Warhammer Quest

DOWN TOWN

by Andrew Meredith

Call us a bunch of sad gits if you will, but me and my mates like to really get into our characters when we are playing Warhammer Quest. No, REALLY get into them....

So after a good few hours of simultaneous monster bashing and Ale Quaffing of an evening, we kind of resent not being actually able to see our Warriors wander the streets of whatever town we get to between adventures (more often than not, by this stage of the evening some of us can't see at all, whilst others are seeing double, but it tends to average out for the best overall).

Anyway, crazy impetuous fools that we are, we have resolved this situation in what we consider a satisfactory manner. Plied with liberal libations by my erstwhile adventuring buddies, I set to writing some rules for adventuring in town. They took ages. Longer than that even. But eventually they were finished. Daves Doomlords tested them out the following evening (cheers Dave). Oh how we laughed! They actually work. Sort of. if you squint.

So, feeling all clever and talented for once, 1 resolved to take them to the journal, waving goodbye to family and friends and setting off to Nottingham with all my worldly possessions rolled up in a hanky and my trusty black cat for a travelling companion..

.....I just might be mad, but anyway....

Normally in Warhammer Quest, when the warriors arrive in town, the events which happen to them are resolved in a fairly abstract manner, using a set of tables. The rules which follow allow you to actually use floorplans to represent the streets of the settlement, which the warriors can explore using the normal turn sequence of Warhammer Quest.

If you wish to use these rules, then just place a section of corridor on the table. This represents a narrow street in a typical settlement. Place the warriors on the street, in order of initiative, and begin the first turn.

TIME IN TOWN

Although the rules below explain about exploring the settlement and finding the various locations such as the armoury, the Wizards guild and so on, it is not the case that the warriors storm through the settlement at the same speed as they rage through the caverns and corridors of an underground adventure. Although each board section is

resolved in the same way as per the rule for exploring a dungeon, it is assumed that much more is going on besides.

The warriors are ambling slowly through the settlement, passing the time of day with the locals and admiring the sights and sounds of civilisation. These events are not actually resolved in normal game terms, but are assumed to be happening nonetheless. Taking this into account, the warriors must use the following rules to see what they can do each day in a settlement.

When the warriors are first placed on the board, roll 2d6. This shows the number of turns which the warriors can complete before the end of the day. Resolve each turn as a normal turn of Warhammer Quest. At the end of the day each warrior must roll on the settlements events table as normal, and pay for accommodation.

Next morning, roll the dice again to see how many turns they can complete before the end of the day and so on.

MOVING AND EXPLORING

If the players decide to venture off down the street, then just follow the turn sequence, but lay a corridor section in front of them. Roll on the table below at the end of each street, with the following modifiers:

-1 if the warriors are in a village

+ 1 in a city

no modifiers in town

1

Dead End - you have reached the edge of the settlement

2

Corner

3-5

Street

6

T-junction

(there is no need to clip doorways on, just line up the floorplans)

What do they find?

Once they have moved onto a new section of street, then for each 6 square long section of wall, Roll a dice,

1-2

Blank wall

3

Someone's house

4

Local Hostelry

5-6

Town location

Blank Wall

If it's a blank wall, then there are no special rules to apply, as it's simply a.... blank wall in the settlement.

Someone's House

If its someone's house, then roll a dice to see what the reaction is to a bunch of strangers peering in through the windows.

1 Call the watch!

Seeing you sneaking about in a suspicious fashion, the locals call the watch who cart you away to jail. Each Warrior must lose 1d6x100 gold, plus any one item of treasure. The Warriors spend 2d6 days in jail before being released.

2 Fight!

The owner is quite frankly fed up with this sort of behaviour and, before you know it, he is out on the street with his friends, cudgels in hand, ready for a fight. You can run off, in which case no more will be said about it, and you must go back the way you came. On the other hand, you could fight the citizens. If you do, then you will win unless you roll a 1 or 2 on a d6. If you roll a 2, then they give you a severe drubbing and relieve each of you of 100 gold. If you roll a 1 then you win, but you kill 1d6 innocent citizens in so doing. Take a Warrior token to see who the murderer is. That Warrior now rolls a dice:

1

You are grabbed by an angry mob and lynched, hung from the swinging sign of a nearby alehouse. You are dead and out of die game.

2

You are taken before the courts to be sentenced. Roll a dice. On a score of 1 or 2 you are sentenced to be hung drawn and quartered, suffering a painful death. You are out of the game. On any other score, you are sentenced to 3 weeks in jail and are fined 1000 gold. For every 100 gold of the fine you cannot pay, you must spend an extra week in jail.

3

You are taken before the courts to be sentenced, and are fined 1000 gold. For every 100 gold of the fine you cannot pay, you must spend a week in jail.

4

You are taken before the courts to be sentenced, and are fined 1000 gold. For every 200 gold of the fine you cannot pay, you must spend a week in jail.

5

You are taken before the courts to be sentenced, and are fined 1000 gold. For every 500 gold of the fine you cannot pay, you must spend a week in jail.

6

The watch are called and actually give you a 100 gold reward, as the citizens you killed were in fact members of the notorious Black Hand Gang, wanted for numerous petty crimes.

3 Outraged!

Such impertinence from bad mannered strangers! The owner of the house rushes upstairs and throws a bucket of slops all over you from an open window. Roll a dice to see how many Warriors are struck by the slops. Take that many Warriors tokens to see who is actually hit. The smell is atrocious and no affected Warriors will be allowed in shops from now on until they have found a hostelry and paid for a room so that they can clean themselves up.

4 Indignant!

The old man who owns the property glares at you and slams the shutters in your faces. Charming!

5 Not bothered

Obviously used to impoliteness from strangers, the owners wave at you through the windows, before carrying on with their daily routine.

6 No-one in

You can rob it if you like. If so, each Warrior gains 2d6x10 gold, but has to roll a dice. On a score of 1,2 or 3 you are arrested, fined 1d6 x 150 gold and thrown in jail for 1 week.

If you spend any time in jail, then when you are released, place your Warriors back in the location in which they were arrested.

Local Hostelry

If you find a local hostelry, roll a dice. On a 1,2 or 3 you spend the rest of the day there, spending 1d6 x 10 gold. You must also pay for your accommodation as outlined in the Warhammer Quest role-play book. On a roll of 4,5 or 6 you may ignore the establishment if you wish.

Town Location

Roll on the following table to see which establishment you have found:

D66

Location

11

Players define

12

An Armourer

13

The Wizards' Guild

14

Players define

15

A General Stor2

16

A Weapon smith

21

An Alehouse

22

A General Store

23

A Temple

24

A Gunsmith

25

Players define

26

An Animal Trader

31

A Gambling House

32

An Alehouse

33

Players define

34

An Alchemist's Laboratory

35

The Elf Quarter

36

The Dwarf Guild

41

A General Store

42

A Gambling House

43

Players define

44

A Temple

45

The Dwarf Guild

46

The Wizards' Guild

51

A Weapon Smith

52

The Elf Quarter

53

An Alehouse

54

A Fletcher

55

Players define

56

The Dwarf Guild

61

A Gambling House

62

The Wizards' Guild

63

The Elf Quarter

64

A General Store

65

A Gunsmith

66

Players define

PLAYER DEFINED LOCATIONS

By now, you may well have bought one or more of the new Warrior packs, such as the Pit Fighter or the Elf Ranger. Each of these characters has its own special locations to visit in a town. If one of these new Warriors is being used in the adventure, you may write down which of the player defined location results on the table are appropriate to his special location. For instance, if you were playing the Slayer character, you could say that numbers 55 and 43 are the Slayer Shrine.

If you wish, you may instead replace one of the existing Warrior specific locations on the table with the special location of a new Warrior. For example, if you do not have a Wizard in your party (madness!) but have a Pit Fighter instead (lunacy!) then all the Wizards' Guild results on the table above can be read as 'Fighting School.' If you have any spare locations left on the table, then you may either invent your own locations before the game to fill in the gaps, or simply roll again on the table until you find another location. Once a place is found, then all the rules for that location apply.

UNEXPECTED EVENTS

If a 1 is rolled in the power phase whilst wandering around the city, roll on the table below to see what happens. Sometimes the event will require the placing of miniatures, just like a dungeon event. In this case there may not always be a specific Citadel Miniature to cover every eventuality. If you have to use alternative models as 'stand ins', simply make a note of what represents what.

11-13 Pickpocket

In the crowded street, no-one notices the skillful fingers of the Thieves' Guild relieving the Warriors of their money. Roll a dice and draw that many tokens to determine which of the Warriors are pickpocketed. Each loses 1 item of treasure + 1d6 x 200 gold.

14-16 Riot

A crowd of excited citizens, protesting at the increase in taxes proposed by the burgomeister and his officials, fill the streets as an impassable, jeering mob. The Warriors are caught up and carried along by the crowd.

For the next d6 board sections, the Warriors are just carried along, unable to do anything at all except move forwards. If they reach a junction of any sort, then roll a dice. On a roll of 1, 2 or 3, the Warriors are swept along with the crowd. On a score of 4,5 or 6, they manage to dive off in the other direction. After the d6 board sections, the crowd dissipates and the Warriors may continue as normal. Whilst in the crowd, the Warriors must still roll a dice in the power phase, and may move forward at a rate of 4 squares as normal.

21-22 Fire!

The street bursts into flames, as the forge fires from a local blacksmith ignite the thatch of the roof overhead.

The Warriors have a choice - to go back, or to try and dash through the flames. If they go back then move them as normal, but note down that the street behind them is on fire.

If they leap through the flames, then roll a dice for each Warrior.

On a score of a 1, the Warrior is caught in the blaze and burnt to death. He is out of the game. On any other score, he makes it through.

Whichever course of action the Warriors take from now on, in the power phase, if a 1 is rolled then on top of anything else which happens, the fire catches up with them and they must dash through it to safety as outlined above. if a 6 is rolled in the power phase then news reaches the Warriors that the fires are out.

23-24 Collapse!

This section of the city is in a poor state of repair and, as the Warriors stroll along, the house above them collapses with a thundercrash of falling masonry.

Each Warrior suffers 2d6 wounds + 1 wound per battle level. All deductions apply as normal. This street is now impassable, and the Warriors must declare whether they will carry n the far side of the fall or the near side.

25-26 Assassin!

As the Warriors pass through a bustling market, a cloaked figure slips out from a side alleyway and the glint of sunlight on a sharpened blade betrays his murderous intent the instant before he strike!.

Take a Warriors counter. That Warrior suffers 1d6 wounds per battle level as the Assassin's blade bites deep.

After his initial attack, the Assassin is placed on the board, adjacent to the Warrior he attacked. He has the following profile:

Move

6

Weapon Skill

5

Ballistic Skill

2+

Strength

3

Toughness

3

Wounds

25

Initiative

8

Armour

-

Damage

1d6 per battle level

Escape from pinning

2+

Attacks

1

Enemy's WS

1

2

3

4

5

6

7

8

9

10

To Hit Foe

2

2

3

3

4

4

4

4

4

4

Special Rules

Poisoned Daggers, Dodge 4+, Magic Resistance 5 + (magical ring).

The Assassin will attempt to escape as soon as he has made his attack. In the monsters phase of each turn from now on, if he is not pinned, he will attempt to put as much distance between himself and the Warriors as possible.

If he starts the turn pinned, then roll a dice. On a roll of 1,2 or 3, he will stay where ne is and attack the Warrior he is pinned to. On a 4, 5 or 6 he will attempt to break from pinning and vanish into the shadows.

If he moves off the board, put a new board section down and move him onto it. The Warriors may follow if they wish. If he manages to put a complete board section between himself and the Warriors, take the Assassin off the board as he fades into the crowd and is lost.

Poisoned Throwing daggers

If he moves away from the Warriors, the Assassin will throw his poisoned daggers at them if possible. He can throw two per rum. Each causes 1d6 wounds, with no deductions for armour or toughness. However, they are steeped in a virulent and deadly poison, which will affect all but the most powerful Warriors.

If a Warrior is hit, he must make a toughness check (roll a dice and add your natural toughness. If you score 7+ you succeed), to avoid the affects of the poison. If the Warrior fails, then on a dice roll of 1,2 or 3 he loses a point of toughness. This can only be restored by using a bearing potion or some other magical means of healing.

31-32 Thugs attack

Taking a short cut down a dimly lit alleyway, the Warriors are set upon by a bunch of villainous looking thugs, wielding swords, cudgels and axes. They are not just interested in taking the Warriors' money, they want their blood too!

The profile of the thugs will vary, depending on the Warriors' battle level, but each time the Warriors meet some thugs just generate one profile for all of them and keep track of their wounds individually.

Number

2d6

Move

4

Weapon Skill

1d6+1

Ballistic Skill

4+

Strength

1d6+1

Toughness

1d6+1

Wounds

1d6 per Warriors' battle level

Initiative

4

Attacks

1 per Warriors title +1

Gold

20 per wound

Armour

Warriors battle level/2

Damage

1d6 per Warriors' title +1

Escape from pinning

2+

You will need to look at the to hit chart on page 14 of the Adventure book once you have worked out the thugs' Weapon Skill, to see what they need to hit the Warriors.

'Warriors title' refers to the battle level at which the Warrior first gains a certain title. For example, the value to put in for the thugs' attacks when the Warriors are champions is 2, giving the thugs 3 attacks each.

33-35 City Watch

The Warriors are accosted by the city watch, who have been warned that a group of Warriors bearing powerful and destructive magic items are on the prowl.

Each Warrior must roll a dice. On a score of 1 the watch confiscate any one item of treasure from the Warrior chosen by the player - cross it off his Warrior's sheet for good.

36-42 Antagonist

Walking along a busy street, the Warriors hear a frenzied voice, screaming insults at them. They have been recognised by an old adversary who claims that they wronged him in the past, and he wants everyone to know.

Whether or not the Warriors have ever seen the antagonist before is beside the point, as he latches onto them and loudly denounces them wherever they go. As long as he is with them, all items they try to buy will cost double the normal price in gold. He stays with them until another 1 is rolled in the power phase, or until the Warriors decide to leave the settlement and set off on an adventure once more.

The Warriors can kill the antagonist if they wish (no combat resolution is necessary), but if they do so, then roll a dice.

On a score of 11 roll a dice for each Warrior, on a 1,2 or 3 that Warrior loses 2 luck points permanently. On a score of 2 roll a dice for each Warrior, on a 1,2 or 3 that Warrior loses 1 luck point permanently. On a 3-5 the killing goes unnoticed and unpunished. On a score of 6 it turns out that the settlement has been plagued by the man's frenzied antics and the inhabitants reward the Warriors with 1D6x20 gold each for ridding them of the antagonist. Roll the amount of gold separately for each Warrior.

43-46 Old Friend

A shout rings out across the street, calling to one of the Warriors. It is a long lost friend and fellow Warrior, who insists on taking all the Warriors to every inn and alehouse he knows in the vicinity.

Each Warrior must roll on the alehouse events table 1d6 times, deducting a cumulative -1 from the score in each successive visits, as he becomes more and more inebriated.

At the end of the merrymaking, the Warriors go their separate ways, leaving their old friend unconscious in a wharf-side bar of ill repute.

51-52 Lepers

The street clears of people as if by magic, as the sound of a cracked bell and the shout "unclean, unclean!" echoes through the town.

There are 1d6 + 2 lepers, placed as usual using the rule of one on one. Each leper has the following profile:

Number

1D6

Move

3

Weapon Skill

2

Ballistic Skill

-

Strength

3

Toughness

3

Wounds

10

Initiative

2

Armour

-

Damage

1d6 + strength

Escape from pinning

2+

Attacks

1

Enemy's WS

1

2

3

4

5

6

7

8

9

10

To Hit Foe

2

4

4

4

5

5

6

6

6

6

The lepers are clamouring for money, and will follow the Warriors around. The Warriors have a choice - they can either give the lepers money to make them go away, or they can kill them. If the Warriors want to pay the lepers to go away, then for each leper, roll one dice for every 50 gold offered. if a 6 is rolled on any of them, the leper gratefully accepts and limps off into the shadows, remove him from the board. If not, he takes the gold offered and hangs around anyway. The Warriors can try once per turn per leper they are standing adjacent to.

If they kill the lepers, then each Warrior loses 1 luck point permanently and will be at -1 on any dice rolls in the temple from now on, permanently. Killing poor unfortunates is not a very honourable thing to do, after all.

At the end of every turn, roll a dice for every leper your Warrior is adjacent to. On a score of a 1, your Warrior has been infected. The disease is a slow, crawling plague, and there are no immediate effects. However, mark on your Warrior's sheet that he has the disease. At the start of every adventure from now on, one of your Warrior's characteristics is affected, just for the duration of that adventure. Roll on the table below to see which characteristic is affected, and to what extent.

1

The Warrior's Movement is reduced by 1

2

The Warrior's To hit rolls are at -1

3

The Warrior's Strength is reduced by 1

4

The Warrior's Toughness is reduced by 1

5

The Warrior's Attacks is reduced by 1

6

None, you are fine for now.

If the Warriors manage to put a complete board section between themselves and the lepers, then the lepers disappear down a side alley - remove them from play.

53-55 Street hawker

A crowd has gathered at the end of the street, where a street hawker sells his wares.

This event is resolved exactly as the peddler from page 17 of the Warhammer Quest Roleplay Book, 'Hazards Table'.

56-61 Flagellants

Passing by the temple gates, you are accosted by a group of raving Flagellants, who accuse you of ungodliness and unworthiness, setting upon you with their heavy flails in a frenzy of righteousness.

There are 2d6+2 Flagellants, placed as usual using the rule of one on one. Each one has the following profile:

Number

2d6+2

Move

4

Weapon Skill

3

Ballistic Skill

n/a

Strength

4

Toughness

4

Wounds

9

Initiative

3

Attacks

2

Gold

none

Armour

-

Damage

1d6 + strength

Enemy's WS

1

2

3

4

5

6

7

8

9

10

To Hit Foe

2

3

4

4

4

4

5

5

5

5

Special Rules

Frenzy 5+, flail (+2 strength, -2 to hit)

If you kill the Flagellants, roll a dice when they are all dead. On a roll of a 1 another 2d6 pour out of the temple. On a roll of 2 or 3 you are arrested by the watch for trouble making and thrown out of town. On a 4-6 the temple authorities apologise for the trouble - you each gain + 2 on the dice roll during your next visit to the temple.

62-64 Strect Artists

The Warriors are captivated by a particularly brilliant team of street artists, who are performing their own rendition of a popular and contemporary play.

The play the Warriors watch is called (roll once on each of the tables below, taking a note of the numbers rolled)

1d6

1

Death of...

2

The lost love of...

3

A return to...

4

No Solace for...

5

Cursed be...

6

Drunken as...

1d6

1

The Emperor

2

A love struck wastrel

3

Solitude

4

The creeping dead

5

The Sylvanian Counts

6

The Ever hungry Haffling!

The performance lasts 1d3 turns, during which the Warriors may do nothing but watch. At the end of the performance, roll another dice to see how good or bad the actors were.

1

Appalling! The Warriors have never seen such rubbish in their lives, and spend the next turn pelting the unfortunate actors with rotten vegetables.

2-5

Entertaining. The Warriors each give the actors 10 gold x the total of the numbers rolled on the tables above.

6

Splendid! The Warriors are captivated, and shower the actors with well earned praise, and a lot of gold too! The Warriors each give the actors 50 gold x the total of the numbers rolled on the tables above.

65-66 False Accusation

Studying the weapons on display in a local smithy, one of the Warriors feels a steel gauntleted hand upon his shoulder. It is the marshal of the watch, the Warrior is arrested and accused of a crime he did not commit!

Take a Warrior counter to see who is arrested and thrown on the mercy of the courts. That Warrior must roll on the tables below in turn to see what crime he is accused of, and what his sentence is.

1d6

Crime

1

Troublemaking

2

Robbery

3

Forgery

4

Arson

5

Treachery

6

Murder

1d6

Sentence

1

Innocent

2

A stern warning!

3

1000 gold fine

4

Lose a limb

5

10 years in jail

6

Death by (roll on execution table below)

1d6

Execution Method

1

Burning

2

Beheading

3

Starvation

4

Drowning

5

Torture

6

Firing squad

10 years in jail

This effectively means that the Warrior is out of the game (as indeed does "sentenced to death by.."). However, at the start of every adventure from now on, roll a dice for that Warrior. On a score of a 5 or 6 he escapes, together with all his gear, and may rejoin his fellow Warriors.

Lose a limb

The authorities decide to chop off one of the Warriors limbs as his punishment. You may choose which. If he loses a leg, then the Warrior's move rate is cut by half, and his escape from pinning roll is always a 6+.

If you lose a hand, then your to hit rolls are made at -2, and you may never use a missile weapon or cast spells. If you lose another limb, you may not fight at all.

Buying your freedom

The other Warriors may bail you out if they wish. The cost of this will be found by adding together all the dice rolls you made on the Crime/Sentence/Execution tables and multiplying the result by 100. That is how much gold it will cost for you to walk free unharmed. You are banished from the city, however, and may never venture there again on pain of death. If you do ever return to this city, roll a dice as you enter the city. On a roll of a 1, you are recognised, captured and immediately executed.

WARHAMMER QUEST TOWN RULES & THE GAMESMASTER

If you are playing the town rules in a game run by a gamesmaster then he is a lot freer to decide what happens. He can use Citadel miniatures to represent the inhabitants, having them walk on and off the board as he wishes, and noting what special abilities each has if any. He can map out the town in advance if he wants to add more detail, writing down which are the exclusive quarters, where the temples are located, where the city watch are based and which areas are the most dangerous to visit.