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WHQ Adventure Book
Adventure Book
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- Adventure Book -
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Table of Contents
THE FIRST ADVENTURE
1
THE IDOL CHAMBER 1
1)
Sacrifice?
11
THE FIGHTING PIT
1)
2)
Desecration
11
The Beast
1
3)
Kill the Shaman
11
2)
Sword of Power
2
4)
Daemon Summoning
12
3)
Hell's Gate
2
5)
Return the Staff
12
4)
Blood Debt
2
6)
Sword of the Electors
12
5)
Maneater
3
6)
Free the Prisoners
3
ESCAPING
13
THE FIRECHASM
1)
CREATING YOUR OWN EVENT CARDS
14
Destroy the Warpstone Icon
4
2)
Banish the Daemon
4
3)
Extinguish the Flames
4
4)
Destroy the Bridge
5
BY ANDY JONES
COVER ART: Geoff Taylor
ART : John Blanche, Wayne England, Dave Gallagher & Mark
Gibbons
Games Design Consultant: Bryan Ansell
5)
Return the Dragon's Eye
5
6)
Preserve the Fires
6
FOUNTAIN OF LIGHT
1)
Clearwater
6
2)
Skaven Curse!
7
PRODUCED BY GAMES WORKSHOP 1995
3)
The Waters of Fate
7
4)
The Sword of True Kingship
7
5)
Nurgle's Rot
8
Product Code: 0001 Part No.: 104848
6)
Fountain of Lost Souls
8
THE TOMB CHAMBER
1)
Exorcism
8
2)
The Sword of the Deathking
9
3)
Return the Crown
9
4)
The Hero Awakens
10
5)
Destroy the Tomb
10
6)
Identify
10
0
- Adventure Book -
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Adventure Book
- ADVENTURES-
This book contains thirty Warhammer Quest adventures. Each adventure focuses on one of the five
objective rooms - the Fighting Pit, the Firechasm, the Fountain of Light, the Idol Room and the Tomb
Chamber. There are six adventures for each of the five objective rooms. Each adventure tells you the aim of
the Warriors’ quest, any special rules you’ll need, plus any special set up rules.
- ADVENTURES-
I n each adventure, the Warriors’ goal is to find the objective room
and complete the special event that occurs there. The objective
room will always be defended by a large number of Monsters. To
see which Monsters defend the objective room, roll 1D6 on the
Objective Room Monster Table below. This is done in the
Monsters’ Phase as the Warriors enter the room, and replaces
taking an Event Card. Full details for all these Monsters are found
on the quick reference sheet at the rear of the Rule Book and on the
Event Cards.
THE FIRST ADVENTURE
To get started, try the Fighting Pit adventure number 6 - Free The
Prisoners. This is pretty straightforward, with no special rules to be
learnt. Once you have succeeded in freeing the prisoners,
adventures 2 and 4 for the Fountain Chamber are not too
complicated either.
OBJECTIVE ROOM MONSTER TABLE
1
3 Minotaurs, 4 Orc Warriors and 1D6 Orc Archers
2
1 Minotaur, 6 Orc Warriors and 6 Orc Archers
3
1 Minotaur, 1D6+2 Skaven and 2D6 Giant Rats
By the time you have got the hang of these adventures, you should
be ready for the special rules which apply to the other adventures in
the book. In particular, the adventures for the Firechasm objective
room need to be read carefully, as there is a set of new rules which
just cover getting across the chasm, before you even begin to work
out what you have to do once you get there!
4
6 Orc Warriors , 6 Orc Archers and 6 Night Goblin
Archers
5
6 Bats, 6 Giant Spiders and 6 Rats
6
12 Snotlings, 6 Goblin Warriors and 6 Night Goblin
Archers
- THE FIGHTING PIT -
The dim light of a single lamp
suspended from the ceiling
barely penetrates the shadows of
this dark and forbidding room.
- THE FIGHTING PIT -
Events
When the first Monster Event Card is triggered, the Warriors notice
that their assailants are carrying (but not using) their weapons! If
the Warriors kill all these monsters, they may retrieve their
weapons.
1 THE BEAST
Captured by the Goblin Warlord Ugrul Headsticka while exploring
the ruins of Karak Azgal, the Warriors have been given a chance to
escape and, in the process, provide entertainment for the Goblins.
The Warriors must fight their way to freedom without weapons or
armour! And as if that were not enough, their only way out is
through the Minotaurs’ lair.
When the second Event Card that reveals Monsters is triggered, the
Warriors see that their assailants are guarding their armour. If the
Warriors kill all these monsters, they may retrieve their armour.
THE FIGHTING PIT
When the Warriors reach the objective room do not roll on the
Objective Room Monster Table, as the following special rules
apply.
SPECIAL RULES
The Warriors start this dungeon stripped of any armour and
weapons they may have, and must fight with their bare hands.
The only way for the Warriors to escape the dungeon is through the
trapdoor at the bottom of the fighting pit. However, the fighting pit
has had a powerful curse laid upon it, and for every Warrior, up to a
total of three, who jumps into the pit, a Minotaur appears next to
him and will fight him to the death. As soon as a Warrior is placed
in one of the fighting pit squares, place a Minotaur model in any
adjacent square in the pit. The Minotaurs will attack in the
Monsters’ Phase as normal. See the Rule Book for the Minotaur’s
profile, etc.
No Armour
While they are without armour the Warriors may only deduct their
Toughness from any blows that hit them.
No Weapons
The Warriors start with no weapons at all (even missile
weapons), and must therefore fight in hand-to-hand
combat using their fists While fighting unarmed, each
Warrior does 1D6
Wounds when he hits,
with no modifiers for
Strength.
If all four of the Warriors jump into the pit use the rule of One-on-
One to determine which Warriors the three Minotaurs attack. Any
Warriors that stay out of the fighting pit may help defeat the
Minotaurs if they can - by firing bows, etc. - without causing
another Minotaur to appear. When the first Minotaur is killed, it
and all the other Minotaurs who magically appeared immediately
vanish and the combat is over.
Once the Warriors defeat the Minotaurs, they each find one item of
treasure in the bottom of the pit. Clutching their new-found wealth,
the Warriors may now escape the dungeon through the trapdoor at
the bottom of the fighting pit.
1
THE FIRST ADVENTURE
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Adventure Book
2 SWORD OF POWER
The last Warrior to brave the perils of the fighting pit took a sword
of great power to help him slay the Minotaur that dwelt within it.
However, despite the sword he was destroyed by the Minotaur and
his body eaten. The sword now lies rusting at the bottom of the pit.
The sword in question was an ancient heirloom stolen from the
Barbarian’s father many years ago, and the Barbarian has sworn to
get it back. He must therefore descend into the dungeon and kill the
Minotaur himself. The other Warriors may accompany him, but it
must be the Barbarian who slays the beast and retrieves the sword.
SPECIAL RULES
This is a straightforward dungeon - the Warriors must find the pit,
and the Barbarian must slay the Minotaur who lives in it and
reclaim his father’s sword. The only problem is that the Barbarian
doesn’t want any help with killing the Minotaur - not even magic or
missile weapons.
Goblin
Of course, this means that the Barbarian is the only Warrior that
will get any gold for killing the Minotaur! If the Barbarian manages
to retrieve the sword, while using it he gets +1 on his roll to go
berserk.
4 BLOOD DEBT
The Warriors must repay a debt that they incurred in an earlier
adventure. The Wizard Vestigkalass rescued them from certain
death in the dungeons below Crookback Mountain some months
ago, in exchange for 10 years of their memories, which he has
stored in a cursed mirror.
THE FIGHTING PIT
When the Warriors reach the objective room do not roll on the
Objective Room Monster Table, as the following special rules
apply.
The only way the Warriors can regain those memories is to pay him
2,000 gold, or kill the pets of his arch rival, the evil Sorcerer
Grachnach. The only problems for the Warriors are that they don’t
have 2.000 gold with which to pay the ransom, and that
Grachnach’s ‘pets’ are two blood-crazed Minotaurs...
When the Warriors enter the objective room place a Minotaur in
any square in the pit. The Minotaur will not climb out of the pit
unless attacked by a Warrior with missile weapons or magic. The
Minotaur attacks in the Monsters’ Phase as normal. See the Rule
Book for the Minotaur’s profile. However, this Minotaur is
particularly powerful and gets an extra 5 Wounds.
Grachnach lives in a carefully concealed labyrinth close to Mad
Dog Pass, and is away on some evil errand at the moment. Now is
the time for the Warriors to strike!
Once the Minotaur is defeated, the Warriors may retrieve the sword
and escape the dungeon through the portcullis in the far wall.
SPECIAL RULES
The Warriors’ main objective is to enter the dungeon and kill
Grachnach’s Minotaurs, who are kept chained up in the fighting pit.
Of course, if they find treasure totalling over 2.000 gold between
them en route, they may leave immediately and pay the ransom
instead.
3 HELL’S GATE
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.
To complicate matters, while the Warriors are in the dungeon there
is a chance that Grachnach will catch them. Every time an
Unexpected Event that reveals monsters occurs, roll 1D6. If you
score a 1 or 2, Grachnach has returned!
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!
Grachnach has been scouring the mountains for Monsters to join
his warband, and has returned with his new followers. He will not
fight the Warriors himself, preferring to send his servants to crush
them while he waits a safe distance away. Roll on the Objective
Room Monster Table to determine what Grachnach has recruited.
Place them on the board along with the Monsters generated by the
Unexpected Event. This event only happens once, as Grachnach
can only return once!
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.
Of course, even if the Warriors beat off this attack they must still
complete the adventure, unless they have 2.000 gold to pay
Vestigkalass.
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.
THE FIGHTING PIT
When the Warriors reach the objective room do not roll on the
Objective Room Monster Table, as the following rules apply.
When the Warriors enter the objective room place the two
Minotaurs in any squares in the pit. The Minotaurs will not climb
out of the pit unless attacked by a Warrior with missile weapons or
magic. The Minotaurs will attack in the Monsters’ Phase as normal.
See the Rule Book for the Minotaurs’ profile.
Once the Minotaurs are defeated, the Warriors may escape through
the trapdoor at the bottom of the fighting pit. On their return
Vestigkalass gives them their memories back, as promised. The
only problem is, he isn’t sure whose memories are whose. Each
player should take a Warrior Counter to see which l0-year chunk of
memories his Warrior regains. While this hasn’t any effect on the
game itself, it is rather amusing!
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Adventure Book
5 MAN EATER
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.
- THE FIRECHASM -
A deep red light seeps out from this
room, suffusing the area with a
burning glow. The air is almost too
warm to breathe and the walls are
hot to the touch.
The following rules apply to all the Firechasm adventures.
However, it isn’t certain that the monster is a Minotaur at all, as the
villagers are renowned for scaremongering...
CROSSING THE CHASM
The rope bridge is the only way across the chasm, and is equivalent
to 2 squares of Movement. For each Warrior that attempts to cross
the bridge roll 1D6 on the following table:
1-2
The Warrior slips on the ancient bridge. Roll 1D6 on
the Firechasm Hazard Table .
3-6
The Warrior makes it safely across.
FIRECHASM HAZARD TABLE
1
The Warrior falls into the chasm and is killed.
2-3
The Warrior slips, dangling into the flames. He is
badly burnt, taking 1d6 wounds with no deductions
for Toughness or armour, but manages to haul himself
across the opposite side of the chasm.
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 i, of
course).
4
The Warrior slips, losing his grip on any one item of
treasure or equipment. Determine which item is lost
in the abyss randomly.
5-6
The Warrior grips the bridge as it starts to swing
violently. No other Warriors may attempt to cross the
bridge this turn. At the end of the turn, roll 1D6 for
the Warrior to see which side of the chasm he ends up
on:
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.
1-3
The far side
4-6
The near side
Monsters have no such problems in crossing the bridge, as they do
it all the time.
6 FREE THE PRISONERS
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.
3
- THE FIRECHASM -
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Adventure Book
1 DESTROY THE WARPSTONE ICON
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.
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.
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.
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...
THE FIRECHASM
When the Warriors reach the firechasm, they must overcome the
defenders of the chamber and hurl the warpstone icon into the
flames.
3 EXTINGUISH THE FLAMES
Below the lost Dwarf stronghold of Karak Vlag, the ancient forge
fires still burn. Now occupied by evil creatures, the flames’ magical
energies are being used to create chaotic and cursed weapons. The
forges must be extinguished before their new masters learn how to
manufacture weapons of even more awesome power
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.
The Dwarf Lord of Zhufbar is host to the descendants of the lords
of Karak Vlag, and shares their fears. Although the quenching of
the ancient flames seems an act of unthinkable wrong, it is the only
option available to prevent the creation of a greater evil.
The exiled lords of Karak Vlag know that only the first item forged
in the magical fires - a ring - can extinguish the flames. As the ring
is an ancient Dwarf treasure, it must be hurled into the chasm by a
Dwarf. If the Dwarf is killed, then the Warriors have, by default,
failed.
The Warriors must first defeat the guardians of the firechasm, as
only then can the Dwarf hurl the ring into its depths. The ring in
question is located on one of the claws of a dragon statue that
decorates the firechasm.
Each Warrior who escapes the dungeon is rewarded with 1D6 x 100
gold for his part in the adventure.
2 BANISH THE DAEMON
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.
THE FIRECHASM
The Warriors must retrieve the ring from the dragon statue and
throw it into the chasm. This cannot be done until all the Monsters
defending the firechasm are destroyed. Once the defenders are
killed, the Dwarf may retrieve the ring.
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.
To determine the Monsters that are guarding the firechasm, roll
once on the Objective Room Monster Table .
To retrieve the ring, the Dwarf must be standing next to the statue.
He may try to get the ring once per turn, at the start of the Power
Phase. For each attempt, roll 1D6 on the following table:
1-2
The ring is firmly stuck, and the noise the Warriors
are making attracts trouble. Take an Event Card.
3-6
The ring is stuck. Try again next turn
5-6
The ring slips easily off the dragon’s claw. As it
comes loose, a great panel of stone behind the dragon
rolls away, revealing a passageway to the outside
world.
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
To be able to throw the ring into the chasm, there must be no
Monsters in the room, and the Dwarf must be standing in a square
adjacent to the chasm.
THE FIRECHASM
To determine the Monsters that are guarding the firechasm, roll
once on the Objective Room Monster Table .
As the ring is thrown into the chasm, the flames leap upwards and
envelop anyone standing nearby. Each Warrior in a square adjacent
to the edge of the chasm suffers 2D6 Wounds, modified for
Toughness and armour.
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.
The flames then slowly flicker and die, and the adventure is over.
The Warriors may now escape via the tunnel.
Each surviving Warrior is rewarded with treasure from the hoard of
the Lords of Zhufbar. Take a Treasure Card for each Warrior.
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