Jul 052012
 
Illustration of a dog, representing the Malodorous Mutt Settlement Event for Warhammer Quest

Illustration of a dog, representing the Malodorous Mutt Settlement Event for Warhammer QuestA particularly smelly, flea-bitten dog has taken to following you around, begging for scraps.
So unpleasant is it to be near the smelly creature that all purchases and living expenses you pay cost an extra 20%, and rolls on the Alehouse Events table are at -1 for as long as the animal remains – this is the next 1d6+3 days, unless the Warrior gives the dog 1d6 rations, or kills the the dog (and paying 500g for the funeral. Chaos Warriors need not pay!).

Jul 042012
 
Image of a crimson-coloured river flowing through a snowy forest to illustrate the Warhammer Quest Travelling Hazard River of Blood

Image of a crimson-coloured river flowing through a snowy forest to illustrate the Warhammer Quest Travelling Hazard River of BloodThe river before you is slow, deep and  an unnaturally dark colour. You see no signs of life within its inky depths and when you fill your water skin you are horrified to see that the ‘water’ is a deep crimson and brown colour. Dropping the skin in fear, you hasten to tell the others, hoping your stomach doesn’t betray you first…
Every Warrior must pass a Fear test as if against a Monster with a Fear rating determined by rolling 1d6 on the table below:

  • 1 – DL+6
  • 2 – DL+5
  • 3-4 – DL + 4
  • 5 – DL+3
  • 6 – DL + 2

If one or more of the Warriors fail their test, add +1d3 Weeks to the remaining journey time.

Jul 032012
 
A blasted landscape to illustrate the setting for the Hazard entitled Sorcerous Ruin

A blasted landscape to illustrate the setting for the Hazard entitled Sorcerous RuinYou encounter the remains of some great sorcerous duel, the landscape twisted and burned by the arcane forces unleashed here. Such places are saturated with magic, which seeps into the very fabric of your possessions.
Each Warrior may pick one weapon, it counts as a Magical Weapon for the duration of the next Adventure.

Jun 272012
 
Photograph of rain drops hitting a puddle to illustrate the Warhammer Quest Settlement Event - Stinking Mire

Photograph of rain drops hitting a puddle to illustrate the Warhammer Quest Settlement Event - Stinking MireAfter a day of torrential rain the poorer streets are little more than muddy streams between the tenements, and an “out of towner” won’t know which streets hide the really deep pot holes…
You slip and drop your purse of gold down a particularly deep pothole, amounting to a loss of 1d6 x 20 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.

Jun 252012
 
Warhammer Quest Settlement Event - Entourage

Warhammer Quest Settlement Event - EntourageYou are rudely shoved aside by a hired thug as a convoy of Nobles and their entourages travel through the crowded streets in carriages.
Roll 1d6 to see how you react:
1 – “I slay Orcs by the dozen to be shoved about by likes of you?” You take exception to being treated thus and deliver a sound thrashing to the hired muscle. The Watch haul you in for questioning and you spend the next 1d3 days in gaol. Whilst in gaol you may not visit any Traders, Special Locations etc and do not generate Settlement Events.
2-5 – You bite your tongue, and the convoy of Nobles continue in their carriages, unaware of the incident.
6 – You protest loudly at your treatment and the coach one of the Nobles stops. Roll 1d6 and add your Title*. On a 7+ the Noble recognises you from the tales told of your exploits and gives you 100 Gold for each point you passed the test by (7 = 100 Gold, 8 = 200 Gold and so on) by way of compensation.

*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.

Jun 222012
 
Illustration of a sick man in bed, attended by a nurse to illustrate the new Warhammer Quest Settlement Event Catching Culture

Illustration of a sick man in bed, attended by a nurse to illustrate the new Warhammer Quest Settlement Event Catching CultureYou slip into the river and break the surface again, half-drowned struggling for breath. Dragged out by helpful onlookers, you quickly realise you are coming down with something as exotic as it is unpleasant.
You spend the next 1d3+1 days laid up in your lodgings, unable to leave your bed. During this time you may not perform any Settlement Activities (like visiting a Trader) and do not generate Settlement Events. You must still pay living expenses in this time, and once recovered you must pay the physician 1d6 x 25 x (Title*) Gold or leave town immediately.

*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.

Jun 152012
 
Warhammer Quest Settlement Event - Flotsam and Jetsam

Warhammer Quest Settlement Event - Flotsam and JetsamYou are admiring the view from the oldest bridge in town when the stone from the wall you are leaning on give way, pitching you into the murky water. It is several hours before you are washed up on the banks of the river and you are forced to spend the night and the following day trudging back to town.

You may not perform any Settlement Activities or generate any Settlement Events the following day, but must still pay living expenses today and the following day as your landlord keeps the room for you and your possessions.

Jun 142012
 
Warhammer Quest Settlement Event - Big Trouble on the Little Streets

Warhammer Quest Settlement Event - Big Trouble on the Little StreetsA fight erupts in the street in front of you, and you quickly find yourself in the middle of arguing antagonists.

Roll 1d6 to see what happens:

  1. Mistaken for one of the antagonists, you are clobbered into the dust before anyone realises their mistake. You spend the 1d6 days in the Temple of Shallya healing and lose 1d6 x 25 x (Title*) Gold
  2. Mistaken for one of the ringleaders of the brawl by the local Watch, you are roughly slung into gaol, are fined 1d6 x 10 x (Title*) Gold and miss the next 1d3 days as a guest of the Imperial Town Watch, during which time you may not perform any Settlement Activities, generate any Settlement Events or pay any Living Expenses. If you cannot afford the fine you must sell equipment to make up the difference.
  3. In the swirling melee you get a swift kick somewhere soft and a broken nose, which costs 10 Gold to get patched up
  4. With a few well-timed ducks and dodges you escape the street brawl unscathed
  5. You floor a particularly ugly brute that had been threatening a merchant, who gratefully rewards you with 1d6 x 10 Gold
  6. The antagonists are a particularly violent and cruel street gang running a protection racket, and you assist the Watch in banging heads and breaking a few jaws. The Watch reward you with 1d6 x 25 x (Title*) Gold, and you may ignore the next occasion where you are fined or placed in gaol by the Watch as they look the other way by way of thanks for your assistance.

* Title: Novice / Initiate = 1 (Battle Level 1), Champion = 2 (BL 2 – 4), Hero = 3 (BL 5-8), Lord = 4 (BL 9 – 10).

Jun 132012
 
Warhammer Quest Settlement Event - The Dangerous Streets

Warhammer Quest Settlement Event - The Dangerous StreetsYou trip over a loose cobblestone and fall badly, hurting your ankle.

You must spend the following day getting your ankle patched up by a competent physician or at the Temple of Shallya, and afterwards feel compelled to make a donation of 1d6 x 10 Gold to the Temple coffers. You may do nothing else in this time and do not generate any Settlement Events or pay any Living Expenses.

Jun 122012
 
A poor Warrior getting drenched in the Warhammer Quest Settlement Event 'Unpleasant Shower'

A poor Warrior getting drenched in the Warhammer Quest Settlement Event 'Unpleasant Shower'You are working your way through the narrow streets when one of the residents decides to clear out their waste – from the window above your head! 

Make a roll to escape Pinning, just as if you were in combat with a Monster. If you fail, your hair and clothes are soaked. You must pay double living expenses today and every subsequent day until you purchase new Fine Robes and boots at the General Store (or equivalent). Purchases are also more expensive as your foul smell offends the trader; all purchases cost an extra 25% until a change of clothing is made.