RABBIT RUN






INTRODUCTION Scenario for WarpQuest. Click here for the WarpQuest Core Rules. Based on the Novel Watership Down by Richard Adams. Each player controls a Band of Rabbits who have left Their overcrowded home Warren and are traveling the Countryside, looking for a good spot to establish a new Warren. DISCLAIMER Watership Down is a copyrighted property. This is merely a fan site. THE SCENARIO The map spaces represent distance. There is only one Module. There is no “Artifact”. The Scenario is a one way trip. The winner is the first Band (Pawn) to reach the End Space (The site of the New Warren). RABBIT ATTRIBUTES Each players Band contains 10 Rabbits. Each Band has 10 random Atrributes (Skills). Each Band starts with a Hunger Point Total of –7. ATTRIBUTES TABLE 1D6 Attribute: Manifestations: 1 Strength +1 Large Size, Tough, Sturdy, Ferocity, Aggression 2 Speed +1 Fast Runner, Sure Footed, Long Hind Legs 3 Cunning +1 Resourceful, Full of Tricks, Intelligent, Shrewd, Wily 4 Senses +1 Second Sight, Intuition, Seer, Danger Sense, Alert, Wary 5 Hiding +1 Concealment, Camouflage, Quiet Movements 6 Courage +1 Leadership, Story Teller, Persuasion, Camaraderie FOES If you encounter a Foe, you have to make several challenge Test Rolls: 1. Make a test vs Senses. If successful add one to your next roll… 2. Make a test vs Hiding. If successful, you evade the Foe. Discard it. If not… 3. Make a test vs Cunning. If successful, you trick the Foe. Discard it. If not… 4. Make a test vs Speed. If successful, you outrun the Foe. Discard it. If not… 5. Make a test vs Courage. If successful add one to your next roll… 6. Make a test vs Strength. If successful, you drive off the Foe. Discard it. If you fail, 1D3 Rabbits get killed. If you had to make a strength test your Strength Attribute is –1 for 1D6-1 turns. HUNGER At the beginning of every turn increase your Hunger point total by one. If your Hunger total is ever 1 or more, you get a penalty of DM +2 on all Challenges. Instead of moving forward on your turn you may skip your move and rest and Forage instead to decrease your Hunger total by 1D6. MODULE CARD LIST Card Name: Challenge: Wanderers Courage x2. If successful gain 2 Rabbits and 2 Skills Outskirters Senses x2. If successful gain 2 Rabbits Free the Hutch Rabbits First Test: Senses & Courage Second Test: Cunning & Speed If you pass both tests gain 3 Rabbits A Thousand Enemies Foe Stoat Foe Farm Cat Foe (DM +1 to Senses test) Dog off Leash Foe (DM +1 to Strength test) Brown Owl Foe (DM +1 to Speed test) White Owl Foe (DM +1 to Speed test) Hawk Foe (DM +1 to Speed test) Crow Foe Kestrel Foe (DM -1 to Strength test) Fox Foe Rats Foe Ferret Foe Weasel Foe Efrafa Wide Patrol Foe (DM +1 to Strength test) Marksman Foe (Replace Strength test with Speed Test) Gameskeeper Foe (Replace Strength test with Speed Test) Farmer Foe (DM -1 to Hide test) Stories of El-Ahrairah Aid: Cunning +1 Insight Aid: Cunning +1 Clever Plan Aid: Cunning +1 Terror Courage x2. If Failed miss next turn. Exhaustion Courage & Strength. If Failed miss next turn. Bolt Aid: Speed +1 Fast as a Hare Aid: Speed +1 Lightning Dash Aid: Speed +1 Dedicated Fighter Aid: Strength +1 Spoiling for Action Aid: Strength +1 Migration Courage & Strength. If successful move ahead 1D6 Travel By Night Courage & Strength. If successful move ahead 1D6 Hard Going Courage & Strength. If failed move back 1D6 Encouragement Aid: Courage +1 Undaunted Aid: Courage +1 Show of Authority Aid: Courage +1 Sniff, Listen, & Stare Aid: Senses +1 Sentry Warning Aid: Senses +1 Stamp Alarm Aid: Senses +1 At Wits End Courage & Cunning. If Failed miss next turn. Perplexity Cunning x2. If Failed miss next turn. Cross River Strength & Cunning. If successful move ahead 1D6 Lost Cunning & Courage. If Failed go back 1D6 Scattered Senses x2. If Failed go back 1D6 Sick at Heart Courage x2. If Failed miss next turn. Caught in Snare Cunning x2. If Failed one Rabbit Killed Myxomatosis Senses & Courage. If Failed 1D6 Rabbits die Road with Cars Speed x2. If Failed one Rabbit Killed Ditch Aid: Hide +1 Shelter Aid: Hide +1 Wind, Damp & Dew Aid: Hide +1 The Black Rabbit of Elil Courage x2. If Failed miss next turn. Tractor Courage x2. If Failed miss next turn. State of Tharn Courage x2. If Failed miss next turn. Freeze in Panic Courage x2. If Failed miss next turn. Want to go Back Courage x2. If Failed go back 1D6 spaces Friendly Bird Cunning x2. If successful move ahead 1D6 Thorn in the Paw Speed Attribute –1 for 1D6 turns Bullet Wound Speed Attribute –1 for 1D6 turns Rat Bite Senses Attribute –1 for 1D6 turns Bloody Wound Hide Attribute –1 for 1D6 turns Cowslips Hunger Total -7 Grass Hunger Total -7 Dandelions Hunger Total -7 Clover Hunger Total -7 Meadow Hunger Total -7 Pasture Hunger Total -7 Carrots Senses x2. If successful Hunger Total -7 Garden Raid Senses x2. If successful Hunger Total -7 Lettuce Senses x2. If successful Hunger Total -7 Weariness Strength x2. If Failed Miss next turn. Fatigue Strength x2. If Failed Miss next turn. Experience Gain one Random Attribute Blessing of Frith Aid: +1 to any Attribute GAME DESIGNERS NOTES I highly recommend reading the Novel.




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