Tales of strange knights in blue and gold armour are spreading through towns and villages. Rumours that up until recently have lacked substance start to gain details. Remarkable musket-like weapons that fire hails of exploding death. Beams of fire that cut steel as easily as they do straw. The foes that once were whispered shadows now have a name. The Thousand Sons Chaos Space Marines. These strange beings have grown so numerous that no longer can they hide in the darkness, from a fortified compound they boldly raid the surrounding lands, none of the empire's significant military might capable of defeating the brutally powerful hit and fade assaults. Some say that the fight can only be won by taking it to the any. But who would be foolhardy enough to enter a heavily guarded compound filled with invincible warriors?
This is a Dungeon Level 5 adventure. In preparation you will need to acquire and print out two new rooms and the Dungeon Cards that correspond to them. These rooms are the Study and the Mosaic Room. They can be found HERE.
OBJECTIVE
The warriors have two tasks to accomplish in order to destroy the ability of the Thousand Sons Chaos Space Marines to raid the Empire�s heartland. One is to reawaken the spirit of a powerful dead hero to watch the area against further incursions by re-consecrating his tomb, and the other is to destroy the dark force that currently holds sway, bound into an unholy idol by powerful sorcerers. Defeating as many chaos marines as possible along the will also improve the safety of all nearby settlements.
In order to complete the mission the warriors must journey to the Idol Chamber and destroy the statue within and go to the Tomb Chamber and perform the consecration ritual. The warriors need not worry about finding Chaos Marines; they will find the warriors.
After both parts of the mission are complete, the warriors must move off the end of the Stairway and escape.
EVENT DECK
This Event Deck uses three quarters of a deck of playing cards. The suits in use are Clubs, Hearts and Spades. Any event with a * next to it is a special encounter. See the description below. There are no special events on the chart; some encounters have associated effects instead. If the warriors somehow meet and defeat every card in the Event Deck then no more events will occur within the compound.
Clubs | Hearts | Spades | |
A | Squad Diablos* | Squad Infernus* | Squad Maltheis* |
K | Karegor* | Synefax* | Dorigos* |
Q | Handar* | Caleb* | Erisped* |
J | Beastman Horde* | Beastman Horde* | Beastman Horde* |
10 | Squad Dracos* | Squad Tyranus* | Squad Calos* |
9 | 9 TS Marines | 9 TS Marines | 9 TS Marines |
8 | Perimeter Guard 1* | Perimeter Guard 2* | Perimeter Guard 3* |
7 | 6 Flamers | 6 Flamers | 6 Flamers |
6 | 12 Chaos Warriors | 12 Chaos Warriors | 12 Chaos Warriors |
5 | 9 Pink Horrors | 9 Pink Horrors | 9 Pink Horrors |
4 | Kesgil* | Kyugyug* | Stru* |
3 | Bjarhg* | Noroch* | Sterorg* |
2 | 12 Beastmen | 12 Beastmen | 12 Beastmen |
ENCOUNTER DESCRIPTIONS
Squad Diablos
Huge and armoured, fear chills your heart at the sight of the colossally armoured soldiers striding towards you, guns blazing into the ceiling, dropping masonry upon your heads.
Squad Diablos consists of 4 Thousand Sons Chaos Space Marine Terminators, each armed with a combi-bolter and a chain-axe. Squad Diablos will fire at the ceiling above the warriors, causing chunks of stone to fall upon the warriors. Each warrior must roll under his Initiative on D6 or suffer a Strength 5 hit when Squad Diablos is first placed.
Squad Infernus
The scorching air warns you even before the glow that marines approach, hungry flames reflecting distortedly from metallic armour as their weapons spit deadly hellfire at you.
Squad Infernus consists of 10 Thousand Sons Marines, 2 of which carry meltaguns and 1 of which carries a mk1 plasmagun. The radiant heat of the approach of Squad Infernus, caused by dealing with a nearby assault, allows the warriors to prepare. If they are not already engaged in combat, all warriors are �1 to be hit for the first turn that Squad Infernus attacks.
Squad Maltheis
Barricaded behind broken rocks and stonework lurks a large group of Thousand Sons, their weapons throwing hundreds of explosive bolts among you.
Made up of 8 Thousand Sons Marines, including 2 with heavy bolters, Squad Maltheis uses some large rocks and fallen masonry as cover, so that during the first turn of hand to hand attacks made by the warriors they will hit only on a 6. After that the rocks will have been sufficiently dislodged and pushed aside to allow normal combat.
Karegor
"Who dares enter my compound? No, I care not, for soon it will be but corpses, as it always is." Speaks a tall sorcerer in oddly broken armour as he and his attendants attack.
The most senior sorcerer within the compound, along with Synefax, Karegor sees the compound as "his".
Karegor is defended by a Squad of 7 Thousand Sons Marines, 1 of which carries a mk1 plasmagun. Karegor is a Chaos Sorcerer Master bearing the magic below:
Wounding Blade
Until the end of combat, any model who has been struck by this weapon and wounded takes D6 Fatal Damage at the end of each turn.
Crumblemail
The first 3 hits the wearer takes are ignored.
Ring of Frost
This item shoots at a random warrior each monster�s phase, with a BS of 4+. Any warrior struck may take no action until the next monster�s phase begins.
Wand of Sorcery
Magic Resistance offers no protection against spells cast by the bearer.
Glove of Restoration
At the end of each turn, place a random monster killed that turn on its full wounds back on the board.
Synefax
The marks of Tzeentch that adorn the robes of the hideous sorcerer seem to be the only things not twisted by the corrupting influence of the Changer of the Ways. But to be as disgustingly altered as this man is, he must have served Chaos for a long time, and you fear what he may have learnt in his long slavery.
A Chaos Sorcerer Master of some power, Synefax has still had difficulty in preventing the warping affect of chaos, and especially his master Tzeentch, from twisting his body into a hideous form. Synefax is now desperate in his attempts to please Tzeentch enough to be rewarded with daemon princedom, because he can feel that otherwise he will soon become a chaos spawn. 3 Thousand Sons Marines with Guards (Synefax) accompany Synefax and he carries the following magical objects:
Tongue Blade
A model struck by this weapon loses the weapon they are currently holding. Lost weapons can be recovered at the end of combat.
Living Mail
Anyone striking the wearer of this item rolls an extra 3 dice for damage and then discards the highest 3.
Doomfire Ring
Magic Item 4 on WQ RPG book page 84.
Magic Siphon
Any roll for power above 2 counts as 2 as long as the bearer of this item remains alive.
Token of Curses
Any warrior adjacent to bearer that rolls a 1 takes D3 damage with no deductions.
Dorigos
Two Tzeentchian Sorcerers and two Thousand Sons bodyguards leap forward, bolt pistols chattering and heavy magic rod swinging as a dark blade whispers mantras of blind hate.
Dorigos is showing around the newly arrived Jhalul. With them are 2 Thousand Sons Marines, 1 with Guards (Dorigos) and 1 with Guards (Jhalul). Dorigos is a Chaos Sorcerer that has the following magic with him:
Smiting Rod
If wielder rolls a 5+ to hit, his Strength and Damage Dice for that hit are doubled.
Armour of Fastness
The highest Damage Die rolled in any attack that hits this armour�s wearer is discarded.
Gem of Revenge
The warrior who kills the bearer of this item takes 5D6 damage.
Jhalul is also a Chaos Sorcerer, and the items he has with him are as listed below:
Sword of Bitterness
Wielder will always attack the same warrior if possible. Only warriors struck by this weapon may attack its wielder.
Ethereal Armour
Wearer gains +2 Toughness and Ethereal �1.
Potion of Strength
Bearer is at +3 Strength for their first turn.
Handar
As the squad he leads fires bolt shells at you, the sorcerer that leads them gestures with a wickedly sharp sword as he summons mighty magics, the swirling robes about him somehow mimicking his gestures in a vaguely unsettling manner.
Handar carries a bolt pistol, and leads 4 Thousand Sons Marines, 1 of which has a heavy bolter. Handar is a Chaos Sorcerer with the magic below:
Assassin Blade
Bearer gains Assassinate 6+.
Robes of Power
Wearer rolls twice for spell casting, choosing the higher roll.
Sash of Secrets
Wearer re-rolls first failed roll each turn.
Caleb
Only three foes stand before you, but all seem formidable, a Tzeentchian sorcerer and his tattoo covered champion, and an enormous Marine in heavy terminator armour.
A Chaos Sorcerer, Caleb has two companions, Jharlen and a Thousand Sons Chaos Terminator armed with combi-bolter and chain-axe. Caleb�s magic devices are below:
Guided Sword
Wielder gains +1 to hit and +1 Attack.
Arcane Armour of Destruction
Magic Armour 4 on WQ RPG book page 83.
Potion of Resilience
Bearer is Toughness +3 for the first turn of combat.
Jharlen is Caleb�s most trusted servant. He is a Chaos Champion with Guards (Caleb), Tattoos 6+ and carries the magic below:
Breaking Axe
On a 6 to hit this weapon breaks the struck model�s armour, rendering it useless until it can be repaired at
the end of the adventure.
Scales of the Serpent
Wearer is Never Pinned and immune to damage from heat and fire.
Erisped
Twirling his mace above his head, a sorcerer yells, "These must be the ones responsible for the incursion. Slay them!" as he sends his minions towards you, a strange orb held in his other hand.
Erisped is a Chaos Sorcerer with a retinue of 5 Thousand Sons Marines. Each turn Erisped will throw a frag grenade at a random warrior that is adjacent to no monsters. He carries the listed magic:
Mace of the Stars
Any model struck by this weapon receives a �1 on all their rolls during their next turn. This effect is not cumulative.
Plates of Lacquered Silver
A warrior who attacks the wearer of this armour and misses may not attack again this turn.
Cloak of Shadows
Magic Item 2 on WQ RPG book page 84.
Beastman Horde
The beastmen attack in huge waves. Seemingly endless numbers of braying monsters hurl spears and charge forward.
When this event is drawn place a Beastman in every empty square of each room and corridor that has at least one warrior in it. For as long as the combat lasts, continue placing Beastmen in every empty square as above. Beastmen emerge at the end of the power phase. Once all Beastmen on the board are slain this event will end. No unexpected events will occur as long as at least part of the Beastman Horde remains.
Squad Dracos
With bolt shells and a beam of seemingly pure destruction, seven Thousand Sons step forward with almost mechanical patience.
Squad Dracos contains 7 Thousand Sons Marines, 1 of which is armed with a meltagun in addition to his bolt pistol.
Squad Tyranus
Jumping forward from concealment, Chaos Marines charge towards you with hungry swords whirring.
5 Thousand Sons Marines armed with bolt pistols and chainswords; Squad Tyranus is charged with repelling any that sneak into the compound. They have Ambush 3+.
Squad Calos
Bolts of white fire sear towards you as blue-golden marines block your path.
Squad Calos consists of 9 Thousand Sons Chaos Space Marines, 2 of which fight using mk1 plasmaguns, the remainder of which attack with just their bolt pistols.
Perimeter Guard 1
Hiding behind more conventional servants of Tzeentch, a half dozen marines lob globes at you, scattering razor sharp fragments with a powerful explosion.
Consisting of 6 Thousand Sons Marines with bolt pistols and chainswords and 5 Chaos Warriors, Perimeter Guard 1 will also attack with frag grenades, though the method will vary depending on how they are encountered.
If encountered because they inhabit a room, frag grenades will strike 2 random warriors as they enter. Place the Perimeter Guard 1 models after resolving the frag grenade hits.
If met as an unexpected event, place the Thousand Sons Marines as far away from the warriors as possible, and then place the Chaos Warriors adjacent to the Chaos Marines but closer to the warriors. A frag grenade will strike each warrior that is adjacent to no monsters.
Perimeter Guard 2
The unmistakable sound of a portcullis crashes to the ground behind you. You realize that there can be no retreat as the blue armoured warriors raise vile whining axes and edge towards you.
9 Thousand Sons Marines with bolt pistols and chain-axes, Perimeter Guard 2 send a portcullis crashing to the ground behind the warriors, blocking their retreat. If the warriors are unable to pick the lock on the portcullis, they must break it down. One warrior may attempt to do so each turn if no monsters are on the board. The same warrior may not attempt to break the portcullis two turns in a row. The warrior rolls D6 and adds his strength. If the score is a 9 or more the portcullis gives way. A warrior takes D6 damage with no modifiers from the strain each time he attempts to break down the portcullis. On the turn after any attempt to break the portcullis down, an unexpected event will occur on a 1 or 2 for power, instead of just on a 1.
Perimeter Guard 3
Fire! Unholy Tzeentchian magic surrounds you but does not burn. Still, the danger it brings is great, for you can now easily be picked out by long range fire. And there in the darkness are foes ready to take advantage of it.
Perimeter Guard 3 consists of 9 Thousand Sons Marines with bolt pistols and chainswords. They will trigger a magical trap upon encountering the warriors, surrounding them with illusionary pink and blue flames of Tzeentch. The flames last until a 6 is rolled for power. While surrounded by the flames, the warriors may use no skills or abilities that help them dodge, evade or hide and all ranged attacks on the warriors receive a +1 to hit.
Kesgil
"Hah! Attackers! Kesgil kill! Then Kesgil look good for Kyugyug again, haha!" brays an oddly painted beastman as he sends his patrol to the attack.
Currently out of favour with Kyugyug, Kesgil is the weakest spell caster within the whole compound. He is a Beastman Shaman who is currently assigned to an ordinary patrol, along with 11 ordinary Beastmen. Instead of rolling 2D6 to determine what spell Kesgil casts, roll 3D6 and use the lowest 2 dice. Kesgil carries only a single magic weapon:
Sword of Pain
Magic Weapon 3 on WQ RPG book page 84.
Kyugyug
This is clearly no ordinary band of beastmen, containing several unusually large individuals. One in particular is far more fearsome than any you have ever encountered; its imposing visage freezes your heart with unbridled fear. It raises a horn to its lips, the rest of its face hidden behind a hideous mask and blows, driving its followers wild.
Mightiest of the beastmen charged with defending the compound until the Thousand Sons arrived, Kyugyug is a Beastman Lord bearing the following magic:
Sword of Cowards
A warrior struck by this weapon may not attack its wielder during their next turn.
Harsh Mail
Any warrior wounding the wearer of this armour takes D6 damage with no deductions.
Bone Etched Mask
Wearer causes Terror 8.
Horn of Mayhem
When the bearer of this horn is first placed, he blows it, giving all monsters with him Ambush A. Those monsters gain an additional attack while making that attack. The model that blows the horn gains no benefit from it.
Kyugyug is served by his retinue, which consists of Mugres, Skarl, Gruuf and 6 Beastmen.
Mugres is a Beastman Shaman carrying the following magic weapon:
Totemic Spear
Wielder gains Fights in Ranks and gets +1 to hit.
Skarl is the personal bodyguard of Kyugyug and thus has Guards (Kyugyug). He is a Beastman Champion and wields the following magic:
Lulgu�s Sword
Wielder gains +3 Weapon Skill.
A hulking brute, Gruuf is a Beastman champion with +6 wounds. He carries the following magic:
Cutting Edge Sword
Magic Weapon 1 on WQ RPG book page 84.
Stru
Tinkling with innumerable charms, an ancient beastman begins a discordant chant as a young warrior leads several of his fellows to the attack.
Chief advisor to Kyugyug, Stru is an old and wizened Beastman Shaman Champion, personally served by Neehah and 5 ordinary Beastmen. Stru carries the following magic:
Elf Hating Axe
Wielder will always attack an elf if possible. Wielder is at +3 Damage Dice when attacking elves.
Bitter Herbs
Bearer and all adjacent monsters regain D6 lost wounds at the end of each turn.
Young and impatient, Neehah has no interest in protecting Stru, but would much rather lead a band out raiding. He carries the magic weapon below:
Club of Crushing
Weapon does +2 damage per point of armour worn by any model struck.
Bjarhg
The big beastman laughs when he sees you, unafraid of the members of your races, then hurls his spear and braces himself for combat solidly like a veteran.
Lieutenant to Kyugyug, Bjarhg is a Beastman Hero and leads 8 normal Beastmen. He carries the following magic:
Blade of the Damned
Magic Weapon 6 on WQ RPG book page 84.
Sharpening Stone
Bearer gains +1 Damage Die.
Noroch
What! That isn�t your fellow adventurer, it�s a flame-blade wielding creature of chaos!
A crafty and old Beastman Champion, Noroch carries an unusual number of magical devices, and will lay in wait for the characters before briefly attacking, then calling for reinforcements and fleeing. At the beginning of the turn after he appeared, shuffle Noroch�s event card back into the deck and draw a new one. If the card drawn is Noroch, he will stay on and fight to the death. Otherwise, the monsters drawn will arrive just as Noroch disappears. Noroch will heal fully between fights and carries a pouch of 500 gold in addition to the normal treasure an encounter generates. His magical arsenal is as follows:
Sword of Immolation
Wearer gets +1 Damage Die. Any warriors adjacent to a warrior struck take 2D6 damage.
Chaos Armour
Magic Armour 1 on WQ RPG book page 83.
Cloak of Illusion
Wearer gains Ambush, Magic A.
Lulgu�s Bauble
The first attack each turn any warrior makes against the bearer of this item will automatically miss.
Sterog
Two large beastmen lead this patrol, and as they see you, one of them pushes the other, a vastly muscled creature, at you, reminding him to attack.
Theoretically in charge of a unit of Beastmen, Sterog always follows the advice of Byahun, who accompanies him along with 9 ordinary Beastmen. Sterog is a large and powerful Beastman Champion, with +1 Strength but �1 Initiative, he has the magic weapon below:
Havoc Sword
Wielder gains Frenzy 5+.
Byahun, while cleverer than Sterog, is smaller and thus allows Sterog to lead. He is a Beastman Champion with the listed magic:
Blade of True Blows
Wielder may re-roll each missed attack once per turn. If the second roll hits it does +1D6 damage.
SPECIAL NOTES
The Sorcerers within the compound have limited access to the gate that is bringing the Thousand Sons onto the planet. They have researched a spell that makes use of this and will cast it instead of Transformation of Kadoz. This spell summons D6+1 Thousand Sons Marines.
Any Thousand Sons Marine with a weapon other than a bolt pistol will use it by preference. Models with both a bolt pistol and a chainsword and chain-axe will use a combination attack giving them Attacks +1.
TREASURE
Whenever the warriors gain treasure within the compound, roll on the chart below:
D66 |
Result |
11 |
Gold. Each warrior rolls as many D6 as he chooses and multiplies the total by 20. If any of the dice roll a 1 treat the total result as 0. The warrior receives gold equal to the result. |
12 |
Gold. Each warrior rolls as many D6 as he chooses and multiplies the total by 30. If any of the dice roll a 1 treat the total result as 0. The warrior receives gold equal to the result. |
13 |
Gold. Each warrior rolls as many D6 as he chooses and multiplies the total by 40. If any of the dice roll a 1 treat the total result as 0. The warrior receives gold equal to the result. |
14 |
Gold. D6*100 gold is found. |
15 |
Gold. D6*150 gold is found. |
16 |
Gold. D6*200 gold is found. |
21 |
Fine Liquors. This is a trade commodity worth 2D6*50 gold. |
22 |
Alchemical ingredients. This is a trade commodity worth 2D6*50 gold. |
23 |
Spices. This is a trade commodity worth 2D6*50 gold. |
24 |
Furs. This is a trade commodity worth 2D6*50 gold. |
25 |
Gems. This is a trade commodity worth 2D6*100 gold. |
26 |
Jewelry. This is a trade commodity worth 2D6*100 gold. |
31-32 |
Mixed treasure. D6*50 gold and a Treasure card. If the Treasure card is worth more than 250 gold shuffle it back into the deck and draw again. |
33-34 |
Mixed treasure. D6*50 gold and a magic weapon. Roll on the Magic Weapon and Armour Chart in the WQ RPG book. If the weapon is worth more than 250 gold roll again. |
35-36 |
Mixed treasure. D6*50 gold and a magic weapon. Roll on the Magic Item Chart in the WQ RPG book. If the item is worth more than 250 gold roll again. |
41-46 |
Treasure card. Draw a Treasure card from the deck. |
51-56 |
Magic weapon or armour. Roll D66 on the Magic Weapon and Armour Chart in the WQ RPG book. |
61-66 |
Magic Item. Roll D66 on the Magic Item Chart in the WQ RPG book. |
Those items listed above as being trade commodities vary in value greatly from place to place and time to time. The value of these items should be rolled each time the warriors enter a settlement. The warriors may then either sell them or keep them until they enter a new settlement and a new value can be rolled.
NEW MONSTERS
Daemonic Automaton
Bizarre collections of twisted metal and turning gears stand in clanking menace. But deep beneath the armoured plates and claw-like blades hides a faint glow. And no machine ever built was ever so consciously evil.
Wounds: 20
Move: 4
Weapon Skill: 5
Ballistic Skill: -
Strength: 4
Toughness: 2(8)
Initiative: 5
Attacks: 3
Armour: 6
Damage: 2D6
Gold: 700
Special: Magic Resistance 6+
Thousand Sons Chaos Space Marine
Heavily armoured and carrying weapons of near magical technology, these warriors are no more than parched souls within their ancient casings. But untouched by hunger or fear, they feel no need to turn back from any conflict.
Wounds: 14
Move: 4
Weapon Skill: 4
Ballistic Skill: 3+
Strength: 4
Toughness: 4(7)
Initiative: 4
Attacks: 1
Armour: 3
Damage: 1D6
Gold: 350
Special: Spirit Warrior, Armed With Bolt Pistol
Thousand Sons Chaos Space Marine Terminator
Like their more numerous brethren, these warriors are no more than dust within their tomb-like shells. But here the shell is an unmatchable defence.
Wounds: 18
Move: 4
Weapon Skill: 5
Ballistic Skill: 2+
Strength: 4
Toughness: 4(10)
Initiative: 5
Attacks: 1
Armour: 6
Damage: 1D6
Gold: 650
Special: Spirit Warrior
New Ability: Spirit Warrior
This model has been cursed by a great spell, sealing their armour and reducing their body to a handful of dust. They become near mindless, following the orders of their masters heedlessly. Spirit Warriors can never be frightened, confused or bluffed, they count as non-living and have the same immunities and vulnerabilities as daemons, but can be hit by non-magical weapons normally. If the power roll is ever a 1, any Spirit Warriors currently on the board have part of their soul sucked away, losing D6 wounds with no modifiers.
TECHNOLOGICAL WEAPONARY
Bolt Pistol
A bolt pistol is a technological weapon that fires explosive projectiles. Being designed to work against vastly more sophisticated armour, the bolt pistol ignores all non-magical armour. It is extremely accurate at the short ranges found within dungeons and thus receives a +1 bonus to hit when fired. It can also be used in hand to hand combat, use the wielders Weapon Skill to determine hits as normal. A bolt pistol has a Strength of 4 and inflicts 2 Dice of Damage.
Meltagun
Heating its target to beyond burning in moments, the Meltagun is clearly a product of a vastly more developed technology. The weapon is very short ranged, but this drawback is eliminated in the close quarters of a dungeon. It easily ignores non-magical armour, and inflicts a Strength 8, 6 Damage Dice hit on any warrior unfortunate to be struck by its blast.
Mk1 Plasmagun
Firing white-hot plasma at opponents, the mk1 plasmagun is a rather dangerous weapon that ignores non-magical armour and hits with Strength 7 and 3 Damage Dice. Each turn before firing, roll D6 on the chart below:
1 | Weapon�s bearer loses 2D6 wounds with no deductions. |
2-3 | Fire 1 shot at a random warrior. |
4-5 | Fire 2 shots at random warriors. |
6 | Fire 3 shots at random warriors. |
Heavy Bolter
A huge rapid firing weapon, roll D6 to see how many shots are fired each turn. Draw a warrior counter to see who each shot is fired at. A heavy bolter is so bulky that its wielder receives a �1 penalty to hit with any weapon used in hand to hand combat. The heavy bolter ignores non-magical armour, has 4 Damage Dice and a Strength of 5.
Combi-Bolter
A fearsome ranged weapon; the combi-bolter is a pair of bolters set to fire together. They ignore all non-magical armour, and inflict 2 Dice of Damage at Strength 4. Any warrior struck by the shot will be hit not once but twice.
Meltagun-Bolter Combi-weapon
A weapon consisting of a bolter and a meltagun fitted together. Normally the bolter is fired at long range and the meltagun at short. The confines of dungeon use mean that only the meltagun is fired, so treat this weapon exactly as if it were a meltagun.
Chain-Axe
An axe with whirring teeth, the chain-axe ignores non-magical armour and adds 1 to both its wielder�s Strength and Damage Dice.
Chainsword
A sword of exceptional quality compared to those normally found in the Olde Worlde, the chainsword is made even more fearsome by the addition of whirring mechanical teeth. Chainswords ignore all non-magical armour, have a Strength of 4, inflict 2 Dice of Damage and grant their wielder Parry 5+.
Frag Grenades
An advanced explosive, the frag grenade can be thrown as if it where a ranged weapon. It will always hit at such close quarters, and causes a Strength 3 hit with 2 Damage Dice on the target and every adjacent model. Frag grenades treat armour normally.
MAP
Remove 2 T-Junctions and the Stairway from the Dungeon Deck and replace them with the Mosaic Room and the Study. Shuffle the Dungeon Deck and put 3 cards aside at random. Shuffle the Tomb Chamber into the main portion of the deck. Then shuffle the Idol Chamber into the stack of 3 cards and place them at the bottom of the Dungeon Deck.
The warriors start in the stairway and can only leave the compound by moving off the stairway. Draw an event card on a 4+ on D6 whenever the warriors enter a dungeon room (but not corridor) that they have previously entered and cleared.
Rooms
Circle of Power
The aura of this room speaks of frequent magical use. You dread to think of what must have occurred here.
The Circle of Power is well guarded and often used by the Sorcerers of Tzeentch within the compound. Instead of drawing an event card when entering the room, draw two. If one includes a spell caster of some sort, use it. If both have a spell caster, or neither do, use the event from the closest to the top of the chart (i.e.: Ace before king, king before queen, etc). If both events have the same rank, use whichever was drawn first. Whichever event is not used should be shuffled back into the event deck.
Mosaic Room
The tiles of this room are notably warm, and magic sparks from weapon to armour as you move.
Rich in magical energy, the Mosaic Room allows any Chaos Sorcerer within it to cast spells with greater ease. If any evil spell caster fails to cast a spell, re-roll the dice, accepting the second result. In addition, if a 1 is rolled for power, monsters with the Spirit Warrior ability do not suffer the D6 damage they normally would.
Study
As you step into this musty, book-filled room, a sorcerer gives a cry of outrage and leaps to his feet.
This room is the domain of Malvolis, the Chaos Sorcerer who keeps all records for the compound. He will be encountered here in addition to whatever creatures are indicated by the draw of the event card. He is a Chaos Sorcerer and carries the following magical objects:
Knife of Sharp Cuts
This weapon ignores the toughness of anyone struck.
Untearing Robes
No attack can ignore the armour of the robe�s wearer.
Ghastly Tallow
Warriors may not use skills while in the same room as this item.
Guardroom
Standing among the stacks of raid taken loot are several foes, ready to prevent you from taking their treasure.
Valuables taken in raids are stored in the Guardroom. Any treasure found within this room is determined by a different method. Instead of rolling D66 on the treasure chart, roll a D2 for the first digit of the number and a D6 for the second, and then look up the entry on the Treasure Chart. Thus only entries from 11 to 26 can be rolled.
Monster�s Lair
The bones of some monster lie within this room, but it is the new inhabitants, not the old, that you are most wary of.
Once the home of some creature long before the coming of the minions of Tzeentch, the previous inhabitant�s treasure remains. In addition to any treasure found in this room normally, there is mixed treasure as if a 31-32 had been rolled on the Treasure Chart.
Well of Doom
The odour of the room is far from pleasant, and you must tread carefully to maintain your footing.
This is where the many sorcerers in the compound throw used magical ingredients or waste from unholy experiments. The floor of this room is so slippery with slime that no warrior may move more squares per turn than his Initiative.
Dungeon Cell
Too late! You accidentally touch an arcane symbol, releasing a dangerous bolt of lightning!
The door going into this room is warded with a magical trap. When the Dungeon Cell is first revealed a bolt of lightning flies out of the door. Roll a D6. On a 1-3 the bolt strikes the lantern bearer (Or whichever model is taking the explore action if some other light source is in use) and all models behind him. On a 4-6 the bolt strikes any model beside the lantern bearer and adjacent to the door and any models behind that. Warriors struck by lightning may take a magic resistance save if they have one. The lightning does 5D6 wounds and ignores armour.
Torture Chamber
Thick layers of dust coat everything but some new crates within this room. As you enter the dust is stirred by your passage.
Long unused, this room has been recently converted into a storeroom for holding bolt pistol ammunition. It is however still choked with dust. In the second turn of combat in this room the dust will have been stirred up, causing all ranged attacks to suffer a �1 to hit penalty if they pass through any part of this room. The dust cloud will remain until the end of combat.
Tomb Chamber
Beyond the branch that you knew would lead to this tomb stands one of your objectives. But fierce guardians stand within, and it is only after they have been vanquished that you can begin the necessary prayers and chants to re-consecrate the tomb. Hopefully this time the spirit within will manage to keep the compound tranquil if you succeed.
Instead of placing the Tomb Chamber when this card is drawn, place a T-Junction instead. Place it so that it sits like a corridor with a short corridor going off to one side. The Tomb Chamber is off this side corridor. The Tomb Chamber contains 8 Daemonic Automata who stand in 2 rows across the room. Behind them stand 3 Thousand Sons Chaos Space Marines. One is armed with a meltagun and will stand right up the back of the room. The others only carry bolt pistols and stand back also. Draw an Objective Room Treasure Card to determine what treasure is found here. If no Objective Room Treasure Cards are available, roll on the Objective Room Treasure Chart. Once this room has been cleared the Tomb can be re-consecrated, allowing the spirit that dwells within begin to watch over the dark hallways once more. In order to re-consecrate the tomb, the warriors must spend several turns alone in the chamber. Any turn in which there are monsters in the room or any action is taken by the warriors does not count. At the end of any turn that counts write down the power roll for that turn. Once all the listed power rolls total 15 or more, the process is complete. During this time the warriors chant and pray.
Idol Chamber
The guards within this room are equipped with a devastating variety of armaments and no shortage of numbers. Several cluster around a huge statue that seems to be of vileness itself. The statue pulses, giving unwholesome nourishment to those around it. You know that the statue must be destroyed, but first you must somehow live to defeat its defenders. Somehow.
The Idol Chamber is the most heavily guarded room in the compound. The idol itself strengthens all near it, giving all monsters adjacent to it Regenerate 2. The guard for this room consists of 4 Chaos Warriors, 3 Thousand Sons Chaos Marine Terminators with chain-axes and combi-bolters, 2 Thousand Sons Chaos Marine Terminators with meltagun-bolter combi-weapons and chain-axes, 3 Thousand Sons Chaos Marines, 1 Thousand Sons Marine with a mk1 plasmagun and 1 Thousand Chaos Marine with a heavy bolter. The warriors must break the statue to end the spell over the compound. The statue has Toughness 10 and 50 wounds. Warriors attacking the statue should treat it as Weapon Skill 1. This room contains treasure equal to 5 rolls on the Treasure Chart.
CONCLUSION
With this mission complete the warriors have put the forces of Tzeentch on the back foot, but the problem has only been solved temporarily. Chaos Marines can still pour into the world; the gate itself must be closed. And though the genius who headed the coven that first opened the gate, Astaro the Maker, is dead, other sorcerers are now capable of repeating his feat, and not all of them are native to this world.
The technological weapon rules listed in this adventure allow a large variety of different squads to be built, with a number of different special rules or styles. A series of mini adventures could be written to represent small raids and groups of marines, perhaps lead by a sorcerer, who join forces with more traditional foes. This is left as an option to individual game masters and players.
But if the warriors thought they had dealt with the problem of the magic wielding Tzeentchian Sorcerers, after overcoming so many this adventure, they need to think again, because there is dark magic aplenty coming up in the next adventure, in the final mission; Thrice Damned.
© Gareth Williams 1998