Cutting our teeth on Warhammer Quest: Silver Tower, the group craved something with a bit more depth and character development. And so we embarked upon our very first Warhammer Quest campaign using the original rules. What follows is a record of our quests, the rise and fall of our heroes, and the legends of their heroic deeds!

Our cast of heroes

View our Warhammer Quest character sheets

General Lee Picket, legendary Witch Hunter and bringer of vengeance. Renown gambler, fixer, finder, and fence. You want it? He can get it. After all, it’s not gambling if you can’t lose.

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Elvish Presley, the slightly rotund and accident-prone Elf archer. Often better with a blade than a bow, at least he can be relied upon to find – and trigger – any and all booby traps.

The Wizard of LOLZ. When words fail him, the books they’re written on don’t. Many a goblin has died to a sturdy whack from one of the wizard’s tomes. He’ll earn his keep – and his gold – by keeping you alive. And occasionally frying a monster with the odd lightning bolt.

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Ivor Nax. His clothes burnt to a crisp in a lighting storm, Ivor’s quested nude ever since, his modesty covered by a mountain of braided, ginger, beard hair. We assume. And we think no more about it.

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Ragnar Rock the barbarian. A simple creature. He was once allowed to carry the torch but got distracted by the pretty colours. He’s been shot, killed and revived more times than he’s had hot dinners.

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Free the prisoners

We played our first game and I can honestly say it’s the most fun I’ve ever had playing a wargame! We took the book’s advice and played the recommended first mission. Our party had been employed to rescue a group of prisoners from a band of evil cultists (‘counts as’ Skaven), nestled-up in a local cave network. They were demanding a ransom and mailing body parts to show they were serious. We had to get in, slay the denizens of the dungeon, get the prisoners, and get out. Simple enough, right?

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We found the rules to be incredibly rich with a lot of depth, but at the same time the cooperative nature of the game put the players more at ease and happier to make adjustments and tweaks where it made sense. The strong narrative element saw the players remain true to their characters, and the post-battle sequence was simply hilarious! We’re all very much committed to our characters now and want them to succeed. Suffice to say, we bungled through the mission like the novices we were, sustaining horrendous injuries. Yet we miraculously escaped with our lives, rescued the prisoners, killed the monsters, and earned a few bags of gold. Highlights included:

  • The first dice roll of the game – which determines the amount of power wizards generate – triggering an unexpected event by rolling a one. Our heroes were beset by a pit of snakes and had no choice but to proceed deeper into the dungeon for safety (!)
  • In the very next room of the quest, the elf – supposedly the nimblest of our heroes – triggered and bungled into a pit trap, fell through the floor and nearly died. He had to be pulled out by the dwarf with his rope, which snapped in the attempt. We decided this must be a fairly rotund and portly elf. Henceforth, we called him ‘Elfish Presley’
  • Our very first monster encounter was probably one of the hardest challenges a brand new party could face – a pair of minotaurs! They were eventually felled, but not before smashing the barbarian against a wall, which happened to be the first of his three deaths the wizard had to revive him from
  • In fact, so vital was the wizard to the party’s survival, he earned more than 500 gold pieces by healing us in this mission alone
  • But the wizard succumbed to a lone rat who attacked his jugular, dishing out 11 instant wounds. After some persuasion, the elf relented and used his healing potion to revive him
  • A very cinematic moment occurred when a group of orc archers appeared at the end of a long corridor and pinned the party down with relentless arrow fire, peppering the barbarian (his second death). Our heroes ducked out of sight, forcing the orcs to close the distance, whereupon our warriors leapt to the charge!
  • In the final room, the wizard threw a bomb he’d acquired – and we believe possibly enhanced – along the way, blowing-up four orcs in one swift action
  • Descended from a race famed for their archery skill yet unable to hit a thing, a frustrated Elfish Presley set off his flashbangs allowing the party an extra attack each, which saw them slaughter the final monsters
  • In the post-battle sequence, the heroes shared the gold and treasure, each netting roughly 1000 gold and decided to visit a local village. On the way we were ambushed by goblins but earned even more gold defeating them. We were also assailed by a lightning storm which saw the dwarf’s armour and clothes destroyed. The barbarian, flush from his goblin-slaying earnings, consoled the naked dwarf by promising to buy him new armour and clothes (queue girls-going-clothes-shopping montage!)
  • The village turned out to be a less than forward-thinking or progressive venue; the barbarian and (now naked) dwarf went to visit the local armourer who refused to serve the dwarf. His opening line upon bursting through the door: “Oi shopkeeper, ya got anything to fit this…?!” probably didn’t help. Everything was apparently “out of stock” and he should “probably try somewhere else… more suited to the shorter gentleman.” Once the despondent dwarf had left, the barbarian enquired about the very same items, and they were suddenly in stock… fairly suspicious. True to his word, he bought the dwarf some armour. Or rather; furs. Just like his own. He’d like those. They’d be twinsies. And they were cheaper…
  • Meanwhile, our wizard got accused of being a witch by the locals. Technically, they were right. But the wizard did the Vader deathgrip on the main rabble-rouser and quelled the crowd, getting him to admit, suspended in midair: “Ok, ok, you’re clearly not a witch!”
  • The elf took timeout to visit ‘the elf quarter’ and came back with ‘elf herbs.’ which promptly saw him bedridden for two days, watching Netflix and eating Dominoes under the pretense he “had a cold.” Apparently, so did the dwarf, but the party suspected he was just sulking. The barbarian and wizard eventually got thrown out for causing trouble so the party decided it was time to leave. “We will not be leaving a good Trip Advisor review,” were the parting words of a naked dwarf.

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A stranger joins

Taking rest at a small chapel, the party came across a Witch Hunter, General Lee Picket, preparing his weapons and tools to perform an exorcism. They were soon set upon by a band of Orcs but fought them off together, valiantly. Indebted, the party agreed to briefly separate to assist the Witch Hunter in his quest, and rendezvous at the next city. The Elf accompanied him into the depths to help perform the Exorcism. Successful, they then returned the Sword of True Kingship they found in the crypt to its true owner, and then narrowly managed to stop a Sacrifice of one of the Elf’s kin.

Highlights:

  • Three quests, back-to-back fit comfortably into an evening’s gin-fueled gaming
  • As there were just two heroes (out of four), we halved the number of dungeon cards. For the first quest, we also halved the number of monsters rolled. By the second and third quests (and gins!) we felt a little braver and fought everything we rolled
  • Elvish Presley, our portly Elf, triggered alarms and traps left, right and centre, as per usual
  • The Witch Hunter fired his pistol just once each quest, but each time blasting a greenskin to pieces! Very satisfying. The Elf only found the opportunity for one shot the whole time as he was too busy slicing and dicing in melee
  • We chose quests that felt ‘Witch Huntery’ and were very atmospheric. Both heroes picked up some excellent magic items and gear. One dungeon literally just contained rats and spiders so we got off very lightly on that occasion. Yet one contained a ‘giant pink money with a machine gun for an arm’ (rat ogre), and the other a minotaur. Surprisingly, the two heroes overcame their foes and completed the quests

 

Half the party goes forth

The Witch Hunter and the Elf continued their successes, completing two more quests with a sack full of gold, treasure and magic items. Witch Hunter General Picket was notching up some fairly substantial kills with his Sword of Vengeance so gifted it to Elvish for him to gain some experience. They first had to identify a dead body to settle an inheritance dispute. Thankfully, the tomb was fairly small and only guarded by a Skaven assassin and a Minotaur, which our two heroes dispatched easily.  The pair were then employed to assassinate a rather pesky Goblin shamen. This time, the cave complex he inhabited was much more heavily guarded. “Left! Our path lies to the left!” Picket confidently pronounced as they reached a T-junction. But of course, he meant his other left. Had they turned right, the map would have been just three tiles long as the objective was the very next room! As it happened however, they battled all the way toward a dead end and had to double-back. But it wasn’t a wasted journey, as they killed many monsters and found much treasure in the process. In the final room, Picket used a charge from his amulet of Alcadizzar to slay the shamen from afar before it could unleash any nasty spells, and then got into a shootout with a band of Orc archers from behind the sarcophagus. Meanwhile, the Elf leapt into the room and bloodied his newly borrowed Sword of Vengeance to earn more experience and gold.

In the post game sequence, the pair journeyed to the nearest city on their horses (reducing the journey time by two weeks). Picket rinsed the local gambling den, but being the altruistic type, he spent his winnings on a pair of horses for the other two members of the party, and also gifted his Blade of Sea Gold to the Dwarf. Both the Elf and the Witch Hunter advanced yet another level and picked up some useful skills and stat upgrades.

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Shutting down the counterfeiters

With our buddy back from America for a short while, we all hooked up to go questing. We chose a fire chasm mission that could only be completed by the Dwarf. We were tasked to shut down a Chaos Dwarf forge, and had to escort the Dwarf safely to the fire chasm objective room. Only he had the right skills to shut down the forge by quenching the fire chasm. He had to release a magic ring from the room’s golden statue, and throw it into the fires to stop them burning.

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The quest was a blast right from the opening room where we were set upon by 12 Ghouls, who badly mauled the party right from the off. We were reminded of the UV grenade scene in Blade 2 when General Lee activated his Amulet of Purity, instantly killing four of the ghouls.

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Upon completion of the quest, the party plundered the dungeon for treasure. We laughed when we rolled two duplicate Shield’s of Ptolos – we decided we must have just shutdown a cheap counterfeiters outfit run by a dirty band of Chaos Dwarfs… but not before we pocketed a few items for ‘evidence.’

In the post-game sequence, General Lee and Elvish chipped in to help Ivor and The Wizard of LOLZ go up to level two – the Dwarf gaining a runic axe and the Wizard learning the lightning bolt spell.

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Taking the scenic route

Some quests are over pretty quick; you come across a T-junction early on, the dungeon deck is split, and by sheer chance the route you take has the objective room fairly high on that newly ordered pile of dungeon cards. Winning!

This however, was no such quest.

To find – and then destroy – a damnable warpstone amulet that “must be destroyed at all costs to stop the Skaven reclaiming it,” 12 out of 13 dungeon cards had to be explored. Not only that, but once we’d found the amulet, we had to backtrack the entire length of the dungeon to find the firechasm to destroy it in. Naturally, we were ambushed countless times. And our foes include some pretty tough monsters, now our heroes are advancing at pace. Seekers of Slaanesh, Flamers of Tzeentch, Minotaurs, stone trolls, Chaos Warriors, Stormvermin and a Dark Elf beastmaster all seemed to have an invite to this particular party.

Although it was the crawliest of dungeon crawls, our characters made it out alive. The players – fueled by gin and pizza – had a blast, and completed the quest on a weeknight evening after work. Highlights included:

  • Getting ambushed four times in a row in the same dungeon room, while the original dungeon room monsters were still alive. Resolving FIVE treasure cards in a row felt good. And deserved.
  • A three-way shoot-out between Elvish, Picket and a crossbow-wielding Dark Elf Beastmaster. Despite a headshot from Picket’s shoota (which Elvish discounts noting it can’t be a headshot if the blast also hit the torso, legs and arms), the beastmaster kept whittling Picket down. It was Elvish who finally laid his dark cousin low, a magic arrow ricocheting between his eyes as he re-rolled a one to hit and scored a six.
  • Witch Hunter Picket unleashing the (one use only) Hydra Sword when he was surrounded by two minotaurs and two trolls. He gutted all four in a single swing.
  • Elvish staying true to form and setting off the one and only trap in the dungeon. Yet (even truer to form) escaped the resulting damage. Instead, it was Picket who was wounded by the gas-filled bag he found. “Does this smell funny to you…??” 
  • Running out of tricks and desperately low on wounds, the pair were ambushed in a narrow corridor by eight Chaos Warriors. In an unusual display of trust in the Elf’s sub-par shooting abilities, the Witch Hunter pinned the warriors in place as Elvish picked them off with bowfire. Taking advantage of the narrow confines, the covering fire skewered them as they advanced, each shot like a bolt thrower.
  • Witch Hunter Picket earning himself a whopping 6650 gold in bounty alone. To Picket’s surprise, Elvish netted a similar amount after selling a few of the “not THAT rare or valuable, really anyway” pieces of treasure… just bric-à-brac and trinkets… like The Hammer of Sigmar for example…!
  • It was also fitting in the post-game sequence that a roll of ‘glorious weather’ followed two consecutive rolls of ‘uneventful week’ – we decided the party must have gone on a well deserved beach holiday.

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And suddenly everyone wants to wizard 

The Crown of Sorcery is a rare item of objective room treasure which allows a hero to cast a random selection of low-level spells. Effectively, it benefits your character by upgrading them to a spell caster while allowing them to retain their current warrior abilities. Crucially, you’re still allowed to wear armour and can cast your spells every  phase, so long as you have enough power. There is a risk however; each time the crown is used, the player must roll a D6. On a roll of 1, the spell fails and the character loses their turn as they become dumbfounded. A small price to pay however, especially when mitigated with luck dice. The party was incredibly lucky to come across TWO Crowns of Sorcery during the next two quests. Now both the Dwarf and Elf have magical abilities,  including healing spells, lighting bolts, fireballs and several other boons. This will open up a whole new tactical level to our games as it might mean the wizard of LOLZ (the original wizard, a wizard who was wizarding before it was cool…) can focus on casting the more powerful and destructive spells.

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In the ‘banish the daemon’ quest, the Dwarf used his stonemaster skill on the very first tile and found a secret door to the objective room right away! We thought we were in for a lighting quick game. However, it was not to be. For the objective room monsters contained a pair of Necromancers – an evil, husband and wife partnership who took their vows beyond death. Supported by wights, mummies, and minotaurs, the pair bombarded our heroes with devastating spells while summoning endless hordes of zombies. It made progress into the room difficult as empty spaces were quickly filled by the undead. All we could do was clear a space for the Elf to take shots at the Necromancers, eventually whittling one down and slaying him. This gave the party enough of a respite to take a foothold in the room and make an impact on the hordes. The Witch Hunter took out the second Necromancer, making good use of his thrown holy water and ranged attack amulets. At final count, the heroes had earned over 12,000 gold coins between them from just a single room, such was the volume of the undead reinforcements.

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In the second quest, Elvish and Picket were recruited to slay a monster responsible for terrorising the local townsfolk they called ‘The Maneater.’ To better hone their skills, the party rejigged their equipment between them, with Ivor the Dwarf now holding the Sword of Vengeance and the Hydra Blade, while the Witch Hunter took up the Frost Blade and the Blade of Leaping Gold. We decided this assassination mission would be the perfect way to test out Picket’s new combo, and felt a Champion-level Minotaur would be a suitable foe. The Blade of Leaping Gold gave Picket a total of six attacks, but for the really big nasties such as this Champion Minotaur, he’d use the Frost Blade. This allows only a single attack, but if it causes just one wound, that monster dies instantly. We figured with 36 faith points (which can be used to adjust dice scores after the roll), Picket would benefit most from this weapon and could near guarantee a kill. Covering fire from the Elf killed a Minotaur, clearing a space for the Witch Hunter to charge The Maneater. Not only did he effortlessly cut down his foe, but he cleaved through and gutted it’s kin in the same swing. In the post-game sequence, impressed by his exploits, the witch hunter’s guild requested his presence and gifted him a Holy Book, meaning he can now record incantations.

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When a Minotaur wants his soul back 

In the strangest of twists, General Lee Picket and Elvish Presley found themselves journeying the same strand of fate as infamous Minotaur Lord Ragnor Shakhulf Black Rock, forming a temporary alliance. All were on a quest to find the mysterious Pool of Eversouls, where the bravest heroes could each attempt to pluck a single valuable gem – which were rumoured to contain a lost soul. In Black Rock’s case, he knew one contained his own soul, and retrieving it would free him from the shackles of the Chaos Gods, liberating him to do as he please. Glad to have the combined strength, the three set out on their quest.

Making a cameo appearance for an evening’s questing, we had no choice but to let Beastman-fan extraordinaire Extra Hand Weapon, roll for his character using Minotaur stats. He created a suitably monstrous hero and played in character, barreling into rooms, and smashing the place to pieces! It was fantastic fun to see the dungeon monsters get a taste of their own medicine. The final dungeon room played out like a movie. Confronted by a Necromancer Lord, a Tomb King, and a retinue of Chaos Warriors and Tomb Guard, Elvish’s opening gambit was to summon a pit of despair that swallowed the Necromancer in one! Picket used his vengeance skill and Frostblade to dispatch the Tomb King, while Black Rock went to town on the Chaos Warriors, crumpling armour and bone with ease. All three warriors braved the waters of the Pool of Eversouls, each retreiving a gem… and Black Rock his soul.

Now, freed of the burden of fulfilling the will of the Chaos Gods to destroy and despoil the civilisation of man, Black Rock is able to do as he wants… which is probably destroying and despoiling the civilisations of man…

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Feathered fiend

To pay their training fees and increase to level five, the Witch Hunter and the Elf needed some serious coin. Perhaps a little over confident, they felt the best way to accrue that amount was to tackle a nasty monster. Hearing rumours of a particularly pesky Griffin taking-up roost in a nearby warrior’s tomb, they sallied forth to kill it and claim the bounty.

Bounding through the dungeon corridors they encountered numerous Orc Big ‘Uns, Minotaurs and Ogres before finally uncovering the nest. General Picket blocked the path of the Griffin to protect Elvish, allowing the Elf to throw all his magic spells and shooting at the beast. In combat, the Witch Hunter activated his amulet of fury (+1A), amulet of strength (+1S) amulet of power (+2S), and combined them with a borrowed Deathsword (S10, one use per adventure), to smash off 40 odd wounds, dropping the Griffin to just 10! But with four attacks each doing multiple damage, the Witch Hunter was taken out of action. But that was all the distraction Elvish needed to let fly a final arrow to slay the beast and then revive Picket with a spell! Epic stuff.

Both questers split the cash and visited their respective training schools with heavy coin purses, fancy feathered cloaks, and smug looks on their faces.

The players agreed one of the best things about level five is the extra damage dice it gives. Now the Elf’s bow does 5D6 damage (one dice per level), and the Witch Hunter does 2D6 damage in combat as standard (3D6 if he rolls a 6 to hit due to his new ‘deathblow’ skill), with six attacks (three on profile, three from the Blade of Leaping Gold).

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Heirloom sword

Quietly brooding over a pint of ale in the local tavern, our heroes overhead a band of ruffians talk of a fabled Elvish weapon long thought lost, but recently glimpsed by an escaped prisoner in the treasury of a nearby Orc stronghold.

This was one of those labour-intensive quests that revealed every single dungeon card. Early on, the path split in two and of course we took the wrong one, needlessly doubling the length of our adventure. Despite now being at level six, the peril is still incredibly high as there’s always a very real risk our characters will die to such powerful and numerous monsters. One such incident occurred during one of many inevitable ambushes on the long, dark journey back towards the T-junction. After Elvish had summoned a pit of despair to finish off some Chaos Warriors, he bounded ahead to make progress towards our goal… which proved to be a mistake as out of the pit came a beholder (‘counts as’ Gorgon) that set upon the Witch Hunter and slowly started to turn him to stone. Elvish had to double-back to rescue the Witch Hunter from an early grave. In the final room, the treasury was guarded by a regiment of Orc champions, all of which were dispatched in short order.

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Slay the Dragon

Slurring and staggering, they were both clearly very drunk. Yet the other alehouse patrons gave them a wide berth, ignoring their obnoxious bravado.

“Yes I do. Of course I reckon we can. Definitely. I mean, we’ve got the tools for the job,” Elvish proclaimed, pointing and spilling his beer towards Picket’s scabbard where Frostblade hung. “Stick that in its heart… you’ve got one dead Dragon,” concluding his point with a hiccup. The Elf took another fistful of dried meat from the bowl on the table, satisfied he had nothing more to add, but eager to hear what the Witch Hunter had to say.

Picket smiled beneath his rimmed hat and leant back, drunkenly slamming his boots on the table and making himself comfortable. Still chewing on a particularly tough piece of jerky he stared into the roaring fireplace, pondering the possibilities. Slowly, he nodded in agreement as if the fiery hearth helped him consider all the possibilities of this well thought out plan. “If you can keep the beast’s minions off me… and we reserve our most powerful artefacts… and we’re not too hurt by the time we find it’s lair… it just might work, my fat Elven friend!” Grinning, he thrust his beer toward the Elf in salute and drunkenly whispered, “And just think of all that treasure!”

With a clash of tankards, the pair had decided their next quest. They’d slay a Dragon.

Our heroes are now level 6 and really are quite powerful and we’re finding we’re able to overcome most enemies. Between us we have skills, magic items, spells and artifacts to cover most eventualities. So we’re hankering for a real challenge – or a heroic death! As one of the lads recently painted a Dragon, we discussed the idea of taking it on. That would be a pretty epic achievement if we managed to kill it. Doing the numbers, it looked like we’d have a fairly good chance, especially with the Witch Hunter’s faith points to manipulate dice rolls, and a few luck re-rolls between us. We had a number of powerful one use only weapons – Frostblade, two Deathswords, Sword of Heroes, and Hydrablade – and a good selection strength and attack boosting amulets and spells. But of course if the preceding dungeon rooms forced us to use up these valuable resources and we faced the Dragon without the tools we needed, we’d be in trouble.

But fate smiled on us. We found the final dungeon room relatively quickly, only revealing roughly half the dungeon deck. We’d bested a Beastmen warband, a Necromancer and her goons, two Cockatrice, and a trio of Orc Lords before we found the Dragon’s lair. We’d been very careful not to use our luck re-rolls or many faith points. Plus we held off using nearly all of our one use amulets and spells. Now was time to concentrate.

Using his Vengeance skill, the Witch Hunter barged his way toward the Dragon and was allowed to strike first. With a word, he activated his amulets of power, and amulet of strength. Elvish pumped all his magic dice into boosting Picket’s strength statistic, hoping to help pierce the monster’s hide, and also reduced the monster’s attacks (not that the Elf lacked faith in Picket’s abilities…). Drawing Frostblade, the Witch Hunter was allowed a single attack with his now enhanced strength. If that attack wounded, it would cause instant death. It came down to a single dice. He rolled to hit… but missed! Holding their breath, they used a point of luck to re-roll, and were relieved to see it hit. As the attack rolled a six, this also meant the Witch Hunter’s deathblow skill kicked in, giving him three damage dice instead of two. But it wasn’t time to celebrate just yet. The Dragon had an ignore pain save of 5+. This could be it. The attack might just simply bounce off. The Dragon might laugh at our puny efforts, and eat us alive for daring to challenge it. But it failed its save!

It was getting tense. As Frostblade found its mark, we calculated we’d need to roll 12 or over on three dice, to score a wound, after taking into account the beasts toughness, armour, and skills. Not easy. As the dice tumbled across the table, our hearts sank when one-by-one they settled on a series of low numbers barely enough to scratch the surface. Time to use another luck point for a re-roll. Time to hold our breaths again. Time to change the dice (because the other ones were clearly unlucky). Time to roll…. A six, a five… and a four… makes fifteen! Three wounds got through! We’d done it!

With a double-handed thrust, Frostblade pierced the beast’s diamond-hard skin, right up to the hilt, penetrating it’s heart. With a blast of magical energy, the blade sucked the fire from the creature as it sputtered a defiant roar. His blade lodged in place, the Witch Hunter stumbled backwards as the beast turned to ice from the inside out, it’s colour draining in seconds, and freezing it in position. Moments later, with a tectonic boom the monster exploded in a shower of icy shards, flinging the Witch Hunter across the room. As Frostblade clattered to the floor, nothing remained save a horde of treasure the likes had never been seen.

They were victorious.

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