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Hellscorn Quests

The Weave weaves where the Weave will. Sometimes those who travel across it are taken up by it, moved in a direction they did not know they would move in, even against their wishes. And sometimes, those who travel across it possess such strong fates that they dance on the Weave, and it swirls and stretches around them, pulling adventure around them, and bending fate to their wills.

Quests are adventures that you, usually through a Hero, can undertake. Most people will play through these within a Soulbound Adventure, a Path to Glory campaign, or a Warcry game, but there isn’t anything stopping you from using them to create singular, one-off games as well within whatever system you’d like.

Remember, everything in the Weave “actually happens” so most of the time Quests are one-offs. For example; if a monster is terrorising a city, and you decide to play through the Quest, you will be “resolving” that Quest. When you’ve completed the Quest, be sure to comment on the page about what happened! Some resolutions will naturally close the quest (the monster is slain), while others will keep it open (the army/binding was destroyed/beaten, and the monster is still out there).

The Northern Desraki Theatre

With the Desraki’s hold on the Thondian Lands slipping new powers are arising to take hold. As the major Northern Tusk Chieftains are overthrown, smaller Tusk Warlords take their place ready to establish themselves or swear fealty to outsiders. The last vestiges of Desraki Power left are in the Cities. Though no City is immune to a Siege (Can’t be done if doing the Indigo Theatre) 

The Lost Avengorii Princess

Rumours of an Avengorii princess that’s been entombed on the island has reached the warlords and adventurers fighting around the Drench. Now, warbands descend on the islands in search of this trapped lady of death – in order to release her onto the field of battle, or to kill her for good, only time will tell.

Infiltrate the The Thousand-Mind Symposium

Sitting in Fort Clawpoint, Valithek Scorntalon has called upon a meeting of Tzeentch Mages from all over the Realms. To discuss matters both esoteric and military. The Binding must infiltrate this Ceremony and navigate the ever shifting politics of Tzeentch worshippers. One must know the players of this game before striking

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