Warhammer Quest

Witch Hunter Librarian

By Thecustodian


“Knowledge is power. And power corrupts.”
Witch Hunter Maxim
Inscribed above the entrance to the Sanctuary Library of Nuln

 

The order of the Witch Hunters is, by all accounts, a shadowy and mysterious one. Its members are seldom seen by the ordinary civilians of the Old World, for which they are usually grateful. However, for every Witch Hunters observed, there is always at least one other who is never seen at all, at least not as a Witch Hunter. Along with their network of spies and informants across the land, there are Witch Hunters who act as guards and keepers of hidden and forbidden knowledge. In every Witch Hunter’s Guild there are items of arcane wonder, but in a few places across the Old World there are far greater collections, including magical items, accounts and reports of the movements of known foes, and evil tomes seized from vanquished necromancers and sorcerers. For this, and the many pious works also stored, these places are known as Sanctuary Libraries, to the few that know of them, anyway. The guardians and cataloguers of this information are Witch Hunter Librarians, and they are just as committed to the destruction of evil as their stake-wielding fellows.
Now and then, it becomes necessary for one of these scholars to leave the library and travel, often in the company of other Witch Hunters. They seek out sources of chaos, like tainted books or artifacts, and remove them to the safety of the Sanctuaries.

You will require the Rules for the Witch Hunter to use the Librarian.

 

Starting as a Librarian

The Librarians have the same stats as normal Witch Hunters, save for Wounds, having 1D6+7

Weapons

Librarians are armed with a Blessed Sword, which does normal damage and which counts as magical. While he wields the sword, the Librarian receives Magic Resistance 6+

Armour

The Librarian wears no armour

Equipment

The Librarian carries three pieces of equipment; the Flaming Brand, the Holy Book, and an amulet.

Flaming Brand
This is a metal construction of dwarven origin that can burst into flames at a moment’s notice. It is carried like an ordinary torch, and when ignited, will burn for 2D6 turns. During this time, it acts as a lantern, and can be used as a weapon. Roll to hit as normal. If it hits, roll 1D6. On a 1-3, do normal damage. On a 4+, however, the target is alight, and suffers double damage on this turn, as well an extra 1D6 unmodified damage each turn, until the roll of a 1 or 2 for damage, whereupon it extinguishes (unless relit!)
The Librarian must make an Initiative test of 7+ to light the Brand if he is in the dark. If he fails, then he and any other warriors are Lost in the Dark. If he succeeds, he has the limited time to find another source of light etc.

Holy Book
An inspiring tome, the Librarian may store Invocations here in the normal fashion. It comes with 1D3 already, which may be used once, at any time.
Roll 1D6 to decide the type of each Invocation

1-3       Roll on the Witch Hunter Invocation table
4 Bane of Greenskins
Roll two D6’s. One of these (your choice) shows how many greenskins are affected, and the other shows how many unmodified wounds they take.
5 Invocation of Fear
Roll 1D6 for each Monster when they are placed. On a 6, that Monster retreats immediately. Withdraw it from the board. No gold is earned.
6 Invocation of Faith
As soon as this is spoken, the Librarian, and any other Witch Hunters or Warrior Priests gain +1D6 Faith, to be used by the end of the dungeon or lost.

Amulet
Roll on the normal Witch Hunter table to see which Amulet he gains.

Faith
The Librarian does not have faith in the same way as the Witch Hunter.
He also has none of the bonuses, such as extra gold for slaying a sorcerer. Instead, he has a mission.
Roll 1D6 at the start of the adventure.

1 Magical Armour
2-3       Magical Weapon
4+ Magical Item

This is the item he has been asked to retrieve and return to the Sanctuary. When the warriors come across an item of this description, roll 1D6. On a score of 5+, it is the required item! The Librarian must claim it immediately, swapping it for a piece of his treasure if he is claiming out of turn.
Once he has secured this item, the Librarian gains double the gold for it (minimum of 300) at the end of the adventure.

 

Advanced Rules

In the advanced game, the Librarian can train and improve his skills, while capturing important artifacts and returning them to Witch Hunter’s Guilds and Sanctuary Libraries.

Note that in the advanced game, the Librarian’s Amulets have charges, as normal.

In addition, the Witch Hunter’s Guild now regulates his Missions.

Treasure and Equipment

The Librarian may use exactly the same Equipment as a Witch Hunter.

Settlements

The Librarian does not travel around as a Witch Hunter, so has none of the advantages or penalties of being feared. Despite his fighting abilities, he is also less likely to directly challenge potential evildoers, and is more likely to tip off the local authorities. He is not ‘looking for trouble’ in that sense.

The Librarian may undertake any activity the Witch Hunter can in a settlement, although with changes to the Witch Hunter’s Guild, as detailed below

 

Witch Hunter’s Guild

Here the Librarian can deliver any artifacts he has found to the cataloguers, and have them stored away where they can do no harm, or where they can be accessed when needed. When he is here, he can try to find a new Mission. Note that in the advanced game he does not receive a mission automatically at the beginning of each adventure. Instead, he is assigned one by his superiors. He may have a number of missions at once, but not more than two per title (2 at Novice, 4 at Champion, 6 at Hero, 8 at Lord).

He must retain missions until he succeeds at them, or dies in the attempt.

Roll 1D6+BL on the following table if the Witch Hunter Librarian requires a mission.

Roll        Target Notes
2 Magical Armour Roll 1D6 when matching item found. On a 5+ it is as required.
3 Magical Weapon Roll 1D6 when matching item found. On a 5+ it is as required.
4 Magical Weapon Roll 1D6 when matching item found. On a 5+ it is as required.
5 Magical Item Roll 1D6 when matching item found. On a 5+ it is as required.
6 Magical Item Roll 1D6 when matching item found. On a 5+ it is as required.
7 Magical Sword Roll 1D6 when matching item found. On a 5+ it is as required.
8 Magical Potion Roll 1D6 when matching item found. On a 5+ it is as required.
9 Spellbook Either a Treasure Spellbook, or roll 1D6 when vanquishing a Monster with more than 2 spells. On a 5+ it has a Spellbook.
10 Staff Either a Treasure Staff, Monster Magical Item* or carried by monster with 2+ spells on a roll of 6+.
11** Evil Armour* Roll 1D6 when matching item found. On a 5+ it is as required.
12** Evil Weapon* Roll 1D6 when matching item found. On a 5+ it is as required.
13** Evil Item* Roll 1D6 when matching item found. On a 5+ it is as required.
14** Evil Sword* Roll 1D6 when matching item found. On a 5+ it is as required.
15** Evil Shield* Roll 1D6 when matching item found. On a 5+ it is as required.
16** Legendary Weapon            A Runefang, Hammer of Sigmar, or other one-off weapon.

*Note that for Monster Groups with many identical items, only one test can be made for each. You cannot test every Damned Blade of Destruction carried by a league of Goblins!
**Items 11-16 are all of such importance that they can only be dealt with at the largest Sanctuary Libraries. If a Librarian receives one of these missions, he may only turn in the item and claim the reward (see below) is he is in a City.

When found and returned, the Librarian potentially gains a number of benefits.
Roll 1D6+BL again to see what reward he gains. Note that as he can carry these Missions over from adventure to adventure, he may have progressed up the Battle-levels in the time it took to complete the mission. He should add the Battle-level he was at when he received the mission.

Roll Reward Notes
2 Gold Double the Gold the item is worth, minimum of BL+3x100 Gold
3 Gold Double the Gold the item is worth, minimum of BL+3x100 Gold
4 Gold Double the Gold the item is worth, minimum of BL+4x100 Gold
5 Advancement Roll once on the Advancement Table as if going up a Battle-level.
6 Advancement Roll once on the Advancement Table as if going up a Battle-level.
7 Advancement Randomly select two categories of the Advancement Table, and roll on one of them.
8 Advancement Randomly select two categories of the Advancement Table, and roll on one of them.
9 Gold Triple the Gold Value, minimum of BL+5x100 Gold.
10 Gold Triple the Gold Value, minimum of BL+5x100 Gold.
11 Gold Triple the Gold Value, minimum of BL+5x100 Gold.
12 Advancement Roll twice on the Advancement Table, as if going up a Battle-level. Select one result.
13 Advancement Roll three times on the Advancement Table, as if going up a Battle-level. Select one result.
14 Advancement Roll once on the Advancement Table category of your choice.
15 Advancement Roll twice on the Advancement Table, as if going up a Battle-level.
16 Advancement Roll three times on the Advancement Table, and select two results.

This is how the Librarian receives assistance between missions. While other Witch Hunters make a contribution and then request help, the Librarian turns in his spoils.

 

Training

As expected, the Librarian trains in the same way as the Witch Hunter. However, he uses a different Advancement Table, though he still rolls twice each time he goes up a level.
The Librarian uses the same Battle-level table as the Witch Hunter, with the exception of Wounds (and of course, Faith). For Wounds, the Librarian gains another +1D6 at levels 2, 4, 6, 7, 9 and 10.

Benefits of Training (Advancement) Table

Roll 1D6 to discover which Sub-table to roll on;

1 Items and Equipment
2 Potions and Banes
3 Artifacts and Symbols
4-5      Invocations
6 Skills

 There are a few changes to the Witch Hunter’s list, otherwise everything is as found there. The main changes apply to the Invocations Table.

1 Items and Equipment
Roll 3D6, with the following applications. If you select an item that you already own, you may reroll, but you must accept the second roll.
 

Roll           Item
3-4 Silver Pistol Shot
5 1D6 Firebombs
6 Amulet of Power
7 Lock Tools
8 Knuckledusters
9 Boot Blades
10 Flashpowder
11 Rope and Grapple
12 1D6 Amulets
Select from the normal list, roll for charges as well.
13 Holy Incense
Enough for 1D3 applications. Throw onto the Flaming Brand or any other naked flame and this diffuses throughout the room, healing 1D6+BL wounds on all warriors. Can also be used to try to revive a warrior on 0 wounds, applied directly, succeeding on a 3+, and restoring him to 1D6 wounds.
14 Flaming Brand
See the description, above
15 Cloak of Deception
16 Consecrated Stake
Can be used once only against a Vampire. Sacrifice all attacks, and roll to hit, as usual. If you hit, roll a further D6, unless you rolled a 6 to hit, in which case apply result 6.
1-2 No effect, the fiend just laughs
3-4 The fiend is stunned, and can make no attacks, or use no spells or abilities for 1D3 turns
5 The vampire is badly damaged, losing half of its wounds total. These wounds are regenerated at double the cost (two wounds restore one)
6 The vampire is slain immediately!
17-18 Ring of Protection

Note that if a Librarian loses his Holy Book, he is given another one, although he still loses any stored Invocations.

2 1D6 Potions and Banes
This table is as normal, except the Holy Water, when drunk, has no effect on the Librarian, as he has no Faith Points to recover.

3 Artifacts and Symbols
The Artifact and Symbols table is the same as with the Witch Hunter. The Book of Hoschenfels either allows the Witch Hunter to pass one F/T test, or to gain a single point of Faith in the next adventure (not permanent), which is used as normal.

4-5 1D6 Invocations
Roll 2D6

Roll         Invocation Gained
2 Bane Curse of the Undead
3 Bane of Vampires/Necromancers
4 Invocation of Faith
5 Scourge of Chaos
6 Bane of Greenskins
7 Banish Magic
8 Bane of Monsters
Works as Bane of Greenskins, but roll 2D6 to determine damage and 1D3 for the number hurt. Must be listed under Monsters in the Bestiary.
9 Scourge of Dæmons
10 Invocation of Fear
11 Scourge of Necromancers
Works on a roll of 5+. Cancels all Necromantic summoning spells until the Power Dice comes up a 6. This affects both Necromancers and Vampires.
12 Bane of Greater Dæmons

 

Skills

Roll        Skill
1 Dodge
The Librarian may dodge an attack on a roll of 6+, or 5+ at Hero and Lord Level
2 Dirty Blow
As normal
3 Herb lore
See Elf Skills
4 Vengeance
As normal
5 Recite
The Librarian may read from his Holy Book (if he has one) instead of making any other action, once per adventure. Roll 1D6 to assess the effect.
1 The monsters become angry, redoubling their efforts. Any Monsters with the Frenzy Skill now become Frenzied automatically, and all others have Frenzy 6+.
2-3       The recitation has no noticeable effect.
4 The recitation enthuses the Warriors, and they push all thoughts of fear from their mind. The Warriors are immune to Fear, and Terror counts as Fear.
5* At the end of each turn in this battle, the warriors recover 1D3 lost wounds, unless unconscious
6* The warriors harden their hearts and strengthen their attacks, receiving +1 Strength and +1 Toughness for the rest of the battle.

*As well as the stated benefit, 5 also gains the benefits in 4, and 6 gains the benefits in 5 and 4.
This effect lasts until the end of the current battle.

6 Killing Blow
As normal

 

Roleplaying Guidelines

The Librarian is another type of Witch Hunter, and although he is less active in his pursuit of evil, he is just as committed. His knowledge of magic and arcane matters parallels the Wizard, but he can be more naive than the average world-hardened warrior. Anything other than that, and you can apply the same ideas as the Witch Hunter.

BL Gold Title M WS BS S DD T W I A L WP Pin
1 0 Initiate 4 3 4+ 3 1 3 1D6+7 3 1 0 4 5+
2 2000 Champion 4 4 4+ 3 1 3 2D6+7 4 1 1 4 5+
3 4000 Champion 4 4 4+ 4 1 3 2D6+7 4 2 2 4 5+
4 8000 Champion 4 4 4+ 4 1 4 3D6+7 4 3 2 4 5+
5 12000 Hero 4 4 3+ 4 2 4 3D6+7 5 3 2 4 4+
6 18000 Hero 4 5 3+ 4 2 4 4D6+7 5 3 3 4 4+
7 24000 Hero 4 5 2+ 4 2 4 5D6+7 5 3 3 5 4+
8 32000 Hero 4 6 2+ 4 2 4 5D6+7 6 4 3 5 4+
9 45000 Lord 4 6 2+ 4 3 4 6D6+7 6 4 3 5 4+
10 50000 Lord 4 6 2+ 4 3 4 7D6+7 7 4 4 5 4+

 

I owe thanks to Luminos, the author of the very cool Vampire Slayer warrior, for inspiring me to think about variations on a theme, as well as all the usual folks.

Thecustodian
16th February 2004
“Bigger Tables! Better Choices! More Rules!”