Aventuras Orcos Salvajes

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REALM OF SAVAGES

Contents: rulebook, cards, counters, board sections


Revision E
This version corrects the gold on the “2 Orc Boy Boyz” Event Card from Revision C. It has
been added here on this page for those who only need to re-print that card.

This version also adds the other two Realm of Savages Adventures that have been
released and featured in The Ultimate Adventure Book.
WARHAMMER QUEST · REALM OF SAVAGES (Revision E)

SAVAGES!
The Warriors stumble upon an Elven settlement hidden away Doorways
in a dense forest which has been the recent site of a bloody Each time a new Forest Path Board Section has been revealed
battle. Dead bodies of Elves are strewn about and the entire roll 1D6 on the following table to see how many doorways it
hamlet is now occupied by Savage Orcs which are being led by contains:
Munk, a vicious Shaman. As long as the Savage Orcs live, they
are a threat to the entire area. 1-3 The Forest Path is normal.
4-5 The Forest Path has one additional doorway.
SETTING UP 6 The Forest Path has two additional doorways.
This Adventure uses the special Realm of Savages Board Place the new doorway(s) on any unused side(s) of the Board
Sections. These exquisite boards were created by Sebastian Section, dividing the deck if appropriate.
Stuart (www.eastern-empire.com) and have been modified
especially for this scenario.
Note: The extra doorways may only occur on a Forest Path
board section and not on the Glade, the Forest Bend or a
Alternatively (although requiring a huge leap of faith), you Forest Junction board section.
could simply use the basic board sections in Warhammer Quest
to represent the Elven Settlement. Each Corridor is a forest
path and each Dungeon Room is a dwelling (which is now a Treasure
Savage Orc’s residence). When the Warriors are to receive a Dungeon Room Treasure
for any reason, roll 1D6. On a score of 1-4 draw a Treasure
Additionally, an entire set of Savage Orc Events have been Card as normal. If the score is a 5 or 6, then draw one of the
designed especially for this Adventure as well as Special Cards new Treasure Cards that accompany this adventure instead.
for Savage Orc Magic and Minions.
Munk the Savage Orc Shaman
Put the new Dungeon Room Treasure Cards off to the side for If the Warriors encounter Munk as an Event, he will be
now. accompanied by his minions. See the Minions Special Card to
he who they are. Munk will cast one spell at the beginning of
each turn. See the Savage Orc Magic Special Card to see which
spell he casts.

Munk’s Dwelling Objective Room


When the Warriors enter Munk’s Residence, put the Savage
Orc Shaman on the throne, even if the Warriors had been
encountered and defeated in an Event. Munk had concocted
and drunk a magical potion which enabled him to survive even
the most grievous wounds.

Roll on the Savage Orc Objective Room Monster Table (see


Special Card) to see which minions are in the room with him. If
Munk is defeated in the Objective Room, he is killed
permanently.

Special Rules
Dungeon Rooms & Unexpected
Unexpected Events
When the Warriors enter an Orc Residence Dungeon Room
they do not draw an Event Card as usual. There will always be Finishing the Adventure
Monsters in the Room. Additionally, if an Unexpected Event When the Warriors defeat Munk and his minions, any
occurs while the Warriors are in the Orc Residence, do not remaining Savage Orcs in the village flee in terror. The Warriors
draw an Event Card – it will always be more Monsters that liberate the pile of treasure that the Savage Orcs had stolen
appear. Therefore, ‘E’ Events will only occur on the forest from various opponents which means that each Warrior finds
board sections. 1D3 items of Dungeon Room Treasure and 1D6x50 gold.

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WARHAMMER QUEST · REALM OF SAVAGES (Revision E)

FOREST LIGHTS
S ome areas of the gloomy Drakwald forest are so densely
wooded that light barely penetrates through the trees
creating a state of perpetual darkness. Even the local militia
receive a Dungeon Room Treasure as normal. If the score is a
5 or 6, draw one of the new Treasure Cards that accompany
this Adventure instead.
refuses to set foot in those parts, believing them to be
haunted or cursed. A few of the locals from the town of
Grossfurre swear that they have seen spooky, flickering lights
Axmudd the Savage Orc Boss
in the nearby woods and many inhabitants are convinced that If the Warriors encounter and defeat Axmudd as an Event, his
an ancient evil is loose. special tattoos kept him alive and he was merely rendered
unconscious. He will appear again in the Objective Room,
attacking the first Warrior who enters the final Board Section.
The officials of Grossfurre have sent for the fearless Warriors
for help, for they need a group who are brave enough to probe
the mysterious forest of flickering lights. Munk the Savage Orc Shaman
If the Warriors encounter Munk as an Event, he will be
The lights are actually coming from a band of Savage Orcs who accompanied by his minions. See the Munk’s Minions & Rules
have recently moved into the secluded forest. The Savage Orc Special Card to see who they are. Munk will cast one spell at
leader, a Shaman named Munk, uses the eerie woods as a the beginning of each turn. See the Munk’s Savage Orc Magic
base to practice his dark magic which serves to aid in his Special Card to see which spell he casts.
attacks upon the surrounding villages.
Munk’s Dwelling Objective Room
SETTING UP When the Warriors enter Munk’s Dwelling, put the Savage Orc
This Adventure uses the special Realm of Savages Board Shaman on the throne, even if the Warriors had encountered
Sections. These exquisite boards were created by Sebastian and defeated him in an Event. Munk had concocted and drunk
Stuart (www.eastern-empire.com) and have been modified a magical potion which enabled him to survive even the most
especially for this scenario. grievous wounds.

Additionally, an entire set of Savage Orc Events have been Roll on the Savage Orcs Objective Room Monster Table (see
designed especially for this Adventure as well as Special Cards Special Card) to see which minions are in the room with him. If
for Savage Orc Magic and Minions. Munk is defeated in the Objective Room, he is killed
permanently.

Put the new Dungeon Room Treasure Cards off to the side for
now. Reward
If the Warriors rid the woods of the Savage Orc presence, they
can return to Grossfurre where they are rewarded with
Special Rules 2D6x50 gold each.
Dungeon Rooms & Unexpected Events
When the Warriors enter an Orc Residence Dungeon Room
draw an Event Card until it reveals Monsters, reshuffling any
‘E’ Events back into the deck. Likewise, if an Unexpected
Event occurs while the Warriors are in the Orc Residence it will
always be Monsters that appear. Follow the same rules for
drawing an Event Card as listed above. Therefore, ‘E’ Events
will only occur on the forest Board Sections.

Doorways
Each time a new Forest Path Board Section has been revealed
roll 1D6 on the following table to see how many doorways it
contains:

1-3 The Forest Path is normal.


4-5 The Forest Path has one additional doorway.
6 The Forest Path has two additional doorways.

Place the new doorway(s) on any unused side(s) of the Board


Section, dividing the deck if appropriate.

Note: The extra doorways may only occur on a Forest Path


Board Section and not on the Glade, the Forest Bend or a
Forest Junction Board Section.

Treasure
Treasure
Whenever the Warriors would receive a Dungeon Room
Treasure for any reason, roll 1D6. On a score of 1-4 they

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WARHAMMER QUEST · REALM OF SAVAGES (Revision E)

ON THE LOOSE
Special Rules
Dungeon Rooms & Unexpected Events
When the Warriors enter an Orc Residence Dungeon Room
draw an Event Card until it reveals Monsters, reshuffling any
‘E’ Events back into the deck. Likewise, if an Unexpected
Event occurs while the Warriors are in the Orc Residence it will
always be Monsters that appear. Follow the same rules for
drawing an Event Card as listed above. Therefore, ‘E’ Events
will only occur on the forest Board Sections.

Doorways
Each time a new Forest Path Board Section has been revealed
roll 1D6 on the following table to see how many doorways it
contains:

1-3 The Forest Path is normal.


4-5 The Forest Path has one additional doorway.
6 The Forest Path has two additional doorways.

T he Emperor’s favorite animal has escaped from the


Imperial Menagerie and the Warriors are selected to bring
it back alive. It has fled deep into the forest. For this
Adventure the animal is (the party leader rolls 1D6): Place the new doorway(s) on any unused side(s) of the Board
Section, dividing the deck if appropriate.

A Bird. Each Warrior will receive 1D6x50 to Note: The extra doorways may only occur on a Forest Path
for returning this feathered pet. Board Section and not on the Glade, the Forest Bend or a
Forest Junction Board Section.
A Cat Each Warrior will receive 1D3 Items of
Dungeon Room Treasure if they can reunite
this feline with the Emperor. Treasure
A Dog. Each Warrior will receive 1D6x100 Whenever the Warriors would receive a Dungeon Room
gold if they can find this pure-bred canine and Treasure for any reason, roll 1D6. On a score of 1-4 they
bring it to the Emperor. receive a Dungeon Room Treasure as normal. If the score is a
5 or 6, draw one of the new Treasure Cards that accompany
A Horse. Each Warrior will receive 2D6x100 this Adventure instead.
gold upon this beautiful stallion’s return.
A Huge Snake. Each Warrior will receive an Munk the Savage Orc Shaman
item of Objective Room Treasure and If the Warriors encounter Munk as an Event, he will be
1D6x100 gold if they can bring this exotic accompanied by his minions. See the Munk’s Minions & Rules
serpent back safely. Special Card to see who they are. Munk will cast one spell at
the beginning of each turn. See the Munk’s Savage Orc Magic
A Tiger. Each Warrior will receive an item of Special Card to see which spell he casts.
Objective Room Treasure and 2D6x100 gold
upon the safe return of this majestic animal.
Munk’s Dwelling Objective Room
This roll cannot be affected by When the Warriors enter Munk’s Dwelling, put the Savage Orc
Luck, Faith or other abilities. Shaman on the throne, even if the Warriors had encountered
and defeated him in an Event. Munk had concocted and drunk
a magical potion which enabled him to survive even the most
The Warriors track the animal to a hidden Savage Orc
grievous wounds.
encampment deep in the forest. Unfortunately, the animal has
been captured by the Savage Orcs and been presented to
Munk, the Savage Orc Shaman who leads the tribe. The Roll on the Savage Orcs Objective Room Monster Table (see
Warriors will have to comb through the dangerous Special Card) to see which minions are in the room with him. If
encampment to find and free the animal. Munk is defeated in the Objective Room, he is killed
permanently.

SETTING UP
This Adventure uses the special Realm of Savages Board
Sections. These exquisite boards were created by Sebastian
Stuart (www.eastern-empire.com) and have been modified
especially for this scenario.
Additionally, an entire set of Savage Orc Events have been
designed especially for this Adventure as well as Special Cards
for Savage Orc Magic and Minions.
Put the new Dungeon Room Treasure Cards off to the side for
now.

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WARHAMMER QUEST · REALM OF SAVAGES (Revision E)

Finishing the Adventure


When the Warriors clear the Objective Room of Monsters they
find the animal in a cage in the back. The animal’s condition is
as follows (the party leader rolls 1D6):

Eaten! It seems that the poor animal was the


Savage Orc Shaman’s last meal as there are
only bones left. The Warriors receive nothing
from the Emperor although he agrees to
spare their lives. The Warriors decide to leave
before he changes his mind…
Mutilated. The animal has been abused and
disfigured by the cruel Savage Orcs and even
the best healers in the Empire cannot cure it.
The Emperor is stricken with grief and then
anger. He vows to remove every Savage Orc
encampment in the Empire. The Warriors do
not escape his wrath either, receiving only
half (round down) of what was promised.
Sick. The animal has been severely neglected
and is in poor health. There is no possible way
that the creature will be able to endure the
journey back. If the Warriors have a Healing
Potion, they may use it to nurse the animal
back to health and can return to the Emperor
(see result #5 below). If they do not have a
Healing Potion, then see result #2 above.
Traumatized.
Traumatized. The animal has suffered an
enormous amount of shock and distress since
being captured by the Savage Orcs. It will
take a few months for the animal to return to
its normal demeanor. The impatient Emperor
is none too pleased. He docks the Warriors
one-third of what was promised to them
(rounded down). If the Warriors were to
receive both treasure and gold, the Emperor
withholds the treasure and gives them only
the gold instead, although it is the maximum
amount possible.
Well. The animal is in good health and the
Warriors have no trouble bringing it back to
the Emperor. He rewards the Warriors as
promised and bestows upon each of them the
title of Imperial Menagerie Defender. From
now on, if the rules ever state that the
Warrior is thrown out of a Settlement, the
Warrior may announce their title by rolling
1D6 (the player must actually say, “I am
[Warrior’s name], Imperial Menagerie SAVAGES!
Defender!”). If the result is a 6, then the
authorities reconsider and allow them to stay Warhammer Quest Adventures
instead. by Littlemonk © 2017-2019
Thriving!
Thriving! The animal is in perfect condition! In
fact, the whole ordeal seems to have done
Edited by Frag Up
the creature some good as the animal is
healthy, more vibrant and has a better
temperament than when the Emperor saw it
last! His majesty is so elated that he gives
each Warrior an extra item of Objective Room The full expansion of
Treasure! Realm of Savages Adventure Pack
This roll cannot be affected by Luck, Faith or other
will be available in a future release!
abilities.

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