Greetings brave adventures. As you know I am a powerful wizard working in service for the of the empire. I started out like you, as one of a group of fresh faced young adventure seekers working for our powerful wizard emissary of the emperor and my personal mentor, er, Mentor. I hope you'll have the honour of meeting him soon. I have guided many new adventurers over recent years and a few of them are very much alive and well. The Empire is still suffering from repeated attacks from an ever increasing number greenskins. I'm to join with my comrades to help protect the city of Altdorf from an army that marches from the worlds edge mountains. A lair has been discovered in the mountains that seems to be of great strategic importance to the greenskins. It should be almost deserted as the army marches north and many orcs were seen coming from the lair. We suspect that the greenskin hordes are being controlled by some other influence, as they seem to be far more organised than we have come to expect from their kind. Your first quest together will be to enter the lair to see if you can discover anything about who's behind these attacks. When your quest is complete meet me back here in the village. Are we all clear? Excellent, go away.
As you several day journey takes you closer to the mountains in the distance you begin to form a strong bond with your new partners almost immediately and you hope that fate will allow you to enjoy many adventures with your three newest comrades.
A. Rummaging through a load of useless junk in the cupboard you manage to scrape together 15 gold pieces.
B. This room lacks the distinct mess, and stench of the others. It's obvious that it's not used by the green skins but there are no clues as to who's responsible for shaping them into a well organised force.
There's nothing of use on the bench or in the bookcase but the treasure chest is locked and it's too strong to force open.
C. Hidden under a loose tile on the mantelpiece of the fireplace you find a small brass key. This opens the chest in the eastern room which contains a Mesmerism scroll.
D. Throughout the room, as well as the rack there are various smaller torture devices.
On one of the tables, amongst many hideous instruments you find a good knife.
E. The treasure chest contains 65gp.
F. The force influencing the tribe becomes clear as you find yourself staring into the eyeholes of a fearsome chaos warrior's helmet, with a green skinned bodyguard at either side. You could swear that you can see him smiling under that helmet.
Wandering Monster: Goblin
Yea sorry about that, I didn't realise the tribe had so many goblin slaves, that's my bad. At least the two of you are alive and we... alive. We'll always remember Disarmer and the other one. If the forces of chaos are organising the greenskins then that must mean they're attempting to soften resistance in preperation for an attack ofteir own.
Mentor has sensed a melevolent magical presence in the town of Keepford. We don't know the exact nature of this threat but it presents a great threat to the inhabitatants. I'm affraid there's no time to recouparate, but the healer of this village owes me a favour. He'll heal for physical wounds for no cost. Buy any equipment you might need here in the village before you leave rather than waiting until you get to Keepford because there's no telling what you might find arrive. I need to tell Mentor about this new chaos threat, I'll meet you there soon.
* Can be used by the Wizard and Sorcerer.
+ Can be used by the Paladin, the Paladin can use all Basic Equipment and can wear any armour.
/ Can be used to attack diagonally.
_ Can be used to attack two straight (not diagonal) squares away if there's no enemy on the square between.
- Can be thrown. Damaged on two skulls, thrown straight back on two white shields, broken on two black shields.
= Can be thrown. Damaged on a skull and white shield, thrown straight back on two white shields, broken on two black shields.
# Can be thrown. Damaged on a skull and black shield, thrown straight back on two white shields, broken on two black shields.
^ Ranged weapon, can't be used when adjacent (including diagonally) to the target and two handed unless stated otherwise.
Basic Equipment
6 Darts: 2GP
6 Bolts: 4GP
6 Quarrels: 6GP
6 Arrows: 8GP
Torch*: 10GP A1 Fire based, illumination.
Pole*/: 10GP A1 Two handed.
Rope*: 10GP Allows escape from a Deep Pit.
Mirror*: 10GP Stops Vampires trying to Transfix you, takes one had to use.
Flask Of Oil*-: 10GP A1, one use fire based ranged attack.
Buckler: 20GP +1D against ranged attacks, cannot be used with a two handed weapon.
Helm: 20GP +1D against falling objects.
Shield: 100GP +1D, cannot be used with a two handed weapon.
Helmet: 120GP +1D, additional +1D against falling objects.
Tool Kit*: 250GP.
Basic Weapons
Club*+: 0GP A1.
Javelin-: 10GP A1.
Dagger*/: 20GP A1.
Knife*/_: 30GP A1.
Sword: 40GP A2.
Axe: 50GP A2.
Spiked Club+: 60GP A2.
Staff*+/: 100GP A2 Can attack diagonally if being used with both hands.
Hammer_+: 120GP A2.
Warhammer/+: 140GP A2.
Hand Axe=: 150GP A2.
Short Sword/: 150GP A2.
Spear/-: 150GP A2.
Double Axe: 200GP A3 Two handed unless being used by the Barbarian, Warrior or any Dwarf.
Broad Sword: 250GP A3.
Mace+: 260GP A3.
Trident/: 280GP A3 Two handed unless being used by the Barbarian, Warrior or Fighter.
Halberd/: 300GP A3 Can attack diagonally if being used with both hands by a Champion, cannot be used by any Dwarf.
Bow^: 300GP A2, A1 for a Dwarvens, can be shot twice in succession if not wearing Heavy Armour and user doesn't move that turn or moves at half rate for an Elvin.
Ball And Chain/+: 320GP A3 Two handed unless being used by the Barbarian, Warrior, Fighter, Knight or Paladin.
Crossbow^: 350GP A3 Fires Quarrels.
Long Sword/: 350GP A3 Dwarvens can't attack diagonally.
Flail/+: 360GP A3.
Battle Axe: 400GP A4.
Basic Armour
Cloth Armour: 50GP D1 S12.
Padded Armour: 100GP D2 S8.
Studded Armour: 150GP D2 S10.
Leather Armour: 200GP D2 S12.
Splint Mail: 250GP D3 S4.
Banded Mail: 350GP D3 S6.
Chain Mail 450GP D3 S8.
Scale Mail: 550GP D3 S10.
Ring Mail: 650GP D3 S12.
Suit Of Armour: 750GP D5 S2, Elvens S1.
Plate Mail: 850GP D4 S4.
Rule changes
A slight change to the random movement conversion, 6 = the lowest two of three dice instead of the highest of two dice. The highest of two would mean that six would be the max which isn't right and it has a nice symmetry this way.
Monsters can now pick up equipment that's laying around. It was annoying that the knife was sitting there and they couldn't use it. If two shields are rolled on the throwing roll the target throws it straight back. That could be quite funny, especially if it happens more than once.
Out of sight monsters won't appear on the map.
The random traps are poisoned darts and need an antidote to heal.
Slight change to the random monsters. This makes each situation unique.
Wandering Monster: Can now only be drawn from the treasure deck, standard rules.
Sentry: Also can only be drawn from the treasure deck, wandering monster rules except that they can't attack straight away.
Monster Patrol: When a black shield is rolled, same as before.
Sneak Attack: When a white shield is rolled followed by a 1, same as monster patrol rules except that they can take a turn straight away.
Sentinel: When a white shield is rolled followed by a 2, same as monster patrol rules except that they can move straight away but not make an attack.
Road Warrior was here first so gets first pick of hero (just this time though). These are the four new heroes that the dwarf has unlocked or can have one of the original sixteen, apart from the dead ones. I’ve only just done them and they could change a bit if they seem too unbalanced but they should be okay. The archer doesn't unlock anyone because he was chosen by a player who isn't involved. That's handy actually because the archers group has the assassin and rogue in it and their backstabbing rule would be a pain in p-b-p.
Dwarf warriors are often referred to as rune warriors because of that races love of runes. They tend to be sturdy, if a little slow and experts at using hammers and axes.
Race: Dwarven (Dwarf). Class: Rune Warrior. Equipment: Hammer, Dagger, Banded Mail, Buckler, Helm.
Attack = 3* Defence = 3 Movement = 6 Body Points = 7 Mind Points = 3
Special Rules:
You gain +1 attack dice when using any type of hammer.
Veteran:
Black shields count as skulls when using any type of hammer.
Master:
Black shields count as skulls when using any type of axe.
Legend:
You gain +1 attack dice when using any type of axe.
Runesmiths are held in high regard by the dwarves. They are able to imbue items with magical properties and make handy warriors in their own right.
Race: Dwarven (Dwarf). Class: Rune Smith. Equipment: Rune Great Hammer (one rune of flight), Rune Dagger (three runes of fire), Rune Splint Mail (two runes of speed).
Attack = 3* Defence = 3 Movement = 6 Body Points = 6 Mind Points = 4
Special Rules:
You can engrave a rune onto a non magical item between Quests, protecting it from spells and making weapons usable against ethereal targets. You will place a rune on the equipment of allies for 10% of the items base value or 20% for a master rune. A runed item adds 5% to its base sale value for every rune and 10% for a master rune.
Rune of fire on non magical weapons giving +1A against monsters vulnerable to fire.
Rune of flight on throwable non magical weapons making them damaged instead of broken, undamaged instead of broken with two runes, and undamageable with three runes.
Rune of speed on non magical armour giving it +1 to its maximum speed.
Rune of protection on a generic item allowing you to ignore the effect of an enemy spell on the combat dice roll of a black shield, white shield for two runes and any shield for three runes.
Veteran:
You can engrave two runes on each item.
Master:
You can engrave master runes.
Master rune of fire on non magical weapons allowing black shields to automatically cause 1BP damage against targets vulnerable to fire.
Master rune of speed on non magical armour allowing the user to move diagonally at a rate of 1.5 movement.
Legend:
You can engrave three runes on each item.
Dwarves who favour crossbows are known as rune rangers. They tend to lack the physical resilience of most dwarves but the ranged abilities nicely compliments their slower than average speed.
Race: Dwarven (Dwarf). Class: Rune Ranger. Equipment: Light Crossbow, 18 Bolts, Axe, Dagger, Banded Mail, Helm.
Attack = 2* Defence = 3 Movement = 6 Body Points = 5 Mind Points = 5
Special Rules:
You can reroll one black shield when firing any type of crossbow.
Veteran:
You can reroll any amount of black shields (including rerolled ones) when firing any type of crossbow.
Master:
You can reroll one white shield when firing any type of crossbow.
Legend:
Black shields count as skulls when firing any type of crossbow.
Rune Priests are unique among dwarves in that they are able to cast spells, albeit only from scrolls. They also excel against undead and chaos and have basic healing skills but their magical abilities don't come naturally to dwarves and they pay for it with a lack of the physical resilience that typifies most dwarves.
Race: Dwarven (Dwarf). Class: Rune Priest. Equipment: Hammer, Dagger, Banded Mail.
Attack = 2* Defence = 3 Movement = 6 Body Points = 6 Mind Points = 4
Special Rules:
You are a level zero Magician.
You gain +1 attack dice against Chaos and Undead.
You can heal 2BP and MP of your own or a directly adjacent ally per Adventure instead of attacking, healing any amount at a time.
Veteran:
You are able to use your attacking action to Turn Undead once per Adventure, causing any Undead monsters in the same room or corridor to loose 1BP on the roll of a skull and 3MP or 3BP if the target doesn't have any MP on a black shield (roll separately for each).
Master:
You can Turn Chaos instead of Undead once per Adventure.
Legend:
You can Turn Undead and/or Chaos (but not at the same time) twice per Adventure.
Some of this is a bit rough and needs rewording to tidy it up but hopefully it's all understandable.

1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. US 





























