Location:
The Old World
|
Battle-Level:
3-4
|
Objective Room:
Great Hall
|
Even
the Undead aristocracy of the night fears something. The Vampire
Counts of Sylvania rule the dark, tainted lands with an iron grip
of fear over the local populace. But there is one village even
they won’t venture into. One village that fills each Vampire’s
dead heart with a cold chill long thought forgotten. For within
the tiny, farming settlement of Drowsy Willow, there is a dark
haunted secret with plagues them: An Undead thing, which rides
into the village each night, claiming victims for its own dark
purposes. The Vampires fear its approach. They feel the malevolence
deep within their chests. The creature, uncontrolled by either
the dark warping forces of Chaos, or the powerful binding magics
of the Necromancer, roams free within the haunted forests of Sylvania.
The Vampires fear that which they cannot control or destroy.
The
few commoners that remain in Drowsy Willow say the Undead rider
charges into the village, its sword shining magically in the moon
light. A dark crimson cloak adorns its neck, billowing out behind
it in the dark cold wind. It wears a set of shiny black chain
mail, and black steel gauntlets. No one has dared stand up to
challenge this creature of the night. With terrible intent, the
creature enters the village, kills a chosen villager and takes
his severed head back to wherever unholy place it resides during
the day. No one knows why the creature needs these heads, and
no one dares find out. But the most remarkable thing about this
Undead rider is the fact that he is so fast and so strong, and
yet he has absolutely no head whatsoever. Even the mightiest Liche
Lord will not survive long without a head. How does this vile
creature remain so powerful after death without his main appendage?
It
is upon a dark, foggy night that the Warriors enter the village
of Drowsy Willow. Mist rolls in from the forest edge as the Warriors
try to locate an Inn for the night. Doors and windows are bolted
shut as the Warriors pass by, not a word spoken amongst them.
The Innkeeper is a stocky fellow, balding and wearing a large
white apron, covered in thick layers of grease. The Warriors settle
down for the night. Suddenly, there is a horrendous scream from
outside, and the pounding of hooves in soft mud. The Warriors
grab their equipment and race downstairs. They shove open the
Inn door to be greeted with a horrible sight. A pitch-black steed
stands rearing back on its two hind legs, fiery red eyes burning
with hatred. Upon its back sits a cruel mockery of a Paladin,
his crimson cloak flowing outwards behind him. In one hand he
wields a mighty two handed sword as if it were paper. Sparks of
magic radiate around the blade, illuminating the grisly visage
of a human head in his other hand. The Warriors gasp to see the
rider has no head upon its broad shoulders.
With
a cruel, slavering sneer, the dark steed takes off for the mists
of the forest. The Warriors regain their composure and race to
the stables, grabbing hold of the nearest horses. Mounting, they
give chase to the strange spectre, following the churned mud footprints
into the blackness…
SPECIAL
RULES
The
Warriors give chase to the Headless Horseman! Use the following
rules to determine what happens.
Place
as many long passageway board sections as you have in a formation
similar to the diagram below.
This
represents the path the Warriors are following in their pursuit
of the Horseman. Place the Warriors (mounted on steeds, therefore
taking up two spaces each) on the first board section, closest
to the start. Then place the Headless Horseman at the start of
the second board section. The Horseman takes his turn first. Roll
1D6. On a roll of 1 or a 2, he has encountered an obstacle in
his path and may only move 1D6 squares this turn. Otherwise, he
can move his full Movement value (9 upon his steed). He then moves
this many spaces forward. The Warriors then roll 1D6 and adds
Initiative to see how far they can each move.
The
object of the chase is to try and kill the Rider before he reaches
his destination. However, this is never actually accomplished
no matter how well the Warriors do. It is in their best interests
to try and cause as much damage to the Headless Horseman before
he reaches his hideout. During his move, if the Warrior reaches
a space adjacent to the rider, he may make an Attack DURING or
AFTER his move. For example, if he can move 7 spaces this turn,
and the Rider is only 5 spaces away, he can move 5 spaces, make
an Attack, and then finish his move. For every Attack the Warrior
has, he can make one attack per square he is adjacent to the Rider.
In the above example, the Warrior has 3 Attacks. He makes his
first attack on square 5, which is adjacent to the rider. He can
then make a second attack at square 6, and because he has a third
attack and one movement left, he can move into the next square
and make a final Attack. Note that Attacks are directed against
the rider, not at the mount. Warriors cannot attack the Mount
at all. Also note that the Warrior cannot make an Attack BEFORE
he has moved. He must move at least one square before attacking
the Headless Horseman. The Horseman, too, can make attacks against
the Warriors using the same rules as above. However, he will always
try and escape the Warriors as quickly as possible, not hover
around and attack them. Missile weapons can be used against the
Headless Horseman, but with a –2 penalty to hit, and may only
be fired at the end of the Warrior’s movement turn, not during.
Magic can not be used in this combat, as the words for powerful
incantations are far from what the Warriors are thinking in this
heated pursuit. The Headless Horseman’s stats are below, as well
as his Steed’s.
|
Headless
Horseman |
The
Horseman’s Steed |
Wounds |
30 |
12 |
Move |
4 |
9 |
Weapon
Skill |
7 |
3 |
Ballistic
Skill |
6+ |
- |
Strength |
4 |
4 |
Toughness |
4
(6) |
3 |
Armour |
2 |
- |
Initiative |
6 |
4 |
Attacks |
3 |
1 |
Damage |
2D6 |
1D6 |
Willpower |
4 |
2 |
Gold |
750 |
250 |
ENEMY'S
WS
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Headless
Horseman |
2 |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
The Horseman's
Steed |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Headless
Horseman
Armed
with Electric Sword; Decapitation; Ignore Blows 6+; Magic Resistance
5+.
The
Horseman’s Steed
Barge
Aside; Breathe Fire 2; Hate All Living; Magic Resistance 6+.
Electric
Sword
This
powerful magic weapon the Headless Horseman uses sparks with electrical
energy. Whenever the Horseman causes damage to a Warrior, all
adjacent Warriors (to the Headless Horseman, not the Warrior)
also suffer 1D3 unmodified Wounds due to magical sparks.
Decapitation
Whenever
the Headless Horseman rolls a 6 to hit, roll 2D6. On a roll of
a double 1, the Warrior has had his head severed from his body
in one clean swoop. He is dead and cannot be resurrected.
Barge
Aside
This
ability may only be used during the chase with the Warriors through
the forest. If for some reason, there is no space for the Headless
Horseman to move forwards (the Warriors are blocking his path
onwards.), the Steed will lower its thick skull and barge its
way through to freedom beyond the Warriors. Move as many Warriors
aside as necessary to make room for the Steed to charge through.
This is quite an exertion, and the Headless Horseman must forfeit
all his Attacks this turn simply to keep his Steed from slowing
down. Each Warrior pushed out of the way also loses a single Attack
next turn.
Keep
track of how many board sections the Warriors race over, as you
may need to reuse them. There are two ways for this chase to end.
1 The
Warriors can do enough damage to the Horseman to force him
to return to his hideout without the time to heal his Wounds.
2 The
Warriors are too slow, and the Horseman returns to his hideout
long before the Warriors get there, having more than enough
time heal any Wounds he has received.
If
the Warriors manage to cause at least 15 Wounds on the Horseman
before he has passed the 20th board section, then they
are hot on his tail, and manage to reach his lair literally a
few seconds behind their target. When the Warriors next encounter
the Headless Horseman in the Objective Room, he is severely wounded,
and has only managed to heal himself back up to 15 Wounds. Also,
he does not have the Ignore Blows 6+ ability.
If
the Warriors do not cause at least 15 Wounds on him before he
passes the 20th board section, then they are very far
behind, and the Horseman manages to escape them and have plenty
of time to heal himself, ready for the next battle in the Objective
Room.
Treat
the Dungeon as a normal adventure, except use the Undead Monster
tables from The Catacombs of Terror if available. Once
the Objective Room has been reached, roll for normal Objective
Room Monsters in the usual way. What’s more, the Headless Horseman
will be sitting astride his powerful steed at the back of the
room. Remember to modify his stats, depending on how the chase
finished. Remember that the Steed must be attacked first before
the rider, as the default rules state.
Conclusion
When
the Horseman is finally killed, the Warriors learn from scrolls
and journals lying around on the floor that the Horseman was actually
the ghost of a jilted Kislevite warrior who fell in love with
a maiden from Dreary Willow. The maiden despised him though, and
one night, while the warrior was staying at the Inn, writing a
love note to express his feelings, his head was removed from his
shoulders by the hateful maiden wielding a farming implement.
A few weeks later, the raw forces of Chaos merged with stray dark
necromantic powers of the Vampire Counts, causing the Kislevite
warrior to rise from the grave and hunt down the woman whom killed
him. He killed her and took her head, hoping it would fit his
neck, since he could not locate his own. When it didn’t, he continued
his reign of terror, desperately trying to find a head which fit
his neck from citizens of Dreary Willow. Also from the journals,
the Warriors find information that says the location of the Headless
Horseman’s missing head.
When
the Warriors return to the village, they locate the head hidden
in a secret compartment of the maiden’s bedchambers. Sending a
page boy with the head to the now safe dungeon, the Warriors relax,
knowing that once the body and head are reunited, the Kislevite
warrior can at last get peace. Each Warrior gets 50 Gold Pieces
as a reward from the grateful mayor. The village is too small
to support the appetites of the Warriors, so they decide to move
on to a bigger city within Sylvania. This takes 1 Week travel
to get there. The Warriors can now do as they wish within the
settlement.