Date: Sat, 27 Sep 1997 08:40:08 +0100 From: Peredur Glyn Davies Subject: WQ warrior - Enter the Imperial Emissary! Hi all, Yeah, I'm one of those people that stay quiet for ages, and then just leap in with a whole lot of ideas about the phenomenon that is Warhammer Quest! I could drone on for ages but then I'm sure you couldn't care less, so I'll just get straight to the point. Deciding to follow in the footsteps of the brave Phantom, I've made up my tiny mind to contribute with one (or more) of my home-made warriors onto the Mailing List. The first is called the "Imperial Emissary", and is a cool guy with errands and a horn, and some priviliges (but not necessarily in that order ;). Here's part de firste, tell me what you think! (It's in Win 95 format so if you copy this there it should make some weird sort of sense...) +*+*+*+*+*+*+*+* IMPERIAL EMISSARY (Part 1) The Imperial Emissary is a stalwart warrior sent by the Emperor himself, or by one of his subjects, to ride forth into the far reaches of the Empire and recruit soldiers, make good the name of the Emperor, and of course convey messages to important dignitaries. While on these errands, an Emissary may meet, while staying at an inn or maybe on the road, a party of people who are off adventuring in the caverns and dungeons of the Old World. The Emissary will often take this as a good chance to try and persuade these adventurers to recruit themselves into the armies of the Emperor, or perhaps to increase the wealth of the Emperor or recover an important artifact, or now and again merely to have a change from the daily riding to and for. The Emissary will join the party of warriors, with his sword in his hand and his horn at his belt, his cloak clutched around him, and his Imperial Sigil readily displayed, ready to honour the name of the Emperor... PROFILE AND RULES Wounds: D6 + 7 Move: 4 WS: 3 BS: 5+ S: 3 T: 3(4) A: 1 Initiative: 4 WP: 3 Luck: 0 Pinning: 5+ Weapons: Hawk Sword that does D6 + (S) damage, and ignores up to one point of armour when it hits. The Imperial Sigil is emblazoned on the hilt, in the shape of a soaring hawk. Armour: Link-mail worn under his tabard that gives him +1 Toughness. Equipment: The Emissary has two pieces of equipment; the Imperial Sigil and the Great Horn. Imperial Sigil: The Sigil is a unique emblem that is carved onto the hilt of every Hawk Sword. The Sigil proves the Emissary's connections with the Emperor, and he can reveal it when at a settlement to show who he is. He can demand, when at a store, to get an item for less, saying that it is essential for his quest in the name of the emperor. Make a roll on a D6. On a 1-3 the shop-owner doesn't believe him and refuses to sell him the item at all this visit to town. On a 4-6 the shop-owner is taken aback, and hastily knocks off D6x10 gold from the price, giving it to him for free if it goes below 0 gold. The sigil can also help him out of tricky situations involving riots and suchlike in Settlements and on journeys - for such events roll a D6 (if you wish). On a 6 the Event has no effect, the people involved don't wish to dabble with a servant of the Emperor. Great Horn: This horn is made of bronze and decorated with black and red runes. The Emissary may sound a note upon it even in the thick of battle to rouse his comrades and make them fight all the more ferociously against the minions of darkness. Once per event, before he does anything in the Warrior Phase, the Emissary may give up all his attacks for that turn, and blow the Great Horn. Roll a D6 for the Emissary, and remember this number. Now roll a D6 for each warrior on the same board section. If this result is equal to or less than the Emissary's result, that warrior gets +1 Attacks with any weapon for the rest of the combat. If the emissary rolled a 6 he also gets +1 Attacks for the rest of the combat. Special Rules: Faith in the Emperor: The Emissary has an undying faith in the Emperor, and this faith keeps him fighting when others would give up and flee. If the Emissary is reduced to 0 wounds, at the end of the turn, roll a D6. If the result is a 6 (Novice), a 5+ (Champion), or a 4+ (Hero/Lord), then place the Emissary on his feet on 1 Wound. If the roll fails then the Emissary goes unconscious and is considered dead. Errantry: At the start of every adventure, as long as he is not already on one, the Emissary is considered to be on an errand, a task specifically set to him by the Emperor. Roll a D6 to see what the Emissary's errand is. If he completes this errand, no matter at what time, he gains D6x100 gold when he next visits the Imperial Guild. 1: Proof of death! - The Emperor wishes to know if a known heretic who fled to the mountains is dead or still plotting. The Emissary must roll on the BL table of his BL. Note down one of the monsters listed on the Emissary's play-sheet. If the Emissary kills such a monster, he completes his errand by bringing a token of its death back to the Imperial Guild. 2: Foul Plotting! - There have been tales of revolt amongst chaos and dark cults, and they have now fled to no-one knows where. The Emissary must find out where these cultists now are and bring back news of their plots, if not kill them all. At the end of each adventure, make a D6 roll. If the result is a 6, then the Emissary has found the cultists' lair and unearthed their plot. If not, then he must continue to search, rolling at the end of each adventure. Every time though he finds more clues to where they are - he can add +1 to his roll for each dungeon he searches but is not the cultists' lair. 3: Lost Artifacts! - A few days ago valuable artifacts were stolen from an Imperial treasury. The emissary has been told to find them and return them. Draw/roll an Objective Room Treasure, but do not keep it. If the Emissary finds this treasure, in any way other than being given it by a warrior who already has it, he completes his errand and gets an extra gold equal to 1/4 of the treasure's value (rounded down) for his efforts. 4: Track them down! - An ambush party has been attacking travelers in the mountain passes, and they have now vanished, leaving little trace. The errand entails finding clues leading to the whereabouts of these brigands. When traveling, the Emissary may roll a D6 for each Hazard Event resolved. If he scores a 6 he finds a clue. When he has found D6+4 clues, he has completed his errand, and found the whereabouts of the ambushers. 5: Take this message! - The Emissary is given a top secret document that must not fall into enemy hands. All he has to do is make the next adventure without losing the document. If he is reduced to 0 wounds at any time during the next adventure, roll a D6. If the result is a 1 or a 2 the message is stolen while he is out cold, and he fails the errand. He gets no gold and must roll for a new errand next time he is at the Imperial Guild, but gets only half the gold for that errand to pay for his failure. 6: Rescue Prisoners! - Important Dignitaries have been kidnapped by cloaked men, and taken to a prison somewhere. The emissary must find them and rescue them if possible. Every time the Emissary reaches an Objective room, roll a D6. On a 6, the prisoners are there. The warriors may free them, which takes D6 turns, but for every turn they spend, roll a D6 - on each 5+ monsters arrive! Resolve an "M" event for every 5+ result! There are 2D6 prisoners, and the Emissary gains 50 extra gold for each one returned. Rider: Emissaries are usually expert riders, and have their own steeds which take them everywhere. To represent this, an Emissary can have a Horse for free the nest time he visits an Animal Trader, as long as there is one in stock. This cannot be a War-horse, but for the purposes of any further mentioning of Horses, the War-horse and the Horse both count. But as he feels a need to care for it a lot, he must pay an extra 1 gold per day Living Expenses. Restrictions: The Emissary can use any treasure allowed by Barbarians and Elves, though not items that are exclusively available to Elves. He can take any other shield or armour, as well as any weapon. In the settlement, he can visit anywhere that a Barbarian can visit, as well as the Imperial Guild (below). His Alehouse roll is 2D6. THE IMPERIAL GUILD Most towns and cities have guilds serving the Emperor, be they in the City Hall, court, or merchant's quarter. An Emissary should visit these guilds frequently to learn of the most recent news and report any errand he has fulfilled or if any tasks are awaiting him. An Imperial Guild is a Special Location, and it can be found in a town on 7+ on 2D6, and on 7+ on 3D6 in a city. When there, an Emissary must deal with errands as noted above. If you have completed one, you can collect your reward. If you do so, roll for another errand immediately. You may, if you choose, prefer not to take up an errand. If you do so, then you may leave without hindrance and you do not have to roll. But, every time that you visit an Imperial Guild without a current errand (and without any wages to collect), make an Unfaithful Mark on your Adventure Sheet. Every time you next visit an Imperial Guild, make a 2D6 roll. If this is equal to or less than the number of Unfaithful Marks, then the Emperor has come to hear of your unwillingness to work for him, and you immediately get stripped of your title, your Hawk Sword, your Imperial Sigil, and your admittance into any Imperial Guild. You also have any horse you were given for free taken away from you. You no longer count as being an Imperial Emissary (except for the purpose of skills you gain and the way your stats increase), but you still keep your stats and skills. He can no longer go to Imperial Guilds and so go on errands. To train he must go to the Barbarian's Training Ground. If the Emissary has lost his Hawk Sword, he can immediately get another one upon entrance to the Guild. He loses all sigils he had on the original one, and the new sword has only the Imperial Sigil on it. An Emissary can never have more than one Hawk Sword. Each time you visit the Guild, roll a D6 on the Guild Events Table to see if anything happens to him during the visit: Guild Events 1-2: Yes, hurry up, we're very busy! - Nothing untoward happens this visit. 3: We have a job for you... - There is a new task up for brave Emissaries! Roll another Errand, and if you wish you may give up your current errand and choose to take this one instead. 4-5: Don't I know you? - Roll a D6 on the Guild Members Table. 6: Honourary Guilsmember! - As long as you are a Champion or above, you are treated as a hero for all your daring work for the Emperor. You are given a new sigil on your Heron- Sword for your good deeds! (No need to pay). Roll on the Sigil Table, adding +1 to the result. No more than one of each sigil can be put on a Hawk Sword. If you are a Novice, treat this result as a 4-5 result. Guild Members 1: Get out of my way! - You are pushed aside by busy Guild Members, who don't have time to speak to you this visit. 2: At last I have found you! - A rich man in silk clothes and carrying a gold-tipped stick rushes up to you, and cries out in thanks as he remembers you as the one who helped in his rescue all those months ago. He gratefully gives you D6x50 gold and he shakes your hand. 3-4: For all you warriors out there... - You are given a chance to visit the Sigil-master, who can give you, for a price, another sigil on your Hawk Sword. If you pay D6x100 gold, roll on the Sigil Table (D6) to see what new sigil is emblazoned on your sword-hilt. The sigil is permanent, and can only be put onto a Hawk Sword. No more than one of each sigil can be put on a hawk-sword. 5: A chance meeting. - You bump into a very experienced Emissary, who has now come to work very closely with the Emperor. He tells you some of his tales and some tips on how to become more efficient. Roll a D6. On a 4+ you have your Luck characteristic increased by 1 permanently. 6: You have done well. - You are led in to speak with the Head Guildsmaster, a very important person. He congratulates you on your good work, and gives you a token of great value as his gratitude. Take an Objective Room treasure, rerolling if it is not allowed by the Emissary. Sigil Table 1: Sun sigil - The bearer is at +1 to hit with the sword that has this sigil. 2: Moon sigil - The bearer has a Magic Resistance of 6+ (or +1) while he is wielding this sword. 3: Wolf Sigil - This sword does an extra D6 damage on a natural 6 to hit. 4: Leaf Sigil - Any healing effect that affects the Emissary heals 1 extra wound onto him if it heals at least 1 wound usually. 5: Eagle Sigil - Any blow in close combat that hits the bearer of this sword is ignored on a D6 roll of 6. 6: Hammer Sigil - Once per adventure, this sword can deal an extra 2D6 wounds on any monster it hits. This cannot be Ignored by any skill. 7: Emperor's Sigil - The Emissary may reroll one result in the Imperial Guild once per visit, but must accept the second one. In addition, his sword always ignores all armour when it hits. On a natural 6 to hit, the sword ignores all Toughness as well. *+*+*+*+*+*+* Well, there ya go, tomorrow I'll print Part II if anybody wants me to, which includes some very cool (and totally original) skills that allow him to navigate dungeons with ease, ride with intense speed, and make a heroic last stand to protect fallen warriors! Not only that, but BL tables and a magnificent short story! Am I spoiling you or what? ;) Until then, The Guardsman, he who is called Beregond. Hello again, and welcome one and all to the second installment of the "Imperial Emissary" character. Yesteryesterday I gave you how to start with him and what he could do in the Imperial Guild. Here now are his training rules, advanced stats, and (of course) a story to finish off with. Enjoy!, and *please*, *please* if anybody plays with him and tries him out mail and tell me what you think of him and how you fared. Thanks a lot. Thanks Phantom, Techpriest and co. for your kind comments, and sure, I'd be glad to have the Emissary up on any web-page. I *do* have another (tried and tested) warrior that I've written up, but unfortunately he is also an Imperial Assassin (of which there seem to be a tidal wave of recently - or at least promises of), so I might not bother with him - or maybe I will; it might be interesting to see how different people regard this stealthy, scheming type of character...Anyway, enough of my rambling, on with the Emissary! (P.S. Sorry agaon for the Win 95 format, please shoot me in the head if it is really annoying! :) *+*+*+*+*+*+*+*+*+*+*+*+*+ TRAINING The Imperial Emissary can train in any Imperial Guild as long as he has the money (the cost for training is the same as with any warrior). He spends a week (7 days) in training, during which he talks with experts, guildmasters, gaining information and knowledge. He also trains with his sword with swordmasters, in hope to glean new skills for use in the dungeon. The Emissary advances one level after this week of intense training. If he gains a skill, roll 2D6 on the table below. If you roll duplicate skills, roll again until you gain one you do not have. SKILLS 2: Mighty Strike - With a cry the Emissary brings his sword down onto the orc in front of him, reducing him to a bloody mess. Once per turn, if there are any monsters on the board, the Emissary can give up attacks to gain extra strength. For each attack he gives up, his strength is increased by +1 until end of turn. 3: Clash of Swords - The Emissary, though dazed and wounded, will not let the dark elfs sword strike him down. He brings his blade up in a defiant clash against that of the enemy. If an enemy fighting against him with a close-combat weapon rolls a natural 1 or 2 to hit, and the Emissary is currently wielding a sword, the attack automatically misses, even if it would normally hit. This can only apply to the first such-rolled attack per turn. 4: Ranger of the Wilds - The Emissary stoops, picking up some dust and leaves in his palm. Without a word he turns, senses the air and moves left into the wilderness. Once per journey, the Emissary can choose to ignore one Hazard encountered. His party is considered to have avoided it. 5: Ferocious stance - The Emissary stands firm, baring his teeth and grasping his sword- handle with both hands, striking doubt into the hearts of those who stand against him. The Emissary can use this skill once per turn if he wishes. He must declare he is making a Ferocious stance at the start of the turn. If he does so, he cannot escape from pinning this turn and cannot fire any missile weapon. In addition, all enemy attacks in close combat are at +1 to hit him. However, before any monsters attack, roll a D6 for each monster without the Fear or Terror skill. If the result is a 5 or 6, they may not attack the Emissary this turn. 6: Piercing Horn-call - The Emissary puts the Great Horn to his lips even as he wards off the Skaven hordes, and sounds a call that would rouse the dead. The Emissary may sound his Great Horn without giving up any Attacks, however he is at -1 to hit and -1 strength on the turn he blows the horn. 7: Clues Found - The Emissary finds footprints criss-crossing in the dirt at his feet. He also notices the scorching and scratching on the wall. Beckoning to his followers, he heads in the direction away from the light breeze. Once per adventure, you may use this skill to look at the top card in any two Dungeon Card piles, or the top two cards from any one pile (replace them in the same order). If you are using a Gamesmaster's ready-made dungeon, you may ask him what the next room through any door is (a brief description and which floor-tile it is, etc.). 8: In the Name of the Emperor! - The Emissary cries out a battle-cry in the name of his Emperor, and charges forth into the fray, the thought of sure victory hanging about his swift-moving sword-arm. Once per adventure, for one turn, the Emissary may add +2 to all of his To Hit rolls. 9: Swift Steed - The Emissary spurs his horse onwards, hoping upon hope that he will reach his destination before sundown. If he is traveling on his own to a Settlement, and he has a Horse, the Emissary may deduct 1 extra week from the number of weeks he travels. 10: Raised Shield - The Emissary brings his shield up to cover his face as the second hail of arrows descend upon them. If the Emissary has a Shield of any kind, then he may use this skill. If he is hit by a missile weapon, roll a D6. On a 5 or 6, the attack is canceled, having been deflected by the shield. If 4 or less, proceed with damage as usual. However, roll another D6 if the roll was successful. If a 1 is rolled, the shield shatters and is useless. Discard the item. 11: Ignore Wounds - The Emissary grits his teeth and ignores the searing pain in his chest, and fights on unhindered. Once per adventure, the Emissary may ignore one blow completely - no damage is caused by the blow, although if any poison was involved, the poison still affects him. 12: Last Stand - The Emissary notices that the others will be slain if the creatures of Chaos have another wave of attackers. Swallowing hard and praying to the Emperor, he takes his stand, ready to hold off all enemies and fight to the last. The Emissary may use this skill once per adventure. Declare at the start of the turn. For the rest of the event, until there are no monsters on the same board section, or the Emissary is dead, all monsters on the same board section as the Emissary will break from pinning with any other warriors and attack the Emissary. The Emissary must be surrounded by as many monsters as possible - monsters will only attack him while he is alive. All other warriors automatically break from pinning, but the Emissary may not while there are monsters on the same board section. While this is in effect, the Emissary doubles his attacks and is at +1 to hit with close combat weapons. BATTLE LEVEL TABLES BL Title M WS BS S T W A I WP Luck 1 Novice 4 3 5+ 3 3 1/+7 1 4 3 1 2 Champ 4 3 4+ 3 3 2/+7 1 4 3 1Sk 3 Champ 4 4 4+ 3 3 2/+7 2 4 3 1 4 Champ 4 4 4+ 4 3 3/+7 2 4 4 1Sk 5 Hero 4 4 3+ 4 3 3/+7 2 5 4 2 6 Hero 4 4 3+ 4 3 4/+7 3 5 4 2Sk 7 Hero 4 4 3+ 4 4 4/+7 3 5 5 3 8 Hero 4 5 3+ 4 4 5/+7 3 5 5 3Sk 9 Lord 4 5 3+ 4 4 6/+7 3 5 5 3 10 Lord 4 6 3+ 4 4 6/+7 4 5 5 3Sk BL Pin Skills DD 1 5+ 1* 1 2 5+ 2 1 3 5+ 2 1 4 5+ 3 1 5 4+ 3 2 6 4+ 4 2 7 4+ 4 2 8 4+ 5 2 9 3+ 5 3 10 3+ 6 3 * = The Emissarys Starting Skill is "Faith in the Emperor". Remember that this skill improves as he advances levels. He gains no other starting skill. An "Sk" by the "Luck" chart denotes that he gains a skill this training session. STORY Ergin, Imperial Emissary extraodinaire strode through the busy street, looking left and right as he scanned the various stalls that dotted the pavements. His red cloak fluttered silently around his feet, and his black hair along with black mustaches did likewise. Upon his chest was a tabard of yellow cloth that hung below his waist, bearing the emblem of the Emperor - the flying Eagle. His Horn hung from his belt, and it clanked rhythmically as he walked purposefully and proudly onwards. Suddenly, from the shop he had just passed on the left, there came a scuffling sound, a commotion and a muffled cry. Instinctively, Ergin served around to look, as did most of the other people on the street. Then, from the open doorway dashed a short figure, stooping, hood thrown over his eyes, and clutching a brown sack and a knife. He darted across the road right in front of the astonished Emissary. Ergin swiftly drew his sword with a clean singing sound, and he swung it round and stepped forward. The shadowy figure carried on running, but his small steps were no match for the quick Ergin. He was picked up with the sword-tip by the scruff of his bright yellow shirt and held up several feet above the dusty ground. Ergin stared with a raised eyebrow upon the squirming burglar, who swung vainly with his dagger, succeeding only in clashing with the Emissarys sturdy armour plating. "Well" remarked Ergin to those gathered, "What have we here, eh? A thief? Or a dissatisfied customer?". The crowd laughed, and jeered at the pitiful creature. Ergin chuckled under his breath and threw him down to the ground, but he kept his hold on the bag that the man had been carrying. The little man turned to flee into some side-alley, but Ergin casually trod on his cloak, causing him to trip and fall flat on his face in the dirt. "Youre going nowhere, you little vagabond" said Ergin, "It appears to me that there are a few expensive jewels in this little satchel of yours. Do you deal in precious stones, by any chance?". He bent down, hands on hips, expecting an answer. The little man growled. "You aint gettin nothin from me, fancy man" he cursed "and you wont cross wi me cause Ill slit your throat in two shakes of a cats whiskers with this knife" and he brandished it menacingly. Ergin threw back his head and laughed, many in the crowd joining in with him with the roaring. Ergin slapped his knees as the tears rolled down his face. "You really think so, eh?" he said in between coughs, "I assure you, my vertically challenged friend, you will not like me when Im angry. Please give up or Ill report you to the Guard as a Traitor and youll be hanged with the sunrise. What do you say?" and he wiped his streaming eyes, still repressing mirth. The little man looked around him menacingly and slowly, indignant that they should make fun of him, of all people! He stooped down, and bared his knife and teeth. "Nobody makes a fool of Dripplus Bristlehog, Halfling Thief!" he cried, and leapt upwards and forwards, blade slashing and claws scratching. Ergin reacted like a cat. He stepped nimbly backwards, and was just quick enough to bring up his sword. His sword clashed with Dribbluss, and they fell backwards together, the foul little creature on top of him. He struggled and grabbed around as the Halfling raised his dagger with both hands into the air. But he would not be beaten that easily. Ergin fumbled with his free hand and found what he was looking for. He grasped at the long stick that lay conveniently nearby and thrust it into Dribbluss face. Astounded, the creature fell back, his weapon falling from his hands. With an acrobatic leap, the Emissary hopped to his feet, and bought his sword around, pinning the Halfling by the neck with its wickedly sharp point. "Now then" growled Ergin, his voice barely audible, "Do you know who I am?". the Halfling did not answer, but gave a gulp all the same. "DO YOU?!" cried Ergin, his eyes blazing and flashing as if lightning storms were inside his pupils, and the squeaky voice answered negatively and almost imperceptibly. "Well" said Ergin, giving a noble smirk, "You see this sword?" he said pointing to it with his free hand, "this is what is called a Hawk Sword. It is called that because it has a Hawk fashioned into its hilt. Cunning, eh? Now only a few people are given these" he continued, flexing his moustache and chewing on his lip, "and the people who do receive them are called Emissaries. Imperial Emissaries. Now consider, for a moment, Mr. Bristlehog, what you think that "Imperial" bit of the name means". He waited for a moment, then, receiving no response, he shrugged and went on. "It means, obviously, that the Emissary works for the Emperor and the Empire. And I happen to be an Imperial Emissary. And I happen to work for the Emperor. And I happen to be Ergin de Golder, one of the finest and most important of the said people. And I can get you hanged" - he clicked his fingers - "like that!". He finished his speech, and slackened the force on his sword. The Halfling stumbled to his feet, rubbing a sore patch on his neck. He glanced back and then forward at Ergin, spat at his feet and legged it, fleeing down a back street. Many of the gathered peoples began a Hue and Cry, and made to follow. But Ergin stood calmly, and, drawing forth his horn, blew a resounding call that echoed off every surface. >From afar there was heard the commotion of Guards getting to arms. "He wont get far" said Ergin calmly, and smiled pleasantly with a sweeping gesture of thanks to his audience. FIN *+*+*+*+*+*+*+*+*+*+*+*+*+*+* Well, there ya go. Ready for battle as it were. The only thing I have omitted is the "Roleplay Guidelines" that are usually included. I have left this out because the Emissary is a varying character, and is different according to anyone who plays him. He can be as mighty as a Barbarian, as stealthy as an Elf or as wizened as a Wizard. You have seen how one Emissary behaved in the story above. Yours can be similar or totally different if you wish. Just make it clear with your gamesmaster and your fellow warriors what kind of guy the servant of the Empire really is. Bye for now! Peredur, the Guardsman. -- Peredur Glyn Davies - Cymru am Byth!!! Thinking of a cool quote... www.llonnod.demon.co.uk/ (locked at the moment)