Location:
The Old World & Norsca |
Battle-Level:5-8 |
Objective Room: Any
|
Dukarl and the
Rise of Vermillion is a two part campaign. The first part
of the campaign is The Rescue.
PART
1 - THE RESCUE
The Warriors
are called to the Royal Palace of Altdorf, on a matter of dire
importance. The Black Knight, Dukarl has resurfaced after
many years of hiding. His great crimes against the empire alone
are reason enough to bring him to justice, but from our now dead
spies within his organisation, we have learnt that Dukarl has
devised his most deadly plot yet.
Joining forces
with a Dragon Ogre named Hut-Bull, Dukarl has kidnapped
the old wizard Jaymin. Before he was taken, Jaymin had
just deciphered a set of old runes that supposedly told of how
to resurrect an ancient dark god of some kind. Obviously Jaymin's
knowledge has made him very dangerous. The Warriors quest is to
journey to Dukarl's secret dungeon at the northern end of the
Grey Mountains and rescue Jaymin at all costs.
SPECIAL
RULES
Play this adventure
as normal until the Objective Room is reached.
When the Warriors
enter the Objective Room roll for Monsters as normal. In addition,
the Black Knight Dukarl is placed at the rear of the room. His
statistics are below. Jaymin is nowhere to be seen at this time.
|
Dukarl - The Black Knight |
Wounds |
50
|
Move |
4
|
Weapon
Skill |
7
|
Ballistic
Skill |
3+
|
Strength |
5
|
Toughness |
5 (9)
|
Armour |
4
|
Initiative |
6
|
Attacks |
3
|
Damage |
2D6
|
Gold |
1000
|
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Dukarl |
2 |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
Dukarl
- Dukarl, being a seasoned Warrior,
is able to preform deathblows in the same way as the Warriors.
-
The blade of
Dukarl's magical sword is solid sliver, and allows him to
re-roll his first missed To-Hit roll per turn. This blade
also causes an extra Damage Dice against Vampires, just in
case one of the Warriors is a Vampire at this current point
in time..
Victory!
Once the Monsters
are dead and Dukarl is defeated the Warriors search the corpse
ridden battlefield for Jaymin, but he is nowhere to be found.
Dukarl is not
dead! He pulls his bleeding body up to slump against the wall.
"You won't find him...," he coughs through blood stained
teeth. "Hut-Bull took him.., he betrayed me, all I wanted
was to put a healthy ransom on that wizard's head… to rebuild
my forces and... so on." '
One of the Warriors
steps up to Dukarl and threatens to finish him unless he tells
them the destination of Hut-Bull and his captive Jaymin.
A wry smile
spreads across the Black Knights face hidden by his full helm,
"If I was to tell you, then there would be no reason for
you not to kill me now… would there. Oh yes... I know his destination,
but I think it best if I....(cough)... take you to it myself.
I know what you must be thinking....you can't trust me. Well no....you
can't, but I want my revenge on Hut-Bull and you can't save your
damn wizard without my help." With that he pulls himself
more up right (obviously his magical armour is working its healing).
"So what do you say? You have my word as a knight I will
not attack you during this time."
The Warriors at
this point can either kill Dukarl or leave him behind and end
the campaign now, or they can take him up on his offer. If they
agree to let him lead them to Hut-Bull's lair then read on.
The leader of
the Warriors reluctantly shakes the Black Knight's hand. Dukarl
then states strongly, "A truce then,... at least until we
get to Norsca." At this the Warriors eyes widen. "Oh,
didn't I say?," the knight continues. "That is where
we're headed."
PART
2- COLD BLOODED
The second part
of the campaign is Cold Blooded and although it starts
here, the next adventure does not actually start until the Warriors
set sail for Norsca. Therefore any items or special abilities
lasting until the end of the adventure are still in effect.
The Warriors and
the Black Knight must now make their way to a Seaport in order
to seek passage to Norsca.
Dukarl tells
the Warriors of a Seaport where he is known and respected among
the cutthroats so that they can find a ship more quickly.
Controlling
Dukarl
Pick one of the
Warriors to control Dukarl. Use him as you would any other Warrior,
using his statistics and items. Use a counter for him when determining
random Warrior events and so on. By the time the Warriors exit
the dungeon he is healed back to half Wounds (25). If Dukarl is
killed before reaching the destination of Hut-Bull then the campaign
must be aborted. He has 5 provisions and 5 bandages which he will
only use on himself when he has been wounded. In combat he fights
with the Warriors according to Initiative, but never goes first.
Record Gold for him, which starts on 245. Dukarl also receives
Treasure in the same fashion as the Warriors. Dukarl will never
trade equipment or give away his gold, but he will sell equipment
to the other Warriors although he charges them double the Gold
value.
At the Seaport
When the Seaport
is reached, Dukarl, escorted by the Warriors arranges a boat to
Norsca. He manages to get a ship that sails in four days (make
the necessary rolls for Captain, cost and so on). For the rest
of the four days he follows one of the Warriors around. Determine
whether the events happen to him or the Warrior when they are
rolled. At any shops visited Dukarl can also buy items (for example,
if he is low in provisions he will buy some provisions). The leader
of the Warriors sends off a carrier pigeon to inform Altdorf of
the proceedings.
At Sea
Treat the voyage
as normal and don't forget Dislike Points for Dukarl. If
the Black Knight becomes separated at sea (eg thrown overboard)
then the quest must be aborted.
At the Norse
Seaport
Treat this as normal
following the rules used above for Dukarl.
The Journey
to Hut-Bulls Lair
Once the Warriors
have left the Norse Seaport they must journey to Hut-Bulls lair.
Since it is so far away it will take them 2D6 weeks to get there.
Once they are there read the following.
The Entrance
The dungeon
of Hut-Bull is cut deep in the side of a huge icy cliff. It is
now that the Warriors realise they no longer need Dukarl, but
to turn on him now would be unwise for he is fully rested and
would certainly weaken the Warriors before they enter Hut-Bulls
lair. They know they will need all their strength if they are
to succeed.
At this point the
Warriors can either turn on Dukarl and attack him, resulting in
a battle after which they can enter the dungeon, or they can enter
the dungeon with the Black Knight on their side, only they are
not sure for how long, remembering that the truce was only to
Norsca!
The Dungeon
of Hut-Bull
Play this adventure
as a normal Norse adventure, using any large Objective Room.
When reaching the
Objective room place the Dragon Ogre Hut-Bull at the back adjacent
to Jaymin, who himself is adjacent to a large cauldron that takes
up 4 squares. Then roll for Objective Room Monsters as normal.
The Warriors
can see that Hut-Bull is shouting at Jaymin to work faster, as
the old wizard throws various substances and body parts into the
pot. The poor fool is obviously under Hut-Bulls control somehow.
The Warriors have
1D6 turns to defeat Hut-Bull and break the spell before the shadowy
essence of the ancient Dark God "Vermillion" rises from
the cauldron!
|
Hut-Bull |
Wounds |
60
|
Move |
6
|
Weapon
Skill |
6
|
Ballistic
Skill |
5+
|
Strength |
6
|
Toughness |
5 (9)
|
Armour |
4
|
Initiative |
6
|
Attacks |
4
|
Damage |
3D6
|
Gold |
1900
|
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Hut-Bull |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Hut-Bull
Fear 8; Magic Armour;
Magic Item; Magic Weapon.
The Essence
of Vermillion
If the Warriors
do not kill Hut-Bull in the specified time then Vermillion begins
to rise. Of course, Vermillion has only just begun to form, but
even so is still deadly. He can't move away from the cauldron
for only his upper torso has appeared. Any Warrior standing adjacent
to the pot at the start of the Monsters Phase is clawed at by
Vermillions ethereal claws, resulting in the loss of 1D6+4 unmodified
Wounds. When Hut-Bull is killed then the hold he has over Jaymin
fades and Jaymin collapses and stops working. This results in
the ritual being interrupted and the Essence of Vermillion fades
away into nothingness as he yells in defeat.
Jaymin
If any Warrior
tries to touch Jaymin to pull him away from the area they are
thrown back by some magical force. When Hut-Bull is killed the
hold over Jaymin is broken, but the strain is too much of him
and he dies. Since the knowledge he possesses, even when dead,
is incredibly vast, they must carry his body back to Altdorf to
be cremated to prove that it will never come into the wrong hands.
One Warrior must carry Jaymin back and be at -1 Movement while
doing so. If a combat occurs, the Warrior dumps Jaymin's body
in a corner and picks him up again afterwards.
If the Black
Knight is Still Alive
Dukarl leans
on a near by wall and casually states "Well, you are all
great heroes, and I guess you are wondering how I knew how to
get here so precisely. Well the truth is that this used to be
my dungeon, and you were fools to trust me beyond my word!"
With this he slips through a secret door in the wall he was leaning
on and the Warriors hear the familiar sound of a heavy lever being
moved.
Large stone slabs
come down in front of the doors making them impassable. Soon after,
ice cold water comes flooding into the room from many chutes around
the walls. Realising they must act fast the Warriors try to escape!
If the Warriors have no other means of escape then roll on the
following table once each turn. While trapped, no Unexpected Events
will happen in this room. If the Warriors haven't escaped after
4 turns they have failed to escape and drowning in the icy cold
water.
1-2 The
Warriors search frantically for a way out but come up with naught.
3-4 The
Warriors manage to block one of the chutes. Roll again immediately.
5 The
Warriors notice a secret hatch in the wall which they hit repeatedly
trying to smash it open. Add +1 to all remaining rolls on this
table.
6 Working
hard the Warriors are able to break open a small hatch in the
wall and scramble through it before the water drowns them. They
break through into a stairway which leads to the surface. They
have escaped!
Victory!
When the Monsters
are all defeated and the essence of Vermillion destroyed then
the quest is over. When the Warriors get back to the Old World
they can collect payment from Altdorf of a sum of 500 Gold each
if they still have the body of Jaymin as proof. Otherwise they
receive nothing!