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· · S S T T A A R R T T I I N N G G A A N N E E W W A A D D V V E E N N T T U U R R E E · · Up until now, your Warriors arrogantly just assumed that a new Adventure was waiting for them when they were finished purchasing supplies in a Settlement. With these rules that has all changed. While visiting the Settlement, the Warriors roll for Settlement Events. With the new City, Town, Village and Out In the Sticks Event Tables, there is a possibility that the Warriors will roll on an event titled “An Adventure!” This can occur more than once and each time it does the Warriors should roll on The Adventure Table below to see what type of exploit the Warriors could participate in next! Then roll on the sub-table Once they have finished visiting the various traders, special locations, etc. and are ready to depart the Settlement, the party leader for the next Adventure may decide which quest the Warriors will undertake next. He does this by choosing one of the Adventures that the Warriors have found when they rolled on the Settlement Events that indicated “An Adventure!” If the Warriors have not rolled a Settlement Event that indicates “An Adventure!” they must stay in the Settlement until they do so, rolling on the Catastrophic Events Table if applicable! Due to Traveling Hazards or Catastrophic Events the Warriors are sometimes instructed to “proceed directly to the next adventure.” If they have already discovered one or more quests they must choose one and depart immediately. It is also possible that a quest has not yet made itself available to the Warriors at this point. If this is the case they must make one roll on the Immediate Adventure Table below. The Warriors will find these adventures the least rewarding, but one cannot always avoid unforeseen circumstances, and it is often better than the alternative! THE ADVENTURE TABLE Roll 1D6 1 A Hasty Expedition There is no delay for our heroes. This adventure may need to be completed promptly and it may require the utmost confidentiality. Roll on the Hasty Expedition Table below. 2 A Dangerous Search This adventure may involve a pursuit, a search, or a hunt for someone or something. It is possible that the goal of this adventure is a mystery and the Warriors have no idea what they’re looking for until they reach the Objective Room. Roll on the Dangerous Search Table below. 3 An Elite Task Force This adventure might involve a goal that only a small and skillful team can achieve. It could be a rescue, sabotage, or other task that requires an ‘expert’. Roll on the Elite Task Force Table below. 4 A Dutiful Undertaking This adventure probably involves honor, loyalty, a promise, a duty to one’s deity, master, or another significant person – perhaps even the Emperor himself! This could be an adventure that may save an empire or entire race! Roll on the A Hasty Expedition Table below. 5 A Terrible Trial This adventure might involve a test for the Warriors. Perhaps it is to gain admittance into somewhere, to gain information, or to receive an item of great importance. It could be that the Warriors are trying to escape from the dungeon, or from pursuers. This could also mean that something is plaguing the Warriors and only completing this adventure will cure them. Roll on the Terrible Trial Table below. 6 A Warrior Quest This quest is specific to the chosen Warrior – roll on the Warrior’s Quest Table. These quests can be extremely exciting and when playing with a Gamemaster, they will provide plenty of roleplaying opportunities. These adventures will create many plot hooks and may entail revenge, mistaken identity, love interests, and dark secrets! Roll on the Warrior Quest Table below, using your Warrior to determine the appropriate table. IMMEDIATE ADVENTURE TABLE Roll 1D6 1 The Dragon’s Den 2 Survival Search 3 The Graveyard 4 Slaves of Darkness 5 There Be Orcs Here! 6 Infestation

STTARRTTIINNGG A NNEWW AADDVEENNTTURREE ·(Firechasm #1 - Skaven) Rumours abound of a powerful long-lost Skaven artefact that has been rediscovered in the Worlds Edge Mountains. The

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  • ·· SSTTAARRTTIINNGG AA NNEEWW AADDVVEENNTTUURREE ·· Up until now, your Warriors arrogantly just assumed that a new Adventure was waiting for them when they were finished purchasing supplies in a Settlement. With these rules that has all changed.

    While visiting the Settlement, the Warriors roll for Settlement Events. With the new City, Town, Village and Out In the Sticks Event Tables, there is a possibility that the Warriors will roll on an event titled “An Adventure!” This can occur more than once and each time it does the Warriors should roll on The Adventure Table below to see what type of exploit the Warriors could participate in next! Then roll on the sub-table

    Once they have finished visiting the various traders, special locations, etc. and are ready to depart the Settlement, the party leader for the next Adventure may decide which quest the Warriors will undertake next. He does this by choosing one of the Adventures that the

    Warriors have found when they rolled on the Settlement Events that indicated “An Adventure!”

    If the Warriors have not rolled a Settlement Event that indicates “An Adventure!” they must stay in the Settlement until they do so, rolling on the Catastrophic Events Table if applicable!

    Due to Traveling Hazards or Catastrophic Events the Warriors are sometimes instructed to “proceed directly to the next adventure.” If they have already discovered one or more quests they must choose one and depart immediately. It is also possible that a quest has not yet made itself available to the Warriors at this point. If this is the case they must make one roll on the Immediate Adventure Table below. The Warriors will find these adventures the least rewarding, but one cannot always avoid unforeseen circumstances, and it is often better than the alternative!

    THE ADVENTURE TABLE Roll 1D6

    1 A Hasty Expedition There is no delay for our heroes. This adventure may need to be completed promptly and it may require the utmost confidentiality. Roll on the Hasty Expedition Table below.

    2 A Dangerous Search This adventure may involve a pursuit, a search, or a hunt for someone or something. It is possible that the goal of this adventure is a mystery and the Warriors have no idea what they’re looking for until they reach the Objective Room. Roll on the Dangerous Search Table below.

    3 An Elite Task Force This adventure might involve a goal that only a small and skillful team can achieve. It could be a rescue, sabotage, or other task that requires an ‘expert’. Roll on the Elite Task Force Table below.

    4 A Dutiful Undertaking This adventure probably involves honor, loyalty, a promise, a duty to one’s deity, master, or another significant person – perhaps even the Emperor himself! This could be an adventure that may save an empire or entire race! Roll on the A Hasty Expedition Table below.

    5 A Terrible Trial This adventure might involve a test for the Warriors. Perhaps it is to gain admittance into somewhere, to gain information, or to receive an item of great importance. It could be that the Warriors are trying to escape from the dungeon, or from pursuers. This could also mean that something is plaguing the Warriors and only completing this adventure will cure them. Roll on the Terrible Trial Table below.

    6 A Warrior Quest This quest is specific to the chosen Warrior – roll on the Warrior’s Quest Table. These quests can be extremely exciting and when playing with a Gamemaster, they will provide plenty of roleplaying opportunities. These adventures will create many plot hooks and may entail revenge, mistaken identity, love interests, and dark secrets! Roll on the Warrior Quest Table below, using your Warrior to determine the appropriate table.

    IMMEDIATE ADVENTURE TABLE Roll 1D6

    1 The Dragon’s Den

    2 Survival Search

    3 The Graveyard

    4 Slaves of Darkness

    5 There Be Orcs Here!

    6 Infestation

  • ADVENTURE DIRECTORY

    1 A HASTY EXPEDITION ?? 11-12 Destroy the Warpstone Icon ?? 13-14 Skaven Curse! ?? 15-16 Exorcism ?? 21-22 The Sword of the Deathking ?? 23-24 Boycott ?? 25-26 Banish the Spirit ?? 31-32 Retrieve the Grimoire ?? 33-34 Caverns of Dread ?? 35-36 Sneakin’ Around ?? 41-42 The Race ?? 43-44 The Faithfull Inn Mystery ?? 45-46 Boycott ?? 51-52 The New Cult In Town ?? 53-54 Sacrifice? ?? 55-56 Statues of Blood ?? 61-62 A Keep Worth Keeping ?? 63-64 Tales of a Dragon ?? 65-66 Tremors of War ??

    2 A DANGEROUS SEARCH ??

    11-12 Maneater ?? 13-14 ?? 15-16 The Waters of Fate ?? 21-22 Return the Crown ?? 23-24 Identify ?? 25-26 Desecration ?? 31-32 The Magnificent Four ?? 33-34 Stolen Goods ?? 35-36 Find the Orb of Chalcidar ?? 41-42 Holy Water ?? 43-44 A Knife in the Dark ?? 45-46 Plague of Salsburg ?? 51-52 The Ugly Truth ?? 53-54 The Herbs Fight Back ?? 55-56 Save the Heroes ?? 61-62 Horn of the Bloodletter ?? 63-64 Chamber of Horrors ?? 65-66 Cult vs. Cult ??

    3 AN ELITE TASKFORCE ?? 11-12 Hell’s Gate ?? 13-14 Free the Prisoners ?? 15-16 Banish the Daemon ?? 21-22 Preserve the Fires ?? 23-24 Destroy the Tomb ?? 25-26 A Great Unleashing ?? 31-32 Kill the Shaman ?? 33-34 A Hound For a Hound ?? 35-36 Death In the Night ?? 41-42 Fire and Warpstone ?? 43-44 Strange Goings On ?? 45-46 Slave Tunnel ?? 51-52 Times Are Changing ?? 53-54 Forbidden Love ??

    55-56 Chaos Captive ?? 61-62 Mountain of Corruption ?? 63-64 Separation ?? 65-66 Restless Spirits ??

    4 A DUTIFUL UNDERTAKING ??

    11-12 Blood Debt ?? 13-14 Sword of the True Kingship ?? 15-16 The Hero Awakens ?? 21-22 Daemon Summoning ?? 23-24 Sword of the Electors ?? 25-26 Impossible! ?? 31-32 The Final Conflict ?? 33-34 Permanent Cure ?? 35-36 Rest In Peace ?? 41-42 ?? 43-44 Merchant of Magritta ?? 45-46 ?? 51-52 The Mystic ?? 53-54 Confidential ?? 55-56 Royal Pain ?? 61-62 The Heist ?? 63-64 The Estalian War ?? 65-66 The Gorgon and the Statue ??

    5 A TERRIBLE TRIAL ??

    11-12 The Beast ?? 13-14 Destroy the Bridge ?? 15-16 Nurgle’s Rot ?? 21-22 Fountain of Lost Souls ?? 23-24 Return the Staff ?? 25-26 Atonement ?? 31-32 Escape From the Depths ?? 33-34 Cleansing Flame ?? 35-36 The Big, Bad Wolf ?? 41-42 Hidden Artefacts ?? 43-44 ?? 45-46 Possessed ?? 51-52 Cursed! ?? 53-54 Nightmares ?? 55-56 Sewer Sabotage ?? 61-62 The Crone’s Curse ?? 63-64 An Open Wound ?? 65-66 ??

  • 6 A WARRIOR QUEST ?? Assassin ??

    11-16 ?? 21-26 ?? 31-36 ?? 41-46 ?? 51-56 ?? 61-66 ??

    Barbarian ?? 11-16 ?? 21-26 ?? 31-36 ?? 41-46 ?? 51-56 ?? 61-66 ??

    Bounty Hunter ?? 11-16 ?? 21-26 ?? 31-36 ?? 41-46 ?? 51-56 ?? 61-66 ??

    Bretonnian Knight ?? 11-16 ?? 21-26 ?? 31-36 ?? 41-46 ?? 51-56 ?? 61-66 ??

    Chaos Warrior ?? 11-16 ?? 21-26 ?? 31-36 ?? 41-46 ?? 51-56 ?? 61-66 ??

    Druid ?? 11-16 ?? 21-26 ?? 31-36 ?? 41-46 ?? 51-56 ?? 61-66 ??

    Dwarf ?? 11-16 ?? 21-26 ?? 31-36 The Cellar ?? 41-46 ?? 51-56 ?? 61-66 ??

    Dwarf Brewmaster ?? 11-16 ?? 21-26 ?? 31-36 ??

    41-46 ?? 51-56 ?? 61-66 ??

    Elf Ranger ?? 11-16 21-26 ?? 31-36 ?? 41-46 ?? 51-56 ?? 61-66 ??

    Ex-Blood Bowl Player ?? 11-16 21-26 ?? 31-36 ?? 41-46 ?? 51-56 ?? 61-66 ??

    Halfling Thief ?? 11-16 21-26 ?? 31-36 ?? 41-46 ?? 51-56 ?? 61-66 ??

    Imperial Noble ?? 11-16 ?? 21-26 ?? 31-36 ?? 41-46 ?? 51-56 ?? 61-66 ??

    Kislevite Shaman ?? 11-16 21-26 ?? 31-36 ?? 41-46 ?? 51-56 ?? 61-66 ??

    Lord of Aenarion ?? 11-16 ?? 21-26 ?? 31-36 ?? 41-46 ?? 51-56 ?? 61-66 ??

    Ogre ?? 11-16 ?? 21-26 ?? 31-36 ?? 41-46 ?? 51-56 ?? 61-66 ??

    Outlaw ?? 11-16 ?? 21-26 ?? 31-36 ??

  • 41-46 ?? 51-56 ?? 61-66 ??

    Pit Fighter ?? 11-16 ?? 21-26 ?? 31-36 ?? 41-46 ?? 51-56 ?? 61-66 ??

    Seadog ?? 11-16 ?? 21-26 ?? 31-36 ?? 41-46 ?? 51-56 ?? 61-66 ??

    Sister of Sigmar ?? 11-16 ?? 21-26 ?? 31-36 ?? 41-46 ?? 51-56 ?? 61-66 ??

    Trollslayer ?? 11-16 ?? 21-26 ?? 31-36 ?? 41-46 ?? 51-56 ?? 61-66 ??

    Wardancer ?? 11-16 21-26 ?? 31-36 ?? 41-46 ?? 51-56 ?? 61-66 ??

    Warrior Priest ?? 11-16 ?? 21-26 ?? 31-36 ?? 41-46 ?? 51-56 ?? 61-66 ??

    Witch Hunter ?? 11-16 ?? 21-26 ?? 31-36 ?? 41-46 ?? 51-56 ?? 61-66 ??

    Wizard ?? 11-16 ?? 21-26 ?? 31-36 ?? 41-46 ?? 51-56 ?? 61-66 ??

    Wood Elf ?? 11-16 ?? 21-26 ?? 31-36 ?? 41-46 ?? 51-56 ?? 61-66 ??

    IMMEDIATE ADVENTURES ?? 11-16 The Dragon’s Den ?? 21-26 Search For Survival ?? 31-36 The Graveyard ?? 41-46 Slaves of Darkness ?? 51-56 There Be Orcs Here! ?? 61-66 Skaven Invasion ??

  • 1 · A HASTY EXPEDITION ·

    11-12 Destroy the Warpstone Icon (Firechasm #1 - Skaven) Rumours abound of a powerful long-lost Skaven artefact that has been rediscovered in the Worlds Edge Mountains. The artefact is a skull-shaped icon made from raw warpstone, and its mutating powers are said to be beyond imagination. The icon must be destroyed at all costs to stop the Skaven reclaiming it. Unfortunately, the only way to destroy the icon is to hurl it into the cleansing flames of the firechasm. SPECIAL RULES The first dungeon room that the Warriors enter contains a sturdy iron casket holding the icon. When the Warriors have completed the room’s event, keep the dungeon room card next to the leader’s Adventure Record sheet to remind yourself the Warriors have the casket. THE FIRECHASM When the Warriors reach the firechasm, they must overcome the defenders of the chamber and hurl the warpstone icon into the flames. To determine the Monsters that are guarding the Firechasm, roll once on the Objective Room Monster Table. If the icon is thrown into the chasm it is instantly consumed with a roar of lurid green flames. The room begins to collapse, and the Warriors must get out straight away or be crushed. To escape, the Warriors must cross the chasm and exit through a secret door that opens in the far wall, behind the stone dragon. The rules for crossing the chasm can be found above in the Crossing the Chasm section. The Warriors must escape within 2 turns of killing all the Monsters and hurting the icon into the chasm. After this point, the whole room caves in, killing any Warriors still inside. Each Warrior who escapes the dungeon is rewarded with 1D6 x 100 gold for his part in the adventure.

    13-14 Skaven Curse! (Fountain of Light #2 – Skaven) The water supply for the city of Miragliano comes from many sources. The main supply is from the rivers that run down from the Vaults, but the most precious comes from an ancient shrine hidden in a deep cave system, from which springs a gushing fountain. This fountain provides the purest water in Miragliano, and has done so for countless years. The Skaven of Skavenblight have found the fountain and polluted it, filling it with the twisting influence of warpstone. Already a sickness spreads in Miragliano, and a large reward has been offered to anyone who can find a cure. A far-seeing academic has guessed at the truth, and wishes to find out if the waters are indeed polluted. He has gathered your band of Warriors together to seek the source of the waters and, if needs be, cleanse it. THE FOUNTAIN OF LIGHT Do not roll on the Objective Room Monster Table to determine what Monsters the fountain room contains. Instead, it is guarded by 12 Skaven warriors. When all the Skaven defending the fountain are killed, the Warriors must remove the warpstone from the fountain. This is hazardous in the extreme. There is

    enough warpstone in the fountain for each Warrior to take a heavy load. To remove the warpstone, your Warrior must be in a square adjacent to the fountain. Upon removing it, roll 2D6. The Warrior loses that number of Wounds, with no modifiers for Toughness or armour. This may of course kill the Warrior, but at least the warpstone is removed! Each Warrior must remove one load. No Warrior can try more than once, as the warpstone’s power will kill him immediately he tries a second time. Once the fountain is purified, the Warriors may return to Miragliano to claim the reward of 1D6 x 50 gold each.

    15-16 Exorcism (Tomb Chamber #1 – ANY) Deep below Middenheim there is a maze of tunnels inhabited by all manner of evil creatures. No one ventures into this dark realm, and the entrances in the city have been sealed for centuries. Now, however, an evil presence has been detected by the priests of Ulric, the holy leaders of the city. The source of this malign power is growing, and resides somewhere in the ancient catacombs below the city. The priests suspect it may be the spirit of a long dead Necromancer, returned to wreak havoc once again on the inhabitants of Middenheim. Like moths to a candle, other malign and twisted creatures are being drawn to the tunnels below Middenheim by this evil presence. Carrying holy artefacts from the temples of the city, the Warriors must descend into the catacombs to exorcise the evil before its power grows too strong to contain. SPECIAL RULES Each Warrior has been given a holy symbol of Ulric to take into the dungeon below Middenheim. These artefacts must be placed on top of the Necromancer’s tomb to lay him to rest. THE TOMB CHAMBER Roll on the Objective Room Monster Table to determine what Monsters the Tomb Chamber contains. Once the Monsters are defeated, each Warrior may move to a square adjacent to the tomb and lay his artefact on the tomb lid, in an attempt to exorcise the evil that dwells within it. At the start of the next turn, during the Power Phase, each player must roll 1D6. If any of the dice score a 1, take another Event Card as the evil spirit summons vile creatures to his aid. Once these are killed, the Warriors may try again. This continues until the Warriors do not roll any 1s, at which point the spirit is destroyed and the evil lifted. The Warriors may now make their way to the surface to be hailed as heroes. While in the tomb, the Warriors find 1D6 x 50 gold each, plus they get a further 1D6 x 50 gold each as reward for their part in the adventure.

  • 21-22 The Sword of the Deathking (Tomb Chamber #2 - ANY) The Fortress of Vorag lies beyond the Badlands, on the Plain of Bone. It was from this proud, cruel citadel that Ashkral Deathking, a follower of the all-powerful Necromancer Nagash, ruled many centuries ago. Endless legions of the dead strode to battle at his command, and the living fell before their unearthly might. When Ashkral was overthrown by the Orc Warlord Morak Bloodcrusher, the dying Necromancer swore that he would one dayreturn. His shattered body was taken by his acolytes to a secret place deep beneath Cripple Peak, on the shores of the Sour Sea. However, the Deathking was not truly dead; he was merely in a state of limbo between this life and the next. The only weapon said to be truly able to kill the Deathking was the sword he himself had wielded. This was to be buried with him so that it could not fulfill its destiny, and so that he could wield the powerful blade when he arose from beyond the grave. Unfortunately, on the way to his tomb, the acolytes carrying the sword were ambushed and killed. With his last burst of energy, before he passed over to meet his master, the head acolyte hurled the sword into the Sour Sea, screaming that it would never be seen again until the Deathking stirred once more. Since then, there have been great upheavals in the land, both politically and physically. The nearby volcano, Karag Haraz, has erupted many times in the years since the Deathking’s defeat, spewing lava and magma across the region and causing the earth to tremble and shift. Over the years the citadel has been reduced to rubble and the Deathking’s story has passed into legend. However, after the most recent eruption an ancient sword was thrown up onto the surface, and the entrance to a long sealed dungeon revealed. The myth of the Deathking, so long regarded as nothing more than a story, looked to be possible! The Warriors have been summoned to take the sword and enter the newly-opened dungeon, there to find and slay the Deathking once and for all before he rises from his grave. SPECIAL RULES Nominate one of the Warriors to carry the sword. If used in combat the blade causes +1D6 Wounds on a successful attack but automatically strikes an adjacent Warrior if the To Hit roll is an unmodified 1. THE TOMB CHAMBER Roll on the Objective Room Monster Table to determine what Monsters the tomb chamber contains. Once the Monsters are defeated, the Warriors may lift the tomb and slay the Deathking. Although he is still weak, he will try to stop them. His willpower crackles in the air, rooting the Warriors to the spot. His voice echoes in the darkness, challenging the puny mortals who have come to slay him to a battle of wills to determine the victor. Before they can kill him, the Warriors must overcome this powerful magic. Roll 1D6 for each Warrior taking part in the battle. If the combined score is 13 or more, the curse is broken and the Deathking can be slain. If the total is less than 13, the Warriors’ minds are broken by the power of the Necromancer, and they become mindless thralls of the Deathking, the first to swell the ranks of his army.

    In the tomb is 1D6x100 gold, to be shared equally amongst the Warriors. Once the dungeon is finished, the Warriors may safely make their way to freedom, having slain all the monsters in the dungeon.

    23-24 Boycott (Caverns of Murder #6 – Dark Elves) A particular Settlement is not paying taxes because they do not feel their taxes are at work protecting them after their third Dark Elf attack in a month and are restless and steer travelers and merchants away from the city.

    25-26 Banish the Spirit (Catacombs of Terror #3 – Undead) Heroic Warriors have trapped the Dread King in his tomb, deep within the Lands of the Dead. Although his physical form can no more stride forth at the head of his Undead legions, the brooding spirit of the Dread King is strong, and not easily destroyed. Aided by the twisted Necromancer Gunther Laranscheld, his black spirit is slowly escaping its prison to coalesce in a place carefully prepared by the Necromancer. On the borders of the Lands of the Dead and Araby stands the city of Ka Sabaar. Little do the priests of the city know, but their temple is built upon an older, evil site of magical power. The Dread King seeks to use this pool of dark magic as a conduit for his evil spirit to escape the shackles which bind it. Even now, his evil form coalesces in the dark halls beneath the temple. As the dark power grows, the priests have been driven out by otherworldly night predators, and have offered the Warriors a substantial reward if they can destroy the Dread King and sanctify the temple. SPECIAL RULES Setting Up. Take the Fountain of Light Objective Room card and shuffle it into the top half of the Dungeon deck as well as well as the other six cards. Shuffle the Dread King's Throne Room card into the bottom half of the Dungeon deck as usual. Play proceeds as normal. The Fountain of Light contains three Event cards' worth of Monsters and traps. When the Warriors first enter the Fountain of Light turn over the top three Event cards to see what is in there. Once the Warriors have killed the Monsters in the room they must fill up their water skins with holy water from the Fountain of Light. This takes them a whole turn during which the Warriors must stand next to the fountain and may do nothing else other than to heal themselves. Once they have done this they must go to the Dread King's Throne Room. Once there, the Warriors must fight whatever creatures are found within (generated normally from the Objective Room Monsters table). Once they have defeated the foul creatures inside the Dread King's Throne Room, the Warriors sprinkle the holy water about the room, exorcising the spirits of the Undead forever and restoring the sanctity of the temple. The priests will give each Warrior 200 gold and an Objective Room Treasure card if they succeed in their quest.

    31-32 Retrieve the Grimoire (Catacombs of Terror #4 – Undead) It appears that once again Gunther Laranscheld has cheated death. Thwarted before by brave Warriors, and left for dead on the sun-drenched deserts of the Lands of the Dead, his iron will alone kept him alive. Now he seeks

  • vengeance! He has crept back into the forbidden libraries of the Empire and stolen a most terrible evil book – the dreaded Grimoire Necris. It is obvious that Laranscheld hopes to use the Grimoire to restore the Dread King to his former glory, bringing about a new era of death and despair to all mortal folk. The Warriors must quest into the dungeons of Laranscheld's old tower and kill him before he succeeds in joining his power to his patron, the Dread King of Twisted Spire. SPECIAL RULES Take the Necromancer Event card out of the Event deck. When you roll on the Objective Room Monster Table, replace the Dread King with Gunther Laranscheld. Laranscheld's minions are represented by the other Monsters in the objective room. Laranscheld should be placed at the far end of the room, next to the throne, where he is performing his ritual. His Grimoire Necris should be placed in the space before the throne. The Warriors must retrieve the Crimoire Necris before Laranscheld can complete the summoning. They have 2D6 turns to kill Laranscheld, starting from the first turn after they enter the objective room. If the 2D6 turns pass before the Warriors have killed the Necromancer, Laranscheld completes the ceremony. Place Van Damneg on his throne at the start of the next Power Phase. Van Damneg can cast spells and attack as normal on the turn he appears. Once they have prevented the summoning, or destroyed Van Damneg once and for all, they can return to the wizards of the Empire, where they will each receive a Treasure card and 150 gold as a reward.

    33-34 Caverns of Dread (A Horror Awakens WD #191 - Undead) The famous Witch Hunter, Duke von Steafen, has tracked down an abominable Necromancer and discovered his plan to awaken an ancient evil. Deep within the Kingdoms of the Dead, in the tomb-city known as the Twisted Spire, lies the inert form of a powerful Liche - van Damneg the Dread King. The Warriors must delve into the Twisted Spire and foil the evil Necromancer's scheme. The Necromancer that the Warriors have been pursuing is none other than Gunther Larenscheld, one of the Empire's most deadly enemies. He is performing a rite to free the immensely powerful Dread King from his age-long imprisonment within the Twisted Spire. SPECIAL RULES 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. If the Gunther Larenscheld Event card is turned over before the Warriors reach the Objective room, they have caught Larenscheld in time. If they manage to defeat him they must still press onwards to ensure that the magic within the Throne Room keeps the malignant presence of the Dread King at bay. When they enter the Objective Room generate the Monsters as normal, but van Damneg will not be present, as he has not managed to shatter the spells protecting the world from his deadly presence. If the Warriors do not encounter Larenscheld before they reach the Dread King's Throne Room, he will be present there, along with van Damneg and the other Monsters generated by the Catacombs of Terror Monster table. The

    Warriors must defeat all the Monsters present in order to be certain of escaping! As normal, the Grimoire Necris will be placed on the dais, and Larenscheld should be placed next to it. As you can see, if your Warriors can stop Larenscheld in time their chances of surviving will be greatly improved. Regardless of the Monsters they encounter, the Warriors can escape from the Dread King's Throne Room once all the Monsters are dead. As they rush from the Throne Room the walls start to crumble and the Undead around them turn to dust once the banishment of their master's spirit takes affect. However, no matter how long it takes, van Damneg will be back... If the Warriors manage to defeat van Damneg, or prevent his summoning, Duke von Steafen rewards each of them with 2D6 x 100 gold and a Treasure card.

    35-36 Sneakin’ Around (Domain of the Horned Rat WD #195 - Skaven) The recent discovery of a Skaven Assassin has led Boris Todbringer, the Elector Count of Middenland, to organize a hunt through the tunnels beneath Middenheim. As part of this vast military operation, your Warriors have been hired to venture into the Under-Empire to find out what they can of the Skaven. SPECIAL RULES This adventure uses the Warpstone counters to represent how much information the Warriors can gather. They can exit the dungeon at any time by retracing their steps and moving off the section they started on. However, the more intelligence the Warriors can gather, the greater their rewards when they return. The Warriors can take a Warpstone counter for each of the following encounters:

    If the Warriors meet Skreek Deathstrike If the Warriors meet the Rat Golem If the Warriors meet Quirrik If the Warriors enter Quirrik's Laboratory and see

    his monstrous Warpfire Generator If the Warriors meet a Rat Ogre If the Warriors explore three or more Dungeon

    rooms. If the Warriors fight their way through to the Laboratory and then defeat all their adversaries, they find the secret passage behind the Warpfire Generator and can make their escape without backtracking. Remember, if the Warriors retrace their steps they will only generate Unexpected Events, since the Dungeon rooms they have already passed through will have been cleared of their occupants and any traps. REWARD When they reach the surface, the Warriors relay all that they have discovered to the authorities, who can use their information to devise a plan of attack. For every Warpstone counter the Warriors possess, the party gains 1D6x100 Gold, split evenly between all the party.

    41-42 The Race (Orcs & Goblins) The Warriors must race against a group of Monsters who are also seeking the same objective in the dungeon.

    43-44 The Faithfull Inn Mystery (Tunnels of Pestilence #5 - Skaven) The Warriors are relaxing in their rooms at the Faithful Inn recuperating from their last adventure. When a

  • knock at the door bolts them awake, they reach for their cold, hard steel. Opening the door reveals the Dwarf innkeeper, Perci Middlefire. The look on his face tells the Warrior that he’s just been through a horrifying experience. The Dwarf begs the Warriors to listen to his story. It seems that Perci and his wife, Nadine, were doing their normal cook, serve and clean in the mid-afternoon just hours ago. Nadine went out back to the well to fetch a pail of water and never returned. The intrigued Warriors accompany Perci to the well behind the Faithful Inn. A quick search of the area uncovers vermin hair, a broken talisman of the Horned Rat, and faint rat tracks leading to and from the old well. The well bucket is drawn up and inside of it sits a necklace which Perci confirms belongs to Nadine. A careful scan into the well reveals a tunnel midway down where the Warriors suspect the Skaven emerged from. Perci pleads with the Warriors to find her and the group cannot refuse. The old Dwarf mentions that he would join the search party himself, but his failing health and the fact that he hasn’t touched a weapon in six decades would make him virtually useless. SPECIAL RULES In this adventure, the Warriors are fighting against time! When the Warriors enter a new Dungeon Room and after all the Monsters have been killed or any Events resolved, roll 1D6. If the score is a 6 the Warriors find Nadine, bound and gagged, but she is alive! If the score is 5 or less the Warriors must take a Warpstone Counter. If the Warriors accumulate the sixth Warpstone Counter it means that the Warriors find a tortured and dead Nadine slumped in the corner of the room. Once Nadine has been found (regardless of the state she is in) the Warriors have two choices:

    1 Return to the Surface and deliver Nadine to Perci at the Faithful Inn.

    If the Warriors choose to return to the Surface with Nadine’s body, they must retrace their steps, rolling for Unexpected Events as normal. When they reach the surface, the dungeon is completed and they return to the Faithful Inn with Nadine’s body. If Nadine is alive… the Dwarf gives each Warrior 1D6x10 Gold per Battle-Level for saving her from the clutches of the vile Skaven. If Nadine is dead… poor Perci is so stricken with grief that he clutches his chest and dies on the spot. The Warriors receive no reward for the effort.

    2 Find the Objective Room and try to defeat the Skaven presence. If Nadine is alive… the Warriors send her back to the surface and safety as they continue on to search for the Fountain of Light Objective Room. If the Warriors kill all the Monsters there they find a bucket that leads up the well and back into the Settlement. The Warriors return to Perci who reward each of them with 1D6 x 100 gold and an Item of Dungeon Room Treasure for saving his wife and bringing the kidnappers to justice.

    If Nadine is dead… the Warriors leave Nadine’s body and try to find out who is responsible for her murder. If they find the Objective Room and defeat all of the Monsters there, they find a bucket that leads up the well and back into the Settlement. They immediately return to the surface where Perci rewards each Warrior with 1D6 x 100 gold for avenging his wife’s death.

    If the Warriors find the Fountain of Light Objective Room before before they find she is there and she is alive! To save her they will need to clear the Objective Room of Monsters. If the Warriors fail to kill all th eMonster in the Objective Room but somehow manage to survive the Dungeon, Nadine will perish and the Warriors receive nothing.

    45-46 Misty Mountain (Chaos Nurgle) The Emperor suffers from an inexplicable illness. Terrible nausea and severe headaches have plagued him for weeks. The Emperor has been convinced by his scheming advisor, Count Mosius Chevalier, that his illness is the result of a rare disorder. Drawing upon old legends, the Count has told the Emperor that his condition can only be cured by magic water from Mount Silverspear. In all actuality, the advisor has been putting small doses of mysterious poison in the Emperor’s food in an attempt to kill him and usurp the throne. Even all of the royal healers cannot figure out what is wrong with the Emperor so they too have agreed with the devious Count Chevalier. The Emperor has decreed that the magic waters be sent for immediately and brave heroes have been called upon to carry out the order. Count Chevalier doesn’t actually expect anyone to find the magic water since it doesn’t really exist! He knows that they’ll spend months searching the plague-ridden area around Mount Silverspear only to return empty-handed. By then he will have had time to finish his conniving plan against the Emperor. The Warriors are one of the groups dispatched to search the area around Mount Silverspear and it’s either accept or “off with their heads!” Fortunately for the Warriors one of them (determined randomly) is familiar with the legend of the magic waters, although it is not located around Mount Silverspear as the Count suggested. The true legend states that “the magical water to cure all ailments” is located at Misty Mountain and so it is there that Warriors travel to instead. SPECIAL RULES Setting Up This adventure uses the Fountain of Light Objective Room. Be sure to also shuffle in the Monster’s Lair Dungeon Card into the Dungeon Deck. In all other respects, prepare the Dungeon Deck as normal. THE MONSTER’S LAIR The Monster’s Lair Board Section is especially dangerous in Misty Mountain as the room is engulfed with a misty smoke that makes it very difficult to see. As the Warriors peer through the doorway they can clearly hear guttural sounds within the Monster’s Lair. Movement for Warriors in the Monster’s Lair is halved (round fractions down) as the Warriors move blindly, but cautiously through the mist.

    There is no need to draw an Event Card in the Monster’s Lair as it always contains Monsters. Simply

  • make one roll on the Monster’s Table. In addition, the Warriors will be -1 To Hit any opponents due to the thick mist as even the lantern’s light cannot penetrate it.

    If the Warriors defeat the Monsters in the lair, they receive 1D3 rolls on the Dungeon Room Treasure Table instead of the usual one to determine what they find. THE FOUNTAIN OF LIGHT When the Warriors reach the Fountain of Light Objective Room roll on the Objective Room Monster Table as normal. Once the Monsters are defeated the Warriors may examine the Fountain by rolling 1D6 and consult the following table:

    1-2 The Fountain is empty! If there was water in the fountain in the past, it flows no longer.

    3-6 The fountain barely trickles with water and the Warriors manage to gather enough water to fill a small vial.

    REWARD If the Warriors return empty-handed, they discover that the Emperor had already been saved weeks earlier by an Empire Wizard who had successfully solved the mystery of the illness and accused Count Chevalier of the attempted assassination. The Emperor is currently being nursed back to health and the search parties are being recalled. If the Warriors return with the water, the Emperor’s symptoms will disappear immediately, much to the surprise and horror of Count Chevalier. Just then an Empire Wizard steps forward and announces the revelation of a murderous traitor and fingers the Count. A thorough search of Chevalier’s personal quarters turns up the poison and incriminating documents. The Count is taken away to be tried and, if convicted, beheaded in the public square.

    More importantly, the Emperor is extremely grateful to the Warriors and they are each rewarded with a piece of Objective Room Treasure and 1D6 (per Battle-Level) x100 gold for saving his life!

    51-52 The New Cult In Town (Chaos Slaanesh) A new cult is attracting many followers and this has the local officials extremely concerned.

    53-54 Sacrifice? (The Idol Chamber #1 – Orcs & Goblins) One of the Warriors’ kinsmen has been captured by Orcs, and even now he is being tortured in their lair. He is to be sacrificed to their foul gods unless the Warriors can rescue him. SPECIAL RULES Randomly determine the Warrior whose kinsman has been captured using the Warrior Counters.

    At the start of each Power Phase, before doing anything else, roll 3D6. If all the dice come up the same number the Warriors are too late - the prisoner has been sacrificed! You hear his agonized screams echoing down the dark tunnels. With the exception of the Warrior whose kinsman has just been sacrificed, the Warriors may choose whether to carry on and avenge the prisoner’s death, or to give up and return to the surface. The Warrior whose kinsman has been sacrificed has no choice, and he must go on and avenge the death of his blood relative. THE IDOL CHAMBER Roll on the Objective Room Monster Table to determine what Monsters the idol chamber contains. The Monsters are guarding the prisoner, who is bound in chains in front of a foul idol of Chaos. The Warrior who is his kinsman is so enraged by the sight of his relative like this that he goes insane with battle fury. For the rest of the game, that Warrior is at -1 Weapon Skill and +1 Attacks. Once the prisoner is freed, he shows the Warriors a secret way out of the dungeon that leads past a treasure chamber. From this room, each Warrior may take 2D6 x 50 gold to the surface with him.

    55-56 Title (Caverns of Murder #2 – Dark Elves)

    61-62 A Keep Worth Keeping (ANY) Monsters have taken over an old, ruined keep within a day’s walk of the nearest town. Local leaders greet this news with alarm, for they don’t wish to see a stronghold for evil so close to their settlement. They offer a deal to your group of Warriors: root out the evil and they can have the keep as their own! See the Strongholds rules for details.

    63-64 Tales of a Dragon (Chaos Khorne) Your Warrior overhears some of the settlement guards discussing a matter of grave importance. They swear that they’ve seen a huge dragon appearing on the horizon!

    65-66 Tremors of War (Skaven) Small earthquakes have ominously begun to occur in the settlement and no one has been able to ascertain what is causing them. In reality, Skaven have been tunneling under the settlement. They have established an underground headquarters where their engineers experiment with new war equipment, preparing for an eventual attack on the region. These experiments are the cause of the tremors. The Warriors are hired to investigate the cause of the tremors. USE WARPFIRE GENERATOR OBJECTIVE ROOM.

    2 · A DANGEROUS SEARCH ·

    11-12 Maneater (Fighting Pit #5 – ANY w/Minotaur) In the Drak Wald Forest of the Empire there are rumours circulating of a man-eating monster that is raiding

    nearby villages and eating the inhabitants. According to the story, the monster is a great Minotaur, but no-one has actually seen the beast and lived to tell the tale. The villagers are so worried that they are staying indoors and doing no work. The local sheriffs, therefore, have intervened to solve the problem once and for all. They

  • have located the entrance to a cave system, deep in the gloomy forest, and have employed the Warriors to kill the beast that lives within. However, it isn’t certain that the monster is a Minotaur at all, as the villagers are renowned for scaremongering... THE FIGHTING PIT When the Warriors reach the fighting pit, roll on the Objective Room Monster Table, subtracting 1 from the dice roll, to determine the nature of the beast and its pack (a roll of 1 still counts as a 1, of course). If the beast turns out to be a Minotaur, the Warriors must kill it and return its head to the village. If they are successful, they will be rewarded with all the villagers’ wealth. Unfortunately, this amounts to no more than 10 gold each, as it is a very poor village. If the beast isn’t a Minotaur, the Warriors are scorned by the villagers, who don’t believe them, and go unrewarded.

    13-14 Title (Chaos Dwarfs) A mine has stopped producing ore and the owners (Dwarfs?) suspect that Chaos forces are at work…

    15-16 The Waters of fate (Fountain of Light #3 - ANY) The Emperor’s Wizards tell him that the mystical signs warn of an imminent invasion, but they can see no further than this, as dark powers cloud their vision. They have no idea if the assault will come from the Chaos Wastes of the far North, from the Orcs of the Dark Lands to the East, or from some other unsuspected quarter. The most aged Wizard Lord of the Celestial college suggests that the answer lies in a magical pool - the Fountain of Fate which holds the secrets of all things. While the Empire prepares all its borders for war, a party of four brave Warriors is gathered to search for the fountain, reputed to be found somewhere below the Middle Mountains. SPECIAL RULES This is a two-part adventure: the first part is to find the fountain, the second is to return once more to the surface, and to safety. THE FOUNTAIN ROOM Roll on the Objective Room Monster Table to determine what Monsters the fountain room contains. Once the Monsters are defeated, the Warriors may look into the fountain. While there are Monsters alive in the fountain room a magical aura prevents the fountain from operating. Each Warrior may look into the fountain once and once only, and must be standing in a square adjacent to it to do so. When a Warrior looks into the fountain, roll 1D6. On a 1, 2 or 3, nothing is revealed. On a 4, 5 or 6, the fountain shimmers and shows Orc and Goblin armies massing in the Worlds Edge Mountains - this is where the attack will come from! Each Warrior may also drink once from the fountain. Roll 1D6 on the following table:

    1 The waters burn the Warrior from the inside, shrivelling his innards to a crisp. With an anguished shriek he falls down dead!

    2-6 The waters heal the Warrior back up to full Wounds and, if he is the Wizard, restore him to his original quota of Power Tokens.

    THE ESCAPE As soon as the last Warrior who wishes to has looked into the fountain, a door creaks open in the far wall. The Warriors must escape through this door and fight their way to freedom. Take another 1D6+2 Dungeon Cards and create a new Dungeon Deck. These are the rooms the Warriors must get through before they reach the surface. Use them just like the normal Dungeon Deck, exploring beyond the new doorway in the fountain room just as you would any other, turning over the top Dungeon Card to see what lies beyond. When the Warriors reach the final room or corridor, they notice light shining in from a hole in the roof. With a great deal of effort, they scramble up and escape through the hole, returning to the Emperor in time to warn him of the impending attack. If they discover the source of the impending attack, the Warriors are richly rewarded upon their return, gaining 2D6 x 100 gold each. If they don’t, they get nothing.

    21-22 Return the Crown (Tomb Chamber #3 -ANY) Between the Dwarf hold of Karak Izor and the Dwarf Sea Fortress of Barak Varr lies a small realm, a border principality known as Heldegrad. Normally allied to the cause of the Dwarfs, the rulers of this small state have been thrown into turmoil by the discovery of the ancient and long-lost tomb of their ancestor-Kings, renowned to contain the true crown of the realm. This labyrinthine burial ground lies near Karak Izor, and the king demands that the crown of his forefathers is returned to him by the Dwarfs or he will shut down all the trade routes from Barak Varr to Karak Izor. Not wishing to plunge the longstanding allies into bloodshed, and acknowledging the king’s right to the ancient crown, the Dwarf Lord of Karak Izor has allowed the Warriors to descend into the long-forgotten tunnels in search of the ancient relic. SPECIAL RULES In the first dungeon room that the Warriors enter there is an ancient chest, locked and chained to the ground. Once they have resolved the Event Card for this room, the Warriors may examine it. The chest bears the heraldic crest of Heldegrad on its lid, and obviously contains the crown. Unfortunately, it cannot be opened or shifted, even using magic. To open it the Warriors must find the key that lies elsewhere in the dungeon and return here with it. Put the Dungeon Card for this room to one side to remind yourself where the chest is. THE TOMB CHAMBER Roll on the Objective Room Monster Table to determine what Monsters the tomb chamber contains. Once the Monsters are defeated, the Warriors may search the chamber, whereupon they find a key in a small alcove in the side of the tomb. This key will open the chest in the first dungeon room. The Warriors must return to the chest, turn by turn, testing for Unexpected Events in the Power Phase as usual. Any dungeon rooms that they pass through for a second time do not trigger new Event Cards. The chest contains the crown, which may now be returned to Heldegrad. Once the crown is returned, each Warrior gets one Treasure Card as reward for his part in the adventure.

    23-24 Identify (Tomb Chamber #6 - Undead)

  • The Warriors have been employed to carry out an apparently simple task, for which they will be well paid. All they have to do is solve an inheritance dispute between two Imperial Lords, by correctly identifying a body buried in a far away tomb in the Worlds Edge Mountains. THE TOMB CHAMBER Roll on the Objective Room Monster Table to determine what Monsters the tomb chamber contains. Once the Monsters are defeated, the Warriors may lift back the lid of the tomb and determine who the body belongs to. Roll 1D6 on the following table:

    1 The skeleton has no teeth. 2-6 The skeleton is missing its left hand.

    Having identified the body, the Warriors may make their way to the surface. As they have killed all the Monsters in the dungeon, the way out is clear and they may exit without even rolling for Unexpected Events. If the skeleton has no teeth, it belongs to the household of Luckstein, an honourable family who reward the Warriors with 1D6 x 100 gold each for sorting out the inheritance question once and for all. If the skeleton is missing its left hand, it belongs to the household of Bravia, whose current Lord is a scheming, arrogant individual. When the Warriors get back, he proclaims he has discovered the truth himself, denies any deal with the Warriors, and refuses to pay them a penny!

    25-26 Desecration (Idol Chamber #2 – Chaos Khorne) Deep in the ruined cities of the Dwarfs, now occupied by Orcs, Goblins and even worse creatures, many of the once noble temples and shrines have been defiled. In their place are crude altars set up by these evil creatures, dedicated to all manner of foul Gods. Apart from the obvious pleasure of killing the invaders of their ancestral homes, and hopefully recovering some of the long-lost treasures, the Dwarf Kings also pay a rich reward for every evil temple destroyed. The Warriors have been charged with the task of locating one of these temples that is reputed to lie deep below the ground in the ruins of Karak Azgal. Kargun Skalfson, deposed Lord of Karak Azgal, has allowed the Warriors into the ruins to search for the temple, and has waived his right to a share of any treasure they discover on the way - as long as they bring back evidence of the destruction of the temple. Secretly, Skalfson does not believe there is a temple, and therefore hopes to persuade the Warriors to venture into the most dangerous regions of Karak Azgal in search of it. If they survive these hazardous, long-unexplored regions, they will surely find a great deal of treasure - and as there is no temple, he will gain his share of the treasure as usual. THE IDOL CHAMBER In actual fact, Skalfson is wrong and there is a temple in the ruins, dedicated to Khorne, the blood god. Roll on the Objective Room Monster Table to determine what Monsters the idol chamber contains. Once the Monsters are defeated, the Warriors may destroy the temple by overturning the idol and thus desecrating it. They may then cut off its head as proof that they have successfully completed their mission.

    To overturn the idol, all the Warriors must be standing in squares adjacent to it. Roll 1D6 for each Warrior and add their Strengths. If the total is equal to 24 or over, the idol topples to the ground with a crash, and the head rolls free. If the total is less than 24, the idol remains standing. The Warriors may attempt to destroy the idol once per turn, during the Warriors’ Phase, as long as they do nothing else. For each turn that the idol remains standing, the Wizard deducts 2 from his Power roll in the Power Phase. If the modified result is 1 or less, an Unexpected Event occurs. The Unexpected Event must be resolved before the Warriors can try to smash the idol again. When the idol is smashed, a hideous scream echoes through the dungeon, causing all the Monsters for miles around to flee in terror. This means that the Warriors can find their way back to the surface quite safely. At the end of the Adventure, because there was an idol, Skalfson is obliged to let them keep all the treasure they found!

    31-32 The Magnificent Four (Lair of the Orc Lord #3 – Orcs & Goblins) Just for once the Warriors find that their arrival in a village is a cause for celebration rather than disapproval. They are treated to a feast and entertained in high fashion. Realising that something must be up the Warriors wait for the villagers to make their request. Eventually, towards the end of the evening, the village leaders tell the Warriors that for years they have been harassed by a tribe of Orcs, called the Black Fangs, who live in the mountains nearby. The killing and destruction has been bad enough, but during the last raid the Orcs found and stole a gold statue that the village treasured. Rumour now has it that the Orcs have recently been attacked by Dwarfs and will not be expecting a small raiding party. The villagers believe that it should now be possible for the Warriors to attack the Orc lair and not only get their statue back but put paid to the nasty Orcs forever. The leader, holding his hat in his hands, tells the Warriors that they have managed to gather together some gold and pleads for the Warriors to help them. GORGUT’S LAIR Use the Gorgut's Lair Objective Room Monster Table to see what Monsters are in the Lair. Once all the Monsters in the Lair have been killed the Warriors can search for the statue, which they will find in the open chest at the back of the Lair. However, just as they lay their hands on the statue Bogoff the Snotling appears and runs off with it! Place Bogoff at the far end of the board section immediately before Gorgut's Lair. See the reference sheet for the rules for Bogoff. He will run between Gorgut's Lair and the last board section. As with the lantern, the Warriors must hit Bogoff to make him drop the statue. Note which Warrior hits Bogoff. On the Warriors' return to the village the villagers will pay them 1D6 x 50 gold each plus an extra 100 gold to the Warrior who got the statue back from Bogoff.

    33-34 Stolen Goods (Lair of the Orc Lord #6 – Orcs & Goblins) While relaxing in a small tavern between adventures the Warriors are approached by an anonymous Alchemist from Altdorf. The Alchemist wishes to hire the Warriors for a 'simple job'. Rumour has reached him that an evil sorcerer known as Gradluk the Deceiver was recently killed in a wizards' duel in Middenheim. A few years ago Gradluk stole something from the Alchemist and now he wants the Warriors to get it back. Apparently Gradluk had a secret hideaway near Peak Pass which is where the Alchemist's property is probably

  • hidden. The hideaway will only be lightly guarded and the Warriors should have no trouble in retrieving his property, which will be in a green drawstring bag marked with a skull and crossbones. The mysterious Alchemist tells them the bag contains valuable items that he wants back. However, he says that there are also four healing potions in there, which the Warriors are welcome to if they find the bag. He also gives each Warrior a magical amulet, said to bring luck. The bag is magically trapped to kill anyone who touches it, but the Alchemist provides the Warriors with a counter spell. Only a Wizard can cast the spell! What the Alchemist doesn't know is that soon after the death of Gradluk, a tribe of Orcs called the Black Fangs moved into the caves. Retrieving the bag will be by no means easy! SPECIAL RULES This adventure is played through like any other, with the following special rules: Luck Each Warrior takes one of the 'Luck' tokens from the Warhammer Quest game, to represent his magic amulet. At any time in the adventure, a Warrior may declare that he is using his amulet. This allows him to re-roll a dice roll which has just failed. Once he has re-rolled, he discards the Luck token, the amulet's power is exhausted, and the Warrior must abide by the second dice roll. GORGUT’S LAIR Roll on the Gorgut's Lair Objective Room Monster Table to see what Monsters are in Gorgut's Lair. The Warriors will notice the green bag at the back of the room and will also see a pile of bones and skulls in the corner. Whenever someone upset Gorgut he would make them try and pick up the bag; the skulls are a mute testimony to the power of the protective spell. When all the Monsters have been killed the Wizard can retrieve the bag from the back of the Lair. The Wizard must remember to cast the counter spell before picking up the bag. He must be standing in the same square as the bag. Roll a D6, and on anything but a score of a 1, the Wizard picks up the bag safely - the spell worked. However, if the roll was a 1, black fire consumes him and the flesh is flayed off his bones. His charred skeleton collapses onto the floor. The Way Out No matter whether the Warriors get the bag or not, the only way out of the lair is back the way they came and there are still likely to be some Monsters around. The Warriors must move back through the rooms and corridors, but there is not an automatic event if they enter a room. If the Wizard rolls a 1 in the Power Phase he must roll again. If the second dice comes up with anything but a 1 take an Event card as normal. However, if the second roll comes up a 1 the Warriors are attacked by Skabnoze and minions. Skabnoze is after the bag now that it is free of its spell and may try to steal it back more than once (depending on the Wizard's dice rolls). The rules for Skabnoze can be found on page 8 of the rulebook. Once the Warriors get out of the Orcs' lair they may go back to see the mysterious Alchemist if they have retrieved the bag. When the Warriors meet up with the Alchemist he checks the bag. Roll a D6: on a roll of 1 Gorgut has thrown out whatever was in the bag and used it to carry his lunch. The bag now contains some well chewed bones and a few lumps of gristle he was saving for a snack. The Alchemist throws the bag down in disgust and refuses to pay the Warriors. On any other

    roll he is more than happy with the return of his property and gives the Warriors HD6 x 100 gold each. Note: Each healing potion cures 2D6 Wounds.

    35-36 Find the Orb of Chalcidar (Catacombs of Terror #1 - Undead) Rumours have reached the Empire: dark tales of a brooding evil lurking within the pyramid mountain known as the Twisted Spire. This cursed peak lies in the far off Lands of the Dead, amongst the shifting sands and bleached bones of Khemri and Quatar. The Twisted Spire is said to be the time worn remains of an ancient pyramid, the resting place of a once powerful king. It is said that a black soul has returned to haunt this tomb, who plans to blight the world with death and pain. This evil lord of the Undead is known only as Van Damneg the Dread King. The wizards of the Empire need time to consider what course of action to take. While they ponder, the power of the Dread King grows... The Warriors are called upon to seek out the ancient Orb of Chalcidar, as it may be powerful enough to bind the Dread King forever in his pyramid tomb, if not destroy him outright. This powerful magical artefact was stolen by Gunther Laranscheld some months ago, and spirited away to his stronghold Spine Mountain Keep, in the Black Mountains. For the Warriors to stand any chance whatsoever of defeating the Dread King, they must retrieve this orb from the clutches of Laranscheld. Spine Mountain Keep is a dark and dangerous place, and the Warriors must have quick wits and brave hearts to survive this deadly challenge. SPECIAL RULES Do not include the Dread King Event card in the Event deck for this adventure, as he is far off in the Lands of the Dead. Whenever the Warriors find a room, they may search it for the lost orb. They may only do this once any event triggered by the room has been completed, and so long as there are no Monsters on the board. If the Warriors want to search the room, it will take a whole turn, during which time they may do nothing else except heal each other if they have the means. Searching To search a room, place all the Catacombs of Terror counters in a cup. To find the orb, one of the players rolls a dice, and another takes a counter at random from the cup. The number on the counter is added to the score rolled on the dice. If the total is 8 or more, then the players have found the orb. Remember that whatever they score, a 1 is a i and always fails. Each room can only be searched once per turn, and one dice roll is made per room (not once per Warrior!). Once a counter is out of the cup, the Warriors keep it, even if they did not find the orb. When they next search, they add the totals of all the counters that are out of the cup to the dice roll. As soon as the Skull counter is picked, their search is over for now. The room they were searching does NOT have the orb in it, so there is no point searching further. All the counters go back in the cup, and the Warriors must take an Event card immediately - the noise of their searching has disturbed some evil force noise of their within the catacombs. As soon as they find the orb, each Warrior also takes a Treasure card.

  • If the Warriors do not find the orb by the time they come to the objective room, then whatever else happens in the room, the orb will be there. THE DREAD KING’S THRONE ROOM Use the Dread King's Throne Room, which in this adventure is the lair of Laranscheld the Necromancer. Do not roll on the Objective Room Monster Table to see what Monsters lurk inside. The Warriors will face Laranscheld, Luthor, the Grimoire Necris, 1D3 Tomb Guardians and 2D6 Skeleton bowmen. If the Warriors find the orb before the objective room, they may make off with it without venturing any further. However, such is the fervour within the Empire to stop this insidious Undead menace, that the Warriors have been offered an extra 30 gold for every servant of Undeath that they destroy, on top of whatever gold value the Monsters are worth anyway...

    41-42 Holy Mission (A Horror Awakens WD #191 - Undead) An important Imperial Noble has recently been rescued from the clutches of an evil cabal of monsters. He is, in fact, a well known Witch Hunter who was investigating the lair, trying to discover the whereabouts of a cruel Necromancer. Before his capture the Witch Hunter, Duke von Steafen, managed to learn of an ancient temple. He has asked the Warriors to fetch some Blessed Water from the ruined shrine, in the hope that it may help him against the foul Necromancer. Unfortunately, when the Warriors arrive, they find it guarded by Monsters… SPECIAL RULES This adventure uses the Fountain of Light Objective room from the Warhammer Quest box. Play the adventure as normal, with the exceptions noted below. The Warriors must reach the Fountain of Light, collect some Blessed Water and make their escape. To fill his water skin with Blessed Water one of the Warriors must spend a whole turn next to the Fountain of Light, doing nothing. During that turn any Monster attacking the Warrior in hand-to-hand combat will hit automatically. Once one of the Warriors has collected some Blessed Water, he may take the Blessed Water Treasure card. One of the Warriors must collect some Blessed Water to complete the adventure. To escape, the Warriors must exit off the board section where they entered the dungeon. If the Warriors manage to escape with the Blessed Water, Duke von Steafen rewards each of them with two Treasure cards. If they manage to escape, but haven't any Blessed Water or have used it all, he gives them each 1D6x50 gold for trying their best...

    43-44 A Knife in the Dark (Domain of the Horned Rat WD #195 – Skaven) While out carousing one evening, enjoying the sights of Middenheim, your party happens to stop by the Broken Knife tavern. Late that evening, as you enjoy the hospitable atmosphere and share a friendly drink with the locals, you become aware of a disturbance behind the counter. Upon investigation, you find the body of the landlord in the beer cellar, stabbed several times in the back. Clawed footprints in the dank cellar lead you to a secret door, which opens up onto the tunnels beneath the city. Everybody implores you to find the barkeeper's murderer and you decide to follow the trail. However, it doesn't take you long to realise that something much more sinister is going on... SPECIAL RULES

    As you may have guessed, your Warriors are in fact tracking Skreek Deathstrike after his first abortive foray to the surface. He is looking for another way to get above ground so that he can follow his orders to poison the population of Middenheim. Your Warriors must catch up with the Skaven Assassin before he can find a more secretive route to Middenheim. To represent this, every time you draw an event card roll a D6. If this roll is a 1, take one of the Warpstone counters. These counters represent Skreek's progress through the tunnels. If the Warriors pick up all six counters, Skreek has reached the surface and will be poisoning the wells! If Skreek is encountered before this happens, the Warriors can return safely to the surface (assuming that they defeat him of course!). There is no need to go to the Objective room, unless the Warriors feel up to it! REWARD If the Warriors succeed in stopping Skreek they will find the phial of toxin and guess what he planned to do. When the Warriors' heroism is brought to the attention of Elector Count Boris Todbringer, he rewards each of them with 1D6x150 gold and gives them the keys to the city. If they fail, well it's best that they leave the city as quickly and quietly as possible (and take lots of bottled water with them).

    45-46 Plague of Salsburg (A Green and Postulant Land WD #201 – Chaos Nurgle) The Warriors have arrived at the town of Salsburg near the Black Mountains, and head for the local tavern to spend their hard-earned money. The tavern of the town seems strangely deserted, except for a man who approaches the Warriors and offers them a quest. The man is Johann Mannstein, the mayor of the town. He explains that for several months now, ever increasing numbers of inhabitants of Salsburg have fallen ill, and suffered a painful, wasting death. Worse, it seems that the disease is spreading at an alarming rate. The town healer has been powerless to stop this strange affliction, and he swears that the disease is a magical, not natural illness and thus incurable by his talents. The foresters of Salsburg suspect that the origin of the disease is a great cavern complex located high in the Black Mountains. They have witnessed many Giant Rats emerging from the forbidding place, biting animals and men who later succumb to the disease. Johann pleads with the Warriors to investigate the caverns and find a way to seal or cleanse them so the disease can be kept in check. If the Warriors agree to undertake this dangerous mission, Johann will provide them with a map of the surrounding area, including the mouth of the cavern that the diseased creatures have been emerging from. SPECIAL RULES This adventure uses the Fountain of Light Objective room from the Warhammer Quest box. It also uses the Stairway board section. In order to cleanse the caverns of Giant Rats, as well as all the other foul denizens that inhabit the place, they must be sealed and flooded. The only way to do this is by blocking off the outflow of a spring in the depths of the caverns. The Warriors must then find a way to escape. Before starting you should remove the Stairway Dungeon card and set it aside. Then prepare the Dungeon deck as normal, with the Fountain of Light as the objective room. After defeating the monsters they find there (by rolling on the Objective Room Monster Table) any Warrior may then block off the spring by spending a turn, standing adjacent to the fountain. This will then start the dungeon flooding. The entrance the Warriors came in by will have already been sealed off, so they must instead find the stairs

  • deeper in the Dungeon that lead up to safety, since the flood level will not get that high. Place a doorway at the far end of the Fountain of Light room - the Warriors can leave through this and carry on searching for the Stairway. Roll a D6, and shuffle this many Dungeon Cards together with the Stairway card. Place these cards after the exit from the Fountain of Light. The Warriors must search through this deck to escape. The flood level will gradually rise as the Warriors race to find the exit. At the end of each exploration phase, roll 1D6. On the first 6 the water has reached the Warriors' knees subtract 1 from their Movement as they are forced to wade through the water. On the second 6 the water is up to their waists subtract a further 1 from their Movement. On the third 6 the water has reached their necks subtract a further 1 from their movement. On the fourth 6 the Warriors must drop all their equipment and treasure to stop themselves drowning, and they continue moving with the above penalties. Further sixes have no more effect. Note that the Movement penalties apply to both Warriors and Monsters. Once all the Warriors have reached the end of the Stairway they can leave the dungeon safely, the quest is complete. On returning to Salsburg after completing this quest, Johann Mannstein will reward each of the Warriors with 1D6x50 Gold and a towel.

    51-52 The Ugly Truth (Vampire/Undead) The Warriors must gather clues and evidence to prove the theory of a Vampiric presence.

    53-54 The Herbs Fight Back (Dark Elves) A Halfling Chef hires the Warriors to find ingredients for a new recipe. Of course the recipe lies deep in a mountain where Monsters roam. To make matters worse, the caverns are filled with carnivorous plants!

    55-56 Trouble At the Old Mill (Tunnels of Pestilence #2 – Skaven) The Bretonnian Duc Andre Broussard in Carcassonne has quietly summoned the Warriors to his castle. He reveals to them that a company of Skaven has been detected at the old mill just south of the settlement. Some of the farmers’ children have gone missing and the townsfolk are scared to even leave their houses during the evening. They demand the Duc do something to find the missing children. He employs them to investigate the area and remove the Skaven presence. SPECIAL RULES Setting Up Deal ten dungeon cards face down. Now shuffle in the Collapsed Passage and the Dead End Board Section into the ten cards to make a total of twelve. Shuffle in the Idol Chamber Objective Room to make the dungeon deck. The Dead End If the Warriors come to a complete Dead End they must either retrace their steps or dig their way through the rubble. They cannot dig through while there are Monsters on the same Board Selection. Digging Up to two Warriors may dig through as any one time, and both must be standing at the collapsed end of the passage. For each turn a Warrior spends digging, roll 1D6 and add their Strength. Keep a track of the score

    (or scores if more than one Warrior is digging). When the total reaches 30 or more the Warriors break through and may continue exploring as normal. However, if two Warriors are digging at the same time and both dice rolls come up she same (i.e.: a double) then the roof collapses again and any work they have done is ruined – reduce their digging total by the score rather than adding it! Cunning Monsters The Skaven Monsters that lurk within this dungeon know that bold Warriors frequently spend a lot of time near the Dead End. For this reason they regularly patrol the area and set traps so catch the unwary. The Dead End is a corridor, so only Unexpected Events will occur here. However, while a Warrior is standing on the Dead End Board Section a Power roll of 1 or 6 will trigger an Unexpected Event. The Idol Chamber If the Warriors reach the Idol Chamber Objective Room they roll on the Objective Room Monster Table as normal. Once the room is cleared of Monsters they search the area whereupon they find a secret chamber where the missing children are being held. Roll 1D6+1 to determine how many children are found.

    Since the Skaven Monsters in the Objective Room contained the leaders of the clan, any remaining Skaven flee the dungeon in defeat. There is no need to retrace their steps and the Warriors have cleared the dungeon of Monsters. They may return to surface where Duc Andre Broussard rewards them each with 1D3 Pieces of Dungeon Room Treasure.

    61-62 Ancient Bones (Chaos Dwarf Forge – Chaos Dwarfs) The Warrior is summoned to a mysterious tower on the outskirts of the Settlement. The resident is Kylo, a powerful Wizard, who would like to hire the Warrior and her band of stalwarts to collect some bones which he needs as an ingredient to a very important spell. Unfortunately, the bones needed are those of a Lammasu, a powerful mutated beast of the Chaos Dwarfs! The only way to get Lammasu bones is from a dead Lammasu which means that the Warriors would need to find one that has expired or kill one themselves! Fortunately for the Warrior, Kylo imparts the following tale unto her: Long ago, an ambitious (and quite mad) Chaos Dwarf Sorcerer descended upon an Empire Knight, Lonzo Theodoric, and his valiant regimen ambushing and massacring them as a pre-invasion tactic. The wicked sorcerer impaled Lonzo’s corpse on a tall pole which was placed on the outskirts of his hometown – for all to see. The sorcerer’s army marched unobstructed toward the city of Nuln.

    Lonzo’s only surviving son, Konrad, upon seeing his father’s body, led a surprise attack directly into the Chaos Dwarfs’ stronghold and obliterated the reserve force, which included a hideous Lammasu. The awesome, mutated beast fell at the hands of Konrad himself after a fierce and bloody battle. In an act of revenge, Konrad placed the Lammasu upon the magical Chaos Dwarf forge – for all to see. Unbeknownst to Konrad, his revengeful attack upon the Chaos Dwarf stronghold would actually save the Empire!

    With the Empire falling, the Celestial Wizards mustered all of their power and managed to hold off the Chaos Dwarf assault. The Chaos Dwarf Sorcerer and a small retinue retreated to their lair to retrieve their remaining forces and to repopulate the ranks and complete their final push into Nuln. They found the stronghold sacked and all the inhabitants dead. The Chaos Dwarf Sorcerer, laying his eyes upon the

  • desecrated forge and seeing his favourite mount slaughtered, went insane with rage. He declared that no one should move the carcass and proclaimed the magical forge a shrine and then set out for a final, suicidal assault on the Empire. Over one-hundred thousand warriors from each side died in the ensuing conflict and bodies of Chaos Dwarfs and Empire soldiers littered the land for hundreds of miles. It was known as the War of Retribution and it marked one of the lowest points of history for both Empire and Chaos Dwarfs alike. Eventually the Chas Dwarfs were obliterated when Hogrim’s Heroes unexpectedly arrived from the Moot with a new invention – Halfling Hot Pots! Kylo tells the Warrior that the Chaos Dwarf shrine and the bones of the Lammasu remain to this day and that he knows its whereabouts. It is lightly guarded and quite unimportant except to Chaos Dwarfs who honour the old history once a year by making a pilgrimage to spend time in ancient worship. The entrance is guarded by a magical ward that keeps out intruders, but the Wizard says he will give the Warrior a magical scroll that will open it. The underground tunnels are still guarded by Chaos Dwarfs, although Kylo insists that the mighty Warriors should have no problems dealing the lightly guarded shrine. What the Warriors are unaware of is that the shrine is actually populated with a well-armed group of Chaos Dwarfs who have who are using the holy shrine as their new command center. The shrine is intact and the bones of the Lammasu (as well as other various monstrous offerings) are scattered upon the forge and the surrounding floor. The Chaos Dwarf Anvil Chamber When the Warriors reach the Objective Room, roll on the Advanced Objective Room Monster Table as normal. The great Lammasu may be dead but its skeleton still sits upon the ancient and magical forge. Elements of the raw magic that once coursed through its body, coupled with the power emanating from the ancient forge, create a magical aura representative of the Sorcerous Exhalation ability it once possessed. All magical weapons carried by the Warriors are -1 To Hit while they are in this room.

    All the rules for Crossing the Chasm apply in this Adventure. Once the room is clear of Monsters, the Warrior may take some of the bones from the shrine. As they do, the entire chamber begins to crumble and gigantic boulders fall around them. The Warriors manage to escape through a small tunnel in the back of the chamber before the entire ceiling crashes down, sealing off the chamber forever. If the Warriors return to the Wizard with the bones from the shrine, roll 1D6:

    1 The Warriors have returned with bones that are not of the Lammasu but from some other creature instead! The Wizard spits in disgust and gives the Warriors nothing!

    2-6 These are indeed bones of a Lammasu and the Wizard gleefully rewards the Warriors each with an Objective Room Treasure!

    63-64 Chamber of Horrors (Vampire/Undead) A well-known noble has been acting strangely as of late and only leaves his residence during the night. The Warriors discover a chamber of horrors deep below his residence.

    65-66 Cult vs. Cult (Chaos Slaanesh) A prominent judge in the Settlement is actually a follower of Tzeentch and hires the Warriors to eradicate a cult of Slaanesh who occupy the caverns just south of the Settlement.

    3 · AN ELITE TASK FORCE·

    11-12 Hell’s Gate (Fighting Pit #3 - ANY) In the dungeons below Karak Azgal, a gate has been opened by evil sorcery. The gate leads to the plains of the Dark Lands, and monsters are continually spewing out of its black depths into the bowels of Karak Azgal. The more Monsters that gather in the depths of the ruined Dwarf city the greater the threat to the Old World, so a party of brave Warriors must venture into the city and seal the gate. THE FIGHTING PIT The gate is located in the fighting pit. When the Warriors enter the objective room, consult the Objective Room Monster Table to determine what Monsters are in it. The Monsters are placed at the far end of the pit, next to the gate, but will swarm out to engulf the Warriors during the first Monsters’ Phase. The Monsters may climb out of the pit with no Movement penalty. Of course, there may be so many Monsters coming through the gate that they spill out of the pit anyway! Sealing The Gate Once the Warriors kill the Monsters, they must try to seal the gate permanently. This can only

    be done with a complex invocation that only the Wizard can perform. At the start of the Warriors’ Phase, the player controlling the Wizard may roll between 1 and 6 dice. If one or more of the dice comes up as a 6 and none of the dice comes up as a i, the gate is sealed and the Warriors have succeeded in their quest. If any of the dice come up as a 1 the gate remains open this turn, no matter how many 6’s are rolled. The Wizard may try and seal the gate once per turn. At the start of each Monsters’ Phase that the gate is open, and while there are no Monsters on the board, draw an Event Card. Monsters will continue to appear until the gate is closed. If the Warriors seal the gate and escape alive they are rewarded with one item of treasure each - give one Treasure Card to each Warrior.

    13-14 Free the Prisoners (Fighting Pit #5 – Skaven) During a recent raid on Miragliano, the Skaven took around twenty wealthy and influential citizens as captives, and have been making all manner of unreasonable and outrageous threats ever since. The Skaven know full well that their unconditional demands to hand over all the wealth, women and

  • children of the city will never be agreed to, but it gives them a good excuse to send back portions of their victims as proof that they mean business. The Warriors have been employed to enter the Blighted Marshes and rescue the prisoners from the dungeons of the Chaos ratmen. THE FIGHTING PIT The prisoners are being kept below the fighting pit, in a network of cells and guardrooms. Roll on the Objective Room Monster Table to determine the guardians of these cells, reading any Goblins as Skaven. When the guardians are dead, each player rolls a dice. The number rolled is the number of prisoners his Warrior finds alive. Every prisoner a Warrior finds gives him 1D6x20 gold for freeing them. At the bottom of the cell complex, there is a secret door that leads to the marshes above and to safety. In their weakened state the prisoners have not been able to open it, but the Warriors have no trouble. They soon smash it down and take the captives to freedom.

    15-16 Banish the Daemon (Firechasm #2 –ANY) The great Wizards of the Empire have scried out a powerful, brooding power that is growing below the ancient Dwarf hold of Karak Azgal. As yet, they believe the presence to be relatively weak and therefore probably bound to some material artefact such as a statue while it gathers strength. Although they do not know its purpose, they suspect that it may be a lesser daemon of the Chaos Powers, trapped in the rocks below the earth in ages past, and freed by the incessant digging of the Goblins and Orcs as they search for the lost treasure of the Dwarfs who once inhabited the city. The truth is that the daemon has escaped the prison of rock that held it for so long, and is now resident in a statue of a great fire dragon in an ancient temple (the Firechasm). Soon it will fully awaken, and walk the world once more. The Wizards have employed the Warriors to destroy the daemon and ensure that this never happens. SPECIAL RULES Each Warrior has been given a magic sword, be used once. These blades are the only can damage the daemon. Against other magic swords will hit automatically, and kill wielder attacks. which can only weapons that Monsters, the whatever their THE FIRECHASM To determine the Monsters that are guarding the firechasm, roll once on the Objective Room Monster Table. The magic swords that the Warriors have been given are the only things that will kill the daemon. To destroy the daemon, the Warriors must simply stand next to the stone dragon at the far end of the firechasm and strike it. For each blow made by one of the swords on the dragon, roll 1D6. On a score of 5 or 6, the dragon and the daemon are destroyed. After one blow, each sword is destroyed. If the Warriors kill the daemon, the adventure is over. The Warriors are rewarded with 1D6 x 100 gold each for their part in the adventure. If the daemon is not killed, it becomes enraged by the Warriors’ puny attacks and animates the statue. Each Warrior suffers 4D6 Wounds, modified for Toughness

    and armour, as the dragon breathes fiery, superheated liquid over them. Fortunately, the gouts of flame scorch an ancient tapestry hanging on one of the walls, revealing a passageway leading out to daylight. The Warriors may have failed in their quest, but at least any survivors can make good their escape without further harm. If the Warriors decide to stay and fight the dragon they will be killed, as only the magic swords had any effect on it, and it is simply a matter of time before they are burnt to a crisp. However, the daemon’s efforts to animate the dragon have sapped its strength, so the Empire’s leaders might just have enough time to mount a second expedition before it rouses to full power...

    21-22 Preserve the Fires (Firechasm #6 – Skaven) The magical flames of the Dwarf temple, the Firechasm, are in danger of being extinguished by the foul Skaven who now occupy the ancient Dwarf city of Karak Azgal. They plan to fill the entire chasm with debris, hoping to stem the magma flow and cause a pressure build up deep underground. Even now, their engineers are channeling tunnels to send the diverted magma spurting into the areas of the city occupied by Orcs and other creatures, as well as hopefully burying the Dwarf fortress occupied by Kargun Skalfson that sits at the entrance to Karak Azgal. If the Skaven succeed, there is a good chance that the ancient Dwarf citadel will be sealed off forever, leaving them free to search for the lost Dwarf treasure hoards rumoured to lie in its deepest halls. Spies have reported this fiendish plan to the Emperor and his Dwarfallies, who are now mounting a frontal assault on Karak Azgal. In reality though, this is simply a cover. They know that the only hope of thwarting the Skaven’s plan lies with small bands of brave Warriors who must steal unseen into the heart of the Skaven area of the city, and kill the engineers who are setting the plot in motion. Other bands of Warriors will attempt to block the tunnels created by the Skaven to channel the magma. Your band of Warriors has been chosen to stop the damming of the firechasm itself. THE FIRECHASM When the Warriors enter the firechasm, do not roll on the Objective Room Monster Table. Instead, the firechasm room is guarded by 1D6+6 Skaven warriors. Place all but one according to the normal rules for setting up Monsters. The other Skaven should be placed on the far side of the chasm, next to the dragon statue. He is the head Skaven engineer, and mastermind of the foul plot. As soon as the Warriors enter the Firechasm roll 2D6. The Warriors have this number of turns in which to kill the guards, get across the chasm and kill the engineer. If the Warriors succeed, they may escape through a secret tunnel at the back of the chamber, and are rewarded with 1D6 x 50 gold each. If they fail to kill the engineer in time, roll 1D6 on the following table:

    1-2 The engineer operates a steel lever, and tons of debris plunge into the magma pool. Such is the force of the resulting explosion that all the Warriors and Skaven are killed. The Warriors have failed! The future of Karak Azgal now lies

  • in the hands of the other teams of Warriors. Let’s hope they fare better!

    3-4 Tons of debris crash into the firechasm, blocking it completely. The engineer squeaks out his triumph, and the Warriors realise that they have failed utterly. Making good their escape, the Warriors rapidly manage to escape through a small passageway to the outside world, from where they can put as much distance between themselves and the imminent eruption.

    5-6 The engineer operates the lever to drop tons of debris into the chasm, and it snaps off in his paws! The Warriors have another 1D6 turns in which to kill him as he fixes the lever. If he is not dead by then, roll on this table again.

    23-24 Destroy the Tomb (Tomb Chamber #5 – Orcs & Goblins) The Dwarf Lords of Karak Azul have recently deciphered an ancient Dwarf scroll written in runes so old that even the Dwarfs have taken many years to identify their true meaning. Early on, the Dwarfs realised that it described a shrine of great magical power located somewhere in the Worlds Edge Mountains, beneath the tomb of a mighty Warrior. The Dwarfs knew that to find the shrine would put them in control of the most powerful forces they could possibly unleash upon their foes. The exact location was a mystery until recently when, after many years of painstaking work, it was finally pinpointed. To the Dwarfs’ horror, they realised that the shrine was directly below the Orc Fortress of Iron Rock. The Dwarfs decided that the shrine had to be destroyed to prevent it falling into Orc hands. If the Orcs should find it, who knows what they would do? An attack by a large force would raise the Orcs’ suspicions about the Dwarfs’ motives, so the Dwarfs have asked the Warriors to sneak into the Orc stronghold to destroy the shrine. THE TOMB CHAMBER The shrine is in the tomb chamber, directly beneath the tomb itself. Roll on the Objective Room Monster Table to determine what Monsters the tomb chamber contains. Once the Monsters are defeated, the Dwarf may attempt to destroy the tomb. Only the Dwarf may damage the tomb, as he is the only one bearing a Dwarf axe. None of the other Warders can damage the tomb. As long as the Dwarf is standing in a square adjacent to the tomb he automatically hits it. The tomb has a Toughness of 3 and has 12 Wounds. At the start of each turn in which the tomb remains intact and while there are no Monsters on the Board, take an Event Card. Before the tomb can be hit again, the Event Card must be resolved. Once the Warriors have destroyed the tomb, and the shrine with it, a gaping hole is revealed in the rubble, leading down into blackness. This tunnel eventually leads out of the dungeon and back to Karak Azul. Once they reach the Dwarf Citadel, each Warrior is rewarded with one Treasure Card from the Treasure Deck.

    25-26 A Great Unleashing (Chaos Dwarfs) A Chaos Dwarf Sorcerer seeks to unleash a dangerous creature (a Great Taurus perhaps?) and only a band of brave heroes can stop him!

    31-32 Kill the Shaman (Idol Chamber #3 – Orcs & Goblins) A powerful Goblin Shaman is foretelling of a great Waaagh to come soon, when the Goblins and Orcs will sweep out of the Dark Lands and overthrow the Empire. Although not very powerful at the moment, his cult is growing stronger and unrest is beginning to stir. So as not to raise suspicions and warn him of his intentions, the Emperor has decreed that the best way to solve the crisis is to assassinate the Shaman. The Warriors have been chosen to venture into the Shaman’s lair below Mount Gunbad, on the far side of the Worlds Edge Mountains, and kill him. THE IDOL CHAMBER When the Warriors reach the idol chamber they will find that it contains 11 Goblins plus the Shaman. The Goblins are placed on the board according to the normal rules, while the Shaman starts in a square adjacent to the idol at the far end of the room. The Shaman will avoid combat if possible. He is not subject to the normal rules for pinning, and may move around freely, always trying to stay as far away from the Warriors as he can. Apart from that, his profile is exactly the same as the other Goblins. The Shaman’s attack is to try and cast a ‘Hand of Mork’ spell at the Warriors at the start of each Monsters’ Phase. Roll 1D6. On a score of 4, 5 or 6 the spell succeeds. Use the Warrior Counters to determine who is hit. That Warrior takes 1D6 x 2 Wounds, modified for Toughness and armour. Once all the Monsters in the room, including the Shaman, are dead, the Warriors find a concealed entrance behind the idol leading out into the light of day. They may carry the Goblin Shaman’s body back through this passage as evidence that they have killed him when they go back before the Emperor. If the mission is a success, each Warrior is rewarded with 1D6 x 50 gold.

    33-34 A Hound For a Hound (Lair of the Orc Lord #5 – Orcs & Goblins) During an Orc raid the favourite hunting hound of Duke Harald of Talabheim was killed when his hunting party was ambushed. Now Harald has become consumed with the idea of revenge and has offered the Warriors a rich reward to enter the lair of the Orc Warboss responsible and kill his favourite Squig Hound - it's only fair, after all. Normally, the Warriors would refuse such a foolhardy and pointless quest, but Harald is an extremely wealthy and powerful duke, and they were supposed to be in charge of the hound when it was killed... SPECIAL RULES Gorgut's Lair When the Warriors reach Gorgut's Lair use the Gorgut's Lair Objective Monster Table to roll for Monsters as normal but also add Growler the Squig Hound and place him on the platform level. A special card for Growler is included in this pack, and full rules for him can be found earlier in this book. When all the Monsters are reduced to 0 Wounds the Warriors can remove a tooth from the Squig Hound as proof that they killed it and return to Talabheim through a secret passage. Roll on the table below:

  • 1 The Warriors lose the tooth on the way back and get no reward as the duke doesn't believe their story. Instead, he kicks them off his lands, never to return. They have just made themselves a powerful enemy!

    2-3 They return with the tooth but the fickle duke has forgotten about the arrangement. He gives them each 1D6 x 20 gold to go away.

    4-5 The duke seems happy with the result and pays them each 1D6 x 50 gold as a reward.

    6 The duke declares that he can now sleep happy in the knowledge that he has had his revenge. He thanks the Warriors and gratefully pays each of them 1D6x100 gold.

    35-36 Death in the Night (A Horror Awakens WD #191 - Undead) The Warriors are staying in the small town of Kaltzburg, near the World's Edge Mountains. After spending their hard earned cash your party settles down for the night in a well-stocked tavern. As the night draws in, a well dressed young woman 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