Location:The
Old World |
Battle-Level:
2-10 |
Objective
Room:
Wizard's Study |
In
the dead of night the Warriors had agreed to come to the Dark
Tower. And all because of that strange wizard in the alehouse.
Why they had listened to his story they don’t recall – they had
heard many similar stories, but for some reason, none had intrigued
them as much as the tale last night. The wizard had told of the
Dark Tower, a place of forbidding evil on top of the hill just
outside the settlement. Many adventurers had been to the tower,
but none have ever returned. Passers by had told of hideous beasts,
glimpsed through the windows of the tower, and strange sounds
coming from beyond the stone walls. The wizard also told the Warriors
about a demonic Chaos Sorcerer who lived in the very top of the
tower. The locals had put up with him for years as he had never
actually caused them any harm, but recently the reports of the
strange beasts had increased. The wizards involvement in all of
this was that he would like to get his hands on the Chaos Sorcerer’s
magical ingredients. He had hired the Warriors to retrieve them
from the Chaos Sorcerer, knowing full well that their lives would
be in great danger.
And
now the Warriors stand at the gate of the Black Tower. They must
have been mad, or drunk, to agree to the wizard’s terms; in return
for the magical ingredients, they could keep whatever other treasure
they found. Since they would have kept all the treasure anyhow,
the deal doesn’t sound as sweet as it did last night, and considering
the ingredients are in the top room of the tower…
Pushing
open the enormous doors, the Warriors enter…
SPECIAL RULES
Because
of the shape of the tower, the dungeon deck is constructed differently
than normal. Remove all T-Junctions and other rooms with multiple
exits from the deck beforehand (such as the Room of Death). Shuffle
12 Dungeon Cards together, but do not place the Objective Room
in the last 6 as usual. Divide the cards into separate decks of
6 cards, 4 cards and 2 cards, with the Objective Room at the top.
This represents the shape of the tower, culminating in the single
room way at the top. An example dungeon layout might look like
this:
Play the adventure as normal, except at the end of each ‘level’,
just start a new section of dungeon to represent the levels of
the tower going up. Warriors can still travel between the various
sections using stairs that are assumed to be at the end of each
tower section. When the Warriors reach the Objective room, don’t
place Objective Room Monsters just yet, but instead read the following.
The Warriors finally reach the Wizard’s Study and are puzzled
by what they see. The strange wizard from the Alehouse is sitting
in a high backed chair near a window. At the Warrior’s entrance
he looks up. “Ah, you have finally made it. I was wondering how
long it would take you to get here. I see you are shocked. What
am I doing here you are probably going to ask? Well, I will tell
you. Remember that demonic Chaos Sorcerer I was telling you about,
well I am he!” And with that startling revelation he leaps to
his feet. “I needed the bravest warriors to experiment upon, the
local townspeople are fairly stupid, and their intelligence would
not suit what I had planned for them. But you,’ he says, pointing
at the Warriors. “You will suit my experiments just fine.” And
with that last outburst the Warriors notice disgusting piles of
flesh littered around the room, pulsating and glowing. Some piles
have huge claws extending from them while others have huge sores
full of pus. Suddenly the piles of flesh start to move and with
horror the Warriors realise they are deadly Chaos Spawn!
Place 2D6 + 2 Chaos Spawn in the Wizard’s Study with the Warriors.
The Chaos Sorcerer will be standing at the back of the room as
normal. Use a level of Chaos Sorcerer depending on the Warriors’
Title, so a Champion would encounter a Chaos Sorcerer Champion,
while a Lord would encounter a Chaos Sorcerer Lord etc. If the
Chaos Spawn take up 4 squares as normal there probably won’t be
room for all of them. Therefore, for this adventure the Chaos
Spawn are smaller than usual, although just as deadly, and only
take up 1 square each.
As soon as the Warriors manage to reduce the Chaos Sorcerer to
0 Wounds, then read the following.
“You
have beaten me… I apologise for my actions, but I was dying you
see. I needed to perfect the ultimate body to transfer my soul
to, one that would live forever. I know now that this was wrong.
No one can live eternally, save for the Chaos Gods. Please forgive
me.” And with his dying gasp he collapses onto the floor.
Conclusion
The
Warriors return to the settlement. Since the wizard is now dead
there will be no reward for this adventure.
CHAOS SPAWN
Chaos Spawn are
followers of chaos who have failed to pleases their gods. They
have been mutated into a hideous mass of limbs, appendages and
all manner of mutations. Their minds are gone, leaving nothing
but a seething mass of bone and flesh.
|
Chaos
Spawn |
Wounds
|
(1D6
x Dungeon Level)* |
Move
|
2D6
|
Weapon
Skill |
3
|
Ballistic
Skill |
-
|
Strength
|
4
|
Toughness
|
5
|
Armour
|
-
|
Initiative
|
1
|
Attacks
|
Special
|
Damage
|
Special
|
Gold
|
(100
x Dungeon Level) |
ENEMY'S
WS |
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Chaos
Spawn |
2
|
3
|
4
|
4
|
4
|
4
|
5
|
5
|
5
|
6
|
Chaos
Spawn
Chaos Spawn Attack;
Daemonic -1; Fear 6.
Chaos Spawn
Attack
Due to the mass
of limbs a Chaos Spawn has, each time it attacks a Warrior, roll
1D6. This is the amount of attacks it has this turn. To calculate
the damage done for each attack, divide the Dungeon Level by 2
and round up. eg. A Chaos Spawn on Dungeon Level 7 would cause
(7 / 2) = 3.5 = 4 Damage Dice with each successful attack.
* Roll for each
Chaos Spawn separately.