Universal Quests
Treasures Of The Gnarlwood
There are many treasures to be found down the twisting paths of the Gnarlwood, from ancient Seraphon artefacts to items of arcane power brought there by foolhardy explorers that have since met their demise. You have heard rumours of a powerful artefact in the vicinity - seek it out, and take it for your own.
While embarked upon this quest, in step 5 of the aftermath sequence, you can pick up to 3 fighters from your warband roster and send them forth to search for the artefact. To do so, roll a dice for each fighter you picked, adding 1 to each roll if you won your last campaign battle. Then, add the rolls together. This score represents your progress. Keep a record of your progress in your quest log.
In addition, on an unmodified roll of 1, the fighter being rolled for is attacked by something within the Gnarlwood. Make an injury roll for that fighter.
Once your progress totals 10 or more, you can complete this quest and your warband has discovered the artefact. Roll on the Treasures of the Gnarlwood table below to see what you find. If the result you roll is an artefact that a fighter in your warband already bears, roll again until the result is an artefact no fighter in your warband bears.
Treasures of the Gnarlwood Table
D6 | Treasure |
---|---|
1 | Jade Ring: Inset with a gem of Ghyranite cyclestone, this ring boosts one's constitution and holds restorative properties. Add 3 to the Wounds characteristic of the bearer. In addition, once per battle, the bearer can use this artefact as a bonus action. If they do so, remove up to D6 damage points allocated to them. |
2 | Cursed Blade: There are relics to be found in the Gnarlwood that bear the taint of Chaos. Some shy away from their use, but many more have no qualms about using them to their advantage. Add 1 to the damage points allocated by each hit and critical hit from melee attack actions made by the bearer. |
3 | Amethyst Amulet: When words of binding are uttered in an old Shyishan tongue by the wearer of this amulet, they discorporate momentarily before coalescing once more in a new location. Once per battle, the bearer can use this artefact as a bonus action. If they do so, pick a point within 6" of the bearer that is on the battlefield floor or a platform. Remove the bearer from the battlefield and set them up once more with the centre of their base on that point. |
4 | Ghurish Totem: This amberbone fetish glows and radiates warmth when gripped in a fist, imbuing the bearer with a short burst of speed so long as their intent is to shed blood. Once per battle, the bearer can use this artefact to make a bonus move action but they must finish that move action within l" of an enemy fighter. |
5 | Warding Glyph-stone: Found within the shattered ruins of Talaxis, these fist-sized orbs of polished obsidian project a bubble of blue-white energy that repels physical and arcane attacks. Once per battle, the bearer can use this artefact as a reaction after they are targeted by an attack action but before the hit rolls are made. Roll a dice for each hit and critical hit scored from that attack action. On a 4+, a hit becomes a miss and a critical hit becomes a hit instead. |
6 | Serpent-tongue Sceptre: These golden rods are fashioned in the image of two entwined serpents. They grant the bearer the power to call forth swarms of snakes to attack their foes. Once per battle, the bearer can use this artefact as an action. If they do so, pick 1 visible enemy fighter within 9" of the bearer that is on the battlefield floor. Allocate 2D6 damage points to that fighter. Then, allocate D3 damage points to each other fighter within 3" of that fighter, excluding the bearer. |
Ascension To Glory
The saga of a warrior is told through their deeds and triumphs. A member of your warband is on the cusp of glory; let them prove themselves in the fires of battle.
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 Universal Heroic Traits below.
Universal Heroic Traits
Universal Heroic Traits |
---|
Ferocious Combatant As battle is joined, this warrior rains a flurry of blows upon any foe in their path. Add 1 to the Attacks characteristic of melee attack actions made by this fighter. |
Agile Warrior With heightened reflexes and a swift pace, this fighter can race across the battlefield. Add 1 to the Move characteristic of this fighter. |
Hardy Constitution This warrior draws upon reserves of strength to stand defiant in the face of the enemy. Each time this fighter activates, you can remove D3 damage points allocated to them (including when they are activated for a second time after waiting). |
Resourceful With a keen mind, this quick-thinking warrior can help turn the tide of battle. If this fighter is included in your warband, you gain 1 additional wild dice at the start of the battle. |
Thick-skinned This hardy fighter shrugs off wounds that would lay low most warriors. Each time an attack action scores any critical hits on this fighter, 1 of those critical hits becomes a hit instead. |
Skilled Commander The warriors of this warband look to this fighter to lead them in battle. Once per battle, this fighter can use the 'Inspiring Presence' ability without needing or using any ability dice. |
Secure a Powerful Ally
To attract powerful warriors to your cause, you must demonstrate your prowess in battle or somehow convince them to join you.
You can complete this quest in step 4 of a campaign battle's aftermath sequence if your warband won that battle or by spending 5 glory.
When you complete this quest, you can add 1 ally, thrall or fighter with the Hero runemark () to your warband roster (you must still spend the glory required to do so).
Explore the Gnarlwood
The Gnarlwood holds many secrets, and there are many advantageous places to set up your encampment if they can be found.
This is an ongoing quest rather than one that is completed.
While embarked upon this quest, you can pick up to 3 fighters and send them forth to explore in step 5 of the aftermath sequence instead of only 1 fighter. For each fighter after the first, however, you must spend 3 glory.
Fight For Glory
Make a reputation for yourself in the Gnarlwood; let your enemies come to fear your name by hunting them without cease and laying them low in battle!
This is an ongoing quest rather than one that is completed.
While embarked upon this quest, you earn 1 additional glory in step 1 of each campaign battle's aftermath sequence for each enemy fighter that was taken down in that batde.
Hunt The Beast
There are many large and dangerous creatures that prowl the depths of the Gnarlwood, but your warriors have found the tracks of one that could be tamed and brought to bear against your enemies. Be warned: to do so is no easy feat. First you must track it to its lair, and once it is cornered, you must break its spirit!
Pick a monster that can be included in your warband and note it in your quest log. See "Allies, Thralls and Monsters" to find out which monsters can be included in your warband.
While embarked upon this quest, in step 5 of each campaign battle's aftermath sequence, you can pick up to 3 fighters from your warband roster and send them forth to hunt the monster. To do so, roll a dice for each fighter you picked, adding 1 to each roll if you won the battle. Then, add the rolls together. This score represents your progress. Keep a record of your progress in your quest log.
In addition, on an unmodified roll of 1, the fighter being rolled for is attacked by something within the Gnarlwood. Make an injury roll for that fighter.
Once your progress totals 10 or more, your warband has discovered the monster's lair and you can fight battles using the 'Break Its Spirit' quest battleplan below. If you do so and you win the battle, in step 4 of the aftermath sequence, you can complete this quest.
When you complete this quest, you can add the monster you made a note of when you embarked upon this quest to your warband roster (you must still spend the glory required to do so). If you already have a monster on your warband roster, you can choose to replace it with this new monster.
Quest Battleplan: Break its Spirit
You have been tracking a large and powerful creature through the Gnarlwood for the past few weeks. Now you have discovered its lair. Although wild, this monster can be tamed and brought to bear upon your enemies. First, however, you must assert your dominance and defeat it in battle. This will be no easy task!
The Monster
In this battle, the adversary player does not use their warband. Instead, they control the monster picked by the questing player.
Attacker and Defender
In this battle, the questing player is the attacker and the adversary player is the defender.
Terrain
Set up terrain as normal.
Deployment
Draw 3 deployment maps. The attacker picks 1 of these to use, and chooses who is red and who is blue.
The attacker sets up all their battle groups first. The defender then picks 1 of their deployment points and sets up the monster. They cannot pick a reserve deployment point.
Victory
If the monster is taken down, the attacker wins the battle. Otherwise, at the end of the sixth battle round, the battle ends and the defender wins the battle.
Twist
The following 2 twists are used:
Delayed Reinforcements: In the reserve phase, before the attacker sets up a reserve battle group on the battlefield, they must roll a dice for each fighter in the battle group. One a 1-3, the fighter being rolled for will arrive in the reserve phase of the next battle round instead of this one.
Wild Temperament: At the start of each battle round, D6 damage points are removed from the defender's monster.
The Aftermath Sequence
In the aftermath sequence of this battle, the glory table in step 1 is not used. Instead, both players earn 3 glory and the winner earns an additional 2 glory.
Both players complete all other steps as normal with the exception of step 3 (Earn Renown), which is skipped by the adversary player. In addition, the adversary player does not need to make perish rolls.
Lastly, the adversary player receives the following bonus in the aftermath sequence:
Unopposed Exploration: The adversary player can re-roll 1 exploration roll in this aftermath sequence. If they do so, they much accept the new result.