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DENIZENS OF THE DEEP

he path tightened to a point where the Dwarf Ironbreakers could proceed only in a single-file line. Drokki Ironbeard couldn't imagine how a manling could possibly traverse these tunnels. He pondered this as he cracked his fully armoured head against a low section of the ceiling for the third time today. The metallic ring of his helm made him feel as though his head were trapped between a mighty anvil and a descending hammer. He gritted his teeth against the pain in his ears and continued on.

" Today" was a relative term here in the Deep. Drokki knew it wasn't yesterday or tomorrow simply because he knew it was "today." He felt it in his bones. He, like all Dwarfs, intuitively knew what time it was, just as the members of his race know how deeply they have traveled into the roots of the world. Other races that care about the passage of time on the surface would be lost here - lost in eternal night.

Drokki held his slow-burning guano torch higher as his companions took a hard turn to the right and emerged into a tunnel that was slightly less cramped than the one they had been traveling through moments before. He strained his eyes, looking past the light of the torch and into the inky black. Drokki cursed an unoriginal Dwarfen curse through his clenched jaws and stopped in his tracks. He heard his companion's iron-shod boots fall silent behind him. He could have sworn he saw beady red eyes.

That's when he heard the worst sound imaginable. There was a feral chuckle, followed by the sloshing sound of liquid trapped in a metal container. Drokki's mouth opened to yell a warning, to tell his companions to retreat, but it was too late. A squeaking valve was opened, and liquid fire the colour of precious emeralds filled the tunnel. The last things Drokki saw before his eyes burst and his face ran like molten metal were the furred forms of two celebrating ratmen bathed in the hellish green light.


Why a Map-Based Campaign Beneath the Warhammer World?

We know you've thought about it. We know it's crossed your mind. What does the Skaven Under-Empire look like? How expansive was the ancient Dwarf empire before it fell into enemy hands? How would I fight battles far beneath the sun-drenched lands of the Warhammer world? Well, it's about time you found out! The Denizens of the Deep offers you a brand-new campaign setting to explore at your leisure. Whether you plumb the dark and labyrinthine tunnels with a small warband or fight massive battles in caverns so vast that the ceilings are lost in darkness, it's all here. Navigating dense rock formations and avoiding bottomless pitfalls are the least of an army's worries. The Deep is where the true monsters lurk, biding their time in the all-consuming darkness and sating their hunger on those hapless interlopers that stumble too near. This campaign is for all of you who fondly remember your dungeon-delving careers of yesteryear or just want to invigorate your games of Warhammer with something different and new.

The Denizens of the Deep is a map-based campaign based on the rules in Chapter 2 of The General's Compendium (TGC). This campaign is set underground, and included here are special rules that detail the mysterious, frightening, and often dangerous realm beneath the Warhammer world. Also included are special downloadable map tiles that add a new dimension to the map-based campaign rules from TGC. As the players' banners explore the underground caverns and expand their realms, more tiles are added to the map to represent newly discovered areas and formerly unexplored territories. Players will require a copy of TGC and the Warhammer in a Flash rules found in White Dwarf 288 (pp. 48-51) to play this campaign. Unless noted otherwise below, all of the map-based campaign rules in TGC apply to the Denizens of the Deep campaign.


The Story Thus Far...

Man knows little of what horrors stalk the darkened paths far below his feet. It is a strange and magnificent place more perilous than he could ever imagine. In this place of dripping stone and black pits, of great stalking beasts and evil-hearted monsters, there are wonders, riches, and terrors that mortal man has yet to discover. The Deep is not a place to enter lightly.

However, the realms of daylight and those of eternal darkness are about to meet, and only evil can rise from such a union. The Lord of the End Times is plotting his ascension. However, he needs allies, and he has found them in abundance. A pact has been formed, sealed in greed, terror, and corruption. The ratmen have accepted dread Archaon and his gifts. Throt, master of flesh, bone, and warpstone, performs his insane experiments and returns Archaon's favors in kind. Horrors yet unseen, led by the Dark Gods' chosen one, will walk the Warhammer world, and the earth will tremble and split.

Summon your wisest generals. Equip your troops with the finest steel and send them ever further into deepest tunnels of the earth. They must plumb its depths and shed cleansing light on its secrets, or the world above may never be the same again.


Denizens of the Deep on the Web

Introduction
Map Rules
Tunneling
Special Rules for Underground
Army-Specific Rules
Map Sections
Terrain Generator Tables
Victory Conditions

Denizens of the Deep Downloads

Printer-Friendly Rules Download (150KB)
Denizens of the Deep Map Sections
Printer-Friendly Scenarios Download - Collected (69KB)

- Article by Rick Smith and Ken Kennedy

Thanks to playtesters Eric Sarlin, Ken Kennedy, and Ty Finocchiaro. Special thanks to Eric Sarlin and Jeremy Vetock, whose excellent advice and work on The General’s Compendium guided our pens.