Showing posts with label dungeon. Show all posts
Showing posts with label dungeon. Show all posts

Saturday, August 20, 2011

Summoning Room

This board section is available to be printed over at the Dungeon of Muggee. I didn't yet read the Quest that this room is intended for, but I thought it would be the perfect place to throw a Deamonic Monster at the Warriors!







The iron bound door opens into a dark chamber with a set of stairs leading up to a large platform. Old Spell components lie on a mat ready for use. The room looks like it has been sealed off for a very long time - no doubt to keep the horror on the platform from leaving!
  • The Summoning Chamber has either one (1-3) or two (4-6) Exit Doors, located somewhere along the far end of the room. The Exit Doors are magically sealed, and can only be opened after the Monster within is defeated.

  • If a Spell-casting Warring moves into the square containing the Spell components, they can take them and gain 1D6 points of extra Power they can keep until used up.

  • Instead of taking an Event Card, the Summoning Room contains Monster(s) that were summoned days, weeks, or perhaps years ago, and have been seething within ever since. Roll below to determine the creature(s) that the Warriors face.

Summoned Monster Table

1. Daemonette
2. 1D3 Fiends of Slaanesh
3. 1D3 Plaguebearers
4. Beast of Nurgle
5. 1D3 Bloodletters
6. Flamer of Tzeentch


Wednesday, August 17, 2011

Sewer Rooms

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.

Tuesday, August 9, 2011

Forgotten Chamber

This is another Dungeon Room adapted from the Dark Crypts - Chambers dungeon tile set by Lord Zsezse Works.









Exit Doors

The Forgotten Chamber does not have any Exit Doors!  Take the Dungeon Cards from the current stack and distribute them atop all of the other Dungeon Card stacks on the board, dividing them equally and placing them from the bottom of the stack to the top.  If there are no other active stacks of Dungeon Cards on the board, then the Warriors have reached a dead end and will need to search for Hidden Passages if they hope to continue the Quest!

Events

The isolated and desolate Chamber is long forgotten among the dungeon inhabitants.  It does not trigger an Event when entered.  Furthermore, when a 1 is rolled in the Power Phase, roll another 1D6.  An Unexpected Event occurs only if this second roll comes up a 1 or 2.

Monday, August 8, 2011

Sarcophagus Chamber

This room was created based on the beautiful dungeon tiles in the Dark Crypts Chambers set by Lord Zsezse Works.  Lord Zsezse produces some of the most spectacular tiles I've ever seen, rivaling the board sections that were created for WHQ itself.


Exit Doors

The Chamber contains one Exit, placed where the light is shining through the bars.  A Warrior needs to pass a Strength Check when adjacent to the bars to bend them apart and allow Exploration beyond.  The Warrior must spend their entire Warrior Phase in the attempt.

Events

The room will trigger an Event on a 1-3 of a 1D6 roll.

Examining the Sarcophagi

Any Warrior standing in a square that contain a closed sarcophagus can attempt to open it by spending their entire Warrior Phase there and passing a Strength Check.  Roll on the Closed Sarcophagus Table each time one is opened.

The open sarcophagus can be examined by moving into any square it occupies.  The first time that a Warrior enters such a square, roll on the Open Sarcophagus Table.

Closed Sarcophagus Table

1. After much straining, whatever was keeping the lid shut finally gives, but the force pushes the stone lid to the ground, shattering it with a terrific crash.  Draw an Event Card and re-roll on this table, re-rolling any 1's.  Any treasure must be collected after resolving the Event.
2. When the lid slides open, a burst of stale crypt dust envelopes you.  Pass a Toughness Check, or roll on the Crypt Dust Table below to determine the effects.  Inside is nothing more than a dessicated, ancient skeleton.
3. The skeletal remains of a warrior from some long lost realm is revealed.  Roll on the Arms and Armor Table below to determine what's salvageable.
4. Upon opening the sarcophagus, you sense the immediate presence of a malignant spirit, but there is also a potentially great reward within.  If you choose to attempt to overcome the entity and claim the reward, roll a Willpower Check as you struggle against its spiritual assault.  A failure indicates that the spirit has succeeded in cursing you for the remainder of the adventure, roll on the Curse Table below.  After the conflict, you search inside the coffin and find a Treasure Card.  You can take the treasure as long as you weren't turned into a toad!
5. Inside, among the remains, you discover some ancient jewelry worth 5D6x10 Gold.
6. Inside, amidst the dusty bones, you salvage a Treasure Card.

Open Sarcophagus Table

1. A Ghost drifts from the coffin, and attacks.
2. A Wight rises from the coffin, and attacks.
3. A Skeleton rises from the coffin, and attacks.
4. A mold-infested skeleton of an ancient Dwarf warrior lies within.  You can examine inside, but must first roll on the Mold Table below.  Inside is a Great Axe (like the Dwarf's) inscribed with 1D3 Runes (roll on Dwarf Guildmasters Table to determine which Runes).
5. A pile of dust is all that remains of the one buried here ... that, and his arms and armor.  Roll twice on the Arms and Armor Table below.
6. A bone white skeleton lies in a strangely regal manner within.  The strange thing about the remains is the skeletal left hand, which is made of pure gold!  A Warrior removing the hand could sell it in a Settlement for 500 Gold, but the GM might very well have some more interesting ideas in mind for this artifact ...

Crypt Dust Table

1. The dust is extremely toxic, and the breath that you took to inhale it was your last!  The Warrior is killed.
2. The dust ravages your lungs with searing pain.  You take 2D6 Wounds, modified for Toughness only, and are at -1 Toughness for the rest of the adventure.
3. The dust contains microscopic flecks of Warpstone, causing a random mutation!  Roll on the Chaos Warrior's Mutation table.
4. The dust severely irritates your eyes.  You are at -1 on all to-hit rolls for the remainder of the adventure, unless you encounter the Fountain of Light, which you can use to cleanse your eyes.
5. Falling on your knees, you lapse into a coughing fit that lasts 1D6 turns.
6. The dust smells strangely sweet, and grants you a premonition of the future!  You can look at the next Event Card coming up in the deck.

Mold Table

1. The mold spores explode in a lethal cloud.  Any Warrior in any of this crypt's squares must pass a Toughness Check or die.
2. The mold is highly corrosive and burns your hands as you examine the interior of the coffin.  Take 2 Wounds, and suffer -1 on all to-hit rolls for the remainder of the adventure.
3. The sickly and slimy brown growth is so vile that you must pass a Willpower Check of you cannot examine this sarcophagus any further due to revulsion.
4. You think you spot something of value, but to get to it you need to spend 1D6 turns scraping away the thick layers of rock hard, reddish mold caked inside.
5. A loathsome green and purple fungus has spread throughout the interior of the sarcophagus, and anything of value that was within is rendered worthless.
6. Roll an Initiative Check.  If you succeed, you recognize the cakes of white mold as Under Bread, a nutritious food source.  There is enough for 1D6 Provisions, that don't spoil after the adventure.

Arms and Armor Table

1. A Sword.
2. A Shield.
3. A Broadsword.
4. Chainmail Armor.
5. A Battle-axe.
6. Plate Mail (Dwarf only).

Curse Table

Except for result 1, these effects last for the remainder of the adventure.

1. Toad!  You are transformed into a toad.  M6, W1, T1, no attacks, never pinned.  If you make it out alive, your companions can take you to a Settlement Healer to try and have this reversed.
2. Rats love you!  Whenever an Unexpected Event occurs place 1D3 Giant Rats next to your figure as well.
3. Erratic Movement!  Each turn roll 1D6.  On a 1, you move in a random direction (1-4) for your maximum Movement, if possible.  Must roll to escape pinning like normal.
4. Foul Stench!  Any Warrior seeking to move adjacent to you must pass a Willpower Check or their Movement ends.
5. Poverty!  Each time you gain any Gold roll 1D6.  On a 1-3 you don't gain the Gold.
6. Butterfingers!  Each time you use a piece of Equipment, Treasure, or weapon, roll 1D6.  On a 1 you drop the item and must spend the rest of the turn picking it up.

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.

Wednesday, July 6, 2011

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.

  • 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.
You might find this room a bit difficult to manage in a game. The continuously spawning undead make it hard to leave the room since the Barbarian cannot Explore through the doorway while there are Monsters on the board section. I use a modified Exploration Phase house rule, so the mechanics here work more seamlessly in my games.

    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










    • 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.

    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 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.

    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.

    Sunday, May 29, 2011

    Bridge of Despair

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

    Bridge of Despair - Special Rules
















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

    Cross-Roads of Doom

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

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

    Cross-Roads of Doom - Special Rules













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

    Into the Dark

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

    Into the Dark - Special Rules









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

    Dead End

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

    Dead End - Special Rules









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


    Flames of Khazla

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

    Flames of Khazla - Special Rules









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

    Chasm of Despair

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

    Chasm of Despair - Special Rules







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

    Black Dais Chamber (Dread King's Throne Room)

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

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

    Black Dais Chamber - Special Rules










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

      Sunday, May 22, 2011

      Idol Chamber

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

      Idol Chamber - Special Rules









      Exits
      The Warriors always enter the Idol Chamber from the lower level.

      Events
      The Idol Chamber always triggers an Event.

      Multi-Level Room
      The Idol Chamber follows all the rules for Multi-Level Rooms.

      The Idol
      Roll 1d6 to determine which pantheon the idol's subject represents, then roll on the appropriate sub-table:
          1-2. Humanoid Gods  
          3-4. Dark Gods  
          5-6. Chaos Gods

      Humanoid Gods Table
      1. Asuryan - Any Elf Warrior gains +1 Toughness while in this room.
      2. Khaine - Any Elf Warriors gains +1 Damage die while in this room. Additionally, they will refuse to engage in ranged attacks. Finally, if they roll a 6 on their to-hit roll, instead of rolling damage, the blood lust of Khaine overcomes them and they slash about wildly in bloodlust, dealing 1 damage to every adjacent creature, unmodified.  
      3. Grungni - Any Dwarf Warrior gains +1 Toughness while next to the idol, and even subtracts 1 from damage that typically ignores Toughness.  
      4. Hashut - A Dwarf Warrior will claim any Treasure found in the room as their own. If a Treasure Card is going to a different Warrior, the Dwarf should roll 1D6. On a 4, 5 or 6 they succeed in intimidating the other Warrior into letting them claim the Treasure.  
      5. Taal and Rhya - Each Warrior finds that the number of Provisions they are carrying have doubled, once per advanture only.
      6. Sigmar - Warrior Priests, or any other Warrior types that explicitly follow Sigmar, find their power doubled (two blessings, double healing, etc.) while in the room.  
        
      Dark Gods Table
      1. Gork and Mork - Any Orcs, Goblins, or Snotlings in this room gain +1 to their attack and damage rolls.  
      2. The Great Spider - After entering the room, all Warriors are webbed. This happens every time they re-enter the room, not just once per adventure.  
      3. The Horned Rat - Each Monster Phase, roll 1D6. On a 1 or 2, 1D3 Giant Rats erupt from below the base of the idol.  
      4. Nagash - Any Undead in the room Regenerate an extra 1D6 each turn.  
      5. Khaine - see above.  
      6. Hashut - see above.  
        
      Chaos Gods Table
      1. Nurgle - Every Power Phase, each Warrior in this room must make a Toughness Test. If they fail, the entropic force of Nugle causes them to lose 1 Wound.  
      2. Khorne - Monsters in this room gain +1 Attacks.  
      3. Slaanesh - Any Warrior that fails a Willpower Test cannot control the unwholesome thoughts that the idol provokes within them. The distraction results in a -1 to all attack rolls while in this room, and the inability for Spellcasters to cast spells.  
      4. Tzeench - Each Warrior in this room must make a Willpower Test after deciding what they want to do during their Warrior Phase. If they fail the Test, the influence of the Lord of Change causes them to take a different course of action. If they were going to move one direction, they move in the opposite direction. If they were going to stand and fight, they instead Move their full Movement rate (must roll to escape Pinning if Pinned).  
      5. Hashut - see above.  
      6. Horned Rat - see above.

      Sewer

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

      Sewer - Special Rules










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

        Tuesday, May 17, 2011

        Orc Den (Gorgut's Lair)

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

        Orc Den - Special Rules










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

        • As stated in the Lair of the Orc Lord rule book, if a Warrior rolls a 1 in their attack roll if they are standing adjacent to the Spiked Pit, something bad happens.  I modify the rule to include the Monsters, and also incorporate Initiative into the equation.  If a 1 is rolled by a Warrior or Monster standing adjacent to the Spiked Pit, roll 1d6 and add their Initiative, consulting the table below:
          3-4. The figure wheels their arms around attempting to maintain balance as they hopelessly pitch to one side, and fall directly into the fiery depths below, and to their demise.
          5-6. The figure grasps the edge of the pit, taking 1d6 Wounds from the fire below.  If they survive, they spend the entire next Warrior Phase hanging on for dear life, but at the end of that Phase they make to an empty entrance square.  If no empty entrance square is available, they dangle there for the entire turn, but can act normally next turn.
          7-8. The figure loses their footing, but catches themselves, avoiding harm but wasting the remainder of their turn.
          9+. The figure maintains solid footing and avoids calamity, this time.