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Askurgan Trueblades Quests

Source: Predators and Prey (out of print)

Relics of the Immortal Order

Scattered across the Gnarlwood are treasures once possessed by ancient vampiric beast-hunters. Centuries later, these artefacts still resonate with undying power.

Pick 1 artefact of power from the Relics of the Immortal 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. At the end of a battle, if your warband controls any objectives or if a friendly fighter is carrying treasure, add 1 to your progress score. In addition, add 1 to your progress score if you won the battle.

You can complete this quest once your progress score is 5 or more. When you complete this quest, you obtain the artefact of power that was noted in your quest log.

Relics of the Immortal Order table

Artefact
Transcendent Cloak
Provided the wearer's conviction is firm, the souls bound into this cloak will grant the ability to defy gravity for a time.
Once per battle, the bearer can use this artefact as a bonus action. When they do so, until the end of this activation, the bearer is considered to have the Fly runemark (Fly).
Askurgan Sword-Scrolls
Carefully inked upon these beast-hide scrolls are ancient writings of the Askurga Renkai, old knowledge still relevant in the current era.
When the bearer is sent forth in step 5 of the aftermath sequence, you can re-roll the exploration roll.
Sabres of the Great Moradon
These blades were carefully carved from the bone of a slithering titan of the deep, and cut through armour as easily as water.
Add 1 to the Strength characteristic of melee attack actions made by the bearer, and add 1 to the damage points allocated by each hit and critical hit from melee attack actions made by the bearer.
Dubak's Fetter
Once worn by a grandmaster of the Askurga Renkai, this humble length of rope remains infused with a sliver of Dubak's indomitable spirit.
Once per battle, the bearer can use the ‘Lofty Disdain' reaction as if they had spent 1 level of renown to do so.
Trophy of the Nightmare Brood
This vampire has slain a champion of the hated Avengorii. They now carry a monstrous trophy that strikes fear into any who look upon it.
Once per battle, the bearer can use this artefact as a bonus action. If they do so, until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of attack actions that target the bearer.
The Eternal Burden
This amber—tinged charm of bone radiates with animalistic power. While this a constant spiritual test for the vampire, it also serves to increase their resilience.
Once per battle, the bearer can use this artefact as a bonus action. If they do, until the end of the battle add 1 to the Toughness characteristic of the bearer, and until the end of the battle the only abilities the bearer can use are ‘Moment of Savagery' and ‘Onslaught'.

Hone Your Crimson Craft

The Askurga Renkai practised many forms of combat that took full advantage of their inhuman speed and ferocity. These techniques not only hone the body, but also strengthen the mind — and they can only be perfected in combat.

Pick an Askurgan Exemplar in your warband that can gain a heroic trait and note them in your quest log.

While embarked upon this quest, you must keep track of that fighter's perfection score. Add 1 to that fighter's perfection score for each enemy fighter taken down by an attack action made or ability used by that fighter, and for each critical hit scored from an attack action made by that fighter.

You can complete this quest once that fighter's perfection score is 6 or more. When you complete this quest, you can give that fighter one of the heroic traits from the Askurgan Trueblades Heroic Traits below.

Askurgan Trueblades Heroic Traits

Heroic Trait
Disciple of the Scarlet Storm
Speed and dexterity are this Warrior's greatest assets, and they are more than capable of carving apart a score of lesser fighters in seconds.
The first time an enemy fighter is taken down by an attack action made by this fighter, until the end of the battle, add 1 to the Attacks characteristic of melee attack actions made by this fighter.
Dance of the Sanguine Sabres
This vampire excels in one-on-one combat, an intricate exchange where a single wrong step can prove fatal.
For each hit roll of 1 for melee attack actions that target this fighter, allocate 2 damage points to the attacking fighter.
Acolyte of Immortal Gloom
The darkness is this vampire's natural home, and within it they are all but invisible unless they wish otherwise.
This fighter can only be the target of an attack action if the attacking fighter is within 8” of this fighter.
Form of the Open Grave
This vampire has studied the finer points of the counter-attack, allowing their foes a fair chance to strike before overwhelming them.
When this fighter makes the ‘Counter' reaction, allocate 3 damage points to the attacking fighter for each hit roll from that attack action that misses (rather than 1 or 2 damage points).
Feast on Glory
It is said that the most enlightened warriors of the Askurga Renkai could sustain themselves upon battle alone.
If you need to make an injury roll for this fighter in the aftermath sequence, as long as you gained at least 5 glory in step 1, treat the roll as 66.
Way of the Straining Fetters
This vampire treads the knife edge of damnation, drawing on as much of their bloodthirsty ferocity as they dare to bolster their warrior craft.
When this fighter uses the ‘Moment of Savagery' ability, this fighter can make a bonus move action then make a bonus attack action.

Hunt a Mighty Predator

Your warband has trekked to the Gnarlwood to find a foe deserving of your blades. Such prey no doubt lurks in the bloody mire of the Ravage - but everything hunts in Ghur, and you will not be the only warriors on its trail. You must locate the lair of this quarry before its too late.

While embarked upon this quest, you must keep track of a hunt score. Add 1 to your hunt score after each battle, and add 5 to your hunt score each time you relocate your warband's encampment.

While your hunt score total 7 or more, you can fight battles using the 'Worthy Blood' 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 an 'Askurgan Monastery' (see below) and do not need to spend any glory to do so.

battleplan

Quest Battleplan: Worthy Blood

At last, you have cornered an enemy whose blood sings with ferocious potency. No dishonour could be inferred from feasting upon this creature. However, this region is resonant with the energies of wrath, and another warband has fallen prey to its primal lure. To bring this hunt to a conclusion, you may have to unleash your full potential, for once...

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

Each player scores 1 Victory point each time an enemy fighter is taken down. Each player scores 2 additional victory points each time the last enemy fighter from a battle group is taken down.

The battle ends after 4 battle rounds. At the end of the battle, the player with the most Victory points wins. If the score is tied, the defender wins.

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: Askurgan Monastery

LocationLocation BonusPoints LimitReputation Modifier
Askurgan Monastery
Using the remains of monsters slain within the Gnarlwood, a sanctuary has been raised amidst this forsaken land. Here, a vampire can train themselves to resist the lure of blood without fear of slipping and attacking unworthy prey — as well as amassing the treasures they have claimed in their hunts.
Add 1 to renown rolls you make for fighters from your warband with the Hero (Hero) runemark. In addition, in step 5 of the aftermath sequence, you can pick 1 fighter from your warband and send them forth to claim a treasure. To do so, roll on the the table below.1150+3

Askurgan Trueblades Lesser Artefacts

  D66  Result
11-16Return Empty-Handed
Your warrior returns with nothing of worth.
This result has no effect.
21-26Meagre Pickings
Your warrior returns with minor spoils that can be sold or bartered for materials.
[Reward] You receive D6 glory.
31-33Vials of Bestial Blood
While supping upon the pre-harvested blood of monsters is seen as distasteful amongst the Trueblades, in a pinch it can prove a useful restorative.
[Consumable] The bearer can use this lesser artefact as a bonus action. If they do so, remove D6 damage points allocated to the bearer.
34-36Askurgan Incense
As well as helping to nullify the tantalising aroma of blood, this incense deadens the perception of enemies who draw too close.
[Consumable] The bearer can use this lesser artefact as a bonus action. If they do so, until the end of the battle round, subtract 1 from the Attacks characteristic of melee attack actions (to a minimum of 1) made by enemy fighters within 3” of the bearer.
41-43Grave—sand Amulet
A treasure of distant Shyish, this sinister charm saps the vitality of any foe who draws near.
[Perishable] At the end of the bearer's activation, pick one visible enemy fighter within 3” of the bearer that has one or more damage points allocated to them. Allocate 2 damage points to that fighter.
44-46Chiropteran Scriptures
Painstakingly inked upon the flesh with blood, the magic within these runes grants their bearer the speed of a striking Fell Bat.
[Perishable] Add 1 to the bearer's Move characteristic.
51-53Screeching Familiar
This wicked bat-fiend seems drawn to a particular warrior, and will fiercely move to attack any who threaten them.
[Perishable] Once per battle, the bearer can use this lesser artefact after they are targeted by an attack action but before the hit rolls are made. After the hit rolls have been made, roll a dice for each critical hit. On a roll of 4+, that critical hit becomes a hit instead.
54-56Coating of Beastblood
Drained from the body of a repentant Curseblood, when this dark fluid is daubed over a Warrior's blade, each of their blows is driven by an unstoppable bloodlust.
[Consumable] The bearer can use this lesser artefact as a bonus action. If they do so, until the end of their activation, the next melee attack action made by the bearer scores a critical hit on a 5+.
61-62Living Whetstone
Despite the occasional grumbles emitted from this ill tempered rock, it sharpens a blade to near perfection.
[Perishable] Add 1 to the damage points allocated by each critical hit from melee attack actions made by the bearer.
63-64Rage—ward Charm
This beautifully scrimshawed bone trinket acts as a safeguard against a final fall into darkness.
[Perishable] If you make an injury roll for the bearer in the aftermath sequence, treat a roll of 11-13 (Killed) as a roll of 41-65 (Flesh Wound) instead.
65-66Ascetic Epiphany
Guided by a vision, your fighter locates a rare treasure and brings it back to your encampment.
[Reward] Immediately choose one item from the Relics of the Immortal Order table; you receive that artefact of power.