Warhammer Quest

Angel of Death

by Chris Bradley


Using the map found in the lair of Rhyndar the soul eater the warriors quickly move on to the second in the Sect of Nagaash. Vancart the Paleface is a powerful sorcerer in all regards. A long time ago he worshiped the forces of Chaos but the continued use of chaotic magic began to eat away at his physical body. He began to grow weak and when his body began to fail he turned to the work of Nagaash to keep him alive. As it is Vancart’s mind is over 2 centuries old…

 

When the warriors arrive at the lair of Vancart Paleface they discover that he is not present and his lack of minions means that he is nowhere near. Shuffling through the necromancer’s work they discover that he has gone to the Tomb of the Ancients to attempt to rise the mythical Angel of Death. Setting out, the warriors arrive at the tomb before Vancart can raise the terrible creature.

Generate the dungeon as normal with the tomb chamber as the objective room and then roll 2D6 and multiply it by 2. The warriors have this many turns before the Angel is raised. Whenever monsters are encountered roll a D6, on a 1-3 roll on the monster table, on a 4-6 roll on the following table as the warriors have happened on Vancarts minions.

1. 1D6 Chaotic Zombies – Twisted by Vancarts ties to chaos these once normal zombies have been enhanced and hardened into front line battle troops and body guards.

Wounds 25
Move 4
Weapon Skill 3
Ballistic Skill 4+
Strength 7
Toughness 4(7)
Armour 3
Initiative 3
Attacks 2
Damage 2D6
Gold 400

Fear 10; Regenerate 1; In addition roll on the unalligned chaos reward table (Tome of Chaos) for the group.

2. 2 Knives of Nagaash

Wounds 36
Move 6
Weapon Skill 6
Ballistic Skill 6
Strength 6
Toughness 6
Armour -
Initiative 6
Attacks 6
Gold 3000

Assassinate 4+; Ignore Blows 6+; 6 x magic weapon; Lose arm on to-hit roll of 6 (-1 on all characteristics except gold and wounds); No damage on assassinate roll of 1.

Armed with Sword of Dulling (causes paralysis)
Dread Blade (3 points fatal damage)
Blade of the Damned (Double damage)
Cutting Edge sword (Additional dungeon level wounds)
Grave Ripper (Ignore 1D6 armour points, on a 6 armour is destroyed)
Weeping Blade (poison attack, always used last)

3. 1D3 Wraiths and 1D6 Skeletons

4. 1D3 +1 Wight

5. 1D3 Mummies and 2D6 Skeletons

6. 1D6 Skeletons

 

The tomb of the Ancients is a fearful, curious place, it is dangerous for all who enter it and it has some special rules for different rooms.

Passageways, Corners, and T-Junctions
Breath of Death: The halls of the tomb are filled with death and if a 2 or less is rolled for the power phase while in a passageway the warriors are assaulted by the winds of death. Make an initiative test against 7 and for anyone who fails they must immediately take 1D6 unmodified wounds and be at –1 for any characteristic (except wounds) for the next 1D3 turns.

Dungeon Cell
Filled with the bodies of those that didn’t deserve burial this room seems willing to burst with skeletons. As the warriors enter they slowly begin to move and suddenly the warriors are overcome by undead. There are 25 skeletons in all and when one dies and skeletons still remain a new skeleton is placed where the one just died. Deathblows continue into the next square as normal. These creatures have their normal attack replaces with a Chill 1D3 attack.

Circle of Power
One necromantic spell is cast per combat turn from an unknown source until all generated monsters are dead.

Torture Chamber
The screams of the dead murdered here haunt the warriors. All warriors are at –1 to hit as the dead haunt their souls.

Well of Doom
The undead energies in this room physically push the warriors about almost as if the room itself is breathing. Ignoring pinning and moving models as necessary the warriors will be forced 1 square at the beginning of each turn in a random direction, at the end of the turn they are moved back.

Monsters Lair
Automatically roll on the monster chart at the beginning of this quest guide.

Guard Room
1D6 Chaotic Zombies await the warriors in this room. In addition they receive Ambush A.

Hall of Death
2 Tomb Kings rise from the ground when all the warriors leave this room. They are placed behind two random warriors and immediately make an Ambush, Magic A attack.

Tomb Chamber
Standing adjacent to the giant tomb is Vancart himself and as the warriors enter the room his hate filled eyes glance up at them and then he returns to his work. "I have more important things to do then give you your deaths" he says as 4 Mummies rise to block off the warriors from Vancart. Once any of these have been killed Vancart will give the warriors his undivided attention. He will summon 8 Chaotic Zombies and begin his attack.

Vancart is a Master Necromancer who has gained the breathe fire 2 ability and is also capable of 1 chaos spell. He has a skull staff, a bracelet of Khemri, and the cursed book of Har-Ak-Iman. His weapon is a chaos tomb blade.

In addition, determine if the Angel is risen, if it is, it will attack during the first monster’s phase after the mummies are banished.

It will move towards the closest warrior and then randomly go after a different warrior each turn until either it or the warriors are dead.

Wounds 55

Move 8
Weapon Skill 2
Ballistic Skill -
Strength -
Toughness 3
Armour -
Initiative 8
Attacks 1
Damage Special
Gold 3000

Chill 6; Ignore Blows 4+; Fly

Once this final challenge is defeated the warriors receive 1 piece of objective room treasure each as well as a piece of dungeon room treasure. On Vancart’s body they find another map to the third member of the Sect of Nagaash’s lair.

 

Hints and Tips


As menacing as the Angel of Death may appear to be on paper realisticly he is a bit of a let down. With only 1 attack and the tendancy to go after a different target every turn it shouldn't be your center of attention.

The only way for the Angle of Death to become a problem is if you get bogged down in monsters in the last room and don't have room to fight. As such the Necromancer should be your primary target because of his ability to summon creatures.

 

Stories


No real problems with this quest, the sudden appearance of 2 Knives of Naagash can be a problem and the corrider rules can be a bit of a suprise but to be quite honest I've seen stuff a lot tougher than this (which is too bad because I wrote this). When we entered the objective room we killed the mummies quite quickly and then the chaotic zombies jumped up along with the Angle of Death. Our Warrior Priest has an ethereal cape and went strait after the source (the necromancer) while the rest of us attacked the zombies. With the aid of a spell familiar the Warrior Priest also confused the Angel and made it lose its one attack per turn. Then all we had to do was kill the zombies and go after the hapless Angel of Death.