"Gather round, I have extremely grave news. Seven of the empire's most powerful battle wizards have been kidnapped for the purpose of using foul magics to corrupt their souls and transform them into dark minions of chaos, but with their arcane powers still fully in tact. Morcar has enlisted the skills of a very powerful chaos sorcerer to achieve this and if he is successful this represents a huge threat to the empire. You are to attempt to rescue them before the damage to their souls becomes irreversible. Morcar's power continues to grow and he has now managed to enlist the 'chosen ones' of chaos and their cultist servants. You will need to be especially cautious of these chaos followers as they are favoured worshippers. All true chaos minions worship one of the four chaos gods but these followers have been imbued with the mark of chaos given to them as a reward by their particular god. If you are too late and the battle wizard's souls have already been turned to chaos then this new threat must be eliminated.
Before you can gain entrance to the citadel where they are being held you will need to find the last of the four 'insert name here' artefacts to break the hideous spell being used to bind their souls. It is housed deep beneath a long abandoned old empire town that is now overrun by a strong orc tribe lead by a fierce warlord and his shaman. The 'insert name here' has been unattended for centuries and without the proper rituals its mystical energies have no doubt reverted to their original design and begun to resurrect what remains of the towns previous inhabitants. This is why we have not attacked the tribe. We have been waiting for the former population of the town to do it for us. Only a living being and not one of chaos or of green skin can open the tomb containing the 'insert name here' so any undead it raises would not be able to travel far from the heavily sealed crypt that contains it and so wouldn't pose much of a threat.
That plan has been put to rest by Morcar. He knows of the artefact and has sent his chaos minions to guard it from us and has even enlisted the help of the orc tribe to assist them. You will first have to fight through the orc tribe and chaos force on the surface until you find the entrance to the catacombs. Once you have descended to the labyrinth below I am sorry to say that you quest will only become more difficult as Morcar has also sent a strong chaos contingent under the town to guard the 'insert name here' from below as well above. There is a hidden door in the stairwell room of tombs that leads to the fountain of 'insert name here' which will be of great use to you. It is water from deep within the world with amazing powers of restoration, so drink deep. Once you have obtained that 'insert name here' head for the town of 'insert name here' to rest and restock supplies before tackling the next stage of your journey.
Chaos reinforcements have also been sent to the bolster the ogres living under the 'insert name here' mountains that you will need to pass through in order to reach the citadel in time. They are no doubt very relieved to still be alive after the arrival of the chaos forces and will be far more scared of them than they are of you, so expect a fierce battle from all sides. The ogres are lead by a powerful lord who will pose a formidable challenge if you are forced to face him. Rumour tells of an ancient mystical amulet hidden somewhere deep beneath the mountain. Once you have passed through the mountain and are safely out the other side it is just a short journey to the citadel where the most challenging part of your quest will begin."
As you all sit round the fireplace, intently listening to your wise guardian explaining more about the chaos reinforcements and the various threats and challenges they pose, observing the intensity of his demeanour and his tone as he goes through all the sordid details of the four vile chaos gods and their twisted natures, it becomes clear that this task represents far more peril than any of you have ever faced before.
"And do not underestimate the vile chaos cultists. In small numbers they do not pose a great threat, but in a large enough group they can combine their energies to perform unspeakable acts of devotion to their chosen abomination of a god, who will immediately reward them. This will be your toughest test so far and you will need all of your skills and experience to stand any chance of success. You will need to leave right away as time is of the utmost essence. Call into town in your way to stock up on supplies and then head straight out. Show no fear and believe that you will prevail, for only then will you have any chance achieving just that. Good luck my friends."
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Nurgle Chaos Sorcerer
Movement: 4. Attack: 4. Defend: 5. Body Points: 4. Mind Points: 8.
Nurgle Chaos Warrior
Movement: 4. Attack: 3. Defend: 4. Body Points: 5. Mind Points: 3.
Chaos warriors and sorcerers who worship Nurgle, the god of disease and pestilence, are permanently surrounded by a cloud of noxious fumes commonly referred to as Nurgles rot. Any non undead/Nurgle/swamp based characters adjacent (including diagonally adjacent) to them attack and defend with one less combat dice than normal. The effects of pestilence, cloud of flies and Nurgles rot are not cumulative.
Slannesh Chaos Warrior
Movement: 6. Attack: 4. Defend: 4. Body Points: 5. Mind Points: 3.
Chaos warriors who worship Slannesh, the god of pleasure, delight in pain, even their own and can reroll one attack dice for every body point of damage they've 'suffered'.
Khorne Chaos Warrior
Movement: 6. Attack: 3. Defend: 4. Body Points: 4. Mind Points: 3.
Chaos warriors who worship Khorne, the god of war, are fierce warriors who can attack twice per turn and can make an attack before and after moving. They also wear chaos armour and successfully defend an attack if they roll at least one black shield.
Tzeench Chaos Warrior
Movement: 4. Attack: 5. Defend: 5. Body Points: 4. Mind Points: 3.
Tzeench Chaos Sorcerer
Movement: 6. Attack: 6. Defend: 6. Body Points: 3. Mind Points: 8.
Chaos warriors and sorcerers who worship Tzeench, the god of sorcery, are resistant to hostile magic and roll a combat dice when they're affected by an enemy spell, on a white shield the spell fails and on a black shield the spell fails and is lost. For spells that remain in play the resistance roll is only made when the spell is initially cast and for spells that affect multiple monsters with magical resistance only one roll is made.
Chaos Cultist
Movement: 6. Attack: 2. Defend: 1. Body points: 1. Mind points: 3.
Chaos cultists have a specific meditation ability depending on the specific chaos god that they worship.
Nurgle Cultist
If three or more Nurgle chaos cultists are in the same room or corridor they are able to cast Summon Fogwalkers once per turn. If four or more Nurgle chaos cultists are in the same room or corridor they are also able to cast Pestilence once per turn. If five or more Nurgle chaos cultists are in the same room or corridor they are also able to cast Summon Marsh Skeletons once per turn. If six or more Nurgle chaos cultists are in the same room or corridor then the same cultist is able to cast two or all three spells using a single action.
Slannesh Cultist
If three or more Slannesh chaos cultists are in the same room or corridor they can give up all other actions to perform an empowermet meditation, granting one additional combat dice when defending to any Slannesh chaos warriors in the same room or corridor. If four Slannesh cultists meditate they also grant an additional combat dice when any Slannesh chaos warriors in the same room or corridor make an attack. If five Slannesh cultists meditate they also regenerate one BP of every Slannesh chaos warrior in the same room or corridor. If six Slannesh cultists meditate they also prevent any heroes in the same room or corridor from casting spells.
Khorne Cultist
If three or more Slannesh chaos cultists are in the same room or corridor they can give up all other actions to perform a summoning meditation. One of the cultists sacrifices themselves and is replaced by a lesser demon of Khorne. It uses the gargoyle model and has a movement of twelve of three of other other stat. if it's summoned by three Khorne cultists. If more than three Khorne cultists perform the summoning then add two movement, one attack dice, one defence dice, one body point and one mind point for each additional Khorne cultist. Up to six Khorne cultists can perform a summoning meditation.
Tzeench Cultist
If three or more Tzeench chaos cultists are in the same room or corridor they are able to cast Sleep once per turn. If four or more Tzeench chaos cultists are in the same room or corridor they are also able to cast Tempest once per turn. If five or more Tzeench chaos cultists are in the same room or corridor they are also able to cast Ball Of Flame once per turn. If six or more Tzeench chaos cultists are in the same room or corridor then the same cultist is able to cast two or all three spells using a single action.
{I had this page all nicely laid out but the tabs don't copy over
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Map 1...
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After what has been a gruelling and arduous trip through desolate planes, high avalanche and rock slide prone mountains, and thick forest slowly becoming wet jungle, you finally find yourselves looking down on the once serene and tranquil town of 'insert name here'. From position on the hilltop you can make out orc patrols in the distance lumbering back and fourth along the streets at the edge of the town. The jungle has claimed most out the outskirts and a think green moss has covered the buildings. You find yourselves {remembering the disgusting Nurgle worshippers you faced at the swamps and are} taken back to the unsettling words of Mentor, in what now seems like an age ago.
"Morcar has sent the putrid followers of Nurgle to the town 'insert name here' directly above the catacombs. Nurgle is a foul green abomination of disease and pestilence. His chosen warriors are hideous and twisted versions of the warriors you have faced before. They unnaturally durably in combat, capable of sustaining many wounds, and are surrounded by the vile stench of rot and decay. You will need all of your will power to overcome this noxious odour if you get to close to them. Their magic reflects their outward appearance perfectly and is capable of spreading this foulness to others and the cultists are able to summon rotting and decayed corpses. Each chaos contingent will be lead by a chaos champion, stronger and even more deadly than the rest. The entrance to the labyrinth beneath is housed in the northeast corner of the town. You can bypass most of the town using a hidden underground tunnel intended as an escape route in case of a unstoppable siege on the town. I could not find the exact location of the entrance to the tunnel but it will take you out within the area of town where you need to be."
Map 1 notes...
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Map 2...
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As the feel the rejuvenating and sweet tasting water cleanses your bodies you remember Mentor's words of warning. "The 'insert name here' has been unattended for centuries and without the proper rituals its mystical energies have no doubt reverted to their original design and begun to resurrect what remains of the towns previous inhabitants. This is why we have not attacked the tribe. We have been waiting for the former population of the town to do it for us. Only a living being and not one of chaos or of green skin can open the tomb containing the 'insert name here' so any undead it raises would not be able to travel far from the heavily sealed crypt that contains it and so wouldn't pose much of a threat.
Beneath the town, in the Tombs of 'insert the name of the town here', a very powerful wizard was laid to rest long ago in the crypt containing the 'insert name here' along with his embalmed apprentices buried close around him, and if he has risen then he has no doubt resurrected his former followers as well. Here Morcar has sent the twisted Slannesh worshippers. Slannesh is the god of pleasure and pain and his followers revel in it. They delight in what others would consider suffering and torment, their own being no exception, and will fight even more ferociously when wounded and their cultists are able to enhance their warrior masters strength even further."
Map 2 notes...
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As you move through the mountain itself you are surprised to find that the path is clear of any activity, you know it won't last however. Soon you reach a winding spiral stone staircase and can here shouts from above. As you ascend the stairs you remember the words of Mentor. "Chaos reinforcements have also been sent to the bolster the ogres living under the 'insert name here' mountains that you will need to pass through in order to reach the citadel in time. They are no doubt very relieved to still be alive after the arrival of the chaos forces and will be far more scared of them than they are of you, so expect a fierce battle from all sides.
The worshippers of Khorne are a natural choice to keep the ogres in line. Khorne is the god of war and combat. Khorne and his followers do not use magic, preferring instead to rely on shire brute force. They must be feeling right at home living amongst ogres. Khorne warriors are fierce combatants in hand to hand combat and wear enchanted chaos armour which is very strong, yet light. Their cultists, in large enough numbers, are capable of raising ferocious chaos demons."
All the chaos warriors and chaos cultists in this quest are worshippers of Khorne unless stated otherwise.
Ogre Warriors 6BP, Champion and Chieftain 8BP, Lord 10BP.
Ogre Battle Shaman
Movement: 6. Attack: 5. Defend: 5. Body Points: 5. Mind Points: 5.
The ogre battle shaman has the two left over spell sets after the wizard and elf have chosen.
A. Greatsword and handaxe.
B. Four potions of healing that fully restore BP and the key to the captive ogre's shackles.
C. This trapdoor can only be found if the dwarf searches the room for secret doors. They can drop down from here into the sub level. The players are told that at least one character has to stay in the so the others can get back up. If the room to the left with the ogre and possibly a couple of other monsters hasn't been explored then the ogre can attempt to open the stone door using one more dice than the barbarian uses. Don't tell the players what the roll is for until the door is opened and then lay out the contents of the room. If the room is explored by an adventurer before the door is opened place the ogre on the square next to the stone door.
D. This ogre is a shaman who is being held prisoner. He tells the heroes that there are two powerful magicians who have been sent by Morcar along with the Khorne reinforcements and it was them that ordered him to be locked in chains so they could drain his power. He says he has more useful information if they free him. If they have the key they can set him free, or come back when they find the key. If they choose to free him he tells them the location of the ogre lord and that he has lots of gold. If they don't have the Talisman Of Chaos in their possession he also tells them about the trap door if they haven't already found it and says that there's a powerful magical talisman down there that the two magicians plan on sending the ogres to retrieve but it's heavily guarded by the dead. Whether they have the amulet or not, he offers to join the heroes in exchange for letting him have the amulet and assures them that they can keep anything else they find. If they have the amulet and refuse to give it to him then he becomes an enemy monster and the heroes turns immediately end. If they don't have the amulet and refuse the deal he goes on his merry way, escaping using the route that the heroes used on their way in. If they accept the deal then he joins the heroes (controlled by the hero who set him free).
E. A decent amount of gold.
F. This ogre chieftain can trigger these two traps. He can attempt to jump the pit of darkness to set off the swinging blade trap at the risk off being hurt by both. {This is in case the players wonder why the ogre isn't moving and chose to not to attack. I'm not sure what the official rule is for monsters setting off traps. I've always played that they could, so if that's right this note won't be needed.}
G. This room contains both a Storm Master and a High Mage. If the room is searched for treasure the heroes find potions, scrolls and gold in a hidden draw of the table.
H. These are Nurgle followers. The zombie is a swamp zombie and the skeleton is a marsh skeleton. The square marked with X contains a Nurgle chaos sorcerer with the Summon Fogwalkers, Summon Marsh Skeletons and Creeping Snare spells. This is a low level chaos sorcerer so fogwalkers and marsh skeletons can't attack on the same turn that they're summoned. Refer to page two for the nurgle worshipper stats and rules. The rules and stats for the swamp zombie and marsh skeleton can be found on the summoning swamp spell cards.
I. A decent amount of gold.
M. Minotaur. {To be replaced by the minotaur icon.}
Wandering Monster: Beastman.
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A. Any character dropping down from above starts here. Tell the players that the room is extremely dark and there's two torches on the wall marked with Xs that illuminate three squares around them (diagonally counts as 1.5 squares). They can take the torches from the wall and use them either with a one handed weapon or a shield attacking with two combat dice. As soon as one of the torches is removed tell the heroes they here a loud creaking like an old door being opened. You can now use all the zombies from the next room. Make a note of where they are when you've finished moving or if an adventure moves away if a zombie is in an unlit area. This whole sub level is dark.
B. When an adventurer steps into this room tell them that the tomb slowly opens and then place the mummy last. Tell them that this looks like no ordinary mummy. It wears a crown and an amulet on a chain around its neck. If a torch is used as a weapon against the mummy it attacks with five combat dice. The mummy has one of each of the chaos sorcerer tokens. The bookcase has a scroll or two.
Mummy Tomb King
Movement: 2. Attack: 5. Defend: 5. Body Points: 6. Mind Points: 4.
If they kill the mummy then the hero who killed it (or the hero in charge of the ogre if he kills it) gets the Chaos Talisman and the mummy's crown (which they can sell). If they have the ogre with them and they give him the talisman then he joins them for the next quest. If he dies then the heroes can take the amulet. If he survives until the end of the next quest he offers to sell them the amulet for 350gp. They can either accept, decline or offer him 300gp. If they offer 300 he says "400!". He doesn't like to haggle. Then they can either pay 400gp or go without. If they don't give him the amulet then he becomes an enemy monster and the heroes turns immediately end if the ogre hasn't had his turn yet. If he has taken his turn already then he becomes an enemy monster on your turn.
Wandering Monster: Gargoyle.
{This needs an update to explain about the big pit. The mummy can use dominate to walk them in, but not if they're in the darkness out of sight.}
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After a few hours the citadel of 'insert the name of the tzeench sorcerer here' comes into view in the distance. The first feature you are able to make out is a tall tower towards the front of the fortress and off to one side. As it closer you can see that it looks brand new and in pristine condition. Mentors words begin to echo in your mind. "Inside the citadel you will encounter followers of all four of chaos gods, but they are lead by 'insert the name of the tzeench sorcerer here', a worshipper of Tzeench, the god of sorcery and change, so expect most his followers to worship the same chaos god. Tzeench sorcerers tend to be the most powerful of the three, and 'insert the name of the tzeench sorcerer here' is certainly no exception. He power is immense, even for a chaos sorcerer of Tzeench. He is an extremely deadly opponent and is said to even hold some power over the dead, so be especially careful. The sorcerers and the warriors of Tzeench are resistant to hostile magic, so keeping that in mind when forming your combat strategies.
On top of that threat you may have to face the magical onslaught of the battle wizards themselves. If it is too late and their souls are forever lost, show no hesitation or remorse in sending them to meet their new gods, you'll be doing their true souls a huge favour. A sorcerer as powerful as 'insert the name of the tzeench sorcerer here' is very likely to have magical artefacts stored within the citadel, which you may be able to use against him or his minions. If you have made it to the citadel you will have truly proved your valour and strength as mighty heroes of the Empire, but even that may not be enough to overcome the challenge posed within.
Show no fear and believe that you will prevail, for only then will you have any chance achieving just that. Good luck my friends."
Top left, khorne/sage (air/lightning bolt). Top right, tzeench/fire mage (fire/fire storm). Bottom left, nurgle/druid (earth/soothe). Bottom right, slannesh/priest (water/restore chaos). Centre, warlock (darkness), seer (detection), alchemist (protection). {To be rewritten}
All the chaos warriors and chaos cultists in the corridors are worshippers of Tzeench.
A. {To be deleted}
B. This door is firmly bolted closed with four separate locks and a magical seal. Not even a genie could get through this door.
C. The rooms in this block other than the first one are on a higher level than the rest and Pass Through Rock won't reveal the contents of these rooms from a lower level and each room is higher than the one before.
D. On they alchemists bench they find a potion of illumination and the chest has some gold. The potion of illumination allows the drinker to see in complete darkness and see invisible targets for the duration of the quest. {This is to counter the cloak of shadows and invisibility spells which would otherwise let the chaos sorcerer hide away so the spell can't be broken.}
E. Holy water in the cupboard.
F. The Soul Sword.
G. In this room on the four squares marked X are the three remaining battle wizards standing next to the book cases, a Tzeench chaos champion in front of them and a Tzeench chaos sorcerer standing by the table. The chaos sorcerer has the Cloud Of Chaos, Command, Mind Freeze, Mirror Magic, Rust and Summon Undead chaos spells and wears chaos armour (at least one black shield to successfully defend an attack). If the chaos sorcerer is killed before any of the battle wizards the spell is broken and the remaining battle wizards are free and immediately join the adventurers. As the chaos sorcerer is dying he resurrects the cultists as zombies, four chaos warriors as wights and if he's been killed, the chaos champion as a wight lord. Use the chaos warrior models for the wights and the chaos sorcerer model for the wight lord. The wights and wight lord have the same stats as before and have fully restored BPs, the only difference is that they're now undead rather than Tzeench and they've lost their magical resistance. The zombies are placed in the Tzeench cultist room in their original positions, the wights are placed in the four squares just off of the double corridor outside the central room (or as close as possible to them) and the wight lord is placed anywhere in the central room. The heroes get 200gp for each battle wizard that they save, the chests have 100gp each and the book on the sorcerers table is the chaos spell book and if the wizard gets it he can take a random chaos spell straight away.
Wandering Monster: Three Tzeench Chaos Cultists.

1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. US 






















