Warhammer Quest

The Hunt of the Damned

by Chris Bradley


Having eliminated the evil necromancer Gandrix, the warriors have at least temporarily halted the coming of Nagash. Unfortunately though the warriors are the only people who know that the visage before the council was true. While en route to the empire outpost of Karan Haz there simple journey is turned afoul over night.

 

One night as the rest of the party sleeps, the watchmen hears an unearthly noise coming from beyond the ridge. Waking the others and then rushing to locate it's origins the warrior crests the hill to see the plain beyond covered in dark and foul magic. A practical army of creatures marched slowly forth and as they walked new members seemed to rise from the ground to join their ranks. Apparently Nagash will try once again to eliminate our warriors, although this time with an army and not a mere group.

The warriors quickly depart heading north but after some limited thinking realize that their predicament is indeed more dire then they had thought. Given the fact that the warriors must rest and the undead needn't rest the warriors conclude that they must do more then outrun this army.

Just then one of the warriors recalls a tale of a dungeon with the fabled flames of righteousness nearby. No one can confirm it's existence but with lack of a better plan our warriors stride off towards the flames of righteousness.

Amazingly they find the dungeon but with the undead horde close on their heels. The warriors have 3D6 turns to make their way through the dungeon, every turn after that 6 tomb guardians will attack the warriors and as in the Dark Eve quest the rules for exploration will no longer apply. Once the warriors enter the objective rooms the guardians will not longer attack as they lack the willpower to enter the room of pureness.(/P>

Due to the complexity and number of monsters involved in the objective room for this quest it is in reality 3 rooms joined together. Connect the fire chasm and 2 generic dungeon rooms together end to end to create the flames of rightoughsness. One special note is that the monsters may not cross the bridge or exist in any way on the other side as the flames would detect and attempt to extinguish their inner evil.

Once the warriors enter the fire chasm objective room they will be confronted by a number of foes. By default the room is defended by 2 mummies, 2 ghosts, and 4 wight lords. In addition if the warriors failed to kill Gandrix in the last quest he will be waiting for the warriors in the objective room with the rest of the Sect of Nagash, a group of necromantic followers who seek the resurrection of their fallen leader. All of these necromancer champions, are placed in the corners of the monster side of the physical fire chasm room and instead of being killed, when these necromancers are brought below 0 wounds, they fade away into nothing, transported away from their certain doom by the powers of Nagash (Warriors still receive gold however).

If the warriors kill everything in the objective room then they each receive 1D6 x 100 gold, a dungeon room treasure card, and an objective room treasure card. After this the warriors must cross the bridge. When crossing the bridge roll the warriors battle level number of dice. The warrior is then placed alone in a dungeon room, for every 1 rolled a wight lord is present, for every 2 a wight, for every 3 - 5 a tomb guardian and for every 6 nothing. All the monsters in this room must be killed as the warrior conquers his inner demons. If he fails he is burnt alive by the flames of rightousness. After these creatures are dead the warrior is transported many miles away strait to the empire outpost of Karan Haz.

 

Hints and Tips


Try to get to the objective room post haste, the 6 tomb guardians a turn is just a bit of an aggravation that you probably don't want to deal with.

Once you arrive in the objective room your in for a bit of a fight so keep your magic weapons, etc. for this.

If you have the necromancers in this quest try to get as close to them as possible in the first turn, your initial goal has to be to eliminate them.

Save a few magic weapons, etc. for the inner daemons, especially low grade characters who don't fight well on their own (ie. Wizard). This is probably have the toughness of this quest.

 

Stories


We pulled off finding the objective room extremely quickly (about 5 turns) and prepared for the fight of a life time (we had the necromancers to deal with). Marcas our fearless leader ran (double movement) straight at the necromancers while Sarran and Loric worked on the initial minions. Tristan, our deadly companion, tried to hide and dodge his way through the battle but became quickly involved when Sarran and Loric began having trouble. On the flip side, Marcas engaged the necromancers in hand-to-hand and let loose Al-Ha-Dean, his spirit companion. After a few rounds of extremely intense combat involving more than 1 near scrape with death Marcas killed 3 necromancers while Al-Ha-Dean took out the last once. On the other side of the playing field the last of the minions were cleaned up and our warriors strode confidently towards the fire chasm and safety. Then things went wrong. Marcas fell ass over kettle into the fire chasm (what a stupid way to go, this is a reminder to always keep 1 luck around for something like this). Loric and Sarran did okay for themselves and made it across but when it came time for Tristan to conquer his inner daemons he had a few difficulties. He fought long and hard but they got the better of him, the flames torching his battle worn body.