From: kt_ng@postoffice.utas.edu.au (Kai Teck Ng) Subject: [wq] new location:caravans I cooked this up about a week ago. Note that Fuzzlewag is actually a mercinary Wizard in Warhammer Fantasy battle created by someone else. I just borrowed him. Also, Clotho Fae is the name of a Gypsy in the World of Darkness,(Vampire the Mascarade). I have a nice word document version with formating and stuff. If interested, mail me personally. The Word for Windows version is the IBM one Just before '95 came out. Comments always welcomed. <<<<>>>> ----------------------------- When in Settlements there is a chance that the warriors may come across one of the following caravans. They travel across the Old World, setting up a tent randomly in any city, town or village. Whenever the warriors enters a settlement, roll 1D6. If a 1 is rolled, roll another 1D6 and see the corresponding entry below. They will stay until after the Warriors leave, unless otherwise stated. 1) SKINNY BONES' EXOTIC SHOP ---------------------------------- Skinny Bones is a thin Human trader that specialises in exotic goods. He has travelled to the far East and back. There is always something strange offered for sale by Skinny Bones. Also, being an excellent haggler, he often manages to sell his goods at a higher price. When you are buying from Skinny, decide what you want to buy, then roll 2D6 on the following table to determine the actual price. 2-3 Skinny takes you for a ride! Double the price! 4-6 Skinny pulls a quickie and raises the price by 50% 7-8 Special Deal! You have to buy something else but both items are sold at their normal prices. 9-11 You managed to get the item for its normal price. 12 The impossible has happened! You managed to buy an item at half price! A deal is a deal and the sale is made. However, Skinny is so mad he wont't sell you anything else. He packs up and leaves. If the Warrior does not have enough money, he is thrown out is disgust. Any money he had before has been taken by Skinny as compensation for wasting his time. Equipment Cost ------------------------------- Cathay Charms 1,000 Firecrackers 50 Enchanted Acorns 400 Fine Silk Garments 200 Nippon Poison 500 Arabian Lamp 50 Indian Spices 200 Cathay Charms. It is believed that these charms protect against evil spirits that seek to harm the bearer. The warrior gets one luck counter. Firecrackers. Used extensively is the East, firecrackers are a must have for any celebration. Producing loud cracking sounds and bursting into bright lights, they have a totally different effect in the enclosed dungeons underground. When used, everyone (including the user) on that board section must roll a die. On a roll of 1,2 or 3, the monster or warrior is stunned and may not do anything but defend himself. The user may add one to his roll. Enchanted acorns. These are magical acorns enchanted by Halfling wizards. When thrown, enemies hit by it are turned into stone. To see if it works, roll a 1D6 and add the thrower's battle-level to it. If the number exceeds the monsters' current wounds, it works. If not, it is wasted. Fine Silk Garments. The finest silk from Cathay in the latest fashions. A must buy for all! Nippon Poison. Potent poisons from the land of the Ninjas! One purchase has enough for 1D6 coats. Each coat on the weapon is effective for the first blow that hits even if it does no damage. The poison deals an unmodifiable one wound of damage every Power Phase. It can also be coated on missile weapons. Those that miss can be collected at the end of the battle. Arabian Lamp. An exotic lamp from the land of the Arab. This can be used to replace the torch. Indian Spices. The spiciest spices! Guaranteed to spice up your meal! Use it with any rations to get +1 attacks but also get -1 to your WS and BS. Wizards that use this cannot cast spells. Use it without rations to get x2 attacks and a -2 to your WS and BS. One use last one fight. There is enough for 1D6 uses. 2) DANCERS' TROUPE ------------------------------------ A famous troupe has rolled into town. They are arranging a special show for the poor and everyone is invited. Roll 1D6 on the following table to see what happens. If you are an Imperial Noble, subtract one from your score. If you are a Wardancer, add one to your score. If you distribute 1D6 x 10 gold to the poor, you may also add one to your score. Note, the Wardancer may not receive +2, he can still donate, he just won't get the bonus. 1 Someone spots you as a rich man. You are run out of the settlement. 2 It was a terrible performance and you feel horrible. On your next adventure, you get a -1 to all to hit rolls until a six is rolled in the Power Phase. 3-4 It was an okay performance. 5 It was a delightful performance. You leave the show with a spring in you step. 6 It was a magical performance. It captures your heart. Take one luck token. If it is not used in the next adventure, discard it. 3) RELIGIOUS PILGRIMAGE ------------------------------------------ There is a religious pilgrimage travelling through the settlement. If you visit the leader, roll on following table. If you are an Imperial Priest, roll an additional die. If the second die is a 1,2 or 3, add one to your score. If not, subtract one. Subtract one if you are a Pit Fighter. 1 The leader claims you as a Faithless and you are mobbed by the members of the pilgrimage. You manage to escape but you lose a random item of treasure in the struggle. Also, you think it is a good idea to leave town as soon as possible. 2 You accidentally insults his religion. He chases you out of his tent and claims that you will be punished for your words. Your enemy gets +1 to hit when attacking you for your next adventure until the Wizard rolls a 6 on the Power Phase. 3-4 You spend an entire day talking to the leader. 5 You donate 200 gold to the religion and the leader blesses you. Gain one luck counter. If it is not used in the next adventure, discard it. If you do not have enough money, you donate whatever you have. 6 The leader is very impressed with your spirituality and gives you a treasure. Take a treasure card. 4) FUZZLEWAG'S MAGIC SHOP --------------------------------------- Fuzzlewag is a human wizard, formerly of the Grey Magic college. Old beyond old for humans, some say he exceeds 200 years in age, extended by the magics he uses so regularly. Fuzzlewag was once a great wizard, renowned throughout the Empire for his researches into the most arcane of magics. Now he is a little senile, travelling the world and studying magic. Being extremely unstable, its not certain what he may do. Before anything is one, roll on the following table. 1 He suddenly screams "Thief! Thief!" attracting the attention of the local constable. Not caring for any explanation, he fines the warrior 1D6 x 50 gold. If you do not have enough money, the constable take whatever you have and kicks you out of the settlement. 2 He starts dancing around in glee. You may do nothing. Come back again tomorrow. 3-5 He doesn't go crazy, much. Buy and sell as normal. 6 He suddenly casts a spell at you. Roll on the next table to see what happens. All the spell effects ware off when the wizard rolls a six in the Power Phase. Also, you have no idea how to unravel his complex spell. You can't get rid of it. 1-2 Slugs! You are surrounded by all sort of slugs. You have to leave the settlement. Whenever you roll one in a to hit roll, you slip. You are +1 to hit until the next warrior's phase. 3-4 Rats! A whole gang of rats surrounds you and you can't seem to get rid of them. You are invited to leave the settlement. A lady gives you 100 Gold for getting rid of the rats in her house. Also, in the dungeon, the rats get in your way and reduces your WS characteristic by one. But enemy attacking you suffers one wound every turn unmodifiable by toughness or armour, as the rats surround and bite him. Enemy killed by rats still give you gold. 5-6 Butterflies! You are surrounded by butterflies. Anyone who shoots in, out or through your square has a -1 to hit with missile weapons. Fuzzlewag has the following things to sell. Being erratic, the old wizard charges different prices depending on his mood. Roll a D6 to find out what he charges. If the warrior does not have enough money, he is thrown out with a spell cast on him (see above). Equipment 1-2 3-4 5-6 Dispel magic scroll 200 300 550 Destroy Magic Scroll 400 500 700 Potion of healing 250 400 600 Potion of Strength 150 300 450 Energy Jewel 200 350 500 Wizard's Staff 350 450 550 Descriptions of the above items (except the Wizard's Staff) can be found in the Treasure section of the Roleplay Book, pages 69-71. Rules for the Wizard's Staff can be found on page 24 of the Roleplay Book. Special Item Everytime you visit Fuzzlewag, he has something special for sale. Roll on the dungeon Room Treasure, Magic Items sub-table to discover what is offered (page 69-71). He will sell it for its cost x 1.2. Font of Power There is a Font of Power in his camp. He allows you to use it and the charge is 1D6 x 50. Buyer He is also a buyer of magic items. All magic items (except those he sells) can be sold to him for 100 gold above its normal price. 5) TAX COLLECTOR ----------------------------- The Count's Tax Collector has arrived. You don't have to visit him, he spots you! Resolve this event immediatly upon arrival. To see who get taxed, roll 1D6 x 1,000 for each warrior. If the total value of your gold exceeds this value, you get taxed. He declares a 10% tax on all the gold and gold value of your magical items. You may give it or declare the Tax Collector as corrupt. If you do so, roll 1D6 on the following table: 1 The Judge is also corrupt, pay 30% of your gold and treasures. 2 The Judge rules in the Tax Collector's favour. Pay 20% as court fees and tax. 3-4 Pay 10% as normal. 5 The Judge is also corrupt. If you pay him 5% of your gold and treasure, he will let you off the hook. 6 The Judge rules in your favour. You don't have to pay anything. Before you roll the die, you may decide to bribe the Judge by paying him a 100 gold. You can reduce you payment by half if you rolled a 1,2 or 3 on the table above. If you rolled a six, it turns out that the Judge is an honourable man and has taken your act into consideration in the trial. Treat your result as if you rolled a two(2). 6) CLOTHO FAE, -------------------------------- GYPSY FORTUNE TELLER Clotho Fae is an ancient fortune teller that has travelled from far. Rumours has it that she has already lived longer than the natural life span of a human, yet it seems unlikely that she is going to die anytime soon. She is known to be extremely accurate and powerful. Kings and Emperors have been known to consult her. If you decide to visit her, you must pay her 1D6 x 60 gold. Roll on the following table to see what she sees... 1 You insult her by calling her a fraud! In disgust she lays a curse on you. Form now on, the first time a 6 is rolled on the Power Phase during combat, you are turned into a toad for three turns. All your statistics are reduced to one and you may not use any weapons. You cannot be pinned. 2 She says a lot of things, none of which are useful. 3 She doesn't see anything. She apologizes and as compensation, she gives you a small charm. Ignore the first 1D6 wounds you receive. After that, the charm is useless. 4 She warns of a danger lurking in the dark. You may ignore the ambush skill of the next applicable monster. 5 She can see the path you take. On the first fork you come across, you may look at the top 3 cards of one of the decks of dungeon cards. 6 She describes the death of your character in vivid detail. On the next attack that reduces your character's wounds to below 1, you may ignore the result and rerole the blow (to hit, then wounds). ------------------------------------- Ng, Kai Teck University of Tasmania, Australia email : kt_ng@postoffice.utas.edu.au