Jul 182011
 
Image of a Black Dragon by treijim
Image of a Black Dragon by treijimA column of dark, oily smoke rises from a settlement in the next valley. Being of the adventurous sort, your Warriors choose to investigate the smoke and soon happen upon the burning remains of a small village. Fearful villagers tell you that a great black dragon struck in the night, settings homes to the torch by the dozen and smashing the few stone buildings with its powerful tail. Compelled to help, the Warriors decide to stay and lend their aid in rebuilding the village.
Each Warrior contributes 1d6 x 20 x (The Dungeon Level) Gold to the rebuilding effort.
Jun 302011
 
Warhammer Quest Travelling Hazard - Swamp Gasses

Warhammer Quest Travelling Hazard - Swamp GassesThe Warriors pass through a region of bleak swampland, and strange gasses from the swamp water assail them.

Each Warrior must pass a Toughness Check (1d6 + Toughness, score 7 or higher) or is struck with severe nausea and is at -1 Toughness for the next adventure, unless they pay 1d6x100 to a healer at the next Settlement for a cure.

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

Jun 302011
 
Warhammer Quest Travelling Hazards - Cottage

Warhammer Quest Travelling Hazards - CottageThe Warriors come upon an empty, thatched cottage, which is the perfect place to rest and regain their strength.

If they choose, they can add 2 extra weeks to their journey and heal one non-magical affliction each, such as a broken leg, disease, or poison.

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

Jun 292011
 
Warhammer Quest Travelling Hazards - Cliff

Warhammer Quest Travelling Hazards - CliffA vast cliff confronts the Warriors, blocking their intended path to the Settlement.

The Warriors can go directly to the next adventure, or go around, adding 1d3 weeks the travel time.

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

Jun 292011
 
Warhammer Quest Travelling Hazards - New City

Warhammer Quest Travelling Hazards - New CityThe Warriors are amazed to come upon a gleaming City on the horizon. This is not on their maps, and as they get closer, they learn from the residents that it’s a brand new Settlement in the area.

The Warriors can stop here if they choose, but everything in the City is 50% more expensive than normal. However, the City is nevertheless bustling with commerce, so you may add 1 to all Or, the Warriors can continue on their journey, with one week added to their travel time.

Based on a contribution by Delve Lord (http://whqepicquests.blogspot.com/)

Jun 292011
 
Warhammer Quest Travelling Hazards - Crossroads
Warhammer Quest Travelling Hazards - CrossroadsThe way ahead splits into three roads; each heading in quite a different direction. This isn’t shown on the map! You make camp here and try and figure out which path to follow, but there is not much information to work with…

The current Leader (use the Leader from the last Adventure if a new one hasn’t been chosen) must make a decision. Make an Initiative Test for the Leader, requiring a 7+ to pass (1d6 + Initiative characteristic, a total of 7 or more is a pass). If the Leader passes the test, then they pick the correct road and make good time. A fail indicates that the wrong road has been chosen and the Warriors must add 1d3 weeks to their journey! If one of the Warriors in the party has a compass (for example, purchased from a Sea Port), then the Leader may add a +1 bonus to this roll.

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!

Jun 202011
 
Warhammer Quest Travelling Hazard - Hermit

Warhammer Quest Travelling Hazard - HermitThe Warriors travel through a lightly wooded area when they come upon a crude log cottage built by a stream. Smoke from the chimney indicates that someone is “home”. The Warriors knock on the door hoping to be offered some fresh water and perhaps lunch.

An elderly blind man greets the Warriors. He invites the Warriors in and they enjoy a nice mutton stew together. The hermit gets along remarkably well on his own, but if any of the Warriors own a Pet Dog, the Dog will take an instant liking to the Hermit, and everyone agrees it would make him a fine companion. The Warrior can leave his Pet Dog with the Hermit if he desires. If more than one Warrior wishes to leave his Pet Dog, roll to see who gets the privilege.

Submitted by Delve Lord

Jun 162011
 
Warhammer Quest Travelling Hazard - Druidic Circle
Warhammer Quest Travelling Hazard - Druidic CircleThere are sites of power dotted throughout the Old World dedicated to half forgotten spirits of earth and forest, of animal hunter. Such sites leak the very stuff of life into the world, restoring the weary traveller.

Roll 1d6 for each Warrior in the party, if they roll a 4+ they gain +1 Starting Wound permanently. A Warrior with a broken ankle or similar injury sustained on his travels will find it healed by the time they reach the settlement, and need not pay to have it rectified. In addition, each Warrior may negate the effects of one case of Poison or Plague that they are suffering from as the magic of the Circle leeches toxic substances from your blood.

Gigantic Spider
Jun 162011
 
Warhammer Quest Travelling Hazard - Giant Spider

Warhammer Quest Travelling Hazard - Giant SpiderYou angrily take a swipe at a low-hanging branch in your way when you feel something heavy land on your shoulder. Frantically trying to twist to see what has landed on you, you feel a sudden hot pain at the base of your neck and immediately collapse.

Roll 1d6 to see what happens:

  • 1-2: You awake three days later with a lingering fever and weak of body. You suffer the effects of Poison and Plague for the duration of the next Adventure.
  • 3-4: You awake on the floor of the forest mere moments after collapsing, in time to see your companions chasing a spider the size of a small dog away from you. The bite on your neck is infected, and you suffer the effects of Plague for the duration of the next Adventure.
  • 5: You are pitched to the floor by the weight of the giant spider attacking you, although your companions chase the great beast away with hastily found branches and other improvised weapons. The bite is poisonous, however, and you suffer the Effects of Poison for the next Adventure.
  • 6: You manage to grab a hold of the giant spider’s chitinous body and hastily throw it off you. The bite does not appear to be poisonous and you recover from the incidence well.

If you suffer the effects of Plague or Poison from the above events, then you may find a healer at the next settlement and attempt to have your injuries healed.