In our first session, we drew the Challenge Event Card, and Skullbasha was defeated by the Barbarian in a tense single combat. I want to preserve a sense of verisimilitude in the campaign, and it would do no good to keep having Skullbasha turn up every now and then whenever his Event Card is drawn! I intend to preserve the uniqueness of all named Monsters in the game in a similar manner. When the Challenge Event Card comes up in the future, I plan to use the following Event:
Squig Cowboy
You hear the unmistakable grunting and acrid smell of a Cave Squig. Sure enough, soon 3 of the beasts are before you, along with six Goblin Squig Herders that are off their gourds on Madcap or some other even more potent narcotic. The Goblins sneer at you, scoffing that you surface dwellers don't have the guts to tame and ride a Squig.
One of the Warriors can volunteer to prove these Greenskins wrong (some Warriors simply cannot refuse a challenge!) If there are no takers, the Squigs and Herders attack in a Frenzy (2x normal Attacks).
If a Warrior accepts, the Herders sweeten the deal by offering some wagers. Each Herder wagers 1D6x50 Gold, and a single Warrior can take on each wager (go in Initiative order).
Each turn, during the Monster Phase, the mounted Squig bounces 4 squares in a random direction. The Warrior must use their Strength and Initiative to stay mounted. Each turn, average their Strength and Initiative (rounding down) to get their total "Rider Points". Each turn, the Warrior takes 1D6 unmodified Wounds from being viciously whipped around and smashing into the walls and ceilings, but can use their Rider Points to reduce this damage. Next, the Warrior must pass an Initiative Check to remain mounted. They can apply the remaining Rider Points to this roll, even turning a roll of 1 into a successful result if enough Points are applied. If the Warrior fails the Check, they are flung off the Squig, taking an additional 1D6 unmodified Wounds. The Warrior wins the challenge if they can remain mounted for 4 consecutive turns (during these turns no other Unexpected Events occur). If the other Warriors in any way intervene in the event, the Goblins and Squigs attack. After the spectacle, the Goblins depart, either alot richer, or quite a bit poorer than before.
A blog about Warhammer Quest - new ideas, new content, new experiments!
Showing posts with label event. Show all posts
Showing posts with label event. Show all posts
Friday, August 19, 2011
Sunday, August 14, 2011
Sewer Events
I will be using these new Dungeon Events for my Sewer-based adventures.
1D6 Giant Frogs (x2)
1D3 Crocodiles (x2)
Wave of Sewage
You hear an ominous roar getting closer and closer. Suddenly, the entire chamber is flooded with a surging wave of raw sewage, sweeping over everything in its path!
Determine a random direction for the wave - it will always come from one of the doorways in the current board section. Each figure on the board section is pushed in the direction of the wave for 2D6 squares, losing 1 Fatigue Point per square. Warriors that are pushed a square when they are at zero Fatigue Points begin to drown in the churning filth and lose 1 Wound per square. If a figure is blocked and unable to move further, they lose 1 Wound for each square they are unable to move, as the wave batters them relentlessly.
Sewer Pig
The party is adopted by a quite large pig that somehow found its way into the sewer system.
The pig squeals with delight at seeing its new companions, and it follows the Warriors around, moving after them (Movement 4) during the Warrior Phase. It will try to remain just out of range of the Warriors but close enough to be a nuisance. It is so loud that it causes an Unexpected Event on a roll of 1 or 2 during the Power Phase. The Warriors can attack the pig - any hit will kill it. But it is so accustomed to the environment that it effectively has Dodge 4+ and Magic Resistance 4+. Each time it evades an attack, it squeals so loudly that if a 1 or 2 is rolled in the Power Phase next turn, two Event Cards are drawn instead of one. Monsters ignore it as not a threat. If the pig survives to the end of the adventure, the Warriors discover that it is actually a prize sow, and its grateful owner rewards them with 2D6x50 Gold to divide among them.
Razor Fish
You feel a sudden and sharp pain rip at your submerged ankles and calves.
The Razor Fish are drawn to blood, so each Wounded Warrior who is in a Sewer Tunnel board section must roll a number of dice equal to the number of Wounds they have currently lost. If any of the dice come up 1, they lose an additional Wound in the attack.
Sewer Gasses
A brilliant fireball suddenly surrounds the Leader, as the flame of the Lantern ignites a concentrated area of highly flammable sewer gas!
The Warrior with the Lantern takes 1D6 unmodified Wounds as the exposed flame flares up in a deadly fireball, and anyone adjacent to him takes 1D6 Wounds modified for Toughness. All Warriors that fail a Toughness Check are knocked unconscious by breathing the gas. They can try to pass a Toughness Check at the start of every future turn to recover.
Sewer Urchin
In the distance you see the form of a small child peeking around a corner. The poor kid is obviously lost in the sewers, who knows for how long! However, he is very skittish of strangers and keeps his distance.
Place a mini to represent the lost child. Put him as far away from the Warriors as possible while still being in visual range. Each turn he moves in the Warrior Phase, after everyone else has moved, and with a Movement of 4 attempts to keep as far away as possible but still within the light of the Lantern. Monsters will ignore the child as he is not a threat. If a Warrior happens to end their turn adjacent to him, roll below:
1. The Urchin manages to deftly steal 1D6x20 Gold from the Warrior and slips away 4 squares.
2. The Urchin screams loudly, draw an Event Card, and then slips away 4 squares.
3. The Warrior makes brief eye contact, but the Urchin slips away 4 squares. Add +1 to future rolls on this table for this Warrior.
4. The Warrior struggles with the Urchin, keeping hold of the squirming child. The Warrior can spend their next turn trying to calm the boy down. At that time, roll again at +1 on this table.
5. The Warrior manages to calm the child down, and he quietly tags along behind the Warriors. When the adventure is over, he follows them out of the sewers and slips away into the streets. The Warrior who rescued the child gains 1 Luck Token.
6. The Warrior calms the child as in 5 above. At the end of the adventure, the boy leads the Warriors to his home. There the Warrior is offered a reward, make a Gold roll at x20.
Sewer Fever
You begin to feel the onset of a powerful sickness creep into your bones.
For the remainder of the adventure, a random Warrior is -1 on two of their stats, player's choice.
Putrid Waters
Continued exposure to the filthy wastes in the sewer have caused the Warriors' perishables to spoil.
Each Warrior must discard 1D6 Provisions, Bandages, food items, or any other perishable items of their choice. The Warrior decides how many of each item to discard.
Glop-foot
You feel a nagging itch and soreness develop in your foot. It grows stronger and stronger, hampering your ability to walk.
A random Warrior has contracted Glop-foot - a painful condition caused by constant marching in soggy boots. The Warrior's Movement is reduced by 1 for the remainder of the adventure.
Dysentery
You feel your inside start to churn, and your head reels. Unless you can get away from the others quickly you will find yourself in a very embarrassing position!
A random Warrior is infested with Dysentery, and must spend the next turn moving as far away from the other Warriors as possible, ignoring Pinning. During the following turn he can do nothing (you can imagine what's happening during that turn!) For the remainder of the adventure the Warrior operates at -1 Toughness, and the experience was so distressful that he loses 1 Starting Wound permanently.
Water Seepage
You notice that the wet conditions of the sewer have caused irreparable damage to some of your more fragile items.
Each Warrior must roll 1D6 for any paper item he carries, such as a scroll. On a 1-3, the seepage has rendered the item useless, discard it.
Slashed Throat
There is a dark form sticking up from a puddle in the corner. As you examine the scene, you roll over a bloated corpse with its throat cleanly slit. You recognize the victim as someone from the Settlement who was rumored to the in thick with the Thieves' Guild.
Armed with this information, the Warriors can use it to re-roll any singly roll in the Settlement when dealing with any thug, thief, or other member of the underworld. This benefit is valid only during the next visit to a Settlement.
The following Event Cards should also be included in the "Sewer Event Deck":
2D6 Giant Bats
Carnivorous Flies
Falling Block
2D6 Giant Spiders
Spore Fungus
Old Bones
Dead Body
Spider's Lair
2D6 Giant Rats
Acid Slime
1D6 Giant Frogs (x2)
1D3 Crocodiles (x2)
Wave of Sewage
You hear an ominous roar getting closer and closer. Suddenly, the entire chamber is flooded with a surging wave of raw sewage, sweeping over everything in its path!
Determine a random direction for the wave - it will always come from one of the doorways in the current board section. Each figure on the board section is pushed in the direction of the wave for 2D6 squares, losing 1 Fatigue Point per square. Warriors that are pushed a square when they are at zero Fatigue Points begin to drown in the churning filth and lose 1 Wound per square. If a figure is blocked and unable to move further, they lose 1 Wound for each square they are unable to move, as the wave batters them relentlessly.
Sewer Pig
The party is adopted by a quite large pig that somehow found its way into the sewer system.
The pig squeals with delight at seeing its new companions, and it follows the Warriors around, moving after them (Movement 4) during the Warrior Phase. It will try to remain just out of range of the Warriors but close enough to be a nuisance. It is so loud that it causes an Unexpected Event on a roll of 1 or 2 during the Power Phase. The Warriors can attack the pig - any hit will kill it. But it is so accustomed to the environment that it effectively has Dodge 4+ and Magic Resistance 4+. Each time it evades an attack, it squeals so loudly that if a 1 or 2 is rolled in the Power Phase next turn, two Event Cards are drawn instead of one. Monsters ignore it as not a threat. If the pig survives to the end of the adventure, the Warriors discover that it is actually a prize sow, and its grateful owner rewards them with 2D6x50 Gold to divide among them.
Razor Fish
You feel a sudden and sharp pain rip at your submerged ankles and calves.
The Razor Fish are drawn to blood, so each Wounded Warrior who is in a Sewer Tunnel board section must roll a number of dice equal to the number of Wounds they have currently lost. If any of the dice come up 1, they lose an additional Wound in the attack.
Sewer Gasses
A brilliant fireball suddenly surrounds the Leader, as the flame of the Lantern ignites a concentrated area of highly flammable sewer gas!
The Warrior with the Lantern takes 1D6 unmodified Wounds as the exposed flame flares up in a deadly fireball, and anyone adjacent to him takes 1D6 Wounds modified for Toughness. All Warriors that fail a Toughness Check are knocked unconscious by breathing the gas. They can try to pass a Toughness Check at the start of every future turn to recover.
Sewer Urchin
In the distance you see the form of a small child peeking around a corner. The poor kid is obviously lost in the sewers, who knows for how long! However, he is very skittish of strangers and keeps his distance.
Place a mini to represent the lost child. Put him as far away from the Warriors as possible while still being in visual range. Each turn he moves in the Warrior Phase, after everyone else has moved, and with a Movement of 4 attempts to keep as far away as possible but still within the light of the Lantern. Monsters will ignore the child as he is not a threat. If a Warrior happens to end their turn adjacent to him, roll below:
1. The Urchin manages to deftly steal 1D6x20 Gold from the Warrior and slips away 4 squares.
2. The Urchin screams loudly, draw an Event Card, and then slips away 4 squares.
3. The Warrior makes brief eye contact, but the Urchin slips away 4 squares. Add +1 to future rolls on this table for this Warrior.
4. The Warrior struggles with the Urchin, keeping hold of the squirming child. The Warrior can spend their next turn trying to calm the boy down. At that time, roll again at +1 on this table.
5. The Warrior manages to calm the child down, and he quietly tags along behind the Warriors. When the adventure is over, he follows them out of the sewers and slips away into the streets. The Warrior who rescued the child gains 1 Luck Token.
6. The Warrior calms the child as in 5 above. At the end of the adventure, the boy leads the Warriors to his home. There the Warrior is offered a reward, make a Gold roll at x20.
Sewer Fever
You begin to feel the onset of a powerful sickness creep into your bones.
For the remainder of the adventure, a random Warrior is -1 on two of their stats, player's choice.
Putrid Waters
Continued exposure to the filthy wastes in the sewer have caused the Warriors' perishables to spoil.
Each Warrior must discard 1D6 Provisions, Bandages, food items, or any other perishable items of their choice. The Warrior decides how many of each item to discard.
Glop-foot
You feel a nagging itch and soreness develop in your foot. It grows stronger and stronger, hampering your ability to walk.
A random Warrior has contracted Glop-foot - a painful condition caused by constant marching in soggy boots. The Warrior's Movement is reduced by 1 for the remainder of the adventure.
Dysentery
You feel your inside start to churn, and your head reels. Unless you can get away from the others quickly you will find yourself in a very embarrassing position!
A random Warrior is infested with Dysentery, and must spend the next turn moving as far away from the other Warriors as possible, ignoring Pinning. During the following turn he can do nothing (you can imagine what's happening during that turn!) For the remainder of the adventure the Warrior operates at -1 Toughness, and the experience was so distressful that he loses 1 Starting Wound permanently.
Water Seepage
You notice that the wet conditions of the sewer have caused irreparable damage to some of your more fragile items.
Each Warrior must roll 1D6 for any paper item he carries, such as a scroll. On a 1-3, the seepage has rendered the item useless, discard it.
Slashed Throat
There is a dark form sticking up from a puddle in the corner. As you examine the scene, you roll over a bloated corpse with its throat cleanly slit. You recognize the victim as someone from the Settlement who was rumored to the in thick with the Thieves' Guild.
Armed with this information, the Warriors can use it to re-roll any singly roll in the Settlement when dealing with any thug, thief, or other member of the underworld. This benefit is valid only during the next visit to a Settlement.
The following Event Cards should also be included in the "Sewer Event Deck":
2D6 Giant Bats
Carnivorous Flies
Falling Block
2D6 Giant Spiders
Spore Fungus
Old Bones
Dead Body
Spider's Lair
2D6 Giant Rats
Acid Slime
Friday, July 1, 2011
Flat Footed
E - Flat Footed
The Warriors find themselves unusually out of synch, and everything seems to go wrong for them during this interval. During the next Turn in which Monsters are on the board, the Monster Phase occurs BEFORE the Warrior Phase.
The Warriors find themselves unusually out of synch, and everything seems to go wrong for them during this interval. During the next Turn in which Monsters are on the board, the Monster Phase occurs BEFORE the Warrior Phase.
Thursday, June 23, 2011
Monster Bash
E - Monster Bash
The Warriors come upon two distinct groups of Monsters slugging it out in the dungeon! Draw two more Event Cards (keep drawing until you have two Monster Cards) to represent the two groups of Monsters. Place all the Monsters 1d6+1 squares away from the Warriors. In the Monster Phase, each group will get its own Phase (use the Multiple Monster Group house rules) and will attack Monsters from the other group with equal preference as attacking the Warriors!
If there are already Monsters on the board, shuffle this card back into the Event Deck and draw a different one immediately.
The Warriors come upon two distinct groups of Monsters slugging it out in the dungeon! Draw two more Event Cards (keep drawing until you have two Monster Cards) to represent the two groups of Monsters. Place all the Monsters 1d6+1 squares away from the Warriors. In the Monster Phase, each group will get its own Phase (use the Multiple Monster Group house rules) and will attack Monsters from the other group with equal preference as attacking the Warriors!
If there are already Monsters on the board, shuffle this card back into the Event Deck and draw a different one immediately.
Carnivorous Flies
E - Carnivorous Flies
The Warriors are suddenly attacked by a swarm of giant, carnivorous, flies that are out for flesh and blood. Each Warrior should roll a number of dice equal to the number of food items (Provisions, Cream Pies, Waybread, etc.) that they are carrying, plus 1. For each die that comes up a 1 or a 2, deduct that many Wounds from the Warrior with no modifications.
No Treasure, On a roll a 1-3 draw another Event Card
The Warriors are suddenly attacked by a swarm of giant, carnivorous, flies that are out for flesh and blood. Each Warrior should roll a number of dice equal to the number of food items (Provisions, Cream Pies, Waybread, etc.) that they are carrying, plus 1. For each die that comes up a 1 or a 2, deduct that many Wounds from the Warrior with no modifications.
No Treasure, On a roll a 1-3 draw another Event Card
Tuesday, June 7, 2011
Snare
One of the Warriors steps into a deviously placed snare, and a rope wraps around their ankle, lifting them heels over head to dangle a few inches above the dungeon floor.
Take a Warrior counter to see who has stepped into the snare. That Warrior can do nothing until freed, and can be hit automatically in hand to hand combat.
To get free, the Warrior must cut the rope, requiring a bladed weapon, and a Test against Weapon Skill (1d6 + WS and score 7 or higher). An adjacent Warrior can also attempt to cut down an ensnared Warrior, this requires an entire Warrior Phase.
After being cut down, the Warrior drops to the ground, taking 1d6 Wounds, modified for Toughness but not Armour, and remains prone (+1 to be hit) that turn.
Draw another Event Card immediately.
Take a Warrior counter to see who has stepped into the snare. That Warrior can do nothing until freed, and can be hit automatically in hand to hand combat.
To get free, the Warrior must cut the rope, requiring a bladed weapon, and a Test against Weapon Skill (1d6 + WS and score 7 or higher). An adjacent Warrior can also attempt to cut down an ensnared Warrior, this requires an entire Warrior Phase.
After being cut down, the Warrior drops to the ground, taking 1d6 Wounds, modified for Toughness but not Armour, and remains prone (+1 to be hit) that turn.
Draw another Event Card immediately.
Saturday, June 4, 2011
Acid Slime
E - Acid Slime
Acid Slime is sentient, and drops on the heads of unsuspecting victims when it senses movement below. It is an indiscriminate killer, and one of the most feared horrors lurking in the subterranean realm.
Acid Slime drops from above on all creatures in the board section, including Monsters. It does 1d6 unmodified Wounds per turn to exposed flesh until scraped off. Apply the damage each Turn, before the Warrior performs any action during their Warrior Phase. Warriors can attempt to scrape the Slime off, which requires a successful Initiative Check. A Warrior can do nothing else during a Turn that they are trying to scrape off the Slime.
A Warrior can use an item such as a Weapon or Shield to scrape off the slime, granting them a +1 bonus, but there is a chance that the item is dissolved. Roll an Item Saving Throw for the item. If an item fails the save, it is dissolved and destroyed.
A Warrior can attempt to scrape the Slime off of an adjacent figure, requiring an Initiative Check. If they are not using an item to scrape, they will take 1d6 Wounds themselves. If they do use an item, check to see if it dissolves as described above.
If a Warrior is wearing a Helm of any kind, the Slime must first dissolve it before reaching the Warrior's flesh and inflicting any damage upon them. Make an Item Saving Throw for the Helm each turn. On the turn that the save fails, the Helm dissolves and the Warrior takes damage. A Warrior wearing a Helm can attempt to scrape the Slime off like normal, or they can choose to simply remove the Helm and toss it away, letting the Slime dissolve it, but saving their skin.
Acid Slime is sentient, and drops on the heads of unsuspecting victims when it senses movement below. It is an indiscriminate killer, and one of the most feared horrors lurking in the subterranean realm.
Acid Slime drops from above on all creatures in the board section, including Monsters. It does 1d6 unmodified Wounds per turn to exposed flesh until scraped off. Apply the damage each Turn, before the Warrior performs any action during their Warrior Phase. Warriors can attempt to scrape the Slime off, which requires a successful Initiative Check. A Warrior can do nothing else during a Turn that they are trying to scrape off the Slime.
A Warrior can use an item such as a Weapon or Shield to scrape off the slime, granting them a +1 bonus, but there is a chance that the item is dissolved. Roll an Item Saving Throw for the item. If an item fails the save, it is dissolved and destroyed.
A Warrior can attempt to scrape the Slime off of an adjacent figure, requiring an Initiative Check. If they are not using an item to scrape, they will take 1d6 Wounds themselves. If they do use an item, check to see if it dissolves as described above.
If a Warrior is wearing a Helm of any kind, the Slime must first dissolve it before reaching the Warrior's flesh and inflicting any damage upon them. Make an Item Saving Throw for the Helm each turn. On the turn that the save fails, the Helm dissolves and the Warrior takes damage. A Warrior wearing a Helm can attempt to scrape the Slime off like normal, or they can choose to simply remove the Helm and toss it away, letting the Slime dissolve it, but saving their skin.
Friday, June 3, 2011
Monsters for Hire
E - Monsters for Hire
Keep this Event Card to the side until, during normal play, a Monster Event Card is drawn that contains Monsters of an intelligent or semi-intelligent type. For example, no Giant Rats or mindless Skeletons, but Orcs, Goblins, or Skaven.
The group of Monsters drawn is opposed to the other creatures inhabiting this Dungeon level, and offer their services to fight alongside the Warriors. These Monsters will accept an offer of Gold for their services. The minimum amount that can be offered is equal to the total Gold value of the Monsters. The Warriors can make a Gold offer, or decline. Note that if there is a Trollslayer in the party he will always attack the Monsters, and an offer will never be given.
If the Warriors decline the offer, the Monsters will attack. Simply run the combat as normal.
If the Warriors make a Gold offer, roll 1d6 for every 50 Gold that the Warriors offer. If any of the dice come up a 6, the Monsters accept the offer, and will henceforth move and fight alongside the Warriors until they are all slain, or the Adventure is over.
If there are no 6's rolled, then the Monsters refuse the paltry amount that the Warriors offered, and attempt to leave the scene, WITH the Gold! The Warriors can attack them at this point if they desire, or simply allow them to wander off.
Draw another Event Card immediately, and discard this one after it is played.
Keep this Event Card to the side until, during normal play, a Monster Event Card is drawn that contains Monsters of an intelligent or semi-intelligent type. For example, no Giant Rats or mindless Skeletons, but Orcs, Goblins, or Skaven.
The group of Monsters drawn is opposed to the other creatures inhabiting this Dungeon level, and offer their services to fight alongside the Warriors. These Monsters will accept an offer of Gold for their services. The minimum amount that can be offered is equal to the total Gold value of the Monsters. The Warriors can make a Gold offer, or decline. Note that if there is a Trollslayer in the party he will always attack the Monsters, and an offer will never be given.
If the Warriors decline the offer, the Monsters will attack. Simply run the combat as normal.
If the Warriors make a Gold offer, roll 1d6 for every 50 Gold that the Warriors offer. If any of the dice come up a 6, the Monsters accept the offer, and will henceforth move and fight alongside the Warriors until they are all slain, or the Adventure is over.
If there are no 6's rolled, then the Monsters refuse the paltry amount that the Warriors offered, and attempt to leave the scene, WITH the Gold! The Warriors can attack them at this point if they desire, or simply allow them to wander off.
Draw another Event Card immediately, and discard this one after it is played.
Sunday, May 29, 2011
Interrogation
E - Interrogation
If the Warriors can subdue a Monster, and force it to accompany them through the Dungeon, the Monster will reveal the direction of the Objective Room the next time the Warriors encounter a T-Junction or similar juncture in the dungeon. The Warriors can keep this card until they have a chance to use it.
Draw another Event Card immediately.
See the Subdual Rules for Monster subdual.
If the Warriors have a subdued Monster with them when they are in a T-Junction or similar juncture, they interrogate the prisoner until he tells them which way the Objective Room lies. To represent this, first roll to determine which way the Objective Room lies, among the possible paths out of the juncture. Next, take an unused Dungeon Card, and write down which room is on the card, so you can remember which one it is later as you explore and uncover cards. This card serves as a proxy for the Objective Room. Shuffle this proxy card into the mini-dungeon deck that you determined was the direction that the Objective Room lie. If the Warriors uncover this proxy card when exploring, it should be treated as if the Objective Room card was uncovered.
If the Warriors discover the Objective Room via the proxy card, and they eventually uncover the real Objective Room card, ignore and discard it. Likewise, if they have already found the proper Objective Room card, and they next come to the proxy card, simply ignore it.
If the Warriors can subdue a Monster, and force it to accompany them through the Dungeon, the Monster will reveal the direction of the Objective Room the next time the Warriors encounter a T-Junction or similar juncture in the dungeon. The Warriors can keep this card until they have a chance to use it.
Draw another Event Card immediately.
See the Subdual Rules for Monster subdual.
If the Warriors have a subdued Monster with them when they are in a T-Junction or similar juncture, they interrogate the prisoner until he tells them which way the Objective Room lies. To represent this, first roll to determine which way the Objective Room lies, among the possible paths out of the juncture. Next, take an unused Dungeon Card, and write down which room is on the card, so you can remember which one it is later as you explore and uncover cards. This card serves as a proxy for the Objective Room. Shuffle this proxy card into the mini-dungeon deck that you determined was the direction that the Objective Room lie. If the Warriors uncover this proxy card when exploring, it should be treated as if the Objective Room card was uncovered.
If the Warriors discover the Objective Room via the proxy card, and they eventually uncover the real Objective Room card, ignore and discard it. Likewise, if they have already found the proper Objective Room card, and they next come to the proxy card, simply ignore it.
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