Warhammer Quest RPG II (Inactive)

Game Master Malinor.

Dungeon Map and Treasure Cards

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Monster and Healing Tracking

Name / Init / Treasure/ Objective Treasure
Verhor the Brave / 5 (L) / 0 / 0
Lorqiroth / 6 / 0 / 0
Evindyl / 4 / 0 / 0
Maevnar Valayasdottir / 2 / 0 / 0
Grattfaulk / 2 / 0 / 0


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KM Handouts Narthropple Expedition

Chapter 1- The Beast

The group was hired to go deep into the ruins of Karak Azgul and scout the area as word had reached the Dwarf Holds that a growing power was rising in the ruins of the once great dwarven city, which now lies in ruins. As the group began to explore the ancient halls, they found them filled with all manner of foul beasts. The adventurers were quickly overwhelmed and trapped by the greenskin forces led by the Goblin Warlord Ugrul Headsticaka.

At first, all seemed lost for the brave adventures, but the Goblin Warlord had the party dragged before him after several days in the dank, dark ruins. ”Ah wan’ some entertainin’.” the Goblin spat out at you, ”You’s has a chance to save yer skin. Ah goin’ ta haz’ the boyz let ya go at the beginin’ of a tunnel and if you’s manage to fight yer way through to the fightin’ pit an beyond then you’s can get out. If not, then you’s corpses will make mighty fine eatin’. Whad yous say? Yous wanna play mah game or jus' die now?” The Goblin Warlord lets out a shrill maniacal laugh as it looks you over with a cunning glint in its eyes.

Each of us have had our weapons, armor and equipment stripped from us, but we are otherwise unhurt.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Not as though we have much of a choice now, do we? Very well. I'll take up the challenge.


KM Handouts Narthropple Expedition

Verhor nods and says, "We will survive your game."

The Goblin warlord cackles harder at the two elves.


GM_Coreyllon wrote:

Verhor nods and says, "We will survive your game."

The Goblin warlord cackles harder at the two elves.

With any luck, he laughs at the 3rd Elf as well ...


KM Handouts Narthropple Expedition

He does. Maybe he thinks elf ears are a delicacy.


"Blessed Sigmar, lend me your strength that I might smite the this corruption upon the world. Guide me during this trial that I might be found worthy. Fate favors the faithful, by the Commet and by the Hammer." Grattfaulk finishes his prayer and simply glares ate the goblin.


KM Handouts Narthropple Expedition

Ugrul Headsticka's laughter subsides but he continues to give a smile filed with discolored and broken teeth as he looks over Grattulk. "Sigmar is a dandy, da real powers be Mork an' Gork. As you will learn soon enough in the dark tunnels priest."


Maevnar does not bother responding to the goblin king, knowing that he will use whatever she says to belittle her and her people. She simply nods at his question and looks around for anything that could be used as a weapon.

How far are we from the goblin king? Is he reachable? Does he or his guards have weapons? How many of the goblins are there?


KM Handouts Narthropple Expedition

There is a large mass of orcs and goblins surrounding you, and even some larger creatures you can barely make out in the gloom. The goblin warlord is up on a ledge looking down at us. Getting to him would be very difficult even without his minions.

"Gork n' Mork ar' ready for some fun. Take em' to the stair" The warlod says and the hoots and howls from the warlord and his minions fill the hall as the lights are all extinguished and you find yourself in the dark. Hands grab you and begin pushing you forward.

We will start tonight after I fix a few things on the map for the group size.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Huzzah


KM Handouts Narthropple Expedition

Behind the Screen:

Power Phase 1: 1d6 ⇒ 3Power Phase when we start in the middle of the staircase and begin heading down.

Power Phase 2: 1d6 ⇒ 6 Power Phase after we open the door and head through the corridor.

Power Phase 3: 1d6 ⇒ 6 Power Phase for when we reach the second door and prepare to open it.

Exploration: 1d3 ⇒ 2 We run into monsters when we open the door.

Monster Table 1: 2d6 ⇒ (1, 1) = 2This is a percentage roll, and not a great one. 11 on Monster table 1 is +3 Monsters.

Monster Table 1 reroll: 2d6 ⇒ (1, 1) = 2 Ok...

Monster Table 1 reroll 2: 2d6 ⇒ (3, 2) = 5 We find Zombies. How many

How many zombies: 1d6 ⇒ 2 2 +1 for a bigger group, +6 for two 11s giving us 9 zombies to fight.

Power Phase 4: 1d6 ⇒ 2

Power Phase 4 = 2

The group stumbles through dark halls and corridors before they are propelled down a staircase. The Heroes stumble but manage to keep their footing as the hands release them and the laughter of the mob of monsters continues to echo around the hallways.

Silence slowly falls before it is broken with the cracking sound of a flint striking steel and sparks of light turn into a brightly lit lantern that is quickly shoved into Verhor's hands.

The whole group blinks in the blinding light. As they take a look around they see the small feet of a goblin disappearing in a small crack in the walls. They stand upon a stairwell that leads down to an old iron bound door.

Verhor leads the way down and pushes open the door. Beyond the door a corridor continues north before twisting to the east. The group continues to the turn and sees another iron bound door to the east. The group approaches the next door and Verhor says, "This has been too easy." He then pushes the door open.

As light spills into the room, a waft of rotting meat and the moans of destroyed throats wash over the group. The room is filled with a mass of undead. Most lurk by the door in front of the group while others stare at the door across the room that leads further into the caverns.

As the group takes in the horrors before them, they begin to see their weapons strapped to some of the undead as they wore them before their capture by the goblins.

Deathblow:
WS 2, 8 wounds to kill.

Zombies have Fear 3. Everyone needs to roll a d6 and add the Will Stat. To succeed you need to beat, not tie, the fear score. I will be posting the Will bonuses for everyone in the Discussion board. Because we are playing online, we are not going to try and force everyone to go by Init bonus, but remember that you cannot move through another model. Also, all of our healing basically requires us to remain on the same board. If you fail the Will save you have -1 to hit as long as a monster in the Fear group remains active. If you cast spells you add +1 to the cost/DC of the spell.

For this combat you only roll d6 for damage. No strength or special attacks for the weapon you would normally weild.

Verhor's Will: 1d6 + 2 ⇒ (5) + 2 = 7

Verhor snarls at the undead creatures in front of him and tries to strike down one of them, but misses as he apparently is not much of a pugilist. He then tries to call upon his innate magic, but fails to connect to the Winds of Magic.

WS 4: 1d6 ⇒ 1 He winds up....and wiffs.

Spellcasting- Sword of Aenarion: 1d6 ⇒ 3 [/ooc]Sadly, he needed more then that.[/ooc]

Everyone Go!


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Lorr will 1d6 + 2 ⇒ (5) + 2 = 7

Able to resist the urge to flee, he joins his hands together and swings both arms as a club...

WS4: 1d6 ⇒ 5

1 damage dice, correct? 1d6 ⇒ 5

Assuming this drops his foe, he looks to see if it carries any weapons he can scavenge... but zombies are notoriously tough, so he is not hopeful.


Will: 1d6 + 3 ⇒ (2) + 3 = 5


WILL: 1d6 + 4 ⇒ (5) + 4 = 9 Roll to resist FEAR 3


KM Handouts Narthropple Expedition

Lor sends a powerful punch at the zombie and there is a cracking sound as bones break, but the creature remains standing.

It looks like we will need to win the fight to gain our weapons. Under Deathblow you will see what it takes to kill one in a single hit. Without weapons we cannot kill a zombie in one blow.


I will use Call of the Brave on Verhor allowing him to reroll his missed attack, if successful...

Call of the Brave: 1d6 + 2 ⇒ (2) + 2 = 4

"Sigmar grant us courage in this darkness," despite his steely words Grattfaulk's plea falls flat in the inky shadows.


If our weapons are strapped to the zombie, can we just pull them off them or do we need to kill one first? Zombies tend to move slowly if these are standard Romero zombies. If so, I'll attempt it with a Weapon Skill roll? If I need to kill, then the weapon skill roll is just an attack.

Will Roll: 1d6 + 4 ⇒ (6) + 4 = 10

Weapon skill to grab weapon/attack: 1d6 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 ⇒ 1


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KM Handouts Narthropple Expedition

Spoiler:
Behind the Screen]

Due to the WS of the front roll, zombies all need 4+ to hit.

Purple Attack against Maevnar: 1d6 ⇒ 2 Miss!

Purle damage against Maevnar: 1d6 + 3 ⇒ (1) + 3 = 4

Black Attack against Maevnar: 1d6 ⇒ 5 Hit!

Black damage against Maevnar: 1d6 + 3 ⇒ (1) + 3 = 4 8 damage-4 Toughness for 4 damage through.

Teal Attack against Verhor: 1d6 ⇒ 5 Hit!

Teal damage against Verhor: 1d6 + 3 ⇒ (5) + 3 = 8 6 damage - 3 toughness means 3 damage goes through.

Red Attack against Verhor: 1d6 ⇒ 3 Miss!

Red damage against Verhor: 1d6 + 3 ⇒ (1) + 3 = 4

Blue Attack against Lorr: 1d6 ⇒ 3 Miss!

Blue damage against Lorr: 1d6 + 3 ⇒ (5) + 3 = 8

Power Phase 5: 1d6 ⇒ 4

Evindyl waits to see what will happen as the wall of undead flesh strikes against the heroes. A foe leaking black fluid strikes Maevnar on top of her head as she was dodging a second zombie. Verhor takes a blow to his chest from one covered in teal mold that makes him step back, but he is able to dodge the next attack that comes his way. Lorr has only one foe attacking him and he ducks so that the door frame takes the blow instead of him.

Seeing two of his allies now injured, Evindyl acts and casts one spell that sends healing magic over all of his companions. A second spell targets Maevnar and heals more of the damage she has taken.

Power Phase 5= 4

Verhor the Brave: 11/13
Lorqiroth: 13/13
Evindyl: 11/11
Maevnar Valayasdottir: 12/14
Grattfaulk: 13/13
Purple Zombie:
Teal Zombie:
Red Zombie: 2
Blue Zombe:
Maroon Zombie:
Grey Zombie:
Green Zombie:
Orange Zombie:

Verhor tries again to strike at the moldy zombie that struck him, but misses badly. So he again tries to zap the zombie that struck Maevnar. The magic strikes true and disrupts whatever was holding the zombie together. It falls.

WS 4: 1d6 ⇒ 2

Blade of Anerion on 3+: 1d6 ⇒ 3

Blade of Anerion Damage, no mods: 1d6 ⇒ 6

Maevnar, if you wanted to go into the room, you could roll to break pinning. To do that you roll a d6 and need higher then the Dwarf pin rating. But if you enter the room there is no one who can heal you if you get knocked to 0 wounds. So its probably best not to.


Once again attempt to bless Verhor with Call of the Brave

Call of the Brave: 1d6 + 4 ⇒ (6) + 4 = 10

"By the comet and hammer!" Grattfaulk shouts, as Verhor feels the divine adding his attack.


KM Handouts Narthropple Expedition

WS 4: 1d6 ⇒ 3

With Divine Aid Verhor manages to strike the teal mold covered zombie and damage it slightly.

Damage: 1d6 ⇒ 4

He glances back and says, "Thank you for the assistance wise Grattfaulk!"


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

His foe still ahead of him, he strikes it again!

WS4+: 1d6 ⇒ 3 Is that a hit?

IF a hit: 1d6 ⇒ 3


Fist of Iron: 1d6 ⇒ 3 ATK
Fist of Iron: 1d6 + 1 ⇒ (2) + 1 = 3 DMG

Attacking RED zombie str8 ahead!


KM Handouts Narthropple Expedition

Lorr and Evindyl both strike the zombie with red pustules, but this time it seems to absorb the blows.

Maevnar Attack WS4: 1d6 ⇒ 1

Maevnar throws a punch, but is unable to connect.

Behind the Screen:

Purple attack against Maevnar: 1d6 ⇒ 4 Hit!

Purple damage against Maevnar: 1d6 + 3 ⇒ (1) + 3 = 4 4 damage -4T means no damage.

Maroon attack against Maevnar: 1d6 ⇒ 6 Hit!

Maroon damage against Maevnar: 1d6 + 3 ⇒ (4) + 3 = 7 7 damage - 4 T =3 damage.

Teal attack against Verhor: 1d6 ⇒ 5 Hit!

Teal damage against Verhor: 1d6 + 3 ⇒ (6) + 3 = 9 9 damage - 3 T= 6 damage.

Red attack against Verhor: 1d6 ⇒ 6 Hit!

Red damage against Verhor: 1d6 + 3 ⇒ (1) + 3 = 4 4 damage - 3T = 1 damage.

Blue attack against Lorr: 1d6 ⇒ 5 Hit!

Blue damage against Lorr: 1d6 + 3 ⇒ (5) + 3 = 8 8 damage - 3T= 5 Damage

Power Phase: 1d6 ⇒ 3

This time the wave of zombie attacks all strike. Maevnar manages to avoid the worst of it, but the more willowy elves both take strong shots. Evindyl sends out a wave of healing to help those injured.

Healing Hands for +1 HP each.

Verhor the Brave: 5/13
Lorqiroth: 9/13
Evindyl: 11/11
Maevnar Valayasdottir: 10/14
Grattfaulk: 13/13
Purple Zombie:
Blue Zombie:
Maroon Zombie:
Grey Zombie:
Green Zombie:
Orange Zombie:

Power Phase 6= 3

Verhor tries his spell to strike at the zombie covered in teal mold, which slays it. He then attack the zombie with red pustules to try and aid in bringing it down. His punch connects and another zombie crumbles to the ground.

Sword of Anerion 4+: 1d6 ⇒ 6

Sword of Anerion Damage, no mods: 1d6 ⇒ 6

WS4 Attack on red: 1d6 ⇒ 4

Damage on Red: 1d6 ⇒ 6

Good round of attacks for pretty much everyone there!

Lorr, if you wanted to break pinning and try to move into the room you could, but the Healing Evindyl is doing is only affecting the corridor.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Dodge: 1d6 ⇒ 3

The elf grunts audibly on the hit but the healing does take some of the pain away.

He attacks again, desperately trying to drop his foe.

WS4: 1d6 ⇒ 6 for 1d6 ⇒ 1

That should bringing it to 9... hopefully that drops it


KM Handouts Narthropple Expedition

This system uses what is effectively a DR system where your T and Armor is subtracted from most damage rolls. Some attacks ignore armor, T or both. But in this case only damage that goes beyond their T actually hurts them. But the one you were attacking is actually down. This is a fresh one. Once we win this fight and get our weapons, or start getting some better weapons, life will get a lot easier.


Vanquish: 1d6 + 3 ⇒ (3) + 3 = 6

and a miss


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Next round sacrificing my action to pick up the fallen ones weapon...


KM Handouts Narthropple Expedition

Weapons:

Verhor's Sword: 1d9 ⇒ 7 Orange
Lorr's Sword: 1d9 ⇒ 6 Grey
Lorr's Bow: 1d9 ⇒ 1 Purle
Evindyl's Sword: 1d9 ⇒ 5 Green
Gautfaulk's Hammer: 1d9 ⇒ 7Blue
Maevnar's Axe: 1d9 ⇒ 7 Maroon

So Verhor's sword is strapped to the Orange one. Lorr's bow is strapped to Grey and his sword to Purple. Evindyl's sword is strapped to green's back. Gaultfaulk's warhammer is attached to the blue one. And Maevnar's axe is strapped to the maroon. They are not intended to be removed, but you can spend your action to make a strength 6 check to rip one free from an unmoving zombie. It will be a strength 7 check to remove from a moving zombie. Roll a d6 and add your character's strength. Maevnar can use any of the weapons. Lorr and Verhor can use anything but the axe, Evindyl is limited to swords and Gaultfaulk can only use his warhammer.


KM Handouts Narthropple Expedition

Maevnar takes a swing at the Maroon colored zombie that has her axe strapped to it and the sound of ribs cracking come from where she hit. Evindyl sends spell energy at the maroon zombie, but the undead remains standing.

WS 4: 1d6 ⇒ 6 Hit!

Damage: 1d6 ⇒ 4

Evindyl Spell: 1d6 ⇒ 4 Hit

Evindyl Damage: 1d6 + 1 ⇒ (5) + 1 = 6 3 damage gets through.

Behind the Screen:

Purple attacks Maevnar: 1d6 ⇒ 6 Hit!

Purple damage Maevnar: 1d6 + 3 ⇒ (5) + 3 = 8 8 damage - 4 Toughness = 4 damage.

Maroon attacks Maevnar: 1d6 ⇒ 4 Hit!

Maroon damage Maevnar: 1d6 + 3 ⇒ (5) + 3 = 8 8 damage - 4 Toughness = 4 damage.

Orange attacks Verhor: 1d6 ⇒ 6 Hit!

Orange damage Verhor: 1d6 + 3 ⇒ (5) + 3 = 8 8 damage - 3 Toughness = 5 damage.

Green Attacks High Verhor, Low Lorr: 1d6 ⇒ 4 Verhor it is.

Green attacks Verhor: 1d6 ⇒ 2 Miss!

Green damage Verhor: 1d6 + 3 ⇒ (1) + 3 = 4

Blue attacks Lorr: 1d6 ⇒ 1 Miss

Blue damage Lorr: 1d6 + 3 ⇒ (4) + 3 = 7

Power Phase 7: 1d6 ⇒ 4

The zombies continue to attack and Maevnar takes two solid blows but stays standing. Verhor takes a single blow, but it is enough that he crumples to the floor. Lorr manages to dodge the attack at him. Evindyl cries out and heals Verhor who lurches unsteadily back to his feet.

Evindyl heals 1 pt on Verhor to get him up before he dies and saves his reserves.

Power Phase 7 = 4

Verhor the Brave: 1/13
Lorqiroth: 9/13
Evindyl: 11/11
Maevnar Valayasdottir: 2/14
Grattfaulk: 13/13
Purple Zombie:
Blue Zombie:
Maroon Zombie:
Grey Zombie:
Green Zombie:
Orange Zombie:

Verhor calls upon his innate spells and tries to slay the green one with magic and grab his sword off of the orange one, but he is still reeling from his near death experience and misses both.

Sword of Anerion 3+: 1d6 ⇒ 1 Nope.

Verhor tries to grab his sword off orange: 1d6 + 3 ⇒ (1) + 3 = 4


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Okay... so seeing there are no fallen zombies that have unstrapped weapons he fights on.

WS 4+: 1d6 ⇒ 3 attacking the one in front of him in the hopes that another team member might help.

DMG?: 1d6 ⇒ 3


Lorr can use my sword if we take down the green one, correct?


Now badly injured, Maevnar retreats as best she can hoping she can find some healing from somewhere.

Anyone have healing?


GM can tell us when Evin can cast Healing Hands again


KM Handouts Narthropple Expedition

Evindyl has been healing at the end of each round. We don't have any big healing powers yet. As long as he keeps at least 2 points each turn for healing we will stay up. He does have 6 points stored up that can be used whenever. Those are often best used if we get a 1 in the Power Phase. If he saves his power this round he could heal everyone for 2 and one person for 1. Or he could do one of his attack spells and one Healing Hands. There will be a lot of fights where we are low in hit points, but we can get better healing on several of us as we level up. On the plus side we earn money from healing. :D

If you want to retreat you have to make a Pinning check. Roll a d6 and as a dwarf you need a 5+ and then you can move as you want. It might be better to go for your weapon which would require a 4+ on a d6 or attack needing a 3+ to hit and a 4+ to damage.

Anyone who can grab a weapon can use the sword to attack the zombies. But its easier if they are not moving.


Sorry, did I misunderstand that I am at 2 health? If that is correct, I can't take another hit.


KM Handouts Narthropple Expedition

We both are low. If you go to 0 you fall down, but if you are healed at all you automatically stand up and are ready to go. Which is what happened to Verhor. As long as Evindyl can heal basically, you will be fine.

If you want to withdraw, you can but you have to make the pinning test. But keeping them away from Evindyl does increase our chances of surviving.


Vanquish: 1d6 + 4 ⇒ (1) + 4 = 5

Fail again


KM Handouts Narthropple Expedition

Maevnar tries to break away from the undead assaulting her.

Pinning test 5+: 1d6 ⇒ 4 Close, but not quite.

She then growls in frustration and reaches out to just grab her axe off the zombie.

Strength DC 7: 1d6 + 3 ⇒ (5) + 3 = 8 Sucess! Maevnar is now armed!

Evindyl sees his badly injured companions and no zombies that close to falling, so he holds his power for healing.

Behind the Screen:

Purple Attacks Maevnar: 1d6 ⇒ 3 Miss!

Purple Damages Maevnar: 1d6 + 3 ⇒ (4) + 3 = 7

Maroon Attacks Maevnar: 1d6 ⇒ 5 Hit

Maroon Damages Maevnar: 1d6 + 3 ⇒ (3) + 3 = 6 6 Damage - 4 Toughness = 2 Wounds!

Orange Attacks Verhor: 1d6 ⇒ 5 Hit!

Orange Damages Verhor: 1d6 + 3 ⇒ (5) + 3 = 8 8 Damage - 3 Toughness = 5 Wounds!

Green Attacks Lorr: 1d6 ⇒ 5 Since Verhor goes down the zombie turns towards Lorr and Hits!

Green Damages Lorr: 1d6 + 3 ⇒ (6) + 3 = 9 9 Damage - 3 Toughness= 6 Wounds!

Blue Attacks Lorr: 1d6 ⇒ 1 9 Damage - 3 Toughness= 6 Wounds!

Blue Damages Lorr: 1d6 + 3 ⇒ (4) + 3 = 7 Miss!

Power Phase 8: 1d6 ⇒ 4

The monsters continue to strike at the heroes. The first zombie misses Maevnar, but the second zombie hits her and she crumples. Which meant she fared better then Verhor the Brave, as the first Zombie struck him cleanly on his head knocking him down. That left the last two zombies to attack Lorr with one striking him and the other missing.

Seeing two of his companions go down and the third take a mighty blow, Evindyl casts Healing Hands twice and Cure Small Wounds once on Maevnar. The two heroes stagger to their feet, ready to fight on and win this fight!

Verhor the Brave: 2/13
Lorqiroth: 5/13
Evindyl: 11/11
Maevnar Valayasdottir: 3/14
Grattfaulk: 13/13
Purple Zombie:
Blue Zombie:
Maroon Zombie: 4
Grey Zombie:
Green Zombie:
Orange Zombie: 3

Power Phase 8 = 4

Deathblow:
To do a Deathblow you must hit a WS 3 Zombie and do 8+ damage in one hit to an uninjured zombie!

Verhor tries his spell on the zombie with his sword. His spell wounds, it but leaves the creature standing so he tries to snatch up his blade just as Maevnar did seconds before! With a surge of strength, he snaps the bonds holding it to the zombie and frees his blade!

With the ability to use magic at his disposal, Verhor holds the blade over to Lorr and says, "Take the blade and slay one with a sword strapped to it!"

Sword of Anerion 3+: 1d6 ⇒ 6

Sword of Anerion Damage, No mods: 1d6 ⇒ 3

Grabbing for the sword Strength 7+: 1d6 + 3 ⇒ (4) + 3 = 7 Success!

Maevnar, you are free to attack with your axe. Remember you roll 2d6 for damage and take the higher number unless there are doubles. Double 1's means you trip and fall over your beard and spend the rest of the turn getting up making it easier to hit you. Any other doubles gets added together with your strength for your total damage!

Verhor is handing you the blade Lorr, so you can use it this turn.


Vanquish: 1d6 + 4 ⇒ (3) + 4 = 7 Success, Maevnar gains a additional attack

"Sigmar fill us with your might," Grattfaulk blesses Maevnar.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Sword in hand he feels confidence return to his body and he whips it around.

Ws 4+: 1d6 ⇒ 3 for 1d6 + 3 ⇒ (5) + 3 = 8


KM Handouts Narthropple Expedition

Lorr nimbly takes the weapon from Verhor and beheads the green tinged zombie that has Evindyl's weapon strapped to it.

Lorr, if you went for Green who is uninjured and has a weapon, then you trigger a Deathblow and can cleave into the next monster. Please let me know which one monsters you want to target in the future so I get your intent correct, and if it was green then take another attack on either blue or orange.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Attack on Blue WS 4+: 1d6 ⇒ 5
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

IF another attack

Attack on Relevant target WS 4+: 1d6 ⇒ 1
Damage: 1d6 + 3 ⇒ (1) + 3 = 4


KM Handouts Narthropple Expedition

If you had started with Blue you could have attacked once more, but it would have made since to go for green. And the last attack would have missed anyway.

Lorr's blade continues right through the second zombie before clanging into the wall leaving two crumpled forms behind.


KM Handouts Narthropple Expedition

Maevnar feels divine energy fill her and her trusty axe in hand and swings at the purple zombie. She then cleaves into the marron

WS 4: 1d6 ⇒ 3 Hit!

Axe Damage: 2d6 ⇒ (6, 5) = 11No doubles. So 6+3= 9 damage and a Deathblow attack.

Deathblow vs Maroon Attack WS 4: 1d6 ⇒ 3 Hit!

Axe Damage: 2d6 ⇒ (2, 1) = 3No doubles. So 2+3= 5 damage. This is enough to finish the zombie. No Deathblow as the zombie was already hurt.

Vanquish Attack vs Orange WS 4: 1d6 ⇒ 6 Hit!

Axe Damage: 2d6 ⇒ (6, 3) = 9 No doubles. So 6+3= 9 damage. She finishes the zombie.

Behind the Screen:

Who does Grey Attack. 1-2 Maevnar, 3-4 Verhor, 5-6 Lorr: 1d6 ⇒ 1

Grey Attack on Maevnar WS 3: 1d6 ⇒ 6 Hit!

Damage on Maevnar: 1d6 + 3 ⇒ (1) + 3 = 4 4 damage - 4 Toughness = 0 damage.

Power Phase 9: 1d6 ⇒ 1 We hit a random event or monster.

Event 1-7 or Monsters 8-18: 1d18 ⇒ 4 Event it is.

Event Number: 2d6 ⇒ (6, 5) = 11 This will come up in a moment.

The remaining zombie lurches forward and slams a broken fist into Maevnar, but is unable to harm the hardy dwarf. Evindyl then calls upon his powers to cast two Healing Hands and a Cure Small Wounds on Verhor.

Verhor the Brave: 5/13
Lorqiroth: 7/13
Evindyl: 11/11
Maevnar Valayasdottir: 5/14
Grattfaulk: 13/13
Grey Zombie:

Power Phase 9 = 1

Verhor feels the ebb of magic but still tries to call upon it to slay the last zombie. Failing to wield the Winds of Magic, Verhor instead tries to grab a blade from a dead zombie. Unfortunately, he is unable to pull the blade free.

Sword of Anerion 6+: 1d6 ⇒ 4 Nope.

Strength 6+: 1d6 + 3 ⇒ (1) + 3 = 4 Also nope.

The door on the other side of the room cracks open, and an armored figure enters the room.

Lorr, be careful about entering the room. Healing generally only works within the same room.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Unable to engage the remaining room without leaving the pleasant healing embrace he yells over to the armoured figure.

Well hello there fellow adventurer... glad to see you. We were getting bored here.

Can he get any weapons off the fallen zombies to hand them over?


KM Handouts Narthropple Expedition

From where you stand you could pull one of two swords that are still attached to things. The warhammer and your bow are too far away.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

He passes his gore stained blade to Verhor to use, grabs a new blade from a zombie body, and prepares to cycle to the rear.


KM Handouts Narthropple Expedition

Lorr, to get the other blade while in combat you still need to make a Str 6+. Its easier, but they were not meant to come off easily.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

str3: 1d6 + 3 ⇒ (5) + 3 = 8

With a snap of cordage, he liberates the blade.


KM Handouts Narthropple Expedition

Gautfaulk tries to give Verhor a chance to use his blade. But Sigmar's blessings were being bestowed elsewhere.

Vanquish: 1d6 + 1 ⇒ (1) + 1 = 2

Maevnar tries to finish off the last zombie.

WS4: 1d6 ⇒ 2

Behind the Screen:

Zombie Attack vs Maevnar: 1d6 ⇒ 4 Hit!

Zombie Damage vs Maevnar: 1d6 + 3 ⇒ (2) + 3 = 5 5 damage-4 Toughness= 1 wound

Power Phase 10: 1d6 ⇒ 2

The zombie hits Maevnar once more, but the sturdy dwarf absorbs most of the blow leaving only a bruise. Evindyl, with little magic at his disposal this turn, casts Cure Small Wounds on Maevnar.

Power Phase 10= 2

Verhor tries to cast a spell, but fails. He then slashes with the sword and fells the last zombie..

Sword of Anerion 5+: 1d6 ⇒ 1 Not even close.

WS 4: 1d6 ⇒ 5 Hit!

Damage: 1d6 + 3 ⇒ (5) + 3 = 8 8+ kills a zombie.

As the last zombie falls the shape that came through the door approaches and turns raises a hand to lift the visor of his warhelm. A human looks over the party and says, "Are you adventurers? You do not seem to be fully equipped to be in these ruins. I am Sir Gregory Whitehall, an Imperial Knight Panther. And who might you be?"

As he speaks the group gathers their weapons from the now still corpses.

We now each have our starting weapons.

Behind the Screen:

Monster Check: 2d6 ⇒ (2, 1) = 3 Giant Spiders

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