Path of the Devout
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 Devout.
Trial 1 – Spreading the Word
Those with the zeal to be missionaries are as varied as the gods themselves.
Warcry Instructions
The battle ends after 4 battle rounds. Each time the Chosen One uses an ability whilst wholly within 15″ of a corner of the battlefield, that corner becomes purified. At the end of the battle, if three or more corners of the battlefield are purified, the player controlling the Chosen One is the winner. Otherwise, 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:
Purified Grounds: At the end of each player’s turn, if their Chosen One is contesting an objective or large terrain feature, that objective or large terrain feature is purified. An objective or large terrain feature can only ever be purified by one player. At the end of the last battle round, the player that has purified the most objectives or large terrain features scores 2 extra victory points. If it a tie, the Adversary loses 1 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
This ring channels the bearer’s will and conviction into a tangible barrier that prevents trickery and sorcery from harming them.
If you win your Trial 1 – Spreading the Word, you gain the following rewards. Remember, you gain all rewards across all game types, regardless of what game type you played.
Warcry Mythic Artefact
Ring of Absolute Conviction: Roll a dice each time the bearer of this mythic artefact would be allocated a damage point by an enemy ability. On a roll of 4+, that damage point is not allocated to the bearer.
Spearhead Enhancement
Upgrade one of your General Enhancements to mythic status.
Path to Glory Renown
Your Chosen One gains four Renown points.
Trial 2 – An Unconquerable Soul
The gods love to turn enemies to their worship. Can you resist temptation?
Warcry Instructions
Each time the Chosen One uses an ability or a reaction, roll a dice. On a roll of 1-3, add 1 to their temptation score. The battle ends after 4 battle rounds. At the end of the battle, if the Chosen One has a temptation score of 2 or more or is taken down, the Adversary wins. Otherwise, the player controlling the Chosen One 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:
Temptations: Each time a Chosen One uses an Enhancement ability, roll a dice. On a roll of 1-3, add 1 to their temptation score. At the end of the last battle round, if a Chosen One has a temptation score of 2 or more or has been destroyed, that player gains 2 extra victory points.
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
Unshakable is too soft a word to describe this warrior’s unfailing beliefs.
If you win your Trial 2 – An Unconquerable Soul, you gain the following rewards. Remember, you gain all rewards across all game types, regardless of what game type you played.
Warcry Mythic Trait
Unshakeable Will: Each time this fighter uses a [quad] ability, roll a dice. On a roll of 5+, this fighter can use that [quad] ability without needing or using any ability 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
Divine Calling
No matter the source of faith, the Chosen One has become a powerful locus of divine energy. This power, a gift from their god, must be driven deep into the earth to consecrate (or desecrate!) the surrounding territory and turn this area into a nexus of divine might.
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 “The Ritual” 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 Devout?
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 Vexshik Spire.
https://thegreatweave.com/spreading-words-of-fire/
The Templars purified a section of the Metallic Caverns by Flame, withstanding the Seraphon attacks trying to prevent them from doing so.
Templar Warcry Victory
https://thegreatweave.com/temptation/
The Templars encountered a Slaaneshi warband, whose shark-toothed leader tried to ensnare Xshaeta and Isthubar with vile alchemy attacking the senses and will. However, the two-headed Tzaangor was unshaken until the attackers retreated, gaining plunder and perhaps even new allies in the process.
Templar second trial Warcry Victory
https://thegreatweave.com/metamorphosis/
The Templars have finally reached their destination and created a new nexus of divine might to empower the Vexshik spire.
(Reinforced the Chaotic Magic of Vexshik Spire)
Templar Ending Victory