Wheel of Fortune Adventure Cycle

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· THE WHEEL OF FORTUNE ·

CONTENTS
THE DARWEINER PAPERS
Part One of the Wheel of Fortune cycle..................................................................3
BLOOD IN THE ALLEYS
Part Two of the Wheel of Fortune cycle .................................................................6
THE HUNTED
Part Three of the Wheel of Fortune cycle...............................................................8
LOOKING FOR TROUBLE
Part four of the Wheel of Fortune cycle................................................................10
SAVING MILITIATOR KLUEGA
Part Five of the Wheel of Fortune cycle.................................................................12
THE VAULTS OF THE BLOOD DRAGON
Part Six of the Wheel of Fortune cycle...................................................................15
THE CHAMBERS OF THE LAHMIA
Part Seven of the Wheel of Fortune cycle .............................................................17
THE APARTMENTS OF THE VON CARSTEIN
Part Eight of the Wheel of Fortune cycle...............................................................19
THE CATACOMBS OF THE NECRARCH
Part Nine of the Wheel of Fortune cycle................................................................21
TWO YEARS AGO…
Final Chapter of the Wheel of Fortune cycle........................................................24
VAMPIRE RULES..................................................................................................28
VAMPIRE BESTIARY............................................................................................36

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THE DARWEINER PAPERS
Part One of the Wheel of Fortune cycle
by Steve Asselin
This quest is the first of many in a cycle called the Wheel of Fortune. No GM is necessary, no
specific battle-level is required.

Agents of this criminal syndicate have raided the Hactir Memorial Museum and have
stolen the Darweiner Papers. Written by famed Empire-excomunicate Chasles
Darweiner, the Darweiner Papers try to prove the 'Theory of Commonality', which says
that all sentient species derive from a common, dragon-like ancestor. It is vital that
these artifacts are recovered and that those who commited this heinous crime against
knowledge be punished. You have been hired by Shamir Kluega, Militiator of the
Marketplace, to infiltrate the tunnel network beneath Troj and reach Hellmarg's Tomb,
where the Papers are being kept. Spare no one, and remember that the Papers are old
and vulnerable.

SPECIAL RULES
Recommended Battle-Level: 1
Play out the dungeon as normal. The Objective Room is the Tomb Chamber. When all the
monsters are defeated, roll 2D6. This is the number of papers in the Tomb. Roll 1D6. This the
number of papers to whom contact with the air and manipulation have wrecked, reducing the
ancient parchement to ruins. Upon exiting the Tomb Chambers through a well-known (and
therefore monster-free) escape route, you will be awarded 100 gold for each Paper, to be
distributed amongst the surviving Warriors as you see fit. Happily, the Scholars had made
copies of the Papers, so although some of the originals are gone, their material remains. But
wait, did the Wheel of Fortune get to the copies as well? If you ruined more Papers than there
actually was, you have wrecked copies of those pages, and must pay 100 gold for each extra
Paper destroyed. Since you emerged in Troj, there is no need to travel: you already are in a City.

...The Marketplace's militia HQ was not the biggest in Troj, but it certainly was the
most crowded. Day in and day out, theives, pickpockets, dishonest merchants, drunks
and rabble-rousers were brought into the sturdy wooden building. In this particular
day, the first Angestag of the Mannslieb, year 2513 if you used the Imperial Calendar
(and not everybody did, much to the chagrin of city officials), Shamir Kluega was
sitting behind his wooden desk at the far end of the building's main room. The day had
been one headache after another. He was considering retreating to his private office in
the back of the building just as one of his deputies, Flugsom Burmeiwinn, came towards
him, a Dwarf and an Elf in tow. “Boss, these two here were disturbing the peace.”
Shamir pretended to listen as that fool-boy Flugsom went on about the incident, then as
both of the prisoners attempted to defend themselves. To Shamir, it was pretty much
routine. A New Yvresse Resurrectionist had gotten into a fight with a merchant from
Barak-Varr. “Both of them, one night in the hole,” he said when the two had finally shut

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up. Flugsom began to drag the pair away, and Shamir had shut out their cries of
protest, when a thought struck him.
"Oh, Flugsom?"
"Yeah, boss?" Burmeiwinn said, turning around.
"Don't put them in the same cell."
"I knew that, boss," Burmeiwinn said, but, because he wasn't especially bright, he
probably didn't.
Shamir sighted and turned back to his work. There had been a rash of alley murders,
mostly low-lifes and scum-drifters. Investigation had revealed nothing. The militia-
men had arrested one man who trouble-making because he was screaming that it was
the work of the Skaven. Shamir had let him go soon afterwards, upon learning he was
a survivor of Nabushezzar, with the promise that he wouldn't mention the rat-men
again.
Finally, the sun set. And, althought more crimes were comitted by dark than by day,
night-time meant his shift was over, and some other poor sap had to take care of the
Marketplace militia. Shamir walked the streets in the slowly diminishing crowd,
towards his nice apartment in the Scholars' District.
He like the Scholars' district. The neibourghs were quiet, peaceful people, erudites, most
of them. The colors were muted, and the streets well cleaned and lighted by the latest
wacky invention that the Scholars came up with. Most of all, it was the quiet. After a
day policing the Marketplace, it was nice to come home, settle back and listen to
nothing but his own breathing and pulse.
Just as he was thinking this, he began hearing the identifiable murmur of a crowd. He
bagan walking briskly, then jogged towards the sound. He found himself in front of the
Haktir Memorial Museum. This was one of the prize buildings of the Scholars' District.
Erected in 2353 by Magistrate Praom the Gullible. Stood three stories tall and half a
block wide. Contains relics dating all the way back to the ancient and now
underground Yr, with almost half the museum being devoted to old city-state of Spar,
of which Praom was very fond of.
In front of the large and well-carved doors stood a crowd of more than fifty people.
Many of these wore the simple, dark blue robes of the scholars, others the purplish robe
of mages, and many the clothes of peasants and merchants, drawn to whatever had
happened here like Terradons to a torch. Shamir still wore his green and red tunic
identifying him as a militia-man, and the crowd parted (though not without
reluctance) to let him go through. The crowd has being held back from the doors by
several Halberdiers in the hurtly bright red and yellow uniform of the Trojan-Imperial.
The soldiers spotted him, nodded, and allowed him access.
The building seemed empty at first glance, but he could here concerned voices coming
from one of the wings. Darting past such displays as the robes of the first Magistrate
(the present Magistrate wore similar clothing, not the original, because it would
disintegrate upon touch, and was placed in the glass case through a teleportation spell),
Shamir arrived in front of a large room, where another crowd stood in before a display
case.
Crowd is the wrong word. Group would be more appropriate. Five people stood in the
room. One he reconized immediatly as Jacon Freemantle, a fellow Militiator, who was
presently on the day shift in the Scholars' Distric militia building (why they had ever
though to need a militia in the Scholars' Distric had always eluded Shamir). A second,
he was sad to note, was that wind-bag Blitzhelm, who, though a skilled politician and

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the Trojan-Imperial's liason to the Parliament, was inept when it came to matters of
law and order. A third was a elderly gentleman in a royal blue dress whose beard was
worthy of a Dward. Shamir assumed it was the museum's curator. The two others he
did not reconize and dismissed them from his mind.
"What happened?" Shamir asked.
Blitzhelm looked at him for a few seconds before placing him. "None of your concern,
Militiator."
"I live nearby. To me, this is also my district."
"We can use all the help we can get," said Freemantle, speaking before Blitzhelm could.
"Mr. Curator, if you would?.."
The elderly man cleared his throat several times while turning towards Shamir.
"There's been a robbery, Militiator. A horrible, terrible theft. The Darweiner Papers
have gone missing!"
"Wait a second. The Darweiner Papers... those are the things with all the arrows right?
That 'Theory of Commonality" thing?"
"Why, the Darweiner Papers represent one of the most important developments in the
history of the scholarly society here in Troj. Granted, Darweiner was incorrect in most
of his assumptions, but his ideas were breakthought revolutionary! That we all, Man,
Elf, Dwarf, Orc, come from a common ancestor still remains to be disproven!"
"Yeah, whatever." Personally, he thought that the idea of being related to Greenskins
offensive. After all, look at him and then, look at them. Foolishness. "The Papers were
important, I get that. So, any leads or clues?"
"I would say this could constitute both, Militiator." The Curator handed him a piece of
parchement which read:
"Gentlfolk of Troj, Know this. The Wheel of Fortune has Rolled into Town, and All must
Bow Down to our Power or be Crushed. As an Example of our Power, we have Taken
your little Scraps of Paper. If you Wish your Papers back, bring Tribute to Hellmarg's
Tomb in the Form of Twenty-Five Thousand Gold Pieces."
A kidnapping (of sorts) and a ransom. Pretty straightforward.
"So, what are you going to do about it?" Shamir asked.
"None of your concers, Militiator. Now leave us," said Blitzhelm. Shamir was about to
protest when Freemantle caught his eyes and shook his head. Then, with a roll of his
eyes, he indicated one of the museum's lateral exits.
Understading, Shamir made as retreating, left through the door bt whent npo further.
A few minutes later, Freemantle came through.
"Those cowards are going to pay the ransom. The Curator understandably doesn't
want his Papers damaged, and Blitzhelm knoes nothing about dealing with terrorists.
The problem is, neither do I. You, being an autority figure in the Marketplace, you must
have some... contacts with the... less reputable folk. I was wondering if..."
"Say no more, friend. I'll see to it that those documents are reteived and that those thiefs
get what is coming to them."
And that's how he found himself in a smoky tavern, negotiating a deal with a band of
intrepid aventurers...

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BLOOD IN THE ALLEYS
Part Two of the Wheel of Fortune cycle
By Steve Asselin

Militiator Shamir Kluega has hired you to venture in the dark alleys near the ruined
city of Spar. Ever since the destruction of Spar by the Skaven, its ruins have been
inhabited by Skaven survivors, Orc and Goblin warbands, Chaos worshippers and
other such foul creatures. Your mission is to find the being or beings responsible for the
series of street deaths nearby, and put an end to his bloody killing spree.

SPECIAL RULES
Recommended Battle-Level: 2
Instead of being in an undergroud dungeon, the Warriors venture into the alleys near Spar.
These alleys are small, narrow and maze-like, and the larger spots are inhabited by all kinds of
monsters. Because of the moonlight the Lantern rules do not apply. Also, the following events in
the Warhammer Quest Roleplay Book are modified:

11 – Crumbling Wall
As the Warrior futher venture into the dark streets, a section of the old, ruined walls colapse.
The Warriors throw themselves out of the way, but the rubble now fills the alley. Whenever they
are on this board section, their movement is halved. Also, in the Exploration Phase, roll a dice
for each Warrior. Any Warrior who rolls a 1 takes 1W as he has slipped against a sharp piece of
masonery.

43 – Locked Gate
A tall, ancient and rusty gate blocks the passage for the warriors. There is no keyhole, but several
of the bars appear to have decayed. If Warrior may attempt to break the bars. Roll a D6 for each
Warrior do so; on a roll of 6 the bars shatter and the Warriors may pass. For every turn the
Warriors do this, draw an Event Card due to the noise.

44 – Fallen Bridge
One of the small, narrow bridges linking two buildings together finally collapses. It shatters as it
hits the ground, blocking the passage. Only if they have the Dying Dwarf's pic and shovel (See
Dungeon Event 15) may they pass. Draw another Event card immeadiately.

61– Rope Ladder


The Wariors notice an old rope ladder leaning against the building's wall. The ladder leads all
the way up to the safe rooftops. If the Warriors ever chose to abandon their quest, they may exit
the alleys here. Randomly determine the order of Warriors. Each Warrior rolls a D6. On a roll of
1, the rope breaks, and that Warrior plumets to the ground, taking D6 wounds. If the rope
breaks, the remaining Warriors must find another way out.

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64 – Street Urchin
The Warriors meet a small, flithy boy, who has lived in these dangerous alleys most of his life.
Roll a D6:

1 The urchin screams when he sees you, calling the creatures of the alley to the Warriors.
Roll twice on the appropriate monster chart.
2-3 The urchin looks at you warily. When a warrior (randomly determined) approches him,
the urchin bites and flees. The Warrior takes 2 wounds for the rather well placed and
deep bite.
4 The urchin flees as soon as he sees you.
5 The urchin mutters a few broken words before fleing. The Warriors determine it was a
warning agaisnt monsters that lie ahead. During the first turn of the next combat, each
Warrior gets 1 extra attack.
6 The urchin points to a provision and holds up a shiny object. It seems he wants to trade.
A Warrior gives him a provision, and the urchin gives him a piece of Dungeon Room
Treasure. If the Warriors have no food, the urchin just runs away.

OBJECTIVE ROOM

The Warriors find their target and its minions gathered around a small well.

Use the Fountain of Light Objective Room. In addition to the normal monsters, there is also a
Vampire Thrall (roll for type and ability). Once (or if) all the Monsters are clear, the Warriors
find an alley leading back to the streets. Each Warrior gets 100 gold, and the Warrior who slew
the Vampire gets another 100.

...Shamir Kluega drew a white napkin that he had picked up at the Upturned Halfling
out of his pockets and put it to his nose. The stench in here was overpowering. At his
feet, several bodies lay on the filthy pavement, their necks snapped around in a full
circle and their throats ripped out. This latest slaughter brought the kill count up to
sixteen. This time, though, he thought something was going to be done about it. One of
the bodies, judging from it's bloodstained garnments, was the grandson of Ragnar,
Troj's weathiest (and crudest) merchant. Shamir knew by reputation that the
Norseman was not one to be trifled with. He would want his revenge, the killer (or
killers) brought to the swift justice of a sharp-edged sword. And he was rigth. Upon
hearing the news of his grandson's death, Ragnar threw a bloody raging fit,
overturning tables and swearing a blue streak in Norse. Finally, after he had seemed to
calm down, he left Shamir in the ravaged lounge. A few minutes later he came back,
holding a small chest.
"Thar's 500 gold pieces in 'ere. I want ye ta get tha bloody bastards that did this. See
that they're chopped up real nice."
"At once sir," Shamir said, taking the chest and leaving Ragnar's lofty Tilean-like
palazzo. The chest cradled under he arms, he went straight back to the Upturned
Halfling. He knew just the people for this job...

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THE HUNTED
Part Three of the Wheel of Fortune cycle
By Steve Asselin

Your Warriors, currently between jobs, were enjoying a well deserved evening of rest
at a local hostel. It was well into the night when, tipsy with the alcohol, they set out to
their apartments. The less inebriated noticed a mysterious figure with a dark cloak who
seemed to be following them. When he turned around to ask what the stranger wanted,
the creature threw back its hood, the pale moonlight catching on the creature's white
skin. Pointing in your direction, it hissed, revealing a pair of sharp fangs. At that
moment, from the dark shadows of the alleys, a flutter of dark beasts emerged and
charged the Warriors. All trace of drunkneness now gone, the Warriors sought refuge
in a nearby abandoned house. They noticed a door leading to the cellar. They got in,
and placed a large wooden board through the handles so the door could not be opened
from the outside. Just in time, for they could hear the Monsters outside trying to get
through. Waving the lantern in front of them, the Warriors sought out an exit to the
catacombs that formed the cellar of all the houses in this abandoned part of town.

SPECIAL RULES
When the first unexpected event of the game is rolled, do not determine its nature. The Warriors
hear a loud crashing noise from somewhere behind them. The cellar gate has finally given under
the blows of their pursuers. Roll a D6. This is the number of turns to Warriors have left until
their enemies descend upon them. This "hunting party" is composed of what one would
normally find in an Objective Room, and are lead by a Vampire Thrall (roll for type and ability).

OJECTIVE ROOM
The Objective Room is the Fighting Pit. Once all Monsters are cleared, the Warriors will each
find D6x100 gold scattered in the pit. They can then leave through the gate and back out onto
the streets of Troj.

..."THIS SITUATION CANNOT BE TOLERATED!" ROARED BAIVYLF. "ARE WE going


to stand by and let these arrogant mortels continue to defy us in such a fashion? Why
don't we go out and rip their throats out now!"
"Calm yourself, Baivylf," said Oskar von Carstein. "we must go about this carefully. We
cannot risk exposing ourselves."
"Yes, and when you get all angry it upsets Nehetiti," said Claipetre, running her pale
hands through the black fur of the cat sitting on her lap. "And I don't like it when he is
disturbed from his beauty sleep," she added, baring her fangs at her armor-clad
associate.

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"How are we supposed to scare the population if our attempts are checked all the time
by these upstarts?" asked Baivylf, un-intimidated by the Lahmian's threats.
"There are more than one way to terrorise people," Massoeh said in his deep, tenebrous
voice. "However I agree that we cannot let a mortal cross us and live. It would reflect
very badly on our little organization."
"And showmanship is very important," said von Carstein, arrogantly throwing his
glimmering red cape over his shoulders. "The threat of fear can be just as powerful as
any blade or fang."
"I'll take the blade and fang over smoke and mirrors any day," grumbled the Blood
Dragon, falling back into his stony and uncomfortable chair. "Our Thrall's death must
be avenged."
"Such big, strong men to defeat one of our acolytes. They would make excellant
additions to my bodyguards," Claipetre said, running her tongue over her unnaturaly-
red lips.
"No, we want the population to see them dead. Strike fear in their hearts!" said von
Carstein.
"Yes. This time we will not underestimate our opponents. We will send a trusted
underling and a small group of our Minions to hunt down this group. They cannot
escape." said Massoeh. Baivylf rose to protest, but the Necrach raised his decaying
hand, the sight of which halted the younger Vampire mid-way off of his chair. All
Vampires were feared, but the Necrachs especially so, even by their own kindred. "Now
this matter is to be put aside. It is time for the bloodlettting."
The other three Vampires glowered but rose along with the decaying necromancer.
Each one extended a hand so that it hovered above a circular hole carved into the altar.
The four drew ceremonial daggers from their robes, and muttering necromantic
incantations, drew the blades quickly along their wrists. Dark blood welled up from the
wound, and the Vampires turned their arms over, letting the blood fall into the hole.
And as the unholy quartet watched, a small stream of the precious life-liquid, black in
the darkness of the room, emerged from a hole set in the bottom of the altar, ran along
a canal in the floor and dissapeared under a pair of massive skull-adorned doors...

NOTE
The lengthy rules for Vampires can be found at the end of this book.

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LOOKING FOR TROUBLE
Part four of the Wheel of Fortune cycle
By Steve Asselin

The Warriors have been hired by Militiator Shamir Kluega to scour the dungeons,
searching for the headquarters of the Wheel of Fortune syndicate.

SPECIAL RULES
The Warriors will not find the headquarters. Instead, they will come upon a survivor from
another recon party who had the misfortune of stumbling upon the syndicate's HQ. The first
time an unexpected event occurs, the Warriors will see a ragged human running towards them,
screaming as if he had the very demons of Hades pursuing him. He falls into the arms of the
Warriors, and from his mutterings, the Warriors deduce that his party found their goal, and was
slaughtered by the syndicate's minions. They understand that they must get this survivor to
safety so that he may divulge his knowledge. The survivor is suffering from shock and blood loss.
He will do nothing to aid the Warriors in their quest other than follow them like a dog. He has a
Movement of 4, a Toughness of 3 and 5 Wounds left. Monsters will only attack him if there are
no other Warriors present (ie. dead, feigning death, invisible, etc...). The survivor is to weak to
attack his opponents, but will attempt to flee.

OBJECTIVE ROOM
The Objective Room is the Idol Chamber. In addition to the normal contigent of Monsters,
there will also be a Vampire Count (roll for type and abilities).
Once all the Monsters have been defeated, the Warriors find a spiral staircase at the back of the
room, and leave the catacombs with the survivor.
For their role in obtaining this valuable information, they are rewarded with 200 gold each.

...Shamir Kluega sat impatiently on the plush velvet chair, drumming his fingers on his
knees. Self-consciously, the smoothed out the folds in his uniform, then returned to his
nervous twitching.
After about an hour of waiting in the fancy antechamber, the two large, golden doors to
the Parliament opened up, and representatives of various species and political
affiliations walked out, talking to each other in low tones, discussing the latest decisions
taken by the Parliament as a whole and by the Magistrate as an individual. Some
looked glad, others resigned, and their faces were an laternating series of smiles and
scowls. Shamir didn't know what was the latest topic discussed in Parliament, but
whatever the topic and outcome, popular opinion would have him beleive that half the
representatives are happy with the decision and the others are displeased. He had

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always thought it was nothing but mockery directed at the city's politicians, but he saw
now that the representatives really were that divided.
Through the crowd, he at last spotted the man he wanted to talk too. He wore a pure
white toga, drapped over one arm. The brown lock of hair had began to turn white at
the sides. Shamir thought this was odd, since the Magistrate was barely into his forties.
Then he remembered other street tales about the horrors of the Parliament, and he
wondered just how many of those were, in fact, more than urban myth.
Making his way through the throng of robed diplomats, he approched Tesus Minotaur-
Slayer.
"Magistrate, if I may have a word with you?"
The older man looked over Kluega, noticing the new Militiator's uniform. He then
sighted, as if resigned that his job was not over for today, and he had more porblems to
listen to and fix.
"What can I do for you, Militiator?"
"Your Fairness, I came here on behalf of the poeple of my district. There is a criminal
syndicate calling themselves the Wheel of Fortune which has moved into town. They
have been waging a campaing of terror in my district, hiding in the alleys, chasing and
killing our citizens. They have even committed theft from the Hactir Memorial
Museum."
"What has been done in response to this."
"Your Fairness, my men and some hired mercenaries have been scouring the alleys,
eliminating the syndicate's agents when they can find them. The stolen property was
found and returned. However, this is simply counter-measures. I feel that we must take
initiative and strike at their headquarters, eliminating the problem of this syndicate
once and for all. The problem is, their headquarters is somewhere in the catacombs that
riddle the city's underground, and it would require serious manpower to find their
location."
"Have you advised the Trojan-Imperial of this?"
"Your Fairness, the Trojan-Imperial is much better at repelling enemy attacks and
protecting the city. Exploring dungeons is not within their field of expertise, and I
believe that if we want real results, then we must hire people who have made a career
out of this kind of adventuring."
Tesus seemed to consider for a moment, then removed a pad of papyrus and a pen from
a pocket inside his toga. He scribbled something down and ripped it off, giving it to
Shamir.
"Parliament would never approve of hire people when the Trojan-Imperial would do it
for free, but I understand your reservations. Present this ticket to my personal
accountant at my estate. He will give you 2000 gold from my vaults with which to hire
the men you need."
"Thank you, Your Fairness," Shamir said. He bowed his head quickly, then turned and
left the building.

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SAVING MILITIATOR KLUEGA
Part Five of the Wheel of Fortune cycle
By Steve Asselin

Following a disastrous attack on the Wheel of Fortune Syndicate, the sole survivor, one
Flugsom Burmeiwinn, has given in his report to the Magistrate's office. It would seem
that the small party was attack by a Vampire, and it is further believed that the group's
leader, one Militiator Shamir Kluega, is still alive and has been taken prisoner. The
Magistrate's office offers a reward of 500 gold to anyone who saves Kluega, and a
1000 gold reward for slaying each of the four Vampires which intelligence believes are
heading the cartel. With their leaders removed, the Magistrate hopes that this syndicate
will collapse and all threat to Troj removed. Your Warriors have decided to take on this
task.

SPECIAL RULES
Be sure to make a map of the dungeon as you go along. This will be explained below.

OBJECTIVE ROOM
Use the Fountain of Light as the Objective Room.
The room is long and dark, with a big obsidian altar in the middle. The Warriors barely make
out the form of a human on the altar before they are attack by a Vampire Count (roll for type and
ability) and his (or her) minions (roll on the appropriate Objective Room table for your level).
Once all your enemies are deafeated, the Warriors approch the altar. They can see upon it the
battered and bruised body of Shamir Kluega. He is tied down onto the altar, and he is pale from
blood loss, torture, starvation and dehydration. As he remaining eye focuses on your Warriors,
he coughs up some blood and delivers a dire warning: "You must... stop them. In... their
chambers... you will find... staffs. Beware... the time of... the Newborn is at hand... they will be
resting... there. Put the staffs... in the holes... in this altar. That'll open... the Skull Doors...
beyond which... lie.. the Newborn." And with those final, omnious words, he expires (the
Warriors get the 500 gold anyways). The Warriors respectfully detach him and lie him on the
ground, then cremate his body usig fire from the lantern. By this sad light, the Warriors can see
that the room is bigger than they previously thought. In both the western and eastern wall are
large, ornate doorways, each one of a different color and emblem. And behind the altar, there
are a pair of large black doors, engraved with skulls.
Whenever they are in this room, the Warriors may choose to leave the Syndicate's Headquarters
and return to the surface into Troj, in order to purchase new equipment and hire mercenaries
(Shameless Plug: check out my mercenary rules at above site). In this case they will have to
return throught this dungeon to this room (which is why I had you make a map of this
dungeon). Dungeon Rooms (and the Objective Room) will not trigger any events because the
dungeon has not had time to repopulate. However, the rules for unexpected events are still valid.

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From this room the Warriors may choose to go through one of the four doors with a symbol
carved into them (the large Skull Doors seem to be locked). If the Warriors choose the red,
sword emblazoned door, they will fight the Vaults of the Blood Dragon quest. If they choose the
black, skull emblazoned door they will fight the Catacombs of the Necrarch quest. If they choose
the pink, heart emblazoned door they will fight the Chambers of the Lahmia quest.
If they choose the golden, cup emblazoned door they will fight the Apartments of Von Carstein
quest.
Only once all these quests are cleared and all the staff obtained my the Warriors place their
prizes in the holes in the altar do the Skull Doors swing open and the Warriors may venture into
the lair of the Newborn!

WHEEL OF FORTUNE
At any time that the Warriors are in the Objective Room, any Warrior may try to spin the Wheel
of Fortune hanging on the wall. If so, that Warrior must roll on the chart below:
D6 Result

1 In between symbols
2 Skull
3 Cup
4 Heart
5 Sword
6 In between symbols
In all cases the Warrior is zapped by a dark bolt of energy, like black lightning, spewing from the
center of the wheel. They take (BL)D6 Wounds and feel all tingly. There are no other effects, and
the Warrior is left wondering what exactly the Wheel did to him or her. A Warrior may only try
to spin once, as receiving a second blast could very well be lethal.

...Shamir Kluega was brutally thrust upon the floor, pain radiating from the deep gash
on his side. The world seemed to swim in red and gray, and Shamir wondered with
detachment whether he was going to pass out again. Then the sharp reality of pain
woke him up and screamed at him that there was no escaping into sweet, black oblivion
this time.
He had never thought it would turn out like this. After the Warriors had found the
location of the Wheel's headquarters, he had thanked them, paid them, and sent them
along their way. He saw now that it had been a mistake not to keep their services for
this raid. The Militia's small group was quickly overrun by the syndicate's minions.
Around him, he saw his men fall to the floor, holding their stomachs to prevent their
innards from falling out. As he fought, he had thought to hear Flugsom screaming
somewhere in the darkness behind him. He was dead now, Shamir was certain of it.
They were all dead. But he had been kept alive.
Torture was the only explanation. He had breached their headquarters, and they were
angry. They were not content with spilling blood as their revenge, they wanted to hear
his screams. The screams of a dying man. He gorund his teeth together and swore that
he would not give them the pleasure. He finally managed to gather up enough strength
to lift his head from the floor and look up. He couldn't see very well, one of his eyes had
been put out in the fighting, and the other was all swollen and puffy. The rest of his
face, make that the rest of his body, was in no better condition. Worst of all was the
wound on his side, where a sword had bit deep. He had lost alot of blood, from both
that wound and mutiple smaller wounds of all his battered body.

13
His vision was blurry, and he was uncertain of the shapes around him. There seemed to
be an altar right in from of him. Four shadowy figures sat around this in stony chairs.
On the wall above the altar, a large wooden wheel hung silently, the mascot of the
syndicate.
"Kluega," said a deep, tenebrous voice. "You have been a thorn in our side for a while
now." Shamir vision finally focused on his interpeller. It was a tall, pale man dressed
entirely in black. His head was shaven, his eyes sunken into his head and rimmed with
black and red. His cheekbones stood out hideously, almost as if the man's skin was
transparant. His lips, in contrast to his paleness, were vividly red. The more Shamir
looked, the more he had the impression that he was talking to a corpse.
"We do not like it when we are challenged," the pale man continued. "Pah! If you call
that a challenge!" said another. This one Shamir reconized. He had seen him in the
tunnels, previously. He was also very pale, but wore massive armor, and had a dark
helm crafted in the shape of a dragon. Shamir remembered the viciousness of this beast
in combat, slashing with his sword and ripping with his teeth. "That wasn't even a
workout. They fought like women."
"Mind your words, Baivylf. If they had fought like me or my handmaidens, then you
would not be here now to boast your 'great conquest' over a group of puny mortals."
Shamir looked towards this new, female voice. She was absolutely beautiful, with
delicate aristocratic features, a very pointed nose, and silky black hair cut at her
shoulders. Her manner seemed to imply that she was not happy with her seating, as if
she was used to much better. She was any man's dream woman, he though, if only she
didn't have those fangs.
"Associates, please," said another in a concillatory tone. "Simmer down, and let our
good friend here continue." The well-dressed one then pointed to the cadaverous one.
"We cannot let upstarts like you defy us and go on living," the pale but dark one
continued as if there had been no interruptions. "As such, you may consider yourself
from this point on to be, for all intents and purposes, dead. Oh, your heart may beat a
while longer, and your lungs may continue to suck in air, but believe me when I say
that you are no longer amongst the living."
"Shamir Kluega was a brave man, during his life," the cadaverous one said as he rose
to his feet. "Mindful of those under his watch, never hesitant to meet a challenge head
on. That's why you will have the singular honor of becoming our drink."
The tall Necrarch stopped next to the wheel that hung on the wall, placed both his
decaying hands on its side and pushed. The wheel began to spin on its axis, heldby a
metal pin hidden from view. Concentrating on it, he could see that there were
inscriptions on the wheel, following each other in a blur. As the wheel slowed, he could
make out four symbols: a skull, a sword, a heart and a cup. The wheel finally stoped,
with the heart facing upwards, and the vampire said:
"It has been decided. Let us retreat to our apartments whilst our partner feasts."
The others at the table also rose, and the armor one and the well-dressed one walked
away from the altar, towards doorways in the wall. So did the dark silouette of the
Necrarch, but the lithe Lahmian approched him. From one insane moment, Shamir
thought that someone as beatiful as she could not be evil, and that she had come to
deliver him. But all illusions of escape left him when he saw her open her fanged mouth,
and, with a hiss, plunge towards his neck...

14
THE VAULTS OF THE BLOOD
DRAGON
Part Six of the Wheel of Fortune cycle
By Steve Asselin

As your Warriors touch the handle of the door, the sword emblem suddenly rises out of
the wood and swings downwards, nearly shearing off the leader’s hand in the process.
Then it just sinks back in (upside down, of course). Hesitant after this display, the
Warriors kick open the door. Inside they can see that the dungeon is made of a dark,
hard material, with ceilings rising five meters above the floor. Holding the lantern up,
they see that the floor is completely unremarkable, plain granite, except for a small
gutter next to the eastern wall. Approaching it, they see some kind of liquid flowing in
it. Hoping for some potable water, a Warrior bent down, put his fingers in the stream
and then withdraws then in disgust. His fingers are covered with a thick, viscous liquid,
almost black in the poor lighting: blood. Wary, the Warriors continue inside the Vaults,
the sounds of battle and the screams of dying creatures echoing to them from
somewhere beyond the next doorway…

SPECIAL RULES
Elite Forces
Baivylf the Blood Dragon handpicked all of the creatures in the Vault. Thus, they are amongst
the best combatants of their kind around. All the Monsters encountered by the Warriors get +1
WS and +1 added to their damage dice (ex: a creature with 2D+1 damage now has 2D+2).

The Wheel of Fortune


If any of the Warriors tried spinning the Wheel of Fortune above the Altar and obtained the
sword as a result, they begin to feel all prickly when they enter the Vaults. They can almost feel
the blood pumping through their veins, and are gripped by a sudden (but controllable)
bloodlust. Those Warriors receive +1 attacks for the duration of this quest.

Bleeding Walls (This is a new Event)


The gutter running along the wall seems to stop into a small drain. As the Warriors look into
this, they feel a drop of wetness fall on the back of their necks. Thrusting upwards, ready to
fight, they see that the walls and ceiling have begun to bleed. Red droplets are falling and leaking
from everywhere. The sight of bleeding walls is inherently terrifying. All the Warriors must take
an initiative test immediately. If they fail, the are seized by terror and run their movement
towards the nearest doorway of the board section they are currently on. They may do nothing
during the next Warriors phase as they are still shocked by the horrifying vision.

15
OBJECTIVE ROOM
The Objective Room is the Fighting Pit. In addition to the normal complement of Monsters,
the Warriors also must face Baivylf the Blood Dragon.
Baivylf: Before his unlife, Baivylf was the captain of a Norse Longship. He was known as an
awesome warrior, and pirates in the Sea of Claws always steered clear of his ship. Eventually, his
reputation doomed him, and Baivylf came to take on as passenger a tall, pale, armored fellow
with a dragon shield. Baivylf believed this to be an Elf (he had heard of them but never actually
seen one), but was sorely mistaking. He was bested in combat by the Vampire, but it was a long
fight and the unnamed Blood Dragon decided that Baivylf was a worthy opponent… worthy
enough to become part of the Knighthood. Baivylf spent about another century sailing the Sea of
Claws, his crew long dead to quench his thirst, praying upon passing ships. Finally, he heard of a
beast that was terrorizing his hometown in Norsca. Eager for a challenge, Baivylf returned home
(nobody recognized him: his family had been dead for years). Baivylf fought a kind a large furry
Ogre, called Grandal the Great by the natives, and finally succeeded in plunging his sword
through the beast’s throat. Still reveling in his success, he was caught unawares when the beast’s
mother attacked. The village was raised, and Baivylf had to flee. The vengeful matriarch pursued
him until he left Kislev. He wandered about the Empire for a while, and finally met another of
his kind in the dark land of Sylvania…
Baivylf is a Vampire Lord of the Blood Dragon bloodline who wears heavy armor. His special
abilities are Might of Arms, Red Fury and Killing Blow. Refer to the above website for the profile
and full description of these abilities.
Once Baivylf is dead, the Warriors receive a single blood-red staff and 1000 gold each. Since
they have just cleared the Dungeon, they may return to the altar room unimpeded.

16
THE CHAMBERS OF THE LAHMIA
Part Seven of the Wheel of Fortune cycle
By Steve Asselin

As your Warriors touch the handle of the door, the heart emblem suddenly rises out of
the wood. It beats for a few seconds, appearing just like normal heart except attached
to nothing. Then it rips in its center and bursts open. A stream of very red blood jets out
and sprays the Warriors. Then the tattered remains of the life-organ sink back into the
wood. Hesitant (and soaking wet) after this display, the Warriors kick open the door.
The inside seems remarkably different from everything they’ve seen up to now. The
walls are a pale and dusty yellow, seeming almost decrepit with age. Symbols, the
black ink faded and peeled off in places, adorn the walls in an apparently random
pattern. These hieroglyphics are in a tongue so old and so long forgotten that no one in
the party can decipher them. Beyond this blocky corridor, a elegant upturned-vault
leads further into the Chambers of the Lahmian vampire…

SPECIAL RULES
Lightning Quickness
All of the creatures in these Chambers were handpicked by Claipetre for one of the skills
Lahmians admired the most: rapidity. All monsters in these dungeons get +1 to both their
movement and to their initiative.

The Wheel of Fortune


If any of the Warriors tried spinning the Wheel of Fortune above the Altar and obtained the
heart as a result, they begin to feel all prickly when they enter the Chambers. They can feel blood
pumping through their veins at an accelerated rate, and their senses suddenly seem much more
alert. That Warrior may add +1 to their rolls when attempting to escape from pinning, and the
party is no longer subject to Ambush (but not Ambush, Magic).

Seductive Illusion (This is a new Event)


A flash of light suddenly fills the dungeon, so bright that the Warriors are forced to close their
eyes. When they are reopened a split-second later, they are no longer in the dungeon but in an
opulently lavished room, with fine silks and precious metals. A bearded gentleman tells them
that he is a wizard, and that he had designed the Warrior’s quest as a test of their abilities. They
have passed, and the wizard wishes to reward them. With a snap of his fingers several attractive
members of the opposite sex and a great feast, with good foods and good wine, appear. Your
Warriors are asked to take seat and participate in the festivities.
Your Warriors are not that easily fooled, and realize that the potential for a trap here is great,
but their minds seem clouded and they long for the peace and relaxation offered to them. They
must take an Initiative test. If they pass, then they may continue as normal. If they fail then they

17
have succumbed to the illusion, and may do nothing for the next D3 turns as they attempt to
break free.

OBJECTIVE ROOM
The Objective Room is the Fountain of Light. In addition to the normal complement of
Monsters, the Warriors also must face Claipetre the Lahmia.

Claipetre
Her introduction into the Lahmian sisterhood was almost accidental. Claipetre had been friends
since childhood with another girl, who was very beautiful, intelligent and agile. The friend was
considered a perfect candidate to join the Sisterhood’s ranks. However, she had strong moral
fiber, and after being turned into a Vampire refused to drink blood or participate in the
sisterhood’s activities. She found refuge with Claipetre, but after several nights her thirst grew
too great and she attacked Claipetre. Horrified at what she was doing, the friend stopped
halfway through, and fled Claipetre’s house, but the damage had already been done: Claipetre
had now joined the ranks of the undead. Claipetre was not a good candidate, and she became
drunk with the power and luxuries offered to her by the Lahmians. Eventually her excesses in
food, drink and men caused her to be kicked out of the sisterhood. Dejected, she roamed the
Border Princes until she met a tall, dark Necrarch…
Claipetre is a Vampire Lord of the Lahmia bloodline. Her special abilities are Seduction,
Quickblood and Innocence Lost. Refer to the above website for the profile and full description of
these abilities.
Once Claipetre is dead, the Warriors receive a single tentacle-pink staff and 1000 gold each.
Since they have just cleared the Dungeon, they may return to the altar room unimpeded.

18
THE APARTMENTS OF THE VON
CARSTEIN
Part Eight of the Wheel of Fortune cycle
By Steve Asselin

As your Warriors touch the handle of the door, the cup emblem suddenly rises out of the
wood. It is golden and jewel encrusted, filled with a red liquid that your Warriors are
all too sure of it’s nature. Then the cup tips over to a side, and a veritable torrent of
blood, something like seventy times the amount that a cup that size could hold, pours
out, falling to the floor and sloshing around the Warriors’ legs before sinking into the
cracks in the floor. Hesitant (and soaking wet) after this display, the Warriors kick
open the door. The inside seems remarkably different from everything they’ve seen up
to now. They were expecting a dark, claustrophobic chamber of some kind, but instead
the space beyond the door is quite large and roomy. The ceiling is very far up, and
exquisite chandeliers hang from it, illuminating the entire passageway. The walls are
bordered with gold and silver, and the ground is carpeted with soft red fabric. The only
indication of the true nature of these apartments is the fresco on the wall depicting a
bloody battle seen with a certain ivory-faced killer in the central field. On their guard,
the Warriors step out of the chandeliers’ light and into the Apartments of Oskar von
Carstein…

SPECIAL RULES
Von Carstein’s Legions
The charismatic von Carsteins have always been able to command the hearts and souls of
mortals and undead alike, and their inspiring presence draws loyal soldiers to them like flies to a
carcass. The number of Monsters appearing will always correspond to the number that would be
used should the Warrior party have an additional member.

The Wheel of Fortune


If any of the Warriors tried spinning the Wheel of Fortune above the Altar and obtained the cup
as a result, they begin to feel all prickly when they enter the Apartments. The other Warriors
notice that the Warrior is standing straighter, that his gaze is firm and that there seems to be an
aura of command about him. For every attack brought against that Warrior rolls a D6. On a roll
of 6, the Monster has hesitated, unsure of why this invader has the same commanding presence
as its vampiric master, and loses that attack.

Aura of Command (This is a new Event)


With a bright flash of light, you find yourselves in the presence of Oskar von Carstein. Your
Warriors immediately strike at the vampire with your weapons, but they sail right through him.
The Warriors understand that the vampire is an illusion, but have become mesmerized by the

19
Vampire’s charisma. Von Carstein’s illusion commands the Warriors to lay down their weapons
and abandon their quest. For some odd reason, the Warriors feel compelled to do so.
The magical charisma generated by von Carstein is almost hypnotic. They must take an
Initiative test. If they pass, then they may continue as normal. If they fail then they have
succumbed to the illusion, and may do nothing for the next D3 turns as they attempt to break
free.

OBJECTIVE ROOM
The Objective Room is the Firechasm. In addition to the normal complement of Monsters, the
Warriors also must face Oskar von Carstein.

Oskar von Carstein


He was once a dashing young man in Sylvania, who joined the ranks of the undead as a minor
noble. Oskar has always fancied himself to be superior, even more so than other Vampires, and
enjoys flaunting his skills and abilities. He amuses himself by imagining to eventually be at the
head of the von Carstein family, commanding undead armies across the world. Until now, he
was content with spurting nonsense philosophy and being all-around arrogant, but one day he
received a letter from a Necrarch. The Necrarch requested von Carstein’s help in recruiting other
Vampires for a secret, unholy project. Seeing his chance at greatness, von Carstein accepted, and
invited Massoeh to Sylvania so they could make their plans. Before the Necrarch got there,
Oskar met a wandering vampire in blood red armor…
Oskar is a Vampire Lord of the von Carstein bloodline. Her special abilities are Seduction,
Quickblood and Innocence Lost. Refer to the above website for the profile and full description of
these abilities. (note of the webmaster : the site doesn't exist anymore - Oskar von Carstein's
special abilites should read as: Unbending Willpower, Summon Wolves and Summon Bats.)
Once Oskar von Carstein is dead, the Warriors receive a single burnished gold staff and 1000
gold each. Since they have just cleared the Dungeon, they may return to the altar room
unimpeded.

20
THE CATACOMBS OF THE
NECRARCH
Part Nine of the Wheel of Fortune cycle
By Steve Asselin

As your Warriors touch the handle of the door, the skull emblem suddenly rises out of
the wood. The jaw drops down and the skull emits a high-pitch scream, making the
warriors place their hands on their ears. The scream becomes a series a wails and
moans, and the Warriors think that they can faintly hear the whispering of departed
loved ones in the languid sound emerging from the skull. Then it just sinks back in.
Hesitant after this display, the Warriors kick open the door. As soon as it’s open, the
warriors are hit by a putrid and foul stench coming from inside the dungeon network.
Inside there is a claustrophobic tunnel made of yellowish decaying earth shored up
with beams of what appears to be pure obsidian in a crisscross pattern. The ground is
soft, and its sponginess feels positively disgusting under the Warrior’s boats, as if they
were stepping on some kind of weak flesh. A shrill, maddening laughter is heard in the
distance and the warriors slowly advance, the stench of rot and decay growing only
stronger as they venture deeper into the Catacombs…

SPECIAL RULES
Dark Magic
The lair of Massoeh the Necrarch is suffused with the evil dark magic. Any magic-users in the
party can feel it’s potent weight pressing down on their spirit. As long as they are in the
Catacombs of the Necrarch, they will have to subtract –1 after rolling in the Power Phase to
determine their power and unexpected events. This does not affect monster magic users, as they
are used to (and some even thrive) on the dark magic.

The Wheel of Fortune


For some reason, they see what appear to be strands of dark smoke curling around the ceiling.
They find that they can reach out and touch these strands, bringing them towards themselves.
Doing so, they are saturated with dark magical energy. Roll a D6. This is the number of time the
Warrior can trade in a normal attack to cast a spell (randomly determined) from the
Necromantic Magic section of the Warhammer Quest Roleplay Book. Note that a Warrior may
choose to draw from dark magic more than the dice limit if he/she wishes, but be warned that
doing so would permanently corrupt his or her soul… and might have dire consequences in the
future.
The (appropriately modified) Necromantic Table is repeated below for the sake of clarity:

21
D6 result:

1 Winds of Death
Reduces all of the Monsters’ Attacks by –1 for the next Monsters’ Phase.
2 Soul Drain
Inflicts 2D6 Wounds on a single Monster of the Warrior’s choice, with no modifiers for
Toughness or Armor.
3 Deathchill
Reduces a single Monster of the Warrior’s choice by –2 Toughness. If this reduces the
Monster’s Toughness to zero then it is killed.
4 Summon Skeletons
The Warrior summons 6 Skeletons that he/she controls. They are placed on the board
immediately and may move and fight this turn.
5 Summon Ghouls
The Warrior summons 6 Ghouls that he/she controls. They are placed on the board
immediately and may move and fight this turn.
6 Summon Mummies
The Warrior summons 1D6 Mummies that he/she controls. They are placed on the board
immediately and may move and fight this turn.

Wails of the Dead (This is a new Event)


The low, windy moaning that has accompanied the Warriors throughout the Catacombs rises in
volume. Finally the Warriors are able to make out voices and words. They hear the sound of
departed loved ones and slain enemies, all blaming the Warriors for their deaths.
The sound of these otherworldly accusations is inherently terrifying. All the Warriors must take
an initiative test immediately. If they fail, the are seized by terror and run their movement
towards the nearest doorway of the board section they are currently on. They may do nothing
during the next Warriors phase as they are still shocked by the horrifying messages.

OBJECTIVE ROOM
The Objective Room is the Idol Chamber. In addition to the normal complement of Monsters,
the Warriors also must face Massoeh the Necrarch.

Massoeh
The origins and ascension of Massoeh to Vampire-hood are unknown, and it’s probably better
that way. Massoeh lived most of his unlife away from others, live or dead, as suits a Necrach. He
made his dark study on one of the dark abandoned levels of Mt. Bloodhorn (the former Dwarf
colony of Ekrund). His studies in the flows of dark magic in the region led him to investigate
Troj, where there was a mysterious assembly of all forms and colors of magic. He disappeared
deep into the Underground Gardens of Troj, his final destination unknown. Finally, when he re-
emerged, it was with a mission. He was to gather up three other Vampires who would be willing
to follow him and his master. Through his scribing, he made contact with Oskar von Carstein, a
minor lord of Sylvania. Massoeh agreed to meet with von Carstein at the latter’s castle. On his
way to Sylvania, he bumped into Claipetre, an exiled Lahmian. Together they arrived at von
Carstein’s castle, where the Sylvanian was host to another Vampire, this time a Blood Dragon.
Massoeh immediately saw that it was more than coincidence that all should meet in this way.
The Necrarch was again contacted by his mysterious benefactor, and told that a lair had been
constructed for the Vampires and their minions deep under Troj…

22
Massoeh is a Vampire Lord of the Necrarch bloodline who wears no armor. His special abilities
are Nehekhara’s Noble Blood, Master of the Black Arts and Supernatural Horror. Refer to the
above website for the profile and full description of these abilities.
Once Massoeh is dead, the Warriors receive a single obsidian-black staff and 1000 gold each.
Since they have just cleared the Dungeon, they may return to the altar room unimpeded.

23
TWO YEARS AGO…
Final Chapter of the Wheel of Fortune cycle
By Steve Asselin

Stealthy, the black clad figure moved like a shadow through the tunnels beneath Troj.
The ceiling, floor and walls were riddle with cracks in the dry earth, and threatened to
collapse any year now. There was no illumination, but for Massoeh, who had walked in
dreamlands where the sun had been swallowed by the void, the lack of light was no
problem. He could see through hearing and other extra sensory perceptions that pitiful
mortals never had time to develop in their brutally short existence. He could locate
without difficulty the blind, viscous millipedes oozing through the walls and the small
but toxic spiders that prayed on them following swiftly. Eventually, the tunnel came to
an end, but this was to be expected. Beyond the rocky face, he could hear far-away
sounds echoing through the tunnels, and he could feel the light on the other side.
Gathering his supernatural strength, Massoeh pulled back his fists and then smashed
them into the tunnel’s façade. It took several blows for the rock to crumble enough to
that he could slip his decayed body through, and the Necrarch immediately sought out
the shadows in this new, torch lit tunnel. The torches were set 10 meters apart, so
simply putting one out allowed him plenty of room to hide from the incoming footsteps.
“I could have sown I heard something around here.”
“Me too. It sounded like a cave-in… There! Some rubble.”
The two halberdiers came into view then, rounding a bend and jogging towards the
entrance Massoeh had made. Despite the darkness, their bright red and yellow
uniforms immediately identified them as part of the Trojan-Imperial army. They bent
over the fallen stones, noticing that it was darker than it should be.
“Hunh. The torch went out here.”
“There must have been a natural gas explosion. Once you spend more time down here
you’ll become more familiar with them. Basically a tunnel fills with gas, then a rock
falls which sparks and sets off the whole place. See, here there was a tunnel, and the
explosion blow out the little rock between it and this passage. The force also put out the
torch.”
“So… what do we do now?”
“We tell the Dwarf engineers over at HQ that a section of tunnel fell out, and they’ll
come and reinforce it. Put up beams of metal, they will.”
“And the torch?”
“The torch? I guess they’ll re-light it while they’re working on the tunnel. It’s not
important anyway. Come one, the shift is almost over and I’m hungry.”
Once the two men had left, Massoeh re-emerged from the shadows and started down
the corridor. He could have killed both easily, of course, but there had been no need.
Unlike Vampires of other bloodlines, Necrarchs did not need to drink the blood of

24
humans to sustain themselves. Killing the pair would only have put the other soldiers in
the catacombs on alert to his presence when the two failed to report back for lunch.
Eventually, he came upon the town’s main tourist attraction: the Underground
Gardens of Troj. The bizarre, giant fungus life flora that mysteriously flourished down
here drew curious gawks and scholars from here to Altdorf. Massoeh never so much as
glanced at the vegetation, fixed on his goal: the central gateway. The ominous series of
portals distributed throughout the gardens were the greatest mystery left by the
ancients of Yr. Where the portals led to were a mystery, because no one had never come
back through the gates. They were two-way, however, because entire enemy armies
had come pouring through these portals twice, once during the Age of Heroes, and
again at the beginning of the last century. But it was neither the Gate of Blood or the
Gate of the Rat that interested him. He wanted the central gateway, made entirely of
silver.
He ducked through the overgrown vegetation of the garden, careful to keep out of sight
of Trojan-Imperial soldiers posted at various gates and intersections. After the attack
of the Skaven that had destroyed Spar, there had been talk of destroying the gates.
Instead, Magistrate Aenas of Remas had settled on posting Trojan-Imperial guards as
an early warning system, and having the dwarfs install cave-in systems that would
block off the gardens in case of an invasion.
Shining in the light of the torches, Massoeh finally caught sight of the Silver Gate. He
had been working on his theories for centuries now, and he believed that the mist
shrouded island depicted in the hieroglyphics on the portal, which was presumed to be
Albion, was in fact somewhere else entirely. He spotted guards, but oddly he could not
detect any life from them. On closer inspections, it seemed that the men in the Trojan-
Imperial uniform had been dead for at least an hour now, but re-animated and
standing guard as if alive.
Before he could do anything, the gateway flared to life. Swirling blue tendrils of energy
formed and lashed out at each other, then exploded outwards, forming a form of
membrane over the portal. With a sucking sound, a figure stepped out. It was tall, dark,
and dead. It’s face was a skull, and when it’s shining red eyes fell upon Massoeh’s
hiding place, the Necrarch fell to his knees and, in awe, whispered the great
Necromancer’s name.
“Nagash…”

As the Warriors slot the last of the batons that they found in the Vampires’ lair, they
hear a soft clicking sound. Some hidden machinery in the walls, ceiling and floor begin
to grind away, squeaking as if they had never been used before. The massive skull-
adorned doors swing upon, revealing a continuing passageway that descends into the
darkness. Wary from the late Kluega’s warning, and their own experience against the
Wheel of Fortune Syndicate’s leaders, they bring their weapons up and tentatively walk
into the lair of the creature called the Newborn…

25
SPECIAL RULES
Wheel of Fortune
All of the abilities given to the Warriors by the Wheel of Fortune suddenly become active again
as they enter the Newborn’s layer. A player with Necrarch abilities may roll another D6 for spells
(note that unused spells from the previous adventure may not be carried over to this one).
Again, the player may exceed this number, but beware the consequences of over-using
Necromantic magic…

Undead
All the creatures in this dungeon were sealed in a year ago when the Syndicate’s HQ was first
built. The Monsters inside were kept sentient and functioning by powerful Necromantic magic,
but their bodies were not preserved are have become little more than skeletons. Though they
still possess all their previous statistics and abilities, they additionally have Fear 5; Regenerate 1.

OBJECTIVE ROOM
The Objective Room is the Idol Chamber. As the Warriors enter, they are stunned at the lack
of enemies. Usually by this time skeletal monsters have jumped them and they are in the heat of
battle. The small crescent like indentation in the floor, which had run from the altar and
followed them into this room, seems to disappear under the Idol. Unsure as to what they should
do now, one Warrior finals reaches the end of his or her patience and strikes the statue in
frustration. The stone skin breaks off, and pretty soon all of the darkish material recovery the
Idol falls off. Inside, smaller than the Idol but still larger than the Warriors, is a twisted, miss-
shaped beast. It seems malformed, with the skeleton exposed in places, and with no skin to
cover an imposing musculature. His face is stretched and poorly defined, making it look like a
skull with some kind of blackish, oozing covering. As bones, laying hidden in the corners of the
room, come together to form monsters, the Warriors get the sinking feeling that they’ve just
found the Newborn…

The Newborn
Nagash the Great Black Necromancer had imparted a task upon Massoeh: he wished to create a
new breed of vampires, one more powerful than all of the previous bloodlines combined, which
would become a great weapon and an instrumental part of some future invasion or war. To do
this they required one Vampire from each know bloodline, and of sufficient power. Once the
quartet had been assembled, each of the four was to commit regular ritual bloodlettings, at a
specific time and place indicated by Nagash to Massoeh. It was the Dark Lord’s minions who
built the Syndicate’s headquarters, together with the sorcerous setup that would give rise to the
daemonic power of the Newborn. Luckily for thew Warriors, the rituals and bloodlettings were
far from complete, and the Newborn has been awaken before he could reach his full potential.
But even in this weakened state, he is a powerful foe…
The Newborn has the same profile as a Vampire Lord. His special abilities are the bloodline
powers of Summon Bats, Nehekhara’s Noble Blood, Heart Piercing, Innocence Lost and two new
ones: Hive of Bones and Corrupter’s Touch. Once the Newborn is killed, the Warriors may
retreat through the dungeons of the Wheel of Fortune Syndicate. No monsters attack them, and
the Warriors believe that killing the newborn might have effectrively ended the threat of the
Undead in this region. Whether this is true still remains to be seen, but in the meanwhile the
Warriors are rewarded with 5000 gold.

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Hive of Bones
The Newborn’s necromantic skills are almost instinctual. It has a powerful command of all
undead in the area. Thanks to its dark mind, it can control the actions of its minions through
tendrils of dark magic. Any undead creatures in the same room as the Newborn have the same
Initiative as the Newborn.

Corrupter’s Touch
The tendrils of dark magic surrounding the Newborn will actively seek out corruption in the
living to make them their vessel. If any of the Warriors have received the ability to cast
Necromantic abilities from the Wheel of Fortune, and have then exceeded their D6 number of
free spells, they become the servants of the Newborn, and will fight against their ancient
companions. If there is a GM then he takes control of that Warrior. If not, it is up to the player to
make sure he/she does everything in the Warrior’s power to thwart the other Warriors.

…Nagash stared without ever moving at the events unfolding in the headquarters of the
Syndicate. Neither the distance nor the walls and earth between the two affected his
vision in any way. When the terrible beast fell under the weapons of the mortals, he
finally moved, lifting his withered yet powerful body towards a black orb set on a stone
pedestal. With a simple motion of his hand, the orb came alive with an unearthly glow
and an insect like creature appeared within.
“The Newborn has failed.” The Great Necromancer projected (having long since lost
any vocal cords).
The creature in the orb hissed and spat, it’s mandibles clacking together furiously.
“It was instrumental to open the portal,” spat the creature in a high pitched voice.
“I will find another ingredient,” Nagash projected, then flicked a bony finger and shut
down the sorcery that controlled the orb. He then returned to his contemplation of
death, war, invasion and revenge…

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VAMPIRE RULES
By Steve Asselin
October 1999
Hi all, I've been promising new rules for a while now. Things have been going rather slowly, plus
a lot of stuff kept getting deleted. First off, I'd like to thank Byron Scott Webb, NicWester, Don
Kalinich and Aurel Quarzell for their help. I would also like to dedicate these rules to the
recently departed Kiserfarm. Kiser, the whole Warhammer World weeps in sorrow when one of
it's gods go missing.
So here I was, playtesting this Undead quest (quest coming soon!). My brave warriors finally
arrive at the Objective Room, where a thirsty Blood Dragon Vampire awaits. Only then did I
realize that I had no way of representing my Vampire's Blood Dragoness in WHQ! Well, I
immeadiately jumped at the opportunity to write some new rules. It was clear to me that, with
the release of Warhammer Armies: Vampire Counts, the WHQ Vampires were going to need a
facelift (I pity the plastic surgeon who has to make a Necrarch look good...). Being brave,
idealistic, foolhardy and naive, I thought that maybe, just maybe, I could give it a try. I've
concentrated on the Vampires for now, but if things turn out good I might try my hand at some
of the other new troop types from Warhammer Armies: Vampire Counts. The following entry
replaces that found in the WHQ Bestiary.

VAMPIRES
Vampire Thrall Vampire Count Vampire Lord
Wounds 21 30 42
Move 6 6 6
Weapon Skill 6 7 8
Bow Skill 3+ 2+ 1+
Strength 6 7 7
Toughness 5 6 6
Initiative 7 8 9
Attacks 2 3 4
Gold 750 2000 3750
Damage 2D6 2D6/3D6 (5+) 3D6

Special Rules (Vampire Thrall)


Ambush, Magic A; Magic Resistance 5+; 1 Magic Item; 1 Bloodline Power.

Special Rules (Vampire Count)


Ambush, Magic A; Necromantic Magic 2; Magic Resistance 5+; 2 Magic Items; 2 Bloodline
Powers.

Special Rules (Vampire Lord)


Ambush, Magic A; Necromantic Magic 3; Magic Resistance 5+; 3 Magic Items; 3 Bloodline
Powers.
Roll a D6. If its a 1, then the Vampire is mounted on either a Nightmare (1-4)(barding on 4+) or
a Monster (5-6). If you rolled a Monster, roll another D6: The monster can be a Zombie Dragon

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(1), a Winged Nightmare (2-4)(barding on 4+) or a Manticore (5-6). Cost of the monster is
individual from that of the Vampire (meaning one warrior can get the Vampire kill and another
the Monster kill)
Roll a D6. On a roll of 1-3, the Vampire fights with a special weapon. this can be either a double-
handed weapon (1-2), a Halberd (3-4) or a Spear (5-6). Refer to the appropriate tables in the
WHQ Roleplay book and add the resale value of that item to the Vampire's gold value (you
cannot use the weapons themselves, the gold is a way to gouge experience).
Roll a D6. Add +1 to the roll if the Vampire is a Necrarch, -1 if it is a Blood Dragon. On a roll of 1-
2 the Vampire is equipped with armor. The armor prevents the Vampire from casting spells. At
the begging of all Monsters' phase, roll a D6. On a roll of 1-2 the Vampire sacrifices an attack to
remove the armor.
The armor is either a shield (1-2), light armor (3-4) or heavy armor (5-6). As above, add the
resale value of that item to the Vampire's gold value.

BLOODLINES
Every Vampire which has stalked the known world is a decendant of the seven damned
aristocracy of the night which barely escape the destruction and sack of ancient Lahmia. These
unholy blood-suckers have spread their foul curse like a plague. Every Vampire known to the
men of the Old World are the descendant of four of these creatures. They form a bloody
genealogy which winds its way through darkness and into the nightmares of men. The four
bloodlines are: The noble and arrogant Van Carstein line, the militaristic Blood Dragons, the vile
necromantic Necrarchs and the seductive and secret Lahmian Sisterhood. These Vampires all
posses abilities and powers which can be traced back thougth his predecessors to the line's
originator.
Idealy, the bloodline of a Vampire is dictated by the scenario or quest, or is determined by the
Game Master. If the scenario is not bloodline-specific and the game does not have a GM (or if
he/she is too lazy), or even if the Vampire is only one of the many monstrous creatures that the
Warriors met in their treks, then roll a D6, re-rolling a 5 or a 6. 1, Von Carstein; 2, Necrarch; 3,
Blood Dragon; 4, Lahmia. All the Vampires in the dungeon will be of the same bloodline. To
determine the bloodline powers (unless these are specified), roll a D66, then consult the
appropriate list below.

VON CARSTEIN BLOODLINE POWERS


11-14 – Pure Blood
The von Carsteins are the proudest and most arrogant of all the Vampire lines. Many of them
will indicate their status in Vampiric society by acquiring ancient heirlooms that belonged to
their cursed ancestors.
A Vampire with this ability may add +1 to its roll of the Magic Item table.
A Vampire with this power adds 55 to its gold value.

15-22 – Wolf Form


Some Vampires have the ability to control the glamors and change their bodies into that of a
wolf. By doing so, they gain all the advantages of their new form and become exceptionally
fast.
A Vampire with this ability has a Movement of 9. It may not use this ability if mounted
(obviously).
A Vampire with this power adds 55 to its gold value.

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23-26 – Honor or Death
Many brave Warriors have felt their determination falter as their proud challenge is accepted
by a dark creature whose red eyes shine with death.
During the Warrior's phase, any unengaged Warrior may challenge the Vampire to a duel. The
Vampire breaks off any fight he was involved in, and the model is placed in base contact with the
challenging model. If this is not possible both models are moved to the nearest empty adjacent
squares. The challenging Warrior must take a Willpower test. If he/she fails, the Warrior must
flee his/her movement value away from the Vampire. If the test succeeds, then combat proceeds
as normal.
A Vampire with this ability adds 105 to its gold value.

31-34 – Unbending Willpower


Some of these immortal hunters have crossed the oceans of time, commanded armiess and
ruled kingdoms in their everlasting Undeath. So strong is their belief that they will prevail,
such utter confidence in their immortality, that they will remain standing when others would
fall.
A Vampire with this ability has implacable inner strength, allowing him to reduce by 1 the
number of wounds delt to him in one attack. If he dies, all monsters on the board suffer D6-1
wounds.
A Vampire with this power adds 105 to its gold value.

35-42 – Transfix
The eyes of the Vampire dance with unnatural light and energy which ensnares mortals in a
deep hypnotic trance, allowing the undead hunter to kill with impunity.
At the beginning of the Warrior's phase, if the Vampire is in base contact with any Warriors, it
will attempt to hypnotize a warrior. randonly select one from those in base contact. That
Warrior must take a Willpower test. If he succeeds, combat proceeds as normal. If he fails, the
Warrior may do nothing until the next Warrior's phase and all attacks directed at that Warrior
hit automatically.
A Vampire with this ability adds 215 to its gold value.

43-46 – Summon Wolves


The Vampire produces loud spine-chilling wail that echoes eerily through the darkness and
calls upon the creatures of the night to come to his aid. These beasts are slaves to the
implacable will of the Carstein blood.
During his first Monsters' phase, the Vampire will use this ability to summon D3+1 Dire Wolves.
A Vampire with this power adds 320 to its gold value.

51-54 – Bat Form


Some Vampires have the ability to control the glamors and change their shape into that of a
bat. By doing so, they gain all the advantages of their new from and become exc eptionally
fast.
A Vampire with this ability may fly and has a horrible Movement of 12. A Vampire may not use
this ability if it is mounted.
A Vampire with this power adds 430 to its gold value.

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55-62 – Summon Bats
The Vampire produces a loud spine-chilling wail that echoes eerily through the darkness and
calls upon the creatures of the night to come to his aid. These beasts are slaves to the
implacable will of the Carstein blood.
Only a Lord may have this ability. If the Vampire if not a Lord, re-roll this power. During his
first Monsters' phase, the Vampire will use this ability to summon either 2D6 Giant Bats (1-3) or
D3 Vampire Bats (4-6).
A Vampire with this power adds 535 to its gold value.

63-66 – Call Winds


Somehow, the anger of the von Carstein has created a ferocious windstorm, despite being deep
underground. The winds surround the Vampire, hitting their enemies with gale force.
If the Vampire did not move in the last turn, it will summon a wild indoor storm that will last
until he moves or is wounded (or killed). The ferocious winds affect the whole board section the
Vampire is on. All flying, magical or otherwise, is impossible within this area. All forms of
shooting in, into, out of, or through this area is at -2.
A Vampire with this power adds 640 to its gold value.

Note:
None of these have been playtested. They are almost literal translations from WHFB!

NECRARCH BLOODLINE POWERS


11-14 – Dark Acolyte
The Necrarch bloodline carries with it the lust for knowledge and even the lowliest in its ranks
has learnt basic wizardry in order to become a Necromancer.
A Vampire with this ability may dispell any spells cast on a D6 roll of 6. A Vampire with this
power adds 55 to its gold value.

15-22 – Unbending Willpower


Some of these immortal hunters have crossed the oceans of time, commanded armies and
ruled kingdoms in their everlasting Undeath. They beleive strongly in their own immortality,
so utterly confident that they will prevail that it gives them the power to withstand blows that
would fell others.
A Vampire with this ability has an implacable reserve of inner strength, a deducts 1 W from
every attack dealt to it. If he dies all monsters suffer D6-1 wounds.
A Vampire with this power adds 105 to its gold value.

23-26 – The Awakening


The Necrarch exudes dark magic like a boiloing sore.
A Vampire with this ability adds +D3 to it's roll when it casts Summon Skeletons, Summon
Ghouls and Summon Mummies. For example, if he casts Summon Mummies, he can raise
D6+D3 Mummies, for a total of between 2 and 9 models.
A Vampire with this power adds 215 to its gold value.

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31-34 – Master of the Black Arts
None can match the magical ability of a creature old enough to have had Nagash himself as a
teacher! A Vampire with this ability gets a +1 bonus when rolling for Necromantic magic.
A Vampire with this power adds 265 to its gold value.

35-42 – Supernatural Horror


So corrupted are the Necrarchs' souls that their withered and putrid bodies reflect on the
outside the evil that breeds on the inside.
A Vampire with this ability has Terror 9.
A Vampire with this power adds 320 to its gold value.

43-46 – Forbidden Lore


Studying the knowledge of the nether world is a long process, but time is no worry to an
undying scholar.
A Vampire with this ability gets +1 to its Necromantic Magic rating. For example, a Vampire
Count (Necromantic Magic 2) with this ability becomes Necromantic Magic 3.
A Vampire with this power adds 430 to its gold value.

51-54 – Curse of the Revenant


All Vampires, Necrarchs most of all, are obsessed with defying death. They spend years
making themselves more difficult to destroy.
A Vampire with this ability has an additional 10 Wounds added to its profile.
A Vampire with this power adds 535 to its gold value.

55-62 – Death Incarnate


The mere presence of such an unnatural creature as a Necrarch Lord is enough to stop the
hearts of the weak and cast despair into the strongest of souls.
Only a Lord may have this power. If the Vampire is not a Lord, re-roll this entry. Any living
creatures on the same board section as the Vampire gets -1 Initiative. Warriors also get -1
Willpower.
A Vampire with this power adds 535 to its gold value.

63-66 – Nehekhara's Noble Blood


The only thing the Necrarch brought to the Old World with them from their native Lahmia
was their necromantic lore. These dark scrolls decorate the crypts of the oldest Vampire Lords
of the Necrarch Family.
Only a Lord may have this power. If the Vampire is not a Lord, re-roll this entry. The Vampire
has Necromantic Magic 4.
A Vampire with this ability adds 535 to its gold value.
Prepare to face the martial fury of the

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BLOOD DRAGON BLOODLINE POWERS
11-14 – Doomrider
A knight and his horse share a bond so strong that it can continue after death, a bond so
strong that they will take their mount wherever they go, even in the dark, confined dungeons.
If the Vampire is not mounted on a Nightmare and does not have any armor/barding, re-roll
this entry. A Vampire with this ability ignores penalties for armor and barding when mounted
on a Nightmare. A Vampire with this power adds 55 to its gold value.

15-22 – Honor or Death


Many Warriors have fled into the darkness of the dungeons when their proud challenge was
accepted by a dark creature whose red eyes burned with death.
During the Warriors' phase, any unegaged Warrior may challenge the Vampire to a duel. In this
case, the Vampire breaks off any fight he was engaged in and the model is placed next to the
challenging model (if this is not possible, both models are moved to the two nearest available
adjacent squares). The challenging Warrior must take a Willpower test. If he/she fails, he/she
flees their movement value away from the Vampire. The Vampire is free to act as normal in the
next Monsters' Phase. If the test succeeds, combat proceeds as normal.
A Vampire with this power adds 105 to its gold value.

23-26 – Might of Arms


The Vampire has trained for centuries in the use of his favorite weapons, acquiring a skill that
is rarely matched, even by the best of Warriors.
A Vampire with this ability has +1 WS on his profile. A Vampire with this power adds 105 to its
gold value.

31-34 – The Strength of Steel


A true Knight nevers abandons his armor and sometimes the steel skin becomes part of his
own body.
If the Vampire is not wearing any armor, re-roll this entry. A Vampire with this ability can wear
armor and still maintain his spellcasting abilities. A Vampire with this power adds 105 to its
gold value.

35-42 – Blademaster
Trained by the best swordsmen in history and throughout the world, a Blood Dragon Vampire
has the skill to deflect the blows from his puny enemies.
Randomly choose one model in base contact with the Vampire at the begin ning of each
Warriors' phase. That Warrior loses 1 attack.
A Vampire with this ability adds 215 to its gold value.

43-46 – Warrior Pride


A Blood Dragon will be buried with his finest and most precious suit of armor.
The Vampire makes a roll on the Magic Armor table. This armor replaces any armor he was
previously wearing and does not affect his ability to cast spells.
A Vampire with this ability adds 215 to its gold value.

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51-54 – Red Fury
As the Vampire enters combat, he is possessed with a savage and unstoppable blood-lust. He
won't stop until all enemies lay dead on the floor.
A Vampire with this ability has +1 Attacks on his profile.
A Vampire with this power adds 265 to its gold value.

55-62 – Killing Blow


So strong is the lord of the night that a well placed blow can pierce throught the toughest of
creatures.
Only a Lord may have this power. If the Vampire is not a Lord, re-roll this entry. Whenever a
Vampire with this ability rolls a natural 6 to wound, he does an additional D3 wounds.
A Vampire with this power adds 320 to its gold value.

63-66 – Heart Piercing


Using a combination of his great speed and strength, the Vampire can easily create a gap in
his opponent's guard.
Only a Lord may have this power. If the Vampire is not a Lord, re-roll this entry. A Vampire with
this ability can re-roll any missed hand-to-hand attacks in the first round of every combat.
A Vampire with this power adds 375 to its gold value.
Only some of these were playtested. Any feedback is appreciated. Next up: Lahmia.

LAHMIA BLOODLINE POWERS


11-14 – Lightning Reflexes
Though the Vampire amy look human, she is capable of reactions so fast even the quickest
swordsmen would look clumsy in comparison.
A Vampire with this ability has an Initiative of 10.
A Vampire with this power adds 55 to its gold value.

15-22 – The Dead Walk Fast


This Sylvanian proverb can be no better applied than too the swift and nimble Lahmian
Vampires.
A Vampire with this ability has +1 M added to its profile. A Vampire with this power adds 55 to
its gold value.

23-26 – Swiftness
Leaping on the balls of their feet, the these beautiful and arrogant maidens of Undeath move
in a blur.
A Vampire with this ability may double her movement value if she was not involved in combat at
the beginning of the Monsters' Phase.
A Vampire with this power adds 105 to its gold value.

34
31-34 – Transfix
The Vampire's beautiful ivory skin and full red lips would be enough to freeze any man where
he stands, but the Lahmia has the added advantage of being able to hipnotize her victims.
At the beginning of the Warriors' Phase, randomly select a Warrior in base contact with the
Vampire. That Warrior must take a Willpower test. If he/she fails, that Warrior cannot do
anything until the next Warriors' Phase, and all attacks again the Warrior hit automatically. If
the test succeeds, combat proceeds as normal.
A Vampire with this ability adds 215 to its gold value.

35-42 – Quickblood
So agile is the Lahmian Vampire that she can dodge cannon balls and grab arrows in flight.
A Vampire with this ability has a special 5+ Dodge ability like that of the Elf.
A Vampire with this power adds 265 to its gold value.

43-46 – Innocence Lost


One defense of these deceptive creatures is to look so inoffesive and vulnerable that the
Warriors assume her to be no threat. Then she strikes, ripping through armor with her
seemingly innocent hands and ripping through flesh with her small mouth.
A Vampire with this ability will strike in the Warriors' Phase, before the Warriors, but will not
strike again in the Monsters' Phase.
A Vampire with this power adds 320 to its gold value.

51-54 – Mist Form


The Vampire has it in her blood to control the glamors and change her shape in that of a whirl
of mist. In doing so, she gains all the advantages of her new from, becoming exceptionally fast.
A Vampire with this ability can Fly and has an unholy Movement value of 12. She may not use
this ability if mounted.
A Vampire with this power adds 430 to its gold value.

55-62 – Seduction
What mortal can resist the lure of this beautiful creature which has hunted warm-blooded
men since the dawn of time? Who can refuse becoming her willing slave?
Only a Lord may have this power. If the Vampire is not a Lord, re-roll this entry. At the start of
every Warriors' Phase, randomly select a Warrior in base contact with the Vampire. That model
must take a Willpower test. If the Warrior succeeds, combat goes on as normal. If the test is
failed, the Warrior falls under the power of the Vampire. The Warrior will attack its companions
using weapons and armor, but no other items. Every Warriors' Phase, that Warrior tests against
its initiative. If fate smiles upon the Warrior, he is freed from the Vampire's grasp. If not, he/she
continues to fight the other Warriors. All seduced Warriors returns to normal when the Vampire
is killed. Vampire will not attack a seduced Warrior. If all members of the party become
seduced, both the game and the Warriors' lives end. A Vampire with this ability adds 535 to its
gold value.

63-66 – Night Creature


Sometimes, in the uncertain light of the lantern, a Warrior may see a beautiful pale girl, but in
the blink of an eye she disappears. The Warrior realize that it has become prey for a Lahmia.

35
Whenever a Warrior wishes to make shoot or cast a spell against the Vampire, they must roll a
5+ to spot her. If they fail to do so they may adopt another course of action.
A Vampire with this ability adds 640 to its gold value.

Vampire Mount
In my updated Vampire profile, the Vampire could be mounted on a Nightmare, a Winged
Nightmare, a Manticore or a Zombie Dragon. The Manticore is already in the Bestiary, the
Zombie Dragon is in the Catacombs of Terror Book, but the other two are new. So I figure that if
I (or any others) wish to play using the new rules, they're going to need the rules for these
mounts. Well, I gave it a try below:

VAMPIRE BESTIARY
NIGHTMARE
The greatest of the immortal Vampires and their servants ride into battle on undead steeds
called Nightmares. these are carcasses of great warhorses brought back to life by necromantic
arts. Balefires glow in their eyes and their decomposed bodies are rotted and foul. The sickening
stench of death hangs around them as they gallop into battle. crushing any living things beneath
their sharp hooves.

Wounds 5
Move 8
Weapon Skill 2
Bow Skill 0
Strength 3
Toughness 3
Initiative 2
Attacks 1
Gold Included in the value of the rider
Damage 1D6

Special Rules
Fear 5; Undead Mount

Undead Mount
The Nightmare is a creature that has been put together by a Necromancer or Vampire. It's only
function is to serve its master, and the Warriors will never encounter such a creature alone,
without a rider. When its rider dies, the magical bonds holding the Nightmare together will
colaspse and the Nightmare becomes nothing more than a pile of bones.

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WINGED NIGHTMARE
Creating a Winged Nightmare us the pinnacle of achievement for a master of the necromantic
arts. It is a massive creature made from the corpses of several huge and powerful monsters such
as Manticores, Griffons and Hippogriffs. the Necromancer has to cast many dark and terrible
spells to meld and fuse the remains of these monsters into the nightmarish horror that this
Undead creature is.
Winged Nightmares are far more dangerous than any one of the dead creatures it has been
created from. For a talented Necromancer can mold flesh and bones as if they were clay to make
the creature even more deadly, festooning it with tusks, fangs, spikes and huge malformed
claws.
Unlike normal Nightmares, it is quite possible for Warriors to encounter a single Winged
Nightmare (or–gasp!–groups of these) without being accompanied by a Vampire or
Necromancer. The spells that bind it are so strong that it can live on (well, you know what I
mean) despite it's master being killed. The Strength modification reflects that when the
Nightmare enters combat it attempts impales the Warriors with spines and spikes.

Wounds 30
Move 8
Weapon Skill 3
Bow Skill 0
Strength 5 (7 during the first round of combat)
Toughness 5
Initiative 2
Attacks 3
Gold 1200
Damage 2D6

Special Rules
Fly; Terror 10.
As usual, none of these have been playtested (I'm not sure on the Gold Value of the Wigned
Nightmare myself), feedback appreciated, etc...

DIRE WOLVES
The land of Sylvania is plagued by giant wolves that sometimes emerge from their haunts high
in the Worlds Edge Mountains and destroy entire villages. Men of the Empire hunt these beasts
mercilessly, but unfortunately that is not always enough. Even from beyond the grave these
awful creatures come back to terrorise men.
The carcasses of these wolves are buried in great pits, but the cursed earth of Sylvania does not
allow them to rest (Does anybody else wonder why Sylvanians don't cremate their dead? It
would sure save them some problems... - Steve). Often they burrow their way through the
rotting layers of earth and emerge to hunt once more. Their howls from beyond the world of the
living are frightening in the extreme.
These Undead wolves are the hunting packs of Vampires. They gather around the castles of the
Vampire Lords and follow the princes of Undeath to war. Dire Wolves have skull like heads and

37
rotting black fur. Their eyes glow with unnatural light and their bodies dissolve into nothing
when they are finally slain.

Wounds 5
Move 9
Weapon Skill 3
Bow Skill 0
Strength 4
Toughness 3
Initiative 2
Attacks 1 (+1 during first round of combat)
Gold 105
Damage 1D6

Special Rules
Fear 5

VAMPIRE BATS
The bats of Sylvania grow to monstrous proportions, some with wingspans of twelve feet or
more. They are nightmarish predators of the dark, silent and deadly and can only exist on the
blood of the living, that of Humans being their favorite. The scholars of the Old World speculate
that perhaps an ancestor of these beasts drank the blood of a Vampire and thus joined the ranks
of the Undead.
Vampires have the power to command such creatures and the wings of these gigantic Bats
darken the skies when the armies of the Undead go to war.

Wounds 15
Move 2
Weapon Skill 3
Bow Skill 0
Strength 3
Toughness 3
Initiative 3
Attacks 2
Gold 265
Damage 1D6+2

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