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.

Blackfang












(Orc Champion from Fenryll Miniatures)

Blackfang is the leader of the Orc tribe bearing his name.  He reached his position of power by embracing the arcane research of the twisted Orc Shaman Tarantalus, otherwise known as the Spider Shaman.  In return for this support, Tarantalus has used Blackfang as somewhat of a guinea pig for his most potent experiments.  As a result, Blackfang is transformed, and possesses powers unique in the Greenskin tribes.  Rival Orc Bosses both respect and fear Blackfang, but a growing number of dissenters criticize what he has done to himself, preaching that it is an abomination against the will or Gork and Mork.

Wounds: 20
Move: 4
Weapon Skill: 4
Ballistic Skill: 4+
Strength: 4
Toughness: 4(6)
Initiative: 3
Attacks: 2(+Bite)
Gold: 690
Armor: -
Damage: 2D6

Special Rules: Venomous Bite, Spider Spawn, Magic Armor (Arachnophobic Plate Mail), Magic Weapon (Death Silk Sword).

Venomous Bite: In addition to his two normal attacks, Blackfang has a third bite attack that inflicts 1D6+5 Wounds.  This is Poison damage.

Spider Spawn: Whenever Blackfang is wounded, there is a chance that his blood and flesh that is splattered onto the floor will spontaneously form into a Giant Spider.  Roll 1D6 whenever he takes Wounds.  If the number rolled is less than the number of Wounds he suffered in the attack, place 1 Giant Spider somewhere adjacent to him.

Arachnophobic Plate Mail: This magical armor causes any who view it to succumb to horrifying visions of spiders ravaging their body.  Anyone in line of sight of Blackfang is subject to Terror, and must make a Terror Check each turn to overcome the effect.

Death Silk Sword: Anyone who sustains Wounds from this weapon must pass an Initiative Check or they become Webbed.

Sunday, July 31, 2011

Trollslayers and Strategic Retreats

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.

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!

Fear and Terror Rules

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.

  • 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.
Reward

  • 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

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.