May 27, 2011

One of our latest members - warspawned - has started a Campaign to get Warhammer Quest re-released. If you would like to see your favourite game get some new clothes, or would like it to be made available so that others may have a chance to play this great game in all its majestic glory then visit the following URL and sign the petition:

http://warhammerquestcampaign.blogspot.com

http://www.petitiononline.com/warquest/petition.html

If you have any questions, or would like to know more, drop him an email at: warhammer.quest.campaign@gmail.com

 

October 25, 2010

new website

My friend, Questing Knight, published a new website on our favorite game He built it on WordPress and it's very beautiful.
I am so happy to have new materials

Please visit the Imperial Vault

I go back to read the contents :)

Happy questing

Bruno

 

May 14, 2010
Nicodemus, a member of the forum, has spent the last few months to test and to write a complete expansion. It's a work in progress but it's completely amazing and fully playable. I'll ask you to download it. Once it's done I am pretty sure you'll play this new settings of our favourite game. Please visit this thread and enjoy your reading, in the last pages you'll have a download link.

Chaos Dwarf Quest

Thanks again Nicodemus for this fabulous works. If you want to thank him the best is to give him feedbacks.

 

December 20, 2008

Since August I was busy with lot of projects... I've received new updates of existing warriors.

Blackshadow send me a new version of his Ironbreaker.
The Custodian complete its halflings
Cutlass finishes the skills for the Pirate

Merry Christmas

4 Revised Warriors

Halfling Chef V2
If there is one thing that the Halflings are known for, it is cooking. The Moot abounds with restaurants and in most cities in the Old World there will be several Halfling establishments, often located near each other so that they can co-operate if one Chef runs out of one ingredient or if another is short-staffed and needs a dishwasher. Halflings returning from a hard day’s work (or whatever they like to call it) are guaranteed to find entertainment in this bustling corner of the city, and usually members of other races are welcome.
What with the Moot having a less-than-impressive military reputation (entirely undeserved, as many Halflings will expound), culinary achievement is usually the main contribution a Halfling makes to the great wars and fierce battles which rage across the continent at times. It goes without saying that the contributions of the (successful) Halfling spies and assassins are unrecorded.
This does not mean that all Halflings are devoted only to subterfuge and seasoning. Some take up arms and attempt to make their way in the wider world outside the Moot and the cities, having learnt how their skills will assist Warriors. Occasionally, for one reason or another, a Halfling Chef will leave his hearth and home, polish off the bow hanging above the door, and head out looking for adventure. A strange sight with his small form covered in pots and pans, he is a welcome sight to badly-fed Warriors everywhere.

Halfling Fieldwarden V2
The Moot is the area of the Empire set aside for the Halfling people, and over the years they have planted its abundant fields and constructed towns and villages. The Moot, though, is not as secure as it might appear. Nearby is the cursed county of Sylvania, and many times in centuries past the Empire has had to fend off the living dead. Yet the Moot does not rely solely on human soldiers to protect them. The Fieldwardens patrol the outskirts, looking for potential threats. In times of attack, the Fieldwardens will band together to defend the Moot, often utilising their slingshots with deadly accuracy in mass volleys of stones. They make excellent guerrilla fighters, utilising their smaller stature to great effect.
An individual Fieldwarden is sometimes given a specific duty that takes him away from his patrol route, and conceivably this might lead to him joining a band of Warriors. Though not strong enough to physically grapple with many of the evils of the Old World, a Fieldwarden has a stout heart and is capable of great acts of bravery. They are also very handy with their slings and possess many of the skills of the infamous Halfling thief, although they can generally be considered more trustworthy. Of course, this is not always the case. Who can state with complete certainty that a Fieldwarden was sent on a mission because of his skills, rather than to rid the Moot of an embarrassment?

Ironbreaker V2
Ironbreakers are proud and noble members of the ancient clan of the Ironbreakers. These invincible warriors have the duty to protect the ancient stronghold of dwarves against every kind of foul and evil creatures.

Pirate V3
The pirates of the Old World are numerous and successful. They ply their ‘trade’ all along the coasts of Brettonia, Estalia, Tilea and especially Araby with its hoards of riches, slaves, spices and treasure. The pirate is a free-spirited individual who lives outside the law. He is a thrill seeker and expert swordsman who, as such, frequently finds himself adventuring on land. The reasons for this can be numerous but it all boils down to the excessive greed every pirate possesses. To this end he frequently stoops to thievery and skulduggery, mingling with the worst crowd the Old World has to offer: from spies to crime lords, smugglers and slavers.

Happy adventuring
Bruno

 

August 7, 2008

This morning, I don't arrive to sleep so I read carrefuly our forum, I've found a new Warrior so I've converted it for your own pleasure. Please enjoy the Skaven Seer by Kodarr...
By the way, Martin the Old Warrior found a never published Warrior by Peter Haresnape. I've checked my email and I've found the original emails dated of 2006. So read carrefully his revision of the Grey Mage. I am sorry Peter, I know that I am slow but two years :) Don't send me the inquisition at home, please.

2 Never Published Warriors
Skaven Seer by Kodarr

Shadowmage by Peter Haresnape
The Shadow Wizards are the most secretive and mysterious of all the eight Colleges of Magic. They utilise the Grey Wind, Ulgu, which is the sense of confusion, misdirection, misrepresentation and illusion. Wizards of the Grey Wind, or Shadowmancers, are skilled in making themselves disappear, or appear otherwise than they are. It is said that the normal physical appearances of high-ranking wizards are shifting, so that two people will not remember the same features on the same mage.
Some among the common folk have a strong suspicion of this order, knowing them as Trickster Wizards. Generally the only encounter they will make is with the wandering stranger with the strangely indistinct features, passing through. Yet seldom if ever, despite what the peasants might claim later, does anything go missing, as the Grey Order is in fact more concerned with policing itself and the empire than other Colleges might be. Knowing the lures of the illusory magic in the Lore of Shadow, the Order train only the most regimented minds, and the focus of a Grey Wizard’s life is almost always the relentless purging of Imperial Society of Chaos. Shadowmancers are natural spies and assassins, and they use their skills to monitor the activities of all ranks of society, including those who might be exempt from such scrutiny by other bodies like the Witch Hunters. Knowing the strong lure of power on the mortal human heart, the Grey Mages renounce all claim to it, and make it their life’s work to ensure that those who hold power do not turn to the service of the Chaos Gods.
The symbol of the Grey College is evidence of the conundrum at the heart of the Lore of Shadow. The Sword of Justice represents both the honourable duty the Shadow Wizards perform, and the underhanded, devious and (in the eyes of most) dishonourable methods they use to.

 

Happy Questing
Bruno

 

July 26, 2008

Hi Guys,

Sorry for the lack of update but I was very busy on another project. But I've found some free time to prepare this little update.

12 (re-)Formated Warriors in Htlm
Beastman Gor Warrior by Ted
The Beastmen are mutations who come out of the Chaos Wastes to pillage and slaughter the enemies of the Chaos Gods. Since they first appeared, they have spread through much of the Old World, building hidden forts and villages in deep forests and other wild areas. The Gor Warrior is a prominent beastman who hopes to gain the favor of the Chaos Gods by venturing out from the village alone to further the goals of Chaos.

Black Orc Warrior by Ted
Black Orcs pride themselves on being the largest, fiercest, and most warlike of all orcs.  When times are lean and campaigning armies are difficult to find, Black Orcs will often strike off on their own in search of enemies to fight.  While no less vicious than other orcs, Black Orcs are somewhat less arbitrary in the targets they choose for their violence.  As a result, adventuring Black Orcs can suppress their natural xenophobic tendencies and ally with other like-minded species in search of common enemies to kill.

Empire Knight by Chris Barnhart and Bruce Tong
The Empire Knight is a Warhammer Quest Warrior designed for use within the Net-Campaign. Although designed for the Net-Campaign, non-participants should feel free to use it. This Warrior profession represents adventurers which originate from the ranks of the Knights of the White Wolf, Knights Panther, Reiksguard Knights, Knights of the Blazing Sun.

Imperial Assassin by Gubbinz
Each Imperial Assassin is trained to dispose all enemies by any means. Assassins are sent to each part of the Old World to try to kill all sworn enemies. This particular Assassin joins three adventurers that he befriends and promises a dominating Empire.

Paladin by Jeff Hobby

Rune Warlord By Jeff Hobby

Saurus Warrior by Ted
The Lizardmen of Lustria are an ancient race ruled by the powerful and enigmatic Slann Mage Priests. The Mage Priests are continually engaged in the fulfillment of ancient plans laid out by the Lizardman deities, the Old Ones. Sometimes these plans require Skink agents to go out into the jungle or even to foreign lands on special missions. Saurus aren’t really bright enough to perform such missions themselves, but sometimes having a hulking Saurus Warrior standing at his back makes a Skink’s job much easier…

Skaven Warlock By Ted
The Skaven are arguably the greatest planners and schemers in the Warhammer world.    
The Warlocks of Clan Skryre are the among the most active in advancing the Skaven's long-term strategy for global domination.  Sometimes the development of their plans requires a clan member to venture out into the world alone, recruiting allies (or, better yet, dupes) from other races who can aid them in their missions.  The Skaven Warlock is such an agent, working with corruptible or foolish individuals of other species to increase the power of the Skaven and undermine their enemies.

Skink Archer by Ted
The Lizardmen of Lustria are an ancient race ruled by the powerful and enigmatic Slann Mage Priests. The Mage Priests are continually engaged in the fulfillment of ancient plans laid out by the Lizardman deities, the Old Ones. Sometimes the execution of these plans requires the Slann to send agents out into the jungle or even to foreign lands on special missions. The Skink Archer is such an agent, travelling the world in the service of the Mage Priests and working with whatever allies are available to accomplish their goals.

The Tracker by Jason Sanders
The tracker used to be a servant of a well known Lord. But, one day, they were tracking a fox and the tracker accidentally found the Lord's wife with a rogue Wood Elf. The wife and Wood Elf were promptly executed, and had he not escaped, the Tracker would have been next. It is simple to say that the Lord will stop at nothing to regain his honor by destroying the Tracker, and has hired many bounty hunters to find him. Now the Tracker is trying to gain a fortune while staying away from greedy bounty hunters.

Vampire by Gubbinz
The Vampire was once an honorable Empire General. He and his men were sent to Slyvania to rescue his Knight Regiment. One of the Vampire Counts sneaked up behind him and killed him. Enraged with fury, the Vampire has turned against the Undead and vowed to rid of all of them, no matter how long it takes.

Empire Princess by The Phantom Of The Opera A.K.A. Anthony Gill
In many an empire's castle sits a lonely, bored princess who wonders what the outside world is really like. She's read many books about the world, but never actually seen it. Some of these royal daughers take flight of their golden nest in search of adventure, or just simply to experience the world outside the castle. Some have permission, some just run away, but however they got out, they're here now. Princesses are typically somewhat arrogant and rude, in their own polite way. They'll usually try to trick people into doing things they didn't really plan on doing, and can be downright dirty in fighting sometimes. They are also highly adept at learning, and become sort of a "jack of all trades", learning many different varieties of weapons, defence techniques, spells, and skills from other kingdoms. A princess is a good companion to have along, if you can put up with her...

Happy Adventuring
Bruno

 

July 13, 2008
Dear fans of Warhammer Quest,

Here's a mini update. I've founded this warrior few days ago on a Yahoogroup.

1 new Warrior
Lahmian Vampire by Chris McPeak
Legends tell of an ancient vampire Queen who resides high in the Worlds Edge Mountains. Most believe it to be merely an old wives’ tale. A few scholars know better. The Vampire Queen of Mysteries does indeed exist, and those who know call her Neferata, which means “ She who is beautiful in death “ in the ancient tongue of Nehekhara, the land of the Dead.
Vampires of the Lahmian Sisterhood, the descendants of Neferata’s Cursed bloodline, are her eyes and ears in the outside world and using the information from their reports she plots and weaves a web of intrigue. For the the Queen Dreams of enslaving all the Vampires of the known world and returning to ancient Lahmia at the head of an Undead army, reclaiming her throne and rebuilding the great Temple of Blood.
In order to achieve her goal however, she sends forth her descendants, vampires of her bloodline who inform her of political intrigue and important information that happens in the old world.  A rare few Lahmians go further then that, occasionally leaving their cozy castles and home comforts, and joining bands of adventurers in order to search for ancient Khemrian artefacts that once belonged to Neferata, and the city of Lahmia. When a Lahmian finds such an artifact, Neferata rewards them greatley, giving them access to more lands, power, and the spread of their influence throughout the Lahmian Sisterhood. As their influence spreads, so does their power.  Lahmians are generally reputed to be women of extraordinary beauty and skilled warriors. Many are chosen as Assasins, their lightning quick reflexes and skills making them a perfect choice for a silent murderer. Lahmians are as fast as quicksilver, and the legends of many a lady vampire catching a cannon ball in mid flight, are indeed quite correct.
Many an adventurer has died at the hands of a Lahmian before they even got a chance to unsheath their sword, finding their own beating heart in the very hands of the lady vampiress before they could even blink.

Happy Adventuring
Bruno

 

July 4, 2008

Dear fans of Warhammer Quest,

Thanks to the Custodian, we have 3 never published warriors. I hope you'll enjoy to play them.
Peter Haresnape aka The Custodian is a major contributor of the Museum. Thanks Peter for all the stuff.

3 Never Published Warriors
Halfling Fieldwarden by Peter Haresnape aka The Custodian
The Moot is the area of the Empire set aside for the Halfling people, and over the years they have planted its abundant fields and constructed towns and villages. The Moot, though, is not as secure as it might appear. Nearby is the cursed county of Sylvania, and many times in centuries past the Empire has had to fend off the living dead. Yet the Moot does not rely solely on human soldiers to protect them. The Fieldwardens patrol the outskirts, looking for potential threats. In times of attack, the Fieldwardens will band together to defend the Moot, often utilising their slingshots with deadly accuracy in mass volleys of stones. They make excellent guerrilla fighters, utilising their smaller stature to great effect.
An individual Fieldwarden is sometimes given a specific duty that takes him away from his patrol route, and conceivably this might lead to him joining a band of Warriors. Though not strong enough to physically grapple with many of the evils of the Old World, a Fieldwarden has a stout heart and is capable of great acts of bravery. They are also very handy with their slings and possess many of the skills of the infamous Halfling thief, although they can generally be considered more trustworthy. Of course, this is not always the case. Who can state with complete certainty that a Fieldwarden was sent on a mission because of his skills, rather than to rid the Moot of an embarrassment?

Halfling Chef by Peter Haresnape aka The Custodian
If there is one thing that the Halflings are known for, it is cooking. The Moot abounds with restaurants and in most cities in the Old World there will be several Halfling establishments, often located near each other so that they can co-operate if one Chef runs out of one ingredient or if another is short-staffed and needs a dishwasher. Halflings returning from a hard day’s work (or whatever they like to call it) are guaranteed to find entertainment in this bustling corner of the city, and usually members of other races are welcome.
What with the Moot having a less-than-impressive military reputation (entirely undeserved, as many Halflings will expound), culinary achievement is usually the main contribution a Halfling makes to the great wars and fierce battles which rage across the continent at times. It goes without saying that the contributions of the (successful) Halfling spies and assassins are unrecorded.
This does not mean that all Halflings are devoted only to subterfuge and seasoning. Some take up arms and attempt to make their way in the wider world outside the Moot and the cities, having learnt how their skills will assist Warriors. Occasionally, for one reason or another, a Halfling Chef will leave his hearth and home, polish off the bow hanging above the door, and head out looking for adventure. A strange sight with his small form covered in pots and pans, he is a welcome sight to badly-fed Warriors everywhere.

Priest of Manann by Peter Haresnape aka The Custodian
Manann is the God of the Sea, and is justly feared by many Old Worlders for his power over that fickle element. For those living on the coast, or whose livelihoods depend on oceanic trade, or who take ship for adventure and profit’s sake, Manann is a God to be respected and placated. He is often perceived as indifferent to mortals, even to his priests, but his worship is considered necessary. Some seafarers, typically pirates, worship an aspect of the God they call Stromfels, a God of destruction and jealous retribution. This aspect is even more feared for its abandon and potential for devastation.
Priests of Manann nearly always come from seafaring stock, and are brought up with a proper regard for the majesty and power of the rolling oceans, not to mention the potential for catastrophe inherent in a life based on the sea. They tend towards short tempers and moods which wax and wane with the moons.
Many Priests join the Order of the Albatross and serve as navigators aboard vessels of many nations. They are acknowledged as the best in the Old World, and are paid accordingly, much of the payment making its way to the various Temples of Manann in the form of tithes. The biggest temple is in Marienburg, from which ships sail all over the Old World and beyond. There are plenty of opportunities for aspiring young clerics to gain experience in navigation and seafaring, as well as the inevitable need for self-defence against pirates, sea-creatures, Dark Elf Corsairs and whatever other dangers await beyond the horizon.

New Monster
Grey men by Paul Smith
Many people sell their souls to chaos and become cultists, chaos warriors, sorcerers or even worse...chaos spawn...but none are quite as frightening as the Grey men. These individuals are so steeped in chaos that they have gained special abilities that the dark lords put to good use away from the battlefield.
The Grey men are the perfect assassins..they have the ability to go un-noticed unless you know exactly what you are looking for...and looking directly at them.

10 (re-)Formated Warriors in Htlm
Lizard Man
The LiZaRD Man is a powerful creature coming to The Old World from the lands of Lustria. Having very good fighting skill, and more powerful than most creatures from The Old World. The LiZaRDs have always been faithful to their God, Serpentia, who will every so often give her followers a gift or a new skill. In combat the LiZaRD Men use two Stilettos, crafted by the Serpentia's son, Dragoo himself.

Merchant by Andrew Brockhouse and Michael Brockhouse
Merchants are driven by greed, and greed alone. They care nothing for the well-being of others so long as their pockets are always lined with Gold. They are expert negotiators, convincing customers that their products are only the best and are worth the extra money they charge. Merchants travel all over the Warhammer World searching for lost treasures that they can sell at extremely high prices. Dungeons are the ideal places for merchants, due to the fact that many fabled items of treasure are usually found in dungeons.

Minotaurs by Ben Head
Minotaurs are huge humanoid creatures with the head of a bull. They are vicious, violent and brutal, destroying anything and anyone to get in their way. Their wanting for bloodlust and battle earnt them their feared reputation, and their rage is unequaled throughout the Old World.
Although often thought to be related to beastmen they are a race apart. They can speak Dark Tongue and some common, but prefer to use gestures to get their meaning across.
Minotaurs aren't really choosy about who or what they fight and have no worries about slaughtering the denizens of any dungeon. Some have been known to battle alone side other races, but this is most definitely to serve their own reasons more than anyone else's.

Orc Shaman

Orc Warrior by Jensen Lundberg
Orcs are green-skinned creatures that have a natural lust for war and bloodshed, also for vast quantities of gold and riches, unfortunate for the Dwarves who fell to rampaging hordes of these monsters as they flooded forth from the Dark Lands into the Worlds Edge mountains, where the Dwarves live.
They didn't manage to find what they expected, however. The Dwarves had either hidden their treasures away in very deep, dark caverns, or taken it with them.
The reason for the Orc to travel out on his own has two explanations: He is after his own pile of glittering gold and treasure, he is spying on the other races to tryand find weaknesses in their defenses or society, or both. The first is the most probable, as Orcs are not very smart.

Orc

Orc

The Paladin by Meat Bop
The Paladin is a holy warrior whose combat skills and faith are unparralled. This character is designed for those who wish to play a noble warrior with the mystic blessings of gods.

Rat Ogre by The Evil Quest Team

Bertha, The High Matriarch Of The Sisterhood by Atle Søreide
An adaptation of the Sister of Sigmar.

Happy Adventuring
Bruno

 

June 27, 2008

Dear Quester,

Stay tuned in the next update, you'll have a big surprise... The Custodian is up to something.... For the moment I continue to reformat warriors in HTML.

Database update
I've removed the entry 94 (Grey Man) in the Warrior's Database because it's a monster :/

10 (re-)Formated Warriors in Htlm
Dwarf Noble Adventurer by Lord Duregar
Born among the upper class the Dwarf Noble Adventurer had little contact with the lower tunnels and average life of many Dwarfs. His life was filled with riches and the belief that one day he would ascend the family throne and spend his days tending to the family affairs and counting money. But the Noble Adventurer did not want this life, and so one day took a fair share of his families wealth and headed out alone. He wanted a life of adventure and glory, he wanted to live his life on the edge. Using the bulk of his stolen fortune to train under some of the worlds greatest fighters the Dwarf Noble Adventurer seeks to use this training to enter the dungeons of the Old World and live life a bit more dangerously...

Dwarf Vermin Slayer By Lord Duregar
Dwarf strongholds are often invaded and infected by more than Orcs, Goblins and Skaven. Massive infestations of vermin, giant rats, bats, snakes, or spiders can cause major problems in the lower tunnels and sewer system. These infestations are prevented and stopped by specially trained Vermin Slayers. A Vermin Slayer is a master at fighting such creatures and also a proficient trap setter. As a warrior class the Vermin Slayer makes a excellent starting character who can easily handle large masses of weaker monsters. However at higher levels a Vermin Slayer is little more than a average Dwarf warrior.

Dwarf Prospector by Christian Brakenhoff

Ex-Blood Bowl Player by Jason Hill
Who could possibly have more barely controlled aggression and be capable of wreaking havoc in a dungeon? The Ex-Blood Bowl player is well equipped for a hearty session of Hack 'n' Slash and so Jason has kindly sent us rules for adapting this psychopath for use in your games of Warhammer Quest!

Gunfighter by Ben Head
The Gunfighter is just as the name suggests a Gunslinger, a Sharp Shooter and a Drifter.
With technology on the slow uprise throughout the Old World, Gunfighters, although still rare, have become more frequent. They are slim with piercing eyes, and an iron will. Their power is within the two pistols at their sides, which they use with deadly accuracy.

Harpy
Harpies are loathsome Children of Chaos. They are scavangers and opportunists who prey upon the sick, weary and battle-worn and the dying. Bestial and savage creatures, they flock in large numbers over the Northern Wastes and can often be seen circling over battlefields, waiting for their chance to dive down upon those too weak to defend themselves. Though they are stronger than any mortal man, and have resilience as a cockroach on steroides, they are cowards and easy targets for a experienced warrior. Some take harpies with them into the dungeons to use their bestial attacks for ridding the dungeon of whatever lurks there. The Harpy character is one of these, either dragged with the warriors, or promised some great delicacy to eat.

Hunchback  by Baine
Inspired by "Luthor" from Catacombs of Terror quest pack
Throughout the world there are those born with certain deformities. Not in the case where they are achieved deformities, given by Chaos Gods or those achieved from consuming or being close to raw warp stone, such as the Skaven are. These are those that are born with natural deformities. In certain races, such as the Dark Elves, these babies are sacrificed or killed because they wouldn’t be able to fend for themselves or serve the race. In the Empire and in Bretonnia, these children are usually raised and kicked out of the community once the can take care of themselves. Because of this, these children, however slow and deformed, learn to fend for themselves. They usually go into the mountains and find a cave and live as hermits and no one ever knows that they are alive. Others find ruined castles and holds and live in them, hence you get a haunted castle. Rarely, when a party of adventurers stumbles into one of these ruins, these deformed people will try to help and befriend the warriors, occasionally accompanying them on their adventures. Although not always the brightest, these people are great at defending themselves and are extremely loyalty to those who show them the slightest bit of kindness.

Hunter by Ben Head
The Hunters are a proud race, who are spread through the forests and plains of the old world. They live off the land, and are renowned for their unique weapons. They live very secludedly and are seldom seen, but occasionally a hunter will stray from the clan on specific quest or another such reason. They can be quite intimidating with almost every member of their clan being around 6 foot and possessing great strength.
The Hunter is skilled in the ways of the land and animal lore, using what they know to aid them in battle and survival. Hunters dislike armour, especially heavy metal armour, and mainly rely on their speed and natural strength in a combat situation., causing them to be a deadly foe.

Khaos Knight (Khaos Demmonnite) by Jeff Hobby (Lord Snail)

Knight Templar by Coranth Gryphon
Just as those of holy nature have been known to take up arms, so too have those bred to fighting taken up a holy mantle. Religions flourish both on the faith and courage of those who comprise them, and often the blessings of priests must be augmented by the blades of fighters if faith is to survive.

Happy Adventuring
Bruno

 

June 21, 2008

Dear Quester,

We have a never Published Warrior, thanks to Cutlass and Old Warrior (of Old Warrior's Stronghold) . It's the first since the reopening of the website.
As always the museum needs your contribution ;)

1 Never Published Warrior

Pirate (Revised) by Cutlass (Additionnal rules by Old Warrior)
The pirates of the Old World are numerous and successful. They ply their ‘trade’ all along the coasts of Brettonia, Estalia, Tilea and especially Araby with its hoards of riches, slaves, spices and treasure. The pirate is a free-spirited individual who lives outside the law. He is a thrill seeker and expert swordsman who, as such, frequently finds himself adventuring on land. The reasons for this can be numerous but it all boils down to the excessive greed every pirate possesses. To this end he frequently stoops to thievery and skulduggery, mingling with the worst crowd the Old World has to offer: from spies to crime lords, smugglers and slavers.

10 (re-)Formated Warriors in Htlm
The Caveman by The King of Skwithiness
No “warrior” (if you consider him a warrior) is quite like any other “warrior”. He’s stupid and swings at anything that swings at him or it hasn’t made itself known as a friend after 2.1 seconds.
He is a very strong burly man with a very big club that seems to get bigger after every level up.
He seems to have been in cryogenic sleep through the ice age until your party found him and cracked the ice open and initiated you.

Clay Golem Warrior by Bradley Heath
The Golem is a creature which is created by Priest's and Druids, his only purpose is to serve his master by doing anything his master wants!! Since the Golem doesn't feel any pain he is a very durable monster to use, but because of the fact that he is made of clay he can't take that much damage.

Cleric of Sigmar by Colen McAlister
The Cleric of Sigmar wanders the world, trying to stall the forces of chaos by preaching to anyone who will listen. They are nomadic, never staying in the same place for more than a few months, but can be relied upon to oversee the harvest with blessings from Sigmar or to help root out a Chaos cult that has taken hold in a city.
Clerics are not as suited for battle as their Warrior Priest counterparts, sometimes employing their aid as they wander the world. Occasionally, one will express a desire to confront the Forces of Evil face to face, and will be sent into the world to help the Great Struggle. The Clerics were established after the last Great War against Chaos, created by priests sickened by the slaughter of good and evil alike. They employ their powers for the greater good, helping root out the hidden evils that arise from time to time as well as presiding over trials of heretics and witches found in the city.
Clerics that decide to go hand-to-hand with the Forces of Evil receive the highest blessing and training to help prepare them for their unenviable task- many a monster goes bloodily to their grave, to their puzzlement hearing the words "Bless you, my son" before darkness descends on them.

College Wizard by Jan Teekens
"...Calculus didn't like it a bit, but he knew the Council was right. There was too much at stake here to employ one of those wild warrior wizards for the job. It had been his own investigations in the old 'Book of Light and Darkness' that had brought up the evidence that the 'Stone of Tar' was to be found beneath the deepest tunnels of Karak Drazh. The High Elves had wrought the precious jewel ages ago. Later on it passed to the Dwarfs as a reward. A couple of brave Dwarven Princes managed saved an important Elven-noble from sure dead when he had been ambushed by a horde of foul Skaven. The Dwarfs never fully realized the magic powers hidden in the Stone, let alone that they ever used it. They better had; nowadays there were no Dwarfs in Karak Drazh anymore. All kind of evil creatures had been digging for treasure there ever since the proud Dwarven stronghold was destroyed by an Orc legion. And the thought of an Orc Warboss putting the powers of the Stone to work to settle the score with the Empire was dreadful enough to have the Council make this rare decision. To find the Stone was one thing, but taking it home or, worst case scenario, destroy it would take all the knowledge gathered in the ancient magic colleges. Calculus looked his study over for one more time, missing it already, then closed the door behind him and left for the gymnasium. There he would meet the die-hards the council had hired as his company, and leave..."
So here he goes, will he manage to stay alive and bring the 'Stone of Tar' back to the old Colleges of Magic in Altdorf? It's for you to find out. Of course he doesn't exactly feel at home in the wet, cold jungle of the dungeon world. His fellow adventurers probably wouldn't name him as there first choice for the Best-Magician-in-the- Underground-Scene-Award. But you'll never know, great dangers sometimes bring out the best in a man....

Dark Elf Assassin by Luminos
When the Dark Elves were banished by the Elders of Ulthuan for their worship of the Dark Gods, they retreated to Naggaroth and built their own kingdoms. There they stayed for countless years, secluded, chewing on their grudge against all other Elves, and worshipping their deities of evil. When finally they emerged to once again mix with the rest of the Old World, they were a bitter race. The Witch King trains his more skilled warriors to be assassins and kill some more prominent and influential members of High Elf society. The Dark Elf Assassin is just such a warrior. Rather than staying in Naggaroth for the totality of his training, though, Assassins travel throughout the Old World to get a more broad range of experience. The Assassin roams from city to city, not caring much for small villages or even towns. He feels quite at home in the bustling marketplaces of the larger cities, where many races are found mixed together and the usually hated Dark Elves may blend in better.
In Warhammer Quest, the Assassin can be played in one of two ways. Firstly, he may join a party of adventurers just for a new experience, to learn the strengths (and more importantly the weaknesses) of different races. He will help the other warrior’s out while in the dungeon, but only because he wants them to help him when he needs it. Secondly, the warriors may hire the Assassin in a city to help them along for an adventure or two. The second choice is only recommended for parties of warriors who have lost a member and are trying to temporarily fill the gap in their party while searching for a new adventurer. Another possibility would be the warriors are on an adventure where they know an Assassin would be useful, such as one where they need to sneak around or disguise themselves, things an Assassin is skilled at.

Dhampire by Techpriest
Adapted from Vampires as Warriors by James Hewitt
Dhampires are created when a vampire is interrupted while making another vampire.  The victim has not drunk enough of the vampire master's blood yet to become a full vampire but still has suffered some of the effects.  They exist in a state between dead and alive.  They seek only to destroy evil yet are constantly being treated as evil by scared townspeople.  The Dhampire may have an occasional craving for blood but it is purely psychological and he does not require it to survive.  They can not settle down for fear of being discovered and they find it very difficult to meet someone that will embrace their cold touch.

Dragon Ogres by Lord Kilsek

Dryad Warrior by Bradley Heath
Dryads are tree spirits - magical beings who dwell in trees and are capable of assuming the aspects of a particular tree are even shape-shifting into the form of a tree at will. The Forst of Loren is one of the last refuges of these strange beings. Dryads have a solid form, with flesh like the pliable, green sapwood of a young tree. Their hair is like the foliage of a tree of may resemble moss and lichen. Dryads are not small creatures, they tend to be up to about twice the height of an Elf.
When they appear to Elves or Men in a friendly or alluring aspect, Dryads take on the semblance of a beautiful, lithe young woman with treelike characteristics. In place of hair, a cascade of green or autumn-coloured leafy foliage flows from their head, and their complexion is green, brown or even silvery-white. Dryads speak with strange, eeri sonorous voices able to charm or scare the unwary. Their slender, long fingers are usually also dangerous weapons sprouting throns or whip-like twigs. They are extremely spiteful beings and vengeful if offended or if the trees they inhabit are threatened or harmed.

Dwarven Hachette Slinger by Jeff Hobby

Dwarf Medicine Man  by Larry Hill

Happy Adventuring
Bruno

 

June 14, 2008

Dear Quester,

For your pleasure, here is a new update..

1 New Warrior
Thanks to Old Warrior's Stronghold
Halfling Dabbler by SpinningDice
Halflings lack the dedication and force of will to become wizards, yet their sense of curiosity leads to those known as 'dabblers' picking up just enough magic to be dangerous, but retaining enough interest in other hobbies to be more versatile than the wizards of humans.
The Dabblers are certainly one to let a little power go to their heads, so are often found adventuring the world, though none have yet survived long enough to gain much renown among the lands of man.

Some Warrior's files are renamed
High Elf Mage by Luminos
Witch Elf by Christopher Taylor
Friendly Giant by Martin

10 (re-)Formated Warriors in Htlm
Archeologist by Ryan Barnes
Good versus evil…that's all fine and dandy. We all know that only two things matter in life: Fortune and Glory. It isn't easy being a good guy nowadays, and it is often a thankless job. So why not cash in on all of the artifacts and relics of the world and make yourself a fortune while saving the world?
The Archeologist is an intellectual person who eventually became bored with all of the books and lectures at the university. Although smart enough to teach just about any subject dealing with history, mythology, anthropology, physics, and, of course, archeology, he never stuck with one thing long enough to obtain an official degree in any of his specialties. In essence, he is a jack-of-all-trades and master of…well, a few.
Having become fed up with school, he recalled some of the legends of the heroes of the realm and began to study them in various libraries. But more importantly, he read about more and more legendary artifacts
that were worth more than a kings ransom in gold. So, after a couple of weeks of training with an old friend of his that went the way of the pit fighter, he set out to find what he really wanted: Fortune and Glory.

Archeologist (Revised) by Andy Utech
Revised version of the Archeologist by Ryan Barnes

The Redcoat by Darren Page
A number of small kingdoms on the borders of the Empire raise armies consisting mostly of highly trained, musket armed infantry. Many soldiers leaving these armies (whether by deserting or being retired during peace-time) find that all they know how to do is fight. Unsurprisingly a lot of them take up adventuring.

Samurai Warrior by Steve Kaye
The Samurai Warrior is an honorable fighter who has left his army in a disgrace. Framed for commanding an army, which laid waste to a friendly town, he has lost honor. He chases the true person far to the west, in an attempt to claim his honor back.
The warrior traveled far from the East. With his lethal curved edged sword, the Samurai deals death where ever he goes. In his country he was a powerful man who was respected, now he must face the horrors of the dungeon to show his true bravery and honor and win his respect back.

Treasure Hunter by Zenki Dono
Through out the Old World there lies a secret guild, a guild of cut-throats, thieves, wanderers and, oddly enough, historians. This guild is called the "Tokila Siv Dakshi", which translates to "The Silent Order." This guild is a very selective group of adventurers who're hired to retrieve sacred items, ancient artifacts, and other such treasures. The guild is led by the five "Zelcarvahs" or "Nameless Masters". Only a select few members know the identities of the Zelcarvahs. The Tokila Siv Dakshi is often hired by the museums in the Old World to retrieve ancient artifacts for them, which is why it attracts so many historians. Often the guild may need it's members to rob people and places to achieve the items, so the members are trained in different thieving skills, which is why it attracts so many thieves. When a person is admitted into the guild, he is given two mithril knives, which he uses to fight and identify himself as a member of the Tokila Siv Dakshi to other members when outside of the guild. This method of identification is known only to the members of the guild. Every member is sworn to secrecy, if any member tells a non-member the name of another member he is put to death in the hall of the nearest guild. A member must also not talk of the affairs of the guild to non-members, lest he be put to slow and painful death.

High Elf Dragon Prince by Sigil
The Dragon Prince, although similar in many respects, is not the same as those members of elven society represented in the Dragon Princes of the High Elf army. He is a special character, a chosen champion of one of the elven gods. Because of this he is gifted with one of the greatest weapons to be forged by the smiths of Vaul's Anvil : The Dragonsword. These weapons can only be made by using the superheated breath of a red dragon, the reason for this being possible to sum up in one word : Dragonsilver. This near mythical metal is, by many races, believed to merely be a legend, yet the Acolytes at Vaul's Anvil know this to be untrue. The only place where it can be found is within the depths of the hearthflame itself, the flame which feeds all the forges in this great shrine to the elven god of smiths.
The first test a Dragon Prince must undertake is to obtain a piece of Dragonsilver to construct his Dragonsword, by stepping into the hearthflame itself, something which can only be done with the blessing of the gods themselves. It should be noted that this is very similar to the test undertaken by the rulers of Ulthuan, and the two are indeed related, most notably that both tests may not be accomplished by any one elf as the Dragonsword marks the elf as a great warrior whereas the test of kingship marks one as a great ruler.

Skaven Assassin by Sigil
The black-clad assassins of Clan Eshin are rightly feared by those who know of them. They are trained from birth as quick, murderous fighters adept in the use of poisons, garrotes, throwing stars and all manner of exotic weapons. Most Clan Eshin weapons are forged with warpstone so that they constantly weep a potent corrosive venom. Much of the assassins' training hones their already fast Skaven reflexes to unparalleled heights, enabling them to perform incredible feats like leaping many times their own height into the air, running as fast as a galloping horse or climbing sheer surfaces.

The Thief by Art Franklin
The cities of the Old World provide some refuge from the dangers of the wilderness, but they breed perils of their own.  Survival in the streets is by no means guaranteed, and some resort to shady tactics in order to make a living.
The Thief is one such human who has developed skills of stealth and trickery, able to fare well in the back streets of the cities and to make use of his abilities in the dangers of the dungeon as well.  The Thief may have a shady past and stands a chance of being unwelcome in Settlements where his unsavory background is known.  Still, it is possible for a Thief to decide to take the path of adventuring, to become a true hero, albeit an unconventional one.  There are traps to be disabled, locks to be picked, and enemies to be stealthily avoided or ambushed. 

Halfling Thief by Martin Melbardis
Halflings are small people that live in the region of the Empire known as the Moot or Mootland. Halflings are a peaceful people who are remarkably courageous. They also love to eat; (They like nothing better than to eat an iced-bun at Harry and Jobbo’s Halfling inn) though they are cursed by curiosity. This Curiosity leads many Halflings to a life as a thief. Halflings are the perfect thieves because of their size, their uncanny ability to move silently and swiftly without making so much as a noise, plus mixed in with their unbelievable curiosity.
Most often than not a band of warriors ask for the company of a Halfling thief for his natural skills of moving silently or stealing to complete a task that would normally impossible for any other warrior.

Bloodletter of Khorne by Michael Gilbert
Far, far to the North in the Chaos wastes the world begins to bend. Strange shapes begin to edge their way into the fabric of reality. Strange, evil shapes… Shapes so evil and terrifying that even the mad warriors and braying Beastmen that inhabit that inhospitable realm fear them. These shapes live as well, though they see the world very differently from mortals. They are called Gods by the insane and Daemons by all other things.

Happy Adventuring
Bruno

 

June 11, 2008

Happy Birthday !!!
Warhammer Quest Museum has been launched 6 years ago...
So here's a link to do a visit from the past

Some Warrior's files are renamed
I've just renamed the zip archive
Magus by Jason Yeung

2 New Revised Warriors
During the long absence of the museum, Grogling revised two of his Warriors
Here's the new version
Witch(V3) by Grogling
Alehouse Thug(V2) by Grogling
Thanks to Old Warrior's Stronhold

10 (re-)Formated Warriors in Htlm

Sigmarite Sister by Peter Haresnape
The Merciful Order of the Sisters of Sigmar were driven out of their ancient convent many years ago, and they vanished from the pages of history, just as much as the Cursed City itself. However, over the years the surviving Sisters, hidden from their persecutors, have re-established themselves. Now they are again serving Sigmar among the people, and some members of their order are venturing into the deeps and dungeons of the Old World. A Sister of Sigmar makes a brave and fierce companion, who will be loyal to her allies in the darkest situation.

Heiress by Peter Haresnape
The Heiress is a rich, high-born young lady who has run away from her repressive and overbearing family, to make her own destiny. Years of watching her brothers as they practiced with their blades will prove invaluable as the young lady disguises herself as a man and tries to escape death at the hands of the monsters and, even worse, lifelong imprisonment at the hands of her father.

Prophetess by Peter Haresnape
The Prophetess is a young girl who feels the call of things greater than herself, and acts on the behalf of divine voices. She is a strange warrior, but then aren't they all?

Knight Templar by Christopher Taylor
Holy men of various cults and religions abound in Bretonia, scattered priests and madmen preaching their various beliefs to the unwashed masses.  These cults vary in size and popularity, Sigmar being one of the most numerous in following.  But there is an order of Knights, holy men dedicated to destroying the scourge of Chaos in the world, men sworn to loyalty and to the destruction of evil everywhere.  These Knights are known as Templars, holy warriors of intense piety and a high level of combat skill, trained to find and destroy Chaos, wherever it might rear its foul head.
These Templars are welcomed in any temple throughout Bretonia, trained by fellow knights or priests in their never-ending quest to destroy evil.  Focussed on Chaos and the foul Undead that walk the land, Templars are always a welcome sight to the common people in their gleaming armor and pure white tabard.
A travelling Knight Templar seeks only to destroy the evil of Chaos and Undead, and to gather treasure and wealth for his order, to expand and build it until no more evil exists at all.  He is a welcome companion to almost any group of warriors, especially after they see him reduce undead to scattered bone shards and torn clothing.  However, he does not get along well with spell casters, Chaos Warriors, and such, treating them with at best tolerance and often open contempt.  Such fellow warriors are only allowed to live and continue in the Templar’s presence only because they fight the same enemies… for now.

Necromancer by Christopher Taylor
In the realm of Warhammer, as in all realms, there are those who choose to spend their lives researching life, death, and immortality. Among this group of people are the Necromancers-sorcerers who have devoted themselves to the animation of bodies after death. The world’s first Necromancers released the curse of undeath on the living world. While Necromancers at this time are few and far between, they nonetheless exist.
The study of undeath is generally shunned by the populous of the realms, and too in the realm of Warhammer Quest, although there have been times when Necromancers have actually been the saviors of adventuring parties. While it is generally accepted that Necromancers are evil, adventurers are often willing to look beyond that and accept them into their parties because of the skills they possess. Necromancers can protect the party from attacks by the undead; also, Necromancers have also been known to call forth great legions to fight alongside the warriors.
Another reason warriors like having Necromancers in their parties is because Necromancers do not have a hunger for gold. They are quite selfish, but where warriors seek gold, Necromancers seek the souls of their prey. Necromancers will join a party on the condition that they get the souls and carcasses of the party’s victims-a small price to pay for most warriors.

Witch Hunter Librarian by Peter Haresnape
The Witch Hunter is not alone in his righteous quest to rid the world of evil. There are many who support him, among which are the Librarians of the Sanctuary Libraries. These scholars collect and catalogue artifacts and books that are deemed to be a threat to the Old World. Occasionally, they send out a collector.

Bretonnian Brigand by Ted

Tilean Fencer by Ted

The Samurai by T. Jordan "Greywolf" Peacock
Most Warriors of the Old World know precious little about the lands far to the east of the World's Edge Mountains. Cathay, the most powerful "kingdom" of the Orient, is known to the west mainly as a source of rare silks and items of exquisite craftsmanship.
The Samurai is a feudal Warrior from this mysterious land, bringing with him its particular code of honor and ways of battle. He is a ronin -- a warrior without a master -- who has for whatever reason taken the road to adventure on his own, though he has met up with other Warriors in order to seek his fortunes fighting the various monsters that inhabit the dungeons of the World's Edge Mountains.
Some might describe him as a knight, and indeed he has a code of honor much like a western cavalier's code of chivalry. However, his methods are different. While a knight may rely on solid armor to block blades, and on a heavy sword to cleave through his foes, the Samurai is lightly armored, relying on skill to dodge blows and to find weaknesses in his enemy's defenses.
While the other Warriors may not understand the Samurai's code of honor, his skills are worthy of respect, and a welcome addition to any band of heroes.

Martial Artist by Martin
His great master, who taught him many things, was ambushed an alliance of evil creatures. There were just too many of them. He arrived too late to help his master, but is now bound by his master's dying words to honor and avenge him of all such evil beings. He is very agile, very fast, and very skilled. Make way for the Martial Artist! He will add flavor to any WHQ adventuring party. Also, the School of Martial Arts could make many a warrior's stay in town .. a bit more interesting.

Happy Adventuring
Bruno

 

June 10, 2008
Here's the second update

So the plan for the moment is easy, just finish the Warrior's Database.

Somes Warrior's files are renamed
High Elf Mage by christopher taylor
Druid by Christopher Taylor
Beastmen by Christopher Taylor
Ranger by Christopher Taylor
Astronomer by Christopher Taylor
Daemon Hunter by Tommy Torranger
Skink by Tommy Torranger
Kinght Templar by Christopher Taylor

10 (re-)Formated Warriors in Htlm
Witch Elf by The Evil Quest Team
The Witch Elves are the Wives of Khaine, and in the Dark Elf army their savagery is matched by few. Wielding two deadly swords, their frenzied attacks can easily slaughter many opponents on the field of battle. But at times Khaine, in his dark wisdom, sees other purposes for his dark brides.

Swashbuckler by The Cube
The Swashbuckler, while not strictly speaking on the right side of the law, is nonetheless not an evil character (think Robin Hood rather than pirate). They are the individuals in society who do do not play by the rules, but not always only for their own gain. Many individuals of many races become swashbuckling characters, including Humans and Elves, though very rarely Dwarves.
While not all of the 'steal from the rich, give to the poor' mould, most swashbucklers are goodly characters, and they are generally well thought of by the general population, with the exception of course of the law-keeping members of society. Swashbucklers go wherever there is adventure to be had, and where is there more adventure than down smelly old tunnels filled with foul beasts and treasure...... 
The rules below are basically the 'advanced' rules for this character. He could be used in one-off adventures, just by using a level one Swashbuckler, but I'm guessing most people reading this are most interested in characters to be used for the 'advanced' system. 

Dragon Knight of the realm of Caledor By Scott Mc Henry - Indraugnir
The power of the elven realm Caledor has waxed and waned with the power of its most potent natural resource, dragons.  The brave knights who first trained and rode these magnificent beasts into battle earned respect and admiration.  Their strength lay not only in their steed, but in their battle prowess as well.
The number of these great dragons has dwindled.  Today, the Dragon Knights ride mighty warhorses into battle.  Dragon Knights have never forgotten the past and are the most proud of any elf.  Unlike most elves however, they are extremely aggressive in battle.  The nobility of Caledor must pass a test before they can be accepted into the Dragon Knighthood.  The most common is to retrieve the spirit of a dragon and to forge a sword with it.  Some already mighty warriors can enter by single-handedly slaying a dragon or taming a wild drake.
The sword of the Dragon Knight is unique since it is linked directly to the unborn spirit of a dragon.  While the spirit grows, the sword's power does to.  In the hands of a ferocious Dragon Knight, these weapons can be the most powerful swords in the world.
The Dragon Knight is a warrior of immense power.  He fights not for the treasures of the dungeons, but for the glory of Caledor.  Unlike other elves, a Dragon Knight can find his way with almost any other race, if they recognize him as their superior of course. 

Phoenix Guard Of the Shrine of Asuryan by By Scott Mc Henry - Indraugnir
The Phoenix Guards are the hieratic guardians of the Shrine of Asuryan, the great pyramid temple on an isle in the Sea of Dreams. Inside the shrine it is said there lays the Chamber of Days, and that the histories of Phoenix Kings past, present, and future are written there in words of fire upon stone.
The price of this knowledge is high. To secure the secrets of time, all Phoenix Guards are sworn to silence. Unlike mere oaths, these are bound by natural law to uphold them. After a long life of serving Asuryan, one of his followers may decide to retire or be selected to aid a wandering group of adventurers. Either way, a Phoenix Guard is an invaluable asset. 

Sword Master Of the Tower of Hoeth by Scott Mc Henry - Indraugnir
At the heart of the Kingdom of Saphery stands the White Tower of Hoeth.  It was built in the reign of the Scholar King Bel-Korhadris by using the powers of sorcery to raise its tall, slender structure into the sky.  The White Tower forms the greatest repository of historical and magical lore in the world.  

White Lion Hunter Of Chrace by Scott Mc Henry - Indraugnir
Due to the constant threat of Dark Elf raiders the Chracians live in fortified settlements high in the wooded mountains.  They have become great hunters and scouts, adept at guerrilla warfare and skilled in the use of bows and axes.  Certain hunters earn the prestige of being called a White Lion since they were able to slay one of those fierce and dangerous creatures that roam in their wild land.  They would then skin it and wear its pelt with honor.  These White Lions will then accompany the Phoenix King as a personal guard in both times of peace and war.
For some reason, a White Lion may decide to retire from being a bodyguard and join a party of adventurers.  Regardless of the reason he left, his skills will be an extreme asset for the party. 

Chracian White Lion Hunter by Phoenix King
The White Lion Hunters are among the strongest Elves. They are great woodsmen and hunters as well. They originally come from the Outer Kingdom of Chrace in Ulthuan. This land is constantly ravaged by Dark Elf hordes trying to break through and reach the Inner Kingdoms. Each time, great Elven armies clash and repel the invaders. The White Lions are among the Elves who try to stand against these threats. They gain their title by killing one of the ferocious Chracian White Lions, one of the most dangerous creatures in this wild land, and then wear the skin of the dead animal as a cloak which also gives protection. Because of this they are often simply referred to as White Lions. They tend to be fierce warriors, not very different from the lions which they hunt. They wield huge woodsmen’s axes. They are all expert woodsmen. For a Chracian to become a White Lion is a great honor and they will continue to wear their lion’s pelt for the rest of their lives as a mark of courage.

Walkyrie by Kayne M. Dewhurst
It's a rarely known fact that only one hundred and sixty miles outside of the limitless city of Altdorf there is a mystical city that goes by the name of Runewing. Runewing is the city of poetic expression. The very walls are inscribed with countless anthologies scratched in by young poets. Runewing is the city of literature, innocence and purity.
This is one of the things that makes Runewing unique. The people of this city are intolerant of all undead life forms. The temples in Runewing, known as the temples of tranquil light, are the purpose of the city existence. In the temples the pillars of society are trained. These include clerics, mages, oracles, shamans, guardians and one of the most important, the Valkyrie.
The Valkyrie is the Runewing mascot. There are three expectations in the criteria of a Valkyrie. A Valkyrie must be female, to represent innocence and purity, attractive, to further enforce the first point and intelligent, as the people of Runewing don't tolerate stupid people.
A Valkyrie will usually start her training at the age of thirteen, when she is beginning to become a woman. They are taught in the temples in four subjects: Literature, combat, cleric arts and undead studies. By the age of nineteen a Valkyrie will have finished her training.
Valkyries are the center of the Runewing army. While not fighting for or protecting their city, a Valkyrie may do as she wishes. Great proportions of these take on the role of a slayer, roaming the countryside slaying the worlds denizens. This is where the Valkyrie comes into Warhammer Quest.

Revenant
Many are the people who have been on top of the world, everything going their way. Except for one minor detail. That detail then hired someone to kill them. Many times it ends there, the investigation was too complicated for the City Watch, or the bribe was high enough, but it ends there. Very rarely it does not end there... Under certain circumstances, even the most intelligent wizards do not know what these are, a victims Morphic Field (their very life essence) infuses the body with a sort of un-life. This happens long after the act has been committed, generally after the body has been buried, the mourners departed, the funeral over, and the murderer counting his/her gains. The un-corpse somehow manages to break through the coffin (if they were lucky enough to have a decent funeral, many just get a sack over their head and bricks tied to their feet) and claw through the dirt, thinking they are still alive (if only barely). They head back to wherever they call home, and discover that they cannot be seen by those who once knew him. Only those directly involved (the murderer, the victim, and they who ordered the killing) and those who did not know the victim in any way can see or hear him (the Gods have a warped sense of humour in areas such as this). As the initial rage burns out, all that is left is a feeling of emptiness and revenge. All their inward thoughts turn to revenge and Rest after the deed is done. On the surface, Revenants are normal human beings, usually they seem happy and content, this is because the human side of them knows that when the least they could do has already been done, suddenly the worst they will do holds no fear. No matter how jovial the still surface, the water that runs deep below is angry. Very Angry. Despair fuels their actions, they seek only Revenge, followed by Peaceful Rest after. No sea of blood is too wide to swim, no mountain of skulls too high to climb for their revenge. Most Revenants are romantics in the truest sense of the word.

Elf Warrior by Peter Haresnape
The Dwarfs and the Elves enjoyed the golden age of their civilizations long before the empires of Man arose, and both are long-lived and noble races. There the similarity ends, however, as where the Dwarfs are gruff and serious, Elves are joyful, frivolous, haughty and disdainful of other races. It was inevitable that the differences that lie between them should lead to a terrible and bitter war.
Although the war has ended, neither the Elves nor the Dwarfs will ever truly forgive nor forget, and an enduring mistrust now exists between their two races.
Elves are tall, slender, pale-skinned and of haughty demeanour. Their slender build belies their strength and toughness, for Elves are powerful creatures, and deadly in battle. Their weapons and armour are the finest in the Warhammer World, crafted out of exquisite materials, using techniques unknown to Man, and encrusted in precious gems.
Elves generally keep themselves apart from the world of Men. Most of the Elves have abandoned the Old World and now make their home in the Elf kingdom of Ulthuan.
A few Elves still live in the forests of Loren. These Wood Elves are not as far distance from the realms of humans as their High Elf kin. In times of dire threat to the Empire or the Kingdom of Bretonnia, the Wood Elves will even send mighty armies to fight alongside the human Warriors in battle.
Wood Elf adventurers are rare but not unheard of. The Elves' passion for bright jewels and gems, and their hatred of evil races such as Orcs and Goblins can lead them to undertake the most hazardous of adventures. The Elf in Warhammer Quest is just such a Warrior- determined to recover lost treasures, experience new realms and rid the world of the hideous monsters who deface its beauty.

Happy Adventuring
Bruno

 

June 9, 2008

Here's the first update

Fixed the Website
I've found 11 broken links in Warrior's Database, they're repaired.

10 (re-)Formated Warriors in Htlm
I continue to harmonize our Warrior's Database so I reformat them and rename them.

Necromancer by Tony E.Ambrosini
In the realm of Warhammer, as in all realms, there are those who choose to spend their lives researching life, death, and immortality. Among this group of people are the Necromancers-sorcerers who have devoted themselves to the animation of bodies after death. The world’s first Necromancers released the curse of undeathon the living world. While Necromancers at this time arefew and far between, they nonetheless exist.
The study of undeath is generally shunned by the populus of the realms, and too in the realm of Warhammer Quest, although there have been times when Necromancers have actually been the saviors of adventuring parties. While it is generally accepted that Necromancers are evil, adventurers are often willing to look beyond that and accept them into their parties because of the skills they possess. Necromancers can protect the party from attacks by the undead; also, Necromancers have also been known to call forth great legions to fight alongside the warriors. Another reason warriors like having Necromancers in their parties is because Necromancers do not have a hunger for gold. They are quite selfish, but where warriors seek gold, Necromancers seek the souls of their prey. Necromancers will join a party on the condition that they get the souls and carcasses of the party’svictims-a small price to pay for most warriors.

Quarg Hunter by Nic Wester
The Old World is filled with untamed forests, poisonous swamps, and treacherous mountains. In every climate there are animals, ranging from cute and cuddly rabbits, all the way to equally cute and cuddly grizzly bears. In each climate, a particular creature has sprung up, collectively called Quarg. The appearance of a Quarg varies with its locale, but all are large beasts about the size of a horse with skin covered in swirls and whorls. The one thing all Quarg have in common is their teeth and claws. The sheer size of each tooth and talon gives the Quarg an outlandish appearance, but only the most suicidal man laughs at a Quarg, or else they get to find out just how outlandish the inside of the beast looks. Quarg love garlic, this is one thing everyone knows from the legends. A Quarg under the influence of Garlic is quite docile. At one time, Quarg all over the Old World, and even in the New World and in far off Cathay and Nippon, were hunted to near extinction. But no one believes in them, this is most likely due to their appearance (no one is willing to accept the existence of a creature that looks like it has been made by a god with a hangover and a very bad sense of humor) and their rarity, the only Quargs today are ancestors of the survivors of the ancient Quarg Hunts, natural selection in action. It takes a very special person to hunt a Quarg. Gullible, for instance.

Theif by Meat Bop
The Theif is a a character class for those who want a little more stealth in their gaming. He is known for moving silently into a situation and moving just as silently out.

Vampires Counts of Sylvania by Daniel Preece
The Vampire Counts Of Sylvania are some of the most fearsome creatures of the night. Many times have the Vampires Counts attacked the Empire, and on all occasions the Empire have strove to defeat them, only by allying with the other allied races of the Warhammer World has Empire been able to repel the Vampire Counts.
Now though many of the great Vampires, the first line of the great Carstein family, have been killed and only Count Manfred Von Carstein Vampire and Necromancer Lord is left. With the vampires he creates by giving them the "Kiss Of The Vampire" he searches the land far and wide for the fabled "Exlier Of Blood," that which first created the Vampires.
You are one such Vampire, a kindred of Manfred Von Carstein, and though you are weak compared to him, you are still strong and tough compared to a mere mortal. Your task is to search the dungeons for the Exlier Of Blood and to return it to Manfred Von Carstein, so that he can create new Vampires, which will have the strength of the first line, with which he can finally destroy the Empire and turn it into an Empire Of The Undead.

Waywatcher by Christopher Taylor
Although out of place in a dungeon the way watcher is some times sent out on extended missions to strange places on missions for Orion and Ariel. A rare few take a liking to these missions and become adventurers.

Dark Elf Assassin by Ted
Dark Elf Assassins train long and hard to learn the secrets of delivering swift and unexpected death to the enemies of the Witch King.  During their training, they must undertake long sojourns to foreign lands, where they learn the local languages and customs so that they can move freely among their enemies when they return as emissaries of death.    The Dark Elf Assassin character is such a wanderer, learning about foreign lands and developing his skills as an executioner at the same time.

Jester by Peter Haresnape
It is said that the nobility are the defenders of the land. They hold the money and armies to fend off the multitude of threats that stand to destroy all of civility. Of course, the nobles are not united, in any way. Infighting and backstabbing are common, and when this attitude prevails, the defence of the land suffers as much as whoever has been deposed. A secret order seeks to end this trend. Disguised as humble Jesters, bodyguards are sent out to foil assassinations, and so defend the land.

Morismann by Peter Haresnape
The Old Faith was extinguished many years ago, replaced primarily in the Empire by the Cult of Sigmar. Some say that the Old Faith lives on, maintained by a secret few. Some say that the Morrismen, those strange nomadic folk, are the priests of this secret conspiracy.
The Morrismen make skilled warriors and magicians, following a tradition of thousands of years. They defend the peasants from many threats, and this has not led them into conflict with the authorities- yet.

Wizard's Apprentice by Peter Haresnape
The Collages of Magic have a variety of methods of recruiting and training their young members. However, the typical warrior-wizard is not constrained by the methods of the Collages. If a young wizard decides to take up this career then he often seeks the patronage of an older, more powerful wizard to guide him to magical supremacy. The relative youth and vigour of the young man is often a stark contrast, undiminished by years of study, or the toll that living by magic takes, to his master. Indeed, some of the older Wizards take apprentices based more on their apparent ability to act as bodyguard, rather than their magical ability.
In some circumstances, a young wizard might venture on the same sort of quest his master did, even without his protection. He might be on a quest for the old man, proving his skill, or perhaps have decided that he was tired of sweeping up messy experiments, and have struck out on his own, determined to learn the rest of his trade by experience. Perhaps his master has been slain, and the young wizard seeks to take his revenge. Thus, it is not impossible for a young wizard to go adventuring, provided that he can find companions stout enough to defend him until he masters his own potential.

Warrior Princess by Anthony Gill
In many an empire's castle sits a lonely, bored princess who wonders what the outside world is really like. She's read many books about the world, but never actually seen it. Some of these royal daughters take flight of their golden nest in search of adventure, or just simply to experience the world outside the castle. Some have permission, some just run away, but however they got out, they're here now. Princesses are typically somewhat arrogant and rude, in their own polite way. They'll usually try to trick people into doing things they didn't really plan on doing, and can be downright dirty in fighting sometimes. They are also highly adept at learning, and become sort of a "jack of all trades", learning many different varieties of weapons, defence techniques, spells, and skills from other kingdoms. A princess is a good companion to have along, if you can put up with her...

Happy Adventuring
Bruno

 

June 8, 2008

Hi there,

I've finished to fix all the broken links I've found. So now you can enjoy the return of the Museum's Website.
With Mystified Michael, we will study how to host new cards without violating GW policies.

Stay tuned
Bruno

 

June 7, 2008

Welcome back

It's a long time, isn't it?
I am tracking the broken links, please use the forum to help me.

Some files are definitely loose... For instance the cards Compendium.
I hope to find a way to contact Mystified Michael

Stay tuned
Bruno

 

April 1, 2006

New Version
Frank Schulte-Kulkmann of Kulkmann's Gamebox ask me to modify lightly the rule and the pdf of the Bretonian couple, so here's the new version
Cards Collection - Bretonian Couple V2 - Cards enhanced by Mystified Michael (PDF - 1336 ko)
Bretonian Couple V2 by Frank Schulte-Kulkmann

New Cards Collection
For your pleasure here's two new cards collection by Mystified Michael
Cards Collection - The Ogre  by  Mystified Michael (PDF - 1055  ko)
Cards Collection - The Halfling Thief  by  Mystified Michael (PDF - 1972 ko)

10 (re-)Formated Warriors in Htlm
As always I continue to work on the Warrior's Database

Avian Warrior by JD Withrow
In the Old World and namely the Troll Country, there is a being called the Harpy. It is believed to be a Beastman that grew wings some time in the past. However, it is hardly known that the same once happened to humans, as well as a strange bird that grew erect and tall, as well as sentient. These three are classified by us as Avian Warriors?

Bean Bandit by Bayani Caes

Blood Knight by William Horn
The Blood Knight is an evil knight working for the king of murder, Khorne. He is sent into the Old World by Khorne so that he can kill.

Elvish Monk by the Phantom of the Opera
Elvish Monks are lone travelers from a distant land, trained in the ways of Cathayain Martial Arts. They do not come looking for a fight, through they always find one. They are simple travelers just looking to explore the world, experience new cultures, and obtain enlightenment...

Gypsy Nomad by the Phantom of the Opera
There's a really good reason why most Gypsies are nomads. They can't do anything right. Even the greatest of Gypsy ladies screw up their powers half of the time. Sometimes these mistakes help more than hurt, making the Gypsies valuable but dangerous companions. Typically Gypsies are friendly and outgoing. They just about have to be to explain their mistakes. They like to have nice things, and live in nice places, but never manage to stay there very long. The only requirement to be a Gypsy is that you must know the phrases "Oops! Sorry!" and "Don't worry, it'll wear off!!"

Headsman by Nick Wester
There are a whole hell of a lot of cities in The Empire, Tilea, Estalia, Bretonia, and the Border Princes. And in every city there's crime. For the most part, crime goes unpunished, the criminals get away, or spend enough to buy freedom. The Headsman's Guild trains men to be ruthless and cold killers. Armed with a big Axe, Guild Credentials, and a good sense of justice, the Headsman executes all violent criminals he is told to execute, no questions asked. Many an executioner has become bored with the endless Noble sanctioned killings he must give out and found a few other people to alleviate his tedium. These headsmen travel into the dank dungeons bringing justice, practicing, or just killing for fun.

Lustrian Amazon by the Phantom of the Opera

Phoenix Knight
Concept

Pirates by Mike Huffstetler a.k.a.Xaron.
In the Old World, there are many types of people out there: Warriors, Dwarves, Clerics, Elves, Magicians, Mercenaries, and many others. Of all these, though, none compare to the many robbers, brigands, and thieves littering the Old World. For , you see, thieves and the like are able to blend in with most people, using their wily and cunning ways to take advantage of everyone: from the poorest commoner to the richest noble. The life of a thief is one of non-stop adventure. A thief never knows when one of his former victims could be standing around a corner waiting to extract his revenge. Even more exciting is the life of the pirate. Pirates sail the seas of the Old World pillaging and plundering almost every ship that happens to cross their path, no matter which race it happens to contain. Therefore, Pirates are able to take care of themselves and are able to slit even an orc?s throat without batting an eye. With this In mind, the Pirate is an extremely fearful individual.

Shaman by Coranth Gryphon
Just as the Barbarian is the wilderness counterpart to such worthies as the Pit Fighter, the Witch Hunter, and the Imperial Noble, so too do the "primitive" peoples have their own equivalent to the lofty Wizard.

Happy Questing
Bruno

 

March 3, 2006

Cards Collection
Mystfied Michael, our Photoshop lovers, continue to make beautiful cards for our favorite game and your pleasure. Thanks Michael. (Michael is a player of Webquest known as Marut.)

Cards Collection - Bestiary Level 4 (PDF - 5522 ko)
Cards Collection - Bestiary Level 5 (PDF - 5935 ko)

Cards Collection - Bestiary Level 3 (PDF - 5838 ko)
This one has mistake so we updated few cards.

New Warriors

The Mentalist by Jordan T. Greywolf Peacock
The College of Amethyst is situated next to the Haunted Graveyard of Altdorf, where countless bodies were hastily interred during the Red Plague. It is a cold, stone, tomb-like structure in itself, and deathly quiet, as the Amethyst Wizards do not speak. They are Mentalists, and communicate with each other through thought. They are masters of the mind, and the Battle Wizards of their number frequently focus on the more nightmarish aspects thereof.
A Mentalist is often disturbing company for a band of Warriors, but he still possesses unique skills among spell-casters that can be extremely useful in a variety of situations.

10 (re-)Formated Warriors in Htlm

Bloodletter by Tommy Torranger
The Bloodletter is as you have guessed it an evil character, and can only be used if all the other players are evil . Driven forward by the God of Blood, Khorne. The Bloodletter are set out to become mighty champions of war, they are the sons of Khorne and are only emitted into quests if they have done something so terrible and so bad that they made the God of Blood smile. They seek like minded and always team up with abnormal folks. You are one of these Bloodletters set out to get Khorne more skulls for his throne.

Bull Centaur by Lord Kilsek

Centaurs by Tommy Torranger
The Bloodletter is as you have guessed it an evil character, and can only be used if all the other players are evil . Driven forward by the God of Blood, Khorne. The Bloodletter are set out to become mighty champions of war, they are the sons of Khorne and are only emitted into quests if they have done something so terrible and so bad that they made the God of Blood smile. They seek like minded and always team up with abnormal folks. You are one of these Bloodletters set out to get Khorne more skulls for his throne.

Forest Goblin by The Evil Quest Team
The Forest Goblins are simple creatures, who prefer to keep themselves to themselves, just in case they upset someone and get attacked. These Goblins live in simple huts where they brew potent ales from the leaves of certain plants and copious amounts of spider venom, which they extract from the various exotic species that they abide with. Forest Goblin Shaman and Champions drink spider venom and allow spiders to bite them, so that the powerful toxins course through their bodies. The effect of the Goblin?s resilient immune system acting against the poisons gives the Goblin magic spells on the part of the Shaman and powerful visions of victory on the part of the Champions and Heroes. The majority of these arachnids are little bigger than a man?s hand, but there are some types that have existed for centuries before the rise of Man. These giant eight legged horrors that grow from waist height to a man to well over three meters in body length are well able to slaughter a man and eat him with little effort. In their venom-enhanced state, the Forest Goblins go in to a self-induced trance and leave the village. They travel around the surrounding forest looking for a likely candidate and try to make a bond with it. If the spider doesn?t kill him after he tries to tie a length of hemp around it?s neck, the bond is made. The Goblin will lead the spider into the village and from then on, the two will be inseparable and the Goblin will be seen riding on the back of the spider in battle.

Goblin by Jensen Lundberg
Goblins bear many relations to Goblins, and so lead basically the same lifestyle as an Goblin, except that Goblins are weedier than Goblins yet much smarter. The Goblin can go to the same settlements as an Orc can, and do the same actions as an Orc. They are much like an Elf in quickness, smarts, and bowmanship, and so any skills learned will be from the Elf skills table. The Goblin may have a Snotling pet as an Orc does, but may not use items clearly marked 'Barbarian Only', as these are too large for any normal goblin to wield, until they are at least a Goblin Big Boss.

Minotaur by Unknown
The minotaur is a evil character and can not be used in other groups than evil ones. The minotaur character is usually found by someone else to join a group instead of venturing out on his own. This is a character who is more muscle than brain. And that?s allot of muscle, and very little brain!

Mountain Goblin by Mark Gunton
Mountain Goblins are, of all the Goblinoid races, the most common. They prefer to live in the mountainous regions on the borders between Bretonnia and the Empire and between the Empire and the Dark Lands and across the wide plains to the east of the World Edge Mountains and across the Badlands. These creatures are regularly captured by Chaos Dwarves to be used as slaves in their mines and slave armies. These Goblins are the most battle-ready of their race, although they prefer to fight alongside Orcs and at least a hundred or so of their best friends, be they Goblin, or preferably Ogres, Trolls, Giants or Wyverns. Their favoured mounts are Wolves from the Eastern Steppes, whose immense strength and stamina make them a great ally to the normally weak and feeble Goblins. These so called Wulf Boyz are the most feared part of the entire Goblin army, their extreme speed and manoeuvrability backed up by their spears and short bows and the crushing fangs of the hungry wolf beneath them.

Night Goblin by Mark Gunton
The Night Goblins are a race apart from their surface dwelling brethren. Centuries ago, the Night Goblins retreated beneath the ground, living in tunnels and strongholds abandoned by the Dwarfs. They lived there in almost total darkness, surviving on the mushrooms and fungi that grew in their new homes and on their daring night-time raids to the nearby human towns from which they were given their name. Living in those same tunnels unbeknownst to the Goblins was a race of vicious flesh-eating creatures that had evolved from the strange fungal species deep below the mountains. This were the Cave Squigs. The first encounter between Night Goblin and Cave Squig was rumoured to be very brief and, on the part of the unfortunate Goblin, fatal. From this point on the Night Goblins hunted the Squigs in two-Gobbo teams. The Squigs? inbred viciousness and destructive nature was desirable to the Night Goblins, whose neighbouring kin were beginning to encroach into their tunnels. Certain unhinged members of the tribes of Night Goblins got a little closer to their psychotic charges, choosing to ride the monstrous creatures, risking being gored, swallowed whole or being trampled after toppling from the backs of the Squigs. These individuals are known as Squig Hoppers, because of the way the Squig and rider bound madly here and there, causing mayhem and death wherever they land.

Night Goblin by Unknown

Skink
The lands of Lustria have been inhabited by Lizardmen even before man came to the Old World. They where the slaves of the Old Ones, as they are referred to in the Lizardmen glyphs. They brought the Lizardmen to the Old World to do physical tasks - Skinks, the more intelligent and cunning, but weak, the Saurus, very tough and strong to do the fighting and the Slaan, to watch over these warriors and command them into battle. When Old ones perished unexplainably, when the Chaos poured through the Warp Gate, the Slaan were left to fulfil the tasks of the Old Ones plan for the world
Many ambitious raiders overran small pyramid temples and looted sacred artefacts of the Old Ones, which ended up being sold in the Old World to all sorts of rich Kings, mages and scientists who attempted to decode the ancient glyphs written on the plaques. These ended up being scattered all over the Old World, and some lost over time.
In order to retrieve these sacred artefacts, the Slaan sent exceptionally intelligent skinks to the Empire in the hopes of recovering these plaques, these Skinks usually join a group of adventuring warriors, also searching for treasure to aid them in their quest. Skinks are very careful in their actions around humans, they are strangers in this new world and a wrong word could end up in a fight with a burly barbarian.

Happy Questing
Bruno

 

February 25, 2006

A (late) word for 2006

Sorry for the break but I was working hard to add plenty of new warriors in our Asynchrous Adapatation Online game of Warhammer Quest.
Now you can play with the Witch Hunter, the Imperial Noble and much more... Over 80 games are played with 50 active players.
Please visit Webquest's Website.
But let's talk a bit about the museum
Our program this year, continue the work on the Warrior's Database, continue to compile beautiful PDF from Mystified Mickael's fabulous work. Once the Warriors's database is finished we will work on the bestiary to correct many many errors and had new monsters. We'd like to work on the FAQ too.
As always we need some new rules, ideas, help so please send us your contribution

Revised Warriors
For the Kislevite Shaman, I've added the part for the starting Blessing in both versions. This part come from Deathblow 1.
Kislevite Shaman V1.01 by Gavin Thorpe
Kislevite Shaman V1.01 by Peter Haresnape

10 (re-)Formated Warriors in Htlm
As always I continue to work on the Warrior's Database

Bard (Revised) by Dean Chambers

Imperial Agent by Pat Vuleta
He's basically a cross between James Bond, Austin Powers and the Witch Hunter

Imperial Emissary by Peredur Glyn Daives
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...

Divine Knight by Benjamin M. Sloan

The Mentalist by Christopher Taylor
The College of Amethyst is situated next to the Haunted Graveyard of Altdorf, where countless bodies were hastily interred during the Red Plague.  It is a cold, stone, tomb-like structure in itself, and deathly quiet, as the Amethyst Wizards do not speak.  They are Mentalists, and communicate with each other through thought.  They are masters of the mind, and the Battle Wizards of their number frequently focus on the more nightmarish aspects thereof.
A Mentalist is often disturbing company for a band of Warriors, but he still possesses unique skills among spell-casters that can be extremely useful in a variety of situations.

Fire Wizard  by Christopher Taylor
Of the Colleges of Altdorf that produce the Empire's Battle-Wizards, one stands above the others in focusing on raw, destructive power.  That would be the Bright College, which focuses on spells that harness the consuming power of fire.
Not all of the students of this College go on to aid the armies of the Empire, however.  Some diversify their studies somewhat, and might follow the road that leads to adventure, perhaps exploring the seemingly endless ruins of the ancient underground Dwarf Empire.  While they are nowhere as flexible or diverse as the typical Warrior Wizard, they are quite proficient at obliterating foes with magical flame.

Astronomer by Christopher Taylor
The highest towers in the great Imperial city of Altdorf belong to the Celestial College, which is home to Astronomers who gaze the skies in search of ancient secrets and portents of the future.  Their spell repertoire includes some combative spells, as the power of the heavens is within their element, but their greatest strength is in the ability to predict events yet to unfold, or even to manipulate the very winds of fate to harness that elusive factor known as "luck".
While Astronomers may have plenty to keep them busy in the cities of men, they have ample incentive to delve into the dungeon ruins of the ancient Dwarven empire.  After all, there may be great secrets buried beneath those ruins, and to learn about the past is to have a better understanding of what might lie in the future.  Not only that, but great power is there to be held, perhaps the Astronomer foresaw glory for himself, and is simply following the path foretold.

Goldhunter by Peter Haresnape
The Goldhunter is a dwarf blessed with a super-dwarfen ability to track down mineral wealth, and the bravery to take his search into the deeps of the Old World's dungeons.

The Runesmith's Apprentice  by Peter Haresnape
The Runesmith's Apprentice is an impulsive young dwarf, or as impulsive as a dwarf can get, anyway. Rather than continue his apprenticeship with another decade of learning, he has opted to learn the hard way.
This warrior ought to be able to handle the healing of a dwarf party.

The Alchemist by Christopher Taylor
Of the various types of spell-caster, none is quite so respected or wealthy as the successful Alchemist.While most wizards may deal with arcane things beyond the comprehension of mortal men, the Alchemist's works deals with very material, tangible and often desirable things. They might be found running apothecaries in cities, or even serving in royal courts.They seem to be among the least likely candidates for adventuring.The Gold College, from which all spell-casting Alchemists hail, is the richest of the Colleges, and offers the most comfortable life to its students.
However, there may be a few Alchemists drawn for whatever reason into the treacherous dungeons.Their skills are certainly useful there, as they can concoct useful potions, enchant metals, and cast potent spells as well.

 

December 23, 2005

Merry Christmas!!!

I need a rest...

Cards Collection
For your pleasure here's four cards collection:

Cards Collection - Bestiary Level 1 (PDF - 5516 ko)
Cards Collection - Bestiary Level 2 (PDF - 6496 ko)
Cards Collection - Bestiary Level 3 (PDF - 5837 ko)
Finally we have them... Thanks Michael!!!

Cards Collection - Barbarian (Pdf - 1072 ko)
Text by Andy Jones- Cards by Mystified Michael
Cards have been revised for this pdf

Citadel Journal
Into the Woods : Wood Elves in Warhammer Quest by Jonathan Green (PDF - 983 ko)
Thanks to Michael for the OCR and The Custodian to edited it.
Originally published in Citadel Journal 18.

10 (re-)Formated Warriors in Htlm
As always I continue to work on the Warrior's Database

Assault Knight by Jeff Hobby (Lord Snail)

The Female Warrior by Kaboum
The female warrior was trained by the most skilful warriors. As soon as she was 16, She was sent to discover the world on her own ("It's the only way to grow stronger...", According to her master Sigmar). So, she went to a Barbarian village. After they refused to take her with them, she decided to live on her own in the wild forest of Bolk. In it, she learnt most of things she knows. During 4 years, she lived in an place which was worse than the Hell. everyday, she had to fight wild creatures to survive. She is the one who kill Ogh'ban, the Huge and Scaring Dragon. When she was 21, she decided to leave the forest of Bolk and went toward the desert of Pitiful Souls. A legend tell that anyone came in that desert, can only go out as a living dead. But, the female warrior became more and more fearless. After devastating the troops of Death, she met the Giant Desert Worm. A fight began then. During two days and one night, The two opponents hit each other without succeeding to kill the enemy. However, on the end of that tiring fight, the young warrior could pierce the Worm's heart with her sword. Exhausted, she went into a long coma. Then, nomads received her in their tribe, to thank her to have destroyed the terrible Worm. But, she went away their tribe when the chief decided she had to join his harem. From now on, nobody knows where she is, what she does. The only thing we know is the vision of The Oldest Sage Of The Mount Fudehji : "The young female warrior grows old. She has experience. She fights for the Good against the Evil. She goes from town to town, from village to village, to propose her help to anyone who needs it.".

Firstborn Knight by Allan Nielsen
This warrior is adapted from the Table-top game called Chronopia. In a world of Chronopia, there lives a race of humans called Firstborn. The Firstborn bring together many elements in their armies. They field massed ranks of foot soldiers and archers, but their most potent weapon is the Firstborn Knights. Clad in plate mail and capable of fighting on foot as well as mounted on mighty warhorses, these fervent warriors glory in battle and charge the enemy careless of death and danger. The very bravest of the Firstborn knights may become Repulsar Knights. They are the elite of the Firstborn army and have led the Firstborn to many victories. The Firstborn has also wizards called Chronomancers, and they have the ability to change time and making time portals. These time portals are used to send forces to other realms in search of gold, weapons and allies, to which the Firstborn can defeat, their enemies.
The Firstborn Knight is one of a Firstborn group that is sent to The Old World in search of new items for the Firstborn. The Firstborn takes the role of the Barbarian in the party. The Firstborn Knight can't and will not join the party if there are any evil warriors in it (Dark Elves, Chaos Dwarfs, Chaos Warriors, Orcs, and so on).

Illusionist by Lau "Nightwalker" Søndergaard
An illusionist is a warrior who uses the powers of the warp to overcome the challenges he faces. Twisting these powers to his purpose, the illusionist can cast powerful illusion spells for both offensive and defensive purposes. Besides from being able to cast illusion spells, the illusionist can also cast ordinary spells. Because of his illusionary powers he is also an excellent defensive fighter. This makes him a great opponent in battle, because of his tremendous flexibility.

Monks by Colen McAlister
The Monks are a little-known religious sect who have a fortress-monastery high in the Worlds Edge Mountains. They place a high emphasis on discipline and combat, the result being that few monsters are foolhardy enough to attack them- even the marauding Orcs fear the Monks, and would not dare to fight. Once they did, but the army was so devastated by the snowstorms, landslides etc. en route (that should not really have happened in the middle of summer) that before they even got half-way there they had to turn back.

Ninja by P.Cable

Ninja
The ninja is a warrior from Chitay. A secret cult of shadow warriors that are experts in assassination and espionage, these warriors are feared through out Chitay as the most dangerous beings to ever walk the Warhammer World. They come forth from the shadows striking entire armies when hopelessly outnumbered, always with out fear, these warriors are super beings which there can be no survival from if ever encountered.
They are in fact human. Though the government of Chitay has allowed their existence for political advantages, they are few in numbers, but those who are ninja, are machines of death and mayhem.
Some are ordered to retrieve some ancient artifact or hired by some rich person in the Old World to assassinate.
Their skill is the best that money can buy, and you are right to fear these individuals.

Samurai by Billy

Swordmaster of Hoeth by J.Thorne
Swordmasters are the right hand of the High Loremaster of the White Tower of Hoeth, They are sent through out the world in search of knowledge and powerful magic items to add to the collection of the White Tower. While much better in HtH then their kin Swordmasters are very poor bowmen due to the fact that they trained all their lives with the Elven Great Sword which they wield faster then an ordinary warriors wields a short sword. Due to their long travels and hard battles, Swordsmasters are typically Stronger, tougher and faster then the rest of Elven kind.

Undead Avenger by Phantom of the Opera - Anthony Gill
Not all victims of those with evil *hearts rest after their death. Uncommonly, there are some who return to life to seek vengeance upon the ones who did them wrong. Those few are left to wander the earth, in constant search of their murderers. Rest does not come easy for those who always have revenge on their mind, and nothing will stop them from seeking it. Avengers are typically care-free, knowing that their wounds repair themselves, and don't care much for wearing protection like armor. Nothing EVER scares them, for they are already dead. They enjoy toying with their enemies, taunting them before striking them down, or performing fancy tricks before executing a killer blow. The only true constant between all avengers, through all the insane laughter and disturbing actions, is that they are all pure at heart. They will always help the innocent and never give in to evil, for they were innocent themselves at one time, and wish to rest peacefully one day after their deed is done.

Happy Questing
Bruno

 

November 25, 2005

Cards Collection
Beautiful cards from Mystified Mickael and compiled in PDF by Bruno. Print for your Personal use only.

Cards Collection - Assassin (PDF - 1208 ko)
Text by Matthew Francis

Cards Collection - Bretonnian Couple  (PDF - 1330 ko)
Text by Frank Schulte-Kulkmann

Cards Collection - Divine Knight (PDF - 3490 ko)
Text by Benjamin M.Sloan

Cards Collection - Necromancer V2 (PDF - 20537 ko)
Text by Mickael Brockhouse and Wendy Brown.
This version has the missing cards and has the good printer resolution (150 dpi).

Official Expansion

Cards Collection - Treasure Pack 1 (PDF - 4014 ko)
This version contains scans at 150 dpi of the first Treasure Pack 1 and is compiled in PDF Format.

10 Formated Warriors
Bard Blade by Jeff Hobby (Lord Snail)

Batsman by Krispytoad
The Batsman is a costumed vigilante who roams the night smashing evil and injustice wherever he may find it. Inspired by a baseball bat being hurled through his window, he uses it as a symbol and a weapon to combat the criminal element. Although the motif is rather silly, we are dealing with an unstable individual with a heavy blunt object so tread with care. And all evildoers should beware, for the Park Knight returns!

Dragon Slayer
The Dragon Slayers are one of the oldest warriors that inhabits the Old World. Using ancient codes of chivalry to live by, they set themselves on a mission to rid the world of all Dragons. They will often move along with others, just to find the Dragons. They will how ever not tolerate if the other warriors interfere with their rightful kill. Being knights they live a strict and harsh life, interpreting everything they do with the six ground rules from the Old Codes. They seek little fortune and no fame for their conduits. And are as the other Knights, very restricted to what manner of business they can do. They will almost never flee, and if they face a Dragon on their adventure then they will certainly never flee, until one of them is dead, and most likely it will be the Dragon...

Wood Elf Scout by Robin Rains
Scouts are Elves who have given up everything just to be able to explore the underground systems of the old world with their trusty bow and dagger. Because of this erg to explore they spend all of their life in athletic training, this makes them a lot faster than average elf but much weaker in hand to hand combat.

Healer by Nick Wester
Healers come in all societies, from Sigmarite Warrior-Priests to Ork Shamans. However, healing the body is not the primary concern. Priests heal the soul, and can perform rudimentary healing, Shamans just like to eat fungi and beat up on goblins. The Healer character has none of these concerns. All they wish to do is heal those in need. This idealism starts strong, and they wish to save the world, to balm its wounds, and make everyone happy. However, after a few adventures into the underbelly of the Old World, this attitude quickly dies and they learn to fight.

Kislev Thunderboy by Phantom of the Opera
Thunderboys are wild gunslingers, who love the sound of their own weapon going off. They are extremely agile, and quick to the draw. Their loves include jumping over obstacles and shooting, diving and shooting, sliding and shooting, or just about anything that involves shooting. To be a Thunderboy is to love the smell of gunpowder. However, once out of ammo, things could get sticky...

Necromancer by Phantom of the Opera

Ranger by Coranth Gryphon
Just as the Barbarian has grown tough from living in the Bad Lands and Northern Wastes, and the Pit-Fighter has hardened himself in the fighting pits, anywhere that humans have spread, there have been those who pushed the boundaries of endurance for the sake of exploration and protection. In the far off settlements, out of the way towns, and in the mountains and deserts between cities, we have the Rangers. These hearty warriors are a breed apart, living off the land, and travelling in the remote forests and hills. They have made friends with the Wood Elf, gained the respect of the Mountain Dwarf, and learned how to get by with only occasional contact from Man.

Warrior Princess by Mario Curro
Within the lands of the Old World, many communities of Amazons dwell. Along with learning the fine art of combat, Amazons learn to live with the land and how to survive in any environment much like Wood Elves. For most of her young life the Warrior Princess belonged to such a community, but has recently decided to leave. She is now following a deep desire to travel the world, seeking adventure, and battling evil wherever it may be.
Based on the character Xena: Warrior Princess.

White Dwarf Shaman by Larry Hill
The Shaman was created for a party which doesn't want a wizard in their company. With a Dwarf, a Trollslayer, and a Shaman in the party, only one dwarf is lacking from an all-dwarf party.

Webquest
If you have five minutes by days and want to play Warhammer Quest, so join us.
It's here.

 

October 27, 2005

A Couple of Warriors
Bretonian Couple By Frank Schulte-Kulkmann
Two fugitives have come to the World´s Edge Mountains from the Kingdom of Bretonia. The Knight and the Enchantress have fallen in Love, but the Royal Law did not permit a marriage. Being forced to leave their home for their Love, they decided to enter the dungeons below World´s Edge Mountains in search for treasure, hoping to earn fame and honour which would allow them to return home.

1 never Published Rule
Welcome to our new Contributor Roadkill

Random Monster Tables by Roadkill
I have taken the monster tables from Phil, Chaos Lord and just combined them into giant D100 tables.
The full credit goes to Phil of course. I just combined them into bigger tables in hopes of making them easier to use. This requires the Monster Omnibus Collection available on this website.

Cards Collection
Beautiful cards from Mystified Mickael and compiled in PDF by Bruno
Cards Collection - Witch (PDF - 4663 ko)
Text by Grogling

Cards Collection - Brewmaster  (PDF - 3029 ko)
Text revised by Peter Haresnape

Cards Collection - Priestess of Shallya (PDF - 3037 ko)
Text by Peter Haresnape

Cards Collection - Necromancer (PDF - 7227 ko)
Text by Mickael Brockhouse and Wendy Brown

Webquest
If you have five minutes by days and want to play Warhammer Quest, so join us.

 

September 22, 2005

HAPPY BIRTHDAY MUSEUM
(Final Part)

A never Published Warriors
Grogling author of the Famous Witch has written a new warrior
The Alehouse Thug by Grogling
Most of your life has been spent in or around the Alehouse. You have been brawling since you could stand and drinking since you could walk. During the past years many people have wandered through the Alehouse doors. Wizards, warriors, dwarves and elves; you have lost count. Some you have befriended, some you have thrown through a window. Either way, it normally ends up as a good night.
Recently you have become more aware of the stories these fellow drinkers tell. Many do not return but the ones that do often tell of great deeds and large quantities of gold. Why should they have all the fun? Surely a beer drinking Thug such as you can do just as well as some Elven Prince or Barbarian Lord. Well, the time has come to find out?

2 never Published Rules
Welcome to our new Contributor,

Alternate Character Creation by Jon.Franson
As a Game Master, I have previously had problems with players whose backgrounds stemmed from a large amount of D&D playing.  In order to better accommodate them into the Warhammer world, I invented/adapted the following rules for a larger customization of your Warhammer Quest Character. 
PDF of 62 pages (244 ko)

Warrior Party Composition Tables by Martin, the Old Warrior
This document could be used to determine the general composition of the party and then let individuals decide who wants to play which general type. Then they could individually choose from the list found under that category. Of course, this document could be used to randomly determine the entire party composition. Individuals might then volunteer to play the characters, rolling dice to determine any indecision or to settle any contentions. Those, who like me, play WQ solo, could use this document to provide some variety, thus avoiding the tendency to get into a party composition rut.

New Official Stuff
Finally, here's it.
PDF of the Lair of the Orc (Scan)
Be Careful this file is huge (14 872 ko)

PDF with Cards of the Lair of the Orc. (Scan)
Be Careful this file is huge (16 790 ko)

New Warriors
The database has over 300 entries... Yepeee ;)

Kislevite Shaman by Gavin Thorpe
The Kislevite Shaman hails from the cold, windswept North of the Old World. Their magical power comes from rituals to godlike spirits called Khai. Their rituals and the discipline of their animal totem permits them to control powerful Light Magic and aid their tribe. Shamans may not be killed in inter-tribe rivalries, and Shamans with no tribe may take up dungeoneering for a time.

Imperial Noble by Ian Pickstock
Whether to escape from the tedium of life at court, or to support an expensive lifestyle, the Imperial Noble finds himself exploring the most dangerous areas of the Old World.

Bretonnian Knight by Nigell Stilmann, Ian Pickstock, Andy Jones, Marc Gascoigne
The Questing Knight hails from the land of Bretonnia, roaming the Old World on thier Grail Quest. Seeking peril and adventure to test their knightly virtues to prove they are worthy of the Grail.

Halfling Thief by Gavin Thorpe
Halflings are well known for their nimble feet and even nimbler fingers. While many follow their fathers and turn their dextrous skills to works of craft such as basket making, cobbling and cookery (in fact a lot of cookery) many also find themselves drawn towards the danger and excitement of stealing. Of course, Halflings never take anything too valuable (except by accident) as that would not be nice to the person who previously owned the item. Nonetheless, it is surprising the number of things that go 'missing' when a Halfling is about. The poor little chaps don't know they're doing it half the time, they just seem to acquire rings, boxes of matches and small pets as they go about their normal business.

Witch Hunter by Andy Jones
The Witch Hunter exists to fight all enemies of humanity, and travels throughout the Empire and beyond, seeking out the mark of Chaos and evil, rooting it out, wherever it may be found.

Chaos Warrior by Andy Jones
Having sold his soul to Chaos for one reason or another, the Chaos Warrior is a powerful fighter who must conceal his true identity from his fellow Warriors.

Warrior Priest by Andy Jones
A member of the cult of Sigmar, the Warrior Priest has gone forth into the world in the name of Sigmar to stamp out the taint of Chaos wherever it may be found.

Kislevite Shaman (Revised) by Peter Haresnape
The Kislevite Shaman hails from the cold, windswept North of the Old World. Their magical power comes from rituals to godlike spirits called Khai. Their rituals and the discipline of their animal totem permits them to control powerful Light Magic and aid their tribe. Shamans may not be killed in inter-tribe rivalries, and Shamans with no tribe may take up dungeoneering for a time.
The additions made to the Kislevite Shaman emphasise his healing role and allow him greater choice in spirit-totem.

 

August 10, 2005

Happy Birthday museum !!!!
Part 2

To celebrate this event here's an update with a lot of surprises. I hope you have a colour printer.

Don't forget the little brother of the Museum Webquest; which allows you to play an online game of Warhammer Quest with great fun and great roleplay. You just need 5 minutes to log in every day... 6 games are already being played...

Bruno Webamster of the Museum

Resurrection
This site is too much. You have very good rules and very good tools. Welcome back Mike Inside.

Never Published Rules
Dungeon Features by Paul Sainty
These rules let warriors interact fluidly with the dungeon- whether the illustrated floorboards or more advanced, modelled masterpieces - through the Dungeon Features. Dungeon Features are another option for using Event Cards or choosing between monsters in the Roleplay book and an event from the Roleplay book.

Revised Warriors
With the success of the Witch on the Museum and on Webquest. Grogling has decided to revise her.
Witch V2 by Grogling
After years of persecution and hiding from society, the witch has finally decided to leave her cobwebbed den and go on a quest. Whether she searches for knowledge, vengeance, gold or some other reason, only she knows. But no matter what the reason, she can prove a valuable ally to most dungeon adventurers. Be careful not to cross her though because she knows the dark and vengeful arts as well as the healing ones.<BR>
This character was inspired by the Hazard Table event number 31 (Witches Cave) on page 16 of the roleplaying book.

4 New Quests
Paul Smith, webmaster of the defunct Wyrdstone Archive, founder of Mordheim Yahoogroup wrote some time ago a set of 4 quests... Here they are.
Found them via webarchive.org (Link to Wyrdstone Archive)
The Night The Dead Walked Again by Paul Smith
This adventure is an outdoors setting for use whilst the party are travelling in Sylvania and uses the usual rules for adventuring outside. This isn't so much a full adventure, more like a fight for their lives instead of one of those dull random travelling events. Or could this actually be the village that they were aiming for on their map. Their old map.
The Diary by Paul Smith
The story teller had offered to tell a story for a portion of food and a mug of ale. The travelling group of adventures in the inn had much gold at the time, and was looking for opportunities to use it. The story teller had finished eating and looked on the group of adventures.
The Miragliano Griffon by Paul Smith
Ah, yes! There they are ladies and gentlemen--all the beauty and grace that is our miragliano. Beautiful creatures! And power! Oh, sir, if you could only see them in flight. The sheer force of the griffon as it thrusts itself into the sky....
Oh, not to worry, madame, that level of activity is perfectly normal. No, there's absolutely no chance of escape. The most skilled Dwarven craftsmen were brought here to construct this enclosure, and the design is by THE Keffir Iron-turner.
A Day at the Zoo by Paul Smith
This adventure is a continuation from The Miraglio Griffin quest. By this time you are assumed to have failed to rescue the baby griffin from the gang that stole her from the State zoo. 

3 New Warriors
I need them for webquest, so... And that helps growing the database Warriors ;)
Pit Fighter by Gavin Thorpe
The ultimate pugalist, the Pit Fighter has been trained in the toughest arena in the Old World. If he becomes too successful, too dangerous or too uncontrollable, a Pit Fighter might find himself thrown out, into a world he cannot cope with save by violence.
Official Warrior
Trollslayer by Andy Jones
Any dwarf can become a slayer under extreme distress, humiliation or as penance for some crime. Slayers are individuals considered dead by themselves and everyone else, and they roam the Old World seeking an honourable death in combat, which perhaps may wipe away their sins. Sometimes they team up with other warriors.
From rulebook and official Warrior Pack - Official Warrior
Wardancer by Dean Bass, Andy Jones and Gavin Tyler
The Wardancer is the embodiment of Athel Loren; graceful, mysterious, utterly deadly and remorseless. Dancing the sacred dances of death and battle, the Wardancer will cut a swathe through any enemies trying to befoul the purity of the wood.
Official Warrior

Official Stuff (Print for your personal use only)
Dungeon Treasure Pack 2 - PDF - 2463 ko
Dungeon Treasure Pack 3 - PDF  - 2452 ko

Cards Collection (Print for your personal use only)
Thanks to Mystified Mickael to provide Cards. These pdf were done by me (Bruno). Hope you'll love them
Cards Collection - Ex-Blood bow Players Cards (PDF - 1602 ko) by Jason Hill & Cards by Mystified Michael
Cards Collection - Gold Hunter Cards (PDF - 2110 ko) by Peter Haresnape & Cards by Mystified Michael
Cards Collection - Wight  (PDF - 5743 ko) by Gareth Williams<BR>Cards by Mystified Mich...
Cards Collection - Cards - Monster Special Rules (PDF - 1278 ko) by Andy Jones & Cards by Mystified Michael
Cards Collection - Lord of Aenarion (PDF - 2918 ko) by Gavin Thorpe & Cards by Mystified

To be Continued....

 

August 4, 2005

Do you want to play Warhammer Quest online?
The beta game is open!
Please send me your login and password here

Visit the Webquest site..http://matosquest.free.fr.

 

July 31, 2005

Happy Birthday museum !!!!

55 000 visits, wowwww. For three years the museum has brought to you some never published rules. It's helped me to learn php and to spend time during my trip to work. I'll would like to thanks you for your visits, your gentle words and your contributions. If you want you can post a comment, please leave me a message here (you don't need an email or to be registered).

To celebrate this event here's an update (it was late because I haven't internet during four very long months, but the Dark Age is over). In a near future, I'll continue to celebrate the event with lot of surprises. It's the time to buy a colour printer.

Soon, The Museum will have a little brother: webquest; which allow to play online game of Warhammer Quest. The programme is still in development. The beta has begun and the players seem to enjoy the game.

Black Drazon works hard on the 2nd Edition of Warhammer Quest, you can help us by visiting the section from the forum. Have a good time with Warhammer Quest museum!

Bruno Webamster of the Museum

New logos.
Thanks to Mystified Mickael for the design of the new logos... They're  wonderful... I love them... Thanks again...

Never Published Rules
Objective Treasure Type Table by Martin the "Old Warrior"
I found that I have had a hard time deciding exactly what type of “Objective Room” treasure and how many such treasures should be awarded to a party of warriors upon completing a quest, especially those found in the Adventure Book. I know that the Role-Play Book states they should roll on the Objective Room Treasure Table (at least if they go higher than Battle Level 1 warriors); but, I think sometimes it is unclear whether they should get one Objective Room treasure each (a total of four), which seems a little too much, or just one Objective Room Treasure for the whole party.

Character Generation Part Three by Peter Haresnape
This is the third and final part of the Character Generation system, which covers initial purchases, as well as working out wounds and pinning.

Never Published Warrior
Martin wrote two new characters based on the bestseller "Wheel of Time" by Robert T. Jordan.
Aes Sedai Female& Aes Sedai Male by Martin, "The Old Warrior"
This is an attempt to create Warhammer Quest versions of some of Robert Jordan's characters.  Many ideas for this character have been taken from his Wheel of Time Series, and many of the basic Sorcerer (Sorcerer by Luminos) rules have been used in the creation of this character.  There are very important differences between male and female Aes Sedai, so please note them when checking the male version.

Blade Master of Fu Shun by Jason Yeung
Jason Yeung was one of my favourite writers. Here's his last contribution to our Warhammer Quest community. This warrior was very rare because Jason send it only to the member of the list who ask him by mail in 1998 but Andrew Brockhouse from Dungeon Chronicle had it (hidden in its mail archive). I am very happy to share with you this (very) powerful Warrior.
The Blade Master is a trained swordsman who comes from the far eastern lands of Cathay. The Blade Master has mastered control over his inner energy (his chi) and the sword through Martial Arts and through meditation. Chi translates as 'vital energy' which is possessed by all things. The Blade Master can even occasionally channel this 'vital energy' through his sword to create a violent shockwave of energy. This technique is called a Tien-Chi Technique, but to those who do not understand its principles it is called Sword Energy. Tien-Chi Techniques takes a great deal of concentration, energy, and stamina to use. If the Blade Master has not prepared properly, he may become exhausted or cause great injury to himself. 

Revised Warriors
The Christian Missionary by Martin, "The Old Warrior"
Add an annexe which provide some suggestions for making the Christian Missionary a little simpler and easier to handle for those who might like a faster-paced game. These suggestions are made with the hope of still providing a fairly balanced character and of not taking away too much of his distinguishing characteristics.

Please also take a look at the Role-play/Adventure Record spreadsheet document that Martin has provided to help in understanding how to track the Christian Missionary's peculiarities.
Excel Spreadsheet's Christian Missionary by  Martin, "The Old Warrior"

139 Never Published Cards
For the moment here's only 139 news cards from the Famous Mystified Mickael.
Thanks Mickael for your work and I hope to see your new works soon...
In the near future, the cards section will be filled with PDF:
Kisleveite Shaman (Revised) by Peter Haresnape
Lord of Aenarion profile cards and counters
Magic item, armor and Weapons for Monsters

110 New Cards
Thanks groggling to provide Scans.
Cards from Treasure Pack 2 and 3. In the next update you'll have a surprise.

The cards are here

Official Stuff
Especially for the birthday here's in html, two rare Warriors from Games Workshop.
Thanks to Custodian to type them
Elf Ranger by Andy Jones.
This warrior is a powerful fighter who has skill both in the arts of combat and magic. The haughty Elf Ranger holds himself above just about every other species on the planet… bound to stir up a storm!
Outlaw by Nick Kyme 148
Outlaws are desperate men, always on the run, who often turn to dungeoneering to make ends meet until the heat dies down. Expert knife throwers, they take on different personas like changing hats, and are dangerous men to cross…

To be Continued....

 

July 28, 2005

Since months I haven't internet at home but this time is finished.... Stay tuned...

We have a new website but it's only in French. But for french readers, he is very good. He was made by two fans.
Please visit the Donjon d'Esselcay
Flash Player is needed. You can have a look to the beautiful pdf.

By the way, we have another great ressource in French but this time you can download some boards if you don't speak french.
Here's a direct link to the website of Arkandis
Then click to Quest, then Ressource and have a look to the new boards...

Did you view the result of webquest? We are playing a game. The game master is Peter Haresnape.
Have a look here.

Bruno

 

May 17, 2005

Long, long ago, in a galaxy far, far away...

After 28 years, I'll see the sixth episode of a saga, this night at midnight, begun 30 years ago. I remembered that day where I was 6 years old and dreaming to be Luke Skywalker and found Princess Leia beautiful. I hope that my neighbor will be disguised in Obiwan Kenobi but nobody is perfect.
Now I always playing to Warhammer Quest so here's some new and old stuffs based on Star Wars's Saga (keep in warm for this occasion)

2 New Warriors
Jedi by Raven and DarkSide
The Jedi is a new warrior for WHQ. He is a Lawful Good character - he will always put the greater good ahead of himself. Unless he turns to the Dark Side, that is.
He is slightly weaker than many other characters for the first few levels, but learns more quickly than any of them and is soon more than their equal when wielding his Light Sabre, the Jedïs chosen weapon. (Just don't get it confused with his torch.)

Bar-Bot by Hernie and DarkSide
A combat's Droïd based on Star Wars universe

2 New 'formatted' Warriors
Jedi Knight By Stephen Morffew
From the heart of the Old World, in the lands of Brettonia, there came a sect of knights on foot that followed the house of Jed-Di. Many years ago, they were the land's first line of defense against the invading forces of Chaos… but to be so close to the warping powers of Chaos, even for a brotherhood so dedicated to the powers of good, is never a good thing. They gained odd talents: mind reading powers. From this it was seen that Chaos had affected them, and they were exiled from Brettonia, and all knowledge of their existence was destroyed (many people died).
They swore to destroy that which had lost them power: not humanity, but the evil that is Chaos. Among the powers that they gained from the mutations was an ability to draw power from the roots of the planet. Technical abilities and agility has been greatly improved by the magic that the world bestows upon its future saviours. After exile, they began to live deep beneath the World's Edge Mountains, hiding from both dwarves and orcs. When they need to venture to the surface, they hide themselves away under skin cloaks with hoods. They took on the name of Jedi and swore to fend off the forces of the Realm of Chaos.

Jedi Knight / Sith By Neil Symonds
Revised version of Stephen Morffew's Jedi

Welcome to Daniel aka Boyinleaves
Boyinleaves is a major actor of the 2nd edition of WHQ. Its first rules is about healing. Read it now (sound of the force)

Serious injuries and zero wounds by Boyinleaves
Whenever a warrior is reduced to zero wounds, he is considered to be seriously injured, and in very grave danger of dying. As soon as a warrior is reduced to zero wounds, he suffers a serious injury, roll on the Serous Injuries table below. If the warrior survives the injury, and the injury does not have any special rules that allow him to survive etc., then the warrior is considered to be Down and unconscious, and may die at the end of the turn.

 

May 6, 2005

Never Published Warrior
Martin spent the last few months to write this character. Please pay attention.
The Christian Missionary by Martin, "The Old Warrior"
Not long ago in an ale house, an Ogre, a Barbarian, and a dwarf were having a lively discussion about powerful warriors. A particularly brave wizard at another table overheard their words at a particularly awkward moment...
"Thaz wroight!", said the somewhat drunken dwarf, "I 'av zeen it wi' mine eyes! I tell ya, he was pow'rful as a weezord! I t'ink dey call'm kreesian meestiary."
The Barbarian answered, "I did hear rumors of some such warrior. So, I've been asking where he comes from. I got different answers. Some say he came here through some time rip. Others say that he came from another world or a different dimension.
The wizard having some knowledge of this "powerful warrior", walked over to the table and spoke. "It is true he is indeed powerful -- Whether as powerful as one of my kind has yet to be proved! He calls himself a 'Christian Missionary'. He does have some undeniable metaphysical powers. Of course, he claims that all the real power is in his God. He says that his God answers his prayers and gives him special spiritual gifts. Also, he has some peculiar armour and a sword like no other I have seen. He calls his sword 'the Sword of the Spirit' and his armour 'the Armour of God'. He shows great religious fervor in trying to gain converts. I am not too sure I like his type, but, he is a rather interesting character. By the way, if you have opportunity to travel with a Christian Missionary, don't be surprised at the number of religious activities he may attend and even get started in settlements throughout his journeys.

10 New 'formatted' Warriors
Chaos Cultist by Leandro Braga
Some of the Empire's most dangerous enemies come not from outside but from within. In dark alleys and cellars they gather, destroying good from within. Disguised as normal citizens by day, but deadly fanatics by night, these powerful warriors are known only as Chaos Cultists.

Chaos Dwarf
If you were to travel west Over the Mountains of Mourn, or east through the Blasted Wastes you would come upon the Plain of Zharr. At first glance the plain looks inhospitable, a dry desolate waste. However, this place is home to a race of misshapen Dwarves that have become tainted by the power of Chaos. Separated from their cousins thousands of years ago the Chaos Dwarves gave up any hope of returning to their roots and embraced the powers of Chaos that offered to help them rebuild their lives. Over time the Chaos Dwarfs became a very powerful people, developed their own kind of magic and dedicated their lives to the Great Bull God Hashut that helped them become what they are today.

Chaos Sorcerer

Chaos Troll by Allan Nielsen
Trolls are large and foul creatures, with gangling limbs and cold, damp hides. Renowned for their strength and unthinking ferocity, Trolls can rip a man apart with their bare hands. Trolls are able to regenerate damaged flesh, and so are all but impossible to kill. Not only that, they have the ability to vomit the corrosive contents over their victim, melting armour, flesh and bone with ease. Chaos Trolls are the largest and the most dangerous type of Troll. Due to the powers of Chaos, these Trolls sometimes grow an extra head, or thick spines on their backs. They are more aggressive than other Trolls and not as stupid.

Chaos Warrior

The Daemon (Uncomplete)

Darkelf Assassin
The Darkelf Assassins are the trained soldiers of the Witchelves. They are kidnapped by the Witchelves on the night of murder. As infants they are trained in the arts of war and Assassination. They are the elite force of the Darkelves. Striking from the darkness and killing high ranking officials and never seems to be stopped are the trademarks of a good Darkelf Assassin. The Darkelf Assassin is one of the best assassins in the Warhammer world and therefore he is highly prized. Other nations and races hire the services of the Darkelf Assassins to get rid of problems which concern mostly political matters, but also the normal bad guy. The Darkelf Assassin could also have requested to venture out on his own to harness his killing techniques. The Darkelf Assassin character is one of these.

Dark Elf Dervish by M.Darin Young
The Witch Elf is perhaps one of the most feared of the dark elves for she cares nothing about her own safety in combat and in fact relishes the blood and slaughter of worthy opponents. She is the devoted daughter of Khaine, the god of Murder and dark deeds, and expresses her devotion in combat.

Darkelf Warrior
The Darkelf warrior is set out either because he wants to venture on his own, or his superiors have given him a task to find some ancient artefact, or maybe he was thrown out of his city… This is up to the player to decide, anyways the Darkelf Warrior is a calculating character who knows allot about fighting.

Dark Sorcerer by Doug and Marcus Waineo
As with all magic-users that have chosen to don the Black Robes, the Dark Sorcerer is often feared and never trusted, even by other magic-users. Dark Sorcerers believe that their lords have tired with trying to conquer this pathetic world and are now focusing their energies on the next realm. They believe that their evil gods have charged them with a mission. It is their duty to send as may foul beasts as possible to the next life, in order to swell the ranks of their masters' armies. As a reward for their service they hope to be charged with commanding those that they have sent before them in glorious battle for their evil masters. Their single life's purpose is not to increase the power of evil in this world, but to hurry as many as possible to the next. This complete disregard for life of any kind, even his own, makes the Dark Sorcerer a deadly opponent, but also one that is not to be trusted. Why would he have second thoughts about the fate of his companions in the room when he plans to destroy himself in order to take a legion of Bloodthirsters with him to the next world?

 

April 29, 2005

Never Published Warrior
Witch by Grogling
After years of persecution and hiding from society, the witch has finally decided to leave her cobwebbed den and go on a quest. Whether she searches for knowledge, vengeance, gold or some other reason, only she knows. But no matter what the reason, she can prove a valuable ally to most dungeon adventurers. Be careful not to cross her though because she knows the dark and vengeful arts as well as the healing ones.
This character was inspired by the Hazard Table event number 31 (Witches Cave) on page 16 of the roleplaying book.

1 Revised Warrior
Assassin by Matthew Francis
It's the complete version from Deathblow 1.
The Assassins are inheritors of the Cathayan's Assassins who also influenced the Skaven Clan Eshin. Masked and robed in black they are dexterous and subtle, trained in the arts of combat and trickery, able to mix with the finest company at court and kill hideous monsters in a sewer.

59 Never Published Cards
This time Mystified Mickael works on cards for the Lord of Anerion's Warrior by Gavin Thorpe and the Dwarf  Goldhunter by Peter Haresnape.
Please click here to access to the database

9 New 'formatted' Warriors
Blademaster by Mikeytoons
The Blademaster class is not a widely known profession like many of the other classes as it doesn't actually have a guild of it's own. Rather, the blademasters who wander the world train themselves using the techniques of all the other guilds. Because of this, those who follow this profession follow because they either were turned away from the other guilds or from the lack of interest in what any one guild could offer them.
And so the young swordsman will adventure and gain in knowledge and experience and make his own destiny rather than follow what others would teach. This pride that the Blademaster holds inside will never allow him to think that his path is worse than any other person's choice. He will always believe that he is better trained in combat than any other warrior.
There are many reasons why a person might decide to take up the blade and go out on his own with none to help train him. Whatever the reason, he will never go back to the life he left and will never even speak of his past. Rather, when he is in the company of any other, he will hold his head high and speak as if there was nothing wrong in his life. It is thus why many believe that the Blademasters are such a lively bunch of people, since they are never seen without a smile.
His emotions are also shown through the clothes that he wears and the movements he makes. Always he shows all that he has a style that no other can match.

Bowman of Bergerac by Andrew Lum

Bretonnian Bowman of Bergerac by James (Black Wolf) Johnston
There are only 2 types of people in Bretonnia; Knights and peasants. Peasants grow the food, tend the beasts, and build the castles for the nobles. Knights, in turn, protect them from Orcs and Goblins, Skaven, or being eaten by the occasional Dragon. But the Knights cannot defend alone, they need someone to guard their castles while they are away. Peasants are taught to wield simple weapons such as the sword and longbow. These peasants usually stay in the castles until the Lord returns from the battle. But sometimes the Knights will send them on tasks that they deem too lowly for themselves. These peasants, never having been outside Bretonnia, will often seek the company of experienced warriors to help them on their quest.

Bretonnian Grail Knight by James (Black Wolf) Johnston
When a Questing Knight has fulfilled his quest to find and drink from the Holy Grail of the Lady of the lake, he will likely reside in a Grail Chapel in one of Bretonnia's Dukedoms. There he guards his sacred chapel from any who would defile the sacred land of the Lady of the Lake. However, once in awhile a Grail Knight will receive a vision from the Lady, perhaps to slay a troublesome monster who is eating peasents or to rescue a princess who is being imprisoned in a lonely castle. In any case, the Grail Knight leaves his chapel to the care of one of his fellow Grail Knights and sets off into the wilderness to fulfill his quest. Occasionally, he will find a band of warriors who have the same goal as the he does, and he will decide to join them.  

Duellist by Jan Teekens
Whether for folly or for life's sake, taking an opponent on "man to man" is the only timepassing valued by The Duellist. Deep inside he believes this is what men are born for: to take on every challenge, to run the gauntlet of life for better or for worse; never to turn your back on any other living thing, never let anything dishonorable stain your name, and always suck the marrow out of live.. as long as it lasts.

Estalian Noble by Pat Vuleta

Hallfing Thief by Christopher Taylor
Halflings are small people that live in the region of the Empire known as the Moot or Mootland.  Halflings are a peaceful people who are remarkably courageous. They also love to eat; (They like nothing better than to eat an iced-bun at Harry and Jobbo’s Halfling inn) though they are cursed by curiosity. This Curiosity leads many Halflings to a life as a thief. Halflings are the perfect thieves because of their size, their uncanny ability to move silently and swiftly without making so much as a noise, added to their unbelievable natural curiosity.

Thief
What adventuring game would be complete without a trap finder, lock opener, back stabber, and shadow lurker. The thief is a classic fantasy party member, and needs be represented in any game.
This thief is based on the traditional AD&D thief. He has some very basic back stabbing, lock opening, and trap finding skills to start, but can gain many other thief like abilities with advancement.

Wight by Gareth Williams
Undead are cold and evil creatures that strike fear into the hearts of all in the Old World, vile creations of diabolical necromancers, ancient horrors from the original conquests of Nagash, or sleepless beasts animated by stagnant zones of dark magic.

 

April 22, 2005

Never Published Rules
Peter Haresnape, our main contributor, has finished to write the second part of Character Generation.
Part Two: Skills and Features
Continuing from my previous release, Part Two looks at other things that can be added to the Warrior in the initial character creation. Each Warrior Pack contained a number of special rules and roleplay suggestions that controlled or determined behavior. This includes things like the sort of treasure that can be used, the type of skills that can be mastered, and even the place the Warrior takes on the battlefield. Now it should be possible to determine many of these factors as befits your vision of the character.

53 Never Published Cards
Mystified Mickael had worked hard to bring us new cards for our favorite game. This time we have the Warrior Priest's Spell and the Kislevite Shaman.
Please visit the Cards's Section here.

Whoops
It's been a long time

Hunchback was written by Baines not by Luminos (it has been formatted)
Throughout the world there are those born with certain deformities. Not in the case where they are achieved deformities, given by Chaos Gods or those achieved from consuming or being close to raw warp stone, such as the Skaven are. These are those that are born with natural deformities. In certain races, such as the Dark Elves, these babies are sacrificed or killed because they wouldn’t be able to fend for themselves or serve the race. In the Empire and in Bretonnia, these children are usually raised and kicked out of the community once the can take care of themselves. Because of this, these children, however slow and deformed, learn to fend for themselves. They usually go into the mountains and find a cave and live as hermits and no one ever knows that they are alive. Others find ruined castles and holds and live in them, hence you get a haunted castle. Rarely, when a party of adventurers stumbles into one of these ruins, these deformed people will try to help and befriend the warriors, occasionally accompanying them on their adventures. Although not always the brightest, these people are great at defending themselves and are extremely loyalty to those who show them the slightest bit of kindness.

10 New 'formatted' Warriors - Special Luminos

Cavalier by Luminos
The Old World is not without its atrocities and natural disasters, unfair odds and cruel, senseless acts. Often these terrible occurrences render families apart, with the murder of one or several members. The most common survivors of these deaths are children (even the more cruel creatures will often leave a defenseless child be). These orphans have to deal with the horror of watching their parents die each night in their nightmares, and live with the fact that they will never see their parents again. Homeless, they traverse the Old World, going from city to city, where someone is bound to take in a poor little orphan and give him food and shelter. They move on, and eventually grow older - to the point where they are not so easily accepted into stranger’s homes, often thought to be criminals. They learn to beg for or steal their food, and keep constantly on the move, running away from their horrible past. After enough time spent in enough cities, most of these orphans are used to the habits of almost all classes and races, and can get along easily with Elves, Dwarves, and even snobbish Nobles and High Elves. They have also by this time developed a style of self-defense, as id necessary when constantly living in the streets of different cities. Since they are always on the move, the most logical choice would be a light weapon, so they favor swords and daggers above all else. Their easygoing carefree attitude, assumed to hide their true tortured emotions, has cased them to be dubbed "Cavaliers." They are always quick with a joke, often closer to biting sarcasm, and seem to laugh at even the most grave of situations. Cavaliers carry that carefree attitude into battle with them as well, often seeming not to notice when they are taking on impossible odds. In reality, this behavior is akin to a Trollslayer’s, i.e. he wishes to die in battle. For some reason, though, he always seems to have a stroke of good luck at just the right moment, as if his defiance of death casts an aura about him...

Citizen by Luminos
For every warrior who traverses the dungeons of the Old World, there must be an Innkeeper, Weaponsmith, Animal Trader, Fletcher, etc. Although the men who perform these tasks are proud of their work, they often notice the air of wild freedom about the warriors they cater to. Sometimes this sense of danger and excitement overwhelms them, and they sell their business, buy a sword, and set off for an Old World dungeon. These men are just average citizens, yearning for an above-average adventure. They have no formal training in battle of any kind. While this may put them at a disadvantage at the start, it can turn to their decided advantage when they can learn any kind of skill they wish, as they have no restrictions on what they can do.

Cleric of Sigmar by Luminos
Clerics of Sigmar are devoted to Sigmar’s worship and the destruction of all evil powers. While considered fanatics by some, Sigmar’s Clerics are not quite as obsessed with killing daemons as some, like Witch Hunters, and do take the time to perform rites of worship.

Dwarf Thunderer by Luminos

Monk of Sigmar by Luminos
While Clerics, Witch Hunters, and others are often referred to as fanatics, few truly live up to the term like the Monk of Sigmar. Monks are every inch fanatics, to the point where they have more in common with Trollslayers than with Sigmar’s Priests. They never wear any armor, and use hardly any weapons. They do, however, study weaponless hand-to-hand fighting and some of Sigmar’s blessings. Despite their often displayed fanaticism, Sigmar still grants his blessing and protection to his Monks because of their unshakeable faith and devotion to him.

Paladin of Sigmar by Luminos
Although most of the religious questing knights come from Brettonia, the Empire has their share as well. Besides Warrior Priests and Witch Hunters, Sigmar also has a following of Paladins. These are men brought up worshipping Sigmar as their god and trained to become knights. The greatest and most holy of these men are imbued with gifts of blessing by Sigmar himself. They balance their time between training for battle and praying and offering in Sigmar’s temple. Paladins are excellent companions in the dungeons of the Old World, where they are often found on one quest or another in honor of the almighty Sigmar. They are very honest and fair, and will often risk their safety or even their very lives to save a companion. This unfortunately also makes Paladins a little too trusting, and they are often swindled by con-men and other deceitful individuals found in the cities of the Old World. All in all, though, a Paladin of Sigmar is a useful addition to any adventuring party.

Sorcerer  by Luminos
Sorcerers are very similar to Wizards, in that they cast spells and have little prowess in battle. However, they have a different method of manipulating the Winds of Magic. When the Winds are Strong, they concentrate on storing the power within themselves, and releasing it at their whim.

Swordmaster of Hoeth by Luminos
In the High Elven kingdom of Ulthuan, in the province of Saphery, where the most powerful mages in the Old World train, there is a great tower in honor of Hoeth, the Elven god of wisdom and knowledge. The Loremaster of Saphery is the keeper of this tower, the Tower of Hoeth, as it is called, a library which contains the greatest collection of lore and books in the known world. The Tower is protected by some of the most powerful Elven warriors in Ulthuan: The Swordmasters of Hoeth. These Elves have mastered the art of fighting with and without weapons, but specialize in using two-handed swords, and surpass any known fighter with these weapons. This fact makes them deficient in skills with other weapons, of course, but if facing one in hand to hand combat, this fact seems to matter little.

Vampire Slayer by Luminos
The Old World is infested with multitudes of disgusting vile creatures, and equally populated with those who would destroy them. Some of these heroes become obsessed with the destruction of the evil forces. Most of these become Witch Hunters. Some of those with the burning desire to kill of the evils of the Old World, though, have more personal reasons, and concentrate on one specific monster. The most common of these are the infamous Vampire Slayers, who for some reason or other have a vendetta against the Undead, especially Vampires. Because of their common intermingling with normal humans, Vampires are the most commonly singled out monster, as they have more opportunity to cause trouble within human social circles. Many a family have been the prey of a blood-crazed Vampire, and the youngest children watched as their parents were drained of their precious lives. These men dedicate their lives to the destruction of Vampires, joining Witch Hunter's Guilds as a sort of specialized Hunter.

Warlock by Luminos
Warlocks are fierce warriors, paralleling the High Elf Rangers with their deadly combination of both spellcasting and skillful fighting. Unlike the Rangers, however, Warlocks do not even lean towards either the path of the arcane or that of combat, but try to maintain a perfect balance between the two. Because of their wide range of abilities, many condemn the Warlocks as followers of the evil Chaos gods, and in truth, many of them do fall into that path. But the remainder of them go their own way, often finding themselves in the dungeons of the Old World searching for treasure and adventure.

Finally a great news!!
http://www.wqchronicles.com

Well, Andrew has finally found some time to update WQ Chronicles. he has added the Skaven bestiary, plus there are additions to other Monsters, based on the new Warhammer army books. he has also added Vampire Bloodlines to the Undead bestiary.

If anyone uses these new rules Andrew would interested in some feedback since they haven't been playtested yet and may not be properly balanced.

 

April 4, 2005

Happy Easters!! Sorry to be late I was ill during the last ten days, everything goes fine, now.

Welcome to our new contributor : Robin aka as Ancient Nomad. Ancient Nomad is a member of our forum. He has decided to revise a classic : the Orc, and wrote completely from scratch a new infamous character : the Ghoul. As always your comments and feedbacks are welcome

2 Never Published Warriors
Ghoul by Ancient Nomad
Ghouls are the descendants of insane and evil hearted cannibals - men who ate the flesh of the dead. Over the years they have degenerated into a race that is no longer human. They live amongst places of the dead, feeding on corpses. But sometimes they might join a small group of Warriors, wandering down into the catacombs of the Old World.
No one know why they do this, maybe not even the Ghouls themselves.

Orc by Ancient Nomad
Orcs are huge brutish creatures, that can be found almost anywhere in the Old World.
They are known to be fearsome warriors who never walks away from a good fight, and where there are bloodsheds, there almost certainly be Orcs.
Although Orcs are known to be creatures that dwell in large numbers, in tribes and mobs, there are some cases when an individual of one of these tribes simply grows restless despite all the fighting and brawls.
Those Orcs tend to travel away from the Orcish society and sometimes even into the cities of Humans.
They might find a small party of warrior, just crazy enough to befriend a Orc (if that is possible) and travel down into the Catacombs of the Old World, seeking gold and a good fight.
Sometimes the Orc might know the tunnels they come across, but often it is one of the Orcs from the “upside”, and the darkness below will be as new to it as to the other warriors.

1 Never Published Rule
Jewellers by Paul Sainty
Look at the artwork of Warhammer Quest. Wizards have so many rings they cannot hold a cup; barbarians have skull neck-chains; and elves have expensive, gemmed belts.
Now there is a place to buy all these things. Customised rings, bands and other expensive wares- letting your warrior show to all and sundry that he is successful at his job- are available at the Jewellers.
These customisable items, as well as exclusive Jeweller''s Services such as engraving, can be found in large settlements... so long as your warrior has a vast amount of spare Gold!

19 Never Published Cards
The famous Mystified Michael continue to bring us beautiful cards. This time we have the luck to have Ex-Blood bowl players.
Click here to access to the database.

By the way I reformatted the Ex-blood bowl players by Jason Hill.

 

To Robin, Mickael and Paul
Thanks again for your amazing works, dude...

 

March 8, 2005

751 Never Published Cards on the database.
Thanks Mickael for the great works. Here's a word from Michael, the author of the cards.

Click here to access to the database.

Dear fellow WarhammerQuest players,

In stead of writing down and subsequently crossing off all kinds of equipment, skills etc. on my character sheet, I made cards to represent these.
I tried to make them all the same size (there are some exceptions however) that's why sometimes I left out flavor text or, in other cases shortened the text somewhat (e.g. 'he' in stead of 'the warrior' etc.).
Hope you enjoy them as much as I do, if you come across any mistakes, typo's or if you think I forgot to make something, don't hesitate to mail me.

Mystified Michael

 

March 1, 2005

Welcome to our new contributor : Paul aka PaulusWHQ. He specially revised a set of new treasures : The Rings of Zymos. Paul is very active on the forum.
2 Never Published Rules
Ring of Zymos by PaulusWHQ
Even by the age of 40, Zymos was always considered by other wizards as being a weak & fragile apprentice. On his 41st birthday, he decided to prove them all wrong by imbuing part of his life-force into 5 powerful rings... (He never reached the age of 42!)
'The Rings of Zymos' are rumored to be infused with a great many powers, and have been sought after for many years. Are you brave enough to venture deep into the darkest & deepest dungeons to find and unite them all???"

Two new treasures by PaulusWHQ
Scroll of Celestial Shower and Amethyst Necklace of Desire.

Be careful, Peter Haresnape, our main contributor decide to revise the balance of the game about the Character Generation. This is the beginning of a revision of our favorite game.
1 Never Published Rules
Character Generation part 1 by Peter Haresnape
The Warriors released in the original game, subsequent Warrior Packs and articles, and in fan-made releases all had a fixed starting position. Two Warriors of the same type would be identical, with only a few potential differences in terms of spells or starting equipment. In order to allow a wider range of warriors, which can be designed from the ground up by individual players, I have put together some rules. The first part follows.

I am always looking for the Complete version of Blade Master of fu Shun by Jason Yeung or an email of Jason Yeung. If you have one of them, please write me.

10 New 'formatted' Warriors
Amazon by Doug Burton
The Amazon race was born when the females of the Norse colony of Skeggi, founded in Lustria, were forced to leave their homes. Large numbers of male warriors deserted Skeggi, impatient to explore and discover the vast wealth of the Lizardman empire. When these warriors did not return it was left to their wives to defend the settlement of Skeggi. These new ³warrior women² were looked upon with suspicious eyes by the male populace. After an unsuccessful attack by a Lizardman cohort, the males saw the womens job as defenders being complete. They were not accepted by the male dominated Norse warrior society which holds that battle is mans work and not womans. The women, however, had a different idea. Not willing to put away their weapons and go back caring for the men, they decided to leave the settlement. 
Archer by Ben Creighton
Amidst the swords and sorcery of the Old World, there are those who train with the bow as their weapon of choice. Not surprisingly, these specialized warriors often aid in the fight against evil, utilizing their skill, dedication, and hawk-sharp eyes as ample substitutions for brute strength.
Ash by Nathan Beck
The Dark Knight of the Legion of Steel is a fearsome warrior who fights or has once fought for the armies of darkness.  The Dark Knight has pledged his soul to the Black Ark and will ruthlessly defeat all his enemies.  In return for his pledge, the Dark Knight is granted powers by the Black Ark that are not granted to other mortals.  The Legion of Steel was once an honorable legion of knights, infamous for their discipline in battle and their loyalty to the cause of darkness.  Over time, the Legion of Steel has deteriorated because of greed.  Many knights lost their sense of honor and are now little more than armored thugs.  Depending on what character you want to role-play, you choose what type of knight you want to be.
Daemonologist (Unknown author)
Daemonologists are very rare, specialist magic users. They are concerned with the power that may be drawn from a multitude of other worlds or planes - places where all kinds of horrors and evils lurk. As well as all the spells available to the normal wizards the daemonologist may choose from a range of spells for summoning and banishing daemons.
Daemonologists are loners who may undertake adventuring to search for more lore for them to use in their quest to control daemons properly. - well who said they were sane ;) Daemonologists spend much of their time hiding from witch hunters and templars

The Dark Cleric of Tash by Ben Creighton
The very antithesis of the orcish warlords who constantly bicker amongst themselves, the Dark Clerics are beings recruited by the dark god Tash to strengthen the forces of lawful evil and unite Hell’s armies.
The Dark Mage of Tash by Ben Creighton
The Dark Mage is a follower of Tash, the one lawful evil god in a world of chaotic evil. Tash’s goals rarely coincide with those of other evil deities: he does not wish to flood the world with chaos but rather to conquer the world and create a united, centralized evil empire. To this end, he recruits two types of wizard: the Dark Clerics and the Dark Mages. It is the task of the Dark Clerics to subvert and recruit chaotic evil armies to the cause of law. It is the task of the Dark Mages to lead these armies in conquering the forces of good.
Inquisitor by Paul Smith
Those sons and daughters of the lay members of the Inquisition who show ability in the magic arts are channeled into two quite different orders. The males are trained to be Inquisitors while the females become healers. Inquisitors are taught to seek out all evil within the land, particularly secret practitioners of magic. To assist and protect them they are taught the skills of "anti magic" concentrating on dispelling rather than casting. Their staffs of office allow them to earth the power within a spell effectively dispelling it. The range for this effect is given below. Any spell cast or entering this area may be dispelled. This applies equally to friendly spells.
Ulfweiners by Paul Smith
Across the oceans from Norsca numerous adventurers come in search of fortune and glory. Many of these are the barbarian heroes but some are tainted. These are known as Ulfweiners.
Ulfweiners are Norse warriors that have been bitten by Dire Wolves, wolves that are tainted by traces of warpstone. The bite of the dire wolf causes the poor unfortunate to uncontrollably change form into a ferocious wolf. Some ulfweiners never learn how to control their mutations. Those that do become some of the most vicious warriors found in the Old World.
VampierJager by Paul Smith
The VampierJager are a group based in Sylvania, but they travel the world trying to rid it of the vampire race. Every member of this group of vampire hunters has one thing in common; they are all part vampire. Every now and then a vampire falls in love with a local girl, The couple have a "liaison" and the VampierJager is the result. During childbirth the mother always dies, leaving the child an orphan. These children are always given to the group to raise and train. These children do not show any signs of being vampires until they are about 16 years of age, then they gain un-natural speed and agility. The vampierJager are immune to most of the banes that work against full vampires; sunlight, garlic and running water. Anyone will die if you put a stake through their chest. With time and training the children become a force to contend with.
Vimtaoist by Paul Smith
Cathayan Martial Arts exists within Imperial Cathay, and beyond, with a strong following in Nippon. Cathayan Martial Arts originated within the boundaries of Imperial Cathay. When the Ungols conquered the Empire, Imperial Cathay's rival, the Ungols moved south to the region of Indhya. One of the Ungol policies was of uninhibited religious freedom for their subjects. One of the primary religions in the Indhya region was the faith of Simda. Simda, a religious prophet and visionary, was one of numerous in the Indhya region. However, with the Ungol invasion, the follower of Simda moved into the north region, to preach to the Cathayans of the Chen Empire.

 

February 18, 2005

1 Never Published Rules
Welcome to Paul Sainty. He wrote a new location specially for our us : the leather worker.
Leather Worker by Paul Sainty
Every depiction of a warrior shows a specialized belt or sheath, boots native to his homeland, baldrics and holders for his unique items and so forth. But there is no way to actually purchase these items in Warhammer
Quest.
The amount of items a player can buy often becomes impossible to sort out- I know that at a crucial moment I'm forever forgetting which useful items I've got!
These two problems are now answered with a new town trader. From boots
and belts to specialty carriers, pouches and more, a Leather-worker holds all a warrior needs...

1 New Warrior
Thief by William Matthews
All over the Old World thieves steal from rich merchants and powerful kings. Pick pockets steal money from you in the street and thieves burgle your home. Thieves are most numerous in the cities of the Empire were the larger cities have set up Thieves Guilds. Many thieves are on the run  either people they have robbed, city watch or the Thieves Guild. This has led to many thieves joining groups of adventures to raise money to pay off their enemies. This payment could be in the form of a pardon or just to pay back who ever you robbed. Some thieves just join bands of warriors for the gold and treasure they can obtain on the quests. The stories of lost treasures hidden in the dungeons of evil warlords and kings draw them to this underworld of adventure.

8 New 'formatted' Warriors
The theme of this update is Art Franklin and Jason Yeung. Art is one of the first contributors of the Museum. You can have a look to his work by clicking on his name. Art wrote many comments on the warrrior's database. Thanks again dude!!!
I always love the work of Jason Yeung so it's naturally I came to his choice for this update.
I am looking for the Complete version of Blade Master of fu Shun by Jason Yeung. If you have it. Please write me

Blade Master of Fu Shun (Preview) by Jason Yeung
The Blade Master is a trained swordsman who comes from the far eastern lands of Cathay. The Blade Master has mastered control over his inner energy (his chi) and the sword through Martial Arts and through meditation. Chi translates as 'vital energy' which is possessed by all things. The Blade Master can even occasionally channel this 'vital energy' through his sword to create a violent shockwave of energy. This technique is called a Tien-Chi Technique, but to those who do not understand its principles it is called Sword Energy. Tien-Chi Techniques takes a great deal of concentration, energy, and stamina to use. If the Blade Master has not prepared properly, he may become exhausted or cause great injury to himself.
Dark Elf Corsair by Jason Yeung
The Dark Elf Corsair is one of the Dark Elf raiders that arrive on their finely crafted ships to loot and pillage wherever they go.  Fearless and merciless, the corsair makes a worthy opponent.  Wearing the tough, scaly pelt of a Cold-One, it is all too usual for a Dark Elf to venture into the dark dungeons of the Old World in search of powerful artifacts and weapons. 
Dark Knight of the Steel by Jason Yeung
The Dark Knight of the Legion of Steel is a fearsome warrior who fights or has once fought for the armies of darkness.  The Dark Knight has pledged his soul to the Black Ark and will ruthlessly defeat all his enemies.  In return for his pledge, the Dark Knight is granted powers by the Black Ark that are not granted to other mortals.  The Legion of Steel was once an honorable legion of knights, infamous for their discipline in battle and their loyalty to the cause of darkness.  Over time, the Legion of Steel has deteriorated because of greed.  Many knights lost their sense of honor and are now little more than armored thugs.  Depending on what character you want to role-play, you choose what type of knight you want to be.
Fire Gargoyle by Jason Yeung
The Fire Gargoyle is a demon like creature which comes from afar.  The gargoyle is a fearsome sight with membranous wings fiery breath.  The gargoyle has incredible strength and ferocity as well as being very agile and swift.  With its wings, the gargoyle can manage to glide as well as some minor flight.  The Fire Gargoyle stays away from water and ice and prefers hot, dry weather.  In addition, the Fire Gargoyle lives on a diet of meat as well as gold.  The gargoyle has the unique ability to digest gold and gain great strength from it.  However, this ability horrifies other warriors more often than the Fire Gargoyle's appearance.
Solanar Sentinels by Jason Yeung
The Steel Sentinels known as the Solanar are an ancient race, older than almost all of those in the Old World. The Solanar were servants of the Old Ones, created to guard their cities against the forces of Chaos for eternity. Forged from steel and magic, the Solanar resembled large, humanoid automatons. Slow and clumsy, the first Solanar were massacred by the Chaos Demons. After their failure, the next batch of Solanar was improved upon. These Solanar were given life by imbuing them with a spirit from the spirit realm. These Solanar had the bodies of steel but also had the consciousness to think and make decisions. The Solanar who had been imbued with neutral or good spirits guarded the Slann to the death. However, if a spirit of evil was trapped inside a Solanar, the steel sentinel would wreck destruction on the Old Ones. Some of these renegade Solanar eventually found their way into the hands of Chaos. The Chaos god Khorne was the first to discover the Solanar and started to develop some of his own. Hence the birth of the Juggernauts of Khorne. Most of the Solanar were brought with the Old Ones when they left the Old World. However, some Solanar may have fallen in battle or may have been buried under tons or rock. Some lucky Solanar may be uncovered thousands of years later by some act of fate. Being nearly immortal, the Solanar's spirit will remain intact as long as the steel body can be repaired. However, there is a good chance that the Solanar's memory will be impaired.
Sorcerer by Art Franklin
Sorcerers are very similar to Wizards, in that they cast spells and have little prowess in battle. However, they have a different method of manipulating the Winds of Magic. When the Winds are Strong, they concentrate on storing the power within themselves, and releasing it at their whim.
Ninja by Art Franklin
The Ninja is a warrior from far off Nippon (and sometimes Cathay).  A secret cult of shadow warriors that are experts in assassination and espionage, these warriors are feared throughout the East as the most dangerous humans to ever walk the Warhammer World.  They come forth from the shadows striking entire armies when hopelessly outnumbered; always without fear, these warriors are super beings which there can be no survival from if ever encountered. They are in fact human.  Though the government of Nippon has allowed their existence for political advantages, they are few in number; but those who are Ninja , are machines of death and mayhem. Some that emigrate to the Old World may be hired to retrieve some ancient artifact or to assassinate.  Their skill is the best that money can buy, and you are right to fear these individuals.
Battlemage by Art Franklin
Some wizards are not quite as studious as most of their brethren, as their sights are set on the practical end result of their magical training:  combat and battle.  These battle mages tend to spend more of their time training in the use of weapons, and many have even figured out how to cast spells while wearing armor!  However, their abilities with the schools of magic associated with healing are sadly lacking, as no battle wizard wants to be caught without different methods of attack, no matter how little time they’ve had to prepare.  Please note that the term Battlemage as used here indicates a sort of warrior-mage, not a battle wizard trained as a member of one of the Color Colleges.

 

February 11, 2005

Dear friends of Warhammer Quest,

I am currently working on an ambitious project : Play online at Warhammer Quest with your web browser. The game will be asynchrous and you need a GM to manage many things.

If you want to test the interface, you must use Internet Explorer
Launch Internet Explorer
Go here to
User : test
Password : test

The site will be only compatible with Internet Explorer

If you're interested or want to give some feedback, please use this post.

Best Regards

Happy questing

Bruno

 

January 25, 2005

Welcome to Peter Fogarty, our new contributor

Never Publish Rule
Bad Zones (1,2 mo) by Peter Fogarty
So you think you are a hero? Well, heroes last about five minutes in the Underhive. This is a translation of Quest to the lawless deeps of Hive Primus, Necromunda. Forget honour, glory and riches; it’s time to get sneaky as a sump-rat and pray your ‘buddies’ don’t take a fancy to your boots while your back is turned. So strap on that defective body-armour, tool up with customised firepower, bribe your way into fixed games at the ‘Split-Lip’ tables, experiment with several, interesting varieties of combat drugs and generally revel in the life (and death) of a typical Hive Scum adventurer. There is one compensation; at least, when you die, no-one will care.

 

January 12, 2005

In Slayer's quest website, some pages are very very long to view, so one day I ask the Dogs of War's rules, and after 5 minutes of waiting I have a page and has been completely amazed: this rule is wonderful. So I cleaned up the html. The size goes to 9 mo to 240 ko.

New rules
Dogs of War by Harald Maassen
Mercenary armies of Dogs of War fight all over the world. They are drawn to places where fortunes can be won by ruthless adventurers. From the treasure-houses of the Lizardmen in Lustria to the legendary treasures of Cathay, the world is truly awash with rag-tag armies of sell-swords who nurture wishful dreams of empire!

In this update, I reformated all warriors from my very first contributors:
Phil Chaos Lord and Dave Joria. Three years ago, I received their contribution and open two new sections : rules and monsters.
By the way I remove every strange typo from Phil's Profession.

New 'Formated' Warriors
Aerial Knight by Phil Chaos Lord
No one knows where these strange people came from, and they themselves refuse to share this knowledge. It is told that they just 'fly in' every once and a while from a foreign land, although many people hold that they are freaks, born of witches and warlocks. Some people believe them to be a strange creature that took a slightly different evolutionary path from the birdman, or perhaps they are strange birdman-human crossbreeds. Whatever they are, they are strong and swift fighters, and, although they are far from talkative, get along quite well among a party of warriors.
Human Alchemist by Dave Joria
The Anchorite by Phil Chaos Lord
Some men live strange lives, secluded from others where they worship their gods in private. Many do this because they have "found religion" and are trying to get to grips with it, or because they have led undesirable lives and wish to repent. Now every so often they are driven from their mountainous homes and decide to join a crowd of warriors to help them with their quests.  They usually take this opportunity to hunt down and kill those that drove them out, but usually end up killing all they can to assist the warriors or to please their god.
The Ancient by Phil Chaos Lord
It is told that many moons ago the original population of the earths built intelligent slaves to aid them in their tasks. As time went on, these slaves became more and more intelligent, until they were eventually valued almost as high as human beings. Then, one day, all the humans were killed in a giant war against the devils. Most of the slaves died, but every once and a while an "ancient" pops up, sometimes after hiding for years, under the impression that the war is still going on, or sometimes found, deactivated and buried, by miners.
"Deactivated?" I hear you cry. ˜How were these slaves "built", and how do they survive so long?" you cry out loud. Let me explain. Ancients are electronic and robotic. The technology used to create these slaves was lost during the war, so ancients rarely try to explain what they really are. Most people do not bother to inquire, anyway, and merely assume that they are men in rather flashy body armour. Should an ancient join a group of warriors then he will certainly come in handy, to say the least.
Anti Palladin by Phil Chaos Lord
Throughout many lands are the knights who follow the code of honour that gives them the title of paladin. Unfortunately, sometimes paladins turn to the evil ways of the darker gods and hence they become anti-paladins.
Berseker by Phil Chaos Lord
Throughout the Warhammer World many insane idiots dwell. Such idiots are the famed flagellants, the nutty snotlings, and the infamous chaos sourcerers, men driven mad by power. However, above them all stands one class ~ the berserker. The berserker charges into battle, his weapon raised and his teeth bared, and kills all in sight, with no regard for his own life. Some might regard them as more suicidal than the dreaded trollslayers. All would regard them as a danger to mankind... or, in fact, any kind.
Bile Demon by Phil Chaos Lord
Fowl smelling, fat and bloated, the bile demon is a terrifying sight. It is lucky to be able to keep up with the adventurers it follows, but the warriors will probably find it useful. In battle, it need only move its bowels and the fight is usually won, but should it need to actually fight, it can use its morning-star-equipped-horns and its immense strength.
Chronomancer
by Phil Chaos Lord
This wizard's spells may be limited, but they are immensely powerful. Chronomancers hold in their hands the power of time itself, making them dangerous opponents... and sometimes dangerous companions.
The Dark Angel
by Phil Chaos Lord
The dark angel is a rare sight indeed, for he is an angel who has fallen from grace, and who has disgraced his god. Being an angel, he is very strong, but he is certainly not very popular among the warriors... nor among his enemies... nor his old god and fellow angels... or anyone, in fact.
Dark Mistress by Phil Chaos Lord
The dark mistress delights in pain and torture, and so is despised by most people in the modern world. They are quick, ruthless fighters that never avoid a battle if they can help it. Obviously, the mistress would join a group of warriors readily, so long as she thought that she could cause and experience pain while with them. The mistress is a useful, even if a somewhat worrying, companion.
Disciple of the Apocalypse by Dave Joria
The Disciples of the Apocalypse are worshipers of the Dark Gods of Chaos. They use and disgrace the proud Empire magic, but tap energy from the potent Realm of Chaos. They search beneath the caverns and dungeons of the Old World, searching for the long forbidden secrets that bring them closer to venting their wrath upon the world. They believe their Dark Masters will someday wipe the whole world clean of life in fires of justice, and the only ones left will be the loyal and demonic followers of Chaos. Though they may not show it, they hate all of humanity and someday dream of their vengeance.
Executioner by David Joria
Though warriors and challengers of the fierce are common, few are so cruel and twisted that they delight in the death of dozens in cold blood.  The only morbid madmen that can kill in such cowardly manner and get thanked are the executioners.  Most are butchers, farmers, or warriors, but there are few who have a mind just as twisted as the vermin they are killing.  Sometimes when one of these morbid men have a thirst for “justice”, they drift to the catacombs beneath the Old World, were they can kill and no one will care.  The Executioners enjoy the gold they collect from their deeds, but not as much as they feeling of twisting their curved daggers in their victim's back.
Levi Hunter by David Joria
Having hunted and killed every type of sea creature known to man, this seaman tries to find a challenge in the dark caverns of the Old World. Armed with his trusty harpoon, he readies himself to kill anything and everything that gets in his way to fortune.
Explorer by David Joria
All over the maps written in the Old World are blank white spots, surrounded by graphics of dragons and the phrase "Here Be Monsters." For most, this is a warning. For a select few, it is an invitation. These few are the Explorers, men (and in one or two cases, women) who test themselves against the frontier in hopes of reaching their personal pursuit.

 

January 5, 2005

Happy New Years!!

I have many new project for the ten years of our favorite game so stay Tuned.

4 New Warriors
Waywatcher by John Keyworth
Although out of place in a dungeon the way watcher is some times sent out on extended missions to strange places on missions for Orion and Ariel. A rare few take a liking to these missions and become adventurers.
Ironbreaker by Black Shadow
Ironbreakers are proud and noble members of the ancien clan of the Ironbreakers. These invincible warriors have the duty to protect the ancien stronghold of dwarves against every kind of foul and evil creatures.
Due to their promise, it is difficult to meet Ironbreakers outside the dwarvens' kingdoms. Sometimes, however, they are sent to the outer world to fulfill special quests. More often, they are one of the few survived of an ancien dwarven outpost. Instead of joining the trollslayer guild, they swear to destroy the evil monsters that have invaded the dwarven terrirories.
To do so, they usually decide to join warriors that regulary descend into the dungeons, in order to slain as much monsters as possible...

I found these profession on the Warhammer Quest's yahoogroup. I tried to contact the author. I don't have any answer. 
Lizardmen Saurus Warrior by Josh Liller
Human Assassin by Josh Liller
Heavily based off the rules created by Matt Francis

New Rules (from the list)
Random Weapon Generator by Praehotec
In a Dragon magazine, there was a Random Weapon generator. unfortunately, it was designed for AD&D (like everything in Dragon) and it covered only the appearance of the weapon. So, I worked on a Random Weapon generator myself. Here it is.

Whoops
Richard Told me long time ago I've a mistake with Battle Level Table so I repost completely its warriors and carefully converted again their BL Table
Blood Dragon by Richard Houghton-Evans
Once the knights of the Order of the Blood Dragon were the noblest of the Knightly Orders of the Empire. Once... One fateful night a man of great stature and noble bearing appeared at their gates and demanded to join the Order. The man's name was Walach Harkon, the first of the Blood Dragon Vampires. Shortly after that night, the entire Order of the Blood Dragon had fallen to the curse of vampirism. Many long years past before the Church of Sigmar discovered the truth of the Blood Knights and Blood keep was captured after a bitter siege that lasted three years. The Blood Dragons scattered and many now roam the old world seeking a worthy opponent. 
Sylvanian Noble by Richard Houghton-Evans
Of all the Vampires that have ever been known to man, the cursed bloodline of the von Carsteins is the most infamous. Handsome, arrogant, charismatic and proud, the von Carsteins are the true aristocracy of the night. It was Vlad von Carstein, the first of their line, who brought vampirism to the unhappy land of Sylvania. He inflicted the dread curse on all the greatest and most powerful nobles in the land, bound them to his will, and became the undisputed ruler and master of an Undead kingdom at the very heart of the Empire. Vlad's reign of terror has now passed, but the von Carsteins are still a formidable force.

On the list I found a new version of Bounty Hunter, here's it
Bounty Hunter by Ben Creighton
In the Old World, men are driven to fight against evil for many reasons. Some fight for love of country or their fellow man, while others fight to destroy the enemies of their god. There are those who fight to gain power, and others who simply lust for the thrill of the kill. Then there are those who fight for love of gold. The Bounty Hunter is one such warrior. While there are few adventurers who will refuse a well-earned reward for their heroic deeds, a bounty hunter takes this one step further by becoming a professional mercenary. He cares little for whether the cause is just so long as the pay is good. That said, his cold attitude of ruthlessness and professionalism makes him a valuable ally when faced with the denizens of the deep. A good bounty hunter knows, however, that the way to get premium pay is to foster a dangerous reputation. Thus bounty hunters take pains to develop their own unique style. No two bounty hunters are exactly alike, for it is in their uniqueness that they are given the chance to shine for their prospective employers.

Unknown warriors
Sister of the Lake was written by Paul Smith. (It was reformated)
Throughout the Country of Bretonnia are small sects of female warriors who are the protectors of the Lady of the Lake. They have sworn their lives to defending the Lady and her country from all forms of evil, be it War, pestilence or greed. The sisters do not stick to the rules laid down by Bretonnian traditions and learn the use of magic These nuns are rarely seen in groups of more than about three as they are a lonely order that shuns companionship. They believe that to dedicate your life to the service of the Lady they must give up everything. To this extent they rarely have much in the way of possessions, the clothes they wear on their backs, a weapon with which they defend the Lady and their armour.

Reformated Warrior
Avatar by John Keyworth
Avatars are the immortal spirits of the gods. Each god can create several Avatars depending on how powerful they are and each time the avatar is born as a normal mortal but has strange powers. They only learn the full extent of there powers when they reach maturity. At that stage they can choose a form and there full powers can be used.
Necromancer by Adam Dodd
Amongst those gifted to the magics of the realm of Warhammer there are those feel the call to truly comprehend life, and in such to understand death. These few dedicate what they have of their lives in researching life, death, and immortality. There are those within this few who are the Necromancer - sorcerers who turn from their path of the college magics to the lure of hidden secrets and dark magics. To the path of Necromancy
Waywatcher by Adam Dodd
Requires wardancer w.pack for reference in this modified version

Happy Questing !!!

 

December 22, 2004

Steve Asselin wrote many rules and submitted them to the list during the years 1999-2001.
He has a website but I don't have any files from it. The Wayback machine doesn't have an archive of this website. So I decided to convert all his submissions from the list. The list, as always, is the best ressource on the web about Warhammer Quest.

First his 'reformated' warriors
Ovinomaster by Steve Asselin

11 New Quests by Steve Asselin
From the wheel of fortune Cycle
The Darweiner Papers
Blood in the Alleys
The Hunnted
Looking for trouble
Saving Militiator Kluega
The Vaults of the Blood Dragon
The Chambers of the Lahmia
The Apartments of the Von Carstein
The Catacombs of the Necrarch
Two Years ago...

The Golden Rat of Nabushezzar

4 New Rules by Steve Asselin
Ultimate Beasties
Ultimate Beasties are the greatest and most feared creatures in all known planes of existance.
Vampire Rules
Dungeonbowl Quests 
The Blood Bowl stadiums outside of Altdorf are amongst the biggest and most frequented in the Old World. Which is why it was such a perfect target for a Skaven Clan Skryre warp-bomb. Usually, when the emperor wants to distract the population from a crushing military defeat or bad season of crops, he organizes a Blood Bowl tournament. That way the populace can focus on the game instead of their misery. But what to do now, with the reconstruction of the stadium years away? Kral Franz's advisers dug through their records, and found mention of Dungeonbowl. Dungeonbowl had been created by the Wizards of the Empire, who wished to solve inter-Collegiate disputes with a game of Blood Bowl, but found normal games too boring. So they moved the pitch underground, into a series of dungeons, throwing in teleport pads and exploding treasure chests for good measure. this, they thought, would be enough to distract the people from the recent disaster. but the problem is: these dungeons haven't been used in centuries, and are now teeming with Orcs, Goblins, Skaven and other such denizens of the darkness. The solution: your Warriors!
Mercenaries 
The Warhammer World is not by far a safe place to live. The various peons, peasants and farmers of the Empire, Bretonnia, Tilea and Estalia are constantly endangered and their crops threathened. Locusts swarms, wildfires, storms, diseases, raids from Orcs, Goblins or even Chaos can leave a humble man of the land with an empty field and an empty stomach. These ruined farmers sometimes become beggars, asking meagre substenance from passing Lords and Warriors. They might turn to a life of crime, in which case they are usually caught and imprisoned or beheaded for their misery. Others sell all that they have left, buy weapons and armor, and hire themselves out to passing Warriors.

I forgot to include this rules in a previous update: 
New Rule
The Skaven Undercity for Warhammer Quest by Dean Chambers
The Undercities of the Warhammer World were all originally created and settled by the Skaven. They are places of darkness, violence, dred and death. The Skaven thrive on such things. But they also know the value of trade. A traveler will find any number of places that welcome any of the creatures of Chaos and Evil. Bands of Chaos Warriors roam the caverns. Beastmen huddle in filth sodden enclaves. Dark Elves find refuge from the day between raids on the weak humans. Chaos Dwarves find ample employment digging and exploring in the musty tunnels. Even the minions of the undead are occasionally seen wandering the labyrinth.
It is truly not the place for citizen of good to be found. The denizens of these evil settlements have no use for such folk and will take great pleasure in their demise. It is a dangerous place for those that "belong" let alone the inhabitants of the upper world. Non-evil Warriors would not dare enter the realm of the Undercity without a small army for support. Thus, the only Warriors allowed to enter are Skaven, Chaos, Dark Elf, Chaos Dwarf, and Undead.

 

December 15, 2004
Hi Everyone,

I've made a little update. Only the news page. On the right you have the last contributions section, so it's the moment to read the Mad Scientist, the Monk, the Priestess Of Shallya, the Shadow Warrior Of Nagarythe or the Friendly Giant. I added a random section too...

Happy questing!!!

Bruno

 

December 1, 2004

We have a new contributor. Welcome to Chris Cutler.
Its first work, for the museum, is the Mad Scientist

Never Published Warrior
Mad Scientist by christ Cutler
WITHIN THE WARHAMMER World, where magical eddies flow and warp through the very fibre of the land and air, the manipulation of matter and energy is the sole realm of the Wizards and the Gods. But no longer, for now a group of mere mortals, outcasts from the Guild of Alchemists, have taken (and pardon the pun) matters into their own hands. This group is the scientists. Through scrupulous study of objects, substances and the process of cause-and-effect, the scientists have moved beyond the myths and attempts of the alchemists, to become true masters of matter. All scientists join their discipline with a view to improve the world through their work, and in line with this view, occasionally a Scientist (generally thought, even by his colleagues, to be slightly touched by the Gods) will join a brave party of warriors in their quest to rid the dark and dangerous underground of the Warhammer world of the beasts that inhabit and inhibit it. 

Whoooops Section and 13 new 'formated' warriors
It's been a long time. 

D'Krath Warriors (by Paul Smith),  Dark Emissaries (Unknown author) are not a profession, they're new monsters. So I move them to the rules's sections.

I found the author of these professions. Here's the list. They're 'freshly' reformated for your pleasure
Arabian Rider by JD Withrow
Gravedigger - Henchman by Bradley Heath
Halfing
by Rob Fanska and Bruce Tong
Halfling Blood Bowl Team (Halfing+Ogre) by Michael Turner
Holy Knight of Sigmar by Antony Gill aka Phantom of the Opera
Kender by Paul Siegel
Mecha Man by Jeff Hobby
Tomb Robber by Paul Smith
Virago Knight by Jeff Hobby

Praehotec and Aewyn are the same guy. So I updated their profession and the database. I kept only the Praehotec entry. They're also 'reformated'
Abyssal Daemon by Praehotec
Order Knight by Praehotec
Renegade Daemon by Praehotec
Travellerby Praehotec

 

November 23, 2004

Let's continue the professions from Todd

14 new 'Formated' Warriors
Gutter Runner
High Priest (Mentalist)
Knight Panther
Knight Templar
Ogre Mercenary
Ranger
Samurai
Shaman
Skaven Warlock
Thief (The)
Troubadour (Bard)
Wardancer
Warrior
Witch Elf

Happy Questing !!

 

November 19, 2004

The Warhammer Quest Museum has been in existence for two years. I have tried to update the website monthly.

But I decide to spend time to improve my favorite section : the warriors’s database.

I want to try out new warriors, and so I print many of them. The result is very poor, so I decided to reconvert many of them to have the best printing a htlm webfile can offers.

So what have I done for each new version?
I used a style sheet I add battle level table when there isn't one (it’s better than lines).
I add table when it’s required.
I tried to print the new version to test the result (when my boss is not here ;).
I used italics to quote the ambient text

Then I decide to rename the files to help you to manage your collection A warrior will be named with the WxxxName format:
W > Warrior
xxx > A number which refers to the database
Name > His name with an upper case for Each Word For instance W199_ImperialAssassin.htm

By the way if you find errors, please used the coments add-in to alert me

In addition, the Warrior’s database has a new filter to help you to manage your collection. The field is the last modified. With this one you’ll easily download the new warriors

I highly recommend the download and install the fonts of the website if you don’t have did it. Please click here to download them.

In a near future I’ll improve my style sheet, to make it compatible with Firefox

Thanks for your comments and for rating them to help the player to choose their next party. Your email is not required. Please add comments if you love this website.

Thanks to Art for his many comments in the database. Thanks to Peter to correcting my english (for this news for instance ;))

Stop the babbling, here’s the newly formatted warriors...

Let's begin by Greywolf
Alchemist
Astronomer
Beastman
Beastmaster
Druid
Elf High Mage
Engineer
Fire Wizard
Flagellant
Grey Wizard

 

November 18, 2004

Cards Database

The spells cards are finished. You can download now the 66 spell's cards. Thanks again for the great job, Weerlicht.

By the way Weerlicht improve many cards so the best bet is to download again the 66 cards. I prefer to upload all them again and that way I don't forget one. They're many mistakes on the cards database, I correct many entries so now it must work correctly.

 

November 8, 2004

Never Publish Warrior
The Monk byArt Franklin
Monks are noted for their martial prowess, their ability to fight effectivelyeven without arms and armor, and their seemingly supernatural abilities. Monks themselves, however, know that nothing they do is supernatural. Knowledge is power, and Monks know the greatest power of all, for they knowthemselves.  Welcome to an introspective journey, the Path of Discipline.

7 Never Published Cards
Weerlicht continue to made Spell's cards.
Here's the Casting 7's Cards.
Please click hereto view them.
Thanks Weerlicht

 

October 27, 2004

Warriors's Database
The form has been improved. You can view warriors by a new criteria : last modified.
Now you can see only commented warriors if you want, just choose this new option in comments's field.

Please click here to test this new functionnality
Warriors's Database

Thanks to comments the warrior. Your email is not required

 

October 27, 2004

7 Never Published Cards
Weerlicht made 8 new spell cards for the wizard from the roleplay book.
Please click here.

 

September 20, 2004
The link on the front page to Combat Events is not working Here's the good link Combat Events by Documn

 

September 17, 2004

In Original Version Section
Troll Slayers Cards - An Hi-Quality scan by Groggling

Never Published Cards
Weerlicht made 8 new spell cards for the wizard from the roleplay book
Please click here.
Welcome Weerlicht in our communauty. Thanks you very much.

Never Published warrior
I would like to thanks our new contributor : Nicholas Hayes.
Shadow Warrior Of Nagarythe by Nicholas Hayes
Long ago a great tragedy wrought the elves asunder, creating the current races of High and Dark Elves - and that story has been told by those better than I in other chronicles. Suffice to say, the people of Nagarythe - already warlike due to the taint of Aenarion and the Sword of Khaine - were driven to incredibly bitter and intense hatred of the dark elves ever since the sundering destroyed the beauty of their land and sunk much of it beneath the waves. They alone amongst the Elves would never forgive them, never consider them anything other than their most despised and hated enemy. Yet they are still high elves, and as such they are restricted by their duty to the Phoenix King and to the defence of the Northern shores of Ulthuan against the constant raids and invasions of the Dark Elves. For most of the people of Nagarythe - or Shadow Warriors as they are better known - this is enough to sate their hatred. However, some of the Shadow Warriors would far rather take the fight to the enemy; root out Dark Elves and other foul beasts from any point in the world. It is therefore all too likely that the Shadow Warrior could meet up with some adventurers keen on cleansing Dark Elves and take to the dungeons of the world…

New Warrior
I found this one in the Warhammer Quest Mailing List
Dark Elf Assassain by Anthony Gill aka Phantom of the Opera
The Dark Elf Assassain is a valuable employee of the Dark Elf Government, and is assigned to do various tasks for them. Whether this may be spying on the other warriors, or returning a treasure of importance, it is almost certain that the Assassain is not adventuring because he has nothing better to do...

Never Published Rule
Welcome to our new contributor Documn. Andrew is also known to play Kaledor on our webquest game.
Combat Events by Documn
The purpose of this table is to eliminate any unexpected events that normally would not occur to Warriors who are in combat.  This is meant to be only a guide for players and gamemasters, who should tweak anything if they feel it is too unreasonable or unbalanced.

 

September 8, 2004

Hi Everyone,

Finally I am back. I've received new materials and I begin to convert them. Stay Tuned

Someone on the forum request a system of comments for the warrior's database. Here's it.
Please visit the warrior's section.

If you love it, I can adapt it to others sections of the website.

I correct few bugs on the warrior's section.

Give me your opinion on the forum

Bruno

 

August 6, 2004

Never Published Rules

Combat Events by Art Franklin
Sometimes there is nothing more annoying than rolling a '1' in the Power Phase during combat. There is always an Event generated in standard dungeons, but the Event doesn't always make sense. When more Monsters arrive belief is not challenged due to the large amounts of noise echoing throughout the halls of a dungeon. But when Warriors suddenly develop an urge to start looting bodies and a dying Dwarf Prospector staggers into the room with a rusty key in his outstretched hand, things begin to become a little bit more surreal. It's especially irritating when many of the 'E' Events tend to generate more Monsters on their own.

I'll be in holiday during 3 weeks

 

July 30, 2004

Never Published warrior
The Friendly Giant by Martin
How entertaining a Giant can be when clobbering, grabbing, eating, throwing, jumping up and down upon and kicking warriors! But, wouldn't it be nice to have someone like that as an ally when facing insurmountable odds against all sorts of gruesome and wickedly powerful creatures?
Imagine the looks upon the faces as the gleefully sneering faces turn from surprised to shocked to frightened to terrified as they look up from the ankle or the knee and see not a wall or a pillar, but a Giant! Not only that, the creatures of darkness also notice that the Giant is looking fondly upon the warriors with a twinkle in his eye. But, he strangely does nothing to attack anyone, nor does he reach for the warriors to grab a quick snack.
Instead, He patiently stands there waiting for something. "Oh, well we've a job to do", says the hord of evil beings, and they set about to destroy the warriors. Then in response the giant roars, slings monsters aside, pushes through the crowd, swings his massive club lobbing off a few heads, and throws a monster down the corridor. A Giant is on the loose, and he is friendly to the good guys!
Before you judge this one, please read it through. I believe I have built in enough things to balance this warrior for a proper gaming character. If you think him a little too strong, maybe you can make some adjustments to him.

Rule Revision
Treasure finds in dungeons v1.01 by Christian Brakenhoff
A must.
Christian made a diablo2-style item list for WHQ a few years back.
This rule contains hundreds of possible items, from common swords to rare, powerfull magic armor sets formed by a sword, helm, shield and body armor)
v1.01 : Add the gold value

 

July 27, 2004

New Warriors
Alchemist by Christopher Taylor
Of the various types of spell-caster, none is quite so respected or wealthy as the successful Alchemist.While most wizards may deal with arcane things beyond the comprehension of mortal men, the Alchemist's works deals with very material, tangible and often desirable things. They might be found running apothecaries in cities, or even serving in royal courts.They seem to be among the least likely candidates for adventuring.The Gold College, from which all spell-casting Alchemists hail, is the richest of the Colleges, and offers the most comfortable life to its students.
However, there may be a few Alchemists drawn for whatever reason into the treacherous dungeons.Their skills are certainly useful there, as they can concoct useful potions, enchant metals, and cast potent spells as well.

Gutter Runner by T. Jordan Peacock
Profile Cards in PDF

High Elf Mage (Revised) by Luminos
A greatly rebuilt High Elf Mage character ba&sed on the character by Greywolf

Jester by T. Jordan Peacock
Profile Cards in PDF

Skaven Warlock by T. Jordan Peacock
Profile Cards in PDF

Skaven Warrior by T. Jordan Peacock
Profile Cards in PDF

Witch Elf (Revised) by Christopher Taylor
A greatly rebuilt character based on the one by Greywolf but expanded

New Rules
Colleges of Magic by T. Jordan Peacock
Skaven undercity by T. Jordan Peacock
Hazards Table by Christopher Taylor
New Treasures by Christopher Taylor
Objective Treasure by Luminos
Empire Bestiary by Bruce Tong
Specialist Actions by T. Jordan Peacock
Card List by Dan Roberts
The following list includes every "playing card" style card produced for Warhammer Quest.
Henchmens by T. Jordan Peacock
Outdoors Adventures! by T. Jordan Peacock
Rolling for gold by T. Jordan Peacock
Treasure finds in dungeons by Christian Brakenhoff

 

July 22, 2004

Never Published Warrior
Runesmith's Apprentice by Peter Haresnape
The Runesmith's Apprentice is an impulsive young dwarf, or as impulsive as a dwarf can get, anyway. Rather than continue his apprenticeship with another decade of learning, he has opted to learn the hard way.
This warrior ought to be able to handle the healing of a dwarf party. Like most of my characters he's unplaytested and probably overpowered. Hurrah!

I especially love this warrior. Please read it carefully

 

July 20, 2004

Ouppsss
2 majors mistakes in the warrior's database
- The Dark elf Assassin was written by Luminos not by Christopher Taylor
- The Bard (Revised) was written by Dean Chambers not by Christopher Taylor
Sorry guys for the mess. Please download the new version. I reformatted the warrior. Hope you'll love the result

5 New Boards
Martin bring us 5 new wonderful boards. Click here to visit our board'section.

Rating's Error
The error come from Javascript incompatible with Internet Explorer 6. I am looking for a solution. Stay tuned. You can rate if you want

 

July 19, 2004
Wizard's Spells Cards in pdf
Simon Black has put all the spells from the Warhammer Quest Roleplay book into card format. The cards are all 65mm by 90mm and fit perfectly into trading card sleeves or could just be used like the conventional spell cards. Most of the cards are arranged.

 

July 16, 2004

A new database : Cards
Download hundred of official and unofficial cards
Please click here
Martin has made new cards for our pleasure

The rating's section is not working.

 

July 12, 2004
Site Maintenance
I move the cards, original version and boards section to a new server. This way I can expand the website in a near future

Stay tuned
Bruno

 

June 23, 2004

Welcome to our new contributor: Martin Docker
Martin bring us new boards and new cards. For the moment, you can download only its new amazing boards : The Unholy Experiments and the Long corridor
Please visit the board's database.

I have trouble with the rate module. I'll check it. I go back to work on the Cards database. Stay Tuned.

New Rules
The Guide to Squigs by Ng Kai Teck
This is the humble thoughts by Kai on the truth about Squigs and their kin. If any of you are wondering, a Foba Squig looks just like a cave squig with a Chaos Dwarf Helmet. Kinda cute huh?
Extraordinary, I found it in the Archive List. I am really happy

Tome of Formors by Ng Kai Teck
Formors are a totally new race inspired by the Tyranid miniatures.

Formor Bestiary by Jo Vernelen
There are some plants and animals that are uniquely found in formor colonies.

Pherakhon Lord of Illusion by Teppe Dorkstran
Of all religions and cults in the Old World, the Cult of Pherakhon is probably amongst the strangest ones. Pherakhon was said to be one of the most powerful elves, and is said to have discovered a kind of magic that was nothing like the Elf magic. Where the Elf magic uses the Winds of Magic, Pherakhon said he could create the same effects, using nothing but the psychological powers of the opponent.

New monsters by Ng Kai Teck
11 new monsters

Gargoyles by New Benny

Giant Snake by Simon Caruana
These giant snakes have grown to an incredible size, having lived for tens if not hundreds of years. They usually hibernate for years at a time in caves , maybe waiting for his next meal to wake him up….

Half giants by Joe Ludwig
Half-Giants are humanoid creatures that stand slightly taller than an ogre. They are exceedingly strong and look, move, and think more like large humans than either ogres or giants.

Snotling Wizard Mob by Stephano Bartellero
A powerful chaos sorcerer has experimented his magic on some snotlings giving them the ability of cast some spells.

 

June 15, 2004

A big update

First Welcome to Martin, our new contributor, please read its Martial Artist.

Evil Warrior's website maintened by Ted has dissapeared. So I published all his stuff. 

I have receive many new cards and new boards (from hybrid) so I've decided to made a new database. Please wait a bit.

Let's stop the babbling

Never Published warrior
Martial Artist by Martin
His great master, who taught him many things, was ambushed an alliance of evil creatures. There were just too many of them. He arrived too late to help his master, but is now bound by his master's dying words to honor and avenge him of all such evil beings. He is very agile, very fast, and very skilled. Make way for the Martial Artist! He will add flavor to any WHQ adventuring party. Also, the School of Martial Arts could make many a warrior's stay in town .. a bit more interesting.

New Rules
Good Monsters by Ted
Good monsters for Evil Warriors : Empire, Dogs of War, High elves, Wood Elves, Bretonnian, Dwarves, Lizardmen...
Hostile Settlements by Ted
A hostile settlement is any settlement in which the Warrior's race or Warrior Type is not welcome.
Lizard Settlements by Ted
Marketplace, armorer, weaponsmith, fletcher, animal trainer...
Event - Blood Bowl Match by Peter Gardner
This evening a Blood Bowl match is being played in the city, and your warrior's favourite team is playing (the other warriors aren't interested - they support different teams).
Fimir by Jordan T.Peacock
These strange, one-eyed creatures are rumored to be half-daemon, half-human spawn. Adapted from Heroquest.

New Warriors
Bretonnian Brigand by Ted
Tilean Fencer by Ted
Samurai by Jordan T.Peacock
The Samurai is a feudal Warrior from Cathay, bringing with him its particular code of honor and ways of battle. He is a ronin -- a warrior without a master -- who has for whatever reason taken the road to adventure on his own, though he has met up with other Warriors in order to seek his fortunes fighting the various monsters that inhabit the dungeons of the World's Edge Mountains.

New Quest
Test of the Hierophant by Jordan T.Peacock
An outdoor adventure :
One of the adventurers has been designated by a Hierophant of the Jade College as being the "chosen one" to undertake a quest to a remote, abandoned menhir circle, to perform a ritual that will bring fertility to the land for the next decade. The other Warriors, of course, are expected to assist their comrade, as the woods in this rocky valley have been overrun by the "Children of Chaos": Beastmen.

 

June 14, 2004
I've made a big mistake. I completely misunderstood a mail from Peter. The Sea Goblins were written by Stefano Bertarello not by Peter. Thanks to Peter Haresnape for its conversion
Sea Goblins  by Stefano Bertarello
The Sea Goblins are a wild race of Island Goblins just waiting for the Warriors to stray too close... There are rules for Blow-pipers, cannibals, tree-jumpers, tattoists, windcatchers and many more. These rules were dredged up from the Archives of the WHQ Mailing List.

 

June 3, 2004

A new website has been launched in Spanish

Por favor visitar ;)
El Ataúd de Amatista

 

May 4, 2004
Good news
Slayer's quest has finally returned. I've an email from Barry

Please visit
http://www.ourlair.net/slayer
Note the .com was changed to .net, nothing else has changed.

 

April 13, 2004

Never Published Warrior
Lord of Aenarion (Revised) by Peter Haresnape
By Gavin Thorpe
Edited and Revised by Peter Haresnape

 

March 29, 2004

Never Published Rule
Riding into combat by Peter Haresnape
These rules are intended to allow the warriors to take their noble steeds with them into battle. Assuming the noble steeds don't mind...

New Rules
Chapel (The) by Bradley Heath
Here's a new dungeon room...

Dwarf Mines by Bradley Heath
Near some small villages you are able to find some Dwarf Mines. Sometimes they are occupied by Dwarfs and you cam go and visit them, but most of the time the mines are abandoned and you can - if you dare - search through the mines to see what you find.

How to teach a warrior a lesson? by Peredur Glyn Davies

Necromancer's House by Bradley Heath
Outside most settlements there is a graveyard where the people of the village bury their dead. In the graveyards of Villages and Towns sometimes one may find a evil Necromancer living in small house sucluded from everyone else. Occasionally - when the Necromancer is not in a bad mood - he might assist a weary warrior, but more often than not he is in a terrible mood and he will do terrible things to anyone who comes near his small house.

Travelling Caravans by Ng Kai Teck
When in Settlements there is a chance that the warriors may come across one of the following caravans. They travel across the Old World, setting up a tent randomly in any city, town or village.

 

March 17, 2004
A new layout for the warrior's database, for the main page and I recoded the author's page... Hope you'll love the change...

 

March 15, 2004

Warhammer Quest Mailing List

One of the most useful Quest-related resources on the Internet is the Warhammer Quest Mailing List, which Johann has been maintaining since 1997. Follow the link for instructions on subscribing and unsubscribing.

The mailing list is a cross between a discussion group and a bulletin board - a place where Warhammer Quest players ask questions, post suggestions, new house rules, and a miscellany of other Quest-related stuff. Most of the items posted there end up (after some time) in one of the Warhammer Quest home pages, for public download.

 

March 9, 2004

2 news contributions from Peter

Never Published warrior
Witch Hunter Librarian by Peter Haresnape
The Witch Hunter is not alone in his righteous quest to rid the world of evil. There are many who support him, among which are the Librarians of the Sanctuary Libraries. These scholars collect and catalogue artifacts and books that are deemed to be a threat to the Old World. Occasionally, they send out a collector.

Never Published Rule
Kislevite Shaman by Peter Haresnape
This document details a few changes that might improve the Shaman, by adding a few spells, changing a few others, and adding other Spirit-Familiars to guide the Shaman through his life.

 

March 3, 2004

The monsters's database has been repaired :)

New Official Stuffs
Down Town by Andrew Meredith
The Low and the High Life by Gavin Thorpe

New Warriors
Daemon Hunter by Tommy Torranger
Knight Templar by Christopher Taylor
Necromancer by Christopher Taylor
Skink by Tommy Torranger

New Rule
Houses Rules by Scott Mc Henry

 

February 13, 2004

A new contribution from Peter

Never Published Warrior
Goldhunter by Peter Haresnape
The Goldhunter is a dwarf blessed with a super-dwarfen ability to track down mineral wealth, and the bravery to take his search into the deeps of the Old World's dungeons...

 

February 11, 2004

7 New Warriors
Astronomer by Christopher Taylor
Mentalist by Christopher Taylor
Fire Wizard by Christopher Taylor
Druid by Christopher Taylor
Beastmen by Christopher Taylor
Ranger by Christopher Taylor
Astronomer by Christopher Taylor

The monster's database has been broken. I'll repaired it ASAP

 

February 2, 2004
Bane found a mistake on page 3 of the Assassin Class. Here is the correction. Sorry for the inconvenience.
Imperial Assassin by Bane

 

January 26, 2004

A new contribution from Bane

Never Published Warrior
Imperial Assassin by Bane
A Warrior who uses Dark means to deal with Dark Foes...

 

January 23, 2004

Welcome to Grogling alias Korsjet the Kislevite Shamen :-) from our PBEM Adventure

Never Published Warrior
Forest Dwarf by Grogling
After years of hiding, a forgotten Dwarf Clan has returned…

Feedbacks, as always, are welcome...

 

January 21, 2004

A new contribution from Bane

Never Published Warriors
Child of Darkness by Bane
Three different Vampires, choose one, and walk the dark path and try for redemption...

 

January 13, 2004

Bane forgot to add a sentence of text on page two in his copy over. Here is the document again on the High Elf Mage with the correction.

High Elf Mage by Bane

 

December 31, 2003

Happy New Year

Never Published Warriors
Prophetess by Peter Haresnape
The Prophetess is a young girl who feels the call of things greater than herself, and acts on the behalf of divine voices. She is a strange warrior, but then aren't they all?

 

December 24, 2003
I wish everyone some happy holidays. If you have been busy lately, take this opportunity to play a Warhammer Quest game and relax. If you have been playing too much, now is the chance to go outside and enjoy the snow, if there's such a thing where you live! Better get ready, because 2004 will be one exciting year!

bruno

 

November 27, 2003

At last, the monsters' database is ready
Please click here

For the moment you just have 150 monsters

 

November 16, 2003

Never Published Rules
Baron's Castles  by Peter Haresnape

Never Published Warriors
Heiress  by Peter Haresnape

New Quests
Undead Quests by Chris Bradley
This is a fairly straight-forward series of quests centered around the undead and the banishment of Naggash.
Korag Tor 
Randon Keeg
Vampire's Eye
Dark Eve
Assasins
Hunt of the Damned
Soul Eater
Angel of Death

 

November 1, 2003

New Warriors
Bloodletter of Khorne by Michael Gilbert
Divine Knight by Benjamin M.Sloane
Magus (480 ko - Zip) by Jason Yeung
Traveller by Praehotec
Waywatcher by Adam Dodd

New Rules
Magic Items  by Karadwyn Darkdiamond
The Salon by unknown

New Quests
The Teeth of Gwahia by William Hughes
The Demon of Summer Barry "Techpriest" Stockinger

Rules Revision
Roleplay Chart by Unknown Revised by Peter Haresnape

 

October 27, 2003
10 000 visitors since the 6th june 2002 Thanks for your support and your visits

 

October 26, 2003

Correction of the links to
Magic Armor, Magic Items & Magic Weapons
by John K.
Sorry John

Good News
False Alert, sorry guys. They're back online
Please visit and update your bookmarks

Slayer's Quest Tomb
Sylvan Glade
Black Wolf's Warhammer Quest site

Please visit
http://www.freewebs.com/cheesemeistersolutions/

Then click on Software and Download Battle Tracker by Paul Taylor

Battle Tracker is a small program, designed to help keep track of combats in Warhammer Quest . Currently in version 4.05, even though this is the first public release.

Comes with:
* Full monsters database
* Ability to add custom monsters
* Full standard warrior listing
* Gold management
* Monster wounds management
* Random monster generation, dependant on level of party, taken direct from the RolePlay Book
* Up to 7 warriors in a party
* To Hit dice rolling automated, wounds dice rolls automated
* Random Warrior Pog chooser (customisable to eliminate warriors if necisary)
* Dice roller, d3, d6 and d66, for d3 and d6, gives all rolls, and total roll, d6 informs on number of 1s rolls, and number of 6s rolled (excelent for ambitious gold rollers!)
* Comes with TableMaker, for creating custom monster tables from the standard database

There is not readme.txt but control clicking on monsters does things, clicking on there stats does things, alt clicking does things, right clicking does things...

 

October 15, 2003

A new Tool
Quest Generator by Peter Haresnape and Bruno
Feedbacks on forum are Welcome

Never Published Boards
Temple of Khorne and Temple of Nurgleby Matthew W.Lyon

Never Published Rules
Rules for standard bearers and Musicians by Jan Teekens
Advanced Psychology by Peter Haresnape
The Tome of Magic by Ng Kai Teck
The Tome of Chaos by Ng Kai Teck
Alternative Armour Rules  by by Peter Haresnape
Magic Armor, Magic Items & Magic Weapons by John K.
Special Quests by John K.

Never Published Warriors
The Brewmaster By Nick Kyme From Deathblow 2 (Edited by Peter Haresnape)
Wizard's Apprentice  by Peter Haresnape

Never Published Quest
The Dark Dwarf Part Three by Peter Haresnape

Never Published Warriors
The Brewmaster By Nick Kyme From Deathblow 2 (Edited by Peter Haresnape)
Wizard's Apprentice  by Peter Haresnape

Rules and Warriors Revision
Elf Warrior by Peter Haresnape
FAQ Revised by John K.

New Quests
New Adventures by Kestrel
New Tiles by Kestrel

 

September 21, 2003

Never Published Rules
Creating Event Tables and Secret Door Rules by John K.
Events- Elf by Peter Haresnape
Events- Pitfighter by Peter Haresnape
Events- Trollslayer by Peter Haresnape

 

September 1, 2003

Never Published Warriors
The Battlemage by Art Franklin
Jester
by Peter Haresnape
Morrisman by Peter Haresnape
Elf Warrior by Peter Haresnape

Never Published Quest
The Spirit war By Peter Haresnape (with GM - BL2-4)
The Rise of Ghazhaan the Twisted (The Dark Dwarf Part One) By Peter Haresnape (with GM - BL4-6)
The Day of Ghazhaan the Twisted (The Dark Dwarf Part Two) By Peter Haresnape (with GM - BL2-4)

Never Published Rules
The Big Book of Spells by Peter Haresnape
The Elf Quarter by Peter Haresnape
Events- Jester by Peter Haresnape
Events - Sister of Sigmar by Peter Haresnape
Wizards' Guild by Peter Haresnape

Revision
Sigmarite Sister by Peter Haresnape

 

July 31, 2003

Last update until September. I am in holidays without internet

New Warriors
Dragon Knight of the Realm of Caledor by Scott Mc Henry
The Halfling thief by Martin Melbardis
Phoenix Guard Of the Shrine of Asuryan by Scott Mc Henry
Revenant by Unknown
Sword Master Of the Tower of Hoeth by Scott Mc Henry
The Thief by T. Jordan "Greywolf" Peacock
Valkyrie by Kayne M. Dewhurst
White Lion Hunter Of Chrace by Scott Mc Henry
Chracian White Lion Hunter by Phoenix King

Thanks to Andrew for its contributions

 

July 29, 2003

A new database : Official Stuff

 

July 25, 2003

Html Revision
The Enemy Enycopedia by Phil

 

July 20, 2003

A new official warrior
Ogre by Andy Jones (Conversion by Bruno and Dion)

Never Published Quest
Wuthering Heights By Peter Haresnape (with GM - BL3)

Never Published Rules
Events - Barbarian by Peter Haresnape
Events - Bretonian Knight by Peter Haresnape
Events - Dwarf by Peter Haresnape
Events - Elf Ranger by Peter Haresnape
Events - Warrior Priest by Peter Haresnape
Events - Wizard by Peter Haresnape
Events - Imperial Noble by Peter Haresnape
Events - Wardancer by Peter Haresnape
Events - Witch Hunter by Peter Haresnape
Sailing Ship Rules by Ben Head and Michael Roberts
Random Dungeon Generation  Table : A Dungeon Master Aid by Phil, Chaos Lord
Treasure Tome (The) by Phil, Chaos Lord

Never Published Warriors
Sigmarite Sister by Peter Haresnape
The Thief (V6) by Art Franklin
The Ninja by Art Franklin

Revision
Sigmarite sister revised by Atle Soreide and Alex.

New Rules
Roleplay Chart by Unknown
Trap Table by Korvus Ulaylee
TUS -- Constabulary by Korvus Ulaylee 
Interesting Tid Bits compiled by Phil Chaos Lord

Warrior Revision (html format)
The Sorcerer modified by  Todd and Art Franklin

New Boards with their cards
3 New boards by Alex
Well of Doom (large)
River Crossing
Circle of Pain

 

June 25, 2003

A new database : Quests

Never Published Quest
Sleeping Beauty Or The Sleeping Curse By Peter Haresnape (No GM)

Never Published Rules
Blessings of Sigmar for the Warrior Priest by Peter Haresnape
Norsemen ( Location for Barbarians) by John K.
Customization By John K

New Quests (with GM)
An Untitled Adventure by Joe Ludwig
The Conquest of Bretonnia by Gustavo Alcala
The ice tomb By Lau Søndergaard
The Tower of Hazuk by T. Jordan "Greywolf" Peacock

New Warrior
Hunchback by Luminos
The Redcoat by Daren Page
Samurai Warrior by Steve Kaye
The Treasure hunter by Zenki Dono
High Elf Dragon Prince By Sigil
Skaven Assassin By Sigil
Swashbuckler By the cube

Official Stuff
Halfing Cards

Warrior Revision (html format)
Renegade Daemon by Praehotec

Rules Revision
The Armory by John K
Dungeon rules by John K
FAQ-Rejected by John K

 

June 15, 2003

A new website has been lauched
Mike inside

 

June 12, 2003

Bugs correction in warrior's and rule's database

 

June 8, 2003

Never Published Rules
Spells by Peter Haresnape
FAQ-Rejected by John K
Second Expanded blessing table for the knight's broadsword by Peter Haresnape

The warrior's database and rule's database have been improved.
Now you can order results by date, clicks and ratings

Warrior Revision (html format)
Samurai by Billy
Hunter by Ben Head

Rules Revision
The Armory by John K
Dungeon rules by John K

New Quest in Official Stuff
Caverns of the beastmen in PDF by David Russell - Converted by Alex

 

May 29, 2003

A new section : Quests 
Depose the orc ladder by Peter Haresnape

A new official warrior : Wardancer by Dean Bass, Andy Jones and Gavin Tyler (Thanks to John K for the conversion)

A new database for the rules section. For the moment, the form is not ready. The location are now in the rules section.

New Rules
Dungeon rules by John K.
Record Sheet by John K (doc word)
The Armory by John K
Dwarf Treasure Set by Peter Haresnape
Treasures of the Dwarf Lords by Peter Haresnape
Araby Settlement by Peredur Glynn

 

May 10, 2003
Location

Araby Potion Shop by Peredur Glynn
Araby Shop by Peredur Glynn

Rules section

Critical Strike by Jason E.Yeung
Dieties in Quest by Phantom of the Opera (Anthony gill)
Dungeon Cards by Phantom of the Opera (Anthony gill)
Rules of the Sewer by Phantom of the Opera (Anthony gill)
Sewer Events by Phantom of the Opera (Anthony gill)

Warrior Section

Beastmen Gor by Ted
Black Orc by Ted
Dark Elf Assassin by Ted
Empire Knight by by Chris Barnhart and Bruce Tong
Halfthing by Rob Fanska and Bruce Tong
Imperial Assassin by Gubbinz
Paladin by Jeff Hobby
Rune Warlord by Jeff Hobby
Saurus Warrior by Ted
Skaven Warlock by Ted
Skink Archer by Ted
Tracker by Jason Sanders
Vampire by Gubbinz
Warrior Princess by Phantom of the Opera (Anthony gill)

Revison of Amazon by Doug Burton (add the battle level table and html conversion)

 

May 2, 2003

A new adventure in Official Stuff section adapted from heroquest by A. and originally written by Andy Warwick : The priests of Pleaseure (2181 ko)

 

May 1, 2003

Link section has now a database

A new section
Boards : 6 new boards by Bruno.

A new section
Cards : 42 new treasure cards by Andrew Brockhouse

New location :
Black Marked by Atle Soreide
The Old Magic Shoppe by Christopher Taylor
Grocher by Dave Joria
Tailor by Dave Joria
Dwarf Guildmasters by Peter Haresnape
Reputable Drinking Establishment by Peter Haresnape

New rules:
Alternate Armour Rules by Jordan T Peacock in html
Action Modifier by Jordan T Peacock in html
Advance Traveling Hazard Rules by Ironwulf
Traveling Caravan by Ironwulf
Road: Traveling Hazards (3D6) by Ironwulf
Track: Traveling Hazards (3D6) by Ironwulf
Mountains.: Traveling Hazards (3D6) by Ironwulf
Clear/Plains: Traveling Hazards (3D6) by Ironwulf
Wolfbrother by Christopher Taylor
Expanded Blessing Table for the Knight's Broadsword by Peter Haresnape
Favours of the Ladies... Peter Haresnape
The Elf Treasure Set by Peter Haresnape
The Barbarian Treasure Set by Peter Haresnape
The Wizard Treasure Set by Peter Haresnape

 

April 13, 2003

Great News
Andrew's site is back
Please visit Warhammer Quest Chronicle
With lot of new materials

In Official Rules
- Add many pdf of Rules, Warriors and Expansions
- Thanks to A. for its great conversion in PDF

Add a link to the Forum of Warhammer Quest Chronicle

 

March 30, 2003

A new design

A complete database in php for the warriors section
Hope you'll love it.

A new section : Official Rules
- With the white Dwarfs Compendium
- With the Imperial Noble, Witch Hunter, Choas Warriors

A new section : Faq v3.0

New treasures in Rules section by Art Franklin:
Orc items
Orc Table
Empire-Orc Items

New location
The Salon by Dave Joria

 

February 28, 2003
An update with "never published" materials
A new section : Rules
Common Items by Art Franklin
Empire Items by Art Franklin

A new section : location
Fast Food restaurants by Dave Joria
Haunted Mansion by Dave Joria

Add new warriors
Explorer by Dave Joria
Sorcerer by Art Franklin

 

December 5, 2002
A new Poll to know what you want.
Please Vote. Thanks

 

October 14, 2002
Add 8 new warriors
Dragon Ogre
Night Goblin
Orc Shaman
Orc Warrior
Orc Warrior
Paladin
Shaman
Thief (Revised)

 

September 10, 2002

Add a new Section Monster
Add the Phil's Monsters Omnibus Edition (The enemy encyclopedia) with 437 new monsters
Add a board section with boards from Dungeon Bowl

 

July 5, 2002
Add 13 New Warriors
Bard (Revised)
Beastman
Beastmaster
Bull centaurs
Centaurs
Dragon Slayer
Gravedigger - Henchman
Harpy
Minotaur 2
Necromancer (Revised)
Renegade Daemon
The Ninja
Quarg Hunter
Vampire

 

June 22, 2002
Add 16 New Warriors
Holy Knight of Sigmar
Khaos Knight
Knight Templar
Mountain Goblin
Necromancer
Night Goblin
Phoenix Knight
Ranger
Rat Ogre
Sister of the Lake
Skuld
Solar Sentinel
Sword Master of Hoeth
Theif 
Virago Knight
Witch Elf

 

June 15, 2002
Add 17 New Warriors
Abyssal Daemon
Human Alchemist
Bard blade
Roadbuster - Bean Bandit
Bloodletter
Chaos Sorcerer
Choas Warrior
Daemon
Dark Cleric of Tash
Darkelf Assassin
Darkelf Warrior
Dark Mage of Tash
Dark Sorceror
Dwarven hachette slinger
Dwarf Noble Adventurer
Dwarf Vermin Slayer
Forest Goblin

 

June 12, 2002
Corrections of mailboxes (Sorry Rich) I have found lot of warriors Thank to Andrew Lum of Muggee) Thanks to Andrew Brockhouse. He sent me an archive with 140 warriors

 

June 11, 2002
Opening of the beta version of the site
Add Warrior section
Add Link Section