| Inside the Lost hold of Karak Vlag - Level 1 Map. | ||||||||||||||
| Lev 1 Items Page | ||||||||||||||
| Main Page | ||||||||||||||
| KEY OF FLOOR 1 MAP | ||||||||||||||
| A = Weapons room: Enterring this room allows your character, retinue and bodyguard to exchange their hand weapons with the following options: Great weapons, Spears, Hand Weapons B = Armour room: Enterring this room allows your characters to swap their armour or gromrilarmour. Bodyguard and retinue may exchange their armour for heavy armour C = Ale Storage: This room allows Dwarfs to regain their fighting spirit. In their next battle, all Dwarf characters and Dwarf bodyguard gain +1A in the first round of combat. (Non-Dwarfs find Dwarf ale too strong and foul tasting so they don't gain any benefits) D = Food storage - This increases the vitality of your troops but it is risky to eat it for the hold has been in the foul warp. at the start of next combat ropll a D6: on a 4+ all troopps gain +1WS. on a 1-3 however, the food was poisoned and they suffer -1WS. E = Gun room: All missile troops may swap their existing missile weapons for dwarf handguns if they enter this room. (This includes warriors with throwing axes). F = Crossbow room All missile troops may swap their existing missile weapons for dwarf crossbows if they enter this room (This includes warriors with throwing axes) G = Guarded Entry Passage: the sides of this stepped corridor are riddled with view slits for defenders. any warband passing through thids room suffers D6+1 S4 armour-penetrating hits from gunfire. H = Great Hall - Pillars of the Kings: roll a D6 and consult the random event chart (one time only per warband) I = Guard Room: roll a D6 and consult the random event chart (one time only per warband) J = Great Feasting Hall: any warband travelling through this room will be attacked by 3D6 mutants as this is the main gathering place where they feed. NOTE: Large dark red areas represent a blocked corridor - either fallen masonry or piled dead bodies. Counts as impassable |
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| Locked doors: Red doors on the map start as locked. there are 2 keys on the first floor, 1 is in Guards Living Quarters B which unlocks all level 1 doors except the southern door leading to the lower 2nd level. The other key opens this door leadin downwards to the second level, and is found in the Armour Room (B). Once unlocked the rusted keys snap in the locks so the doors cannot be locked again. | ||||||||||||||
| Items: Items are marked with an X and a number. Consult level 1 items page (to be editted). These are items usually runic devices left behind by the Dwarfs of Kaak Vlag during the time of the tragedy and can be used by any characters, but will replace the equivlent item in their profile. |
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| Random Event Table: 1 = Poison gas! all models in your warband suffer an automatic S2 hit no armour save! 2 = Daemons! D6+1 Bloodletters materialise and attack your retinue. They count as charging. If you are evil they join your retinue instead! 3-4 = Mutants! The former Dwarfs of Karak Vlag wish to welcome you to hell! face 2d6+2 mutants, which attack your retinue and count as charging 5 = Survivors! you gain D6+1 Dwarf warriors with hand weapons, heavy armour and shields to your retinue. If you are evil, they attack you instead! 6 = Dwarf Treasure! You earn enough to hire 50 points retinue which will enter the hold from outside (it is assumed a mssener is sent out of the hold to hire them) |
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