Friday, September 9, 2016

Door Events


















The original WHQ gates rock, but they always have the open look despite what the adventure says. Unable to find an original copy of the game at the time, I decided to make the gates out of cardboard and card stock. I found an image of a gate that someone had painted, printed it to size and then glued it onto some cardboard, cut around the shape and then poked out the insides. I bordered with black marker and created a base. Next I went to making tiles of doors and possible events that can slide in and out with ease. The effect is awesome, and adds to the spontaneity of the game.



Door Events Table

Roll when opening a door or walking through a gate. All Events can be canceled with the correct key or skeleton key.

1
No Event – Open Gate
2
Closed Unlocked Door*
3-4
Locked Door*
1-2
Wood (15 W), Toughness: 2+D3
3-4
Steel (25 W), Toughness: 3+D3
5
Iron (35 W), Toughness: 5+D3
6
Portcullis
5-6
Event
           *5+ Random Trap




Events

2D6
Activate when passing through unless indicated.
1
Bat Swarm
4D6 Bats
 I test to Dodge swarm, if fail 1 W no mods / 3 bats
Encounter:
1-2
None
3-4
2D6 Giant Bats
5-6
2D6 Vampire Bats
2
Collapsed Passageway
Same as rules. Roll for which doors collapses.
3
Beads
No LOS into next room, the beads make noise alarming Monsters in the next room, they gain Ambush.  
4
Falling Money
Coins suddenly begin to fall from the door arches when any Warrior is adjacent.  2D6 x 100 gold coins fall to the ground. Then roll 1D6, 5+ it is all Fool’s Gold and worthless.
Makes noise, warning Monsters in the next room with Ambush. If there are no Monsters in the next room, roll a D6 for the next DL Turns, on a 5+ Monsters appear. Once they show up, stop rolling each turn. It takes D2 Turns for all the Warriors to collect the coins.      
5
Wall of Fire
Can be detected easily if checked as a trap, the door and gate are hot. Can be disarmed.
1
Illusion.
I test to recognize or suffer normal Dmg
2-5
1D6 W + Fire Check (4+, +D6 Wounds no mods.)
An Initiative test to evade to one adjacent square if possible, suffering only ½ the damage.
6
Blazing Flames
Heat Wave Spell: Knocks all Warriors 2 squares in front of the door back 1D3 squares + 2D6 W Fire Dmg + Fire Check
An I test to avoid is possible.
6
Magic Swirl
A flash of beautiful light overwhelms the Warriors, shooting through them suddenly.
1
Vortex.
Teleports Warrior to another door already visited on the same Dungeon level, except the Entrance, with no Movement deducted. If there is no other door, then there is no event.
2-5
Power surges through the door knocking back all Warriors within 2 squares of the entrance 1D3 spaces back.  
1
All Wounds Healed to Starting  Wounds
2-3

5

6
All magical items with pts lose 1D6 & Wizards lose 1D6 pts as well. Roll Once for both.
6
All magical items with pts lose D6, Wiz lose D6 Wiz pts.
7
Random Trap
8
Wall of Bones
It takes D3+1 Turns to clear all the bones. Then roll D6, 5+ roll for Monsters on the Dungeon Level Table, Undead Monsters only. 
9
Smoke
-1 To Hit and -1 Movement all Warriors if the next room has a Monster Event for D3 Turns.
10
Wall of Ice
No LOS, 3D6+DL Wounds, Toughness: D6+2, Fire Dmg x2
11
Talking Door:
Roll each Turn a Warrior is adjacent to the door.
1
Riddle to Pass, see chart below
2
Password, see chart below
3
Banshee Alarm
Ghostly Howl: Roll 2D6 less than your Toughness or can’t Attack for 2 turns.
All Monsters on same Dungeon Level gain Ambush 4+

4
Feed Me Seymour!
Allows the Warriors to pass if it is fed 1 magical item
5
Spell Trap
Mouth casts a spell then disappears. Random spell always Warrior’s Lvl. Door has 1D6 + 5 +  Power Phase, use all points if possible. 1D3 # of Spells.
Magic Res. 3+, Invincible to non-magic weapons.
Any Warrior with a successful To Hit deals Dmg and then is teleported to the corner of the room.
6
Chomp!
Bite Attack to random adjacent Warrior. WS:DL+1, Toughness: 3, Str: DL+D3, W: DL+D6. When killed it fades away.
Riddle/Password Table:
Failure to pass the Riddle/Password will incur a Fireball spell. Warriors can at any time pass through the mouth and ignore it despite how solid it looks. Don’t tell this to the players, wait until they attack it.
1-2

3-4

5-6

12
Spider Web
Must clear away cobwebs from passageway or on LOS.
1
No Event
2
1D3 Giant Spiders
3
1D3 Gigantic Spiders
4-5
Roll on the Random Driders* Table
6
Roll twice on the Random* Driders Table

*see Omnibus Collection




No comments:

Post a Comment