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REALM QUEST

Solo and Cooperative Adventures in the Mortal Realms

A fan-expansion for Warhammer: Age of Sigmar


by Ash Barker v1.1 (Alterations in Magenta)

WHAT IS REALM QUEST?

Realm Quest is an homage to the great Warhammer Quest games of the past, updated to the Mortal
Realms. Design a group of heroes and set out to battle great evils across the Mortal Realms. Develop your
band of adventurers by earning Destiny to spend on the Anvil of Apotheosis. This is a great opportunity
to convert up your own heroes who can then participate in your Warhammer: Age of Sigmar Matched
Play games later. This way of playing Warhammer: Age of Sigmar not a competitive game. Instead it is
designed for between 1 and 5 players to embark on either a Solo or Cooperative experience, joining forces
to battle the great terrors of the Mortal Realms.

WHAT DO YOU NEED TO PLAY?

- The Warhammer: Age of Sigmar Rulebook or Gaming Book for the Core Rules
- Malign Sorcery or the Gaming Book for Realmscape Features
- The General’s Handbook 2020 (or the most current Anvil of Apotheosis Rules)
- White Dwarf 458’s Solo Rules for Age of Sigmar (available digitally from Games Workshop if no longer available
in shops at www.warhammerdigital.com/White_Dwarf/White-Dwarf-458-nov-20-epub.html)
- Some models for your Heroes and Adversaries
- Character Sheets, Pencils, Eraser and Dice and Measuring Device
- 30x22” Gaming Surface, such as a WARCRY Board and up to 6 pieces of Terrain and/or a WARCRY: Catacombs
Board Set and Terrain

GETTING STARTED

Realm Quest is designed to be played using Anvil of Apotheosis rules from the 2020 General’s Handbook.
This allows players to design any Hero they wish to play with. If you wish to simply play a single game
each Hero can be created at 15, 25 or 30 Destiny. If you wish to begin a Campaign, each Hero should
begin at 15 Destiny. You can use as many as 5 Heroes, controlled by any number of players, or just a
single Adventurer heading into the Mortal Realms. The Realms are a perilous place however and going
alone is going to be a scary prospect! 3 Heroes will give you good mix of abilities and is probably easiest
to manage if you are playing the game Solo.

These guidelines replace the Hero Selection rules from the Hinterlands Solo rules printed in White Dwarf
458. Use the attached Character Sheet. When you are completing it you should note down your Destiny
Value (usually 10) as the amount you spent creating your Hero. Your Hero’s Battle Level will be equal to
their current Destiny Value divided by 10, rounding down. So typically for every 10 Destiny your Hero
earns and spends increasing their Abilities they will gain one Battle Level.
Heroes may not take a Mount or Gargantuan upgrade in Step 5 in Battle Levels 1-3. If any of these
Upgrades are taken the Hero will no longer be able to embark on Catacombs Adventures, so it is worth
noting this restriction when the time comes they might possess such an awesome companion. Heroes
may take an Archetype as normal. Remember your budget of 15 Destiny Points must pay for your
Ancestry, Equipment as well as some basic Abilities, so choose wisely!

Whenever the Hinterlands rules refer to the Number of Heroes, Realm Quest uses Battle Level to
determine the number of Minions that appear. This represents a rough estimation of every Hero in
Hinterlands having a value around 150pts, meaning that the more powerful your Heroes become the
more Minions will appear to oppose them! Party Battle Level will also be used to define adventures
difficulty ratings. A Party’s Battle Level is the sum of all Battle Levels of your Heroes, divided by the
number of Heroes themselves and rounded down. So a Party made up of Battle Level 4, 2 and 5 Heroes
would have a Party Battle Level of 3 (11/3 and rounded down). For reference, the three Adventures in
White Dwarf 458 are for Party Battle Levels of 1-3. As Realm Quest expands adding new Realms to
explore and their Bosses and Minions, higher level Adventures will be created.

At the beginning of their Campaign, the Party will be Battle Level 1, as will all the Heroes who are
members.

BEGINNING AN ADVENTURE

Once you have selected an Adventuring Party you are ready to begin exploring the Mortal Realms. Based
on the Hinterlands (WD458) Rules there are three Realms to Explore at the moment, Aqshy, Shyish and
Ghur. Select which Realm you will embark upon your adventure to. The Realm you adventure in will
provide your Party with the opportunity to find new Artifacts or learn new Spells specifically from those
locations, so with every adventure there will be unique opportunities for advancement.

If you are Adventuring in Aqshy at Battle Levels 1-3, your Adversaries will be Khorne Bloodbound.

If you are Adventuring in Shyish at Battle Levels 1-3, your Adversaries will be Nighthaunts.

If you are Adventuring in Ghur at Battle Levels 1-3, your Adversaries will be Gloomspite Gitz.

Finally, determine if your Party will be exploring the Wilderness or the Catacombs. If you are going to
have a Wilderness Adventure, use the Battleplans from Hinterlands (WD458) for your Adventure. If you
are exploring the Catacombs, use the Catacombs Battle and Lair of the Warlord Battleplans shown later
and use their Special Rules.
If you are playing a Wilderness Adventure, roll on the Exploration Table from White Dwarf 458 to begin
the Adventure using the rules in Hinterlands. The Exploration Table will require the following change;

Long Respite: Instead of Adding a new Hero to your Party during an adventure, you can recover a fallen
Hero. If a Hero has been slain during this Adventure roll 1D6. On a 4+ you may return the fallen Hero to the
party with D6 Wounds Remaining. You may not add new Heroes to a Party during an Adventure.

If you are embarking on a Catacombs Adventure, roll on the Dungeon Exploration Table later in the
Catacombs Adventures section and follow the rules therein.

In addition to the rules for Adversaries and Gameplay in Hinterlands, the Heroes should keep track of
the number of Wounds they cause over the course of an Adventure that cause a model to be slain. When a
Minion or Boss is removed from the battlefield it should be placed on the Character Sheet of the Hero
that inflicted that Damage. At the end of the Battle, total the number of Wounds inflicted by that Hero and
record it on their Sheet. This will be used at the end of the Adventure to earn more Destiny to advance the
Hero and eventually increase their Battle Level. Wizards and Priests that use a Prayer or Spell which does
not inflict Mortal Wounds earn D3 Wounds towards this total if they successfully cast or invoke during a
their Hero Phase. Heroes that successfully unbind an Adversary Spell earn D3 Wounds towards this total
during the Action Phase.

Finally the Desperate Allies Rules from Hinterlands should have the following Paragraph added.

“If the Heroes do all share the same Basic Allegiance (Order, Death, Destruction or Chaos), roll 1D6 for each
Hero in the Party currently on the Battlefield. For each roll of 5+ gain 1 additional Command Point. If they all
share an Allegiance beyond the Grand Alliances (Slaves to Darkness for instance, or Stormcast Eternal), this roll
is on a 3+.”

Optional Special Terrain Rules

Wilderness Battles may occasionally contain valuables or hidden treasures. Roll 1D6 for each Board
Section of the Battlefield. On a 5+ a piece of Searchable terrain exists. Use the Catacombs Adventure rules
for Searching and Terrain. Roll 1D6 again; on a 1-2 it is a Weapon Cache. On a 3-4 it is a Tomb on a 5-6 it is
a Treasure Chest. Place it within 1” of a piece of Terrain on the Battlefield.
THE ADVERSARIES

Both Wilderness and Dungeon Adventures use the Adversaries rules from White Dwarf 458. When
playing a game, add the following rules;

THE ACTION PHASE


Add the following paragraph;
“When selecting which Adversary Unit to activate first, use the following Order. Bosses always activate first.
Then activate the next unit with the highest Wound Statistic, in descending order. When these characteristics are
tied, start with the Adversary unit closest to a Hero.”
THE COMBAT PHASE
Add the following paragraphs;
“When selecting which Adversary Unit to activate to fight first, use the following Order. Bosses always activate
first. Then pick to activate the unit with the highest Wound Statistic next, in descending order. When these
characteristics are tied, start with the Adversary unit closest to a Hero.”
“When two Heroes are equally close to an Attacking Adversary, the Adversary will prioritize targeting the Hero
with the lease remaining Wounds. If this is still tied, roll-off.”
ENDING AN ADVENTURE

Unlike in the Hinterlands rules where the game ends when all the Heroes have been slain, in Realm
Quest an Adventure will conclude when the Heroes have met and destroyed the enemy Boss, or have all
been slain in the attempt. This Heroic Encounter is a great thematic way to conclude a series of
encounters and should present an appropriate challenge for the party.

Once this is complete the Players should complete the following steps;

1- Convert Wounds to Destiny: Total the amount of Wounds caused by each Hero during the course of the
Adventure and divide it by 10, rounding down. This is the amount of Destiny Points the Hero has earned. They
can be spent later on the Anvil of Apotheosis or used in the next step to avoid catastrophe. Any Wounds not
converted into Destiny Points are now discarded.

2- Injuries: Roll 1D6 for each Hero that was Slain over the course of the Adventure and did not recover due to a
Long Respite. On a 1, the Hero has succumbed to their wounds. On a 2-3, they have been gravely wounded and
lose D6 unspent Destiny Points while they recover (to a minimum of 0). On a 4-6 they are able to avoid any long
term effects and recover in time for the next adventure. If a Hero has unspent destiny they may spend 1 point to
re-roll this roll.

3- Claim their Prize: In addition to their rolls for a Major or Minor victory on the Loot Table from Hinterlands,
if the Heroes defeated the enemy Boss they may roll on the Artifact Table for the Realm in which they are
adventuring and claim their Treasure that this boss was hoarding. Roll 1D6, on a 1-3 they have found a Relic, on
a 4-6 they have discovered a Weapon. See the appropriate section of the Rulebook or Gaming Book for Artifacts of
the Realms. The Players should determine which Hero is now equipped with this Artifact and remember that only
a single Artifact may be carried by each Hero.

If a Hero replaces their Artifact with a new one it may be given to another Hero in the Party immediately instead
of being discarded.

A Hero may also be equipped with any number of Items from the Loot Table.
4- Return to Civilization: Once they have concluded their Adventure the Heroes must still make their way back
to Civilization, which is a perilous affair in-and-of itself. Roll 1D6 for each Hero in the Party that was not Slain
during the Adventure.

Discard any dice that do not match another dice in the roll as they represent uneventful travel. If any doubles,
triples or quadruples are rolled, consult the following;

1,1 or 1,1,1 or 1,1,1,1: The Party is Ambushed on their return journey by the remaining Patrols. Immediately set
up and play a Wilderness Battle with the Heroes. Repeat Steps 1 and 2 (Convert Wounds to Destiny and Injuries)
after this battle. Do not complete Step 3 (Claim their Prize) again, but you may roll on the Loot table if the Heroes
win the Battle. Any Heroes that recovered in Step 2 will have D6 Wounds Remaining at the beginning of this
Battle and all other Heroes will be at their Wound Level from the end of the Adventure.

2,2 or 2,2,2 or 2,2,2,2: The Party faces many hardships on their return journey. Each Hero loses 1 Unspent
Destiny Point on their return trip due to their suffering.

3,3 or 3,3,3, or 3,3,3,3: The Party Encounters a group of travelling Kharadon Merchants who are willing to
barter their wares. Each Hero may spend up to 1 Unspent Destiny Point to roll on the Loot Table.

4,4, or 4,4,4, or 4,4,4,4: The Party discovers a massacred band of adventurers and searches through their
belongings before moving on. Roll once on the Loot Table to see what they find.

5,5 or 5,5,5 or 5,5,5,5: The Party finds an ancient nexus of power in the remote wilderness. Communing with the
elemental nature of the Realm itself invigorates the Heroes and they each instantly gain 1 Destiny Point from the
experience.

6,6 or 6,6,6 or 6,6,6,6: The Party discovers an Artifact long thought lost during the Age of Chaos. Roll on the
Artifacts table for the Realm being adventured in. This can be given to any Hero in the Party.

Any Quintuple (1,1,1,1,1, etc.): The Party encounters a Warlord that is travelling across the Wilderness!
Immediately set up and play a Defeat the Warlord Battle with the Heroes. Repeat Steps 1,2 and 3 (Convert
Wounds to Destiny and Injuries) after this battle. You may roll on the Loot table if the Heroes win the Battle.
Any Heroes that recovered in Step 2 will have D6 Wounds Remaining at the beginning of this Battle and all other
Heroes will be at their Wound Level from the end of the Adventure.

Once the Heroes return to more civilized lands they can rest and recover for their next adventure. If the Heroes
are Ambushed by a Patrol or face a wandering Warlord you do not roll again to return to Civilization as this
travel is considered already done. You may notice it is impossible for a lone Hero returning to Civilization to
trigger an event. This represents the ease with which a lone warrior may slip unnoticed through the realms but a
larger party will attract unwanted attention.
5 - Rest and Train: Once back to the relative safety of the various cities and towns of the Realms the Heroes will
recuperate from their injuries and apply the experience they have hard-earned during their Adventures. This is
represented by Destiny Points and returning to the Anvil of Apotheosis. Use the following steps;

Spend Destiny Points: Your Hero may spend any Unspent Destiny using Steps 5 and 6 of the Anvil of
Apotheosis with the following modifications;

- You may only purchase Minor Beast upgrades for your Hero between Battle Levels 1-3. Once you have
purchased Mounted Beast or Gargantuan Beast upgrades that Hero will no longer be able to embark on
Catacombs Adventures.

- Characteristic Enhancements and Abilities may only be purchased once for a Hero with the following exception;
Superior Vitality. This Enhancement may be purchased once per Battle Level. Once a Hero increases to the next
Battle Level this Enhancement may be purchased again.

ADDITIONAL ABILITIES AND ENHANCEMENTS

You may spend Destiny Points on any of the following Abilities and Enhancements when you are
Training and playing Realm Quest. Remember that these are unofficial abilities and therefore will
invalidate your Hero for Matched-Play games.

If your Hero has the Commander Archetype you may purchase the following Ability;

Adaptive Tactics: Your Hero is able to adjust their leadership based on the needs of the party. They
learn an additional Command Ability, either based on their Allegiance or from the basic list in the DP 4
Anvil of Apotheosis.

If your Hero has the Priest Keyword you may purchase the following once per Battle Level;

Commune with the Gods: Your Hero learns an additional Prayer, either based on their
DP 4
Allegiance or from the basic list in the Anvil of Apotheosis.

If your Hero has the Priest Keyword you may purchase the following Ability

Favoured of the Gods: Your Hero may attempt to invoke up to 2 Prayers in each Hero Phase
DP 6
instead of just 1.
If your Hero has the Wizard Keyword you may purchase the following once per Battle Level;

Arcane Learning: Your Hero learns an additional Spell, either based on their Allegiance, the basic
list in the Anvil of Apotheosis or randomly rolled from the Spells of the Realm the previous DP 4
Adventure took place in. The Signature Spell of a Realm may be chosen instead.

If your Hero has the Wizard Keyword you may purchase the following Abilities;

Arcane Power: Your Hero may attempt to cast a second spell each Hero Phase. DP 6

Arcane Defenses: Your Hero may attempt to unbind a second spell each Enemy Action Phase. DP 4

You may not re-equip your Hero’s weapons after they have been created. They are focusing on these
combat styles and have decided how they wish to fight, though they may ‘enhance’ their abilities using
Artifacts that take the same form as their favoured weapons. If you wish to model a new Hero with
different weapons take the opportunity to do so! You can consider minor weapon upgrades and changes
to take the form of the Enhancements and Abilities you have purchased for the Hero so far.

Once the Party has rested and trained they may meet with other Heroes, form a new Adventuring Party
and be ready for their next Adventure!

FURTHER ADVENTURES

You do not need to take every Hero you have created on each adventure and it is fun to mix and match
Heroes, build and convert new ones and take a different party out on each expedition. When you embark
on your next adventure simply select a party of Heroes from those you’ve created so far, determine the
Party’s Battle Level as described earlier and head out into the Mortal Realms to find glory!

Enjoy playing through these rules up to Battle Level 3 for your Party for now in the three Realms
provided (Aqshy, Ghur and Shyish). I will be adding new Realms and Adversaries going forward!
FIGHTING CATACOMBS BATTLES
ADVENTURES IN THE DUNGEONS OF THE REALMS

To a large degree it was the release of the Catacombs game boards by Games Workshop that inspired
writing these rules. These beautifully illustrated game boards and the plastic terrain that went with them
evoked the wonderful Quest games of the past in a more modern setting. These great Terrain boards
provide an alternative way to play using the Solo rules from White Dwarf 458. You can definitely enjoy
Realm Quest out in the Wilderness of the Mortal Realms, but it will truly come to life deep in the
dungeons and strongholds that endlessly pocket the universe of the Age of Sigmar.

Each Realm currently available to play (Aqshy, Ghur and Shyish) will be paired with one of the Dungeon
Battlefields currently available.

If you are adventuring in the Realm of Aqshy you will be exploring the Cinder Warrens. The Realm of
Ghur will see the Adventurers setting out to the Temple of Nagendra and the Realm of Shyish will have
the party venture into the Temple of Velorum. Later updates to these rules will add new Adversaries for
the Lair of Sphiranx (Ulgu) and Vranthrax’s Maw (Chamon).

PREPARING FOR A DUNGEON ADVENTURE

While four of the Boards for Catacombs are available separately from Games Workshop’s Webstore, the
Terrain which makes them truly come to life is currently only included in the Warcry Catacombs boxed
set. All of these items can easily be converted however from a variety of bits available in the Age of
Sigmar Range so it shouldn’t be too much of a Challenge to source the following;

COLLECTING DUNGEON TERRAIN


- 6 Open Doors (These honestly don’t need to be actual terrain pieces as you could simply just leave the
doorway empty, but it does look a lot cooler).
- 4 Closed Doors
- 1+ Collapsed Door
- 2 Door Levers
- 2 Reinforced Bridges
- 2 Wooden Bridges
- 1 Weapon Cache
- 2+ Low Rubble
- 1+ Ruined Wall Section
- 1+ Tunnel Grate
- 1+ Tomb
- 1+ Treasure Chest
The Azyrite Ruins and Age of Sigmar Objective boxed sets make great sources for materials to convert
most of these items if you are looking for a place to begin. Once you have collected the additional terrain
you need to play a Catacombs Adventure you should familiarize yourself with the additional rules for
interacting with it.
DUNGEON EXPLORATION

Use the following Exploration Table when embarking on a Catacombs Adventure instead of the
Exploration Table from White Dwarf 458.

CATACOMBS EXPLORATION TABLE


2D6 Result

The Warlord’s Lair: You have found the stronghold of a powerful enemy. Destroy them to
claim their riches for your party!
2-4
You must win the ‘Slay the Warlord’ Catacombs Battleplan to continue. If you win the Battle the
Adventure concludes and you may begin the Ending the Adventure steps.

Dungeon Encounter: The Catacombs ring the with battlecries of your adversary. Prepare to
cleanse this underworld of their presence!
5-7
You must win the ‘Dungeon Battle’ Catacombs Battleplan to continue. If you win the Battle advance
the Threat Counter by 1 and make another Exploration Roll.

A Brief Pause: An area of relative safety provides the Heroes with an opportunity to collect
themselves and tend to their wounds.
8-9

Heal 1 Wound allocated to each HERO in the adventuring party. Then; make an Exploration Roll.

A Safe Area: A quiet and well defended position allows for the Heroes to spend several
hours recuperating. Fallen friends may even make their way to find the group and rejoin
their companions.

10-11
Heal D3 Wound allocated to each HERO in the adventuring party. In addition, roll 1D6 for each
HERO that was Slain in a pervious Battle during this Adventure. On a 1-3 they remain lost in the
depths. On a 4-6 they may rejoin the Party with D6 Wounds remaining. Then; make an Exploration
Roll.

Hidden Vault: A long lost reliquary reveals a powerful artifact long thought lost to the
Realms.

Roll 1D6: on 1-3 the Heroes have found a Relic, on a 4-6 they have found a Weapon. Now roll 1D6 on
12+
the appropriate Artifacts table of the Realm the Adventure is taking place in. This item may
immediately be equipped to any Hero in the party. If they already have an Artifact then this will
replace it, though the replaced Artifact may be given to another Hero currently without an Artifact
instead of discarding it. Then; make an Exploration Roll.
CATACOMBS SPECIAL RULES

Actions are a catch-all term for those things a Hero may need to do while adventuring in the Catacombs
of the Mortal Realms. Each Dungeon Battlefield may have unique Actions associated with it. A Hero may
only perform an Action if they are not within 3” of any enemy models. Whenever a Hero wishes to
perform an Action must declare they will do so at the end of their Movement. Unless the Action states
otherwise hey will then forfeit the ability to fire Missile Weapons in the Shooting Phase, Charge during
the Charge Phase and Pile in and Fight in the Fight Phase. If they change their mind later on and decide
to do any of these things the Action will automatically fail as the Hero abandons their task for more
pressing things. Provided the hero then makes it to the end of their turn without doing any of these
things the Action will succeed as described.

The following Actions may be performed during any Catacombs Adventure;

CATACOMBS ACTIONS
Jump: A Hero may only perform this action if they are within 1” of a Hazard at the end of their own Movement
Phase. Roll 1D6 at the end of that Shooting Phase.

On a 1, the Hero has slipped and jumped badly. Roll a further D6. On another roll of a 1 the Hero plumets to their
likely demise. They may take no further part in the Adventure and are immediately Slain, though they may return
later during a Long Respite or turn up after the Adventure concludes. On a further roll of a 2-6 the Hero lands
right at the edge of the pit and must spend the remainder of the turn scrambling back to safety and suffers 1
Mortal Wound from the Hazard itself. They may not Charge or Pile and and Fight this turn. Place the Hero on
the opposite side of the Hazard at the nearest point to where they made the jump, even if they are within 3” of
enemy models.

On a 2-5 the Hero is placed on the opposite side of the Hazard at the nearest point from which they jumped, even
if within 3” of enemy models. They may not Charge this turn, but may pile in and fight if now engaged with the
enemy.

Ona. 6 the Hero gracefully lands on the other side of the Hazard at the nearest point from which they jumped and
may both Charge in the Charge Phase and and Pile in and Fight in the Fight Phase.
Operate a Lever: A Hero may perform this Action if they are within 1” of a Level at the end of the Movement
Phase and also the same side of a Door as the Lever itself. Roll 1D6;

On a 1, the Lever is badly rusted and stuck. The Hero must spend the remainder of the turn fighting with it to get
the Door to open. At the end of the Fight Phase replace the Closed Door within 1” of this Lever with an Open
Door, or the Open Door within 1” of this Lever with a Closed Door.

On a 2-6 the Lever is in good working order. At the end of the Shooting Phase replace the Closed Door within 1”
of this Lever with an Open Door, or vice-versa. The Hero may Charge, Pile-in and Fight as normal this turn.

Search: A Hero may perform a Search Action if they are within 1” of a Terrain Piece that is described as
Searchable. Roll 1D6;

On a 1, nothing of any significance is found and the Hero’s fumbling ruins the ability to either open or discover
anything of significance. This Terrain Piece is loses the Searchable ability for the remainder of the Battle.

On a 2-5 something of value has been found. Consult the Terrain Piece’s rules to see what effects this has.

On a 6, a rare find has been made. Consult the Terrain Piece’s rules to see what effect this has.

Special Terrain are those items that litter the Dungeons of the Mortal Realms. A variety of these items
will be set up when creating the Battlefield and generally speaking no two Dungeon’s will be alike
regardless of what Terrain Board from the Catacomb’s set is being used.

CATCOMBS TERRAIN FEATURES


Open Doors: These Terrain pieces are not strictly necessary but are visually pleasing and useful for marking the
locations of Doors on the Battlefield. Each Dungeon Battlefield will have up to 10 locations for doors. No matter
their Base size, a model in Realm Quest is considered able to squeeze through an Open Door.

Closed Doors: These doors are sealed and locked. They may be replaced by Open Doors by activating Levers that
are within 1” of them. Levers may also return these doors to Closed later on. They do not block Line of Sight but
any Missile Attacks targeting a model with a Closed Door between them incur a -1 to Hit Rolls and the target
will gain the bonus of Cover to their Save. Closed Doors may be attacked in the Fight Phase (but models may not
Pile In to them) if a Hero has them in range of their Melee Weapons. They have 3 Wounds and a 3+ Save. They
are removed and replaced with a Collapsed Door if destroyed. Adversaries that have a Closed Door in Melee
Range during the Fight Phase will automatically attack it. Models may not make Melee Attacks through a Closed
Door and Engagement may not be measured past them. A door being destroyed may result in Heroes and
Adversaries ending up Engaged and any models that have not yet fight may pile in and do so.
Collapsed Doors: These Doors have been destroyed. The are considered a low 1” Barrier across the doorway but
will not block movement. If a Lever is within 1” of a Collapsed Door it will no longer operate it, for obvious
reasons. No matter their Base size, a model in Realm Quest is considered able to squeeze through a Collapsed
Door.

Door Levers: These are always deployed within 1” of a Closed Door when creating a Dungeon Battlefield. They
may be operated using the appropriate Action.

Reinforced Bridges: These Bridges will span large Hazards. They allow Heroes to move across the Hazard
without having to Jump and Adversaries to move across normally in the Movement Phase. They may not be
harmed by Missle Weapons but may be attacked by Melee Weapons if a Hero wishes in the Fight Phase. They have
5 Wounds and a 3+ Save.

Wooden Bridges: These Bridges will span small Hazards. They allow Heroes to move across the Hazard without
having to Jump and Adversaries to move across normally in the Movement Phase. They may be harmed by Missle
Weapons that can draw Line of Sight to them and may be attacked by Melee Weapons if a Hero wishes in the
Fight Phase. They have 3 Wounds and a 4+ Save.

Weapon Cache: A pile of various armaments has been left behind by either previous adventurers or the
inhabitants of this Dungeon. Most are rusted and worthless but it’s possible something useful remains.

Searchable: On a successful Search the Hero finds a fine if brittle weapon to momentarily enhance their combat
abilities. For the rest of this Battle the Hero may re-roll a single Hit or Wound Roll each time it piles in and fights.
The weapon is badly maintained and its use after so long will ruin it at the end of this Battle. If a Rare Find is
rolled, the Hero may immediately gain 2 Destiny Points to use on one of the following upgrades that it does not
currently possess: Mighty Weapon or Sharpened Edge. This upgrade is permanent and should be updated on their
Warscroll immediately. If the Hero already possesses these Enhancements the Rare Find may be given to another
Hero in the Party within 6” instead. Otherwise treat it as a roll of 2-5 instead.

Once Successfully Searched this Terrain Feature may not be Searched again this Battle.

Low Rubble: These Terrain Features are considered Barriers. They do not impede movement but will provide
Cover from missile or Melee attacks against models on the opposite side and within 1” of them.

Ruined Wall: A Ruined Wall will no longer block Line of Sight like Dungeon Walls do. It is a Barrier and
reduces movement by 1” if crossing it. It provides Cover from Missle or Melee attacks against models on the
opposite side and within 1” of it. No matter their Base size, a model in Realm Quest is considered able to hurdle a
ruined wall.
Tomb: The Dungeons of the Mortal Realms contain the remains of many ancient heroes and villains. Tombs
Barriers and are Searchable.

Searchable: On a successful Search Action the Hero finds a trinket of a past age that seems to glow with a
protective light. For the remainder of the Battle they may re-roll a single failed Save roll each Battle Round after
which the light of the item seems to fail and it becomes unremarkable once more. If a Rare Find is made, the Hero
may immediately gain 2 Destiny Points that are spent at once on an Armour Enhancement and should be
updated on their Warscroll Immediately. If the Hero already possesses this Enhancement the Rare Find may
instead be given to another Hero in the Party within 6” instead. Otherwise that it as a roll of 2-5 instead.

Once Successfully Searched this Terrain Feature may not be Searched again this Battle.

Treasure Chest: Many Adversaries horde their valuables in locked Chests. This Terrain Feature is Searchable.

Searchable: On a successful Search Action the Hero is able to open the Chest. Roll once on the Loot Table (White
Dwarf 458) to see what it contains. In the case of a Rare Find, roll twice and apply both results.

Once Successfully Searched this Terrain Feature may not be Searched again this Battle.

Tunnel Grate: These Terrain Features allow the Adversaries access to the underworld of additional tunnels
throughout the Dungeon. When an Adversary spawns reinforcements in a Catacombs Battle (whether at the start
of a Battle Round or via a Boss Action) roll 1d6. On a 1, 2 or 3 determine the random Entry Point on the
Dungeon Battlefield for them to appear at as normal. On a 4+ place the first model on top of the Tunnel Grate and
the remaining models within 1” of one previously placed. All models should be wholly within 3” of the Grate if
possible.

THE DUNGEON BATTLEFIELD

Dungeons have a variety of different features that make them different from normal Age of Sigmar
Battlfields.

Walls are marked by red lines. When measuring any distance between two points on the Battlefield,
whether for spells, abilities or other effects, measure around walls using the shortest route. Walls are
enclosed and infinitely high and cannot be moved through.

Hazards are dangers a Dungeon Battlefield hold that cannot be stood upon or moved across unless the
model has the Fly keyword. Even then they must end their movement on solid ground and cannot
‘hover’ over a Hazard. Any model involuntarily moved into a Hazard is considered Slain.

Entry Points are those open edges of the Battlefield from which models may enter and leave. Each
Dungeon Battlefield has 12 such points, three per side. When randomly determining an Entry Point, start
at the top left Entry Point and roll a 12 sided die. If you do not have one, roll 1D6 for odd or even (1,3,5 is
odd, 2,4,6 is even) and 1D6 for the number (1,3,5,7,9,11 or 2,4,6,8,10,12).
Board Sections are the eight folding rectangles that make up a Dungeon Battlefield. When setting up
Terrain these will be referred to for determining the order in which Terrain is randomly generated. The
board from the Warcry: Catacombs boxed set only has four Board Sections. In this Dungeon only make
four rolls!

When setting up the Dungeon Battlefield, follow these steps;

CATACOMBS BATTLEFIELD SETUP


1- Orient the Battlefield: Place the Dungeon Battlefield so one of the long edges is facing the player
setting up the Terrain.

2- Place Doors: Starting with the Board Section to the top left and working clockwise around the board,
roll 1D6 for every doorway on the Battlefield. On a 1-2 place a Closed Door. On a 3+ place an Open
Door. Once all Open or Closed Doors are placed, the remaining doorways will automatically be of the
type remaining.

3- Place Levers: Starting with the Board Section to the top left and working clockwise around the board
roll 1D6 for each Closed Door on the Battlefield on 1 there is no lever at this Doorway. On a 2-3 place
the Lever to the side closest the to the top left corner. On a 4-5 place the Lever to the far side of the door
from the top left corner of the Battlefield. On a 6 the Player may choose which side to set it up on.
Levers are always placed within 1” of the Closed Door. Once two levers are placed there is no further
need to roll.

4- Generate Bridges: If the Dungeon Battlefield contains any Hazards roll 1D6 for each one. On a 1
there is no Bridge present. On a 2-6 place a Wooden Bridge on a Small Hazard or a Reinforced Bridge
on a Large Hazard.

5 - Generate Terrain: Starting with the Board Section to the top left, roll 1D6;

On a 1, there is no additional Terrain on this Board Section.


On a 2, place a Ruined Wall along one of the Red Walls on this Board Section. If there are no walls roll again.
On a 3, place a piece of Rubble as close the centre of the Board Section as possible.
On a 4, place a Tunnel Grate as close to the centre of the Board Section as possible.
On a 5-6 a Searchable piece of Terrain is on this Board Section. Roll again; 1-2 Weapon Cache, 3-4 Tomb, 5-6
Treasure Chest. Place it as close to the centre of the Board Section as possible, along a Wall.

It is possible that the Terrain may overhang from one Board Section to another in order to make placing it
pleasing; this is perfectly acceptable. If you have run out of appropriate Terrain models of a given type, simply re-
roll until you get a different result.

Once the Dungeon Battlefield is set up, follow any additional instructions based on the Battleplan
you are going to be fighting.
BATTLEPLAN

DUNGEON ENCOUNTER
The Heroes have descended further into the Catacombs yet again and come upon a large
group of foes patrolling the depths. Destroy them quickly before they summon
reinforcements!
THE ARMIES
The Players use their Realm Quest Adventuring Party as their Army.

The Adversary Army includes D3+1 Minion Units.

THE BATTLEFIELD
Set up the Dungeon Battlefield as described in the Realm Quest Catacombs Adventures rules.

SET-UP
Randomly determine which Entry Point the Adventuring Party enters the Battlefield from. Place all the
Heroes within 4” of this point. Count clockwise six Entry Points away from the Heroes. This is the
Primary Adversary Entry Point. The Adversaries then deploy their first Minion unit wholly within 6”
of that point. Roll 1D6 for each addition unit. On a 1, deploy them D3 Entry Points closer to the
Adventurers, within 6”. Alternate to the left and right sides of the first unit placed until all Adversary
Units are placed.

BATTLE LENGTH
The Battle lasts until all the models from one of the armies have been slain.

REINFORCEMENTS
The noise of battle will rouse additional reinforcements to this level of the Catacombs if the Heroes do
not dispatch their enemies quickly enough.

At the beginning of each Battle Round after the first, roll 1D6 before determining Initiative. On a roll of
a 1, generate a new Minion Unit and set them up wholly within 6” of a random Entry Point.

GLORIOUS VICTORY
At the end of the battle, if all the models in the Adversary army were slain, but no Heroes have in the
Adventuring Party have been, the Players win a Major Victory.

Instead, all of the Adversaries have been slain but one or more Heroes from the Adventuring Party
have also been slain, the Players win a Minor Victory.

Otherwise, if all the Heroes in the Adventuring Party have been slain the Adversary wins a Major
Victory.
BATTLEPLAN
THE WARLORD’S LAIR
Deep within the Catacombs the Heroes have found the stronghold of a great and powerful
Warlord of this Realm. They will need all their courage to defeat this monstrous foe but
with that victory go great spoils and the end of the Adventure!

THE ARMIES
The Players use their Realm Quest Adventuring Party as their Army.
The Adversary Army includes 1 Boss Unit and D3 Minion Units.

THE BATTLEFIELD
Set up the Dungeon Battlefield as described in the Realm Quest Catacombs Adventures rules.

SET-UP
Randomly determine which Entry Point the Adventuring Party enters the Battlefield from. Place all the
Heroes within 4” of this point. Count clockwise six Entry Points away from the Heroes. This is the
Primary Adversary Entry Point. The Adversaries then deploy their Boss unit wholly within 3” of that
point. Roll 1D6 for each additional unit. On a 1, deploy them D3 Entry Points closer to the Adventurers,
within 6”. Alternate to the left and right sides of the first unit placed until all Adversary Units are
placed.

BATTLE LENGTH
The Battle lasts until all the models from one of the armies have been slain.

REINFORCEMENTS
The Warlord will call as many additional reinforcements to this level of the Catacombs as they can to
defend their Lair if the Heroes do not dispatch their enemies quickly enough.

At the beginning of each Battle Round after the first, roll 1D6 before determining Initiative. On a roll of
a 1, generate a new Minion Unit and set them up wholly within 6” of a random Entry Point.

GLORIOUS VICTORY

At the end of the battle, if all the models in the Adversary army were slain, but no Heroes have in the
Adventuring Party have been, the Players win a Major Victory.

Instead, if all of the Adversaries have been slain but one or more Heroes from the Adventuring Party
have also been slain, the Players win a Minor Victory.

Otherwise, if all the Heroes in the Adventuring Party have been slain the Adversary wins a Major
Victory.
WILDERNESS AND CATACOMB REALM RULES

Currently the Solo Rules from White Dwarf 458 include Adversary rules for some key foes from three
different Realms. When Adventuring in the dungeons of these Realms apply the following rules;

AQSHY: THE REALM OF FIRE


The Adversaries for this Realm are the Khorne Bloodbound as featured in White Dwarf 458. The
Cinder Warrens Dungeon Battlefield should be used for Adventures in this Realm. Any Artifacts
discovered in this Realm should be generated from the Aqshy tables in the Rulebook or Gaming Book
and Wizards can learn the appropriate Realm Spells after an Adventure in this Realm.

Dungeon Special Rules: The Hazards in the Cinder Warrens are particularly dangerous and the heat of the
raging infernos below can scorch even those not above the Hazard. Roll 1D6 for any Hero or Adversary unit that
ends a normal move within 1” of this Hazard, even if they are on a Bridge. On a roll of a 1 the unit takes a Mortal
Wound. If model rolls a 1 on a Jump Action but does not fall to be slain they will take D3 Mortal Wounds instead
of just 1.

Wilderness Special Rules: The open wilds of Aqshy are a terrifying ash-blown wasteland. Constant eruptions
can cause a rain of molten lava to suddenly hurtle into the battlefield. At the beginning of each Battle Round
randomly determine one of the 4 Board Sections of the Battlefield. Roll 1D6 for each unit in that section; on a roll
of 1 that unit tables D3 Mortal Wounds.

GHUR: THE REALM OF BEASTS


The Adversaries for this Realm are the Gloomspite Gitz as featured in White Dwarf 458. The Temple of
Nagendra Dungeon Battlefield should be used for Adventures in this Realm. Any Artifacts discovered
in this Realm should be generated from the Ghur tables in the Rulebook or Gaming Book and Wizards
can learn the appropriate Realm Spells after an Adventure in this Realm.

Dungeon and Wilderness Special Rules: The Adversaries of the Realm of Beasts are numerous and
belligerent. When rolling for Reinforcements or Ambushes in the Realm of Beasts, re-roll the dice if it is not a 1.

SHYISH: THE REALM OF DEATH


The Adversaries for this Realm are the Nighthaunts as featured in White Dwarf 458. The Halls of
Velorum Dungeon Battlefield should be used for Adventures in this Realm. Any Artifacts discovered in
this Realm should be generated from the Shyish tables in the Rulebook or Gaming Book and Wizards
can learn the appropriate Realm Spells after an Adventure in this Realm.

Dungeon and Wilderness Special Rules: The dead do not rest easy in Shyish and are jealous of their prizes. If
a 1 is rolled when performing a Search action in this Realm the Hero will take a Mortal Wound in addition to the
normal results.
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