Warhammer Quest Campaign Main Thread

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)
 

Oversoul

The Tentacled One
Name: Throg G'Nflor
Wounds: 29
Move: 5
Weapon Skill: 4(5)
Ballistic Skill: 4+
Strength: 5
Toughness: 3(7)
Initiative: 4
Attacks: 2(3)
Damage: 1D6
Pinning: 5+(3+)
Luck: 0
Willpower: 2
Gold: 11,801

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 - Ring of Illusion (Chaos artefact): Allows the Chaos Warrior to conceal his true appearance. He looks just like any other normal human warrior. Apart from anything else, this means that the Chaos Warrior no longer needs to worry about hiding his mutations or being thrown out of settlements for his strange appearance. 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 uses remaining

Khorne Statue: Whenever the bearer wishes, the statue's power can be used to modify a dice roll by +1 or -1. Each time the statue is used, roll a D6. On a result of 1, the statue becomes red hot and must be dropped, at which point it shatters and is permanently destroyed. Worth 0 gold.

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. 2 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. 486 pairs remaining. Worth 10 gold per pair.

Elf Waybread: Delicious rations that function as provisions, but do not spoil as easily as normal provisions. 7 cakes remaining.

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.

Helm of Possession: +1 Toughness. Each turn the wearer may attempt to hypnotize a monster. Roll a D6. On a 6, the target loses 1D6 Attacks for the turn. Worth 1,000 gold.

Healing Balm: Fully restores all Wounds. Worth 200 gold.

Poison: Can be applied to a bladed weapon. For the rest of combat, the weapon deals 1D3 poison damage in addition to its normal damage. Worth 150 gold.

Potion of Flying: drinking this potion grants Flight for one turn with 1D6+2 extra Move. Worth 150 gold.

Magic Potion: drinking this potion will make something magical happen (to the person who drinks it). Worth 60 gold each. 2 remaining.

Bandages: 0

Provisions: 3

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 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.

Arcane Knowledge: All manner of arcane knowledge fills the Chaos Warrior's head, secrets revealed to him that mortals should never know. Whenever the Power Phase roll is 6, the Chaos Warrior is affected. Roll a D6. On a 1-2, the Chaos Warrior drops to his knees, overwhelmed by a whirlwind of knowledge within his mind. While in this state, attacks against him are at +2 to hit. At the end of the turn, he returns to normal. On a 3-6, the Chaos Warrior gains 1D6 Initiative for the turn. He draws a spell card, which he may cast at any point during the turn.

Atrophy: The Chaos Warrior's flesh withers and ages. The aging process is purely cosmetic, leaving the Warrior looking somewhat haggard and ancient, yet not affecting his profile at all (this time).

Telepathy: The Chaos Warrior can read minds to some extent. Also, he can never be ambushed. When monsters appear who would normally ambush the Warriors, he is not affected. Instead, roll a D6. On a 5 or 6, he may move and attack before the ambush occurs.

Warp Magic: The Chaos Warrior gets a random level-appropriate spell that he may cast once per adventure. *Iron Skin

Fangs: The Chaos Warrior may nominate 1 of his attacks each turn. If that attack hits, then he gains an extra Bite attack, which automatically hits. The target loses 1D6 Wounds with no modifiers for anything.
 
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Oversoul

The Tentacled One
Name: Dorgath Rockhammer
Wounds: 25
Move: 4
Weapon Skill: 5
Ballistic Skill: 5+
Strength: 3
Toughness: 5(10)
Initiative: 3(4)
Attacks: 2
Damage: 1D6 (+1)
Pinning: 5+(3+)
Luck: 1
Willpower: 5
Gold: 8,576

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.
-Rune of Smashing (DGR): Ignores 1 point of armor when determining damage.
-Rune of Smashing (DGR): Ignores 1 point of armor when determining damage.
-Rune of Restoration (DGR): As long as the wielder is above 0 Wounds, the axe restores 1 Wound per turn.
-Rune of Sure Striking (DGR): Whenever wielded by a Dwarf, the lowest damage dice may be rerolled.
-Death Rune (DGR): Once per adventure, deals an extra 2D6 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.

-Equipped - Cloak of Stealth: Once per adventure, the wearer may break from pinning automatically. Worth 100 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.

Warningstone of Asuryan: If the party would be ambushed, roll a D6. On a 6, the ambush is negated. Worth 1,100 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. Nullifies breath weapon attacks against the wearer. Worth 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: 14/30. 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. 5/6 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. *1 bomb remaining.

Flash powder: Distracts enemies at the beginning of a round of combat, giving everyone in the Party +1 Attacks. *2 bags remaining

Stonebread: If a dwarf does nothing else for the turn, except stay where he is and eat stonebread, he regains 1D6 Wounds. 10 loaves remaining.

Bandages: 3

Provisions: 7

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.

Glowstone: Acts as a light source. While the Glowstone is active, if a 1 is rolled in the Power Phase, roll a D6. If the result is 1-3, the Glowstone is extinguished permanently. Worth 400 gold.

Elf Waybread: Delicious rations that function as provisions, but do not spoil as easily as normal provisions. 1 cake remaining.

Antique Books: Worth 300 gold.

Elven Cooking Herbs: Worth 50 gold.

Chaos Bane: Can be applied to a weapon for 1 turn. The weapon deals 1 extra damage per Battle Level to Chaos creatures. Worth 200 gold.

Master Rune of Resistance: Bonds to armor. When the wearer takes damage, roll a D6. On a 4+, the wearer may force a reroll of all damage dice used in the attack. Worth 450 gold.

Cape of Cornwall: the wearer of this cape is immune to most traps. Worth 750 gold.

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.

Endure: Once per adventure, the Dwarf may ignore all Wounds from a single blow.

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

The Tentacled One
Name: Carrow Darkweald
Wounds: 17
Move: 4(5)
Weapon Skill: 5
Ballistic Skill: 4+
Strength: 4
Toughness: 3(4)
Initiative: 7
Attacks: 2
Damage: 1D6
Pinning: Auto
Luck: 2(3)
Willpower: 3
Gold: 15,738

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. If the wearer is hit by a melee attack, 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 - Quiver (0/30).

Magical Quiver (30/30): Arrows stored in and drawn from this quiver count as magic weapons. Worth 25 gold
-8 Fire Arrows. May light targets on fire.
-6 Razor Arrows. +3 damage to unarmored targets.
-16 Arrows of Loren. +2 to-hit. +1 damage. Ignores 1 point of armor.

-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.

-Equipped - Rapid Fire Bracelets: +1 Attacks with missile weapons when worn. Worth 450 gold.

-Default melee weapon - Blade of Leaping Gold: +3 Attacks. Worth 1,000 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.

Gem of Life: Tyresius is carrying the matching gem.

Provisions: 3

Elf Waybread: Delicious rations that function as provisions, but do not spoil as easily as normal provisions. 49 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.

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.

Luck Charm: +1 Luck (elves only). Cannot be sold.

Elven Cooking Herbs: Worth 125 gold.

Soul Blade: Each time this sword successfully wounds a target, it reduces the victim's Toughness by 1. At 0 Toughness, the target dies. Worth 450 gold.

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.

Dragon Sword: Refuses to be drawn from its scabbard by any character below Battle Level 4. On a to-hit roll of 5+, this sword deals double damage. Worth 1,200 gold.

Blade of Leaping Bronze: +2 Attacks. Worth 450 gold.

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: Mystically deflects one attack in the next adventure.
 
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Oversoul

The Tentacled One
Name: Tyresius Barrabas
Wounds: 20
Move: 4
Weapon Skill: 6
Ballistic Skill: 6+
Strength: 3
Toughness: 5(6)
Initiative: 3
Attacks: 1(2)
Damage: 2D6
Pinning: 5+(4+)
Luck: 1
Willpower: 4
Gold: 8,470
Debt: 2,275 gold

Items:

-Equipped - Magic Silver 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). On a to-hit roll of 6, this weapon deals an extra D6 damage.

-Equipped - Morning Star of Fracasse: +2 Strength for the first round of combat. If this inflicts any Wounds on a target, the target's weapon is destroyed. Worth 1,000 gold.

-Equipped - Shadow Crown: All attacks to hit the wearer are at -1. The wearer cannot be pinned and has +2 Move. Worth 1,000 gold.

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

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

-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 - 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 escape from pinning. Worth 200 gold.

-Equipped - Cloak of Deception: Attacks against the wearer are at -1 to hit. If the to-hit roll is a natural 6, the power of the cloak is exhausted for the rest of the adventure. Worth 350 Gold.

Heal-Itt Potion: This fiery, foul-tasting liquid is used by pit fighters to replenish themselves 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. *7 potions remaining.

Pit Helm: +1 Toughness against blows to the head.

Blade of Leaping Bronze: +2 Attacks. Worth 450 gold.

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

Gem of Life: Carrow is carrying the matching gem.

Provisions: 2

Elf Waybread: Costs 2 gold per cake. Delicious rations that function as provisions, but do not spoil as easily as normal provisions. 19 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.

Glowstone: Acts as a light source. While the Glowstone is active, if a 1 is rolled in the Power Phase, roll a D6. If the result is 1-3, the Glowstone is extinguished permanently. Worth 400 gold.

Fell Blade: +1D6 damage. 2x damage. When this weapon hits, roll a D6. On a 1, the wielder takes the damage instead of the target. Worth 1,500 gold.

Berserker Sword: +1 on Berserk roll (Barbarian only). Worth 250 gold.

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.

Sure-Handed: The Pit Fighter can wield two weapons at the same time. This adds +1 to his Attacks and lets him use two different weapons in the same turn. Declare how many attacks will be made with each weapon before rolling to hit.

Duck and Dodge: Learned from Fighting School. Once per adventure, may automatically break from pinning.

Whirlwind: Learned from Fighting School. Once per adventure, may exchange his normal attacks to make a special attack that lashes out at all adjacent enemies.

*+1 Training point for next level-up*
 
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Oversoul

The Tentacled One
Name: Kelgar
Wounds: 19
Move: 4
Weapon Skill: 3
Ballistic Skill: 5+
Strength: 3
Toughness: 3(7)
Initiative: 3
Attacks: 2
Damage: 1D6
Pinning: 4+
Luck: 1
Willpower: 3
Gold: 18,822

Items:

-Equipped - 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.

-Equipped - Ornate Armor: +1 Toughness. Cannot be sold.
-Master Rune of Gomril: +2 Toughness. Bound to armor.

-Equipped - Protection Ring: +1 Toughness. Worth 300 gold.

-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 die 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.
*For the duration of the next adventure, the Warrior Priest may roll an extra D6 when using the Ring of Jade. If he does this, it cannot be used on the subsequent turn.

-Equipped - Ring of Command: Currently +1 Strength if to-hit roll is 5+. Bonus changes with level. Cannot be sold.

Staff of Osiris: Once per turn, can be used to launch a beam that deals 1D6+3 damage with no modifiers for armor to everything in a straight line. Each time this item is used, roll a D6. On a 1, the staff's power becomes depleted and it is destroyed. Worth 800 gold.

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.

Magic Warhammer: (1D6 + Strength damage, an additional 1D6 if to-hit roll is a natural 6). Worth 100 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.

Magic Potion: drinking this potion will make something magical happen (to the person who drinks it). Worth 60 gold each. 2 remaining.

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 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 gain 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 are healed by the power of Sigmar. The Priest decides who is healed, and each Warrior affected gains a number of Wounds as 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+]

Steadfast: The Power of Sigmar is called upon to guard the Warriors from the blows of the enemies that beset them on all sides. The chosen Warrior gains bonus Toughness for one whole turn. [Currently gives 1 Warrior +3 Toughness; 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.
 
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Oversoul

The Tentacled One
Name: Tomas, Son of Ed
Wounds: 21
Move: 4
Weapon Skill: 3
Ballistic Skill: 6+
Strength: 3
Toughness: 3
Initiative: 4
Attacks: 2
Damage: 1D6
Pinning: 4+
Luck: 1
Willpower: 4
Gold: 10,635
Power Store: 15

Items:

-Equipped - Chaos Demon Sword: Ignores normal armor. For each point of damage that this weapon would inflict, roll a D3. On a 2, that point of damage counts as 2 points instead. On a 3, that point of damage counts as 3 points instead. On a 1, the wielder takes that point of damage with no modifiers. Worth 1,250 gold.

-Equipped - Skull Staff: -1 to POW cost for all spells cast by the wielder. All enemies are at -1 to all checks to Magic Resistance checks against the wielder's spells. Once per adventure, a spell can be cast that ignores all resistances, dispels, etc. Worth 2,000 gold.

Chalice of Sorcery: Power can be drawn from this chalice for casting spells. For each point of power drawn, roll a D6. On a 1, the Chalice of Sorcery deals 1D6 Wound (no modifiers) to its bearer. All power drawn from the Chalice of Sorcery each turn must be drawn simultaneously. Worth 500 gold.

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

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.

Codex of the Magus x2: Can be used to learn new spells. Worth 200 gold per spell.

Elf Waybread: Delicious rations that function as provisions, but do not spoil as easily as normal provisions. 21 cakes remaining.

Provisions: 1

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.

Blade of Leaping Copper: +1 Attack. Worth 300 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.

Firestorm Scroll.

Shield of Deliverance: Can be used to completely absorb two attacks, then the shield is destroyed. Worth 500 gold.

Potion of Power: drinking this potion gives 1D6 POW for spellcasting for one turn. Worth 50 gold.

Magic Potion: drinking this potion will make something magical happen (to the person who drinks it). Worth 60 gold each. 2 remaining.

Special abilities:
Magic: Power store of 15. Each turn, gets 1D6+3 power (the D6 is the power phase roll). *15 POW remaining.

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.
-Firehammer: Costs 5. Targets a monster adjacent to the Wizard. The target takes 3D6 damage.
-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.
-Glory!: Costs 7. All Warriors get +1 Attacks this turn.
-Spear of Light: Costs 8. Targets any monster in the Wizard's line of sight. The target takes 1D6 damage for each of the Wizard's battle levels.
 
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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.
 

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 ✓
 

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
 

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
 

TomB

Administrator
Staff member
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...:)
 

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...
 

Spiderman

Administrator
Staff member
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...
 

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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