DANTES INFERNO
INTRODUCTION
Scenario for WarpQuest. By C. Gerard Luft
Click here for the WarpQuest Core Rules.
PARTY
Renaissance poet: 4 skills
Blessed soul of heaven: 5 skills
Pagan scholar holy soul: 3 skills
(You get 1 of each)
QUEST
To travel through hell from Earth (space 1) through the upper hell (gehenna spaces
2 To 15) and the lower hell (the abyss spaces 16 to 29) and reach the exit out in the
lowest pit (exit into purgatoria the last space).
SKILLS TABLE
1d6
1 COMbat+1
2 AGiLity+1
3 THEOlogy+1
4 WISdom+1
5 PERSonality+1
6 choose a skill
MODULE 1 GEHENNA:
vestibule theo x2
oppurtunists com x2
acheron per x2: if success move 1d6 spaces
Charon per x2: if success move 1d6 spaces
fathers limbo per x2: if success move 1d6 spaces
virtuous pagans aid: wis +1
circle 2 theo x2: if lost then loose 1 turn
carnal com x2
minos com x2
circle 3 theo x2: if lost then loose a turn
gluttons agl x2
cerberus com x2
plutus com x2
circle 4 theo x2: if lost then loose 1 turn
hoarders and wasters com x2
wrathful and sullen com x2
styx agl x2
circle 5 theo x2: if lost then loose one turn
phlegyas comx2: if success then move 1d6 spaces
maggots aglx2
citadel of human Reason aid: wis +1
guiding angel aid: Any +1
medusa wis
three infernal furies com x2
city of dis (TARTAROS) com: if success move 1d6 spaces
devils com
MODULE 2 THE ABYSS:
circle6 theo x2: if lost then loose a turn
heretics wis x2
circle7 theo x2
minotaur com x2
river of blood agl x2
the violent com x2
centaurs per x2: if success move 1d6 spaces
wood of suicides wis x2
harpies com x2
rain of fire agl x2
great cliff agl
geryon per x2: if success than move 1d6 spaces
malebolge agl x2
fraudulent and malicous wis x2
Panderers and seduceres wis x2
flatters wis x2
simoniacs theo x2
fortune tellers and diviners com x2
grafters com x2
rending demons com x2
cocytus agl x2
traitors com x2
possessing demons theo x2
dragon com
centaur cacus com x2
evil counselors wis x2
hell fire agl x2
demon w/ bloody sword com x2
sowers of discord wis x2
falsifiers com x2
central pit of malebolge agl x2
giants com
horned demons com x2
Satan agl: if success move 1d6 spaces: if fail loose party member
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.