Runboard.com
You're welcome.
Community logo






runboard.com       Register for a free global account (learn about it) | Log in: (), globally (lost password?)

 
Roadkil100 Profile
Live feed
Blog
Friends
Miscellaneous info

Novice

Registered: 11-2019
Posts: 9
Reply | Quote
Six Adventures for Wizard's Study


Years ago, I created a set of 6 adventures for the Wizard's Study Objective Room which is available at Warhammer Quest Chronicles here:
http://www.wqchronicles.com/boards/boards.htm

I submitted the adventures to a Warhammer Quest site called The Pit but that site is long gone so I'm posting them here. I had to split this in two posts.

THE WIZARD’S STUDY
Following are six adventures that can be used with the Wizard’s Study Objective Room available at www.wqchronicles.com. Roll 1D6 to determine your adventure.

1 – The Pursuit of Knowledge
The Warriors have learned of an ancient library that may contain tomes of great knowledge. Unfortunately, the library is deep inside an old abandoned castle overrun with monsters and these monsters may have learned a thing or two.

Special Rules
The library contains information from all across the world in many different languages. Because of this, the monsters in this dungeon are smarter than most. To represent this, all humanoid monsters (goblins, minotaurs, dark elves, etc.) have +1 to Weapon Skill, Ballistic Skill and Initiative. Animals and undead do not receive this bonus (bats, spiders, skeletons, zombies, etc).

The Wizard’s Study
Roll on the Objective Room Monsters Table to determine what monsters the Wizard’s Study contains. Once the monsters are defeated, the Warriors may search the room for any useful tomes. After checking to see if a spellcaster is able to learn a new spell as per the standard rules of the room, roll an additional 1D6 for every other Warrior. Every Warrior that rolls a 3+ finds a tome that teaches him a new ability. Immediately roll on the Warrior’s Skill Table to find out what he has learned (or Blessings Table, Training Table, etc., whichever is appropriate). After searching, the Warriors may leave without rolling for Unexpected Events as the dungeon has been cleared of monsters.

2 – Escort the Sorcerer
The Warriors have been tasked with protecting a spellcaster of the dark arts. The creature was left for dead by its own kind before being rescued by the empire. It now wishes for revenge against those that forsake him even if it means working with the warriors. It knows of a study deep within the mountains that contains knowledge of the empire’s enemies. It is in a language that only it can understand. The warriors must take it to the study to learn what knowledge it holds

Special Rules
The creature you are tasked with protecting is based on the Warriors’ Battle Level

Level Creature
1 Goblin Shaman

2-4 Roll 1D6
   1-2 Savage Orc Shaman
   3-4 Chaos Dwarf Sorcerer
   5-6 Skaven Warlock

5-8 Roll 1D6
   1-2 Dark Elf Sorcerer
   3-4 Beastman Shaman
   5-6 Chaos Soercerer

9-10 Roll 1D6
   1-2 Beastman Shaman Champion
   3-4 Master Chaos Sorcerer
   5-6 Skaven Grey Seer


The creature is represented by a model on the board and he is subject to traps and events like the warriors. Designate a player to control the creature or roll off to determine who controls it. The creature can cast spells as per the normal monster rules. When casting a spell, any spell that would target the Warriors, now targets the monsters and vice versa. Reroll any spell that transforms the creature into another creature. The monster cannot carry any treasure or items but items can be used on it (i.e. bandages, provisions, etc.). The creature can also be the target of healing spells. You do not get gold for any monsters the creature defeats.

The monsters in the dungeon are aware of the creature’s betrayal and more monsters than usual have been sent to stop the Warriors. To represent this, any time monsters are rolled that include a variable amount (i.e. 2D6 orcs, 1D3 minotaurs) roll the amount twice and take the higher number. Monsters are placed using the one-on-one rule and will attack the creature like they attack the warriors.

The Wizard’s Study
Roll on the Objective Room Monsters Table to determine what monsters the Wizard’s Study contains. Once the monsters are defeated, the creature will collect the necessary tomes. It will also learn enough to activate a secret switch that opens an escape route out through the back of the study. Upon reaching a settlement, the Warriors are rewarded with 1D6x100 gold each.

If the creature died before clearing out the Objective Room then you have failed the quest. No spellcaster in the group will be able to learn a spell from the Wizard’s Study as he cannot comprehend the language and you will not find the secret escape route. The Warriors will need to escape by going back through the dungeon and rolling for Unexpected Events as usual.

3 – Save the Library
The Warriors have been summoned by the local wizards to save a library that has been taken over by the forces of evil. The monsters have learned how to access the secret vault hidden beneath the library. The Warriors must activate the switches to open the path to the secret vault if they wish to save it.

Special Rules
This dungeon requires a special setup. Set aside 1 T-Junction board section and remove 1 T-Junction card from the stack of dungeon room cards. Place the T-Junction as the starting room.

Place 3 random dungeon room cards on the left exit and place 3 random dungeon room cards on the right exit. Draw 5 additional dungeon room cards, shuffle them with the Objective Room card and place them on the middle exit. The middle exit cannot be opened until after the warriors have activated the 2 switches which must be activated simultaneously. The switches are in the last rooms through both the left and right exits. To activate the switches, the turn must end with at least 1 Warrior in both rooms at the same time. The switches cannot be activated if monsters are in the rooms.

As the library was well maintained before the monsters took over, it is well lit by torches. The lantern is not required for this dungeon and all Warriors can explore and open doors.

If monsters appear while the Warriors are separated, the monsters will still be placed evenly between all the Warriors using the one-on-one rule regardless of where they were found.

The Wizard’s Study
Roll on the Objective Room Monsters Table to determine what monsters the Wizard’s Study contains. Once the monsters are defeated, the Warriors may leave without rolling for Unexpected Events as the library has been cleared of monsters.

When you reach the next settlement, you will meet up with members of the Wizard’s Guild that summoned you. In thanks for saving the library, each Warrior will receive 2 rolls on the Consultation Table even if the Warrior is not a wizard and each Warrior will receive 1D6 random Magic Potions from the guild.

Last edited by Roadkil100, 24/Nov/2019, 9:59 am
24/Nov/2019, 9:42 am Link to this post Send Email to Roadkil100   Send PM to Roadkil100 Blog
 
Roadkil100 Profile
Live feed
Blog
Friends
Miscellaneous info

Novice

Registered: 11-2019
Posts: 9
Reply | Quote
Re: Six Adventures for Wizard's Study


4 – Rescue the Wizard
The Warriors are called upon to rescue a wizard that has been kidnapped. It appears that the monsters wish to harness the wizard’s powers to their own ends. The monsters have been tracked to their dungeon and it is up to the Warriors to save the wizard and get out alive.

Special Rules
There are no special rules for this dungeon.

The Wizard’s Study
Roll on the Objective Room Monsters Table to determine what monsters the Wizard’s Study contains. Once the monsters are defeated, the Warriors find the wizard hiding in the corner. The wizard fears that more monsters are coming but now that there are no monsters in the study, he takes the opportunity to concentrate and summon a magic portal in the center of the room. This is the power of the wizard that the monsters wanted to utilize. Without proper time to prepare, the wizard does not know for sure where the portal will take them. The Warriors must decide if they will leave the dungeon the way they came or if they will enter the portal.

If the Warriors decide to leave through the dungeon back the way they came, they must make it back to the first room and continue to roll for Unexpected Events as usual as more monsters are coming. The wizard is not represented by a model on the board as he is hiding near the Warriors. If the Warriors roll on the Escape Table to exit the dungeon, the wizard will be left behind as he is too slow to follow.

If the Warriors wish to enter the portal, roll 1D6 on the following table to see where they appear:

1 Just outside the dungeon
2 A Settlement in The Old World
3 A Settlement in Lustria
4 A Settlement in Norsca
5 The Pharaoh’s City in Nehekhara
6 A Settlement in Araby

If the Warriors end up in a Settlement roll a further 1D6 to determine the type:

1-2 Village (Treat this as a Nomad’s Campsite if you ended up in Araby)
3-4 Town
5 City
6 Seaport

When the Warriors have made it to a Settlement, the wizard will give the Warriors 1D6+2 magic scrolls to be divided between them. Each scroll contains a random wizard spell and can be used once.

If the Warriors are not in the same land they started in, the wizard will begin to work on a portal that can send them back to where they started. If the Warriors wish, they can meet up with the wizard in the same Settlement after the next adventure. At this time, the portal will be ready and it will take the wizard and the Warriors to a city in the land where the last adventure started.

5 – Book Worms
The Wizard’s Guild has heard rumors of an ancient study that holds dark power within its tomes. They believe this to be the source of the recent magical attacks against the empire and they have devised a way to put an end to it.

Special Rules
Each Warrior is given a jar of ravenous worms. The worms do not eat flesh but they will make quick work of the tomes within the study.

If any Warrior reaches zero wounds, there is a chance that the jar will be broken. Roll a 1D6 if this happens. If the number is 5 or 6, the jar is intact. On any other roll, the jar has been destroyed and the worms have been killed. At least 1 jar must be intact when the Warriors reach the Objective Room to complete their quest.

The Wizard’s Study
Roll on the Objective Room Monsters Table to determine what monsters the Wizard’s Study contains. Once the monsters are defeated, the Warriors can release the worms that have survived. The worms quickly devour the tomes and in doing so reveal a secret exit to the surface behind the bookshelf. If the worms did not survive, the Warriors must exit through the first room of the dungeon rolling for Unexpected Events as usual.

The outcome of the quest affects what happens in the next settlement. If the Warriors succeeded, the settlements are no longer under magical attacks and the Warriors may stay in the next settlement for 3 weeks before rolling on the Catastrophic Events Table. If the Warriors failed, the settlements are still under magical attacks and the Warriors may only stay in the next settlement for 1 week before rolling on the Catastrophic Events Table.

6 – The Recipe
The local lord has been poisoned and the recipe needed to concoct an antidote has been stolen. No doubt, it has been stolen by the same creatures that poisoned him. The monsters’ tracks have been followed to their hideout. Inside should be the 9-page recipe needed to save the lord.

Special Rules
Whenever the Warriors come to a room that contains an event, there is a chance that they will find a page of the recipe. After resolving the event or defeating the monsters, roll 1D6. If the score is 4 or more, they have discovered 1 of the missing pages. The Warriors will not find any pages from an event that is the result of rolling a 1 in the Power Phase.

The Wizard’s Study
Roll on the Objective Room Monsters Table to determine what monsters the Wizard’s Study contains. Once the monsters are defeated, the Warriors find an additional 1D6 pages of the recipe up to a total of 9. The Warriors also discover that a switch in the circle in the center of the room opens a secret exit to the surface. The Warriors can exit with the pages they have or if there are any unexplored areas of the dungeon, they can continue searching the dungeon for additional pages.

Priests will meet up with the Warriors at the next settlement. Roll 1D6 and add the numbers of pages that the Warriors found. If the total is 10 or more, they are able to create the antidote from the information they have. A roll of 6 will always succeed provided the Warriors have found at least 1 page. If the Warriors found all 9 pages, the antidote will be created automatically.

If the antidote was created, the lord will be saved. In return for their efforts, the Warriors are given their choice of treasure from the lord’s vault. Each Warrior may make 2 rolls on the Dungeon Room Treasure Table (rerolling any result that shows the Warrior found gold) and choose which treasure to keep. If the Warriors are a cooperative sort, they may pool the treasures together and each may choose 1 from all those available.
24/Nov/2019, 9:43 am Link to this post Send Email to Roadkil100   Send PM to Roadkil100 Blog
 
Sith Kinks Profile
Live feed
Blog
Friends
Miscellaneous info

Hero

Registered: 09-2013
Posts: 44
Reply | Quote
Re: Six Adventures for Wizard's Study


Cool. I like the portal to distant lands. I've not used the other locations much, so it would be a nice way to involve them.

I'll give them a go next time I host a game, thanks for sharing.
25/Nov/2019, 12:26 am Link to this post Send Email to Sith Kinks   Send PM to Sith Kinks Blog
 
Dethhead Profile
Live feed
Blog
Friends
Miscellaneous info

Hero

Registered: 02-2013
Posts: 42
Reply | Quote
Re: Six Adventures for Wizard's Study


These are awesome, btw. I wish I was able to crank out quests like some people.
13/Mar/2020, 2:10 am Link to this post Send Email to Dethhead   Send PM to Dethhead Blog
 


Add a reply





You are not logged in (login)