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Warhammer Quest

For those of you who do not know what Warhammer Quest is, it is a game in the lines of HeroQuest and Advanced HeroQuest which takes a group of players into the depths of dungeons in the Warhammer World. The game can be played very simply to rules that are very basic and fast to learn like HeroQuest but for most people, the game’s advanced section, which requires you to read a 200 page rulebook, will be much more interesting. The game basically takes HeroQuest and expands upon every aspect in the game that you could think to modify.

There are more characters to choose from with each character able to fight better as they gain more experience and gold. There are larger monsters to face so by the end, you will be able to go up against Demons and Dragons and Giants etc. There are more fabulous treasures and limitless new quests to be used. And because it is relatively easy for players to make their own rules and extras, you can find many internet sites like this one where you will be able to download quests, characters, rules, and any other details we players can think up.

On this particular page of mine, you will only find things I have created whereas if you visit most of the other Quest sites, you will find many players expansions. This is only because I aint good enough to do all that. Also, I mainly just like to make quests so that is what you will find below. There is one character included and a few extra rules and things but basically that’s it.

Please note the green background! This is because all my quests revolve around the army of the greenskins ~ Orcs & Goblins. Only play out these quests if you have orc miniatures or you want to buy up a group of them as you go. If you don’t have any and noone you know is collecting them, then sorry lads but this page aint for you. You should probably follow one of the links to them more diverse pages.

So firstly, here are the stand-alone quests I have created. Below them will appear my campaigns or rather ongoing quests. Just click on the titles to download them ~ they have been zipped for quick download times but when unzipped, they will be around 3 meg.

Gorbad’s Gang

A simple little quest designed for 4 adventurers of battle level 1 who may have had some basic dungeon-faring experience in another quest but will not have collected a lot of treasures yet. Like all my adventures, this quest will not tolerate adventurers who think that they can just go from one room to the next. They will have to deal with all sorts of magical traps and powerful monsters, as well as unique treasures that may not be what the players had first hoped for.

Wrath of the Black Orc Shaman

This adventure is for 4 adventurers of battle level 2 who seem to think that they are better than anything the DMs can throw at them. Inside they will find not only beefed up versions of original monsters, they will face these new creatures in strange circumstances that will test their limited abilities to the full. The traps here again are very harsh and facing a character surrounded by his best of warriors is never a good thing, especially when they have to do it twice. With a powerful end story, this one will most likely bring about a sequel.

Ohgri’s Lair

A quest that only took me a day to make, the quest still is quite detailed. It is suitable for 4 adventurers who have not yet even descended into the depths of a dungeon and only requires you to buy a few new miniatures that don’t come with the your copy of Warhammer Quest. Even these extra miniatures are not really needed, just as the two extra tiles you should create are not needed either. The players are asked to help a dwarven miner who has lost his new mine to a greenskin ambush party. He is prepared to pay them richly if they will free his mine once more.

Rising Blood

Ok Lads… Realistically I shouldn’t have made this campaign at such an early stage while I am still learning how to make quests any good. I’ve gone way overboard in this Campaign with the number of monsters you will need to collect and the extra bits you will need to make. By the end, you will have created up to 3 entire new board sections, moulded some new doorways, drawn up many new tiles and collected an entire Greenskin army.

Well, with the new version of Warhammer that is already out and almost undoubtedly a new version of Warhammer Quest on the way, playing out this campaign seems unlikely. I have just taken it too far, especially with the types of monsters I have used. Some of them cannot be armed the way I have armed them – for example, a goblin warrior cannot be armed with a 2-handed weapon. Also, it hasn’t been playtested – at least not to my knowledge – even though I am up to creating the final part, Quest 10, of this massive adventure. What I must say is that I don’t think that I can release Quest 10 until I get some feedback. How do I know how challenging the other quests have been for your players if you haven’t told me. So tell me how harsh each quest was and if your players were killed, where did they die. This will help me modify some of the earlier quests with extra rules so that they will be slightly easier.

I will most likely go back to making singular quests before tackling the next campaign I have in mind. Rest assured that it will be completely different from this one. It will allow more freedom for a start and include more roleplaying for the players. But if you would like to see what I have done so far or really want to play an ongoing story-lined quest, this one is a great place to get ideas.

There are new monsters to face, new traps to overcome, and fabulously powerful treasures to collect. Not to mention the powerful new types of evil characters ~ not player characters but rather the endbosses, complete with their own unique abilities and powerful items of evil. Please note that I have created these quests to be a tough challenge for the players. You should give them a copy of the "Example Warriors Actions" found in the back of the roleplay book that comes with the game and they should have tried out a few of these actions with previous characters.

Quest 1 – Greenskin Outpost A Warhammer Quest Adventure for 4 level 1 adventurers

The players are just beginning – with no previous training and no experience of the depths of the dungeons. But with all the other questing adventurers around, quests are hard to find and so the group travels to Altdorf to seek out adventure there. When they arrive, along with many other young hopefuls, the governor has everyone come to his keep where he gives everyone the same quest. To seek out and destroy the foul greenskins who have recently been pulling back away from the world of man. The Empire needs to know why this strange occurrance is happening and for the players to crush any threat to the people. And so the players are given their first quest – they must go East to one of the primary attack points of the greenskin race.

Quest 2 – Orc Fort A Warhammer Quest Adventure for 4 level 1 adventurers

Although the players should still be level 1 here, they will have accumulated a bit of wealth and some powerful items of treasure. They will now be beginning their long trek South in search of where the greenskins are headed. With the help of some Elven scouts, they are able to locate a convoy of precious minerals that the greenskins are taking south with them. The convoy leads the players straight to their next target, an old dwarf mine that has been corrupted by their enemy. The players must clear out this mine of all threats and then must continue on their way.

Quest 3 – Cragmere A Warhammer Quest Adventure for 4 level 2 adventurers

Venturing into one of the most legendary dwarf mines ever is not what the players will be wanting as they will only have just attained a new Battle Level. Fortunately, they have the help of the Dwarf hero Marcus and his dwarf party to help guide them through this dungeon. But still there are many things that the dwarves will not be able to protect the players against. With the new inhabitants of Cragmere, came a new entrance to the mine, including all new rooms and passageways that the dwarves never knew about.

Quest 4 – Goblin Raiders A Warhammer Quest Adventure for 4 level 2 adventurers

New information gained from the players new found enemy – the one known as Morlak – leads them still further south to the Pass leading out of the Empire. They will team back up with the adventurers that they first met on the road to Altdorf in a massive settlement just at the northern edge to the long pass. But with goblin raids being issued at night upon the camp, none already there sleep well enough to launch an attack of their own. It is up to the players – who are well rested – to venture into the goblin lair and destroy all in the raiding party.

Quest 5 – The Orcs of Black Fire Pass A Warhammer Quest Adventure for 4 level 3 adventurers

Once the Goblins have been killed, the players are able to get a little rest, along with the remainder of the adventurers settlement. But another attack needs to be waged if the adventurers are to make it through the pass. The dungeon runs along the edge of the pass and is inhabited by all sorts of greenskin warriors so a small raiding party needs to move through the dungeons while the vast bulk of adventurers move through the pass itself. The players must step back into the halls of those they have already slain and traverse even farther along the dungeons of Black Fire Pass.

Quest 6 – Trial at Everpeak A Warhammer Quest Adventure for 4 level 3 adventurers

Met by a large Dwarven army, the players are taken as prisoners to Everpeak, the largest Dwarf Mine that is still in the hands of the dwarves. In this roleplaying adventure the players must convince the Dwarf council that they have been betrayed. Those who betrayed the players are here to try and finish them off this time and now have an entire Dwarf Empire on their side. If there is any hope for the players, they must find a way to prove themselves innocent.

Quest 7 – Darkness Along The Howling River A Warhammer Quest Adventure for 4 level 4 adventurers

With most of the adventurers going home, thinking that their long adventure is finally over, the players – along with only three other groups – must travel still further South to the heart of the Greenskins army. Their first target is a large mine dedicated to training the greenskins in combat. Unfortunately for the players, this dungeon complex is bordering across the realm of the undead and other races are known to live in these parts. They will undoubtedly need all the unique powers that they have working successfully together to overcome what lies ahead.

Quest 8 – The Hounds of Mad Dog Pass A Warhammer Quest Adventure for 4 level 4 adventurers

Reaching the end of the Pass they were sent along, the players find that the eastern end to the pass has been blocked. With their new objectives of killing every greenskin in sight and laying waste to every dungeon they come across, the players are presented with a new dungeon to go through. In these depths are the diverse range of monstrosities that the greenskins use as cavalry and the players will soon realise how strong they will need to become to stop this army.

Quest 9 – The Seven Spires A Warhammer Quest Adventure for 4 level 5 adventurers

With the task of blocking the eastern side of Death Pass, the Players locate an entire dungeon city sprawled under their very feet linked to the outside by seven tall and thin mountains. The complex was once the largest dwarf civilisation in the Old World but since it’s demise to the greenskins, the dwarves have never let anyone outside of their own race know about it. Now, the players must fight their way through its vast halls to meet up again with an enemy from their past, a goblin known as Morlak. But this small shaman wont be the only problem for the players as they will meet one of the Warlord’s eight personal Gaurds, whose name is now known to the players. But they must be careful in this old city as the structure has decayed over time.

Quest 10 A Warhammer Quest Adventure for 4 level 5 adventurers

This quest has not yet been released as it is unfinished. Read the details under the heading "Rising Blood" for more information.

Teaming up again with friends from the very beginning, the players must venture into the dungeon at the heart of the Warlord’s Army where they must crush this evil once and for all. Although it will not be easy, they will adventure with the help of eleven other adventures using a new rule system based on having multiple NPCs travelling with the players. They must travel deep into the most legendary of dungeon complexes and defeat each of the eight gaurds, and then kill the warlord to end this bloody quest.

Extra Characters and Rules for your games of Warhammer Quest

The Blademaster

The Blademaster is a new type of character profession but one that is extremely rare as the followers have no guild of their own so must visit other characters guilds to train and gain experience. Their past is always a secret as they are quite joyous adventurers. And although they are weak in battle when starting out, the training they receive from all the other guilds makes them better with swords over any other character.

Using Multiple NPCs

Rules on NPCs (Non-Player-Characters) have already been given in the Roleplay book so why are these included? These rules I have devised make it so that you can include another entire party that the players may meet in the dungeon and then have them join up with the players and fight alongside them without taking the game away from the players. These rules make NPC party details all fit to a single page and convert the rules of combat to make them quick and easy so you aren’t sitting there trying to work out which NPC just did what while your actual players are getting bored.

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Disclaimer: Games Workshop and their products do not belong to me. I never state that they do and would just like to say that I am not selling these quests or allowing them to be sold with other products. They contain material that is from Games Workshop Products but this information is irrelevant if you don’t have a copy of the game warhammer quest as it will make no sense. However, even though all the words and names are trademarks to the company Games Workshop, the ideas presented in these documents are all mine. This means that they are copyright to me and so no one else has permission to sell them solely or with another product unless they have my permission and the permission of Games Workshop… Like that’s ever gonna happen!