Warhammer Quest

Gargoyles

By New Benny

Designed as a level 3 monster

Move 4
Ws 4
Bal n/a
Pinning     n/a
Str 4
Tough 5
W 50
At 2
Dam 1d6/2 (5, 6+ to hit)
Numbers 1d3

Special:
--Fly, Cannot be pinned
--Regenerate 1d6
    Wounds and scars seem to close as the living stone repairs itself
--Magic Resistance 6+
--Stone strike:
If the gargoyle hits a character on a 6+, the warrior has become infected with the strange disease. The warrior can resist the disease by rolling a 7+ on 1d6+STR. If he rolls under a 7, he has become infected. Roll 2d6 on the following table, adding battle-level:

Natural 2-3    The warrior has permenantly lost 1d3 starting wounds!
4-8 The warrior has permenantly lost 1 starting wound!
9+ The warrior is at -1 on all healing (item or magic) for the rest of the adventure, though no permenant damge is done.

Note

First, I must say that the group I game with and I are _very_ fond of your page. Everyone loves the collection of characters and rules (ie Undead Avenger, wizard attack spell casting restraints). A couple of weeks ago I drew up an adventure for "The Tomb Chamber" regarding a mysterious illness local townsfolk were contracting. Basic premise: Workers in a local mine are being attacked by some force within the mountain. Those who survive cannont describe their attacker, and have come down with a mysterious disease causing their bodies to become stiff, rigid, and unmovable.

Blah blah blah the story continues. What they find is a tomb chamber filled with Gargoyles. I've drawn up the following steps, and we've playtested it once. Seems to play fairly well, although we'd like to test it some more, in greater numbers.

Fairly complex, but a new and different addition. Feel free to email me with any comments or additions you might suggest we playtest. And many thanks,
    Ben Kluckhohn
    BenWLK@aol.com
or NewBenny@aol.com