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THE HAG QUEEN
Andy Jon es
•Pick up your PAS on the
w ay out, Steve.*
DRUNKEN DWARF
Marc G ascoigne
OLD DRUID
Ian PIckstock
SALTY SEADOGS
W arwick Klnrade
Steve H am brook N EW R U L E S
‘I'll g e t m e coat!'
& Marc Bevan The Shattered Amulet —Bash in the Skaven in this new campaign. 2
The Return Of the Dark Queen - Meet Morathi the Hag Queen. 12
A aargh, Me Spleen!' —Toughen up your monsters with Critical strikes. 30
C LA SSIC A R T IC LE S
CONTENTS
Creatures Of Darkness - More monsters. First featured in WD188. 19
A Horror Awakens —Three new adventures. First featured in WD191. 37
On the W aterfront — Get out to sea. First featured in WD196. 44
Lost Kingdoms — Strange new lands. First featured in WD197. 49
RO GUES’ G A LLE R Y
'Ol! Get off me Juniper Bushes!' ‘11)0 barefoot Druid of Albion. 56
‘Mine’s a Pint... Hie!’ The drunken Dwarf Brewmaster. 62
‘A aanrr, me Hearties!' The Salty Seadog taking on the landlubbers. 72
FEATURES
The Dungeon Architect —Make your own Quest terrain In 3D. 24
Hot from the Forges —All you’d ever need from Mail Order. 78
S A G E W ORDS
W elcom e to the second issue o f D eathblow , the m agazine for
W arham m er Q uest w ritten alm ost entirely by you guys, the
readers and gam ers o u t there. We’ve p u t together a cool mix of
som e classic W hite Dwarf articles and the best subm issions
w e’ve received here at Fanatic Press. To keep D eathblow alive
and going from strength to strength w e really need to have
your ideas. This is your hobby and it’s always good to
participate in its evolution. If you’ve just finished an exciting
Fanatic Press Is the Black
Library's on-going support for
cam paign then w e w ant to know about it. If y o u’ve created a
Game’s Workshops older stonking new character th en w e w ant to know about it and if
game systems. Even though y ou’ve slaved away over som e incredible new rules then, yes
White Dwarf may not be
covering it, we know you still
w e w ant to know about it. D eathblow is a forum for all
play Itl So, in conjunction with W arham m er Q uest players to share their ideas and benefit from
the Citadel Journal, Fanatic each o th e r’s w isdom and m adness in equal am ounts. So, d o n ’t
Press will be bringing you
irregular magazines for all our
just sit th ere gaw ping, get writing!
game systems. Just like the S re V e
Journal, they’re written by
gamers for gamers.
P ro d u c t C ode: 6 0 0 4 0 7 9 9 0 0 2
1
: • THE QUEST FOR THE ^SHATTERED
*>
AMULET
rt,
•5
A Warhammer Quest Campaign
B y Laurence Sinclair (with apologies to Mr Johnson)
Hi, I'm Laurence a Chaos Dwarf Blood Bowl team and a
(NOT Lawrence - I Gorkamorka mob. Now that Mordheim is out
hate that; let the I’ll have a Warband of Nuns with whips.
perpetrators be (Thinking about going into politics then
roasted over fires of Laurence? - Ed.) My singular claim to fame so
indescribable heat far has been having a mission published in
whilst being stoned White D w arfs Chapter Approved.
with black puddings!) Right, now I’m here you’ll definitely be hearing
and I’m seventeen and from me again as I’ve started thinking up ideas
from South Wales. 1 for a Sigamarite Sister i Warhammer Quest
have been playing GW (thanks to the beautiful Bertha Bestrafung wot
games for almost ten I picked up at Games Day 99). Why not get
years, since Heroquest those games developer people to finally get
came out. Four years those rules for Revenant Knights and
later J acquired Advanced Heroquest but found Goldhunters published? They’ve both been
that a truly disappointing game and started m entioned in the Warrior packs so don’t try
playing Warhammer. Over time I amassed High telling me you haven’t got the rules floating
Elf and Chaos Warrior armies and then also about somewhere... (We might have, why
began to play the other GW games. I have should we tell you, eb? It's our secret and
Sisters of batde and Ork armies for Warhmmer w e’re not going to share it with anyone. You’l l
40,000, a Redemptionist gang in Necromunda, Just have to w ait a nd see! - Ed.)
This Quest is com posed of Finding him dead, with d ear PART I:
four separate mini-adventures signs of Skaven involvement, THE WARLORDS LAIR
based on an old Heroquest the Warriors pause only long By outrageous fortune, the
campaign by Jervis Johnson, enough to grab his Journal
where the Warriors are before setting off in pursuit of Warriors hear of a new quest
attempting to beat the his slayers. The last entry in to embark upon while in the
villainous Skaven to the four the journal reads opposite. Alehouse. Deep in a dungeon
pieces of an ancient amulet, Despite their best efforts, the in the Grey Mountains, a
and thereby save the world Warriors cannot find the Skaven Warlord of Clan Rictus
from extinction. It’s designed Skaven Assassins. Downcast, plans his campaign to literally
for Battle level 1, but can they return to Parravon to underm ine Parravon! With no
easily be adapted for higher drown their sorrows in an thought as to personal safety
levels by making the Alehouse. And thus our tale (possibly em boldened by the
encounters appropriate to the begins...
level, and maybe making the presence of large amounts of
Prince of Agony a Vermin Lord alcohol) the Warriors
or something... promptly set off to foil his evil
scheme, unaware of the
Now for the compulsory trinket that the Warlord wears
background... around his neck...
The Warriors are intent on Dungeon Set Up
visiting their friend Jervais
Revered (a scribe of no The Objective Room for this
particular note) for reasons adventure is the Idol
that will remain unknown. Chamber.
2
The Quest for the Shattered Amulet
WHEN THE GREAT POWERS war, the world trembles. For fully a
- ~.
thousand years the Eternal Empire stood, its r(x)ts deep in the old Elven
lands on the Tilean seaboard. This was the first kingdom o f man,
fractious and squalling, like a small child. Though the capital o f its kings
at Remas
Remai was a wonder o f its age, the Empire was barbarous and
insecure.
The Chac
Chaos Gods ivhispered into the ears o f their followers, and they slid
into the jEmpire's heart like a stiletto. They brought false advice, illicit
witness, corruption and conceit to the government o f
Giovanni VII. Their fo u l cults spread upon the land, displacing
those Powers o f Hearth and Sky who had served the simple people fo r
centuries. Finally, Khorne spoke and there was war
From a deep slumber awoke Solkan, the Avenger. Though he cared little
fo r men, Solkan revered the temple in his name that stood in Remas.
When he heard the screams o f his dying priests as Remas burned to the
ground, Solkan arose, magnificent in armour o f blazing silver.
Before him came Fernadrang, General o f Khorne's armies, a misshapen
and corrupted Ogre. Fernadrang's axe spat hot blood, and a tongue
slithered from its haft to lick the blades. Solkan wielded a silver scythe,
and m any who watched the battle were cut doum by its blade.
They fought fo r hours. So great was the hand o f Khorne on Fernadrang
that not even Solkan could strike him doum. And, fo r a moment, the Great
Scythe stuck, spitted upon such a weight o f bodies that Solkan could not
lift it. Fernadrang struck, a blow aim ed mightily at the chest o f Solkan.
But it did not slay him. The Sword o f Fire hit an amulet that Solkan wore,
breaking it into four pieces which flew off over the horizon. And Solkan
was then avenged upon Fernadrang, and gutted him from pelvis to larynx
so that all the pestilence inside him was released to consume the corpse.
Thus ended the war o f Solkan and Khorne.
All this I have divined by m y researches. I am also aware that the rat-like
Skaven seek my shard o f the amulet. Why do they want an Artefact o f
Law? Perhaps they seek to prevent it from being used against the Chaos *
Powers they serve. Who can know what motives pass through such alien
minds? I have heard that they fear it will be wielded against the Daemon
General Praznagar when he returns. Whatever, their true purpose must be
terrible.
O f one thing I am certain: they seek my fragment with a will. Three times
my spells have repulsed attacks by Warriors o f Clan Mors. They have
forced me to employ bodyguards. summon my form er apprentice and
move from Parravon to a fortified tower. Despite the discomfort, I am
confident that I have now placed the Amulet beyond the reach o f the
Skaven.
3
The Quest for the Shattered Amulet
Jervis to save the world from Clanrats and specialist Clan then the Warrior answers
this grave peril, and so set off Eshin troops. If you have the correctly Otherwise, Gragoth
to do their duty... Skreek D eathstrike card from sighs and the Undead Warlord
White Dwarf 195, you really appears next to the Warrior
PART II: should include it. and makes an Ambiisb attack.
THE MAGIC MAZE Alternatively, a few Undead It must be killed again before
The Magical Maze hidden in can be allowed. It is assumed a Warrior counter can be
this dungeon was reputed to that they are the remains of drawn again to determine
have been built by Gragoth Gragoth’s servants. who will be the next to
Daemonmaster, a powerful attem pt to solve the riddle.
Chaos Sorcerer in times long Once the riddle has been
past. Now it is home to the successfully answered, the
warriors of Clan Eshin... Amulet Shard will magically
appear in the hand of the
Warrior that correctly guessed,
Dungeon Set Up along with 250 gold pieces (in
The Objective Room for this a bag, obviously!).
adventure is the Circle o f
Power. Ensure that all the T- PART III:
junctions and exactly three THE PLAGUE TEMPLE
dungeon rooms (not Clan Pestilens is perhaps the
including the Objective) are foulest Skaven cult. Its
included in the deck. followers worship disease and
Spccial Rules: decay, spreading the word by
infecting everything they
If, when at least one Warrior encounter. It is in one of Clan
is standing in a Corridor and Pestilens' secret underground
a ‘6’ is rolled in the Power temples that the third part of
Phase, one randomly the shattered amulet is
determined Warrior in the hidden.
Corridor is attacked by a Objective Room:
magical Patrol Fireball. He Only one creature now
suffers 1D6+4 wounds, resides in what was once Dungeon Set Up
modified by Toughness and Gragoth’s throne room, a Use the Firechasm as the
arm our as normal. powerful Undead Skaven Objective Room, and remove
Warlord. Like the weaker the Circle o f Power from the
Dungeon Rooms Undead Skaven, it cannot Dungeon deck.
When the Warriors enter a leave the room that it guards.
Dungeon Room for the first Monster Encounters:
time, do not draw an Event When the Warlord and any Again, Skaven should be the
Card. Instead, the room will monsters that may have Monsters in this adventure,
be the lair of an Undead appeared due to unexpected this time from Clan Pestilens
Skaven, one of Gragoth’s events have been defeated, a (Plague Monks, Censer
servants that continues to strange, disembodied voice Bearers, Globadiers, etc). If
serve its master beyond the will start to speak. Gragoth is any Giant Rats are
grave. Powerful magic binds it not as dead as some would encountered, then they will
to protect the place of its like to believe. His soul is be Plague Rats instead (see
death, so it may not leave the cursed to remain trapped bestiary).
room in which it is within the Circle o f Power
encountered. The Warriors until worthy Warriors can Objective Room:
will still have to kill it in order claim the Amulet Shard from Place another doorway on the
to explore further, however. him. To do this, the Warriors other side of the chasm,
must solve Gragoth’s riddle. behind the Dragon statue,
Select a Warrior using the and roll on the following
Monster Encounters: Warrior counters. This Warrior
Ideally, all m onsters in this must then roll 1D6 and add table to determine what
adventure should be Skaven, his Initiative. If the total is 7 Monsters are present:
and even then only basic or more (a 1 always fails),
5
The Quest for the Shattered Amulet
M o n ster Table Monsters’ phase the bearer scroll crumbles to dust and
may start to read the scroll so may not be used again.
Roll 1D6 long as it is not pinned. It
takes two whole Monsters' After all the Monsters have
1.1 Plague Sower, 1 Censer been killed, the Warriors may
Bearer, 1D6+6 Plague phases to cast the Warpscroll, explore through the door at
Monks. during which tíme the bearer the rear of the temple. Behind
may do nothing. If its it will be the Circle of Power.
2. 1 Plague Sower, concentration is spoilt (say by
1D3 Censer Bearers, a Warrior walking up to it and The walls of this pokey little
2D6 Plague Monks. hitting it) it will have to start closet are strewn with shabby
1D6 Plague Rats. trying to cast the spell again banners depicting scenes of
once it is out of pinning. The decay and destruction. At the
3- 1 Plague Sower, rear of the room is a small
1D3 Censer Bearers, spell that the scroll contains altar, covered in moss and
1D3 Globadiers, affects all Warriors and non- ravaged by the blows of
2D6 Plague Monks. Skaven Monsters (count Rat sacrificial knives.
4.1 Plague Sower,
1D6 Censer Bearers,
1D6 Globadiers,
2D6 Clanrats,
2D6 Plague Rats.
5. 1 Plague Sower,
2D3 Censer Bearers,
2D3 Globadiers
2D6 Plague Monks.
6. 1 Plague Sower,
1D6 Censer Bearers,
1D6 Globadiers,
1D6+6 Plague Monks,
1 Rat Ogre, 1D6 Plague Rats.
The Plague Sower
The Plague Sower is the High
Priest of the Plague Cult, a Ogres and Plague Rats as No event will occur when the
right nasty piece of work who Skaven) on the same board Warriors enter the room, and
intends to corrupt the power section as the bearer. They no unexpected events will
of the Amulet to serve his will. must roll equal to or under occur while they remain here.
their Toughness (excluding However, once the Warriors
Warpscroll armour) on 1D6 or lose 1 try searching the room, gas
This is a special magical item Luck point. If they have no will start to seep in through
used only by the adepts of luck, they are automatically hidden vents in the ceiling.
Clan Pestilens. The bearer of slain, with no chance of Each Warrior must roll under
such a scroll must be set up healing (except the his Toughness on 1D6 or take
as if he were armed with a Resurrection spell) as they 1D6 W ounds with no
missile weapon (in the case of undergo a rapid aging modifiers. Any survivors are
the Plague Sower, just in front process, suffering the natural free to take the third piece of
of the door by the Dragon decay of years in a few the Amulet from a secret
statue). At the start of the moments. Once used the panel in the altar.
PART IV:
THE AMBER ROOM
The fourth and final dungeon
is the domain of Clan Skryre,
the Warlock-Engineers. They
are protected by the warriors
of Clan Mors and their own
powerful magic.
Dungeon Set Up
Once again, the Circle o f
Power is the Objective Room.
Also, remove the Torture
Chamber, Monster's Lair and
Dungeon Cell cards from the
deck.
Monster Encounters:
Skaven are the enemy in this
adventure. This time they
should come from Clan
Skryre, with Warpfire
Throwers and Jezzailachis
being the order of the day. If
you have the Q uirrik Event
card from White Dwarf 195,
you should use that. Sorcerer. As the Warriors door it is (or a D6 rerolling 5
enter, the Warpweaver and 6’s if you don't have a
Objective Room: squeaks in triumph. D4).
Place a door in each wall of 'So good-good o f yo u to bring-
the room when the Warriors bring the am ulet to me! But D o o r Table
enter, placing the Torture now I'm afraid you m ust die- Roll 1D4
Chamber, M onster’s Lair and die!’
Dungeon Cel! rooms 1. Torture Chamber
connected to them. In each of Finishing his speech, he pulls
the rooms except the Circle o f a lever in the wall beside him 2. Monster's Lair
Power place one event card and the room begins to 3. Dungeon Cell
worth of monsters. In the revolve. Each turn, only one 4. Door the Warriors entered.
actual Circle o f Power there of the four doors will be
are only three adversaries: a open, as there is only one Models may pass through the
powerful Skaven Wkrlord of doorway in the Circle of open door freely, but if a door
Clan Mors, and two Warlocks; Power. Roll 1D4 in each is closed off then they cannot
a Warpweaver and a White Power Phase to see which go through it.
CLAN SKRYRE AND CLAN MORS BESTIARY
Monster No. M WS BS S T W I A Gold Arm Dam Special Rules
W hite 1 5 2 2+3 3 18 5 1 200 0 1D6 Magic Resistance 2+
Sorcerer (ring), Skaven Magic 1.
Warp 1 5 4 3+2 3 15 5 1 150 0 1D6 Never Pinned,
W eaver Skaven Magic 2
Clan Mors 1 5 4(6) 3+ 4(6) 3(5) 11 5 2 270 2 2D6 Never Pinned,
W arlord Runesword
(+2 W's and Strength)
7
The Quest for the Shattered Amulet
Warriors enter will contain a it’s not that simple. In order And with that the Quest for
treasure chest. Within each to enter, a Warrior must be the Shattered Amulet is over,
chest is a magical gem, carrying a gem from one of but the Warriors’ careers have
unflawed and clear as a the treasure chests earlier in only just begun.
mountain stream. At its centre the dungeon. If they don’t,
is a flickering of brilliant blue they may go back to explore
light. Each gem will be worth past other doorways or search
2d6xl00 gold pieces, should for hidden passages. If they
the Warriors live long enough do, then simply place any
to sell them... Warriors within the ice in a
4x4 Dungeon room away
Monster Encounters: from the main board, along
Though unable to free with Praznagar. This is a fight
Praznagar, the Skaven have to the death, and Praznagar
built up a powerful Undead will show no mercy, for if he
bodyguard to keep him from should slay these pitiful
harm. These Undead Skaven creatures then he will be free
are identical to normal to walk the world again! If APPENDIX:
Skaven, but with skeletal you think that the heavily
features and rotting flesh. Any w ounded Warriors may stand MONSTER TABLES AND
Skaven and/or Undead event little chance against a EXTRA EVENTS
cards may be used in this Daemon, you could give them In common with the Escape
adventure. In addition, the their full com plem ent of from Hag Graef adventure in
four lesser Daemon-Generals w ounds back when they enter Journal 29, the tables below
of the H orned Rat (Zodglister, the prison. can either be copied out onto
Gothnail, Ungolgore and event cards or be used by
Gababwitter) are bound here Upon slaying Praznagar, a rolling 2D6 (I’m not big on
until their master is freed. The deafening scream will rend at originality).
first four Dungeon Rooms the Warriors' hearing. The
that the Warriors enter will walls of ice will come crashing W arlord’s Lair Tabic
contain one of these Warlords, down and Praznagar will be
in addition to another event rent asunder by tendrils of Roll 2D6
card. It is up to you in which blue light. With a blinding 2. Roll twice/re-roll.
order they are encountered. flash the Warriors are
teleported back to the real 3 .2D6 Giant Rats.
The Prison o f Ice world, with a sword lying at 4 .2D6 Clanrats.
There are no Monsters in the their feet and the gates to a 5. 1 Rat Ogre.
Objective Room. Where the City only meters away. The
fountain is there is a large sword resembles the one that 6. 1D6+3 Stormvermin.
block of ice, within which the Praznagar wielded, but can be 7. 1D6+1 Stormvermin and
Warriors can just make out used by any Warrior, even a 1 Stormvermin Champion.
the shape of a large Skaven Chaos Warrior, except the
figure; Praznagar himself. No Warrior Priest, who will stick 8. 1D3+6 Clanrats and
missile weapons, spells or to hammers, thank you all the 1D2 Stormvermin.
magic items may penetrate same. The sword counts as 9. 1D6 Clanrats and
the Prison of Ice, the only way being magical, and allows the 1D6 Giant Rats.
to harm the Prince of Agony is wielder to roll an extra
for the Warriors to enter the damage dice on a 6 to hit and 10. 1D6+3 Giant Rats and
prison themselves. However, re-roll one miss per turn. 1 Stormvermin Champion
I am a sixty year old who Part I - The Lost Temple stand alone monster for other
entered the hobby when (for characters levels 1-2) high level games, or with die
Warhammer Quest came out. I Necromancer for Undead
thought I would write about a Ingredients adventures, such as
campaign I ran which resulted To play The Lost Temple, you Catacombs of Terror.
in me starting a Dark Elf army will need the following Otherwise, always reroll when
in Warhammer. Getting the • 1 Dark Elf Sorcerer with rolling this spell.
idea from an article in White Familiar.
Dwarf by lan Pickstock, and Event Cards
using Catacombs of Terror as • 1 Dark Elf Assassin The following Event cards will
a guide. I developed die • 8 Dark Elf Warriors. have to be made:
following series of adventures • Valgar: He will have the
which allowed me and my • 6 Dark Elf Crossbowmen.
friends, aged thirteen to sixty, • 6 Witch Elves. stats of a Dark Elf Champion
to run our characters up to Sorcerer (p96 Roleplay book)
Batde level 10. I’ve listed the • 2 Harpies. and will carrying the following
campaign in the four parts we O ptional: The Necromancer magic items:
ran it, but have updated it to on Manticore, using just the Staff o f Lightning: Fires a bolt
encompass the figures now Manticore, for the of lightning at anything in line
available, plus the new one, Transformation o f Kadon of sight, hitting automatically
Malus Darkblade, from spell. Of course, the that inflicts 1D3 wounds at
Warhammer Monthly. Manticore can be used as a Strength 6 during the magic
12
The Return of the Dark Queen
FROM THE WINDOW o f her dark tower Moral hi listened to the screams as the Witch
Elves ram paged through the streets, dragging o ff victim s who's blood w ould he used
to fill the cauldrons fo r Death Night. She b ad to fight the frenzy that m ade her want
to jo in her younger sisters.
The cruel Hag Queen o f the Dark Kindred was bitterly frustrated atui perhaps, fo r
{the first tim e in centuries, a little worried fo r she had been beset by aw ful
prem onitions. She had seen her own dem ise a t the bands o f som e lesser mortals
fro m the Old World. A nd as she had learned in her youth ful days amongst the
people o f the Shadowlands her prem onitions had an unsettling tendency o f coming
true. She decided to send fo r the Sorcerer Valgar.
Valgar was by fa r the m ost devious, if not m ost talented o f her Sorcerers. She alm ost
adm ired the way he w ould subtly flirt with her, using bis cbarm to secure pow er in
her court. Her, Morathi Hag Queen a n d m other to the dreaded Witch King! Valgar
w ould suffer a m ost agonising death when she fin a lly grew tired o f him.
Valgar sighed with relief as he listened to the question M orathi p u t before him. He
thought she bad learned o f bis deflowering o f a young Witch the night before. He
was relieved that this was not the case.
‘There have been tales o f a group o f lesser m ortal scum that bat>e been scouring the
dark places o f the world fo r gold a n d artifacts. They have even been so hold as to
enter the realm o f the Undead, so great is their lust fo r gold. Perhaps if our spies
were to circulate a rum our that the lost temple o f Khaine bad been found, with all
its lost treasures, I could set up a fa lse shrine a n d lure them there. Our warriors,
should be more than enough to gather them up fo r whatever fa te yo u intend, m y
Queen. ’
‘S o be it,' M orathi said. ‘B ut, ensure that they do not escafw or yo u shall answer to
m e fo r it, Valgar. ‘
‘1 swear on m y life, m y Q ueen,' Valgar said, crossing bis fingers behind bis back.
That yo u do, ‘ M orathi replied, her smile sending shivers up the sorcerer's hack.
phase, and will require no When possible, always put • An event card for a Chest
power to use. It is worth 500 four warriors in front and the- When a character opens the
gold. He also has a Blade o f Crossbowmen behind them. chest roll 1D6:
Ensorcelled Iron. • 2 cards for 1D6 Witch 1 - The chest explodes
Valgar will always be Elves. doing 1D6 Strength 6 hits.
accompanied by 1D6+3 Dark These Witch Elves should be 2-5 - The chest has
Elf Warriors. painted with Liche purple for 1D6x 100 gold.
• The Familiar. gloves and boots, and chain
See the Bestiary for the stats. mail for armour. The 6 - The chest contains 1D6
champions and Hag Q ueen Treasure cards.
• A D ark Elf Assassin. introduced later will be
• 3 cards for 1D 6+3 D ark painted different. Level 1 Objective Room
Elf w arriors. • The H arpies. The Objective Room for level
THE BESTIARY
Monster No. M WS BS S T W I A Gold Arm Dam Special Rules
Familiar 1 4 5 4+ 4 4 10 5 2 250 0 1D6 Ambush 6+, Fear 6,
Demonic Magical Res
Harpy 1D6 4 4 - 4 4 8 2 1 150 2 1D6 Fly, Ambusb 5 +
13
The Return of the D ark Queen
M AW S DARKBIADE DROPPED to his knees a n d cast his eyes to the floor as Moral hi
reprim anded him. It was the first tim e he had seen the Supreme Hag Queen. To
think he was to do it now that he was cursed sham ed him.
To kill yo u r own k in ,' M oratbi screamed, ‘is bad enough, but to go o ff on som e
w ild bunt fo r artifacts, a n d neglect yo u r duties as a Knight o f Kbaine, is
unforgivable. I should turn yo u over to m y Witches so they can tbroiv yo u in a cell
an d fa tten yo u up fo r Death Night. ‘
7 deserve no better, m y Q ueen,' D arkblade said, knowing that to look at the Hag
Queen during her ranting m eant certain death.
'Indeed, ’ Morathi sneered. 'Still, I have need o f yo u r talents. That idiot Valgar’s plan,
to lure adventurers to the Lost Temple o f Khaine has failed. They reached the false
one a n d now know it was only a trap. I ’ve sent one o f m y Assassins, disguised as
one o f the pat/jetic w oodland kindred to pass on a m ap that shows the true
entrance to the Temple. They don "t know they will have to pass the H ell Gate o f
course. Still, I am sending you along with some o f m y Witches to ensure that. If you
fa il me, Malus, I can assure you it w ill be fa r less painful fo r yo u if you ju m p into
the chasm yourself rather than return here.'
'Yes, m y Queen. ‘ said the D ark E lf Knight, fin a lly raising his eyes to meet M oratbi’s
stare. That will be m y choice, I can prom ise y o u .'
14
The Return of the Dark Queeh
Event Cards Bat and Rat cards from the been killed, he will appear
The following Event cards will deck and replace with them w hen his card is drawn,
have to be made: with the cards for the Witch appearing from the entrance
• Malus D arkblade and his Elf Champions and Harpies. the characters used, and
Cold O ne, Spite: Malus will pushing any other monsters
have the stats of a Dark Elf Level 3 Objective Room aside to get at the characters.
Hero. In place of magic The Objective Room for level All rules for crossing the
armour, he wall have 3 Warriors will be the Fighting chasm will be the same. The
Daemonic -1. Malus will have Pit. This will represent the reward for reaching the other-
a Blade o f Ogre Strength, entrance to the real Temple of side and clearing the chamber
worth 400 gold, that will-give Khaine. Upon reaching it, it will be 500 gold and two
him +2 Strength. Whilst will be guarded by 1D3 Treasure cards each. This
mounted on Spite, Malus Minotaur Champions. When completes the adventure for
gains a +1 to hit in close they have been have been pan two.
combat and a -1 to be hit killed, the reward will be 300 Before play, remove the
himself, (with Daem onic -1, gold, and two Treasure cards Vampire Count card and
this makes Malus -2 to hit!) each. replace it with the one for
Spite has the ability to jump Malus Darkblade.
over the chasm, in the way Part III -
that Minotaurs do.
The Cauldron of Blood
• The W itch Elf Cham pions: (for characters level 6-8)
These figures should be
painted with Warlock Purple The objective room for level 4 Ingredients
for gloves and boots, and will be the tomb chamber. It
Chainmail for the armour. will represent the entrance to To play The Cauldron of
level 5. If the Vampire -count Blood, you will need six more
• The Vampire C ount: If the Witch Elf figures. Select the
player doesn’t have any hasn't been killed, he will be one you think will best
Undead figures, when rolling here in full strength. If he has represent Crone Hellebron
for the Necromantic spells, been killed, on a roll of 1-3, the Hag Queen and put it
the summonings should read: he will be here with 3D6 aside. Paint three of the
4 1D6 Giant Bats wounds. The reward for others as regular Witch Elves
clearing the chamber will be and two as Witch Elf
5 2D6 Giant Bats 400 gold and w o Treasure
cards each. Champions. Paint the gloves
6 2D6 Giant Rats and boots of Hellebron Chaos
• 1D3 + 1 Harpies Before play, remove the Giant Black and her arm our Shining
Spider card and replace it Gold. Paint the blade of her
If Valgar has been killed, with the Vampire Count. most prom inent sword Blood
another Champion Sorcerer Red. This will be the Death
card should be made to Level 5 Objective Room Sword and help make her
replace him. There will always The Objective Room for level stand out.
be a Dark Elf Champion 5 Warriors will be the Fire
Sorcerer for each adventure O ptional: If you have the
from here on and his Chasm, which will represent Manticore, you can use a
companions will be 1D6+3 The Hell Gate. There will be Witch Elf to represent the
Dark Elf Warriors. 1D6 Dark Elf Crossbowmen Crone Hellebron, then bend
on the far side, and 1D6 her legs to allow her to ride it
Witch Elves and two Witch Elf by making a saddle with some
The Deck Champions on the near side. Green Stuff or modelling clay.
Before play, remove the Giant If Malus Darkblade hasn’t This way it will be easy to
THE BESTIARY
Monster No. M WS BS S T W I A Gold Arm Dam Special Rules
Spite 1 8 3 - 4 4 6 1 2 100 2 1D6 Ignore Blows 5+,
Fear 4
15
The Return of the D ark Queen
CRONE HELLEBRON HAG QUEEN forced l>erself to sm ile as she looked at Morathi,
despising the Witch King's mother, a n d rum oured lover, fo r being able to hold her
beauty by magic, a n d not having to rely on bathing in the Cauldron o f Blood every
ye a r Even the heaviest o f face paints atui pow ders could not hide the wrinkles
covering Hellebron s face, despite it having been only six m onths since her lust
annual blood bath.
‘A s usual,' M orathi said, ‘it conies dow n to us girls to getting the jo b done. Eirst that
fo o l Valgar fa ile d me, a n d now Darkblade has done the same. What are the Drucbii
coming to? Soon, w e’l l be hiding in the woods, like those pathetic, tree-bugging
Wood Elves, an d living o ff berries
7 think not, m y Queen, ’ Hellebron said. ‘A llow m e in those caverns with som e o f m y
sisters a n d a Caldron o f Blood, a n d I assure yo u the problem will be swiftly
brought to a conclusion. ’
‘You have m y blessing to do so, m y dear,' Morathi said, sm iling sweetly. ‘But, please
don 7 force me to take yo u r place. You know how I bate dam p a n d dreary places,
an d the way they tend to m ake m y wrinkles show.'
‘You m ay rest assured that I shall prevail, m y Queen, ‘ Hellebron said, all knowing
that M orathi was being subtly sarcastic about her looks. Well, she w ould nutke
these petty m ortals suffer a n d beg fo r their lives before giving them to her sisters
an d then she w ould be in a more pow erful position to challenge the authority o f
the Witch kin g ’s mother.
remove her and use the D eath Sw ord which will give and roll for his magic weapon
Manticore for other quests. her a Strength of 10. It is and armour. From this point
worth 1,000 gold. on, there will always be a
Event Cards Unless Hellebron is riding the Cold One Knight Hero for
The following Event cards will Manticore, she will be each adventure.
have to be made: accompanied by 1D6 Witch
• The C rone H ellebron: She Elves and a Witch Elf
will have the stats of a Dark Champion.
Elf lx>rd along widi the special • A Vampire Lord: If he uses
rule. Frenzy Attack. Her gold Giant Bats and Rats for his
value will be 2,000. In place summoning, they will now W
of magic armour, she will have have the special rule Plague
a Parrying Blade that will and double their gold value. Level 6 Objective Room
stop one hand-to-hand attack The Objective Room for level
against her in any combat • Two W itch Elf cards: These 6 Warriors will be the Fighting
round. It is worth 200 gold. should now be marked Pit. It will represent the
Her one magic item will be a 1D6+3. entrance to level seven and be
Amulet o f Fire that will stop • W itch Elf C ham pion card: guarded by 1D3 Minotaur
one spell from harming her in should be marked ID3 +1. Heroes. When they have been
any magic phase on a roll of killed, the reward will be 600
4+. It is worth 250 gold. Her If Malus has been killed, gold and three Treasure cards
magic weapon will be the replace him with another each.
Dark Elf Hero on a Cold One
THE BESTIARY
Monster No. M WS BS S T W 1 A Gold Arm Dam Special Rules
Shadowblade 1 5 10 10 4 4 6 10 3 1,150 - 2D6 Ambush, Magic 5+,
Assassinate 6+, Dodge 5+, Hate Elves, Weeping Blades
16
The Return of the Dark Queen
MORATHI STARE!) BLANKLY out her tou>er window. How could this be happening,
she thought. What are these creatures - Gods? How could they have come so fa?.
Shaking her head, she turned to the dark cloaked figure behind her.
I ’m afraid I shall bane to do this m yself Shadowblade. And, yo u shall come with
m e.'
Yes, m y Q ueen,' the assassin replied obediently.
And send som e Sorcerers to aw aken the Dragon. ’
The Dragon, m y Queen?’ Shadowblade said. 'Surely with the Dragon there will be
no need o f us?’
7 trust nothing to stop these despicable sub-mortals, ’ Morathi said turning to stare
darkly at Shadowblade. Something tells m e 1 shall be meeting them face to fa c e .'
17
The Return of the D ark Queen
Dark Queen, you will need 6 - 8 Dark Elf Warriors and Dragon statue will represent a
the following-figures: 6 Dark Elf Crossbowmen. real Red Dragon that has been
• The Dark Elf Sorceress on In addition to the above, bound by powerful magics to
foot. This will represent Morathi will be accom remain where it is, but can
Morathi the suprem e Hag panied by 1D6 Harpies. breath fire across the chasm.
Queen. All rules for crossing the
If Hellebron has been killed chasm will be the same. If the
• Two Harpies there will be a new Hag players reach the other side
Queen. Her stats will be a and kill the Dragon, they will
Dark ELf Lord with the special receive 900 gold and four
rule Frenzy A ttack, with a Treasure cards each.
A . gold value of 2,000. Like Before playing remove the
Hellebron, she can ride a Assassin card and replace it
Manticore. Like the other with Shadowblade’s.
special characters, there will
always be a new Hag Queen Level 10 Objective Room
on each level entered from The Objective Room for level
Event Cards here on. 10 will be the Idol Chamber.
The following Event Cards • Two H arpy cards: These It will represent the real Lost
will have to be made: should be marked to read Temple of Khaine. If Morathi
1D6. has not been killed, she will
• M orathi: She will have the be there with Her
stats of a Sorcerer Lord with • Shadow blade, M aster companions. Otherwise, draw
the following magic items. A Assassin: Shadowblade will 1D3+1 Event cards, playing
Dark Sword that will reduce have a Potion o f Strength, out special events first. When
the opponents WS and BS by worth 100 gold, that will give the chamber is empty of all
one point for each wound him + 3 Strength during his monsters the players will be
caused. It is worth 150 but first round of combat, and a rewarded with 1,000 gold and
can only be used by a Dark Heart o f Woe, worth 250 gold. four Treasure cards.
Elf. An Arnber Amulet that will If Shadowrblade is killed, the Before play, remove a warrior
allow her to heal 1D6 heart will explode doing 1D6, card and replace it with the-
Wounds, up to her original Strength 6 W ounds to every one for Morathi. Also make a
quota, after each turn. It is one in the room. note that when the one
worth 250 gold. A Power warrior card is drawn, it will
Scroll that will enable die first Level 9 Objective Room represent 8 Dark Elf Warriors
spell she casts not be blocked The Objective Room for level and 6 Dark Elf Crossbowmen.
in any way. It is worth 300 9 Warriors will be the Fire
gold but can only be used Chasm. It will represent the Here ends the campaign.
once per adventure. A Dispel entrance to level 10. The Happy gaming.
Scroll that will negate the first
successful spell cast against
her. It is worth 250 gold but
can only be used once per
adventure. To determ ine
Morathi’s companions roll a
D6:
1 - Hag Queen with
companions or Manticore.
2 - Cold One Knight Hero.
3 - Champion Sorcerer and
companions.
4 -1 D 3 + 1 Witch Elf
Champions.
5 - 1D6+3 Witch Elves.
18
CREATURES
OF DARKNESS By Ian Piekstock
The caverns and dungeons below the Wurhammer World are treacherous places.
Courageous Warriors battle against evil, questing lor Inst treasures through the unending
danger of bloodthirsty monsters and \icious traps.
WARHAMMER QUEST
W arhammer Quest is a huge game with
endless opportunities for exciting
combat and challenging adventure. Included
in the W arhammer Q uest box is the
mammoth Roleplay book which expands
your games in a num ber of ways. These
expansions range from building up your
character from a mere novice to a full blown
batde-lord, to playing a world-spanning epic
covering many months of adventuring and all
organised by a Gamesmaster. However, I have
to say that my favourite way of playing
Warhammer Quest is to simply open the box
and play a game. This requires no
preparation, just get three strong and trusty
companions and you’re all set to go!
This type of Warhammer Quest game is
generated entirely by cards. These contain all
the Monsters’ details and special rules to
describe each encounter. The treasure gained
for killing these fearsome foes is also on cards,
so that when a Warrior wins a piece of treasure,
any special rules are to hand. Each Treasure
card represents a great magic item that the
Warriors can obtain by killing Monsters and
progressing deeper into the dungeon. Once full of new treasure items which are really easy to
players are familiar with die game rules, they use - you simply add them to your existing deck
need look very litde up in the Warhammer and play your games as before. Now the Warriors
Quest Rulebook. This creates a fast-paced and will be able to batde for immensely powerful magic
furious game, matching the heroic action items such as the awesomely destructive Hammer
taking place deep beneath the surface of the
Warhammer World. o f Sigmar and the deadly accurate Bow o f Loren.
Since the release of Warhammer Quest, four The fourth of these new packs is die blank Event
new sets of cards have been added to the card deck which contains 17 Monster and 4
range, which increases the scope of your Encounter Event cards. These allow you to fill in the
adventures. Three of these decks are packed details of your favourite Warhammer creatures, and
19
to create new challenges for your IVjjc: Write the name of
brave Warriors. They can then be your monster here.
shuffled into your original Event Wound*
cards, where they will look no Move
different. Alternatively, if you write Weapon Skill No: Write how manymonstcrs
enough, you could make a whole Ballistic Skill arc olaced when the card is
new Event deck! Strength drawn. E.g. 1, ld6, etc.
'[¿Highness
If you have lots of Chaos, Skaven, Initiative
or any other Citadel Miniatures you Attacks
want to use in your games of Armour Profile: Write the Monster's
Warhammer Quest then the blank ■y>7*KTT1!'• 1 3 -I 5 6 7 iS y to stats here. This show's how
Tollii fne well it can perform in combat
Event deck is just what you need.
Special Kulcs: w
PICKING MONSTERS Combat Table: lxx>k up the
monster's WS on page 32 of the
rulelxuik to fill in the combat
W hen you’re writing new Event
cards, your first task is to decide
Monsters to include. Naturally, this will
on what is in your collection. For instance, you
tabic.
the same as a standard Dark Elf Warrior, so I more than one way M i s t i t skill; U
stuck with the same profile as the one printed you can represent I Strength: 3
for Dark Elf Warriors in the Warhammer Quest troops that have Ibughness,- 3(4j
Roleplay book. Also, in Warhammer Armies - very good armour, Initiative.- 6
Dark Elves, the Black Ark Corsairs are noted as special shields or Attack*; 1
Armour: 1
wearing cloaks made from the scales of the som e other
mighty Sea Dragons. These cloaks are very protective artefacts. I to liftH« I I
flexible and light, allowing the wearer to move The simplest way is Special Rule»;
swiftly, yet rendering him im pervious to to give the Monster
anything but the mightiest blow. a very high
Toughness or
The way 1 points of arm our like
decided to the Dwarf Warrior. Alternatively, you
tackle this was could give the Monster the Ignore Pain or
to penalise the Ignore Blow skill (or both!). Full details of these
Warriors if they special Monster abilities are on page 82 of the
rolled low Roleplay book. You can always try new rules in
scores on the games and if you like them, keep them. If they
dam age dice. do n ’t work out just make some modifications
When a Warrior and try facing the Monsters again.
rolls to damage
a Black Ark This process is called playtesting and it’s how
Corsair, a roll of we (and you!) test out new rules and game
a one or a two is systems. Playtesting can be lots of fun - you get
ignored and to play loads of games in which your Warriors
does not add to will get cut to pieces by super-hard Monsters
the W arrior’s one moment, and be slaying Monsters that are
Strength. The far too weak the next. It is essential that you test
22
many models of each type of Monster you have
in your collection! Make sure you can’t generate
more Monsters than you actually have as this
I WblUXfc: 6 can get very confusing in the middle of an
/ Move; 5 adventure. Of course if you buy more of the
I Weapon Skill, 4
Pallistu- Skill; 3+ same adversary you can always add them to
Strength; 3 your card.
ftMighncss: J(4j
Initiative- 6 The Witch Elves and Black Guard are both good
•Attacks; I m onsters that will tax the Warriors’ skills so
Afmour j only D6 of these would needed to give the
Warriors an exciting batde.
ISfwcial Rule»: The Dark Elf Warriors and the Black Ark
Corsairs were not quite as good as their elite
brethren, but are still better than Ores and
out your new Skaven, so D 6+3 of these wrould confront the
rules, as it is very Warriors when their card was drawn.
difficult to judge exactly how a new
model with special rules will interact with the
other elements of the game just by looking at INTO THE UNKNOWN...
S
what you’ve written. Make sure you have a o that’s w'hat 1 did with my blank Event
tolerant group of mates, who don’t moan all the cards. Now it’s tim e to gather some
time and are always willing, even eager, to try hardened Warriors and set off down the nearest
out new rules and ideas. D on’t listen to Wizards uninviting dungeon entrance, to slay evil-doers
they’re the w orld’s biggest whingers! and discover m ore hidden treasures...
QUANTITY
T
his is a very im portant part of writing your
own Event cards. If your new monsters are
really dangerous like Trolls or Vampires, you’ll
only need a few of them to really challenge the
Warriors (or just one for super-tough foes). On
the other hand, if you’ve written the rules for
Hobgoblins you'll need at least 7 or more (2D6)
for them to present more than just a m inor
irritation for the Warriors. Your best bet is to
consult the m onster tables in the Roleplay
book. For instance on the Battle-Level 1
Monster table, result 63 indicates that D 6+2
Black Guards of Naggaroth turn up.
Using this as guide for my own Black Guard
card, I w rote dow n 1D6 Naggaroth Black
Guards turn up on my card. The small
reduction is because the Monster tables are
designed for Warriors that are playing a slightly
more advanced game and hence are better
equipped. Also, don’t forget to consider how
23
THE DUNGEON ARCH ITECT
Warhammer Quest Terrain by Andy Judson
Andy from Shepshed,
Leicester is no stran g er chap I thought that I’d share budget!
to the Jo u rn al and my knowledge with you! Now you need to mark off 1/2
Fanatic Press, having his an inch for the edge of the
m iniatures featured in T he ba sic Quest room
base and start gluing down
Jou rn als 27 and 28 and First you need to decide on the tiles with RV.A. glue -
his scenario ‘The Assault the size you want your room. don't use too much as it will
on D oran VI’. For this one, I have chosen to warp the card. It’s a good idea
This tim e aro u n d he has make a room 4 squares by 4 to trim the edges of the dies
been entirely im m ersed squares, as this is a fairly slighdy and glue them with a
in m odelling 3D terrain simple size. To make a 4x4 gap around them. Put the
for his W arham m er Q uest room, you will need to cut a room to one side to dry with
dungeons. We th in k square of m ounting card 5", a heavy weight such as a pile
you’ll agree th at he has by 5", this is because the tiles of books or a box to keep it
totally surpassed him self in the room are going to be flat.
w ith som e o f th e m ost cut to 1 square inch, and
beautiful terrain that there needs to be an extra 1/2 While it’s drying you can be
adds an incredible inch around the edge to slot busy getting another room
atm ospheric feel and a the plastic doors onto. ready. It shouldn’t take too
new level o f visual long for the tiles to dry, as the
If you are making a large weight of the books speeds
splend ou r to the gam e. num ber of rooms, it saves a up the process some what.
Read, digest an d have a lot of time to plan out the
go at m aking your own, rooms on the card so that you When it is dry you can paint it
y ou ’ll be su rprised at d on’t waste any. It is also a lot - yes, I am kind aren't I? It
how easy it actually is quicker to cut up the cork needs undercoadng in black
and how stu nning your tiles before starting, don’t cut first, either sprayed or
gam es o f Q uest will be it all however, as you may manually painted on. Spraying
thereafter. need it later. The card costs is faster and easier, but
£2 for an A1 sheet, which is painting it allows you to get
H O W TO MAKE 3 D more than enough to make a between the tiles, to look
Warhammer dungeon with, and the cork more effective. ThLs is why
dies were £5 for ten 1’ square you need black card - if white
Quest rooms sheets - that’s 144 squares card is used, it will show
The beauty of any wargame or per tile not bad if you’re on a through between the tiles and
game involving miniatures is
the visual splendour of it all.
What with the wonderful
artwork on the Quest • Thick m ounting card - preferably black.
floorplans your average game • Cork floor tiles.
of quest is always going to
look pretty good, but for me • Steel ruler - plastic ones will be ruined.
the two-dimensional look just • Craft knife.
isn’t good enough. That’s
when I decided I’d make my • PVA. glue.
own three-D rooms and • Superglue.
corridors which would really • Paints & brushes - Black, Codex & Ghostly Grey.
capture the cramped
underground feel of a deadly
dungeon and add You m ay also need:
tremendously to the • Spare pieces from plastic sprues - heads, weapons, shields,
atmosphere of our games. bodies, etc.
And because I’m such a nice • Static flock
24
T he D u n g e o n A rchitect
25
T he D u n g eo n A rchitect
Black Library/Altar of
Blood
These rooms are saturated
with Dark Magic. Any enemy
spellcasters may +1 to the
dice roll to determ ine which
spell is cast.
Whilst in the Black library,
any treasure received will
automatically be from the
Magic Items table in the
Roleplay Book.
Ghouls’ Lair
Instead of taking an Event
R u l e s For T he N ew of energy hits the warriors card to determ ine what
Rooms opening the tomb, causing monsters are in this room,
D6+3 Wounds, modified as roll a D6:
The rooms I have made are normal. The body inside the 1-2. Take an Event card as
usually used in roleplay tomb has nothing of value. usual.
games, and so there hasn’t
been a need to be any specific 3-4. The tomb is empty apart 3-6. The room contains
rules for them. I do however from the decayed body of it’s 2D6 Ghouls.
have a fair idea of the kind of occupant. While in the room, Ghouls
thing that happens in the 5. Searching the body, the will not Break as they have
unusual rooms I’ve made. warrior finds D6x50 gold. worked themselves into a
I'hese are the guidelines that I Frenzy consuming tainted
generally use: 6. Searching the body, the meat.
warrior finds a piece of
Tombs & Sarcophagi dungeon room treasure.
These appear in most of my
rooms, as I have them ed my
dungeon around the
catacomb lair of a
Necromancer or Vampire.
Unopened tombs may be
opened by a warrior, which
requires a strength test. He
may be assisted by another
warrior as normal. Once
opened, roll 1 D6 to see what
they find:
1. The corpse wakes from its
rest to attack those who Cellar
would defile its tomb. Roll Chasms The cellar leads out of the
another D6 to determ ine the These are exactly the same as dungeon and into a
type of creature: the Chasm o f Doom room in settlement. Roll 1D6 to
1 - Wight the Catacombs of Terror determ ine the type:
expansion: Any warrior or
2-3 - Tomb Guardian m onster who rolls a ‘1’ to hit 1-3- Village
4-5 - Skeleton Warrior in hand-to-hand fighting falls 4-5. Town
to its death unless a rope is
6 - Zombie used to save them, or they can 6. City
2. The tomb is trapped to fly. Warriors do not receive The warriors may spend a day
ward against robbers. A bolt any gold for monsters that die in the settlement, buying and
in this way.
26
T he D u n g eo n A rchitect
28
T he D u n g e o n A rchitect
illusion. Once a spell caster R o o m 4: This room contains as 3 for determining hits.
with the ability to dispel the key to Room 6. Lazarus is a Necromancer who
magic sees past the illusion, R o o m 5: This room has a is subject to Frenzy and will
he may do so and negate it. Father Lazarus in it. The Altar attack anyone who tries to
The illusion goes back for contains the Black Grimoire
about two squares so really harm the Grimoire. Once it
stupid warriors could actually and a Rending Sword. has been destroyed, Lazarus
'dig’ their way through and T he G rim oire will return pretty much to
come out the other side, normal.
leaving an imaginary hole in The demonic tome that has
the illusionary cave-in! captured the spirit of Father R o o m 5: This room has a
Lazarus is on the altar of Brother Albrecht’s body in it
R oo m 3: This room has a room 6 on the second level. It
Wight guarding it. The Black must be destroyed to free and the door is locked and
Library contains the Book of him. It has Toughness 4 and can only be opened by the
Arcane Knowledge. 12 Wounds. Its WS is counted key from Room 4..
.No dungeon would be the same without your own converted bad guys
29
‘Aaargh, Me Spleen!’
Critical strikes in Warhammer Quest
by Jason A. Yeung
Well, I’m IS years old anil live in Dragon, Water Elemental, Lizardman,
Philadelphia, PA. I'm presently enrolled Kroxigor, and the Abyssal Horror. Some
in the University o f Pennsylvania. I’ve o f these are featured in the pictures I
been painting miniatures and playing sent in,
GW games fo r about five years now. I Recently, I've been working on a .ID
play Warhammer, Necromunda, Space dungeon, a Warhammer Quest dungeon
Hulk, and Warhammer Quest. Out o f that can be configured to arrange as
these games, my favourite ones have any dungeon. This dungeon makes an
been Necromunda and Warhammer impressive piece o f terrain. The dungeon
Quest. We usually play Warhammer itself is made from polystyrene. I
Quest with a Gamesmaster since it adds usually add furniture arul props to
variety and challenge to our quests. So make the dungeon seem more real. Also,
far, our gaming group's been playing the dungeon walls can he placed on a
Warhammer Quest fo r about a year and battlefield to make an impressive ruins
a half now. I t’s a great game. display.
After reading about Green Stuff Ihe Critical Strikes tables were the first
(Kneadatite Epoxy Ribbon), I decided to rules I had written fo r Warhammer
give the stuff a go. Surprisingly, my first Quest. We felt that we needed to break
model, the Sump Kraken, came out very the monotony o f the monster's simple
well. Using the putty wasn 7 as difficult attack patterns. I think it works well,
as I thought. Eventually; / started but adds a new level o f difficulty and
making all kinds o f monsters, enemies, challenge to the game. If you've got e-
and horrors fo r my gaming group to tnail why not tell tne what you think:
battle in Warhammer Quest. Among
these are a Hydra, Golem, Emperor iayeung@ erols.com
Method id the Madness... to hit, refer to the result is less than or equal to
1 came up with some new corresponding table to see the warrior's Initiative, he has
rules to make the monsters in what happens. dodged the thrust. If the
Quest more real and result is over his Initiative ,
entertaining. I bet everyone Armed with Sword then he takes double the total
thinks that the Giant is the Roll 1D6 damage.
most entertaining to fight. It 4. D ual Strike - The enemy
just gets boring when the 1. Slash - The enemy swings strikes the Warrior repeatedly.
Ores keep dealing the same 3- his sword at the Warrior. Treat He immediately takes another
6 damage and act stupidly. this as a normal attack. hit from the same enemy.
Now, using these rules, the 2. Overhead - The enemy 5. Hamstringed - The
Ores and other humanoids swings his sword in a mighty enemy's blade has found a
will do much more. So here overhead arc. Double the gap in the Warrior’s armour.
they are. Tell me what you value of the enem y’s Strength This attack ignores all armour
diink. w hen rolling for damage. when rolling for damage. In
3. Thrust - The enemy tries to addition, roll a D6. If a 1 or 2
Critical Strikes impale the Warrior on his is rolled, then the Warrior’s
When any m onster rolls a ‘6’ weapon. Roll 2D6. If the arm our straps, which hold it
30
Aargh. Me Spleen!’
PERMISSION FORM
This form is to acknowledge and confirm that in exchange for the consideration described below,
the copyright and all other rights of a like nature in the Work described below are hereby assigned
to Games Workshop.
(If you are not happy with this arrangem ent then you should not sign diis form)
Short description of the Article: ................................................................................................
In addition , the Contributor hereby waives all his so called moral rights (as defined in chapter 4 of
the Copyright, Designs and Patents Act 1988) and all analogous rights he may enjoy under the laws
of other countries in relation to the Work.
By signing this letter the C ontributor confirms that the Work submitted is original and does not
infringe anybody’s intellectual property rights.
Signed by:
A H O R RO R
AWAKENS By Gav Thorpe
A cry for help in the dead of night leads your W arriors into ever g reater danger as they
track dow n and pursue an evil N ecrom ancer. A lone Witch H unter know s o f this danger
that could plunge tlu- Old World into a nightm are of w ar an d death, hut only w ith the
help o f your brave W arriors can this evil be stopped.
DANGEROUS QUESTS
O
ver the following pages are three new
adventures for your W arhammer
Quest Warriors. You will find your brave
adventurers delving into the m ost
forbidding caverns, overcoming cunning
traps and battling their way through
hordes of deadly creatures set against
them. There are also two new Treasure
cards in this issue for you to cut out and
use in these dangerous quests beneath the
Warhammer World.
LINKING THE
ADVENTURES
T
he first and second adventures can be
played with the floorplans, cards and
miniatures from the Warhammer Quest
box. The third adventure, Caverns o f
D read, uses the new floorplans and
miniatures from the Catacombs of Terror
supplem ent. Don’t worry if you haven’t got
Catacombs of Terror yet, you can still play
the first two adventures.
Every one of the adventures that makes up
A Horror Awakens has been written so that
they can be played in two different ways.
Firsdy, each adventure is self-contained
and can be played just like any other
Warhammer Quest adventure.
When you’re finding out which adventure adventures from A Horror Awakens. You can just
you’ll be playing, roll a D6. On a roll of one choose one of the adventures from this article and
to five, generate the adventure as normal play it, after all it’s your Warriors who will be
from the Warhammer Quest Adventure Book. risking life and sanity for the chance of eternal
On a roll of a six you'll be playing one of the glory and treasures beyond their wildest dreams!
37
SAVE THE EMPIRE! chanting loudly (place the Necromancer model
on the board). The Warriors recognise him as
he other (and more exciting) way to play an inept N ecrom ancer who has been an
T these adventures is as a mini-campaign. A irritation to the Imperial authorities over the
Horror Awakens has been written so that if you last few years. In his other hand the
play through each adventure in turn they will N ecrom ancer holds a fist size ruby, which
build into an epic story, as your Warriors quest pulsates with a deep inner light. This is Alberto
from one Monster-infested dungeon to the Larenscheld, son of the malevolent G unther
next. From its inconspicuous beginnings, the Larenscheld, and the rules for him can be found
story develops into a cataclysmic tale where the on pages 183 and 185 of the Warhammer Quest
fate of the Empire is in your hands! The rules Roleplay book.
and details for linking the three adventures The Warriors have 2D6 turns to kill Alberto
together are given at the the end of A Horror Larenscheld. If they fail to do this, he finishes his
Awakens. To finish the campaign, the Warriors ritual and plunges the knife into the Marchesa’s
will have to overcome a series of different brother. When the Monsters are all dead (either
challenges, testing their skills to the full. before or after the sacrifice is made) the
Warriors can escape through a narrow fissure in
THE ADVENTURES the rock face behind the Idol. The Warrior who
kills Alberto Larenscheld may take the Soulstone
T
o play the first adventure, Death in the Treasure card (which is on this issue's card
Night, you will need a Necromancer model sheets).
to represent the W arriors' enemy, Alberto
Larenscheld. If you have any other Event cards, If the Warriors succeed in rescuing the
such as the Ore cards from Lair of the Ore Lord, Marchesa’s brother, she rewards each of them
or some you have filled in using one of our with 1D6 x 50 gold and a Treasure card. If they
blank Event card decks, you can include these fail, but manage to escape, she covers their
in the first two adventures. expenses (10 gold for the party) and coldly bids
them farewell.
DEATH IN THE NIGHT
The Warriors are staying in the small town of
Kaltzburg, near the World’s Edge Mountains.
After spending their hard earned cash your
party setdes down for the night in a well-
stocked tavern. As the night draws in, a well
dressed young wom an approaches your
Warriors, begging for their help. She is the
Marchesa Claudia von Steafen and her brother,
a famous Witch Hunter, has been kidnapped by
unknown assailants. She believes him to be
held in a deep and dangerous dungeon not far HOLY MISSION
from the town. The Warriors must explore the An important Imperial Noble has recendy been
den of foul creatures and stop anything terrible rescued from the clutches of an evil cabal of
happening to the Marchesa’s brother. monsters. He is, in fact, a well known Witch
H unter who was investigating the lair, trying to
Special Rules discover the w hereabouts of a cruel
This adventure uses the Idol Cham ber Necromancer. Before his capture the Witch
Objective room from the Warhammer Quest Hunter, Duke von Steafen, managed to learn of
box. Play the adventure as normal, with the an ancient temple. He has asked the Warriors to
exceptions noted below. fetch some Blessed Water from the ruined
shrine, in the hope that it may help him against
As the Warriors enter the Idol Chamber they can the foul Necromancer. Unfortunately, when the
see die Marchesa’s brother bound to a massive Warriors arrive, they find it guarded by
stone daemon. Standing next to the statue is a M onsters...
dishevelled man, holding an ornate dagger and
38
CAVERNS OF DREAD
The famous Witch H unter, 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
To play Caverns o f Dread you will need the
Catacombs of Terror adventure pack. You
should use the Undead Event cards,
Treasure cards, board sections and
miniatures included in this supplement.
Generate your dungeon using the Dread
King's Throne Room and the Dungeon
cards from Catacombs of Terror, as
described in the Catacombs of Terror
rulebook.
Special Rules
This adventure uses the Fountain of Light If the Gunther Larenscheld Event card is turned
Objective room from the Warhammer Quest over before the Warriors reach the Objective
box. Play the adventure as normal, with the room, they have caught Larenscheld in time. If
exceptions noted below. The Warriors must they manage to defeat him they must still press
reach the Fountain of Light, collect some onwards to ensure that the magic within the
Blessed Water and make their escape. Throne Room keeps the malignant presence of
the Dread King at bay When they enter the
To fill his waterskin with Blessed Water one of Objective Room generate the Monsters as
the Warriors must spend a whole turn next to normal, but van Damneg will not be present, as
the Fountain of Light, doing nothing. During he has not managed to shatter the spells
that turn any Monster attacking the Warrior in protecting the world from his deadly presence.
hand-to-hand combat will hit automatically. If the Warriors do not encounter Larenscheld
Once one of the Warriors has collected some before they reach the Dread King's Throne
Blessed Water, he may take the Blessed Water
Treasure card. One of the Warriors must collect Room, he will be present there, along with van
some Blessed Water to complete the adventure. Damneg and the other Monsters generated by
the Catacombs of Terror Monster table. The
To escape, the Warriors must exit off the board Warriors must defeat all the Monsters present in
section where they entered the dungeon. If the order to be certain of escaping! As normal, the
Warriors manage to escape with the Blessed Gritnoire Necris will be placed on the dais, and
Water, Duke von Steafen rewards each of them larenscheld should be placed next to it. As you
with two Treasure cards. If they manage to can see, if your Warriors can stop larenscheld
escape, but haven’t any Blessed Water or have in time their chances of surviving will be greatly
used it all, he gives them each 1D6x50 gold for improved. Regardless of the Monsters they
trying their best... encounter, the Warriors can escape from the
39
Dread King’s used exacdy as stated on the Treasure card.
Throne Room once However, if they stopped the unholy ceremony
ail the Monsters are in tíme, the Warriors will have a Soulstone
dead. As they rush containing the spirit o f one of the Old World’s
from the T hrone most evil men! This does not affect Death in the
Room the walls Night in any way, but it will affect Holy Mission.
start to crum ble
and the Undead
around them turn HOLY MISSION
to dust once the When the Warriors start this adventure they will
banishment of their be in one of two situations. They may have
m aster’s spirit takes stopped Alberto Larenscheld freeing his father’s
affect. However, no spirit and will have the Soulstone containing it
matter how long it takes, van Damneg will be in their possession. Alternatively, the Warriors
back... might have failed to save von Steafen and they
If the Warriors manage to defeat van Damneg, have an empty Soulstone, but no clues as to
or prevent his summoning, Duke von Steafen how to find G unther Larenscheld.
rewards each of them with 2D6 x 100 gold and
a Treasure card. Gunther’s Spirit
If the Warriors have the spirit o f G unther
THE MINI-CAMPAIGN Larenscheld, the Duke shows them a way to
dispose o f it. He has discovered an ancient
f you are linking your adventures you should
I keep the same Warriors you started with. Any
gold, equipm ent and Treasure they have left at
temple, sanctified millennia past by the priests
of some forgotten god. If the Warriors bathe the
die end of each adventure may be used in the
next one. When diey start the next adventure,
the Warriors will have their full Starting Wounds.
In addidon, any equipm ent or Treasures which
can be “Used once per adventure“ or are
Permanent” can be used again.
The following secdon explains how to link the
three A Horror Awakens adventures together.
This is very simple and after playing through
this mini-campaign you may well come up with
your own ideas for linking either your own
adventures o r those from the W arhammer
Quest boxed set.
40
a chilling voice echoes around the chamber. hopefully, end up in
“Foolsss, I am free once again! You have my the tomb-city of the
sincerest thankssss... ” Dread King. They
may o r may not
Once Gunther Larenscheld’s spirit has departed, have some Blessed
the Sou/stone can be used as normal as detailed Water (they’ll have a
on the Treasure card. However, it will be up to hard time o f it if
the Warriors to prevent Larenscheld from they haven’t got
awakening his terrifying master! any!), and they may
well have an empty
Hunting Larenscheld Soulstorte. Probably
If the Warriors do not have Larenscheld’s spirit, the best way for the
the Marchesa von Steafen implores them to Warriors to dispose
seek out the hideous Necromancer and stop of van Damneg is for one of them to cast the
him. In fact, she begs you to finish her brother’s Blessed Water at the Dread King!
quest, since you failed to save him!
However, the longer it takes the Warriors to
Duke von Steafen’s notes indicate the rough reach the Twisted Spire, the more prepared
location of the sacred tem ple from Holy Larenscheld will be. To represent him activating
Mission but the know ledge o f its exact the ancient labyrinth of the tomb-city you
w hereabouts cannot be discovered. The should add an extra Dungeon card to the deck
Warriors must search a large area to locate the for each adventure above one it took the
Fountain of Light. Warriors to find the Fountain of Light. For
example, if the Warriors found the Fountain of
To represent this, rather than plunging straight lig h t on their third adventure, add two extra
into Holy Mission , you should randomly draw' cards to the top o f the Caverns o f Dread
an Objective Room D ungeon deck. Although this is more
card at the start of dangerous, the Warriors should have picked up
the adventure. Do more treasure.
not look at the
card! Only w hen If you play A Horror Awakens as a mini
the Warriors reach campaign, and manage to stop van Damneg, the
the Objective room Duke rew ards your loyalty with an extra
will they know Treasure card. Good luck and be brave, for van
w hether they have Damneg will surely want his revenge!
found their goal. If
they have found
an o th er Objective
Room the Warriors
m ust kill all the
Monsters inside before they can make their
escape.
Keep drawing random Objective room cards at
the start of each adventure, though you do not
have to include cards which represent Objective
Rooms the Warriors have already discovered.
The Warriors will find the Fountain of Light
eventually. Only w hen they have completed
Holy Mission can the Warriors go on and
attem pt Caverns o f Dread.
CAVERNS OF DREAD
Whether they are led to the TWisted Spire by
Duke von Steafen or managed to hunt down
Larenscheld by themselves, the Warriors will.
41
the citadel
Have the
Warriors in your
THE SEAPORT
party trudged After completing a dungeon, the Warriors may
the length and choose to travel to a Seaport instead of a City,
breadth o f the Town or Village. To get to the Seaport takes
Old World? Is 6+D 3 weeks. As well as getting passage to
th ere no faraway kingdoms, Seaports are busding trade
dungeon depth centres and your Warriors may choose to go to
that rem ains a Seaport for the many rare items that can be
unseen? No lost purchased, o r to check o u t som e o f the
tow ers left roughest taverns in the Old World!
unexplored? No A Seaport counts as a City and you should
Goblin-infested follow all the same rules for living expenses,
caverns you stock rolls and so on. It has all the same
h a v e n ’ t locations that you would find in any other City.
conquered? You may spend each day doing all the usual
Does every evil things, such as buying supplies and training.
Necromancer cow er in terror at the mere Elves, Dwarfs and other races may look for their
m endon of your party's name? If the answer to respective Quarters as normal. At the end of the
all these questions is a big yes, then maybe the day you should roll on the Settlement Events
Old World isn’t big enough for you and your table as normal.
party any more. Perhaps you should start
looking further afield - searching beyond the
vast tracts of ocean, or the great deserts beyond
the edge of any known maps, to find the
THE HARBOUR
Alternatively, your Warrior may choose to go
legendary realms know n only as the Lost
dow n to the Harbour. The H arbour has a
Kingdoms. These are lands shrouded in mystery
num ber o f special locations that you may visit,
w here strange and evil m onsters guard
which are detailed below. In addition, you have
treasures and riches that have Iain hidden for
a chance o f finding a ship Captain to take you
millennia.
abroad. If you spend the day in a Harbour
This is the first p a n of a two part article location then roll on the H arbour Events table
designed to enable you to set your Warhammer instead of the usual Settlement Events table.
Quest adventures in far and distant lands such
as Nippon, Cathay, Lustria or Southern Araby. 11-13 ■ GONE FISHING
Of course, to get to these distant lands you have
Hunting for a ship, your Warrior comes across a
to cross the high seas, and to do diat you are
likely looking Captain, w ho unfortunately
going to have to find a ship. In this first
doesn’t speak the same language. He impresses
installm ent we introduce a new kind o f
your Warrior with his vast collection o f unique
settlement, the Seaport, that the Warriors can
sea charts and the skill of his crew. Your whole
explore and eventually set sail from for their
party sets sail im mediately (resolve any
chosen destination.
44
Warriors’ activities for today before you go). make up any shortfall.
However, the Captain is only a fisherman and
your party spends the next two months cruising 41-43 CAPTAIN
the coast of Norsca for trout, roll on the Ocean
Roll on the Captain’s Table (see next issue).
Events table (see next issue). You arrive back at
the Seaport with a healthy distaste for fish! 44-51 FALLEN IN THE DOCKS
14-16 CAPTAIN Walking along a loading pier, you tread on
som ething unsavoury and slip over the edge
Roll on the Captain’s "fable (see next issue). into the water. After bouncing on the local
effluent a couple of times you start to sink! A
121-23 OL’ SEA DOG passing Sam aritan throw s you a line, but
Whilst touring the wharfs aro u n d the unfortunately fails to hold the other end...
warehouse quarter, you run into a crippled old When you come to, you are in a foul pauper’s
sailor. The one-eyed, peg-legged veteran tells hospital, and have contracted various
you the best places to find a decent ship w aterborne diseases. This puts you out of
Captain. For one roll on the Captain’s Table action for the next D6 days during which you
(see next issue) in this Setdement, you may add may do nothing at all, but need not roll for
+1 to your dice roll. Setdem ent Events.
45
HARBOUR LOCATIONS
You may visit one Harbour location each day, as with any other Settlement location.
See also the Waterfront Tavern later.
46
WATERFRONT TAVERN
Roll 2d6 a n d apply any A lehouse modifiers
2 PRESS-GANGED. Whilst frequenting a
5 THE BLACK SPOT. As y o u r Warrior
docksidt* tavern the Imperial Navy attempt
quietly m inds his own business, he is
to press-gang your Warrior, roll a D6. On a
approached by a shuffling, one-legged man
roll of 1. at first he is unwilling to join the
leaning on a crutch, with a parrot on his
Navy, b u t soon finds o ut that he was
shoulder. W ithout saying a word, the
destined for a life on the ocean wave. Your
stranger presses a black felt spot into your
Warrior dep an s on the next War (¡alley anti
Warrior’s hand and disappears into the
is never seen again! On a roll of 2-5 it costs
gloom. The Black Spot is both a blessing
your Warrior 2D6xlO gold to bribe the press
and a curse, as it will lead you to treasure,
gang into letting you go. On a roll of a 6
but at great risk. During the next adventure.
your Warrior stands up proclaiming to be
M onsters will attack your Warrior in
Lord Admiral Krueger and after fining the
preference to the rest of the the party. The
press gang I D6x 10 gold (add this to your
one-on-one rule still applies, but you will
total) he dismisses them and tells them to
always be attacked if possible and “left over"
report for a dozen lashes each.
Monsters will attack you. However, if you
3 HORNPIPE CONTEST. The locals are finish the dungeon you gain an extra D3
holding a dancing contest to see who Treasure cards to keep for yourself
perform s the best hornpipe Addled with
6 SICK AS A PARROT The tavern is having
free beer, your Warrior decides to enter. He
a special “Drink The Bar D ry' night. Caught
dons his trusty flared trousers and sets
up in the festivities the night whizzes away,
about em barrassing himself in front of a
a blur of m erry-making and double
crowd of hardened sailors. If you (the
Whalebusters. When you awake, you are
player) dance a hornpipe for half a minute,
lying in an alley on the other side of town,
your Warrior will win the contest and
with a large skull and crossbones tattooed
2D6xtO Gold. If you refuse, your Warrior is
across your chest. Underneath is written a
mercilessly mocked - his reputation goes
legend decided by the o th e r players.
straight dow n the drain and any rolls the
“Useless Land Lubber", “Fisherm an's
parly make on the Captain's 'liable (see next
Fiend”, “Pieces I Ate”, “Soft Southern
issue) have a -1 modifier while in this
Nance" are all prime examples.
settlem ent...
7 DRINKING CONTEST You are
4 A NICE LITTLE EARNA A couple of
challenged to a drinking contest by a large,
shifty looking sailors approach your Warrior
barrel-chested, hairy first mate His chosen
asking him to help with dieir smuggling
drink is Cap'n Ahab's Whalebuster, the
operation. If you decidc to accept roll a IX).
strongest and m ost deadly rum in the
On a roll o f a 1 your Warrior is caught and
known world. The Warrior must roll a D6
arrested while the sailors are trying to
and deduct his Alehouse modifier. (For
offload their contraband. He is sent to The
example the Wizard must add +3). Another
Brig for two days. On a roll of a 2 or more
player must roll a D6 for the first mate.
your Warrior earns 21X1x50 goltl by selling
Repeat this and keep a running total for
on their suspect merchandise.
both contestants, it is a measure of how
drunk they arc. T he first one to reach 30
m um bles som ediing about his m other,
slum ps under the table and starts to snore
loudly!
47
If your Warrior wins, he gets a flask of You may automatically break from pinning
W'halebuster containing enough potent and move up to six squares, regardless of
any monsters o r obstacles that may lie in
liquor for 1)6 swigs. Each swig adds + 1D6 to
y our path, in a daring display of
the Warrior's damage roll for one turn.
However, roll a D6 for each swig taken, on a swashbuckling!
roll of a 1 the W halebuster goes straight to
12 OI.D SEA SHANTY Your Warrior is
the Warrior’s head and he passes out. place
taught a few lines of a rousing sea shanty.
him prone for 1D6 turns. You can take more
Wbat shall we do with a Drunken
than one swig in a turn, if you dare!
Halfling', when bellowed loudly, can shatter
If the Warrior loses, he wakes up in a small windows and terrorise foes. Your Warrior
dinghy drifting off the coast and cannot get may sing the shanty once per dungeon. Pick
back into the Seaport for a day, during a Monster in an adjacent square and roll a
D6. On a roll of 4 + your vocal cacophony
which he may do nothing (except paddle
with his hands) anil does not h aw to roll for causes the foe to flee, take it off the board.
a Settlement Event If both com petitors pass On a roll of 1, 2 o r 3 your din enrages the
m onster so much that it will attack you and
30 on the same drink then your Warrior
loses, as the first m ate’s cronies sort things only you for the rest of the combat. If you
out for him ... (the player) actually get up and sing a few
lines at the top of your voice, then you may
8 GOOD DICE. Your Warrior gets involved add +2 to your roll!
in a dice game with some off-duty harbour
officials. His luck runs good anti he wins
21)6x10 gold, add this to your total
48
THE LOST KINGDOMS
By Ia n P ic k s to c k a n d G a v in T h o r p e
C oncluding o u r tw o-part article on foreign travel, we p rese n t rules for a life
on th e ocean wave. Now y o u r W arriors can seek th e ir fo rtu n es in distant
lands. O f course, they have to survive th e perils o f the sea first!
THE SEAPORT
In On the Waterfront’ we introduced
the Seaport settlem ent w here your
Warriors could carouse their way along
the w aterfront taverns, make som e
money trading or get press-ganged into
the navy! Well, now they’ve had their
fun, here are the rules for ocean
journeys and the fabled Lost Kingdoms.
51
badly mauled as the ship is tossed around and must roll to hit and damage against an
before the Kraken is finally driven off - opponent with Weapon Skill 3, Toughness
each Warrior imm ediately loses D6 3, 4 Wounds. Warriors with m ultiple
Starting Wounds for the next adventure. attacks may attack more than one pirate if
they kill a previous foe. Once all the
21-22 MAN OVERBOARD! Warriors’ attacks are worked out, roll 1D6.
If the score is more than the num ber of
One of the Warriors is watching a school of
pirates killed by the Warriors, they are
dolphins playing alongside the ship when
overpowered and taken captive! Captive
the vessel suddenly hits a trough and
Warriors lose half of their gold and D6
pitches violently, throwing him overboard.
random ly determ ined treasure items
Randomly determ ine one Warrior, who
before being Marooned (see result 33
must discard all of the arm our he has or
below). If the D6 score is equal to or less
sink to the bottom of the sea!
than the num ber of pirates the Warriors
defeat, they have beaten off the attack and
23 UNEVENTFUL MONTH the ship’s Captain rewards them each with
D6x50 gold for saving his vessel.
31 RESCUE
The ship comes across a lifeboat bobbing
around in the middle of the ocean. On
board are several im portant dignitaries,
who are so grateful for being rescued that
they offer to give the crew a large reward
upon their safe return. Once the Warriors
reach an Old World Seaport they can claim
their portion of this reward (2D6xl00
gold each).
32 UNEVENTFUL MONTH
24-25 BECALMED 33 MAROONED
The Warriors have ended up marooned on
The Warriors’ ship is becalmed and the
a distant coast and must make their way
blazing sun beats dow n on them
back to civilisation on foot. They d o n ’t
incessantly for days. Each Warrior must
know w here they are, or even if they’re in
roll 1D6 and add their Toughness. On a
the Old World. The Warriors must travel to
score of 6 or less the Warrior is overcome
a settlem ent as usual, but this takes an
by heatstroke and suffers -1 Strength for
extra D6 weeks. When they arrive roll a
the duration of the next adventure.
D6. On a roll of 1, 2 or 3 they are in the
26 PIRATES! Lost Kingdoms, on a 4, 5 or 6 they are in
the Old World. Follow all of the rules
A dreaded black sail appears on the given earlier if the Warriors are in the Lost
horizon and soon the om inous form of a Kingdoms.
pirate ship can be seen crashing through
the waves towards the ship. The speedier 34 UNEVENTFUL MONTH
corsairs soon manage to overhaul the ship
and send over a boarding party to take 35 SEA SERPENT
possession. You must fight them off! Each A massive serpent crashes up from the
Warrior gains his usual num ber of attacks waves, smashing the masts and rending a
52
large hole just above the waterline. Roll 43-44 UNEVENTFUL MONTH
2D6 at the start of every subsequent
month of the journey. On a roll of a 1 the 45 GOOD CATCH
ship starts to sink and everybody must The Warriors spend the relaxed, balmy
take to the lifeboats! Roll one more m onth evenings dangling lines over the side of
on the Ocean Events table and then refer the ship. Each Warrior catches enough fish
to the Marooned result above. to make up D3 Provisions which can be
used as normal.
46 LOST TREASURE
Whilst getting w ater from a deserted
island, the Warriors stumble across the
buried treasure of a long-forgotten pirate.
The little hoard contains D6 Treasure
items, divided up as the Warriors see fit.
53
C A P T A I N ’S T A B L E
1)6 Roll CAPTAIN AVAILABLE
1 Sorry, mate! The weather has taken a turn for the worse and no more ships will be leaving the
port for months. You must leave the settlement and play a normal adventure.
2 Cap’n Bob. Bob wears a patch over one eye, although you swear he keeps changing which eye.
Unfortunately, Bob is such a bad navigator that the journey takes D6+6 months. In
addition, if you roll an Uneventful Month, then Bob will have landed the ship
somewhere and the Warriors must fight a normal adventure before continuing on their
way. There's no such thing as an uneventful month with Cap’n Bob!
3 Cap’n Scurvy Pete. Scurvy Pete is low-down pirate and not a particularly good navigator. The
journey will lake you D6+3 months. In addition. Scurvy Pete and his crew will steal a
randomly determined item of treasure from your Warriors on a roll of a one on ID6 (roll
for each Warrior at the end of the journey).
4 Blackbeard. Blackboard swears to know the location of a secret passage that will allow the
Warriors to gel to their destination in a fraction of the normal time. Roll a D6. On a roll
of 1-3 Blackbeard has been addled by too many Whalebusters, there is no sign of the
passage and the journey takes 3D6 months. On a roll of 4-6 the short cut is as good as
Blackbeard said and the journey only takes D6 months (remember to roll for this after
you have set s a il...).
5 Captain Cook. Cook is a superb sailor, navigator and intrepid explorer. Cook’s motto is slow
and steady and although the journey takes 2D6 months, each Ocean Event may be re
rolled once (you must accept the second result).
6 Lord Admiral Krueger. You have managed to get passage aboard Admiral Krueger’s war
galleon, the Empire's most famous warship: the KLF II. Krueger has hired you as
mercenaries, paying you 50 Gold for each Ocean Event successfully dealt with (not an
Uneventful Month). The journey takes D6 months.
62 ■ UNEVENTFUL MONTH
63 NORTH-WEST PASSAGE
The Captain has found a new route,
utilising the winds and currents. This
reduces the journey by D 3 + 1 months, to a
minimum of one more month.
54
HARBOUR LOCATION
You may visit one Harbour location each clay, as with any oth er Settlement location.
SAILORS’ WARES
This store contains everything needed for survival in the harshest conditions. Your Warrior may
purchase the following items, using all the normal rules given in the Warhammer Quest
Roleplay book. Any Warrior may purchase these supplies.
EQUIPMENT STOCK COST (BUY) COST (SELL) SPECIAL RULES
Hemp Rope 7 50 10 Like normal rope, except that you may
ignore the first 1 rolled for breaking.
1D6 swigs 6 75 each - See result 7 on Waterfront Tavern table.
o f Rum
Sea R ations 8 75 each 10 Each sea ration restores 2 Wounds.
(1D6) At the end of each adventure roll a D6
for each ration. On a roll of 1 they have
gone mouldy and must be discarded.
Silk Robes 8 100 10 Your Warrior looks like an exotic
m erchant and may ignore the first 1
rolled when trading commodities in
the Seaport (see last issue).
O riental Sword 10 500 50 Add Warriors WS instead of S to
damage rolls.
Parrot 7 75 5 The parrot sits on your Warrior’s
shoulder and warns him when he is
about to be ambushed. If your Warrior
is attacked by Ambush Monsters roll a
D6. On a roll of a 6. the parrot warns
him and the Monsters lose their
Ambush ability.
Eye Patch 5 50 5 Makes your Warrior look like a
hardened seafaring type, allowing you
to reroll any result in The Brig once per
incarceration!
Bucket 7 50 20 Your Warrior may dig through a
and Spade Cave-in, taking 2D6 turns during which
he may do nothing else. Can't be used
if there are Monsters on the same
board section.
Pirate Hook 5 50 5 Your Warrior may attem pt to hook a
Monster and swap places with it. Roll a
D6 at the start of your turn and acid
your Strengtii. On a result of 7 or more,
you may swap your Warrior model with
that o f an adjacent Monster. Your
Warrior may move and fight normally
from this new position.
Compass 8 250 30 This allows the party to navigate better
in the wilds. For any wilderness travel,
you may reduce the journey time by D3
weeks.
55
I • ‘Oi! Get off my Juniper Bushes...’ •
D ruid o f A lbion c h a rac ter
by Todd J o rd a n ‘G reyw olf * Peacock
56
‘Oil Get o ff my Juniper Bushes..
A rm our
None
H ealing Salve
This can heal one Warrior
adjacent to the bearer (or the
bearer himself) at any time
once per turn. When used, it
restores 1D6 Wounds, up to
maximum. Roll 1D6 after each
use. On a roll of 1, the salve
has been used up, and is now
useless.
Silver Sickle
This is identical to the
Wizard’s sword except that it
causes an additional +1
damage to Undead and
Daemonic creatures.
SPECIAL RULES
Forest Walker: The Druid is
able to move quickly through
forested areas, thanks to his
familiarity with the ways of
nature, and also to his magical
abilities. He may reduce the
journey time to any w ounds on himself or on a the w ounded Warrior
Settlement by one week. (This w ounded companion. When regains 2D6 Wounds.
is not cumulative if you also using this skill, roll 1D6 on
have an Elf in the party with A ffin ity w ith Giants: The
the following table.
Forest Walker, another Druid, Druid is very familiar with the
or so on.) Roll Result violent and uncouth ways of
the hulking beasts that share
If you are using the house 1 The affected Warrior
his homeland. Therefore, in
rules concerning outdoor reacts badly to the salve
the event that the Druid
games, the Druid does not and takes another 1D6
encounters a Giant whilst out
suffer the usual movement Wounds (with no modifier
adventuring he may attempt
penalty for moving through for Toughness or
to sooth its incredible rage
wooded areas. Armour).
and dissuade it from
Furthermore, he gains a +1 to 2-3 Nothing happens. attempting to eat the party!
his Power roll per turn while 4-5 The salve works, and the The Druid may roll a D6 and
he is in a forested area. w ounded Warrior regains add his Battle Level, if he
1D6 Wounds. scores more than 8+ he has
H erb Lore: Once per turn, succeeded in driving off the
the Druid may attem pt to 6 The treatm ent is even Giant which is removed
make a salve out of herbs to better than expected and immediately although no gold
use in an attem pt to heal
57
‘Oi! Get o ff my Juniper Bushes..
58
Oi! Get o ff my Juniper Bushes... ’
59
Oi! Get o ff my Juniper Bushes... ’
60
‘Oi! Get o ff my Juniper Bushes..
modifiers for anything ROLE-PLAYING TIPS rum ours that some of their
(Toughness, armour, Ignore The Warhammer World is a rituals involve human
Pain, etc.). stem and serious one, for the sacrifice, as their number will
most part. Druids here are neither confirm nor deny
Target: Any Monster on the
not ‘flower-children’ going such accusations. Druids are
board
around saying ‘peace, often seen as outsiders not
Duration: Immediate brother' and throwing a fit concerned with the eternal
any time som eone lights a conflict betw een Good and
HEALING SPELLS
match, chops down a tree or Evil. It would probably be
H eartbeat catches a squirrel. more appropriate to say that
their priorities are typically
•CASTING NUMBER 11- different from those o f other
races and lands; they typically
HEALING SPELLS live far from the cities, and
Tissue o f life spend most (if not all) of their
time in the woodlands,
working powerful magics
•CASTING NUMBER 12* inextricably bound to the
SPECIAL SPELLS forests and the forces of life
Druids are wizards whose and death. Just because some
T ransport o f th e D am ned area of magic happens to deal of their num ber may not feel
with the forces of nature. In any compassion for their
REPRESENTING YOUR one aspect, they are simply fellow man (outside of their
spellcasters, but in another own circle of Druids) does
WARRIOR they are nature priests o f a
Either Hengus the Druid from not mean that they are not
sort - The distinction between just as willing to take up arms
the Albion Giants Regiment of ’neutral magic' and religion is
Renown or the model from against the corrupting (and
somewhat blurred on this ultimately deadly) forces of
the old Talisman game would point, and how Druids apply
be perfect for representing Chaos.
their profession to their daily
this character, or else the Jade lives may vary greatly. If you’d like to contact me to
Wizard model. Otherwise, discuss any feedback o r ideas
select some ‘wizardly’ model The Druids are concerned about this character, you can
and paint him in a scheme with the forces of nature - life e-mail to me at:
dom inated by green perhaps and death. They are by no
accented with red or brown means pacifists, and one can greyw olf@ fox.org
and equip him with a Sickle. only speculate about the
D a R oolz Boyz
G a m e s W o rk sh o p Ltd,
W illow Road, Lenton, N o ttin gh am , N G 7 2 W S
Telephone: 01 15-91 40 000
Lines are open 6 a m -m id n ig h t
7 d a y s a week
61
• MINES A PINT... HIC! •
D w arf B rew m asters in W arham m er Q uest
By N ick Kyme
That Nick Kyme’s one prolific fellow and that’s for sure.
If you were to cut off his hands he’d start writing with
his tongue! Well here he is again, following up on his
success with Escape from Hag Graef (CJ 29), the Outlaw
character for Quest (CJ 33) and other incredible efforts
for Warhammer as well. A wobbly character that belches,
guzzles too much beer and is so fat he could eclipse the
sun, no it’s not Fatbloke it’s the Dwarf Brewmaster...
he resort to the tried and can have profound effects collapse blind drunk and may
tested m ethod of his axe... upon the Brewmaster. At the do nothing for a whole turn.
start o f the first adventure
Troll Brew - This brew is so
•STARTING AS A DWARF each cask will contain enough
named due to the fact that the
BREWMASTER* brew for D3 draughts, roll
main ingredient is Trolls
You may start as a Level I separately for each brew. The
blood! It may sound bizarre
Brewmaster instead of brews and their effects are but mixed with the proper
choosing one of the Warriors covered in the special rules. ingredients the blood of a
from the Warhammer Quest Troll can take on a very sweet
box. Just substitute the SPECIAL RULES taste and have interesting
Warrior counter for the B eer Gut: The Brewmaster’s effects upon the drinker. One
Warrior you are not using to beer gut acts as a virtual draught of this brew will add
represent the Brewmaster. shield against the attacks of 4-1 to a Brewmaster’s
Alternatively you could make m onsters and while it may Toughness for one turn and
your own Brewmaster appear flabby the constant allow him to Regenerate D6
counter. roaming around the hillsides wounds at the end of that
W ounds 1D6+8 has toned the soft flesh of the turn.
Brewmaster’s stomach into
Move 4 Once a Brewmaster has
hard muscle. It is this that
supped all of the draughts in
W eapon Skill 4 grants the Brewmaster his
his casks then he will not get
endurance, so much so that at
Ballistic Skill 54- anymore until he refilLs them.
the start of every adventure
Also, only the Brewmaster or
S trength 3 roll a D6. The num ber rolled another Dwarf may ever drink
is the am ount of w ounds in
Toughness 3 from his Beer Casks, and can
total that the Brewmaster can
only drink from one cask at
Initiative 4 ignore. Once these w ounds the start of the turn. The brew
have been taken the
A ttacks 1 is considered too potent and
Brewmaster can be injured as
too precious to waste on
P inning 44- normal. Elves o r Men! Also, whenever
W eapons: The Brewmaster the Brewmaster has a draught
starts the game with an axe Beer Casks: of brew, roll a D6. If you roll a
that does D64-3 w ounds and Bugrnan s XXXXXX - A very *1’, he loses 1 Attack this turn
a Crossbow that does D64-5 rare beverage that is almost due to his giddy and drunken
wounds. The Brewmaster can considered sacred by disposition!
only use one w eapon at a Brewmasters. Never as potent
time and cannot use his as it was, Bugman’s original •ADVANCED RULES-
Crossbow while pinned as per XXXXXX puts this new batch
to shame but it is still a fine
B rew m asters an d Events
the normal Warhammer Quest Due to the Brewmaster’s size
rules. brew. One draught of
and usually drunken
Bugman’s XXXXXX will add
A rm our: The Brewmaster disposition there may be
4-3 to a Brewmaster’s
also starts with a suit of occasions when other
Strength for one turn and
Chainmail. This arm our only particularly bold or foolish
allow him to completely
just fits him but adds 4-1 to individuals will try to take
ignore the effects o f Fear and
his Toughness. advantage o r make fun of
Terror for one whole combat.
him. What they don 't know is
D warf Special Reserve - A that beneath the glassy eyed
fairly comm on but no less expression and beaming smile
enjoyable brew. It is said to there lies a cunning and
warm cold bellies and put awareness that few people
spirit into the heart o f any would give the Brewmaster
Dwarf who drinks it. One credit for. In any event
E quipm ent: draught of this brew will whereby the Brewmaster
The Brewmaster has the Beer restore D6 lost wounds. Roll a comes into contact with a
Casks equipm ent. He has D6 if you roll a ‘6 ’ it restores trader or anyone he has to
three casks in total and each all of your w arrior’s w ounds talk to, roll a D6. If you roll a
contains a different brew that but if you roll a ‘1’ he will 1 the Brewmaster takes
63
Mines a Pint... Hie
64
Mines a Pint™ Hie
settlem ent and he will usually town. The warriors have experience has fortified
drag the other Warriors along only been drinking in the the Warriors and they will
too. establishment for a few be immune to Fear and
minutes w hen one of the Terror for the next
After any settlem ent events dungeon and gain an
local ‘clientele’ takes
have been resolved and any extra w ound perm-
exception to one of the
living expenses have been anendy!
Warriors and there is a
paid the Brewmaster may
fight. A massive bar brawl
decide to go out on a ensues and one of the Brewing the Perfect Brew
drinking binge. He will also Warriors is injured. Each Instead of visiting any
invite all of the other Warriors
Warrior must roll 2D6 locations the BrewTnaster may
who are welcome to accept or and apply their Alehouse attem pt to use any special
decline if they wish. However modifier. The Warrior ingredients he has found on
if you’re a Barbarian o r Dwarf with the lowest score his travels to make a brew.
then shame on you if you starts the next adventure This will require some time
decline as it is distinctly out of with -1 Toughness. and involves the Brewmaster
character.
8-13 After a glorious night of needing copper pipes, hops, a
Once the Warriors have huge vat and other brewing
pure drinking and
decided who will go on this equipm ent that is too heavy
gambling the Warriors
binge of epic proportions roll for him to carry around.
wake up in the m orning
2D6 on the table below and widi their winnings of
add the total num ber of If the Brewmaster wishes to
D6x50 gold coins and a attem pt a brew then he must
Warriors and then include any piece o f Treasure each!
modifiers that would usually pay D6x20 gold getting the
But they make do equipm ent he needs together
apply on the Alehouse table.
nothing for the next day and must then spend the
So, for example, if the party
as they are too busy whole day assembling it and
consisted of a Barbarian,
throwing up. preparing the brew itself.
Wizard, Trollslayer and
Brewmaster then you would Once prepared the
roll 2D6+4 (for the num ber BrewTnaster may leave the
of Warriors) + 0 for the brew to ferment for as many
Barbarian, -3 for the Wizard days as he wishes at which
and +1 for the Trollslayer; time he may visit locations as
making a total of 2D6+2. normal. However at the end
of each day that the
Brewmaster leaves the brew
BINGING TABLE to ferment roll a D6. If you
2D6+modifiers roll a ‘1’ the brew explodes as
0-5 As soon as the warriors his brewing kit falls apart. The
hit the first tavern the brew is wasted as are all the
rude songs sung by the 1 4+ It is a binge of pheno special ingredients used to
Brewmaster ofFend some menal proportions where make it.
of the patrons who the warriors virtually Once he visits the
complain to the bar drink dry most of the Brewmaster’s Tavern he will
keeper. After an hour or taverns they visit. The take his brew with him to
more of suffering he merry making and songs present to the Tavern Lord.
throws the warriors out go on far into the night Make sure you keep a careful
with the help of some and the next morning. A note of how many days the
cudgel arm ed thugs and local bar tender is so brew has been fermenting not
the warriors wake up in impressed that he awards including the preparation day.
the m orning with sore the Warriors with 3 casks Dwarfs have special herbs and
heads and purses D6xl00 of beer each and D6xl00 spices that they put into beer
gold coins lighter. gold coins for bringing in so that it ferments quicker but
a whole horde of extra the longer the Brewmaster
6-9 After the third tavern the patrons and making his leaves a brew the better it will
Brewmaster locates a
tavern local folklore. Not be but the more likely it will
particularly seedy bar in a
only that but it seems the be to explode.
decidedly dodgy part of
65
Mines a Pint... Hie
66
Mines a Pint... Hie
to the warrior, saying that accepts the challenge roll hand. He whispers the
he has great courage and a 2D6 and add his words Aye, young’n this
a fine beard and then Toughness. If you roll tankard will never be
offers a drink of his own 12+ then he has survived drained' and a smile
personal brew. The liquid the experience and plays across his craggy
is extremely potent but remains on his feet much features as he disappears
makes the warrior feel to the adulation o f the back into the throng. The
incredibly strong. Roll a amassed crowds who are Tankard is magical and is
D6 and add the w arrior’s watching the spectacle. mysteriously never
Toughness. If you roll 9+ Any less than 12 and he empty... the Brewmaster
you may add +1 to his finishes the tankard but may pour one o f his
Toughness for the whole suddenly stands bolt original brews into the
of the next adventure upright, his eyes rolled tankard and it may then
and gain one w ound back and then collapses be drunk from D6 times
permanently. If you roll 8 in a heap on the floor. If in an adventure. At the
o r less he sdll gets the the warrior is successful start of a new adventure
Toughness bonus but in supping the Volcano it will refill itself for
collapses drunk before Brew then he may have a another D6 draughts.
the liquid can take full rune inscribed on his axe There will be a fresh total
effect and so he does not for free by a Runesmidi each time.
gain an extra wound. who witnessed the event
6. The fabled Volcano Brew and was impressed by his The B eer C ellar and
courage. Follow the rules Ale Store
is perhaps one of the
most potent beers known as in the Dwarfs Guild in The Beer Cellar is just like any
the Warhammer Quest other shop and diere are
to all Brewmasters. It is a
rule book. stock rolls and prices as there
fiery and vibrant draught
that is said to make 7 + As the warrior take stock are for most items. There are
beards brisde and hair o f all the merry making no sell prices though as the
stand on end such is its and sup som e of the Beer Cellar will refuse to buy
strength. The warrior is finest brews in the Dwarf ‘second-hand’ brews. A
challenged by a Brew- Kingdom he is brought Brewmaster may only ever
master to drink a full to one side by a have one cask of each type
tankard of Volcano Brew venerable looking and may only refill empty
and remain standing after Brewmaster who presses casks and NOT casks that still
the experience! If he a small tankard into his have draughts in them. But he
67
Mines a Pint... Hie
may buy a double amount, for potency. When the last drop to Fear and Terror for an
double gold, with a maximum goes down, froth begins to entire combat. It will also add
of six draughts in one cask bubble on the Dwarfs lips and + 1 to Strength and Toughness
(except for Bugman’s Premier he goes totally Berserk just for a whole combat.
Ale). like the Barbarian. He remains Furthermore, once drunk, roll
in this state until the end of a D6. If you roll a 6 then you
Volcanus Hellfire: A heady combat. may add +1 Wound to your
brew with a much longer starting score permanendy.
fermentation and run off Lycanthropic Reserve: Brewed
period than most brews. Its with the blood of the
actual brewing process is Ulfwerener this beer is a deep The Brew H ouse
black in colour and leaves a This is where the Brewmaster
something of a secret but
bitter but not wholly will take his newly made
some say it is a magical
concoction enhanced with the unsatisfying taste in the brews and present them to
aid of Runesmiths who have a mouth. When consum ed, the the Tavern Lord for his
passion for brewing. When a Dwarf who drinks this beer consum ption. It is a very
Dwarf drinks this fiery brew will seem to grow hair all over secret meeting with only the
his body. His blood will feel Tavern Lord and the
diere is a sudden loud
like it is boiling and he will be Brewmaster present. Roll on
gurgling heard in the pit of
his stomach, which builds up possessed with a beast-like the table below and add the
to a massive crescendo when courage borne of the num ber of special ingredients
the Dwarf finally emits a Ulfwerener. For a whole turn you have found and then add
trem endous belch and flames the Dwarf turns to his feral the num ber of days you have
burst forth from his mouth! instincts and gains D6 extra left the brew to ferment.
Any one m onster stood next Attacks and a +1 to Strength
to the Dwarf will be hit by the as he batters his enemies with BREW TABLE
raging flames and suffers 2D6 barely concealed animalistic Roll D6+modifiers
Wounds with no modifiers for fury, after which the hairs
Armour. A Dwarf may only recede and the Dwarf returns 1-3 The Tavern Lord takes
ever have one draught of to normal. one swig of the brew and
Volcanus Hellfire per combat his face screws up in
The Golden Drop: One of the disgust as he spews it out
as it is far too volatile to quaff purest brews around, the
in large quantities. with revulsion! Your
Golden Drop is a fine brew has sadly not met
beverage that is sm ooth and even the most meagre
creamy with a sweet tangy requirem ents. You have
after-taste. When drunk this failed to impress the
ale will put a smile on any Tavern Lord and he
D warf’s face. He will feel light throw's you out of the
and able. The Dwarf may Tavern. You must hand
strike first for the rest of the back any winnings or
combat, regardless of special items gained in
Initiative or who has the competitions but you
lantern and w hat’s more he may keep any beer casks
will fight with +1 Attack and you have bought. You
+ 1 to his Move until the leave the Brewmaster’s
Nordic Original: Said to hail combat ends. Tavern head hung low in
from the icy lands of Norsca Bugman's Premier Ale: This is shame and your gut
and first brewed by the Norse perhaps the finest brew ever gurgling from lack of ale.
Dwarfs of the northern hold devised in m odern times. It is
of Kraka Drak this brew is 4-7 The Brewmaster is
said to ‘charm ’ the throat and welcomed by the Tavern
chilled to perfection but bears slip down like silk. When this
the bite of the Northern Lord who sups his brew
beer is drunk and savoured with mixed reactions. It
winds and the fiery the Dwarf takes on a warm
tem peram ent of the Norse. As is a palatable brew but
glow and a positively beaming then again it is nothing
it is consum ed the Dwarf smile. It immediately restores special. Still it is a worthy
screws up his face and grits all lost w ounds and makes the
his teeth due to the extreme attem pt and to en
Dwarf who drinks it im mune
68
Mines a Pint... Hie
courage you the Tavern Brewmaster will learn to 6 Ale M aster s-—
Lord offers to fill up one appreciate the finer points of
of your original casks for the brew and will also Entering the smoky
free. You may choose become more enduring and atmosphere o f an Alehouse is
which brew you gain and knowledgeable. Training takes no problem fo r you. You feel
if you already have brew one whole w eek and any skills right at home and quickly
in your original casks the Brewmaster gains are strike up a conversation with
then you gain nothing. generated by rolling 2D6 on an interesting individual.
the table below. Needless to When rolling on the Alehouse
8-10 The Tavern Lord
say after his training the or Tavern Event Table you
comm ends you on a fine
Brewmaster will probably may reroll the first result on
brew. He is very
have a sore head but a full the table and roll again, you
impressed and gifts you
beer gut. must accept the second roll
with a special mule from
his own personal stable. The Brewmasters skills are however.
It is a Beercart Mule and actually a combination of the 7 D eath song* iw o- —
is the same as any other Dwarf’s and his own special
mule except that it is a attributes that make him a 8 Path Finder
particularly stout Brewmaster, the details for
creature that will not the Dwarf skills* can be found The many months you have
collapse after reaching a on p47 of the Warhammer spent out in the wild hits
setdem ent. Furthermore Quest Roleplay book. taught you how to fin d safe
it is furiously loyal and routes and short cuts in the
cannot be stolen but it 2 Mighty’ Blow* — wilderness.
does cost an extra 2 gold When travelling from the
per day to feed and 3 B eer Gut dungeon if you generate an
stable. uneventful week roll another
Through drinking vast dice, if you roll a 6 you
11 + As the Tavern Lord
quantities o f ale you have manage to reduce the journey
drinks up your brew he developed a near impene
takes on a beaming smile time by D3 weeks.
trable beer gut capable o f
and his cheeks are absorbing powerful blows.
flushed with colour. It is 9 Rapid C onsum ption
one of the finest brews Whenever the Brewmaster is
he has ever tasted and he w ounded roll a D6, if you roll You are so fa st at quaffing
pats the Brewmaster a 5+ any w ounds caused are vast quantities o f ale you can
halved rounding fractions up. drink any Dwarf, Man or Elf
solidly on the back with
his achievement. Any under the table.
gold he has spent on 4 T radem aster* =-■»—— You can drink two casks of
brews bought from the your original beer instead of
Beer Cellar and Ale Store 5 Beer B reath — one in a single turn. The
is immediately reim effects of the casks are
bursed. Work out the As you are fighting a monster cumulative and you may even
gold spent and give it you become locked in battle take two draughts from a
back to the Brewmaster. but then em it a tremendous single cask. You can only
He may keep all the belch o f beer breath that puts drink two casks of your
brews for free. Further the beast o ff long enough fo r original beers and not any o f
more he gives you a cask you to latul the telling blow... the other brews from the Beer
o f Bugman's Premier Ale Whenever a m onster is next to Cellar and Ale Store.
as a gift! the Brewmaster and trying to
attack him he must roll a D6. 10 Endure*
•TRAINING* If you roll a 4 + the creature is
The Brewmaster trains at the put off by your pungent beer 11 Bar Braw ler
Tavern and this involves breath and suffers a -1 to hit
consulting with the Tavern for all of its attacks in that You can't even count the
Lord and of course drinking combat. Make a separate roll number o f bar brawls you've
copious amounts of beer. before each combat and for been involved in but the
Within his training the each monster. experience gained in such
69
Mines a Pint... Hie
BREWMASTER MODELS
If you're w ondering what
miniatures would make good
Brewmaster characters then I advise
you to look no further than the
Bugman’s Brewers boxed set. After
all, they are all Brewmasters anyway
and what gave me the inspiration
to create this Warrior in the first
place! Obviously Josef Bugman
minus the banner pole is the
perfect choice but 1 personally go
with the Champion model as my
Brewmaster, the peg leg and eye
patch making him look particularly
mean! Seriously though, any stout
looking Dwarf model armed with
an axe and carrying a crossbow
would suffice as a good Brewmaster
and who knows, you may even
want to model on his Beer Casks
yourself.
70
7 ® WARRIORS MOVED steadily ibrriu^blheglfkwi. the Ha+bSmmF,
a small patch of the darkness, a ring of gold surrounding them. Durgitt Broadhefly tints
thirsty. His eyes fell lovingly to the beer casks at bis belt. Tfje slosh and sloosh o f the bretv
within was a comforting sound but the rhythm made bis stomach gurgle and saliva
spring unbidden into bis throat. Suddenly he emitted a tremendous belch that echoed
loudly through the dust-clogged halls.
'Sbbbf Tirandon. the Elf Ranger, reprimanded. He knew this place to be the lair o f the
b Minotaur Lord they were seeking and was keen to maintain tbe element o f surprise.
Sorry, ’Durgitt replied sheepishly.
Tty to be quiet beardling. Your vast bulk alone is enough to wake an army of Goblins
'and / personalty have no desire to complicate our quest any further. ’ Tbe Elf maintained
\bls caustic remarks, but Durgin let them go. be was loo interested in bis brew.
‘Gbalad, do you zee zat . ' Bronlar tbe Barbarian pointed a steady finger in the direction
o f a huge skull cave up ahead. It was as if tbe image of death bail been carved into tbe
rock.
'Yes. It is tbe beast's berdstone. See the skulls that litter tbe outer entrance, ’ Gbalad
turned to Bronlar who nodded, 'Its previous victims, ’ tbe Bretonnian concluded grimly.
'So the beast lies within. Let's go, Durgin pushed forward, hefting bis axe ready for
battle. Unfortunately tbe move upset bis already delicate stomach and be emitted
another raucous belch, ibis time it echoed inside tbe cave. Tirandon gasped. Bronlar and
Gbalad dropped into battle positions. An immense bestial roar bawled out from tbe
cave.
This is it, get ready!' Gbalad cried. Hie Minotaur Lord burst forth from the cave entrance
and like a vision o f death it roared again. Its black fur was stained with dried blood
that bound tbe hair into clumps and tbe two keen edged axes it held in both hands
; shimmered in tbe half light.
Bronlar stumbled back as the beast charged. Gbalad was battered to one side, bis shield
taking the impact o f the savage blow. Tirandon waved his sword around ineffectually,
paralysed as be was by fear. It was Durgin that stood bis ground. As the Minotaur
rampaged amongst tbe other warriors he clasped his beer cask in one band and drained i
tbe brew witbin. In moments strength filled bis veins and courage steeled bis heart
against the aberration of Chaos in front of him. Tbe Minotaur roared again. Bronlar was
backed up against the wall. Gbalad fell to bis knees as be struggled to regain bis senses.
Durgin let out a blood curdling war cry. The Minotaur Lord turned. Tbe runes on
burjnn’s axe glowed bright in the shadows as be drttve forward. Tbe brew filled bint with
strength and vigour as be brought down bis axe unflinching into tbe creature’s gut. Sucb
was the force o f tbe blow that in its death spasm tbe Minotaur Lord lasbed out and
Durgin was thrown back, crashing into tbe wall. Stars danced before bis eyes and be
slumped. Gbalad watched as tbe creature struggled to stand, blood oozing from tbe
terrible wound in its belly. He raced forward, heavy armour clanking and finished the
Minotaur off with a well aimed blow from bis broadsword.
‘It is dead, ' he said simply. His eyes averted from the bloody carcass as be saw Bronlar
getting to bis feet. Tbe colour in Tirandon’s cheeks had returned as be stood transfixed
by tbe beast that now fell silent in the embrace o f death. Gbalad's eyes felt upon Durgin
last His courage atul strength bad saved them all. Tbe Dwarf was sat against tbe wall,
amidst a cluster of splinters and be held bis hands up to his face. In tbe lantern light
they looked slick and Gbalad feared that Durgin bad been injured. He raced to bis
companions aid.
' Durgitt, are you hurt? be asked. Durgin looked forlornly at the brave countenance o f t h e
K n ig h t
‘Me brew,' he said simply, looking down at bis fingers, it spilt me brew. There's nothing
left. ’ The Dwarf appeared inconsolable even as be licked wbat was left o f bis brew off his
fingers and his stomach gurgled in sympathy as be emitted a final tremendous belch.
'Sorry. ' said tbe Brewmaster as be rubbed his gut woefully, the loss of bis brew almost
unbearable.
'o'
AAARRR, ME HEARTIES!
The ‘Salty Seadog’ c h a ra c te r in W arham m er Q uest
By A ntony Francis
Hello Deathblow readers! It's another writer boys love a sailor! Apart from playtesting him, 1
here with a smug idea calling from the depths like to use the Elf Ranger o r the Bretonnian
of Solihull near Birmingham. I came up with Knight. In Warhammer I use Wood Elves and
the idea of a sailor character in Quest on Orks and Sisters of Battle in Warhammer 40K,
holiday in a sunny July day in Spain whilst Goliaths in Necromunda and Ores and Wood
discussing a whole new range o f warriors with Elves in Blood Bowl. Apart from that I d o n ’t
my brother, so he inspired me to write it up play that much else! (Is there anything left to
and submit it to the Journal Bunker. 1 decided play?) (Well, there's Hat tiefleet Gothic and
to call him a ‘Salty Seadog', cos all the nice Mordheim fo r starters, Antony - Ed.)
•SALTY SEADOG rum, the occasional bouts of The profile for a Sailor is as
scurvy not to mention one follows:
CHARACTER- hundred foot waves that can
Wounds 1D6+8
The Salty Seadog is just the smash a ship in two, every so
swashbuckling scoundrel you often that eventually dampen Move 4
would imagine him to be. his spirits and send him Weapon Skill 4
He's tall, and nimble and hankering for shore. This is a
more than a little partial to a new lease of life for him, he’s Ballistic Skill 5+
spot of the old rum. They are conquered the sea (or so he Strength 3
quite ‘the jolly Jack-Tar', quick thinks) and now it’s time to
witted and sharp, they soon conquer the dungeons (he Toughness 3
get everyone in the tavern hopes). The Salty Seadog is Initiative 4
rolling in the aisles, although unconcerned as to how many
no-one really trusts them. m onsters he must kill he just Attacks 1
Salty Seadogs are resplendent wants to see the rest of the Pin n in g 4+
in their flashy clothes, world and gather a bit of a
sporting garish ear-rings but fortune while he’s at it. A rm our: none.
this strange foppish look W eapons: The Salty Seadog
would detract from how starts of with a Cudass, a
deadly they are in combat. Pistol and The Parrot special
The Salty Seadog is always equipm ent card.
loyal to his companions just
as he was to his shipmates C u tlass: Because of the
when he sailed the high seas nature of it’s make the cudas
battling fearsome sea •STARTING AS A SALTY causes D6+WS wounds.
monsters, exploring unknown SEADOG«
lands and battling with Pistol: This w eapon needs
You may choose the Salty gunpow der and shot after
pirates (unless, of course, that Seadog instead of a normal
was his actual profession each adventure. It hits at
warrior out of the Warhammer Strength 5 does 1D6+5
something which he Is Quest boxed set and follow
unlikely to reveal). wounds. The Pistol takes one
the rules for creating a new full turn to reload.
Reasons abound as to why the warrior as stated in the
Salty Seadog leaves the life on Warhammer Quest rulebook. The Parrot: Seadogs are
the ocean wave to join the You will also have to make a notorious for having bizarre
land-lubbers. Sometimes it’s suitable warrior counter. A pets especially those that have
the lack of decent food and D.l.Y job (Standing for ‘Do it been discovered on his
water, the bitterness of navy yourselfyoulazygit’!) travels. If the warriors are
72
'Aaarrr, me Hearties!’
am bushed the Parrot will the debt is a sailor u n d er the 1-2. Nothing that the Salty
warn them of such an ambush command o f the Captain of Seadog d o esn ’t know already
on a D6 roll of 5 or 6 instead your old ship. o r that would interest him.
of just the usual 6. The Salty Seadog may visit all 3-4. A certain treasure can be
the standard locations in the found by the Salty Seadog for
SPECIAL RULES setdem ent with no modifiers the next adventure only. The
T reasure: The Salty Seadog is in the Alehouse. In the Salty Seadog can choose when
usually honest when it comes arm ourer the only arm our he the extra treasure card can be
to sharing out the treasure can buy is a fur cloak, Light found (i.e. after an Ambitsb or
but distrusts the use of magic Armour and/or an O pen the Objective room.)
and will always pass on any Helmet. He may also visit the
magic scrolls o r anything to 5. A map is given to the Salty
Dockside Bar.
do with spell casting over to Seadog of the best route to
some one else for a price, the nearest settlement after
although he will take all rings die dungeon which knocks 2
and healing potions. weeks off of the party’s
travelling time.
D ebt: After quitting the ocean
life the Captain of the Salty 6. The next adventure holds
Seadog’s ship (especially if it many dangers so the Salty
was a pirate ship) has ordered Seadog is given a healing
him to pay a debt to him for potion which brings him up
his loss of such a fine sailor. to full w ounds once only for
This is very typical in the the next adventure.
Imperial navy w here many
sailors buy themselves out of The D ru n k en Sailor
the service. The Salty Seadog can always
glean information from
DEBT TABLE drunken sailors w ho in habit
the dingy quayside taverns. If
Roll a D6 he chooses he may seek one
1. Imperial Navy press gang out during his stay in the
1D3x 1000 gold. setdement.
THE DOCKSIDE BAR
2. Cap’n Bob ID6xlOOO gold The Dockside Bar is found
like any special location. DRUNKARD TABLE
3. Cap’n Scurvy Pete Roll a D6
Inside the Salty Seadog will
ID 6+1x1000 gold. spend Id6xl0 gold on hardy 1-3- Actually the drunken
4. Blackbeard navy Rum while meeting with sailor just babbles a load of
1D6+2x1000 gold. other sailors and swapping old nonsense and the Salty
each o th er’s (extremely tall) Seadog has wasted his time,
5. Captain Cook stories. Outside is a huge
2D6xl000 gold. not to mention his rum.
courtyard where the Salty
6. Lord Admiral Krueger Seadog can be trained and 4. The drunken sailor has
3D6xlOOO gold. move up batde levels, in the encountered some strange
bigger cities this is often folk from the far east in his
•T H E SALTY SEADOG referred to as the Maritime travels and seen some fancy
Academy. Salty Seadogs are sword play. He tells the Salty
AND SETTLEMENTS*
taught by retired Sailors who Seadog how to make good
The Salty Seadog is very used
are keen to help the next use of his cudas. For one turn
to the daily routine of the Old
generation in return for gold. in the next adventure only he
World cities as he is used to
gains D3 attacks.
spending lots of the time
amongst the bustling ports. In News 5. He teaches the Salty
addition, when the ‘Old Debt' The Salty Seadog can receive Seadog a sea shanty which is
setdem ent result arises the news about the next dungeon so rousing that all of the
Salty Seadog has to pay twice from experienced land warriors in the party regain
the am ount o r as much as he lubbers. Roll a D6: D3 w ounds for the next
can as the person demanding adventure only (D6 if the
73
Aaarrr, me Hearties!’
•NAVY STORES-
ITEM STOCK COST(BUY) COST(SELL) SPECIAL RULES
Hemp rope 7 50 10 May ignore first 1 rolled for breaking.
N aw Rum 6 75 Each swig adds +1D6 to the w arrior’s
damaee roll for one turn. On a roll of
a 1 it goes straight to the Warrior’s
head who then must lie orone for
die next D6 turns.
Sea Rations 8 75 each Each restores 2 Wounds. After each
adventure roll 1D6, on a ‘1’ the rations
have gone mouldy and are useless.
Silk robes 8 100 10 lenore the first roll of a *1’ when trading
commodities at the seaport.
Eye patch 5 50 5 Allows a re-roll in the Brig once per
incarceration.
Bucket and 1 so 20 Allows the warrior to die through cave-
Snade ins. It takes 2D6 turns and cannot be
attem pted if monsters are on board.
Pirate Hook 5 50 5 The warrior can change place with a
m onster adjacent to him by pulling it
over with the hook. Roll 1D6 and add
the w arrior’s strength, if he scores 7+
they change places and warrior can
move and fight as normal.
Compass 8 250 30 In the wilderness knock D3 weeks off
Journey.
Fishing boat 10 1500 500 When travelling to and from ports
knock 3 weeks off die journey. If the
warriors travel diis way and leave their
boat in the harbour after every
adventure roll 1D6, on a ‘1’ it has been
stolen.
used to this from his sea setdem ent, on a roll o f 5 or 6 how to quick-draw.
faring days and gains an extra he can talk his way out of it
The Seadog is able to fire his
attack, (here he is in your and may remain.
pistol twice in the same turn
prime!) provided it is at the same
4 Killing Blow monster. Once per adventure.
You ve been taught bow to
strike deep into the heart o f a
monster, quickly killing it You’ve witnessed a lot o f
outright. scary sights in your time;
One turn only per adventure from massive, slavering sea
the Seadog may cause lD6xhis monsters to deadly typhoons
Battle Level damage with no and tidal waves. Frankly
deductions for Toughness or you ’re just not impressed
Armour. with the ‘scaled-down’
monsters you see in the
5 A taste o f fHr )<>■» dungeon.
The cat o 'nine tails has been The w arrior may add +2 to
used to whip you into shape Fear and Terror tests.
allowing you take great pain.
10 D ashing
•TRAINING* Once per adventure, the
The instructors of the warrior can ignore one blow Everyone is impressed with
Maritime Academy are retired which would otherwise kill your swordplay and your
Sailors eager to train the next him. cutlas is a blur in your band.
generation o f Sailors. The For one turn in the next
Sailors practice, Climbing, adventure he may add an
fencing, target practice and extra Damage dice to his
You've taken long and
many other useful skills. The attacks as a result o f his
exhaustive lessons with an
Salty Seadog has to pay the o pponent's clumsy
expert swordsman who
usual the am ount of Gold movements.
teaches you how to defend
pieces for his training and to
yourself better with your
move up a Battle Level. 11 B attlefield Surgeon
cutlas.
Roll 2D6 for the skill you have
The warrior can Parry one You have been in many a
learnt (Reroll if you already
hand-to-hand hit once per bloody sea battle and
have that skill).
adventure. patched up wounded sailors
countless times before.
2 Dodge
7 Vicious P a rro tfa— If any of the warriors get
You 've spent years climbing injured and they use
You’ve trained your parrot to
the rigging o f ships buffeted bandages or provisions to
listen, understand and obey
by beaty storms which your whistling commands. heal themselves the Seadog
requires incredible strength can patch them up so well
and athleticism. The parrot listens to the they regain an extra D6
w arrior’s lively tune and takes w ounds.
He gains Dodge and may
off torm enting a single
avoid damage on a 5+ once
o pponent who, in his turn is
per turn.
at -2 to hit in close combat.
This may be used twice per
3 Q uick TongBB*ss*— adventure.
You ’re always ready to use
your quick tongue and can 8 Q uick Draw
get yourself out o f trouble
You've had a lot o f practice
fairly easily.
with your pistol and are able
If the Salty Seadog gets a to train with a superior
Thrown Out result in a pistolier who teaches you
75
Aaarrr, me Hearties!’
12 D aring Leap
You are as athletic as a monkey
if + + + + + + + and can sunng past monsters on
11 overhead chandeliers, ropes or
curtains.
¡3 The Seadog may move through the
3t/i O ret * NO air up to 6 squares (including
bouncing off the walls!) over the
k heads of monsters. Each m onster
• 1 he passes over the Seadog may
w I rCi T IT* »a NO o
attack normally but as soon as he
hJ i (A misses one he will miss all that
CO remain. Use once per adventure.
< •3 <V| 1u So, that was the Salty Seadog and
5 O * fC. pT»
•a
H -j
(4 played properly he can be great
UJ fun. I hope you enjoyed it and I
tn
nJ 2 also hope others will too.
2 n CM en pA •*T
w 3
<
> JO
=
oc
REPRESENTATION
V The Salty Seadog can easily be
w 3
o represented by using the incredibly
T yf IA IT, \f\ t/\ o VO c
i •S versatile plastic Mordheim human
1 e miniatures. These sprues are just
w c5 brimming with cudasses, pirate-like
M
*8 X X
4.
X X
4.
X X X X X X
A.
c headscarves, pistols, the lot! There
T *r i
H SO are also quite a few piratical
1 sN 8m §if s p 2SO IVO 1K R 1 looking models from the older
H £ ITN y
TJ range of Warhammer miniatures
< -
r-t that may well fit the bill, just find
OQ ce
rCi rTi pc tf ‘"T -<r Ji out from Mail Order. You will want
3 S
2a to paint him in a vibrant scheme:
£ stripy trousers and a bright red
u CO
V c headscarf is a must and sculpt on
0 s u an eye-patch and maybe a hook in
Q Jl s place of a hand or even include a
JC peg-leg for diat cliched but really
< cool feel. Then it's ‘shiver me
•s S
w 3C
C c tim bers’ and ‘yo-ho-ho and a botde
'*r -5* '«r HT **r
uo £ I o f rum ’ and all that nautical nonce!
i« 5b
JS
n B a llis tic
u
+ •n
S k ill
+ + +
3+
3+
4* -f
rn pT> <N •s
a u
o
< 11 T tfv lA \r vO SO VO
C/•) x;
o
a g i c E
1a
Captain
Seadog
Bosun
Bosun
C
w I O
I 1! I
- a
P 2 S
1 3 in
5 is "oc
0
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o o g x ofN c 25 §*A
0 <n1 3 % PCi s 13
crt
I - N rCi \f\ r- X Ov
76
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x:
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80
Deathblow II is the second indespensible com panion for Warhammer
Quest. This issu e is bursting with cool features from the pages of White
Dwarf, as well as an incredible seven new articles. Check out som e of the
great stuff in this issu e of Deathblow:
ROGUES G A LLE R Y
All this, plus three brand new Warriors for you to include in your
Warhammer Quest adventures.
T h e Druid of A lb io n by T. J. G reyw olf’ P e a coc k
T h e D w arf B re w m a ste r by N ick K ym e
T h e S a lty S e a d o g by Ton y F ra n cis
_ _ _ W H IT E
DWARF