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TRAVELLING HAZARDS – LITTLEMONK (Revision 2.

1)

· INTRODUCTION ·
This new, expanded Travelling Hazards Table and corresponding entries replace the ones in the Roleplay
Book (pages 15-17). When using this supplement follow all of the normal rules for travelling and finding a
Settlement except as noted below.

At the start of each week that the Warriors are travelling to a Settlement, roll 1D6. If the score is a 6, then
the Warriors have an Uneventful Week. If the score is 5 or less, the Warriors have encountered something on
their journey and must roll 1D6 on the Travelling Hazards Table below:

TRAVELLING HAZARDS TABLE


IMMINENT DANGER (pg. 3)
The Warriors are travelling upon a very dangerous route! Threats of attack from monsters, bandits or fierce animals
are extremely likely. Roll D66 on the Imminent Danger section below.

ACT OF NATURE (pg. 6)


The natural environment can be ruthless and harsh. The Warriors’ path has likely converged with that of a natural
disaster or some equally catastrophic display of nature’s wrath. Roll D66 on the Act of Nature section below.

ENCOUNTER (pg. 8)
The Warriors are not the only ones to walk these roads. A stranger, group or a creature whose motives are
unknown now crosses the Warriors’ path… Roll D66 on the Encounter section below.

STRUCTURE OR OBJECT (pg. 12)


On their journey, the Warriors come across an edifice or item of significance. They are about to discover whether it
will help them, harm them and/or cause them delay. Roll D66 on the Structure or Object section below.

EVENT (pg. 15)


An unusual situation is transpiring – and the Warriors are in the middle of it! Roll D66 on the Event section below.

PLACE (pg. 19)


There are many wondrous, mysterious and dangerous sites scattered throughout the Old World – and the Warriors
have stumbled upon one of them! Roll D66 on the Place section below.

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TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)

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· IMMINENT DANGER ·
The Warriors learn of a royal edict which proclaims there to be
a man-eating tiger on the loose in this area. Soon enough, one
of the Warriors is attacked by the ferocious cat. Each Warrior
must roll 2D6 and the lowest score is the Warrior who is
attacked. Use the lowest rolling Warrior’s score on the table
below to see what happens to them. If two or more Warriors
have the same lowest score, they both are affected the same
way!
2 Before the group manages to bring down the big
beast, it takes your Warrior with it! Your Warrior has
been ripped to death and is removed from the game!
3-4 Your Warrior is ripped, scratched, and bitten badly!
They must deduct -1 Wounds from their Starting
Wounds score permanently!
5-7 Your Warrior draws steel just as the tiger pounces!
Wounded, the animal turns tail and runs away.
8+ With a quick draw and thrust, your Warrior slices open The Warriors spot a group of dragons up in the sky in the
the huge cat’s belly and it falls dead! Amid the cat’s direction they are travelling. The dragons appear to be circling
innards your Warrior finds a ring worth 1D6x100 gold. for prey. If the Warriors continue on their present course roll
1D6 on the table below:
1 Attacked! As the Warriors near the area where the
dragons were spotted, they are viciously attacked by
the monsters! Although they manage to find refuge in
One of the Warriors (determined randomly) has been a small cave where they can tend to their injuries, each
kidnapped while on watch during the night! After a thorough Warrior must deduct -1 from their Starting Wounds
search of the area, the kidnapped Warrior is discovered score permanently!
battered, bound and gagged. The abducted Warrior must roll 2-3 Spotted! The dragons spot the Warriors approaching
1D6 to see what has been stolen: and immediately swoop down on them to feast!
Although the Warriors take refuge in a dense forest,
1 Everything! Your Warrior has been stripped of all their the dragons wait patiently for them to re-emerge. The
possessions (as well as their self-esteem)! Warriors have no choice but to alter their route which
2-5 2D6x100 gold pieces. adds another week to their journey.
4-5 One magical item (chosen at random). 4-6 By the time the Warriors reach the area where they
6 One item of equipment (chosen at random). had spotted the dragons, the beasts are no longer
there and the Warriors may continue on their journey
without delay.

If the Warriors change course roll 1D6 below:


1-4 The way chosen adds a week to their journey.
5 The way chosen is the same distance with no loss of
time.
6 The way chosen knocks a week off their journey!

As the Warriors pass through some rocky crags, they are set
upon by vicious harpies. They swoop in and claw at the
Warriors and snatch some of their belongings before flying off.
Each Warrior must roll 1D6 on the table below to see what
they’ve lost:
1-2 A harpy snatches a random item of Treasure.
3-4 A harpy snatches a money pouch containing 1D6 x
100 gold.
5-6 A harpy snatches a coin purse containing 1D6 x 20
gold.

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TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)

After a restful and relaxing night under the star lit sky, the While traversing through a grove the Warriors are threatened
Warriors awake to find something missing: one of the by hungry wolves. The Warriors must toss a total of 2D3 food
Warriors! Roll 1D6 for each Warrior with the lowest score items to pacify the pack or the wild canines will attack.
being the Warrior who has disappeared. If the Warriors don’t have enough food or if they choose not
After hours of fruitless searching, the other Warriors come to feed them the Warriors eventually dispatch the attacking
to the solemn conclusion that their companion has vanished wolves. However, during the conflict each Warrior has one
without a trace. They have no choice but to continue on item of Equipment damaged beyond repair (determined
toward the Settlement. randomly). It must be discarded immediately.
In the first Dungeon Room of the next Adventure, the
Warriors will come across their companion; gagged, bound and
heavily guarded (make one roll on the Monster Table of the
current Dungeon-level with the maximum number of Monsters
appearing). Once all the Monsters in the room have been The Warriors enter what appears to be a deserted village. As
defeated, the Warrior may be freed. They have lost 1 Wound they wander about scrounging for supplies, they find that the
permanently from their Starting Wounds score due to the residents have mutated into Ghouls and Zombies! The
excruciating torture they have suffered. Their weapons, items Warriors had hoped to refill their waterskins and perhaps
and equipment are located in a heavy chest nearby although replenish their supplies. Now they only hope to escape with
any gold they had is nowhere to be found. their lives!
Once free, the Warrior fights with unbridled ferocity as they Roll 1D6 for each Warrior and add their Strength. If the total
seek revenge for their ordeal. The Warrior is +1 Attacks, -1 To is 7 or more, they have managed to fight their way out of the
Hit and +1 Strength for the rest of the Adventure. The Warrior Settlement safely. If the total is 6 or less, the Warrior is clawed
receives an additional 10% gold for any Monster they defeat. and scratched so badly by the afflicted townsfolk that they are
If the Warriors clear the Objective Room of Monsters, they either -1 Toughness or -1 Movement (their choice) for the next
succeed in restoring the Warrior’s honour. They each gain one Adventure.
Objective Room Treasure in addition to any other reward that
they were entitled to.

A group of evil combatants appear from round a bend. They


have weapons drawn and it is clear they intend to attack. Roll
The Warriors find themselves halfway across a bridge which 1D6 to see who the combatants are:
spans across a deep chasm when they suddenly feel and hear
the bridge starting to give way! The Warriors quickly begin a 1-2 Dark Elf Warriors
mad dash to the other side before the bridge collapses. Each 3-4 Chaos Warriors
Warrior must roll 1D6 on the table below: 5-6 Chaos Dwarf Warriors
1 Your Warrior does not make it to other side before the
bridge collapses and they plummet into the chasm The outcome of the fight is impossible to determine as
below. They are dead and removed from the game. combatants are of similar strength and ability to the Warriors.
2-3 Your Warrior is almost to other side when the bridge Mix the Warrior counters into a cup. Starting with the party
crumbles. Your Warrior slams into the mountainside leader and continuing in turn, draw a counter out of the cup. If
suffering severe injuries in the process. They must none of the Warriors draw their own counter, then it means
deduct -1 from their Starting Wounds score that the Warriors have won the fight. They each receive an
permanently. Any mount they were riding is dead and item of Dungeon Room Treasure. To determine how much gold
any wagon destroyed. The other Warriors manage to they each receive, multiply the number rolled to determine the
reach their wounded comrade but they must add combatants by 100. For example, if you rolled a 2 (Dark Elves)
another 1D3 weeks to the journey as they help the then each Warrior receives 200 gold.
injured Warrior along. If one of or more of the Warriors draw their own counter,
4-6 The bridge gives way just before your Warrior reaches then it means that the Warriors have lost the fight. They must
the other side. In a dramatic fashion they (or their each discard an item of Dungeon Room Treasure (determined
mount) launch themself into the air and land safely on randomly) and half of their gold.
the other side!

Near an idyllic stream the Warriors encounter river sprites.


While travelling on the road, one of the Warriors (determined These fairy-like, magical creatures with blue and pink skin sing
randomly) is struck by a poisoned arrow fired from the beautiful songs but their kisses are fatal!
bushes. The assailant promptly disappears without a trace. Each Warrior must roll 1D6. On a roll of 1, they cannot avoid
The poisoned Warrior is able to travel but must receive the magical temptation to kiss a sprite and the Warrior falls
medical treatment from a healer as soon as possible. For every into a deathly slumber which can only be cured with a healing
week the Warriors continue their journey, the poisoned Warrior potion.
must roll 1D6. If the result is a 1 or 2, then the Warrior must For every week that the party continues to travel with their
deduct -1 Wound from their Starting Wounds score comatose companion, roll 2D6. If the result is a double 1, the
permanently. If their Starting Wounds every reaches zero, or if Warrior has perished and must be removed from the game.
they do not reach a Settlement, then they are dead and
removed from the game. If the Warriors reach a Settlement, the slumbering Warrior
can be cured by a healer at the cost of 100 gold.
If the Warrior reaches a Settlement, the local healer is able
to cure their condition, although Wounds lost are permanent.

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TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)

As the Warriors travel through a particularly dark glade in a Whether through too many late nights carousing around the
gloomy forest, they are ambushed by Forest Goblins riding fire, carelessness, or simply throwing out supplies to carry
Giant Spiders. Leaping from the shadows, they threaten to more gold, the Warriors find themselves dealing with a
overwhelm the hardy Warriors by sheer weight of numbers. dangerous food shortage.
Roll 1D6 for each Warrior on the following table: Roll 1D6 for each Warrior. If the roll is a 1, the Warrior’s
1 Knocked out by a sneaky blow from behind, your stamina is poor and their foraging skills awful. They are -1
Warrior awakes to find one of their weapons (determine Toughness for the next Adventure. If the score is 2 or more,
randomly) and 2D6x100 gold stolen. the Warrior’s constitution is sound and foraging skills are
sufficient to sustain them.
2 Knocked out by a sneaky blow from behind, your
Warrior awakes to find 2D6x100 pieces of their gold
stolen.
3 Knocked out by a sneaky blow from behind, your
Warrior awakes to find one item of equipment stolen
(determine randomly). As the Warriors reach the outskirts of a small Settlement, they
are set upon by brigands demanding gold. They outnumber
4 Fighting a glorious battle, your Warrior kills many Forest the Warriors, but seem wary of their superior arms and
Goblins and gains 1D6x10 gold. armour. The Warriors have a choice: they can either pay the
5 Fighting a glorious battle, your Warrior kills many Forest brigands or fight them.
Goblins and gains 1D6x50 gold. If the Warriors decide to pay the brigands, each Warrior
6 Fighting a glorious battle, your Warrior kills many Forest must give up 1D6x20 gold.
Goblins and gains 1D6x100 gold. If the Warriors fight the brigands, roll 1D6 for each Warrior
and add them together. This is the total number of brigands
that the Warriors are fighting. Then roll another 1D6 for each
Warrior and add them together. This is the total number of
brigands that the Warriors manage to kill. If there are any
The Warriors are surrounded by a deadly and desperate group brigands left alive after this, then they overpower the
of highway robbers. The Warriors can either fight the robbers Warriors, steal 1D6x50 gold from each of them, and disappear
or give up an item of Treasure (your choice). into the shadows.
If the Warriors decide to fight the highwaymen, each of
them must roll 1D6 and add their Initiative. The total of all their
scores represents the number of highway men they are facing.
Next, roll 1D6 for each Warrior and add their Battle-level. The
total of all those scores is how many highwaymen they defeat. The Warriors inadvertently disturb a hornet’s nest. The
If any highway robbers remain, the Warriors are overtaken, enraged insects attack the fleeing Warriors mercilessly. Each
bound and left for the wolves. They are robbed of all of their Warrior must roll 1D6 and add their Toughness. If the score is
gold and one Item of Treasure (chosen at random), but, a 6 or less, the Warrior reacts so badly to the stings that they
thankfully, they manage to free themselves before they are are -1 Strength until the end of the next Adventure.
devoured by wild animals.

A large band of tough-looking horsemen accost the Warriors.


In a clearing, the Warriors are confronted by a grey-haired Each Warrior must roll 1D6, adding +1 if the Warrior is riding a
stranger with bulging eyes, wearing nothing but a loin cloth. A Horse and +2 if the Warrior is riding a Warhorse. The roll
bone holds up his hair and brightly coloured feathers adorn his cannot be modified by any other means (Faith, etc.). Look up
headdress. His actions are erratic and unpredictable as he the result on the table below:
motions to each of them. Each Warrior must roll 1D6 on the
table below: 1-2 Your Warrior is no match for the horsemen and is
severely trampled and defeated. They relieve the
1-2 The Witch Doctor bestows the curse of the Evil Eye Warrior of an item of Treasure (determined randomly)
upon your Warrior. The Warrior is -1 Strength for the before galloping off.
next Adventure unless they pay the Witch Doctor 3-4 Your Warrior is beaten and humiliated. The horsemen
1D6x50 gold to have the curse removed. relieve them of 1D6x100 gold.
3-4 The Witch Doctor curses your Warrior. They are -1 5-6 Your Warrior successfully keeps an eye on their purse
Weapon Skill for the next Adventure unless they pay whilst managing to hold their own against the
the Witch Doctor 1D6x25 gold. brigands. The horsemen get nothing before they are
5-6 The Witch Doctor points at your Warrior sternly but finally driven off.
then gives them a potion. When drunk, it restores 1D6 7 From atop their horse, your Warrior proves to be the
Wounds. better rider and the better fighter. After dispatching a
few of the horsemen, the rest gallop away in fear.
Your Warrior finds 1D6x50 gold on the bodies of the
slain horsemen.
8 In a glorious display of horsemanship and weaponry,
your Warrior humiliates many of the brigands. Once
the horsemen have been driven off, the Warrior
dismounts and loots the fallen for 1D6 x 10 gold and
one item of Dungeon Room Treasure!

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TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)

2
· ACT OF NATURE ·
The path to the Settlement takes the Warriors between two The Warriors arrive at a large town in the grip of a terrible
large, snow-covered mountains. Upon reaching the canyon, plague. All roads, bar the one the Warriors entered by, are
the Warriors come across a small Village. The locals notify the blocked. Their journey is over and they must now either go
Warriors that the route beyond has been cut off by a recent straight into the next Adventure, or they may stay in the
avalanche. The Warriors’ journey ends here as they lose all afflicted town.
hope of making it to a town or city. If the Warriors stay, use the normal rules to determine what
they do there (see the Settlement section), but each time a
Warrior makes a roll on any table for any reason your must
make roll another 1D6 on the following table:

The ground opens up in front of the Warriors, creating an 1 The Warrior contracts the plague. They are at -1
impassable chasm many miles long. The Warriors have three Strength for the duration of the next Dungeon.
choices: 2 The Warrior contracts the plague. They are at -1
a) Abandon any hope they have of reaching a Settlement, Toughness for the duration of the next Dungeon.
in which case they must go straight into the next 3-6 The Warrior remains unaffected by the plague – for
Adventure. now!
b) Go back to the caves they just left and start their
journey again from scratch taking a different route. Once a Warrior has rolled a 1 or 2 on the table above, they
c) Use any length of rope that they have to cross the need not roll on the table for the rest of their stay in the
chasm. If they cross the chasm with a rope, they may Plague Town.
not take horses, carts, etc. with them, and must
discard the rope once they have safely reached the
other side.

Travelling through a Mountain pass, the Warriors are shaken


violently by a thunderous explosion. From the sky fall chunks
of molten lava! As the area is sprayed with volcanic fire and
This region is in the grip of an unprecedented heatwave and ash the Warriors are pelted and smothered. Each Warrior must
the Warriors are only able to travel at night which adds 2 more roll 1D6 and add their Toughness and Armour. If the score is
weeks to their journey. less than 8, the Warrior is scalded and burned badly, and must
At the beginning of every week until they reach a deduct -1 from the Starting Wounds score permanently. In
Settlement, each Warrior must roll 1D6. If the result is a 1, the addition, the group must flee the area, thus adding one week
Warrior must deduct -1 Wound from their Starting Wounds to their journey.
score permanently. If they ever reach zero Starting Wounds,
they are dead and removed from the game.

On the Warriors’ travels, they pass through lands cursed by


famine and drought. Being the worthy hero that they are, each
The Warriors are resting when a tornado unexpectedly tears Warrior gives the poverty stricken peasants a proportion of
through their camp. The winds are ferocious and the Warriors their gold. Roll 1D6 for each Warrior on the following table:
have to fight to prevent being sucked up and blown away.
1-2 Your Warrior gives any one item of treasure to the
Roll 1D6 for each Warrior and look up the lowest number peasants.
rolled on the following table to determine what happened to
the Warrior with that score. If two or more Warriors have the 3 Your Warrior gives 100 gold to the poor.
same score, re-roll until the victim is determined. 4-5 Your Warrior gives 1D6x10 gold to the poor.
1 Unable to resist, your Warrior is sucked up high into 6 Touched by your kindness and concern, the village
the air before crashing back to the ground. They must elder brings a carefully wrapped sword out of his
be carried to safety by the other Warriors, adding one house, presenting it to your Warrior in exchange for
week to the journey time. As soon as the party arrives 1D6x50 gold.
at its destination, the Warrior must pay 100 gold to be
healed. If the injured Warrior cannot afford it, the The magical blade is a Sword of Sharpness, and each time it
healer takes all the gold they do have plus one piece of is used is causes +2 Wounds on any Monster it hits.
Equipment or Treasure as payment. However, the sword can never be sold, as any attempt to
2 Desperately clinging to a large boulder, your Warrior get rid of it results in it mysteriously finding its way back to
only keeps their grip by lightening the weight of their the village.
coin purse by 1D6x50 gold. If more than one player rolls a 6, draw a Warrior counter to
3-6 Your Warrior resists the howling winds but at a cost as determine whose Warrior gets the sword and roll again for the
a weapon is plucked from their grasp. Discard any one other Warriors.
of your Warrior’s weapons.

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TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)

An enormous forest fire is raging out of control in this area. A blizzard howls across the land, swathing all in white.
The Warriors must add another week to their journey as they Unprepared, the Warriors are trapped in a bitterly cold
circumvent the blaze. landscape where visibility is reduced to a few yards and
movement is almost impossible through the banked drifts of
snow. The Warriors abandon all hope of reaching a town or
city, and take refuge in the nearest village, cutting their
journey short. They may buy equipment there as normal.
After the blizzard abates, the Warriors may go straight into the
As the Warriors are setting up camp on the top of a hill, a next Dungeon.
storm gathers above them. The sky blackens and grows dim,
and thunder rolls. The next instant a lighting bolt streaks from
the sky, hitting one of the Warriors on the head.
Roll 1D6 for each Warrior. The Warrior with the lowest score
is hit by lightning, melting their armour. They lose two items of
armour (a shield and a helmet, for instance). If the Warrior As the Warriors trek through a dark ravine, there is a dull
doesn’t have two items of armour, the armour they do wear is rumbling above them. A few seconds later a shower of rocks
melted, and the lightning bolt sets their clothes alight too – and boulders comes crashing down, blocking their route
they arrive at the next Settlement in tattered, charred rags completely. Although they can still complete their journey
and must therefore buy new robes and new boots. without losing any time, they must employ local labourers to
clear a path, costing each Warrior 1D6x20 gold.

The weather has been bad recently and the land for miles
around has flooded, creating an impassable lake. The Warriors A portion of the mountainside here has eroded away creating
can either abandon any hope they have of reaching their a new pathway through the area which reduces the Warriors’
destination, in which case they must go straight into the next journey by one week.
Adventure, or pay 20 gold each to a ferryman to take them
across the obstruction.

While the Warriors are crossing a steep ridge, a dense fog


quickly descends into the area. If the Warriors circumvent the
Chunks of ice the size of bird eggs bombard the Warriors as fog, they must add one week to their journey.
they walk along the road. They flee for cover in a dilapidated If they decide to continue through the dangerous fog, they
cottage but in their haste, each Warrior drops one item of must roll 1D6 on the table below:
Dungeon Room Treasure. When the storm finally ends the
Warriors retrieve the item. Roll 1D6 for each Warrior to see 1 The Warriors emerge from the foggy ridge in front of a
what state the item is in: Village and discover that they have been travelling in
the wrong direction! Their journey has ended.
1-3 The hail has damaged the item beyond repair. Discard 2 One of the Warriors (determined randomly) nearly falls
it immediately. off the ridge. Another Warrior pulls them to safety but
4-6 The item has suffered no damage from the hail. one of the falling Warrior’s belongings (your choice)
plunges into the gully below and out of sight. Roll on
this table again.
3-4 The fog is thick and the Warriors proceed cautiously
along the ridge. Roll on this table again.
The days become hotter and hotter and no rain falls from the 5 The fog eventually lifts and the Warriors manage to
sky. Water holes are empty upon arrival and streams have cross the ridge without further incident.
dried up in the surrounding area. Each Warrior must roll 1D6 6 The Warriors cross the ridge and when the fog lifts
below: they discover can see a city in the distance! They may
1 Your Warrior is severely dehydrated and their throat stop here or continue on to their original destination.
feels like a raging fire. They collapse often and their
companions must frequently carry them thus adding 1
week to the journey (cumulative with other Warriors
who roll result 1 & 2). In addition, the Warrior must
deduct -1 Wound permanently from their Starting The sun shines over fields of golden wheat, and all is well with
Wounds score permanently. the world. Having walked for many miles and many days over
2 Your Warrior does everything they can to trudge bleak and inhospitable realms, the Warriors decide to take it
onward but slows the group down by 1 week easy and enjoy the scenery, adding one week to their journey.
(cumulative with other Warriors who roll result 1 & 2.)
3-5 Your Warrior is occasionally overwhelmed. Although
they are parched and their skin blistered, they press
onward.
6 Your Warrior wills themself to continue. When they A storm hits the Warrior’s camp, blowing away their tents and
emerge from the drought, they are much stronger. equipment in a torrential rainstorm. Each Warrior loses one
Your Warrior permanently adds +1 to their Starting item of Treasure of your choice.
Wounds score!

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TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)

3
· ENCOUNTER ·

Near a fast-flowing brook the Warriors meet an old, blind After it seems that Warriors will never find civilization, they
hermit who claims to be a prophet. He reveals how to see the thatched roof and wooden wall of a small village. The
overcome a terrible fate that awaits the Warriors. Warriors abandon all hope of reaching a Town or City… until
The next time any of the Warriors must roll for a they spy a group of wagons ready to haul wheat and grain to
Catastrophic Event, they may ignore the result and roll again. a larger Settlement (1-4 Town, 5-6 City). The Warriors are told
They must accept the outcome of the second roll. that constant bandit raids have kept the last two monthly
shipments from reaching their destination. The Warriors can
either agree to guard the caravan in exchange for a lift to the
next Settlement or remain in the Village.
If the Warriors choose to guard the caravan, roll 1D6 on the
table below:
Stopping to rest at a nearby river, the Warriors encounter a
group of religious pilgrims who are aggressively passionate 1 The Caravan is ambushed and despite the Warriors’
about their spiritual journey and turn out to be extremely best efforts the grain stolen! With the wagons
persuasive speakers. burning behind them, the Warriors only survive by
Each Warrior must roll 1D6 and add their Willpower. If the escaping into the wilderness. The party must go
score is 7 or less, the Warrior is convinced to donate 2D6x100 immediately to the next Dungeon.
gold to their cause. If the Warrior does not have that amount, 2-3 Only miles from the Village, the Caravan is attacked
they give the pilgrims whatever gold they have. by hordes of brigands! Soon, the Warriors and farmers
have to retreat back empty-handed and must remain
in the Village. With the third loss of grain in as many
months, the Village suffers from cost inflation in
goods and services. All costs are 5x the listed price!
The Warriors are stopped by a pedlar – a strange-looking 4 The pounding of drums and whizzing of fire-arrows
individual wearing brightly coloured rags and carrying a signal a raid on the caravan! With some of the wagons
number of wicker baskets in which he keeps his wares. He burning, the Warriors muster their courage and
capers from side to side, playing a piping tune on a reedy flute. manage to force the bandits into retreat! With half the
The Warriors may buy things from him: shipment still intact, the Warriors may continue
toward the Settlement.
• Healing Potion. 50 gold. Heals 1D6 Wounds. One use. 5 The bandits do indeed attack but the Warriors give
• Lucky Charm. 50 gold. A Warrior wearing this may re-roll them a firm drubbing. Divided, bloodied and
any single dice roll once per Adventure. bewildered, the bandits beat a hasty retreat. The
Warriors may continue to the Settlement with 75% of
• Bronze Wristbands. 30 gold. A Warrior wearing these the shipment intact. As a reward for their efforts, the
may ignore 1 Wound during any single combat. One use, caravan company will pay all of the Warriors’ Living
then they are broken. Expenses at the next Settlement.
• Chalk. 20 gold. A Warrior with chalk may mark an escape 6 The bandits are no match for the Warriors and after a
route out of the Dungeon and therefore needs not roll on brief battle the brigands are either dead or captured. If
the Escape Table (from the Adventure Book) should they the Warriors reach the Settlement, they are welcomed
wish to leave the Dungeon. One use. by waves of cheerful citizens and need not pay Living
• Trinkets. 20 gold. If on the Warriors’ travels anyone Expenses during their stay. They can hand over the
demands gold from them for any reason they can try and bandits to the authorities whereupon each Warrior
give them these trinkets instead. Roll 1D6. On a score of receives 1D6x50 gold!
1, 2 or 3 they refuse the trinkets and insist on being given
the gold. On a score of 4, 5 or 6 they accept the trinkets
instead of the gold. Trinkets are only acceptable to fellow
travellers, and are never accepted as payment for
anything in a Settlement. The Warriors come across a village hit by a storm. The villagers
Each Warrior may buy a maximum of one of each item, except are trying to rebuild their homes, and would greatly appreciate
trinkets, which they may buy up to six of. the Warriors’ help. The heroic Warriors cannot refuse their
pleas, and stay and help them which adds one more week to
Once the Warriors have made their purchases, the pedlar their journey.
vanishes into the woods. Now roll 1D6 for each object the
Warriors have bought. If the result is a 1, that item is shoddily
made and is useless. The Warrior has been conned and must
discard the item immediately.

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TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)

As the Warriors approach the crest of a hill, they hear the


noise of armed men approaching. Taking cover, they watch as
a band of swarthy mercenaries troops by dragging a wealthy
merchant behind them.
The Warriors can either fight the mercenaries and free the
prisoner, or let them pass unhindered. If the Warriors attack
the mercenaries, rill 1D6 on the following table:
1-2 The mercenaries drive the Warriors off, taking some of
their gold. Each Warrior loses 1D6x10 gold.
3-4 The Warriors kill the mercenaries after a long struggle,
but not quickly enough to prevent them slaughtering
the prisoner. The Warriors each find 1D6x20 gold if
they search the bodies. The Warriors’ enjoy the wondrous sight of a rainbow as they
5-6 The Warriors best the mercenaries in a fierce fight, and travel. Whilst traversing some woodlandthe Warriors are
free the prisoner. He cannot travel very fast, and if the shocked to discover the end of the rainbow! Sleeping soundly
Warriors take him with them he adds one week to nearby in a patch of emerald green clover is a little bearded
their journey time. Upon arriving at their destination, man with a square hat, buckled shoes and a large pot of gold.
he gives each Warrior 100 gold for rescuing him. This must be the Warriors’ lucky day!
Roll 1D6 for each Warrior who wishes to try and sneak up
to catch the little fellow, the highest score being the one to
nab him first. If more than one Warrior ties for the highest
number the little man is awakened by the Warriors arguing
over who gets to catch him and the fellow vanishes before any
The Warriors meet some date merchants on the road. The of them can reach him.
ravaged Warriors are more than glad to pay 10 gold each in
exchange for some of the dates the merchants are selling, If a single Warrior has the highest roll, that Warrior must roll
which they consume eagerly. Roll 1D6 for the Warriors: on the following table (this roll cannot be affected by Luck or
anything else):
1-3 The Warriors’ heads begin to spin, and they drop one
by one. Paralysed stiff, the Warriors can do nothing 1 “Me luck has run out! But so has yours!” the little man
while the date merchants rob them blind. When the screams. The Leprechaun wriggles free of your Warrior’s
Warriors come to, they find that half of their gold has clumsy grasp and with a click of his fingers he and his
been stolen! Roll 2D6 for each Warrior. If the result is gold vanish. The Warrior is -1 Luck for the next
double 1’s, the Warrior had a horribly allergic reaction Adventure!
to the drug and they do not wake up. They are dead 2 “Unhand me, brigand!” the little man cries. The man is
and removed from the game. not a leprechaun, but a local Halfling out collecting
4-6 The Warriors enjoy the dates, bid farewell to the wood. Your Warrior notices that the ‘pot of gold’ is just
Merchants and each group moves on their way. a yellow basket filled with logs. Sheepishly your Warrior
bribes him with 1D6x50 gold to not report them to the
authorities.
3 “Oh, please!” the little man begs, “I’ll grant ye one wish
if ye let me go!” Thinking diligently about the
possibilities of such a wish and rubbing their hands
together gleefully, your Warrior drops the rotund little
fellow to the ground. Giving your Warrior a swift kick to
the shin and grabbing his pot of gold the little man
chimes, “Not your lucky day after all!” Snapping his
fingers, he is suddenly gone...
4 “Now I’ve got you! You have to give me a wish!” your
Warrior exclaims, wrapping his arms around the green
man. “Not so fast,” the little fellow says. “Things have
changed since the old days – ye don’t just get that wish
for free anymore,” he snorts. He motions the Warrior
over and soon they are in the bushes and out of sight.
Upon emerging, the little guy is grinning ear to ear. He
grabs his pot of gold, tosses a few dozens coins at your
Warrior’s feet, and disappears into the thicket. Your
Warrior collects 1D6x20 gold. “Call me!” your Warrior
yells after him.
5 “Me lucky charms!” the little man squeals. “You have
me indeed!” the Leprechaun has no choice but to grant
the Warrior +1 to either Strength, Toughness, Weapon
Skill, or Ballistic Skill for the next Adventure, give a
permanent +1 Wound, or give the Warrior 1D6x100
gold. He then clicks his fingers and disappears.
6 “Another fine mess I’ve gotten me self into, don’t you
know?!” the little man bellows. He grants your Warrior
+1 permanently to either Strength, Toughness, Attacks,
Weapon Skill, Ballistic Skill, Luck, 1D6 Wounds, or he
gives your Warrior 1D6x300 gold. He then clicks his
fingers and disappears.

9
TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)

The Warriors meet a stranger who asks where they are


heading. After being told, he says that he too is going that
way, knows a shortcut, and will pay each Warrior 40 gold to
let him join them. After all, he explains, there is a safety in
numbers.
The Warriors must let him join them. Roll 1D6 on the
following table:
1-3 The stranger does not know the way and the party is
soon lost – add 1D6 weeks to the length of the
journey. He is apologetic, however, and when the
Warriors finally arrive, he pays each of them 40 gold
as promised.
4-5 The stranger’s short cut turns out to be no quicker. In the shadowy depths of the forest, the Warriors encounter a
Upon reaching civilization, he pays the Warriors 40 group of Dryads who protect the area. They are easily
gold each. provoked and the Warriors must be careful not to offend
6 The stranger does know the way well, knocking a them.
week off the Warriors’ journey time. Upon arrival at Each Warrior must roll 1D6 on the table below (the Elf
their destination, he gratefully pays each Warrior the Warrior, the Wardancer, and the Albion Druid may add +1 to
40 gold as promised. their dice roll):
1 The Dryads perceive your Warrior as a threat to the
forest and punish them accordingly. Your Warrior
must deduct -1 from their Starting Wounds score
permanently.
An Elf messenger crashes into the Warriors’ campsite. 2-3 Your Warrior offends the Dryads and is beatebn
Panting and puffing, he begs the Warriors to help him deliver a senseless. Your Warrior -1 Strength until the end of
message to one of two large Settlements in the area. A horde the next Adventure.
of Orcs and Goblins are storming the countryside with a
devastating surprise attack. If the Warriors can get to the next 4-5 Your Warrior befriends the Dryads and they are
Settlement and pre-warn the inhabitants, they may have time allowed to pass through unharmed.
to mount a defence. 6 Your Warrior impresses the Dryads and is seen as an
When the Warriors reach the next Settlement, roll 1D6: ally of the forest. They gift your Warrior a healing
potion that when drunk will heal your Warrior back up
1 The Orcs have reached the Settlement first and have to full Wounds.
sacked it. The Settlement is a mess, bodies are being
collected and there is a food and water shortage. No
shops are open as the inhabitants struggle to put their
lives back together and each Warrior feels compelled
to give 1D6x100 gold to help the survivors. After all, it
was the Warriors who arrived with the news too late! Passing through a small forest the Warriors catch a whiff of
They must proceed directly to the next Adventure… the unmistakable smell of game cooked over an open fire. In a
nearby clearing they find a traveller who invites the Warriors
2-4 The Warriors arrive before the Orcs and deliver the to join him for dinner. During the night, the traveller secretly
news. The Settlement is thrown into chaos as they places an item of Treasure in one of the Warrior’s pack. In the
prepare for the onslaught. Roll 2D6, the result being morning the traveller bids them all farewell and continues on
the number of days the Warriors have until the Orcs his way. Draw a Warrior counter to determine which Warrior
and Goblins attack. If they are still in this Settlement has the item and then roll 1D6 to determine what the item is.
at the end of the specified time period, follow On a score of 1,2, or 3 it is an item of Dungeon Room
Catastrophic Event #4 in the Roleplay Book (page 25). Treasure. On a score of 4, 5 or 6 it is an item of Objective
5-6 The Warriors reach the Settlement and warn the local Room Treasure.
militia of the attack. The Warriors offer their swords When the Warriors enter the next Settlement, the Watch
for service and act as generals. Being able to prepare are frisking as part of a search for missing items. The Warrior
for the onslaught proves to be the difference in the carrying the item from the traveller must roll 1D6 below:
battle. With clever ambush techniques, well-
coordinated flanking manuevers and powerful column 1 The item your Warrior is carrying is confiscated as it
offences, the greenskins are no match for the was recently stolen from a prominent noble. Your
Warriors and the Settlement soldiers. The Orcs and Warrior is flogged in the town square and thrown into
Goblins are devastated in record time and the jail. They are released after 7 days once they convince
Settlement experiences minimal casualties. The the authorities of their innocence.
Warriors and soldiers return from the field to a hero’s 2 The item your Warrior is carrying is confiscated as it
welcome. For the rest of their stay in the Settlement was reported stolen by a wealthy merchant. Your
they need not pay any living expenses and everything Warrior spends 1D6 days in jail and fined 100 gold.
in the Settlement is sold to them at half price!
3-4 The Watch are not interested in any items your
Warrior is carrying and they are allowed entry. The
moment they set foot through the settlement gates, a
young knave discreetly lifts the item off of the Warrior
(discard it). The Warrior has been an unsuspecting
player in a smuggling ring that operates in the area.
5-6 The item your Warrior is carrying is not the item the
Watch is looking for and the puzzled Warrior may keep
the item for himself.

10
TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)

A travelling minstrel joins the Warriors for the rest of their


journey. When they reach the gates of the Settlement they are
travelling to, he begins to play and sing, convinced that he will
earn them all free entry to the Settlement. Roll 1D6 on the
following table when the Warriors reach their destination:
1 The minstrels’ playing is awful, and the Warriors are
forbidden to enter the Settlement. They must go
straight into the next Adventure.
2-5 No one is particularly impressed, but a few inhabitants
give the minstrel some gold. The Warriors meanwhile,
are free to enter the Settlement as usual.
A thin, wiry, and adventuring fellow approaches the Warriors 6 The minstrel’s song is so rousing that the inhabitants
and claims to be a local guide of the province and will show the of the Settlement shower gold upon you. Each Warrior
Warriors to their destination, reducing their journey time by gains 1D6x10 gold.
one week. If the Warriors take him on as their guide, they
must each pay 1D6x20 gold. When the Warriors reach the
Settlement, the guide disappears into a crowded market. Roll
1D6 on the table below (make one roll for the entire group):
1-3 The Warriors notice that they are each missing an The Warriors cross paths with a party of brash adventurers;
item! One item of Treasure (determined randomly) has two Humans, a Dwarf and a Halfling. Each Warrior must roll
been stolen by the guide during the past week! 1D6 and add their Willpower.
4-6 The guide was actually a famous ranger from the area Roll 1D6. Add +1 for every Warrior who scored 7 or more
and the local shopkeepers are impressed to see you on their Willpower test and subtract -1 for every Warrior who
enter with him. Each Warrior may pick any one item scored 6 or less:
for sale they find in stock from a single Trader at the
Settlement and can buy it for half price! -4 to 1 The Warriors are immediately irritated with the
presumptuous group of adventurers and it isn’t
long before the two parties break out into in all out
rumble! When the dust clears the Warriors humbly
find themselves bloodied and battered. They each
have 1D6x100 gold and an item of Treasure
Drawn by the sounds of singing and dancing, the Warriors (determined at random) taken from them.
come upon a caravan of gypsies just as they are breaking 2-3 The Warriors are annoyed by the arrogance and
camp. Coincidentally, the gypsies are heading to the same overconfidence of this small group of adventurers.
Settlement as the Warriors and suggest travelling together. If After a brief exchange of formalities, the Warrior
the Warriors refuse, they must each roll 1D6. If the roll is a 1, with the lowest Willpower test score can’t help but
the Warrior has incurred thew wrath of the offended gypsies make a snide remark. The Halfling immediately
and must deduct -1 Luck permanently! sends his fist into the Warrior’s mouth, smashing
If the Warriors allow the gypsies to travel with them, the out four teeth. The Halfling demands 1D6x100 gold
Warriors lose valuable time and must add 1 week to their pieces to further resolve the matter which the
journey. When they arrive at the Settlement, they find their Warrior happily pays selling items of Treasure to
purses 1D6x50 gold lighter! cover the cost. (The Warrior is now referred as
“[Warrior’s Name], the Toothless” by their peers in
private…)
4-5 The Warriors demonstrate dignity and poise as
they exchange formalities with the other party.
During a brief interlude in the journey at a roadside inn, the When their Dwarf make a rude remark, one of the
Warriors have just agreed that the next drink really must be Warriors (chosen at random) delivers a swift kick
their last when another group of adventurous rogues arrive at which send the Dwarf sprawling. The Dwarf
the bar. Several rounds of drinks later, each member of the manages a whispered apology, begs for
other group offers one of the Warriors a ‘blind trade’. Any item forgiveness and gives the Warrior 1D6x50 gold as
of theirs for any item of the Warriors. compensation for the insult.
If a Warrior accepts, discard one Treasure and roll 1D6 to 6-10 The Warriors are the epitome of virtue and honour.
see is given to them in exchange. If the score is 1, 2, 3, 4 or 5 The same can’t be said for the other party of
then the Warrior receives an item of Dungeon Room Treasure. adventurers as they begin to taunt the Warriors.
If the dice roll is a 6, then the Warrior receives one item of The other party draws their weapons and the
Objective Room Treasure instead! Warriors are forced to respond in kind. Moments
later, the other party members all lay dead. When
the Warriors search their bodies they turn up
1D6x50 gold pieces and one item of Dungeon
Room Treasure each!
The Warriors see smoke curling above the trees, and within a
few minutes reach the crest of a hill overlooking a small
Settlement. As they get closer, a group of armed men on
horseback approach. They are the town militia and are very
wary of strangers. They refuse to let the Warriors stay at the
Settlement, but for a payment of 30 gold each will allow them
to pass through it. If the Warriors refuse to pay, they must go
around the village and the surrounding fields, adding one week
to their journey.

11
TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)

4
· STRUCTURE OR OBJECT ·
The Warriors spy a tower in the distance with a lone window The Warriors take refuge for a night in an abandoned keep, its
near the top. They hear the calls of a fair maiden but they walls crumbling and its halls long since plundered. Among the
cannot find any way to enter the structure. debris, one of the Warriors (determined randomly) notices a
If the Warriors have a rope then they can rescue the damsel battered but still locked iron box. Breaking open the age-old
but it will be lost in the process (discard it). lock proves easy enough and inside the Warrior finds, what
appears to be the map of a dungeon. Although faded, part of
When then Warrior reach the next Settlement, roll 1D6. On a the map is still clearly visible.
score of 2, 3, 4, 5 or 6 they are rewarded for rescuing the
burgomeister’s missing daughter. The Warriors receive At the start of the next Dungeon, the Warrior with the map
1D6x100 gold to be shared equally between them. If the score may look at (and lay out on the table) the top six cards of the
is a 1, however, the woman accuses the Warriors of Dungeon Deck, forewarned as they are of what is to come.
kidnapping her and they are thrown into prison for 1D6 days
and fined 1D6x25 per Battle-level gold each!

The Warriors see a small chapel. If you wish, your Warrior may
spend some time in prayer to their gods. After your Warrior
spends 1D6x20 gold per Battle-level in offerings you may roll
1D6 on the following table:
1-3 The gods aren’t listening, and ignore your Warrior. Approaching a waypoint, the Warriors find out more about
their destination and its population. Roll 1D6 to see what the
4-6 Your Warrior has +1 Wounds added to their Starting population marker says:
Wounds score. This is a permanent addition.
1-2 The Warriors’ target Settlement is one size smaller
Each Warrior may make one prayer and then must move on. than they were lead to believe!
3-4 The Warriors’ target Settlement size is accurate.
5-6 The Warriors’ target Settlement is one size larger than
they were lead to believe!

Passing through a recently abandoned campsite the Warriors


discover a barrel marked Bugman’s Brew. Lapping a few
drinks with the ladle to quench their thirst the Warriors soon
discover that this is certainly not Bugman’s Brew! Each The Warriors discover a patch of wild mushrooms which they
Warrior must roll 1D6 for on the table below: can pick and dry in the sun as they travel. When they reach
1 The brew makes your Warrior feel horribly sick and the next Settlement each Warrior can make 1D6 special
they lose 1 Wound permanently. provisions from the dried mushrooms. Keep those provisions
separate from any others.
2 The brew makes your Warrior feel weak and they are -
1 Strength for the next Adventure. When consumed, each mushroom provision heals 1D6
Wounds but if you roll a ‘1’ then your Warrior begins to
3 The brew causes your Warrior to fall ill. The group hallucinate believing that they are surrounded by evil
must add one week to their journey as their comrade creatures. In a wild panic they lash out all around and every
slows them down. (Add one week for each Warrior model adjacent to your Warrior suffers 1D3 Wounds with no
who rolls this result.) modifiers for anything.
4 Your Warrior becomes befuddled and disoriented and The mushroom provisions never spoil.
spends the next hour frolicking among the flowers
singing songs.
5 Your Warrior has a mind-altering experience as they
face their deepest fear. They may add +1 to all Fear
rolls and +2 to all Terror rolls in the next Adventure.
The Warriors catch sight of colourful birds or enormous size
6 Your Warrior’s muscles bulge and they feel more taking flight from a nearby crag. Reckoning that the eggs of
powerful than ever before! They are +1 Strength for such birds might fetch a pretty price, the Warriors wonder
the next Adventure! Roll another 1D6 and if the result about finding their nests. Each Warrior who wishes to try and
is a 6, then the addition is permanent! find a nest before the giant birds return may roll 1D6 and add
their Initiative. If the total is 8 or more the Warrior has
successfully navigated the crag and found some eggs! The
Warrior finds 1D6 giant eggs which may be sold at a
Settlement for 1D3x100 gold pieces each.
If none of the Warriors score 8 or more, then the giant birds
returns aggressively, forcing them to continue on their way.

12
TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)

The Warriors’ journey is over, but the Settlement that they Slumped against the trunk of an old tree sits the sad remains
were heading for turns out to be wrongly marked on the map, of a once proud warrior with a crumpled note clutched in his
and is little more than a hamlet. The Warriors may stay there cold, dead hand. The note is the last will of the warrior,
anyway and buy equipment, etc. but must roll for item evidently written they were dying, and it reveals that the
availability as for a Village. warrior was betrayed by one of their comrades over some
treasure they had stashed following a recent adventure.
Although the note details the location of the treasure, such a
detour would add an additional 1D3 weeks to the Warriors’
current journey.
In the middle of the forest, the Warriors come upon a huge If the Warriors decide to go after the treasure, roll on the
stone monolith; its origin unknown and its purpose following table:
unfathomable. The monolith hums with awesome power and a 1 The Warriors find the treasure location, but when they
sudden flash of light blinds the Warriors causing them to pull the rocks aside to claim it, they find nothing!
topple backward. When they regain their feet they find Someone has beaten them to it!
themselves imbued with magical power.
2-3 The Warriors find the treasure in a buried chest. Far
During the next Adventure each Warrior may choose to add from fabulous, the Warriors find 1D6 x 25 gold each.
+2 to a single Power Phase roll, although an Unexpected
Event still occurs on a roll of 1. Only one Warrior may use this 4-5 The Warriors’ search ends in an abandoned cottage. In
ability at any one time – it is not cumulative. Once used, this a floorboard, just as the note indicated, one of the
ability is gone forever. Warriors (determine randomly) finds a gleaming an
item of Objective Room Treasure!
6 The Warriors find themselves in a secret glade. In a
nearby hidden cave, just as the note explained, the
Warriors discover treasure! Each Warrior receives one
item of Objective Room Treasure!
The Warriors come across a broken-down wagon that looks to
have been discarded on the side of the road. The Warriors may
attempt to fix the wagon and use it to reduce their travel time
to the next Settlement.
1 No matter how hard they try, the Warriors are unable
to get the pile of wreckage to function as the wagon it
once was. The Warriors spend so much time and
energy trying to repair it that their journey time is
extended by two weeks.
2 The wagon proves to be more trouble than it is worth
and the Warriors properly abandon it by the side of the
road. The time spent trying to fix it adds one week to
their journey.
3-4 The Warriors manage to make the wagon operational
but it repeatedly breaks down and the Warriors save
no time on their journey this week. For each additional
week they travel with the wagon, the Warriors must
roll for a Travelling Hazard as normal but must also roll
on this table until they obtain a different result.
5 The Warriors are able to fix the wagon and their
journey time to the next Settlement is reduced by one
week! Unfortunately, the wagon falls apart just as they
reach the Settlement gates. There is no possibility to
repair it and it must be discarded immediately.
6 The Warriors restore the wagon into excellent Trudging through the wilderness, one of the Warriors
condition. Their journey time to the next Settlement is (determine randomly) inadvertently steps into a foot noose. In
reduced by two weeks! the blink of an eye, the foot noose hauls the Warrior high up
The Warriors may keep the wagon as their own and it into a tree. They can easily cut their foot loose but the
will knock 2 weeks off their journey to any Settlement. resulting fall would be fatal!
But as long as they have it, they must roll 1D6 each One of the other Warriors will have to try and catch their
time they reach a Settlement. If the score is a 6, the unfortunate companion. The Warriors may either decide
owner of the wagon has discarded it as junk and the amongst themselves or draw lots (determine randomly) to see
Warriors no longer have to roll for the wagon when who will attempt the catch. Once a catcher has been chosen,
they reach a Settlement. But if the result is a 1, the the suspended Warrior cuts the cord holding them aloft and
wagon was reported stolen and authorities arrest the plummets towards their wide-eyed comrade. The catcher must
Warriors for theft. They are thrown into jail for 1D3 roll 2D6 and add their Strength and their Initiative.
days and fined 1D6x25 gold each and the wagon is
returned to its rightly owner. If the score is less than 16, the ensuing impact is as much
comical as it is alarming. Both Warriors are -1D3 Wounds to
start the next Adventure which can be healed by normal
means. If a double ‘1’ is rolled, however, the catch goes
terribly wrong and both Warriors must deduct -1D3 Wounds
from their Starting Wounds score permanently.
If the total score is 16+, the crazy idea worked and both
Warriors end up with nothing more than minor bumps and
bruises.

13
TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)

The Warriors make their way through a thicket and stumble


across an old shrine. A stone well sits in the middle of the
shrine with a cracked ornate tablet hanging above it. A plaque
reads: “Part with your wealth and gain enlightenment.”
A Warrior may throw 1D6x100 gold into the well one time,
whereupon it mysteriously vanishes and the Warrior may
make roll on the following table:
1-2 The Warrior gains no knowledge.
3 The Warrior receives insight into a concept of efficient
movement, gaining +1 Initiative for the next Dungeon.
4 The Warrior understands the relationship between a
Warrior and their weapon. They gain +1 Weapon Skill
or Ballistic Skill for the next Dungeon.
5 The Warrior feels a resolve deep in their soul. They
are +1 Toughness for the next Dungeon.
6 The Warrior sees a glimpse of enlightenment in the
waters of the well. They are +1 Luck for the next
Adventure.

The Warriors attempt to cross into a new area but are stopped
by the local militia who insist that each Warrior pay 5 gold for The Warriors stray off the main road and happen upon an
each item of Equipment and Treasure that they are carrying. abandoned stone cottage. The interior is quaint and furnished
The Warrior must sell Equipment and Treasure if necessary. If with chairs and even beds. The Warriors are so elated to find a
they cannot pay, the guards take as much as they have before comfortable place to rest that they find it hard to leave the
letting them pass. place. The Warriors decide to relax and enjoy the comfort of
the cottage, adding one week to their journey. They are well-
rested, however, and each of them may add +1 to their
Willpower until the end of the next Adventure.

On the side of the road is an elaborate tombstone with one of


the Warrior’s name engraved upon it! Each Warrior must roll
1D6. The name on the tombstone is that of the Warrior with
the lowest score.
As the Warriors stand dumbfounded, a black-robed figure
emerges from the shadows. The grim figure points a skeletal
finger accusingly at the Warrior whose name whose name is
on the tombstone. Somehow, in a previous Adventure, your
Warrior cheated death! The Warrior must roll 1D6 below:
1 The cloaked figure has come to take them away. If
your Warrior is Battle-level 1, the skeletal figure drags
them away screaming in terror. If your Warrior is any
other Battle-level, they feel a stabbing pain in their
stomach. Your Warrior is -1 Toughness, -1 Strength,
-1 Weapon Skill and -1 Luck until the end of the next
Adventure!
2 Your Warrior feels the life force draining away and
must deduct -1D3 Wounds from their Starting
Wounds score permanently!
3-4 Faced with such a stark reminder of their own
mortality your Warrior is -1 Willpower, -1 on their To
Hit rolls and -1 to all Fear and Terrors rolls during the
next Adventure!
5-6 Your Warrior is sapped of energy and must deduct -1
Wound from their Starting Wounds score Trekking across a shallow stream the Warriors see an ancient
permanently! stone archway covered in moss and vines. As they pass
through the structure the Warriors promptly disappear,
rematerialising near a stream that they’ve never seen before.
After checking their map with the surrounding landmarks,
they determine that they are somehow closer to their
destination than they were before. The archway portal that
The lead wagon of a convoy pulls up alongside the Warriors. they came through is nowhere to be seen but their journey is
The driver says that he is heading for the same destination as reduced by one week.
they are, and if each Warrior pays him 1D6x10gold they can
hitch a lift, saving them one week’s travelling time. Each Warrior must roll 1D6 and if the score is a ‘1’ it means
that one of the Warrior’s items of Equipment or Treasure
(determined randomly) did not make it through with them.
Discard it immediately.

14
TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)

5
· EVENT ·
The Warriors come across a burning wagon in a forest The Warriors come upon a travelling entertainment troupe,
clearing. Roll 1D6 for each Warrior. The Warrior with the complete with the strongman, the fire-eater, the fortune-teller
highest score recognizes the dying travellers as their blood kin. and the bearded lady! Each Warrior may make one visit to one
One of them is able to tell the Warriors who perpetrated the of the following troupe members before the troupe departs:
massacre. Roll 1D6:
STRONGMAN
1 Goblins 4 Dark Elves Arm wrestle the strongman with a wager up to 500 gold
2 Skaven 5 Chaos Warriors before rolling 1D6 and adding your Warrior’s Strength:
3 Orcs 6 Beastmen 2-6 With a roar of laughter from the circus troupe, the
strongman slams your Warrior’s arm into the table.
From now on, the Warrior whose kin have been slaughtered The strongman counts his newly acquired gold in
Hates the type of Monster (see the Psychology section of the triumph.
Roleplay Book). Note this down on their Adventure Record 8-9 Grunting and sweating, the match teeters back and
sheet. Every time they kill one of these Monsters, this Warrior forth. Finally, with a sneaky kick under the table, the
gains an extra 5 gold on top of the Monster’s Gold Value. strongman manages to take the Warrior’s hand to the
table! Crying foul, your Warrior argues the match until
the strongman agrees to a draw.
10+ With a swift, powerful move your Warrior smashes
the strongman’s arm into the makeshift table, pulling
During the night a fire rages through the camp. The intensity him off his seat with a loud whimper. The small crowd
of the blaze is such that it may turn the warriors’ gold to goes wild and the Warrior wins the wager!
lumps of molten metal. Roll 1D6 for each Warrior and consult
the following table:
FORTUNE-
FORTUNE-TELLER
1 Your Warrior’s gold is melted beyond recognition. It is Seek the fortune-teller’s advice by crossing her palm with 50
now only worth half its original value. gold before rolling 1D6 and adding your Warrior’s Willpower:
2-5 Luckily, your Warrior’s gold wasn’t affected and they
are still as wealthy, or as poor, as they were before 2-6 Reading the palm, the woman predicts a loss of
the fire! finances very soon. As the Warrior pays her, they
wonder when in the future they will part with their
6 Your Warrior’s gold is intact! In addition, as they money…
scramble in the blackened Earth to retrieve their
fortune, they find a long-buried gemstone worth 8-9 Through a crystal ball the woman exposes the
1D6x50 gold. Warrior’s foolish past but uncovers an optimistic
future. At the next Settlement, the Warrior may ignore
one Settlement Event, treating it as an Uneventful
Day instead.
10+ With a carefully laid out tarot card reading, the woman
clearly shows the Warrior’s future. They may add +1
The Warriors hear a small commotion just off the main road.
to their Luck Characteristic permanently!
Following the voices they emerge into a small clearing. Roll
1D6 for each Warrior and add the dice together:
GAMBLER
4-8 Orcs! The Warriors have stumbled upon a massive
Orc raiding party. Their only choice is to flee for their Play a game of find the pea with the gambler by wagering up
lives. Lost and confused, they abandon all hope of to 500 gold on the outcome before rolling 1D6 and adding your
reaching a settlement. They must proceed directly Warrior’s Initiative:
to the next Dungeon.
2-6 Your Warrior tracks the pea as good as they can but
9-17 Bandits! They are plotting the kidnapping of a is soon dazzled by the gambler’s skilful handiwork.
Royal nephew. After a brief battle, the Warriors Your Warrior soon loses track of the pea and their
emerge victorious. The Warriors take the grumbling gold.
leader with them to the next Settlement. Although
8-9 Your Warrior’s eyes are good, but the gambler’s
they must now add a week to their journey, they
hands are better. As the gambler lifts the shell, the
are each rewarded with 1D6x50 gold for his
pea drops out of nowhere. He has cheated! He quickly
capture!
calls a halt to the game and declares the round a
18-24 Merchants.. The Warriors find a group of lost and
Merchants draw, packing up and departing quickly!
panicked merchants. If the Warriors escort them to
10+ The gambler spins the shells in a dazzling display of
the next Settlement, they offer to pay each Warrior
skill and dexterity! Even more impressive, though, are
1D6x100 gold upon arrival!
the Warrior’s eyes: with a confident and poised
finger, the Warrior points out the proper shell. With
the look of grim defeat, the gambler unveils the pea
and reluctantly pays the wager. The onlookers are
indeed impressed!

15
TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)

As the Warriors lay down their gear to rest and relax in a The Warriors come upon a farmer from a nearby village who
beautiful meadow, a beautiful unicorn runs past in the begs for the Warriors’ help in defending the village from an
distance. impending bandit attack. The Warriors cannot refuse such a
Roll 1D6 for each Warrior and if the score is a 6, the Warrior noble cause and follow the man confidently back to the Village
catches a glimpse of this rare and extraordinary event. Each Elders to formulate a plan of defence. The Warriors’ journey is
Warrior who sees the Unicorn is +1 Luck for the next over, but the battle has just begun! Roll 1D6 on the following
Adventure. table:
1 The bandits are not to be trifled with! Their first attack
is devastating and the Warriors find themselves in full
retreat! Regretfully determining that the village is lost,
the Warriors have no other choice but to abandon the
poor villagers and immediately proceed to the next
Adventure. Because of the terrible defeat, each
Warrior is -1 Willpower during the next Adventure.
2-3 The bandits are stronger than anticipated. The
Warriors eventually defeat them, but the village
suffers many losses. The Warriors each donate
1D6x50 per Battle-level gold to the villagers to help
pay for repairs to the village and proper burials for the
dead.
4-6 The battle is glorious! With cunning strategy and
brave actions, the Warriors triumph over the bandits.
The cheering villagers regard the Warriors as heroes
for their efforts and offer them thanks. For the
duration of the Warriors’ stay, all items are reduced to
half price and they pay no Living Expenses!

As the Warriors trudge through the brush, they become aware


of a foul odour. Roll 1D6 on the following table to see what the
cause of the odour is:
1-4 The Warriors come upon an empty village. Chaos
Warriors have murdered the inhabitants and dead
bodies lay strewn about. The lone survivor is a young
girl, drenched in blood. The Warriors must take her
with them to the next Settlement, adding one week to
their journey.
5-6 The Warriors come upon a battlefield of defeated Orcs.
The Warriors arrive in a small hamlet as a local festival is in full Rummaging through the bodies, each Warrior finds
swing, and they are invited to stay as guests. They are wined 1D6x20 gold.
and fed to excess, and have a most enjoyable evening.
Waking up the next morning, they feel it is only fair to offer
payment for the hospitality that the villagers have offered.
Roll 1D6 for each Warrior. The Warrior with the lowest score
has to pay the villagers (1D6x20) gold. If two or more
After a few days’ travel, the Warriors admit to themselves that
Warriors score equally low, they must roll off until only one
they are absolutely lost. They are about to give up the journey
player is left to foot the bill.
completely when they notice smoke curling into the sky a few
miles away. A couple of hours later, the Warriors discover the
source of the smoke – a small village not marked on their map.
Here they are told that the nearest town is another six weeks’
travel. The Warriors can either carry on to the town, or end
The Warriors are travelling in a war-torn area where two Lords their journey now and see what they can buy here.
have been feuding over land rights for the past few months.
All the local smiths are busy forging weapons as each side
prepares for battle whilst both lords have sent armed gangs to
the roads in order to confiscate weapons and generate funds
for their cause. Roll 1D6 for the group on the table below:
1-2 Each Warrior is ‘encouraged’ to contribute one item of
Treasure and half their gold to one of the Lords.
3-4 Each Warrior must ‘donate’ one Item of Treasure
(determined randomly) in support to one of the Lords.
5-6 The armed gangs are intimidated by the Warriors and
wisely decide not to bother them.

16
TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)

As the Warriors approach a make-shift militia checkpoint, they The road splits into two before the Warriors. One road leads
are surrounded by dozens of armed soldiers. The captain steps to their chosen destination, but from their map it is impossible
forward and points at one of the Warriors, shouting, “You are to tell which. Do they take the left fork or the right fork?
under arrest!” Once the players have agreed which road the Warriors take,
Roll 1D6 for each Warrior, with the lowest score being the roll 1D6 on the following table:
target of the captain’s words. They are dragged away
immediately. The other Warriors have two options: 1-3 The Warriors chose the correct path and may continue
on their journey.
a) The Warriors can continue on their way without delay 4-6 The Warriors took the wrong route and end up at a
in which case the jailed Warrior must pay 1D6x50 gold small village, finishing their journey prematurely.
in bribes (selling any Equipment or Treasure if
necessary) and may continue their journey to a
Settlement on their own. If the Warrior cannot pay,
they are held in a dank prison where they catch a
sickly fever. They are finally freed many weeks later
and can meet up with the other Warriors at the The Warriors hear strange sounds from behind some large
entrance to the next Dungeon. Due to the fever, boulders and when they investigate they realise they have
however, they are -1 Toughness for the next interrupted a sacred ceremony being held by a group of
Adventure. worshippers. Roll 1D6 to see the reaction of the worshippers:
b) The Warriors may bribe the captain into releasing their 1-4 The worshippers are furious that their ceremony has
comrade and letting them go on their way. The bribe been interrupted by outsiders. They began chanting a
amounts to 150 gold from each of the remaining curse upon the Warriors, driving them away from the
Warriors. area. The next time each Warrior rolls a ‘6’ on a 1D6
roll, they must treat it as a ‘1’ instead.
5-6 The worshippers are ecstatic to see the Warriors and
claim that their prayers have been answered! They
insist on presenting each Warrior an item of Dungeon
Room Treasure!

After many days’ travel through thick undergrowth, barely


able to see the sun, the Warriors emerge into a gloomy
clearing. In front of them is a cave entrance into a craggy rock
face. After a moment’s study, they recognise it as the very
exit by which they left the Dungeon!
The Warriors have managed to work their way back to
where they started and must now set off afresh!

As the Warriors approach the outskirts of an abandoned


village, they realize that they are encroaching upon the combat
zone of two powerful and long-feuding mages!
The Warriors must either lose 1D3 weeks travel
circumventing the conflict, or chance a dangerous crossing.
Any Warrior attempting to cross the area must roll 2D6 below:
2 Caught within the maelstrom of arcane energies
unleashed by the battling wizards, the Warrior is torn
asunder by the unfettered force of the Winds of Magic.
They are quite dead.
3 Weighed down by riches, the Warrior struggles to
move swiftly across the danger zone. Caught between
clouds of living lightning and wall of roiling magma, the
Warrior faces a harsh choice: be poor or be dead.
Abandoning 2D6x50 gold the Warrior is able to hasten
their escape and flees the battlefield unharmed.
4-6 Struck by an errant blast from one of the mages the
Warrior, possessions and all, is turned into a toad until
the start of the next Adventure. They may do nothing
but lay low in the next Settlement (snuggled safely in
one of the other Warrior’s pocket) and reverts to
normal at the entrance of the next Dungeon.
7+ With fireballs exploding around them and bolts of
lightning screaming overhead, the Warrior makes it
safely across the battlefield with only a few minor
burns and a huge sense of relief.

17
TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)

The Warriors cross paths with a procession of soldiers who are


travelling to the same settlement as the Warriors. The leader
of the procession warns that trolls and ogres are besieging
small groups and lone travellers in this area. The Warriors can
join the group if they pay 1D6x20 gold each or they may go
about on their own.
If the Warriors join the group, roll 1D6 on the table below:
1-2 The journey is fraught with attacking ogres and
ambushing Trolls but the group manages to stave off
each attack. The Warriors are safe but the constant
harassment adds another 1D3 weeks to the travel.
3-4 The caravan must occasionally cope with attacking
Ogres which adds one week to the travel time.
5-6 The journey is safe and steady with no loss of time.

If the Warriors continue on their own, roll 1D6 on the table


below:
1 It isn’t long before a group of rock-throwing trolls
ambush the Warriors. Although they manage to
escape with their lives by slipping into a nearby cave,
they must proceed directly into the next Adventure. The Warriors come to the edge of a gully when a masked rider
approaches from the other side. Mistaking the Warriors as
2-3 Forewarned of danger, the Warriors scout various representative of the local Baron, he demands that they toss
areas where they might encounter enemies. Such a over a ransom of 2D6x100 gold (he accepts items of Treasure
precaution slows them down and they must add 1D3 of equal value) or he’ll kill the Baron’s daughter!
weeks to their journey.
If the Warriors pay the ransom they must roll 1D6 on the
4-6 The Warriors manage to avoid any enemies on the table below:
route without loss of time.
1-4 The masked rider grabs the gold and rides out of
sight…
5-6 The masked rider grabs the gold and tells the Warriors
where they can find the Baron’s daughter alive and
well. When they reach the next Settlement, the Baron
is so thankful to have his daughter back safe and
sound that he pays the Warriors twice the amount
they paid the masked rider.

If the Warriors do not pay the ransom, when they reach the
next Settlement, they must roll 1D6 on the table below:
1 The Warriors are arrested by the Baron after some
locals swear they saw the Warriors speaking with the
masked rider. When his daughter’s dead body appears
soon afterwards, the Baron has the Warriors beaten
viciously. They must each deduct -1D3 Wounds to
their Starting Wounds score permanently. The Baron’s
rage eventually cools but the Warriors are thrown out
of the Settlement and must proceed directly into the
next Adventure.
2-3 The Warriors are accused of being accomplices and
are throw in jail for the next 1D6 days and fined
1D6x100 gold each (selling Equipment and items of
Treasure if necessary).
4-6 The Warriors are accused of being accomplices and
are throw in jail for 1D3 days. The baron’s daughter is
found soon after and she exonerates the Warriors.

Roll 1D6 for each Warrior. The Warrior with the lowest score
trips over a log and breaks their ankle. How embarrassing!
Dragging them along slows the party down, adding two weeks
to the journey. When the Warriors reach a Settlement, it costs
the injured Warrior 30 gold to have their ankle healed.

18
TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)

6
· PLACE ·
The Warriors come across strangely expansive yet obviously While the Warriors forage for food,
neglected graveyard just outside of a meagre village. A soft, they come across a hidden fortress.
haunting wailing drifts out from amongst the tombstones Through the wooden palisade, they
setting the hair on the Warriors’ necks on end before the can see a group of armed individuals
shimmering spectre of an armoured woman appears just moving around within. The Warriors
beyond the gateway to the graveyard, beckoning to one of the recognise one of the bandits as a
Warriors. notorious outlaw chief whose
Roll 1D6 for each Warrior. The spectre leads the Warrior likeness they have seen on a great
with the highest score to a treasure that has long kept hidden many wanted posters in this area.
within the mausoleum. Roll 2D6 to determine what treasure The bandits appear completely
the spectre guarding now gives to the Warrior: unaware and the Warriors believe
that they can overtake them. Roll
1 A fine cloak worth 15 gold pieces. 2D6 to see the outcome below:
2-3 1D6x50 gold. 2-3 The Warriors underestimate the number of bandits
4-5 One item of Dungeon Room Treasure. in the group and it isn’t long before they are forced
6 One item of Objective Room Treasure. to surrender. Stripped of all their gold and treasure
the Warriors are sent packing by the bandits to
serve as an example to others who might be foolish
enough to cross them. Each Warrior must roll an
additional 1D6 and if the result is a ‘1’, then the
bandits takes an ear, finger or other non-vital
From the top of a hill, the Warriors spot a beautiful spring appendage (player’s choice) as part of their
down in the valley where they can quench their thirst. Upon warning.
reaching it, the Warriors discover a dancing blue fire burning 4-5 The bandits are highly skilled and efficiently
just beneath the water. organised and they subdue the Warriors within
The Warriors realise that they have found the fabled minutes. The bandits take all of the Warriors’ gold
weapon-quenching pool from an ancient Dwarf clan! and an item of Treasure before releasing them miles
Each Warrior may choose one weapon to thrust into the down the road as a warning for others.
magical spring before rolling 1D6 on the table below: 6-8 It isn’t long before the Warriors realise that their
plan isn’t going well. They flee the battle but drop
1 The weapon is now magical. 1D6x50 gold in the process. The bandits laugh at
2 The weapon can block one Attack once per Combat, such a paltry attempt at capturing them and thank
which completely negates any Damage the attack the Warriors for their “donation” to their cause!
would have caused. 9-10 The Warriors launch a surprise attack on the bandits
3 The weapon now adds +1 Damage when it strikes. that sends them into disarray. In the ensuing
4 The weapon now adds +1 Strength to the wielder. confusion the Warriors are able to pick them off one
by one. Unfortunately, the bandit leader escapes,
5 The weapon now conveys +1 Toughness to the wielder. but a search of the stronghold turns up 4D6x50
6 The weapon now causes an extra 1D6 Wounds the first which the Warriors distribute evenly among
time it hits in each combat. themselves.
11-12 The attack the Warriors launch the fortress makes
Roll another 1D6. If the score is a 6, the effect is permanent! the bandits think that the forest is being invaded by
On any other score, the weapon’s new effect lasts until the an army! The leader and 2D6 of his cronies
end of the next Adventure after which the weapon returns to immediately surrender whilst the rest of the bandits
normal. flee for their lives. Once chained together the
captive bandits are easy enough for the Warriors to
control for the rest of the journey. When the
Warriors reach the next Settlement, the Warriors are
rewarded with 50 gold per bandit while the leader is
worth 1D6x100 gold which is distributed amongst
all of the Warriors evenly.

The Warriors notice a small wooden gate just off the main
path which leads to a lush garden filled with ripe vegetables.
The Warriors load their packs from the abundant crops
growing in the garden and eat well for several days thereafter.
Full of renewed vigour, the Warriors are able to travel at a
faster pace and thus reduce their journey time by one week.

19
TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)

The Warriors come upon the encampment of a small group of The Warriors’ path stops at the edge of a chasm where a
soldiers who are being deployed to a nearby province. They pathetic, broken rope bridge dangles uselessly on the far side.
welcome the Warriors to sit and rest with them. There does seem to be a place for a rope to fasten on the
Each Warrior may engage in military conversation with one other end, but it is across the chasm and far out of the
of the soldiers in the encampment by rolling 1D6 below: Warriors’ reach.
If the Warriors have a rope and a bow & arrow (or other
1-3 The soldier is tired and does not wish to talk about throwing weapon), one of them can attach the rope to it and
combat or weaponry. attempt to shoot (or throw) it across the chasm. The Warrior
4-5 The soldier enjoys the Warrior’s company. He is making the attempt must Make Difficult Shot (see the Action
skilled in the art of weapon sharpening and, in a show Table near the back of your Warrior’s Rulebook or page 166 of
of friendship, offers to put a nice edge on your the Roleplay Book for any modifiers) by rolling To Hit with
Warrior’s blade. For the next Adventure, one of the their Ballistic Skill.
Warrior’s weapons (their choice) causes an extra If the shot is successful, the Warriors may use the rope to
Wound each time it hits. crawl across the chasm. Each Warrior that crosses the chasm
6 The soldier is quite taken with the Warrior and on the rope must roll to see if the rope breaks once they reach
excitedly discusses the fighting arts. The soldier is the other side. If it holds, the next Warrior can cross in the
skilled in defence with the blade and shows the same manner. Of course, any Warrior who crosses the chasm
Warrior a new manuever. Once per combat, the in this manner must leave behind any horses and carts.
Warrior may attempt to turn aside a blow by rolling If the shot misses (or if the rope breaks), the Warrior must
1D6. If the number rolled is equal to or greater than discard the rope (and throwing weapon if applicable). Any
the attacker’s Strength, the blow is blocked and Warrior still on the nearside of the chasm can repeat the
causes no Damage. process above with another projectile weapon and rope if they
have them.
Any Warrior who does not cross the chasm in manner must
take the alternate route, which is an extremely rocky path
around the mountain which adds two weeks to the journey.
Within a beautiful grove the weary Warriors are befriended by
an old sage. He invites the Warriors to rest and offers to take
the Warriors on a spiritual journey. Intrigued, the Warriors take
him up on his offer and each must roll 1D6 and add their
Willpower and looking up the result on the table below:
The Warriors come across a deep pool of freezing water on top
5 or Your Warrior experiences horrid visions; demons of a mountain; reflecting like a mirror, with shifting images
less slash at their clothes, skeletons gouge at their eyes drifting across its still, icy surface. As the Warriors gaze into
and ghouls carry them away… they finally awaken, the chill waters, they see twisted reflections of themselves
but is visibly shaken by their experience. During the fighting for their lives against the most hideous Monsters.
next Adventure your Warrior is -1 To Hit and must Each Warrior must roll 1D6 on the following table:
subtract -1 on all of their Fear and Terror rolls.
1-3 Although they can see these reflections, your Warrior
6-8 The insects are distracting, the wind is too cool and cannot make any sense of them.
the ground is too hard. Your Warrior is restless and
cannot seem to focus and learns nothing. 4-6 Your Warrior realises that they are being granted a
vision of the future! At any time during the next
9+ Your Warrior ends their meditation with a clear mind Adventure, they may ignore any one blow that would
and tempered soul. Your Warrior’s path in life is otherwise hit them. Your Warrior recognises the blow
clearer than ever. The next time your Warrior before it hits home as the vision from the pool, and
advances in Battle-level and rolls for a skill (or dodges away just in time.
equivalent), they may add or subtract 1 from the dice
roll to see which skill they have learned.

Deep in a gloomy ravine the Warriors come across the


entrance to a dark cave. Inside it dwells a twisted, ugly hag
who claims to be a witch.
Each Warrior may purchase a single potion by paying the
woman 1D6x10 gold (it must be drunk immediately). Roll 1D6
on the following table:
1 Your Warrior falls unconscious, writhing in agony as if
a fire were burning through them. When they awaken
they feel deathly weak. They are -1 Toughness for the
duration of the next Adventure.
2-4 The potion warms your Warrior to the core. They gain
+1D6 Wounds for the duration of the next Adventure.
5-6 A powerful heat surges through your Warrior, and they
feel energy coursing through their muscles and sinews.
They are +1 Toughness for the duration of the next
Adventure.

20
TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)

The Warriors arrive at a military checkpoint set up by the lord


of the region to combat the bandits that have been attacking
travellers on the road between cities.
The soldiers are certain that the Warriors are of ill repute
and will not let them pass. Moreover, the Sergeant wants all of
them arrested and taken to the nearby village for
interrogation. The Warriors must choose amongst them who
will step forward and “convince” the sergeant that the
Warriors are not bandits.
That Warrior must make a Bluffing Enemies (see the Action
Table near the back of your Warrior’s Rulebook or page 166 of
the Roleplay Book for any modifiers) by rolling 1D6 with the
result on the table below:
5 or The Sergeant is incensed that the Warriors would try
less to lie their way through the checkpoint. All the
Warriors are immediately arrested and taken to a
nearby Village where their journey ends. Here they
must pay 1D6x50 gold each or be jailed for 2 weeks
until they are cleared of charges. Remember: if the
Warriors do not immediately embark on the next
Adventure, they must make one roll on the
Catastrophic Events Table!
6-8 The Sergeant realizes that the Warriors are respectful
citizens and allow them to pass with no loss of time.
9+ After being told an elaborate story full of
embellishments and exaggerated metaphors the
Sergeant arranges for a guide. Surely such noble and
fantastic warriors must not be detained on their way
to glorious battles with foul and detestable monsters!
The Warriors’ journey is reduced by 1 week and they
may upgrade the size of the Settlement they were As the Warriors search for a safe place to camp on a moonless
headed to (a Village to a Town or a Town to a City)! night, they take sanctuary inside an old stone house which is
in a fact a weathered mausoleum. A ghost materialises and
accuses the Warriors of being the ones responsible for the
mausoleum’s state of disrepair. The ghost demands that each
Warrior pay 1D6x20 gold to its living relatives to help them
rebuild the tomb (selling items of Equipment or Treasure if
The Warriors travel through a misty hollow at the edge of a
necessary) or it will curse them.
dense forest. Unable to see but a few inches in front of them
for many hours, the Warriors become separated. Each Warrior When the Warriors reach the next Settlement, they may
must roll 1D6 on the table below: seek out and donate the amount to the ghost’s living relatives
by following the rules for finding a Special Location. Any
1 Your Warrior is completely lost and loses all hope of Warrior who does not find the relatives and donate the
finding a Settlement. They manage to meet up with the required amount is cursed by the ghost and they are -1 Luck
other Warriors at the entrance to the next Dungeon. for the next Adventure.
2 Your Warrior continues their journey to a Settlement
alone and will meet up with the other Warriors at the
entrance to the next Dungeon.
3-4 Your Warrior resumes their journey alone but will meet
up with any other Warrior who finds the same size As darkness falls, the Warriors stop in a glade to camp for the
Settlement as they do. night. As they settle down to sleep, the Warriors feel soft
5-6 Your Warrior quickly rendezvous with any other magic flowing all around them which seems to permeate their
Warrior who rolled this result and they may continue bodies.
their journey to a Settlement together. Each Warrior must roll1D6 and may add that number to the
Warrior’s Starting Wounds score for the next Adventure only.
Throughout the Adventure these Wounds can be healed in the
normal fashion but at the end of the Adventure, the Warrior’s
Starting Wounds return to normal.

As the Warriors pass by a vile swamp, they fail to notice a


magical green mist that seeps from the murky waters and
slowly moves toward them. The mist absorbs energy from
everything in the vicinity and each Warrior finds that one of
their magical weapons (their choice) has been drained of its
magical properties. For all intents and purposes (including its
Gold Value) the weapon functions as a non-magical weapon of
its kind. At the end of the next Adventure it reverts back to its
magical state.

21
TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)

As the path curves around the side of the mountain the


Warriors find a majestic waterfall cascading down over the
ledge they are walking along. As they pass underneath, the
Warriors open their mouths and drink the refreshing water.
Each Warrior may add an extra +1D6 Wounds to their Starting
Wounds score until the end of the next Adventure. These
extra Wounds cannot be healed and once taken they are lost
forever.

Against the hillside, the Warriors see an old, abandoned Dwarf


mine. Something is gleaming from inside and the Warriors
can’t resist examining further. Roll 1D6 on the table below:
1 The old mine is dangerous and unstable! It collapses
on the Warriors’ heads as they enter. If they have a
way of digging out of the cave-in, the Warriors
eventually exit and continue on their journey. If not,
then the Warriors only exit lies straight ahead through
the mines. They must proceed directly into the next
Adventure.
2-3 The old mine collapses on the Warriors’ heads just as
they enter. They manage to escape the falling debris
but in their haste one of the Warriors (determined
randomly) drops an item of Treasure (determined
randomly) which disappears under the rubble.
4-5 The gleaming light is indeed gold! The Warriors rush in
and begin digging, managing to scrounge up 1D6x10
gold each.
6 The gleaming light is coming from a vein of gold! The
Warriors have hit the mother lode and they manage to
extract 1D6x100 gold each!

As the clouds grow dark and a savage rain begins falling


down, the Warriors find a narrow entrance in the cliff face
which opens up into a large cavern. As their eyes adjust to the
darkness a horror grips them. Sleeping soundly in the middle
of the cavern is a huge dragon surrounded by treasure. The area that the Warriors are travelling through was the site
Your Warrior can either exit safely through the narrow of many historic battles. Each Warrior may comb the area on
opening immediately or they can tempt fate and steal a the slim chance that they can uncover any weapons or armour
treasure from the sleeping dragon, hoping it doesn’t wake up that may have been left behind. Searching the battlefield is an
before the Warrior makes their escape. (A Halfling Thief arduous process, however, and will add another week to the
cannot resist the temptation and must steal a treasure.) Warriors’ journey.
If a Warrior opts to steal treasure, they must roll 1D6 on the Any Warrior who chooses to search can look for any item
table below: that is available at the Armourer, Fletcher or the
Weaponsmith. Roll for stock as if in a Town but with a -2
2 Loot in hand your Warrior almost makes it to the den penalty (2D6-2). If the item is in stock, it means that your
entrance before they are violently yanked back in by Warrior did indeed uncover it on the battlefield. However, the
the awakened dragon. Your Warrior screams their last item has most likely been damaged in battle and is quite
as the creature devours them. Remove the Warrior unusable.
from the game.
If your Warrior takes the damaged item to a trader who
3-6 On the verge of escaping, your Warrior trips at the sells ones like it, however, the trader will repair it for half the
cavern opening, waking the dragon in the process. normal gold of the Cost (Buy) value listed.
Scrambling to their feet, your Warrior abandons all
For example: if the Barbarian looks for a Leather Helm
thoughts of treasure and leaps from the cavern with
which has a stock number of 4. He rolls a 7 on 2D6 and
the enraged beast’s fiery breath close behind. Your
subtracts the penalty -2 and so his final score is a 5. The stock
Warrior barely survives, empty-handed and badly
roll for the item is a 4 which means that the Barbarian does
burnt and must deduct -1 Wounds from their Starting
find a broken Leather Helm on the battlefield. When he
Wounds score permanently.
reaches the next Settlement, he visits the Armourer who
7+ Clutching a piece of treasure tightly, your Warrior repairs the item for 50 gold, which is half of the cost to buy a
makes it to safety and the dragon lets out an ear- Leather Helm. The Barbarian now has a functioning Leather
piercing roar from within. The item of Treasure is Helm that he can either wear, sell or give to another Warrior,
yours! Roll another 1D6. If the score is 1, 2, 3 or 4 it is etc.
a piece of Dungeon Room Treasure and if the score is
a 5 or 6 it is a piece of Objective Room Treasure.

22

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