Warhammer Quest

Priestess of Shallya

By Thecustodian


The art of the Healer is one held in high regard in the Old World. Of all the healers, the wizards are perhaps the best known and most potent, but these men are few in number and usually busy in the war against Chaos. The skilled physicians who work through surgery and knowledge are even rarer, and their time is taken up caring for the rich and powerful who pay their expensive bills. Who then do the common people turn to when illness strikes? In smaller villages there are the old women who practice the art of the herbalist, but they continually risk the overzealous witch hunters. Luckily, the Goddess Shallya, merciful deity of healing and wholeness, whose symbols are the Dove, the Broken Sword and the Teardrop, provides for the faithful. The Temples of Shallya are generally to be found in the more populous centres, where there are large concentrations of unfortunates, but these temples support the efforts of traveling priestesses, who offer succour to the poor and needy outside the city.

The last place one would expect to find one of these sisters of mercy is in the grim confines of the old dwarf halls, but it is not inconceivable that a young, healthy Priestess of Shallya might so venture. Almost all clerics and followers of Shallya swear oaths of pacifism, but there are always exceptions. If the need were judged great enough, or if her special expertise was required, the Temple of Shallya might ask for a volunteer to undertake a dangerous task. As well as healing her companions, such a woman would be fighting to stem the corruption of Chaos and is an invaluable aid against some of the most pernicious foes of man: disease and poison.

 

Starting as a Priestess of Shallya

Wounds

1D6+6

Move

4

Weapon Skill

3 (2-4)

Ballistic Skill

6+

Strength

3

Toughness

2

Initiative

3

Attacks

1

Pinning Roll

5+

Willpower

3

Weapons

The Priestess of Shallya carries a Staff, or to give it its proper name, a Shallyan Anaesthetic Stick, which has the mystical power of granting sleep to those stricken on the head. It causes normal damage, but is a defensive weapon, primarily. When she wields the staff she gains +1WS in Defence, but –1 WS in Attack. It also allows her to use one Prayer in the adventure at any time, for no cost and in addition to her normal allocation.

Armour

“We need no weapons, we carry protective herbs!”

The Priestess wears no armour. However, the hand of her Goddess is on her at all times. She has the ability Ignore Blows 6+. In addition, if she is ever threatened with disease, plague, poison or the like, she avoids it on a roll of 6. This test is taken before (but not in place of) any other method of avoiding infection.

Equipment

Before she heads out on her Quest, the Priestess is given a special Herb Bag. She will always be on the lookout for herbs she can use. The Herb Bag allows her to make some concoctions before each adventure. Roll 1D6 to determine how many brews she has made, and then another D6 to see what type each is.

D6

Name

Effect

1

Arkasu

Heals 1D6 Wounds immediately

2

St Johan’s Wort

Restores 1 Wound every time the Power Dice is 2 or more. On a roll of 1 it has no further effect.

3

Melkineye

Recipient gains +1 WS for the duration of a combat

4

Hardath Root

Recipient gains +1 Toughness for the duration of a combat

5

Foxtail Brew

To be placed on a bladed weapon. Does +1D3 Wounds if it causes at least 1 wound on a mortal target (not undead or dæmon). Lasts for one combat.

6

Gelbenwurzel (Addictive)

The recipient gains 1D6 points to be spent improving Attacks, WS, Strength, Toughness and/or Initiative. These effects last 1D6 turns, after which the Recipient loses 1D3 wounds from his starting score and all the gains, along with a loss equivalent to the gains, for the rest of the adventure. If there is another dose available it can be used to offset these profile losses, but not the wound loss, and it has no other gain.

 

Starting Skill

Shallya is the Goddess of Healing, and all of her followers are devoted to this cause. As well as having knowledge of physiology and medicine, the chosen followers may invoke Prayers to Shallya, to gain some aspect of the supernatural healing that is available in the Convents and Temples of the Goddess.

Unlike conventional wizards and other priests, the Priestess begins with a wide selection of healing options. She knows most of the prayers and invocations that are sacred to Shallya, and as she advances in experience they become more powerful.

The Priestess knows the following Prayers to Shallya. She may attempt to use one per turn. The success of these Prayers is linked in some way to the winds of magic, and to represent this, she must roll a dice and add it to the Power Dice. If the result is equal or above the difficulty of the Prayer, it succeeds. If not, then it fails for this turn.

If her roll is a 1, the Prayer automatically fails. If a 6, it automatically succeeds.

The Priestess gains +5 points of Experience for each wound she heals. For some of the other prayers below, she may gains Experience.

Heal Minor Wounds

Difficulty 4+

This affects any one warrior on the same board section as the Priestess. It restores 2 Wounds.

Heal Moderate Wounds

Difficulty 7+

This affects any one warrior on the same board section as the Priestess. It restores 5 Wounds.

Heal Serious Wounds

Difficulty 9+

This affects any one warrior on the same board section as the Priestess. It restores 7 Wounds.

Heal Critical Wounds

Difficulty 10+

This affects any one warrior on the same board section as the Priestess. It restores 10 Wounds.

Resuscitate

Difficulty 4+

This places an unconscious Warrior on 1 Wound, and restores him to consciousness immediately, though he cannot attack this turn.

Resurrect

Difficulty 11+

This resurrects a Warrior who is dead. See the Wizard Spell ‘Resurrection’ for details.

10 points of Experience

Regenerate

Difficulty 8+

Any Major Injury, like the loss of a limb, can be combated with this spell. The Priestess must have physical contact with both the Warrior affected and the severed part. A successful roll with reattach the part, but the Warrior will not be able to use it for a number of turns equal to the Power Dice.

3D6 points of Experience

Cure Disease

Difficulty 7+

If this Prayer succeeds, the target is cured of any one Disease they have been afflicted by. If it fails, however, the Priestess cannot attempt to cure it again by these means.

1D6 points of Experience

Cure Toxin

Difficulty 7+

If this Prayer succeeds, the target is cleansed of any one poison or bane that he has been infected with. If it fails, however, the Priestess cannot attempt to cure it again by these means.

1D6 points of Experience

Cure Madness

Difficulty 7+

If this Prayer succeeds, the target recovers from any one form of madness or phobia. This is a broad definition, and is of more use in the Roleplay section. However, it could be something like calming frenzy or curing catatonia. It should be assumed that it would have no effect on the Priestess’ enemies.

1D6 points of Experience

There are other Prayers to learn, but those above form the basic arsenal of every Priestess of Shallya.

Priestesses and Equipment

The Priestess may never wear armour, although she can wear furs. She may not use a shield, any ranged weapon, or any bladed weapon. She will try to stick with her Staff. However, she may purchase and use knives and daggers in case of emergency.

 

Advanced Rules


Shallya’s Blessing

By the grace of her Goddess, the Priestess is granted a certain level of defence from damage. As well as the resistance to disease and damage she begins with, she gains Magic Resistance at Champion Level.

Title Disease Resistance Magic Resistance Damage Resistance
Novice 6+ N/A 6+
Champion 5+ 6+ 6+
Hero 4+ 6+ 6+
Lord 3+ 5+ 6+

 

Experience

At higher levels, the Priestess gains more of a benefit from her healing. The rule is that for each wound she heals, she gains +5 Experience or +1 point per Battle Level, whichever is the higher. In other words, at Battle Level 7 she gains +7 Experience per Wound healed. For Prayers with a random gain (1D6 Experience, for example) this benefit is doubled at Hero and Lord Levels.

Traveling

Whenever the Priestess has an Uneventful Week, she may attempt to spend some time looking for herbs. There are all manner of wonderful concoctions that can be made if she can find the right ingredients. For each Uneventful Week, roll 1D6. If you roll a 4+, you may immediately roll for an herbal concoction. Note, however, that she cannot use this until she reaches the Settlement, as she requires time to actually make it up.

 

Priestesses in Settlements


The Priestess is a welcome figure in any Settlement, unlike the majority of Warriors. This means that once in each Settlement she can ignore the event she has received and treat it as an Uneventful Day. This does not apply when ministering to the poor (below).

Whilst in a Settlement the Priestess may visit any of the Traders and the following special locations; Alchemist’s Laboratory, Temple and the same Drinking Establishments as the Elf. She may also visit the Herbalist (found in any Settlement, the same as a trader) to buy herbs, and she may search for the Temple of Shallya, which is a special location.

Herbalist

For some reason, most Herbalists are small, withered and old. Like their merchandise, really. In the Herbalist, the Priestess will find shelves filled with bottles and boxes, powders and preserves. It is likely that there will be at least some of the more useful and long-lived herbs and concoctions for her to purchase, and some traders have access to rare or extinct wares.

While she is here, she may pay 50 gold per Battle Level, and roll on the herb table 1D6 times. She also turns any herbs she has gathered into the appropriate potions.

Temple of Shallya

Most Temples are quiet places with many levels. As well as the large nave there are ample small chapels and seats for people to sit in quiet contemplation and prayer. The Temple is one of the few places where a wide selection of society comes together. The rich nobles and merchants make their representations in the nave, while in the cellars below, long lines of mattresses provide a shelter for the poor and ill of the settlement.

In the Temple, the Priestess can donate any amount of money, which is counted towards her next training. Once per settlement she may also pray and devote herself to the Goddess. She will offer a donation of 1D6x25 gold to the Poor Relief Fund.

Roll 2D6 when she does so.

2D6

Effect

2-3

Shallya is not impressed with your work. You have clearly left behind your merciful motives and begun to concentrate more on killing than on healing. You must present an offering of BLx50 gold to be admitted to the next Temple of Shallya you visit. This may come out of money you have stored away, if you like.

4

Shallya pays you no heed.

5

You are strengthened, and gain +1 Starting Wound in the next adventure

6

Shallya places protection over you. In the next adventure you may avoid any one blow.

7

Roll twice on the Consultation Table in the Wizard’s Guild

8

Roll thrice on the Consultation Table in the Wizard’s Guild

9

You are granted a boon, and one Prayer in the next adventure succeeds automatically.

10

Shallya blesses your Staff and makes it Magical permanently. Further rolls of this allow you to cause Double Damage for one turn per adventure each.

11

Shallya blesses your Staff and makes it Magical permanently. In addition, it stores 1D6 Points of Power, renewed at the beginning of each adventure. Further rolls add +1D3 points.

12

Shallya seems to see something in you, and teaches you another prayer. Roll on the table under ‘Training’.

 

She may also spend as many days as she likes caring for the sick and needy of the community. On these days she pays no Living Expenses and may not visit anywhere, but rolls on the table below each day.

Roll 1D6

Care in the Community Effect

1

Your attempts to provide succour lead to you being robbed of 1D6x10 gold.

2

You encounter a mass of starving people robbing a merchant of his goods. Calling upon Shallya to calm them, you exhort the people to leave the man alone, and visit the Shallyan Temple for charity. Roll 1D6 to determine your success.

1 It seems that you have misjudged the situation, and the crowd was working with a prominent Witch Hunter to bring a Chaos Sorcerer to justice. Unfortunately, your intervention lets him escape, and you are forced to leave the settlement rather abruptly.
2-5 The crowd disperses eventually, but the merchant’s stock has been mostly stolen or trodden into the ground.
6 The people, who are more desperate than evil, follow your advice. It seems that the merchant was bringing wine for a local magistrate, and tells him the tale. The magistrate pledges a large donation to the Temple, and 1D6x50 gold to you.
3 While feeding soup to the starving, you attract the attentions of an elderly tramp. He is wearing ragged clothes but walks with pride. He addresses you haughtily, demanding food. Make a Willpower Test. On 7+ you pray for humility and serve him without losing your temper. Impressed by your bearing, he talks to you. It seems he was a warrior, and he passes on some of his knowledge. Gain 1D6x50 points of Experience. Your Goddess also smiles upon you, and you gain +1 Luck in the next adventure. If you fail the Willpower test, you become angry or lose your temper. You cannot minister to the poor for another 1D6 days.
4 The Priestess encounters a small dog in an alleyway. It is looking out into the street, waiting for a gullible warrior to come by. You can adopt it if you like. It has Living Expenses equal to a normal warrior, but you gain +1D3 Luck at the beginning of each adventure while it is in your care, as Shallya blesses you for your care and mercy.
5

You come across what appears to be the victim of a plague. You call on Shallya's name to provide a cure. Roll 1D6.

1 You begin to chant, but sense evil. The person is saturated with Nurgle’s pestilential energies! The cultist leaps to his feet and makes off. Your contact with this sorcerous plague saps your vitality, and you lose 1 Starting Wound in the next adventure.
2-5 There is no effect, and you return to the Temple to report this potential disaster.
6 Your prayers are answered, and the man is taken to the Temple for recovery. You are congratulated for your quick thinking and given 1D6x50 gold
6 One of your ‘clients’ turns out to be one of the local nobles! He is very impressed with your work, and makes you a donation of 1D6x50 gold.

 

Training


The Priestess must train at a Temple of Shallya. Her training involves prayer and meditation as well as study of anatomy and herblore, not to mention the skills of combat she attains. She also learns and exercises virtues like humility and charity. Training takes a full week, and she must roll once on the Care in the Community table. Note that the Temple will intervene if it gets too out of hand, so you cannot be thrown out of the Settlement, but must pay reparations of 1D6x50 gold. This can be taken from your stored amount if you chose.

As the Priestess gains Battle-Levels she learns to use more than one Prayer in a turn.

Battle-Level No. of Prayers
1-4 1
5-7 2
8-10 3

Rather than gaining skills, the Priestess is taught new Prayers to Shallya. When her battle level table indicates that she gains a new Prayer, roll on the table below. Re-roll any repeated rolls you make.

Roll a D66

11-14 Cause Sleep

The Priestess intones softly, but somehow her words are audible over the bellowing of the trio of ogres. One of them starts to sway, and its eyes flutter shut. With a resounding crash it falls to the floor and starts to snore.

This affects one group of similar Monsters in the room. It will only affect Monsters who have not yet taken any wounds. If it succeeds, roll 1D6 (modified depending on BL). If you roll equal to or above the Initiative, it falls asleep for this turn. The Priestess can keep them asleep automatically in place of one Prayer in subsequent turns. She may not use two such Prayers at the same time. A Monster wounded will immediately recover from the effects, and will attack in the next Monster Phase.

Title Difficulty D6 Modifier
Novice 7+ -1
Champion 7+ 0
Hero 7+ +1
Lord 7+ +2


15-22 Quell Animosity

Hearing the ranger’s sudden warning, the Priestess steps into the room. Speaking in calm tones, she opens her arms in a gesture of peace. The hobgoblins freeze, their wickedly curved knives stopped mid-plunge as they consider a change in hobby… perhaps flower arranging? Or ornithology?

This Prayer can only be used when the Monsters are first placed. The Priestess rolls 1D6 and adds her Willpower and each Monster in the new group rolls 2D6. If she rolls equal or over the Monster’s score, it slinks away. No gold is gained for Monsters who retreat in this way. This cannot be used if the Monsters make a Magic Ambush, unless it is negated in some way.

Title Difficulty Distance
Novice 8+ Adjacent
Champion 8+ Up to two squares away
Hero 8+ Up to two squares away
Lord 8+ Same board section


23-26 Raise Hope

The Priestess calls on Shallya’s purity to see the Warriors through the horrors to come.

All Warriors on the same board section gain a bonus to their Fear and Terror (and Greater Dæmonic Terror) rolls.

Title Difficulty No. Warriors Affected Effect
Novice 7+ 1 +1 F
Champion 7+ 1 +1F, +1T
Hero 7+ 2 +2F, +2T
Lord 7+ 4 +2F, +2T


31-34 Confuse

The Priestess prays for confusion to fall upon her foe. The troll looming over her seems to pause, as it wonders what it was doing.

Once invoked, this Prayer causes the Monsters to lose a number of attacks. The number is determined by title, and the attacks lost may be split between the Monsters as the Priestess sees fit.

Title Difficulty Attacks Lost
Novice 7+ 1
Champion 7+ 2
Hero 7+ 3
Lord 7+ 4


34-42 Holy Radiance

The Priestess calls on Shallya and the Holy Powers, and holds up her staff. Light streams from it, blasting through the black cloud of smoke that the vampire disappeared into. With a cry of pain, the evil being reappears, staggering back, skin blistered.

If this prayer works, any undead or dæmonic creature within a certain distance takes a number of Wounds, 1D6 per point of Willpower. These wounds are totally unmodified. This can only be used once per turn.

Title Difficulty Distance
Novice 11+ Adjacent
Champion 11+ Up to two squares away
Hero 10+ Up to two squares away
Lord 10+ Same board section


43-46 Sanctuary

“Get behind me,” cries the Priestess, as she invokes the ancient rite of sanctuary. Around her, and the three huddled behind her, a faint shimmering appears. Thin lines of white appear to sketch out a box or roof, reminiscent of the Temple of Shallya. The Chaos Warrior’s mace comes swinging around, but hits against a mystical wall, bouncing off at an angle.

The Priestess may select a number of squares determined by her battle-level. The first must be the space where she is standing, and the others must be linked. Any Model standing in a Sanctuary Square counts as being under the Shield Spell, and thus can only by hit with attacks that score 6 to hit, or which are magical in nature.

This Prayer lasts one turn.

Title Difficulty Squares Affected
Novice 8+ 1 (Priestess' square)
Champion 8+ 2
Hero 7+ 3
Lord 7+ 4


51-53 Sanitise

Disgust replaced the look of horror on the Priestess’s face as the Warriors were confronted with the Nurgle Cultists. The insane once-humans gibber and cavort, showing off their numerous ‘blessings’: the pustules and tumours of hideous disease.

As the Imperial Noble tried to keep control of his stomach, the Priestess strides forward, her arms outstretched. She fears no plague!

When this Prayer is in operation, a number of Warriors receive immunity to the following Special Abilities, which are negated, and have no effect this turn:

Paralysis

Plague

Tomb Rot

Attacks made with these abilities still cause Wounds, but have no additional debilitating effects. Fatal Damage attacks are negated.

Title Difficulty No. of Warriors
Novice 8+ 1
Champion 8+ 2
Hero 8+ 3
Lord 8+ 4


54-56 Cleanse

The great Rat Ogre loomed over the Priestess, its muscular arm ending in a fistful of claws, dripping with some foul poison. With a roar it slashed at the woman, who crumpled and lay still. With a grunt of satisfaction, the great beast stooped to feed- only to get a staff blow in the eye!

When this Prayer is in operation, a number of Warriors receive immunity to the following Special Abilities, which are negated, and have no effect this turn:

Poison (including Weeping Blades and Sting)

Vomit

Attacks made with these abilities still cause Wounds, but have no additional debilitating effects. Fatal Damage attacks are negated.

Title Difficulty No. of Warriors
Novice 8+ 1
Champion 8+ 2
Hero 8+ 3
Lord 8+ 4


61-63 Sanctify

The Beastman Shaman brays out an evil laugh, as it summons the raw powers of Chaos, forming spells of brute power. The Priestess looks at her weakened friends, and proclaims the Third Clause of the Shallyan Creed: ‘Mercy begets purity!’

With another bray, this one of astonishment, the Shaman’s power fades, blown away by an unexpected flurry in the Winds of Magic…

This Prayer grants some protection from Chaos Magic. It gives a Dispel attempt to the Priestess, and grants Resistance to a number of her allies. The Priestess decides who receives the Resistance Protection and which spells she will attempt to Dispel. She may make one Dispel attempt per spell, and can make one attempt for each Attack she gives up.

Title Difficulty Dispel Power No. of Attempts Protected Resistance
Novice 8+ 6+ 1 6+
Champion 8+ 6+ 2 6+
Hero 8+ 5+ 2 5+
Lord 8+ 4+ 4 5+


64-66 Consecrate

The ground begins to quiver slightly under the feet of the four weary warriors. A sonorous chanting splits the air, and arms bust out of the ground, feeling blindly for the living flesh they sense.

As the other three smash at the arms in panic, trying to destroy the corpses before they can claw their way out of the grave, the Priestess empties an urn of holy water onto the ground and proclaims it sanctified. In moments, the cold flesh begins to return to rest.

This Prayer grants some protection from Necromantic Magic. It gives a Dispel attempt to the Priestess, and grants Resistance to a number of her allies. The Priestess decides who receives the Resistance Protection and which spells she will attempt to Dispel. She may make one Dispel attempt per spell, and can make one attempt for each Attack she gives up.

Title Difficulty Dispel Power No. of Attempts Protected Resistance
Novice 8+ 6+ 1 6+
Champion 8+ 6+ 2 6+
Hero 8+ 5+ 2 5+
Lord 8+ 4+ 4 5+


As well as gaining new Prayers, the Priestess’s original Prayers gain in effect and become easier for her to use.

Many of the Prayers restore a certain percentage of Wounds. This is the percentage of the Starting Wounds, rounding up any fractions. There is also a minimum effect. If a warrior with 9 Starting Wounds had Heal Minor Wounds, the Prayer would restore 2 Wounds, as 10% of 9 rounds up to only 1 Wound. If the Warrior had 30 Starting Wounds, it would restore 3 Wounds. If he had 31, it would restore 4.

Heal Minor Wounds

The Priestess recites a litany as she passes her hand over the profusion of cuts. The skin seems to tighten and contract for a second, and the wounds close over.

Title Difficulty Effect
Novice 4+ 10% or 2 to one Warrior
Champion 4+ 10% or 2 to two Warriors
Hero 4+ 20% or 3 to 1D3 Warriors
Lord 4+ 25% or 3 to all Warriors


Heal Moderate Wounds

Holding the arm in her hands, one to each side of the break, the Priestess invokes the name of Shallya as she moves her hands together. With a subdued ‘crack’ and a whimper of momentary pain from the patient, the bone fragments fuse together. A second invocation clears away the clotted blood and bruising, and leaves the sword-arm as good as new.

Title Difficulty Effect
Novice 7+ 50% or 5 Wounds
Champion 7+ 50% or 5 Wounds
Hero 7+ 50% or 5 Wounds
Lord 7+ 50% or 5 Wounds


Heal Serious Wounds

The warrior slumped to the ground, grasping onto his halberd even though the last of the goblins had fled. The Priestess hurried over in time to catch him toppling over, and began a ritual of healing. Holding her hands on either side of his head, she interceded with Shallya, and was rewarded as a moment later his eyes fluttered open and the blood flow from his dozen stab wounds slowed to a trickle.

Title Difficulty Effect
Novice 9+ 75% or 7 Wounds
Champion 9+ 75% or 7 Wounds
Hero 8+ 75% or 7 Wounds
Lord 8+ 75% or 7 Wounds


Heal Critical Wounds

Bracing herself for the scream of pain, she placed her hands inside the rents in the chainmail and pressed down on the fountain of blood welling up and out, pushed out of the body with the fading strength of the warrior’s heart. A nimbus or halo seemed to surround them at that moment, and his cries of agony stopped. As she slowly withdrew her hands, slight noises like stones cracking, like water flowing and like air blowing seemed to occur, as the ruined body began to take form again, bones sliding back into place and organs taking shape again.

Title Difficulty Effect
Novice 10+ 90% or 10 Wounds
Champion 10+ 90% or 10 Wounds
Hero 9+ 90% or 10 Wounds
Lord 9+ 90% or 10 Wounds


Resuscitate

The barbarian easily battered aside the goblin’s scimitars, but the great stone hammer of the troll swung down and connected with his head, its impact only partly deflected by the helmet. The man’s colossal form seemed to waver slightly before his legs buckled and he fell to the ground, to be trampled by the advancing greenskins. The Priestess raised her arms and summoned her energies. With a cry she calls the barbarian’s battle-craving into his unconscious body, and yanks him back into awareness. He stands up, a little shaken, and raises his warhammer behind the unsuspecting goblins…

This prayer brings a Warrior back from the brink of death. From the phase when the Warrior is reduced to 0 wounds, the Priestess has a number of whole turns equal to the Warrior's unmodified Toughness characteristic to use this prayer, unless the Warrior is healed as usual before the end of the turn. If the prayer is not cast by the same phase in the remaining turns, the Warrior dies as usual.

For example, Grug, a Barbarian with a Toughness of 4, falls to a trap in the Power Phase. If he is not healed by the end of the turn, the Priestess may try this prayer in the next 4 turns, to restore him. If she does not manage it by the Power Phase of turn 4 then he is lost forever.

Title Difficulty Effect
Novice 4+ restores to 1 Wound, can't attack this turn
Champion 4+ restores to 10%, can't attack this turn
Hero 4+ restores to 10%, can attack immediately
Lord 4+ restores to 25%, can attack immediately


Resurrect

As her cry of dismay still echoes around the chamber, the Priestess falls into a trance, her staff held in both hands, pointing directly up. Her spirit blazes with power, as she invokes the powers of the gods. Shallya she invokes to restore the body of her companion, Mórr to release his soul, and Sigmar to cleanse his spirit from any taint or claim of the darkness. She speaks the ancient, awesome words, adding the Eighth Clause of the Shallyan Creed; “Healing for all life, restoration for body, spirit and soul”.

The Chaos Sorcerer looks at her with new respect as he perceived the mighty power she was wielding, then gasped as he saw its effect, and the warrior lying dead before him rose again to life, weapon grasped in sure and powerful hands.

Title Difficulty
Novice 11+
Champion 10+
Hero 10+
Lord 9+


Regenerate

With no squeamishness, the dwarf held out the elf’s severed arm. The elf, on the other hand, having just regained consciousness, lost it as he saw his missing limb. The Priestess sighed at the histrionics of the elf and the smugness of the dwarf, and pushed the limb back into place, summoning power to knit arteries, muscle, bone and cartilage together again.

Title Difficulty Effect
Novice 8+ Reattaches existing part, can't use for a number of turns equal to the Power Roll
Champion 8+ Reattaches existing part, can't use for one turn
Hero 8+ Reattaches existing part, can use immediately
Lord 8+ Regenerates lost body part, can use immediately


Cure Disease, Cure Toxin, Cure Madness

Approaching the quivering figure in the corner, the Priestess held out a hand that seemed to glow slightly. Breathing out words- prayers- she called upon Shallya to drive the mark of evil out from the victim.

Title Difficulty
Novice 7+
Champion 6+
Hero 6+
Lord 5+

 

Roleplay Guidelines


The overriding concern of a Priestess of Shallya should be the healing of her comrades and other forms of life. She can never do anything cruel or harsh, even to something evil or inhuman, as to act in such a way would violate her ethics and be in defiance of her god. She is walking a very fine line in accompanying warriors, and any sign of bloodlust or aggression on her part would lead to a rapid failure of her healing powers!

Nonetheless, there is no reason why she cannot have a healthy hatred for Chaos, Evil and such foes of humanity. She fights to stop the Monsters causing harm to her and her people. So unto others before they do unto you, as they say…

As far as Roleplay modifiers go, she is weighted more towards the cerebral than the physical, and of course has great know-how when it comes to healing, injuries, herbs and the like. Her statistics are based upon the Wizard’s, with a few exceptions. Her slightly higher Weapon Skill is because she has a good knowledge of anatomy and psychology, and so knows where and when to strike. Or perhaps it is because of the +/-1 aspect of her staff? Who knows?*

Anyway, she is most definitely a healing character, and shouldn’t be taken on by anyone with violent ambitions.

Priestess of Shallya Battle-Level Table

BL

Gold

Title

M

WS

BS

S

DD

T

W

I

A

L

WP

Pin

Prayers

1

0

Novice

4

3

6+

3

1

2

1D6+6

3

1

0

3

5+

-

2

2000

Champion

4

3

6+

3

1

3

2D6+6

4

1

0

4

5+

+1

3

4000

Champion

4

3

6+

3

1

3

2D6+6

4

2

1

4

5+

 

4

8000

Champion

4

3

5+

3

1

3

3D6+6

4

2

1

4

5+

+1

5

12000

Hero

4

3

5+

3

2

3

3D6+6

4

2

2

4

4+

 

6

18000

Hero

4

4

5+

4

2

3

4D6+6

4

2

2

5

4+

+1

7

24000

Hero

4

4

5+

4

2

3

4D6+6

4

3

2

5

3+

 

8

32000

Hero

4

4

5+

4

2

4

5D6+6

5

3

3

5

3+

+1

9

45000

Lord

4

4

4+

4

3

4

5D6+6

5

3

3

5

3+

 

10

50000

Lord

4

4

4+

4

3

4

6D6+6

6

3

3

5

3+

+1

 

*Well, me, obviously.

Thecustodian

7th September 2004

“Bigger Tables! Better Choices! More Rules!”

Sister Patience Sainthand Scholdene walked behind her strange companions and wondered how she had got herself in this mess. Ahead of her waddled the squat form of Guzzan Caskaxe, who trained his crossbow at the ceiling and shifted the harness that held three small barrels of ale on his back. His bloodshot eyes darted around as her surveyed the burrow. Beside him walked another dwarf, Thangram Thorgramsson. His axe glowed red with the enchantment of a rune carved into its blade with brilliant precision. Ahead of these two forms strode Lord Markos Roony Molenbrot, the eccentric noble who had persuaded her to accompany himself and his two ‘retainers’ to investigate the rat-holes. She, in her most merciful frame of mind, had agreed. Her first inkling of the trouble came when the dwarfs had learned that Molenbrot had referred to them as ‘retainers’. The row had ended with her binding a broken arm (human) and a nasty slash (dwarf) and wondering if she could back out.

Three days later she was still in, and getting ever deeper. Patience had received a special dispensation from the Abbess, allowing her some leniency over her oath of pacifism. The word ‘needlessly’ was added on the end of ‘Take no life’, and ‘within reason’ to ‘Do no harm’. She hadn’t quite pictured that it would lead to her actually killing anything like the huge rat-beings, walking on two legs and at least the size of the dwarfs. Perhaps luckily, the first encounter had been with a single such being, and Guzzan’s bolt had taken it down. It had given her a chance to know what they were facing before they faced the ambush. She had been hard pressed then, but had slain no less than four of the creatures. Actually, she recalled sourly, she had rendered them unconscious. The dwarfs had killed them with deft thrusts of their dispatching knives, as she had prayed to Shallya to draw the poison from the noble’s wound.

Ahead, the man drew on his cigar, causing a faint glow on the wood-shored tunnel wall. She sighed. Twice already she had told him of the poison he was slowly imbibing, which in time would kill him far more certainly than any of the rat-men’s creations. The first time he had laughed. For the second, he smiled and said “Well, that’s another reason to keep you around then. I have every faith in your healing abilities.”

A belch split the air ahead of her, and a fresh wave of despair hit her. Guzzan had been steadily sipping from his ales since they had entered the tunnels. Although it had apparently not impaired his aim- he was still deadly with the crossbow- he had begun to sway a certain amount, and kept making loud and unfunny comments. What was more, he seemed to need the toilet all the time. She hadn’t yet explained what the alcohol was doing to his body. Firstly, she doubted he would care, and secondly she doubted he was sober to understand.

At least Thangram had no bad habits. Well, apart from talking to various voices that only he could hear. And arguing with them. Loudly. Which set off Guzzan’s headache.

No, Patience was definitely looking for a way out. A shame that their leader had used their map to clean off his sabre after the last battle.

They trudged on in the light of the lantern, and Patience wondered if the Temple of Mórr still had room for initiates…