|

 
 
 
 
 
 
 
 
 
  
|
|
1 UNEVENTFUL WEEK
2 PEACHES
Through the foliage of the forests around them, the Warriors spy a dark green leafed tree. Upon its branches hang fist sized pinky orange fruit. If the Warriors eat any of the peaches, they will regain 1 Wound each. There are enough peaches on the tree for each Warrior to take 1D6.
3 VAST JUNGLE
A huge expanse of jungle lies before the Warriors. Trees spread over the whole of the valley floor, seemingly endless. The Warriors can not seem to see any signs of civilisation nearby, save for a handful of small villages scattered throughout the jungle. If they were planning on heading towards a City, they will now have to head towards a Village. This will take 2 extra weeks.
4 TEMPLE
The Warriors discover a huge Lizardman Temple, standing tall in the middle of a clearing. Lizardmen Temple Guards patrol the entrance to the temple. If the Warriors wish to explore the temple, they must first fight a battle against 1D6 Lizardmen Temple Guards. Once the battle is over, take Treasure as normal. The temple is a vast network of passageways and rooms. Treat this as a normal dungeon, except each time a battle is fought, there is a fifty percent chance that the Monsters will be Lizardmen. Use the Tomb Chamber for the Objective Room and instead of rolling on the Monster Tables, there will be:
- 1 Slann Mage Priest Champion and Palanquin.
- 1D6 Saurus Warriors led by a Saurus Champion.
- 2D6 Skink Warriors led by a Skink Champion
- 1 Giant Scorpion
- 1 Gigantic Spider.
If the Warriors are victorious, they may each take an item of Objective Room Treasure. They then find a secret exit back to the clearing.
5 WEATHER
Roll 1D6 to see what the weather is like today:
1 Drought
This area of Lustria looks like it has never seen water. Cracks across the land indicate that it has not rained here for many long years. Brittle animal skulls lie embedded into the ground, a reminder that this place was once a thriving part of the forest. If the Warriors do not have a drinking source, they must each lose 1D6 unmodified Wounds due to dehydration.
2 Hurricanes
The weather is extremely windy this week. Suddenly from out of nowhere starts a hurricane. It twists and turns towards the Warriors, who must attempt to escape from it. Each Warrior must make an Initiative Test to see if he can outrun the hurricane. For each Warrior that fails, they get swept up in the swirling winds. Roll 1D6 for each item of Treasure apart from weapons or armour the Warrior is carrying. On a roll of 1 it is blown away across the tree tops and is never seen again.
3 Violent Storms
Violent storms cover the land. Rain pelts down as if in a race to reach the ground. Dark thunderclouds float threateningly overhead, lashing out with lightning bolts at unsuspecting trees. The Warriors find it impossible to continue travelling today. They must try and find shelter. Roll 1D6 immediately. If a 5 or 6 is rolled, the Warriors manage to crowd into a nearby small cave and wait out the storm. Otherwise on a roll of 1 they catch colds -they must each lose 1 unmodified Wound. The storm lasts for 1D6 days. Each day the Warriors must try and find shelter or risk catching a cold. For each day that they do not find shelter, have a cold and roll another 1, they lose an additional unmodified Wound.
4 Snow
Strange for Lustria at this time of the year, or at any time of the year in fact, snow starts to fall. Soon a heavy blanket of snow has covered the ground, slowing the Warriors down. Add 1 week to travel time as they trudge through the snow.
5 Rainbow
After heavy rain, the sky eventually clears and a rainbow appears in the sky. How nice.
6 Sunny
The sun shines down upon the Warriors. Feeling refreshed, they stride off into the forests. Each Warrior gains 1 Wound due to the revitalising nature of the sunlight.
6 VINES
The way ahead is blocked by heavy vines. The Warriors may attempt to cut their way through. Roll 1D6 for each Warrior with an edged weapon and add his Strength. Add up the total of the values. If the result is equal to or greater than 40, they have managed to cut their way through. Otherwise they must continue to hack away at the vines until they break through. Each attempt takes 1 Week.
7 GLYPHS
On a slab of stone ahead, are a series of glyphs carved into it:

If one of the Warriors can understand Pictorial Glyphs, they can translate them for the other Warriors. The next roll on this table that requires rolling a die for the party as a whole, count the result as a 6. If the Warriors can not translate the Glyphs, the next roll that requires rolling a die for the party as a whole is counted as result 1.
8 TERRADONS
With a shrill cry, a random Warrior is suddenly attacked by a swooping Terradon. He immediately takes one attack at the Terradon's Strength. If the Warriors strength is less than that of the Terradon, he is grabbed in its claws and flown away. The Terradon drops the Warrior back at the dungeon exit, causing the surprised Warrior to lose 1D6 Wounds from the fall. His fellow Warriors must either walk back to get him, or he must continue on his way until he meets up with them again.
9 RUINS
The Warriors happen across the ruins of a small Lizardman Village. Roll 1D6 if they decide to explore:
1 Although empty, the village was not uninhabited. The Lizardmen do not take kindly to strangers poking around their home. The Warriors are attacked by a horde of Lizardmen. Roll twice on the Lizardman Monster Table to determine the battle. After the battle, if the Warriors still wish to explore, roll another 1D6 and consult this table.
2 While searching through the ruins, the Warriors disturb a sleeping Kroxigor, unhappy that his sleep has been interrupted. He grunts loudly, and before long, the Warriors are surrounded by 2 more Kroxigors. After the battle, if the Warriors still wish to explore, roll another 1D6 and consult this table.
3 The Warriors disturb a small group of 1D6 Saurus Warriors. A fight begins! After the battle, if the Warriors still wish to explore, roll another 1D6 and consult this table.
4 A gathering of Skink Warriors are furious at the interruption and launch themselves at the Warriors. Fight a battle with 1D6 Skinks. After the battle, if the Warriors still wish to explore, roll another 1D6 and consult this table.
5 The Warriors encounter a group of 1D6 Lizards. Savagely, they attack the Warriors. After the battle, if the Warriors still wish to explore, roll another 1D6 and consult this table.
6 The Warriors have found the Lizardmen's treasure store. Each Warrior may take 1D3 Treasure Cards.
10 POOL
Nearby a ruined village, the Warriors notice a small pond. This is the pond from which a recent spawning of Lizardmen happened. In fact, the pond might still contain some of its magical properties. If the Warriors wish to drink from the pond, roll 1D6 for each Warrior:
1 In agony, the Warrior collapses onto the ground, before toppling head first into the pool, dead.
2 The water tastes foul, as if someone had recently defecated in it. In fact, that is precisely what has happened. A nearby river washes animal faeces into this pool, and the Warrior has just drunk from it! He immediately is sick, and loses 1D3 unmodified Wounds. In addition, he has become infected with a disease from drinking from the pond. Each turn he will lose 1 unmodified Wound until he is healed at a City by visiting the Temple and paying (1D6 x 50 x Battle Level) Gold. He can also be healed by drinking a healing potion. The disease causes fatal damage.
3 The water tastes disgusting. The Warrior vomits all over the other Warriors, losing 1D6 unmodified Wounds.
4 The water is refreshing.
5 The water has healing properties. The Warrior gains 1D6 Wounds.
6 The water has a strange effect on the Warrior. Roll 1D6 on the Magic Potion table on page 24 of the Roleplay Book to determine its effect. The effects will last for the next week only.
11 UNEVENTFUL WEEK
12 SACRIFICE
A loud cry alerts the Warriors and they hurry to find out the cause. Through the bushes, they discover a group of Saurus Temple Guard in front of a temple. A man, trussed up and blindfolded is being laid on a stone altar. The Saurus Warriors hold his arms, and one produces a wickedly sharp knife. If the Warriors decide to rescue the man, roll 1D6:
1 It is a trap. The Saurus release the man, and he steps down off the altar. He is actually a Chaos Sorcerer. In return for the help of the Lizardmen in luring the Warriors into the trap, he has offered to grant them the boon of Tzeentch. The Warriors must fight a battle with 1D6 Saurus Temple Guard, 1D6 Saurus Warriors, and 1 Master Chaos Sorcerer of Tzeentch
2 The Warriors barge through the bushes, thinking the battle easy, as they can only see 4 Temple Guard. Once through, they hear a roar from behind, and turning, are shocked to see a further 1D6 Temple Guard standing behind them. They are surrounded. Fight a battle with 1D6 + 4 Saurus Temple Guard. If it takes the Warriors more than 4 turns to kill the Temple Guards, the leader plunges the knife directly through the heart of the man lying on the altar, killing him. Otherwise, the Warriors rescue him. Instead of thanking them, the terrified man runs off into the jungle.
3 A random Warrior trips over a rock, alerting the Lizardmen to their presence . While the Warriors are helping the fallen Warrior up, the Lizardmen attack! Fight a battle with 1D6 Temple Guard. Treat them as if they had the Ambush skill. If it takes the Warriors more than 4 turns to kill the Temple Guards, the leader plunges the knife directly through the heart of the man lying on the altar, killing him. Otherwise, the Warriors rescue him. Although frightened, the man manages to thank the Warriors and offers them a small pouch of 1D6 x 20 Gold, his only belongings, in gratitude.
4 The Warriors leap through the bushes. At the same time, on the other side of the temple, so does another group of Warriors. The Lizardmen pick up their weapons and attack - half going for the Warriors and the remaining half attacking the other group of Warriors. Fight against 2 Temple Guards. When the Warriors win, they meet up with the other group of Warriors. If another Warrior wishes to join the party, now would be a good time to do so.
5 Just as the Lizardman is about to bring the knife down into the sacrifice, the Warriors act! Surprising the Lizardmen, the Warriors emerge from the trees yelling their battle cries. Fight a battle against 1D3 Saurus Temple Guard. If the Warriors win, the man thanks them and warns them of a trap that he fell for in the jungle, causing him to be in this situation. If the Warriors ever roll event number 13, then they know of the trap and will not be tricked.
6 The Warriors manage to fight off the Saurus Temple Guard and free the man. In return for their courage, he tells them the location of a great Treasure hoard. He has been unable to reach it because the chest is so heavy that it requires more than one person to carry it. The next time the Warriors need to roll for a hazard, go straight to event 28.
13 METAL GLINT
A random Warrior spies a glint in the undergrowth. If the Warrior wishes to take it, roll 1D6. On a roll of 1 to 3, the Warrior has just gotten his hand crushed by a lion trap. He must lose 1D6 unmodified Wounds and is at -1 Weapon Skill for the next adventure. Otherwise, he may gain 1 Treasure Card. If the Warriors have been warned of this trap from Event 12, treat this event as finding treasure automatically.
14 WEEKEND AT BERNIE'S
The jungle suddenly stops at a clearing and the Warriors spy a strange thatched cottage of Halfling design nestling neatly in the centre of it. An old woman and a young man, a Bretonnian from the looks of things, come out to greet their guests. The young man introduces himself as Baron von Bernie Stratón and the old woman as his mother. They have been living here for many years now, outcasts from a recent Bretonnian treasure hunt. While dining on roast fowl and coatl eggs, the Warriors notice that Bernie doesn't seem to be talking as much as he usually does. Roll 1D6.
1 Bernie is dead! The Warriors deduce that it was the mother who killed him. They quickly back out of the room and leave the evil witch behind to her fate. It is only then they realise that they have been poisoned. Each Warrior must lose 1 Permanent Wound.
2 The fact of the matter is that Bernie has died of food poisoning, and no one noticed. The old woman instantly accuses the Warriors of poisoning her son, and whacks them with her stick. Each Warrior must lose 1 unmodified Wound.
3 The Warriors enjoy a nice meal, but suddenly realise that they are wasting valuable time. Each Warrior gains 1 provision, but 1 Week must be added to the journey.
4-6 Oh dear! Bernie seems to have died somehow. His mother comes in and insists the Warriors stay at the house for the remainder of the weekend. She then proceeds to talk directly to Bernie. She doesn't realise that he is dead. Realising that the old woman would be heart broken if she knew her only son is dead, the Warriors instantly decide to stay the weekend and try to fool her into believing he is still alive. Roll 1D6.
1-3 The Warriors attach strings to Bernie's arms and legs, and proceed to move him around the room, lift his hands, and move his head whenever the old woman talks to him. Unfortunately, the ruse does not work. The old woman soon realises something is wrong, and bursts into tears. The Warriors must lose a point of non-Permanent Luck.
4-6 The Warriors attach strings to Bernie's arms and legs, and proceed to move him around the room, lift his hands, and move his head whenever the old woman talks to him. This process continues until the end of the weekend, when the local doctor (living in a nearby hut) arrives to check on the two of them. No doubt, Bernie will be resurrected without the old woman ever knowing he was dead. The Warriors leave the hut with the satisfaction of a job well done. Each Warrior may gain 1 non-Permanent Luck.
15 BOA CONSTRICTOR
While relieving himself beneath a tree, there is a sudden shaking of the branches and a random Warrior finds himself being squeezed to death by a great huge snake. The Warrior keeps rolling a dice until he rolls a 6. Each time he does not roll a six, the Warrior takes 1 unmodified Wound. If the Warrior reaches 0 Wounds, the constrictor swallows him whole. No amount of healing will save the digested Warrior.
16 HUNTED
An eerie feeling comes over the Warriors as they realise that they are being followed. Roll 1D6 on the following table:
1 With startling speed and ferocity a mighty black panther leaps from the trees and heads straight for a random Warrior, intent on ripping him limb from limb. That Warrior must roll 1D6 and add his Move and Initiative and get over 12, or he will be savaged before the other Warriors can intervene. He takes 4D6 unmodified Wounds, and a random piece of treasure is broken to fragments of its original size.
2 A whopping great lion makes straight for a random Warrior before the others can intervene. That Warrior must roll 1D6 and add Initiative and Move and get over 10, or he will suffer horrendous wounds totalling 3D6 unmodified Wounds.
3 The Warriors seem to be the prey of a wild cat. In its hunger, it has been forced to attack targets larger than itself. A random Warrior must roll 1D6 and add Move and Initiative and get 8 or over, or he suffers 1D6 unmodified Wounds.
4 A native of the surrounding jungle lands throws a jagged spear towards one of the Warriors. He must roll 1D6 and add Initiative and get 7 or over, or he will be hit by the spear for 2D6 modified Wounds.
5 The Warriors seem to be followed by a young skink, carrying a tiny blow dart and a few Poisson darts. A random Warrior must roll 1D6 and get equal to or under his Initiative or be hit by a dart. The dart causes 1D3 unmodified Wounds.
6 After carefully back tracking to discover who is following them, the Warriors realise it is simply a mischievous monkey who has taken an interest in the Warriors. They shoo it away and continue unhindered.
17 HOPELESSLY LOST
After many weeks of pushing on deeper and deeper into a vast jungle, the Warriors realise that they are lost. In fact, more than lost. Hopelessly lost would describe it better. Add 2D6 weeks to the journey. If this event is rolled again, the Warriors are still lost and must add a further 1D6 weeks, for a total of an additional 3D6 Weeks. Each time this event is rolled, add an additional 1D6 Weeks to the number of dice rolled. If the Warriors are unfortunate to roll this event 5 times in the one journey, they have become so lost that any hope of escape in non-existent. The entire party spends the rest of their lives walking through the thick jungles before they die of starvation.
18 GREMLINS
Suddenly, the Warriors are set upon by tiny green balls of rubbery flesh which fall from the trees and erupt from the earth. Each Warrior must roll 1D6 and add Strength. If the result is less than 7, the Gremlins make off with all the Warrior's provisions and bandages, and 2D6 * 100 gold pieces. If the result is 7 or greater, they only manage to steal 1D6 provisions, 1D6 bandages, and 1D6 * 50 gold pieces.
19 NECTAR OF THE GODS
In an open clearing in the jungle, the Warriors spy a small stone pedestal, upon which rests a tiny bronze goblet. A single Warrior may take a sip from the goblet by rolling 1D6.
1 The goblet contains stagnant rain water. The Warrior loses 1 unmodified Wound.
2 The goblet contains cool rain water.
3 The liquid has a strange tangy taste. The Warrior regains 1D6 Wounds.
4 Upon drinking the liquid, the Warrior is infused with great energy. He gains a roll on the Wizard's Magic Potion Table on page 24 of the Roleplay book.
5 The liquid is indeed some form of powerful concoction, but if it was left by the Gods is uncertain. The Warrior gains 1 point of either Strength, Initiative or Toughness. This addition lasts for the next adventure only.
6 The substance in the goblet fills the Warrior with great power. Once next adventure, he may nominate a creature and shoot a ball of god-like power towards it. The monster's statistics are immediately halved, rounding up. If this is not used, it is wasted. In addition, the Warrior gains a permanent point of Initiative.
20 BIRDS OF PARADISE
The sounds of singing birds reach the Warriors. Looking up into the sky, they see a small flock of magical birds, waves of energy radiating out from them. Any magic-users in the party can immediately gain 2D6 points of permanent power, which can be added to his Power Pool. Unfortunately, this sudden surge of energy may be too much for the Warrior. For each point of power over 5 gained, roll 1D6. For each dice that scores a 1, the Warrior loses 1 Permanent Wound.
21 OLD BRIDGE
The Warriors arrive at a large chasm, which stretches to the east and west for countless miles. There will be no going around this obstacle. Fortunately, not too far off, is a rickety bridge, barely hanging on. It's over this that the Warriors must travel. If any Warrior can get across by some other means, such as flying, or teleportation, they may do so. The others Warriors must cross by the bridge. Each Warrior must roll a number of dice equal to 6 subtract their Initiative. For each dice that comes up as a 1, a plank of the bridge has broken and the Warrior must lose 1D6 unmodified Wounds or a random piece of Treasure as he struggles to keep his grip (Warrior chooses). If the Warrior does not have to roll any dice, then he is too agile, and the bridge will take his weight. Any Warrior that is reduced to 0 Wounds topples into the chasm and is never seen again, except by the vultures who pick his bones.
22 UNEVENTFUL WEEK
23 DELICACIES
The Warrior encounter a large grove full of strange tropical ferns. Growing on each fern is a number of greenish white fruits. Each Warrior may take 1D3 of the fruits. Whenever a Warrior wishes to eat a fruit, roll 1D6 on the following table for its effect.
1-3 Unfortunately, the fruit was not actually a fruit, but a form of spider's nest. Thousands of tiny, green spiders erupt into the Warriors mouth and onto his chin. Choking and frantically trying to remove them, the Warrior loses 1 Permanent Wound, and a point of Luck, which is regained next adventure as usual.
4-5 The fruit is quite tasty, and the Warrior gains 4 Wounds.
6 The fruit has magical properties which heal the Warrior to full Wounds and increase his Toughness by 3 for the remainder of this adventure. In addition, he also gains 1D3 Permanent Wounds.
24-27 PYRAMID CITY
Without warning, the Warriors emerge from the depths of the jungle and come face to face with a vast Lizardman Pyramid City. Small huts made of mud and grass litter the countryside as far as the eye can see, and standing directly in the middle is a mighty Pyramid. The Warriors can explore the city if they wish, and look for treasure. Each Warrior rolls 1D6 to see where he begins his search.
1 Spawning Pond
2 Skink Barrio
3 Central Plaza
4 Saurus Training Plaza
5 Lesser Mage-Priest Pyramid Temple
6 High Mage-Priest Pyramid Temple
Each Warrior now rolls another D6 on the appropriate table to see what they find, if anything.
Spawning Pond
1 Upon crossing the walkways that lead into the city, and keeping very quiet so as to not avoid the Saurus Guards, the Warrior tip toes towards a Skink Spawning Pond that is surrounded by a low stone wall. Looking in, the Warrior is shocked to see many large piranhas leap towards his face, causing 3D6 unmodified Wounds. In addition, the Warrior is captured and must roll on the Lizardman Prisoner Table.
2 Taking care not to alert the Saurus Guards, the Warrior heads towards a Skink Spawning Pond which seems to be relatively quiet. Leaning over the small stone wall, he comes face to face with a small piranha, which proceeds to take a chomp out of the unfortunate Warrior for 1D6 unmodified Wounds. If the Warrior had a helmet, this is reduced to 1D3 unmodified Wounds.
3 The Warrior makes his way towards a rather small, murky swamp. Thick vines lie in abundance near the edge of the swamp. It looks as if it hasn't been used in decades for any Lizardman spawnings. There is nothing of interest near the boundaries of the swamp, but if the Warrior wishes he may wade into the murky depths. Roll 1D6 for each point of Move he has. For each dice that rolls a 5 or a 6, the Warrior has pushed his way forward. If the Warrior manages to roll three 5's or 6's, he has come upon a small patch of a rare root called Comfrey Root. There is enough for 1D3 pieces to be taken. If eaten just before the Warrior takes Fatal Damage, or Poison, or any damage that will cause permanent harm when he is reduced to 0 Wounds, the effects are ignored, but he is still reduced to 0 Wounds and must be healed as usual. Wether or not the Warrior managed to reach the centre of the swamp or not, roll 1D6. A roll of 1 or 2 indicates that the Warrior has been caught wading through the sacred Spawning Pond and is captured. He must roll on the Lizardman Prisoner Table.
4 The Warrior spends a good half hour rummaging through the depths of the nearest swamp. He finds nothing but a piece of mouldy bread. If eaten, it will cause the Warrior to lose 1 Initiative for the next adventure, but he will gain 1 Wound. Now roll 1D6. On a roll of 1, the Warrior has been captured and must roll on the Lizardman Prisoner Table.
5 A group of Saurus Guards pass the concealed Warrior just as he was about to emerge from his hiding place. While waiting for them to pass, the Warrior accidentally dislodges a piece of stone from the Lizard Sphinx statue he was hiding behind. He is amazed to locate a hidden pouch with 2D6 * 10 gold pieces in it.
6 As he begins to emerge from hiding, the Warrior notices that there is a strange ceremony occurring at the edge of one of the spawning pools. Taking a closer look, he is disturbed to realise he is a witness to a Lizardman Spawning ritual. Roll 1D6. If the roll is a 1 to 4, the Warrior is caught watching the proceedings and is thrown in jail. He must roll on the Lizardman Prisoner Table. If the result is a 5 or a 6, he manages to catch the entire ritual, complete with the offerings left to Sotec, one of the Lizardmen Gods. After the ceremony, the Warrior deviously runs onto the scene and grabs all the goods. He gains 2D6 * 50 gold pieces and 1 Treasure Card.
Skink Barrio
1 The Warrior strides boldly into the centre of a busting bazaar, which is currently populated by many many (many) Skink Craftsman and Labourers. They immediately call the guards, and the Warrior is beaten senseless for 3D6 modified Wounds. He must roll on the Lizardman Prisoner table.
2 The Skink populated area of the city is currently quite active. Must be market day or something. Unfortunately, the area is quite heavily guarded, and the Warrior is chased through the streets by two or three patrols of Temple Guards. The Warrior must lose 2 unmodified Wounds due to dehydration as he spends hours constantly running and hiding and roll 1D6. A roll of 1 to 3 indicates the Warrior has been caught and must make a roll on the Lizardman Prisoner table. Any other roll indicates freedom.
3 As the Warrior rounds a corner, he comes faces to face with a mighty Stegadon, tethered to a stone wall with many pieces of sturdy rope. The beast gives a startled cry, alerting the Saurus Guards. Smacking the beast across its front horn in annoyance, the Warrior flees the city with no loot.
4 In one section of the barrio, there stands a lone hut, with no sign of occupancy. Taking a closer look, the Warrior finds a table full of useless Skink tools, such as hammers, nails, plaster moulds and square sheets of bronze metal. After making a thorough search, the Warrior emerges from the hut with a collection of 1D6 * 5 gold pieces, and a Trance Stone.
5 An elderly Skink Labourer spots the Warrior hiding in the bushes at the base of his home, and, being a bit short sighted, mistakes him for a tall Skink Warrior. He invites the bewildered Warrior into his hut. Once inside, the Warrior is fed rice cakes, given honey wine, and told to take his boots off and be comfortable. If the Warrior can understand Skinkian, then with sudden loathing he realises that the aged Skink wants the Warrior to be his grand daughter's mate. The old Skink presses an offering into the Warriors hands and says to give it to his grand daughter as a wedding present. Take a Treasure Card. The Warrior then leaves the old Skink alone with his mutterings and flees the city before he is forced to do unspeakable acts with a girl Skink. If the Warrior does not understand Skinkian, he believes the old Skink is trying to trick him while the Guards are called. Knocking him over, the Warrior charges out of the hut and flees the city in haste.
6 This particular section of the barrio seems to be deserted. In one section there is a collection of tiny Spawning swamps, and in another there are many Skink homes, no doubt full of glorious treasure for the courageous Warrior to plunder. He investigates thoroughly and leaves the city with a big grin and a bag of 2D6 * 200 gold pieces, an a Treasure Card.
Central Plaza
1 Taking his time, the Warrior decides to head to where the action is, and thus locate as much booty as possible. He is about to make a run for it and hide behind a large obelisk in the centre of the city when he is suddenly pushed from behind by a large group of Skink spectators. He is soon gathered up in a large, cheering crowd as a mighty war host parades in the Central Plaza before heading off to war. Guards soon notice the anomaly, being the Warrior, in the crowd, and arrest him, causing a major riot. The Warrior is severely beaten and left to die, as the riot police take charge of the situation. The Warrior will die unless another Warrior is also searching the Central Plaza, or even a Skink Barrio. He must be placed on 0 Wounds and healed as usual.
2 There seems to be some kind of ritual being performed in the centre of the plaza, centred around a large stone pit. The Warrior takes cover behind a stone outcropping and watches. He realises that a large group of armed Saurus' are about to sacrifice a human to some Lizardman God, probably Sotec, the main Lizard Deity. If the Warrior wishes to attempt a rescue, roll 1D6. A roll of 1 to 5 indicates that the Warrior fails to free the prisoner, and gets himself caught in the process. Roll on the Lizardman Prisoner table. A roll of 6 indicates success. The Warrior causes enough of a commotion to set the prisoner free. Unfortunately, the prisoner doesn't seem very grateful and he flees into the undergrowth, never to be seen again. The Warrior, too, makes his escape. If the Warrior does not attempt to free the prisoner, it gnaws at his conscious. He must lose 1 point of Luck, which is regained in the usual way next adventure.
3 There just seems to be far too many Lizardmen roaming the area. The Warrior decides to try his luck elsewhere. Roll again on the table to see where the Warrior searches.
4 Set up in the middle of the plaza, for the entertainment of the wealthy Mage-Lords are various sculptures, created by famous Skink Artists. Most are made from bronze and stone, but one or two are made from gold and silver, rare metals in this land. If the Warrior wishes, he may attempt to steal one of the statues. Roll 1D6 and add Initiative. If the roll is greater than or equal to 8, the Warrior manages to steal one without to much concern. Now roll another D6. On a roll of 4 to 6, the statue is gold, and worth 1D6 * 100 gold pieces at a Settlement. On a roll of 1 to 3, the statue is stone or bronze, and totally worthless. If the Initiative roll is less than 8, the guards catch the Warrior, beat him for 2D6 modified Wounds, and throw him in jail. Roll on the Lizardman Prisoner table.
5 A fairly large retinue of guards is patrolling the streets of the plaza. Supported on a large wooden bar is a bronze cage, barely large enough for a human to fit inside, let alone a Lizardman criminal. The sorry looking Saurus stares out gloomily into the gathering on onlookers, and is ignoring the pelting he is getting from rotten fruit and vegetables. The Warrior decides to set the unfortunate Saurus free. In the ensuing battle that follows, the Warrior takes 3D6 modified Wounds, but manages to free the sorrow fellow. The two of them escape into the wilderness, followed closely by numerous guards. The Saurus prisoner seems grateful at being set free, and the Warrior is surprised that he can talk basic Common. He expresses his interest in travelling with the Warrior for a certain amount of adventures. The Warrior can agree or not. The Saurus has the same statistics as a normal Saurus Warrior. He is controlled by the Warrior who rescued him. Any gold the Saurus gains from killing monsters, he gives to the Warrior. The Saurus moves in order of Initiative as normal. Do not place a counter in the container for the Saurus. Monsters only attack the Saurus if they can reach no other Warrior. At the end of every adventure, roll 1D6. On a roll of 4 to 6, the Saurus decides to continue travelling with the Warrior. On a roll of 1 to 3, he tires of the adventuring life, and takes his leave.
6 The Warrior decides to spend some time admiring some of the glyphs that are carved into the stones of the plaza, from a safe distance, of course. Roll 1D6 and add Willpower. On a roll of 9 or more, the Warrior begins to see a common theme in the glyphs. Congratulations. The Warrior has learnt the Pictorial Glyph Language.
Saurus Training Plaza
1 The Warrior decides to investigate a large open area to the south of the Central Plaza, where many Saurus are hard at training. Unfortunately, the wind carries the Warrior's scent directly into the plaza. It's not long before the Warrior is captured and thrown into the jail to await his fate, after being beaten savagely, of course, for 3D6 modified Wounds. Roll on the Lizardman Prisoner table.
2 The Saurus training Plaza seems to be deserted. The Warrior begins his search for goods, only to be rudely interrupted by a spear point directed at his head. The Warrior is thrown into jail. Roll on the Lizardman Prisoner table.
3 While waiting for an opportunity to plunder and steal from the innocent Saurus' just going about their training, the Warrior snags his gold pouch on a stone ledge, and only realises he is losing hoards of cash after 2D6 * 100 gold pieces are discovered missing. Cursing his ill luck, the Warrior mumbles something about bank fees and having to cart his entire fortune around with him and vanishes back into the undergrowth, to await his companions.
4 During a break in the training session, the Warrior slips into the plaza and scrounges around for treasure. He manages to locate a single bronze spear. The spear can be used in the same way as a normal spear, except after every successful hit, roll 1D6. A roll of 1 indicates the bronze spear has broken, and is useless.
5 A fairly wealthy Skink barrister is also watching the training. Roll 1D6. On a roll of 1 to 3, the Skink soon tires of the match and leaves. Eventually, night falls, and the Warrior grows tired of waiting, so he departs. On a roll of 4 to 6, the Skink departs in utter disdain, but accidentally drops a pouch of 2D6 * 100 gold pieces on the ground. The Warrior grabs it before he notices it is missing.
6 Today, of all days, seems to be the day for the elite Saurus champions to train. Each has brought all their magical artefacts to the plaza. If the Warrior wishes, he may attempt to steal an item. Roll 1D6. On a roll of 1 to 3, the Warrior is spotted, and chased into the undergrowth. On a roll of 4 to 5, the Warrior manages to snatch a single Treasure card from one of the weaker champions. On a roll of 6, the Warrior nicks a mighty item of treasure. Take an Objective Room Treasure card.
Lesser Mage-Priest Pyramid Temple
1-3 The Warrior boldly steps from his cover and makes his way towards the entrance of a small pyramid temple, as if he knows where he is going. Unfortunately, his ploy fails to work, and he is promptly captured and thrown in jail. Roll on the Lizardman Prisoner table.
4-6 Taking a deep breath, the Warrior heads towards a small temple. For some reason, it seems to be unguarded and unlocked. He sneaks in. In a large central chamber, the Warrior discovers a group of Skinks being taught how to speak by a larger, more masculine Skink. After listening for a few hours, the Warrior is lucky enough to pick up the basics of the Skinkian Language. The Warrior has learned the Skinkian Language.
High Mage-Priest Pyramid Temple
The only way into this heavily guarded place is through the front door. The Warrior pretends he is a welcome guest, a human missionary, in fact, and the Mage-Lord is expecting him. If the Warrior can speak Skinkian, roll 1D6. On a roll of 4 to 5, the Warrior is very lucky. He is ushered into the chambers within. Roll 2D6 on the following table to see which room he has the time to explore. If he rolls a 1 to 3, he is not believed, but, just in case, he is not troubled any further. The Warrior departs. If the Warrior does not understand or speak Skinkian, his attempts at conversation are not very well received. The Warrior is beaten for 2D6 modified Wounds and thrown in jail to await his dastardly fate. Roll on the Lizardman Prisoner table.
2 Tomb Chamber. The Warrior enters what appears to be a large chamber devoted to the resting of the dead. Many mummified corpses rest in open sarcophagi. The Warrior has a field day looting the treasures of the long dead. Take 1D3 Treasure cards, 1 Objective Room Treasure Card and 3D6 * 100 gold pieces.
3 Calendar Chamber. The Calendar chamber is where the passing of time is recorded as vast scrolls upon which Skink scribes record the doings of their Mage-Lord ruler. The room is often only found by secret door, and the Warrior is fortunate enough to have stumbled across it. The Warrior may take 3D6 * 100 gold pieces and a Treasure Card.
4 Chamber of Sacred Plaques. What a place to find! This is the room where the ancient plaques of Lizardman history, stolen by a Bretonnian treasure seeking party many years ago, should have rested. Each Mage-Lord Temple had room to store one of these sacred plaques. Only a few remain. Most of them are lost in the Old World, never to return to Lizardman hands. Anyway, enough babbling! Roll 1D6. A roll of 5 or 6 indicates that the Warrior is in a temple pyramid that still has the golden plaque placed in its resting place on the wall. He may pry it lose if he has Strength of 4 or more, and keep it. The plaque can be sold for 1D6 D6 * 100 gold pieces at a settlement. If the plaque is not in the temple, the Warrior still manages to take a few trinkets, worth 1D6 * 50 gold pieces.
5 Palanquin Chamber. Oh dear! The Warrior seems to have stumbled into the throne room of the resident Mage-Lord. If the Warrior can speak Slann, he can explain to the Mage-Lord his mistake, and back out of the room hastily. Otherwise, the Warrior is tossed into the jail. Roll on the Lizardman Prisoner table.
6 Terradon Perchery. After being dumped upon many large winged beasts, the Warrior decides not to tempt them any further, and backs out of the room.
7 Shrine of Sotec. A large group of Saurus Warriors are worshiping their favourite god here. The Warrior is chased out after a few harrowing minutes of trying to explain his presence. The Warrior must lose 1D6 unmodified Wounds.
8 Collapsed Chamber. Hmmmm! Dead end. Roll again on this table, adding 1 to the result.
9 Saurus Spawning Caverns. There is absolutely no treasure to be had here what-so-ever. What a complete waste of time! But wait! Suddenly, a strange old Skink Shaman approaches the Warrior from within the cavern. He presses a scroll into the Warrior's hand and runs back into the cave. "And don't take too long reading that scroll. They will be ready for there first lesson soon." Strange Skink. Upon opening the scroll up, the Warrior realises it is the entire Saurus Language. The Warrior now knows how to read and speak Crude Saurian. (That's quite an accomplishment, considering the Saurian language consists of fearsome roars and blood curdling battle cries.)
10 Saurus Barracks. The Warrior walks proudly into the Saurus Barracks, and finds dozens of the Lizardmen sitting down sharpening their weapons. They don't seem to mind the Warrior's presence much. Roll 1D6. A roll of 1 indicates that they suddenly change their mind, and attack the Warrior. Have a battle with 1D6 Saurus Warriors. Good luck! Take treasure as usual. If anything but a 1 is rolled, the Warrior spends time learning Saurus combat tactics. Whenever the Warrior is in combat with any sort of Lizardman (Skinks, Saurus, or Slann), he may do an extra Damage Dice, and his Weapon Skill is treated as being 3 higher than his current Weapon Skill.
11 Astral Shaft. Whoa! The Warrior spends long hours staring up into space at the planets and asteroids as they pass by. Never before has the Warrior experienced such a thing. He may gain 1 point of Luck, permanent. A Bretonian Knight may gain 1D50 Honour points, and a Witch Hunter may gain 1D6 Permanent Faith Points, in addition to the Luck.
12 Treasure Chamber. Oh, how unfortunate that the guards to this wondrous treasure trove are no longer at their posts. Gold lies everywhere in the room, and parts of magical artefacts lie uncovered amongst the vast wealth. Perhaps the Warrior had better assist in the cleaning up. The Warrior may take 10D6 * 150 gold pieces, 1D3 Objective Room Treasure Cards (Ooohhhh!) and 1D6 Treasure cards. In addition, the Warrior finds 1D3 scrolls, each of which details one of the following languages. The Warrior learns these languages before the scrolls magically crumble to dust.
1-3 Skinkian
4 Crude Saurian
5 Pictorial Glyphs
6 Slann.
Lizardman Prisoner Table
Whenever the Warrior is required to roll on the Lizardman Prisoner table. Roll 1D6 on the following table.
1 The authorities wake the Warrior up at the crack of dawn, placing his hands and feet in thick manacles, and escort him to the Central Plaza. There he is placed in a large mass of about one hundred Skaven prisoners, to await his fate as a sacrificial offering to the Great God Sotec. The Warrior's adventuring days are over.
2 The Warrior is beaten savagely, but is not offered as a sacrifice to Sotec as is the normal procedure for things. Instead, he is cruelly tortured for the amusement of the Mage-Lord (Most Mage-Lords are above this sort of gross cruelty, but oh well.), and his tattered body is thrown into the jungle to feed the tigers. The Warrior must lose 1D6 Permanent Wounds.
3 After stripping the Warrior of all his gold, equipment and magical items, the jailers toss the Warrior into the surrounding jungle. At least the Warrior still has his life, I guess.....
4 The Warrior spends the day and night waiting patiently for the outcome of his prison term, but nothing much seems to be happening. Roll again on this table, adding 1 to the result. These additions are cumulative.
5 A careless guard accidentally left the cell door unlocked. Roll 1D6 and add Initiative. If the result is 7 or more, the Warrior manages to escape with his freedom and all his booty. Any other roll, and the Warrior fails to escape. He is beaten for 2D6 modified Wounds, and must roll again on this table.
6 A fellow prisoner offers the Warrior a Treasure Map for sale, for 1D6 * 50 gold pieces. When the next Objective Room is reached, the Warrior may gain an additional 1D6 * 100 gold as his reward. And what's this? Some careless, foolish even, Saurus guard has left the cell door wide open. The Warrior escapes into the night, never to be seen again, until next time he is captured and forced to roll on this table.
28 UNDERGROUND CAVE
The Warriors encounter a small cave entrance in the jungle undergrowth. If the Warriors wish to enter it, roll 1D6.
1 The ceiling suddenly gives way and crushes 1D3 random Warriors for 3D6 modified Wounds. In addition, the Warriors are now trapped inside for 1D6 days, before they can tunnel their way out. Warriors must eat one provision per day; for each day without a provision, a Permanent Wound must be lost.
2 The cave is home to a group of monsters. Roll on the Dungeon-Level table 1D3 times higher than the current Warrior's Battle-Level and have a battle.
3 At the back of the cave, a random Warrior finds 1D6 * 5 gold pieces.
4 At the far end of the subterranean cavern, the Warriors manage to gather enough gold for a total of 1D6 * 50 gold pieces each.
5 A random Warrior locates a Treasure Card.
6 Each Warrior locates 1D6 * 100 gold pieces and a Treasure Card.
29 ARABIAN GRAVEYARD
After pushing through into a clearing, the Warriors arrive at a small grave site, where rough headstones made of carved wood and branches sit at the top of small mounds of dirt. A small, mouldy sign post which has seen better days stands lop-sidedly in the mud, indicating that this is a small graveyard where the dead of a long forgotten Arabian expedition are buried. Roll 1D6.
1 The Warriors are shocked to see the vast majority of the graves heave upwards, and a gathering of Zombies launch themselves towards the Warriors. Fight a battle with 4D6 Zombies. No treasure of any sort is gained for the battle, and there are too many of them for the Warriors to even attempt an escape.
2 The entire site seems to be infested by some kind of contagion. Each Warrior rolls 1D6. On a roll of a 1, the Warrior has contracted the disease. He must lose 1 point of Toughness and Strength, permanently. If he pays 1D6 * 500 gold pieces when he is in a Town or City, he can cure the disease and regain the lost points.
3 The Warriors disturb a creature, who is feeding from the bodies in the graves. Fight a battle against 1 Salamander. Do not gain Treasure for the battle.
4 The graveyard is calm and peaceful.
5 One of the graves is almost uncovered, ravaged by some animal. A random Warrior finds a single golden Trinket hidden in the mud. This Trinket can be offered instead of giving Gold for events that require the Warrior to hand over gold. Roll 1D6. On a 1 to 3, the Trinket is not accepted. On a roll of 4 to 6, the Trinket in taken instead of gold.
6 A random Warrior finds a Treasure Map on one of the uncovered rotting bodies. Next Objective Room, the Warrior may take an extra 1D6 * 100 gold pieces.
30 SWAMP
The jungle gives way to a thick, murky swamp. Strange gasses surround the Warriors, and cries of strange beasts echo off the surrounding gnarled vegetation. The Warriors must press on ahead regardless. Roll 1D6.
1 The gasses are very poisonous indeed. The Warrior must each lose 1 point of Strength. This point can be regained only if the Warrior pays 1D6 * Battle-Level * 200 gold pieces at a City or Town.
2 A random Warrior is suddenly pulled beneath the surface. Roll 1D6 and add Initiative and Strength. If the result is 13 or greater, the Warrior manages to free himself with no harm done. Otherwise, the Warrior must lose 2D6 unmodified Wounds and a random piece of Treasure.
3 A random Warrior slips in the slippery mud, and gains a mouthful of disgusting water. He must lose 1D3 unmodified Wounds. Roll another D6. On a roll of 1, the water was infected with all manner of diseases. The Warrior must lose 1 Permanent Wound.
4 While far from pleasant, the swamp has no other effect than to dampen spirits and to add another Week to the journey time.
5 The swamp soon gives way to the healthy vegetation of the jungle once more. No lasting harm occurs.
6 A random Warrior finds a dusty bottle of a strange liquid hiding amongst the swampy foliage. When drunk, the Warrior may gain a roll on the Wizard's Magical Potion table on page 24 of the Role-Play book.
31 MONKEYS
While setting up camp in a small clearing, a large coconut suddenly hits a random Warrior on the head for 1 unmodified Wound. Now roll 1D6.
1 A group of mischievous monkeys leap from the trees and land amongst the Warriors possessions. Each Warrior loses 1D3 randomly chosen pieces of treasure before they can do a thing.
2 A group of villainous monkeys leap from the trees, and grab the Warriors hard earned goodies. Each Warrior must lose 1 randomly determined piece of Treasure.
3 A single monkey jumps from the trees and lands directly in front of a random Warrior's gold pouch. Roll 1D6 and add Initiative. If the result is 7 or more, the Warrior is quick enough and grabs his booty. Otherwise, the monkey runs off into the jungle with the pouch. The Warrior loses all his gold.
4 Suddenly, a huge stream of rocks and pebbles assail the Warriors from the trees. Each Warrior must roll equal to or less than his Initiative on 1D6 or lose 1D6 unmodified Wounds.
5 A single monkey smiles evilly down from a very tall jungle tree. He then vanishes into the jungle once more.
6 A small monkey, marmoset size, lands neatly on a random Warrior's shoulder, and makes himself at home. It seems the Warrior has gained a companion. Once per combat, the monkey may attempt to steal a single Monster Magic Item or Monster Magic Weapon. To do this, he must be adjacent to his victim and roll 5 or 6 on 1D6. The Warrior can not use any item stolen, but neither can the enemy. In addition, if the Warriors are ambushed, roll 1D6. On a roll of 4 to 6, the shrill cry of the monkey alerts the Warriors, and the monsters forfeit their ambush attack. At the end of each adventure, roll 1D6. On a 1, the monkey departs the saddened Warrior. Fare thee well, old friend!
32 MOSQUITOS
The stifling heat brings out the perspiration in the Warriors, and this in turn attracts thousands of tiny, annoying mosquitos. Each Warrior rolls 1D6. Take this many unmodified Wounds. Roll another D6 for each Warrior. A roll of 1 means the Warrior has been infected, and must lose 1 Permanent Wound.
33 UNEVENTFUL WEEK
34 MUD POOLS
The Warriors encounter a small collection of boiling mud pools. Mud spurts up from them every few seconds. The heat they give off is astounding. Each Warrior rolls 1D6. A roll of 1 indicates carelessness as the Warrior tumbles into one of the pools for 5D6 unmodified Wounds. If this takes him to 0 or below Wounds, he is burnt to a crisp and beyond healing.
35 ANCIENT GATEWAY
Standing in the midst of a clearing is a large stone archway, cracked and on the verge of crumbling. If one of the Warriors can understand Pictorial Glyphs, then they tell the other Warriors that it is an ancient gateway to other worlds, once used by the Old Ones as a means of Inter-stellar transport. Perhaps the powerful magic is still working.... If the Warriors wish to step into the gateway, roll 1D6. (The Warriors can not operate the gate if no one understands Pictorial Glyphs)
1 The gate suddenly collapses onto the Warriors, causing 1D6 unmodified Wounds to all. Hmmm.....
2 The gateway no longer works, which comes as no great surprise, really.
3 A mighty surge of power surrounds the Warriors, and they find themselves in the centre of a large Pyramid City. Each Warrior is immediately arrested and thrown in jail. Roll on the Lizardman Prisoner table for each Warrior (Event 24-27)
4 A mighty surge of power surrounds the Warriors, and they find themselves back at the dungeon entrance. They must begin their journey again.
5 A mighty surge of power surrounds the Warriors, and they find themselves in the centre of a bustling Old World city.
6 A mighty surge of power surrounds the Warriors, but nothing seems to be happening. Suddenly one of the Warriors begins to think of a destination, and the Warriors are immediately teleported to it. The Warriors may go to any place they wish, whether this be an Old World dungeon or city, Norsca, or anywhere they wish. In GM moderated games, the GM may also allow other destinations, if he is kind and willing to do a bit of extra work. For example, the Warriors may wish to go directly to the final Objective Room for the battle. Or even to another planet entirely, if the GM wishes to create new rules for such an occurrence. Or maybe even to the lost country of Nehekhara.
36 NATIVES
The Warriors encounter a small settlement of black women and men who seem to be hard at work creating weapons and shields. Roll 1D6. A roll on 1 means that the Warriors are attacked by the natives, who consider them a threat. Have a battle with 3D6 people with the same statistics as a level 3 Barbarian, without the Berserk ability. No treasure is gained for the combat. Any other result means the natives are willing to trade gold for any weapons and shields the Warriors may have. For each weapon or shield given to the natives, the Warriors gain 1D6 * 100 gold pieces in return. This can include magical weapons and shields also. This place seems to be very rich for such a simple settlement.
37 HIDDEN VALLEY
Suddenly, the ground drops out from beneath the Warriors and they tumble head first into a vast tropical wonderland. A blue river runs through the middle of lush, fertile grasslands. Fruit trees of all types line the river, and bright coloured birds fly overhead peacefully. The Warriors immediately regain 2D6 lost Wounds. For the remainder of the journey, the Warriors continue travelling through this strange valley. In addition to any other rolls made each Week, roll once on this table.
1-3 Nothing happens.
4-5 The Warriors find a cool place to rest and can recover 1D3 Wounds.
6 The Warriors spend the rest of the day relaxing in the cool spray of a magnificent waterfall. Each Warrior may gain 1D6 Wounds and 1D3 provisions.
38 PESTILENCE
The Warriors have emerged onto the remains of a Skaven Lizardman battle ground. Bodies litter the ground of both ratmen and Lizardmen. Roll 1D6. A roll of 1 to 2 indicates a random Warrior has contracted a deadly Clan Pestilens plague released here during the battle to destroy the Lizardmen. The Warrior loses 1 Wound per Week in the wilderness, and 1 Wound per turn in the dungeons. When the Warrior is reduced to 0 Wounds (from the plague or another source of damage), he will immediately go into an agonising spasm, which will reduce his Strength by 1 permanently. He may be healed as usual. When the Warrior reaches 0 Strength, he has succumbed to the plague and died. The plague can be cured at a local settlement for half the Warrior's gold, but any lost Strength is not regained.
39 STAMPEDE
A large herd of Stegadons suddenly charge out of the jungle and head straight for the Warriors. Each Warrior must roll 1D6 and add Initiative. If the result is 9 or more, the Warrior is safe, otherwise he must lose 3D6 modified Wounds.
40 QUICKSAND
A random Warrior suddenly finds himself sinking into Quicksand. If any other Warrior has a rope, he is immediately pulled out. Otherwise, he must roll 1D6 and add Strength. If the result is 7 or more, the Warrior pulls himself out safely. If the result is less than 7, the Warrior must lose 1 item of random treasure and try again. When the Warrior has no treasure left, he will lose 1 Permanent Wound instead.
41 RAKSHASSA
The night is peaceful, until a gaseous mass from a nearby swamp begins to solidify into a human form. The Warriors prepare for battle against the strange apparition. It has the head of a tiger, and wears long, tan coloured robes. If it wasn't for the tiger-like face, the creature could have been the spirit of an Arabian warrior. Roll 1D6.
1 The Rakshassa raises his hand, and the air shimmers. If there is a wizard in the party, he will immediately lose 1 random spell. The creature has drained the magic away from the wizard. If there is no wizard, nothing happens, and the Rakshassa, a puzzled look upon his face, vanished into the darkness.
2 With a mighty roar, the Rakshassa speaks. "Why have you invaded by domain?" He immediately raises his hands and summons 1D3 groups of monsters from the appropriate Dungeon-Level to do battle with the Warriors. Gain no treasure for the combat. The Rakshassa will join in the fight. He has the following statistics and abilities.
|
Wounds: |
35 |
|
Move: |
5 |
|
Weapon Skill: |
7 |
|
Ballistic Skill: |
2+ |
|
Strength: |
4 |
|
Toughness: |
4 |
|
Armour: |
- |
|
Initiative: |
6 |
|
Attacks: |
3 |
|
Willpower: |
5 |
|
Damage Dice: |
2D6 |
|
Gold: |
630 |
Special Rules
Ambush, Magic 2+; Dodge 6+; Ethereal -1; Magic Weapon; Magic Drain 5+
3 The creature speaks, its voice a low, guttural slur. "I wish that item for myself." The Rakshassa is pointing towards a random Warrior's random treasure. If the Warrior does not give the item away, he will suffer the loss of 1D6 unmodified Wounds. If this takes him to 0 or less Wounds, he is dead.
4 The Rakshassa takes an interest in a random Warrior, and begins talking to him in a strange, magical voice. By the end of the night, the Warrior has learned 1 new language, of which he may choose from the following.
Skinkian
Crude Saurian
Pictorial Glyphs
5 Apparently, this strange apparition has been appointed here by a little known God that is no longer worshipped in Lustria, known as Jabbel-Sag. The tiger spirit is the guardian and guide to all of the surrounding lands. The Warriors learn of what lies ahead of them, and how to take a short cut. They may ignore 1D3 hazards rolled on this table during this journey only. Ignored hazards are treated as Uneventful Weeks. In addition, the journey is shortened by 1D6 Weeks.
6 Strangely enough, the ancient undead tiger spirit is friendly, and spends the entire night deep in conversation with the Warrior with the highest Willpower. That Warrior may gain a point of non-permanent Luck, 1 point of permanent Willpower, or may learn the ancient language of the Slann.
42 PYGMY
The trees part before the Warriors and a little chap with loin cloth made of leopard hide and wooden spear emerges. He begins to jump up and down before the Warriors, confusing them totally. The Warrior with the highest Willpower should roll 1D6. If he rolls a 5 o 6, he finally understands what the cute chappie is wanting. Help! Roll 1D6 (Only if the Warriors can understand what he wants!)
1 The pygmy wants protection from the vast number of Saurus hunters chasing after him. The Warriors are suddenly assaulted by 2D6 spears each, each causing 1 unmodified Wound. The pygmy is slaughtered in the process. Fight a battle with 2D6 Saurus Warriors, but gain no treasure from the battle.
2 A mighty Stegadon crashes through the trees and skewers the pygmy on his long horn. Each Warrior takes 1D6 unmodified Wounds as they leap out of the way.
3 The pygmy wants help with a large black panther which has been pursuing him through the jungle. A random Warrior decides to seek the beast out and put an end to its life, thus saving the pygmy. Unfortunately, the panther is too quick, and leaps from the trees on top of the Warrior, causing 1D6 unmodified Wounds before taking the pygmy in its mouth and racing into the jungle.
4 The pygmy needs help in tying his boot lace. Nothing more, nothing less.
5 Taking a small pouch from his person, the pygmy opens it up to reveal a tiny collection of gold pieces. He thrusts them into a random Warrior's hands before asking for 1 provision. The gold totals 1D6 * 20 coins. If the Warrior does not give the pygmy a provision, he does not get the gold.
6 In exchange for giving the pygmy a Treasure card, a random Warrior may take 1D3 treasure cards of the same type.
43 OPAL MINE
Deep within the jungles of Lustria, the Warriors come across a group of Amazon women instructing and commanding a group of male slaves to descend deeper into a mine which sits in the hill side. If the Warriors wish, they can spend a bit of time investigating the mine in the hopes of gaining treasure. The Warriors may each gain 1D6 rare opals each. The opals are worth 1D6 * 100 gold pieces apiece, and can be traded at a settlement for gold. Now roll 1D6 for each opal a Warrior has found. If any dice score a 1, a group of Amazon guards notice the Warrior pilfering the opals, and see to his demise. For each dice that scores a 1, the Warrior must fight a group of 2D6 Amazons and 1 Amazon Priestess. The Amazons and the priestess gain Ambush for this battle. Note that the Warrior must fight all Amazons combined himself. So if he gains three opals, and rolls 2 ones, then he must fight a battle against 4D6 Amazons and 2 Priestesses. The other Warriors can not join in the struggle unless they have no Amazons to contend with, in which case they may choose to join whichever battle they wish.
44 UNEVENTFUL WEEK
45 BOTANIST
A strange man wearing a tan coloured Empire hunting costume and spectacles crouches in the mud a few feet away from the Warriors. He stares intently at a bunch of flowers as if they were the finest golden tapestries in all the Old World. The Warriors are about to ask him what he is doing when he notices them and leaps to his feet in surprise. Roll 1D6.
1-3 After begging for his life, the strange man turns and flees into the jungle.
4-6 The Warriors reassure him that everything is alright, and he begins to babble to them about how he is on a expedition for the Empire. He is currently alone, as his retinue of protectors have been taken by Lizardmen and sacrificed to Sotec. He implores the Warriors to stay with him for a while, while he finishes up his work. If the Warriors accept, 1D3 Weeks must be added to the journey time, as the botanist insists on studying every flower and tree in the vicinity. The good news is that he is an expert of plagues, diseases and poisons. Although he can not cure any, he can instruct the Warriors on how to avoid them. While the botanist is with the Warriors, they may ignore any events which indicate that a Warrior has caught an illness. Once the Warriors reach their destination, the botanist will pay a reward of 1D6 * 50 gold to each Warrior and wave goodbye. The botanist has 3 Wounds. If any events indicate that all Warriors should lose Wounds, the Botanist should lose them as well. He has no Toughness or Armour worth worrying about.
46 PRAYING MANTIS
While cleaning his weapons in a nearby creek, a random Warrior notices an extremely large insect sitting on his hand. Roll 1D6.
1 The large praying mantis slices the Warrior's flesh, causing 1D3 unmodified Wounds before leaving him to his injuries. Now roll another D6. A roll of 1 indicates Poisson (Must everything be Poisson in this place?). The Warrior must lose 1 point of Toughness until he can be healed at a settlement for 1000 gold pieces.
2-5 With irritation, the Warrior shoos the insect away, with no further incident.
6 The Warrior is about to knock the thing away when it lashes out straight for his face. Stunned, the Warrior can only watch as the mantis plucks a huge, bulbous spider directly from in front of the Warrior's face. Lucky thing, that. The spider was about to bite him. Gain 1 point of non-Permanent Luck.
47 COOL CHANGE
A rare change in the weather lifts the sour mood that has fallen over the Warriors recently, due to the heat. 1D3 Weeks may be subtracted from the journey time.
48 WANDERING MONSTERS
Without warning, the Warriors are attacked from all sides. Fight a battle against monsters 1D3 Dungeon-Levels higher than the Warriors. Any Lizardmen, Amazons, or Pygmies encountered have maximum numbers possible.
49 MANGROVE SWAMP
The Warriors enter a large swamp like area, but it does not have the same, eerie effect that the usual swamps do. Something about this place actually makes the Warriors feel comfortable. The air is cooler, the Water clearer, and what trees there are quite green and lucious. Each Warrior may gain 1D3 Wounds back. Now roll 1D6. A roll of 1 indicates that the Warriors have disturbed a creature resting in the Mangroves. They must flee, adding 1 Week to travel time.
50 CULCHAN NEST
A large outcropping of rocks contains a huge nest of some kind. Large eggs sit undisturbed inside. There are 1D6 of the eggs, which can be taken as shared amongst the Warriors. Each egg is worth 100 gold pieces when sold at a settlement. Roll 1D6. A roll of 1 to 3 means the mother has returned. Each Warrior suffers an immediate attack at the Culchan's damage dice (3) and Strength (4) before dropping all his eggs and fleeing to safety.
51 SLANN MAGE-PRIEST
A large retinue of Saurus Temple Guards carrying a bloated Mage-Priest arrives before the Warriors. Roll 1D6.
1 The Mage-Priest sends a bolt of High Magic into the ranks of the Warriors. Each takes 4D6 unmodified Wounds. That's some spell!
2 With a wave of his paw like hand, the Mage-Priest instructs all his followers to defend him. Fight a battle between 2D6 Skinks, 1 Skink Champion, 2D6 Saurus Warriors, 1D6 Temple Guards, 1 Kroxigor, and 1 Master Mage-Priest. If the Warriors win, as well as normal treasure, the Warriors may each take an Objective Room Treasure Card.
3 The Mage-Priest ignores the Warriors, and instructs his retinue to carry on past them.
4-6 The Mage-Priest seems to be concentrating intently on one random Warrior. Suddenly, that Warrior's mind is full of strange words and visions. If the Warrior understands Slann, then he realises that the Mage-Priest is trying to talk to him. Otherwise, the Mage-Priest soon gives up and instructs his retinue to continue moving. It appears that the Mage-Priest is on a quest to find a missing Lizardman artefact. He explains to the Warrior that he wishes him to locate it, for if he finds it, he will be found no matter where in Lustria he is, and will be handsomely rewarded. The artefact in question is in fact the strange amulet from Event 50 in the Settlement Event table; the amulet that the Warrior mysteriously finds in his pocket, with no reason as to why it is there. If the Warrior has this amulet in his possession, or if one of the other Warriors has it, he may give it to the Mage-Priest now and gain 1D3 Objective Room Treasure Cards as his reward. If he does not have it, he will most likely be on the look out for it. If ever he or one of the other Warriors should locate it while in a Lustrian Settlement, he may try and locate the Mage-Priest to give it to him. Make a Willpower test. If successful, the Mage-Priest reads the Warriors telepathic thoughts, and sends a Saurus Temple Guard to take it from the Warrior. In return, the Warrior is given 1D3 Objective Room Treasure Cards. Only one try per stay in each Settlement is allowed.
52 COASTLINE
When the sounds of seagulls and the ocean tide reaches the Warriors' ears, they realise that they must have ventured too close to the coastline. Roll 1D6.
1 This is far too far out of the Warriors' way. Add 1D3 Weeks to journey time.
2 The Warriors must have taken a wrong turn somewhere. Add 1 Week to journey time.
3 Yep, it's the coast all right.
4 At long last, the Warriors enjoy a long over due swim in the cool ocean waters. Each Warrior gains 2D6 Wounds. If the roll comes up as a double 1, the Warrior has unfortunately been bitten by a poisonous jellyfish and must lose 1 Permanent Wound.
5 There is a ship anchored far out to sea. A small skiff rests upon the sandy shores. The occupants are nowhere to be found. If the Warriors wish, they may take the skiff back to the ship waiting in the distance. Upon reaching the ship, the skiff is pulled up and the Warriors emerge sheepily from the skiff, looking slightly nervous. Roll 1D6:
1 Wondering what happened to the original scout party sent out, the Captain of the ship holds the Warriors captive. Alas, the ship happens to be a slave galley. The Warriors are shackled to the oar decks. Follow the rules stated in the Norse Sea Events Table in Event 25-29 Sea Battle, under the heading of Captured. When rolling for the destination of the slave ship, re roll any rolls of a 1, and treat any rolls of a 2 as Nehekhara. If you do not have these rules, then each Warrior loses 1D6 Permanent Wounds before escaping. Roll once on the Warrior Overboard Table in the Lost Kingdoms Ocean Events Table.
2 The crew of the ship instantly assail the Warriors, who have little time to defend themselves. Each Warrior must lose 2D6 Wounds and one piece of Treasure, before leaping overboard. Each Warrior must roll once on the Warrior Overboard Table found in the Lost Kingdoms Ocean Events Table.
3 "What happened to the original lot?" The crew seem very confused. The Warriors try hard to explain that they were only curious, but to no avail. Eventually, a large, hairy man with a spiked club made out of the leg of a Minotaur brains each of the Warriors and throws them overboard. Each suffers 1D6 unmodified Wounds, unless wearing a helmet, in which case only 1D3 unmodified Wounds are lost. Thankfully, the Warriors' unconscious bodies float back to shore.
4 The crew seem addled, and do not respond to a group of strangers boarding their ship. The Captain, in fact, doesn't seem to notice, and begins handing out the months supply of rations to the crew. Each Warrior gains 2D6 provisions, and 1D6 * 5 gold pieces. The Warriors flee before the crew can realise a mistake has been made.
5 The Warriors find the Captain to be a reasonable sort of fellow. He encourages trading between the Warriors and the crew. If the Warriors agree, refer to the following table to see what can be traded.
|
Warriors Give |
Warriors Receive |
|
1D3 Provisions |
1D3 Bandages |
|
1D6 Bandages |
Trance Stone |
|
Trinket |
1D6 * 100 gold |
|
Treasure Card |
Treasure Card |
|
Swig of Rum |
1D6 * 100 gold |
|
Blade Venom |
1D6 * 50 gold |
|
Firebomb |
1D6 * 200 gold |
|
Sextant |
Compass (Sailors Wares version) |
|
Culchan Egg |
1D6 * 500 gold |
|
Phoenix Egg |
1D6 * 300 Gold |
|
Magic Peach |
1D6 * 500 gold |
|
Green Fruit (Event 27) |
1D6 * 100 gold |
|
Book of Languages |
1D6 * 50 gold |
|
Any Witch Hunter Amulet |
Roll on the W.H Amulet Table |
|
Lucky Charm |
Treasure Card |
|
Chalk |
1D6 Provisions |
For each item traded, roll 1D6. On a roll of 1 to 3, the sailor the Warrior traded with decides to Indian Give. He changes his mind. The Warrior gets his goods back, but does not get what he wished in return. Each item on the list may only be traded once, even if the sailor changes his mind.
If this is a moderated game, the GM may think of other items to trade, or the Warriors may wish to offer something different to the crew. Feel free to add, or remove, for that matter, from this list.
6 The Captain seems like a very nice fellow. "I never liked those losers anyway!" he yells happily, talking about the party that had originally landed at Lustria. The Warriors are invited to join the Captain in his room for a hearty booze up. Each Warrior gains 1D6 Wounds.
6 A group of sailors greet the Warriors as they emerge from the steamy jungle. The sailors invite the Warriors to join them on their return trip. They have finished with Lustria and are now heading towards (roll 1D6)
1 Nehekhara
2-3 Norsca
4-6 The Old World
If the Warriors accept, they may leave Lustria immediately. Roll up ship statistics, the journey length, and special Captains if necessary.
When rolling for Ocean or Sea Events, the first 1D3 rolls are made on the Lost Kingdom Ocean Events Table. All remaining rolls are rolled on the appropriate Table as required.
If you do not use a set of rules that is rolled, roll again.
53 PREDATOR
The jungle is thick and heavily overgrown with trees and vines. Something wet lands on one of the Warrior's shoulders. The Warrior looks up and is greeted with a grisly sight. Hanging from trees, strangled with their own entrails, are numerous creatures. Humans, Lizardmen, Skaven, Amazons, Pygmies and even the bloated body of a Slann Mage-Priest are suspended from the trees. There are dozens of bodies strung up everywhere. Some have no head. Others have large gashes, where internal organs are slowly plopping out onto the ground. Others have no limbs. Some have had their skin and scales removed, leaving a grotesque sight of bloodied, fleshy corpses. Never have the Warriors encountered such a grisly, horrible vision before. With grim faces, and not a word between them, the Warriors spend the rest of the day and night taking the bodies from the trees and burying them. All are thinking the same thing. Whoever, or whatever, did this may still be in the area.
The Warriors, unbeknown to them, are being hunted by something.....something alien. For each Week, and before the event rolled is encountered, roll 2D6 on the following table.
2 All is quiet, until a random Warrior suddenly notices a tiny red circle moving around on his chest. Before he can do anything about it, a large burst of magical energy sears a whole directly through the Warrior. Roll 1D6. On a roll of 6, the Warrior manages to miraculously survive the attack, but still loses 1D6 Permanent Wounds. Any other roll indicates instant death to the Warrior. There is no sign of the attacker.
3 All is quiet, until a random Warrior suddenly notices a tiny red circle moving around on his chest. Before he can do anything about it, a large burst of magical energy sears a whole directly through the Warrior. Roll 1D6. On a roll of 4 to 6, the Warrior manages to survive the attack, but still loses 1D3 Permanent Wounds. Any other roll indicates instant death to the Warrior. There is no sign of the attacker.
4 All is silent, until a random Warrior notices a small circle of red light moving around on his stomach. Without thinking, the Warrior dives to the side, but is he quick enough? Roll 1D6 and add Initiative. If the roll is equal to or greater than 9, the Warrior has dodged the magical beam of energy that comes straight towards him. If the roll is less then 9, he is too slow. He suffers 4D6 unmodified Wounds as the beam cuts through armour and skin alike. The Warriors search for the source of the attack, remembering the dead bodies they encountered earlier, but find nothing.
5 A random Warrior notices something standing upright, like a man, in amongst the trees. Its camouflage is excellent, but for the experienced eye. The Warrior instructs the other Warriors to duck and hide while he investigates. He is totally prepared for the attack that is to follow. Roll 1D6. On a roll of 3 to 6, the Warrior dodges the beam of magical energy easily. A 1 or 2 indicates that he is too slow, and he is struck in the arm as he attempts to dodge. He must lose 1D6 unmodified Wounds.
6-9 There is sudden movement to the right of the Warriors. They spot something running quickly between the trees, but it is soon gone.
10-11 This has gone on long enough! The Warriors decide that they should at least attempt to find whoever is tracking them. They have had many signs of being followed, and have found more desecrated bodies along the way. If they don't do something soon, they will be the next victims of their predator.
Each Warrior should roll 1D6, and add Initiative, Movement and Willpower. If the result is greater than or equal to 14, they have succeeded in finding a clue to the whereabouts of their predator. Roll 1D6 if at least 1 Warrior passes the test, and add 1 for each Warrior who passed. If the result is 6 or greater, the Warriors have turned the tables, and located the creature who is tracking them. If no one passes the test, or if the result of the second dice roll is less than 6, the predator goes free and the Warriors must continue to roll each event as usual.
The creature is roughly the size of a human, about 7 feet tall, and roughly scaled. It has a large carapaced head, and its mouth drips saliva from an octopus like beak. The light brown flesh of the creature is adorned with metal arm, knee and groin greaves. Around its waist there are several gun holsters, each of which is fitted with some sort of aiming device. In one hand is a large seven foot pronged spear, covered with green and red blood from the various creatures it has slaughtered. The predator does not seem very pleased to have been hunted down like this. Fight a battle against the creature. It has the following statistics.
|
Wounds: |
74 |
|
Move: |
5 |
|
Weapon Skill: |
9 |
|
Ballistic Skill: |
1+ |
|
Strength: |
7 |
|
Toughness: |
7(11) |
|
Armour: |
4 |
|
Initiative: |
7 |
|
Attacks: |
5 |
|
Willpower: |
3 |
|
Damage Dice: |
4D6 |
|
Gold: |
2300 |
Special Rules
Fear 10; Critical Damage; Ignore Blow 5+
Critical Damage
The creature delights in torturing its victims. Once a Warrior has been reduced to 0 Wounds by the creature, roll 1D6 on the following table.
1 The creature rips the Warrior's left arm out of his socket, and tosses it away into the jungle. In agony, the Warrior yells in utter pain. He must lose 1D6 Permanent Wounds. He may no longer use a shield while using a single handed weapon, and he can not use a two handed weapon. If the Warrior was left handed (as decided in a role-playing game) the Warrior must now use his right hand, giving him -1 To Hit.
2 With astonishing cruelty, the creature spurts a powerful acid from its mouth onto the Warrior's face. Rolling around in agony, the Warrior loses all his hair, and 1D3 Permanent Wounds. In addition, the Warrior is permanently disfigured. Each day in a Settlement, before visiting a location, roll 1D6. On a roll of 1, the Warrior is chased out by the local Witch Hunter, assuming he is some sort of primitive Chaos Creature.
3 The creature stamps on the Warrior's face and tries to crush his head into the ground. If the Warriors Strength is 5 or greater, he resists the immense pain and throws the creature off him. If his Strength is 4 or less, the pain causes the Warrior to lose 1 Permanent Wound.
4-6 Fortunately, the creature focuses his attention on the other Warriors and does nothing to the Warrior on the ground.
Once the creature is dead, the Warriors may each take an extra reward of 1D6 * 100 gold pieces for there fine effort. They no longer have to roll on the predator table.
12 After a few days of relative peace, the Warriors assume that the predator has changed his mind and is hunting something else. The Warriors do not have to roll on this table any more.
54 DWARF PROSPECTOR
While taking a small unscheduled nap, a random Warrior is shocked to see a small plump fellow emerge from the forestry, holding a bronze key in his out stretched hands. The Warrior instantly stands up, sword at the ready. The fellow offers his key to the Warrior, who may take it if he has not already got one (a Portcullis key, that is). Whatever happens, the dwarf fades backwards into the forestry the exact same way he came out, without any comment at all. Damn Prospectors! They're like a plague! Everywhere! Can't get rid of them! Shuddering at that thought, the Warrior quickly catches up to his fellow Warriors.
55 UNEVENTFUL WEEK
56 FRUIT GROVE
The Warriors enter a small grove of well groomed trees. Each tree has a different type of exotic fruit growing upon it. Each Warrior may roll 1D3 times on the following chart (2D6) to see which fruit(s) they pick.
2 Custard Apple
3 Kiwi
4 Pineapple
5 Lime
6 Guava
7 Banana
8 Pomegranate
9 Mango
10 Mandarin
11 Peach
12 Pawpaw
When eaten, check the appropriate section.
Custard Apple
When eaten, the Warrior gains 1D3 Initiative for 1D6 turns.
Kiwi
The magic of this fruit heals 1D6 Wounds when eaten.
Pineapple
The Pineapples in this grove have a strange magic. The Warrior who eats one gains an inner glow, making him seem more outgoing and friendly. This fruit may be eaten just before rolling on a table that requires interaction with a living being. After eaten, the Warrior may add 1 to the dice roll if he wishes. If eaten just before going on a Norse voyage, the Warrior begins with his Dislike points at -5, instead of 0. The pineapples are cumulative.(Never mind this last bit if you do not use Norse rules)
Lime
The eater of this fruit suddenly lifts off the ground. The Warrior gains the Fly ability for 1D6 turns.
Guava
Once eaten, the Warrior suddenly sprouts a beard as large and as impressive as any dwarf beard. No matter how hard he tries, the Warrior can not shave this hairy monstrosity off. At the beginning of each adventure, roll 1D6. On a roll of 1 to 3, the beard falls to the ground. Any other roll indicates the Warrior is stuck with the beard for yet another long haul. Oh, and it also heals 1 Wound.
Banana
The banana is quite a healthy snack. The Warrior gains a Permanent Wound from eating a Banana.
Pomegranate
The favourite food of baby Phoenixes. It has magical properties allowing the consumer to understand all languages for a short time. A great fruit to eat just before trying to understand a particular language.
Mango
These Lustrian mangos are very powerful speed potions. When eaten, a Warrior's Move is doubled, and his Initiative is placed on 10. The effect of the fruit lasts for 1D6 turns. A mango can be taken just before the Warrior is required to pass an Initiative test if he wishes. In this case, the effects of the mango wear off after the test is completed.
Mandarin
The Mandarins in this grove are powerful healing tools. When eaten, the Warrior immediately regains all lost Wounds. In addition, all diseases, plagues, illness, loss of statistics, nightmares, lost or broken limbs and any other ailments are cured instantly.
Peach
These peaches are imbued with the power of bodily alteration. When eaten, roll 2D6. The Warrior is automatically transformed into a random creature of this Battle-Level. If an 11 or 12 is rolled, the Warrior can chose which Battle-Level to roll on. The effects of this transformation last until the end of the adventure, or until the Warrior is reduced to 0 Wounds.
Pawpaw
Strangely enough, the magic of the pawpaw is often chaotic and different each time. Roll 1D6 on the following table for the effect each time a Pawpaw is eaten.
1 The Warrior instantly fades from sight. While invisible, the Warrior can not be attacked or targeted for spells. The invisibility lasts until the Warrior takes any form of action, otherwise it is indefinite.
2 The Warrior shrinks to the size of a Dung Beetle (1 inch). All his equipment and items shrink with him. While shrunk, the Warrior can either take 6 turns to move 1 square, in which case he may do nothing else that turn but run like hell, or he may ask another Warrior to carry him in his pocket, in the rim of his hat, etc. The Warrior can not attack, but can use any special items he may have. Items which cause damage to opponents are reduced to 1 Damage Dice. For example, the Firestorm Icon now only does 1Damage Dice to all monsters in the specified area. This applies to Attack spells as well. Any damage caused to Monsters through spells are reduced to 1 Damage Dice. Any spells or items which cause less than 1 Damage Dice to begin with are rendered useless. Remove the Warrior's counter from the cup. He may no longer be targeted for events and extra monsters, etc. He may no longer gain treasure or gold. The Warrior stays shrunk for 2D6 turns. When he returns to normal size, the Warrior gains all his equipment and gold back also. Place the Warrior in an adjacent space to the Warrior carrying him, if necessary.
3 The Warrior blows up like a balloon, and begins to float and bounce around the room. He may now only move 3 squares per turn, and he can not change direction mid movement. If he hits a wall, or any other obstacle, including another model, he will end his turn. While fat and bloated, the Warrior suffers -1 on his To Hit rolls, but his Toughness is increased by 3. The Warrior stays bloated for 2D6 turns.
4 A strange tingling sensation attracts the Warrior's attention. Rolling up his sleeve, he suddenly finds that a tattoo has appeared. Roll on the Tattoo Parlour Table in the Norse Expansion Rules to find out what the tattoo is of. If you are not using these rules, the tattoo is that of the Warrior standing victoriously over the dead body of a Greater Demon.
5 With a violent shaking, the Warrior suddenly realises that he is no longer a creature of flesh and bone. His entire body has turned to (roll 2D6)
2 Water (+2 Move, -3 Toughness, -1 WS)
3 Sand (+1 Move, -2 Toughness, -WS)
4 Wood (-1 Weapon Skill)
5 Glass (*)
6 Stone (+2 Toughness)
7 Steel (+3 Toughness)
8 Silver (+3 Toughness, **)
9 Gold (+4 Toughness, ***)
10 Emerald (+5 Toughness, ****)
11 Sapphire (+5 Toughness, *****)
12 Mithril (+7 Toughness)
* When the Warrior is reduced to 0 or less Wounds, his entire body is shattered into millions of tiny glass fragments. Not even resurrection will save him.
** If killed, the Warriors can carry the body of the dead Warrior and trade it in for 1D6 * 50 gold pieces at a Settlement.
*** If killed, the Warriors can carry the body of the dead Warrior and trade it in for 1D6 * 100 gold pieces at a Settlement.
**** If killed, the Warriors can carry the body of the dead Warrior and trade it in for 1D6 * 200 gold pieces at a Settlement.
***** If killed, the Warriors can carry the body of the dead Warrior and trade it in for 1D6 * 500 gold pieces.
The Warrior is not hampered in any other way, except by the alterations to his profile stated. The effects of the Pawpaw lust until the Warrior is reduced to 0 Wounds (except for a glass Warrior), or after 2D6 turns have passed. Note that the minimum base Toughness a Warrior can have is 1. It can not be reduced to 0 through this event.
6 Nothing seems to happen. Until the Warrior tries to speak. A fountain of Gold showers onto the floor from the Warrior's mouth. For each turn that the Warrior does nothing at all, the Warrior may open his mouth and spurt forth a large supply of gold coins for the Warriors to share. Each Warrior gains 1D6 * 50 gold pieces. This strange ability lasts for 1D6 turns, or until the Warrior with the affliction rolls a 1 when rolling for how much gold he gains. (Make his roll after all the other Warriors have rolled their dice.)
57 INFESTATION
While checking the state of his provisions and bandages, a random Warrior suddenly cringes in horror. Thousands of tiny red ants are crawling throughout his backpack, eating their way through all his belongings. Roll 2D6 for each item of treasure, bandage, provision and any other items the Warrior has. If the dice comes up as a double, check the following table to see what happens. Provisions, bandages and other one use only items are automatically destroyed when a double is rolled. Do not roll on the table.
1 The item has been totally destroyed by the red ants.
2 The ants have eaten through to the core of the object. If the Warrior visits the Wizard's guild (He can do this even if he would not normally be allowed to, and he does not have to pay consultation fees, nor can he buy potions or do anything that a wizard can do), he may try and have the item repaired buy arcane means. Roll 1D6. On a roll of 4 to 6, the item has been repaired. The Warrior must pay 1D6 * 100 gold for this service. If the dice is 1 to 3, the item can not be repaired, and must be thrown away. The Wizard's do not require payment for an item that can not be fixed, but if a Warrior repairs an item and can not pay the Wizards, he must give the item to the Wizards. Until the item is repaired, the Warrior can not use it at all.
3 The item is slightly damaged. It is now only worth half its Gold value when sold. In addition, roll 1D6 each time the Warrior wishes to use the item. On a roll of 1 to 3, the item fails to work this use. The object can be repaired in the same way as stated for 2.
4 The item is mildly chewed by the voracious insects. It has 10% of its Gold value taken from it. In addition, roll 1D6 each time the Warrior wishes to use the item. On a roll of 1, the item fails to work this use. The object can be repaired in the same way as stated for 2.
5-6 The ants have not harmed the item at all.
After all items have been rolled for, the Warrior suffers 1D6 unmodified Wounds from ant bites as he tries to remove them from his pack back..
58 SMUGGLING RING
Walking along a small jungle trail, the Warriors trip over a tiny root stuck up from the shrub covered ground. After cursing profoundly for a few seconds, the Warriors notice that it is indeed not a root, but a buried chest, or cache of treasure. The Warriors spend a few minutes uncovering the chest, and then open it slowly. Inside, they find nothing but a tiny piece of parchment and a small ebony ring with a black and red raven's head engraved on it. A random Warrior takes the ring, and reads out the parchment.
"<Roll on Empire Name Table>, if you are reading this note, then you have obviously been informed of and agreed to join our little organisation. The ring inside this chest will allow you to gain a meeting with our Over-seer. He will instruct you on where you are to be positioned, and how to handle the local militia. Believe me, the benefits of joining us are great indeed. Play your cards right, and do what you are instructed, the rewards will be great. Betray the Over-seer, and your life is forfeit."
Hmmm. It seems the Warriors have stumbled upon a message that was meant for someone else. Never-the-less, perhaps the ring will also allow the Warriors to join the organisation as stated in the note. This event can only be gained once by each Warrior. If the same Warrior gets it twice, pick another Warrior. Once all the Warriors have found a raven ring, threat this event as an Uneventful Week.
While wearing the ring, the Warrior may find himself approached by members of this secret gang. Roll 1D6 on the appropriate table once per day in a Settlement, after all other events have been resolved. Note that the Warrior may keep the ring hidden in his pocket while in a Settlement if he wishes. He then does not have to roll on this table.
Village
1-5 Nothing extra happens.
6 The Warrior is approached by a fellow with the same ring as the Warriors. He offers to sell the Warrior 1 Treasure Card at a reduced price. Take 1 Treasure Card, and pay the price it is worth, minus 10 gold pieces. If the Warrior does not pay for it, discard the card. If the treasure is 10 gold or less, the fellow changes his mind and declines to sell it.
Town / City / Seaport (Not Harbour)
1 Suddenly, the Warrior is surrounded by city guards. If the Warrior is going undercover, the guards demand an update of the Smuggling Ring's operations near here. The Warrior spends the next 1D3 days updating them, in which he may do nothing else. Now roll 1D6. On a roll of 1 to 2, the city guards decide that they have enough information to bust the Ring wide open. They take the Warrior's raven ring and give him 5 Gold as a reward for his troubles. Cheap skates! Otherwise, the Warrior may continue his undercover work. If the Warrior is not going undercover (Has joined the Smuggling Ring or has not been offered the opportunity to go undercover yet), he is arrested for wearing the ring, and thrown in jail for 1D3 years, and has his ring confiscated. At the beginning of each adventure, roll 1D6. On a roll of 6, the Warrior has escaped prison and may join in the adventure as normal.
2 The Warrior is accosted by a pair of guards. If the Warrior is undercover, he spends the next day updating the local law enforcers on the activities on the Smuggling Ring. He may do nothing else the following day. If the Warrior is not going undercover (Has joined the Smuggling Ring or has not been offered the opportunity to go undercover yet), he is arrested for wearing the ring, and thrown in jail for 1D3 years, and has his ring confiscated. At the beginning of each adventure, roll 1D6. On a roll of 6, the Warrior has escaped prison and may join in the adventure as normal.
3-5 Nothing extra happens this day.
6 Upon seeing the Mark of the Raven, a grouchy barbarian stumbles drunkenly up to the Warrior. He offers to trade items. For each Treasure Card discarded, take another of the same kind in its place. The Warrior can do this 1D3 times before the barbarian grows fearful of watching eyes, and dashes madly away.
Seaport (Harbour)
1 The Warrior is suddenly surrounded by a group of pirates, each wearing a raven ring. A large, bull of a man steps from the circle of pirates and stands before the Warrior, hands of hips. He has a mighty red/brown beard, and a dark brown sash across his otherwise run-of-the-mill pirate costume. "So, ye are the imposter, then, are ye? Thou will soon regret thy thievery of that there insignia. Kill him!" The Warrior tries to make a break for it, but the sheer number of pirates soon overwhelm him. A large war hammer comes crashing down onto his head, and he falls into unconsciousness. When he wakes up, he has lost his raven ring, half his gold and 1D6 random items of treasure.
2-5 Nothing extra happens.
6 While walking quietly along the docks, the Warrior hears the unmistakable sound of someone 'psst'ing to him. Looking around, he notices a thin man standing in the doorway of a large warehouse. Shrugging, the Warrior follows the man into the warehouse, down a set of secret stairs, and into a vast underground cavern. The Warrior gasps in surprise. Hundreds of pirates, brigands, murderers, thieves and adulterers are working down here, moving large crates about, or helping disassemble various ships that have been brought here on an underground river. It is scene of constant action. The thin man takes the Warrior past many groups of smoking, eye patched individuals and finally leaves the Warrior facing a large wooden door. Intrigued, the Warrior pushes it open and walks into the room beyond.
Sitting behind a round oak table is a huge bear of a man. He has a large red beard, and wears fine Arabian silks. His arms are crossed as he talks to the Warrior. "I understand you wish to join our organisation. If this is correct, please state the correct password. You have been told it, if you are who you are supposed to be."
Oh dear! Roll 1D6. Now roll 1D6 for each point of Willpower the Warrior has. If any of the dice come up as the same number as the original dice, the Warrior has managed to miraculously guess the password needed. Otherwise, the bearded man clicks his fingers, and the Warrior is set upon by numerous pirates. He is soon knocked out cold. When he awakens, he has lost his raven ring, all his gold, and 2D6 random Treasure Cards.
If the Warrior guesses the password, he is accepted by the bearded man, who begins to tell him of the operation they have going all over the Old World and beyond, to the shores of Norsca, and Ulthuan, and to the coast of Araby and the Chaos Wastes. The Warrior has stumbled across a secret Smuggling Organisation. This cavern is just one of many situated in most of the Seaports around the world. By wearing the ring, the Warrior can be identified by others of the gang, and given special offers on particular black market items before they can be offered for sale elsewhere. Agents can be found everywhere, from the tiniest Lustrian village, to the tallest spired city in Ulthuan. The ring is made up of pirates, who sail the seas and oceans looting Empire and Bretonnian ships for loot, and all manner of criminal scum, who smuggle exotic treasures onto the pirate ships from lands such as Lustria and Cathay. All sorts of treasures can be found at the numerous secret hideouts around the world at any one time. No doubt the Warrior can have access to these treasures, as long as he does his part.
The Warrior now has two choices. He can immediately join the Smuggling Ring, or he can pretend to join the Smuggling Ring just to keep his life and then tell the authorities. Whatever he decides, a new Special Location has been opened up to him. The Smugglers Hideout.
The Warrior is assigned a temporary position in which he can keep track of goods into and out of the area. Roll 1D6 on the following table to see where.
1-2 The Lost Kingdoms, Lustria
3-4 Norsca
5-6 The Old World
The Smugglers Hideout can only be found on a roll of 7 or more at a Seaport Harbour.
If the Warrior wishes to alert | |