Warhammer Quest

The Soul Eater

by Chris Bradley


After the defeat of the four necromancers, the warriors manage to come across a page from the Grimoire Necris in their search for treasure. The page, dropped by Gartax in his disappearance from the dungeon, points out the locations of the lairs of the four. Sadly, much of the page has been worn away, leaving only a map leading to the crypt fortress of Rhyndar, known as the Souleater. Rhyndar once worked for the Empire, as an eminent doctor and a teacher of medicine. As part of his practice, he insisted that he be allowed free access to corpses, with which to study anatomy. This was granted to him, and he went on unnoticed, studing the teachings of Naggash, instead of his medicine. Eventually, the corpses he was given began to rise, and Rhyndar led a coup against the Empereor. His attack failed, however, turned back by the Emperor's personal bodygaurds, and Rhyndar was banished to the rank crypts, which were sealed behind him. Since he brought the dead from their graces, the Emperor thought it only fitting to confine him to his alive. Nothing had been heard of him since, until this day...

 

Begin by generatiing this dungeon as normal, using the Dread King's throne room as the objective rom. There are some special rules for some of the rooms the warriors may encounter, which are listed here:

Gaurd Room: The gaurd room is full of kegs of ale, which is the Souleater's own private brew. He has left some of his most trusted troops to gaurd it (1D6 mummies) which are immune to fear and terror while in this room. If the warriors defeat them, they may each take a drink of the powerful ale. Roll 1D6 on the following table to see what effects the brew had on them...

1 - The potency of the firey ale is too much for the warrior to handle, and he collapses in a heap, taking 2D6 wounds, and is unconscous for 1D6 turns.

2 - The warrior feels giddy, light-headed, and positively ill. He loses 1D6 wounds, and is at -1 movement and weapon skill for 1D6 turns.

3 - After one mouthful of the ale, the warrior decides that the ale is much too strong for him and he spits it out. The brew has no effect

4 - The unholy power of the ale tears through the warrior, granting him an extra 2D6 wounds. This may take him over his starting wounds, but are not permanent additions.

5 - The brew invigorates the warrior to a near extatic point, and he gains 1D6 wounds as permanent additions.

6 - The ale powers through the warrior's body as with number 5, but, as he swolled some air with the beer, when he belches, a burst of fire comes out as well. The warrior gains a breathe fire 2 attack, which lasts until the end of the next combat.

Monster's Lair: In this dark chamber, the Souleater keeps his beloved steed: A Hippogriff! The Hippogriff is accompanied by 1D6 zombies, as gaurdians of Rhyndar's pet.

Circle of Power: Within this room is the Souleater's library, which is comprised of stacks of books everywhere. As the warriors enter, several skeletal heads look around, and armfuls of books are dropped to scatter on the ground. A black cloaked creature turns burning red eyes towards the warriors, and hisses almost below the point of hearing.

"The Master's knowledge is not for the likes of you. I have watcged over his wisdom for many years, and will continue to do so long after the likes of you are rotting in the earth. Prepare to embrace death!"

Laggaroth the Twisted has been warped by the dark magical script within the room. His body wasted away until the point of total decay, at which moment he became a Wraith. He is accompanied by 2D6 skeletons, which are arround for lifting and carrying the heavy papers, as opposed to using Lggaroth's own insubstantual hands. Any wounds Laggaroth causes cannot be healed until he has been killed. All the books are full of dark magic, and are incomprehensible to the warriors, even magic users.

The Well of Doom: The Weill is in fact an abbatoir, where the meat prepared for the Souleater is butchered. To the warrior's dismay, most of the skeletons are humn... Beefore they have time to react to this, however a dark figure emerges from the shadowy corner. It clasps a hideously large sword in one hand, and a cleaver in the other. The armour it wears is plastered with congealed blood, which glints sickeningly in the lantern-light.

"Fresh meat,"it growls, with a sound of bone grating on bone, "At last, fresh meat. I have long awaited this moment, when the feast shall begin!"

Celkor the Butcher is a Wight Lord with the following items:

Magic weapon: Grave Ripper (Weapon 1 in the Catacombs rulebook - ignores 1D6 points of armour, on a 6 destroys 1 random piece of armour)

Magic armour: Armour of Blight (Armour 4 in the Catacombs rulebook - monster gains regenerate 2)

In addition to this, once the battle is joined, the long-dead skeletons will shuffle t their feet. Only when Celkor is killed will they crumble to the ground. Skeletons destroyed in this way do not give the warriors any trasure.

The Chasm of Dispair: Although unnervingly high, there are no special rules for this bridge.

The Sewer: This room is occupied by 1D6 ghosts which gain a +1 bonus to hit the warriors while they are in the water, because of their immobility. This is in addition to any other monsters encountered in this room. The ghosts are placed first.

The Torture Chamber: Within the Torture Chamber is a prisoner, who may be released once all the monsters have been defeated. Hideously twisted by the work of the torturer, the prisoner will babble incoherently about death, eternal life, and destruction. As the warriors look on, his speech will frow more and more understandable, until he finally calms enough to thank the warriors. He pulls a ring from his finger, and tosses it to them, before vanishing into the shadows. The ring is a time-freeze ring (Gives the warriors another warrior's phase after the on they just had) but is one time use only.

The Dungeon Cell: The prisoner from the Torture Chamber was being held here, and so, aoart from huge scrawled letters about death on the walls, there are no special rules.

The Hall of Death: The Hall is home to Myrrag, the Tomb King. Buried in this crypt before the Souleater arrived, the powerful influence of the dark magic has brought Myrrag back to the world of the living. He harbours immense hatred for the humans that brought him back into this torturous existance, and will not hesitate to attack any of them, the warriors included!

Myrrag is a Tomb King with the following rules:

Hates Humans

Magic Weapon: Blade of the Damned (WQ roleplay book page 84 - causes double damage)

Magic Item: The amulet of Helsnicht (Catacombs book page 23 - every turn roll dice, 3-4 creates 1D6 skeletons, 5 regain 2D6 wounds, 6 cast one necromantic spell)

Magic Armour: The Blighted Shield (Catacombs book page 24 - +1 toughness and reflects a spell on a 6+)

The Dread King's Throne Room: As soon as the warriors enter the Throne Room, they can see Rhyndar, the Souleater, standing behind a book, which pulsates with unholy power. Instead of a face, all the warriors can see of him is a skull-shaped mask bolted in place over his own visage. Stripped to the waist, he barks out an ominous warning to the warriors.

"Gartax told me that you'd find me, but I doubted him. Still perhaps you are cleverer than I gave you credit for. Nevertheless, you are powerless here, when presented with my awesome power and might. Prepare to perish, fools, at the hands of my new creations, the Knives of Nagaash!"

From the darkness come two new beings, which may at one point have been people, but are now something else entirely. Each of the skeletal beings is eight feet tall, with arms and weapons everywhere. Six arms lash out, each one weilding a different death-dealing weapon. Instead of the usual shambling, slow-moving undead, these ones are lithe and agile, cutting the air with unnatural ease. The Souleater laughs hideously, and casts a spell to begin the battle.

Each of the Knives of Nagaash has the following profile:

Movement 6
Weapon Skill 6
Ballistic Skill 6+
Strength 6
Toughness 6
Wounds 36
Initiative 6
Attacks 6
Gold 3000

Each one has 6x magic weapons, to represent a different one in each hand. Each attack is made with a different weapon. They also have assasinate 4+, Ambush Magic A, and Ignore Blows 6+. The Knives of Nagaash also have a specific weakness, which revolves around the number of arms they have. Due to their 6 weapons swinging around, there is a chance that they will get in the way of each other. This is indicates by their ballistic skill, which represents the fact that their aim would be terrible with 5 other weapons flashing about. If they ever roll a 1 for their assasination roll, another weapon has interfered with the hit, and the victim takes no damage. Also if a warrior ever rolls a natural 6 to hit, they have succeded in lopping an arm off. The Knife of Nagaash immediately loses 1 from each of its profiles, except wounds and gold, and may not use one of its weapons (determined randomly). The weapons possesed by the Knives of Nagaash are:

Sword of Dulling (causes paralysis)
Dread Blade (each adjacenet warrior takes 3 wounds at the end of turn with no deductions. This is fatal damage).
Blade of the Damned (causes double damage)
Cutting edge Sword (causes +1 wounds per dungeon level)
Grave Ripper (Ignores 1D6 points of armour. If a six is rolled, the armour is destroyed)
Weeping Blade (treated as a poison attack, always used last)

Rhyndar will not attack in hand-to-hand while this combat is ensuing, wanting to see how his medly of medical genius and necromantic know-how works out. Any creatures he summons will wait behind with him, out of harm's range, and wait anxiously for the outcome. If the warrios defeat the Knives of Nagaash, the Souleater will curse, and leap to the attack. Rhyndar is a Master Necromancer with the following special rules:

Magic Item: Bracelet of Khemri (Catacombs book page 23 - ignore blows 6+)
Magic Item: Staff of Flaming Death (Catacombs book page 23 - gives wielder the equivelant of Breath Fire 3)
Magic Item: Cursed Books of Har-Ak-Iman (Catacombs book page 23 - -1 on all to hit rolls and spell costs increased by 1 against wielder)
Magic Weapon: Axes of Nagashizzar (Catacombs book page 22 - if warrior is reduced to 0 wounds roll a dice, 1 dead, can't be healed except resurrection, etc. , 2-3 lose 1D6 permanent wounds, 4 lose 1 toughness permanently, 5 lose 1 strength permanently, 6 nothing.)

Once the Souleater has been killed, the quest has been completed. In addition to regular treasure, the warriors find one item of objective room treasure each, and another map, pointing the way to the second of four necromancer's lairs...