The Quest For The Lichemaster
The Quest For The Lichemaster
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
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
wee 7 a”
~ ra ~~
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
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
bi
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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
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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)
59
CN
E_ e
EEZSZ: CSCS*S:CC~C”C e
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
-
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 J
Tnis chamber contains only two opponents, the
fearsome Chaos Champion Adalphes We ss and Fs
eA
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
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 ;
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
@ Skaven Warpfire
Thrower Team
69
QLEST 2 - THE POWER BOW OF LOREN
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
LOCATION G
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
each! \ hen the Heroes are searching the Skaven for r,s
G
Ba
LOCATION L
soe G
Sans
zee 2
This us the Skaven treasure room ard t's protected
a
Syst
=~
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
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
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
=
+
. TT
(B) Biooasbirstes _ Se Poe r TI
Troll
76
QUEST 4 - THE WORLD'S EDGE HAMMER
LOCATION A
The squares here have a magical Choke trap Apply
the rules modification below for the effects of
Choke, this is important!
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
78
QUEST 4 ~- THE WORLD’S EDGE HAMMER
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
41
THE FINAL BATTLE
When the Heroes return from acquiring the
hammer, read tne following to them
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”
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
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84
THE FINAL BATTLE
LOCATION A
This chamber contains a Wight and 4 Skeletons
Read the following to the players when they enter
here
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 =~
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
87
THE FINAL BATTLE
B =
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(Ug) Undead Champion
B? | Al] | | |
Gv) Skaven Warrior aa Lo i |
“el | | | A2
@ Skaven Warpfire C __| sake
Thrower Team | ish.
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
&&
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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
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)
90
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THE LICHEMASTER
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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