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Mighty Questing!

Rules for Integrating Quests into a Mighty Empires


Campaign!
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by Chris Gale (Cgale71354@aol.com)
The Adventure party
--------------------------
The Party of Adventures should be represented by a Banner. Adventurers are not b
ought like other troops at the start of the game; These characters usually take
up adventuring as an escape from the monotony of daily life wherever they live.
After generating a realm there is a possibility that within each settlement ther
e is a group of individuals who are fed up with their existing life and wish to
take to the road and start questing!
The possibility of their being any adventurers depends on the size of the settle
ment;
Settlement Possibility Number
of Adventurers (D6)
-----------------------------------------------------
Village 6+ D3
Fortress 6+ D3+1
City 5+ D6
Capital 4+ D6+1
Adventurers in a Village or Fortress will be of the same race as the empire; Adv
enturers in a City can be of any race.
A party of adventurers is always starts as an independent unit- they ARE NOT con
trolled by the empire which they start in. This means that all players can becom
e involved in a quest without being biased towards any one Empire; after playing
the Adventurers for the first summer season each player will also probably want
to ensure all the loot they've collected goes to their Empire! (see diplomacy i
n the winter season section).
Adventurers in the campaign season.
---------------------------------------------
Each party of adventurers should be represented by a banner. This Banner MAY NOT
be attacked by regular Banners, neither may it attack enemy banners.
Summer Season:
--------------------
1. Subsistence- A party of adventurers (a party) is not required to make subsis
tence rolls.
2. Scouting- A party is not required to make scouting rolls before it moves. If
the party is in a tile with another Army banner that wishes to scout a tile con
taining an enemy banner the Adventurers may wish to offer their expert questing
abilities to the Army. If they do then the scouts gain a +1 modifier on the scou
t skirmish chart. Independent Adventurers never do this.
EXPLORING WILDERNESS LOCATIONS- Rules have been published in White Dwarf regardi
ng the exploration of Barren tiles. If you are using these rules then a party of
adventurers may roll on the exploration chart. Adventurers in the employ of an
empire always have the choice to explore or not. Independent Adventurers will ex
plore a barren tile on a D6 roll of 4+. Now once you have found something the po
ssibilities for questing are MASSIVE! I would suggest that the following wildern
ess locations deserve a quest to determine the result (Where Tables are used to
determine an effect, I suggest converting these into Event cards and playing the
m out- The most beneficial result on a table should be saved for the objective r
oom):
- Necropolis (Get the treasure, Kill the Necromancer!)
- Wizards Tower (Get the magic items, Kill/recruit the wizard)
- Coven (Destroy the Cult leaders if they are attempting to convert the tile to
a neutral tile)
- Mystic Fountain (Bottle up some magic water!)
- Promethian Lair (Kill the Monsters!)
- Ruined City/Tomb (Get the loot, find the lairs/fortress/underground road)
- The adventurers shouldn't know what they are going to find until they reach th
e objective room!
3. Movement- A party may either move one or two tiles per month in the summer, o
r not at all. A party that moves only one tile may spend up to three weeks in th
e destination settlement (if one is present) A party that moves two tiles may sp
end only one week in the first destination before moving onto the second where a
gain they can only spend a week.
Partys that dont move may spend up to 4 weeks in a settlement. Each movement req
uires a roll on the Quest Hazards table.
- Independent Adventurers move randomly until they have a quest to undertake (se
e settlements below). They move in a random direction and roll 1D6 to determine
the distance they move. If a 1 is rolled the adventurers stay where they are, i
f a 2-3 is rolled then they move 1 tile and spend three weeks in any settlements
their. If a 4-6 is rolled they move 2 tiles and spend a week in the first settl
ement and 1 week in the next.
SETTLEMENTS- Here is where the Adventurers find the action! For each week spent
in a settlement a party of adventurers may roll on the quest table below!
D6 Result
----------------
1 Nothing. There is no news of any adventures in these parts.
2-5 Long nights spent drinking in dreary taverns produces a result! The Adv
enturers are told of an epic quest that they are surely suited to compl
eting, Roll again on the below table:
D6 Result
----------------
1-2 The adventurers are spun a yarn about mighty monsters and foreboding l
airs in faraway lands - This is obviously a load of snotling dung and
will lead you nowhere.
2-6 The adventurers are told of an epic quest, Roll yet another D6: (The n
umbers correspond to Quests in the adventure book, 1.3 would be the He
lls gate quest for the firechamber, 4.2 would be The sword of the death king wit
h the tomb chamber etc.)
D6 Quest!
-----------------
1 River Valley Quest: Randomly choose 3.1 or 3.2
2 Coastal Quest: Randomly choose 4.2 or 4.3
3 Lowland Quest: Randomly choose 1.2, 1.5, 1.6, 3.3 or 4.1
4-6 Highland Quest: Randomly choose 1.3, 1.4, any 2, 3.4, 3.5, 3.6, 4.4,
4.5, 4.6 or
any 5.

Any Quest will be in either the nearest or farthest tile of the type rolled (eq
ual chance). Once the adventurers are on a quest they will move at maximum spee
d towards their objective the turn they arrive they may begin the quest after sp
ending up to one week in any settlement that is in the tile. If the party fai
ls the first quest they may try again up to 4 times per month until they give
up or the quest is completed. (Independent partys have a 50% chance of giving up
after each attempt - controlled adventurers may choose).
6 Immediate Quest! The Settlement requires the immediate use of a party o
f adventurers! Randomly choose a Quest from the above table depending
on which type of tile you are in.
4. Battles- A party of Adventurers will not take part in any battles. (You may
wish to come up with some rules for using them in an army if you are using table
top armies).
5. Sieges- Again a party of adventurers will not directly take part in a siege.
Sieges are however an excellent opportunity for questing. Some ideas for quests-
- Kill the Commander: The party secretly enters the enemies fortress under cover
of darkness and attempts to assassinate the enemy commander. (Enemy Characters
could be put into the Event deck- If their killed in Quest then they are removed
from the Banner; Leave the main character for the objective room -he should als
o have a good entourage of personal guards). The objective room would be a plush
hall or barracks depending on the status of the commander)
- Collapse the Fortifications: The party daringly attempts to cause a weakness i
n the fortifications surrounding the settlement. (success here would collapse 1
or more walls of a fortification- If the siege is not being played as a tabletop
battle then add one to the Assault Bonus the turn after the quest). The objecti
ve room would be a long forgotten mine
shaft or some such; Characters may have to roll to escape the roof collapsing if
they succeed....
- Disable the War Machines: The party slips behind enemy lines and wrecks a war
machine before the enemy can stop them. (Success here would remove 1 or more War
Machines from the Banner for D6 turns). The objective room could either be an o
pen courtyard or an armoury.
- Poison the Defenders: The questors discover the location of a well that provid
es water to the surrounded settlement; they embark to contaminate the water supp
ly. (Success on this quest would lead to the loss of D6 points of subsistence;
if this reduces subsistence to 0 then the defenders roll on the betrayal table a
t -1). The objective room here would be a room with a well or river flowing thro
ugh it).
- Sally forth!: One for the defenders! If the adventurers get caught in a settle
ment under siege they must quest their way to freedom! This is probably best pla
yed out as a Fantasy Battle with the adventurers represented by miniatures- simp
ly escort them off the table to
freedom...
Independant Adventurers will never take part in a Siege. Adventurers under the s
way of an Empire may be called upon to complete any of the quests.
6. Raze - Razed settlements do not effect a party of adventurers, neither may th
ey raze a tile.
7. Reorganisation - Does not effect a party.
War at sea
-------------
A party of adventurers is treated like a Normal Banner at sea. If the ship which
they are travelling on is involved in a naval engagement then the party will on
ly be killed if the battle table calls for all banners on the ship to be destroy
ed.
The Winter season
-----------------------
Winter retreat-
A party of adventurers need not make a winter retreat roll- They will happily wa
it out the winter months wherever they are- this is after all what being an adve
nturer is all about; you dont roam around all summer then scurry off home (unles
s you're really, really famous!)
Recruitment-
In the recruitment phase each empire must check whether any new settlements will
harbour new parties of adventurers (Roll on the adventurers table at the start
of this article). If this is the first year of occupation after being an indepen
dent settlement or changing empires then their is a lot of excitement going on i
n the settlement anyway- All rolls on the table will be at -1 (i.e. no new adven
turers in villages or fortresses).
Diplomacy-
All parties of adventurers start off as independents, i.e. they have no loyalty
to any empire. However after a number of quests the party should have gained a g
oodly hoard of useful magic items and gold, they will also be useful in sieges e
tc.
If an empire wishes to employ the adventurers then they must send diplomats afte
r the party....
If one empire sends a mission then (as long as there is at least one character o
f a friendly race in the party) roll on the below table:
D6 Result
----------------
1-3 The adventurers are enjoying their freedom and do not wish to be shackl
ed to the whims of one empire; the diplomat is given a sound thrashing
by the party and sent on his way.
4-5 The adventurers are partially convinced by the diplomat; to his face th
ey agree to work for the empire if paid 1GC (this equates to 1000
gold in Quest!) each. Secretly however they are not convinced- each month of sum
mer roll 1 D6 on a score of 5 or 6 the adventurers give up working for the
empire and become free spirits again.
6 The adventurers fall for the fast talking diplomats promises of high ad
venture and reward and become part of the empire. They must be paid 1GC p
er year however (this equates to 1000 gold in Quest!) each.
Adventurers in employ of an empire do not move randomly and can choose to explor
e a barren tile. If they discover magic items that are useful to an army on thei
r quests they will move at maximum speed to the nearest friendly banner and deli
ver the item to them before questing onwards.
If a number of empires send Diplomats then each must determine when their Diplom
ats find them: Each player must roll a D6 the player who scores highest gets the
first roll on the above table: If the diplomat fails then the next highest scor
e gets a chance and so on until the Adventurers are employed.
Other notes
---------------
To be of use the Adventurers must be able to obtain magic items that can be used
by army banners. As a result any treasure decks should be modified to include 2
5-50% magic items usable by a banner (i.e. WFB magic item cards must be represen
ted by Quest Treasure cards.
As an additional rule you could state that armys may only start the game with ma
gic items worth less than 100pts; all other items must be quested for!
This is draft number 1 of these rules- please E-mail any comments or
suggestions to me (Cgale71354@aol.com).
Enjoy!

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