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WFRP 1 Easter Eggs: Dwarf Wars

The fourth adventure in the Doomstones campaign, Dwarf Wars was adapted from The Halls of the Dwarven Kings, an AD&D adventure in The Complete Dungeon Master series. It was re-statted for WFRP by Brad Freeman and I developed it for Flame Publications. Art was sourced mainly from the Games Workshop archives, with occasional bespoke pieces by Tony Ackland.
The Art
As with all other Flame products, the cover image was reused from elsewhere. This one was a John Blanche piece that I first saw on the cover of GM Publications #4, Paul Cockburn’s semi-independent AD&D magazine that ran for a total of five issue in the hiatus between the closure of Imagine and Paul’s editorship of White Dwarf.
There is only one joke in the art that I could find: the robot in the store room (area 23). It is based on the Republic Pictures robot that appeared in Commando Cody and elsewhere.

In the original printing, you can barely make out a fragmentary eagle image on the robot’s chest, with Dwarf runes above it that spell out part of the name ‘Republic Pictures.’

The Adventure
There are not joke names in the adventure, as far as I can recall.
I wrote up Poltergeists as a WFRP monster. Unsurprisingly for an invisible creature with no potential to become a miniature, they had never appeared in Warhammer before.
Once again as a sop to the GW Design Studio, I added a short appendix on running the adventure using the Warhammer Fantasy Battle rules, and took the opportunity to plug GW’s Dungeon Floor Plans series as well as the recently-published Warhammer Siege.
Doomstones 5 (or 3*): Heart of Chaos
The finale to the Doomstones campaign was an all-new adventure, published by Hogshead in 2001 – more than a decade after Dwarf Wars first saw print. It was (very) loosely based on an outline I had written at Flame (more on that here), but I was not involved so I’m not able to comment on any Easter eggs.
*The Hogshead printing of the campaign consisted of three volumes. The first two bundled Fire in the Mountains and Blood in Darkness together, and the second did the same for Death Rock and Dwarf Wars. Heart of Chaos was the third volume.
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Advanced Heroquest: Side-Quests and Cardboard

The outtakes from Advanced Heroquest Undead Supplement (published as Terror in the Dark) continue this week with a section on side-quests and the list of cardboard components that I submitted with the original manuscript. Next week, I’ll post the long-awaited monster tables that power all of this.
SIDE-QUESTS
This section was inspired by an old board game called Expedition that I had played as a teenager. This video tells you all about it. As you worked to outfit your expedition, you could pick up cards that gave you additional goals for additional rewards, and I thought this was a good idea for Advanced Heroquest.
Side-Quests are an optional rule for Advanced Heroquest – that is, you can use them if you like, but you don’t have to.
In addition to the main quests provided by the Quest Machine, Heroes who are planning an expedition into tombs and similar places may be approached by various interested parties, offering them minor jobs. Before the Heroes set out, roll a D12 for each one. Each result of 10 or more indicates that the Hero has been approached with the offer of a side-quest; roll again and consult the following list:
- A Wizard offers 20 GCs for a Mummy’s Bandages. Collect this money on your return if you have encountered and destroyed at least one Mummy.
- A Temple offers 50 GCs for a Book of Lore. Collect this money on your return if you have been in a Hazard room which contains a Lectern.
- An Alchemist offers 50 GCs for Vampire’s Blood. Collect this money on your return if you have encountered and destroyed at least one Vampire.
- A scholar offers you payment for mapping the complex. On your return, collect 1 GC for each room on your map.
- A Temple offers a bounty of 1 GC per Wound point for all undead creatures you destroy. Creatures that are wounded but not destroyed don’t count.
- An Alchemist offers 25 GCs for a Ghoul’s claw. Collect this money on your return if you have encountered and destroyed at least one Ghoul.
- A Wizard is researching Ethereal Undead. If you meet a Ghost, Spectre or Wraith on this expedition, you may sell your story to him for 20 GCs.
- A Wizard is researching artificial life. If you meet a Construct or Homunculus on this expedition, you may sell your story to him for 20 GCs.
- A Wizard is researching necromantic animation of superior undead creatures. If you meet an Undead Champion or Undead Warlord on this expedition, you may sell your story to him for 20 GCs.
- A collector of antiquities will pay you handsomely for any jewellery you bring back from this expedition. When you return, add 10% to the value of the treasure you have brought back.
- A Wizard is researching the effects of magic upon undead creatures. On your return, you may claim 5 GCs for each spell you cast at an undead creature. This reward may only be collected if at least one spellcaster survived the expedition.
- A Wizard is researching the use of magic by Dark Wizards. On your return, you may claim 5 GCs for each spell cast at you by a Dark Wizard. This reward may only be claimed if at least one spellcaster survived the expedition.
CARD COMPONENTS
This is the unedited list of requested components that I sent to Games Workshop. It may be of interest to anyone who is planning to recreate the supplement as I originally planned it. At the time, it seemed too much to ask for miniatures of all of these items, though today I’m sure there are many suitable STL files for 3D printing. If you know of any good sources, feel free to list them in the comments.
The HeroQuest set already had a sarcophagus and other pieces of furniture that would have come in, as well, although the proportions are not quite what I ask for in this list. I don’t know why that is: perhaps I vaguely remembered the items but not their shape, or perhaps I wasn’t thinking of Heroquest at all.

Furniture
- Sarcophagus – 3 squares x 1 square
- Lectern with book – 1 square
- Shrine – 3 squares x 3 squares
- Charnel Pit – 3 squares x 3 squares, pit full of bones
- Workbench – 2 squares x 1 square
- Pillars – 1 square each, 2 of them
- Gong – 2 squares x 1 square, huge gong on frame
Character Monster Counters
- Necromancer
- Liche
- Undead Warlord
- Vampire Lord
- Lesser Vampire
- Clan Skryre Skaven Sorcerer (if there’s not one already)
All Posts in this Series
The Quest Machine, Part 1: Royal Tombs and Monument
The Quest Machine, Part 2: Monastery Catacombs and Sanctuary of Morr
The Quest Machine, Part 3: Cemetery and Place of Legend
The Quest Machine, Part 4: Underground Battlefield and Dwarfhold Tomb Complex
The Quest Machine, Part 5: Necromancer’s Lair and Evil City
The Quest Machine, Part 6: Overrun Necropolis and Vampire’s Stronghold
Advanced HeroQuest: The Quest Machine, Part 4

The outtakes from Advanced Heroquest Undead Supplement (published as Terror in the Dark) continue this week with two more locations from the quest generation system: Underground Battlefield and Dwarfhold Tomb Complex. Next weekend I’ll post the first two evil locations: Necromancer’s Lair and Evil City. Here they are.
As in previous instalments, the quests for these two locations include multiple references to Warhammer Fantasy Roleplay. The Dwarf necromancer Sulring Durgul was created by Ken Rolston in Something Rotten in Kislev, and the tombs of Kadar-Gravning feature in the Doomstones adventure Dwarf Wars (the second part of Wars and Death in the Hogshead reprint of the series). The mention of Durgul’s name here is nothing more than that, and I don’t think my intention was ever to tie the quests that mention him into the storyline of Something Rotten in Kislev.
The Dwarfhold of Karak-Mordin seems to exist purely in this supplement. I think I made the name up, but it was intended to be a typical example of a World’s Edge Dwarfhold destroyed by Orcs.
One important note: A number of the quests here don’t use the conventional structure where the first two Quest Rooms are stairs down and the third is the quest objective. I experimented with some other structures, and a few of them could potentially drag on for a very long time. If you try any of them, let me know in the comments – and if you complete them, let me know how long it took you!
UNDERGROUND BATTLEFIELD
On the eastern flank of the World’s Edge mountains, between the Old World of Humans and the Dark Lands of the Orcs, stands the ancient Dwarfhold of Karak-Mordin. When the Orcs overran the Dwarven realm many centuries ago, Karak-Mordin fell after a long siege, and its inhabitants were slaughtered. Hundreds of Orcs also fell in the battle, and the Dwarfhold has stood empty ever since. Empty, that is, except for various creatures that have taken up residence in the wrecked tunnels and chambers. The Dwarfs have spent centuries trying to locate and re-occupy all the Holds that were destroyed in the Orc Wars, but the task is immense. Dwarven scholars have only just rediscovered the location of Karak-Mordin, and the process of clearance and restoration is about to begin there.
Quests
Roll once on the following table to discover why the Heroes are going into the Dwarfhold of Karak-Mordin:
D12 Quest
1-2 Stop the Renegade
3-4 The Iron Banner
5-6 Dust to Dust
7-10 Monster Hunt
11-12 Ancient Knowledge
Stop the Renegade
Players’ Information
The rebel Dwarf Wizard Sulring Durgul has found Karak-Mordin, and is preparing to raise a vast undead army there! You must find the evil Necromancer and thwart his plans – but hurry, for his power grows with each passing hour!
GM’s Information
Lair Occupants: Disturbed Complex table
Wandering Monsters: Disturbed Complex table
Wandering Monster Dungeon Counters: Necromancer Followers table
If referred to a Followers table: Necromancer Followers table
Take a Necromancer Character Monster Counter to represent Sulring Durgul. Each time the Heroes encounter a Quest room, roll a D12. On a roll of 1-9 it is actually a Hazard room, and the GM may take one Dungeon Counter – time is getting shorter, and Durgul’s undead minions are growing more numerous! On a roll of 10-12, the Heroes have found Durgul’s lair – he is here (unless he has previously been encountered and killed) with one roll of minions from the Necromancer Followers table. To complete the Quest, the Heroes must meet and kill Sulring Durgul.
The Iron Banner
Players’ Information
The defenders of Karak-Mordin made their last stand in the royal tombs far beneath the Dwarfhold. Beneath the Iron Banner of King Brondi, the last survivors of the Orc invasion fought to the death. You must find the site of the last stand and retrieve the Iron Banner, so it can be returned to the Dwarven capital of Caraz-a-Carak and hung in a place of honour. You may not loot any tombs while on this Quest.
GM’s Information
Lair Occupants: Disturbed Complex table
Wandering Monsters: Disturbed Complex table
Wandering Monster Dungeon Counters: Disturbed table
If referred to a Followers table: re-roll
Each time the Heroes discover a Quest room, roll a D12: on a roll of 1-9 it is a set of stairs down, on a roll of 10 or more it is the entrance e to the royal tombs – the next Quest room will be the site of the defenders’ last stand. To complete the Quest, the Heroes must reach this room, and one or more of them must leave the complex carrying the banner.
A Hero who is carrying the banner is Fearsome to Orcs and Goblins, and to creatures and followers of Chaos. A Hero who is carrying the banner may not cast spells or use a bow, two- handed weapon or halberd – one hand must always be free to hold the banner.
A Hero who searches a sarcophagus during this Quest loses a Fate Point each time he does so. The Heroes may not keep the Iron Banner after the Quest.
Dust to Dust
Players’ Information
The dead of Karak-Mordin cry out for decent burial, and the Dwarven nation has hired the Heroes to escort one of their priests into the Dwarfhold to lay to rest the spirits of the dead. The priest must reach the central shrine of the Dwarfhold and conduct a ceremony there so that the spirits of the dead can rest in peace. You may not loot any tombs on this Quest.
GM’s Information
Lair Occupants: Disturbed Complex table
Wandering Monsters: Disturbed Complex table
Wandering Monster Dungeon Counters: Disturbed Complex table
If referred to a Followers table: re-roll
A Priest Character Sheet is given elsewhere in this book. Each time the Heroes discover a Quest room, roll a D12: on a roll of 1-9 it is a set of stairs down, on a roll of 10 or more it is the shrine.
To complete the Quest, the Heroes must reach this room with the Dwarf-priest, who must then spend a full exploration turn there to complete his funeral ritual. After the ritual has been completed, no Ethereal creatures will be encountered – ignore any encounters with Ghosts, Spectres, Wights and Wraiths, as nothing has happened! A Hero who searches a sarcophagus during this Quest loses a Fate Point each time he does so.
Monster Hunt
Players’ Information
The first stage in restoring Karak-Mordin is to clear out the monsters that have infested it since the Orcs came. Then the Dwarfs can restore and re-occupy the Hold.
GM’s Information
Lair Occupants: Disturbed Complex table
Wandering Monsters: Disturbed Complex table
Wandering Monster Dungeon Counters: Disturbed Complex table
If referred to a Followers table: re-roll
All Quest rooms will be stairs down. There are no stairs out (other than those the Heroes came in by), so replace this result on the Passage End table with Dead End. The Quest ends when the Heroes have completely cleared the complex of monsters – when every passage has been followed to a dead end and no more doors remain to be opened. This may take some time! There is no Quest room on the third level – re-roll this result if it is generated by the Room Type table.
Ancient Knowledge
Players’ Information
Deep in the heart of Karak-Mordin is its great Library, containing the lost chronicles of the Dwarfhold and other documents which are of immense value to Dwarven scholars. Your Quest is to find the Library of Karak-Mordin, and bring back the lost chronicles.
GM’s Information
Lair Occupants: Disturbed Complex table
Wandering Monsters: Disturbed Complex table
Wandering Monster Dungeon Counters: Disturbed Complex table
If referred to a Followers table: re-roll
Each time the Heroes encounter a Quest room, roll a D12. On a roll of 1-9 it is actually a Hazard room, and on a roll of 10-12, the Heroes have found the Library. To complete the Quest, the Heroes must spend a full exploration turn in the Library.
DWARFHOLD TOMB COMPLEX
Before the Orcs overran the Yetzin Valley a century ago, the area was ruled from Kadar-Gravning, a great and powerful Dwarfhold. Wrecked by the Orcs, Kadar-Gravning has been found and cleared, and the process of reconstruction has begun. It was no ordinary Dwarfhold, for in the royal tombs here was buried the great Dwarf-King Hargrim, whose crown is still a powerful symbol of leadership among the Dwarfs.
[3]Quests
Roll once on the following table to discover why the Heroes are going into the tombs of Kadar-Gravning:
D12 Quest
1-3 Hargrim’s Crown
4-6 Ghoul Hunt
7-10 Dust to Dust
11-12 Forbidden Knowledge
Hargrim’s Crown
Players’ Information
The crown of the great Dwarf-King Hargrim is said to have been buried with him. Centuries later, the Dwarven realm is on the verge of civil war, with both sides claiming descent from Hargrim. His crown is still a potent symbol of leadership in Dwarven eyes, and if either side can recover it from his tomb, they will have an enormous political advantage.
GM’s Information
Lair Occupants: Undead Lairs table
Wandering Monsters: Disturbed Complex table, but re-roll Skaven, Orcs, Goblins and Chaos Thugs on the Opposition table
Wandering Monster Dungeon Counters: Opposition table
If referred to a Followers table: Opposition table
The first two Quest rooms the Heroes encounter will be stairs down; the third will be Hargrim’s tomb. The Tomb is a small room with one door; the sarcophagus is in the centre. The Crown is resting on the sarcophagus. To complete the Quest, the Heroes must find Hargrim’s Tomb and at least one of them must leave the complex with the Crown. They may not keep the Crown after the Quest. Heroes who search any sarcophagus lose a Fate Point each time they do so – a just punishment for their sacrilege!
Ghoul Hunt
Players’ Information
The royal tombs have become infested by a nest of Ghouls! You must drive them out so that the eternal peace of the dead kings can be restored. Go into the tombs, kill every Ghoul you find, and discover their lair. You can claim a bounty of 10 GCs for each Ghoul you slay while on this Quest.
GM’s Information
Lair Occupants: Disturbed Complex table
Wandering Monsters: Ghoul table
Wandering Monster Dungeon Counters: Ghoul table
If referred to a Followers table: Ghoul table
The first and second Quest rooms encountered will both be stairs down to a deeper level; the third will be their lair, containing a Ghoul Chieftain and a number of Ghouls indicated by one roll on the Ghoul table. To complete the Quest, the Heroes must find and slay the Ghoul Chieftain.
Forbidden Knowledge
Players’ Information
Hidden in the royal tombs are many secret things. A renegade Dwarf Necromancer named Sulring Durgul has heard about these hiding-places, and has gone into The royal tombs to try to find them. There are things in The royal tombs that could make him terrifyingly powerful – you must follow him and stop him.
GM’s Information
Lair Occupants: Undead Lairs table
Wandering Monsters: Undead Wandering Monsters table
Wandering Monster Dungeon Counters: Necromancer Followers table
If referred to a Followers table: Necromancer Followers table
Take a Necromancer Character Monster Counter to represent Durgul.
Each time the Heroes encounter a Quest room, roll a D12. On a roll of 1-9 it is actually a Hazard room, and the GM may take one Dungeon Counter – time is getting shorter, and Durgul’s undead minions are growing more numerous! On a roll of 10-12, the Heroes have found Durgul’s lair – he is here (unless he has previously been encountered and killed) with one roll of minions from the Necromancer Followers table.
Each time you draw a Dungeon Counter, roll once on the Magic Treasure table and give the resulting item to Durgul. He can’t use weapons and armour, though, so these are discarded. To complete the Quest, the Heroes must meet and kill Durgul. They may not keep any of the magical items he has when they find him, but they may keep anything else they find during the Quest. A Hero who searches a sarcophagus during this Quest loses a Fate Point each time he does so.
Dust to Dust
Players’ Information
The dead of Kadar-Gravning are restless because of the slaughter and destruction that the Orcs wrought there, and the Dwarven nation has hired the Heroes to escort one of their priests into the Dwarfhold to lay to rest the spirits of the dead. The priest must reach the central shrine of the tomb complex, and conduct a ceremony there so that the spirits of the dead can rest in peace. You may not loot any tombs on this Quest.
GM’s Information
Lair Occupants: Disturbed Complex table
Wandering Monsters: Disturbed Complex table
Wandering Monster Dungeon Counters: Disturbed Complex table
If referred to a Followers table: re-roll
A Priest character sheet is given elsewhere in this book. Each time the Heroes discover a Quest room, roll a D12: on a roll of 1-9 it is a set of stairs down, on a roll of 10 or more it is the shrine. To complete the Quest, the Heroes must reach this room with the Dwarf-priest, who must then spend a full game turn uninterrupted to complete his funeral ritual. A Hero who searches a sarcophagus during this Quest loses a Fate Point each time he does so.
All Posts in this Series
The Quest Machine, Part 1: Royal Tombs and Monument
The Quest Machine, Part 2: Monastery Catacombs and Sanctuary of Morr
The Quest Machine, Part 3: Cemetery and Place of Legend
The Quest Machine, Part 4: Underground Battlefield and Dwarfhold Tomb Complex
The Quest Machine, Part 5: Necromancer’s Lair and Evil City
The Quest Machine, Part 6: Overrun Necropolis and Vampire’s Stronghold
Advanced Heroquest: The Quest Machine, Part 3

The outtakes from Advanced Heroquest Undead Supplement (published as Terror in the Dark) continue this week with the first two neutral locations from the quest generation system: Cemetery and Place of Legend. Next weekend I’ll post two more: Underground Battlefield and Dwarfhold Tomb Complex.
Just like my mention of Heinrich Kemmler in a previous instalment, the quests for these two locations include multiple references to Warhammer Fantasy Roleplay. Deedesveld Burial Ground comes from something I wrote for the Marienburg series in White Dwarf, which eventually saw print in Anthony Ragan’s Marienburg: Sold Down the River, while the Yetzin Valley is the setting for the four original Doomstones adventures (Fire in the Mountains, Blood in Darkness, Death Rock, and Dwarf Wars), which is also where the names of the Orcs Torgoch and Radzog come from.
CEMETERY
The great burial-ground of Deedesveld covers almost half of the island of Riddra in the great city-port of Marienburg. Centuries ago, the site was occupied by the living – a great thieves’ kitchen called Breedmoers, full of rogues of every kind. The authorities despaired of ever bringing law to the place, and razed it to the ground, using the land for a cemetery. But some say that smugglers’ caves and passages may still be found in the rock beneath the tombs, and that the dead of Deedesveld are as active as the living who may still be found there…
Quests
Roll once on the following table to discover why the Heroes are going into the Deedesveld graveyard:
D12 Quest
1-3 Find the Smugglers
4-6 Destroy the Wreckers’ Shrine
7 Morr’s Quest
8-10 Ghoul Hunt
11-12 The Captain’s Helm
Find the Smugglers
Players’ Information
Among the passages and catacombs of Deedesveld are the remains of basements and tunnels dating back to the time of Breedmoers. Many of them are still used by smugglers to land and store illicit cargoes under the very noses of the authorities. There is a standing reward for the capture of smugglers and their cargoes – just the sort of ‘odd job’ that Heroes do in between major Quests.
GM’s Information
Lair Occupants: see below
Wandering Monsters: see below
Wandering Monster Dungeon Counters: see below
If referred to a Followers table: re-roll
Whenever you need to generate lair occupants or wandering monsters, roll a D12. On a roll of 1-8, use the Unoccupied Complex table; on a roll of 9-12, use the Undead Lairs table, re-rolling a result of 12. Generate the tomb complex in the normal way, except that Quest rooms will always be stairs down.
Each time the Heroes find a secret door, you should roll a D12 – a roll of 12 or more means that they have found the smugglers’ lair. Add 1 for each secret door they have already discovered, and 1 for each Fate Point they spend to increase their chances. Players must decide to spend Fate Points before the dice is rolled.
The smugglers count as 3 men-at-arms and 1 sergeant, but are armed with swords instead of halberds. The Heroes get 10GCs for each smuggler they kill – how they divide up the money is up to them. Any Hero who searches a sarcophagus on this Quest must spend a Fate Point or pay a 50GC fine at the end of the Quest.
Destroy the Wreckers’ Shrine
Players’ Information
The graveyard of Deedesveld stands atop steep cliffs, and wreckers sometimes light false beacons there to lure ships to their doom on the rocks below. Some wreckers are simple criminals, who steal the cargo from the ships they run aground; others are followers of the evil cult of Stromfels, who cause the deaths of innocent mariners to further their dark designs. The authorities of Marienburg have found evidence of a wrecker-cult operating from Deedesveld, and suspect that there is a shrine of the cult of Stromfels somewhere in the passages beneath it. Your Quest is to find and destroy the evil shrine.
GM’s Information
Lair Occupants: see below
Wandering Monsters: see below
Wandering Monster Dungeon Counters: see below
If referred to a Followers table: re-roll
Whenever you need to generate lair occupants or wandering monsters, roll a D12. On a roll of 1-8, use the Unoccupied Complex table; on a roll of 9-12, use the Undead Lairs table, re-rolling a result of 12. Any tomb robbers encountered will in fact be wreckers. Generate the complex normally, except that the first two Quest rooms will be stairs down. The third will be the wreckers’ shrine.
To complete the Quest, the Heroes must spend a full exploration turn there, destroying the trappings of the evil cult. They will receive a reward of 50GCs for finding and destroying the shrine, plus a bounty of 10GCs for each wrecker they kill. Any Hero who searches a sarcophagus on this Quest must spend a Fate Point or pay a 50GC fine at the end of the Quest.
Morr’s Quest
Players’ Information
The Heroes have each received a vision from Morr, the guardian of the dead. A burial took place two days ago in Deedesveld, but the young man who was buried wasn’t dead – he was only in a coma. The Heroes must find and rescue him before he truly dies, otherwise he might become a terrible undead monster! According to the vision, the young man’s tomb was on the third level below ground, but other than that, the Heroes must find it for themselves.
GM’s Information
Lair Occupants: see below
Wandering Monsters: see below
Wandering Monster Dungeon Counters: see below
If referred to a Followers table: re-roll
This Quest is failed if it is not completed in a single visit – the young man must be rescued quickly! Whenever you need to generate lair occupants or wandering monsters, roll a D12. On a roll of 1-8, use the Unoccupied Complex table; on a roll of 9-12, use the Undead Lairs table, re-rolling a result of 12. Generate the complex normally, except that the first two Quest rooms will be stairs down.
There are no Quest rooms on the third level – re-roll any rolls which generate a Quest room. On the third level, roll a D12 each time the Heroes find a sarcophagus, adding 1 for each sarcophagus they have discovered on the third level, and 1 for each Fate Point they spend to increase their chances. Players must decide to spend Fate Points before the dice is rolled. On a roll of 12 they have found the unfortunate young man who was buried alive. Use the Victim Character Sheet for him.
If the Heroes get the young man out of the graveyard alive, they each gain 1 Fate Point, as a blessing from Morr. Any Hero who searches a sarcophagus on this Quest – except on the third level – must spend a Fate Point or pay a 50GC fine at the end of the Quest. The same applies to any Hero who takes treasure from a sarcophagus on the third level.
Ghoul Hunt
Players’ Information
Deedesveld has become infested by a nest of Ghouls! You must go into the tombs, kill every Ghoul you find, and discover their lair. You can claim a bounty of 10 GCs for each Ghoul you slay while on this Quest.
GM’s Information
Lair Occupants: see below
Wandering Monsters: Undead Wandering Monsters table
Wandering Monster Dungeon Counters: Ghoul table
If referred to a Followers table: Ghoul table
The first and second Quest rooms encountered will both be stairs down to a deeper level; the third will be their lair, containing a Ghoul Chieftain and a number of Ghouls indicated by one roll on the Ghoul table. To complete the Quest, the Heroes must find and slay the Ghoul Chieftain.
The Captain’s Helm
Players’ Information
Captain Karl Avermans was a great Hero who fought to save Marienburg from the forces of Chaos two hundred years ago. He was buried in a great tomb in Deedesveld, and has lain there ever since. Now, on the 200th anniversary of his death, a new monument is to be built, in the middle of the city. The authorities want to recover the Captain’s helmet from his tomb, so that it can be displayed on top of the new monument.
GM’s Information
Lair Occupants: see below
Wandering Monsters: see below
Wandering Monster Dungeon Counters: see below
If referred to a Followers table: re-roll
Whenever you need to generate lair occupants or wandering monsters, roll a D12. On a roll of 1-8, use the Unoccupied Complex table; on a roll of 9-12, use the Undead Lairs table, re-rolling a result of 12. Generate the complex normally, except that the first two Quest rooms will be stairs down. The third Quest room is the tomb of Captain Avermans.
Although he fought heroically against Chaos, it has had its effect on him – he is now a Ghoul Chieftain, and will fight intruders until destroyed. Once he has been dealt with, the Heroes can recover his helmet and take it back to the authorities to claim a 50GC reward. Any Hero who searches a sarcophagus on this Quest must spend a Fate Point or pay a 50GC fine at the end of the Quest.
PLACE OF LEGEND
Deep in the forests of the Yetzin Valley, on the fringes of the Border Princes, stands a monument known to the locals as The Watchers on the Hill. A wide circle of standing stones, it was raised thousands of years ago by the followers of the Old Faith. A complex of tunnels and chambers was made beneath the stones and for centuries it served as a sanctuary for all those who followed this cult of nature, until a hundred years ago the Yetzin Valley was overrun by an army of Orcs. The complex was all but destroyed, and all in it perished. Now, some explorers have returned from these wild lands claiming to have found the Watchers on the Hill, just as the Orcs left the place.
Quests
Roll once on the following table to discover why the Heroes are going into the underground complex beneath the stone circle:
D12 Quest
1-3 Monster Hunt
4-6 The Crystal of Fire
7-9 Cleanse the Shrine
10-12 Torgoch’s Kin
Monster Hunt
Players’ Information
The first stage in restoring this holy place is to clear out the monsters that have infested it since the Orcs came. The Orcs are all dead now – they left the valley after only a few years – but other creatures have entered the desecrated complex in the Orcs’ wake.
GM’s Information
Lair Occupants: Disturbed Complex table
Wandering Monsters: Disturbed Complex table
Wandering Monster Dungeon Counters: Disturbed Complex table
If referred to a Followers table: re-roll
There are no stairs out (other than those the Heroes came in by), so replace this result on the Passage End table with Dead End. The Quest ends when the Heroes have completely cleared the complex of monsters – when every passage has been followed to a dead end and no more doors remain to be opened. This may take some time! There is no Quest room on the third level – re-roll this result if it is generated by the Room Type table.
The Crystal of Fire
Players’ Information
The Orc chieftain, Torgoch, is said to lie somewhere in the complex, along with his magical Crystal of Fire. This powerful magical treasure enabled him to conquer most of the Yetzin valley, but his troops began fighting among themselves and deserted him. The Crystal of Fire is the kind of treasure which few Heroes can resist!
GM’s Information
Lair Occupants: Disturbed Complex table
Wandering Monsters: Disturbed Complex table
Wandering Monster Dungeon Counters: Disturbed table
If referred to a Followers table: re-roll
There are no stairs out (other than those the Heroes came in by), so replace this result on the Passage End table with Dead End. The third Quest room is the chamber where Torgoch lies with his magical treasure. Torgoch is a Liche, and will fight until destroyed, using the Crystal of Fire. The Crystal can be used by any wizard, and can cast each spell of the Bright Wizards once per day, without any need for components – it can even cast spells its user doesn’t know!
Cleanse the Shrine
Players’ Information
At the heart of the complex lies a powerful shrine of the Old Faith, said to have been carved out of an immense Dawnstone the size of a house. The Heroes must find this shrine and re-dedicate it, by leaving a smaller Dawnstone there to reactivate the shrine’s powers.
GM’s Information
Lair Occupants: Disturbed Complex table
Wandering Monsters: Disturbed Complex table
Wandering Monster Dungeon Counters: Disturbed Complex table
If referred to a Followers table: re-roll
There are no stairs out (other than those the Heroes came in by), so replace this result on the Passage End table with Dead End. The third Quest room is the shrine at the heart of the complex.
The Heroes have a Dawnstone (with 12 Fate Points) at the start of the quest, which they must leave in the shrine. This is a normal Dawnstone as described in the Advanced Heroquest rulebook, and the Heroes may use it if they need to during the Quest. However, each time they use the Dawnstone they place their Quest in jeopardy.
When the Heroes reach the shrine, roll a D12. If the result is equal to or less than the number of Fate Points left in the Dawnstone, the shrine is successfully re-activated and the Quest has been successful if not, the Dawnstone does not have enough power left and the Quest has failed! Heroes who complete the Quest successfully gain 1 Fate Point each.
Torgoch’s Kin
Players’ Information
The Orc chieftain, Torgoch, is said to lie somewhere in the complex, along with his magical Crystal of Fire. Now, a descendant of his named Radzog has come to claim the treasure, at the head of another Orc army! Unless the Heroes can get to the Crystal first, the consequences could be terrible.
GM’s Information
Lair Occupants: Disturbed Complex table
Wandering Monsters: Disturbed Complex table, but re-roll all Skaven, Tomb Robbers and Chaos Thugs results
Wandering Monster Dungeon Counters: Disturbed Complex table, but re-roll all Skaven, Tomb Robbers and Chaos Thugs results
If referred to a Followers table: re-roll
Take a Chaos Sorcerer Character Monster Counter to represent Radzog. He has the statistics and weapons of an Orc Warchief, but uses the same spells as a Chaos Sorcerer – you will find both in the Advanced Heroquest rulebook.
The first two Quest rooms will be stairs down. There are no stairs out (other than those the Heroes came in by), so replace this result on the Passage End table with Dead End.
Each time the Heroes encounter a Quest room on the third level of the complex, roll a D12. On a roll of 1-9 it is actually a Hazard room, and the GM may take one Dungeon Counter – the Orcs are well ahead of the Heroes, and consolidating their position in the complex! On a roll of 10-12, the Quest room is the chamber where Torgoch lies with his magical treasure.
If the Heroes haven’t met and killed Radzog elsewhere, he will be in this room, with the Crystal of Fire and minions represented by any unused Dungeon counters. He will use the Crystal of Fire against the Heroes, and will fight to the death rather than surrender it. The Quest ends when Radzog is killed and the Heroes have captured the Crystal and taken it out of the complex. The Crystal can be used by any wizard, and can cast each spell of the Bright Wizards once per day, without any need for components – it can even cast spells its user doesn’t know!
All Posts in this Series
The Quest Machine, Part 1: Royal Tombs and Monument
The Quest Machine, Part 2: Monastery Catacombs and Sanctuary of Morr
The Quest Machine, Part 3: Cemetery and Place of Legend
The Quest Machine, Part 4: Underground Battlefield and Dwarfhold Tomb Complex
The Quest Machine, Part 5: Necromancer’s Lair and Evil City
The Quest Machine, Part 6: Overrun Necropolis and Vampire’s Stronghold

