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CURSED CITY - The Madness of Baron Veingulper (Parte 2)

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' CURSED CITY

HE MADNESS 0F
BARON VEINGULPER
Explore the gore-encrusted district of the Clot

bunting, constantly dripping wet blood — and other


This article contains part 2 of’lhe Madness ofBaron
revolting fluids — onto luckless passersby. These ghastly
Veingulper sidequest. The final two journeys are
ornaments all seem to be centred around a large market
presented in this issue. You will need both parts 1 and 2
square with a great throne of bone and gristle at its heart,
to play these journeys. See lWIitc Dunn/497 for part 1
next to which crouches a hideous giant, its bellows and
of The Madness of Baron Veingulper.
howls calling hundreds of its kin to battle.

here are few indeed in Ulfenkarn who would BARON VEINGULPEB


consider themselves blessed with any kind of A gentle giant, Baron Veingulper is known to his men-at-
fortune. Yet for all the misery they endure on a arms as a kind and benign noble who takes a great deal of
daily basis, those souls that subsist within that interest in his vassals and cares deeply for their well-
cursed city thank their absent gods that their abodes lie being. This has engendered a great sense of pride in his
far from the darkened, offal—strewn streets of the Clot. warriors. They fight all the more keenly under his colours,
which are clear to see as he rides into battle upon his
Nowhere in Ulfenkarn, save perhaps the Ebon Citadel, is noble steed, Haugnir. However, his kindness and affable
as feared or reviled as the Clot. On the outskirts, warning nature quickly vanish when battle looms. He becomes a
signs in the form of corpses impaled on immense pieces stern figure who brooks no cowardice or failures from
of jutting bone outline a border not to be crossed on pain those who fight for his land and, by extension, his honour.
of dismemberment. Deep in the darkness, glinting, feral This is accepted by all as a fair trade for the generous
eyes glitter with madness, their owners waiting to pounce rewards the baron provides those who work hard during
on anyone foolish enough to stray into their territory. The peacetime, and his vassals enjoy a full belly each day.
handful of warriors who have made it past this foul border What wretched louse would dare demand more?
and later escaped describe a horrific, gore-stained vista.
., The numerous canals of this district are plugged with Baron Veingulper currently resides in Ulfenkarn, in the
.3 dried gore, and broken house walls are painted in a Clot. The city’s local lord, a warrior called Radukar, has
l patchy, arterial red. Entrails are strung across streets granted Veingulper stewardship of the Clot in return for
:' between buildings, a macabre perversion of celebratory helping him settle his dispute with a few rowdy
blackguards who seek to lead a rebellion against their
rightful ruler. Wishing only to bring glory to the name of
his liege lord and king, Veingulper has agreed to these
terms, swiftly bringing his section of the city to heel with
his troops and diplomats. Terms were offered to those
who resisted, though many more still flocked to his
banners. It was clear to Veingulper that the rebellion had
left many of the city’s citizens desperate and starved, a
situation that he was only too happy to remedy. After all,
with careful management and planning, there was plenty
of food to go around, and Veingulper’s quartermasters
were very practised when it came to fairly divvying up the
spoils of battle and the available victuals. Shortly after the
Clot became a fully functioning vassal state from which
he could produce men-at-arms worthy of the name,
Veingulper was ready to make good on his bargain with
Radukar. He summoned his vassals, his hounds and
barriers, mounted Haugnir and led his men to besiege the
base of the evil rebels, a nest of discontent called Haven.

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It e Madness of Baron Veingulper sidequest


‘To begin this sidequest, the heroes must currently be playing they are no longer out of action.
through the Ulfenkarn in Peril or Nightwars quest. 9 Ifthe heroes fulfil the Our Enemies Sally Forth journey’s
Designer’s Note: It is recommended that each hero embarking success conditions, they can return to the Adamant and
on this quest be at least level 5. The Flesh-eater Courts are not follow the rules for Journey’s End from the rulebook (page
to be taken lightly! 34). The Ulfenkarn in Peril or Nightwars quest remains
0 Once the players decide to begin this sidequest, the Ulfenkarn paused, and the next journey the heroes undertake must be
in Peril or Nightwars quest is paused, and the value ofthe the Retreat! journey.
fear, influence and doom counters cannot change until the 0 If the heroes fulfil the Retreat! journey’s success conditions,
sidequest is completed or abandoned. the next journey the leader chooses to undertake must be the
0 Set up each journey in this sidequest, save for the Laying Besieged journey from this sidequest. Before beginning the
Siege journey, as if you were playing through a Hunt journey, Besieged journey, the heroes do not return to the Adamant.
but you use the combat map, victory conditions and unique Instead, each hero can make one free Recuperate (1+) action

BM0TVEAINHDRGF
rules for the journey you are undertaking. In addition, this (see page 25 of the rulebook) or remove one ailment (see page
sidequest’s journeys will also specify which hostiles to use 33 of the rulebook) from their character card — other ailments
and how they are deployed (shown on the combat map) remain. The heroes also remain inspired, keep any inspiration
and reinforced, rather than using encounter cards. Finally, points they have, and any wound or grievous wound counters
during each journey in this sidequest, use the unique event remain on their character cards. If a hero was out of action,
table presented for that journey instead of the table in they are no longer out of action.
the rulebook. 0 Ifthe heroes wish to abandon this sidequest, they can do so
0 Set up the Laying Siege journey in this sidequest as if you at any time. If they do, and you are currently playing through
were playing through a Haven Defence journey, but use the the Ulfenkarn in Peril quest, grow fear and influence by 1
event table, hostile groups, victory conditions and unique each. If you are playing through the Nightwars quest, add 1
rules presented in this article. Note that as no Vampire Lord doom counter to the Nightwars quest card. The Ulfenkarn in
is attacking Haven, those rules are not needed. Peril or Nightwars quest is then unpaused and play continues,
0 There are no crises in sidequests. Remove all crisis cards from following the rules in the relevant quest book.
the discovery deck during set up.
0 Ifthe heroes fulfil the Laying Siege journey’s success The Flesh-eater Courts: Delusions
conditions, the next journey the leader chooses to undertake If you want to include these hostiles in other games of
must be the Our Enemies Sally Forth journey from this Warhammer Quest, you can use these optional delusion
sidequest. Before beginning the Our Enemies Sally Forth rules. This rules make the game more difficult, so use them at
journey, the heroes do not return to the Adamant. Instead, your peril!
each hero can make one free Recuperate (1+) action (see page
25 of the rulebook) or remove one ailment (see page 33 ofthe 1 After setting up a journey, roll a quest dice and consult
rulebook) from their character card — other ailments remain. the delusion chart below.
The heroes also remain inspired, keep any inspiration points 2 That delusion applies to Flesh-eater Courts hostiles for
they have, and any wound or grievous wound counters that journey.

. Dawsron

1—3 Mounted Yeomen: Add 1 to the Move value of Flesh-eater Courts hostiles for this journey.

Aura of Purity: When a hero activates, if a Flesh-eater Courts hostile is visible to them, lower the scores on any
remaining activation dice on that hero’s character card to l.

Knights of the Red Grail: Each time a Flesh—eater Courts hostile suffers damage, reduce the damage suffered by l, to
7—9 a minimum of 1.

10-12 Valiance Beyond Measure: Flesh-eater Courts hostiles are empowered for this journey, even if night has not fallen.

The Madness of Baron Veingulper Quick Start 4 The player(s) decide which hero is given which
If you don’t have heroes at the level needed to do this empowerment card(s).
sidequest, you can use these quick start rules to just jump in.

1 Pick 4 heroes you wish to use in these sidequests. Finally, if one of these heroes dies and a replacement is
2 Those heroes are new level 5. needed, simply repeat this process for a single hero and draw
3 Draw 3 random weapon and 3 random armour a single random empowerment for them.
empowerment cards.
W “mm.

RETREAT!
%
The accursed rebels have more grit than was expected, aided no doubt by foul magicks and powerful sorcery. 'Ihe baron’s forces 1
have been completely routed, and his command post is no longer secure. In a long and illustrious career, the baron has learned
when it is fit to fall back and thus secure future victories by preserving the lives of his soldiers. Nodding to his aides, the baron
gives the word to his army that they must fall back in good order and regroup at the Clot to await reinforcements. It is left to
his border guards to cover their retreat and buy him the time he needs to muster his defences.

JOURNEY RULES closer to the nearest rally point. A rally point is a space that
An ‘Ordered’ Retreat: Hostile Group 1 does not follow the contains a mysterious object on the combat map. Search (4+)
normal rules for behaviour rolls during this journey, nor does actions, and other actions that remove mysterious objects from
it have encounter cards that are placed on the combat track, the battlefield, have no effect when made during this journey.
nor can it be driven off. Instead, it follows the rules below. The When a Cryptguard would move into the same space as a rally
other hostile groups follow the Rearguard Defence rule. point, that hostile is removed from the battlefield, then the
quest token is advanced one space on the quest tracker.
Each time Hostile Group 1 activates, do not make a behaviour
roll. Instead, each Cryptguard in that hostile group makes two When a hostile moves in this way, neither Move action ends
Move actions. Each Move action must end with that hostile ifthat hostile moves adjacent to one or more heroes. Ifthat

HOSTILE GROUPS
0 20 Cryptguard (G) 0 l Crypt Infernal Courtier (I)
9 2 Crypt Flayers (F) ‘0 Gorewarden (W)

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:_ ile cannot complete either’Move action due to the presence reinforcements. If tll’ellfll‘is a critiqalsuccess, deploy two
73' one or more heroes, that hostile will move through that hero, slain hostiles from that hostile group Vstead. Treat the quest
gut they cannot end that Move action on the same space as that dice roll as the behaviour roll for that hostile group. The
Ifa hostile moves through a hero in this way, that hero Gorewarden and the Crypt Infernal Courtier cannot deploy as
d that hostile each suffer l damage. reinforcements in thisjourney.

After each activation, roll the quest dice ifthere are any Cut Them Off: A hero adjacent to a space that contains a rally
Cryptguard not on the battlefield. Place 1 Cryptguard in a point can make the Destroy (18+) action. Ifthey do, remove
nearest empty space adjacent to the lychgate whose number that mysterious object from the battlefield.
matches the score on the quest dice, following the rules for
deploying reinforcements. Then repeat this, using the lychgate VICTORY CONDITIONS
that is next in the numbered sequence, until each Cryptguard At the end of the event phase, ifthere are no heroes on the
is on the battlefield. Treat the lychgate numbered 1—2 as battlefield, or if at any time the quest token is placed on the
following the lychgate numbered 10—12 for this purpose. Note space marked 10 on the quest tracker, the journey ends and the
that 8 Cryptguard are deliberately left 01f the battlefield at heroes are unsuccessful. At the end of the event phase, if each

MB0TVEAINHDRGF
the start of the journey, and these will appear after the first rally point has been removed from the battlefield, the journey
activation following these rules. ends and the heroes are successful.

Rear-guard Defence: Hostile groups 2, 3 and 4 in this journey CONSEQUENCES


do not have encounter cards that are placed on the combat Ifthe heroes are successful, the next journey they undertake
track, nor can they be driven off. Instead, when hostile must be the Besieged journey as specified under the sidequest
group 2 activates, roll . and the quest dice. If the . roll is rules earlier.
a success, deploy one slain hostile from that hostile group
in a space adjacent to the lychgate whose number matches Ifthe heroes are unsuccessful, they must begin this journey
the score on the quest dice, following the rules for deploying again — simply set it up and play through it again.

‘TREAT! EVENT TABLE

.:, u.-

l A Destiny Denied: Do not make a destiny roll at the start of the next turn.

Fall Back! Fall Back!: The leader picks one Cryptguard visible to a Crypt Infernal Courtier. That Cryptguard makes
one Move action following the An 'Ordered' Retreat rule.

Cut a Path Through Theml: Each hostile adjacent to one or more heroes makes one weapon action.

Flee! Flee for Your Livesl: AlloCate 1 damage point to the hostile nearest any rally point. If that hostile is not slain,
that hostile makes one Move action.

Born Hero: The leader picks one hero who is out of action. Deploy that hero to the battlefield in an empty space that
is adjacent to one or more heroes. Then make a free Recuperate (1+) action for that hero or remove one ailment from
9-10 that hero. If there is no hero out of action, the leader picks one hero on the battlefield. Make a free Recuperate (1+)
action for that hero or remove one ailment from that hero.

Inspiring Efi'ort: The leader picks a hero. That hero gains 1 inspiration point.

12 A Destiny Fulfilled: After the destiny roll is made, move all discarded destiny dice to the available destiny dice
section of the skyvessel board.

WHIIE DWARF 109


“W. .

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As the war continues, the baron realises he has been duped by Radukar. No mere foppish malcontents or ill—equipped
rebels are these. Instead they are foul monstrosities dragged forth from the deepest, most malign pits in the Mortal Realms.
Slavering daemonic horrors have been pitted against his soldiers, with guttering fell fire in their eyes and smoke pouring from
their mouths as they revel in the slaughter. No hint of mercy or honour have these fiends, who even murdered his men in cold
blood as they attempted to flee the battlefield! Having made his way back to the Clot, the baron rallies his men for what he fears
might be his final stand. Perhaps if he can last the day, his erstwhile ally might still come to his aid in this, his most desperate
of hours. Only time will tell...

JOURNEY RULES open gateway. The closed gateways have no weapon actions, no
The Baron’s ‘Castle’: Closed gateways cannot be moved defence value and do not activate.
through by heroes, and spaces touching them on different
board tiles are not considered to be adjacent to each other. Hostiles and Closed Gateways
While moving, hostiles treat closed gateways as open gateways.
Heroes treat each closed gateway as hostile during this journey. Hostiles cannot draw line of sight through a closed gateway
When a closed gateway has suffered a total of 6 or more except to a hero that is adjacent to that gateway.
damage, it is destroyed — turn the closed gateway over into an

HOSTILE GROUPS
0 20 Cryptguard (G)
a

0 2 Crypt Horrors (C)


0 1 Crypt Haunter Courtier (H)
0 1 Abhorrant Archregent (A)

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4 bbling Hordes: The hostile groups in this journey do not VICTORY cohijtirIONsQ-fl ', ',
gave encounter cards that are placed on the combat track, nor At the end of the event phase, if thereVe no heroes on the
‘r'

' n they be driven off. Instead, when a hostile group activates, battlefield, or the nightfall token is on the nightfall space
all . and the quest dice. Ifthe . roll is a failure, deploy two on the skyvessel board, the journey ends and the heroes are
ain hostiles from that hostile group in a space adjacent to the unsuccessful. At the end of the event phase, if the Abhorrant
. chgate whose number matches the score on the quest dice, Archregent is slain, the journey ends and the heroes
'following the rules for deploying reinforcements. Ifthe roll is are successful.
a success, deploy three slain hostiles from that hostile group
instead. If the roll is a critical success, deploy four slain hostiles CONSEQUENCES
from that hostile group instead. Ifthe hostiles would be If the heroes are successful, each hero gains experience and the
deployed on a board tile with a mysterious object, deploy one leader can pick one dead hero — that hero is no longer dead but
additional hostile. Treat the quest dice roll as the behaviour begins play at level 1. If the heroes are unsuccessful, they must
roll for that hostile group. If the hostiles would be deployed begin this journey again — simply set it up and play through
on a board tile with the Abhorrant Archregent, deploy one it again.
additional hostile. Treat the quest dice roll as the behaviour roll

MOBTVEAINHDRG
for that hostile group. The Abhorrant Archregent cannot deploy
as reinforcements in thisjourney.

. _ , EVERY

A Destiny Denied: Do not make a destiny roll at the start of the next turn.

Heroic Bearing: Activate the Crypt Haunter Courtier.

Now Is Not Our Time To Die!: Remove one wound counter or one grievous wound counter from each hostile visible
to the Abhorrant Archregent. If there are no such hostiles, activate the Crypt Haunter Courtier.

Bar the Gates!: Remove one wound counter or one grievous wound counter from each closed gateway.

Born Hero: The leader picks one hero that is out of action. Deploy that hero to the battlefield in an empty space that
is adjacent to one or more heroes. Then make a free Recuperate (1+) action for that hero or remove one ailment from
9—10 that hero. If there is no hero out of action, the leader picks one hero on the battlefield. Make a free Recuperate (1+)
action for that hero or remove one ailment from that hero.

ll Inspiring Effort: The leader picks a hero. That hero gains 1 inspiration point.

A Destiny Fulfilled: After the destiny roll is made, move all discarded destiny dice to the available destiny dice
12 section of the skyvessel board.

he screams ofthe dying and the stench ofburnedflesh stung the baron’s nostrils as he breathed heavily, desperately

T sucking air into his lungs asfatigue threatened to overwhelm him. Damn that car Radukarfor leading him into this
debacle. Should he survive this night, the baron swore under his breath, he would tear down every brick in this city until
that coward lay dead at hisfeet. Foul treachery ought to give no reward but an unclean death. So sayeth the king, and thus
would the baron enact. Butfirst came the matter ofsurvival, and such a matter was despairingly close to vanishingfrom reality.
Blinking bloodfrom his eyes, the baron once more beheld the nightmares that assaulted him and his men. A burlygiant,flayed
offlesh and covered in viscera, reached down and picked up one ofhis soldiers by the waist as he shrieked in terror. His screams
were silenced as the brute bit their head clean ofland hurled the body to one side. Another, a scrawny devil, shotfellfirefrom
their eyes, incinerating one ofhis knights and her mount, reducing both to ash in an instant. More still clamberedforward over
the corpses ofhis brave defenders, bearing all manner ofevil-looking weapons and heretical charms. Spitting blood on thefloor,
the baron spared onefinalglance at the decapitated corpse ofhis loyal mount, Haugnir, as he lifted his bladefor the last time.
Straightening his back and taking a stance, he preparedfor the inevitable end.

‘Come on then, you devils. Ihaven’t got all night,’ the baron said.

WHIIE DWARF Ill


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