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B OOK OF G RU D G E S
A Gu i d e to D w a rfs & th e Ev e rl a s t i ng Re a lm
TM
A Guide to Dwarfs & the Everlasting Realm
B O O K O F G RU D G E S
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W ARHAMMER F ANTASY R OLEPLAY
D ESIGN T EAM
Jay Little with Daniel Lovat Clark, Michael Hurley, and Tim Uren
P RODUCTION M ANAGEMENT
Eric Knight
P RODUCER
Chris Gerber
L EAD D ESIGNER
Daniel Lovat Clark
E XECUTIVE G AME D ESIGNER
Corey Konieczka
W RITING AND D EVELOPMENT
Dave Allen, Robbie Cameron, Daniel Lovat Clark, Dara Mac
Donnacha, Joseph Ewens, Chris Gerber, Dylan Owen,
and Ross Watson
E XECUTIVE P RODUCER
Michael Hurley
E DITING
Benjamin Sperduto
P UBLISHER
Christian T. Petersen
G RAPHIC D ESIGN
Chris Beck
L ICENSING & D EVELOPMENT C OORDINATOR
Deb Beck
L AYOUT
Daniel Lovat Clark and Chris Gerber
G AMES W ORKSHOP
L ICENSING M ANAGER
Owen Rees
C OVER A RT
Daarken
H EAD OF L ICENSING
Andy Jones
I NTERIOR & C OMPONENT A RT
Even Mehl Amundsen, Ryan Barger, Yoann Boissonnet,
Frank Walls, the Games Workshop art archives, and
the artists of the Warhammer: Invasion LCG
H EAD OF I NTELLECTUAL P ROPERTY
Alan Merrett
M ANAGING A RT D IRECTOR
Andrew Navaro
P LAYTESTING & A DDITIONAL A SSISTANCE
Joel Bethell, Robbie Cameron, Mike David, Dan
DeFigio, Richard A. Edwards, Derek Van De Graaf, Matt
Grimm, Kyle Hough, Lee Jones, Anthony Marris, Gareth
Moore, Charlie Pate, Ian Robinson, Adam Sadler, Brady
Sadler, Ralph Seller, Mark Warren, David Woods
A RT D IRECTION
Kyle Hough and Zoë Robinson
Fantasy Flight Games
1975 West County
Road B2
Roseville, MN 55113
USA
No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying,
recording or otherwise without the prior permission of the publishers.
Warhammer Fantasy Roleplay © Games Workshop Limited 1986, 2005, 2009. Warhammer Fantasy Roleplay: Black Fire Pass © Games Workshop Limited 2011. Games Workshop,
Warhammer, Warhammer Fantasy Roleplay, Black Fire Pass, the foregoing marks’ respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/
symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and Warhammer Fantasy Roleplay game setting are either ®,
TM and/or © Games Workshop Ltd 1986-2011, variably registered in the UK and other countries around the world. is edition published under license to Fantasy Flight Publishing Inc.
Fantasy Flight Games and the FFG logo are trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.
ISBN: 978 1 58994 815 0 Product Code: W HF17 Print ID: 1032APR11 Printed in China
FANTASY
FLIGHT
GAMES
TM
For more information about the Warhammer Fantasy Roleplay line, free downloads,
answers to rule queries, or just to pass on greetings, visit us online at
www.FantasyFlightGames.com
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B OOK OF G RU D G E S
A G UIDE TO D WARFS & T HE E VERLASTING R EALM
A G UIDE TO D WA R F S & T HE E VERLASTING R EALM
T ABLE OF C ONTENTS
C HAPTER O NE : D WA R F H ISTORY
4
Thuringar’s Hold
19
Early History
4
The Ancestors’ Gate
19
The Coming of Chaos
4
Surface Features
19
A Meeting of Two Peoples
5
The Mountaintop
20
The Road to Confl ict
5
The Middle Deeps
20
The War of Vengeance
5
The Royal Deep
21
The Goblin ars
6
Heroes’ Deep
21
Assault From Below
6
The Vaults
22
The Fall of the Karaks
6
The Underdeep
22
Exodus
6
C HAPTER F OUR : G RU D G E S OF
K ARAK A ZGARAZ
The Dawn of Man
6
23
Sigmar and the King
6
The Presumptive Goblins of the Yellow Foot
23
Black Fire Pass
7
Of the Great Poisoning
24
War Against Chaos
7
The Beast Below
25
Assault From the North
7
The Arrogance of the Elves of Athel Loren
26
An Oath of Friendship
7
The Tiresome Noblemen of Bretonnia
27
Current Day
7
Fall of King Zaladrin; R ise of King Thuringar
28
C HAPTER T WO : T HE E VERLASTING R EALM
8
C HAPTER F IVE : D WA R F E NGINEERING
30
The Mighty Karaks
8
Engineering
31
The Deeps
9
New Skill Dwarf Engineering
31
Dwarf Clans
9
Anatomy of an Invention
32
The Royal Clan
10
Inventions
33
Clan Hierarchy
10
Beyond Inventions
35
The Guilds
11
C HAPTER S IX : R UNESMITHING
36
Wealth & Resources
13
The Nature of Runes
36
The Throng
13
Learning and Using Runes
36
Honouring the Ancestors
14
Learning a New Rune
36
C HAPTER T HREE : K ARAK A ZGARAZ
16
Striking a Rune
37
The Annals of Azgaraz
16
Anatomy of a Rune Card
37
Geography
17
Magic Runes
38
Economy
17
The Rules of Runecraft
39
Allies & R ivals
17
Crafting and Smithing
41
Enemies
18
Costs and Requirements
41
Waaagh! Washnack
18
The Masterwork
42
The Poisoned Skull Tribe
18
Repairing W hat’s Broken
43
Skaven
18
A PPENDIX : K HAZALID L EXICON
44
Blood Keep
19
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B O OK O F G RU D G E S
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I NVENTION C ARDS
Each Dwarf Engineer strives to make a lasting contribution to
dwarf society, to create an invention that will ensure his name is
remembered forever. Invention cards represent these creations.
See Chapter 5 of this book for more information about Invention
cards.
C ORE P RODUCT
Throughout Black Fire Pass , reference will be made to the
Warhammer Fantasy Roleplay Core Product. This refers to either
the books within the Warhammer Fantasy Roleplay Box Set
( Warhammer Fantasy Roleplay Rulebook, Tome of Adventure , To m e
of Blessings , Tome of Mysteries ) or the Guides ( Player’s Guide , Game
Master’s Guide , Creature’s Guide ).
I NVENTION M ODIFICATION T OKENS
As an engineer continues to tinker with and improve his inven
tions, he will be able to make a wide variety of modifi cations. These
Invention Modifi cation tokens allow for inventions that are unique
to each engineer.
N EW R ULES
In addition to a wealth of new information and background
material on Black Fire Pass, Dwarfs, and Karak Azgaraz, Black Fire
Pass includes some new and expanded rules on dwarf engineering
and runesmithing. Players and GMs should familiarise themselves
with these new rules before using them in play.
D WA R F E NGINEERING R ULES
Includes new rules and content for Dwarf Engineers as well as their
amazing Inventions. These rules can be found in Chapter 5, start
ing on page 30 of this book.
R UNE C ARDS
Dwarfs do not use magic in the same manner that men or elves do.
But dwarfs do use magic, and it is at their forges that the most po
tent magical weapons and armour are made. Runes are inscriptions
crafted through secret rituals whose details are jealously guarded
secrets. Rules for Rune cards can be found in Chapter 6, on page 36
of this book.
R UNESMITHING R ULES
Includes new rules and content for Runesmiths as well as the magi
cal runes that they strike. This chapter also covers crafting and
smithing rules. These rules can be found in Chapter 6, starting on
page 36 of this book.
U SING T HE M ATE RI A LS I NCLUDED
WITH B LACK F IRE P ASS
Black Fire Pass includes a variety of new cards, sheets, and
components for the Game Master and his players.
N EW C ARDS
The location, item, condition, and talent cards can be added to the
other cards of those types and used as needed.
C REATURE C ARDS
Black Fire Pass includes 5 new creature cards. Full rules for creature
cards can be found in the Creature Guide and abbreviated rules can
be found in Chapter 4 of the Black Fire Pass book on page 45 .
S ET I CON
The cards and sheets included with Black Fire Pass are noted with a
special set icon. This allows you to quickly identify the supplement
materials when sorting, adding, or removing cards from your game.
P UNCHBOARD
The punchboard components should be carefully removed from
the frames. The pieces can be added to your existing supply of
tokens and standups for Warhammer Fantasy Roleplay .
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C HAPTER O NE
D WA R F H I STORY
E ARLY H ISTORY
Dwarfs revere their ancestry above all. The tracing of lineage is of
the utmost importance to the denizens of each and every karak.
For most, the long history of record keeping stretches back to when
bands of dwarfs moved north into the Worlds Edge Mountains.
Like every good Dwarf these ancient pioneers were following the
glint of precious ores, clasped in rich veins deep beneath the peaks.
Around the most prosperous seams, strongholds were erected to
protect and house those who toiled in the mines.
T HE C OMING OF C HAOS
The Dwarfs remained sealed in their underground strongholds
when the fi rst waves of Chaos swept across the Old World, but
following those initial incursions, the Dwarfs emerged from the
mountains with vicious force. Armed with expertly crafted rune
weapons and an immovable martial fervour, they fought tooth and
nail against foul creatures that marauded from the north. At their
head stood Grimnir, the mightiest of all dwarf warriors. The sight
of his fl ailing twin axes clashing with warped claws and gnashing
teeth inspired his kin to mount an unshakable defence of their
mountain dwellings.
No dwarfs are more exalted than the great heroes of this time, seen
as the paragons of all that is hearty and good by their current day
progeny. To the dwarfs they are both ancestors and deities. Their
virtues are inherited and passed down through the generations,
while they watch over and protect their kin. Chief among these
ancestor gods are Grungni, god of mining and smithing, his wife
Valaya, goddess of healing, and his brother Grimnir, mighty god of
warriors and battle.
Not every dwarf collective staved off the encroaching enemy so
eff ectively. During the initial migration north, some intrepid
Dwarfs had journeyed beyond the Worlds Edge Mountains, across
the Great Skull Land to the Mountains of Mourn. These younger
dwarfs were not so well entrenched and could not forestall a dae
monic victory. Accurate accounts of their fate are noticeably absent
from dwarf histories.
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C HAPTER O NE
D WA R F H ISTORY
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