In my Sewer Adventure house rules I create a dungeon by mixing some of the standard Warhammer Quest Dungeon Cards with new cards that represent sewer tile board sections. Here is a set of special rules to apply to the Warhammer Quest Dungeon Rooms when used in a sewer environment.
Smuggler's Base (aka Guard Room)
This room was evidently the base of operations of a smuggler's network. It's all but deserted now, and it looks like there was a battle here some time ago. Dried blood stains cake the floor and are splattered on the walls. The once orderly racks of illicit arms and trade goods now lies trashed on the floor.
Each Warrior can attempt to locate 2 items in the ransacked room. They can choose items from the Armoury, Weaponsmith, Fletcher, or General Store. To see if the Warrior locates an item they are searching for, make a Stock roll using 1D6.
This Room always generates an Event when entered.
Shanty Town (aka Dungeon Cell)
You come upon a dismal stone chamber that is illuminated by several camp fires. Crude tents and lean-to's are scattered about the area, and the wretched denizens of this shanty town greet you with a mixture of trepidation and hospitality.
In the Shanty Town, no Unexpected Event will occur, and the Warriors can relax and get all of their Fatigue Points restored. However, the inhabitants are very suspicious, so no spell casting, healing, or magic-use of any kind is possible here. The Warriors are invited to purchase goods from the makeshift marketplace established by the poverty-stricken and homeless sewer dwellers. Each Warrior can try to make one purchase, in 1D6+Initiative order. Use 1D6 to make the Stock roll. Once an item is determined to be out of stock, no other Warrior may attempt to purchase that item.
Shanty Town Market
Giant Rat Kabobs (1D6)
Stock: 3, Cost: 10 Gold each
While the thought of consuming a Giant Rat would make the least civilized Warrior cringe, this staple of the sewer dwellers is somewhat nutritious. They count as Provisions, but each time a Warrior tries to consume one they must pass a Willpower Check. If they fail, they cannot bring themselves to eat the Kabob this turn.
Rag Garments
Stock: 2, Cost: 10 Gold
These rags allow a Warrior to more easily blend into the surroundings, and reduce any Ambush roll against them by 1. An Imperial Noble or Lord or Aenarion would never wear these filthy rags.
Lime Powder
Stock: 4, Cost: 20 Gold
This strong but harsh soap will cure Glop-Foot.
Sewer Pipe
Stock: 3, Cost: 10
Strength 1 weapon.
Corrugated Metal Shield
Stock: 4, Cost 20
+1 Toughness, destroyed on the first natural 6 rolled for damage.
Skiff and Pole
Stock: 6, Cost: 100
Can be used by the Warriors to traverse flooded areas. Use a Pit of Despair marker to represent the Skiff. It can move 4 squares per turn in water, and one Warrior must be declared the Navigator. The Navigator cannot perform any other actions while on the Skiff, other than use the pole to propel the vessel along. When the Warriors disembark, they can use Rope to keep the Skiff anchored. If they don't, there is a 2 in 6 chance that it is gone when they return.
Reservoir (aka Well of Doom)
Your voices reverberate in the dark, empty cubical of a room. Many pipes of varying sizes jut out of the walls into the room, and in the center of the floor is a large iron drainage grate.
Each Power Phase, roll 2D6. On doubles, the Reservoir quickly fills with a rush of sewer water, tossing around everything in the chamber before receding down the drain. Each Warrior loses a number of Fatigue Points equal to the doubles rolled. After the water recedes, reposition all of the Warriors/Monsters on the board section using the Search Rules.
This room always generates an Event when entered.
Crumbling Room (aka Torture Chamber)
The walls and ceiling of this chamber have calcified and decayed over the centuries, and large chunks fall to the ground at the slightest disturbance.
Each Power Phase, roll 2D6 - one for the vertical axis of the room and one for the horizontal. Determine a square on the 4x4 board section by cross referencing the two dice rolls. Any 5 or 6 rolled negates the result and indicates that there was no crumbling this turn. Place a Falling Block or similar marker in the indicated square. If there is a figure standing there, the figure must pass an Initiative Test or take 1D6 unmodified Wounds. Move the figure to an adjacent square after resolving this. The square now contains a huge pile of fallen, crumbling rubble and is impassible.
A figure can spend their entire Phase attempting to push a block 1 square, requiring a Strength Check. For each additional fallen block in a row being pushed, subtract 1 from the Check.
This room always generates an Event when entered.
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