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RULES·WHITE DWARF 426

The Verminlair

January 2018·p. 82

THE SHORT VERSION

A mapped multi-level dungeon sends the heroes into a rat-infested lair of hidden doors, ambushes and a sorcerer’s workshop. Search actions and movement can trigger encounters at awkward moments, while alternatives using the original boxed-game adversaries make it playable without a full Skaven collection; Hezerek’s Wand is the concluding hidden treasure.

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Find this article in White Dwarf 426, p. 82.

Unnumbered gamesmaster foldout follows printed page 82; no printed folio is assigned to the insert.

This is an original summary. Refer to your magazine for the complete article, rules, images and painting steps.