Sep 052011
 
Warhammer Quest Dungeon Event: Strange Glyphs

Warhammer Quest Dungeon Event: Strange GlyphsAncient magical glyphs glow faintly on the wall, depicting an intricate puzzle.

Any warrior my try to solve the puzzle, to do so they must roll 8+ on a willpower roll, when they succeed roll 1d6 on the following table:

1: the warrior ages 5 years in an instant! He is at -1 Strength until he finds a healer in a settlement and pays 50 gold.
2-3: The warrior stops ageing for 5 years!
4-6: The warrior stops ageing for 5 years and receives +1 Starting wound permanently.

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

Sep 052011
 
Warhammer Quest Dungeon Event - Hidden Potions

Warhammer Quest Dungeon Event - Hidden PotionsSome monsters are carrying hidden potions!

Roll 1d6 for each monster, on a 4+ they quaff a potion with the following effect:

Roll a d6:

1-2: Strong Booze: -1 ws, +1 Str
3-4: Healing potion: restores 1d6 wounds
5-6: Berserker potion: +1 attack

The effect remains 1d3 turns.

When no monsters are on the board, the Warriors can make the same rolls with the same results.

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

Sep 052011
 
Warhammer Quest Dungeon Event - Barrier of Despair

Warhammer Quest Dungeon Event - Barrier of DespairWhen the warriors try to pass this magical barrier they are assailed by feelings of sorrow & despair.

Mark off an unexplored door on the map with a 1×2 counter, if none are present, place the barrier in a random corridor.

When the Warriors want to move trough the barrier they must pass a Willpower (8+) test or they cannot move at all.

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

Jul 012011
 
Warhammer Quest Dungeon Events - Trap! Firespray

Warhammer Quest Dungeon Events - Trap! FiresprayWithout warning, a nozzle on the wall starts to spray a thick liquid that ignites as soon as it hits the air, resulting in a column of flame!
Randomly select a Warrior. They receive 1D6 + Dungeon Level damage with normal modifiers. Each model adjacent receives 1D6 + half the Dungeon Level (rounded down) in damage.
Keep track of the space where the Warrior is standing. Each turn any model on that square will take another 1D6 + Dungeon Level damage and any adjacent model takes 1D6 + half the Dungeon Level. As soon as a 1 is rolled for damage, the trap is running low on fuel, and it will cease to function at the end of the turn.

No treasure gained for completing this event. Roll 1d6, on a roll of 1-3 draw another Event Card immediately.

Contributed by The Custodian

Jul 012011
 
Warhammer Quest Dungeon Events - Trap! Cage

Warhammer Quest Dungeon Events - Trap! CageWith the clattering of chains and a load thump, a large steel cage drops from the ceiling, trapping a random Warrior.

While trapped the Warrior cannot move (obviously) but can still fight, cast spells, communicate, etc. Any attacks made against the trapped Warrior are at +2 to hit.
At the beginning of each turn the Warrior or another adjacent Warrior can try to break out of the cage, rolling a Strength test. The difficulty is dependant on the Warrior’s Battle Level

  1. 7+ Novice
  2. 8+ Champion
  3. 9+ Hero
  4. 10+ Lord

Add +1 to the roll for each additional Warrior that spends the turn helping. One test may be made per turn. If the test fails then the trapped Warrior and any others helping miss the turn. If it succeeds then the trapped Warrior is free and each can take their normal turn.
A Warrior can also attempt to pick the lock.

No treasure is gained for this event. Roll 1d6, on a roll of 1-3 draw another Event Card immediately.

Contributed by The Custodian

Jun 302011
 
Warhammer Quest Dungeon Event - Statue of Isha

Warhammer Quest Dungeon Event - Statue of IshaAgainst one wall, you notice a hauntingly beautiful statue of an Elf maiden. Her countenance is sad, and constantly weeps tears into a shallow bowl held in her hands.

The Warriors recognise this as an effigy of Isha, the ancient Elf goddess credited with birthing the Asur. The first time a Warrior drinks from the bowl containing Isha’s tears, they regain 2d6 lost Wounds. In addition, roll 1d6. On a 4+, they gain an extra Starting Wound, permanently.

No treasure is gained from completing this event. Roll 1d6; on a 4-6 draw another Event Card immediately.

Jun 302011
 
Warhammer Quest Dungeon Event - The Sickening

Warhammer Quest Dungeon Event - The SickeningThe sweat on your brow feels cold and clammy, and your vision starts to swim before you. Placing a hand against the wall of the passageway to steady the undulating ground, you see that your companions fare no better. What unholy pestilence has been inflicted upon you and your companions this time?

All of the Warriors are at -1 Toughness and -1 Initiative until a 6 is rolled in the Power Phase.

No treasure is gained for completing this Event. Draw another Event Card immediately.

Jun 302011
 
Warhammer Quest Dungeon Event - Fortune

Warhammer Quest Dungeon Event - FortuneOne of the Warriors finds a small golden trinket in the shape of a blazing sun, and all of the Warriors soon begin to notice their fortunes improving, and have a feeling that someone, or something, is looking out for them.

All Warriors gain +1 Luck for this adventure only.

No treasure is gained for completing this Event. Draw another Event Card immediately.

Feb 222011
 

An incautious move by one of the Warriors kicks up a cloud of spores from the floor.
As the luminescent orange dust settles again each Warrior on the section must roll a D6.
1 The spores are soporific and put the Warrior to sleep until the Wizard rolls a 5 or 6 in the Power Phase. Monsters will not attack a sleeping Warrior unless all the other Warriors are sleeping or dead, in which case they can kill the sleeping Warrior automatically.
2 The spores are toxic and cause 1D6 Wounds +1 Wound per battle-level, not modified for Toughness or armour.
3 The spores cause the Warrior to have a sneezing fit. During the following combat the Warrior loses -1 Attack and must subtract -1 from all rolls to hit.
4 The spores have no effect on the Warrior at all, in fact, he finds their odour quite pleasant…
5 The spores have curative properties and heal 1D6 Wounds +1 Wound per battle-level.
6 The spores are magical and increase the Warrior’s Strength by +1 for the rest of the adventure. Roll a D6. On a score of a 6, the Strength bonus is permanent.
Take another Event card immediately. If it does not reveal Monsters, resolve the event and turn over the next card until some Monsters do turn up!

Map

Feb 222011
 

Wedged between two bricks in the wall the Warriors find a scroll with a faded map drawn on it.
Roll a D6:
1 The map is the bait to a clever trap. The map appears to show the location of a huge treasure hoard, and the Warriors eagerly follows its instructions. They have been duped, and are soon fighting for their lives! When the Wizard next rolls a 1 in the Power Phase, the trap is sprung. Instead of taking one Event card, the Warriors must take 1D6 Event cards! Keep this card to remind yourselves of your impending doom.
2 The map misleads the Warriors. Add another three Dungeon cards to the top of the current pile to see where this fake map leads them.
3-4 It is a map of the next dungeon room they enter showing where to find a hidden treasure. On completing the event in the next room they come to the Warriors take an extra item of Dungeon Room treasure. Keep this card nearby to remind you.
5 The map shows a route back to civilisation! If the Warriors keep this map, it will knock two weeks off their journey time when they next travel back to a Settlement.
6 Although badly faded, the map may still prove useful. The next time the Warriors come to a T-Junction and the Dungeon cards are split the leader can look at the top 1D3 cards of each pile. Keep the card nearby to remind you and discard immediately when used.
Take another Event Card immediately.