DANTES INFERNO





INTRODUCTION
Scenario for WarpQuest. By C. Gerard Luft
Click here for the WarpQuest Core Rules.

PARTY 
Renaissance poet:		4 skills
Blessed soul of heaven:		5 skills
Pagan scholar holy soul:	3 skills 
(You get 1 of each) 

QUEST 
To travel through hell from Earth (space 1) through the upper hell (gehenna spaces 
2 To 15) and the lower hell (the abyss spaces 16 to 29) and reach the exit out in the 
lowest pit (exit into purgatoria the last space).

SKILLS TABLE
1d6  
1	COMbat+1  
2	AGiLity+1  
3	THEOlogy+1  
4	WISdom+1  
5	PERSonality+1  
6	choose a skill 

MODULE 1 GEHENNA:
vestibule 			theo x2 
oppurtunists 			com x2 
acheron 			per x2: if success move 1d6 spaces
Charon 				per x2: if success move 1d6 spaces  
fathers limbo 			per x2: if success move 1d6 spaces  
virtuous pagans 		aid: wis +1  
circle 2 			theo x2: if lost then loose 1 turn  
carnal 				com x2  
minos 				com x2  
circle 3 			theo x2: if lost then loose a turn  
gluttons 			agl x2  
cerberus 			com x2  
plutus 				com x2  
circle 4  			theo x2: if lost then loose 1 turn  
hoarders and wasters 		com x2  
wrathful and sullen 		com x2   
styx 				agl x2  
circle 5 			theo x2: if lost then loose one turn  
phlegyas 			comx2: if success then move 1d6 spaces  
maggots 			aglx2  
citadel of human Reason 	aid: wis +1  
guiding angel 			aid: Any +1  
medusa 				wis  
three infernal furies 		com x2  
city of dis (TARTAROS) 		com: if success move 1d6 spaces  
devils 				com  


MODULE 2 THE ABYSS: 
circle6 			theo x2: if lost then loose a turn  
heretics 			wis x2   
circle7  			theo x2  
minotaur 			com x2   
river of blood 			agl x2   
the violent 			com x2  
centaurs 			per x2: if success move 1d6 spaces  
wood of suicides 		wis x2  
harpies 			com x2  
rain of fire 			agl x2  
great cliff 			agl  
geryon 				per x2: if success than move 1d6 spaces  
malebolge 			agl x2   
fraudulent and malicous 	wis x2
Panderers and seduceres 	wis x2  
flatters 			wis x2  
simoniacs 			theo x2  
fortune tellers and diviners 	com x2  
grafters 			com x2  
rending demons 			com x2  
cocytus 			agl x2  
traitors 			com x2  
possessing demons 		theo x2  
dragon 				com  
centaur cacus 			com x2  
evil counselors 		wis x2  
hell fire 			agl x2   
demon w/ bloody sword 		com x2  
sowers of discord 		wis x2  
falsifiers 			com x2  
central pit of malebolge  	agl x2  
giants 				com  
horned demons 			com x2  
Satan 				agl: if success move 1d6 spaces: if fail loose party member

INTRODUCTION
Warp Quest is an abstract game system that depicts goal driven 
scenarios.

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
· 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.

THE DECKS
· 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.

THE UNITS
· 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.

TURN SEQUENCE
· Players take turns.
· Each turn consists of 3 phases:
1. Move Phase
2. Draw Phase
3. Challenge Phase

MOVE 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.

DRAW PHASE
· 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.

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.







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