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Registered: 04-2006
Location: USA, Western hemisphere, earth
Posts: 5730
Ulric Darkshade, Ringwraith (NPC in Webquest game)


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Eric Greenleaf
Renamed by Sauron, "Ulric Darkshade"
Ringwraith

Played by GM/NPC
Battle Level 1 (Warrior)

NOTE (edit of Jan 2010): This is a work in progress and some of it may be slightly outdated.

Biography: Growing up in a small farming community near Bree, Eric was out farming when the dark riders came seeking the one called Baggin's, when they demanded knowledge of the baggin's Eric knew nothing of their whereabouts and suffered a fatal stab wound from the Nazgul blade, later he raised himself as a shade of a wraith forever doomed to seek the one ring for his master, Sauron.. At some point Sauron granted Eric one of the nine rings of power which were made for men.

NOTE:

Wounds 14
Movement 4
Weapon Skill 2
Ballistic Skill -
Strength 2
Toughness 3
Initiative 3
Attacks 1
Damage Dice 1D6 (but see Chill below)
Escape Pinning N/A (see Ethereal below)
Gold 400
Experience 610

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DEFAULT WEAPON: Chill Attack

Special Rules

Ethereal -1 - It can never be pinned by non ethereal beings. Physical weapons except for those specifically classifed as a magic weapon, are at -1 to hit this creature (both melee and ballistic). This does not affect magic spells. Also, the Ringwraith may move through most solid walls and other models (but may not end his movement within any solid object or model). In some situations during game play, the ethereal aspect of the Ringwraith might not apply -- specific instructions will be noted at such times.

Chill 1 - The Ringwraith's attacks are very dangerous, because toughness and armour (unless it specifically protect against chill attacks) are NOT deducted from the damage. Roll 1D6, but no strength is added when determining damage. This attack may only be used in melee combat (upon an adjacent foe). Yes, a chill attack can cause a death-blow.

Fear 7 - all enemies must make a fear test before attacking the Ringwraith in melee combat. Roll 1D6 and add the opponent's Battle-Level or Dungeon-Level. If the total is 7+ then the enemy is not affected this combat by the Ringwraith's fear. If the test is failed, the Ringwraiths enemies are at -1 to hit him in melee for the entire combat. See below for advanced fear/terror rules.

Regeneration 1D3 - same as Regeneration 1, except he only regains 1D3 wounds at the end of each turn.

Sense the One Ring 6+ - Whenever the Ringwraith is in the same general vicinity as the Ringbearer (whoever carries the One Ring), roll 1D6 once per turn. For each successful roll (6+ in the beginning) the Ringwraith gains a piece of information as to where the Ringbearer is currently located. Also, once during each week of travel, roll 1D6. On 6+, the Ringwraith is able to determine the direction in which the Ring lies. At such a time, the party might change the direction of their journey in order to move toward the location of the One Ring on the Middle Earth map.

Furthermore, whenever the Ringbearer actually wears the Ring, this sense works on 3+ AND the Ringwraith can see the Ringbearer/wearer very clearly if he is within 20 squares of the Ringbearer even if there are solid objects or other models in the LOS.

Elf Shy - Whenever any nearby enemies include elves The Ringwraith may be compelled to leave their presence. Roll 1D6 each turn when one or more elves are present in combat. On a roll of 4 or less, the Ringwraith cannot bear to be near the elves any longer and runs from the combat. The GM will determine when and where the Ringwraith may rejoin the party thereafter, depending upon where the party is on the Middle Earth map and upon what is happening in the game. This tendency to run away becomes weaker as the Ringwraith grows stronger (at higher levels). As a Wraith (Champion title equivalant), he will only run away on 3 or less. As a Black Rider (Hero title) 2 or less and as a Ringwraith Lord, or Nazgul, (riding a fell beast) only on a roll of 1.

Fear of Fire - A Ringwraith will NOT willing enter a square that will put it in harm's way of fire. He is at -1 to hit any being that is near fire (within two squares of it). Also, any time the Ringwraith is directly attacked by magical fire or physical fire (as in fire arrows for instance) he will suffer an additional 1D3 wounds no modifiers for Toughness or Armour (unless the armour is fire resistant, in which case it may repell the fire damage.

Fear of Water - This is not as pronounced as Fear of Fire, but still needs to be mentioned. A Ringwraith will generally avoid directly entering any body of water. Water might be used in some instances to cause the Ringwraith to depart from his physical manifestation -- in which case he must return to Mordor to become rejuvenated and re-equipped. When riding a Black Steed, he will cross a body of water that his steed can manage, though he must still pass a Will Power Test to do so (once per turn until successful). But, his Black Steed could be destroyed in some cases by powerful water forces mingled with magic. In such a case, he must return to Mordor as mentioned above.


Equipment:

Nothing yet


Weapons

Relic Blade (treasure) +1 to hit, worth 400 gold to sell.


Armour(?):

Cross Helmet - (treasure)(BDE) 160 gold. Each time a blow against your warrior hits, roll 1D6. On a natural roll of six, that blow is deflected. However, on a roll of one, this helmet is damaged, and must be discarded.


Treasures:

Pipe - (treasure)(5 gold)

Life Force Spell Scroll - (treasure)(gold value: ?)


CANNOT USE:



Notes:

The Ringwraith does NOT use missile weapons. He may choose to use a melee weapon instead of his Chill attack. Once he has 2 or more attacks, he may divide them up between a weapon and his Chill attacks as he pleases.

Non-corporeal -- same as ethereal, but emphasis here is on food and water. The Ringwraith does NOT need to eat or drink, nor will he do so.

Black Steed - given to the Ringwraith when he reaches BL-5 -- either as soon as he reaches Mordor or by some chance that another Ringwraith brings it to him. He then becomes a Black Rider. This allows him much quicker movement across the lands of Middle Earth as well as some initial advantage in battle (only while riding into battle -- if possible). If the Ringwraith ever loses his steed, he might be able to receive a replacement by returning to Mordor.

Fell Beast - given to the Ringwraith upon reaching BL-9. This beast enables the Ringwraith, Nazgul, to traverse the lands of Middle Earth with tremendous speed, ignoring all land-based obstactles. The speed of transport limits the Ringwraith from closer searching unless of course he dismounts. He may use the fell beast in open battles (outside) to attack his foes with striking speed and the added benefit of the beast itself to fight them. More details to come if and when needed -- later in the game.


Advanced Fear/Terror Rule for the Ringwrath

Fear 7 - all enemies must make a fear test before attacking the Ringwraith in melee combat. Roll 1D6 and add the opponent's Battle-Level or Dungeon-Level. If the total is 7+ then the enemy is not affected this combat by the Ringwraith's fear. If the test is failed, the Ringwraiths enemies are at -1 to hit him in melee combat.

This becomes Fear 9 as Wraith (Champion title), Terror 10 as Black Rider (Hero Title), and Terror 12 as Nazgal/Ringwriath Lord (Lord title).

Lord of the Nazgul modification:

However, if the Ringwrath ever becomes the Lord of the Nazgul, he gains +2 to his fear or terror rating (Battle Levels 1 through 8) AND at Lord title level (BL-9 & 10) he will be treated as having the Greater Daemon 13 (which includes Terror 13) status instead of Terror 12.

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Note: whenever the Ringwraith leaves the party to track down the One Ring upon his Black Steed or Fell Beast, another warrior will be the leader of the party in his absence.

Also, other Ringwraiths might be prone to join him in his searches. The leader of the Black Riders or of the Nazgul will be determined at that time -- as needed -- by the GM (randomly determined). The greater the Ringwraith's success the more likely he might be able to be the current leader of the Ringwraiths -- at least of those near him at that time.

Later the avatar may change, if Eric becomes the Lord of the Nazgul.... emoticon (http://img137.imageshack.us/img137/8167/nazgul22jt.png)

I need to add the Willpower Characteristic and work out the BL-Table and other advanced rules....

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Last edited by OldWarrior, 11/Feb/2010, 9:55 pm


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