You 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.
After 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.
Fourteen new Warhammer Quest Board Sections have been kindly donated to the Vault by Talion78, including a complete set of Caverns-themed board sections as well as some unique concepts like the Hall of Time and Chasm. All board sections are accompanied by a dungeon card to print out so that they can be slotted directly into your game.
You can find the new board sections over in the new Warhammer Quest Downloads section.
Thanks Talion!
You 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.
You 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.
You 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.
A 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:
- 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
- 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.
- In the swirling melee you get a swift kick somewhere soft and a broken nose, which costs 10 Gold to get patched up
- With a few well-timed ducks and dodges you escape the street brawl unscathed
- You floor a particularly ugly brute that had been threatening a merchant, who gratefully rewards you with 1d6 x 10 Gold
- 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).
You 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.
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.
Jonathan Uziak of usiakart.com has kindly contributed no fewer than eleven Custom Board sections for Warhammer Quest. These Board Sections are original work by Jonathan, and the set includes some varied Board Sections for your games of Warhammer Quest, from passageways to Dungeon Rooms and Objective Rooms. You can check out Jonathan’s Board Sections in the Downloads section and his other work over on usiakart.com. Thanks Jonathan!