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Elazar The Glorified
20-12-2009, 15:03
I am running a small narrative campaign at my gaming club. The campaign is named The Storm God. I will post all the rules and the battle reports for each scenario here. First the introductory background story...



*

Most enlightened Sir,

I write with grave and worrying news. The heretic Rumpolt Staudinger has somehow escaped his imprisonment. His trial was still ongoing and upon a routine inspection his jailors found his cell to be empty and the only evidence that it had ever been occupied was this scrawled warning on the wall.

‘A storm approaches. The heavens will be ripped asunder and the thunderous racket will awaken the slumbering Storm God. Dread Sharunock, Aarakturious. Glorious Elazar rouses his immortal servant for the war to come. Fear the storm!’

The man's insane rambling never seem to cease... I have dispatched riders as news reached me today that he has been sighted journeying north, sharing his mad prophecy with all who will listen. I pray that Sigmar will guide my men in recapturing the so-called Prophet of Elazar! Then I shall turn my attention to the distressing question of how a man as old and weak as Staudinger was able to escape...

Yours,
Aldebrandt Veit
Witch Hunter Captain



*

Krakanrok The Black made a bargain with the Chaos Gods to buy his race's immortality, in exchange they offered their eternal servitude to their Gods' armies. Aarakturious, kin of Krakanrok and his children was present that fell day and played his own part in the outcome. Aarakturious has long since returned to his slumber, rousing occassionally after the most destructive of storms, ready to make war at the dark gods' calling.
The name of Aarakturious appears in the histories of the old world on numerous occasions over the centuries. The most well-known mention though is in the legend of King Arnaldo…
Arnaldo was a Tilean who like so many sought a new life in the Border Princes. Of relatively high birth and upbringing he quickly rose to prominence in the colonies there. In the aftermath of a particularly brutal raid by Norscan pirates Arnaldo was made King of the budding port city of Gaderloc, on the Black Gulf. Whilst the legends all differ on its source, they all agree that the crown set upon his head was made from the purest gold and decorated with the most prized gems and also that it was magical in nature. Arnaldo went from a gifted young thinking man to a wise and powerful king. Indeed when the Norscan Hamund Gorebeard returned the next spring to raid the port Arnaldo met him in combat and bested him. Soon after, Arnaldo led an expedition north into the wastes. The stories say he wanted to subject the Norscans to their own devilry but the truth is unknown now. Whilst in the bitter lands of the north Arnaldo and his force had the misfortune of encountering the ancient Shaggoth, Aarakturious. Arnaldo was slain by the titanic beast and most of his army too. Those that returned told tales of the crown and the beast that had slain its wearer. They told of how the Shaggoth had taken the crown and wore it on his belt as a trophy.

Spies and informants whisper of Rumpolt's insane prophecies. Most write his words off as madness. But amongst some, the fires of ambition are stoked. The legend of King Arnaldo speaks of the value of his crown. Slaying the beast Aarakturious would be a deed to match the greatest heroes of legend. The wealth and power such things could bring a man are too hard to ignore...


*

Elazar The Glorified
20-12-2009, 15:06
'The Storm God' is a small narrative campaign. It's g 3 games in length. The campaign is for 4 players. The 3 games will be different scenarios and will be different from the standard Pitched Battle way of playing Warhammer.
The armies are heading north into the chaos wastes to hunt down and slay the legendary Shaggoth Aarakturious and to claim King Arnaldo's crown. Their motives may be for their own wealth, glory or power or maybe they're pure of heart and seek to do these things only to rid the world of a great evil and to regain a relic of the past.

Rules

Two big rules:
This is a story based campaign. That means words such as 'balance' and 'win' are now dirty words. The scenarios will hopefully help balance things out where there are problems but ultimately the main idea here is to have fun.

The campaign is character based and driven. The characters that people use will have to have their own name. (This also means no special characters of any sort). The name doesn't have to be anything fancy but this campaign is about these (anti) heroic personalities.

Army Rules:
Each player pics a 1000pt army with the following exceptions:
Only 250pts can be spent on characters.
Only 750 pts can be spent on the rest of the army. 2+ Core, 0-3 Special, 0-1 Rare.
No magic items are allowed. No runic items are allowed. Nothing that is bought from your magic items points allowance normally is allowed e.g. Virtues, Spites, Scavenge Pile etc.
No Daemonic Gifts, Gifts of Khaine, Vampiric Powers, Gifts of Chaos etc.
No Special characters
Marks of Chaos, Vows, Kindreds etc. are allowed.
Mounts are allowed. If they count as an additional Hero choice etc. then this rule still applies and the cost of the mount comes from the 250pt maximum allowance on characters. Please remember mounted characters require an alternate on foot model for one of the scenarios.

Campaign Rules:

I'm not going to insist on painted minis. However, I would love it if everyone could make the effort to have their characters painted at least. It's not essential though so don't feel that you have to...

Wizards will roll for spells at the beginning of the campaign and keep these spells for all 3 scenarios.

Characters will gain experience as the campaign progresses. Characters will gain:

5 pts for surviving a scenario.
5 pts for killing a unit champion
10pts for killing a rival character
10pts for killing a large target
10pts for the winning general of a scenario

There will be other bonus experience points linked with a scenario and these will be explained in the scenario rules.

Everytime a character gains 10 experience points he will get to roll on the improvement chart below.
Roll a D6

1. +1 Ws
2. +1 S
3. +1 A
4. +1 Ld
5. +1 T
6. +1 W

A character can only get each improvement once, doubles should be re-rolled.

Wizards can instead choose to continue their study of the sorcerous arts. Before they roll on the improvement chart they can choose one of the three options below.
Great Scholar: The Wizard can roll a new spell. This should be of the Lore from which he rolled for his initial spell(s).
Great Caster: All of the Wizard's casting rolls are at +1
Great Protector: All of the Wizard's dispel rolls are at +1
Once an improvement has been picked the Wizard must roll on the D6 Improvement chart. The number rolled is the improvement that the Wizard skill is replacing. If this number is rolled again should then the Wizard should re-roll as he has already had this improvement.
Each Wizard Skill can only be picked once per character.

Warriors can instead choose to hone their martial skills. Before they roll on the improvement chart they can choose one of the three options below.
Great Attacker: The character's to hit rolls are at +1
Great Defender: The character's armour save is improved by 1.
Great Leader: All friendly units within 6" can use the characters leadership for psychology tests as if he were the army general. If the character is the army general then his leadership range is improved to 18"
Once an improvement has been picked the Warrior must roll on the D6 Improvement chart. The number rolled is the improvement that the Warrior skill is replacing. If this number is rolled again should then the Warrior should re-roll as he has already had this improvement.
Each Warrior Skill can only be picked once per character.

The campaign winner is the player in control of King Arnaldo's Crown at the end of the campaign.

Elazar The Glorified
20-12-2009, 15:09
*

Rumpolt Staudinger is a man of extraordinary long life. He was already in the winter of his life when his path crossed with that of a mortal follower of the chaos gods. That man was known by the name Elazar The Glorified. The Daemon Prince was still a mortal man when he led a small warband to the Hospice for the Insane at Sensfeld. What had drawn him from the north to that place nobody will ever know. He and his followers stormed the Hospice and took great delight in slaughtering the many patients there. The good Sisters of Shallya who ran the hospice were bound in chains and led into the courtyard of the abbey that had become the Hospice. One patient alone was spared from the slaughter. Rumpolt Staudinger. Elazar marched the elderly man into the courtyard and let him witness the heinous act that followed. The Sisters of Shallya were crucified, foul runes daubed on their flesh, their souls offered as gifts to Slaanesh. It was that unholy act that earnt Elazar the ultimate favour of the Serpent God. Rumpolt Staudinger witnessed Elazar's ascension into immortality. Elazar has kept Rumpolt alive through countless lives of men since then. The man is drawn to the great and terrible acts carried out by the Daemon and his followers, cursed to witness them all. To the Cult of Elazar that has sprung up in the wake of his tales he is a prophet, a mouthpiece of their idol.
To Elazar, Rumpolt is a toy, an oddity, a pet. Elazar protects and prolongs the life of the wretched old man but only so that he can have the pleasure of tormenting him, himself. Forcing him to witness and record the fell deeds done in his name. But that doesn't mean Rumpolt isn't important to Elazar. The daemon is the embodiement of the selfish vanity and ambition in man. Rumpolt catalogues the daemon's glories and in his maddened state shares them with the world. There are some who listen and find themselves drawn to the worship of the daemon and Elazar's power grows within the Realm of Chaos. His own mad ambitions slowly being realised...


*

Rumpolt journeyed north. He knew his steps would be dogged by the Witch Hunters but he knew that there was nothing they could do to him that would match the eternity of torment he’d be subjected to if he failed his daemon master. Along the journey there were those that helped him, they offered food and shelter from his pursuers. He preached his warning to any who passed him but they though him mad for the most part. Mad he might possibly be, but he knew the truth. Soon the forest roads gave way to open plains. Fevered dreams haunted Rumpolt’s nights so he gave up trying to sleep and continued walking in the darkness. He knew he had to bear witness to the Storm God’s reawakening. It was both his privilege and his curse.
As he journeyed ever northwards the landscape became barren and featureless. He knew he drew near to the wastes. To an observer he might have looked like a lost old man but despite there being no landmarks and having never seen his path before, Rumpolt knew exactly how to get to where he needed to be. His journey was halted though. In the distance he heard a shout go up, and then others followed suit. They’d finally caught up with him. He was too old and weak to put up any fight now. He tightened his grip on the stick he walked with. He whispered a plea to the daemon and stood silently, ready to face the wrath of his pursuers…


*

That brings the fluff up to the point the where the first scenario will start. Rumpolt alone, amongst mortals at least, knows the path through the wastes to where the Storm God slumbers. Obviously, this makes him exceptionally valuable (alive!) to anybody who seeks Aarakturious and Arnaldo's fabled crown. So at the point we'll kick off the armies have spotted his silhouette in the distance as dark clouds start to fill the sky.

vinny t
20-12-2009, 16:35
Wow, sounds like an amazing campaign! Can't wait for it to begain!

Toshiro
20-12-2009, 18:05
Very nice introduction fluff, I have a feeling this will be interesting. How do you plan on it advancing, will all opponents fight each other or will you as a gamemaster provide some sort of chaos armies for the contestants to fight? :)

Bdt501
20-12-2009, 23:54
looks interesting

Malzeth
21-12-2009, 08:03
keeps a sneaky eye on here, incase you let something slip.. (PS will you be putting the army back grounds in here?)

selone
21-12-2009, 19:56
Looking good so far !

SevenSins
23-12-2009, 15:04
very promising intro, looking forward to the followup

Malorian
23-12-2009, 15:41
Two big rules:
This is a story based campaign. That means words such as 'balance' and 'win' are now dirty words. The scenarios will hopefully help balance things out where there are problems but ultimately the main idea here is to have fun.

I lol'd :p


Hope it goes well :)

Elazar The Glorified
24-12-2009, 13:41
Wow, sounds like an amazing campaign! Can't wait for it to begain!


looks interesting


Looking good so far !


very promising intro, looking forward to the followup

Thank you guys! :)


keeps a sneaky eye on here, incase you let something slip.. (PS will you be putting the army back grounds in here?)

Everything will be going through the thread on the club forum first so no luck on the sneaky eye plan ;) I shall be posting the army backgrounds up as long as people are happy for me to do so.


I lol'd

Hope it goes well

Shhhhh! Hehe :) Thanks :D


Very nice introduction fluff, I have a feeling this will be interesting. How do you plan on it advancing, will all opponents fight each other or will you as a gamemaster provide some sort of chaos armies for the contestants to fight? :)

There will be 3 scenarios. Each of the 3 scenarios will involve all four of the players fighting against eachother in some form or other. It might well descend into madness with four armies on the one table but hopefully the scenarios I've come up with will minimise the madness a little.... Fingers crossed! There will be NPCs of a sort and I shall be controlling them in a gamesmaster style role. :)

Elazar The Glorified
24-12-2009, 13:43
This is some rather brilliant fluff written by James, the Bretonnian player in our campaign as a background to his force. There'll hopefully be lots more army fluff to add for the different players!


*

The masked face smiles insanely, he dances and spins, all the while a small doll on strings dancing with him. Behind him a banner or so you would imagine, looking more closesly, it seems...........twisted faces and limbs try to escape

Leofric Carrard awoke with a start, his heart beating what seemed uncountable times every second. This latest dream was more intense than ever, something or someone was sending him a message. The dreams had started weeks ago, and they had continued to gain intensity over the past few nights. Something inside Leofric caused his sense of honour to almost explode within his chest. This was unheard of, for a knight of the grail to feel this pull to anything, for he knew this feeling well.

He rose and started accross the courtyard toward the small, but well kept chapel of the Lady. Inside the candles were as always lit, and he approached the shrine at the end of the room. Kneeling he began thinking of the time this feeling had nagged at him before. He had been a young knight, willing to prove himself on any battle ground his leige had ordered, for years he had fought the invaders to fair Breton, and for years he had been a shining example to younger knights of what they should aspire to be. That time was when he felt the calling and had the first vision -

Twisted faces and limbs trying to escape...

- from the Lady herself. He had set upon his quest into Mousillon and had never returned. For although in this dead land the Lady had allowed him to drink from the grail after his great deed, he had seen forever the suffering and pain of the land and had decided to stay, taking in knights with no parentage that still wanted to fight the horrors of the world. As a knight of the grail, he should no longer feel the pull of the quest though, and yet this is what he felt now. A longing in his heart to sally forth and do some great deed.

Leofric knew his own heart, and knew it was untouched by the madness of chaos, and knew it should always be so. These visions were just that, visions sent to send him on to some great deed, sent to him by the Lady herself. He turned and walked forth into the daylight, he would not go alone, for as brave as he was, no fool was Leofric, and knew he would need a small force with him to complete his journey. He set about going to a small number of knights and peasantry to -

The puppet dances, it's master laughing hideously

- ready them for the journey, which surely must start by sea, and take them to lands far north, if he was any judge of the surroundings in his dreams.

It took him but a day to ready his men, for those spoken too by him knew of the resolve this man carried. He was careful to leave enough to protect the local lands while he was away, should in fact he ever return. They rode to the cursed city of Mousillon which had a harbour of sorts, here taking a boat sent by the Duchy of Bordeleaux, for that land owed Leofric many a favour these days. Many days did they sail, the seas remaining calm for them as if the Lady herself travelled with them. Landing far from their destination they rode for many days too, a star not seen by any but Leofric guiding them on their way.

Other armies were in the area travelling on a similar route. Leofric did send messengers to these forces under the flag of parley. Some messengers returned, some did not. Of those who returned, the message was clear, the generals had no time to talk. Leofric cursed their foolishness, for as a combined force surely together they could have drivven this evil away more easily, but then Leofric had a realisation. Those fools were not here to vanquish the evil, they were here for some other reason, and knowing well the hearts of men he could draw but one conclusion: greed. Something here had power enough to bring with it forces from all over the old world, and if that was the case then Leofric must stop them too, for nothing good could come from the wastes which now filled the horizon.

Entering the wastes a terrible feeling of emptiness poured into Leofrics heart, and he realised the lady would travel with them no more, he still felt her blessing upon him, and yet it was like someone had been riding by his side all this way and that person was now gone. He and his men would be alone, but they would stop this evil and they would make sure whatever corruption drew in the other armies would be destroyed, even if that meant the destruction of the other forces travelling in his wake. On the horizon a figure was hurrying forward, alone in the wastes, Leofric broke his horse to a galllop, he would question this figure and find if he knew anything of the evil within this land...

The puppet stops it's dance, the masked face looks up: "Master, they have arrived"


*

Elazar The Glorified
26-12-2009, 18:30
I've updated the second post with the army composition rules. Still got to add the other campaign rules.

Seabo
27-12-2009, 06:39
Wow man....
That is some awesome fluff :D
Will be following this one lol.

Elazar The Glorified
03-01-2010, 05:57
Wow man....
That is some awesome fluff :D
Will be following this one lol.

Thanks :D


I've updated the campaign rules with the rules for character experience.

Elazar The Glorified
12-01-2010, 18:29
Some more fluff from the players. First up Brian with some background for his Empire army:


*

The door to the Gunners Daughter Tavern swung open, the sudden fresh air swirling the smoke from a dozen pipes and the moist heat from the logs burning in the grate. Honveii, Warrior Priest of Sigmar glanced over at the figure that entered "It looks like things did not go well at the meeting of the Engineers Council. too bad for Sigmar and the Empire" he said quietly to his companion, who glanced up at the priests words and seeing the figure at the doorway, raised his hand and his voice "Over here, we saved you a seat by the fire!" the cloaked figure at the door swung it closed behind him with no little force as if to seal the tavern against whatever vexed him. As the figure slung himself into the offered chair, the priest pushed a flagon of the fiery Nuln spirits across the table. "This will warm you and if, as I surmise, things have not gone well, ease some of the anger you feel."
"No things did not go well with the Engineers Council, they refused to fund my research into weapons development! They say the monies are better spent on tried and trusted weapons....Tried and trusted, some of our designs are hundreds of years old...." his voice trailed off as he drank from his tankard "I lost my temper" he admitted "I stated that I, Cerdic the Black, would find the monies elsewhere if they were too Miserly, Pinch-pocketed, Hidebound and Blind to see that my ideas would be of service to the Empire." Cerdic sighed and rested is head on his hands.....
"Wish I could help you, as you have often helped me, but a Captain of the Empire, even one who's father is a count, has too small a purse for weapons research!" said Karel, the third member of the group, "but when he set me up with the training and appointment as a Kaptain of Knights he told me it was sink or swim time, not that I blame him, he did well by me as one born the wrong side of the blanket. And when Last he wrote he said he has heard glowing reports of my growing skill and was proud of me."
the Priest raised his eyes to the ceiling and spoke quietly as if musing to himself "Word has come down to my chapter house from our brethren in the north, It would seem that Chaos is stirring and the old stories of the crown of Arnaldo are doing the rounds again. It is said that crown was made from the purest gold and decorated with the most prized gems and also that it was magical in nature. " the priest paused and looked at his two companions " I have been placed with a unit of spearmen and their detachments, we are to move to the border ready for deployment in the coming campaign, If say we were to encounter an engineer going our way we would be surprised if he did not travel with us for safety, and if we were to have an escort of knights under a proved Kaptain in war, we would, quite naturally place ourselves under his command, and war, being full of the unexpected......" He glanced at his two now cheerful companions
"I think the engineer would have a Hellblaster in tow, and escort of pistoleer's, I know a sargeant that owes me several large favours" grinned Cerdic
"my my" murmured Karel urbanely "I always wanted to be a General."
"so we are agreed then" said the priest and he raised his voice and tankard " For Sigmar and the Empire!" Two tankards and two voices joined his "FOR SIGMAR AND THE EMPIRE!".


*

Then Mark with background for his Warriors of Chaos:


*

Lady Herner looked out of the window for the hundreth time. The night was moonless and lit by distant lightning. A bad omen in these cursed lands. Living at the edge of the empire the forces of magic and evil were stronger than that of the southern lands.
She had been unable to sleep and had come back downstairs to tend the fire, from the window see could see no other light in the village, they were blistfully asleep, something that had alauded her for the last two nights. It was almost as if she could feel something approaching. Those stories in the Tavern hadnt helped. Some begger kept going on about maruaders and some Chaos Crown buried in the woods. She had never put pay in these cheap fireplace stories much heed but they amused the locals well enough. However as he looked out the window she couldnt help but feel cold, and aggitated.

Another flash of lightning, for a split second the world turned an icy blue. There in the wood line, a shape, or was it? She could of sworn she saw a knight. She strained her eyes but nothing. No alarms from the watchtower all must be well. She looked up at the watchtower the small lantern still burned. Another flash and she lept back. In the ligntning she had seen the tower lit up, two bodies hung from its side, a horrible rune written on the side of it. She screamed and dove under the table.

Her family above her rose shoting in the dark, calling her name, she cared not for their concern all she could her was the sound of rusting armour from outside her front door.


*

kormas
12-01-2010, 21:20
wow, this is looking like it will be an awesome campaign, when will the first battles be played?

Elazar The Glorified
12-03-2010, 11:25
Ok, worth a new post. Updated campaign rules including those for 4 player scenarios and the Dice of Heroic Destiny...

Most enlightened Sir,

I write with grave and worrying news. The heretic Rumpolt Staudinger has somehow escaped his imprisonment. His trial was still ongoing and upon a routine inspection his jailors found his cell to be empty and the only evidence that it had ever been occupied was this scrawled warning on the wall.

‘A storm approaches. The heavens will be ripped asunder and the thunderous racket will awaken the slumbering Storm God. Dread Sharunock, Aarakturious. Glorious Elazar rouses his immortal servant for the war to come. Fear the storm!’

The man's insane rambling never seem to cease... I have dispatched riders as news reached me today that he has been sighted journeying north, sharing his mad prophecy with all who will listen. I pray that Sigmar will guide my men in recapturing the so-called Prophet of Elazar! Then I shall turn my attention to the distressing question of how a man as old and weak as Staudinger was able to escape...

Yours,
Aldebrandt Veit
Witch Hunter Captain



*

Krakanrok The Black made a bargain with the Chaos Gods to buy his race's immortality, in exchange they offered their eternal servitude to their Gods' armies. Aarakturious, kin of Krakanrok and his children was present that fell day and played his own part in the outcome. Aarakturious has long since returned to his slumber, rousing occassionally after the most destructive of storms, ready to make war at the dark gods' calling.
The name of Aarakturious appears in the histories of the old world on numerous occasions over the centuries. The most well-known mention though is in the legend of King Arnaldo…
Arnaldo was a Tilean who like so many sought a new life in the Border Princes. Of relatively high birth and upbringing he quickly rose to prominence in the colonies there. In the aftermath of a particularly brutal raid by Norscan pirates Arnaldo was made King of the budding port city of Gaderloc, on the Black Gulf. Whilst the legends all differ on its source, they all agree that the crown set upon his head was made from the purest gold and decorated with the most prized gems and also that it was magical in nature. Arnaldo went from a gifted young thinking man to a wise and powerful king. Indeed when the Norscan Hamund Gorebeard returned the next spring to raid the port Arnaldo met him in combat and bested him. Soon after, Arnaldo led and expedition north into the wastes. The stories say he wanted to subject the Norscans to their own devilry but the truth is unknown now. Whilst in the bitter lands of the north Arnaldo and his force had the misfortune of encountering the ancient Shaggoth, Aarakturious. Arnaldo was slain by the titanic beast and most of his army too. Those that returned told tales of the crown and the beast that had slain its wearer. They told of how the Shaggoth had taken the crown and wore it on his belt as a trophy.

Spies and informants whisper of Rumpolt's insane prophecies. Most write his words off as madness. But amongst some, the fires of ambition are stoked. The legend of King Arnaldo speaks of the value of his crown. Slaying the beast Aarakturious would be a deed to match the greatest heroes of legend. The wealth and power such things could bring a man are too hard to ignore...


*

'The Storm God' is going to be a small narrative campaign. It's going to be 3 games in length. The 3 games will be different scenarios and will be different from the standard Pitched Battle way of playing Warhammer.
The armies are heading north into the chaos wastes to hunt down and slay the legendary Shaggoth Aarakturious and to claim King Arnaldo's crown. Their motives may be for their own wealth, glory or power or maybe they're pure of heart and seek to do these things only to rid the world of a great evil and to regain a relic of the past.

Rules

Two big rules:
This is a story based campaign. That means words such as 'balance' and 'win' are now dirty words. The scenarios will hopefully help balance things out where there are problems but ultimately the main idea here is to have fun.

The campaign is character based and driven. The characters that people use will have to have their own name. (This also means no special characters of any sort). The name doesn't have to be anything fancy but this campaign is about these (anti) heroic personalities.

Army Rules:
Each player pics a 1000pt army with the following exceptions:
Only 250pts can be spent on characters.
Only 750 pts can be spent on the rest of the army. 2+ Core, 0-3 Special, 0-1 Rare.
No magic items are allowed. No runic items are allowed. Nothing that is bought from your magic items points allowance normally is allowed e.g. Virtues, Spites, Scavenge Pile etc.
No Daemonic Gifts, Gifts of Khaine, Vampiric Powers, Gifts of Chaos etc.
No Special characters
Marks of Chaos, Vows, Kindreds etc. are allowed.
Mounts are allowed. If they count as an additional Hero choice etc. then this rule still applies and the cost of the mount comes from the 250pt maximum allowance on characters. Please remember mounted characters require an alternate on foot model for one of the scenarios.

Campaign Rules:

I'm not going to insist on painted minis. However, I would love it if everyone could make the effort to have their characters painted at least. It's not essential though so don't feel that you have to...

Wizards will roll for spells at the beginning of the campaign and keep these spells for all 3 scenarios.

Characters will gain experience as the campaign progresses. Characters will gain:

5 pts for surviving a scenario.
5 pts for killing a unit champion
10pts for killing a rival character
10pts for killing a large target
10pts for the winning general of a scenario

There will be other bonus experience points linked with a scenario and these will be explained in the scenario rules.

Everytime a character gains 10 experience points he will get to roll on the improvement chart below.
Roll a D6

1. +1 Ws
2. +1 S
3. +1 A
4. +1 Ld
5. +1 T
6. +1 W

A character can only get each improvement once, doubles should be re-rolled.

Wizards can instead choose to continue their study of the sorcerous arts. Before they roll on the improvement chart they can choose one of the three options below.
Great Scholar: The Wizard can roll a new spell. This should be of the Lore from which he rolled for his initial spell(s).
Great Caster: All of the Wizard's casting rolls are at +1
Great Protector: All of the Wizard's dispel rolls are at +1
Once an improvement has been picked the Wizard must roll on the D6 Improvement chart. The number rolled is the improvement that the Wizard skill is replacing. If this number is rolled again should then the Wizard should re-roll as he has already had this improvement.
Each Wizard Skill can only be picked once per character.

Warriors can instead choose to hone their martial skills. Before they roll on the improvement chart they can choose one of the three options below.
Great Attacker: The character's to hit rolls are at +1
Great Defender: The character's armour save is improved by 1.
Great Leader: All friendly units within 6" can use the characters leadership for psychology tests as if he were the army general. If the character is the army general then his leadership range is improved to 18"
Once an improvement has been picked the Warrior must roll on the D6 Improvement chart. The number rolled is the improvement that the Warrior skill is replacing. If this number is rolled again should then the Warrior should re-roll as he has already had this improvement.
Each Warrior Skill can only be picked once per character.

The Dice of Heroic Destiny™ For each scenario every player will get a number of Dice of Heroic Destiny™ (as determined by the scenario rules). Each dice allows you to re-roll one dice roll. It could be an armour save, a power dice, a result on the miscast table, a break test, a misfire roll etc. You can't re-roll a re-roll for any reason. If you have enough dice you can reroll the resut of a dice involving more than one dice. Re-rolls using The Dice of Heroic Destiny™ can cause or prevent a miscast or irresistable force. Once used a Dice of Heroic Destiny™ is spent and cannot be re-used.
One other use of The Dice of Heroic Destiny™ is to improve a ward save. For each dice spent in this way a model's ward save is increased by 1. If a model doesn't have a ward save then the first dice grants a 6+ ward save and so on. Ward saves gained or improved using The Dice of Heroic Destiny™ count as having been re-rolled already and under no grounds can the be re-rolled again through either a special rule of the use of further Dice of Heroic Destiny™


The campaign winner is the player in control of King Arnaldo's Crown at the end of the campaign. Of course it looks like this might be running 3 times over so I thought it'd be fun to have a league table as well. Experience points for characters will count as points on the league table so we'll have a table showing the best individual characters based on the experience they gain and another showing the most successful players based on the experience of all of their characters combined. This is of course a sideshow to the main aim of the campaign... to have fun!

4-Player Scenario Rules
Obviously, the Warhammer rules are designed for two opposing forces battling against one another. When you have four forces there are some rules issues that arise. I've tried to address them in a way that avoids having to relearn all the rules but still allows a little bit of the intrigue and sheer brutality you'd expect when four armies meet on the battlefield.

Combat
There are only ever two sides in a combat. When a third (or fourth) player charges a unit into a combat exisiting between two or more other players then he must charge in support of one of those players.

http://img121.imageshack.us/img121/262/examplesdeployment.jpg

In the example above, the Chaos Knights (red) could charge in to combat supporting either the Orcs (green) or the Empire Militia (blue) depending on the choice of the player. This is declared as part of the charge declaration. If the Chaos Knights could only get into combat with the Militia then they'd have to combat them meaning they will support the Orcs in their combat. Until the combat is completely resolved a unit that supports another counts as being on the same side. This does not apply to any units not involved in the combat!
Generally combats are fought in the turns of the two players involved in them following all the normal rules. If a combat involves more than two players then the combat is fought in the turn of each player involved. This means that with 3 players a combat (if it lasts) will be fought 3 times in the same game turn and 4 times if there are 4 players involved. This represents the pace and brutality of a combat involving quite so many combatants.
Combats are resolved in the normal way. Charging units go first (if this applies to more than one unit then they go by initiative order etc as normal) etc. Combat resolution is calculated in the normal way. Supporting units add their resolution to the combat as if they were a unit in the same army as they are helping. For example, in the picture above, if the Knights charged into the combat and attacked the Orcs then their combat resolution would be added to that of the militia. As normal in a multiple combat you can only get the bonus for ranks, outnumber, banners etc. once.
Units flee, pursue, overrun as normal. Units count as being on the side they were on in the combat until all fleeing and pursuit moves have been made.

Magic
Each player casts spells in the magic phase of their turn as normal. However, the other players all generate dispel dice in their opponents' turn. Dispel dice can only be used by a player that the spell will effect, area of effect spells etc can effect more than one player so in this instance the players can pool their dispel dice to make a single roll. This follows all the normal rules. So if a double 1 is failed the dispel attempt automatically fails etc. Players can also give their own dispel dice to a player to aid them in dispelling a spell that doesn't target any of their own units. You can only give the army dispel dice in this way and not any dice generated by magic users. Likewise these army dice can be given to the casting player to aid him in casting a spell. If used (the player doesn't have to accept an offer of additional dice to dispel or cast!) then a resulting miscast only effects the wizard that attempted to cast the spell. As he attempts to channel all the additional magical energy something obviously goes wrong.

Elazar The Glorified
12-03-2010, 11:27
Part 1 - The Capture of Rumpolt Staudinger

Rumpolt Staudinger is a man of extraordinarily long life. He was already in the winter of his life when his path crossed with that of a mortal follower of the chaos gods. That man was known by the name Elazar The Glorified. Elazar was still a mortal man when he led a small warband to the Hospice for the Insane at Sensfeld. What had drawn him from the north to that place nobody will ever know. He and his followers stormed the Hospice and took great delight in slaughtering the many patients there. The good Sisters of Shallya who ran the hospice were bound in chains and led into the courtyard of the abbey that had become the Hospice. One patient alone was spared from the slaughter. Rumpolt Staudinger. Elazar marched the elderly man into the courtyard and let him witness the heinous act that followed. The Sisters of Shallya were crucified, foul runes daubed on their flesh, their souls offered as gifts to Slaanesh. It was this unholy act that earned Elazar the ultimate favour of the Serpent God. Rumpolt Staudinger witnessed Elazar's ascension into immortality. Elazar has kept Rumpolt alive through countless lives of men since then. The man is drawn to the great and terrible acts carried out by the Daemon and his followers, cursed to witness them all. To the Cult of Elazar that has sprung up in the wake of his tales he is a prophet, a mouthpiece of their idol.
To Elazar, Rumpolt is a toy, an oddity, a pet. Elazar protects and prolongs the life of the wretched old man but only so that he can have the pleasure of tormenting him, himself. Forcing him to witness and record the fell deeds done in his name. But that doesn't mean Rumpolt isn't important to Elazar. The daemon is the embodiment of the selfish vanity and ambition in man. Rumpolt catalogues the daemon's glories and in his maddened state shares them with the world. There are some who listen and find themselves drawn to the worship of the daemon and Elazar's power grows within the Realm of Chaos. His own mad ambitions slowly being realised...


*

Rumpolt journeyed north. He knew his steps would be dogged by the Witch Hunters but he knew that there was nothing they could do to him that would match the eternity of torment he’d be subjected to if he failed his daemonic master. Along the journey there were those that helped him, they offered food and shelter from his pursuers. He preached his warning to any who passed him but they thought him mad for the most part. Mad he might possibly be, but he knew the truth. Soon the forest roads gave way to open plains. Fevered dreams haunted Rumpolt’s nights so he gave up trying to sleep and continued walking in the darkness. He knew he had to bear witness to the Storm God’s reawakening. It was both his privilege and his curse.
As he journeyed ever northwards the landscape became barren and featureless. He knew he drew near to the wastes. To an observer he might have looked like a lost old man but despite there being no landmarks and having never seen his path before, Rumpolt knew exactly how to get to where he needed to be. His journey was halted though. In the distance he heard a shout go up, and then others followed suit. They’d finally caught up with him. He was too old and weak to put up any fight now. He tightened his grip on the stick he walked with. He whispered a plea to the daemon and stood silent, ready to face the wrath of his pursuers…


*

Rumpolt alone, amongst mortals at least, knows the path through the wastes to where the Storm God slumbers. Obviously, this makes him exceptionally valuable (alive!) to anybody who seeks Aarakturious and Arnaldo's fabled crown. So we start when the armies have spotted his silhouette in the distance as dark clouds start to fill the sky

Getting Started
The battlefield is a 4' by 4' square. To work out which player will deploy first each roll a d6 the player with the highest roll will deploy first, the next highest second, and so on. The players will take their turns in the order in which they deploy (unless a special rule says otherwise e.g. Bretonnians who pray will go last to play but can still deploy first).
Each player receives 2 Dice of Heroic Destiny™

Deployment
The deployment zone of each player is a 18" long by 12" deep area from the centre of each table edge. The scouting elements of each army are the first to close the distance on Rumpolt Staudinger to reprsent this in the deployment phase only the following units are deployed in each players deployment zone:
Units with a movement characteristic of 7+ (after any modifications for barding etc)
Units with a random movement of 3D6 or greater
Units with the Fly special rule
Units with the Scouts special rule.
All of these units are deployed in their deployment zone. The player who deploys first, place ALL of his units elligible to start the game on the table before the next player deploys all of his and so on. No special rules for deployment such as ambush or scouts etc. have any effect. All units elligible must deploy in their deployment zone.
Rumpolt Staudinger starts in the centre of the table.

Remaining Troops
At the start of the remaining moves phase of each players turn the rest of their force will begin to arrive, those that arrive will depend on which game turn it is.
Turn 1: Units with a movement of 5+ or a random movement of 2D6.
Turn 2: Units with a movement of 4+ or a random movement of D6
Turn 3: All units that haven't already arrive do so.
Units arrive from their table edge and are treated as troops returning from pursuit off the table with the exception that if they are free to march they may.
Warmachines etc. are brought on based on the characteristic of their crew. Units with mixed movement (such as monsters and handlers) always move at the speed of the slowest member of that unit.
Characters can be brought on independently or with a unit. If they join a unit then they go at the speed of the slowest member as normal.

Rumpolt Staudinger
Rumpolt Staudinger cannot be harmed in any way and cannot be targeted for spells etc. If he would be hit by a template or an area effect spell etc he is not affected by it. Rumpolt does block arches and counts as an enemy troop to forces of any player who does not have him in custody. Troops cannot move within 1" or Rumpolt and must halt if they were to do so.
If Rumpolt isn't currently in the custody of a unit he can be capture by making a successful charge move into base to base contact with him. The unit halts its charge once it makes base to base contact with Rumpolt and then Rumpolt is moved to the side of the unit etc. to indicate that they currently have him in custody.
Rumpolt has his turn before all the other players starting from Turn 2.
Rumpolt always move D6". If not in custody this is in a direction determined by the scatter dice but he will always stop 1" from an enemy unit. If in custody the result of the D6 is Rumpolt's move characteristic for the turn. Rumpolt can never march and a unit with him in custody is unable to march also. Flyers that have hm in custody are unable to fly to keep him in check and so must use their ground movement. As ever, a unit will move at the speed of its slowest member and whilst in custody Rumpolt counts as a member of the unit for this purpose (and this purpose alone!). A unit with Rumpolt in custody only ever flees and pursues D6".
A unit can surrender custody of Rumpolt in the remaining moves part of their movement phase, before the unit itself moves. In which case Rumpolt is moved 1" away from the unit closest to the centre of the table.
The only way a unit can take custody of Rumpolt from an enemy unit is to wipe out the capturing unit or break them from combat. If the unit with Rumpolt breask the victorious unit instantly captures Rumpolt. The victors can still pursue etc but they will only be able to do so D6" now.
Rumpolt never fights in a combat and never counts as a model in combat for the purposes of outnumbering etc.
A unit with Rumpolt is bound by any compulsory movement it is normally bound by (although the speed of its movement may be changed by Rumolt's presence). However if a unit flees for whatever reason it surrenders custody of Rumpolt.
Should a unit surrender custody of Rumpolt or if they are killed outside of a combat etc. Then he reverts back to his random movement in his own turn as before.

Victory
To win a unit must move off the table edge with Rumpolt in their custody. In which case the game ends and the controlling player is the winner. If this doesn't happen before the game ends that the player with Rumpolt in custody wins. If nobody has Rumpolt in custody at the time then the player with the closest unit wins, if more than one unit is within the same distance then whichever has the highest unit strength wins. If it is still a tie then the player (of those players that it is a tie between) whose table edge that Rumpolt is closest to will win the game.

Experience
In addition to the normal experience bonuses if a character or his unit finishes the game with Rumpolt in their custody that character gains an additonal +5 Experience.

Spoik
12-03-2010, 15:35
This is really interesting stuff.

I'll be following your group's progress keenly.

Zapfork
15-03-2010, 13:48
Sounds great! All of your fluff is awsome, but i like the empires most. Its as if i could see the tavern before my eyes.

Elazar The Glorified
15-03-2010, 13:52
Thanks guys.

We get started with The Capture of Rumpolt Staudinger on Sunday. Shall do my best to document everything and get a few pictures!

Shall pass on your compliments for the Empire fluff Zapfork :D

Ganymene
19-03-2010, 09:41
Simply awesome. I have always enjoyed reading the background you write for the Devotees and this is shaping up to be something special too.

Looking forward to seeing the campaign progress!

Armond
20-03-2010, 11:54
Very interested!