Sep 242012
 
Battling Empire Watchmen and citizens, to illustrate the Riot Settlement Event

Battling Empire Watchmen and citizens, to illustrate the Riot Settlement EventA crowd of excited citizens, protesting at the increase in taxes proposed by the burgomeister and his officials, fill the streets as an impassable, jeering mob. You are caught up and carried along by the crowd toward a cordon of the City Watch, halberds raised to repel the rioters…
Make an Pinning roll as if to escape from being pinned by a Monster. If you succeed, you manage to break free of the crowd and dart down a side alley before the inevitable violence. If you fail, you and a large number of the real rioters are beaten unconscious by the Watch. Upon recovery, you are fined 1d6 x 10 Gold for public disorder. You must pay up or spend 1d3 days in gaol, during which time you may not perform any Settlement Activities, generate Settlement Events or pay living expenses.

Aug 082012
 
The wind in these hills blows low and mournful, before building to howling gales on dark nights. It is a place of ill-aspect, and sets even the most hardened adventurers’ nerves on edge.
Navigation here is difficult, the Leader must pass a Fear Test as if against a Monster with a Dungeon Level equal to (his Battle Level + 3). Success indicates that he is not intimidated by the strange local phenomena and no time is wasted. A failure indicates that the party lose themselves in the strange landscape and add an extra two weeks to their remaining journey time.
Aug 062012
 
Image of a wounded Wolf to illustrate the Warhammer Quest Travelling Hazard entitled Wounded Beast
Image of a wounded Wolf to illustrate the Warhammer Quest Travelling Hazard entitled Wounded BeastA great hulking beast lies in the path, feebly trying to move toward the shelter of the undergrowth. 
The Warriors can skirt around the beast or investigate further. If they choose to investigate, roll 1d6 to see what type of beast it is:

  • 1: Wolf (50g)
  • 2: Two-Headed Wolf (150g)
  • 3: Panther (200g)
  • 4: Cold-One (500g)
  • 5: Yhetti (750g)
  • 6: Quarg (1000g)

Roll again to see what happens:

  • 1: The beast lashes out causing one random Warrior enough lasting damage for them to be at -1d3 Starting Wounds for the next Adventure.
  • 2: The beast strikes out at one random Warrior, leaving them with -1 Starting Wound for the next Adventure.
  • 3: The beast flees with the energy of a wild animal cornered and you never see it again.
  • 4+ The beast expires, leaving you with 1d3+1 provisions and its pelt, worth the amount shown next to the type of beast rolled on the table above.
Aug 062012
 
A wanted poster, to illustrate the Bounty Warhammer Quest Settlement Event
A wanted poster, to illustrate the Bounty Warhammer Quest Settlement EventIn the main square of the Settlement, you see a wall decorated with Wanted posters.
Each day, you may chose to roll 2d6 as you keep an eye out for criminals in addition to going about your business. On 10+ you have spotted someone off the posters. Bounty Hunters add +2 to their roll. If you succeed, roll 1d6 to see what happens:
1 – The Outlaw sees you coming and sets an ambush. You barely make it out alive, dropping one item of treasure (player decides) in your bid for freedom. The Outlaw flees town and will not be found.
2 – Unbeknown to you, the Outlaw has been exonerated of all crimes. After deftly entrapping the alleged miscreant, you bring them before the Watch only to be told there is a mistake. You are forced to pay 1d6 x 25 Gold by way of compensation to the alleged criminal.
3-4 – Escaped. The Outlaw escaped but is still rumoured to be in town. You may continue to hunt them if you wish.
5+ – Captured. You bring the law-breaker before the Watch and claim your reward. The Outlaw has committed 1d6 + 1 crimes and you are rewarded with 100 Gold per crime committed.
Aug 042012
 
Image of fantasy pool of of sparkling clear water to illustrate the Warhammer Quest Travelling Hazard entitled Crystal Waters
Image of fantasy pool of of sparkling clear water to illustrate the Warhammer Quest Travelling Hazard entitled Crystal WatersYou spy a pool of cool, clear crystal waters and feel compelled to drink.
Each Warrior rolls 1d6:
1: Putrid – Despite appearances, the water tastes as if something dead has been left in there. You suffer -1 Toughness for the duration if the next Adventure.
2: Tainted – The water leaves a faint green sheen on your lips. You suffer -1 Starting Wound, permanently.
3: Clean – A refreshing drink leaves you with a spring in your step!
4-5: Pure – You feel so refreshed that you gain +1 Starting Wound permanently.
6: Blessed – All your attacks in the next Adventure count as Magical.
Jul 182012
 
Map of the Empire in the Old World. Used to illustrate the 'Road to Nowhere' Warhammer Quest Travelling Hazard.

Map of the Empire in the Old World. Used to illustrate the 'Road to Nowhere' Warhammer Quest Travelling Hazard.The map is clear: the town should be over the next hill. Only there shouldn’t be so many hills…
You are hopelessly off course and must add 1d6 weeks to the remaining Journey time.

Jul 162012
 
Illustration of a cutpurse at work, representing the Warhammer Quest Settlement Event with the same title.

Illustration of a cutpurse at work, representing the Warhammer Quest Settlement Event with the same title.In the crowded street, no-one notices the skilful fingers of the Thieves’ Guild relieving the Warriors of their money.
Your Warrior loses 1d6 x 100 x (Title*) Gold.

*Battle Leve 1 = 1, BL 2-4 = 2, BL 5-8 = 3, BL 9-10 = 4, corresponding to the titles Novice, Champion, Hero and Lord.

Jul 162012
 
Map of the Ostermark to illustrate the Hazard entitled Bad Map

Map of the Ostermark to illustrate the Hazard entitled Bad MapYou check the damaged map again, sighing with frustration as you contemplate the many inaccuracies contained within and cursing the village ‘cartographer’ that produced it.
Each remaining week of travel, roll 1d6. On a 1, add 1d3 weeks to the remaining journey time.

Jul 092012
 
Artwork from the Wandering Monster card from MB Games' HeroQuest, illustrating the Wandering Monster Travelling Hazard for Warhammer Quest

Artwork from the Wandering Monster card from MB Games' HeroQuest, illustrating the Wandering Monster Travelling Hazard for Warhammer QuestThe hills in these parts are home to all kinds of beasts, and worse…
You have encountered a group of Monsters making their way across the countryside. Roll 1d6 to determine their level:

  • 1 – Two levels above the Dungeon Level
  • 2-3 – One level above the Dungeon Level
  • 4-5 – The same as the Dungeon Level
  • 6 – One level below the Dungeon Level

Generate the Monsters using the usual mechanism for your games. The Warriors may chose to fight the Monsters and earn the normal treasure card, or they may flee by using the Escape Table in the Adventure book to represent the Monsters hunting them down. They may add +2 to their rolls on the Escape Table.

Jul 062012
 
Illustration of a black stone obelisk for the Warhammer Quest Hazard entitled "Dark Obelisk"

Illustration of a black stone obelisk for the Warhammer Quest Hazard entitled "Dark Obelisk"A dark obelisk has been raised in the hills, and the ground is littered with shards of what appears to be the same dark stone. Feeling unwell, the Wizard realises he cannot touch the Winds of Magic in these hills, and you fear what will happen if you press on through the shadow of that fearful dark monument.
If the party continue through the hills, the Wizard, Elf Ranger, Warrior Priest and other spell casters must make a WP test (1d6 + WP) requiring a total of 7+ to succeed. A fail indicates that their ability to affect the Winds of Magic has been affected. A Wizard starts the next game with half his Power Store used and earns one less point of Power per turn for the duration of the Adventure. Rangers, Priests and other spell casters that require a dice roll to cast spells suffer a penalty of -1 to cast for the duration of the Adventure.
If the party instead opt to avoid the area, then add 1d3 Weeks to the remaining journey time.