May 132012
 

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Fleeing a would-be mugger or pick-pocket shadowing you to your lodgings, you impulsively duck through a shabby archway, round a corner and through a battered, ancient wooden gate. Latching the gate behind you, you turn to behold a wondrous walled garden overflowing with beautiful flora and tranquility.
You decide to stay there for some time, and leave with a lighter heart. Gain +1 Starting Wound permanently.

Mar 162012
 
Warhammer Quest Settlement Event - Leaving Town

Warhammer Quest Settlement Event - Leaving TownA man rushes up to you as you tend your horse. Clearly in a panic, he looks over his shoulder often and offers to buy your steed for twice its worth.
If you have an animal, the man will buy it for twice the price listed in the Animal Trader. If you sell him your steed, the man rides away in a cloud of dust and you never see him again. Roll 1d6, on a 1, the man gave you counterfeit coins and the money is worthless – remove it from your character sheet. On a 2, the Watch arrive soon after, and some passers-by inform them that you were seen selling the man – a wanted criminal – a steed. You are arrested and placed in gaol for 1d3 days before you can convince them that you did not know the man. During this time you do not pay living expenses and may not perform any actions, visit any traders or Special Locations, or generate any Settlement Events. You are released after this time but must pay a fine of 1d6 x 20 x (Title) gold.

Mar 162012
 
Warhammer Quest Settlement Event - Cart Stolen

Warhammer Quest Settlement Event - Cart StolenYou return to your lodgings after a busy day haggling with traders to find that your cart has seemingly vanished. Fortunately the mule was kept separately nearer the stables!

If your Warrior has a cart, then it has been stolen and should be removed from your character sheet. If your Warrior does not possess a cart, you can treat this as an Uneventful Day.

Mar 152012
 
Warhammer Quest Settlement Event - Stray Hound

Warhammer Quest Settlement Event - Stray HoundA stray hound has taken to following you around town, waiting outside you lodgings until the dawn so that it can be by your side as you go about your business. It would be touching, were it not for the scrawny, flea-bitten, and above all malodorous presence of the dog.

So bad is the smell of the dog that all purchases count as having a stock value of 1 point higher than normal whist the hound follows you, and all Special Locations are at -1 on the dice roll. The mangy wretch follows your Warrior for 1d6 days. Each day after the first, the Warrior may make an Initiative Test at the end of the day (1d6 + Initiative, 8+ to pass). Success indicates that the Warrior has managed to shake the stray off, or palmed it off on some unsuspecting charitable person, hospice, or fool with no sense of smell.

Mar 152012
 
Warhammer Quest Settlement Event - Animal Stolen

Warhammer Quest Settlement Event - Animal Stolen

Your trusty steed was stolen in the night whilst the stable-boy slept.

Randomly select one riding animal (e.g. horse, warhorse, mule) in the Warrior’s possession and remove it from their character sheet.

Oct 112011
 
Illustration of a man with a dark expression to illustrate the Warhammer Quest Travelling Hazard 'Lunatic'

Illustration of a man with a dark expression to illustrate the Warhammer Quest Travelling Hazard 'Lunatic'The Warriors see a wildly unkempt man staggering blindly through the forest. As they approach, they notice that he seems to be whispering something about “invisible archers killing everyone”, though the exact words are garbled and hard to make out…
The Warriors may question him to find out what he knows; roll a D6:
1-4 He knows nothing.
5-6 He knows a secret tunnel to untold riches – each Warrior finds 1d6 x 50 Gold

Oct 112011
 
Image of Abandoned Farm House to illustrate new Warhammer Quest Travelling Hazard

Image of Abandoned Farm House to illustrate new Warhammer Quest Travelling Hazard

The Warriors stumble upon the still-smouldering ruins of a burned-out farm.
Sifting through the ruins, the Warriors finds 1D6 * 10 Gold each.

Based on Games Workshop’s Mordheim

Sep 152011
 
Warhammer Quest Travelling Hazard - Ale Cart

Warhammer Quest Travelling Hazard - Ale CartAn ale cart slowly creaks past, a boisterous Dwarf driving the mules with the lash even as he samples the wares.

Roll 1d6 and add the Leader’s Initiative. On a 7+ you manage to convince the Dwarf that you are a group of trustworthy kindred spirits and would be glad to escort the cart to the next Settlement. Pleased, the Dwarf offers to pay each Warrior 10 gold for each remaining week of travel to keep his wares safe. Upon reaching a Settlement he also gives each Warrior a cask of ale (see the rules for the General Store)!
If there is a Dwarf in the party, add +1 to the Leader’s Initiative Test, or if there is a Troll Slayer then add +2 instead.

Sep 142011
 
Warhammer Quest Travelling Hazard - Burned-Out Cart

Warhammer Quest Travelling Hazard - Burned-Out CartThe still-smouldering wreck of a cart straddles the narrow road, its contents scattered over the ground. Of the original occupants of the cart there is no sign.

Randomly generate one item of equipment from the General Store for each Warrior. The Leader distributes these as treasure.

Sep 062011
 
Warhammer Quest Travelling Hazard - Wolves

Warhammer Quest Travelling Hazard - WolvesPursued by the howling of hungry wolves, you eventually find a sheltered outcrop to make your stand. As dusk settles, your pursuers track you down, eager for a meal, even one as difficult as armed Warriors…

Each Warrior is attacked by 1d6 Wolves. For each Wolf, the Warrior must make either a single To Hit roll against an opponent with WS 3, or a single To Hit roll with a missile weapon using their BS. There is a -1 To Hit penalty for using a missile weapon. If the Warrior is armed with a torch and passes an Initiative Test (1d6 + Initiative, 7+ to pass) then they may add +1 their To Hit rolls (discard the torch afterwards).
A miss indicates that the Warrior failed to drive off the Wolf before it savages the Warrior, who starts the next Adventure with -1 Starting Wound per miss unless they pay 1d6 x 50 Gold to a Healer in the next Settlement per point of Starting Wounds lost.