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.

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.