WARHAMMER QUEST

Advance Traveling Hazard Rules
Traveling Caravan

By IrionWulf

When rolling for Hazards when Party is travelling on a Road or a Track, if a 11 or 12 is rolled, the Party comes across a Travelling Caravan, with 1D3 +2 different types of traveling attractions, encamped next to a small stream. Roll 1D6 on the Table below, to see which ones are there. Reroll any duplicate results. If the Party wish, they can stop for the rest of the day and visit the different attractions. Stock is rolled at 1D6, each Warrior can visit up to 1D3 locations before the Caravan attractions close up for the night.and They can then spend the night camping there with them. When Night comes roll 1D6, only on a 1 do you need roll to see if there is a Night Hazard. In the morning when you wake you see the that the caravan has already left. Each Warrior roll a 1D6, on a 1, they are missing 1D2 random items, on a 2, 1D6 x 10 Gold. If the Party has any animals or, and vehicles, roll as if you where leaving a settlement to see if any come up missing.

1    SKINNY BONES' EXOTIC GOODS

Skinny Bones is a thin Human trader that specialises in exotic goods.
He has travelled to the far East and back. There is always something strange offered for sale by Skinny Bones. Also, being an excellent haggler, he often manages to sell his goods at a higher price. When you are buying from Skinny, decide what you want to buy, roll to see if it is in stock, then roll 2D6 on the following table to determine the actual price.

2-3

Skinny takes you for a ride! Double the price!

4-6

Skinny pulls a quickie and raises the price by 50%

7-8

Special Deal! You have to buy something else but both items are sold at their normal prices.

9-11       

You managed to get the item for its normal price.

12

The impossible has happened! You managed to buy an item at half price! A deal is a deal and the sale is made. However, Skinny is so mad he wont't sell you anything else. 

If the Warrior does not have enough money, he is thrown out in disgust. half the money he had before has been taken by Skinny as compensation for wasting his time.

Equipment

  Stock  

  Cost  

Cathay Charms

6

800

Firecrackers

3

50

Enchanted Acorn           

5

400

Fine Silk Garments

4

300

Nippon Poison

5

500

Arabian Lamp

2

150

Indian Spices

4

200

Cathay Charms: 
It is believed that these charms protect against evil spirits that seek to harm the bearer. The warrior gets one luck counter.

Firecrackers: 
Used extensively is the East, firecrackers are a must have for any celebration. Producing loud cracking sounds and bursting into bright lights, they have a redoubled effect in the enclosed dungeons underground. An can be quit startling to those not familair with them. When used, everyone (except the user) on that board section must roll 1D6. On a roll of 1,2 or 3, the monster or warrior is stunned and may not do anything but defend themself. Warriors can take a Intelligents Test to over come their shock. If passed, they can act as usual. Enchanted Acorn: This is a magical acorn enchanted by Halfling wizards who live far to the east. When thrown at BS roll+2, enemies hit by it are turned into stone. To see if it works, roll a 2D6 and add the thrower's battle-level to it. If the number exceeds the monsters' current wounds, it works. If not, it is doesn only 1D6 wounds, not effected by T&A..

Fine Silk Garments
The finest silk from Cathay in the latest fashions. A must buy for all! +1 on all appropriate Settlement events rolls. As deemed appropriote. by GM.

Nippon Poison
Potent poisons from the land of the Ninjas! One purchase has enough for 1D6 coats. Each coat on the weapon is effective for the first blow that hits even if it does no damage. The poison deals an unmodifiable one wound of damage every Power Phase. It can also be coated on missile weapons. Those that miss can be collected at the end of the battle.

Arabian Lamp. 
An exotic lamp from the land of the Arab. This can be used to replace the Lantern,( each turn when a Power Roll of 1 is not rolled, roll 1D6, on a 6 the Power is +1 for that turn. On Power Roll of 1, roll 1D6, on another roll of 1 the Lamp has accidently been broken.

Indian Spices. 
The spiciest spices! Guaranteed to spice up your meal! Use it with any rations to get +1 attacks but also get -1 to your WS and BS rolls. Wizards that use this cannot cast spells. Use it without rations to get x2 attacks and a -2 to your WS and BS roll. One use last one combat. There is enough for 1D3 uses.

 

2    BELLY DANCERS' TROUPE

A Belly Dancering troupe is encamped here. They are putting on a show early in the evening. Roll 1D6 on the following table to see what happens.

1

The Warrior becomes overcome with lust and attacks one of the Dancers. You and the Party are run out of the encampment and must camp nearby. Roll at -1 to see if there is a Night Hazard.

2

The Warrior becomes enamoured with one of the Dancers and when the music stops, throws 1D6 x 10 Gold at her feet.

3-4        

It was an okay performance.

5

It was a delightful performance. You leave the show with a spring in you step. Your are +1 on WS or BS for the first 1D3 turns of the next combat fought.

6

It was a magical performance. It captures your heart.

Take one luck token. If it is not used in the next adventure, discard it.

 

3    Weapons trader

Item

Who

Stock

Price(B)

Price(S)

Comments

Sabre

BE

4

350

205

Does D3+D2 x Strength wounds

Javelin

BEW

3

250

150

thrown up to 3 x Strength Squares away doing, Spear is 2 x Strength. Does 1D6+Str-1 damage. Roll 1D6, on 5 or 6, if a monster becomes adjacent to you. or if you haven't moved yet that turn, you can still move and do so, you can make a H to H attack after everyone else has attacked, at the end of the Action Phase.

Saw-toothed dagger

BDW

5

200

50

WR's Strength-2+1D6 , ignores all armour

Long-hafted knife

DEW

2

300

175

can be hidden, can be thrown, add WS instead of Strength when fighting)

Fine Halberd      

BEW

6

500

250

fight in ranks, +1 T and -1 I when wielded

4    Herb seller

Item

 Stock

Cost(buy)

Comments

Healing Herbs

 3

100

(heals 1D6 wounds)

Fire Salve

4

150

heal 2D6 wounds and be at -1 T and -1 Intg. until end of combat

Bitter Spices

5

200

heals 1 wound and be at +1 Strength until end of 1D3+1 turns

Shining Liquid

4

150

All Undead attacks are -1 to hit you for 1D3+1 turns

Honeyed Brew

5

200

Heal 1D6 wounds onto bearer and cure all poison effects

Blazing Herbs

3

100

when used, acts as lantern for the next 1D6+1 turns

Silver Spices

5

200

discard to increase Power roll for turn by 1D2, unless it is a 1

Black Spices

6

300

discard to give warrior 5+ magic resistance for 1D3+1 turns

Green Spices

5

200

discard to heal 2 wounds onto all warriors on same board section)

Golden Sands Spices

6

300

discard to create a mirage that allows a Party to avoid/cancel a Travel Hazard

Blue Spices

5

200

discard to make an Ambush a normal attack

(All items are potions/salves and are one-use-only :) 

No more than three of each can be bought at the same visit. They can't be sold...)

 

5    FUZZLEWAG'S MAGIC TENT

Fuzzlewag/Frazzledorf/Frincildel/Funkenwagnul etc., is a human wizard, formerly a Proffessor at College of Magic in Nuln. Old beyond old, for humans, some say he exceeds 200 years in age, extended by the magics he uses so regularly. Fuzzlewag was once a great wizard, renowned throughout the Empire for his researches into the most arcane of magics. Now he is a little senile, travelling the world and studying magic. Being extremely unstable, its not certain what he may do. Roll 1D6 on the following table. To see his frame of mind.

1

He suddenly screams "Thief! Thief!" attracting the attention of the rest of the encampment. Not caring for any explanation, he demands the warrior pay resatutions in the form of 1D6 x 10 gold. Or else he will turn you into a toad.

2

He starts dancing around in glee. You may do nothing. Come back some other time.

3-5       

He doesn't go crazy, much. Buy and sell as normal.

6

He suddenly casts a spell at you. Roll 1D6 on the next table to see what happens.
All the spell effects wear off when a 6 is rolled for both the UE and Power Phase in a Adventure. The Magic Tent then just seems to disappear from the caravan in a puff of smoke . No other Warrior may visit while staying with this Caravan.

1 You're hair is turned purple and is standing straight out. You are -1 to all caravan / settlement rolls.
2 Your are turned into a black cat. You can still reason and talk as you normally did. In "Dungeons" your Movement is 6. Intative 6. You can see in the dark, so you can scout ahead to any none doored corridor or room and come back and tell your Party what you found. You will never trip any traps. In combat you can attack but only do any damage on a 6, which means you have clawed the eyes of who ever you attacked and they can do nothing their next AP but defend, to all that attack them they are +1 to hit, and are -1 there after to all WS & BS rolls. You dodge all attacks except on a roll of a 1. If you are hit once already that combat, it's on a 1 or 2. If your hit twice during a combat. You are unconcious and must be carried until you are turned back to your normal state. When you are still Unconcious. (See Health Rules). Roll 1D6 on a 1, everytime from here on, double 6's are rolled at a beginning of a turn, you change back into a black cat, until they are rolled again.
3 You are turned into a Falcon. You can still reason and talk as you normally did. While traveling, you fly ahead of your Party, helping them avoid any Hazards except on a roll of a 2, where there is only 1 Hazard. In a dungeon you will ride on someone shoulder or shield rim. In combat you can flying movement is 6. You can attack but only do any damage on a 6, which means you have clawed the eyes of who ever you attacked and they can do nothing their next AP but defend, to all that attack them they are +1 to hit, and are -1 there after to all WS & BS rolls. You evade all attacks except on a roll of a 1. If you are hit once already that combat, it's on a 1 or 2. If your hit twice during a combat. You are unconcious and must be carried until you are turned back to your normal state. In which you will still be Unconcious. (See Health Rules). Roll 1D6 on a 1, everytime from here on, double 6's are rolled at a beginning of a turn, you change back into a falcon, until they are rolled again.
4

You're turned into a Brown Bear. You can still reason and talk as you normally did. If one of your fellow Party members puts a rope around your neck. You'll be allowed to enter Settlements and can earn Gold as a Dancing Bear Act. V=1D3x10, T=1d6x10, C=2D6x10 Gold for as many as 3 days. Then the novelty wears off.
Wounds 15
Move 5
Weapon Skill 3
Ballistic Skill -
Strength 6 
Toughness 4
Armour - 
Initiative 4
Attacks 2 
Damage 2D6+Str
Heals 1 wound per 2 turns

When you are turned back to your normal state. Roll 1D6 on a 1, everytime from here on, double 6's are rolled at a beginning of a turn, you change back into a Brown Bear, until they are rolled again.

5 The Warrior is +1 to Strength and +1 attacks.
6      If not a MU see 5, but are +2 to Strength. If a MU, you permanently gain a +1 to IQ and have mastered a spell you have been studying. Which you can know use.
Fuzzlewag has the following items in stock on a roll of 4, to sell. Non-Magic Using Warriors well only beable to use the Potions. Being erratic, the old wizard charges different prices depending on his mood. Roll a 1D6 to find out what he charges. If the warrior does not have enough money, he is thrown out, an no one from their Party will be allowed to visit.

Item

1-2

3-4

5-6

Dispel magic scroll

200

300

550

Destroy Magic Scroll        

   400   

   500   

   700   

Potion of Invisibility

250

400

600

Potion of Strength

150

300

450

Potion of Toughness

200

350

500

Potion of Floating

250

400

600

Energy Jewel +

200

350

500

Wizard's Staff

350

450

550

Descriptions of the above items (except the Wizard's Staff) can be found in the Treasure section of the Roleplay Book, pages 69-71. Rules for the Wizard's Staff can be found on page 24 of the Roleplay Book.

Special Item
Everytime you visit Fuzzlewag, he has something special for sale. Roll on the dungeon Room Treasure, Magic Items sub-table to discover what is offered (page 69-71). He will sell it for its cost x 1.2.

Font of Power
There is a Font of Power in his camp. He allows you to use it and the charge is 1D6 x 50.

Buyer
He is also a buyer of magic items. All magic items (except those he sells) can be sold to him for 100 gold above its normal price.

 

6    CLOTHO FAE, GYPSY FORTUNE TELLER

Clotho Fae is an ancient fortune teller that has travelled from a far. Rumours has it that she has already lived longer than the natural life span of a human, yet it seems unlikely that she is going to die anytime soon. She is known to be extremely accurate and powerful. Kings and Emperors have been known to consult her.
If you decide to visit her, you must pay her 1D6 x 50 gold. Roll 1D6, if you don't want to keep the roll, roll a second time, which outcome you must use on the following table to see what she sees...

1

You insult her by calling her a fraud! In disgust she lays a curse on you. Form now on, the first time a 5 is rolled on the Power Phase during a Adventure you are turned into a toad for three turns.
All your statistics are reduced to one and you may not use any weapons. You cannot be pinned. For each Monster that was adjacent to you when this happen Roll 1D6, on a 1 they don't move to attack other warriors, but try to hit the WS1 toad. If hit you immiedately become unconcious. When you are turned back to your normal state. Where you are still Unconcious. (See Health Rules).

2                

She says a lot of things, none of which are useful.

3

She doesn't see anything. She apologizes and as compensation, she gives you a small charm. Which allows you Ignore the first 1D6 wounds you receive that combat. After that, roll 1D6, on a 1-4 the charm is useless. but a 5 or a 6 the charm can be used in the next combat.

4

She warns of a danger lurking ahead on your Journey. Which helps you warn your fellow Party members of an upcoming Hazard. (Allows Party to ignore next Hazard.

5

She can see the path that is best for you to take. In the next Adventure, when there is more then on obvious way to go. The Warriors Intuition tells him what is the the straightest path to the Objective of the Adventure.

6

She describes the death of your Warrior in vivid detail. On the next attack that reduces your Warrior to 0 wounds , you may ignore the result and have the attack reroled at -1 to WS/BS roll, and also wounds.