Lost Treasures of Order
The dreaded depths of the Gnarlwood have been the doom of many a warrior, and therein can be found tombs, barrows and other resting places of great heroes. You have learned of a valuable relic nearby; seek it out so that it might aid in your quest to locate the ruins of Talaxis.
Pick 1 artefact of power from the Lost Treasures of Order table (see below) and note it in your quest log. You cannot pick an artefact of power already borne by a fighter in your warband.
While embarked upon this quest, you must keep track of the progress your warband makes, represented by a progress score. In step 4 of each campaign battle's aftermath sequence, add 2 to your progress score if you won the battle, and add an additional 2 if you were the attacker (whether you won or not). In addition, you can pick 1 fighter from your warband and send them forth to search for the artefact. To do so, roll a dice and add the roll to your progress score. In addition, on a 1, the fighter being rolled for is attacked by something within the Gnarlwood. Make an injury roll for that fighter.
You can complete this quest once your progress score is 15 or more. When you complete this quest, you obtain the artefact of power that was noted in your quest log.
Lost Treasure of Order Table
Said to be the weapon of a noble Knight-Questor whose soul was sundered, lightning crackles across this blade of gleaming steel and the skies darken each time it strikes a foe.
Add 3 to the damage points allocated by each hit and critical hit from melee attack actions made by the bearer.
|The Conqueror's Crown
Inset with a gem of ensorcelled obsidian, this ring magnifies the presence of the one who wears it.
The bearer counts as 3 friendly fighters instead of 1 when determining control of objectives.
This ancient duardin-forged armour offers great protection in battle.
Subtract 1 from the damage points allocated by each hit and critical hit from attack actions that targe
|t the bearer.
Fashioned from Hyshian realmstone, this iridescent prism radiates an aura of calm clarity. Merely holding it seems to focus one's mind to a keen edge, allowing even the knottiest problems to be unpicked.
At the start of each initiative phase, if the bearer is on the battlefield, roll a dice. If the roll is greater than the number of the current battle round, you gain 1 additional wild dice.
|Tome of the Illuminate
This ancient tome was penned by an ancient order of knowledge-seekers known as the Xintil Illuminate. It contains many esoteric musings upon the nature of the arcane, as well as a number of powerful spells of purification and banishment.
Each time the bearer uses an ability, roll a dice. On a 4+, the ability dice used for that ability are not spent and can be used again in that battle round.
The wearer of this ring finds their reactions boosted considerably, their mastery of the body reaching new heights.
Add 2 to the Move characteristic of the bearer in the first battle round.
Guardian Of Order
Stalwart against the ever-encroaching hordes of Chaos, the heroes of Order stand strong in the face of adversity and swear their lives to the protection of their domain.
Pick a fighter with the Hero runemark () in your warband that can gain a heroic trait and note them in your quest log.
While embarked upon this quest, in step 4 of a campaign battle's aftermath sequence, you can complete this quest if an enemy fighter with the Hero runemark () was taken down in that battle by an attack action made or ability used by the fighter noted in your quest log.
When you complete this quest, you can give that fighter one of the heroic traits from the Order Heroic Traits below.
Order Heroic Traits
|Order Heroic Traits
This warrior's blows are bolstered by conviction. Little can stand before their wrath.
Add 1 to the damage points allocated by each hit and critical hit from melee attack actions made by this fighter.
Somehow, this warrior always seems to come out on top, even in the direst situations.
Once per battle, at the start of the combat phase, you can declare that the gods are watching this fighter. If you do so, until the end of the battle round, count each critical hit from attack actions that target this fighter as a hit instead.
Until this warrior draws their last breath, they grant the enemy no quarter in battle.
If this fighter is within 3" of an objective under your control, your opponent cannot gain control of that objective regardless of the number of fighters from their warband within 3" of it.
This warrior is a born orator, legendary for the strength and zeal of their tirades.
Add 1 to the damage points allocated by each critical hit from melee attack actions made by friendly fighters while they are within 6" of this fighter.
This fighter is accustomed to living out in the wilds and tracking the movements of dangerous foes.
If this fighter is set up in reserve, after deployment, you can immediately set them up on the battlefield within 3" of any of your deployment points.
|Well of Strength
In times of strife, this warrior searches within to find the purpose and grit to fight on.
Once per battle, at the start of this fighter's activation, you can remove 2D6 damage points allocated to them.
Establish Trade Route
Due to the ever-shifting canopy of the Gnarlwood, larger settlements and encampments within are always seeking safe trade routes to the outskirts of the forest. Many enterprising warbands seek to actively carve out paths to attract merchants and traders.
While embarked upon this quest, you must keep track of a search score. In step 4 of each campaign battle's aftermath sequence, add D6 to your search score if you won that battle. You can also pick up to 3 fighters from your warband and send them forth to search for a safe route. To do so, roll a dice for each fighter you picked. Then, add the rolls to your search score. In addition, on a 1, the fighter being rolled for is attacked by something within the Gnarlwood. Make an injury roll for that fighter.
While your search score totals 10 or more, you can fight battles using the 'Scour the Land' quest battleplan. If you do so and you win the battle, in step 4 of the aftermath sequence, you can complete this quest. If you do so, in step 5, you can relocate your warband's encampment to a 'Trade Route' (see below) and do not need to spend any glory to do so.
Quest Battleplan: Scour the Land
To carve out an existence in the Gnarlwood, your warband has set about establishing a trade route to the outskirts to provide safe passage for merchants. You have identified a suitable path through the forest, but it passes through the territory of your enemies. Cut them down, claim the route for your own and bring order to this region.
Attacker and Defender
In this battle, the questing player is the attacker and the adversary player is the defender.
Set up terrain as normal.
Use the deployment map below. The defender is blue and the attacker is red.
The battlefield is divided into questers as shown on the deployment map.
The battle ends after 4 battle rounds. When the battle ends, a player captures a quarter of the battlefield if there are any friendly fighters wholly within it and no enemy fighhters wholly within it. The player who captures the most quearters of the battlefield wins.
Determine a twist as normal.
The Aftermath Sequence
The adversary player receives the following bonus in the aftermath sequence:
Renown to be Earned: The adversary player adds 1 to each renown roll they make in this aftermath sequence.
Encampment Location: Trade Route
Your warband has established a trade route from the Gnarlwood's interior to one of the larger settlements beyond its borders. While you keep this route safe, you can procure supplies to aid in your explorations and exact a toll from merchants that use it.
|Add 1 to renown rolls you make for fighters from your warband with the Hero runemark (*). In addition, in step 5 of the aftermath sequence, you can pick 1 fighter from your warband and send them forth to toll the merchants. To do so, roll on the table below.
Order Lesser Artefacts
Your warrior returns with nothing of worth.
This result has no effect.
Your warrior returns with minor spoils that can be sold or bartered for materials.
[Reward] You receive D6 glory.
Mined from the Spear of Mallus off the Coast of Tusks, this mystic gemstone offers prophetic glimpses of the future in its smoky facets.
[Consumable] The bearer can use this lesser artefact as a bonus action. If they do so, at the start of the next initiative phase, you gain 1 additional wild dice.
A gift from the otherworldly Idoneth, devouring this gelatinous orb grants some measure of the keen senses enjoyed by undersea predators.
[Consumable] The bearer can use this lesser artefact as a bonus action. If they do so, until the end of the battle round, they automatically receive the benefit of cover when they are targeted by an attack action.
When cast upon the ground and benedictions to Alarielle spoken, grasping thorned tendrils erupt from this seed to strangle and tear at the foe.
[Consumable] The bearer can use this lesser artefact as a bonus action. If they do so, pick 1 visible enemy fighter within 6" of them and roll a dice. On a 4+, that fighter cannot make move actions or disengage actions for the rest of the battle round.
A Sigmarite priest offers you a vial of starwater in return for provisions. When applied to a weapon, this blessed water can prove the bane of the unholy.
[Consumable] The bearer can use this lesser artefact as a bonus action. If they do so, hit rolls for the next attack action made by the bearer score a critical hit on a 5+.
Passing Kharadron traders gift you a sample of this legendary tipple brewed by the Bugman family. It possesses incredible fortifying properties.
[Consumable] The bearer can use this lesser artefact as a bonus action. If they do so, you can remove 2D6 damage points allocated to them. Then, add 3 to the Toughness characteristic of the bearer until the end of the battle.
|Claw Of Ursricht
These claw-shaped shards of amberbone are carried by some Stormcasts of the Astral Templars, and are said to grant the bearer the ferocity of a territorial cave bear. This one seems to have lain here for an age, but it still seems to hold some of its power.
[Perishable] Add 1 to the Attacks characteristic of melee attack actions made by the bearer.
|Icon Of The Ur-Phoenix
This elegant charm, fashioned by the a elven artificers of the Phoenicium, holds potent restorative power.
[Perishable] Each time the bearer activates, you can remove D3 damage points allocated to them.
Forged from priceless celestite ore, this angular tore grants the wearer the speed of a shooting comet.
[Perishable] Add 1 to the Move characteristic of the bearer.
Scouts from a Dawnbringer Crusade passing close to the Gnarlwood bring you a potent gift.
[Reward] Pick 1 artefact of power from the Lost Treasures of Order table.