We had a session yesterday where someone played a Trollslayer. The special rules of the Objective Room indicated that 4 Monsters should be spawned every Monster Phase. The Warriors needed to gather as much information from the room as they could while holding off the Monsters. The Warriors had to decide when to cut and run, so there was a tense balance between fear and greed, because the more information they collected from the room the more Gold they would earn. Now, this was a special Quest of my own devising, but I played at least 1 Quest from the Adventure Book where a new Event Card is drawn each turn in the Objective Room.
The conundrum was with the Trollslayer's rule of always having to fight the biggest Monster and never retreat. In this scenario, the Trollslayer was surely doomed, just stepping foot into the Objective Room, since the flow of Monsters was nonstop!
This house rule is intended to give a Trollslayer a chance to make a tactical retreat, rationalizing that, by leaving monsters behind now, he will have the chance of a MORE glorious death fighting BIGGER monsters in the future!
Trollslayer Strategic Retreat
When the Trollslayer is faced with the choice of either making a strategic retreat or fighting monsters (for example if the quest objective is completed and there are still monsters on the board), he must make a special Willpower Test. Roll a number of dice equal to the Trollslayer's Willpower. Compare this to the highest Starting Wounds value of all of the monsters on the board. If he rolls higher, the Trollslayer may make the strategic retreat. Otherwise, he grimly wades into the monsters, despite all odds.
A blog about Warhammer Quest - new ideas, new content, new experiments!
Sunday, July 31, 2011
Friday, July 29, 2011
Fear and Terror
My revised house rules on Fear and Terror. The intention here is to make Fear and Terror more interesting than simply suffering a -1 to hit the opponent. If a Warrior is truly afraid of a Monster, they're not likely to charge them to engage in battle, at least, not until they overcome their fear. And a terrified Warrior is likely to turn tail and run away from the source of their terror!
When a Warrior faces a type of Monster that causes Fear or Terror, they must roll a Willpower Check at the start of their Warrior Phase. If they pass the Check, they are not subject to the Psychological effects of that creature type for that combat. A Warrior can try to overcome their Fear/Terror each Warrior Phase.
The Monster's stated "Fear" or "Terror" value is used in two ways. First, it offers a modifier to the Willpower Check, see the table below. Second, it represents the Battle Level at which point that Monster type no longer causes Fear or Terror.
Effects of Fear
-1 on all to-hit rolls against the Monster type, and Spell casters must pay 1 additional point of Power to cast spells against them. Also, a Warrior suffering from Fear is not allowed to move into a square that is closer to a Monster that they are afraid of.
Effects of Terror
Terror operates in a similar way to Fear, except that the to-hit penalty is -2, and the Spell casters must expend 2 additional Power instead of 1. Also, a terrified Warrior will attempt to use their Movement to move as far away from the source of their Terror as possible, but must still roll to Escape Pinning should they be pinned.
Fear/Terror Modifier Table
Fear/Terror Value Modifier to Willpower Check
1-3 +1
4-6 0
7-9 -1
10-12 -2
13+ -3
When a Warrior faces a type of Monster that causes Fear or Terror, they must roll a Willpower Check at the start of their Warrior Phase. If they pass the Check, they are not subject to the Psychological effects of that creature type for that combat. A Warrior can try to overcome their Fear/Terror each Warrior Phase.
The Monster's stated "Fear" or "Terror" value is used in two ways. First, it offers a modifier to the Willpower Check, see the table below. Second, it represents the Battle Level at which point that Monster type no longer causes Fear or Terror.
Effects of Fear
-1 on all to-hit rolls against the Monster type, and Spell casters must pay 1 additional point of Power to cast spells against them. Also, a Warrior suffering from Fear is not allowed to move into a square that is closer to a Monster that they are afraid of.
Effects of Terror
Terror operates in a similar way to Fear, except that the to-hit penalty is -2, and the Spell casters must expend 2 additional Power instead of 1. Also, a terrified Warrior will attempt to use their Movement to move as far away from the source of their Terror as possible, but must still roll to Escape Pinning should they be pinned.
Fear/Terror Modifier Table
Fear/Terror Value Modifier to Willpower Check
1-3 +1
4-6 0
7-9 -1
10-12 -2
13+ -3
Sunday, July 24, 2011
The Lost Book of Grudges: Deep Two – The Spider Pits
(Quest Prologue)
(Continued from Deep One - The Slave Pen)
The Warriors have penetrated deep within the lair of the Blackfang Orcs in their search for the Stonebrow Dwarf Clan’s Book of Grudges. In this Deep the Warriors must overcome the diabolical magic of Tarantalus, the Orc Shaman of the Blackfang tribe. Tarantalus has spent his life delving into the obscure dark lore of spider magic, and has chosen this deep as his base of operations because it is also the long time home of another, perhaps more dangerous resident: the Gigantic Spider, Lasiadora.
Moving from Deep One to Deep Two
After the Warriors found the stone stairway in Deep One, they descended through a maze of twisting, pitch black, corridors for what seemed like forever. This led the company to believe that there must be other avenues from the deeper levels of the complex to the surface. Eventually the Warriors came to an ominous marble portal decorated with wicked-looking spider figures. They had found the entrance to Tarantalus’ domain, and steeled themselves for the ordeal ahead of them.
Setting up the Dungeon Deck
Special Rules
The Gigantic Spider Lasiadora dwells in this Deep, and she has a brood in the process of hatching. The longer the Warriors take to complete this Deep, the more of her brood they will have to face when they reach the Objective Room!
The Spider Pits Objective Room
When the Warriors draw the Spider Pits Dungeon Card, follow the normal rules for the room, with the following exception:
Clever players might be able to figure out that they need to be feeling along the walls for a very cold secret door in Deep Three!
Amongst the treasure horde, the Warriors find a large wooden trap door under the treasure chest, leading to a narrow, winding stone staircase leading down into the blackness ... and to Deep Three!
Special Event Cards
Use the 6 Special Event Cards described below, shuffled in with 12 random Event Cards, plus any of the Special Event Cards from Deep One that were not drawn. Place this stack of cards on top of the Event Deck to use for this adventure. Note that any Dwarf Event Card drawn should be treated as Grimslasher Dwarfs, with no Reaction Roll.
1. Tarantalus and 1D6+2 Goblin Spider Riders
The Orc Shaman Tarantalus is training a new batch of Goblin Spider Riders. As soon as Tarantalus receives any damage, he will escape during the Monster Phase using his Silk Strands Spell, and will re-appear in the Objective Room later at full Wounds.
2. Trap – Webbed Pit!
One of the Warriors has fallen into a pit, and lands in a web that is suspended at the half way point down. The Warrior is webbed inside the pit, and can do nothing until they first pass a Strength Check to break free. After breaking free, the Warrior continues to fall, taking 2D6 Wounds upon hitting the bottom. They can be rescued only with the Rope, or a Levitate Spell.
3. Venom Drips!
The very walls and ceiling of the chamber begin to form droplets of what look like dew. A venomous drizzle begins in the room!
Tarantalus has cursed this the area with a devious trap. Every Warrior in the board section must roll 1D6 during the Power Phase. On a 1-3 they are hit with a large droplet of venom. The burning causes the Warrior to suffer a -1 on all to-hit rolls. This penalty is cumulative, if the Warrior is hit with a venom droplet next turn, they suffer -2 on all to-hit rolls. If the Warrior rolls a 4-6, then they get a reprieve this turn, and any penalties that had suffered are reduced by 1. Once the Warrior leaves the chamber, any penalties are removed at a rate of 1 per turn in the Power Phase.
4. 2D6 Orcs
5. Escaped Slave
An emaciated man stumbles into the Warriors, and he excitedly explains to them that he is an escaped slave, and that Blackfang Orcs are right on his heels. Before he departs in his bid for freedom, he quickly conveys to the Warriors some information on the layout of Deep Three.
Based on this information, at any time they wish in Deep Three, the Warriors can examine the top card from every dungeon stack currently unexplored.
After the slave runs away, a group of 2D6 Orcs appear, hot on his trail. Although they will fight the Warriors when they are adjacent to them, their main purpose is to catch the slave. Because of this, they attempt to break pinning if pinned (must roll 4+) and move off of the board section. When an Orc moves off the board section remove it from the board. At the end of the battle, roll a number of dice equal to the number of Orcs that made it off the board section. If any of the dice come up a 1, then the Orcs managed to catch the slave and execute him. If not, the slave escaped, and each Warrior can take a Luck token for helping him.
6. Spider Bite
As one of the Warriors carefully treads through the black halls, he feels a sharp sting at the back of his neck, and notices a tiny spider scuttle away.
Draw a Warrior Counter to see who is bit. The Warrior begins to feel dizzy and sweat profusely. They should roll 1D6, add their Toughness, and consult the table below. The symptoms persist for the remainder of the adventure.
2-3. -1 Movement, Strength, Toughness, and all to-hit rolls.
4-5. -1 Movement, and all to-hit rolls.
6-7. -1 all to-hit rolls.
8-9. The Warrior escapes the effects of the poison.
10+. The Warrior’s tough constitution not only prevents any adverse effects from setting in, but they are also now immune to any Poison effects for the rest of the adventure.
Special Treasure Cards
Use the 6 special Treasure Cards described below, shuffled in with 12 random Treasure Cards. Place this stack of 18 cards on top of the Treasure Deck to use for this adventure.
1. Spider-Silk Rope (30 Gold)
Made from the silk of a Gigantic Spider, the thinness of this fine rope belies its strength.
This rope breaks only if double 1’s or 2’s are rolled on 2D6 after use. The rope also grants a +1 bonus to any kind of Check being made when using it.
2. Anti-toxin (50 Gold)
A small crystal vial contains a liquid with a rich, brownish hue.
Prevents the Strength (or Toughness) loss that results from being brought back from zero Wounds from a Poison attack. Also eliminates any other effect that was the result of Poison. Use and then discard.
3. Spider Fang Necklace (100 Gold)
This delicate necklace is made from countless Giant Spider fangs painstakingly strung together on a thin strand of spider silk.
The Warrior wearing this Necklace will never be attacked by Giant Spider or Gigantic Spiders. These creatures will always attack other Warriors instead.
4. Granite Orb Scepter (200 Gold)
A hefty stone scepter is topped with an ornately decorated orb of polished granite.
Dwarves use the Orb Scepters as a means to locate valuable items. Each Scepter is tuned to a specific item, and the Orb glows as the Scepter nears its target. There is no way to know what item an Orb Scepter is attuned to without following its signal to the ultimate destination.
(GM note: This Orb is attuned to the Book of Grudges. If a player brandished the Orb Scepter on Deep Three, have them roll 1D6 as soon as they enter a Dungeon Room. On a 5 or 6 the Orb begins to glow faintly. Next, secretly determine which wall the hidden Door of Frost is embedded in. As soon as the Warrior moves adjacent to that wall ,the Orb glows brilliantly. At this point, the Warriors see evidence of the concealed door; proceed to the instructions in Deep Three for discovering the Door of Frost.)
5. Armor of the Hearth (250 Gold, Dwarf only)
This suit of reddish-bronze scale mail is sized for a Dwarf. When it is worn, the warmth it produces sinks down into the very bones.
+1 Toughness. Any cold-based attack does only half damage (round down). The armor also offers full protection from incidental cold damage, or any adverse effects of being exposed to cold while travelling.
6. Dwarven Mining Pick (50 Gold)
This finely crafted mining tool has only one purpose – breaking rock!
+2 to any rolls for digging or mining, such as excavating the Dead End board section.
(Continued in Deep Three - Sanctum of Blackfang)
(Continued from Deep One - The Slave Pen)
The Warriors have penetrated deep within the lair of the Blackfang Orcs in their search for the Stonebrow Dwarf Clan’s Book of Grudges. In this Deep the Warriors must overcome the diabolical magic of Tarantalus, the Orc Shaman of the Blackfang tribe. Tarantalus has spent his life delving into the obscure dark lore of spider magic, and has chosen this deep as his base of operations because it is also the long time home of another, perhaps more dangerous resident: the Gigantic Spider, Lasiadora.
Moving from Deep One to Deep Two
After the Warriors found the stone stairway in Deep One, they descended through a maze of twisting, pitch black, corridors for what seemed like forever. This led the company to believe that there must be other avenues from the deeper levels of the complex to the surface. Eventually the Warriors came to an ominous marble portal decorated with wicked-looking spider figures. They had found the entrance to Tarantalus’ domain, and steeled themselves for the ordeal ahead of them.
- The Warriors begin Deep Two restored to full Wounds, even if they have not travelled to a Settlement after completing the previous Deep. During their explorations, they discovered a “safe cavern” that allowed them to rest and heal to full capacity.
- But remember that if the Warriors retreat from the dungeon to go back to a Settlement at any point, add 1D6 Orcs to the first Unexpected Event.
Setting up the Dungeon Deck
- Build the Dungeon Deck for Deep Two using the normal procedure. The Objective Room is the Spider Pits.
Special Rules
The Gigantic Spider Lasiadora dwells in this Deep, and she has a brood in the process of hatching. The longer the Warriors take to complete this Deep, the more of her brood they will have to face when they reach the Objective Room!
- Keep a total of the number of 1’s rolled in the Power Phases. You will use this number when the Warriors reach the Spider Pits.
The Spider Pits Objective Room
When the Warriors draw the Spider Pits Dungeon Card, follow the normal rules for the room, with the following exception:
- There are no Exit Doors in the room since it is the Objective Room for this Deep.
- Instead of 2D6 Giant Spiders, there are 1D6 plus the number of 1’s rolled in the Power Phase (this is the number you were instructed to keep track of above).
- In addition to a Gigantic Spider appearing in the treasure chamber, Tarantalus the Orc Shaman is there as well. Place him next to the Gigantic Spider. If Tarantalus is reduced to 3 Wounds or less, he will escape in the next Monster Phase using his Silk Strands Spell. The Shaman will reappear with Blackfang in the Objective Room of Deep Three.
- After the Monsters are defeated, if one of the Warriors enters the square containing the Treasure Chest, they find one Treasure Card.
- Additionally, each Warrior who enters any square in the Treasure Chamber that contains coins can make a Gold roll (x10).
- Finally, the Warriors discover long lost engravings in Olde Dwarfish. If there is a Dwarf in the party he can read the runes, and he locates a passage related to the Stonebrow Book of Grudges!
When the enemy advanced and it was clear all was Lost
we secured the precious Book.
Not in crevice and not in Nook,
but behind the Door made of Frost
we secured the precious Book.
Not in crevice and not in Nook,
but behind the Door made of Frost
Clever players might be able to figure out that they need to be feeling along the walls for a very cold secret door in Deep Three!
Amongst the treasure horde, the Warriors find a large wooden trap door under the treasure chest, leading to a narrow, winding stone staircase leading down into the blackness ... and to Deep Three!
Special Event Cards
Use the 6 Special Event Cards described below, shuffled in with 12 random Event Cards, plus any of the Special Event Cards from Deep One that were not drawn. Place this stack of cards on top of the Event Deck to use for this adventure. Note that any Dwarf Event Card drawn should be treated as Grimslasher Dwarfs, with no Reaction Roll.
1. Tarantalus and 1D6+2 Goblin Spider Riders
The Orc Shaman Tarantalus is training a new batch of Goblin Spider Riders. As soon as Tarantalus receives any damage, he will escape during the Monster Phase using his Silk Strands Spell, and will re-appear in the Objective Room later at full Wounds.
2. Trap – Webbed Pit!
One of the Warriors has fallen into a pit, and lands in a web that is suspended at the half way point down. The Warrior is webbed inside the pit, and can do nothing until they first pass a Strength Check to break free. After breaking free, the Warrior continues to fall, taking 2D6 Wounds upon hitting the bottom. They can be rescued only with the Rope, or a Levitate Spell.
3. Venom Drips!
The very walls and ceiling of the chamber begin to form droplets of what look like dew. A venomous drizzle begins in the room!
Tarantalus has cursed this the area with a devious trap. Every Warrior in the board section must roll 1D6 during the Power Phase. On a 1-3 they are hit with a large droplet of venom. The burning causes the Warrior to suffer a -1 on all to-hit rolls. This penalty is cumulative, if the Warrior is hit with a venom droplet next turn, they suffer -2 on all to-hit rolls. If the Warrior rolls a 4-6, then they get a reprieve this turn, and any penalties that had suffered are reduced by 1. Once the Warrior leaves the chamber, any penalties are removed at a rate of 1 per turn in the Power Phase.
4. 2D6 Orcs
5. Escaped Slave
An emaciated man stumbles into the Warriors, and he excitedly explains to them that he is an escaped slave, and that Blackfang Orcs are right on his heels. Before he departs in his bid for freedom, he quickly conveys to the Warriors some information on the layout of Deep Three.
Based on this information, at any time they wish in Deep Three, the Warriors can examine the top card from every dungeon stack currently unexplored.
After the slave runs away, a group of 2D6 Orcs appear, hot on his trail. Although they will fight the Warriors when they are adjacent to them, their main purpose is to catch the slave. Because of this, they attempt to break pinning if pinned (must roll 4+) and move off of the board section. When an Orc moves off the board section remove it from the board. At the end of the battle, roll a number of dice equal to the number of Orcs that made it off the board section. If any of the dice come up a 1, then the Orcs managed to catch the slave and execute him. If not, the slave escaped, and each Warrior can take a Luck token for helping him.
6. Spider Bite
As one of the Warriors carefully treads through the black halls, he feels a sharp sting at the back of his neck, and notices a tiny spider scuttle away.
Draw a Warrior Counter to see who is bit. The Warrior begins to feel dizzy and sweat profusely. They should roll 1D6, add their Toughness, and consult the table below. The symptoms persist for the remainder of the adventure.
2-3. -1 Movement, Strength, Toughness, and all to-hit rolls.
4-5. -1 Movement, and all to-hit rolls.
6-7. -1 all to-hit rolls.
8-9. The Warrior escapes the effects of the poison.
10+. The Warrior’s tough constitution not only prevents any adverse effects from setting in, but they are also now immune to any Poison effects for the rest of the adventure.
Special Treasure Cards
Use the 6 special Treasure Cards described below, shuffled in with 12 random Treasure Cards. Place this stack of 18 cards on top of the Treasure Deck to use for this adventure.
1. Spider-Silk Rope (30 Gold)
Made from the silk of a Gigantic Spider, the thinness of this fine rope belies its strength.
This rope breaks only if double 1’s or 2’s are rolled on 2D6 after use. The rope also grants a +1 bonus to any kind of Check being made when using it.
2. Anti-toxin (50 Gold)
A small crystal vial contains a liquid with a rich, brownish hue.
Prevents the Strength (or Toughness) loss that results from being brought back from zero Wounds from a Poison attack. Also eliminates any other effect that was the result of Poison. Use and then discard.
3. Spider Fang Necklace (100 Gold)
This delicate necklace is made from countless Giant Spider fangs painstakingly strung together on a thin strand of spider silk.
The Warrior wearing this Necklace will never be attacked by Giant Spider or Gigantic Spiders. These creatures will always attack other Warriors instead.
4. Granite Orb Scepter (200 Gold)
A hefty stone scepter is topped with an ornately decorated orb of polished granite.
Dwarves use the Orb Scepters as a means to locate valuable items. Each Scepter is tuned to a specific item, and the Orb glows as the Scepter nears its target. There is no way to know what item an Orb Scepter is attuned to without following its signal to the ultimate destination.
(GM note: This Orb is attuned to the Book of Grudges. If a player brandished the Orb Scepter on Deep Three, have them roll 1D6 as soon as they enter a Dungeon Room. On a 5 or 6 the Orb begins to glow faintly. Next, secretly determine which wall the hidden Door of Frost is embedded in. As soon as the Warrior moves adjacent to that wall ,the Orb glows brilliantly. At this point, the Warriors see evidence of the concealed door; proceed to the instructions in Deep Three for discovering the Door of Frost.)
5. Armor of the Hearth (250 Gold, Dwarf only)
This suit of reddish-bronze scale mail is sized for a Dwarf. When it is worn, the warmth it produces sinks down into the very bones.
+1 Toughness. Any cold-based attack does only half damage (round down). The armor also offers full protection from incidental cold damage, or any adverse effects of being exposed to cold while travelling.
6. Dwarven Mining Pick (50 Gold)
This finely crafted mining tool has only one purpose – breaking rock!
+2 to any rolls for digging or mining, such as excavating the Dead End board section.
(Continued in Deep Three - Sanctum of Blackfang)
Friday, July 22, 2011
Spider Pits
This Dungeon Room was constructed from e-Adventure Tiles: Temple of the Spider Queen from Skeleton Key Games. Skeleton Key Games produces a treasure trove of dungeon tiles that you can print up and integrate into your Warhammer Quest adventures.
Exit Doors
The Spider Pits might have one, two, or even three Exit Doors. Roll below as soon as the Room is drawn to determine how many Exit Doors it contains:
1-3. One Exit Door
4-5. Two Exit Doors
6. Three Exit Doors
Multi-Level
The Spider Pits is a Multi-Level Room, although figures can move normally between Levels without needing a staircase. Because of this, it uses the standard rules for attack bonuses and penalties, and pinning rules, but ignores the rules for stairs, climbing, jumping, etc.
Monsters
Do not draw an Event Card when the Warriors enter the Room. Instead, during the Monster Phase, place 2D6 Giant Spiders and 1 Gigantic Spider in the Room. The Gigantic Spider always begins in the chamber at the lower right of the Pits, the one containing the Gold and Treasure Chest! To determine where the Giant Spiders are, drop them from about a foot above the board and place them as close as possible to the squares they land in.
Webbing
Whenever a Warrior moves into a square containing webbing, they must pass an Initiative Check or they become webbed and their turn ends. Whenever a webbed Warrior eventually breaks free, this means that they've slashed throught the webbing in that square, and it is no longer a hindrance for the Warriors. Place a token of some sort on the square to indicate that the webbing there has been cut through.
Unexpected Events
When a 1 is rolled in the Power Phase do not draw an Event Card. Instead, 1D6 more Giant Spiders appear on the board, next to one of the Warriors. Draw a Warrior Counter to see who the lucky Warrior is.
Treasure
When all of the Spiders are defeated, the Warriors can claim the Treasure in the room. To do so, at least one Warrior must move into the square containing the Treasure Chest. Each Warrior earns a Gold Roll (x10). Additionally, draw a Treasure Card and distribute it using the normal rules.
Thursday, July 21, 2011
Tarantalus - the Spider Shaman
Many decades ago, Tarantalus was an acolyte of the prestigious Orc tribe known only as The Talon. One fateful night he was assigned to explore a newly discovered cave complex in the lair with a group of Talon Warriors. A cave-in occurred, trapping the group in the caverns without hope of rescue. There, Tarantalus met, and formed a bond with, the resident of these caverns, a huge spider, larger than he had ever imagined could exist. The creature was intelligent, and possessed a magical power that Tarantalus was able to tap into. Over the next few weeks, the spider picked off the terrified Orc Warriors in its web one by one, and shared them with the Shaman. Once this grisly food source was extinguished, the spider allowed Tarantalus to feed on its own blood and venom. The Shaman continued this existence for some 30 years, and over this time transformed, growing 6 additional eyes, and mastering the arachnid flavor of dark magic imparted on him by his new patron. Then, a series of tremors wracked the caves, crushing the gigantic spider, but opening up a way for Tarantalus to escape. Shortly thereafter he became the trusted Shaman of the Blackfang Orc tribe, and has used his abilities to bestow special powers on the tribe’s boss, Blackfang himself.
Wounds: | 16 |
Move: | 4 |
Weapon Skill: | 3 |
Ballistic Skill: | 4+ |
Strength: | 3 |
Toughness: | 5 |
Initiative: | 3 |
Attacks: | 1 |
Gold: | 590 |
Armor: | - |
Damage: | 1D6 |
Special Rules
Spider Magic (1), Magic Resistance (6+), Venom Spears (1D6), Wallcrawler
Venom Spears
Tarantalus is armed with 1D6 Spears that are coated with toxic spider venom, in addition to a normal Sword. They strike for 1D6+Strength damage like normal, but the target when hit must pass a Toughness Check or become paralyzed for a Whole Turn. If he is not pinned, Tarantalus can throw a Venom Spear at any Warrior in line-of-sight, up to 4 squares away. A thrown Spear hits if he succeeds in a Ballistic Skill roll (4+).
Wednesday, July 20, 2011
Spider Magic
Some Goblin and Orc Shamans have devoted their lives to mastering a lore or dark magic based on spiders. For such a Shaman, roll below to see what spell they cast at the beginning of each Monster Phase.
1. Arachnid Eruption
The Shaman raises his arms, palms up, and a seemingly endless swarm of spiders erupts from his mouth, nose, and ears, soon covering his entire body in a seething mass.
Each Warrior on the same board section must pass a Willpower Check or they become so repulsed by the display that they can do nothing the next turn but stare in horror at the Shaman. For every square greater than one that a Warrior is away from the Shaman they gain a +1 on this Check.
2. Silk Strands
The Shaman lifts its head, and strands of webbing project up to the ceiling. The Shaman lifts himself off the floor and glides across the room.
Move the Shaman as far away from the Warriors as possible on the same board section, ignoring pinning, and any and all obstacles.
3. Eight Eyes of Madness
The Shaman possesses eight loathsome eyes, and fixes you in its terrible gaze.
Pick a random Warrior who will be the target of the spell. This Warrior comes under the control of the Shaman this turn. The Warrior moves and attacks as if it were a Monster during this Monster Phase.
4. Sweet Venom
A sickly black ichor forms all over the Shaman's flesh like foul dewdrops. The Monsters gather around him to partake of this vile bounty.
At any point during this Monster Phase, any Monster next to the Shaman gets 1D6 Wounds healed.
5. Web
The Shaman points at you, and you find yourself struggling to break free from sticky strands of webbing.
The Shaman casts this at the closest Warrior (roll if there are more than 1 Warrior closest). The target Warrior is webbed.
6. Summon Spiders
Reciting an ominous incantation, large spiders begin to rise from the cracks in the dungeon walls.
The Shaman summons 1D3 Giant Spiders that appear as close as possible to him.
1. Arachnid Eruption
The Shaman raises his arms, palms up, and a seemingly endless swarm of spiders erupts from his mouth, nose, and ears, soon covering his entire body in a seething mass.
Each Warrior on the same board section must pass a Willpower Check or they become so repulsed by the display that they can do nothing the next turn but stare in horror at the Shaman. For every square greater than one that a Warrior is away from the Shaman they gain a +1 on this Check.
2. Silk Strands
The Shaman lifts its head, and strands of webbing project up to the ceiling. The Shaman lifts himself off the floor and glides across the room.
Move the Shaman as far away from the Warriors as possible on the same board section, ignoring pinning, and any and all obstacles.
3. Eight Eyes of Madness
The Shaman possesses eight loathsome eyes, and fixes you in its terrible gaze.
Pick a random Warrior who will be the target of the spell. This Warrior comes under the control of the Shaman this turn. The Warrior moves and attacks as if it were a Monster during this Monster Phase.
4. Sweet Venom
A sickly black ichor forms all over the Shaman's flesh like foul dewdrops. The Monsters gather around him to partake of this vile bounty.
At any point during this Monster Phase, any Monster next to the Shaman gets 1D6 Wounds healed.
5. Web
The Shaman points at you, and you find yourself struggling to break free from sticky strands of webbing.
The Shaman casts this at the closest Warrior (roll if there are more than 1 Warrior closest). The target Warrior is webbed.
6. Summon Spiders
Reciting an ominous incantation, large spiders begin to rise from the cracks in the dungeon walls.
The Shaman summons 1D3 Giant Spiders that appear as close as possible to him.
Friday, July 15, 2011
The Lost Book of Grudges: Deep One – The Slave Pens of Ugad
(Quest Prologue)
The old Stonebrow delve that the Warriors must infiltrate is now the stronghold of the Blackfang Orc tribe, led by Blackfang himself, an Orcish abomination with powers unique to his kind. As the Warriors descend the slimy caverns that lead to the first Deep of the lair, they think over what they know about what's ahead. They are about to tresspass into the brutal slave pens where the tribe’s wretched victims toil in misery. The Orc Slave Master Ugad takes a perverse delight in his job, and has actually undertaken a program of cross-breeding between Human slaves and Orcs to try and produce the perfect slave. The result of this effort are his twisted Children of Ugad. These degenerate Half-Orcs fight viciously but maintain a spark of inner fire that the Warriors might be able to exploit.
The old Stonebrow delve that the Warriors must infiltrate is now the stronghold of the Blackfang Orc tribe, led by Blackfang himself, an Orcish abomination with powers unique to his kind. As the Warriors descend the slimy caverns that lead to the first Deep of the lair, they think over what they know about what's ahead. They are about to tresspass into the brutal slave pens where the tribe’s wretched victims toil in misery. The Orc Slave Master Ugad takes a perverse delight in his job, and has actually undertaken a program of cross-breeding between Human slaves and Orcs to try and produce the perfect slave. The result of this effort are his twisted Children of Ugad. These degenerate Half-Orcs fight viciously but maintain a spark of inner fire that the Warriors might be able to exploit.
Setting up the Dungeon Deck
- If you wish, you can include the Objective Room cards in this Deep and use them as either normal dungeon rooms, or with the rules published on this blog. But set aside Gorgut's Lair, it should not be used in this Deep.
- Reserve the Fire Chasm and the Dungeon Cell cards, then draw 11 cards from the deck. Shuffle in the Dungeon Cell, giving you a stack of 12 cards. Draw 6 cards from this stack, then shuffle in the Fire Chasm. Place the remaining 6 cards on top of the stack of 7, resulting in a 13 card Dungeon deck.
Freeing Slaves
Warriors can encounter slaves in this Deep through Event Cards, or in the Dungeon Cell. It's not necessary to use models to represent slaves, but it can be handy to place a die next to the board section on which slaves appear to track how many there are on each board secrion.
- A Warrior on the same board section as a slave can attempt to free them by spending their entire turn in the process. The Warrior must be armed with a melee weapon or similar instrument and pass a Strength Check. If the Warrior rolls a 1, consult the table below to determine the outcome.
- A Warrior with a Lockpick Tools, a Key of some sort, or a special lock picking ability can pick the locks on a slave’s manacles. Follow whatever rules are appropriate based on the method being employed.
- Freeing a slave grants the Warrior 1 Luck Token.
Slave Freeing Fumble Table
1. The unthinkable has happened, and the Warrior’s inaccurate blow strikes the slave instead of the chains, killing him outright. The Warrior loses all Luck tokens they currently possess.
2. The Warrior’s blow strikes the slave in the leg, and he screams out in agony. Unless he is healed by the end of the turn he dies, with the same result as 1 above.
3-4. The Warrior's Weapon flies from his hands after it strikes the stone floor. Take a small die and drop it from about a foot above the board section to determine where the Weapon lands. The Warrior must move over to that square to retrieve the Weapon if he wants to ever use it again.
5-6. The Warrior strikes the dungeon floor, and their weapon shatters unless it passes an Item Saving Throw.
2. The Warrior’s blow strikes the slave in the leg, and he screams out in agony. Unless he is healed by the end of the turn he dies, with the same result as 1 above.
3-4. The Warrior's Weapon flies from his hands after it strikes the stone floor. Take a small die and drop it from about a foot above the board section to determine where the Weapon lands. The Warrior must move over to that square to retrieve the Weapon if he wants to ever use it again.
5-6. The Warrior strikes the dungeon floor, and their weapon shatters unless it passes an Item Saving Throw.
The Dungeon Cell
Within the cold and damp Dungeon Cell are the filthy pens where the slaves are kept when they are not working. The exhausted slaves register a faint glimmer of hope when they see the Warriors enter. They plead for the Warriors to break their bonds, but to act quickly because their slave masters are not far away.
- The Warriors find 1D6+1 slaves chained to the walls here. They can attempt to free these slaves using the rules described above.
- During the Monster Phase, roll 1D6 for each Warrior who attempted to free a slave that turn. For each roll, consult the table below to see what Monsters (if any) were attracted by the noise. Place all of the Monsters right next to the Warriors.
1. 1D3 Orcs (1-3 Armed with Swords, 4-6 Armed with Bows).
2. 1D3 Goblin Spider Riders.
3. 1D3 Children of Ugad.
4. 1D3 Night Goblin Netters and Clubbers.
5. 1D3 Black Orcs.
6. Nothing.
2. 1D3 Goblin Spider Riders.
3. 1D3 Children of Ugad.
4. 1D3 Night Goblin Netters and Clubbers.
5. 1D3 Black Orcs.
6. Nothing.
Reward
- The Warriors gain a Treasure Card only after all of the slaves in the Dungeon Cell are freed (or dead) and any Monsters defeated.
The Fire Chasm Objective Room
- Place two doorways in the room, at the opposite end of the Chasm. The first doorway leads to a steep stone stairway down to Deep Two. The second doorway allows the Warriors to continue exploring the dungeon after they complete this room, if they desire.
- All of the special rules for crossing the Fire Chasm Rope Bridge apply here. The Monsters, however, do not need to roll to cross the Bridge.
- Ugad the Slave Master makes his final stand against the intruders, flanked with his squad of Orcs and Children of Ugad. Roll two dice for the Orcs and two dice for the Children of Ugad, and use the highest number rolled in each pair to determine how many Monsters are with Ugad.
- Ugad himself will remain on the other end of the chasm while his guards attempt to cross and attack. These Monsters do not need to roll to cross the Rope Bridge like the Warriors must, they are familiar with every plank on the bridge and know just where to step. From his position across the Chasm, Ugad will attempt to use his Barbed Chain whenever he can to snag a Warrior and pull him into the Fire Chasm, sending him to a fiery doom.
Reward
- When the Warriors defeat all the Monsters in this room they find the Dwarven Stone RuneDisk Treasure Card (see below). They can now choose to enter the doorway leading down to Deep Two, or continue exploring this Deep by going through the other doorway.
Special Event Cards
Use the 6 special Event Cards described below, shuffled in with 12 random Event Cards. Place this stack of 18 cards on top of the Event Deck to use for this adventure. Note that any Dwarf Event Card drawn should be treated as Grimslasher Dwarfs, with no Reaction Roll.
1. 1D6+2 Grimslasher Dwarfs
The Warriors are not alone trying to locate the Stonebrow Book of Grudges! These Grimslasher Dwarfs are hostile and attack immediately.
2. 1D6+3 Orcs with 1D3 Chained Slaves
Each turn that a Warrior attempts to free a chained slave, an Unexpected Event will occur on a 1 or 2 in the next Power Phase, due to the noise made in the rescue attempt.
The Warriors are not alone trying to locate the Stonebrow Book of Grudges! These Grimslasher Dwarfs are hostile and attack immediately.
2. 1D6+3 Orcs with 1D3 Chained Slaves
Each turn that a Warrior attempts to free a chained slave, an Unexpected Event will occur on a 1 or 2 in the next Power Phase, due to the noise made in the rescue attempt.
3. Slave Labor
The Warriors encounter 1D3+1 slaves chained to the walls, performing repairs on the dilapidated masonry in the area. If a Warrior rolls a 1 when trying to break a slave’s manacles, roll on the Fumble table like normal, but additionally the Warrior has caused a section of the masonry to collapse, inflicting 1D6+2 Wounds on the Warrior, and killing the slave on a 1-3 on 1D6. Each turn that a Warrior attempts to free a chained slave, an Unexpected Event will occur on a 1 or 2 in the next Power Phase, due to the noise made in the rescue attempt.
No Treasure Card for completing this Event.
The Warriors encounter 1D3+1 slaves chained to the walls, performing repairs on the dilapidated masonry in the area. If a Warrior rolls a 1 when trying to break a slave’s manacles, roll on the Fumble table like normal, but additionally the Warrior has caused a section of the masonry to collapse, inflicting 1D6+2 Wounds on the Warrior, and killing the slave on a 1-3 on 1D6. Each turn that a Warrior attempts to free a chained slave, an Unexpected Event will occur on a 1 or 2 in the next Power Phase, due to the noise made in the rescue attempt.
No Treasure Card for completing this Event.
4. 1D6 Children of Ugad (50% chance with 1D3 Chained Slaves)
Each turn that a Warrior attempts to free a chained slave, an Unexpected Event will occur on a 1 or 2 in the next Power Phase, due to the noise made in the rescue attempt.
Each turn that a Warrior attempts to free a chained slave, an Unexpected Event will occur on a 1 or 2 in the next Power Phase, due to the noise made in the rescue attempt.
5. Ugad the Slave Master with 1D3 Children of Ugad and 1D6 Chained Slaves
If Ugad was already killed, draw another Event Card. If Ugad is reduced to zero wounds, he manages to down a vial of Orc Fire Brew after the Warriors leave the scene. He will reappear in the Objective Room, but at 1D6 fewer Wounds than his maximum, still bearing the scars of his last beating. Each turn that a Warrior attempts to free a chained slave, an Unexpected Event will occur on a 1 or 2 in the next Power Phase, due to the noise made in the rescue attempt.
If Ugad was already killed, draw another Event Card. If Ugad is reduced to zero wounds, he manages to down a vial of Orc Fire Brew after the Warriors leave the scene. He will reappear in the Objective Room, but at 1D6 fewer Wounds than his maximum, still bearing the scars of his last beating. Each turn that a Warrior attempts to free a chained slave, an Unexpected Event will occur on a 1 or 2 in the next Power Phase, due to the noise made in the rescue attempt.
6. Slave Auction
A group of 1D3+3 Orcs are gathered around a Black Orc who has 1D6 chained slaves on auction. Place the Black Orc auctioneer out of contact with the Warriors if possible. Each turn that he remains out of contact with the Warriors, he ruthlessly slays a helpless slave. Better to kill them now then let them escape! In addition to the normal Treasure Card for completing this encounter, each Warrior can make a Gold roll x10 to see how much of the coin from these exchanges that they can scrounge up. Each turn that a Warrior attempts to free a chained slave, an Unexpected Event will occur on a 1 or 2 in the next Power Phase, due to the noise made in the rescue attempt.
A group of 1D3+3 Orcs are gathered around a Black Orc who has 1D6 chained slaves on auction. Place the Black Orc auctioneer out of contact with the Warriors if possible. Each turn that he remains out of contact with the Warriors, he ruthlessly slays a helpless slave. Better to kill them now then let them escape! In addition to the normal Treasure Card for completing this encounter, each Warrior can make a Gold roll x10 to see how much of the coin from these exchanges that they can scrounge up. Each turn that a Warrior attempts to free a chained slave, an Unexpected Event will occur on a 1 or 2 in the next Power Phase, due to the noise made in the rescue attempt.
Special Treasure Cards
Use the 6 special Treasure Cards described below, shuffled in with 12 random Treasure Cards. Place this stack of 18 cards on top of the Treasure Deck to use for this adventure.
1. Orc Fire Brew (45 Gold)
A dented tin canister contains a mouthful of frothing, scarlet red liquid.
Orcs use this potent brew to invigorate themselves. When a Warrior drinks, roll 1D6, add his Toughness, and consult the table below:
2-3. The Warrior falls to the floor, writhing in agonizing spasms. He loses 2D6 Wounds unmodified and, if he survives, is knocked out for 1D6 turns. After this point he remains at -1 Weapon Skill for the remainder of the adventure.
4. The searing brew does not sit well in the Warrior’s gullet. He immediately hurls it up, and is so shaken that he is at -1 Weapon Skill for the remainder of the adventure.
5. The brew churns in the Warrior’s stomach. While it does not harm him, the Warrior must spend an entire turn standing still and doing nothing else while he regains his composure.
6-7. The Warrior feels a kick in his gut as the brew goes down. He is restored to one half of his Wounds if he is currently below that level.
8-9. The Warrior tolerates the strong brew and regains 1D6 Wounds.
10+ The Warrior feels a wave of new strength. He regains all of his lost Wounds, and gains an extra 1D6 temporary Wounds that last for the remainder of the adventure.
A dented tin canister contains a mouthful of frothing, scarlet red liquid.
Orcs use this potent brew to invigorate themselves. When a Warrior drinks, roll 1D6, add his Toughness, and consult the table below:
2-3. The Warrior falls to the floor, writhing in agonizing spasms. He loses 2D6 Wounds unmodified and, if he survives, is knocked out for 1D6 turns. After this point he remains at -1 Weapon Skill for the remainder of the adventure.
4. The searing brew does not sit well in the Warrior’s gullet. He immediately hurls it up, and is so shaken that he is at -1 Weapon Skill for the remainder of the adventure.
5. The brew churns in the Warrior’s stomach. While it does not harm him, the Warrior must spend an entire turn standing still and doing nothing else while he regains his composure.
6-7. The Warrior feels a kick in his gut as the brew goes down. He is restored to one half of his Wounds if he is currently below that level.
8-9. The Warrior tolerates the strong brew and regains 1D6 Wounds.
10+ The Warrior feels a wave of new strength. He regains all of his lost Wounds, and gains an extra 1D6 temporary Wounds that last for the remainder of the adventure.
2. Brand of Ugad (0 Gold)
This long iron brand is shaped into the form of a jagged Orcish rune.
When brandished, no Child of Ugad will move within 1 square of the wielder, and if adjacent, will move away during the Monster Phase to maintain this distance, ignoring pinning. Requires one hand to use during a turn. So, a Warrior could brandish the Brand of Ugad while using a Sword, but could not use his Shield during that turn.
This long iron brand is shaped into the form of a jagged Orcish rune.
When brandished, no Child of Ugad will move within 1 square of the wielder, and if adjacent, will move away during the Monster Phase to maintain this distance, ignoring pinning. Requires one hand to use during a turn. So, a Warrior could brandish the Brand of Ugad while using a Sword, but could not use his Shield during that turn.
3. Skull Keys (0 Gold)
A set of thin, iron keys dangles from a metal hoop, the tops of the keys decorated with grinning skulls.
These keys can be used to free chained slaves without making any noise or risking hurting the slaves in the attempt. The Warrior using the Skull Keys must roll an Initiative Check. If he fails, he doesn’t locate the correct key for the particular set of manacles, but can try again next turn. If he succeeds, the lock pops open and the slave is freed. However, roll a 1D6 at this point. On a 1, the key is stuck in the lock and cannot be removed, rendering the item useless.
A set of thin, iron keys dangles from a metal hoop, the tops of the keys decorated with grinning skulls.
These keys can be used to free chained slaves without making any noise or risking hurting the slaves in the attempt. The Warrior using the Skull Keys must roll an Initiative Check. If he fails, he doesn’t locate the correct key for the particular set of manacles, but can try again next turn. If he succeeds, the lock pops open and the slave is freed. However, roll a 1D6 at this point. On a 1, the key is stuck in the lock and cannot be removed, rendering the item useless.
4. Spider Powder (50 Gold)
A grey clay jar contains an extremely fine, dust-like powder. A pictogram of a spider is painted on the side of the jar.
The jar contains 1D6 handfuls of Spider Powder. A Warrior can throw a handful at a Giant Spider in an adjacent square, killing it immediately. Up to one handful can be thrown per turn.
A grey clay jar contains an extremely fine, dust-like powder. A pictogram of a spider is painted on the side of the jar.
The jar contains 1D6 handfuls of Spider Powder. A Warrior can throw a handful at a Giant Spider in an adjacent square, killing it immediately. Up to one handful can be thrown per turn.
(GM’s note: The powder will also put a Gigantic Spider to sleep for 1D3 turns. A sleeping Gigantic Spider can be hit automatically, but doing so wakes it up.)
5. Rope (5 Gold)
A length of thick black rope appears to be in fine condition.
This length of Rope can be used just like the Dwarf’s Rope Equipment Card.
A length of thick black rope appears to be in fine condition.
This length of Rope can be used just like the Dwarf’s Rope Equipment Card.
6. Door Spikes (10 Gold Each)
A dirty leather satchel contains 1D6 Door Spikes.
A Warrior can spend 1 Movement point to spike a door shut, and can spend 1 Movement point to remove a Spike. Figures on the other end of a Spiked door must try to force it open during the Exploration Phase, passing a Strength Check to do so. Up to 2 adjacent figures can attempt this each turn.
A dirty leather satchel contains 1D6 Door Spikes.
A Warrior can spend 1 Movement point to spike a door shut, and can spend 1 Movement point to remove a Spike. Figures on the other end of a Spiked door must try to force it open during the Exploration Phase, passing a Strength Check to do so. Up to 2 adjacent figures can attempt this each turn.
The special Treasure Card below should be given to the Warriors after they defeat all the Monsters in the Fire Chasm Objective Room
Dwarven Stone RuneDisk
This ancient stone disk is engraved with several rows of Dwarven runes, written in a long-lost dialect.
A Dwarf could try to sell this item in any Dwarf Guildmasters. To see how much he is offered, he should roll any number of dice and multiply the result by 25. However, if any dice come up a 1 then there was no one interested in purchasing the relic this time around.
This ancient stone disk is engraved with several rows of Dwarven runes, written in a long-lost dialect.
A Dwarf could try to sell this item in any Dwarf Guildmasters. To see how much he is offered, he should roll any number of dice and multiply the result by 25. However, if any dice come up a 1 then there was no one interested in purchasing the relic this time around.
(GM’s note: This item can be used in Deep Three to open a secret stone portal.)
(Continued in Deep Two - The Spider Pits)
(Continued in Deep Two - The Spider Pits)
The Lost Book of Grudges - Prologue
This Quest follows: Interlude – Brawl with the Grimslasher Dwarfs.
Deep Two - The Spider Pits
Deep Three - Sanctum of Blackfang
The scribes that Galius was able to hire with the haul that the Warriors returned from Karak Vegaz provided much valuable intel regarding his Clan, the Stonebrow. The tastiest nugget of intel is the location of the Stonebrow Clan Book of Grudges! Every Dwarf Clan has a Book of Grudges where they record offenses and wrongdoings committed against the Clan. These volumes are magically authenticated by Dwarf Runemasters, and their content is irrefutable. Galius knows that recovering his Clan’s Book of Grudges will bring him a great step forward in his quest of determining the true reasons for their decline.
The Book lies in the Third Deep within an ancient Stonebrow delve complex that is now the lair of the Blackfang Orcs. Rumor has it that the monstrous Orc Boss Blackfang himself dwells in this Deep. The Warriors might not necessarily have to defeat Blackfang, they simply need to recover the Book of Grudges and return alive. However, Galius does not know exactly where the Book lies, so the Warriors will need to gather clues as they navigate the three Deeps.
Trips to Civilization
Each time the Warriors decide to retreat from the dungeon to go back to a Settlement, this gives Blackfang more time to build up his defenses. The first time the Warriors come back from a trip to a Settlement, add 1D6 Orcs to the first Unexpected Event.
When the Warriors return to the dungeon from a trip to a Settlement, they come in at full Wounds, like normal. Also, they can start at the Deep they left off at, without having to traverse through any prior Deeps all over again.
Deep One - The Slave Pens of UgadTrips to Civilization
Each time the Warriors decide to retreat from the dungeon to go back to a Settlement, this gives Blackfang more time to build up his defenses. The first time the Warriors come back from a trip to a Settlement, add 1D6 Orcs to the first Unexpected Event.
When the Warriors return to the dungeon from a trip to a Settlement, they come in at full Wounds, like normal. Also, they can start at the Deep they left off at, without having to traverse through any prior Deeps all over again.
Deep Two - The Spider Pits
Deep Three - Sanctum of Blackfang
Ugad - the Slave Master
(Half-Orc Chainfighter from D&D Minis)
This savage brute relishes in his job as slave master of the Blackfang tribe. He has put his devious mind to the task of creating the perfect slave, and in the process has bred generations of Human slaves with Orc stock, resulting in the hybrid Children of Ugad. Some think that there is some human blood in Ugad himself, the result of his forefather’s similar experiments with the slave stock.
Wounds: | 11 |
Move: | 4 |
Weapon Skill: | 4 |
Ballistic Skill: | 4+ |
Strength: | 4 |
Toughness: | 4(6) |
Initiative: | 3 |
Attacks: | 2 |
Gold: | 380 |
Armor: | 2 |
Damage: | 1D6 |
Special Rules
Armed with Barbed Chain
Armed with Barbed Chain
Armed with Barbed Chain
One of Ugad’s two Attacks is made with his Barbed Chain. It can attack a Warrior up to 3 squares away. The Barbed Chain, in addition to doing normal damage, can pull a Warrior 1 square closer to Ugad. The Warrior must pass a Strength Check to avoid being pulled in this way by the Barbed Chain.
One of Ugad’s two Attacks is made with his Barbed Chain. It can attack a Warrior up to 3 squares away. The Barbed Chain, in addition to doing normal damage, can pull a Warrior 1 square closer to Ugad. The Warrior must pass a Strength Check to avoid being pulled in this way by the Barbed Chain.
Children of Ugad
(Half-Orcs by Fenryll Miniatures)
These twisted creatures are the result of Ugad’s unholy breeding program to produce the perfect slave. They are the result of several generations of Human slaves bred with Orc stock. While fierce and tenacious fighters, they retain a small spark of something more noble in their core, and a Warrior can sometimes get through to them, past the latticework of pain that surrounds their minds.
These twisted creatures are the result of Ugad’s unholy breeding program to produce the perfect slave. They are the result of several generations of Human slaves bred with Orc stock. While fierce and tenacious fighters, they retain a small spark of something more noble in their core, and a Warrior can sometimes get through to them, past the latticework of pain that surrounds their minds.
Wounds: | 6 |
Move: | 4 |
Weapon Skill: | 3 |
Ballistic Skill: | 4+ |
Strength: | 4 |
Toughness: | 4 |
Initiative: | 4 |
Attacks: | 2 |
Gold: | 90 |
Armor: | - |
Damage: | 1D6 |
Special Rules
Twisted Soul
Twisted Soul
The Children of Ugad are wretched creatures that act based on their cruel training and breeding, but who possess a core of free will that the Warriors can attempt to reach. Considering their unfortunate state, any Warrior killing a Child of Ugad loses one Luck token. Instead of attacking a Child of Ugad, a Warrior can attempt to reason with him in an attempt to break the twisted hold that Ugad has over him. To succeed, the Warrior must be adjacent to the target, and pass an Initiative Check (with non-humans suffering a -1). When a Warrior succeeds in finally breaking down the psychological barriers enveloping a Child of Ugad’s mind, roll below:
Children of Ugad Mental Breakthrough Table
1. The malice in the Child of Ugad’s soul is too strong, and takes over the creature’s personality. From this point forward it gains +1 Attacks, although it makes all of its to-hit rolls at -1 in its frenzy.
2. The trauma of the event is too much for the poor creature, and it drops dead before the Warrior’s eyes. The Warrior does not collect any Gold for this Child of Ugad, but they don't lose a Luck token either.
3-4. Its eyes focusing in a newfound clarity, the Child of Ugad flees the scene, ignoring pinning. Remove it from the board section. The Warrior collects Gold for this Child of Ugad.
5. The Child of Ugad turns on its masters, and fights with the Warriors for the remainder of the battle. After the combat, the poor creature vanishes into the darkness of the dungeon. The Warrior collects Gold for this Child of Ugad.
6. The Child of Ugad bonds with the Warrior that freed it. It will stay with the Warriors for the duration of the adventure, fighting alongside them. The Warrior collects Gold for this Child of Ugad.
For result 5 and 6 above, the Warrior who succeeded in breaking through to the Child of Ugad controls it until it is no longer in play. The Child of Ugad moves immediately after the Warrior, and will remain adjacent to the Warrior if at all possible.
Goblin Spider Riders
Though they typically dwell in the forests of the Old World, Tarantalus, the Shaman of the Blackfang Orcs, has lured many Spider Riders into his service.
Goblin | Forest Spider | |
Wounds: | 2 | 4 |
Move: | 4 | 5 |
Weapon Skill: | 2 | 3 |
Ballistic Skill: | 5+ | - |
Strength: | 3 | Special |
Toughness: | 3(6) | 3 |
Initiative: | 2 | 3 |
Attacks: | 1 | 1 |
Gold: | 20 | 60 |
Armor: | - | - |
Damage: | 1D6 | Special |
Special Rules (Goblin Spider Rider)
Rider
Special Rules (Forest Spider)
Web (1D3), Poison, Wallcrawler
Wallcrawler
Some Monsters, such as Giant Spiders and Giant Rats, can climb sheer surfaces effortlessly. These Monsters can move from one level to another in a Multi-Level Room without needing to use the stairs.
This applies to the following Monsters from the Roleplay book:
Giant Rats, Giant Scorpions, Giant Spiders, Gigantic Spiders
This applies to the following Monsters from the Roleplay book:
Giant Rats, Giant Scorpions, Giant Spiders, Gigantic Spiders
Friday, July 8, 2011
Exploration Phase
The Rule as Written states that a Warrior can explore only if there are no Monsters on the board section. I modify this as follows:
- A Warrior can explore through a doorway as long as they are not pinned, and they have not made any Attacks that turn.
Wednesday, July 6, 2011
Door Spikes
To me, the Rule as Written for Door Spikes is somewhat contradictory and confusing. Clarifying them for my WHQ games:
- A figure can spend 1 Movement Point to spike a door shut if they are adjacent to it. Figures on the same side as the Spike can spend 1 Movement Point to remove it.
- Figures (including Monsters) on the other side can only open the door by trying to force it open during the Exploration Phase. Up to 2 figures can try (must be adjacent to the door). A figure must pass a Strength Check to force a spiked door open.
Charnel Caverns
This board section is based on the Cavern Corridor tile from Paizo's Ambush Sites Map Pack.
Charnel Caverns - Special Rules
There are many catacombs sprinkled throughout the World's Edge Mountains where the bones of ancient civilizations were laid to rest. Due to the influence of Chaos in the vicinity, often these brooding caverns become infested with the "restless dead" who rise when they sense the very rare presence of life in their gloomy halls.
Charnel Caverns - Special Rules
There are many catacombs sprinkled throughout the World's Edge Mountains where the bones of ancient civilizations were laid to rest. Due to the influence of Chaos in the vicinity, often these brooding caverns become infested with the "restless dead" who rise when they sense the very rare presence of life in their gloomy halls.
- The Charnel Caverns board section does not trigger an Event when the Warriors enter. Furthermore, it employs special rules for Unexpected Events. Rather than an Event occurring on a roll of 1 in the Power Phase, rolling a 1-5 will result in an undead rising at the end of one of the six chambers in the caverns (determine which chamber randomly). Use the following table to determine which type of undead has risen based on the Power Die roll. Undead will rise in the Power Phase as long as at least 1 Warrior is in this board section.
1. Skeleton
2-3. Zombie
4. Ghoul (do not Break)
5. Wight - While the 6 charnel chambers are the site of rising undead, they also potentially contain great wealth for the Warriors to explore. A Warrior that begins their turn standing in the last square of one of the chambers can search the chamber in the Exploration Phase, providing they performed no other action that turn. They rifle through the ancient chapel tomb for lost riches. Roll 1D6 each time a Warrior searches a chamber in such a manner (each chamber can be searched only once.)
1. Restless Dead! Roll 4 dice. Use the table above to determine the type of undead spawned in the chamber, next to the offending Warrior.
2. The Warrior disturbs some fragile stonework in their rummaging, and tons of ancient walls and ceiling work falls down around them. The Warrior takes 2D6 Wounds.
3. The Warrior spend some time going through some crumbling pottery but discovers nothing of value. They can search the chamber again next turn if desired.
4. The Warrior finds some interesting hieroglyphs inscribed on the walls of a tomb. Pull out an Objective Room Treasure Card. The inscriptions reveal the location of this valuable artifact. Use this as a hook for a future adventure. If this result was already rolled, re-roll.
5. The Warrior uncovers a cache of ancient coins. They can make a standard Gold roll (x20) to determine the value.
6. The Warrior pulls out a valuable relic from under the rubble of a crumbled tomb - take a Treasure Card.
Tuesday, July 5, 2011
Shaman's Den
Paraphrasing the special rules for the Shaman's Den board tile from Lair of the Orc Lord.
Shaman's Den - Special Rules
Shaman's Den - Special Rules
- When the Warriors first enter the room, the strange energy swirling about in the room has the following effect on the Wizard, or any other spellcasters (roll 1D6):
1. While in the Shaman's Den, the Wizard may not cast any spells at all.
2-4. While in the Shaman's Den, the Wizard finds that he cannot cast one of his spells (determine randomly).
5-6. The Wizard is infused with power while in the Shaman's Den, and adds +2 to the Power roll each turn (although rolling a 1 triggers an Unexpected Event as normal). - After resolving the Event in the room, the Warriors may search the Shaman's Den for extra treasure. Reposition the Warriors in the room according to the Search Rules, then roll below:
1. The Warriors find no extra treasure, but make such a racket that they must draw another Event Card, and also put Skabnoze in the room as well as any Monsters from the Card.
2-4. The Warriors find an iron flask chained to the ground, containing a healing potion. Each Warrior can drink a dose, healing 2D6 Wounds.
5-6. Each Warrior finds a glittering Talisman, possibly of Elven design. Once per adventure, a Warrior can use the Talisman to stop a single attack that otherwise would have hit (declare before rolling damage). The Talismans are worth 250 Gold each.
Well of Doom
Inspired by the article "Room for Improvement" in White Dwarf #204, here are my special rules for the Well of Doom Dungeon Room.
Well of Doom - Special Rules
Any Warrior standing in one of the 4 well squares can attempt to pull up the chain to see what is returned from the bottom of the foul well. They must spend their complete turn performing this action. Roll on the table below to determine what happens.
1. After pulling the chain up for a few moments, the Warrior reaches a section that is covered in a corrosive acid. He must pass a Toughness Check or sustain severe burns to their hands, resulting in -1 to all attack rolls, and the inability to cast spells or perform any kind of detailed manipulation, for the remainder of the adventure.
2. The Warrior disturbs "something" lurking deep below the well. He is attacked by 1D6 tentacles that erupt from the grate. The Warrior can attempt to fend off as many tentacles as he has Attacks. To fend off a tentacle, he must make a successful to-hit roll against Weapon Skill 4. Any remaining tentacles strike the Warrior for 1D6+3 Wounds before he can scramble away to safety.
3. The chain dissolves in the Warrior's hands, returning nothing of value in the attempt.
4. 2D6 Giant Spiders swarm out of the grate. After the battle is completed, the Warrior who pulled the chain up finds something at the end, and can take one Treasure Card.
5. The Warrior pulls up a battered Halfling who was being abused and left for dead by the monstrous inhabitants of the dungeon. As thanks for rescuing him, he provides valuable information about the dungeon layout to the Warriors. They can look at the next 1D3 Dungeon Cards in the current stack, reorder them as they wish, and discard one if they wish.
6. Toxic fumes assault the Warrior pulling the chain. He should roll one die for every point of Toughness he has. If any of the dice come up a 6, the Warrior manages to fend off the poisonous assault and complete the task, otherwise he takes 1D6 Wounds without any modifications (poison damage). If the Warrior fails he can try again next turn, making the same Toughness Check described previously. If the Warrior eventually gets the chain all the way up, he discovers an iron pail attached to it, and inside what appear to be 1D6 glittering gold ingots. When he gets these back to a Settlement roll another 1D6. On a 1 or 2 they are nothing more than Fool's Gold. But on a 4 to 6 they are the genuine article and each ingot is worth 3D6x10 Gold.
Well of Doom - Special Rules
Any Warrior standing in one of the 4 well squares can attempt to pull up the chain to see what is returned from the bottom of the foul well. They must spend their complete turn performing this action. Roll on the table below to determine what happens.
1. After pulling the chain up for a few moments, the Warrior reaches a section that is covered in a corrosive acid. He must pass a Toughness Check or sustain severe burns to their hands, resulting in -1 to all attack rolls, and the inability to cast spells or perform any kind of detailed manipulation, for the remainder of the adventure.
2. The Warrior disturbs "something" lurking deep below the well. He is attacked by 1D6 tentacles that erupt from the grate. The Warrior can attempt to fend off as many tentacles as he has Attacks. To fend off a tentacle, he must make a successful to-hit roll against Weapon Skill 4. Any remaining tentacles strike the Warrior for 1D6+3 Wounds before he can scramble away to safety.
3. The chain dissolves in the Warrior's hands, returning nothing of value in the attempt.
4. 2D6 Giant Spiders swarm out of the grate. After the battle is completed, the Warrior who pulled the chain up finds something at the end, and can take one Treasure Card.
5. The Warrior pulls up a battered Halfling who was being abused and left for dead by the monstrous inhabitants of the dungeon. As thanks for rescuing him, he provides valuable information about the dungeon layout to the Warriors. They can look at the next 1D3 Dungeon Cards in the current stack, reorder them as they wish, and discard one if they wish.
6. Toxic fumes assault the Warrior pulling the chain. He should roll one die for every point of Toughness he has. If any of the dice come up a 6, the Warrior manages to fend off the poisonous assault and complete the task, otherwise he takes 1D6 Wounds without any modifications (poison damage). If the Warrior fails he can try again next turn, making the same Toughness Check described previously. If the Warrior eventually gets the chain all the way up, he discovers an iron pail attached to it, and inside what appear to be 1D6 glittering gold ingots. When he gets these back to a Settlement roll another 1D6. On a 1 or 2 they are nothing more than Fool's Gold. But on a 4 to 6 they are the genuine article and each ingot is worth 3D6x10 Gold.
Saturday, July 2, 2011
Warpfire Forge (Quirrik's Laboratory)
I use these special rules whenever the Quirrik's Laboratory Dungeon Card comes up as a normal room in a Dungeon.
Warpfire Forge - Special Rules
Warpfire Forging Table
1. The Warpfire Forge rumbles ominously, and then – catastrophe! Roll on the Warpfire Forge Catastrophe Table below.
2. The Forge flares unexpectedly, consuming and destroying the weapon inserted. Additionally, the Warrior holding the weapon is bathed in Warpstone infused magma and takes 2D6 Wounds. The Warrior should next roll 1D6. On a 1, they acquire a Chaos Attribute (see Chaos Warrior expansion).
3. The Forge makes a disconcerting metallic grinding sound, and goes dead. It has ceased to function and cannot be used any longer.
4. Any magical property that the weapon had is now gone. However, the weapon now glows with as dull, throbbing green color, and does 1D3 extra Wounds each time it deals any normal damage (after deductions) in an Attack.
5. The metal of the weapon is infused with Warpfire, and it manifests in glowing, yellowish-green veins. From now on, the weapon slices through all Armor, ignoring its effects, whenever it hits.
6. The weapon shines with a brilliant green, and can serve as a replacement for the Lantern when wielded, allowing the bearer to explore, and illuminating current and adjacent board sections. It also does an additional 1D6 damage. However, whenever 2 6’s are rolled for damage, instead of doing damage normally, a burst of Warpfire energy strikes the wielder and all models in adjacent squares, doing 2D6 Wounds damage.
Warpfire Forge Catastrophe Table
1-2. The whole apparatus begins the shake violently, and after several seconds of this building up, explodes, sending seething Warpfire and metal shrapnel everywhere. Every model in the room suffers 2D6 Wounds (Poison), and the Forge and the weapon that had been inserted into it are both totally destroyed.
3-4. A spray of molten Warpfire gushes from the furnace, dousing the Warrior for 4D6 Wounds (Poison). After this incident, the Forge shuts down for the remainder of the adventure. The weapon that was inserted is destroyed unless it passes an Item Saving Throw.
5-6. The Forge apparatus begin to glow in a brilliant green light, bathing the chamber. Each Warrior should roll 3D6. For every 1 rolled, they acquire 1 Chaos Attribute. The Forge then returns to normal and can be used again the next turn if desired.
Warpfire Forge - Special Rules
Warpfire Forges are rumored to exist in several dungeons deep under the World’s Edge Mountains. They are the work of Skaven Engineers who have conquered ancient Dwarven forges and have corrupted the advanced metalworking technology of the Dwarfs with their own Chaos-tainted craft. The Warpfire Forge itself consists of a strange amalgamation of tubing, metal tanks and bizarre gadgetry, with a gaping maw of a furnace that seethes with the greenish glow of Warpfire. It is within this orifice that weapons can be inserted to see what affect the whims of Chaos have in store.
- The Warpfire Forge always has 2 Exit Doors, placed on the lower level on either side of the Forge itself.
- The Warpfire Forge will generate an Event on a roll of 1-3 on 1D6.
- The room is saturated in dangerous radiation thrown off by the Warpstone. Each Power Phase, any Warrior in the room must roll 3 dice. For each 1 that comes up, the Warrior loses 1 Wound, and this is considered Poison damage.
- If a Warrior begins their turn standing before the Forge, they can thrust a weapon into it. They must spend the remainder of the turn holding onto the weapon as the Forge performs its work. During this turn, they must roll 6 dice for radiation damage instead of 3. At the end of the turn, roll on the table below to determine the effect. Note that a Warrior Priest or Witch Hunter would never consider dabbling with Chaos in such a manner!
Warpfire Forging Table
1. The Warpfire Forge rumbles ominously, and then – catastrophe! Roll on the Warpfire Forge Catastrophe Table below.
2. The Forge flares unexpectedly, consuming and destroying the weapon inserted. Additionally, the Warrior holding the weapon is bathed in Warpstone infused magma and takes 2D6 Wounds. The Warrior should next roll 1D6. On a 1, they acquire a Chaos Attribute (see Chaos Warrior expansion).
3. The Forge makes a disconcerting metallic grinding sound, and goes dead. It has ceased to function and cannot be used any longer.
4. Any magical property that the weapon had is now gone. However, the weapon now glows with as dull, throbbing green color, and does 1D3 extra Wounds each time it deals any normal damage (after deductions) in an Attack.
5. The metal of the weapon is infused with Warpfire, and it manifests in glowing, yellowish-green veins. From now on, the weapon slices through all Armor, ignoring its effects, whenever it hits.
6. The weapon shines with a brilliant green, and can serve as a replacement for the Lantern when wielded, allowing the bearer to explore, and illuminating current and adjacent board sections. It also does an additional 1D6 damage. However, whenever 2 6’s are rolled for damage, instead of doing damage normally, a burst of Warpfire energy strikes the wielder and all models in adjacent squares, doing 2D6 Wounds damage.
Warpfire Forge Catastrophe Table
1-2. The whole apparatus begins the shake violently, and after several seconds of this building up, explodes, sending seething Warpfire and metal shrapnel everywhere. Every model in the room suffers 2D6 Wounds (Poison), and the Forge and the weapon that had been inserted into it are both totally destroyed.
3-4. A spray of molten Warpfire gushes from the furnace, dousing the Warrior for 4D6 Wounds (Poison). After this incident, the Forge shuts down for the remainder of the adventure. The weapon that was inserted is destroyed unless it passes an Item Saving Throw.
5-6. The Forge apparatus begin to glow in a brilliant green light, bathing the chamber. Each Warrior should roll 3D6. For every 1 rolled, they acquire 1 Chaos Attribute. The Forge then returns to normal and can be used again the next turn if desired.
Friday, July 1, 2011
Flat Footed
E - Flat Footed
The Warriors find themselves unusually out of synch, and everything seems to go wrong for them during this interval. During the next Turn in which Monsters are on the board, the Monster Phase occurs BEFORE the Warrior Phase.
The Warriors find themselves unusually out of synch, and everything seems to go wrong for them during this interval. During the next Turn in which Monsters are on the board, the Monster Phase occurs BEFORE the Warrior Phase.
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