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: 1. FLAMES OF KHAZLA; roll 1D6:
  1. TASK OF KHAZLA
  2. GIFTS OF KHAZLA
  3. OFFERING OF KHAZLA
  4. RENEWAL OF KHAZLA
  5. GUARDIAN OF KHAZLA
  6. WARNING OF KHAZLA
2. THE GAOL-must not block the dungeon path; roll 1D3:
  1. THE MAD BEAST
  2. THE GUARDS
  3. THE SLAVERS
3. Remove the T-Junction cards from the deck; roll 1D3:
  1. LONG WALK. Place the Objective Room card on the bottom of the deck.
  2. 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.
  3. 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:
  1. PALACE. Include all the dungeon rooms in the dungeon deck.
  2. 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.
  3. 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:
  1. 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.
  2. 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).
  3. 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:
  1. 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.
  2. 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.
  3. 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.