Warhammer Quest – Cursed City: Ulfenkarn in Peril part 0

This adventure will deviate from what the original boxed game established for playing WHQ: Cursed City. The events that take place in this campaign run parallel with those Heroes on the Adamant, however, the campaign features new heroes who have different means of accessing travel around Ulfenkarn.

It is assumed that those of the Adamant are currently taking part in the action somewhere else in the city, far from our group going by the name of ‘Mournhold Survivors’.

Before we get into who each of out heroes are, we need to understand where they were during the events of Radukars takeover of the city, what time frame the events take place and how our adventures can travel such distances without such transportation like the Adamant airship.

The Wolf of Ulfenkarn (100 years after the Realmgate Wars, c. The Necroquake)

It is estimated that (each Realm has its own time zone and cycle of days that pass) from the start of the Age of Sigmar and soon after the Realmgate Wars, was roughly 100 years before Nagash tried and failed to harness the very powers of Shyish in his great sorcery. We can assume that generations had come and go since Radukar “saved” the city of Mournhold during the Age of Chaos. When the Necroquake sent deathly shockwaves across Shyish and all the other Realms, Radukar the Wolf seized the opportunity to finally take the city from within.

Age of Blood (Roughly 5 to 9 years of Radukars tyranny over the city)

Dates for how long Radukar had rules the city are few and far between. Based on the only survivor of Mournholds military, Emeldra Braskov, I’d assume some time has passed since her entire army was wiped out.

Ulfenkarn in Peril (current events) This is where the story takes place as our heroes begin their journey into the Cursed City of Ulfenkarn.

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The Rift of Folly

When Radukar was (begrudgingly) given a seat in the conclave of Mournhold by its ruling council of the three noble Azyrite families, the Collegiate of the House of Shadows feared that one day this beast of a man would destroy this city from within. So it was that the wizards of the order conceved of a plan that would be a gambit both physically and mentally. They created a spell that could open a small rift into a pocket dimension that could keep a regiment in a safe zone. It can only be accessed by wizards who weild the sorceries of Ulgu. It can even open up to new locations in safe distance of the target, should a group need to travel towards a specific target.

In a sense, should the end of days come to Mournhold, a wizard could cast The Rift of Folly, and take themselves and any companions inside the Rift for as much time as they need. This may sound like a very useful spell that could be used with great effect by any tactician. However, folly is its name, and folly by its nature.

The wizard who casts this spell will enter a state of despair as they stay in this realm. They will eventually lose all hope of living as by each hour, the shadows surrounding this bubble realm mock the caster like court jesters. Cackling and swirling around the poor soul until the wizard gives up and ends their torment. If this happens, the true effect of the Rift of Folly takes effect, as the protective enchantments by the wizard fails, and the shadow gheists swarm into the living souls trapped in this realm. They wear the skin of these unfortunates, and escape into reality where they cause great mischief and misdeeds.

It is for this reason that each pocket group consists of two wizards, and they cannot take part in any of the adventures due to how few of them who know this spell are left. At most, there’s only six groups, originally there were twelve, but sadly, their fates are unknown…

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The Adventurers

The group of heroes from this adventure are part of Captain Urilof’s rebellion skirmish force. Before the fall of Mournhold, these individuals were secretly spied upon by the Captain’s spies. He and the Collegiate of Shadows had made the pact of contingents for a worse case senario should Radukar The Wolf finally take over the city.

When that worse case senario came to being, these heroes were offered salvation by the shadowy robed agents. Some needed some persuasion out of ignorance or distrust. In any case, these heroes were taken into the pocket dimension of the Rift of Folly.

This group are part of Captain Urilof’s HQ of the Mournhold Survivors. Command group includes the Captain, Collegiate Battlemage Falfnir, Aprentice Sorceress Janolver, Anverkal the Priest of Sigmar, Welvon the Blacksmith and “Gloggy” Patrik the Surgeon.

Only eight heroes are part of this group, all varying in backgrounds and races of the Realms.

Mavelin

As one of the few mortal human warriors in the group, Mavelin is a skilled fighter of double-handed combat who wields the ‘Axe of Gaunt’. Fostered by Urilof as a young girl, she was taught how to fight and command by her foster fathers wise experience as a Captain of one of Mournholds military company.

He heritage is much to be speculated, for she appears fair and regal for such a warrioress. Rumours are that her essence is that of an Azyrite, and could possibly be a discarded child or a carefully hidden plot for line of succession of one of the three great families of Mournhold.

Mavelin not only seeks to topple Radukar the Wolf, but to also find out the fate of her half sister, Karlania.

Zrrarg Knorri

An exile of his kin in the fiery mountains far far away from the misery and plight ridden city of Ulfenkarn. Zrrarg is a Runeson, sent to atone for his crime of being too incompetent and foolish to let a Skaven Clan infiltrate the Ur-Gold cargo from a recent campaign. Banished from his home, he seeks to return someday with a worthy prize to bring back as proof of his deeds. Unfortunately his arrogance and pride was crushed for his banishment, and became consumed by drinking copious amounts of ale.

Although he is a drunken fool, he is still a dangerous berserker who could leap into action with great strength, even without a fresh rune that he has long been waiting to recive.

Twakt and Fawker

These two mysterious jesters seem to feel no despair nor sadness of the plight in Ulfenkarn. They revel in causing mischief and havoc to the forces of the Wolf, synchronising a performance of foolery and daring combat.

It is rumoured that these two fools are in fact survivors of a lost Rift of Folly group, who’s bodies are but flesh suites of the insidious nightmares that wear them to walk in the material realm. If it is true, then their aims are for the benefit of the Mournhold Survivors. At least for now…

Dralston Bhork

A Maneater mercenary from the Realm of Ghur, Dralston seeks to earn a worthy reputation to become a leader of a mercenary guild of his own. To earn such a reputation to build his new business, he must slay a worthy foe as a treasure boast to prove his might. Any of Radukars closest allies, or the Wolf himself, would suffice such a boastful trophy.

Kerlinith Ghel

Once, Kerlinith was part of the Collegiate of Shadows before being kicked out into exile for crossing the “boundaries” of the order. Although the surviving wizards loath her and mistrust her, they weren’t foolish enough to leave her to her fate in Ulfenkarn.

Her goals are as mysterious as herself, for very few know her in Ulfenkarn, those alive that knew her know that she seeks a far higher goal than just simply toppling the savage beast Radukar, Radukar. That goal however, may be death of Mournhold of old for good…

Morrik ‘The Veil Weaver’

An Aelven Assassin who once took offers from both Radukar and the Azyrite families who once ruled the city, he would be made redundant when Radukar terrorised the city under his new dictatorship. Now unemployed, he joined the Mournhold Survivors as he had a susoision that they’ll need a master of blades like himself to take down priority targets.

For an optimistic and cheery individual, one wonders how he lives on a daily business of taking the lives of others for pay. Then again, to have been offered work by your previous employer who now rules the city, stranger things can happen…

Battlemage Wenviera of the College of Shadows

One of the last surviving members of a Rift of Folly group, after their realm was infiltrated by diseased civilians rescued by the adventure party. She escaped within an inch of her life as the diseased outbreak infected everyone including the caster of the realm rift. The last she saw of them was when she opened the doorway out, only for her partner wizard to seal the doorway shut permanently.

Alone, Wenviera had to survive the ever present dangers of the Cursed City in all its corrupted forms. She was rescued by the Mournhold Survivors when they found her being surrounded by Ulfenwatch, exhausted and on the verge of giving up hope.

Now, she vows to help her allies to defeat Radukar and restore the city back to its rightful rulers. The horrors she had endured will not repeat again whilst she can still call upon the Winds of Ulgu.

Sequitor Heinzer Val Kryptus of the Hyshsun Stormhost

After a fatal clash of blades in a Shyish Underworld of Hallost, as the Hyshsun Stormhost battled against a Vyrkos Dynasty Battle Fortress. During this confrontation, a Vampire by the name of Ghivenst Marrow opened a gateway to escape the carnage as he turned his back on his master. The Sequitor seized the opportunity to race after this coward and smite him down with his Azyr blessed war mace. Unfortunately, he was dragged across a one way journey towards Ulfenkarn.

As the sole Stormcast in this group, Heinzer is a valued member who could turn the tide of battle. He is not as active as the rest save only for crucial missions for foes of greater power. Unbeknownst to his companions, the effects of reforging at this point have turned him slowly into a preserved mummy encased in Sigmarite armour. He will one day eventually lose himself as his mind degrades into a vessel of a shambling dead man.

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Now that the groundwork of our heroes is done, the story can now begin! After much delaying over this post editing it for publishing, I can now tell the first chapter of my playthrough if the Ulfenkarn in Peril Quest.

Until next time,

34th Tribe

5 thoughts on “Warhammer Quest – Cursed City: Ulfenkarn in Peril part 0

  1. Great job painting up the heroes, mate! I think they look perfect for the Cursed City. Its cool that you’re taking a very flawed game and making it better and into something of your own too. I wish I had the skills to do that sort of thing but I’ve never even thought about attempting it so far in my hobby “career”.

    Liked by 1 person

    1. Thanks! 🙂

      I’ve basically cobbled together rules from different games and converted old spell lores into decks of many spell cards. It’s a trial and error task, and I’ve made many mistakes along the way. Though using Warcry cards was what helped me get into the whole homebrewing WHQ:CC. That along with using some of Peter Coopers fan made work for the base game of Cursed City helped the game flow much more better.

      I think most GW games hinge on how much development time was given and how much game testing has been done to make it work. Cursed City got the worst out of it sadly.

      I’d recommend using the Anvil of Apotheosis creation rules, it helps with working out how to create characters🙂 and point values.

      Liked by 1 person

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