The Bastion Stair
Join your friends in discovering whether or not the peasants' outlandish claims of monstrous rats scurrying about the Altdorf Sewers are true, fight alongside your Realm's bravest in facing murder incarnate at the Bastion Stair, or aid in the effort to rescue the Everqueen in the Lost Vale. These are just a few of the several dungeons in Warhammer for mid to high level players to enjoy.
Dungeons come in three varieties: Realm-instanced, group-instanced and warband-instanced. Survive the challenges and epic boss fights found inside to earn the most coveted of weapons, armors and loot.
Introducing the Bastion Stair
The foul winds whipping across the Chaos Wastes carry with them a faint charnel scent and tortured screams. Those who in their madness or lust for power follow the winds to their source will eventually come to the horned gate of the Bastion Stair, and gaze at last upon the insane creation of a violent god.
Erected by the malicious will of the Lord of Skulls, the Bastion Stair towers over a twisted and torn landscape, walls stained red with the blood of countless sacrifices. Stairs never meant for human feet climb toward burning skies where the vague outline of the Bastion itself can barely be seen, and beyond, the faint flickering light of the Rift of Rage. For it is the rift itself which draws both Order and Destruction to this place, a source of Chaos power with which the servants of Tzeentch could remake the world in the twisted image of their dark god... if the defenders of the Empire cannot find some way to close the portal first.
The Order of the Griffon is first lured to the Bastion Stair by the promise of recovering Myrmidia's Spear, the sole remaining artifact of the Empire goddess of war. But all too soon the corruptive influence of the place begins to work upon those first sent, and the Order realizes the Stair must be cleansed entirely. The alternative would be too terrible to imagine; the servants of Chaos left free to work their mischief, and the threat of dishonor hanging over their august order. The presence of the Raven Host is, seemingly, much more straightforward.
A small force is sent from the Inevitable City, tasked with securing the Bastion Stair by Tchar'zanek himself. Unfortunately the denizens of the Stair prove too difficult to eradicate quickly, and by the time the Raven Host realizes they are not proof against the allure of bloodlust their numbers have dwindled too far to conquer the Stair without reinforcements.
Those who have the courage to enter the Bastion Stair soon find themselves in an antechamber of horrors; a cavernous, brass-lined room dominated by a fanged skull from whose mouth pours molten brass. Three doorways lead to the outer reaches of the dungeon, dizzying stairways that twist and wind throughout the chaos-infused structure, each home to one of Khorne's loyal armies and presided over by a hand-picked champion of that dark god.
The final wing of the Bastion Stair is known as the Steps of Fury, and those who would traverse the Steps must first win past the Brass Legion, a daemonic army which guards the approach to the top of the Bastion Stair. Five sealed gates separate would-be conquerors from their ultimate prize, gates which can only be opened by invoking the power of Khorne. The mystery of the seals and the vicious nature of the daemonic forces guarding them have thus far proven more than enough to bar anyone from proceeding to where Kaarn the Vanquisher waits beyond.
The defeat of Khorne's champions opens the way to the top of the Bastion stair, where the true battle for control of the Rift of Rage can begin. For what awaits those who have come this far is a creature beyond all mortal ken - a Bloodthirster of Khorne. Such an abomination cannot be truly destroyed, only banished back into the realms of Chaos from which it has come, and it has at its disposal all the terrible power of the Blood God.