Warhammer Quest Campaign Main Thread

Discussion in 'Games Run By CPA Members' started by Oversoul, Mar 14, 2016.

  1. Oversoul The Tentacled One

    This thread is for the administrative stuff in the Warhammer Quest campaign running here. I intend for this to serve as the permanent hub for the campaign, with separate threads for the quests themselves. Hopefully, Spidey or TomB or someone can sticky this thread...

    This is the first post in the main thread. I guess that there could be an introduction here? I don't know. I'm making this up as I go along. I'd say that I'll probably go back and edit this later, but that sounds like a lie, actually...

    Contents:
    I: Links
    II: Players
    III: Characters
    IV: Questlog
    V: ???

    Links:
    First thread
    Starting Out
    The Spagyric Key
    Death Below Karak Azgal

    Players:
    Turgy22: Throg G'Nflor (Chaos Warrior)
    Spiderman: Dorgath Rockhammer (Dwarf)
    Mooseman: Carrow Darkweald (Elf)
    Melkor: Kelgar (Warrior Priest)
    TomB: Tyresius (Pit Fighter)
    Rokapoke: Tomas, Son of Ed (Wizard)
    BigBlue: Skullcrusher (Skaven Gutter Runner)
  2. Oversoul The Tentacled One

    Name: Throg G'Nflor
    Wounds: 19
    Move: 5
    Weapon Skill: 4(5)
    Ballistic Skill: 4+
    Strength: 3
    Toughness: 3(7)
    Initiative: 4
    Attacks: 1(2)
    Damage: 1D6
    Pinning: 5+
    Luck: 0
    Willpower: 2
    Gold: 7,756

    Items:

    -Equipped - Wound-Stealing Axe of Mighty Striking (Chaos artefact): Once per adventure, this weapon will cause 8D6 damage (Toughness and armour may be deducted as normal). The Chaos Warrior must state he is going to make this special attack before he rolls to hit. If he misses, the attack is wasted. Once per turn, the Chaos Warrior may heal himself for all Wounds caused by a single blow with this weapon (attack used to steal Wounds is chosen after it is a confirmed hit, but before rolling for damage). Worth 0 gold (Chaos artefact).

    -Equipped - Glittering Death Helm (Chaos artefact): +2 Toughness, +1 Attacks, +1 Weapon Skill. Enemies attacking the Chaos Warrior are at -1 to hit. Worth 0 gold (Chaos artefact).

    -Equipped - Ring of Desolation (Chaos artefact): Allows the Chaos Warrior to make an Ice Missile attack once per turn, as well as any other attacks he might make. He must roll his normal Ballistic Skill to hit. The victim is frozen for one whole turn, during which it can do nothing and cannot be attacked. Worth 0 gold (Chaos artefact).

    -Equipped - Bladed Boots: Allow for a single kick attack per turn at -1 to hit and +1 Strength. Worth 200 gold.

    -Equipped - Light Armour: +2 Toughness. Worth 350 gold.

    -Equipped - Lantern: Light source. Worth 0 gold.

    Chalice of Night (Chaos artefact): Roll a D6 at the start of each adventure. This is the number of Attacks that will hit automatically this adventure. The Chaos Warrior may choose which attacks hit automatically. Worth 0 gold (Chaos artefact). *5 charges remaining

    Grunnson Full Healing Potion: Full restoration. Permanently adds +1 Starting Wounds. One use. Worth 0 gold.

    Healing Potion: Restores 1D6 Wounds. Worth 75 gold.

    Stonebread: If a dwarf does nothing else for the turn, except stay where he is and eat stonebread, he regains 1D6 Wounds. Throg is not a dwarf. He cannot use these. He doesn't remember how he got them. 5 loaves remaining.

    Fine Elf Wine: Restores 1D3 Wounds. -1 to hit for the next 1D3 turns. 3 bottles remaining. Worth 100 gold per bottle.

    Gem of Life: Dorgath is carrying the matching gem.

    Dawnstone: Can be used to resurrect someone once. Throg can't use magic items, but he can at least hold onto this. Worth 500 gold.

    Onola, Donkey of Chaos: She carries Throg's stuff. If the party is attacked outdoors and Onola is nearby, she might use her powers if she feels like doing so. Cannot be sold. Cannot be stolen. You're never getting rid of her. Never.

    Broken lyre: Covered in blood and candle wax for some reason. Throg doesn't remember: he was black-out drunk. It seems likely that this is evidence in the case of a crime that took place, which Throg also doesn't remember. Worth 0 gold. Should probably dispose of this where the authorities will never find it?

    Fancy Boots: Throg somehow wound up with a lot of brand new boots. He doesn't remember how. 499 pairs remaining. Worth 10 gold per pair.

    Elf Waybread: Delicious rations that function as provisions, but do not spoil as easily as normal provisions. 5 cakes remaining.

    Icons of Nurgle: Quest items.

    Wand of Ariel: +2 to break from pinning. If the roll to escape from pinning is a 1, the wand's enchantment is exhausted and fades away.

    Special abilities:

    Mark of Chaos: Emblazoned on the Chaos Warrior's flesh, it allows him to re-roll one outcome per adventure (it may be used outside adventures as well if it was not used in the previous adventure).

    Poisonous Bite: Once per turn, the Chaos Warrior may make a special bite attack, in addition to his normal attacks. The bite attack is at -1 to hit, and causes 2 Wounds, with no modifiers.

    Levitation: Each turn, the Chaos Warrior may attempt to levitate. On a D6 roll of 5+, he succeeds.

    Alcoholism: The Chaos Warrior is taken with an insatiable desire for alcohol. His constitution is changed by the power of the chaos such that anything he drinks is now turned to alcohol inside his stomach. apart from any other effect potions have on him, there is a chance that they will also render him insensible.
    Every time he drinks a potion (or anything else) roll a dice and apply this result.
    1 The Chaos Warrior falls to the ground, insensible. He will awaken after remaining prone for a whole turn with no recollection of what happened to him.
    2 The Chaos Warrior becomes aggressive and attacks the nearest Monsters, with +1 Attacks and -1 WS. If there are no Monsters around. he will attack the nearest Warrior instead. after a full turn, he reverts to normal.
    3 The Chaos Warrior staggers around slightly but otherwise seems unaffected. He is at -1 M and -1 WS this turn, after a full turn he is back to normal.
    4-6 The Chaos Warrior is unaffected.
    For every day he spends in a Settlement, the Chaos Warrior must roll a dice before doing anything else. If he scores a 1 then he spends the day in the alehouse and may do nothing else all day. He must still roll on the Alehouse Events Table, roll for a Settlement event, pay for accommodation etc as usual.

    Hypnotic Gaze: The Chaos Warrior's eyes glow with a piercing light. Once per turn, he may attempt to hypnotise his foe. Select any one model that is within his line of sight. Roll a dice: on a score of a 6, the model is hypnotised for the duration of the turn. Whilst hypnotised, the model loses 1D6 Attacks.

    Fast: The Chaos Warrior's reactions speed up immensely, boosting his Initiative and Move by +1 each.

    Razor Claws: Once per turn, the Chaos Warrior may make a special claw attack. The claw attack does normal damage and ignores armor.
  3. Oversoul The Tentacled One

    Name: Dorgath Rockhammer
    Wounds: 21
    Move: 4
    Weapon Skill: 5
    Ballistic Skill: 5+
    Strength: 3 *4
    Toughness: 4(9)
    Initiative: 2(3)
    Attacks: 2
    Damage: 1D6 (+1)
    Pinning: 5+
    Luck: 0
    Willpower: 4
    Gold: 5,511

    Items:

    -Equipped - Master Great Destructive Axe of Smiting: On a natural to-hit roll of 5 or 6, the hit does an additional 1D6 damage. Once per adventure, this weapon may make double attacks. The wielder of this weapon gains +3 on tests against Fear and Terror. Cannot be sold.
    -Rune of Smashing (DGR): Ignores 1 point of armor when determining damage.

    -Equipped - Boots of Battle: Allow for a single kick attack per turn at -1 to hit and +1 Strength. Enchanted to fit the wearer perfectly. Worth 200 gold.

    -Equipped - Gauntlets of Damzhar: Allow for 3 gauntlet attacks per turn at +1 to hit and 4D6 damage. Worth 500 gold each.

    -Equipped - Heavy Armor: +3 Toughness. No movement penalty for dwarves. Worth 1,100 gold.

    -Equipped - Warhelm: +2 Toughness.

    -Equipped - Amulet of Vindication: Magic Resistance 6+. Worth 500 gold.

    -Equipped - Talisman of Obsidian: Magic Drain 4+ (on adjacent spellcasters). Restores 1D6 Wounds if successful. Worth 500 gold.

    -Equipped - Ring of Power (Initiative): +1 Initiative. Worth 500 gold.

    Elf-Biter, Axe of Grom: Ignores armor. Damage done after accounting for defensive modifiers is doubled. Worth 2000 gold.

    Enchanted Shield: +3 Armor. May not be wielded by any Warrior wearing any armor other than a helmet unless that Warrior is Level 4 or higher. Worth 800 gold.

    Rope: Breaks under stress on a roll of 1 or 2. Worth 5 gold.

    Elf Rope: Breaks under stress on a roll of 1. Worth 30 gold.

    Dwarven Tankard: No dwarf would part with it. Cannot be sold.

    Helm of the Dragonslayer: +1 Toughness. Nullfies breath weapon attacks against the wearer. Worth 500 gold.

    Lifestone of Ashraz: As long as the bearer is above 0 Wounds, this heals 1D3 Wounds at the beginning of each turn. Worth 1,500 gold.

    Lucky Talisman: Once per adventure, can make an attack automatically hit. Worth 150 gold.

    Crossbow of Swiftness: As many shots per turn as the wielder has attacks. Strength 5. Worth 750 gold.

    Quarrels: 28/30. Used with crossbows. Cannot be sold.

    Skull Wand of Kaloth: Can be wielded as a sword. If a hit monster fails an initiative test at 7, the monster dies instantly. 6/6 charges. Worth 300 gold per charge.

    Lock Tools: Can attempt to open a non-magical lock. Roll a D6. On a 4+ the lock opens. On a 2 or 3 the lock does not open. On a 1 the lock tools break. 5 sets of lock tools remaining.

    Firebomb: Can be thrown and affects a 2x2 square area, dealing 1D6 damage to anything in the area with no modifiers for toughness or armor. 7 bombs remaining.

    Flash powder: Distracts enemies at the beginning of a round of combat, giving everyone in the Party +1 Attacks. 6 bags remaining

    Stonebread: If a dwarf does nothing else for the turn, except stay where he is and eat stonebread, he regains 1D6 Wounds. 12 loaves remaining.

    Bandages: 3

    Provisions: 5

    Healing potion: Restores 1D6 Wounds. 2 remaining.

    Grunnson Full Healing Potion: Full restoration. Permanently adds +1 Starting Wounds. One use. Worth 0 gold.

    Amulet of Fury: Contains a single use of the Invulnerability spell. Disintegrates after use. Worth 200 gold.

    Gem of Life: Throg is carrying the matching gem.

    Bugman's XXXXXX: 4 doses, each dose heals 1D6 Wounds, inflicts -3 to hit for 1D3 turns, worth 50 gold per dose.

    Ceremonial Armor: +1 Toughness. If struck by a to-hit roll of 6, the armor is ruined. Worth 150 gold.

    Axe of Slaying: Automatically hits its target. Instead of dealing normal damage, this axe deals 1D6 D6 + Strength. Can be used for one turn per adventure. Worth 500 gold.

    Warhorse: Can carry all of your gear between dungeons, reducing travel time by 2 weeks. Increases Living Expenses by 3 gold per day. Bonus to combat rolls if fighting on the road between dungeons. Worth 400 gold.

    Wand of Ariel: +2 to break from pinning. If the roll to escape from pinning is a 1, the wand's enchantment is exhausted and fades away.

    Special abilities:

    Great axe attack: When using his axe, the Dwarf rolls an extra D6 for damage, discarding the lowest. If he rolls doubles, he may add the rolls together and use the total as his damage roll.

    Norscan Grease Escape: Learned from Alehouse Event. Once per adventure, may evade a single blow that would otherwise damage him.

    *Fighting School boost: +1 Strength for the duration of the next adventure.
  4. Oversoul The Tentacled One

    Name: Carrow Darkweald
    Wounds: 17
    Move: 4(5)
    Weapon Skill: 5
    Ballistic Skill: 4+
    Strength: 3
    Toughness: 3(4)
    Initiative: 6
    Attacks: 2
    Damage: 1D6
    Pinning: Auto
    Luck: 1
    Willpower: 2
    Gold: 8,423

    Items:

    -Equipped - Surefire Bow: +2 to hit (Strength 4 bow). Worth 900 gold.

    -Equipped - Elf Shield: Deflects the first blow that would otherwise strike the wielder each turn unless the to-hit roll is a natural 6. Worth 500 gold.

    -Equipped - Elf Helm: +1 Toughness (against all blows). If a blow strikes the head, roll 1D6. On a 1, the helm is destroyed, on a 2-4 the blow is resolved as normal, and on a 5-6 the blow is deflected and does no damage. Worth 750 gold.

    -Equipped - Elf Cloak: Optionally absorbs 1 damage per hit. Each time it does so, roll 1D6. On a 1, the cloak rips.

    -Equipped - Hip Quiver: 15/30 Arrows of Sure Flight. +1 to hit. Cannot be sold.
    Shoulder Quiver: 0/6 Fire Arrows. May light targets on fire. Cannot be sold.

    -Equipped - Invisibility Ring: One turn per adventure can turn invisible, still able to fight, cannot be pinned, cannot be attacked or the target of spells. Worth 175 gold.

    -Equipped - Boots of Swiftness: +1 Movement. Worth 200 gold.

    -Default melee weapon - Sword of Hoeth: When using, roll 1D6. On a 1, the Warrior trips and falls over and loses all attacks for the turn. On a 5 or 6, he gains double attacks. Worth 750 gold.

    Knife: Strength 1. May be concealed in a boot. Worth 5 gold.

    Healing Potion: Restores 1D6 Wounds. 4 potions remaining. Cannot be sold.

    Full Healing Potion: Full restoration. One use. Worth 0 gold.

    Provisions: 1

    Elf Waybread: Delicious rations that function as provisions, but do not spoil as easily as normal provisions. 50 cakes remaining.

    Potion of Strength: +1 Strength for 1 turn (roll a D6, if 6, the bonus applies for the rest of the adventure).

    Horn of Shielding: Can be blown once per adventure to give the entire party a shield that deflects all hits against them that do not score a natural 6 to hit for one turn. Worth 500 gold.

    Blade of Couronne: Undead monsters adjacent to the wielder lose 1 Wound at the end of each turn, which cannot be regenerated. Worth 300 gold.

    Dawnstone: Can be used to resurrect someone once. Worth 500 gold.

    Elf Rope: Stronger than normal rope. Under stress, only breaks on a roll of 1. 2 ropes remaining.

    Door Spike: Can be used to block a door from opening. Worth 10 gold.

    Cloak of Concealment: Once per adventure, this cloak may be used to hide the Elf for the duration of an entire combat or until he takes any offensive action. While journeying between adventures, this cloak can be used to hide if the party is waylaid or otherwise confronted by hostile forces. Worth 375 gold.

    Arrows of Death: +3 damage. Worth 100 gold each. 5 arrows remaining.

    Arrows of Loren: +2 to hit. Ignores 1 point of armor. +1 damage. Worth 100 gold each. 15 arrows remaining.

    Cloak of Loren: Optionally absorbs 1 damage per hit. Each time it does so, roll 1D6. On a 1, the cloak rips.

    Horse: Can carry all of your gear between dungeons, reducing travel time by 2 weeks. Increases Living Expenses by 2 gold per day. Worth 200 gold.

    Wand of Ariel: +2 to break from pinning. If the roll to escape from pinning is a 1, the wand's enchantment is exhausted and fades away.

    Special abilities:

    Dodge. Whenever an attack would hit the Elf, he attempts to dodge it, rolling 1D6. If he rolls 6, he successfully dodges the attack and takes no damage.

    Rapid Fire: +1 Attacks per turn with a missile weapon.

    *Temple blessing: Double attacks for one turn in the next adventure.
  5. Oversoul The Tentacled One

    Name: Tyresius Barrabas
    Wounds: 15
    Move: 4
    Weapon Skill: 5
    Ballistic Skill: 6+
    Strength: 3
    Toughness: 4(5)
    Initiative: 3
    Attacks: 1
    Damage: 2D6
    Pinning: 5+(4+)
    Luck: 1
    Willpower: 4
    Gold: 3,828
    Debt: 2,500 gold

    Items:

    -Equipped - Magic Fist Spike: +2 Attacks. Attacks with the Fist Spike do not cause deathblows. If a unit is killed with the Fist Spike, the pit fighter may step into the space it occupied and continue to make attacks from there (the rules for pinning do not apply for this special move). Counts as a magic weapon.

    -Switches to finish off weakened opponents - Blade of Leaping Bronze: +2 Attacks. Worth 450 gold.

    Equipped - Pit Armor: +1 Toughness against blows to the body.

    -Equipped - Knee Spikes: +2 Strength 2 Attacks. Worth 40 gold.

    -Equipped - Knuckle-dusters: Adds +2 damage when to-hit roll is a 6. Worth 10 gold.

    -Equipped - Lifestealer Talisman: Once per adventure, you may steal 1D6 Wounds from an adjacent monster (the monster loses the Wounds and you gain the Wounds).

    -Equipped - Bauble of Anurandel: +1 to break from pinning. Worth 200 gold.

    Heal-Itt Potion: This fiery, foul-tasting liquid is used by pit fighters to replenish themeslves for the next bout of fighting. If the pit fighter drinks this potion, he will be cured of 1D6 Wounds. On a roll of 1, the potion has run out. If another Warrior drinks from this potion, it still heals 1D6 Wounds, but runs out on a 1-2. *10 potions remaining.

    Potion of Toughness: When drunk, this potion gives you +1 Toughness for one turn.

    Elf Waybread: Costs 2 gold per cake. Delicious rations that function as provisions, but do not spoil as easily as normal provisions. 20 cakes remaining.

    Elf Rope: Stronger than normal rope. Under stress, only breaks on a roll of 1.

    Pit Flail: +2 Strength bonus. On a to-hit roll of 1, the pit fighter hits himself instead of his target.

    Wand of Ariel: +2 to break from pinning. If the roll to escape from pinning is a 1, the wand's enchantment is exhausted and fades away.

    Special abilities:

    Pit Training: Whenever monsters appear, roll a D6. On a 1, the pit fighter gets confused and may not perform any actions. On a 2-4, the pit fighter may act as normal. On a 5-6, the pit fighter's training kicks in and he springs into action, able to move and attack before the combat phase starts (he still gets his normal movement and attacking once the combat phase begins). If the pit fighter is standing in a fighting pit, his training kicks in on a 2-6 instead.

    *+3 Training points for next level-up*
  6. Oversoul The Tentacled One

    Name: Kelgar
    Wounds: 18
    Move: 4
    Weapon Skill: 3
    Ballistic Skill: 5+
    Strength: 3
    Toughness: 3(4) *5
    Initiative: 3
    Attacks: 1
    Damage: 1D6
    Pinning: 4+
    Luck: 1
    Willpower: 3
    Gold: 11,347

    Items:

    -Equipped - Magic Warhammer: (1D6 + Strength damage, an additional 1D6 if to-hit roll is a natural 6). Worth 100 gold. *+1 Toughness bonus to Warrior-Priest wielding this for the next adventure; Warrior-Priest may add 1D6 damage to a single hit in the next adventure*

    -Equipped - Ornate Armor: +1 toughness. Cannot be sold.

    -Equipped - Holy Book of Sigmar: Used to cast blessings. Cannot be sold.

    -Equipped - Ring of Jade: This ring is reputed to contain a fragment of the Grand Theogonst's Jade Griffon, and to hold the power of healing within it. Whether this is true or not the magic of the ring seems to work. At the end of each turn, if the Priest is not on zero Wounds or dead, then the ring has a chance of healing him and any Warriors who are standing in adjacent squares. The Priest should roll 3D6. If he scores a double, he may heal a number of Wounds equal to the total of the doubles rolled. So for example. if he scores a double 4, then he may heal 8 Wounds. If he rolls three numbers the same, it still counts as a double. The Wounds are shared out between the Warrior Priest and any Warriors in adjacent squares to him as the Priest sees fit, with the limitation that all the points of healing from a single dice must be spent on a single Warrior. The Priest should nominate who he is going to heal before he rolls the dice. The Priest could take all the Wounds himself, give them all to another Warrior, or share them out between two Warriors, for instance. The Priest gets 5 gold for every Wound he heals on another Warrior (this is not deducted from the other Warrior's gold, but is a measure of the Priest's healing efforts). If the Priest rolls a double 1, then the ring is drained for that turn and works in reverse to revitalise itself. Each Warrior nominated for healing suffers 2 Wounds, with no deductions at all. The Priest may use the Ring of Jade once per turn. Cannot be sold.

    -Equipped - Ring of Command: Currently +1 Strength if to-hit roll is 6. Bonus changes with level. Cannot be sold.

    Invisibility Spell Scroll: Casts Invisibility. One use. Worth 200 gold.

    Healing potion: Restores 1D6 Wounds. 2 remaining.

    Grunnson Full Healing Potion: Full restoration. Permanently adds +1 Starting Wounds. One use. Worth 0 gold.

    Hammer of Spite: At the start of each encounter, the wielder may choose a monster for the hammer to target. The wielder may move past all obstacles to reach an available space adjacent to the chosen monster. The wielder gets an initial ambush against the chosen monster, and an additional attack against the monster every turn until it is dead. If the Hammer of Spite strikes the killing blow on its target, the wielder gains double gold. 1D6 + Strength damage, with an additional 1D6 if to-hit roll is a natural 6. Worth 600 gold.

    Horse: Can carry all of your gear between dungeons, reducing travel time by 2 weeks. Increases Living Expenses by 2 gold per day. Worth 200 gold.

    Rope: Breaks under stress on a roll of 1 or 2. Worth 5 gold.

    Wand of Ariel: +2 to break from pinning. If the roll to escape from pinning is a 1, the wand's enchantment is exhausted and fades away.

    Provisions: 0

    Bandages: 0

    Special abilities: Each turn, the Warrior Priest may attempt to cast one blessing on himself or another Warrior. He rolls 1D6 and adds this to the power phase roll for the turn. If this is equal to or higher than the power required for the blessing, the blessing succeeds. If the Warrior Priest's blessing roll is a 1, the attempt automatically fails. The Priest has these blessings already written in his Holy Book...

    Scourge of Chaos: As the Priest reads aloud the words from his leather-bound tome, the Warriors feel their swords strike their foes with unprecedented accuracy and precision. The chosen Warrior's Attacks for the turn are all at +1 to hit as his hand is guided by the power of Sigmar. [Requires Blessing Roll + Power to be 6+]

    Call of the Brave: The Warriors' blows miraculously hit their targets despite the Monsters' best efforts to avoid them. The chosen Warrior may re-roll a single Attack which misses this turn. [Currently rerolls an attack for 1 Warrior; Requires Blessing Roll + Power to be 6+]

    Vanquish: The power of Sigmar surges through the Warriors, who redouble their attacks upon the enemy. The chosen Warriors gains an extra Attack this turn. [Currently gives up to 2 Warriors +1 Attacks; Requires Blessing Roll + Power to be 6+]

    Power of Sigmar: Laying on hands, the Warrior Priest calls upon his power to heal the wounded, knitting torn flesh and staunching the flow of blood through the power of his faith alone. The Warriors affected by this blessing a healed by the power of Sigmar. The Priest decides who is healed, and each Warrior affected gains a number of Wounds a indicated, up to a maximum of the Warrior's Starting Wounds score. [Currently heals up to 2 Warriors for 1D3 Wounds; Requires Blessing Roll + Power to be 6+]

    Deliverance: "Even in times of darkest despair" proclaims the Priest, "Sigmar will be there to guide the faithful." If the Warrior Priest is successful in his Blessing roll, then any Warriors who decide to escape from the dungeon may add the bonus indicated to their dice rolls on the Escaping Table. As they try to escape from their doom. This blessing affects up to four Warriors. [+1 on Escaping Table for up to 4 Warriors; Requires Blessing Roll + Power to be 7+]

    Attempting a blessing does not stop the Warrior Priest from carrying out any other actions, such as moving and fighting.
  7. Oversoul The Tentacled One

    Name: Tomas, Son of Ed
    Wounds: 19
    Move: 4
    Weapon Skill: 2
    Ballistic Skill: 6+
    Strength: 3
    Toughness: 3
    Initiative: 4
    Attacks: 1
    Damage: 1D6
    Pinning: 4+
    Luck: 0
    Willpower: 4
    Gold: 4,059
    Power Store: 10

    Items:

    -Equipped - Blade of Leaping Copper: +1 Attack. Worth 300 gold.

    Hand of Death: One-use scroll. Deals 3D6 damage to a single target with no modifiers for armor.

    Potion of Instability: When drunk, makes a Warrior ethereal for one turn. The ethereal Warrior cannot be pinned, cast magic, attack, or be attacked.

    Healing Potion: Restores 1D6 Wounds. Worth 75 gold.

    Orb of Might: Contains 5 power that can be spent on spells. Useless once all power is depleted. Worth 50 gold per point of power.

    Elf Waybread: Delicious rations that function as provisions, but do not spoil as easily as normal provisions. 20 cakes remaining.

    Elf Rope: Stronger than normal rope. Under stress, only breaks on a roll of 1.

    Bone Blade: Once turn per adventure, the Warrior may trade in all attacks for a single attack that causes normal damage + (1D6 x Battle Level). Worth 400 gold.

    Book of Arcane Knowledge: Roll 4D6 when opened. Use the total to select spells as though learning new Wizard spells. Each spell in the book can be cast once for no Power cost, then the page crumbles. Worth 1000 gold.

    Wand of Ariel: +2 to break from pinning. If the roll to escape from pinning is a 1, the wand's enchantment is exhausted and fades away.

    Special abilities:
    Magic: Power store of 10. Each turn, gets 1D6+2 power (the D6 is the power phase roll).

    Spells:
    -Ogre Strength: Costs 3. Choose any Warrior. This turn, the chosen Warrior gets +2 Strength. Each Warrior may only receive this spell once per turn.
    -Rebound: Costs 4. Choose any Warrior. Each time the target is attacked this turn, roll a D6. On a 6, all Wounds that the attack inflicted are rebounded onto whoever caused them. This does not rebound spells.
    -Life Force: Costs 5. Choose any Warrior. Record the number of Wounds caused by attacks the chosen Warrior makes for the rest of the turn. At the end of the turn, heal up to that many Wounds, distributed among any number of Warriors.
    -Freeze!: Costs 5. Roll a D6. That many monsters on the same board section as you take that much damage. No modifiers for anything (Toughness, armor, Ignore Pain, etc.).
    -Lifebringer: Costs 5. Pick any number of Warriors. Roll 1D6 for each and heal that number of Wounds for each. If any of the rolls come up 1, the spell fails and nothing happens.
  8. Oversoul The Tentacled One

    Name: Skullcrusher
    Wounds: 11
    Move: 6
    Weapon Skill: 4
    Ballistic Skill: 3+
    Strength: 4
    Toughness: 3(4)
    Initiative: 5
    Attacks: 1
    Damage: 1D6
    Pinning: Auto
    Luck: 0
    Willpower: 2
    Gold: 3,860

    Items:

    Warpstone Talisman: Any attack against the wearer that rolls a natural 1 to hit rebounds, damaging the attacker. Cannot be sold.

    Weeping Blade: Ignores 1 point of armor. If the blade causes any Wounds, the target takes an additional 1D6 Wounds with no modifiers. Worth 700 gold.

    Cloak of Warding: +1 Armor. Worth 200 gold.

    Lightning Fire Ring: Once per adventure, does 5D6 damage with no modifiers to a single target in the wearer's line of sight.

    Bottle of acid: Enough to potentially destroy a single lock. Worth 50 gold.

    Potion of Fortitude: Lasts for one adventure. Negates fear and terror. Worth 100 gold.

    Skalm: On a D6 roll of 1, deals 1D6 damage. On a roll of 2-6, fully restores all Wounds. 5 potions remaining.

    Warningstone of Asuryan: When enemies ambush, roll a D6. On a score of 6, the ambush fails.

    Boots of Dark Wind: +1 Attacks when throwing weapons.

    Skavenblade: Ignores 1 point of armor. 1D6 damage (daggers don't add Strength to damage). If the blade causes any Wounds, the target takes the same damage again at the end of the turn, with no modifiers. Worth 300 gold.

    Throwing Stars: Strength 1 throwing weapon, thrown at -1 Ballistic Skill. Ignores armor. Can throw one star per attack. Bag contains 50 stars.

    Special abilities:

    Ambush: At the start of each encounter, on a D6 roll of 5+, the Gutter Runner may ambush enemies, taking an extra turn at the beginning of combat.
  9. Oversoul The Tentacled One

    Questlog:

    Maneater
    Primary objective: Kill the minotaur. ✓
    Secondary objective: Inform the village that the maneater is dead. ✓
    Tertiary objective: Kill all of the monsters in the dungeon. X

    The Tome in the Tomb
    Primary objective: Retrieve the Levos Focus Compendium. ✓
    Primary objective: Inform civilization of the threat of Shalaz. ✓
    Secondary objective: Retrieve the Spagyric Key. ✓
    Tertiary objective: Retrive the Sylvan Epic. ✓
    Tertiary objective: Retrieve Shalaz's notes. ✓
    Tertiary objective: Search the bodies of the slain thugs. ✓

    Death Below Karak Azgal
    Primary objective: Free Grimcrag Grunnson ✓
    Primary objective: Retrieve the Star of Dawn ✓
    Secondary objective: Kill Skrunch ✓
    Secondary objective: Return Ungrun Grunnson's warhammer ✓
    Secondary objective: Defeat Skabnoze, the orc shaman (twice) ✓
    Secondary objective: Kill Magrak Manbane ✓
    Tertiary objective: Find a way to keep giant spiders from coming out of the well (without using the gold-filled chest to cover the well) ✓
    Tertiary objective: Find a way to lay Ungrun Grunnson's remains to rest X
    Tertiary objective: Kill Alberto Laranscheld ✓
    Tertiary objective: Find Alberto Laranscheld's hidden gold cache (behind his mirror) X
    Tertiary objective: Kill the mummy ✓
    Tertiary objective: Warn the authorities in Middenheim of the Chaos gates ✓
  10. Oversoul The Tentacled One

    Active Quests

    The Sylvan Epic
    "It seems like we've been training for years, rather than just a couple of weeks. You might not remember it, but Corticruss had me bring a note to Carrow. He wanted to meet with you here in Middenheim about some elves who insist that Carrow comes back to Loren with them." —Skullcrusher

    Chaos Gates Under Middenheim
    The Count of Middenheim is seeking help dealing with the newly discovered Chaos Gates in the sewers underneath Middenheim.

    The Halls of Alteration
    "I believe that I've uncovered the location of the Halls of Alteration, mentioned in this fascinating 'Spagyric Key' book. Some day, I'd like to go there and test this out. It might be dangerous, so I want to bring backup." —Corticruss

    Beacons of Retribution
    Tyresius was maybe kind of sort of totally drunk, but he heard some story about some fancy Bretonnian knights called the "Order of the Holy Forge" trying to light "beacons of retribution" in the World's Edge Mountains and having trouble with whatever the task entails. By itself, this doesn't mean much, but four of the other party members met the Order of the Holy Forge already, fighting off undead. Perhaps there's something to be gained from this...

    Defense of Middenheim
    The Knights Panther are willing to pay mercenaries to assist them in the defense of the city against the forces of Chaos.

    World Map
    Warhammer_World_Map.jpg
  11. Oversoul The Tentacled One

    Placeholder post for whatever things I've forgotten. Sneaking one last post in just so it'll be here in the reading order of the thread before Turgy shows up to make some snarky comment or someone (else) chimes in with a legitimate question
  12. TomB Administrative Assistant

    I'd be open to any of the 5 quests, but I have a question: Is the Chaos Gates quest and the Defense of Middenheim quest connected somehow? In other words, could we set it up to get paid as mercs while dealing with the the Chaos Gates? Or would that mean the Knights Panther would want a cut of any treasure we found?

    Edit: Another question: Is the Sylvan Epic unfinished business that needs to be taken care of? In reading over things that seems like it could be the case...:)
  13. Oversoul The Tentacled One

    Since BigBlue isn't here and I can't even remember how much information Carrow was privy to, the gist of the Sylvan Epic quest is this...

    Way back in the "Tome in the Tomb" adventure, Carrow pulled a strange book of old wood elf epic poetry out of the "false Tomb of Shalaz." It was sealed in there with other books for reasons. The book is magical in some way. Carrow gave it over to Corticruss for safekeeping, who did some investigating. It turned out that a bunch of elves were looking for it. Some of them came to Corticruss babbling about a holy mission. When he admitted that a wood elf had found the book and left it with him, these elves decided that they really wanted to take both the book and the one who found it back to Loren. Corticruss deliberately avoided giving them more information once he heard that, as he doesn't know what Carrow's standing in his homeland is like. These elves informed Corticruss that another faction would be trying to destroy both the book and elf who found it. Corticruss still has the book, and found that this mysterious other faction is capable of using magic to roughly divine the book's location, sending hired thugs to obtain it. Fearing that they may be able to send people after Carrow as well, Cortricruss used his own magic to find a way to Carrow, and subsequently discovered the Chaos Gates under Middenheim, including one that led to Carrow, still deep below Karak Azgal. Seeing the need to both warn Carrow of the danger and alert Middenheim's authorities to the presence of the Chaos Gates, Corticruss hired Skullcrusher in the sewers beneath Middenheim, sending him with a message to Carrow, while returning to the surface and informing the Knights Panther of the Chaos Gates...
  14. Mooseman Isengar Tussle

    Well, since I am a wantered elf, then maybe we should go where they can't or wouldn't follow.
  15. Spiderman CPA Man in Tights, Dopey Administrative Assistant

    Well, it looks like from the description of the Epic Sylvan so far is that Corticuss wants to meet with us, so maybe we should do that first...
  16. Mooseman Isengar Tussle

    That works.
  17. Melkor Active Member

    "Sigmar shall guide our paths if we simply pray to him for guidance"
  18. TomB Administrative Assistant

    I'm in...:D
  19. Spiderman CPA Man in Tights, Dopey Administrative Assistant

    We meet with Corticuss!
  20. Oversoul The Tentacled One

    Added a World Map to the quests section of this thread, for reference. It's pretty similar to the map in the Warhammer Quest Roleplay book, but bigger. There are some more detailed maps floating around on the internet. This is just the one I've had on my computers for forever. But it does have some points of interest. The Worlds Edge Mountains are the prime adventuring grounds, forming a barrier between the Old World and the Dark Lands. Nestled within the mountains, there are the Ruins of Karak Azgal, where we spent a lot of time. Hard to spot on this map, but it's just a little north of the Sour Sea. Another place where we've been spending too much time, thanks to me, is Middenheim, the city that's right by the Middle Mountains. And you're about to journey to Loren, which is south of the Empire, east of Bretonnia.

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