Sep 062011
 
Warhammer Quest Travelling Hazard - Wolf Riders

Warhammer Quest Travelling Hazard - Wolf RidersAs night draws in you are to be found around the camp-fire, huddling in the warm embrace of the flames. Howls erupt from the darkness and suddenly the light of the fire seems precious little protection against the night. Into the light slink the unmistakable forms of a pack of Great Wolves, ridden by cunning-looking Goblins.

Each Warrior is attacked by 1d3+1 Wolf Riders. For each Wolf Rider, the Warrior must make either a single To Hit roll against an opponent with WS 4, 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 Rider before they savage 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.

Sep 062011
 
Warhammer Quest Travelling Hazard - Waterfall

Warhammer Quest Travelling Hazard - Waterfall

You discover a secluded pool of water, fed by a torrent of foaming white water spewing from the mouth of the strange face carved into the cliff-face. Surely such places are worth exploring further?

The Warriors may choose to investigate, or continue with their journey. If they investigate the falls, decide which Warrior do so roll 1d6 on the following table once for the group:

  • 1 – 2: Behind the curtain of water, you shake yourself dry and open your eyes in time to be battered by an enraged river troll.  You suffer -1 Starting Wound for next Adventure.
  • 3: You drag yourself through the falls, but find nothing of interest on the small rocky ledge you discover.
  • 4 – 5: Hauling your gear through the torrent of water isn’t easy, but you find a way and now stand the other side of the falls. Before you lies a damp cavern, the bones of a river troll scattered around the floor. The caver narrows near the back, and you can see a flickering light through the natural archway formed at its narrowest point. The party may decide to explore these chambers. If they do so, all the Warriors explore them together. Draw 1d3+3 Dungeon cards and proceed as for a normal Dungeon. You may continue your journey when you leave through the other end of the chambers, reducing your journey time by 1 Week as you cut through the cliff face.
  • 6 – Treasure hoard! Each Warrior that explored the falls may take a treasure card. Conveniently, there is only enough treasure for one car for each of the Warriors that decided to explore, any Warriors that remained outside do not get anything! Continue your journey normally from here.

 

Sep 062011
 
Warhammer Quest Travelling Hazard - New Road

Warhammer Quest Travelling Hazard - New RoadA road has been trampled through the countryside which is not shown on your maps. Trees are felled where they stand, and rivers hastily forded. Do you stand in the wake of a rampaging army, a hurried defence force or simply on a new trade route between towns?

Reduce your remaining journey time by 1d3 weeks.

Aug 012011
 
Caravan

CaravanThe Warriors encounter a caravan of merchants moving their wares on to the next town. When the Warriors stop to help the merchants push a cart out of a rut, the merchants offer to employ the Warriors as caravan guards.

If the Warriors accept add two weeks to their journey time, but for each week they travel they earn 25 x (The Dungeon Level) gold each. In addition, on the journey the Merchants give the Warriors some advice on haggling and where to buy the best wares. In the next Settlement, each Warrior receives a 10% discount at any single trader they visit.

Aug 012011
 
Ghostly horseman
Ghostly horsemanThe Warriors spy a ghostly form following them over the moor. It gains quickly, resolving into the ethereal form of a once-proud and mighty Empire Knight Templar wielding a blade that emits a blue effervescent glow.
Each Warrior rolls 1d6. The Warrior with the lowest score is singled out and ridden-down by the ghostly knight! Make a Willpower Test for the Warrior, requiring an 8+ to succeed (1d6 + WP characteristic, 8+ to pass). If the test if failed, upon collision the Warrior is knocked to the ground and knight has vanished leaving only a terrifying wail. The Warrior recovers, but is so shaken by the touch of one from beyond the grave he permanently loses 1 Starting Wound.

A pass results in the Warrior collapsing as above, but when he awakes he is holding the enchanted blade wielded by the ghostly knight. The blade is magical, causes +1 damage in combat and renders the wielder immune to Fear and Terror caused by the Undead.

Aug 012011
 
Shooting Star
Shooting StarAfter setting up camp for the night, you take the first watch. Gazing into the heavens and dreaming of a warm bed and good company, you spy a tiny, gleaming star blazing it’s way through the sky. Such events supposedly herald good fortune, and you sleep well thinking of what fortune may befall you.
Roll 1d6 for each Warrior. The Warrior who rolled the highest is the one who was taking the watch when the shooting star appeared; at any point in their stay at the next Settlement, the Warrior may re-roll one Settlement Event of their choosing.
Aug 012011
 
Moon-lit creepy graveyard
Moon-lit creepy graveyardAs dusk falls, your Warriors approach a small village. Following the road into the village they travel through a crumbling ‘Garden of Morr’, a graveyard full of looming statues and dark shadowy mausoleums. Hearing a cry from deeper within the cemetery, the Warriors must decide whether to investigate or stay on the road…

If they investigate, roll 1d6 for each Warrior. If any dice come up as a 1 then  are assaulted by wailing, shrieking shades of the dead. They are driven out of the graveyard and suffer a -1 penalty to all Fear and Terror Tests in the next adventure as their experience haunts their thoughts. If any of the dice come up as a 5, then the Warriors each find 1d6 x 25 x (the Dungeon Level) Gold (roll once for the party) in trinkets at an unholy shrine to the dead. If any of the dice come up as a 6, then the Warriors may each take one Dungeon Room Treasure Card from offerings left at the foot of a stran.

Jul 192011
 
The Warriors are awoken in the night by the sound of thundering hooves. With mere moments to gather their wits – and their possessions – before they are ridden down, they quickly scramble to safety.
Roll 1d6 for each Warrior. On a 1 or 2 they must discard one item of treasure or equipment (their choice).
Jul 192011
 

The road takes you over a windy hilltop on the moors. Atop the hill lies a flaming, smashed row of hovels. Do the Warriors stop to help the locals rebuild their broken homes?

If the Warriors stay, then they spend one week helping to repair the damaged caused by the star-fall (adding one week to their journey time). As a reward, they are given the only item of value in the hamlet – the lump of now-cooled star-metal that caused the destruction. The Warriors can carry the lump to the next settlement on foot (adding another week to the journey time), but if they have a cart then they are not slowed by the metal at all. Upon reaching the settlement, the Warriors sell the star-metal to the local smithy for 1d6 x 200 Gold, split between all the Warriors.

Jul 192011
 

The Warriors come upon several patches of strange herbs nestled in the shadow of a crumbling wall on some farm ground.
If there is an Elf in the party, he recognizes them as Verdant Lotus, potent healing herbs, and manages to collect 1d6 of them before an irate farmer chases the trespassing Warriors away. Each Verdant Lotus can heal 3 Wounds.

Contributed by Delve Lord (http://whqepicquests.blogspot.com/)