Warhammer Quest
Special Quests
by John K - 9/03
Two White Dwarf magazine articles have Special Quests: 3 Gaol quests and 6
Flames of Khazla quests. Each allows you to create a 2x2 board section and card
for the Dungeon deck. In addition to the normal adventure, players choose a
Special Quest that they might have to complete during the adventure. The appropriate
card must be in the Dungeon deck.
I designed and tested many rules for individual board sections. Some didn't
work out, but others are suitable to be used in every adventure when that section
is encountered. These I listed in my Dungeon Rules page. Here
I list those that are suitable to be played only once in a while. For example,
there is now a way for the dungeon to loop back on itself (see the Square, below).
Some use my Secret Door rules listed in my Creating Event Tables
page. After an adventure is chosen, roll 1D6 on the table below, and then roll
1D3 (or 1D6 for Khazla) to determine the quest. If it doesn't fit with the adventure,
re-roll or go without one, this time. Check off the Special Quest you use, so
that next adventure you will get a new Special Quest. The 21 Special Quests
below should provide variety for some time.
Now when you run an adventure, you can allow several compatible rules:
- First, choose an adventure, or just use the Firechasm or Gorgut's Lair
without one.
- Then, choose a Special Quest which does not conflict with the adventure.
- You can have each Warrior roll a die, and on a 1 he draws a Dark Secret
card.
- Build the Dungeon deck. Mix the Dungeon Room card for the Special Quest
with 11 other cards, if applicable. Then mix the Objective Room card with
the bottom 6 cards.
- You should add one Dungeon Room card to the top of the deck for each time
you have previously played this Dungeon Level with this party (this is a penalty
for not advancing).
- When you enter a specific board section, such as the Stairs or the Circle
of Power, use my Dungeon Rules for it.
- When you get to the Special Quest board section, if applicable, use those
rules.
- When you find the Objective Room, review the instructions for the adventure.
- Finally, when you enter most Objective Rooms, roll 3 times on the Monster
Table for the current Dungeon Level.
1. FLAMES OF KHAZLA; roll 1D6:
- TASK OF KHAZLA
- GIFTS OF KHAZLA
- OFFERING OF KHAZLA
- RENEWAL OF KHAZLA
- GUARDIAN OF KHAZLA
- WARNING OF KHAZLA
2. THE GAOL-must not block the dungeon path; roll 1D3:
- THE MAD BEAST
- THE GUARDS
- THE SLAVERS
3. Remove the T-Junction cards from the deck; roll 1D3:
- LONG WALK. Place the Objective Room card on the bottom of the deck.
- SQUARE. Put the Corner card in the deck. When it is discovered, create
a square from the corner and three T-junction board sections with two unexplored
exits. Each section must still be explored before entering. The first time
an unexpected E-event occurs on a board section of the square containg the
leader, he is lost and must go around the square before leaving it. Draw another
Event card immediately.
- HIDDEN ROOM. Same as above. Place an unused dungeon room in the middle of
the square, unconnected by doorways. One of the four surrounding board sections
has a Secret Door to the dungeon room in the middle. Players have to find
this room and clear it to win the adventure. See below how to find the secret
door, or my Creating Event Tables page for full Secret Door rules.
4. DUNGEON ROOMS; roll 1D3:
- PALACE. Include all the dungeon rooms in the dungeon deck.
- GREAT HALL. Remove one dungeon room card from the deck. When the first
dungeon room is discovered connect the board section to the unused one via
2 doorways. This counts as one room or board section with a pillar in the
middle that blocks Death-Blows and diagonal movement. Draw two event cards
upon entering, resolving any E-events first. Gain one Treasure Card per 'M'
card.
- PIT OF DESPAIR. When a dungeon room is explored, take a catacomb counter.
If it is the skull counter, then put a Pit of Despair marker in the center
of the room. If you don't have Catacomb Counters, use 5 Power tokens and
a Luck token (for the skull); mix them face-down. Take drawn tokens out of
play. Only one Pit of Despair will be found in the 1st through 6th dungeon
room. Warriors may fight, but not move diagonally across the edge of the pit.
If monsters are pushed into the pit, then they are killed. Players fighting
next to the pit risk falling to their death. The first time in a turn that
a Warrior, who is adjacent to the pit, attacks or is attacked roll 1D6 after
computing damage. On a 1, he must be immediately rescued by the rope or a
spell; if not then he is killed.
5. DIFFERENT START; roll 1D3:
- SECRET ENTRANCE. Separate the first 4 dungeon cards from the rest of the
deck. The warriors cannot explore the rest of the deck until they make a successful
Secret Door roll on one of these board sections; see below.
- CROSSROADS. Remove the T-junction cards from the dungeon deck. The X or
Crossroads is the first board section with four doorways. Warriors enter and
leave the dungeon via a trapdoor in the middle of the X. If you don't have
this board section, you could use a T-Junction board section or the Hall of
Death board section. Mix the objective room card with three cards. Add 12
cards on top, then split the deck among the doorways. As long as any Warrior
is on the X board section, an Unexpected Event occurs on a 1 or a 2 (Wizard
only gets 1 or 2 power respectively; no bonus for battle level).
- TWO LEVELS. Remove the Stairs and Spiral Staircase cards from the Dungeon
deck. Split the Dungeon deck into two piles, with equal numbers of each type
(corridors, rooms and junctions). Put the corner in the face-down deck and
shuffle; place the extra T-junction in the face-up pile. Each time a Dungeon
card is explored, draw it's match from the other deck. Take the two matching
board sections and suspend one on top of the other via the doorways, for a
3-D effect. Count a T-junction upstairs as a corner. Players start on the
upstairs. Once 5 board sections are used, the warriors find a spiral staircase
down, allowing movement from the top section to the bottom. The Objective
Room is 10 sections from the entrance. Note, if you don't have the extra
dungeon doorways from Lair of the Orc Lord, then reduce sections to 4 and
8, respectively. T-junctions on the lower level split the deck. Draw from
the bottom of the face-down deck. Take an unused Objective Room card and use
it for uncertainty. When an E-event occurs upstairs, roll 1D6. On 1-2 it is
the Pit Trap. Other Warriors may use a rope, levitate or jump down the hole
(at 1 less D6 damage), as a shortcut. If the Warrior falls into a room, he
will have to draw an Event card, just like entering a new Dungeon room.
6. TOUGH OBJECTIVE; roll 1D3:
- CLEAR THE DUNGEON. To win, all cards in the Dungeon deck must be explored,
entered and cleared. The Objective Room has a second doorway to connect to
any cards below it in the Dungeon deck.
- DOUBLE OBJECTIVE. Place another Objective Room card in the Dungeon deck.
When entered roll 3x on the monster table or draw 3 Event cards, resolving
all E-events first. Upon completion, one random Warrior gains an Objective
Room Treasure card. The other Warriors each draw a Dungeon Room Treasure card.
This does not count as normal Treasure card distribution by the leader.
- RUN FOR IT. Place the Objective Room board section connected to a corridor.
Both count as explored. Warriors may start within 3 spaces of the doorway
(either side). Place Objective Room Monsters in the Objective Room. There
are 1D6+5 unexplored Dungeon Room cards after the corridor. Place the Objective
Room card on the bottom. As usual, Warriors can explore if there are no Monsters
on the board section. Any time a 1 is rolled in the Power Phase, Monsters
appear in the Objective Room AND an Event card is drawn as normal. The E-events
can occur with Monsters on the board. Each time a T-junction is discovered,
take an unused Objective Room card, shuffle with the bottom card, and split
the deck. When the original Objective Room card is explored, the Warriors
have found the exit. Warriors gain Objective Room treasure when they escape
if they defeat the initial Monsters in the Objective Room (and complete the
adventure, if applicable).
Searching for the Secret Door.
Here's the short version of my Secret Door rules for the two Special Quests
that use it. There is at most one secret door per board section. Each Warrior
may search once on each board section. Searching occurs during the Exploration
Phase if there are no monsters on the board section. Where adventures say Warriors
automatically find an exit in the Objective Room, you could make them search,
with success on a 5 or 6. Roll 1D6:
1. Trap or falling rubble. All models on the board section suffer (DL)D6 wounds,
no modifiers. Roll for each.
2-5. Nothing.
6. Found a secret door. Place a doorway on the board section. If the warrior
with the lantern is anywhere on the board section this turn, you may immediately
explore beyond it. Otherwise he must be next to it during an exploration phase,
like a normal doorway.
WARHAMMER QUEST and its components are © Games Workshop 1995.