The Vampire Counts Of Sylvania are
some of the most fearsome creatures of the night. Many times
have the Vampires Counts attacked the Empire, and on all occasions
the Empire have strove to defeat them, only by allying with the
other allied races of the Warhammer World has Empire been able
to repel the Vampire Counts.
Now though many of the great Vampires,
the first line of the great Carstein family, have been killed
and only Count Manfred Von Carstein Vampire and Necromancer Lord
is left. With the vampires he creates by giving them the "Kiss
Of The Vampire" he searches the land far and wide for the
fabled "Exlier Of Blood," that which first created the
Vampires.
You are one such Vampire, a kindred
of Manfred Von Carstein, and though you are weak compared to him,
you are still strong and tough compared to a mere mortal. Your
task is to search the dungeons for the Exlier Of Blood and to
return it to Manfred Von Carstein, so that he can create new Vampires,
which will have the strength of the first line, with which he
can finally destroy the Empire and turn it into an Empire Of The
Undead.
You have banded with a group of warriors
who you believe are gullible enough to believe that you are looking
for a relative, little do they know that they are helping to destroy
the Empire, "THE FOOLS, HA HA HA HA HA!!!"
The Vampire starts with a sword,
a blank spell book, and D6 "potion" bottles.
The spell book is used to store spells
that the Vampire may learn (like the wizard.)
"Potion" bottles can be
used to store various liquids that the vampire may have need for.
He may buy extra bottles for 50gp at the general store.
The sword causes D6 wounds + the
Vampires strength.
A Vampire rests during the day in
a coffin lined with the soil of his homeland(Sylvania) and is
active at night. He may travel in partial daylight as long as
he is wrapped in robes to protect him from the sun.
A Vampire casts no reflection in
any surface and cannot enter a house without first being invited
in. For this they are adept at making themselves look like weary
old travellers and other harmless people travellers to gain entry
to a building.
A Vampire has a single special bite
attack made after his normal attacks. He drains the victims blood
and causes 1 wound per battle level of the Vampire which is unmodified
for anything. Theses wounds the Vampire can then use to restore
any wounds he has lost in any previous encounter.
The Vampire has the ability to cast
both Necromantic and Battle magic spells. He learns these in
the same way as a Wizard would. He may only learn Necromantic
spells if the Wizards guild he is at has the books available.
A Vampire may use any weapons that
an Elf, Barbarian, or Wizard can use.
A Vampire causes fear which is equal
to his battle level, when he reaches battle level 6 he then causes
terror equal to his battle level. While he causes fear he is
immune to its effects, when he causes terror he is immune to both
fear and terror.
A Vampire is an immortal creature,
and therefore this makes them hard to kill. If a Vampire is dealt
a killing blow by a non-magical weapon then he is instantly turned
into etheal form with one wound left. He may change back after
he passes a willpower test in the following turn, if this is failed
then the Vampire loses his battle and is scattered to the Winds
of Magic. If he is dealt a killing blow by a magical weapon then
the Vampire collapses into a cataleptic state. A Vampire can
only return from a cataleptic state if he is fed at least one
bottle of blood within 5 turns, if not then the Vampire is dead.
A Vampire can also be destroyed by
running water. He cannot cross any running water, if he try's
then he will suffer D3 unmodified wounds as his flesh is seared.
If he is submerged in water then he will die instantly if he
does not pass a willpower test, if he passes then he still takes
2d6+3 wounds(unmodified.)
If a character has enough willpower
then he may try to keep a Vampire at bay by holding up a religious
symbol(that is not connected with Death or Chaos) by passing a
will power test. If he succeeds then the Vampire must keep at
least two squares away from the bearer, if he cannot then he automatically
suffers one unmodified wound. He will suffer D3 unmodified if
he is struck by a religious symbol, holy water and any other religious
artefact.
If the Vampire does not drink any blood then he will slowly die. After a battle roll a D6, on a roll of a six the Red Thirst approaches and the Vampire must drink a bottle of blood. If he has none then he quickly turns into a berserk rage and turns upon the nearest warrior. While in this state the Vampire gains double attacks and a plus 3 strength bonus. Once he has killed a warrior it takes D6 turns to drain the body of blood and to full fill his quench for blood.
Shape changing takes one turn to
complete and costs two magic points, in which time the Vampire
cannot attack or be attacked(by magic or otherwise.) While shape
changed the Vampire attacks as the creature he has become, also
the Vampire may only change back into a Vampire. The Vampire
retains his character profile while shape changed, but he also
gains the animals special rules. A Vampire can automatically
change into etheal form from battle level 1. He cannot attack
but can still cast spells. He may only stay in etheal form for
two turns per battle level. Shape changing can be ver difficult
when wearing armour and extra equipment, so for each point of
toughness you gain from armour it costs an extra magic point to
shape change. So if you were wearing furs(+1 toughness) then
it would cost 3 magic points to shape change. If you are carrying
the lantern then you can't shape change as the party would be
lost in the dark.
While in a settlement a Vampire may
visit the Wizards Guild, the Alehouse, the Gambling House, the
Private Home and the Graveyard.
Every two weeks the Vampire stays
in a settlement he risks being discovered and burned at the stake.
Roll 2D6, on a roll of a double 1 you have been discovered and
burned at the stake with a sword though your heart.
There is a chance that the Wizards
Guild will stock the required Necromantic books . To see if there
is any Necromantic books in stock roll a D6, add two if you are
in a city and one if you are in a town. If you score six then
the required books are in stock.
Because a Vampire can make himself
look like a weary old traveller he can stay in a house without
paying for living expenses on a roll of two or more on a D6.
On a roll of a one no one will have him and so he must pay living
expenses as usual.
If a Vampire is in a private home
then he may turn his host into a Vampire. To effect the transformation
roll a D6, on a roll of a 6 the host provides a perfect mate and
over a period of D3 nights the Vampire slowly drains the hosts
blood. Once this is done the host becomes cataleptic and comes
back to unlife once fed the blood of a victim. Because of the
increased strain on the human "cattle" you must roll
an extra D6 for being discovered. Once you have left the new
Vampire heads off to Castle Drakonhof where he/she will be used
to lead regiments of Undead troops in the final battle. Keep
a note of how many Vampires you create though out the campaign.
If the Vampire chooses to visit the
Graveyard, then roll a D6 and consult the table below;
1: He is discovered grave robbing
and is pursued out of the settlement. He must either wait outside
continuing to pay living expenses or stay at the private home,
while he awaits the other warriors.
2-5: The Vampire is successful in
getting D6 ingredients, and from now on when he tries to cast
a Necromantic spell roll a D6. On a 5+ the spell cost D3 points
less to cast.
6: The Vampire strikes gold and
discovers a piece of treasure along with D6x10 gold and 2D6 ingredients.
Healing And Gold
For every wound the Vampire heals
on another warrior, he gains 5 gold. This is not deducted from
the warriors total, it is merely a measure of success of the Vampires
healing attempts.
Training
A Vampire pays gold to train as normal,
but instead of going to a training ground he uses the money to
buy books on Necromantic lore and other Dark magic artefacts.
From these he learns new spells and masters his own abilities.
This is where he differs from the Wizard, he can learn both skills
and spells.
Skills/Spells
Each time the Vampire goes up a level
he may either take a skill, which he determines in the same way
as a normal warrior, or a spell, in which case he follows the
same procedure as the Wizard would.
Skills
Roll a 2D6 and consult the table
below;
2: Rage Of The Undead: The
Vampire changes into a great Wraith and summons an army of Undead,
Skeleton horsemen charge out of the walls, Zombies drag their
victims to hell, Wraiths suck their souls from their bodies and
great Wights hack their foes bodies into the walls. This causes
D6 unmodified wounds per battle level of the Vampire and can
be used once per dungeon.
3: Transfix: The Vampire
transfixes one of the monsters with his steely glare. Roll 1D6
and add the monsters initiative, if the score is less than 12
then the monster is transfixed for a turn. While transfixed the
monster may do absolutely nothing and any warrior may hit him
automatically.
4: Shape Change: Giant bat,
the Vampire changes into a Giant Bat and may now fly double his
normal movement and he automatically escapes pinning.
5: Regenerate: The Vampire
regains D6 wounds per battle level at the beginning of the magic
phase, The Vampire cannot regenerate if he is in a cataleptic
state.
6: Turn To Smoke: At the
end of the warriors phase the Vampire turns to smoke and is removed
from the board. At the beginning of the next warriors phase the
Vampire is placed anywhere on the same board section as he left.
He may do this once per battle level.
7: Cloak Of Darkness: The
Vampire shrouds himself in a mantle of darkness, making it harder
for the enemies to hit him. All attacks made against the Vampire
are at a -1 to hit.
8: Shape Change: Wraith:
The Vampire turns into a Wraith and is now etheal. He can cast
spells and attacks with a chill attack which does D6 wounds per
battle level.
9: Sharpened Senses: The
Vampire has developed a sixth sense which allows him to detect
traps in a room. Roll a D6, on a 5+ he discovers any traps and
he gets a +3 to disarm them. Also his eyesight has become very
strong, even by Vampire standards. He may know walk around the
dungeon without the lantern as he can see perfectly fine in the
darkness.
10: Duck Back: The Vampire
ducks and weaves about his opponent, making him very hard to hit.
All hits made against him are at a -1 to hit and he may also
try to dodge the blow on a 5+.
11: Shape Change: Giant Wolf:
The Vampire changes into a Giant Wolf and attacks with one bite
attack per battle level, also he can also dodge all incoming attacks
on a 3+.
12: Necromancer: The Vampire
has become very adept at casting spells, and tapping into the
Winds Of Magic. He may deduct D3 points off any spell that he
tries to cast on a 4+.
Necromantic Spells
The spell lists over the next few pages are arranged by casting number, with the
weakest spells having a casting number of 1 and the most powerful having a casting
number of 12.
Summoning Undead
Necromantic magic is concerned with
the control and manipulation of dead or Undead creatures. Necromancers
can summon and control Undead. A Necromancer does not have to
dig up corpses, the casting of a Summoning spell will cause the
dead bodies to burst through the ground ready to serve the Necromancer.
Controlling Undead
Skeletons and zombies lack motivation and need to be directed by a friendly
controller. Necromancers can act as controllers over any friendly Undead (summoned
by themselves or an ally) within 2 board sections of their persons. This is not a spell,
but an innate ability of Necromancers, though they may use spells to increase the
range of their control or even do away with the need to have a controller. However,
controlled Undead must always be within the controller's line-of-sight, irrespective of
any Magic in operation .
Hand of Death 1:
This spell endows the caster with the ability to cause Wounds simply by touching a target. The caster rolls to hit - ignoring normal unarmed combat modifiers - and any hit automatically causes lD6 Wounds to the target, irrespective of Toughness or armour (unless magical.) Each successful touch costs a further 1 magic point. The Vampire may not use a weapon while this spell is in effect.
Target: any adjacent Monster.
Duration: Until the Vampire is wounded
.
Stop Instability 2:
This spell can be cast on any group of Undead or ethereal creatures within 2 board sections. The creatures ignore their next occurrence of instability, even if magically induced. Only one such spell may be carried by a group at any one time.
Target Undead within same board section.
Duration: Until next period of instability
occurs.
Destroy Undead 2:
This spell can be cast against a single Undead creature on the same board section as the Vampire. The creature must make a test against Will Power to avoid either crumbling to dust or (in the case of Ethereal Undead) simply vanishing. Undead which successfully make the test are unaffected by the spell.
Target: A single Undead creature on the same board section.
Duration: Instantaneous.
Control Undead :
This spell may be cast against any Undead creature on the same board section as the Vampire. The target must make a Will Power test to resist the effects. Undead which fail their Magic test are taken over by the caster. The Undead creature is now controlled directly by the caster, subject to the usual control restrictions for Undead creatures.
Target: Any Undead creature on the same board section as the Vampire.
Duration: Till the end of the magic
phase.
Extend Control:
This spell enables the caster to extend the normal range of Undead control from 2 board sections to 3. The spell lasts for 2 turns per level of the Vampire.
Target: Any Undead in the same board section and any adjacent board section.
Duration: 2 turns per level of the
vampire.
Hand Of Dust 3:
This Spell endows the caster with the ability to cause Wounds simply by touching
target. The Vampire rolls to hit as normal(ignoring unarmed combat modifiers) and
any hits automatically causes 2D6 Wound (irrespective of Toughness and armour, except magical armour.) This spell takes effect immediately, and lasts until the caster is wounded, when it is instantly dispelled. However, each successful touch made by the caster costs a further 3 magic points.
Target: Any adjacent Monster.
Duration: Until the Vampire is wounded.
Summon Skeletons:
This spell is used to summon a group of D6 normal Skeletons which appear within 6 squares of the Vampire. They may attack immediately.
Range: 6 squares
Duration: 2 turns per level of the
vampire.
Summon Zombies:
The caster can use this spell to summon 1D6 Zombies which appear within 6 squares
of the Vampire. They may attack immediately.
Range: 6 squares.
Duration: 2 turns per level of the
vampire.
Summon Tomb King:
The Vampire summons a Tomb King which appears within 6 squares. He may attack immediately.
Range: 6 squares.
Duration: 2 turns per level of the
Vampire.
Death Chill:
The Vampire summons a wind which bites at the enemies and saps their strength and weakens them. All enemies in play suffer a -2 on their toughness and a -2 on their strength.
Range: All enemies.
Duration: 1 turn per level of the
Vampire.
Winds Of Death:
A Howling wind blows though out the dungeon, making the enemies quiver. All enemies in play suffer a -1-attack
Range: All enemies.
Duration: 1 turn per level of the
Vampire.
Zone of Life:
This spell creates a magical field which drains all magic, any magical creatures that try to enter the zone must make a Will Power test with a -5, if they fail they are automatically destroyed. All magical weapons, armour and pendants(anything magical) are nullified. The zone cover the entire board section that the Vampire is on. While it is in play the Vampire may do nothing because he is using all his Will Power to keep the zone active.
Range: Entire board section.
Duration: 2 turns per level of the
Vampire.
Soul Drain:
All monster on the same board section as the Vampire suffer D6 unmodified wounds per level of the Vampire, as their soul is slowly drained from them.
Range: All monsters on the same board section.
Duration: Instantaneous.
Life In Death 10:
This spell may only effect the Vampire.
Its effects last for 1 turn per level of the Vampire. If slain
during this time, the Vampire's spirit is released and may try
to inhabit the body of any other living creature during the next
2D4 turns. The caster's invisible spirit has a movement of 6
and must begin from the Vampire's dead body. The spirit must
touch a host creature in order to inhabit it. The host must make
a Will Power test and, if successful, the spirit may not inhabit
that body. If the test is failed the Vampire inhabits the body
of the victim until it is slain. The victim's psyche is not
destroyed, but is suppressed by the possessing Vampire. The Vampire
does not gain access to the thoughts, memories, and knowledge
of the victim, and if the Vampire is ever driven out of the body,
the victim regains full control.
The Vampire's wandering spirit cannot be harmed by any physical or magical attacks, though it cannot enter any magical zone that keeps out Ethereal Undead. If the Necromancer's spirit fails to find a new body within 2D4 rounds, it is blown to the winds and destroyed. As a spirit, the Vampire has no magical or physical powers at all. Having acquired a new body, the Necromancer's Ld, Int, and WP characteristics are regained, as are all skills and magical powers (including magic points). But all other characteristics are now those of the host creature.
Target: Personal.
Duration: 1 turn per level of the
Vampire.
Annihilate Undead:
This spell affects all Undead (including Ethereal Undead) on the same board section of the Vampire. Any such creatures must make a test against Will Power or be destroyed.
Range: All enemies on the same board section as the Vampire.
Duration: Instantaneous.
Raise Mummies:
The Vampire summons D3 mummies which appear within 3 squares of the Vampire.
Range: 3 squares.
Duration: 1 turn per level of the
Vampire.
Summon Horde:
The Vampire can use this spell to summon a horde of 6D6 Skeletons which appear within 12 squares of the Vampire.
Range: 12 squares.
Duration: 1 turn per level of the
Vampire.
Curse Of Undeath Casting:
This spell may be cast against any character within 12 squares of the Vampire. The victim must make a test against Will Power to avoid the effects if this is failed, the victim begins to be transformed into an Undead creature. At the beginning of each subsequent game round the victim loses one point of Strength, and if this reaches zero the victim becomes one of the Undead. As one of the Undead the creature must now be controlled the same way as a Skeleton or Zombie.
Target: Any Humanoid size or smaller Monster within line of sight.
Duration: Until creature is destroyed.
Battle Level Table
| Level | ||||||||||||
The Exlier Of Blood
The Exlier Of Blood is being held
by a Lich King in a dungeon somewhere. Once you have killed one
roll a D6, and on a 5+ he had it and as you wrestle it from his
grip his body turns to dust. You must now get out of the dungeon
and travel back to Sylvania to Count Manfred Von Carstein.
Roll 2D6 once their to determine
what happens next.
2: It was not the Exlier Of Blood
itself, but a crude replica. You are sent out once again to find
it.
3-11: Although it was The Exlier
Of Blood there was not enough left on your return to be of any
sufficient use. And so the Vampire Counts are forced to wait
until Nagash himself decides to storm the Empire
12: The Vampire Counts storm the Empire with their Undead Legions and smash all the resistance. The Empire now becomes an Empire Of The Walking Dead and for your instrumental part in the destruction of the Empire you get to have the Emperor Karl France as your personal lackey