THE GODS OF INJUSTICE
Location:
The Old World
|
Battle-Level:
4-5
|
Objective Room:
Any
|
Thousands
of years ago, in the realm of the Gods, the powers that rule today
were nowhere near as powerful. Khorne, Slaanesh,
Tzeentch and Nurgle were only a few of the Chaos
Gods that vied for power over mortals. Today, most of these other
Gods are believed not to be worshipped anymore, although some
of them have small cult followings, such as Ranald, Trickster
God of Thieves. As the war for supremacy raged on, minor Gods
of all varieties were being killed by the dozens. It is said by
some that Gods that could not be killed because of their power
were banished to the Warhammer World as mortals. Their power was
stripped, and they were left lying naked for the wolves to find.
Most of these once Gods were killed almost instantly, having little
skills in which to survive upon the harsh surface of the mortal
world. However, there were those who held such fury for the Gods
that threw them down there that they vowed to get revenge on the
Gods by becoming mighty rulers on the earthy realm and thus gain
enough power to reclaim their Godhood.
All
did not go as planned. At first, things went very well. One man
made his way to the Empire city of Nuln where he began
preaching to the crowds about the downfall of an empire and the
dethroning of the true Gods. Naturally most people dismissed this
mad man with a wave of their hand, but eventually, his following
grew. He recruited warriors, thieves, necromancers, wizards and
mystics, all eager to see their master restored to power in the
heavens. The thought of dethroning the Chaos Gods was a dream
come true. Sigmar had failed to do so, could it be that
their saviour came in the form of this zealous religious leader?
Using
his recruited mystics, the man discovered the whereabouts of eight
others whom had been banished to the mortal realm. He summoned
them, and soon, he had a large gathering of generals and war marshals
under his command. With this vastly growing base of power, his
influence began to spread. His wizards had begun designing ways
of allowing their master to once again access the full force of
his God like powers. Afters many years of long research, one of
the wizards spoke of success. If the dethroned Gods could all
partake of a segment of each of the Chaos God’s power, then perhaps
they could use that as a siphon to restore their powers. It was
agreed. The blood of a Bloodletter, a Plague Bearer, a Daemonette
of Slaanesh and a Pink Horror was drained into a single goblet,
infused with magical energy. Each God drank from the mixture of
blood while the wizards and necromancers recited dark rituals.
It
was then that the Chaos Gods noticed something was afoot…
The
experiment was going to be a success. Each God could feel the
power returning to him. Then suddenly, the lumbering forms of
two Demon Princes of Khorne appeared. The wizards began to flee
in terror, the rituals forgotten. The Gods cried in anguish as
they saw their power slipping away once more. The demons wrecked
havoc amongst the foot soldiers of the Gods, butchering as many
as they could. The Gods had fled the scene, hiding out and cursing
within the halls of the temple they were in. Eventually, the demons
disappeared back into the warp.
The
Gods emerged from their hiding places, looks of utter despair
on their faces. The Chaos Gods knew, and would never let the experiment
be a success. It was all over. The research, the waiting, all
for naught... until one of the Gods cried in mild surprise. He
concentrated and two bolts of energy erupted from his eyes, striking
the wall behind him. Hope rising once again, each of the Gods
tested their powers. Some of them could fly, others could run
at super speed. Some had vast super human strength. Laughing manically,
the original leader of the Gods threw back his head. The Chaos
Gods had failed. They had failed to stop the experiments in time.
Therefore, each of the Gods had managed to reclaim a small fraction
of their power. Together, they could wipe the world of all insurgences
of Chaos and thus dethrone the Chaos Gods once and for all.
All
the Gods had reclaimed their immortality as part of the bargain.
For hundreds of years, they lived within the Northern Wastes in
a small fortress made of solid green plasma energy, pulled directly
from the warp. From there, they fought the rising tides of Chaos
with all they had. But to this day, they could not defeat them
all. Soon, it became too much for the Gods, who had to flee the
Wastes for safer grounds.
Down
and out jesters and bards, seeking to entertain their tavern audience
with tales of power and the old Gods, often tell the Legend of
these Gods. Today, no one believes in the Gods. If they existed,
where would they live? Why are they not fighting the forces of
Chaos as we speak?
While
in a dusty, run down tavern in Nuln, the Warriors are accosted
by an old man who tells them he needs their help. Apparently,
he has reason to believe a small religious cult has recently sprung
up that call themselves "The Injustice Gang." The cult contains
only nine members, each of whom worships one of the supposedly
false Gods from the Legend. The man offers a large reward if the
Warriors can find out more about this Cult, and if they are found
evil, to destroy them before they spread.
SPECIAL
RULES
The
old man has actually found out the hideout of the Gods from the
Legend. After their forced retreat from the Northern Wastes, they
were low in power. They hid out in an abandoned Dwarven mine and
bided their time. Unfortunately, the years of solitude have done
them no good at all. It appears they have gone insane. Attacking
anyone and everyone that crosses their path, claiming they can
see the raw power of Chaos claiming their soul. The Warriors must
venture into the dungeon, kill the Gods before they regain their
full power, and put an end to this sad legend. Play this adventure
as a normal dungeon. However, when the Warriors reach the Objective
Room, there will be no rolls made on the Objective Room Monster
table. Instead, the Warriors will find the "Injustice Gang", as
they call themselves now, waiting to fight the new intruders.
Once the Warriors have entered the room, place the gang as the
back of the room, in order of Initiative. When combat begins,
the members will begin to move down to attack the Warriors.
This
adventure is designed for a party of 4 to 5 Warriors. A party
of 2 Warriors is going to have a lot of trouble completing this
adventure. Use the following table to adjust the "Injustice Gang"
member numbers depending on the number of Warriors.
Warriors
|
Current
Members
|
Warriors
|
Current
Members
|
1
|
Kal-Zel,
Goth, Woman of Wonders
|
4
|
All
of them
|
2
|
Kal-Zel,
Manhunter, Iron, Helena, Goth
|
5
|
All
of them
|
3
|
Kal-Zel,
Manhunter, Rayner, Goth, Helena, Algae
|
6+
|
All
of them + Objective Room Monsters
|
"The
Injustice Gang"
Kal-Zel
– God of Battle and leader of the "Injustice Gang"
Wounds:
|
55
|
Move:
|
9
|
Weapon
Skill:
|
5
|
Ballistic
Skill:
|
4+
|
Strength:
|
8
|
Toughness:
|
8
|
Armour:
|
-
|
Initiative:
|
6
|
Attacks:
|
4
|
Willpower:
|
4
|
Damage
Dice:
|
4
|
Gold:
|
2250
|
ENEMY’S
WS
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Kal-Zel
|
2
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
4
|
Kal-Zel
Fly;
Heat Vision; Ignore Blows 4+.
Heat
Vision
At
the start of his turn, before he makes any other attacks, Kal-Zel
can fire two thin beams of heat energy from his eyes at a random
Warrior, hitting on a successful Ballistic Roll and causing 2D6
unmodified Wounds, or 3D6 if the Warrior wears metal armour.
Manhunter
– Green God of the Hunt
Wounds:
|
48
|
Move:
|
5
|
Weapon
Skill:
|
5
|
Ballistic
Skill:
|
4+
|
Strength:
|
5
|
Toughness:
|
5
|
Armour:
|
-
|
Initiative:
|
6
|
Attacks:
|
4
|
Willpower:
|
4
|
Damage
Dice:
|
3
|
Gold:
|
1500
|
ENEMY’S
WS
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Manhunter
|
2
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
4
|
Manhunter
Fly;
Heat Vision; Ignore Blows 5+; Invisibility.
Heat
Vision
At
the start of his turn, before he makes any other attacks, Manhunter
can fire two thin beams of heat energy from his eyes at a random
Warrior, hitting on a successful Ballistic Roll and causing 2D6
unmodified Wounds, or 3D6 if the Warrior wears metal armour.
Invisibility
At
the end of each turn, roll 1D6. On a roll of 5 or 6, Manhunter
becomes invisible and cannot be attacked or targeted next turn,
although area affect weapons can still harm him (firebombs, etc).
At the end of the Warrior’s Phase, Manhunter will return to normal,
allowing him to attack this turn.
Rayner
– Plasma God
Wounds:
|
32
|
Move:
|
4
|
Weapon
Skill:
|
3
|
Ballistic
Skill:
|
4+
|
Strength:
|
3
|
Toughness:
|
3
|
Armour:
|
-
|
Initiative:
|
6
|
Attacks:
|
3
|
Willpower:
|
8
|
Damage
Dice:
|
2
|
Gold:
|
700
|
ENEMY’S
WS
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Rayner
|
2
|
3
|
4
|
4
|
4
|
4
|
5
|
5
|
5
|
6
|
Rayner
Fly;
Plasma Ring.
Plasma
Ring
Within
the warp lies untold power, waiting to be tapped into by one with
the power to control it. Such is the power of Rayner,, a God with
power of controlling the raw green plasma energies that coalesce
within the warp. His magical ring allows him to tap into the warp
and use its power in ways wizards only dream of. At the start
of each Monster’s Phase, roll 1D6 on the following table to see
what Rayner does with his ring this turn.
1
Rayner shoots a beam of green energy at a random Warrior, causing
him to lose 2D6 unmodified Wounds.
2
Holding the ring aloft, green rays of power erupt outwards towards
the Warriors. Each Warrior must roll 1D6 and score less than or
equal to their Willpower, or suffer 1D6 unmodified Wounds and the
loss of one point of Willpower, which will be regained at the end
of the adventure. If a Warrior is reduced to 0 Willpower, he is
dead.
3
A cage of green energy descends upon a random Warrior. He must roll
1D6 and add Initiative. If the result is 7 or more, he manages to
escape the cage before it lands on him. If the result is less than
7, then he is trapped within the cage. The Warrior spends 1D3 turns
trying to get out of the green cage. In this time, he can do nothing
else.
4
Shaping the power of the warp, Rayner uses the ring to create green
plasma copies of a group of monsters. Roll once on the Dungeon Room
Monster table to see what he creates. Since the creatures are magical
constructs, Warriors not using a magical weapon suffer –1 To Hit
them.
5
Seeing his comrades in trouble, Rayner creates magical green bandages
that heal his comrades. All other Injustice Gang members gain 2D6
Wounds each, but not above their maximum. Roll for each separately.
6
Using the ring, Rayner creates a large column of green energy that
engulfs the entire room. Each Warrior must roll less than or equal
to their Willpower on 2D6, or lose 1 Toughness for the rest of the
adventure. If a Warrior is reduced to 0 Toughness, he is dead.
Lightning
- God of Speed
Wounds:
|
25
|
Move:
|
10
|
Weapon
Skill:
|
3
|
Ballistic
Skill:
|
6+
|
Strength:
|
3
|
Toughness:
|
3
|
Armour:
|
-
|
Initiative:
|
5
|
Attacks:
|
4
|
Willpower:
|
4
|
Damage
Dice:
|
2
|
Gold:
|
450
|
ENEMY’S
WS
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Lightning
|
2
|
3
|
4
|
4
|
4
|
4
|
5
|
5
|
5
|
6
|
Lightning
Dodge
4+; Never Pinned.
Woman
of Wonders – Amazon Goddess of Champions
Wounds:
|
43
|
Move:
|
4
|
Weapon
Skill:
|
5
|
Ballistic
Skill:
|
5+
|
Strength:
|
5
|
Toughness:
|
3
|
Armour:
|
-
|
Initiative:
|
5
|
Attacks:
|
2
|
Willpower:
|
5
|
Damage
Dice:
|
3
|
Gold:
|
1165
|
ENEMY’S
WS
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Woman
of Wonders
|
2
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
4
|
Woman
of Wonders
Bracelets
of Reflection; Golden Lasso; Ignore Blow 5+.
Bracelets
of Reflection
For
each successful hit upon the Woman of Wonders, roll 1D6. On a 5
or 6, the hit will rebound onto the attacking Warrior, causing damage
as if they had hit themselves. Roll for Bracelets of Reflection
before rolling for Ignore Blows. Do not roll for Ignore Blows if
the Bracelets roll succeeds.
Golden
Lasso
At
the start of her turn, before all her other attacks, the Woman of
Wonders tries to ensnare an adjacent Warrior with her Golden Lasso.
Roll 1D6. On a roll of 6, the lasso has found its mark and the Warrior
is unable to do anything next turn unless he breaks free. Roll a
D6 and add Strength. If the total is 8 or more then the Warrior
wriggles free. Woman of Wonders can of course only have one lassoed
person at a time. Therefore, if the Warrior fails to escape the
lasso, Woman of Wonders cannot make another lasso attack this turn.
The Woman of Wonders automatically hits the ensnared Warrior, gaining
an extra Damage Dice in the process. Others get +2 on their To Hit
roll.
Goth
– Dark God of Injustice
Wounds:
|
19
|
Move:
|
4
|
Weapon
Skill:
|
6
|
Ballistic
Skill:
|
5+
|
Strength:
|
4
|
Toughness:
|
3
|
Armour:
|
-
|
Initiative:
|
4
|
Attacks:
|
3
|
Willpower:
|
5
|
Damage
Dice:
|
3
|
Gold:
|
550
|
ENEMY’S
WS
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Goth
|
2
|
2
|
3
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
Goth
Special Rules
Ambush
2+; Armed with Gothcutter; Assassinate 5+; Ignore Pain 1; Terror
8+.
Gothcutter
The
Gothcutter is a sharp, boomerang-shaped weapon, causing 3D6 + Strength
Wounds when thrown. Goth can throw the Gothcutter and attack in
hand-to-hand combat while waiting for the Gothcutter to return to
his hand.
Algae
– God of Water
Wounds:
|
25
|
Move:
|
3
|
Weapon
Skill:
|
4
|
Ballistic
Skill:
|
4+
|
Strength:
|
5
|
Toughness:
|
4
|
Armour:
|
-
|
Initiative:
|
4
|
Attacks:
|
2
|
Willpower:
|
4
|
Damage
Dice:
|
2
|
Gold:
|
450
|
ENEMY’S
WS
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Algae
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
5
|
5
|
Algae
Armed
with Elemental Wand of Water.
Elemental
Wand of Water
At
the start of his turn, before he makes any other attacks, Algae
uses his Wand of Water to shoot a burst of high-pressure water at
a random Warrior (make a Ballistic roll to hit), causing 2D6 damage.
Because of the force of the water, the Warrior is pushed back 1
square directly into the square behind him. If there is a wall behind
him, he takes an extra 1D3 unmodified Wounds from being whacked
against the wall. If there is another model behind him, each model
involved in the collision suffers the loss of 1D3 unmodified Wounds.
If there is a pit or chasm behind the Warrior, he must roll 1D6.
On anything but a 1, he is safe and manages to hold onto something
without falling in. On a roll of 1, the Warrior is thrown back into
the pit to his death.
Helena
– Goddess of Dark Justice
Wounds:
|
15
|
Move:
|
4
|
Weapon
Skill:
|
3
|
Ballistic
Skill:
|
3+
|
Strength:
|
3
|
Toughness:
|
3
|
Armour:
|
-
|
Initiative:
|
3
|
Attacks:
|
1(4)*
|
Willpower:
|
3
|
Damage
Dice:
|
2
|
Gold:
|
500
|
ENEMY’S
WS
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Helena
|
2
|
3
|
4
|
4
|
4
|
4
|
5
|
5
|
5
|
6
|
Helena
Ambush
4+; Armed with Crossbow (Str 5).
*
Helena may make 4 attacks per turn with her crossbow. In melee,
she uses a sword that gives her 1 Attack per turn.
Iron
– God of Armour
Wounds:
|
20
|
Move:
|
4
|
Weapon
Skill:
|
5
|
Ballistic
Skill:
|
4+
|
Strength:
|
4
|
Toughness:
|
3(6)
|
Armour:
|
3
|
Initiative:
|
3
|
Attacks:
|
2
|
Willpower:
|
4
|
Damage
Dice:
|
4
|
Gold:
|
880
|
ENEMY’S
WS
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Iron
|
2
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
4
|
Iron
Armed
with Hammer of Inertia.
Hammer
of Inertia
Iron’s
special weapon has a magical ability to hit harder if thrown further.
Each turn, Iron can either throw his hammer or use it in hand-to-hand
combat. When Iron is adjacent to a Warrior, roll 1D6. If the result
is an even number, Iron attacks the Warrior next to him as usual.
If the number is odd, Iron throws his hammer at a random Warrior
who is not adjacent to him. For each space between Iron and the
chosen Warrior, add 1D3 to the damage inflicted. For example, if
there are two spaces between Iron and the Warrior, the damage will
be 1D6 + 4 + 2D3 (1D6 + Strength for normal attack, plus two extra
D3’s for the two spaces). If there are no Warriors adjacent to Iron,
he will automatically throw his hammer. After each attack, the hammer
magically returns to Iron’s grip. This hammer is not counted as
a thrown attack, and therefore Iron does not get to make an attack
with it as soon as he is placed on the board.
Aftermath
When
the final Gang Member dies, the Warriors are engulfed by waves of
shocking power, pouring from the gaping wounds of the dead gods.
With their deaths, the immense power that resides within them is
released and is desperately trying to find a foot hold in this world.
Each Warrior may roll 1D6. On a roll of 6, that Warrior gains 1D3
Permanent Wounds. Upon returning to the settlement, each Warrior
is given a small bag of goods valuing 1D6 * 50 Gold Pieces for their
trouble by the old man, who turns out to be a descendant of one
of the banished gods who didn’t answer Dalzell’s call to arms all
those hundreds of years ago.
The
Gods of Injustice by Michael Brockhouse and Wendy Brown.
|