Path of the Adventurer
Game Master Notes
This Quest is attached to the Vulkaris Campaign, which you can find here:
Below you’ll fine the two Trials and the Ending that relates to the Path of the Adventurer.
Trial 1 – No One Else Will Do
Adventurers take jobs no one else can do. Or want.
Warcry Instructions
After deployment, starting with the attacker, players alternate placing objective tokens numbered 1-6, numbered side down, until 6 objectives have been placed. Each must be placed on the battlefield floor, more than 4″ from the battlefield edge and 6″ from any other objectives. Then turn them over. The battle ends after 4 battle rounds. At the end of each battle round, each player scores 1 victory point for each objective they control and 1 more victory point if they control the highest total value of objectives. At the end of the battle, the player with the most victory points is the winner. If there is a tie, the Adversary is the winner.
Spearhead Instructions
Trials that are played in Spearhead use Spearhead: Fire & Jade.
The following unique Twist is used across the entire game, in addition to the Twists used per Round:
Infused Land: After deployment, starting with the attacker, players alternate rolling a D3 for each objective. At the end of the first Battle Round, each player scores the value of that roll in extra victory points if they are contesting the objective.
Path to Glory Instructions
Trials that are played in Age of Sigmar Path to Glory use the battleplans from the Path to Glory Battlepack: Ascension. A Chosen One’s army cannot play the same battleplan twice in a row.
Rewards
Adventurers rarely have an end-game in mind, moving from quest to quest and place to place freely. This magical device taps into the free-spirited nature of the adventurer, granting them uncanny mobility.
If you win your Trial 1 – No One Else Will Do, you gain the following rewards. Remember, you gain all rewards across all game types, regardless of what game type you played.
Warcry Mythic Artefact
Adventurer’s Prize: The bearer can move up to 6″ when making disengage actions, and can climb, jump and/or fly (if they have the Fly runemark) while doing so.
Spearhead Enhancement
Upgrade one of your General Enhancements to mythic status.
Path to Glory Renown
Your Chosen One gains four Renown points.
Trial 2 – Party Up
At some point, every adventurer needs help.
Warcry Instructions
The battle ends after 4 battle rounds. For each player, each time one of their fighters within 3″ of their Chosen One makes an attack action that takes down an enemy fighter, that player adds 1 to their quest score. After the battle ends, the player with the highest quest score is the winner. If there is a tie, the Adversary is the winner.
Spearhead Instructions
Trials that are played in Spearhead use Spearhead: Fire & Jade.
The following unique Twist is used across the entire game, in addition to the Twists used per Round:
Stick Together: For each player, each time a unit within combat range of their Chosen One destroys an enemy unit, that player scores 1 extra victory point.
Path to Glory Instructions
Trials that are played in Age of Sigmar Path to Glory use the battleplans from the Path to Glory Battlepack: Ascension. A Chosen One’s army cannot play the same battleplan twice in a row.
Rewards
Thieves, bandits and heroes all eventually make camp for well-earned rest. This teaches a warrior a thing or two about staying alert, one way or another.
If you win your Trial 2 – Party Up, you gain the following rewards. Remember, you gain all rewards across all game types, regardless of what game type you played.
Warcry Mythic Trait
Hardy Adventurer: Each time a visible enemy fighter makes a reaction within 6″ of this fighter, the player controlling this fighter gains 1 wild dice.
Spearhead Enhancement
Upgrade one of your General Enhancements to mythic status.
Path to Glory Renown
Your Chosen One gains four Renown points.
Ending Battleplans
A Wanderer’s Eye
You have found a rival in possession of a particularly powerful relic that would better serve your ends. You make plans to seize it only to find convincing illusions in place to fool you. Luckily you’ve been adventuring long enough that you can spot a fake a mile away.
Choose from the following Battleplans based on your chosen game system. Don’t forget to encorporate the Endings rules found in the Vulkaris Rules page.
Spearhead Battleplan
This Spearhead battle is played in Spearhead use Spearhead: Fire & Jade.
A unique Twist is used across the entire game, in addition to the Twists used per Round. Players draw this Twist from the Twist deck that represents the opposite board side (so if you’re playing on the Aqshy side, draw the Twist from the Ghyran Twist deck).
Path to Glory Battleplan
This Path to Glory Ending use the battleplan “Relics of Myth” from the Path to Glory Battlepack: Ascension. A Chosen One’s army cannot play the same battleplan twice in a row.
Have you played a Trial or Ending on the Path of the Adventurer?
If you’ve played through or resolved this in any way, be sure to tell us right here on the Quest page, we’d love to know what happened! The results of what happens in the Ending of this Quest will impact the Lasretat Spire.
Doninas drew his sword from the dead Skaven, his balefire eyes unable to register the disgust he felt at his blade being defiled by the ratman’s filthy robes. These weren’t the Skaven he sought, but he was getting closer. Perhaps he should hunt down the one that ran for questioning.
First Trial completed by the Hounds of Doninas.