WARBAND!
By Colin Chapman


Warband is an adventure designed specifically to introduce new players to the Warhammer Fantasy Roleplay game. It is for six players and a GM. The GM should already know the WFRP game system. The players can be complete novices, although their enjoyment may be enhanced if they are already familiar with the background of the Warhammer Old World. If you have any questions or comments about this adventure, please contact Hogshead Publishing Ltd at: wfrp@hogshead.demon.co.uk.

All contents are copyright Games Workshop PLC. 'Warhammer' is a registered trademark, and 'Warhammer Fantasy Roleplay' a trademark of Games Workshop PLC, used under licence and with permission by Hogshead Publishing Ltd.

Adventure Overview
A recent spate of attacks by a chaos warband on isolated villages has forced the Imperial military into action. Companies of Imperial soldiers and dwarven engineers have been despatched to fortify and defend the villages.

The characters are part of such a force, and village locals.

The company arrives late one afternoon at their assigned village, just as light fades. They intend to start work on the morrow, but while relaxing for the evening, they get to mix with the locals (a chance for some interplay). They are surprised by a visit from the commander who is touring the villages to make sure all is in order. That very evening the warband attack!

A pitched night-time battle ensues and with spirited courage the defenders drive off the band, but with heavy losses on both sides. Even worse, the commander vanishes during the attack! He's been kidnapped! If the warband torture him, they could gather vital data on the defences of all the local villages, and that could spell disaster!

The dying captain (gravely wounded in the fight) sends the PCs in hot pursuit after the retreating warband to save the commander. They track the warband down (getting ambushed by a rear-guard as they do so) to a small cave complex...

Penetrating the complex they grab the commander and fight their way out. They use explosives to collapse the entrance as they escape, but it'll only buy them a few hours before the warband digs itself out and rushes to attack the village again!

They rush back and warn the defenders and village. With the commander gravely shaken, and the captain dead, they must organise the villagers and military, and set up some basic defences and strategies before the warband (now enraged) comes thundering at them in a full-on assault.

This time prepared, the defenders trounce the warband, ending the threat to all the villages in the area. The PCs are celebrated as heroes and given medals in a brief award ceremony. .

The Warband
A Tzeentchian warband, comprised of lesser mutant goblins and a single chaos warrior. It'll be only fairly challenging and is highly unlikely to kill the players. Perhaps only 2 goblins per PC for each engagement. The battle is pre-set and the number of survivors/wounded etc. set before the game starts. All the GM has to do is describe the battle, and run any conflicts that directly involve the PCs.

Setting
The adventure is set in and around the small village of Kleindorf near the town of Grunburg (see WFRP pgs. 333-335 for an overview and map).

Notable Locations
Watch Post
Due to the recent troubles the look-out post on the small hillock within the village will always have 6 of the village watch on active duty.

Military Notes
Aside from Captain Ludwig Gruber, Jurgen, Tobias, and Arvid, the Imperial detachment consists of 10 extra human soldiers, and 3 extra dwarven engineers.
The village will provide 20 adults (primarily male) as a 'militia' but they have no training or experience, and don't expect to see very much action. They're counting on the protection of the military.
Commander Otto Vasternack arrives with 6 experienced soldiers as a bodyguard.
The chaos warband consists of 90 lesser goblins and a single chaos warrior.

NPCs
 - The Chaos Warband - 
Wrath Daemon the Twisted - Chaos Warrior of Tzeentch

M 5
WS 74
BS 32
S 5
T 4
W 9
I 43
A 2
Dex 29
Ld 51
Int 37
Cl 71
WP 75
Fel 19

Skills:
Strike Mighty Blow (+1 Dam)
Dodge Blow
Specialist Weapon - 2-Handed
Equipment: None.
Weapons: 2-Handed Chaos Axe (-10 Init, +2 Damage)
Armour: Chaos Plate Mail (2AP per location except Head)
Mutations: Flaming Skull Head (Causes Fear in all opponents)
Description: Wrath Daemon is tall (6'7") and powerful, clad in plate armour that twists and writhes obscenely and is covered in sickly purple and puce runes. His head is that of a grinning skull engulfed in hellish green flames. He's reasonably cunning (for a chaos warrior) and believes that torturing the kidnapped commander will provide him with valuable information. Egotistical and power-crazed he'll fight to the death in the final conflict singling out the PCs for retribution. His great 2-Handed Axe groans when he strikes foes and has a jagged tooth-like head.


Lesser Chaos Goblins

M 4
WS 25
BS 25
S 2
T 2
W 5
I 40
A 1
Dex 24
Ld 18
Int 18
Cl 18
WP 18
Fel 18

Skills: None
Equipment: Tattered clothing, and purple and green cloaks.
Weapons: Rusty Sword (No Modifiers)
Armour: Rough Wooden Shield (1AP all locations)
Mutations: Vary, but all are cosmetic only (such as covered in fur, big ears, no nose, long arms, tentacle arm, weird coloured skin, etc.).
Description: They're a sadistic but cowardly bunch who idolise Wrath Daemon like loyal toadies. They're also pretty dumb, bungle a lot, and will break and run if Wrath Daemon is killed.

Villagers
Only brief descriptions are provided as their statistics won't be needed. Assume they are all average humans. There are 31 adult females, 27 adult males, and 16 children.

Herr Obers: Herr Obers (34) runs the Haywain Inn with his wife Greta (32) and 2 daughters Helga (16) and Julia (14). The Haywain Inn has been a family affair for as long as anyone remembers and has been passed down over several generations. They are friendly, if a little cautious of strangers, but delight in running an honest establishment. Herr Obers is of average height and build with greying dark hair and a moustache. His wife Greta is slightly plump, with bobbed fair hair and freckles. The daughters take after their mother.

Frau Weisskopf: The elderly (62) priestess of Sigmar, Frau Weisskopf is truly showing her age. Slightly hunched she walks with a shuffling gait and more often than not wears a shawl over her robes. Her hair is long and white and her face is a map of wrinkles. She is kindly, but is growing increasingly weary, and only the 2 boys Franz (13) and Hans (12) keep her going. Hans and Franz perform their work as aides with some devotion but are extremely bored with village life and will pester any PCs for news about the cities.

Herr Braun: The local miller, Herr Braun (49) is a plump, jolly, and intensely curious man. While he can ingratiate himself extremely well with most people, and is well-meaning and true hearted he can't resist poking his nose in others business. He has a reputation as a hopeless busybody.

Heinrich Bruckner: Well respected in the village, Heinrich (45) is essentially the village elder and leader. A stout man with strong limbs, he stands at middling height and has short brown hair. He's brutally honest and only wants what's best for the village. He often defers to Frau Weisskopf in matters of wisdom.


Notable Military

Captain Ludwig Gruber: Ludwig Gruber (48) has been a career soldier all his life and knows no other way. Well loved by those in his command, this balding, short, but powerful man has a presence beyond his stature. He comes across as gruff but friendly.

Commander Otto Vasternack: Commander Otto Vasternack (26) achieved his position more by favour and birth than by any true experience. He's often plagued by self-doubt, but is more suited than he (or anyone else for that matter) could ever guess. The fact that he doesn't break under the brief but brutal interrogation points to a strength of will beyond most men. He genuinely wants to help boost morale among the troops but should come across as slightly nervous (much like a brand new tutor).

The Magical Artefacts
This is a complete listing of all the magical items the PCs will find on this adventure.

Frau Weisskopfs' Potions of Healing (3)
Each potion contains 2 doses that will heal D6 Wounds each. Obviously a double dose (the entire bottle) will heal 2D6 Wounds. They taste of peppermint.

Amulet of Flesh and Will
Located in the spoil heap in the goblins' lair this amulet is a thin silver chain hung with a drop-shaped bloodstone (bloodstone is darkish green with red flecks for those that don't know) shot through with silver. It grants the wearer +1T and +10% Cool.

The Winged Wondrous Boots
A pair of fine, black leather boots with small gold wings on the ankles. Allows the wearer to fly.

Shield of Thorgrim the Steely
A shimmering mithril dwarven shield, embossed with twinned axes over a red dragon. It's surprisingly light and provides 2AP to all locations.

Razor Heart
A plain-looking but perfect blade, it has an incredibly keen edge and steels the heart of those that bear it. +1 Damage and +10% Cool.

The Stone Fist
A bizarre warhammer with a head of polished granite and leather-bound handle, it twists in the grip of it's wielder to strike a foe more accurately. +10% WS.

The Giants Bow
This shortbow is carved with delicate scrollwork and does damage out of proportion with its size. Any arrow fired by it hits with a S5.

- The Adventure - 

Pre-Start
Each PC should be given their character sheet and given a few minutes to read it and ask any questions before starting. Assign the sheets however you see fit.

End of the Road
The introductions should be read to each set of 3 players because 3 are members of the military detachment, and the other 3 are already within the village (visiting in the case of Maximillian).

Introduction (for Jurgen, Arvid and Tobias)
'The light is fading in the evening sky as the military detachment approaches the small village of Kleindorf. The trees of the enveloping forest form a dark silhouette against the shadowy sky as a brief cool breeze ruffles the cloaks of the weary convoy. The village looks quiet and welcoming in the night; the fiery glow visible through the windows of the dwellings.
	
'As the distance closes a small hillock within the village grounds is plainly visible, surmounted by several human silhouettes one of which darts down the hillock and into the village proper.

Briefly outlined by the firelight of hearth and home, people rush to their doors to watch your approaching detachment. Cautiously bearing arms for fear of bandits, the villagers break into cheer when they realise their saviours have arrived.

Captain Gruber raises a hand to signal the convoy to a halt and gives the signal to dismount, an order you're only too glad to follow. Leading your horses and the cart in by hand, the villagers surround you with hearty claps on the back and warm smiles, promises of warm mead and bread'.

Introduction (for Leo, Maximillian, and Hans)
'Gathered with a few of the locals in the Haywain Inn the mood is dark and gloomy. The hearthfire and carved mugs of warm mead you clutch offer little comfort given the recent events in neighbouring villages. Who can drink happily when Chaos is on the rampage? When it's so close you can smell it's fetid breath?

'Few words are spoken and the outlook is bleak. The Imperial military said they'd send a detachment but who's to say it won't be too late when it arrives?

'Peering into your half-empty glass, your heart skips a beat when the door to the Inn bursts open sending a cool but chilling breeze through all within.

'Gasping with excitement, his plump, jolly frame flushed from the run down from the watch post, Herr Braun the miller blurts out that the Imperial detachment have arrived!

'Everyone bustles into action, grabbing makeshift weapons and farm implements in case of foul trickery. Leaving the confines of the Inn you peer out towards the road and notice the silhouettes of a small detachment on horseback. When the nearest villagers break into cheer you can't resist smiling.

'The military have arrived! Perhaps there will be a future for the village yet'.

GM Notes:
The introduction over, the players should be encouraged to do a little roleplaying by having the locals interact with them, asking the usual questions such as 'How was your journey? What's your name? Do you like warm mead? and comments like 'Damn those cursed minions of Chaos! We're glad you've arrived' etc. etc. If possible try and encourage the players to talk among themselves as characters. Now would be a good time for the 'native' characters and military characters to get to know each other, and for you to introduce some of the local characters.

After stabling their horses the visiting military will be bustled into the Haywain Inn for some free mead, bread, cheese, and cold cuts. Before entering the Inn, Captain Gruber directs 6 of the soldiers (not the PCs) and 1 of the dwarves to assist the local watch in their sentry duty.

Rest at Last
The Haywain Inn
Run by Herr Obers (34), his wife Greta (32), and two young teenage daughters Helga (15) and Julia (16), the Inn will be stretched to its limits in catering for the detachment. However, they are happy to provide for their protectors as it ensures their continued livelihood.

GMs should give a general introduction to the Haywain Inn, describing it as warm, and homey, if a little spartan; with carved wooden furnishings, a scattering of tables and chairs, and roaring hearthfire. The sweet smell of mead permeates the air. The players should be made to feel relaxed.

Aside from the remaining members of the detachment (those not assigned to sentry duty) a good 20 of the village adults will be crammed in the Inn as well, talking with the soldiers and generally letting it be well known that they're relieved the military arrived. Captain Gruber will of course be busy talking with Frau Weisskopf (the elderly priestess of Sigmar), and Heinrich Bruckner concerning the layout of the village and any possible defences and militia it could provide.

After a small amount of interplay one of the assigned soldiers will enter the Inn with an excited look on his face. He approaches Captain Gruber and informs him that Commander Otto Vasternack has just arrived! At that very moment the Commander strides through the door flanked by 6 new soldiers, and (much to the relief of all the military present) issues the order to continue as before, and then going over to discuss the situation with the Captain and his audience. They seem to get on well but PCs will NOT be allowed to interrupt the conversation. After assessing the situation the commander will be informally introduced to all the troops, shaking hands readily, smiling, stating his great trust in their abilities, and generally boosting moral. Just after he's introduced himself to the military PCs:

Attack!
GMs should read the following description abruptly and harshly, trying to inject a feeling of urgency:

'Cries of alarm rend the air as you hear the sentries call 'To Arms!! Drawing your weapons you rush outside... The sentries rush down the hillock, gesturing madly towards the forest behind the village! Turning wildly your vision is greeted by a sea of glowing red eyes in the darkness of the wood! A bellowing roar goes up from the forest and ice-cold fear grips your stomach at the sight before you... A grinning skull, enveloped in hellish green flames bears towards the village from the darkness!'
	
All the PCs make FEAR checks. About half the military (including the Commander) and most of the village militia are gripped with FEAR but they hold their ground.
Continue with the below description:

'Sickened as you are your horror is justified when you see that the skull is the head of some foul worshipper of chaos! Large and powerful, clad in twisting and obscene plate armour and bearing a twisted fang-like great-axe, the skull-beast turns to the forest and bellows again...
All Hell Breaks loose as a wild chorus of screams goes up and a sea of foul goblins comes churning towards you all!'

The Battle
The battle should be described as an extremely chaotic skirmish. Pockets of fighters clash everywhere. Cries of agony and triumph pierce the sky. A thin mist of blood surrounds the wounded and dying.
Goblins will fall gibbering, green blood erupting as they are felled. Humans will scream pitifully as they go down under the combined assault of several lesser goblins. The clash of steel should resound.
It should be played fast, harsh, and brutal. It should be ghastly.

The PCs end up forced into a rough group together, fighting for their lives against a small swarm of the goblins.

Tobias, Jurgen, and Arvid will each be faced with 2 goblins each. 
Leo, Maximillian, and Hans will face a single goblin each.
Just as they are finishing off their pocket of attackers:

'You barely notice as yet another bellow resounds in the night sky, and almost as suddenly as it started the goblins flee in retreat, cackling maniacally as they disappear into the darkness of the wood.
All around you is a charnel house, the bodies of the dead and wounded littering the ground like discarded toys. The miserable groans of the dying. The wounded calling for aid. Moving forward over the bodies of dead goblins you take stock of the situation. Other than yourselves only 4 soldiers, 1 dwarven engineer, and 11 militia remain standing, but you are grimly satisfied to note the bodies of perhaps 5 dozen goblins darkening the soil.

The villagers run from their homes, weeping over the bodies of dead friends and relatives, while others help the wounded into the Inn. A small groan behind you breaks you out of reflection. Turning you see the captain lying on the ground surrounded by dead goblins. He grimaces with pain as he regards you.

"The...commander... They (cough, hack)... took him... Save him. They must... (ack) They must not torture him for information on our defenses... it would make their attacks on this... and all other villages and units, devastating. Go! (cough)... and may Sigmar be with you!"

He falls silent with the final rest of death.

The elderly priestess of Sigmar approaches you. Her eyes are deep with sorrow. Her hands covered in blood.

'I have tended all I can but your Captain speaks truth. You must follow them and save the commander or all will be lost. You have my blessing in the name of Sigmar, and you have these. (She presents them with 3 small vials). Half a vial will heal all wounds. Drink it when most needed. The others must stay in case they double around for another attack. You are on your own. May Sigmar watch over you'.

The PCs will only have moments to grab a hand weapon and shield each (if they state they are going to do so) before they depart, hot on the heels of the warband!

Into Darkened Wood
The pathway into the wood is narrow, and characters will have to go in single file. Leo is the obvious choice to lead the way, but another character might possibly get the job. Let the players decide among themselves.

'The forest is eerily quiet as you enter its shadowy interior. The only sounds are those of your hearts pounding in your ears, and the occassional rustle of leaves in the breeze. You walk a winding path through the trees, the smell of earth strong in the air. You make your way cautiously forward for what seems like an eternity, yet you know inside that you've only been travelling for perhaps an hour. Time holds no meaning under the boughs of these ancient trees.'

(Hand Leo the handout named 'Ambushers', and Jurgen the handout named 'Danger')
Give them a few moments to read them and react before:

Ambush!
GM Notes:
6 goblins have been left behind as a rear-guard for the retreating warband. They've been lying in wait, bows at the ready, and as soon as the PCs get close, they fire at them. Each PC is subject to a single shot. Even if they fail to dodge it's unlikely they'll be hit as the goblins have a damn poor BS.

'Arrows come hurtling from the darkness towards you!'

(If the leading character or Jurgen yelled a quick warning, give all the PCs the chance to dodge by rolling their Initiative).

'Laughing madly, half a dozen goblins leap towards you, brandishing rusted swords and shields!'

Run the combat as normal, with each PC facing a single lesser mutant goblin. The goblins shouldn't last very long. The PCs can then proceed with their pursuit.

The Lair Revealed!
'The forest ahead of you thins out, and you freeze as you hear a faint yawn ahead of you. Creeping forward, keeping to cover, you reach the edge of a tiny clearing. Peering ahead you can make out the black and yawning mouth of a cavern with the orange glow of firelight flickering within. Looking thoroughly bored, a mutant goblin sentry kicks at some loose stones with his feet.
Taking in the detail of the cavern opening itself, it's perhaps 8' high and 7' wide, opening like a jagged wound in a small sloping outcrop of rock. Boulders of all sizes cover the brief earthy slope above the entrance'. (Hand Arvid the Handout 'Landslide').

Unless the PCs really bungle this, they should be able to kill the sentry before he raises any kind of alarm. Even if they make noise while killing him, the goblins inside the cavern complex won't hear it.

Nest of Chaos
This section details the cavern comples rooms, and locations of the few goblin guards.
The caverns are all connected by rough tunnels (the entire complex is natural, but only Arvid would know this) of stone, that are slightly damp and lit with crude wooden torches along the walls.
Luckily for the PCs, all but a few of the goblins are in the 'Great Hall' (location 4) being addressed by the triumphant Wrath Daemon in a truly egotistical manner.

1. The Cavern of 'Fings Wot We Nicked'
There are no sentries posted in this cavern.

'The short passageway opens out ahead of you widening into a small cavern, dimly illuminated by the light of several torches. Sprawled across the floor in a heap are the spoils of the warbands raids. Ripped human clothing and utensils, a scattering of gold and silver among a small heap of copper pieces. Items of rough peasant jewellery and adornment, weapons and armour, and 3 wooden barrels stacked in the corner. The fiends have killed so many to gain such pitiful spoils'.

Give Crazy Hans the handout entitled 'Magick!'
Anyone who inspects the barrels will find them full of a black powder, and anyone who can read will note the word 'Gunpowder' branded on the side. 

2. The Cavern of 'Oomans Wot We Nicked'
2 goblins are posted here as sentries, primarily to stop the 'prisners' escaping. They certainly aren't expecting anyone to try and rescue the prisoners! If dealt with too noisily the main hall will be alerted (but it'll take the sound of lots of screaming and clashing of steel to do it because Wrath Daemon's booming voice in the Great Hall means that the goblins there can't hear a lot. Even if they do they'll only send 2 goblins to investigate.

'Making your way up this twisting corridor you stop suddenly when you hear the sound of bickering, angry voices ahead of you. Oblivious to your presence 2 goblin sentries are arguing bitterly over a game of tossed bones in a nasty sounding and gutteral tongue none of you can understand. They appear to be guarding the entrance to a cavern'.

If the PCs don't act immediately the goblins will notice them and start screaming warnings which will result in another 2 goblins from the 'Great Hall' coming to investigate.

When the PCs enter the cavern the goblins were guarding read the following:

'Stepping over the bodies of the goblins you enter a small cavern, perhaps 7' in all dimensions. You notice a small shadowed heap, huddled against the corner of the room, and sensing your approach it groans and stirs... to reveal the bruised and cut face of the commander! Obviously badly beaten he manages a faint smile when he recognises you, and coughing a little blood over his lips he whispers
" I told them nothing"'. 

He suggests a rapid departure while all the goblins are in the 'Great Hall'. With support he can manage a fast hobble.


3. Caverns 'Wot We Livs In'
As the PCs approach these caverns read the following:

'Making your way up this cavern you're aware of the increasing damp and then it hits you! An unbearable stench of defecation and urine make your stomachs churn'.

All the PCs must make Toughness Tests or vomit badly. If they persist in inspecting the goblins' caverns you should describe the piles of rotting food, faeces, pools of sticky urine, dirty rags of cloth that serve as clothing etc. etc. Each room is foul beyong imagining, and there is absolutely nothing of interest for the PCs. Feel free to make overly curious and greedy PCs feel violently ill and get covered in all manner of unspeakable materials.

4. 'The Grand Hall'
All the remaining goblins (29 excluding the sentries) and Wrath Daemon are located in this cavern.

'A deep, malevolent voice booms from the cavern ahead. An evil voice full of triumph and power in a language that sounds like the very runes of chaos given sound. Approaching with great caution (and not a little fear) you glance within to witness a terrible sight. 
The cavern is large and high ceilinged. Stalactites dagger down from the ceiling as if in protest. Standing upon a large levelled boulder is the ghastly leader of this twisted horde, the green firey nimbus of flames around his skull licking at the rock around him. A small horde of foul goblins are standing rapt, hanging on his every word and gesture.'

All the PCs must make FEAR tests as soon as they see the Wrath Daemon.

If the PCs watch for more than 2 rounds after they first view this cavern they will be noticed, and after 3 rounds of surprise and bungling the horde will give chase. The goblins will head after the PCs first because Wrath Daemon is at the rear of the hall.

Leaving the Nest
If the PCs dallied too long in the Great Hall they are already being pursued.
If they grabbed the Commander and left to leave quickly read the following:

'As you reach the freedom of the entrance to this vile holding you hear a cry of alarm behind you! You've been spotted!'

Once outside the PCs will have 3 rounds in which to collapse the entrance. They will manage it as the first bunch of 10 goblins reach the entrance. The explosion will cause the boulders above the entrance to come crashing down, crushing the first 10 goblins and sealing the entrance!

Tell Arvid it'll take the goblins about 4 hours to dig themselves out and attack the village.

Return to the Village
The return journey through the woods is uneventful but takes about an hour, due to the wretched state of the commander.

Prepared We Stand
The PCs will be greeted solemnly as they return to the village. Things don't look good. Frau Weisskopf has died of internal bleeding, and the wounded are in no fit state to fight.

Only 4 soldiers, 1 dwarf, and 11 villagers are battle capable, and morale is extremely bad. The Commander is in no fit state to lead. The PCs are their only hope.

'The village is oddly deathly quiet as you approach. You hear a cry of surprise from behind the broken stone wall up ahead as a soldier starts yelling to the villagers. "They've returned! They've returned!".

The villagers and surviving fighters come rushing out to greet you with trepidation, fear, and excitement. They lead the wounded Commander off to be tended. Faces are grim and sullen, tinged with the sorrow of loss. They expect to be beaten but look towards all of you with expectant eyes'.

If Max doesn't think to make some kind of rousing speech give him the handout 'Lifting Hearts'.
Point out to all the players that anyone with Public Speaking would be a much better rouser than anyone else, and that's what these downhearted people need.
	After the speech read the following:

'Stirred by the passion of your speech, the fighters look grim and determined. They'll fight those accursed monstrosities and take as many as they can to hell with them! They raise their arms in salute to the party awaiting the orders and leadership of their saviours'.

Tell the players they have 5 minutes to formulate any plans and tell you what they want to do. When the defenses have been set it's time for the final scene.

Once More Into The Fray!
The remaining 19 lesser goblins and the chaos warrior of the warband attack (now tired from removing rubble). Once the chaos warrior is killed (by which time there will only be about 3 goblins left) the remaining few goblins attempt to flee. Reduce all the goblins percentile attributes by 5 for this battle as they are tired from digging themselves out.

'Waiting with steely determination, both yourselves and the defenders watch the forest as the sky begins to lighten with dawn. Then the sound of screams, yells, and crashing herald the arriving warband! Crying with rage they assault your defenses! The thundering figure of the twisted skull fiend comes pounding towards you, but this time you're ready!'

All the PCs make FEAR tests, but this time they have a +10% bonus because they're ready for him.

The Wrath Daemon singles out the PCs for retribution (or if they are scattered, he goes directly for Jurgen, Arvid and/or Tobias). There will also be 3 goblins at Wrath Daemon's side to fight alongside him.

As soon as the Wrath Daemon is destroyed (and he will fight to the finish) the battle is over.

'The conflict clears to reveal your victory! The villagers run outside cheering with joy! You're borne aloft on the shoulders of the triumphant crowd. Chaos has been defeated! You are heroes!'

Epilogue
Heroes of the Empire!
'Two weeks have passed since the stand at the village. You're rested and healed. You feel proud as you don the fine clothes you been given, and buckle the polished swords to your belts. Smiling to each other you take a deep breath as you enter the main audience hall with the Emperor himself! A great red carpet lays out a majestic path to the throne. Rows of knights, the Order of the High Helms no less, line the carpet on either side and salute you as you're beckoned towards the Emperor. Kneeling at the foot of his throne, he bids you stand.

'"You have performed a great and courageous act. Not only have you saved one village, but many others are indebted to you. Nay, we all owe you are gratitude for ridding this glorious Empire of a scourge that threatened it's good citizens. In recognition of this service I hereby promote all of you to the rank of Captain within the Imperial Army. And, as a symbol of your gallantry you are to be awarded the Imperial Cross! He gestures to a servant bearing a large plush red pillow. Taking large golden medals, each glittering with gems and shaped like the Imperial blazon. He pins one on each of you with the quiet words "My gratitude" and "The Empire needs more men like you".

Chests swelling with pride you turn to face the future'.

The End
