E - Monster Bash
The Warriors come upon two distinct groups of Monsters slugging it out in the dungeon! Draw two more Event Cards (keep drawing until you have two Monster Cards) to represent the two groups of Monsters. Place all the Monsters 1d6+1 squares away from the Warriors. In the Monster Phase, each group will get its own Phase (use the Multiple Monster Group house rules) and will attack Monsters from the other group with equal preference as attacking the Warriors!
If there are already Monsters on the board, shuffle this card back into the Event Deck and draw a different one immediately.
A blog about Warhammer Quest - new ideas, new content, new experiments!
Thursday, June 23, 2011
Multiple Monster Groups
Some of my custom Events (namely Monsters for Hire, Dwarfs, and Monster Bash, for example) result in more than one group of Monsters operating on the board at one time. When this happens, each group of Monsters get their own Monster Phase. To determine the order of each of the Monster Phases, roll 1D6 for each group and add the Initiative score of the Monsters (or lowest Initiative if there are multuple Monster types in one group), re-rolling ties.
Carnivorous Flies
E - Carnivorous Flies
The Warriors are suddenly attacked by a swarm of giant, carnivorous, flies that are out for flesh and blood. Each Warrior should roll a number of dice equal to the number of food items (Provisions, Cream Pies, Waybread, etc.) that they are carrying, plus 1. For each die that comes up a 1 or a 2, deduct that many Wounds from the Warrior with no modifications.
No Treasure, On a roll a 1-3 draw another Event Card
The Warriors are suddenly attacked by a swarm of giant, carnivorous, flies that are out for flesh and blood. Each Warrior should roll a number of dice equal to the number of food items (Provisions, Cream Pies, Waybread, etc.) that they are carrying, plus 1. For each die that comes up a 1 or a 2, deduct that many Wounds from the Warrior with no modifications.
No Treasure, On a roll a 1-3 draw another Event Card
Wednesday, June 22, 2011
Roonga - Goblin with Boomerang
I won this vintage Goblin with Boomerang from the 1980's on eBay and am pleased to write up an Event Card and add him to the Chaos of my Warhammer Quest Event deck!
M - Roonga, Goblin with Boomerang
Wounds: 5
Move: 4
Weapon Skill: 2
Ballistic Skill: 4+
Strength: 3
Toughness: 2
Initiative: 5
Attacks: 1
Armour: -
Gold: 200
Special Rules: Ambush Auto/Magic, Boomerang
Boomerang: Roonga is a master at flinging his razor-sharp boomerang at foes, ripping them to shreds from a distance. He can attack with the Boomerang from up to one board section away, and will always attempt to be as far away from the Warriors as possible and still be within this range (this rule applies when placing Roonga on the board too.) The Boomerang travels in a straight line, including diagonals, as many squares as Roonga desires, and then returns to him along the same path. Any figure in its path is hit with a Strength 3 attack on a roll of 4+. Also check for figures getting hit on the Boomerang's return trip! Note that if a figure is standing against a wall, the Boomerang can enter that square only once, and then returns, and thus that figure only suffers one attack from the Boomerang.
M - Roonga, Goblin with Boomerang
Wounds: 5
Move: 4
Weapon Skill: 2
Ballistic Skill: 4+
Strength: 3
Toughness: 2
Initiative: 5
Attacks: 1
Armour: -
Gold: 200
Special Rules: Ambush Auto/Magic, Boomerang
Boomerang: Roonga is a master at flinging his razor-sharp boomerang at foes, ripping them to shreds from a distance. He can attack with the Boomerang from up to one board section away, and will always attempt to be as far away from the Warriors as possible and still be within this range (this rule applies when placing Roonga on the board too.) The Boomerang travels in a straight line, including diagonals, as many squares as Roonga desires, and then returns to him along the same path. Any figure in its path is hit with a Strength 3 attack on a roll of 4+. Also check for figures getting hit on the Boomerang's return trip! Note that if a figure is standing against a wall, the Boomerang can enter that square only once, and then returns, and thus that figure only suffers one attack from the Boomerang.
Monday, June 20, 2011
Hidden Passages
If the Warriors are caught by a Cave In Event (or something similar), they may find that the way forward is blocked, and they are unable to proceed with the Quest. Whenever this happens, the Warriors can search for Hidden Passages in the dungeon, hoping to find an alternate route.
The rules below are taken from Gav Thorpe's article "Mission Impossible" in White Dwarf #185.
Hidden Passage Rules
A Warrior can choose to search a board section if no Monsters are on the board. The search takes the Warrior's entire turn. This means that usually the Warriors will get 4 chances to find a Hidden Passage on each board section, pretty good odds! Once a Warrior searches a particular board section, they cannot search it again.
When searching, a Warrior rolls below on the Hidden Passage Table. Elves have a knack at finding Hidden Passages, and add +1 to the roll (although a 1 is still counted as a 1). After searching, reposition the Warriors using the Search Rules.
Hidden Passage Table
1. Collapse! Each Warrior on the board section that was being searched takes 1D6 Wounds (unmodified) due to falling rock and rubble.
2, 3, 4. Solid Rock. The Warrior cannot find any Hidden Passages in this board section.
5, 6. Found it! Attach a Doorway to the board section and place the remaining unexplored Dungeon Deck behind it. Each dungeon will only have one Hidden Passage, so there's no need to continue searching after this point.
No Way Out?
If the Warriors fail to locate a Hidden Passage, they must make their way back to a Settlement since there is no way to progress on this Quest. They can then seek out a new adventure. If you want to keep the current adventure going (if it's part of a campaign, for example), the Warriors consult with their patron. The patron informs them about an alternate entrance that leads to the Objective Room. Begin the adventure afresh with a new Dungeon Deck, but add an additional 1D3 Dungeon Cards to the top of the deck!
The rules below are taken from Gav Thorpe's article "Mission Impossible" in White Dwarf #185.
Hidden Passage Rules
A Warrior can choose to search a board section if no Monsters are on the board. The search takes the Warrior's entire turn. This means that usually the Warriors will get 4 chances to find a Hidden Passage on each board section, pretty good odds! Once a Warrior searches a particular board section, they cannot search it again.
When searching, a Warrior rolls below on the Hidden Passage Table. Elves have a knack at finding Hidden Passages, and add +1 to the roll (although a 1 is still counted as a 1). After searching, reposition the Warriors using the Search Rules.
Hidden Passage Table
1. Collapse! Each Warrior on the board section that was being searched takes 1D6 Wounds (unmodified) due to falling rock and rubble.
2, 3, 4. Solid Rock. The Warrior cannot find any Hidden Passages in this board section.
5, 6. Found it! Attach a Doorway to the board section and place the remaining unexplored Dungeon Deck behind it. Each dungeon will only have one Hidden Passage, so there's no need to continue searching after this point.
No Way Out?
If the Warriors fail to locate a Hidden Passage, they must make their way back to a Settlement since there is no way to progress on this Quest. They can then seek out a new adventure. If you want to keep the current adventure going (if it's part of a campaign, for example), the Warriors consult with their patron. The patron informs them about an alternate entrance that leads to the Objective Room. Begin the adventure afresh with a new Dungeon Deck, but add an additional 1D3 Dungeon Cards to the top of the deck!
Saturday, June 18, 2011
Search Rules
There are some cases where the Warriors are instructed to search a room. When this occurs, it typically takes the entire turn, and the Warriors can do nothing else that turn but search. Needless to say, the Warriors cannot conduct a search when there are Monsters on the board. The search itself might take more than one turn in game-time, although it is abstracted to take place during a single game turn.
When the search is over, there's no telling where the Warriors end up in the board section. To determine the positions of the Warriors after a search, each player should drop a die in the middle of an unused board section that matches the dimensions of the one that was searched, from a minimum distance of 12 inches above the board. Wherever that die winds up, that's where the Warrior is positioned in the room. If the die goes off the board section, place it on the closest square.
Very big thanks to Littlemonk for creating this mechanic! It was originally presented in his mini-campaign Every Good Barbarian Deserves Favour.
When the search is over, there's no telling where the Warriors end up in the board section. To determine the positions of the Warriors after a search, each player should drop a die in the middle of an unused board section that matches the dimensions of the one that was searched, from a minimum distance of 12 inches above the board. Wherever that die winds up, that's where the Warrior is positioned in the room. If the die goes off the board section, place it on the closest square.
Very big thanks to Littlemonk for creating this mechanic! It was originally presented in his mini-campaign Every Good Barbarian Deserves Favour.
Wednesday, June 15, 2011
Interlude - Fight with the Grimslasher Dwarfs
This interlude in the mini-campaign will occur after the completion of The Great Vault of Spiked Arena adventure.
As the Warriors enjoy their evening meal in the Inn, they are accosted by a group of five surly looking Dwarfs. They identify themselves as members of the Grimslasher Clan, a Clan of some renown in the area. The Dwarfs act quite belligerent to the Warriors, and demand to know what exactly they've been doing with that sorry disgrace Gallius Stonebrow. They bluntly tell the Warriors in no uncertain terms to keep their noses out of business that doesn't concern them. In fact, the leader of the group does the best he can to get up on his toes and right into one of the Warrior's faces!
Any provocation or argument by the Warriors will quickly escalate into an all-out brawl. Use the Bar Room Brawl mechanics published in Deathblow #3 (with slight house rule tweaks by me). Place 5 Dwarf Warriors, and then roll 2D6 to see how many other patrons are at the tavern at this time.
A Warrior who brings a Dwarf to zero Wounds can make a Gold roll (x20) to see how much they collect.
If the Warriors manage to defeat all of the Dwarfs (not easy!) this news will quickly pass throughout the Grimslasher Clan, and as the stories get told and retold, the Warriors will take on an almost mythic significance to these Dwarfs. From this point forward, the Grimslasher Dwarfs suffer the effects of Fear when facing the Warriors. For purposes of their Fear Tests, Dwarfs have a Willpower of 4.
If the Warriors are all reduced to zero Wounds, the Dwarfs quickly rifle through their possessions before running off. Each Warrior loses 2d6x50 Gold (roll separately).
This campaign continues with The Lost Book of Grudges - Prologue.
As the Warriors enjoy their evening meal in the Inn, they are accosted by a group of five surly looking Dwarfs. They identify themselves as members of the Grimslasher Clan, a Clan of some renown in the area. The Dwarfs act quite belligerent to the Warriors, and demand to know what exactly they've been doing with that sorry disgrace Gallius Stonebrow. They bluntly tell the Warriors in no uncertain terms to keep their noses out of business that doesn't concern them. In fact, the leader of the group does the best he can to get up on his toes and right into one of the Warrior's faces!
Any provocation or argument by the Warriors will quickly escalate into an all-out brawl. Use the Bar Room Brawl mechanics published in Deathblow #3 (with slight house rule tweaks by me). Place 5 Dwarf Warriors, and then roll 2D6 to see how many other patrons are at the tavern at this time.
A Warrior who brings a Dwarf to zero Wounds can make a Gold roll (x20) to see how much they collect.
If the Warriors manage to defeat all of the Dwarfs (not easy!) this news will quickly pass throughout the Grimslasher Clan, and as the stories get told and retold, the Warriors will take on an almost mythic significance to these Dwarfs. From this point forward, the Grimslasher Dwarfs suffer the effects of Fear when facing the Warriors. For purposes of their Fear Tests, Dwarfs have a Willpower of 4.
If the Warriors are all reduced to zero Wounds, the Dwarfs quickly rifle through their possessions before running off. Each Warrior loses 2d6x50 Gold (roll separately).
This campaign continues with The Lost Book of Grudges - Prologue.
Bar Room Brawl!
In Deathblow magazine issue 3, Gav Thorpe wrote an article outlining expanded rules for Alehouse locations. This included a "Sophistication Level" of the establishment, a new Alehouse Table, and rules for conducting bar room brawls. I intend to include a brawl as an interlude in the mini-campaign, and just finished some solo playtesting of these fun rules. I'm writing the condensed version of the rules here for reference, as well as a few tweaks that I think made the brawl more exciting.
The first tweak relates to picking up and using improvised weapons. Having to forgo your attacks for the whole turn just to look for a table or bottle to grab is too severe, IMO! I'll play it so you can roll to look for the improvised weapon of your choice, and if you find it you get to attack with it that turn. If not, you can't make a normal attack.
The second tweak relates to how improvised weapons can be found. Since I downloaded a great free floor plan for the tavern, I want to make use of the terrain. So, to locate a bottle, table, hot soup, or plate, you need to be positioned in a square that has some portion of a table in it. To locate a chair, you need to be in a square that has some portion of a chair or stool in it. You'll still need to roll as indicated in the rules to pick up the improvised weapon.
Finally, I'm adding some simple logic for the Joe Public NPCs in the tavern when the brawl gets going. The article has some nice rule of thumb about who they will attack. But I'll give them a chance to try and grab an improvised weapon as well. If they're in a square containing a chair they'll try to grab the chair on a 1 or 2 of 1D6 roll. Otherwise, if they're in a square containing a table they'll try and grab a bottle on a 1 or 2 of a D6.
As stated in the article, the brawl ends with either all the Warriors are at zero Wounds, there is no one left to fight, or the Watch arrives. Each turn roll 2D6 and deduct the tavern's Sophistication Level. If the number is less than the number of turns played out, the Watch arrives. If this happens roll 1D6. on a 1-3 the Warriors must each pay 2d6x10 Gold damages. On a 4-5 they are seen as trying to restore order, and are rewarded 2d6x10 Gold each.
For each Joe Public that a Warrior reduces to zero Wounds, they can make a standard Gold roll (x10) to see how much they collect.
The first tweak relates to picking up and using improvised weapons. Having to forgo your attacks for the whole turn just to look for a table or bottle to grab is too severe, IMO! I'll play it so you can roll to look for the improvised weapon of your choice, and if you find it you get to attack with it that turn. If not, you can't make a normal attack.
The second tweak relates to how improvised weapons can be found. Since I downloaded a great free floor plan for the tavern, I want to make use of the terrain. So, to locate a bottle, table, hot soup, or plate, you need to be positioned in a square that has some portion of a table in it. To locate a chair, you need to be in a square that has some portion of a chair or stool in it. You'll still need to roll as indicated in the rules to pick up the improvised weapon.
Finally, I'm adding some simple logic for the Joe Public NPCs in the tavern when the brawl gets going. The article has some nice rule of thumb about who they will attack. But I'll give them a chance to try and grab an improvised weapon as well. If they're in a square containing a chair they'll try to grab the chair on a 1 or 2 of 1D6 roll. Otherwise, if they're in a square containing a table they'll try and grab a bottle on a 1 or 2 of a D6.
As stated in the article, the brawl ends with either all the Warriors are at zero Wounds, there is no one left to fight, or the Watch arrives. Each turn roll 2D6 and deduct the tavern's Sophistication Level. If the number is less than the number of turns played out, the Watch arrives. If this happens roll 1D6. on a 1-3 the Warriors must each pay 2d6x10 Gold damages. On a 4-5 they are seen as trying to restore order, and are rewarded 2d6x10 Gold each.
For each Joe Public that a Warrior reduces to zero Wounds, they can make a standard Gold roll (x10) to see how much they collect.
Dwarfs
These rules for adding Dwarfs to Warhammer Quest come from David Kay's article "Dangerous Dwarfs" in Deathblow magazine issue 1. David presents rules for 12 Dwarf "Monster" types, and I'm posting the rules for three of them here since I plan on using them in the upcoming games. The only thing that was unclear was the Special Rule for the Dwarf Miner: Two-Handed Weapons. Doing some Googling led me to the interpretation presented here, but I'm not sure if that's correct or what the author had in mind, it isn't clear from the article.
Dwarf
--------
Wounds: 5
Move: 3
Weapon Skill: 4
Ballistic Skill: 4+
Strength: 3
Toughness: 4(5)
Initiative: 2
Attacks: 1
Gold: 110
Armour: 1
Damage: 1D6
Special Rules: Magic Resistance 6+, Dwarf Reaction
Trollslayer
--------------
Wounds: 7
Move: 3
Weapon Skill: 4
Ballistic Skill: 4+
Strength: 3
Toughness: 4
Initiative: 2
Attacks: 1
Gold: 110
Armour: 0
Damage: 1D6
Special Rules: Magic Resistance 6+, Slayer Damage (7)6+, Dwarf Reaction
Miner
--------
Wounds: 5
Move: 3
Weapon Skill: 4
Ballistic Skill: 4+
Strength: 5
Toughness: 4(6)
Initiative: 2
Attacks: 1
Gold: 130
Armour: 2
Damage: 1D6
Special Rules: Magic Resistance 6+, Two-Handed Weapons, Dwarf Reaction
Special Rules
Slayer Damage (s)n+
If the to-hit roll is "n" or better, then the attack is considered to have been made at Strength "s".
Two-Handed Weapons
If the to-hit roll is a 6, roll an extra D6 for damage.
Dwarf Reaction
When Dwarfs are encountered, roll their reaction on the following table. Add 1 for every Dwarf in the party, and subtract 1 for every Elf and Chaos Warrior.
1. The Dwarfs are enraged at the violation of their Halls, and attack immediately! If there are Monsters on the board, the Dwarfs will attack the Monsters and the Warriors.
2-3. The Dwarfs look the Warriors up and down, and are unimpressed. They demand a toll of 1d6x10 Gold from each Warrior for safe passage through the Halls. If anybody refuses to pay, the Dwarfs attack. If there are Monsters on the board, resolve this after the Monsters are defeated.
4-5. The Dwarfs pass by silently, offering neither help nor hindrance. If there are Monsters on the board, resolve this after the Monsters are defeated.
6. The Dwarfs recognize the Warriors as fellows in the great struggle against evil. They give the Warriors 1D3 Bandages and 1D3 Provisions to help them in their quest. If there are Monsters on the board, the Dwarfs will help the Warriors fight the Monsters, and provide the aid only after the Monsters are defeated.
Dwarf
--------
Wounds: 5
Move: 3
Weapon Skill: 4
Ballistic Skill: 4+
Strength: 3
Toughness: 4(5)
Initiative: 2
Attacks: 1
Gold: 110
Armour: 1
Damage: 1D6
Special Rules: Magic Resistance 6+, Dwarf Reaction
Trollslayer
--------------
Wounds: 7
Move: 3
Weapon Skill: 4
Ballistic Skill: 4+
Strength: 3
Toughness: 4
Initiative: 2
Attacks: 1
Gold: 110
Armour: 0
Damage: 1D6
Special Rules: Magic Resistance 6+, Slayer Damage (7)6+, Dwarf Reaction
Miner
--------
Wounds: 5
Move: 3
Weapon Skill: 4
Ballistic Skill: 4+
Strength: 5
Toughness: 4(6)
Initiative: 2
Attacks: 1
Gold: 130
Armour: 2
Damage: 1D6
Special Rules: Magic Resistance 6+, Two-Handed Weapons, Dwarf Reaction
Special Rules
Slayer Damage (s)n+
If the to-hit roll is "n" or better, then the attack is considered to have been made at Strength "s".
Two-Handed Weapons
If the to-hit roll is a 6, roll an extra D6 for damage.
Dwarf Reaction
When Dwarfs are encountered, roll their reaction on the following table. Add 1 for every Dwarf in the party, and subtract 1 for every Elf and Chaos Warrior.
1. The Dwarfs are enraged at the violation of their Halls, and attack immediately! If there are Monsters on the board, the Dwarfs will attack the Monsters and the Warriors.
2-3. The Dwarfs look the Warriors up and down, and are unimpressed. They demand a toll of 1d6x10 Gold from each Warrior for safe passage through the Halls. If anybody refuses to pay, the Dwarfs attack. If there are Monsters on the board, resolve this after the Monsters are defeated.
4-5. The Dwarfs pass by silently, offering neither help nor hindrance. If there are Monsters on the board, resolve this after the Monsters are defeated.
6. The Dwarfs recognize the Warriors as fellows in the great struggle against evil. They give the Warriors 1D3 Bandages and 1D3 Provisions to help them in their quest. If there are Monsters on the board, the Dwarfs will help the Warriors fight the Monsters, and provide the aid only after the Monsters are defeated.
Tuesday, June 14, 2011
Item Saving Throws
These Item Saving Throws are used by the Acid Slime Event, but I thought I would just generalize them in case I need them for different Events.
ITEM SAVING THROW TABLE
Magical Item: 2+
Metal Item: 3+
Non-Metal Item: 4+
ITEM SAVING THROW TABLE
Magical Item: 2+
Metal Item: 3+
Non-Metal Item: 4+
Multi-Level Rules
This post is to nail down the specific rules for Multi-Level rooms that I plan to use in my WHQ games and campaigns. Most of the rules are taken directly from the Lair of the Orc Lord Rule Book, but I'm clarifying a few items, and adding the capability of the Levitate spell to have an effect.
- Unless otherwise specified, figures can move to a different Level only via a stairway. Being on a stairway counts as being on the higher Level.
- Figures on a higher Level gain a +1 for missile and hand to hand attacks against models at a lower Level, and those at a lower Level suffer a -1 when attacking models on a higher Level.
- Figures on different Levels do not pin each other, even when adjacent.
- This takes all of a figure's movement for a turn, and allows the figure to move to one adjacent square on the different Level. Roll to break the Rope as normal after complete. Other figures can use the Rope employed by the first climber. It is assumed the Rope is tied to the ledge and collected after everyone has used it.
- A figure can jump down to an adjacent square on a lower Level as a normal move. They must make an Initiative Check. If they fail, they take 1d6 Wound unmodified, and fall down in the target square, ending their turn. They remain prone until the start of their next Warrior Phase.
- A figure can attempt to climb to an adjacent square on a higher Level, this takes all of their movement for the turn. They must pass an Initiative Check (9 difficulty). Failure indicates they fall back down to the original square, take 1d6 unmodified Wounds, and remain prone there until the start of their next Warrior Phase.
- The Levitate Spell can move one Warrior to an adjacent square on a different Level. The target Warrior cannot make any further movement that turn.
- If stairs are present in a room, Monsters will always use them and never try to climb. However, many Monsters (such as Giant Spiders and Giant Rats) have the Wallcrawler ability and need not use the stairs to move to a different Level.
Monday, June 13, 2011
The Great Vault of Spiked Arena
This is a follow-up adventure to Scribe of the Fallen Clan.
Gallius has requested a meeting with the Warriors, and they now sit with the aged Dwarf in the corner table of the inn's tavern, sipping some rather uninspired mead. Gallius has an obvious gleam in his eyes, and is anxious to impart some news to the Warriors.
After studying the notes that the Warriors were able to bring back to him from the Tomb of Whitebeard Stonebrow, Gallius has made an exciting discovery. He tells the Warriors about the old Stonebrow Hold of Karak Vegaz. The sprawling underground metropolis was overrun over 200 years ago, but was once a teeming complex of gambling dens, fighting pits, and beer halls.
Thanks to the maps and transcriptions provided by the Warriors, Gallius is fairly confident he has pinpointed the exact location of Karak Vegaz site in the World's Edge Mountains! And, to top it off, he has learned that a Great Vault exists in The Spiked Arena. Gallius feels that if the Warriors could locate the Spiked Arena and open the Vault, they could find some of the old riches of the Stonebrow Clan. He offers them a 50% cut of the Vault contents. He desperately needs these funds to hire sages to help him decode the rest of the findings from the Tomb.
SEARCH DICE AND LUCK TOKENS
In the previous adventure, the Warriors (hopefully) collected up to 10 Scribe Points from the Tomb of Whitebeard Stonebrow. This information will help them in their exploration of Karak Vegaz. To represent this, the Warrior who served as the Scribe in the previous adventure must spend the Scribe Points to acquire Search Dice and/or Luck Tokens. He must acquire at least one Search Die in this transaction. The more Search Dice that are taken, the better chance the Warriors have of locating Rune Keys as they explore Karak Vegaz. Any remaining Scribe Points are converted into Luck Tokens, and the Scribe Warrior divides them among the Warriors as he sees fit.
FINDING RUNE KEYS
Ultimately, the Warriors are searching for the Vault in the Fighting Pit Objective Room, but to open it, Gallius instructs them that they need to find as many of the Rune Keys that are distributed in the dungeon as they can.
Whenever the Warriors enter a dungeon room (not a passageway) they can search to see if it contains a Rune Key. They can perform the search in the first Exploration Phase that there are no Monsters on the board. To search, one of the Warriors rolls the Search Dice. If any of the dice come up a 6, then the Warriors have located a Rune Key. When a Rune Key is located, the Warriors also lose one Search Die, remove it from the pool! The Warriors should keep track of how many Rune Keys they find.
After searching a room from top to bottom, there's no telling where exactly the Warriors might be positioned in the room when the search is over. Use Littlemonk's great "Rummaging" rules from his adventure "Every Good Barbarian Deserves Favour" to determine the new positions of the Warriors.
THE FIGHTING PIT
When the Warriors enter the Fighting Pit, roll on the Objective Room Monster Table as normal. The Warriors enter the board section in the Pit, from the large wooden door depicted on the board section. Place the Monsters on the upper level, overflowing down into the Pit as needed.
At any time, a Warrior can leave the room by moving off the opposite edge of the board section, as long as they can make it up out of the Pit, past any Monsters, etc... But, they might want to have a go at opening the Vault first!
One Warrior can try to open the Vault, and to do so they must be standing on the trap door square in the Fighting Pit, and do nothing else that turn, and they are at +1 to be hit in hand to hand combat. To attempt to open the Vault, the Warrior rolls a number of dice equal to the total number of Rune Keys that the party has found. If the Warrior is a Dwarf, they can add 1 to this roll. If the score is 11 or better, the Vault pops open! Inside, the Warriors find 6D6x100 Gold, half of which they agreed to turn over to Gallius, and the rest that they can divide between themselves.
If the Warriors are unable to open the Vault before they leave, Gallius is disappointed, but carries on in his research nonetheless. In the next adventure, due to poorer intelligence, add 3 extra Dungeon Cards to the top of the pile after building the Dungeon deck.
The mini-campaign continues with the interlude - Fight with the Grimslasher Dwarfs.
Gallius has requested a meeting with the Warriors, and they now sit with the aged Dwarf in the corner table of the inn's tavern, sipping some rather uninspired mead. Gallius has an obvious gleam in his eyes, and is anxious to impart some news to the Warriors.
After studying the notes that the Warriors were able to bring back to him from the Tomb of Whitebeard Stonebrow, Gallius has made an exciting discovery. He tells the Warriors about the old Stonebrow Hold of Karak Vegaz. The sprawling underground metropolis was overrun over 200 years ago, but was once a teeming complex of gambling dens, fighting pits, and beer halls.
Thanks to the maps and transcriptions provided by the Warriors, Gallius is fairly confident he has pinpointed the exact location of Karak Vegaz site in the World's Edge Mountains! And, to top it off, he has learned that a Great Vault exists in The Spiked Arena. Gallius feels that if the Warriors could locate the Spiked Arena and open the Vault, they could find some of the old riches of the Stonebrow Clan. He offers them a 50% cut of the Vault contents. He desperately needs these funds to hire sages to help him decode the rest of the findings from the Tomb.
SEARCH DICE AND LUCK TOKENS
In the previous adventure, the Warriors (hopefully) collected up to 10 Scribe Points from the Tomb of Whitebeard Stonebrow. This information will help them in their exploration of Karak Vegaz. To represent this, the Warrior who served as the Scribe in the previous adventure must spend the Scribe Points to acquire Search Dice and/or Luck Tokens. He must acquire at least one Search Die in this transaction. The more Search Dice that are taken, the better chance the Warriors have of locating Rune Keys as they explore Karak Vegaz. Any remaining Scribe Points are converted into Luck Tokens, and the Scribe Warrior divides them among the Warriors as he sees fit.
FINDING RUNE KEYS
Ultimately, the Warriors are searching for the Vault in the Fighting Pit Objective Room, but to open it, Gallius instructs them that they need to find as many of the Rune Keys that are distributed in the dungeon as they can.
Whenever the Warriors enter a dungeon room (not a passageway) they can search to see if it contains a Rune Key. They can perform the search in the first Exploration Phase that there are no Monsters on the board. To search, one of the Warriors rolls the Search Dice. If any of the dice come up a 6, then the Warriors have located a Rune Key. When a Rune Key is located, the Warriors also lose one Search Die, remove it from the pool! The Warriors should keep track of how many Rune Keys they find.
After searching a room from top to bottom, there's no telling where exactly the Warriors might be positioned in the room when the search is over. Use Littlemonk's great "Rummaging" rules from his adventure "Every Good Barbarian Deserves Favour" to determine the new positions of the Warriors.
THE FIGHTING PIT
When the Warriors enter the Fighting Pit, roll on the Objective Room Monster Table as normal. The Warriors enter the board section in the Pit, from the large wooden door depicted on the board section. Place the Monsters on the upper level, overflowing down into the Pit as needed.
At any time, a Warrior can leave the room by moving off the opposite edge of the board section, as long as they can make it up out of the Pit, past any Monsters, etc... But, they might want to have a go at opening the Vault first!
One Warrior can try to open the Vault, and to do so they must be standing on the trap door square in the Fighting Pit, and do nothing else that turn, and they are at +1 to be hit in hand to hand combat. To attempt to open the Vault, the Warrior rolls a number of dice equal to the total number of Rune Keys that the party has found. If the Warrior is a Dwarf, they can add 1 to this roll. If the score is 11 or better, the Vault pops open! Inside, the Warriors find 6D6x100 Gold, half of which they agreed to turn over to Gallius, and the rest that they can divide between themselves.
If the Warriors are unable to open the Vault before they leave, Gallius is disappointed, but carries on in his research nonetheless. In the next adventure, due to poorer intelligence, add 3 extra Dungeon Cards to the top of the pile after building the Dungeon deck.
The mini-campaign continues with the interlude - Fight with the Grimslasher Dwarfs.
Sunday, June 12, 2011
Scribe of the Fallen Clan
The Warriors, after a long night of debauchery, have befriended an aged dwarf named Gallius Stonebrow, who tells them the tale of his fallen Clan. The Stonebrow Clan was once a powerful name in Dwarven society, but their Clan fell on hard times after their holdings were lost in battles against Greenskins and Skaven. The Clan members were scattered, and since this happened hundreds of years ago, most of the old secrets of the once powerful Clan are lost.
In his last remaining years, Gallius has made it his personal goal to do whatever he can to restore what dignity he can to the Stonebrow name, and erase as much of the shame of the defeat as he can. He has become aware that many of the maps and plans of the old Stonebrow delves were inscribed onto the walls of the tomb of old Lord Whitebeard Stonebrow. The dungeons that contain the tomb have long been overrun by who knows what kinds of Monsters, but if the Warriors could penetrate the tomb, and record as much of the information as they can, Gallius might be able to decipher the locations of some of the lost treasures of the Clan.
He offers the Warriors a Gold reward commensurate with the amount of information they are able to record from what is inscribed on the walls of the tomb chamber.
THE TOMB CHAMBER
When the Warriors enter the Tomb Chamber Objective Room they will find it empty of Monsters! The malevolent guardians of the Chamber are not far behind, though, and the Warriors will have to try and fend off wave after wave of Monsters as one of them inscribes what they see on the walls of the chamber.
At this point, one Warrior must be nominated as the Scribe, and is given the parchments and charcoals that Gallius provided the party. There are 10 potential Scribe Points that can be collected. To collect a Scribe Point, the Scribe Warrior must spend 1 Movement point standing in one of the 10 possible squares where the Scribe Points can be collected. These are the squares that are between the Tomb itself and one of the walls. One Scribe Point can be collected from each of these 10 squares. During a turn that the Scribe is inscribing, they can do nothing more than expend their Movement points, and they can be hit in hand-to-hand combat at a +1. So, a Scribe with a Movement of 4 could collect a maximum of 2 Scribe Points in a turn, by moving, inscribing, moving, and inscribing.
During the turn that the Warriors enter the Tomb Chamber, all remains eerily calm. However, each Monster Phase in the turns that follow, Monsters begin to charge through doorway! During these Monster Phases, first carry out any actions of the Monsters that might already be on the board. Next, roll on the Objective Room Monster table, and place 4 Monsters along the row of squares adjacent to the doorway. Distribute the Monsters evenly among the Monsters rolled, determining randomly which Monster to place in case of a tie. For example, if you roll a result of "3 Minotaurs, 4 Orc Warriors, and 1D6 Orc Archers", place 1 Minotaur, 1 Orc Warrior, and 1 Orc Archer, and then roll a D6. On a 1,2 place another Minotaur, on a 3,4 place an Orc Warrior, and on a 5,6 place an Orc Archer on the remaining square. If 4 squares along the first row of the room are not available, overflow the Monsters into the previous room(s).
The Monsters will continue to swarm into the room in this manner during each Monster Phase. A Warrior can escape from the room by moving off of the opposite edge of the board section, through a tunnel that leads to safety outside. Note that a Warrior needs to have 1 Movement point left and be along the edge of the board section in order to escape.
BLOCKED DIAGONALS
For this adventure, it is important to note that the squares that the tomb itself occupies are impassible, and in fact they serve to block diagonal movement once a figure has climbed the stairway to the upper level. Also note that the two stairway squares in the Tomb Chamber might become very important real estate in this scenario, giving attackers a +1 adventage.
REWARD
Gallius Stonebrow scrutinizes the notes that the scribe took for several days after the Warriors leave the dungeon. He thanks the Warriors for their gallant effort, and pays them 50 Gold each for each Scribe Point that the Scribe was able to collect. The amount of information collected will also become a very important factor in the adventure that follows ...
This mini-campaign is continued in the adventure The Great Vault of the Spiked Arena.
In his last remaining years, Gallius has made it his personal goal to do whatever he can to restore what dignity he can to the Stonebrow name, and erase as much of the shame of the defeat as he can. He has become aware that many of the maps and plans of the old Stonebrow delves were inscribed onto the walls of the tomb of old Lord Whitebeard Stonebrow. The dungeons that contain the tomb have long been overrun by who knows what kinds of Monsters, but if the Warriors could penetrate the tomb, and record as much of the information as they can, Gallius might be able to decipher the locations of some of the lost treasures of the Clan.
He offers the Warriors a Gold reward commensurate with the amount of information they are able to record from what is inscribed on the walls of the tomb chamber.
THE TOMB CHAMBER
When the Warriors enter the Tomb Chamber Objective Room they will find it empty of Monsters! The malevolent guardians of the Chamber are not far behind, though, and the Warriors will have to try and fend off wave after wave of Monsters as one of them inscribes what they see on the walls of the chamber.
At this point, one Warrior must be nominated as the Scribe, and is given the parchments and charcoals that Gallius provided the party. There are 10 potential Scribe Points that can be collected. To collect a Scribe Point, the Scribe Warrior must spend 1 Movement point standing in one of the 10 possible squares where the Scribe Points can be collected. These are the squares that are between the Tomb itself and one of the walls. One Scribe Point can be collected from each of these 10 squares. During a turn that the Scribe is inscribing, they can do nothing more than expend their Movement points, and they can be hit in hand-to-hand combat at a +1. So, a Scribe with a Movement of 4 could collect a maximum of 2 Scribe Points in a turn, by moving, inscribing, moving, and inscribing.
During the turn that the Warriors enter the Tomb Chamber, all remains eerily calm. However, each Monster Phase in the turns that follow, Monsters begin to charge through doorway! During these Monster Phases, first carry out any actions of the Monsters that might already be on the board. Next, roll on the Objective Room Monster table, and place 4 Monsters along the row of squares adjacent to the doorway. Distribute the Monsters evenly among the Monsters rolled, determining randomly which Monster to place in case of a tie. For example, if you roll a result of "3 Minotaurs, 4 Orc Warriors, and 1D6 Orc Archers", place 1 Minotaur, 1 Orc Warrior, and 1 Orc Archer, and then roll a D6. On a 1,2 place another Minotaur, on a 3,4 place an Orc Warrior, and on a 5,6 place an Orc Archer on the remaining square. If 4 squares along the first row of the room are not available, overflow the Monsters into the previous room(s).
The Monsters will continue to swarm into the room in this manner during each Monster Phase. A Warrior can escape from the room by moving off of the opposite edge of the board section, through a tunnel that leads to safety outside. Note that a Warrior needs to have 1 Movement point left and be along the edge of the board section in order to escape.
BLOCKED DIAGONALS
For this adventure, it is important to note that the squares that the tomb itself occupies are impassible, and in fact they serve to block diagonal movement once a figure has climbed the stairway to the upper level. Also note that the two stairway squares in the Tomb Chamber might become very important real estate in this scenario, giving attackers a +1 adventage.
REWARD
Gallius Stonebrow scrutinizes the notes that the scribe took for several days after the Warriors leave the dungeon. He thanks the Warriors for their gallant effort, and pays them 50 Gold each for each Scribe Point that the Scribe was able to collect. The amount of information collected will also become a very important factor in the adventure that follows ...
This mini-campaign is continued in the adventure The Great Vault of the Spiked Arena.
Wednesday, June 8, 2011
Skaven Packmaster
Packmasters of the Clan Moulder control both Rat Ogres and packs of Giant Rats in battle. While Rat Ogres typically need the support of the Packmaster in large scale battles, lone Rat Ogres operate quite well on their own when encountered in a Dungeon. However, when a group of Giant Rats is encountered with a Packmaster, the additional control that the whip-wielding Skaven exerts can prove lethal!
M - 1d3 Skaven Packmasters with 1d6+2 Giant Rats
Wounds: 5
Move: 5
Weapon Skill: 4
Ballistic Skill: -
Strength: 3
Toughness: 4
Initiative: 4
Attacks: 2 (Whip and Sword)
Gold: 150
Armour: -
Damage: 1D6
Special Rules: Armed with Whip (Fight in 2 Ranks), Armed with Sword, Control Rats
Armed with Whip
The reach of the Whip is quite long, allowing the Packmaster to attack with this weapon from up to 3 spaces away.
Control Rats
The Packmaster exterts a high level of control over Giant Rats and Chaos Rats, tempering their erratic behavior to some degree. To represent this, any Giant Rats or Chaos Rats on the same board section as the Packmaster are subject to being killed by their Deathleap only on a roll of 5 or 6, instead of the normal 3, 4, 5, or 6.
M - 1d3 Skaven Packmasters with 1d6+2 Giant Rats
Wounds: 5
Move: 5
Weapon Skill: 4
Ballistic Skill: -
Strength: 3
Toughness: 4
Initiative: 4
Attacks: 2 (Whip and Sword)
Gold: 150
Armour: -
Damage: 1D6
Special Rules: Armed with Whip (Fight in 2 Ranks), Armed with Sword, Control Rats
Armed with Whip
The reach of the Whip is quite long, allowing the Packmaster to attack with this weapon from up to 3 spaces away.
Control Rats
The Packmaster exterts a high level of control over Giant Rats and Chaos Rats, tempering their erratic behavior to some degree. To represent this, any Giant Rats or Chaos Rats on the same board section as the Packmaster are subject to being killed by their Deathleap only on a roll of 5 or 6, instead of the normal 3, 4, 5, or 6.
Tuesday, June 7, 2011
Heroic Leap
There are plenty of times that a Warrior might want to leap over a square containing a chasm, or pit. The Bridge of Despair contains rules for jumping from the bridge, over a chasm square, and onto a platform, and vice versa. I'm going to generalize this into a Heroic Leap house rule that Warriors can attempt any time they want to jump over chasm or pit that occupies a single square.
To perform a Heroic Leap, the Warrior rolls 1d6, adds their Initiative score, and consults the table below. If they get a running start, they can add +1 to the roll for every square of movement that they expend in a straight line prior to making the Leap. Note that the Leap itself takes 2 movement points, so a typical Warrior with Movement of 4 would at most be able to gain +2.
Heroic Leap Table (1d6 + Initiative)
3 or less. The Warrior misses the landing completely, and the rest of the group hears a sick thump several seconds later, as the Warrior smashes down on the surface far below. The Warrior is very dead.
4. The Warrior slips at the last second, arms cartwheeling wildly. He manages to grab the edge of the pit, and hangs there dangling, place him in the pit/chasm square. On subsequent Turns, he must pass a Strength Check to pull himself back up, and this is all he can do during the Turn. If he rolls a 1 on the Strength Check, he plummets to his death below. If another Warrior is adjacent to the dangling Warrior, on the same side of the chasm that he leapt from, he can spend his Turn and pull his comrade to safety.
5. The Warrior lands badly, spraining his ankle. His Turn ends, and he is at -1 Movement for the remainder of the Adventure.
6. The Warrior falls over roughly as he lands, taking 1d6 Wounds (unmodified) and ending his Turn.
7. The Warrior realizes at the last second that he won't make the jump, skidding to a halt. He can do nothing for the rest of the Turn.
8. The Warrior clears the chasm, but lands face first and slides an additional 1d3 squares (or as far as possible) in the same direction. His Turn ends as he gets up and collects himself.
9. The Warrior lands on the other side in fair shape. Although he cannot move any more this Turn, he may attack and perform other actions.
10, 11. The Warrior leaps gracefully, arcing over the gap, and lands spot on. He can continue his Turn as normal, including more movement, should he have any left.
12+ As 10 above, but the Warrior gains an additional 2 points of movement, his Leap was so perfect.
To perform a Heroic Leap, the Warrior rolls 1d6, adds their Initiative score, and consults the table below. If they get a running start, they can add +1 to the roll for every square of movement that they expend in a straight line prior to making the Leap. Note that the Leap itself takes 2 movement points, so a typical Warrior with Movement of 4 would at most be able to gain +2.
Heroic Leap Table (1d6 + Initiative)
3 or less. The Warrior misses the landing completely, and the rest of the group hears a sick thump several seconds later, as the Warrior smashes down on the surface far below. The Warrior is very dead.
4. The Warrior slips at the last second, arms cartwheeling wildly. He manages to grab the edge of the pit, and hangs there dangling, place him in the pit/chasm square. On subsequent Turns, he must pass a Strength Check to pull himself back up, and this is all he can do during the Turn. If he rolls a 1 on the Strength Check, he plummets to his death below. If another Warrior is adjacent to the dangling Warrior, on the same side of the chasm that he leapt from, he can spend his Turn and pull his comrade to safety.
5. The Warrior lands badly, spraining his ankle. His Turn ends, and he is at -1 Movement for the remainder of the Adventure.
6. The Warrior falls over roughly as he lands, taking 1d6 Wounds (unmodified) and ending his Turn.
7. The Warrior realizes at the last second that he won't make the jump, skidding to a halt. He can do nothing for the rest of the Turn.
8. The Warrior clears the chasm, but lands face first and slides an additional 1d3 squares (or as far as possible) in the same direction. His Turn ends as he gets up and collects himself.
9. The Warrior lands on the other side in fair shape. Although he cannot move any more this Turn, he may attack and perform other actions.
10, 11. The Warrior leaps gracefully, arcing over the gap, and lands spot on. He can continue his Turn as normal, including more movement, should he have any left.
12+ As 10 above, but the Warrior gains an additional 2 points of movement, his Leap was so perfect.
Snare
One of the Warriors steps into a deviously placed snare, and a rope wraps around their ankle, lifting them heels over head to dangle a few inches above the dungeon floor.
Take a Warrior counter to see who has stepped into the snare. That Warrior can do nothing until freed, and can be hit automatically in hand to hand combat.
To get free, the Warrior must cut the rope, requiring a bladed weapon, and a Test against Weapon Skill (1d6 + WS and score 7 or higher). An adjacent Warrior can also attempt to cut down an ensnared Warrior, this requires an entire Warrior Phase.
After being cut down, the Warrior drops to the ground, taking 1d6 Wounds, modified for Toughness but not Armour, and remains prone (+1 to be hit) that turn.
Draw another Event Card immediately.
Take a Warrior counter to see who has stepped into the snare. That Warrior can do nothing until freed, and can be hit automatically in hand to hand combat.
To get free, the Warrior must cut the rope, requiring a bladed weapon, and a Test against Weapon Skill (1d6 + WS and score 7 or higher). An adjacent Warrior can also attempt to cut down an ensnared Warrior, this requires an entire Warrior Phase.
After being cut down, the Warrior drops to the ground, taking 1d6 Wounds, modified for Toughness but not Armour, and remains prone (+1 to be hit) that turn.
Draw another Event Card immediately.
Monday, June 6, 2011
Caltrops
Equipment - 1d6 Caltrops
Available in Weaponsmith.
Stock: 6
Buy: 40 each
Sell: 5 each
A Warrior can throw a Caltrop into any adjacent square. Place a Caltrop token on the square. Any Monster (or Warrior) moving into the square takes 1d6 Wounds, modified normally, and their movement ends in that square. When this happens, remove the Caltrop token from play. A Warrior can retrieve an unactivated Caltrop by ending their movement next to it and picking it up, doing nothing else that Turn.
In the heat of battle, Monsters generally will not notice Caltrops, so you should not alter their behavior based on the presence of Caltrops on the board.
Caltrops do not affect Monsters with the Ethereal or Fly Special rules.
Available in Weaponsmith.
Stock: 6
Buy: 40 each
Sell: 5 each
A Warrior can throw a Caltrop into any adjacent square. Place a Caltrop token on the square. Any Monster (or Warrior) moving into the square takes 1d6 Wounds, modified normally, and their movement ends in that square. When this happens, remove the Caltrop token from play. A Warrior can retrieve an unactivated Caltrop by ending their movement next to it and picking it up, doing nothing else that Turn.
In the heat of battle, Monsters generally will not notice Caltrops, so you should not alter their behavior based on the presence of Caltrops on the board.
Caltrops do not affect Monsters with the Ethereal or Fly Special rules.
Ten Foot Pole
Equipment - Ten Foot Pool
Available in the General Store.
Stock: 5
Buy: 40
Sell: 5
-1 Movement, roll 1D6 when a Trap is encountered. On a 5 or 6, the Ten Foot Pole triggers the Trap, and the Warriors are not affected. If this happens, roll 1D6 again. On a 1 the Pole is destroyed. Cannot use when Monsters are on the board.
Available in the General Store.
Stock: 5
Buy: 40
Sell: 5
-1 Movement, roll 1D6 when a Trap is encountered. On a 5 or 6, the Ten Foot Pole triggers the Trap, and the Warriors are not affected. If this happens, roll 1D6 again. On a 1 the Pole is destroyed. Cannot use when Monsters are on the board.
Sunday, June 5, 2011
Hall of Astaroth
There's nothing like a great dungeon tile to get the creative juices flowing. In my scouring of the web for high-quality tiles to add to my Dungeon Deck, I came across the French site Donjon-Esseclay, and this Hall of Astaroth.
Hall of Astaroth - Special Rules
The Cult of Astaroth infests the lower dungeon levels of the World's Edge Mountains, although sometimes evidence of their foul presence can be found higher up. They perform diabolical rituals and sacrifices in these dread halls, and the presence of the arch-demon Astaroth is strong in this chamber as a result.
Each Power Phase that Warriors are in the Hall, select a random Warrior in this board section. The presence of Astaroth has decided to focus on this Warrior, and he gains one "Possession Point".
Warriors can spend their Possession Points at any point during their Warrior Phase, one per Turn. If a Warrior has any Possession Points left over when the adventure ends, Astaroth is far from satisfied, and in his prolonged hunger he feeds on the very soul of the Warrior. The Warrior loses 1 Starting Wound for each Possession Point left over.
When a Warrior spends a Possession Point, roll below to see what the effect is:
1. Astaroth manifests himself in you with a deceit. The next time you suffer any attack or damage, you must nominate a different Warrior next to you (if possible) to be the target, instead of you.
2. You raise your arms and your eyes begin to give off an eerie glow, as your entire body levitates for a Whole Turn. See the Wizard Spell Levitate for effects. You can do nothing this Turn. However, any Monsters on the board section are so creeped out by this that they suffer the effects of Fear against you for the rest of the combat.
3. The blood drains from your head and you vomit out a vile mass of something that looks like pea soup. You are so weakened that you are at -1 Toughness for the remainder of the adventure.
4. You grin maniacally, and raise your arms as if to embrace the Monsters fighting you, a demonic grin on your face. You can do nothing this Turn, and any Monsters fighting you hit automatically. If there are no Monsters present, Astaroth is displeased, and feeds from your soul, remove 1 Starting Wound.
5. Astaroth compels you to attack the closest Warrior in hand to hand combat. You can ignore Pinning if you need to move to a Warrior this Turn. If there is more than one possible target, determine one randomly. If you cannot reach a Warrior this Turn, Astaroth feeds on 1 of your Starting Wounds.
6. You begin uttering filthy curses at your fellow Warriors, and can do nothing more this Turn. This does little more than cause you a great deal of embarrassment.
Hall of Astaroth - Special Rules
The Cult of Astaroth infests the lower dungeon levels of the World's Edge Mountains, although sometimes evidence of their foul presence can be found higher up. They perform diabolical rituals and sacrifices in these dread halls, and the presence of the arch-demon Astaroth is strong in this chamber as a result.
Each Power Phase that Warriors are in the Hall, select a random Warrior in this board section. The presence of Astaroth has decided to focus on this Warrior, and he gains one "Possession Point".
Warriors can spend their Possession Points at any point during their Warrior Phase, one per Turn. If a Warrior has any Possession Points left over when the adventure ends, Astaroth is far from satisfied, and in his prolonged hunger he feeds on the very soul of the Warrior. The Warrior loses 1 Starting Wound for each Possession Point left over.
When a Warrior spends a Possession Point, roll below to see what the effect is:
1. Astaroth manifests himself in you with a deceit. The next time you suffer any attack or damage, you must nominate a different Warrior next to you (if possible) to be the target, instead of you.
2. You raise your arms and your eyes begin to give off an eerie glow, as your entire body levitates for a Whole Turn. See the Wizard Spell Levitate for effects. You can do nothing this Turn. However, any Monsters on the board section are so creeped out by this that they suffer the effects of Fear against you for the rest of the combat.
3. The blood drains from your head and you vomit out a vile mass of something that looks like pea soup. You are so weakened that you are at -1 Toughness for the remainder of the adventure.
4. You grin maniacally, and raise your arms as if to embrace the Monsters fighting you, a demonic grin on your face. You can do nothing this Turn, and any Monsters fighting you hit automatically. If there are no Monsters present, Astaroth is displeased, and feeds from your soul, remove 1 Starting Wound.
5. Astaroth compels you to attack the closest Warrior in hand to hand combat. You can ignore Pinning if you need to move to a Warrior this Turn. If there is more than one possible target, determine one randomly. If you cannot reach a Warrior this Turn, Astaroth feeds on 1 of your Starting Wounds.
6. You begin uttering filthy curses at your fellow Warriors, and can do nothing more this Turn. This does little more than cause you a great deal of embarrassment.
Saturday, June 4, 2011
Acid Slime
E - Acid Slime
Acid Slime is sentient, and drops on the heads of unsuspecting victims when it senses movement below. It is an indiscriminate killer, and one of the most feared horrors lurking in the subterranean realm.
Acid Slime drops from above on all creatures in the board section, including Monsters. It does 1d6 unmodified Wounds per turn to exposed flesh until scraped off. Apply the damage each Turn, before the Warrior performs any action during their Warrior Phase. Warriors can attempt to scrape the Slime off, which requires a successful Initiative Check. A Warrior can do nothing else during a Turn that they are trying to scrape off the Slime.
A Warrior can use an item such as a Weapon or Shield to scrape off the slime, granting them a +1 bonus, but there is a chance that the item is dissolved. Roll an Item Saving Throw for the item. If an item fails the save, it is dissolved and destroyed.
A Warrior can attempt to scrape the Slime off of an adjacent figure, requiring an Initiative Check. If they are not using an item to scrape, they will take 1d6 Wounds themselves. If they do use an item, check to see if it dissolves as described above.
If a Warrior is wearing a Helm of any kind, the Slime must first dissolve it before reaching the Warrior's flesh and inflicting any damage upon them. Make an Item Saving Throw for the Helm each turn. On the turn that the save fails, the Helm dissolves and the Warrior takes damage. A Warrior wearing a Helm can attempt to scrape the Slime off like normal, or they can choose to simply remove the Helm and toss it away, letting the Slime dissolve it, but saving their skin.
Acid Slime is sentient, and drops on the heads of unsuspecting victims when it senses movement below. It is an indiscriminate killer, and one of the most feared horrors lurking in the subterranean realm.
Acid Slime drops from above on all creatures in the board section, including Monsters. It does 1d6 unmodified Wounds per turn to exposed flesh until scraped off. Apply the damage each Turn, before the Warrior performs any action during their Warrior Phase. Warriors can attempt to scrape the Slime off, which requires a successful Initiative Check. A Warrior can do nothing else during a Turn that they are trying to scrape off the Slime.
A Warrior can use an item such as a Weapon or Shield to scrape off the slime, granting them a +1 bonus, but there is a chance that the item is dissolved. Roll an Item Saving Throw for the item. If an item fails the save, it is dissolved and destroyed.
A Warrior can attempt to scrape the Slime off of an adjacent figure, requiring an Initiative Check. If they are not using an item to scrape, they will take 1d6 Wounds themselves. If they do use an item, check to see if it dissolves as described above.
If a Warrior is wearing a Helm of any kind, the Slime must first dissolve it before reaching the Warrior's flesh and inflicting any damage upon them. Make an Item Saving Throw for the Helm each turn. On the turn that the save fails, the Helm dissolves and the Warrior takes damage. A Warrior wearing a Helm can attempt to scrape the Slime off like normal, or they can choose to simply remove the Helm and toss it away, letting the Slime dissolve it, but saving their skin.
Friday, June 3, 2011
Monsters for Hire
E - Monsters for Hire
Keep this Event Card to the side until, during normal play, a Monster Event Card is drawn that contains Monsters of an intelligent or semi-intelligent type. For example, no Giant Rats or mindless Skeletons, but Orcs, Goblins, or Skaven.
The group of Monsters drawn is opposed to the other creatures inhabiting this Dungeon level, and offer their services to fight alongside the Warriors. These Monsters will accept an offer of Gold for their services. The minimum amount that can be offered is equal to the total Gold value of the Monsters. The Warriors can make a Gold offer, or decline. Note that if there is a Trollslayer in the party he will always attack the Monsters, and an offer will never be given.
If the Warriors decline the offer, the Monsters will attack. Simply run the combat as normal.
If the Warriors make a Gold offer, roll 1d6 for every 50 Gold that the Warriors offer. If any of the dice come up a 6, the Monsters accept the offer, and will henceforth move and fight alongside the Warriors until they are all slain, or the Adventure is over.
If there are no 6's rolled, then the Monsters refuse the paltry amount that the Warriors offered, and attempt to leave the scene, WITH the Gold! The Warriors can attack them at this point if they desire, or simply allow them to wander off.
Draw another Event Card immediately, and discard this one after it is played.
Keep this Event Card to the side until, during normal play, a Monster Event Card is drawn that contains Monsters of an intelligent or semi-intelligent type. For example, no Giant Rats or mindless Skeletons, but Orcs, Goblins, or Skaven.
The group of Monsters drawn is opposed to the other creatures inhabiting this Dungeon level, and offer their services to fight alongside the Warriors. These Monsters will accept an offer of Gold for their services. The minimum amount that can be offered is equal to the total Gold value of the Monsters. The Warriors can make a Gold offer, or decline. Note that if there is a Trollslayer in the party he will always attack the Monsters, and an offer will never be given.
If the Warriors decline the offer, the Monsters will attack. Simply run the combat as normal.
If the Warriors make a Gold offer, roll 1d6 for every 50 Gold that the Warriors offer. If any of the dice come up a 6, the Monsters accept the offer, and will henceforth move and fight alongside the Warriors until they are all slain, or the Adventure is over.
If there are no 6's rolled, then the Monsters refuse the paltry amount that the Warriors offered, and attempt to leave the scene, WITH the Gold! The Warriors can attack them at this point if they desire, or simply allow them to wander off.
Draw another Event Card immediately, and discard this one after it is played.
Wednesday, June 1, 2011
Savage Battle Cry
New Barbarian Skill
SAVAGE BATTLE CRY
As the frenzy of the battle overcomes you, you utter a primal battle cry that is so inspiring in its ferocity that it rouses and rallies your allies.
Your Warrior utters an inspirational battle cry whenever they first become berserk in a battle. This inspires any allies on the same board section, and grants them +1 Attacks this turn only.
SAVAGE BATTLE CRY
As the frenzy of the battle overcomes you, you utter a primal battle cry that is so inspiring in its ferocity that it rouses and rallies your allies.
Your Warrior utters an inspirational battle cry whenever they first become berserk in a battle. This inspires any allies on the same board section, and grants them +1 Attacks this turn only.
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