Warhammer Quest Compendium Volume I_noPW.pdf

(5216 KB) Pobierz
657841630 UNPDF
Warhammer Quest Compendium
- Compendium -
Volume I
Volume I
v0.02
Table of Contents
- INTRODUCTION -
2
- MISSION IMPOSSIBLE -
3
- FLAMES OF KHAZLA -
5
- CREATURES OF DARKNESS -
9
- THE DARKNESS BELOW -
113
- DARK SECRETS -
17
- A HORROR AWAKENS -
19
- INTO THE DEPTHS -
23
- A DUNGEON OF YOUR OWN -
226
- WELL MET! -
29
- DOMAIN OF THE HORNED RAT -
36
- ON THE WATERFRONT -
45
- THE LOST KINGDOMS -
49
- QUESTIONS & ANSWERS -
54
- GETTING OUT ONCE IN A WHILE… -
55
- GETTING A BREATH OF FRESH AIR -
61
- A GREEN AND PUSTULANT LAND -
66
- OUT OF THE DARKNESS -
770
- ROOM FOR IMPROVEMENT -
775
1
1
- Compendium -
- INTRODUCTION -
13
13
117
17
19
119
23
223
26
26
229
29
336
36
445
45
449
49
554
54
55
555
61
661
666
66
70
70
75
75
657841630.008.png
Warhammer Quest Compendium
- INTRODUCTION -
E xtremely unofficial Compendium containing all the Warhammer Quest articles which have appeared in Games Workshop’s
White Dwarf magazine. The issues that contained the articles are not available from Games Workshop any longer, so this
document is designed to act as an archive for those of you who would like to keep your original issues as pristine as possible.
- INTRODUCTION -
The format and look of the original articles has been preserved as much as possible, but compromises have been taken in order to
keep the size of this document manageable, for instance photographs have been reduced to 256 colours etc.
The Compendium has been split into two volumes Volume 1 (this one) has all the articles and text, while Volume two has the
extra board sections and event cards etc. This was done to reduce the file size.
There is a lot of good articles here and they’re bound to offer something to even the most jaded Warrior.
Enjoy.
2
2
Warhammer Quest Compendium
- MISSION IMPOSSIBLE -
(Originally in White Dwarf number 185)
By Gavin Thorpe
Occasionally, among their perilous adventures and heroic deeds, a party of Warriors will be caught up in a really unusual
series of events. They may get lost or imprisoned - anything could happen. To represent these possibilities, Gavin has
written the following rules to allow your brave Warriors to venture forth on a Special Quest.
SPECIAL QUESTS
S ometimes a straightforward adventure gets a hit more
complex than it first seemed. Warriors may get lost or- be
ambushed and captured before they reach the dungeon.
The Warriors may even decide to go on a quest which they
know will be more perilous than normal. The rewards for
such bravery are great. and because of this some Warriors
make a special effort to seek out impossible odds to face
(these parties often include a large number of Dwarf Troll
Slayers!).
used to introduce an unexpected twist to your games. In
future issues we will feature more Special Quests,
Objective rooms and other expansions for your
Warhammer Quest adventures.
DUNGEON CARDS
T o use the Special Quest card simply shuffle it in with
your objective room cards when you are starting your
adventure. If you draw the Special Quest card, roll to see
which mishap or special circumstance has affected your
heroic Warriors. This is just like finding out which
adventure you are playing with a normal Objective room.
Alternatively, you can choose to set out on a Special
Quest, eager for the greater rewards to be gained. If you
decide to do this. simply roll a dice and consult the
following pages to find out what the Warriors have found
themselves embroiled in.
The Special Quest card and floorplan al the end of this
article. together with the three new Special Quests, can be
L eaning on his gnarled oak staff Fizantan the Marvellous waited
patiently: for the young Warriors to recover from the shock of
meeting such a fabled enchanter. Once their gasps of astonishment
had subsided, he reached into the recesses of his voluminous robe and
drew our the legendary Amulet of' Vanhels.
His last words were cut off by a massive explosion and a brilliant
flash of white light.
Rubbing their eyes, the Warriors blinked at their new surroundings.
Everything had changed They weren't in the woods any more and
Fizantan was nowhere to be seen. As their eyesight returned to
normal they noticed the strange runes and carvings on the walls.
“This talisman” he said “contains the power of one of the mightiest
sorcerers ever to walk the world. If it were to fall into evil hands
there 's no telling what would happen! You must ensure that it is
safely returned to its resting place before others find out that if is
loose once more.”
They had obviously been magically transported to the temple of
Dagnatz, deep inside the Worlds Edge Mountains! All they had to do
to complete their quest was to place the Amulet of
Vanhels on the Shrine of Sigmar and return to collect their well
earned payment.
Handing the blood-red pendant to the leader of the Warriors,
Fizantan the Marvellous stepped backwards.
Of course, it would he easier if Fizantan the Marvellous had
transported them into the Shrine itself instead of this dank, dark,
small prison cell...
“This won't hurt” began Fizantan, as smoke started to seep., from the
ground around the Warriors. “At least it's not supposed to...”
3
3
- MISSION IMPOSSIBLE -
657841630.009.png 657841630.010.png
Warhammer Quest Compendium
If you are performing a Special Quest you must also find
out which adventure you were on when circumstances
changed. This is done as normal by drawing an Objective
room card, rolling a dice, and looking up the result in the
Warhammer Quest Adventure Book. For example, you
may be playing the Firechasm adventure number 4 -
Destroy the bridge , when you become mixed up in Special
Quest 5-6 - The Slavers .
THE GAOL
The Gaol is a very small and
dark dungeon cell. A noxious
smell rises from the open drain
and the straw is infested with all
kinds of unpleasant life. It is
used by the Monsters for imprisoning people they want to
forget about...
COMPLETING A SPECIAL QUEST
A t some point during each of the Gaol Special Quests, the
Warriors will probably want to get into or out of the Gaol.
Unfortunately, the thick iron gates of the Gaol are locked
and cannot be passed until they have been opened. Hand-
to-hand attacks may not be made through the gates but
missile attacks will pass through the bars without
hindrance. The Warriors may either try to smash the gates
with brute force and ignorance, or attempt to pick the lock
with stealth and cunning. Whichever method they choose,
a Warrior must be standing adjacent to the gates to try to
open them. Only one Warrior may attempt to open the
gates each turn, and he may not move or attack while he
does so.
U nless otherwise noted in the Special Quest description,
the Warriors play out their adventure exactly as written in
the Adventure Book. The main difference is the bonus
rewards that you get for completing the Special Quest.
This may be extra gold or additional Treasure cards - the
details are noted in each Special Quest description.
HIDDEN PASSAGES
To see if the Warrior is successful roll a D6. On a roll of 1
the unfortunate Warrior has set off a hidden trap which
springs a poisoned spike into his arm or causes a guillotine
blade to drop from the ceiling. As a result of this wound,
the Warrior will remain at -1 Strength for the rest of the
adventure. Otherwise add either the Warrior's Strength (for
brute force) or Initiative (for picking the lock) to your dice
roll. On a total of 7 or more the Warrior has overcome the
locks and the gates have swung open. Any other result
means that the gates stay firmly shut.
S ometimes the dungeon may contain a secret door or
concealed corridor. If the Warriors finish their adventure
(either by completing it, or by being cut off in a dead end)
they may look for a Hidden Passage. Only if the adventure
description says that the Warriors have to escape
immediately, can they not search for a Hidden Passage.
Searching for Hidden Passages is simple. First, decide
which board section(s) you want to search. Searching is the
Warrior's action for that turn, and each Warrior may only
search a particular board section once per adventure. At the
end of the Warriors' phase roll a dice for each Warrior
searching and consult the table below.
HIDDEN PASSAGE TABLE
D6 Roll Result
1 Collapse! The Warrior's searching causes a
part of the dungeon ceiling to fall down. The
dungeon isn't blocked, but each Warrior on the
same board section suffers 1D6 Wounds (with
no deductions) from the falling rocks.
2, 3, 4 Solid Rock! The Warrior cannot find any
secret doors on this board section.
5,6
Found it! Attach a Doorway to the board
section and place the remaining Dungeon deck
behind it to be explored as normal. Each
dungeon will only ever have one Hidden
Passage so there is no point searching again
once one has been found.
2
2
657841630.011.png 657841630.001.png 657841630.002.png 657841630.003.png 657841630.004.png
Warhammer Quest Compendium
Minotaur Event card is turned over, then the beast lets out
a tremendous bellow and smashes the gates aside! From
that point on, the Minotaur will move towards and attack
the Warriors just like any other Monster. Also, like other
Monsters, the Minotaur is removed from play if he is cut
off from the Warriors by a Cave-in, Portcullis or similar
obstruction.
Wherever he is met, the Minotaur is so crazed that he can
ignore wounds which would normally kill other creatures.
To represent this, roll a dice each time the Minotaur is hit.
On a roll of 1, 2 or 3 resolve the damage as normal, but on
a roll of 4, 5 or 6 the Minotaur simply shrugs off the blow
and takes no damage at all! If the Warriors manage to kill
the crazed Minotaur it is worth 750 gold instead of the
normal 440.
CHOOSING A QUEST
R oll a dice to see which of the Gaol Special Quests the
warriors find themselves involved in. Because there are
three entries instead of the normal six, a roll of 1 or 2
indicates The Mad Beast Special Quest, a roll of 3 or 4 is
The Guards and a 5 or 6 is The Slavers .
3-4 THE GUARDS
T he Warriors were caught in a trap last night, and have I
found themselves the prisoners of the Night Goblins! The
Warriors have been locked in the Gaol until the Night
Goblin Warlord returns from his raid. Standing guard
outside the Gaol are six cruel Night Goblin Archers.
1-2 THE MAD BEAST
T he Goblins in this dungeon have trapped a mad
Minotaur. The Chaos Gods have tainted the beast's mind
and it is now totally insane. When the Warriors first enter
the dungeon the Minotaur is safely under lock and key
inside the Gaol, but the Minotaur is trying very hard to
escape...
Special Rules
T o Start the adventure, set up the board sections as shown
above. The Warriors start the adventure in the Gaol and
you should place six Night Goblin Archers as shown on
the diagram. The Night Goblin Archers will start shooting
in the first Monsters' phase after one of the Warriors tries
to open the gates, cast a spell or make any type of attack!
However, until the Warriors have opened the gates of the
Gaol, a roll of I in the Power Phase does not trigger an
Unexpected Event.
Special Rules
C reate the dungeon as normal, but as well as the
Objective room shuffle the Gaol Dungeon card into the
bottom portion of the Dungeon deck. The mad beast itself
is represented by the single Minotaur Event card (not the
1D3 Minotaurs Event card). You should ignore
instructions on the card to draw another Event card, the
insane Minotaur is always alone when the Warriors
encounter it.
There are two different circumstances in which the
Warriors will the Minotaur. If the Minotaur card is turned
over before the Gaol has been discovered the mad beast
has already escaped the Warriors hear a fearsome roar and
the crash of twisted metal echoes down the corridors.
Suddenly a massive shape hurtles out of the darkness! The
Minotaur is placed on the board as normal and fights like
any other Monster.
Instead of gaining a single Treasure card for killing all the
Night Goblin Archers, the Warriors find the guards' stash
of loot and each one of them gets a Treasure card.
The second way that the Warriors can meet the Minotaur is
if they discover the Gaol before the Event card is turned
over. In this case you should placed the Minotaur inside
the Gaol. The Warriors will be able to attack him with
spells and missile fire (Or hand-to-hand attacks if they're
foolhardy enough to try and open the gates to let him out!).
If the Minotaur is on the board and in the Gaol when the
3
3
657841630.005.png 657841630.006.png 657841630.007.png
Zgłoś jeśli naruszono regulamin