Campaign

 

 

Concerning characters and their goals

At the heart (no pun intended!) of the fifth Daemon War campaign is the ritual sacrifice of the four daemonic hearts. Throughout the campaign, characters will be striving to collect these hearts (and other items for the ritual) for one of two goals. Characters can either opt to destroy the Hearts at the ritual, or use them for their own purposes. Unlike the character section of the previous Daemon War, which divided characters into pre-established parties, the character section of the fifth war simply divides characters into ‘good’ or ‘evil’. ‘Good’ if the characters wish to destroy the hearts and ‘evil’ if they seek the hearts for their own purposes.

It should be noted, however, that within the evil group there are two further goals available which will no doubt serve as another reason for division between members of the evil group. Within the evil group there will be those who wish to carry out the ritual sacrifice of the hearts and gain untold power from the Dark Gods. But there are also evil characters who have no allegiance to the dark gods and thus may not wish to carry out the ritual (for fear of the consequences) and will simply keep the hearts for their worth as magical items.

IMPORANT: The hearts are extremely powerful magical items in their own right, and for the purposes of gaming confer upon the bearer the following rules: +1 to pool of power dice in each magic phase, +1 wounds, +1 strength. Note: these effects are cumulative for the individual who has more than one hearts in his possession!  e.g. If someone has two hearts, he will have +2 to each of the above characteristics.

These characters who seek the hearts for only their magical worth will be referred to as ‘neutral’ characters. For the other evil characters, the ritual must be completed upon the time of the eclipse. While these neutral characters do not have to race against time to get all the items before the eclipse, they will no doubt be after all the four hearts for themselves. And if an individual has one heart it will make him more powerful and thus more likely to carry on in the campaign. In this way, it is unlikely that any evil character will attain all the hearts well in advance of the eclipse and thus makes for a more interesting story (genius, no? =).

 

Groups and Parties

 The party element of the campaign offers flexible options for the story line. Although characters have been spilt into ‘good’ or ‘evil’, the campaign encourages smaller parties to be formed within or between these two groups, e.g. evil and good characters may join temporarily into a party to defeat a more powerful character or party. Or a neutral character may join with the good in the hope of defeating a powerful enemy and then taking the hearts for himself. Betrayal and treachery will hopefully be rampant amidst both groups! The possibilities are nearly endless and will serve to the best of the story line.

 

Armies

Characters can have command or be part of armies, as giant battles and sieges are often highlights of a fantasy story. Battles involving armies, however, can obvious not be worked out with Warhammer rules (as this would take the campaign to new levels of complexity). Therefore, this aspect of the campaign will be decided in ‘story mode’, where by characters involved will have to discuss the situation with each other and the Dungeon master. Characters are expected to have realistic knowledge on the do’s and don’t of using armies. E.g., no one can have a legion of 15 dragons, transport an army of a million troops, fight one battle after another with the same size army, etc, etc, etc.  

 

The Ritual

In short, there are two rituals that can be carried out

a)      The ritual that destroys the hearts and the souls of the daemons from whence the heart came

b) The effect of the second ritual depends on which character performs the ritual. Because this scene will be near the end of the story, the effect will be for the benefit of the story line and be discussed and eventually decided by the Dungeon Master, e.g. for Bahl’al, the completion of the ritual marks him as the new chosen of Chaos. For Oz, the completion of the ritual will serve as his redemption in the eyes of Khorne.

 

IMPORTANT: To carry out the ritual, 6 items in total need to be collected. The book of Omazidahn, the Dagger of Khaine, and the hearts of the four destined Daemons, Oz, SlythRa, Pantaphrak and Zegroth.

The ritual must be completed upon the shrine of Ultimate Darkness in the time of the eclipse (The finishing time will be set by the Dungeon Master, depending how the story progresses).

Note: For the four destined Daemons, they will obviously not be able to hold all four hearts in their hands as one of the hearts is inside them. Therefore, should one of those daemons collect the three other hearts and the two items, the ritual will include the Daemon plunging the dagger into his own heart after sacrificing the others.

Note also, that the four Daemon Lords concerned do not receive the above bonuses from the hearts within themselves. 

 

Locations and Items

 

Shrine of Ultimate Darkness In Naggarroth

“Even now, even here the name chills me to the bone, the name of the land of the dark kin, the rest of my kin laugh at my notions but I know better, I have been there and lived, only one other being has done that before me, eltharion, and he has been punished.

Even as I write this, I know that my time here is short, I can sense it, I have always had a sixth sense, even more attuned than most of my kin, and it is what has made me survive for so long, yet I know in my heart that I cannot dodge fate anymore, the sense of doom is slowly approaching, it is still far away, but I know that I will not outlive the night, my hope is that my work will be finished when fate takes me.

 

Naggaroth,

It is a bleak place, dominated by huge mountains and great subterranian caves through wich the dark kin constantly patrols, not even the rat kin, the foul skaven, stand a chance down there, for the underways are also filled with water, it is from them many of the dark elven raiding ships is launched.

The dark earth above the lightless caves is dominated by huge dark mountains, their tops pierce the bleak grey skies above and the wind howls constantly as a pack of famished wolves, the lower lands of naggaroth is filled with gigantic black trees, trees that has stood for thousands of years, yet the dark kin simply cut them down in their greed, thousands upon thousands of slaves work without rest to built the dark kins ships.

 

The dark kin has six cities, each and every one of them is a strong fortress in itshelf, each and every one has it’s own council only responsible to Malekith, the foul king of the dark elves, the dark forbidden cities are named,

Naggarond, the tower of cold

Clar Karond, the tower of doom

Karond Kar, the tower of despair

Ghrond, the north tower

The cursed place, the city of executioners

Each city has it’s strengts, for instance the capital of the dark elves, Naggarond has all the strengts, the greathest mages, the strongest warriors and the dreaded black guard of Malekith, while Ghrond is little more than a fortress it also has the main cult of Khaine, it is here the largest shrine to Khaine is, and here it is rumoured that the dreaded cauldron of blood resides.

 

I feel doom approaching quicker than I had thought, I had intended to go through in detail with every city of the dark kin, but I feel that my time is runing out, instead I will descripe what placed the doom upon me, the sight that will haunt me forever, even after I die.

 

The thing is a huge building made out of pure obsidian, the dark kin call it the alter of ultimate darkness, it is a fitting name, what purpose it holds I cannot say, but I know that it is controlled by silent elves who constantly patrol the alter, whom they serve I do not know, but they do not serve the witch king, the dark elven king is said to have visited this place too and comen out changed, it was before he became the with king.

Some speculate that the alter serve the dark chaos gods, by casual observance I would have felt the same, but I do not think now, whatever they serve is just as ancient, just as evil, but it’s purpose is not conquest, what it’s true purpose is I cannot tell, but only guess.

Tread lightly if you are near the altar, and avoid it if possible, nothing good comes from that place, nothing good comes from naggaroth”

Hans Glemtrich, Chapter 5, p.253, Voyages to the Darkest of Realms

(Special thanks to Ruerl for this article).

Important Rules

Naggaroth and the Shrine of Ultimate Darkness will be the last step in the Fifth Daemon War campaign. To reach this location characters can either cross over the bleak, frozen land in the north that connects Naggarroth to the Realm of Chaos, travel over sea straight from the old World, or travel over sea with a crossing over Ulthuan (a more likely option for the good characters). Evil characters crossing with armies will find it very difficult landing both on Ulthuan and then at Naggaroth as they will no doubt encounter resistance at both locations. But depending on the locations of the heart(s) at the time, characters may be forced to take envy the most dangerous of routes. Only the story will tell.

 

Keys Of Omazidahn

Omazidahn, the first Champion of Tzeentch after the infamous BeLakor, created this ancient, golden tome.  At first glance, the book’s content seems random and chaotic, with chapters on the forgotten history of the Old world, Arcane lore on spells and weapons, names and history of all the great Daemons of Chaos, maps of unknown, distant lands, tablatures for translating runes, and charts of the night sky with reference to the movements of planets, stars and moons.

Powerful magicks make the book seemingly indestructible as no blade can scratch it nor flame scorch it. Indeed since leaving the hands of its creator, the book has remained in exactly the same state as it did several millennia ago. No quill can ever mark its withered pages and all the pages are of the same age, indicating that nothing has been added. So, when looking over the book’s chronological records, the educated scholar will immediately notice something quite odd. The recordings are all up to date. It has led many scholars to the eerie conclusion, that the book has ever since been its own scribe and record keeper.

One cannot help feel that the lore within this tome collectively leads to something greater, a higher order and purpose, some secret that only its creator knew about. The book has been in the hands of many, form wisely scholars to blasphemous daemons, yet it never remains with its owner for long, finding its way around the world in its seemingly endless search for perhaps its master or material for a last chapter.

It was the arcane lore in particular that attracted the Greater Daemon Amon Chakai to it, and in a further twist of fate the book is set to take its part in the prophecy that is the fifth Daemon War. As part of his punishment for his failure half a century ago, Tzeentch bound Amon to the book. The Daemon’s true name was written onto one of the pages and any who can muster the will power to speak out that name can willingly summon the Daemon and force him to carry out the ritual that will fulfil the prophecy and bestow the powers of the gods upon the next chosen of chaos.

None can say where to book ended up after it slipping from the hands of Amon Chakai, but rumour has it that it abides deep in the catacombs beneath the great library of Altdorf, in the empire, and a evil presence guards it, waiting for any who would be brave enough to disturb this most sinister of books from its slumber.

Important Rules:

The Book is in Altdorf. The purpose of this location is for characters to come on their own, as no outside army can ever realistically enter the heart of the Empire. Characters will have to face a challenge(s) to get the book as set by the Dungeon Master. Fighting between characters for the book can take place before of after the book has been taken and in or around the city of Altdorf, with realistic interference from City Guard, Witch Hunters etc, all of which are for the purposes of the story and can be discussed by the characters involved.

The Book grants +D3 power and dispel dice to its bearer. Roll a D3 at the start of each turn. In addition, the bearer of the book has a 3+ ward save against all magical attacks made by Amon Chakai. Amon has been bound to the book and therefore finds it very difficult to focus his will and cause any physical harm to the book or he who bears it.

 

Dagger of Khaine

Little is known about this ancient artifact but legend has it that it was the dagger used for the first ever sacrifices to khiane upon Ultuaun, but was eventually used by Morathi for her sacrifices to Slaanesh. It is said that Khaine, acting in his anger against the blasphemous worship of Slaanesh, poisoned the mind of Morathi’s son and set into motion the string of events that would eventually lead to the splitting of the Elven race and to many terrible wars that would later follow.

     

The dagger gives its wielder an extra attack. This attack always wounds on 4+. In addition, for each wound caused by this attack, the user gains 1 wound (to a max. of double his original wounds).

 

Combat

Combat between characters can be decided in two ways. Firstly, the individuals involved can come to an agreement as to whether the combat is a draw (both individuals are injured and retreat, or both die, or one dies and the other wins). The second option is decided by normal Warhammer rules, i.e. Using magic items, stats, special rules, etc. In the case of using the Warhammer rules, the Dungeon Master will roll dice using the profiles of each character and report on the outcome on the Ulthuan message board ASAP.

All outcomes, whether decided by Warhammer rules or not, will be recounted in narrative form with the recounting of actual dice rolls taking priority.

All the normal rules for Arena of death apply to combat in Daemon Wars:

Each participant will roll a dice to decide who gets the first turn, for purposes of the Magic Phase

Both participants will count as charging in the first round

Attacks will be made in order of initiative. In the case of a draw, the character whose turn it is will attack first.

All spells will be picked separately for each combat

Before combat, participants must declare which type of magic they will be using. If they have different mounts or different characteristics, they must make it clear which they are using in the ensuing combat.

Magic can be cast in combat

 

Psychology tests

The Daemon War campaign does not operate with distance in inches taken into account. Therefore all rules and spells involving gaming distance, such as fleeing and pursuit, go to waste. Psychology Tests will be taken as usual however, for fear and terror ,etc,

The heroes involved in Daemon Wars are amongst the strongest and bravest in the Warhammer world and will never run from a battle.  Break tests need not be taken after each round of combat.

Running from combat is only an option for the purposes of the story and must thus be discussed between the combatants involved, should such an eventuality arise.

Combat, however, CAN be affected by psychology. Most Evil character cause fear or terror and even the stalwart heroes of good may suffer the weaknesses of a mortal mind. Because both combatants count as charging in the first round of combat, characters will be forced to take the normal fear tests for charging/ being charged by a fear causing enemy.

If the test is passed, the character can fight on as normal. If the test is failed and the character’s unit strength (original number of wounds) is less than the enemy’s, the character that failed will need 6’s to hit in the first round of combat.

If the character fails his psychology test, but his unit strength is equal to or greater than the enemy’s, he will simply lose one attack. 

The effects of a failed psychology test do not have any effect after the first round of combat. This represents characters losing whatever fear they had as they concentrate on the battle at hand.

 

 

 

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