Oct 112011
 
Image of Abandoned Farm House to illustrate new Warhammer Quest Travelling Hazard

Image of Abandoned Farm House to illustrate new Warhammer Quest Travelling Hazard

The Warriors stumble upon the still-smouldering ruins of a burned-out farm.
Sifting through the ruins, the Warriors finds 1D6 * 10 Gold each.

Based on Games Workshop’s Mordheim

Sep 152011
 
Warhammer Quest Travelling Hazard - Ale Cart

Warhammer Quest Travelling Hazard - Ale CartAn ale cart slowly creaks past, a boisterous Dwarf driving the mules with the lash even as he samples the wares.

Roll 1d6 and add the Leader’s Initiative. On a 7+ you manage to convince the Dwarf that you are a group of trustworthy kindred spirits and would be glad to escort the cart to the next Settlement. Pleased, the Dwarf offers to pay each Warrior 10 gold for each remaining week of travel to keep his wares safe. Upon reaching a Settlement he also gives each Warrior a cask of ale (see the rules for the General Store)!
If there is a Dwarf in the party, add +1 to the Leader’s Initiative Test, or if there is a Troll Slayer then add +2 instead.

Sep 142011
 
Warhammer Quest Travelling Hazard - Burned-Out Cart

Warhammer Quest Travelling Hazard - Burned-Out CartThe still-smouldering wreck of a cart straddles the narrow road, its contents scattered over the ground. Of the original occupants of the cart there is no sign.

Randomly generate one item of equipment from the General Store for each Warrior. The Leader distributes these as treasure.

Sep 062011
 
Warhammer Quest Travelling Hazard - Wolves

Warhammer Quest Travelling Hazard - WolvesPursued by the howling of hungry wolves, you eventually find a sheltered outcrop to make your stand. As dusk settles, your pursuers track you down, eager for a meal, even one as difficult as armed Warriors…

Each Warrior is attacked by 1d6 Wolves. For each Wolf, the Warrior must make either a single To Hit roll against an opponent with WS 3, 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 before it savages 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 - 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.