Warhammer Quest Roleplay Book.pdf

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Warhammer Quest Roleplay manual
· 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.
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· 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
LEVEL 1 MONSTER TABLE
34
Special Equipment
11
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
Prone Warriors
36
BETWEEN ADVENTURES
13
Travelling
13
SECTION 2
How Far do the Warriors Travel?
13
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
SETTLEMENTS
18
Blocked Routes
39
In the Settlement
18
THE PARTY
40
Buying Equipment
18
Mixed Parties
40
Equipment Restrictions
18
Powerful Monsters
40
Determining the Shop's Stock
18
Mixed Battle-levels
40
Prices
19
Solo Play
40
Selling Treasure
19
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
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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
What Do Traps Do?
152
WIZARDS' TRAINING
50
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
A Typical Character Encounter
154
SPELL LISTS
52
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 –
THE TROLLSLAYER
172
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
COMPLETE ADVENTURE -
DEATH BELOW KARAK AZGAL
177
Custom-made Adventures
145
Setting Up the Game
145
Playing the Game
145
The Turn Sequence
146
ROLEPLAY
ADVENTURE RECORD SHEET
192
Treasure
148
Campaigns
148
Travelling
148
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· 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.
T he 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.
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· 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.
I n this uneasy and war-torn domain brave Warriors go forth in search of
adventure, treasure and glory. Many are the tales of great hoards of treasure
and powerful magical items waiting to be claimed by those bold enough to try
- for where there is treasure, so too are found monsters, and the greater the
treasure the more powerful its defenders. Adventure-lust fills the veins of the
young and the foolhardy, but the majority of those who do embark on such a
quest for wealth never return and are never heard of again. One can only
guess at the horrible nature of their deaths, alone and unnoticed in the dark
and lonely places beneath the Warhammer World.
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
renown…
“Is anything hurt?” Sarion shouted down into the dark hole at
his feet.
“Only my pride,” muttered the Dwarf from the bottom of the
pit, ruefully nursing a sore head. “Sorry Skerri, I didn't catch
that,” the Wizard's voice drifted down into the darkness.
“Keep your Voice down, manling.” bellowed the Dwarf. “Of
course I'm alright. I... errr... merely wished to investigate
this.., errr... interesting perpendicular tunnel for secret
doors.”
It sounded feeble to Skerri Redbeard as he said the words, but
there was no way he was going to let a bunch of wet-behind-
the-ears first-timers know he was in trouble.
“I think there might be a concealed treasure chamber here,”
he grunted, feeling around in the darkness just for good effect.
“Hold on then Skerri.” The eager voice of Ranalf the
Barbarian echoed in the inky darkness, followed by a shower
of loose rocks and debris.
“Watch out you oaf.” shouted the Dwarf.
“What do you think you're doing?”
The next moment, the air was knocked out of him as a well-
muscled Barbarian, a slender Elf and a weaselly-framed
Wizard landed on top of him with a mighty thump.
Aghast, Skerri peered at his companions in the cramped
darkness at the bottom of the pit as they dusted themselves
down.
“What in the name of Grungni?...”
“I think I've broken my arm,” moaned Geladron. “Nonsense.”
exclaimed Ranalf cheerily.
“Sarion broke your fall - it's lust a bit sprained, that's all. “
“But, but...” started Skerri, horrified at their sudden
predicament.
Light flickered in the darkness as Ranalf got the lantern going,
illuminating beyond doubt the fact that they were all crammed
in a tiny space at the bottom of a deep hole.
“Right then, you cunning know-it-all, let's be getting on.
Where's this secret door you found?” The grinning Barbarian
was almost quivering with anticipation of some treasure and a
good fight.
“Errr... did you, by any chance, think to bring the rope down
with you?”
Still, such is the lure of riches and honour that some cannot resist their siren
call. They set off into the wild places of the world, far from the cosy
hearthfires of civilisation. Nowhere is this more true than on the borders of
the Empire, largest country in the Old World, where the ancient Dwarf cities
beckon with promises of long-lost gold.
The Empire is the most powerful nation of mankind, an ancient realm of
forest and mountains, seat of human learning and bastion of humanity. Its
great cities are famous the world over, teeming with tradesmen, warriors,
artisans and wizards. To the north, the Empire is bordered by the Sea of
Claws and the proud warrior nation of Kislev. Along all its other borders it is
closed off by grim and brooding mountain ranges, traversable only through
winding mountain passes. To the west, the Grey Mountains form the border
with Bretonnia, while to the east lie the Worlds Edge Mountains, below which
are the ancient Dwarf kingdoms, the source of untold riches.
The Dwarfs are an ancient and long-lived race, and their great kingdom once
stretched the length of the Worlds Edge Mountains in a series of vast,
labyrinthine subterranean cities. These were tunnelled into the living rock
over many ages of hard labour, as the Dwarfs followed the rich veins of
precious metals deep below the ground. Their kingdom was rich beyond all
telling, and the Dwarfs' skills in metal working and forgecraft were legendary
throughout the world. Fiercely proud and jealous of their treasure, the Dwarfs
believed their mountain bastions impregnable. They were wrong.
Drawn by the riches of the Dwarfs, unstoppable legions of Orcs and Goblins
from the Dark Lands threw down the defences and crushed the Dwarf holds
one by one, while vile Skaven armies erupted into the cities from tunnels
beneath. Though the Dwarfs fought bravely, many of their cities fell and the
once mighty empire fragmented.
To their anger, the Orcs and evil creatures who destroyed the cities did not
find all the Dwarfs' fabled treasure: much of it lies still buried in cleverly
concealed hiding places in the deepest caves and tunnels. Over the ages, these
Dwarf halls have been occupied by all manner of fell beasts, from chittering
bats and raging Minotaurs to Undead Lords and Chaos Sorcerers. These once
bright cities have become places of dread - dark, dank caverns where death
lurks around every corner. To descend into this twilight realm is to invite
disaster and to risk a terrible fate at the hands of unseen enemies.
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