When
the Journey is Complete
The
Warriors come to a dilapidated old castle. The wailing seems
to have stopped so they venture in. Play this adventure as normal
but instead of 12-dungeon cards use 8, divided up normally but
with 4 cards in each group instead of 6.
Objective
Room
Once
the Warriors reach the Objective Room place a Banshee at the
back. Also in the room are 2D6 Skeletons, 2D6 Zombies, and 1D6
Wights. Normal Objective Room Monsters are not rolled
for.
|
Banshee |
Wounds |
22 |
Move |
6
|
Weapon
Skill |
4 |
Ballistic
Skill |
- |
Strength |
4 |
Toughness |
4 |
Armour |
- |
Initiative |
2 |
Attacks |
1 |
Damage |
1D6/2D6
(5+) |
Gold |
180 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Banshee |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Banshee
Chill
2; Ethereal -1; Necromantic Magic 1; Terror 8; Wail.
Wail
The
Banshees wail draws upon the power of the darkest magic and
has a deadly effect on those who hear it. At the beginning of
each Monsters' Phase, before anyone casts a spell, the Banshee
will begin her wail. Roll 1D6 on the following table.
1 The
Banshees terrifying wail causes living creatures to age and
crumble to dust. Choose a random non-undead model on the board
section the Banshee is currently on. The model instantly crumbles
to dust and may not be resurrected.
2 The
Banshees wail invigorates all Undead in the dungeon. For the
rest of the turn each Undead model on the board gains an extra
attack. In addition, they shake off any Warriors spell effects
that they might be affected by.
3 The
piercing shriek penetrates the Warriors' bones. All Warriors
on the board suffer a Chill 1 attack immediately.
4 The
wailing strikes fear into all the Warriors. Each Warrior must
immediately take a Fear 8 test. If they fail they will be
at -1 To Hit as usual. If they are already scared of the Banshee,
then they will have a -2 modifier To Hit.
5 The
piercing shriek penetrates a random Warriors' bones. He suffers
a Chill 1 attack immediately.
6 The
wailing disrupts the winds of magic. No Warrior may cast a
spell for the rest of the turn.
Completing
the Objective Room
Once
the Objective room has been cleared take normal treasure. In
addition, the Warriors see a great undead treasure! Pick out
a Warriors counter to see who grabs it. Then roll 1D6:
1-2 The
item is an ornate sword, but when the Warrior picks it up
he finds it is cursed!! The Warrior finds he cannot let it
go and is at 1 Toughness for the remainder of this adventure
and the next before it’s power is exhausted and falls from
the Warriors hand.
3 The
item is a bony crown. When worn it protects the wearer from
magic cast by undead on a 6+ (value 500 Gold)
4 The
item is a necklace made from many, many teeth. When worn it
gifts the wearer with the ability to go into a zombie-like
trance where upon the Warrior can regenerate 1D3 wounds if
he does nothing else that turn. (value 600 Gold)
5 The
item is an undead rune stone. It can be burnt onto any weapon
gifting it with +1D3 damage when fighting undead. (value 300
Gold)
6 The
item is a chalice filled with black blood. It can be
drunk from 1D6 times. With each drink it gifts the drinker
with invulnerability against all attacks and magic, for 1D3
turns. (value 300 Gold per drink)
Conclusion
The
Warriors then return to the tavern with the Banshees head. They
are hailed as heroes!! "Free grog for all" the maid shouts.
But the festivities don’t last long as the Warriors head off
once more.