Quests
(IF YOU ARE NOT THE GM, DON'T READ THIS)
 
These are basically here so you don't have to bother with creating all your own quests. I know I often don't find the time to write the best adventures I'm able to, so you probably don't either. The arena is a good one, give it a try!
 
Note: I tend to use all sorts of dice, here's how if ya really need to be told:
d3: 1-2 gives one, 3-4 gives two, 5+ gives three
d4: reroll 5's and 6's
d8: it's best to use either a d8 or something bigger eg d10 where you reroll 9's and 10's
d48 for example (BUT I won't be dumb enough to use this!): Roll a d6: 1-3 means it's in the 1st 24 (work it out from there) 4+ it's from 25 to 48 (work it out from there)
The Arena (written by Trince) 
 
(Made up by me, though that doesn't mean a similar idea hasn't been used elsewhere. If you put this on your website please put a link back to my main page at http://www.oocities.org/Area51/Lair/4726/. Feel free to e-mail me if you want me to put a link to yours...) 
 
The warriors guild, which the warriors gained entry to in the previous adventure, is holding a gladiator event. The warriors are invited to attend, and will be rewarded for their efforts, depending on how well they do. Crowd pleasing is obviously of value for the reputation of the guild, so the warriors are encouraged to be imaginative in their monster slaughtering. The warriors will fight to the death, but the guilds skilled healers will be at hand to bring them back from the brink, so there is no personal risk. The warriors are limited to bare equipment, which would include a hand weapon, armour (that's how its spelt in NZ anyway), and amulets. Each warrior will be provided with 6 healing potions, which heal d6 wounds each (they cannot take their own as well). 
 
The way I did the arena was very different to the usual dungeon-corridor adventure. I decided I would have the warriors fight alone, since the party was of widely varying ability. Each player has their own turn, which has its own monster phase and power roll. This is to simulate the warriors fighting at different times of the day (enabling rain in one warriors fight and not another, for example). Each warrior initially starts with an empty arena, which is 8X8 squares. This can be made up from 2 objective-rooms, or if necessary 4 4X4-square-rooms. There is a portcullis in the centre of each wall, which are 2 squares wide. 
Monsters (rolled or picked from the roleplay book) will arrive from one of these (or not so randomly, if you happen to feel that way!). Monsters will be released on a 4+ at the end of turn phase, but only if there are NO monsters already in the arena. They should start off easy and gradually get more numerous and difficult. Remember that it isn't all that easy for even a 3-4th level warrior to take on a minotaur by himself, so doctor your monster rolls. There is a guide for 3rd-4th level warriors after the events. IGNORE THE NUMBER OF MONSTERS GIVEN IN THE ROLEPLAY BOOK, USE SOMETHING LIKE THE GUIDE GIVEN BELOW TO DETERMINE THE NUMBER OF MONSTERS. 
 
I kept a total of the gold value of the monsters killed by each warrior, and adjusted it somewhat afterwards depending on how hard the monsters were to fight with a single warrior. I also kept a tally of "crowd excited" and "crowd bored" points for each warrior. I encouraged each player to describe how they kept the crowd entertained eg. tearing out a monsters heart. I quite simply converted these to a monetary reward, but you could do something different with them. It can also be used as a measure of how fame a warrior gained. The reward for the entire adventure turned out to be something like: 
 
A few thousand gold pieces, depending on performance and warrior level, 
Some fame, for a couple of the more innovative warriors, 
An offer to buy a nice magic item from the warriors guild eg Dwarf rune which gives an extra d6 damage on a 6 to hit, costing 750g (limited to one of course!). 
 
Combat works in a fairly different way. Each round is split into 4 phases: 
  1. The event phase: The player rolls a d6, there is an event on a 1 or 2. See the event table below.
  2. Warrior phase: The warrior gets his/her usual movement but may attack before, after or during the movement.
  3. Monster phase: The monsters may move and attack in the same way as the warrior.
  4. End of turn phase: Here's where the warrior gets to show off to the crowd (although it is welcome at any stage during that players turn, as long as what they describe is feasible). Also, to reflect the raging battle, crowd pleasing actions, and even the occasional stumble, move the warrior 1 square in a random direction. A d8 is ideal for this if you have one, but a d6 could be used with the warrior only able to move in 4 directions (use a d6 as a d4). If a wall is in the way, then the warrior stays put.
Here's the events, set up for a d100 (a d10 for each digit, 00 being 100) 
    NOTE: Unless otherwise stated, items will land in a random square in the arena ie roll 2 d8 for where it lands, and mark it with a counter of some sort. If the item is hidden, you will have to make a note of where it is and do your best to remember when a warrior/monster moves onto that square. It would be way too easy if the warrior could just stay in one place and get healing potions thrown to him/her!
  • 1-17: Healing potion. The crowd throws a healing potion into the arena. It is in a tough bottle and will not break unless a particularly intelligent monster smashes it or happens to stand on it (it may even drink it, if it is not being attacked at the time). It will heal d6 wounds.
  • 18-23: Food. As above, but restores 2 wounds.
  • 24-26: Alcoholic beverage in a healing potion bottle (NOTE: The warrior thinks this is a healing potion, unless they are extremely observant). This looks and tastes pretty much like a healing potion, but may affect the warrior when it is consumed. When drunk, roll a d6. On a 5+ the warrior loses 1 from their to hit roll, and gets +1 Strength for d6+2 turns. If the warrior is carrying healing potions at the same time as this, randomly choose whether they drink a healing potion or alcohic one depending on how many of each they are carrying.
  • 27-30: Throwing knife. Roll a d6: 1 the warrior is hit and takes d6 wounds, unmodified. 2-5 the knife lands in a random square. 6 a monster is hit (if there is one), it takes d6 wounds, unmodified. After the initial roll, the warrior may retrieve it and use it again (once).
  • 31-33: Poison bottle. This has enough for one use, and may be applied to a weapon to cause an extra d3 wounds if the hit causes a wound. Once applied, there is enough for 10 attacks on a hand weapon.
  • 34-38: Rock. Roll a d6: 1-4 the warrior is hit, 5+ a monster is hit. The rock causes d6+2 wounds, and the character is knocked 2 squares in a random direction. The rock cannot be retrieved by a warrior or monster.
  • 39-40: Extra monster. A monster escapes from its holding cell, coming through a random entrance as usual. This monster will be the same level as the last monster that entered the arena.
  • 41-48: Extra monster (of same type). Perhaps the warrior is not pleasing the crowd enough? Anyway, they are pleased now because an extra monster the same as the last one has been released.
  • 49-53: Crowd chant. The crowd starts to chant "DIS-ARM DIS-ARM...". If the warrior does this within 2 turns, give him/her a good event, otherwise dish out a bad event.
  • 54-56: Weak floor. Part of the arena has an old weak drainage pipe under it that is about to collapse. Roll a random square and make a note of where it is. Next time anyone or anything stands on that square, the floor collapses and whatever fell in can automatically be hit for one turn while they climb out.
  • 57-58: Firebomb. This is thrown by the crowd into a random square, but reroll if it would hit the warrior. It explodes on impact and covers a 3X3 square area, doing d6+3 wounds, unmodified to anything there. The fire goes out after the following turn. Any additional movement through the burning area does an additional lot of damage. If the warrior rolls to move into the fire for his/her random movement, only do this if the warrior is currently fighting.
  • 59-62: Bandages. These land in a random square, and will heal 3 wounds, but only when the warrior is not being or about to be attacked.
  • 63-64: Scroll of stone skin. This can be read by any warrior type or even a monster with reasonable magic abilities. It gives +1 toughness for 2d6 turns.
  • 65: Scroll of shield. As above, but instead will absorb the next 10 wounds taken.
  • 66-67: Illusion. Someone in the crowd casts an illusion onto a monster in the arena. This monster gains fear of its level+1. If it already has fear, then the warrior rerolls if they passed the fear test earlier. If there are no monsters, the warrior get fear of his/her level+1, which lasts 2d6 turns.
  • 68-71: Exhaustion. The warrior is tired, lose 1 wound (unmodified of course).
  • 72-75: Cheering. The crowd supports the warriors efforts, and it increases his/her morale. Gain 2 wounds, this CAN temporarily take the warrior over his/her starting wounds.
  • 76-77: Oil skin. Monsters are not at all interested in this. The warrior can cover a monster with oil (automatic hit, to do this, taking all the warriors attacks). The problem is lighting it. If lit (eg using a flaming torch) the monster will take 2d6 wounds, unmodified now, and again for the next 2 turns.
  • 78-80: Flaming torch. This is thrown at (roll a d6): 1-2 the warrior, 3+ a monster. It does 1 wound, unmodified, and will go out at the end of the following turn.
  • 81-85: Rain. Roll an additional d6 at the event phase from now until the rain stops. It stops on a 6. While it is raining, every creature is at -1 to hit, and the flaming torch will go out at the end of the turn it is thrown. If it is already raining, then it starts to hail. Every creature takes 1 wound, unmodified at the end of the event phase until it stops hailing.
  • 86: Warpaint. This gives the user a 6+ tattoo-type save. It will block 5 hits before wearing off, and can only be applied in between fights (takes a turns movement+attack to apply).
  • 87: Distraction. The warrior is distracted by the crowd, and an adjacent monster may have one free attack (before the warrior phase).
  • 88: Trip up. Roll a d6: 1-4 The warrior trips, 5+ a monster does. Roll another d6: 1-3 the victims turn is lost, 4-5 only their attack is lost 6 if the victim is adjacent to an enemy, they are grabbed and fall over too. Note: anyone that falls over will not be any easier to hit.
  • 89: Rotten fruit. The crowd throws rotten fruit at everyone in the arena. Roll a d6 for each: 1 they are hit in the face and suffer a penalty of -1 to hit until a one or two is rolled in the event phase. 2+ they are not affected.
  • 90: Ohmigod!. Someone from the crowd leans too far over the barrier and falls in to the arena. They cannot get out. Monsters in the arena will try to finish this poor person off before getting back to killing the warrior. The person has: 3d6 wounds, d3+2 toughness, and d3+2 weapon skill. This person will (roll a d6): 1 Run away until slaughtered 2-3 Faint and get slaughtered on the spot 4-5 Fight and pick up and use any useful items 6 As (4-5) and has a healing spell which can be cast on a 5+ for the event roll, which heals d6 wounds.
  • 91-92: Flask of water. This will restore 1 wound, and has enough for 2 uses.
  • 93-97: Fierce fighting. If there is no melee during the turn then roll another event (two, on a 1-2 for the event roll) next turn. Otherwise the warrior and monsters will move 3 squares randomly instead of 1 (3 separate rolls).
  • 98-99: Blinding. If any monster attacks the warrior this turn, it will sacrifice all its attacks to attempt throwing dust in the warriors eyes. The warrior must make an initiative test for 7+ or suffer a -1 to hit penalty for d6 turns.
  • 100: Healer. A healer in the crowd who likes the warriors performance casts a healing spell on him/her. From now until when the warrior is slain, gain 1 wound at the start of every event phase.
Guide to monster levels: (for a 3rd-4th level warrior) 
 
Release Monster Levels
1st 1
2nd 2
3rd 1,1
4th 1,2
5th 1,1,1
6th 2,2
7th 3
8th 1,3
9th 2,3
10th 1,1,2,2
11th etc
This means the first monsters to be released would be a single level 1 monster eg ONE goblin spearman. 
 
It is important to make sure that there are plenty of challenging monsters at later stages. I did this adventure with 3 warriors and it took about 10hrs to get a bit past what's shown. You NEED to choose the monsters sometimes rather than just rolling them. If your warriors find their monsters too easy after about the 5th release (it is quite quick up until there, depending on the number of minotaurs you give them), give them something tougher, but remember two minotaurs is much more than twice as hard as one. When I did this there was no wizard in the party, and I'm not sure how well a wizard would do in an arena! You would just have to make up the monster levels as you go.
 
 
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Last updated: 18/9/99