Nov 052010
 

Sorcerer's TowerSet atop a stony crag in a remote area of the mountains, you find a small, ramshackle old tower. The door has long since collapsed, but who knows what treasures such a place may hide?

If the party decide to investigate the tower, roll 1D6 on the following table:

  • 1:  The tower is home to a foul, twisted sorcerer who wields terrible dark magic. He turns on the Warriors, and vomits forth a cloud of evil-looking black noxious gas. Faced with no alternative but to flee, each Warrior must desperately hold his breath as they struggle to make their escape. Roll a Toughness Test for each Warrior (1D6 + Toughness, 7+ to pass). Warriors who fail this test feel the life ebbing from their bodies and start the next Adventure with D6 Wounds missing.
  • 2-3: The tower is home to a shrivelled old Necromancer who immediately summons a horde of Zombies to kill those who would interfere with his work. Roll one dice for each Warrior and add them together, this is the number of Zombies attacking the Warriors. Roll another dice for each Warrior to see how many Zombies they kill. If the Warriors do not manage to slay all of the Zombies, then they are driven out of the Tower by the horde and loose a Starting Wound for the duration of the next Adventure due to the multitude if infected Zombie bites and scratches they suffer. If the Warriors succeed in killing all of the Zombies, they corner the Necromancer and push him out of his own tower to his death. They each find D6 * 50 Gold in valuables that they can sell in the next Settlement.
  • 4-5: The tower is deserted, and little remains of value amongst the rotten furniture. However, at the top of the tower they find the remains of a brass telescope and other stargazing artefacts. These can be sold in the next town or city the Warriors visit for D6 * 100 Gold to be split equally among the party.
  • 6: The tower is home to a mad old hermit who brews potions and salves. He will sell you his wares for a small price:
    • Healing Salve – Restores D3 Wounds. One use, then discard. 30 Gold.
    • Healing Herbs – Can be used by the Elf to brew healing potions, as per the rules given in the Elf Quarter in the Roleplay Book. 30 Gold.
    • Rabbit’s Foot Pendant – +1 Luck for the Warrior who wears it for as long as it is worn. 50 Gold.
    • D6 Dried Meats – As Provisions in the Roleplay Book. 50 Gold for the lot.

Each Warrior may buy a maximum of one of each item.

Nov 042010
 

Chapel In The WoodsAs the Warriors journey through particularly dense forest, they notice a small wooden door left ajar in a tumble-down old annex to what looks to be an ancient chapel overgrown with choking weeds and trees.
The small room beyond the door reveals a small alter of white and rose-coloured marble, bathed in a pale iridescence. You are struck by a sense of calm, and decide to pray at the altar for a time. As you pray, you feel strength flood your body and your limbs stir with renewed vigour.

Each Warrior gains +1 Starting Wound permanently.

Nov 042010
 

Warhammer Quest Travelling Hazard - Abandoned CampThe Warriors find what looks to be the camp of outlaws, brigands or cultists that looks abandoned.
If you decide to search the camp, each Warrior should roll 1D6:

  • 1-2: Your Warrior stumbles into a primitive trap and is badly hurt. You suffer -1 Movement for the next Adventure, start the game with D3 Wounds missing, and add one week to your journey time. The effects of this roll can be negated by paying a priestess of Shallya D6 * 10 Gold to tend to your wounds in the next Settlement instead of performing other activities that day.
  • 3-4: Your Warrior finds D6 * 25 Gold in equipment that he can sell in any Settlement.
  • 5-6: Your Warrior finds some stolen loot concealed under a loose stone, and may take one Treasure card.
Nov 032010
 

Warhammer Quest Travelling Hazard - The Grey ManA mysterious robed figure greets your Warriors as you search a ruined town. Do the Warriors brave his approach?

Your Warrior may choose to greet the Grey Man in return, or flee the ruins adding 1 Week to their journey.
If the Warriors greet the Grey Man, they are unsettled by his appearance and general creepy demeanour but he seems to intend the Warrior no harm. The Grey Man claims to have knowledge of the future, and warns the Warriors of the next Adventure. At any one point in the next adventure, each Warrior may attempt to negate the effects of one Dungeon Room Event that reveals a Trap or the Portcullis Event.

To do this, roll 1D6:

  • 1-2: The Grey Man lied to you; work out the effects of the Event normally and further more any Warrior that is affected by the Event suffers -1 Toughness for the remainder of the Adventure as the advice they are given leads them into worse trouble.
  • 3-6: The Grey Man’s warning proves accurate, and the event is negated. Curiously, the Warriors find they are missing D6 * 10 Gold from each of their purses the next time they check…
Oct 062010
 

Cultists' Knives

As the Warriors search a ruined chapel on a lonely hill, the Leader is startled by some loose masonry falling from above. Looking up, he notices a hooded figure observing him from a balcony above. The figure immediately flees calling out in a strange voice, and cloaked figures dart from the shadows.

The Warriors are faced with a decision: flee the ruins, or stay and face the consequences of being spotted. A Witch Hunter or Warrior Priest must stay to cleanse the coven of Cultists.
If any stay, roll one dice for each remaining Warrior to see how many cultists there are, and roll another to see how many the Warrior manages to kill before fleeing. Any Cultists killed are worth 20 Gold each; each remaining Cultist reduces the number of wounds that the particular Warrior starts the next adventure with by 1. Note that these can be healed normally, and that the Warrior’s Starting Wounds characteristic remains unchanged.
A Witch Hunter that successfully completes this event by killing all of the cultists gains 1 point of Faith to be used in the next Adventure only.

Oct 062010
 

Cusltist Dagger

The Warriors finds a crude altar made of battered black stone. Upon the altar is a set of wicked looking knives that look like they have been recently used to make some kind of living sacrifice. The knives look valuable for those brave or foolish enough to risk stealing it, but the still-fresh blood is a warning that this place is not as deserted as it appears…

Roll a Fear Test for each of the Warriors as if for a Monster causing Fear 5. A successful test indicates that the Warrior keeps his nerve and steals one of the knives (it is worth 250 Gold in any City; it cannot be sold in a town or village as the locals are too superstitious).
If the test is failed, then the Warrior turns tail and flees the ruins, afraid of suffering the same fate as whatever (whoever?) lay upon that altar…

Oct 062010
 
Entrance to Ancient Ruins

Descending below the floor of a ruined temple by way of crumbling steps of black marble, your Warrior finds a vaulted crypt containing a heavy stone sarcophagus with strange inscriptions in tongue long passed from this world.

The Warrior may attempt to pry the lid off the sarcophagus, and will require a successful Strength Test in order to do so, requiring an 8 or more to succeed (roll 1D6 and add your Warrior’s Strength characteristic; on a total of 8 or more, the Warrior manages to lift the heavy stone lid).

If he succeeds, roll 1D6 to determine what he finds:

    1-2: The Warrior catches a tantalising glimpse of strange treasures and ancient artefacts, before a seething black mass surges from the now open coffin, lashing the Warrior with tentacles like dark, sinewy rope even as he flees the crypt. He is at -1 to all Fear and Terror tests and looses 1 Starting Wound for the duration of the next adventure.
    3-6: On any other roll, the sarcophagus contains D6 * 25 Gold and 1 Treasure card
Oct 062010
 

Beastman Horde

The Warriors enter a clearing in the woods, in the centre of which is a crude standing stone daubed in mutilated body parts and symbols in some dark tongue. Suddenly, out of the trees flies a volley of rough wooden spears, and a war-band of enraged Beastmen charge forth.
The party have stumbled upon a herdstone, and must fight their way to safety!

Roll 1D6 for each Warrior on the following table:

    1. Knocked out by a sneaky blow from behind, your Warrior awakes to find one of his weapons (determine randomly) and 2D6 x 100 gold stolen.
    2. Knocked out by a sneaky blow from behind, your Warrior awakes to find 2D6 x 100 pieces of his gold stolen.
    3. Knocked out by a sneaky blow from behind, your Warrior awakes to find one item of equipment stolen (determine randomly)
    4. Fighting a glorious battle, your Warrior kills many Beastmen and gains 1D6 x 10 gold.
    5. Fighting a glorious battle, your Warrior kills many Beastmen and gains 1D6 x 50 gold.
    6. Fighting a glorious battle, your Warrior kills many Beastmen and gains 1D6 x 100 gold.

After the event has been resolved, the Warriors find one item of equipment each as they get to search the bodies of those less fortunate than themselves. Generate one item of equipment from the Traders in the Roleplay book for each Warrior, and distribute them as the Leader sees fit.

Herdstone
The Warriors enter a clearing in the woods, in the centre of which is a crude standing stone daubed in mutilated body parts and symbols in some dark tongue. Suddenly, out of the trees flies a volley of rough wooden spears, and a war-band of enraged Beastmen charge forth.
The party have stumbled upon a herdstone, and must fight their way to safety!

Roll 1D6 for each Warrior on the following table:

    1. Knocked out by a sneaky blow from behind, your Warrior awakes to find one of his weapons (determine randomly) and 2D6 x 100 gold stolen.
    2. Knocked out by a sneaky blow from behind, your Warrior awakes to find 2D6 x 100 pieces of his gold stolen.
    3. Knocked out by a sneaky blow from behind, your Warrior awakes to find one item of equipment stolen (determine randomly)
    4. Fighting a glorious battle, your Warrior kills many Beastmen and gains 1D6 x 10 gold.
    5. Fighting a glorious battle, your Warrior kills many Beastmen and gains 1D6 x 50 gold.
    6. Fighting a glorious battle, your Warrior kills many Beastmen and gains 1D6 x 100 gold.

After the event has been resolved, the Warriors find one item of equipment each as they get to search the bodies of those less fortunate than themselves. Generate one item of equipment from the Traders in the Roleplay book for each Warrior, and distribute them as the Leader sees fit.