Horns Of Hashut Quests
Source: Rot and Ruin (out of print)
Infernal Rewards
In the depths of the Gnarlwood can be found ores tainted by Chaos. Seek them out and with them forge mighty weapons in the name of Hashut, the Father of Darkness.
Pick 1 artefact of power from the Infernal Rewards 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 score rolled 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.
Infernal Rewards Table
Infernal Rewards |
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Blackshard Armour Forged within fires the colour of night, this rune-etched plate is suffused with Chaos magic that renders it exceptionally strong. Subtract 1 from the damage points allocated by each hit and critical hit (to a minimum of 1) from attack actions that target the bearer. |
Darkforged Mace An ore uncovered deep with the Gnarlwood harbours a daemonic taint; with it, you craft yourself a potent weapon that can shatter bones and crack skulls with terrifying ease. Add 1 to the Strength characteristic of melee attack actions made by the bearer. In addition, add 1 to the damage points allocated by each hit (but not critical hit) from melee attack actions made by the bearer. |
Icon of Hashut Blackest sorcery emanates from this blasphemous amulet, a power that can be harnessed by the bearer at the cost of binding their soul to the Father of Darkness. 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. |
Helm of the Bull Smoke and flame billow from the nostrils of the sculpted bull's-head atop this helmet. It possesses a malign sentience that drives the bearer to charge down their foes and unleash their fury. If the bearer makes two move actions in their activation, and after the second move action they are within 1" of an enemy fighter, they can make a bonus melee attack action. |
Brazen Vambraces These brass vambraces are graven with blasphemous sigils that glow like embers from some primordial inferno. When donned, the wearer's skin becomes just as strong as the artefacts themselves and assumes their metallic sheen. Add 2 to the Toughness characteristic of the bearer. |
Ring of Dominion It is said that this ring, inset with obsidian, has the power to stop a foe in their tracks if the bearer exerts their will upon them. Once per battle, the bearer of this artefact can use it as a bonus action. If they do so, pick a visible enemy fighter within 3" of them that has not activated this battle round. Roll a dice and add the Toughness characteristic of the bearer to the roll. Then, your opponent must roll a dice and add the Toughness characteristic of the enemy fighter to the roll. If your score is greater, that enemy fighter cannot activate for the rest of the battle round. |
Black-Hearted Ascension
Prove your strength by brutally defeating your rivals. Leave no quarter, trample them into the dirt and cast their worthless remains into your forge fires. Then, the weaklings of the realms will learn your name, and they will come to fear you.
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 Horns of Hashut Heroic Traits below.
Horns of Hashut Heroic Traits
Horns of Hashut Heroic Traits |
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Contempt for Weakness To this warrior, even allies struck down have met a deserved fate, succumbing to a weakness this warrior believes they do not possess. When a friendly fighter is taken down within 9" of this fighter, this fighter becomes enraged. While this fighter is enraged, they can make a bonus attack action during their activation. If they do so, they are no longer enraged. A fighter cannot be enraged more than once at a time. |
Booming Voice The harsh commands of this warrior ring out across the battlefield. Once per battle, this fighter can use the 'Inspiring Presence' ability without needing or spending any ability dice. In addition, each time this fighter uses the 'Inspiring Presence' ability, a visible friendly fighter anywhere on the battlefield that has not activated yet this battle round can be picked, instead of only a visible friendly fighter within 6" of them. |
Skilled Weaponsmith The weapons forged by this warrior are of exceptional quality; foes who feel their cruel bite rarely live to see another dawn. Add 1 to the damage points allocated by each hit and critical hit from melee attack actions made by this fighter. |
Powerful Brute Stocky and heavily muscled, this warrior powers through the enemy's guard while laughing off their feeble return blows. Add 1 to the Strength characteristic of melee attack actions made by this fighter, and add 1 to the Toughness characteristic of this fighter. |
Raging Bull This warrior is filled with a berserk rage when enemies are in sight, possessed by a furious urge to run them down and trample them into the dirt. Once per battle, this fighter can use the 'Stampede of Iron' ability without needing or spending any ability dice. When they do so, the value of the ability is 6 before modifiers. |
Hellfire Breath Taking a mighty breath, this warrior suddenly exhales a blast of scorching-hot air and leaping tongues of flame as if their very mouth were a furnace being violently stoked. When this fighter makes the 'Breath of Cinder and Smoke' reaction, roll 2D6 instead of a single dice. In addition, if the score is more than double the enemy fighter's Toughness characteristic, allocate 6 damage points to that enemy fighter instead of 3. |
Trail Of Ash And Flame
An overseer of Hashut's legions approaches your warband and tasks you with putting a marked area of the Gnarlwood to the torch. The duardin is a cruel-hearted tyrant with a fiery temper, who threatens to your mount your heads on spikes if Hashut's work is not carried out.
While embarked upon this quest, you must keep track of a progress score. In step 5 of each campaign battle's aftermath sequence, you can pick 1 fighter from your warband if you lost the battle, or up to 3 if you won the battle, and send them forth to torch the Gnarlwood. To do so, roll a dice for each fighter you picked and add the scores rolled 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.
While your progress score totals 15 or more, you can fight battles using the 'Bring the Fire' 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 'Dominated Land' (see below) and do not need to spend any glory to do so.
Quest Battleplan: Bring the Fire
You have carved a fiery path through the Gnarlwood, yet your greatest challenge lies before you still. Your spies send word of an enemy encampment that lies ahead. Put it to flame and then use the ruins as your base of operations to oversee the total devastation of this land.
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
Use the deployment map below. The defender is blue and the attacker is red.
Victory
Before the battle, the defender places 6 objectives on the battlefield, each more than 6" from all other objectives and the battlefield edge.
The attacker can choose to burn any objective they control at the end of a battle round if there are no enemy models within 3" of that objective. If they do so, remove it from play.
If the attacker burns 3 objectives, they win the battle. Otherwise, after the end of the fourth battle round, the defender wins the battle.
Twist
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: Dominated Land
Location | Location Bonus | Points Limit | Reputation Modifier |
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Dominated Land This region has been brought to heel, its defenders now burnt to ash. Yet there is much work still to be done here: gnarloaks to be hacked apart and ground to be pounded flat before the Legions of Hashut arrive in force. Already, duardin representatives have begun to arrive, some bearing useful materials. | 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 reap the spoils. To do so, roll on the table below. | 1150 | +3 |
Horns of Hashut Lesser Artefacts
D66 | Result |
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11-16 | Return Empty-handed Your warrior returns with nothing of worth. This result has no effect. |
21-26 | Meagre Pickings Your warrior returns with minor spoils that can be sold or bartered for materials. [Reward] You receive D6 glory. |
31-33 | Nugget Of Blackrock Eating these small rocks provides an immediate boost to one's constitution, a trick originally learned by the Horns in their attempts to alleviate the effects of consuming the foul gruel served to them by their duardin overseers, but similarly useful in battle. [Consumable] The bearer can use this lesser artefact as a bonus action. If they do so, remove D3 damage points allocated to them. In addition, add 1 to the Toughness characteristic of the bearer until the end of the battle round. |
34-36 | Bullgor-Horn Snuff When snorted, this pungent powder drives the user into a red rage. However, should they be denied a target for their violent urges, they may well rupture something due to their pent-up fury! [Consumable] The bearer can use this lesser artefact to make a bonus move action. If they do not finish that bonus move action within 1" of an enemy fighter, allocate D6 damage points to the bearer. |
41-43 | Inferno Scroll Acquired at great expense from a sorcerer-acolyte of Hashut, when the runes on this Magmadroth-hide scroll are read aloud, the target of the reader's ire is momentarily engulfed in a column of flame. [Consumable] The bearer can use this lesser artefact as a bonus action. Pick a visible enemy fighter within 6" of them and roll a dice. On a 2+, allocate D3 damage points to that fighter. |
44-46 | Extra Ash Bomb The burning of a gnarloak thicket has provided ample materials for the creation of additional ash bombs. [Consumable] Only a fighter with the Horns of Hashut runemark ( ) and the Warrior runemark ( ) can bear this artefact. The bearer can use this artefact as a bonus action. If they do so, they can use the 'Ash Bomb' ability without needing or using any ability dice. |
51-53 | Blackshard Ring Oddly brutal yet delicate in appearance, this ring robs the enemy's blows of strength like a repelling lodestone, though it is only a matter of time before it is broken amidst the cut and thrust of battle. [Perishable] Subtract 1 from the damage points allocated by each hit and critical hit (to a minimum of 1) from attack actions that target the bearer. |
54-56 | Pig-Iron Spikes Your warrior finds a stash of old weapons. Their poor craftsmanship makes them worthless for battle, but if they are melted down, you can forge heavy spikes with which to fortify your encampment's perimeter. [Reward] If your encampment is threatened, it is now secure. If your encampment is already secure, you do not have to make an encampment check this aftermath sequence. |
61-62 | Daemonfire Bomb This flask is filled with a sticky concoction of volatile pollutants and daemonic essence that immediately bursts into flame upon contact with the air. [Consumable] The bearer can use this lesser artefact as a bonus action. Pick a visible enemy fighter within 6" of them and roll a dice. On a 1, nothing happens. On a 2-3, allocate D6 damage points to that fighter. On a 4+, allocate 2D6 damage points to that fighter. |
63-64 | Bloodrock Touchstone A vein of blood rock is unearthed in this land. Surely your masters will not miss this small, solidified pebble of the stuff found at the edge of the excavation site... [Perishable] Add 1 to the Attacks characteristic of melee attack actions made by the bearer. |
65-66 | Overseer Of Hashut In advance of Hashut's legions, an overseer arrives to see your work. Pleased with the progress you are making, he grants you a reward. [Reward] Pick 1 artefact of power from the Infernal Rewards table. |