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Heinrich’s Dungeon

or
Wuzzit’s Dunshn Boyz
An old-fashioned Dungeon-Crawl with a Magical Weapon Reward at the End
by PzVIE
Based on the Maps of Dungeon Crawl Classics #1: „Die Idyllen des Rattenkönigs“

This dungeon crawl was created to reward a player of mine for his outstanding portrayal of
his Knight Panther character. I know that he always wanted a magic sword, and I planned
to give him one. We were in the middle of the Path of the Damned campaign. If you have
played that, you surely remember poor Dwarf Grunbar, who forged the swords and was
thrown into the Iron Tower in Nuln because of his little side-business. He promised my PC
that he will give away the secret of the resting place of Heinrich Thorsteiner and his magic
sword, a secret he learned from a descendant of a follower of Heinrich Thorsteiner, a
Sigmarite Warrior priest who needed the aid of a weapon smith. After the work was done,
both went to the pub and got totally drunk. Here the priest told Grunbar the secret, but he
eventually forgot about it the next morning, having a huge hangover. Grunbar planned to
visit this dungeon, but his business kept him always too busy for such an enterprise. When
the PCs visited him in the Iron Tower, he was willing to trade the secret for his freedom.
With all the contacts the players should have at the end of the Path of the Damned
campaign, it should be easy for them to free the poor Dwarf. He will keep his word and so
the PCs can go on the quest to find the resting place and the magic sword of Heinrich
Thorsteiner. More about the story of Heinrich Thorsteiner and his sword can be found in
the appendix.
The Dungeon is located in the Grey Mountains. Dunbar knows the following: “Follow the
River Felsenwasser upstream from Auggen into the Grey Mountains, move always left
whenever the river separates, after 20 miles or so you will discover the entrance of an old,
abandoned silver mine. In there, you should find the tomb of Heinrich Thorsteiner.”
This mine was in use until 1993 when it became depleted and deserted. From that time on,
various Goblin clans used the mine as their home. At the moment, it is the headquarters of
the Dunshn Boyz, a Goblin clan lead by a Gobbo named Whuzzit.
All corridors in the dungeon have a width of 2 metres and are 2 metres high. Using 2-
handed weapons should impose a WS-Penalty of – 20%. All doors are wooden, have TB
5, 16 Wounds and are considered helpless (1d10 extra Damage). When you describe the
various corridors and rooms to your players, don’t be as exact as the map is. This was a
silver mine, so a “room” is in fact a chamber, where they worked the walls and extracted
the precious metals. So the walls aren’t that fair and straight as the maps show. From time
to time, there are wooden supports in the corridors. Destroying such a support has a 5%
chance of a cave-in. Destroying 2 consecutive supports has a 20% chance, 3 a 40%
chance, 4 a 60% chance and so on. Just for the case your players come up with wondrous
ideas (they are adventurers, of course). A Dwarf in your group should be speechless by
such shoddy work – a dwarfen mine would have been much better constructed, you know!
And one final word: I’m not a native English speaker, so this document is surely full of
grammatical errors and strange wording… I’m sorry for this! Coming from a small country
in the eastern Alps, my native language is German and even the German think that we
Austrians do not speak German (which is total nonsense – the Germans are the ones who
aren’t able to speak proper German!). However, hereby I apologize! Have fun! 
PzVIE
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Level 1: Home of the Goblin Warriors
Not all Goblins are here. Two groups are out, scouting; each group consisting of 12
Goblins and one Lieutenant. You can use one of these groups for an ambush against the
players on their way to the dungeon, if you enjoy a little action. If you think your PCs are
doing too well in the dungeon, you may always have the other group come back and
investigate the missing or dead watchmen .

1-1 Watch Room: 2 Goblins, both are distracted by a fight over a bottle of booze

1-2 Outer Barracks: Garbage, Table with chairs, 4 sleeping Goblins

1-3 Main Barracks: Empty; table with chairs; sleeping berths for 8 Goblins

1-4 Kitchen: Large cauldron, a chimney leads the smoke outwards; food (not very
palatable (if your PCs want to taste it, let them do a Routine Toughness Test;
failure means they catch the Galloping Trots), cheap Beer (but ok). 1 Goblin is
busy with cooking a meat soup (kind of…).

1-5 Inner Sentry Room: Empty

1-6 Secret Chamber: The Goblins haven’t found that chamber yet. If you find the
secret opening mechanism, a poisoned needle will sting the PC fumbling with
the lock – the poison is, after > 200 years, without effect, but the player must
not know (tell him simply he was stung by a small needle). In the room is an
old chest with more than 200 years old clothing (then of Best Quality), 12 gc,
18/4 coins. Furthermore, there are 5 rusty lanterns with candles. .

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1-7 Pantry: Food storage, kegs with beer, flour, sausages and all that stuff. If
someone tries to eat from it, see room 1–4.

1-8 Command Room: Here is Wuzzit Bordak and two of his Lieutenants. On the
table is food and beer; they have an intense discussion going on and are
somewhat distracted. If the PCs didn’t make too much noise, they are able to
surprise them.

1-9 Privy. Very simple, just a deep hole in the floor. If Goblins smell bad, this
rooms smells awful!

1-10 Rat Nest. In this room is a rat nest. The room is not used by the Goblins. They
only attack if the players disturb their nest.

1-11 Refectory: A big table with 14 chairs; rotten food all over the room. Some rats
who try to salvage them.

1-12 Commander’s Room: Private room of Wuzzit Bordak; bed, chest with nick-
nack and 12 gc, 11/34 coins.

1-13 Privy: See 1–9.

1-14 Shaman’s Room: Surrak is here, asleep.

1-15 Shrine for Gork & Mork: Suffl is praying here at the moment.

1-16 Private Rooms for the Lieutenants: 4 beds, personal things (mostly useless).

1-17 Sleeping Room for 12 Goblins

1-18 Sleeping Room for 16 Gobins & Downstairs to Level 2. The stairs are pretty
easy to climb, so that a squig can easily go up and downstairs.

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Level 2: Home of the Goblin Females, Kids, and Squigs

2-1 Watch Room: 2 Goblins are at watch here. They are both bored.

2-2 Store Room: Useless stuff only Goblins would find a need for…

2-3 Kitchen & Pantry

2-4 Refectory for females & kids


2-6
Females and Kids: every room contains 2 females und 6 kids. Obviously some
2-7
kind of kindergarten. What will our PC-Heroes do with them…?
2-8
2-9
2-5 Privy.
2-10
Female Bedrooms. Every room contains 3 sleeping females.
2-11
2-12 Torture Chamber: Tools, iron rings on walls, 1 Goblin (the torturer), busy with

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maintaining his tools. If you like, you may add some corpses, maybe even a
living Human or Dwarf, recently captured..

2-13 Private Chamber of the Torturer

2-14 Dungeon: Dead Humans and Dwarfs in various states of decay..

2-15 Squigmaster’s Quarters: Lashes, harnesses and blankets for squigs. Bedrolls
for 2 Goblins (the Squigmaster and the Animal Caretaker (see 2–18))

2-16 Squig-Stables: 10 Squigs – chained. One saddle and harness for each squig..

2-17 Squig-Stables: like abovle

2-18 Squig-Stables: like above, but only for 6 suigs. 1 Goblin is busy with feeding
and removing excrements..

2-19 Tomb of the mine workers I: Graves with workers who died between 1982 to
1984. To find this, the PCs must discover the secret door. There is nothing of
value here.

2-20 Tomb of the mine workers II: Graves with workers who died between 1985 to
1987. To find this, the PCs must discover the secret door. There is nothing of
value here.

2-21 Squig Food Storage: Stolen horsefood and rotten food.


2-22
Empty
2-23
2-24 Empty: In front of the door is a bored Goblin sentry which watches the
entrance to level 3. This entrance is just a huge manhole with an iron ladder to
climb down. The hole is still too small for the giant spider to fit through, still, the
sentry’s job is to ensure that no ‘thingies’ surprise the clan from below.

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Level 3: Realm of the Spider

any There are no doors on this level. In room 3–3 is a Giant Spider, which moves
towards the noise, the PCs create. This creature was born here and will die
here, because it is now too big to fit through the openings. Sometimes, the
Goblins throw rotten food through the manhole in room 3–1 to feed the beast.
It keeps the rat population under control. In room 3–5 is a similar opening as in
room 2–21/3–1 which leads down to level 4.
Well, if you wonder how that spider grew here, just image a Goblin or any
other creature having a spider egg stuck to their clothes. They lost the egg at
level 3 and out there, voila, hatched a spider. He fed on small insects, then on
rats, grew big and fat and only waits for our heroes to make a noise 

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Level 4: The Mother Lode

any Heinrich Thorsteiner’s vault is in room 4–12. He lies in a sarcophagus, the


sword in his hands. This sarcophagus is entirely made of stone; its lid has
engraved a short story of Heinrich Thorsteiner (see appendix below).
Through the halls and rooms floats the Banshee Gina Godtgraf. Many years
ago, when the mine was still operated, she betrayed her husband (a mine
worker) with another man, and to get rid of her old husband, she murdered him
in cold blood, in this very level of the mine. Shortly after that her lover left her
for another woman and she died of grief and guilt. Since then, she wanders
the halls of level 4 and tries to kill every Goblin (or other living thing) which
enters this level.
All the rooms are empty and show traces of mining activities.

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Profiles:
Wuzzit Bordak: Goblin Chieftain
Main Profile
WS BS S T Ag Int WP Fel
55 50 50 55 60 40 50 40
Secondary Profile
A W SB TB M Mag IP FP
3 16 5 5 4 0 0 0
Skills: Academic Knowledge (Strategy/Tactics), Common Knowledge (Greenskins), Command +10%, Concealment,
Dodge Blow +10%, Intimidate +10%, Outdoor Survival +10%, Perception +20%, Ride, Swim, Silent Move, Scale
Sheer Surface +10%, Speak Language (Goblin Tongue, Reikspiel (well, very bad))
Talents: Disarm, Quick Draw, Lightning Parry, Menacing, Very Resilient, Night Vision, Street Fighting, Strike Mighty
Blow, Strike to Injure
Special Rules:
 Animosity: Goblins, like Orcs, are a fractious lot and they need very little reason to squabble amongst themselves or
mix up with other Greenskins. A Goblin offered any kind of excuse must make a Will Power Test or immediately attack
the offending Greenskins, be they Hobgoblins, Orcs, or other Goblins.
 Elveses is Scary: Goblins find Elves extremely unnerving. Whether this is because of the ancient animosity between
the two races, or simply because of the Elves’ superior mannerisms and smell of cleanliness, a Goblin must make a Fear
Test if it and its allies do not outnumber the Elves present by at least two to one.
Armour: Light Armour (Leather Jerkin)
Armour Points: Head 0, Arms 0, Body 1, Legs 0
Weapons: Hand Weapon, Short Bow or Spear, Shield
Slaughter Margin: Easy

Snurkel Totrik and Burruf Schmutt: Goblin Leutnants


Main Profile
WS BS S T Ag Int WP Fel
45 40 45 45 40 25 45 30
Secondary Profile
A W SB TB M Mag IP FP
2 14 4 4 4 0 0 0
Skills: Common Knowledge (Greenskins), Command, Concealment, Outdoor Survival, Dodge Blow, Perception +10%,
Strike Mighty Blow, Ride or Swim, Silent Move, Scale Sheer Surface, Speak Language (Goblin Tongue and a very,
very bad Reikspiel)
Talents: Night Vision
Special Rules:
 Animosity: Goblins, like Orcs, are a fractious lot and they need very little reason to squabble amongst themselves or
mix up with other Greenskins. A Goblin offered any kind of excuse must make a Will Power Test or immediately attack
the offending Greenskins, be they Hobgoblins, Orcs, or other Goblins.
 Elveses is Scary: Goblins find Elves extremely unnerving. Whether this is because of the ancient animosity between
the two races, or simply because of the Elves’ superior mannerisms and smell of cleanliness, a Goblin must make a Fear
Test if it and its allies do not outnumber the Elves present by at least two to one.
Armour: Light Armour (Leather Jerkin)
Armour Points: Head 0, Arms 0, Body 1, Legs 0
Weapons: Hand Weapon, Short Bow or Spear, Shield
Slaughter Margin: Easy

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Surrak Wargraz and Suffl Prutzk: Goblin Priests
Main Profile
WS BS S T Ag Int WP Fel
35 40 35 40 35 40 50 35
Secondary Profile
A W SB TB M Mag IP FP
1 12 3 4 4 2 0 0
Skills: Common Knowledge (Greenskins), Academic Knowledge (Theology), Charm, Common Knowledge (Humans),
Heal, Magical Sense, Concealment, Outdoor Survival, Perception +10%, Ride or Swim, Speak Arcane Language
(Magick), Silent Move, Scale Sheer Surface, Speak Language (Goblin Tongue, Reikspiel or Khazalid)
Talents: Aethyric Attunement, Fast Hands, Night Vision, Master Orator, Divine Lore (Lore of the Greenskins)
Special Rules:
 Animosity: Goblins, like Orcs, are a fractious lot and they need very little reason to squabble amongst themselves or
mix up with other Greenskins. A Goblin offered any kind of excuse must make a Will Power Test or immediately attack
the offending Greenskins, be they Hobgoblins, Orcs, or other Goblins.
 Elveses is Scary: Goblins find Elves extremely unnerving. Whether this is because of the ancient animosity between
the two races, or simply because of the Elves’ superior mannerisms and smell of cleanliness, a Goblin must make a Fear
Test if it and its allies do not outnumber the Elves present by at least two to one.
Armour: None
Armour Points: 0
Weapons: Dagger
Slaughter Margin: Easy

A typical, stupid Goblin


Main Profile
WS BS S T Ag Int WP Fel
25 30 30 30 25 25 30 20
Secondary Profile
A W SB TB M Mag IP FP
1 8 3 3 4 0 0 0
Skills: Common Knowledge (Greenskins), Concealment, Outdoor Survival, Perception, Ride or Swim, Silent Move,
Scale Sheer Surface, Speak Language (Goblin Tongue)
Talents: Night Vision
Special Rules:
 Animosity: Goblins, like Orcs, are a fractious lot and they need very little reason to squabble amongst themselves or
mix up with other Greenskins. A Goblin offered any kind of excuse must make a Will Power Test or immediately attack
the offending Greenskins, be they Hobgoblins, Orcs, or other Goblins.
 Elveses is Scary: Goblins find Elves extremely unnerving. Whether this is because of the ancient animosity between
the two races, or simply because of the Elves’ superior mannerisms and smell of cleanliness, a Goblin must make a Fear
Test if it and its allies do not outnumber the Elves present by at least two to one.
Armour: Light Armour (Leather Jerkin)
Armour Points: Head 0, Arms 0, Body 1, Legs 0
Weapons: Hand Weapon, Short Bow or Spear, Shield
Slaughter Margin: Easy

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Squig
 Main Profile
WS BS S T Ag Int WP Fel
42 0 53 35 56 5 22 5
Secondary Profile
A W SB TB M Mag IP FP
2 10 5 3 6 0 0 0
Skills: Dodge Blow
Talents: Natural Weapons, Night Vision, Unsettling, Will of Iron + a few Mutations
Armour: None
Armour Points: 0
Weapons: Claws & Teeth
Slaughter Margin: Very Easy

Giant Spider
 Main Profile
WS BS S T Ag Int WP Fel
40 0 41 44 66 15 35 5
Secondary Profile
A W SB TB M Mag IP FP
2 25 4 4 6 0 0 0
Skills: Concealment +10%, Perception +10%, Silent Move +10%
Talents: Armoured Skin (2), Frightening, Keen Senses, Natural Weapons, Night Vision, Wall
Climber
Armour: None
Armour Points: 2 on all Locations
Weapons: Mandibles
Slaughter Margin: Hard

Rats
 Main Profile
WS BS S T Ag Int WP Fel
16/36 0 10 10 14 10 10 0
Secondary Profile
A W SB TB M Mag IP FP
1 2 1 1 6 0 0 0
Skills: Perception (WS = 36 because they outnumber the PCs at least 3:1)
Talents: Rover
Armour: None
Armour Points: 0
Weapons: Teeth
Slaughter Margin: Very Easy

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Gina Godtgraf: Banshee
 Main Profile
WS BS S T Ag Int WP Fel
31 0 31 31 46 25 48 32
Secondary Profile
A W SB TB M Mag IP FP
2 18 3 3 6 0 0 0
Skills: Concealment +20%, Perception +20%, Speak Language (Reikspiel)
Talents: Ethereal, Frightening, Night Vision, Undead
Special Rules:
 Ghostly Howl: Once per round, as a half action, a Banshee may emit a terrifying howl of pure
evil against a single opponent who is within 16 yards. She and her opponent make opposed Will
Power Tests. If the opponent wins, he is unaffected. If the Banshee wins, she inflicts 1d10 Wounds
on her victim, ignoring Toughness Bonus and armour. Those killed by a Banshee’s wail appear to
have been frightened to death. Creatures immune to Fear and Terror Tests are also immune to the
ghostly howl. A character who is injured by a Banshee’s howl, but lives to tell the tale, must make a
Will Power Test at the end of the encounter or gain 1 Insanity Point. Many survivors convince
themselves that they are doomed to die, and are unable to shake off the feeling.
Armour: None
Armour Points: 0
Weapons: Hand Weapon
Slaughter Margin: Challenging (Impossible without a magic weapon or spells)

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Lore of the Greenskins (an excerpt):
You may find these spells useful for Surrak and Suffl.

Gaze of Mork

Casting Number: 8
Casting Time: half action
Ingredient: A pair of eyes - +1
Description: Green fire pours from your eyes, counting as a Magic Missile with a range of 24
yards, inflicting one Strength 4 hit.

Die yer Git

Casting Number: 13
Casting Time: Full Action
Duration: Instant
Range: 48 yards
Ingredient: A handful of charcoal (+2)
Description: Balls of dirty sooty fire fly from the casters hands, acting as a magical missile. A
number of fire balls are created equal to the casters Magic Characteristic, and have Damage 4.

Face of Gork

Casting Number: 21
Casting Time: half action
Ingredient: A sacrificed Orc (at least) - +3
Description: You are filled with the bestial fury of the twin Orc gods. Your eyes blaze with green
eldritch energy and you seem to grow to twice your size. For one minute you cause Terror.

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The Sword of Heinrich Thorsteiner
Magic Object: Greenskinner
A Best Quality Sword, with a Twin Tailed Comet engraved at both sides at the start of the
shaft, which glows with an eerie green light when wielded.
Academic Knowledge: Theology
Powers: Apart from the +5% Weapon Skill Bonus being of Best Quality, it gives an
additional +5% to Weapon Skill and +1 to Damage against Greenskins and counts as a
magical weapon, imbued with Sigmarite Divine Magic.
Side Effects: A Greenskin touching the sword will burn its hand, suffering 1 Wound per
turn holding it.
History: The sword was forged by the Dwarfen blacksmith Gorki Tunningson from Khazid
Grimaz in the year 2009 as a present to his human friend, the Sigmarite Warrior Priest
Heinrich Thorsteiner. At the beginning, it was a normal sword, without any magic
capabilities. But Heinrich was a true and devout Sigmarite, who dedicated his life battling
the Greenskin menace. He and his small party consisting of other warrior priests, some
Dwarfs and a number of fanatic flagellants searched the Grey Mountains for any traces of
Greenskin activity and fought many battles against this age-old foe of Mankind and
Dwarfenhood. The miracle happened during a particularly brutal battle. Heinrich and his
party were entrapped by a tribe of Orcs, and things looked bad for them. They were
outnumbered three to one, and the Orcs closed in. Heinrich, on his knees, prayed to
Sigmar, not to spare his life, but to help destroying the Greenskins and save his followers.
His prayers were answered. In the upcoming battle, he fought furiously, slaying Orc after
Orc, the sword in his hand glowing green where the icon of the twin-tailed comet was, and
his followers, be it Dwarf or Human, followed his path of destruction and the battle was
finally won. Heinrich, bleeding from several mortal wounds, collapsed after the last Orc
was slain and was buried by his followers in a now unknown spot in the Grey Mountains.
They built him a sarcophagus in an abandoned silver mine, laid his body in it with the
Sword on his breast and left the Grey Mountains forever.

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