Professional Documents
Culture Documents
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:
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.
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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.
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.
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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.
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TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)
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· 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.
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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.
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TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)
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· 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)
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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!
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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.
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TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)
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.
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TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)
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· 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!
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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!
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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!
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TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)
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.
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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.
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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.
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TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)
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TRAVELLING HAZARDS – LITTLEMONK (Revision 2.1)
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