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Campaign IV: The Priests of Pleasure

This Quest by Andy Warwick originally appeared in White Dwarf 122. It represents a classic race
against time.

Introduction
You have been asked by an important merchant and However. I am also painfully aware that he may no
close friend Klaus Krudenwald, to aid another longer be alive I am eager to see that he is decently
member of his Guild. Klaus has explained that a buried if this is the case, and will therefore extend my
friend, Eberhardt Kaldach, has reason to believe that offer to a full half of The reward if you can only
his brother, Wilhelm, has been captured by a local bring hack his body.
cult and is going to be sacrificed. Eberhardt needs your As to my brother's whereabouts, this I am certain of.
help to rescue his brother Wilhelm his been taken by the foul brood that call
Wilhelm, like Eberhardt and Klaus, is a merchant themselves the Priests of Pleasure - the deranged
and usually runs the caravan route between madmen who reside in the ruined temple just outside
Hovelhof and Bergsburg. Nine days ago, while the town. It appears that those who we assumed were
collecting timber from Hovelhof, Wilhelm’s caravan harmless worshippers of a non-excitant god are in fact
was ambushed. The six soldiers who were guarding the taking people prisoner and sacrificing them in
caravan were killed and Wilhelm was captured the exchange for unnatural power. Wheels have been
soldiers bodies were found two days later when put in motion to destroy their disgusting activities
Eberhardt went to look roe his missing brother. once and for all but, as you can understand, my
Eberhardt also found two corpses wearing the immediate concern is for my brother's well-being.
distinctive pastel blue robes of a local cult that calls The cowardly soldiers that are supposed to serve our
itself The Priests of Pleasure. interests are either unwilling or unable to do
Eberhardt is convinced his brother is still alive and is anything about rescuing my brother, and I have
being held by the cult. He is also convinced that the therefore taken our friend's advice and turned to you.
cult is not as harmless as it once appeared. I am grateful for your help and deeply regret that I
Not wanting to let your friend down, you have cannot be here to greet you in person. But, even with
travelled to the Kaldach household, situated in the my brother gone, and I fear dead, I cannot neglect the
middle-class area of Bergsburg. However, Eberhardt is duties forced upon me by the family business that
not there to meet you. Instead be has left a letter Wilhelm and I worked so hard to build.
which explains his absence. The letter reads as I wish you every good fortune in the task that awaits
follows. you. May Morr see fit to deliver you from peril, and
Esteemed adventurers. As you are no doubt aware, it restrain from taking my brother to the realm of the
is of the utmost importance that you make plans to dead until you can deliver him back to the bosom of
assist my brother immediately. If has been over a his family. May I reiterate that my brother is in
week since Wilhelm was snatched while transporting extreme danger! I urge you to make haste lest be meet
goods between our customers, and I am keen that his with a sorry end. Time is truly against us.
rescue is delayed no longer. I am especially grateful I remain yours in debt.
for the speed with which you have answered my plea,
especially as we are total strangers.
Bearing in mind you have no connection with my Eberhardt Kaldach of Bergsburg
family, other than our mutual friend. Klaus. I am
Signed this day flit 13th Vorgheim, in the
fully aware that for you to rescue my brother,
2504th year of our glorious Emperor Karl
Wilhelm, I must offer an incentive. Although
Franz I.
Wilhelm and I are both successful merchants, we are
by no means rich. Therefore. I can only offer you a
little cash.

Campaign 4- Page 1
Advanced HeroQuest: Reforged

CAMPAIGN RULES

Dungeon Layout Characters


This Quest has one complete There are four Characters available
dungeon, with the forth level being a in this Campaign.
Quest Location. Dotri Jaanson may only be played
For the first three levels of the four where called for by the Quest notes,
dungeons, the normal rules for setting but does not require a Dungeon
up the entry point each level are Counter. The three remaining
followed. From there on you create the characters may be played at any time
dungeon using the normal random when placing monsters. However,
generation. The only differences are these characters are unique - once
as follows: one has been killed, you can't use it
Stairs: if these are rolled up as a again.
passage feature, they are replaced Once the Heroes leave the fourth
as indicated on the following table: level of the Dungeon, the Sanctuary,
Level Stairs Down Stairs Out whether they have Wilhelm with them
1 Dead End Stairs Out or not, any of the characters that
2 Dead End T-Junction survive may be used on the upper
3 T-Junction Dead End levels, subject to the following
Quest Rooms: the first time (and restrictions.
only the first time) that the Heroes Character Places
find a Quest Room on this level it Gabrid the Carnal, Levels 1-4
will be the Objective Quest Room Chaos Lord
and contain the only set of stairs Hasak Venomspawn, Levels 2-4
down. The GM places these Chaos Sorcerer
wherever you they wish within the Painfury Spasmclaw, Levels 3-4
room. Daemonette
When the Heroes descend from the
third level's Quest Room, they enter Danger
the area depicted on the GM map for This Quest a Danger of 3.
that dungeon which is a Quest
Location.

Enemies
Unless called out by Hazard or Quest
events, all Enemies in this campaign
are Chaos-aligned Humans, or
Beastmen.

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Running the Campaign The Heroes' initial objective is to


The derelict temple that lies nestled in reach the Temple It lies the hills just
the hills above Bergsburg was once a outside the town about five miles
glorious place of worship devoted to away. Once they reach the temple, it
Ulric. When Middenheim became the quickly becomes obvious that the cult
centre of the Ulric's church the temple is located in a Dungeon beneath it, as
was abandoned. Beneath it lies a vast the Temple itself is empty and there is
dungeon, an extension of the church a set of stairs down.
cellars. The Dungeon is now home to The Heroes must then go on to
the so-called Priests of Pleasure, a explore the first three levels of the
Slaaneshi cult that under the leadership Dungeon. Searching for the stairs that
of Gabrad the Carnal has become the
lead them down to the sanctuary. The
focus for local Beastmens’ offerings to
journey down should be quite easy -
their dark master.
the cult does not have a very efficient
The roughly-hewn corridors of the
Dungeon are quite well-lit. They are defence planned, as the lower ranks
extremely dirty, and the stench of the have no easy way of telling their
Beastmens' excrement is never leaders the Heroes are attacking.
completely absent. The rooms are bare, The journey to the surface with
with piles of stew in the corners serving Wilhelm however, will be more difficult,
as bedding, and the walls are crudely- even though the Heroes should
daubed with nines and glyphs offering already have a planned route to follow.
prayers to Slannesh. Because the cult's leaders will be
Wilhelm is being held on the fourth aware that the Heroes are attacking
level, the Sanctuary. Until recently, the once they reach the Sanctuary, the
Priests were thought to be harmless cultists are able to gather their forces
madmen by the local people. Since only to pursue the escaping Heroes.
the Chaos Thugs are seen openly, and
even then devoid of any Slaaneshi The Ritual: Wilhelm is due to be
markings, the townspeople assume they sacrificed next time the moon known
am just members of a strange cult. In as Morrslieb is full. As Morslieb follows
fact, they are the lowest tier of a pyramid a highly erratic pattern and this could
of power within a very dangerous group be anytime within the next two months.
of people. The cult is actually devoted to The longer the Heroes delay the
one of the four great Powers of Chaos, greater the chance that Wilhelm is
Slannesh. Worshipped by all those who
already dead when they reach him.
seek hedonistic pleasure and the
When the Heroes enter Level 4 for
overthrow of decent morals, Slaanesh
turns the simple pursuit of a better life
the first time, roll 1D12+3. If the result
into a selfish urge for personal is less than the number of expeditions
gratification on all levels. already completed. Wilhelm is killed.
The membership of the higher levels of Instead of being found in the cell in the
the cult includes beastmen - humanoid Sanctuary. Wilhelm's body is found in
animals whose bestial traits arc given the sacrificial pit in front of the altar.
free rein in the cult's obscene The cell is empty when the Heroes find
ceremonies - and Chaos Champions, it. If Wilhelm is dead, the Heroes May
the most powerful of Slaanesh's mortal try and bring his body out in order to
servants. Gorged on power, only now is get the reward. Treat it as the body of
the cult revealing its true colours by a dead Hero.
raiding the villages nearby for blood
sacrifice.

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Advanced HeroQuest: Reforged

Wandering Monsters: Once the Completing Objectives


Heroes have descended as far as the If the Heroes manage to get Wilhelm
Sanctuary, and are subsequently out alive, they earn the full reward, of
working their way back to the surface, 300GCs and one random Potion each.
generate the Enemies as if the Heroes If, however, they only manage to
are on Level 4. bring his body back, they receive
Dungeon Counters: After the 150GCs each and a Potion of Healing
Heroes have reached the Sanctuary If they manage to neither bring him
and are on their way back to the back alive nor deliver his body, they
surface you need a roll of 5 or less to get nothing beyond their Charisma,
receive a Dungeon Counter to get a Glory, Experience, and Faith
Dungeon counter in the GM Phase of increases.
each exploration turn. This applies
whether or not Wilhelm is with them.
Enemies: When creating groups of
enemies in Quest Rooms and Lairs
before Wilhelm has been found, you
should halve the number and PV of
Enemies in that group. Once the
Heroes have found Wilhelm, or his
body, and the alarm has been raised,
roll as normal.

CHARACTERS

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Leaders of the Priests of Pleasure


Gabrad the Carnal was once a Painfury Spasmclaw (whose true
soldier in the Emperor's army. He name is Whaer'ss’oathl) was
joined to make his fortune and to work summoned by Venomspawn to act as
towards his ultimate goal of immortal a mouthpiece for Slaanesh's will during
fame and riches. But it wasn't to be: the cult's services - she is a direct link
Gabrad was a failure as a soldier. He to the object of the cult's devotion. As
lacked discipline, couldn't take the long as Spasmcaw remains close to
lifestyle, and brought shame on his the altar she remains in the mortal
regiment with his indulgent whims. world, but as payment for her services
When he killed a lone Slanneshi Slaanesh requires sacrifice. It is as a
Champion on patrol, and read the direct result of the Daemonette's
scrolls that the fallen warrior carried, presence that the cult has started to
Gadrad saw his chance. He turned kill.
over his soul to Slaanesh in return for
the power, riches, and materialistic
lifestyle he craved.

Hasak Venomspawn, like Gabrad,


turned to Slaanesh in pursuit of wealth.
Hasak, however, was once a
promising Wizard's apprentice rather
than a warrior, and turned to the Lord
of Pleasure through magic
Hasak was brought up in a small
village just outside Altdorf. As a youth
tic started his magical training under
the tutorship of the village Wizard,
Heinrich Walfen, who allied himself to
the Amber College. Hasak was thus
taught the ways of the Amethyst
College, so that he could bolster his
master's weaknesses.
The way of the Amethyst College
suited Hasak - the self-indulgent feasts
that his fellow Amethyst Wizards were
renowned for appealed to the young
boy. When one of them revealed the
even greater pleasures that Slaanesh
had to offer, Hasak was eager to learn
more. He took the name
Venomspawn, abandoned the way of
the Amethyst College, and turned to
the path of the Dark magic.

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Advanced HeroQuest: Reforged

The Sanctuary
The Sanctuary is the centre of the
cult's worship, and is the most
important part of the Dungeon. It is
where the characters reside, and
where the services take place. It is
much cleaner than the rest of the
Dungeon. Some at attempt has been
made to carve decorations into the
stone above the doors, and hangings
cover the corridor walls.

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A: The Altar Room however, the Hero must use a rope and
This room is represented with the large must pass a Speed Test. If the Heroes
floorplan that has a magic circle marked haven't got a rope, there is one in the
on the floor. Guard Room (Location C).
The altar room is where the services The most recent sacrifice was about a
are held, and is where Wilhelm is going week ago. The pit contains the burnt
to be executed if the Heroes don't save remains of a soldier who strayed too
him. When the Heroes enter this room close to the Temple on a routine patrol.
you should read them the following text: If the remains can be searched as an
This is obviously, the centre of the Exploration Action, 2D12 Gold Crowns
cult's worship. The far wall is completely are found. The pit may only be searched
covered with a massive face some sixty once.
feet high and carved out of shining black Note: If Wilhelm is already dead,
stone. The huge, leering visage is the replace the soldier's body with Wilhelm's
cult's altar. At its base are a set of steps, body. Willielm's body has no money.
with bones and offerings to Slaanesh. The Braziers: (If you do not have
Flanking the stairs there are two Brazier overlays, these can be
braziers, shaped like skulls and burning represented with two of the wound
with a bluish flame. They spew great counters). Each brazier is magically
gouts of thick black smoke through a trapped. If either brazier is touched while
gaping hole in the roof. there is someone in the pit, two magical
Kneeling in front of the altar are three fireballs appear. Place a fireball
figures, deep in prayer. As you watch template over each Brazier. All models
them, the nearest turns his head under a template suffer 3 damage dice
towards you. The creature pulls back the of injury. At the start of the next GM
cowl of its robe to reveal a goat-like, phase the fireballs move across the floor
face, its teeth bared in a snarl. With and drop into the pit. Any models in the
another, equally rapid motion it pulls a pit suffer 5 damage dice of injury. The
sword and lunges towards you, waving fireballs remain active, doing 5 damage
the vicious blade front side to side. dice of injure each GM phase, until there
Within seconds its companions is nothing left alive in the pit. Upon
unsheathe their swords and lurch inflicting the last and fatal wound, the
forward. You have no choice but to fight. fireballs disappear.
Once the Heroes have despatched the The Altar: The huge face on the wall is
Beastmen they have a chance to get a the cull's altar. Within its mouth there is
better look around the room the items of a secret door, through which the
interest to the Heroes here arc: sacrificial victims arc brought to lie put in
The Pit: The walls of the pit are the pit The door can be found by a
scorched and its floor is littered with normal Search for Secret Doors.
blackened bones. The normal procedure The Magic Circle: Any cultist standing
is to throw the drugged sacrifice into the within the circle's confines may add +1
pit at the start of the ceremony, along to his to-hit roll when in combat as the
with buckets of flammable oils. Then, at power of Slaanesh is channelled
the peak of the chanting, a magical through him.
fireball rises from each of the braziers,
moves across to the pit, and sets light to
the victim.
It is a simple matter to climb into the pit
with a rope. If the Heroes haven't got
one they may try without. Each Hero
that jumps in must pass a Speed Test or
loose a Wound. To climb out of the pit

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Advanced HeroQuest: Reforged

B: The Robing Room iron bars running across them. The


This is where Venomspawn and the nearest door to you must lead to the
other cultists don their robes before guardroom. Judging by the level of noise
worship. Don't set up the north door and the number raised voices you can
when the Heroes first enter, as it is hear there are at least half a dozen
hidden by a curtain. Instead, read them guards within.
the following:
Flinging the door open, you surprise
three more Beastmen. These, are in the C: The Guard Room
process of donning pale blue robes, As the Heroes guessed, there arc a
similar to those worn by the three large number of guards here eight
Beastmen you just met. If you are, Marauders led by a Chaos Warrior.
quick, you have an advantage. If you are using the rules for Furniture,
The Heroes automatically surprise the then the room is furnished with a table,
three Beastmen here. half-a-dozen chairs, and an equipment
Once the Heroes have killed (he rack.
Beastmen read the following: On the table there is 10' of rope, which
This room is obviously a robing room. will be found in addition to any other
Apart front those the Beastmen were items should the room be Ransacked.
putting on, there are another dozen or One guard is carrying a set of keys for
so similar robes bung from the walls. locations D, E, and F, which will be
The walls themselves are draped with found in addition to any other items
beautiful purple curtains, hiding the should the room be Ransacked.
rough brickwork that graces the rest of
the Dungeon and lending this room an
air of quality that seems strangely out of D, E, and F: The Cells
place. These are the cells used to hold
If the Heroes are clever enough to put prisoners that are to be sacrificed,
on the robes, they gain an extra +1 on including Wilhelm if he has not yet been
their surprise roll against monsters and so. Unfortunately, the doors to all three
characters on all four levels of the cells are locked; if the Heroes don't have
Dungeon: the cultists don't expect to be the key from the Guard Room (Location
attacked by other cultists! C) they must break the doors down to
If the Heroes search this room, they rescue the prisoners within.
find that hidden behind the curtain on Each door has 10 Toughness and 6
the wall opposite to the door there is a Wounds. Weapons with Bash gain +2 to
small alcove containing a chalice. It is all damage rolls. Trying to break down a
made of ebony and counts as a jewel door alerts the Guards in the Guard
worth 50 GCs. room (Location C) if they arc still alive,
The Heroes will also find the north door causing them to run into the corridor and
when they pull back the curtain, apart attack the Heroes.
from being hidden it is a normal door. Currently, each cell holds the following:
When it is opened, read the Heroes the
following:
The door opens to reveal a long
corridor running directly away from you,
sloping upwards quite sharply for the
first thirty feet or so before, levelling out.
There are two doors on either side, both
of those on the right, and the farthest on
the left, are obviously cell doors; they
are made of thick oak and have strong

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Cell D: Helmut Dorchan, a soldier. outstretched and tears streaming down


Helmut is painfully aware of the situation his face.
he is in and will gladly accompany the A Henchman sheet is provided for
Heroes; he doesn't want to suffer the Helmut. He acts as a Henchman for one
same fate as his companions. A of the Heroes until the end of the Quest,
Henchman sheet is provided for Helmut. should he live that long!
He acts as a Henchman for one of the
Heroes. He will not charge anything for
the current Expedition, and will stay on G: The Barracks
for future if the Heroes wish, charging This is where the cultists sleep. There
normal costs. arc a dozen sleeping pallets along the
wall, with straw bedding and sackcloth
Cell E: Dotri Jaanson, a Dwarf covers.
Trollslayer. Dotri was captured some
time ago, when he attempted a single-
handed attack on the Dungeon. H: The Library
Impressed with the Dwarfs skills, This is where the codices and scrolls
Gabrad has been attempting to turn arc kept for the Cult rituals. Unless
Dotri toward Chaos - so far without Venomspawn has already been used,
success. Gabrad has recently been he should be placed here with the three
drugging the Dwarf's food with Chaos Warriors that act as the cult’s
warpstone in an attempt to make the priests. Once the Heroes have defeated
transition to Chaos worship less of a this room's occupants, you should read
struggle. the following:
Under the effects of the drug, Dotri has The walls here are, stacked high with
become a danger to anyone who enters scrolls and books: the arcane
his cell - he attacks visitors without knowledge of the cult. Upon
provocation. examination, each book and scroll has
As soon as the door is unlocked, Dotri been marked with a red wax seal
leaps up and charges the Hero opening depicting a burning man. However hard
the door Dotri automatically has you try the seals cannot be removed.
surprise: place him in the square next to They must have been put on magically.
the door The Leader may move him one If this room is searched, which takes
square backwards if he wishes. Play three exploration turns, the Heroes find
then proceeds to the GM phase of the four Scrolls: Choke, Fireball, Flaming
first combat turn. Skull of Terror, and Flight.
All the other hooks and scrolls, arc
Cell F: Wilhelm Kaldach. Wilhelm is in written in a strange script which is
a bad way: he has been drugged, unreadable to all but Venomspawn.
beaten and tortured. Even so, he is;
overjoyed to sec the heroes. You should
read the following to the Heroes as they
enter:
Even with his face covered in dirt and
blood, you can tell that the wreck of a
man you can see lying in the corner of
this cell is Wilhelm.
He raises his head weakly, and you
see a flicker of hope in his eyes. When
you reveal that you have come to rescue
him, be pulls himself to his feet and
lurches forwards to greet you, his arras

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Advanced HeroQuest: Reforged

Helmut Dorchan

Campaign 4- Page 10

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