Mar 152012
 
Warhammer Quest Special Location - The Stables

Warhammer Quest Special Location - The Stables“The Stables” is a new Special Location for use in your games of Warhammer Quest. At the Stables, a Warrior may leave his faithful steed in the hands of trained stable-hands and behind the high walls of the stable yard. You can use this Special Location between Adventures just like the original Special Locations in the Warhammer Quest Roleplay Book. The rules for the Stables can be found in the Settlements section.

Dec 082011
 
Warhammer Quest Dungeon Event - Trap! Dangerous Footing

Warhammer Quest Dungeon Event - Trap! Dangerous FootingClay jars roll out of holes concealed high in the walls of this chamber. The jars smash,  spilling their contents and turning the floor of the chamber slick with oily grease.
While on the board section, all models that do not have the Fly or Ethereal special rules must halve their movement and when rolling To Hit in combat a natural 1 indicates that the model has slipped on the greasy floor and is placed prone on the ground for the rest of the turn (see the Rule Book for a description of being prone). Any remaining Attacks are lost this turn.

No treasure gained for completing this event. Draw another Event Card immediately

Dec 082011
 
Comic-style image representing the Warhammer Quest Dungeon Event - Trap! The Hungry Pit

Comic-style image representing the Warhammer Quest Dungeon Event - Trap! The Hungry PitThe floor beneath you gives way, pitching you down a sloped chute into the darkness. You roll out of the chute, hitting the floor badly, only to realise you are not alone down there. Shuffling, moaning sounds come from the twilight, and you are set upon by foul corpses, smelling of rot and decay…
Pick a Warrior Counter and place a pit marker on that square. Remove the Warrior from the board and place them on a spare standard room board section (like the Well of Doom). They immediately suffer the damage listed below. Once this is done, place the Monsters from the table below corresponding to the Dungeon Level. The Warrior may fight the Monsters and find treasure normally, but the Warriors outside of the pit are unable to influence events in the pit and likewise the Warrior in the pit is unable to influence events above ground. This include the use of spells and and magic items!
The Warrior may try and flee the pit at any time by climbing a few feet back up the chute and having a Warrior in an adjacent square to the pit marker throwing down a rope or using the Levitate spell. It takes one turn to leave the pit. If there are no Monsters left in the pit, then the Warrior in the pit may toss a rope up to the Warriors if he has one by passing an Initiative Test (7+), failure means that the Warrior must try again later.
If there are still Monsters in the pit, the Warrior may not toss up a rope, but may exit using a provided rope by first passing an Initiative Test (8+). A Warrior in the chute may not attack at all, and is at +1 to be hit by Monsters in the pit.

DL Damage Monsters
1(Novice) 1d3, no mods 1d3 Zombies
2-4 (Champion) 1d6, no mods 1d3 + 3 Zombies
5-8 (Hero)  1d3 Wights
9-10 (Lord)  1d3 + 3 Wights

Take a Treasure Card if the creatures in the pit are slain.

Nov 242011
 

Abstract painting representing the 'Trap! Burning Earth' Warhammer Quest Dungeon Event The floor of the chamber is slick with dark sticky oil. As the door swings open, a tinder block sparks, turning the floor of the chamber into a lethal conflagration.
Each turn a model is on this board section, roll 1d6. On a 5+ their clothes catch fire and they suffer 1d3 damage with no modifiers this and each subsequent turn. To put the fire out, the Warrior must leave the board section and spend one whole turn beating out the flames.
The flames burn in the chamber for 1d3+3 turns before running out of fuel.

No treasure for completing this Event.

Oct 182011
 
Image of a rusty old padlock on a wooden door to illustrate the Warhammer Quest Dungeon Event - Padlocked Door

Image of a rusty old padlock on a wooden door to illustrate the Warhammer Quest Dungeon Event - Padlocked DoorThe door in front of you is held shut with a stout chain and a rusty padlock. What secrets lie beyond this portal that are worth locking away?
If the exit from this room is unexplored, then this door is padlocked shut. If there is only one doorway into this room, or all the exits have been explored, then choose a random unexplored doorway anywhere on the board to be the locked.
You may either leave without opening the door, or you may try to open the lock.
If any of the Warriors have Lock Tools or similar, then follow the rules for opening the lock as normal.
To kick the door down, two Warriors in contact with the door must make a Strength Test (1d6 + Str, 7+ to pass). If both Warriors pass, then you manage to kick the door down and you may continue to explore normally.
If a Warrior wants to try shooting the padlock, he may do so by making a successful BS roll To Hit using a Pistol or other powder-based weapon. There is a -1 To Hit penalty as you need to hit a very small area of the padlock from a safe enough distance. You must be at least 2 squares away from the lock to try this. A natural 1 on your To Hit dice results in one random Warrior on the same board section being hit by the wildly ricocheting shot.

However, in any turn a Warrior attempts to kick the door through or shoot the lock, an Unexpected Event will happen in the next Power Phase on a Roll of a 1 or 2, as the Monster are attracted to the noise you are making!

Once past the locked door, the next event that reveals Monsters will earn the Warriors an extra Treasure Card.

Draw another Event Card immediately.

Oct 132011
 
Green smoke illustrating the Foul Stench Warhammer Quest Dungeon Event

Green smoke illustrating the Foul Stench Warhammer Quest Dungeon EventYou are assailed by an unbelievably rancid smell, which instantly makes you gag and retch.

For as long as a Warrior remains on the current board section, they are at -1 Initiative and -1 To Hit in combat and when using missile weapons. The Monsters, however, must be used to the smell as they seem entirely unaffected by the powerful odour.

No treasure gained for completing event. Draw another Event Card immediately.

Oct 132011
 
Warhammer Quest Alehouse Event Generator Spreadsheet

Warhammer Quest Alehouse Event Generator SpreadsheetSkalk Blackmain has sent in a useful Alehouse/Pub Events Generator, a spreadsheet that contains some buttons that will randomly generate Alehouse Events for you.

You can find the spreadsheet here: Warhammer Quest – Alehouse Events Generator. You will need a copy of Microsoft Excel, Open Office Calc (free) or a Google Docs account (also free) to use this generator.

Thanks Skalk!

Oct 122011
 
The Herbalist Warhammer Quest Special Location

The Herbalist Warhammer Quest Special LocationTwo new Special Locations have been added to the Settlements section.

The Herbalist is a Special Location where the Warriors can purchase unique herbs and potions to aid them in their Quests. Secondly, the Black Market is an unusual Special Location for your games of Warhammer Quest in that here, everything is for sale – for a price. Best not get caught by the law though…

Both of these Special Locations were contributed by Lord Mavik, so thank you Mavik!

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

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