Jun 202011
Warhammer Quest Travelling Hazard - Heavy Forest
Warhammer Quest Travelling Hazard - Heavy ForestYou haven’t seen daylight for – how long? – and the heavy, oppressive air of the forest and murky light have caused you many a wrong turn. Now you are travelling on some tiny goat path through the middle of nowhere, will you ever reach the open road again?
Roll 1d6 for the party as a whole. Add a bonus of +1 for each scout-type Warrior, Halfling or Wood Elf in the party, and a further +1 for a Waywatcher (for a total of +2 for that Warrior). Deduct a penalty of -1 for each Dwarf in the party.

If the total rolled is 5 or more, then the party make it out of the woods without significant delay. A failure indicates the journey taking an extra week, and a natural 1 on the dice signifies an extra two weeks instead as the Warriors get thoroughly lost!

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