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Temple 2.1
Temple 2.1
Between adventures, many Warriors come to the local temple to offer up prayers and sacrifice in thanks for
the adventure just completed, and for aid in the next.
Type of Temple
A Temple found in a Settlement is always of a generic nature.
From the followers of Sigmar or Ulric in the Empire to the Lady
of the Lake and Shallya in Bretonnia, all who visit a Temple
pray to their own god and no one is ever denied entry based
upon their faith. Visitors use private prayer chambers if
requested and therefore a member of a Cult of Chaos may
worship in a room adjacent to one with a follower of Taal and
Rhya.
Perhaps the most important in the Old World are Sigmar, the
patron god of the Empire, the Lady of the Lake, patron
goddess of Bretonnia and Ursun, the patron bear god of
Kislev. But other important dieites include Morr, Shallya, Tall,
Rhya, Ulric, Verena, Ranald, Manann and Myrmidia.
1
WARHAMMER QUEST – TEMPLE v2.0
Once during the next Adventure your Warrior experiences an increase in dexterity and may automatically Escape
from Pinning.
Your Warrior’s heart if filled with courage. For one Turn in the next Adventure, your Warrior is immune to
psychological effects such as Fear or Terror .
Your Warrior’s instincts are sharpened. For any one Attack in the next Adventure, your Warrior gets +1 to their To
Hit roll.
Your Warrior is granted a moment of insight. During the next Adventure, your Warrior may re-roll one missed Attack.
Your Warrior has a vision of things to come and may re-roll one dice roll during the next Adventure.
Your Warrior is empowered by their deep belief. For any one Attack in the next Adventure, your Warrior automatically
hits their opponent.
Your Warrior gains superior precision. For any one Attack in the next Adventure, your Warrior may add +2 to their To
Hit roll.
During the next Adventure your Warrior experiences divine intervention and may ignore the Damage from a single
blow.
Your Warrior’s actions are strengthened by their faith. For one Attack in the next Adventure, your Warrior causes
Double Damage.
Your Warrior’s strength is bolstered by an extraordinary force. During the next Adventure your Warrior may roll an
extra 1D6 when rolling the Damage for any one Attack. Your Warrior must declare that they are using this ability
before they roll To Hit. If the Attack misses, the ability wasted.
Your Warrior’s movement is directed by a higher power. For any one Attack in the next Adventure, your Warrior gets
+3 to their To Hit roll.
Your Warrior is protected by a supreme source. During any one Turn in the next Adventure, all Monsters suffer -1 To
Hit your Warrior.
Your Warrior gains resilience due to their faith. For one Turn in the next Adventure, your Warrior gets +1D6
Toughness.
Your Warrior’s hand is guided by powers unseen. During any one Turn in the next Adventure, all of your Warrior’s
normal Attacks are doubled.