Feb 202011
 

Before the Warriors lies a dead Barbarian, lying in a pool of blood. Clutched tightly to his chest is a bag.
Roll 1D6 for each Warrior. The Warrior with the lowest score must take the bag. Roll 1D6 on the following table to see what happens when he does:
1          Poison Gas! Every model on this board section takes 1D6 Wounds with no modifiers for Toughness and armour. The bag is empty.
2-3       Trap! A spear shoots out of the wall and inflicts 2D6 Wounds on the Warrior who took the bag. The bag turns out to be empty.
4-6       Treasure. The bag contains (1D6x100) Gold, to be given to the Warrior who took it.
Draw another Event Card immediately.

Feb 202011
 

The floor of this room is littered with bones and skulls, with the glint of gold underneath.
As the Warriors collect the gold, roll 1D6:
1          Trap! Cackling laughter echoes around the room and lightning flashes. Take a Warrior Counter to determine which Warrior is hit by a magical bolt that inflicts 1D6 Wounds, with no modifiers for Toughness or armour.
2-3       Illusion. In a bright flash of light, the bones and gold vanish. Draw another Event Card immediately.
4-5       Each Warrior on this board section finds (1D6x10) Gold. Draw another Event Card immediately.
6          Each Warrior on this board section finds (2D6x10) Gold. In addition, draw one Treasure Card.

Feb 202011
 

Roll 1D6 for each Warrior. The Warrior with the lowest score has set off a trap. Roll 1D6 on the following table:
1          There is a loud explosion and the room is filled with fire and smoke. Every model on this board section takes 1D6 Wounds, with no modifiers for Toughness or armour.
2-5       A pit opens in the floor and your Warrior plummets onto the rocky floor below. He takes 2D6 Wounds, and can only escape if the party has the rope or a Levitation spell.
6          A stone slab slides back in the wall, revealing the glint of gems and gold. Draw one Treasure card.
Another Event occurs on a roll of 1-3

Feb 202011
 

Once all the Warriors have entered this board section, a portcullis slams shut behind them, cutting them off. They can only retrace their steps if they have the key.
Place the portcullis marker across the doorway the Warriors entered by to show that it is blocked.
Draw another Event Card immediately.

Feb 202011
 

Slumped against the wall the Warriors find a dying Dwarf prospector, riddled with Orc arrows. As they approach he growls a warning, threatening them with a huge axe. When he sees that they are not Orcs or evil creatures he calms down and gives them a key.
With his dying breath he says:
“This is the key to the portcullis. Without it you will never get through.”
One of the players should keep this card to remind you that his Warrior has the key. In Webquest, the Portcullis Key items can be given to any Warrior. Click ‘Add an object’, select ‘a special location not devoted to the Warrior’ and then choose ‘Special Items’.
Draw another Event Card immediately.

Feb 202011
 

A scuttling mass of stinging, biting scorpions emerge from the darkness and engulfs one of the Warriors.
A scorpion swarm is a special form of Monster and its attack is resolved immediately. Randomly determine which Warrior is attacked by the swarm.
There are 12 scorpions in the swarm, but they are very small, and are not represented by miniatures on the board.
Roll your Warrior’s normal damage dice (1D6 + Strength) to see how many scorpions he kills with his attack – the number rolled is the number of scorpions he kills. Each scorpion killed is worth 5 Gold.
Any scorpions that are left inflict 1 Wound each, with no modifiers for Toughness or armour.
The scorpion swarm then scuttles away and this card is discarded.
Another Event occurs on a roll of 1-3

Jan 102011
 

Swordsman being disarmedFumbling your weapon in your desperation to vanquish to foe, you scramble frantically to pick it up before your foes can press the advantage…

If there are no Monsters on the board, draw another Event Card. One Warrior (determined using the Warrior Counters) was disarmed by his opponent and has dropped his weapon. He must pick his weapon up again before he can use it. He must pass an Initiative Test (1D6 + his Initiative, 7+ to pass) or spend the rest of the turn scrabbling around for his weapon, during which time he may not attack, whilst his opponent gets +2 To Hit. A pass indicated that he has managed to quickly pick the weapon up before his opponent can take adavantage of the situation.
If your Warrior has a second weapon to hand, then he may draw this instead, as per the normal Warhammer Quest rules, and he is then assumed to retrieve the weapon once the combat is over.

Jan 092011
 

Ice Mage Casting SpellA storm in Winds of Magic tears through the room Dungeon. It is difficult to cast spells while the Winds blow this strong, but those with the strength of mind to command the raging currents of magic have the raw material to cast powerful enchantments.
Any Wizards in the party each gain (D6 + their Battle Level) points of power this turn, but must pass a Willpower Test (1d6 + WP characteristic, 7+ to pass) each time they cast a spell or the attempt will fail and the points of Power will be lost.
Similarly, Warriors who roll a dice to determine spell casting success like the Ranger Mage and Warrior Priest may attempt to cast one extra Spell/Blessing this turn, but must first pass a Willpower test as outlined above.

Jan 082011
 

Ancient RuinsThe floor of the Dungeon trembles violently, knocking everyone to the ground as the very stone convulsively shudders.

If there are no Monsters in play, draw another event card. All of the Monsters are knocked to the ground, and miss the rest of the turn picking themselves up. The only exception to this are monsters with the Fly or Ethereal special rules.

Each Warrior rolls 1D6 in the Warriors Phase. On a 4+ you manage to remain on your feet, on a 1 – 3 you are also knocked down and may not perform any actions this turn.

Jan 072011
 

Warhammer Wheel of Magic

As you enter the room, you feel suddenly weak and helpless, and realise you can no longer touch the Winds of Magic around you!
Wizards and other spellcasters like the Warrior Priest and Elf Ranger cannot cast spells for the next 1d3 turns, even through using Power Tokens from their personal power store or held in special items like the Wizards Staff. In addition, special items and treasure that cast spells (like spell scrolls and spell rings) will not work during this time either.

Other treasure will continue to work normally in this time.

Draw another event card.