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The Treasure Forge

Deep in Shyish, amidst the foreboding peaks of the Greyspears, can be found many abandoned magmaholds, here lies the Grimflame...

Game Master Notes

These notes exist to help you run through the Quest. They are put here by the creator and should give you some direction as to what they had in mind when they created the Quest

The Grimflame can certainly be held by any force. Certainly whoever holds it could either plunder and leave it empty of treasures, or they could hold up within the area, and seek to live there, defending it from others, including those pesky Fyrslayers that seek to call it "home"
- The Weaver -

The Grimflame is one of these abandoned magmaholds found in the Greyspears. These forsaken places have lain in ruin since the Time of Tribulations, when it is said the malign spirits of the Nighthaunts fell upon them, snuffed out their great forges and slaughtered those who dwelt there. Who now resides in these tombs, none can say, but with hushed whispers Fyreslayers speak of the riches that remain untouched within the lost forge-temples and great vaults.

 

The Forces

This battle tells the tale of an intrepid Fyreslayer warband who dream of reigniting a master forge, restoring a lost magmahold to its former glory and perhaps claiming some ur-gold for their own. In this particular set-up, you’ll want one of the forces to be Fyreslayers, but of course the Grimflame could be held by anyone if they really wanted to.

The Grimflame Battlefield

The following map could be used for Age of Sigmar, or changed for Warcry (it might be best to have less braziers for a smaller battlefield). The battlefield represents a desecrated Fyreslayer magmahold. Place four objectives as shown on the map below. These markers each represent a forge fire brazier. A Magmic Battleforge is placed in the centre of the battlefield to represent the master forge of the magmahold. 

 

 

Darkest Depths

The magmahold lies in ruin. Its once proud halls and tunnels are partially collapsed and dangerous creatures lurk in the shadows.

If you’re playing Age of Sigmar, I think you could use the Darkest Depths rules (see page 298 of the
Core Book).

Lighting the Forge:

The point of the braziers are that they help fuel the magmaforge, and as such, if they are lit the main forge is lit more easily. You could use the following rules to represent this, or go with your own.

Forge Fire Braziers

Each of these braziers contains a fragment of the forge-temple’s spark. Once rekindled, they will lend strength to the master forge.

At the start of the Fyreslayer player’s hero phase, they can make one attempt to rekindle each forge fire brazier if there are any friendly FYRESLAYERS PRIESTS within 3″ of that forge fire brazier. Roll a dice. On a 2+, that forge fire brazier is rekindled for the rest of the battle.

Igniting the Master Forge

If the master forge’s flames can be ignited once more, the Fyreslayers will have fulfilled their oath,
honouring their ancestors and restoring glory to the magmahold.

At the start of the Fyreslayer player’s hero phase, they can make one attempt to ignite the master forge if there are any friendly FYRESLAYERS HEROES within 3″ of it. Roll a dice. On a 6+, the master forge is ignited. Add 1 to this roll for each forge fire brazier that has been rekindled. Subtract 1 from this roll for each enemy PRIEST or WIZARD within 6″ of the master forge.

 

Victory

With the above rules, whether in Age of Sigmar, or Warcry, the victory would go to the Fyreslayer player if they light the forge (possibly by the end of the fifth round), and the opposing player if not.

 

Soulbound:

I think a Soulbound team could steal into the Grimflame to either help a later force of Fyreslayers, or maybe steal some awesome artefacts!


Rewards

Sometimes a Quest creator will tell you what you get for completing the Quest, depending of the outcome of course. If there is nothing, you can obviously create your own rewards, ahhh… imagine the possibilities…

I think if a player wins a game here, but decides to plunder the area and leave, a sweet piece of Duardin weaponry is in order. If they decide to hold up in the area, the next force that attacks them may have a tougher time of it, an extra command ability, or something that represents the defenders' knowledge of the area would be appropriate I think.

Have you played through this Quest or Rumour?

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!

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