· Priest of Ranald ·

By Old Warrior

The cult of Ranald exalts in gaining profit in unlawful ways without getting caught. It also is much opposed to violence.  Murder and torture are not compatible with its teachings.  Self defence, however, is another matter. Priests of Ranald generally eschew swords and armour, in favour of knives, daggers, stilettos and surviving by one's wits.

Priests of Ranald are often seen as nothing but leaders in crime. They have little or no respect among various authorities and especially among the priests and followers of other cults. They seldom meet with members of the cult of Ranald in any open place. More often than not, the nearest thing to a temple of Ranald in a settlement will be the local gambling establishment!

Dressed not so much as other priest, but more likely in the garb of a common thief, explorer, or scout, the Priest of Ranald may travel and adventure much or little, depending upon his own goals and the goals of those with whom he might be associated.  Some day, the Priest might even hope to become a representative of the cult of Ranald in the great Conclave.

In the Warhammer Quest game, you begin as an Initiate in the ways of Ranald, specifically concentrating on one path: you have passed your initiation, and have set out to find glory and riches in the name of Ranald. Hence you find yourself joining the ranks of a band of Warriors heading for the caves and dungeons of the Worlds Edge Mountains. Their motives are largely treasure lust and gold greed. Yours may be so, but often may have a more altruistic depth to them -- helping others, cooperating for a common goal to bring down tyranny, maybe even to prevent the violence of all-out war.

INTRODUCTION

This rulebook is split into three sections: a basic Warhammer Quest section, an Advanced Warhammer Quest section and a Roleplay section.

The Warhammer Quest rules contain all the rules for using this Warrior in basic card-based games. The Advanced rules cover the Priest's progression through the battle-levels, including any blessings, skills or special rules, and the final section gives guidelines for using the new Warrior with the Roleplay game.

BIGGER GROUPS OF WARRIORS

If you want to, you can take more than four Warriors on an adventure, but You will have to make sure that there are enough Monsters to go round! The cards and tables for Warhammer Quest are based on there being four Warriors to fight, so if you have fifteen different Warriors in the party. then the game as it stands will present no challenge at all! As a general rule. Stick to parties of four Warriors, but if you have a party Of five or six, then increase the number of Monsters by an equal proportion.

For example, if you have six Warriors in the party, this is 50% more Warriors than the Event cards are set up to deal with. In this case, you should make sure that each time Monsters appear, there are 50% more of them. If the card says “1 D6 Orcs”, roll the dice as usual and then multiply the result upwards to match the party size - so a dice roll of four Orcs would become six Orcs. and so on.

- STARTING AS A Priest of Ranald -

The profile of a Priest of Ranald is as follows.  Note that Will Power is not usually included for the basic game, but it is needed for this character's method of using blessings.

Wounds 1D6+7
Move 4
Weapon Skill      2
Ballistic Skill 5+
Strength 3
Toughness 3
Initiative 3
Will Power 3
Attacks 1
Luck 1
Pinning Roll 4+

Starting EQUIPMENT & Skill

All Priests of Ranald begin with A Holy Book of Ranald, a Holy Charm of Ranald, and the Sleight of Hand skill.  Also, they each have two Stilettos and three Daggers.  However, when various Priests of Ranald begin their adventuring careers, they will also have a different set of extra skills and/or equipment (see Orders below). 

HOLY CHARM OF RANALD

No Priest of Ranald would ever venture forth from his home, much less into a dangerous dungeon, without wearing this charm sacred to the cult of Ranald. Most often it is worn in the form of an 'X' on a chain around the neck.  It may also take  the form of crossed fingers. The charm gives the Priest +1D3 Luck at the beginning of the Adventure. This is in addition to the characteristic Luck value that he already has.  One point of Luck may be used to re-roll any one of the Priest's dice rolls during the Adventure.

THE TENTH

Every Priest of Ranald is bound to pay "The Tenth" of his increase to Ranald, by making donations to the Cult of Ranald. At the end of each adventure, the Priest gives 10% of their current gold to Ranald. The amount of gold given to Ranald will still count towards the Priest's training. (suggestion: if it seems easier, a GM or gaming group may wish to just deduct 10% from all gold the Priest of Ranald receives during the adventure.)

ORDERS

There are four beginning paths, based upon which order the Priest of Ranald chooses to be a part of, one of which is no order.  The player of the Priest of Ranald should choose which of the four options he wants when creating his Warrior.

1. No Order -- This Priest is more independent than others and his survival skills and equipment reflect this.
Extra Equipment: First Aid Kit, 3 Bandages
Extra Skills: Extra Lucky, Sneaky Attack, and First Aid

Extra Lucky:  Instead of rolling 1D3 for the number of extra Luck points granted by the Holy Charm of Ranald, the Priest may roll 1D3+2.

Sneaky Attack -- As soon as monsters are placed on the board at the beginning of every monster event and before any ambush happens, the Priest can sneak in a quick Attack against a monster which has just been placed adjacent to him.  This Sneaky Attack is subject to psychology effects and cannot result in a death-blow, though it may result in a Tricky Attack on the same monster if it survives the initial Sneaky Attack and the Priest is duel-wielding Stilettos.

First Aid -- The Priest has learned to treat his own wounds and the wounds of others as well. If the Priest ever loses his First Aid Kit, the once-per-turn Treat Wounds aspect of this skill cannot be used unless a replacement First Aid Kit is gained.  The First Aid skill affects two things: the use of a First Aid Kit to Treat Wounds and the Application of Bandages on Warriors who have fallen to ZERO Wounds.
Treat Wounds -- As long as the Priest has a First Aid Kit, he may attempt to treat the wounds of any single adjacent Warrior, including himself, once per turn.  It can work on a Warrior, but not the Priest himself, who is on ZERO Wounds. First he chooses the target. Then he rolls 1D6. On a score of 4+ (= 50% chance), the Warrior's wounds are successfully treated, granting 1D3 + the Priest's Title (1D3+1 as Initiate, 1D3+2 as Priest, and so on) Wounds of healing to the target. This healing cannot take the Warrior's Wounds above the starting value.
Application of Bandages -- With the First Aid skill, the Priest of Ranald will tend to succeed more often when applying Bandages to a Warrior that is about to die. He will roll 1D6 as usual, but it will succeed on a score of 3+ (instead of the normal 4+ as stated in the RolePlay Book).
Each wound that a Priest of Ranald receives 5 gold for each Wound restored to another Warrior.

2. The Givers of Coin -- Priests belonging to this order are not as reckless as some others, having learned that in order to share the proceeds of their endeavours requires not getting caught!  Thus, their skills at picking locks, climbing, sneaking and evading tend to be better.  This order tries to better the lives of the poor by stealing from the rich and giving to them. Thus, they will pay 'The Tenth' more often than other Priests of Ranald do.  They not only pay 10% of their current gold at the end of an adventure, but will also pay another 10% of their current gold immediately before leaving a settlement.
Extra Equipment: Lock Tools (more useful in the advanced game)
Extra Skills: Escape Artist, Evade, and Parry

Escape Artist -- The Priest of Ranald gains +1 to any dice rolls related to escaping anything, such as Escaping Pinning, escaping a prison cell, or escaping a dungeon (rolling on the Escape Table).

Evade -- The Priest of Ranald may attempt to evade, on a 1D6 result of 6, each incoming close combat attack which hits him, but only if there is an empty space adjacent to the Priest into which he must move in order for this skill to work.  Pinning is assumed to be escaped with the successful use of this skill.

Parry -- The Priest of Ranald may attempt to parry with a result of 6 on 1D6 for each incoming close combat attack which hits him, but only while duel-wielding some combination of Sitlettos, knives, and daggers. Note: it is easy for the Priest of Ranald to switch from throwing Daggers to Stilettos or knives in time to parry.

3. Order of the Crooked Fingers -- This order majors on stealing and doing whatever one wishes to do with a bit more abandon than the other orders.... They tend to be more reckless, but also potentially gain more from their attempts at thievery.
Additional Skills: Sticky Fingers and The Art of Poisoning.
Extra Equipment: 3 Vials of Poison.

Sticky Fingers -- While not as adept at it as a Halfling Thief, this Priest has learned the art of thievery. Every time the party gains a treasure in an adventure, specifically once per treasure event including Objective Room combats, the Priest of Ranald rolls 1D6. For each result of 6, he gains a Dungeon Room Treasure.  For example, if the Warriors have just finished the Objective Room combat in which two Unexpected Monster Events were added, the Priest would roll three 1D6s for a total of three treasure events, gaining one treasure for each 6 rolled.

The Art of Poisoning -- At the beginning of each Adventure, your Priest has three vials of poison which he may use in three separate combats -- one per combat. Each vial is used to coat all the Priest's knives, daggers, and stilettos, making them all more deadly than usual.  Every time one of these poisoned blades hits an opponent and actually injures them (causing the target to lose one or more Wounds), roll 1D6 on the Poisoned Table below to see the effect.  Sadly, poison effects do not work against undead, daemons, and ethereal creatures.

1D6
Result

Poison Effects

1 The target suffers an extra 1D3 wounds with no modifiers.
2 The target suffers an extra 1D3 wounds with no modifiers and loses 1 Attack this turn.
3 The target suffers an extra 1D3 wounds with no modifiers and loses 2 Attacks. If it only has 1 Attack, then it cannot attack for this turn and next turn.
4 The target suffers an extra 1D3+1 wounds with no modifiers and loses all its Attacks for the current turn. It can defend itself normally though.
5 The target suffers an extra 2D3 wounds with no modifiers and is paralyzed for one whole turn in which it cannot do anything, though passive skills (like Magic Resistance and Magic Dispel) and magic protection items (like magic armour) still work. All Attacks against it during this time hit automatically -- unless deflected by some magical effect!*
*For Attacks where a to hit value could be important (like the Priest's Tricky Attack on a natural 6 to hit), roll the to hit dice anyway, but it cannot miss even with a roll of 1!
6 The amount of poison that enters the target's body is so potent and deadly that the target dies instantly!*
*Unless it is a LARGE Monster, in which case its current Wounds are halved and its Attacks are permanently reduced by 2. Such an effect cannot reduce the target's Attacks to less than 1.

4. The Brotherhood -- Priests of this order concentrate more on business and tend to have more success at earning and saving gold.
Extra Equipment: Furs (+1 T)(does not hinder blessings), 3 more Daggers, and 3 Provisions.  Also, his Stilettos are made with silver and count as magical weapons.
Extra Skills: Big Investor and Head for Business. (See Advance Rules for the second one, since it has no use in the basic game.)

Big Investor -- Priests belonging to the order of the Brotherhood earn so much extra gold on their investments and business endeavours that they do not feel the effects of paying "The Tenth" to Ranald (do not pay the 10% gold), who makes their prosperity possible. In game, this means that the Priest will never be seen to pay the actual gold needed to satisfy Ranald in this matter. Think of it as the gains and gifts cancelling each other out.
 

HOLY BOOK of Ranald

Each Priest has a copy of the words of Ranald and the teachings of his cult, as handed down first by word of mouth and then by scribe over the centuries. As part of his initial duties, each Priest has to hand scribe his own copy of this sacred work, to stand him in good stead once he is out amongst the heathen. The Holy Book contains many wise words, ancient prayers, blessings and texts. The power of Ranald himself is said to reside in its hallowed pages, and each book is revered as a holy magic artefact in itself.

Priests of Ranald do not use magic as such, they are not natural wizards. However, their faith in Ranald often seems to have a magical effect upon circumstances and beings around them.

The Priest of Ranald radiates a peculiar confidence as though he has secret knowledge. He knows little fear for Ranald is with him, guiding his hand and fooling his enemies. As a Priest grows more powerful, his faith in Ranald triumphs more over the the vicissitudes of life. The litanies, blessings and prayers in his Holy Book work the effect of magic on the hearts of men, enabling them to become luckier and trickier when blessed by Ranald.

BLESSINGS

The power of a blessing, as the Priest calls upon Ranald for aid, is linked in some mystical fashion to the power of magic, but is highly influenced by the Priest's own will.  The Priest of Ranald may attempt to cast up to two blessings per turn starting out (but see Ranald's Wrath below). For a blessing to be successful, the player must roll a dice, add the Priest's Will Power to the roll and score 7 or higher (7+) to succeed.  The Priest's Will Power represents the strength of his faith in Ranald.  To represent the influence of magical power upon these blessings, the Priest may add a +1 modifier to his score whenever the Power Phase is a 5 or 6. However, whenever the Power Phase is a 1, the Priest subtracts -1 from his total score.  So, for example, if a 5 is rolled in the Power Phase, the Priest of Ranald chooses his blessing and rolls a dice, scoring a 3 and adds his Will Power. As 3 + 3 = 6, the blessing would normally fail, but it succeeds this time, because the player adds +1 for the high Power Phase roll. Yes, the Priest may use Luck to re-roll his blessing dice.

If the Priest attempts a blessing while wearing any armour other than Furs, this will incur a -1 penalty to the blessing roll.

The Priest may choose himself or another Warrior as the target of his blessings.  The Bamboozle blessing is an exception to this rule in that it can directly affect one or more enemies.  Also, the Priest of Ranald himself is the only one who can be blessed by the Trap Sense blessing.

The Holy Book contains the following blessings, each which has a Blessing roll difficulty of 7+:

STEALTH OF RANALD

Ranald blesses you with incredible stealth.
Stealth of Ranald may only be attempted during non-combat turns. The Priest of Ranald may nominate himself or any other Warrior on the board. On a successful Blessing dice roll, each affected Warrior will be immune to the very next instance of ambushing enemies. If there are two groups of enemies ambushing the Warriors in the same turn, then it is the first ambush which is nullified by this blessing. Only enemies which normally would have attacked the stealth-blessed Warrior (First Attack Rule and One on One Rule) are unable to perform their ambush (not ambushing the other Warriors either), though they are placed by the normal rules just as if they had been able to ambush. This blessing's effect, whether used or not, dissipates with the first turn of combat the Warrior experiences after the blessing is successfully cast. It cannot be cast during combat. More than one Stealth of Ranald blessing may be in effect at one time, but each Warrior can only benefit from the effect once per combat.

Duration: until used or it ends at the end of the first turn of combat in which it is not used, or until the end of the Adventure, whichever comes first

GOOD FORTUNE

Good Fortune is a blessing which may be used only during an adventure or combat situation. This blessing's effect can be used in a variety of ways, both in and out of combat. Think of this blessing as a point of Luck, but as much more focused and limited, because it may only be spent upon the target's very next undesirable dice roll. The result need not be a failed test or failed to hit roll; it may also be a low damage dice result, other quantity type dice, or a roll on a table -- but, the effect is lost if a failed dice roll is made and the Warrior does not use Good Fortune to re-roll it. Good Fortune may be in effect for any number of turns until it is used. Also, any active Good Fortune blessings are lost at the end of the adventure (or end of combat in a non-adventure situation). The re-rolled result must be accepted even if it is worse, representing Ranald's fickle nature. A Warrior can only have one instance of Good Fortune affecting them at a time. Some examples of the many ways this can be used: To Hit rolls; Damage Dice (all of them since they are rolled together); one of the D6 used (perhaps the first 1 rolled) when rolling for gold; a Halfing Thief's Scout or Treasure roll, a Pit Fighter's Quick Reaction or use of Heal-Itt, a priest or mage (of any type) with a chance casting method (Priest of Ranald included) for re-rolling their casting dice, or the spell of a Wizard which has a dice roll included to show a chance of failure. The opportunities for good fortune abound!

Duration: until used, until the target's next failed dice roll, or until the end of the adventure (end of combat if not in an adventure), whichever comes first.

EVASION

Evasion may be used to bless any Warrior within line of sight, including the Priest of Ranald. When successful, Evasion grants the target a greater chance of not being hit in combat. All close combat and ranged Attacks against the target this turn suffer -1 to hit.  Even magic items which rely on Ballistic Skill (or a dice roll) to see if they hit will suffer the -1 to hit effect of this blessing.

Duration: until the end of the turn

ROLLING A 1
Whenever the Priest wants to attempt a blessing, he has to roll a dice (1D6), even if it appears that failure would be impossible. This is because if the Priest of Ranald rolls a 1 for his Blessing dice roll, the blessing fails, no matter what other modifiers might apply at the time. A natural roll of 1 always fails. If the Priest rolls a 1 on any blessing attempted beyond the first attempt in a turn, not only does the blessing fail, but the Priest has incurred the wrath of Ranald as well. When this happens, roll on the Ranald's Wrath table below.  Sometimes this might actually result in the blessing succeeding after all (see the details in the table).

Wearing Armour
A Priest's success rolls for blessings suffer a -1 whenever the Priest wears any type of armour besides Furs. (See Armour below for other armour restrictions.)

Ranald's Wrath

The Priest of Ranald, while able to attempt more blessings each turn than the Warrior Priest, is also subject to the fickle nature of his god.  Ranald is even more fickle at times than other gods, because of his very nature.  While the Priest of Ranald may attempt more than a single blessing each turn, he should beware that further attempts, whether the first blessing was successful or not, could lead to suffering Ranald's Wrath.  If the Priest rolls a 1 for his first blessing attempted in a turn, the blessing fails and that is all, but each time he rolls a 1 on a 2nd attempt to bless and beyond in the same turn, then he must roll on the table below to see what effect he suffers from his god's wrath. Luck may be used to re-roll on the Ranald's Wrath table only once per incident and then the re-rolled result must be accepted even if it seems worse than the first result.  Though Ranald's Wrath is mostly something to be avoided, Ranald is so fickle that he will sometimes sort of "bless" the Priest even when he is wrathful!  Two of the results, Ranald's Absence and Fit of Laughter, turn the failed blessing into a successful blessing, but one of those is costly! One result The Trick's on You!, will cause the blessing to work against the Warriors.

D66 Result Ranald's Wrath   Effect in Game
11-13 Blessed Quietness! -- Ranald is very tired of listening to his Priest's too-oft-spoken mutterings. It sounds very much to Ranald like the Priest is complaining The Priest of Ranald cannot attempt any blessings whatsoever for the next 10 turns.  During this time, no matter how hard he tries, the Priest cannot even be heard by his god. Ranald will not listen.
14-16 Too Little Thanks! -- Blessings are not to be taken for granted! Ranald decides his Priest is in need of a special lesson in understanding how sacred and valuable Ranald's blessings really are.  The blessing which the Priest was attempting not only fails, but is wiped from the Holy Book and its substance vanishes from the Priest's memory. Though the Priest will remember the blessing's effects so that he may better appreciate its value, he will be unable to recall the ritual for the rest of the adventure and all the next one as well!  Afterwards, Ranald will restore the blessing's knowledge to the Priest and the blessing reappears in the Holy Book as it was before.
21-23 Ranald is Not Listening -- "I can't hear you. Speak up and in the proper tone of voice." Ranald is being a bit contrary. Not only does the current blessing fail, but Ranald is not going to listen very closely to this Priest for a while. For the rest of this Adventure, all of Ranald's blessings suffer -2 to the success rolls. This does stack with any other modifiers (both negative and positive; The Brotherhood appreciates Ranald's love of numbers!).
24-26 Ranald's Not Playing Games -- or, is he? Ranald decides to give the Priest's foes some 'good fortune'.  It seems that Ranald himself is rolling the dice! For the next two combats, roll 1D6 on the following table for each Monster Event, even those resulting from Unexpected Events.
 
1: Dangerous Monsters Roll two monster groups instead of one and place the one that is most dangerous (when in doubt take the one with the highest gold value).
2: Lucky Monsters! The monsters as a group get to re-roll the first 1D3 failed dice rolls in the first turn in which they fight.
3: Beefed Up! Add 20% more Wounds to each of the monsters in the group (round normally, minimum of +1 Wound). For each monster that normally has less than 5 Wounds, give them +1 Toughness instead.
4: It's a Fighting Frenzy! This group of monsters has the Frenzy 6+ special rule. If they already have Frenzy, then add +1 to their Frenzy dice rolls.
5:Heads I Win, Tails They Lose! Same as #4 above, but once they become frenzied, each turn each frenzied member of this group of monsters has a 50% chance to attack other monsters -- even their own group -- instead of the Warriors!
6: Cheesy Monsters! Roll 1D3 for each exact type of monster and subtract the result from a random Characteristic (the same for the whole lot of the them). Minimum value for a Characteristic is 1. If the 1D3 results in more than the Characteristic can absorb, apply it to another random Characteristic and so on.

 

31-33 Ranald's Revenge -- "You've been too violent lately." Ranald strikes the Priest, causing 1D6 wounds with no modifiers.  This is to remind the Priest that violence is not nice.
34-36 Ranald is Angry -- "You have sinned against me!" The Priest must spend one whole turn doing nothing but repenting in order to satisfy Ranald. This repentance may be delayed, but it must be completed before attempting another blessing.
41-43 Ranald is Impatient -- "You try my patience." The Priest loses 1 blessing attempt from now through the end of the very next combat. If currently in a combat, then it will last to the end of this one and the next one! Example, the Priest of Ranald begins with 2 blessing attempts per turn. While Ranald is impatient with him, the Priest may only make one blessing attempt per turn.
44-46 Ranald Doubts Your Sincerity -- "Prove your Devotion." The current blessing fails as usual (for rolling a 1), but Ranald will let it succeed automatically (no blessing roll needed) on the Priest's very next attempt to gain a blessing as long as it is the very same blessing that is attempted.  This boon only lasts for this turn and the very next turn.  If the Priest attempts a different blessing on the very next attempt within the same time frame, then -1 is subtracted from the success roll of that attempt as Ranald thinks the Priest's devotion is lacking.
51-53 Ranald is Feeling Spiteful -- "So, you want divine assistance. Okay!" Ranald thinks that the Priest has been relying too much upon blessings and decides that giving him more reason to do so, will help the Priest to learn how important his other skills are. For the current combat and the next combat, or for the next two combats if not currently in a combat, Ranald takes away from the Priest the ability to use a random combat-related skill. Note that if Sleight of Hand is selected, then the Priest loses his Tricky Attack ability with Stilettos and his +1 to hit with all small blades, but duel-wielding is not taken away, since it is needed for some other skills to work.
54-56 Ranald's Absence -- A God of Chaos Answers your Prayer instead! Well, the Priest's blessing would have failed, but now it works (just as though Ranald had granted it). However, the dark gods send a "companion", a random daemon of the current Dungeon Level (or from one level above if none are available on the current level) appears next to the Priest, or as near as possible, ready to devour him.  The daemon will attack the Priest if at all possible every turn until it is defeated.
61-63 The Trick's on You! -- Ranald decides it is time to play a trick on his Priest. The blessing the Priest was attempting will be granted, but not as the Priest desired. The blessing will instead benefit the Priest's enemies.  If this seems unfeasible, then try some form of reversal of the blessing's effects.  Example, if a blessing gives a re-roll to a Warrior for to hit or damage, then a random monster gets it instead. If that is not a logical possibility, then the Warrior could be forced to roll an extra dice and take the worst result. Another Example: If Bamboozle is the blessing, then the monsters can control one of the Warriors this turn.
64-66 Fit of Laughter -- As when a child sometimes needs discipline, but the parent is made to laugh until disciplinary action is forgotten, so sometimes it is with Ranald. Ranald gets mad for a moment and then bursts out in a fit of laughter, admiring the fun-loving, foolhardy antics of his loyal priest. Effectively, Ranald lets the Priest off the hook, this time... and even grants that the blessing, which should have failed, is now successful!  However, keep track of this. The very next time the Priest is required to roll for Ranald's Wrath, if the Fit of Laughter result is rolled, even if the result of using Luck to re-roll, it must be re-rolled until another result is gained.

 

WEAPONS

The Priest of Ranald starts off with two Stilettos and three Daggers. The Daggers may be thrown or wielded in close combat per normal rules (Damage = Damage Dice + Strength 1).

The Stilettos are the most-favoured weapons of Priests of Ranald and they are proficient with them.  They do normal damage -1 Strength (Damage Dice + {Str -1}), or 1D6+2 starting out.  The Priest's Stilettos may be concealed just like a normal knife. Thus, if the Warriors find themselves without their weapons, the Priest of Ranald still has his Stilettos hidden in his boots.  The Priest may duel-wield the Stilettos gaining an extra edge in combat. Whenever he rolls a natural 6 to hit, he gains an extra Tricky Attack to use immediately against the same target. This extra Attack gets an additional +1 to hit (total of +2 with Sleight of Hand skill) and, if successful, it ignores the target's armour.  If the Priest rolls a natural 6 to hit with his Tricky Attack, then it will also ignore the target's Toughness!  Normal knives and daggers may be wielded in close combat to gain the benefit of other skills, but only Stilettos gain this special extra Tricky Attack.

Sleight of Hand

All Priests of Ranald start with this special skill which gives them some advantages with daggers, knives, and stilettos. With all such weapons, whether thrown or wielded in close combat, the Priest gets +1 to hit. This stacks on top of any other to hit bonuses.  This skill also gives them the ability to duel-wield these types of weapons in close combat.  This is what enables the special Tricky Attacks with Stilettos and other skills which they can learn later.  All close combat Attacks (except those of the Sneaky Attack skill) made with Stilettos (including Tricky Attacks) , knives, or daggers may death-blow as normal (per the normal Death-Blow rule).

Priest of Ranald & TREASURE

A Priest of Ranald may use any item of treasure he finds, with the following restrictions:

Armour -- A Priest of Ranald begins without any armour, but may put on certain types of armour found during his adventures. He cannot use a shield. He will not wear any single piece of armour or armour combination which grants more than 2 points of protection (+2 T from armour).  However, he may wear Furs in addition to this, for a total of 3 points of protection (+3T).  Wearing Armour, except for Furs, interferes somewhat with the Priest's blessings (See above under Blessings.).

Weapons
The Priest of Ranald may generally use any weapon available to the Elf, including bows and Longbows, except for Elf-only and two-handed close combat weapons.  However, the Priest's Sleight of Hand skill, special Stilettos, and other skills related to small bladed weapons make Stilettos, knives, and daggers to be his preferred class of weapons.

Spellcasting Treasure
A Priest of Ranald may collect and use treasure which is normally only associated with Wizards. Some items of treasure assist the Wizard by storing power, or adding to casting dice rolls. Because a Priest of Ranald uses blessings rather than spells, these items of treasure work in somewhat different fashion. The Priest of Ranald, while unable to gain much influence from the current Winds of Magic, may gain special assistance from items which store magical power.  Although there is not space here to explain how every item works with the Priest of Ranald, the basic rule is that any items which add Power and etc. will add +1 to the Priest's Blessing dice roll.  No matter how much help of this type he uses, rolling a natural 1 for his blessing roll still results in failure.
For example. if a Priest of Ranald finds a Death stone, then once peradventure he may use any one blessing successfully on a dice roll of 3+, no matter what the particular blessing requires for a successful attempt. Likewise, each one of the points of Power stored in an Orb of Might can be used up to add +1 to a Blessing dice roll for a Priest of Ranald.

ADVANCED RULES

In the Advanced game, you can keep your Priest of Ranald from game to game, building up his character as he progresses from adventure to adventure. This section gives you all the rules for taking your Priest of Ranald right up to battle-level 10, including special rules for visiting Settlements, training, and the entire list of new blessings and skills for him to acquire. The Priest of Ranald starts at battle-level 1 as an Initiate - you will find his Battle-level Table below. All the rules for Warhammer Quest still apply in the Advanced game, unless specifically stated otherwise.

THE TENTH

All gold donated to Ranald (or to his cult) while paying "The Tenth" should be tracked as experience, or as training gold.  Keep this value as a separate total. It will count towards the Priest of Ranald's training just like actual gold in his possession and should be deducted accordingly. For this purpose, it might be easiest to note the Priest's actual gold total at the beginning of each Adventure and then pay the 10% on the difference in the gold total at the end of the Adventure -- assuming there is an increase in the gold total.

The Givers of Coin -- Since this order tries to better the lives of the poor by stealing from the rich and giving to them, they will pay 'The Tenth' more often than other Priests of Ranald do.  They not only pay 10% of their current gold at the end of an adventure, but will also pay another 10% of their current gold immediately before leaving a settlement.

BLESSINGS OF Ranald

Now, during character creation, if you intend for your Priest of Ranald to be used beyond the basic game, meaning starting at Battle-Level 1 and gaining levels, then you may choose to have either Stealth of Ranald or Evade replaced with a random roll on the Blessings table (see below under Training). You might still get the same blessing on the random roll, but re-roll if you get one of the other two beginning blessings.  Every Priest of Ranald must begin with the Good Fortune blessing.

In the Advanced game, a Priest of Ranald can invoke a number of blessings per turn, governed by his battle-level. His Battle-level Table shows how many blessings he may attempt per turn at each level. The actual blessings are listed later on in this document, and their effects change as the Priest of Ranald becomes more powerful.  Though the initial blessings all require only 7+ as their target difficulty to succeed, other blessings that the Priest of Ranald can learn will have a higher difficulty.  As the Priest's Will Power increases, this helps to overcome this difficulty.  Some of these blessings may have more powerful effects as the Priest gains in experience, usually based upon the Priest's title (Titles shown on Battle-Level Table).

To make a Blessing dice roll, roll a D6 and the Priest's Will Power, adding +1 if the Power Phase is 5 or 6, and subtracting -1 if the Power Phase is a 1. The total must come to the same as or more than the score given in the tables for the blessing to work. Attempting a blessing does not stop the Priest carrying out any other actions.  Fear and Terror of certain monsters will also make using a blessing on them (like Bamboozle) to be more difficult.  Whenever the Priest attempts to use a blessing which directly affects such a monster while the Priest is affected by that monster's Fear or Terror mean that -1 for Fear or -2 for Terror should be deducted from the blessing's success roll.

In addition to blessings which affect Warriors, one or more blessings could have an effect upon one or more monsters.  See each blessing's description for details.

A Priest of Ranald may not successfully cast the same blessing more than once per turn. If one or more attempts to use the same blessing fails, he may still attempt it again if he has another attempt available to him.

As a general rule, since many blessings have a greater difficulty at higher levels with greater effects, the Priest of Ranald may choose to use a lower level of the same blessing, sacrificing the greater effects in favour of easier blessing dice rolls.  This gives the Priest the opportunity to assess the risk over against the reward, to decide how much to  'gamble' as it were upon the good graces of Ranald.

Holy Charm of Ranald

The charm gives the Priest +1D3 Luck at the beginning of each Adventure. If it has been used during an Adventure, it may be renewed (re-roll the 1D3 points of Luck) before beginning a journey to a settlement, for use during the journey and/or during the settlement visit. At the beginning of each Adventure and journey to a settlement thereafter, the charm once again has 1D3 points of Luck. If the charm has more than 1 point of Luck left in it at a time when it may be renewed, the Priest may choose to keep the current points of Luck instead of rolling the 1D3. Luck may be used to re-roll any dice roll that the Priest makes even during training, but the re-rolled result must then be kept even if the result is less desirable than the first result, unless another point of Luck is spent to re-roll it once again.

Sleight of Hand

In addition to the extra abilities related to wielding Stilettos, knives, and daggers, the Priests' sleight of hand makes them better than average gamblers and they may re-roll the first result of 1 on the Gambling House table once per settlement.  This is in addition to any use the Priest might wish to make of his Luck during such gambling.

SPELLCASTING TREASURE

As explained earlier, the Priest of Ranald may use certain items of treasure normally only associated with the Wizard.

For example, if a Priest of Ranald finds an Energy Jewel (Dungeon Room Treasure, Magical Items, number 12, page 69 of the Roleplay book) then he rolls for the points of Power as usual, and may use them up one by one to add +1 to his Blessing dice rolls.

Some magical items are tailor-made to augment the Power of human Wizards, and the Priest of Ranald cannot use them at all. These items are:

The Wand of Diabolum
The Talisman of Jet
The Book of Arcane Knowledge
The Tablet of Adain
The Wand of Jade
The Brooch of Power

BLESSINGS OF Ranald

 

 

Priest of RanaldS IN SETTLEMENTS

NOTE: This settlements section has yet to be completed.

When the Warriors arrive at a Settlement. the Priest of Ranald may visit the Alchemist, the Alehouse (2D6-2), the Gambling House, the Temple, the Armourer, the Weaponsmith, the General Store and the Animal Trader. If any locations have to be found first, then he has to search for them as usual. He may also visit a new Special Location - ..... (There might be places specific to the different paths... not sure yet)

Sacred Places of Ranald

DONATIONS TO THE CULT OF Ranald

The dice rolls on the following table may not be affected by Luck.

PRAYER TABLE? (ROLL 2D6) -- Similar to the Warrior Priest's Prayer Table, but taylored to the Priest of Ranald (of course)

2  
3- 4  
6  
7  
8  
9  
10  
11  
12  

UNEVENTFUL DAYS

Priests of Ranald rarely have a truly uneventful day...

UNEVENTFUL DAYS TABLE (ROLL 1D6)

1  
2-4  
5-6  

TRAINING

When he is trained to go up a battle-level, the Priest of Ranald's profile changes as shown on his Battle-level Table. To go up a level, he has to pay the amount of gold shown on the table, although as already explained, his donated gold counts towards the gold required as he goes along. As well as changes to his profile, including new skills, the Priest of Ranald often gains an extra blessing, and may now be able to attempt more blessings per turn.

If the Battle-level Table indicates that the Priest of Ranald has gained an extra skill, then he should roll on one of the Skills tables below to see what skill he gets.  Some skills may be improved by gaining them a second time.  See each skill's description for whether this is the case.  Skill results which do not offer an improvement are re-rolled if rolled again.

If the Battle-level Table indicates that the Priest of Ranald has gained an extra blessing, then he should roll on the table below to see what blessing he gets, so he can add it to his Holy Book. If the result is a blessing he already has, he should roll again.

Skills

Whenever the Priest of Ranald learns a new skill, he has some control over the type of skill learned. First of all, he chooses whether to gain a Small Blades Skill or a General Skill. This choice determines which table below upon which he should roll.  Secondly, if he has any current Luck points left from his Luck characteristic and/or from his Holy Charm of Ranald, then he may use them to re-roll the table result once per Luck point spent. Some skills may be gained more than once (see skills' descriptions). Otherwise, re-roll (no Luck needed for this) if you roll a skill the Priest already has.  Notice that with the very specific uses of Luck granted by some of the Priest's skills, along with Ranald's Wrath, that the Priest should never feel that he has an overabundance of Luck.

Small Blade Skills (Roll 1D6)

All Small Blade Skills are usable only with Stilettos, knives, and daggers. All but two of them require duel-wielding of such blades.  When the Priest of Ranald gains a new skill and chooses for it to be a Small Blades Skill, roll 1D6 on the table below.

1 The Art of Poisoning

While most civilised Priests are not normally proficient in the deadly arts, this Priest has found that poisoned weapons might be better used than ignored when facing overwhelming odds in the dangerous dungeons. Now, what the Priest lacks in strength and martial prowess, he can partially replace with various poisons.  At the beginning of each Adventure, your Priest has three vials of poison which he may use in three separate combats. Each vial is useful to coat all the Priest's knives, daggers, and stilettos, making them all more deadly than usual.  Every time one of these poisoned blades hits an opponent and actually injures them, roll 1D6 on the Poisoned Table below to see the effect.  Sadly, poison effects do not work against undead, daemons, and ethereal creatures.

1D6
Result

Poison Effects

1 The target suffers an extra 1D3 wounds with no modifiers.
2 The target suffers an extra 1D3 wounds with no modifiers and loses 1 Attack this turn.
3 The target suffers an extra 1D3 wounds with no modifiers and loses 2 Attacks. If it only has 1 Attack, then it cannot attack for this turn and next turn.
4 The target suffers an extra 1D3+1 wounds with no modifiers and loses all its Attacks for the current turn. It can defend itself normally though.
5 The target suffers an extra 2D3 wounds with no modifiers and is paralyzed for one whole turn in which it cannot do anything, though passive skills (like Magic Resistance and Magic Dispel) and magic protection items (like magic armour) still work. All Attacks against it during this time hit automatically -- unless deflected by some magical effect!*
*For Attacks where a to hit value could be important (like the Priest's extra Sneaky Attack on a natural 6 to hit), roll the to hit dice anyway, but it cannot miss even with a roll of 1!
6 The amount of poison that enters the target's body is so potent and deadly that the target dies instantly!*
*Unless it is a LARGE Monster, in which case its current Wounds are halved and its Attacks are permanently reduced by 2. Such an effect cannot reduce the target's Attacks to less than 1.

If your Priest already knows The Art of Poisoning, then he may now add +3 more applications of poison to his adventures (total of 6 applications instead of 3) for twice the poisoning power!  Any further rolls of this skill should be re-rolled instead.

2 Disarm (Duel-wielding Skill)

While Duel-wielding small blades, the Priest can now choose to disarm an opponent, causing their weapon to fly from them and out of their reach.  He may decide to do so after rolling a natural 6 to hit, even if this triggers a Tricky Attack (while using Stilettos), but before rolling for damage -- disarming instead of harming the enemy.  A Tricky Attackbeing triggered by the same roll of 6 to hit will be resolved immediately after the foe is disarmed. A disarmed foe will still fight as normal, but will not have the use of the disarmed weapon.  If that was the enemy's only weapon, then it will now not be able to add strength to damage rolls against the Warriors.  Enemies which normally fight without weapons cannot be disarmed in this manner.  Tricky Attacks and Sneak Attacks may result in disarming enemies, but of course, at the cost of sacrificing the extra potential damage.

3 Fast Thrower (Dagger Skill)

From now on, your Priest is able to throw daggers much more quickly. He may make a number of thrown dagger Attacks each turn equal to his Attacks characteristic.  These Attacks use up his Attacks as normal.  Or course, he may wish to purchase more Daggers to be able to use this skill to maximum effect, because the normal rules for recovering thrown weapons are still in effect.

4 Parry (Duel-wielding Skill)

The Priest of Ranald may now attempt to parry with a result of 6 on 1D6 for each incoming close combat attack which hits him, but only while duel-wielding some combination of Sitlettos, knives, and daggers.  Note: it is easy for the Priest of Ranald to switch from throwing Daggers to Stilettos or knives in time to parry.  If your Priest already has this skill, it now becomes Parry 5+.  After this improvement, this same skill result should be re-rolled on this table.

5 Sneaky Attack

As soon as monsters are placed on the board at the beginning of every monster event and before any ambush happens (even Magic Ambush), the Priest can sneak in a quick Attack against a monster which has just been placed adjacent to him.  This Sneaky Attack is subject to psychology effects and cannot result in a death-blow, though it may result in a Tricky Attack (with the required to hit result) on the same monster if it survives the initial Sneaky Attack and the Priest is duel-wielding Stilettos (still no death-blow).  If the Priest already has this skill, he now gets an extra +1 to hit for every Sneaky Attack.  After this improvement, this same skill result should be re-rolled on this table.

6 Very Tricky (Tricky Attack improvement) (Duel-wielding)

The Priest of Ranald's Tricky Attack is now triggered on a natural to hit roll of 5 or 6!  Also, the Tricky Attack itself will ignore Toughness on a natural to hit roll of 5 or 6!  This is an improvement on the Sleight of Hand skill with duel-wielding Stilettos.

General Skills (Roll D66)

All Small Blade Skills are usable only with Stilettos, knives, and daggers. All but two of them require duel-wielding of such blades.  When the Priest of Ranald gains a new skill and chooses for it to be a Small Blades Skill, roll 1D6 on the table below.

11-13 Armoured Priest

The usual interference of armour with attempting blessings is now removed. The Priest of Ranald no longer suffers the -1 penalty to attempt blessings for wearing armour.  The Priest's other armour limitations still apply.

14-16 Big Investor

Some Priests have learned how to earn so much extra gold on their investments and business endeavours that they do not feel the effects of paying "The Tenth" to Ranald, who makes their prosperity possible. In game, this means that the Priest will never be seen to pay the actual gold needed to satisfy Ranald in this matter. Think of it as the gains and gifts cancelling each other out. Also, if they gain any Investments from Settlement Events, they may roll twice on the Investment table for each such investment during each settlement visit and then may choose the best result of the two.  If the Priest already has this skill, re-roll on this table.

21-23 Disarm Trap

This Priest has become proficient at disarming traps and is also better able to avoid harm whenever a trap is triggered.  From now on, add +1 to all attempts to disarm and +1 to dice rolls to avoid harm (when such an option exists) from traps which are set off while attempting to disarm them.  This avoidance bonus is very specific and is related to the Priest's awareness of the trap triggering mechanism. He cannot use this extra trap avoidance modifier versus just any trap.

24-26 Dodge

This works like the Elf's skill of the same name. Roll 1D6 for each incoming physical Attack which hits, whether close combat or ranged. On a roll of 6, the Attack is successfully dodged. If the Priest has Dodge and Evade, both skills may be used versus the same close combat Attack, and the player may choose which skill to attempt first.  If your Priest already has this skill, it now becomes Dodge 5+.  After this improvement, this same skill result should be re-rolled on this table.

31-33 Escape Artist

The Priest of Ranald gains +1 to any dice rolls related to escaping anything, such as Escaping Pinning, escaping a prison cell, or escaping a dungeon (rolling on the Escape Table).  If the Priest already has Escape Artist, it now is improved to +2 on the relevant dice rolls.  After this improvement, this same skill result should be re-rolled on this table.

34-36 Evade

The Priest of Ranald may attempt to evade, on a 1D6 result of 6, each incoming close combat attack which hits him, but only if there is an empty space adjacent to the Priest into which he must move in order for this skill to work.   Pinning is assumed to be escaped with the successful use of this skill.

41-43 Extra Lucky

From now on, instead of rolling 1D3 for the number of extra Luck points granted by the Holy Charm of Ranald, the Priest may roll 1D3+2.  If the Priest gains this skill a second time, he may either take an additional +1 Luck for his Holy Charm of Ranald (becomes 1D3+3) OR re-roll this result.  After taking this +1 Luck improvement, this same skill result should be re-rolled on this table.

44-46 First Aid

The Priest has learned to treat his own wounds and wounds of others as well. When first gaining this skill, the Priest gets a First Aid Kit. It the kit is ever lost, then it will need to be replaced in order to use the once-per-turn Treat Wounds aspect of this skill.  First Aid affects two things: the use of a First Aid Kit to Treat Wounds and the Application of Bandages on Warriors who have fallen to ZERO Wounds.
Treat Wounds -- As long as the Priest has a First Aid Kit, he may attempt to treat the wounds of any single adjacent Warrior, including himself, once per turn.  It can work on a Warrior, but not the Priest himself, who is on ZERO Wounds. First he chooses the target. Then he rolls 1D6. On a score of 4+ (= 50% chance), the Warrior's wounds are successfully treated, granting 1D3 + the Priest's Title (1D3+1 as Initiate, 1D3+2 as Priest, and so on) Wounds of healing to the target. This healing cannot take the Warrior's Wounds above the starting value. If this skill is gained a second time, Treat Wounds will succeed on a result of 3+ (= 66% chance).
Application of Bandages -- With the First Aid skill, the Priest of Ranald will tend to succeed more often when applying Bandages to a Warrior that is about to die. He will roll 1D6 as usual, but it will succeed on a score of 3+ (instead of the normal 4+ as stated in the RolePlay Book).  If this skill is gained a second time, Application of Bandages will succeed on a result of 2+ (= 83% chance!), only failing on a roll of 1.
The use of Bandages on a Warrior who is above ZERO Wounds gains no benefit from the First Aid skill.

Role play: When attempting to Make Bandages per the rules found in the RolePlay Book, the First Aid skill grants +1 to the required Initiative test, +2 if this skill is gained a second time.  This is in addition to the suggested RolePlay modifier of +1 which the Priest already has without using this skill (see RolePlay section at the end of this document).

The Priest of Ranald receives 5 gold (or experience if using such a system) for each Wound restored to another Warrior.

After gaining the improved form of this skill, this same skill result should be re-rolled on this table.

51-53 Head for Business

This Priest has become well-connected and proficient at haggling.  This skill relates to purchasing goods in shops.  The Priest now adds a positive modifier to all his stock rolls, +1 in a Village, +2 in a Town, and +3 in a City.  The haggling aspect of this skill gives the Priest a chance to spend less gold for what he wants.  Upon finding that an item is in stock, the Priest then rolls 1D6 to determine how well his haggling pays off: on 1, 2, or 3, he pays full price; on 4 or 5, he pays 10% less, and on 6, he pays 20% less.  If a Priest decides to haggle for an item for which he does not have the normal full price and the haggling fails to bring the price down to what he can afford, then he is subject to the Time Wasting rules as normal.  If the Priest already has this skill, he may use the skill as normal, but now also has the option to spend a single Point of Luck both to ensure an item is in stock AND to re-roll his haggling dice once and take the best result.  After this improvement, this same skill result should be re-rolled on this table.

54-56 Lucky Blessings

Normally, Luck may be used to re-roll a failed blessing attempt. Now, the Priest of Ranald may choose to make a failed blessing attempt successful by spending one point of Luck immediately without having to re-roll.  However, if the original roll was a natural 1 on a blessing attempted after the first in the turn, then an actual re-roll must still be made to avoid Ranald's Wrath.  In such a case, the re-roll will not cause the blessing to fail. If the re-roll is also a 1, then the Priest will still suffer the Wrath of Ranald.

61-63 No Gain, No Pain

Once per Adventure, the Priest of Randald may spend one point of Luck if available to totally ignore a single instance of damage of any type which would have wounded him.  This is to be decided after the amount of damage is determined.

64-66 Sticky Fingers

This works just like the Halfling Thief's special Treasure skill, except it requires a result of 6 on the 1D6 roll. In short, every time the Warriors get a treasure during their adventure, the Priest of Ranald rolls 1D6 and gains an extra treasure on a result of 6. For example, after an Objective Room combat in which two Unexpected Events result in two more groups of monsters joining the combat, the Priest would roll three 1D6s, one for when the party gains Objective Room Treasure, and two for the extra two monster events. For each 6 rolled, the Priest gains an extra Dungeon Room Treasure.  If the Priest already has this skill, he further learns to be more choosy in what he steals.  The improvement allows him to take two treasures instead of one each time this skill works and then pick which one of the two he wants to keep.  The other treasure is discarded.  After this improvement, this same skill result should be re-rolled on this table.

 

BLESSINGS OF Ranald (ROLL D66)

11-13 Bamboozle

Bamboozle enables the Priest of Ranald to take control of a monster for one turn (the same turn in which it is successful).  The monster will act during the Priest's turn and will do whatever the Priest wishes, except it may not harm itself.  The target is limited to the normal abilities which are at its disposal.  Magic Resistance and Magic Dispel can prevent Bamboozle from working even if the blessing dice roll is successful.  Any monster which is a magic caster (sorcerer, shaman, and etc) has a "Will Power" resistance factor to Bamboozle which adds +1 to its current Magic Resistance roll.  For example, an Orc Shaman which has Magic Resistance 4+ would only need to roll 3+ to succeed against Bamboozle.  Undead and Daemons cannot be bamboozled.

Level of Priest Blessing dice roll No. of Monsters affected Effect
Initiate 8+ 1 control target monster for one turn
Priest 8+ 1 control target monster for one turn
Anointed Priest 9+ 2 control target monsters for one turn
High Priest 10+ 3 control target monsters for one turn

Duration: 1 turn

14-16 Blessing of Ranald

The Priest may attempt to bless a single Warrior on the same board section (or himself) to have greater success at lock picking and disarming traps. The Warrior affected by Blessing of Ranald gains a positive modifier on their very next attempt in the same turn to use Lock Tools on a non-magical lock or to disarm a trap.  The player controlling the target Warrior may choose which way to use the blessing, but must make the decision before rolling the relevant dice.  A natural 1 will still fail regardless of the modifier(s).

Level of Priest Blessing dice roll Effect
Initiate 7+ +1 on next dice roll to pick lock or disarm trap
Priest 7+ +1 on next dice roll to pick lock or disarm trap
Anointed Priest 8+ +2 on next dice roll to pick lock or disarm trap
High Priest 9+ +3 on next dice roll to pick lock or disarm trap

Duration: one whole turn, or until used, whichever comes first

21-23 Bountiful Fortune

Same as Good Fortune (below), except this blessing grants a number of extra re-rolls to all Warriors in the party.  Bountiful Fortune and Good Fortune cannot be in effect at the same time for the same Warriors.  Therefore, all Good Fortune effects must have been used or otherwise ended before the Priest can even attempt to gain Bountiful Fortune.  If a Warrior uses up all the re-rolls from Bountiful Fortune, then the Priest may attempt a Good Fortune blessing for that Warrior while Bountiful Fortune is still in effect for other Warriors.  Bountiful Fortune is more powerful, but much less likely to succeed.

Level of Priest Blessing dice roll No. of Warriors affected Effect
Initiate 9+ all

Each target may re-roll their next two undesirable or failed dice rolls

Priest 9+ all Each target may re-roll their next two undesirable or failed dice rolls
Anointed Priest 10+ all

Each target may re-roll their next three undesirable or failed dice rolls

High Priest 10+ all Each target may re-roll their next three undesirable or failed dice rolls

Duration: until all re-rolls are used, until the targets' next same number (same as re-rolls granted) of failed dice rolls, or until the end of the adventure (end of combat if not in an adventure), whichever comes first.

24-26 Eye of Ranald

This is more of a party blessing.  Ranald helps the Warriors to find an extra treasure.  This blessing may be successfully gained a number of times during an Adventure as indicated below.  When successfully attempted, Ranald's Eye reveals an extra Dungeon Room Treasure, in addition to the normal treasure gained from the very next treasure event.  It may be attempted at any time, but cannot add treasure for the current event after the event's treasure has been revealed.  For example, if Eye of Ranald is in effect when the Warriors encounter the "Orc Runes" Dungeon Event in the RolePlay Book, then the Warrior party will get one extra treasure in addition to the four that the event grants; but, the blessing will not affect this event if successfully attempted after the event has been revealed, since the treasures are gained immediately at the beginning of the event.  Another example: the blessing may succeed during the last turn of combat, but before the last monster is killed.  Then, at the end of that combat, whether at the end of that same turn or in a subsequent turn, the extra treasure will be received along with any other treasures from the same combat.  Only one Eye of Ranald blessing can be in effect at a time.  Treasure gained from Eye of Ranald should be distributed according to the normal rules (the leader deciding who gets it and taking turns).  Unlike the other blessings with which the Priest may attempt a lower level of the blessing, the Eye of Ranald blessing requires that the Priest cast the lowest level of the blessing first, then the second lowest and so on during the same Adventure.  The maximum number of successful uses of this blessing per Adventure grows with the Priest's title level, but each successive successful use of the Eye of Ranald during the same Adventure increases the difficulty of the blessing.  For example, a High Priest of Ranald (at Battle-Levels 9 and 10) needs 9+ to succeed after this blessing has succeeded twice before in the same Adventure, and needs 10+ to succeed after it has succeed for the third time in the same Adventure.

Level of Priest Blessing dice roll Successful Uses per Adventure
Initiate 7+ 1st
Priest 8+ 2nd
Anointed Priest 9+ 3rd
High Priest 10+ 4th

Duration: until the next distribution of treasure from a treasure event.

31-33 Evasion

Evasion may be used to bless any Warrior within line of sight, including the Priest of Ranald.  When successful, Evasion grants the target(s) a greater chance of not being hit in combat.  All close combat and ranged Attacks against the target this turn suffer -1 to hit.  Even magic items which rely on Ballistic Skill (or a dice roll) to see if they hit will suffer the -1 to hit effect of this blessing.

Level of Priest Blessing dice roll No. of Warriors affected Effect
Initiate 7+ 1 -1 to be hit this turn
Priest 8+ 2 -1 to be hit this turn
Anointed Priest 9+ 3 -1 to be hit this turn
High Priest 10+ 4 -1 to be hit this turn

Duration: until the end of the turn

34-36 Good Fortune
(Note: Though Good Fortune is integral to all Priests of Ranald, it is included in this table for completeness and as a reference for the advanced game.)

Good Fortune is a blessing which may be used only during an adventure or combat situation. This blessing's effect can be used in a variety of ways, both in and out of combat. Think of this blessing as a point of Luck, but as much more focused and limited, because it may only be spent upon the target's very next undesirable dice roll (generally determined by the target). The result need not be a failed test or failed to hit roll; it may also be a low damage dice result, other quantity type dice, or a roll on a table -- but, the effect is lost if a failed dice roll is made and the Warrior does not use Good Fortune to re-roll it.  Good Fortune may be in effect for any number of turns until it is used.  Also, any active Good Fortune blessings are lost at the end of the adventure (or end of combat in a non-adventure situation). The re-rolled result must be accepted even if it is worse, representing Ranald's fickle nature. A Warrior can only have one instance of Good Fortune affecting them at a time. Some examples of the many ways this can be used: To Hit rolls; Damage Dice (all of the Damage Dice for one damage roll, since they are rolled together); one of the D6 used (perhaps the first 1 rolled) when rolling for gold; a Halfing Thief's Scout or Treasure roll, a Pit Fighter's Quick Reaction or use of Heal-Itt, a priest or mage (of any type) with a chance casting method (Priest of Ranald included) for re-rolling their casting dice, or the spell of a Wizard which has a dice roll included to show a chance of failure. The opportunities for good fortune abound!

Level of Priest Blessing dice roll No. of Warriors affected Effect
Initiate 7+ 1

The target may re-roll their next undesirable or failed dice roll

Priest 7+ 2 The targets may re-roll their next undesirable or failed dice roll
Anointed Priest 8+ 3

The targets may re-roll their next undesirable or failed dice roll

High Priest 8+ 4 The targets may re-roll their next undesirable or failed dice roll

Duration: until used, until the target's next failed dice roll, or until the end of the adventure (end of combat if not in an adventure), whichever comes first.

41-43 Hiding and Seeking

The game of Hide and Seek is one of Ranald's favourites.

This blessing can be used in one of two ways, decided by the Priest just before attempting it. It will either help to hide what the Warriors prefer to be hidden or it may help to seek out and reveal what has been hidden.  The effect is a simple +2 to the Warrior's roll to search out something which is hidden, or a beneficial modifier of +/- 2 to hide something/prevent someone from finding what is hidden. Often a secret door will be the object of the search, but hidden treasures and hidden enemies could be as well.  The hiding part will likely have more to do with deeper role play.  Usually objects will be hidden, but a person or creature may be hidden as well.  The blessing lasts for one whole turn.

Level of Priest Blessing dice roll No. of targets Effect
all titles 7+ 1 +2 to find, +/- 2 as appropriate to hide/

Duration: 1 whole turn

44-46 Open

With the successful use of Open by the Priest, Ranald causes a lock to unlock, a bolt to unbolt, or a latch to lift.  The target to be opened must be within the Priest's line of sight.  Open may be used to open a magical lock (at GM's discretion) if the Priest of Ranald succeeds on an additional Will Power test of 8+ (or greater difficulty decided by the GM).  Any traps associated with this action will still go off as normal. Therefore, standing back might be advisable.

Level of Priest Blessing dice roll Effect
All titles 7+ unlocks one lock, unbolts one bolt, or lifts one latch

Duration: Immediate

51-53 Ranald's Protection

With this blessing, Ranald divinely protects the target Warrior(s) from hostile magic.  Against a certain number of spells each turn, Ranald's Protection gives the target a magic resistance rating based upon the target's own Will Power.  Obviously, some will be more likely to resist than others.  Determine the Magic Resistance rating granted by this blessing to be 1 point for every two points of Will Power rounded up. For example, Will Power 1-2 = Magic Resistance 6+, WP 3-4 = Magic Resistance 5+, and WP 5-6 = Magic Resistance 4+, and so on..  When attempting to resist more than one spell in the same turn, a separate magic resistance test must be made for each spell.  The target Warrior/player chooses which spells to attempt to resist.  If the target already has some sort of Magic Resistance, this blessing's resistance to magic is rolled separately from that.

Level of Priest Blessing dice roll No. of Warriors affected Effect
Initiate 7+ 1 target may attempt to resist one hostile spell
Priest 8+ 2 targets may attempt to resist one hostile spell
Anointed Priest 9+ 3 targets may resist up to two hostile spells
High Priest 10+ 4 targets may resist up to three hostile spells

Duration: 1 turn

54-56 Stealth of Ranald

Ranald blesses you with incredible stealth.

Stealth of Ranald may only be attempted during non-combat turns. The Priest of Ranald may nominate himself or any other Warrior on the board. On a successful Blessing dice roll, each affected Warrior will be immune to the very next instance of ambushing enemies. If there are two groups of enemies ambushing the Warriors in the same turn, then it is the first ambush which is nullified by this blessing. Only enemies which normally would have attacked the stealth-blessed Warrior (First Attack Rule and One on One Rule) are unable to perform their ambush (not ambushing the other Warriors either), though they are placed by the normal rules just as if they had been able to ambush. This blessing's effect, whether used or not, dissipates with the first turn of combat the Warrior experiences after the blessing is successfully cast. It cannot be cast during combat. Since this blessing is in effect before enemy spell casters make their appearance, then it will work against the first spell cast against the blessed Warrior  as a result of the Ambush Magic, A special rule, possibly preventing the spell from being cast. By this means, the Stealth of Ranald may indirectly assist non-stealth-blessed Warriors by preventing a spell which could affect them as well as the blessed Warrior.  More than one Stealth of Ranald blessing may be in effect at one time, but each Warrior can only benefit from the effect once per combat.

Level of Priest Blessing dice roll No. of Warriors affected Effect
Initiate 7+ 1

prevents next ambush against target Warrior

Priest 8+ 2 prevents next ambush against target Warriors
Anointed Priest 9+ 3 prevents next ambush against target Warriors
High Priest 10+ 4 prevents next ambush against target Warriors

Duration: until used or it ends at the end of the first turn of combat in which it is not used, or until the end of the Adventure, whichever comes first

61-63 Surprise!

Ranald helps the Warriors to surprise their enemies with an ambush!

This blessing can affects the Priest of Ranald and any Warriors on the same board section. On a successful Blessing dice roll, the affectedWarriors gain a certain amount of movement and Attacks with which to ambush the next group of monsters at the very beginning of a combat.  The Surprise! blessing many be attempted only in a turn without combat.  The blessing's effects are stated as a maximum amount of movement and Attacks, because a Warrior cannot go beyond their characteristic limitation of Movement and Attacks.  If they are suffering some effect which slows their movement (like armour encumbrance or Petrify effects) or a negative modifier to their current Attacks, then the blessing of Surprise! will not even temporarily reverse such effects.

If any of the monsters successfully ambush, the Warriors blessed with Surprise! will resolve their ambush actions first, then the monsters will ambush, then the turn proceeds to the next phase (or end of turn) as normal.

Level of Priest Blessing dice roll Maximum Movement per
Successful Surprise!
Surprise Attacks
(and actions*)
Initiate 7+ 1 square 1 Ambush Attack each
Priest 8+ up to 2 squares up to 2 Ambush Attacks each
Anointed Priest 9+ up to 3 squares up to 3 Ambush Attacks
High Priest 10+ Full Movement Full number of Attacks**

* Actions are mentioned here to allow magic casters, priests and etc to track Attacks for spells, blessings, prayers and etc.  Some few Warriors' skills might also be used instead of Attacks if they state that they can be used instead of normal Attacks or as extra Attacks.  For instance, a Chaos Warrior might wish to use Spit's Acid for one of his ambush actions.
** Full number of Attacks means that the Warriors each get to spend their normal number of Attacks -- much like a normal Warrior Phase.

Duration: Until used, until the first turn a the next combat, or until the end of the Adventure, whichever comes first

64-66 Trap Sense

When successfully used, Trap Sense gives the Priest of Ranald the ability to sense the presence and location of all traps in the current room (or board section).  If any traps are particularly hidden by magic, then the Priest of Ranald must also pass an additional Will Power test of difficulty 8+ (or higher, as determined by the GM)  in order to detect them.  This does nothing to disarm the traps.

Level of Priest Blessing dice roll  No. of Warriors affected Effect
All levels 7+ Priest only reveals all traps in current room/board section*

* For outside environments, the GM can determine the area of effect.  Recommend approximately 20 to 30 yards (or metres) square area.

Duration: Immediate

ROLEPLAY GUIDELINES

Generally, Priests of Ranald can be of various dispositions. They are made up of several seemingly common, or even suspicious traits.  Priests of Ranald are crafty and resourceful when delving into dungeons. They are not too proud to evade trouble when possible.

Priests of Ranald are devoted worshippers of Ranald, and often must endure the downward looks and snide remarks of various do-gooders and priests of other cults. They are often found on the wrong side of the law, though they will go out of their way to avoid getting caught.  A Priest of Ranald highly values his Charm of Ranald, a trusty small-bladed weapon, and any other trappings or magical items which help him to succeed in his goals.

Their faith in Ranald gives the Priest of Ranald some magical powers, but just as true, or maybe even more so, is the fact that a Priest of Ranald learns the ways of Ranald through much practice and observation. Skills of dexterity and quick thinking are just as important to the practice of their faith.

CHARACTERISTIC TESTS

A Priest of Ranald is difficult to quantify in the Roleplaying game. In Some respects he is closer to the Wizard and Elf than he is to the Barbarian or the Dwarf. He will be fairly good at reacting against all sorts of traps, ambushes and etc, while not being very good at things which require more brute strength.

With regard to the example Warriors' actions on page 166 of the Warhammer Quest Roleplay Book, perhaps the best way to get a good idea of the sort of things a Priest of Ranald is good at is to list his suggested modifiers. If you compare these modifiers to the Warriors in the Warhammer Quest, you will see that the Priest is a fairly good all-rounder.

PRIEST of Ranald ACTION MODIFIERS

Barge Aside -2
Bluffing Enemies +3
Climb on Shoulders +1
Climb Wall +1
Construction 0
Crawl 0
Disarm Enemy +1
Disarm Trap +1
Distract Enemy +2
Duck +1
Fight Defensively +1
Hide +2
Hold Door Open/Closed -2
Identify 0
Improvise Weapon +1
Interrogate -2
Jump +1
Kick Over 0
Leap 0
Lift Trapdoor -1
Listen at Door +2
Loosen/Tie Bonds +1
Make Bandages +1
Difficult Shot 0
Make Rope 0
Moving Heavy Objects       -1
Pick Lock +1
Play Dead +1
Read +1
Search Object +2
Searching Rooms +2
Starting Fires -1
Stunning Enemies 0
Swing on Rope +1
Taking Cover +2
Understand Speech -1
Wait/interrupt 0
Wedge Door 0

· Priest of Ranald BATTLE-LEVEL TABLE ·

Battle Level Gold Title WS BS Str M Damage Dice T Wounds I A Luck WP Skills Blessings/Turn* Pin
1 0 Initiate 2 5+ 3 4 1 3 1D6+7 3 1 1 3 * 3/2 4+
2 2,000 Priest 3 5+ 3 4 1 3 2D6+7 4 1 1 3 +1 4/2 4+
3 4,000 Priest 3 5+ 3 4 1 3 2D6+7 4 2 2 3 4/2 4+
4 8,000 Priest 4 4+ 3 4 1 3 3D6+7 4 2 2 4 +1 5/3 3+
5 12,000 Anointed Priest 4 4+ 3 4 2 3 3D6+7 5 2 3 4 5/3 3+
6 18,000 Anointed Priest 4 4+ 4 4 2 4 4D6+7 5 3 3 4 +1 6/3 3+
7 24,000 Anointed Priest 4 4+ 4 4 2 4 5D6+7 5 3 4 5 6/4 3+
6 32,000 Anointed Priest 5 3+ 4 4 2 4 5D6+7 6 3 4 5 +1 7/4 3+
9 45,000 High Priest 5 3+ 4 4 3 4 6D6+7 6 3 5 6 8/4 2+
10 50,000 High Priest 5 3+ 4 4 3 4 6D6+7 6 3 5 6 +1 9/5 2+

NOTES:

* The Priest of Ranald begins different numbers of skills, depending upon which path the player chooses.  Therefore, the skills column in the Battle-Level Table only shows when a new skill is learned.

** The Blessings/Turn column shows two things. The first entry indicates how many blessings the Priest has at that level. The second entry tells you how many blessings the Priest may attempt per turn, but beware Ranald's Wrath when attempting blessings beyond the first one in a turn.

The Luck Characteristic only shows how much Luck the Priest of Ranald has before rolling the amount of Luck that his Holy Charm of Ranald grants to him.