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Showing posts with label WarhammerQuest. Show all posts
Showing posts with label WarhammerQuest. Show all posts

Wednesday, March 27, 2019

Random Dungeon Generator Card - Torture Chamber



Random Dungeon Generator Card Torture Chamber -


 "By the flickering light of your lantern, you can just make out a small rough-hewn room."


1) The room is relatively small but an upright torture rack rests against one wall. At the center of the room dangle rusted chains and ropes that are attached to eyehooks and pulleys in the ceiling. Pulling on these ropes or chains will cause a pattering of rust to fall and a hard pull will cause the metal ring to snap and bring the chains down with a chance of damage to any beneath and a loud noise that will increase the chance of a wandering monster encounter.

The south wall also contains rusted manacles, but no rack. In the corner is a wooden bucket, a small table and three-legged chair. All are warped and rotten, though they would make good kindling for a fire (as would the torture rack).


Beneath the debris a small cloth wrapped bundle is in the corner containing a thieve's picks and tools in an oiled cloth (which has protected them from rust).

Tuesday, March 26, 2019

Random Dungeon Generator Card - Dungeon Cell




Warhammer Quest cards can easily be used with any game system with minor alterations. They make a fun adventure design deck.
I've started detailing them for a sprawling dungeon I have in mind to revamp the solo Judges Guild adventure Survival of the Fitest.

In the Rift Canyon there is the ruins of a vast complex of rooms and corridors that endlessly twist and turn, sometimes crossing between planes and dimensions. Criminals and outcasts are thrown into this dungeon, most never to be heard from again, but others have returned with treasures or items of power.

Here is one such room encountered...

Dungeon Cell -
"What little light penetrates this room seems to be absorbed by its deep blue floor."


The Dungeon Cell is littered with moldy straw and the skeletal body of a long forgotten prisoner. The bones of its left leg are still held by the rusted manacle that restrained the captive in life. If examined closely it will be found that one of the victim's teeth is made of a hard ceramic as is the one below it.  The top of the false bottom tooth can be slid away with a little clicking sound and any pressure on the exposed layer beneath releases an enchantment that causes a breath of fire to all those within a 20x10 area directly in front of the user,s mouth. The top tooth is enchanted with a spell preventing the detection of magic. This firebreath tooth can be used once per day.

Thursday, October 25, 2018

Warhammer Quest Ad -


I used to have the whole set. I foolishly let it go and have put most of it together again. Still missing most of the charactert packs but I do have the magazines and the treasure pack expansions.

Tuesday, March 20, 2018

Warhammer Quest Ad From Old White Dwarf


Great game. This looks to be just about everything except for the treasurer card packs, the three issues of the short-lived magazine and the articles from White Dwarf.

Tuesday, June 25, 2013

Warhammer Quest Card of the Day - Ring of Life



Ring Of Life:
The Warriors find a silver, jewel-encrusted ring. Within the central gemstone, a tiny flame burns brightly.

The ring has the power to heal grievous wounds. It may only be used on a warrior on zero wounds. To use the ring, roll a dice. On a roll of 1 the flame flickers and dies, and has no effect. On any other score, the Warrior is healed back up to full wounds.

One use per adventure

1). This silver ring appears so small as to fit only the hand of a child but it will widen to fit any finger. There is a central green stone and four orange stones set in its sides.  A tiny living flame can be seen dancing within the heart of the green stone.

Once donned the ring melds with the flesh and bone of the wearer and it can never be removed. Any attempt to harm the ring (which requires a +3 or better enchanted weapon) will cause damage directly to the wearer. If the ring is destroyed so shall be the wearer of the ring, utterly and without clerical or magical means of revival.

The ring is a potent magical item. On the death of the wearer the green stone will spring to life and a pulsing aura of magical energy will surround the body. In a single Turn the deceased wearer will return to life with full Hit Points, rested and feeling energized. If the ring is examined it will be noted that one of the orange stones has disappeared.

The ring will return the deceased wearer to life 4 times, an orange stone disappearing on each revival, but if the wearer dies for a fifth time a flow of green energy will pulsate around the body with the hint of some snake-like being writhing about the flesh, then both body and green aura will disappear; both body and soul gone to some outer plane or consumed by the fire that lurks within the green stone.


Upon the ground will be found the tiny silver ring, the central green gem dancing with its hidden light and four orange stones set in the band.

Sunday, June 23, 2013

Warhammer Quest Card of the Day - Stone of Bravery


Stone of Bravery:
This stone gives great confidence to the bearer, such that fear seems but a dream.

This valuable semi-precious stone is worth 250 gold.

(RPG: The bearer of the stone is largely unaffected by fear and terror, and gains +1 to Fear rolls, and +1 to Terror rolls.)

Permanent

1). This is a dark common looking lump of rock until it falls into the hand of a Fighter Class character. The moment it is in his hand it transforms to a gem of deep blue that glows with a strong inner light. The light is strong enough to illuminate a 20ft radius, though with a blue tinge.

The Stone of Bravery becomes linked to the Fighter holding the stone and will not link to another till that Fighter is dead. If the stone is taken more than 10ft from the Fighter it reverts to its appearance as a common dull rock, but within 10ft of the Fighter it will spring to life again.

The Stone removes all Fear effects on the Fighter and allows him a +1 to hit and +1 to damage as combat modifiers. The Fighter is also immune to Sleep and Charm spells and spell-like abilities.


In battle the Fighter will gain a +2 in initiative rolls.  

Saturday, June 22, 2013

Warhammer Quest Card of the Day - Boots of Swiftness


Boots of Swiftness:
You find a pair of dusty boots made of a strange material. As you put them on, everything around you seems to blur and slow down.

While wearing the Boots of Swiftness your Warrior may add +1 to his movement.

Permanent

1). These small soft boots are made of a grey felt-like material. They are trimmed in red and have wing-like cuffs above their tops. They radiate magic strongly if detected, but simply putting them on leaves no doubt that they are enchanted.


As soon as the wearer slips the second of the pair over his feet he is immediately overcome with a momentary sense of vertigo as the world spins around him. This disorientation is fleeting and passes within 1 Turn. The world is moving slow after this and the wearer has doubled his movement speed and attack rate and halved the time it takes him to prepare and cast spells. Unfortunately his speed makes his speech high-pitched and hard to understand, he has a 25% chance of spell failure for every spell he attempts to cast. His attacks are doubled but his chance to hit is at -2, his speed is doubled but he will be exhausted within 10 combat rounds or 3 Turns of constant use and need to rest. Removing the boots ends these benefits and negative effects as well, though exhausted users will still need to rest. 

Thursday, June 20, 2013

Warhammer Quest Card of the Day - Chalice of Fate


Chalice of Fate:
The Chalice of Fate has the power to warp time, to change fate, and to alter reality.

The Chalice allows you to re-roll when determining the Wizard's Power during the Power Phase. You may only re-roll once, and you must accept the second roll even if the score is worse.


1). This golden chalice is surprisingly small for such a remarkably powerful item. It is no more than a palm-sized goblet of gold and silver with 8 small rubies around the base of cup. It has the power to reverse time, but only for a stretch of three minutes.  The chalice must be filled with a clear white wine produced from grapes in the land where the chalice was forged. If a cupful of this wine is swallowed from this chalice time reverses and all that has transpired in those three minutes is as if they never were.

Tuesday, June 18, 2013

Warhammer Quest Card of the Day - Amulet of Vindication


Amulet of Vindication:
This antiquated porcelain amulet is covered in a layer of cracked and peeling black leather.

This amulet allows the Warrior to cancel out hostile magic. When a spell is cast against the bearer of the amulet, roll a d6. On a roll of 6 the spell is cancelled out and has no effect.

(RPG: The amulet gives the Warrior a magic resistance of 6+. This works in the same way as the Magic Resistance ability that some Monsters possess. See page 83 of the Roleplay book.)

The amulet may be used every time a spell is cast at the warrior

Barbarian, Dwarf & Elf only

Permanent

1). Through a covering of cracked and peeling leather, dyed black but faded to a purplish brown, can be seen the yellows and blues of an ancient porcelain amulet; sharp runes formed into the fragile substance. Touching any part of the amulet left unprotected by the worn leather immediately causes 1d10 hp cold damage and yet there is no sense of coldness through the leather covering or in the air around the amulet.  

Divination magic will reveal that the amulet is powerful but also protected from magic that would reveal greater details about it. Only through clerical magic or sagacious lore can more be learned of this powerful item.

Created centuries ago by a powerful mage, it was used as a defense against his brothers in magic and can absorb the most powerful spells, but at a cost to the wearer. A 1st level spell cast at the wearer can be absorbed with no effect at the cost of 1d4hp in damage, a 2nd level spell at 1d6hp damage, a 3rd level spell at 1d8hp, a 4th at 1d10hp, 5th at 1d12hp, a 6th level spell at 1d20hp, a 7th level spell at 2d20 damage, an 8th at 3d20, a 9th at 1d100.


The mage gave his amulet to his most promising apprentice as he and his enemies gained in power. Such spells as they now employed would cost such damage from the amulet that its risky protection was too much of a gamble for the mage.

Monday, June 17, 2013

Warhammer Quest Card of the Day - Cave-In


Cave-In (E):
Place the Cave-In marker in the board section where this card was triggered to show that all exits except the one the Warriors entered by are now blocked.

Any Warriors still in this board section at the end of the next turn are crushed by rubble and killed. Any Monsters in the room are crushed by falling masonry.

Warriors attempting to escape are not subject to the rules for pinning whilst in this room.

The room is now impassable and may not be re-entered.

If this card is drawn in the first room in the dungeon, ignore it and draw another Event Card immediately.

No treasure card for completing event

1) The old corridor leads to a well-lit room. One glance shows that trouble awaits. Sitting at a huge table are no less than three gigantic minotaurs and one is looking directly at you. Besides the table and the minotaurs a weapons rack can be seen with various blades, axes and polearms within it. Two vast wooden chests are on either side of the room, one open and revealing the glint of some treasure; polished gold or fine cut gems.

With a roar one of the minotaurs jumps to its feet. He lifts the huge double-bit axe over his head in a single powerful motion. The blade smacks against the ceiling and with a creak and sharp crack as of thunder the ceiling gives way. The other minotaurs have no time to rise as massive stones rain down like hammers, smashing everything beneath into a bloody, splintered pulp.

A rolling cloud of dust sweeps forward and over anyone lucky enough to have jumped back into the corridor in time.


Anyone who can tunnel through the debris, which completely blocks the chamber, will find no minotaurs beneath the stone, just splintered wood and tarnished fractured glass. If anyone passes through the stone within 5 minutes of the collapse they will see an old wizened gnome laughing great deep laughs. He will put away a small wand and disappear down one of the three passages that are on the side of the chamber opposite the corridor and the entrance used by the player characters. If captured, somehow, the gnome will reveal that he is an illusionist and will reward the PCs greatly if the forget his 'little joke' and let him go.

Saturday, June 15, 2013

Warhammer Quest Card of the Day - Incense of Healing


Incense of Healing:
You find a small, decorative urn in the corner of the room, covered with magical symbols and runes.

When opened , the urn discharges a fragrant cloud of vapour that acts as a healing potion. Every Warrior on the same board section as the urn has 2d6 wounds restored.

use once then discard.

1) The urn is of a greenish metal with a pattern of circles connected to each other around the middle. The base is capped with gold and the cover of the urn is made of gold as well.  Once per day the lid can be lifted to release the vapour that will heal 2d6 HP of damage to all those within a 10ft radius of the urn.


It is, unfortunately, a heavy, cumbersome object and will take up a good portion of any backpack though it can be placed in any magical carrying device such as a bag of holding. The lid fits securely if the urn is kept upright, but will fall off if turned on its side or upside down. If the lid is not on the urn for at least 24 hours continuously the magic of the spell will not regenerate.

Friday, June 14, 2013

Warhammer Quest Card of the Day - Fur Cloak


Fur Cloak:
You find a thick fur cloak. Rolled up and placed over an arm it offers some protection in place of a shield.

The cloak acts as armour and provides a +1 modifier to you Warrior's toughness.

Each time it is used, roll 1d6. On a 4, 5, or 6 it remains effective and cane be used again. On a 1, 2, or 3 it is ruined and must be discarded.

Use until destroyed, then discard.

1). The cloak is trimmed at the neck in the white fur of some creature, dog or perhaps winter hare. It has a gold clasp and chain which are worth some coin in their own right and across the bottom hem is a strip of red cloth with a pattern sewn in gold thread.

The cloak was the property of a rich dilettante who had the sudden whim to be an adventurer. His fate is unknown, but his cloak is recognizable to those living nearby and if taken to his family a reward would be given and perhaps an incentive or offer of employment to find out what happened to this spoiled nobleman.


Thursday, June 13, 2013

Warhammer Quest card of the Day - Rapid Fire Bracelets


Rapid Fire Bracelets:
These bracelets were created by the elves to compliment the fabled Silver Band of Loren.

These bracelets give your Warrior +1 Attacks per turn with a missile weapon.

Barbarian & Elf only

1) This pair of slim golden bracelets with 6 emeralds set around each radiates magic strongly. The emeralds glow in the presence of goblinoid, reptiles or giantish creatures. The closer these creatures come the stronger the glow.
The bracers have several magical affects. The give a strengthed resistance to poison. The have the ability to charm snakes once per day. They increase the strength and dexterity of the wearer (By 1 ability point).


Unfortunately the bracers can only be worn by someone of elven heritage and someone with slim forearms and wrists. Others will find that the bracers cause severe pain and lessen the strength, dexterity and constitution (by 1 ability point)

Wednesday, June 12, 2013

Warhammer Quest Card of the Day - Eltharion's Bow

Eltharion's Bow:
This bow is enchanted with Elf magic that makes it much more accurate.

While your warrior is using this bow he gets +1 to hit.

Barbarian & Elf only.


1) This red bow is embossed with runes (High Elven) which simply state that 'Eltharion Made Me'. The bow string appears to be made from golden hair and when used it sings out in a high clear voice. If a goblinoid or dwarven creature tries to use the bow the bowstring will cry out in pain and will slap across arm, hand or knuckle leaving a cruel welt.

Tuesday, June 11, 2013

Warhammer Quest Card of the Day - Backpack

Backpack:
The Warriors come across a hastily discarded backpack, lying amongst a pile of bones in a far corner.

The backpack contains 1d6 sets of provisions. Each set of provisions cures 2 Wounds.

(RPG: At the end of each adventure, any remaining provisions in the backpack are lost. However, at the start of the next adventure, the backpack will have magically replenished itself, and will contain 1d6 provisions again!)

1) The backpack has had one of its straps cut near the shoulder, the ends severed cleanly and a great deal of dried blood stiffening the side of the pack and the strap. Inside the pack can be found a finely woven blanket with a ragged hole cut in the center. Wrapped in the blanket is the hilt and blade of a broken sword. Both blanket and broken sword radiate faintly of magic if a detect magic spell or ability is used but neither appears to be functioning.


The pack itself will radiate magic on its own. It will magically generate 1d6 days' worth of iron rations every 24 hours if emptied of rations, but if even a single day's worth of rations are left in the pack no magical generation of rations will take place.

Sunday, June 9, 2013

Warhammer Quest Card of the Day - Trap

Trap (E):

Roll 1d6 for each Warrior. The Warrior with the lowest score has set off a trap. Roll 1d6 on the following table.

1 There is a loud explosion and the room is filled with fire and smoke. Every model on this board section takes 1d6 Wounds, with no modifiers for toughness or armour.

2-5 A pit opens in the floor and your Warrior plummets onto the rocky floor below. He takes 2d6 Wounds, and he can only escape if the party has the rope pr a Levitation spell.

6 A stone slab slides back in the wall, revealing the glint of gems and gold. Draw one Treasure Card.

Roll 1d6. On a 1, 2, or 3 draw another Event Card immediately.

1a) A stone moves under the players feet just before the explosion. From around the walls small murder holes are revealed that were plugged with chips of granite and some dark powder that was ignited by the triggering of a cantrip producing a finder of flame in every hidden recess when the stone in the floor was compressed. Close examination will reveal that several of the traps failed to explode. By chipping away the plaster and granite pieces a quantity of this dark powder can be salvaged. It will ignite explosively if exposed closely to a flame or even a spark. There is enough of the dark powder to blow apart a closed door or kill a large creature (or party member) if ignited upon them.

2-5a) The sides of the pit are dank and slimy and make scaling them, even for a thief, very difficult. The pit is 25feet below the surface of the floor. The trap swings closed after dropping the player character but the spring and latch can be sundered from above with little difficulty. At the bottom of the pit is the mummified remains of a human.

He appears to have been a slight man clad in simple clothing and leather armor. His neck was broken in the fall in is at an odd angle to the rest of his body. If searched he has:

Armor:
Leather - made for a slightly below average sized human male.

Weapons:
A finely made short sword - non-magical but +1 damage due to the well-crafted edge and +1 to hit due to the balance.
Two daggers that are balanced for throwing. They are +1 to hit (non-magical) if thrown.

Items:
On his belt is a small case containing a Thieve's picks and tools. A small coil of wire and several metal nais.
Backpack -
1) 50ft coil of fine rope
2) Mirror in a small wooden case
3) A curved magnifying piece of glass wrapped in a square of silk
4) Jar containing goose grease
5) A small hammer and a dozen metal spikes wrapped so as not to clink in a greasy rag and then in a canvas pouch.
6) a small metal key in a silver case.


6a) As the player leans or steps on a square of stone a small section of wall about 5ft above the ground slides open. Inside is the glint of gems and gold. Anyone reaching for them must make a saving throw or have their hand damaged or severed completely as a steel razor-sharp blade drops like a guillotine across the opening. The metal blade will completely fill the opening and will require much work smashing away the surrounding stone to remove it as the blade locks in place from above once it has fallen. The gems inside are glass, the gold is mere paint on copper coins.

Saturday, June 8, 2013

Warhammer Quest Card of the Day - Darting Steel Daggers

Darting Steel Daggers:
You find two daggers of purest steel, forged in the time of the High Elves. Ancient sigils bind powerful spells of destruction to their blades.

While using the Darting Steel Daggers your Warrior gets +1 Attacks and you do not have to roll to see if he hits his opponent; each attack automatically hits. However, each hit will only do 1d6 Wounds, with no modifier for stength.

1) The blades are sheathed in the skin of an ogre. Both blades and sheaths radiate enchantment. Neither blade can be moved further then 10ft beyond each other. Once separated by this distance, sheathed or unsheathed, they will stop as if an immovable and invisible and indestructible cord connected the two daggers. Pulling on one will drag the other.

When drawn the blades are +3 to hit and +3 damage. After one strike they are +2 to hit +2 damage, after a third strike they give no modifier. They must be resheathed and redrawn to regain the modifier.  Each time they are resheathed in the ogre-skin they gain a +1 modifier up to +3/+3.


The blades must be used together, one in each hand, in order to function. If they are thrown they have no modifiers. They must be held in two different hands (tentacles, pseudopods, etc... ) of the same creature and be in contact with the wielders flesh to receive the bonuses.

Friday, June 7, 2013

Warhammer Quest Card of the Day - Corner

Corner:
The corridor suddenly twists into the darkness.

The corner will always be empty, unless the Adventure Book states otherwise or an Unexpected Event is rolled during the Power Phase.

1) A blackened but unlit torch hangs from a wall sconce about 6 feet up the corner wall. The torch may be removed and used as a normal torch but the rusted and decayed wall sconce pulls from the wall and clatters to the ground (check for wandering monsters within earshot of the noise.


When the sconce falls away a small hole in the wall is revealed large enough to put a hand in. Anyone doing so will be attacked by a small nest of harmless, small spiders. If anyone digs into the hole they will find a small leather pouch (the leather badly cracked and falling apart) containing 27gp and 3 small diamonds valued at 50gp each.

Thursday, June 6, 2013

Warhammer Quest Card of the Day - Torture Chamber

Torture Chamber -
By the flickering light of your lantern, you can just make out a small rough-hewn room.

The Torture Chamber will always trigger an event card, unless the Adventure Book states otherwise.

1) The room is relatively small but an upright torture rack rests against one wall. At the center of the room dangle rusted chains and ropes that are attached to eyehooks and pulleys in the ceiling. Pulling on these ropes or chains will cause a pattering of rust to fall and a hard pull will cause the metal ring to snap and bring the chains down with a chance of damage to any beneath and a loud noise that will increase the chance of a wandering monster encounter.

The south wall also contains rusted manacles, but no rack. In the corner is a wooden bucket, a small table and three-legged chair. All are warped and rotten, though they would make good kindling for a fire (as would the torture rack).


Beneath the debris a small cloth wrapped bundle is in the corner containing a thieve's picks and tools in an oiled cloth (which has protected them from rust).

Wednesday, June 5, 2013

Warhammer Quest Card of the Day - Dungeon Cell


Warhammer Quest cards can easily be used with any game system with minor alterations. They make a fun adventure design deck.

Dungeon Cell -
What little light penetrates this room seems to be absorbed by its deep blue floor.

The Dungeon Cell will always trigger and Event Card, unless the Adventure Book states otherwise.


The Dungeon Cell is littered with moldy straw and the skeletal body of a long forgotten prisoner. The bones of its left leg are still through the rusted manacle that restrained the captive in life. If examined closely it will be found that one of the victim's teeth is made of a hard ceramic as his the one below it.  The top of the false bottom tooth can be slid away with a little clicking sound and any pressure on the exposed layer beneath releases an enchantment that causes a breath of fire to all those within a 20x10 area directly in front of the users mouth. The top tooth is enchanted with a spell preventing the detection of magic. This firebreath tooth can be used once per day.