Chaos Dwarfs of Deep Forge (fan expansion for Warhammer Quest)
Chaos Dwarfs of Deep Forge (fan expansion for Warhammer Quest) Rulebook
Table of Contents
Table of Contents
- Chaos Dwarfs in Warhammer Quest
- Playing as a Chaos Dwarf (Dawi Zharr)
- Section 2 – Dawi Zharr Adventures
- Dawi Zharr Adventurers
- Adventuring as a Dawi Zharr
- Daemonic Artifacts and Daemonforging
- Further Play Tactics and Optional Rules
- He Who Carries the Lamp
- Adventuring Parties Without a Sorcerer
- Multiple Sorcerers in an Adventuring Party
- Drawing Treasure Cards
- Some Notes on Tracking of Treasure and Objective Room Treasure
- Luck Will Save Your Life
- Starting and Ending Adventures (Exiting and Entering a Dungeon)
- Warp Jump and Forge-born Taurus
- Pit of Despair and Pit of Shades
- How Far Can Adventurers and Monsters See in the Dungeon?
- Between Adventures
- Overworld Travelling Hazards
- Underway Travelling Hazards
- Settlements
- Settlement Events
- Equipment Tables
- Special Locations
- Zharr Naggrund Special Locations
- Zharr Grungron Ankor Special Locations
- Adventurer's Development
- Battle-Level Tables
- Advancement Skills
- Transformations (D66) – Non-Sorcerers
- Sorcerer Transformation Table (D6)
- Dawi Zharr Spell Lists
- Dungeon Events Table
- Dungeon Room Treasure
- Objective Room Treasure
- The Bestiary
- Monsters' Special Rules
- Magic Equipment of the Empire
- Magic Equipment of the Northland Barbarians
- Magic Equipment of the World's Edge Mountain Dwarfs
- Magic Equipment of the Elves
- The Frozen Northlands
- The Empire
- Dwarfs of the World's Edge Mountains and Surrounding Lands
- Elves
- Chaos Dwarf and Daemonic Monsters
- Monsters
- Transcription Status
Chaos Dwarfs in Warhammer Quest
Miniatures
To help bring the Chaos Dwarfs of Deep Forge to life some number of Chaos Dwarfs (or Dwarfs who can be substituted for Chaos Dwarfs) will be needed. The most important miniatures necessary for this expansion (both for the "good" Warriors to take on the Chaos Dwarfs as well as for adventuring as a Chaos Dwarf) are:
- Chaos Dwarf Warrior
- Chaos Dwarf with Blunderbuss
- Chaos Dwarf Sorcerer
- Chaos Dwarf Daemonsmith
As of 2009, Games Workshop has a Dwarf Adventurers collection available with multiple Dwarfs that would be suitably identifiable as any of the above models. Alternatively you may wish to substitute miniatures from another company, or perhaps convert your own miniatures into Chaos Dwarfs!
Additional Units
There are several other miniatures you may wish to have on-hand for these adventures. Because obtaining specific miniatures may be difficult (for example one which is no longer in production) some models are listed along with a suggestion for a suitable stand-in. These additional miniatures are:
- Bogoff the Snotling from Lair of the Orc Lord, or any readily identifiable Snotling from the core game (perhaps tie a piece of string to his weapon, or convert your own such that he is carrying a lantern)
- Black Orcs (multiple) – regular Orcs can be substituted if necessary
- Dungeon Grinder – if you are creative you can build your own following the tutorial at the end of this booklet. Alternatively you could use any model which you think suitable, such as a Warhammer 40K Dreadnought, a 40K Thunderfire Cannon.
- Hobgoblins (multiple)
As with other Warhammer Quest expansions there are numerous other miniatures which may be called into play, but feel free to substitute your own model, or, if it is a group of Monsters generated from a Monster Table you can feel free to re-roll for a different Monster type for which you do have models available where necessary.
Once you have prepared the board sections, sorted out the card decks, and the above miniatures to hand you are ready to play.
Playing as a Chaos Dwarf (Dawi Zharr)
Chaos Dwarf is what outsiders call them; the name they call themselves is the Dawi Zharr, literally translated from the Dwarf tongue Khazalid as Fire Dwarf. The Bull god, Hashut, is the true god of all Dawi Zharr, whom they unquestioningly follow. Alliances and trade agreements may be forged with followers of other Chaos gods, provided they suit the interests of Dawi Zharr society.
[Narrative immersion prose and quoted in-world text from this section omitted; the rules that follow are transcribed.]
Adventuring Parties Containing non-Chaos Dwarf Members
It is exceedingly unlikely that a group of regular Warriors would allow a Chaos Dwarf to join their ranks, especially if one of those Warriors was a Dwarf.
The only likely individuals to join a Dawi Zharr adventuring party are other Dawi Zharr, or possibly those with whom they have loose (sometimes tenuous) trading alliances, such as Ogres and Chaos Warriors. Aside from an adventuring party made up entirely of Dawi Zharr, it is also possible to have a mixed party using the Ogre and Chaos Warrior expansion characters.
Warriors of ill repute who may be likely to join the ranks of a party consisting of any number of Chaos Dwarfs are:
| Warrior Type | Rules Location |
|---|---|
| Assassin | Deathblow #1 |
| Barbarian | Core Game |
| Bounty Hunter | Citadel Journal |
| Chaos Warrior | Boxed Expansion |
| Halfling Thief | Deathblow #1 |
| Ogre | Deathblow #1 |
| Outlaw | Citadel Journal #33 |
| Pit Fighter | Boxed Expansion |
| Salty Seadog | Deathblow #2 |
| Wizard | Core Game |
In the highly unlikely event that a group of Chaos Dwarfs are adventuring with members of a lesser race, such as men, or their trading partners the Ogres or Chaos Warriors, they will commonly be in the majority – such that Chaos Dwarfs will constitute 50% or more of the party's members.
If there is more than one spell caster, such as a Wizard and a Chaos Dwarf Sorcerer, the player controlling the Sorcerer is the one to roll for Power each turn. Likewise, if there is more than one party member carrying a light source which would designate them party leader, such as the Lantern in the case of the Barbarian, the Sorcerer supersedes any other member's authority and is the leader. Sorcerers will never defer to members of another race for leadership. If there is more than one Sorcerer in the party then the responsibility of which player rolls the Power die and is designated party leader may be arbitrarily assigned or determined randomly.
Alternate Player Characters
Players may bring their own characters into the game, such as many of the homebrew variety which can be found online, or create their own. A word of caution: while there are a great many homebrew characters available, only a select few have seen real play testing. At higher levels Warhammer Quest can become incredibly unbalanced with what may seem like modest changes or character abilities. Great effort has been made with the Chaos Dwarf characters in this expansion to keep some balance between their benefits and drawbacks, compared with other officially released characters that make up the Warhammer Quest world.
Are the Dawi Zharr Evil?
[Narrative prose on the Dawi Zharr's history, society and attitudes omitted.]
Immersed in the Culture
[Narrative guidance on roleplaying identity, self-presentation and speech omitted.]
Section 2 – Dawi Zharr Adventures
The following sections contain everything you need to begin adventuring in the Warhammer world as a Chaos Dwarf (Dawi Zharr).
Keep in mind that as a Chaos Dwarf you are taking on the persona of an altogether different sort of Adventurer compared to the usual Warriors that are played in Warhammer Quest.
All Chaos Dwarf units have a Move rate of 3, and this does not increase at any Battle Level. It may, however, be increased through Spells or Magical Items.
Special Chaos Dwarf Skills
Each Chaos Dwarf profile below carries the following special skills, printed in full in the source under each profile:
- Magic Resistance: Like all Dwarfs, Chaos Dwarfs have an innate resistance to magic, however due to their close interaction with the corrupting power of Chaos this is further enhanced, giving all Chaos Dwarfs Magic Resistance 6+.
- Brute Strength: If their to-hit roll is a natural 6 in hand-to-hand combat they roll an additional 1D6 when determining damage.
- Hates Orcs: All Deep Forge Chaos Dwarfs have the Hates Orcs attribute, which means they are at -1 on all to-hit rolls against Orcs, but they gain an additional Attack against Orcs.
Wounds (all Dawi Zharr Adventurers)
Each Dawi Zharr Adventurer starts with 2D6+7 Wounds. When rolling for Wounds, if you roll any 1's you may re-roll that die, but if a 1 is rolled again it must be kept.
Dawi Zharr Adventurers
Warrior
The Warrior is a good all-around combatant. He has few weaknesses, can make use of most anything he finds, and through experience can access the bulk of the Chaos Dwarf skills. Though diligent training, and a little luck he may even attain revered status as one of The Immortals – the most lethal foot soldier in the Dawi Zharr Imperium!
Profile
| M | WS | BS | S | T | I | A | Pin | WP |
|---|---|---|---|---|---|---|---|---|
| 3 | 4 | 4+ | 3 | 4 (6) | 2 | 1 | 6+ | 4 |
(Wounds: 2D6+7.)
Equipment
The Chaos Dwarf Warrior begins the game with 3 pieces of Stone Bread. If no other movement or actions are performed for one turn, except eat Stone Bread, the Adventurer will regain 1D6 Wounds.
Weapons
The Chaos Dwarf Warrior begins with an axe covered in arcane runes* called the Ruinous Axe. The Ruinous Axe causes 1D6 + double his Strength (for a total of +6) in Wounds when striking a target.
*As the axe already has a rune emblazoned on it this must be taken into account if he even wants additional runes applied.
Armour
The Chaos Dwarf Warrior begins with a suit of Scale Mail armour, which provides +2 Toughness, bringing his Toughness from 4 to 6.
Fighting
Chaos Dwarf Warriors most commonly use axes, hammers, scimitars and scourges, although they are also perfectly happy to wield a Great Sword, mace or a Battle Axe. In fact, there are few weapons a Chaos Dwarf would not consider using, however, spears, daggers and knives are not particular favourites.
Chaos Dwarf Warriors are also fond of ranged weapons such as crossbows and their signature weapon – the Blunderbuss.
Special Warrior Advancement: Immortal
The Chaos Dwarf Warriors also have a branch of specialization open to them: they may become an Immortal. The Immortals are an elite and fearless group of Warriors who protect the Dawi Zharr empire. Such is their fearsome might and strength that they are unequalled in the Chaos Dwarf army for their sheer strength and steadfastness.
In order to become an Immortal a Chaos Dwarf Warrior must make the transition between Battle-level 5 and 6. He must have a minimum of 40 Wounds, and have received the skill Hashut's Call, and must also have purchased his Immortal's Stone Armour.
Annihilator
The Annihilator is masterfully skilled in the use of one of the Chaos Dwarf's signature weapons – the Blunderbuss. Although any Chaos Dwarf Adventurer may use a Blunderbuss, through his mastery of this weapon the Annihilator does not suffer the usual handicaps associated with its use and his access to skills serve to further enhance his abilities in the use of the Blunderbuss.
Profile
| M | WS | BS | S | T | I | A | Pin | WP |
|---|---|---|---|---|---|---|---|---|
| 3 | 4 | 4+ | 3 | 4 (5) | 2 | 1 | 6+ | 4 |
(Wounds: 2D6+7.)
Equipment
The Chaos Dwarf Annihilator begins the game with three lots of gun powder and shot. This is enough to fire the Blunderbuss 18 times.
Weapons
The Chaos Dwarf Annihilator begins with a Master-crafted Blunderbuss which is an ancient relic of his ancestors. The Blunderbuss grants +1 to Ballistic Skill rolls, has a range of 6 squares and targets all models in a 2x2 area. Each model, including allies, in the affected area takes 1D6 + Str6 Wounds, modified for Toughness and armour as usual.
As the Annihilator has practiced mastering the Blunderbuss he does not suffer a misfire on a natural to-hit roll of 1 like others do. The Master-crafted Blunderbuss also has an axe blade mounted to the bottom of the barrel. When used in hand-to-hand combat this axe blade causes 1D6 + his Str (3) Wounds. With the axe blade mounted to the Blunderbuss the Annihilator does not need to switch weapons to go from making a ranged attack one turn to making a hand-to-hand attack the next. This is especially useful once learning the Charging Shot Skill (see Blunderbuss rules on p.56).
Note that there is no possibility of getting a Death-Blow if using the Blunderbuss' ranged attack.
Armour
The Chaos Dwarf Annihilator begins with a suit of Leather armour, which provides +1 Toughness, bringing his Toughness from 4 to 5.
Fighting
Chaos Dwarf Annihilators most commonly use a Blunderbuss as their sole attacking weapon, but may also use other ranged weapons such as crossbows. In hand-to-hand combat they are also well suited to using axes, hammers, scimitars and scourges, as well as a Great Sword, mace or a Battle Axe. In fact, there are few weapons a Chaos Dwarf would not consider using, however, spears, daggers and knives are not particular favourites.
Sorcerer
The Sorcerer is a High Priest of Hashut, and is in the upper echelon of Dawi Zharr society, thus making him Party Leader. The Sorcerer is a formidable foe, able to tap in to the Chaotic Æther to force-cast spells – a gift from Hashut himself! Although he cannot use as broad an array of weapons and armour as his comrades, his powerful spells more than compensate.
Profile
| M | WS | BS | S | T | I | A | Pin | WP |
|---|---|---|---|---|---|---|---|---|
| 3 | 3 | 5+ | 3 | 4 | 4 | 1 | 5+ | 5 |
(Wounds: 2D6+7.)
Equipment
The Chaos Dwarf Sorcerer starts the game with a Lamp which is used to illuminate the Dungeon and designates him Party Leader. The Lamp is never shared among party members unless the Sorcerer deems it necessary. However, the Sorcerer does not carry the Lamp himself as this is a job for a lowly slave.
Although the Sorcerer does not start with the Slavedriver skill, his Sorcerer status within Dawi Zharr society affords him some measure of luxury. As such, the Sorcerer begins the game with a Snotling slave whose only job is to carry the Lamp (and not get himself killed until his Master deems it necessary). If the Snotling Lamp Slave dies during an Adventure the Sorcerer must pick up the Lamp before the Party can continue their mission or else risk becoming lost in the dark (see rules for Escaping in the Adventure Book p.13 from the core game).
Because of his status within Dawi Zharr society, if his former Lamp slave dies the Sorcerer will always get one replacement Snotling Lamp Slave for free the next time he visits the Slave Pits, Guild of Sorcery or a Temple of Hashut.
Snotling Lamp Slave
| M | WS | BS | S | T | I | A | Arm | Pin |
|---|---|---|---|---|---|---|---|---|
| 4 | 1** | − | 1 | 1 | 1 | 0 | − | 2+ |
Special Rules (Snotling Lamp Slave): Dodge 4+; Magic Resistance 4+; Hide with Master*
*The Hide with Master ability allows the Snotling Lamp Slave to occupy the same square as his Master (removing his model from the board) and move simultaneously when his Master moves. While he is hiding with his Master he is immune to all damage, from any source, including life stealing magic emanating from the Sorcerer. This can be useful for avoiding large area-of-effect Spells and the like which might otherwise kill the Snotling outright. When the Lamp Slave stops hiding it occupies a square adjacent the Sorcerer, or any available space closest. If the Sorcerer dies the Lamp Slave will remain standing in the space previously occupied by the Sorcerer.
The Snotling Lamp Slave is so lowly and pathetic that when he is moving about the dungeon on his own he will always be ignored by Monsters unless he is the only model on a board section that can be targeted and is the closest target for a Monster to attack. If there is an area-of-effect attack such as a Spell that targets multiple squares, one of which is occupied by the Snotling, then he can be hit.
**The Snotling may not attack as he has had it beaten into him that his only purpose for living is carrying the Lantern. He can be useful, however, during the Exploration phase, as either he or the Sorcerer may explore through doorways.
Weapons
The Chaos Dwarf Sorcerer begins with a mighty Iron Scepter which inflicts 1D6 + Str Wounds when used in hand-to-hand combat.
Armour
The Chaos Dwarf Sorcerer does not begin with armour and wears only robes.
Magic and Power
Dawi Zharr Sorcerers are masterful magic users among their kind and as such are held in high esteem and wield great power, both physically and politically.
Sorcerers begin with 2D6+2 Power in reserve. This Power is replenished at the start of each Adventure. When you are rolling for Power remember that if you roll any 1's you may re-roll that die, but if a 1 is rolled again it must be kept.
Each turn during the Power Phase the Sorcerer rolls 1D6 to determine the Power for that turn. The Sorcerer gets 1D6 + his Battle-level in Power each turn with which to cast Spells. As usual, if a 1 is rolled an Unexpected Event has occurred and the Sorcerer does not gain any additional Power due to his Battle-level that turn.
Hashut's Dark Gift
All Sorcerers are High Priests of Hashut, and as such any Sorcerer may draw on the power granted him through Hashut's Dark Gift – using the Sorcerer's own life energy to cast spells, even once he has run out of reserve Power. This temporarily grants the Sorcerer additional Power to cast any single spell, but at the cost of slowly transforming the Sorcerer to stone. This transformation only becomes permanent if the Sorcerer draws on too much of his life energy.
The Sorcerer does not in fact directly gain any Power but may immediately cast any single spell he wishes. Each time Hashut's Dark Gift is used it temporarily reduces one of the Sorcerer's characteristics for the rest of the Adventure. The allowable characteristics the Sorcerer may choose to be reduced for each spell, and the reductions, are:
| Characteristic | Temporary Reduction of Base Value (Current Adventure Only) |
|---|---|
| Wounds | -1D6 |
| Move | -1 |
| Strength | -1D3 |
| Toughness | -1D3 |
| Initiative | -1D3 |
Any temporary reduction to a characteristic lasts until the start of the next Adventure – except in those instances where the Sorcerer has drawn so much Power that his normally slow transformation to stone significantly advances and becomes permanent. If the Sorcerer's Wounds are reduced they are subtracted from his maximum number, not his current life total unless adjusting the base Wounds maximum would reduce his current life. For example, a Sorcerer with 17 Wounds maximum has been injured and is currently on 8 Wounds. He decides to use Hashut's Dark Gift and loses 3 Wounds (by rolling 1D3). His maximum number of Wounds he can be healed up to for the rest of the Adventure is now 14, however his current total remains at 8 Wounds, not 5.
If the base value for one or more characteristics is reduced to zero or below during an Adventure because of Hashut's Dark Gift, Hashut will curse the Sorcerer. If this happens any characteristic reduced to zero or below becomes 1 for the remainder of the Adventure, the Sorcerer loses the ability to draw upon Hashut's Dark Gift for the remainder of the Adventure, and the base value of the affected characteristic is permanently reduced by -1 (-1D3 in the case of Wounds) for all future Adventures. Furthermore, the Sorcerer must immediately roll on the Sorcerer Transformation Table.
Starting Spells
The Chaos Dwarf Sorcerer may begin the game with either the spell Lifestealer (casting cost 9) only, or he may roll 3D6 and combine the die rolls in any way desired to generate the Casting Number of desired spells. The Sorcerer may re-roll one of the spell dice when learning these spells. The Sorcerer may instead opt to ignore the result of his spell dice roll and take only Lifestealer, as above. If choosing spells at Battle-level 1 the Sorcerer may not select any spells with a Casting Cost greater than 10.
For example, rolling 3D6 spell dice the Sorcerer gets a 3, 5 and 6. Combining the 3 and the 6 he decides to take Lifestealer, which is a useful healing spell which has a casting cost of 9. The unused 5 can then be used for any of the Casting Cost 5 spells – giving him two spells in total to begin the game. He may not, however, use the 5 to choose a Casting Cost 2 and 3 spell. The Sorcerer may also ignore a die if he does not want to choose a spell with that casting number, or if he has already learned all of the spells with that Casting number. Note that the Sorcerer could also have chosen a Casting Cost 3, 5 and 6 spell, giving him three spells in total. Because the maximum Casting Cost for any Spell is 10 for the Battle-level 1 Sorcerer, he could not have combined the 5 and 6 to choose a Casting Cost 11 spell. Note that he could, however, do this as soon as he reaches Battle-level 2, when he then rolls a number of spell dice equal to his new Battle-level – provided of course he rolled a 5 and 6 again. The Sorcerer always gets to re-roll one spell die when determining new spells, so this expands the possibilities for selecting spells.
These Spells may be found following the Training section on p.88.
Note that the Dawi Zharr, with their innate Magic Resistance and ties with the forces of Chaos, are much more limited in their access to healing items. As such, the Sorcerer should strongly consider at least one Spell which may be used to restore lots of Wounds. Keep in mind that healing his comrades' wounds may sometimes be unreliable, due to their innate resistance to magic!
Fighting
Chaos Dwarf Sorcerers often rely on their magical powers and skills at the black arts to prevail, however, like all Chaos Dwarfs, they too are sturdy combatants.
In hand-to-hand combat Sorcerers are well suited to using axes, scimitars and scourges. The Sorcerer, having spent much of this time devoted to magic and worshipping Hashut, in the hope that he might bestow greater power, does not excel at weaponry as others of his kind. Similarly, the Sorcerer wears few articles of armour as many of them are known to interfere with Spells and the Power used to invoke them, although some suits of Chaos armour are known to channel spells and Power effectively.
Turning to Stone and Getting Around
As the Sorcerer becomes more powerful his body slowly begins to transform into stone, this takes many years beginning with his feet, and moving upward. In order to move in the later stages of his career he must find alternate means – be it through magic Spells, magical treasure, being carried by slaves, or when absolutely necessary, be carried by the other Adventurers. If the latter is the case, then a minimum of one Adventurer is needed to carry the Sorcerer from one location in a settlement or dungeon to the next. While in a settlement the Sorcerer will have to be carried or be content to stay where he is left (he must still pay daily costs). In a dungeon, if the Sorcerer's Movement is equal to zero then he cannot move, except perhaps to turn and face another direction.
If other Adventurers are prepared to carry him through a dungeon (perhaps the slaves who were carrying the Sorcerer have been slain, or sacrificed) a minimum of one Adventurer is needed to carry his heavy body, giving the two of them a combined Move rate of 1, but the Adventurer doing the carrying cannot attack. If two Adventurers carry the Sorcerer they still have a Move rate of 1 but may attack and perform other actions as normal. The Move rate increases to 2 if a third Adventurer assists. Move 3 is still the maximum, but those carrying the Sorcerer may not attack and any attacks against them are at +1 to hit, as they are too encumbered to properly defend themselves while carrying such an unwieldy load. Using a palanquin is easier to carry such loads, and although those carrying a palanquin may not attack it does allow some modicum of defensive posturing and response to incoming hits and attackers are therefore required to roll to-hit as usual.
Sorcerers and Turn Sequence
The Sorcerer's status as party leader is such that he may always elect to go first, regardless his Initiative characteristic. Even though the Snotling Lamp Slave is carrying the Lamp, the Lamp is symbolic of the Sorcerer being the leader; the fact that it is carried by his slave does not mean the slave goes first! Alternatively, as party leader, the Sorcerer can always opt to perform his action in the appropriate sequence dictated by each unit's Initiative characteristic – this often means that at low Battle-levels the Sorcerer still goes first, while at higher Battle-levels his slow transformation to stone will reduce his Initiative (and possibly alter other characteristics) and means he takes his turn later in the sequence.
Daemonsmith
The Daemonsmith, like the Warrior, is a strong combatant, however, his true skill lies in wielding powerful Daemonic weapons and the use of other Daemonic artifacts forged by his Daemonsmith Guild brethren. While any Adventurer can use such items the Daemonsmith finds this less risky and can even attempt to forge Daemonic artifacts of his own!
Profile
| M | WS | BS | S | T | I | A | Pin | WP |
|---|---|---|---|---|---|---|---|---|
| 3 | 4 | 5+ | 3 | 4 (6) | 2 | 1 | 6+ | 5 |
(Wounds: 2D6+7.)
Equipment
The Chaos Dwarf Daemonsmith begins the game with a heavy chain, which may be used in a similar way to the rope.
Weapons
The Chaos Dwarf Daemonsmith begins with a Daemonic Warhammer which is symbolic of his ties to the Zharr Grungron Ankor Daemon Forge Master and the Daemonsmith Guild. The Daemonic Warhammer* has a Will Power of 8. When the Daemonic Warhammer strikes a foe in hand-to-hand combat you may roll one extra damage die and may choose the higher of the two. Furthermore, if the Daemonic Warhammer strikes a machine, a daemon or a unit with magical armour it will cause double damage.
Daemonic Possession
If an Unexpected Event occurs the daemon within the Warhammer will attempt to exert its will over that of the Daemonsmith. The player must immediately roll 1D6, adding the Daemonsmith's Will Power of 5 to the score, and adding a +1 modifier which is a special benefit Daemonsmiths receive due to their specialized training and familiarity with daemonic artifacts. Note that rolling a natural 1 for a Will Power check indicates an automatic fail, while rolling a natural 6 is always a success.
If the total is equal to or higher than the Will Power of the Daemonic Warhammer (WP 8) then the Daemonsmith successfully resists the daemon's immense will.
If the Daemonsmith's total is less than 8 then during the Power Phase of the current turn, and every subsequent turn until the Daemonsmith successfully resists possession, the daemon exerts its control over its wielder and forces the Daemonsmith immediately to lash out wildly in a mighty swing, automatically striking all adjacent units, friend and foe alike – roll for damage as a normal hand-to-hand combat on each target. This damage takes place during the Power Phase of the turn. For every unit struck the Daemonsmith regains 1 lost Wound (the remaining life energy inflicted is consumed by the daemon). The Daemonsmith may still perform his movement and attack actions as normal during the Warriors' Phase. On each subsequent turn after failing a Will Power test the Daemonsmith must repeat the battle of wills until he successfully rolls equal to or higher than the artifact's Will Power. Once he does, he has regained control and will not be tested by the daemon again until another Unexpected Event occurs.
Daemonsmith Lore
Some Daemonsmiths prefer to simply wear their daemonic artifacts as a symbol of their guild, but not actively use it in battle, and this is perfectly acceptable, however, they must always keep it with them, for the shame of being without it is unimaginable. If it is ever lost or damaged a new daemonic artifact (in this case a Warhammer) must be re-forged immediately, and at the Daemonsmith's own time and expense.
Even if the Daemonsmith is not wielding the Daemonic Warhammer he must still make a Will Power check during an Unexpected Event, as simply carrying it on his person is enough to illicit the ire of the entombed daemon.
Note that the Daemonic Warhammer is treated as being covered in arcane runes already, as these were required for initially binding the daemon. As such, no further runes may be added to this weapon.
Armour
The Chaos Dwarf Daemonsmith begins with a suit of Scale Mail armour, which provides +2 Toughness, bringing his Toughness from 4 to 6.
Special Daemonsmith Skills
The time spent studying daemons, learning something of their ways and even seeing some lesser daemons summoned and channeled into the forging of weapons, armour and war machines has made the Daemonsmith somewhat accustomed to such frightening beings. As such the Daemonsmith gains +2 to all Fear and Terror rolls, including those of Daemonic origin. The Daemonsmith also has a +1 modifier to all Will Power tests when dealing with daemonic artifacts.
Fighting
Chaos Dwarf Daemonsmiths most commonly use the weapon associated with their specific guild, of which there are only a few. The Daemonsmiths of Grungron Ankor Zharr have a warhammer as their guild symbol, and as such all guild members above apprentice level possess some form of daemonic warhammer which they themselves had a hand in forging.
In hand-to-hand combat they are also well suited to using axes, scimitars and scourges, as well as a Great Sword, mace, Battle Axe or Blunderbuss. In fact, there are few weapons a Chaos Dwarf would not consider using, however, spears, daggers and knives are not particular favourites.
Unit Order During the Warriors' Phase
Although the Sorcerer may always take his turn first during the Warriors' Phase, the Initiative of the other Adventurers may be the same at various Battle-levels, including Battle-level 1. Under such circumstances, the Adventurer turn order should be Warrior, Annihilator, Daemonsmith – unless players agree to an alternate turn order for their games prior to their first Adventure.
Adventuring as a Dawi Zharr
Chaos Dwarfs and Treasure
The Chaos Dwarf Adventurers may keep any type of Treasure they find, however some of it stops working when they come into contact with it due to the wax and wane of the Adventurer's own Chaotic essence. As such, Chaos Dwarfs may only use potions and non-magical items such as Gold, Firebombs, Flashpower, scrolls, etc. The only exceptions to this rule are: items of Treasure that can be used explicitly by Dwarfs and no other Warrior type, Chaos Artifacts and specific articles which have no penalty for Chaos Dwarfs to use – such as items of food, runes and rune stones, they are of a mechanical nature, or have an unusually strong magical current within them that being used by a Chaos Dwarf does not negate their powers.
The articles that can be used by a Dawi Zharr, aside from Chaos Artifacts and Dwarf-only treasure, are as follows. Restrictions key: W = Warrior/Immortal, A = Annihilator, S = Sorcerer, D = Daemonsmith.
| Core Game/RPG Book | Restrictions |
|---|---|
| Amulet of Power | WASD |
| Armour of Dargan | WAD |
| Armour of Fortune | WAD |
| Armour of Meteoric Iron | WAD |
| Armour of Takan | WAD |
| Axe of Slaying | WD |
| Belt of Gagron | WASD |
| Book of Arcane Knowledge | S |
| Bugman's XXXXXX | WASD |
| Circlet of Wrath | WASD |
| Deathstone | S |
| Deathsword | WAD |
| Expansions | Restrictions |
|---|---|
| Axe of Khemri (COT) | WD |
| Dead 'Ard Weapon (LOL) | WAD |
| Grimstone (WD #187) | WASD |
| Hammer of Hargon (LOL) | WD |
| Sword of Malediction (LOL) | WAD |
Legend: COT = Catacombs of Terror expansion, LOL = Lair of the Orc Lord expansion, WD = White Dwarf magazine.
The above items can be used by Chaos Dwarfs as usual without penalty. The only alternative for other items of Treasure that might be found while Adventuring is to sell them for their Gold value. Although the Dawi Zharr cannot use much of the Treasure they will find, they can use Chaos Artifacts and will always find a use for the Gold the sale of unusable treasure brings.
Chaos Dwarf Tactics
Being somewhat slow and difficult to heal, Chaos Dwarfs rely on their own sturdiness, soaking up hits that would cleave lesser beings, and then hitting back hard enough to obliterate their opponent. As such Chaos Dwarfs must take full advantage of all possible attacks, weapons, armour and terrain. A popular technique of Annihilators within the dungeons is to draw back from the front line so he can fire his Blunderbuss hitting an area of attackers. Similarly, Annihilators will ready themselves so that they can fire from such a position before charging headlong into the fray, often attacking with an axe-like bayonet mounted to the barrel of the Blunderbuss, thus negating the need to change weapons.
As already indicated, Chaos Dwarfs are sturdy fighters but lack reliable means of healing themselves in the midst of battle. Unlike other Adventurers who might quickly spend any Gold earned to train and advance, many a Chaos Dwarf Adventurer will often hoard Gold until they have enough to purchase fine armour and weapons engraved with powerful runes, and also hoard slaves. They make such preparations before they begin training to advance their Battle-level – thus making themselves doubly prepared for a battle against more dangerous foes.
The above advice is an important point and should be reiterated. Because Chaos Dwarfs have limited healing options, if the Party advances in Battle-level quickly but are otherwise ill equipped in terms of their weapons and armour they will quickly perish. Other Adventurers who can heal themselves readily can easily restore lost wounds if their armour is relatively weak for the amount of damage their enemies inflict.
Similarly, Chaos Dwarfs should invest in slaves when and if possible, as slaves are relatively inexpensive meat shields that can be used quickly against any foe. Alternatively, they may be kept out of the way until they are needed to go up against a difficult foe, and through their sacrifice buy the rest of the party a few turns to whittle a large opponent down.
Slave Acquisition
Chaos Dwarfs are well known for keeping slaves and their society has a heavy demand for slave labour and has one of the most active slave trades in the Warhammer world. As such, any Chaos Dwarf of significant position within the hierarchy of society can keep some number of slaves.
The Chaos Dwarf Adventurers have not yet distinguished themselves within the hierarchy of Zharr Grungron Ankor society and therefore do not initially keep slaves themselves, but might have previously been in the employ of a more notable Chaos Dwarf. This means all Adventurers will at least have some basic idea of how to handle slaves. As the Adventurers progress, their notoriety will increase as they acquire slaves of their own.
Although none of the other Adventurers begin with slaves, the one exception in the adventuring party is the Chaos Dwarf Sorcerer. As such the Sorcerer begins the game with one lowly slave, the Snotling Lamp Slave described above, who carries the Lamp for his master (the Party leader), illuminating the dungeon as they travel.
During the course of adventuring, a Chaos Dwarf Adventurer may visit the Slave Pits and attempt to purchase any number of slaves for which he has the Gold. While a Chaos Dwarf may have an unlimited number of slaves he may not have any of them accompany him into the dungeons until he gains the Slavedriver skill. Without the Slavedriver skill, within the unpredictable environments the Adventurers will trek, it is difficult for them to keep a close watch on a large number of slaves, especially in the pell-mell of battle. With too many slaves some number of them will find a way to escape.
While slaves have a Gold value for trading and purchasing purposes, slaves have an inherent Gold value of zero. Therefore, you may not add any Gold to your player's record sheet for killing slaves, either your own or another player's. Slaves should be sacrificed to Hashut properly, in a Temple.
Aside from purchasing slaves, there are two other ways slaves may be gained: through donations and through capture.
Slave Donation
Slaves may be donated by other members of the Party, or may be granted as gifts from other members of the Chaos Dwarf society as a sign of gratitude or good faith.
Slave Capture
Capturing slaves can be difficult as they are always far less pliable before they have toiled for years on end. A Chaos Dwarf may attempt to subdue and capture a foe during an Adventure to be added later to his growing number of slaves or to be sold to the Slave Pits.
As far as players are concerned, capturing slaves should be regarded like the collecting of Gold. A record of both should be maintained during each Adventure, and Adventurers should always be striving to gather their maximum allowable number of captive slaves, because like Gold, they are necessary for Advancement.
In order to capture a Monster or foe it cannot be significantly more powerful than the Chaos Dwarf, or else it will always attempt to continue fighting and will never truly be subdued. To determine if a Monster can be captured, its Gold value is used as a metric of how easy or difficult the capture will be, and is also based on the Chaos Dwarf's Battle-level. His Battle-level also determines how many slaves he can attempt to capture on his own per Adventure, although there are ways of increasing the capture number.
A Chaos Dwarf can attempt to subdue a Monster whose Gold value is at most 100 times his Battle-level. For example, a Battle-level 2 Chaos Dwarf may attempt to capture any Monster worth 200 Gold, or less. This constitutes more than half of the Monsters in the Level 2 Monster Table in the Roleplay book. Similarly a Battle-level 7 Adventurer could attempt to capture any single Monster worth 700 Gold, or less. At this level it is much more difficult due to the strength and tenacity of the creatures, and as such only ~30% of the Monsters are capable of becoming slaves. Although this may sound like things become more difficult at higher levels, the weaker Monsters are always numerous, making capture of at least one of them that much more likely.
At the end of an Adventure captured slaves are dragged back to a Settlement where they are branded and eventually taken to the slave quarter in Zharr Grungron Ankor. There they will toil endlessly. While they work they are whipped and driven by Hobgoblin Taskmasters and every moment of their work is quantified and recorded by Chaos Dwarf Pit Lords who keep detailed records of all slaves working in their area.
If an Adventurer has captured his quota, but for some reason does not make it to a Settlement where he can off-load his slaves for delivery to the Zharr Grungron Ankor slave quarter, he must then drag these captured slaves with him to the entrance to the next Adventure. Here he presumably chains them up outside the entrance and continues on with his quest; however, as he has already begun the Adventure with his quota of slaves met he may not capture any more. He must instead find a Settlement next time and off-load his slaves.
| Battle-level | Max Gold Value per Capture | Max Number of Captives per Adventure* |
|---|---|---|
| 1 | 100 | 5 |
| 2 | 200 | 5 |
| 3 | 300 | 6 |
| 4 | 400 | 6 |
| 5 | 500 | 7 |
| 6 | 600 | 8 |
| 7 | 700 | 8 |
| 8 | 800 | 9 |
| 9 | 900 |
*This is the unaided number, and assumes the Adventurer must "handle" the captured slaves during their trek back to a Settlement where they can be branded and added to his growing lot of slaves. With a slave cart to aid in trapping captured slaves this number can be increased.
Capturing Slaves During Combat
While in battle a Chaos Dwarf can announce that he is going to attempt to capture a foe. He must do this before the foe reaches zero Wounds, and he must be the one to successfully subdue the opponent in hand-to-hand combat; ranged weapons cannot be used for such purposes, nor can spells. In this instance the Chaos Dwarf is effectively performing a "Stunning Enemies" action (detailed in the Warhammer Quest Roleplay book, p166). As he lands the killing blow instead of slaying the foe it is merely knocked unconscious. Note that if the Chaos Dwarf rolls a natural 6 on his to-hit roll then he was a little over zealous in his strike and has managed to kill the enemy instead, cleaving it almost in two.
Note that any enemy that is captured does not count as a kill for the Adventure, and as such the player does not record its Gold value on his character sheet!
The maximum number of captured slaves a character may have per adventure depends on his Battle-level. At Battle-levels 2 and 3 the number is limited to 5. If the same character is in possession of a slave cart he may capture a maximum of 15 slaves per adventure, although his adventuring companions are still limited to 5 without a cart of their own. If more than this number is captured then the player must choose which ones he will keep and which will be sacrificed on the spot. Slaves are never freed. Furthermore, slaves that are sacrificed do not earn their master any Gold.
Master of Many – What to Do After Amassing Slaves
Slaves serve many useful purposes, from workforce, to sacrificial offerings to the Father of Darkness, and when necessary they can also serve as a make-shift fighting force. However, in the latter case, their real use is to serve as little more than meat shields, slowing the enemy before closing with the real fighters.
The number of slaves an individual has is closely tied to his status within Dawi Zharr society. Some of the more important shop locations for certain Chaos Dwarf characters, as well as shop items (and even accessing training for higher Battle-levels) is dependent on the character's history of acquiring slaves. Whether it is through active capture, donations from others or simply purchasing them from the Slave Pits, the means of acquiring slaves is unimportant, only the number of slaves working under that character.
It is important to note that once slaves are sold to the Slave Pits they are no longer counted toward the Adventurer's slave total. However, slaves purchased from the Slave Pits most certainly count toward the Adventurer's total as it is assumed they are immediately shipped to the Slave Quarter, so it is possible to simply purchase a sufficient number of slaves to reach prerequisites for gaining new Battle-levels or accessing special shop locations.
Bringing Slaves Along on Adventures
Once your Adventurer has amassed a few slaves and gained the Slavedriver skill, he may wish to bring some of them with him into the dungeons. These slaves are not identical to the units initially captured by the Adventurer: they possess none of the special weapons or armour they once had. All slaves from any given race have the same basic characteristics (see the Slave Pits in the Settlement section).
Slaves accompanying their Masters are treated much the same way as Adventurers in terms of Movement and Attacking. Slaves must always, by default, make their actions after the Chaos Dwarf Adventurers, regardless of Initiative. If, however, all of the Chaos Dwarf Adventurers are in agreement any or all of the Slaves may take their turn in order of Initiative along with the rest of the Adventurers during the Warriors' Phase.
The following table summarizes the number of slaves that may be brought with the Adventurer possessing the Slavedriver skill, according to his rank:
| Rank | Warrior | Annihilator | Sorcerer | Daemonsmith |
|---|---|---|---|---|
| Champion | 2 | 1 | 3 | 1 |
| Hero | 3 | 2 | 4 | 2 |
| Lord | 4 | 3 | 5 | 3 |
Slaves can pick up items such as a dropped Lamp or Lantern, armour and other weapons, however, slaves cannot use these items (although Hobgoblins may use basic weapons and armour). Similarly, Slaves (except player characters) never gain Gold, nor can they use Treasure they might find, except healing potions, slaves, and the like. If a slave kills a Monster its Gold value and any Treasure immediately goes directly to the slave's Master.
Sacrificing Slaves
At any time during an Adventure an Adventurer may sacrifice any number of slaves to Hashut. The slaves may belong to him or another Adventurer. Once a minimum of one slave has been sacrificed by a Chaos Dwarf during the Warriors' Phase, at any time before the end of the Warriors' Phase the Party leader may roll 1D6, and add +1 to the result for every additional slave sacrificed. On a roll of 6+ Hashut accepts your offering and will either i) heal 1 Wound to each Adventurer or ii) the players may nominate any one Adventurer – the next time that Adventurer attacks in hand-to-hand combat his first strike will automatically hit its intended target.
Slaves may be the target of defensive as well as healing spells or other effects from their Masters.
Daemonic Artifacts and Daemonforging
Binding the essence of a daemon to a physical object is a difficult task, and although the essence that comprises daemons is not physical, daemons do have a physical form, the size of which is intimately linked to their power. Binding a daemon to a physical object such as a weapon, piece of armour, or a machine is an arduous and dangerous task. For any daemon this is a painful process which results in their imprisonment within a mundane physical object, and often leaves them with only a fraction of the essence that originally made them up, as the remainder is lost during forging. As such, the vast majority of daemons who have been bound in this manner are even more contemptible and hate-filled than they were before, and many would like nothing better than to regain a measure of their former freedom and control.
For Daemonsmiths it is easier to bind the essence of a daemon to a small object, provided the daemon's power is also sufficiently small. Binding more powerful daemons is difficult enough, but binding their immense energy into a small physical object is all but impossible, even for the Master Daemonsmiths in Zharr Naggrund. Binding powerful daemons to larger objects, such as warmachines, is more reliable in terms of achieving a successful blending, but still leaves the Daemonsmith with the problem of initially binding such a powerful creature.
In theory there is nothing to limit the binding of a daemon to an object as small as a ring or cog in a machine, although the amount of effort and risk associated with doing so with a greater daemon would be beyond the resources of most Daemonsmith guilds in Zharr Naggrund. For this reason there are relatively few daemonic artifacts smaller than a suit of armour or a hand weapon, and these in-and-of-themselves are relatively rare already. Most daemons which can be reliably controlled and bound lend themselves to entombment within physical objects on the same scale as those controlling and forging the artifacts. For this reason, although in theory there would be nothing to limit the binding of a daemon to an entire building or city, no such daemons with essence and spirit sufficient to occupy such structures are known. Furthermore, the larger the object the daemon is bound to the more its power is diluted.
Some lesser daemons are more easily controlled and there is little to worry about when encountering a daemonic object, but by this same token, other daemons have lost little of their mettle being bound within smaller artifacts and use their time imprisoned to plot their vengeance on any being of flesh. There are daemons for whom being bound to an object, even as uninteresting as a piece of armour, has granted them freedom they may never have known. Such daemons result in artifacts which are easy to use and pose little threat to those it comes in contact with. The binding of a large powerful daemon, on the other hand, often leads to a dangerous artifact whose power comes at the price of the corrupting influence of the daemon's immensely strong will.
The most dangerous artifacts to use are items which contain greater daemons imprisoned within, especially when they are bound within armour or other articles which must be worn. Daemonic weapons and warmachines at least hold the promise of a feast of souls for the daemon bound within when they are used. Artifacts such as armour are particularly dangerous as the imprisoned daemon hungers for the soul of the body it is covering. For this reason suits of armour have a reputation for being cursed, as the daemon bound within hungers eternally, its need to feed never fully satisfied.
Finally, there exists a rare form of daemon, the Spectral or Shadow Daemons, which all Daemonsmiths fear. None have ever seen their physical form, and they may not have one, but their essence can be harnessed and seemingly controlled and bound to a physical object. For such a daemon the binding is like putting a finger into a glove. They retain full control of themselves and can fully manipulate this new physical extension of themselves.
Further Play Tactics and Optional Rules
The following subsection contains notes and recommendations for gaming, including playing through multiple Adventures as well as some additional considerations that are not covered in the core Warhammer Quest rules. What follows is not intended to significantly alter game play, but keep things balanced and as fair as possible over many games.
Much of the following section has been adapted from the author's Strategy contribution to Warhammer Quest on boardgamegeek.com and is not intended to replace the core Warhammer Quest rules, only supplement them or to be taken into consideration in your games.
He Who Carries the Lamp
If there is a Sorcerer in the Party he is always designated Party Leader and the Lamp, carried by his Lamp Slave, is always his. The Lamp is not intended to be shared among Adventurers in the same way the Lantern is in regular games of Warhammer Quest. The Sorcerer, being also a Priest of Hashut, wields great political and ceremonial power and his leadership would never normally be challenged by another Chaos Dwarf. The Sorcerer, or his Lamp Slave, should always carry the Lamp. If the Sorcerer wishes he may offer to temporarily give the Lamp to another Adventurer to carry for him, in which case an Adventurer can explore the dungeon during the Exploration Phase, but the Lamp will never designate him Party Leader unless the Sorcerer is dead!
Adventuring Parties Without a Sorcerer
For those adventuring parties that do not contain a Sorcerer one of the other members must be elected to carry the Lamp, but they do not get the Snotling Lamp Slave. The Lamp can either remain with this character for every adventure or it may be shared among party members in the same manner that the Lantern is in regular Warhammer Quest games (see main Roleplay Book, p. 10 – The Party Leader). Without a Sorcerer in the party the Lamp carrier is designated Party Leader, and as such always goes first and is responsible for exploring new Dungeon sections during the Exploration Phase.
Multiple Sorcerers in an Adventuring Party
If there is more than one Sorcerer in a group of Adventurers then each will be accompanied by a Snotling Slave, but there will only ever be one Snotling carrying a Lamp. The Party Leader should always be the Sorcerer with the highest Battle-level, and it will be his Snotling carrying the Lamp. If the Sorcerers are of the same Battle-level and there is no agreement between them regarding who should lead, then determine randomly. During subsequent Adventures the job of Party Leader should alternate back and forth until one is of higher Battle-level.
Drawing Treasure Cards
The rules regarding drawing Treasure cards in Warhammer Quest – where the Party Leader carrying the Lantern draws Treasure cards and chooses who best to give the treasure to (while keeping the distribution even) – are modified somewhere herein. As the Sorcerer is always Party Leader due to his rank the players may decide how they will draw treasure:
A) The Party Leader (normally the Sorcerer) draws the Treasure and determines to whom it should go. Treasure should always be dealt out evenly among the Party members.
B) Allow each player in turn to draw their own Treasure card off the top of the Treasure deck. This Treasure is considered theirs as their Adventurer found it and they may do with it as they like.
Some Notes on Tracking of Treasure and Objective Room Treasure
Over many consecutive games, using the same party, you will be drawing a lot of Treasure cards for the same Adventurers over time. The core Roleplay rules suggest that Treasure card drawing starts with the player controlling the Party Leader, who divides up treasure evenly among the Party members. In Chaos Dwarf games, with the Sorcerer as Party Leader, Treasure card drawing always starts with him. If you're only going to play one or two Adventures before retiring the Party members, then don't worry about keeping track of Treasure.
Where a party has been playing for a while and also draws Objective Room Treasure when completing an Objective room, the number of cards drawn becomes significant. Each Adventurer/player gets a roughly equal share of Treasure each game, as per the rules. After an Adventure, everyone usually has received an equal amount of Treasure, but not quite. Since one player, the Leader, always draws first, he's never missed from one game to the next, but there is usually one or two players who are significantly behind in the "Treasure pool" because you will never draw exactly enough Treasure for everyone to get an equal number of cards each game. Players often lose or sell Treasure as well, so counting Treasure cards in hand is also not useful. If the Leader was the last to draw a Treasure card and then the play group breaks for a week, the next time play resumes the Treasure card drawing starts back at the Leader again, beginning a new cycle. Over 10 to 20 or more gaming sessions the other players will notice that the Leader has a ridiculous pile of Treasure. The Party Leader getting too much treasure really will happen if players don't keep track of who has received Treasure cards.
It is recommended that one player keep a record sheet, viewable by all, with each character/player listed and a tick mark below each name, indicating who is up to receive the next Treasure card. Be sure to keep a separate list for who has most recently drawn Objective Room Treasure too.
Luck Will Save Your Life
Aside from increasing your Battle-level, Event 1,6 (when traveling to a Settlement) presents an opportunity to buy a "Lucky Charm". There's a chance for it to be fake, but always pay the gold regardless. At advanced Battle-levels there will be opportunities where you'd gladly pay 2000 gold just to get a re-roll of any sort!
Once you get Luck, don't squander it early in a Dungeon. Just because you rolled a 1 for the Event in the second room doesn't mean you need to use a Luck to re-roll it. Save your Luck for times when rolling the dice has a chance of killing an Adventurer outright. There are plenty of them!
Starting and Ending Adventures (Exiting and Entering a Dungeon)
The rules state that each Adventurer's Wounds, Luck, etc. are not restored until the start of the next Adventure. This means if your Adventurer finishes an Adventure on one Wound he will not return to full Wounds until he is about to step into the next dungeon. Technically, he starts fresh when he begins a dungeon. Stretching this rule a little, one might be tempted to argue that every time you step out of the dungeon and step back in you're at full Wounds (and back at your starting Luck, Power, etc.), presumably because your Adventurer was able to safely make camp outside and rest.
This can be abused. What if the first room is a Dungeon room (one of the ones guaranteed to have Monsters in it)? Your Party could walk into the first room, fight, get gold and Treasure, walk out and step right back in again, over and over. In computer games this is called "mining". It's doable, but not so good. Here are some things to consider or incorporate:
-
Your Adventurer only gets his Wounds, Luck, Power, etc. back once an Adventure has been completed (meaning the Adventurers made it to the Objective room), and they are ready to start a new Adventure.
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If you generated Monsters and placed them on the board, your Adventurers have to face them. For example, if you are using the Monster tables in the RPG book to generate higher level monsters and things go badly, you can't just run out and reset everything. Once Monsters are placed in the dungeon, they should remain on the board until they are cleared/killed. If a Dungeon Room was cleared of the Monsters that automatically appear when the Party enters the room, that board should not continue to generate new Monsters just because the party leaves the dungeon and re-enters. If there are Monsters remaining on the board that can't be killed for some reason, players should have to work around these problems cleverly, and there are ways to avoid big bad guys – things like cave-ins, the portcullis, pits, running out of range to use missile weapons, funnelling Monsters into narrow corridors, etc. In any case, any triggered Monsters that are not killed should be left in play in the dungeon, in case the Adventurers ever have to backtrack. To keep things more fair, however, if the Adventurers can't heal outside the dungeon, at least consider not returning the Monsters to full Wounds either, and don't let them continue to cast spells, especially summoning spells, unless there are Adventurers present. Feel free to let the Monsters wander for a turn or two, however.
-
Similarly, if the Adventurers leave the dungeon prematurely, they might forfeit any gold they gained while exploring and battling, perhaps even forfeiting Treasure as well. This rule is less important to consider incorporating.
Warp Jump and Forge-born Taurus
The Wizard's spell, Warp Jump, and the Chaos Dwarf Sorcerer's spell, Forge-born Taurus, cost 7 and 10 points of Power, respectively, and are two of the more powerful and versatile Spells in the game. They also lead to issues like being able to warp to the entrance at almost any point, allowing the party to exit and re-enter at any time – in which case you should re-read Starting and Ending Adventures above.
Warp Jump and Forge-born Taurus allow the caster and any adjacent friendly units to teleport to any previously explored part of the dungeon immediately. If you've got the Power to spare you can do some interesting things. One of the problems with long corridors is that it invariably takes two Event die rolls to get from one door to the next, like in this example: Roll for an Event, move up 3 or 4 spaces. Turn ends. Roll for an Event, move up the last few spaces to the doorway, then reveal the next board section during the Exploration Phase. There's a 33.3% chance of getting a "1" on the Event die, in the above example as you have to roll twice for long board sections, and something bad often follows rolling a 1. With Warp Jump or Forge-born Taurus you can reduce that chance to its minimum: 16.7% chance (1 in 6). The way to do it: End everyone's turn at a doorway in a formation so that they're adjacent the caster. During the Exploration phase, let's say you turn over a Corridor/Passage (those long 2x6 hallways). Once the Adventurer has explored and found a corridor, even though they haven't set foot in there, it's considered explored for the technicalities of the Warp Jump and Forge-born Taurus spells! So the Adventurers start the following turn by rolling the Event die, as long as you didn't get a 1 (and have the Power for Warp Jump or Forge-born Taurus). The caster can immediately move everyone in formation straight to the next doorway. The other Adventurers can skip or end their turn, prompting the next Exploration phase. Congratulations, you just avoided rolling the Event die. In this regard, Warp Jump and Forge-born Taurus are better when you have to backtrack to a T-junction. Keep thinking this way and your Adventures will go much more quickly and you'll avoid a lot of trouble. Don't worry, there's always enough gold/Treasure to advance your Battle-level, and have fun without extra Unexpected Events!
These two spells can also help a party out of a jam, such as in a crowded Objective room with very tough Monsters that the Party is cut off from. As long as one of your Party's "tanks" can get close to the caster, and as long as there are sufficient empty spaces available for your caster and the heavy-hitter to move in the exact same formation too, then the caster can move himself and the "tank" into the sweet spot. This same idea works masterfully for avoiding huge Monsters who are about to decimate a group of Adventurers. Even if you have to spend your Adventurer's reserve Power to do it, if the caster can move the entire party to a safe location, then it's probably reserve Power well spent, as you can always heal later... but you have to be alive to do it!
Keep in mind, only Attack spells count as an attack. Warp Jump and Forge-born Taurus aren't attack spells, so they can be cast before an Adventurer moves, or after one Adventurer has attacked but before the next Adventurer does, or even after one Monster got in a lucky hit and took someone down to 1 Wound, you could quickly whisk everyone out before the next hit is rolled. Remember that once hits are rolled you have to deal with the damaging consequences, so take pre-emptive action!
Pit of Despair and Pit of Shades
The Pit spells are another one of those flexible and useful spells that can be used cleverly to get you out of trouble. They only have a 33.3% chance of swallowing up a monster on one of the squares that it occupies when it is cast, but it can be used strategically and defensively as well. If you are starting to feel like you're being overrun with Monsters, a well-placed Pit of Despair can isolate a group of Monsters from your party or buy you enough time to re-group while they manoeuvre around it. If you need to place a pit between the Adventurers and the entrance or exit then Pit of Shades is the best choice as it closes itself up after it has done its work.
The Pit of Despair is especially good if you can trap some powerful Monsters on the other side who do not have a ranged attack. By placing a Pit of Despair in a corridor you can give the Adventurers some space between them and a group of Mummies (which have 40+ Wounds and Tomb Rot – which hits anyone adjacent them and is Fatal Damage, meaning it can't be healed until next turn), giving them the safe distance they need to pick them off with Blunderbusses, Crossbows or Spells.
Similarly, if a Monster is not swallowed up by a Pit of Despair, then the Monster is placed on an empty adjacent square on the current board section or an adjacent board section. If there is no space in any of these locations then the Monster is swallowed up anyway. This can be used to great advantage to put Monsters around the board if they aren't swallowed up, or pits can be placed so that Monsters don't have any valid location to be placed and are forced to fall in. In the case of Pit of Shades, the Monster remains on its original space if it does not fall in the pit.
How Far Can Adventurers and Monsters See in the Dungeon?
The rules for the Lamp/Lantern state that it illuminates the current board section as well as those adjacent. So if your Adventurers are using missile weapons or spells on targets within their line of sight, this implies that while in the dungeons they can only see through to the board sections which are adjacent to the Lamp or Lantern. The following example illustrates this, with board sections 1, 2 and 3 being illuminated (separated by doorways):
- The Annihilator is in room 1.
- The Sorcerer and his Lamp Slave are in room 2.
- There are Monsters in rooms 3 and 4.
The Annihilator can only fire a Crossbow into room 3, but cannot target Monsters in room 4, even though they may technically be within range of his Crossbow. This same targeting rule does not necessarily hold true for the Monsters! The Monsters can apparently see just fine in the dark as they don't use Lamps or Lanterns, but in any event here we have a group of Adventurers walking around in the dark with a source of light, illuminating themselves. It's like a bullseye for Monsters! This should make it very easy for Monsters further away to see and target the Heroes. So going with our example above, if there are Orc Archers in room 4, they should be able to shoot arrows at the Annihilator in room 1, even though from the Annihilator's perspective the arrows are coming from the darkness beyond the Lamp light! Feel free to modify or adjust as you see fit. Having Monsters cast spells or fire missile weapons from five or six board sections away may be too powerful. Our group sticks with a rule that Monsters can see one additional board section further than the Adventurers can – so Monsters see up to two board sections beyond the one they are on.
Do Not Roll Those To-Hit Dice Too Hastily!
[The playtest anecdote in the source is condensed here; the advice that follows is transcribed.]
A player rolled for a Monster's attack on the Sorcerer after the Sorcerer player said "Wait. Don't roll to hit yet, I need to do something"! In this instance the other player rolled for the hit immediately and the hit was counted, so the damage had to be worked out at once as part of that successful hit. That put the Sorcerer on zero Wounds and any clever planning was lost. On the subsequent turn nobody could get to the Sorcerer and the rest of the Party soon fell as the Sorcerer wasn't there to heal them.
So keep this in mind – if you're playing by the rules, once someone rolls a die for any unit they've effectively chosen what that unit is doing and you can't change your mind and re-roll it.
In a similar vein, less scrupulous players will try just rolling a die at the start of their turn but not declaring what it's for until after they see that it has come up with a number they like, then say "Oh, I'm rolling to hit". Often not declaring a roll is just an innocent mistake. After a dozen games this becomes questionable. Consider a house rule stating that undeclared rolls are to-hit rolls, or that any roll, regardless of the result on the die, must be declared before it is rolled.
Once hits are rolled players must deal with the consequences of those hits (determining damage usually).
Between Adventures
Although it is beyond the scope of the Warhammer Quest game to play out an actual journey overland which may take several weeks, the rules and tables in this section give a good representation of the hazards and obstacles that the Adventurers must overcome on their way back from the wilds, through the harsh and unfriendly territories of the Empire, as well as the realms of the Elves, Dwarfs and other vile creatures. This section of the rules also looks at the sorts of things that occur once the Adventurers reach their destination.
Although by no means essential to your games of Warhammer Quest, the following tables flesh out the Adventurers' experiences and create an exciting narrative to serve as a backdrop for their adventures. Once you have found the Objective room and finished each game of Warhammer Quest, you can use the rules in this section to determine what happens to the Adventurers before they go down into the next Adventure.
Travelling
Before the Adventurers can spend their Gold, the players must decide where they are going to, and how far they are from their chosen destination. The underground locations where the adventures take place are nearly always situated in remote areas from a Dawi Zharr Settlement.
The Travel Table below shows how far the adventure site is from the nearest outpost, town or city in the Darklands. The distance is represented by a number of weeks' travel, with each week's travel having a certain number of Hazards.
Travel Table
| Party's Destination | Travel Time | Hazard Rolls |
|---|---|---|
| Dawi Zharr Outpost | 2 weeks | 2 |
| Zharr Grungron Ankor | 3 weeks | 2 + 2* |
| Uzkulak or other Dawi Zharr Darklands city | 5 weeks | 5 |
| Zharr Naggrund | 6 weeks | 6 |
* Indicates roll twice on the normal Traveling Hazards and twice on the Underway Traveling Hazards Table.
Dawi Zharr Outposts and Refuges
There are a number of hidden outposts or refuges scattered throughout the realm, although the whereabouts of all of them is only known by the High Priest of Hashut in Zharr Naggrund. The Dawi Zharr of Zharr Grungron Ankor know of some of them, scattered throughout the realm both above and below ground. Travel to one of these small hidden outposts is relatively quick, but the populations are relatively small and there are few amenities. They are often hidden away in treacherous terrain away from prying eyes or hidden beneath the earth.
Zharr Grungron Ankor (Deep Forge)
Zharr Grungron Ankor, also known as Deep Forge, is situated deep below the Black Mountains and is the home of the Adventurers in this expansion. As such, the Party is almost always relatively close to Zharr Grungron Ankor or is always planning to return here. Travelling across the Overworld under cover of night and avoiding detection is only a fraction of the journey; the last leg takes the Adventurers below the Black Mountains, through the ruins of the ancient Dwarf Underways and beyond labyrinthine caverns and tunnels beneath the Underways. It is here that Zharr Grungron Ankor lies, beyond detection or discovery.
The process of travelling to Zharr Grungron Ankor requires that the party roll on two separate Hazard Tables: the first is the usual Overworld Table, which represents one week of travel each; the second is the Underway Table, which represents individual days of travel.
Zharr Grungron Ankor is considered a town in all respects, as its population has only recently recovered from the Black Orc rebellion. Although the population may be relatively small, they have forged for themselves a reputation as masterful engineers and daemonsmiths, able to construct amazing mechanical devices, both inanimate and daemonic. Part of the secret to their success is The Cataract, a tear in the fabric of the world which reaches through to the Realm of Chaos, through which the Daemonsmiths and Sorcerers can draw power and daemonic creatures.
The undermountain region surrounding The Cataract is a rich source of precious metals and magical power. Many of the Zharr Grungron Ankor slaves are found mining and excavating in this area.
The Party will often find many useful things in their home town, as well as specialty shops which simply cannot be accessed elsewhere because of the specialized nature of the Zharr Grungron Ankor Dawi Zharr, although availability of such items may be poor due to demand.
Dawi Zharr Cities in the Dark Lands
Travelling to other locations within the Dark Lands, such as Uzkulak or another Dawi Zharr city, is a much longer journey, but once there the Party has access to all the amenities a city has to offer.
Zharr Naggrund: Travelling to Zharr Naggrund within the Dark Lands takes an additional week compared to other cities, but its booming population and never-cooling furnaces of industry and construction mean that almost any item imaginable can be found here relatively easily and may be worth the trip in many cases.
Travelling to the Adventure Site
Unless any special rules for the adventure that the Party is embarking on state otherwise, travelling times and Hazards only apply when travelling from the adventure to a Dawi Zharr Settlement. When the Adventurers leave the Settlement ready for the next adventure, they don't use any of the rules in this section for their journey. This is because the Adventurer's route to the adventure site is planned in advance, whereas they don't have a clue where they'll emerge once an adventure is over.
Overworld Travelling Hazards
Note that if any hazard ever results in the Adventurers skipping a visit to a Dawi Zharr outpost, town or city they will be unable to off-load any slaves they might have with them, and this will mean they must begin the next dungeon with slaves already in hand, therefore reducing the number they may capture.
11 Massacre
The Adventurers come across the burning remains of a Dawi Zharr slave cart in a clearing. Roll 1D6 for each Adventurer. The Adventurer with the highest score recognizes the dying raiders as his blood kin. One of them is able to tell the Adventurers who perpetrated the massacre. Roll 1D6:
| Roll | Enemy |
|---|---|
| 1 | Men |
| 2 | Dwarfs |
| 3 | Elfs |
| 4 | Orcs |
| 5 | Goblins |
| 6 | Skaven |
From now on, the Adventurer whose kin have been slaughtered Hates this type of foe. Note this down on his Adventure Record sheet. Every time he kills one of these foes, this Adventurer also gains an extra 5 Gold on top of the enemy's Gold Value.
12 Fire
During the night a fire rages through the camp. The intensity of the blaze is such that it may turn the Adventurer's gold to lumps of molten metal. Roll 1D6 for each Adventurer and consult the following table:
| Roll | Result |
|---|---|
| 1 | Your Adventurer's gold is melted beyond recognition. It is now only worth half its original value. |
| 2-5 | Luckily, your Adventurer's gold wasn't affected and he is still as wealthy, or as poor, as he was before the Fire! |
| 6 | Your Adventurer's gold is intact! In addition, as he scrambles in the blackened earth to retrieve his fortune, he finds a long-buried gemstone worth 1D6x50 Gold. |
Not wanting to waste such a blaze, the Adventurers may make a sacrifice to Hashut using any surviving slaves they took with them into the previous dungeon, or any of those captured (but not slaves in reserve). If an Adventurer makes a sacrifice, roll 1D6, adding +1 to the result for each slave sacrificed:
| Roll | Result |
|---|---|
| 7-8 | Hashut has seen fit to recognize your devotion. At any time during the next Adventure you may nominate one of your attacks (before rolling any to-hit dice). This hit will automatically succeed. Once this is used the blessing is lost. |
| 9-10 | Hashut has bestowed you with a blessing. At any time during the next Adventure your Adventurer can be healed back to his starting Wounds. Once this is used the blessing is lost. |
| 11+ | Hashut has bestowed you with a rare blessing: your Adventurer may increase any one of his base characteristics by +1, however you may not increase Wounds or Move in this manner. |
13 Chapel
The Adventurers see a small chapel curiously constructed within the entrance to a cave system in the side of a mountain. If you wish, your Adventurers may avoid this place, or they may desecrate it. If the chapel is desecrated roll 1D6 on the following table:
| Roll | Result |
|---|---|
| 1 | The gods were particularly displeased with your acts. Each Adventurer must roll 1D6. The Adventurer with the lowest score must subtract 1 from any one of his base statistics, except Wounds. |
| 2-5 | Considering your efforts a job well-done, the Adventurers continue on their way with grim satisfaction. |
| 6 | While smashing the chapel the Adventurers find a hidden alcove containing offerings to the gods. Each Adventurer may take an item of Treasure. |
14 Quake
The ground opens up in front of the Adventurers, creating an impassable chasm that stretches as far as the eye can see. The Adventurers have three choices:
a) Abandon any hope they have of reaching a Settlement, in which case they must go straight into the next Adventure.
b) Go back to the caves they just left and start their journey again from scratch, taking a different route.
c) Use any length of rope or chain that they have to cross the chasm. If they cross the chasm with a rope, they may not take mounts (unless they are flying), carts, etc. In addition, any slaves captured must be left behind (or may be tossed into the chasm). Furthermore, they must discard the rope or chain once they have safely reached the other side.
15 Stranger
The Adventurers meet a stranger who asks where they are heading. After severing his head from his shoulders, one of the Adventurers finds a map in his pocket with what looks like a crude drawing of the surrounding lands, and several Dawi Zharr outposts and settlements hastily scrawled onto it, including what looks like a shortcut to where the party is going! The Adventurers may continue on their way and ignore the map or may try to follow the indicated shortcut. If they follow the map roll 1D6:
| Roll | Result |
|---|---|
| 1-3 | The map was very badly drawn and it seems the stranger's scribblings were nothing more than mere guesses at where settlements and outposts were located. The party is hopelessly off-track and soon lost – adding 1D6 weeks to the length of the journey. |
| 4-5 | The shortcut on the map turns out to be no quicker. |
| 6 | The map was very accurate and it knocks a week off the Adventurers' journey time. |
16 Pedlar
During a night trek the Adventurers are stopped by a pedlar – a strange-looking individual wearing brightly coloured rags and carrying a number of wicker baskets in which he keeps his wares. He capers from side to side, playing a piping tune on a reedy flute. The Adventurers may buy things from him, or they may choose to subdue him and take the wares for themselves.
If they decide to buy things from him, he has:
- Healing Potion. 50 Gold. Heals 1D6 Wounds. One use.
- Lucky Charm. 50 Gold. An Adventurer wearing this gains +1 Luck.
- Bronze Wristbands. 30 Gold. An Adventurer wearing these may ignore 1 Wound during any single combat. One use, then they are broken.
- Chalk. 20 Gold. An Adventurer with chalk may mark an escape route out of the dungeon and therefore needs not roll on the Escape Table (from the Adventure Book), should he wish to leave the dungeon. One use.
- Trinkets. 20 Gold. If on the Adventurers' travels anyone demands gold from them for any reason they can try and give him these trinkets instead. Roll 1D6. On a score of 1, 2 or 3 they refuse the trinkets and insist on being given the gold. On a score of 4, 5 or 6 they accept the trinkets instead of the gold. Trinkets are only acceptable to fellow travellers, and are never accepted as payment for anything in a Settlement.
Each Adventurer may buy a maximum of one of each item, except trinkets, which he may buy up to six of. Once the Adventurers have made their purchases, the pedlar vanishes into the darkness. Now roll 1D6 for each object the Adventurers have bought. If the result is a 1, that item is shoddily made and is useless. The Adventurer has been conned and must discard the item immediately.
If they decide to fight him he reacts with lightning-quick reflexes, and while dodging their blows draws his own sword and strikes the nearest Adventurer. Roll 1D6 for each Adventurer; the Adventurer with the lowest score has been struck by a magical Poison blade for 2D6 Wounds, with no modifiers for Toughness or armour. The pedlar then vanishes into the darkness. If this attack brings the Adventurer to zero Wounds his comrades will bandage his Wounds overnight and he will be brought back to 1 Wound and ready to travel again, but as usual for Poison attacks, his Strength is permanently reduced by -1 when he is healed to 1 or more Wounds.
21 Tornado
The Adventurers are hit by a tornado while trekking between cave systems above ground. The ferocity of the storm rips at the crumbling cliff path, attempting to pluck the Adventurers from safety.
Roll 1D6 for each Adventurer. Look up the lowest number rolled on the following table to determine what happens to the Adventurer with that score, as well as the slaves that were travelling with him (captured slaves in a slave cart are immune, but those pulling the cart are not).
| Roll | Result |
|---|---|
| 1 | The tornado throws your Adventurer into a gaping ravine, breaking his legs and killing any slaves on foot that may have accompanied him. He must be carried to safety by the other Adventurers and any remaining slaves, adding one week to the journey time. As soon as the party arrives at its destination, the Adventurer must pay 100 Gold to be healed. If he cannot afford it, the healing takes all the Gold he does have, plus one piece of equipment, treasure or two slaves as payment. |
| 2 | Hanging from the ledge by his fingertips, the only way your Adventurer manages to stay on is by grabbing at any slaves on foot nearby that he might have, and letting his gold drop into the chasm. Your Adventurer loses 5D6x10x(his Battle-level) Gold (or all he has if he has less), as well as any slaves he may have had travelling on foot. |
| 3-6 | Your Adventurer holds on, but his weapon is plucked from his grasp. Discard any one of your Adventurer's weapons. |
22 Uneventful Week
[Entry has no text in the source.]
23 Plague
The Adventurers arrive at the outskirts of a large town in the grip of the plague. All roads are blocked and scores of guards and troops patrol the countryside to dissuade any townsperson from attempting to flee, however none of the guards would dare approach the city. This is also making it quite difficult to continue travelling, even if the party were to go around. The Adventurers' journey is over, and they must now either go straight onto the next Adventure or they may shackle their slaves in a nearby cave and sneak into one of the less inhabited quarters of the town and attempt as best they can to blend in with the locals.
If the Adventurers stay, refer to the Settlements section in the normal Roleplay book (this location counts as a town, so living expenses are 2 Gold per day, each). However, they may only visit the Alehouse or Gambling House special locations once, as normal, or The Armourer, The Fletcher, The Weaponsmith, The Animal Trader, The General Store or the Gunsmith. At the end of each day you must also roll once on the Settlement Event table in the normal Roleplay book as well, and although they are loathe to do so, Adventurers must act in accordance with how these weak pitiful whelps normally would, lest they be discovered immediately and chased from the town!
In addition, the plague as well as the possibility of being discovered as a "Chaos Dwarf" mean that each time you roll on any table for your Adventurer (such as determining a shop's stock, etc.), you must also roll 1D6 on the following table:
| Roll | Result |
|---|---|
| 1 | Your Adventurer contracts the plague. He is at -1 Strength for the duration of the next dungeon. |
| 2 | Your Adventurer contracts the plague. He is at -1 Toughness for the duration of the next dungeon. |
| 3 | Your Adventurer has been discovered! With few guards actually remaining within the town, besides those with the plague, your Adventurer takes advantage of what little time there is to gather his possessions and beat a hasty retreat out of the town through a disused alley. He must remain in hiding outside the Settlement until the rest of the Party joins him. |
| 4-6 | Your Adventurer remains undiscovered and unaffected by the plague – for now! |
24 Uneventful Week
25 Prisoner
As the Adventurers make their way through a winding cavern, they hear the noise of armed men approaching. Taking cover, they watch as a band of swarthy mercenaries troops by, dragging a wealthy-looking man behind them. The Adventurers can either fight the mercenaries, taking them and their prisoner as slaves (they are all Men) or kill the lot of them (if they are unable to take any more slaves with them). If the Adventurers attack the mercenaries, roll 1D6 on the following table:
| Roll | Result |
|---|---|
| 1-2 | The mercenaries drive the Adventurers off, taking some of their Gold and slaves in the process. Each Adventurer loses 1D6x10x(his Battle-level) Gold, as well as 1D6 slaves. |
| 3-4 | The Adventurers kill the mercenaries after a long struggle, unable to keep any as slaves, and unfortunately the mercenaries also slaughtered the prisoner in the process. The Adventurers each find 1D6x20 Gold as they search the bodies of the fallen. |
| 5-6 | The Adventurers best the mercenaries in a fierce fight (taking 1D6 of them as slaves if desired), and they also claim the mercenaries' prisoner as a prize. They may either kill him now or one of the Adventurers can take him as a slave. As they search the bodies of the mercenaries and their prisoner each Adventurer finds 1D6x20 Gold, and roll 1D6 for each Adventurer. The Adventurer with the highest score (breaking ties by rolling again) finds an item of treasure around the wealthy man's neck. It is a Luck Charm, which will add +1 Luck to the wearer. |
26 Guests
The Adventurers arrive in a small clearing and are greeted by scantily-clad seductresses and all manner of temptations of the flesh. Unable to resist, the party remains as guests. They are wined and fed to excess, and have a most enjoyable evening.
Waking up the next morning, they realize that they had wandered into an illusion and they are surrounded by Daemonettes of Slaanesh. Attempting to talk their way out of it with assurances that the Dawi Zharr society has a trade agreement with many Slaanesh factions and armies, the Daemonettes are unphased and demand a number of conscripts for a forthcoming battle. If the Adventurers have slaves they may turn over 1D6 slaves each. If any of the party do not have slaves, someone else in the party can make the donation, or they can part with two items of Treasure, of your choosing, to appease the Daemonettes, who will use this treasure to attempt to lure others.
31 Witch's Cave
Deep in a gloomy ravine the Adventurers come across the entrance to a dark cave. Inside it dwells a twisted, ugly hag who claims to be a witch. Not wishing to offend the chaos god they may be in service to, the party decides not to kill her, but can purchase potions from her.
Each Adventurer must pay 1D6x10 Gold to get a single potion (roll the amount needed to buy each potion separately), and must drink it immediately. Roll 1D6 on the following table:
| Roll | Result |
|---|---|
| 1 | Your Adventurer falls unconscious, writhing in agony as fire burns through him. When he awakes he feels strangely weak. He is at -1 Toughness for the duration of the next Adventure. |
| 2-4 | The potion warms your Adventurer to the core. He gains +1 Wound to be added permanently to his Starting Wounds score. |
| 5-6 | A powerful heat surges through your Adventurer, and he feels energy coursing through his muscles and sinews. He is at +1 Toughness for the duration of the next Adventure. |
32 Famine
On the Adventurers' travels, they pass through lands cursed by famine and drought. The local peasants and farmers are weak and feeble and pose little threat, so the party decides to spread out across the farms, replenish their slave numbers and put the rest out of their misery. Roll 1D6 for each Adventurer on the following table:
| Roll | Result |
|---|---|
| 1-2 | Your Adventurer is ambushed by a very large group who were lying in wait within a dilapidated old barn. Although he is able to escape, your Adventurer drops 1D6x20 Gold during the skirmish. |
| 3 | Your Adventurer only finds an old toothless hag who is near death. Dispatching her in disgust, a turn-out of her hovel and surrounding buildings only turns up 1D6x10 Gold. |
| 4-5 | Your Adventurer finds several starving peasants who put up a pathetic fight but are easily subdued. Your Adventurer may either take 1D6 man slaves, or he may kill them. |
| 6 | Your Adventurer finds the elder of these parts, hiding in a small hut. He is easily subdued and he reveals to you that other farmers and their families are in hiding beneath a locked cellar door and are completely defenceless. Your Adventurer may take some or all of them as man slaves, in which case there are 3D6 of them, and he may keep any number, killing the remainder or he may donate them to other party members. If the Adventurer decides to kill them all, during the scuffle a glint can be seen in the dirt of the cellar floor. Once everyone has been slain the Adventurer searches the ground and finds a poorly hidden Sword of Sharpness. Each time it is used it causes +2 Wounds on any foe it hits. It has a Gold value of 200 if sold. |
33 Uneventful Week
34 Bad Map
The Adventurers' journey is over, but the Settlement that they were heading to turns out to be wrongly marked on the map, and is little more than a Dawi Zharr outpost for scouts and raiders. The Adventurers may stay there anyway and buy basic equipment, etc., but must roll for item availability as for an Outpost/Village.
35 Pool of Dreams
The Adventurers come across a deep pool of freezing water on top of a mountain. Its surface is like a mirror, with shifting images drifting across its still, icy surface. As the Adventurers gaze into the chill waters they see twisted reflections of themselves, crushing their enemies and driving slaves forward by the lash of their scourges. Roll 1D6 on the following table for each Adventurer:
| Roll | Result |
|---|---|
| 1-3 | Although he can see these reflections, the Adventurer cannot make sense of them. |
| 4-6 | The Adventurer realizes that he is being granted a vision of the future! At any time during the next dungeon, he may ignore any one blow that would otherwise hit him. The Adventurer recognizes the blow before it hits home as the vision from the pool, and dodges away just in time. What's more, the visions have temporarily improved his management and handling of slaves and he may capture up to five additional slaves next adventure, as any time they attempt to break or flee he responds as though he has a sixth sense, having witnessed their attempts to free themselves from the visions in the pool. Note these traits on his Adventure Record sheet, crossing it off when the next Adventure is complete. |
36 Lightning
As the Adventurers are setting up camp on the top of a hill, a storm gathers above them. The sky blackens and grows dim, and thunder rolls. The next instant a lightning bolt streaks from the sky, hitting one of the Adventurers in the head.
Roll 1D6 for each Adventurer. The Adventurer with the lowest score is hit by lightning, melting his armour. He loses two items of armour (a shield and a helmet, for instance). If the Adventurer doesn't have two items of armour, the armour he does wear is destroyed and the lightning bolt sets his clothes alight too – he arrives in the next Settlement in tattered, charred rags and must therefore buy new coverings and boots.
41 Lost
After a few days' travel, the Adventurers admit to themselves that they are absolutely lost. They are about to give up the journey completely when they notice smoke curling into the sky a few miles away. A couple of hours later, the Adventurers discover the source of the smoke – a small village not marked on the map. They may either attempt to sneak into the village and go about their business unnoticed, abandon their journey to any other Settlement and begin their next Adventure immediately, or start their journey to their desired Settlement all over again, starting at week 1.
If the Adventurers stay, they shackle their slaves and hide them in a nearby cave. Refer to the Settlements section in the normal Roleplay book for the village (this location counts as a village, so living expenses are 1 Gold per day, each). However, they may not visit any special locations once, but may visit The Armourer, The Fletcher, The Weaponsmith, The Animal Trader, The General Store or the Gunsmith (roll for stock as a village). At the end of each day you must also roll once on the Settlement Event table in the normal Roleplay book as well, and although they are loathe to do so, Adventurers must act in accordance with how these weak pitiful whelps normally would, lest they be discovered immediately and chased from the village! The possibility of being discovered as a "Chaos Dwarf" means that each time you roll on any table for your Adventurer (such as determining a shop's stock, etc.), you must also roll 1D6 on the following table:
| Roll | Result |
|---|---|
| 1 | Your Adventurer has been discovered as an agent of Chaos and a mob has gathered to hunt him down. Running from the frenzied mob your Adventurer barely escapes the clutches of several large men armed with swords and torches, however in the confusion he has lost three items of Treasure (your choice) as well as 1D6x10x(his Battle-level) Gold. He must remain outside the village and await the other Adventurers. Furthermore, any future rolls on this table by the other Adventurers this visit are modified by -1, as the villages are more vigilant! |
| 2-3 | Your Adventurer is spotted at the edge of the village by a mob, but he easily gives them the slip, ducking into the shadows and then makes his way out of town. He cannot return this visit and must await the other Adventurers outside the village. |
| 4-6 | Your Adventurer remains undiscovered – for now! |
42 Flood
The weather has been bad recently, and the land for miles around has been flooded, creating an impassable lake which has covered one of the entrances to the cave systems that the Adventurers had planned on using. The Adventurers can either abandon any hope they have of reaching their destination, in which case they must go straight into the next Adventure, or pay 200x(their Battle-level) each in Gold to a sympathetic ferryman, who is a Tzeentch follower, to take them across the obstruction.
43 Waylaid
The Adventurers come across an Elf village hit by a storm. The villagers are injured, starving and in disarray, making them easy pickings for replenishing your slaves. In the village is a cart that can be converted into a slave cart (there is only one, so the Adventurers must decide who keeps it if more than one of them does not already own one). The Adventurers stay for one week, torturing the villagers, consuming the last of their food and searching for any valuables. Although there is nothing of value, there are 3D6+10 Elf slaves to be had, which should be shared by the Party (using the slave cart if necessary). The remaining slaves are sacrificed to Hashut before the Adventurers resume their journey.
44 Uneventful Week
45 Which Road?
The underground tunnel system splits into two before the Adventurers. One tunnel leads to their chosen destination, but from their map it is impossible to tell which. Do they take the left fork or the right fork?
Once the players have agreed which road the Adventurers take, roll 1D6 on the following table:
| Roll | Result |
|---|---|
| 1-3 | The Adventurers chose the correct route and may continue on their journey. |
| 4-6 | The Adventurers took the wrong route and end up at a small Dawi Zharr outpost, finishing their journey prematurely. |
46 Ambush
As the Adventurers travel through a particularly dark glade in a gloomy forest, attempting to go unseen, they are ambushed by Forest Goblins riding Giant Spiders. Leaping from the shadows, they threaten to overwhelm the hardy Adventurers by sheer weight of numbers. Roll 1D6 for each Adventurer on the following table:
| Roll | Result |
|---|---|
| 1 | Knocked out by a sneaky blow from behind, your Adventurer wakens to find one of his weapons (determine randomly) gone, 2D6x100x(his Battle-level) Gold stolen, and 1D6 of his captured slaves are gone (if he had any). |
| 2 | Knocked out by a sneaky blow from behind, your Adventurer wakens to find 2D6x100x(his Battle-level) Gold stolen. |
| 3 | Knocked out by a sneaky blow from behind, your Adventurer wakens to find one item of equipment stolen (determine randomly). |
| 4 | Fighting a glorious battle, your Adventurer kills many Forest Goblins, gaining 1D6x10 Gold, but does not take any slaves. |
| 5 | Fighting a glorious battle, your Adventurer kills many Forest Goblins, gaining 1D6x50 Gold, and two Goblin slaves (which he may keep, immediately donate to another Adventurer or kill on the spot). |
| 6 | Fighting a glorious battle, your Adventurer kills many Forest Goblins, gaining 1D6x100 Gold, and 2D6 Goblin slaves (which he may keep, immediately donate to another Adventurer or kill on the spot). |
51 Uneventful Week
52 Blizzard
A blizzard howls across the land, swathing all in white. Unprepared, the Adventurers are trapped in a bitterly cold landscape, very unlike any place a Dawi Zharr might feel at home. Visibility is reduced to a few yards and movement is almost impossible through the banked drifts of snow. The Adventurers abandon all hope of reaching any large Dawi Zharr settlement and take refuge in the nearest Dawi Zharr outpost, cutting their journey short. Unfortunately, if any of the Adventurers had slaves with them they each lose 1D6 of them to a combination of the bitter cold and last night's camp pyre, which kept everyone else warm. They may buy equipment there as normal. After the blizzard abates, the Adventurers may go straight into the next dungeon.
53 Double Back
After many days' travel through thick undergrowth, barely able to see the hillsides and mountains, the Adventurers emerge into a gloomy clearing. In front of them is a cave entrance into a craggy rock face. After a moment's study, they recognize it as the very exit by which they left the dungeon!
The Adventurers have managed to work their way back to where they started and must now set off afresh!
54 Rockfall
As the Adventurers trek through a dark ravine, there is a dull rumbling above them. A few seconds later a shower of rocks and boulders comes crashing down, blocking their route completely. Although they can still complete their journey without losing any time, they must employ the use of slave labour to clear the path. If the Adventurers don't have any slaves with them then they must cover themselves in shrouds and use disguises in order to hire local labourers to clear a path, costing each Adventurer 1D6x10x(the Adventurer's Battle-level) Gold.
55 Slave Convoy
The lead wagon of a convoy pulls up alongside the Adventurers. The driver of the lead wagon, a grizzled and festering lump of a man bearing the mark of Khorne, says that he is heading for the same destination as the party, and if each Adventurer pays him 1D6x20 Gold they can hitch a lift, saving them one week's travelling time.
56 Uneventful Week
61 Militia
The Adventurers see smoke curling above the trees, and within a few minutes reach the crest of a hill overlooking a small Settlement. In the distance a group of well armed militia on horseback can be seen on watch. It would be best not to linger here with such well-prepared villagers. The Adventurers must go around the village and the surrounding fields, adding one week to their journey.
62 Brigands
As the Adventurers reach the outskirts of a small outpost, they are set upon by brigands demanding gold. They outnumber the Adventurers, but seem wary of the Adventurers' superior arms and armour. The Adventurers have a choice: they can either pay the brigands or fight them.
If the Adventurers decide to pay the brigands, each Adventurer must give up 1D6x10x(the Adventurer's Battle-level) Gold.
If the Adventurers fight the brigands, roll 1D6 for each Adventurer and add them together. This is the total number of brigands that the Adventurers are fighting. Each Adventurer may declare how many brigands he will try to capture as slaves. Then roll 1D6 for each Adventurer and add them together. This is the total number of brigands that the Adventurers manage to kill or capture – however, the Adventurers can only capture brigands if there are none left. If there are any brigands left alive or uncaptured after this, then they overpower the Adventurers, steal 1D6x20x(the Adventurer's Battle-level) Gold from each of them, rescue those who would have been captured, and they all disappear into the shadows.
63 Traveling Minstrel
A traveling minstrel who is a Slaanesh follower joins the Adventurers for the rest of their journey, as he tells them he is an emissary sent to deliver a message and tidings to the Dawi Zharr. When they reach the gates of the Settlement they are traveling to, he begins to play and sing, convinced that he will impress all. Roll 1D6 on the following table when the Adventurers reach their destination:
| Roll | Result |
|---|---|
| 1 | The minstrel's playing is awful, he is apprehended and killed (if it is a Dawi Zharr Settlement they will just say he never arrived!). Unfortunately, the Adventurers are also forbidden to enter the Settlement due to the company they keep. They must go straight into the next adventure. |
| 2-5 | No one is particularly impressed, but a few inhabitants are intrigued by the minstrel and are drawn to him. The Adventurers, meanwhile, are free to enter the Settlement as usual. |
| 6 | The minstrel's song and calls are so rousing that the inhabitants of the Settlement shower gold upon you. Each Adventurer gains 1D6x10 Gold. |
64 Fall
Roll 1D6 for each Adventurer. The Adventurer with the lowest score trips over a log and breaks his ankle. How embarrassing! Dragging him along slows the party down, adding two weeks to the journey (or adding only one week if there are at least two slaves available to carry him). When the Adventurers reach a Settlement, it costs the injured Adventurer 30 Gold to have his ankle healed.
65 Glorious Weather
The sun shines over fields of golden wheat, and the Adventurers make a mental note of this region, as its forthcoming harvest should be collected by the next raiding party to come through. Deciding to make a more detailed survey of the area and the inhabitants in order to relay that information to the scouts and raiding parties, the Adventurers add one week to their journey, but it will be in the name of the Dawi Zharr empire.
66 Storm
A storm hits the Adventurers' camp while they are traveling between cave systems above ground. It blows out the camp pyre and blows away their tents and equipment in a torrential rainstorm. Each Adventurer loses a piece of treasure (player's choice).
Underway Travelling Hazards
This section is exclusively for travel to Zharr Grungron Ankor and must be used after all necessary rolls on the Overworld Travelling Hazards Table.
Note that if any hazard ever results in the Adventurers skipping a visit to a Dawi Zharr outpost, town or city they will be unable to off-load any slaves they might have with them, and this will mean they must begin the next dungeon with slaves already in hand, therefore reducing the number they may capture.
11 Poisonous Gas Vents
Great fissures that reach deep into the earth have split open throughout this region of the Underway, belching forth noxious gasses. Roll 1D6 for each Adventurer and add their base Toughness to the result (not including armour or magical enhancements). If the result is 8 or more they are unaffected. If the result is below 8 they have been poisoned by the gas and noxious fumes, making them dizzy, light-headed and off-balance. For the next Adventure any affected Adventurer is at -1 to their Weapon Skill and -1 to their Ballistic Skill rolls (making it more difficult to hit enemies). The effect wears off as soon as the Adventurers enter an Objective Room. Note that this effect may last longer if the Adventurers are unable to reach an Objective Room in their next adventure for some reason!
12-13 Recent Construction
As the party of Adventurers enter what they expected to be a familiar region of the Underway, they find the unmistakable signs of recent construction – and it is not the result of any Dawi Zharr hand. New stone support columns are engraved with Dwarf runes and several newly-cut passageways in this area indicate that a team of Dwarfs have returned and are restoring this portion of the Underway. The Adventurers realize that now is the best opportunity to keep the Dwarfs from learning of the secret bastion of the Dawi Zharr beneath the Underway, and exact revenge for the wrongs of the past. The Adventurers cannot pass up an opportunity to catch a group of Dwarfs unawares within their own Underway and slaughter them all. The Adventurers quietly fan out through the area and locate a group of a dozen Dwarfs within a chamber that they and their stone cutting machines are excavating. Four of the Dwarfs are acting as a watch but did not notice the Adventurers as they crept through the passages. The Adventurers ready themselves and prepare for the assault, charging with bloodlust from the shadows upon the Dwarf workers.
There are 12 Dwarfs in total. Each Adventurer must roll 1D6 and add his Weapon Skill to the result. If the result is 9 or below the Adventurer has failed his attack. If the result is 10 or more the Adventurer has successfully slain one of the Dwarfs and may make a follow-on attack by rolling 1D6 again and adding his Weapon Skill. This process continues until the party of Adventurers has either collectively slain a total of 12 Dwarfs or each of the Adventurers has failed an attack roll.
If any Dwarfs survive they will retreat through an alternate passage and escape; if this happens the Adventurers do not get any reward for attacking. If all of the Dwarfs are slain each Adventurer gets 500 Gold, as well as 200 Gold for each Dwarf they slew.
14-15 Dawi Stronghold
The Adventurers are travelling through a massive stone cathedral within the Underway. From high above the Adventurers the sounds of metal on stone can be heard. Wary of having their route discovered, the Adventurers make a laborious detour along the steep stairways leading high up into the chamber. As they reach the highest levels the Adventurers discover a section of crumbling wall that is blocked by a massive iron portcullis. The portcullis is clearly of Dwarf design and locked. It begins to dawn on the Adventurers that the area of the Underway they are in is close to the location of a known Dwarf Stronghold in the mountain range above. The Adventurers can either attempt to break through the portcullis to see what lies beyond or avoid this region and continue on their way without incident.
If the Adventurers decide to break through the portcullis, each Adventurer must roll 1D6 and add his Strength (including any bonuses from magical items, but not weapons). If the result is higher than 10x the number of Adventurers (i.e. more than 40, if there are 4 Adventurers) then they successfully break through the portcullis. The rooms beyond the portcullis are the deepest chambers of a Dwarf stronghold where they keep their treasures and relics, but the upper levels are inaccessible because a massive stone slab blocks the passageway and there are no indications on this side of how it is moved. The party can safely loot the treasury and each Adventurer may roll once on either the Weapons and Armour sub-table (from the Roleplay book, p67) or the Magic Item sub-table (from the Roleplay book, p69). Once each Adventurer has rolled they collapse the room and passage from the Underway and may continue on their journey.
16-21 Mingol Zharr
The Adventurers pass through an archway and enter a massive, expansive chamber that reaches high above. In the centre of this grand Underway chamber lies Mingol Zharr, a Dawi Zharr-constructed tower that reaches into the darkness high above. The top level of the tower connects to the upper levels of the Underway, while the lower levels within Mingol Zharr connect with the more recent Dawi Zharr Underway below. By travelling through Mingol Zharr the Adventurers may use it to immediately travel to Zharr Grungron Ankor without rolling again on this table.
22-23 Many Ways
Avoiding a cave-in, the Adventurers take a detour through a region they have not travelled through previously. The Adventurers enter a cavern with numerous passages leading out in all directions. They must decide which route to take out of the cavern, roll 1D6 to determine the result of the chosen passage.
| Roll | Result |
|---|---|
| 1 | After many hours of following a twisting and winding passage a ceiling collapse blocks the way behind. Following the passage further leads the Adventurers to an unfamiliar region of the Underway and they are unable to reach their destination. The Adventurers may either start the next Adventure immediately or start their journey through the Underway over from the beginning. |
| 2-5 | The passage leads into a more familiar region of the Underway and the Adventurers may continue on. |
| 6 | With luck the chosen passage leads directly to a familiar area immediately outside Zharr Grungron Ankor. The Adventurers need not roll again on this table. |
24-33 Barag Gromdal
While trekking through the Underway for the better part of a day the Adventurers happen upon a slain Dawi Zharr comrade and several Elf bodies that have all been cut to pieces. The Adventurers are unable to find any indication of survivors who may have escaped. Carved in ancient Dwarf runes into the walls of the chamber are the words "Barag Gromdal" – Ancient Warmachine Artifact.
Suddenly the chamber begins to tremble and shake and the sounds of grinding stone and metal can be heard all around within the walls. The granite walls come alive, opening up to reveal the inner workings of clockwork gears and pistons, then the walls transform themselves into gargantuan stone-armoured golems.
Each Adventurer must immediately roll 1D6 and add his Initiative to the result.
If the result is 9 or higher the Adventurer narrowly dodges past the swinging hammer-hands and massive stone feet, and reaches a narrow tunnel too small for the clockwork granite golems to reach. Unfortunately any slaves the Adventurer had with him were caught by the golems and crushed into fleshy pulp.
If the result is 8 or below the Adventurer has been trampled beneath one of the granite and clockwork golems. A trampled Adventurer immediately loses any slaves that were travelling with him (they were too slow to dodge out of the way), as well as losing 3 items of Treasure (determined randomly), and is also badly hurt – losing 1D3 Wounds from his starting total.
After the Adventurers either evade or are trampled, the granite and clockwork golems return to their alcoves and meld back into the stone walls. The Adventurers may now continue on their journey.
34-43 Bridge Collapse
The Adventurers reach one of the many Underway bridges that spans a massive chasm. Unfortunately, the bridge must have recently collapsed and the chasm can't be crossed. The Adventurers have no choice but to turn back and find another route. Roll one additional time on this table.
44-45 Grobkul – The Goblin Hunt
Not far ahead of the Adventurers the sounds of contemptible little Grobkuls can be heard – these Goblin creatures could make easy prey down here in the Underway, or perhaps fresh Slaves for the Slave Pits! There is no choice but to journey ahead, and the Adventurers must prepare to battle their way through any Goblins they encounter. Before the Adventurers realize it they are surrounded by a swarm of frenzied Underway Goblins, leaping from the shadows. Roll 1D6 for each Adventurer on the following table:
| Roll | Result |
|---|---|
| 1 | Knocked out by a sneaky blow from behind, your Adventurer wakens to find 2D6x50x(his Battle-level) Gold stolen. |
| 2 | Knocked out by a sneaky blow from behind, your Adventurer wakens to find one item of equipment stolen (determined randomly). |
| 3 | Your Adventurer fights a glorious battle but does not seem to have produced any tangible results, as he did not manage to slay or capture any Goblins. |
| 4 | Fighting a glorious battle, your Adventurer kills many Goblins, gaining 1D6x10 Gold, but does not capture any Slaves. |
| 5 | Fighting a glorious battle, your Adventurer kills many Goblins, gaining 1D6x50 Gold, and captures one Goblin Slave (which he may keep, immediately donate to another Adventurer or kill on the spot). |
| 6 | Fighting a glorious battle, your Adventurer kills many Goblins, gaining 1D6x100 Gold, and captures 1D6 Goblin Slaves (which he may keep, immediately donate to another Adventurer or kill on the spot). |
46-51 The Stone Ancestors
The Adventurers pass through a very large region of the Underway known only as Duraz Girt (the broad stone tunnels).
There are many paths and passages the Adventurers may choose, but experience tells them that all routes eventually converge on the same place. On this occasion the Adventurers choose the passage that looks least cold and damp. After several hours' journey the Adventurers reach a great hall lined with many tall statues of the ancient Dwarfs. It appears as though this ancient room was intended as a place to honour Dawi ancestors – or in this case a place to repay some dishonour! The Adventurers may choose to ignore the room and continue their journey (in which case they may continue without incident), or they may choose to deface and defile the statues of the ancestral Dwarfs. If they choose to, roll 1D6 for each Adventurer.
| Roll | Result |
|---|---|
| 1 | While standing on the base of the statue and smashing the beard to pieces, your Adventurer slips and falls flat on his back. Although the Adventurer is unharmed, everyone else witnessed the fall and his pride is crushed. Not only that, but he spilled his Gold across the floor of the hall.* Eager to forget the incident and continue his journey, the Adventurer picks up his Gold and awaits the others in the passage. *Note that if more than one Adventurer spills their Gold in this room the Adventurers will not be able to come to an agreement as to how much Gold each initially carried. After much arguing and butting of heads each Adventurer will have an equal fraction of the total amount spilled! For example, if Adventurer #1 spills 250 Gold and Adventurer 2 spills 780 Gold, they each end up with 515 Gold (1030 Gold ÷ 2). |
| 2-3 | Smashing and defacing the statues of the Ancestors was a rewarding and fulfilling experience. Satisfied by a job well done, the Adventurers leave the hall and continue on their journey. |
| 4-5 | After defacing several statues and modifying the runes at the base of statues to signify that the ancient Dwarfs were the "Offspring of Flaccid Goats" and "Elf Lovers in Denial", the Adventurer smashes open the base of a statue revealing 1D6x100 Gold. |
| 6 | Having smashed most of the beards off of the statues and modifying the runes at the base of statues to signify that the ancient Dwarfs "Ate Elf Phalluses" and "Showed His Mighty Breasts To All of Dwarf-kind", the Adventurer finds an artifact in the grip of one of the statues that is not made of stone. The Adventurer may roll once on the Objective Room Treasure table. |
52-53 Recent Passage Collapse
A recent collapse has blocked the passageway leading forward and the Adventurers are unable to reach their destination. The Adventurers may either start the next Adventure immediately or restart their journey through the Underway from the beginning.
54-55 Thaggoraki Tunnels
As the Adventurers silently journey through the massive expanse of the Underway they discover signs that some of the passages have been crudely reinforced and tunnels have also been recently excavated by large clawed hands. It is clear to all that the construction is that of a group of Thaggoraki – the festering and foul Skaven. The Adventurers can either avoid this area, and instead roll one additional time on this table as they trek around this region, or they may attempt to sneak through the new Skaven passages. If the Adventurers decide to enter the Skaven tunnels, roll 1D6 and consult the following table:
| Roll | Result |
|---|---|
| 1 | Skaven were lying in wait for the Adventurers almost as soon as the Adventurers entered the cramped tunnels. Although the Adventurers manage to evade harm, they each lose 1D3 Slaves during their escape; or lose 1D6x20x(the Adventurer's Battle-level) Gold each if an Adventurer did not have any Slaves. |
| 2-3 | As anticipated the Skaven had set traps within their tunnels and were lying in wait for anyone who might enter. Although the Adventurers manage to avoid setting off the traps and correctly anticipate where the ambush would occur, they were not quick enough for the rat-men, and a brief battle ensued before the rat-men skittered away into the dark corners of their new passages. Each Adventurer must roll 1D6. The Adventurer(s) with the lowest score each lose 1 Slave during their escape; or lose 1D6x10x(the Adventurer's Battle-level) Gold if the Adventurer did not have any Slaves. |
| 4-5 | The Adventurers do not find any signs of the ratmen and manage to avoid being detected themselves. The Adventurers may continue on without incident. |
| 6 | As the Adventurers carefully make their way through the poor excuse for tunnels they happen upon a Thaggoraki encampment. Many of them are asleep and the few that are awake are foolishly paying no attention. The Adventurers seize the moment and barrel into the encampment hacking and slashing as they go. Roll 3D6 for each Adventurer. For each 6 rolled the Adventurer has cleaved a Skaven in two, earning him 100 Gold for each 6 rolled. For each 2, 3, 4 or 5 rolled the Adventurer may either claim the Skaven as a captured slave (provided he has not reached his limit) or he may choose to slay the Skaven and claim 50 Gold. For each 1 rolled a Skaven escapes with 1D6x10x(the Adventurer's Battle-level) Gold from the Adventurers' coin pouch, which the Skaven pilfered during the melee. |
56-61 Dawi Zharr Outpost
The Adventurers happen upon one of the many elaborately hidden Dawi Zharr outposts down here in the Underway, identifiable only to fellow Dawi Zharr. This outpost has not been visited by travellers in some time. However, the leader of the group is an expert Mapmaker and sits atop several slaves who are forming a makeshift throne. He tells the Adventurers he has been on an expedition for the High Priest of Hashut to map the passages and halls of the Underway. He is willing to sell one (and only one) copy of his map, provided the Adventurers can spare the Gold and Slaves he requires – living here in the Underway is dangerous business and he insists that he loses at least two Slaves a week!
The Adventurers may either pass on the offer and continue on their way without incident, or they may purchase a copy of the Mapmaker's map. The map costs 500 Gold and 2 Slaves, and the Mapmaker insists on the Slaves as part of the sale. If the Adventurers purchase a map, elect one Adventurer to carry the map. The next time the Adventurer is travelling in the Underway he may use the map to help him navigate.
The map allows the Adventurers to roll 1D6 instead of D66 on the Underway Hazard Table. The roll counts as the first digit and the Adventurers may choose the second digit. For example, an Adventurer rolls a 4. He may choose any other number from 1 through 6, effectively letting the party choose which type of event they will encounter. Note that 56 and 61 may not be chosen as results of such a roll.
The map may only be used once and is then out-of-date and inaccurate.
62-63 Ancient Rune Chamber
The normal route the Adventurers expected to take has been blocked by a recent ceiling collapse, and now the group find themselves lost among endless passages and spiralling staircases within the Underway, trying to find an alternate route. After almost a full day's journey, lost along the narrow, cramped and forgotten back passages of the Underway, the Adventurers stumble upon a chamber. Although very small, the chamber links to more than a dozen passages which lead off in all directions. The floor, walls, ceiling and archways over the passages contain intricate Dwarf runes which were clearly carved by Dwarfs in ancient times, because the runes are very similar to those used by the Dawi Zharr.
The Adventurers have three options before them:
Do nothing – The group chooses to do nothing and leave via one of the passages, including the one they entered by. If the Adventurers choose this option, roll 1D6. On a roll of 3 or higher the day ends with no further event. On a roll of 1 or 2 the Adventurers are still lost in the maze of back passages and must add one more day to their journey through the Underway.
Deface the Foul Runes – The group of Adventurers wildly hacks and chips away great sections of the rune markings along the walls and floor, destroying any ancient information or deeds that this chamber may have once contained. As the last of the ancient runes are defaced away the ground begins to tremble and black dust and pebbles fall from the ceiling above. A booming Dwarf voice is heard in the air, taunting any who would deface their runes. One member of the Adventurers must roll 1D6.
- 1 – Each Adventurer must roll 1D6 and add his Will Power. If the result is 8 or higher there is no effect. If the result is 7 or below the Adventurer is stricken by the Grudge of the Ancestors curse, permanently reducing the Adventurer's Wounds by 1D6. This curse is permanent.
- 2-3 – Each Adventurer is stricken by the Golem's Curse, along with a bout of severe coughing and spasms due to the dust they have just breathed in, which took effect immediately. Although the thick dust has now coated their lungs, making it harder to breathe, each Adventurer also feels their muscles bulge and their skin harden. For the next Adventure only, each Adventurer (but not slaves or other accompanying units) is at -1 to their Initiative (to a minimum of 1), -1 to their Attacks (to a minimum of 1), +2 to their Strength and +1 to their Toughness.
- 4-6 – Nothing further happens.
The Adventurers may continue on their way through any of the passages.
Attempt to Decipher the Runes – The Adventurers spend hours attempting to decipher the runes within the room. For each Adventurer roll 1D6 and consult the following:
- 1-2 – Your Adventurer begins deciphering the ancient magical runes, and after many hours of work he begins to feel unwell and his skin begins to burn. Several of the runes he has been studying emerge emblazoned across his arms and face. Your Adventurer has been cursed by the ancient Dwarfs! Although the runes as well as the curse will fade over time, your Adventurer is at -1 Strength for the entire duration of his next Adventure. Only after reaching and successfully completing an Objective Room will the curse fade away.
- 3-4 – The area of runes your Adventurer chose to study does not contain any useful information and, what's more, the runes seem to be repeating themselves. After several hours of studying the area and other parts of the chamber your Adventurer realizes that every set of runes he reads are the same as the first set he looked at. The ancient Dwarfs must have inscribed this trickery into their cursed runes! Your Adventurer will not be able to read any further runes, or any other text, until the start of the next Adventure. If he tries he just sees the same runes everywhere he looks.
- 5 – Your Adventurer spends much of the day translating the ancient runes and after completing a very large section he feels a surge of power wash across him. To determine what runes your Adventurer has unlocked, roll 1D6:
- 1 – Rune of Gold Greed: Your Adventurer has an insatiable lust for gold. From now on, any slain Monster is worth an additional 1D6x10 Gold to your Adventurer. However, he will always retain a minimum of 500x(his Battle-level) in Gold and will not spend even a single Gold coin below this amount. For example, at Battle-level 3 your Adventurer is compelled to always have a minimum of 1500 Gold on his person; this does not include the value of Slaves or Treasure. If he has less than this amount he cannot spend any Gold, aside from living expenses, until he has reached this limit. He will not, however, be forced to sell items to make up the amount and can slowly make the amount back through Adventuring.
- 2-3 – Runes of Trademastery: Your Adventurer is now an expert at trade and negotiation. Any shop purchases, except training to increase Battle-level, are 5% less. This effect is permanent.
- 4-5 – Runes of Dungeonmastery: Your Adventurer feels deep personal connection to the dark, dank places of the underworld. From now on, any time your Adventurer enters a Dungeon room board section it feels like it is second nature to be there and he has an innate sense of his surroundings, granting him +1 Initiative and +1 Attack per turn.
The Adventurers may now choose to leave or deface the runes after having translated them, in which case the group must refer to the "Do nothing" or "Deface the Foul Runes" options above after resolving any events that may take place as a result of reading the runes.
There's a chance they are hazardous, may do nothing or may provide buffs for next Adventure, permanent enhancements or a choice of: +1 Luck, +2D6+2 Power (Sorcerer only), a new spell (roll a number of D6 equal to the Sorcerer's Battle-level, he may only choose one spell, however), +1 Move, or remove one status change as a result of a Transformation (including Sorcerer Transformation); if this option is chosen then both the negative and any beneficial effects are lost.
64-65 Uneventful Day
66 Mine Ruins
The Adventurers find themselves lost within a confusing maze of passages that seem to defy all logic or common sense. After much of the day spent wandering through the endless passages within this section of the Underway, one of the Adventurers notices small Dwarf runes carved into the wall near the floor. The runes indicate that this region of the Underway was cursed in ancient times by unknown sorcery, and the passages surreptitiously shift their position and direction to disorient travellers. After much Dawi Zharr cunning and a lot of luck the Adventurers stumble into a passage vastly different from the ones they have been travelling through for much of the day. The ceiling and walls are covered in large crystalline deposits of brilliant purple, and before long the Adventurers step out into a massive geode cavern. After searching the area the Adventurers find a confusing map carved into the stone floor with directions for how to get out of the cursed passages behind them, as well as the ruined entrance to an ancient mine that leads further below.
The Adventurers can now backtrack through the passages without incident; however, they have lost valuable time and must re-roll once on this table. Alternatively, some or all of the Adventurers may stay to explore the ruins of the mine and backtrack later (again, re-rolling for another day's travel in the Underway). Any Adventurers who do not wish to explore the mine may wait outside until the others return.
If any of the Adventurers decide to explore the ruins of the ancient Dwarf mine, roll 1D6 and consult the following table:
| Roll | Result |
|---|---|
| 1 | Disaster! After stepping only a short distance into the ruins of the mine the ceiling collapses all around. Although there are only a few scrapes and bruises, each Adventurer within the mine realizes that they have lost one of their possessions (determined randomly) in the mad rush to escape from the falling rocks and debris. The mine is no longer accessible and the Adventurers must turn back. |
| 2-3 | Venturing deep within the ancient mine ruins, the Adventurers find little of interest except some small gems. Each Adventurer finds 2D6x50 Gold worth of gems. |
| 4-6 | Venturing deep within the ancient mine, the Adventurers find the remnants of much of the old mining equipment, as well as maps carved into the rock walls indicating where the richest sources of ore and gems were located. The Adventurers may choose to mine the area; however, it still appears to be ready to collapse at any moment. The areas left available to mine are narrow and cramped. If the Adventurers decide to stay and seek their fortune they must split up and mine separate areas. For the first hour they decide to stay and mine, roll 2D6: |
Mining results (each hour):
| Roll | Result |
|---|---|
| 2 and below | Disaster has struck! The entire section your Adventurer has been mining has collapsed and trapped him inside. Buried beneath the rock, your Adventurer must leave behind any Gold he has gained in the mine thus far, as well as an additional 1D6x200 Gold and up to five possessions (Adventurer's choice), or else he will be trapped forever! It takes your Adventurer endless hours to dig himself out far enough to call for help through the remaining rubble. If your Adventurer was mining alone there is nobody to hear his calls for aid and he is lost forever. If other Adventurers are within the mine they hear your calls for help only after they have decided to stop mining, and rescuing your Adventurer is the last thing the group does before they leave the mines. |
| 3-4 | Your Adventurer has exhausted the vein of ore and precious metals in this passage and gains nothing this hour. |
| 5-9 | Your Adventurer toils long and hard within the mine. Roll any number of D6 dice and multiply the result by 50. This is the Gold value of the ore your Adventurer has extracted. If any of the dice rolled is a 1, your Adventurer has mined worthless Fool's gold this hour! |
| 10-11 | Your Adventurer manages to mine 2D6x100 Gold worth of ore, metals and Gemstones. |
| 12 | Your Adventurer has hit the mother lode! This hour he collects 3D6x200 Gold worth of precious metals and gemstones. |
For each additional hour an Adventurer decides to mine, roll an additional 2D6 and consult the above table. Once each of the Adventurers has decided to stop mining and leave, they can drop off Gold with any Adventurers waiting outside; however, any Adventurer who attempts to enter the mines again suffers a -6 penalty to their mining rolls on the above table.
Settlements
Whatever their size, Settlements in the Warhammer World are busy places, teeming with activity as the inhabitants strive to make a living. Pedlars accost the Adventurers in the alleys and streets to sell them slaves and wares, while merchants loudly proclaim the quality of their wares and the skill of their smiths.
[Descriptive prose on Dawi Zharr settlements omitted.]
In the Settlement
The first thing to do when the Adventurers arrive at their destination is to nominate one of the players to keep track of how long they stay in the Settlement. The length of the Adventurers' stay determines how much they can achieve, and how much they have to spend to survive.
Each day the Adventurers spend in a Settlement, each Adventurer must do all of the following:
- Undertake a Settlement Activity, which is either:
- A. Visit one trader and attempt to buy and sell one or more items, or
- B. Visit one Special Location, such as the Arcane Runesmith or Temple of Hashut.
- Generate a Settlement Event.
- Pay Living Expenses.
Full details and rules for each of the above are found over the next few pages.
Buying Equipment
On each day during an Adventurer's stay in a Settlement he may visit one trader and attempt to buy and sell one or more items there. This is termed a Settlement Activity. If an Adventurer visits a trader he may do nothing else that day except roll a Settlement Event and pay his Living Expenses.
Each trader may be visited once by each Adventurer during a single stay. An Adventurer cannot visit the same trader twice in the same Settlement. An Adventurer can buy and sell as many items as he wants from one trader while he is there.
The traders that the Adventurers may visit in any Settlement are the Gunsmith, Weapon Smith, Armour Smith, Fletcher, Groghouse, Trademaster's Guild and the Pit Lord.
Equipment Restrictions
Some weapons and items of equipment are not available to certain types of Adventurer, as they are too alien to that Adventurer's nature and training. The Sorcerers, for instance, never wear items such as plate armour as it restricts the flow of magical energy.
Each Equipment Table has columns marked W (Warrior/Immortal), A (Annihilator), S (Sorcerer) and D (Daemonsmith) that indicate whether a particular item may be bought and used by each type of Adventurer. If the item is available to an Adventurer, the relevant column contains a tick.
Determining the Shop's Stock
Each Equipment Table has a column marked Stock. The number in this column is used to determine whether the item your Adventurer wishes to buy is in stock. Each time your Adventurer wants to buy something he must roll against the number in the Stock column to see if it is available.
| Location | Dice |
|---|---|
| Outpost / Refuge | 1D6 |
| Zharr Grungron Ankor | 2D6 |
| Any City in the Darklands | 3D6 |
| Zharr Naggrund | 3D6+3 |
The Adventurer must roll equal to or greater than the number in the Stock column on the dice listed above for the item to be available.
Time Wasting
If you roll the Stock dice to see if an item is available, find it is, but then decide your Adventurer doesn't want it after all or can't afford it, the trader throws your Adventurer out of his shop for wasting his time.
Prices
The Equipment Tables have two columns – although some only have one, such as the Slave Pits – one marked Price (Buy) and one marked Price (Sell). As their names suggest, the Price (Buy) column shows the amount of Gold it costs the Adventurer to buy a single one of those items, while the Price (Sell) column shows the amount of Gold the trader gives the Adventurer to buy back a single one of those items.
Selling Treasure
Any items of treasure that your Adventurer has may be sold at any time while in a Settlement, subject to any restrictions on the Treasure card. Simply discard the item of treasure and add its Gold value to your Adventurer's total.
Shops in Outposts and Refuges
By their very nature Dawi Zharr outposts and other places of refuge are often only temporary places of operation, such as a camp used for trading with nearby tribes, a hideout for a band of raiders, or perhaps a home base for a group of miners and engineers who are scouting the landscape for precious metals and ore. In such locations only the basic shop items are available, represented by the Trademaster's Guild, Weapon Smith, Armour Smith, Gunsmith and the Alehouse.
Orc Bounty in Zharr Grungron Ankor
Orcs are particularly reviled in Zharr Grungron Ankor because of the Black Orc rebellion that nearly wiped out the entire population several centuries ago. Because of this a bounty is paid out for every Orc head brought to the Trademaster's Guild, which is tasked with making payouts. This shop will only pay out such bounties in Zharr Grungron Ankor. The Dawi Zharr in other Settlements place no particular value on dead Orcs.
The Gold earned from slain Orcs should be recorded on the Adventurer record sheets, as usual, with an additional note of how many Orc and Black Orc heads have been collected. The bounty is not received until Adventurers visit the Trademaster's Guild at least once while in Zharr Grungron Ankor.
Special Locations
Compared to the numerous hidden Dawi Zharr outposts and shifting locations of refuges that are strewn throughout the Warhammer World, the bigger Settlements attract all manner of obscure and specialty craftsmen and smiths. While in a large Dawi Zharr Settlement there are a number of Special Locations that the Adventurers can visit. These are listed over the next few pages.
If an Adventurer chooses to visit a Special Location he can do nothing else of his own volition that day, such as visit a trader to buy or sell equipment. An Adventurer may only visit the same Special Location twice in the same Settlement. Once an Adventurer is at a certain Special Location, he can do everything that is possible to do there during this one visit.
In the same way that certain items of equipment are more difficult to find in smaller Settlements, it is less likely they have all the Special Locations possible – you aren't likely to find a powerful Sorcerer in a small Dawi Zharr Outpost hidden high in The Vaults, for example. Outposts and Refuges, therefore, do not have any Special Locations.
As there are relatively few Dawi Zharr cities, all of the necessary Special Locations can always be found there, unless otherwise stated specifically in the Special Locations section over the following pages (for example, the Arcane Engineers in Zharr Grungron Ankor offer different wares compared with those in Zharr Naggrund, while the Slave Quarter, where any slaves belonging to the Adventurers are kept, is only accessible to the Adventurers in Zharr Grungron Ankor).
Trader and Special Location Availability
| Traders / Special Locations | Outposts and Refuges | Zharr Grungron Ankor | Other Darkland Cities | Zharr Naggrund |
|---|---|---|---|---|
| Armourer | ✓ | ✓ | ✓ | ✓ |
| Fletcher | ✓ | ✓ | ✓ | ✓ |
| Groghouse | ✓ | ✓ | ✓ | ✓ |
| Gunsmith | ✓ | ✓ | ✓ | ✓ |
| Pit Lord | ✓ | ✓ | ✓ | ✓ |
* While other Dawi Zharr cities do contain these Special Locations the Adventurers either do not have sufficient status within the local society to access them, or may not belong to the appropriate local Guild. In any case these locations are accessible to the Adventurers in their home city of Zharr Grungron Ankor.
** The Arcane Engineer in Zharr Grungron Ankor is a specialty shop which sells unique and novel crafts forged locally, while the same location in Zharr Naggrund has its own unique works; the Adventurers have significantly limited access to these items as they are not members of any local Guilds.
Settlement Event Notes
Just as travelling from Settlement to Settlement can be extremely hazardous, staying in a town or city in the Warhammer World can be potentially dangerous. Settlements are busy places, and there is always some way that the Adventurers can end up in terrible trouble. Most Settlements' inhabitants that the Adventurers will meet tend to be raucous and rowdy. The Adventurers must also beware pickpockets, muggers, thieves and slaves who have escaped and lie in the shadows waiting to take revenge on their former masters.
To determine what happens to each Adventurer during his stay, after each Adventurer has completed that day's activities each player must make a D66 roll and consult the Settlement Events table.
Unlike Hazards encountered when travelling between Settlements, Settlement Events are rolled for each Adventurer individually, rather than for the party as a whole.
Catastrophic Events
At the end of the Adventurer's second week in a Settlement, and at the end of every week thereafter, in addition to rolling on the Settlement Events Table for each Adventurer, you must also roll once for the whole party on the Catastrophic Events Table. This is particularly important for the Daemonsmith, who might cause the party to linger longer than they normally might while he perfects his newest creation at the forges. Note that the Catastrophic Events only affect Adventurers left in the Settlement and not those who may have left early or are waiting outside.
This is to reflect the fact that the Warhammer World is a place of constant strife, trouble and danger, always under threat from the endless hordes of troops from the Empire, the foul Elves and Dwarfs and any number of other foes.
Catastrophic Events Table – Roll 2D6 on the following table:
| Roll | Result |
|---|---|
| 2 | Change of pace. Roll 1D6 for each Adventurer. The Adventurer with the lowest score decides to settle down here and start a new career, whether it is giving advice to raiding parties, teaching warriors battle tactics, opening his own shop, or any number of other things; his adventuring career is certainly over. |
| 3 | Flood. The aqueduct that feeds the Settlement has burst and flooded the Settlement completely. All the traders and Special Locations shut up shop until the floodwaters cease, forcing the party to leave the Settlement and head for the next adventure immediately. |
| 4 | Attack. The Settlement is attacked by a well organized band of Orcs and Goblins who have managed to locate the Settlement, and the Adventurers are press-ganged into its defence. Roll 1D6 for each Adventurer on the following table: 1 – Your Adventurer falls off the Settlement's battlements, and is literally torn apart by the jeering Orcs and Goblins. 2 – Your Adventurer is badly wounded, and he has to be carried away from the fight. His Starting Wounds are permanently reduced by 1D6. 3-6 – The Adventurers fight well, slaughtering the Orcs and Goblins and pursuing them back to their hideout, leaving none alive. Unfortunately, when the last of the greenskins is dead, the Adventurers find that they are now six weeks' travel from the Settlement. They can go back, or enter a nearby set of caves and immediately start their next Adventure. |
| 5 | Hardship. Times are hard, and goods that are usually easy to come by are now considered luxuries. All prices, including Living Expenses (see below), are multiplied by 4 as long as the Adventurers stay in this Settlement. |
| 6-9 | No Event. The week passes without anything untoward happening. |
Accommodation and Living Expenses
As Zharr Grungron Ankor is home to any Chaos Dwarfs who are in the Adventuring Party, they each own their own humble residence there, and although they do not need to pay nightly lodgings, they must pay a weekly tax to the Temple (as they would have to do in any other Dawi Zharr city anyway). Any Adventurers who are not Dawi Zharr, such as Ogres, Chaos Warriors or any other character, cannot possibly own property in any Dawi Zharr Settlement, and must stay in other lodgings.
In any other city or even in an outpost the accommodation available to the Adventurers is quite modest. The actual amount of living expenses and Temple taxes depend on the type of Settlement the Party is in.
| Settlement | Living Expenses/day | Taxes/Visit |
|---|---|---|
| Outpost or Refuge | 2 Gold | – |
| Zharr Grungron Ankor (Dawi Zharr) | 25 Gold | – |
| Zharr Grungron Ankor (non-Dawi Zharr) | 5 Gold | 25 Gold |
| Any City in the Darklands* | 5 Gold | 50 Gold |
| Zharr Naggrund | 10 Gold | 100 Gold |
*Other cities include the Black Tower in the far South, the Tower of Gorgorth in the Mountains of Ash, and Daemon's Stump and the Black Fortress close to the Mountains of Mourn. See the Darklands map on p. 4.
Outposts and Refuges are relatively cheap places for the Adventurers to stay. They may be semi-permanent strongholds or in some cases little more than a collection of traders, scouts and raiding parties who have gathered for a few weeks before moving on. While staying in any Dawi Zharr city the Adventurers will have to pay a tax to the Temple of Hashut, and in some cases this is in addition to their daily living expenses.
Unable to Pay?
If any member of the Party has Gold equal to the Taxes value in the above table, or less than this amount, then he must hand over an item of Treasure (regardless of its value, no change is made) or else he forfeits his remaining Gold and he will be escorted out of the Settlement and must wait for his companions outside. The only exceptions to this rule are: 1) if the Party is in Zharr Grungron Ankor then a running tally of the amount owing will be kept and this amount will be confiscated if he ever returns, or 2) another member of the Party may pay his share.
Settlement Events
Roll D66 for each Adventurer (see Settlement Event Notes above).
11 Thrown Out
Your Adventurer's wild behaviour has led to the death of a slave, and although you know not whose property the slave was, his actions attract the attention of the settlement authorities and he is thrown out of town – as the slave apparently served someone of some importance. He must wait outside the Settlement gates for the other Adventurers. While outside the Adventurer spends his Living Expenses as normal.
In addition, roll 1D6. On a score of 1 your Adventurer is fleeced by the gate guards, he is thrown out and all his gold stolen.
12 Pickpocket
As your Adventurer rushes through the busy streets, his money pouch is stolen. Your Adventurer loses 1D6x(20 x his Battle-level) Gold.
13 Uneventful Day
14 Good Deed
Leaving most of his gold carefully stashed away in his lodgings, your Adventurer goes out on the town, taking 1D6x(20 x his Battle-level) Gold with him. As he crosses the street, he spots a slave in an upstairs window shouting that robbers have broken into his Master's attic room and are stealing his possessions. Unsure who the master is, you may be aiding someone, but not wanting to pass up the chance to aid someone of greater social standing than yourself, you are happy to assist the useless cur of a slave. You bound up the rickety stairs three at a time. As you enter the dimly lit room a black bag is placed over your head, swiftly followed by a heavy iron bar. He awakens in the gutter several hours later, nursing a sore head. Not surprisingly, the Gold he was carrying has all gone and the house turns out to be abandoned. You would do well to take out your frustrations on your own slaves this day to ensure they don't get any such ideas!
15 Investment
In one of the bars on the outskirts of the Settlement, your Adventurer meets a young entrepreneur with great ideas for establishing a trade empire to cover the known world and all those coveting the ruinous powers within. He talks your Adventurer into investing 1D6x(50 x his Battle-level) Gold, giving him a certificate of partnership. From now on, at the end of each Adventure, whenever your Adventurer reaches civilization, he may visit the local Merchant's Guild and show them his deed of partnership. Consulting their records, they can tell him how the company is doing. Roll 1D6 on the following table:
| Roll | Result |
|---|---|
| 1 | The company has gone bust, its ringleaders slain by troops of the Empire, and it is now worthless. What's more, the Merchant's Guild demands 1D6x50 Gold in outstanding debts. |
| 2-5 | Your Adventurer's investment is performing fairly well, and the merchant forwards him 1D6x10 Gold as his share of the profits. |
| 6 | The business of arms dealing and warmachine trade is booming! After consulting the ledger, the merchant confirms that he can forward your Adventurer 1D6x50 Gold. |
16 Steam Bath
Although wholly unnecessary most of the time, the blood of many a foe has made your Adventurer's hair (and beard) sticky and matted, and he spends the rest of the day in the heady atmosphere of a steam bath, sweating off the after effects of last night's sojourn at the tavern. He emerges feeling far healthier than he has for a good while, with +1 permanently added to his Starting Wounds score.
21 Fight
Your Adventurer argues with a hulking street trader who has tried to charge him far too much for some cheap, shoddy items. After running two of his slaves through, the argument escalates further into a brawl. Roll 1D6 on the following table:
| Roll | Result |
|---|---|
| 1 | Your Adventurer is soundly thrashed and loses 200 Gold. |
| 2 | Your Adventurer is bested after a hard struggle against the trader and his remaining slaves and loses 100 Gold. |
| 3 | Your Adventurer walks away with a bloody nose and 50 Gold worse off, but leaves the trader badly bruised. |
| 4 | After a fierce struggle, your Adventurer knocks the impudent trader to the ground, where he stays to collect his teeth from the curls of his beard. While he is busy, your Adventurer takes 100 Gold from his stall as compensation. |
| 5 | Your Adventurer quickly disarms the trader. With an axe at his throat, the lout has no choice but to apologize and offer your Adventurer 200 Gold as compensation. |
| 6 | A dozen well trained slaves – the trader's bodyguards – leap from the shadows, attacking your Adventurer with knives, coshes and cudgels. Unperturbed, he coolly dismembers them with a few well-placed axe strokes, empties their Master's purse of 300 Gold, and takes the remaining 1D6 Hobgoblin slaves as further compensation. |
22 Uneventful Day
23 Fooled
Your Adventurer must discard any one purchase made in this Settlement, as it was a fake and is worth nothing!
24 Circus of Deformed Slaves
There is a travelling circus in town, and your Adventurer spends the rest of his day wandering from sideshow to sideshow. Having met the bearded woman who guides him through her slave circus, and seeing the two-headed Skaven and Stubby, the limbless wonder, he decides to have his fortune read. Perhaps the sign above the slave cage should say "Have your fortune stolen", as for a cost of 2D6x(10 x his Battle-level) Gold paid to the bearded lady, your Adventurer is told nothing more than that his destiny lies with a bearded deity with a bull's head!
25 Reward
Your Adventurer sees a poster warning that a well known Dawi Zharr murderer of Men and Dwarfs is reputed to be in this area, and that an Elf assassin was seen lurking about, likely out to do in this most noble individual. The poster offers a reward for the capture of the Elf, who is described as very tall, wearing a black cloak and hat, and having a very unDwarf-like accent.
Upon reading this your Adventurer realizes that the description exactly fits a character he bumped into earlier, hunched over in a dark corner of an alley way. He rushes back and manages to apprehend the villain. Roll 1D6 on the following table:
| Roll | Result |
|---|---|
| 1 | The Elf laughs, he is already standing over the body of his intended victim. He turns quickly and darts up the wall of a building and out of sight. Soon your Adventurer is surrounded by an angry mob demanding that you should have bested the Elf, and that you must pay for the cremation of the victim, which will cost 1D6x(50 x his Battle-level) Gold. |
| 2-5 | Your Adventurer was right, but the Elf is too quick and nimble and slips away into the gloom. |
| 6 | Your Adventurer apprehends the Elf and cuts him to ribbons. You are proclaimed a hero and given 100 Gold and a Hobgoblin slave as reward! |
26 Betrothed
Due to a mistake in identity, your Adventurer finds himself surrounded by a gang of angry Dawi Zharr who insist that he is betrothed to marry their sister, Grizelle Strongbeard. Your Adventurer agrees, albeit at axe point, and pledges his troth to a miner's daughter of ample charms. The marriage is arranged for tomorrow, so your Adventurer must either leave the Settlement immediately, or get married…
31 Drugged
Visiting a local hostelry in a rather seedy area, your Adventurer partakes of a curious drink offered him by the bartender. After one swig, he feels the effects of the liquid take hold – he has been drugged! Roll 1D6 on the following table:
| Roll | Result |
|---|---|
| 1-3 | Your Adventurer has been poisoned and is at -1 Toughness for the duration of the next Adventure. |
| 4-6 | The liquid in question is simply very strong ale, and your Adventurer quickly gets a taste for it. The only ill effect is that the Adventurer winds up spending the following day in the privy with a pounding head, and is unable to visit any other locations. |
32 Uneventful Day
33 An Honest Day's Work
Your Adventurer is employed by a local Sorcerer to unload unruly new slaves from his slave cart. This task earns him 20 x (his Battle-level) Gold.
34 Riotous Living
Taken with the joys of hot food, slave whipping and watching unsanctioned slave fights after so long out in the wild, your Adventurer overspends on such luxuries by 50 x (his Battle-level) Gold.
35 Duel
Your Adventurer is challenged to a duel by a weaponsmaster whom he insulted in a tavern. The duel is scheduled to take place immediately. Your Adventurer can either leave town immediately or take up the challenge.
If your Adventurer takes part in the duel, roll 1D6 on the following table:
| Roll | Result |
|---|---|
| 1 | With a single, well-placed axe swing your Adventurer's head is removed from his shoulders, falling to the ground. He is quite dead. |
| 2-4 | The two duellists fight for hour after hour, each inflicting many light wounds on the other. Eventually the Watch decides to intervene and break up the event. The weaponsmaster congratulates your Adventurer on his skill in combat and offers him a fine supper and the best ale at the most expensive eatery in the Settlement. |
| 5-6 | After a few minutes your Adventurer realizes that he has the better of the weaponsmaster and cleaves him in two. On his body he finds jewels worth 2D6x(50 x his Battle-level) Gold and a single item of treasure (take a Treasure card). |
36 Uneventful Day
41 Gambling
Your Adventurer visits a local shop and gets involved in a dubious game of "Slavers Dice". Roll 1D6 on the following table:
| Roll | Result |
|---|---|
| 1 | Your Adventurer loses badly, and must forfeit one piece of treasure of your choice. |
| 2 | Your Adventurer loses 1D6x(20 x his Battle-level) Gold. |
| 3-4 | Your Adventurer comes out of the game evens. |
| 5 | Your Adventurer wins 1D6x(10 x his Battle-level) Gold. |
| 6 | Your Adventurer wins 3D6x(10 x his Battle-level) Gold. |
42 Uneventful Day
43 Join the Slave Pit Watch
The Commander of the Slave Pit Watch marks your Adventurer as a useful-looking recruit, and has special permission from a high-level Priest of Hashut to take anyone he likes for Watch duty; he press-gangs your Adventurer for a week. Your Adventurer can either try to escape the Watch by making a donation to their funds of 2D6x(10 x his Battle-level) Gold, or join up.
If your Adventurer joins up he does not have to pay Living Expenses for the week and earns 20 Gold in wages. However, while in the Watch he has no time to visit any traders or Special Locations.
44 Illness
A terrible illness strikes the Settlement, and your Adventurer falls prey to it. He must spend the next two days in bed, paying 10 Gold per day for medication as well as the normal Living Expenses. While your Adventurer is in bed, you do not have to roll on this table for him.
45 Pet Squig
Your Adventurer is adopted by a small cave squig. Despite the odd kick and no feeding or encouragement, it follows him around everywhere, skulking in the shadows while the fighting goes on and then emerging after the Adventure is completed to show his new Master in adoration. Unfortunately, it has a habit of biting stranger slaves, something their own Masters sometimes take exception to when a calf muscle or foot goes missing. As a result of compensating other Dawi Zharr for their injured slaves, the squig costs your Adventurer an additional 100 Gold per trip to any Settlement. Your Adventurer can kill it if you want, as it might make a good meal for the slaves, although it may offer some entertainment as it delimbs slaves in an unsanctioned slave fight.
If your Adventurer already has a pet, roll on the table again. If not, name him and note him on your Adventure Record Sheet.
46 Runaway
While walking along the main street, your Adventurer hears a disturbance just around the corner. A moment later a huge runaway troll slave charges down the street, wrecking market stalls and causing dismay and anger. Your Adventurer can let it pass by hiding down a side alley, or try to stop the crazed filth.
If your Adventurer hides down the alley and lets the troll pass, roll 1D6 on the following table:
| Roll | Result |
|---|---|
| 1-3 | Your Adventurer skulks in the shadows waiting for the action to die down. As he peeps round the corner, a mugger's metal bar hits him over the head. When he regains consciousness, his purse is 100 Gold coins lighter. |
| 4-6 | After waiting nervously in the dark a few minutes, your Adventurer sees the troll careen past, down a side street. The danger has passed and your Adventurer may carry on about his business. |
If your Adventurer tries to stop the troll, roll 1D6 on the following table:
| Roll | Result |
|---|---|
| 1-2 | Your Adventurer waves the passers-by aside and leaps out in front of the troll, axe drawn. The troll hesitates for half a second or so, then tramples him into the dirt before carrying on its way. The crowd then stomp all over him in the rush to take down the troll, leaving him to nurse his injuries alone in an empty street. |
| 3-4 | A single axe chop stops the troll dead in its tracks – literally. As its carcass twitches spasmodically, the crowd roar in approval and shower your Adventurer with 100 Gold. Then the troll's enraged Master arrives and relieves him of 150 Gold – it was a hearty worker and kept for breeding; he only wanted it stopped, not slaughtered. |
| 5-6 | Your Adventurer gives the troll a hard stare and it skids to a halt, snorting and drooling on the ground. Putting a heavy chain around its neck and hands, he leads it back to the slave pits. The crowd cheer and shower him with 150 Gold. |
51 Crime
Your Adventurer is accused of murdering a Sorcerer and thrown in the prison pit. The matter is sorted out eventually, but only after your Adventurer's companions bail him out. Each Adventurer, except the accused, must pay 1D6x(5 x his Battle-level) Gold to the Gaoler. If his companions do not have the money, your Adventurer must spend 1D6 days in the gaol. While in the gaol he doesn't have to pay Living Expenses or roll on this table.
52 Uneventful Day
53 Counterfeit
As your Adventurer attempts to buy some equipment, the trader points out his Gold is counterfeit and refuses to take it. Looking through his stash, your Adventurer discovers that 1D6x(10 x his Battle-level) Gold is indeed worthless coins from the Elf realm. Discard it and cross it off his Adventure Record sheet. If your Adventurer does not have that much Gold left, and has already spent some in the Settlement, he must leave for the next adventure immediately before anyone catches on!
54 Beggars
Your Adventurer is accosted by starving and over-worked slaves and their unkempt Master, who is leading them through the streets on a heavy chain. He tells you that they are to be offered to Hashut, but will not make an acceptable offering in their current state. Overwhelmed by the pathetic-ness of the group, your Adventurer gives the Master 20 Gold for each of the 2D6+2 slaves. If your Adventurer cannot pay he is a beggar himself and you must roll 1D6 on the following table:
| Roll | Result |
|---|---|
| 1 | Your Adventurer is thrown out of the Settlement – see Settlement Event 11. |
| 2-6 | Your Warrior gains 1D6x10 Gold by begging. |
55 Debt
A debt collector catches up with your Adventurer, demanding payment for slaves borrowed years ago. Your Adventurer borrowed only two weakling and cowardly slaves, but the interest rates on slaves are astronomical. The outstanding balance is 1D6x(200 x his Battle-level) Gold, or 10 slaves.
56 Uneventful Day
61 Temple Donation to Hashut
Your Adventurer, feeling that the Father of Darkness has been most generous to him of late, pledges to re-double his worship, and donates 2D6x(50 x his Battle-level) to the temple, selling equipment as necessary to meet the cost of the donation. The next time your Adventurer is in a fight and fails to hit his opponent, Hashut's hand guides him and he may re-roll the attack. He may only do this once and then the blessing is gone.
62 Uneventful Day
63 Hunting
Your Adventurer is invited by a group of locals to go on a slave-gathering expedition. Meeting them hours later, he is informed that the quarry is to be a group of men who are hunting a Quarg in a nearby cavern. The group sets out and soon discovers the campsite used by the men. Roll 1D6 on the following table:
| Roll | Result |
|---|---|
| 1 | The men must have prepared an ambush! No sooner do your Adventurer and his companions arrive than the group of men throw heavy nets over them and begin beating them with sticks. They beat a hasty retreat, and your Adventurer will be no worse for wear in a few days, but his pride is permanently bruised after being beaten by such rabble. |
| 2-6 | You catch the group of men unawares as they are crouched in the bushes. With nets and man-catchers you round up all of them and pile them into the slave cart. Although the idea was to divide up the slaves evenly, the leader of the expedition states that most were for him. Still, for all your hard work you manage to get two man slaves for your effort. As the expedition ends your Adventurer finds a stick with a bell on it and a bag full of garlic in the campsite. There has been no sign of the Quarg the men were hunting, and your Adventurer begins to wonder if all men are as stupid and feeble as these. |
64 Antislavery Charges
Your Adventurer is accused of wishing to end slavery, a most heinous charge, and is chased through the streets by an angry mob. Roll 1D6 on the following table:
| Roll | Result |
|---|---|
| 1-3 | Your Adventurer escapes by running clear out of the Settlement wall and into the shadows. Pelted with rotting meat and garbage, he staggers out much later, where he has to wait outside for his companions. |
| 4-5 | Your Adventurer ducks down a side alley and escapes, but from now on he must wear a disguise when out in public here! |
| 6 | Your Adventurer turns angrily on the mob, demanding an explanation. Shouting down the leader of the mob, he establishes his authority over the crowd, who sheepishly return to their hovels, pausing only to give him 100 Gold as compensation. Time to go acquire more slaves to ensure this does not happen again! |
65 Uneventful Day
66 Accident
As your Adventurer helps an ageing Dawi Zharr to cross the busy main street, a beer wagon unexpectedly crashes into him. The old one carefully peels him off the heavy iron-shod wheel, and takes him to be patched up. Your Adventurer cannot buy anything or visit any Special Locations for 1D6 days while he recovers. Luckily the owner of the beer wagon has kept you in good supply of ale while you recover! While he is recovering you do not have to roll for him on this table.
Equipment Tables
Armourer
| Equipment | W | A | S | D | Stock | Cost (Buy) | Cost (Sell) | Special Rules |
|---|---|---|---|---|---|---|---|---|
| Leather Armour | ✓ | ✓ | ✓ | ✓ | 5 | 40 | 20 | +1 Toughness; destroyed by the first blow that scores a natural 6 or if the Warrior wearing it is reduced to 0 Wounds. |
| Chainmail Armour | ✓ | ✓ | – | ✓ | 6 | 500 | 150 | +2 Toughness, -1 Movement |
| Scale Mail Armour | ✓ | ✓ |
Note that shields are only effective against hand-to-hand and missile weapon attacks and do not protect against fire or magic.
Due to their design, only one of each type of headgear can be worn at one time, so wearing a Helmet and a High Hat is not possible. A Face Mask, however, may be combined with a Helmet or High Hat.
* Can be found in Zharr Grungron Ankor only.
Fletcher
| Equipment | W | A | S | D | Stock | Cost (Buy) | Cost (Sell) | Special Rules |
|---|---|---|---|---|---|---|---|---|
| Short Bow | – | ✓ | – | – | 5 | 150 | 20 | Strength 1; number of shots as Attacks/turn |
| Longbow | – | ✓ | – | – | 8 | 300 | 40 | Strength 4; one shot per turn |
| Arrows | – | ✓ | – |
Weaponsmith
| Equipment | W | A | S | D | Stock | Cost (Buy) | Cost (Sell) | Special Rules |
|---|---|---|---|---|---|---|---|---|
| Axe | ✓ | ✓ | ✓ | ✓ | 4 | 150 | 15 | Normal damage (1D6 + Strength) |
| Battle-axe | ✓ | ✓ | – | ✓ | 8 | 500 | 35 | +2 Str; 2-handed, cannot use a shield |
| Broadsword | ✓ | ✓ | – |
Trademaster's Guild
| Equipment | W | A | S | D | Stock | Cost (Buy) | Cost (Sell) | Special Rules |
|---|---|---|---|---|---|---|---|---|
| Intricate Tools | ✓ | ✓ | ✓ | ✓ | 6 | 250 | – | Useful for picking locks, etc. |
| 1D6 Firebombs | ✓ | ✓ | ✓ | ✓ | 8 | 100 | – | |
| 1D6 Bags of Flash Powder | ✓ | ✓ | ✓ |
Orc Bounty – Paid out in Zharr Grungron Ankor only
| Item | Cost (Sell) |
|---|---|
| Orc Head | 10 |
| Black Orc Head | 25 |
* Palanquins occupy a 2x2 square; the rider is assumed to have these dimensions and is considered adjacent to all neighbouring squares. Double the number of slaves required if they are Snotlings (in this special case Snotlings will occupy two to a square). Palanquin occupancy on the board: Palanquins are a special case, where slaves bearing the Palanquin each occupy 1 square on the board and the rider effectively shares occupancy across the entire 2x2 area. Keep in mind that any area-of-effect spells that target specific squares can hit both the Palanquin bearers as well as the rider.
Gunsmith
| Equipment | W | A | S | D | Stock | Cost (Buy) | Cost (Sell) | Special Rules |
|---|---|---|---|---|---|---|---|---|
| Blunderbuss | ✓ | ✓ | ✓ | ✓ | 9 | 3,000 | 1,000 | See Blunderbuss section |
| Blunderbuss Repairs | ✓ | ✓ | ✓ | ✓ | – | 250 | – | Fixes a Blunderbuss that has misfired |
| Blunderbuss Bayonet Upgrade | ✓ | ✓ | ✓ |
The Gunsmith – Chaos Dwarf Blunderbuss (3,000 Gold)
As with normal missile weapons the attacker must not be pinned in order to fire the weapon. The blunderbuss grants +1 to hit on Ballistic Skill rolls and has a range of 6 squares. All models in a 2x2 square take a Str4 hit, modified for Toughness and armour as usual. Chaos Dwarf Blunderbusses will MISFIRE on a natural to-hit roll of 1.
Note that a blunderbuss is a two-handed weapon.
Misfires. If a Misfire occurs the wielder and any adjacent model suffers 1D6 + Str4 Wounds. Furthermore, roll another D6; on a roll of 1 or 2 the Blunderbuss has become damaged and cannot be fired again unless it is repaired.
Reloading. Reloading a blunderbuss takes 1D3 turns after each shot fired (roll immediately after firing). If a 3 is rolled, for example, then it will take 3 turns to reload the weapon, not counting the current turn, and it will be ready to fire at the start of the fourth turn. An Adventurer actively reloading a Blunderbuss may still move and perform actions; however, he may not change weapons (to attack with a sword, for example) or else progress made in reloading the blunderbuss is halted. If the Adventurer has an axe blade mounted beneath the barrel, however, he may attack in hand-to-hand combat with that and it will not interrupt his reloading.
Attackers using Multiple Blunderbusses. Multiple Adventurers who attack using blunderbusses make a special coordinated attack instead of their regular Attacks. At the beginning of the Warriors' Phase, those units who have a loaded Blunderbuss may announce that they are making a Group Shot Maneuver. Immediately afterward, all Warriors who may do so will fire their Blunderbuss simultaneously at a particular group of Monsters, with each Adventurer rolling to-hit. If hits are scored then all Monsters in the affected area are considered hit. Instead of working out damage for each individual blunderbuss hit, all successful hits have their damage dice added together (and applying any additional strength modifiers as necessary to the final total), making one massive blast. If multiple blunderbusses Misfire, any units within the affected area of more than one Blunderbuss resolves each Misfire individually instead of combining damage dice into one large misfire.
Gunsmith Item Notes
-
Blunderbuss Repairs – 250 Gold. Returns a blunderbuss to regular working order after being damaged due to a misfire.
-
Blunderbuss Upgrade: Firing Mechanism – 1,000 Gold. This significant improvement eliminates the possibility of a misfire with a blunderbuss. As usual, however, a natural to-hit roll of 1 will still be a miss, but without the disastrous consequences.
-
Blunderbuss Upgrade: Bayonet – 250 Gold. (The Gunsmith table above prints this item at 400 Gold to buy and 100 to sell; the source gives both prices and they are transcribed as printed.) While more expensive than a normal axe, this specialized axe blade is mounted below the mouth of the blunderbuss on the barrel. This triangular blade has a long edge for cutting like an axe that is finely tapered into a tip at one end so that it can also be used for stabbing forward as the need arises. Attacking with the blade causes normal Wounds as an axe or sword would (1D6 + Str). This weapon negates the need to switch weapons after firing the blunderbuss.
A warrior with the bayonet upgrade and the Charging Shot skill may make a special attack. At the beginning of each turn, those units who have a reloaded Blunderbuss may announce that they are making a Charging Shot Maneuver. Then, at the beginning of the Warriors' Phase, all Warriors who may do so will fire their Blunderbuss simultaneously at a particular group of Monsters, each rolling to-hit, working out damage as normal. This counts as 1 Attack, and those Warriors who still have Attacks remaining for the turn may now take their turn as normal, and may move and, if they are adjacent a foe after moving, they may engage in hand-to-hand combat using the bayonet with their remaining Attack actions.
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Black Powder and Shot – 200 Gold. There is enough black powder and shot for 6 uses in a Blunderbuss, or enough to last one Adventure if used in another type of firing weapon such as a musket or pistol. If a mixture of shot types are carried then the type of ammunition being reloaded must be specified, otherwise the type previously fired will be used.
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– 300 Gold. There is enough black powder and shot for 6 uses in a Blunderbuss, or enough to last one Adventure if used in another type of firing weapon such as a musket or pistol. The shot is a mix of small razor-sharp metal shards and molten lead. All shots ignore armour. If a mixture of shot types are carried then the type of ammunition being reloaded must be specified, otherwise the type previously fired will be used.
Pit Lord
Who can visit the Pit Lord? Only Dawi Zharr may visit the Pit Lord.
All Settlements have a Pit Lord working there, along with several dozen Hobgoblin Taskmasters. In small outposts and hideouts the Pit Lord is usually a very junior level individual, little better than a clerk, whose job it is to keep detailed records of any slaves that are to be delivered to the Slave Pits in Zharr Grungron Ankor. It is also his job to ensure the Hobgoblin Taskmasters brand any new slaves.
Any slaves that the Adventurers captured on a previous Adventure can be delivered to a Pit Lord, where they are branded, recorded and caged – ready to be shipped out to the Slave Pits in the Adventurer's home city and retrieved later if the Adventurer so wishes.
Adventurers who have captured slaves but do not visit a Pit Lord are assumed to still have their slaves with them, and these will still count toward the total number they are permitted to "capture" during the next Adventure.
Slave Pits
| Slave Type* | Stock | Cost (Buy) | Cost (Sell) | M | WS | BS | S | T | Arm | W | I | A | Dam | Special Rules |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Beastmen | 12 | 150 | 75 | 4 | 4 | 3+ | 3 | 4 | – | 6 | 3 | 1 | 1 | |
| Black Orc |
All Slaves (except the Snotling Lamp Slave) have Break n, where n equals 2 x (the number of alive Chaos Dwarfs currently in play). For the purposes of Break in this case Slaves are treated as one cohesive group, regardless of their race or composition.
Others not listed are worth ½ their Gold value from the Monster Tables.
* Some creatures are not listed, such as Centaurs, Minotaurs, Ogres, Chaos Warriors, Lizardmen and the like. In the case of these two Monsters, their likeness to Bull Centaurs (in the case of centaurs) and to the bull-headed God, Hashut (in the case of Minotaurs), means that Chaos Dwarfs will not consider taking them as slaves, for risking the offence of the Father of Darkness. Ogres and Chaos Warriors are common trading partners with the Dawi Zharr and are not enslaved. If there is a problem with any such group it is best they be dispatched quickly and the matter forgotten! Similarly, monsters, daemons and the undead make terrible slaves and are never captured as they cannot be trained or controlled reliably.
** Numbers in parentheses indicate the Stock for Zharr Grungron Ankor only, where Orcs are usually killed for their bounty instead of being kept as slaves (see Trademaster's Guild).
Special Locations
Fighting Pits
Who can visit the Fighting Pits? There are no restrictions on who may visit the Fighting Pits, provided they bring ample Gold. Unlike other Special Locations your Adventurer may visit the Fighting Pits as often as you like during his stay in a single Settlement. Each visit to the Fighting Pit takes up the whole day.
Gambling. Declare how much your Adventurer is gambling at the Fighting Pits, up to a maximum of 500 Gold in one visit, and roll 1D6 on the following table:
| Roll | Result |
|---|---|
| 1 | A terrible showing: the slave fighters you chose were pitiful wretches who could hardly even put on a show, let alone withstand their opponents' crushing blows. The only good thing to come of this visit is that you were able to see the filthy under-performing rabble disembowelled, but that doesn't help your coin pouch. The Adventurer loses (1D6 x original bet) Gold. |
| 2-5 | A splendid day at the fighting pits with an acceptable number of mangled slaves; unfortunately few of your chosen fighters could hold their own. After counting your Gold you find you break even. |
| 6 | You've chosen several excellent slave fighters today, and any one of them would have made an acceptable slave for you to purchase, if they were not going to be sacrificed to Hashut this evening. You win (1D6 x original bet) Gold. |
[The following offering table is printed after the Fighting Pits gambling table in the source; it is applied to Temple of Hashut offerings, see below.]
Offering Results. Once an offering is made, roll on the following table:
| Roll | Result |
|---|---|
| 1-3 | Your prayers to Hashut go unheeded, but no matter. Your future deeds in His name shall garner His recognition. |
| 4 | Your Adventurer's hands are guided by Hashut! For any one Attack next Adventure only, you may add +3 to his to-hit roll, and if it strikes it inflicts an additional 1D6 Wounds. |
| 5 | During one turn next Adventure only, your Adventurer's Attacks are doubled. |
| 6 | Hashut has seen fit to bestow a blessing upon your Adventurer. Roll 1D6 on the following table: |
| Roll | Blessing |
|---|---|
| 1 | Roll once on the Transformation Table. This change is permanent. |
| 2 | During the next adventure only, nominate any one attack before rolling to hit; the attack will automatically hit the opponent. This blessing may only be used once and is then lost. |
| 3 | During the next adventure only, the Adventurer may double his number of attacks for one turn. This blessing may only be used once and is then lost. |
| 4 | The next time the Adventurer reaches 0 Wounds Hashut's mighty grip envelopes the Adventurer and his Wounds are restored to their maximum. This blessing may only be used once and is then lost. |
| 5 | +1 Wound is added to the Adventurer's total Wounds. This change is permanent. |
| 6 | +1D6 Wounds are added to the Adventurer's total Wounds. This change is permanent. |
Temple of Hashut
Who can visit the Temple of Hashut? Temples are only found in Zharr Grungron Ankor, cities in the Dark Lands and Zharr Naggrund. Only Dawi Zharr may enter the Temple, although they may take Slaves with them as offerings.
Temple Offerings. Dawi Zharr entering the Temple may make an offering which is consumed by the molten lava flowing beneath the hulking form of the Father of Darkness that forms the altar. The offering (in Gold, Treasure or Slaves) must total 200 Gold or more. Once an offering is made, roll on the Fighting Pits offerings table above.
Temple Relics
Cleansing Firebombs – 75 Gold. Stock: 10.
These magical firebombs are uncommon, but are known across the Dawi Zharr realm. The firebombs bear the mark of Hashut and are created by some of the most powerful High Priests of Hashut in Zharr Naggrund. When thrown, a great column of fire erupts producing the grim visage of the dark Father, Hashut, billowing black smoke from his nostrils. Cleansing Firebombs may be thrown at any time and affect an area 2 squares by 2 squares. Any Dawi Zharr in the affected area is automatically healed for 1D6 Wounds; non-Dawi Zharr suffer 1 Wound with no modifications for anything (Toughness, armour, Ignore Pain, etc.). This is not a spell.
Groghouse and Distillery
A significant proportion of any Grog House's alcohol comes from trading with Ogres, but almost half comes from raids and theft from other races, such as Dwarfs and from the Empire.
Who can visit the Groghouse and Distillery? Anyone may enter a Groghouse; however, the private cellar is reserved for special customers.
Adventurers may purchase a small cask of any beverage to take into a dungeon. Each cask has enough for 1D3 draughts in it (2D3 for a double, but the cost is doubled also). The exception to the number of draughts is Bugman's Premier Ale, which only ever has one due to its precious nature and rarity. Due to the size and cumbersome nature of the casks an Adventurer may only ever have one cask at a time. He may, however, purchase additional casks for his slaves to carry, but due to their weight, and the weakened state slaves are kept in, a slave carrying a cask is at -1 to his movement and he may not attack. Furthermore, if a slave is slain while carrying a cask it is dropped and smashes open on the dungeon floor, wasted.
Thugman's Own – 80 Gold. Stock: 5.
Thugman is Brewmaster at one of the largest brewers in Zharr Naggrund. Although Thugman's brews are often criticized as leaving something to be desired, the inexpensiveness of this pitch-black stout is its major selling point. Brewed by slaves, and often containing mixtures of fungi that grow in the hot and humid lava caverns below Zharr Naggrund, as well as being combined with various ales that have been stolen or pillaged from bordering Settlements, the stout is surprisingly consistent in taste and effect from one batch to the next.
When consumed the Adventurer gains +1 Strength for one turn. In addition, roll 1D6. If the score is a 6 your Adventurer gains +1 Strength for the remainder of this Adventure.
Black Spire Spirits – 175 Gold. Stock: 5.
An unbelievably strong, high-proof alcoholic beverage which is as black as coal. Really only consumed by the Dawi Zharr; even Ogres have no taste for the stuff, which is said to also be useful for cleaning armour and weapons. Brewed in large copper stills from the core mantle of slain daemons and aged for many decades in laburnum barrels. The barrels themselves are considered precious relics: they are centuries old, emblazoned with powerful arcane runes and kept deep below Zharr Naggrund. Their exact location is kept secret, even from the sorcerer conclave and the High Priest of Hashut, and is known only to the Drewmaster and his highest order apprentices.
If consumed by any Adventurer other than a Dawi Zharr (and this includes Dwarfs and Ogres, for whom the stuff is too wretched) they will immediately suffer -1 permanently from the starting value of one characteristic, except Wounds (you choose), and will retch and writhe on the ground in agony for 1D6 turns, unable to defend themselves. In this state all foes gain +2 on their to-hit rolls. For Dawi Zharr, the strong bold flavour fills their chest with warmth and harkens thoughts of great power and domination. A Dawi Zharr Adventurer will immediately be healed 1D6 Wounds and gain +1 on all Fear and Terror rolls for the duration of combat.
Ogre Brew – 75 Gold. Stock: 8.
The Ogres who trade frequently with the Dawi Zharr have ale of their own, and although it is potent, caustic stuff, it's just barely consumable. Unfortunately, Ogre recipes being what they are, Ogre Brew is never the same from one batch to the next. After purchasing, roll 1D6 on the following table to determine the properties of the brew:
| Roll | Result |
|---|---|
| 1 | Poison! This stuff is so caustic that your Adventurer can feel it eating away at his insides even now. He immediately loses 1D6 Wounds, with no modifier for Toughness or Armour, and he is at -1 Movement for the next 2D6 turns as he deals with the gut-wrenching pain. |
| 2-5 | Terrible stuff. It tastes like a combination of Gnoblar feet and Ogre sweat. Choking the stuff down, your Adventurer realizes that the potent beverage has gone straight to his head! He gains +1 Attack but is at -1 to hit for the duration of combat. |
| 6 | The Ogres have surpassed themselves this time, too bad they don't keep notes on their brewing practices. Your Adventurer feels invigorated by this heady brew. He regains 1 lost Wound, and gains +1 Toughness for the duration of the current dungeon. |
Private Cellar. This closed-off part of most Grog Houses is a special area reserved for Dawi Zharr of high social status, as it contains a selection from the spoils of war and pillaging from recent months. Only Dawi Zharr who possess 100 slaves or more are permitted entry to the private cellar, although occasionally they may bring a single guest.
Bugman's XXXXXX – 300 Gold. Stock: 10.
Legendary among Dwarfs, passable as a beverage among the Dawi Zharr, there are some benefits to its consumption. One draught of Bugman's XXXXXX will add +3 Strength for one turn, and the Adventurer may ignore the effects of Fear and Terror for one whole combat.
Troll Brew – 300 Gold. Stock: 10.
Stolen from Dwarf strongholds and raided Dwarf outposts, this brew is so named due to the fact that the main ingredient is Troll's blood! Although a little sweet for the palate of the Dawi Zharr, it can have interesting effects on the drinker. One draught of this brew will add +1 Toughness for one turn and allow the drinker to Regenerate 1D6 Wounds at the end of that turn.
Volcanus Hellfire – 525 Gold. Stock: 13.
Volcanus Hellfire is a heady brew with a much longer fermentation and run-off period than most brews. Its actual brewing process is unknown to the Dawi Zharr, but rumour has it that the concoction is enhanced with the aid of Dwarf Runesmiths. When a Dwarf or Dawi Zharr drinks this fiery brew there is a sudden loud gurgling heard in the pit of his stomach, which builds up to a massive crescendo when he finally emits a tremendous belch and flames burst forth from his mouth! Any one adjacent foe will be hit automatically, suffering 2D6 Wounds, with no modifiers for armour. Only one draught may be consumed per combat as it is far too volatile to quaff in large quantities. Other races, with the exception of Dwarfs and Ogres, dare not touch the stuff; if they do consume it, it can burn their insides out. If any other Adventurer consumes Volcanus Hellfire, roll 1D6. On a roll of 1, 2, 3 or 4 the Adventurer suffers 1D6 Wounds, with no modifier for Toughness or armour; on a roll of 5 or 6 the brew works as normal.
Nordic Original – 375 Gold. Stock: 13.
Said to hail from the icy lands of Norsca and first brewed by Norse Dwarfs of Kraka Drak, it is often found in beer cellars during raids in the North. Extremely potent and appealing, when the last drop goes down, froth begins to bubble from the Adventurer's lips and he goes totally Berserk, just like the Barbarian (going Berserk on a roll of 6+, but adding 1 for each foe slain this Adventure). He remains in this state until the end of combat.
The Golden Drop – 750 Gold. Stock: 14.
A very pure brew stolen from Dwarf keeps and treasuries. When drunk this ale will make the consumer feel light and able. The Adventurer may strike first, regardless of Initiative or who has the Lamp, and what's more he will fight with +1 Attack and +1 to his Move until the combat ends.
Bugman's Premier Ale – 900 Gold. Stock: 16.
Reported to be the finest brew devised by Dwarfs and kept in their treasure vaults and reliquaries, it is passable to the Dawi Zharr palate as well, but hardly something special in terms of taste. When this beer is drunk by a Dwarf or Dawi Zharr he takes on a warm glow and it immediately restores all lost Wounds and makes the drinker immune to Fear and Terror for an entire combat. It also adds +1 Strength and +1 Toughness for the duration of combat.
Arcane Runesmith
Who can visit the Arcane Runesmith? Only Dawi Zharr of known reputation may deal with the guild members of the Arcane Runesmith. Characters with fewer than 20 slaves will not be permitted entry, while some of the more intricate work offered by the Runesmiths will only be performed for those of high social status (and with deep coin purses).
Arcane Tattoos. A Dawi Zharr may opt to have arcane runes tattooed on his flesh. This is a painful, time-consuming process, but spoken of with great respect by those willing to undergo the temporary discomfort. Only a Warrior, Annihilator or Daemonsmith may receive tattoos, and they must have a minimum of 20 slaves. Due to the grand scale, intricacy and power contained within Dawi Zharr tattoos, an Adventurer may only have 1 tattoo for every 3 Battle-levels. For example, at Battle-levels 1 and 2 a Dawi Zharr may not have any tattoos; at Battle-level 3 he may have 1 tattoo, and must wait until Battle-levels 6 and 9 to receive his second and third tattoos.
Tattoos cost 1D6x200 Gold, and require two days (this must be performed by two consecutive visits). If this is interrupted for any reason, for example the Adventurer runs out of funds or leaves town, the tattoo cannot be properly completed as its power is lost. In such a case the recipient may not replace the tattoo and must wait until he increases his Battle-level to get another.
Upon successful completion of the tattoo, roll 1D6:
| Roll | Tattoo | Effect |
|---|---|---|
| 1 | Daemonic Branding | The tattooing has gone horribly wrong and left your Adventurer's flesh open to daemonic possession. At any time if he is adjacent a daemon it will try to take control of his body. Roll 1D6; on a score of 6 the control is successful and lasts for 1D6 turns, after which time your Adventurer manages to resist its effects. Under such control the daemon craves the taste of souls and wishes to bear witness to untold carnage. The Adventurer will automatically move toward the nearest unit, friend or foe, and then attempt to engage in hand-to-hand combat, hacking and slashing wildly. While in this state the Adventurer has +1 Attacks but is at -1 to hit. Any foes killed while under this influence still contribute to the Gold total at the end of the Adventure. Furthermore, any Will Power tests against daemonic artifacts are made with a -1 penalty. |
| 2 | Impressive Tattoo | An impressive tattoo to be sure, but it confers no enhancement on its bearer, other than drawing admiration for its intricacy and grandeur. |
| 3 | Arcane Tattoo of Fortune | This tattoo is infused with untold power, granting the bearer +1 Luck. Further instances of this tattoo have no further effect. |
| 4 | Tattoo of Mental Fortitude | This tattoo effectively increases the bearer's Will Power by +1. An Adventurer may have multiple instances of this tattoo. |
| 5 | Horrific Arcane Tattoo |
Arcane Rune Engraving. Once each day a Dawi Zharr may have an item, such as an axe, hammer, armour or blunderbuss, engraved with one rune. There are two classes of runes, common and rare, and their prices reflect their availability. Common ones are runes which are still fashioned by the Runesmith, while the rare runes are often those stolen during raids on Dwarven strongholds or are created by Master Runesmiths in Zharr Naggrund. Palanquins may also be engraved with a unique form of rare arcane runes.
The ultimate recipient must have a minimum of 20 slaves for common runes, a minimum of 75 slaves to receive a rare rune, and a minimum of 50 slaves to receive runes on a palanquin.
| Item | Common (x 100 Gold) | Rare (x 100 Gold) |
|---|---|---|
| Axe/Hammer | 1D6+2 | 1D6+8 |
| Blunderbuss | 1D6+4 | 1D6+8 |
| Armour | 2D6+3 | 2D6+10 |
| Palanquin* | 2D6+20 | – |
* These runes are available in Zharr Grungron Ankor (Deep Forge) only.
Using Runes. You must declare that your Warrior is using a Rune before rolling the dice to hit; in some cases this means that if you miss, the rune is wasted! Armour runes are assumed to always be active unless otherwise stated.
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A Dawi Zharr weapon (Axe or Blunderbuss) may have one Rune per Battle-level of the wielder. A Blunderbuss with a barrel-mounted Axe may have twice this number, but the purchaser must specify to which weapon the rune will be emblazoned before determining which rune is bought.
Weapons may have one rune for each Battle-level of the bearer. For example, a Battle-level 5 Adventurer may have 5 runes in total. Note that a blunderbuss with an axe blade mounted beneath the barrel is still limited to the same number of total runes and does not count as two separate weapons, because runes are applied to the whole weapon, not just individual parts of the weapon.
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A suit of armour (not including leather armour, hats, helmets, masks or shields) may have one rune for every two Battle-levels of the wearer, rounding fractions down. For example, a Battle-level 5 Adventurer may have a maximum of two runes on each suit of armour he owns. At Battle-level 6 this same Adventurer may now have three per suit of armour. No armour runes are permitted at Battle-level 1.
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A palanquin can also receive runes, but the intricacy and the application of these types of arcane runes by the Dawi Zharr of Zharr Grungron Ankor requires that much of the surface of a Palanquin be covered, and there will only be enough space for 3 Runes at most. A palanquin may have a maximum of 1 rune for every 3 Battle-levels of the rider, rounding down. For example, at Battle-levels 3, 4 and 5 a character's palanquin may have one rune, while at Battle-levels 6, 7 and 8 it may have two, and at Battle-levels 9 and 10 it may have three. No runes are permitted at Battle-level 1 or 2.
Determining the Rune. To determine the exact rune inscribed, roll 1D6 on the appropriate table below.
Table of Common Weapon Runes
| Roll | Rune | Effect |
|---|---|---|
| 1 | Magic Rune | The rune glows dully and keeps the axe blade sharp. This weapon is now treated as a magical weapon with no further bonus. |
| 2 | Rune of Smashing | The weapon now ignores 1 point of Armour when determining damage. If the weapon already has a similar effect then they are cumulative. |
| 3 | Rune of Speed | Grants the wielder +1 Initiative. |
| 4 | Rune of Malice | Once each adventure the wielder of this weapon may announce the name of one race of enemies (Humans, Elves, Goblins, Skaven, Beastmen, etc.) and he will fight as though he Hates that enemy type. This lasts until there are no more of that enemy type on the current board section. (Hate gives +1 Attack against that group, but at -1 on all to-hit rolls.) This may not apply to the Blunderbuss unless it can fire more than once per turn. Multiple runes of this type allow the ability to be used multiple times per Adventure. |
| 5 | Rune of Destruction | Allows the wielder of the weapon to double his number of attacks once per adventure (may not apply to the Blunderbuss unless it can already fire more than once per turn). |
| 6 | Death Rune |
Table of Rare Weapon Runes
| Roll | Rune | Effect |
|---|---|---|
| 1 | Rune of Sure Striking | Whenever wielded by a Dawi Zharr (or Dwarf) you may re-roll the damage dice that scores the lowest number, if you wish. Multiple runes of this type on a single weapon have no further effect. |
| 2 | Master Rune of Breaking | When a hit is scored against an enemy, if the enemy wields a magical weapon it is destroyed. Multiple runes of this type on a single weapon have no further effect. |
| 3 | Rune of Fire | The weapon makes fire-based attacks and inflicts an additional 1D6 Wounds. |
| 4 | Rune of Withering | Once during each adventure, if the weapon hits its target it will inflict 1D6 Wounds with no modifiers for anything such as Toughness, Armour, Ignore Pain, etc. Multiple runes of this type increase the number of times this may be done, but not the number of Wounds. |
| 5 | Rune of Desolation | If the wielder scores a successful hit, then all foes adjacent to the target (targets in the case of a Blunderbuss) receive 1D6 Wounds with no modifier for Armour. Multiple runes of this type on a single weapon have no further effect. |
| 6 | Rune of Restoration |
Table of Common Armour Runes
| Roll | Rune | Effect |
|---|---|---|
| 1 | Rune of the Forge | The wearer is immune to all natural fire-based attacks, and takes only half damage from magical fire (after armour and Toughness deductions). Multiple instances of this rune on a piece of armour have no further effect. |
| 2 | Rune of the Immaterium | Once per Adventure the wearer of this armour may become Invisible (as per the Spell in the Roleplay Book) for one turn. Multiple runes of this type have no further effect. |
| 3 | Rune of Afflictions | Any model adjacent the wearer (friend or foe) will begin to break out in sores and boils. Affected units suffer a -1 on their to-hit rolls. Multiple runes of this type have no further effect. |
| 4 | Rune of Chaotic Forms | The rune causes the surface of the armour to take on the appearance of a dark liquid-like material which is continuously changing its form. The wearer of this armour can never be pinned. |
| 5 | Rune of Immolation | This rune causes the armour to shimmer with magical flames when worn. Although the wearer is unharmed by the flames, any unit, friend or foe, who is adjacent suffers 1D6 Wounds, with no deduction for armour. |
| 6 |
Table of Rare Armour Runes
| Roll | Rune | Effect |
|---|---|---|
| 1 | Rune of Life Stealing | Automatically drain 1D6 Wounds from all adjacent enemies, with no modifiers for Toughness or Armour; the total number of Wounds inflicted are gained by the Warrior, up to the starting maximum. May do this once per Adventure. Additional runes of this type increase the number of times the life stealing may be used per Adventure, not the amount that is drained from enemies. As this is not a Spell, Magic Resistance is not a factor when distributing stolen life. |
| 2 | Master Rune of Fear | This rune causes the armour to radiate a frightening aura, giving the wearer Fear 3. Multiple runes of this type increase the Fear rating by 1. |
| 3 | Master Rune of Adamant | This rune adds +1 Toughness to the value of the armour. |
| 4 | Rune of the Cursed Mages | The wearer of the armour has Magic Drain 6+, meaning each turn 1D6 is rolled; on a roll of 6 spell casters lose all power and no unit in the dungeon may cast spells for that turn. Multiple runes of this type have no further effect. |
| 5 | Rune of Fortitude | This rune grants the wearer +1 Wound while worn. If donned during an adventure it will not automatically increase the wearer's Wounds by 1, but will require the wearer to be healed up to the new maximum. |
Table of Arcane Palanquin Runes
| Roll | Rune | Effect |
|---|---|---|
| 1 | Rune of the Warp | This rune causes the palanquin to crackle with electrical energy, which automatically inflicts 1 Wound each turn on any adjacent units (including the slaves carrying the palanquin), with no modifier for Armour! The only way to avoid killing one's Slaves is to have some measure of protection for them, such as healing items, an aura of regeneration, or only take very hearty slaves! The energy around the palanquin can be channelled into one massive strike once per Adventure, causing 5D6 Wounds to any one unit, with no modifier for Armour or Toughness. |
| 2 | Rune of Luck | This rune allows the rider to re-roll any one die once per Adventure, and there is a chance that its power may fade forever. When used, roll 1D6: on a roll of 4, 5 or 6 the rune can be used next adventure; on a roll of 1, 2 or 3 the rune's power fades and can no longer be used. A new rune can be purchased, however, to take its place. |
| 3 | Arcane Rune Sorcery | If the palanquin rider is a Sorcerer this rune will grant him +2 Power each turn unless a 1 is rolled during the Power Phase. This rune has no effect for other riders. |
| 4 | Spellgorger Rune | This rune has the ability to automatically absorb the magical energy from any one Spell, once per Adventure, effectively dispelling the Spell. The rune converts the spell back into raw Power, and on the subsequent turn the rune will grant any Spell caster on the current board section +5 to their Power for that turn only. |
| 5 |
Guild of Sorcery
Who can visit the Guild of Sorcery? Only a Sorcerer may visit the Guild of Sorcery. Such guilds are only found in Dawi Zharr cities or Zharr Grungron Ankor.
Payment. All Guilds of Sorcery demand heavy taxes be paid for use of their services and tomes of magical spells. The services are used to maintain the social order of the Sorcerers and the status of their guild as the mightiest (or at least the wealthiest) in Dawi Zharr society. As such, a Sorcerer must pay 1D6x100 Gold in order to simply gain entry to any Guild of Sorcery!
Sorcerer Training. In order for a Sorcerer to receive training he must attend a Guild of Sorcery, which are only found in Dawi Zharr cities, Zharr Grungron Ankor, or Zharr Naggrund. Here a Sorcerer may pay the required fee for training in order to reach his next Battle-level, and he may also study to acquire new spells here as well.
Sorcerer Scepters
Night Wing Scepter – 400 Gold. Sorcerer only. Stock: 7.
Large ornate wings of a giant bat adorn the top of this scepter. In hand-to-hand combat the scepter deals normal damage (D6 + Str).
The scepter comes with 1D6 points of Power already stored in it. To recharge it the Sorcerer must visit the guild's altar to Hashut.
Skull-Capped Scepter – 2,000 Gold. Sorcerer only. Stock: 12.
This mighty scepter is specially forged for the Guild of Sorcery by Master Daemonsmiths. The hollow eye sockets of the Black Orc skull that adorns the top of the scepter radiate great power. In hand-to-hand combat the scepter deals normal damage (D6 + Str).
The scepter comes with 1D6 points of Power already stored in it. To recharge it the Sorcerer must visit the guild's altar to Hashut.
The Scepter is inherently magical and once per Adventure it can be used in the Power Phase to re-roll the Sorcerer's Power (and perhaps avoid an Unexpected Event!).
Sorcerer's Altar to Hashut. The altar to Hashut maintained within the Sorcerer's Guild for worship and also to act as a font of power for recharging scepters. To recharge a scepter the Sorcerer must offer 1D6x100 Gold (or in combination with Treasure offerings). For this amount of money the scepter is charged with 1D6 points of Power. These points of Power are used to augment the Sorcerer's spell casting ability as normal. Once Power is used up it is gone for good, or at least until such time as the scepter is recharged once more.
A Sorcerer's scepter may never contain more than 6 points of Power at any one time.
Changing Spells. While in the Guild of Sorcery the Sorcerer can attempt to change the spells he has memorized by entering a trance-like, near-coma state, in which he can hopefully erase the unwanted knowledge from his mind and replace it. Unfortunately, this is a risky business. If the Sorcerer attempts to learn a new set of spells in this manner, roll 1D6 on the following table:
| Roll | Result |
|---|---|
| 1-3 | The Sorcerer fails to erase and replace his spells, and must play the next Adventure with them as usual. He may try again at the end of the next Adventure. |
| 4-5 | The Sorcerer successfully blanks one spell from his mind. The Sorcerer player may now discard one of the Sorcerer's spell cards. |
| 6 | The Sorcerer manages to erase all the spells he wishes to replace. The Sorcerer player may now discard any or all of the Sorcerer's spell cards. |
If the Sorcerer manages to erase one or more spells, he may attempt to learn one or more replacements in time for the next adventure. Roll 1D6 on the following table for each empty 'slot' in the Sorcerer's brain that he is trying to fill with a new spell:
| Roll | Result |
|---|---|
| 1-2 | The Sorcerer fails to learn a new spell in time, and will have one less spell in the next adventure. He may try again at the end of the adventure. |
| 3-5 | The Sorcerer is successful in his studies. Re-roll a number of spell dice equivalent to the last time the Sorcerer gained new spells, and combine them in any manner you see fit to determine the casting number of the new spell, then choose which will be learned. Note that Battle-level 1 is a special case, and in this instance only, 3D6 should be rolled for spells – giving a decent chance of getting a combination of useful numbers. |
| 6 | Through careful and rigorous research and study, the Sorcerer locates and learns precisely the spell that he needs for the next adventure. The Sorcerer player may pick any one spell to learn. |
Example. Osteroch, a Sorcerer Novice and Initiate in the Irate Hatter's Order, began adventuring with the spells Minor Lifestealer, Strength and Open. After his first few adventures he finds that his companions have never had a use for his Strength spell, but Open has been most useful for opening the Portcullis on occasion. What's more, although Minor Lifestealer can heal one individual, he finds that most of the time the entire party is in need of a little healing all at once, and that the full-blown Lifestealer would be a much better spell to have. Osteroch visits the Guild of Sorcery and attempts to change Strength for Lifestealer.
The player rolls in an attempt for Osteroch to unlearn the spell Strength, and rolls a 4. Success: he can discard Osteroch's Strength spell and may now attempt to learn a new one. In order to learn Lifestealer he will have to roll 3 or higher – and he gets a 5.
Now the player may roll 3D6 and from the resulting die rolls combine the numbers in any way he likes to come up with a casting number for a single spell to learn (ignoring one or two dice, if necessary). He rolls a 1, 3 and 4. Unfortunately adding all the dice gives him a maximum of 8. He can either combine the die rolls to gain an alternate spell, or leave the slot empty and attempt to learn the desired spell another time.
Zharr Naggrund Special Locations
Arcane Engineer
Who may visit the Arcane Engineer? Only Dawi Zharr of great reputation will be admitted entry into the workshops and guild halls of the Arcane Engineers. Characters with fewer than 75 slaves will not be granted entry.
Mechanical Legs – 5,000 Gold. Sorcerer only. Stock: 15.
Steam-driven clockwork of the Dawi Zharr's design. Gives the Sorcerer a Move rate of 6 and adds +3 T, but suffers a -2 penalty to any attempts to Leap or Jump.
Lead Belcher Cannons – 1,000 Gold. Warrior and Annihilator only. Stock: 10.
These cannons are heavy and unwieldy; as such any unit carrying one is at -1 to their Ballistic Skill rolls and suffers a -2 Move penalty. The weapon has a range of 7 squares and targets a 2x2 square area. Units hit suffer 6D6 Wounds, with no deduction for Armour. It takes 3 full turns to reload the cannon.
Disc of Tzeentch (mount) – 14,000 Gold. Sorcerer only. Stock: 12.
These are daemonic mounts used by sorcerers of Tzeentch, and are not wholly daemon and not entirely machine, but a nightmarish blend of the two. The disc and its rider float above the ground, allowing sorcerers to rain down their wrath upon their enemies below. This disc is not defenceless either, as it can lash out with bolts of magical lightning, manifest whirling tentacles or ripping claws to slash at enemies who approach too close. The rider can never be pinned, unless adjacent another flying enemy unit.
A disc has the following stats:
| M | WS | BS | S | T | ARM | W | I | A | DAM |
|---|---|---|---|---|---|---|---|---|---|
| 12 | 3 | – | 5 | 5 | – | 40 | 4 | 1 | 1 |
Fly.
Juggernaut (mount) – 9,000 Gold. Stock: 15.
These are rare daemon beasts with flesh of brass and blood of pure fire. They may either be ridden as a mount (in which case they are at -2 to Move) or one may be brought in lieu of two slaves. They have the following stats:
| M | WS | BS | S | T | ARM | W | I | A | DAM |
|---|---|---|---|---|---|---|---|---|---|
| 7 | 3 | – | 5 | 5 | 3 | 35 | 2 | 2 | 2 |
Daemonic -1; Fear 7; Magic Resistance 5+; Never Pinned.
Zharr Grungron Ankor Special Locations
The following entries are only available to the Adventurers when they are visiting Zharr Grungron Ankor (Deep Forge). Although these services are undoubtedly available in places such as Zharr Naggrund, the Adventurers certainly do not have the notoriety to be granted access to them.
Slave Quarter
Who can visit the Slave Quarter? Only Dawi Zharr who own slaves may visit the Slave Quarter.
Your slaves have been busy toiling away in the mines, forges, workshops and other locations around the city. A consultation with the Grand Arch Pit Lord is not an easy task, as he is very busy. In order to get an update on the progress of your slaves, or to have any number of them returned to you for any reason (such as to take them on an adventure), your Adventurer must pay 1D6 x (his Battle-level) Gold to the Hobgoblin clerk.
If your Adventurer pays the fee he may speak with the Grand Arch Pit Lord, who refers to his detailed records and informs your Adventurer of the most recent goings-on in the Slave Quarter and the exact location of your slaves. You may now roll 1D6 and consult the following table:
| Roll | Result |
|---|---|
| 1 | There was an attempted slave revolt recently, and although your slaves were not killed in the uprising they have been sentenced to hard labour, and even now they are in the midst of a 72-hour excursion in the deepest, foulest mine shaft, digging for ore. They will not be available for many weeks to come. Your Adventurer cannot access his slaves this visit and must try again during his next stay. |
| 2-5 | Your Adventurer may now take any number of slaves with him (provided he has the Slavedriver Skill). |
| 6 | Your slaves have worked well indeed, surely a credit to you as much as the Pit Lord. They have worked so well, in fact, that several of them were responsible for directing mining efforts toward a vein of precious metals. As they are your slaves your Adventurer shares in the profits with the Sorcerer conclave and Pit Lord, and your share is 1D6x200 Gold. Your Adventurer may now take any number of Slaves with him (provided he has the Slavedriver Skill). |
Arcane Engineer (Zharr Grungron Ankor)
Who may visit the Arcane Engineer? Only Dawi Zharr of great reputation will be admitted entry into the workshops and guild halls of the Arcane Engineers. Characters with fewer than 75 slaves will not be granted entry.
1D6 Skullbombs – 400 Gold. Stock: 10.
The skulls of a select few leaders of the traitorous Black Orc rabble who rebelled against their rightful masters are now used as vessels to contain powerful magics. Similar to Firebombs, these skulls radiate an eerie glow of Warpstone and chaos magics. They can be thrown at any time and affect a 2x2 square area. When the skull smashes open, the affected squares are engulfed in a blast of warpfire inflicting 3D6 Wounds (roll once for all targets) with no deductions for Toughness or armour. If any of the dice come up with two or three natural 1's something has gone wrong; roll 1D6 on the following table:
| Roll | Result |
|---|---|
| 1-3 | Fizzle. What should have been a spectacular explosion is but a mere fizzle. Each target only suffers 1 Wound each. |
| 4-6 | Kaboom! The yield was miscalculated and the explosion hits everyone in the room for 4D6 Wounds. |
Prototype Warpfire Blunderbuss – 8,000 Gold. Annihilator only. Stock: 12.
This weapon is similar to a blunderbuss, but employs early research using warpstone. The oversized blunderbuss barrel is connected by a conduit to a tank that is mounted above a backpack. This heavy weapon reduces the bearer's movement by -1. The Warpfire Blunderbuss fires a wide spread of warpfire hitting all targets in a single direction, in a 180° arc from the shooter, including foe and friend. On a successful to-hit roll all targets in the affected area are hit for 2D6+3 Wounds, with no deductions for Toughness or armour. After firing it takes 1D3 turns before the weapon is recharged and ready to fire again. If two of the damage dice both come up with natural 1's something has gone wrong; roll on the following table:
| Roll | Result |
|---|---|
| 1 | The Warpfire Blunderbuss has jammed and is about to explode! After 1D6 turns the device explodes, causing 6D6 Wounds to all units in the room, with no deductions for Toughness or armour. |
| 2-5 | The Warpfire Blunderbuss has overheated and will take 1D6 turns to cool down before it can be fired again. |
| 6 | Kaboom! The device jammed momentarily but then cleared itself, resulting in a massive explosion which hits everyone in the targeted area for 4D6 Wounds, with no deductions for Toughness or armour. |
No Arcane Runes or Blunderbuss upgrades (except a Bayonet) may ever be applied to the Prototype Warpfire Blunderbuss, as its construction is too different from that of a normal Blunderbuss.
Arcane Night Vision Goggles – 1,000 Gold. Stock: 9.
Apart from making the wearer look tough (or ridiculous, depending on who does the looking), these goggles allow the wearer to extend his line of sight one additional board section beyond those lit, into the next darkened board (to a maximum of two explored board sections away). As usual, the Adventurer must still have line-of-sight to make ranged attacks. Furthermore, the wearer can see perfectly well without a Lamp or Lantern and need not risk being lost in the dark.
Disc of Deep Forge – 8,000 Gold. Sorcerer only. Stock: 10.
This mechanical disc, fashioned after those made for sorcerers of Tzeentch, is manufactured in Zharr Grungron Ankor, but is far more practical both in terms of production and use by Dawi Zharr Sorcerers. While its appearance is almost entirely mechanical, the essence of a minor daemon is bound within the machine, giving it a more controllable temperament. The rider can never be pinned, unless adjacent another flying enemy unit. The disc has the following stats:
| M | WS | BS | S | T | ARM | W | I | A | DAM |
|---|---|---|---|---|---|---|---|---|---|
| 6 | – | – | – | 5 | 5 | 40 | 4 | – | – |
Fly.
Daemon Forge
Who may visit the Daemon Forge? Only the Sorcerer or Daemonsmith may visit this location, and each must be Master to no fewer than 75 Slaves. Furthermore, the Daemonsmith must have the Forgemaster skill to make use of the forges. The Sorcerer is limited to aiding the Daemonsmith in his work. While a Daemonsmith may attempt daemon forging alone, his work is vastly easier, and often far superior, with the aid of an experienced Sorcerer.
Daemon Forging. A visiting Daemonsmith can make use of one of the smaller daemon forges, located at the base of the Great Ziggurat Forge of Zharr Grungron Ankor. He must vie for time with resident daemonsmiths, who are busy working for the Sorcerer Lord, and the Daemonsmith's apprentices. If daemon forging were not difficult enough work, the time-consuming nature of the preparation alone means that attempting to create a single item may take one week or more. This means the Daemonsmith and possibly other members of the Party are in danger of a catastrophic event, especially if the party has already spent a week in a Settlement (such as instances where a member of the party trains to increase his Battle-level). The Daemonsmith player should remain mindful that he may have to roll on the Catastrophic Events table.
If the Daemonsmith manages to convince a Sorcerer to aid him in forging an artifact, the Sorcerer's presence grants the player controlling the Daemonsmith a choice of whether to add or subtract from any die roll he makes while he is here. The Sorcerer must be present at each stage and for all of the indicated days of the forging for the modifier to be applied. Depending on the Sorcerer's level the modifier is as follows: ±1 at Champion, ±1 or ±2 at Hero, and ±1, ±2 or ±3 at Lord. The Daemonsmith may choose which modifier he will use after rolling the dice, and he may also choose not to apply any modifier and accept the die roll as-is. Note that the maximum and minimum for any die rolls on these tables remains 6 and 1.
Any weapon, armour or other item used in daemon forging may not have runes already applied to them. Only items which are free of runes (either from the Arcane Runesmith, or applied from Treasure) may be used in Daemonforging, as the forging process itself requires runes of its own to be applied.
Stages of Daemonforging. The first stage of daemonforging, aside from choosing what type of item will be used (weapon, armour, etc.), requires the careful and painstaking application of arcane runes which will prepare the article for holding the essence of a daemon. The arcane runes themselves must be inscribed exactly to prevent potentially disastrous results.
Once the preparation of the article is complete, the process of actually summoning and binding a daemon takes several more days and requires the Daemonsmith to choose between attempting to bind a minor daemon or a more powerful greater daemon. When complete, this stage will determine much of the final properties of the forged article.
The last stage, which must be done immediately after the last day of summoning and binding, is the application of a final set of arcane runes which finalize the binding, leaving the daemon fully bound within the artifact.
Time and Cost of Each Stage
Initial Rune Preparation
| Item | Time (days)* | Cost/Day |
|---|---|---|
| Weapon | 1+1D3 | 700 Gold |
| Armour | 2+1D3 | 800 Gold |
| Other Item | 1+1D3 | 700 Gold |
Minor Daemon Summoning and Binding
| Item | Time (days)* | Cost/Day |
|---|---|---|
| Weapon | 1D3 | 550 Gold |
| Armour | 1D3 | 400 Gold |
| Other Item | 1D3+1 | 350 Gold |
Greater Daemon Summoning and Binding
| Item | Time (days)* | Cost/Day |
|---|---|---|
| Weapon | 1D6 | 850 Gold |
| Armour | 1D6 | 800 Gold |
| Other Item | 1D6+1 | 650 Gold |
Final Runes and Daemonic Entombment
| Item | Time (days)* | Cost/Day |
|---|---|---|
| Weapon | 1 | 500 Gold |
| Armour | 1 | 500 Gold |
| Other Item | 1 | 500 Gold |
* Note: If attempting to bind a daemon to a magical artifact the time at each stage is increased by 1 additional day. Daemonic artifacts cannot be further altered.
If the Daemonsmith runs out of Gold at any stage of the process, for example during the Initial Rune Preparation phase, then he forfeits his remaining Gold to the Forgemaster and cannot proceed with the daemonforging. Furthermore, the unfinished artifact will be incredibly dangerous: see the Interrupted Daemon Forging section on the following pages.
Similarly, if the Daemonsmith has spent two days in a Settlement before starting to forge a suit of daemonic armour, spends 5 days applying the initial runes, he will have already spent a week in the Settlement. If, on the eighth day, he returns to begin binding a major daemon and realizes he will need to spend six days binding the greater daemon (his current day counts as day one), he will have spent a total of 14 days in the Settlement by the time the major daemon is bound, and would still have to spend one more day applying the final runes of binding. Of course, after spending two weeks in a Settlement he and anyone with him would have to roll on the Catastrophic Event table. In this case the Daemonsmith should consider using a Luck to re-roll and attempt to get a shorter time for binding the daemon, although he could just as easily decide it's not worth risking his character's continued adventuring on a roll for a catastrophic event, and might decide to unmake the suit of armour, destroying the runes, and leave the Settlement before the end of the second week.
Daemonforging Results
Initial Rune Preparation. On the last day of preparing the artifact with runes, roll 1D6 on the following table:
Table of Intended Daemon Type
| Roll | Result |
|---|---|
| 1 | Inscribing of the runes has proven most challenging this time, as the physical alignment of the article's material essence is in an unfavourable conjunction with the Realm of Chaos and has intersected another hitherto unknown realm which is neither material nor immaterial. The problem is most aggravating and, what's more, the runes cannot be re-cast. It would be best to unmake what has been done, lest something worse occur. Refer to the Unmaking Daemonic Artifacts section below. |
| 2 | Roll on the intended table, but subtract 1 from the die roll. Note that the minimum result is still 1. |
| 3 | Roll on the intended table. |
| 4 | Roll on the intended table. |
| 5 | Roll on intended table and may choose to re-roll the first die roll on the summoning table, but must take the second result. |
| 6 | Roll on intended table, and may choose to add or subtract 1 from the result (Player's choice). Note that the maximum and minimum results are still 6 and 1. |
Daemon Binding. On the last day of binding a daemon to the artifact, roll 1D6 on either the minor or major daemon table, and then based on the type of daemon that has been bound roll 1D6 on the appropriate daemon powers table that follows, and finally roll 1D6 on the appropriate daemon manifestation table.
Minor Daemon Host Table
| Roll | Result |
|---|---|
| 1 | A feral beast from the Realm of Chaos, a Fury, has been bound. The Fury has a Will Power of 4. Refer to the Fury Powers below. |
| 2 | A minor daemon has been bound. The daemon has Will Power equivalent to 4 + 1D6. Roll once on the Minor Daemon Powers table. Roll twice on the Minor Daemon Manifestation table. |
| 3 | A minor daemon has been bound. The daemon has Will Power equivalent to 1D6 + 1. Roll once on the Minor Daemon Powers table. Roll once on the Minor Daemon Manifestation table. |
| 4 | A minor daemon has been bound. The daemon has Will Power equivalent to 5. Roll twice on the Minor Daemon Powers table. Roll once on the Minor Daemon Manifestation table. |
| 5 | A powerful Minor Daemon has been bound! The daemon has Will Power of 6. Roll twice on the Minor Daemon Powers table. |
| 6 | The runes have attracted a greater daemon. Roll once on the Greater Daemon Host Table. |
Fury Powers. These daemons are somewhat erratic and unpredictable. Whenever an Unexpected Event is rolled during the Power Phase, even if the Adventurer succeeds the Will Power test the Fury will lash out, attempting to draw the life force out of anything nearby. All models adjacent the bearer of the artifact, including the bearer himself, suffer 1 Wound, which is not modified for Toughness or Armour.
Greater Daemon Host Table
| Roll | Result |
|---|---|
| 1 | The binding has gone beyond the control of the Daemonsmith; lesser daemons have been drawn out by the arcane runes. Roll on the Minor Daemon table. |
| 2 | A greater daemon has been bound. The daemon has Will Power equivalent to 1D6 + 2. Roll twice on the Greater Daemon Manifestation table and once on the Greater Daemon Power table. |
| 3 | A greater daemon has been bound. The daemon has Will Power equivalent to 1D6 + 3. Roll once on the Greater Daemon Manifestation table and once on the Greater Daemon Power table. |
| 4 | A greater daemon has been bound. The daemon has Will Power of 9. Roll once on the Greater Daemon Manifestation table and twice on the Greater Daemon Power table. |
| 5 | A greater daemon has been bound. The daemon has Will Power of 10. Roll twice on the Greater Daemon Power table. |
| 6 | The arcane runes have drawn something of unimaginable power. A portion of the essence of a shadow daemon has been bound! The manifestation of the shadow daemon has a Will Power of 1D6 + 8. If the artifact is a weapon it gains +1 to hit and +2 damage. If the artifact is armour it gains +1 Toughness. If the artifact is something other than a weapon or armour, then roll 1D6 and consult the following table (these properties remain even while under the Shadow Daemon's control): 1 – +1 Move or +3 to the bearer's Starting Wounds while it is in his possession. 2 – +1 to hit or +1 Toughness. 3 – +2 Power per turn to the bearer. 4 – Wearer may become invisible (as per the spell) for 1 turn, once per Adventure. 5 – Automatically resurrect the wearer (as per the spell) once per Adventure. 6 – +1 Luck to the bearer once per Adventure. +1 Power to any spell user on the current board section, and any friendly model adjacent gains +1 to hit. In addition to the shadow daemon manifestation, listed below, also roll once on the greater daemon manifestation and add 2 to the result. Note that 6 is still the maximum result. |
Minor Daemon Powers. Depending on the type of artifact, roll 1D6 and refer to the following table to determine the beneficial properties the daemon confers.
Hand-to-hand Weapons
| Roll | Result |
|---|---|
| 1 | +2 Initiative |
| 2 | +1 Strength |
| 3 | Bearer may re-roll 1 miss per turn. |
| 4 | Weapon inflicts +2 Wounds per hit. |
| 5 | Inflicts +1D6 Wounds per hit. |
| 6 | +1 Attack per turn. |
Missile Weapons
| Roll | Result |
|---|---|
| 1 | Range is increased by 3 squares. |
| 2 | +1 to hit on Ballistic Skill rolls. |
| 3 | Bearer may re-roll 1 miss per turn. |
| 4 | Weapon inflicts +2 Wounds per hit. |
| 5 | Hits ignore 2 points of armour. |
| 6 | May make 1 additional shot per turn, regardless how long it may take to reload. This attack may only be made provided the bearer can make more than 1 Attack per turn. |
Armour
| Roll | Result |
|---|---|
| 1 | Attackers are at -1 to-hit on hand-to-hand attacks. |
| 2 | Attackers make 1 fewer Attacks. |
| 3 | Bearer may move through obstacles such as objects and other models, including foes, but must end movement on an empty space. |
| 4 | Bearer gains +1 Movement. |
| 5 | Additional +1 Toughness. |
| 6 | Wearer regains 1 Wound per turn. However, if he is knocked to 0 Wounds the Armour will not work until the wearer is healed and back on his feet. |
Other Items
| Roll | Result |
|---|---|
| 1 | +1 to rolls to escape pinning. |
| 2 | +2 on all Psychology tests, such as Fear and Terror. |
| 3 | Grants the bearer +1 Will Power. |
| 4 | Item stores 1D6+6 points of Power, but may not be recharged. |
| 5 | Each time the Adventurer gains a Skill when attaining a new Battle-level he can choose to re-roll to gain an alternate Skill, but must choose the second result. |
| 6 | The bearer may regain 1D3 Wounds per turn, provided he is on 1 Wound or more. |
Greater Daemon Powers. All major daemon artifacts bestow the bearer with Daemonic -1, meaning, when being attacked by a foe with a non-magical weapon the opponent is at -1 to hit. Depending on the type of artifact, roll 1D6 and refer to the following table to determine the beneficial properties the daemon confers.
Hand-to-hand Weapons
| Roll | Result |
|---|---|
| 1 | The bearer's Weapon Skill is increased +3 while wielding this weapon. |
| 2 | Adds +2 Strength to the bearer, and adds +1 Attack per turn. |
| 3 | Adds +2 Strength to the bearer, +1 Attack per turn and may re-roll 1 miss per turn. |
| 4 | Successful hits inflict +1 x (the Battle-level of the bearer of this weapon) Wounds. However, on a to-hit roll of 1 or 2 the weapon acts erratically, and refuses to strike its target. |
| 5 | Successful hits inflict double the number of Wounds (strength bonus is added after the damage is doubled). |
| 6 | The weapon ignores Toughness and all but magical Armour. |
Missile Weapons
| Roll | Result |
|---|---|
| 1 | Once per Adventure the bearer of this weapon may nominate one attack; it will hit automatically. |
| 2 | +1 to hit on Ballistic Skill rolls, and successful hits ignore 2 points of Armour and inflict +1 Wounds. |
| 3 | Range is increased by 4 squares, inflicts +2 Wounds per hit, and may re-roll 1 miss per turn. |
| 4 | Successful hits inflict +1 x (the Battle-level of the bearer of this weapon) Wounds. |
| 5 | Each successful hit on a foe will also inflict 1 Wound on each model adjacent the target area, friend or foe. This hit is not modified for Toughness or Armour. If multiple foes are within the target area of the weapon they do not receive this additional damage. |
| 6 | May fire as many shots per turn as the bearer has Attacks, regardless how long it may take to reload. |
Armour
| Roll | Result |
|---|---|
| 1 | Confers Magic Drain n+ (where n is 1D6, determined when the item is forged). |
| 2 | Once per Adventure this armour can absorb any one hand-to-hand or missile attack, negating all damage. Other effects such as status changes are still applied. |
| 3 | Bestows Dodge 6+ on the wearer. If the wearer already has Dodge, it increases the effectiveness by +1. |
| 4 | Bearer may Warp Jump (as per the spell), twice per Adventure. |
| 5 | Any foe adjacent the wearer at the end of the turn suffers 1D6 Wounds, with no modifier for Toughness or Armour. This is fatal damage. |
| 6 | Ethereal tentacles momentarily materialize around the wearer, allowing him to make one additional attack per turn which inflicts 4D6 Wounds on any adjacent foe. |
Greater Daemon Powers – Other Items
| Roll | Result |
|---|---|
| 1 | This item stores spells. Roll 3D6; the rolls of the dice may be combined in any manner to generate the Casting Number for any spell in the Chaos Dwarf Spells list, in the same manner the Sorcerer selects spells. Each spell may only be cast once. Once all of the spells have been cast, repeat this process with 2D6 at the start of the next Adventure, then with 1D6. After the final group of spells have been cast no more spells may be stored. |
| 2 | Bestows Ethereal 1 on the bearer. May move freely through obstacles and other models, and attacks with non-magical weapons against the bearer are at -1 to hit. |
| 3 | +2 Movement and breaks pinning automatically. |
| 4 | Item stores 1D6 points of Power, and may be recharged at the Sorcery Guild. |
| 5 | The bearer may ignore movement penalties from armour and weapons. |
| 6 | Daemonic Knowledge – The Gold/experience required for attaining the next Battle-level is reduced by 10%. For example, to reach Battle-level 4 an Adventurer would normally need 8,000 Gold, but now only requires 7,200 Gold. Likewise, to reach Battle-level 5 only requires 10,800 Gold as opposed to 12,000 Gold. |
Daemonic Manifestations
Minor Daemon Manifestation. When the Adventurer fails a Will Power test during an Unexpected Event the daemon is assumed to have momentarily seized control of their minds. For minor daemons this means that while in this state the Adventurer loses 1 Attack per turn (possibly reducing them to 0 Attacks), and any other attacks that might remain are at -2 to hit. In addition, roll 1D6 and refer to the following table to determine the ruinous properties the daemon confers:
| Roll | Result |
|---|---|
| 1 | The daemon begins to draw the life essence from the Adventurer. The Daemon inflicts 1D3 Wounds on the bearer, with no modifiers for Toughness or armour. If the artifact inflicts 3 or more Wounds in a single Adventure in this way it grows in strength. Once it has grown in strength, any subsequent time this happens during the same Adventure it will inflict 1D6 Wounds on the bearer and all adjacent units, with no modifiers for Toughness or armour. |
| 2 | Dazzling flashes of light and strange sounds echo through the area, building into a deafening and blinding ruckus. Each Adventurer and ally on the current board section must roll 1D6, adding their Initiative to the score. If the score is 7 or greater they have managed to keep their focus and are unphased by the cacophony of sensory overload. If the score is less than 7, then as the strange disturbance passes that unit has been stunned and may not take any action during the next Warriors' Phase. |
| 3 | The daemon manages to manifest itself as a sudden gust of wind for only a brief second. If the Adventurer carrying the Lamp (or Lantern) is on the same board section as the Adventurer wielding this artifact, then the Lamp is blown out. Unless the Adventurers have another source of light, they must remain still and do nothing. To see if the Lamp can be re-lit, roll 1D6 during the Warriors' Phase. On a score of 4, 5 or 6 the Lamp comes back on. If another Unexpected Event occurs while the Lamp is out, any foes that arrive must be fought in total darkness. Each Adventurer is at -2 on his to-hit rolls until the Lamp is re-lit. |
| 4 | The mischievous daemon's essence stretches out through the room, and pilfers one item of equipment or treasure (player's choice) from a randomly-determined Adventurer, depositing it in an immaterial plane. |
| 5 | The Daemon inflicts 1 Wound on the bearer and all adjacent units, friend or foe, with no modifiers for Toughness or armour. This is Fatal Damage. |
Greater Daemon Manifestation. When the Adventurer fails a Will Power test during an Unexpected Event the daemon is assumed to have momentarily seized control of their minds. For major daemons this means the Adventurer may not use any Skills, including innate abilities like Magic Resistance or "Hate", and they cannot use other items of treasure like magical weapons or armour, the only exception being healing potions, bandages and similar articles. While in this state the Adventurer also loses 2 Attacks per turn (possibly reducing them to 0 Attacks), and any other attacks that might remain are at -3 to hit. In addition, roll 1D6 and refer to the following table to determine the ruinous properties the daemon confers:
| Roll | Result |
|---|---|
| 1 | The Adventurer's artifact erupts in pus-filled boils and smells of rotting flesh. The Adventurer and any ally adjacent is exposed to the Nurgle's Rot and must immediately roll 1D6, adding their Toughness (not including Armour) to the score. If the score is 7 or greater, then they have avoided contracting the plague. If the score is less than 7, that unit has caught Nurgle's Rot. The unit's Starting Toughness is immediately reduced by -1. Furthermore, if an Unexpected Event occurs during the Power Phase any one of the unit's other characteristics, except Wounds, is reduced by -1 (player's choice). If any of the unit's characteristics are reduced to zero he dies. The unit suffers from Nurgle's Rot until either he dies, is given 3 healing potions or – if he makes it back to a Settlement – pays 2,000 Gold to be cured. Upon being cured the unit's profile returns to normal. |
| 2 | The area darkens unnaturally and tendril-like shadows descend from above, clutching and grasping at the Adventurers, making everyone feel uneasy. Draw 1 Event Card. No Treasure is awarded for completing the event, even if that card indicates otherwise. |
| 3 | The mischievous daemon's essence stretches out through the room, pilfering 2D6x200 Gold as well as one item of equipment or treasure (player's choice) from each Adventurer, depositing it in an immaterial plane, lost forever. |
| 4 | The Daemon inflicts 1D6+1 Wounds on the bearer and all adjacent models, with no modifiers for Toughness or armour. This is Fatal Damage. |
| 5 | The Daemon inflicts 1D3 Wounds on the bearer and all adjacent models, with no modifiers for Toughness or armour. This is Fatal Damage. |
| 6 |
Shadow Daemon Manifestation. When the Adventurer fails a Will Power test during an Unexpected Event the immense power of the Shadow Daemon seizes complete control over the Adventurer and gains control of him like a puppet. When this occurs the Adventurer is controlled like a Monster, attacking the nearest Adventurer or allied unit, and using any weapons normally at the Adventurer's disposal. However, the Shadow Daemon will not use potions or other such items unless it is necessary to keep the Adventurer above zero Wounds. Once per turn the Shadow Daemon can also inflict 1D6 Wounds on all adjacent models, with no modifiers for Toughness or armour. This is Fatal Damage. At the end of each turn, half of the Wounds inflicted in this way are used to heal the Adventurer, the other half are consumed by the Shadow Daemon.
Interrupting Daemon Forging
If the creation is interrupted after the Initial Rune Preparation stage is completed, but before the daemon summoning and binding or entombment, then roll once on the appropriate daemon summoning table, and then twice on the appropriate manifestation table for the summoned daemon. However, the player cannot roll on any of the properties tables!
Unmaking Daemonic Artifacts
At any stage a Daemonic Artifact can be unmade. This may be because the summoning was interrupted for some reason (perhaps the Daemonsmith was embroiled in a fight that required him to flee the city for a few days), or the summoning may have gone awry somehow.
To unmake an artifact will take 1D3 days and cost 100 Gold per day, as runes are carefully destroyed one at a time. Once complete the artifact is returned to its original state before summoning or the initial rune preparation was done. However, the article still contains the remnants of the previous runes and therefore may never be used again for daemonforging and may not have Arcane Runes applied.
Adventurer's Development
Training always takes place while the Adventurers are between adventures and have reached one of the larger Settlements, where there are sufficient training facilities available.
Training Time
It takes one week for the Adventurer to undergo the necessary instruction to enable him to go up a Battle-level. While training, an Adventurer may not visit anywhere else or buy anything, as he is shut away in the training grounds. Because his meals and board are included in the cost of training (except any taxes that may be due), he does not have to pay Living Expenses while training. Neither does he have to roll on the Settlement Events Table each day.
Cost of Training
Unlike most other Warriors, Dawi Zharr Adventurers must possess experience, wealth and social standing in order to advance in Battle-level. Experience and wealth are somewhat easily obtained during the course of many adventures. Social standing is gauged by the number of slaves possessed. At lower Battle-levels the number of slaves isn't as important, as low Battle-level Dawi Zharr are somewhat common – but to reach greater heights of training a number of slaves are required to progress from Battle-level 5 to Battle-level 6, and an even greater number to progress from Battle-level 8 to Battle-level 9.
The following table summarizes the slave perquisites for higher Battle-levels for each of the Adventurer types:
| Adventurer | Minimum No. of Slaves Required for Training: Battle-level 6+ | Battle-level 9+ |
|---|---|---|
| Warrior | 80 | 150 |
| Annihilator | 80 | 150 |
| Sorcerer | 150 | 300 |
| Daemonsmith | 100 | 200 |
| Immortal | 25 | 50 |
Extra Damage
One of the most important benefits your Adventurer gains every time he goes up a Battle-level is an extra damage die in combat. This does not actually mean that your Adventurer has become stronger (that is represented by the Strength attribute), but simply that his experience and skill make each blow he strikes more effective. Between Battle-levels 1 through 5 each Dawi Zharr gains a damage bonus in hand-to-hand combat on a natural to-hit roll of 6. At Battle-levels 6 through 10 this damage bonus is added on a natural to-hit roll of 5 or better.
Skills
Your Adventurer's Battle-level table also indicates whether he gains a new skill when he progresses to the next Battle-level. Listed in the same column is a modifier in parentheses, which differs for each type of Adventurer. Upon rolling 2D6 when learning a new skill, the result is modified by the number listed in parentheses, resulting in the number corresponding to the new skill that has been learned. Skills and how to use them are covered in the Skills section.
Transformations
There are two separate transformation tables listed following the Skills section. The first Transformation Table represents some change the Adventurer has undergone after receiving the skill Hashut's Call. The second type of transformation is exclusive to Sorcerers. The times that a Sorcerer undergoes a Sorcerer Transformation are listed in the Sorcerer Battle-level table. These represent changes that Chaos magic has wrought on the Sorcerer's body and mind over time.
Battle-Level Tables
Chaos Dwarf Warrior
| Battle-Level | Gold | Title | WS | BS | S | Dam | T | W | Init | Attacks | Luck | WP | Skills (Mod) | Pin |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 0 | Novice | 4 | 4+ | 3 | 1 | 4 | 2D6+7 | 2 | 1 | 0 | 4 | MR | 6+ |
| 2 |
Damage bonus of 1D6 with to-hit of 6 in hand-to-hand combat; at level 5 through 8 this becomes a to-hit roll of 5+. No bonus at levels 9 and 10.
Chaos Dwarf Annihilator
| Battle-Level | Gold | Title | WS | BS | S | Dam | T | W | Init | Attacks | Luck | WP | Skills (Mod) | Pin |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 0 | Novice | 4 | 4+ | 3 | 1 | 4 | 2D6+7 | 2 | 1 | 0 | 4 | MR | 6+ |
| 2 |
Damage bonus of 1D6 with to-hit of 6 in hand-to-hand combat; at level 5 through 8 this becomes a to-hit roll of 5+. No bonus at levels 9 and 10.
Expert with a Blunderbuss: it will never misfire.
Chaos Dwarf Sorcerer
| Battle-Level | Gold | Title | WS | BS | S | Dam | T | W | Init | Attacks | Luck | WP | Skills (Mod) | Sorc. Power | Sorc. Transformation | Pin |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 0 | Novice | 3 | 5+ | 3 | 1 | 4 | 2D6+7 | 4 | 1 | 0 | 5 | MR |
Damage bonus of 1D6 with to-hit of 6 in hand-to-hand combat; at level 5 through 8 this becomes a to-hit roll of 5+. No bonus at levels 9 and 10.
At Battle-level 1 the Sorcerer gets a maximum of 3 spells (combined Casting Number of all spells cannot exceed 10), or Lifestealer.
New Spells: At Battle-levels 2, 4, 6, 8 and 10 (staggered with Skill advancement) roll a number of Spell dice equal to new Battle-level attained.
At Battle-levels 2, 4, 6, 8 and 10 the Sorcerer must roll the indicated number of times on the Sorcerer Transformation Table.
Chaos Dwarf Daemonsmith
| Battle-Level | Gold | Title | WS | BS | S | Dam | T | W | Init | Attacks | Luck | WP | Skills (Mod) | Pin |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 0 | Novice | 4 | 5+ | 3 | 1 | 4 | 2D6+7 | 2 | 1 | 0 | 5 | MR | 6+ |
| 2 |
Damage bonus of 1D6 with to-hit of 6 in hand-to-hand combat; at level 5 through 8 this becomes a to-hit roll of 5+. No bonus at levels 9 and 10.
+1 Will Power modifier when using Daemonic artifacts; at level 5+ this becomes a +2 modifier.
Chaos Dwarf Immortal
Upgrade from Battle-level 5 Warrior only and no higher.
Pre-requisites: 40 Wounds minimum, must have received Hashut's Call at least once, and already possess Immortal's Stone Armour.
| Battle-Level | Gold | Title | WS | BS | S | Dam | T | W | Init | Attacks | Luck | WP | Skills (Mod) | Pin |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 6 | 18,000 | Hero | 6 | 3+ | 4 | 2 | 5 | 6D6+7 | 3 | 3 | 1 | 5 | 4 (0) | 5+ |
| 7 |
Damage bonus of 1D6 with to-hit of 5+ at Battle-levels 6 through 10.
Immune to Fear and Terror. All Chaos Dwarfs on the same board section as an Immortal are immune to Fear and gain +2 on rolls vs. Terror (including from daemonic origin). Can wear Immortal's Stone Armour without the movement restriction.
Advancement Skills
As the Adventurers advance in Battle-levels they each gain some number of Skills. Skills are determined by rolling 2D6, adding the results together, then applying a modifier appropriate for the type of Adventurer (see the relevant Battle-level table), and consulting the following list.
| Result | Skill | Effect |
|---|---|---|
| -5 or lower | Firebrand | Having become an expert in the use of the Blunderbuss, the Annihilator is particularly adept at rapid-response combat. As such he can reload a blunderbuss amazingly quickly and does this between turns – making himself able to fire each turn! Furthermore, the Annihilator may now Move and Attack in any order during his turn, including moving before and after attacking. He may do this multiple times, up to his maximum number of Attacks and Movement for the Combat Phase. If your Adventurer already has this skill, roll again. |
| -4 | Marksmanship | Your Adventurer can re-roll a missed to-hit Ballistic Skill roll once per turn with any missile weapon. If your Adventurer already has this skill, roll again. |
| -3 | Hashut's Chosen | Hashut has favoured your Adventurer as one of his chosen few to carry out his most diabolical deeds. To this end, once per Adventure, if your Adventurer reaches 0 Wounds roll 1D6. On a roll of 3, 4, 5 or 6 Hashut deems him worthy of interjecting on his behalf so that he may continue to serve Hashut. At the start of the next turn the Adventurer regains 1D6 Wounds. If your Adventurer already has this skill it will allow him to use this ability one additional time per Adventure. |
| -2 | Hashut's Call | Warrior gains +1 Wound and may choose a skill from 1 through 13 on this table (Hashut's Call, however, may not be one of the skills selected). No skill modifier for the Chaos Dwarfs' class is applied to the skill number chosen. If a Sorcerer chooses skill 13 he does not add his modifier to that number to get access to higher skills. In addition, roll once on the Transformations Table. |
Note: no skill numbered 15 is printed in the source table.
RPG rules (Void Walker, as printed): This ability puts the Daemonsmith in very close contact with the daemonic realm, and as such has a better chance of capturing and harnessing a daemon, or even be captured himself! GM's should take this skill into consideration for interactions with any Daemons.
Transformations (D66) – Non-Sorcerers
As loyal followers of the Dark Father, under certain circumstances Adventurers may be "granted" a particular boon in recognition of his loyal service. Hashut's diabolical mind is so complex and unfathomable that many of Hashut's chosen scarcely understand the reason or purpose for their blessed transformation.
| D66 | Transformation | Effect |
|---|---|---|
| 11 | Insane Beard | The Chaos Dwarf's beard grows incredibly thick and very fast. It grows so fast that your Adventurer is in danger of tripping himself up with it! Its thick strands and tight curls make it very difficult to cut as well, and even though he trims it regularly (in secret, away from other Chaos Dwarfs as this is a terrible thing to do), by the midpoint of each Adventure it has re-grown to where it was before he trimmed it back. Any time a 1 is rolled for Power while in an Objective room your Adventurer must also roll 1D6. On a roll of 2, 3, 4, 5 or 6 nothing happens. On a roll of 1 your Adventurer suffers a most embarrassing accident – he trips over his own beard! While prone the Adventurer can do nothing for 1 turn, and any foes are at +1 to hit when attacking him. |
| 12-15 | Furnace Within | The Chaos Dwarf's body radiates heat, in much the way a small open fire might. Although the heat isn't enough to hurt anyone, your Adventurer's skin has become dry, leathery and badly cracked, making him appear quite unpleasant. The cracking is also painful and he loses 1 from his base Toughness. |
| 16 | Arcane Knowledge | All manner of arcane knowledge fills the Chaos Dwarf's head, secrets revealed to him by Hashut that mere mortals must never know. In the Power Phase each turn, if the Sorcerer rolls a 6, then the Chaos Dwarf is affected in one way or another. Roll a die: 1-2 – Completely overwhelmed by the whirlwind of knowledge within his mind, the Chaos Dwarf drops whatever weapon he was carrying and drops to his knees with his head in his hands. While in this state he may do nothing, and if attacked, any opponents may add +2 to their to-hit rolls. This lasts until the start of the next turn. 3-6 – The Chaos Dwarf gains +1D6 Initiative for the turn and may draw one Chaos Dwarf Spell card, which must be cast immediately. The Spell is cast automatically. If it cannot be cast for any reason the Spell is discarded. If the Chaos Dwarf already has this attribute then roll again for a different attribute. |
Note: the source prints "Symbol of Hahsut" as the heading of D66 result 66; "Symbol of Hashut" is used here.
Sorcerer Transformation Table (D6)
Sorcerers undergo a special kind of transformation due to the effects of the chaotic magic they channel through the very fibre of their being. As a result the "Sorcerer's Curse" causes a slow petrification of their body, as well as other subtle effects as they age and grow in power.
| Roll | Transformation | Effect |
|---|---|---|
| 1-2 | Petrification | The Sorcerer's body has begun its slow petrification due to the warping effects of the magics he weaves. The severity of petrification is dependent on the Sorcerer's Battle-level (see below). |
| 3 | Iron Hard Skin | Your Sorcerer's skin thickens and becomes quite stiff. He begins to think he is turning to stone, but soon realizes that he has not lost any mobility! The rock-hard skin of your Adventurer means he adds +1 to his Starting Toughness. This attribute may be attained multiple times; each time his Toughness is increased by +1. |
| 4 | Enlarged Tusks | The Chaos Dwarf may nominate one of his Attacks each turn (before rolling to-hit). If that Attack hits then the Chaos Dwarf gains an extra Bite attack, which hits automatically, doing 1D6 Wounds with no modifiers for Toughness, Armour, Ignore Pain, etc. This attribute may be gained more than once during the Chaos Dwarf's career, but provides no further benefit, apart from even larger tusks! |
| 5 | Regeneration | The Chaos Dwarf's body tenaciously clings to life, regrowing and mending even the most heinous wounds. At the end of any turn in which the Chaos Dwarf has been hit (but not necessarily damaged) by one or more foes, he may attempt to heal his Wounds by regenerating. To do this roll a die. If he is currently above zero Wounds then on a roll of 4+ he will regain 1 Wound per Battle-level. If he is on zero Wounds (i.e. about to die) then on a 5+ he will regenerate 1D6 Wounds. Further instances of this attribute add +1 Wound to any that are gained from this transformation. |
Petrification (by Battle-level)
| Battle-Level | Effect |
|---|---|
| 1 | The Sorcerer feels his skin tighten and harden, but there are no further effects. |
| 2-5 | The Sorcerer's feet begin to turn to stone, which will ultimately signal his eternal devotion to Hashut. -1 Move permanently. |
| 6-8 | The Sorcerer's legs have begun to turn to stone. Move attribute is reduced to 1 permanently. |
| 9 | The Sorcerer's hands, lower torso and legs have begun to petrify. The Sorcerer gains +2 to his base Toughness, but his Move rate is 1 and he can no longer be healed through consumption of provisions. |
| 10 | The Sorcerer has become almost entirely petrified. The Sorcerer gains +3 to his base Toughness, but his Move rate is zero and he can no longer be healed through consumption of provisions. Furthermore his Weapon Skill is reduced to 1, Ballistic Skill to 6+, but his Will Power is increased by +2, Luck by +1 and he has Ignore Pain 3. In order to be moved about he must now find alternate means – be it through magic Spells, magical treasure, being carried by Slaves, or when necessary, be carried by the other Adventurers. See the notes in the Sorcerer character section on Turning to Stone and Getting Around. |
Dawi Zharr Spell Lists
Spells are listed by Casting Number. Where the source lists a spell under two Casting Numbers, both entries are reproduced as printed.
| Casting Number | Spells |
|---|---|
| 1 | Bloodblade; Open |
| 2 | Strength; Vampiric Weapon Link |
| 3 | Fist of Iron; Forced March; Ogre Strength |
| 4 | Dispel Magic; Lightning Bolt; Levitate; Rebound |
| 5 | Fireball; Firehammer; Iron Skin; Lavastorm; Pit of Despair; Pit of Shades |
| 6 | Cataclysm; Cause Animosity; Flames of Azgorh; Steed of Shadows; Weapon Master |
| 7 | Ash Cloud; Burning Storm; Doomroar; Minor Lifestealer; Unseen Lurker |
| 8 | Binding Chains; Cage of Stone; Eruption; Hellbeast |
| 9 | Flaming Sword of Rhuin; Hounds of Grimnair; Lifestealer; Steal Soul; Open |
| 10 | Forge-born Taurus |
| 11 |
Spell Descriptions
Spell descriptions are printed by Casting Number in the source. Spell "Swords of Doom" (Casting No. 6) is printed in the descriptions but not in the list above; it is included here as printed.
Casting Number 1
- Bloodblade (Attack). Casting No. 1. Roll 1D6 for each Monster adjacent to the Sorcerer. On a score of 6 that target takes 1 Wound, with no modifiers for Toughness or armour. This spell may be cast once per turn.
- Open (Special). Casting No. 1. The Sorcerer may open any non-magical lock on the same board section as himself. Any traps on the lock are set off as normal.
Casting Number 2
- Strength (Attack). Casting No. 2. Pick any friendly unit on the current board section (including the Sorcerer). This turn he is at +1 Strength. Each individual unit may only have this spell cast on him once per turn.
- Vampiric Weapon Link (Healing). Casting No. 2+(Battle-level). A stream of pure energy flows from the Sorcerer's fingertips, infusing daemonic power into a single Adventurer's weapon, and binding it to an Adventurer's life-force and healing them. Pick any hand-to-hand combat weapon belonging to an Adventurer on the current board section, including the Sorcerer, who has yet to start his attacks, and pick a target Adventurer to magically link to the weapon (Magic Resistance is only checked for units, not their weapons). The weapon does not have to belong to the targeted Adventurer. For each Wound that the Adventurer inflicts using the weapon this turn (after Toughness and armour deductions) you may heal 1 Wound to the linked Adventurer. The vampiric link lasts for one Attack for every two Battle-levels of the Sorcerer (1 Attack at Battle-levels 1 and 2, 2 Attacks at Battle-levels 3 and 4, and so on). If the chosen Adventurer inflicts no Wounds this turn the spell is wasted.
Casting Number 3
- Fist of Iron (Attack). Casting No. 3. Pick any enemy unit up to 6 squares away from the Sorcerer and roll 1D6. If the score is greater than or equal to the range of the target, it suffers 1D6+1 Wounds.
- Ogre Strength (Attack). Casting No. 3. Pick any friendly unit on the board section (including the Sorcerer). This turn the chosen unit is at +2 to his Strength for the purpose of resolving damage. Each individual unit may only have this spell cast on him once per turn.
- Forced March (Special). Casting No. 3. Pick any unit on the board section (including the Sorcerer). The chosen unit gains +1 Move this turn. Due to the tiring effect this spell has on its targets, if any unit gains more than +3 Move through the application of this spell during a single turn then he will be too tired to move and may not make a Move action on the following turn. This spell has also been used by cunning Sorcerers to tire enemy ranks during a charge. If cast on an opponent more than 3 times, roll 1D6. On a score of 1 or 2 the opponent will be unable to move on the following turn; on a roll of 3+ it may move as usual.
Casting Number 4
- Lightning Bolt (Attack). Casting No. 4. Pick any foe that lies within the Sorcerer's line of sight. The target suffers 2D6 Wounds.
- Levitate (Defensive). Casting No. 4. Pick any ally on the board section (including the Sorcerer) and levitate him. A levitating unit can only be attacked with missile weapons or spells. He cannot move, however, and may not fight in hand-to-hand combat. He may fire missile weapons as normal. His square remains impassable, just as if he were standing in it normally. He may levitate out of a pit. The spell lasts one turn.
- Rebound (Defensive). Casting No. 4. Pick any ally on the board section (including the Sorcerer). Each time he is physically attacked this turn roll 1D6. On a score of 6 all the Wounds that the attack inflicted are rebounded onto whomever caused them. Note that this spell does not rebound spells.
- Dispel Magic (Special). Casting No. 4. May be cast once against each incoming spell. Roll 1D6 for each. If you score a 4, 5 or 6 the target spell is prevented from working. Only one attempt may be made to dispel each incoming spell.
Casting Number 5
- Fireball (Attack). Casting No. 5. Pick a 2x2 square area of a board section within the Sorcerer's line of sight. Each foe in that area suffers 1D6+(the Sorcerer's Battle-level) Wounds.
- Firehammer (Attack). Casting No. 5. Pick any foe adjacent the Sorcerer. It immediately suffers 3D6 Wounds.
- Lavastorm (Attack). Casting No. 5+(Battle-level). The casting number for this spell is 5+(the Sorcerer's Battle-level). With a majestic sweep of his arm the Sorcerer creates a stream of balls of molten lava. There are (Sorcerer's Battle-level) D6+2 balls, distributed amongst any number of Monsters on the current board section. Each ball causes 2D6 Wounds, with no modifier for armour.
- Pit of Despair (Special). Casting No. 5. Pick a 2x2 square area on the board section and place the Pit of Despair marker on it. Roll 1D6 for each model standing in the four squares covered by the pit. On a score of 1 or 2 it falls into the pit and is killed. On a score of 3, 4, 5 or 6 it scrambles out of the way – place it in an empty square on this or any adjacent board section. If there are no empty squares available the model falls into the pit anyway.
- Pit of Shades (Special). Casting No. 5. Pick a 2x2 square area on the board section. Roll 1D6 for each model standing in the four squares covered by the pit. On a score of 1 or 2 it falls into the pit and is killed. On a score of 3, 4, 5 or 6 it scrambles out of the way. After this the ground seals up, leaving no trace of the pit. Allied units who are caught in the pit are lost forever.
- Iron Skin (Defensive). Casting No. 5. Pick any friendly unit on the board section (including the Sorcerer). This turn the chosen unit is at +2 to his Toughness. The spell lasts one turn.
Casting Number 6
- Cataclysm (Attack). Casting No. 6. Pick any 2x2 square area on the same board section as the Sorcerer. Every enemy in the chosen area suffers 1D6 Wounds, with no modifiers for anything (Toughness, armour, Ignore Pain, etc.).
- Swords of Doom (Attack). Casting No. 6. Pick any friendly unit on the board section (including the Sorcerer). This turn he gets a number of extra Attacks: +1 if the casting Sorcerer is a Novice, +2 if he is a Sorcerer Champion, +3 if he is a Sorcerer Hero and +4 if he is a Sorcerer Lord.
- Weapon Master (Attack). Casting No. 6. Pick any friendly unit on the board section (including the Sorcerer). This turn he gets an increase in his Weapon Skill: +1 if the casting Sorcerer is a Novice, +2 if he is a Sorcerer Champion, +3 if he is a Sorcerer Hero and +4 if he is a Sorcerer Lord.
- Flames of Azgorh (Attack). Casting No. 6. The Sorcerer breathes out whirling tendrils of flame. Pick any enemy on the current board section; that target and every model adjacent to it, friend or foe, takes 2D6 Wounds, with no modifiers for Toughness or armour. Only the Sorcerer is immune to the damaging effects of this spell.
- Cause Animosity (Special). Casting No. 6. Roll 1D6 for each group of enemies in the room (a group being defined as all those denizens of the same type on that board section). On a score of 1, 2 or 3 the spell has no effect on those enemies. On a score of 4, 5 or 6 that group of enemies attacks another group of enemies this turn (determine randomly) rather than the Adventurers.
- Steed of Shadows. Casting No. 6. Tendrils of night entwine the target, before coalescing into a coal-black drake, that carries them away on wings of night. This spell may be cast on any allied unit on the board (including the Sorcerer), provided they are on foot, not on units riding a mount, palanquin, or other such device. For one turn the target of the spell is flying (Move 9) and becomes unpinned if in hand-to-hand combat. The target cannot make any hand-to-hand attacks, and is also immune from all attacks except those from missile weapons or of a magical nature. While in the air the target can move past obstacles such as other models, pits, etc.
Casting Number 7
- Ash Cloud. Casting No. 7. The dungeon is suddenly filled with clouds of smoke and ash. All enemies are at -2 on their to-hit rolls during the next Monster's Phase.
- Burning Storm. Casting No. 7. Pick any enemy on the board and roll (the Sorcerer's Battle-level) D6. For each D6 that scores a 4, 5 or 6 the target suffers that many Wounds, with no modifiers for anything (Toughness, armour, Ignore Pain, etc.).
- Doomroar (Defensive). Casting No. 7. The Sorcerer takes on the shape of the mighty Bull god Hashut and, with a shake of his horned head, gives a terrifying roar that goads his allies into action. This turn all allies on the same board section as the Sorcerer get +1 Attacks.
- Minor Lifestealer (Healing). Casting No. 7. Pick an ally on the current board section, including the Sorcerer. Each Monster adjacent to that Warrior loses 1D3 Wounds (roll for each Monster individually), with no modifiers for Toughness or armour. For each Wound inflicted this way the Adventurer is healed that many Wounds. Rolling for Magic Resistance checks for the recipient take place after damage is inflicted.
- Unseen Lurker (Defensive). Casting No. 7. At the end of combat one warrior gets a second Warriors' Phase. The Adventurer may move and attack again as normal.
Casting Number 8
- Eruption (Attack). Casting No. 8. The ground beneath the enemy's feet erupts in a plume of flame. One enemy target on the current board section loses 5D6 Wounds, modified for Toughness and armour as usual.
- Hellbeast. Casting No. 8. This turn the Sorcerer gets +1 Attack, +1 to hit, causes +2 Wounds on his damage roll, cannot use a weapon and is immune to all physical effects. This spell lasts one turn.
- Binding Chains (Defensive). Casting No. 8. A target Monster can't move and loses any Dodge and Evade abilities it may have for 1 turn.
- Cage of Stone. Casting No. 8. This spell allows the Sorcerer to confine any enemy that is attacking him in a prison of magical stone. While confined, the victim may neither move nor fight (though it may cast magic), and all attacks against it are made at +1 on all to-hit rolls. At the start of each Monster's Phase (including the turn in which the spell was cast) roll 2D6. If the score is less than the trapped enemy's Strength it breaks free and the spell fails.
Casting Number 9
- Steal Soul (Attack). Casting No. 9. Enemy target on the current board section loses 3D6 + Sorcerer's Battle Level in Wounds (ignoring armour) and the Sorcerer gains them. The gaining can temporarily allow the caster to have higher than his normal maximum, and lasts one full turn from the time of casting, even if the target Monster is slain before the Spell expires. May also be cast on multiple targets.
- Flaming Sword of Rhuin. Casting No. 9. A flaming sword materializes in the Sorcerer's hand, rippling with flames and the concentrated power of magical fire. This turn the Sorcerer gets +1 Attack, +2 to hit, causes +3 Wounds on his damage roll, cannot use a weapon and is immune to all physical effects. This spell lasts one turn.
- Lifestealer (Healing). Casting No. 9. This spell allows the Sorcerer to steal Wounds from nearby enemies and use them to heal himself and his companions. Keeping track of the total number of Wounds caused, each enemy adjacent the Sorcerer suffers 1D6 Wounds, with no modifiers for anything (Toughness, armour, Ignore Pain, etc.). These Wounds may then be distributed amongst the Sorcerer and his allies to heal them as you see fit. Rolling for Magic Resistance checks for the recipient take place after damage is inflicted.
- Hounds of Grimnair (Special). Casting No. 9. This spell allows the Sorcerer to summon 1 Hound of Grimnair for each of his Battle-levels. The Sorcerer may choose which enemy each Hound attacks, with no restrictions imposed by where the target is: it doesn't matter if there are no squares free next to the target, as the Hounds are non-material beasts. Each turn from now on, each Hound hits its target on a 1D6 roll of 5 or 6, and causes 1D6 Wounds, with no modifiers for anything (Toughness, armour, Ignore Pain, etc.). However, if a 1 or 2 is rolled for a Hound's attack the Hound vanishes, returning from whence it came. As soon as there are no more enemies left on the board the remaining Hounds vanish. While there are Hounds still active this spell cannot be cast again.
Casting Number 10
- Forge-born Taurus (Attack). Casting No. 10. This spell summons a Great Taurus, made of both machine and flesh. The Sorcerer can either have it whisk him and any number of adjacent Adventurers to any already-explored board section, or use it to attack any one enemy for 5D6 Wounds.
Casting Number 11
- Carnival of Death (Attack). Casting No. 11. Roll 1D6 for every foe on the same board section as the Sorcerer. If the score is a 1 the spell has no effect on that foe. On a score of 2 or more that foe moves towards its nearest companion and this turn attacks it instead of the Adventurers. If there is any confusion about which foes are attacked, the Sorcerer player decides. While affected by this spell, enemies are not subjected to the rules for pinning.
- Conflagration of Doom (Attack). Casting No. 11. Pick any enemy on the board within the Sorcerer's line of sight. Both the caster and the target roll 1D6. If the target rolls higher the flames die out and nothing else happens. If the Sorcerer rolls higher the target takes 4 Wounds + the number of Wounds indicated on the Sorcerer's die, with no modifiers for anything (Toughness, armour, Ignore Pain, etc.). Both models roll a further D6 and repeat the process until the Sorcerer rolls equal or lower than his opponent.
Casting Number 12
- Firestorm (Attack). Casting No. 12. Pick a 2x2 square area of a board section within the Sorcerer's line of sight. All enemies on the targeted area suffer 6D6 Wounds (roll once for all the enemies), with no modifiers for anything (Toughness, armour, Ignore Pain, etc.).
- Sorcerer's Curse (Attack). Casting No. 12. Cackling hideously, the Sorcerer utters a terrible curse on one of his enemies. This spell allows the Sorcerer to turn a single enemy in an adjacent square to stone on a successful to-hit roll, killing it. Because of the power of this spell, if the target has Magic Resistance or Magic Dispel, the roll required to ignore the spell is at -1.
- Drain Life (Attack). Casting No. 12. Each Monster on the current board section suffers 4D6 Wounds with no modifiers for anything (Toughness, armour, Ignore Pain, etc.).
- Liche's Trickery (Healing). Casting No. 12. Choose one enemy on the current board within the Sorcerer's line of sight. The target immediately suffers 3D6 Wounds with no modifiers for anything (Toughness, armour, Ignore Pain, etc.). These same Wounds are used to heal any one ally on the current board section, including those on 0 Wounds, bringing them back to life – even if they have been dead some time. Rolls for Magic Resistance checks for the recipient take place after damage is inflicted. No Magic Resistance check is needed for a slain recipient on zero Wounds.
Dungeon Events Table
When the Adventurers encounter a Dungeon room or an Unexpected Event is generated, roll 1D6 on the following table:
| Roll | Result |
|---|---|
| 1-2 | Roll on the Event table below. |
| 3-6 | Roll on appropriate level Monster Table. |
| Roll | Event |
|---|---|
| 11 | Cave-in. As the Adventurers enter this area of the cave system, the floor shudders, the walls splinter and huge chunks of masonry fall from the roof – the dungeon is caving in! Place the Cave-in marker in the board section where this Event was triggered to show that all exits except the one the Warriors entered by are now blocked by a huge pile of masonry. Any Adventurers still in this board section at the end of the next turn are crushed by falling rubble and are killed. Adventurers attempting to escape are not subject to the rules for pinning whilst in this room. The room is now impassable and may not be re-entered. If this Event occurs in the first room, ignore it and draw another Event card immediately. If this Event occurs in an Objective room then the door leading to the previous board section is blocked. There will always be an exit leading out of the dungeon from the Objective room in such instances. |
| 12 | Dead Body. The Adventurers find a dead Barbarian, lying in a pool of blood. Clutched tightly to his chest is a bag. Roll 1D6 for each Adventurer. The Adventurer with the lowest score must take the bag from the body and open it. Roll 1D6 on the following table: 1 – Poison Gas! You have set off a trap. Every model on this board section takes 1D6 Wounds with no modifiers for Toughness or armour. The bag is empty. 2-3 – Trap! A spear shoots out of the wall and inflicts 2D6 Wounds on the Adventurer who took the bag. The bag turns out to be empty. 4-6 – Treasure. The bag contains (1D6x100) Gold, to be given to the Adventurer who took it. Draw another Event card immediately. |
| 13 | Encounter – Dying Dwarf. Slumped against the wall the Adventurers find a dying Dwarf prospector, riddled with Orc arrows. As they approach he growls a warning, threatening them with a huge axe. While waiting for him to die the Adventurers inspect his belongings and admire the craftsmanship of his axe. Amongst his things the Adventurers find a key. With an inquisitive sneer and the weight of a heavy boot on an exposed wound from an arrow, one of the Adventurers plies the Dwarf for information. With his dying breath he says: "This is the key to the portcullis. Without it you will never get through." |
Dungeon Room Treasure
Whenever you are required to draw a Treasure card in a dungeon room or corridor, instead roll 1D6 on the following table to determine the precise nature of the treasure that the Adventurers have found:
| Roll | Treasure |
|---|---|
| 1 | Gold (see Gold section below). |
| 2-3 | Roll on the Dungeon Treasure table or draw a Treasure card (they contain the same items). |
| 4 | Roll on the Weapons and Armour sub-table from the Roleplay book, p67. |
| 5 | Roll on the Magic Item sub-table from the Roleplay book, p69. |
| 6 | Roll on the Chaos Dwarf Treasure sub-table. |
Gold
Each player may roll as many D6 as he likes, adding up the score and multiplying it by 10 to determine how much gold his Warrior finds. However, if any of the dice score a 1 his Adventurer finds nothing at all.
Dungeon Treasure
Your Adventurer has come across a magic artifact. Make a D66 roll on the following table to determine exactly what he has found. The "BDEW" code printed under each item is reproduced as printed; the source gives no legend for it on these pages.
| D66 | Item | Cost | Code | Effect |
|---|---|---|---|---|
| 11 | Amulet of Power | 350 Gold | BDEW | At the start of each Warriors' Phase you may roll 1D6. On a 2 to 6 your Warrior's Strength is increased by +2 for the rest of the turn. On a 1 the amulet explodes causing 1D6 Wounds on your Adventurer, with no modifiers for Toughness or armour. |
| 12 | Arrows of Death | 100 Gold ea. | BDEW | These enchanted arrows are magically sharpened. While using the Arrows of Death, your Adventurer inflicts +3 Wounds on his opponents with his missile attacks. The Arrows of Death can only be used by an Adventurer with a bow. There are 1D6 Arrows. |
| 13 | Boots of Swiftness | 500 Gold | BDEW | While wearing the Boots of Swiftness your Adventurer may add +1 to his Movement. |
| 14 | Chalice of Fate | 200 Gold | BDEW | The Chalice allows you to re-roll when determining the Sorcerer's Power during the Power Phase. You may only re-roll once, and you must accept the second roll even if it is worse. |
Chaos Dwarf Treasure
Your Adventurer has come across a magic artifact. Make a D66 roll on the following table to determine exactly what he has found.
| D66 | Item | Cost | Special Rules |
|---|---|---|---|
| 11 | Black Hammer of Hashut | 250 Gold | Chaos Dwarfs and Chaos Warriors only. On a to-hit roll of 6 the target automatically takes an additional and separate hit for 1D6 Wounds from the intense heat of the hammer; these Wounds are not modified by armour. Chaos Dwarfs only. |
| 12 | Hammer of Obsidian | 400 Gold | Carved from black crystal, its surface is dark and glassy. It is said that no armour can withstand its impact. Hits ignore all non-magical armour. On a to-hit roll of 6 the strike shatters all except magical armour, rendering it useless. |
| 13 | Black Gem of Gnar | 350 Gold | This pitch-black gem contains a powerful spell of translocation, that traps the bearer and a foe in a shadowed realm of utter cold and darkness until the enchantment ends. The bearer and one adjacent foe of the bearer's choice are temporarily removed from the board for one full turn. Neither unit may attack or perform any action, including casting spells, while removed. The squares they occupied on the board remain blocked by impassable remnants of the shadow realm however. May be used once per Adventure. |
| 14 | Chalice of Darkness | 200 Gold | This device harnesses the power of magic in the service of the dark god Hashut. Can be used to re-roll the Power Die at the start of the Power Phase (possibly avoiding an Unexpected Event). May be used once per Adventure. |
Objective Room Treasure
At the end of each adventure lies the Objective room, the final location, and invariably the greatest challenge to the Adventurers. Upon dealing with the contents of the Objective room the Adventurers normally get a Treasure card. Now you are using the Treasure tables, however, and you should roll 1D6 and consult the following table:
| Roll | Result |
|---|---|
| 1-3 | Roll on the Objective Room Treasure sub-table from the Roleplay book, p72. |
| 4-5 | Draw an Objective room Treasure card (if available, otherwise roll again, where 1-3 is the Roleplay book table and 4-6 is the Chaos Dwarf table). |
| 6 | Roll on the Chaos Dwarf Objective Room Treasure sub-table. |
Chaos Dwarf Objective Room Treasure
| D66 | Item | Cost | Effect |
|---|---|---|---|
| 11-12 | Talisman of Obsidian | 1,200 Gold | This talisman is an incredibly powerful anti-magic artifact. The Talisman has Magic Dispel 2+, applied to any friendly or enemy spell cast on the same board section as the bearer of the talisman, or against any spell targeting a unit on the same board section (even if cast by a unit off of the current board section). This item may only be used once per Adventure, but once activated its effect lasts for 1D6 turns. |
| 13-14 | Vampiric Armour | 900 Gold | This heavy armour confers +2 Toughness. While worn, once per Adventure this armour can be used to drain 1D6 Wounds (with no modifiers for Toughness, armour, Ignore Pain, etc.) from every unit adjacent the wearer, friend or foe. For each Wound drained in this way, half of those Wounds are gained by the wearer to heal himself (rounded down), the rest is consumed by the daemon bound within the armour. For example, if there are four foes adjacent the wearer and they are each drained of 2, 4, 6 and 3 Wounds, the wearer gets 1, 2, 3 and 1 Wounds healed. |
| 15-16 | The Mouth of Hashut | 2,500 Gold | The Mouth of Hashut is an ultra-powerful blunderbuss, which contains the essence of a Shadow daemon. The Mouth of Hashut works similarly to a blunderbuss, in that it grants +1 to hit on Ballistic Skill rolls and has a range of 12 squares. All models in a 3x3 square take 3D6 + Str6 Wounds with no deduction for armour. The Mouth of Hashut never needs to be reloaded, as it draws upon the unseen energies of the Warp to fire a blast of daemonic energy that warps flesh, metal, bone and other material; however, the Mouth of Hashut can only be fired once per board section. Once the Mouth of Hashut has been fired within a room or board section it cannot be used again in that area, as it has drained all of the daemonic energy from the area that was available. Once per Adventure the Mouth of Hashut can also be used to unleash a terrible blast of hellfire that is unrivalled by even the most powerful Sorcerers of Hashut or daemon. At any time, even if it is not during the Warriors' Phase, pick any allied unit adjacent the wielder of the weapon, including the wielder himself. The Mouth of Hashut feeds upon that unit's life energy, inflicting 2D6 Wounds with no modifiers for Toughness or armour. The Mouth of Hashut can then immediately be fired, hitting any number of targets, friend and foe alike, in a straight line from The Mouth of Hashut until a wall is reached. Each target struck immediately suffers 2D6 Wounds with no modifiers for anything (Toughness, armour, Ignore Pain, etc.). Any unit killed by the blast explodes in a blaze of daemonic hellfire and will automatically inflict 1D6 Wounds with no modifiers for anything (Toughness, armour, Ignore Pain, etc.) to each of its adjacent units. The Mouth of Hashut has Will Power 12. If an Adventurer fails a Will Power test the Mouth of Hashut will immediately drain 1D3 Wounds from the wielder and any adjacent unit, with no modifiers for anything (Toughness, armour, Ignore Pain, etc.). Furthermore, until the Adventurer regains control, the Mouth of Hashut has full control of the Adventurer's body and the Adventurer is controlled as though he were a Monster. He will attack every second turn using The Mouth of Hashut as his weapon. For each unit that is successfully dealt damage while under the control of The Mouth of Hashut the Adventurer is healed 1 Wound. The Mouth of Hashut cannot be modified with arcane runes and cannot have any additional blunderbuss upgrades applied to it, such as a bayonet. |
The Bestiary
The Bestiary's opening index (the list of monster families and their magic equipment, printed on the first Bestiary page of the source) is not reproduced; each section below is transcribed in source order.
Monsters' Special Rules
Note that entries in this section expand on the abilities outlined in the core Warhammer Quest Roleplay book and are to be used specifically with "Monsters" (including Humans, Elves and Dwarfs) in the new Chaos Dwarf Monster Tables.
- Battle-blades. At the start of the first round of combat roll 1D6. On a 4, 5 or 6 the Barbarian's attacks are doubled.
- Endure. The Dwarfs of the World's Edge Mountains are a stout and hearty lot. Some of their strongest are able to sustain crippling blows and will remain on their feet battling to the bitter end. The first hit that would reduce a unit with this ability to 0 Wounds or less may be ignored and instead the unit takes no damage. This ability may only be used once and then cannot be used again.
- Grapple. During the first round of combat roll 1D6. On a roll of 1, 2, 3 or 4 the Barbarian attacks as normal this turn and may attempt to Grapple again next turn. On a roll of 5 or 6 the Barbarian combines all his attacks into a grappling attack, and rolls to hit as normal, but may not attempt to Grapple again for the remainder of combat. If the Grapple hit is successful the attack deals 1D6x6 Wounds.
Magic Equipment of the Empire
Any human from the Empire will use the following tables.
Imperial Magic Weapons
| Roll | Item | Effect |
|---|---|---|
| 1 | Sword of Vengeance | The sword ignores the foe's Toughness and all but magical armour. In addition, the wielder can re-roll one miss per turn. |
| 2 | Warhammer of Sigmar | This warhammer may be wielded single-handedly and grants the wielder +1 on all to-hit rolls against servants of the Chaos Gods (including Chaos Warriors, Chaos Sorcerers, Beastmen, Chaos Dwarfs, daemons, etc.). The bonus is not applied to Orcs, Hobgoblins, Ogres, Skaven or similar units. |
| 3 | Holy Mace | The wielder of this Mace inflicts an additional Wound per Dungeon Level, to a maximum of +6. Furthermore, if used against a daemon, or an Adventurer that is temporarily possessed by a daemon, it will inflict double damage. |
| 4 | Sword of the Imperium | This sword makes its wielder, as well as each ally of the wielder that is on the current board section, immune to Fear and Terror. Furthermore, it confers Break to any remaining Slaves on the current board section. At the end of each turn that any Slaves are on the same board section as the Sword of the Imperium, roll 1D6. If the total is equal to or greater than the number of Slaves that have died in this round of combat they will break and run at their full movement rate (the Adventurers will be powerless to stop or command them). Once they are out of the range of a Lamp or other light source they are utterly lost. |
| 5 | Sword of Heroes |
Imperial Magic Items
| Roll | Item | Effect |
|---|---|---|
| 1 | Battle Banner of the Gryphon | This large banner is cumbersome and unwieldy, reducing the bearer's to-hit rolls by -1. The bearer and any allied units (Dwarfs, Elfs and Humans) on the current board section inflict an additional +3 Wounds on each successful strike. |
| 2 | Lifestone of Ashraaz | The icon allows the bearer to regain 1D3 Wounds at the end of each turn, as long as he has 1 or more Wounds. |
| 3 | Quicksilver Talisman | This talisman grants the wearer +2 Movement each turn. Furthermore, the wearer may not be pinned. |
| 4 | Talisman of Obsidian | This talisman negates the powers of a Sorcerer, Wizard or other spellcaster adjacent the wearer. Any spells cast by such models fail on a 1D6 roll of 4, 5 or 6, and the casting cost of the spell is instead redirected to heal 1D6 of the wearer's Wounds. |
| 5 | Life Stone of Le Marquis | The first time that the bearer is struck by a blow that would reduce him to zero Wounds, the stone deflects the blow, causing no damage. The stone may not be used again. |
| 6 | Dawnstone | This item will restore the unit to full Wounds once it has reached zero Wounds. May only be used once and is then useless. |
Imperial Magic Armour
| Roll | Item | Effect |
|---|---|---|
| 1 | Gryphon Gauntlets | These gauntlets have the Imperial Gryphon engraved into them and grant the wearer the ability to re-roll one missed hand-to-hand attack per turn. |
| 2 | Shield of Light | This shield radiates a brilliant and blinding light, distracting attackers. Any attacks against the bearer are made at -1 to hit. Furthermore, if the attacker's to-hit is a natural 1 they are blinded by the dazzling light and lose any further Attacks they may still have this turn. |
| 3 | Armour of Dargan | This armour provides an additional +1 Toughness on top of the unit's armour rating, and any foe attacking with a magical weapon is at -1 to hit. |
| 4 | Helm of Sigmar | This great helmet grants its wearer +2 Toughness. |
| 5 | Shield of Sigmar | This great shield grants +2 Toughness and also allows the bearer to completely negate the damage that would have been inflicted from any one non-spell-based attack, regardless of its source. |
| 6 | Armour of Sigmar | This armour grants +3 Toughness. Furthermore, if the wearer is reduced to zero Wounds it will restore 2D6 Wounds at the end of the turn, and will also make him invulnerable to all but magical weapons and spells during the following turn only. |
Magic Equipment of the Northland Barbarians
Any barbarian from the frozen North will use the following tables.
Kislev Magic Weapons
| Roll | Item | Effect |
|---|---|---|
| 1 | Hellfire Sword | The wielder of this massive axe is at -1 Attack each turn (minimum of 1 Attack), but each Attack is made with +1 on all to-hit rolls and each hit inflicts an additional amount of damage equal to the wielder's current Dungeon-level+1. |
| 2 | Blood Sword | On top of the wielder's normal attacks, roll 1D6 for each model (friend and foe alike) in a square adjacent the wielder. On a score of 6, the sword lashes out of its own volition causing damage as per a normal hit by the wielder. |
| 3 | Sword of the Barbarian Kings | This great sword ignores all except magical armour and inflicts double damage on a successful hit. |
| 4 | Northlands Battle-axe | If the wielder strikes an opponent with a natural to-hit roll of 6, as well as causing normal damage the target and all adjacent models, both friend and foe alike (including the wielder!), burst into flames and take an extra 1D6+(1 Wound per Dungeon-level of the wielder) with no modifier for armour. |
| 5 | Dragon Sword | Causes double damage on a natural to-hit roll of 5 or 6. However, the sword is partially sentient, and at the start of each turn roll 1D6. On a score of 1-3 the sword has a mind of its own and refuses to comply; the wielder loses up to 3 Attacks this turn. |
Kislev Magic Items
| Roll | Item | Effect |
|---|---|---|
| 1 | Pelt of the Timber Wolf | This magical fur cloak confers an additional +1 Toughness and also confers the wearer with Ignore Pain 6+. |
| 2 | Sunstone Pendant | This lucky pendant makes the wearer immune to Fear and Terror as well as effects due to Daemonic status of foes. |
| 3 | Ring of Icy Regeneration | This ring allows the wearer to regain 1D6 Wounds at the end of each turn. If the wearer is reduced to zero Wounds his body will immediately turn to ice and explode outward, sending razor-sharp shards of ice in all directions. Roll 1D6 for every unit on the current board section; on a score of 3, 4, 5 or 6 the unit is unharmed. On a roll of 1 or 2 the unit suffers 1D6 Wounds with no modifier for Toughness or armour. |
| 4 | Spellweaver's Trinket | This dull bauble may not look like much, but its ability to drain magical energy is no less potent. Any spellcaster on the current board section must roll 1D6; on a roll of 1 or 2 they will be unable to cast spells while the bearer of the trinket is on the same board section. Furthermore, for any Sorcerer, Wizard or other spellcaster who uses magical Power to cast spells, roll an additional 1D6: this is the number of Power that has been drained from their amount this turn and has been absorbed by the Trinket (lost Power only affects the fluctuating Power reserve of the spellcasters this turn, not their permanent reserve Power, which cannot be drained by the Trinket). If the Trinket drains a total of 20 Power, the bearer of the Trinket may cast the spell Hailstorm in lieu of one Attack. Hailstorm strikes all enemy units on the current board section for 2D6+the bearer's Dungeon-level Wounds, with no modifier for armour. |
Kislev Magic Armour – Kislev units do not have any magic armour.
Magic Equipment of the World's Edge Mountain Dwarfs
Any Dwarf from the World's Edge Mountain region will use the following tables.
Mountain Dwarf Rune Weapons
| Roll | Item | Effect |
|---|---|---|
| 1 | The Golden Daemon | This large master-crafted musket looks similar to a blunderbuss, and has the face of a daemon laid in gold around the barrel. The musket adds +2 to the wielder's Ballistic Skill to-hit rolls, has a range of 8 squares and on a successful hit inflicts 2D6 + (1 Wound x the wielder's Dungeon-Level) and ignores armour. The musket may be fired only once each turn. |
| 2 | Ogre Slayer | This axe adds +3 to the wielder's Strength. |
| 3 | Gromril Blade | This axe ignores all except magical armour and inflicts double damage on a successful hit. |
| 4 | Obsidian Axe | After an attack which successfully wounds the opponent, roll 1D6. On a 1, 2, 3 or 4 nothing else happens. On a roll of 5 or 6, if the opponent's armour is non-magical the axe destroys the target's armour. This axe has no effect on non-magical armour. |
| 5 | Hammer of Spite | Choose one Adventurer at random at the start of the first round of combat. If there is a space empty adjacent to that Adventurer, the wielder of this weapon may be placed in that space and gains an automatic Ambush attack. The wielder also gains +1 Attack against that Adventurer every turn. |
| 6 |
Mountain Dwarf Rune Items
| Roll | Item | Effect |
|---|---|---|
| 1 | Mitts of the Forge | These large gloves provide the wearer with +2 Strength and make anything he is carrying seem lighter and more easily wielded, giving him a +1 bonus to all to-hit rolls. |
| 2 | Arcane Battle Goggles | These large goggles are part Dwarf construction and part arcane magic. The wearer sees the world as though it were moving in slow motion. He gains +1 on all to-hit rolls, and foes are also at -1 to hit him. |
| 3 | Mithril Ring | This ring grants the wearer +2 Toughness. |
| 4 | Battle Standard of the Crag | This large banner is mounted on the back of the bearer and grants himself and all allied units (Dwarfs, Elfs and Humans) on the current board section +1 Attack each turn, but these attacks are made at -1 to-hit. |
| 5 | Bugman's XXXXXX | This Dwarf brew can be consumed at any time by its owner, or he may use it on any adjacent ally. It immediately grants +3 Strength during the next round of combat and makes the recipient immune to Fear and Terror for the duration of combat. |
| 6 | Grimstone | This fist-sized granite stone grants its bearer +1 Toughness and +1 Strength. |
Mountain Dwarf Rune Armour
| Roll | Item | Effect |
|---|---|---|
| 1 | Dwarf Blast Shield | Said to be capable of withstanding some of the most powerful explosives and fire spells as well as the intense heat of the most grand Dwarf forges, this great shield grants +2 Toughness and [effect text incomplete in the source]. |
| 2 | Winged Helm of Dwarf Lords | This helmet is decorated with large ornate wings and grants the wearer +1 Toughness, +2 Move and Fly (allowing them to fly over obstacles). The wearer can never be pinned and can change targets each turn. |
| 3 | Arcane Armour of the Forge | Each time an attack is made against the wearer, roll 1D6. On a score of 1 the attack is thrown back at the attacker as a blast of magical energy. He immediately suffers the Wounds he would have inflicted instead, modified for Toughness and armour. |
| 4 | Scale Mail of the Great Wyrm | This suit of armour is made from dragon scales and is worn only by Dwarf Lords of great repute. The armour grants the wearer +2 Toughness, and the mirror-like scales on the armour naturally reflect magical energies, granting the wearer Magic Resistance 5+ (or reducing the MR value by 1 if the unit already has this attribute). Furthermore, any spell that targets the wearer will be much more difficult to cast and will require a number of additional points of Power equal to the wearer's Dungeon-level. |
| 5 | Gauntlets of Soul Rending |
Magic Equipment of the Elves
Any High Elf or Wood Elf will use the following tables.
High Elf / Wood Elf Magic Weapons
| Roll | Item | Effect |
|---|---|---|
| 1 | Bow of Loren | This bow inflicts 1D6x the wielder's Dungeon-Level. If the blow is sufficient to kill the opponent outright and there is a foe directly behind the initial target, then the shot continues, hitting that foe too. This continues until there are no more enemies or one of them survives. |
| 2 | Sunfire Bow | The bow adds +1 to the normal bow strength of the wielder and adds +2 to the wielder's Ballistic Skill rolls. |
| 3 | Dagger of the Wood Sprites | This magical dagger grants +1 on all to-hit rolls and deals +1D6 Wounds. Furthermore, the dagger may be thrown (and grants +2 on a Ballistic Skill roll) at a single enemy within the wielder's line of sight, and grants the same damage bonus. The dagger may only be thrown once in this manner and is then lost. |
| 4 | Twin Swords of the Elf Kings | Forged long ago for a pair of High Elf nobles who sought power and dominance over all Elf kind, these blades were plundered following a major Elf victory. The blades are now wielded one in each hand, and together they confer +1 Attack, +4 Move, and grant +1 on all to-hit rolls. |
| 5 | Longblade of the Elven Highborn | This sword confers the wielder with Frenzy 5. |
| 6 |
High Elf / Wood Elf Magic Items
| Roll | Item | Effect |
|---|---|---|
| 1 | Cloak of Loren | This finely embroidered magical cloak alters the physical form of the wearer, making him insubstantial. The wearer gains Ethereal 2. |
| 2 | Healing Elixir | The cunning Elf has kept a potion hidden in reserve. When he is reduced to zero Wounds he will immediately drink the potion, restoring 1D6+2 Wounds. |
| 3 | Elven Wayfarer's Boots | These magical boots speed up the actions of the wearer, conferring +2 Movement and +1 Attack each turn. |
| 4 | Circlet of the Dryads | This magical circlet is worn on the head and confers the wearer with Regenerate 2. |
| 5 | Mithril Ring | This ring, gifted to the Wood Elves in ancient times by Dwarfs, grants the wearer +2 Toughness. |
| 6 | Heart of the Wood | This gemstone negates the powers of a Sorcerer, Wizard or other spellcaster adjacent the wearer. Any spells cast by such models fail on a 1D6 roll of 4, 5 or 6, and the casting cost of the spell is instead redirected to heal 1D6 of the wearer's Wounds. |
High Elf / Wood Elf Magic Armour
| Roll | Item | Effect |
|---|---|---|
| 1 | Mithril Chain Mail | This finely linked suit of chain mail shimmers with an ethereal quality and distorts the form of the wearer, making him harder to hit. All to-hit rolls made against the wearer are at -1 to hit. |
| 2 | Elf Shield | The bearer may ignore the first blow inflicted on him each turn, unless the attack was made with an unmodified to-hit roll of 6, in which case the shield has no effect. |
| 3 | Elf Helm | This perfectly wrought helm confers the wearer with Ignore Blows 6+. |
| 4 | Armour of the Forest Spirits | This mystical suit of armour looks more like a covering of bark and moss than proper armour; however, it contains the essence of powerful forest spirits which grant the wearer +2 Toughness and Ignore Pain 6+. |
| 5 | Cloak of Spring Renewal | This robe confers Regenerate 2 upon the wearer. |
| 6 | Elven Boots of Agility | These boots allow the wearer to Move and Attack in any order and in any combination (including multiple Move, Attack, Move, Attack sequences) up to his maximum. Furthermore the boots confer Dodge 6+ to the wearer. If the wearer already has the Dodge ability it improves by 1. |
The Frozen Northlands
Barbarians of the Northlands
| Monster | Wounds | Move | Weapon Skill | Ballistic Skill | Strength | Toughness | Initiative | Attacks | Gold | Armour | Damage | Special Rules |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Barbarian | 8 | 4 | 3 | 5+ | 4 | 3 (4) | 3 | 1 | 120 | 1 | 1 | None |
| Barbarian Champion | 25 | 4 | 4 | 4+ |
Kislev Shamen
| Monster | Wounds | Move | Weapon Skill | Ballistic Skill | Strength | Toughness | Initiative | Attacks | Gold | Armour | Damage | Special Rules |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Shaman | 22 | 4 | 4 | 4+ | 3 | 4 (5) | 4 | 1 | 650 | 1 | 1 | Kislev Magic 1; Kislev Magic Weapon |
| Shaman Champion | 36 | 4 | 5 |
Kislev Ice Magic. Roll 1D6 on the following table to determine which spells are cast:
| Roll | Spell | Effect |
|---|---|---|
| 1, 2 | – | The icy winds of the North are unfavourable and the casting attempt fails. |
| 3 | Dazzle | The targeted Adventurer is engulfed in a myriad maze of glittering colours. All hand-to-hand attacks made against the Adventurer this turn will only miss on a to-hit roll of 1. The effects last one turn. |
| 4 | Freeze! | Roll 2D6; this is both the number of separate enemies that may be hit on the current board, as well as how many Wounds are inflicted, with no modifiers for anything (Toughness, armour, Ignore Pain, etc.). |
| 5 | Ice Tomb | Targeted Adventurer must roll 1D6 and add his base Toughness. If the total is less than 8 he is encased in a sarcophagus of ice and may not move or fight. While entombed the target cannot be attacked. On each subsequent turn the Adventurer must re-roll to attempt to break free, adding +1 to his die roll for each turn that he is trapped. Once he rolls 8 or higher he breaks free. |
| 6 | Time Freeze | The Wizard reaches into the warp and holds back the fabric of time. Roll 1D6. On a score of 1, 2 or 3 the spell fails. On a score of 4, 5 or 6 the Monsters gain a second Monster's Phase immediately following the current phase, allowing them to move and/or attack twice in a row. Note that the Kislev Ice Wizard does not get a second attempt to cast any spells, however, during the second Monster's Phase. |
Beasts of the Northlands
| Monster | Wounds | Move | Weapon Skill | Ballistic Skill | Strength | Toughness | Initiative | Attacks | Gold | Armour | Damage | Special Rules |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Wolf | 4 | 6 | 5 | – | 4 | 3 | 5 | 1 | 65 | – | 1 | Gang Up |
| Bear | 12 | 5 | 4 | – |
Monsters of the Northlands
| Monster | Wounds | Move | Weapon Skill | Ballistic Skill | Strength | Toughness | Initiative | Attacks | Gold | Armour | Damage | Special Rules |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Snow Troll | 30 | 6 | 3 | 6+ | 5 | 4 | 1 | 3 | 650 | – | 2 | Fear 6; Regenerate 2; Chill 4 |
| Yeti | 45 | 4 | 7 | – |
Ice Elemental Spells. Roll 1D6 on the following table to determine which spells are cast:
| Roll | Spell | Effect |
|---|---|---|
| 1 | Freezing Fog | The entire section is cloaked in thick freezing fog. Each Adventurer must roll 1D6; all Slaves on the current board section and any Adventurer who rolls 1 or 2 becomes frozen. Frozen units may do nothing this turn. If frozen units are attacked this turn they are hit and wounded automatically, but will be able to use normal modifiers and armour saves. |
| 2 | Ice Shards | The Elemental opens his hands and from it shoots piercing shards of ice. Choose an Adventurer at random; that Adventurer is hit by 2D6 sharp ice fragments, each causing 1D3 Wounds, with no modifiers for anything. |
| 3 | Snow Storm | A blizzard suddenly fills the entire section, the flakes of snow being whipped around by the strong wind. For this turn each unit's line of sight extends in a 1-square radius. In addition each Adventurer takes 1D6 Wounds with no modifiers for anything. |
| 4 | Cold Heart | The Elemental points at one of the Adventurers. That character is convulsed with pain as his heart starts to turn to ice. Choose one Adventurer at random; that Adventurer suffers 1D6x(his Battle-level) Wounds with no modifiers for anything. Also, from the next turn on, until the Elemental is slain or the Adventurer is reduced to zero Wounds, the Adventurer suffers 1D6 Wounds with no modifiers, as Fatal Damage. |
| 5 | Snowball | The Elemental cups his hands and creates a snowball, then throws it at an Adventurer. As it approaches him it grows until it completely smothers him. Choose an Adventurer at random; that Adventurer has been buried under a vast pile of snow and must dig his way out. To dig himself out the Adventurer must roll 1D6 and add his Strength. If the total is 9 or greater he is free and may act as normal. Adventurers not in combat and in adjacent squares can help dig him out by rolling 1D3 and adding it to the total. As soon as he is hit by the snowball the Adventurer takes 3D6 Wounds with no modifiers for anything. In addition to this he takes 1D6+3 Wounds for each turn he is buried by the snowball. While an Adventurer is buried he may not cast spells, fight, or be attacked in combat. |
The Empire
Empire Swordsmen
| Monster | Wounds | Move | Weapon Skill | Ballistic Skill | Strength | Toughness | Initiative | Attacks | Gold | Armour | Damage | Special Rules |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Swordsman | 12 | 4 | 3 | 5+ | 4 | 3 (4) | 3 | 1 | 160 | 2 | 1 | Parry 6+ |
| Swordsman Champion | 20 | 4 | 4 | 4+ |
Summon Swordsmen. Once per turn a single Swordsman Lord on a board section may attempt to summon reinforcements. Roll 1D6. On a roll of 1, 2 or 3 nothing happens. On a roll of 4, 5 or 6 he summons 1D6 Swordsman units.
Empire Knights
| Monster | Wounds | Move | Weapon Skill | Ballistic Skill | Strength | Toughness | Initiative | Attacks | Gold | Armour | Damage | Special Rules |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Mounted Knight | 12 | 4 | 4 | 4+ | 4 | 4 (6) | 3 | 2 | 350 | 2 | 1 | Riding Horse |
| Knight Champion | 20 | 4 | 5 | 3+ |
Empire Knight Mounts
| Monster | Wounds | Move | Weapon Skill | Ballistic Skill | Strength | Toughness | Initiative | Attacks | Gold | Armour | Damage | Special Rules |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Horse | 8 | 8 | 3 | – | 4 | 3 (5) | 3 | 1 | 120 | 2 | 1 | Trample Attack (1D6+Str) |
| Warhorse | 20 | 8 | 5 | – |
Trample Attack. The Horse's Trample Attack is an extra bonus attack that is made automatically each turn, in addition to the Horse's normal Attack. In order to determine who is struck by this bonus attack, randomly select one of the Warriors or their allies who is adjacent the Horse. If for any reason the Horse has been reduced to zero Attacks for the turn then it will also lose the Trample Attack.
Empire Wizards
| Monster | Wounds | Move | Weapon Skill | Ballistic Skill | Strength | Toughness | Initiative | Attacks | Gold | Armour | Damage | Special Rules |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Empire Wizard | 10 | 4 | 2 | 6+ | 3 | 3 (4) | 3 | 1 | 250 | 1 | 1 | Empire Magic 1; Ring of Protection (+1T) |
| Empire Wizard Champion | 16 | 4 | 3 |
Magic of the Empire. At the start of each Monster's Phase a Wizard may cast one or more of the following spells, depending on his Magic rating. Roll 2D6 the relevant number of times on the following table to determine which spells are cast:
| Roll | Spell | Effect |
|---|---|---|
| 2-3 | The Unexpected! | In a moment of distraction and confusion the Wizard temporarily loses his connection to the chaotic aether from whence he draws power. He is unable to cast any further spells for the remainder of this turn! |
| 4 | Wings of Power | The Wizard conjures a pair of large majestic wings which emerge from his back, carrying him above the dungeon floor. Until the start of the Wizard's next turn the Wizard cannot be pinned, gains +2 Movement and Fly. The Wizard cannot engage or be engaged in hand-to-hand combat while aloft, but can be targeted by missile weapons and spells. |
| 5 | Invisibility | May be cast on himself or another of his allies on the current board. Spell lasts 1 turn. The affected unit may not perform any attack-type action, but may heal, move, etc. as normal and cannot be attacked. |
| 6 | Shield | May be cast on himself or another of his allies on the current board. Lasts 1 turn. Attacks fail unless a natural to-hit roll of 6 is made or the attack is magical in nature. |
| 7 | Fireball | Pick a 2x2 area within the Wizard's line of sight. The area is struck by 1D6+(the Wizard's Dungeon-level) Fireballs, distributed as evenly as possible among the occupants of the 2x2 area. Each Fireball inflicts 1D6+(the Wizard's Dungeon-level) Wounds. |
Dwarfs of the World's Edge Mountains and Surrounding Lands
World's Edge Mountain Dwarfs
| Monster | Wounds | Move | Weapon Skill | Ballistic Skill | Strength | Toughness | Initiative | Attacks | Gold | Armour | Damage | Special Rules |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Dwarf Warrior | 8 | 3 | 4 | 5+ | 3 | 4 (6) | 2 | 1 | 160 | 2 | 1 (+1) | Magic Resistance 6+; Dwarfs get 1 extra die when determining hand-to-hand combat damage, discarding the lowest. Hates Chaos Dwarfs |
| Dwarf Thunderer | 8 | 3 |
Bugman's Dwarfs
| Monster | Wounds | Move | Weapon Skill | Ballistic Skill | Strength | Toughness | Initiative | Attacks | Gold | Armour | Damage | Special Rules |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Bugman's Dwarfs | 20 | 3 | 5 | 5+ | 4 | 5 (7) | 3 | 2 | 780 | 2 | 2 (+1); 3 (+1) (6+) (as printed) | Magic Resistance 5+; Dwarfs get 1 extra die when determining hand-to-hand combat damage, discarding the lowest; Hates Chaos Dwarfs; Endure; Frenzy 6+; receives an additional damage die on to-hit rolls of 6+. |
| Dwarf Thane | 48 |
Dwarf Thunder Musket. These ranged weapons can be fired once per turn on any enemy unit within the Thunderer's line of sight. On a successful Ballistic Skill roll the weapon inflicts 2D6 Wounds.
Elves
Wood Elves of Loren Forest
| Monster | Wounds | Move | Weapon Skill | Ballistic Skill | Strength | Toughness | Initiative | Attacks | Gold | Armour | Damage | Special Rules |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Wood Elf | 8 | 4 | 4 | 4+ | 3 | 3 (4) | 6 | 1 | 125 | 1 | 1 | Armed with Bows (Str 4); Dodge (6+); Never Pinned |
| Wood Elf Ranger | 10 | 5 | 6 |
High Elves
| Monster | Wounds | Move | Weapon Skill | Ballistic Skill | Strength | Toughness | Initiative | Attacks | Gold | Armour | Damage | Special Rules |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| High Elf | 8 | 4 | 4 | 4+ | 3 | 3 (5) | 6 | 1 | 150 | 2 | 1 | Armed with [1-3] Bow (Str 4) or [4-6] Spears (Fight in Ranks); Dodge (6+); Never Pinned |
| High Elf Champion | 16 | 5 | 7 |
Griffons. Griffons have fierce heads with a hooked beak like that of a huge bird of prey. Their forequarters too are feathered, with scaly limbs bearing foreclaws which are bird-like and razor sharp. Behind its huge feathered wings the Griffon's body is furred and it has huge clawed feet and a tail like that of a great hunting cat such as a lion or tiger. Some griffons have great golden pelts like mountain lions; other have skins which are spotted or striped, or black as night. Some High Elf Lords ride a Griffon into battle, making the two an unstoppable combination.
| Monster | Wounds | Move | Weapon Skill | Ballistic Skill | Strength | Toughness | Initiative | Attacks | Gold | Armour | Damage | Special Rules |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Griffon | 52 | 6 | 5 | – | 6 | 5 | 7 | 4 | 1500 | – | 4D6 | Fly; Terror 10 |
Chaos Dwarf and Daemonic Monsters
Scion of Hashut. This great Chaotic beast resembles a Lammasu in form, but is much larger and more fearsome. Its body and head are wreathed in flame and ashen smoke, and its body radiates such heat that it is difficult to approach without shielding exposed flesh.
| Monster | Wounds | Move | Weapon Skill | Ballistic Skill | Strength | Toughness | Initiative | Attacks | Gold | Armour | Damage | Special Rules |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Scion of Hashut | 130 | 8 | 10 | Α (as printed) | 8 | 8 | 5 | 8 | 9000 | 8 | 6 | Chaos Dwarf Magic 3; Fly; Greater Daemon 15; Ignore Blow 3+; Ignore Pain 10; Large Monster; Magic Drain 5+; Magic Dispel 4+; Magic Resistance 3+; Never Pinned; Vulcanus Breath of the Forge |
Vulcanus Breath of the Forge. This breath attack causes 5D6 fire damage. On a natural to-hit roll of 6 all items of non-magical armour and weapons warp and melt, making them useless. If any of the melted armour is an item that is currently being worn or held, the model suffers a further 1D6 Wounds, with no modifiers for Toughness or armour.
Monsters
Festering Rats. Foul blighted giant rats are rarely encountered, but many adventurers have heard tales of these vile creatures. Only slightly larger than common Giant Rats, these creatures are much more deadly and spread disease that rots the flesh of any foolish enough to get too close.
| Monster | Wounds | Move | Weapon Skill | Ballistic Skill | Strength | Toughness | Initiative | Attacks | Gold | Armour | Damage | Special Rules |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Festering Rats | 5 | 6 | 3 | – | 3 | 4 | 5 | 1 | 350 | – | S (as printed) | Ambush, Magic A; Deathleap; Magic Resistance 3+; Tomb Rot (1D3) |
Barrow Dragons
Few of the Grand Dragons remain in the Old World, but the ancient ones that still remain are far older than any could imagine. These great behemoths are capable of unleashing such ferocious wrath that they can decimate entire swathes of an attack army. The last remaining group still live by their millennia-old ways – in a large group that are all from the same clutch, but controlled by the largest and most dominant, the Great Wyrm. These Grand Dragons often take up residence within mountainous cave systems, called Barrows, hence the name, Barrow Dragon. The Great Wyrm is immensely intelligent and wise beyond belief; however, he has never been known to take action for any cause, except that which furthers his own machinations.
| Monster | Wounds | Move | Weapon Skill | Ballistic Skill | Strength | Toughness | Initiative | Attacks | Gold | Armour | Damage | Special Rules |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Barrow Dragon | 85 | 6 | 7 | – | 7 | 7 (14) | 7 | 8 | 6750 | 7 | 6/7 (5+) | Dragon Breath (Ambush, Magic A); Fly; Ignore Blows 4+; Ignore Pain 7; Large Monster; Chaos Magic 2; Parry 4+; Regenerate 1; Terror 13; Barrow Treasure Hoard +n (this block is headed "Special Rules (Great Wyrm)" in the source, as printed) |
| Great Wyrm | 100 |
Barrow Treasure Hoard +n. Barrow Dragons are many centuries old and through the ages they have amassed unimaginable wealth. Much of the riches are cunningly hidden by each of the greedy Barrow Dragons, while the Great Wyrm himself is said to possess a hidden cache of riches that rival the combined riches of the Dwarves! The number of Dragons that have been slain in a particular Adventure (n) increases chances of finding some of the great wealth of the Barrow Dragons. For each Dragon slain during this adventure add +1 to the die roll when determining the Barrow Treasure Hoard roll (any type of Dragon counts, such as a Zombie Dragon, Barrow Dragon, even the Great Wyrm).
| Roll | Result |
|---|---|
| 1 | Gold. Each player may roll as many D6 as he likes, adding up the score and multiplying the result by 10 to determine how much gold his Adventurer finds. However, if any dice score a 1 this Adventurer finds nothing. |
| 2-3 | Dungeon Room Treasure. Make one roll on the Dungeon Room Treasure Table for each Adventurer to determine what he finds. |
| 4-5 | Treasure and Gold. Make one roll on the appropriate treasure table for each Adventurer to determine what he finds: [1-2] Roll on the Dungeon Treasure table or draw a Treasure card; [3-4] Roll on the Weapons and Armour sub-table (from the Roleplay book, p67); [5-6] Roll on the Magic Item sub-table (from the Roleplay book, p69). In addition, each player may roll as many D6 as he likes, adding up the score and multiplying the result by 10 to determine how much gold his Adventurer finds. However, if any dice score a 1 this Adventurer finds nothing. |
| 6-7 | Objective Room Treasure. Make one roll on the Objective Room Treasure Table for each Adventurer to determine what he finds. |
| 8 | Objective Room Treasure, and Gold. Make one roll on the Objective Room Treasure Table for each Adventurer to determine what he finds. In addition, each player may roll as many D6 as he likes, adding up the score and multiplying the result by 50 to determine how much gold his Adventurer finds. However, if any dice score a 1 this Adventurer finds nothing. |
| 9 | Objective Room Treasure, Chaos Dwarf Treasure and Gold. Make one roll on the Objective Room Treasure Table for each Adventurer to determine what he finds. Next, make one roll on the Chaos Dwarf Treasure Table for each Adventurer to determine what he finds. In addition, each player may roll as many D6 as he likes, adding up the score and multiplying the result by 50 to determine how much gold his Adventurer finds. However, if any dice score a 1 this Adventurer finds nothing. |
Arcane Constructs. These ancient golems were created long ago by one of the first Dawi to swear allegiance to the Dark Father, Hashut. Arcane Constructs, which they have become known as, contain the bound essence of daemons both great and minor. In the ages after the inexplicable death of the Daemon Forgemaster who crafted them, few Dawi Zharr have ever seen a single Arcane Construct, as they are now exceedingly rare and are said to only exist in the forgotten corners of the Plane of Zharr. Arcane Constructs have long since reverted to their baser Daemonic instincts, and many of the Daemonic powers which were contained or hindered upon binding within the Constructs have since been tapped by the bound Daemons. Enraged beyond measure for being trapped in such limiting physical material, a single Arcane Construct is said to be a terrible foe.
| Monster | Wounds | Move | Weapon Skill | Ballistic Skill | Strength | Toughness | Initiative | Attacks | Gold | Armour | Damage | Special Rules |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Arcane Construct 0 (Spider Model) | 10 | 6 | 3 | – | 3 | 4 | 7 | 1 | 650 | 2 | 2 | Daemonic -1; Dodge 6+; Fear 7; Hate all races; Magic Resistance 6+; Skitterleap (p111 main Roleplay Book) |
| Arcane Construct 99 (Chaos Warrior Model) | 40 | 5 |
Transcription Status
This transcription is incomplete. The Level 1 to Level 10 Monster Tables and the Daemonic Monster Tables (printed pp. 127-150), Adventurer Actions (p. 151), the Introductory Adventures (pp. 152-159) and the Printable Game Aids (pp. 160-166) of the source are not yet transcribed.