Jan 062011
 
Warhammer Quest Dungeon Event - Ghost of the Forefathers

Warhammer Quest Dungeon Event - Ghost of the ForefathersOne of the warriors is visited by the spirit of an ancestor. Pick a random warrior and let him roll on the following table:

1: The forefather is very angry with the warrior and curses him, the warrior has -1 Str for the rest of the adventure.

2-4: The ancestor is pleased to see the warrior and forewarns him to the dangers ahead. The warrior can reveal the contents and monsters of one chamber before entering it, once this adventure.

5-6: The forefather decides to help his progeny and inhibits him with an extra attack at +1 to hit for the rest of the combat.

Donated by Captain Cutlass (http://www.cutlass.be/)

Jan 052011
 

The Warriors hear an ominous hissing noise from above. A patch of stone work in the ceiling is looking an odd colour… it seems to be damp. All of a sudden it gives way with a burst of acid that crumbles the stone and sprays out at high velocity, coating everyone!

Each model in one room should roll 1D6, and discard odd numbered rolls (1,3,5).
An even roll is to be taken as a D3 roll for how many Wounds, unmodified for Toughness, armour, Ignore Pain etc are suffered. Multiply this number by the Battle-Level of the target (or Dungeon Level for Monsters). Only Dodge can be attempted to avoid this damage.
(For example, if a Warrior rolls a 4, they get 2 Unmodified Wounds per Battle-Level.)

No Treasure is gained from competing this event. Roll 1d6, on a 1-3 draw another Event Card immediately.

Contributed by The Custodian

Jan 052011
 

Curled in the corner is the corpse of a being of the same species as one of the Warriors.

Determine randomly which of them it is. Any Warriors of this species are so appalled that they Hate the next group of Monsters they encounter, gaining +1 Attack but suffering -1 to hit. Roll 1D6 after the battle – on a roll of 6 the effect is permanent against that species!

No Treasure is gained from completing this event. Draw another Event Card immediately.

Contributed by The Custodian

Jan 052011
 

The walls of this part of the dungeon have been covered in scrawled curses and warnings.

Each Warrior must roll 1D6 and add their Willpower. If they score 7+ then they are able to ignore these words. Otherwise, roll 1D6 to see what effect the unholy graffiti causes:

  • 1 – The shapes and symbols glimmer as the Warrior examines them. Before anyone can blink, they begin to disappear from the wall and reappear on the Warrior’s flesh! This Warrior is now marked for death. When new Monsters are placed, they will always attack this Warrior first, until there is no space left around them. This effect ends when the Warrior stops advancing into the dungeon (at the end, or if they decide to retreat), or is reduced to zero wounds.
  • 2 – The Warrior loses 1D3 Wounds, fretting about what the words mean.
  • 3 – Perhaps the curses really have power, as the Warrior feels a sharp pain. They have -1 Toughness as long as they stay in the room.
  • 4 – The Warrior becomes obsessed with the markings, and cannot think of anything else. They lose 1 point of Willpower and Initiative until they next visit a Settlement for rest.
  • 5 – An old wound starts to flare up at the sight of the curses. As long as the Warrior is in this room they lose 1 Wound each turn.
  • 6 – The Warrior makes a prayer of protection to their preferred deity, which is answered. Any Luck tokens they have used are restored, and they gain an extra point of Luck to use in this adventure.

No Treasure is gained from competing this Event. Draw another Event Card immediately.

Contributed by The Custodian

Jan 052011
 

One of the adventurers finds that their boots have finally given up the battle.

Choose a Warrior randomly. Their footwear is so tattered and torn that it is no use at all. They have -1 Movement for the rest of this dungeon, or until they can get new boots from the General Store. If the selected Warrior has no need for shoes, then this event has no effect. If they are wearing magic boots, etc, as footwear, roll 1D6. On a 4+ ignore this event. On a 1-3, however, discard the item.

No Treasure is gained from competing this Event. Roll 1d6, on a 1-3 draw another Event Card immediately.

Contributed by The Custodian

Jan 052011
 

One of the sharper-eared Warriors picks out the faint sound of drumming somewhere in the dungeon. They do not sound like welcoming drums!

The next Monster event that includes greenskins has the maximum number of Monsters in it.

No Treasure is gained from competing this Event. Roll 1d6, on a 1-3 draw another Event Card immediately.

Contributed by The Custodian

Jan 052011
 

One of the Warriors places their hand carelessly on a wall, and a pair of spring-loaded, metal-tipped jaws close sharply on it.

This trap deals 1D6 unmodified Wounds to the Warrior in question, who is randomly selected from all the Warriors standing next to a wall. If no Warrior is standing next to a wall, reroll the event.
The trapped Warrior can immediately make a Strength Test to break free of the Jaws, scoring 7+. If the test succeeds they can act as normal, but their hand will be too injured to use for 1D6 turns. Therefore they cannot use a shield or double-handed weapon for that time.
The trapped Warrior can make a Strength Test at the start of each turn until they escape.

No Treasure is gained from competing this Event. Roll 1d6, on a 1-3 draw another Event Card immediately.

Contributed by The Custodian

Jan 052011
 

The Warriors realise that they have been trekking for a long time without a break. They pass out some food and eat.

If you roll this event while there are Monsters on the board, discard it and roll for another.

Cross off one provision per Warrior. Play the turn as normal, although any rolls to do things are at -1 as the Warriors are trying to eat at the same time. At the end of the turn, they gain +1 Wound per Battle-Level, up to Starting Wounds. If a Warrior is at their Starting Wounds then they gain +1 Starting Wound until the end of the adventure.
If a Warrior has no provision or anything else to eat, they lose 1 Starting Wound for this adventure, which is regained once they eat a food item.

No Treasure is gained from competing this Event.

Contributed by The Custodian

Jan 052011
 

Dangers come in many forms, for the unwary Warrior…

One of the Warriors (determine randomly) trips on a thin wire, falling to the floor and losing 1 Wound. They must spend the rest of the turn getting up, and Monsters are at +2 to hit them.
If another event follows this one, it will be a trap triggered by the wire, and affecting the Warrior that tripped, if the event calls for a random Warrior.

No Treasure is gained from competing this Event. Roll 1d6, on a 1-3 draw another Event Card immediately.

Contributed by The Custodian

Jan 052011
 

Warhammer Quest Dungeon Event - AssassinSomething moves in the shadows. The Warriors are ready to defend themselves, but it is a cloaked human who approaches them with open hands.
“My friends, I do not oppose your mission. In fact, I may be able to assist. For a price, of course…”

The assassin offers to scout ahead and help in their next battle, for a price of 100 gold per Battle Level, per Warrior. Once the Warriors give their answer (and pay if they accept), the assassin disappears back into the shadows.
The next time Monsters attack the Warriors, roll 1D6. On a score of 3+, the Assassin has struck. These Monsters have been attacked already, and only have half their Wounds (round up).

No Treasure is gained from competing this Event.

Contributed by The Custodian