BEASTMASTER QUEST
INTRODUCTION
Scenario for WarpQuest.
Based on the movie Beastmaster.
Click here for the WarpQuest Core Rules.
Each player is his/her very own Beastmaster.
DISCLAIMER
Beastmaster is a copyrighted, licensed property.
This is merely a fan site.
THE SCENARIO
There is only one Module.
The track is 60 spaces long.
The last space represents the conclusion of the quest.
VICTORY
The first player to reach the last space wins the game.
HUNTER ATTRIBUTES
Each Beastmaster has the following traits:
Hits (10)
All Others (+0)
Roll 10 times on the Attribute Table to see what Bonuses you get.
ATTRIBUTE TABLE
1D6 Trait Bonus
1 Hits +1
2 Combat +1
3 Cunning +1
4 Empathy +1
5 Travel +1
6 Scout +1
HITS
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.
TEST CHALLENGE
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.
SCOUT PHASE
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.
TRAVEL ATTRIBUTE
In Move Phase add your Travel Attribute to your Move Roll.
CARD LIST
Name: Challenge:
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
CARDSET
Thanks Ron!
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LINKS
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