0% found this document useful (0 votes)
6 views44 pages

The Quest For The Lichemaster

Uploaded by

Frank Clarke
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
6 views44 pages

The Quest For The Lichemaster

Uploaded by

Frank Clarke
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 44

THE QUEST FOR

THE LICHEMASTER
THE QUEST FOR
THE LICHEMASTER
The Quest for The Lichemaster is a ready-to-play upper and lower levels Start with stairs leading
epic quest. You can play it with standard Advanced down to two sections of passage, at the end of
Heroquest rules, and with any or all of the variant which is a T-junction Then use the random
rules covered in this supplement. generation tables to create the remainder of the
You will probably be familar by now with how dungeon The monsters that the Heroes encounter
exploration, combat, and magic work in the game, will be of the same type that they find in the lower
since you've probably played before, but if you level of the dungeon, which 1s different for each of
haven't you should read through the rules carefully the five dungeons In order, first to last for the five
so you know the workings of the game Also, dungeons, these are Orcs, Chaos Creatures,
before you begin to GM this Quest, you should read Skaven, a mixed dungeon (where different
through the Quest for The Lichemaster so you know monsters are in conflict with each other), and
what’s going to happen prior to play. If you're Undead
uncertain about how anything works, have a quick You can usé the Monster Matrices given in the
practice run by laying out a dungeon level and Monsters section for populating these upper level
testing the combat rules if you need to dungeons with monsters The only important
The Quest for The Lichemaster 1s designed for differences from the standard dungeon design rules
Heroes who are beginning their adventures It isn’t are the following
really suitable for Heroes who have already played
Stairs Down
The Quest for the Shattered Amulet, because they
will probably be too strong for this new Quest You If these are rolled up as a passage feature, they are
could adapr the Quest for use with really replaced by stairs out
experienced Heroes by adding 50% to the points
value totals for all the rooms which have monsters, Quest Rooms
and by adding a suitable number of extra monsters The first time that the Heroes find a Quest Room on
to give the Heroes a bigger challenge So, if the the upper level it will contain the appropriate
Quest script shows that a room has 6 PV worth of monster type, a treasure chest, and the only set of
Ores in a room, you snould adjust this to 9 PV stairs down which can be found on the upper level
worth You can use one of the appropriate Monster These stairs should be placed opposite the door
Matrices Gn the Monsters section) to generate the where the Heroes enter the Quest Room These
extra 3 PV worth if vou wish. stairs then lead to the lower dungeon level Any
other Quest Rooms on the upper level, if the Heroes
If the Heroes are reallv tough, with quite a lot of continue to explore it, will contain only monsters of
spells and magic treasures, don’t give these extra the appropnate type and a treasure chest
monsters any treasure at all! Alternatively, you could
add an extra upper level to each dungeon so that
Heroes are forced to make more expeditions to LOWER LEVEL
attain Quest Items, thus reducing the Fate Point This 1s fully mapped out for you and presented in
gains they make during their adventures the following pages The lower level! contains the
Quest Location, where the object of the Heroes’
quest is to be found The Heroes arrive at the set of
DUNGEON LAYOUTS stairs shown on the map for this lower level The
following special rules apply on this lower level
There are five complete dungeons to explore during
the Quest for The Lichemaster Each of these 1s Exploration Turns
designed as a two-level dungeon Unlike the upper level, where the rooms and
passages are generated randomly, the lower level is
fully mapped for vou Exploration is handled in
ERPER. LEVEL much the same manner as in the upper dungeon
The first, upper, level 1s a randomly-generated level, except that the GM uses his map to lay out the
dungeon which is created by the GM using the new dungeon sections and the map gives details of
standard Advanced Heroquest rules, except for the what monsters Gf any) are in a room, with other
final dungeon which ts totally mapped for both details (traps, treasure chests, etc )

51
QUEST FOR THE LICHEMASTER

Searching For Hidden Treasure Characteristic Tests


There 1s no Hidden Treasure in ams of the rooms on rrequently, the scripted dungeons will call for
the lower levels of the dungeons in the Quest for cnasacters to make Characteristic tests (a Strength
the Lichemaster All Treasures are specified in the test, Speed test, Intelligence test, and so an) When
descripuon of each room Some Treasure may be such a test 1s called for, the plaver rolls one 112 If
concealed or not readih apparent, but how this can the number rolled ts less than or equal to his
be uncovered 1s specified in the description for the character's charactensuc score, the test has been
location passed If the D12 roll ts higher than the
characterisuc score, the test has been farled The
Pungeon Counters text explains whatthe consequences of success and
The GM may not use trap, wandering monster, failure are Sometimes, tests must be made with a
ambush or character monster counters on the lower modifier, a number added to or subtracted from the
dungeon level There are traps and wandering D12 roll Difficult tests have a number added to the
monsters present, but these are scripted in advance Di2Z roll (such as ‘a +1 penalty") and easier tests
Thev’re mapped out where appropriate and have a number subtracted from the 112 roll Gsuch
explained in the text where necessary as “a -2 bonus") Lastly, characterisuc tests are made
against Current characteristic scores Cunless
Traps specified otherwise)
Traps are marked on the GMs map The tules for
spotting and disarming traps are unchanged, except Combat Turns
that the roll to see if a Hero spots a trap 15 usually All monsters are allowed to open doors If a
made when he enters the trap's square (any monster does open a door, refer ta the GM Map and
excepuons to this are noted for the specific trapped place any newly-revealed secuons and monsicrs on
location in question) the board
Also, the iniual placement of monsters in a room 1s
Searching for Secret Doors shown in the dungeon layouts When you use
The Heroes may search for secret doors on any surprise rolls, these will only be employed to affect
wall, not just in dead ends Searching one wail ona whether the monsters are moved one square by the
secuon takes an enure exploration turn. If a Hero Leader of the Heroes Gf the Heroes gain surprise) or
searches a wall that has a secret door, the door 1s by the GM Gf the monsters gain surprise) It 1s
automaucallv discovered and should be placed on important lo note that monsters which occupy
the board If the wall does not have a secret door, “special” positions (such as being seated in a
nothing 1s found No rolls are made on the Secret throne) cannot be moved away by the Leader even
Door Table if the Heroes gain surprise (although other monsiers
can be moved normally)
Searching for Hidden Treasure
The Heroes mav search for hidden treasure in any Special Location Rules
room Do not roll on the Hidden Treasure Table in some rooms and passages, special rules apply In
when the Heroes search Instead, you should refer some of the Quest Locauons, for example, there are
to the GM Map (and any notes in the main text of objects (such as the Tomb of the Undead Champion
the booklet), which will tell you if the Heroes find of Chaos in the first dungeon) which have special
anything Lsually, there 1s no hidden treasure in magical effects In certain rooms, factors such as
dungeon locations so exceptions are carefully corrosive gas or wet slippery floors present a
noted danger Special rules are given when necessary for
each lower dungeon level

Monsters with Ranged Weapons


Several monsters are given different ranged
weapons in the dungeons Short Bows, Slings and
other weapons When this 1s specified, the monsters
will have these weapons in addition to the hand-to-
hand combat weapons listed on their Monster
Reference Tables

QUEST TREASURES
Each of the four Quest Treasures — Sword, “ard
Hammer ard Bow - 15 a separate Quest Treasure so
there 1s a chance for the Heroes to gain more fate
Points as they recover each of the magic weapons
as their epic quest unfolds
QUEST FOR THE LICHEMASTER

A Quick Word About Dead Bodies LAE RRL


Rules for resurrecting dead Heroes are fully covered Be a 4
in the Advanced Heroquest rulebook However, 2p eat ™ *

wee 7 a”
~ ra ~~

one additional rule may be useful to many GMs pybere at

Someumes a group of Heroes 1s forced to leave a


comrade’s body behind in a dungeon as they
thernselves are forced to flee If they return in a later SP 4 ¥
expediuon, 1s the body sull there? a
ree, 7 a ' * :
Use the following nule to decide this if the monsters
which pursued the Heroes out of the dungeon were
Undead, the body left behind will definitely be in

ee
the place where the Heroes were forced to leave it
If the monsters were of any other kind, have the

pet

a
&
player of the Hero who was left behind roll a D12
On a roll of 6 or better, the body will be where it

:
was left Otherwise, it has been eaten by the
monsters! Subtract 2 from the Di2 roll if the
monsters who chased the Heroes were Ogres or
Trolls, who are very greedy and partial to flesh
Lastly, if a Hero with zero Wounds (KO’d) has to be
left in the dungeon, he is assumed to be dead if his
body can only be recovered in a later expedition
Equipment left behind on such a body will be used
by monsters to best effect The leader of the
monsters will take any magic he can use for himself,
and other magic can be distributed between the
other monsters as the GM chooses However,
monsters cannot usually use weapons other than
swords or those listed on their Monster Reference
Tables, and Large Monsters cannot use equipment
from Heroes The GM may always choose to allow

SMITH
humanoid monsters to use ranged weapons taken
from a body, but any hit with such a weapon will

AGHA
inflict 1 less damage dice than usual

RULES CLARIFICATIONS INVULNERABLE MONSTERS


The rule that at least one 12 must be rolled among
Several rules clarifications will be given in this the damage dice for a hut to inflict any Wounds at all
Quest, but some are particularly important and against such monsters means that a “natural” 12
should be noted here
must be rolled - that is, the 12 face must be
uppermost on the 112 after 1thas been rolled Some
THE LONG BOW magical weapons (including the Sword of the
Flaming Heart in the Quest for The Lichemasten
A Long Bow can be used by a character with a give the user a bonus on damage dice rolls, but an
Strength of 5 or higher, to allow the EIf to use it 11 on the dice to which a +1 bonus 1s added 1s nota
“natural” 12 and will not be sufficient to inflict
Wounds against an Inuulnerable Vionster
PURCHASING EQUIPMENT
One minor clanfication 1s relevant to this quest
where Arrows and (crossbow) Bolts are found as CRITICAL HITS
treasure in some locations It is possible just to buy AND CRITICAL DAMAGE
a Bow, of any type, without having to pay for the
Similarly, “natural” 12's Cand 11's, 1n some cases) are
arrows or bolts to go with it. The costs for Bows
needed to infhiet critical hits with weapons, and also
alone are Short Bow, 10 gold crowns, Bow, 15 gold
to inflict critical damage (allowing damage dice to
crowns, Long Bow, 40 gold crowns, and Crossbow,
be rolled again) Magical bonuses to hit dice rolls
40 gold crowns
and damage dice rolls affect whether or not a hit is
made and whether damage 1s done, but they dont
produce 4 critical hit or critical damage tn the
absence of the required “natural” dice roll

33
QUEST FOR THE LICHEMASTER

THE QUICK DUNGEON OPTION other ways A special section which follows the first
stage of the quest details rules changes to the
Someumes you want to play a game of Advanced standard rules which you should use here
Heroquest at the drop of a halt, when frends call An important distincuion used here 1s that of
round, and you may not have much ume It may not Between Expeditions and Between Adventures
be convenient for you to go through the dungeon ‘Between Expeditions’ means between individual
generation syslem, producing an upper level tips to a dungeon, an expedition begins when the
dungeon using the full Advanced Heroquest rules, Heroes stand at the top of a set of stairs leading into
because you're really short on ume In this event, a dungeon, and ends when the last surviving Hero
you can always play one or more of the lower level ascends a stairway which leads out of the dungeon
dungeons in the Quest for The Lichemaster as a However, there is a gap in the rules which cunning
complete individual Quest Location dungeon players may try to explou here, which needs
without an upper level Just add 50% to all the clearing up The Advanced Heroquest rulebook
monster populations in rooms and passages If there states that “individual Heroes can have left the
are two Orc Sentines in a locauion, change this to dungeon and the expedition before that” It’s also
three, and so on (adjust gold crowns upwards by the case that, if a Hero leaves the dungeon in this
50% as well} way, he cannot return during the current
This will allow you to play immediately and expedition He can only rejoin the other Herocs
increasing the number of monsters will prevent the when they too have all completed an expedition
adventure from being too easy to complete If you ‘Between Adventures’ means between the
wish to avoid very dangerous single combats where acquisiuon of Quest Treasures An adventure begins
Heroes are faced with massive PVs of monsters, when the first expediuon ts undertaken, and ends
these added-in monsters can be used as Wandering when a Quest Treasure has been recovered from
Monsters in passageways without you having to the dungeon and the current expedition ended
draw any Wandering Monster counters to bring
them into play Do not add anv character monsters
to those listed below, however SELLING AND USING EQUIPMENT
We have received many questions from players
about this, so the following rules should help clanfv
the situation Equipment which is found on
BETWEEN EXPEDITIONS monsters in dungeons cannot be sold for gold
The Quest sempt covers events and special rules for crowns between expeditions — no-one wants to buy
between adventures, as well as the Quest locations badly-made Orcish swords or the tainted armour
themselves Each ume the Heroes have recovered a from Chaos Warriors! Neither can Heroes can't
Quest Treasure, they can remurn to their home base “trade in” their old equipment when they something
and learn of néw clues to their Quest They can also better If a Hero buys leather armour and then
find Henchmen, buy equipment, and the like The wants tO upgrade to chain armour, he sull has to
Quest for The Lichemaster varies some of the rules pay the full book price for his new armour There
in the Advanced Heroquest rulebook, because as are a few excepuons to these miles in the Quest for
the Heroes help the people of the land they are in the Lichemaster, (such as finding a decorated shield
adventuring in, they are able to find help in return — which has the same value as a heraldic item), which
this may be an extra Man-at-Arms or two, some are carefully noted!
cheaper equipment, the help of the Healer and In most cases, Heroes cannot use equipment taken
Waivard at reduced cost Cor even for free'), and in from monsters (Oraish armour 1s awful, Skaven
weapons don’t feel correctly balanced in the hands
of a man, or Elf, or Dwarf, and so on) The one
excepuon fo this is Bows and Arrows Short Bows,
Long Bows, or Crossbows taken from monsters can
be used by Heroes (or, more usually, by their
Henchmen), but they aren't quite as good as
properly designed ones and the user must subtract 1
damage dice from the usual rolls (thus, a Hiuman
Man-at-Arms employing a Short Bow taken from an
Ore would only roll 2 damage dice for a hit inflicted
using 1D)
If the Heroes find equipment taken from humans
(or Dwarfs, Elves, etc), then this can be used
normally and arrows fired from Bows will inflict
normal damage ‘The second stage of the Quest for
the Lichemaster gives an exam ve of this

54
THE HEROIC LEGEND
Once you're ready to begin playing, you can read the following to the players to let them
know where their Heroes are, and what beckons them to adventure and glory.

You have arnved at the town of Felspraag, on the he can be stopped, as he was before Werner, tell
northern side of the Grey Mountains Tall and our new-found frends the Legend of The Four.”
forbidding, these ice-Covered peaks are the home of
The Sage looks inqutsitwely at you, and slowly
Beastmen, Skaven, goblinoids and monsters of the
reclines with bis hands folded in his lap He pauses,
worst kind These lands are dangerous, and hfe 1s
gathering together his memones, and then quietly,
cheap bere This 1s where you have come to seek
be begins his tale
your fortune
The lands hereabouts are ruled by Baron Gunther The first paragraph of the following section (which
von Meckienberg, appointed by the Emperor bimself lists the Quest treasures, useful information for the
to maintaim order and protect the people of the players) 1s also reproduced as a handout, so you
farmsteads and wilages As Heroes of the Empire - should give the players Handout 1 to read If you
albert ones still to make a real name for yourselves wish to photocopy the handouts, permission to do
— you Gre welcomed to Felspraag and even ininted this for personal use is hereby granted
to the Baron's feast hall for roast boar and mead
The Baron seats you at High Table, opposite his
aduisers and trusted fnends Next to the Baron stis The Lichemaster was slain by four Heroes
Jobann Rienbart, whase robes and amulet over five centuries ago,” the Sage informs
prociaim him to be a Bnght Wizard Next to the you “He had wreaked a terrible trail of
Baroness, who 1s seated beside her husband, 1s an destruction across the Empire Some say be
old man mtroduced to you as Hans Kohler, the had come from the far soutb, even
Healer Bretonnia, but he made a stand 1n the Grey
Mountains with an army of skeletons
To the Healer’s left is Marshal Maximiulhan Steiner,
against an army from the Empire and four
and beside him an ancient, while-baired man wiih
Heroes about whom we know so Uitle, the
Sightless eyes who ts called simply The Seer Lastly,
records are lost, and not even their names
seated at the end of the table is a@ man in a simple
are known for certain
brown robe, Werner the Sage His face looks old,
but his eyes sparkie with intelligence and be 1s a One was a Warnor from Altdorf, a man tall
man of vitalty and shrewd judgement as a forest bear, armed with a sword which
spat fire and infhcted grievous wounds. One
After the excellent meal, the other people in the hall
was an Elf from the Loren forest, bearing a
anji away and leave you with the Baron and his bow which struck with uncanny accuracy
advisers Baron Gunther starts to speak of how ke,
over almost any distance and skewered the
and his hard-pressed warriors and fighting men,
foul hearts of evil monsters in many lands
are always having to patrol and defend the lands
The third was a Wizard, whose slender
around They have no time for questing and
bands held a Wand which cast forth fire
adventuring, unlike yourselves
and smoke He wore a magical Cloak made
The Baron leans towards you, the great muscles of by the same enchanter who created the
bts forearms a Iitile tensed as be looks at you “We Wand, it 1s said, and within ius pockets all
are in need of Heroes such as yourselves here”, he manner of wonders might be found it 1s not
says firmly, “for our lands are threatened by a new certain from whence the Wizard came, but
and dire menace We fight living monsters of all I have heard it said be came from
kinds, but the enemy we most dread are the Middenheim, the great city atop a mountain
undying — Undead fiends, who can be rassed_from peak which the god Ulric claimed for bis
the ground where they were destroyed to fight own from great Taal The fourth was a
again and again We fear that such an enemy 1s Dwarf from a citadel which bad fallen in
readying uself to assault these lands, and that we the World’s Edge Mountains, “ho came
may not be able to resist 1s might swinging a Hammer which could fly as far
as the eve could see, sinkimg out ibe brains
This enemy 38 the dreaded lichemasier, who 1s
of us viciims and returning im the air to us
ready to rise again from his tomb hidden deep
holder He also wore a belm, protected by
within the Grey Mountains On his throne of skuils
he gains power, and it will not be long before he magic “
can nse and walk among the luwing again Unless

55
QUEST FOR THE LICHEMASTER

“At the end, as the Empire army fought the great “In a desolate dungeon a day's hard march from
phalanxes of skeletons and the battle raged, the bere lies the tomb of @ terrible Warrior of Chaos It
Heroes forced their way through the throng to the is @ place shunned by every good person in these
Lichemaster bymself He was atop bis great Chanot lands, for obvious reasons Bul within that tomb
of Bones, drawn by skeletal steeds, but Dwarf and one of the weapons of legend, the Sword of the
Warnor challenged him to siand bis ground and Flaming Heart, les bidden Legend, nddle and the
fight and the monster's pnde and contempt for visions of the Seer say that this 1 $0 What power
these puny morials betiered bis sense He stayed bis remains in the weapon we know nol, much of its
ground, lified the skull-topped black tron Stave afire magic must have been lost im that final battle Yet st
wiih dark magic, and drew power from the soll ghimmers with the force of magic, and 11s
skeletons around him, which crumbled away to destmy 1s to be reuntied with the other magics to
dust as he sucked back the magical energy which confront the Lichemaster one final ime
animated them into the spell he prepared to cast “The dungeon 1s infested with Orcs, and an Orc
through the staff Warlord 3s raising a skirmish force there, so you
"The Lichemaster’s spell would have shnvelied the will have to fight
for your pnze Bul we hope that sf
flesh from the bones of a thousand wamors, bad he you can find the Sword, there may be ways you
completed sts casting But the Wizard of could find the other magics of legend and confront
Middenheim bad anticipated the attack, and be the Licbemaster im bis dread lair Are you Heroes
created a magical circle of protection of bis own enough for this Quest?”
devising to keep the black energies of the The Heroes should obviously be prepared to accept
Lichemaster's spell at bay No ordinary spell Could this first Quest When they do, read the following to
have kept the Lichemaster from slaying the Ileroes, the Heroes to prepare them for their efforts to
the Wizard drew on the magical power of the come Itis the morning after the feast might, and the
weapons to sustain the protection and the Sword, Quest is ready to begin
Hammer, Bow and Wand glowed with the
bnihance of fire and air, energies leeching from The Baron utshes you well, although he and his
them into the Wizard's imcantaions men cannot spare you any belp A messenger has
“Black steaming acid gouled from the staff and just arnved from an outlying farm, which has been
spat its fury against the circle of fire the Wizard attacked by Skaven, and the Baron must nde out
placed before the Heroes All the Lichemaster's with @ Strong force of good fighting men to put
energies were concentrated on forcing back the down the evil ratmen He says that if you are
Wizard's protection with his spell, and this alowed successful and prove yourself im your first mission
the other Heroes to act Thus, Elf and Dwarf let fly then you will have provided a service for the lands
arrow and hammer at the licbemaster, and smote around, and he will give you some reward “We
bim im the nos and thigh, breaking his spell as the are not nch folk in these lands, but we will do what
Warnor charged around the sphere of fire to bring we can”, he promises The Guide he proiides leads
his sword down upon the evil creature Yet, at the you inio the Grey Mountains for some distance,
very instant the Heroes should have Claimed their through a slowly descending mist on @ grey and
victory, the Lichemaster escaped them Between his chill day As you get closer to the dungeon
bony bands the friend shattered his stave and entrance, there is @ mournful cry from behind a
blasted the ground into utter blackness and rocky crag to your left, and then a hornble chilling
desolanon Though the Licbemaster was not seen scream which echoes away into @ throttled sob,
after the ternble explosion, nor was any sign of the and a rustle of great wings as some fell bird makes
Heroes ever discovered Yet witnesses sasd they Saw off uath its bloodted prey Notu you must ready your
their magical weapons fly to the horizon, though weapons and prepare to enter the darkness and
none ever found them The mass of skeletons gloom of the dungeon below!
collapsed instantlh, into dust, and the remnants of
the Empire army was left lo make us way back to
safety
“Many people have dismissed the tale as
superstition, yet wis mot sa The Seer has had a
ussion of the Lichemaster stirring in the magical
tomb where bis final spell of escape took his dark
and shnvelled soul There, the monster gains power
and begins to stretch his growing might into the
lands of the huing The first of bis groups of skeleton
raiders killed the peaple of a small mining village
only three days azo If the Iwhemasier cannot be
found and destroyed, ail 1s lost bere But there ts
hane, uf Heroes come to our aid

56
QUEST! - THE SWORD OF THE FLAMING HEART
THE BLOODIED SNOUT ORCS the Outside of tre mountain tito wt! On the kde
YOU Seu Gr ornate, decorated shield, and tho gim!
Illus small renegade group has taken up residence Of gold from a spill of coins bing beneath ut
ina dungcon which contains the tomb of Wilhelm
Greissey, an Undead Champion of Chaos who is There are no wandering monsters here though If
trapped in ihe Quest Room on the lower level They one of the Heroes wants to sump across the chasm
are fail, well organized, because being relatively to get to the shield, use the standard rules for
few in number they've got to be well organized tn jumping, with one mean addition The rock ledge
order to survive They have a few Goblins as opposile is very shopery, since it’s covered with a
semants, and there is an Ore Champion and an Orc growth of a slimy, slipper-leaved moss-like plart
Warlord on the lower level (there may also be Orcs the same colour as rock If a Hero makes the jump
more powerful than ihe standard Orc on the upper acrass, he still has to make a Strength test to avoid
level, of course) slipping off into the chasm If the Strength test is
failed, the Hero drops into the water If he’s roped,
Wetist Ap Peer the other Heroes can automaucally pull him out, but

ORC leisigi7ici7 © sla! t


roll one D12 before they do If you roll 8 or higher,
a vicious Rock Celin the water bites the Hero for i

bi

314(5{6]7
[8 {9} tol an{ia) 2M
Is: {w (23iaiseleoloioldd 4
5 ’ PRACPeRI EC. OAL Serene
$12 113 24)25 36] 374] MAE | DA
\O} FI
Poo a ata
: ECRUEEMS
ENGEL AAS Gere aes
“wae SHIE Ae pager
~ Sw wee eRIT Hits KT WSR

ORC REFERENCE TABLE


The Orc Monster Reference Table below shows an
Orc with a Short Bow weapon, for vou to use with
Ores whoa nave this ranged weapon There 1s also a
revision 'o tbe Orc’s profile “loughness is 7, and not
8 as in the ong nal Adtanced Heroguest rulebook
Ordinary Ores Cand Ore Sentries) should on future
e@ Dlave J arn Tougnnass ~

QUEST LOCATION MAP KEY

LOCATION A
The trap outside this room 1s a Guilloune Inside the
room ar. 3 Ores whicn have a total ot +5 go'd
SOM1S Lo brea sure

LOCATION B
awrer ae or more Herces leok into this room reat
bo follaw'ng to the prayers
2
Vloecys a ydlening Chum im thy chamber you see i *
nami eR kwdee fhe chasm is moter deen, bud
a

<
a freezing underground miter burtles on us way fo Unie OT
- . Poa,
A
a
ee
-
Quest Map |
Sword of the Flaming Heart

a aan |
[_
4
— - on =
4

oF O |
Talal?

a HO io!
Ss
tity

Sy =

©)
y
nae x FN Gd) Orch
rc Champion

= (©) Ore Warrior

— = 4 _| (G) Goblini
~~

i ome ee
|1 ns
eS) |
—-}— pf
a et Oe ee
| aie A tor PE
or /
‘s
|
_ — aq a .

ies ae - ;

Bes O10)
i ce
a
= ee
eS
__ | _.
ae
A CE
i ©

“ye feu fou = by mw


eS

58
QUEST 1 - THE SWORD OF THE FLAMING HEART

Wound There are plenty of these Rock Fels, and second combat turn, they will emerge on a roll of 8
there’s no way the Heroes can kill them all or higher, on a third combat turn, ona roll of 7 or
tugher, and so on Conunue rolling these dice unul
If the Strength test is made, the Hero lands safely on
the monsters open the door and come out, the
the other side of the chasm He can take the shield
Heroes decide to enter the other room, or all the
and the 50 gold crowns with it The shield is a
monsters in the first room are killed
normal shie!ld and can be used as usual, but it also
has the heraldry of the Duc de Parravon and 1s
worth 75 gold crowns for the decoration on it Cand LOCATION E
the Heroes can sell it for this when they get back to
The Magic Circle here ts etched into the floor, and to
Felspraag).
pass down the passage the Heroes must walk across
If a first attempt to get across the chasm fails uw Ifthe Wizard is within four squares of the Magic
because the Hero slips off the ledge, it’s possible for Circle and no Hero has entered it, the Wizard can
the same Hero (Cor another one) to make another make an Intelligence test If this 1s passed, the
attempt This ume, subtract 1 from the D12 roll on Wizard knows what will happen when a Hero
the Strength test Some of the moss has been wiped enters the Magic Circle The Magic Circle only
off, so u's easier to land safely now. Each ume an affects the first Hero to walk into it Cif two Heroes
unsuccessful attempt is made, the next one 1s made enter at the same ume, roll a D12 to decide which
with a cumulative -1 to this D12 roll (after three Hero entered just ahead of the other) The effect is
unsuccessful attempts, for example, subtract 3 from to recover all lost Wounds This effect only operates
the number you roll on the D12) Eventually the once, no matter how many Heroes walk across the
Heroes should be able to get the treasure here, if Circle The Magic Circle does not recharge between
they are patient enough expeditions

LOCATION C LOCATION F
This locaton has two Orcs (which have 10 gold The Pool blocks the whole passage and is very
crowns each) and an Orc Champion (which has 25 deep. The only way to get across is to jump Any
gold crowns) In the position shown on the map, Hero can jump across here automatically, but on the
there is a grate which opens into 2a small sunken other side of the Pool (shown on the map) 1s a
alcove which can only be explored by hand A covered pit trap If the Heroes approach the pit
magical Rat Bag is hidden in the stonework, it’s before the pool, a Spot Traps dice check 1s allowed
made of very thin cloth and is jammed into a crack If they come to the pool before the pit, no chance
in the stone Allow the first two Heroes who look for spotting the put trap 1s allowed The first Hero
here to make an Intelligence test If eather of them who jumps over the pool automatically falls into the
makes the test, the bag is found If these two fail, pit, and he suffers an automatic Wound the hasn’t
the bag will not be discovered A Wizard will know just fallen in, he’s jumped in!
what the magical bag is, so tell the players exactly
what this item does (see the Treasure section of this
book) LOCATION G
In this passage, at the dead end, 1s a Falling Blocks
Trap which occupies both end squares
LOCATION D
This locanon has two Goblins (no treasure) and two
Orcs (which have 15 gold crowns each)

Exploring Locations C and D


How the Heroes explore these two locauons affects
how the monsters in the rooms behave [f the
Heroes are making lots of nose killing the monsters
in one room with the door open opposite another
room, the monsters in that other room may come
out to fight the Heroes!
If the Heroes open one of the doors opposite each
other and fight the monsters inside one of the
rooms, the monsters in the opposite room may
come out to fight even if the Heroes do not attack
them In the GM phase of the first combat turn, roll
a D12 If you roll 9 or higher, one of the monsters in
the room opposite will open the door and the
others can move and altack as normal On the

59
CN
E_ e
EEZSZ: CSCS*S:CC~C”C e

QUEST 1 —- THE SWORD OF THE FLAMING HEART

LOCATION H The Undead Champion of Chaos


This chamber contains 4 Ores and the Orc Warlord This creature is sealed in the Tomb, and appears
Each Orc has 10 gold crowns, the Orc Warlord has from within at when any Hero touches the Tomb
80 gold crowns and he also wears a Ring of The Tomb must be touched by any Hero who 1s
Magical Protechon, Level 2 searching it for waps or trying to find treasure The
Champion throws back the slab atop the tomb, and
The treasure ches: here contains the following when it does, read the following to the plavers
ems 30 gold crowns, a green glass bottle with 1
dose of Blade Venom (against Chaos Creatures), 6 A hideously gnnning slackjawed skeletal figure m
arrows, and a Jewel worth 50 gold crowns It also chain mail leaps up from the tomb as it flings back
contains an ornate brass key, which can be used to the heavy stone slab atop ut It gazes for an instant
open the door to locaton I (the Quest Room) around itself and then the burning orbs buned
deep in its eye sockets flare with hate as us sword
blazes into fire in us bony bands!
LOCATION I (QUEST ROOM)
The door here has a large brass keyhole, and 1s Use the Character Reference Table for the Undead
magically lacked It cannot be opened or broken Warrior from the Advanced Heroquest milebook,
down The only way to enter this room 1s by getting but increase the W' total to 6 The Lndead
the brass key from the treasure chest in room H Champion also uses the magical Sword of the
When the Heroes open the door to this room, read Flaming Heart, so give it all the appropriate bonuses
the following for using this weapon against the Heroes When the
Heroes manage to slay the Undead Champion of
You have found the tomb of the Lndead Champion Chaos and obtain the sword for themselves, give
of Chaos, where the magical sword you seek awaits the players Handout 2 for reference
you You cannot see the famed blade, and you
guess that ut must he in the tomb ttself A pearly-
white mist hangs in the bitterly cold air here and THE SWORD OF THE FLAMING HEART
the floor 1s slippery underfoot A buge painted
mosaic Of a horned skull glares at you from the
rubble and wreckage

some special rules apply to exploration and combat


in the Quest Room
“it 8 @ beautiful blade”, the wizard whispered
- The floor is very wet and slippery and Speed softly, “worthy of such enchantments as ut will
scores are reduced by 2 It is impossible for Heroes lake It gneves my heart that much of its power
to ran here If any character attempts to Run, he wil be lost in its first meeting with the dire
automaucally stumbles after moving one square Lichemaster, but when they meet again what
remaims will surety be sufficient ”
- Anv Hero setting foot in a square which has any
part of the Skull mosaic in it loses 1 Wound each The blacksmith nodded There was not an
combat turn he remains in that square, or each imperfechon anywhere in the weapon While he
exploranon turn he moves through 11 However, for knew nothing of magic, he knew what made a
moving through more than one of these “Skull true and keen edge, and he took pnde in his skill
squares” there 1s sull onls a penalty of 1 Wound lost and creation He looked over the blue steel of the
blade and the strange vein of red magical metal
~ The cold, acidic mist 1s chilling and saps the skill
which almost seemed to undulate, lke a snake,
and strength of the Heroes Each Hero must make a
fest! against Start Toughness
along the edges The frre of the forge which
score If this test is
created it now lay within the sword uself and ul
failed, the Hero suffers penalties of -1 to WS, BS and
was ready for its purpose
Strength while inside this location
None of these special effects apply to the character This Sword of the Flaming Heart adds 1 extra
morsier w,thin the tomb, of course damage dice, and +1 to all Wound rolls, when it
1s aflame Any Mummy struck by atts slain
immediately Trolls cannot regenerate Wounds
caused by the sword If it is used by a Warnor
Hero or Captain Henchman, it also increases
Strength by 1 point and Braverv by 1 point Chese
last bree bonuses do not apply if an Flf or Dw arf
Hero uses the sword) If the Sword ts taken from
the dungeon bs a lining Warrior Hero, that Hero
Bains an increase of 1 to his Start Wounds .
characterisuc
QUEST 1 - THE SWORD OF THE FLAMING HEART

Special Features
The wooden chests shown in the Quest Location
floor plans are emply The pair of shields shown are
ordinary shields, not magnal in any wav but
usable

Treasure
In addition to the sword the Undead Champion ot
Chaos uses, the Tomb contains the following
treasures buried with him
~ A bag with 300 gold crowns
— A sealed purple glass flask contamung a magical
Potion of Healing
-— A silver tube Gworth 40 gold crowns) which
contains a scroll of 1 Wizard spell Rolla D12
randomly to determine which spell this 15, but it will
be a spell of the Wizard Hero’s own College, and tt
should not be one of the four he began his career
with

Fate Points
Award Fate Points normally ‘The Heroes gain 2 bate
Points each iW they gain the Sword of the Flaming
Heart in one expedition, 1 Fate Pout cach if thes
gain it in 2-3 expeditions, and none if they take
longer. The Warnor Hero gains an advance of 1 to disintegrates into a shower of sparks leaving bebind
his Wounds characteristic if he takes the Sword of the glowing image of a shield bearing a simple
the Flaming Heart out of the dungeon while he’s lozenge design, which fades slowly before your eyes
alive Everyone is Stunned by this astonishing pyrotechnic
display
Johann recovers hs composure and says safily, “It
seems that the first of these treasures bears within
BETWEEN ADVENTURES uselfa clue to the location of the second The shield
Don’t use the full rules for Between Expeditions Ww that ofa Templar Knight who slew a Dragon here
from the Advanced Heroquest rulebook Do not some years ago, outside a set of catacombs now
make rolls on the Random Events Table betwcen occijned by a Chaos Lord of growing power This is
expeditions. Significant events back at “base camp” surely where you must seek the next goal of your
in Felspraag will be detailed in the script for this Quest!”
epic Quest.
The following changes should be made to the rules
After the first adventure, as the Heroes return Lo for Between Expeditions after the Hcroes have
Felspraag, read them the following ; completed their first adventure:

the Baron and his men are still away fighting — Cost of Living expenses are cheaper than usual a
marauding monsters, but Marshal Maximilian flat rate of 10 GCs between expeditions per Hero
This is because of the support the people and
Stemer, the Baron's loyal military commander, is in
Felspraag keeping a watchful eye over the defences leaders of Felspraag show the Heroes, who are
of the tawn He greets you warmly, and listens rewarded with bed and board in the Baron's castle
eagerly to your story of success in finding the first — Johann will be prepared to teach spells somewhat
legendary treasure. He says that you should consult cheaper than usual. He has to charge a fee, since
the Court Wizard, Johann Rienhart, who bas leaching means that he must use up Spell
important news for you. Components and the like. Any spell can be learned
When you meet the tall, scrawny wizard, he asks to for $0 GCs less than usual (with a minimum charge
look at the sword you bave found, and when you of 100 GCs, however).
Show it to him something amazing happens A ~ Hans Kohler will perform services more cheaply
spiral of flame nses from ihe edge of the blade mic than usual out of gratitude for the efforts of the
tbe air and grows into a bouenng, flickenng image Heroes All services cost 20%o less than the rulebook
of fire. You see a sinuous, gittering snake of fire price, except for Healing Pouons, which are in short
which twists into a coil and swallows tts tail Then supply and which are also needed by the Baron's
the fiery serpent writhes and its body suddenly own men
QUEST 2 - THE WAND OF CONFLAGRATION
THE CHAOS RETINUE OF CHAOS WARRIOR
AND CHAOS CHAMPION
ADOLPHUS WEISS error 1
The Advanced Heroquest ruicbook has an
is Monster Reference Table for tne Chaos Warrior
Tnis vile group has overrun the dungeons below not 6 as
Dragon Peak Adolphus Weiss 1s a Chaos The damage dice total should be 4, and
shown It 1s important that you Correct this error for
Champion, and his reunue of tainted and damned
souls 1s growing strong As yel, they cannot use the playing this par of the quest’
Wand of Fire because there 1s no spellcaster abie to The rulebuok also shows the Chaos Champion as
use ifn their number, but if the Heroes are not swift 1s not
using a Double-handed Axe anc a shield This
to act the Chamuan’s brother, the Chaos Sarceror an error, the Chaos Champion 1s so unnaturalls
Gotthard Weiss, will arrive to strengthen the forces consumed with the energies of the depraved power
in
of Chaos in the catacombs, so the amount of ume
he worships that he can use this greal weapon
spent in this dungeon 1s crucial Instructions are only one hand, even thoug h any ordina ry man
given later concerning Gotthard's appearance would need two to heft and strike with i
In addition to Adolphus and his Chaos Warriors and
Cnaos Thugs, there is also a handful of renegade
QUEST LOCATION MAP KEY
Orcs fromm the Gouged Eve inbe in the dungeon,
serving the Chaos Champion under the jJeadershup
of a Cnaos Warnor
Several of the Chaos Thugs here have Short Bows LOCATION A
and Arrows They should use these as smartlv as the This room has a Chaos Warrior, who carries 50
GCs,
tieroes do! These arc weapons used by human and three Orcs, each of which has 10 GCs The
enemics and may be used to full normal effect by Chaos Warrior has a small Red Gem on a metal
Heroes or their Henchmen chain around his neck The Wizard Hero will know
this is magical, but he won't be aware what its
function is unl he gels to Locauon K If this gem 1s
not used at Location K to neutralize the magical
flames, it is worth 75 GCs

LOCATION B
This Trap is a Fireball ap It spans both squares
along the corndor, and the first ume 4 character
sieps in einer square the Wrap may be triggered
Watch carefully to see if a Hero steps into one of
these squares dunng a combat with the monsters in
Location A if the trap here hasn’t been spotied or
triggered previously If tis happens, subtract 2 from
the D1Z roll made for spotung the Wap, since the
Hero should be assumed 10 be too busy fighting to
give much attenuon to looking for traps

LOCATION C
This 15 the point at wmch Gotihard Weiss and his
reynue will be encountered if the Heroes take 3 or
more expeditions to find their Quest Treasure
Instructons for this follow the descripuon of the
Quest Locauon (Location L)

LOCATION D
This chamber ccataans four Chaes Thugs, cach or
which has 10 gold crowns on Tos person The to
Chaos Thugs at the back of the group both have
A DUTAA SAT

short Bows, and thes asc have 4 \rrows wat

-
Tee
feat Le ee en ee ae e eT a eCPv ne Pubs Ch pa p Cates ORT eee Da Et CR Pa PC weSe LEA CUCU
en te ECC ETT ACS Bee leOaad ae
ottROE
Quest Map 2
The Wand of Conflagration

ra
QUEST 2 - THE WAND OF CONFLAGRATION

LOCATION E LOCATIONS G1 AND G2


This 14 a Hazard Room, and is full of Rais Opposite Each of the two portcullises here car be lifted bs
the door car be seen the partiy-caten body of a Heroes who have a combined strength of 145 points
Man at-Arms an unsuccessful member of another or mare If tus is done, a portcullis can be lifted in
adventuring party foolish enough to enter tis [two successive exploration turns However, the
dungeon Because he ts half-eaten, he cannot be monsters in locauon I will be automaticalh, alerted
resurrecied butuf the Heroes get to him thes can by this after one turn Thes will open the door and
take the 50 gold crowns he has in a pouch and tne charge oul to attach the Heroes gaining +3 on their
Long Bow and 6 Arrows which hie in a quiver beside surprise roll
his bods
If the Heroes use Greek Fire or a simular fire-based LOCATIONS H1 AND H2
was of geting nd of the rats, the bow and arrows
On cach of the junction squares at the end of the
will be charred and ruined, although the gold 1s
length of passageway in which the doar to Locauon
retrievable Iis placed, there 1s a large, magical symbol
inscribed on the ground Gf you want, you can place
LOCATION F a FATE counter here to represent this svmbol) The
Wizard will not know what this symbo! means
The monsters here are cunning and well-organized
These are one-way teleport squares from Location I
If the Heroes open both doors together, nin combat
how thes work 1s described below Thes also have
normally However, it’s more hkely that they will
one other important effect just as teleporung ons
only open one door initially If this happens, as
works one way with them, so they negate certain
soon as the Heroes open one door, the monsters
other types of magic in the area
close by the other will open that door and charge
out to atlach the side and rear of the party of If a Wizard casts any spell into the four squares
Heroes which the symbol occupies, or casts any spell while
he is within one of these four squares the spell
Each of the Chaos Warriors here has 40 gold
simply has no effect at all (so, if he casts a Flames of
crowns, and each of the Chaos Thugs has 10 gold
Death spell at a group of monsters which teleports
croans Important one of each pair of Chaos
from Location I into one of these areas the spell
Thugs here has a Short Bow and 6 Arrows They
won't work, but the Wizard sull uses up a Spell
will use these to best effect in any combat Chaos
Compeoneap
Thugs will also move between doorways and
combats to attack Heroes in as effective a way as
they can LOCATION I
This room contains a Chaos Warrior (with $0 gold
crowns) and five Chaas Thugs (each with 10 gold
crowns) Fach combat turn, one or two of tne
monsters can jump into the square with the teleport
magic (shown on the map) and will then appear on
one of the groups of four squares in the corndor
outside with the same symbo] The GM can choose
one of eight squares for any monster to land in -
there are four available squares in each of the two
“arrival zones” with the symbol within them Don't
forget that a monster can use part of its norma!
move to move into the teleport arcle here, teleport
out to HI or ff2, and then have the rest of its normal
move afiersaras!
When the dust settles, the Heroes will find that there
is a pair Of simple levers here, one on each of the
walls beside the entry door, which allow the
corresponding portcullis outside to be ratsed and
lowered

LOCATION J
Tnis chamber contains only two opponents, the
fearsome Chaos Champion Adalphes We ss and Fs
eA

Chaos Thug attendant ‘ibe Chaos Champ 2a wears


a Ring of Vagical Protection, ere! 2. and the Chaos
COL
QUEST 2 - THE WAND OF CONFLAGRATION

Thug has a Short Bow and 6 Arrows, including two


magical drrows of the AsSassin ‘The Chaos Thug
also weary a suit of Leather Armour of |
Prchaniment, which adds +1 to his Toughness
score (sce the Treasure secuon in this book) The
Thug stands behind the Champion, if possible,
firing arrows at any Hero in or close to the doorway
The treasure chest contains 100 gold crowns, 6 \
crossbow bolts a 10° length of Rope, and two ,
Poions of Healing
i
/ i .
LOCATION K 144
\,
2
Bin, aN
Place a fireball template over the four squares i ve eg
shown on the map There 1s a permanently roaring | i\
sphere of magical fire in this area, which cannot be i
destroyed except by using the Red Gem from the
Chaos Warnor in Locat.on B If anv Eero actually
looks at the Red Gem here, he will see 2 glow quile
Brightly as 1 gets closer to the magical fire If no
Hero is specifically looking ar it, allow the Wizard to
throw one 112 If he rolls below his Intelligence
score then the W.zard will magically detect that the
Red Gem 1s glowing as the Heroes appraach the
flames
If the Red Gem is thrown into the flames, they die
Gown instanlly If one or more Heroes walk into
and through the flames they suffer excruciaung
pain from the fierce heat Roll 10 damage dice,
adding +1 to each number rolled Roll this damage
"each ume a character passes through the flames
Tre Gem can be retrieved after it has been thrown
into the fre and st 1s worth 100 Gold Crowns since
-Uswells sugntly in size arer is contact w.th the
magical fire
If a plaver gets a Hero to “test” the fire (e 2, bv
inrowi7g a piece of equipment into iv, let the
plaver know that the fire 1s VERY hot - cloth burns
LP uNslanls, wood burns away very quickly, even
stone, or a gem, wil be blackened (and ruined ifa
va.uabie gem other than the Red Gem 1s used), and
soon And ui course the Heroes feet hot within one
square of tne fire!
Theré 15 one finat property to the magical flames
here If anv fiery spell (Flaming Hand of
Destruction, Flames of Death, Inferno of Doom,
etc 14s cast by a Wizard standing ® thin 6 squares of
the fire, then that spell wit! rebound on to the
sper casier arc wll net affect the target he selects
This is amportant if a Wozard tre $ Im cast such a spel
aginst (he Opponents in tocation J before this
magical fire has been dealt with

LOCATION L (QUEST LOCATION)


Tes san onescal locauen va imal there are no
monsters here but the Heroes may well yet have ta
‘ace he Chacs Sorceror! kead tre following to the
dlavers when then Heroes enter this room
a

65
QUEST 2 - THE WAND OF CONFLAGRATION
character to hfe (a Wizard who has Jost a Yate Point
ons 1s nol what you expected a feu steps beyond
the door lead mto what appears to be a perfectly because his Apprentice was slain wall regain 1 if his
Apprenuce 1s returned to life here) This effect
prewerted Wizard's study, wih a fire burning in
works only once, for one characier
the grate and furnishings around the roam Bu!
jour atiention is af once drawn to the strange There are some other treasures in the Quest
magical design in the cenire of the floor, and to the Location On the table ws a Seral with 1 Wirard spell
magial wand hovering im mid-air al just around (the GM should determine wnich one random.
hand berght, in the middle of it! and in the top drawer of the table 15 a plain black
cloak This 1s a magical Claae af Pockets (see the
Within the Quest Location 1s a strange Magic Circle,
Treastire secuon of this book)
in the centre of which les a sim wooden wand
made of pale wood with a distinctly reddish tinge There 1s 2 verv rare book in the bookcase Johann
There is a magical force-field around the inner Stockhausen s /icaling Herbs of the Empire Allow
circle, and the onlv wav the Heroes can get the the most intelligent Hero to make an Intelligence
wand is for one of them to stand on each of the four test if this 1s made, he wilt see thts book and realize
magical symbols shown around the edge of the how valuable #315 The Healer cf Felspraag will pas
circle or within one of the four coloured quarters of the Heroes 150 gold crawns for it
the outer mng
There is also a message scrol left here, composec
The Wizard Hero needs to stand in the Fire area (he bs an ancient wizard who protected the Wand of
1s after the “and of Fire), the Dwarf in the Larth Fire and sealed u within the magical circle here The
area, the Flf in the Air area, the Warnor in the Water Heroes will automatcalls find this, sa when thev get
area If one Hero is dead, you might aliow the near the desh give the plavers Handout 3 This 1s
presence of his dead bods to be enough here also reproduced below for vou to reac
When the Heroes take up the correct posiuons, the
Lastly the fire in the large fireplace burns magically
force field 1s dispelled and the Wizard can take the
@ithout fuel or air, but ib1s of no importance to the
\wand safely Give the players Handout 3 when thes
Heroes quest Anvining they throw into itis
oman the Wand
instandv burned away, though, including the Red
The Magic Circle has one other powerful magical Gem if the Heroes throw it into here’
property ifa Wizard (or Wizard's Apprenuce) who
has died 1s laid down within it, it wit return inal

The Elven Bow has been hidden long ago, as I


have hidden the Wand .of Fire. I can see but a
little of its hiding place, but my magic has
detected a sequence of the elements at work; go
through Fire to Water, through Water to reach
Stone, and when the Keeper of the Mists is
despatched, and his dead tainted
magic taken, then Stone shall turn to
Air so that only dust remains. Then ot
shall the Ef Bow be revealed.
QUEST 2 — THE WAND OF CONFLAGRATION

THE WAND OF CONFLAGRATION


“Hard to beheve that something which looks so
slim and frail has such power coursing within
it,” the young apprentice whispered in awe as he
gazed at his master's proud achievement “So
much Magic, so much power ”
The Wizard looked wearily at his assistant
“What is most 1mportant 1s the discipline of
creating Stich a thing,” be muttered, “and not
the power which the Wand houses within itself It
is the Concentration, the hours of sustained effort
taking the mind almost to breaking point, the

MARTIN MCKENNA
tnumph of the will, And yet, I know what you
mean” The Wizard slowly twirled the slender
wooden length in his hands “And not even I
know bow sts powers will be used Not tn the
final battle” - Use his Flaming Skull of Terror spell only if it’s
obvious that he must fight in hand-to-hand combat
The Wand of Conflagration casts each of the with one or more Heroes
following spells once per adventure (not once
per expedition’) without the need for any spell . Awarding Fate Points
components Flames of Death, Inferno of Doom This works normally The Wizard also gains an
and Fireball (Fireball 1s a Dark Magic Spell, see advance of 1 point to his Intelligence characteristic
page 55 of the Advanced Heroquest rulebook for gaining the Wand of Conflagrauon
The Wand also allows the Wizard to subtract 1
from all damage dice which are rolled against
tum when he 1s affected by any of these spells If
the Wizard Hero takes this Wand out of the BETWEEN ADVENTURES
dungeon while alive, he gains a bonus of +1 to
tus Start Intelligence scare When the Heroes return to Felspraag, read the
following to them ;

The situation back in Felspraag ts gnm indeed The


Lichemaster begins to flex bis Strength, and
Gotthard Weiss the Chaos Sorceror Marshal Maximuhhan Steiner bas returned this very
Gouhard Weiss will arrive in the dungeon if the morning uath a battalion of men from a skirmish
Heroes take 3 or more expeditions to enter the with skeletons and other dark Undead in the
Quest Location (this includes anv expediuons taken foothills less than a dozen miles Quay Many men
to deal with the upper level) He will arrive with a died, and the Marshal bimself bas a grievous leg
retinue of four Chaos Thugs, and the Heroes will wound, leaving him Iamping and gnm-jawed with
met tum at Locauan C Place Weiss with nwo Chaos pain Johann the Wizard 1s red-eyed with
Thugs carrving Short Bows (and 6 Arrows each) in sleeplessness after his constant spellcasting and
front of him, and two behind him, at Location C uigiance Yet he still finds some time to help you
when the Heroes get within 12 squares of this point with your quest
Weiss carries a bag with 150 gold crowns, and has a
Ring of Speed (Level 1) which adds +1 to his Speed When you show him the scroll you found, be pores
characteristic He also has a Scroll with the spell over it, shaking his head with annoyance, and then
Fireball inscribed upon 1 The Chaos Sorceror will he jabs a finger into the paper “Of course,” be says,
use huis speils carefully His best strategy depends on "that symbol ft 1s the personal sigul of Martin
exactly what the Heroes do, but what he 1s most Heydnch, an Ostlander Wizard 1! should have
reahzed this nddle ts strange indeed I can think
likely to do is as follows
of only one place which hs message Could refer to —
— Use his Choke spell to attack the Elf or Wizard a dungeon built by a fellow Wizard, his cousin
first If the Wizard Hero has the Wand of Albrecht, not
far from Middenherm Albrecht was a
recluse, and died unmourned within his own
Conflagrauion, the Chaos Sorceror will certainly use
Choke against the Wizard to prevent the Hero from chambers there Why an Elven Bow should hate
using the Wand against him! been hidden there, I really cannot say Yet st 1 the
one lead we have here One thing I do know ws that
— Use his Fireball spells to attack a group of Heroes the place 1s feared and avoided, for st 1s overrun by
as they charge along the long passageway next Skaten, and more than one clan of the foul and
pestilential Ratmen have taken up residence there "

67
QUEST 3 - THE POWER BOW OF LOREN
THE SKAVEN to be wearing Berserker Amuilets The amulets
cannot be used by Heroes or their Henchmen, and
OF THE WIZARD'S HALLS if they put one on, they immediately suffer 1 Wound
from the damaging effects of this Chaos-tainted
These Skaven are actually renegades, driven out
material
from their own clans for various crimes against the
hetrarchyes and rulers of the Ratmen They have fled
to this dungeon, and banded together under the SLINGS
leadership of a White Skaven Sorcerer The Skaven
stay together simply because there 1s safety in Some of the Skaven W'arnors have Slings with which
they can fire heavy stones at enemies Slings have
numbers They're a rag-tag bunch, but they’re
motivated by the simple desire to defend the same ranges and hit rolls as Short Bows A
themselves and stay alive And because thev're not Skaven with a Sling can make two ranged attacks
very numerous compared to large Skaven clans, per Combat Turn with this weapon so long as 1
they are smart enough to have developed some does not move If a Skaven model moves prior to
dangerous tacucs for dealing with intruders These attacking, it 1s only allowed one shot with the Sling
that Combat Turn
are due not the least to the Sorcerer, who has
managed lo use Warpstone lo creale some unusual Skaven with Slings are assumed to have an
magics which these Skaven use to considerable effecuvely limitless supply of ammuniuon for them
effect in battles so far as normal stones go (these have 2 damage
The Skaven are also in this dungeon for another dice on a successful hit) Some of them also use
warpdust-impregnated stone missiles, which inflict
reason They sense the presence of a large deposit
4 damage dice on a successful hit These slingshots
of warpstone somewhere in the area, and they
cannot reach it, which infunates them Itis sealed in are not usable by Heroes or Henchmen (they're
the Quest Room on the lower level, where Albrecht
tainted by Chaos and even touching one
the Wizard sealed up Skaven guards in magical automaucally inflicts 1 Wound} With these missiles,
stasis to protect the Elven Bow hidden there Only the Skaven have limited numbers of stones,
when at least one other of the four magical specified for each Skaven individually
treasures Ge, the sword and wand the Heroes
already have) are brought into the dungeon can the SKAVEN CHARACTER MODELS
chamber with the Bow be unsealed This is why the
Skaven can't get at the Bow, and why the Heroes In the Upper Level of the dungeon, you may use
can, but only when they’ve dealt with the Skaven! any Skaven character model Gf one 1s indicated in
the Quest Room on that level) other than the Clan
Mors Warlord, the Plague Censer Bearer, or the
White Skaven Sorcerer
SKAVEN
with sling 6 5/5 WA lolé l6 % \
QUEST LOCATION MAP KEY
647 +819 [10fat]
12} DICE
BM
ITS
pa ioioo, LOCATION A
7 EAS 4 ERO PCE E
The two Skaven Warriors by the door each have
waNGE] 1-3 | 412 {13 24125 36 me on Berserker Amutets (and each has 15 gold crowns)
The two further back in the room both have Slings
“171
Bl SHO NIBeS Each of these Skaven has 4 warpstone missiles for
aed Mg hays leisy a their Slings, and 10 gold crowns The Assassin has a
LEATHER ARNOO : Blade Venom, one dose of Lifeane, and he will put
SEW S a this on his sword and wy to attack the Elf in hand-
SwoRD ¥ Nove. No cRincAL HITS
to-hand combat if he can reach him (don’t bother
with this if it’s obvious the Assassin won't be able to
get at the Elf) He has a pouch with 60 gold crowns
WARPSTONE BERSERKERS
The Skaven here are parucularly cunning When
Some Skaven carry special warpstone-based charms one door is opened the forces by the other door will
prepared by a Skaven alchemist which aliow them Open it and enter the passage Outside to allack the
10 become Berserk Monsters These Skaven will Heroes if this is possible (hat is, if the He-oes don’t
become berserk as soon as they reach hand-to hand attack through both doors at the same ume)
combat They are stated in the location descriptions

68
Quest Map 3 L
The Power Bow of Loren |

ret
SAL IGR

pt
| |
a! K
Skaven Night Ruoner ; iS)
| 4

6 Skaven Warrior |] 36)


i
Plague Censer Bearer |

@ Skaven Warpfire
Thrower Team

69
QLEST 2 - THE POWER BOW OF LOREN

As soon as a combat breaks ou, at either doorway 4 LOCATION E


Skaven Night Runner appears in the passageway This room is hot, and a glinung brazier burns on the
(starung at locauion Al as shown on the map) and wall The Ssaven are hot sweaung, and their fur is
comes to aid his fellows’ Allow him to move and streaked with moisture They are eager to fight’ Any
then attack (irrespective of the order of acuons for fire-based spell casi by the Skavén Sorccrer here
the otner Skaven) If the Heroes have placec a inflicts 1 Gatra damage dice to normal Ans fire-
guard looking aiong this passage, the Night Runner based spell cast by an enemy of the Skaven (hat is
anpcars instead at the furthest point along the line a Wizard Hero} inflicts 1 fewer damage dice than
of sight for the guard down the passage The Night normal
Runner carries a small leather bag at his bet,
containing 20 gold crowns Tne three Shaven Warnors nearest the coor here
have Berserker Amufets The single Skaven right at
ihe back of the room has a Shing with 6 warpsione
LOCATION B missiles The White Skaven Sorcerer wears a
This entire passageway has one important and magical Ximp of Fate with 2 Fate Points within it,
surprising feature the wah all the way along beside which should be used by the GM to negate major
damage or the use of a Kat Bag Cone Fate Point can
the Quest Room beyond it (Locauon M) 1s of white
be spent to prevent the Sorcerer from being sucked
stone There is no door to Locauon Mihere this isn't
a mapping error’
into a Rat Bagat aa ume Curing a combat here)
There 1s a ‘Treasure Chest her. which contains the
personal gold of the S,aven (a total of 150 gold
LOCATIONS C1, C2 crowns), a Potion of Healing anda Screech Bug
These are magical Firebal trags Thes are stronge:
The trapdoor lead: down to a crap into an
than most, so roil 6 damage dice for the Hero setung
underground stream (shown in the chasm beyond
of tne trap
tné room)

LOCATION D
LOCATION F
There 15 a white concave depression in the floor,
The Heroes have to get through this underground
which 1s very smooth and slightly egg-shaped This
stream to get to Locauon G where the Magic Stone
is where the Magic Stane from Locauan G fits
QUEST 3 - THE POWER BOW OF LOREN

they require is The stream secuon (use the chasm


for this) 1 entirely below-surface, there's no air
pocket above the water here Fach Hero must make
a Toughness test to be able to hold his breath long
enough to gct through the stream secuon and poke
his head above surface in Locauon G Conly one try
per Hero or Henchman) Heroes can only pass
along the stream section one af a ume
Ifa Hero fails his Toughness test he is forced to
return to Location E Rolla D1i2 Ona roll of 7-12,4
powerful Rock Eel appears in the water and attacks
the Hero The Eel has Weapon Skill 6, Toughness 6,
and 2 Wounds It cannot be attacked by any fiery
spell nor by ranged combat The Hero can either
delay and fight the creature, or try to get past t If
the Hero just flees from combat, he suffers 1-3
Wounds Croll one D12, divide the number rolled by
4, and round any fractions up) If the Hero stays to
fight, he must make a Toughness test every combat
iurn to be able to connnue fighting, and if he fails
hus breath gives out and forces him ta flee back to
Locauon E (so he suffers Wounds as above)

LOCATION G

COLIN HOW AHD


The Heroes appear underneath the Grate in this
room, but can push it up and gain entrance
automatically There ts a large Statue here which
holds an egg-shaped White Stone (this is needed for
Locauon D) The Statue acts as an Animared Statue LOCATION J
(Advanced Heroquest rulebook, page 27) and
This 1s the Same as Location I, in that it has two
attacks as soon as any Hero tres to take the Stone
Skaven Warriors Ceach with 10 gold crowns) and a
Although the Statue animates, wt does not have any
Skaven Champion (but this one has 20 gold
treasure with it as ordinary Statues in Advanced
crowns)
Heroquest do!

LOCATION K
LOCATION H.
This is a real nest of Skaven By each of the side
‘this 1s a standard Fireball trap in front of a secret
doors ls a Skaven with a Sing, each armed with 4
doer at the end of the passage If this Fireball trap 1s
warpstone missiles The two Night Runners each
activated, then the Skaven in Locations |, J and K
have a Potion of Healing, and with the Warrior next
will all be alerted to the presence of the Heroes by
to them they create Death Zones around the secret
the sound of the trap being set off Cand gain +3 on
door which prevent Heroes from simply charging
all surprise rolls)
into the room and getting straght at the Skaven at
the back of the room This is the Plague Censer
LOCATIONS I, J AND K Bearer, who carries a Plague Censer of unusual
lightness and weight, allowing 1a range of up to 16
There 1s a special rule concerning the doors to these squares Chit rolls for 13-16 are the same as for 4-12
rooms (including the secret door entrance Co with this verv well-designed piece) This Plague
Location K) as s00n as one 1s opened, all three Censer also has a secondary magical effect which 1s
doors open together’ The doors within this room very striking a howhng wind screams down the
complex (berween [ and K, and between J and K> long corndor before the Plague Censer Bearer (this
are already open apples to the enure passageway secuion beyond the
secret door leading into this room, or as far as the
LOCATION I Censer travels when thrown) This howling wind
lasts for 3 combat turns, and during this time any
The two Skaven Warnors here (each has 10 gnid Hero using ranged weapon attac ks through this
crowns) are normaily armed, but the $kaven area (and/or when hes in this area) suffers a
Champion (who has 15 gold crowns) with them has penaity of -2 to Bow Skill The Plague Censer Bearer
a Berserker Amulet has a Polton of Healing, and he also wears a
magical .jmtlet of fron
QUEST 3 - THE POWER BOW OF LOREN

LOCATION M (QUEST LOCATION)


The onl way to enter this location 1s as follows the
Heroes have killed the Plague Censer Bearer in
Locauon K, and tne, must bring the Magic Stone
from Locauon G and place it in the stone cavity al
Locauon D When thes do, the enure wall secuon
along the passagewas disappears ~ place the Quest
Room on the board
The Heroes are confronted by an arms of Skaven
who are freed from magical stasis when the wall
vanishes, releasing them from their bondage
Several special rules apply to these Skaven
— All the Skaven wear special warpstone-treated
amulets (unusable by Heroes — thev’re tainted’)
which make then Fearsome Moristers
- The Warpsione Team is placed among the
skeletons shown on the floorplans for the Quest
Room, and if they are destroved (killed, or due tc
malfuncuon) they will actually be resurrected with
all Wounds restored after 1 extra combat turn so
long as there are any other Skaven not destrovec
within this room
The coiled Dragon motuf on the floor appears to
hold né Bow in mic-air, tendnls of farce spira up
fram the mosaic on the floor to hold the Bow in
place After 3 combat rounds, something ternfing
RAUL BOWNE A

happens the Dragon assembles from the floor’


Read the following to the plavers when tnis
transformation occurs
These Skaven are mean and ver smart The Plague
Censer Bearer is well capable of throwing his The tery ground seems to tremble as the mosaic
ranged weapon, and then getting out of the line of Dragon on the floor begins to pulse with the tasnted
s.aht of arrow fire if he’s getung hurt and drinking warp of Chaos! The warmpsione in tots chamber
seems to stir the serpent into hfe, and ut uncous
his pouon The Warriors inside this room will Ly to
creaié Death Zones to let the Might Runners ron itself from ibe stone and rock, msing up on us
away and drink their Pouons if thes are in senous powerful haunches and staring at you with us
rheumy eves, US great mouth Slavering for the taste
trouble
of warm, fresh blood!
These Skaven are out to kill the Heroes s0 make
sure the Hieroes have to burn up some Fate Poinis
lo sav auve They ve got enough by now, so force
them to use them up here
‘The Skaven here have a miserabie $ gold crowns
A

each! \ hen the Heroes are searching the Skaven for r,s
G
Ba

ireasurc, tell the players that one of the Skasen


tusses in its death throes “You wont get our gold,
our brothers have tin =” and then rolls over dead
ao

Itus should infurate the plavers Make them mad —


‘Se

tampars their judgement and reakes meas er for


you to kill the Leroes
eegt
pues?

LOCATION L
soe G

Sans

zee 2
This us the Skaven treasure room ard t's protected
a
Syst

=~

T. at Toe % Bertin yg a i soe


* to x3
aGooa
4,

Awe
Bes BY ras
bv a reo “eeht Ruaners and a Warpore ohrower et ah
eee
gt
ee
pe
+
*
re war.+
as
te= eRe
team Theres a BIG treasure chest here with 250 ey
.
AN
~
OE
‘ Aig “e
Pa cok SEE
gold crowns, a Potion of Regeneration, and 2 Polls 1
PA %
Eat)
ot A = : t ae
a
re.
ae
Wiged 2 i
g
z

EA
af Pflane
gig
£ fs \ tf boa, a ‘L's oe + a ea m=

RN PES
pe ae
odot ae .= 47 5 ale, OR rE ae Fe eG

YS ges caine wR Sane EEO


QUEST 3 - THE POWER BOW OF LOREN

a a
i i t

| Pa
|, Ga) Shaves Warrior ‘a...

ior Skaven
ee _
tye

— Warplire
£
4
ES

The Bow drifts gently to the ground, although u — Swords and Axe The Swords on the floor are just
cannot be taken and used until this combat ts ordinary swords, but the Axe is a magical Axe, +1
completed The Dragon now attacks It 1s a magical, Gamage dice
animated monster, and it has Weapon Skill 9, — Treasure Chest There 1s a small treasure chest
Toughness 9, Wounds 6, and Speed 10 Itis a Large here, which contains bags with 150 gold crowns,
Monster, and is too large to pass through anv one flask of Greek Fire, 6 arrows, 6 crossbow boils,
doorway It can breathe the equivalent of an
and a Potion of Prowwess
Inferno of Doom spell up to 12 squares away once
every 4 combat turns, so the GM must keep careful And, of course, the Heroes will be able to take the
track of ume elapsed during the combat! Elven Bow of Loren, so give them Handout 5 when
they obtain this This is reproduced on the next
Treasure page for vour information also
If the Heroes survive to trumph here, their treasure
gains (and other room items of interest are Returning to the Quest Location
The combat in Location Mois difficult and can be
— Gale Scattered on the floor in piles (shown on very dangerous for a group of Heroes not well-
the floorplans) are 100 gold crowns prepared for it If the Heroes have already lost some
Fate Points earlier in the same expedition, thev may
- Dragon Eggs There are two Dragon Eggs here
well have to run for their lives here if they do,
which can be soid to a Wizard for 50 gold crowns
when they return in a later expedition the wail to
each if they're sull anv good Have the plavers roll
Location M will have enurely regenerated
two dice Fach roll of 7 or better indicates that an
egg «ws good and in saleable condition [f the dice Ali the monsters inside Location M will be returned
rollis 6 of below the egg is too old to be of any use la a state of suspended animation but will pe
or value animated, and at full strength, as soon as the Heroes
enter again cincluding anv monsters the Heroes
- Barrels There are four barre's here, but the dwarf
destroved ina first battle} The White Storie wil be
beer in (nem 1s topg ago decayed into vinegar,
lv.ng beside the floor cavity at Locauon D The
bad-tasung muck ‘Sot even a dwarf would drink «
“Heroes will have to fignt for a victory all over again!
naw

73
QUEST 3 - THE POWER BOW OF LOREN

TONY ACKLAND

in Felspraag, the Baron bas raed virtually ever


THE POWER BOW OF LOREN man in the uillage and surrounding lands inio a
The bowyer laid down his work, caressing the militia army Deep in the Grey Mountains a huge
shim, hard wood of the bow as gently as any army of skeletons has massed, and they must be
mother might caress a child is eyes narrowed stopped before they kill bundreds, thousands of
shigbtly as be ran bis fingers along the taut ordinary faik The army ts nearly ready to march,
boustnng redolent with tension and power It but Johann the Wizard makes time to speak with
uould take a worthy Hero to nock an arrow to you before he leaves wilh them
this weapon, he thought, crafled by mj bands “Your quest 1 of the highest importance,” he says
and the skills of the Elten uwszards In j}ears to “You must find ihe last treasure, the World’s Edge
come, who knows what may be us fate, which Hiarmmer, and then confront the Lichemaster
black and evil mearis 1 may Gesiroy Aunself Tne Seer has had a dream of the Hammer's
resting place he tells me that be sees @ great
The Power Buw of Loren adds 1 to Bow Skill and Daemon Struggling agains! other monsters in
Bravery for its user When an ordinary arrow ts dungeons below a mountain with a peak shaped
fired from it, the archer rolls 6 damage dice fora hke @ broken clau The other monsters, ihe Seer
hi Arrows fired fram the bow will be recovered cannot sense, but you ull have to overcome inuly
ona roll of 7 or better Cas with other thrown powerful enemies there Such @ mountain exssis
weapons) If the Llf Hero taxes the Power Bow only a day’s march from bere, and we must bope
from the dungeon «hile he is alive, he can add 1 that if is the one the Seer bas sensed in his scring
to fis Start Spced score When you have the Hammer, you must follou ihe
Baron's arm), and make as much hasie as jot
May Tune gruws short, and the bres of many are
inthe balance now ”

BELIWEEN ADVENTURES When vou are readied with weapons, equipment


Woen the Heros return from) acquiring (ie Even and speci! ingrea cats, ip will be ume for vou to sci
Pewer Bow of Lore. read the following teat to out lo recover the final ueasure
unaTL

74
bh - __
QUEST 4 - THE WORLD'S EDGE HAMMER
THE STRUGGLE BELOW THE
MOUNTAIN
There are two groups of monsters in the dungeons
below Claw Peak They are bitter enemies, but
neither group is confident enough yet to mount an
all-out attack on the other One group is composed
of Garshanak the Bloodthirster and his retinue He
has a capuve Daemonette, a Chaos Champion
leading some Chaos Thugs, and a pair of Fimir with
a human Captain who has been magically forced to
serve the daemonic forces However, magical
barriers prevent the Daemons leaving the Throne
Room, so Garshanak can't lead an attack on the
enemies himelf, which might otherwise allow his
forces to be tnumphant
Opposing them 1s Murglang the Ogre Chieftain and
a motley retunue of humanoids He has a Troll with
him, and a group of Orcs who are outcasts from
several different clans and are only together
because of the Ogre’s bullying
It 1s actually possible for the Heroes to obtain the

COLIN HOWAAD
World's Edge Hammer without dealing with the
humanoids They could simply head past them to
the daemonic forces and kill them, take the
Hammer and then leave the dungeon But this
below also includes rules for using the humanoids
would be a waste of some very nasty monsters you
as a type of Wandering Monster if the Heroes don’t
want to throw at the Heroes, so the locauon lisung
deal with them in the:r own rooms

FATE POINTS
In addition to any Fate Dungeon Counters, the GM
mav use 1 Fate Point for the monsters in Location B,
C or D, and 1 Fate Point for the monsters in
Location H, | or K Use these Fate Potnts to reduce
the damage Hero attacks inflict as much as possibie
(for example, to completely negate a Flames of
Death spell ~ you can use a Fate Point for the
monsters to prevent tne spell from working)

LARGE MONSTERS
There are errors in the Advanced Heroquest
rulebook which you should correct for this
dungeon Both the Ogre Chieftain and the Fim.r are
Large Monsters

DAEMONETTE MAGIC
Daemonettes do not have the Flaming Skull of
ferror spell as listed in the Advanced Heroquest
rulebook (they dont need this, because they are
Feanome Monsters already) They nave the Fireball
spell instead Apply this rule generally, and
ALMUAN SAd ITH

specifically to the Daemonctie in Location M, the


Quest Location
Quest Map 4 Ed) Chios Champion
The World's Edge Hammer (C1) Chaos Thug

‘Death Zone’ for Throne

=
+
. TT
(B) Biooasbirstes _ Se Poe r TI

Troll

76
QUEST 4 - THE WORLD'S EDGE HAMMER

QUEST LOCATION MAP KEY

LOCATION A
The squares here have a magical Choke trap Apply
the rules modification below for the effects of
Choke, this is important!

CHOKE TRAP (Rules Revision)


With a Choke trap, the effect on a character who
triggers it is that they may only move one square
per turn (as determined by the player) At the
end of the turn, the character 1s allowed to rolia
D12 If he rolls below hus Toughness score, the
character lives If the D12 roll 1s above the
character’s Toughness, the character dies A
Choke trap can be evaded entirely by a special
magical protection such as a Ring of Magic
Protection A Fate Paint can be expended to
negate the effects of a Choke trap The effects of
a Choke spell (as opposed to a trap) are.
unchanged from those given on page 55 of the
Advanced Heroquest rulebook

LOCATION B
The four ordinary Orcs here are led by an Orc
Champion, The two Ores away from the door have
Short Bows and 6 arrows apiece These Orcs have
no treasure, since the Ogre Chieftain hoards the
treasure for the enure group ~ If there is a combat in Location C, roll a D12 each
combat tarn On a roll of 9 or higher, the monsters
in Location D will open their secret door into
LOCATION C Location C and emerge to fight
The Ogre Chieftain is accompanied by an Orc — If there 1s a combat in Location D, roll a D12 each
Champion The Ogre Chieftain carnes 50 gold combat turn Ona roll of 9 or higher, the monsters
crowns in a big pouch at his belt There 1s a in Location C will open their secret door into
Treasure Chest in this chamber, which contains 150 Location D and emerge to fight
gold crowns and a special pair of excellent quality
Apply all these rules - if the Heroes are fighting in
Throwing Daggers which have a maximum range of
Locations B and C, make two rolis in each GM
© squares phase to see if the monsters in Tocation D come out
to fight as well!
LOCATION D
This large room houses the Troll and three Orcs LOCATION E
The Orcs beside the secret doors are normally
These two squares are a Fireball rap If Heroes are
armed, while the Orc further back into the room
moving during combats in and around Locations B
also has a Short Bow and 6 arrows
and D, be sure to watch to see if any of them enter
this trapped zone!
Locations A-D and Combats
The monsters from one or more of these rooms may
open their doors and emerge to fight Heroes who LOCATION F
are in combat with other monsters Use the
‘This 1s a Hazard room, full of mould This mould
following rules
obscures a second Hazard, a Magic Circle in the
— lf there 1s a combat in Location B, roll a P12 each posizon shown on the map If the mould 1s bummed
combat turn On a roll of 7 or higher, the monsters away with Greek Fire, the burnt mould will stull
in Location D will open their secret door opposite obscure the Magic Circle so that the Heroes will not
and emerze to fight see it The only way they can detect it is if the
Wizard makes an Intelligence test, but add 3 to the

Pd
QUEST 4 - THE WORLD’S EDGE HAMMER

D12 roll, because the Wizard almost certainly won't


THE OGRE’S WANDERING MONSTERS
be expecung to find a Magic Circle here!
If the Heroes haven’t killed all the humanoids in
The uny concealed (but not actually secret) door
Locations B, C and D, don’t waste them Organize
shown on the map 1s 9 feet above ground level, and
them into a raiding group and employ them as
the smartest Hero (the Wizard) must make a
Wandering Monsters The highest-PV monsters
successful Intelligence test to nouce it (it measures
will lead the group. They can restore the Rope
roughly 12” x 12”) The only way to open it 1s for
Bridge across the Chasm in a single exploraton
one Hero to climb on the shoulders of another Cor
turn They will appear to attack the Heroes if you
to get a lift up from two other Heroes, etc.) The
roll a score of 8 or higher with a D12 roll, make
Dwarf cannot be used as a support, he’s too small!
one D12 roll after the Heroes leave each new
When a Hero is just about to open this small door, locauon they enter in this area.
four Orcs will attack. Two charge into the room and
attack the Heroes with swords, and two Orcs with
Short Bows attack from the doorway. The Hera
opening the small door, and the Hero supporting
LOCATION J
him, cannot make actions during the first combat This is the lair of Erwin Klostermann the Chaos
turn The Orcs who charge into the room are Champion, who serves the Bloodthirster with his
accustomed to the mould, and are not affected by it, retinue of six Chaos Thugs Two of the Thugs Gn
but the archers are not, and will not enter the middle rank) have Short Bows and 6 Arrows
each. The Chaos Champion carnes 50 gold crowns,
When the door is opened, the Heroes will find a the Thugs have 10 gold crowns each
small alcove containing six green glass vials, all
labelled ‘POTIONS OF WONDROUS EXCELLENT If a Hero checks the grate (searching, looking for
HEALING’. Tragically, every last Potion has dried traps), he will hear the sound of running water
out, and is completely useless A Wizard using an below and see the glint of gold! There are 10 gold
Open Window spell to look inte this area will see crowns on a ledge below the grate, and a shallow
that the potions are useless if he makes an running underground river below Don’t tell the
Intelligence test This should infurate the players, Heroes exactly how much gold is there until they
which is what you want to do actually get it
When a Hero lifts the Grate and reaches for the
gold, the paws of a skulking Skaven reach up to
LOCATION G grab him! The Hero must make a Strength test with
There is a simple Blocks trap in this dead end a +3 penalty due to the surprise of the attack If the
test 15 made, the Hero can evade the Skaven, which
then dodges cut of sight (and cannot be attacked).
LOCATION H If a Hero wants to try to get the gold again, he has
The only way for the Heroes to proceed with their to take the same risk If the roll is failed, the Hero is
quest is to cross the rope bridge over the Chasm pulled down into the water by the Skaven Place the
When they have all crossed the rope bridge, read chasm section alongside the room, on top of the
the following to them: passage section next to the wall with the grate
beside it. The Hero is now trapped between a pair
Sadly, the weight of the last member of your party of Skaven — an Assassin and a Night Runner. Place
must have been too much for the old, frayed bridge, the Hero model in the middle of the chasm section
which fails away from your side of the chasm and with one Skaven on either side of him. These
into the depths below Skaven have no treasure other than the 10 gold
crowns they use as a lure for their trap
When the Heroes want to go back this way, they'll
have to use the standard procedures for traversing a No other Hero can get into this hand-to-hand
Chasm combat — there simply isn’t room (and the leap
down 1s too dangerous) Tell the players this tf they
want lo have a Hero jump down into combat, and if
LOCATION I the player insists, his character suffers a dreadfully
heavy fall, breaking a leg Guffers 10 damage dice,
The two Fimir here are allied with a magically-
fights with a -3 penalty to all dice, and needs the
controlled Human Captain (a Reference Sheet for
Healer to restore the limb) Up to two characters in
the Captain can be found in the Henchmen section
the room above can use ranged attacks to help the
of this book). The Captain has 2 Fate Points Gn
Hero in the combat below, range is counted as 3
addiuon to the Fate Points you can use around the
squares It isn’t possible for a character in the main
dungeon), and he will fight to the death His
equipment is in good condition, and it can be taken
chamber to use a Rat Bag to trap a Skaven down in
the water, nor for someone to throw the bag down
and used by the Ieroes. The Fimir have 25 gold
crowns each, the Captain has no treasure to someone in combat in the lower level Gf this 1s
attempted the Bag 1s lost in the water)

78
QUEST 4 ~- THE WORLD’S EDGE HAMMER

Lastly, because the Hero in hand-to-hand combat 1s LOCATION M


waist-deep in flowing water (the sneaky Skaven are
used to this!) he suffers a penalty of -1 to his This Throne Room ts occupied by the Bloodthirster
Weapon Skill in the combat and a captive Daemonette The Bloodthirster gains
a bonus of +1 to its Toughness and rolls 1 extra
Rescuing the Hero from the area below the grate is damage dice for each successful hit on a character
possible when combat turns have ended A because of the Daemonette’s presence, The
minimum of 10' of rope must be used, and you Bloodthirster cannot leave this chamber, and if the
should use the standard rules for characters Heroes are forced to flee it cannot pursue It will
rescuing others from Pits (As long as at least one of close the door after fleeing Heroes, however
the characters holding the rope makes a Strength
test, the other character can be hauled up safely) If The Daemonette 1s magically constrained on the
Throne and is surrounded by a magical force field
no rope is available, the character in the “chasm”
which prevents any model from entering a square
can climb out unaided, but this takes three
adjacent to the throne while the Bloodthirster hives
exploration turns, and the character must make
three Speed tests For each failure, the character Also, no spell can affect the Daemonette while she
loses 1 Wound from falling half-way up the wall sits on the Throne, and if any spell is cast into the
four squares the Throne occupies the spell effect
during an attempt to climb out before he finally
will automatically be reflected on to the Wizard The
succeeds
Daemonette doesn't act, or react, in any way while
the Bloodthirster is sull alive
LOCATION K The Daemonette 1s freed from her bondage only
The éntire set of four squares here is a Shock trap If when the Bloodthirster has been slain, and when
the trap isn’t disarmed, it will affect every Hero who one or more Heroes enters the “Death Zone”
passes through this area; setting off the trap does around the Throne (shown on the map) Then she
NOT render it subsequendy harmless! Heroes can will attack the Heroes immediately, This counts as a
make multiple attempts at disarming it, but each new combat if the Heroes have performed any kind
time they fail they will have to suffer the usual of searching in this room, such as checking for traps
damage from a trap of this kind and the like The usual rule about a combat
continuing if there are monsters in the line of sight
A Hero or other character wearing metal armour
does not apply here
will receive the usual severe shock (10 damage
dice) and the pain is so great that they are forced to The Treasure Chest contains 300 gold crowns, a
move away from this area in a direction of the GM’s Cleargem, a magical Dagger, +2 damage dice, and
choice, and not that of the player a Cursed Potion which will subtract 1 permanently
from the Bow Skill of the character who drinks it
This forced move must take the character away
(tell the players this is a Potion of Healing)
from the shocked squares, but the player is allowed
to decide how far the character moves after moving There is a secret door tn this raom as shown, but
off this area Gf any further at all) This can be there is only one way to open it. There is a lever
important if a character is forced to step into this above the Throne which must be pushed up to
area as part of a combat in and around the doorway open the secret door This means that a Hero must
of Location J get on the Throne to reach the lever and pull it to
open the door The Throne is tainted with Chaos,
It’s very hard even to spot this trap for a character
and the Hero who stands on it to pull down the
engaged in combat If such a character wants to step
lever must roll a D12 No Henchman will stand on
into the trapped area while fighting, he will only
the Throne, and cannot be forced to
spot the Shock trap if he rolls a natural 12 on the
D12 roll for spottung traps, and he cannot disarm the On a D12 roll of 1-2, the character on the throne
trap during combat Ifa natural 12 is rolled, you can benefits from a fortunate twist in the warp of Chaos,
allow the character to spot the trap just before he and can add 1 Wound permanently to his Stan and
walks into it. If he then wants to move into the Current Wound scores
trapped area anyway, so be it! On a Diz roll of 3-8, the character suffers a minor
malefic effect from the taint, losing 1-3 Wounds
from Current score Croll one dice, divide the
LOCATION L
number rolled by 4, and round up all fracuons),
This is a Put trap with some differences from normal
It has been particularly cunningly disguised, so any If the D12 roll is 9 or higher, the character suffers a
character must subtract 2 from the D212 roll when baneful and permanent draining of his energies
attempung to spot it Also, the bottom of the Pit is from contact with the taint of Chaos The character
filled with corrosive, burning acid. Every turn a loses 1 Fate Point permanently from his Start score,
character spends here, he loses 1 automatic Wound and 1-3 Wounds from his Current score (as above).
Also, when the character steps on to the Throne, a
Fireball effect operates on all eight squares of the

79
QUEST 4 - THE WORLD’S EDGE HAMMER

TONY At ALAND
ca

“Death Zone” around the Throne as shown on the bunal place and assemble into a skeleton, while the
map Wf anv other characters are standing around in magical fire blazes inio a roaring column and
this area, thev are subject to the usual 5 dice of flares a wave of searing flame at you as the bones
damage The character who is actually on the Scattered around begin to assemble to fight pou'
Throne 1s not affected by this The Heroes have to face the following enemies in
this combat
LOCATION N (QUEST LOCATION) - In the Put, a Skeleton animates to attack [tts
Read the following to the plavers when their Heroes tougher than the usual Skeleton, and has Toughness
look into this cavern 8 anc “Wounds 4

You gaze into a warm, Sieamy chamber with a - Around the room, Skeletons animate on the
magical fire burning abead of you The room is squares shown These Skeletons are aiso tougher
ciuttered with objects — barrels, chests, bones, a tnan most, wich Toughness 8 and Wounds 4
whole slew of rocks and stones, and in the middie — ‘The magical fire strikes at all Heroes in this cavern
of the room @ pit wiih a Skull and bones — and a within 4 squares (except for the Hero in the Pit}
dwarten hammer and helm! with a wave of magical fire inflicung 5 damage dice
A Hero has to be lowered into the pit to get at the per character in its first attack. Every Combat Round
Hammer and Helm (this must be the Dwarf if he 1s thereafter, 11 fires out blazing lumps of red-hot stone
alwe} The pitis 10 feet deep and anh one Hero and rock, one per Hero ‘This occurs before ans
can enter it (by being lowered on a rope) at any one other actions, movements or attacks during that
Line If the party has no rope, the character has to turn Roll a Di2 for each missile on 2 roll of 7 or
jump (Cus means one aulomatc SNwound for the higher at strikes and inflicts 2 damage dice The
jumping character) When the Dwarf Cor other magical fire cannot be put out or countered and it
Herodssin the Pat, read the following to the playcrs ell continue to attack the Heroes unul they destroy
all ite Undead here lf the hit roll for the hers
As you reach fur the Hammer and Helm tu missie is a 1, the muissic sinkes a Shevelon, as near
complete sour Quest, the cavern trembles wilh as possible to the Hero who the mussile missed It’s
maciwal erivreies! [he bores wife Pb are joined ty uLportant te realize thet any Hero or Hench in
others wuricn thrust througa ihe surface of the within 2 squares of the duoris Out of range of thy se

80)
QUEST 4- TH WORLD'S CDOGE HANMER

Aoaks wora, Oo ali saver te ota character out i 7


ac
Q raege of these atticks Cf the 5 Death :
Zones of
THE WORLD S EDCE HAMMER
, ;
OR tons Gert of coursed it bad taken toe olf sma tpree lung yours i |
— ft oober Skeletons asserible and animale, two per
find the reget metal to beat and temper uo to jon
t

ihe metal te the tron bard wood Of ibs nuarmdle, lo


wombat turn after the second combat turn in this
lecahan These later Skeletons are of the nurma’ etch the runes the Dwarven lure master uote
type, with Toughness 7 and 3 Wounds They appe ar focus bis enchuniment upon and at hast pe
at the points marked on the map Skeletons animate COtuld st hack and coniemplate the beauty uf Be
com inuoush at thesé points every turn thereafter work Altnough the minnl of the weapon was
uvess the Heroes destroy all the Skeletons in thus
beary and redolent of power, the hummer woud
Ty aS Suiflly as a bird, and return io the hand
Iscauon during the preceding turn, then no more
will animate within this location
tnat bad throun at firm and true The smith
traded the hammer in Bw hands for one tlast
time Now was hme for a Hero to wield i
GETTING OUT The Worlds Pdge Hammer grants bonuses of +1
There are tWO wave the Hicroes can get out, either to Weapon Skill and Bravery When itis used asa
by defeating alf the Sseletons (unlikely) or bs thrown weapon, the user can add +1 to his Bow |
managing to drag ne Dwarf up out of the Pit and Spill. or +2 1f the weapon ws thrown by a Dwart |
staging 2 tacticat withdrawal (much the better ‘the weapon user rally 6 damage dice for a
opucn} successful hit The weapon caa be thrown to
suvike, and return to the hand of the thrower ina
if the Eeroes triumph, one of the chests here will
singe combat turn ready for use as a ranged
jontain an extra 140 gold crowns Otherwise, if they
weapon orin hand to-hand compat t'e following
manage "Oo retreat they have the Words Edge
ur fused by a Dwarf, itinflets a criuea hit on
harurer and a dwanen Helm to boot The Helm is
arolof 11 or 12 The Harmer is a cng handec
a slandaed Duwamen Vagic Helm C1 to Bow Skul
weapon, $0 IL is possible to use a st.eid when
duc to the size of the hem and the way Ut restricts
using wt Lastly, if a Dwarf Hero manages *9 taxe
er pheral vison and -2 to Tougnness!, but the
the Hlammer out of the dungeon woe alive, be
Tammeris somewnal more special Cave ta
gins a OOnus of +1 to hus Start strengin score
cavers Handouto when hey optain ine Hammer

41
THE FINAL BATTLE
When the Heroes return from acquiring the
hammer, read tne following to them

you seé@ that Felspraag xs now home onl to @ feu


score badly wounded warnors recovering from
their grievous injuries, and a feu acolytes of the
Temple of Shaliya canne for them Virtually every
able-bodied man is away in the Baron’s army, for
fhe final apocalyptic battle against the
Lichemaster’s forces To your dismay, you realize
that ut will not he as easy for you to find the help
and equipment you mighi need for the final stage
of your epic quest!

The following changes apply to the usual rules for


Between Adventures, and thes appl to the whole
adventure, ifrespective of how many expeditions
are made
— The Heroes can bus no more than two Patons of

EDD
Healing “o more are available

FAA
— The Wizard can only purchase up to Sa Spell

CON A
Ingredients No more are available
— The Heroes can onl find and employ two able-
bodied Henchmen: one Man-at-Arms and one You set off after the Baron’s army, following
Sergeant Both men are Tilean mercenanes and them wih ease — all you have to do 1 to ask one
cemand 25%: above the usual rate of pay! of the stream of walring wounded heading bacr
from the battlefield They stare at you uith mad,
— The Wizard cannot find anyone with the ume to haunted eyes and stumble away when you try to
teach him any new spells if he wants to learn one speak uath ihem You march past scores of such
There simply isn’t the time, and there aren't any wretches, and finally come to the edge of the
Wizards left in Felspraag anvway They're all off battlefield Hundreds of men he wounded and
fighting, and have no ume to teach any spells to the dying, and their comrades in arms are trapped
Wizard Hero by a circling force of Undead, Skeletons amassed
When the Heroes are ready to set off for the final as far as the eye can see in this hilly terrain
stage of their quest, read them the following (his 1s Only sheer willpower and a refusal to giwe in
aiso reproduced as Handout 7 which you should keeps the Baron’s forces from being swept aside
give to the plavers, so vou can have one of them by a torrennal avalanche of Undeath
read this 1f\ou wish) “There,” croaks Juhann the Wizard as he
stumbles across to talk fo you. “See the cave
entrance? i was concealed by magic, I bare only
just detected and uncovered it" The dying
Wizard coughs blacd into a heavily-stained
cloth “Tne Lichemasier 1s below You are aur
only bope now I bare also seen that the only
way 1G bis inner sanctum hes uwuh a magic circle
which must be completed and taken to a circular
chamber There ts a fewel somewhere tn the
upper lecel of the dungeon which completes tne
Magic Circle When the Circie 1s finally centered
inthe circular chamber you will be draun to
the lair of the [ichemaster, so take great care
before you do this Be as Sirung as pou can for
the final conficr”

The end of your quest, end!ess glory or a


Ava?

aretched death, is upon you Wruch will it be


death or glory?
Lo
THE FINAL BATTLE

CAVERNS OF THE LICHEMASTER


For this dungeon, both the upper and the lower
levels are completely mapped Once the Heroes
have been teleported to the lower level, there is no
return to the outside world until they have slain the
Lichemaster or perished in the attempt, since the
only exit from that lower level is in the
Lichemaster’s lair
Both levels are occupied by the servants of the
Lichemaster. He has Undead creatures with him,
and his eternal servant Orlock the Vampire
commands the Undead of the upper level from his
dismal, ghoul-nidden crypt The Chaos Lord Joachim
Masreik and his reunue are also in the Lichemaster’s
thrall, the Chaos Lord having been promised the
eternal existence of Undeath in return for his
services Skaven trapped in magical stasis, and
magical skulls, add to the formidable defences of
thus lair
Thus final dungeon uses a wide range of tricks and

PAUL BONAE:
traps to give the Heroes a very tough ume during:
this adventure. This is as it should be, the Heroes
will have plenty of Fate Points to burn and they cai a B ee MER . re...
should be put under real pressure here “visible” to the players (such as the grave dust
which comes from the ceiling in passages El and
E2) When room descriptions contain clues
BETWEEN EXPEDITIONS concerning such effects, be sure to describe these to
If the Heroes are sensible, they'll certainly take the players
more than one expedition to complete their quest Similarly, some of the monsters here wear special
(once they enter the lower level, there’s no way magic items which are individually made by the
back until they've killed the Lichemaster} Between Lichemaster’s foul and Chaos-tainted magic The
expeditions, the Heroes can rest and regain Fate special effects of these magic items are fully
Points and Wounds as normal, but they will onlv be specified They cannot be used by Heroes or
able to get the most basic equipment They can not Henchmen, and if any character attempts to use
do any of the following do any training (no time), such an item (putting an Amulet around one’s neck,
learn any spells (no time), Duy anv Speil a Ring on a finger, etc) the character automatically
Components (none available other than the initial loses 1 Wound per turn unui the item is removed
rauon of six), hire any Men-at-Arms or replace any
Henchmen (none are available), or see anv Healer
(the Healer 1s too busv helping the terribly STRENGTH DRAINS
wounded on the battlefield, if a character has been
The Wight and Vampire both inflict Suwength Drains
wounded by a Mummy, that’s too bad) They can
If a character suffers a Strength Drain, subiract 1
buv armour, weapons, and other equipment (apart dice from hand-to-hand combat damage for each
from spell components) point of Strength Drain inflicted Don’t forget that
Sirength Drains apply for the entrety of an
TREASURE expedition!
Apart from the Chaos Lord, the monsters in the
dungeon don’t have much treasure The REACHING THE LOWER LEVEL
Lichemaster has the Dulk of the “group Undead There 1s one, and only one, way of doing this (and
treasure” in hus chamber
the Heroes have been given important informauion
by Johann the Wizard which helps them figure out
SPECIAL EFFECTS AND MAGIC ITEMS some of this) The Magic Jewel possessed by Orlock
the Vampire must be taken from his crypt (Locauon
Several of the rooms and passages in the dungeons L) and used to complete the Magic Circle in
have special effects on creatures in them due to the Location M Then, the Circle must be taken and laid
growing magical power of the Lichemaster The GM in the centre of the room in Location D; that
must apply these effects strictly against the Heroes Cerrcular) room then teleports to become Location A
and their Henchmen! These effects are sometimes in the lower dungeon level
The Lichemaster, Upper Level

“OOO_@
of

YES
©
aan
a

| 3 fi 9 1B la s|4jial2|
ee

om, i

84
THE FINAL BATTLE

QUEST LOCATION MAP KEY:


UPPER LEVEL

LOCATION A
This chamber contains a Wight and 4 Skeletons
Read the following to the players when they enter
here

The shrivelled and malefic_ form of the Wight which


confronis you bas a burning greensione amulet
about its throat It shines with a baleful magical
intensity which is mirrored in a green glow in the
eves of the skeletons around this dismal chamber!

Until the Wight is destroyed, the Skeletons here are


treated as Regenerating Monsters and they will even
reform after death (when their Wounds total rises
above zero the bones reform and the Skeleton
jumps up to attack once more) The Wight has 30
gold crowns, but there 1s no other treasure

DAVE ANDAEWS
LOCATION B
This chamber contains merely 4 Skeletons, identical
to those in Location A Cand these too have green-
glowing eyes and are Regenerating Monsters until damage It isn’t possible to destroy these hands;
the Wight is destroyed) hand-to-hand combat is useless since there are
literally hundreds of them, mussile fire 1s likewise a
Locations A and B waste of time (and any arrows fired against the
If the Heroes are just fighting in one chamber, the walls are automatically destroyed) If a character
stops to attack the walls hand-to-hand, he suffers a
monsters in the other chamber will open the doors
and emerge to fight on the following turn Skeletons +2 penalty (add +2 to the D12 roll) on hus Speed test
will always attack the nearest target (choose to get past area C2 with his movement in the same
randomly if there are two equidistant) but the Wight turn
is evilly cunning and will try to get at the most At Location C3 there is a section of wall which has
vulnerable Hero preferably the Wizard, failing that the icon of the World’s Edge Hammer etched on it
the Elf Gt won't bother attacking a Henchman if it (and the Heroes will be able to see thus clearly when
can get at a Hero) they get to this location) The wall is thin here, and
can be broken down by the World's Edge Hammer
if its owner strikes the wall with it and makes a
LOCATION C successful Strength test If the test is made, the wall
Read the following to the players when they look section falls away to reveal Location D beyond If
mito this area the test is failed, the wall trembles and shakes but
doesn't give way tell the players that “the wail
Just past the entranceway to this dead end, the seems almost ready to cave in but has not yet been
passage 1s hned urth carved stone heads and hands destroyed” Repeated strikes can be made, one per
winch protrude from the walls At the far end the turn If any other object is used, the Strength test is
mot of a hammer seems to be etched into one wall, made with a +7 penalty to the D12 roll
but you cannot make out any detaus from where
you stand
LOCATION D
This passage 1s a complex one, At Cl there is a This room 18 the only way of gettuung to the lower
simple Spike tap Then, the squares in area C2 are dungeon level As soon as the Magic Circle
highly dangerous The stone hands here can attack (Locauion M) 1s placed in the centre of this room, the
any character passing through “ake a Speed test to whole room teleports Cwith everyone inside 10) to
get through C2 in one turn, if this 1s failed the become Locauon A in the lower level! Locauon M
character automatically needs two turns [O gel past gives details for the Magic Circle When the Heroes
the forest of hands which grab at him The hands bring the Magic Circle to this location, read the
have Weapon Skill 8 and a hit inflicts 4 dice of following to them

85
THE FINAL BATTLE

The hovering Magic Circle slowly arifis towards the LOCATIONS F, G AND H
centre of the room, irrespective of anything you
This 1s a dangerous set of locations Location F
may be doing here You feel a powerful influx of
contains two Mummues and 4 Skeletons, Locauon G
magical energy unthin the room as the Circle spins
contains One Mummy and 2 Skeletons, but when
towards the centre, and you guess that it must form
either door to euher locauon 1s opened from the
some magical link between here and the realm of outside, all five covered Pits in Locauon H will open
the foul Lichemaster himself’ But you suspect that
up Any character standing above a Pit when i
link may be short-lived What will you do?
opens loses 1 Wound from being dropped 10 feet
Ask the players what their Heroes are daing So down and finds himself fightung a Skeleton in the
long as they are in the room, they will be safely
pit If two characters are dropped down the same
Pit, there is sull one Skeleton per character to attack
teleported to the lower level If anyone 1s outside,
them (you may find it easiest to put one of the
then that’s the end of the adventure for that
characters in a separate Pit counter beside the other,
character Give the players a fair chance to make
or else models will get very crowded indeed) Each
sure their characters are in the room, but if not,
time a character falls into a Pit, a new Skeleton
they've blown their chance for glory.
amimates tO attack that character These Puts cannot
be detected by a Spot Traps roll, so don’t allow the
LOCATIONS E1 AND E2 Heroes any chance of finding them
These passages have the same effect When Heroes If a Hero wants to get out of a Pit, he must make a
walk along either of them, heavy grey bone dust successful Speed test to do so If another character
falls from the ceiling, which 1s slighty porous and lets down a rope to help that Hero up, the Speed
has bone shafts, femur heads and the like test 18 made with a -2 modifier to the D12 roll Cor
protruding from it This grave dust 1s debilttaung to the character letting down the rope can make a
any character passing along it Anyone struck by Suength test if he prefers, the player is allowed to
grave dust Cand it can’t be avoided by putting a choose) Likewise, a successful Speed test Gwith a -2
shield over one’s head, nice try though") must make modifier to the D12 roll, the Pits are not as wide as a
a Toughness test. If this 1s failed, the character has a Chasm) must be made to jump over a Pit (and only
-1 penalty to Toughness unts] the next combat ts one Pit can be jumped per turn).
finished Chowever long it takes to get to the next If a character fighung in the passageway 1s struck a
combat turn, and however many combat turns there Critical Hit by a monster, he must make a Speed test
are in that combat) or be knocked into the nearest Put Any character
falling into a Pit he is trying to jump, or knocked
into a Pit by a monster, loses 1 automatic Wound
Standard rules can be applied for getting out of Pits,
with or without aid from other characters

LOCATION I
This 1s extremely dangerous! The doors to this
location do not open from the outside Instead, any
character Couching either door 1s simply teleported
to a random square within Location I (which 1s a
VERY large room, formed from two Large Rooms
placed side by side) Roll two dice to determine the
row and column where the character appears as
shown on the map (gnore any D12 rolls of11 or 12,
and reroll them) If the character would appear in a
square occupied by a monster, he suffers an
automatic Wound and can be placed on the GM's
ses =~

chaice of square next to that monster


NAA.

Only one character can be teleported into this


Peng

Location through each door per turn If the Heroes


only try to get in through one door, don’t just tell
=

them thal the other door will actively teleport


Te t

characters in here too, let them find that out for


themselves Lastly, if a character inside this locauon
mee Le- Pin:

opens a door to let others in, they can move


* gt
TONY ACKLAND

normally into this room The Wight here has 100


gold crowns, but the other Undead creatures have
rs a

no treasure
i
oO
nN
THE FINAL BATTLE

LOCATION J
There 1s a simple Blocks trap at the end of this
passage

LOCATIONS K1/K2
There 1s a Shock trap at the end of this passage
(K1), and when this 1s triggered or disarmed the
entire section K2 simply disintegrates to a depth of
10 feet, dumping any character standing in section
K2 down tnto an identical section of passageway
alongside an unwalled crypt (Location L below)
Any character dumped down, or jumping down,
into the lower passage section suffers 1 automatic
Wound A character can be lowered down safely by
another one holding 10 feet of rope in one turn (but
has no other move that turn)

LOCATION L

TONY ACKLAND
This 18 the crypt home of Orlock the Vampire, with
his entourage of Ghouls. This crypt 1s also occupied
by a flock of Bats The Bats can be disposed of in
the usual ways (Greek Fire, a Screech Bug, or by Throne loses 1-4 Wounds (roll one D12, divide by 3,
Fighung it Out against the Bats) However, while the round fracuons up) each turn he remains in it
Bats sull survive, the Heroes suffer a -1 penalty on The Undead Champion nearest the secret door here
all Weapon Skill rolls and a -1 penalty on all Bow will open it to attack the Heroes from the
Skill rolis If Greek Fire is used to get nd of the Bats, passageway if it can
it doesn’t affect the other monsters here
The Magic Circle here 1s a spinning wheel in mid-
The Vampire’s coffin 1s rapped It has two Poison air It cannot be taken from here until all the
Dart traps and both must be spotted and disarmed Undead here have been destroved and the Magic
for opening it to be absolutely safe unless it 1s Jewel from Locauon L is placed tn the middle of it,
opened from inside — see below. The coffin where it will spiral around the mid-point of the
contains a vial with 2 doses of Fire Dust, a Magic Circle [t then whirls in the air and follows the
Jewel (needed for completing the Magic Circle in character who placed the Jewel within the Magic
Location D), 200 gold crowns, and 12 arrows Circle If taken to Location D, it automatically settles
If Orlock the Vampire is reduced to zero Wounds or in the centre of the floor there. If the Heroes decide
below, his body will crumple and disintegrate, but to leave it behind and exit the dungeon, so they can
on the following turn it reforms within his coffin, recuperate, the Magic Circle will remain spinning at
where he will regenerate 1 Wound per GM phase the bottom of the stairs unul they return
(Orlock ts not slain when he reaches a Wounds
score below zero) Orlock can open his coffin and
emerge to fight at anv ume after his Wound total
regenerates to 1 or higher The GM should bring QUEST LOCATION MAP KEY:
him back into the fray as iate as possible, when he's LOWER LEVEL
regained a good amount of his strength To finally
kill Orlock, the Heroes must drive a weapon
through his heast as he les with his body reforming THE DOORS AND THE SKULL
inside his coffin The weapon can be withdrawn Place the circular room with the symbol facing as
safely afterwards without the Vampire coming back shown in the map layout Read the following to the
to (Undlife players when the room has teleported here

In @ strange magical flux the entire room shimmers


LOCATION M and the gem in the middle of the circle changes To
The effects of the Throne on the creatures in this your horror, ut transforms into @ skull with eye
chamber 1s dramatic thev all gain bonuses of +2 to sockets im which a very weak red glow 1s just
Weapon Skill, Wounds and Toughness so long as discernible The Skuil grins balefully at you, as 1f
any of them remains alive (it is nol necessary for mocking your attempts to overcome its infernal
any Undead creature to be seated in the Throne master, the Lichemaster The room itself seems to
here) Any character foolish enough to sit in the stabilize, and four doors appear around it

87
THE FINAL BATTLE

Quest Map 6 Ser


; A2
| = », © © The Lichemaster, Lower Level an
| 3 | P| | i 1 1
KeIC2G) pt
(ow Gl Ai ‘SEG
ye AA
BS
)
rk
Bee EAC |
Ge Wha
ACRES) | 1 ft

B =
oo
a |
|
om
(Ug) Undead Champion
B? | Al] | | |
Gv) Skaven Warrior aa Lo i |
“el | | | A2
@ Skaven Warpfire C __| sake
Thrower Team | ish.

Gx) Flying Skull

Place the four doors as shown on the map layout directed against 1 will automaucally rebound on the
How these work 1s as follows Door ID cannot be spellcaster These effects end as soon as it reaches
opened untl the Skull 1s taken by the characters to Locauion D, where the transformed Skull will have to
each of the three Magic Circles Cin locations A, B, be fought
and C) Each tme the Skull is taken to a Magic
Circle and placed in the middle of it, the red glow in
the sackets grows stronger It does not matter in
LOCATIONS A1-A3:
which order the Skull 1s taken into the three Magic DEN OF THE CHAOS LORD
Circles but it must be carried by a Hero (a
Henchman will absolutely refuse to carry u') at all Location Al: Hazard
tumes The following effects occur with the Skull This 1s a simple Hazard chamber At the square
dur.ng this final adventure marked 18 a Treasure Chest, but the room 1s also
covered in Mould The Treasure Chest is a magical
— After n has been placed within one Magic Circle,
illusion, and the Heroes can detect this if the most
the Hero bearing the Skull loses 1 point from intelhgent one rolls a D12 below half his Intelhgence
Current Toughness score If this testis failed, the Chest won't be
— After i has been placed in a second Magic Circle, detected as an illusion unul it is actually touched,
the Hero bearing the Skull loses 1 point from when il disappears at once
Correct $venan
— After it has been placed ina third Magie Circle, the Location A2/3; Portcullises
When the doorfs) to location A4 are opened, a
Hero bearing the Saull loses 1 point of Weapon Saill
Partculfis slams dawn at the dead end of cach
(Siar and Current)
passage At the end of each GM phase aflerwards a
Tnese bainefut effects will be undoac whed and Portculs then slams down one square further alung
only wnen, the Heroes have completed their epic the passage (place the Portculls markers one square
quest by dustraving the Lichemaster Different funher along) Tre two Porwullses here sop ae
Heroes can carry the Skull into different Magic end of the passage secuon
Circles The Skull can't be destraxed before it
reaches tocation 1D Blows or missiles armed alt it the Pertculhses in Locztnon AZ are d'fcrent The
simply appear to pass through im, and any spells Crist of these falls one turn afi r those in Location AZ

&&

i
THi FANAt BATTLE

Teese Portoutlises ata fall one square tucber along LOCATIONS Cl C3:
cal OAT Op ase Po betactal al Widows x petyotny THE SKAVEN ANI) THE SKULLS
Joos ba teasat a Nb This teans ine Ber aes must
be adinha bocatron U4 wacbin cngbt turns of opening
Location C1: The River
the doors ta A@ at the latest Temas be necessary for
location Cl is a stretch of underground river
tig Peroes to burn .9 sore bote Ports ta ture
Measure the d starve a'oezg ui bs plac nz a passage
ressud bo rolis ¢ sortbatatta bts for trem to be
secbon alargsice ul, a cnaracter can omy move a
ad.€ 10 escape the Porsculiises Any chiracter
half normal rate along the river, and at 1s impossible
underneath a Portoullis when it drops is instiatly
to run along this secon Characters entering here
hilec unless they tse a Fate Point to avant their
are. OF Course, subject to atiack from the Warp7re-
Thrower amin Towauor C2

Location Ai: The Chaos Lord


Location C2: Skaven Chamber
The Chins lord here wears a suit of wile ¢ Laos Plate
The Skasven Warpfire Thrower team here, trapped in
\rmeur whic sh oircrs and distorts space around
Stasis unta the Heroes open Door C, are vey tough
used Tn cand-te Fand combat blows can be aimed
they have Weapon and Bow Skill 8 Toughress &,
normally, but all range weapon fire ata 3 penalty
Yeounds 5 (and Bravery 9) Thev are also ucated as
on hit rolis The Chaos Thugs are armed with Short 1 Regenerating Mornster Thev will regenerate after
Rows Seach with G arrows)
the.r Wouras score goes below zero as we'l as
ae Tredsaure Crest here comtiins 180% Id crowers loog a3 l.cre is at least ame other Snraver
and a case bearnng | Buss of Sure Singing undestroved in this room
Vhe other Skaven here, hkewise released from
LOCATIONS B1-B3. StasiS are Weated as ord.nam Skaven Warnars with
tre foliow.ng a teri os Weapon Sell 8, Touginess
THE CHAMPIONS OF THE UNDEAD
8, Wounds 4 Cand Bravery 10) These are not
Location Bl is a complex and dangerous area The regenerating, however
“Portuullis” 1s made of bones and has Weapon Skul
% Toeginess 10 ard 8&8 Wounds [f. cannot be Location C3: The Flying Skulls
arected by anv on. n magical weapons Buyend the The Saclis in this room can be m presented by using
Portcutls is a covered Pit trap, which cant be the Monster Wound Counters ind placing them as
searched for or found until the Portcullis is shown on the map The Skulls have the following
cestroved Pus Pt has savage shaspercd spear in profile Weapon $k'1 8 Tovghness 8 Speed 12,
Dee 2orem of ib aq any character ta'licg in “ounces 2 TTev arm feanome Vonsiers They can
automaucals suffers 1-4 Wounds Roll are 112 and fly by magical levitauon, and Uxy not only ignore
divide by 3, rounding fracuons up Subtract 4 from Death Zones, but the v can flv over one character in
Pe Dil roll iftce character 1s wearing metal imovenent phase (hy simply ving over his head}
eae eee \ Skul (an Geto. the sare scuare as a litro “the
Wien the Portcuuis i attacked here al tre secre: counter can simply Le praced agiinst tne character
doors open samullaneously by a magical inegenne model on its base), but only one Skull can occupy
e‘fect Ciny the Hlereeas havent found) Ite l adead one square al any given ume
moors behind them wil attics tne Tes from
ocabons G2 and BA ganirg +b ON ther surprise
dice
At
A r A
Low
THE BATTLE WITH THE LICHEMASTER
LOCATION D: FINAL QUEST LOCATION ignores all Death Zones when it moves, and can fly
over one character in a movement phase It has
The Heroes reach this room by having taken the
Weapon Skill 8, Toughness 8, Speed 12, anc
Skull through the three Magic Circles and then
Wounds 4, and counts as a Fearsome Monster It can
touching the door noted As soon as any one of the
cast the spell Fight once dumng the coming combat
Heroes touches this door, the entire group of
Heroes and any other characters with them are There are several special effects applying in the
teleported into the Lichemaster’s lair Roll a D12 to Lichemaster’s cavern which you should study very
determine on which square each character arrives carefully Be sure that you apply all these special
(as shown on the map of the Quest Room). No two effects during the combat to give the Heroes a really
characters can land in the same square Ifa later roll hard combat here,
duplicates an earlier one, place the arriving
character on an adjacent square further away from General Effects
the central Fire Pit All Undead in this chamber gain +1 to Wounds, and
If a model arnves in one of the squares 1, 3, 4, 8, +1 to Toughness unul the Lichemaster is destroyed
9,11 or 12 it suffers no damage A character arriving These bonuses are included in the Lichemaster’s
in one of the squares 2, 5, 7 or 10 has arrived fairly unique profile shown on his Monster Reference
close to the Fire Pu and suffers 1 automatic Wound Table
A character arriving in square 6 has been dumped
straight into the Fire Put and must spend one full The Spike Wall
turn clambering out Rol] 10 damage dice for the It is only possible for one character to get past the
character during this turn, but no Speed test 18 Spike Wall and attack the Lichemaster in hand-to-
necded to get out of the pit. hand combat, occupying the square shown
However, it’s very hard to get past the Spike Wall
The map shows how the iniual forces should be and any character doing this nsks sustaining serious
placed here The Lichemaster 1s iniually invisible, damage. To get past the Spike Wall a character must
and cannot be seen by the Heroes Do not place his make a successful Strength test, adding +3 to the
model in the room when the Heroes are teleported number rolled on the D12
into it during the first turn Only when the
Lichemaster makes his first attack will he become A failed attempt to get through the wall means that
visible to the Heroes, and only after this attack the character suffers 4 dice of damage, a successful
should you place him on the board, attempt means that the character suffers 6 dice of
damage, all with +1 on the damage dice rolls This
The Skull also teleports into the Quest Room, into applies to getung through the Spike Wall in either
the same square as the Hero who is carrying it It direction
animates immediately, and suffers no damage from
the Fire Pit The Skull flees by magical levitation, The Spike Wall also provides a nearly impenetrable
barrier against missile fire. Any ranged weapon
attacks with non-magical missiles have a penalty of
-6 here (to get a hit, a character must roll 6 higher
than the usual hit roll) Magical missiles have a
penalty of -3 to hit rolls

The Throne
When the Lichemaster is on his Throne, he 1s
treated as a Regenerating Monster He is also
allowed a bonus of +2 to all dice rolls he makes to
avoid the effects of spells cast at him (which he has
due to his Ring of Magic Protection)

Steps to the Throne


The three rows of squares in front of the Throne are
treated as Step Squares They are affected by a
powerful, special magic which makes movement
very difficuls Any Hero or Henchman on these
steps can only travel 1-3 squares per turn (roll one
D12, divide by 4, round Fracuions up) irrespecuve of
tus Speed score If the character has a magical Ring
MATE TOR

of Speed, he can move an extra square Conly one,


irrespecuve of the Level of the magical nng)
PETE

90
6
3 to al de E23

THE LICHEMASTER
4|6/7 [101410 101% —
t
y
he

a
be,
6) 718 79 (10) Gah
3]
*|_
CAM
DICE
Ed

Eea,
Sa
“Pro
ict
2121221314
|S| 6/718 9 1 +
ae
taser nw t Wess
Sy ' “4
MAL
i 4 aanct| 13 | 4-12 /13 2412 36} 37+
25 RANGE

|4
‘si
‘ aa TF (as PEAR] 4Pa Points
NonSer pater
s

es NG or MAGIC
Ww On Level 2
We or
es Fess Flaying
=
Strer B ‘hen Ledead '
4

nase F re Bal. (x F gn ve?) Tr fer rool


oor “ate Compcnerts for al SpeusLs
=

%
or

gee
+

SEIAY
7

~~
Lge,
<
¥,

4
%

5 FW
v 4" Ny

ine:
hata!
ms
ee
;

rh

%
“eg
yt
vey

hes Wirt
Ta ae, WY
AG CAP

neat)

ae
-
eo ghe

a
Ba
bate
*

4
TOA


THE FINAL BATTLE

The Chain in the Pool your servants Make sure that if the Heroes trumph,
This Chain can strike at any Hero within three they have to sweat blood for their success!
squares of its anchoring tn the rock (this 1s shown
on the map) The Chain has Weapon Skill 8,
Toughness 9, and Wounds 4, and it cannot be TREASURE
affected by non-magical weapons It can only strike If the Heroes manage to survive this combat, they
one character per round, but it ignores all Death can obtain the following treasures from around the
Zones when tt moves through the air and can strike Lichemaster’s throne and in the untrapped Treasure
at the GM’s choice of model within us range Chest close by
— A total of 800 gold crawns
The Pool
The Pool 1s full of steaming acid Any character in ~ The magic items owned by the Lichemaster which
the Pool suffers 10 damage dice per turn (but can have not been used up by him (Gf any)
escape in one turn) Any armour other than magical —A magical Dagger, +1 damage dice
metal armour (chain, plate, etc ) will be dissolved in
a single turn! Non-magical weapons, shields, and —A magical Shield, Arrow Catcher
helms will also be destroyed in a single turn - A Potion of Healing, a Potion of Prowess, and a
Hopefully no character will be stupid enough to Sublime Potion of the Supreme Alchemist
walk into the Pool, but with his Flight spells the
— A small casket with six rubies Five of these are
Lichemaster (and also the Skull the Heroes bring
simple gems worth 60 gold crowns each, but the
here) will certainly force a model to run into the
Pool if possible! last 18 a magical Fire Ruby with 7 usages remaining
im it

The Lichemaster’s Teleporting


The Lichemaster 1s allowed to make three THE WAY OUT
Teleporting moves dunng the combat here With a
The exit doors cannot be opened while any Undead
Teleport move, he can transport himself from any
remain undestroyed in this chamber If the Heroes
one square in this chamber to any other Lsually,
survive Lo open them, and climb the stairs which le
this means moving from behind the Spike Wall to
immediately beyond, read the following to the
his Throne (to regain Wounds by regenerauon) and
back again (to escape when Heroes have got close players
enough to his Throne to attack him hand-to-hand)
You drag yourselves wearily up the seemingly
endless stairs to the haht beyond Your eyes
Fate Points for the Lichemaster accusiomed to stbterranean gloom, you wince at
The Lichemaster’s Fate Points should be used very the brightness of the hght im the world you step back
carefully Always keep hus last Fate Point to avoid a into There ts the Baron’s army, wide-eyed in
killing blow One Fate Point may, if you wish, be amazement as their skeletal foes simply fall to
expended to allow the Lichemaster and his forces to dust all around them, hardly danng to believe that
act (move, attack) before the Heroes and they will survive this horror after all Then the cry
Henchmen during a combat turn g0es up as they See you, and the soldiers throng
about you with congratulations, questions,
REFEREEING THIS COMBAT wonderings and astonishment There is a great
tumultuous cheer, and a chant slowly breaks out
As GM vou have one goal here - to kill those “All Haul The Conquenng Heroes!”
Heroes! Don’t pull any punches, because they aoe Ky 7
won't Use the Lichemasters spells well Hut at the
weakest characters with your fire-based spells and
drive Heroes into the acid pool or fire pit with
Flight spells Hit them with Inferno of Doom straight
away when you're invisible, so thes wont be able
to avoid your attack (unless the cunning players
spread out fast)
Use vour Choke spell fairly early, to force a Hero to
give up a Tate Point to avoid death Lse the Flesh
Flaying spell on the character with the least
Intelligence, who will find 1 hardest to avoid the
effects Be sure to use the Strengthen Undead spell
very early (probably as your second spell, or even
UUM HOWARD

as your first if the Heroes spread out too much to


make an inferno of Doom a good first opton),
because this adds considerable combat punch to

You might also like