Showing posts with label sewer. Show all posts
Showing posts with label sewer. Show all posts

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.

Sunday, August 14, 2011

Sewer Events

I will be using these new Dungeon Events for my Sewer-based adventures.

1D6 Giant Frogs (x2)

1D3 Crocodiles (x2)

Wave of Sewage
You hear an ominous roar getting closer and closer. Suddenly, the entire chamber is flooded with a surging wave of raw sewage, sweeping over everything in its path!
Determine a random direction for the wave - it will always come from one of the doorways in the current board section. Each figure on the board section is pushed in the direction of the wave for 2D6 squares, losing 1 Fatigue Point per square. Warriors that are pushed a square when they are at zero Fatigue Points begin to drown in the churning filth and lose 1 Wound per square. If a figure is blocked and unable to move further, they lose 1 Wound for each square they are unable to move, as the wave batters them relentlessly.

Sewer Pig
The party is adopted by a quite large pig that somehow found its way into the sewer system.
The pig squeals with delight at seeing its new companions, and it follows the Warriors around, moving after them (Movement 4) during the Warrior Phase.  It will try to remain just out of range of the Warriors but close enough to be a nuisance.  It is so loud that it causes an Unexpected Event on a roll of 1 or 2 during the Power Phase.  The Warriors can attack the pig - any hit will kill it.  But it is so accustomed to the environment that it effectively has Dodge 4+ and Magic Resistance 4+.  Each time it evades an attack, it squeals so loudly that if a 1 or 2 is rolled in the Power Phase next turn, two Event Cards are drawn instead of one.  Monsters ignore it as not a threat.  If the pig survives to the end of the adventure, the Warriors discover that it is actually a prize sow, and its grateful owner rewards them with 2D6x50 Gold to divide among them.

Razor Fish
You feel a sudden and sharp pain rip at your submerged ankles and calves.
The Razor Fish are drawn to blood, so each Wounded Warrior who is in a Sewer Tunnel board section must roll a number of dice equal to the number of Wounds they have currently lost. If any of the dice come up 1, they lose an additional Wound in the attack.

Sewer Gasses
A brilliant fireball suddenly surrounds the Leader, as the flame of the Lantern ignites a concentrated area of highly flammable sewer gas!
The Warrior with the Lantern takes 1D6 unmodified Wounds as the exposed flame flares up in a deadly fireball, and anyone adjacent to him takes 1D6 Wounds modified for Toughness.  All Warriors that fail a Toughness Check are knocked unconscious by breathing the gas. They can try to pass a Toughness Check at the start of every future turn to recover.

Sewer Urchin
In the distance you see the form of a small child peeking around a corner.  The poor kid is obviously lost in the sewers, who knows for how long!  However, he is very skittish of strangers and keeps his distance.
Place a mini to represent the lost child.  Put him as far away from the Warriors as possible while still being in visual range.  Each turn he moves in the Warrior Phase, after everyone else has moved, and with a Movement of 4 attempts to keep as far away as possible but still within the light of the Lantern.  Monsters will ignore the child as he is not a threat.  If a Warrior happens to end their turn adjacent to him, roll below:
1. The Urchin manages to deftly steal 1D6x20 Gold from the Warrior and slips away 4 squares.
2. The Urchin screams loudly, draw an Event Card, and then slips away 4 squares.
3. The Warrior makes brief eye contact, but the Urchin slips away 4 squares.  Add +1 to future rolls on this table for this Warrior.
4. The Warrior struggles with the Urchin, keeping hold of the squirming child.  The Warrior can spend their next turn trying to calm the boy down.  At that time, roll again at +1 on this table.
5. The Warrior manages to calm the child down, and he quietly tags along behind the Warriors.  When the adventure is over, he follows them out of the sewers and slips away into the streets.  The Warrior who rescued the child gains 1 Luck Token.
6. The Warrior calms the child as in 5 above.  At the end of the adventure, the boy leads the Warriors to his home.  There the Warrior is offered a reward, make a Gold roll at x20.

Sewer Fever
You begin to feel the onset of a powerful sickness creep into your bones.
For the remainder of the adventure, a random Warrior is -1 on two of their stats, player's choice.

Putrid Waters
Continued exposure to the filthy wastes in the sewer have caused the Warriors' perishables to spoil.
Each Warrior must discard 1D6 Provisions, Bandages, food items, or any other perishable items of their choice. The Warrior decides how many of each item to discard.

Glop-foot
You feel a nagging itch and soreness develop in your foot. It grows stronger and stronger, hampering your ability to walk.
A random Warrior has contracted Glop-foot - a painful condition caused by constant marching in soggy boots. The Warrior's Movement is reduced by 1 for the remainder of the adventure.

Dysentery
You feel your inside start to churn, and your head reels. Unless you can get away from the others quickly you will find yourself in a very embarrassing position!
A random Warrior is infested with Dysentery, and must spend the next turn moving as far away from the other Warriors as possible, ignoring Pinning. During the following turn he can do nothing (you can imagine what's happening during that turn!) For the remainder of the adventure the Warrior operates at -1 Toughness, and the experience was so distressful that he loses 1 Starting Wound permanently.

Water Seepage
You notice that the wet conditions of the sewer have caused irreparable damage to some of your more  fragile items.
Each Warrior must roll 1D6 for any paper item he carries, such as a scroll. On a 1-3, the seepage has rendered the item useless, discard it.

Slashed Throat
There is a dark form sticking up from a puddle in the corner.  As you examine the scene, you roll over a bloated corpse with its throat cleanly slit.  You recognize the victim as someone from the Settlement who was rumored to the in thick with the Thieves' Guild.
Armed with this information, the Warriors can use it to re-roll any singly roll in the Settlement when dealing with any thug, thief, or other member of the underworld.  This benefit is valid only during the next visit to a Settlement.

The following Event Cards should also be included in the "Sewer Event Deck":

2D6 Giant Bats
Carnivorous Flies
Falling Block
2D6 Giant Spiders
Spore Fungus
Old Bones
Dead Body
Spider's Lair
2D6 Giant Rats
Acid Slime

Saturday, August 13, 2011

Sewer Adventures

Presented here are a set of rules for running adventures in the sewer systems under the Towns and Cities of the Old World.  I'm basing these rules on the Skeleton Key Games "Sewer Tunnels" tile set, but you should be able to adopt any sewer tiles to these rules.

Building the Dungeon Deck

Sewer adventures use a combination of the standard Dungeon Cards from Warhammer Quest, and the Skeleton Key Games “Sewer Tunnels” tiles.
This method uses Sewer Tunnel tiles ST1 through ST26, so you will need some way to represent these as cards.  I suggest using spare Event or Treasure Cards, and somehow marking the tile number on the front of the card.  These cards will be mixed with some standard Warhammer Quest Dungeon Cards.  The fact that the Sewer Tunnel cards have different backs is a plus, because, as you lay out the Dungeon, you'll need to know whether the next room is a Sewer Tunnel or a Dungeon Room.

Mix 11 random "Sewer Cards" with the following Dungeon Cards from WHQ: Collapsed Passage, Well of Doom, Torture Chamber, Guard Room and the Dungeon Cell.  These rooms represent raised areas in the sewers.  Shuffle the Objective Room into the bottom 8 cards of the deck.  Special rules to use the Dungeon Rooms in a sewer adventure are presented in another post.

Events

Unless otherwise specified in a Quest’s Special Rules, Sewer Tunnel board sections do not trigger Events when a Warrior moves into them.

Exploring the Sewers

The Sewers are a twisting maze of tunnels, and are not connected to each other via doorways like normal WHQ tiles.

  • There is always a chance that a doorway exists along one of the walls of the sewer tunnels.  The doorway might lead to another sewer tunnel, or a dungeon room.  When a Sewer Tunnel board section is placed (unless it is the 4-way intersection) roll 1D6.  On a roll of 1, the tunnel contains an extra doorway.  Roll to determine which wall contains the doorway.
  • After resolving whether or not the Sewer Tunnel contains an extra doorway, it is time to divide the Dungeon Deck, if required.  Divide the Deck as you normally would if the Sewer Tunnel contains more than one exit.
  • The last step is to complete the tunnels exit(s) leading out of the board section.  Observe the back of the Dungeon Card for each Sewer Tunnel exit leading out.  If the Card is a normal WHQ Dungeon Card, place a doorway at that exit like normal.  However, if it is a Sewer Card, turn the card over right away and place the resulting board section immediately, without a doorway connecting it.  This represents the Sewer Tunnels continuing in a long, maze-like network.
Swimming

The green squares in the Sewer Tunnels are filled with deep sewer water.  If a Warrior wishes to enter a flooded square, they must use the Swimming Rules.  Monsters can pass through these squares for a cost of 2 Movement Points.

Sewage Pipes

During each Power Phase that a Warrior is on a board section containing a sewer pipe, there is a chance that the pipe will produce a gushing wave of sewage that can push all figures on the board section back with its tremendous force.
  • Roll a 1D6 in the Power Phase if the Warriors are in a Sewer Tunnel that contains sewage pipes..  If there is one pipe in the room, it gushes a wave of sewage on a roll of 1.  If there are two pipes, the first pipe gushes on a roll of 1, and the second one on a roll of 2.  Continue the pattern for rooms with 3 or 4 pipes.
  • When a pipe gushes sewage, each figure on the board must pass a Strength Check, or they are pushed 1D6 squares in the direction of the wave (a Warrior can choose to forgo the Strength Check if they wish to ride the wave voluntarily).  For each square pushed, a Warrior loses 1 Fatigue Point.  For each square pushed when a Warrior is at zero Fatigue Points, they lose 1D3 Wounds as they begin to drown and swallow the filthy water.
Bridges

The bridges across the sewers are extremely slimy and hazardous.  Each square moved requires the Warrior to pass an Initiative Check.  Failure indicates the Warrior falls off the bridge, determine the direction randomly.  Remember that entering a water square counts as Swimming.

Iron Gates

Some sewer tunnels are blocked with old, rusty iron gates.  A Warrior adjacent to such a gate can spend their entire Warrior Phase attempting to bend/break the old bars.  This requires a Strength Check.

Ladders

The iron ladders lead to additional exit points for the Warriors to leave/re-enter the sewers if they wish.  To access an exit, a Warrior must first pass an Initiative Check to climb up the slimy ladder.  Failure indicates that they fall and take 1D6 Wounds unmodified, ending their turn.  Once a Warrior makes it to the top, they must try and open the old, rusted manhole cover.  This requires a Strength Check, and there is only one opportunity per exit.  Failure indicates that the exit is so tightly sealed that it is impossible to open.

That wraps up the general rules for setting up and running an adventure in the slimy, dank sewers of the Old World.  Future posts will provide Special Rules for the Dungeon Rooms, and Special Events to use for sewer-based adventures.