Scenario for WarpQuest.
Based on the movie Beastmaster.
Click here for the WarpQuest Core Rules.
Each player is his/her very own Beastmaster.
Beastmaster is a copyrighted, licensed property.
This is merely a fan site.
There is only one Module.
The track is 60 spaces long.
The last space represents the conclusion of the quest.
The first player to reach the last space wins the game.
Each Beastmaster has the following traits:
All Others (+0)
Roll 10 times on the Attribute Table to see what Bonuses you get.
1D6 Trait Bonus
1 Hits +1
2 Combat +1
3 Cunning +1
4 Empathy +1
5 Travel +1
6 Scout +1
If you are reduced to zero Hits you must go back to start.
(In a solo game, you lose)
LANDING ON ANOTHER HUNTER
If land on an opposing players pawn, you may steal a Weapon or Companion, or
send them back 1D6 spaces.
FIGHT & TRAP CHALLENGES
If you lose a Fight or Trap Challenge you must discard a Companion or
Weapon or Lose 1D6 Hits.
If you succeed in a Test Challenge, you move forwards 1D6 spaces and
Do not have to draw a card.
TERRAIN & PLOT CHALLENGES
If you fail a Terrain or Plot Challenge, you move backwards 1D6 spaces and
Draw a card.
WEAPONS AND COMPANIONS
These are a type of Aid card that stays in play after it is revealed and
Give your Hunter a continuous bonus.
This is an extra phase that occurs before Move Phase.
Roll 2D6 (The Scout Roll) and add your Scout Attribute:
Roll Result: Notes:
2-8 Nothing -
9-10 Find Path In move phase roll twice and pick which roll to use.
11+ Gather Info Look at the next 1D6 cards in the deck and discard 1.
In Move Phase add your Travel Attribute to your Move Roll.
White Dog Companion: Combat +1 & Cunning +1
Brown Bear Fight: Empathy x2
Pair of Ferrets Companion: Cunning +2
Black Panther Companion: Combat +3
Golden Eagle Companion: Scout +2
Heroic Sacrifice Aid: Combat +5
Evil Warriors Fight: Combat + Cunning
Throwing Blade Weapon: Combat +1
Sword Weapon: Combat +1
Fanatics Fight: Combat + Cunning
Thrown Knife Aid: Combat +3
Duel to the Death Fight: Combat x2 (No Companion Bonuses)
Junn Horde Fight: Combat x3
Dust Storm Terrain: Travel
Shield Aid: Combat +2
Crossbowmen Fight: Combat + Cunning
Barbarian Raiders Fight: Combat x2
Cultists Fight: Combat + Cunning
Villagers Aid: Combat +2
Witch Women Fight: Cunning x2
Battle Axe Aid: Fight +2
Flail Aid: Fight +2
Valley of Fire Terrain: Travel
Flaming Moat Aid: Combat +5
Clairvoyance Aid: Scout +4 or Empathy +3
Lair of the Bird Men Fight: Empathy x2
Staff Weapon: Combat +1
Dagger Weapon: Combat +1
Stealth Aid: Cunning +4
Disguise Aid: Cunning +4
Hide Aid: Cunning +2 or Combat +2
Ambush Fight: Combat + Cunning
Quicksand Trap: Cunning + Empathy
Tiger Companion: Combat +2
Wolf Companion: Combat +1 & Cunning +1
Hawk Companion: Scout +2
Weasels Companion: Cunning +2
Save Child Test: Empathy
Rescue Test: Cunning x2
Courage Aid: Combat +3 or Empathy +3
Prophesy Gain 1 Turn
Speak to Animals Aid: Empathy +5
Flood Plain Terrain: Travel
Swing Chain Aid: Combat +2
Horses Aid: Travel +3
Slippery Slope Trap: Scout
Strength Aid: Combat +3
Agility & Balance Aid: Combat +2 or Cunning +2
Wrestle Aid: Combat +2
Wild Beast Test: Empathy
Slave Girl Companion: Scout +1 & Cunning +1
Warrior Woman Companion: Combat +1 & Cunning +1
The Boy Prince Companion: Combat +1
Friendly Monk Companion: Combat +2
Bodyguard Companion: Combat +2
Rest Regain 1D6 lost Hits
Heal Regain 1D6 lost Hits
Recuperate Regain 1D6 lost Hits
Evil High Priest Fight: Combat & Cunning
Swear Revenge Aid: Combat +3 or Travel +2
Bird People Allies Aid: Combat +5
Medallion Aid: Empathy +3
Waterfall Terrain: Scout
Ziggurat Maze Terrain: Cunning
Guarded Gate Fight: Cunning x2
Steal Key Test: Cunning
Meerkats Companions: Cunning +2
Village Massacre Miss 1 Turn
Human Sacrifice Miss 1 Turn
Funeral Pyre Miss 1 Turn
Eyeball Ring Plot: Cunning
Befriend Rebels Test: Empathy
Accusations of Treachery Plot: Cunning
Coming of Age Test: Empathy
Assassins Fight: Combat +1 & Cunning +1
Cross River Terrain: Travel
Epic Journey Terrain: Travel
Dragon Boat Aid: Travel +2
Temple Guards Fight: Combat +1 & Cunning +1
City Guards Fight: Combat +1 & Cunning +1
Death Guards Fight: Combat x2 or Cunning x2
Secret Passage Test: Cunning
Warp Quest is an abstract game system that depicts goal driven
Each player controls a collection of Units who are attempting to
be the first to reach an objective and bring it back to the start.
The units could be a party of adventuring archeologists hoping
to recover a lost artifact, a squadron of bombers attempting to
hit a military target and return home, a band of samurai seeking
to vanquish marauding bandits or a company of mixed creatures
seeking to destroy a piece of evil ornamental jewelry that has
the nasty habit of trying to control the minds of all free creatures.
The scenarios that use the Warp Quest engine will hold the details.
DICE & PIECES
· Six and ten sided dice are needed.
· Each player has a pawn to represent his or her group of Units
(adventuring party, fleet, etc.) on the board.
· Use a small trinket to represent the Objective.
· There is only one Objective.
· The board is a single winding path of connected spaces
with a Start Space and an End Space. The path should be 30 Spaces long.
· The First Space represents the start.
· Spaces 2-15 represents travel through the first scenario module.
· Spaces 16-29 represents travel through the second scenario module.
· The End Space is the final destination where the Objective is found.
· There are 2 decks for each scenario:
· The Module 1 Deck and the Module 2 Deck.
· Each deck has one of each card in its card list.
· There may also be an Aid deck.
· Each player controls a group of units called a Party.
The scenarios will detail the make up of the units in the party,
their attributes (Skills, Traits) and starting dispositions.
· Players take turns.
· Each turn consists of 3 phases:
1. Move Phase
2. Draw Phase
3. Challenge Phase
· Roll 1D6. Move your pawn that number of spaces towards the end space.
· You automatically stop when you enter the end space.
· If you are the first to land on the end space your party acquires the Objective.
· Once a party has acquired the Objective then all other
players may move their parties in either direction on the path.
· The party with the Objective must move towards the start space.
· The first pawn with the Objective to reach the start space wins the game.
· If you land on an empty space in spaces 2-15 draw a card from the Module 1 deck.
· If you land on an empty space in spaces 16-29 draw a card from the Module 2 deck.
· If you land on an opponent’s party do not draw a card.
· If a deck ever runs out, shuffle its discard and draw from it.
· Cards are of 2 types: Challenge cards & Aid cards.
· Place Aid cards in your hand.
· Challenge cards are encounters your party faces immediately in Challenge Phase.
Each challenge card lists one or more skills.
Your party will have to make a skill check vs each skill listed.
(The same skill may be listed twice or more, requiring that many skill checks)
A Skill check consists of a Skill roll and Challenge Roll:
Roll 1D10. This is the Skill roll.
Add the skill bonuses of your party members to the roll.
You may discard Aid cards for further bonuses to the skill roll.
Next roll 1D10. This is the Challenge roll.
Some Challenges have a DM (Difficulty Modifier). Add the DM to the Challenge Roll.
If the challenge roll is less than or equal to the skill roll you win the Skill check.
If the challenge roll is greater than the skill roll you fail the Challenge.
If you win all the Skill Checks, you win the Challenge.
The adventure card may say what happens if you win or lose the Challenge.
If the card does not give directions, then roll on the following table:
If you lose the challenge: Roll 1D6: (Challenge Loss Table)
1-4 Go back 1D6 spaces
5-6 Lose 1 Unit (Man, Ship, Hit Point, etc., depending on the Scenario)
If you Win the challenge gain 1 Experience Token.
You may spend an Experience Token to let you reroll a Move Roll or a Skill Roll.
MOVING ONTO AN OPPONENTS PAWN
· If you land on an opponent’s pawn there will be a fight.
· The current player rolls on the Skill List Table to determine
which skill will decide the confrontation.
· Both players make Skill Rolls. In case of a tie nothing happens.
· The loser rolls on the Challenge Loss Table.
· The winner takes the Artifact from the loser if the loser was
in possession of the Artifact.