Warhammer Quest

USING MAGIC CARDS : MORE EVENTS

By Barry Stockinger - 7 Jan 1998

For the benefit of any new comers here is a brief background. I like to buy the cheap MAGIC common cards and use them for WHQ. I use white sticky labels that I cut to fit the card and write my own descriptions. Here are some Events I have made using MAGIC cards.

 

DETONATE

Random warrior trips a spell trap. Lose 1 treasure or 100 gold. No Treasure.

 

SPORE CLOUD

Random warrior steps on mushroom. Roll Init over 9 or lose 2D6 wounds unmodified for armour. No Treasure.

 

STONEHANDS

 "Trust in the power of stone. Stone is strong; stone shatters swords; stone breaks bones. Trust in stone." -Lovisa Coldeyes, Balduvian Cheiftain Random warrior is grabbed by a pair of hands from the floor. Can not move until 5+ is rolled for power phase. No Treasure.

 

AMBUSH

 "Don't these goons have anything better to do?" -Joskun, An-Havva Constable Next monster that attacks get will automatically ambush. No Treasure.

 

STREAM OF LIFE

 Each character regains 1D6 wounds.

 

FEAR

Random warrior trips spell trap. Must make fear test at 5. If failed warrior is afraid of all enemies until a 6 is rolled on power phase. Next Event. No Treasure.

 

DWARVEN WARRIORS

You meet two dwarven warriors. They will not join the party but will trade. They have all Dwarven Guildmaster items at 2X normal cost and 4 random treasure cards for sale at gold value. No Treasure

 

FOG

The current board section is filled with magical fog. All creatures are -2WS, -2 Move, +4BS until 5+ is rolled on power phase. No Treasure.

 

PANIC

"If you'd been there, you would've run from that deer too!" -Jaya Ballard, Task Mage All warriors save vs terror or fear EACH OTHER! Lasts until 4+ is rolled on power phase. No Treasure.

 

ARGOTHIAN PIXIES

"After the rape of Argoth Forest during the rule of artificers, the pixies of Argoth bent their magic to more practical ends." These small magical creatures pester everyone in the current board section. All rolls are -2.

 

HUNGRY MIST

"All things must eat; after all. Even the air can hunger." -Gemma, Willow Priestess ALL damage done in the current board section is doubled. This effect is permanent. No Treasure.

 

TOUCH OF DEATH

"What was yous is mine. Your land, your people, and now your life." -Lim-Dul, the Necromancer An evil spirit strikes a random warrior. Must pass Init roll at 7 or become evil until power phase is 6. No Treasure.

 

NIGHT SOIL.

"There were often more Thallids after a battle than before." -Sarapadian Empires, vol. III Any creature killed and not healed becomes a skeleton in current room. Undead killed do not return. No Treasure.

 

PHANTASMAL FIEND

A random warrior is attacked by a phantasmal fiend. That warrior sees the current board section as being full of powerful monsters. He will be attacked by these monsters and take damage. No other warrior can see them. If the monsters "kill" the warrior he passes out until phantasam. Phantasm leaves when power phase is 6 and all damage will be restored to the warrior that he lost to imaginary monsters. Spells cast and items used were actually used.