Jun 102011
 
Warhammer Quest Travelling Hazard - Merchant

Warhammer Quest Travelling Hazard - Merchant

A merchant wagon with an armed guard passes on the road, heading for a distant settlement. Upon seeing that the Warriors have coin and mean no harm, the merchant offers his wares for sale.
Roll 1d6 to see what kind of wares the merchant is selling, and again to see how well stocked his wagon is:
  • 1: Armourer
  • 2: Fletcher
  • 3: Weaponsmith
  • 4: Animal Trader
  • 5: General Store
  • 6: Gunsmith
Roll for stock as:
  • 1 -2: Village
  • 3-4: Town
  • 5-6: City

You may purchase goods from the trader just as if you were at the equivalent Trader in the settlement type rolled above, including rolls for quantity, stock, time wasting and so on.

Jan 062011
 

This evening one of your party has either prayed to one of the gods or has cursed using their name. Normally, it seems that the gods pay little attention to such things, but tonight is different – tonight, the gods are listening…

Roll 1D6 to determine the god’s response.

1. The god has been somewhat offended! The Warriors are cursed with a disease that weakens them and slows them down, adding two more weeks to their journey!
2-3. The god decides to punish one of the Warriors for some wrong-doing. A random Warrior suffers -1 Wound permanently.
4-5. The god smiles upon a random Warriors granting increased vitality: +1 Wound permanently.
6. The god is so pleased with a random Warrior that an Objective Room treasure suddenly appears in the Warrior’s bag! (Optionally: A Chaos Warrior gets a random Chaos Artefact instead)

Donated by Old Warrior (http://www.goodsandgoodies.com/wq/)

Dec 142010
 

Warhammer Quest Travelling Hazard - FerrymanResigned to travelling for miles to reach the nearest river-crossing, the Warriors are delighted to find a ferryman plying his trade.
The Warriors may each pay 1d6 * 10 gold to cross the river, reducing their journey time by one week. Alternatively, the Warriors may continue to the next crossing, adding one week to their journey.

Nov 192010
 

Warhammer Quest Travelling Hazard - RangerThe party are forced to stop when a voice in the shadows tells them they are surrounded by Empire soldiers. When it becomes obvious that you are adventurers seeking a settlement, a lone man wearing the earthy colours of an Imperial Hunstsman steps into the path. He offers to lead you to your chosen destination – for a fee!

If the Warriors will pay 1d6 * 25 Gold each (roll once, all the Warriors will pay the same), then the Ranger will lead you to your destination.
If the Warriors pay the Ranger, roll 1d6. On a 1, the ranger is a fraud and takes you to an isolated spot before disapearing into the night with your gold – add two weeks onto your journey time.
On any other result the ranger proves his worth, reducing your remaining journey time by half.

Nov 182010
 

Warhammer Quest Travelling Hazard - Broken Bridge

You must cross a mighty river to reach your goal, but recent floods have swollen the river and swept away the shoddy bridge set up to cross it.

Must find the next crossing, add 1d3 weeks to journey time. However, if one of the Warriors has a rope, they may try and rope a post on the other side of the bridge and cross. Make a BS roll To Hit, a success indicates that you have a managed to snag the rope on something solid and all the Warriors may cross. Test to see if the rope breaks afterwards, as normal. A failure indicates that you miss your target and the rope is swept away – cross it off your Adventure Record Sheet, and you must find the next crossing as above.

Nov 172010
 

Warhammer Quest Travelling Hazard - Rope Bridge | Imperial VaultA deep ravine blocks your path, the only crossing for miles around a slender rope bridge swaying in the breeze. Will you risk the crossing?

If the Warriors choose to risk the crossing roll 1d6 on the following table.

  • 1: As you cross, the wind picks up and the bridge starts to sway violently in the high winds, all Warriors loose one random item of equipment or treasure as they fight to stay on the bridge.
  • 2: When you are half way across, the rope is cut by a goblin who must have been waiting in the shadows. You must scramble for safety, add 1d3 weeks to the journey and each Warrior roll 1d6. On a 1 or a 2, they loose one item of equipment or treasure (their choice).
  • 3: A brigand threatens to cut the rope unless each warrior gives him gold. Each Warrior must pay 1d6 * 10 * the Dungeon Level gold. If any refuse, none of the Warriors have the opportunity to pay as the brigand cuts the rope and every Warrior scramble to safety, as above
  • 4:  Rotten boards – one warrior puts his foot through the rotten floor, and looses one item of equipment or treasure (their choice).
  • 5 – 6: Safe crossing. Nothing bad happens!

If the Warriors choose not to risk the crossing, add 1d3 weeks to their journey time.

Nov 152010
 

Warhammer Quest Travelling Hazard - HighwaymenThe Warriors are held up by a band of highwaymen, demanding that they hand over their valuables.

The Warriors can either hand over one random piece of Treasure or equipment each, or drive off the would-be robbers with a show of force.
If they choose to drive off the robbers, roll 1D6 on the following table for each Warrior:

  • 1: Your Warrior is bested by the brigands, and knocked unconscious. When he wakes up, the fight is over and the brigands and D6 * 100 of his Gold are gone.
  • 2: Your Warrior is bested by the brigands, and knocked unconscious. When he wakes up, the fight is over and the brigands and D6 * 50 of his Gold are gone.
  • 3: Your Warrior slips on some loose footing, and knocked unconscious by the brigand he is fighting. When he wakes up, the fight is over and the brigands and D6 * 10 of his Gold are gone.
  • 4: With a mighty display of his skills, the Warrior drives off the Brigands and nets D6 * 25 Gold
  • 5: With a mighty display of his skills, the Warrior drives off the Brigands and nets D6 * 50 Gold
  • 6: The Warrior defeats a mighty rogue in a savage duel without honour, eventually killing their foe  and netting D6 * 100 Gold
Nov 152010
 

The party stop to buy goods from a jaunty-looking pedlar selling ‘the finest wares this side of the Drakwald’. Deciding against purchasing any of the rubbish on sale, the Warriors leave without spending any gold. Unfortunately, that night after making camp one Warrior random finds a hole in his purse!

Pick one random Warrior using the Warrior Counters; that Warriors looses D6 * 25 Gold per Battle Level.

Nov 072010
 

Warhammer Quest Travelling Hazard - Bad StormsDuring the day, the weather turns nasty with wind and rain making it difficult to travel. As night approaches, the ground become treacherous underfoot and the wind and rain become unbearable, the Warriors are forced to find shelter in a nearby village.

The Warriors must wait for the storm to blow itself out. This takes D6 days. The inn that the Warriors are staying in charges 10 Gold per Warrior per day for board and lodging. The Warriors may continue travelling after the storm abates, but must add one week to their journey time.

Nov 062010
 

Boar ArtYou are travelling through a heavily forested area when you hear a commotion up ahead in a nearby clearing.

Roll 1D6 to discover what you find:

  • 1 – Wild Boar: There are several Wild Boar charging through the woods. While too dangerous to approach, any Warriors armed with missile weapons may make a single To Hit roll, deducting -1 from their score. A hit indicates that they have managed to bring one of the great beasts down, and may skin and gut it for it’s pelt (worth 50 Gold in any Settlement) and it’s meat (add 1D6 provisions to their record sheet).
  • 2 – Wild Deer: A herd of deer are racing away from something unseen, directly towards your Warriors! A Warrior may make a single To Hit roll (at -1 To Hit) using their Ballistic Skill characteristic if they are armed with missile weapon, or a make single close combat attack against an opponent with Weapon Skill 5 if not. A hit indicates that they have managed to bring one of the deer down, and may butcher it for meat (add D3+1 Provisions to their record sheet).
  • 3 – Hare: Frightened by a predator in the undergrowth, a brace of hares bolt pas the Warriors.  Starting with the Warrior with the highest Initiative and working down to the lowest, a Warrior may make a single To Hit roll (at -1 To Hit) using their Ballistic Skill characteristic if they are armed with missile weapon. A hit indicates that they have managed to catch a hare, and may butcher it for meat (add 1 Provision to their record sheet).
  • 4-5 – Stag: You spy a majestic stag drinking from a stream nearby. Nominate one Warrior to fire their missile weapon at the stag, and make one To Hit roll. A hit indicates that the the stag has been fatally wounded, and can be slaughtered for D3 + 3 provisions. If the Warrior misses, then the stag bolts and the opportunity is lost.
  • 6 – Quarg: The mythical Quarg is fleeing some hunters through the woods. The Warriors may combine their efforts to kill it. Any Warriors armed with missile weapons may make one To Hit roll using their Ballistic Skill value (at -1 To Hit); if two or more Warriors manage to hit the beast then they manage to kill it and may sell it’s pelt in the next Town or City they find for 1000 Gold (split evenly through the party). Unfortunately, the Quarg is too far away to use anything other than a missile weapon.