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. ********************* 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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