Sunday, May 29, 2011

Bridge of Despair

The second board section to appear in the now-rare supplement Pits & Traps is the Bridge of Despair. It too uses a movable overlay section, and while it has a similar flavor to the previously discussed Cross-Roads of Doom, it operates somewhat differently, more with a mind of its own. I modify the rule as written and keep the same group of Monsters that were originally spawned.

Bridge of Despair - Special Rules
















  • After the Warriors enter the room, the Leader rolls on the Objective Room Monster table, and places Monsters in the room sections on either side of the bridge, one by one, alternating sections. If there are Monsters left over, the Leader decides which ones to leave out of play.
  • Each turn, during the Exploration Phase, the Leader should roll 1d6. On a 1 or 2 the bridge rotates 90 degrees counter-clockwise. On a 3 or 4 it stays where it is. And on a 5 or 6 it rotates 90 degrees clockwise.
  • If the Warriors to manage to kill all of the Monsters in both sections, they earn one Treasure Card.
  • A Warrior can attempt to leap over the chasm between the bridge and one of the platforms, or leap back onto the bridge from a platform. See the Heroic Leap house rule for resolving this.

Cross-Roads of Doom

The very rare Pits and Traps supplement for Warhammer Quest introduced two new board sections, and the Cross-Roads of Doom is one of them. The Warriors enter into a curved dead-end with two levers. Pulling a lever causes the dead end to rotate either clockwise or counterclockwise 90 degrees, and the direction is determined randomly. This exposes the Warriors to one of two groups of Monsters waiting in the Cross-Roads.

The rules as written state that the Warriors must wait until any exposed Monsters are cleared before pulling the lever, but I think I like the option of allowing them to pull the lever even if Monsters are on the board. This forces them to choose whether to cut the encounter short and forsake the Treasure, or to fight on. Of course, nothing says that the random nature of the trap will cooperate with them even if they decide to try and bypass the Monsters! Fate may have another idea in mind. To make the decision more agonizing, the resulting reward is juiced up a bit.

Cross-Roads of Doom - Special Rules













  • The Leader should roll on the Objective Room Monster Table, and place the resulting Monsters equally in the two chambers. If there are not enough spaces to place all of the Monsters, the Leader decides which Monsters to leave off.
  • One of the two levers can be pulled during the Exploration Phase, as long as a Warrior is standing in its square. This causes the dead end section to rotate clockwise (1-3) or counter-clockwise (4-6) by 90 degrees, either exposing the Warriors to Monsters, allowing them to reach the exit, or perhaps closing them off from the Monsters and the exit again.
  • If the Warriors eliminate all of the Monsters from the Cross-Roads of Doom, they gain one Treasure Card.
  • The Cross-Roads of Doom does not reset with Monsters once they are killed, but of course an Unexpected Event can always bring in a new batch as the Warriors desperately pull the lever trying to get out of the room.

Interrogation

E - Interrogation

If the Warriors can subdue a Monster, and force it to accompany them through the Dungeon, the Monster will reveal the direction of the Objective Room the next time the Warriors encounter a T-Junction or similar juncture in the dungeon. The Warriors can keep this card until they have a chance to use it.

Draw another Event Card immediately.

See the Subdual Rules for Monster subdual.

If the Warriors have a subdued Monster with them when they are in a T-Junction or similar juncture, they interrogate the prisoner until he tells them which way the Objective Room lies. To represent this, first roll to determine which way the Objective Room lies, among the possible paths out of the juncture. Next, take an unused Dungeon Card, and write down which room is on the card, so you can remember which one it is later as you explore and uncover cards. This card serves as a proxy for the Objective Room. Shuffle this proxy card into the mini-dungeon deck that you determined was the direction that the Objective Room lie. If the Warriors uncover this proxy card when exploring, it should be treated as if the Objective Room card was uncovered.

If the Warriors discover the Objective Room via the proxy card, and they eventually uncover the real Objective Room card, ignore and discard it. Likewise, if they have already found the proper Objective Room card, and they next come to the proxy card, simply ignore it.

Into the Dark

Published in White Dwarf 192, this Dungeon Room exposes a dangerous new sub-level of the Dungeon to the Warriors.  Whether or not they need to descend those foreboding steps depends on whether they can locate the Objective Room on the main level or not.

Into the Dark - Special Rules









  • The Warrior can skirt the stairs if desired, treating the board section as a normal 2x2 sized room.
  • Unexpected Events will never occur on this board section, and Monsters will never enter it.  However, as long as one Warrior is in this room, its dark sorcery prevents any of the Warriors from using magic of any kind.
  • Roll 1D6 and take this many unused Dungeon cards.  Shuffle these with the cards in the current pile.  Replace the pile with the same number of cards as it originally had.  Put the remaining cards next to the Into The Dark board section.  These new cards represent the dungeon sub-level.  The Warriors can explore this sub-level starting with the first card of the new mini-deck just as if they were entering a new dungeon.
  • The sub-level is much more perilous than the level above!  Each time an Unexpected Event occurs, take 1d3 Event Cards instead of 1, resolving "E" type cards before Monsters.  (If you are using the Monster tables instead of cards, use the table one Battle-level higher when rolling for Monsters.)

Dead End

As presented in White Dwarf 192, the Dead End is an interesting board section that forces the Warriors to decide if they feel lucky. The rules below are tweaked slightly to give a bonus to dwarfs.

Dead End - Special Rules









  • In order to get past the dead end, the Warriors need to dig out 30 points worth of rubble. Up to 2 Warriors can be positioned at the rubble, and one or both can dig in a single turn.
  • Each Warrior digging rolls 1d6 and adds their Strength (Dwarf Warriors gain a +1 bonus on this roll, as they are so naturally inclined to mining). Record the total number of points each turn, once a total of 30 points have been dug out, the Warriors can explore like normal.
  • If two Warriors are digging during one turn, and they each roll the same number, calculate their points as normal, but subtract this amount from the total (it cannot go below zero). Their combined efforts have caused a partial cave in, setting the entire effort back!
  • During each turn that any digging takes place, an Unexpected Event occurs on a roll of 1 or 6 in the Power Phase of the next Turn, since the Warriors are making much more noise than usual.


Flames of Khazla

For the Flames of Khazla board section I use the rules as printed in Catacombs of Terror, although some day I might try the Special Quest variants as presented in White Dwarf 189.  However, I tweak the rule slightly to overcome the annoyance of forcing the Warrior with the Lantern to remain in the room.

Flames of Khazla - Special Rules









  • The first time a Warrior enter the Flames of Khazla board section, they have 2d6 Wounds healed.  This happens only once per dungeon per Warrior, and if a Warrior enters the room with full Wounds, they have wasted the power of the room.
  • The Flames within glow brightly, illuminating the board section and the two adjacent board sections, so Warriors on those board sections can never be "lost in the dark".

Chasm of Despair

The basic Rule as Written for the Chasm of Despair states that if a Warrior rolls a 1 on their two-hit roll while on a bridge square, they plummet to their death in the chasm below.  I'm all for brutal and deadly consequences in Warhammer Quest, but I also like the Warriors' Ability Scores to come into play as often as possible.  For the Chasm of Despair, I allow the Warrior a chance to save themselves based on their Initiative.

Chasm of Despair - Special Rules







  • If a Warrior rolls a 1 on a to-hit roll while they are standing on the bridge, they begin to lose their footing, and are headed for certain doom.  They have one final chance to right themselves by rolling 1d6, adding their Initiative, and scoring a 9 or higher (or rolling a 6 if their Initiative is 3 or lower).  Failure indicates that the Warrior indeed plummets head over heels into the gaping maw of the Chasm of Despair, never to be seen again.

Black Dais Chamber (Dread King's Throne Room)

I recently acquired the Catacombs of Terror expansion on EBay, but realized when it was delivered that it was missing the Dread King's Throne Room board section.  Never fear, I quickly located a high quality scan of the board section and printed it on photo paper, then glued it to some thick, black card stock, and viola, a Dread King's Throne Room!

I use the rules below when the board section turns up as a normal room in a Dungeon (not the Objective Room).

Black Dais Chamber - Special Rules










  • To determine the number of Exit Doors in the room, roll 1d6.  On a 1-3 there is one Exit Door, and on a 4-6 there are two Exit Doors.  Place the Exit Door(s) along the last row of squares in the room, heading off the left and/or right of the throne.
  • The room will always trigger a Monster Event.  Keep drawing until a Monster Card comes up, shuffling any Event Cards back into the deck.
  • This is a Multi-Level Room, with the ramp the lowest level, the main floor the middle level, and the Dais the upper level.
  • Unsavory magic crackles from the ancient, evil black Dais in this chamber.  Any Monsters on the Dais gain +2 Toughness, and +1 to their Attack and Damage rolls.  Monsters will intelligently use this to their advantage, and in fact as many Monsters as possible will start placed on the Dais.
  • Hand to hand combat cannot occur across the squares that separate the ramp from the upper platform, as these are blocked by the pillars.  Missile and spell fire is possible, however.
  • The Wizard can use a Levitate spell to raise himself or another Warrior from the ramp to an adjacent upper level square.

    Subdual Rules

    The Warriors, if they choose to, can try to subdue a Monster instead of killing it.  One reason for subduing a Monster is so they can "bring them back alive" if a particular adventure calls for it.  Additionally, at least one new Event that I plan to publish requires that the Warriors subdue a Monster.  You can also say that the authorities in a Town or City might pay double (Town) or triple (City) the Gold value for high profile Monsters (characters, such as Gorgut, Skabnoze, etc.) that are brought in alive.  The problem, of course, is keeping the prisoner under control as you make your way back to civilization.

    To subdue a Monster, a Warrior declares their intention and then makes a normal to-hit roll.  If the target has a higher Strength, the to-hit roll is made at a penalty equal to the Strength difference.  If the attack hits, roll damage normally, but the Warrior can "pull their punch" and apply a negative modifier to their damage roll of whatever value they desire.  This modifier must be declared before the damage roll is made.  If the attack brings the target to -3 Wounds or lower, then the Warrior hit just a bit too hard and killed their opponent outright.  However, if the target is brought to zero, -1, or -2 Wounds, the blow successfully subdued the target.

    If the Warriors wish to keep their captive with them as they explore the dungeon, they must use Rope to keep the subdued Monster under control.  Additionally, one Warrior must be nominated to guard the subdued Monster as the Warriors move through the dungeon.  The subdued Monster always moves along with the Warrior guarding them.

    A subdued Monster can be despatched at any time by any adjacent Warrior.  When this occurs the Warriors can retrieve their Rope, but should roll to see if it has broken like normal.


    Back to Civilization


    The last part of the subdual rules cover taking a captive Monster back to civilization.  As I mentioned earlier, you might put into effect a house rule that allows double the Gold value if a high profile Monster is brought in alive to a Town, and triple to a City.  If the Warriors get thrown off during their journey and end up in a Village, tough luck.

    Each week of travel, a subdued Monster is allowed a chance to escape.  Follow these steps:
    • Draw a Warrior counter to determine the Warrior whose watch the escape attempt it taking place.
    • That Warrior must make a Willpower check (1d6 + Willpower, scoring 7 or higher).  If they pass the Check, they remain alert on their watch and the Monster cannot make an escape attempt.
    • If the Willpower Check fails, the Monster must complete both an Initiative Check and a Strength Check to get free of their bonds.

    If the Monster manages to get free, roll on the table below:

    1,2. The Warrior who was supposed to be on watch fell asleep!  The Monster gets an automatic Attack against each Warrior (roll for damage) before slipping away.  Since the Warriors are sleeping, they are not wearing their Armour so the damage is modified by Toughness only.
    3,4. The Monster manages to grab a random Treasure from the Warrior on watch before making their escape.
    5,6. The Monster slips away quietly into the wilderness, never(?) to be seen again.

      Tuesday, May 24, 2011

      Lagamuz and PipSqueal FaceSlicer

      Figure available at: http://www.games-workshop.com/gws/catalog/productDetail.jsp?prodId=prod840880

      Monster Encounter: Lagamuz and 1d6+1 Night Goblins












      A feared Night Goblin Shaman, Lagamuz carries around his "mascot" at all times, the particularly vicious Snotling named PipSqueal FaceSlicer.  Lagamuz rescued the creature from a tribe of Savage Orcs that kept it around for entertainment, pitting it against various animals and monsters in impromptu pit fights.  Over the years, the Snotling hardened into a cruel killing machine with razor sharp claws and a bad temper.

      Wounds: 12
      Move: 4
      Weapon Skill: 2
      Ballistic Skill: 4+
      Strength: 4
      Toughness: 4
      Initiative: 3
      Attacks: 1
      Gold: 430
      Armour: -
      Damage: 2

      Special Rules
      Goblin Magic (2), Magic Resistance 5+ (Ring), PipSqueal FaceSlicer

      PipSqueal FaceSlicer

      The first turn that a Warrior is adjacent to Lagamuz during the Monster Phase, PipSqueal will leap from his head and latch himself onto the Warrior's head.  If there are multiple Warriors adjacent, determine which one randomly.  During each Monster Phase that PipSqueal is so attached (including the first) he scratches viciously at the Warrior's face, inflicting 1 Wound on the hapless Warrior.  He is also such a distraction that the Warrior cannot cast spells, and suffers a -1 to all to hit rolls.  In order to dislodge Pipsqueal, a Warrior must complete an Initiative Check (1d6 + Initiative, score 7 or higher).  The Warrior can do nothing more than Move during a Turn that this is attempted.  If successful, the Warrior flings Pipsqueal off, and he scampers back to Lagamuz, ready to leap onto another victim as the opportunity presents (if Lagamuz is dead, he instead scampers off into the darkness).  If the Warrior rolls a 6 on the Initiative Check, he slams the Snotling to the cold dungeon floor, killing it.

      If Pipsqueal is slain, Lagamuz snaps, making every effort to engage the Warrior that killed him in hand to hand combat, and getting an additional attack against him each Turn, although both attacks are at -1 to hit in his blind hate.

      If Lagamuz is killed while Pipsqueal is attached, the Snotling goes into a frenzy and his damage output increases to 2 Wounds per turn until he is flung off.  When Pipsqueal is finally dislodged, he vanishes into the darkness.

      Sunday, May 22, 2011

      Idol Chamber

      These are my house rules when the Idol Chamber room comes up as a non-Objective Room in a Dungeon.

      Idol Chamber - Special Rules










      • Roll 1d6 to determine the number of Exit Doors.  On a 1-3 there is one Exit Door, and on a 4-6 there are two Exit Doors.  Exit Doors must be placed along the far row of squares.
      • The Idol Chamber will trigger an Event on a 1-3 of a 1d6 roll.
      • Roll 1d6 to determine which Idol Table to use below:
        1-2. Humanoid Gods
        3-4. Dark Gods
        5-6. Chaos Gods
      Humanoid Gods Table
      1. Asuryan - Any Elf Warrior can ignore the first point of damage from any attack made against them while they are in this room.
      2. Khaine - Any Elf Warriors gain 1d6 damage when in this room.  Additionally, they will not engage in ranged attacks, always going in to attack with their sword or other hand weapon.  Finally, if the Elf Warrior rolls a 6 on their to-hit roll, the blood lust of Khaine overcomes them and they slash out at a random model adjacent to them, friendly or enemy.
      3. Grungni - Any Dwarf Warrior adjacent to the idol gain +1 Toughness.
      4. Hashut - A Dwarf Warrior will claim any Treasure found in the room as his own, and if the Warrior that the Treasure rightfully belonged to protests, will defend it with force.  If there are more than one Dwarf in the party, they will fight each other over the Treasure until only one Dwarf is left standing.
      5. Taal and Rhya - Each Warrior finds that the number of Provisions they are carrying have doubled (once per adventure).
      6. Sigmar - Warrior Priests, or any similar Warrior Types that follow Sigmar, find their power doubled (two blessings, double healing, etc.) while in the room.

      Dark Gods Table
      1. Gork and Mork - Any Orcs, Goblins, or Snotlings in the room gain +1 to their attack and damage rolls.
      2. The Great Spider - After entering the room, all Warriors are webbed.  This happens every time they re-enter the room as well.
      3. The Horned Rat - Each Monster Phase, roll 1d6.  On a 1 or 2, 1d3 Giant Rats erupt from below the base of the idol.
      4. Nagash - Any Undead in the room Regenerate an extra 1d6 each Turn.
      5. Khaine - see above.
      6. Hashut - see above.

      Chaos Gods Table
      1. Nurgle - Every Power Phase, each Warrior must make a Toughness Check (1d6 + Roughness, score 7 or higher).  If they fail, the entropic force of Nugle causes them to lose 1 Wound.
      2. Khorne - Monsters in the board section gain +1 Attacks.
      3. Slaanesh - Any Warrior that fails a Willpower Check (1d6 + Willpower, score 7 or higher) cannot control the unwholesome thoughts that the idol provokes within them while they remain in the room.  The distraction results in a -1 to all attack rolls while in the room, and the inability for Spellcasters to cast spells.
      4. Tzeench - Each Warrior must make a Willpower Check (1d6 + Willpower, score 7 or higher) after deciding what they want to do during their Warrior Phase.  When they fail the Check, the influence of the Lord of Change causes them to take a different course of action.  If they were going to move one direction, they move in the opposite direction.  If they were going to stand and fight, they instead Move their full Movement rate (must roll to escape Pinning if Pinned).
      5. Hashut - see above.
      6. Horned Rat - see above.

      Variable Monster Distance

      I've been experimenting with a simple house rule when placing Monsters.  Instead of always placing the Monsters adjacent to the Warriors, I roll 1d6 to determine how far away to place them.  Now, Monster archers are still placed as far away as possible, but now the other Monsters might be placed a few squares away from the Warriors, depending on the size of the room.

      This opens up some other options for the Warriors, such as running away without having to worry about having to escaspe being Pinned, or charging the Monsters and setting up an advantageous formation in the process.  The result is more than dynamic than always forming up in a corner and protecting the Wizard.

      Of course, Monsters that succeed in an Ambush are placed adjacent to the Warriors like normal.

      Sewer

      The following rules are paraphrased from the White Dwarf #204 article, "Room for Improvement".

      Sewer - Special Rules










      • The Warriors enter through the door that leads into the sewer water.
      • The Sewer Dungeon Room always triggers an Event.
      • Stepping into a sewer square can be treacherous, and requires a D6 roll.  If the Warrior rolls a 1, consult the table below.
        1,2. A tentacle from below pulls the Warrior down and deals 1d6 Wounds with no modifiers.
        3,4. The Warrior steps into a sink hole, and drops an item into the murk below before regaining his footing.  Discard a random Treasure Card.
        5,6. The Warrior slips on a deposit of slime, and is out of action until the end of the next Warriors Phase.
      • It costs a Warrior their entire Movement to climb out of a sewer square.
      • If a Warrior is trying to climb out along the edge with the two sewage pipes, they must pass a Strength Check (1d6 + Strength, and score 7 or higher).  If the Warrior has purchased Boots, they may add 1 to this Check.  A failure means they are pushed back by the foul, gushing sewer water and must roll on the table above.

        Tuesday, May 17, 2011

        Orc Den (Gorgut's Lair)

        I use these special rules when Gorgut's Lair comes up as a normal Dungeon room during an adventure.

        Orc Den - Special Rules










        • Roll 1d6  to determine the number of Exit Door.  On a 1-3 there is one Exit Door, and on a 4-6 there are two.  Exit Door(s) must be placed along the last row of squares in the room.
        • The Warriors have come upon an Orc Boss and his Minions.  Use the profile in the Roleplay Book, and be sure to roll up a Magic Weapon.
        • To determine the Minions, roll on the Orc Minions table in the Lair of the Orc Lord book. 
        • Additionally, reinforcements are not far away.  Each time a roll of 6 is made in the Power Phase, place 1 Orc on the board, next to one of the Exit Doors.
        • The Orc Boss and his Minions are all placed on the upper platform.  They will take advantage of this advantageous position to attack the Warriors from above (at +1 to hit).  Remember, models are not pinned by models on a different level in a multi-level room.
        The Spiked Pit

        • As stated in the Lair of the Orc Lord rule book, if a Warrior rolls a 1 in their attack roll if they are standing adjacent to the Spiked Pit, something bad happens.  I modify the rule to include the Monsters, and also incorporate Initiative into the equation.  If a 1 is rolled by a Warrior or Monster standing adjacent to the Spiked Pit, roll 1d6 and add their Initiative, consulting the table below:
          3-4. The figure wheels their arms around attempting to maintain balance as they hopelessly pitch to one side, and fall directly into the fiery depths below, and to their demise.
          5-6. The figure grasps the edge of the pit, taking 1d6 Wounds from the fire below.  If they survive, they spend the entire next Warrior Phase hanging on for dear life, but at the end of that Phase they make to an empty entrance square.  If no empty entrance square is available they fall into the pit and die, as above.
          7-8. The figure loses their footing, but makes a heroic leap onto an empty entrance square.  If none are available, they fall head first into the fire below.
          9+. The figure maintains solid footing and avoids calamity, this time.

        Sunday, May 15, 2011

        Stone Oracle of Phideldes

        This board section is based on the "Weathered Statue" tile from Paizo's Gamemastery Map Pack: Ruins.

        Stone Oracle of Phideldes - Special Rules










        The twisted philosopher Phideldes perished mysteriously two centuries ago, but rumors abound about the Stone Oracle, a hidden shrine to his radical teachings buried somewhere in the World's Edge Mountains.  Some say the spirit of Phideldes now inhabits the stone statue of his likeness, and he still imparts words of dubious wisdom to visiting petitioners.

        • Roll 1d6 when the board section is placed.  On a 1-3 it has 1 Exit Door, and on a 4-6 it has two Exit Doors.  Place the Exit Door(s) along the row of squares opposite the entrance.
        • The room will trigger an Event on a roll of 1-3 on 1d6.
        • The four columns offer partial cover to any model standing in them, causing any attacks against them to be made at -1.
        • The two middle squares that the statue occupies are impassible.
        The following rules govern how a Warrior will petition the Stone Oracle to impart some of his wisdom, and how to determine the result.
        • The Stone Oracle will consult with the Warrior that is willing to offer the most Gold, and he will scan the Warriors' minds to determine which one is willing to pay the most.  To represent this, each player must secretly write down the amount of Gold he is willing to pay the Oracle on a sheet of paper (even if this amount is zero).  The Warrior who bid the most will get to consult the Oracle.  In the case of a tie (or if everyone bid zero) determine the Warrior randomly among those who bid the most.  The Oracle is quite lonely and demands the time from one of the Warriors!
        • The lucky(?) Warrior who offers the most Gold then ventures before the Stone Oracle, whose face animates, beginning to offer possibly valuable insight to the Warrior.  Roll 1d6 and add 1 for every 50 Gold spent by the Warrior and consult the table below:

          1-3. The Oracle laughs at the pittance offered and utters an insult that cuts the Warrior to their very core - he takes 2d6 Wounds modified only by his Willpower score.
          4. The Oracle reveals to the Warrior the best ways to attract the Monsters that dwell in this Dungeon.  Unfortunately, this means that when placing and controlling Monsters for the rest of the adventure, as many as possible will attack this particular Warrior, ignoring the one on one rule.  This applies to hand to hand combat only, not missile fire or spells.
          5. The Oracle is annoyed at the offering and misdirects the Warrior.  Add 1d3 Dungeon Cards to the top of the current pile.
          6. The precognitive wisdom that the Oracle bestows allows the party to ignore the next Event Card that is drawn.
          7-8. The Oracle bestows a revelation upon the Warrior, letting him know the events that will occur in the immediate future. The Warrior can look at the next 1d6 Event Cards and decide which ones to keep in the pile or discard.
          9-10. The Oracle divulges the cunning tactics of the Monsters that dwell in these halls.  During each Monster encounter, the Warrior is allowed to take an extra Warriors' Phase during the first turn of the combat.
          11-12. The Oracle imparts the philosophy of pacifism onto the Warrior.  Throughout the rest of the adventure, if the Warrior refrains from making any attack during a combat, then after all of the Monsters are cleared, he may draw one extra Treasure Card for himself.
          13-14. The Oracle bestows a boon of luck onto the petitioner, granting him 3d6 temporary Wounds.
          15-16. The Oracle imparts the secret layout of the traps in the underground complex to the Warrior.  Whenever this Warrior is subjected to a trap in the rest of the adventure, roll 1d6.  On a 4-6 he avoids the effect completely.
          17-18. The Oracle provides a vision of the Warrior's death, allowing him to avoid the outcome.  The next blow or event that would have otherwise killed this Warrior can be ignored.
          19+ The Oracle divulges some secrets that are so valuable to the Warrior that he gains +1 Toughness for the remainder of the adventure.  Now, roll 1d6, on a 6 this gain is permanent.

        Friday, May 13, 2011

        Arcane Observatory

        This is the first board section I've introduced into the game that isn't from the core WHQ box or expansion.  It's the "Ruined Observatory" tile from Paizo's GameMastery Ruins supplement.  To get more cards for my Dungeon deck, I purchased a second copy of WHQ from EBay, and use the extra Dungeon cards for any new rooms I want to integrate, using a black Sharpie to simply write the name of the room on the front of the card.

        Arcane Observatory - Special Rules











        Some long dead Wizard constructed this fabulous domed hall.  Animated stars, comets, and other celestial objects are magically projected onto the ceiling, moving in complex, compelling, elliptical patterns.  The intent of the spectacle is to dazzle and confound intruders, and the Monsters in the dungeon have learned to take advantage of its effects, and have themselves grown immune to its influence.

        • Roll a d6 to determine how many Exit Doors are in the Arcane Observatory, on a 1-3 there is one Exit Door, and on a 4-6 there are two Exit Doors.  Place both Exit Doors in the last row of squares in the room.
        • The Arcane Observatory will trigger an Event on a 1-3 of a d6 roll.
        • Each time a Warrior attempts to perform any action when on a square of this board section that is occupied by the dome, they must first pass a Willpower Check (roll 1d6, add Willpower, and score 7 or higher).  This includes moving (one roll for complete movement, no need to check each square), making an attack, casting a spell, drinking a potion, etc.  If they fail the Willpower Check, they simply forget to do what they had intended, as they are mesmerized by the wondrous spectacle of the stars displayed on the glorious dome overhead.
        • A Warrior standing on the central square of the dome can sacrifice a magical item (Treasure, Weapon, Armor, etc), which causes the spell emanating from the Observatory to be broken for all Warriors.
        • Monsters are immune to the arcane hypnotizing effect of the Observatory.

          Circle of Power

          For the Circle of Power, I use the special rules from White Dwarf 204, the "Room for Improvement" article.

          Circle of Power - Special Rules









          • During the Power Phase, add 1 to the die roll to determine the amount of Power available (although rolling a 1 still triggers an Unexpected Event).
          • However, if a 6 is rolled, the potency of the Winds of Magic are beyond what Spellcasters can normally leverage.  Each time a spell is cast during such a turn the Spellcaster takes 1d6 unmodified Wounds as the magical energy tears at their body.

          Monster's Lair

          Monster's Lair - Special Rules









          This room is obviously the home of something large and savage - something a little bit bigger than the Warriors are used to taking on!

          • Instead of drawing an Event Card, roll a Monster encounter on the Battle Level table one higher than the Warriors' Battle Level, but keep generating a Monster encounter in this way until the number of Monsters generated are less than the number of Warriors in the party.

          Sunday, May 8, 2011

          Dungeon Cell

          Dungeon Cell - Special Rules










          The morbid cell contains various remnants of the prior unfortunate occupants, and the devices used to restrain them.

          The Warriors can search the Dungeon Cell one time in an attempt to salvage something useful from the room's contents.  To do so, the Warriors must perform no other action that Turn.  Roll 1d6 to determine what they find (if anything):
          1. The Warriors make quite a bit of noise going through the debris, draw an Event Card now.
          2. The Warriors stir up a nest of 2d6 Giant Rats from their filthy nest.
          3. The Warriors spend some time searching but don't recover anything of value.
          4. The Warriors turn up one pair of servicable Boots, most likely the only thing left from one of the room's victims.
          5. The Warriors find a usable length of Rope.
          6. The Warriors can salvage 1d6 Bandages from some old clothing they uncover.

          After the Warriors search, be sure to reposition them using the Search Rules!  Re-position the Warriors before any Monsters are placed as a result of the search.

          Saturday, May 7, 2011

          Guard Room

          Guard Room - Special Rules








          The Guard Room will always contain Monsters guarding it.  When drawing the Event Card, keep drawing until a Monster Card is drawn.  Shuffle any unused Event Cards back into the deck.

          Bandages and Provisions

          As stated in the WHQ Roleplay Book, Bandages and Provisions can be used to heal Wounds, and are always the first things my Warriors attempt to purchase in a Settlement.  When a fellow Warrior is at zero Wounds, an adjacent Warrior can attempt to use Bandages or Provisions to bring them back up on their feet.  I say attempt because there are a few caveats:
          1. The Warrior attempting to rescue the fallen companion must use his own Bandages or Provisions, and cannot use any carried by the fallen Warrior, there simply isn't enough time to go rummaging through their gear.
          2. When trying to revive a Warrior at zero Wounds with Bandages or Provisions, you must roll 1d6.  On a 1, 2, or 3 the attempt is a failure.
          3. Also, it should be noted that a Warrior on zero Wounds CANNOT use their own Bandages or Provisions, they are too weak.  They can down a Healing Potion, however.
          The only tweak I make in my WHQ house rules is the modify the 1d6 roll into an Initiative Check.  I like to emphasize the ability scores of the Warriors in the game.  So, rather than having to roll 4, 5, or 6 to successfully apply Bandages or Provisions to a fallen Warrior, you will need to make an Initiative Check (roll 1d6, add Initiative, and score 7 or higher).

          Tuesday, May 3, 2011

          Torture Chamber

          I have a vision of building up a massive Dungeon deck containing tiles from WHQ core rules, the two boxed expansions, the White Dwarf articles, and then including, one by one, any interesting dungeon tile I can print myself or get my hands on from any other source.  For each new tile, I'll mock up a Dungeon card, and each Dungeon room in this deck will have its own special rules to give the adventure more flavor and fun.

          I'm already adding special rules to the various Objective Rooms as outlined in prior posts, and White Dwarf has outlined a similar idea with the normal WHQ 4x4 rooms, in issue #204, in the article "Room for Improvement".  I've already adopted the article's idea of adding 1 to the number of Monsters encountered after the heroes descend the Stairway.  In future posts, I outline my adaptations of the rules for the normal Dungeon rooms.  I made a few tweaks, but these are largely adopted straight from the article.  To start with, we have the Torture Chamber.

          Torture Chamber - Special Rules

          The atrocities that occurred in this grisly room leave a palpable bad taste in the air.  The gruesome implements of torture, pools of congealed blood, and whatever remains of previous victims, are all a grim testament to the unspeakable acts that occurred here.  What's more, the agonized spirits of many of the victims haunt this place, and their presence weighs on the Warriors the longer they remain in this morbid chamber.

          Each Power Phase, any Warrior standing in the Torture Chamber must pass a Willpower Check, or suffer -1 Movement.  This effect is cumulative, until the Warrior is reduced to a Movement of 1.  The first time the Warrior passes their Willpower Check, they shake off the effect entirely and their Movement returns to normal for good.  Warriors leaving the Torture Chamber with a Movement penalty must continue to make Willpower Checks until they succeed and their Movement is restored to normal.