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Tales Of Stirfand
By Nicodemus Kyme, models by Paul Scott
‘This month, our congenial guide, Nicodemus Kyme takes us through the Imperial province of Stirland. As you
will fad out, i's not the most hospitable of places during the time of The Three Emperors.
Day One
‘At dawn, I set out from Altdorh, the temple of Sigmar a
diminishing sitbouette in my wake My quarry bad time
‘on bis side, and in a manbunt such as this, ime was of
the essence Buen 30, 1 would seek him out, the creature
‘once known as Simius Gant, and dispense Sigmar's
justice
Borne upon a plain river barge, I went the way of the
‘eth, my destination Stirland, reports baving reached me
‘that the wretch 1 sought was last sighted in its rural
backwaters From what little T know of the place is an
impoverished county, given to beatben ritual and
‘customs. I took care to pack additonal rope and torches
in light of tat,
By way of the town of Kemperbad I travelled, the Great
Forest filling the horizon 10 the north, towards the
neighbouring. province of Talabecland. 1 saw figures
walking their borders and. the fires of distant
‘watchiowers it up like baleful eyes as the evening dark
‘encroached I! was a bad omen and I made the sign of
Stemar over my cbest.
16 was fully night by the time I made landyall, concealed
tunder the garb of a travelling merchant trader lest Gant
have minions who would alert bim t0 my presence. 1
‘approached the wan light of a small village A crude
wooden sign, rotten and mouldridden, read
‘Kraghaben' It swung from a single rope like a banged
1 found lodgings there at a simple travelling inn, the
Haven, although I doubted the strength or veracity of the
Day Two
1 set out carly i the morning, the sky still dark and
brooding, after sleeping fr four hours. Iwas fully rested
baving been taught meditative techniques by my priestly
‘brethren at the temple. I would need my wits about me,
land was glad of the knowledge they had imparted.
rom what lean gather thus far, these people area rustic,
almost backward folk Mercifully, they are Sigmar-
fearing. His symbol ts prevalent throughout the village,
‘an iron bammer bung alongside borsesboes above the
‘bar I wanted to chastise the barkecp, and advise him
sternly that such an icon should be venerated in a more
‘appropriate location, but these rural folk bave their
Superstitions and twas muttered that above the bar and
4 the door of the inn would ward off evil forces 1
‘overheard other folk speak of men driven to madness,
‘entire crops wasted and dead, of dire portents and
anarchy and lawlessness.
Despite their apparent piety, Ihave noticed a profusion
‘of socalled wise men and women who will bave to burn
Jor thetr beresies. They speak of the ‘evil eye’ and would
‘ward it off for travellers, such as myself, with incense,
tokens and false idols The temple will not stand for such
‘base idolatry, but there is a greater evil afoot bere and I
Intend to find tt and quash tt
For all their simplicity and suspicious nature these
Stirland folk stood up well 19 subversive questioning. 1
‘gleaned litle of the whereabouts of Gant or bis kind. So,
1 left the inn in the small bours with little save for a
rumour ~ a booded man seen two nights ago upon a
grassy beath.
‘As Imade my way up a rocky crag, The land stretched out
before me. findeed anyone were practising foul deeds in
the dark wilds then they would find it bard to secrete
themselves. From my vantage point on the heath 1 saw
lutte, save for a black shadow far on the horizon, @ large
land ruined tower that 1 resolved to investigate more
lovely after my business here was complete. Through
telescope Iespied the mighty shadow of the Worlds Edge
Mountains 10 the east, but I doubt sincerely that my
(quarry made t as far as tha. It was then that I noticed
Something in the dark, a glimmer of light inthe charcoal
Black
Drawing closer 1 saw three figures, chanting around a
{fire They were hooded, exactly as the barkeep bad
described, but my quarry was not amongst them. A body
lay next tothe flames. The stench of dead flesh wafted up
tome on the breeze Its tink was bitter and caught sn my
‘throat, along with the rising bile I felt towards these
debased creatures,
1 dealt with them swiftly The first 1 killed with a pistol
shot through the neck, bis heretical words caught tn bis
Ubroat like poison The second, alerted by the sound,
‘came at me with dagger raised. I parried the blow and
‘gutted im with my sabre. The third had little stomach
for a fight and tried to flee. Picking up a stone from
“row the fre | broughi him down with a wellaimed
shot. This one I tried to keep alive so that 1 could
interrogate bim, but as I approached the corpse lying in
the dirt began to stin. Whatever beinous act they were
performing bad taken hold and the dead rose once
‘again’ The beast grabbed at my ankle with surprising
strength and I was brought down It clawed at me, fit
‘encrusted talons ripping my sbirt 1 was disarmed but
punched the creature bard in the face. Is bead snapped
back with @ crack and I realised I bad broken its neck
Head banging limply like some macabre marionette with
‘ut strings came at me again. But Iwas ready this time
land from my bell | took vial of Blessed water and— exis
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smashed it over the creature's bead. Kicking the
thrashing corpse ateay, I got to my feet and watched it
dissolve. Taking up my fallen sabre eu of the creature's
bead, arms and legs, and burted the parts face doun in
the earth, sanctifying tt with another vial of blessed
twater By this time, the hooded one was stirring and I
went over to question him
earned my quarry had fled by way of the River Stir a
natural border between Stirland sand their nortbern
relghbours Talabecland and Ostermark Tenet from my
readings that the Stir was watched vigilantly by the
famous Stir River Patrol and I doubted that Gant could
ave crossed there easily. No, the cur would bave
‘continued through Stirland. Applying the interrogation
techniques of the devout, I learned through my prisoner's
screams that Gant was indeed upon the heath two nights
1ag0, that he bad instructed bis followers to ratee the
dead ofthe village and inuade tt Gant bad been making
Jor Wurtbad, a principle town of this province lying upon
‘the Old Dwarf Road all the way from the south
Since Gants trio of acolytes had been put down 1
doubted the threat of the village dead 1 also doubted
that Gant would have made it to Wurtbad tn two days
land nights, Necromancers and their kind are oft
‘exhausted from thetr dark deeds and I was certain be
would bave taken refuge in some dark hollow or ruin,
‘away from the prying eyes of the Roadwardens and
Bounty Hunters that roamed these rural pastures. My
‘thoughts went back to the tower ruins | bad spotted in
the distance earlier
=
‘In any case, 1 bad broken the underling and looking
about me I noticed a gibbet set upon a Bill not too far
‘away. Iwas glad of te extra rope and get about tying the
Day Three
The banging acolyte was a message to all the occupants
‘of Kraghaben of what fate befell those that deviated from
the light of Sigmar Since Gant was not here and bis
acolytes were slain, I revealed my true calling t0 the
Uillagers In doing s0, and with gathered belp, I rounded
‘up the sovcalled wise men and women and had ther
burned upon a massive pyre in the village square, along
‘eit thetr beretical icons,
Leaving Kraghaben I learned rom the barkeep that the
‘ruins Thad spotted upon the beath were known locally as
the Blighted Towers and that a dire and terible curse
twas upon them. I! seemed to me a likely refuge for Gant
Day Four
1 could still see the smoke from the pyre as set forth for
the ruins. I passed a militia patrol on my way, @ scurvy
looking lot, led by one Claus Ox Jaeger, a blood relative
lof the Elector of these parts, Demitrs Jaeger a minor lord
‘and with scant power to lend to the aime of one of the
Imperial claimants, bis own allegiance betwixed the lord
of Syluanta to the east and the Ottians of Talabecland to
the north
reached the Blighted Towers at dusk, They were a three:
pronged shadow like skeletal fangers in the distaice. As 1
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‘came closer, something moved within, Pressing my icon
lof Sigmar to my chest and drawing my pistol advanced.
Cowering in the ruins | encountered a thing that was
surely cursed, shaped hike a man, but with a bulls Bead
‘and forelegs. Thad barely shot the beast through the bead
‘oben another emerged from the shadows It roared as if
{im pain, and looked upon me with murderous rage. With
no time to reload, 1 cast my icon at tt lke a throwing
bammer It struck hard and burned sts foul flesh didn't
Desttate and gutted the creature with my sabre.
They bad been men once. I found ragged clothes, torn
land split with the exertions of Chaosfilled muscles. 1
searched around the towers in turn, laoking for «tues.
There was a circle, marked in blood, a collection of small
‘bones within. They were some kind of crude divining
‘method ~ a tool of socalled wise folk. But just like all
tools of the enemy, it had turned upon its user, The wise
‘man’s bones were not too far from them, gnawed upon
veut fleshy strips sill clinging to them. I burned all of
obliterating and sanctifying the ground whore the circle
bad been,
Day Five
My lime at the Blighted Towers had been fruitless
Whatever malady plagued it inthe minds of the villagers
of Kraghaben, 1 bad not seen tt manifest. Atbough as I
left, felt tired and my skin burned from where my ton
bad rested.
1 decided to make for the river If indeed my quarry was
headed east, towards the mountains, then perhaps be
‘might try to secure a boat, bypass the river patrol and
‘make bis way down it
Sigmar was with me. I found a small ferry port and
ought passage down the Stir The ferryman was
tootbless and simple. He told me that be usually took
poachers down the river after they bad crossed the
‘border illegally, slipping past the warden's watch into the
Great Forest, bringing their quarry back 10 sto the
province. He added that for turning a blind eye, they
would give bim a portion of what they bad stolen. Upon
seeing the icon of Sigmar around my neck and the pistol
‘at my belt he said no more. told bimn Iwas looking for
‘a different quarry, a man, a ful servant of evil and that
be would turn a permanently blind eye if he spoke of
10 anyone. The rest of our journey together passed it
silence as 1 kept a look out at the prow
I reached Wurthad in the early evening, with the trait
_growing ever colder
‘One of the principal townships of Stirland, Wurthad
Jooked more like a large village than an established
town. The trappings of a backward culture were for all 10
see. Wite men and women sold wards against the ‘evil
‘oye once more, But I doubted I bad enough torches and
rope to redeem them all. There were no temples of any
[Breat import, just small sbrines, often dedicated to Taal,
the river god, rather than Sigmar, anotber fact that
oded il jor these folk Halflongs were a common sight,
which was litte wonder given Stirland's proximity to the
Moot. I began to wonder whether I should return 10
Wurtbad after my mission with a regiment of Knights
Panther and purge these beatbens once and for all
I made lodgings atthe Fallow Field inn and beard talk of
strange men seen up at the Crow's Feast, local
Tandmark in there parts, barely three nights ago and
‘again at the Cairn Circle, a rural cemetery atthe border
8 pean aJPanos_s2-91 1/20/04 21:56 am rage 85
10 Sylvania in the east, could learn no more though. The
‘man who bad seen them had died of fright, after giving
bis account to a Road Warden patrolling there. He bad
seen nothing and the trail grew cold once more
Day six
The next morning I intended to make for Crow's Feast
‘eben my attention was arrested by a group of marksmen
practicing inthe toun square. The crowd watching them
looked worn and afraid. Practicing in case of invasion
rather than for sport it seemed.
1 was here that I found my quarry’s trail once more. A
bublic banging was taking place, a few Jeet from the
‘marksmen. A large crow perched upon the gibbet seemed
10 eye me suspiciously and cawed at my approach. At
‘once I suspected i! asa familiar of Gants: The bird flew
‘off, doubtless to warn its master, as I questioned the
warden who was overseeing proceedings. [discovered the
condemned was guilty of witcheraft and necromancy. 1
demanded immediately to snterrogate him and he was
‘cut down A look of relief on bis face at bis apparent
reprieve, turned to dread as be saw my face That was
‘good, fear was a tool! intended to exploit to the full.
Thad worked up a sweat and used the last of my tongs,
‘but the condemned finally broke. Gant was indeed in
Wurtbad. 1 made haste from the cell where I had
interrogated bim. As was leaving, the warden came
tout fresh rope. Itold bim there would be no show today.
He bad already expired from my attentions
Day Seven
T knew my quarry was not far
now. I managed to garner
‘passage aboard another
‘vessel, Gant's tral leading
back to the Stir I was
‘certain now be intended
fo crossover into
Sylvania and become
Tost inthe even murkier
shadows there
travelled with the Stir
‘River Patrol
These are dour men, weltsrained and disciplined, utterly
tunlike the yokels, poachers and wise folk that made up
the rest of the population in this province, We
‘encountered river pirates on our journey down the Siir
‘and the mercenaries aboard our boat dispatched them
(quickly and precisely with deadly bow fire Awatchtower
Iearby lit a flaming beacon and the archers garrisoned
there finished off the fleing survsvors Perhaps there was
‘merit to this province ater all.
‘As night drew in, thick and black, I found him In the
distance there was another boat and my senses told me
it was Gant. His vesvel moved silently and without
disturbing the water, He must bave enchanted tt through
‘some nefarious ritual and this was how be had slipped
bby the river patrol. A crow perched at the stern and
‘cawed as we advanced. A huddled figure, nothing more
than a shadow sitboustte, stirred and a great mist
‘engulfed ues The mercenaries would go no further and
‘brought the boat in to the bank. There they disembarked,
Teaving me alone to continue after the creature. did 50
‘gladly and stood tall upon the deck, holding aloft an
‘con of Sigmar It glowed with inner light and the mist
around me dispersed. I saw the boat again, although
now tt was very distant and bad crossed over the border
{nto Syleania where it snesplicably vanished from my
sight
As Iuerite this entry Lam nearing the border myself There
tell be a reckoning on the otber side and I want to ensure
‘my thoughts are documented and my mind clear wben I
Confront Gant for the last time.
An Extract from the Journal of
Hermann von Steiner, Witch Hunter29/9/08
‘igGting Bacttes in Stirfand
Like many of the provinces in the Empice chat are situated
away ffom the large urban citystates lke Altdorf and
Middenheim, Strland is something. of a backward, rural
land. The people of Stsland are made up of farmers,
poachers, wise folk and other earthy professions. There is
Blso strong community of Halings In evidence, whichis
explained by Stiland’s close proximity tothe Moot.
Suislnd is poor, an indisputable fact that eles and rankles
its proud people when they consider themselves
alongside their neighbours in Talabecland and Averland.
‘There are no cites to speak of, with Wurtbad the only
major town of note. These facts tend to conspire to make
Strlanders openly reckless, with an eagerness to prove
their worth alongside their wealthier counterparts,
One of Strland’s principal neighbours is the dark and
haunted province of Sylvania. At the time of the three
Emperor's Sylvania was stil a state in its own right and it
too had & powerful claimant who sought the throne
Rumours persisted across its borders of dark deeds and
fell ereatures which engendered fear and suspicion in the
Stirland folk. Fear of the things that crossed the borders at
night, of the evil men under cloaks of shadow, slipped
pat their vigilant River Patrol and into their villages and
homes. Accounts are many of men driven mad for no
reason, of dark cults daubing evil sigs im the wild and
dark places, of children taken from their beds and never
seen again. Such a reputation draws the servants of
Sigmar like 2 moth to a flame and the wild rural lands of
Stiland are often visited by Witch Hunters and Warrior
Priests. IU had also drawn the attention of the Count of
Stirland, Demitri Jaeger, who watches the border asttely
ready to defend it should the evil lurking there decide t0
One of Stirland’s few saving graces isthe great River Stir
which runs along as border. Not only does # provide a
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de =
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natural defence against enemies north in Talablecland, it
is also an important ferry way. However, this river also
runs through the cursed city, Mordheim and while i i
long and deep, there are times when plague and worse
things sull come washing up on its banks.
Fighting bales in Stiland is similar to most provinces of
the Empire. Stirland is largely as, wild and rural There
are a few low-lying hills and many modest setlements,
small hamlets, dishevelled villages and isolated hovels
‘There are also many ruined places. OF particular note is
the Blighed Towers, place recounted in dark fables, but
‘whose legend is saved for another chapter, Since is
peoples are poor, loved ones succumbed to plague oF
Some other malady are often buried away from the towns
and villages, lest theie taint somehow return and 50 the
‘countryside is pockmarked by crude stone cairns
The River Aver and the River Stir both have tnibutaris that
lead into the province and these are often forded by erude
bridges. All along the Stir itself there are’ stout
‘watchcowers, gaeisoned by the River Pavol, the one rue
mrlitary force in the area, Stland's standing army, such 38,
itis, is made up mostly of local levies and multi
Games in Stirland are played in exactly the same way 38
they are in Mordheim. Although the scenery here should,
bbe represented by barren plans, ils, rivers, vilages and
isolated ruins rather than a sprawling devastated
cityscape, The Empire in Flames book has some excellent
Scenarios and rules that are suited perfectly co a game set
in Stisland and isa perfect accompaniment to ths setting
Stirfan® Garbands
The mercenaries of Stisland are drawn mainly from the
River Pattol. Whilst the province is not as wealthy as some
thers, its mercenaries tend not to suller from this, thee
‘weapons and armour as readily available as any other of
that profession. The common colours of Stiland are
predominandy green and yellow: They favour traditional
mous the croined skull, eagle and sword ~are popular
‘The warriors of Stand, although few, are welltrained
and disciplined, 25 Stiland warbands are teated in
‘exactly the same way as Reiklanders. Their River Patrol
boast exeellent archers and so their Marksmen add +1 t0
their BS, and the rash bravery of their leaders is an
‘example {0 all of the wacriors in the warband, allowing
them t0 use their Captain's Leadership within 12". The
remainder of the watband is often made up of militia
twoops, which are armed and equipped as well 25 any
fother poor sellsword, with ramshackle armour and
ageing weapons.
Authorranos_42-91 7/10/04
(nanos SEMAN 1:
The waterways of Surland are rife with piracy, smuggling
land other even tess salubrious dealings. Often,
‘mercenaries are bred to garrison the many watebrowers
at the Stirs banks, keeping a sharp eye for any ne'er do
wells trying to cross into Stirland unbeeded.
One of the watbands has heen hired by 2 local
Burgomeister to watch over part ofthe River Sti at one of
ts many crossings. Another warband, laden with
smuggled loot, i tying to cross unseen.
‘Terrain
A river 6° wide runs across the table east to west, 18° in
from the north table edge. There is a narrow bridge
roughly halt way down i. A watchtower or similar plece of
terrain should be placed within 3" of the siver bank,
around 3" away from the bridge, on the north side of che
river. The rest of the terrain should be placed by che
players in turn, Trees, small outbuildings, low walls and so
‘on are particularly suitable, although the only high
vantage point should be the watchtower. The bate takes
place in an area roughly 4x 4)
River Gate emer ewe
Get Bp
Both players roll a D6, The highest roll may choose
‘whether to be the atacker ofthe defender, unless one of
the warbands is overty ‘evil! in te alignment
Possessed, Skaven, Undead, etc. This type of watband wall
atways be the atacke in this scenario, unless both players
have ‘ei warhands, in which case roll ff as normal and
devise some othe likely narrative for them fighting each
fother (perhaps one warband has slain the tower
earns
‘The defender deploys his entice warband fest within 18
‘of the north table edge on the north side ofthe river. They
may setup in the watchtower if they wish, The attacker
then sets up his warband within 8" ofthe south table edge
le, opposite the defender
Gpeciag nutes
‘Creeping in the dark: The attackers choose wisely to
‘conduct their said at night. Vision is reduced to 2D6x3
‘which must be rolled separately for each model when they
Intend to charge, shoot of cast spells at an enemy. Any— ets
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model beyond another model's vision Is considered
hidden and so cannot be targeted. Any model with a
lanterntorch of within 3° ofa lanternitorch may multiply
‘the amount they can see by 5 instead of 3. The watchtower
‘counts as a lanterntorch for this purpose. Any mode!
within 3° of a lantern can automatically be spotted,
regardless of distance
Sentry duty: The defenders are initially unaware of the
aracker's presence. They can only move D6" each turn,
until one of the atackers has been spotted or when one
of the defenders is hit by shooting, magic or is charged in
‘lose combat. Until this happens each players must roll a
6 for every model in the defender’s warband. The player
‘that rolls the highest may move that mode! this tuen up to
the amount rolled for its movement, although the atacker
may not move a model off the board oF into the ever. If
the results a draw then the defender may move his own
model. Whilst in sentry duty’ the defender may not shoot
‘or cast spells As soon as an atacker is spotted the entire
‘warband may move and fight a8 normal.
‘The river: The river follows the rules given on page 14 of
the Empire in Flames rulebook K counts as deep and
flows from castro west.
Gtarting tGe game
“The attacker automatically goes frst.
‘£riing tBe game
“The game ends as soon as ane watband fs is Rout tes,
swith that warband losing. The game wil end immediatly
ifthe atacker gets 25% or more of his watband off the
north edge (animal do ot count fr ths purpose), Note
that because the defender in a wellfored postion
they will only have to take a Rout text when 50% of the
vwathand is out of action.
yperience
+41 Survives: If Hero or Henchman group survives the
battle chy gain +1 Experience
“+1 Winning Leader: The leader of the winning warband,
gins +1 extra Experience
4H Per Enemy Out of Action: Any Hero earns +1
Experience for each enemy he puts out of ction (this also
‘counts for Outriders £00)
41 Escapes: Each Hero or Henchman group that
manages (0 escape off the north board edge i the
axcacking warband gains +1 Experience.
Reward
the defender wins they are paid D6x20 gold crowns + 5
‘old crowns extra for each enemy they ake out of action.
cali. < ‘Slt aes ‘IFanos 42-91
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on secnnes Scenario 2: Gunt the Heretic nena
The rural provinces of the Empire, like Stirland, are a
haven for warlocks, necromancers and other foul
ereatures. Too easily in the wild and untamed
backwaters do dark deeds go unchecked and
unchallenged. Such men are bunted though, by men of
‘courage and steel ~ those who would not sit idly while
‘evil was wrought
One warhand has been hited co aid a Witch Hunter who
has tracked down a nefsrious Warlock of some local
repute. However, the Warlock has ales of his own and the
hunt for his head won't be as straightforward as was frst,
supposed.
‘Terrain
“There isa ruined cower in the centre of the board which
represents the Warlock’s lair and the place to which the
‘Witch Hunter and his allies have tracked him, Other than
‘that players take it in turns to place a plece of scenery; a
rocky outcrop, scrub o anything to represent the wild
and distane outskirts of a town or village. The batle is
fought over an area coughly 4x 4
Get Bp
Each player rolls a D6. The highest roll may choose t0
fight for the Witch Hunter or the Warlock. If one warband
Is overly ‘evil (se the previous scenario) then they will,
automatically fight for the Warlock, and if a warband is,
overtly ‘good’ eg, Witch Hunters, Dwars, etc (but not
Sisters of Sigmar) then they will fight forthe Witch Hunter.
(Note: sf you want to Use Sates of Sigmar in this scenario
they will fighe for the Warlock, having been duped and
believing him to be some wandering hedge wizard,
‘wrongly accused. A fact they are all to0 familiar with).
‘The Warlock and up to four members of the warband
protecting him are set up fist inside oF within 3" of the
ruined tower.
“The Witch Hunter and his allied wathand are then set up
‘within 8 of any table edge,
Special rutes
Witch Hunter: The Wich Hunter counts as a Wich
Hunter Captain. He may use he Lear sill along with
the watband s leader fr the Leadership tests of healed
wwathand. He has +1 Wound} Atack and +
Leadership, He wears ight armous and cares a sword, a
torch (see Empire in Flames page 16) and a brace of
pistols. He has the skills Fearsome and Resllent and also
frties a Holy Relic and three vial of Blessed Water,
Warlock: The Warlock counts as a Warlock hired sword,
He has #1 Wound and +1 Leadership. He carries a sword
and staff and has a Tome of Magic and the poison Black
Lotus (which is upon his sword). He has che skill Sorcery
and knows the following three spells from the Lesser
Magic lst: Fires of UZhul, Dread of Aramar and Silver
Arrows of Atha,
‘The trap is sprung: The Warlock, knowing the Witch
Hunter was on his teil, has lured him and his ales into 3
‘ap. Starting with the second cura roll a D6 at the start of
‘each ofthe Warlock player's turns. On a roll of 4+ the rest
‘of the wathand protecting him arrives from any table
‘edge. They may move onto the board as normal, but ae
tunable to charge that turn. On the third turn the
reinforcements will arrive on a 3+, che fourth turn a 2+
and on the fith turn automatically.
Rout tests: Asi isthe Witch Hunter's will that drives the
allied warband, they must take an immediate Rout test if
he is taken out of action, regardless of casualties. This is
in addition to any normal Rout tests that need to be taken
‘The Warlock’s warband are eifectively cornered in the
tower and so will only have o take a Rout cest when 50%
‘of the warband have been taken out of action
Granting tGe game
Each player rolls 4 D6 withthe player rolling the highest
‘choosing whether to go fies or second
‘£ni9ing tBe game
“The game ends as soon a one watband fs is Rout tes,
‘wth that warband losing. The game wil end immediately
if the Warlock i taken out of action with a win for the
‘Wich Hunter's alled warband
rperience
+41 Survives: If Hero or Henchman group suruves the
battle chy gain +1 Experience
+1 Winning Leader: The leader of the winning warband,
sins +1 extra Experience
4H Per Enemy Out of Action: Any Hero earns +1
Experience for each enemy he puts out of action (this also
‘counts for Outriders £00)
Reward
Ifthe Witch Hunter's warband win they gain Déx5 gold
‘crowns as payment and D3 vials of Blessed Water
If the Warlock’s watband win he concocts D3 doses of any
poison or drug of their choice.