Warhammer Quest

Baron's Castle

By Peter Haresnape - 8th November 2003

Throughout the Old World, Bretonnia is known and held in regard. The chivalric values, and the martial splendor of their mighty knights make them famous among the commoners, but equally famous is the high society. The courts and councils held in the great castles are legendary as places of civility, civilization and the latest styles and fashions. The Bretonnian Questing Knight is always welcome in these places, but he may also find similar groups outside of the Kingdom of Bretonnia. In some places courts have be set up by Bretonnians who have emigrated or been exiled from their homeland. They are often supported by local landowners as they are a useful resource in times of emergency, and young, foolish sons tend to go and visit, enamoured with the Bretonnian style and chivalric values, thus getting young nobles out of their elder brothers ways.
The Baron's Castle is a court held in a provincial stronghold. The court will invariably have a strong Bretonnian flavour, even if it is not actually situated in Bretonnia itself. The Bretonnian Questing Knight is honour bound to visit it, and certain other types of warrior may also be invited to visit, if they are of a noble type and can keep control of their manners!
This Location replaces the Baron's Castle rules in the Bretonnian Knight rulebook. Unless otherwise stated, the events and honour issues are the same.
When a Bretonnian Knight arrives, he must spend 1D6 days at least, rolling for an event each day and paying living expenses. Other warriors may spend as much time as they want.

Note that the Baron's Castle is situated in a settlement, but is to all intents and purposes a separate settlement. A warrior staying in the castle is separated from the rest of the settlement in every aspect but Catastrophic Events.

To find the Castle, the warriors must roll 1D6. In a village it is present on 6+, and in a town on 4+. There is always a Baron's Castle in a City, or in any Bretonnian settlement.
To enter the castle, the warrior must roll 3D6 on the table in the Rulebook. Warriors with no Honour Points count as Meagre. Count any results as Allowed Entrance, except for Refused Admission and Mistaken Identity. Follow the normal rules, as far as possible, for these two eventualities. If you are allowed admission, you may visit a Location and pay for your living expenses. The first day doesn't generate an event. It is assumed that the warrior is busy feasting and such.
Living expenses are always 5 gold per day, but any animals are housed for free.
Each day, except the first, the warriors must roll for an event. In some cases the event is concluded swiftly, and they have time in the day to visit one of the Locations in the Castle.
Note that a warrior can only seek admission once per settlement, so once they arrive they must stay as long as they wish before going back into the settlement.

 

Events

Several events, prefixed by an asterisk* are concluded quickly, or at night, and so the warrior has the chance to visit a location this day. See the Rulebook for details of the Joust, Errand, Hunt and Challenge Events.

11 Curse*
An old woman hobbles up to you and begins to ask questions in a shrill, impatient voice. Clearly not satisfied with the answers you give, she strikes you over the head with her twisted stick and wanders off, cursing. In the next adventure you must make a Willpower Test (8+) every time the Power Dice comes up a 1. If you fail you lose 1D3 wounds. If you succeed you regain a single wound.
12-13    Insult
One of the brash young nobles insults you. Fight a Bretonnian Knight of the same level, with 1D6 Blessings and 1 Favour. If you lose you must leave in shame, with BLD6 less Honour and 1 less Starting Wound. If you win, you gain BLD6 Honour and a Reward on a roll of 5+.
14-15 Courtship*
It seems you have impressed some of the young ladies hereabouts. One of them grants you her favour- roll on the favour table. Non Bretonnian Knights only gain this for 1 adventure.
21-22 Joust
23 Uneventful Day*
24-25 Errand
26-32 Orc Hunt
The nobles of this settlement are undertaking a cull of the local greenskin tribes. You must go with them, as must any other warriors staying in the castle. Roll on the Level 2-3 Orc table. This group of monsters should be modified for the number of warriors present. If you wish to include horses etc then this is permissible, but they count as ˝ a warrior (round down). If you beat them all, gain the full gold value and a Reward each. If beaten, the animals are killed or stolen, and you recover, at the loss of 1 Starting Wound each.
33 Uneventful Day*
34-35 Challenge
36-42 Grail Quest*
In the middle of the night you receive a vision of the Lady of the Lake. When you awake you realise a new stage of your Grail Quest has begun! At the end of the next dungeon, make a Willpower test. On an 8 you are visited by a further vision, and the Lady tells you that you have performed your task well. If you have any outstanding Errands, the object of one of them (randomly determined) is presented to you. Otherwise the Lady grants you an item of Dungeon Room Treasure.
43-44 Joust
45 Uneventful Day*
46-52 Call to Arms
Bretonnia is threatened! Use the Wardancer Table to determine what happens, substituting Bretonnia for Loren, Provisions for Waybread, and the Lady of the Lake for Ariel.
53-54 Errand
55 Uneventful Day*
56-61 Hunt
62-63 Vision*
As you take your turn on the night watch, you are struck by a vision of the Lady of the Lake. Murmuring prayers, you follow the apparition in a dreamlike trance. Finally you arrive at the shore of a great lake, glistening in the moonlight. You drink some of the water, as the Lady directs you, and wash your blade in it. Seconds later you are back on the battlements, your unsheathed blade glistening with moisture.In the next adventure you automatically score a '6' on one roll, as the memory strengthens you. You also gain a Blessing for your Broadsword. Note that in this Settlement you may not seek a Sacred Lake.
64-65 Plot
There is intrigue afoot, and your warrior is in the way! A hired assassin ambushes you as you relax after a long day. You must fight an assassin with the same statistics as a Scaven Assassin. You are armed only with your knife (Strength 1) and a chair, which you can use to defend yourself. It gives you Parry 6 against all attacks, but is destroyed by the first Damage Dice of 6. If you win you get a Reward from the grateful Lord. If you lose, your body is found several days later…
66 Blessing*
An old woman hobbles up to you and begins to ask questions in a shrill, impatient voice. Clearly satisfied with the answers you give she touches your head with her twisted stick and wanders off, mumbling. In the next adventure you must make a Willpower Test (8+) every time the Power Dice comes up a 1. If you succeed you regain 1D3 wounds. If you fail you lose a single wound.

If the event was asterisked, or it is your first day, then your warrior can visit one of the Locations.
    The Castle Armourer and Blacksmith
    Library
    Tilting Field
It is not necessary to roll to find these places.

 

The Castle Armourer and Blacksmith

This follows the normal rules for a Trader. Use 2D6 to determine stock if the Castle is in a village.

Name Stock Cost Description
Knightly Armour* 9 700 Gives +1 Toughness.
Broadsword 7 500 +3 Strength. -1 to hit for all but Bretonnian Knights
Sword 5 200 Basic Damage
Sabre     Employed best from horseback. If so, gain +1 to hit and +1 Attack. If used on foot, does normal damage (except by Imperial Noble with the Sabre Skill, or Witch Hunter).
Lance 5 300 Must be used from Horseback. Gives a Strength Bonus equal to the Move made this turn. Roll 1D6 when used- snaps on 1-3. 1 Attack per turn- but make an Initiative Test (7+) to draw another weapons to fight with.
Shield 4 300 +1 Toughness
Caltrops (3) 6 300 Each use 'spikes' a square, doing 1D6 damage unmodified to any model moving into it (not flying etc). Models being ridden take 2D6 damage. Cannot be recovered.
Pennant* 3 150 When placed atop a Lance, gain +1 to hit for one attack with the Lance. One use only.
Knightly Tabard* 5 150 When worn under Knightly Armour, gives +1 Initiative for 'Reacting' and 'Moving' style tests.
Crest Inscribed 8 400 If your shield carries your crest (or the Fleur de Lyles) it can totally negate one blow per adventure. Each shield can be Inscribed once.
Bretonnian Warhorse*   9 1400 The famed Warhorses of Bretonnia cost 5 gold per day and reduce journey time by 2 weeks. It is immune to thievery.

*Can only be bought and used by Bretonnian Knights

 

Warhorse Upgrades

The Blacksmith will also sell pieces of armour for the Bretonnian Warhorse.

Name Stock Cost Description
Improved Shoes 5 300 All Attacks made by this Warhorse have +1 Strength. On paved surfaces, the Warhorse gains +1 Move
Barding 10 1500 Gives +2 Toughness to the Warhorse, at -1 Move.
Poitrel 7 1250 +1 Toughness to the Warhorse, cannot be worn with Barding
Headgear 6 500 +1 Toughness. Cannot be worn with another Headgear.
Plumed Headgear   5 300 +1 Initiative. Cannot be worn with another Headgear.
Spiked Headgear 9 500 +1 Attack. Cannot be worn with another Headgear.

Note that many of the above ideas are based on battling outside the Dungeon. I don't know if there are any other rules already contravening this.

 

Library

Libraries are expensive and impressive things in the Old World, and the owner will be very proud and cautious of his possessions. For a small fee of BLx50 gold, you may browse around. Either roll on the table below to see what you come across, or pay a further sum of 1D6x50 gold to spend some time actually studying. In this case, you can choose which table to roll upon.

1-2    General Knowledge

Roll 1D3 to see what you read about. Unless otherwise stated, the results apply only to the next adventure.

1    Geography
You learn about the surrounding area. On the next journey, you may avoid the first hazard you encounter (roll for it, then decide). You may also add +1 to rolls in this settlement to find Special Locations.
2 Engineering
Studying a set of diagrams, you begin to understand how the catapult works. You gain +1 when rolling a test to do with mechanics or engineering, like 'Halt Mechanism' or 'Construct' in the next adventure.
3 Legends
In the next adventure, gain +1 when identifying objects, or reading runes, or anything that isn't combat or engineering based in the next adventure.

 

3-4 Physick

You study tomes of health and healing, learning about anatomy as well as herbs and cordials.
This study gives the warrior the Surgery Skill. As this skill depends on me finishing my Severe Injuries chart, which has been hanging around for at least half a year, it might not be too much use. Still, the warrior gains Surgery 6+, or +1 for each subsequent roll (up to 4+)
For any further rolls (or if I never get the Surgery rules out) roll 1D3 on the following table.

1    Herbalist
Basic nutritional stuff. Any Provisions eaten come with a nice side-salad restoring +1 wound.
2 Bandage
Provided you have enough bandages, you can do anything! Each Bandage restores +1 Wound.
3 Resuscitate
You can try and resuscitate warriors on zero wounds. When using bandages/provisions/healing supplies to save a warrior from death, you gain +1 in the attempt. See page 36 of the Roleplay Book.

 

5-6 Monsters

Roll a D66 to see which you read about

11-13   Orcs
14-16 Goblins
21-23 Chaos
24-26 Dark Elves
31-33 Chaos Dwarfs
34-36 The Undead
41-43 Dragons
44-46 Trolls
51-53 Beastmen
54-56 Giants
61-63 Scaven
64-66 Pick one

Roll 1D3 to see the effect of your reading

1    History
You read about the evil deeds performed by this race in the past, discovering the depths of their perfidy and greed. From now onwards until the end of the next adventure, you are subject to Hate for this particular race. Make a note of the race you Hate even after the adventure. If you ever roll this race again you Hate it permanently.
2 Biology
You find the soft spot, and remember it! In the next adventure, you gain one of the following benefits against these foes (your choice)
+1D6 damage on a to hit of 6
Ignore armour on a to hit of 6
Gain +1 to hit
3 Fighting Style
You gain +1D3 Weapon Skill when facing this foe. Roll each turn to see what the bonus is.

 

 

Tilting Field

The Tilting Field is where young knights hone the skills they need to earn their spurs. Even skilled and feared warriors can learn new tricks.
The warrior may pay 1D6x50 gold to receive some training from an expert, perhaps an old knight or an army commander. Roll 2D6 on the following table, +1 for a Bretonnian Knight.

2 You seem to forget which end of the sword is which, and end up with a wooden practice sword in you gut. If it had been real… lose 1D3 Starting Wounds due to the shame (and bruises) of the defeat.
3 The old warrior uses an old trick that hits an old wound, causing you some pain. You are at -1 Toughness in the next adventure.
4 You run at your opponent, causing them to backpedal and trip over a mounting-block. For a split second you think it is funny, before the armoured boot swings up and clocks you on the jaw. In the next adventure you have -1 Initiative, not to mention pain when you eat.
5 You find yourself being outmatched by a brilliant young swordsman. You decide to retire from the field before being too embarrassed…
6 A fine workout! You manage to acquit yourself well, though gain no benefit other than seeing the admiration on the faces of the novices.
7 You see a cunning reverse-hand action, and practice it yourself. In the next adventure you can choose to take your attacks before any other warrior, though you cannot move etc until your turn as normal.
8 One of the instructors shouts constantly at his trainees as they try to outmatch him. Once in the next adventure you can try the same, distracting all adjacent enemies, causing them to lose 1D6 attacks (split up any way you choose)
9 An old knight shows himself to still be sprightly as he twists and turns, using his armour to cushion the impact before unleashing his own strike. In the next adventure you can double the bonus given by your armour for one turn.
10    You impress the locals and are offered a job teaching. Any day you have nothing else to do, you can come and receive a wage of 1D6x50 gold.
11 In the next adventure you gain +1 to either your T, WS or Str as you expand your technique.
12 Once in the next adventure you can make an extra turn, moving, attacking etc as if you have a Time Freeze Ring.
13 The local lord watches you with awe and wonders why it is that the novices these days show no signs of discernible skill. He congratulates you on your victories and offers you a Reward. You may also select one of the preceding benefits.

 

Other Warriors

Although the Bretonnian Knight is the most at home in this society, any other warrior can receive entrance. They may use the rules outlined above, with the following exceptions

Events
Other warriors are not expected to joust or respond to challenges. Thus, any other warrior can treat Errand, Vision, Grail Quest, Challenge and Joust events as an Uneventful Day.

Length of Stay
The Bretonnian Knight must stay for 1D6 days, at least. Any other warrior can leave at any time. However, when a warrior leaves the Baron's Castle and returns to the main settlement, he/she may not return back (in this settlement).

 

Note on the Warhorse

The Bretonnian Warhorse can either be used as a mount from the rulebook, or used with my Riding Rules, which are hopefully forthcoming

Peter Haresnape 8th November 2003
"Bigger Tables! Better Choices! More Rules!"