Sep 052011
 
Warhammer Quest Dungeon Event - Hidden Potions

Warhammer Quest Dungeon Event - Hidden PotionsSome monsters are carrying hidden potions!

Roll 1d6 for each monster, on a 4+ they quaff a potion with the following effect:

Roll a d6:

1-2: Strong Booze: -1 ws, +1 Str
3-4: Healing potion: restores 1d6 wounds
5-6: Berserker potion: +1 attack

The effect remains 1d3 turns.

When no monsters are on the board, the Warriors can make the same rolls with the same results.

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

Sep 052011
 
Warhammer Quest Dungeon Event - Barrier of Despair

Warhammer Quest Dungeon Event - Barrier of DespairWhen the warriors try to pass this magical barrier they are assailed by feelings of sorrow & despair.

Mark off an unexplored door on the map with a 1×2 counter, if none are present, place the barrier in a random corridor.

When the Warriors want to move trough the barrier they must pass a Willpower (8+) test or they cannot move at all.

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

Aug 302011
 
Dwarf Ironbreaker

Dwarf IronbreakerWe’ve all been there: watching our precious Wizard or Noble get torn to pieces whilst the heavily-armoured Dwarf or Knight butchers their way through a heap of Goblin Spearmen that can’t even scratch them. Some Warriors can wear so much armour that they are invulnerable to damage caused by lesser Monsters like Skeletons and Goblins, even when there are hordes of them on the board. For Example, a Battle Level 1 Dwarf wearing Plate Armour and a War Helm, and carrying a Shield  from the Armourer in the Roleplay Book, has an incredible +7 Toughness bonus, for a total effective Toughness of 11. A ‘regular’ Monster like a Skeleton or Goblin has a Strength of 3 so they are unable to hurt Warriors with an effective Toughness higher than 8, leaving them as nothing more than fodder for a cleverly placed Warrior.

Here is a simple House Rule for evening things out a little. There are other, more involved House Rules for critical hits out there on the Web, but this little House Rule should be simple to remember and not interrupt the flow of play too much.

When a Warrior or Monster rolls a natural 6 To Hit, they will score a minimum number of Wounds damage equal to the quantity of Damage Dice they normally roll.

For example, if the Dwarf in the example above was hit by a Goblin who rolled a natural 6 To Hit, then the Dwarf would suffer 1 Wound despite the protection of all that armour. A Minotaur that hits on a natural 6 would score an automatic 2 Wounds, unless the damage rolled was higher. This represents a lucky strike finding a weak area like the eye-slits of a helmet or so on.

Aug 012011
 
Caravan

CaravanThe Warriors encounter a caravan of merchants moving their wares on to the next town. When the Warriors stop to help the merchants push a cart out of a rut, the merchants offer to employ the Warriors as caravan guards.

If the Warriors accept add two weeks to their journey time, but for each week they travel they earn 25 x (The Dungeon Level) gold each. In addition, on the journey the Merchants give the Warriors some advice on haggling and where to buy the best wares. In the next Settlement, each Warrior receives a 10% discount at any single trader they visit.

Aug 012011
 
Ghostly horseman
Ghostly horsemanThe Warriors spy a ghostly form following them over the moor. It gains quickly, resolving into the ethereal form of a once-proud and mighty Empire Knight Templar wielding a blade that emits a blue effervescent glow.
Each Warrior rolls 1d6. The Warrior with the lowest score is singled out and ridden-down by the ghostly knight! Make a Willpower Test for the Warrior, requiring an 8+ to succeed (1d6 + WP characteristic, 8+ to pass). If the test if failed, upon collision the Warrior is knocked to the ground and knight has vanished leaving only a terrifying wail. The Warrior recovers, but is so shaken by the touch of one from beyond the grave he permanently loses 1 Starting Wound.

A pass results in the Warrior collapsing as above, but when he awakes he is holding the enchanted blade wielded by the ghostly knight. The blade is magical, causes +1 damage in combat and renders the wielder immune to Fear and Terror caused by the Undead.

Aug 012011
 
Shooting Star
Shooting StarAfter setting up camp for the night, you take the first watch. Gazing into the heavens and dreaming of a warm bed and good company, you spy a tiny, gleaming star blazing it’s way through the sky. Such events supposedly herald good fortune, and you sleep well thinking of what fortune may befall you.
Roll 1d6 for each Warrior. The Warrior who rolled the highest is the one who was taking the watch when the shooting star appeared; at any point in their stay at the next Settlement, the Warrior may re-roll one Settlement Event of their choosing.
Aug 012011
 
Moon-lit creepy graveyard
Moon-lit creepy graveyardAs dusk falls, your Warriors approach a small village. Following the road into the village they travel through a crumbling ‘Garden of Morr’, a graveyard full of looming statues and dark shadowy mausoleums. Hearing a cry from deeper within the cemetery, the Warriors must decide whether to investigate or stay on the road…

If they investigate, roll 1d6 for each Warrior. If any dice come up as a 1 then  are assaulted by wailing, shrieking shades of the dead. They are driven out of the graveyard and suffer a -1 penalty to all Fear and Terror Tests in the next adventure as their experience haunts their thoughts. If any of the dice come up as a 5, then the Warriors each find 1d6 x 25 x (the Dungeon Level) Gold (roll once for the party) in trinkets at an unholy shrine to the dead. If any of the dice come up as a 6, then the Warriors may each take one Dungeon Room Treasure Card from offerings left at the foot of a stran.

Jul 192011
 
The Warriors are awoken in the night by the sound of thundering hooves. With mere moments to gather their wits – and their possessions – before they are ridden down, they quickly scramble to safety.
Roll 1d6 for each Warrior. On a 1 or 2 they must discard one item of treasure or equipment (their choice).
Jul 192011
 

The road takes you over a windy hilltop on the moors. Atop the hill lies a flaming, smashed row of hovels. Do the Warriors stop to help the locals rebuild their broken homes?

If the Warriors stay, then they spend one week helping to repair the damaged caused by the star-fall (adding one week to their journey time). As a reward, they are given the only item of value in the hamlet – the lump of now-cooled star-metal that caused the destruction. The Warriors can carry the lump to the next settlement on foot (adding another week to the journey time), but if they have a cart then they are not slowed by the metal at all. Upon reaching the settlement, the Warriors sell the star-metal to the local smithy for 1d6 x 200 Gold, split between all the Warriors.

Jul 192011
 

The Warriors come upon several patches of strange herbs nestled in the shadow of a crumbling wall on some farm ground.
If there is an Elf in the party, he recognizes them as Verdant Lotus, potent healing herbs, and manages to collect 1d6 of them before an irate farmer chases the trespassing Warriors away. Each Verdant Lotus can heal 3 Wounds.

Contributed by Delve Lord (http://whqepicquests.blogspot.com/)