QUEST FOR THE GRAIL
INTRODUCTION
Scenario for WarpQuest.
Click here for the WarpQuest Core Rules.
Each player is a Knight of the Round table.
THE SCENARIO
The map spaces represent distance and time.
There is only one Module.
The track is 30 spaces long.
The “Artifact” is the Holy Grail.
The Grail must be obtained and returned.
KNIGHT ATTRIBUTES
Each Knight has 10 Skills and 10 Quest Points.
Roll on the Knightly Attribute Table to see what Skills you get.
Each skill corresponds to one type of Challenge Roll.
KNIGHTLY ATTRIBUTE TABLE
1D10 Skills: Challenges:
1 Chivalry +2 Lady
2 Valor +2 Monster
3 Ranger +2 Animal & Survival
4 Sorcery +2 Magic
5 Seamanship +2 Sea
6 Wisdom +2 Wit
7 War +2 Men
8 Strength +2 Knight
9 Quest Point +1
10 Pick one
CHALLENGES
If you fail a challenge you lose 1 Quest Point.
If you are ever reduced to 0 Quest Points you automatically loose.
FIGHTING
If you lose a fight with another players Knight you lose a
Quest Point and must turn over the Grail if you have it.
CARD LIST
Name Challenge:
Mordred (Battle) Knight, DM +1
Morgan le Fey Magic or Lady, DM +1
Dragon (Battle) Monster, DM +1
Fire Breathing Wyrm (Battle) Monster, DM +1
Black Knight (Battle) Knight
Ogre (Battle) Monster
Questing Beast Monster or Animal. If you fail go back 1D6 spaces
Bandits (Battle) Men
Saxon Raiders (Battle) Men
Wild Pict Warriors (Battle) Men
Brigands (Battle) Men
Pirates (Battle) Sea or Men
Mad Knight Knight
Jester Wits
Jousting Tournament (Battle) Knight. If you fail go back 1D6 spaces
Melee Tournament (Battle) Knight. If you fail go back 1D6 spaces
Knight Errant (Battle) Knight
Wolf (Battle) Animal
Bear (Battle) Animal
Lion (Battle) Animal
Boar (Battle) Animal
Green Knight Knight or Magic
Flooded River Sea or Wits. If you fail go back 1D6 spaces
Shipwreck Sea
Black Plague Survival
Waylaid by Beggars Wits. If you fail go back 1D6 spaces
Waylaid by Children Wits. If you fail go back 1D6 spaces
Bridge Troll (Battle) Monster
Serpent (Battle) Sea or Monster
Wood Nymph Magic or Lady
Romantic Love Lady. If you fail go back 1D6 spaces
Giant (Battle) Monster, DM +1
Tricked by Dwarf Wits. If you fail go back 1D6 spaces
Waylaid by Peasants Wits. If you fail go back 1D6 spaces
Waylaid by Pilgrims Wits. If you fail go back 1D6 spaces
Frigor & Waste Survival
Take Vow Wits. If you fail Strength -1
Take Oath Wits. If you fail Wit -1
Evil Hag (Battle) Magic or Monster or Lady
Rescue Princess (Battle) Men or Monster
Incubus (Battle) Magic or Monster or Lady
Visit the land of Faerie Magic, DM +1
Griffin (Battle) Monster
Queen Maab Magic or Lady, DM +1
Sword Aid: Battle +2
Lance Aid: Knight +2
Shield Aid: Battle +2
Armor Aid: Battle +2
Steed Aid: Non-sea Battle +2
Squire Aid: Battle +2
Men-at-Arms Aid: War +4
Magic Philtre Aid: Chivalry +4
Your Lady's Token Aid: Chivalry +4
Virtue Aid: Chivalry +4
Prayer Aid: Magic +4
Courage Aid: Valor +4
Bravery Aid: Valor +4
Friendly Castle Aid: War +4
Lady of the Lake Aid: Magic +4
Helped by Arthur Aid: Strength +4 or War +4
Helped by Merlyn Aid: Magic +4
Helped by Lancelot Aid: Strength +4 or War +4
Helped by Gwynevere Aid: Chivalry +4
Helped by Gawaine Aid: Battle +2
Helped by Galahad Aid: Battle +2
Helped by Tristam Aid: Battle +2
Helped by Priest Aid: Wit +4
Helped by Hermit Aid: Wit +4
Prophecy Aid: Battle +4
Hospitality Aid: Regain 1 lost Quest Point