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 082011
 
Warhammer Quest Character Sheet by LuigiX
Warhammer Quest Character Sheet by LuigiX
Warhammer Quest Character Sheet by LuigiX

A new Warhammer Quest Character Sheet has been added to the Warrior Sheets section, submitted by LuigiX. This custom character sheet has a handy full To Hit chart and an extra wide Gold column so you can line up the Monsters your character kills in combat.

Cheers Luigi!

Sep 072011
 
Warhammer Quest Dungeon Event: Shallow Pit

Warhammer Quest Dungeon Event: Shallow PitThe cracked flagstone you are standing on gives way beneath you, dumping you into a shallow pit.

Each Warrior should roll 1d6. The Warrior with the lowest score has set off the trap, and suffers 1d3 Wounds with no modifications. Place a pit marker on their square of the board. The pit is shallow enough that a man-sized creature or bigger will be able to climb out without using a rope. To do so, make a Strength Test (1d6+S, 7+ to pass). A pass indicates that they have climbed out of the pit, place them in an empty adjacent square. A fail indicates that they failed to climb out, and may try again next turn.

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.

Sep 052011
 
Warhammer Quest Dungeon Event: The Lost Souls

Warhammer Quest Dungeon Event: The Lost Souls

Heralded by the moaning of tormented souls, the forms of several ghostly beings streak towards you, leaving no time to react.

As the Lost Souls flood through the board section, 1d3 Lost Souls pass through each Warrior (roll separately for each Warrior). For each Lost Soul they come into contact with, the Warrior must pass a Fear Test as if against a foe with the Fear (Dungeon Level + 5). For example, a Level 1 Warrior who rolled 2 Lost Souls must make two Fear Tests against Fear 6. For each point a Warrior fails one of these special Fear Tests by, they loose 1 Wound with no deductions.

Sep 052011
 
Warhammer Quest Dungeon Event: Strange Glyphs

Warhammer Quest Dungeon Event: Strange GlyphsAncient magical glyphs glow faintly on the wall, depicting an intricate puzzle.

Any warrior my try to solve the puzzle, to do so they must roll 8+ on a willpower roll, when they succeed roll 1d6 on the following table:

1: the warrior ages 5 years in an instant! He is at -1 Strength until he finds a healer in a settlement and pays 50 gold.
2-3: The warrior stops ageing for 5 years!
4-6: The warrior stops ageing for 5 years and receives +1 Starting wound permanently.

Donated by Captain Cutlass (http://www.cutlass.be/)