Roll d66 for each room generated.
Most of this furniture is from the original Heroquest.
The chimney stack is from Mordheim
The clock, pillar of souls and blue-runed pillar were from a furniture pack from some other game who's name escapes me.
Place several flat stones in the room; they are wet and slippery. Make a Spd test for any model moving over them. The model will fall over if it fails. A prone model has -2 to his WS, but can get up and move next turn.
Scattered around the edge of the room, causing an obstruction. Destroyed with fire based-attacks.
Place 1d6 models in the room to represent statues. These are non-magical and are just obstructions.
Don't look into the eyes... A bravery test is required to move into the surrounding 8 squares. Faliure means the model must spend remaining movement moving directly away from the pillar.
In combat, a model can grab a random vial. Roll 1d12: 1-7 = Nothing. 8-12 = Random potion effect. If searching out of combat roll as above, but the potion effect can be determined before it is drank...
Do the heroes dare open the tomb? Of course they do. Roll 1d12:
| d12 | Search result |
|---|---|
| 1-7 | Just old bones and dust. |
| 8 | A Zombie |
| 9 | A Skeleton |
| 10 | A Mummy |
| 11 | An Undead champion eeeiii! |
| 12 | Stairways downwards.... |
If a monster is rolled, the tomb will also contain treasure on another roll of 9+
Roll 1d12 to see if it is 'occupied': Remember they will have no equipment of their own.
| d12 | Occupant |
|---|---|
| 1-7 | No-one. |
| 8 | Human `Man-at-arms` |
| 9 | Goblin |
| 10 | Orc |
| 11 | Maiden (same as the NPC, will be guarded) |
| 12 | One of the 8 heroes from the reference sheet, pick at random. |
Roll 1d12 to see what state they are in:
| d12 | Psychological State |
|---|---|
| 1 | They have been through hell and are a little derranged towards their captors. Counts as being Berserk. Roll 1d12: On a 1-6 the character attacks our heroes! Otherwise will join the team. |
| 2-5 | The torture has taken its toll. The character only has 1 wound left but join the heroes until they leave the dungeon. |
| 6-8 | They are able to fight and are glad to help the heroes until they get out. |
| 11-12 | The character is a gibbering wreck and immediately runs off. |
Model can grab burning log instead of attacking. Counts as a dagger which lasts for one combat. Automatically kills a Mummy.
Model may take weapon from rack. Twice on this table:
| 1d12 | Weapon |
|---|---|
| 1-2 | Nothing |
| 3-5 | One melee weapon from the equipment list (roll 1d12) |
| 6 | 1d6 spears |
| 7 | 1d12 arrows |
| 8 | 1d12 bolts |
| 9-10 | One ranged weapon from the equipment list (roll 1d6) |
| 11 | 1d6 daggers |
| 12 | Roll again. If the result is another 12, magical weapon is found. Roll 1d12: 1-3 = Magical sword. 4-6 = Magical bow. 7-10=Other weapon. 11-12 = Magical arrows or bolts. |
If searched roll 1d12:
| 1d12 | Search Result |
|---|---|
| 1 | Rat. Bites heroes hand. -1 WS for adventure unless drinks healing potion. |
| 2-8 | Nothing. |
| 9-10 | 25 gold. |
| 11 | Random item from the 'stuff' table. |
| 12 | Random potion. |
Roll 1d12 for number of chairs: 1-7 = None, 8-10 = 1 chair, 11=12 = 2 chairs.
It's not alight, but can be searched. Roll 1d12. 1-6=Nothing, 7-9=Tentacled beastie causes 1DD per round until hero passes a strength test, 10=Secret Passage, 11=Treasure hidden in brickwork, roll on first treasure column, 12=Roll on second treasure column.
Regularly spaced around the room.
Just a chair. OR IS IT? A hero can sit in it: roll 1d12:
| 1d12 | Sitting Result |
|---|---|
| 1-9 | Nothing interesting. |
| 10 | Finds a secret compartment with 25 gold in it. |
| 11 | The throne revolves to reveal a secret door in the wall behind. |
| 12 | The throne is trapped! Roll on the chest traps table. |
If searched roll 1d12:
| 1d12 | Search Result |
|---|---|
| 1-10 | Nothing |
| 11 | Spellbook with 4 random spells. |
| 12 | Treasure map. |
A hero can spend a turn studying the book (only one hero per turn). Roll 1d12: If the roll is greater then the characters intelligence, then the book means nothing to them. Otherwise:
| 1d12 | Search result on successful Int test |
|---|---|
| 1-6 | Just a wizards notes and shopping list. |
| 7-8 | Details for a random spell. Only useful for another wizard... |
| 9-10 | Treasure map |
| 11 | Ancient Knowledge: Character can invoke the spirit of an old one. Determine a random spell: that spell may be cast once without need for spell components by anybody. |
| 12 | Things Man Was Not Ment To Know: Forbidden knowledge completely unnerves the hero, and he looses his remaining Fate points for this adventure. |
Enfused with magical power. No spell components are required to cast spells whilst stood in this room. Roll 1d12 for each spell cast. On a roll of 1, a demon is summoned and will attack!
A tree, in a dungeon? Maybe it's a magic tree? Who knows. On a roll of 10+ on d12, the tree has 1d12 fruit which may be eaten with the same effects as mushrooms...
Tick Tock. The clock bends time and space and allows the heroes to travel between it and the dungeon entrance. To do so counts as one exploration phase. It can't be used in combat.
expanded_heroquest_furnishings, Rev. 5, Last changed on 2006-07-20 20:15, 338 page hits
