Warhammer Quest Roleplay Manual
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· WARHAMMER QUEST · ROLEPLAY BOOK (v1.01) By Andy Jones COVER ART Geoff Taylor ART John Blanche, Wayne England, Dave Gallagher & Mark Gibbons Additional material by Gavin Thorpe, Ian Pickstock and Mark Hawkins PRODUCED BY GAMES WORKSHOP Comments and questions on this game should be addressed to: Warhammer Quest, Games Workshop, Howard House, 16 Castle Boulevard, Nottingham NG7 1 FL, England. If you require a reply, you must include a self-addressed stamped envelope (overseas readers should include IRCs). Please phrase your questions so that they can be answered yes or no, or leave space on the letter so we can write the answer underneath the question and send the whole thing back to you. Thank you. This is a completely unofficial, unsupported, and unauthorised electronic version of Games Workshop’s Warhammer Quest Roleplay book As much as possible this electronic version resembles the original, though colour depths and the resolution of the images has been reduced where possible in order to produce a smaller file size. Due to the licensing restrictions on the fonts used, they can not be embedded in the PDF. So to ensure that the manual looks as it is intended to you'll need the “Casablanca Antique” and the “Book Antiqua” fonts (otherwise it looks terrible). Enjoy. A. 1 · CONTENTS · INTRODUCTION 4 SETTLEMENT EVENTS TABLE 26 THE WARHAMMER WORLD 5 EQUIPMENT TABLES 29 Warhammer World Map 6 The Armourer 29 The Fletcher 29 The Weaponsmith 30 SECTION 1 The Animal Trader 30 The General Store 31 The Gunsmith 31 LINKING GAMES 9 Why Keep Warriors? 9 TOUGHER MONSTERS 32 Naming Your Warrior 9 Using the Monster Table 32 The Party 10 The Right Citadel Miniatures? 32 Party Composition 10 The Monster Table 33 The Party Leader 10 Monster Table Entries 33 Linking Adventures 10 Monsters in Objective Rooms 33 Keeping Warriors 11 Wounds 11 Special Equipment 11 LEVEL 1 MONSTER TABLE 34 The Wizard and his Spells 11 Treasure 11 PSYCHOLOGY 35 Equipment and Gold 11 Healing Warriors 12 Fear 35 Healing Standing Warriors 12 Terror 35 Healing Warriors on Zero Wounds 12 Hatred 35 What Next? 12 Breaking 36 Zero Wounds 36 BETWEEN ADVENTURES 13 Prone Warriors 36 Travelling 13 How Far do the Warriors Travel? 13 SECTION 2 Travelling to the Adventure Site 13 The Hazards Table 14 Extra Journey Time 14 WARRIORS' DEVELOPMENT 38 Animals, Carts and Travelling 14 Battle-levels 38 The Journey's End 14 Wizards 38 Playing the Game 38 HAZARDS TABLE 15 Event Cards 38 Tougher Objective Rooms 39 Blocked Routes 39 SETTLEMENTS 18 In the Settlement 18 THE PARTY 40 Buying Equipment 18 Equipment Restrictions 18 Mixed Parties 40 Determining the Shop's Stock 18 Powerful Monsters 40 Prices 19 Mixed Battle-levels 40 Selling Treasure 19 Solo Play 40 Special Locations 19 Alchemist's Laboratory 19 TRAINING 41 Alehouse 19 Training Time 41 Alehouse Events Table 20 Cost of Training 41 Dwarf Guildmasters 21 Battle-level Titles 41 Elf Quarter 21 Benefits of Training 41 Gambling House 22 Extra Wounds 42 Temple 23 Extra Damage 42 Wizards' Guild 23 Pinning 42 Settlement Events 25 Skills 42 Catastrophic Events 25 New Characteristics 42 Catastrophic Events Table 25 The Luck Characteristic 42 Living Expenses 25 Your Adventure Record Sheets 43 BATTLE-LEVEL TABLES 44 2 In Town 148 Maintaining Game Balance 149 The Deeps 149 WARRIORS' SKILLS 46 Skills and Magic Items 149 Leaving in the Middle of an Adventure 149 Gaining Skills 46 Conclusion 149 Duplicate Skills 46 A Typical Turn from a Random Dungeon 150 Barbarians' Skills 46 Dwarfs' Skills 47 TRAPS AND SECRET DOORS 151 Elves' Skills 49 Example Traps 151 WIZARDS' TRAINING 50 What Do Traps Do? 152 Spotting Traps 152 Wizards' Training 51 Representing Traps on the Board 152 Extra Power 51 Secret Doors 152 Power Phase 51 Healing Spells and Gold 51 CHARACTER ENCOUNTERS 153 New Spells 51 Spell Lists 51 Characters Between Adventures 153 Characters in the Dungeon 153 SPELL LISTS 52 A Typical Character Encounter 154 Example Character Encounters 155 DUNGEON EVENTS TABLE 61 WHAT IS ROLEPLAYING? 156 The Turn Sequence 156 TREASURE 66 Are the Warriors Fighting or Not? 156 The Gamesmaster 156 Dungeon Room Treasure 66 Describing the Adventure 156 Objective Room Treasure 66 The Warriors' Surroundings 156 Treasure Tables 66 Moving the Miniatures on the Board 157 When to Roll 66 Characteristic Tests 157 Who can use the Treasure 66 Strength Tests 157 Treasure's Gold Value 66 Initiative Tests 157 Double Damage 66 Modified Characteristic Tests 158 Distributing Treasure 66 Different Situations 158 Different Warriors 158 DUNGEON ROOM TREASURE TABLE 67 Modifying Tests for Difficulty 158 Degrees of Success and Failure 159 Catastrophic Failure 159 OBJECTIVE ROOM TREASURE TABLE 72 Luck and Tests 159 Multiple Characteristic Tests 159 Assisting Each Other 160 THE BESTIARY 75 Willpower - A New Characteristic 160 Contents 76 New Warriors' Actions 160 Monsters' Special Rules 80 Reacting 167 Chaos 86 Controlling Tests 168 Chaos Dwarfs 93 Warriors' Characterisation 168 Dark Elves 95 Specialist Actions 168 Giants 98 Limitations 168 Monsters 99 Improvisation 168 Orcs and Goblins 106 Skaven 110 CREATING ADVENTURES 169 Undead 114 Monster Tables 117 NEW WARHAMMER QUEST CHARACTER – 172 THE TROLLSLAYER SECTION 3 THE GAMESMASTER 143 What Does a Gamesmaster Do? 144 Interacting with the Players 144 Being Sneaky 144 Controlling the Dungeon 145 Random Adventures 145 Pre-written Adventures 145 Custom-made Adventures 145 COMPLETE ADVENTURE - 177 Setting Up the Game 145 DEATH BELOW KARAK AZGAL Playing the Game 145 The Turn Sequence 146 ROLEPLAY 192 Treasure 148 ADVENTURE RECORD SHEET Campaigns 148 Travelling 148 3 · INTRODUCTION · The Warhammer Quest Roleplay book builds onto the basic Warhammer Quest game that you have been playing so far. it is split into manageable sections so you can add the many new and exciting rules it contains as you come to them - rules that include more powerful Monsters, special treasures, magical items, tables full of new hazards and encounters, and details on improving and developing your Warriors. The Warhammer Quest Roleplay Book is divided into three sections, each of which builds onto the Warhammer Quest game. The rules from each section can be added bit by bit, as and when you are ready, slowly increasing the complexity of the game. By the time you get to the end of this book, you will be playing a very different game indeed. The first section tells you how to link adventures together, and allows your Warriors to visit towns and cities after their adventures in the dungeon. The second section shows you how the Warriors can develop their skills, becoming tougher and more battle-hardened As the Warriors become more experienced, they can take on tougher Monsters, and win more treasure and powerful new magic items. At the end of this section is the Bestiary - all the rules you'll need for the many types of Monster that inhabit the Warhammer World. The third section of the book allows you to expand your games of Warhammer Quest into a full roleplaying system, and introduces a fifth player - the gamesmaster At the end of this Section you'll find rules for a new Warhammer Quest Warrior the Dwarf Trollslayer - plus a complete adventure for you to play. In Warhammer Quest Roleplay, you can take your Warrior from adventure to adventure, watching him develop into a mighty hero as he finds more and more treasure and his fighting skills are honed to perfection. As you play, your Warrior gains skills, extra Wounds, becomes faster and tougher, finds many magic items, and so on until he is all but unstoppable in battle! Of course, as your Warrior progresses towards becoming a true hero of the realm, he faces ever greater challenges in deeper, darker and more dangerous dungeons. The Monsters he meets as his career advances become even more terrifying: ravening beasts of immense power, capable of ripping lesser Warriors apart with a casual flick of their razor-sharp claws. These Monsters are many times more dangerous than the ones your Warrior has met so far in Warhammer Quest, and he has to be very tough to stand a chance of beating them. As you keep your Warrior from game to game, you'll find that his treasure mounts up into a veritable fortune. This book has a detailed section that covers what your Warrior can do with his gold between dungeons, from losing it in gambling houses, through buying a suit of armour, to training for new skills. If you wanted to introduce all these new rules to your Warhammer Quest games at once you would need to read this entire book from cover to cover before your next game, so we have split them into sections. This way you can gradually build up the complexity of your Warhammer Quest games, starting with the rules in the first section of this book and then - once you are comfortable with these - working through the rest of the rules in the other sections as you wish. Even within each section, it is not necessary to introduce all the new rules at once -just start using them as and when you feel ready. 4 · THE WARHAMMER WORLD · The Warhammer World is a place of magic, a realm of adventure where heroic knights lead mighty armies Into battle against the massed hordes of Chaos sweeping down from the north. On vast oceans the warfleets of the Elves and the Empire clash with those of Orcs. Skaven and Dark Elves. And in the dungeons beneath the mountains dwell all manner of foul and fell beasts. In this uneasy and war-torn domain brave Warriors go forth in search of Yet there is never a shortage of those brave, or perhaps foolhardy enough, to take their chances in the dark, to risk everything in the search for treasure and adventure, treasure and glory.