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Silver Tower Guide Book

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Silver Tower Guide Book

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WARHAMMER: QUEST {GUIDEBOOK READ THIS FIRST WELCOME, MORTALS... ae at eS ee | Throughout the Mortal Realms the legends ofthe Silver Tower are tld. In each tale, a disparate band af champions both good and evil find themselves fighting through the ever-shifting domain of one . af the nine Gaunt Summoners of Tzeentch. Some of these champions work together; others fight only for themselves. Some seek a boon from the gloating ‘master of the tower, while others wish only to learn his true name and in so doing gain the power to . strike him down. No matter their agendas, in the legends the champions battle side by side as they navigate the sanity-blasting horrors ofthe Silver Tower. Foul monsters must be slain. Mind-bending . riddles must be solved and puzzles completed, With the threat of death always looming for those who fail. In these stories, the greatest champions grow in strength and renown as they overcome each new challenge, nally bringing the Gaunt Summoner himself to battle and winning riches, power and freedom, But ofcourse, for every tale with such a stirring conclusion, another ends only in madness and despair. Warhammer Quest Silver Tower is a board game for two to four players, who work together to overcome the Gaunt Summoner’s fiendish trials, Just like the heroes under your control, you will need to set aside your differences and act as a team. Though only one of you may claim the prize at the end, take heart! Simply surviving the cruel traps and puzzles you will encounter should be reward enough. Your quest will take you through eight trials. During each you will explore twisting pathways in the hope of finding the trial’s grand chamber, where you will have the chance to claim a fragment of a powerful amulet. Should you amass enough fragments you will be able to summon the tower’s daemonic master and force a final confrontation, This book will guide you through your first trial, one step at a time. Gather your fellow players and prepare to enter the Silver Tower! PRODUCED BY GAMES WORKSHOP IN NOTTINGHAM Warhammer Quest Silver Tower © Copyright Games Workshop Limited 2016. Silver Tower, Warhammer Quest, GW. Games Workshop. ‘Warhammer, Warhammer Age of Sigmar, Batleome, Stormcast Eternals, and al associate logos lustraions images, names, creatures, ace, vehicles, locals, weapons, characters, and the distinctive likenesses there are either @ or TM, andlor © Games ‘Workshop Limited, variably egistered around the world. All Rights Reserved. mechanical, photocopying, recording or oherse, without the prior permission of the publ Bee era eee ees be red ec Noyes Games Workshop, Willow a Lane, Natinghan, NG 2S, UntedKingeom Printed by 110in China . ‘ames-werkshop com a = LEGENDS OF THE ' SILVER TOWER “Gather now about the fire. Huddle close to its light, for thi tale. A tale of the Silver Tower. is a dark and terrible A labyrinth the Silver Tower was, an impossible fastness of timeless evil. It was a crystalline web, an insanely complex machine, a puzzle-fortress beyond the scope of mortal minds. It was the lair of the Gaunt Summoner. Within its ever-shilting pathways that sorcerous daemon ruled with absolute power. Nothing brought the Gaunt Summoner greater pleasure than to ensnare mortal champions within. his web. He delighted in the playing of twisted games, pitting his captives against the tides of fate and the ingenuity of his trials, Some of his victims were plucked from the ether, snatched while walking the ways between the realms, Others came to the Silver Tower of their own free will, finding their way into its chill shadows and glittering mists by way of dark rituals or dire pacts. Whether trapped, coerced, or lured into the Silver Tower, there was but one way the champions could leave, They would need to fight their way through fiendish trials, monstrous denizens and deadly traps to se eldritch syllables could the daemon be defeated. The victorious champions could either strike their tormentor down, ot else demand from him a mighty boon. Few were the gifts beyond a Gaunt ¢ the fragments of the Summoner’s true name, Only with the power of these Summoner's power to bestow, from endless wealth and power to the regard of the gods and the deepest secrets of reality itself. Whatever their choices, those who returned alive from the Silver Tower were never the same, and fate rested heavy upon them forevermore. The following ages teach you how to play Warhammer Quest Silver ‘Tower. By carrying out each step as itis described, you can begin your first trial without having to read all of the rules first, Of course, some ‘concepts and components may SETTING UP 1. MINIATURES. 2. THE RUNE Belore your first game you must assemble the miniatures that Whoever wishes to be the represent the champions seeking their fate in the Silver Tower, first to enter the Silver Tower the adversaries that stand against them and the bizarre familiars_ becomes the runemarked of the Gaunt Summoner, as detailed in the assembly guide. player ~ give them the Rune of Tzeenteh. If you cannot 3. HEROES decide, the player who most Starting with the runemarked player and going clockwise, each recently won a game of player chooses one of the six hero cards and places it in front of Warhammer Age of Sigmar has ; the coloured renown markers. A player that chooses the Excelsior _ will change hands later. Warpriest also takes the Gryph-hound’s card and miniature, while the Fyreslayer Doomseeker’s player takes the Fyreslayer rune. The Rune of Toeentch Renown marker 4, FATE BOARD Put the fate bos Put each player's renown marker on the circular id where the players can reach it. track, on the space marked with a circle. 5. DICE Put the five purple destiny dice next to the fate board. Each player then takes the four hero dice that are the same colour as. their renown marker. Put any remaining dice to one side ~ they can be used by any player during the game. 6. CARDS 7. CHAMBERS Shuifle the treasure and skills ‘The double-sided board sections decks, and put each on its are referred to as chambers. space on the fate board, Put Each chamber is divided into the exploration cards to one spaces, each of which can side for now. If you discard a hold a single miniature. Some treasure or skill card during. chambers have black-bordered the game, return it to the spaces, representing obstructions bottom of its deck, which heroes cannot move or see through (these are also marked in red on the exploration cards) Chambers also have one or more exits, each marked with a swirling Exit vortex, Put the chambers to one side for now: 8. PORTALS Set the portals aside with the chambers, The following pages will tell you when to set them up. Miniatures can see and move through them freely. If the rules tell you to set up a miniature at a portal, set it up as close to it as possible Treasure cards Skill cards 9. INGRESS 10. ADVENTURE BOOK Find the ingress chamber and _Give the adventure book to whoever is most comfortable reading set it up in the centre of the aloud. Do not open it until instructed. It is mostly taken up with table. The runemarked player __ numbered passages which you will be instructed to read, When sets up their hero next to its this happens, read the passage hen each other player aloud, follow any instructions (going clockwise around that you are given and then (oproasrces ONT 4 OI, the table) sets up their hero Close the adventure book anywhere in the chamber. 11. IT BEGINS The player with the adventure book reads ‘Starting a Trial’ on the first page out loud Before you return here, your POSE d THE FIRST ROUND ROUNDS AND DESTINY PHASE PHASES First comes the destiny phase, The runemarked A game of Warhammer player takes the destiny dice and rolls them, Silver Tower plays out across then puts any dice that show a unique number | a number of rounds, each on the blue spaces of the fate board. Any other of which follows the same dice (doubles, triples and so on) are discarded. pattern of four phases: the In later tums, discarded dice might have Destiny Phase, the Hero consequences ~ see page 19. Phase, the Adversary Phase the End Phase. When Dice Terms Sometimes, the rules will use shorthand to refer to the dice. D6 simply means dice. Ifa hero suffered 2D6 wounds, you would roll two dice to see how many wounds it suffered. To roll a D3, roll a dice and halve the result, rounding up. WartiInG Instead of taking your turn, you can choose to wait. It might be advantageous to let another player go first, for example, Players who choose to wait take their turns after all the other players have had the chance to take theirs, in the same clockwise order as before, r HERO PHASE With the destiny phase complete, the hero phase begins. Each player takes a complete turn with their hero, starting with the runemarked player and g¢ clockwise around the table. ng AHERO’S TURN The first thing you do in your turn is make your action roll. Roll your four hero dice and put them on the spaces on your hero card. Over the page you will learn how to use them to make actions. ACTIONS MAKING ACTIONS BASIC AND UNIQUE ACTIONS Actions let your hero move, There are three basic actions, which any hero can make: Explore fight and explore, and you (14), Move (1+) and Recuperate (1+*). These are listed on the make them by spending the back of this book for reference, Each hero also has a number of hero dice from your action unique actions on their hero card roll, Each action has a score in brackets, limiting which ‘The first action that the runemarked player will need to make is dice you can spend to make Explore (1+), to reveal the first chamber. it. For example, to make an action with a score of (4), F you would need to spend a dice with a score of 3 or more. - ie You can make the same re action multiple times, but must end an action before starting a new one. When you spend a hero dice dit by removing it from your hero card. When you cannot make any more actions, your turn ends; discard any unused hero dice. Cuoices... You will often come across situations where your instructions are rather vague, such as the guidelines for setting up ‘adversaries on the next page. The player following the instruction is free to interpret it as they wish, within the constraints that are set out, EXPLORE (1+) 1. Set up the chamber shown found on the back of the You can make this action on the card so that one of adventure book. Any whenever your hero is its exits completely lines up adversaries are set up by standing at an unexplored with the one in your hero's the runemarked player, as exit - one which is not chamber. Place any portals close to the centre of the connected to another in the chamber, as shown chamber as possible. chamber. After you have on the card. spent your hero dice, turn 3. Place the exploration over the top card of the 2, Read the card text and card face-up next to the exploration deck and follow follow any instructions. chamber, and put the these steps: Encounter tables are rest of the exploration deck next to the new chamber’s exit ADVERSARIES There are often different miniatures for each adversary, armed with different weapons. ‘The runemarked player can choose which ones to use when setting them up, but cannot use a duplicate miniature unless that is the only option. ee MOVE (1+) When you make this action. RECUPERATE (1+*) your hero can move up to |, you can make this ‘as many spaces as the Move a wound (see value on their hero card. Each ge 18). score of (1+) space they move into must the first time you use it ina be adjacent to their current turn, (24) the second time space. Any spaces that touch (34) the third time and so on. (including diagonally) are considered to be adjacent Heroes that start their action to an adversary re pinned, If this comes up, you can see how to resolve it on page 19. DESTINY DICE The destiny dice on the fate board are effectively extra hero dice that are shared between the players. You can make actions during your turn by spending the destiny dice on the blue spaces. Fate has no favourites, of course, so do not presume that you can claim them all if you take the first turn. Bact time you spend a destiny dice, the highest-scoring dice that is still on a blue space is locked ~ move it to one of the two purple spaces. You cannot use locked dice, but they return to the blue spaces at the end of your turn so that the next player can use them: The last player to take their turn in the round does not lock destiny dice, and can spend as many of them as they wish. Movinc THROUGH MINIATURES Heroes can move through heroes, and adversaries can through adversaries, but space as another hero or adversary. WEAPON ACTIONS PICKING ATARGET 4 weapon with Area range Each hero has a number of Each weapon action has targets each enemy miniature weapon actions on their hero _a Range, which limits the in the same chamber, Make card, which you can use to targets you can pick for it an attack roll for each, in an attack adversaries. After you There are three Ranges: order of your choice. have spent the hero dice, you make the weapon action by A weapon with Combat These ranges are summarised picking a target and making ran on the back of this book for an attack roll adjacent enemy quick reference A weapon with Missile range can target any visible enemy miniature (see below), but cannot be used while adjacent to an enemy miniature VISIBILITY If you can trace a straight line between the centres of two spaces, miniatures in those spaces can see each other as Jong as the line does not cross throu, a chamber wall or touch an obstruction (see ATTACK ROLL ‘Once you have picked a target, roll the hero dice you spent to make the weapon action. If the result is lower than the weapon action’s Hit value, the attack misses, Other suffers as many wounds as wise, the adversary the weapon's Damage value Put wound markers next to the adversary to track the wounds it has suffered. Each adversary has a Vigour value, representing its resilience and defensive skill, and you will find a summary of these on the back on this book. If the wound markers next to an adversary reach its Vigour value, itis slain and removed from the board. Any excess wounds are ignored. Wound marker Three wounds RENOWN Each time you slay an adversary, you gain a point of renown, Each hero can also gain renown in a unique way, as described at the bottom of their hero card. Whenever you gain renown, move your marker one space around the renown track on the fate board. If your renown marker reaches the starting space (marked with a circle), your hero is gifted with the knowledge of a new skill, as described on page 20. Once the runemarked player has completed their turn, the player to their left has a turn, Once al of the players have had a turn, read on to see how the adversaries will react. ADVERSARY PHASE Once all of the heroes have ADVERSARY ADVERSARY taken their turn, it is the GROUPS BEHAVIOUR b their page at the back of one ata time, in an order of this book and look through their choice. @ @ heroes have chance for a below). respite (see Respite If there are no adversaries on the board at the start of this mee phase, the heroes can take a respite Each player sets up their hero anywhere i chamber. Then roll a dice and ber of skill cards that the heroes have between them. If the result is 9 or more, there is an ambush (page 19). Otherwise each player can either rest to heal D3 wounds or search the room by rolling a dice, On a result of 4 or more, take a treasure card. There cannot be a respite two rounds ina row. If one would happen, an unexpected event occurs instead ~ see the back of the adventure book. MOVING PINNING TESTS ATTACKING ADVERSARIES HEROES If an adversary is adjacent to Adversaries can move as a hero at the start of its move, The runemarked player many spaces as the Move it must take a pinning test picks a target, limited by value shown on their page. The runemarked player rolls the weapon's Range and Each space they move into a dice; if the score is lower the instructions from the must be adjacent to their than the adversary’s Agility behaviour table, and then current one, value, itis pinned and cannot _rolls the number of dice move that phase. It can still shown by the weapon's Dice attack or carry out any other value. Each dice that scores Instructions from the result lower than the weapon's Hit on the behaviour table value is discarded; any others hit the target hero. Unlike adversaries, heroes have a chance to detlect hits before they cause wounds. Roll a dice each time your hero is hit. If the score is less than the Save value shown on your hero card, you suffer as many wounds as the weapon's Damage value, as described on the next page Otherwise, the hit is ignored. | WOUNDIN GRIEVOUS END PHASE HEROES WOUNDS After all the adversaries Each time a hero suffers Ifyour hero suffersa wound have acted, the runemarked a wound, place a wound but all of their spaces are player passes the Rune of marker so that it covers one of already covered, they are Tzeentch to the player on the hero dice spaces on their _ grievously wounded. Remove their left, who becomes the hero card. When you make them from the board. The runemarked player for the your action roll, each wound next time there is a respite next round. Later on, distant marker reduces the number of (page 16), set them up with chambers may vanish in this spaces are covered, you will current chamber, with four need to rely on destiny dice! wound markers still on their hero card. If your hero heals a wound, remove a wound marker from your hero card, Round Over With the End Phase done, your first round is complete! A new round now begins The next page explains some rules that will come into play from the second round onwards, LATER ROUNDS DESTINY ROLL When you discard dice from the destiny roll, there may be consequences. See “Consequences of Destiny’ on the back of this book. PINNED HEROES If you wish to move your hero (either with a Move action or as part of another action) and they are adjacent to an adversary, roll a dice. If the result is lower than your hero's Agility value, they cannot move and the hero dice is spent, but you can still make any other parts of the action, AMBUSHES, As heroes progress through the Silver Tower and draw the attention of its denizens, thelr chances for rest grow ever fewer. If there is an ambush during on Encounter Table D. If the result shows any adversaries, respite, roll set them up at the nearest unexplored exit to the runemarked player's hero. If there are no unexplored exits, set them up at the nearest portal instead, The adversary phase then proceeds as normal, with these new arrivals attackin heroes have a chance to react! before the More RuLes The following pages detail some additional rules which only come up occasionally. You can either read them in full now, or just read the headers so that you know where to turn if one of these situations should arise | GAINING SKILLS MULTIPLE EXITS When your hero gainsa skill, Ifa chamber has three exits, draw the top two cards from the path divides and you must the skills deck, then choose split the exploration deck. one to discard. Put the other Dealing from the botiom, deal next to your hero card ‘one card at a time to each of the exits until they have all Skills give your hero been distributed, The heroes additional actions or abilities. now have two different paths Some of them have extra 10 follow. ' rules which come into play if your hero has a certain trait listed at the bottom of their THE CURRENT (CHAMBER Sometimes, the rules will refer to the ‘current chamber’. This is the chamber where the majority of the heroes are. If the heroes are spread evenly between multiple chambers, the one which was most recently explored is the current chamber. FURTHER RULES DEAD ENDS Alter exploring a chamber, if there are no more exploration card to place at an exit, itis a dead end and cannot be explored further. Similarly if an explored chamber does not have any other exis, discard the rest of the VANISHING CHAMBERS As the heroes progress : he path behind them is swallowed up by the drifting chambers can vanish from play at the end of each round. The current chamber is safe, as is any chamber connected to it and any chamber that is connected to that one. Any other chambers are cleared away, and their exploration cards are moved 10 a discard pile next to the fate board. Ifa hero is cleared away. they are lost in the tower and grievously wounded (see page 18). LEONI DP? a hij If any unexplored exits are cleared away, bring their exploration decks forward to the nearest remaining unexplored exit. If this leaves multiple decks at a single exit, combine them together into one deck by dealing cards from the bottom of each, one ata time. In the unlikely event that a chamber cannot be placed after exploring an exit because other chambers are in the way, the obstructing chambers im as described with any th RE- ROLLING Some rules allow you to COMPANIONS re-roll one or more dice. If you choose to do so, pick up the dice During the quest, there may come a time when an unused hero joins the party as a companion after rolling it and roll it again. The second result appli , even if itis not as good as the first. Unless explicitly stated in the rules, you cannot re-roll a dice more than once. The runemarked player takes their hero card nd places it next to their own, Alter each of the other heroes has taken a turn, the runemarked player takes a turn with the companion. After making their action roll, they must turn all but on hero dice to show a score of 1 of their after all, the companions are only minor players in this tale. Companions cannot use destiny dice, gain renown or pick up treasure. At the end of the round, the companion is passed to the new run jarked player along with the Rune of Tzeentch. If an unexpected event occurs, or there is a respite, the companion is removed from play as they slip away. to seek their own fate. STUNNED Some attacks have a Damage value of ‘Stun’. These stun the target instead of wounding them, When an adversary is stunned, place a stun marker next to it, Adversaries with stun markers do not act in the adversary phase. Remove any stun markers at the end of the adversary phase. When a hero is stunned, place a stun marker on their hero card instead of a wound marke! - If there is no space for on is discarded with no effect - stun attacks can , the marker 1ot grievously wound heroes. Stun markers affect your action roll like wound markers, but you remove them all from your hero card at the end of your turn, Each time a stunned miniature suffers a wound, flip one of their stun markers to its wound marker side. LIMITED ADVERSARIES If you cannot set up as many adversaries as instructed for any reason, for example because there is not enough room or all the miniatures are already on the il THE POWER OF THE AMULET If you have any fragments of the amulet, you can use the power of each once during each trial to do one of the following: Heal D3 of your hero's wounds at the start of your tum, before making your action roll. If your hero is grievously wounded, set them up in the current chamber before healing the wounds. Re-roll any of the dice in your action roll before making your first action Re-roll any of the destiny dice, before discarding any, if you are the runemarked player, TREASURES OF THE TOWER You can pass treasure cards to another player before making your action roll if your heroes are adjacent. You 7 FAILED can also pass treasure cards to any other 3 QUESTS player during a respite, Ifall of the heroes are Heroes can only carry four treasure cards. grievously wounded at the same time, or if you reveal the last exploration card without finding the grand chamber, the trial is failed! The heroes will you only have four, be revived, ready to attempt the trial again or try a different one, If you have more than four treasure cards at the end of a phase, you must discard any excess until The Adventure Book acts as your guide as you journey he Silver Tower. Its rassages detail the heroes quest as they encounter the denizens of this strange place, and overcome the often bizarre tasks set for them by the Gaunt Summoner and his minions. However, that is not all the adventure book contains, NEW HEROES The adventure book contains hero cards for four more ar miniatures If you have these miniatures, you can add these heroes to your games of TMDL DTP ued eee seLedis RA an eho OTHER ADVENTURES EXOTIC ADVERSARIES ‘The adventure book also contains rules to include them in your games if you wish to face some new challenges THE ONGOING QUEST QuestiNG Parties Evoivinc Groups Wartiammer Quest: The heroes’ progress through The party may change from My HERO the tower is measured by trial to trial, as heroes join Enhance your have collected. If you want to not need to use the same hero Warhammer Quest: play through the game with throughout your quest — but My Hero companion app. Play multiple groups, you simply it is important to keep track as more heroes, expand your need to keep track of which of which skills and treasures trove of treasures, unlock fragments each group has each of the heroes has picked new skills and track your acquired. Players can change up, as even if another player __progress as you explore the during the course of a quest; controls them in the next Silver Tower with this handy if player whose hero has atrial they still start with digital companion, fragment is not present, give those cards. Note that your their fragment to another hero is tied to their quest; if player for the duration of that you start a new quest, you trial, or until the origina cannot bring their skills and owner returns treasures along with you! csntleeos, tne en OY matte aie bere writ thee pat the net d fs 5 tthe 2 04: euara stance 04) 00 ma. while a 7 syd 0 chatenge 0) Reece ae WAP tomas YO al Tue Knicut-Questor Borne into war by bolts of divine lightni warriors of vengeance, Fach isa mighty hero, reforged by the God-King Sigmar into pst the a living weapon powers of Chaos, Armed and armoured in shining sigmarite, infused with godly energies, the Stormcasts are faster, stronger, more courageous and more resilient than even the greatest mortal. In these warriors the Slaves to Darkness have found an enemy unlike any other, and fall in ever greater numbers beneath their flashing blades. Even the august ranks of mcast Eternals there are those whose deeds stand out as truly remarkable. Such champions are named Knights-Questor, and they have vowed to stand as, shields between the denizens of the Mortal Realms and the depredations of Chaos. It falls to these heroes to undertake quests in Sigmar’s name, They adventure across the realms and beyond to slay terrible enemies or recover arcane artefacts whose power can turn the tides of war, Legend has it that it was just such a search that brought the Knight-Questor to the deranged maze of the Silver Tower Tue FyresLayeR DOoMSEEKER It is said of the Doomseeker that his axe scorches the air with every swing, that he spits glowing cinders with every war cry, and the wrath of the forge burns in his glare. This fearsome duardin warrior has runes of precious ur-gold hammered into his muscular body that blaze with enchanted strength, It is for ingots of this precious substance that the Doomsecker quests During the Age of Myth the Fyreslayers’ god, Grimnir, fought a titanic battle that saw him shattered into ‘countless fragments of lur-gold. It is these fragments that the Fyreslayers search for tirelessly, spreading out from their original magmaholds in Aqshy and the Mortal Realms for any who would meet their price. ‘These are no dishonourable mercenaries, but religious rusatlers whose word is their bond. Te.them, no reward is worth having that has not been fairly earned. So it is that the Fyreslayers swear great and binding oaths, and hold to them at all costs. Indeed, led the Doomseeker to forsake his lodge, and to come at last tothe Gaunt Summoner’s unnatural domain. ighting across was an oath that * Tue Exceisior WArpRIEST The God-King Sigmar is a beacon of hope to the beleagured peoples of the Mortal Realms, His is a warlike faith, for so the times demand, and his priests are warriors all. The Excelsior Warpriest is as much a hammer-wielding crusader as he is a zealous orator of 's holy word. This ;eous mortal man has taken up arms to protect Sigmar’s faithful from Chaos. Ivis a duty that he intends to discharge with selfless determination until his last breath, and his fervour and faith do not go unrewarded. The Warpriest has been gifted the power to summon forth the divine light of Sigmar With this holy radiance he scours away the abominations of Chaos, burning their taint out of existence in a blaze of light even as he heals the wounds of his comrades in battle, Nor doe’ this holy warrior fight alone, fora noble Gryph-hound prowls always at his side. This faithful beast is brave and fierce, a fitting companion for the Excelsior Warpriest, The Gryph-hound Is ever ready to battle the corrupt servants of Chaos, and would give its life for its master if the Tue Darkoatu (CHIEFTAIN Not all come to the Silver Tower to battle the powers of Chaos. Some, like the cruelly charismatic Darkoath Chieftain, seek instead to win the Dark Gods’ favour Amidst the all-encompassing horror of the dominion of Chaos, only the strong and he ruthless survive. All others are soon naught but bleached bones, ground to dust beneath the iron heel of those who serve the Dark Gods. Only by mighty deeds can true power be seized and those who commit the rise to greatest atrociti ands, even he Darkoath whole tribes. Chieftain has set his feet upon the path to glory. His every deed is meant to win the favour of the gods. This barbarous warrior has slain mighty rivals, bested g beasts, and torn down the enclaves of order and light wherever he has found them. Before each victory he swore a mighty oath to one or other of the Gods of Chaos, entreating their gifts in exchang: violent tribute. It was this pad to ascendancy fon that led the Darkoath Chieftain to the Silver Tower, there to claim the daemon’s boon or die in’ the attempt Tre Mistweaver Sain Veiled behind skeins of illusion, the Mistweaver Saih turns her enemies’ own minds against them, Little is known of this sinister figure except that she hails from Ulgu, the enigmatic Realm of Shadow. Who she calls master, who she considers friend or foe, even her most basic motivations ~ all of these things remain a mystery to those who fight at her side. The only certainty is that the Mistweaver Saih is a powerful enchantress, Drifting amidst a swirling, sorcerous haze, the Saih flickers in and out of sight at mand paranoia amongst those who have drawn her ire. En seek her to no avail, lashing out blindly with clumsy will, sowing confu swipes of their weapons, only to be struck down by her insidious powers. Some are beguiled, stumbling gladly onto the points of blades: others claw frantically at their own flesh, tearing themselves apart or immolating their comrades with blasts of magic as the cruel illusions of the Mistweaver do their work. Amidst the carnage the aelven enchantress remains disturbingly serene, the eye at the heart of a storm of illusory horror and violent bloodshed, Tue TENEBRAEL SHARD The threat of death hangs heavy around the Tenebrael Shard. Legends tell that he is a being of darkness and fear, but beyond this no two tales are ever truly in agreement. He is credited with a bewildering array of powers. Some say the Shard can step between the shadows at will, treading the interstice between darkness and light in the blink of an eye. Others claim he can cloak himself in gloom, or transform into living smoke that flows around his, enemies’ blades. Snapping swords with his bare hands reaching through chests 10 crush beating hearts, even killing with a glare ~ al of these terrifying abilities are attributed by some to the Tenebrae! Shard, hile others simply deny his very existence. Whatever the truth, the Shard is doubtless a killer of superlative skill. Fast beyond belief, supematurally agile and ominously silent the Tenebrael Shard closes tupon his prey as fast as thought and ends their lives with ¢allous efficiency Whether he is an assassin, a spy, or simply a terrifying force of nature, none know, but to stand in the path of the Tenebrael Shard means certain death Tue DeNIZENS OF THE SILVER TOWER ‘The unnatural chambers and corridors of the Silver Tower are lair to myriad monstrous beings. Around any jagged corner or winding crystal stair, the Gaunt Summoner’s captives might encounter terrifying enemies the likes of which they have never ch delights in ! y. and so the | denizens of the Silver Tower are as uncountable and | diverse as the scintillating | grains of sand upon all the shores of the Mortal Realms So vast is their number that the Gaunt Summoner has forgotten many altogether, leaving them to wander the ae es iareeiaoe | of strange creatures said to infest the Silver Tower would drive a mortal mind to madness. Such is the sorcerous power of the Gaunt Summoner that he can tear open portals into any of the Mortal Realms From Aqshy to Ghyran the daemon mage plucks up those who take his fancy. Wild beasts and sorcerous cults | are scattered through the ever-shifting Silver Tower, there to protect the Gaunt Summoner’ forbidden secrets and strange treasures Daemons there are in the Silver Tower, great hosts of Tzcentchian creatures subservient to the Gaunt Summoner’s will Sorcerous babblers, fungoid changebelchers, swoopwinged hunters and more infest the Silver Tower from its roots Mortal servants of the ‘Changer of Ways lurk there also, in numbers beyond count. Stories tell of ogroid Sorcerers who act as the high priests of the Gaunt Summoner’s rule. These hulking monsters command the cultists and beast herds that dwell within the Sliver Tower, leading them in rituals and flinging them into batile for their master’s fickle amusement. Not all the denizens of the tower are there by the Summoner’s will. Green-skinned invaders proliferate in dark corners, sprouting like fungus and spinning their webs to ensnare the unwary that they might be devoured Magical beings there are too, €apricious manifestations Of the tower itself. These freakish creatures serve no master but the Silver Tower and help or hinder as the whim takes them Tes A daemon mage of terrible power, the Gaunt Summoner delights in tricks and torments. He dirties his hands in battle against only the worthiest foes. Warptongue Blade = 1 Combat. 2+ Searing Warpfire D6 _— Missile. 34S. Infernal Flames D3 Area at Warptongue Blade: If your hero is wounded by a Mercurial Temper: If the Gaunt Summoner has Warptongue Blade, you cannot use any skill cards six or more wound markers next to him, subtract 2 until the next adversary phase from any rolls on his behaviour table (to a minimum) Lord of the Tower: The Gaunt Summoner cannot iphone). be stunned, When he is slain, whichever hero Creature of Change: When the Gaunt Summoner Janded the killing blow gains D3 renown rather than _is wounded, the attacking hero must discard their 1, and each other hero gains 1 ren D6 wn. highest remaining hero dice BEHAVIOUR TABLE Actions ‘Summon Minions: Set up a Pink Horror at the nearest portal, and replace the Gaunt Summoner with another, They act this phase, unless Pink Horrors have already acted. Then set up the ‘Summoner in the same chamber, as far as possible from any of the heroes. Capricious Fury: Remove the Gaunt Summoner from the board, then each player rolls a dice. Set the Gaunt Summoner up adjacent to the hero whose player rolled the lowest (re-roll ties). The Gaunt Summoner attacks the hero whose player rolled the lowest with his Warptongue Blade. ‘Mindstorm: The Gaunt Summoner moves as far from the heroes as possible. Then the runemarked, player rolls two dice, and takes as many stun markers as the highest number rolled. They put one on their hero card, then pass the rest to the player on their left, who does the same, Continue until they have all been placed. Fires of Change: Remove the Gaunt Summoner, then set him up at the portal that is furthest from. where he was, but is still in the same chamber as a hero. Then he attacks the nearest hero with Searing Warpfire. If that hero is grievously wounded, their player must discard one of their skills at random and draw the top card of the skills deck to replace it Rolling Inferno: The Gaunt Summoner moves so that there are as many heroes in his chamber as possible. Then he attacks with Infernal Flames. Master of Fate: Pur al five destiny dice on the Rune of Tzeentch unt the next adversary phase. They are not rolled in the next destiny phase. Then the Gaunt Summoner attacks with Infernal Flames, These diminutive, capricious beings are physical manifestations of the raw magical energies that permeate the Silver Tower. Their behaviour is strange, and their presence can prove to be a boon to champions as often as it is a curse. Familiars are not adversaries. They do not move or attack and cannot be targeted by attacks. Instead, they affect the heroes and adversaries as described on the back of this book. If there is a respite, any familiars that have not been caught flee and are removed. If your hero ends an action in the same space as a familiar, you must try to catch it. Both you and the player to your left roll a dice. If you score lower, the familiar curses you then. flees. Remove it from the board then resolve its bane. Otherwise, you catch the familiar. Move it to your hero card. You can discard it to use its boon, If the familiar is set up on the board again before you use the boon, move the familiar off your hero card, is lost (é) This imperious creature is convinced that he is one of Tzeentch’s vast and terrifying Lords of Change, Tweak believes himself all-powerful, and delights in delivering longwinded speeches about his evil schemes to any who will listen. He also enjoys vexing riddles, threatening t0 lay a terrible curse upon those who fail 0 ‘answer them correctly, ‘The legends say that Slop is, without exception, the single most annoying ‘reature fo dwell within the Silver Tower. He might wriggle out from anywhere, at anytime, his rotten stench and moronic, high-pitched ibbering filling the air around him ‘Nome can filo be worked into a rage by the iio attentions ofthis wrigling fshbeast. A walking tome of forbidden lore, Blot isthe most mercurial of the familiars. The strange illuminations «and craving script that cover his pages flow and change from ‘moment fo moment, the darkest secrets of creation surfacing like questing worms before burrowing back beneath layers of gibberish ‘and ephemera Pug isa surly and acquisitive litte inp, Flet of foot and light of finger, Ihe scurries by hidden ways through the Silver Tower, snatching up whatever shiny objects catch his eve. Anything Pug desires, he sees as his, ‘and more than one mighty warrior hhas been led on a deeply undignified ‘hase when this burbling litle fiend grabbed ther treasures and fled. Combining bestial strength and ferocity with dark occult powers, the Ogroid Thaumaturge is a cunning and deadly foe. Brutal Fists 2 Combat 2+ DB Great Horns 1 Combat 6+ 3 Cloven Hooves 1 Combat 4+ 2 Coruscating Flame D3 Missile 44 __D3. Overwhelming Power: At the start of the score is less than their hero’s Save, their hero adversary phase, remove a wound marker suffers a wound and is stunned, and any stun markers from the Thaumaturge When it is slain, whichever hero landed the Brutal Rage: Once the Thaumaturge has killing blow gains D3 renown rather than 1, suffered 9 wounds, itis not slain but becomes and each other hero gains 1 renown, enraged instead. Remove all wound markers from next to it, He is slain if he suffers another Mighty Bulk: The Thaumaturge can move 9 wounds, Until then, roll 1 dice instead of 2 on through spaces occupied by heroes. Whenever, his behaviour table, it does, that hero’s player rolls a dice. If the 2D6 12 a 10-12 BEHAVIOUR TABLE Actions Bull Charge: The Thaumaturge moves towards the most distant hero he can see, moving through as many heroes as possible as he moves. Then he attacks the nearest hero with his Great Horns. Add 1 10 the attack roll for each space he moved. Restial Fury: The Thaumaturge moves towards the nearest hero, then attacks with his Brutal Fists ‘Then, rolla dice. On a 1, 2 or 3 set up that many Tzaangors at the portal closest to the Thaumaturge ‘They act this phase, unless Tzaangors have already acted. Arcane Assault: If the Thaumaturge is not adjacent to any heroes, he attacks each one that he can ‘with Coruscating Flame, Othe se wise, he attacks each adjacent hero with his Cloven Hooves. Fireblast: If the Thaumaturge is not adjacent to any heroes, he attacks the nearest one with Coruscating Flame, Capering daemons spring from the fire; set up a Pink Horror adjacent to the hero if they suffered 3 wounds, a Blue Horror if they suffered 2 or a pair of Brimstone Horrors if they sulfered 1. Otherwise, he attacks each adjacent hero with his Cloven Hooves. Healing Incantation: Roll a D3: each adversary on the board, including the Thaumaturge, heals that ‘many wounds, Then, if there are no adjacent heroes, the Thaumaturge attacks the nearest one with Coruscating Flame; otherwise, he attacks each adjacent hero with his Cloven Hooves. Onis This cunning invader has breached the tower on an errand of assassination. By poisoned blade and shadow magic does he seek to strike down his mark. Stab-slicer 3 Combat 3+ 1 Bloodblade 1 Combat 3+ D6 Warpstars 1 Missile Shadowsmoke Bomb 2 _Area Chosen for the Kill: When the Deathrunner is set up, whose player scored the lowest (re-roll ties) is the Deathrunner’s quarry each player rolls a dice. The hero for now. Deadly Assassin: The Deathrunner cannot be stunned. When he is slain, whichever hero landed the killing blow gains D3 renown rather than 1, and each other hero gains | renown. The Deed is Done: If the Deathrunner’s quarry is grievously wounded when you roll on his behaviour table, add 3 10 the result. Illusory Twin: Although he has two identical miniatures, there is only one Deathrunner - with the uncanny ability to appear in two places at once. If one of the miniatures is slain while the other is on the board, roll a dice. On. a1, 2 or 3 the slain model was the illusion ~ it is removed, but the hero gains no renown. On a 4, 5 or 6 it was the true Deathrunner, and both miniatures are removed, If both miniatures are on the board when the Deathrunner is activated, randomly determine which of them is the real Deathrunner and remove the other along with its wound markers. BEHAVIOUR TABLE Assassinate: The Deathrunner moves towards his quarry. He then attacks his quarry with his Bloodblade, if they are in range; otherwise, he attacks each hero he can see with either his Stab-slicer arked player can choose the order in which he attacks Skitterstrike: Set up the Deathrunner’s second miniature as close to the firs as possible, with the of wounds next to it as the first. The second miniature moves so that its adjacent to as, D6 Actions 3 ‘or Warpstars, whichever is in range. The run the heroes, 46 same numbe: many heroes as possible, then attacks each adjacent hero with its Stab-slicer. * ‘Swift Exit: The Deathrunner attacks with a Shadowsmoke Bomb. It then moves so that it is as far {as possible from any heroes. Then, it attacks each hero it can see with Warpstars. IFit cannot see any heroes, it flees into the shadows and is removed from the board, These savage avian beastkin have been warped into shapes more pleasing to Tzeentch. They fight with the speed and violence of unbridled change. Savage Blade Vicious Beak 1 Combat 4+ ‘Tzaangor with Two Blades: Roll 4 dice for ‘Tzaangor with Greataxe: This Tzaangor’s this Tzaangor’s Savage Blade rather than 2. Savage Blade has a Damage of 2 rather than 1 ‘Tzaangor with Shield: This Tzaangor has a Bloodhunger: Each time a Tzaangor inflicts Vigour of 7 rather than 5. a wound on a hero, it immediately attacks the D6 24 5-6 same hero with its Vicious Beak, BEHAVIOUR TABLE Actions ch, oF towards the Bloodfeast: Each Tzaangor moves towards the most wounded hero it can rea nearest hero if it can’t reach any. Then, each Tzaangor attacks with its Savage Blade if itis in range Bestial Charge: Fach Tzaangor moves towards the nearest hero, Then, each Tzaangor attacks with its Savage Blade if tis in range Challenge the Mighty: Each Tzaangor moves towards the least wounded hero it can reach, or towards the nearest hero if it can’t reach any. Then, each Tzaangor attacks t range with its Savage Blade least wounded hero in Grot Scuttlings infest the Silver Tower's dark depths. They are wily and tribal, half-arachnid beings whose poisons and webs are the bane of the unwary. Stabba Combat Huntin’ Bow Missile pea mts 4+ Grot with Two Stabbas: Roll 4 dice for this Grot with Stabba and Spear: This grot’s gror’s Stabba rather than 2, It cannot attack Stabba has a Damage of 2 rather than 1. It . with a Huntin’ Bow. cannot attack with a Huntin’ Bow. Grot with Stabba and Huntin’ Bow: This Sneaky Opportunists: Whenever a grot . grot can attack with a Huntin’ Bow as well attacks a hero, add 1 to the attack roll for each as its Stabba stun marker on their hero card. D6 12 34 5-6 BEHAVIOUR TABLE Actions Web ‘em: Each grot moves towards the nearest hero, Then, roll a dice for each hero. Ifthe result is higher than the number of adjacent grots then the hero dodges aside: otherwise, they are hit by a web and stunned. Then each grot attacks the nearest hero with whichever weapon is in range Huntin’ time: Each grot armed with a Huntin’ Bow attempts to move so that it is not adjacent to any heroes, but can see at least one of them. Any other grots move towards the nearest hero. Each grot then attacks the nearest hero with whichever weapon is in range. Scarper: Roll a dice for each grot, one after the other. If you roll a 6, that grot scuttles off into the shadows and is removed from the board. Fach time a grot flees, add 1 to the result of any remaining rolls (to a maximum of 6) ~ once one geot decides it’s time to scarper, a mass panic isn't far off! Then, each grot that is still on the board attacks the nearest hero with whichever weapon is in range Daemons possessed of potent magical powers, horrors can split and split again when slain, their mien becoming more spiteful with every division. Flickering Blade Combat 2/3646 1 Blue Fire 1 Missile sy4vs+ 2 Pink Fire 1 Area j+/teist 1 Pink Horror: When a Pink Horror is slain, Ifa pair of Brimstone Horrors attacks with Pink e replace it with a Blue Horror, then place Fire, itis removed after the attack is resolved another Blue Horror as close to it as possible Ecstatic Duplication: Horrors have three Blue Horror: When a Blue Horror is slain, values for some of their characteristics: the replace it with a pair of Brimstone Horrors. first is for Pink Horrors, the second for Blue Horrors and the third for pairs of Brimstone Pair of Brimstone Horrors: Heroes gain no Horrors. Treat each type of horror as a separate renown for slaying a pair of Brimstone Horrors. adversary group. . gap P BEHAVIOUR TABLE f D6 Actions 1-2 Bolts of Azure Flame: Each horror in the group attempts to move so that itis not adjacent to any heroes, but can see at least one of them, Each horror in the group attacks the nearest hero they can see with Blue Fire, or with its Flickering Blade if it is sil adjacent. 3-4 Blazing Whirlwind: Each horror in the group moves so that there are as many heroes in its chamber 4s possible. Then each horror in the group attacks with Pink Fie. 5-6 Vicious Capering: Each hortor in the group moves towards the nearest hero, Each horror in the group then attacks the nearest hero with either Blue Fire or its Flickering Blade, whichever is in range, Marked by the Changer of Ways for their cunning. and devotion, these warrior cultists fight with blade, sorcery and terrifying zeal. Cursed Blade 2 Combat 4+ Sorcerous Bolt 1 Missile 3+ % Mighty Blast: If the attack roll fora Sorcerous __Acolyte with Glaive: This acolyte’s Cursed Bolt is 6, it deals twice as much Damage. Blade has a Damage of 2 rather than 1 Kairic Adept: The Adept’s Sorcerous Bolts Acolyte with Two Blades: Roll 4 dice for this have a Damage of 2 rather than 1 acolyte’s Cursed Blade rather than 2. Acolyte with Shield: This acolyte has a Vigour of 4 rather than 3, BEHAVIOUR TABLE D6 Actions 1-2 Draw Their Blood: Fach acolyte moves towards the nearest hero, then attacks them with whichever weapon is in range. Then, roll a dice and add | to the result for each wound they caused, On a 6 or more, set up a Pink Horror atthe nearest portal. They will actin this phase unless Pink Horrors have already acted. 3 Slay the Unbelievers: Fach acolyte attacks the nearest hero with whichever weapon isin range. Then, each acolyte that did not attack moves towards the nearest hero. 4-5 There Is No Escape: Fach acolyte moves towards the nearest hero, Then, each acolyte attacks the nearest hero with whichever weapon is in rang 6 Fall Back: If there are twice as many heroes on the board as acolytes, each acolyte moves towards the nearest portal. An acolyte that ends its move on a portal flees and is removed from play. Each acolyte still on the board then attacks the arest hero with whichever weapon is in ra REFERENCE Rounp SEQUENCE | Basic Acrions 1) Destiny Phase: Roll destiny dice, discard duplicates, resolve consequences. | Explore (1+) 2) Hero Phase: Each player takes a turn. The r Recuperate (1+*) nemarked player goes frst. | Move (1) 3) Adversary Phase: Runemarked player activates adversary group. 4) End Phase: Pass rune to the left, then distant chambers vanish, * See page 12. WEAPON RANGES Combat weapons can target an adjacent miniature. Missile weapons can target any miniature you can see. You cannot use them while an enemy is adjacent ‘Area weapons target cach enemy in the same chamber. Make an attack roll for each one separately CONSEQUENCES OF DESTINY When you discard duplicate dice from the destiny roll, certain results will have a consequence all the heroes are in the ingress chamber, duplicates are still discarded but these consequences do not apply. Feast =e, Oe rene stsced cach hew onl aba and MG er sali ce meatier he Pcp ey BBB cachttero can ts draw a shila Then See any 2 are discarded snd tere isa her with any ¥sare discarded and any ofthe heroes Dor tnore case cand, st up Papa close a5 Ihave 2 or more sil cad set up Blo as ose 3s possible the hero wit Te most sible to he eto wih the mos Heroes cannot we weasure cords while Heroes cannot se sil cards while Hot ee ‘gis inthe se chamber ei the sare chamber. Pus, Blot. oon: Discord Pog when you draw Boon: Discard sot when you gain a ‘tucasure cao dear to stead ‘Tweak and Shilo driver cards instead of 0. Slop are the Gaunt ane: Roll dic foc each of our weasure cards: (Fgura boner’ foraitiars,. YB Bane: Pik one of your sil cas at random nd “Ona oll oft or2;retorai tothe Dotom Turn it face-down unl your ext espe You. the deck, ules for how they affect ‘cannot use wine es facedown the game can be found ‘on page 35 of this any 4sare discarded ad there poll es star degen ate any adversaries on the board are thee or more adversates onthe ‘witha Vigourol or more, et ip tard, setup Slop atthe portal thats ‘Tweaks close as pose othe one wih lows he runemrked payer he highest Vigour Subtract from the Move values ofall ecoes Swburat | from any attack ols for eros eer ake Se Inthe some chamber Tea, Te Be ‘oon: Discand Tweak oer up wo wo dice after oon: Discard Slop during your tun t move up fo 3 spaces ‘ox make an ation olor este without spending dee ‘ane: Your her's Move valu sand thelr Ag tun the endo he round, Bane: Discard D3 hero die trom yout hero can. Discard ays "Sstiny dive foreach hero die you cannot discard ADVERSARIES’ VIGOUR Grot Scuttling 2 Brimstone Horrors 1 Skaven Deathrunner 13 Kairie Acolytes 3 (4 witha Shield) Blue Horrors 2* —Ogroid Thaumaturge 9 Teaangors 5 (7 witha Shield) Pink Horrors 4 TheGauntSummoner 9* ls rules for when they are slain. See their pages in this book for de » These adversaries have some additiona

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