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03 - Advanced HeroQuest Reforged Campaign 06 - The Trollslayer's Oath (2023-01-15) - PF
03 - Advanced HeroQuest Reforged Campaign 06 - The Trollslayer's Oath (2023-01-15) - PF
This campaign by Ken Rolston originally appeared in White Dwarf 134. It presents a larger,
five level dungeon with a number of thematic events and set pieces.
Once you're ready to begin their tarnished honour by, seeking death in
playing, read the following story to combat against the monstrous creatures
the Hero players: that have overrun the ancestral
You and your companions know better
subterranean homelands of the Dwarven
than to visit the Hammer and Horn Inn on
race.
Dwarf Night. For one thing, Innkeeper,
According to your companions, you
Gunnar, puts all the furniture in the
have in return sworn a solemn oath to
cellar - sensible enough, but it makes proper
assist Kili the Trollslayer in returning an
social drinking a tad uncomfortable. And
ancestral relic to an altar in the ruined
since Dwarf Night is the one night a week
halls of the extinct Durrag clan. Last
that Gunnar lets Trollslayers into the
night the trifling matter of a nest of
tavern, those that do come are very thirsty
Skaven currently occupying those ruins
arid full of irrepressible manic energy.
seemed hardly worth mentioning; indeed,
But... well... you were thirsty, and it
you can't remember giving it a single
seemed a shame to waste such a pleasant
thought. You'd like to remember, but the
night polishing your weapons.
throbbing of your head and the industrious
The Trollslayer Kili Thekkrsson's
attempts of your stomach to rid itself of its
challenge to a drinking contest was
scant fugitive contents have been terribly
presented in such a cheerful and friendly
distracting.
fashion, and in so loud and public a voice
Last night, under the influence of
that you didn't see how you could refuse.
spirits, Kili was almost cheerful and
And, after five rounds of ale and whiskey
fraternal. This morning his more typical
slammers, you were sure you could outlast
sour and morbid Trollslayer personality is
the fellow. Your companions report that
in evidence. You wince but struggle
you were indeed the last one standing,
manfully to conceal your discomfort as he
though only by a breath or two, and they
outlines in a gruff and booming voice the
also confirm that you had a long and
insignificant obstacles that may face you
apparently profound private conference
in your coating expedition into the ancient
with Kili while reclining at your ease
Dwarven colony of Durrag-Dol.
upon one another in the sawdust heaped on
Kili scratches a crude diagram in the
the floor to soak up the various by-products
wooden floor with a knife point as he tells
of earnest social drinking.
you in his thick Khazilid accent and
Though you have no recollection of it,
broken Old Wonder about the design and
Kili has apparently sworn a solemn oath to
layout of Dwarven colonies:
follow you as a faithful companion for the
"At top, near the surface, are High
rest of his days on earth - not such a long
Galleries." (Kili points to two levels clime
time, given the suicidal tendencies of
to the entrance to the underground colony.)
Dwarven Trollslayers. These Trollslayers
"Barracks, beast pens, warehouses,
are Dwarves who have been disgraced or
fodderhalls... depends on the colony. Narrow
humiliated by some private matter, and in
shafts to surface for light and water - too
consequence have sworn an oath to redeem
narrow for us. We go in front door, here, at
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first level." and true, and I know her name, the old
"Then we cross main shaft at third Durrag tell me so himself. He is... hch... was
level." (Kili points at a long, deep shaft clan earl-king, he dead maybe four-
that extends from the surface to deep thousand years, lie in the gods-forsaken
beneath the earth.) -Stairs go from High woods of Bretannia with rest of
Galleries to walkways that cross main hearthguard, butchered like sheep with all
shaft. One false step and die. No rails on his warriors by damned High Elf filth -
walkways, and the shaft is... deep. Perfect pardon, Sharp-Ears. Okay. Wood Elf is not
ambush spot. We fight Skaven guards sure, High Elf, and I intend you no offence of
maybe traps." honour."
"Then we take stairs down to Gauntlet, "I travel in woods, gets dark, I sleep out
fourth level, large chambers, secret passages under trees, and old Durrag comes to me in a
to let defenders trap and butcher dream, says go here and dig there and I find
intruders... like us. Skaven wait for us this magic hammer. Take her back to clan
there, too sure." altar, he says, or he haunts me in the world
"Finally, here, fifth level, past ever-after. Such Dwarfs are hard of word
Gauntlet, is Kinhearth, with Earl's Hall and honour, said and true; what Dwarf
and Hall of Ancestors. Here altar of Living says, Dwarf will do. So I take hammer and
Ancestor - altar always in Hall of swear to Ancestors."
Ancestors - hidden by secret door maybe. No, Kili shows the Heroes the hammer and
no. no - never been down here, no, but I seen lets each of them hold it. saying, "Listen
many like it, all the same. You know here! Shh! Be quiet! Listen very careful."
Dwarfs - find something that suits and And as each hero takes the hammer in his
stay with it, said and true." hands, he hears a mysterious, muted
"Here, down at bottom of main shaft, droning sound, a whispery roaring audible
workshops and mines. Many miles. Bottom only to the hammer's bearer. "Hear that?"
level flooded, so we not go them" Kili whispers, "What you hear, that is
"Now, Skaven," Kili said, rocking voices of Living Ancestors. They want to be
back on his huge feet and frowning. "Most passed on, but no Living Ancestor of Clan
slaves, some warriors. Maybe Beastmaster, Durrag to welcome them, all dead. I return
and Rat Ogres, maybe. Skaven use Rat them to clan altar, where they join spirits
Ogres for heavy work. If fate is a friend, we of clan hearth, join the Great Sleep,
find Troll. If we do," Kilt peers intently at maybe, maybe pass on, who knows."
you. "he's mine. Understood? Okay. What "So we go, you and I." Kili points to
else. Maybe Skryre warpshooters. Plague you. "We'll deliver hammer. You and I
Monks. maybe. Could be rat wizards, have sworn, so we do. True men like us
maybe. But this was small colony, never (Kili points at Human, Elf and Dwarf
finished, not many ratboys. Mines flooded, respectively) are nothing without name,
no warpstone, no ore, so maybe ratmen not honour, and word, said and true?"
interested." "So. Now. You know what you must
"Now I tell about hammer." Kili pulls know," Kili concludes. sheathing
it from his belt and takes the leather Sognirstane and stuffing his few possessions
sheath from its gleaming stone head. "Her into a small backpack. "We go. Now. Soon
hammer name is 'Sognirstane.' Yes, started, well started, said and true."
manlings, you see magic of the Dwarfs, said
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CAMPAIGN RULES
Dungeon Layout Enemies
There is a single dungeons to Unless called out by Hazard or Quest
explore during the Trollslayer’s events, all Enemies in this campaign
Oath, consisting of five levels. are normally Skaven.
Follow the normal rules for setting The Skaven have also captured a
up the entry point each level. From number of Cave Trolls, so the GM may
there on you create the dungeon add these as Elites.
using the normal random Due to the number of Slaves found in
generation. The only differences this dungeon, whenever you create a
are as follows: group of Common enemies, add two to
Room Type: Use the following, the number of Enemies who appear in
modified, table to determine Room that group.
Type. The Slaves in this dungeon are
Room Type Table especially craven, and suffer 1 to all
2D12+ Room Room Bravery tests and to-hit rolls unless a
X type Section Skaven Character or Packmaster is
3-5 Normal Small present.
6-7 Normal Large
8-15 Hazard Small Characters
16-19 Hazard Large There are three Skaven characters
20-26 Lair Large available to you during the Trollslayer’s
27+ Quest Roll on the Oath. Each Character becomes
Quest available at a particular point in the
Room quest available until used. Characters
table. who Escape may be re-used later in
Stairs Down: if these are rolled the quest. However, these Skaven
up as a passage feature, they characters are unique - once one has
are replaced by stairs out. been killed, you can't use it again.
Quest Rooms: the first time (and Timing Characters
only the first time) that the Gained
Heroes find a Quest Room on When the Heroes Assassin
this level it will be the Objective enter Level 3
Quest Room and contain the When the Heroes Warlord
only set of stairs down. The GM enter Level 4
places these wherever you they When the Heroes Warlock
wish within the room. enter Level 5
Hazard Rooms: if these are
rolled up as a room, they are Danger
rolled for on the custom table The Dungeon in this Quest has a
for this Quest. Danger of 2.
When the Heroes descend from
the second level's Quest Room,
they enter the area depicted on the
GM map levels three to five, which
are Quest Locations. Unlike normal
Quests, the GM may use Dungeon
Counters in these Quest Locations.
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Durrag-Dol Hazards
Bat Coop Destiny may not be used to stop
Dozens of large, fat bats dangle this Damage. In addition, these
front on the ceiling. In the centre of bates have the Cause Disease
the room an emaciated, sickly- ability. A single specimen of a
looking dog-sized rat lies on its vampire bat killed by hand is worth
side. 10 GC to a scholar; other
If Kili accompanies the Heroes, specimens collected on this or
read the following: Kili yells, "Blood- other expeditions are worthless.
suckers! Disease! Watch bites!" Slam the Door: The Heroes can
The Heroes have several slam the door. The Expedition
choices: Mapper must record that the room
Screech Bug: If the Heroes have contains non-cleared Bat Coop.
a Screech Bug, they may use it to
kill the Bats. This will take one
exploration turn, during which they Clan Moulder Rat Kennels
may not do anything else. Once A pack of huge, snarling, dog-
used, the Screech Bug must be sized rats lunge at the door as you
discarded. open it.
Alchemical Fire: If the Heroes If Kili accompanies die Heroes,
have two flasks of Alchemical Fire, read the following: Kili yells, "Warp
they can use them to flame the rats! Disease! Watch bites!"
room and kill the Bats. This takes Go immediately to combat.
one exploration turn, during which There will be a number of Giant
they may not do anything else. One Rats here equal to the Party
flask doesn't kill enough Bats to Experience. In addition to their
have any effect. normal rules, they cause an extra
Mystical Powers: Any damage Damage Dice when attacking, and
dealing Spell or Prayer that affects have the Cause Disease special
at least nine spaces may be used rule.
to clear the room. If this Power These warp rats always move,
requires the Hero to stand in the then attack. They always attempt to
room, they automatically lose a move as far as possible – in other
Wound words, attempt to Escape – before
Fight It Out: The Heroes can they attack. The rats are not
wade into hand-to-hand combat affected by a Hero's Death Zone
with the Bats. This will take one and Heroes are not affected by a
exploration turn, during which they warp rat's Death Zone. The rats
may not do anything else. If the attempt to escape from the room
Heroes choose this option, they and the Heroes. For each rat that
must decide who will enter. The escapes, the GM may draw one
GM then rolls a dice, divides the dungeon counter at random.
score by 2 (rounding up). The The skin of a single dead warp
result is the total number of rat is worth 5 GC as a scholar's
Damage inflicted on those Heroes specimen, other skins collected
who entered the room, which must now or later are worthless.
be divided as evenly as possible
amongst them. The GM decides
what to do with any 'odd' points.
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Dwarven Tomb
The door opens on a low-roofed DWARVEN TOMB TREASURE
chamber with a number of TABLE
horizontal, man-sized niches cut 2D12 Result
into the walls, some open, some 2-6 The tomb seems promising
covered with rock slabs. at first, but finally nothing of
If a Wizard enters the room, value is discovered. The
read the following: GM may draw a dungeon
You feel the tension of magical counter.
force in this room. When you close 7-16 Nothing of value remains,
your eyes for a moment and but searching the room is
concentrate, you sense a diffuse easy and results in no
aura of power in the air before you appreciable delay.
and hear a distant, indistinct 17- The Hero finds an unusual
murmuring as of a thousand voices 22 piece of ornamental
whispering together. jewellery dating from the
If Kili accompanies the Heroes, early Dwarven occupation
read die following: of the colony. Count this as
Kili says, "Dwarf common folk - a non-magical Jewel. See
all but nobles - buried in simple Curse of the Living
vaults down colony passageways. Ancestors in Leaving
Each vault has several family Durrag-Dol.
burials. Once the burials were all 23 The Hero discovers a
sealed by stone slabs; some looted treasure chest hidden in the
later by Orc and Skaven filth. tomb. Roll a dice to see it
Families bury their dead and the treasure chest is
treasure with him, but most is gone, trapped. If the roll is odd,
stolen by rats and filth. (Piui!) Traps the chest is trapped; if the
and curses of Dwarf tombs are roll is even, the chest is not
death. You smart? Don't touch." trapped. If there is a trap,
If a Hero Searches a tomb for roll on the Traps Table to
treasure (makes a Ransack action), determine the type of trap.
roll two dice and consult the Roll two dice and consult
following table. Before you roll the the Treasure Chests Table
dice, warn Lite Hero that searching to determine the contents of
involves opening burial niches and the Treasure Chest. See
disturbing the final remains of long- Curse of the Living
dead Dwarves. Kili advises strongly Ancestors in Leaving
against disturbing Dwarven dead. Durrag-Dol.
The Hero may not be willing to risk 24 The Hero finds a hidden
searching the room under the magical treasure dating
circumstances. If they do search from the early Dwarven
the room, they must be prepared to occupation of the colony -
deal with the consequences. roll two dice and consult the
Magic Treasure Table See
Curse of the Living
Ancestors in Leaving
Durrag-Dol.
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temperature.
The central
walkway spanning
the deep shaft is
clearly the most
often travelled, its
surface worn
smooth by frequent
passage. The outer
walkways are
obviously much less
frequently travelled.
At the far side of
(lie central walkway
one set of stairs
leads down the
centre of the shaft
from the central
walkway. Another
set of stairs leads
up the shaft from
the central walkway.
Neither stairway
shows signs of
common use.
If Kili
accompanies die
Heroes, read the
following:
Kili says, "Good
spot for ambush.
Wizards or
warpshooters hit us
from far away. We
move fast, but
watch for traps."
This quest
location assumes a
Party Experience of
Seven or less. For
each point this is
exceeded by, you
may add an equal
PV of Enemies from
the following list:
Clanrat Warden,
Clanrat Warrior,
Stormvermin,
Nightrunner.
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D & E: Portcullises
When the. Heroes enter this
level from the Farm Galleries,
Portcullis D is lowered across the
entire section of walkway. Portcullis
E lowers immediately after the
Skaven Sentry Runs beneath it
toward the stairs to Level Four,
becoming an obstacle to the
Heroes. If the Sentry does not run
beneath the portcullis, it remains
raised.
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B: Clan Mors
Hearth
Once,
occupied by the
common families
of the Dwarven
colony, this hearth
is the home nest
of the Warlord
Shaffat and his
warriors. The
Warlord and his
warriors are not
present, having
been encountered
elsewhere, but
several juveniles
are hiding here.
These fight as
Slaves.
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