HAZARDS
Roll d66
11 The Magnetic Room. All metal is attracted to the center of this room. If a character is wearing chainmail or platemail (but not mithril or enchanted armour), they must pass a strength test. If it is failed, move the character two spaces towards the center of the room, pushing other models to one side. If a character is weilding a metalic weapon, he must roll another strength test or he will let go of the weapon (where it will stick at the center of the room). These tests must be taken every time a model tries to move or attack in the room or the passage outside, and a strength test is required to recover a weapon at the magnetic center. Shutting the door will negate the magnetic effect in the passage outside.
12 The Witch. The heroes get one combat round to kill her or close the door. After that, she teleports away with half the heroes gold. She has WS=7, T=3, W=2.
13 Magic Circle: If a hero steps into it:
1 Cursed: Lose 1 fate point permanently
2 Summoning: Wandering monsters appear, automatically surprise the heroes.
3-6 Nothing happens
7-9 Magical Power: Wizard filled with power: Next spell needs no components, only once per expedition. Non-wizards gain +1 WS in their next battle.
10-11 Healing: 1 wound is healed, once per adventure.
12 Fate: Hero gains 1 temporary fate point to be used this adventure.
14 Statue. Eye is a 400gp ruby. If hero tries to remove:
1-2 Cursed: Fate points reduced to 0
3-6 Statue animates: WS=9, T=8, Spd=6, W=8, 5 DD
7-11 Transforms into skaven warlord sentry. Can't leave room but can open doors.
12 Nothing happens.
15 Mould: Greek fire will destroy the mould in one phase, or they can go in with wet hankies: each hero crossing rolls 1d12:
1 Deadly poison: Use a fate point or die horribly.
2-6 Poison: Take 1 wound unless fate point is spent.
7-10 Irritant: WS -2 until after next combat.
11-12 No effect.
16 The Maiden. She is being guarded by wandering monsters. Reward for taking her to surface is 100gp. Spd=6, T=3, W=2.
21 Dungeon Shop. As if by magic, a shopkeeper appears. He sells all normal items. Attacking him causes the entire shop to vanish, leaving an empty room.
22 Man-At-Arms. He is being held prisoner by wandering monsters. Will become henchman for leader.
23 Mushrooms: 1d12 mushrooms, which may be picked. Effects of eating one:
1-2 Deadly poison: Spend fate point or die horribly. Can be used as rat poison.
3-4 Sleepy shroom: Hero falls asleep for 1d12 turns.
5 Polka Dots: No effect, basically.
6 Madcap Mushrooms: See equipment list.
7-8 Strength shroom: +1DD with hand weapons until next exploration phase.
9-10 Speed shroom: Speed is doubled until next exploration phase.
11-12 Healing Fungus: Restores all lost wounds
24 Rogue. He has the stats of a sergeant., +1 bonus to spot and disarm traps if he joins. At the end of the expedition, roll 1d12:
1-2: Steals all the heroes money.
3-4: Steals half their money.
5-10: Attempts to steal money but fails.
11-12: Decides to remain as a henchman.
25 Pool: Drink if you dare. Dropping a screech bug into the pool will identify the liquid. The bug will either die, or swim then scurry away. If it falls asleep it may be recovered. If a hero has an empty vial, he may take one dose for later use or identification. A hero may also dip his weapon into the pool.
1 Deadly poison. Effects of drinking: Drink a healing potion or die. Effects of dipping: Weapon is coated with Dark Venom (+1 DD) until end of next combat. An empty flask will make a poison grenade.
2-4 Sleepy potion: Effects of drinking: Fall asleep for 1d12 turns. Effects of dipping: Weapon warps or rusts slightly (-1 WS until repaired in town for 1/4 original price). An empty flask will make a sleep grenade.
5-8 Luck: Effects of drinking: Gain a temporary fate point to be used this adventure only. Effects of dipping: None unless you are a templar dipping a non-magical sword, in which case the sword becomes a Sword Of Justice (+2 WS, +1 DD)
9-12 Healing: Effects of drinking: Restore all lost wounds. Effects of dipping: Removes any form of curse, rust or poison on the weapon.
26 Trapdoor: This room has no other doors. If hero tries to open it:
1 It is trapped: roll on chest traps table.
2-3 Room: As with the grate above.
4-5 Crypt: Hero can spend one phase to explore:
1-2: Mould spores: Roll for mould above, automatically effects hero.
3-6: Empty
7-11: Contains skeleton wearing gold ring worth 25 gold.
12: Undead skaven WS 8, T 12, Spd 6, 1 wound, 6 DD
6-7: The Maze (Use heroquest board)
8-9: The Tunnel: A dark jagged tunnel that is linked to another trapdoor on the same level. Place a small room on the table unlinked to the dungeon. Each model passing through the tunnel will take 1DD damage from the nasty jaggedness. Large monsters can't enter the tunnel.
10-12: Stairs down to next level.
31 Throne: Roll wandering monsters: Select one to sit on throne. As long as this leader is alive, all the monsters created here get +1 T and +1 DD. The leader cannot move from the throne.
32 Chasm. Place treasure chest and wandering monsters on far side. The heroes have the following options:
Heroic leap: Take a Spd test. If failed, plunge to doom unless fate point spent.
Sensible leap: 10ft rope. If the jumper fails, those holding rope pull him if if str test passed.
Rope ladder: 20ft rope + 10 iron spikes. 1 turn to build ladder + 1 turn to cross after someone has made a sensible leap.
33 Bats: Screech bug or 2 flasks of greek fire will kill the bats in one phase. Flames Of Death will kill all the bats. Fighting the bats: Takes one phase: heroes take 1d6 wounds (split up between the heroes) Fate points can't be used. Or they can slam the door and go back.
34 Rats: Rat poison or 2 flasks of greek fire will kill the rats in one exploration phase. Flames Of Death will kill all the rats. Fighting the rats: 60 rats, each hero kills 1d12 per turn. On a 1-4, hero suffers 1 wound from rat bites. Or they can slam the door and go back.
35 Grate: Roll to see what room is underneath. It has no other exits unless it is a quest room. Monsters generated are prisoners. They have no weapons or equipment and will fight the heroes. +2 to heroes surprise if the lift the grate and attack. Only one person can enter per turn. Need a rope to get back out.
36 The Old Rope Bridge: A chasm blocks the room, but previous adventurers have already established a rope bridge. No monsters or treasure chest, however the bridge is rather old...
Unless the players wish to build their own, roll 1d12 for each model crossing over it.
1 The rope bridge snaps. The character will keep grip if they pass a strength test,otherwise they will plunge to their doom (unless a fate point is spent...) If they held on, they climb up on: 1-6: The far side, 7-12: The near side. Any further crossing attempts must be leaps as described under Chasm above.
2 The bridge is strained to its limit. If the character is wearing plate armour, the bridge will snap as above.
3-12 It's a little shaky, but otherwise they get across okay.
41 Cliff Face: Place the cliff edge across the room, and a single door on the far side. Roll 1d12:
1-6 The cliff faces the players: Iron spikes must be hammered into the rock to make climbing possible. Cliffs come in different heights; this one needs 1d12 spikes.
7-12 The heroes are at the top of the cliff. 10ft of rope is required to climb down without being hurt. Alternatively, one can jump down but will take one wound on a d12 roll of 5 or more.
42 Detreitus: Fill the room with misc. rubble and rubbish. Costs 2 movement to move one square in this room. Searching is possible in exp.phase or instead of attacking: Roll 1d12:
1 Rat bites the player: -1 WS until healed or end of expedition.
2-5 Nothing interesting.
6 1d12 iron spikes.
7 Length of weighty bent metal pipe useable as a throwing axe.
8 A heavy glass paperweight ideal for throwing or smashing; counts as a dagger.
9 A trapdoor buried under some timber: See Trapdoor entry above.
10 Arm hurt on jagged nails: take 1DD damage.
11 Roll on the miscellanious items chart.
12 Roll on the treasure table chart
43 Revolving Room: The room has 4 doors, one on each wall. When a model tries to leave, roll to see which side is exited:
1-3 The north door 5-8 The south door
4-6 The east door 9-12 The west door
44 Graveyard: Place the four graves at the edges of the room. This crypt oozes evil. A bravery check must be passed to enter. Graves may be searched in the exploration phase. Roll 1d12 for each:
1 Spirits of the evil dead possess the character: Each turn he must pass a bravery check or he will attack the nearest friend. The spirit will leave on the roll of 1, or if splashed with holy water or attacked with Genie.
2-4 Spirits of the evil dead curse the character: Loose all fate points for this adventure
5-8 A zombie claws its way out to attack the character.
9-11 An ancient chaos warrior buried with his cursed treasure. If the brave hero wishes to investigate futher, he looses 1 fate point and rolls on the treasure table.
12 Within lies a skeleton clutching a magical item. It will rise to attack with it.
45 Forgotten Legion: Fill the room with random monsters except for a path running through to the adjacent side. These creatures are encased in ice, invulnerable to any attack until broken free. If the door on the far side is opened, roll 1d12:
1-9 : The door opens, nothing else happens.
10-12: The ice shatters away and The Forgotten Legion spring to life to attack.
Any fire-based spells cast in this room will automatically melt the ice.
46 The Mad Monk. Any hero may talk to him: Roll 1d12
1 He has a psychotic breakdown and attacks the hero. Has the stats of a chaos thug.
2-6 The monk just dribbles and talks about nonsense.
7-8 The monk speaks deep truths. If the hero passes an intelligence check, he is shaken by such revelations (He's safe if he fails the test!) His bravery counts as 1 for the remainder of the expedition.
9-10 The monk describes in detail the surrounding area - place down dungeon sections as with a treasure map.
11-12 His demented ramblings turn out to be a spell of some kind: Roll for one on the random spells table, then select a target at random.
10-12 Dwarf Miner, being forced to dig by wandering monsters. If he is rescued, he will thankfully join the team until they leave the dungeon. WS=7, BS=4, S=6, T=9, Spd=4, Brv=9, Int=7, W=4, Pickaxe does 4DD, no throws. +2 to spot and disarm traps. Wears chainmail.
51 Illusionary Monsters: Generate some wandering monsters and place in the room. Fight as normal. Each time a hero or henchman is hit, make an intelligence check. If they pass, they realise the striking monster is illusionary and it vanishes from sight. No gold is gained from killing illusions.
52 Sacrificial Altar: Can be represented with a table, or the monument from Mordheim. A magic-user from the dungeon denizens race will be here. If you need to roll at random:
1-2 Skyre Warpweaver
3-4 Skyre White Skaven Sorcerer
5-6 Pestilens Monk
7-8 Chaos Sorcerer
9-10 Chaos Monk (Chaos Thug with T=5, BS=6, Int=7, Dagger (1DD), 1 x Chaos spell)
11-12 Orc Shaman (Orc with T=6, BS=6, Int=6, Dagger (1DD), 1 x Dark spell)
There will be also a sacrifice at the altar:
1-3 A Maiden (Will appreciate being rescued, same as the NPC above)
4-7 5d12 gold coins worth of gems and jewelry
8 A screech bug
9-12 1d6 spell components, rolled at random from the component table.
If the sacrifice is taken away:
1-10 No problem
11-12 The skaven / orc / chaos deity is angered:
1-10 Loose 1 fate point until end of adventure
11 A magical ball and chain appear locked to the hero that took the sacrifice. Whilst it is worn, the hero moves at half speed. The Genie can remove it, as can a Healer for 500gp, or whenever the character next gains a fate point for being lucky or completing a quest.
12 A machination of the deity appears to attack the heroes, automatically surprising them. Skaven: A skaven Warlord. Orcs: An orc Warlord. Chaos: Daemonette, Daemon of Tzeentch, or Bloodthirster
The altar can also be desicrated. It has T=10, W=6 and is automatically hit. Roll each turn to see if enemy reinforcements arrive. The character causing the destroying blow gains 1 temporary fate point - Luck granted by his own patron god.
53 Dwarven Forge: Place the forge, treasure chest and weapons rack in this room. The forge is intensely hot: If a non-dwarven model moves through this room, he will take 1DD per space moved. If a 12 is rolled on the weapons rack table, there will be a dwarven runic weapon.
54 Huge Iron Door: The only other exit from this room is a door that seems older than the dungeon itself. If a character tries to open it roll 1d12:
1 The door is trapped, and can only be opened once the trap is disarmed or triggered.
2-6 The door is rusted shut. It may be bashed down using the optional rules for locked doors.
7-9 Magically Sealed: The door can only be opened with Genie or striking it with a Spirit or Rune sword. The wall is magic-proof: Pass through Rock and Bright Key will not work.
10-12 The door opens without any trouble.
Entering the Door:
1-2 Warped Space. The players emerge in a familiar place... the known side of any locked door previously discovered.
2-6 Generate a room or corridor as normal.
7-10 Astral Portal. Heroes passing through must pass an Intelligence check. If they pass, they may emerge through any doorway on either side.
11 The Mouth Of Madness. On the other side of the door is an endless void that mortals are not ment to see. Heroes in the room must pass a Bravery test. If they fail, they are so shaken they lose one Fate point. If they pass, they are filled with confidence and gain one temporary Fate point. If a 12 is rolled, a warp beast emerges from the void - roll for surprise; heroes who failed their test miss their first turn.
12 Onwards, Comrades! The room on the far side is a Quest Room.
55 The Unicorn. The heroes have several choices: Be Friendly: If the heroes currently have a maiden with them, the unicorn will take her to safety. The heroes will get their reward when they leave the dungeon and will also each get a temporary lucky fate point each straight away. Be Nasty: This will cost each attacking hero a fate point, but the reward for killing the unicorn will be its horn. WS=8, S=7, T=7, W=6, Sp=10, Br=10, Int=10, Horn does 5DD (no fumb/crit). The horn counts as a magical dagger in the hands of a hero, but can also be used to negate the effect of any poison the hero or his friends suffer if the user passes an intelligence check.
56 Magical Darkness: Models trying to exit must pass an Intelligence check. If they fail, they come out of at a random door. If the roll is 10 or more, the magical Darkness attacks the model. The Darkness strikes with WS 7 against the models Bravery, and automatically causes 1 wound if it hits.
61 The Faerie Queen. A room filled with rainbows and flowers. She will bestow gifts if she is given an offering. Any item will be acceptable, but she has no use for gold. Spell components or at least 10 iron spikes are acceptable. If the group had previously attacked a unicorn during the current quest, she will ignore them. One offering grants one gift, select one: A curse will be lifted (restore fate points or remove ball + chain, etc), A temporary lucky fate point to be used this expedition, Teleport that hero to anywhere on the board, Heal the hero of all wounds.
62 Flooded. In all cases, the room counts as difficult terrain (Half movement rate, -2 WS)
Roll 1d12. This sunken room has flooded with:
1-4 Dirty water. Heroes wading through may be attacked by carnivorous fish. Roll 1d12. On a 1-6 the hero is okay. On a 7-11 they take 1DD. On a 12, a tentacled monstrosity drags the under the water. T=6, W=4, WS=7. The victim attacks at -4 WS or -6 WS if he is wearing metal armour. Allies attack at the normal penalty of -2 WS. The victim takes an automatic 1DD every turn from a combination of drowning and constriction.
5-8 Crystal clear water. A place of unusual tranquility and restoration. Each model moving through the room and out through another door (if there is one) regains one Wound, only once.
9-12 Marsh water. An verdant area stinking of methane. Fire or electrical spells and attacks cast here ignite the gas, hurting everyone in the room for 3DD. Make a Toughness test for every model moving through the room. On a fail, the character has been bitten by a mosquito and is now diseased.
It's not all bad though; the marsh may be searched. Roll 1d12:
1-4 Nothing interesting
5-7 Crimson Shade plant, enough for 1d6 doses.
8-10 Mandrake root, enough for 1d6 doses.
11-12 Will-O-The-Wisp. The heroes get one chance to capture it if they have an empty flask. Roll to hit against WS=7. It may later be released in combat. All enemy models in LOS must pass an Intelligence test or they will follow the Wisp; They will make Move actions away from the combat. Each turn roll 1d12. On a 7+, the model has been lured into a trap (roll on the traps table) after which the model will stop following the Wisp. The Wisp will vanish once all entranced models have hit a trap.
64 Screech Bug Nest. They're everywhere! The heroes may immediately close the door. Otherwise, they can plug up their ears and enter. Make a test against Toughness, only counting bonus from body armour and helmets. A fail will temporarily deafen the model; he will suffer -1 Spd and -1 WS until the end of the expedition. Models with a surprise bonus will loose it. If all heroes are deafened, the party is at -1 to surprise. In any event, the heroes may now catch screech bugs! This takes one exploration phase, and one bug can be caught for every empty flask the heroes have.
65 Magic Mouth. One wall is twisted into the shape of a giant mouth, uttering words. The party may either immediately slam the door and leave, or enter the room. Throwing in a Screech Bug will prevent the mouth from speaking and the heroes may pass through normally. Otherwise roll 1d12:
1-2 "Doom. Doom. Doom." Models entering the room must pass a Bravery test or loose one Fate point.
3-4 "Leave this place." Models must pass an Intelligence test or they will run back the way they came.
5-6 "INTRUDERS!" Roll for wandering monsters.
7-8 "RAAAAAAAR!" A deafening roar. Test for deafness in the same way as the Screech Bug Nest hazard above. This will also attract wandering monsters on a d12 roll of 7+
9-10 The mouth utters a random spell from a random college; this may be beneficial or harmful.
11-12 "Why, hello there!" The mouth is happy to be able to speak to friendly people. The heroes can stop and talk for one exploration phase. Roll 1d12:
1-8 The mouth is amiable but otherwise unhelpful.
9-10 The mouth is a real chatterbox and holds the party there for an extra exploration phase.
11-12 The mouth is wonderfully helpful, and reveals the surrounding area with the same effect as a treasure map.
66 Double Trouble. This is a large room with two hazards. Roll twice more, taking into consideration obvious conflicts (e.g. the Dwaven Forge will be extinguished in a Flooded Room)
expanded_heroquest_hazards, Rev. 1, Last changed on 2006-07-23 08:14, 377 page hits