/TG/heim:The Creatures of the Night (Undead)

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Intro[edit]

Hailing from Sylvania, Count de La Fey has been tasked with the retrieval of wyrdstone, relics, and anything else which can help his lord Vlad Von Carstein enact his dark and terrible plan to overrun the Empire with an endless army of the damned. Ever the opportunist, de Lay Fey has set out with some of his favorite pets and most faithful retainers in order to gather whatever he can for his lord to curry favor and perhaps a share of The Empire once Vlad has conquered it. In life, he always liked traveling to Talabheim, perhaps he could convince Vlad to give the City-State in recognition for his invaluable efforts. And just in case Vlad won't, de La Fey has decided he will not return to Castle Drakenhof to present his haul until he has found something to keep for himself that can make him powerful enough to overthrow the Von Carsteins and rule over the living and the dead himself.

Warband Information[edit]

Warband Rating: 78

Wyrdstone: 0

Gold: 2

Heroes[edit]

Count de La Fey[edit]

Vampire: 110

M WS BS S T W I A Ld
6 4 4 4 4 2 5 2 8




Gear: Sword (10), Axe (5), Heavy Armour (25), Shield (5)

Rules: Leader, Cause Fear, Immune to Psychology, Immune to Poison, No Pain

Experience: 20

During his life, the Count heard the tale of his ancestral home in Bretonnia many times from his father. He heard of its storied history, its enormous forests, and its hardworking and loyal peasantry. He also heard how his grandfather had been chased out by a band of power-hunger nobles and a mob of supersticious commoners who claimed the de La Fey family delved into unsanctioned magicks and witchcraft. These short-sighted peons who clearly did not realize that power only comes to those who are willing to do what is necessary, pursued the Count's grandfather until he slipped into the Empire and was able to find asylum in Sylvania, leaving behind most of his possessions, both magical and mundane. Under the protection and guidance of the Von Carsteins, the de Lay Feys flourished in a country with amble graveyards, a plethora of varying wildlife to experiment on, a nearly perpetual cover of darkness and villages that didn't ask too many questions when someone went missing. The Count had been taught that his goal should always be to regain the family home and show the Bretonnians a fury unlike anything they have ever known. After receiving his Blood Kiss and ascending to vampiredom, a young Count was finally able to sneak back to the old estate and what he saw did not impress him. The lands and possessions had been divided between neighboring noblemen and the supposedly grand de La Fey Mansion was in disrepair. After reclaiming his grandfather's relics (with extreme prejudice), he burned the mansion to the ground and went back to Sylvania. "The past is dead. The de La Feys are bound to Bretonnia no longer. It will be destroyed along with all the other realms of man when we ride with Vlad and his conquering armies to bring the gift of unlife to all.

Lucas Sammael[edit]

Necromancer: 35

M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7




Gear: Short Bow (5), Halberd (10), Helmet (10)

'Spells:

-Lifestealer (Difficulty: 10): You may choose a single model within 6". The target suffers a wound (no save allowed) and the Necromancer gains an extra wound for the duration of the battle. This may take the Necromancer’s Wounds above his original maximum value. This spell will not affect the Possessed or any Undead models.

Rules: Wizard

Experience: 8

Lucas Sammael is the Count's adviser and mentor in the dark arts. Having been expelled and barely escaping from the College of Magic with his life for daring to look beyond the typical avenues of magical power, he spent many years wandering the Empire in secret, studying and "collecting" any magical tome he could, especially if it had been deemed immoral and/or illegal by Imperial authorities. While moving through Sylvania he was introduced to the de La Fey family and felt a connection to them, having all the sympathy in the world for people who had been banished for simply trying to better themselves. His services in both the magical and political realms have been of great value to the de La Fey family. When the Count received word that he had been dispatched to the wyrdstone-laden ruins of Mordheim, Lucas jumped at the chance to accompany him and learn all he could from the city of the damned.

O'Brien[edit]

Dreg: 20

M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 7




Gear: Hammer (3), Helmet (10)

Experience: 0

O'Brien is a stablehand and one of the Count's most faithful servants after having been rescued by him from a Direwolf attack. So what if it was one of the Count's Direwolves? O'Brien had struggled and toiled all his life to give the de La Feys their due and clearly the Count knew that when he decided to knock O'Brien out of the wolf's path and into that weapons rack. Oh sure the Count had SAID that he was doing it to keep the wolf from eating stringy, diseased meat, but that was just a cover so that he would not seem weak in front of the guards and the other nobles around. When he heard the Count was going to Mordheim, O'Brien knew this was the chance to repay the Count for his kindness. And to think, they were about to turn him away (rather violently) until he mentioned his extensive knowledge of the city from living there as a child.

LeCroix[edit]

Dreg: 20

M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 7




Gear: Sword (10), Helmet (10)

Experience: 0

LeCroix is a nobleman's son in exile and- No, wait. LeCroix is actually a wizard's apprentice on the run from his master- No, that's not it either. All anyone really knows about LeCroix is that he is a pathological liar and has made his living the last few years passing information and disinformation between merchants and nobles, usually playing two parties against each other until he is run out of town by a mob led by one or the other, and in some cases both. LeCroix came into the Count's service a few years ago after informing him of a plot to assassinate him when the conspirators didn't pay quite enough to keep his silence while he was running messages for them (Not that they knew that when they hired him). Some things have gone missing in the castle lately, and LeCroix has been living well beyond his means, so the Count decided to bring him along to ensure that nothing of real value disappears while he is away, as much a punishment as a chance to use LeCroix's unique skills for information gathering. LeCroix has quickly realized the importance of staying in the Count's good graces is paramount to his survival in this mission. Betrayal of any kind means that if the mercenaries, cutpurses or monsters don't get him, the Vampire will, which is something the Count seems easger to remind him of nearly every day.

Salem[edit]

Dreg: 20

M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 7




Gear: Halberd (10), Helmet (10)

Experience: 0

During his life as a court scribe, Salem was never much of a talker. Having his tongue ripped out by his previous Vampire master for learning magical incantations in secret did not help matters. After being dumped unceremoniously into a dungeon, he was rescued by a man who called himself LeCroix and offered a chance to get his revenge and serve a much more understanding and tolerant master. The Count was pleased with Salem's services as a scribe and in exchange for his life and some training in a few minor magicks from Lucas, Salem told all he knew (as well as a man with no tongue can) about his former master and was instrumental in the Count's takeover of the vampire's titles and lands. The Count even let Salem have a few minutes alone with his old lord in order to show him all the new tricks he had learned...

Henchmen[edit]

Amon[edit]

Ghoul: 40

M WS BS S T W I A Ld
4 2 2 3 4 1 3 2 5




Rules: Cause Fear

Experience: 0

No one really knows if this wretched creature's name is in fact Amon, but it seems to be the only intelligible thing that comes out of its mouth in-between bestial growls, guttural screams and bits of flesh. It answers to the name well enough, so that is what the Count has dubbed him, keeping this thing in a room adjoining the interrogation cell in his dungeon as equal parts intimidation factor and garbage disposal.

"Abigail"[edit]

Direwolf: 50

M WS BS S T W I A Ld
9 3 0 4 3 1 2 1 4




Rules: Charge, May Not Run, Cause Fear, Immune to Psychology, Immune to Poison, Unliving, No Pain

Experience: 0

"Missy"[edit]

Direwolf: 50

M WS BS S T W I A Ld
9 3 0 4 3 1 2 1 4




Rules: Charge, May Not Run, Cause Fear, Immune to Psychology, Immune to Poison, Unliving, No Pain

Experience: 0

Zombies[edit]

Two Zombies: 15x2=30

M WS BS S T W I A Ld
4 2 0 3 3 1 1 1 5




Rules: Cause Fear, May Not Run, Immune to Psychology, Immune to Poison, No Pain, No Brain

See Also[edit]

/TG/heim