Parts 3 & 4 of our Campaign ENDER.
Part III: “The Reckoning”
If the warbands defeated Esmerelda and/or escaped they are seeking revenge against the Ik-Thul-Tu Cultists and their kind. The warbands travel to the their island of operations either via catacombs, wading, boat or raft.
These warbands may not use infiltration, hunch, or tactician skills.
If all the warbands were defeated in the last game, the Cultists automatically deploy last.
(normally they would deploy first) If Esmerelda was NOT defeated (OOA) then she is also on this island, the Isle of Acordia.
Terrain:
Either blue felt or a blue table top must be used to represent water, then several hills or small dock must be placed to represent the island, its sand bars, and other various small islands/inlets. The Cultists will deploy on the center island. Warbands that survived the last game(and did NOT ROUT) will be allowed to setup at 8 inches into the board. Warbands that lost or did not participate in the last game setup at 4 inches in.
Starting the game:
Warbands with the catacombs ability, boats, or rafts may setup 8 inches in ANYWHERE along any board edge. Otherwise they are under the usual deployment rules.
Aenur, the Sword Master, will show up and help any single warband with a rating less than 200. (If there is more than 1 warband with a rating less than 200, they roll off. The WINNER of this roll either gets to use Aenur or a Hired Sword of their choice (permissible ones only). The losers of the roll get the other options in descending order of their rolls.
The Enemy:
Every Cultist on the board has the normal Cultist stats and they each have a 5+ ward save against every form of attack. (This is due to the Ik-Thul-Tu mystical properties of the island.)
The Cultists are led by the High-Priest Phaustas. Phaustas has quite literally sold his soul to Ik-Thul-Tu and fully aligned AGAINST the human race. He would anathematize all humans, as they are seen as weaklings in his eyes.
Phaustas Stats
M WS BS S T W I A LD Sv
4 5 5 5 5 3 6 2 9 (4+)
Equipment: Dagger(coated in Black Lotus), Mystical Robes (4+ ward save), an unused Krellian Spinal Worm, and Sword Coated in Acid (counts as Dark Venom, but +1 to “Critical Rolls”)
Skills: Strike to Injure, Resilient, Immune to Poison, Immune to Critical Hits, Immune to Psychology, Jump Up, Black Blood, Causes Fear, and Lightning Reflexes.
Spells: May cast “Visions of the Deep” like the Brine Witch but at Difficulty (
instead of (9), Vision of Torment (10, Range 6 Stun 1 Opponent), and Black Tentacles (8, 12 inch move).
Black Tentacle Spell (
: This may only be cast if the wizard is NOT in Hand to Hand combat. D3 Slimy Black Tentacles reach out from the shadows and grab any target targets chosen by the wizard within 12 inches. The targets are immobilized and count as knocked down till they pass a strength test. When grabbed the wizard may move the model(s) D3 inches in any direction, additionally each model grabbed takes Strength 4, -1Armor Save hit.
Krellian Spinal Worm:
The Spinal Worm may be bonded to any one hero in your warband (except Witch Hunters, Priests of any kind (Sigmar, Ulric, etc.), Elves, or anyone with a mutation.
The Krellian Spinal Worm is foul parasite from the depths of ocean that has been cultivated for symbiotic bonding to Priests of Ik-Thul-Tu. The bonding process does permanent damage to the body and nervous system of the subject, but there are many benefits and some would deem a fair trade.
Stat Cost if bonded to a hero: -1 Max Toughness (if already at Max Toughness, reduce it by 1), -1 Initiative, Must miss D3 games, and -4D6 gold for medicinal materials.
Benefit: Hero counts as Hardened, +1 to Armor Save as skin hardens, Immune to Poisons, access to Academic skills, Hyper-Reflexes (same as Fey Quickness), and if a tome of Lesser Magic is purchased Hero may learn 1 spell (no more).
Ending the game:
The game ends when the Cultists are defeated and the Priest is slain. Otherwise, it’s a rout scenario.
Experience:
+1 Survives
+1 to Winning Leader
+1 Per Enemy out of action
+2 for taking Phaustas (and Esmerelda/Minor Avatar if she/it shows up) out of action (and not Routing)
+1 for taking Phaustas out of action and Routing
If a warband DOES NOT Rout and takes Phaustas out of action they may keep all of his equipment. (unless they have a priest/sister/warrior of Sigmar, Ulric, Morr, or have an Elf in the warband. In which case the equipment is destroyed and they may distribute D3+2 experience throughout their warband.) <The Mystical Robe loses most of its power when taken off the island of Acordia. It now only has a 6+ Ward Save. Also, the Acid Sword always counts as being coated in acid, Dark Venom with +1 to Criticals.>
Part IV: The AWAKENING
Despite all of the efforts of our intrepid heroes (and lesser villains) Ik-thul-Tu’s Greater Avatar manifests. The animals have all fled the area around the city of Viraglia. The warbands have been asked to assist in the defense of Viraglia. The warbands setup first and take the first turn. The warbands count as allied for this scenario, however, they may stab each other in the back if they so choose, but they will be at the mercy of the other warbands, the invaders, and the Vice Counts men.
The warbands deploy inside the city on 1/3 of the board. They must deploy on city walls and/or buildings, they MAY NOT deploy outside of the city.
There huge thunder clouds over head and the local fortune tellers have all predicted terrible events for the near future and have fled town as well.
After the 5th turn roll a D6 at the end of “Monster” turn. On the roll of a 6, the Ik-Thul-Tu MINOR Avatar has manifested, continuing rolling as long as the MINOR Avatar is on the board. If ANOTHER 6 is rolled and the Minor Avatar is still on the board, remove it and replace it with the MAJOR Avatar of Ik-Thul-Tu.
The Storm: All shooting is at an additional -1 due to torrential rains and charges/running require an initiative test unless you have “Sea Legs”. If the initiative test is failed, the model counts as knocked down. Ik-Thul-Tu creatures (not Cultists) ignore this test. If any models are wearing Heavy Armor, roll a D6. On a “1” that model is struck with a S6 -3 A.S. hit.
The Blood Moon: Ik-Thul-Tu models gain Frenzy and Hatred (Humans).
Terrain:
Deploy AS MUCH City like terrain as possible, it must be deployed behind the city walls.
Outside of the walls, (2/3’s of the board) deploy trees, hills, rocks, beach, and water.)
City Walls, 4 Wounds, Toughness 7, and 5+ Ward Save.
Starting the game:
D3+1 Ik-Thul-Tu creatures deploy at the water table edge. The Cultists deploy out of sight 12 inches away from the city walls. Additional Ik-Thul-Tu creatures will deploy on a roll of 6 at the end of every “Monster” turn.
The Cultists may attempt to climb the city walls and in order to open the city gate.
The warbands must prevent this AT ALL COSTS. If the Cultists open the gates and the Warbands rout, the game is over and Ik-Thul-Tu has taken over Viraglia.
The Enemy:
Phaustas and Esmerelda will be present if they weren’t take OOA in any of the previous games. (Use the previous stats for them.)
Cultist Stats:
M WS BS S T W I A LD Sv
4 3 3 3 3 1 6 1 7 6+
Equipment: A dagger and a Mace Coated in Black Lotus and wear Toughened Leathers
Skills: Hardened (immune to Fear) and Immune to Ik-Thul-Tu Spells
Brine Witch Stats:
M WS BS S T W I A LD Sv
4 4 4 3 4 1 7 2 8 5+
Equipment: None
Skills: Claws (All attacks have an additional -1 Armor Save), Spines (same as Possessed, but may be thrown six inches for a Strength 3 -1 AS ranged attack), Scales (5+ Armor Save). Expert Swimmer: when in water has both Leap and Sprint.
Spells: Visions of the Deep (9) Range Nine Inches
All Models within nine inches that are not “Immune to Psychology” must take a Leadership test, if failed they “panic” and flee 2D6 inches away from the caster.
Deep One Stats:
M WS BS S T W I A LD Sv
5 5 5 4 5 2 7 3 9 5+
Equipment: None
Skills: Claws (All attacks have an additional -1 Armor Save), Spines (same as Possessed, but may be thrown six inches for a Strength 3 -1 AS ranged attack), Scales (5+ Armor Save), and Expert Swimmer: when in water has both Leap and Sprint.
Minor Avatar of Ik-Thul-Tu:
M WS BS S T W I A LD Sv
6 6 6 5 6 4 9 5 10 4+
Equipment: None
Skills: Claws, Spines (same as Possessed, but may be thrown six inches for a Strength 3 -1 AS ranged attack), Ward Save 4+ (NEVER MODIFIED), Fly 12 inches per turn, Immune to Poison, Causes Fear, Blackblood (as Possessed), Expert Swimmer , and Blood Thirst.
Blood Thirst: If Avatar takes enemy out of action, may heal 1 wound. Also, Enemy rolls twice on Post Injury Chart, both apply. +1 to Critical Rolls.
Spells: May cast “Visions of the Deep” like the Brine Witch but at Difficulty (7) instead of (9).
Major Avatar of Ik-Thul-Tu
M WS BS S T W I A LD Sv
12 9 9 9 7 7 9 8 12 4+
Equipment: None
Skills: Claws, Spines (same as Possessed, but may be thrown six inches for a Strength 3 -1 AS ranged attack), Ward Save 4+ (NEVER MODIFIED), Fly 12 inches per turn, Immune to Poison, Causes Fear/Terror/Insanity, Blackblood (as Possessed), Expert Swimmer, Spines (as above) , and Blood Thirst.
Blood Thirst: If Avatar takes enemy out of action, may heal 1 wound. Also, Enemy rolls twice on Post Injury Chart, both apply. +1 to Critical Rolls.
Spells: May cast “Visions of the Deep” like the Brine Witch but at Difficulty (7) and the LD test is at -2.
INSANITY: Anyone in combat with Ik-Thul-Tu must take a leadership test with -2 penalty, if they fail they MUST make an immediate attack on the nearest NON-Ik-Thul-tu creature/Cultist.
Terror: All opponents within 12 inches of Ik-THul-Tu must make a leadership test, if they fail, then they must flee 2D6 inches directly away from Ik-Thul-Tu. They cannot participate any more in the battle until they pass a leadership test.
Ending the game:
The game ends when either all the warbands have routed, Greater Ik-Thul-Tu has made it through the city walls, or all of the Ik-Thul-Tu creatures/Cultists have been defeated.
Experience:
+1 Survives
+1 to Winning Leader
+1 Per Enemy out of action
+4 for taking the Major Avatar OOA
+2 for taking the Minor Avatar out of action and Routing
+3 for taking the Minor Avatar out of action and NOT Routing
Reward:
10D6 Gold Crowns Automatic
D2 Ithalmar Swords 4+
D3 Suits of Light Armor 4+
D2 Suits of Heavy Armor 4+
D3 Shields 4+
D3 Helmets 4+
D6+1 Gems (worth 10GC each) 4+
Merchant’s Guild Ring
(1 Hero Gains the Haggle Skill) FOR GOOD WARBANDS ONLY! 5+
Roll on the Artifact Chart 6+
Soldier’s Training (1 Hero misses the next D3 games for training.
After which he/she/it will have +1WS and the Weapons Training Skill)
FOR GOOD WARBANDS ONLY! 5+
The King gives you a Dark Prism found on one of the Cultists
The warband must give up 1 Wyrdstone this game and place it inside the Prism. After which, every game that they play if the possessor of The Dark Prism takes an opponent out of action, they count as having found 1 more piece of Wyrdstone in the end game. (EVIL WARBANDS ONLY!) 4+
The Key to the Viraglia, During THIS campaign, the winner may visit the King’s Surgeon once per endgame sequence. The Kings Surgeon allows you to re-roll one injury, however the second roll COUNTS regardless of whatever the first roll was. (Only to the Slayers of Ik-Thul-Tu)
In the next campaign, when you start your next warband the Leader of that warband starts out with “The Badge of Viraglia”. The badge of Viraglia allows the leader to re-roll a rare item roll and grants a 6+ Ward Save. (You will always get a 6+ against ANY Attack, even if the attack doesn’t normally allow for saves.) (Only to the Slayers of Ik-Thul-Tu)