Location:
The Old World
|
Battle-Level:
5-6
|
Objective Room:
Idol Chamber
|
While
on a well-deserved holiday in a coastal, tourist-plagued settlement,
the Warriors hear news of the devastation of a small town only
a few hours walk north. Upon investigation, they learn that a
huge, dark red, winged Daemon Prince had decimated the peaceful
farming community of Tomatohoe overnight. It was rumoured that
a mighty sorcerer had discovered the means to summon and partly
control the servants of Khorne, and had ordered the attack on
the town as a demonstration of his power. Not only did the Daemon
Prince demolish the town and kill many of its inhabitants, he
kidnapped a young woman who happened to be the daughter of the
King of the realm. Upon hearing the latter news, one of the Warriors
feels a sense of righteousness overwhelm him and he convinces
the others to rescue the lady from her certain death no matter
what the cost.
While
getting ready for their adventure, the Warriors receive further
news. The kidnapping of the woman was part of an evil plot of
the sorcerer to recruit another servant of Khorne into his retinue-
a Bloodthirster! The King's daughter was needed as a special sacrifice
to summon this fiend. The Warriors realise the importance of stopping
the ritual as fast as possible- if a Daemon Prince can destroy
a town in one night, what might a Bloodthirster, the greatest
and most deadly of all Khorne's daemons, accomplish? The Warriors
set off at once to search for the evil sorcerer's lair in the
northern wilderness.
SPECIAL
RULES
To
find the lair, the Warriors must trek through the wilderness,
searching. Make one roll on the Hazard Table to see what befalls
them on their search, interpreting unusable events as an uneventful
search. At the end of their travels they find an entrance to a
huge cave, with many large footprints made by someone or something
hoofed. Following a hunch, the Warriors decide this must be the
place, and enter. Treat the cave as a normal dungeon; 12 Dungeon
Cards with the Objective Room randomly placed in the last 6.
When
the Objective Room is reached, place the Daemon Prince and the
Master Chaos Dwarf Sorcerer, riding a Great Taurus, at the back
of the room. The Daemon Prince can replace the Idol at the back
of the room if you wish. The King's daughter should be placed
next to the sorcerer. Also, the Warriors find a horde of Bloodletters
acting as guards for the sorcerer. Place 2D6 +5 Bloodletter Guards
as close as possible to the sorcerer. After the Taurus has flown
to attack, the Bloodletters will always try to get as close as
possible to the Sorcerer in their turn, before making any attacks.
They cannot escape from pinning, however.
When
all Monsters are dead, normal Objective Room Treasure and Gold
rules apply, in addition to the Treasure Hoard of the Daemon Prince.
|
Daemon
Prince |
Wounds |
65 |
Move |
6 |
Weapon
Skill |
7 |
Ballistic
Skill |
A |
Strength |
6 |
Toughness |
5
(9) |
Armour |
4 |
Initiative |
8 |
Attacks |
6 |
Damage |
5D6 |
Gold |
4000 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Daemon
Prince |
2 |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
Daemon
Prince
Daemonic
-2; Daemonic Reward; Fly; Ignore Blows 5+; Ignore Pain 6; Terror
10; Treasure Hoard +1.
Treasure
Hoard
This
Daemon Prince has hidden a pile of loot away for his own use.
Once he is vanquished, make one roll (1D6+1) on the following
table to see what the party finds:
2-3 Dungeon
Room Treasure
Each
Warrior receives one Dungeon Room Treasure Card.
4 Dungeon
Room Treasure and Gold
Each
Warrior receives one Dungeon Room Treasure Card. Also, each
Warrior may roll as many dice as he or she likes, adding up
the score and multiplying by 10 to calculate the amount of gold
found. However, if any of the dice score a 1 the Warrior finds
no gold.
5 Lots
of Dungeon Room Treasure
Each
Warrior receives 1D3 Dungeon Room Treasure Cards.
6 Objective
Room Treasure
Each
Warrior finds an Objective Room Treasure Card.
|
Master
Chaos Dwarf Sorcerer |
Wounds |
26 |
Move |
3 |
Weapon
Skill |
4 |
Ballistic
Skill |
4+ |
Strength |
4 |
Toughness |
5
(8) |
Armour |
3 |
Initiative |
4 |
Attacks |
2 |
Damage |
2D6 |
Gold |
2190 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Master
Chaos Dwarf Sorcerer |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Master
Chaos Dwarf Sorcerer
Chaos
Dwarf Magic 3; Magic Armour; Magic Dispel 4+; Magic Item x 2;
Magic Resistance 4+; Magic Weapon; Rides Great Taurus.
|
Great
Taurus |
Wounds |
50 |
Move |
6 |
Weapon
Skill |
6 |
Ballistic
Skill |
- |
Strength |
6 |
Toughness |
6
(9) |
Armour |
3 |
Initiative |
7 |
Attacks |
4 |
Damage |
4D6 |
Gold |
2250 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Great Taurus |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Great
Taurus
Breathe
Fire; Fly; Terror 10.
|
Bloodletter
Guard |
Wounds |
7 |
Move |
4 |
Weapon
Skill |
5 |
Ballistic
Skill |
2+ |
Strength |
4 |
Toughness |
3 |
Armour |
- |
Initiative |
6 |
Attacks |
2 |
Damage |
2D6 |
Gold |
350 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Bloodletter
Guard |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Bloodletter
Guard
Armed
with Hellblade; Daemonic -1; Fear 5; Guards Master Chaos Dwarf
Sorcerer
Hellblade
A
Hellblade causes an extra +1D3 Wounds on the target, with no modifiers
for Toughness or armour.
Aftermath
The
Warriors must escort the lady back to a settlement, using the
normal wilderness rules. Once there, a courier of the King congratulates
them for their brave rescue, and provides them with 500 gold each
as a reward.