. DUNGEON FEATURES .

By Paul Saintly

These rules let warriors to interact fluidly with the dungeon- whether the illustrated floorboards or more advanced, modelled masterpieces - through the Dungeon Features.

Dungeon Features are another option for using Event Cards or choosing between monsters in the Roleplay book and an event from the Roleplay book.

It is easy to create a Monster Table of your own, copying down the stat's from the Roleplay book into a 2D6 table, even customizing it for different races… but then there are no events.

While the event cards operate quite well in the novice game, by the time a party is at about Battle level 3 they are only a cumbersome way of working out events. Therefore, an alternative is needed.

The Dungeon Features are just that: objects, features, things that make up the dungeon! They can be represented by the cards included in the game, cards painted by yourself or even complete modelled versions. And at the same time, they eliminate one of the most time-consuming part: that of digging through the Roleplay to work out every event that occurs. Now monsters and events are separate but still integral to the dungeon.

The following rules are split into three sections: an Introduction and explanation of the rules; a Dungeon Features Table; and the Dungeon Features Rules for the table.

. INTRODUCTION .

At first it is quite easy to use cards for a quick inclusion of the Dungeon Features in your games. This works fine with the existing floorplans, opening a huge variety of events and actions for each room.

In the following table are Dungeon Features that can be represented by the included cards:

D36 CARD EVENT
11 Dwarven Skeleton
12 Rocks
13 Weapon Rack
14 Bone Pile
15 Trapdoor
16 Trapdoor
21 Barrel
22 Treasure Chest
23 Closed Chest
24 Closed Chest
25 Gas Chest
26 Items
31 Stake Pit
32 Stake Pit
33 Iron Grate
34 Slime Pit
35 Shaft Hole
36 Portcullis

When beginning the game it is simple to set up the Dungeon Features. Randomly line out the Features or work out a simple selection system for each room, such as a D66 roll like the one above.

Then, each time a new room is about to be entered, roll the Power Dice. As well as allocating the number of magical power available, this dice roll can show how many Dungeon Features, if any, will be in the new room according to the following table:

Power Roll   Number of Dungeon Features 
1 0
2 1
3 1
4 1
5 2
6 2

This is modified from a D3 roll: 1 equals 0, 2-4 equals 1, and 5-6 equals 3 Dungeon Features. Though the players will know in advance which Dungeon Features are in which room, they will not know which square they are on, or which of the several effects might happen.

Dungeon Features comprise of two basic types; that of placed and moveable objects, such as chests, tables, thrones; and features of the dungeon itself, grates, pits of slime, pavement etc. Here is an example of the rules for a Dungeon Feature:

HEADING:
what the Dungeon Feature actually is.
BONE PILE
FIRST PARAGRAPH:
These rules describe how warriors interact with the Dungeon Feature.  If there is no first paragraph the warrior's cannot interact with the feature during combat; they must wait until a warrior investigates.
The square cannot be occupied.  The human bones can disturb younger warriors- it causes Fear 3. 
"WHEN A WARRIOR…"
This line specifies when the Investigating Table is rolled: either when a warrior investigates the feature or when he steps adjacent to it- or both. If both, then a warrior cannot investigate unless the whole party avoids all adjacent squares
When a warrior investigates roll a D6:
INVESTIGATING TABLE:
This table can either be D6 or D3, or sometimes with specialized Dungeon Features may not be there at all.  This is the part of a Dungeon Feature that corresponds to an Event Card: the rules are based on the Event Table of the Roleplay Book and can be modified for the battle-level of the party.  When a warrior rolls on this table, whether by stepping adjacent to the feature or by purposely investigating it, then he is subject to its rules: and often anyone else in the room is affected as well.
1-2 Flaming Skulls. 
When the pile is disturbed, a disembodied voice cries, 'Beware the Flaming Skulls.'  Four skulls, glowing with a fierce purple witchlight, then emerge and fly at the warriors, cackling horribly.
Roll for each warrior. On a 1-4 he's hit and suffers 2D6 unmodified wounds. Over 8 wounds causes the warrior to suffer Terror for 1D3 turn as the magical fire sears into his very soul.
3 Trap!
With a flash a magical bolt leaps from the rune-etched bones and strikes the investigating warrior, causing 2D6 modified wounds.
After resolving the damage roll another D6. On a 1-3, the bolt arcs across to the next nearest warrior and causes 2D6 -2 wounds. This process continues until all the warriors have been hit or the dice roll is a 4-6, and the bolt earths to the ground.
4-5 Wight Lord.
With an unnatural bellow, the bones rise up and assemble into the grim figure of a Wight Lord. With an ominous voice, he swears to protect his grave-goods, instantly setting upon the investigating warrior.
After the combat that warrior gets an extra roll on the Treasure Table as he 'borrows' what the undead creature guarded.
6 Hidden Gold
The warrior who investigates gets Gold that is hidden within the bone pile.

There is now a new action that warriors can perform: Investigate. This can only be done out of combat and if there is a Dungeon Feature in the room. Once you have declared your warrior is Investigating, he goes and stands adjacent to the Dungeon Feature, seeing if it has any uses or items. Place your warrior adjacent to the Dungeon Feature.

Note some Dungeon Features cannot be investigated, or can be used In Combat, or both. The Dungeon Feature's first paragraph denotes this. As can be seen, there are 2 sections to each Dungeon Feature: its First Paragraph, which describes how it can be interacted with in combat, and its Investigating Table, which is the events that transpire when the feature is explored.

The individual rules for each Dungeon Feature are relatively simple and clear, and if each one is recognized then the game will move smoothly and faultlessly, with different events for each room and a characterised dungeon filled with danger, death and mystery.

SPECIAL FEATURES

Special Features are simply unusual objects specifically written into your scenario, objects needing to be carried or found by the warriors.

They are one-off items with their own rules, and can include an Iron Casket containing warpstone, a sword made by a Wizard Collage of Altdorf, the Dragon's Talon jewel of Karak-Kadrin and just about anything you can imagine.

OBJECTIVE ROOM FEATURES

It seems unusual to have the dungeon rooms with more attention paid to them than the Objective rooms, so Objective Room Features should be impressive with important rules such as in the Adventure book to match them.

Objective Room Features can be modelled to match features illustrated on objective floorboards, so over the illustrated tomb is a modelled Tomb of the Ancient Liche, and so forth. As well as this new Objective Features can be made which are the same size so that the Objective Features fit with the Objective rooms. This way the warrior's objective is memorable and worth travelling to!.

DUNGEON FEATURES TABLE .

D66 ROLL DUNGEON FEATURE D66 ROLL DUNGEON FEATURE
11 Dwarven Skeleton 21 Barrel
12 Rocks 22 Treasure Chest
13 Weapon Rack 23 & Closed Chest
14 Bone Pile 24 Closed Chest
15 & Trapdoor 25 Gas Chest
16 Trapdoor 26 Items
31 & Stake Pit 41& Skull
32 Stake Pit 42 Skull
33 Iron Grate 43 Trip Wire
34 Slime Pit 44 Dead Orc
35 Shaft Hole 45 Pentagram
36 Portcullis 46 Items number 2
51 Medallion 61 Lava flow (4 squares)
52 Brazier 62 War Helm
53 Pit (4 squares) 63 Air Grates (1D3 separate cards)
54 Prisoners (4 squares) 64 Cracked Stones
55 Stairs (2 squares) 65 Table (2 squares)
56 Liquid (2 squares) 66 Items number 3

. DUNGEON FEATURE RULES .

The following rules are for a full D66 List of Dungeon Features. Note that unless specified, squares with Dungeon Features cannot be occupied by either warriors or monsters.

The first half are made up of Features represented by the cards included in the game, but the second half are made up of Features that can be easily modeled or painted.

Anyone familiar with the Event Rules in the Warhammer Quest Roleplay Book will recognize the rules I have adapted into the rules below. Feel free to invent your own Dungeon Features for your own dungeon.

Note these rules are aimed at a mid-range warrior party, on Battle Level 4 or 5. Modify them up or down according to your own party's Battle Level.

11- DWARVEN SKELETON

The ghastly sight of a veteran warrior, dead and unburied, may cause the warriors to lose heart- it causes Fear 4. Any dwarf warrior must subtract 2 from his fear roll.

If your warrior fails the test he may not move forward, but only defend and attack adjacent monsters until the combat is over. On a natural To Hit roll of 6, though, the warrior fights with vengeance in his heart and gains +1 Attack.

12- ROCKS

If any model, warrior and monster alike, rolls 1 To Hit in an adjacent square, he's tripped over the rocks! The model loses all remaining Attacks and can be hit automatically.

In addition, when a warrior stands adjacent to or investigates roll a D6:

1-2 Abandoned spider's web.
The warrior is immediately webbed.
3-5 Unstable roof.
1D3 random squares and its occupants are hit on a 4, 5 or 6 and take a strength 5 hit, modified. Treat those squares with above rules.
6 Concealed cave.
After combat, any investigating warrior must pass an Initiative Test, -2 to any warrior but a dwarf, to discover a hidden cave in the rock pile. A Strength Test is then needed to move the rocks aside. In the hollowed out cave he finds treasure.

13- WEAPON RACK

Roll a D6 if a warrior steps in any adjacent square:

1 Gigantic Spider
The rack stands amidst a cunning web and the warrior is immediately webbed. The gigantic spider dropping from the roof also gains 2 Ambush Attacks!
2 Ancient trap.
After combat, take a warrior counter to determine who investigates; as he touches the rusted weapons a huge stone block slides from the roof upon him! Unless he passes a Reaction Test with a -1 modifier he takes 5D6 wounds, modified for armour only, and must be freed by pushing the block off. Roll 1D6 and add each adjacent warrior's Strength, the block is pushed off on a total of 14 or above.
3-5 Enchanted weapons.
These unusual weapons have been imbued by a magic to protect the room or corridor as if guarding their master's home. Any warrior in an adjacent square must defend himself from D3 magically animated weapons. Their Weapon Skill is 7, but they only have a Strength of 3. The weapons only attack warriors in adjacent squares, and cannot pin them.
6 Enchanted Treasure!
The rack holds a mighty sword of powerful magic. Pick two Sigils from the Dungeon Room Treasure of up to 400 gold each and combine them.

14- BONE PILE

The square cannot be occupied. The human bones can disturb younger warriors- it causes Fear 3. When a warrior investigates roll a D6:

1-2 Flaming Skulls.
When the pile is disturbed, four skulls, glowing with a fierce purple witchlight, emerge and fly at the warriors with a horrible laugh. Roll for each warrior- on 1-4: he's hit and suffers 2D6 Unmodified Wounds. Over 8 wounds causes the warrior to suffer Terror for 1D3 turn as the magical fire sears into his very soul.
3 Trap!
A magical bolt leaps from rune-etched bones and strikes the investigating warrior, causing 2D6 Modified Wounds. After resolving the damage roll another D6. On 1-3, the bolt arcs across to the next nearest warrior and causes 2D6 -2 Wounds. This process continues until all the warriors are hit or the dice rolls4-6, when the bolt earths.
4-5 Wight Lord.
With an unnatural bellow, the bones rise up and assemble into the grim figure of a Wight Lord. With an ominous voice, he swears to protect his grave-goods, instantly setting upon the investigating warrior. After combat that warrior gets 1 extra roll on the Treasure Table as he 'borrows' what the undead creature guarded.
6 Hidden Gold.
The warrior who investigates gets Gold that is hidden within the bone pile.

15 & 16- TRAPDOOR

When entering this room roll 1D6- on a 1 the trapdoor is concealed, ready to plunge the unwary into a deep pit! Each time a warrior moves one square roll a D6- on 1-3 he falls through the trapdoor and suffers 2D6 modified wounds. If the original roll is 2-6, the trapdoor is placed randomly as normal. To open the locked door requires the investigating warrior to pass a Strength test with a -1 modifier to bash off its bolt. The warrior must also subtract 1 from the event rolled. Using lock picks bypasses the test and modifier.

Roll a D6 after the trapdoor is investigated and opened:

1 Netted!
Cleverly concealed on the trapdoor's surface is a net laid down by a cunning goblin boss, suspending the flailing warrior against the roof . He cannot do anything, is immune to any but missile attacks and spells. It takes 1D3 turns to free himself, when he tumbles down to suffer 1D6 wounds. The trapdoor holds naught but an ancient skeleton.
2 Snakes.
As the trapdoor is thrown open, a lever is released, and bells shudder through the dungeon to summon monsters (take card). What is worse, openings in the roof slide open to pour writhing snakes upon the warriors. Roll a D6 for each warrior, subtracting -1 for each Initiative point under 5
1 The snakes manage to bite your warrior, finding chinks in even the toughest armour. He suffers 1D6 unmodified wounds and cannot do anything for the rest of the turn. This damage is Poison.
2-5 The snakes manage to bite your warrior. He sufferers 1D6 unmodified wounds. This damage is Poison. He then manages to free himself from the writhing mass and slashes them to pieces.
6 Your warrior nimbly avoids the snakes, killing them at his feet. Trap has no effect. After this event is settled, the warrior that investigated finds Gold in a small depression.
3 Water trap.
The opened trapdoor reveals a deep pit, and the warrior hears a roiling bellow that steadily increases until a foaming wall of water appears! The warrior released pressure from an underground lake, causing water to boil up to the roof in a giant pillar that quickly fills the room. Any combat stops, and the rules for pinning are suspended. The warrior's have 2 turns, with a -1 penalty to Movement, to reach the exit and close the door by a Strength Test- minus 2 modifier- or they drown!
4-5 Submerged room.
The warrior opens the trapdoor to reveal damp stairs leading to an underground room stinking of rotted corpses. Place a random 4x4 room beside that with the trapdoor. This a deadly monster's lair holds a 'creature' 1 Battle-level higher warriors
6 Treasure.
In a small recess dug hewn into the stone floor, the warrior finds a dusty and forgotten magical item- roll on 'Magic Items' table.

21- BARREL

A warrior can jump upon the barrel to receive +2 to his Strength. However if he rolls a 1 or 2 To Hit at any time the barrel teeters and throws the warrior to the ground. He can be hit automatically for a turn. In addition, roll a D6 if an investigating warrior opens the barrel:

1 Gas trap!
The warrior loses 1D6 Unmodified Wounds and 1 point of Strength for the rest of the adventure, as deadly poison gas billows around the hapless fool's peering face.
2-3 Foul Orcish brew.
The beer is disgusting and cannot be consumed.
4-6 Very Aged Beer.
This beer, when consumed, causes -2 WS; -2 I; +1 S (+2 S to a dwarf); immunity to Fear and Terror rolls. Wizards can't cast for 4 turns. There is enough in the barrel for 1D3+6 swings, a warrior carrying it has his Movement reduced by 1.

22- TREASURE CHEST

The chest holds Gold, 1 item from the Weapons and Armour table, and 2 items from the Magic Items table. But there's a chance danger lurks among the shining wealth. Roll 1D6:

1 Illusion!
The chest disappears. Roll twice on the monster table instead.
2-3 Trap!
The warrior suffers 1D6+4 modified wounds as a dart is shot into his neck.
4-6 No event occurs.

23 & 24- CLOSED CHEST

This chest can be pushed 2 squares a turn. Leaping up onto the chest gives +3 strength as the warrior can bring his weapon down and a -2 To Hit modifier because he must keep his balance. If the chest is moved follow the rules for the Hidden Jewel below, or else see the rules below when the chest is opened.

Hidden jewel. The chest covers a small recess in the floor, within which lies a brightly glowing, valuable-looking blue sapphire. Roll a D3 on the following sub-table:

1 As the warrior's hand is past floor-level, iron jaw's slam either side to entrap him and the walls either side suddenly sprout long spikes and start advancing forward! The trapped warrior cannot move, and the others have a choice:  abandon the warrior to his death and run for the exit or try a rescue before they all die! The walls take 4 turns to enclose and kill whoever is left in the room, but to release the warrior takes 1D3 turns. It could be close… It takes ALL warriors to open the iron jaws. After 1D3 turns the walls return to their normal state after closing  but the recess with the gem is mysteriously gone.
2 The hole is a Petrify Trap:  the reaching warrior's hand goes numb as eerie green lights flicker up his arm! The warrior must roll against his Willpower with a -1 (needing a 7 or more) or immediately suffers 3D6 unmodified wounds, his Movements permanently reduced by one. If the Movement reaches zero the warrior is turned to stone and is killed. After this punishment, the warrior reaches the gem, worth 500 gold. If he passes the Willpower test, then he pulls his hand out before he can suffer the effects of the spell and get the gem (he can reach in again if he wishes). It costs 1000 Gold to reverse the spell.
3 The jewel is worth 500 gold, hidden by a long-dead warrior.

OPENING THE CHEST

Roll 1D6.

On 1-3 it is Locked taking a turn to bash open. The chest relinquishes to lock picks instantly. Roll a D6 on the sub-table once the chest opens:

1-3 Scorpions.
The chest is filled to the brim with chittering, stinging scorpions. 12 leap out to instantly attack your warrior. Roll normal damage dice (1D6 + strength):  this is the amount of scorpions your warrior kills. The rest inflict 1 unmodified wound each then run to the shadows. Each turn another 12 scorpions will scuttle out of the chest and attack the closest warrior until the chest or a door is closed.
4-5 Much Gold!
Each warrior starts drooling at the chest full of Altdorf pure-gold coins. The party can gain (warrior's Battle-level) D6x800 gold EACH! However, Two warriors can carry the chest and each monster group gets Ambush +3, or Ambush Automatic if they have the ambush skill, as the warriors lug around the gold. Carrying the chest means 2 warriors move only 2 squares each turn. If the warriors leave the chest behind they are all subject to the Gold rules.
6 Lot's of treasure!
The chest is a Treasure Chest (see above but ignore a roll of 1).

25- GAS CHEST

Like the closed chest, a warrior can stand on the gas chest. If opened, roll a D6:

1-3 Poison!
All warriors suffer 1D6+4 unmodified wounds, which is poison damage.
4-6 Healing vapours.
Every warrior on the board is healed up to full wounds.

26- ITEMS

These items can be either good or evil. Roll a D6 for the investigating warrior:

1-2 Old Skaven trap.
Inside the bag is a warpstone bomb attached to the dagger (the switch). Your warrior takes 2D6 wounds modified only for armour- and every warrior loses 1 Toughness as the lethal and mutating fragments explode around the room! It costs 400 gold when next in a settlement to remove the fragments from under a warrior's skin and return his profile to normal.
3 Fire Trap.
As the warrior collects the items a slab of the wall groans aside (choose Entry Wall) and huge, burning gouts of fire erupt from an unseen source! The warrior setting this trap off can only avoid being hit if an adjacent square is empty, and by passing an Reaction Test with a -1 modifier. Any model in a straight line from the wall suffers 3D6 wounds, modified for armour only. The items are useless.
4-5 The treasure is relatively harmless and the warrior finds Gold.
6 Roll 4 times on the Magic Items table to see what these magical items are.

31 & 32- STAKE PIT.

There are 2 ways for the stake pit to be placed. Roll a D6 when placing the room with a pit:

1-4 One of the warriors will set it off. Roll a D6 each time a warrior moves into a new square:  on 1-4 he's stepped on the trap! Take a Reaction Test with a -2 modifier; if he succeeds, place the warrior in any adjacent square as he nimbly avoids the trap. If he fails (or there're no available squares) he takes 4D6 modified wounds. Once found, roll a D6. On a 1 there's another stake pit- repeat the above rules!
5-6 The pit is placed randomly. A warrior can attempt to push adjacent man-sized monsters in! Make a Strength test with a -1 modifier for point of difference in strengths. If passed, the monster must now roll under its Initiative. If the monster fails he suffers 4D6 modified wounds minus 3 points of armour. Models killed in this way count towards gold. Any Monster with Initiative over 5 can attempt to push warriors in!

33- IRON GRATE

Roll a D6 when a warrior stands adjacent to the grate:

1 Trip-switch.
Everyone takes 2D6 wounds as rusted scythes whip out from walls and floor. No gold received for killed monsters.
2-3 Gas vent.
The warrior who sets it off is affected immediately. Each monster and warrior is affected on a D6 roll of 1-3. Roll on the following sub-table for each model affected-
1  Model's toughness and strength are reduced by -1 for the next 2D6 turns or until dead.
2  Model's to hit rolls are reduced by -1 for the rest of the adventure or turns or until dead.
3  Model's toughness and strength are reduced by -1 for the next 2D6 turns.
4  Model's strength is reduced by -1 for the next 1D6 turns.
5  Model's toughness is reduced by -1 for the next 1D6 turns.
6  Model loses 1D6 unmodified wounds.
4-6 Hidden object.
The grate can be opened, requiring a Strength test after someone passes an Initiative test to see the object. Roll a D6 on this sub-table to see what the warriors find
1 Piece of warpstone.
The warrior suffers 2D6 poison wounds as the warpstone burns the skin. In addition the warrior must pass a Willpower test or he suffers another D6 wounds.
2-4 Trapped slaves.
There are 1D3 huddled in the cramped space. The warriors can send them back, perhaps to their deaths, or rescue them. The slaves move only 2 squares, and must be protected; but if the slaves are abandoned the warriors cannot take advantage of the temple or other deity bonuses AGAIN.
5-6 Treasure.
The warrior that opened the grate gets a piece of treasure, whether it is his turn or not, and finds another piece to give to another warrior.

34- SLIME PIT

This square cannot be occupied. Roll on the table when a warrior steps in an adjacent square:

1-2 The slime within this hole starts to rise when approached! It rises for 1D3 turns, covering adjacent squares in the first turn, then oozing a thin layer across the whole room on the second. If the slime rises for 3 turns the room holding the pit is impassable. Warriors suffer 1 wound per turn in a covered square.
3-4 Acid pool.
The pit is the only visible part of a large acid pool directly under a seemingly solid floor! Any time a model with Strength 4 or above moves roll a D6. On a 1 or 2, the floor underground shatters. Every square adjacent to the pit crumbles, and a warrior must pass an Reaction Test with a -1 modifier to leap onto solid rock- or Levitate- otherwise he plummets into the deadly well and is instantly KILLED!
5 Warpstone Well.
Each turn a warrior spends in an adjacent square they suffer 1D6+2 unmodified wounds. In addition, any skaven or chaos monster gets the Regenerate 2 ability, and the room has a Magic Dispel 6+ on all the wizards' spells. Any skaven or chaos spells gain a +2 modifier on its effects.
6 Hidden treasure.
Each warrior may take one piece of Objective Room treasure but suffers 1D6 unmodified wounds as he reaches into acidic slime.

35- SHAFT HOLE

This square cannot be occupied. When investigated, roll to see what lies hin the shaft hole…

1-2 Monster!
Emerging from the shaft hole are several foul tentacles that grasp at the warriors legs and try to pull him into oblivion! Each warrior within 2 squares of the hole must take a Reaction Test. If he fails a tentacle grasps him, and he is moved one square closer to the hole per turn. The warrior may do nothing but watch the approaching shaft with horrified fascination! If he remains in this situation for two turns in a row while adjacent to the shaft hole than the Chaos-tainted tentacle drags the unfortunate into its lair and HE IS NEVER SEEN AGAIN! However, each unpinned warrior can release a companion. In the warrior's phase he tries to hit the tentacle, which has a Weapon Skill of 3 and the creature lets go. Once 3 or more of the tentacles have been subdued, the rest retreat into the inky blackness and never return.
3 Dark Magic trap.
Without warning a column of pure Dark Magic pours from the shaft hole, fanning out across the room in mysterious mists and fumes. Each warrior takes 5 unmodified Wounds and the wizard loses all magic power for the next D3 turns as he struggles to avoid contamination from the foul column. In addition, on a D6 roll of 4-6 a group of monsters Ambush the warriors and dark magic-users rolls twice on his respective table, not once!
4 Magic Portal.
This shaft hole is a disguise for an ancient magic portal that can take the warriors to any room they have already been in, once any wizard passes an intellectual Initiative Test to recognize it.
5 Submerged Room.
Down the hole, reached by a rope is a hidden dungeon room- see the trapdoor rules.
6 Dwarf Mineshaft.
This hole leads to a rich gold vein waiting to be mined! Any dwarf may enter the hole and mine 200 gold per turn for D6+2 turns; but he must take the lantern and so any warrior not standing adjacent to the shaft hole is lost in the dark. Monsters can attack, and every warrior loses 1 Attack and 1 point of WS as they try to hit hidden enemies.

36- PORTCULLIS

This is a simple event- once all warriors pass through the entrance the portcullis closes and the monsters spring their trap! Roll twice on the monster table, regardless of what room it is. In addition, on a D6 roll of 6 the monsters gain the Ambush 6+ ability, or if they have the ambush ability they get Ambush Auto. To get through, the warriors must have a key, or they can try a special Strength Test. Two warriors must stand adjacent to the door, each rolling 1D6 and adding his strength. If the score reaches 16 then the party can pass through. If they are desperate the warriors can destroy the portcullis0 an unexpected event only has monsters and occurs on a 1 or 2. The portcullis has a toughness of 5 and 30 wounds.

41 & 42- SKULL

The skull sits on the ground with its eye sockets glowing with a purple witchlight. When any warrior sets foot in the room, roll a D6 to see what the skull does- or is:

1 Wraith of the Dungeons.
Once all the fighting is done, the ancient and evil Wraith of the Dungeons animates itself. The skull rises up on a cloud of billowing, etheral mist and coalases into a cloaked figure of insubstantial terror. The Wraith of the Dungeons wants the warrior's gold and treasure, and cannot be hit except with very magical weapons. To kill the Wraith, a direct hit on his skull is needed (5 or 6 To Hit), but the Wraith is so quick he can dodge blows on a 5+. In addition, the weapon hitting the Wraith must have 2 magical qualities, or else it does no damage at all (if no one can hurt the Wraith, its time to run!!). The Wraith extends long, thin tendril-like fingers to pull out the warrior's souls- he has the chill 10 ability, striking from 2 squares away. However, he cannot move from the spot he is in so the warriors, if they stay back, may not be hurt, and the etheric entity cannot pin the warrior's. Just to make it interesting, the Wraith of the Dungeons has Terror 10!!!!!
2 Skull of Scrying.
The skull is a scrying tool of the Lord of the Dungeon. When the whole party enters this room, their adversary sends his minions in ambush! Roll 1D3 times on the monster table, and give every monster the ambush auto ability. In addition, on a D6 roll of 1, the Lord has several skulls hidden through the dungeon and the warriors are ambushed each time they enter a dungeon room.
3-4 The Skull of Hearth.
The dark entity Hearth lives in the Outer Void. After any combat Hearth begins to speak to the warriors in a sibilant and hissing whisper. Roll 1D6- on a 1-3 Hearth tries to enchant the warriors into killing each other! Every warrior must take a Willpower Test, and if he fails makes 1 attack against an adjacent warrior per turn. On a 4-6 Hearth warns the warriors of future rooms- the next ambush monster looses his ability.
5 Wizard Arcana.
The skull is covered in runes and sigils of an obvious magical nature. Only a wizard can investigate the skull and realize what it is. Roll 1D6. On a 1-3 it is an aid for drawing Dark Magic and the wizard loses 1D6 power points for the adventure as the skull draws on his inner strength. On 4-6 the wizard may use the skull twice every dungeon to channel the Winds of Magic and thus re-roll the power dice (called the Runeskull).
6 The skull glows ominously throughout any fighting, and the warriors are strangely cowed while monsters are invigorated. Warriors suffer from fear 4 in the room while any monsters get an extra attack!

43- TRIPWIRE

Roll 1D6 before entering the room with the tripwire- on a 1-3 it is only placed when a warrior activates it, on a 4-6 it is placed in any random square next to a wall. If it is a secret tripwire, each time a warrior moves to a square adjacent to a wall roll 1D6. On a 1-2 he has touched the tripwire, activating a trap! If the tripwire is placed as normal, it is possible for the warrior's to use a skill to maneuver monsters into activating the wire. Either way, roll a D3 when the tripwire is activated:

1 Paralysis Trap.
The model on the tripwire's square is suddenly enveloped by crackling, writhing lightning as the stone under his feet glow with power. The model is paralyzed for the next 1D6 turns, and cannot move, fight, be hit or do anything!
2 Translocation Spell.
The model that touches this tripwire is suddenly infused with a horribly bright emerald light, infusing the model in an ever-brighter corona of energy until fading away as well as the model! He is now 5 rooms behind the current room. If a warrior, either he or the rest of the party is lost in the dark unless some relevant spell is handy. If a monster over 1000 gold, he'll follow the warriors.
3 Fire Trap.
As the tripwire is pulled, a huge slab of the wall buckles inwards and fire suddenly flares out in huge, burning gouts from an unseen source! The model setting this trap off has a chance to avoid being hit passing a Reaction Test with a -1. If he fails he and any model in a square in a line from the tripwire suffers 3D6 wounds, modified for armour only, as sheets of fire engulf them in red hot death!

44- DEAD ORC

This square can be used by models. If a warrior investigates the recently-killed body roll 1D6:

1 Rolling the orc over, the warrior looks into the face of a victim of Nurgle's Rot and realizes he's in trouble! See the Character Table for the rules of this disease.
2 As soon as the warrior nudges the body, the orc writhes horribly- and then a half-seen, etheric figure wriggles from the dead orc to spear talons into the warrior's flesh to steal his very life-force. The warrior suffers 3D6 unmodified Wounds that is fatal damage before he fights the specter off (if he lives).
3-4 When the warrior goes near the orc, the Heart of Woe inside the body is set off from a delayed explosion. Every warrior in the room suffers 2D6 modified wounds from the blast, and the warrior who set off the bomb takes an extra 6 unmodified wounds. In addition, if any monster's appear in the next turn every warrior suffers -1WS as he is temporarily blinded.
5 The looting warrior finds 1D6x100 gold on the body.
6 Around the orc's neck is a gold chain suspending a gem, and upon studying it the warrior realizes from its sheer power that it has magical properties. The warrior must pass an intellectual Initiative Test to see that it is an Enchanted Jade Amulet (Objective room treasure, item 13) that had failed to save the orc.

45- PENTAGRAM

This pentagram engraved onto the stone floor draws the Winds of Magic strongly into this dungeon room. The wizard may reduce the casting number of his spells by 1D3 while in this room, but any enemy wizards may cast the same amount of extra spells as what the warrior-wizard reduces his casting number by. In addition, if a warrior or monster stands on the pentagram, his magical items have its powers doubled!

46- ITEMS NUMBER 2

There is a half-half chance that these items are corrupt and evil (whatever they look like: that is up to the players!). When a warrior investigates the items, roll 1D6.

On a 1-2 the trap the items are bait for is activated and a stone block slides from the roof to slam into the warrior. Unless he manages to avoid the trap with a successful Reaction Test, the warrior suffers 5D6 wounds modified for armour. On a 3-6 roll again on the following table:

1 Possessive artifacts.
These items are all that is left of the mortal body of a liche, who like Nagash imprinted a part of his soul into the items so that he could resurrect himself. The soul within the items tries to possess the warrior's spirit:  take a Willpower test. If the warrior fails, then his soul is sucked from his fingertips and with a faint, disembodied howl his body slumps lifeless to the ground, still clutching the possessed item! If he passes he hurls the item away and never touches it again.
2-3 Magic Items.
The warrior may roll 4 times on the magical items sub-table:  it's up to him if he shares his findings!

51- MEDALLION

This dusty medallion has a length of moldered cord trailing round it. When a warrior investigates this piece of abandoned treasure, roll a D6:

1-2 As the warrior picks it up, the medallion and the warrior's hand burst into bright unnatural fire! The warrior suffers 2D6 wounds modified for toughness only as the medallion melts in his hand; and on a D6 roll of 1-3 he has burnt his hand so badly his Weapon Skill is reduced by the number he just rolled! However, if a wizard investigates this artifact, he detects the medallion's aura of magic and is immune.
3 The medallion lies on a switch-stone, and when its weight is removed the trapdoor the warrior kneels on opens to plunge him onto sharpened stakes! See the Stake Pit rules for the damage caused by this deadly trap. After damage is resolved, treat the medallion as roll 4.
4-5 The medallion is of gold, made by an ancient civilization- its device makes this a very valuable coin indeed. The medallion is worth 3000 gold, but only when sold in the land of Estalia.
6 Roll a D6 and take numbers 12, 13, 16, 53, 61 or 65 from the Magical Items table to see what the medallion is.

52- STAIRS

The stairs are hidden when the warriors enter the room. One warrior must pass an Initiative Test once all the monsters are dead to detect the slab of stone hiding the stairs. Once done yet another Initiative test is needed to work out the switch that opens the slab and reveals stairs. Roll a D3 to see where they lead:

1 Monster's Lair.
Put a 4x4 room next to the stairs, and roll a D6 to see what lives there:  1-2 Wyvern, 3-4 Manticore, 5 Hydra, 6 Minotaur Champion. Once that monster is dead, roll twice on the treasure table to see what the monster stole from its victims.
2 Throne of the Beastman Lord.
The only thing in this Passageway is a mouldered throne, and next to it the ragged form of a Beastman lord armed with a large axe. He has etched out a life here after his whole army was decimated by an Empire army. The Lord brays out a harsh challenge. Destroy the last of the chaos army that had killed hundreds of innocent farmers and townsfolk.
3 Circle of Power.
This room- the green 'circle of power' floorplan- is a focus for the Winds of Magic. Once the warriors enter this room the wizard may replace all his inner power tokens he's already used, and any magical item only used once per adventure and already used, may now be used again.

53- PIT

The pit marker is always placed covering the 2 squares before the exit doorway. If the warrior's wish to continue they'll have to get either sacrifice a rope to swing across, or try to find a plank or similar to lie across the pit and inch their way across. Such an item can only be found on a roll of 6 on a D6- and the party can only roll once!

Failing these options, the warriors can try to jump it. This requires an Agility Test. The warrior must roll 1D6, adding his Initiative. Then he must subtract his Strength. If the result is over 3 then the warrior successfully jumps, if it is under he fails. If the result is 3 then the warrior has made the jump but lost his footing- he needs to pass a Strength Test with a -1 modifier to pull himself up.

54- PRISONERS

Chained to one wall of this room are three prisoners, some of who have grievous wounds from torture still weeping blood. Once fighting is done, the warriors free the poor souls and are presented with a choice: in their weakened state the prisoners can only move 1 square per turn, slowing the warriors down, but if the warriors abandon the prisoners they will almost certainly die.

If the warriors take the prisoners along with them, roll when the warrior's reach a settlement- on a D6 roll of 5 or 6 the prisoners have a high standing in society and give each warrior 2D6x100 gold for saving their lives. On a 1-4 their long absence means that all they can give the warriors are heart-warming thanks.

If the warriors send those prisoners on their way, the next time a warrior trains up a Battle-level roll 1D6. On a 1, a trainer or weapons-smith recognizes your warrior as the one who let his son languish in the dungeons. Your warrior has to abandon the training or pay half again the training cost.

55- BRAZIER

The brazier burns and lights up this room, so no monsters can ambush the warriors. A warrior can try to use the iron brazier as a throwing spear, and use the same amount of damage dice as his battle-level due to the engulfing flames. Before trying this roll 1D6 when a warrior steps in an adjacent square:

1 The flames are magical, and suddenly flare out to burn the warrior. That warrior suffers 2D6 unmodified wounds unless he has over 4 points of armour, in which case one piece of random armour is melted and must be discarded. No warrior can stand in an adjacent square or use the enchanted brazier as a weapon or they'll suffer the same effects.
2-5 There is nothing special about the brazier- the rules of the first paragraph can be followed.
6 The warrior must pass an intellectual Initiative Test to see that these very unusual flames burn without fuel. If a warrior passes a Willpower Test he bathes his hands in the fire. His blood fills with heat and power, restoring him back to full wounds. The brazier cannot be thrown - unless you want the monster to suffer the same effects!

56- LIQUID

These squares cannot be occupied. In addition roll a D6 after the party has been in the room for 1D3 turns:

1 Warpstone-contaminated Water.
The small pool is contaminated by warpstone, which by the second expands out into the atmosphere as deadly gas. Each warrior on the board takes 2 wounds per turn until he leaves this room, and if reduced to 0 wounds in this room has his toughness reduced by 1.
2 Sudden release.
Bubbling water suddenly wrenches the floorstones free and gushes to the roof in a giant pillar that quickly fills the room with water! All fighting stops immediately and the warriors are no longer pinned. Every turn the warrior's movement is reduced by 1. However, as soon as they reach movement 1, their movement changes again to (10 -2 for each point of armour) as they start swimming. At this point the warriors have 1 turn to reach the exit door and close it with a -3 modified Strength Test before they drown. Any monsters must take an Initiative Test and pass to follow the warriors out the exit.
3-4 Underground Lake.
The liquid visible on the surface is but a fraction of a vast lake a few inches beneath a seemingly solid floor- a floor that could collapse at any second! Roll 1D6 for each model with a strength over 4, and/or has up to 4 points of armour and/or is a Large or Daemonic creature. If any of these roll a 6 the stones with a loud crack crumble and plunge that model into the black lake. The model drowns unless it can fly. If this occurs roll 1D6; on a 1-2 the floor around this hole begins falling away! 1 line of squares per turn adjacent to the hole disappears, and the warriors must reach the exit before they're cut off!
5-6 Blessed Water.
This liquid originates from a river that passes through an underground chapel, and has been blessed with the ability to heal wounds when drunk. Any warrior who investigates must pass an Initiative Test to realize the power of the blessed water. Each warrior can have 2D6+Battle-Level wounds healed by this water, but can be healed once and once only.

61- LAVA FLOW

This event can only be placed in a corridor; if it appears in a room, swap with the next event, and if the next event is in a room, swap again until a corridor is put down.

This lava flow now blocks the warrior's way. Each warrior may try to jump with an Agility Test (see PIT Feature) or the party can sacrifice a rope to swing from. As the first warrior jumps/swings over, roll a D3:

1  At that exact moment the lava decides to boil over harshly and the two squares on the far side suddenly disappear. The warrior must pass Reaction Test to jump/swing the extra distance. If he fails put him prone off the edge- he's got one turn to be rescued! On a 1, of course, he fails utterly and falls to his death.
2  If the warriors are using a rope, roll a D6- on a 1-3 it breaks. The warrior on it manages to twist and reach the other side, but now the warriors must sacrifice another rope or start jumping! If the warriors are already jumping this roll has no effect.
3  Nothing untoward happens.

Monsters who wish to follow the warriors must roll under their Strength, with an added 1 for each point of armour, to jump. Flying creatures, of course, are not worried.

62- WAR HELM

This event is triggered when one of the warriors investigates. Roll a D6 to see what will occur…

1 Under the war helm, a firebomb has been set to explode!
Each square adjacent to the war helm are affected: each model in those squares suffers 2D6 modified wounds from the blast. The war helm turns out to be a rusted piece of worthless junk.
2-4 Hidden jewel.
The war helm is covering a small recess in the floor, at the bottom of which lies a brightly glowing, valuable-looking blue sapphire. If a warrior reaches roll a D3 on the following sub-table:
1 As the warrior's hand is past floor-level, iron jaw's slam from either side and entrap him and the walls either side suddenly sprout long spikes and start advancing forward! The trapped warrior cannot move, and the other's have a choice:  abandon the warrior to his death and run for the exits, or try a rescue before they all die! The walls take 4 turns to enclose and kill whoever is left in the room, but to release the warrior takes 1D3 turns. It could be close… It takes ALL warriors to open the iron jaws. After 1D3 turns the walls return to their normal state.
2 The hole is a Petrify Trap:  the reaching warrior's hand goes numb as eerie green lights flicker up his arm! The warrior must roll against his Willpower with a -1 (needing a 7 or more) or immediately suffers 3D6 unmodified wounds, and his Movement permanently reduced by one. If the Movement reaches zero the warrior is turned to stone and killed. After this punishment, the warrior reaches the gem, worth 500 gold. If he passes the Willpower test, then he pulls his hand out before he can suffer the effects of the spell (he can reach in again if he wishes). It costs 1000 Gold to reverse the spell.
3 The jewel is an old piece, hidden by a long-dead warrior with his rusted helm. It is worth 500 gold.
5-6 This war helm must be identified by one of the warriors (+1 for elf) as a Dragonhelm.

63- AIR GRATES

There are 1D3 different air grates, built by the dwarves long ago; place them in random squares. They cannot be occupied. The air grates may no longer achieve what the dwarves intended- when a warrior steps in an adjacent square roll a D6 on the following table. These effects happen on all the air grates.

1 Gas vent.
Every model adjacent to one of the air grates is affected by the deadly gas. Roll again-
1 Model's toughness and strength are reduced by -1 for the next 2D6 turns or until dead.
2 Model's to hit rolls are reduced by -1 for the rest of the adventure or until dead.
3 Model's toughness and strength are reduced by -1 for the next 2D6 turns.
4 Model's strength is reduced by -1 for the next 1D6 turns.
5 Model's toughness is reduced by -1 for the next 1D6 turns.
6 Model gains 1D6 unmodified wounds.
2 Sleeping Gas.
Each adjacent model must pass an Reaction Test; if he fails then he falls into a forced sleep for 1D6 turns. Sleeping models are placed prone and can be hit automatically- but sleeping warriors will not be attacked if there are any warriors still standing.
3 Giant Spider's nest.
Each turn, 1D3 giant spiders emerge from a random air grate, moving and attacking that turn. Each turn, another 1D3 spiders will emerge unless the warrior's leave this room- if they come back, so do the giant spiders. If the warrior's are inventive, they can cover the grates with another item, discounting monster's bodies… another relevant Dungeon Feature would do nicely.
4 Bat Swarm.
With a hideous screeching, a black column of bats suddenly erupt from each air grate. There are thousands clawing creatures for each warrior, making the air black. Roll 1D6 for each warrior and add his Strength. If the roll is over seven, then the warrior manages to fight off and avoid the swarm On 7 or under he suffers 1D6 wounds for each number below 7:  on 5, for example, he suffers 3D6 wounds. If the warrior possess Darting Steel Daggers or other small weapons, then he gets +1 modifier.
5 Listening Post.
These grates cover tunnels that allow all sounds to carry. For each turn a warrior listens, the next group of Ambushing monsters loses their ability.
6 Healing Vapours.
This room was once an area of healing for the dwarves, and the warrior somehow has activated it. Every warrior is healed up to full wounds.

64- CRACKED STONE

Any model forced to or chooses to stand on this square must roll 1D6: if the combined score of the dice and his strength is equal to or over 8, the model breaks through the pavement- roll on the D3 table below.

1 Chasm.
Earthquakes have split the ground save a very thin covering. The model falls to his death!
2 Tunnel.
Ancient tremors in the ground have created a small drop to an escape tunnel that dwarf's dug eons ago. The warriors can use the newly opened tunnel to leave their quest. The model forced on the drop simply jumps back up looking for more combat!
3 Subterranean Lake.
The stone is situated over a hole leading to a volcano-fed lake. The hole allows mists to escape, eroding the floorstones. Unless the model rolls 4-6 on 1D6 he falls through to the lake and drowns. On a 1-3 the model manages to grab worn floor-stones and scramble to safety. The warm mists of the lake lathes broken skin and soothes wounds, allowing the warriors to restore 1 wound every turn they stay in the room.

65- TABLE

The bloodied implements of torture that lie upon the table, combined with the smell of several skeletons and mangled corpses hanging from the walls, saps the party's morale and will. When they enter the room each warrior must take a Willpower Test- if he fails, then that warrior is at -1 on all To Hit Rolls.

Any warrior with a Strength 5 can pick this table up and swing it in a death-blow arc: all models suffers 3D6 wounds from the attack! Or, a warrior may climb on top of it to strike his opponents from on high, giving a +2 S bonus. If his enemies roll an unmodified 6 To Hit, then the warrior is swept off his feet from the blow and is placed prone for a whole turn: further attacks hit automatically.

66- ITEMS NUMBER 3

This event is a test: the players must make up their own rules! Try to create a dungeon feature that fits with the level and past experiences of your party. After this, the next task is to create and make rules for your very own Dungeon Features!