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 302010
 

Chaos Star with Eye of Tzeench for Warhammer Quest Dungeon Event - Curse

The sounds of chanting in some dark malign-sounding tongue drifts on the dank, fetid breeze towards the Warriors, and you are stricken by the sense that the Ruinous Powers seem to thwart you at every turn.

Pick one random Warrior using the Warrior Counters. This Warrior looses one Luck Token for the rest of this Adventure. If the Warrior does not have one Luck Token left, then they are at -1 To Hit for the duration of the next Combat!

Roll 1D6; on a 1-3, nothing else happens; on a 4+ draw another Event card.

Oct 222010
 

GoblinGoblins are capable of crude and dangerous magic, and equip their bosses and warlords with potent magical weapons and talismans that never bode well for those unlucky enough to find out what sorcerous trickery they impose…

Magic Items

Roll 1d6:

  1. Magic Mushrooms – The Night Goblin has imbibed quantities of certain rare mushrooms and fungi that can have an unpredictable effect. Roll 1D6 to see what effect the mushrooms have:
    • 1) – Frenzy 6+. Will not use missile weapons.
    • 2) – Suffers -1 To Hit in combat, gains + 1 Strength.
    • 3) – Gains Ignore Pain 2
    • 4) – Gains +1 Movement, +1 Initiative
    • 5) – Stupidity. Make an Initiative Test for the Goblin each Monster’s Phase (1D6 + Initiative). If the result is 7 or more, the Goblin receives +1 Strength for the turn. If the result is 6 or less (a 1 always fails) then the Goblin may do nothing this turn as the ‘shrooms addle his mind.
    • 6) – Dodge 6+.
  2. Pet Squig – The Goblin has a pet Cave Squig. This is placed in addition to the other Monsters in the room, and adjacent to the Goblin if possible. The Squig has the same rules as a Trained Cave Squig, but also Gains the Guard ability (See the Roleplay book for details). As long as the Goblin is alive, the Squig is considered to be herded.
  3. Bone Talisman – The Goblin has a neclace adorned with the knuckle-bones of the Warriors it has slain. The Goblin is exceptionally cunning, and Night Goblins with a lower Ambush ability that are placed at the same time as the Boss automatically Ambush if the Goblin does. If unaccompanied, then then add 1 to the Ambush roll of the Goblin.
  4. Ring of Night – The Goblin blends in with the shadows that it inhabits. As long as the Goblin is not in base contact with a light source like the Lantern, Warriors suffer -1 To Hit when attacking it.
  5. Toof Necklace – The Goblin has a necklace made from the teeth of Wild Cave Squigs and other monsters he has bested in combat. He gains +1S and +1 WS to represent his superior ability.
  6. ‘Ummie ‘Eads – The Goblin has cut the heads off the last brave adventurers to enter his domain, and a Goblin Shaman has placed a powerful curse on them so that they radiate terrible malevolence. The Goblin causes Fear (The Dungeon Level + 1).

Magic Weapons

Roll 1d6:

  1. Poisoned Arrows – If the Goblin has a missile weapon, then it has the Poison ability whilst using it. In addition, the arrows ignore 1 point of armour.
  2. Crooked Sickle – Ignores 3 points of armour when it strikes
  3. Squig Prodda – Counts as a Squig Herder for the purpose of controlling Trained Cave Squigs. Fight in Ranks. +D6 damage on a natural 6 To Hit.
  4. Sword of Stabbin’ – Re-roll failed misses once each.
  5. Barbed Spear – Fight in Ranks, +1 damage
  6. Stabby Bladez – +1 To Hit, +1 Attack

Magic Armour

Roll 1d6:

  1. Cloak of Deceit – Warriors suffer -1 To Hit the Monster with close combat and ranged attacks
  2. Helm of Gunbad – Missile attacks simply miss the wearer. Magic missile weapons can hit, but the wearer gains Ignore Blow 5+ against them.
  3. Crooked Moon Shield – The moon depicted on the shield has a twisted face that gibbers and whispers to the bearer of this shield, granting him Dodge 6+.
  4. Helm of Mork – +1 Armour, Magic Resistance 5+
  5. Armour of Tuffness – Grants Ignore Pain 2
  6. Ugbrag’s Lucky Shield – Ignore the first hit that the Monster suffers
Ugbrag’s Lucky ShieldUg
Oct 222010
 

Goblin Sneaky GitzSome goblins are so sneaky that they are formed into skirmishing groups that can ambush unsuspecting victims – and to keep them from getting into trouble with their larger cousins for “Talkin’ back”. Often a party of Warriors will only find out they are being stalked when a hail of crude, black-fletched, poison-tipped arrows descends out of the darkness…

Goblin Sneaky Git
Goblin Sneaky Git Champion
Wounds 2 5
Move 4 4
Weapon Skill 2 2
Ballistic Skill 4+ 3+
Strength 3 3
Toughness 3 3
Armour
Initiative 4 5
Attacks 2 3
Damage 1D6 1D6
Gold 45 60

Sneaky Git

Ambush, Poison Attacks, Fire once per Attack on their profile each Monsters Phase with Bows (Str 3)

Sneaky Git Champion

None.