After completing a quest the Heroes must travel to a village, town or city to recuperate before beginning their next adventure. They should begin travelling with the same BP, MP and spells cast as they finished their last quest.
Before beginning their journey the Heroes must consult a map and decide where they want to travel to.
The nearest village will be 1d6 days travel.
The nearest town will be `1d6 + 1 + the distance to the nearest village.
The nearest City will be 1d6 + 2 + the distance to the nearest town.
e.g.
village =
= 4 days travelTown =
+ 1 + 4 days travel to nearest village = 9 days travelCity =
+ 2 + 9 days travel to nearest town = 17 days travelThe evil wizard now rolls 2d6. This represents the number of days the Heroes travel without event. Subtract this roll from the number of days travel to the Heroes chosen settlement. If the total less than or equal to 0 the Heroes have reached their destination safely otherwise roll an event*. After the event has been resolved the evil wizard repeats this process until the Heroes' remaining days travel is equal to 0.
* events will be rolled on a d66 in the same way as the WHQ roleplay book.
E.g.
The evil wizard rolls:
= 11 days without event.If the Heroes are travelling to the town or village in the previous example they have reached their destination without event. If they are travelling to a city they must now roll (and play through) an encounter.
Example Encounters
I would like as many playable encounters as possible. Here are two ideas.
The Black Knight
Set up the Surface tile and Pit Room tile as shown in the diagram below.

The Chaos Warrior represents a Knight that refuses to allow the group to use the bridge unless one of the Heroes beat him in single combat. Once the Heroes have chosen a champion to face the knight the chosen player and the evil wizard each roll 1d6 with the highest roll moving first. The Black Knight has the following stats:
Movement: 2d6
Attack: 3
Defence: 4
Body: 3
Mind: 4
The fight continues until the Hero or Black Knight are reduced to 0 HP.
If the Hero wins the group may continue across the bridge on their journey. If the Black Knight wins he restores the BP of the Hero that fought him with a health potion that restores 1d6 Body Points. The Heroes must add 1d6 to their journey as they look for another route around the chasm.
Goblin Archers (Adapted from chaoticprime's post)
Set up the surface tile as shown in the following diagram with the Goblins on the raised cliff.

The Heroes are ambushed by a group of goblin archers. They must cross the surface tile under fire from the goblin archers beginning on the two squares marked with a cross and exit the board on the right hand side. They may not enter any square that the river is on. Play through this event in the same way as a normal quest except the Heroes may only attack the goblins with crossbows.
Alternatively, the Heroes may decide this encounter is too risky for them in which case they must add 2d6 days travel to their journey.
I'm looking for more ideas of playable encounters. Does anyone have any?































