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Campaigns are a series of connected Each quest is made up of the following Add one random rare enemy villain
quests, organized in campaign chapters, core elements, which are mandatory: with Tou +3 to the sentries, which is the
and are the main way to play the game. enemy goal for this quest. The objective
1. Objectives & Rewards is completed when the villain is killed.
This campaign generator will help you 2. Search Tokens
set up your campaigns randomly, as 3. Enemies & Difficulty Primary 2 - Clean Sweep
well as play one-off missions that are not 4. Heroes & Events Whenever all enemies are killed, the
tied to any particular campaign. next wave of reinforcements is deployed
Additionally, each quest can also be
Note that you can also freely create your made up of the following elements, at the end of the round. The centre of the
own campaigns and quests using these which are optional: table is the enemy goal for this quest.
tools, skipping sections you don’t like, The objective is completed after all
5. Terrain Generation sentries and the first two waves of
picking table results without rolling, and
6. Time & Weather reinforcements have been killed.
mixing and matching any of the given
7. Special Conditions
content to your liking. Primary 3 - Retrieval
8. Travel Events
Campaign Biome: Roll one die on the Whenever an enemy is killed, roll one
following table to determine in which of
1. Objectives & Rewards
die, on a 6 they drop the objective
the basic biomes the campaign is played, Each quest has one primary objective marker. The objective marker is the
or pick one from the compendium: and one secondary objective, which are enemy goal for this quest. Heroes may
Roll Biome randomly determined. Once the heroes pick up the marker by using a special
1 Grasslands have completed the primary objective, action whilst within 1“, and drop it on
2 Urban they must all be within 3“ of the same the spot if they take any damage. The
3 Jungle table corner at the any round in order to objective is completed once a hero
4 Mountain end the quest and collect their rewards. carries the marker within 3“ of the table
5 Desert
corner in which the heroes deployed.
6 Volcanic Rewards: Heroes always get hazard pay,
and then earn XP based on which Primary 4 - Search Area
Campaign Structure objectives they have completed:
Place one objective marker at the centre
Each campaign is made up of a total of • Hazard Pay – Get 25g + 5g times of each table quarter, and the centre of
D3+3 chapters, with each chapter being chosen difficulty level. the table. The closest objective marker is
made up of D3 quests. Once all chapters • Primary – Earn double as much XP the enemy goal for this quest. At the end
have been played, the heroes fight the as the chosen difficulty level. of each round, if a hero is within 3“ of
final boss, and then the campaign ends. • Secondary – Earn as much XP as the marker whilst enemies aren’t, then
the chosen difficulty level. the marker is removed. The objective is
Chapters: Each chapter is made up of
completed once D3+2 markers have
multiple quests, which are played in Primary Objectives
been removed.
sequence. Once a chapter has been
Roll Primary Objective
started, all quests must be played before Primary 5 - Capture & Hold
1 Assassination
moving to the next chapter. Heroes may 2 Clean Sweep Place one objective marker at the centre
only fully heal and buy items from the 3 Retrieval
of one random table quarter, or the
store between campaign chapters. 4 Search Area
centre of the table. The marker is the
5 Capture & Hold
Quests: Each generated quest gives 6 Seize Ground enemy goal for this quest. At the end of
heroes objectives to complete in order to each round, if a hero is within 3“ of the
earn gold and XP. If all heroes are killed marker whilst enemies aren’t, then it’s
during a quest, they are thrown out of seized. The objective is completed once
the chapter, and must re-start it from the the heroes have seized the marker for 4
first quest (all quests remain the same). consecutive rounds.
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AOFQ - CAMPAIGN GENERATOR (BETA)
Primary 6 - Seize Ground Secondary 3 - Escort Hidden Treasure: When a search token
is discovered, remove it from play, and
Place one objective marker at the centre Place one objective marker in the hero
roll one die to see what was found.
of each table quarter. The closest deployment zone. Heroes may pick up
objective marker is the enemy goal for the marker by using a special action and If an item or gold was found, the token
this quest. At the end of each round, if a passing a Str test whilst within 1“, and is replaced with a treasure marker,
hero is within 3“ of the marker whilst drop it on the spot if they take any which heroes within 1“ can pick up by
enemies aren’t, then it’s seized, and damage. The objective is completed once using a special action.
remains seized as long as no enemies are a hero carries the marker within 3“ of
Grasslands Treasure
within 3“ of the marker whilst heroes the opposite table corner in which the
aren’t at the end of any other round. heroes deployed. Roll Treasure
The objective is completed once the 1 Empty – Nothing found.
Secondary 4 - Sabotage 2 Spike Trap – If within 1”, the
heroes have seized at least 3 markers at
hero takes 1 wound.
the end of any round. Place D3 objective markers at the centre
3-4 Gold Stash – Roll one die to get a
of a random table quarter, at least 3“
Primary Special - Final Boss random amount of gold:
away from other objectives. Heroes may • 1-3 = 10g
Add one random rare enemy boss with use a special action whilst within 1“ of • 4-6 = 20g
Tou +6 to the sentries, which is the the marker, and if they pass a Dex test 5-6 Potion Box – Roll one die to get a
enemy goal for this quest. The objective the marker is removed from play. The random item:
is completed when the boss is killed. objective is completed once all markers • 1-5 = Mana Potion (1)
have been removed. • 6 = Health Potion (1)
Secondary Objectives
Secondary 5 - Ransack Urban Treasure
Roll Secondary Objective
1 Interrogate Place one objective marker at the centre Roll Treasure
2 Capture of the table, at least 3“ away from other 1 Junk – Nothing found.
3 Escort 2 Rusty Lock – If within 1”, the
objectives. At the end of each round, if a
4 Sabotage hero is Diseased.
5 Ransack hero is within 3“ of the marker whilst
3-5 Coin Purse – Roll one die to get a
6 Dominate enemies aren’t, one hero within 3“ of it random amount of gold:
may take a Dex test, and add a token to • 1 = 10g
Secondary 1 - Interrogate it if passed. The objective is completed • 2-5 = 15g
once the marker has 2 tokens. • 6 = 20g
Add one random uncommon enemy to
6 Makeshift Armoury – Roll one
the sentries that is not a villain. When Secondary 6 - Dominate die to get a random item:
that enemy is killed, place it on its side. • 1-5 = Hand Weapon
Place one objective marker at the centre
Heroes within 1“ may take a special • 6 = Great Weapon
of each table quarter, at least 3“ away
action, and if they pass a Wil test the
from other objectives. At the end of each
objective is completed. Jungle Treasure
round, if a hero is within 1“ of the
Secondary 2 - Capture marker whilst enemies aren’t, one hero Roll Treasure
1-2 Spider Nest – If within 1”, the
within 3“ of each may take a Wil test.
Reduce the number of rounds until hero takes D3 hits.
The objective is completed once two
reinforcements are deployed by 1, unless 3 Golden Idol – Roll one die to get
heroes pass the test at the end of the a random amount of gold:
the primary objective is clean sweep.
same round. • 1-5 = 15g
Add one random common enemy to
reinforcements. That enemy’s goal is the • 6 = 30g
2. Search Tokens 4-6 Dead Explorer – Roll one die to
opposite table corner which it deployed
When setting up the table, you must get a random item:
on, and if it moves within 3“ of it, then it • 1 = Pistol
is removed from play. Heroes within 1“ place D3+1 search tokens.
• 2-5 = Hand Weapon
of it may take a special action, and if For each token, first roll one die, and on • 6 = Light Armor
they pass a Str test then the enemy is a 1-3 the token will be placed in a table
captured and removed. The objective is quarter, whilst on a 4-6 it will be placed
completed once the heroes capture D3 in a table corner. Then number each
enemies (stop adding extra enemies to table quarter/corner from 1-4, and roll
reinforcements once completed). one die. On a 1-4 place the token at the
centre of that table quarter or within 3“
of that table corner. On a roll of 5-6, you
may freely pick in which quarter or
corner to place it instead.
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AOFQ - CAMPAIGN GENERATOR (BETA)
Mountain Treasure 3. Enemies & Difficulty Then roll one die to determine which
enemy you get within that type.
Roll Treasure During each quest, enemies will be
1-2 Boulder Trap – If within 1”, the Common Enemies
generated in groups in two ways:
hero is Crippled.
3 Gemstone Pile – Roll one die to • Sentries – Before the quest begins, Roll Enemy
get a random amount of gold: 1 Swarm
one group of enemies is generated
• 1 = 10g 2 Beast
and deployed before the heroes. 3-4 Shooter
• 2-5 = 15g
• Reinforcements – Every so many 5-6 Fighter
• 6 = 20g
4-6 Weapon Cache – Roll one die to rounds one new group of enemies is
get a random item: generated and deployed, based on Uncommon Enemies
• 1-5 = Hand Weapon the enemy alertness. Roll Enemy
• 6 = Bomb (1) 1 Champion
Difficulty: Before each campaign
2 Heavy
Desert Treasure chapter starts, choose a difficulty level,
3-4 Elite Shooter
which will be used for all quests in that 5-6 Elite Fighter
Roll Treasure
chapter. The total points value of each
1 Dust – Nothing found.
enemy group that is generated is based Rare Enemies
2 Cursed Artifact – If within 1”,
the hero is Afflicted. on the chosen difficulty level:
Roll Enemy
3-5 Traveler Skeleton – Roll one die 1 Boss
• Level 1 = 250pts
to get a random amount of gold: 2-3 Champion
• Level 2 = 500pts
• 1-5 = 15g 4-6 Heavy
• 6 = 30g • Level 3 = 750pts
6 Sarcophagus – Roll one die to get • Level 4 = 1000pts Deployment: Enemies are deployed
a random item: differently based on if they are sentries
Alertness: Before the quest begins, and
• 1 = Shield
after each wave of reinforcements has or if they are reinforcements:
• 2-5 = Power Potion (1)
• 6 = Health Potion (1) been deployed, roll D6+X to determine • Sentries – The starting sentries are
at the end of every how many rounds all deployed at the centre of one
Volcanic Treasure the next wave of reinforcements is random table quarter. First number
Roll Treasure generated and deployed, where X is the each table quarter from 1-4. Then
1-2 Fire Trap – If within 1”, the hero chosen difficulty level: roll one die, and on a 1-4 place all
is Impaired. enemies at the centre that table
Roll Alertness
3-4 Precious Minerals – Roll one die corner. On a roll of 5-6, you may
1-7 Careless – Every D3+3 rounds
to get a random amount of gold:
8 Vigilant – Every D3+2 rounds freely pick in which table quarter
• 1-3 = 10g 9+ Full Alert – Every D3+1 rounds the enemies are placed.
• 4-6 = 20g
5-6 Wizard Coffer – Roll one die to • Reinforcements – The reinforcing
Enemy Groups: To generate an enemy
get a random item: enemies are all deployed within 6”
group, you must roll for one random
• 1-5 = Mana Potion (1) of one random table corner. First
enemy model at a time, adding up the
• 6 = Magic Staff number each table corner from 1-4.
total points value. If an enemy would be
Then roll one die, and on a 1-4 place
added which brings the total point value
all enemies within 6“ of that table
of the group over the chosen difficulty
corner. On a roll of 5-6, you may
level, then that enemy is not added and
freely pick in which table corner the
the group is deployed.
enemies are placed.
To get a random enemy, first roll D6+X
to determine which type it is, where X is
the chosen difficulty level:
Roll Type
1-7 Common
8 Uncommon
9+ Rare
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AOFQ - CAMPAIGN GENERATOR (BETA)
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AOFQ - CAMPAIGN GENERATOR (BETA)
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AOFQ - CAMPAIGN GENERATOR (BETA)
Roll Condition Before each quest, roll one die, and on a Roll Event
1 Mountain Troll – Place 1 enemy 1 Landslide – All heroes take D3
4+ roll one die to where the event took
Heavy at the centre of a random hits each.
place, and then roll another die to see
table quarter. 2 Bandit Ambush – One random
2 Sharp Rocks – Whenever a hero what kind of event took place. Note that hero must take a Wil test, if failed
activates within 3” of terrain roll event results only affect the current it is Afflicted.
one die, on a 1 it gets -1 Def until quest, and don’t carry over. 3 Snake Attack – One random hero
the end of the game. must take a Str test, if failed it is
3 Unstable Ground – Heroes get Roll Location Diseased.
-1 Dex whilst inside terrain. 1-2 Wilderness 4 Lost Chest – One random hero
4 Mountain Might – Heroes get 3-4 Settlement must take a Str test, if passed it
+1 Str whilst within 6” of the 5-6 Road gets a Health Potion (1).
table centre. 5 Mysterious Hole – One random
5 Cave – Place a cave at the centre Wilderness Events hero must take a Dex test, if
of a random table quarter. Heroes Roll Event passed it removes all fatigue.
get +1 End whilst within 3” of it. 1 Beast Attack – One random hero 6 Carriage Ride – All heroes may
6 Oxygen Rich Air – Models get takes D3 wounds. immediately move by up to 6”
+1 Qua outside of terrain. 2 Wrong Turn – All heroes suffer when deployed.
D3 fatigue.
Desert Conditions 3 Giant Webs – One random hero
Roll Condition must take a Str test, if failed
1 Secret Lair – Place D3 enemy heroes get -1 to all treasure rolls.
Beasts at the centre of the table. 4 Wildfire – One random hero
2 Thirst - Heroes get -1 End must take a Dex test, if failed it is
outside of oasis terrain. Crippled.
3 Weakening Heat – Heroes get 5 Wandering Jester – One random
-1 Str outside of terrain. hero must take a Dex test, if
4 Enchanted Sands – Heroes get passed it gets a Mana Potion (2).
+1 Wil outside of terrain. 6 Pagan Shrine – One random hero
5 Mystic Temple – Place a temple heals all wounds.
at the centre of a random table
quarter. Models get +1” Spd Settlement Events
whilst within 3” of it. Roll Event
6 Refreshing Waters – Whenever a 1 Dark Alley – One random hero
hero activates within 3” of an must take a Dex test, if failed it
oasis roll one die, on a 4+ it gets gets one random injury.
+1 Def until the end of the game. 2 Arcane Library – One random
hero must take a Wil test, if failed
Volcanic Conditions it is Impaired.
Roll Condition 3 Haggling Merchant – One
1 Toxic Smoke – Models get random hero must take a Wil
-1 Qua outside of terrain. test, if passed it gets a Power
2 Armor-Melting Heat – Models Potion (2).
get -1 Def outside of terrain. 4 Boxing Contest – One random
3 Burning Rock – Heroes get -1 Str hero must take a Str test, if
whilst inside terrain. passed it gets End +1.
4 Volcanic Strength – Heroes get 5 Helpful Bartender – Heroes may
+1 Str whilst within 3” of the choose to get +/- 1 to all random
table centre. event rolls.
5 Fiery Resolve – Heroes get 6 Treasure Map – Heroes get +1 to
+1 Qua when taking morale tests. all treasure rolls.
6 Golem Sentry – Place 1 friendly
Heavy at the centre of a random
table quarter.