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Terrain: House Guard: These Are On Wittgenstein Payroll and Are Loyal To
Terrain: House Guard: These Are On Wittgenstein Payroll and Are Loyal To
Terrain
You will need a 4’x6’ table to set up the castle itself, and a smaller These are a coalition that has tracked down the
2’x2’ table for the underground dock and tunnels below the castle. Refer source of the corruption and aims to kill or arrest
to the maps in the next page to see the layout and how you should place the Wittgensteins, and retake the tainted castle.
the castle walls and buildings. They are allied with each other, and cannot break
Place a number of crates, tents and other props in the Outer Bailey: this their alliance. Any Lawful warbands, plus any
is where the beggars are holed up. Place also D3+2 powder kegs and D3 warbands following “The Wardens” or “The Zealots”
Crates of Cargo inside the barracks building. Place several trees and objectives, must belong to the ‘Forces of Law’. They
shrubs outside the castle walls: the castle hasn’t been well maintained are set up outside the Outer Bailey as indicated on
and the usually cleared perimeter has become overgrown. the map, at least 16” away from any non-allied
Place a large, 3-story building inside the Inner Bailey: this is the Manor models. Distribute four ladders and two powder
House. If your building does not have accessible interiors, you can kegs among the ‘Forces of Law’ warbands..
represent the rooms inside the house in a separate table using
WarhammerQuest tiles or similar, or the tiles provided at the end of this
supplement. The Inner Bailey also has a smaller building, where a
Temple to Slaanesh is located, and a 2”x2” wide pit in the center of the These are skulking groups that covet the warpstone
courtyard. meteorite in Margritte’s possession. They have
Finally, you will need a 2’x2’ space for the castle underground, set up as tracked it down, and have discovered the secret
the map shows. access tunnels leading to the castle. Only one
warband plays this role, and if there is anyone
following “The Host of Horrors” objective, they
Warbands and Setup should fill it. Otherwise, any other Evil warband
This scenario must be played between four teams of players: one (especially Chaos) should fill it.
made up of defenders, and 3 teams of attackers (which may or may not The ‘Warpstone Hunter’ warband is deployed in the
be hostile to each other). Warbands should be split in number as equally Tunnel Entry in the underground table (see map),
as possible in 3 parts, between the Defenders, Forces of Law, and Rivals all within 6” of the edge of the entrance.
+ Warpstone Hunters. (eg. If 6 players participate, 2 should be Defenders,
2 should be Forces of Law, one should be Rivals and one should be
Warpstone Hunters). They must deploy in the order as follows:
These models are under the control of the House
Guard warbands.
Place Margritte, the Wittgenstein Monster and 4
Defending warbands can fill one of two roles: zombies in the Manor’s laboratory. The room should
House Guard: These are on Wittgenstein payroll and are loyal to have a window or balcony through which Margritte
Margritte. They are allied with each other and with the Castle Guests, can cast her spells on models in the courtyard of the
and cannot break their alliance. They may be any non-lawful warbands Inner Bailey. Additionally, place the Ogre Slagdarg
following “The Seekers” or “The Smugglers”, or in absence of that, any in the Torture Room in the underground table.
non-lawful Human warband (including unscrupulous warbands Also, deploy D3+2 Mutants in the courtyard of the
following “The Sellswords” objectives). They can deploy in the Outer Outer Bailey: these are the beggars of the castle,
Bailey and in the Guardhouse at the docks and any wagons/animals which Margritte keeps so she can regularly
they own must be deployed in the Stables of the Outer Bailey. experiment on them. They are not controlled by any
Castle Guests: These are guests that Margritte wishes to make player, but may be persuaded to join a cause or may
alliances with. They are allied with each other, and with the House be abducted.
Guard and Margritte, but may break any of their alliances if they wish.
They must be Chaos-worshippers or any other non-Lawful warband that Finally, deploy any models with Infiltration or
is not Greenskins or Skaven. They can deploy inside the Manor House or similar abilities. They can deploy anywhere they
anywhere in the Inner Bailey, and any wagons/animals they own must wish on the main table, but not inside the manor
be deployed in the Stables of the Outer Bailey. house, chapel, or underground table.
Inner Bailey Outer Bailey
Barracks
2+ story
Temple building
➢Deploy
Forces of
Law
Bridge and
Pit Tower ➢Deploy House Rivals
Manor Guard here here
Down to
Underground
Dock
? Laboratory ? ?
room room room
to ground
floor
Margritte’s Window
room /balcony
to 2nd Margritte ? ?
floor and Monster room room
start here
“Many had family members taken by the Lady to live in the castle… We don’t know
what’s happened to them!”
- Herbert Marcuse, Innkeeper
“Assaulting the castle head-on won’t work unless you can somehow open the gates
from the inside, or lower ropes down to allow others to scale the walls. Infiltrating
someone inside would prove most useful. You can always try to blow up the main
gate, if you can weather a missile attack!”
- Hilda Eysenck, Outlaw
Starting the Game Underground Events: this scenario does not make
Warpstone Hunters start first, followed by Rivals or Forces of Law use of the Random Events table. When an
(decide randomly which starts first), and finally all the defending underground tile is entered for the first time by a
warbands. Allied warbands should take their turn at the same time. warband, roll a D6. On a 1, something happens! Roll
It is advised that Attacking warbands have a plan in advance to enter a D6 and consult on the table below.
the castle: either siege ladders (or good climbers), models with 1-Skulking Mutant. The mutant Brutagh lives
Infiltration or lots of powder kegs, to blow up the gates! in these tunnels, and has been carefully spying
the invaders. It climbs along ceilings silently,
Special Rules until he is ready to strike. This unfortunate
model is now its victim: the model must make an
Sentries: All defending models deployed in the Outer Bailey are
I test or become Brutagh’s strangulation victim.
unaware of the creeping attackers, so they cannot move normally. The
Roll a T test: if the model fails you must roll for
controller of each such model must roll a dice for each of their models in
Injury with a +2 to the roll. If the model is not
their movement phase: on a 6 they can move the model normally, on a 1
taken Out of Action, in its next turn if there are
an attacking warband gets to move the model, on a 2-5 they don’t move
no friendly models within 2” of it then it is killed
that turn. Once an attacking model is within line of sight (or if hidden,
by Brutagh and taken back ot his lair (remove the
within the model’s detection limit), and the sentry model is not stunned
model from the roster). If the model succeeds, he
or knocked down, at the end of their turn they can sound the alarm! On
can make an attack against Brutagh. Brutagh
their next turn, all sentry models can move freely.
has WS4, T3 and W1. If reduced to 0 wounds,
Models in the Inner Bailey and Underground may move normally from
Brutagh is quickly dispatched. If he survives,
the start of the game, as they have either been alerted by the Countess’
Brutagh slinks back into the shadows waiting for
scryings or have heard footsteps down the tunnels.
its next victim…
2-Lashworm. A model must succeed on an I test
Gates & Walls: There is one reinforced main gate leading into the
or be grabbed by the worm: they will become
Outer Bailey, another in the Bridge Gate, and another at the entrance
knocked down. The worm will then try to drag
of the Inner Bailey. All gates are T7 W4, and can be opened from the
the model down its burrow at the beginning of
inside by spending the entire turn doing nothing else. Above each gate
each of the model’s movement phases: the model
(inside the gate-tower, or the crenellations above it) place a Cauldron of
must succeed on a S test or be dragged down into
Oil (see Encampment Gear), which can be used by defenders.
the depths (remove it from your roster), otherwise
If you detonate more than one powder keg within 1” of a gate, add +1 to
it stays knocked down. Friendly models may
the Strength of the explosions (each one normally explodes for D3 S6
move into contact with the fallen model and try to
hits) for each barrel beyond the first (to a maximum of S8). Walls are
cut them free in the combat phase: the worm’s
too smooth to be climbed normally, but can be scaled normally with
body has T3 and W2, attacks hit automatically.
Rope & Hook or climbing skills (Scale sheer surfaces and Wall-walker),
If reduced to 0 wounds, the worm slinks back to
or with ladders.
its hole and releases the model.
Models on top of the walls can also lower a Rope and Hook down,
3- Rats! D3 Giant Rats are placed in base
allowing models underneath them outside the wall to climb even if the
contact with the model (count as charging). Other
vertical distance would be too high for their Move characteristic.
models can move in to help (count as charging).
The Mutant Beggars: these poor sods are terrified and aren’t much 4-5- A spooky noise! If the model fails on a Ld
help to anyone. However, any model within 2” of them can, if they test it must flee straight backwards 2D6”.
succeed on a Ld test with a -3 penalty to Ld, convince them to act in 6-Sconce. A torch is set on this wall! It
their behalf. If they succeed, they can recruit them to their side, and illuminates a 6” radius, but can also be grabbed
will control them for the rest of the battle. by a model.
They follow the rules for Townspeople, but have only S2 T2 and Ld 5
(their mutations aren’t really useful in combat).
Profile M WS BS S T W I A Ld
D6+Fire Markers Result . The Wittgenstein Monster 4 3 0 4 5 3 2 3 5
1 Gone Out. The fire has gone out (as per the
Burning House table entry). Weapons/armor: massive fists and claws!
2-3 Burning Room. Models in the same room as a Special Rules
Fire marker are affected as per Rising Flames. Cause Fear, Immune to Psychology, Immune to
4-5 Expanding Flames. As per the Rising Flames Poison, Large Target, counts as undead.
entry, but the effect applies to the whole floor No Pain: the Monster treats Stunned results as Knocked
where Fire markers have been placed. Down.
6-7 Rising Flames. As per the Burning House entry. Automaton: the Monster can only be directed by Margritte.
8-9 Raging Inferno. As per the Burning House If the Monster is more than 6” away from her at the
entry. beginning of its turn, roll a D6. On a 1-2 the Monster stands
10+ Collapse. As per the Burning House entry. confused, and does nothing that turn; on a 3-4 the Monster
stumbles D6” in a random direction (stopping 1” from any
The Inhabitants of the house can try to put out fires. The intervening model), on 5-6 the Monster charges the nearest
House has 6 Inhabitants (see The Manor House rules on enemy model.
the right) that are scattered throughout the rooms of the Powered: the Monster is powered by a shard of wyrdstone
house. They can scurry up and down the house as needed to be brought to life. Should the Monster be taken Out of
to put out fires, but until they are found in their rooms, do Action, the model who took it down receives a shard of
not represent them with models on the table. wyrdstone.
As long as there is one Inhabitant, or any defending model
that did nothing during that turn, at the end of the turn The Manor House: the large manor has many rooms, and
roll a D6 for each Inhabitant or defending model that also has lots of knick-knacks, luxury items and even sources of
didn’t do anything. For each roll of 5+, remove 1 fire arcane lore lying around: attacking warbands may be
marker from the Manor. If all markers are removed in this interested in pilfering some of it. There are 6 Inhabitants
manner, the fire is extinguished. living within in total, ready to defend the house against
If the Manor fully burns down, all models inside suffer the intruders: they are the Wittgenstein nobility and their
consequences of a collapsed building. servants, suffering from mutation for generations. The
The Inhabitants can be eliminated by finding them in the House Guard warband should note the number of remaining
rooms of the house (see the Manor House Rooms table). Inhabitants in their roster, and keep track of those who have
perished.
Gunpowder Plotting. Whenever a powder keg explodes Whenever an attacker model spends at least one turn in any
within a room of the house or the underground, roll a D6. room doing nothing else, roll a D6 and consult the table
On a 4+, the ceiling comes crashing down. All models in the below.
room must succeed on an Initiative test to jump out of the D6 Result
way (to the edge of the area) or suffer D3 S6 hits. Place 1-2 Trap! As the Standard Trap
markers to denote the rubble: the area is now impassable. Underground Event in the Undertown
If the models underneath haven’t been taken out of action, scenario.
they are now under the rubble and succeed on a T test at 3-4 Nothing of value inside.
the beginning of their turn or lose one Wound, until they go 5 A few valuables worth 2D6 Gc.
Out of Action or escape. They can escape by succeeding on 6 A Treasure!
a Initiative test at a -2 penalty, or a friendly model
adjacent to the rubble markers succeeds on a Strength test If a room is marked by “ ? ” on
at a -1 penalty. the map, roll a D66 and consult
Whenever a Manor room collapses in this way, roll 2D6. the Manor House Rooms table
For each room already collapsed and Fire marker add +1. in the next page. Mark off each
On a result of 10, the whole Manor House collapses. room already visited: that result
Margritte von Wittgenstein: the young lady cannot be used again. Once in a
Wittgenstein has become an accomplished necromancer, room, any model that spends an
and commands vicious magic. Her model is controlled by entire turn there without doing
the House Guard warbands. She can move normally from anything can also make an
the beginning of the game. The zombies that guard her Initiative test with a -1 penalty
must always try to stay within 6” of her. (having the Seeker or Warpstone
It has the following stats: Hunter rules grants a +1 bonus to
Initiative each).
Profile M WS BS S T W I A Ld If at least one model succeeds on this
Margritte von Wittgenstein 4 3 3 3 3 2 31 test, roll a D6: if the result is a 6 then the
model has found the Vault! Mark the
Weapons/armor: a dagger. Spells: room, and see the Special Rules for the
Mutations: Blackblood Necromancy: Re-Animation, Lifestealer, Vault in the next page.
Skills: Sorcery, Mind Focus, Spell of Doom If the roll is 1-5, mark the room
Magical Aptitude Lesser Magic: Sword of Rezhebel, Dread indicating that the Vault is not here (no
of Aramar. more searches can be made there).
When a room marked with ‘?’ is first entered by an attacker model, roll a D66 and consult the table below.
‘Room occupants’ that charge the entering model are placed in base contact with it, but other friendly models may
move into base contact with occupant models on that turn, as if they were charging, to help the entering model.
Mark off each room result already visited: that result cannot be used again.
11-14 - Taxidermist’s room: this room belongs to Kurt 36-44 - Garderobe and storage room: nothing but
von Wittgenstein, a deranged 4-armed mutant who the bathroom and storage rooms. A model can collect
delights in stuffing his dead victims and collecting them as D3+1 Cargo crates from here.
his “friends”. Place a model representing Kurt in contact
with the entering model: they are now in close combat. 45-52 - Chiming Room: This is where the family
keeps memorabilia, such as musical instruments,
Profile M WS BS S T W I A Ld knick-knacks and mountains of clocks. For each
Kurt von Wittgenstein 4 4 2 3 3 1 4 3 7 model that spends a turn there, roll a D6. On a 1-2,
Kurt is armed with a dagger in each hand, so he has a the model steps on something or leans into a lever,
total of 4 attacks. If defeated, scratch one Inhabitant from and acciddentaly trigger a mechanism! Roll a D6:
the roster. 1-2: Deafening Chimes. All the clocks in the room set
off at the same time, ringing deafeningly throughout
15-22 - Lady Ingrid’s room: this is the room of the the room. All models within must succeed on a T test
Baroness, Lady Ingrid von Wittgenstein. She is completely or suffer from Stupidity until their next turn.
deranged, but poses little threat. Her mutated cats, 3-4: Cuckoo Clock. A large 3-ft long wooden cuckoo
however, are a different story. Place D2 Pumas (Hunting statuette flies out of one of the larger clocks, striking
Cats) in base contact with the entering model (these are the model square in the face. The model suffers a S3
the biggest ones). Furthermore, all entering models inside hit.
the room suffer a S1 hit each turn (no criticals) from 5-6: Clockwork Knights. Two life-sized mechanical
smaller (but no less weird) mutated cats. Once the Large knight figures, each carrying a mallet, slide out of
cats are defeated, entering models can immediately arrest two tall clocks, along a groove on the ground,
or kill Lady Ingrid: scratch one Inhabitant from the roster. speeding towards each other. And the model
When searching this room, roll 2 dice for each search. happens to stand in the middle! The model must
Models can also grab jewelry worth 40+D6x10gc. succeed on an I test or suffer two S5 hits.
23-31 Kitchen: two mutants are busy preparing food for When searching this room, roll 2 dice for each
the manor. They strike at the invaders wih abandon, search. You can also collect D3+1 Treasures.
brandishing knives and metal spoons. Place both in
contact with the entering model: they are now in combat. 53-56 - Library: this is Lady Margritte’s library, full
Profile M WS BS S T W I A Ld of obscure and arcane books. Any model with access
Mutants 4 2 2 2 2 1 31 6 to Academic skills can spend an entire turn doing
One of the mutants seeps a horrendous smell (all nothing within the room, to roll a Ld test (with a -2
models in base contact suffer a -1 penalty To Hit), the penalty) at the end of the turn. The first model to
other Causes Fear. They are each armed with a dagger. succeed finds an interesting book: roll a D6.
Once both mutants are dispatched, scratch two 1: Alchemist’s Notebook 5: Book of the Dead
Inhabitants from the roster. 2-4: Tome of Magic 6: Tome of Daemonology
32-35- Butler’s room: Slurd, the family’s butler, lives in 61-66-Servant’s Hall: this dingy room is where the
this room. He is old and not particularly aware, and quite servants of the manor live. Currently, one of them is
mad. Use the statistics above for Slurd, but he suffers from bunking here, and is startled by the invaders
Stupidity and his weapon is one of his claws (he takes no barging in. She will charge at the entering model
penalty for not using a weapon). Once he is dispatched, with a cudgel (treat as a club). Use the statistics for
scratch one Inhabitant from the roster. the mutants above. If dispatched, scratch off one
Inhabitant from the roster.