WARHAMMER QUEST

Advance Traveling Hazard Rules
Track: Traveling Hazards (3D6)

By IrionWulf

 

(03)    DRAGONS

The Warriors are stopped in their tracks by a stampede of wild animals charging towards them. A Dwarf, who is running also, warns of an epic dragon raid, of cozen of dragons are razing the country side. Roll 1D6. A roll of 1 means that a couple of dragons assail the Warriors, trying to burn them to cinders. Each Warrior must roll 1D6 + Initiative/Intelligents and get over 8, to hide successfully or they suffers 3D6 Wounds. An 1D3 pieces of armour/helmet/shield etc. That they had been wearing had been destroyed. A Wizard could cast Chain Lightning if he has it to prevent any damage from occurring, and thus scaring the dragons away.

 

(04)    MOUNTIAN GIANTS

The Warriors are attacked by 3 Mountian Giants throwing boulders across a deep river canyon, at the Warriors for D6+2 turns. For each turn the Warriors must roll 1D6+Int.vs 8 to see if they are hit by a boulder. If hit, roll 1D6, on a 1 or 2 it is a direct hit and Warrior take 4D6 wounds. On a 3-4 its a rebounded hit Warrior takes 3D6 Wounds. On 5-6 it is a glancing hit Warrior takes 2D6 wounds. All are -T/A

 

(05)    GRIFFON/S

The Warriors are attacked by1D2 Griffion, for D6+3 Turns. The Griffion/s will each lose 1D6+2 feathers, that are worth 200 GPs,each at a Temple of Verna, Goddess of Learning and Justice. (Roll 1D6 for each Town or City the Warriors enter, on a 4-6 they find a Temple of Verna that will buy the Feathers off them). Since no one can write with a Griffon Feather, without writing the Truth.

 

(06)    WANDERING MONSTERS

 

(07)    HARPIES

Swooping from the skies comes a band of harpies, intent of ripping the Warriors limb from limb. Roll 1D6+2 to see how many Harpies there are. After the harpies lose half there #, the flee the battle, making for some distant peaks.

 

(08)    BONEYARD

The Warriors enter what appears to be the site of a recent battle between different factions of the minions of Chaos. Many monsters dead and their skeletons litter the ground by their hundreds. Each player roll 1D6. A roll of 1 means a huge Emperor Dragon flies down to the sight to feed, scaring the Warriors off. Forcing them 3 hexes to their previous travel route. If no 1 is rolled, a random Warrior locates treasure as well . Pick a treasure card as usual to discover what is found. Also for each 6 rolled take a additionial card.

 

(09)    VOLCANO

A volcano, thought to be extinct, releases a torrent of molten lava towards the party. Unless each Warrior can roll under there Initiative on 1D6, they must take 1D6 D6 Wound.

 

(10)    SNOW STORM

A snow storm begins and interupts there travel for 1D3 days. Each Warriors. roll 1D6+Intelligent vs 9, to see if they can find some shelter. If not, the Warriors must roll 1D6+ Toughness vs 7, if failed they have gotten frostbite in their feet. There movement rate is halved until they can visit a Shallayain Heal Center.

 

(11)    EARTHQUAKE

An recent earthquake has left this area forsaken and desecrated. It takes The Warriors a day each to travel through the next 2 hexes.

(12)    CAVE

The Warriors discover a small cave leading into the earth. If they investigate, roll 1D6:

1

As the Warriors descend, the tunnel collapses on to them. Roll 4D6 Wounds for every Warrior. The Warriors drag themselves to safety.

2       

The room is a Minotaur's lair. Set up a battlefield using a dungeon room section, and decide who the minotaur fights by drawing a dungeon counter as usual. The Warriors can not leave until the beast is destroyed.

3

2D6 Giant Rats assault the party. See 2 for how to handle this combat.

4

The tunnel empties into an alcove too small for any Warriors to fit through. They can not get into the cavern beyond.

5

The tunnel ends in a large cavern, with small piles of Gold everywhere. Each Warrior gains 1D6*10 Gold pieces.

6

 On a pedestal at the end of the tunnel is a magic item.

Pick a treasure card as usual to discover what is found.

 

(13)    CLIFF

A huge cliff prevents the Warriors from travelling further onwards. They must Forcing them add 1D2 hexes to their previous travel route.

 

(14)    TUNNEL

The Warriors discover a hidden tunnel in the hillside. . If they investigate, roll 1D6:

1

As the Warriors descend, the tunnel collapses on tothem. Roll 4D6 Wounds for every Warrior. The Warriors drag themselves to safety.

2      

The room is a Ogres's lair. Set up a battlefield using a Objective room section, and decide who the minotaur fights by drawing a dungeon counter as usual. The Warriors can not leave until the beast is destroyed.

3

2D6 Giant Bats assault the party. See 2 for how to handle this combat.

4

The tunnel empties into an alcove too small for any Warriors to fit through. They can not get into the cavern beyond.

5

The tunnel ends in a large cavern, with small piles of Gold everywhere. Each Warrior gains 1D6*10 Gold pieces.

6

On a pedestal at the end of the tunnel is a magic item. Pick a treasure card as usual to discover what is found.

 

(15)    WRONG TURN

Somehow, the Warriors have made a wrong turn and have gone 2 hexes off course, rather then forward.

 

(16)    DYING DWARVEN PROSPECTOR

Lying by the side of the trail is a dying Dwarven Prospector. He is all but gone. In muttered whispers he tells you he was captured by Orcs, who tortured him for the secrets that he knows, But he did not devalge anything. An in a unguarded moment was able to excape. He tells the Warriors he has a key hiden in the heel of his boots, that will open most Portcullises. (When wishing to see if the key opens a Portcullis, Roll 1D6, on 4-6, it works. Either way, roll another 1D6, on a 1 or 2, the key has become stuck, an in trying to loosen it, the key is broken off in the lock!

 

(17)    PHOENIX NEST

The Warriors come across a Phoenix Nest, containing rare eggs of the Fiery Bird. Roll 1D6, that is how many eggs the Warriors collects from the nest. Each egg can be traded in at the Traveling Caravan for the worth 200 Gold. For each egg traded, roll 1D6, on a 1 the egg has been broken in travel and is worthless.

 

(18)    GEMS

While crossing a small stream, the Dwarf/ if not in Party/random Warrior spots a large rough crystal of (roll D6)

1      

Fool's Gold        

0

2

Onyx

D6 x 10 Gold,

3

Sapphire

D6 x 50 Gold,

4

Emerald

D6 x 100 Gold,

5

Ruby

D6 x 200 Gold,

6

Diamond

D6 x 500 Gold.

In the streambed, that has been washed down from somewhere in the Mountians. The other Warrior may search the stream bed also (Roll D6) on a 5 or 6 they also find smaller rough crystal of the same type that are worth D3x , instead of D6.