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ISSUE

UK: £ 4 . 0 0
US: $ 7 . 9 9
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
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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
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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

door opens. Roll on the


following table to see what
Monsters are here:
M onster Table
Roll 1D6
1. 1 Clanrat Champion,
1D6+3 Stormvermin,
2D6 Clanrats.
2. 1 Clanrat Champion,
2D 6+6 Stormvermin.
3.1 Clanrat Champion, 1D6
Clanrats, 1D6 Giant Rats,
6 Stormvermin.
4.1 Clanrat Champion,
12 Giant Rats.
Special Rules: turning into a new passage’. 1D3 Clanrats, 1D6 Storm­
If the Warriors encounter a 'In­ The Warriors may now vermin.
junction, do not split the deck continue exploring beyond 5.1 Clanrat Champion,
as normal. Instead, remove the locked door as normal. 2 Stormvermin Champions,
the top card from the pile and 12 Clanrats, 1D6 Storm­
place it at one exit and the Monster Encounters: vermin.
remainder of the deck at the Ideally, all of the Monsters in 6.1 Skaven Chieftain,
other exit. The entrance to this adventure should be 12 Clanrats, 2D6 Giant
the latter exit is magically Skaven, with a leaning Rats.
sealed, so the Warriors must towards Stormvermin and no
try the other door. Regardless specialist Skaven from specific If you feel that the Chieftain is
of what the board section is Clans (Rshin Gutter Runners, simply too hard, re-roll the
(unless it is the Objective Skryre Jezzails, Pestilens result.
Room, in which case ignore Plague Monks, etc). The Parravon is not a rich city, i;.nd
these rules and see below), it reason for this lack of support upon finishing their
has no exits and will contain is that Clan Rictus is a adventure the Warriors receive
one Event card worth of relatively weak clan, rarely 500 Gold Pieces to be split
Skaven when first entered. patronised by the more between them. Of
When they have been slain, in powerful clans. When it considerably more interest is
addition to other treasure the presents the Amulet to the the shard of Amulet on a cord
Warriors find an iron talisman council, it hopes to be around the Warlord’s neck,
in a small chest in the comer. elevated to a higher status... and the maps and charts
When slotted into a suitably decorating the walls of his
sized hole in the floor back at Objective Room: lair. Translated by a wise man
the T-junction, ‘with a Here resides the Warlord and in Parravon, they reveal the
grinding of gears, the wall in his least untrustworthy location of three other Skaven
front of you starts to sink to guards. They leap to attack lairs where Amulet pieces are
the ground, revealing a the Warriors as soon as the held. The Warriors owe it to

UNDEAD SKAVEN BESTIARY


Monster No. M WS BS S T W I A Gold Arm Dam Special Rules
Undead 1 2 3 - 3 3 15 1 1 200 0 1D6 Fear 2, Never Pinned,
Skaven Regenerate 1
U ndead 1 4 4 * 3 3(5)20 2 2 500 2 1D6 Fear 6, Magic Wpn,
Skaven W arlord 2D6(5 +) Regenerate 2
4
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.

CLAN PESTILENS BESTIARY


Monster No. M WS BS S T W I A Gold Arni Dam Special Rules
Plague Rat D6 5 1 - 4 4 2 2 1 35 0 Special Death Leap, Plague
Plague 1 5 4 3+ 4 4 10 5 2 400 0 1D6 Frenzy 5+, Plague,
Sower Warpscroll
6
The Quest for the Shattered Amulet

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

SKAVEN DAEMON-GENERALS BESTIARY


Monster No. M WS BS S T W I A Gold Arm Dam Special Rules
Zodglister 1 4 4 3+ 4(5) 3(5) 11 5 2 300 2 2D6 Magic Arm our
Halberd.
Gothnail 1 5 4 4+ 4 3(4) 10 5 1 150 0 1D6 Never Pinned,
Magic Weapon
Ungolore 1 5 4 4+ 4 3(5) 10 5 1 180 2 1D6 Daemonic -2,
fe a r 4
Gabatwitter 1 5 4 3+ 4 3(5) 11 5 2 280 2 2D6 Never Pinned,
Terror 5
When the Monsters have all THE PRISON OF ICE night. Then he forged the
been killed, in addition to At this point a little Amulet so that he could
normal treasure the Warriors explanation is necessary. teleport to the prison at any
may take the Warlord’s Assume that Solkan himself
Runesword and the Sorcerer's communicates telepathically
Ring, although anyone with the Warriors at this
wearing the Ring may not point, congratulating them on
wear any other magical rings their abilities. In a war against
or gloves. Also, there is a the Skaven god, the Horned
block of solidified amber in Rat, Solkan defeated and
the centre of the Circle o f captured Praznagar, Prince of
time to check on Praznagar.
That is why the Skaven sought
the Amulet so hard, in order
to release the harbinger of
their ultimate fate and deliver
the world into their hands.
The only means of escape for
the Warriors is to slay
Praznagar and do what Solkan
himself never could.
Dungeon Set Up
At this point the Amber Room
dungeon should be cleared
away and a new Dungeon
deck created, using the
Fountain o f Light as the
Objective Room. All warriors
may have lost wounds, power
Power. It takes a m atter of etc. restored as if they were
Agony, the Skaven’s leading entering a new dungeon.
minutes to smash it open and Daemon-General. Rather than
retrieve the final shard of the slay him out of hand, Solkan Special Rules:
amulet. Warriors being what imprisoned Praznagar within a No escape at all is possible
they are, they’re bound to prison of water, the only from the Prison of Ice, not
reunite the shards to form the elem ent wholly free of the even using the Ring o f
complete Amulet o f Solkan. taint of Chaos. Freezing it Cbesbnakk or similar magic
When this is done, the Amulet around the Daemon, he items and spells. 'Hie Warriors
will vanish, mist will rise from banished Praznagar to a nub can only leave when they slay
the floor and a new room of reality within the Warp, a the Daemon Praznagar.
takes shape around our place of everlasting desert
heroes. It is very cold here... Each Dungeon Room the
8
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

PRAZNAGAR, PRINCE OF AGONY


Monster No. M WS BS S T W I A Gold Arm Dam Special Rules
Praznagar 1 6 7 A 4 3(4) 20 8 1 600 1 2D6 Daemonic -1, Fear 3
3D6(6+) Never Pinned,
Reroll 1 miss per turn.
9
The Quest for the Shattered Amulet

(Packmaster). 8. 1 Plague Monk and


11. 4D3 Clanrats 2D3 Plague Rats.
12. Roll twice/re-roll 9. 1 Censer Bearer and
ID6 Plague Monks.
Magic M aze Table 10. 1D3 Globadiers and
Roll 2D6 1D6 Plague Monks.
2. Roll twice/re-roll. 11. 1 Rat Ogre.
3.1 Rat Ogre. 12. Roll twice/re-roll.
4. 2D6 Giant Rats. Hggse Temple Table
5. Skreek Deathstrike or Roll 2D6
Skaven Assassin.
2. Roll twice/re-roll.
6 . 1D6+3 Gutter Runners. 3. 2D6 Giant Rats. not just 1. He is worth 500
7. 2D6 Night Runners 4. 1 Rat Ogre. gold if slain.
(see below)
8. 1D6+6 Night Runners and 5.1 Jezzail Team and Leper: An escaped prisoner,
1 Gutter Runner. 2D3 Clanrats. experimented on by adepts of
Clan Pestilens, stumbles out
9 .2D6 Clanrats. 6. 2D6 Clanrats. of the darkness. Driven mad
10. 4D3 Clanrats. 7. 1D6+3 Stormvermin. by an unknown plague, his
8 .4D3 Clanrats. clammy hand touches a
11. 1D6 Clanrats and random Warrior before his
1D6 Giant Rats 9. 1 Warp fire Thrower and heart gives out and he dies.
12. Roll twice/re-roll 2D3 Clanrats. Choose which Warrior has
10. Quirrik or Warlock been touched using Warrior
Engineer. counters. That Warrior must
try to roll equal to or under
11. 1D6 Clanrats and the total of his Strength and
1D6 Giant Rats. Toughness on 2D6. If he fails,
12. Roll twice/re-roll. the leper's touch infects the
Warrior with a debilitating
Prison o f Ice Monsters disease, and he immediately
Any Undead or Skaven will do loses one point of Toughness
here. For Praznagar himself I for the rest of the adventure.
>le Table used the miniature - Clanrat At the end of the adventure,
Roll 2D6 with Sword 4 (74450/20). roll 1D6. On a ‘1’ the loss is
permanent.
2. Roll twice/re-roll. SKAVEN SPECIAL Skaven Interrogator: This
3 .2D6 Clanrats. EVENTS event will only occur in a
4 .2D6 Plague Rats. Skaven Sentry: The sentry dungeon room, not as an
5. 1D6 Poison Wind is a basic Clanrat armed with Unexpected Event. Here, an
Globadiers. a sling (S3 missile weapon). evil Skaven interrogator (with
Each turn that he is still alive the stats of a Stormvermin
6 . 1D6 Plague Censer Bearers. an Unexpected Event will Champion) is torturing a
7 .2D6 Plague Monks. occur on a roll of any odd hum an prisoner on a rack. If
num ber in the Power Phase, he is killed, the Warriors mav
NIGHT RUNNERS BESTIARY
Monster No. M WS BS S T W I A Gold Arm Dam Special Rules
Night 1 6 3 3+3 3 4 4 1 50 0 1D6 Ambush 6+. Break
Runner
10
The Quest for the Shattered Amulet

free the prisoner, who will be


so grateful that he warns the
Warriors about the Guards
that will surely be lying in
wait beyond the door. For the
next 1D6 turns, the Warriors
may re-roll the Power dice if it
show's that an Unexpected
Event has occurred.
Warpstone: The walls of
this section of the dungeon
are studded with chunks of
solid Warpstone. Draw a
Warrior counter. The board
section that that Warrior is
currently standing on is the
one that is so decorated. All FEEDBACK
Skaven on that board section The only problem we
may add +1 to all their to hit encountered whilst
rolls, while all models that are playtesting seems to be the
not Skaven, Undead or usual one of warriors getting
Daemons on that board either ripped to shreds in the G E T O H /V
section suffer 1 Wound in the
power phase on 1D6 roll of
first adventure or surviving to
become powerful enough to
waltz through later escapades
MIT2 ON
‘6’. If there are no monsters OUN PN£-
on the board when the with one hand tied behind
Warpstone is found, or once their back. At the same time
they are all slain, the Warriors we playtested them, we tried Dei Trollz are
may remove some Warpstone out the Ogre Warrior from a lw a ys flo g g in o ff
from the wall and wrap it in Deathblow I and he seems b ra n d n ew m in is
some heavy cloth. Such a surprisingly well balanced as
fragment could easily be sold his poor WS of 3 means he before they re
for 750 gold pieces in any can’t hit the dungeon wall a v a ila b le in the
Town or City. without help and he’s easy shops, so w hy no/
meat for any m onster that can give 'em a ring a m i
Engineer: A lone Warlock tell left from right. It does
Engineer is encountered by kind of help the Warriors if fin d out w h a t’s on
the Warriors. He has the they’re allowed to progress pre-release. Pre­
characteristics of a normal Battle Levels while playing the release m in ia tnres
danrat but must be set up as adventures, as they can are rery lim ited so
far from the Warriors as quickly reach level 3 by the yo u 'll b a re to be
possible while still remaining end and they'll need it to
in sight. He chitters angrily at survive combat with Praznagar (pack!
them, and shrieks shrilly for (although the first time he did
assistance. If he is not slain embarrassingly get killed in Mail ()rder Pre-
within two Warriors Phases, the first round of combat by Release Hotline:
draw 1D6 Event Cards and combined weapons, spells 0115 91 40 000
play them immediately, and magic items of the
removing the Engineer at the Warriors!) And to the pros of Lines are open
same time. If the Engineer is the Quest it has a proper Gam-Midnight,
killed, it is soon found that he
was carrying two Treasure
storyline and continuity,
unlike the ones from the 7 clays a week.
cards worth of artifacts, and adventure book which only
there is a secret door on the have greed as their motivation
board section where he (not that that is a bad thing,
appeared. of course, but variety is nice).
li
The Return of the Dark Queen
A campaign for those who enjoy bathing in blood...
By John Brown
John, whose body we have been
reliably inform ed is not lying
m ouldering in the grave, was
form erly a n inhabitant o f C alifornia,
now lives in Sapphire, North
Carolina. John is one o f our m ore
m ature gam ers a t the g ra n d age o f
sixty but be doesn ’t let that stop him
kicking the stuffing out o f all the
young-uns!
John plays the m ajority o f bis gam es
a t the Nexus store in Ashville a n d the
B orderlands store in Greenville. John
even knocked together conversions
fo r the cam paign fo r the Crone
Hellebron riding the M anticore a n d
M alus D arkblade on Spite. After
num erous playtests the group that
fin a lly m ade it through w as
com prised o f a Wizard, War Dancer,
Chaos W arrior a n d a Troll Slayer.
Now let us descend into the dark,
depths o f N aggaroth...

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

Chamber. This will represent


the false Temple of Khaine.
Upon reaching it, there will
be 1D6+3 Dark Elf Warriors,
1D6 Witch Elves, and 2
Harpies. If Valgar hasn't been
killed, he will be here too.
When all the monsters are
killed, die reward will be 200
gold and one Treasure card
each. This will complete the
adventure for part 1.
Before play, remove the
Goblin card and replace it
with Valgar's.
Part II - The Hell Gate
1 Warriors will be The The Deck (for characters Levels 3-5)
Fighting Pit. This will Before play, remove the cave
represent the entrance to the in card and all the m onster Ingredients
next level and will be guarded cards except die Giant Rats, To play The Hell Gate, you
by 1D3 Minotaurs. When the Bats, Spiders and one Goblin will need the following:
players have overcome them, card from the deck, and • 1 Dark Elf champion
they will be rewarded with replace with the ones listed m ounted on Cold one.
100 gold and one Treasure above, except for Valgar's.
card each. They will also find • 2 Witch Elf Champions.
a secret entrance to the Level 2 Objective Room • 2 Harpies.
surface, as will be the case The Objective Room for level
with all the Objective Rooms. 2 Warriors will be the Idol • 1 Vampire.

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

All th e m ig h t o f H ag G ra e f a rra y e d fo r b a ttle ...


Level 7 Objective Room Warriors willl be the cauldron and comes back to
The Objective Room for level Fountain o f Light. It will life with 1D6 wounds. This
7 Warriors will be the Tomb represent the Cauldron of rule is also applicable to
Chamber. It will represent the Blood and a disk painted with Hellebron.
entrance to level 8. If the blood red should be placed in
the centre of the fountain to The reward for clearing the
Vampire Lord hasn’t been room will be 800 gold and
killed, he will be here in full signify it. There will be
strength. If he has, on a roll of 1D6+3 Witch Elves and three Treasure cards. ThLs
1D3+1 Witch Elf
1-3 he will be resurrected and here and they should be Champions completes part three of the
here with 4D6 Wounds. When placed dancing around the adventure.
the chamber is clear, the fountain. If Hellebron hasn’t Before play, remove the
reward will be 700 gold and been killed, she should be Vampire Lord's card and
three Treasure cards each. placed with them if on foot, replace it with Hellebron’s.
Before play, remove one of or at the far end of the room
the warrior cards and replace if on the Manticore. Part IV - The Return of
it with the one for the Whilst in the room, all the the Dark Queen
Vampire Lord. Witches will have frenzy (for characters level 9-10)
Attack. Also, when a Witch is
Level 8 Objective Room killed, roll a dice. If a 6 comes Ingredients
The objective room for level 8 up, the Witch is revived by the To play The Return of the

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.

Special Rules: These can be taken from


may have your ow n W arhammer army or the Bc-stiary or you can invent your own.
perhaps you have just a few favourite
miniatures that you would like to use in a
Warhammer Q uest Cold: This is the amount of gold
you gam tor killing (he monster.
With Warhammer Armies - Dark Elves just out,
I thought I’d use some of the new Dark Elf
miniatures in a Warhammer Quest adventure.
I’ve enjoyed playing several games of
Warhammer with and against this cruel race,
WRITING THE CARDS
but what 1 really wanted to do was include them
in the Warhammer Quest adventures that we
have been running here at the Studio. I
therefore decided to make my own Dark Elf
W hen you have decided which Monsters you
want to use, all that remains is to write
their details on the cards. I have decided to use
Dark Elves, but you may have chosen to use
cards using a blank Event pack. One set would your collection of Undead, Chaos or whatever,
be more than enough to make an entire Dark it's entirely up to you. However, no m atter what
Elf deck that I could use to fight adventures Monsters you are adding, there are four basic
deep under Naggaroth. However, 1 haven't got elem ents to consider:
many Dark Elf models painted up yet, so I
opted to make some M onster Event cards for G old
the figures 1 had, and a couple of special Dark Working out the value of Monsters is really
Elf encounters that could befall the Warriors. simple. The Gold value of a creature is simply its
These could then be mixed with some of my Warhammer points value multiplied by ten. All
existing cards, creating a dungeon filled with you have to do is consult the army list of the
Ores and Goblins, led by those evil Dark Elves. Monster and do your sums!
T he P rofile
This is the M onster’s Movement, Strength,
Attacks, etc. These are in the Warhammer Quest
Roleplay book, or converted from the profiles
in the bestiary section of any Warhammer
Armies book. Converting these from
Warhammer is really easy. As Warhammer Quest
uses the same profiles, just copy them onto
your cards! There are, however, a couple of
changes between Warhammer and Warhammer
20
Quest profiles which you should take into
account w hen designing your Monster. MONSTER CARDS
In Warhammer Quest, Ballistic Skill is the
num ber a Monster needs to equal or beat on a
D6 to hit its target, instead of a value that has to
I ’ve made my own Dark Elf cards which I use in
my Warhammer Quest adventures. If you take
a look at the examples at the bottom of the page
you can see how I filled in my blank Event cards.
be looked up on a chart. So, to get a Monster's Before going any further, I would suggest that
BS in Warhammer Quest, look up what it needs you write on your cards in pencil, until you are
to hit on the Warhammer quick reference table satisfied that the rules you have invented work.
and note this down on the Event card. For
instance a Dark Elf has BS of 4, which means it When you are completely sure about your
hits its target on a 3+. This means that in M onsters, you should write them in
Warhammer Quest a Dark Elf has BS of 3+- permanendy with a ball-point pen. Don’t use a
felt or fibre tip pen or your painstakingly created
The other change is the num ber of Wounds a Event card may smudge!
Monster can suffer before it is finished off. A
Monster that may only have one Wound in The first few cards in my Dark Elf Event pack
Warhammer can have m ore Wounds in were really easy as the rules for Dark Elf
Warhammer Quest! There isn't any special way to Warriors, Witch Elves and the Naggaroth Black
work out how many Wounds your Monster has, G uard are in the Bestiary section of the
you can just adjust it to your liking, depending Warhammer Quest Roleplay book. With these
Dark Elf troops on Event cards I w ouldn’t have
to look through the Roleplay book every time
the Dark Elves were generated. It was only a
m atter of a few minutes to copy the profiles,
special rules and their gold values onto three of
my blank cards.

DARK ELF WARRIORS


T
on how long you want your monsters to survive. hese are the basic troops of the Dark Elf
Small Monsters like Goblins can be seen off with army and w ould also form the most
a single blow, while Ores need to be more common type of Monster in the dungeons
enduring. Generally, if your Monsters are good under Naggaroth. Looking at my m odel
fighters, there w on’t be many of them attacking collection, 1 realised that the Dark Elf Warriors
the Warriors, so you’ll want them to survive for a would have to lose their crossbows, as my
turn or two more. miniatures were not armed with them. loiter,
w hen I’ve painted som e Dark Elf
Crossbowmen, I'll add a special rule for their
Special Rules deadly repeater crossbows!
Special rules cover any special skills or weapons
the Monster has. For example, Snodings gang BIACK ARK CORSAIRS
up on a single Warrior because they are small,
Assassins ambush the party, and Rats can make
a deathleap attack. W arhammer Armies - Dark Elves is packed full
of all sorts of interesting new troop types.
My favourites are the excellent Black Ark Corsairs,
so I decided that they would be the first ones I’d
Quantity take out of the army book. These grim fighters
The final element is how many of your Monster were a litde more difficult to work out than the
turn up when the card is drawn. This is probably previous three, but I persevered and I think that
the most im portant elem ent as it achieves they came out really well in the end.
balance in the game. If your Monsters are very
good, then they will probably overwhelm the
Warriors quickly if there are too many of them. I especially like die Corsairs' background and
The key is to make each event so that it provides imagery'. Each of the deadly Dark Elf Black Arks
a challenge for the party, but by using the correct carries a regiment of Corsairs. Every Black Ark
tactics and a bit of luck, the Warriors can prevail. Corsair is sworn to carry out the orders of the
21
Guards
M ) N°'ild6 -
| Wounds-. H I "bunds: 6
1 Move: 5 Move. 5
I Wteapon Skill: r Weapon Skill: s
Luislic Skill: 3+ PaHiifJc Skill; .1+
| Strength: > | Sirengf|,. 4
1 Tbughnes* 3 foughncss: 3(5)
1 Initiative: <> Initiative: 7
I Attacks: 1 Attacks; I
I Armour: - Armour: 3

A Dark Elf Warrior, a Witch Elf and a Black


Black Ark’s ruler without question. These warrior- Guard of Naggaroth are just a few of the
knights are utterly loyal to the Lord of the Black exciting new models in the Citadel Miniatures
Ark, carrying out his every whim, no matter what Dark Elf range. Using blank Event cards, you
foul deed or heinous crime it entails. When a can pit your Warriors against these evil foes in
Dark Elf fleet reaches the coast of a foreign land, your games of Warhammer Quest.
it is the Corsairs that are at the front of the raiding
army. The Corsairs move swiftly, favouring light blow is considered to V J No.-Jdfi .«.3
equipment and their Sea Dragon Cloaks to
protect them. have bounced off the I Wfoonds: 6
thick Dragon Cloaks. I
The Corsairs have a Warhammer profile that is However, there is I Weapon-Move: Skill: 4
5

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

look really obvious. Yes I’ve


tried it and it did! If you can
only get plain card I suggest
you paint it black before you
glue on the tiles.
When the undercoat is dry,
drybrush the tiles with Codex
Grey. If you can get a big
sized art brush, about 3/8, use
that, otherwise use one of the
large drybrushes. Then
drybrush the edges of the files
with a lighter shade of grey,
such as ghosdy grey. Finally from the plastic Skeleton and would be made from
tidy up the edge of the room Zombie boxes, and a few of sandstone.
with watered down black those scattered throughout
paint. If you want you can the dungeon look really good, If you're a Gamesmaster into
glue static flock to parts of the as well as discarded shields designing your own quests
room to represent lichen and and wands. you can easily make a room
moss. unique to a specific dungeon
The final step is to add larger - a prison, a Necromancer’s
A d d in g d e t a il s features to your rooms, such lair, even houses, taverns and
On further rooms you may as sarcophagi, wells, stairwells temples can be explored with
want to add detail to make and trapdoors. These can take slight changes to the basic
the rooms look unique. There quite some time so its a good design.
are a num ber of things you idea to limit these and not to
can do to achieve this. Firstly get too carried away. Ma k in g counters
and most simply, you can Of course now that you’re Now you have a complete
carve cracks and chips in making your own rooms, dungeon, it’s only right that
some of the tiles before gluing there’s no reason to stick to you should have some
them to make them look the basic room sizes. Different counters to represent traps,
worn and old. This is really all sizes and shapes of room can treasure chests, pits and the
most rooms need to make be just as interesting as the like. These could not be
them look different. individual details, and are a simpler. lUke one of the cork
useful way of using up a spare tiles the same size as die tiles
Secondly you can add parts piece of card. You d on’t have on the rooms, and glue a
from spare models to add to paint the files grey either, a model representing the trap,
character, and things to Chaos Lord's fortress could be treasure or whatever onto the
investigate during a roleplay dark red, or glossy black, tile. Paint it exactly as you
game. For example, I have lots while a Tomb King’s pyramid would normally, with the base
of spare heads and weapons painted the same way as the
rest of the dungeon. If you
can. get over to the shop at
Lenton, where they have
treasure chests, pillars and
other useful things that I
haven't seen being sold
anywhere else for nearly
seven years. (Or you could
give the Thills at Mail Order a
call a n d see w hat’s available
- Ed.)
That’s about it really, just use
your imagination and you
should have no problems.

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

selling equipm ent etc. before


the cellar gets blocked up by
the officials.
T he Ma d n e s s of
Fa t h e r L a z a r u s
This is one of the quests 1
came up with a while ago and
it uses some of the rooms I
have made. If you wish to play
this adventure through using
the rooms supplied in the
game, you will need to alter
some of the more unusually W hen you are c o n fid e n t en o u g h try m ak in g this...
shaped rooms to fit the ones
available and improvise things Morr, as yo u can probably been revealed that the
like the stairs and the library. tell by m y attire. I have grave m adness Lazarus suffers with
Space requires that I don’t news o f our sm all temple. is rooted in an evil grimoire,
give you the full version, so Last night, our priest, Father gifted to the temple over a
simply refer to the map, Lazarus, went into a f it o f year ago. I f you will, you
which should be clear enough m adness a n d killed all the should descend into the
to play the quest with. The m onks a n d novices. He then crypts arul destroy the
following can be read to the descended into the crypts a n d dem onic tom e that has
warriors as part of their raised the people entom bed possessed him so. Once
normal events in a setdem ent, within fro m the dead. ’ destroyed, the book will
neady leading them to Ihe novice paused, obviously release its grip on Lazarus,
another quest. You should be p ained by the recollection o f a n d his m adness should
able to fill in the gaps in the the experience. Steeling disappear. ’
rooms’ descriptions. himself, he continued: ‘One last thing, in the event
As you are travelling through 'By M orr‘s will, m yself a nd that you can't destroy the
a small town on the way to Brother Albrect survived the grim oire without first killing
the city, you are startled to priest’s rage. Brother Albrect, Lazarus, please m ake sure
hear a voice, that seems to be inspired by some holy that yo u fin d Brother Albrect
addressing you. strength, follow ed Lazarus a n d bang him to me so that I
into the crypts, but has not can lay him to rest. ’ I f the
'Erm... Am I correct in warriors accept the quest,
thinking that yo u fo u r are resumed. Dorn w ill be waiting fo r them
Adventurers?' The voice came 7 have prayed fo r guidance, in the temple when they
from a dim inutive young a n d this m orning I knew finish it.
m an in a black robe. what had to be done. That is
where yo u come in, Morr ‘I have gathered together
‘Sorry, 1 should perhaps what little I could from the
introduce myself. My nam e is him self inform ed m e that temple's coffers.' He says as
Dorn, and I am a novice o f yo u r p arty w ould be coming yo u emerge fro m the crypts.
through here today. It has

A ndy’s co llectio n o f c h a ra c te rs, in clu d in g so m e very old C itad el L egends.


27
T he D un g eo n A rch itect

W e novice hands you a R o o m 1: This room has 9 R o o m 6: This room has 3


Surefire Bow a n d a hag Zombies and a Tomb Tomb Guardians guarding it
containing 150 gold. Dorn Guardian guarding it. In the and is locked and can only be
apologises that it can't be com er is a Cloak o f Stealth. opened by the key from Room
more, arul bids yo u well on Trap - Death Curse-, a num ber 5. In the corner is a Helm o f
your next quest. of skulls drift in mid air over a Farseeing.
If they matuige to complete it square of the dungeon,
without killing Father screaming warnings at the Deep 2
Lazarus, they w ill also each warriors. Any warrior wishing L a z a r u s ’ S e c r e t L air
receive a holy am ulet to pass the square must pass a R o o m 1: This room has 6
depicting the sym bol o f Morr. willpower test to do so. Skeleton Swordsmen
The light o f M orr’s hatred R o o m 2: The Tomb contains guarding it.
bu m s Undead a nd follow ers 50 gold.
o f Nurgle, who are at -1 to bit R o o m 2: This room contains
when attacking a warrior R o o m 3: This room has 6 a Trap - Blocked Passage: a
bearing one. Ghouls guarding it and the powerful spell has been cast
Tomb contains a Bracelet o f on this part of the dungeon,
Deep 1 T he Upper Halls Transformation. making it seem as if the roof
T h e T o m b s & T rap s (X) R o o m 4: This room has a and walls have caved in,
Secret Door in the north wall. blocking the way. This spell is
Tombs - These require a often used to hide the
strength test to open, and R o o m 5: This room has a treasure chamber or lair of an
may be empty, or contain Wraith guarding it. The Altar evil sorcerer. A successful
treasure or an undead contains a Relic Sword and ‘intellectual’ initiative test is
creature to fight (see earlier). the Key to Room 6. required to see past the

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!’

together, are cut. The


Warrior's arm our is useless for
the rest of the adventure.
6. D isarmed - The enemy has
managed to knock a weapon
out of the Warrior’s hand with
a lucky blow. He may draw Vx ' Tv e*--
"
-
another weapon if he has one
at the penalty of -1 Attack next
turn. If he doesn’t have
- ✓ --- ' / #
another weapon, then he may
only punch (-2 to hit, d on’t
add Strength to damage). The
Warrior may pick up his lost
weapon after the event. A Wizard feels (he hot end o f a Warpfire thrower!
Armed with Spear arrows. Treat this as a normal arrow has managed to pierce
attack. a vital organ. The Warrior
Roll 1D6 2. Arrow Storm - The enemy takes double damage from
1. Spear Thrust - The enemy looses a barrage of three this arrow. In addition, roll a
thrusts his spear at the arrows at the Warrior. Roll to D6 and consult the table
Warrior. Treat this as a normal hit and w ound for the other below:
anack. two as normal. 1 Fatal Damage - The
The enemy whose spear had 3. Poison Arrow - The arrow arrow pierced a very
broken will draw a sword. the warrior was hit by was im portant part of the
poisonous. The warrior will Warrior's anatomy. If the
2. Armour Pierced - The suffer the effects of a warrior is reduced below 0
enemy has managed to find a poisonous attack as a result. wounds from this arrow,
gap in the Warrior’s armour. the arrow causes Fatal
This attack ignores all arm our 4. Armour Piercing Arrow - damage, (see rulebook)
when rolling for damage. The arrow has managed to 2-3 Disease - The w ound
3. Vital Blow - The enemy pierce the Warrior's armour. caused by the arrow begins
has stuck the Warrior pretty The arrow ignores all arm our to fester. If the warrior is
good. The enemy doubles the when rolling for damage. reduced below 0 wounds
damage he deals with this 5-6. Vitals Pierced - The from this arrow, he will
attack.
4-6. Stick 'em Good - The
enemy’s spear has found a
very painful place to lodge
itself. The attack deals double
damage. In addition, the
spear has snapped in half. The
Warrior is encum bered by the
spearhead and will be at -1
WS, -1 Str, and at -1 to hit a
projectile weapon until diere
are no more enemies on the
board and he can pull it out.
Armed with Bow or
Crossbow
RoU 1D6
1. Arrows Away - The enemy
sticks the Warrior full of Hlack Guard of Naggaroth on guard
31
Aargh. Me Spleen!’

suffer the effects of Plague,


(see rulebook)
4-5 Rot - The wound
caused by the arrow begins
to fester. If the Warrior is
reduced below 0 wounds
from this arrow, he will
suffer the effects of
Poison.(see rulebook)
6 Nothing serious.
Armed with Axe
Roll 1D6
1. Axe Chop - The enemy
swings his axe at you. Treat It lo o k s lik e it's c ritic a l h its all ro u n d !
this as a normal attack.
the blow destroys a random 3- Overhead Blow - The
2. Mighty Blow - The enemy piece of armour. enemy swings his club in a
swings his axe in huge, mighty overhead arc. Double
powerful arcs. 5-6. Fatal Blow - The enemy the value of the enem y’s
has made a horrible w ound Strength w hen rolling for
This attack deals an extra D6 on the Warrior. He takes triple damage.
damage. In addition, die damage from this attack.
Warrior is forced back a 4. Disarm - The enemy has
square if his back is not Armed with Club, Mace, managed to knock a weapon
against a wall. Hammer or Staff out of the Warrior's hand with
3. Overhead Arc - The enemy a lucky blow. He may draw
swings his axe in a mighty Roll 1D6 another w eapon if he has one
overhead arc. Double the 1. Swing Club - The enemy at the penalty of -1 Attack next
value of the enem y’s Strength swings his club in an arc. turn. If he doesn’t have a
when rolling for damage. Treat diis as a regular attack. weapon, then he may only
4. Armour Breaker - The punch (-2 to hit, don’t add
2. Glancing Blow - The Strength to damage). He may
enemy’s axe makes a mighty enemy stuns the Warrior with pick up his lost weapon after
dent in the Warrior’s armour. his club. This attack deals the event.
This attack deals normal normal damage. In addition,
damage. In addition, roll a the Warrior loses one attack 5*6. Knocked Senseless - The
D6. If the result is a 1 or 2, next round. enemy hammers die Warrior
on head with his club. The
enemy doubles his Strength
when rolling for damage for
this attack. In addition, the
Warrior is knocked
unconscious. He will come to
when he rolls equal to or
under his Toughness on 1D6
at the start of his turn.
Meanwhile, treat him as a
Prone Warrior.
Armed with Flail/Whip
Roll 1D6
1. Spinning Strike - The
enemy whirls his flail above
his head and then strikes.
32
Aargh. Me Spleen!’

Treat this as a normal attack.


2. Multi-Strike - The enemy
hammers away with his flail.
This attack causes an extra D3
hits causing normal damage.
3-4. Disarm - The enemy has
managed to grapple a weapon
out of die Warrior's hand with
his flail. He may draw another ' 7
weapon if he has one at the
penalty of -1 Attack next turn.
If he doesn’t have a weapon,
then he may only punch (-2 to
hit, do n’t add Strength to
damage). He may pick up his
lost weapon after the event.
5-6. Strangled Alive - The
enemy manages to wrap his ‘W ar-llydra - run lads!’
flail around the warrior. Your
Warrior may take no actions strikes you repeatedly. You damage for this attack. In
while being strangled other immediately take another hit addition, roll a D6 and
than trying to break free. If from the same enemy. consult the table below:
the Warrior rolls equal to
under or his Toughness on 4. H amstringed - The 1 Fatal Damage - The
2D6 at the start of his turn, enem y’s claws have found a attack pierced a very
then he breaks free. Whilst gap in the w arrior’s armour. important part of the
being strangled, the Warrior This attack ignores all arm our Warrior’s anatomy. If the
will be at +2 to hit and take when rolling for damage. In Warrior is reduced to below
an unmodified D6 damage addition, roll a D6. If a 1 or 2 0 w ounds from this attack,
each turn at the beginning of is rolled, then the arm our’s the attack causes Fatal
the m onster’s phase. The straps, which hold it together, damage, (see rulebook)
m onster may not attack are cut. The arm our is useless
anymore with his flail while 2 Disease - The wound
the Warrior is entangled in it. for the rest of the adventure. caused by this attack begins
5-6. Aaarg! Me Spleen! - The to fester. If the Warrior is
Armed with Teeth & enem y’s claws strike a vital reduced to below 0 wounds
Claws, Scythe or FLstspike organ. The enemy doubles his from this attack, he will
Strength when rolling for suffer the effects of Plague.
RoU 1D6
1. Claw Slash - The enemy
rakes his claws on you. Treat
this as a normal attack.
2. D isarm - The enemy has
managed to knock a weapon
out of the Warrior’s hand with
a lucky blow. He may draw
another weapon if he has one
at the penalty of -1 Attack next
turn. If he doesn't have a
weapon, then he may only
punch (-2 to hit, don't add
Strength to damage). He may
pick up your lost weapon
after the event.
3. D ual Strike - The enemy The Witcli H unter bites off a little m ore than he can chew
33
Aargh. Me Spleen!’

(see rulebook) adjacent square to you, then hand weapons until he


3 Rot - The w ound caused treat this roll as a normal recovers from the blindness.
by this attack begins to attack dealing normal Roll a D6 at the start of your
fester. If the Warrior is damage. turn. If a 5 or 6 is rolled, then
reduced below 0 wounds 5-6. Stick 'em Good - The the blindness wears off.
from this attack, he will enem y’s dagger has found a 5*6. Soul Burti - The enem y’s
suffer the effects of Poison, very painful place to lodge evil touch sears the w arrior’s
(see rulebook) itself. The attack deals double soul, causing his body to be
4-6 Nothing serious. damage. In addition, the wracked with convulsions. He
dagger blade has broken and lakes double the chill damage
Armed with Halberd has become stuck. The of this attack. In addition, the
Warrior is encum bered by the warrior is so badly hurt that
Roll 1D6 dagger and will be at -1 WS, -1 he loses one Attack next turn.
1. Thrust or Chop - The Str, and at -1 to hit while
enemy thrusts and swings at using a projectile weapon Terrain
you with his halberd. Treat until there are no more
enemies on the board. Then As you can see from the
this as a normal attack. die dagger can be removed. pictures I have also made
2. Armour Pierced - The The enemy whose dagger had some 3D terrain boards for
enemy has managed to find a broken will draw another. my games of Warhammer
gap in the Warrior’s armour. Quest. The 3D dungeon is so
This attack ignores all arm our Armed with Chill far made up of four 20"x20"
when rolling for damage. platforms (although I only
Roll 1D6 have two made so far). These
3. Overhead Arc - The enemy 1. Touch o f Death - The platforms are tiled with l"xl"
swings his halberd in an enemy assaults the warrior cardstock squares which are
overhead arc. Double the with an unholy, freezing glued onto the platforms to
value of the enemy's Strength touch. Treat this as a normal get a grid like effect. That way,
when rolling for damage. chill attack. the whole board looks like
4-6. Vital Blow - The enemy one big interconnected grid.
has stuck you pretty good. 2. Freezing Chill - The enemy
The enemy doubles the intensifies his evil aura. This Next, 1 cut the foam walls
damage he deals with this attack deals normal damage, with a foam-cutter. These are
attack. but causes Paralysis. about 1.5 inches wide, 2
inches tall, and their length
3. Death Grip - The enem y’s varies. A piece of card-stock is
Armed with Dagger grabs your arm with a searing, glued to the bottom to make
Roll 1D6 painful death grip. The enemy a ‘base’ for the wall piece as
deals an extra D6 chill well as to make the wall 2"
1. Stab - The enemy stabs the damage with this attack. In wide. These walls can be
warrior with his dagger. Treat addition, the W arrior’s arm arranged to connect to each
this as a normal attack. becomes num b and useless other to form a dungeon.
2. D ual Strike - The enemy for the rest of this event. Doors, tables, picture frames,
strikes the Warrior repeatedly. Randomly determ ine which etc were made from balsa
He immediately takes another arm is numbed. Your warrior wood.
hit from the same enemy. loses 1 Attack, 1 Weapon Skill,
and gets -1 to hit while using I guess it's mosdy modular,
3. Vital Blow - The enemy a projectile weapon while his although not truly modular in
has stuck you pretty good. arm is numb. the fact that the walls are not
The enemy doubles die 4. Touch o f Darkness - The glued to the boards. Its
damage he deals with this enem y’s evil touch causes the definitely not fixed, although
attack. Warrior to become a few rooms are.
4. Back-Stab - The enemy temporarily blinded. This For even more in depth ideas
stabs you w hen you are not attack deals normal damage. on building your own
looking. You take triple In addition, the warrior now dungeon, check out Andy
damage from the attack. If has a -3 penalty to hit with Judso n’s ‘D ungeon A rchitect'
there is only one enemy in an missile w eapons and hand-to- on page 24-29.
34
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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.

DEATH IN THE NIGHT


The Sou/stone carried by Alberto Larenscheld in Soulstone in the water there it is possible that
fact contains the spirit of his father, the evil the soul o f the evil N ecrom ancer will be
G unther Larenscheld, most trusted servant of destroyed forever.
van Damneg the Dread King. If Alberto
succeeds in sacrificing Duke von Steafen he will In order to complete Holy Mission the Warriors
release G unther larenscheld's soul, allowing must exorcise the spirit from the Soulstone.
him to serve his master in the flesh once again. This is performed in the same way as filling a
water bottle with Blessed Water. If a Warrior
manages to wash the Soulstone he should read
out the following passage:
The Soulstone ,45 the waters o f the temple flo w over the
The Soulstone will be found by the Warriors in surface o f the Soulstone the light inside it
one of two states. If Alberto managed to blazes to a blinding intensity. You see a dark,
complete the ritual it will be empty and can be insubstantial cloud form over the waters and

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
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ON THE WATERFRONT
By Ian P ickstock and Gavin T horpe
This article is the first in a tw o-part article in tro d u c in g coastal tow ns,
ocean jo u rn ey s and Lost K ingdom s to y o u r W arham m er Q uest
cam paigns. D on’t w orry th o u g h , in this issue we give full details o f a
b ran d new se ttle m e n t - a S eaport w here yo u r W arriors can ex p erien ce
all the thrills (and spills) o f h a rb o u r life.

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.

24 PIRATE 52-55 BOARDING PASS


Roll on the Captain’s I'able (see next Issue), the During your wanderings your Warrior finds a
Captain you roll is also a Pirate. If you set sail with discarded boarding pass. It is for passage aboard
the Pirate you will become fugitives from the law! the Empire’s most prestigious ship, the KI.F II,
You are now Pirates, note this on your Warrior pride of the fleet. You may treat this as a 6 result
sheet. This only comes into affect with the on the Captain’s Table (ie passage on Admiral
Accused o f Piracy Harbour Event (see below). Krueger’s ship - see next issue). However, this is
not without risk as the real ow ner of the pass
25-31 ■ UNEVENTFUL DAY may turn up and report it lost (or stolen). Roll a
D6 w hen your party boards, on a roll of 1, 2 or
32 ACCUSED OF PIRACY 3 they are arrested for the theft and sent to The
Your Warrior hears a loud shout and turns to Brig for D6 days (roll once for the sentence of
see a man dressed in filthy rags pointing at him. the whole party).
“Seize him! He’s one of Bluebeard’s filthy,
lowdown, cutthroat, rat-laced, scurvy bunch 56-62 ■ PLAGUE RAT
who attacked my ship!” If your Warrior really is Your W arrior is bitten by a rat whilst
a Pirate, roll a D6. On a roll of a 1 he is caught investigating the condition of a ship's hold.
and hung! This is the end! On a roll of 2 or Note that your Warrior is a potential plague
m ore your Warrior manages to evade his victim on your Warrior sheet. When he next
pursuers through various impressive feats of boards a ship, roll a D6. On a roll of 1 the close
swashbuckling and derring-do, but must leave confines allow the plague to rapidly spread
the Setdem ent immediately. If you are not a through the ship. Miraculously, your Warrior
pirate, you must spend two days in The Brig and his com panions survive, but the rest of the
before your name is cleared. See The Brig. crew die or are horribly crippled meaning die
journey takes an extra D6 months to complete.
33-36 CUSTOMS On a roll of 2+ your Warrior falls quite ill for a
You are stopped and searched by customs week but manages to brazen out the blisters
officials who think that your magic weapons and raging fever. Your Warrior eventually feels
and treasure are smuggled objet d ’art. You must fine and the bracing sea air soon gets your
pay an im port tax of 10%. Add up the value of Warrior back on his feet again.
any treasure you are carrying (not gold or
ordinary equipm ent) and divide the result by 63-66 UNEVENTFUL DAY
ten. You must pay this much gold (rounding
fractions down) and will have to sell treasure to

45
HARBOUR LOCATIONS
You may visit one Harbour location each day, as with any other Settlement location.
See also the Waterfront Tavern later.

THE TRADING POST THE BRIG


Whilst in a Seaport, the Warriors may try their hand The Brig is not somewhere that you visit by choice,
at a spot o f trading in the exotic and rare but through your travels and dealings in the
merchandise that passes through the port every day. Seaport you may get into trouble and find yourself
Your Warrior must first decide which commodity to thrown in The Brig. You'll be sharing a cell with
trade in (or several if he wishes). cutthroats, thieves and m urderers, and swapping
tall stories with smugglers, m utineers anti pirates.
COMMODITY Cost Mark Up Sale Vilue Many of your cellmates come from foreign lands
Silks 301 10 and speak strange dialects (and have very bad
Exotic Perfumes 602 10 breath)! Each day that your Warrior spends in The
Foreign Spices 1003 15 Brig roll a D6 on the table below.
Wines and Liquors 1503 20 D6 ROI.I. EVENT
Antique Weaponry* 2004 20 1 D eported! Your Warrior is moved
Slaves* 3005 25
to a special enclosure and gets the
First you must roll a D6 to see how many of that uneasy feeling that he is to be
commodity you can buy. You may buy any o r all that shipped to a distant penal colony
arc available at the Gold cost listed on the table. for the rest of his natural life! Roll
However, if you roll a 1, then there is none of that D6, on a roll of 1 he fails to get out
commodity available. o f this fix and your Warrior sails
over the horizon never to be seen
After you have bought all o f your commodities you again! On a roll of 2 + your cunning
must seJl them on the streets. For each item of a Warrior manages to break back into
commodity roll a num ber of dice up to or equal to his old cell and escapes this
the commodity's Mark lip value. Add up the total of appaling fate.
all the dice and multiply it by the Sale Value. The Bad P o rrid g e! Your Warrior is
total is the am ount o f Gold you get from the sale of given some really bad food, deduct
one item. However, if you roll any ones the deal has two Wounds from your starting
gone sour and you make no Gold at all and lose total for the next adventure
that item. You may repeat this until you have sold Cat O ' Nine Tkils! The guards
all your commodities. d o n 't seem to like the look of your
Warrior and drag him into the yard
ILLEGAL TRADING lor a lashing with the dreaded cat o ’
(smuggling!) nine tails. Your Warrior suffers -1
Toughness for the duration o f the
If you are trading in illegal items (marked on the ncxi dungeon. Treat further rolls of
commodities table with a *) then you risk being this result for your present visit to
caught by the authorities. If you roll any ones, then the Brig as a 4-5 (Chain Gang).
roll a further 1)6. On a roll o f 1 or 2 as well a.s losing 4-5 Chain Gang! You spend the day in
the deal you arc caught and arrested - all your the chain gang, making big rocks
commodities (illegal and legal) arc confiscated and into little rocks.
you arc sent to The Brig for a week! T reasure Map! You bum p into a
wiry old man with a totally bald
head and long m oustache who
gesticulates wildly and curses
loudly in a foreign tongue before
handing you a crum pled piecc of
parchment that turns out to be a
treasure map. Upon com pletion of
the next dungeon, your Warrior
receives an additional 11)6x100
(’.old.

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

9 DRUNKEN CAP’N. Whilst bumbling from


tavern to tavern your Warrior bum ps into a
drunk sea captain. He pledges to take you to
the very edge of the world (and beyond,.. ).
Rather stupidly you accept. Roll on the
Captain's Table (see next Issue) with a -1
modifier, in addition to any other modifiers
you have incurred

10 LUCKY SCRIMSHAW. You spend the


evening listening to the random mutterings
of a deranged old man who claims he is the
legendary Captain Nemo. You ply him with
drinks in a futile attempt to shut him up.
which costs you 1D 6xl0 gold. At the end of
the night, he presses a truly ancient piece of
scrimshaw into your hand, mumbling that it
h is saved his life on many an occasion. The
lucky scrimshaw' can be used once to force a
monster to re-roll a successful attack. The
second roll stands.

11 SWASHBLJCKI.ER A gallant young


captain shows you how to get out o f a tight
spot with the aid of a nearby chandelier or
rope. You may use this trick once per
dungeon to extricate yourself from trouble.

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.

THE LOST KINGDOMS


W henever two o r m ore adventurers
gather, talk usually turns to the Lost
Kingdoms. They are very distant and the
much-used phrase usually refers to
exotic countries such as the Southlands,
Lustria, Nippon and Cathay. These
realms are rum oured to be replete with
treasure-filled catacombs just ripe for a
band of Warriors to explore. However,
reaching them is not without risks. A
party seeking the Lost Kingdoms must
first survive the perils of a busy Seaport, However, as time passes the Warriors may
find a Captain brave o r stupid enough to have to lower their standards a little.
give them passage and then cross Certain results on the Harbour Events and
thousands of miles of sea. The hazards W aterfront Tavern tables (last issue)
of sea travel are many, from storms to indicate that the Warrior has found a
attacks by the massive Kraken. Pirates Captain willing and able to give them
too sail the waters looking for suitably passage across the rolling waves. To find
rich pickings... out exacdy the calibre of their prospective
Before they can go anywhere, the Captain, roll on the C aptain’s Table,
Warriors must locate a Captain willing to opposite.
transport them across to the Lost
Kingdoms. This can be a bit precarious BOARDING
and haphazard, and it gready depends Once you have found a Captain, you must
on how desperate the Warriors are. Most find out w hen he departs. To see how long
Warriors will arrive in the Seaport you have before the ship leaves, roll a D6.
hoping to get a reliable Captain with a On a roll of a 1-2, the ship leaves
sturdy ship and a trustw orthy crew.
49
tomorrow, on a roil of a 3-4 it leaves the LOST KINGDOM ADVENTURES
day alter tom orrow and on a 5-6 you have
Reaching the Lost Kingdoms is well worth
two days to spend before the ship leaves.
the added risks of travelling across the
On the day the ship leaves, the party may
seas. The rum ours of fabulous wealth are
do nothing except board the ship - you
usually tru e and a band o f trusty
may not visit any locations and there is no
adventurers skillful (or lucky) enough to
need to roll for a Settlement Event. Note
return home from these exotic realms are
that if you meet another Captain before
usually rich enough to live like lords - at
your ship leaves you may choose to sail
least for a while...
with him instead, in which case roll again
for the time of departure. You are free to In this issue’s card section you will find
change your mind if several Captains four new Event cards to be used in Lost
become available (or if you just d o n 't like Kingdom dungeons. Simply shuffle these
the look of the Captain you’ve got), but in with the rest of your Event cards when
once a Captain has set sail it is too late! you are playing a Lost Kingdom adventure.
Remember that if you decide not to board
a particular ship, you risk staying too long Generate the adventure and play using all
and rolling on the Catastrophic Events of the normal rules. However, every time
table. you gain a piece of treasure, roll a D6. On
a roll of 4, 5 or 6, you make take an
additional treasure item. In the case of
Treasure cards or Dungeon room treasure,
this must be shared out by the party as
usual. For Objective room treasure, each
Warrior should roll separately and may
take an extra item of Objective room
treasure for themselves if they can roll a 4
or more.

LOST KINGDOM CAMPAIGNS


You can play several adventures in the Lost
Kingdoms. However, this is very difficult
for the Warriors since they are strangers in
OCEAN 'TRAVEL a strange land and dare not get too
involved with the locals lest they be caught
Ocean travel is dealt with in a similar way
out by some local tradition or taboo (and
to w ilderness travel. However, the
end up with their heads on a stake, or
distances involved mean that each journey
w orse... ). For this reason, the only
is divided into m onths rather than weeks.
settlem ents they can safely visit while in
Each result on the Captain’s Table gives
the Lost Kingdoms are Seaports and Cities,
you a rough idea of how long it will take
which are more cosmopolitan than the
to reach a Lost Kingdom, but do not roll
majority of settlements. This makes it fairly
for the exact length until you have
im portant that the party “stocks u p ” before
boarded the ship. For each m onth of travel
it makes a quest into the Lost Kingdoms
you must roll once for the party on the
(try saving bandages, stockpiling rope,
Ocean Events table. Once you have
etc.).
resolved the last event the Warriors have
arrived at their destination and may start If the Warriors cannot reach a Seaport or
their first adventure in the exciting Lost City they have set out for (because of a
Kingdoms. Blizzard, for example), or they opt to risk
visiting a smaller settlement, this can be
50
very dangerous. The Warriors may spend of Empire warships which arc scouring the
their time as normal, but must roll two seas for the enemy. Although this offers
Settlement Events each day and must also some protection, the going is slower. If
roll on the Catastrophic Events table after you wish to split from the fleet, your
seven days (rather than fourteen). All journey is unaffected. However, if you
items bought in the Lost Kingdoms while wish, your ship may join the armada
not in a Seaport or City cost twice as much adding D3 m onths to your journey time.
as normal. Whilst your ship is with the fleet treat the
following Ocean Events as Uneventful
However, the Warriors can travel through Months) - Kraken Attack , Pirates! and Sea
the wilderness from dungeon to dungeon
Serpent.
without stopping at a settlement, which
takes D6+3 weeks. Resolve this just as if
you were travelling to a setdem ent, rolling
for Wilderness Hazards and so on.

THERE AND BACK AGAIN


To return to the Old World the Warriors
must once again find a Seaport and Captain
willing to carry them aboard his ship. This is
worked out exacdy as travelling to the Lost
Kingdoms, except that when the sea voyage
is finished the Warriors are back in the Old
World and all the normal rules apply
Of course, if y o u ’re playing with a 13 ■ UNEVENTFUL MONTH
Gamesmaster, there are lots of things you
can do in the Lost Kingdoms. The sea 14-15 STORMY SEAS
journeys too provide great scope for The ship is enveloped by a tumultuous
adventure. The Warriors might get trapped storm which tears at the sails and washes
on a ship haunted by a Vampire, or get the decks free of anything not securely
swallowed whole by a Leviathan! Anyway, lashed down. Each Warrior must roll 2D6
here’s the Ocean Events table. Have fun for each item of treasure, on a roll of a
and d o n ’t get drowned! Roll D66 for each double 1 that piece of treasure has been
month travelled: washed overboard during the storm and is
never seen again.
OCEAN EVENTS
16 KRAKEN ATTACK!
11 WHIRLPOOL A calm afternoon is suddenly shattered as
O ne dark evening the Warriors sight an immense tentacle crashes from the
another sail. Soon the two Captains are water to crush the ship. As everybody
talking heatedly and the stranger reports a dashes to defend the ship a Kraken
massive maelstrom on your route. Your surfaces and tries to sweep the crew from
Captain has to chart a new route to avoid the decks. Each Warrior must make a to hit
the whirlpool, and this adds an extra D3 roll against an opponent with a weapon
months to your journey. skill of 3. If your Warrior hits, roll for
damage as norm al (the Kraken is
12 SEA WAR Toughness 4). Between them, the Warriors
must inflict at least ten Wounds to beat off
Your ship is caught up in a massive armada the Kraken’s tentacle. If this fails they are

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.

51-52 UNEVENTFUL MONTH


53 NATIVES
Whilst re-supplying the ship, the Warriors
36 MUTINY run into some natives. The Warriors can
The ship’s rum supply running out is the attem pt to trade with the natives for food
last straw for some of the crew, and they if they wish. For each item of Treasure or
decide to take control! Your party must Trinket a Warrior offers, roll 1D6. On a roll
decide which faction they wish to side of 1, 2 or 3 there is no exchange, but he
with - the mutineers or the Captain and can offer something else instead if he
his followers. Once you have decided, you wishes. If your Warrior rolls two ones in a
must work out who wins the resulting row, the natives get deeply offended and
power struggle. For the mutineers roll chase the party off - each Warrior suffers
2D6 and note down this score. For the 1D6 Wounds with no deductions (which
Captain, roll 1D6 and add the num ber for can be healed with Provisions, etc before
his result on the Captain’s Table (eg + 6 the next adventure starts). On a roll of 4 or
for Admiral Krueger). The faction with the more the Warrior is given D6 Provisions in
Warriors’ support may add +2 to their exchange for the item (and may keep
score. Whoever scores highest wins. If the offering new items until he is chased off, if
Warriors backed the right side then the you wish).
journey continues as normal. If they’re on
the losing side, they are cast adrift in a
54 UNEVENTFUL MONTH
small boat. Roll one more Ocean Event 55 PEARL DIVING
and then see the Marooned result above.
Anchored off a tropical coast, the Warriors
41-42 SCURVY spy some of the locals diving for pearls. A
Warrior can try this for himself by rolling
An outbreak of Scurvy rages through the
1D6 and adding his Toughness. The result
crew, and the Warriors must eat their own
multiplied by ten is the gold value of the
supplies to avoid the worst affects of the
pearls he recovers (eg a 6 means pearls
disease. Every Warrior must eat a set of
worth 60 Gold). An unmodified roll of a 1
Provisions each month for the next D3
means the Warrior is exhausted and must
months or lose 1 Wound permanently for
stop immediately.
each m onth spent eating ship food.

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.

56 UNEVENTFUL MONTH 64-65 UNEVENTFUL MONTH


61 CAPTAIN NEMO 66 LAND AHOY!
There is a fountain of spray in front of the The cry goes out - land has been sighted !
bows and a massive Dwarf Nautilus It is up to you w hether you want
surfaces. The Captain introduces himself disembark or not. If you leave, the Captain
as Khazra Nemo, famed Dwarf explorer. lets you off and sails over the horizon.
He offers the Warriors new passage if they After investigating you have an inkling of
will pay him 50 Gold each and defend his where you are. Roll 1D6, on a roll of 1, 2
ship. If they accept, the rest of the voyage or 3 you’ve been left in the Old World, on
takes only D3 more months during which a 4, 5 or 6 it really is the Lost Kingdoms.
the party may treat any Ocean Event as an Proceed to your next adventure
Uneventful Month if they can roll a 4 or immediately, regardless of where you are.
more on 1D6.

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

there are a few who hanker


Todd is fro m O rlando , Florida for adventure and travel the
lands of the Old World. The
a n d when h e ’s not trying to wipe Druid is one such Warrior,
out m ultitudes o f hapless foregoing more extended
w arriors in his despicably training in his field of magic
ingenious dungeons he w orks as in order to delve into the
a com puter program m er. Todd dangers of the dungeons and
enjoys playing Games Workshop other places where m onsters
g a m es alm ost as m uch a s he may lurk.
enjoys p a in tin g , converting a n d even sculpting Druids are most certainly out
them, although he confesses he isn t pa rticu la rly of their elem ent in the rocky
skilled in that d ep a rtm en t yet. depths of dungeon but their
proficiency with herbs and
W arhamm er Quest rem ains bis fa v o u rite gam e medicines is welcomed by any
which he g ra d u a te d to through playing party of adventurers.
Heroquest a n d then A dvanced Heroquest. We're
still w aiting f o r Todd to subm it his house rules he •STARTING AS A DRUID*
developed as a sort o f cross over fr o m each o f The Druid is similar in many
these games. respects to the Wizard and so
has statistics identical to those
He is know n to his com patriots as ‘G reyw olf ’ a n d of the Wizard, both initially
you can check o u t m ore o f his s tu ff a t this and at subsequent Battle-
website: Levels. Instead of receiving
W W W .frii. c o m /~ e v ilIw h q l the Hand o f Death Scroll, the
Druid starts with a Healing
Salve.
Druids start with the
This profession is largely unexplored due to their being
following profile:
similar to the regular Wizard, populated by savage tribes of
though the Druid has a primitive hum ans and of Wounds 1D6+6
slightly different spell course the mighty Giants of
Move 4
selection, and som e special legend. Deep within the
skills (and restrictions). rainswept bogs and marshes Weapon Skill 2
of this cold and harsh land, Ballistic Skill 6+
The Druid has undergone
there are practitioners of an
several revisions throughout Strength 3
ancient magic that concerns
piaytesting, and I hope that
the latest version is itself with the raw forces of Toughness 3
life and death, and with the
sufficiently playtested to Initiative 3
ensure that it will be, while cycles o f nature. They are
similar in many ways to Attacks 1
significantly different, well-
balanced in relation to other Wizards of the Jade College
and are known as the Druids. Pinning 4+
Warrior types.
Whilst they are most at home
W ounds
•D R U ID C H A R A C TER « in the magic-soaked
The Druid begins with 1D64-6
Far to the north of the Old woodlands of their land,
Wounds. If any 1’s are rolled
World, across the great ocean wandering barefoot so that
when determ ining Wounds,
lie the mystical Isles of Albion. their feet may stay in contact
you can re-roll the dice but
These islands remain virtually with the life-bearing earth,

56
‘Oil Get o ff my Juniper Bushes..

must accept the second roll


even if it is another roll of 1.

A rm our
None

S tarting E q uipm ent


The Druid starts with a
Healing Salve and a Silver
Sickle.

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..

is gained. Should die Druid participate in a ritual, he must •SPELL SELECTION*


fail in this test the mentally spend 50 gold in special The Druid only selects two
challenged Giant will consider preparations and materials, spell cards initially, which may
him food and attack! and may roll on the following be drawn from either or both
chart. of the Healing and Defence
E quipm ent decks. The Druid also has the
The Druid may use any option of getting one of these
equipm ent or magical items spells as the Life Force spell
available to the Wizard, with a automatically, without having
few exceptions. Druids must to select it randomly from the
go barefoot or only wear deck. Note that with die initial
sandals, so they may not wear selection, it is possible that he
boots (including magical might have a spell that is not
items such as Boots o f STONE CIRCLE TABLE listed on his expanded spell
Swiftness). Also, they will Roll 1D6 list below (which is fine). If
never use gunpowder, so they Life Force is picked, this spell
may not use anything from 1. While the Druid is able to is treated as Casting Level 4
the Gunsmith’s shop. If any com m une with nature again rather than 5.
Treasure Cards are found after spending so long in the
which contain new spells bowels of the earth, he gains DRUID SPELL LIST
(such as a Finger o f Doom no practical benefits that will
As the Druid advances in skill,
scroll) listed as usable by the aid him or his comrades in his
he selects additional spells in
Wizard, the Druid cannot next quest.
the same way as the Wizard,
utilise them, as they are 2. The Druid may expect as described in the Wizards'
outside of his area of beautiful w eather during his Training section beginning on
expertise. next journey to a Settlement. p50 of the Roleplay Book,
All Hazards involving storms, except that he selects from
SETTLEMENTS lightning, tornados, the following list o f spells.
The Druid is largely treated earthquakes, plagues, rock Some of the spells on this list
the same as the Wizard when slides, o r oth er hazards of
are identical to those available
visiting a Settlement, except nature may be ignored and
to the Wizard, though they
that he may not visit the treated as an Uneventful
might have different Casting
Wizards’ Guild, as he does not Week.
I-evels due to the Druid’s
consort with generalised
3. The Druid may differing specialties. New
spellcasters, nor with the
automatically dispel a single spells added to this list are
Colleges of Magic.
spell cast by an enemy during described in detail.
the upcoming adventure.
The Sacred Circle
This is a Special Ix>cation 4. During a single turn in an •CASTING NUMBER !•
available to any Druid who is upcoming adventure when a
ATTACK SPELLS
outside of a Settlement. There ‘1’ is rolled for the Power
are many circles of standing phase (indicating an Event), Bloodblade
stones throughout the Known the Druid may re-roll his Sting
World, from the roughly hewn power, and add his Battle-
and erected stones of the pre­ Level to the result (even if DEFENSIVE SPELLS
human tribes of the Old another ‘1’ is rolled). The Coughing
World to the elegandy carved Event is still encountered
and jewel-encrusted menhirs normally. D rop
of the High Elves. These 5. A single blow of the D ruid’s HEALING SPELLS
stones are often used in choice during the upcoming
rituals by Wizards of the Jade Create Food
adventure is deflected, so that
College of Magic with whom the damage caused by it may Cure Small Wounds
the Druids have occasional be ignored. SPECIAL SPELLS
dealings. Druids may
congregate to perform their 6. The Druid gains one o f the Open
various rituals at these sites. If preceding benefits o f his
the Druid wishes to choice.

58
Oi! Get o ff my Juniper Bushes... ’

•CASTING NUMBER 2* •CASTING NUMBER 4* •CASTING NUMBER 6*


ATTACK SPELLS ATTACK SPELLS ATTACK SPELLS
Flesh Worm Acid Blast The Em erald Fountain
The Druid raises bis hands
Strength DEFENSIVE SPELLS
above his head, placing bis
DEFENSIVE SPELLS Levitate palm s together fo r a few
HEALING SPEL1,S moments. His fingers begin to
Feign D eath
spark and a green mist begins
Marsh Lights Heal W ounds to flo w from tbeir tips. Upon
Nausea Life Force easing his hands apart a
changed from Casting Level 5. stream o f green energy flows
Slip from between them, like
SPECIAL SPELLS water from a fountain,
HEALING SPELLS
D ispel Magic covering bis opponents and
H ealing H ands burning their flesh. It
S econd Sight cascades down onto the
SPECIAL SPELLS
surrounding area, spitting
Tongues •CASTING NUMBER 5* am i crackling with the
Zone o f Silence discharge o f vast energies.
ATTACK SPELLS
Every model, friend o r foe,
•CASTING NUMBER 3* The G reen Eye within 3 squares of the Druid
The Druid's stare becomes (not counting diagonal
ATTACK SPELLS glassy as a green fire seems to moves) takes 2D6 Wounds.
Ogre S trength ignite within his eyes. The
two bright balls o f emerald Target: All within 3 squares of
DEFENSIVE SPELLS light grow brighter and larger the Druid (not counting
until they merge into one and diagonals) Duration:
The C loak o f D ainne Immediate
The Cloak o f Dainne is a thin, with a loud crack and a
cloak o f pale green light cascade o f sparks, shoot out DEFENSIVE SPELLS
forms in the air and draws a beam o f destructive green
energy. In vulnerability
itself about the Druid.
All models in a straight line in Shield
This spell creates a cloak of
magical energy around the any direction from the Druid, HEALING SPELLS
Druid that can absorb 1D6 up to a distance of 12 squares
away, are automatically hit by The Ja d e C asket
Wounds. Identical to resurrection, p57
this beam. All models that are
Target: The Druid of the Roleplay book.
in (or partially within, in the
Duration: One T\irn case of large monsters) this SPECIAL SPELLS
area of effect suffer 2D6
HEALING SPELLS The Pool o f Many Places
Wounds. Any solid obstacle
A shimmering pool o f
Finger o f Life (such as a wall) will stop
emerald liquid appears
further progress o f the beam,
SPECIAL SPELLS before the Druid, its surface
even if it has not reached its
reflecting some place he has
Speed maximum length of 12
seen before, only to be
squares.
replaced with the image o f
Target: A 1 square wide another as ripples spread
corridor across its surface.
Duration: Immediate Place a two square by two
square template on an open
DEFENSIVE SPELLS
area of the floor to represent
L ifebringer the Pool of Many Places,
SPECIAL SPELLS which will remain for a full
turn after the Druid has cast
Sleep this spell. Any ally who moves

59
Oi! Get o ff my Juniper Bushes... ’

into the space occupied by HEALING SPELLS SPECIAL SPELLS


the Pool immediately
disappears, only to reappear a B loodpulse C horus o f Valour
turn later to another pan of E arth Blood
the dungeon that die Druid The Druid is absorbed into •CASTING NUMBER 9*
has already explored (his the life-giving earth, where he
choice). The first four models can recover his strength. ATTACK SPELLS
using this spell should appear The E m erald W aterfall
within a two-by-two This spell allows the Druid to
retreat into the earth to heal The Druid throws his arms
formation. If any additional into the air, clapping bis
models have entered the from his wounds. Remove his
model from play, and roll hands together three times. As
pool, place them within the he does so, a raging torrent o f
next ring of squares radiating 1D6. He may not reappear
until this many turns have green fire arcs upwards from
outward, forming as compact between his palms. It
a formation as possible. passed. (If you roll a 1, it
means he d oesn't appear this drenches the surround area,
Target: A 2 square by 2 square turn, but he will appear sending out bright green
area within the Druid’s line of during the Hero Phase of the sparks into the air as it spits
sight next turn. If he had cast this and crackles with unnatural
spell just before the end of
vigour.
Duration: One Turn
the turn, it would mean he All models within 4 squares of
could come back almost the Druid (not counting
immediately.) During this diagonal moves) suffer 5D6
period, he may do nothing. Wounds, w hether friend or
Once this time has expired, foe.
he appears once more,
Target: All models within 4
anywhere on the same board
spaces o f the Druid (not
section, with all his Wounds
counting diagonals)
restored. If the Druid should
for whatever reason wish to Duration: Immediate
remain in stasis for longer
than the rolled duration, he •CASTING NUMBER 10-
•CASTING NUMBER 7* may do so for as long as is
ATTACK SPELLS desired, but must declare the attack SPELLS
period before he enters the
H and o f Decay The T h o u san d Cuts
earth, as he has no way of
The Druid's hands take on a A swirling maelstrom o f tiny
perceiving time (or events)
pale green hue, and the flesh green shards form s around
once therein.
seems to rot away leaving the Druid's hatul as he
just the pale white o f his Target: The Druid crushes a tiny statuette. They
bones showing through the spin around in ever-
Duration: 1D6 Ttims or more
lumps o f peeling skin. increasing circles, gradually
causing the mass o f whirling
The Druid may not use any blades to get bigger, until they
weapons while diis spell is in suddenly detach themselves
effect. Any successful attack and hurtle towards the
against a model inflicts 1D6 Druid's enemy. They cluster
Wounds per Battle-Level of around him, stabbing and
the Druid, with no modifiers slashing his flesh as they
(Toughness, Armour, Ignore SPECIAL SPELLS constrict and squeeze tighter
Pain, etc.). However, this spell and tighter.
will only work against living Glory!
creatures and has no effect A single target within the
against Undead or Daemons. •CASTING NUMBER 8- Druid’s line of sight is
nom inated as the target,
Target: Any Monster hit by the HEALING SPELLS which then suffers 1D6
Druid this Turn Wounds for each of the
Lifestealer
Duration: Immediate Changed from Casting Level 9. Druid’s Battle-Levels, with no

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

Have you got a rules query? Do you want to know


Da Roolz if we still have cla ssic Citadel miniatures
available? If the answer to both these questions
is ‘yes!’ or If you want to discuss any aspect of
Boyz the Games Workshop hobby you should contact
the Roolz Boyz, todayl

D a R oolz Boyz
G a m e s W o rk sh o p Ltd,
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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...

however and whilst he was Trollslayer (sounds incredible


away from his Brew House a doesn’t it). They bear grudges
horde o f Goblins ransacked like all of their kin and are
his home and destroyed and stubborn and cantankerous.
devoured his precious brew. What sets a Brewmaster aside
Bugman was incensed and from other Dwarfs are his
•DWARF EHEWMASTtR took to roaming the hills and shifting mood swings brought
m ountains in search of on by excessive drinking. One
CHARACTER* Goblins and oth er foul m om ent they could be
Beer. It’s the one thing that creatures in the hope that he cheerful and jokey and the
Dwarfs hold dear above all would avenge the loss of his next depressed and sombre
else, except perhaps gold. Yet fabled brew. It is the Guild of like a Trollslayer. It is this
there are those Dwarfs even Brewmasters that h o nour the characteristic that makes it
more fanatical than their legends of Bugman’s brew difficult to fathom a
other kin. Those that savour and w ander the Old World in Brewmaster and his
the taste of the golden throat search of ingredients and the motivations. His tracking skills
charmer and positively tingle knowledge to make the one from many m onths roaming
with glee at even the merest perfect brew. There is also a the hills and mountain passes
thought of a tankard of dual purpose in their quest, o f the Old World however are
Bugman’s XXXXXX to exact vengeance, as very valuable as is his
affectionately known as Bugman did, upon the incredible endurance that
‘Bowel-bumer’. These Dwarfs enem ies o f the Dwarfs and even other Dwarfs are
are the Brewmasters, a secret find retribution for that brew impressed with. The first
guild of tasters and brewers that was destroyed, never to thing the other Warriors will
whose life goal is to make the pass the lips of a Dwarf again, notice about a Brewmaster is
perfect beer, the one pure never to be savoured. his trem endous girth. His
drop to usurp all others and beer gut is what provides the
The Brewmasters take their
grant them a place in Dwarf Brewmaster with his
quest very seriously and will
history and w hat’s more the durability and it shows. A
often join up with a group of
fullest tavern in the entire Old Brewmaster is often ridiculed
Warriors and enter the dark
World. due to his size and will
dungeons of the Old Dwarf
consequently find it difficult
Josef Bugman is perhaps the Empire in search o f those
to get into certain types of
greatest Dwarf Brewmaster ingredients and the
arm our o r keep a mule for
who ever lived. His famous knowledge that might make
very long. However the
Troll Brew and the legendary them legends...
Brewmaster is thick skinned
Bugman's XXXXXX are almost A Brewmaster is like any other and will take any insult with a
the stuff of myth. Bugman’s Dwarf except they could few grumbles or sworn oath.
story is not without tragedy probably drink more than a Only if he is really pushed will
62
Mines a Pint... Hie

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

exception to a particularly w henever he visits the be on the lookout for special


caustic remark (such as ‘you Alehouse in this plants and moss, even fresh
fat sow!’ for instance) and settlem ent he may roll springs that might provide the
slugs the offending individual 3D6 and pick whichever key ingredient for a new beer,
in the chest. two dice he wishes as the even the prefect brew. To
result. represent this whenever the
Warriors are travelling back
BREWMASTERS AND from the dungeon to
EQUIPMENT civilisation and they have an
The Brewmaster may use any Uneventful Week, roll a D6.
equipm ent ordinarily available On the roll a ‘6 ’ the
to the Dwarf except for Heavy Brewmaster has found a rare
or Plate Armour as his ever plant or a pure spring from
expanding beer gut just which he takes a large sample.
w ouldn’t fit into any tight suit Furthermore, if in the
BRAWLING TABLE of armour. A Brewmaster may dungeon and the Warriors
Roll a D6 also use any treasure normally come across the Guard Room
available to a Dwarf but the Brewmaster may check
1. The disgrunded Brew- die barrels after the combat or
w henever he finds a suit of
master lays into the event has been resolved.
magical arm our you must roll
insulting party with much Again roll a D6. On a 5+ the
a dice. On a roll of 5 + the
aplomb but not before Brewmaster has found the
Brewmaster decides that the
the Watch get wind of the rem nants of an ancient
arm our looks too tight-fitting
whole situation and turf Dwarfish Brew.
and so he will not wear it and
him out of the settle­
nothing the other Warriors In both of these situations
ment, groaning profusely
will say can convince him make a note whenever the
as they try to shift the
otherwise. Brewmaster finds an
Brewmaster's immense
bulk. ingredient and write down
Mules the num ber of times on his
2*4. A swift blow to the top of Brewmasters aren’t great fans adventure record sheet.
the head ensures that the o f animals as they find the
offending individual will constant rocking motion to be •BREWMASTERS IN
not wake for some time err... uncomfortable. Not only SETTLEMENTS-
and when he does it will that but the fact that they are Whilst in a settlem ent the
be with a trem endous so heavy means that most Dwarf Brewmaster may visit
headache. H ie Brew- m ounts will struggle to carry any of the traders and the
master takes D6xl0 gold the Brewmaster up the street following special locations
from the trader’s purse let alone to the far reaches of Dwarf’s Guild, Alchemist’s
as recom pense for the the Worlds Edge Mountains! laboratory, Gambling House,
insult. Brewmasters may purchase a Temple and Alehouse (2D6).
5-6. As the Brewmaster mule from the Animal He may also visit a new
severely decks the loud Trader’s just like any other special location; The
mouth to the ground a Dwarf but each time you Brewmaster’s Tavern, rules for
great cheer echoes out reach a new setdem ent you which follow after the section
from the assembled must roll a D6. On a roll of ‘1‘ on Drinking Binges and
crowds. The Brewmaster the p oor laboured beast Brewing the Perfect Brew.
has just floored Cruel- collapses from exhaustion
Tongued Pete, a stone dead from carrying his D rinking Binges
notoriously bad immense bulk!
Dwarfs are renow ned for their
tem pered, cheating and drinking exploits but a
verbally abusive market THE QUEST FOR THE Brewmaster’s reputation even
trader. The astonished PERFECT BREW.. precedes that of your average
Brewmaster is hailed as a Whilst in the dungeon and on Dwarfl It is not uncom m on
local hero and gains 100 route to a set of caves o r for a Brewmaster to go out on
gold from the gratified m ountainous underw orld a massive drinking binge at
crowd. Furthermore domain the Brewmaster will least once when he visits a

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

THE BREWMASTERS the Tavern Lord. other patrons. He gains


TAVERN nothing from this visit to
The Tavern is much larger
These Taverns are strictly for the Tavern other than a
than its name would suggest
Dwarfs only and the and is actually comprised of sore head and a hazy
atm osphere within is usually recollection o f what
three sections. The first is the
dark and smoke filled. It is Drinking Hall w here all of the happened.
here that the Brewmasters Brewmasters and other 2-3. The warrior quickly gets
bring their newly created Dwarfs assemble to eat, drink involved in a hotly
brews and talk of their and get drunk. The second is contested drinking
exploits as well as refill their the Ale Store and Beer Cellar competition. The ale
empty beer casks in the huge w here the Brewmaster can consum ption is fast and
subterranean Beer Cellars that refill his casks and purchase frenzied and it is a tough
lie beneath the Tavern floor. new brews and the final area and determ ined Dwarf
The sweet smell of ale is is the Brewhouse w here the indeed who can emerge
always ripe in the Tavern and Tavern Lord will consult with victorious against such
whenever a newcomer enters the younger Brewmaster and well w atered opponents.
the assembled Dwarfs all turn taste his brews. To start the competition
to appraise the visitor hands off roll a D3 and add +2.
clasped firmly over their D rinking Hall This is the num ber of
tankards. This is where the Brewmaster rounds the competition
The Tavern is governed over and any other Dwarfs will first lasts and in each round
by the esteemed Tavern Lord enter. The hall is usually the brew gets more
who is basically the bar crowded and echoes with the potent. To survive the
keeper and purveyor of all drone of Dwarf drinking first round you must roll
beers. He is a Dwarf of great songs and other ditties. It is a D6 and add your
age, respect and of course also usually the site of many a w arrior’s Toughness, if
vast in beer belly! His fierce drinking competition you roll 6+ you may go
knowledge of the brew is and oth er wagers relating to on to die next round. In
second to none and equal to brew. When the Brewmaster the following round you
that of all the other Tavern and his Dwarf companions must roll 7 + and then in
Lords in the Old World. The enter the Drinking Hall they the third round 8+ and
Tavern Lord was also once a must roll a D6 on the table so on until the last
Brewmaster but has setded below to see what ‘events’ round. If the warrior
down to open his they get involved in. The survives all the rounds
establishment for all weary Brewmaster may add +1 to then he emerges die
Brewmasters, so that they his roll. w inner but if you fail to
might sample some of his roll high enough he
brew. DRINKING HALI. EVENTS collapses into a drunken
stupor and can take no
Brewmaster Taverns are rare 1D6 Roll further part in the
and often in out of the way competition and must
1. The warrior partakes of a
places in a town o r city. Like particularly dubious brew pay a losers fee o f 100
all special locations they can gold coins. If the warrior
offered to him by a
only be found by first rolling a young Brewmaster who wins the competition
7+ with the modifiers that then he is given 100 gold
is eager to get an initial
apply to towns and cities as coins for each round he
reaction to his newest
given in the Warhammer survived and a bonus of
creation. After taking a
Quest rulebook. an extra 50 goldxthe
large quaff of the brew
Only the Brewmaster and any he suddenly starts to feel num ber of total rounds,
Dwarfs who accompany him dizzy as the liquid slips for the last round.
may enter the Tkvem and down like tar more dian 4-5. The warrior gets talking
while the other Dwarfs may silk and then collapses to an ageing Brewmaster
get involved in the various onto the floor o u t cold. who seems to have been
'events’ of the Tavern it is only The last thing the warrior propping up the bar for
the Brew master who may buy rem em bers hearing is the most of his stay in the
new beers and consult with raucous laughter of the Tavern. He takes a liking

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

•THE BEER CELLAR.


STARTING BREWS COST(BUY) STOCK (2D6)
Bugman’s XXXXXX 200 gold 5
Dwarf Special Reserve 150 gold 4
Troll Brew 200 gold 5
SPECIAL BREWS COST(BUY) STOCK (2D6)
Volcanus Hellfire 350 gold 8
Nordic Original 250 gold 8
Lycanthropic Reserve 400 gold 9
The Golden Drop 500 gold 9
Bugman’s Premier Ale 600 gold 10
Each cask has D3 draughts in it (2D3 for a double), except for Bugman’s Premier Ale which
only ever has one draught such is its precious nature and rarity.

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

fights has enabled you to adopt a


wrestling, brawling style o f fighting
in the dungeon.
You may use bar brawling,
wrestling techniques to fight the
m onsters in the dungeon. This
basically involves using all manner
of dirty tricks and vicious crushing
holds. When you roll to hit if you
roll a ‘6 ’ you may ignore a
m onsters arm our and will cause an
extra D6 wounds. This once per
dungeon. This skill, may be used
for one whole combat

You tense your vast stomach


muscles, converting your gut into a
nuiss o f hardened muscle and
flesh.
This skill allows you to double your
Toughness for one turn once per
adventure. But after the combat roll
a D6, if you roll a ‘1* the
Brewmaster’s pants burst open
under the strain, and while a thick
piece of string will keep them up
for the duration of the adventure
he must purchase some more as
soon as he arrives at a setdem ent,
for 50 gold coins.

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.

player actually sings it!). life. These are as follows:


6. He teaches the Salty 1. In die Tavern ignore a roll
Seadog a sea shanty which is of ‘2’ The Seadog is very
so piercing that it makes D3 determ ined not to re-enter
monsters on the same board the Navy! !!
section of your choice lose
2. The warriors may book
ld 6 + l w ounds with no P o rts
passage with your original
deductions for Toughness, The Salty Seadog has been in-
captain on a roll of 5 o r 6.
Armour, Ignore Pain , etc. and-out of most o f the busiest
ports in the world, from 3. On the Mutiny Ocean
In a cornered off section of
cosm opolitan Marienburg to Events result the Seadog will
the Dockside bar the Salty
frozen Erengrad and even to always persuade the others in
Seadog can buy goods which
the opulence of Lothem. The your party to be on the
are also available in the port
Salty Seadog has certain Captains side.
u nder ‘Navy Stores'.
modifiers after getting used to 4. On the Pirates Ocean
the hustle and busde of port Events result the Seadog is
74
‘Aaarrr, me Hearties!’

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

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- a
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1 3 in
5 is "oc
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76
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Hot from the Forges


We have some bearded, drunken fools to use for your Brewmasters, some
flower-power hippies to represent your Druids of Albion, a peg-legged
vagabond as your Salty Seadog, the old Crone Hellebron on her Manticore
and w e’ve even raided Ikea for some new dungeon furnishings...

DWARF BREWMASTERS

D W ARF D RU N K 1 D W ARF D RU N K 2
020501902-£1.75 020501903-£1.75

JO SEP H B U G M AN
020501001/2 - £6.00

Salty
Albion Druids Seadog
By Andy Judson

H EN G U S THE DRU ID J A D E W IZARD M O R DH EIM PLA ST IC HUMAN SP R U E


0201404701 - £3.00 73791/8 - £3.00 99381102001 - £5.00

78
Hag ¿.Queen Hellebron
Hag Queen Heliebron
mounted on Manticore
Conversion
DBHAG1 - £20.00
(model shown at 75%)

New Dungeon Furnishings


S O R C E R E R H EA D 3
020103811 - 50p WINE B A R R E L
020300704 - 50P

M O N EY C H E ST U D
W A RPSTO N E B R A ZIER 021402209 - 75p
020600307 - 75P

C A U LD R O N BOTTOM
021201608-E1 .5 0 BURNING C O A L S
021201607-£1.50
MO N EY C H EST
021402208 - £ 1 .00

THE G RIM IO R E N E C R IS C A U LD R O N TOP C A U LD R O N R E S T W AR ALTAR


079901307/8-£1.50 021201609 - £1.50 021201610-£1..25 020204303 - £1.75
Arcane Architecture
(This isju s t a selection of some o f tfte miniatures that are available,forfurther details give us a call)

G A R G O Y LE 1
079717/13-£1.00

CO LUMN 1 CO LU M N 2 CO LU M N 3 CO LU M N 4 CO LU M N 5
079717/7 079717/8 079717/9 079717/10 079717/12
£2.50 £1.75 £1.75 £1.75 £1.75
C A N D LE ST IC K G A R G O Y LE 2
079717/11 079717/14 - £1.00
£1.75

G R A VE 2
079717/22-£1.25

SIN G L E DO O R
079717/2 - £3.50

ARCANE DOORS
079717/1 - £7.00

SARCO PH AG U S 1
079717/24 - £2.00

G R A V E ST O N E 1
H EA D ST O N E 2 (PAIR) S IN G L E DOO R S A R C O P H A G U S LID 1
079717/20-£1.75 079717/15 - £2.50 079717/2 - £3.50 079717/24-£1.50

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:

THE QUEST FOR THE SHATTERED AMULET by Laurence Sinclair


Long after the G o d s warred am ongst themselves, the Warriors are set to
pick up the pieces, literally! They must fight the evil Skaven for the four
pieces of a divine amulet in this storm ing adventure.

THE RETURN OF THE DARK QUEEN by John Brown


Meet the sultry Hag Queen of the Dark Elves, Morathi, and see how long
your Warriors will last against her inhuman wrath in this campaign.

CREATURES OF D A R K N E SS by Ian Pickstock


Learn how to add your own m onsters to your gam es of Warhammer
Quest.

THE DUNGEON ARCHITECT by Andrew Judson


How to make beautiful three-dimensional terrain boards for your games,
plus special rules for using them.

ON THE WATERFRONT by Ian Pickstock & Gav Thorpe


You have a w om an’s legs, m'lord! Include coastal towns, ocean journeys
and lost kingdom s to your gam es and allow your Warriors to grow their
sea legs.

HOT FROM THE FORGES


Those wily old Trolls have infiltrated Deathblow and present an array of
mouth-watering new (and old!) miniatures for the humble dungeon
designer and Gam es Master.

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

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