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A Fool's Trove In Ulfenkarn

In the Realm of Death, upon the storm-battered cliffs of Szargorond Island, lies the cursed city of Ulfenkarn. Here is a fell place where few mortals dare to tread, and those unfortunates who reside here are condemned to a dark and terrible fate. Ulfenkarn is the forsaken domain of the Vampire Lord Radukar, who rules from the looming Ebon Citadel and demands a relentless tithe of blood from the populace.

Lured by rumours of wealth unimaginable, your warband has come to the city and now searches for the grounds of the ruined Ven Silveren estate. To your disdain, you learn that three of your rivals pursue the same treasure and so a desperate race begins, for when night falls in Ulfenkarn you do not wish to be out on the streets...

Narrative Campaign

This is a narrative campaign for 4 players, each player taking the role of a warband intent on being the first to locate the Ven Silveren estate amidst the dark streets of Ulfenkarn, and seize the wealth rumoured to lie hidden in the household crypts. The campaign lasts for 4 battles in total, making for a perfect weekend of gaming. During the campaign, your warband will fight each of your rivals in turn before a final climactic battle is fought between all 4 players over the grounds of the Ven Silveren estate itself.

This campaign explores the setting of Warhammer Quest: Cursed City and its theme is one of horror: as such, you will find your fighters are much more likely to be slain (or worse, turned into shambling Deadwalker Zombies), and with no way to add reinforcements, by the end of the campaign the warbands are likely to be of a reduced size. In addition, at a certain point during each battle nightfall will descend. When this happens the restless undead will begin to rise from their graves and attack any foolish enough to cross their path!

During the first 3 battles a record will be kept of each warband's progress towards locating the quickest route to the Ven Silveren estate. In the final battle, the players will be ranked from first to last based on how much progress each has made, and those who made more will gain bonuses to aid them in that final battle. The winner of the final battle is crowned the overall winner of the campaign.

Getting Ready

Each player musters a warband under the following guidelines:

  1. Players can muster a warband of any faction (it is up to the player to decide for what reason they wish to rob the Ven Silveren estate!)
  2. 1,000 points' worth of fighters can be added to the warband.

In addition to mustering a warband, the players will also need a collection of models to represent the restless undead of Ulfenkarn. If a player has Warhammer Quest: Cursed City this will include ample for the campaign. Otherwise. a player might have a collection of Skeleton Warriors or Deadwalker Zombies that can be used - 10 of each will be sufficient.

Fighting Campaign Battles

Once the above steps are completed, the campaign is ready to begin. For the first 3 battles, each warband battles against each other warband once. The players can decide the order. Fight each of these campaign battles as follows:

  1. Battle groups are assigned as normal.
  2. A player rolls on the victory table below to determine which victory card is in play.
  3. A player sets up the terrain: we recommend ruins and mausoleums to resemble the dark streets of Ulfenkarn.
  4. 3 deployment cards are drawn. Each player discards 1 of them, starting witb the player who did not set up the terrain. The remaining card is the one that is used. The player who did not set up the terrain chooes which player uses which deployment points and orientates the deployment card.
  5. Any instructions on the victory card are carried out.
  6. The twist of the battle is Nightfall.
  7. The battle begins.
D6Victory Table
1No Mercy
2Cut off the Head
3Drawn and Quartered
4No Quarter
5Raze
6Vantage Point

Spending the Night in Ulfenkarn

In the aftermath of battle the warbands find respite among the ruined buildings of Ulfenkarn, spending the night away from the horrors that lurk beyond, all the time wondering if their rivals are daring to continue the search for the Ven Silveren estate while they do not! Perhaps you should send one of your warriors out into the darkness to gather information?

The players use a different aftermath sequence as follows:

  1. Players do not earn glory. instead each player records their progress. To do so, the player who won the battle rolls a D6, and the player who lost rolls a D3. Each player adds their score to their progress.

  2. Once both players have recorded their progress, each must decide if they are going to send a fighter out into the night, starting with the player who won the battle. If they decide to do so, the player picks a fighter from their warband that is not their leader and that was not taken down in the battle. They then roll on the table below to determine the outcome.

    D6Out Into the Night...
    1Never Seen Again: You hear a blood-curdling scream call out from the darkness beyond. Your warrior is never seen again.
    The fighter is slain.
    2Battle in the Darkness: The clash of steel rings out in the night - your warrior has become the prey of a foul creature!
    Roll a dice. On a 1-3, the fighter is slain. On a 4-6, the fighter gains a destiny renown level.
    3Return Empty Handed: Your warrrior was unable to find anything of worth.
    This result has no effect.
    4A Small Treasure: Your warriors returns with a relic found amidst the ruins.
    You can make 1 additonal search roll this aftermath sequence.
    5A Minor Find: Your warrior has gleaned something about the Ven Silveren estate whilst venturing forth.
    Roll a D3 and add the score to your progress.
    6A Major Find: Your warrior retunrs with valuable news
    Roll a D6 and add the score to your progress.
  3. Injury Rolls are made as normal but are made on the table below (note that fighters with the Hero runemark (Hero) still treat rolls of 'Slain' as 'Lost Favour' instead):

    D3Injury Table
    1Slain
    2Lost Favour
    3Full Recovery
    note

    This is the original injury table. Before the campaign, this should be reviewed with all players and consider using the current injury table instead.

    If this table is to be used, then 'Lost Favour' could be instead 'Lose 1 point of Renown'.

  4. The players make destiny renown rolls as normal.

  5. The players make 1 search roll each on the lesser artefacts table.

  6. No other steps are taken, including adding and removing fighters for a player's warband. If a fighter is slain, the warband must continue without that warrior at their disposal - there is no time to muster reinforcements!

The Final Battle

The fourth battle of the campaign is fought between all 4 players and uses the 'The Crypt of Ven Silveren' battleplan. This is the final battle of the campaign and its outcome will determine who is declared the winner.

Nightfall

The twist used in each battle of the campaign is Nightfall, which works as follows. At the start of the battle a player rolls a D3. This determines how many battle rounds of daylight remain. Once all the battle rounds with daylight have been played, nightfall lasts for the remainder of the battle (for example, if a 2 was rolled there would be 2 battle rounds of daylight and nightfall would begin at the start of the third battle round).

Once nightfall begins, the Dead of Night and Restless Undead rules take effect:

Dead of Night

No ability or attack action can be used to target an enemy fighter more than 3" away.

Restless Undead

At the start of each combat phase, before any fighters have been activated, the player with the initiative rolls a dice. This determines the amount of restless undead that can be set up on the battlefield this turn. On this page are 6 fighter cards. These fighters do not have points values - instead, each has a threat value between 1 and 4 (marked by the number in the top right of the card). The player with the initiative picks a nunber of Restless Undead fighters with a combined threat value equal to or less than the roll. These fighters are then set up on the battlefield as a single group, each within 1" of at least 1 other fighter from the group and more than 5" from any fighters not from the group.

These fighters are subject to the Territorial Predators and Bestial Intellects rules below. The only ability these fighters can use is the 'The Dead Rise' ability, shown below.

Territorial Predators

Treat all fighters as enemy fighters, except for fighters that have the same combination of runemarks as themselves, which they treat as friendly fighters. For example, a Deadwalker Zombie will treat Corpse Rats as enemy fighters.

Bestial Intellects

When it is a player’s turn to choose a fighter from their warband to activate, they can instead choose a restless undead that has not yet activated. When they do so, the player first rolls a dice. On a 3-6 they can activate that fighter as normal. On a 1-2, their opponent can instead activate that fighter. When this happens, it still counts as the turn of the player who chose the restless undead, despite their opponent being the one who gets to activate it.

If you are playing a battle with more than 2 players and a roll of a 1-2 occurs when activating a restless undead, the opponents of the activating player roll off and the winner can activate that fighter.

If there are any restless undead in play that have not yet been activated that combat phase, a player must pick 1 of those fighters to activate and cannot pass.

A restless undead can never use the wait action as its first action in its activation.

Ability
[Quad] The Dead Rise: Pick a visible enemy fighter within 1" of this fighter that does not have Hero runemark (Hero). This fighter makes a bonus attack action against that fighter. If that fighter is taken down by that attack action, that fighter is immediately slain and removed from the warband. If this happens, 1 new Deadwalker Zombie is set up within 1" of this fighter.

Skeleton Warrior with Ancient Blade

Sword
Range
1
Attacks
3
Strength
3
Damage (normal/crit)
1/3
Minion
2
Move
3
Toughness
4
Wounds
8

Skeleton Warrior with Ancient Spear

Spear
Range
2
Attacks
2
Strength
3
Damage (normal/crit)
1/4
Minion
2
Move
3
Toughness
4
Wounds
8

Deadwalker Zombie

Unarmed
Range
1
Attacks
2
Strength
3
Damage (normal/crit)
1/4
Minion
2
Move
3
Toughness
4
Wounds
10

Kosargi Nightguard

Axe
Range
2
Attacks
2
Strength
5
Damage (normal/crit)
2/5
4
Move
4
Toughness
4
Wounds
30

Corpse Rats

Fangs
Range
1
Attacks
6
Strength
2
Damage (normal/crit)
1/2
Beast
1
Move
6
Toughness
1
Wounds
8

Bat Swarm

Fangs
Range
1
Attacks
3
Strength
3
Damage (normal/crit)
1/4
Beast
Fly
1
Move
8
Toughness
1
Wounds
6

Battleplan: The Crypt of Ven Silveren

Locked in a bitter race, four warbands converge upon the ruined Ven Silveren estate. each eager to claim the treasure within the household crypt. To open the crypt you will need to obtain the key and secure the entrance, but your rivals are not the only threat you face - the ruins of the estate are overrun with foul undead.

First to the Grounds

During the campaign, each warband has been accumulating progress which represents the warband scouting the city in an effort to beat their rivals and be the first to arrive at the Ven Silveren estate. At the start of the battle, the players rank themselves from first to last in order of progress. If any players have equal progress, those players roll off to determine who comes before whom in the order.

The players receive the bonuses listed below. Note that the player first in order will receive 3 bonuses in total, and the player who is second will receive 2.

Progress MadeBonus
Third, second and firstThese warbands each place 1 crypt entrance.
Second and firstThese warbands gain 1 additional wild dice at the start of the battle.
FirstThis warband places the key.

Triumph & Treachery

This battle uses the Triumph & Treachery rules with the exception of the battleplan rules. Rather than rolling to determine priority order, it matches the progress ranking.

Terrain

The player last in the priority order sets up the terrain to resemble the Ven Silveren estate graveyard.

Deployment

See map. Each warband starts with 1 battle group on the battlefield and 2 battle groups in reserve. The battle group that starts on the battlefield is etermined randomly for each player: in priority order, each player chooses their deployment colour and then rolls a D3 to determine what battle group starts on the battlefield.

D3Battle group deployed
1Dagger
2Shield
3Hammer

Reserves

In each reserve phase, each player rolls a dice in iniative order. If the score of their rolls was equal to or less than the number of the current battle round, they can pick 1 of their battle groups in reserve and set up its fighters within 3" of their battlefield edge.

Victory

After warbands are set up, in reverse priority order, the planers ranked first, second and third for progress each place 1 objective on the battlefield floor to represent a crypt entrance. Each of these objectives must be places more than 5" from any fighters and the battlefield edge.

Then, the player who made the most progress places the key. This is a treasure token. It can be placed anywhere on the battlefield floor more than 5" from any fighters, the objectives and the battlefield edge.

During the battle, the objectives will be removed until 1 remains.

At the end of the first battle round, a players rolls a D3 and removes an objective. On a 1, it is the westernmost objective, on a 2, the easternmost objective and on a 3, the remaining objective.

At the end of the second battle round, a player rolls a dice and removes an objective. On a 1-3, it is the westernmost objective and on a 4-6, it is the easternmost objective.

At the end of the third or subsequent battle round, the battle ends and is won by a player if they control the remaining objective, they have a fighter carrying the key within 1" of the objective, and there are no enemy fighters within 3" of the objective.

Twist

Nightfall. Do not roll to determinee how many battle rounds of daylight remain: there is 1 battle round of daylight, then nightfall begins.