Scenario for WarpQuest.
Click here for the WarpQuest Core Rules.
Each player is an Arabian Swashbuckler Captain in search of Adventure & Fortune.

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The map spaces represent distance and time.
There is only one Module.
The track is 30 spaces long.
The “Artifact” is a Magic Potion that will restore Prince Kassim to his human Form. 
The Potion must be obtained and returned. 

Each Captain has 7 Skills and a crew of 7 Men.
Roll on the Captains Skill Table to see what Skills you get.
Each skill corresponds to one type of Challenge Roll.

1D6		Skills (Challenge):
1		Sailing +1          
2-4		Fighting +1	
5		Crew +1
6		Wits +1

If you fail a Wit or Fighting challenge you lose 1 Crewmember.
If you are ever reduced to zero Crew you automatically loose.
If you fail a sailing challenge go back 1D6 spaces.

If you lose a fight with another players Pawn you lose a 
Crewmember and must turn over the Potion if you have it.

Name				Challenge:
Pirates				Fighting 
Spears				Aid: Fighting +1
Queen Zenobia			Wits
Giant Bee			Fighting
Centaur				Fighting
Cyclops				Fighting
Dragon Guardian			Fighting. DM +1
Giant Crossbow			Aid: Fighting +1
Magician Melanthius		Aid: Wits +1
Animated Figurehead		Fighting
Ghouls				Fighting
Crush Under Pillar		Aid: Fighting +3
Griffon Ally			Aid: Fighting +2
Saber Tooth Tiger		Fighting
Troglodyte Ally			Aid: Fighting +2
Homonicus Spy			Wits
Giant Octopus			Fighting
Six-Armed Statue of Kali	Fighting. DM +1
Push Off Ledge			Aid: Fighting +3
Minoton				Fighting
Sword Fighting Skeletons	Fighting
Roc				Wits
Serpent Woman			Fighting
Giant Walrus			Fighting
Raging Seas			Sailing
Lost at Sea			Sailing
Ice Bergs			Sailing
Underground River		Sailing
Navigational Charts		Aid: Sailing +1
Secret Passage			Wits
Maze				Wits
Transformation Spell		Wits

For Graphics of the above Creatures go here


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.

· 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.

· 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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