Warhammer Quest [adventure & rules] Lair of the Orc Lord.pdf

(11064 KB) Pobierz
12845320 UNPDF
12845320.002.png
LAIR OF THE ORC LORD
THE HEROIC WARRIORS FACE THE DREADED BLACK FANG ORCS IN GORGUT'S LAIR
ORC BIG'UN SAVAGE ORC
Just a few of the hundreds of Citadel Ore and Goblin models
which can be used in your Warhammer Quest games.
GORGUT, WARBOSS OF THE BLACK FANG ORCS
ORC WARRIOR
BLACK ORC
GOBLIN WOLF RIDER
FOREST GOBLIN
GOBLIN WARRIOR
HOBGOBLIN SNEAKY GIT
NIGHT GOBLIN
12845320.003.png
• BQGOFF THE SNOTLING •
GUBBINZ THE JESTER •
Moving with unbelievabie speed, a diminutive Snotling dashes
towards the Warriors and grabs the lantern.
Bogoff the Snotling has drunk a
potion given to him by Skabnoze
the Ore Shaman, which has sent
him into a whirling frenzy. Bogoff
(WS 1) dodges all hits against him
on a dice roll of 4+. He may move
through or occupy any square, even
if another Monster or a Warrior is in
it. Bogoff is never pinned.
Bogoff appears next to the Leader,
grabs the lantern and rushes off.
Move him as far away from the Warriors as possible, while not
leaving any of them in the dark. He will move in this way at the
start of every Monsters' Phase, and will continue to lead the
Warriors a merry dance until he is finally hit, at which point he
will drop the lantern and run off. If another event occurs during
this time Bogoff will simply stay as far away from trouble as
possible and continue his game when it is over.
The Warrior who hits Bogoff gets 150 gold. He also picks up
the lantern and becomes the leader!
Gubbinz is a strange-
looking Goblin dressed up
as a jester. He 'befriends'
one of the Warriors (use
the Warrior counters to
determine who). While he
is with the Warriors,
Gubbinz counts as a
Warrior, not a Monster.
Place him adjacent to his
chosen Warrior and move
him at the end of the
Warriors' Phase.
Gubbinz is a great
distraction for the
Wizard. While the jester is around, the Wizard must subtract 1
from the Power Phase roll (though a natural 1 is still 1).
Gubbinz gets in the way
when the Warriors are
fighting Monsters. If a
Warrior rolls a natural 1 to
hit, Gubbinz trips him up!
Place the model face down
on the floor until the start
of the next Warriors'
Phase. Monsters attacking
a prone Warrior get +1 to
their to hrt roll. GROWLER THE SQUIG HOUND
H a Warrior strikes or fires at Gubbinz roll on the table below
instead of rolling to hit. Attack spells only work against him on
a roll of 5 or 6. He only has 1 Wound, and is Toughness 2, so
almost any hit will kill him. It's hitting him that is the problem!
If he is killed by magic, count the result as a 6 on the table
below.
GUBBINZ THE JESTER
• THE RUSTY KEY •
If the Warriors find themselves
trapped, with no hope of escape (due
to a cave in, portcullis, etc.), then the
rusty key will unlock a secret door, allowing them to
continue. Place a new door on the section and continue
with any remaining Dungeon cards (from alternative T-
junction turns, etc.).
One use then discard.
1 -2 Gubbinz ducks and the Warrior hits himself. Roll damage
as normal.
3-4 Gubbinz trips up the Warrior.
5
NETTERS 6 CLUBBERS •
Gubbinz neatly dodges the blow.
Goblin Netters and
Clubbers are placed
in pairs. The Netters
will attack first - roll
to hit as normal. If
the net hits, the
Warrior is caught and
can do nothing until
he breaks free. Place
a Netted counter
next to him. The
Clubbers then attack,
and if they are
attacking a netted
Warrior they add +2
to their hit roll.
A GOBLIN NETTER AND CLUBBER At the start of each
Warriors' Phase 'netted' Warriors may try to get free. Each
netted Warrior must roll 1D6+ his Strength, and score 7 or
more to break free. Once he has broken out of the net, a
Warrior can move or attack as normal. Warriors who don't
manage to break free must wait until the next Warriors' Phase
and try again. If there is no-one for a Netter to 'net', he will
whip out his club and smack someone with it instead.
6
Gubbinz screams and dies theatrically. Growler the
Squig Hound turns up to avenge his master's death -
take the Squig Hound special card.
Gubbinz is worth 250 gold. You may only take a Treasure card
for him when Growler has been killed.
• FALLING BLOCKS •
If the Warriors experience the Falling
Block event while they are moving
down the Collapsed Passage, they
may find their party is split by the
Fallen Block counter.
Unless they have an alternative light
source, any Warriors who find
themselves on the other side of the block from the
leader will be Most in the dark'. Warriors who are lost in
the dark must roll on the Escaping Table at the back of
the Adventure Book to see whether they manage to
make it out of the dungeon safely.
Permission granted to photocopy for personal use only. Copyright © Games Workshop Ltd., 1995. All rights reserved.
BOGOFF THE SNOTLING
12845320.004.png
• QRC MINIONS •
• NIGHT GOBLIN FANATIC •
Night Goblin Fanatics
eat huge amounts of
hallucinogenic fungi,
which turns them
into whirling death
machines. Fanatics
are armed with a ball
and chain which they
whirl maniacally
about themselves.
Fanatics attack
immediately they are
placed. Place each Fanatic as close to as many Warriors as
possible. Any Warriors adjacent to a Fanatic automatically
suffer 1D6 + 3 Wounds modified for Toughness, but not
armour. However, if a Fanatic rolls a 1 for damage he
manages to wrap the chain round his
neck and strangle himself (the
Warriors don't get any gold if he kills
himself!). At the start of each new
Monsters' Phase each Fanatic will
move up to 4 squares to get adjacent
to as many Warriors as possible to
attack them again with his ball and
chain. Fanatics are never pinned.
When Gorgut the Ore Boss or Skabnoze summon their
minions, roll on the table below to see who turns up.
D6
MONSTERS
1-2
3
4
5
6
3 Ores & 3 Ore Archers
3 Ores
3 Goblin Spearmen & 3 Goblin Archers
3 Goblin Archers
3 Goblin Spearmen
NIGHT GOBLIN FANATIC
ORCS
GOBLINS
Wounds
Move
Weapon Skill
Strength
Toughness
Attacks
Value:
3
4
3
3
4
1
55 gold
2
4
2
3
3
1
20 gold
Ore Archers need to roll 4 or more to hit. An Ore's bow
has Strength 3, and causes 1D6+3 Wounds.
Opponent'sWS 123456789 10
Ores
2344445556
• SQUIG HUNTERS
A Squig Hunter team consist of two Goblin Squig Hunters and
one Cave Squig. The Squig Hunters come on one base and are
treated as a single model, attacking with their prodder.
Goblin Archers need to roll 5 or more to hit, for 1D6 +1
Wounds.
Goblin Spearmen may attack from 2 squares away,
past intervening models.
Opponent'sWS 123456789 10
Goblins
3444556666
• WILD CAVE SQUIGS •
NIGHT GOBLIN SQUIG HUNTER TEAM
Use the Warrior counters to see which Warrior the Squig
Hunter team attacks. Put the Squig model in a square adjacent
to the Warrior and place the two Hunters next to it. The
Goblins and the Squig all attack the same Warrior: make one
attack for the Squig, and one combined attack for the Hunters.
Together, the two Hunters make one combined attack each
turn with their prodder for 2D6 + their Strength (3) damage.
If one of the Goblins is killed, the remaining Goblin makes a
normal attack (1 D6+Str). You will have to remember that one
of the Goblins has been killed or remove the Hunter team and
replace it with a single Goblin spearman model.
Squig hunter teams are never
pinned.
If one or both of the Hunters is
dead, the Squig reverts to its wild
ways. Treat it as a Wild Squig
from now on (see the rules to the
left). Lone Hunters should be
treated as Goblin spearmen.
Roll a D6 each Monsters' Phase
to see what each Squig does:
1
The Squig does nothing
this turn.
2-4
The Squig attacks a
Warrior, use the Warrior
counters to determine
who. The Squig moves
adjacent to that Warrior and attacks as usual.
CAVE SQUIG
5-6
The Squig attacks the nearest Monster. Move the
Squig adjacent to the Monster and attack as
usual. If there are no Monsters left, the Squig
runs off and is removed from play. The Warriors
get no gold for a Monster killed by a Squig or for a
Squig that runs off.
Permission granted to photocopy for personal use only. Copyright © Games Workshop Ltd., 1995. All rights reserved.
12845320.005.png
- CONTENTS
INTRODUCTION
3
3. THE MAGNIFICENT FOUR
14
GAME CONTENTS
3
4. IMPOSSIBLE!
14
5. A HOUND FOR A HOUND
15
SECTION 1
5
6. STOLEN GOODS
15
SETTING UP
5
DUNGEON BASH!
5
SECTION 2 - ADVANCED RULES
16
'ORCY' ADVENTURES
5
ORC EVENTS TABLE
16
SPECIAL MINIATURES
5
ORC TREASURE
19
MAGIC ARMOUR, WEAPONS & ITEMS
20
BACKGROUND
6
LEVEL 1 ORCS MONSTER TABLE
22
THE MONSTERS OF GORGUT'S LAIR
7
LEVEL 2-3 ORCS MONSTER TABLE
24
GORGUT
SKABNOZE
LEVEL 4-5 ORCS MONSTER TABLE
26
8
GUBBINZ & GROWLER
9
SECTION 3
28
BOGOFF
10
DEAN'S GOOD GAMESMASTERING GUIDE
28
GORGUT'S BIG'UNS
10
ADVENTURE - THE DOOM OF GR1SHNAK
29
GORGUT'S LAIR ADVENTURES
1 1
GAMESMASTER'S NOTES
29
MULTI-LEVEL ROOMS
11
DEEP ONE
32
GORGUT'S LAIR OBJECTIVE ROOM
12
DEEP TWO
37
THE SHAMAN'S DEN DUNGEON ROOM
12
DEEP THREE
42
THE ADVENTURES
13
PLAYER HANDOUTS
47
1. STOP THE WAAAGH!
13
2. ATONEMENT ...
.. 13
NEW MONSTERS ...
... 48
BY DEAN BASS & ANDY JONES
BOX COVER ART: Dave Gallagher
COMPONENT ART: Richard Wright & Dave Gallagher
RULEBOOK ART: John Blanche, Wayne England,
Dave Gallagher & Mark Gibbons
PRODUCT
PRODUCED BY GAMES WORKSHOP
Citadel, Games Workshop, Realm of Chaos. Slottabase, White Dwarf and Warhammer
are registered trademarks of Games Workshop Ltd. Night Goblin, Skaven, Snotling, Old
World & Warhammer Quest are trademarks of Games Workshop Ltd.
All artwork in all Games Workshop products and all the images contained therein have
been produced either in-house or as work for hire. The exclusive copyright on the
artwork and the images it depicts is the copyright of Games Workshop Ltd.
© Copyright Games Workshop Ltd., 1995. All rights reserved.
Games Design Consultant: Bryan Ansell
Games Workshop, Chewton Street, Hilltop, Eastwood,
Notts NG16 3HY, United Kingdom.
Games Workshop, 3431-C Benson Avenue, Baltimore,
Maryland 21227-1072, USA.
Games Workshop, Unit 7/7-9 Kent Road, CCnr Church),
Mascot NSW 2020, Australia.
Product code: OOOZ
Part No.: 103797
12845320.001.png
Zgłoś jeśli naruszono regulamin