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.
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…