Location:
The Old World
|
Battle-Level:
2-4
|
Objective Room:
Any
|
In
a dark, decrepit region of Bretonnia, north west of the Loren
Forests, there lies a horrid blight on the landscape. Black
Chasm, a vast Skaven lair. Clan Pestilens and Clan Eshin fight
for supremacy over the canyons, with neither gaining the advantage
over the other. Recently, a third party has entered the fray.
While mining for warpstone, a group of Pestilen miners accidentally
discovered a large, natural cavern. Much to their surprise, the
walls of the cavern had been hollowed out with small hexagonal
squares, each about 2 feet deep, and two feet tall. A sticky yellow
substance seeped from each yellowish hexagonal hole and dripped
down the wall. Fearfully, the Skaven backed away. There was suddenly
a loud buzzing sound, and the caverns of Black Chasm were filled
with giant bees, swarming from their once hidden lair out into
the cavern systems where the two Skaven clans fought. The miners
were engulfed by dozens of foot long bees, with stingers the length
of a human hand.
Not
realising what they had unleashed, the two Skaven clans continued
to fight, until the bees became too much of a hassle. Skaven were
being killed in their hundreds, all by the armies of giant bees.
Eventually, warpstone mining ceased altogether, and the clans
were being depleted. The two Warlords met on neutral ground and
discussed what was to be done about this new threat. Both agreed
to form a truce until they wiped these giant bees (of which they
assumed had been created by the raw power of warpstone) from their
caverns. Small groups of Pestilens and Eshin were formed and heavily
armed, and a voyage into the hive where the bees had originally
been released began.
When
days passed, the Warlords began to get worried, for no word of
the parties had been heard. They decided to get suited up in the
finest warpstone armour and investigate for themselves. Calling
on the power of the Great Horned Rat, they summoned an immense
demonic form from the void. With seething power, and crackling
energy, the form of a mighty Vermin Lord rose from the ground,
swathed in mystical purple bands of power. Once the dark magic
had subsided, the creature stood, coated in thick fur and with
black bands of power that encircled its wrists and ankles. The
Vermin Lord growled, a guttural sound that sent shivers of fear
through the human captives that were nearby, being readied for
a sacrifice to the mighty demon from the warp. Once the Vermin
Lord had eaten his fill, it stepped out of the summoning pentagram
and waited for its next orders. The two mighty Warlords and the
Vermin Lord proceeded towards the hive…
Meanwhile,
in another section of the Black Chasm, the Warriors are enjoying
a good round of monster bashing when they suddenly hear a loud
buzzing sound from around the corner. Being slightly puzzled,
they finish of the last Skaven, and prepare to face the onslaught
ahead.
SPECIAL
RULES
This
adventure starts slightly differently from all the others. The
Warriors have just descended a set of stairs down to the second
level of the Black Chasm, therefore they are in the middle of
the dungeon and have no idea what lies ahead of them as usual.
However, unlike other dungeons, since they are on the second level,
the stairs leading up will only take them to level one, instead
of out of the dungeon. Therefore, there is no escape for the Warriors
during this adventure. They must press onwards into the gloom.
Warriors rolling on the Escape Table must subtract -1 from the
roll.
Also,
the Warriors start off the adventure having a fight in whatever
room or passage they begin in, with a large swarm of giant bees.
Once the Warriors have been placed, roll 3D6 for the number of
bees encountered, and fight a battle as normal. Gain treasure
for the combat as usual.
|
Giant
Bee |
Wounds |
2 |
Move |
8 |
Weapon
Skill |
2 |
Ballistic
Skill |
6+ |
Strength |
2 |
Toughness |
3 |
Armour |
- |
Initiative |
6 |
Attacks |
1 |
Damage |
1D6 |
Willpower |
2 |
Gold |
35 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Giant Bee |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Giant
Bee
Ambush
3+; Bee Sting; Dodge 5+; Fly.
Bee
Sting
Whenever
a Giant Bee rolls a 6 to hit a Warrior, he has managed to use
its sting on him. The Warrior takes 2D6+2 damage instead of the
normal 1D6+2 damage. However, because the Giant Bee needs its
sting to survive, it dies immediately after its sting attack.
Remove the Bee from the board. No treasure is gained from this
kill. The Bee’s sting attack is NOT poison.
Because
of the nature of these caverns, there are bound to be lots of
Skaven running around everywhere, trying to escape the Giant Bees.
Whenever the Warriors encounter Skaven, there will always be an
extra 1D6 Skaven Clanrats and 1D3 Skaven Storm Vermin, even if
there was none of these creatures to begin with.
Whenever
the Warriors get an Unexpected Event that reveals an Event of
some kind, roll 1D6. On a roll of 1 to 3, the Event is ignored
in favour of a small swarm of Giant Bees attacking the Warriors.
There are 2D6 Giant Bees. Fight a combat as normal.
Upon
reaching the Objective Room, the Warriors are greeted with a strange
site indeed. A half eaten Skaven Lord lies crumpled in the corner,
moaning loudly for all to hear. Giant Bees swarm at the top of
the cavern far overhead. The Walls of the hive are covered in
thick layers of honey, dripping out of large hexagonal holes in
the wall. Two terrified Skaven Warlords are standing next to the
dying body of the Vermin Lord, desperately trying to reach the
strange female beauty at the back of the room, sitting upon a
throne of warpstone covered with honey. Upon closer inspection,
the Warriors see that the gorgeous woman has yellow and black
striped skin, long flowing yellowy brown hair, gorgeous orange
eyes, and wears not a stitch of clothing on her body. However,
an evil sneer appears on her face as she crosses her very feminine
legs, making the Warriors temporarily forget their predicament.
They also notice a large pair of membrane like wings attached
to her supple back. Getting back to the problem at hand, the Warriors
join the battle.
The
following rules apply when fighting this final battle.
-
Do
not roll for normal Objective Room Monsters. If they were
in this hive, the Giant Bees would have eaten them all ages
ago. Instead, roll 4D6 and place this many Giant Bees in the
room, surrounding the Warriors.
-
Also
in the room, place two Skaven Warlords at the back of the
room, adjacent to the dying Vermin Lord, whom should also
be placed at the back of the room. The Skaven Warlords are
in a very weakened state, and therefore have the stats of
a Skaven Clanrat Champion. The Warlords count as having the
Guard skill against the dying Vermin Lord. They will not leave
its side.
-
The
Vermin Lord is almost on the brink of death; having been eaten
alive by hundreds of warpstone affected Giant Bees. However,
given that it is a Greater Demon, it is still a very dangerous
threat to our young, novice Warriors. If a Warrior ends his
Warriors phase adjacent to the Vermin Lord, he will suffer
the might of a very angered and agonised Greater Demon. He
is struck in the face for 6D6 Wounds at the beginning of the
Monster’s Phase. Warriors suffer from Greater Demon Terror,
and cannot fight the beast, no matter how powerful they think
they are. It also will not attack them unless they are adjacent
to it.
-
At
the start of every Monster’s Phase, roll 1D6. This is the
number of Giant Bees that swarm from the ceiling of the cavern
and from the beehive walls. Place these Bees as normal, and
make any Ambush attacks as necessary. Note that the Bees are
too numerous to kill them all. The Warriors must try and make
their way to the Queen Bee at the end of the room. If there
is no room for the Giant Bees to be placed in the Objective
Room, ignore any leftovers. Do not place them outside of the
Objective Room.
-
The
Queen Bee has the following statistics. Although she has the
Fly ability, she will always stay at the back of the room.
She will never use the ability to change targets as is stated
in the normal rules for Fly. However, it does prevent her
from succumbing to spells such as "Pit of Despair",
etc.
|
Queen
Bee |
Wounds |
15 |
Move |
6 |
Weapon
Skill |
3 |
Ballistic
Skill |
4+ |
Strength |
3 |
Toughness |
2 |
Armour |
- |
Initiative |
5 |
Attacks |
3
(with sword only) |
Damage |
1D6 |
Willpower |
6 |
Gold |
630 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Giant Bee |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Queen
Bee
Armed
with Barbed Whip; Armed with Wasp Bow; Dodge 3+; Fly; Hypnotise
5+; Queen Bee Magic 1.
Barbed
Whip
If
there is a Warrior within 3 spaces of the Queen Bee (but not
adjacent), she will attack with her whip (only once per turn).
The whip does 1D6 + 5 Wounds. However, some of the barbs remain
in the Warrior’s flesh. It takes him 1 Attack next turn for
him to remove them all.
Wasp
Bow
This
bow is used instead of the Queen Bee’s normal sword attack (no
Warrior is adjacent) or Barbed Whip attack (no Warrior is within
3 squares). The bow fires tiny small wasps instead of arrows.
Roll 1D6. This is to see how many wasps are fired from the bow.
Now roll 1D6 for each wasp against the Queen Bee’s Ballistic
Skill. Deal out damage as normal for missile weapon fire. Each
wasp does 1D3 unmodified Poison damage.
Queen
Bee Magic
At
the start of every Monster’s Phase, roll 1D6 to see which spell
the Queen Bee casts.
1 Honey
Salve
The
Queen Bee waves her arm in the air, and a thick layer of honey
falls from the ceiling, coating all the Giant Bees in the room.
All Bees immediately gain 1 Permanent Wound, and heal any Wounds
they have lost so far.
2 Bee
Swarm
Raising
both arms directly above her, the Queen Bee sends thousands
upon thousands of tiny bees directly into the Warriors. Each
Warrior must lose 1D6 unmodified Wounds and must lose 1D3 Attacks
next turn as they fight off the annoying little creatures.
3 Prison
of the Wasp
A
random Warrior suddenly finds himself trapped within a large
yellow crystal hexagonal prison. While in this cell, he cannot
attack, be attacked, cast spells on anyone but himself, have
spells cast on him, use magic items on people outside the cell,
or be given bandages or provisions. At the start of every turn,
the Warrior may try and break out of the cell. Roll 1D6 and
add Strength. If the result is 7 or more, the Warrior shatters
the prison and may fight as normal. If it is less, he does not
escape this turn. If the Warrior remains trapped within the
cell for more than 6 turns, he dies of suffocation. The cell
will shatter when the Queen Bee is killed.
4 Warpstone
Fade
The
Queen Bee’s image starts to shift and blur. For this turn, she
has the Ethereal -1 ability and her Dodge 3+ is increased to
Dodge 2+.
5 Bee
Sting
A
random Warrior suddenly feels a sharp twinge in his neck. He
suffers 2D6 modified Wounds and must roll 1D6. On a roll of
1, he has been poisoned and loses 1D6 extra unmodified Wounds.
If these Wounds reduce him to 0 Wounds, the Warrior is dead.
6 Summon
Bees
The
Queen Been begins to sing, and the walls and ceilings come alive
with the writhing of dozens of Giant Bees that had been hiding
all this time. Roll 2D6 for the number of extra Giant Bees that
must be placed. Any that don’t fit are ignored. Roll for Ambush
as usual.
Conclusion
When
the Queen Bee and the Skaven Warlords are dead, all remaining
Bees are removed from the board. The Warriors have won. As well
as normal treasure, each Warrior finds 1D6 x 100 gold pieces and
a Treasure Card. With the Queen Bee dead, the hive will soon perish
without its leader.
On
the way back to the surface, the Warriors locate a book, which
has been written by a Skaven Seer. It tells of how a young female
human captive escaped her bonds one day and fled deeper into the
Black Chasm. Her captors ignored her and after a few days had
forgotten all about her. The girl had ended up wandering the caverns
in a state of insanity, until she collapsed from exhaustion within
a large cavern. There, she lived on honey that she found from
a small beehive located on an overhang. However, as the years
went by, the raw warpstone she was exposed to slowly mutated her
into what she loved most. Her bees. With years to learn, she soon
had full control over her bees and mutated them using the warpstone
at her disposal. After mastering the power of the warp, and having
full control over her now Giant Bees, it was time to get revenge
on the puny rat things that had caused her to be down here in
the first place. It was then the Skaven miners had uncovered her
hidden lair. It was time to kill all the Skaven in Black Chasm,
and time for her revenge! The Warriors will be glad to be out
of this place.