BEASTMASTER QUEST







INTRODUCTION
Scenario for WarpQuest.
Based on the movie Beastmaster. 
Click here for the WarpQuest  Core Rules.
Each player is his/her very own Beastmaster. 

DISCLAIMER
Beastmaster is a copyrighted, licensed property. 
This is merely a fan site. 

THE SCENARIO
There is only one Module.
The track is 60 spaces long.
The last space represents the conclusion of the quest.

VICTORY 
The first player to reach the last space wins the game.

HUNTER ATTRIBUTES
Each Beastmaster has the following traits: 
Hits (10)
All Others (+0)
Roll 10 times on the Attribute Table to see what Bonuses you get.

ATTRIBUTE TABLE
1D6	Trait		Bonus
1	Hits		+1
2	Combat	 	+1
3	Cunning        	+1
4	Empathy        	+1
5	Travel		+1
6	Scout		+1

HITS
If you are reduced to zero Hits you must go back to start. 
(In a solo game, you lose)

LANDING ON ANOTHER HUNTER
If land on an opposing players pawn, you may steal a Weapon or Companion, or 
send them back 1D6 spaces. 

FIGHT & TRAP CHALLENGES
If you lose a Fight or Trap Challenge you must discard a Companion or 
Weapon or Lose 1D6 Hits. 

TEST CHALLENGE
If you succeed in a Test Challenge, you move forwards 1D6 spaces and 
Do not have to draw a card. 

TERRAIN & PLOT CHALLENGES
If you fail a Terrain or Plot Challenge, you move backwards 1D6 spaces and 
Draw a card. 

WEAPONS AND COMPANIONS
These are a type of Aid card that stays in play after it is revealed and 
Give your Hunter a continuous bonus. 

SCOUT PHASE
This is an extra phase that occurs before Move Phase. 
Roll 2D6 (The Scout Roll) and add your Scout Attribute: 
Roll	Result:		Notes:
2-8	Nothing		-
9-10	Find Path	In move phase roll twice and pick which roll to use. 
11+	Gather Info	Look at the next 1D6 cards in the deck and discard 1. 

TRAVEL ATTRIBUTE
In Move Phase add your Travel Attribute to your Move Roll. 

CARD LIST
Name:				Challenge:
White Dog			Companion: Combat +1 & Cunning +1
Brown Bear			Fight: Empathy x2
Pair of Ferrets			Companion: Cunning +2 
Black Panther			Companion: Combat +3
Golden Eagle			Companion: Scout +2
Heroic Sacrifice       		Aid: Combat +5
Evil Warriors			Fight: Combat + Cunning
Throwing Blade			Weapon: Combat +1
Sword				Weapon: Combat +1
Fanatics       			Fight: Combat + Cunning
Thrown Knife			Aid: Combat +3
Duel to the Death		Fight: Combat x2 (No Companion Bonuses)
Junn Horde			Fight: Combat x3
Dust Storm			Terrain: Travel
Shield				Aid: Combat +2
Crossbowmen			Fight: Combat + Cunning
Barbarian Raiders		Fight: Combat x2
Cultists       			Fight: Combat + Cunning
Villagers			Aid: Combat +2
Witch Women			Fight: Cunning x2
Battle Axe			Aid: Fight +2
Flail				Aid: Fight +2
Valley of Fire			Terrain: Travel
Flaming Moat			Aid: Combat +5
Clairvoyance			Aid: Scout +4 or Empathy +3
Lair of the Bird Men		Fight: Empathy x2
Staff				Weapon: Combat +1
Dagger				Weapon: Combat +1
Stealth				Aid: Cunning +4
Disguise       			Aid: Cunning +4
Hide				Aid: Cunning +2 or Combat +2
Ambush				Fight: Combat + Cunning
Quicksand			Trap: Cunning + Empathy
Tiger				Companion: Combat +2
Wolf				Companion: Combat +1 & Cunning +1
Hawk				Companion: Scout +2
Weasels				Companion: Cunning +2
Save Child			Test: Empathy
Rescue				Test: Cunning x2
Courage				Aid: Combat +3 or Empathy +3
Prophesy       			Gain 1 Turn
Speak to Animals       		Aid: Empathy +5
Flood Plain			Terrain: Travel
Swing Chain			Aid: Combat +2
Horses				Aid: Travel +3
Slippery Slope			Trap: Scout
Strength       			Aid: Combat +3
Agility & Balance		Aid: Combat +2 or Cunning +2
Wrestle				Aid: Combat +2
Wild Beast			Test: Empathy
Slave Girl			Companion: Scout +1 & Cunning +1
Warrior Woman			Companion: Combat +1 & Cunning +1
The Boy Prince			Companion: Combat +1 
Friendly Monk 			Companion: Combat +2
Bodyguard			Companion: Combat +2
Rest				Regain 1D6 lost Hits
Heal				Regain 1D6 lost Hits
Recuperate			Regain 1D6 lost Hits
Evil High Priest       		Fight: Combat & Cunning
Swear Revenge			Aid: Combat +3 or Travel +2
Bird People Allies		Aid: Combat +5
Medallion			Aid: Empathy +3
Waterfall			Terrain: Scout
Ziggurat Maze			Terrain: Cunning
Guarded Gate			Fight: Cunning x2
Steal Key			Test: Cunning
Meerkats       			Companions: Cunning +2
Village Massacre       		Miss 1 Turn
Human Sacrifice			Miss 1 Turn
Funeral Pyre			Miss 1 Turn
Eyeball Ring			Plot: Cunning
Befriend Rebels			Test: Empathy
Accusations of Treachery       	Plot: Cunning
Coming of Age			Test: Empathy
Assassins			Fight: Combat +1 & Cunning +1
Cross River			Terrain: Travel
Epic Journey			Terrain: Travel
Dragon Boat			Aid: Travel +2
Temple Guards			Fight: Combat +1 & Cunning +1
City Guards			Fight: Combat +1 & Cunning +1
Death Guards			Fight: Combat x2 or Cunning x2
Secret Passage			Test: Cunning



CARDSET
Thanks Ron!
Click Here

LINKS
Beastmaster
Review

*********************

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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