D&D Travel Hazards
D&D Travel Hazards
1
1 UNEVENTFUL WEEK equpment and have also been chased 1 week of
travel from where they were.
2 CAVE
The Warriors discover a small cave leading into
5 TENTACLES
the earth. If they investigate, roll 1D6: As the Warriors wade through marsh waters,
swamp tentacles make a grab for a Warrior’s leg.
1 As the Warriors descend, the tunnel collapses (Draw a character counter). Roll 1D6. A 1 means
on to them. Roll 5D6 Wounds for every a tentacle managed to hold the Warrior, squeezing
Warrior. The Warriors drag themselves to his leg horribly. For the next adventure that
safety. Warrior is –1 move unless he pays 500 gold at the
2 The room is a Minotaur’s lair. Set up a temple to get his leg healed.
battlefield using a dungeon room section, and
decide who the minotaur fights by drawing a 6 CARAVANS
dungeon counter as usual. The Warriors can The Warriors intercept a group of Caravans, who
not leave until the beast is destroyed. happen to be travelling to the same destination as
3 2D6 Giant Rats assault the party. See 2 for the Warriors. Roll 1D6:
how to handle this combat.
4 The tunnel empties into an alcove too small 1 For some reason, the Caravan owners do not
for any Warriors to fit through. They can not want to be seen with the Warriors. They
get into the cavern beyond. threaten them to take a different route, or
5 The tunnel ends in a large cavern, with small face the consequences. The Warriors must
piles of treasure everywhere. Each Warrior add 1 week to the journey.
gains 1D6*10 gold pieces. 2 The Caravans ignore the Warriors.
6 On a pedestal at the end of the tunnel is a 3 Smiling politely, the leader offers the party a
magic item. Roll once on the Magic Item ride. (Which they can accept if they don’t
List. have any horses, mules, or carts.) The ride
takes 2 weeks off travel time.
3 AMBUSH 4 The Caravans are merchant caravans, selling
While journeying through the forests, goblin spider armour, weapons, and general goods. All
riders ambush the party by their hundreds. Roll items of Stock with a number higher than 6
1D6 for each Warrior: are not available, but all available goods are
20 gold cheaper. If any Warrior is accused of
1 The Warrior is attacked from behind by a Time Wasting, see the result for 1.
rider and has 2D6*100 gold taken from him. 5 If a Wizard is in the party, he can sense dark
2 The Warrior is attacked from behind by a magic coming from a caravan. Upon sliding
rider and has 2D6*10 gold taken from him. open the curtain, a Chaos Sorcerer sits. The
3 The Warrior is knocked unconscious by many Warriors have uncovered a sinister plot of
blows. His Wounds are now 0, and the dark sorcery. The Caravans make a break for
Warriors rest a full week without travel for it, but not before the Chaos Sorcerer is slain,
him to heal, unless he can be healed as and his possessions are taken. Roll on the
normal by potions, magic, etc. Magic Item Table once, or take a card. If no
4 The Warrior manages to fend of the many Warriors are Wizards, treat this as 2.
blows and escapes unscathed from the 6 The leader informs the Warriors that the
ambush. daughter of a wealthy Baron is in the
5 The Warrior takes down many goblins, and caravan. He offers each Warrior 500 gold if
scoops up 2D6*10 gold before fleeing to they will be her bodyguards until they reach
safety. their destination. If they accept, the first
6 The Warrior dispatches with many goblin event that harms a Warrior, does no damage,
scum and earns 2D6*100 gold in the process but kills the Baron’s daughter instead. Of
of escaping. course, this means that no gold is
forthcoming....
4 GIANTS
An earthquake has left this area forsaken and
7 GOOD WEATHER
desecrated, providing a perfect breeding ground The weather is surprisingly warm for this time of
for monsters. The Warriors can either add 1 week year. The Warriors can deduct 1 week from their
of travel to avoid this place, or travel through. On travel plans, due to making good time.
travelling through, roll 1D6. A 1 or 2 means the
Warriors are set upon by hungry Giants. The 8 LOCUST SWARM
warriors lose a random piece of treasure or
2
A locust swarm engulfs the Warriors as they 3 The lightning deposits a large fireball
progress onwards. Roll 1D6. If a number is rolled amongst the Warriors, frying them all for
that is greater than the members in the party, then 3D6 Wounds. Toughness and Armor can be
the locusts are so thick that travel is slowed and all taken into account.
sense of direction is lost. Add a week to travel 4 As the lightning passes, a random Warrior
time. realizes his weapon is glowing. The next
successful hit causes double damage. (Double
9 ORC CAMP damage before adding strength and other
The party has stumbled into a orc battle camp. bonuses.) The power of the weapon then
Thousands upon thousands of camp fires can be fades.
seen in the valley below. Roll 1D6. A 1 means a 5 A large patch of the ground has been turned
scouting party of orcs notices the Warriors, to gold. If the Wizard casts Ogre Strength on
alerting the whole army. Roll another 1D6. someone, or the Dwarf has a set of lock
Another 1 means the party is forced to give up all picks, the ground can be broken, and each
their gold, and magic items, or be killed. Each Warrior gets 3D6*10 worth of gold
Warrior can make up his own decision. What ever fragments.
happens, the orcs soon forget about the Warriors as 6 The Wizard feels a surge of power inside his
a call to battle goes up. mind. For the next 1D6 spells he casts, he
does not need to spend any power at all,
10 DWARF PROSPECTOR though he must still roll in the Power Phase.
Lying by the side of the road is a wounded Dwarf This does mean that he could cast 6 Casting
prospector. He gingerly hands the Warriors a large Level 12 spells in a single turn without the
key, which he groans is the key to the Portcullis. slightest bit of strain.
If the Warriors already have the key, then he gets
up, says, “Oh, sorry about that.”, and wanders off 14 VILLAGE
into the woods, healthy as can be. One doesn’t The Warriors arrive at an uncharted village. They
wonder if there is a whole tribe of dying dwarf may enter now and finish their journey. Or
prospectors out there....... continue through the village, adding 1 week to the
travel time.
11 UNEVENTFUL WEEK
15 LOST
Somehow, the Warriors have become lost. They
12 HERBS find themselves back at the dungeon entrance they
The Warriors encounter a patch of strange herbs. came from. The Warriors must choose a
The Elf recognizes them as special healing herbs, destination again, and reroll for hazard rolls as
and manages to collect 1D6 flowers before an irate usual.
farmer chases everyone away complaining about
trespassing or something. Each herb heals 3
Wounds. If no Warrior is an Elf, then the herbs
16 TRADERS
mean nothing to them, and they leave them alone. Shifty eyed traders approach the Warriors, saying
that they have a weapon of great power for sale, in
this box. A Warrior may buy the box and its
13 CHAOS MAGIC contents for 200 gold, and roll on the table below:
The Wizard senses chaos magic just as a sheet of
black lightning covers the sky. Roll 1D6: 1 The box contains a dead rat which stinks so
badly, it causes him to lose 1 Wound due to
1 All the Warriors are turned into chickens for suffocation.
a short period of time. When they transform 2 The box is empty.
back, one magic treasure has been stolen by a 3-6 The box contains, as the traders said, a great
farmer, wondering why his chickens had it. weapon. Roll on the Magic Weapons and
Determine this randomly. Armour Table, but keep rolling until a
2 One Warrior (Random) is plucked from the weapon is found. Reroll any armour rolls.
ground and flown miles away amongst the Then roll a number of D6 equal to the
black lightning. The lightning finally drops number you got for this roll. If a 1 is rolled,
him, and he is 1D6 weeks away from his the weapon is useless, and can not be used.
chosen destination, alone. This means he The traders have sold a false item. Of course,
may be closer, or farther away from it. When the shop owners don’t know this. The
rolling for hazards, roll separately for the Warrior can try to sell the item for its value,
Warrior alone. He has also lost 1D6*10 gold but roll 1D6. A 1-2 means the owner saw
from his pockets. through the Warrior’s scam and threw him
3
out, taking the item, and 1D6*10 gold for 23 GREATER DAEMON
compensation. A gathering of royal soldiers are in the area. One
addresses the Warriors, saying this area is too
17 COTTAGE dangerous, what with a Greater Daemon on the
The Warriors come across an empty thatched loose, somewhere in the forests. The Warriors can
cottage. It is a perfect place for healing Wounds ignore the warning and continue in their direction,
and resting. For every week added to the journey, or about face and take the long way round, adding
the Warriors may heal any one affliction such as a 2 weeks to travel time. If they continue, roll 1D6.
broken leg or poisoning. A 1 means the soldiers were correct. A Greater
Daemon of Tzeentch, a Lord of Change descends
18 JEWELLED TOTEM upon the Terrified Warriors. Fight a battle with it,
A large totem of Gold, obviously a statue to some using a dungeon room board as the battle field.
chaos god, stands before the Warriors. If any Since Daemons aren't used to bright sun light. He
warrior has a rope, or the Wizard has the Levitate only has 3 attacks, and his hit rolls are at -1.
spell, then the jewel eyes of the statue can be Should be easy pickings........ Well, the Warriors
taken. Roll 1D6 + STR for the Warrior trying to were the ones foolish enough to continue.
get the gems. If the total is over 7, both gemstone
eyes are plucked from their sockets. Each one is 24 WARRIOR TRIPS
worth 500 gold, and can be traded into a shop A random Warrior trips on a tree truck, spraining
keeper for 500 gold pieces worth of goods. (Or his ankle. The other Warriors must carry him,
1000 is both are traded) A character on a rope adding 1 week to travel time, or put him in a cart.
takes one from his roll to pluck the eyes. Only one Healing magic has no effect on re-knitting bones.
attempt can be made, as a group of worshipers can Only the trained doctors at settlements have the
be seen over the hill, charging frantically toward skill. Pay 50 gold once the Warriors reach the
the Warriors, who leave in a hurry, with gems or settlement. If somehow they don’t get there, the
no. Warrior is at -1 to hit, and -1 to his Attacks. If this
means he has no attacks, then so be it.
19 PATH
A thin path is discovered hidden by undergrowth 25 CHAPEL
in the forest. If the Warriors take it, roll 1D6: The Warriors come across a small chapel in the
clearing. Any Warrior who pays 20 gold can pray
1-3 The path takes you around in a circle, back to to their gods. Roll 1D6:
the dungeon entrance you started from. The
Warriors must start their journey again. 1 The Gods are angered. Lose 1 Permanent
4-6 The path is, gratefully, a shortcut to the Wound.
Warrior’s destination. The Warrior’s travels 2-5 The Gods do not listen today.
are over. No more rolls on the Hazard table 6 The Gods are pleased. Gain 1 Permanent
are necessary. Wound.
20 CITY 26 TALISMAN
At the top of this hill, the Warriors gasp to see a The Warriors discover a triangular talisman lying
mighty city below in the valley, glistening with on the roadside, covered in mud. If anyone wishes
newness. The Warriors must have an old map, as to take it roll 1D6:
this majestic city was not on it. If the Warriors
wish, they can stop here, or continue, adding 1 1-2 The Warrior begins to transform before the
week to the travel time. The city is a major new other’s very eyes. Make a roll on the
development here, and thus all items are in stock, Monster Chart one lower than the Battle
albeit 50 gold more expensive. (Including level that the Warrior is currently on (min
bandages and the like) Battle level 1). The Warrior is now that
monster for the duration of the next quest. He
21 SWAMP has all the statistics of that monster, including
The toxic fumes from the swamp the Warriors are wounds. Therefore any special abilities which
currently travelling in are too much for one relate to the Warrior are ignored.
random Warrior. He immediately takes 1D6 3-4 There is an inscription on the back saying
Wounds, and must pay 100 gold at the next ‘Only with the Talisman can you enter the
settlement in order to be cured from the nausea. Valley of Fire....’
5-6 The Warrior begins to transform before the
22 UNEVENTFUL WEEK other’s very eyes. Make a roll on the Monster
Table one higher than the Battle level that the
4
Warrior is currently on (max Battle level 10). 29 OGRES
The Warrior is now that monster for the The Warriors have come across an ogre feeding
duration of the next quest. He has all the ground. Fortunately, no ogres are here at the
statistics of that monster, including wounds. moment. Warriors can search for treasure here.
Therefore any special abilities which relate to Roll on the table below: (Only 1 roll is required for
the Warrior are ignored. If a Warrior is all the Warriors)
turned into a beast of some kind, he may not
visit any Special Locations, not even the 1 Ogres return home for the evening, and
Alehouse or Gambling House. But he can, if smash the Warriors with mighty clubs. Each
he wishes, visit any shop as normal. Except Warrior takes 3D6 Wounds before charging
if he is a giant rat, or similar beast. Use frantically out.
common sense in these situations. Also, the 2 The Warriors hear Ogres returning home, and
talisman, after transforming the Warrior, make a wild dash into the forests nearby.
disintegrates, leaving no sign of it. Only if a Unfortunately, this is in the opposite direction
3-4 is rolled, can a Warrior keep the talisman. to their destination, and they must add 1
week to travel time.
27 BERSERKER 3 Nothing is found in the remains of the
A huge maddened berserker charges from over the animals the ogres have been eating.
hill towards the Warriors. Roll 1D6. A roll of 1 4 A random Warrior finds a cache of 1D6*20
means the berserker has frightened the Warriors, gold on a corpse.
and he charges into their ranks causing havoc. 5 Each Warrior is lucky enough to collect
Roll 1D6 for each Warrior. Any other number, 2D6*20 gold for themselves.
and the berserker is easily dispatched, earning each 6 A random Warrior locates an item of treasure
Warrior 20 gold. on a dark elf corpse. Draw 1 treasure card,
but do not roll on any tables.
28 POTIONS
Hidden deep amongst the trees, is a small hut. 30 SERPENT PILLARS
Inside, a dark, little old lady resides. The Warriors Standing before the Warriors are two huge pillars,
find she is selling potions. Each potion costs each engraved with a huge serpent. A mystical
1D6*10 gold pieces. Any Warriors who wishes aura seems to emanate from them. The Serpent
can purchase a potion and roll on the following Pillars seem to be the remains of a long lost
table: Note that the Warriors can buy as many civilisation. The Warriors can pass through the
potions as they can afford, and keep them for a Pillars if they like, or avoid them, in which case
later use if they want. nothing else happens. Roll 1D6:
1 Feeling sickened, the Warrior groans in 1 The Warriors find themselves back at the
agony, and falls to the ground. When he Dungeon entrance they have travelled from.
awakens, he is at -1 Toughness for the next They must begin the journey again.
quest. 2-5 The Warriors haven’t seem to have gone
2 The potion causes motion sickness. For the anywhere. Perhaps that is all they were in the
next quest, the warrior is at -1 Attacks. The first place.
minimum is 1 attack, though. 6 The Warriors emerge from the two pillars in
3 The Warrior goes berserk, slashing all a huge city. The journey is over.
adjacent Warriors and Monsters for 1D6
Wounds each. The effect then wears off. 31 MESSENGER
4 Suddenly, the Warrior feels very amorous An elf runner greets the Warriors. He is puffed
towards the old lady, and gives her a huge out, and warns the Warriors of an impending
kiss on the cheek. Smiling and blushing, the attack from Chaos hoards. The Warriors must take
old lady giggles and runs away. No Warriors this message to their next destination. If they are
may by any more potions this visit. involved in a battle (of any kind) before they reach
5 The Warriors muscles begin to bulge. For the the next city, the message is forgotten. Upon their
next adventure,( Or for the rest of this one, if arrival, roll 1D6. A roll of 1 or 2 means the Chaos
currently on one) his Strength is at +1. creatures have destroyed the settlement, and the
6 The Warrior feels extremely bold, and feels Warriors must go straight into their next quest.
as if he could take on a whole hoard of (It’s probably safer inside than out in the
demons. For the next adventure, his Wilderness with vicious hoards of demons.) If no
Strength, Toughness and Luck are increased battle ensues, the Warriors take the warning to
by 1 point each. their destination. On arrival, each Warrior is
granted 400 gold pieces, for warning the city of the
5
attack. The elf then salutes and runs into the lost a chance to get his friend back. He could then
forest, taking his message to other cities. go to the Gambling House and see if he can have
another go, if the Elf is there of course. Also,
32 FIRE another Warrior may enter the Alehouse, and find
Further passage onwards is blocked by a raging that the Elf has returned.)
fire that spews from the trees. If the Wizard has
Freeze as a spell, he can put out enough fires to 34 BANDITS
earn him a reward of 1D6*100 gold, and the As the Warriors reach the outskirts of a small
Warriors can travel through. Otherwise, they must settlement, they are set upon by bandits demanding
make a detour of 2 weeks. (It’s a large forest!) gold. While they outnumber the Warriors, they
are extremely wary of their superior arms and
33 CONVERTERS armour. Each Warrior can pay 1D6*20 gold to the
The smell of incense assails the nostrils and from bandits or fight them. If fighting is the option, roll
over the hill, a group of priestly Converters, in 1D6 for each Warrior in the battle (Who didn’t pay
their tattered and blood smeared brown robes the bandits) and add them together. This is the
arrive. While uncommon in these parts, they are total number of bandits that the Warriors manage
still deadly. Roll 1D6 for each Warrior. A 1 to kill. Now roll 4D6 and add the scores. This is
means that the Warrior has been intrigued by the the amount of bandits originally standing. If this
Priests, and goes off with them. For the rest of the score is higher, then any remaining bandits each
journey, any Warriors that were charmed are not in take 1D6*10 gold from each Warrior in the fight
the party. Whenever a Warrior firsts enters an and run away. If the number is lower, then
Alehouse or Gambling House, roll 1D6 before obviously all bandits have been killed, and each
doing anything else. An even means the Warriors Warrior in the battle earns 1D6*20 gold for
that were waylaid are sitting at a table with a themselves.
number of the Converters, having a good time. A
battle of Wills can now take place, determining 35 NIGHT
who the Warriors eventually travel with. Roll 1D6 In the darkness of the night, many yellow eyes
for the Warrior who entered the room. Now roll watch from dark holes in the forest. Roll 1D6:
another dice for each charmed Warrior at the table,
adding the scores together. If the charmed 1 Giant Bats flutter out from the undergrowth
Warriors score is higher, then they spit at their and swoop towards the Warriors. Each
once friend and leave the building. If the Warriors Warrior must take 1D6 Wounds because of
score is higher, he has managed to talk the other(s) the fury of the Attack. If any Warrior is
out of joining the priests, and all charmed Warriors reduced to 0 or less, the Bats begin feeding.
are now back in the group. The Converters make a By the time the Warriors have scarred them
quick escape through the back door. Only 1 dice away, all that remains of the Warrior is a
roll can be made per character, building, per bloodied corpse, too far gone to be
settlement. If many of the Warriors are converted, resurrected or saved. That Warrior is out of
a single Warrior may find it very hard to convince the game.
them all to come back to him. If this is the case, 2 Night Goblin Archers launch a volley of
then no one would really notice if an extra dice arrows towards the Warriors. Each Warrior
was rolled on your side, now would they? takes 1D6 Wounds. Each Warrior now rolls
(Example: While travelling along the road, a 1D6. On a score of 1, the arrow that hit him
group of Converters meet the party. Each Warrior was poisoned, causing the Warrior to lose 1
rolls 1D6. The scores are 2, 4, 1 and 3. The point of Strength for the next quest. After
Warrior who rolled the 1 happens to be the Elf, that, the effects wear off.
who seems to be enthralled by the Dark Priests. 3 The eyes turn out only to be owls, searching
He ignores the Warriors pleas and joins the for rodent prey.
Converters. Heartbroken at the loss of their ally, 4 The eyes are actually lights of a nearby
they continue to town. The Barbarian decides to village in the trees. The Warriors can stop
drown his sorrows at the Alehouse. He rolls 1D6, their journey here at the village if they desire,
as instructed, and gets a 4, and even number. or continue.
Looking up, he sees his old friend the Elf at a table 5 The Elf identifies them as Fire Berries
drinking with his new ‘friends’. The Barbarian growing on trees. Each Warrior can take 1D6
confronts him, and pleads with him to rejoin the worth of them. Each berry can be thrown in
group. He rolls 1D6 and gets a score of 3. The battle as an additional attack. They explode
Elf player rolls 1D6 also, and gets a 5. This on contact with the ground, causing 1D6+1
means that the Elf has no wish to be seen with the damage to all Monsters and Warriors in a 2
Barbarian anymore, and leaves the Alehouse with by 2 squared area, taking armor and
the Converters. Disheartened, the Barbarian has
6
toughness into account. Each berry can be A huge cliff prevents the Warriors from travelling
used once. further onwards. They can go to their next
6 The eyes are actually Will-o-the-Wisps, adventure, or add 1D3 weeks of travel to their
taunting the Warriors to follow them into the plans.
forest. If they do, roll 1D6:
1-3 The wisps lose the Warriors in the 42 DRAGONS
forest, and they spend 2 weeks finding The Warriors are stopped in their tracks by a
their way out again. stampede of wild animals charging towards them.
4-6 The wisps take them to a hidden High A gnome, who is running also, warns of an epic
Elf city. The Warrior’s journey is over. dragon raid, of dozens of dragons razing the
country side. Roll 1D6. A roll of 1 means that a
36 WATER HOLE couple of dragons assail the Warriors, trying to
The Warriors arrive at a large water hole, where burn them to cinders. Each Warrior must roll 1D6
strange beasts are feeding. Each Warrior can + Initiative and get over 7, or he suffers 6D6
bathe in the pool and gain 2D6 Wounds. Each Wounds. A Wizard could cast Chain Lightning if
Warrior can only bathe once, before the animals he has it to prevent any damage from occurring,
become very territorial and scare the Warriors and thus scaring the dragons away.
away.
43 SNOTLINGS
37 SKAVEN DOOM BELL From out of the bush, snotling warriors assault the
Carefully, the Warriors peer over the top of the hill Warriors, yelling mighty battle cries. Set up a
into the valley, wary of the hammering and battle with 2D6 Snotlings, using a dungeon board
squeaking going on. The Warriors have found a section. Gain treasure as usual from the monsters.
Skaven Doom Bell construction site. The
Warriors can ignore the bell, and go about their 44 TRAVELLER
journey, adding 1 week for the detour, or destroy A lone traveller greets the Warriors. Roll 1D6 to
the bell before it is completed. If they destroy the determine his actions:
bell, each Warrior takes 3D6 Wounds due to
Skaven attacks, but gains 1D6*100 gold for their 1 His sword is suddenly in his hand, darting
valiant deed. left and right with furious intention. Each Warrior
takes 2D6 Wounds before he vanishes into the
38 UNEVENTFUL WEEK forest.
2 He spits at a random Warrior’s feet,
39 GRAVEYARD smacking him across the face for 1D6 Wounds.
The Warriors enter what appears to be a monster He then wanders off.
graveyard. Many monsters and their skeletons 3 The traveller demands a toll fee of 50 gold
litter the ground by their hundreds. Each player pieces per Warrior to pass.. Each can pay, or he
roll 1D6. A roll of 1 means a huge Emperor spreads lies about the warriors and all purchases
Dragon flies down to the sight to feed, scaring the cost 1D6x10 more in the next settlement.
Warriors off, and forcing them 2 weeks from their 4 He waves good bye and wanders off down
previous destination. If no 1 is rolled, a random the road.
Warrior locates treasure. Roll on the treasure 5 He offers directions to the Warriors, taking 1
Table as usual to discover what is found. week off their travel times.
6 He offers to sharpen a random Warrior’s
weapon. For the next adventure, it does an extra
40 NO MAGIC ZONE Wound damage.
The Wizard stops the Warriors from going any
further. He declares that this is a no Magic Zone,
where so many Chaos spells have been cast, that
45 TUNNEL
all magical energy has been drained and can not be The Warriors discover a hidden tunnel in the
replaced. If the Warriors enter the area, the hillside. They can use it to go to the next
Wizard can not cast any spells until the beginning adventure instantly if they wish. Since no
of the next adventure. He may not train or learn monsters know they are coming, the first event
any spells, recharge his power or staff, or do any card that states monsters attack can be ignored, as
other thing requiring magic. The Warriors can the monsters have had no time to prepare for the
enter happily if no Wizard is in the group. Warrior’s coming.
Otherwise, a detour of 1 week must be added.
46 ROPE TRAP
41 CLIFF As the Warriors walk down the forest path, roll
1D6 for each Warrior. The lowest score steps in a
7
rope circle on the ground and activates a rope trap. 5 The guards roar with applause, showering the
The Warrior is hanging upside down as tiny arrows Warriors with gold. Each Warrior gains
assail the Warriors. Chaos Sprites have sprung 1D6*50 gold pieces.
their trap! Each Warrior rolls 2D6 for the number 6 Everyone is so impressed with the minstrel
of arrows fired at him. Then he rolls 2D6 for the that they urge him to stay for ever to be their
number he has dodged. If he does not dodge them musician. The Warriors are soon forgotten.
all, each arrow does 1 Wound. The Warrior Oh well. Fame does that to people
hanging upside down only rolls 1D6 for dodging. sometimes.
The Elf Warrior adds 3 to the amount he dodges.
50 CREEK
47 TRAINING GROUND A recent flood has created a creek flowing through
A rough training ground has been set up here in this part of the valley. Each player may take a
the wilderness. But only being operated by second water bottle full of water, which will heal 1D6
rate trainers, only new skills may be learnt. For Wounds when drunken. Warriors can drink here
every 1000 gold pieces a Warrior pays, he can roll to heal 1D6 Wounds also, but must add 1 week to
on the Skill chart to learn a new skill. Battle the travel time for each dice rolled.
Levels can not be increased here.
51 TEMPLE
48 ROVERS A tall temple stands erect before the Warriors. If
A group of rough and ready Rovers gallop up to the Warriors enter, roll 1D6:
the Warriors on horses. If the Warriors have any
horse, mules, carts or warhorses, the Rovers will 1 The temple is home to a group of monsters.
buy them off the Warriors for double the original Roll on the Monster Table 1 Battle Level
price. Or the Warriors can buy horses, mules, and above the highest Warrior’s own Level, and
carts off the Rovers for half price. fight a battle using a dungeon room section.
Treasure is as usual.
49 MINSTREL 2 Dark Chaos Priests are chanting sorcery here.
A travelling minstrel offers to join the Warriors. Upon noticing the Warriors, they turn their
Whatever they say, he joins them anyway. Upon attention towards them. Each Warrior is
reaching a settlement the minstrel decides to start forced to lose either 1D6 wounds, 1 Strength
playing: or 1 Toughness, due to the chanting power.
These are lost until the end of the next
1 His playing is awful! The guards seize him adventure (or the one presently in).
and your Warriors and throw them in the jail 3 A temple wall, weak from years of disuse,
for 1D6 days. The Warriors are at the collapses onto the Warriors, each one taking
settlement now, but start off in prison, which 3D6 Wounds, and is otherwise empty.
means they do not have to pay living 4 The temple is empty and long forgotten.
expenses or roll on the Settlements Event 5 The Warriors each find 1D6*20 gold pieces.
Table. Of course, a Warrior could always 6 The temple’s altar gifts each Warrior with 1
bribe a guard to let him free. Pay 1D6*50 Permanent Wound.
gold and roll 1D6. 1-3 and the guard takes
the gold and spits in the Warrior’s face 52 ATTACKED WAGON
laughing. 4-6 and the Warrior is released. Sitting in the middle of the road is a wrecked
Only one attempt at bribing can be attempted wagon. A wounded man calls the Warriors over
per Warrior. If 1 Warrior gets out, the others and says that a bunch of (1-Goblins, 2-Skaven, 3-
do not, unless they pay also. Orcs, 4-Dark Elves, 5-Chaos Warriors, 6-
2 The Minstrel is kicked out of the city with the Beastmen) attacked his wagon and destroyed every
Warriors. They can then travel to the next one except him. A random Warrior takes some of
quest, or to the next settlement, which means the pain off of the man’s shoulders and says he
rerolling for hazards all over again. will vow to destroy any of that monster that he
3 Only one person claps in the distance. The comes across. For now until the end of the next
rest are silent. Bowing his head in shame, the adventure, that Warrior Hates that type of beast,
minstrel wanders off. The Warriors are free gaining an extra attack against them, but
to enter the city. subtracting 1 from his To Hit rolls.
4 A small round of applause is forthcoming.
The crowd collect together a small offering 53 FIRE
of 2D6*10 gold too share amongst the Waking during the middle of the night, the
Warriors. (The minstrel does not seem to Warriors find that a fire is raging throughout the
notice that he gets nothing)
8
camp site, incinerating much forestry. Roll 1D6 56 TORNADO
for each Warrior: A tornado crashes down upon the unsuspecting
Warriors as they try to find cover from the storm.
1 Due to intense heat, the Warrior’s gold is Roll 1D6 for each Warrior, the lowest having been
melted into one huge nugget, making its caught up by the tornado’s grasp. What ever the
value halve. lowest number was, use the following table to
2-5 Luckily, the Warrior is not affected by the determine what happens:
fire, other than minor burns as he runs from
the heat. 1 The Warrior is thrown up in the air, and is
6 While collecting possessions to leave, the brought crashing to the ground. He has lost
Warrior discovers a cache of jewels in the 1D6*100 gold from his pockets and has
ground worth 100 gp. While collecting them, broken both his legs. The other Warriors
the fire singes him for 2 Wounds. Armour must carry him, or place him on a cart, which
and Toughness do not protect him. adds 1 week to their journey. As soon as the
54 SALEMAN Warriors arrive at their destination, the
A travelling salesman spots the Warriors before wounded Warrior must pay 100 gp to be
they can get away. He capers from side to side, healed. If he does not have this much left
playing a tune on his flute happily. If the Warriors after losing it all in the tornado, then the
wish, they can buy objects from him. These are healer will take all good he does have, plus
his wares: an item of treasure. (The Warrior chooses)
2 The Warrior is tossed around like a rag doll,
Healing Potion (50 gp): Heals 1D6 Wounds. but manages to keep his grip on to the log he
One use. had grasped. All that happens is he gets a
Lucky Charm (50 gp): The Charm allows the few lumps and scratches, and a whopping
Warrior to reroll any dice roll once per headache, totalling 2D6 Wounds.
adventure. 3-6 The Warrior manages to reach safety with the
Bronze Wristbands (30 gp): A Warrior rest of his team.
wearing these can ignore 1 Wound, then they
break. 57 SOLDIERS
Chalk (20 gp): When escaping, the Warriors Marching solemnly towards the Warriors is a
need not roll on the Escaping Table, as they procession of soldiers, with a chained criminal
hsave marked their way out with the chalk. behind them. The Warriors can ignore the party,
One use. or try and help free the prisoner. Roll 1D6:
Trinkets (20 gp): A trinket can given to people
demanding gold while the Warriors are 1-2 The soldiers drive the Warriors off, taking
travelling in the wilderness, instead of paying 1D6*10 gold from each of them.
the normal price. Roll 1D6. On a 1-3, the 3-4 The Warriors manage to kill all the soldiers,
original gold must be paid, on a 4-6, the trinket but not before they slaughter the prisoner.
is accepted. Each Warrior does manage to find 1D6*10
gold on the bodies of the fallen.
Each Warrior can buy one of each and up to six 5-6 The Warriors defeat the soldiers, freeing the
trinkets. For every item purchased, roll 1D6. A 1 prisoner. He thanks them, and journeys with
means the item was shoddy and useless. The them to the next settlement, where he
Warrior has been conned and must discard it. immediately pays each Warrior 100 gold
pieces.
55 PLAGUE
The Warriors come across a tiny hamlet in the 58 SMALL VILLAGE
grips of a deadly plague. If the Warriors decide to The Warriors come across a small village trying to
stay, they can offer their aid. For every healing rebuild after damages done by the recent rain
potion given, and every healing spell cast, the storm. If the Warriors stay, the villagers will pay
Warriors are given 1D6*20 gold to divide amongst each one 20 gold pieces for each week they stay
themselves. After they have done all they can, roll here. This means adding those extra weeks to the
1D6 for each Warrior. A roll of 1-2 means they journey.
have got the plague. They are at -1 Toughness and
-1 Strength for the next dungeon. The Warriors 59 UNEVENTFUL WEEK
then wave goodbye, and continue their journey. If
they don’t stay and help the village, then they must
add 4 weeks of travel time to avoid the range of 60 POISON SPEAR
the plague. Suddenly, a spear shoots out from the trees,
striking the Warrior with the lowest dice roll on a
9
1D6. The culprit sees he has hit his prey, and Warrior has been subdued and captured. Once the
charges into the forest, laughing madly. The first Warrior is slaved, the slavers move away,
Warrior who was hit has been poisoned. From descending into the forest where the Warriors lose
now on, his Toughness is at -2, until he is healed at track of them.
a city for 500 gold pieces. The poison can not be
identified by anyone, and can not be healed by A captured Warrior is thrown is a dungeon cell,
magic. with no equipment, gold, or armour. Use the cell
board section to represent the cell. Place a door in
61 WANDERING MONSTERS the opposite wall. Through the door, is a room
In the darkness of the night, a group of wandering with the Warriors equipment, which is guarded by
monsters assault the Warriors. Roll for Monsters (roll for a monster on the warriors BL, take
on the appropriate Table, and have a battle. Use a minimum number). Once the monsters are dead,
dungeon board as the battle site. the Warrior gets his equipment back. There is
another door on the opposite wall. This leads to
62 STATUE the Slaver’s quarters. Roll 1D6 when the Warrior
A large golden statue stands before the Warriors, a goes through this door.
monument to some Chaos god, no wonder. Roll
1D6: 1-2 The Slavers over power the Warrior, and
throw him back in the cell. He must start the
1 The Statue animates, swiping its huge arms dungeon again.
around in a circle. It causes any two random 3-4 In a fierce battle, the Warrior defeats the
Warriors the loss of 4D6 Wounds. If more Slavers. He is severely wounded, though.
than 12 Wounds are caused, the Warriors His Wounds are now 3 only, until he can be
arms have been smashed. He can no longer healed. The Warrior then escapes the
fight until he is healed by paying 100 to the dungeon.
local settlement healer. 5-6 What a glorious victory! The Warrior takes
2 From the mouth of the Statue emits a dark down all Slavers with mighty blows of his
gas. Each Warrior is weakened and starts the weapon. He searches their bodies and finds
next adventure with -1 to their To Hit rolls. an objective room treasure. Then he escapes
3 The Statue is deadly to the touch, causing a to the surface.
random Warrior 1D6 Wounds when he
accidentally touched it. Treat this as a normal mini dungeon. All the
4 The Statue is just that. A statue. phases must be gone through as usual. Any 1’s
5 At the base of the Statue lies small offerings rolled in the Power Phase do not generate an
of gold to a deity. The gold comes to 300 Unexpected Event. This whole dungeon takes
gold pieces, which is to be divided up about 1 week to complete, unless thrown back
amongst the Warriors. again by the slavers.
6 The Statue is extremely light weight, and can
be traded in to a shop for 2000 gold pieces. The rest of the group has two options. They can
A random Warrior gets this gold if no one wait for their companion in hope he will escape
can decide who wants it. from the Slavers. For every week waited, roll an
extra hazard. If the Warrior escapes from the
dungeon, he will meet up with the other’s, and
63 BANDIT they can continue their quest. The other option is
A bandit dressed in bright coloured clothing leaps this. They can continue their journey to the
from the forest. He says he gives money to the nearest settlement and ask for help. Pay 200 gold
needy, and takes from the rich and selfish. If each pieces and roll 1D6. Any number other than a 1
Warrior has less than 200 gold pieces, the bandit means a search party is sent out for the missing
hands over a bag full of 1D6*20 gold pieces. If a Warrior. Roll 1D6 for the number of weeks the
Warrior has equal to or higher than this value, then Warriors must wait in town for. This means
the bandit grabs the Warrior’s gold pouch, takes rolling for events as usual, and catastrophic events
200 gold pieces, gives him the pouch back, and while they wait. After this period of time, the
runs into the forest. (After dealing with all the search party returns with the Warrior. If this
Warriors first, of course) second option is what the Warriors do, then there
is no need for the dungeon to be set up. The
64 SLAVERS Warrior in jail can just wait until he is rescued. If
A group of slavers assault the Warriors, looking a roll for a search party is 1, then their pleas go
for healthy subjects to sell into slavery. Each unheard, and they must spend another 200 gold
Warrior rolls 1D6. A roll of 1 means that a pieces to try again. One final note: If the
dungeon counter must be drawn to see what Warriors decide option 1 is for them, and wait,
10
then all they do is roll for extra hazards. This is price it is worth if they wish. Then the magician
done just before the Warrior is recaptured by the wanders off to find more business. If they do not
Slavers and put in jail again, or just before he pay, they must discard the treasure card.
escapes. This means he is not affected by the
hazard. Please note that the Wizard can cast spells 67 HARPIES
as normal. If he casts an Attack spell, he may add Swooping from the skies comes a band of harpies,
1 to his dice roll when determining if he defeats intent of ripping the Warriors limb from limb.
the Slavers. If the party does not have enough Roll 1D6 for each Warrior. The Warrior with the
gold to pay for a search party, they must do option highest score is ripped savagely, having 3D6
1. Wounds caused, taking armour and toughness into
account. The next highest score is attacked for
64 WANDERING MONSTERS 2D6. The next is attacked for 1D6, and the lowest
A group of wandering monsters attacks the party. score is a miss. The harpies then make for the
Roll accordingly, and gain a treasure card. distant mountains.
11
destination. If the second option is chosen, roll of his turn, roll 1D6. A 6 means that the
1D6. A roll of 1 means the Warriors become magic of the full moon has angered him
hopelessly lost and end up back at the entrance to enough to attack his opponent with such
the dungeon they just left, and they must start the vigour and malice, he gets an extra attack, +1
journey again. To Hit, and +2 to Damage. Keep rolling
before every battle until the Warrior gets
71 WIZARD’S TOWER these bonuses. Only one roll is made per
Over the hill, a huge and forbidding wizard's tower battle though.
stand proud. Roll 1D6:
75 TREACHEROUS PATH
1-3 The tower belongs to an evil necromancer, The path ahead is treacherous and dangerous. Roll
who proceeds to blast the Warriors for 1D6. A roll of 1 means that the party has fallen in
coming within a hundred feet of the tower. a huge pile, losing 1D6*10 gold pieces from their
Each Warrior takes 2D6 Wounds. pouches, or one item of treasure. Any other roll,
4-6 The tower belongs to a just and good and the party manages to keep their footing.
warlock, who invites the Warriors in for a
feast and a round of drinks. Each Warrior 76 UNEVENTFUL WEEK
gains 2D6 Wounds.
77 SKAVEN NIGHT RUNNER
72 ORCS A Skaven Night Runner bumps into the Warriors
A band of orcs and their leading shaman ambush as he races to tell his master a message. The
the Warriors. Roll 1D6 for the number of orcs Warriors kill him now, and he can not tell his
involved in the battle. Use a dungeon board for message. The next monster card drawn can be
the battle site. ignored.
73 TEMPLE 78 TREASURE
A temple devoted to Nurgle, sits like a huge wart Simply lying on the side of the road is a magic
in the country side, festering all plant life around treasure. A lure? A trap? If the Warriors decide to
its base. Each Warrior roll 1D6: take the treasure, roll 1D6:
1 The temple radiates such evil that the Warrior 1-3 It is indeed a trap. A group of monsters
is engulfed in a radius of pure disgust, attack the Warriors, one level above their
emanating from the statue of Nurgle on top of current battle level. Roll accordingly. Once
the temple walls. He loses faith in his dead, two treasure card can be taken. One for
abilities for the next quest. This means that the kill, and for the item on the road.
he may only attack creatures that attack him 4-6 The item doesn't seem to belong to any one.
first. He may not choose an opponent. Take a treasure card.
Therefore, if no one attacks him, he will not
fight that turn.
2 The temple causes the Warrior to be sick. He 79 LEECHES
is at -1 toughness for the next quest only. Waking in the middle of the night, a random
3 The temple causes the Warrior to be Warrior cringes to find he is covered in small
weakened. He is at -1 strength for the next black leeches. Roll 2D6 for the leeches, and 2D6
quest only. for the Warrior. Subtract the lowest number from
4 The Warrior is disgusted with the the highest number. This is the number of leeches
monstrosity, but it does not effect him. killed, or the number of Wounds the Warrior
5 Searching, he finds a pouch of gold worth receives. Now roll 2D6 again for the leeches.
1D6*20 gold pieces. Subtract the number killed (if any). If the result is
6 Searching, he finds a magical treasure lying zero or less, all the leeches have been disposed of.
amongst the diseased plant life at the base of If there are still some leeches, roll 2D6 for the
the tower. Take a treasure card. Warrior. Again, subtract the lowest from the
highest. Then begin the process again, until the
Warrior has been drained dry, or all the leeches
74 NIGHT have been removed.
The night is bright and contains a full moon in the
sky. Roll 1D6.
80 DROUGHT
1-3 Nothing happens A drought strikes the land in which the Warriors
4-6 A random Warrior begins to show signs of walk. Unless each Warrior has a drinking source,
aggression. The next battle, at the beginning then he loses 1D6 Wounds. Each warrior must
discard their source after use.
12
6 A golden hand rises from the lake, and
81 WAVE OF MAGIC presents a random Warrior with a magic item.
A wave of magic passes over the Warriors, and Take a treasure card.
everything in the immediate vicinity. The next
time the Warriors fight a battle, they need to roll 87 BROKEN LEG
the opposite of all dice rolls. A Warrior slips and breaks his leg. Slowing down
(Example: If a Warrior needs a 4+ to hit, he now the journey, the Warriors must add 1 week to the
needs 3 or less to hit.) total. Upon arriving at the destination, 100 gold
pieces must be paid to heal the leg, or the Warrior
82 GOLD PIECES must miss out on the next adventure.
Lucky find! A random Warrior finds a pouch of
1D6*100 gold pieces. 88 WANDERING MONSTERS
A band of wandering monsters attacks the party.
83 DREAM Roll accordingly, and have a battle.
A random Warrior's dreams cause him distress 89 UNEVENTFUL WEEK
during the night. He awakes to find himself
covered in perspiration, and with a great headache. 90 WRONG TURN
For the reminder of his career, his nights are Somehow, the Warriors have made a wrong turn,
plagued by dreams of chaos creatures, as they feed and have ended up back at the dungeon entrance.
on him. Unless he visits a doctor at a city, and They must start the journey again.
pays 500 gold pieces to be cured, he will be at -1
attacks for the rest of his life, even if this brings
him to no attacks. He can cast spells freely. 91 RAIN
Heavy rains slow the Warriors down. They
continue their journey, losing 1D6 Wounds each
84 DRYADS due to catching colds until they reach a settlement.
Flittering out of the trees, comes a band of water
dryads. In exchange for a magic item of treasure
from each Warrior, the dryads will grant a boon to 92 ASSASSIN
each of either 1 Permanent Wound, a magic item While travelling along the road, a masked man in
or to be healed back up to their starting quota. black leaps out, attempting to assassinate one of
Whatever happens, the water dryads head back the Warriors. Select a Warrior randomly. Then
into the forest. roll 3D6. If a double is rolled, the total is the
amount of wounds caused by his attack. If a triple
of any sort is rolled, the Warrior is killed outright.
85 VOLCANO A sad loss. The rest of the Warriors finish the
A volcano, thought to be extinct, releases a torrent assassin off before he escapes, and each takes a
of molten lava towards the party. Unless each share of 1D6*50 gold pieces, including the
Warrior can roll under there Initiative on 1D6, attacked one. (Unless killed, naturally).
they must take 1D6 in D6 of Wounds with no
modifiers.
93 CASTLE RUINS
The ruins of some forgotten castle lie here. If the
86 POOL OF WATER Warriors wish, they may enter the castle to try and
Shimmering in the valley below is a pool of bright find loot and treasure. Roll 1D6 for the number of
blue water. If the Warriors investigate, roll 1D6: battles that must be fought. The battles must be
fought one after the other. Once one battle is over,
1 The pool is poisoned, causing the Warriors to take a treasure card for the kill, and set up the next
lose 1 Wound each, due to the noxious fight. Once all battles have been finished, roll
fumes. another D6. Take this many extra treasure cards,
2 In a fit of rage, the wizard character throws and divide them up among the Warriors evenly.
himself into the water, and pulls himself
sorely out minus one randomly chosen spell..
3 Nothing happens. 94 BLADE VENOM
4 The pool is clear and fresh, providing a good The Warriors find 2 vials of Blade Venom hidden
resting place for the Warriors. Each can gain behind some bushes off to the side of the path.
1D6 Wounds back immediately. When coated on sharp weapons, the venom does
5 In a fit of rage, the wizard character throws an extra damage dice. Each dose lasts for one
himself into the water, and pulls himself battle only, until all the monsters are dead.
sorely out, smiling as he has learnt another
spell. (Of 1D6 level. Select randomly) 95 UNEVENTFUL WEEK
13
96 MONKS
A roving band of monks offers to heal the
Warriors for a small fee of 1 magic treasure. If a
Warrior gives them a treasure, he receives all his
Wounds back, plus an extra Permanent Wound. If
any Warriors have any trinkets, they will take all
of them in exchange for healing the whole party
back to their starting quota, plus a Permanent
Wound each.
97 WANDERING MONSTERS
A band of wandering monsters attacks the party,
one level below their current level. Roll
accordingly, and take a treasure card after the
battle.
98 PHOENIX NEST
The Warriors come across a Phoenix Nest,
containing rare eggs of the Fiery Bird. Roll 1D6
for each Warrior. This is how many eggs he
collects from the nest. Each egg is worth 200 gold
pieces and can be traded in at any shop for the
correct amount of cash.
99 HEATWAVE
A heatwave is occurring across the land. The
Warriors suffer 1D6 wounds each week, these
wounds are not recovered until they reach a
settlement (no modifiers whatsoever!).
14