a small tremor shakes the roll 1D6 and and add their Strength. If the combined total is 15
chamber and the wall behind the anvil slides open revealing a or more, then they are successful in lifting the anvil. In the next
passageway beyond. Place a Doorway behind the anvil and Warrors’ Phase, they may throw the anvil into the lava. If
shuffle 2D3 unused Dungeon Cards, putting an unused Monsters appear before they can throw the anvil into the lava,
Objective Room at the bottom. Stack them face down in front the Warriors must drop the anvil immediately. Once there are
of the new Doorway. This deck represents a new, unexplored no Monsters on the Board Section, the Warriors can attempt to
area of the Dungeon. When the Warriors reach the new lift the anvil again.
Objective Room, they should draw two Event Cards from the
Chaos Dwarfs Event Deck and resolve them immediately. If the Once the anvil is thrown into the lava pool, it is destroyed
Warriors successfully clear the room of Monsters, they each forever. Each Warrior receives 1 Luck Point Counter which
receive an item of Objective Room Treasure. they may use once per Adventure.

81
WARHAMMER QUEST – EXTRA RULES & SCENARIOS

SPECIAL QUEST #4 – SINJIN’S STATUE


(Board Section by unknown author, modified and redesigned by Littlemonk. Rules and cards by Littlemonk)
Littlemonk)
Sinjin Akahm was an amazing sculptor and sorcerer from Araby who specialised in large, earthen statues.
statues.
Sinjin used strange magic to animate his creations, designating them to special tasks and duties. After Sinjin
Akahm’s death, these magnificent figures were deactivated or destroyed by distrusting rulers.

In the corner of the room, is a


massive statute. This
imposing clay figure with its
life-like features is
T his massive Statue is blocking the Doorway behind it. The
Warriors must destroy the Statue if they wish to continue
in this direction.
undoubtedly the work of a
master craftsman.
After each Warriors’ Phase in which a Warrior attacks Sinjin’s
Statue, the Statue animates and responds in kind during the
Monsters’ Phase. Unlike other Monsters, Sinjin’s Statue
receives one attack against any Warrior who attacked it in the
same turn. See the Sinjin’s Statue Special Card.
SETTING UP

I t is well known that some of these impressive statues were


smuggled into the Old World by evil nececromancers,
powerful warlords or rich nobles. Most of the Golems that
The Statue takes up roughly a 2x2 square on the Board
Section. It will not move from the space (so there is no need to
use a model to represent it) and no models may move onto
were brought into the Old World were sought out and those squares until the Statue is destroyed. Once the Statue is
destroyed, although legends abound that some of these brought to 0 Wounds, the way is clear for the Warriors to
statues were hidden away far from the public eye. explore and move through the Doorway as normal.

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.

T his Statue was used to store items. In order to activiate


the statue, the Warriors must find the Artisan’s Gem and
insert it into one of the Statue’s eye socket. The gem is being
T his Statue was once used to store battle knowledge. In
order to activiate the statue, the Warriors must find the
Artisan’s Gem. The gem is being held by one of the Monsters
held by one of the Monsters in the Dungeon (the Monsters
have not yet figured out what the gem is for). Anytime the
in the Dungeon (the Monsters have not yet figured out what Warriors defeat a group of Monsters in this Adventure, roll
the gem is for). The next Dungeon Room the Warriors enter 1D6. If the score is a 4, 5 or 6, then the Artisan’s Gem is on
contains the Artisan’s Gem. However, upon entering the one of the Monsters. Give the Artisan’s Gem Equipment Card
Dungeon Room the Warriors must draw two Event Cards to the Warrior who had heard the rumour of Sinjin’s Statue
instead of the normal one. After resolving the Events, the being in the Dungeon.
Warrior who had heard the rumour of Sinjin’s Statue being in
the Dungeon takes the Artisan’s Gem Equipment Card. The Warrior who has the Artisan’s Gem may activate the
Statue by standing next to it and inserting the gem into a
cavity in its chest. Once activated, the Statue produces
If there are no Monsters on the Board, the Warrior who has something it has been storing inside its body. Roll 1D6 on the
the Artisan’s Gem may activate the Statue by standing next to table below:
it and inserting the gem into a cavity in the Statue’s chest.
Once activated, each Warrior may ask a question about the art
of battle by rolling 1D6. If the score is a 1, the Statue has no
special knowledge of that area of combat. If the score is 2 or
more, then, placing the Warrior into a semi-hypnotic state, the SINJIN’S VESSEL TABLE
Statue transfers knowledge to the Warrior. The transfer 1-2 Gold! The Statue is storing 4D6x100 gold
confers one of the following (the Warrior may choose): +1 pieces which the Warriors distributue evenly
Weapon Skill, +1 Ballistic Skill, -1 to Escape Pinning or the amongst themselves.
Warrior may cause an extra Wound when determining
Damage. This bonus lasts for the rest of the Adventure. 3-4 Map!
Map! The parchment reveals the layout of
the Dungeon. The Warriors may turn over
the next 1D6 Dungeon Cards and lay out
RPG: The battle knowledge is fleeting and the Warriors all the corresponding Board Sections. They are
strain to retain the hypnotic connection to the Statue. Roll 1D6 unexplored as usual.
at the beginning of each Adventure. If the score is a 1 or 2, 5 A healing salve! The salve has four
then the Warrior does not retain the information and any applications and each application will
bonuses granted by the statue are lost. restore a single Warrior to full Wounds.
6 A rare treasure!
treasure! The Statue has been
guarding 1D3 items of Objective Room
Treasure which the Warriors may distribute
as normal.

82
WARHAMMER
WARHAMM ER QUEST – EXTRA RULES & SCENARIOS

SPECIAL QUEST #5 – THE CRYPT OF MAJEEM


(Board Section by Talion, rules and cards by Littlemonk)
Littlemonk)
famous
Many fam ous heroes found their riches exploring the dangerous dungeons of the Old World, but very few
them.. Legends abound of warriors who were buried in the very dungeons they
lived long enough to enjoy them
possessions..
explored, often with their most coveted possessions

Directly ahead is a stone


coffin. Its lid shattered upon
the floor. Something has either
broken in, or broken out.
Another stone coffin here sits
T he Warriors discover that Monsters have recently broken
into and desecrated Majeem’s crypt. The Warriors hear the
angry roar of the ancient Warrior ringing through the Dungeon.
seemingly untouched.
From now on, each time the Warriors encounter Monsters, roll
1D6. If the score is a 6, then it is the group responsible for the
desecration. If the Warriors defeat the Monsters, they will have
SETTING UP performed retribution for the vandalism. If the Warriors return
to Majeem’s tomb after defeating the responsible group of
Every fortune-hunter knows the tale of Prince Majeem, the son Monsters, they discover a secret alcove has mysteriously
of a peasant who became an adventurer extraordinaire. appeared in the crypt. In it, each Warrior finds an item of
Throughout his long years of dungeon exploration, Majeem had Dungeon Room Treasure.
amassed a huge fortune. Despite the ability to safely live out
his life in the lap of luxury, the Prince continued his love for
adventuring even into his old age. After his death, it was Until the Warriors find and defeat the responsible group of
rumoured that Majeem’s body was buried in a secret Monsters, an Unexpected Event will occur on a Power Phase
underground crypt, where the Prince could continue his roll of both 1 and 6.
passion into the afterlife. Many adventurers have since dreamt
of finding the hero’s lost tomb, sure that it contains fantastic
treasures and heaps of gold.

It is possible that the Dungeon the Warriors are about to


explore contains the legendary Crypt of Majeem. Shuffle the
Crypt of Majeem Dungeon Card in with the rest of the T he Warriors enter the Crypt and discover the stone coffins
empty. Majeem’s body has mysteriously vanished.
Dungeon Deck. If the Warriors discover and enter the Crypt of
Majeem Board Section, then roll 1D6 to see which Special From now on, at the end of each Combat in which all Monsters
Quest they have found. In some of the Special Quests, you will have been defeated (but before they receive any gold or
need a model to represent Prince Majeem. Treasure for killing the Monsters), the Warriors must roll 1D6.
If the result is a 1, then the Warriors are attacked by the
skeletal remains of Majeem. See the Prince Majeem Special
Card. If the Warriors defeat him, they can return his bones to
the coffin in the Crypt so that he can rest in peace.

As long as there are no Monsters on the Board, the Warrior


carrying the bones need only end his Movement adjacent to
the open coffin. He may do nothing else except return
Majeem’s remains whereupon each Warrior receives an item of
Dungeon Room Treasure.

If the Warriors do not encounter Majeem before they find the


Objective Room, then he automatically appears after they

W hen the Warriors enter the Crypt of Majeem, they


discover two stone coffins. The closed one contains
Majeem’s skeletal remains while the other is empty; it’s lid
defeat all of the Monsters (but before they receive any gold or
Treasure for killing the Monsters).

overturned and in pieces upon the ground.

One of the Warriors (determined randomly) immediately


senses that the empty coffin is not quite what it seems.
Examining the bottom the Warrior’s hand disappears into a
magical hole. He swears that he felt something in there
although he also feels slightly fatigued.

If a Warrior reaches into one of the stone caskets, roll 1D6. If


the result is a 1 or 2, the Warrior’s hand reaches into a void of
darkness but grasps nothing. If the score is a 3 or 4, he
extracts an item of Dungeon Room Treasure. If the score is a 5
or 6, then he pulls out an item of Objective Room Treasure.
Regardless of the dice roll, each time the Warrior reaches into
a casket, a cackling laugh echoes through the Dungeon and
the Warrior loses 1 Wound permanently. A Warrior may reach
into the casket as many times as he wishes.

83
WARHAMMER QUEST – EXTRA RULES & SCENARIOS

M ajeem’s crypt has been placed in the only dungeon


where he was forced to flee. His spirit now guards the
area (if he couldn’t be successful in this dungeon, then Majeem
wants to make sure that nobody can!).

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.

Place a new doorway on any usued wall section in the Crypt of


Majeem. Shuffle 1D6 unused Dungeon Cards and place them at
this new Doorway. Once the Warriors enter the last Board
Section in this new deck, they will encounter the skeletal figure
of Majeem. See the Prince Majeem Special Card. In addition to
Majeem, roll on the Haunted Objective Room Monster Table to
see who accompanies Majeem. Once they are defeated, each
Warrior receives 1D3 items of Dungeon Treasure. In addition,
the magically warded door will be open and the Warriors can
continue their quest.

W hen the Warriors step inside Majeem’s tomb, they


discover a map of the Dungeon which reveals all of the
places that Majeem hid his treasure.

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.

A s they step into the Crypt of Majeem, one of the Warriors


(determined randomly) is confronted by a battle-clad
skeleton. Place Majeem in a space adjacent to the chosen
Warrior. It is Prince Majeem and he challenges the Warrior to a
duel.

Note: Prince Majeem always moves next to the chosen Warrior


if his movement allows, moving other models out of the way if
necessary.)

Even if the other Warriors attempt to assist in the battle, they


find it impossible to damage Majeem. Additionally, the dead
adventurer is unaffected by magic, blessings, magical items,
etc. used or cast by other Warriors. Only the confronted
Warrior can seem to wound Majeem. The Warrior in combat
with Majeem, however, can be healed and can benefit from
any magic cast upon him by other Warriors as usual.

If the Warrior loses the combat, each Warrior on the Board


feels a searing pain throughout their body. They each must
deduct -1D3 Wounds permanently from their Starting Wounds
score as Majeem does not consider them worthy of exploring
the area of his final resting place.

If the Warrior defeats Majeem, the ancient hero’s body


crumples to the ground and turns to dust. An echoing voice
congratulates and thanks the victorious Warrior. Majeem is
now able to rest peacefully knowing that able-bodied
adventurers have taken his place. An item of Objective Room
Treasure appears in the open stone coffin that only the Warrior
who defeated Majeem can pick up (he must end his turn in an
adjacent square next to the coffin to retrieve the treasure). With enemies closing in, the Trollslayer is about to
become the victim of a fiendish trap in Mike
McVey’s Warhammer Quest Diorama!

84
WARHAMMER
WARHAMM ER QUEST – EXTRA RULES & SCENARIOS

SPECIAL QUEST #6 – PITS & TRAPS


(GW Mail Order,
Order, cards by Littlemonk)
Littlemonk)
Traps
Pits & Tra ps is a Warhammer Quest supplement that allows any party of adventurers that is bold enough to
add two new areas to any Dungeon they explore. While the new areas are dangerous, they offer rich
rewards to those brave enough, or foolhardy enough, to venture into them.

W hen you use the Pits & Traps Board Sections it is


assumed that the builder of the Dungeon has decided to
protect his lair (i.e. the Objective Room) with an additional
Finding the Crossroads Of Doom
As noted earlier, the Crossroads of Doom are part of a secret
passageway that leads to the Objective Room. There is a
ante-chamber protected by some of his fiercest warriors. He
secret door leading to the passageway hidden in a dungeon
has also built in a short-cut to the Objective Room, concealed
room. If the Warriors wish they can search in Dungeon Rooms
by secret doors, which leads to another part of the Dungeon
during the Exploration Phase to see if they can find the secret
closer to the exit. Obviously only a great, powerful and, above
entrance. Obviously they can only do this before they discover
all, rich individual could afford such safe-guards, so the
the Objective Room in the normal way! To search a room for
rewards you expect to find at the end of the Dungeon are
secret doors the leader must be touching the wall of a
somewhat greater than they would normally be.
Dungeon Room that does not contain a normal door. He may
only search if there are no Monsters on the same Board
USING THE PITS & TRAPS BOARD SECTIONS Section, just as if he were exploring normally. The leader then
Warhammer Quest Pits & Traps includes two new areas for rolls 1D6; on a roll of 1-5 he finds nothing and has wasted his
you to explore: The Crossroads of Doom, and the Bridge of time, but on a roll of 6 he finds the secret entrance to the
Objective Room. Place a Doorway next to the square occupied
Despair. The rules for each are different and are described
later on. First of all, however, the Warriors will need to know by the leader, leading to the Crossroads of Doom. The
how to discover the new areas. Objective Room is beyond the crossroads.

Finding the Bridge Of Despair


When playing this version of the game, when you discover the
Objective Room you must first battle your way across the
Bridge of Despair. Place the Bridge of Despair Board Section so
that the entrance connects to the doorway you have just
opened, as shown below. The Objective Room is through the
doorway (shown here in red) on the far side of the room. Refer
to the Bridge of Despair rules section later on for details of
how to place Monsters and cross the bridge.

OTHER WAYS TO USE THE BOARD SECTIONS


There are a number of other ways you can incorporate the
new Board Sections into your games of Warhammer Quest
other than that described above.

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.

The Dungeon Card Option


To play this option you will need to use the Crossroads of
Doom and the Bridge of Despair Dungeon Cards. Just shuffle
the cards into the Dungeon Deck and use them as normal. If
Blessed are the curious, you come across the card then lay out the appropriate Board
for they shall have Adventures! Sections as described above. However, instead of the Objective
Room being on the other side of them, draw a Dungeon Card
as you would normally when you pass through a Doorway.

85
WARHAMMER QUEST – EXTRA RULES & SCENARIOS

The Roleplay Option


All of the previous options assume you are playing the
standard version of the game, as opposed to the full role-play
version. However GM's of a Roleplay game should find it very
easy (and extremely entertaining) to add the new areas to
their games too.

THE BRIDGE OF DESPAIR RULES


Set up the new Bridge of Despair Board Sections as shown in
the diagram below. Then the leader must roll once on the
Objective Room Monster Table of the Monster-them that is
being used. These Monsters are placed in the squares to the
left and right of the bridge, as shown in the diagram. All the
Warriors need to do in order to get past this room is cross the
bridge and go through the door on the far side - the problem
with this is that the bridge is fixed to a turning mechanism,
and every now and then it rotates round! How exactly this
works, and what the Warriors can do about it, is described in
the special rules below.

Jumping Over the


the Pit
Adventurers can, if they wish jump over a pit square, generally
in order to get from the bridge to a ledge or vice-versa. The
Monsters are far too sensible to try this kind of thing, which is
why all of the bodies at the bottom of the pit belong to
adventurers!

To make a jump the Warrior must have at least two squares of


movement remaining and be adjacent to a pit square. Roll 1D6.
On a roll of 2-6 the Warrior may make the jump; place him on
any empty bridge or ledge square next to the pit square that
he jumped over. The jump 'costs' two squares of movement,
and the Warrior can keep on moving if he has any movement
remaining and would otherwise be allowed to do so. On a roll
of 1, however, something has gone wrong... roll again on the
table below:

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.

86
WARHAMMER
WARHAMM ER QUEST – EXTRA RULES & SCENARIOS

Exploring While On the


the Bridge
If the leader is next to the door on the far side of the bridge in
the exploration phase, then he can open it as long as there are
no Monsters on the bridge Board Section. This replaces the
normal rule that the leader cannot explore unless the entire
Board Section is clear of Monsters.

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.

THE CROSSROADS OF DOOM RULES


Set up the new Crossroads of Doom Board Sections as shown
earlier. Then the leader must roll once on the Objective Room
Monster Table of the Monster-them that is being used. These
Monsters are placed in the squares in the two short corridor
sections to the left and right of the dead end Board Section
that has the levers on it.
When (or if!) all of the Monsters are slain, then the leader can
The leader should place the Monsters, one per square in these pull the levers again, just as described above (i.e. roll 1D6 to
areas, splitting them as evenly as possible between the two see if the platform rotates clock-wise or anti-clockwise). If the
corridors. Any Monsters that will not fit are not used (the leader is lucky then the platform will turn round to face the
leader can choose which to ignore). Note that the normal rules opposite way to that the Warriors came in, but if they are
for placing Monsters next to the Warriors are not used. The unlucky they will end up facing the corridor where they
Monsters will not get to move or fight until they are confronted started. The leader can keep on pulling the levers like this as
by the Warriors as described below. often as he likes, but no more than once per Exploration
Phase, until he finally gets it to face the right way. He can even
keep on pulling the levers after the dead-end is facing the right
way if he desires!

Because of the random way that the platform moves there is a


fairly good chance that at some point it will turn to face the
corridor section that is occupied by the remaining Monsters.
Should this happen then the Warriors must fight them as
described above. However, in this case, once all the Monsters
have been slain, they will be replaced after the leader next
pulls the levers in the dead-end. This happens in the
exploration phase after the leader pulls the levers and the
platform rotates. Roll again on the Objective Room Monster
Table and place the Monsters as described above.

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.

87
WARHAMMER QUEST – BOARD SECTION RULES

· BOARD SECTION RULES ·


Some Board Sections in Warhammer Quest have special rules and they have been reprinted here
for quick reference.
reference. Some of them have also been expanded for use with the new material from
Littlemonk and the Ultimate Adventure Book. The section has been divided up into Special Rules,
Objective Rooms and Corridors & Dungeon Rooms.
Rooms. When new Board Sections are introduced,
introduced,
their rules will be presented here as well.

THE FIRST BOARD SECTION


(Main Rulebook)

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

88
WARHAMMER
WARHAMM ER QUEST – BOARD SECTION RULES

· 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 ALTAR OF KHORNE


(Original designer unknown, modified and redesigned by Littlemonk)
A blood-soaked altar looms at the end of this chamber. Blood… blood is everywhere.

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.

Monster Placement in the Altar Room


In the Monster’s Phase after the Warriors enter the Altar of Khrone Objective Room, they will encounter
the Chaos Sorcerer and Champion of Khorne. Roll on the Objective Room Monster Table to see what other
Monsters accompany them, and then place the Monsters according to the following rules:
1 The Chaos Sorcerer is placed on the platform level, behind which ever pillar puts him
out of the “Line of Sight” of the majority of the Warriors. Unless the rules state
otherwise, the Chaos Sorcerer will prefer to stay behind the pillars and cast spells.
During the Monsters’ Phase he will move behind the other pillar if he is not pinned
and if it puts him out of the “Line of Sight” of the majority Warriors.
2 Any Monsters with missile weapons are placed on the platform level, wherever
possible. They will guard the Chaos Sorcerer if one is present and will never move off
the platform or stairs unless the Sorcerer is defeated.
3 The Champion of Khorne attacks the first Warrior to enter the room. As soon as a
Warrior moves between the first set of pillars into the room their movement ends.
Place the Champion of Khorne in front of that Warrior. If no Warrior move between
the first set of pillars, the Champion of Khorne will randomly attack any Warrior in
the middle entrance spaces.

THE ARENA (Littlemonk)


Rules to be announced…

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THE DEN OF DESIRES


This exquisite hall is lavishly furnished and sweet, arousing fragrances fill the air. Soft,
soothing music reaches the Warriors’ ears and they momentarily forget that they are in
imminent danger.

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.

Monster Placement in the Den


In the Monster’s Phase after the Warriors enter the Den of Desires, they will come face-to-face with the Sorcerer of Slaanesh and the
Champion of Slaanesh. Roll on the Chaos Slaanesh Objective Room Monster Table to see what other Monsters accompany them, and
then place the Monsters according to the following rules:
1 The Sorcerer of Slaanesh is placed on one of the two sofa spaces on Level 3, from where they casts spells against the
Warriors, preferring to stay out of hand-to-hand combat if possible.
2 Any Monsters with missile weapons are placed on Level 2, evenly distributed on each side, and as far away from the
Warriors as possible.
3 The Champion of Slaanesh is placed on one of the spaces next to a burning brazier on Level 3. He attacks the first
Warrior to climb one of the stair spaces which lead to to Level 2. As soon as a Warrior moves onto a stair space, place
the Champion at the top of the stairs in front of him.

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.

DREAD KING’S THRONE ROOM (Catacombs of Terror)


This vaulted chamber is a most fearful and terrifying place. The silence of the dead fills the air with a
tangible aura of menace, and the all-pervading stench of age and death chokes the Warriors’ faltering
breath.

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.

Optional Special Rules


Moving Into and Out Of the Pit
Anytime the Warriors enter the pit, it is assumed that they are using the rope as pictured in the Board
Section. Just as with the Rope Equipment Card, each time a Warrior uses the rope in the Fighting Pit to climb
up or down they must roll 1D6 to see if the rope breaks.

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 FIRECHASM (Adventure Book)


A deep red light seeps out from this room, suffusing the area with a burning glow. The air is almost too
warm to breathe and the walls are hot to the touch.

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.

FIRECHASM HAZARD TABLE


1 The Warrior falls into the chasm and is killed.
2-3 The Warrior slips, dangling into the flames. He is badly burnt, taking 1D6 Wounds
with no deductions for Toughness or armour, but manages to haul himself across
to the opposite side of the chasm.
4 The Warrior slips, losing his grip on any one item of treasure or equipment.
Determine which item is lost in the abyss randomly.
5-6 The Warrior grips on to the bridge as it starts to swing violently. No other Warriors
may attempt to cross the bridge this turn. At the end of the turn, roll 1D6 for the
Warrior on the bridge to see which side of the chasm he ends up on:
1-3 The far side.
4-6 The near side.

Monsters have no such problems in cross the bridge, as they do it all the time.

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THE GOBLIN KING’S CAVE (Littlemonk)


Rules to be announced…

THE GORGON’S GROTTO (Littlemonk)


The light of the lantern reveals columns and statues. The sound of dripping water echoes through this room.

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.

Monster Placement in the Grotto


In the Monster’s Phase after the Warriors enter the Gorgon’s Grotto, you will find out what evil Monsters they meet. Roll on the Chaos
Khorne Objective Room Monster Table to see what creatures are there, and then place them according to the following rules:

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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GORGUT’S LAIR (Lair of the Orc Lord)


This huge room has an air of menace. Facing the Warriors is a deep, spiked pit. Beyond the pit the
Warriors can see a dimly-lit platform upon which stands an imposing throne.

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.

Monster Placement in the Lair


In the Monster’s Phase after the Warriors enter Gorgut’s Lair, you will find out what evil Monsters
they meet. Roll on the Objective Room Monster Table to see what Monsters are there, and then place
the Monsters according to the following rules:

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
of course move onto the entrance level once they have
appeared on the Board.
2 Gorgut is placed on the platform, from where he bellows
commands to his minions. However, he attacks the first
Warrior to climb the stairs from the entrance level to the
floor level by leaping off the platform into the fray. As soon
as a Warrior moves up the stairs, place Gorgut next to him,
ready for battle.
3 Goblins, Orcs, Big’Uns, Gubbinz and Growler are placed on
the floor level.
4 Missile troops are placed are placed on the platform level,
wherever possible.

5 Skabnoze is placed on the Orc symbol in the centre of the


platform.

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.

No Monster will attack a Warrior while he is hanging in the pit.

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THE PIT OF REVULSION (Design by Littlemonk, artwork


artwork by Seb Stuart)
It takes all of your willpower not to vomit due to the repulsive stench which permeates this room. At the
bottom of filthy stairs you can see a large, bubbling cauldron filled with a strange liquid.

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.

Monster Placement in the Pit


In the Monsters’ Phase after the Warriors enter the Pit of Revulsion, roll on the Chaos Nurgle Objective
Room Monster Table to discover what creatures attack them. Place the Monsters with the following rules:

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.

QUIRRIK’S LABORATORY (White Dwarf #195)


Due to the intricate and extensive rules, see White Dwarf Magazine Issue #195 (Domain of the Horned Rat
article) for how to use Quirrik’s Laboratory.

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THE SHIFTING SANCTUM (Littlemonk)


The powerful magic of Tzeentch, the Changer of Ways, courses through this room
causing many transformations and alterations. The floor here expands and contracts
and the Winds of Magic flow backward.

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.

Power Wizard’s Power Tile Section


Phase this turn that moves
6 1 Middle Square
5 2 L Squares
4 3 I Squares
3 4 I Squares
2 5 L Squares
1 6 Middle Square

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.

Monster Placement in the Sanctum


In the Monsters’ Phase after the Warriors enter the Shifting Sanctum of Tzeentch, roll
on the Chaos Tzeentch Objective Room Monster Table to discover what creatures
attack them. Place the Monsters with the following rules:

1 Place the Chaos Sorcerer of Tzeentch on the blue Level 3


platform. Other Monsters are never placed there as only a
Sorcerer of Tzeentch can occupy the center platform.
2 Place any Guards are placed on the stairs first. They will
Guard the Sorcerer and will never move off the stairs unless
the Sorcerer is defeated.
3 Missile troops are placed on the yellow Level 2 platforms in
the corners of the room, following all rules for lines of sight.

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THE SORCERER’S FORGE (Littlemonk)


This huge room has an air of menace. Facing the Warriors is a deep, spiked pit. Beyond the pit the
Warriors can see a dimly-lit platform upon which stands an imposing throne.

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.

Monster Placement in the Forge


In the Monster’s Phase after the Warriors enter the Sorcerer’s Forge, you will find out what twisted
Monsters they meet. Roll on the Objective Room Monster Table to see what Monsters are there, and
then place the Monsters according to the following rules:

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 SPIDER’S NEST


(Designed by Littlemonk, artwork by Seb Stuart)
A golden fluorescence radiates dimly from beyond a thick veil of cobwebs.

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 (Original Board from White Dwarf #223,


modified and redesigned
redesigned by Littlemonk)
Low lights in this room illuminates tables and chairs. The smell of food,
ale and sweat hangs in the air.

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).

Monster Placement in the Tavern


In the Monsters’ Phase after the Warriors enter the Tavern, roll on the
Objective Room Monster Table of the Monster-them being used to
discover what Mosnters assault them. Place the Monsters with the
following rules:

1 The Chaos Sorcerer is placed at the end of the balcony, as


far away from the stairs as possible.
2 Missile troops are placed on the highest level possible.
3 The table is considered one large square and only one
model may stand on a table at one time.
4 The Chaos Champion guards the Tavern front entrance
Doorway.

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 TEMPLE OF KHAINE (Hall of the Hag Queen)


The statue of Khaine greets you as you enter this shrine. At the top of the stairs is
a glowing cauldron dripping with blood.

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.

Monster Placement in the Hall


In the Monsters’ Phase after the Warriors enter the Temple of Khaine, roll on the
Dark Elves Objective Room Monster Table to discover what merciless Dark Elves
assault them. Place the Monsters with the following rules:

1 Regular Monsters are never placed on the Upper platform


where the Cauldron is located (they aren’t allowed near it).
Only the Hag Queen and her Guardians Griselda and
Brunhilda are placed there.
2 The Hag Queen is placed on the space directly behind the
Cauldron.
3 Griselda and Brunhilda are placed on the steps of the Upper
platform.
4 Missile troops are placed on the Middle platform, as far
away from the Warriors as possible.
5 Raith Darkfoot, if present, is placed behind the Warrior he
targets.

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THE VAMPIRE’S LAIR


LAIR (Littlemonk)
Candles burning inside this room reveal a cozy chamber, although you can feel that an evil
presence is close by.

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.

Monster Placement in the Vampire’s Lair


In the Monsters’ Phase after the Warriors enter the Vampire’s Lair, roll on the Vampire
Objective Room Monster Table to discover what foul creatures assault them. Place the
Monsters with the following rules:

1 Until the Warriors discover the Hidden Resting Chamber, no


models may be placed in that part of the Board.
2 Place any Spellcaster as far away from the Warriors as
possible.
3 Missile troops are placed on the highest level possible.
4 No models may occupy the three Vampire Coffin squares.

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):

1 Trap! A fireball engulfs the room and every Warrior


on the Board Section suffers 3D6 Damage!
2-4 Trap! One of the Warriors (determined randomly) is
struck by a bolt of magical energy. They suffer 1D6
Wounds with no modifiers for anything.
5-6 Found it! The Warriors discover a secret lever! The
bookcase separates in the middle and both ends retract
into the walls, revealing stairs leading down into a
secret chamber below!

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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· CORRIDORS & DUNGEON ROOMS ·


THE ANVIL CHAMBER THE BRIDGE OF DESPAIR
(White Dwarf #200) (Pits & Traps)
Hot lava flows into a pit in the See the Special Quest section of this Rulebook (page 85)
middle of the room. At the far for details of the Bridge of Despair.
end of the chamber sits an
ancient anvil of Dwarven
craftsmanship.

See the Special Quest section of


this Rulebook (page 80) for
details of the Anvil Chamber.

THE BOTTOMLESS PIT


(Hall of the Hag Queen)
When this Board Section is first
discovered, it is placed so that CHASM OF DESPAIR
the Warriors enter from the side
of the bridge that contains only (Catacombs of Terror)
two squares. The slender bridge that spans the Chasm
of Despair is very narrow and any
Warrior or Monster who is clumsy may
There are three “squares” on end up toppling down into the darkness.
the bridge consisting of two
planks in each square. The
middle “square” is quite Any Monster or Warrior that rolls a
precariously held together and natural 1 to hit with a hand-to-hand
any Warrior who steps on it attack while standing on the bridge will
must immediately roll 1D6, lose their balance and fall down into the
deducting -1 for every other depths of the catacombs and is quite,
model that is also on the bridge at the same time. If the quite dead. The Warriors do not get gold
result is a 1 it means that the entire bridge has given for Monsters who die in this way. The
way. All models on the bridge plummet into the darkness Warriors may save themselves with the
below (the bottom of which has never been reached) and Dwarf's Rope Equipment Card, which stops them falling
are removed from the game. Warriors get no gold for in. but may break as written on the card. Otherwise,
Monsters killed in this way. In addition, if a Warrior events only happen in the Chasm of Despair if a 1 is
begins their turn on the middle “square” they must roll rolled in the Power Phase.
1D6 to see if it gives way (this is not a good place to be
stopping!).

To repair a collapsed bridge, a Warrior must spend a turn


shooting an arrow (or bolt) with a Rope attached to it
across the chasm by rolling on his Ballistic Skill as if THE CROSSROADS OF DOOM
shooting an enemy. If that is successful, the Warriors can
repair the bridge which takes another 1D3 turns. If they (Pits & Traps)
don’t have a rope or arrow/bolt, the Warriors must turn See the Special Quest section of this Rulebook (page 85)
back. for details of the Crossroads of Doom.

Monsters are agile and cross the bridge regularly so they


never need to make a roll when stepping on the middle
square. Note that flying Monsters, in addition to
attacking the Warriors from the various squares, can also
attack the Warriors from the empty spaces (bottomless
pit) on either side of the bridge. Flying Monsters never
plummet if the bridge gives way.

The Bottomless Pit is a Corridor and will be empty unless


an Unexpected Event is rolled in the Power Phase.

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THE CRYPT OF MAJEEM THE FLAMES OF KHAZLA


(Board by Talion, Rules by (Catacombs of Terror)
Terror)
Littlemonk)
Littlemonk) Where the corridor turns a corner, the
Directly ahead is a stone coffin. Its Warriors come across a small shrine of
lid shattered upon the floor. multi-coloured flames.
Something has either broken in, or
broken out. Another stone coffin The first time a Warrior enters this
here sits seemingly untouched. Board Section, he regains 2D6 Wounds,
up to his Starting Wounds score. Each Warrior may only
See the Special Quest section of this Rulebook (page 83) be healed once in this way, The Flames of Khazla is a
for details of the Crypt of Majeem. corridor, not a Dungeon Room, so entering it will not
trigger an Event Card. Note that Warriors may not move
through the square that contains the shrine.

Because the room is so small, only three squares


effectively, the Warriors will have to be careful when they
THE CRYSTAL CAVE pass through it. If the leader moves onto the new Board
(Hall of the Hag
Hag Queen) Section the turn after exploring, the fourth party
The first time a Warrior enters member, stuck on the previous Board Section, will
the Crystal Cave Board Section immediately become lost in the dark! It is a good idea for
she rolls 1D6 and adds that the leader to stay in the Flames of Khazla Board Section
number to the Power Phase roll. until any players who are on the previous Board Section
The total is the number of have moved into the Flames of Khazla, or out onto the
Wounds she heals, up to her new Board Section.
Starting Wounds score.

The Crystal Cave is a Corridor and will be empty unless


an Unexpected Event is rolled in the Power Phase.

THE FLAMES OF KHAZLA


(White Dwarf #186)
#186)
THE DEAD END Just ahead of the Warriors the corridor
turns sharply, and nestled in the corner is
(White Dwarf #192) a small shrine. An ornate brazier burns
The Warriors have come to a complete continuously with multi-coloured flames
Dead End and must either retrace their that occasionally leap up to the ceiling.
steps or dig their way through the
rubble. You cannot dig through while See the Special Quest section of this
there are Monsters on the same Board Rulebook (page 76) for details of the Flames of Khazla.
Section.

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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WARHAMM ER QUEST – BOARD SECTION RULES

THE HALL OF DEATH (Catacombs of Terror)


Terror)
The bone-filled Hall of Death is a source of dark magic and draws evil power from the surrounding
area. This power acts like a beacon to the fell creatures of Undeath.

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.

THE SEWER (White Dwarf #204)


#204)
The rancid stench of noxious vapours assails the Warriors’ nostrils as they reach this intersection
with an effluent channel.

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.

101
WARHAMMER QUEST – BOARD SECTION RULES

THE SHAMAN’S DEN (Lair of the Orc Lord)


Lord)
The Warriors can feel the magical power in the room, but the poor light of the lantern is not enough to show what
might lurk within. Crumbling sandstone steps lead up into the darkness.

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.

SINJIN’S STATUE THE SPIDER’S NEST


(Original designer unknown, modified and (Design by Littlemonk,
Littlemonk,
redesigned by Littlemonk)
Littlemonk) artwork by Seb Stuart)
Stuart)
In the corner of the room, is a massive statute. This A golden fluorescence
imposing clay figure with its life-like features is radiates dimly from beyond
undoubtedly the work of a master craftsman. a thick veil of cobwebs.

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.

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.

102
WARHAMMER
WARHAMM ER QUEST – BOARD SECTION RULES

THE SPIRAL STAIRCASE (White Dwarf


Dwarf #192)
A set of ancient stairs descends into the depths of the Dungeon.

Into the Dark


Imagine this Board section is roughly divided into four squares around the stairwell itself (like the Gaol and Flames
of Khazla Board Sections). The Warriors may ignore the steps and skirt around the top, or they can descend
downwards into the very bowels of the Dungeon.

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.

The Perils of the Dark


The Dungeon below the stairs is dangerous indeed, the very heart of the Monsters’ domain. Whenever an Unexpected Event
occurs while below the stairs, the Warriors should take 1D3 Event Cards instead of just one. Alternatively, if you are using the
Monster tables from the Roleplay Book, roll on the table one Battle-level higher than normal. Any ‘E’ type Events should be
resolved before Monsters are placed on the Board.

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.

The Ultimate Adventure Book

103
WARHAMMER QUEST – BOARD SECTION RULES

THE TOXIC PITS (Nurgle)


(Design by Littlemonk, artwork by Seb Stuart)
Four shallow pits radiate a green glow. Engraved upon the stone floor is the symbol of Nurgle.

The Pits The Mark of Nurgle


If a Warrior rolls a natural ‘1’ during combat must Each time a Warrior steps on the centre
roll 1D6 on the following table: square of this Dungeon Room, they must
roll 1D6. If the score is a 3, 4, 5 or 6,
1 The Warrior suddenly loses his nothing happens. But if the score is a 1
footing and falls into the pit! The or 2, the power of Nurgle manifests and
toxic green sludge makes his skin the Warrior must roll on the
feel like it is on fie and he suffers Manifestation of Nurgle Table below:
2D6 Wounds with no modifiers for
Toughness or Armour.
The Warrior can only exit the pit via
a rope, Levitation Spell, or similar.
In addition, one item the Warrior is
carrying is destroyed by the toxic MANIFESTATION OF NURGLE TABLE
sludge (determined at random).
1 Infection. The Warrior suddenly feels deathly ill. He suffers
For every turn the Warrior spends
1D6 Wounds with no modifiers for anything and is -1
in the pit he suffers an additional
Toughness for the rest of the Adventure. If the Warrior’s
1D6 Wounds with no modifiers for
Toughness is ever reduced to zero he is dead and removed
anything and he loses one more
from the game.
random item that they are carrying.
2 Retching. The Warrior’s stomach churns and stirs violently
2 The Warrior loses his footing on the
causing her to double over and cough up brownish-green
slippery floor and falls toward the
fluid. She suffers 1D6 Wounds with no modifiers for
dark, green, bubbling liquid. She
Toughness or Armour and the Warrior is -1 Strength for the
manages to catch onto the ledge,
rest of the Adventure. If the Warrior’s Strength is ever
hanging by her fingertips. Any
reduced to zero she is dead and removed from the game.
adjacent Warrior who has not yet
moved may spend their turn pulling 3 Lethargy. The Warrior feels sluggish and has trouble
the Warrior up from the ledge. moving his legs. He suffers 1D3 Wounds with no modifiers
A Warrior who is dangling from the for Toughness or Armour and for the rest of the Adventure
ledge cannot attack nor will she be the Warrior is either -1 to Movement or -1 Initiative (your
attacked by Monsters. A dangling choice). If the Warrior’s Movement or Initiative is ever
Warrior can spend the entire next reduced to zero he is dead and removed from the game.
Warriors’ Phase pulling herself up to 4 Dizzy.
Dizzy. The Warrior feels faint and the room begins to spin.
an adjacent empty space. For next 1D6 turns he suffers -1 To Hit.
3 Green, burning liquid splashes out 5 Fever. The Warrior begins to sweat profusely and her knees
of the nearest pit covering the buckle momentarily. She suffers 1 Wound with no modifiers
Warrior with the thick goo. The for anything.
Warrior suffers 1D3 Wounds with
no modifiers for anything. 6 Nausea
Nausea.
sea. The Warrior begins to feel slightly nauseous but
the sensation soon passes.
4-6 The Warrior begins to slip on the
wet floor, but manages to regain
his balance.

THE WATER CAVE


(Hall of the Hag Queen)
Dark, murky water gently flows past large, jutting rocks.

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
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WARHAMM ER QUEST – BASIC MONSTER TABLES & PROFILES

· BASIC MONSTER TABLES & PROFILES ·


For those who prefer not to use the new Monster-
Monster-themed Event Cards, the following pages
contain Monster-
Monster-themed Tables appropriate for Warriors who are starting their first Adventure.
Any new Special Rules for Monsters or Villains are listed under the corresponding Monster Table. Some of the
Villains are guarded by Minions and some villains cast spells. Since the Minions Tables and Magic Spells are not included here, you will
want to print the various Minions Special Cards and various Magic Special Cards to use as refernce sheets.

· 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
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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.

Breastplate of Tortured Souls


Malmsteem also wears the Breastplate of Tortured Souls which increases his Toughness by 1. In addition, any time Malmsteem is hit,
there is a chance that the Chaos Gods will grasp deep into the attacker’s soul. Roll 1D6 each time a Warrior hits Malmsteem
successfully. On a roll of 1 the Warrior must take a Skull Counter. If a Warrior collects a total of three Skull Counter, he is corrupted by
the power of Chaos and is removed from the game. If Malmsteem is killed the Warrior may discard any Skull Counters collected.

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
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· 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.

KOLOS THE MASOCHIST THE CHAOS CHAMPION OF SLAANESH


Flail of Anguish
Kolos wields the Flail of Anguish. If his To Hit roll is a natural 6, Kolos causes 3D6 Wounds instead of 2D6 modified for Toughness and
Armour as usual.

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.

MOLVAR THE WRAITH LORD


Special Attack. If both of Molvar’s regular attacks hit in a single turn, combine the Damage into a single Attack. Movlar ignores an
opponent’s Armour when determining Damage.
Note: If the Warriors encounter Molvar as an Event and “kill” him, he will reappear in the Ojbective Room.

VYKTRINA THE WAILING BANSHEE


Deathly Howl. At the start of the Monsters’ Phase, before she makes her regular attacks, roll 1D6 for Vyktrin’as Deathly Howl. Each
Warrior must subtract their Toughness from the score, with the difference being the amount of Wonds the Warrior takes with no
modifiers for anything. A Warrior who suffers any Wounds must roll another 1D6. If the result is a 1, he must subtract -1 from his
Starting Wounds score permanently.

113
WARHAMMER QUEST – BASIC MONSTER TABLES & PROFILES

· ORCS & GOBLINS ·


· LEVEL 0 MONSTER TABLE ·
11-13 1D6 Wild Cave Squigs
14-
14-16 1D6 Orcs & 1D6 Night Goblin Archers
21-
21-23 Skabnoze the Shaman with Minions
24-
24-26 1D6 Black Orcs
31-
31-33 3 Gorgut’s Big’Uns
34-
34-36 4 Goblin Netters & 4 Goblin Clubbers
41-
41-46 1D6 Goblin Archers & 1 Goblin Fanatic
51-
51-53 1D3+1 Goblin Wolf Riders
54-
54-56 2 Squig Hunters with Cave Squig
61-
61-63 Gogut & Minions
64-
64-66 3 Goblin Fanatics

· 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.

SKABNOZE THE SHAMAN


Ring of Invisibi
Invisibility. Once he gets to 0 wounds, Skabnoze will put on the ring and vanish – his minions will fight on. Remove Skagnoze
from the Board and roll 1D6. On a score of 1, shuffle this card back into the Event deck; he may turn up again! Otherwise, he may turn
up in the Objective Room. 300 gold for knocking Skabnoze to zero Wounds.

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.

VAN DAMNEG THE DREAD KING


If you roll Van Damneg as an Unexpected Event, re-roll this result. If the Warriors have just entered a room, place the Dread King in a
corner as far away from the Warriors as possible, then place his minions.

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.

ANASTAZIA THE BANSHEE


Deathly Howl.
At the start of the Monsters’ Phase, before she makes her regular attacks, roll 1D6 for Vyktrin’as Deathly Howl. Each Warrior must
subtract their Toughness from the score, with the difference being the amount of Wonds the Warrior takes with no modifiers for
anything. A Warrior who suffers any Wounds must roll another 1D6. If the result is a 1, he must subtract -1 from his Starting Wounds
score permanently.

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!

The Ultimate Adventure Book brings


together Adventures from
Warhammer Quest and its expansion
packs as well as the pages of White
Dwarf magazine and presents them
in an easy to use format. There are
also more than 45 new Adventures,
new Special Quests, a collection of
Special Rules and foe-specific
Monster Tables with which to
enhance your games of Warhammer
Quest.

With the accompanying PDF files, the


Ultimate Adventure Book is loaded
with new event cards to add unique
atmosphere to your dungeons, new
equipment and treasure cards with
which to outfit and reward your
Warriors, as well as new villains and
monsters for them to encounter.

Several new, highly detailed board


sections were commissioned for this
project to add new elements to your
dungeon finales!

Although written for Warriors


starting out on their very first quest,
the framework of the Ultimate
Adventure Book was designed to be
easily customised to accommodate
any level of Warriors.

Go forth, heroes - adventure awaits!


SETTLEMENT EVENTS – LITTLEMONK (Revision 2.0)

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.

Wreckage and debris


Effects of ramming
Remove Debris markers; any characters clinging to the
The opposing player must make a saving throw against a
debris are lost. Change Wreckage markers into Debris.
Below the Waterline hit. If it fails the ship takes damage
(see the attacking ship’s details). Fires
Roll for each area on fire on the ship:
Sinking
Once a ship’s Below the Waterline area is destroyed it 1 Blaze goes out
sinks. Place a Sunk counter on the template and replace 2-3 Blaze does not spread
the ship with a Wreckage marker. Wreckage markers 4 Blaze spreads prow-ward
obstruct movement and line of sight like a ship. 5 Blaze spreads upward
During the End Phase replace it with a Debris marker; 6 Blaze spreads stern-ward
this does not obstruct movement or line of sight. At the
If a fire goes out replace it with a damage marker. If the
end of the next turn this is removed.
fire spreads place another fire marker left or right as
Any Admiral or Wizard who was on the ship may cling to appropriate. There is no saving throw. If there is a choice
wreckage or debris while it is there. of areas roll a die. If there is no space nothing happens.
If the area is already damaged it is simply set on fire;
Boarding Actions there is no critical hit.
Only one boarding action can be initiated per turn if in Blazing locations are treated as destroyed locations. If
contact with two or more ships. there is a fire in a location that can take two hits and
only one is ablaze, any result that says a fire spreads
Both sides roll a dice and add the number of crew
means the second part of the area is now ablaze too.
counters on their ship. The defender adds the number
of remaining cannons he has pointing in the direction Stragglers
of the attacker. A ship with an Admiral gets +1 to the Stragglers cannot move or fire in the Battle Phase
boarding action roll. The player with the lowest total though they may defend as normal if boarded. In the
loses a crew counter. End Phase they may move but cannot fire or board.
A winning attacker may press on or break off the attack.
Scuttle ships
A winning defender may cut grapples and the boarding
action ends. If he continues he is the attacker and can If the original boarding ship is no longer in contact the
no longer add cannons to his roll, but then his opponent boarding crew are out of the game. Replace the scuttled
may if he has them. ship with a Wreckage Marker.

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

SHOOTING HAND-T0-HAND SHOOTING HAND-T0-HAND


Shooter’s BS Sequence D6 (1 always misses) Shooter’s BS Sequence D6 (1 always misses)
1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
1. Roll D6 for each Attack on the fighter’s profile 1. Roll D6 for each Attack on the fighter’s profile
6 5 4 3 2 1 0 -1 -1 -3 6 5 4 3 2 1 0 -1 -1 -3

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.

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 Heal 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.
INTRODUCTION
The Warriors cannot remember a time filled with more misfortune than this one. Waylaid by
highwaymen, the Warriors have found themselves penniless, robbed of all their hard-earned gold
and belongings. They surely have much to learn before they can begin to call themselves heroes!
Vowing revenge, the Warriors track the culprits to their hideout where they impart justice upon their
attackers. Their weapons and armour have been recovered, but their coin nowhere to be found…

In Hezak’s Revenge the Warriors begin the game with no gold. Scratch all of it off their Record
Sheet! They do, however, retain all of their other belongings from their previous adventures. (It
may be best to withhold this information from the rest of your group until the start of the
adventure so that the Warriors don’t participate in a spending spree in the previous Settlement!)
But not to worry – the Warriors are headed for a rich mine with plenty of gold and later to a cavern
with untold fortune! The adventures are filled with much necessary mayhem, terrible grudges, and
tons of Dwarf Brew! These scenarios can be especially exciting, and somewhat appropriate, if there
is a Dwarf Brewmaster in the party – although it is not a requirement!

PLAYING THE ADVENTURES


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

RULES, MINIATURES, CARDS and BOARD SECTIONS


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

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

1
1 IT’S ALL MINE! (for Battle-Levels 2 & 3)

As the sun sets, the Warriors wearily enter the Town of Hildebrandt. Their
stomachs ache for food and drink but their purses are empty. They make their
way to the Blind Scorpion Inn where they are greeted by a grumpy Dwarf. With
no money for a room or a hot meal, the grouchy Dwarf directs the Warriors to
Genzi, Hildebrandt’s mayor, who is looking for a stalwart band to employ.
Genzi seems relieved upon meeting the Warriors and, over a hot meal and some
cheap ale, explains that the new shipment of Bugman’s Golden Brew is long overdue and citizens are
becoming more upset with each passing day. If something isn’t done soon Genzi fears that
eventually the townsfolk will be rioting in the streets! He offers the Warriors 1D6x25 gold per Battle-
Level each to find the cart and even more gold if they can finish the delivery of the shipment intact!
A preliminary investigation at Bugman’s Brewery South of the Empire reveals that the Beer Wagon
with the shipment did leave but disappeared somewhere on the road. Back-tracking the route of the
Bugman’s Beer Wagon, the Warriors eventually find someone who remembers seeing it near the old
abandoned Dwarf mines of Karak Norn. The Warriors hurry to the ancient ruins and find the
entrance to the mines well-traveled with Wagon tracks leading into darkness…

SETTING UP THE TORTURE CHAMBER & THE BEER WAGON


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

The Warriors must find three things in Kark Norn:


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

2
THE FOUNTAIN OF LIGHT too!) and head for the exit. If they have not already
found 5 Beer Barrels or the Wagon, they may
OBJECTIVE ROOM continue through the dungeon as normal.
When the Warriors enter the Objective Room, roll Once the Warriors leave the Fountain of Light
1D6. On a 1-2 the Warriors must roll three times Objective Room they must continue to roll for
on the Objective Room Monster Table. On a 3-5 Unexpected Events as usual until they exit the
they must roll only twice on the Table. On a 6, Dungeon. But since the population of Karak Norn
they roll only once. In each instance, Snevel the mines has been depleted, if the Warriors roll a ‘1’
Hobgoblin Boss and Enkni the Bull Centaur are indicating an Unexpected Event, roll another 1D6.
both present (see below). Only if the score is a ‘1’ or a ‘2’ does an
Inside the Fountain, the Warriors can smell the Unexpected Event occur and the Warriors should
unmistakable waft of Bugman’s Brew! Once the draw an Event Card accordingly. If the second roll
Board is cleared of Monsters, the Warriors may is not a ‘1’ or ‘2’ then an Unexpected Event does
load up as many Beer Barrels as they’ve found and not occur.
put them in Bugman’s Wagon (if they’ve found that

SNEVEL, Hobgoblin Boss ENKNI, Bull Centaur

Wounds 16 Wounds 18
Move 4 Move 8
Weapon Skill 4 Weapon Skill 4
Ballistic Skill 3+ Ballistic Skill 4+
Strength 4 Strength 4
Toughness 4 (6) Toughness 4 (6)
Attacks 2 (+S) Attacks 2 (3)
Damage 2D6 Damage 2D6
Gold 500 Gold 700

Special Rules: Special Rules:


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

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


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

3
4
5
6
THE ABANDONED MINES OF KARAK NORN Bestiary Reference Table (for Battle-Levels 2 & 3)
Monster Type M WS BS S T W I A Gold Arm. Dam. Special Rules
Chaos Dwarfs
Chaos Dwarf Blunderbuss 3 4 4+ 3 4 8 2 1 140 1 1 Armed with Blunderbuss; Magic Resistance 6+.
Chaos Dwarf Magic 1; Magic Dispel 4+; Magic Resistance 4+;
Chaos Dwarf Sorcerer 3 4 4+ 3 5+1 8 3 1 590 2 1/2(6+)
Protection Ring (+1 T).
Chaos Dwarf Warriors 3 4 4+ 3 4 8 2 1 140 2 1 Magic Resistance 6+; (Guards Sorcerer if present).
Hobgoblins
Ambush, Magic A; Armed with [1-3] Bows (Str 3) or [4-6] Axes; Break;
Hobgoblin Champions 4 4 4+ 3 3 10 2 2 150 2 1/2(6+)
Guards (Sorcerer if present).
Ambush, Magic A; Armed with Curved Daggers; Break; Guards
Hobgoblin Sneaky Git Champions 4 4 3+ 4 3 10 3 2 180 - 1/2(6+)
(Sorcerer if present).
Ambush; Magic A; Armed with Curved Daggers; Break; Guards
Hobgoblin Sneaky Gits 4 3 4+ 3 3 4 2 1 65 - 1
(Sorcerer if present).
Ambush; Magic A; Armed with [1-3] Bows (Str 3) or [4-6] Axes; Break;
Hobgoblin Warriors 4 3 4+ 3 3 4 2 1 50 1 1
Guards (Sorcerer if present).
Snevel – Hobgoblin Boss 4 4 3+ 4 4 16 3 2 500 2 2 Ambush, Magic A; Magic Weapon; Knave’s Powder.
Monsters
Bull Centaurs 8 4 4+ 4 4 12 3 2 410 2 1/2(5+) Fear 5; Magic Resistance 6+.
Centaurs 8 3 3+ 4 3 12 3 2 300 - 2 Armed with Bows (Strength 4).
Enkni – Bull Centaur 8 4 4+ 4 4 18 3 2 700 2 2 Fear 5; Magic Resistance 5+; Stomp.
Ogre Mercenaries 6 3 5+ 4 5 13 3 2 400 - 1/2(5+) Fear 5.
Monster Type M WS BS S T W I A Gold Arm. Dam. Special Rules

HOBGOBLIN SNEAKY GITS & SNEAKY GIT CHAMPIONS


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

7
2 TROUBLE BREWING (for Battle-Level 3)

B ugman’s Brewery is in utter chaos! Many of their carts and wagons have
recently been ambushed and hijacked by bands of Hobgoblins and the Brewery
has had to hire mercenaries to protect outgoing shipments. A band of heroes
have recently brought evidence that Chaos Dwarfs may be behind the raids.
But now a new calamity has struck the Brewery. It seems that Bugman’s
finest brews have been tainted by a powerful spell! What was once a frothy,
pleasurable perfection, has now transformed into a repulsive, revolting refuse
worthy only of putting into a basin to wash one’s feet! The Dwarfs are baffled
and cannot figure out why or how this abomination is occurring. A great sage
in the Empire has put some clues together and is convinced that the caverns in
Black Water near Zhufbar hold the answer to the curse of Bugman’s Brewery:
Ungwie, a Chaos Sorcerer of growing power.
Bugman’s Brewery is calling out all heroes to seek out and destroy this Sorcerer who has cast this
evil upon them and they have promised a great reward to the ones who succeed in bringing down the
sorcerer! The Warriors have responded by traveling to the brewery for more details. Impressed by
their character and confidence, the Brewery has given each Dwarf Warrior a special, silver Tankard
(cheap, tin imitations for the non-Dwarf heroes in the party) filled with a specially aged brew to aid
them in their quest.

SETTING UP WHO REALLY OCCUPIES THE CAVERNS?


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

BUGMAN’S SPECIAL TANKARDS


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

8
THE WELL OF DOOM THE OBJECTIVE ROOM
The constant sound of dripping When the Warriors enter the Idol
water from the cavern ceiling Chamber, they will be unknowingly
echoes through the room. A interrupting a very important
horrible stench wafts upward meeting between Ungwie and the
from a filthy grate on the floor. Chaos Dwarves. The Warriors
must roll once on the Objective
Room Monster Table (below) to see
Special Rules exactly who is in the room.
As the Warriors step onto this Board Section, roll Always present will be Ungwie
1D6 instead of drawing an Event Card. and his personal bodyguard, Chulu (a fine Chaos
Warrior) and Chaos Dwarfs.
Ungwie will be located against the back wall as
WELL OF DOOM TABLE (Roll 1D6) far away from the Warriors as possible and
guarded by Chaos Blunderbusses.
1 The Filthy Grate
Chulu will protect his Master to the death and
2 The Rotting Skeleton will therefore attack the first Warrior who enters
the room. Place him adjacent to that Warrior
3 The Rusty Sword immediately after the Warrior has finished moving.
4 The Dirty Water Chulu’s Special Rules are listed on the next page.

5 The Slimy Ground


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

1 Ungwie, Chulu, 3 River Trolls, 1D6


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

2 Ungwie, Chulu, 1 River Troll, 1D6


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

Do not draw an Event Card in this Dungeon Room. If the Warriors manage to clear the Board of
Entering the Water Cave will always trigger an ‘M’ Monsters, they will each find a treasure chest in
Event and the Warriors should automatically roll the Idol Chamber that contains one Objective
on the Monster Table as if they drew an ‘M’ Event Room Treasure. Random chance will determine if
Card. No ‘Unexpected Events’ occur in this room. the item the Warrior finds is useful as explained
below.
Multi-level Room In turn, starting with the party leader, each
Warrior should draw a Warrior counter. If they
The Water Cave Dungeon Room is treated as draw their own counter, they may choose to
multi-level. A model on a corner square or the discard their Objective Room Treasure if they were
center square is considered to be no more than not able to use it. They may then draw a new
knee deep and on the upper level. A model that is Objective Room Treasure, but they must keep this
on any other square is considered to be at least treasure even if it is also unusable or even if it is of
waist deep and on the lower level. less value than the previous. The Warrior should
then return their counter to the pool.

9
UNGWIE, NURGLE CHAOS SORCERER
UNGWIE NURGLE MAGIC TABLE (Roll 2D6)
Always scheming in the dripping caverns of
Blackwater, Ungwie commands a small horde of 2-4 Failure. Ungwie’s magic fails him this turn.
Nurgle followers and daemons. His caverns are Grime of the Ghoul. Rubbing his palms
5
filled with vile odors, slippery passageways, and together, Ungwie stares intently at one of the
disease infested chambers that few dare to enter. Warriors (chosen at random). That Warrior
As the Warriors have suspected, Ungwie has immediately begins to itch and scratch as
scabs and boils begin to cover her hands, feet
teamed up with the Chaos Dwarfs and has laid a
and face. Until the start of the next Warriors’
curse on Bugman’s Brewery. Why the two factions Phase, the Warrior is -1 To Hit her foes.
have targeted the Brewery is anyone’s guess.
6 Ruthless Wither. A sickly blue mist seeps
from Ungwie’s eyes and one of the Warriors
SPECIAL RULES: (determined randomly) turns old and wrinkled
Ungwie Nurgle Magic 1; Magic Resistance 5+; for one turn during which they are -1 Attacks.
Magic Armour; Magic Weapon; Parry 5+. 7-8 Stench of the Dying. A terrible smell of
Each turn, Ungwie attempts to cast 1 Nurgle Spell sickness permeates through the room and
each Warrior must roll 1D6 and add their
(see Nurgle Magic Table on right).
Toughness. If the total is 7 or more, they are
See Roleplay Book for others Special Rules listed unaffected. If the total is 6 or less, the Warrior
above. suffers 1D3 Wounds with no modifiers for
Toughness or Armour.
9-10 Black Rot. A stream of brown slime shoots
from Ungwie’s mouth and splashes onto one
random Warrior. The Warrior’s skin quickly
begins to blacken and he takes 1D6 Wounds
with no modifiers for Toughness or Armour.
The Warrior must then roll 1D6 and add his
Strength and if the total is 6 or less the
Warrior must make a Strength test next turn
or suffer another 1D6 Wounds. If the total is
ever 7 or more then the Black Rot subsides
and the Warrior suffers no more effects.
11-12 Cloud of Decay. A noxious cloud of green gas
envelops all the Warriors on the Board Section
Each suffers 1D6 Wounds with no modifiers
for anything. If no Warriors are on the Board
Section, reroll this result.

CHULU, Chaos
Champion of Nurgle

Wounds 18
Move 4
Weapon Skill 6
Ballistic Skill 1+
UNGWIE, Chaos Strength 5
Sorcerer of Nurgle Toughness 4 (6)

Wounds 12 Attacks 2 (3)*

Move 4 Damage 1

Weapon Skill 5 Gold 850

Ballistic Skill 1+
SPECIAL RULES:
Strength 4 Magic Weapon; Biting Tongue*.
Toughness 4 (5) *From out of Chulu’s mouth and helm spews forth
Attacks 2 a serpent-like tongue. Roll To Hit as normal. If the
hit is successful the bite causes 1D6 Wounds with
Damage 1
no modifiers for anything.
Gold 700
COMPLETING THE ADVENTURE
If the Objective Room is cleared of Monsters, the
If Ungwie is killed, the powerful spell against Warriors find the treasure chests as explained
Bugman’s Brewery is broken and the Warriors above, as well as a secret exit in the back of the
have succeeded in their quest! All that is left for chamber which leads to the surface. Once out of
them is to leave the Objective Room alive! the dungeon they return to a hero’s welcome at
Bugman’s Brewery and may claim a handsome
reward in the form of 2D6x100 gold each!

10
WELL OF DOOM – What the Warriors Find (Roll 1D6)

1 THE FILTHY GRATE


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

BLACK SLUDGE SPECIAL RULES:


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

2 THE ROTTING SKELETON


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

SKELETON CAPTAIN
SPECIAL RULES:
Wounds 25
Move 4 Fear 6
Regenerate 2
Weapon Skill 5
Magic Weapon
Ballistic Skill -
Plague
Strength 5
Toughness 3 (5)
Attacks 2
Damage 1/2 (6+)
Gold 750

In addition to the gold value, the Warriors receive one Dungeon Room Treasure if they defeat the Skeleton Captain.

11
WELL OF DOOM – What the Warriors Find (continued)

3 THE RUSTY SWORD


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

4 THE DIRTY WATER


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

5 THE SLIMY GROUND


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

6 THE CAVE ENTRANCE


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

1 Storage Room. The Warriors find only broken swords and damaged armour.
2 Armory! The Warriors find 1D6 Swords, 1D6 Axes, 1D6 Open Helmets, and 1D6 Shields!
3 Sorcerer’s Laboratory! Each Warrior finds 1 healing potion that heals 1D6 Wounds!
4 Depository! Each Warrior finds 1D6 x 100 gold!
5 Sorcerer’s Study! One of the Warriors (determined randomly) finds one Dungeon Room Treasure!
6 Coffers! One Warrior (determined randomly) finds one Objective Room Treasure while the others find
one Dungeon Room Treasure!

12
13
14
15
THE DISEASED CAVERNS OF UNGWIE Bestiary Reference Table (for Battle-Level 3)
Monster Type M WS BS S T W I A Gold Arm. Dam. Special Rules
Nurgle
Nurglings 4 3 4+ 3 3 2 4 2 50 - S Ambush 5+; Daemonic -1; Fear 6; Magic Resistance 6+.
Plaguebearers 4 5 2+ 4 3 9 6 2 200 - 1 Daemonic -1; Fear 5; Plague.
Skaven Plague Censer Bearers 5 4 - 4 4 4 4 1 150 - S Armed with Plague Censers.
Skaven Plague Monks 5 3 4+ 3 4 5 4 1 60 - 1 Frenzy 5+; Weeping Blade.
Monsters
Black Sludge 3 4 - 3 6 12 2 1 500 - 2 Fear 6; Disintegrate; Insubstantial.
Chaos Dwarf Blunderbuss 3 4 4+ 3 4 8 2 1 140 1 1 Armed with Blunderbuss; Magic Resistance 6+; Guards (Ungwie).
Chaos Dwarf Warriors 3 4 4+ 3 4 8 2 1 140 2 1 Magic Resistance 6+.
Chaos Hounds 6 4 - 4 4 8 4 2 160 2 1 Ambush 5+; Gang Up.
Chaos Warriors 4 6 1+ 4 4 12 6 2 240 2 1 -
River Trolls 6 3 6+ 5 4 25 1 3 650 - 2 Fear 6; Regenerate 2; Slimy Skin.
Trolls 6 3 6+ 5 4 30 1 3 650 - 2 Fear 6; Regenerate 2; Vomit.
Chaos Villains
Chulu – Champion of Nurgle 4 6 1+ 5 4 18 7 2+S 850 2 1 Magic Weapon; Biting Tongue.
Nurgle Magic 1; Magic Resistance 5+; Magic Armour; Magic Weapon;
Ungwie – Sorcerer of Nurgle 4 6 1+ 4 5 15 6 2 850 1 1
Parry 5+.
Undead
Skeleton Captain 4 5 5 - 3 25 4 2 500 2 2 Fear 6; Regenerate 2; Magic Weapon.
Skeletons with Bows 4 2 5+ 3 3 5 2 1 80 - 1 Armed with Bows (Strength 4); Fear 5; Regenerate 1.
Tomb Guardians 4 3 6+ 3 3 15 2 1 110 1 2 Fear 5. Regenerate 1.
Mummy 3 3 - 4 5 40 3 2 450 - 2 Fear 7; Tomb Rot (1D3).
Monster Type M WS BS S T W I A Gold Arm. Dam. Special Rules

RIVER TROLLS
Slimy Skin
River Trolls have scaly and slippery skin that exudes an oily and malodorous slime. This noxious ooze has the dual effect of choking
anyone near a River Troll as well as making it difficult to hit. A Warrior attacking a River Troll in hand-to-hand Combat must subtract -1
from their To Hit rolls.
Plague
See Roleplay Book.

16
3 GETTING HAMMERED (for Battle-Levels 3 & 4)
There has been much confusion and disorder in the past few months at Bugman’s
Brewery. With their attention focused on the recent turmoil, the most terrible
abomination has occurred. The tomb of the late Bugman Ranger Champion, Yuri
Sloshbrim, has been plundered! It is with great shame that the Rangers have
reported that Sloshbrim’s magical hammer has been seized and removed! This
special hammer discharges jolts of electricity and in the wrong hands can be
devastatingly effective. Upon his dying breath, the Dwarf tomb guard reports that
Chaos Dwarfs were the culprits.

With evidence from a recent scheme involving Bugman’s Beer, the Rangers suspect
that Hezak the Twisted is to blame. Thought to have been killed by Yuri Sloshbrim
decades ago at the Battle of Cragmere, his body was never found. Apparently still
alive, it would seem that Hezak is exacting his revenge on Sloshbrim, Bugman’s
Rangers, and the Brewery. And how he plans to use the hammer is a mystery!

The Rangers have tracked the Chaos Dwarfs back to their lair in Red Eye Mountain, an old Dwarf stronghold
abandoned long ago. A frontal assault would leave many Rangers dead as the Chaos Dwarfs are surely ready
to mount a formidable defense from that area. The Warriors have been selected as the privileged ones to
penetrate the den through a secret entrance that the Chaos Dwarfs are probably not aware of. Once the
Warriors defeat Hezak, Bugman’s Rangers will storm the lair.

Before the Warriors set off, the Brewmaster holds a banquet in the Warriors’ honor. All ply themselves with way
too much food and drink and it isn’t long before the Warriors are joining in a chorus of ‘Glowing Embers’. The
pre-invasion celebration goes down in the Brewery’s history as one of largest mammoth drinking sessions ever
held and the Warriors are hailed for their ability to hold their drink. In the morning, with heavy hearts, full
bellies and enormous headaches, the Warriors are bid a warm farewell by the full entourage of the Brewery.

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


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

17
THE CYCLOPS’S CAVE THE SPIRAL STAIRCASE
As the Warriors enter this cave, a A set of ancient stairs descends into the
cold, damp chill ripples through depths of the dungeon.
their bones. In the gloom, a
menacing figure rises upward If the Warriors find the spiral staircase, roll 1D6
and bellows out a blood-curdling and take that number of Dungeon Cards that are
roar! not being used to represent the bottom of the
staircase. Start the next board section off to the
side like the beginning of a new dungeon.
If the Warriors find the Monster’s Lair Board This new deep of the dungeon is especially
Section they do not draw an Event Card when dangerous and Unexpected Events happen down
they enter the room, but instead roll 1D6. On a 1, there on a roll of 1 or 2.
2, 3 or 4 the Warriors should draw an Event Card. Once the Warriors reach the end of new
On a 5 or 6 the Cave is occupied by Gourd (a dungeon, they may roll 1D6. On a 1-3 the last
powerful Chaos Cyclops) and his minions (1D6 Board Section is a dead end. On a 4-6, the
Chaos Dwarfs & 1D6 Chaos Dwarf Blunderbuss). Warriors find a secret door which, once explored,
reveals the Ancient Temple Board Section.
GOURD, CHAOS CYLCOPS
Once an area highly populated by the Cyclops
THE ANCIENT TEMPLE
race, Gourd is the last of the one-eyed terrors to Two skeleton corpses lay sprawled at the entrance.
reside in Red Eye Mountain. He is a servant of Whatever their final destination, they did not
Hezak (if only because the Cyclop fears him) and appear to have made it.
guards the cave system from intruders.
If the Warriors do not encounter Gourd in his
cave, then he will appear in the Objective Room.

GOURD, Chaos Cyclops

Wounds 25
Move 6
Upon entering this chamber for the first time, a
Warrior must immediately roll 2D6 on the Ancient
Weapon Skill 4 Temple table below.
Ballistic Skill 5+
Strength 5 ANCIENT TEMPLE ENTRANCE (Roll 2D6)
Toughness 5 The Warrior is hit by a wave of enormous power and
2-3
Attacks 2 +(S) immediately suffers 1D6 x (Dungeon-Level) Wounds!

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


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

18
THE OBJECTIVE ROOM
When the Warriors reach the Anvil Chamber, they will find Hezak the Twisted
on the anvil side of the room. (Place him in one of the two squares in front of
the Chaos Anvil. See ‘H’ on the Board Section displayed on the right.)
Dracos Doomskull will guard the bridge, protecting his master from any
player who attempts to cross. Once a Warrior enters the room, place Dracos
on the anvil side next to the bridge (see ‘D’ on the Board Section to the right).
Dracos will not cross the bridge unless he is being attacked by a Range
weapon.
After entering the Anvil Chamber, the Warriors must roll 1D6 and consult the Red Eye Mountain Objective
Room Monster Table below:

RED EYE MOUNTAIN OBJECTIVE ROOM MONSTER TABLE (1D6)

1 Hezak, Dracos, 1 Dragon Ogre Mercenary, 3 Chaos Trolls & 8 Chaos Dwarf Blunderbuss

2 Hezak, Dracos, 3 Stone Trolls, 3 Bull Centaurs & 8 Chaos Dwarf Blunderbuss

3 Hezak, Dracos, 1D3 Chaos Trolls, 1 Bull Centaur, 1 Hobgoblin Big Boss & 2D6 Hobgoblin Champions

4 Hezak, Dracos, 1D3 Bull Centaurs, 1D6+6 Sneaky Git Champions & 1D6+6 Hobgoblin Champions

5 Hezak, Dracos, 1 Bull Centaur, 8 Chaos Dwarf Warriors & 8 Chaos Dwarf Blunderbuss

6 Hezak, Dracos, 1D6+2 Chaos Dwarf Warriors & 2D6 Black Orc Champions

HEZAK’S EVIL RITUAL


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

THE BRIDGE OF FIRE


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

Hezak is attempting to merge Sloshbrim’s Hammer with another ancient Chaos Dwarf artefact in order to
create a super-powered Chaos Dwarf weapon. Counting the turn that the Warriors enter the Anvil Chamber,
they have 2D6 turns in which to engage Hezak in hand-to-hand combat before he completes his project. The
Warriors need not to land a blow – merely attacking Hezak in hand-to-hand combat will avert enough of his
attention that he will not be able to carry out his plan.
After the 2D6 turns have ended, if the Warriors have not yet interrupted Hezak by engaging in hand-to-
hand combat, he manages to merge Sloshbrim’s Hammer with another Chaos Dwarf weapon.

SLOSHBRIM’S HAMMER
Sloshbrim’s Hammer causes 1 Wound with no modifiers for anything. In addition roll another 1D6. On a 4, 5 or 6, the
hammer causes an electric shock that stuns the target. A stunned Warrior may do nothing for the next turn. Only the
bearer of Bruinn’s Tankard can counter its effects and suffers no Damage and is immune to its stunning effect.

WHICH WEAPON DOES HEZAK MERGE?


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

COMPLETING THE ADVENTURE


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

19
HEZAK the TWISTED DRACOS DOOMSKULL
Chaos Dwarf Sorcerer Chaos Dwarf Champion

Wounds 8 Wounds 16
Move 3 Move 3
Weapon Skill 4 Weapon Skill 5
Ballistic Skill 4+ Ballistic Skill 3+
Strength 3 Strength 4
Toughness 5+1* (8) Toughness 4 (6)
Attacks 1 Attacks 2
Damage 1/2 (6+) (+1D6**) Damage 2/3 (5+)
Gold 590 Gold 480

SPECIAL RULES:
Hezak Magic 1; Magic
Dispel 4+; Magic
Resistance 4+; Girdle
of the Great Bull
(+1T*); Magic
Weapon**.
Roll on Hezak’s Magic
Table below to see
which spell he casts.

SPECIAL RULES:
**Hezak carries
Sloshbrim’s Hammer. Magic Restistance 6+; Magic Armour; Magic Item;
See the rules above to Magic Weapon.
determine if Hezak See Chaos Dwarf Magic Armour, Items & Weapons below
wields an additional to determine which ones Dracos carries.
magic weapon.

HEZAK’S MAGIC TABLE (Roll 2D6)


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

20
CHAOS DWARF MAGIC ARMOUR (Roll 1D6)

1 ARMOUR OF THE GREAT BULL


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

2-4 MORTHEM’S HELM OF RAGE


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

5-6 DARK FURNACE SHIELD


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

CHAOS DWARF MAGIC ITEM (Roll 1D6)

1 DAEMON STONE
This obsidian rock is warm to the touch and exudes a black shimmering outline around the possessor.
This black polished rock imbues the holder with the ability to absorb blows. Each time a blow
strikes the bearer of this stone, roll 1D6. On a 4, 5 or 6 the incoming blow does no damage at all.

2-4 HORN OF HASHUT


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

5-6 GAUNTLETS OF ZEPHRAM


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

CHAOS DWARF MAGIC WEAPON (Roll 1D6)

1 HAMMER OF HASHUT
This mighty Hammer has the image of Hashut, Father of Darkness, magically engraved onto the
head. All who see this dreadful weapon immediately cower in fear.
This hammer gives the wielder Fear (Dungeon Level +3). In addition, the Hammer of Hashut allows
the wielder to double his Attacks.

2-4 AXE OF DARKNESS


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

5-6 SWORD OF INFERNO


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

21
22
23
CHAOS DWARF Bestiary Reference Table (for level 3-4)
Monster Type M WS BS S T W I A Gold Arm. Dam. Special Rules
Black Orcs & Hobgoblins
Black Orc Boss 4 5 3+ 5 4 20 3 2 420 2 2 Magic Weapon.
Black Orc Champions 4 4 4+ 4 4 10 2 2 140 2 1/2(5+) Armed with [1-3] Bows or [4-6] Swords.
Hobgoblin Big Boss 4 5 2+ 4 4 20 4 3 700 3 2 Ambush, Magic A; Magic Armour; Magic Weapon
Ambush, Magic A; Armed with [1-3] Bows (Str 3) or [4-6] Axes; Break;
Hobgoblin Champions 4 4 4+ 3 3 10 2 2 150 2 1/2(6+)
Guards (Sorcerer if present).
Ambush, Magic A; Armed with Curved Daggers; Break; Guards
Hobgoblin Sneaky Git Champions 4 4 3+ 4 3 10 3 2 180 - 1/2(6+)
(Sorcerer if present).
Chaos Dwarfs
Armed with Blunderbuss; Magic Resistance 6+; Guards (Sorcerer if
Chaos Dwarf Blunderbuss 3 4 4+ 3 4 8 2 1 140 1 1
present).
Chaos Dwarf Warriors 3 4 4+ 3 4 8 2 1 140 2 1 Magic Resistance 6+; Guards (Sorcerer if present).
Dracos Doomskull –
3 5 3+ 4 4 16 3 2 480 2 2/3(5+) Magic Resistance 5+; Magic Armour; Magic Item; Magic Weapon.
Chaos Dwarf Champion
Hezak the Twisted – Hezak Magic 1; Magic Dispel 4+; Magic Resistance 4+; Girdle of the
3 4 4+ 3 5+1 12 3 1 750 2 1/2(6+)
Chaos Dwarf Sorcerer Great Bull (+1 T).
Monsters
Bull Centaurs 8 4 4+ 4 4 12 3 2 410 2 1/2(5+) Fear 5; Magic Resistance 6+.
Dragon Ogre Mercenary 6 4 5+ 5 5 40 2 3 870 2 2 Fear 8.
Gigantic Scorpions 5 3 - 5 6 20 1 2 450 - 2 Sting 2D6.
Gigantic Spiders 5 3 - S 4 20 1 2 450 - 2 Web (1D6).
Gourd – Chaos Cyclops (Huge) 6 4 5+ 5 5 25 1 2 850 - 2/3 (5+) Fear 7; Red Eye of Murder.
Stone Trolls 6 3 6+ 5 4 25 1 3 650 - 2 Fear 6; Magic Drain 6; Regenerate 2.
Undead
Carrion 8 3 - 3 3 10 4 3+ 450 - 1 Carrion Attack (Ambush Magic, A); Fear 6; Fly.
Mummies 3 3 - 4 5 40 3 2 450 - 2 Fear 7; Tomb Rot (1D3).
Wight Lord 4 4 - 4 4 35 4 2 650 2 2 Fear 8; Magic Armour; Magic Weapon.
Monster Type M WS BS S T W I A Gold Arm. Dam. Special Rules

HOBGOBLIN SNEAKY GIT CHAMPIONS


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

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If the Warriors are engaged in Combat and a ‘1’ is rolled in the Power Phase signifying an
Unexpected Event, instead of drawing an Event Card roll 2D6 on the Table below:

UNEXPECTED COMBAT EVENTS TABLE


(Roll 2D6)

2 BLUNDER
As blood and sweat drip across her hand, the
Warrior’s weapon slips from grip and clanks into
the shadows and out of sight. But before the
dropped weapon even hits the floor, the Warrior has
already brandished a secondary one and continues
the fight!
One of the Warriors (determined randomly) must drop
her primary weapon. She may use any other weapon on
her person if applicable or must fight unarmed. Her
dropped weapon may be retrieved when there are no
Monsters on the Board Section where she lost it. If the
Warriors are already unarmed, then reroll this result…

3 POWER DRAIN
The Winds of Magic prove unpredictable once again, for the Warrior no longer feels
any measurable power emanating from his items!
One Warrior receives no benefits from any magic item that he is carrying, nor may he cast
any spells, blessings, or equivalent! At the beginning of the next turn, the item returns to
normal. If none of the Warriors have a Magic Item, then reroll this result…

4 MORE MONSTERS
Just as the Warriors finish contemplating their next move, a horde of Monsters
barge into the room to add more confusion and peril!
Roll once on the Monster Table to see who arrives!

5 SUMMON COURAGE
With composure and confidence the Warriors
attempt to muster the courage to confront their
foes…
Each Warrior may reroll all failed Fear and Terror
tests from this Combat. If the Dungeon is Level 1,
then reroll this result…

6 MORTAL COMBAT
The combatants are locked in a close-quarter
struggle where one false move will allow their
enemy to penetrate their defenses!
No models in hand-to-hand Combat may break from Pinning nor change their targets this
turn. They must attack the same Monster or same Warrior as they did in the previous
turn. If their target(s) was eliminated in the last round, they may ignore this rule and
choose any new target. If no model is in hand-to-hand Combat, then reroll this result…
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7 MORE MONSTERS
Just as the Warriors begin their counter-strike, a company of Monsters pour into
the room to join in the attack against them!
Roll once on the Monster Table to see who arrives!

8 FORTIFY POSITION
With the menacing evil closing in around her, the
Warrior holds her sword tightly, digs her heels into the
dungeon floor and braces for an onslaught…
One of the Warriors (determined randomly) may subtract -1
from all Damage rolls against her this turn.

9 BREAK
Unable to face the determined Warriors, one of the
Monsters breaks from battle and vanishes out of sight!
The Monster with the lowest Gold Value on the Board Section is removed from play. If
there is more than one Monster with the lowest Gold Value, then determine randomly.
The Warriors receive no gold for a Monster who breaks. If there is only one Monster on
the Board Section, then reroll this result…

10 MORE MONSTERS
Just as the Warriors are about to initiate a new strategy, a band of Monsters tear
into the room to foil their plans!
Roll once on the Monster Table to see who arrives!

11 BEAST OF FURY
As one of the Warriors brutally assaults a Monster, it serves only to infuriate the
creature! The beast roars a death cry that rattles the entire dungeon and the
Warriors find it an even more formidable foe, capable of staggering destruction!
This turn, one Monster on the Board Section (determined randomly) causes one extra
Wound per Dungeon Level each time it hits its target. If
there are no Monsters on the Board Section, then
randomly choose any Monster on the Board instead...

12 EVOKE PANIC
The Warriors’ skills are indeed fearsome and the
glower on their faces is equally frightening! With
gnashed teeth and bulging eyes the Warriors could
intimidate even the most gruesome creature!
One random group of Monsters (i.e. Orcs, Black Orcs,
Orc Shaman, Skaven Clanrats, Skaven Wind
Globadiers, etc.) is shaken and alarmed by the harsh
and violent demeanor of the Warriors and are -1 on
their To Hit rolls against the Warriors this turn!

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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.

Munk’s Dwelling Objective Room


When the Warriors enter Munk’s Residence, put the Savage
Orc Shaman on the throne, even if the Warriors had been
encountered and defeated in an Event. Munk had concocted
and drunk a magical potion which enabled him to survive even
the most grievous wounds.

Roll on the Savage Orc Objective Room Monster Table (see


Special Card) to see which minions are in the room with him. If
Munk is defeated in the Objective Room, he is killed
permanently.

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:

1-3 The Forest Path is normal.


4-5 The Forest Path has one additional doorway.
6 The Forest Path has two additional doorways.

Place the new doorway(s) on any unused side(s) of the Board


Section, dividing the deck if appropriate.

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.

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:

1-3 The Forest Path is normal.


4-5 The Forest Path has one additional doorway.
6 The Forest Path has two additional doorways.

T he Emperor’s favorite animal has escaped from the


Imperial Menagerie and the Warriors are selected to bring
it back alive. It has fled deep into the forest. For this
Adventure the animal is (the party leader rolls 1D6): Place the new doorway(s) on any unused side(s) of the Board
Section, dividing the deck if appropriate.

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.

4
WARHAMMER QUEST · REALM OF SAVAGES (Revision E)

Finishing the Adventure


When the Warriors clear the Objective Room of Monsters they
find the animal in a cage in the back. The animal’s condition is
as follows (the party leader rolls 1D6):

Eaten! It seems that the poor animal was the


Savage Orc Shaman’s last meal as there are
only bones left. The Warriors receive nothing
from the Emperor although he agrees to
spare their lives. The Warriors decide to leave
before he changes his mind…
Mutilated. The animal has been abused and
disfigured by the cruel Savage Orcs and even
the best healers in the Empire cannot cure it.
The Emperor is stricken with grief and then
anger. He vows to remove every Savage Orc
encampment in the Empire. The Warriors do
not escape his wrath either, receiving only
half (round down) of what was promised.
Sick. The animal has been severely neglected
and is in poor health. There is no possible way
that the creature will be able to endure the
journey back. If the Warriors have a Healing
Potion, they may use it to nurse the animal
back to health and can return to the Emperor
(see result #5 below). If they do not have a
Healing Potion, then see result #2 above.
Traumatized.
Traumatized. The animal has suffered an
enormous amount of shock and distress since
being captured by the Savage Orcs. It will
take a few months for the animal to return to
its normal demeanor. The impatient Emperor
is none too pleased. He docks the Warriors
one-third of what was promised to them
(rounded down). If the Warriors were to
receive both treasure and gold, the Emperor
withholds the treasure and gives them only
the gold instead, although it is the maximum
amount possible.
Well. The animal is in good health and the
Warriors have no trouble bringing it back to
the Emperor. He rewards the Warriors as
promised and bestows upon each of them the
title of Imperial Menagerie Defender. From
now on, if the rules ever state that the
Warrior is thrown out of a Settlement, the
Warrior may announce their title by rolling
1D6 (the player must actually say, “I am
[Warrior’s name], Imperial Menagerie SAVAGES!
Defender!”). If the result is a 6, then the
authorities reconsider and allow them to stay Warhammer Quest Adventures
instead. by Littlemonk © 2017-2019
Thriving!
Thriving! The animal is in perfect condition! In
fact, the whole ordeal seems to have done
Edited by Frag Up
the creature some good as the animal is
healthy, more vibrant and has a better
temperament than when the Emperor saw it
last! His majesty is so elated that he gives
each Warrior an extra item of Objective Room The full expansion of
Treasure! Realm of Savages Adventure Pack
This roll cannot be affected by Luck, Faith or other
will be available in a future release!
abilities.

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