Warhammer Quest

Events
Barbarian

By Peter Haresnape

The Barbarian has many skills and strengths that the other warriors can only dream of! This means that there is always a chance that he might get in situations that others would not.

What follows is a list of Events from the roleplay book that are resolved differently for the Barbarian. After that is a table that the Barbarian can roll on if the Roleplay book claims that he has an Uneventful Day. The Barbarian's life is seldom uneventful!

 

Event No.

Difference

46

If the Barbarian desires to hide out of the way he must first pass a willpower test at difficulty 7, otherwise his biology takes over and he leaps into the path of the bull with a foolhardy but impressive yell, taking the challenge like a true Norse.

66

The Barbarian may not always spot the obvious things in life, but he is renowned for his ability to spot a beer wagon. Roll 1D6, +2 if he has 6th Sense. On a roll of 5+ he dodges the wagon and remains unscathed.

 

Roll 1D6   

Event

1

The Barbarian is walking down the road when he sees the most beautiful woman in the world. Her name is Gürt Jötonbor; she outweighs a male boar, can knock men out with a lash of her pigtails and can drink a brewery dry. The girl of his dreams… the poor old Barbarian is in love, and will remain so for 1D6 days. He won't leave the Settlement in all this time, as he tries to impress her by beating up people. If the Wedding event should come up, then the impossible has happened, and she has decided to marry him! The other warriors must fight the barbarian and Gürt, who has the same stats. If they manage to knock them both unconscious they can drag the Barbarian away to the next dungeon. All of the warriors must leave immediately. Roll 1D6. On a score of 4+, whenever the barbarian gets the Marriage event, it is Gürt who has tracked him down. His feelings are rekindled, and the warriors have to go through it all over again… Roll again afterwards to see if she is still pursuing.If the warriors fail to beat the couple senseless then they will be married, and will 'settle down' to a quiet life as raiders. The Barbarian is out of the game.

 

2

An unfortunate accident with the beer wagon leads to it losing a wheel. The Barbarian is employed to look after the 1D3 barrels of beer while the carter goes to get the wheelwright. The Barbarian must make a willpower test for each barrel to avoid drinking it. If he fails one or more he will steal the remaining casks. They count as normal beer from the general store. If he manages to avoid temptation he is paid 4D6 x his Battle-Level x 10 gold when the carter returns.

 

3

After a drunken argument, the Barbarian finds himself having a fight with a rival warrior. Roll 1D3 for the type and another 1D3 for the level, as follows;
1 Dwarf 1 One level higher 
2 Barbarian   2 Same level as Barbarian
3 Slayer   3 One level lower

Randomise 1D3 weapons runes for the two dwarfs, and give the barbarian one item of Weapons and Armour Treasure. Whoever wins the battle wins the bet of 4D6 x 30 gold, and eternal glory (for about a week, when he's forgotten). The loser isn't dead, just unconscious for 1D3 days.

 

4

The Barbarian is hired to work for a day on a building site, while their cart is being repaired, hefting slabs of stone at twice the rate of the puny builders. Roll Damage Dice and add Strength. This is how much stone he moves, and he gains 30 gold for each slab.

 

5-6

It really is an Uneventful Day!

 

Peter Haresnape 20th June, 2003.
"Bigger Tables! Better Choices! More Rules! "