Location:
The Old World
|
Battle-Level:
1-3
|
Objective Room:
Any
|
A
renegade Wight and his minions have been invading and terrorising
local villages in the dead of night. Affected by the raw power
of Chaos Warpstone, the Wight's bones have turned completely black,
and he has gone insane with unquenchable bloodlust. Other undead
affected by the Warpstone have also undergone strange transformations,
such as horn growth or hairy bones. Thought an unstoppable force
by many of the townspeople, the Warriors arrive on the scene to
prove them wrong. The Wight's lair, a nearby dungeon, is only
a week's travel from the settlement; the Warriors head off immediately.
SPECIAL
RULES
Roll
once on the Hazard Table to represent the week's travel to get
to the dungeon. Then play the adventure as normal.
Upon reaching the Objective Room, do not roll for Objective Room
Monsters. Place the Black Wight at the rear of the room; he will
move down and attack the Warriors in his turn as normal. Roll
three times on the first table to determine what Monsters are
in the Objective Room. Then roll on the second table for each
group to determine what mutation(s) they possess. Each group of
Monsters will possess the same mutation - don't roll for them
separately!
D6 |
Monsters |
No. |
1 |
Vampire
Bats |
2D6 |
2 |
Tomb
Guardians |
1D3 |
3 |
Zombies |
1D6 |
4 |
Ghouls |
2D6 |
5-6 |
Skeletons |
2D6 |
D6 |
Mutation |
Ability |
1 |
Blooodlust |
Frenzy
6+ |
2 |
Horns |
Impale
6+ |
3 |
Quick
Reflexes |
Dodge
5+ |
4 |
Tough
Skin/Bones |
+1
Toughness |
5 |
Extra
Leg |
+1
Movement |
6 |
Hairy |
- |
|
The
Black Wight |
Wounds
|
20
|
Move
|
4
|
Weapon
Skill |
3
|
Ballistic
Skill |
-
|
Strength
|
3
|
Toughness
|
4
(6) |
Armour
|
2
|
Initiative
|
3
|
Attacks
|
1
|
Damage
|
2D6
|
Gold
|
500
|
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
The Black
Wight |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
The
Black Wight
Fear
7; Frenzy 5+.
Completion
When
the Warriors have managed to kill the Black Wight and his followers
they are rewarded by the villagers with 1D3 x 100 Gold each. Because
the villagers are farmers, they are give the Warriors 1D6 melons
each from their crops; treat a melon in exactly the same way as
a provision.