“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.
The Librarians have the same stats as normal Witch Hunters, save for Wounds, having 1D6+7
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+
The Librarian wears no armour
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.
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.
The Librarian may use exactly the same Equipment as a Witch Hunter.
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
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.
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.
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 |
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.
*As well as the stated benefit, 5 also gains the benefits in 4, and 6
gains the benefits in 5 and 4. |
||||||||||
6 | Killing Blow As normal |
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!”