Sunday, 18 May 2014

The Daemon Prince and the Woodcutter Scenario Report: Part 1

Welcome to the first of my Oldhammer Scenarios that I hope to share with you in the coming months. If you are coming to this report fresh, you may want to have a quick scan through the background to the scenario here, though doing so is not necessary. In fact, you may well want to stay on this page to avoid the spoilers that that article will inevitably bestow upon you. 

To begin then...

A clearing in the forest, about half a day's travel from the Imperial town of Drakberz. A shadowy group of figures secret themselves alongside a thick patch of brambles and observe the serene landscape before them. A single cottage, with a crumbling stone wall to the rear, stands among hundreds of tree stumps. Thick areas of bramble growth spot the land here and there, competing for light with the odd tree. A dusty track, the Old Forest Road, runs past the building and branches off to the south. 

A female elf, obviously the leader of this expedition withdraws a crumbled letter from her belt. Cracking open the starched pages she re-reads her instructions...

"Hail to thee,

News of our victory at Darkspume will have no doubt reached you by now. The time to move the coven grows near and we must rejoice in that fact. However, there is a danger of complacency if we fail to act accordingly. We are now free to move westwards through the depths of the forest as our enemies are now scattered, but time is short. They will rally in the days to come, no doubt gaining strength as quickly as we bled it from them. So M has ordered that the perfect sacrifice should be moved by the end of this moon.  

Your task is to clear the path through the forest to the east of us. You will be familiar with the Old Forest Road from our earliest times together. The place is much changed now and is bitterly contested. Followers of the Bloody One and the Father of Flies have fought each other for many years for possessions of the crags, glades and clearings. Our journey will be the swifter if these rivals are distracted. 

You are to find the shrine of Gloth'as'skar, an ancient statue dedicated to our lord. The shrine consists of a craven image, gouged from stone, and is lost somewhere along the Road. Supplied with this letter is a preserved heart. This and this alone will re-activate the shrine and cast our Lord's power and influence across the land. This power, if properly directed, will further disrupt our enemies and allow our safe passage. 

I have little aid to give thee apart from the knowledge that a simple woodcutter dwells near the shrine. According to our spies, he knows the lay of the land like no other and will be a good place to start in your search. It is likely that the shrine is protected by enchantment, most likely illusion, though the heart will allow what cannot be seen to be seen once again. 

Additionally, I have supplied a ring for one of your followers. It contains a petty illusion spell. I am not privy to the blessings of your followers but I expect that few can past unnoticed amongst the non-believers. This ring will remedy that. Slip the band on to a finger, and all the uninitiated will see is a common peasant man. Use this tool wisely. 

Find the shrine and re-activate it. Be on your guard for our enemies and the creatures of the forest. 

Do not fail our master. 


Do not fail me. 

H"


Slowly, a single figure strolls from the forest's shadows and plants their booted feet upon the dusty soil of the road. Small clouds of flies circle his head in the lazy way of insects. He stops to observe the cottage, though no immediate signs of life are spotted. Stepping off of the road, the figure makes his way around the side of the building leaving the flies to endless circuit. 


Carefully, the figure considers the cottage. There is something odd about him, though a thief he is not, for only the most foolish of their ilk would dare to be seen some openly. He pauses to sniff the air, as if trying to sense for something,while his idle fingers toy harmlessly with a unadorned silver band on a finger. The sound of someone chopping wood behind the building can now be heard. 


The figure advances with interest. Within moments, he has turned the corner of the building and spotting a single woodcutting chopping wood for a unseen fire. Observing the woodsman brings little information beyond his age and bearing. The woodsman is middle aged, with greying brown hair and a bristling beard. he looks up, his yellowish eyes narrowing as he notices the stranger by his garden wall. 


"Good afternoon," the figure states, as if in way of introduction, "you aren't aware of any shrines in the area are you?"

"Shrines?" The woodsman considers, resting a burly arm upon his axe haft. "Why yes. To the south there lies a shrine to Morr, people with us forest folk when we have needs of it. Further south sees a shrine to Shallya too. Can I ask why you ask?"

Ignoring the woodsman's pleasantries, the strange goes on. "How far would the journey be to these shrines?" 

Blinking his displeasure at the rudeness of this fellow, the woodsman answers nonetheless. "Why, three or four hours for Morr and several days for Shallya!"

The stranger considers this for a moment. "Very well," he states, touching his hat in a gesture of thanks, "have a good afternoon."


Strolling with a purpose now, the stranger sets foot once more upon the road and heads north back into the shadows of the forest. Minutes later, he re-emerges and resumes his journey along the road. If the woodman had been watching from his cottage window, he would have wondered perhaps and the change in gait with the strangers movements. Before he had moved like a scholar, with slumped shoulders and interested eyes, but now he seemed to move as a warrior, straight backed and alert.

Odd indeed. 


In a few strong steps, the stranger is past the cottage's frontage and begins to turn a corner past an old rotting fence. Now and again, he stops, as if looking for something amongst the bushes and trees. Confusion seems to dog his steps, almost as if he is unsure about the object he so obviously seeks. 


Reaching the fork in the road, the stranger opts to take the smaller path. His feet have only trudged a few steps when the strange freezes. His limbs stiffen and he becomes motionless. A sinister feeling nags at his stomach, as if he were being watched... Studied even. And not by something human! His steps faulter under this instinct, and the stranger casts his head about wildly looking for the source of this feeling.

Then, he senses a new danger. The bushes behind him seem to writhe with life. A rugged, animal stench wafts from the treeline beyond the bramble growth. The sound of leather creaking and harnesses tinkling can be heard faintly. As can the snapping snarls of what sound like... wolves! 


Wolfriders burst forth from the shadows of the forest. Five wicked goblinoids mounted on vicious, snarling animals. They appear armed with all the random weapons of these cruel greenskins. Emerging from the bushes nearby, sneak three goblins on foot. Their faces are just as twisted and nasty as their kin on the back of the wolfs. 

The stranger sees steam rising from the mouths of the wolves. Though, rather oddly, the goblins don't seem to have noticed him yet. Making a sprint for the hedgerow, the figure starts to make himself scarce. 

"Snotz haz had enuff!" The leader of the wolfriders mutters to his followers. "Nah more gobboz is ganna be gobbley upzie by dat 'airy bugga, Grabshat! Wiv diz brayavree poeshon us gobboz will scwish dat kreepie krawlie wiv ar wulf boys. Yoo fwree gobbos wiv aaht wulfies wiv 'ave ta waotch ar baks an' keyp Old Jon 'oled up in 'is paddick!" 

As if on cue, each goblin produces a grimy, glass vial from somewhere beneath their clothing and knock the contents back. Their eyes seem to bulge and their jaws constrict with the taste but a new determination begins to glow in their eyes. A determination that seems out of place on the faces of these cowardly creatures. 


Shadows spread across the road to the north as a warband emerges from the undergrowth. pinks, pastel greens and purples clothe their bodies and two, twisted beastmen guard their flanks. These are obviously followers of a forbidden god! Sadly, the forests are full of them. If an observer had keen eyes, he may very well have made out several other figures in similar hues sneaking among the trees. Obviously, there is more to this warband that are currently stepping forth upon the dust of the Old Forest Road. 

Meanwhile, the stranger struggles to cross the hedgerow and get out of the line of sight of the goblins. Despite the goblinoids being some close by, something stops the figure from his panicked scrambles. Something that encourages his to slowly turn and look behind him!


A giant spider! Dumbfounded, the stranger cannot help but watch the enormous creature crawl from its hole and begin to flex its mandibles in the afternoon's sunlight. Is the thing hungry? Terrified, the stranger continues his made scramblings to clear the hedgerow.


Spotting the arachnid, the goblin leader let's loose a warcry! "Snotz! Snotz! Snotz! Before launching his animal forwards, promptly followed by his companions. With an insane glee smirked across their faces, the wolfriders begin their charge towards the repulsive creature. Their remaining kin sneak forwards towards the crumbling stone walls of the woodcutter's garden. 

Evil flickers on their eyes.

To the north, the chaos warband stop dead in their tracks. This is not what they expected. With practiced grace, their draw their weapons and drawl themselves together into a closer formation....

END OF PART ONE. PART TWO CAN BE FOUND HERE.

The Daemon-Prince and the Woodcutter: A Warhammer Fantasy Battle Third Edition Scenario

"Hail to thee,

News of our victory at Darkspume will have no doubt reached you by now. The time to move the coven grows near and we must rejoice in that fact. However, there is a danger of complacency if we fail to act accordingly. We are now free to move westwards through the depths of the forest as our enemies are now scattered, but time is short. They will rally in the days to come, no doubt gaining strength as quickly as we bled it from them. So M has ordered that the perfect sacrifice should be moved by the end of this moon.  

Your task is to clear the path through the forest to the east of us. You will be familiar with the Old Forest Road from our earliest times together. The place is much changed now and is bitterly contested. Followers of the Bloody One and the Father of Flies have fought each other for many years for possessions of the crags, glades and clearings. Our journey will be the swifter if these rivals are distracted. 

You are to find the shrine of Gloth'as'skar, an ancient statue dedicated to our lord. The shrine consists of a craven image, gouged from stone, and is lost somewhere along the Road. Supplied with this letter is a preserved heart. This and this alone will re-activate the shrine and cast our Lord's power and influence across the land. This power, if properly directed, will further disrupt our enemies and allow our safe passage. 

I have little aid to give thee apart from the knowledge that a simple woodcutter dwells near the shrine. According to our spies, he knows the lay of the land like no other and will be a good place to start in your search. It is likely that the shrine is protected by enchantment, most likely illusion, though the heart will allow what cannot be seen to be seen once again. 

Additionally, I have supplied a ring for one of your followers. It contains a petty illusion spell. I am not privy to the blessings of your followers but I expect that few can past unnoticed amongst the non-believers. This ring will remedy that. Slip the band on to a finger, and all the uninitiated will see is a common peasant man. Use this tool wisely. 

Find the shrine and re-activate it. Be on your guard for our enemies and the creatures of the forest. 

Do not fail our master. 

Do not fail me. 

H"

This is the first scenario that I have published on Realm of Chaos 80s. I am a huge fan and staunch believer of the narrative game, probably due to my strong links with role-playing, and feel that WFB3 is the ideal ruleset to explore games that are really just interactive stories. The overview published below sets the background to the story of this little scenario and provides an oversight to all of the factions involved. If you intend to run this game (or hope to play your part in it) I would stop reading now, as the details of the game are published below. The GM running the game just need provide the appropriate set of stats to each of his players and ensure that they have copies of the background materials.

The scenario has been designed to be played between 2-4 players with a very small number of models. No prior knowledge of WFB3 is required to play if the GM has a good understanding of them. I have added the concept of an intelligence test to the game. This allows players to have the chance to notice little details that provide at little atmosphere and further information to the game.

I have provided notes under many characters based on the rules from WFB3. If you are unfamiliar with these, it will be worth your while in checking what these mean exactly. Otherwise, feel free to change, adapt or ignore anything you wish too. The purpose of this scenario is to have a narrative game full of suspense, action and betrayal.

A full write up of me GMing this game can be read here - part 1, part 2 and part 3. You may wish to read the report first before continuing with this article, that way the spoilers will not raise their heads until you need them too!

GM's Overview

This scenario involves a small warband of Slaanesh moving eastwards through the Drakwald Forest. The group is lead by Blandidir, a dark elf, who has lived for many years as a house servant in the affluent town of Drakberz. Though hiding in plain sight as a servant, Blandidir is in fact the head of a local coven of  Slaaneshi worshippers. The human who she pretends to serve is in fact a lower ranking member of the group called Ernest Schutz. Most of the coven is mutated and hides beneath the brick built buildings of the town. As the coven has grown in size it is becoming difficult to exist comfortably in Drakberz. The coven's distant and mysterious leader and benefactor, known only as H, has uncovered a ruined tower east of the town which is ideal for the group's plans. They have raised the daughter of a local silk merchant to the rank of priestess and she is now committed to sacrificing herself to the dark whims of the pleasure god. However, before such ceremonies can be properly prepared, the coven needs to be moved through disputed forest territory. Blandidir and the warriors of the coven have been ordered to activate a largely forgotten shrine in order to disrupt their enemies and ensure safe passage to their new home. She has been given instructions that describe a contact deep in the forest along the Old Forest Road. Her target is a small cottage, owned by a local woodcutter, and spies have confirmed that he knows the area better than anyone else. 

Close to the cottage stands a singular hole in the ground known locally as Goblin's Lure. It is the home of an ancient and particularly intelligent spider called Grubshat. Many of the locals know of the spider and go out of their way to avoid its territory but few feel threatened by her because she feeds solely on the goblins who lurk in the dark, damp places of the forest. Due to this, local humans are rather protective of her and fear that outsiders will no doubt decided to hunt down the spider and kill her. Locals worry that this will cause the goblins to multiple considerably and cause severe problems for those who live in the forest.

Ripnose Snotz is a common goblin with delusions of grandeur. His small band of gobbos has sworn to slay old Grubshat once and for all. Snotz and his wolf riders plan to travel towards the spider, draw the beast out and kill her. This is unusually brave behaviour to a goblin, but Snotz has a cunning ploy at hand. A magic potion that bestows upon its drinker a period of fearlessness. Just perfect for taking on a spider of hideous size. His small force is lurking among the bushes around the time Blandidir arrives in the woodcutter's clearing. Will Snotz be able to drum up the courage to lead his small force out towards the spider and kill the beast?

Voight Dripsore is a champion of Nurgle. He has been ordered to destroy the rival Slaaneshi faction and loot their equipment as their group is in urgent need of resupply. He needs to plan an ambush that will ensure a quick, concise victory over the Purple Palm coven at minimal risk to his own forces. There is one catch! One of the Slaaneshi coven members is an unwitting informant for Nurgle and needs to be kept alive if possible!

Jon Branch is a were. An honest were. Afraid of the harm he could do to other humans in his monthly transformations into a giant wolf he has secreted himself away in the depths of the forest to live the life of a woodcutter. Years of roaming the area has caused him to become a local oracle of knowledge and he is often consulted by the local hunting fraternity. Even dwarfs have been known to question him about the qualities of local rocks!

Gloth'as'skar is an imprisoned daemon prince. Disgraced by trickery, he has been condemned to be bound within a statue until a blood sacrifice is washed upon the shrine's stones. However, the shrine is magically hidden and it is highly unlikely that anyone will ever seek him out. Frustrated by the aeons, this entity waits for someone foolish enough to re-activate his prison and let him loose on the mortal plane once more!

Slaaneshi Player Overview

This player to to be handed the letter from the benefactor, published at the beginning of this article. They should also be introduced to their forces but need not immediately decide where to place them on the board. They will need to decide who will carry the illusion ring and who will carry the preserved heart. These items can be given to a single character if desired. Once the GM has had the opportunity to discuss each player's plans, the Slaaneshi player will need to decide on their first move.

Blandidir Chaos Champion of Slaanesh lvl 15 hero
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4 1/2
6
5
4
4
3
8
3
10+2
9
10+1
9+1

Hand Weapon (magical sword) Hellhoned Blade (no saving throw for non-magical armours)
Shield
Light Armour SV 5+

Brugal Vassel Acolyte of Purple Palm Coven lvl 10 wizard
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
4
3
4
3
2
4
1
8+1
9+2
8+1
9+2

Light Armour SV 6+
Hand Weapon (magical dagger) Baneblade (double wounds for first wounded race for rest of the game)
Magic Level 1 Power Level 10  Magic Points 10
Spells:
Cure Light Injury (touch) MP 1 Restores 1 W to any character. Fail spell removes 1 W from character.
Fireball (24") MP 1 per fireball (d3 S3 hits) No SV allowed apart from mounted characters SV 6+
Bind Daemon MP 3 (24") daemon receives MSV 6+ if failed cannot move or attack next turn

Lenz Flailskin Chaos Warrior of Slaanesh lvl 5 hero
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
4
4
4
3
1
4
2
7
7
7
7

Chaos Armour SV 4+ (+1 to MSV)
Flail +1 S hit  -1 I when pushed back  charge M rate only

Max Chaos Thug 
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
3
3
3
3
1
3
1
7
7
7
7

Hand Weapon (club) 

Felix Chaos Thug
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
3
3
3
3
1
3
1
7
7
7
7

Light Armour SV 6+
Double Handed Mace

Dram Chaos Thug
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
3
3
3
3
1
3
2
7
7
7
7

Light Armour SV 6+
Hand Weapon (Sword)
Additional Weapon (Dagger) -1 to hot right handed attack -2 to hit with handed attack if using both weapons

Buttockfiend Slaangor
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
3 1/2
4
3
3
4
2
3
1
7
6
7
7

Light Armour SV 5+
Shield
Hand Weapon (mace) 

Hornsmount Slaangor
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
3 1/2
4
3
3
4
2
3
1
7
6
7
7

Light Armour SV 5+
Shield
Hand Weapon (sword) 

Goblin Player Overview

"Snotz haz had enuff! Nah more gobboz is ganna be gobbley upzie by dat 'airy bugga, Grabshat! Wiv diz brayavree poeshon us gobboz will scwish dat kreepie krawlie wiv ar wulf boys. Yoo fwree gobbos wiv aaht wulfies wiv 'ave ta waotch ar baks an' keyp Old Jon 'oled up in 'is paddick!" 

Ripnose Snotz is a goblin with purpose. For many years, the giant spider, Grabshat, has hunted the goblins of his tribe and generally prevented the 'Bad Eggz Boyz' from spreading their influence westwards. With the recent addition to Snotz swag bag of an expensive 'Potion of Courage' the time has come to eliminate the pesky arachnid and make an name for Snotz and his boyz. Glory awaits the goblin who can rid the forest of the old spider. Jon Branch, a half-were human and protector of the spider, lives locally and may need distracting or eliminating before Grubshat can be killed. The truth about Jon is not generally known, and is only knowledge to the goblins due to their skulking in the forest and endless snooping. Perhaps its a secret that can be used to their advantage?

The goblin player should be handed their stats and the information published for their faction. They enter to the south of the Slaaneshi forces, on the left hand corner of the board d12 turns after the Slaaneshi players first turn.. Their target, Grubshat, will be lurking inside Goblin's Lure (a small hole in the ground) on the right hand corner of the board.

Ripnose Snotz Goblin Champion
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
-
8
3
4
4
0
4
3
3
3
2
-
3
3
1
1
6
-
5
-
6
-
5
-

Spear +1 I
Shield
Light Armour SV 4+

Goblin Wolf Riders x 4
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
-
8 1/2
2
4
3
0
3
3
3
3
1
-
2
3
1
1
5
-
5
-
5
-
5
-

Light Armour 5+
Hand Weapon (assorted) 

Grublub Goblin Hero
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
3 1/2
3
4
4
3
1
3
2
5
5
5
5

Hand Weapon (sword)
Light Armour SV 5+
Shield

Throtglug Goblin Warrior 
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
2
3
3
3
1
2
1
5
5
5
5

Bow 16" S3
12 Arrows
Light Armour
Hand Weapon (sword) 

Huggagob Goblin Warrior
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
2
3
3
3
1
2
1
5
5
5
5

Hand Weapon (sword)

NOTE: Each goblin has been issue with the Potion of Courage. This may be drunk at the beginning of any goblin player's turn. This will provide a 10 + d10 turn bonus to Ld at +3. When the potion wears off, the goblins will return to their original Ld stat. Use this tool wisely.

Nurgle Player Overview

"Voight, 

We have been informed that a group of rival cultists have emerged from the fields around Drakberz and are making their way along the Old Forest Road. Our informant has reported this group to be followers of the Purple Palm, a Slaaneshi group active in the town.  I understand that they are well equipped with magical items that will be useful to our cause. 

Your instructions are clear. Locate this group, ambush them along the road and kill them. Their equipment must be looted and returned to me here, as the Deathfist will soon begin to push at our boarders once more. Spare the life of the wizard Brugal Vassel though, he doesn't yet know it, but he is the informant feeding us with the knowledge we so desperately need. Father Nurgle has blessed him with a most fortunate illness and as the pustules burst, so the pus speaks to His servants of the perverse plans of the Purple Palm. 

Leave no other witnesses. 

Molke"

Voight is an enforcer. The Old Forest Road has long represented a territorial line between rival chaos groups. Since his defeat in the Badlands of the South, the major force in the area, the Khornate Champion, Deathfist, has been in decline. His forces are now stretched thin and Slaaneshi and Nurgle Warbands are vying to wrest control of the forests from him. It is Voight's role to harass enemy forces within these disputed areas of the forest and to interrupt their movements if he can. An accomplished kidnapper and killer before his discovery of the Plague Lord, Voight is the right man for this brutal occupation.

As the Nurgle forces are ambushing their rivals, Voight's warband can enter the game from any direction. In fact, they may split up and enter from all four sides of the board if they so wish. They can reveal themselves at any point in the preceedings.

Voight Dripsore Champion of Nurgle lvl 15 
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
5
4
4
4
3
5
3
9+2
7
8+1
8+1

Chaos Armour SV 4+
Shield
Hand Weapon (magical sword) Parrying Blade (blocks first attack automatically) 

Bilestaff Sorcerer of Nurgle lvl 10
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
4
3
4
3
2
4
1
8+1
9+2
8+1
9+2

Light Armour
Double Handed Weapon (scythe)
Magic Level 1 Power Level 10  Magic Points 10
Spells:
Camouflage Illusion MP 2 (personal) -1 to hit rolls.
Steal Mind MP 2 (12") MSV test if failed d6 turns worth of inactivity. All attacks free hacks.
Bind Daemon MP 3 (24") daemon receives MSV 6+ if failed cannot move or attack next turn

Brattlebone the Flayed Beastman of Nurgle
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
3 1/2
4
3
3
4
2
3
1
7
6
7
7

Heavy Armour SV 5+
Flail +1 S hit  -1 I when pushed back  charge M rate only

Octo Chaos Thug
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
3
3
3
3
1
3
1
7
7
7
7

Light Armour SV 6+
Hand Weapon (axe)

Dolf Chaos Thug
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
3 1/2
3
3
3
3
1
3
1
7
7
7
7

Light Armour SV 5+
Shield
Hand Weapon (sword)

Golo Chaos Thug
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
3
3
3
3
1
3
1
7
7
7
7

Light Armour SV 5+
Shield
Hand Weapon (sword) 

GM's Role 

Your role is to control and the battle and run the NPC characters of Jon Branch and Grubshat. Later on, you will need to play the role of the bloodletters should they make an appearance in the battle. Encourage the players to communicate their ideas with you via written questions to ensure that the other players are not informed of their intentions or whereabouts.

Jon Branch Human Were lvl 15
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
4
5
6
4
4
4
5
4
5
3
3
5
6
3
3
9+2
10+2
7
6
8+1
9+1
8+1
9+1

SV 6+
See page 224 of WFB for special rules.
Jon cannot transform into a giant wolf during the day, he requires the moonlight.

Grubshat Giant Spider
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
5
3
0
5
4
4
1
2
8
3
6
2

Cause fear 6" in all creatures under 10 feet tall.
Immune to psychology. Panic test if attached by fire or moved within 4" of burning object.
Poisonous bite attack +1 strength when attacking.
-1 against saving throws due to penetrating fangs.
SV 4+

Gloth'as'skar Bloodletter 
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
5
5
4
3
1
6
2
10
10
10
10

Subject to frenzy and hatred of Slaaneshi followers.
Hellblade =1 to hit causes d3 wounds drains 2d6 points of magical power to Slaaneshi followers
1 bite and 1 claw attack
DSV d6 points to create SVs
Causes fear

Roll d6 before he breaks free. On a roll of 4+ Gloth'as'skar will split into two daemonic entities, exact copies of each other. Though they share the same daemonical 'soul' the two daemons can act independently of each other. 

The Battlefield



The design of the the gaming board is largely up to the whims of the GM. It will need a suitable building to act as Jon Branch's cottage and this should include a small fenced off (or walled off) area to act as his garden. Slaaneshi forces enters play from the North, as seen in the image above, while the goblin player enters on the bottom left hand corner. The location of the shrine and the Goblin's Lure is up to the GM. It is probably best to keep the two locations suitably apart, though there is nothing stopping you putting them in the same place if you so wish. Remember that the location of the shrine is totally secret and can only be activated by the preserved heart being in base-to-base contact with the position of the shrine. The Nurgle player can on any of the four gaming corners. 

Notes on Play 

The game begins when the Slaaneshi player first moves on to the table. 

The Nurgle forces remain hidden until their player wishes to enter the board. 

Grubshat will reveal herself when the goblins are within 12" of here hide away. She will not attack any other factions unless attacked herself of if any characters move within 6" of her. She will not attack Jon under any circumstances. She long ago became used to his presence and does not consider him a threat. 

Jon will transform into a werewolf instantly if any aggressive entity enters his garden. He will attack anyone in order to protect his home. If he is in line of sight of anyone attacking Grubshat he will transform into a wolf and move at double rate towards the attacking enemy. Upon base to base contact, Jon has the usual +1 bonus as if he had charged normally. 

Successful Int tests (to be carried out by the GM in secret) will result in the following.

1. Noises and pungent animal smells will be noticed by any character moving with 12" of the goblin player's corner before their arrival. The GM should indicate vaguely that the small is like that of cattle but with a more savage tang. There is no need to state that the small is that of goblins. Just give the impression that something is lurking within the bushes. 

2. A sense of being watched will creep up over any character moving within 18" of the Goblin's Lair. Inform the player involved that there is an ancient, inhuman intelligence that is regarding them with cold interest. Hint that it may not be through eyes that the observations are being made. 

3. Jon can be recruited to aid any non-chaos looking character. He will defend them using his human profile but would only turn into a wolf man in the direst need. he will want to keep this a secret. He will not help any obvious follower of a chaos god however. Nor will he help the goblins. 

4. Any chaos player coming within 2" of the shrine's location will report a feeling of being near a magical object. 

Feel free to use secret intelligence tests to add any other options that you feel add to the drama of the game. 

Victory Points

Slaanesh

Blandidir survives the battle = 5VPs
Brugal Vassell survives the battle = 5 VPs
Each additional Slaaneshi character that survives the game = 5VPs each
Killing goblins = 2VPs each
Persuading Jon Branch to join the disguised coven member = 10 VPs
Using Jon Branch to help in the search of the shrine = 10VPs
Killing Jon Branch = 20 VPs
Killing Jon Branch as a were = 30VPs
Killing Voight = 15VPs
Killing Bilestaff = 10VPs
Killing additional Nurgle characters = 5 VPs each
Finding the Shrine = 20VPs
Good roleplaying = 10VPs

Killing a daemon = 1 reward roll on the RoC Follwers Table
For every 40VPs = 1 reward roll on the RoC Follwers Table

Goblins

Ripnose Snotz survives the battle = 20VPs
Each additional goblin character that survives the game = 5VPs each
Killing Grubshat = 20VPs each
Killing Jon Branch = 20 VPs
Killing Jon Branch as a were = 30VPs
Killing Voight = 15VPs
Killing Bilestaff = 10VPs
Killing additional Nurgle characters = 5 VPs each
Killing Blandidir = 15VPs
Killing Brugal Vassel = 10VPs
Killing additional Slaaneshi characters = 5 VPs each
Good roleplaying = 10VPs

Nurgle

Voight survives the battle = 5VPs
Bilestaff survives the battle = 5 VPs
Each additional Nurgle character that survives the game = 5VPs each
Killing goblins = 2VPs each
Killing Jon Branch = 20 VPs
Killing Jon Branch as a were = 30VPs
Killing Blandidir = 15VPs
Killing Brugal Vassel = 10VPs
Killing additional Slaaneshi characters = 5 VPs each
Wiping out the Slaaneshi force = 20VPs
Each looted piece of equipment = 1/2VP each
Good roleplaying = 10VPs

Killing a daemon = 1 reward of RoC followers table
For every 40VPs = 1 reward roll on the RoC Follwers Table

The GM can also add additional Victory points for nay other appropriate act.