Aug 082012
 
The wind in these hills blows low and mournful, before building to howling gales on dark nights. It is a place of ill-aspect, and sets even the most hardened adventurers’ nerves on edge.
Navigation here is difficult, the Leader must pass a Fear Test as if against a Monster with a Dungeon Level equal to (his Battle Level + 3). Success indicates that he is not intimidated by the strange local phenomena and no time is wasted. A failure indicates that the party lose themselves in the strange landscape and add an extra two weeks to their remaining journey time.
Aug 062012
 
Image of a wounded Wolf to illustrate the Warhammer Quest Travelling Hazard entitled Wounded Beast
Image of a wounded Wolf to illustrate the Warhammer Quest Travelling Hazard entitled Wounded BeastA great hulking beast lies in the path, feebly trying to move toward the shelter of the undergrowth. 
The Warriors can skirt around the beast or investigate further. If they choose to investigate, roll 1d6 to see what type of beast it is:

  • 1: Wolf (50g)
  • 2: Two-Headed Wolf (150g)
  • 3: Panther (200g)
  • 4: Cold-One (500g)
  • 5: Yhetti (750g)
  • 6: Quarg (1000g)

Roll again to see what happens:

  • 1: The beast lashes out causing one random Warrior enough lasting damage for them to be at -1d3 Starting Wounds for the next Adventure.
  • 2: The beast strikes out at one random Warrior, leaving them with -1 Starting Wound for the next Adventure.
  • 3: The beast flees with the energy of a wild animal cornered and you never see it again.
  • 4+ The beast expires, leaving you with 1d3+1 provisions and its pelt, worth the amount shown next to the type of beast rolled on the table above.
Aug 042012
 
Image of fantasy pool of of sparkling clear water to illustrate the Warhammer Quest Travelling Hazard entitled Crystal Waters
Image of fantasy pool of of sparkling clear water to illustrate the Warhammer Quest Travelling Hazard entitled Crystal WatersYou spy a pool of cool, clear crystal waters and feel compelled to drink.
Each Warrior rolls 1d6:
1: Putrid – Despite appearances, the water tastes as if something dead has been left in there. You suffer -1 Toughness for the duration if the next Adventure.
2: Tainted – The water leaves a faint green sheen on your lips. You suffer -1 Starting Wound, permanently.
3: Clean – A refreshing drink leaves you with a spring in your step!
4-5: Pure – You feel so refreshed that you gain +1 Starting Wound permanently.
6: Blessed – All your attacks in the next Adventure count as Magical.
Jul 182012
 
Map of the Empire in the Old World. Used to illustrate the 'Road to Nowhere' Warhammer Quest Travelling Hazard.

Map of the Empire in the Old World. Used to illustrate the 'Road to Nowhere' Warhammer Quest Travelling Hazard.The map is clear: the town should be over the next hill. Only there shouldn’t be so many hills…
You are hopelessly off course and must add 1d6 weeks to the remaining Journey time.

Jul 162012
 
Map of the Ostermark to illustrate the Hazard entitled Bad Map

Map of the Ostermark to illustrate the Hazard entitled Bad MapYou check the damaged map again, sighing with frustration as you contemplate the many inaccuracies contained within and cursing the village ‘cartographer’ that produced it.
Each remaining week of travel, roll 1d6. On a 1, add 1d3 weeks to the remaining journey time.

Jul 092012
 
Artwork from the Wandering Monster card from MB Games' HeroQuest, illustrating the Wandering Monster Travelling Hazard for Warhammer Quest

Artwork from the Wandering Monster card from MB Games' HeroQuest, illustrating the Wandering Monster Travelling Hazard for Warhammer QuestThe hills in these parts are home to all kinds of beasts, and worse…
You have encountered a group of Monsters making their way across the countryside. Roll 1d6 to determine their level:

  • 1 – Two levels above the Dungeon Level
  • 2-3 – One level above the Dungeon Level
  • 4-5 – The same as the Dungeon Level
  • 6 – One level below the Dungeon Level

Generate the Monsters using the usual mechanism for your games. The Warriors may chose to fight the Monsters and earn the normal treasure card, or they may flee by using the Escape Table in the Adventure book to represent the Monsters hunting them down. They may add +2 to their rolls on the Escape Table.

Jul 062012
 
Illustration of a black stone obelisk for the Warhammer Quest Hazard entitled "Dark Obelisk"

Illustration of a black stone obelisk for the Warhammer Quest Hazard entitled "Dark Obelisk"A dark obelisk has been raised in the hills, and the ground is littered with shards of what appears to be the same dark stone. Feeling unwell, the Wizard realises he cannot touch the Winds of Magic in these hills, and you fear what will happen if you press on through the shadow of that fearful dark monument.
If the party continue through the hills, the Wizard, Elf Ranger, Warrior Priest and other spell casters must make a WP test (1d6 + WP) requiring a total of 7+ to succeed. A fail indicates that their ability to affect the Winds of Magic has been affected. A Wizard starts the next game with half his Power Store used and earns one less point of Power per turn for the duration of the Adventure. Rangers, Priests and other spell casters that require a dice roll to cast spells suffer a penalty of -1 to cast for the duration of the Adventure.
If the party instead opt to avoid the area, then add 1d3 Weeks to the remaining journey time.

Jul 042012
 
Image of a crimson-coloured river flowing through a snowy forest to illustrate the Warhammer Quest Travelling Hazard River of Blood

Image of a crimson-coloured river flowing through a snowy forest to illustrate the Warhammer Quest Travelling Hazard River of BloodThe river before you is slow, deep and  an unnaturally dark colour. You see no signs of life within its inky depths and when you fill your water skin you are horrified to see that the ‘water’ is a deep crimson and brown colour. Dropping the skin in fear, you hasten to tell the others, hoping your stomach doesn’t betray you first…
Every Warrior must pass a Fear test as if against a Monster with a Fear rating determined by rolling 1d6 on the table below:

  • 1 – DL+6
  • 2 – DL+5
  • 3-4 – DL + 4
  • 5 – DL+3
  • 6 – DL + 2

If one or more of the Warriors fail their test, add +1d3 Weeks to the remaining journey time.

Jul 032012
 
A blasted landscape to illustrate the setting for the Hazard entitled Sorcerous Ruin

A blasted landscape to illustrate the setting for the Hazard entitled Sorcerous RuinYou encounter the remains of some great sorcerous duel, the landscape twisted and burned by the arcane forces unleashed here. Such places are saturated with magic, which seeps into the very fabric of your possessions.
Each Warrior may pick one weapon, it counts as a Magical Weapon for the duration of the next Adventure.

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