DUNGEON EVENTS
THE
OLD WORLD
1 NOTHING HAPPENS
2 CAVE IN
As the Warrior's
enter this area of the dungeon, the ceiling starts to shudder and
the roof caves in. Place the cave-in marker in the board section
at the end of the Warriors' Phase. All exits apart from the one
where the Warriors entered are now blocked. Any Warrior's still
on this board section at then end of next turn are crushed by falling
rubble and are killed. Warriors attempting to escape are not subject
to the rules of pinning whilst in this room. This room is now impassable
and may not be re-entered as normal. Instead, the Warriors may try
to dig a way through as described in White Dwarf 192. If
the Warriors succeed, the cave in has been cleared, and the room
may now be re-entered.
3 DWARF
PROSPECTOR
Slumped against the
wall the Warriors find a dying Dwarf prospector. At the Warriors
approach, he tries to rise, but then slides back down the wall.
He hands the Warriors a key, and with a dying breath says, "This
is the key to the portcullis. Without it you will never get through.
4 SCORPION
SWARM
A scuttling mass
of stinging, biting scorpions emerges from the darkness and engulfs
one of the Warriors. There are 2D6 + 4 scorpions in the swarm. Roll
your Warrior's normal damage for the attack (he does not need to
roll to hit). The number rolled is the number of scorpions your
Warrior manages to kill for 10 gold each. The number remaining each
inflict 1 Wound, with no modifiers for Toughness or armour.
5 POISON
DART
With a faint click,
a dart shoots from the wall and embeds itself in a random Warrior's
leg. He suffers 1D6 Wounds with no modifiers for Toughness or armour.
Now roll another D6. On a score of 1, 2 or 3, the dart was poison,
and it has got into the Warrior's system. While poisoned, the Warrior's
Strength is reduced by -1 for the rest of the adventure, or until
he drinks a Healing potion.
6 LOST
After wandering around
the dungeon for what seems like an eternity, the Warriors deduce
that they can only be lost. Take another 1D6 Dungeon cards and put
them on top of the Dungeon deck.
7 LOST
GOLD
A random Warrior
realises that his backpack has a small hole in it and he has lost
1D6 x 200 gold.
8 IMPERIAL
KNIGHT
The Warriors meet
an Imperial Knight Panther on a quest. He warns them about hideous
Monsters that lurk nearby. For the next battle, the Warriors have
the Ambush ability. If the Monsters also have Ambush,
then it is cancelled out, otherwise the Warriors get to make an
extra attack before their usual attacks.
9 SPIKED
PIT
A random Warrior
tumbles head first into a pit. He takes 4D6 Wounds as he lands at
the bottom with a thud, impaling himself on the sharpened pits at
the bottom. He may only escape from the pit if he, or another Warrior
has a rope, or a Levitate spell is cast on him. Otherwise, he must
spend the rest of his days at the bottom of the pit.
10 PRISONERS
Three prisoners emerge
from the shadows and run towards the Warriors. They explain that
they managed to escape their captors, and now seek protection, and
safe passage from the dungeon. If the Warriors let them join the
party, they hide in the shadows during combat. At the next Settlement
the Warriors visit, roll 1D6:
1 The prisoners
are rich merchants, and report straight to the Captain of the Guard
about their kidnap. Unfortunately, it is the Warriors who have been
reported. Each Warrior must pay 1D6 x 100 gold to 'convince' the
guards that they are innocent.
2-6 The
prisoners are rich merchants, and due to the kindness of the Warriors,
rewards each one with 2D6 x 100 gold.
11 NOTHING
HAPPENS
12 SNOTLING
A small figure runs
out of the darkness and weaves his way around the Warriors' feet.
They recognise it as a Snotling, who screams a warning to any Monsters
who might be nearby.
While the Snotling
is with the Warriors, every time an Unexpected Event reveals Monsters,
the Snotling cries out, alerting the Monsters to the Warriors presence.
The Monsters now have the Ambush ability, or if they already
have it, gain an extra attack each for their first turn. At the
end of each turn, roll 1D6. On a score of 1, the Snotling runs off
into the darkness. The Warriors may kill the Snotling immediately,
but when he dies his death scream echoes around the dungeon. Roll
once on the Monster Table one level higher than the Warriors' to
determine what Monsters arrive to investigate.
13 DEAD
BODY
The Warriors find
a dead body lying in the middle of the floor. Clutched in its hands
is a small leather bag. A Warrior may take the bag, in which case
roll 1D6:
1 Poison
Gas! A trap is sprung. Every model on this board section takes 1D6
Wounds with no modifiers for Toughness or Armour. The bag is empty.
2-5 The
bag contains 1D6 x 50 gold.
6 The bag
is a magical "bag of carrying". The Warrior who receives it can
use it to store one item of equipment. This bag, and the item in
it do not count towards a Warrior's total Treasure items when determining
who receives a new one.
14 CHANGE
OF PLAN
A cloaked stooped
figure slinks into view, keeping to the shadows and moving with
an eerie silence. He approaches the Warriors while looking around
him for Monsters, and whispers "I bring important news. Your quest
must be immediately abandoned, as the King is in greater danger
than you could ever imagine. If you return now, you will each be
given 750 gold for your troubles." If the Warriors abandon their
quest, they must return as normal to the beginning of the dungeon
entrance. When the Warriors reach the next Settlement, roll 1D6:
1-3 The
stranger lied, and the King is perfectly safe. If the Warriors abandoned
their mission, each one must lose 1D6 x 100 gold as he tries to
make amends for his shame at failure.
4-6 The
stranger was telling the truth. If the Warriors abandoned their
mission, they are each given 750 gold for their loyalty. Otherwise,
if they continued onwards, at the next Settlement they are refused
entry, and must either travel on to the next Settlement, or begin
the next adventure.
15 LANTERN
GOES OUT
A sudden breeze blows
out the lantern. Unless the Warriors have another source of light
they are in darkness! While in darkness, the Warriors may do nothing
each turn while they try to relight the lantern. At the beginning
of each turn, roll 1D6. On a score of 5 or 6 the lantern comes back
on, and the Warriors may continue their journey. If the Warriors
have to fight Monsters in the pitch black, then all their To Hit
rolls are at -2.
16 TRIP
OVER
A random Warrior
loses his footing on the flagstones, and trips over. Unfortunately,
he has sprained his ankle. For the rest of the adventure he is at
-1 Move.
17 DEJA
VU
The Warriors seem
to think that their surroundings look similar to those encountered
before. Roll 1D6:
1-3 They
are correct, as they have been going around in circles! Place the
Warriors back on the board section where they started. They must
continue on from there.
4-6 Although
the surroundings do look the same, the Warriors are indeed on the
right track.
18 WRONG
DUNGEON
The Warriors suddenly
realise that they might be in the wrong dungeon. They have had no
signs yet that they are in the correct one, and the layout seems
different than the one described to them. Draw another Objective
Room Dungeon Card from the pile and shuffle it into the last six
cards of the Dungeon deck. If the Warriors come across this room
first, then they have entered the wrong dungeon. Although they may
fight a battle in the Objective Room and receive Treasure for it,
they may not claim the reward for finishing the dungeon. If the
Objective Room is the correct one, then the Warriors may claim the
reward as usual.
19 FOOTPRINTS
The Warriors spot
some footprints in the dust that lead to a blank section of the
floor. If they investigate roll 1D6:
1 A random
Warrior activates a trap! A huge spiked metal ball swings out of
the ceiling and slams into the Warrior. He suffers 2D6 Wounds with
no modifiers for Toughness or armour.
2-5 The
Warriors find nothing.
6 The Warriors
find a concealed door in the wall. Take 1D6 extra Dungeon cards
and put them face down next to the wall. Now take an Objective Room
card and place it on the bottom of the pile. The Warriors may explore
this new section of the dungeon as normal. When they reach the Objective
Room, roll on the Objective Room Monster Table. If all the Monsters
are killed, each Warrior receives 1000 gold each instead of an Objective
Room Treasure Card.
20 PIT
A huge pit suddenly
opens up in front of the Warriors. Place a Pit of Despair counter
in the middle of the room, or corridor. Roll two dice for each Warrior.
If anyone scores a double 1 they have fallen into the bottomless
pit to their doom. Otherwise, place each Warrior on the side of
the pit. If the pit blocks a room, or a corridor section, the Warriors
may attempt to search for Hidden Passages as described in White
Dwarf 189. If they find one, place the remaining Dungeon cards
behind the new door and continue the adventure from there. If the
pit separates the Warriors, each group must find a secret passage,
then place the board section to try and connect the two doors.
21 COAST
IS CLEAR?
The Warrior carrying
the lantern creeps up to the corner of the archway and looks cautiously
around. Seeing that the coast is clear, he turns back at the other
Warriors and beckons for them to follow him. As soon as he looks
back again, he sees the slavering face of a <Roll on the Monster
Table>. Fortunately there is just 1 of these beasts. If it is
killed, do not take a Treasure Card.
22 NOTHING
HAPPENS
23 POUCH
The Warriors find
a small pouch off to the side of the room. If they decide to open
it roll 1D6:
1 As soon
as a random Warrior opens the bag, red gas escapes from the opening,
affecting the Warrior. He loses 1D3 Permanent Wounds, and 1 Toughness
for the rest of the adventure, until he reaches a Settlement.
2 One Warrior
finds 1D6 x 50 gold.
3 One Warrior
finds 1D6 x100 gold.
4 Each
Warrior finds 1D6 x 50 gold.
5 Each
Warrior finds 1D6 x 100 gold.
6 One Warrior
finds a Treasure Card.
24 RUNES
The Warriors notice
that, inscribed on the wall, are strange runes. Roll 1D6 for each
Warrior. On a 5, or a 6 that Warrior understands the runes, and
explains that they reveal how to open a secret alcove in the wall
that contains great riches. If anyone understands the runes, each
Warrior may take 1 Treasure Card, but roll twice on the Monster
Table to see what arrives to rescue it's Treasure.
25 WAVE
OF MAGIC
The Warriors suddenly
experience a strange sensation, as if their surroundings had suddenly
changed. Shuffle the remaining dungeon cards from any passages not
explored yet and replace them. These passages have now been altered,
and could result in the Objective Room being much closer than before,
or further away.
26 WIZENED
OLD MAN
A small wizened old
man with white hair, and a flowing white beard approaches your Warriors.
"Hello to you sirs. Would you help an old man to find his spectacles?
I need them to study this map." He waves a map in front of your
Warriors' noses. The Warriors may refuse to help the old man in
which case he walks off with a huff. Otherwise, if the Warriors
decide to help him roll 1D6:
1-2 The
old man is actually a Thief in disguise. While the Warriors are
looking for his spectacles, he backstabs 2 of them. Each stabbed
Warrior loses 4 Wounds, with no modifiers whatsoever.
3-4 The
Warriors find his spectacles and put them back on his face. "Thankyou
very much" he says. "By the way, the room up ahead is supposed to
contain a Treasure trove." The next room the Warriors enter, after
killing all of the Monsters present, they may take an extra Treasure
Card.
5-6 After
finding his spectacles, the Warriors turn to leave. "Don't be in
such a rush" the old man exclaims. "I have something for your kindness."
He reaches into his robes and extracts 1D3 parchment scrolls. Each
one contains a random spell for the spellcaster in the party. This
spell may be cast once only at a cost of zero power.
Roll 1D6. On a score
of 1, 2 or 3 draw another Event card immediately.
27 GAS
MASS
A swirling mass of
purple gas twirls around in front of the Warriors. Strange sounds
can be heard emanating from the centre, as if there were people
on the other side. Each Warrior must roll 1D6 if he decides to step
through it:
1 A fierce
pain courses through the Warriors veins. He automatically loses
(1D6 + Battle Level) Wounds with no modifiers. The Warrior emerges
on the other side, just metres in front of the other Warriors. Place
him 2 squares away.
2 The Warrior
jumps through the gas...and hits his head. Unfortunately, the gas
was in front of a wall, and your Warrior loses 1D6+1 Wounds, only
modified for Toughness unless the Warrior has a helmet.
3 The Warrior
steps through the gas. The Warrior seems to recognise his surroundings,
and with just cause. The Warrior has appeared back at the entrance
to the Dungeon. Place the Warrior back on the board section where
he started. If he has the lantern, the other Warriors must wait
for him unless they have an alternate light source. Otherwise, if
the other Warriors have the lantern, the teleported Warrior can
make his way back to them - he has already traversed this part of
the dungeon, and remembers it's layout.
4 The Warrior
steps through the gas, but nothing happens. It appears to be just
an illusion.
5-6 The
Warrior steps through the swirling mist. Instantly he is transported
to the next City, leaving his fellow Warriors alone. If he had the
lantern, fortunately he remembered to hand it to another Warrior
before entering.
The gas stays here
for the duration of the adventure, and the Warriors may step through
at any time.
28 NATURAL
LIGHT
This walls of the
dungeon have small stones embedded in them, emitting a strange green
light. This board section and 1D6 adjacent board sections are lit,
and the Warriors may explore them on their own.
29 STONE
PILLARS
Stone pillars suddenly
shoot up from the floor and slam into the ceiling. Roll 1D6 for
the number of pillars, and randomly determine their position one
at a time. If any hit a Warrior, he must make an Initiative test.
If he passes, he leaps out of the way just in time - place him in
any adjacent squares if there is room. If he fails, he is carried
up to the ceiling and squashed. He loses (1D6 + Battle Level) Wounds,
with no modifiers, and falls to the ground adjacent to the pillar.
For every pillar that a Warrior has to escape, subtract -1 from
his Initiative test roll.
30 PORTCULLIS
With a grating sound,
a portcullis suddenly slams down behind the last Warrior, cutting
them off. The way behind is now blocked. The only way to continue
is onwards, or to search for a secret door (White Dwarf 192).
31 CHILL
The moment the Warriors
set foot in this section of the dungeon, an eerie chill falls over
them, slowly decreasing in temperature. Roll 2D6, subtracting the
Warrior's Battle Level:
1-3 The
temperature stops around zero degrees. Although cold, the Warriors
press on.
4-6 The
below freezing temperature cause 1D6 + 3 Wounds to each Warrior,
modified for Toughness only.
7-9 The
temperature continues to decrease, chilling the Warriors' bones.
Each Warrior loses 2D6 Wounds, and the use of his arms for 1 turn.
10-12 The
temperature drops very drastically, causing frostbite to each Warrior.
They each lose 3D6 Wounds, and the use of their arms for the next
1D3 turns.
If the Warriors have
frozen arms, they are at -2 To Hit.
32 LABYRINTH
The Warriors discover
a labyrinthine layout of passageways behind a secret door on the
board section they are now on. Shuffle the remaining Dungeon cards
not used in play along with one Objective Room, and place them behind
the door. If the Warriors decide to explore the labyrinth, each
room has a door on each side, indicating three other exits from
the room. If the Warriors make it to the Objective Room, roll once
on the Monster Table two levels above that of the Warriors.
Once all the Monsters are killed, take two Objective Room
Treasure Cards.
33 NOTHING
HAPPENS
34 PRISON
There are 1D6 dungeon
cells in this room - all of them contain prisoners. The Warriors
may elect to free any number of prisoners, but for each one they
give freedom to must roll on the following table:
1 The cell
appears to be empty. Moving inside to get a better look, the Warriors
hear a metallic clink behind them - the cell door has shut and locked!
Each turn, beginning now, a Warrior may try and pick the lock with
an Initiative test (9), or force the cell door open with a Strength
test (9). If he fails, an electric shock courses through his body,
causing 2D6 +4 damage.
2 There
was a good reason why the cell was locked. It contained a berserk
Barbarian. Have a fight with Barbarian three levels above your Warriors,
treating him as berserk automatically each turn. Put him on full
Wounds. If the Warriors defeat him, they gain (100 x Barbarian's
Battle Level) Gold.
3 As soon
as a Warrior touches the cell door, he changes appearance. Choose
a Warrior counter. This is the appearance that the Warrior now takes
on. For the rest of the adventure, treat Monster placing as in the
example below.
eg. The Warrior Priest
has taken on the appearance of the Witch Hunter. It is time for
placing Monsters. A counter is drawn, indicating an Orc attacks
the Warrior Priest. Roll 1D6. On a roll of 1-3, place the Monster
as normal. On a roll of 4-6, the Monster attacks the Witch Hunter
instead, as well as any other Monsters he has attacking him.
4 A scraggly
old man thanks your Warriors kindly for releasing him, and gives
them 1D6 x 50 Gold reward.
5 The Warriors
free a respected Nobleman from the clutches of Chaos. As a reward,
he offers a Warrior the hand of his daughter in marriage. If he
accepts, when he reaches the Settlement roll 1D6. On a roll of 1-5
the daughter rejects your Warrior. On a score of 6 the marriage
goes ahead. Your Warrior is now married, and does not have to pay
living expenses in any Settlement, as his wife cooks and cleans
for him while he is away slaughtering evil. If the Warrior declines
the offer of marriage, the Nobleman offers the Warriors lodgings
in the next Settlement for free.
6 Behind
the door is an old abandoned equipment room. Most of the weapons
are old and rusted, but there are two items in good shape. Take
two Treasure Cards.
35 SPORES
As soon as the Warriors
step into this section, spores erupt from the ground, covering the
Warriors with dust. Roll 2D6 for the number of spores, and 1D2 for
each spore to determine the damage each Warrior takes (modified
only by Toughness against the total damage).
36 GHOST
The Warriors are
surprised to see a ghost beckoning to them. As they approach, the
ghost seems to indicate something to the Warriors. Each Warrior
must make an Initiative test. If someone passes, he realises that
the ghost is pointing to his scabbard - his empty scabbard.
If a Warrior gives him a sword, then the ghost fades away, happy
to be complete in the afterlife. Just before he goes, he points
to some amulets in the corner of the room, hidden in the darkness.
There are enough for each Warrior to have one. The amulets each
have 1D3 points of Luck stored in them, and may be used at any time
in the future.
37 TREASURE
HOARD
The lucky Warriors
have stumbled upon a hoard of Treasure. If they take any, each Warrior
must roll 3D6 x 100. Now, starting with a Warrior, draw Treasure
Cards until the amount rolled is reached in Gold value. Repeat this
for all the Warriors to indicate how much Treasure they take with
them. Now, roll 2D6 for each Warrior that took Treasure. For each
double, roll on the Objective Room Monster Table as the Monsters
arrive to protect their loot.
38 ALTAR
In the corner is
a small altar about waist high. There are small imprints on the
surface, indicating equipment should be placed there. Each Warrior
may lay 1 Treasure Card upon the altar and roll 1D6:
1 The item
disappears. The Warrior waits for something to happen, but to no
avail. The Treasure is lost!
2-5 The
item of Treasure disappears. A few moments later, a pile of Gold
appears in its place. Take 1D3 x 100 Gold.
6 The item
vanishes, only to be replaced by another such item. Take 1 Treasure
Card.
39 FELLOW
ADVENTURERS
The Warriors meet
up with a fellow band of adventurers. Their mission is (the same
mission as the Warriors). Now it seems that there is a race on to
complete the mission the fastest. Roll 2D6 and add the number of
Warriors in the party. The Warriors must complete the mission within
that time or the rival band manages to get to the Objective Room
first. When they get there, all the Monsters are dead - they get
no reward for completing the adventure.
40 HALL
OF DARKNESS
Even with the lantern
on, or any other source of light (even magical), this board is pitch
black. As soon as all the Warriors are on the board, they cannot
see a thing. For each point of Movement expended on this board section
roll 1D6:
1 It is
so dark the Warrior moves backwards 1 square.
2 The darkness
is so complete that the Warrior moves to the right 1 square.
3 Unable
to see in the darkness, the Warrior moves left 1 square.
4-6 The
Warrior takes a step forward, hoping that he will soon be out of
the darkness.
For the purpose of
directions, forward depends on which direction the Warrior wants
to go. If the Warriors fight Monsters in the darkness, their To
Hit rolls are modified by -2. Fortunately for them, the darkness
affects the Monsters as well - all their To Hit rolls are modified
by -2 also. All special abilities which require light (Fly, Dodge
etc...) have no effect. In addition, if a Monster causes Fear or
Terror, the Warriors do not need to roll - they cannot see what
they are fighting!
41 BLACK
AND WHITE
The floor of this
section of the dungeon is divided into a pattern which looks like
a chess board. The flagstones alternate in black and white. Starting
with the Warrior carrying the lantern, roll 1D6. On an even number,
the square he is standing in is white. On an odd number, he is standing
on a black square. Divide the room up into black and white squares,
so that each Warrior is either standing on a black or a white square.
Then roll 1D6 for the black squares, and 1D6 for the white Squares:
Black Square
1 From
the ceiling burst massive streaks of lightning. The Warriors writhe
in agony, losing 2D6 Wounds.
2 The flagstone
the Warrior is standing on suddenly starts to drop. Unless the Warrior
can pass an Inititave test, he fails to catch hold of the surrounding
stones, and falls into a pit. He may be rescued by a rope, or by
having the Levitation Spell cast upon him. Otherwise he must remain
in the pit for the rest of his days...
3 The Warrior
suddenly finds himself encased in a strange clear cylinder, it having
shot up out of the ground beneath him. He and his fellow Warriors
can try and bash through the casing. Each turn, each Warrior rolls
1D6 and adds his Strength. Keep a record of this score. When the
combined score is equal to or greater than 30, the casing shatters,
and the Warrior takes 2 Wounds, not modified for anything.
4 The lightning
strikes the Warriors' Gold, fusing half of it into a single mass.
The Warrior can sell this Gold Nugget in a City, but will only get
50% of it's value.
5 The Warrior
feels a strange tingling sensation by his side, and when he looks
down, he finds that his weapon has been replaced by a strange object.
Randomly choose an object belonging to the Warrior, and swap it
with a randomly chosen object from another Warrior on a black square.
6 With
a strange whizzing sound, each Warrior finds himself having swapped
places with another Warrior on a black square.
White Square
1 From
the ceiling burst streaks of lightning. The Warriors writhe in agony,
losing 2D6 - 3 Wounds.
2 The flagstone
the Warrior is standing on suddenly starts to drop. Unless the Warrior
can pass an Inititave test, he fails to catch hold of the surrounding
stones, and falls into a pit. He may be rescued by a rope, or by
having the Levitation Spell cast upon him. Otherwise, in 2D6 turns,
the flagstone rises to the surface, and the Warrior is free.
3 The Warrior
suddenly finds himself encased in a strange clear cylinder, it having
shot up out of the ground beneath him. He and his fellow Warriors
can try and bash through the casing. Each turn, each Warrior rolls
1D6 and adds his Strength. Keep a record of this score. When the
combined score is equal to or greater than 20, the casing shatters,
and the Warrior takes 1 Wound, not modified for anything.
4 The lightning
strikes the Warriors' Gold, fusing a quarter of it into a single
mass. The Warrior can sell this Gold Nugget in a City, but will
only get 50% of it's value.
5 The Warrior
feels a strange tingling sensation by his side, and when he looks
down, he finds that his weapon has been replaced by a strange object.
Randomly choose a non-magical object belonging to the Warrior, and
swap it with a randomly chosen non-magical object from another Warrior
on a white square.
6 With
a strange whizzing sound, the Warrior finds himself having appeared
one square alongside another Warrior on a white square.
42 GOBBLEDIGOOK
A random warrior
suddenly tries to speak, and finds that no intelligible words come
out of his mouth. It must be the legendary curse of this dungeon
which has struck him. It is said that all <Warrior's Character>
who enter this dungeon will lose the power of speech until they
offer a tribute to Khorne. The tribute which the Warrior must give
is the bodies of 1D6 Monsters. He will not get their Gold value
from having killed them, instead he must offer them to Khorne as
a tribute. Once this is done, he will be able to speak again.
Of course, since
he cannot speak, he cannot cast any spells, use blessings, or perform
any other tasks which require a spoken word, this includes communication
with other Warriors.
43 SPEED
POTION
The Warriors meet
up with a wizened old man who seems rather spritely for his age.
"Hellotherefriends", he says, rather quickly. "You'rejustintimetohelpmetestmyspeedpotion.It'sanewconcoctionofmineanditworkswonders."
He produces <no. of Warriors in game> flasks and hands them
to the Warriors. There is enough for 2 doses each. They may be drunk
at any time, upon which 1D6 should be rolled on the following table
(each effect lasts until the end of the adventure - they are not
cumulative):
1 The Warrior
starts to feel sluggish, and he struggles to catch up to the other
Warriors. The potion has had an unfortunate side effect, causing
the Warrior's Move to be reduced by 1D2, and his To Hit rolls to
be decreased by -1.
2 The potion
courses through the Warrior's body, filling him with warmth. Unfortunately,
that is all the good it does, as the Warrior suddenly discovers
that he cannot move as fast as he used to. His Move is reduced by
1.
3 The potion
turns out to be a dose of the local beer from the Alehouse. The
Warrior ends up drinking the whole lot as it tastes so good.
4 The Warrior's
reflexes start to speed up, and the other Warriors notice a change
come across him. His Move is increased by 1.
5 The Warrior's
muscles tense, and his eyes open wide. His Move is increased by
+2, and he gets an extra attack, as he leaps nimbly around the Monsters.
6 The Warrior
collapses onto the ground, writhing in a spasm of intense strangeness.
Suddenly he sits upright, his eyes darting around, staring intently
at his surroundings. He leaps to his feet, and runs around the room
a few times, which to the other Warriors, seems to take a few seconds.
His Move is now increased by 1D4, and he receives an extra +2 Attacks.
In addition, all Monsters are at -1 to hit the Warrior as he speeds
blindly around them.
44 NOTHING
HAPPENS
45 SURPRISE
The Warriors each
find a small rock, which seems to be hollow inside. If a Warrior
decides to try and break one open, roll 1D6:
1 The rock
shatters, covering the Warrior and another random Warrior in spores.
The two Warriors break out in fits of coughing, and it seems they
will never stop. They seem to be suffocating! Suddenly they stop,
and collapse to the ground, minus 2D6 Wounds.
2 The rock
breaks open, and out crawls a horde of Scorpions. There are 2D6
in total.
3 The rock
is hacked at, shot at, stomped on, and thrown against the wall,
but it seems to be just a small rock after all.
4 The small
rock splits down the middle, and out tumbles 1D6x50 Gold.
5 The Warrior
is enveloped in a purple gas, which twirls up his nostrils and ears,
and swirls around his body. Try as he might, he cannot get rid of
it. The gas will remain in play for 1D6 turns, upon which it will
dissipate. While enveloped in the gas, the affected Warrior must
subtract -1 from his To Hit rolls, but so must any Monsters, as
they cannot see him properly to hit him.
6 The rock
cracks in half, revealing…. nothing! Frustrated, the Warrior flings
the rock at the wall. With a loud explosion, the wall collapses
into a pile of rubble, revealing another passageway through it.
Shuffle the remaining dungeon cards, and place half of them through
the wall. Luckily for the Warriors they found this secret door otherwise
they might never have completed their Quest.
46 BOOK
OF ...
Your Warrior has
discovered the legendary Book of (roll 1D6):
1 Curses
This Book has
long been believed to be lost. Now the Warrior has had the unfortunate
luck of discovering it. As long as he carries it (and he cannot
get rid of it until he pays 2D6 x 100 Gold at the Temple in a City
or a Seaport) he will be at -1 To Hit, and Monsters will always
attack the Warrior first. (The Warrior must always have a Monster
placed next to him in the Monsters Phase.)
2 Taxes
This magical
tome, believed to have been conjured up by the Wizards in service
to the City Council, has somehow ended up in the dungeon. While
in possession of this book, the Warrior must pay 1D6 x 10 Gold each
turn whilst in a Settlement as tax for staying there. No one will
voluntarily take the book off him, but he may leave it in the next
dungeon he travels to.
3 Poetry
The book contains
lovely pages of verse by well known poets of Bretonnia.
4 Smells
As the Warrior
flips through the pages of this book, strange smells emanate from
the pages, wafting through the dungeon. The Warrior may try and
use the book to his advantage in a battle. When fighting Monsters
which are not undead, the Warrior may try to disorientate them by
opening the book and revealing the smells. At the end of each turn
the Warrior decides to use the book, roll 1D6. If the result is
greater than the amount of Monsters of a particular type left on
the board section, they suffer a -1 penalty To Hit, as they are
too busy retching to attempt to hit the Warriors properly. If the
result is equal to or less than the number of Monsters, the smell
is favourable to the Monsters, and they gain +1 To Hit.
5 Spells
The book crackles
and arcs with a peculiar energy. Inside, the archaic writing gives
indication of spells from an ancient civilisation. There are 1D6
spells in the book, which can be used once each, before the page
crumples and blows away in the wind. Randomly choose the spells
from any spells available, from any Characters.
6 The
Necronomicon
The book is embossed
with magical writings on the front and back of its black leather
cover. Inside, the pages are bone white, and contain many incantations.
If the Warrior decides to read from the book (he may only do this
in a combat, as the book draws its power from death), roll 1D6:
1 The Warrior
senses that something is wrong, when halfway through the first paragraph,
a skeletal hand reaches out from the pages and grasps the Warrior
around the neck. Gasping for breath, the Warrior tries to pull away,
but the hand has a sturdy hold. His fellow Warriors attempt to help
him, but an invisible force seems to prevent them. After what seems
like an eternity, the hand retracts back into the pages, leaving
the Warrior with a charred neck. The Warrior loses 2D6 Wounds with
no modifiers, and also 1D4 Permanent Wounds
2 The Warrior
reads the passages aloud, bringing the words to life with his incantation.
A wind whips up around the Warriors' legs, slowly building into
a fierce hurricane. Although they try to hold on, the wind sweeps
them off their feet, and hurls them at the wall. Each Warrior loses
1D8 Wounds, with no modifiers.
3 The Warrior
reads aloud the words, summoning 1D6 Zombies to do his bidding.
They are placed around the Monsters using the one-on-one rule, and
have their turn after all the Warriors' turns. After the battle,
they sink back into the ground.
4 The Warrior
reads the words aloud, summoning 1D6 Skeletons to do his bidding.
They are placed around the Monsters using the one-on-one rule, and
have their turn after all the Warriors' turns. After the battle,
they sink back into the ground.
5 The Warrior
reads the words inscribed in the book, summoning 1D3 Mummies to
do his bidding. They are placed around the Monsters using the one-on-one
rule, and have their turn after all the Warriors' turns. After the
battle, they sink back into the ground.
6 The Warrior
reads aloud the words, summoning a Lich to do his bidding. He is
placed around the Monsters using the one-on-one rule, and has his
turn after all the Warriors' turns. After the battle, he sinks back
into the ground.
47 LOOSE
FLAGSTONE
A random Warrior
trips over a loose flagstone, stubbing his nose on the ground. He
loses 1D6 Wounds, only modified for Toughness.
48 TREASURE
PILE
The Warriors discover
a huge pile of Treasure in the corner of the room. Thinking it a
bit suspicious, they scour the room looking for any sign of traps.
Finding nothing, they take a good long look at the Treasure… If
anyone decides to rummage through the pile, roll 1D6:
1 Surprise,
surprise, the Treasure is indeed a trap. The image vanishes, and
the Warrior in question disappears from sight, having fallen through
a large hole in the ground. With a loud squelch the Warrior is impaled
upon huge metal spikes at the bottom of the pit. He loses 2D6 +
6 Wounds.
2 The Treasure
suddenly vanishes, and out jump <Roll on the Monster Table>.
On top of any of their other special abilities, the Monsters have
the Ambush ability.
3 The Treasure
seems to be only an illusion, for the Warriors cannot touch it.
4 Most
of the Treasure seems to be just lead painted to look like Gold.
By scraping the paint of the Treasure, the Warrior gathers enough
to sell at a Settlement for 1D6 x 50 Gold.
5 The Warrior
manages to find <Pick a Treasure Card>.
6 Their
is enough Treasure in the pile for each Warrior to take a Treasure
Card.
49 WEIGHTLESSNESS
The Warriors suddenly
experience weightlessness, and float to the ceiling. In shock, their
arms flail around, causing them to fly around the room wildly. What
causes the weightlessness is unknown, but as long as they are on
this board section, they will be able to fly. If there are any monsters
on the board, they will also be flying. Whilst flying, no one may
be pinned.
50 DISAPPEARING
EQUIPMENT
Without warning,
a Wizard leaps out of the shadows, shouting a spell incantation.
Almost as quickly as he appeared, he disappears back from where
he came from, leaving the Warriors bemused. Each Warrior has lost
1D3 random items of equipment, scattered throughout the dungeon.
Use a counter to represent each item, and throw it in the air over
the game. Wherever it lands, that is where the item has been sent
to. Obviously, if it lands nowhere near the game, due to a crazed
throw, use the square it was closest to. To reclaim their equipment,
the Warriors must travel to the rooms where their items are in and
land on the same square.
51 LOOSE
PANTS
A Warrior suddenly
trips over with his pants around his ankles. "Must be losing weight",
the Warrior mutters, picking himself off the floor and pulling his
pants up.
52 FLOATING
PLATFORM
The warriors discover
a strange platform, mysteriously floating about three feet from
the ground. A curious humming sound is emanating from it. The platform
is actually an Anti-Grav platform, constructed by the Skaven using
Warp magic, to help them carry rocks around the ancient passageways
of the dungeon. The platform will follow the Warriors around the
dungeon, and into the next Settlement, whereupon it will head off
to the nearest Skaven, to be returned to its duties. Each Warrior
may place one item on it. This item cannot be lost in any way. If
ever a random item is required to be lost, do not count this item.
53 SGLOOMI
PO
Huddled up in the
corner of the room, is a strange blue mass of flesh, with many strange
protuberances on it. Moving closer, the Warriors notice that it
is a small animal. They are startled when it speaks. "Please help
me. My name is Sgloomi Po, and I was attacked by a horde of Nurglings.
Although similar in size to me, there were about 20 of them, and
they soon overpowered me, leaving me for dead. I have been resting
here trying to regain my strength, but I would appreciate it if
you could lend me assistance." If the Warriors cast a healing spell
on Sgloomi Po, or use bandages or provisions to equal 10 Wounds,
Sgloomi Po will reward them with a small wand. The wand has a random
Wizard's spell stored in it, which may be cast once per adventure
at no Power cost.
54 TREASURE
MAP
While searching this
room, a Warrior finds an old faded Treasure map underneath an empty
crate. Take the Treasure Map card, and follow the rules in White
Dwarf 189.
55 NOTHING
HAPPENS
56 DUST
CLOUD
A strange howling
of wind echoes around the passageway. From around the corner, sweeps
a huge dust cloud, covering the Warriors from head to foot in dust.
Coughing and spluttering, the Warriors try get out of the way of
the dust cloud. Fortunately, the cloud soon dissipates, leaving
the dust covered Warriors attempting to clear their eyes, and clothes.
For the next 1D4 turns, each Warrior is at -2 To Hit, as they try
to clear their stinging eyes.
57 PENTOGRAM
The Warriors spot
a large pentagram chalked on the floor. On each star point sits
a candle, burning brightly. Someone must have recently changed the
candles, as there is little wax melted at their bases. Nearby on
a pedestal lies an open book, entitled "101 Incantations to summon
a Demon". If the Warriors attempt to read from the book, roll 1D6:
1 A random
Warrior reads the incantation aloud. On completion, the book starts
to glow, and the pentagram ignites in a burst of flame. Any Warriors
standing in the middle 4 squares of the board section are engulfed
in flame and must lose 2D6 Wounds, with no modifiers. In addition,
the Warrior who reads the book is struck in the face by a huge ball
of fire which hurls from the pages. Reeling back in agony, the Warrior
loses 3D6 Wounds with no modifiers.
2 As the
Warrior reads from the pages, the room is plunged into darkness
- even the lantern does not throw any light. A voice bellows from
the blackness. "Who dares summon the Champions of Khorne. There
shall most definitely be Blood for the Blood God today!" The room
suddenly returns to its original lighting, and the Warriors see
two Chaos Champions standing on the pentagram. The Warriors must
fight them!
3 With
a blinding flash of light, the book vanishes, and the pentagram
begins to pulse with an eerie red light. Strange forms start to
coalesce in the middle of the pentagram. When the forms are solid,
the Warriors recognise the shapes as <Roll on the Monster Table>.
The Monsters demand a fight!
4 A Chaos
Warrior appears in the middle of the pentagram with a puff of smoke.
"I am at your bidding, lords" he states. The Chaos Warrior will
fight in any battles the Warriors have in the remainder of the dungeon,
before returning to the Realm of Chaos to serve his God.
5 As a
random Warrior chants the passages from the tome, the Warriors notice
an object appearing on the pentagram. The object is a small stone
statue of Khorne, the Blood God. Whoever carries this statue can
call upon the assistance of Khorne at anytime. Khorne will modify
any dice roll by ± 1. Each time the stone idol is used, roll
1D6. If a 1 is rolled, the idol becomes red hot, forcing the Warrior
to drop it. Upon hitting the floor, the statue shatters, now useless.
The statue may be used as many times per turn as the Warriors wish,
provided it is not destroyed.
6 With
an almighty thunder clap, the entire room starts to shake, and the
book bursts in to flames. Aghast, the Warriors take a step backwards,
wondering what they have done. Suddenly the floor bursts upwards,
and through the gaping hole rises a red figure that is as tall as
the room's height. The figure is blood red, and has two crooked
horns on the top of its head. It's mouth drips saliva as it opens
it to speak. "Why have you summoned me here?" When the Warriors
do not answer, it continues. "If you do not have a reason for calling
me, then I will go, but beware. Next time you summon me with no
reason, you will die!" Each Warrior must make a Fear test against
the Demon's Fear of 12. For each Warrior who passes, they may make
one request from the Demon before he goes. A request can be anything
the player likes, as long as it is reasonable and does not upset
the balance of the game, and all other players are agreed. If the
Warrior fails the Fear test, then he is stuck to the spot, as the
Demon disappears back into the ground, leaving a gaping hole.
58 BLEEDING
WALLS
Oozing from the walls
of this room, the Warriors notice a substance which looks like blood.
Upon closer inspection they discover that it is indeed blood. If
any Warriors pass an Initiative test, they remember from their readings
that this is a sign to indicate the time of Khorne's arrival is
near. Khorne's blood is inflicted by the powers of Chaos, and as
such contain magical properties. Khorne offers his blood to his
followers, so that they may clear the world of unbelievers before
his arrival. The Warriors may smear the blood over their edged weapons,
causing each weapon to become magical. In addition, the weapon now
causes an extra <Warrior's Battle Level> Wounds with each
hit. The blood will last for the remainder of this adventure, plus
one more adventure, unless it is cleared off. Any items coated with
Khorne's blood cannot be sold in a Settlement until the blood wears
off. If this event is rolled again while the weapons are still coated
in blood, treat this as Nothing Happens.
59 CHAOS
TRANSFORMATION
The room suddenly
glows red with the powers of Chaos. Upon entering, a random Warrior
suddenly doubles over in agony, his body becoming twisted with the
effects of Chaos. Roll once on the Chaos Warrior's Chaos Attribute
Table to see how the Warrior is changed. This change is permanent!
60 CHUTE
The floor suddenly
gives way beneath two random Warriors. With loud cries, they tumble
feet first down long twisting chutes. When they tumble out at the
end of the chutes, they find themselves in the Objective Room! Immediately
treat this as if the Warriors had discovered it as normal, placing
it on a bare section of the playing surface. Roll for all the Monsters
depending on the amount of Warriors in the dungeon. The remaining
Warriors will now have to find the Objective Room, while the Warriors
already there will have to try and survive! Since the Warriors on
this board section do not know where their friends have gone, they
cannot give them any assistance in the form of spells, etc.
61 SPEAR
TRAP
<No. of Warriors
in game> huge spears fly from the walls, one heading for each
Warrior. Unless the Warriors can pass Initiative tests, the spears
hit them. For each point below 8 that each Warrior scored for their
test, roll 1D6. Total the amount - this is the number of Wounds
the Warrior must lose.
62 SKYLIGHT
A huge stone slab
is cut from the roof of this section of the dungeon. Light streams
in from above, illuminating the room and all adjacent rooms. On
this board section, and all adjacent ones, if any Monsters are fought
which have the Ambush ability, then ignore it. Because of
the light, the Warriors could see the Monsters coming from a distance.
Also, the Warriors may be on either of the board sections around
the room and not have to worry about the lantern.
63 TRAP
By entering this
room, the Warriors have set off a trap. Roll 1D6 to determine what
happens:
1 A huge
boulder swings from the wall, attached to the ceiling by a strong
rope. A random Warrior takes the full force of the blow. The boulder
crushes his side, breaking his sword arm and causing 2D6 Wounds
with no modifiers. For the rest of this adventure, until it is healed
at the Temple for 1D6 x 100 Gold, he cannot use his arm. He may
still fight with his other arm, but is treated as having 1 Weapon
Skill. The other Warriors must each make an Initiative test to run
past the boulder, or risk the same consequences.
2 An extremely
sharp axe blade slices out of the wall, injuring a random Warrior
in the stomach. The Warrior must lose (1D6 + Warrior's Battle Level)
Wounds and spend 1D3 turns resting. While resting, the Warrior may
not move or fight. If he does, he must immediately lose another
1D6 Wounds with no modifiers, and must spend another 1D3 turns resting.
3 The wall
beside the Warriors suddenly gives way. A random Warrior standing
closest to the wall is buried in rubble. He loses (1D6 + Warrior's
Battle Level) Wounds.
4 From
the walls shoot many small sharp darts. Determine how many strike
each Warrior by taking a Warrior counter one at a time and rolling
1D6. The number rolled is the number of darts which hit the Warrior,
causing 1 Wound each, with no modifiers.
5 A random
Warrior sets off a trip wire, causing a crossbow bolt to fly across
the room and embed itself in the Warriors arm. The Warrior loses
1D6 Wounds.
6 Dust
is sprayed over the Warriors, causing them to break out in a coughing
fit. Their coughs last for the whole of the next turn, in which
they may do nothing. If they need to fight, then they are at -2
To Hit, and have -1 Weapon Skill.
64 BAT
SWARM
With a flurry of
wings, a swarm of Bats suddenly swoops down out of the darkness,
startling the Warriors. Each Warrior should roll 2D6 for the number
of Bats that attack, then choose a Warrior Counter. That Warrior
has been bitten by the Bats, and must lose 1 Wound for each Bat
that bites him. If any Warrior picks his own Warrior Counter, then
double damage done to him. The bats then fly off down the passageway.
65 TOAD
A random Warrior
carelessly sets off a trap as he enters this room. As his foot touches
the trip-wire, he vanishes in a puff of smoke. In his place sits
a fat chubby toad. The Warrior has been turned into a toad! Fortunately
for him, the spell will wear off after 3 turns. While he is a toad,
he may only move 1 square per turn, has a Weapon Skill of 1, Strength
of 1, Toughness of 1, cannot use any items. All his items must be
dropped on the square he is in. They may either be taken by other
Warriors, or at then end of the third turn, if he lands back on
the square, the Warrior may take them back himself. If he does not
land on the square where he dropped his items, they are lost - stolen
by the denizens of the Dungeon.
66 NOTHING
HAPPENS
67 MARKSMAN
"Ho there chaps!"
The Warriors are greeted by a slim figure who holds his hand out
in greeting. "Allow me to introduce myself. My name is <Roll
on the Bretonnian Name Table>. I would be honoured to accompany
your party back to the nearest Settlement for no charge. I am an
excellent marksman with my bow, and a fair warrior with a close
combat weapon." If the Warriors decide to take him up on his offer,
he will remain with them until they reach the next Settlement. He
is armed with the same characteristics as level 3 Imperial Noble,
and is armed with a Longbow and a Sword. The Longbow is a Strength
4 weapon, while the Sword has Strength 3. Because the marksman is
an expert shot with a bow, he only recquires a 1+ To Hit no matter
who he is firing at. Put a counter to represent the marksman in
the counter container. He is treated just as another Warrior, thus
adjusting the Monsters appearing. The marksman does not count when
determining who gets the Treasure at the end of any battle. If he
dies before the end of the adventure, the Warriors may not take
any of his equipment.
68 THREE
QUESTIONS
The player who
is reading this may not help the other Warriors with the answers.
An old man awaits
the Warriors. He leers at them with crooked teeth and foul smelling
breath. "I am the guardian of this room. To pass you must answer
three questions which I have prepared. If you get them correct,
you may pass. But if you answer just one incorrectly, your passage
through this room is forfeit." The Warriors may attempt to run past
the old man, or even kill him. If this is their choice, they each
receive 8D6 Wounds with no modifiers as their bodies are covered
from head to foot in a sheet of blue energy. Racked with pain, they
watch the old man cackling at them from the corner. "Had enough?"
he cackles, stopping the attack. The Warriors can attempt to run
past again (!) or answer the questions. To determine which questions
are asked, roll 2D6 on the following table 3 times. If the same
question is asked more than once, roll again:
2 |
Q |
What
is the correct spelling for Bretonnia? |
|
A |
B-R-E-T-O-N-N-I-A. |
3 |
Q |
What
is the capital city of the "Land of the Dead" called? |
|
A |
Khemri. |
4 |
Q |
Which
Dwarf is famous for brewing beer? |
|
A |
Bugman. |
5 |
Q |
Who
or what is the "Grimoire Necris"? |
|
A |
A
powerful book of dark magic. |
6 |
Q |
What
is the name of a popular city where many Alchemists seem to
reside? |
|
A |
Altdorf. |
7 |
Q |
What
is the name of the force of Chaos whose God is the "Changer
of Ways"? |
|
A |
Tzeentch. |
8 |
Q |
How
many beans make four? |
|
A |
Four. |
9 |
Q |
Where
in this world do "Skinks" live? |
|
A |
Lustria. |
10 |
Q |
What
are the names of the Orc Gods? |
|
A |
Gork
and Mork. |
11 |
Q |
What
monster vomits a stream of blood, maggots and slime that drowns
its victims in diseased filth? |
|
A |
A
Great Unclean One. |
12 |
Q |
Which
race are the sworn enemies of the High Elves? |
|
A |
Dark
Elves. |
If the Warriors all
move off this board section then enter it again, the old man will
still be here, but he will have a new set of questions for them,
plus they will have to roll for a new event (if necessary).
69 DISEASE
One of the Warriors
seems to have caught some sort of infliction. His skin breaks out
in green lumps, and his hair begins to fall out. If the Warriors
do not seek some help for their friend in less than 3D6 turns (a
week counts as one turn), he will gradually decline in health. Help
can be obtained by visiting a Temple and donating 2D6 x 50 Gold
to their healers. If the designated time has elapsed and Warrior
has not yet been healed, then he begins to lose Wounds at the rate
of 1 Wound per turn (no modifiers), until he reaches zero. If he
is not healed before he reaches zero Wounds, then he is dead. Treat
this as a fatal disease.
70 FURNITURE
This room is less
sparse than most of the other rooms the Warriors encounter. There
is a (roll 1D6):
1 Bookshelf
(3 x 1)
2 Desk
(2 x 3)
3 Tomb
(2 x 3)
4 Weapons
Rack (1 x 3)
5 Fireplace
(1 x 3)
6 Altar
(2 x 3)
here. Use the furniture
from HeroQuest if you have it. If not the measurements of each item
is given in squares. Randomly determine where the item of furniture
is placed, and then roll 1D6. If a 6 is rolled, roll again on the
table, placing more furniture, etc. Treat this item as an obstruction
to movement, line of sight, etc. If it blocks the passageway, the
Warriors will have to search for a secret door as detailed in White
Dwarf 185 or 189.
71 SMUGGLED
LOOT
The Warriors discover
some rare jewels in a small bag in this section of the dungeon.
Choose a Warrior to carry them. They may be sold in a Settlement
for the amount listed below by visiting the Black Market. The Black
Market can be found just like any other Special Location, except
it requires a 6 to find.
Village 1D6 x
100 Gold
Town 3D6 x 100
Gold
City 6D6 x 100
Gold
Seaport 6D6 x
100 Gold
However, since these
are most likely smuggled gems, the authorities will be on the look
out for them. At the beginning of each day the Warrior spends in
a Settlement, roll 1D6. If the number is in the range listed below,
he has been caught trying to pawn off the jewels, and is arrested.
Village 6
Town 5-6
City 3-6
Seaport 3-6
If the Warrior is
arrested, he is put in jail, where he spends the next week. During
this time he may do nothing else except eat and sleep, but his meals
are provided for him by the guards, so he does not have to pay living
expenses. The gems are confiscated (naturally), and the Warrior
must pay a 2D6 x 100 Gold fine.
72 COSTUMES
In a rusty old chest,
the Warriors find many fine clothes. Fortunately they are just their
size. The Warriors may change clothes if they wish. They are now
disguised, and any previous events which related to their appearance
can be cancelled.
73 EYE
PATCH
A Warrior finds a
small black patch on the ground. Stitched on the back is a name
- Peg Leg Pete. This is an eye patch, which may be worn by the Warrior.
If the Warrior already has an eye patch, give it to another Warrior.
(Unless he wants to wear two, which is a bit foolish!) While wearing
the eye patch, the Warrior looks like a tough hardy adventurer and
may add +1 when rolling on the Alehouse Event Table. If he ever
encounters anyone called Peg Leg Pete, he must give the eye patch
back immediately.
74 STARVATION
In the excitement
of the adventure, a random Warrior has forgotten to eat! He must
immediately eat one provision even if his Wounds are at maximum,
or lose 2 Wounds with no modifiers.
75 BAD
LUCK
The Warriors must
be cursed! Roll 1D6 to see what mishap befalls them:
1 Roll
1D6. If a one is rolled, a random Warrior drops his backpack down
a well. If the Warriors have a rope, they may retrieve it safely,
except that all provisions and bandages are soaked with water and
must be discarded. If not, then the backpack is gone, along with
all the Warrior's equipment, Gold, etc.
2 A Warrior
trips over a rock, falling into the other Warriors, and knocking
them over as well. They must spend a turn picking themselves up.
While down, any Monsters can hit them automatically.
3 A portcullis
slams shut behind the Warriors. If they do not have key, they must
search for a secret door as explained in White Dwarf 185 or
189.
4 There
seems to be hole in a Warrior's backpack. The Warrior has already
lost 1D6 x 50 Gold. Until it can be mended (by sticking a bandage
on it or some other ingenious method), each turn the Warrior will
lose 1D6 Gold.
5 The next
battle the Warriors are in, one of them will sneeze, alerting the
Monsters, and giving them the Ambush ability.
6 One of
the Warriors trips over and bangs his head on a large rock. For
the rest of the adventure he has amnesia. He will perform the opposite
of his character. For example, if he is a Troll Slayer he will try
to run away each turn. If he is a Wizard, he cannot remember how
to cast any spells. Amnesia can be cured at a Temple for 1D6 x 50
Gold.
76 SPELL
LESSONS
The Warriors seem
to be the target of a Wizards spell lessons. Roll 1D3 for the number
of spells cast on the unfortunate Warriors, and then randomly determine
which ones are cast, and on whom. Although they try, the Warriors
cannot locate the Wizard who cast them.
77 NOTHING
HAPPENS
78 EARTHQUAKE
The ground beneath
the Warriors suddenly shakes violently, and rubble falls from the
walls. It must be an earthquake! To simulate the earthquake, take
2D6 square counters from the Warhammer Quest box. Throw them
above the board. When they land, line them up to the nearest square.
These are parts of the dungeon walls and ceilings which have collapsed.
If any land on top of a Warrior then he loses (1D6 + Battle Level)
Wounds. A Warriors may dig his way through, by standing next to
a piece of rubble, rolling 1D6 and adding his Strength. When the
result reaches 30 or more, remove the piece of rubble.
79 POWER
SURGE
With a deafening
boom, a loud pulsating humming sound echoes around the dungeon.
Any spellcasters in the party can sense great power in the room.
For the next 1D3 turns, add +1D6 to the Power Dice roll. An unexpected
event still happens on a roll of a 1 though.
80 STREAM
A trickling underground
stream runs through this room. If the Warriors wish to drink from
it, roll 1D6:
1 The river
is polluted, as it used as the toiletry facilities of the local
Monsters who frequent it often. Each Warrior who drunk loses 1D6
Wounds immediately with no modifiers for armour.
2 The river
does not contain water, but the polluted run-off from a nearby Dwarven
experiment. Each Warrior who drunk from it loses 3 Wounds immediately,
with no modifiers.
3-4 The
water is nice and refreshing after the long hard battles of the
dungeon.
5 The water
tastes great. Each Warrior gains 1D6 Wounds if he drank from the
stream.
6 Imbued
with the magical healing properties of the Elves, each Warrior who
drunk from the stream is immediately healed back up to his Starting
quota of Wounds.
81 IDOL
On a small altar
sits a gold idol. Each Warrior may pray to the idol once, before
it animates itself and strolls off down the corridor. Roll 1D6 for
each Warrior praying:
1 A loud
thunderclap booms out, and a streak of white lightning appears from
nowhere, striking the Warrior with full force in the chest. He immediately
loses 2 Wounds per Battle Level with no modifiers for anything.
2 As the
Warrior is praying, the idol somehow dislodges from the altar and
topples on to the Warrior. He must lose (1D6 + Battle Level) Wounds.
After dusting himself off, he places the idol back onto the altar.
3 The Gods
are happy. The Warrior gains 1D6 Wounds.
4 The Gods
are pleased. The Warrior gains 2D6 Wounds.
5 The Warrior
prays to the idol. Suddenly the idol's eyes light up, and the Warrior
feels a warm glow spread throughout his body. He immediately is
healed up to his maximum Wounds.
6 The Warrior's
prayers are answered. The Warrior may choose one of the following:
- Gain 1D6 Permanent Wounds
- Restore Wounds to maximum
- Gain +1 Toughness
- Gain +1 Weapon Skill
- Gain +1 Move
82 MEDICAL
SUPPLIES
In a cupboard, the
Warriors find a small white box with a red cross on the lid. If
they open it roll 1D6:
1 The box
opens with a faint click. Too late, a random Warrior realises that
he has been the victim of a trap. He loses 1D3 Wounds immediately
with no modifiers.
2 The box
is empty.
3 The box
contains 1D3 bandages and 1D3 provisions.
4 Inside
the box is 1D6 bandages and 1D6 provisions.
5 The box
contains 1D6 bandages and 1D6 provisions. Also, underneath everything,
the Warriors find a healing potion. There is enough for 2 uses.
Each use heals a Warrior of 1D6 Wounds.
6 Inside
the box sits a small glowing jewel. The Warriors recognise this
as a Trancestone!
83 SKELETAL
REMAINS
Lying on the floor
of this room is a pile of bones, the remains of long dead warriors.
One of the Warriors thinks he sees a glittering object in the midst
of the bodies. If anyone wishes to reach for it, roll 1D6:
1 "Leave
it be. It is mine!" A hollow voice rings out around the room. Suddenly
the bones start to move, and reform into 2D6 Skeleton Warriors,
each armed with a sword. Leading them is a <If the Warriors are
between Battle Level 1 and 5, a Mummy, otherwise a Tomb King>.
If the Warriors defeat the skeletons they may make a roll on the
Monster Magic Items Table. The item they acquire can be used once
per Adventure and is worth 800 Gold.
2 While
the Warrior has his arm in the pile of bones, reaching for the item,
they suddenly animate. The Warrior loses 1D6 Wounds trying to extract
his arm form the mass. The bones animate into 1D6 Skeleton Warriors,
each armed with a sword. If the Warriors win, they may take 1 Treasure
Card.
3 Embarrassingly,
the Warrior gets his hand caught in the bone pile and the other
Warriors must pull it out. Unfortunately, he finds nothing.
4 After
much rummaging around, the Warrior finds 1D6 x 20 Gold.
5 The Warrior
finds 2D6 x 20 Gold.
6 The Warrior
finds a small ring. When worn, it points the wearer to untold riches.
After each battle, roll 1D6 and multiply the result by 10. This
is the extra Gold the Warrior has found. If the dice scores a one,
then he has found nothing.
84 SPIDER
WEBS
This room is overgrown
with spider webs. They are everywhere! In the corner, on the ceiling,
across the floor. Everywhere the Warriors step there are spider
webs. At the end of each turn the Warriors spend in this room, roll
1D6:
1 A Gigantic
Spider, alerting by the Warriors movement attacks, aided by 1D6
Giant Spiders.
2 A Gigantic
Spider crawls out from beneath a web, attacking the Warriors.
3 Giant
Spiders approach the Warriors from all angles and attack. Place
a Giant Spider miniature next to each Warrior on this board section.
4-6 Spying
beady eyes looking at them from beneath the webs, the Warriors hurry
onwards.
85 ALARM
Somehow, the careless
Warriors have set off an alarm. Until the end of the Adventure,
if an event is an actual Event, then when it has been completed,
roll on the Monster Table as well. This represents the Monsters
lying in wait for the Warriors.
86 MESSENGER
The Warriors are
greeted by a messenger. Roll 1D6 for his message:
1-3 The
messenger informs them that their adventure has already been completed.
He says a group of Warriors returned two days ago, having finished
the adventure. This is bad luck for the Warriors!. If they continue
their adventure, when they get to the Objective Room, there will
be no Monsters, and they may exit the dungeon. This means of course,
that they get no reward, except 1D6 x 10 Gold for their troubles.
4-6 The
Messenger brings a message from <whoever sent them on this adventure>.
He says they have new information that forces have been massing
to totally eliminate the Warriors. Because of this, any reward they
were to have received has been doubled! With this in mind, the Warriors
may either turn back or continue. If they reach the Objective Room,
there are more Monsters waiting for them. Roll again on the Monster
Table one Battle Level higher than the Warriors. They still only
receive one Objective Room Treasure Card though.
87 FISH
For some strange
reason, fish seem to be falling through the ceiling! All manner
of strange and exotic fish from The Great Ocean rain down on the
hapless Warriors, who just stand there looking befuddled. Roll 1D6
for each Warrior. This is the amount of fish they can take with
them as provisions.
88 NOTHING
HAPPENS
89 WHISPERS
The Warriors think
they hear whispering coming from the other side of the wall. If
they decide to investigate each Warrior may make one roll on the
Hidden Passage Table in White Dwarf 185 or 189 to
see if they can discover a secret door. If they find the door and
go through, roll 1D6 to see what is on the other side:
1 The Warriors
barge through the door, just in time to see two Snotlings giggling
at them and pointing above the Warriors' heads. The Warriors look
up to see two huge boulders falling from the ceiling. Draw two Warrior
counters to see who the boulders hit. Each Warrior who has been
hit loses 2D6 Wounds with no modifiers. Groaning, the Warriors pick
themselves up and look around for the Snotlings, but they have long
since vanished.
2 The first
Warrior who walks through the door (determine randomly) activates
a trip wire. Fortunately for him he trips over , and a crossbow
bolt plunges into the Warrior standing behind him (again determine
randomly) causing (1D6 + Battle Level) Wounds.
3 As the
Warriors enter the room they think they spot two ghostly figures
floating off into the shadows. If the Warriors call out, two Ghosts
emerge and attack the Warriors. Otherwise, the Warriors can leave
the room.
4 The Warriors
interrupt two Orcs arguing about some treasure. One seems to think
that he is the rightful owner of the dagger, but the other one insists
that it is his property. Make an Initiative test for all the Warriors.
If any pass, then they tell the Orcs to look for a name on the dagger.
"Oy, we didn't fink of dat!" Inscribed on the hilt of the dagger
are the words "Dis killin' thing is mine." "See", says one of the
Orcs, "It is mine!" "No, mine!" bellows the other Orc. The Warriors
leave the room in confusement.
5 Behind
the door, the Warriors see more rooms and passageways of the dungeon.
Divide the remaining dungeon cards in two, and place half behind
this door. The Warriors now have two choices as to where the Objective
Room might be.
6 As the
door slowly opens, sunlight streams into the dungeon. The Warriors
have found the exit! If they wish, they may now leave the dungeon
and make their way to the nearest Settlement. If they choose to
complete their quest, for the rest of this adventure if the Warriors
ever need to roll on the escaping table, they may add +2 to their
dice roll.
90 BEAUTIFUL
WOMAN
Standing in the middle
of the room is a beautiful woman, beckoning to the Warriors. For
some odd reason, the Warriors feel impelled to approach her. Each
Warrior must make a Willpower test (7) to resist her temptation.
For those that fail read on…
The Warrior approaches
the woman, his arms held wide to embrace her. Upon reaching her
he makes to kiss her, when suddenly her arms spread wide, revealing
6 tiny mouths on the inside of each arm - 12 in total. The Warrior
is enveloped in her embrace, the tiny mouths gnashing away at his
flesh. Subtract the Warriors Toughness (including armour) from the
amount of mouths to find out how many actually bite him. Each mouth
does 1D3 damage. Add the total damage up, then subtract the Warriors
Toughness and armour. The result is the amount of damage the mouths
do. For each 10 damage done, the Warrior loses 1 Permanent Wound
due to weakness, as the mouths inject their chaotic saliva into
him. Fortunately, this brings the Warrior out of his hypnosis, and
he may now make his way past the woman.
91 HYSTERICS
A random Warrior
suddenly breaks out in hysterics, collapsing on the ground and whimpering
softly to himself. Bemused, the other Warriors try to console him,
gradually bringing things under control again. For the rest of the
dungeon, the affected Warrior must pass a Willpower test at the
beginning of each turn or he will be unable to do anything that
turn except move. Monsters can hit him automatically, and get +2
To Hit.
92 SONG
A soft song comes
drifting through the dungeon, making the Warriors stop in their
tracks. When the song finishes, each Warrior has been affected by
a spell of Courage. From now until the end of the adventure, the
Warriors are unaffected by Fear or Terror.
93 LOST
KINGDOM
This dungeon is so
huge that it has taken the Warriors beneath the ocean to the Lost
Kingdoms! When they exit the dungeon, the Warriors are now in the
Lost Kingdoms. From now on they must roll on the appropriate Lost
Kingdom Tables. To return to the Old World, the Warriors must travel
to a Seaport and find a Captain who is willing to take them back
across the ocean.
94 MIRROR
The wall of this
dungeon section has a large mirror on it. The warriors approach
and look at their ragged selves. Suddenly the mirror glows yellow,
and starts to spew out a strange yellow substance. Choose 1D3 Warrior
counters at random. If any of them belong to a spellcaster, then
he feels suddenly very experienced in the ways of magic. The yellow
substance is actually liquid spells! The Warrior gains 1 Spell at
random from the appropriate spell deck. The mirror then shatters.
95 SLIME
From the roof drops
a green gelatinous blob directly in front of each Warrior. They
are Green Slimes. Their profiles are as follows:
Wounds |
4 |
Move |
4 |
Weapon
Skill |
1 |
Strength |
1 |
Toughness |
1 |
Attacks |
1 |
Gold
(each) |
15 |
Damage |
1D6 |
They have the Ambush
Special ability. The Green Slimes can split apart, duplicating themselves.
At the end of every turn, each Green Slime remaining on the board
splits into a further 1D3 Green Slime. Place these around the Green
Slime if there is enough room, otherwise place them in the nearest
adjacent square. Once the board section fills up with Green Slime
they can not duplicate themselves any more until there is more space
again.
96 SETTLEMENT
The Warriors come
across a small civilisation of humans living in the dungeon. If
they wish, they can stay here as in a normal Settlement with the
following exceptions:
- There are no Special Locations.
- Roll 2D6 when determining stock
availability.
- Every item is double in cost,
and if the Warriors sell any Treasure, they will only get half
its cost..
- Living Expenses must be paid (10
Gold).
- At the beginning of the partys'
turns, roll for Power as usual. If an unexpected event occurs,
play it as usual, fighting Monsters or solving an Event.
- Each turn, do not roll for the
Warriors' Settlement Events. Instead, roll on the Dungeon Events
Table for the Warriors as a whole, at the end of their turn.
- At the end of one week, the Warriors
must roll on the Catastrophic Events Table.
- This is not treated as a Settlement
for the purposes of Dark Secrets, Events, etc. - it is still the
Dungeon!
97 WISE
MAN
The Warriors meet
up with an old man who claims he has the knowledge of a thousand
libraries stored in his brain. He recites such proverbs as "If you
are injured, then the enemy has struck you", and "He who wields
the larger axe must possess the biggest weapon of all". Quite! When
the Warriors get overwhelmed by all the knowledge he spurts, they
may tell him to go away.
98 TREASURE
HORDE
The Warriors discover
a huge treasure horde! For each Warrior who takes a piece of Treasure
roll 1D6 on following table:
1 Roll
as many D6s as you like and multiply the result by 10. However,
if any dice come up with a 1 then the Warrior gets nothing.
2 Roll
as many D6s as you like and multiply the result by 10. However,
if any dice come up with a 1 then the Warrior gets nothing.
3 Roll
on the Magic Items Table in the Warhammer Quest Roleplay
Book.
4 Roll
on the Magic Weapons and Armour Table in the Warhammer Quest
Roleplay Book.
5 Draw
two Treasure Cards.
6 Roll
as many D6s as you wish and multiply the result by 100. However,
if any dice come up with a 1 or a 2, roll the same number of dice
again, multiply by 100 and subtract it from the first result. If
the resulting number is less than zero then treat it as zero. The
final result is the amount of Gold the Warrior finds.
99 NOTHING
HAPPENS
100
TIME RIP
Due to a rip in the
space-time continuum, time seems to go faster for the Warriors.
From now until the end of the dungeon (when the Time-Rip has mended
itself), if a 6 is rolled in the Power Phase the Warriors may take
double turns. After the first Warriors Phase, they can take another
one immediately. Fortunately for the Warriors, the Monsters still
only get one turn.
Dungeon
Events by Andrew Brockhouse.
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