SETTLEMENT EVENTS
THE
OLD WORLD
1 UNEVENTFUL DAY
2 ELEPHANT
As your Warrior is
walking down the street, a loud commotion is heard coming from round
the corner. As your Warrior is wondering what could be the matter,
a large elephant comes hurtling around the corner, heading straight
for your Warrior. Your Warrior can either let it pass by hiding
down a side alley, or try to stop the enraged beast.
If your Warrior hides
down an alley and lets it pass roll 1D6:
1-3 The
elephant turns down the same alley as your Warrior. With a bellow,
the elephant stomps right over your unfortunate Warrior, causing
1D6 Wounds.
4-6 The
elephant rushes down the main street, people from the nearby circus
chasing after it. Your Warrior is safe.
If your Warrior tries
to stop the elephant, roll 1D6:
1-2 Your
Warrior leaps out in front of the elephant, weapon drawn. The beast
hesitates for a moment, then tramples Your Warrior into the ground.
The villagers, in their eagerness to catch the escaped elephant
stomp all over your Warrior and leave him lying on the ground, nursing
1D6 Wounds.
3-4 Your
Warrior jumps out in front of the beast, a plan formulating in his
mind, but before he can do anything, the elephant heads off in the
other direction! After looking befuddled for a few moments, your
Warrior shrugs and then goes on about his business.
5-6 Your
Warrior draws his weapon and approaches the elephant. The beast
stops for a second, wondering about this new obstacle in its path,
but that is all Your Warrior needs. With a flourish, your Warrior
slams the hilt of his weapon into the beasts skull, knocking it
out cold. The crowd chasing it thank you kindly, and hand you a
reward of 50 gold.
3 THUG
As your Warrior walks
down the street whistling happily, a thug jumps out from a side
street and bonks him on the head. When your Warrior wakes up he
is minus (50 x your Warrior's Battle Level) gold. Fortunately he
had hidden the rest of the gold in his boots.
4 TALENT
QUEST
Your Warrior is invited
to perform in the local talent quest. If he accepts, roll 1D6 to
see how well he performs:
1 Your
Warrior begins a rendition of "Romity and Iggiette", a love poem
about two Ogres who couldn't be together because of different coloured
warts, written by Hefty GigBig, Ogre Entrepreneur.
The trapdoor, which
was specifically designed for these type of occurrences, deposits
Your Warrior in a dark pit full of less fortunate entertainer's
bones. The fall and humiliation contribute to a loss of 1D6 Wounds.
Your Warrior climbs out on top of all the bones.
2 Your
Warrior bursts into his favourite chorus from the well known Alehouse
jig, "The Goblin Hunter and his Squig.", by Uggy Brittlebot, well
renown (for something anyway) Goblin Poet.
Squig, Squig, Squig, Squig
Everybody loves Squig.
Squig, Squig, Squig, Squig
Everybody loves Squig.
Stomp on them (ughh!)
Sit on them (eeggh!)
Everyone knows that Squig are best.
Squig, Squig, Squig, Squig
Everybody loves Squig.
The rotten tomatoes do 1 Wound
damage(no modifiers).
3 As he is about to make
his debut, Your Warrior is overcome with stage fright. He decides
it would be in his best interests to change his mind and watch other
entertainers make fools of themselves.
4 Your Warrior's tap dance
routine raises a few laughs (which it wasn't supposed to do). As
he leaves the stage, he collects 20 gold which was tossed at him.
5 Your Warrior sings a
lovely tune about blue birds and golden dew drops in the morning
sun. After the hardened barbarians and pirates have stopped gagging,
the women in the audience gift Your Warrior with flowers, kisses,
and a small gathering of 1D6 x 10 gold.
6 After performing a segment
from the masterful production of Drachenfels by Detlef Sierck,
master theatre writer and performer, Your Warrior receives a standing
ovation for his soliloquy. He receives an offer from an interested
contractor, asking if he would like to stay a week and perform for
him. If Your Warrior wishes this, he must spend another seven days
in town. During this time, he can't visit any Special Locations
or a Trader. At the end, he receives a handsome fee of 1D6 x 100
gold for the use of his epic talent.
5 MEDICINE
MAN
Your Warrior is surprised
to see a large crowd gathering up ahead. Moving closer, he realises
that they are all enthralled by "Waldo Foliky", a travelling medicine
man. He is carrying on up on stage about his many potions and what
they can all do. If your Warrior wishes to buy a potion roll 1D6
x 50 for the cost and then 1D6 on the following table:
1 The strange
green potion which claims to be "The One True Elixir of Life" turns
out to be a poison of some sort. From now on at the end of each
turn, your Warrior loses 1 Wound until healed at either a town or
a city for 300 gold.
2 The potion
your Warrior has bought is a dud! It tastes more like urine than
"Nectar of the Gods." Your Warrior spits it out in disgust and walks
off. If this event ever comes up again, your Warrior will refuse
to buy another potion.
3 The potion
tastes pleasant but no noticeable effect can be observed by your
Warrior.
4 The potion
is a healing potion which cures 2 Wounds.
5 Your
Warrior buys a bottle marked "Fyting Poshun". Unable to decipher
it's strange meaning, your Warrior gulps it down in one go. Immediately
he feels nauseous, but then the feeling passes and he feels like
he could fight anything. For the next dungeon your Warrior gains
+1 to his to hit rolls.
6 The Warrior
asks for a strange green potion but the medicine man gives him the
one next to it by mistake. Hesitantly, your Warrior takes a mouthful,
then finding it refreshing drinks the whole lot. For the next dungeon
if your Warrior rolls a natural 6 to hit he inflicts an extra 2
Wounds in battle.
6 DEAD
BODY
While walking down
the footpath your Warrior trips over and hits his nose. Cursing
his clumsiness, he picks himself up and turns around. Sticking out
from a side alley is a dead body. Your Warrior looks around, thinking
that people might think he had killed the poor blighter, but no
one has noticed. Your Warrior can either investigate or move along.
If he investigates roll 1D6:
1 As your
Warrior bends down to look at the body, it jumps up surprising your
Warrior and tries to steal his gold. A struggle ensues. Roll 1D6
for the bandit and 1D6 for your Warrior. The highest number wins.
If the bandit wins he manages to steal 200 gold before being smacked
up by your Warrior and runs away. If your Warrior wins he gives
the bandit a kick up the backside and continues on his way. Reroll
both dice if they come up the same.
2 As your
Warrior turns the body over, it's hand reaches up and clasps onto
your Warrior's arm. It sits upright, and your Warrior realises it
is a Dark Elf. Fight a battle with 1 Dark Elf Warrior (no crossbow)
using a dungeon passageway as the combat zone. If your Warrior wins,
do not take a Treasure Card.
3 A few
villagers notice you searching the body. Unwilling to cause an incident
you move away.
4 The body
is only that of an old man. You find 1D6 x 5 gold.
5 The body
is that of a well respected nobleman of the Settlement. You hurriedly
search his body and find 1D6 x 100 gold.
6 A strange
aura surrounds the body. Unperturbed, your Warrior searches the
body and his eyes light up at what he finds. Take 1 Treasure Card.
7 ILLNESS
A strange illness
sweeps through the Settlement, ignoring no one. Your Warrior must
spend 50 gold and 1 week in hospital recovering. If this means he
requires a roll on the Catastrophic Events Table then so be it.
8 GOBLIN
FORCE
A scout reports a
huge Goblin force not far from the Settlement. Your Warrior is conscripted
into the army and is sent out to fight. The battle rages for many
long days and nights, but the army finally wins through. Your Warrior
realises that he is now far from the Settlement, the battle having
travelled a long distance. He may wait for the other Warriors here
for the next adventure, or travel for 1 week back to the Settlement.
9 DROPPINGS
A strangely disgusting
squelp sound reaches your Warrior's hearing. Looking down,
he has stepped in a whopping pile of dog droppings. The next day,
in any Special Location or Trader that is visited the owners may
smell the vile odour. Roll 1D6. A roll of 1 or 2 indicates the owners
of the shop instantly kick your Warrior out, instructing him to
remove his boots. (Why he didn't do that in the first place is anyone's
guess.) No other location may be visited that day.
10 THROWN
OUT
Your Warrior's unruly
behaviour is found to be disturbing with the local residents. They
kick him out on his behind. Your Warrior must wait here for his
companions until they are ready for the next adventure.
11 UNEVENTFUL
DAY
12 MISTAKEN
IDENTITY
It seems that your
Warrior has been mistaken for someone else. A burly gentleman demands
that your Warrior pays him back the (1d6 x 100 x your Warrior's
Battle Level) that you 'borrowed' off him many years earlier to
pay for your Warrior's mother's operation. Roll 1D6:
1 The gentleman
suddenly remembers that it was actually (amount x 2) gold that you
had borrowed and demands it immediately.
2 No matter
how hard your Warrior tries to convince the man of his error he
refuses to give in. Roll again on this chart, adding +1 to the roll.
3 The man
agrees to accept half (rounding up) of the money.
4 The man
agrees to accept 100 gold as payment of your Warrior's debt to him..
5 After
telling him that your Warrior cannot possibly pay him the money
the man says that your Warrior does not have to pay him the money.....for
now. If this event happens to your Warrior again do not roll. You
must pay the man back his money, or if you do not have enough, Treasure
Cards equalling it's value.
6 Your
Warrior finally convinces the man that he has the wrong person.
After apologising profusely he moves off down the street, and into
the Alehouse.
13 COUNTERFEIT
While counting his
gold, your Warrior suddenly realises that some of it is counterfeit.
Discard (gold / 1D6) gold (rounding up). Roll again if a 1 is rolled.
14 TRAINER
A visiting trainer,
renown for his expertise with the Hin Ching technique offers to
teach your Warrior the move for (1D6 x your Warrior's Battle Level
x 100). If your Warrior accepts, he spends 2 days in constant training,
mastering the ancient technique. Your Warrior can now wield his
weapon with the greatest of dexterity. (Your Warrior's Battle Level)
times per adventure, your Warrior may use the skill. Regardless
of how many attacks he has, your Warrior may keep on attacking any
number of targets (without moving) until he misses. Each successive
hit does an extra D6 Wound. eg. If your Battle Level 1 Warrior hits
the 1st time, he does (1D6 + Strength) damage. If he hits the 2nd
time, he does (2D6 + Strength), then (3D6 + Strength +2). No death
blows may occur when the Hin Ching technique is in use.
15 MAP
Your Warrior, looking
for something to do, decides to map the entire Settlement. For the
remainder of your Warrior's stay here, when looking for Special
Locations you do not need to roll to search for them as they are
all marked on his map.
16 ARRESTED
Your Warrior is mistakenly
arrested for a crime he did not commit and thrown in jail. Each
of your fellow Warriors must pay 1D6 x 10 gold to bail him out.
If they cannot (or will not) your Warrior must spend the next 1D6
days in jail. He does not have to pay living expenses or roll on
this table.
17 URCHINS
While going about
his business, four young street urchins brush past your Warrior
and bid him a good day. Smiling back at them, he suddenly realises
that something has been stolen! Roll 1D6 to see what the cheeky
urchins have taken:
1 All
his gold
2 1 Treasure
Card Weapon
3 1 Treasure
Card (if have none other than Treasure Card Weapons, then 1 Treasure
Card Weapon.)
4 Your
starting item of equipment. (If lantern, may buy another at the
General Store for 200 gold, stock 5.)
5 (1D6
x 200) gold
6 (1D6
x 100) gold
18 BEGGAR
A leprous old beggar
asks your Warrior for a gold coin. If your Warrior gives him one,
roll 1D6:
1 The beggars
hand touches yours. Yuck! Roll 1D6 to see if your Warrior has caught
leprosy:
1 Your
Warrior's adventuring days are over. He now has 1 Permanent Wound,
Strength 1, Toughness 1, etc the worst of all abilities. If he still
wants to adventure its up to him, but...
2-6 With
a sigh of relief your Warrior realises that the beggars deadly disease
has not inflicted him.
2-5 The
beggar thanks your Warrior for his generosity. If he wishes to give
the beggar another gold coin, roll again on this table, adding +1
to the dice roll, unless the number rolled is a 1.
6 The beggar
is actually the King in disguise. For your Warrior's generous nature
he offers to make him the King's Champion. From now on, every time
your Warrior stays in any city, the King will have told the council
about his arrival. He does not have to pay living expenses for the
duration of his stay there. In addition, the King offers you a horse,
saying that no Champion of his will be seen on foot.
19 PLAGUE
The Settlement's
doctors grimly announce the Settlement has contracted the deadly
plague. In order to escape from it, your Warrior and his comrades
must leave the town for the next adventure immediately.
20 CAPTURED
Waking up the next
morning, your Warrior is surprised to see that his surroundings
have changed. This dark, dank room certainly isn't where your Warrior
went to sleep. Looking around, he is surprised to see his adventuring
buddies next to him, thinking the same. "Where are we?" all of them
blurt out at the same time.
Where are they indeed?
The Warriors have been captured overnight by (Roll on Monster Table),
who first drugged them, and then travelled into the depths of a
nearby cavern, their lair where they threw the Warriors into a cell.
Use the Gaol Special Quest Room from White Dwarf 185 to represent
the cell. The Warriors must escape from a randomly drawn 1D6 deck
of dungeon cards. The Warriors have no equipment whatsoever, and
therefore by fighting hand-to-hand combat roll 1D6 only. Toughness
only is subtracted from any combat damage. Upon reaching the last
dungeon section, the number of monsters rolled previously divided
by two (round down) appear and challenge the Warriors. If killed,
the Warriors search the dungeon and find all their stolen equipment,
plus 1 Treasure Card each. The Warriors may now return to the Settlement
(no time taken) and complete their stay (any special abilities or
events for this Settlement only, still being in effect), or begin
the next adventure.
21 BETROTHED
Due to a drunken
incident the previous night, your Warrior finds himself betrothed
to a young lady of considerable weight. The wedding is arranged
for tomorrow, so your Warrior must either leave the Settlement immediately,
or get married.....
22 UNEVENTFUL
DAY
23 ACCIDENT
While watching a
beautiful young woman walk by, your Warrior has the misfortune to
bump into a rather beefy figure. Roll 1D6 to see what the outcome
is:
1 It seems
your Warrior has have encountered a visiting Ogre. He proceeds to
give him a good bashing for 1d6+4 Wounds before tossing him out
of his path.
2 Your
Warrior has walked into one of the councillors of the city who proceeds
to give him a lecture on manners. Just when your Warrior thinks
it is all over, the councillor has the audacity to fine him 1D6
x 10 gold.
3 Your
Warrior has bumped into an angry Halfling warrior who punches him
in the face causing 1D3 wounds, with no deductions.
4 Your
Warrior has ploughed straight into the local drunk, whom he knocks
out of his way with ease.
5 Your
Warrior has walked straight into the local merchant. After helping
him collect his wares which have been strewn all over the ground,
your Warrior helps dusts him down. The merchant walks away shaking
his head in amazement. It is not until he has turned the corner
that your Warrior notices 1D6 x 10 gold lying on the ground - it
must have fallen out of the merchants overcrowded pockets. Your
Warrior pockets the gold and walks off before the merchant has noticed
he is missing any.
6 Your
Warrior has knocked over a small gentleman who insists that it is
all his fault. Bemused, your Warrior listens to the explanation
given by the man and tries not to blurt out laughing. As compensation,
he gives your Warrior 2D6 x 10 gold.
24 OLD
FRIEND
While checking out
the wares at the local market, your Warrior spots Falzon Curtblade,
someone known to him from his home town. Roll 1D6 to see what happens:
1 Your
Warrior does not want Falzon to see him so, taking off the lid of
a nearby basket, he hides inside. To your Warrior's horror he realises
that slithering next to him is a Cobra. With a cry, he leaps out
of the basket, but not before the Cobra bites him, doing 1D6 Wounds.
2 Falzon
notices you and comes your Warrior's way. He claims to have acquired
the legendary Swindle Bell, a bell with powers so immense that one
ring can destroy even the toughest of enemies. He offers to sell
it to your Warrior for 400 gold because he needs the money. If your
Warrior buys the bell, roll 1D6:
1-5 The
bell is useless. Your Warrior has been fooled.
6 The bell
is actually the fabled Swindle Bell. Once per lifetime, your
Warrior may ring the bell. It's tone is so piercing that it will
destroy an entire dungeon board section of monsters immediately.
Your Warrior and any other Warriors adjacent to him will be safe
from the effects of the bell.
3 Falzon
spots your Warrior and comes over to him. Grinning cheerfully, he
shakes your Warrior's hand and the two of them head off to the Alehouse
to reminisce about old times. After talking (and drinking) most
of the night, your Warrior heads off to the inn, where he proceeds
to sleep the entire next day. Your Warrior may visit no locations
tomorrow and does not need to roll on this table. He must still
pay living expenses however.
4 Falzon
tells your Warrior that he is a member of a travelling circus which
has made it's way to this Settlement. He is a famous juggler, his
most amazing act is juggling five Squiggly beasts while singing
"The Goblin Hunter and his Squig". He gives your Warrior a free
ticket to the circus.
5 It seems
that Falzon had heard your Warrior was in town and had travelled
here to repay a debt of 1D3 x 100 gold pieces which he borrowed
off your Warrior many years ago. Amazed that he would travel many
miles to this Settlement just to repay him, your Warrior thanks
him kindly.
6 Just
after your Warrior left, Falzon started training as a healer. Upon
seeing you, he offers to heal you of any Wounds for free.
25 BUSINESS
OPPORTUNITY
At the local Alehouse,
your Warrior meets an entrepreneur who is certain he can undergo
successful trading negotiations with the Dwarven Settlement a few
miles away. He offers your Warrior a partnership. If your Warrior
pays 1D6 x 100 gold he receives a certificate of partnership. From
now on, when your Warrior enters a Settlement he may visit the Merchant's
Guild and enquire about the trading business. Roll 1D6:
1 The trading
negotiations have fallen flat, and the Merchants inform your Warrior
that he owes 1D6 x 50 gold for expenses. The Warrior's investment
was a waste of money!
2-5 The trading
is progressing nicely, with monthly wagonloads of ale being sold
to the Dwarves. Your Warrior may collect 1D6 x 10 gold in profits.
6 Business is
booming! Your Warrior may collect 1D6 x 50 gold in profits.
26 BEGGING
Short of funds, your
Warrior throws on an old shirt and heads to the street corner to
try his hand at begging. Roll 1D6:
1 On their
routine patrol through the streets, the guards discover your Warrior
illegally begging and throw him out of the Settlement.
2-6 Your
Warrior gains 1D6 x 5 gold from begging.
27 LOST
While searching for
the local gambling establishment, your Warrior realises that he
suddenly does not know where he is. It takes him all of the next
day to backtrack his route to the inn where he is staying. Tomorrow,
he may not visit any locations in this Settlement while he tries
to find his way home. If he has a map of the Settlement, he may
ignore this event.
28 TABLOID
NEWS
A headline in the
local paper reads "<Your Warrior's name> in sex romp with
respected Nobleman's daughter." For the remainder of his stay here,
your Warrior will not be served in any location except for the Alehouse
and Gambling House as the townsfolk are a very close community and
the Nobleman's daughter is a friend to them all.
29 WEAPON
EVALUATION
At a weapon evaluation
session at the local Weaponsmith, your Warrior is informed that
his beginning weapon is much older than expected and is only worth
half of it's selling price. If your Warrior ever decides to sell
his weapon, he will receive only one half of it's selling price
in the Roleplay Book.
30 CIRCUS
Your Warrior decides
to visit a travelling circus which arrived here just the other day.
If he has a ticket already, he may enter and roll 1D6. Otherwise
it costs 1D6 x 5 gold for admission.
1 Due to
someone leaving the lion's cage open, it escapes and comes after
your Warrior. It deals 1d6+5 Wounds, with modifiers.
2 While
performing a new juggling event, four Squigglies and a flaming torch,
your Warrior's friend Falzon Curtblade accidentally sets fire to
the Squigglies. Due to their sickening odour, the circus is immediately
evacuated, but not before your Warrior loses 2 Wounds due to the
revolting odour caused by burning Squigglies.
3 Your
Warrior lets out an almighty sneeze in the middle of the tightrope
walker's act. With an "AAAARRRRGGGGHHHH!, the unfortunate man loses
his balance and falls to his death. Your Warrior is immediately
escorted from the Settlement.
4 As the
trapeze act is about to begin, your Warrior's sharp eyes notice
that the rope has almost been cut right through. He shouts out a
warning to the performers. They thank him for his timely intervention
and give him a ticket to the circus if it ever passes this way again.
5 The acts
are terrible, especially the comedy act from Nord. Thinking that
he could probably do better, your Warrior leaps to his feet and
makes his way to the centre of the ring, where he proceeds to cause
riotous laughter from the audience at the story of his life. At
the conclusion, the ringmaster gives him 1D6 x 20 gold for his performance.
6 A loud
creaking sound from behind him causes the Warrior to turn around.
A few seats over, an asleep overweight woman has broken her seat
and is about to fall on top of someone. Your Warrior alerts the
poor chap and he moves out of the way just in time as the fat woman
overbalances and crashes down the seats, causing much destruction.
The man whom your Warrior saved is very thankful, and offers 1D6
x 50 gold as a reward for saving his life.
31 UNDERPAYED
A merchant runs out
of a nearby shop, accusing your Warrior of underpaying him by 1D6
x 10 gold on a recent purchase. Although your Warrior does not have
a clue as to what is going on, he agrees to pay the man just to
get rid of him.
32 WITCH
Due to a wart on
his nose, your Warrior is accused of being a witch and is chased
through the streets by an angry mob. Roll 1D6:
1-2 Your
Warrior succeeds in escaping by clambering over the fence surrounding
the Settlement where he must wait for the other Warriors.
2-4 Your
Warrior manages to lose the insane crowd by leading them on a chase
through the intertwining backstreets of the Settlement.
4-6 Your
Warrior turns angrily to the mob and demands an explanation for
their behaviour. Sheepishly they back away and give him 50 gold
as compensation before returning to their houses.
33 UNEVENTFUL
DAY
34 FIRE
The Inn which your
Warrior is staying in has caught fire. Attempting to be a good citizen,
your Warrior races through the building, knocking on peoples doors
and trying to evacuate the building. Roll 1D6 to determine what
he actually does:
1 It appears
to have been a false alarm. When your Warrior returns to his room,
he is angry to find that half of his gold has been stolen.
2 Thinking
of old Mrs Pebbles downstairs, your Warrior leaps down the stairs
three at a time. Unfortunately that happens to be more than he can
handle and with a trip, your Warrior tumbles head over heels down
the rickety stairs until he lands in an unconscious pile at the
bottom. When he awakes, he realises that someone else has saved
his life, and not a moment too soon either. Your unlucky
Warrior has lost 4 Wounds due to smoke inhalation.
3 Your
Warrior runs to the room opposite his and tries to wake a sleeping
man. Unhappy at being woken, the man punches your Warrior full in
the face, causing him to lose 2 Wounds, no modifiers.
4 Burning
timbers falling around him, your Warrior ushers the inn patrons
out into the street - just in time too, as the whole place collapses
in a cloud of smoke and burning wood. Your Warrior is congratulated
for his good timing and in a ceremony given by the council is given
a good citizen award.
5 A burning
beam has fallen in front of a door just around the corner from your
Warrior's room, trapping the occupant inside. Acquiring the assistance
of two other strong men. your Warrior helps move the beam enough
for the trapped man to escape. Showering your Warrior with thanks,
the rescued man gives him a reward of 1D6 x 30 gold.
6 While
making sure all the rooms are evacuated, your Warrior notices a
very interesting item in one of the rooms. Thinking that it won't
hurt to borrow it for a while, your Warrior stows it in his
pack and races outside. Take 1 Treasure Card.
35 HEROIC
INCIDENT
Due to a very heroic
incident, your Warrior has been bestowed a title. That title is
(roll 1D6):
1 Champion
2 Saviour
3 Rescuer
4 Hero
5 Defender
6 Lord
of (roll 1D6):
1 the King's
daughter
2 the Realm
3 the Empire
4 the nearby
caves
5 those
in need
6 Good
36 SHARP
SWORD
Thinking that it
is about time he got his sword sharpened, your Warrior heads off
to the local Weaponsmith and enquires about the price of sharpening
a sword. The Weaponsmith happily informs him that the price is 50
gold. If your Warrior wishes to spend the money, his sword will
be sharpened, and for the next adventure will do an extra +1 damage.
If your Warrior does not have a sword then obviously this event
is meaningless.
37 COOKING
Your Warrior decides
to take cooking lessons from Mother Harbord, the Dwarven cook who
works in the Tavern. For 1D6 days, your Warrior toils at baking
cakes, and other goodies, but at the end, it seems that your Warrior
has a skill for making Stonebread. Once every adventure, your Warrior
may attempt to bake some bread. If he decides to do so, roll 1D6.
If a 1 is rolled, your Warrior has been unable to find the necessary
ingredients. Otherwise, making bread takes 1 complete turn, and
produces 1D3 loaves.
38 A
WALK IN THE FOREST
Feeling stressed
from his recent adventure, your Warrior takes a walk through the
nearby forest. It's tranquil atmosphere brings peace to your Warrior,
who regains any lost Wounds.
39 AUTOGRAPHS
Your Warrior is mistaken
for Grendel, the famous Pit Fighter (who knows why) and spends the
rest of the day signing autographs on various artefacts.
40 EMPLOYMENT
Your Warrior decides
to seek employment. He may work as long as he wants, but must still
pay living expenses, and roll on the Settlement Event Table. Roll
1D6 on the following job table:
1 Your
Warrior finds gainful employment in the local abattoirs. Here, he
slaughters beasts and prepares them for sale at the Settlement's
butchers. For every day in employment. your Warrior earns 1D6 x
5 gold (roll only once to determine the amount your Warrior is paid
each day), but must lose 1 Wound due to the terrible smell of rotting
carcasses.
2 Pete,
the local Weaponsmith employs your Warrior to help him forge weapons.
Unfortunately, although your Warrior tries his best, their is just
no demand for crooked swords these days. Pete gives your Warrior
1D6 x 10 gold for his willing, but useless help. Your Warrior may
only work here for 1 day.
3 Your
Warrior offers to help a wizened old crone tend to her garden. After
much hard work, and weed pulling, your Warrior shows the old lady
his effort. Pleased, she takes your Warrior's hand and places 1D6
gold coins into it, thanking him for a job well done. Disappointed
at the low pay, your Warrior thinks he might look for other needy
old crones and help them, and in doing so earn slightly more money.
4 Your
Warrior helps out at the bakery, kneading and rolling bread, and
baking it in the large oven. After the day has finished, your Warrior
looks at his work proudly, but his most challenging task was baking
the pastries. Your Warrior gains 1D6 x 10 gold for today's work.
5 Your
Warrior helps a family of Gnomes move house. They explain that they
are trying to escape this noisy Settlement as it ruins their concentration
while building garden ornaments. Your Warrior spends 1D3 days carrying
all their luggage to the next village, but earns 1D6 x 100 gold
for his help.
6 A wizard
has employed your Warrior as a test subject while he performs many
new spells. After spending the day as a chicken, toad, turkey, and
various other animals, your bemused Warrior leaves the wizard's
tower confused, but 1 Treasure Card richer. As the wizard finally
perfected his spells, he does not require your assistance again
tomorrow.
41 EXPLOSION
A loud explosion
not far off alerts your Warrior. Running to see what happened, your
Warrior sees the Gunsmith's barn in flames, and notices two suspicious
characters running from the scene. Thinking quickly, your Warrior
leaps in front of the two criminals and apprehends them, just as
the Settlement's guards arrive. Thanking your Warrior, they give
you a reward of 1D6 x 50 while your Warrior proclaim that he was
only doing his duty as a citizen.
42 SALE
The Weaponsmith is
having his annual sale. For this day only, your Warrior may buy
any item from the Weaponsmith's at half price. All the items are
identified however, and the Weaponsmith will not buy them back from
your Warrior however if he wishes to sell them at a later time.
43 FALL
While walking across
the bridge over the river, your Warrior loses his footing and tumbles
head first into the river. How embarrassing!
44 UNEVENTFUL
DAY
45 NIGHTMARE
Your Warrior wakes
in the middle of the night from his nightmares, perspiration running
down his face. During his stay here, it looks as if the Warrior
has been afflicted with some sort of disease. This disease will
not harm him during the day, but at night... Unless your Warrior
spends 1D6 x 100 gold at a Settlement to cure the disease, each
night for the rest of his life roll 1D6 on the following table:
1-2 His
dreams bring him great distress - he dreams he is in a fight with
a Minotaur, and losing. When he awakes in the morning he finds that
his Wounds have been reduced by 2.
3-6 Although
tossing and turning throughout the night, your Warrior wakes to
no ill effect.
46 FIGHT
Your Warrior gets
in a fight with some rowdy adventurers at the Alehouse who insist
that a name like <Warrior's name> must belong to a weak willed
Squig dropping. Roll 1D6:
1 The adventurers
easily overpower your Warrior and make off with half his gold.
2-5 Just
as the fight is going your Warrior's way, the Barkeep breaks it
up and insists that you all leave immediately.
6 Your
Warrior easily teaches the adventures a lesson and demands half
of their gold (which comes to 1d6 x 100) as compensation.
47 SILLY
OLD WOMAN
While walking down
the street your Warrior is suddenly showered by all manner of refuse.
Looking upwards, your Warrior sees an old woman shaking her fist
at him, complaining about the young people of these times.
48 LOOSE
STONE
Your Warrior trips
over a loose stone on the footpath. After picking himself up, he
realises that the stone can be moved. Heaving it out of its position,
he sees a cavity underneath, and judging by the shine, some treasure
hidden inside. Your Warrior reaches in and pulls out (roll 1D6):
1 ...The
stone slams down hard on your Warrior's hand, almost snapping it
in two. For the next adventure, your Warrior's to Hit rolls will
be at -1.
2 1D6 x
5 gold.
3 1D6 x
10 gold
4 1D6 x100
gold
5 1 Treasure
Card
6 1 Objective
Room Treasure Card
49 LOST
BOY
Your Warrior finds
a little boy wandering the streets trying to find his mother. If
your Warrior helps the boy, his mother will reward him with 1D6
x 5 gold.
50 ANCIENT
AMULET
Your very fortunate
Warrior finds an old amulet in the bottom of his pockets. What it
was doing there is anyone's guess. While holding this amulet in
one hand, your Warrior has the following bonuses and penalties.
Strength +1
Toughness +1
Damage Dice +1
Initiative -2
to Hit -1
51 DRAGON
The sky suddenly
darkens, and your Warrior looks up. A huge dragon flies overhead,
blocking the sunlight. Roll 1D6:
1 The dragon
picks this Settlement as his target, and flies closer. His mouth
opens, and breathes fire over everything and everyone. Your Warrior
is burned. Roll 1D6 to determine the extent of the damage with no
modifiers for Toughness and Armour:
1 2D6
Wounds
2-5 1D6
Wounds
6 1D3
Wounds
2 The dragon
flies lower and breathes fire over the Settlement. Roll 1D6 and
add your Warrior's Initiative. If the result is greater than 7 then
your Warrior ducks out of the way and escapes unharmed. Otherwise
the fire inflicts 1D6 Wounds with no modifiers for Toughness and
Armour.
3-4 Fortunately
your Warrior has the Intelligence to duck out of the way, just in
time as the dragon lets loose a stream of fire. Roll 1D6 and add
your Warrior's Initiative. If the result is greater than 7 then
the flame misses your Warrior and he escapes unharmed. Otherwise
the fire inflicts 1D3 Wounds with no modifiers for Toughness and
Armour.
5-6 The
dragon flies past the Settlement, into the mountains. The Settlement
has escaped unharmed.
52 STORM
The clouds are dark
and black today. It looks like a storm approaching. Roll 1D6:
1-2 In
a few hours, the storm has hit. Rain pelts down upon the Settlement
and lightning flashes, lighting up the sky. Peals of thunder roll
across the heavens. When your Warrior wakes in the morning, the
storm has left the Settlement devastated. If your Warrior has plans
of leaving the city today, he must wait another two days as he helps
rebuild the city. During this time he may not visit any locations,
special or otherwise, but must still roll on this table and pay
living expenses.
3-4 The
storm hits sooner than expected. The rain pours down, and in no
time at all has flooded the city streets. As your Warrior tries
to make it back to the inn, dogs and cats float past him. When he
finally makes it, your Warrior finds that he has caught a cold.
He must spend the next 1D3 days in bed, and therefore need not roll
on this table for events, though he still must pay his living expenses.
5-6 The
clouds float overhead, and just a trickle falls out of them. They
move onwards.
53 SPIDER
Ouch! Your Warrior
is bitten by a strange spider. The results of the spiders bite is
quite different from anything ever experienced before. The next
time your Warrior meets a member of the opposite sex of any race,
he will fall madly in love with them. If this happens in a Settlement,
then he will not be able to visit any more locations this stay,
and if he stays here he must still roll on this table and pay living
expenses. If this happens during combat, your Warrior must miss
1D3 complete Warrior's Phases until his comrades bring him back
to his senses.
54 TRAINING
A visiting trainer
is in town. He offers your Warrior training. The training will cost
((1D3 x 100) x your Warrior's Battle Level) and will take 1D6 days.
When finished, your Warrior has gained an extra skill. Roll on the
appropriate skill table for your Warrior. If your Warrior has other
abilities than skills (eg, Blessings, Spells) then he gains another
ability instead.
55 UNEVENTFUL
DAY
56 DARK
SECRET
Your Warrior harbours
a deep dark secret. Take a Dark Secret card immediately. See White
Dwarf 190 for rules for the Dark Secret cards. It must be used
in the next adventure as well as any others you may receive.
57 TREASURE
MAP
It is a very windy
day. Suddenly something flies into your Warrior's face. Starting,
your Warrior grabs hold of it and finds that it an old parchment.
Judging by the symbols on it, it looks like a treasure map. Take
the treasure map equipment card if it is not in play already, otherwise
make a note of it on your adventure record sheet. See White Dwarf
189 for rules on treasure maps.
58 ROYAL
VISIT
With a fanfare of
trumpets, a handful of armed guards start to clear the streets of
peasants. You look up and see the King sitting in his sedan chair
being carried down the centre of the street. You push forward through
the crowd in the hope of getting a better look. Roll 1D6:
1 Carelessly,
you push over one of the guards. He arrests you in the name of the
law and takes you to jail. Each of your fellow Warriors may pay
1D6 x 10 gold to bail him out. If they cannot (or will not) your
Warrior must spend the next 1D6 days in jail. He does not have to
pay living expenses or roll on this table.
2 In your
rush to reach the front of the crowd, you barge into a respected
nobleman. Grabbing you by the scruff of your neck, he demands payment
for his embarrassment. Your Warrior must pay him 1D6 x 20 gold.
3 The crowd
is plenty. Unfortunately your Warrior is unable to get a glimpse
of the King.
4 The crowd
is sparse. Fortunately your Warrior makes it to the front of the
crowd and is able to see His Majesty.
5 The King
(with his almighty generosity) is throwing out gold into the crowd.
Your Warrior leaps into the air and catches 1D6 x 10 gold.
6 Out of
the corner of his eye your Warrior spots a shifty looking character
struggling to get through the crowd. In his hands he holds a pistol
crossbow. Everyone else in their eagerness to see the King has not
noticed this character. Your Warrior starts to move after him and
jumps him just in time as he fires. Roll 1D6:
1 The crossbow
bolt flies straight and true, piercing the King's heart. He dies
instantly. Your Warrior was unable to save his hero. Subtract 1
from his Luck score for the next adventure.
2-6 Your
Warrior has saved the King! As the guards escort the would be assassin
away, the King approaches your Warrior and thanks him for his service
to the Empire. He offers your Warrior a reward of 1 Objective Room
Treasure Card, or 1D6 x 200 gold.
59 PHASED
SPACIAL ANOMALY
A twirling mass of
gaseous vapours envelopes your Warrior. Roll 1D6:
1-2 Roll
once on the Hazard Table.
3-4 Roll
once on the Dungeon Event Table
5-6 Roll
again on the Settlement Event Table.
60 TELEPORT
Your Warrior is enveloped
by a greenish purplish swirling mist. Coughing and spluttering,
your Warrior tries to clear his way through. When finally he succeeds
in dispersing the gas he does not recognise his surroundings. Your
Warrior has been teleported to (Roll 1D6):
1-2 A Village
3-4 A Town
5-6 A City
61 WHISPERED
SECRETS
In the local Alehouse,
your Warrior overhears two Dwarfs talking about great treasure to
be found in a nearby dungeon. At the end of the next dungeon, roll
1D6:
1 It was
not this dungeon that they were talking about!
2-6 Your
Warrior finds a treasure hoard. Take 1 Objective Room Treasure,
on top of the one received from killing all Objective Room Monsters.
62 VAMPIRES
ATTACK
During the night,
it seems that Vampires have attacked the Settlement in broad streets.
Roll 1D6 for each Warrior staying here:
1 He has
been the target of a Vampiric attack. At the beginning of each of
his turns, roll 1D6. If a 1 is rolled, the Warrior attacks one of
his comrades (chosen at random) who also becomes a vampire, and
must roll each turn as well. While a Vampire, your Warrior must
travel at night, either with or without his friends. To simulate
this journey, after rolling for an event, if a dice roll is required
subtract 3 from the result. In combat, your Warrior has an extra
bite attack each turn, subtracting 1 from his To Hit roll. The attack
does 1 Wound damage with no modifiers at all, but also turns the
monster into a vampire, with an extra attack. If your Warrior kills
a vampiric monster he gains an extra 20 gold. The curse on your
Warrior can be cured by visiting a City Temple and donating 2D6
x 100 gold.
2 One of
your Warrior's friends staying in the city have been bitten. Choose
one at random. The result for number 1 now applies to them.
3 Fortunately,
it seems, your Warrior was not amongst those bitten. He is safe...for
now. If a roll is ever required on this table again, subtract one
from the result.
4-6 Your
Warrior, and his friends were fortunately not amongst those bitten.
They help to bury the dead, and to slay the remaining vampires.
63 NEW
YEAR'S DAY
Your Warrior wakes
with a heavy head. Obviously those New Year's Eve celebrations last
night were successful, although your Warrior can't remember any
of them. What he can remember however, is that he had 1D6 x 40 gold
more than he does now.
64 ILLUSION
The Settlement suddenly
begins to shake, and suddenly vanishes before your Warrior's eyes.
The Settlement was only a mirage. All purchases made by any Warriors
staying here are only illusions. Fortunately, as no people in the
Settlement were substantial, the Warriors find any Gold they may
have spent lying on the ground. If any Warrior has been trained,
the training still applies, but somehow, the money spent on training
cannot be found. All Warriors staying here may journey to the next
Settlement, or start their adventure straight away.
65 RACISM
The Settlement has
a policy that no (roll 1d6):
1 Humans
2 Dwarfs
3 Elves
4 Non-Humans
5 Men of
God
6 one
may stay or enter
the Settlement while this policy is in place.
66 UNEVENTFUL
DAY
67 ROBBERY
The Settlement's
Wizard has been robbed!. Skaven stole the local Wizard's supply
of Magical Ingredients who was using them to cure a case of Vampiric
Tendency (amongst other things). The Warriors may if they wish try
to retrieve them. If they do, make a 1D6 dungeon card deck and play
a dungeon, else treat this as an Uneventful Day. The first room
that they come to has 2D6 Skaven Warriors. If the Warrior's successfully
kill them, then they take the Ingredients back to the Wizard. He
rewards your Warrior's with 1D3 Treasure cards.
68 ASSASSIN
While you Warrior
is walking down the street, you get attacked by a 'Nobleman' which
you talked to earlier. Fight a battle with an Assassin (No Treasure,
GOLD 50) (M-5, WS-4, BS-3+, S-3, T-3, W-3, I-9, A-1, DAM-1) with
a bag of throwing stars, which he may use if he is not pinned and
a knife. The Assassin has Ambush, Magic A.
69 GRAVEYARD
Your Warrior seems
to have wandered into the Graveyard by mistake. Roll 1D6:
1 Your
Warrior is attacked by 1d2 skeletons (with swords). Fight a battle
as normal.
2 Your
Warrior falls down a freshly dug grave. Unfortunately, whoever dug
it is still here. Have a fight with one Ghoul.
3 Your
Warrior, in his haste to find the exit, drops 1D6 x 20 gold.
4 Your
Warrior manages to find his way out of the Graveyard in one piece
5 "Boo!"
Your Warrior falls over in fright, cursing his fellow Warrior who
has since run away. Standing up, your Warrior realises that he has
landed in a small pile of 1D6 x 20 gold
6 Your
Warrior decides to dig up the grave of the Nobleman's daughter (There
seems to be a lot of them about). On her body he finds 1 item of
treasure. Take 1 Treasure Card.
70 RENOVATIONS
The Settlement is
under renovation. For the remainder of their stay here, all visitors
to any location, special or otherwise are required to pay a tax
of 1D6 gold to help with the renovations.
71 DEATH
IN THE FAMILY
Your Warrior has
just been informed by a messenger of his (roll 1d6):
1 Father's
2 Mother's
3 Grandfather's
4 Grandmother's
5 Uncle's
6 Barber's
death. If this person
is already dead roll again. If everyone is dead, treat this as an
uneventful day. While in mourning, he may no longer visit any location
for 1 Week, although he still must pay living expenses per day as
usual.
72 VISITATION
Noticing a crowd
gathering, your Warrior decides to investigate. For a piddly fee
of 1D6 x 200, your Warrior can look upon the face of a true god
who has visited the Old World in human form. Roll 1D6:
1 Your
Warrior hands over his gold and takes a look into the enclosed tent.
It seems the 'god' has gone for an ale break.
2 The 'god'
is not in the tent. Apologising, the collector hands your Warrior
his money back.
3 She's
very pretty. Inspired, your Warrior gains an extra attack which
he may use at any time during the next adventure.
4 She smiles
politely at you, sending shivers up your Warrior's spine. For the
next adventure, your Warrior gains an extra attack each combat,
which he may use when he wishes.
5 The God
is a mighty warlord from the unearthly plains. He mentally instructs
your Warrior in the ways of the sword. Your Warrior may roll on
the Imperial Noble's Sword Skill table twice, and pick one of those
skills. When he leaves, he notices a shining sabre attached to his
belt.
6 It's
Sigmar himself, and he seems to be taking a very special interest
in your Warrior. Roll 1D3. These points can be added to any attributes
permanently, but not more than 1 per attribute.
73 INVENTOR
Walking past a seemingly
abandoned building, your Warrior is thrown off his feet by a tremendous
explosion from within. After losing 4D6 Wounds, a strange little
man runs from the building, apologising frantically. His experiment
went wrong, apparently. After checking to see if your Warrior is
not dead, he hands your Warrior 1D6 x 100 gold in compensation,
he runs inside again.
74 STRANGE
BOX
Hearing a strange
wheezing groaning sound, your Warrior turns around to see a strange
blue box is suddenly standing when there was nothing beforehand.
A small man with a cream coloured jacket, an umbrella, and a cream
coloured fedora runs from the box into the crowd. Shrugging, your
Warrior continues on his journey.
75 LOST
Your Warrior suddenly
realises that he has lost one of his items of his equipment. Randomly
choose an item, including items written down on his Adventure Record
Sheet. At the beginning of each turn for the remainder of his stay
in this Settlement, roll 1D6. On a roll of 5-6 your Warrior manages
to find his equipment, otherwise he will have to make do without
it.
76 FOUND
Down a side street,
your Warrior finds a piece of equipment. If any other Warrior has
lost theirs in this Settlement from Event 75 then this belongs to
them. Otherwise take 1 Treasure Card.
77 UNEVENTFUL
DAY
78 GIANT
LIZARD
On the other side
of the Settlement's walls, your Warrior spies an enormous lizard,
approximately 6 feet high. With a gasp, your Warrior realises that
this is the famous Zomoda Lizard, sought after by many a collector.
If your Warrior decides to pursue, and hopefully capture the lizard
roll 1D6:
1 The guards
catch your Warrior scaling the walls (why he didn't walk through
the gates is anyone's guess). They march him straight off to jail.
Each of your fellow Warriors may pay 1D6 x 10 gold to bail him out.
If they cannot (or will not) your Warrior must spend the next 1D6
days in jail. He does not have to pay living expenses or roll on
this table.
2 Your
Warrior manages to throw his arms around the lizard's neck and after
a fierce struggle comes away with 1D6 +4 Wounds, but the lizard
has sped away into the distance.
3 By the
time your Warrior manages to reach the Settlement's Gates, the lizard
is nowhere to be seen. He tells the Watch to be on the lookout for
a giant green lizard. Their response : a fine of 50 Gold for creating
falsehoods.
4 By the
time your Warrior manages to reach the Settlement's Gates, the lizard
is nowhere to be seen.
5 The lizard
willingly follows your Warrior back through the gates of the Settlement,
but gradually takes the lead. It leads your Warrior to a small oak
door in the side of a building. After knocking, your Warrior enters.
A Dwarf looks up at you exclaiming "My Wanda, you've found my Wanda",
obviously talking about his lizard. He gives your Warrior a reward
of 1D6 x 50 Gold for finding her, before leading her away to the
stables.
6 Your
Warrior manages to ensare the lizard with a craftily devised trap.
The only trouble is that he won't fit through the gates. Leaving
the lizard out of the Settlement, your Warrior visits the local
Wizard's Guild and enquires about the cost of a Levitation Spell.
After handing over 50 Gold, you Warrior returns to the Settlement's
Gates. Using the spell, your Warrior manages to send the lizard
over the walls of the Settlement and down the other side. Dragging
it along the streets, your Warrior searches for the Rare Animal
Handler. Roll the appropriate dice for finding a Special Location.
The roll must be equal to 10 or over. If your Warrior manages to
find the Animal Handler he is rewarded with a hefty reward of 4D6
x 50.
79 WAGER
Your Warrior is invited
to place a wager on the outcome of a certain race between two Snotlings.
If your Warrior decides to place a bet he may bet any amount of
Gold up to a maximum of 1000 Gold. To simulate the race place 4
passageway sections lengthwise on the table, and place 2 Snotling
miniatures at the beginning. Get 2 other players to control a Snotling
each, and take it in turns to roll 1D6 for movement. The Snotling
who wins is the first to reach the end of the passageways. If the
Snotling your Warrior bet on wins he receives (his bet x 1D3) Gold.
If his Snotling loses, he loses (his bet x 1D3) Gold. This event
may only happen once per stay in a Settlement by each Warrior.
80 VOLCANO
A nearby Volcano
shows signs of erupting, threatening the Settlement. The Warriors
may continue to stay here if they want/need to but at the start
at each of their turns roll 1D6. If a 1 is rolled, the Volcano erupts,
hot lava gushing through the city. Each Warrior must leave the Settlement
immediately.
81 EARTHQUAKE
The ground beneath
your Warrior's feet starts to shake, gradually building in intensity.
Your Warrior is thrown to the ground. Huge cracks open in the ground,
and buildings start to topple. Roll 2D6 for each Treasure Card item
of equipment on the Warrior's person. On a roll of a double 1, the
item is lost, as it tumbles down the small chasm.
82 MAN
OF GOD
A well built shortish
man with a beard approaches your Warrior and introduces himself.
"I am Godbold, Man of God" he proclaims. "I have just had a vision
of your future, and thought it best to warn you." Thanking him,
your Warrior heads off. Your Warrior now has 1 extra point of Luck
which may be used at any time. Unlike normal luck, when this Luck
point is used up, it will not be recovered.
83 EVIL
MAGICIAN
A deep booming sound
from the Settlement bell tower alerts your Warrior to the sudden
desertion of the streets. Bewildered, he is the only person left
on the streets when a dark magician character materialises in front
of him. "I don't remember giving you permission to be out after
curfew?" Roll 1D6:
1 The sorcerer
blasts your Warrior for 3D6 Wounds of fire damage and chases him
out of the Settlement, where he must wait for his fellow companions
to join him.
2 With
a flick of his wrist, the sorcerer summons a group of monsters to
dispose of your Warrior. Roll once on the Dungeon-Level 1 level
higher than your Warrior's Battle-Level. (Then divide the amount
by four - The other Warriors don't get to fight this battle.) Once
the monsters are dead, the Sorcerer vanishes. Take a Treasure Card
for the battle as usual.
3 With
a flurry of movement, the dark wizard teleports your Warrior away
from the Settlement by 1D6 days. He must return to the same Settlement
before the other Warriors are allowed their turns. Treat his journey
as if it were from a dungeon to a Settlement as normal.
4 The magician
seems hell bent on casting a malicious spell at your Warrior, but
cursing, he teleports himself away instead.
5 Seeing
how powerful and almighty your Warrior is, the apprentice gulps
and runs away, dropping a pouch of 1D6 x 50 gold.
6 The trickster
pulls a rabbit out of his hat with pride. "Do us a favour, will
ya, guv?" He hands your Warrior a book. "Take this spell book to
me master. He will reward you gents 'andsomly." Grasping the spell
book, your Warrior realises it contains 1D3 new spells for the Wizard
or Elf Ranger (you choose) which, when given to the appropriate
character, can be taken randomly from the cards, or rolled from
the tables.
84 FOX
SPIRIT
Your Warrior follows
a small white fox to an old abandoned building. Once inside, with
a sound of flowing tapestries, the fox turns into a beautiful woman.
Your Warrior immediately falls head over heels in love with her,
and takes her into his arms. Suddenly your Warrior experiences an
almighty whack on the head, and slumps to the ground unconscious.
When he awakens, 1D3 days have passed and he has taken 1D6 Wounds
damage.
85 SPELLING
BEE
Your Warrior takes
part in the annual "Spelling Bee" of the community. This is a day
where many people gather in the Settlement's Hall and try to spell
various words. Prizes are awarded to those who spell words correctly.
Roll 1D6 to determine what word your Warrior is required to spell:
1 Cat
2 Spell
3 Sword
4 Teleport
5 Settlement
6 Tzeentch
Now roll another
1D6 to determine how your Warrior spells the chosen word. For each
point of Willpower your Warrior has, he may reroll the dice once.
1 C-A-T
2 S-P-E-L-L
3 S-W-O-R-D
4 T-E-L-E-P-O-R-T
5 S-E-T-T-L-M-E-N-T
6 T-Z-E-E-N-T-C-H
If your Warrior correctly
spells his word, he receives a book entitled "Languages of the Old
World". This book allows the Warrior to understand any language
he may encounter in his adventures. Roll 1D6 and add your Warrior's
Willpower. If the result is 7 or more then your Warrior has read
the book correctly and can understand the language. Otherwise, the
language remains shrouded in mystery...until his next turn...
86 SAILING
Your Warrior spends
the day on the ocean sailing, after hiring a boat for 10 Gold at
the local Marina. Roll 1D6:
1 The sea
is rough, and a storm breaks. The little boat capsizes, and your
Warrior is forced to swim to land. Lose 1D6 Wounds, with no modifiers
for Toughness or armour.
2 Pirates
raid your ship, killing all on board and stealing the ships cargo.
Your Warrior manages to escape, but not before losing 1D6 Wounds.
3 The boat
has a leak. Your Warrior spends the rest of the trip using a bucket
to empty water from the ship. Needless to say, when he finally makes
it back to the mainland he is not impressed.
4 Your
Warrior spends a nice day fishing in the ocean. He catches 1D3 fish.
Each will heal a Warrior of 1 Wound.
5 Your
Warrior comes back to land after a days fishing, having caught 1D6
Puffy Fish. Each one, when eaten, will heal a Warrior of 2 Wounds.
6 Your
Warrior decides to pocket some of the ships cargo. Roll 1D6:
1 The Captain
of the ship catches your Warrior with the stolen goods and arrests
him. He is taken back to the mainland and thrown in jail. Each of
your fellow Warriors may pay 1D6 x 10 gold to bail him out. If they
cannot (or will not) your Warrior must spend the next 1D6 days in
jail. He does not have to pay living expenses or roll on this table.
2-6 Take
1 Treasure Card.
87 COLD
Your Warrior, while
tallyhooting around the Settlement last night must have caught a
cold. Spend 1D6 days in bed recovering. Do not roll on this table
while he is in bed, and do not pay living expenses as old Mrs Heggaty
down the corridor is caring for your Warrior while he is sick.
88 UNEVENTFUL
DAY
89 GAME
The Settlement your
Warrior is staying in has developed a new game. It consists of two
teams pitted against each other on a field. At each end of the field,
three swords are stabbed into the ground, with a dagger balanced
on top. A player stands in front of the swords and tries to hit
an apple thrown at him by a member of the other team. If the swords
are hit, by a missed apple, and the dagger falls off, the batting
team has lost. Your Warrior takes part in this new game. Roll 1D6:
1-2 Your
Warrior's team loses. Unfortunately, a wager was placed, and your
Warrior is required to spend 1D6 x 50 Gold.
3-4 The
game is a tie. No team wins, and no team loses. Your Warrior goes
home, disappointed that he could not show his skill.
5-6 Your
Warrior's team wins the games. Fortunately a wager was placed, and
your Warrior's share is 1D6 x 50 Gold.
90 MARKET
DAY
Tomorrow is market
day. All items (not in Special Locations) are half price. If any
other Warriors visit shops tomorrow, they will also be able to purchase
items at the special prices.
91 RAID
If your Warrior is
not in a Village, then treat this as an Uneventful Day. While your
Warrior is walking down the street, a Large Mercenary Raiding party
charges through the gate. The Mercenaries slaughter everyone in
the village and take all the treasure. Fortunately for your Warrior,
he gets knocked unconscious by one mercenary, and the others thought
he was dead. Your Warrior wakes up nursing 1D6+3 wounds (not modified
for armour unless he is wearing a helmet.)
92 PLAGUE
A plague of frogs
has struck the Settlement. There are frogs everywhere your Warrior
goes. For the rest of his stay here, every time any Warrior visits
any location at all, roll 1D6. On a roll of 1, the location has
been closed down, as it has been overrun by frogs. On any other
roll, the location is still open for business, with the odd 2 or
7 frogs hopping around everywhere.
93 MAGIC
SPELL
An apprentice Wizard
in the nearby Wizard's Tower is practising spell casting. Suddenly
a wave of magic passes through the Settlement. Roll 1D6:
1 Your
Warrior suddenly collapses in pain. It seems the spell had adverse
effects. Lose 1D6 Wounds immediately, not modified by anything.
2 Your
Warrior's bandages and provisions have mysteriously been swapped
around. Any provisions your Warrior had are now bandages, and vice
versa.
3 The boots
your Warrior is wearing suddenly sprout wings and lift your Warrior
up off the ground. For the next adventure, your Warrior's Move is
increased by +2, and he may not be pinned.
4 Your
Warrior's weapons have been sharpened, or improved. For the next
adventure, any weapon your Warrior had on him at the time of the
spell causes an extra +1 damage.
5 Your
Warrior's beard suddenly develops a life of its own, waving about
and grasping at the air. For the next adventure, once per turn,
your Warrior may make an extra beard attack. He must be standing
directly in front of the target, and the to hit roll is 6+. If the
beard successfully hits, 1 Wound is caused, only modified by armour.
If your Warrior has no beard, then ignore this event.
6 Your
Warrior feels stronger all of a sudden. Increase his Wounds to their
maximum, and for the next adventure, his Strength is increased by
+2.
94 ROAD
WORKS
A bunch of mean looking
Dwarves are up ahead, relaying the pavement of the streets. For
the remainder of the stay in this Settlement, all Warriors must
subtract four from their roll when they try to find a special location,
due to the detours they are constantly having to make to avoid the
road works.
95 CORRUPT
LAW
A bunch of royal
King's guard's apprehend your Warrior, claiming he broke a law.
Roll 1D6 to find out which law he supposedly broke, and the penalty
incurred:
1 Murder.
Your Warrior must spend the rest of his adventuring career in prison,
forfeit all his treasure and equipment, or hope that his fellow
Warriors will pay the fine of 2D6 x 100 gold for his release, each.
2 Manslaughter.
Your Warrior must spend 3D6 days in jail or have his fellow Warriors
pay a fine of 1D6 x 100 gold each.
3 Breaking
and Entering. You Warrior must pay a fine of 1D6 x 200 gold pieces
or face 2D6 days in jail.
4 Burglary.
Your Warrior is to spend 1D6 days in jail or have his fellow Warriors
pay 1D6 x 20 gold for his release.
5 Insulting
a superior officer. Your Warrior is given a quick beating and left
lying in the road. Lose 1D6 Wounds, not modified for anything.
6 Walking
on the grass. Your Warrior is warned to stay on the pavement and
keep of the grass. Do not let it happen again!
96 RUN
AWAY HARPSICHORD
Barrelling out from
a closed door, sending wood shards into the air, a run away harpsichord
slams head first into your Warrior, knocking him flat. When he awakes,
he has spent 1D3 days in hospital, and is minus 10 gold hospital
fee.
97 JEWELS
In the deserted streets,
your Warrior sees two green emeralds surrounded in a magical glow
float past him. A fat merchant in a turban is sweating and puffing
as he chases after them. "Where are you going? I paid for you."
If your Warrior decides not to ignore the strange procession, roll
1D6:
1 Easily
outrunning the fat merchant, your Warrior greedily grabs the magical
fleeing gems. The gems erupt in a shower of magical power and fragments,
causing your Warrior to lose 3D6 Wounds.
2 Catching
up to the gems, your Warrior does not notice the mysterious looking
black clad thieves as they smack him over the head with an iron
club. When he awakens, your Warrior has lost 1D6 x 100 gold pieces.
The merchant, thieves or the emeralds are nowhere in sight.
3 The merchant
sees he has competition and runs even faster, falling flat on his
face. Bungling, your Warrior, in his fit of mirth, slams head first
into a tree, losing sight of the gems and 3 Wounds, not modified
for anything.
4 The merchant
is too limber for your Warrior, who loses sight of the gems and
merchant in the darkness of the night.
5 Pushing
the merchant over as he makes a grab for the gems, your Warrior
snatches them and hides them in his pouch. Each gem is worth 200
gold pieces. At the beginning of every turn that the magical gems
remain in his possession, when he should have sold them by now,
roll 1D6. On a roll of 1, 2 or 3, the magical emeralds flee the
Warrior's pouch and are lost in the crowds.
6 The gems
have an entrancing effect on your Warrior, and he feels himself
being pulled onwards. Out of the Settlement he runs, always just
out of reach of the emeralds. After what seems like hours, the gems
enter a cavern system, taking your Warrior, and the fat merchant,
to a treasure filled cave. The gems, now happy to be home, embed
themselves in the wall. Your Warrior can take 1 treasure card and
2D6 x 100 gold. Unfortunately, he is now so far from the Settlement,
he must wait for his fellow Warriors outside.
98 RETURN
OF AN OLD FOE
Your Warrior meets
up with a person whom he knew years ago. The two used to be best
of friends, but one day, an argument broke out over the distribution
of treasure from a quest. He thought he killed more Monsters than
your Warrior did, but your Warrior thought he had felled the greater
amount of foes. In the end, your Warrior took most of the treasure
for himself, and his friend vowed to have his revenge. Now it seems
that time has come. Fight a battle against an opponent of equal
Battle Level, and abilities as your Warrior. He is armed with a
+4 sword. The winner does not kill his opponent, he is on 1 Wound.
If your Warrior wins, gain (50 x your Warrior's Battle Level) Gold.
If your Warrior's foe wins, he takes 1 Treasure Card from your Warrior
at random and vows to return.
99 UNEVENTFUL
DAY
100 ORANGE
MIST
There are screams
of alarm from a pedlar on the streets, as he points to the eastern
horizon in fear. Your Warrior looks to see a sheet of strange orange
mist descending over the Settlement. Before his very eyes, people
everywhere begin to yell in agony as they are mutated into beings
of chaos and unrecognisable masses. No one escapes the mutating
mists. Each Warrior roll 1D6 to see the effect of the mist:
1 In agony,
your Warrior is transformed into a strange creature of limited strength
and intelligence. Roll on Dungeon Level 1 to see which creature
he has been turned into for the next adventure only. Use common
sense when determining what type of equipment this creature can
use. The effects of the mists last until the part has finished the
next adventure.
2 In agony,
your Warrior is transformed into a strange creature of power. Roll
on Dungeon Level 3 to see which creature he has been turned into
for the next adventure only. Use common sense when determining what
type of equipment this creature can use. The effects of the mists
last until the part has finished the next adventure.
3 The mists
turn your Warrior's sword arm into a pile of jelly. For the next
adventure, his WS is 1.
4 The mists
turn your Warrior's arms into thick muscled bulging limbs. For the
next adventure, your Warrior has +2 Strength and +1 WS.
5 Your
Warrior mutates into a huge handsome barbarian. For the next adventure,
your Warrior has the following bonuses: +3 WS, +2 BS, +2 Toughness,
-1 Move, and he can not cast any spells at all, or use blessings.
6 In agony,
your Warrior is transformed into a strange creature of unlimited
strength and intelligence. Roll on Dungeon Level 8 to see which
creature he has been turned into for the next adventure only. Use
common sense when determining what type of equipment this creature
can use. The effects of the mists last until the party has finished
the next adventure.
Settlement
Events by Andrew Brockhouse.
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