Showing posts with label adventure. Show all posts
Showing posts with label adventure. Show all posts

Tuesday, September 27, 2011

Chamber of Horrors

Setup

Since the group is currently in Altdorf, an emissary from the Temple of Sigmar tracks them down.  The frail, robed priest beckons the Warriors to the Temple.  There, the Warriors are brought into the ornate office of one of the Temple Patriarchs.  Motes of dust float in the air, illuminated from the sun shining through the majestic stained glass windows behind the Patriarch.  As the Warriors expect, the Patriarch demands that the Warriors return the Decanter of Purity.  When they do, he sees it is empty, and briefly whispers a conversation with some acolytes, brow furrowed.  He says that he might need the Warriors to undertake a quest to refill the Decanter ... but first there is something more urgent at hand.

In the town of Garndorf, some two days march away, the residents live in fear.  The Lord of the region, Count Niklas Rathskeller, has been acting strangely of late, leaving his residence only at night.  Peasants have gone missing.  Some divination from the Celestial College has confirmed the Priesthood's gravest fear ... Rathskeller is a Vampire!  With the Witch Hunters largely focused on a crusade in the Badlands, the Patriarch asks the Warriors for help.  They must enter the dungeons below Rathskellar Castle, locate the Vampire's resting place, and put him to death before sundown.

Holy Water

To aid them in this Quest, the Temple provides the Warriors 1D6 vials of Holy Water.  This can be thrown like a Missile Weapon.  A vial has a range of 2 squares, and the Ballistic Skill roll suffers a -1 for every square thrown beyond that range.  If the Vial hits an Undead, it does 1D6 Wounds damage with no deductions.  These Wounds cannot be Regenerated!

In Garndorf

The Warriors make their way to the castle, arriving a few hours after sunrise.  What staff that is currently operating there seems quite afraid, and they meekly direct the Warriors to the cellar and dungeon entrance when asked to do so.  It seems they are as anxious to have this evil uprooted as the Priesthood is.

Dungeon Deck

Reserve the Dungeon Cell and the Torture Chamber.  Then, build a Dungeon Deck normally using the Charnel Caverns as the Objective Room.  Do not include any other Objective Rooms in this Dungeon.  After the Dungeon Deck is completed, shuffle the Dungeon Cell and Torture Chamber into the first 6 cards of the Deck.

Events

If a Monster Event Card is drawn, roll up a Monster from the Level 1 Undead Monster Table.  Should any Special Characters appear, weave them into the story, possibly as servants of Count Rathskellar.

Torture Chamber

A horrific scene awaits the Warriors in this room.  Gruesome implements of torture fill the room, an iron maiden, rack, bed of nails.  A prisoner is bound to a large metal gear and a group of Ghouls slowly twist an iron wheel which causes the gear to slowly turn.  Place 1D6+2 Ghouls in the room, as far away from the Warriors as possible.  A Ghoul in the corner is twisting the wheel.  Each turn during the Power Phase the wheel advances 1D6 inches.  As soon as the wheel reaches 24 inches, the victim's head is crushed and he perishes in an agonizing scream.  If the Warriors defeat the Ghouls in time, they can release the victim, who gives them a clue as to the location of the Objective Room.  The Warriors can use this information to discard one Dungeon Card that they reveal in subsequent exploration.

Dungeon Cell

The room contains the drained corpses of several of the Count's victims.  Grisly white corpses hang from the ceiling on meat looks like slabs of beef.  Each Warrior must pass a Willpower check or they are psychologically scarred by the sight and suffer a -1 to hit for the remainder of the adventure.

After any Monsters in the room are defeated, if the Warriors spend a turn removing the corpses and laying them respectfully on the ground, each one gains 1 Luck token.

Charnel Caverns

Although the Charnel Caverns was placed as the Objective Room, it is actually an obstacle that the Warriors must overcome before they reach the actual Objective Room, which is the Sarcophagus Chamber.

Sarcophagus Chamber Objective Room

There are 4 Tomb Guardians in the room guarding the resting Vampire.  The Warriors cannot attempt to open a Sarcophagus until all Monsters in the room are slain.  The Warriors must act quickly because the sun is setting soon!  The Warriors should roll 3D6 to determine how many Turns before the sun sets and the Count rises.  They can re-roll as many of the dice as they wish, one time only.  If they do not defeat the Tomb Guardians in time, the Count rises and the Vampire joins the battle!

Use the rules as written for the sarcophagi in the room, except for the following modification.  Take 3 tokens, 2 blank and one with a symbol on it, mix them up, and place them face down on the three closed sarcophagi.  When a Warrior opens one of them, turn over the token.  If it is the token with the symbol on it, this is the Count's resting place.  Do not roll for this sarcophagus.  Instead, the Warriors can at this point stake the sleeping Count through the heart, slaying the Vampire and ending the adventure.

Reward

The Warriors return to the Temple of Sigmar, showing Count Rathskellar's signet ring as proof of their deed.  They are rewarded 1D6x50 Gold each for ridding the Empire of this dangerous servant of Chaos.  Of course - how an Empire noble became a Vampire in the first place is something that raises even more questions and concerns!

Exterminators!

Setup

Baron Von Keingelt summons the Warriors hastily to his manor at the outskirts of Altdorf.  His demeanor is both irritated and stressed.  After further review of the documents the Warriors procured from the Cult of Nurgle in the sewers below, the Baron has learned some very alarming news.  It seems that the Cult was summoning a Beast of Nurgle to leash upon the rising tide of Skaven swelling up from below the sewers.  Now that this plan has been thwarted, the Skaven are unchecked.  The Cult's documents relate the story of a captured Skaven Clanrat who divulges that the Clan's Breeder is about to birth a new litter.  A Breeder so close to the surface of Altdorf is unacceptable!  The Warriors must venture through the mysterious boarded up door they encountered in the Summoning Room, penetrate the Skaven tunnels under the sewers, and locate and exterminate the Breeder.

The Baron explains that the Warriors must take care of this problem immediately, and there will be no further payment.  The City is already getting the sense that the Warriors botched the last job, leaving Altdorf vulnerable to the menace that many in Empire society still refuse to acknowledge the existence of.  If the Warriors don't rectify the situation, their reception on Altdorf will be impacted.  To represent this, each Settlement Event roll must be rolled twice, and the least favorable outcome selected.

Dungeon Deck

Create a standard Dungeon Deck using the Fighting Pit to represent the Breeder's Pit.  Don't include any other Objective Rooms in this Dungeon Deck, keep the level simple.

Events

Whenever a Monster Event Card is drawn, roll on the Skaven Level 1 Monster Table.

Objective Room

The Warriors enter a room containing a filthy, fetid pit, within which is the bloated, barely mobile, Skaven female Breeder of the Clan.  Place the Breeder somewhere within the Pit itself.  She is attended and guarded by 2D6 Clanrats, 1D6 Stormvermin, and Festid Stormvermin Champion (assuming he has not been killed).  Place as many of these as possible on the upper level of the room, and any remaining within the Pit.

In order the descend into the Breeding Pit a Warrior needs to either climb down or jump.  Use the Climbing and Jumping rules for Multi-Level rooms documented here.

The commotion of battle in the Breeding Pit, and the calls of the embattled rat-men, has a chance of alerting Clanrat reinforcements to come to Breeder's defense.  At the end of each Monster Phase, roll a number of dice equal to the quantity of Skaven still alive.  For each die that comes up a 1, place another Clanrat at the entryway to the room.

Once the Skaven are killed, the Warriors can easily exterminate the defenseless Breeder.  In the chamber the Warriors locate a horde that the semi-intelligent but vain Breeder was accumulating, composed of coins, jewelry and various trinkets.  Each Warrior can roll as many dice as they wish and multiply the result by 10 to determine how much Gold they locate.

Reward

With the Skaven Breeder put down, City officials have some breathing room to plan further action against the lingering menace.  The Warriors are thanked for their efforts and their standing in the City is restored to normal.

Saturday, August 20, 2011

Stench from Below

The first concrete Quest based on the slew of Sewer Rules I've been publishing on the blog for the past week or so.

Quest Background

A pox is spreading through the slums of Altdorf.  Dozens have fallen victim to this plague, and the city is nearing a state of panic.  The cases are most highly concentrated in an area of the slums known simply as "The Muck".  Here, the sewage pools out of incessantly clogged sewers.  A foul odor of decay has been seeping out of the area, vile even by the standards of the slums.  Futhermore, mysterious cloaked figures have been spotted emerging from below.

A mid-level noble (Baron Lieder Von Keingelt) has been delegated to get to the bottom of this dirty mess.  With the College of Engineers staging a strike, he has commissioned the Warriors to venture into the neglected sewers of Altforf to discover the source of this plague.  He promises each Warrior 2D6x50 Gold for completing the assignment.

Special Rules

The Warriors are provided a couple of items to help them survive this difficult undertaking.  To offer some protection against the pox, the Temple of Sigmar provides the Decanter of Purity.  This holy relic contains anointed water that can cure disease.  The Warriors are told to use this precious resource only if absolutely necessary, and return any unused portion back to the Temple (see Reward).  After drinking from the Decanter (which indeed cures one disease inflicted upon the drinker), roll 1D6.  On a 1-3, the last drop is consumed, discard the Decanter.

Secondly, the College of Engineers has graciously provided the Warriors what maps they have of this section of the sewers, although the accuracy is dubious.  The Warriors can choose to use the Sewer Maps when they come to any kind of junction in the sewers.  When used, roll 1D6.  On a 1-2, the Maps provide misleading information - add 1 Sewer Dungeon Card to the top of each stack leading off from the current room.  Any other roll indicates that the Maps are somewhat helpful - the players can choose to benefit in one of two ways:

1. Pick the top card from one of the Dungeon Card stacks in the current room, and discard it if desired (unless it is the Objective Room).
2. Examine the backs of ALL of the Dungeon Cards leading off from the current junction room.  This will tell the Warriors where the Dungeon Rooms are located as opposed to the Sewer Tunnels, since the Sewer Tunnel Cards have differend card backs.

Dungeon Deck

The sewers of Altdorf are a lengthy and twisted maze of tunnels.  Use 13 Sewer Dungeon Cards instead of the 11 as stated in the Sewer Adventure rules.  The Objective Room for this Quest is the Summoning Room.

Event Cards

Use all of the Event Cards specified in the Sewer Events post, and add the following Special Event Cards to this deck:

1D6+2 Nurglings (x2)

1D3+1 Plaguebearers

1D6+1 Chaos Cultists and 1 Demagogue

2D6 Chaos Cultists

He Who Offends Nurgle
The misshapen form of a robed man staggers toward you, his flesh peeling, rotting, and falling off in pus-infused clumps.  One eyeball dangles from its socket.  "I can lead you to what you seek," he claims.
The Warriors can follow the figure if they choose, in which case he leads them to the Objective Room (the next time a Dungeon Room Card appears, it is the Objective Room).  However, each turn that they follow the plague-stricken individual, each Warrior must pass a Toughness Check, or they contract Nurgle's Rot (see RP Book).

Sacrificial Victims
You notice a pile of corpses lying alongside one of the walls in this chamber, a cloud of flies buzzing around them and dozens of rats scampering around.  You discover the Mark of Nurgle on the bodies, and note that all of them have been ritualistically murdered.
The Warriors know now that the Ruinous Power Nurgle is what they must contend with here.  This knowledge allows them to steel themselves up psychologically, increasing their Toughness by 1 for purposes of Toughness Checks against any kind of disease for the rest of the adventure.

Afflictions of Nurgle (White Dwarf)

Nurgle's Rot (RP Book)

Objective Room

In the Summoning Room, the Warriors interrupt a foul ritual.  A Chaos Warlock is busy reciting incantations next the the Summoning Circle!  Already, an amorphous form begins to materialize from wisps of swirling fog.  Unless the Warriors take him out quickly, the Summoning will be completed!

The bulk of the Cult of Nurgle that has been operating out of these sewers.  Place the following figures on the platform:


1D6+3 Chaos Cultists
3 Demagogues
1 Chaos Warlock

The Warlock does not attack or cast Spells, as he is busy trying to complete his incantations.  If he completes the Summoning, he needs to concentrate on controlling the summoned Monster.  He is, however, in possession of the Scintillant Cloak, which manifests as a shimmering multi-colored and flowing cloak.  Whenever the Warlock is hit by missile fire, roll 1D6.  On a 5+ the attack does not cause any damage, and in fact increases the Warlock's Wounds by 1.

During the first Power Phase after the Warriors enter, roll 1D6.  On subsequent Power Phases in which the Chaos Warlock still lives, add another die to the roll.  In any of the dice come up a 1, the Warlock has finished the ritual and a Beast of Nurgle materializes on the platform!

As long as the Chaos Warlock lives, the Beast will not attack any of the Cultists, and they are immune to its Slime Trail.  However, if the Warlock is killed, the Beast of Nurgle is freed, and will attack the closest figure, Warrior or Cultist, and the Cultists are subject to its Slime Trail.

If the Warriors defeat the Cult and its summoned Beast, they collect evidence of the Cult's operations: plans, logs, and other documents.  Locating a well-maintained ladder, they make the long climb back up to daylight, and the streets of Altdorf.

The Sealed Door

In the room the Warriors also discover a heavy, iron-bound wooden door that has been sealed shut from this side of the room.  Inscriptions on the door are clearly of Skaven origin!  Use this as a hook for a possible future adventure.

Reward

The Warriors have dealt a severe blow to the Cult of Nurgle in the City.  Returning to the surface with evidence of their ordeal, Vol Keingelt awards them official Writs of Honor allowing them to re-roll any Settlement Event sub-table rolls during this stay in the Settlement.  He will not offer any Gold until the Warriors bring up the subject of the promised payment.  At this point, roll on the table at the end of Von Keingelt's post to resolve the Gold payment.

Note that since the Warriors were under Altdorf in this Quest, they need not roll on the Travel Hazard table.  If the Warriors return the Decanter of Purity (having not consumed all of the contents) they are each awarded an additional 100 Gold by the Temple of Sigmar (one of the Warriors must visit the Temple to return the Decanter).

Tuesday, August 9, 2011

The Lost Book of Grudges: Deep Three – Sanctum of Blackfang

(Quest Prologue)
(Continued from Deep Two - The Spider Pits)

The Warriors continue their penetration of the Blackfang Orc lair.  This underground complex was once the Hold of the Stonebrow Dwarf Clan, and the Warriors were hired by one of the last living members of that old Clan, Galius Stonebrow, to find the Clan's Book of Grudges.  The Book is supposed to lie somewhere here in Deep Three.  But this Deep also happens to be the Sanctum of Blackfang, monstrous leader of the Orc tribe.  The Warriors will need to either avoid, or eliminate Blackfang in order to succeed.

Note: This adventure is intended to be run with a Gamesmaster, as it contains information that should not be provided to the Warriors until the proper time.

Moving from Deep Two to Deep Three
  • The Warriors are able to find a resting place between Deeps, and enter Deep Three at full Wounds and Power.
  • Remember, if the Warriors had to retreat to a Settlement during their explorations, add 1D6 Orcs to the first Unexpected Event.

Setting up the Dungeon Deck
  • Reserve Gorgut's Lair and the Forgotten Chamber, then draw 12 random Dungeon Cards.
  • The GM should randomly pick a Dungeon Room from these 12, and note down which Room it is.  This Room contains the secret door leading to the Book of Grudges!
  • Build the Dungeon Deck normally, using Gorgut's Lair as the Objective Room.  Keep the Forgotten Chamber to the side for later.

Special Rules

Locating the Door of Frost

In one of the rooms in the dungeon is a secret, magical Door of Frost, beyond which is the resting place of the Stonebrow Clan's Book of Grudges.  The Door is concealed by a thin layer of masonry.  Through various clues in the prior Deeps, the Warriors might become aware of the Frost Door.
  • When the Warriors enter the room that the GM secretly determined contains the Door of Frost, the GM should next randomly determine which wall the hidden Door is set into.
  • If any Warrior moves adjacent to that wall, the GM should indicate that they feel a strong cold emanating from the wall.
  • If a Warrior brandishes the Granite Orb Scepter (a Deep Two Special Treasure Card), it will begin to glow when the Warriors enter the room containing the Door of Frost, and glow brilliantly as soon as the Warrior steps adjacent to the wall containing the Door.
  • If a Warrior indicates that they are searching in the area that contains the Door, the fragile masonry quickly crumbles away, revealing the frozen Door.  Place a Doorway on the board to represent the Door of Frost.
The Door of Frost appears to be made from faintly glowing, blue ice.  In the center of the frost-encrusted door is engraved a circular depression about 2 inches deep and a foot in diameter, icicles dangling from the top.
  • The Door radiates such extreme cold that any figure that begins their turn adjacent to it suffers 1D3 unmodified Wounds.
  • The Door is magically sealed, but could be battered down with enough force.  It has a Toughness of 5 and can sustain 30 Wounds from hand weapons or Magic Spells (Fire attacks do double damage).
  • An easier way to open the Door of Frost is to insert either the Dwarf Stone RuneDisk (Special Treasure Card from Deep One) or the Granite Orb Scepter (Special Treasure Card from Deep Two) into the circular area of the door.  Doing so causes the Door to open with a crackling of ice.
Objective Room - Sanctum of Blackfang

It is quite possible for clever Warriors to discover the Book of Grudges on their own without even needing to enter the Objective Room.  However, if the Warriors manage to defeat Blackfang and his minions, the reward is great.  Doing so also provides a clear cut clue leading to the Book of Grudges in this Deep.
  • Place Blackfang on the throne on the upper level of the Room.  He and his minions will use the height to their advantage as much as possible during the battle.
  • Next to Blackfang, place his Ogre bodyguard, Morg (assuming Morg was not killed in an Unexpected Event).
  • If Tarantalus survived his encounters with the Warriors in Deep Two, place him in the room next to Blackfang as well.
  • Along with this cast of colorful characters are 1D6 Black Orcs and 1D6 Orc Archers.  Roll 2 dice for each group of Monsters and use the higher number.

Reward
  • If the Warriors defeat the Monsters, they discover an Objective Room Treasure, as well as the Black Stone RuneDisk (Deep One Special Treasure Card) if they do not already possess it.
  • Additionally, the Warriors find ancient stone tablets that describe how the Book of Grudges was sealed behind a hidden Door of Frost located somewhere in this Deep.  Any Dwarfs in the party can read this information.  If there are no Dwarfs in the party (pity!) then the Warriors will need to make a trip back to a Settlement with the documents so they can be translated by Galius.  Based on this information, the Warriors may desire to start searching rooms for the Door.  If so, use the Search Rules described here.  When they Search the room that contains the Door, reveal it to them after the Warriors are repositioned.

The Book of Grudges

When the Warriors Explore through the Door of Frost, place the Forgotten Chamber board section.  Inside they discover the ancient Book of Grudges sitting atop a pedestal made of crystal.  Any Warrior can pick up and lug the Book with them, but it is bound in iron and extremely heavy and bulky.
  • The Warrior carrying the Book of Grudges suffers a -2 to their Movement rate.


Completing the Quest

After making it back to a Settlement, Galius spends the next 2D6 days combing through the Book and carefully communicating his findings to his trusted contacts in Dwarven society.  Something big is surely on the horizon ... a shake up of Dwarven politics of a titanic scale!

The Warriors need to remain in the Settlement while Galius spends this time planning and organizing.  After he is completed, he is able to pay the Warriors a handsome reward indeed ... a portion of the funding he has received to set in motion what needs to be done next to correct a grievous crime!  Each Warrior receives 500 Gold for completing the Quest!

Special Event Cards

To build the Event Deck for this Deep, draw 8 random Event Cards and mix these with the Special Event Cards below, as well as any unused Special Event Cards from Deeps One and Two.  Place these cards on top of the Event Deck.

1D6+1 Black Orcs and 1 Ogre.  The Ogre is Morg, Blackfang's bodyguard.  If he is killed here, he will not appear in the Objective Room.

Two-Pronged Attack!  A group of Blackfang Orcs have been tracking the Warriors and spring a well-planned attack.  Place two groups of Orcs, 1D6 in number each, on opposite ends of the Warriors.  Use a newly-explored board section if need be to place the second group.  Each group appears 1D3 squares away from the Warriors.

The Fang Door.  The next doorway that the Warriors uncover is engraved with a gaping, fanged mouth, and radiates foul magic.  The Warrior who attempts to Explore beyond this door must struggle against the enchantments of Tarantalus.  The Warrior must pass a Willpower Check or they reel against the Spell, suffer 1D6 unmodified Wounds, and are knocked unconscious for 1D3 turns.

Trap!  The Spiked Crusher.  A random Warrior sets off a trap.  A massive, spiked iron grating drops from the ceiling, doing 2D6 Wounds on all figure in a 2x2 area, pick an area that contains the Warrior who set the trap, plus as many Warriors and as few Monsters as possible.  Use a Pit of Despair marker to represent the trap.  Moving out from under this trap is also quite difficult and hazardous.  It takes a complete turn of movement, and inflicts a further 1D6 Wounds.  Moving into a square containing the trap requires a successful Initiative Check or the figure loses their footing and falls into the square, taking 1D6 Wounds, and remains prone until the start of their next turn.

Dwarf Wall Engravings.  The Warriors come upon a wall that is adorned with beautiful frescoes depicting life in the Dwarven Hold as it was before these delves were overrun by Orcs and Skaven hundreds of years ago.  The work is so inspiring that each Warrior gains +1 to hit during the entirety of the next (or current) combat, with any Dwarfs in the party also gaining +1 Attacks.

Trap!  Barbed Portcullis.  A heavy iron portcullis laced with razor sharp spikes drops from the doorway that the Warriors entered from, sealing them in.  To make matters worse, 1D6+1 Orc Archers take up positions behind the blocked portal and begin firing at the Warriors.  To lift the portcullis requires a full Warrior Phase, and a Strength Check at 9 difficulty.  But during each attempt the Warrior exposes himself to savage cuts from the barbs and spikes, taking 1D3 unmodified Wounds.

Dissenters.  The Warriors encounter a group of 1D6+1 Orcs who signal that they want to parlay.  Assuming the Warriors do not attack, this group reveals themselves to be dissenters who seek to topple Blackfang.  They see him as an abomination who needs to be wiped off the Greenskin map.  Since the Warriors are already running amok in the lair, the dissenters offer to juice things up if the Warriors can eliminate Blackfang.  Should the Warriors accept the offer, the dissenters will be watching from a distance (they cannot make their presence known to any of the other Blackfang Orcs.)  After Blackfang and his minions are killed in the Objective Room, roll below:

1-2. The dissenters pounce on the party, attempting to enslave them as they claim rulership of the tribe.  Should the Warriors lose this battle they are not killed but are subdued, and can reawaken in a holding cell which will set up the next adventure in which they need to escape.
3-4. The dissenters congratulate the Warriors and offer them half of a Gold cache worth a total of 2D6x100 Gold.  The Warrior can attack the dissenters if they wish to try and claim the entire cache, or can accept the reward at which point the shadowy Orcs disappear into the tunnels.
5-6. The dissenters proclaim the Warriors heroes, and the entire tribe is grateful to them for slaying the tyrannous Blackfang.  For the rest of the adventure, the Warriors can ignore any Event Card that results in Greenskins or Ogres.

Special Treasure Cards

To build the Treasure Deck for this adventure, draw 8 random Treasure Cards, and mix them with the 2 Special Treasure Cards below, as well as any of the unused Special Treasure Cards from Deeps One and Two.  Place this stack on top of the Treasure Deck.

Estalian Dueling Pistol (800 Gold)
This finely crafted dueling pistol looks like a valuable heirloom of ancient Estalia.  What it's doing here is anybody's guess, but if the noble family in Estalia could be tracked down, they would doubtless pay a fortune for its return.
The value of the item (800 Gold) represents what a normal Gunsmith would pay for the item.  The pistol is of no use in adventuring, being made specially for dueling purposes only.  If the Warriors could track down the noble family in Estalia that this Pistol originates from the reward could be much greater.

Map to a Chaos Cult Caverns
Tucked in leather satchel hidden under a flagstone you discover a brown, faded map with accompanying writings.  The map details the location of secret Chaos Cult in the World's Edge Mountains, and the writing claims that the Cult is in possession of a powerful artifact.
Draw an Objective Room Treasure Card and use this as the basis for a future quest.


    Sunday, July 24, 2011

    The Lost Book of Grudges: Deep Two – The Spider Pits

    (Quest Prologue)
    (Continued from Deep One - The Slave Pen)

    The Warriors have penetrated deep within the lair of the Blackfang Orcs in their search for the Stonebrow Dwarf Clan’s Book of Grudges.  In this Deep the Warriors must overcome the diabolical magic of Tarantalus, the Orc Shaman of the Blackfang tribe.  Tarantalus has spent his life delving into the obscure dark lore of spider magic, and has chosen this deep as his base of operations because it is also the long time home of another, perhaps more dangerous resident: the Gigantic Spider, Lasiadora.

    Moving from Deep One to Deep Two

    After the Warriors found the stone stairway in Deep One, they descended through a maze of twisting, pitch black, corridors for what seemed like forever.  This led the company to believe that there must be other avenues from the deeper levels of the complex to the surface.  Eventually the Warriors came to an ominous marble portal decorated with wicked-looking spider figures.  They had found the entrance to Tarantalus’ domain, and steeled themselves for the ordeal ahead of them.

    • The Warriors begin Deep Two restored to full Wounds, even if they have not travelled to a Settlement after completing the previous Deep.  During their explorations, they discovered a “safe cavern” that allowed them to rest and heal to full capacity.
    • But remember that if the Warriors retreat from the dungeon to go back to a Settlement at any point, add 1D6 Orcs to the first Unexpected Event.

    Setting up the Dungeon Deck

    • Build the Dungeon Deck for Deep Two using the normal procedure.  The Objective Room is the Spider Pits.

    Special Rules

    The Gigantic Spider Lasiadora dwells in this Deep, and she has a brood in the process of hatching.  The longer the Warriors take to complete this Deep, the more of her brood they will have to face when they reach the Objective Room!

    • Keep a total of the number of 1’s rolled in the Power Phases.  You will use this number when the Warriors reach the Spider Pits.

    The Spider Pits Objective Room

    When the Warriors draw the Spider Pits Dungeon Card, follow the normal rules for the room, with the following exception:
    • There are no Exit Doors in the room since it is the Objective Room for this Deep.
    • Instead of 2D6 Giant Spiders, there are 1D6 plus the number of 1’s rolled in the Power Phase (this is the number you were instructed to keep track of above).
    • In addition to a Gigantic Spider appearing in the treasure chamber, Tarantalus the Orc Shaman is there as well.  Place him next to the Gigantic Spider.  If Tarantalus is reduced to 3 Wounds or less, he will escape in the next Monster Phase using his Silk Strands Spell.  The Shaman will reappear with Blackfang in the Objective Room of Deep Three.
    Reward

    • After the Monsters are defeated, if one of the Warriors enters the square containing the Treasure Chest, they find one Treasure Card.
    • Additionally, each Warrior who enters any square in the Treasure Chamber that contains coins can make a Gold roll (x10).
    • Finally, the Warriors discover long lost engravings in Olde Dwarfish.  If there is a Dwarf in the party he can read the runes, and he locates a passage related to the Stonebrow Book of Grudges!


    When the enemy advanced and it was clear all was Lost
    we secured the precious Book.
    Not in crevice and not in Nook,
    but behind the Door made of Frost

    Clever players might be able to figure out that they need to be feeling along the walls for a very cold secret door in Deep Three!

    Amongst the treasure horde, the Warriors find a large wooden trap door under the treasure chest, leading to a narrow, winding stone staircase leading down into the blackness ... and to Deep Three!

    Special Event Cards

    Use the 6 Special Event Cards described below, shuffled in with 12 random Event Cards, plus any of the Special Event Cards from Deep One that were not drawn.  Place this stack of cards on top of the Event Deck to use for this adventure.  Note that any Dwarf Event Card drawn should be treated as Grimslasher Dwarfs, with no Reaction Roll.

    1. Tarantalus and 1D6+2 Goblin Spider Riders
    The Orc Shaman Tarantalus is training a new batch of Goblin Spider Riders.  As soon as Tarantalus receives any damage, he will escape during the Monster Phase using his Silk Strands Spell, and will re-appear in the Objective Room later at full Wounds.

    2. Trap – Webbed Pit!
    One of the Warriors has fallen into a pit, and lands in a web that is suspended at the half way point down.  The Warrior is webbed inside the pit, and can do nothing until they first pass a Strength Check to break free.  After breaking free, the Warrior continues to fall, taking 2D6 Wounds upon hitting the bottom.  They can be rescued only with the Rope, or a Levitate Spell.

    3. Venom Drips!
    The very walls and ceiling of the chamber begin to form droplets of what look like dew.  A venomous drizzle begins in the room!
    Tarantalus has cursed this the area with a devious trap.  Every Warrior in the board section must roll 1D6 during the Power Phase.  On a 1-3 they are hit with a large droplet of venom.  The burning causes the Warrior to suffer a -1 on all to-hit rolls.  This penalty is cumulative, if the Warrior is hit with a venom droplet next turn, they suffer -2 on all to-hit rolls.  If the Warrior rolls a 4-6, then they get a reprieve this turn, and any penalties that had suffered are reduced by 1.  Once the Warrior leaves the chamber, any penalties are removed at a rate of 1 per turn in the Power Phase.

    4. 2D6 Orcs

    5. Escaped Slave
    An emaciated man stumbles into the Warriors, and he excitedly explains to them that he is an escaped slave, and that Blackfang Orcs are right on his heels.  Before he departs in his bid for freedom, he quickly conveys to the Warriors some information on the layout of Deep Three.
    Based on this information, at any time they wish in Deep Three, the Warriors can examine the top card from every dungeon stack currently unexplored.
    After the slave runs away, a group of 2D6 Orcs appear, hot on his trail.  Although they will fight the Warriors when they are adjacent to them, their main purpose is to catch the slave.  Because of this, they attempt to break pinning if pinned (must roll 4+) and move off of the board section.  When an Orc moves off the board section remove it from the board.  At the end of the battle, roll a number of dice equal to the number of Orcs that made it off the board section.  If any of the dice come up a 1, then the Orcs managed to catch the slave and execute him.  If not, the slave escaped, and each Warrior can take a Luck token for helping him.

    6. Spider Bite
    As one of the Warriors carefully treads through the black halls, he feels a sharp sting at the back of his neck, and notices a tiny spider scuttle away.
    Draw a Warrior Counter to see who is bit.  The Warrior begins to feel dizzy and sweat profusely.  They should roll 1D6, add their Toughness, and consult the table below.  The symptoms persist for the remainder of the adventure.
    2-3. -1 Movement, Strength, Toughness, and all to-hit rolls.
    4-5.  -1 Movement, and all to-hit rolls.
    6-7.  -1 all to-hit rolls.
    8-9. The Warrior escapes the effects of the poison.
    10+. The Warrior’s tough constitution not only prevents any adverse effects from setting in, but they are also now immune to any Poison effects for the rest of the adventure.

    Special Treasure Cards

    Use the 6 special Treasure Cards described below, shuffled in with 12 random Treasure Cards.  Place this stack of 18 cards on top of the Treasure Deck to use for this adventure.

    1. Spider-Silk Rope (30 Gold)
    Made from the silk of a Gigantic Spider, the thinness of this fine rope belies its strength.
    This rope breaks only if double 1’s or 2’s are rolled on 2D6 after use.  The rope also grants a +1 bonus to any kind of Check being made when using it.

    2. Anti-toxin (50 Gold)
    A small crystal vial contains a liquid with a rich, brownish hue.
    Prevents the Strength (or Toughness) loss that results from being brought back from zero Wounds from a Poison attack.  Also eliminates any other effect that was the result of Poison.  Use and then discard.

    3. Spider Fang Necklace (100 Gold)
    This delicate necklace is made from countless Giant Spider fangs painstakingly strung together on a thin strand of spider silk.
    The Warrior wearing this Necklace will never be attacked by Giant Spider or Gigantic Spiders.  These creatures will always attack other Warriors instead.

    4. Granite Orb Scepter (200 Gold)
    A hefty stone scepter is topped with an ornately decorated orb of polished granite.
    Dwarves use the Orb Scepters as a means to locate valuable items.  Each Scepter is tuned to a specific item, and the Orb glows as the Scepter nears its target.  There is no way to know what item an Orb Scepter is attuned to without following its signal to the ultimate destination.

    (GM note: This Orb is attuned to the Book of Grudges.  If a player brandished the Orb Scepter on Deep Three, have them roll 1D6 as soon as they enter a Dungeon Room.  On a 5 or 6 the Orb begins to glow faintly.  Next, secretly determine which wall the hidden Door of Frost is embedded in.  As soon as the Warrior moves adjacent to that wall ,the Orb glows brilliantly.  At this point, the Warriors see evidence of the concealed door; proceed to the instructions in Deep Three for discovering the Door of Frost.)

    5. Armor of the Hearth (250 Gold, Dwarf only)
    This suit of reddish-bronze  scale mail is sized for a Dwarf.  When it is worn, the warmth it produces sinks down into the very bones.
    +1 Toughness.  Any cold-based attack does only half damage (round down).  The armor also offers full protection from incidental cold damage, or any adverse effects of being exposed to cold while travelling.

    6. Dwarven Mining Pick (50 Gold)
    This finely crafted mining tool has only one purpose – breaking rock!
    +2 to any rolls for digging or mining, such as excavating the Dead End board section.

    (Continued in Deep Three - Sanctum of Blackfang)

    Friday, July 15, 2011

    The Lost Book of Grudges: Deep One – The Slave Pens of Ugad

    (Quest Prologue

    The old Stonebrow delve that the Warriors must infiltrate is now the stronghold of the Blackfang Orc tribe, led by Blackfang himself, an Orcish abomination with powers unique to his kind.  As the Warriors descend the slimy caverns that lead to the first Deep of the lair, they think over what they know about what's ahead.  They are about to  tresspass into the brutal slave pens where the tribe’s wretched victims toil in misery.  The Orc Slave Master Ugad takes a perverse delight in his job, and has actually undertaken a program of cross-breeding between Human slaves and Orcs to try and produce the perfect slave.  The result of this effort are his twisted Children of Ugad.  These degenerate Half-Orcs fight viciously but maintain a spark of inner fire that the Warriors might be able to exploit.

    Setting up the Dungeon Deck
    • If you wish, you can include the Objective Room cards in this Deep and use them as either normal dungeon rooms, or with the rules published on this blog.  But set aside Gorgut's Lair, it should not be used in this Deep.
    • Reserve the Fire Chasm and the Dungeon Cell cards, then draw 11 cards from the deck.  Shuffle in the Dungeon Cell, giving you a stack of 12 cards.  Draw 6 cards from this stack, then shuffle in the Fire Chasm.  Place the remaining 6 cards on top of the stack of 7, resulting in a 13 card Dungeon deck.
    Freeing Slaves
    Warriors can encounter slaves in this Deep through Event Cards, or in the Dungeon Cell.  It's not necessary to use models to represent slaves, but it can be handy to place a die next to the board section on which slaves appear to track how many there are on each board secrion.
    • A Warrior on the same board section as a slave can attempt to free them by spending their entire turn in the process.  The Warrior must be armed with a melee weapon or similar instrument and pass a Strength Check.  If the Warrior rolls a 1, consult the table below to determine the outcome.
    • A Warrior with a Lockpick Tools, a Key of some sort, or a special lock picking ability can pick the locks on a slave’s manacles. Follow whatever rules are appropriate based on the method being employed.
    • Freeing a slave grants the Warrior 1 Luck Token.
    Slave Freeing Fumble Table
    1. The unthinkable has happened, and the Warrior’s inaccurate blow strikes the slave instead of the chains, killing him outright.  The Warrior loses all Luck tokens they currently possess.
    2. The Warrior’s blow strikes the slave in the leg, and he screams out in agony.  Unless he is healed by the end of the turn he dies, with the same result as 1 above.
    3-4. The Warrior's Weapon flies from his hands after it strikes the stone floor.  Take a small die and drop it from about a foot above the board section to determine where the Weapon lands.  The Warrior must move over to that square to retrieve the Weapon if he wants to ever use it again.
    5-6. The Warrior strikes the dungeon floor, and their weapon shatters unless it passes an Item Saving Throw.
    The Dungeon Cell
    Within the cold and damp Dungeon Cell are the filthy pens where the slaves are kept when they are not working.  The exhausted slaves register a faint glimmer of hope when they see the Warriors enter. They plead for the Warriors to break their bonds, but to act quickly because their slave masters are not far away.
    • The Warriors find 1D6+1 slaves chained to the walls here.  They can attempt to free these slaves using the rules described above.
    • During the Monster Phase, roll 1D6 for each Warrior who attempted to free a slave that turn.  For each roll, consult the table below to see what Monsters (if any) were attracted by the noise.  Place all of the Monsters right next to the Warriors.
    1. 1D3 Orcs (1-3 Armed with Swords, 4-6 Armed with Bows).
    2. 1D3 Goblin Spider Riders.
    3. 1D3 Children of Ugad.
    4. 1D3 Night Goblin Netters and Clubbers.
    5. 1D3 Black Orcs.
    6. Nothing.
    Reward
    • The Warriors gain a Treasure Card only after all of the slaves in the Dungeon Cell are freed (or dead) and any Monsters defeated.

    The Fire Chasm Objective Room
    • Place two doorways in the room, at the opposite end of the Chasm.  The first doorway leads to a steep stone stairway down to Deep Two.  The second doorway allows the Warriors to continue exploring the dungeon after they complete this room, if they desire.
    • All of the special rules for crossing the Fire Chasm Rope Bridge apply here.  The Monsters, however, do not need to roll to cross the Bridge.
    • Ugad the Slave Master makes his final stand against the intruders, flanked with his squad of Orcs and Children of Ugad.  Roll two dice for the Orcs and two dice for the Children of Ugad, and use the highest number rolled in each pair to determine how many Monsters are with Ugad.
    • Ugad himself will remain on the other end of the chasm while his guards attempt to cross and attack.  These Monsters do not need to roll to cross the Rope Bridge like the Warriors must, they are familiar with every plank on the bridge and know just where to step.  From his position across the Chasm, Ugad will attempt to use his Barbed Chain whenever he can to snag a Warrior and pull him into the Fire Chasm, sending him to a fiery doom.
    Reward
    • When the Warriors defeat all the Monsters in this room they find the Dwarven Stone RuneDisk Treasure Card (see below).  They can now choose to enter the doorway leading down to Deep Two, or continue exploring this Deep by going through the other doorway.
    Special Event Cards
    Use the 6 special Event Cards described below, shuffled in with 12 random Event Cards.  Place this stack of 18 cards on top of the Event Deck to use for this adventure.  Note that any Dwarf Event Card drawn should be treated as Grimslasher Dwarfs, with no Reaction Roll.
    1. 1D6+2 Grimslasher Dwarfs
    The Warriors are not alone trying to locate the Stonebrow Book of Grudges!  These Grimslasher Dwarfs are hostile and attack immediately.


    2. 1D6+3 Orcs with 1D3 Chained Slaves
    Each turn that a Warrior attempts to free a chained slave, an Unexpected Event will occur on a 1 or 2 in the next Power Phase, due to the noise made in the rescue attempt.
    3. Slave Labor
    The Warriors encounter 1D3+1 slaves chained to the walls, performing repairs on the dilapidated masonry in the area.  If a Warrior rolls a 1 when trying to break a slave’s manacles, roll on the Fumble table like normal, but additionally the Warrior has caused a section of the masonry to collapse, inflicting 1D6+2 Wounds on the Warrior, and killing the slave on a 1-3 on 1D6.  Each turn that a Warrior attempts to free a chained slave, an Unexpected Event will occur on a 1 or 2 in the next Power Phase, due to the noise made in the rescue attempt.

    No Treasure Card for completing this Event.
    4. 1D6 Children of Ugad (50% chance with 1D3 Chained Slaves)
    Each turn that a Warrior attempts to free a chained slave, an Unexpected Event will occur on a 1 or 2 in the next Power Phase, due to the noise made in the rescue attempt.
    5. Ugad the Slave Master with 1D3 Children of Ugad and 1D6 Chained Slaves
    If Ugad was already killed, draw another Event Card.  If Ugad is reduced to zero wounds, he manages to down a vial of Orc Fire Brew after the Warriors leave the scene.  He will reappear in the Objective Room, but at 1D6 fewer Wounds than his maximum, still bearing the scars of his last beating.  Each turn that a Warrior attempts to free a chained slave, an Unexpected Event will occur on a 1 or 2 in the next Power Phase, due to the noise made in the rescue attempt.
    6. Slave Auction
    A group of 1D3+3 Orcs are gathered around a Black Orc who has 1D6 chained slaves on auction.  Place the Black Orc auctioneer out of contact with the Warriors if possible.  Each turn that he remains out of contact with the Warriors, he ruthlessly slays a helpless slave.  Better to kill them now then let them escape!  In addition to the normal Treasure Card for completing this encounter, each Warrior can make a Gold roll x10 to see how much of the coin from these exchanges that they can scrounge up.  Each turn that a Warrior attempts to free a chained slave, an Unexpected Event will occur on a 1 or 2 in the next Power Phase, due to the noise made in the rescue attempt.
    Special Treasure Cards
    Use the 6 special Treasure Cards described below, shuffled in with 12 random Treasure Cards.  Place this stack of 18 cards on top of the Treasure Deck to use for this adventure.
    1. Orc Fire Brew (45 Gold)
    A dented tin canister contains a mouthful of frothing, scarlet red liquid.
    Orcs use this potent brew to invigorate themselves.  When a Warrior drinks, roll 1D6, add his Toughness, and consult the table below:
    2-3. The Warrior falls to the floor, writhing in agonizing spasms.  He loses 2D6 Wounds unmodified and, if he survives, is knocked out for 1D6 turns.  After this point he remains at -1 Weapon Skill for the remainder of the adventure.
    4. The searing brew does not sit well in the Warrior’s gullet.  He immediately hurls it up, and is so shaken that he is at -1 Weapon Skill for the remainder of the adventure.
    5. The brew churns in the Warrior’s stomach.  While it does not harm him, the Warrior must spend an entire turn standing still and doing nothing else while he regains his composure.
    6-7. The Warrior feels a kick in his gut as the brew goes down.  He is restored to one half of his Wounds if he is currently below that level.
    8-9. The Warrior tolerates the strong brew and regains 1D6 Wounds.
    10+ The Warrior feels a wave of new strength.  He regains all of his lost Wounds, and gains an extra 1D6 temporary Wounds that last for the remainder of the adventure.
    2. Brand of Ugad (0 Gold)
    This long iron brand is shaped into the form of a jagged Orcish rune.
    When brandished, no Child of Ugad will move within 1 square of the wielder, and if adjacent, will move away during the Monster Phase to maintain this distance, ignoring pinning.  Requires one hand to use during a turn.  So, a Warrior could brandish the Brand of Ugad while using a Sword, but could not use his Shield during that turn.
    3. Skull Keys (0 Gold)
    A set of thin, iron keys dangles from a metal hoop, the tops of the keys decorated with grinning skulls.
    These keys can be used to free chained slaves without making any noise or risking hurting the slaves in the attempt.  The Warrior using the Skull Keys must roll an Initiative Check.  If he fails, he doesn’t locate the correct key for the particular set of manacles, but can try again next turn.  If he succeeds, the lock pops open and the slave is freed.  However, roll a 1D6 at this point.  On a 1, the key is stuck in the lock and cannot be removed, rendering the item useless.
    4. Spider Powder (50 Gold)
    A grey clay jar contains an extremely fine, dust-like powder.  A pictogram of a spider is painted on the side of the jar.
    The jar contains 1D6 handfuls of Spider Powder.  A Warrior can throw a handful at a Giant Spider in an adjacent square, killing it immediately.  Up to one handful can be thrown per turn.
    (GM’s note: The powder will also put a Gigantic Spider to sleep for 1D3 turns.  A sleeping Gigantic Spider can be hit automatically, but doing so wakes it up.)
    5. Rope (5 Gold)
    A length of thick black rope appears to be in fine condition.
    This length of Rope can be used just like the Dwarf’s Rope Equipment Card.
    6. Door Spikes (10 Gold Each)
    A dirty leather satchel contains 1D6 Door Spikes.
    A Warrior can spend 1 Movement point to spike a door shut, and can spend 1 Movement point to remove a Spike.  Figures on the other end of a Spiked door must try to force it open during the Exploration Phase, passing a Strength Check to do so.  Up to 2 adjacent figures can attempt this each turn.
    The special Treasure Card below should be given to the Warriors after they defeat all the Monsters in the Fire Chasm Objective Room
    Dwarven Stone RuneDisk
    This ancient stone disk is engraved with several rows of Dwarven runes, written in a long-lost dialect.
    A Dwarf could try to sell this item in any Dwarf Guildmasters.  To see how much he is offered, he should roll any number of dice and multiply the result by 25.  However, if any dice come up a 1 then there was no one interested in purchasing the relic this time around.
    (GM’s note: This item can be used in Deep Three to open a secret stone portal.)

    (Continued in Deep Two - The Spider Pits)

    The Lost Book of Grudges - Prologue

    This Quest follows:  Interlude – Brawl with the Grimslasher Dwarfs.

    The scribes that Galius was able to hire with the haul that the Warriors returned from Karak Vegaz provided much valuable intel regarding his Clan, the Stonebrow.  The tastiest nugget of intel is the location of the Stonebrow Clan Book of Grudges!  Every Dwarf Clan has a Book of Grudges where they record offenses and wrongdoings committed against the Clan.  These volumes are magically authenticated by Dwarf Runemasters, and their content is irrefutable.  Galius knows that recovering his Clan’s Book of Grudges will bring him a great step forward in his quest of determining the true reasons for their decline.
    The Book lies in the Third Deep within an ancient Stonebrow delve complex that is now the lair of the Blackfang Orcs.  Rumor has it that the monstrous Orc Boss Blackfang himself dwells in this Deep.  The Warriors might not necessarily have to defeat Blackfang, they simply need to recover the Book of Grudges and return alive.  However, Galius does not know exactly where the Book lies, so the Warriors will need to gather clues as they navigate the three Deeps.

    Trips to Civilization

    Each time the Warriors decide to retreat from the dungeon to go back to a Settlement, this gives Blackfang more time to build up his defenses.  The first time the Warriors come back from a trip to a Settlement, add 1D6 Orcs to the first Unexpected Event.

    When the Warriors return to the dungeon from a trip to a Settlement, they come in at full Wounds, like normal.  Also, they can start at the Deep they left off at, without having to traverse through any prior Deeps all over again.
    Deep One - The Slave Pens of Ugad
    Deep Two - The Spider Pits
    Deep Three - Sanctum of Blackfang

    Wednesday, June 15, 2011

    Interlude - Fight with the Grimslasher Dwarfs

    This interlude in the mini-campaign will occur after the completion of The Great Vault of Spiked Arena adventure.

    As the Warriors enjoy their evening meal in the Inn, they are accosted by a group of five surly looking Dwarfs.  They identify themselves as members of the Grimslasher Clan, a Clan of some renown in the area.  The Dwarfs act quite belligerent to the Warriors, and demand to know what exactly they've been doing with that sorry disgrace Gallius Stonebrow.  They bluntly tell the Warriors in no uncertain terms to keep their noses out of business that doesn't concern them.  In fact, the leader of the group does the best he can to get up on his toes and right into one of the Warrior's faces!

    Any provocation or argument by the Warriors will quickly escalate into an all-out brawl.  Use the Bar Room Brawl mechanics published in Deathblow #3 (with slight house rule tweaks by me).  Place 5 Dwarf Warriors, and then roll 2D6 to see how many other patrons are at the tavern at this time.

    A Warrior who brings a Dwarf to zero Wounds can make a Gold roll (x20) to see how much they collect.

    If the Warriors manage to defeat all of the Dwarfs (not easy!) this news will quickly pass throughout the Grimslasher Clan, and as the stories get told and retold, the Warriors will take on an almost mythic significance to these Dwarfs.  From this point forward, the Grimslasher Dwarfs suffer the effects of Fear when facing the Warriors.  For purposes of their Fear Tests, Dwarfs have a Willpower of 4.

    If the Warriors are all reduced to zero Wounds, the Dwarfs quickly rifle through their possessions before running off.  Each Warrior loses 2d6x50 Gold (roll separately).

    This campaign continues with The Lost Book of Grudges - Prologue.

    Monday, June 13, 2011

    The Great Vault of Spiked Arena

    This is a follow-up adventure to Scribe of the Fallen Clan.

    Gallius has requested a meeting with the Warriors, and they now sit with the aged Dwarf in the corner table of the inn's tavern, sipping some rather uninspired mead.  Gallius has an obvious gleam in his eyes, and is anxious to impart some news to the Warriors.

    After studying the notes that the Warriors were able to bring back to him from the Tomb of Whitebeard Stonebrow, Gallius has made an exciting discovery.  He tells the Warriors about the old Stonebrow Hold of Karak Vegaz.  The sprawling underground metropolis was overrun over 200 years ago, but was once a teeming complex of gambling dens, fighting pits, and beer halls.

    Thanks to the maps and transcriptions provided by the Warriors, Gallius is fairly confident he has pinpointed the exact location of Karak Vegaz site in the World's Edge Mountains!  And, to top it off, he has learned that a Great Vault exists in The Spiked Arena.  Gallius feels that if the Warriors could locate the Spiked Arena and open the Vault, they could find some of the old riches of the Stonebrow Clan.  He offers them a 50% cut of the Vault contents.  He desperately needs these funds to hire sages to help him decode the rest of the findings from the Tomb.

    SEARCH DICE AND LUCK TOKENS

    In the previous adventure, the Warriors (hopefully) collected up to 10 Scribe Points from the Tomb of Whitebeard Stonebrow.  This information will help them in their exploration of Karak Vegaz.  To represent this, the Warrior who served as the Scribe in the previous adventure must spend the Scribe Points to acquire Search Dice and/or Luck Tokens.  He must acquire at least one Search Die in this transaction.  The more Search Dice that are taken, the better chance the Warriors have of locating Rune Keys as they explore Karak Vegaz.  Any remaining Scribe Points are converted into Luck Tokens, and the Scribe Warrior divides them among the Warriors as he sees fit.

    FINDING RUNE KEYS

    Ultimately, the Warriors are searching for the Vault in the Fighting Pit Objective Room, but to open it, Gallius instructs them that they need to find as many of the Rune Keys that are distributed in the dungeon as they can.

    Whenever the Warriors enter a dungeon room (not a passageway) they can search to see if it contains a Rune Key.  They can perform the search in the first Exploration Phase that there are no Monsters on the board.  To search, one of the Warriors rolls the Search Dice.  If any of the dice come up a 6, then the Warriors have located a Rune Key.  When a Rune Key is located, the Warriors also lose one Search Die, remove it from the pool!  The Warriors should keep track of how many Rune Keys they find.

    After searching a room from top to bottom, there's no telling where exactly the Warriors might be positioned in the room when the search is over.  Use Littlemonk's great "Rummaging" rules from his adventure "Every Good Barbarian Deserves Favour" to determine the new positions of the Warriors.

    THE FIGHTING PIT

    When the Warriors enter the Fighting Pit, roll on the Objective Room Monster Table as normal.  The Warriors enter the board section in the Pit, from the large wooden door depicted on the board section.  Place the Monsters on the upper level, overflowing down into the Pit as needed.

    At any time, a Warrior can leave the room by moving off the opposite edge of the board section, as long as they can make it up out of the Pit, past any Monsters, etc...  But, they might want to have a go at opening the Vault first!

    One Warrior can try to open the Vault, and to do so they must be standing on the trap door square in the Fighting Pit, and do nothing else that turn, and they are at +1 to be hit in hand to hand combat.  To attempt to open the Vault, the Warrior rolls a number of dice equal to the total number of Rune Keys that the party has found.  If the Warrior is a Dwarf, they can add 1 to this roll.  If the score is 11 or better, the Vault pops open!  Inside, the Warriors find 6D6x100 Gold, half of which they agreed to turn over to Gallius, and the rest that they can divide between themselves.


    If the Warriors are unable to open the Vault before they leave, Gallius is disappointed, but carries on in his research nonetheless.  In the next adventure, due to poorer intelligence, add 3 extra Dungeon Cards to the top of the pile after building the Dungeon deck.


    The mini-campaign continues with the interlude - Fight with the Grimslasher Dwarfs.

    Sunday, June 12, 2011

    Scribe of the Fallen Clan

    The Warriors, after a long night of debauchery, have befriended an aged dwarf named Gallius Stonebrow, who tells them the tale of his fallen Clan.  The Stonebrow Clan was once a powerful name in Dwarven society, but their Clan fell on hard times after their holdings were lost in battles against Greenskins and Skaven.  The Clan members were scattered, and since this happened hundreds of years ago, most of the old secrets of the once powerful Clan are lost.

    In his last remaining years, Gallius has made it his personal goal to do whatever he can to restore what dignity he can to the Stonebrow name, and erase as much of the shame of the defeat as he can.  He has become aware that many of the maps and plans of the old Stonebrow delves were inscribed onto the walls of the tomb of old Lord Whitebeard Stonebrow.  The dungeons that contain the tomb have long been overrun by who knows what kinds of Monsters, but if the Warriors could penetrate the tomb, and record as much of the information as they can, Gallius might be able to decipher the locations of some of the lost treasures of the Clan.

    He offers the Warriors a Gold reward commensurate with the amount of information they are able to record from what is inscribed on the walls of the tomb chamber.

    THE TOMB CHAMBER

    When the Warriors enter the Tomb Chamber Objective Room they will find it empty of Monsters!  The malevolent guardians of the Chamber are not far behind, though, and the Warriors will have to try and fend off wave after wave of Monsters as one of them inscribes what they see on the walls of the chamber.

    At this point, one Warrior must be nominated as the Scribe, and is given the parchments and charcoals that Gallius provided the party.  There are 10 potential Scribe Points that can be collected.  To collect a Scribe Point, the Scribe Warrior must spend 1 Movement point standing in one of the 10 possible squares where the Scribe Points can be collected.  These are the squares that are between the Tomb itself and one of the walls.  One Scribe Point can be collected from each of these 10 squares.  During a turn that the Scribe is inscribing, they can do nothing more than expend their Movement points, and they can be hit in hand-to-hand combat at a +1.  So, a Scribe with a Movement of 4 could collect a maximum of 2 Scribe Points in a turn, by moving, inscribing, moving, and inscribing.

    During the turn that the Warriors enter the Tomb Chamber, all remains eerily calm.  However, each Monster Phase in the turns that follow, Monsters begin to charge through doorway!  During these Monster Phases, first carry out any actions of the Monsters that might already be on the board.  Next, roll on the Objective Room Monster table, and place 4 Monsters along the row of squares adjacent to the doorway.  Distribute the Monsters evenly among the Monsters rolled, determining randomly which Monster to place in case of a tie.  For example, if you roll a result of "3 Minotaurs, 4 Orc Warriors, and 1D6 Orc Archers", place 1 Minotaur, 1 Orc Warrior, and 1 Orc Archer, and then roll a D6.  On a 1,2 place another Minotaur, on a 3,4 place an Orc Warrior, and on a 5,6 place an Orc Archer on the remaining square.  If 4 squares along the first row of the room are not available, overflow the Monsters into the previous room(s).

    The Monsters will continue to swarm into the room in this manner during each Monster Phase.  A Warrior can escape from the room by moving off of the opposite edge of the board section, through a tunnel that leads to safety outside.  Note that a Warrior needs to have 1 Movement point left and be along the edge of the board section in order to escape.

    BLOCKED DIAGONALS

    For this adventure, it is important to note that the squares that the tomb itself occupies are impassible, and in fact they serve to block diagonal movement once a figure has climbed the stairway to the upper level.  Also note that the two stairway squares in the Tomb Chamber might become very important real estate in this scenario, giving attackers a +1 adventage.

    REWARD

    Gallius Stonebrow scrutinizes the notes that the scribe took for several days after the Warriors leave the dungeon.  He thanks the Warriors for their gallant effort, and pays them 50 Gold each for each Scribe Point that the Scribe was able to collect.  The amount of information collected will also become a very important factor in the adventure that follows ...

    This mini-campaign is continued in the adventure The Great Vault of the Spiked Arena.