Warhammer Quest
New Tile

By Kestelstart

 

The Throne Room

11 – The Warlord Must Die

A powerful warlord has risen among the monsters, and threatens the local settlements with his constant raids and building army.The Local Duke Fanzane Colwictz has hired the Warriors to enter the Warlord’s deep, find him, and kill him if possible.If the Warriors succeed in killing the monster, they will be paid (BLxD6) x 100 gold.

Special Rules

 At the end of the Dungeon there is a portcullis that will not open with any key or spell, and the key for it must be discovered as the Warriors explore.Each time a group of Inhabitant creatures (see below) are encountered and defeated select a Warrior, and randomly choose a warrior counter.If it is the one selected, then that Warrior finds the key on one of the bodies.If not, replace the counter, and next time the Warriors defeat a group of inhabitants, choose two Warriors.Each time this fails, increase the number of Warriors possible by one.Take the Guard Room card and set it aside, this room will not be encountered randomly in the dungeon (see below).

Events

As this is the lair of a certain warlord and his armies, it will tend to have a certain type of monster encountered rather than simply a random type.Each time an Event card dictates that monsters are encountered, roll a D6.On a 1-3 it is a normal random creature, but on a 4-6, it will be off the Inhabitants Chart below.

Objective Room

When the Objective Room is found, place the Guard Room down first.This is an antechamber for the Throne Room, and is full of Guard Creatures (see below).The Objective Room is visible through the arch, but a magical portcullis blocks off the passage, as noted in Special Rules above, and can only be opened with a special key.The Objective Room has the Warlord, which is selected by the dungeon level, and a full compliment of Guards (so if there are D6+3 potential Guards, there are 9 present).If the Guards can have ranged weapons, they will be armed with it.When the Warriors defeat the monsters, they find an Objective Room treasure each, and find their way out the now-abandoned dungeon to safety.

INHABITANTS TABLE

BL

WARLORD KING

GUARDS

INHABITANTS

1

Savage Orc Shaman

Savage Orcs (2D6)

Orcs, Goblins

2

Skaven Champion

Skaven Stormvermin (D6+3)

Skaven

3

Black Orc Boss

Black Orc Champions (D6+4)

4

Dark Elf Hero

Dark Elf Assassins (D6), Dark Elves (2D6) and Witch Elves (D6)

Any Dark Elf

5

Necromancer Champion

Wights (6), Mummies (6), Ghosts (6)

Any Undead

6

Chaos Dwarf Lord

Chaos Dwarf Blunderbuss (8), Chaos Dwarves (8), Great Taurus (1)

Any Chaos Dwarves, Taurus, Lammasu, any Bull Centaurs

7

Chaos Lord

Chaos Sorcerer, Chaos Hero, Chaos Champions (D6)

Chaos of any kind

8

Vampire Lord

Vampire Counts (2), Wights (6)

Any Undead

9

Lord of Change

None

Any Chaos

10

Emperor Dragon

None

Any Monster

 

12 – Save the King

King Wenceslaz has brought your Warriors to his throne room to talk to have you tell of your adventures, as its always an interesting story or two.While you are describing your defeat of the Beast that threatened the village and how the miscreant villagers didn’t believe you, monsters attack!!You must defeat the creatures, and escort the King out of the dungeon safely, leaving through a secret passage he knows of.If the Heroes get the King out to safety, the king rewards you with Objective Room Treasure each, and as you are in the nearest city, you need not travel any distance at all to reach it.

Special Rules

The adventure BEGINS in the Throne Room, with the Warriors standing in the four squares directly in front of the Throne.The Monsters are the standard Objective Room monsters, they are here to kill the king.He has guards who form a wall of bodies around the King on his throne, they will only fall if the Warriors all die.Once all the creatures have been slain, the Warriors note the last guard falls dead, begging them to protect the King.The King will not be harmed nor die until the Warriors are all dead, do not place him on the tile at all.

Events

This dungeon is as normal, events are the creatures scouring the castle for the king, seeking him to kill.The entire castle has been invaded, but is isolated, the army is waiting outside the exit for the King.

Objective Room

When the Dungeon is created, place the Stairs in the dungeon as if IT were the objective room.Once the Stairs are crossed, the Heroes are free.

13 – The Dead King’s Treasure

Long ago King Goranthus had a fabulous castle in the mountains, which was partially in the mountainside.The kingdom was rich as any in the world, with fabulous treasures and magical fancies in the kings treasury beneath his throne.Decades ago, an earthquake collapsed the mountainside, entombing the King and all his men to a horrible death.Only recently has a new earthquake re opened the castle’s ruins to the bold, and no one knows what is in the depths there.

Special Rules

The tremors are not finished wracking the mountainside, and occasionally shake the dungeon.On a Power Roll of ‘6’ the tremors shake the ruins and rubble drops into the room the Warriors are in.Roll a D6 for each square in the tile, if a 1 results, the square in question is blocked off with rubble and anything in it takes D6 wounds with no modifiers of any kind.Furthermore, that person is either displaced one square of their choice (the square is full of rubble, and knocks them aside) or if there are no free squares then the rubble pins the model to the floor as if webbed.This rubble keeps the model pinned until he rolls an 8 or better on D6+STR on their phase.If they are free, the model can act as normal that turn, otherwise he remains pinned and is +2 to be hit, unable to act in any way.

Events

No special events occur in this dungeon

Objective Room

The Objective Room has the standard monsters in it.Once these creatures are defeated, the Warriors can loot the treasury.However, the commotion, combined with the promise of wealth, makes this a dangerous place to remain.Each turn the Warriors can pull a single Objective Room Treasure card and (dungeon levelxD6) x 50 gold from the treasury.However, if an unexpected event occurs in this room that is a trap, it affects ALL the Warriors.Worse yet, if the event results in a monster, roll on the objective room monster chart once more!The Warriors may pull an unlimited amount of treasure from the Treasury, assuming they can survive.

14 – Throne of Hordes

A magical throne forged by evil magic has been placed in the nearby caves.It is capable of summoning creatures at a frightening rate of speed in the hands of a skilled user, which would generate an army in no time.The Warriors are tasked with destroying the item, having been given a rune of Unmagic.This rune will dispel any and all magic on an item on a 2+, and must be placed on the throne physically to do so.

Special Rules

There are no special rules for this dungeon.

Events

All Unexpected events contain the maximum number of creatures, as they are being summoned at a rather astonishing rate by the throne.

Objective Room

The Throne room is full of monsters.Roll on the Objective Room Monster Table at the level of the dungeon, with the maximum number of monsters there, and keep rolling until the room is filled (even overflowing into the hall the Warriors came from).Place one of the most powerful monsters (preferably a single spell caster type) at the Throne, he sits in it.Each turn, this monster takes no action except to summon more monsters, which are rolled randomly (the amount rolled as well).These show up where they can fit, if there is not room in the Objective Room and the preceding room, then no more appear.If more show up than there is room for, simply fill in the empty spaces (wherever those may be) and that is all that show up.The figure in the throne has 4+ magic resistance, and has 4+ ignore blows while in this throne.While in hand to hand combat, the throne monster cannot use its magic and no new creatures will arrive.Once this creature is dead, no one knows how to use the throne, and while it lives, the dispel magic rune has no effect, it cannot be used.Keep track of how many times the throne summons new creatures after the room is set up, and once combat is over, generate treasure for each group summoned.In addition, there are Objective Room Treasures, one for each Warrior scattered among the bodies.

 

15 – The Young Prince

A Young Prince of the Empire seeks to prove his boldness and worth to his father, and hires the Warriors to assist him.Bold he may be, but not stupid, and he knows he cannot survive alone.The Prince is in fact no good at all in combat, but will do his best to assist the Warriors.He must reach the ancestral throne and sit in it, where he will be given a name, a family tradition.Once this occurs, he takes the Warriors to his family keep and rewards them with an Objective Room Treasure each plus D6x100 gold for each level of the dungeon.

Special Rules

The Young Prince is a first level barbarian, and moves with the party.He cannot go berserk, but is armed with a pistol from the market, and has light armor (+2 toughness), a helm (+1 toughness), and a healing potion that will heal him all the way to full once. He will fight with the Warriors, and is attacked with them as if he were a full Warrior.  The Young Prince will attempt to kill what he fights, armed with a Great Sword, but his presence will not increase the number of monsters the Warriors face.He cannot go berserk either.He will not carry the lantern, no matter what his initiative, that is a servile task, and as a Prince will have no part of it.

As the Warriors need to return to the Home of the Young Prince, once the dungeon is complete, they travel D3 weeks of events until they reach it.Should any official events occur (such as prisoner or soldiers) then the most favorable event occurs, due to the presence of the Young Prince.

Events

No Special events occur in this dungeon.

Objective Room

The Objective Room generates monsters as normal, and when all are defeated, the Young Prince sits in the throne.The following turn, a voice booms out from the void with his new name, and he leaves with the Warriors full of pride and energy.

 

16 – The Lost Key

The Warriors have found a box filled with treasure, but it cannot be opened in any way that they have at their disposal.On the bottom of this chest is a crest of a long lost kingdom which lies nearby.Lacking any other options, the Warriors go there hoping that they key to this royal treasure chest it will still be in the ruins.

Special Rules

The chest is too heavy to carry far, so the Warriors leave it in the first room of the dungeon, secure in the thought that no one can open it and it weighs so much they all had to pitch in to carry it. Once the key is obtained, the Warriors must return to this chest and open it with the key.Within the chest is gold and one Objective Room Treasure for each Warrior.The Gold can be found by any Warrior, by rolling as many D6 as they choose to.If any of these dice results in a 1, there is no gold, but otherwise add up the total roll and multiply it by 200.If the Warriors must flee the dungeon, they lose the chest entirely.

Events

If the Warriors roll two unexpected events in a row, the chest has been discovered by a large monster such as a Troll or Minotaur and carried off, it is gone.On the bright side, he cant get it open now either.While the Warriors travel, if they roll an event that forces them to add time to their travel in the wilderness, they encounter the Minotaur and his heavy load and descend on him in a furious storm of weapons and spells, recovering the chest once more!

Objective Room

The Key is hidden in the Throne, and after all the Objective Room Monsters are defeated, the Warriors may search for the Key.Each turn, each warrior rolls a die, if any one rolls a ‘6’, then the key is found.If any one rolls a ‘1’ then the an Unexpected event occurs.Both may happen at the same time.The Warriors must them make their way back to the Chest in the first room.

 

The Altar

11 –Sacrifice!

One of the Warriors (choose a Warrior Counter randomly) has a family curse that affects the first born of each generation.While it has no direct effect on the Warrior, the family would be rid of this curse, and a way has been found.An altar to the god that the curse fell upon their ancestor has been found, a long lost one that has been suffering the abuse of monsters for centuries.  Should the Warriors slay the offending creatures and the curst one make a sacrifice, the curse would be lifted, or so the Warrior is assured by a High Priest.If the curse is lifted, the Warrior’s family grants him one treasure of his choice (from Dungeon Room Treasures, either the cards or the tables) in addition to the Objective Room Treasure from the monsters.

Special Rules

The Warrior selected carries the sacrifice with him, a lamb without blemish.Should this Warrior be reduced to 0 wounds, the lamb is also slain, and the quest cannot be completed.

Events

All unexpected events while the sacrifice is taking place are at one level higher, due to the raging mystical energies involved.

 Objective Room

Once the monsters are cleared out, the Warrior begins the sacrifice, which takes D6+3 turns standing next to the altar.Unexpected events are rolled for, and until the Warrior in question has finished the sacrifice, he cannot assist the others in any way.In addition, should he be reduced to 0 wounds or be restrained (webbed, for example) or moved away from the altar in some manner, the sacrifice fails, roll a D6.If the die comes up a 1, the god is greatly enraged and summons a single creature from 2 levels above the dungon level to execute his wrath.On a 6, the god raises the Warrior and places him back at the altar (swapping with another creature if needed) at full wounds to continue his work.

 

12 – The Cursed Shrine

Hidden beneath the World’s edge mountains is a shrine of dark and evil power that must be destroyed.The Warriors have been given a quest to seek out and destroy the offending structure, but no one is sure where it is.Scholars were consulted, and groups of Warriors were sent to the four corners of the kingdom to find the.A sage the Warriors consult is convinced that the Library of Assani holds a book called the Slaanesh Codex which lists all shrines and would have the location of this one.The Warriors must first find this library, then seek out the shrine its self.Should the book prove correct and this is the Cursed Shrine, the Warriors will be paid D6x100 gold each and is blessed for +1 luck permanently.

Special Rules

The Library must first be explored, which requires the Warriors to delve into the ruins of the School of Svoorinhav in the World’s Edge Mountains.This dungeon is built as an ordinary dungon is, with the Library tile as the objective room.Once the Library is reached, the players must defeat creatures rolled on the table one level higher than the dungeon level, then roll on the Library Table each turn, also rolling a Power roll as normal.Resolve unexpected events as normal each turn, and once the Slaanesh Codex is found, the Warriors must work their way out and travel D6 weeks to the location the Codex reveals.Then the Altar Objective Room Card is used to build a dungeon with half the ordinary size (3 cards with the Altar card mixed in and 3 cards atop that).

Events

No special events are generated by this adventure, although wilderness Hazards are rolled once a week as the Warriors travel between the Library of Assani to the dungeon.

Objective Room

The Shrine is in the Objective room, and once all monsters are slain, the Warriors may destroy the altar and within it find D6x200 gold plus an Objective Room treasure for each Warrior that survived.

LIBRARY TABLE

ROLL

RESULT

2

The Books are trapped! Roll on the event table until you get a trap, ignoring all results until a trap results and resolve this on a random Warrior.

3

The Books have an alarm on them, from now on each turn a Power roll of 1 or 2 results in an Unexpected event, and select each event one more time if a monster does not result, taking the second result.

2-5

A book of elven poetry is found, worth D6x50 gold when sold in a city, half in a town, it cannot be sold in a village

6-7

The Book sought after in a quest is discovered.If this does not apply, resolve this as if it were 2-5

8-9

A book of magic is discovered with one spell in it, roll randomly on a D6 for level and D3 for type, then choose one.Only spellcasters can learn this spell.

10-11

A book of magic is discovered, holding several spells!Roll 4D6 and select spells as if learning new spells.Only spellcasters can benefit from this book.

12

A hidden secret door is revealed as a book is pulled out.Place an arch on a wall, and put a room beyond this, which holds monsters of the level one higher than the dungeon, and gives two treasure cards when the monsters are defeated

 

13 – The Shrine of Healing

The Warriors have caught a horrid disease that affects them in various ways.The only cure for this plague is to visit the Shrine of Healing, a place of pilgrimage and great power.Unfortunately, the Shrine has been inhabited by horrible monsters seeking to use its healing powers for their evil plots.  

Special Rules

To determine the plague that each Warrior has, they each should roll a D6 and consult this: 1. –1 Toughness, 2. –1 STR, 3. –1 WS, 4. –1 Move, 5. –1 BS, 6. –1 Initiative.The Warriors suffer their affliction as they explore, until they find the shrine and take a turn to pray there, doing nothing else.

Events

No special events are generated by this dungeon.

Objective Room

The Monsters in this room are unusually healthy due to the presence of the Shrine and their long proximity to it.Treat each creature in the room as having D6 regenerate (if they already regenerate, add a D6 to their regeneration ability).They have a pile of treasure by the shrine that they have collected from monsters seeking healing and to access its power, but some of the treasure is actually donations to the god of the Shrine and is protected by a curse.The players may take as many treasures as they wish, rolling on the Dungeon Room Treasure table (and treating a 1 as Objective Room Treasure instead of gold), and each time a treasure is taken, roll a D6.If a ‘1’ results, the treasure was cursed.It can be used as normal, but each time it is used, the Warrior loses a random characteristic by 1.If any characteristic is reduced below 1, the Warrior dies.Furthermore, the item cannot be sold, as it is clearly cursed once taken, and the curse will not leave the character until he donates the item and it’s gold value to a temple.

 

14 – The Plaza

The Warriors have found the foundations to a huge city in the mountains, one of unknown origin.Long ago it was destroyed, but monsters and creatures of horrible type wander the ruins and stony ground.An altar is visible in the distance that glitters with gold and jewels… perhaps treasure can be found there, if only a path can be found to it among the cliffs and crumbled buildings.

Special Rules

This entire dungeon is actually above ground, and the tiles represent the only passable area that the characters can go through.It is built of very large areas, however, make the dungeon entirely of Objective Rooms and halls, leaving all dungeon rooms out. The Altar is still the ‘Objective Room’ the others simply are very large tiles.If you have access to other large rooms, feel free to use those in the mix as well.The outdoor nature means that there is no lantern, that fliers will break (see the description in the bestiary) by flying away.Also, spells have a line of sight that is rather astonishing, but the ‘walls’ of the dungeon are in fact cliffs and rubble, blocking sight.Spells have an effective range of 10 plus 5 squares per battle level (so a Battle-Level 8 wizard’s spell has a range of50 squares).Monsters have no maximum range, but will not set up further than one tile away.

Events

Events occur as normal, except in the Objective room, see below.

Objective Room

When the Warriors enter the Objective room, it fills with monsters from hidey holes all around it.Once they are defeated, the Altar may be looted for one objective room treasure for each Warrior.In addition, the Warriors must then roll one Outdoor Hazard roll that turn and resolve it as normal.

 

15 – The Magic Altar

The Warriors have found and are exploring a dungeon of unknown origin and history.Its walls are decorated with hieroglyphics of an ancient but readable text that describe a powerful Altar that grants a Hero great power for praying at it.Curious, the Warriors seek out this altar.

Special Rules

The Dungeon has no special rules.

Events

While in the Objective Room, the magic is so powerful that an Unexpected Event occurs on a 1 or 2.

Objective Room

The Altar is protected by powerful magic and monsters, when the Warriors first arrive, roll twice on the random events table, and then place the monsters as normal, subtracting 1 from the roll on the Objective Monster Room table.Once all the monsters are defeated, the Warriors may drink once from the Altars reddish cauldron of power, and roll on the table below for the result.Drinking more than once reduces the Warrior to a conical pile of ashes which cannot be resurrected from.

ROLL

RESULT

1

+D6 wounds permanently added

2

+1 move and +2 Initiative permanently added

3

+1 WS permanently added

4

+1 Toughness permanently added

5

+1 luck permanently added

6

+1 Attack permanently

 

16 – The Forge of the Gods

Hidden in the mountains is the Forge of the Gods, a powerful cauldron of molten metal from which many mighty weapons were made.It is said that dipping a weapon in this cauldron will enchant it with powerful magic, even if already magical… but the weapon may not survive.The Warriors seek this power, and explore where they have heard it lies.

Special Rules

Any monster encountered with a magic weapon has enchanted it further using the Forge, and should roll on the table below for the added magic in it.

Events

There are no special event rules for this dungeon.

Objective Room

The Altar with the Forge of the Gods cannot be used until all monsters have been cleared out.Each Warrior wishing to enchant a weapon should roll damage with it, excluding their strength (so if a 2D6 weapon is tried, roll 2D6, do not add your strength nor the weapon’s strength, if any).If this roll exceeds 5, the weapon is safely enchanted, roll on the table below.If not, it explodes, destroyed by the powerful energies, and causing D6+3 wounds to the Warrior and all Warriors adjacent, with half modifiers for Armor andToughness.

ROLL

RESULT

1

+1 damage every hit

2

+2 damage every hit

3

Ignores armor when it hits (if any)

4

+1 to hit

5

+1D6 damage

6

+1 attack

 

The Icy Throne Room

11 – The Giant’s Throne

A Giant King dwells in the depths of the mountain in an icy throne room, ruling his minions and raiding local settlements for money and juicy people to eat.The Warriors are hired to slay this giant, and are given special items to assist them in this quest.If they should succeed, the Warriors all receive D6x100 gold for each level of the dungeon (so a 4th level dungeon is worth 4D6x100 gold).The giant is rumored to have great treasure in his horde as well.

Special Rules

Each player is given a rune on his primary weapon that makes it +1 to hit Giants and do extra damage against Giants.For each Battle-Level that the Warrior is under 9th it does an additional 1D6 damage to one (so a 7th level Warrior’s weapon will do +2D6 damage to Giants).In addition, they are granted a ring that absorbs 20 wounds of damage, after all armor and toughness, each hit it absorbs half the damage sustained off this 20 wounds until 20 wounds is reached, and then dissolves into powder.These items, the Warriors are assured, will allow such stalwarts as themselves to defeat the Giant.The rune fades after this one adventure, although the ring will keep working until all the wounds are sustained.

Events

There are no special rules for events for this dungeon.

Objective Room

The Objective Room holds the Giant, and will have no other creatures in it unless it is a very high level dungeon, the Giant is more than sufficient task for any low level Warriors.If the dungeon is 8th level or higher, consult this chart for the other monsters:

8th: Giant and 1 roll on level 8 monsters

9th: Giant and 1 roll on level 9 monsters

10th: Giant and 1 roll each on both level 9 and level 10 monsters.

Once the Giant is slain, any other monsters present are treated as if they are terrified (-2 to hit and –2 to any roll on a spell table should spells be involved) due to their dismay.Once all monsters are slain, the Giants treasure includes many bones, rags, pretty shiny things, and an Objective Room Treasure for each Warrior.

 

12 – The Frost Demon Ymir

Long, long ago the Frost Demon Ymir was trapped in an icy tomb by mighty Elven magics.He has lain there for centuries, monsters dwelling in the horrible icy complex around him, his hateful visage leering from the floor of a huge room.Now often used as a seat of power by monsters, including most recently a Chaos Sorcerer.The Chaos Sorcerer has discovered the spell used to imprison the terrible Ymir, and is working on undoing the spell at this moment.Due to his armies, however, a direct assault on the Tomb by the elves would inflict terrible casualties, and they came upon this idea.The Warriors will sneak in a side entrance to the complex that the Elves built when they entombed Ymir, and while the Elven armies distract the army with sorties and an attack.Meanwhile the Warriors are to attach the Chaos Sorcerer and stop his spell, burning the scroll he with the entombing spell on it.

Special Rules

There are no special rules for this dungeon.

Events

There are no special event rules for this dungeon.

Objective Room

There is a Chaos sorcerer seated on the Throne in the Objective Room, taking the place of one roll of monsters that the room generates.One group of monsters guards the Sorcerer (see the rules for Guarding in the Bestiary).If a Chaos Sorcerer is too weak a creature for the dungeon, such as a dungeon of Battle-Level 7 or higher, upgrade him to a Master Chaos Sorcerer.He will be putting all his energies into the spell, and will not defend himself nor cast any spells whatsoever, nor attack.He cannot use his parry ability, but will rely on his armor to keep him alive long enough for the magic to be completed.The ritual takes D6+3 turns to complete, and once it is finished, he will turn his energies toward killing the Warriors, attacking, spellcasting, and parrying as normal.Should the ritual be completed, Ymir bursts free in an explosion of ice and wave of energy that deals (2xDungeon Level) in D6 to everything on the tile, entombing them in ice chunks and rime (as if it were a web that requires a strength roll of 9 or better to free themselves).Any surviving monsters then rejoin the battle when freed.The elves give the Warriors an Objective Room treasure each, and give each a rune that increases their primary weapon by +1 wound when it hits.

 

13 – The Fires of Ymir

Ice blue flames of Ymir burn deep in the icy caves atop the World’s Edge mountains, fires that are alleged to be able to shatter any item, save the most mighty of magical artifacts.The Warriors are tasked with destroying the Orb of Necrology, a powerful necromantic item that is steeped in evil and a dark history.Finally wrested from the Foul Nagash, the Orb must be destroyed.However, Nagash desires the Orb’s return and sends his minions after it constantly.Once the Orb is destroyed, the Warriors will be given great reward and laud, including a title of Undead Bane.

Special Rules

The Orb of Necrology exerts a powerful draw on any who carry the curst item, and each new tile encountered, the person carrying the Orb must make a Willpower test (7+ on a D6+Willpower).If this test fails, the Orb begins to take control, lower that Warriors Willpower by 1, and the Warrior will not voluntarily give the item up at this point.Should the orb reduce the Warrior’s Will below 1, then he is completely subsumed by the Orb’s power and turns on the the other Warriors, attempting to slay them all with every ability, luck point, Power, and Firebomb he has, ignoring any personal risk (even to the point of using firebombs at point blank range).This possession will only be broken by destroying the Orb.If the Orb bearer somehow defeats the Warriors, he will return it to Nagash and join his armies, becoming a Wight or some such creature in his armies.

Events

Any Event that involves Undead will be of the maximum number of possible undead (so if 2D6 Skeletons are rolled, 12 will show up) to reflect the influence of Nagash sending his minions to regain the Orb.

Objective Room

The Monsters of the Objective Room guard the Fires of Ymir and allow no one to reach them to use their magic, and all must be slain before the Orb can be destroyed.Any Unexpected Events here result in an Undead creature (roll on the Monster charts until an undead result is found, or just randomly select an Undead result in some way from the chart of the appropriate level).As Nagash exerts all his mighty evil will to stop the Warriors.The Orb must be placed in the fire directly, doing D6 wounds with no modifiers to the Warrior who does so, and then is destroyed a turn later in a flare of magical fires and wailing scream of frustration.The Warriors are rewarded with a Dungeon Room treasure and one Objective Room Treasure each.In addition, all purchases in the local Dwarven settlement are half price, but it is only a village.

 

14 – The Icy Doom

The Dwarves of the local mountains are being overwhelmed by an icy doom from a nearby cave.The cold is worse than ordinary winter, a bone chilling mystical icy cold that is spreading and making the area unlivable.Skaven are using warpstone in the caves to create a bending of weather and the spell has taken a life of its own to flood everything near it in an ever widening zone of cold.The Warriors are requested to deal with this horror by the Dwarves, who promise great wealth upon their return.If the Warriors stop the Icy Doom, the Dwarves grudgingly part with an Objective Room Treasure each Warrior (this is how they get the treasure in the Objective Room, it is no additional).

Special Rules

The intense cold of the dungeon causes some problems for the Warriors.The entire dungeon causes all creatures to be –1 to hit (except for undead).In addition, for each new tile that the warriors enter, the chilling reduces their maximum Wounds by 1, thus lowering the most that the Warriors can have through any means, even healing.This loss of wounds and hit penalty is eliminated when the Warriors leave the dungeon.

Events

This dungeon has no special events.

Objective Room

The Objective Room holds the Warpstone on the Throne that is causing this flood of arctic cold.It must be destroyed by some spell or a weapon, causing it to shatter under its intense cold and crumble to dust.This cannot be done until all monsters in the room are dealt with.

 

15 – The Dragon’s Horde

An Emperor Dragon has perished, leaving its treasures unguarded.The location of the Dragon was unknown until a dying Dwarven prospector told you of its hiding place, having been tortured horribly by goblins.However, you arent the only ones after this loot, the Goblins got the location from the poor Dwarf before you rescued him, and surely more creatures will learn from the stupid gobs before long.Haste is of the essence!

Special Rules

There are no special rules for this dungeon.

Events

There are no rules for special events for this dungeon.

Objective Room

The Objective Room holds the titanic body ofthe dragon, its bones and skin mouldering on top of a pile of treasures.However, there are many creatures here trying to loot the dragon, roll once on the monster chart for the level of the dungeon then consult the Objective Room chart as normal.This may end up so many monsters they fill the room, simply place more in the tile that the Warriors entered this room from, and continue back as needed into previous tiles, the monsters need no lantern.Once the monsters are all defeated, the Warriors find two Objective Room Treasures, plus a roll on the Dragon Horde chart at +2.

 

16 – Spies!

The Warriors are hired to spy out a horde of monsters that is gathered in a cave complex of the mountains.The Warriors are not to attack the main room of monsters, but to find out what is there, then return with their knowledge.Once the Warriors return, they will be paid (10xdungeon level) gold each for each creature that they find gathered in the Objective Room.

Special Rules

Each group of monsters will be surprised to see the Heroes, and none will get ambush in any way, ignore that ability.However, one of the monsters will attempt to flee, running away from the lantern’s area of light. Choose a monster randomly in the crowd of monsters (start with the one nearest the door the Warriors entered and to the left, and go right to left counting, and roll the same dice used to determine the number of monsters that are encountered.The number rolled is the monster that tries to run off, he will break pin on a 4+).The monster will head toward the area the Warriors have already explored, and attempt to run out that way to the limits of the lantern’s light and beyond.If the monster cannot go this way, it runs for another exit, possibly an unexplored one.If it succeeds, it warns the other monsters and this lack of ambush no longer applies. 

Events

This dungeon is unusually full of monsters who are well equipped, add 1 to each group of monsters encountered.In addition, once the Objective Room has been explored, Unexpected events are increased in size and danger.Instead of rolling normally for monsters, roll on the Objective Room table and determine what is met. Half the number of monsters encountered (round down, except 1 monster remains 1).Each group of monsters met in this manner carries one Objective Room Treasure that one of them will use if possible (if it is a weapon, for instance, not a potion or scroll), so determine it before the combat occurs and give it to a likely candidate.

Objective Room

The monsters in the Objective room are revealed before the Warriors enter, as they peek in through the door and see it is filled with powerful, horrible monsters.To represent this, roll on the Objective Room Table and increase the level result by 1.Thus, if it calls for 1 roll on the dungeon level and one a level higher, then this would now be one a level higher and one TWO levels higher.The Warriors may attack the room if they so choose to, but do not have to, and likely should not if they want to survive.

 

The Summoning Room

11 – The Temple of Evil

In the Settlement the Warriors last visited is a temple that is reputed to be filled with dark and evil monsters, fronting as a simple cult of some kind.The local authorities request that you explore it and see if it’s the source of the dark things that have begun to stalk the settlement at night.The Warriors are to enter, slay any evil they find, or if there is none, to return with a full report.If they succeed in destroying evil, they will receive 10 gold for each monster killed, and 10% off all purchases and fees in the settlement while there.In addition, as the dungeon is actually IN the settlement, they need not travel anywhere unless they wish to.The temple is in fact a source of dark evil, naturally, or it would be a dull adventure, wouldn’t it?The Warriors creep into the temple after it has closed to explore.If the Warriors leave the dungeon early, they are chased out of town and pelted with various rotting materials and stones.

Special Rules

This is a smaller Dungeon than most, even though the complex under the town is fairly large, cut the dungeon size in half (3 cards plus the summoning room, then 3 cards atop that).The Warriors begin in the Idol Chamber, put a doorway opposite the entry, behind the idol.Roll on the Objective Room Monster Table and add 3 to the roll.These monsters are trying to stop you from going further, and once defeated have 2 Objective Room treasures and two Dungeon Room treasures.

Events

There are no special rules for events in this dungeon.

Objective Room

The Objective Room is treated exactly like the Idol Chamber at the beginning, a roll with +3 on the die.Like the first room, it yields only 2 Objective Room Treasures and 2 Dungeon Room Treasures.This room is being used to summon monsters by the high priests, but the priests have all been killed by the monsters, only they remain now, gathering to attack the Settlement from within.The Warriors discover a tunnel to the main square and exit a booth selling small purple lizard dolls.

 

11 – The Gate of Gorach

In the mountains nearby is the Gate of Gorach, a foul device that the Dark Elves use to summon monsters in the nearby human lands, sending creatures to harrass and weaken them so that their Black Arks face less opposition in the coast cities.This gates location is not known exactly, so the players must face D6 weeks of wilderness Hazards before reaching the Dungeon.Once the Gate is destroyed, a simple matter of physical labor (see below), the Warriors must travel 1 week back to the settlement that hired them for their payment rather than obtaining the Objective Room Treasure in the dungeon.

Special Rules

The Dungeon begins with the Summoning room, it is simply the first room in the dungeon.The Warriors may destroy the Gate by crumbling it but not before it shimmers and brings one more creature into being, a LORD OF CHANGE!!The Chaos Lord is momentarily stunned from the transition into this world, and by the gate being destroyed in transit.The Lord does not move for D6+2 turns, but he blocks the door off entirely, the only way out is find an exit somewhere.The Dungeon is very large, the Warriors must travel until they either hit a dead end (such as following one side of a T to the last card there) or run out of dungeon cards.That dead end is a doorway to the surface and freedom.

In addition, the Lord of Change will begin to follow the Warriors to kill them.He will take a move each turn, and stop in each room for D6 turns to figure out where they went next.Keep all the dungeon tiles down and track his progress across the dungeon with a figure of some sort.If the Warriors are caught by the Lord of Change all other monsters immediately break pin and flee terrified, the Lord stops at the doorway to the room for a turn before entering and casting spells.Once the Warriors reach the exit doorway, they can flee, the Lord of Change will not go outside yet, it must gather its strength from the trip here. Of course, optionally, the Warriors could attack the Lord of Change, they have a few free turns to do so, although it will defend its self sooner than it is ready to move.If attacked, the Lord takes only half the time to recover, and then the remaining half he spends at –1 attack and –1 to hit (so if it takes 6 turns to recover normally, if attacked, the Lord can react in 3 turns, and is at a penalty for the other 3 turns).This still is a horribly deadly creature for all but the mightiest parties, and the best option is to run and run fast.

Events

There are no special rules for events in this dungeon.

Objective Room

The Objective room is full of monsters as normal, and each turn it gates one monster out, choose one type of monsters present randomly and add one of them to the pile.Once all the monsters are defeated, the Warriors can destroy the Gate of Gorash. Only 2 warriors can work on it, each rolling STR+D6 and adding it together.Once they do a total of 30 points to the Gate, it collapses and the warriors can flee.

 

13 – Save the Sacrifices!

The local settlement has had many of its people stolen from it (2D6+8) by monsters, and they locals fear they are doomed to be sacrificed.They are correct, but the situation is even more dire than they are aware of.The sacrifices are going to summon a powerful monster, and the Warriors only have a short time to prevent the summoning from taking place.For each Sacrifice the Warriors bring back home, they get a total of 100 gold.

Special Rules

Each tile the Warriors enter means one of the sacrifices has met his or her destiny and the ritual is one closer to completion.Once all the sacrifices are dead, the summoning takes place whether the Warriors have made it to the Objective Room or not, see below.

Events

There are no special rules for events in this dungeon.

Objective Room

The Objective room has the standard creatures from the Objective Room Table.Once the Warriors reach the Objective room, one sacrifice is killed each turn until the monsters all perish.If the sacrifices and ritual complete, roll on the Monster Tables 2 levels higher than the dungeon and place a single creature from that result on the table (even if it lists an amount such as 2D6 or 8, the ritual could have been botched and result in something pathetic).This creature joins the other monsters in an attempt to erase the Warriors, and if it is slain leaves behind a Dungeon Room Treasure.

 

14 – Explorer

An explorer wants to map out the nearby dungeon, and hires the Warriors to assist him in this task.He will pay them 100 gold total for each new tile discovered, and takes no treasure, the knowledge and value of the map is his compensation.However, he may not be what he seems to be, and when he reaches the Objective room, he may reveal his true nature.

Special Rules

The explorer is treated as a first level barbarian, without the ability to berserk.He has exactly the same equipment, plus a potion that will heal him totally once.This additional warrior will not cause additional monsters to show up (as more Warriors will usually), and fights them with the Warriors, place an additional Warrior on the board, he will draw monsters on him as per the rule of ones.If he dies, the Warriors of course don’t get paid, but at least they can find some treasure exploring

Events

The explorer isn’t the most capable nor quiet adventurer, and as a result all monster rolls are 25% more monsters – but never over the maximum that can be encountered (so if the chart calls for 2D6 monsters, roll and add 25% more, but not more than 12 total).In addition, the Explorer is so curious that any traps or events that require a roll or selection of a random Warrior pull or roll twice if he is not chosen, but the second must be taken.

 Objective Room

Once the Warriors and the explorer reach the Objective room, roll on this table:

1 The explorer is a monster in disguise, not an explorer at all, roll a single monster from the tables one level higher, he turns into that creature and joins the party (if it is a non intelligent creature, roll again, and only take a single creature).
2-3 Typical Dungeon, but only contains 2 Objective Room Treasure Cards rather than one for each Warrior.
4-5 Typical Dungeon with a full compliment of Objective Room Treasure
6. The explorer had a map to hidden treasure, roll twice on the Dungeon Room treasure table in addition to the Objective Room Treasures for each warrior.

There is a passageway that leads out of the Summoning Room once the warriors finish looting, this passage leads to the surface.

 

15 – Mirror Mirror

A dungeon of unknown contents lies before the Warriors, ready for exploration.What lies within, no one knows, all that makes this entry distinctive is a mirror polished stone above the door.

Special Rules

There are no special rules for this dungeon

Events

There are no special rules for events in this dungeon.

Objective Room

Instead of the standard monsters for the Objective room, there is simply a set of exact dopplegangers of the Warriors.They manifest from the Summoning circle (place them in it when the Warriors enter) and attack their counterparts only.Once the counterpart of a doppleganger dies, they move on to the opponent who has dealt the most damage thus far.They have exactly the same equipment and wounds as the Warriors when they started the dungeon, not as they presently are now (so new equipment or lost material, used potions, lost wounds etc does not apply).Once the doppleganger is slain, it melts into gold, roll 1D6 for each Battle-Level of the warrior it copied and add that amount to the amount of Gold they were carrying originally.No Objective Room Treasure is in this dungeon.

 

16 – The Watery Portal

A demented mage has opened a portal to a watery dimension and left it there, pouring gallons of water each second to flood the dungeon he was in.The water is roaring out of the front door like a stream, flooding nearby farms and villages, and the rate of water is slowly increasing.Worse yet, the flood rate seems to be increasing at a more rapid rate as time goes by, in a geometric fashion.Mages are not sure how much water might pour out, but an entire dimension of water is on the other side, and they aren’t optimistic.So they local leaders decided to send an expedition in with a fire rune that will collapse the portal (they believe).Should the Warriors succeed, they will be rewarded with a bold steed each, a horse that will not flee if it is indicated to do so in any hazard.

Special Rules

The dungeon is flooding with water, which increases with time.This water restricts the Warriors in combat and movement as it rises, starting out at a foot deep.For each 2 feet that the water rises to, it lowers movement by 1 (minimum move is 1), and for each 3 feet deep the water becomes, it reduces damage by 1D6.All kick attacks are negated by 3 feet or deeper water.If the water becomes 5 feet deep or more, it negates bow and pistol attacks.Each time a pistol is fired, roll a D6, on a 1-3 the powder is too wet to fire.The ceilings are a uniform 10 feet high, and once the water reaches that height, there is no longer any air to breathe.At this point, the Warriors hold their breath for a number of turns equal to their toughness, then begin to lose one wound a turn until they find air, with no modifiers whatsoever for anything.The objective room is 15 feet high, and air can be found there.

There are no doors, collapsed passages, rotating rooms, and such, the dungeon is free and clear like a system of tunnels.Remove all tiles such as collapsed passage and Rotating room, and ignore any events that result in blocking off the dungeon like the Cave In or Locked Door.The portcullis can be encountered, however.Also remove any rooms with raised areas (like the Shaman’s Den) and stairs, the dungeon is flat as Kansas.

Events

Each time an unexpected event occurs, the Gate has widened and more water pours out, raising the water level by a foot in the dungeon. Note, if the water level exceeds 3 feet, any result of a small monster such as a Giant Rat, Goblin, or Snotling is simply ignored, they cannot function in that deep water, and drown long ago.

Objective Room

The Gate dominates the room, pouring water out at a terrific rate like a hose, and widening gradually as the Warriors watch.Roll on the objective room monster table, but the monsters will not attempt to stop the Warriors from closing the gate, as they don’t especially appreciate its presence.Once the gate is closed, the water level quickly drains off at the rate of a foot a turn.After all the monsters are defeated and the water totally drains away, the Warriors discover D6x100 gold for each level of the dungeon, plus the objective room treasures scattered around.