Random Dungeon Tiles
This
is a way of spicing up the dungeon, using the old school tiles that came with
the game, but in a different way. For every board section, roll on the table
below to determine how many tiles are placed according to the dungeon level
being explored. The deeper the Warriors explore, the fewer tiles there are
found.
Dungeon Level
|
Dungeon Tokens per Board Section
|
1
|
D3+2
|
2
|
D3+1
|
3
|
D3
|
4
|
D3-1
|
5+
|
1
|
Next
determine what which kind of dungeon tile is being put in play with the table
below.
Random
Tiles Table
|
1-3
|
Treasure/ Storage
|
4-5
|
Bones
|
6
|
Features
|
Placing
random Tiles:
Simply
determine the location of the dungeon tile by using dice that account for the
size of the room. For example, if the room is a 4x4, use D4 dice. If the room is
8x5, use a D8 and a D6, re-rolling the 6. Sorry to break from format, but this
way it is truly random. There are lots of free random number generators on-line
instead of using dice. Tiles are placed
before an Event card is drawn. There are three possible approaches to placing
the tiles.
1)
Simply
place them before the Warriors enter the board section.
2)
After
the first Warrior enters a board section, place them accordingly.
3)
Wait
until all the Warriors have moved onto the board section that Turn, place them
accordingly.
Random
Tiles Table
|
1-3
|
Treasure/ Storage
|
4-5
|
Bones
|
6
|
Features
|
Dungeon Level
|
Dungeon Tokens per Board Section
|
1
|
D3+2
|
2
|
D3+1
|
3
|
D3
|
4
|
D3-1
|
5+
|
1
|
Treasure/
Storage
|
1
|
Barrel
1-2
|
Empty
|
3
|
Draw D3 Treasure cards. Any organic item like
provisions or scrolls are worthless. Roll a D6 for each item when used, on a
5+ it is breaks or fails and becomes useless.
|
4-5
|
1D6 Provisions of smelly tofu healing D3 Wounds.
Only two per DL can be consumed or the player suffers from Nausea (-1
Attacks, -1 Movement) until the next DL.
|
6
|
Treasure!
Take a random Treasure Card. Now roll a D6, 6+ it
has been ruined. This is a box of garbage!!
|
If randomly placed in the water they float! Any
provision or organic substance including Treasure are ruined.
|
2
|
Random Treasure
The red bag contains DLD6 gold.
There is a scroll containing one random spell card.
Knife
When examined, roll on the table
below:
1-3
|
Useless
|
4-5
|
Rusty dagger, 1D6+Str Wounds, 2 Gold. On a 1 to Hit it
breaks.
|
6
|
Treasure!
Rolling on a random Treasure table to determine an
easily adaptable bonus. The knife has this magical quality. It may be
considered a Chaos Weapon.
|
|
3
|
The Weapons Rack
1-2
|
“Most of
the items are useless, crumbling to rust and dust as you touch them. In the
pocket of one ripped leather jerkin, however, you find a small, glowing gem”.
Roll on the table below:
1-4
|
The
gem is worth 200 Gold
|
5
|
The
gem glows whenever are near enemy Monsters are nearby. All Ambush attacks
suffer -1. The gem is worth 300 Gold.
|
6
|
This
gem glows enough that is can be used as a lantern if held in one hand.
The gem is worth 200 Gold.
|
|
3-4
|
Trap!
Roll for a random trap if the weapons rack has been disturbed in
any way. When and if the Event is over, roll on Treasure! below.
|
5-6
|
Treasure!
The Warriors have found a
helmet, mace, sword and spear. For each item roll a D6:
1-2
|
Roll a D6 for each item, 5+: The item is
useless, crumbling to rust and dust as you touch it.
|
3-5
|
Helmet: +1 Ar; Spear
(Reach 2); Mace: DD+Str+BL; Sword
|
6
|
It is magical. Take a random Treasure Card and apply its values
to the item found. If the card does not apply, keep drawing cards until
something does, placing the other cards at the bottom of the deck.
|
|
|
4
|
The Stone Chest
1-3
|
“As soon as the lid is lifted off
this chest, each Warrior must make …[an] Initiative test…If a Warrior fails
he is enveloped in choking fumes emitted from the chest and suffers 1D6
Wounds, with no modifiers for Toughness or Armour. If he passes, then he
manages to hold his breath until the noxious fumes have cleared. In the
chest there is [no] treasure.”☼
|
4-5
|
The moment a Warrior reaches for the box D3 Angler
Ooze emerge. They attack immediately with Ambush 5+.
Angler
Ooze:
Ambush 5+; Secrete Acid; Paralysis; Dazzle (6+)
W
|
M
|
WS
|
Str
|
T
|
I
|
A
|
D
|
Gold
|
16
|
2
|
2
|
5
|
2
|
1
|
2
|
2
|
220
|
“Secrete Acid
All attacks done by a creature with this
ability ignore all Armour. All Non-magical Armour hits disintegrates on a
4+. All non-magical weapons that hit the ooze also disintegrate after
damage on a 4+.
DAZZLE (n+)
Every time this creature hits with a roll
of n+, it has dazzled its target. A warrior who is dazzled is at –1 To Hit
for the next warriors phase. This ability is not cumulative.”*
|
6
|
All Warriors standing adjacent to the stone
chest when it is opened are healed D6 Wounds.
|
|
5
|
The Treasure Chest
1-2
|
“The treasure chest is trapped. If a
Warrior tries to open it a dart flies out causing 2D6 Wounds, with no
modifiers for Toughness and Armour. There is 400 gold in the chest”☼.
|
3-4
|
Mimic
The
treasure chest is really a Mimic Monster in its hidden form
.
Mimic: Ambush
A
W
|
M
|
WS
|
Str
|
T
|
I
|
A
|
D
|
Gold
|
6
|
3
|
3
|
4
|
4
|
5
|
1
|
D6+Str
|
150
|
|
5
|
Empty
|
6
|
1 random Treasure card.
|
|
|
6
|
Open Treasure
Chest
1-2
|
Fool’s
Gold
Everything
within this chest is fake and worthless. Draw an Event Card.
|
3-4
|
BLD6x50
gold. Draw an Event Card.
|
5-6
|
Draw Battle Level Treasure
cards. Draw
an Event Card.
|
|
Bones
|
1-4
|
If the bones are
disturbed in any way, roll below.
1-2
|
These bones are nothing
special.
|
3
|
It’s a trap. Roll on a Random
Traps table.
|
4-5
|
Roll
on the DL Monster table for random Undead Monsters. They emerge from the
bones magically. Place them like usual, they Attack this Turn.
|
6
|
Roll a D6, on a 6+ there is a
random Treasure. Other than that, nothing special.
|
|
5-6
|
If the bones are
disturbed in any way, roll below.
1-3
|
These bones are nothing
special and the items are useless.
|
4
|
Treasure!
1-4
|
Roll on the DL Monster
table for a random Undead Monster. It emerges suddenly. Replace the tile
with the Monster. It Attacks this Turn.
|
5
|
Just a skeleton. The items are useless.
|
6
|
The
warhammer, shield and armor are magical. Roll on the Magical Weapons and
Armor table. Draw an Event card.
|
|
5-6
|
Random Undead
A random undead corpse
animates to fight the Warriors. It has a putrid smell of decay gaining Tomb
Rot 1 and is at a -1 To Be Hit in hand-to-hand combat. If it is not killed in the first Turn,
roll a D6, 5+ more of the same kind appear out of the ground and attack
gaining the same benefits. Take two Treasure cards
|
|
Features
|
1
|
Slime
1-2
|
This is some smelly slimy stuff. Any
Warrior standing adjacent must take a WP test or is at a -1 To Hit
anything.
|
3-5
|
This is a. If it is not killed within D3 Turns, more will arrive in full
numbers.
*Dark Jelly: None
W
|
M
|
WS
|
Str
|
T
|
I
|
A
|
D
|
Gold
|
10
|
5
|
4
|
5
|
3
|
3
|
2
|
1
|
150
|
|
6
|
Nothing
special after all.
|
|
2
|
The Trapdoor
1-2
|
The trapdoor is locked and bolted.
It has a Toughness of 5, 20 Wounds Beneath the trapdoor is a staircase
leading to the next Dungeon Level.
☼
|
3-4
|
The trapdoor is unlocked but before the Warriors
can open it, the door swings open and random Monsters emerge. Place them
adjacent to the trapdoor. The hole reveals
a staircase leading to D6 Dungeon Cards.
|
5
|
Trap!
Roll on the random Traps table.
|
6
|
Treasure Trove!
Draw D6 Treasure cards. For each Treasure card,
draw an Event Card.
|
|
3
|
The Spiked Pit
After
placing the tiles, any models caught standing above must have an Initiative
test with a -1 to the roll. Failing means the model has fallen in. For each
model falling in roll below. It’ll need a rope to climb out.
1
|
The model is impaled and suffers 2D6+BL Wounds
with no modifications for Toughness and Armor. It is prone for the next D3 Turns and needs
help to get free. For every Turn impaled the model suffers an additional 2D6+BL
Wounds with no modifications.
|
2-4
|
The model suffers 1D6+1 Wounds with no
modifications for Toughness and Armor.
|
5-6
|
The model suffers 1D6+BL Wounds with no
modifications for Toughness and Armor.
|
|
4
|
The Well
There is a dank dark well with a rope leading
downwards into the darkness.
Any Warrior who descends below roll below. If a
Warrior uses the rope, roll D6 at the end of the Turn, on a 5+ it breaks. The
fall causes 1D6 + DL Wounds.
1-2
|
Shuffle together 2D6 Dungeon Cards,
mixing in an Objective room card within the last three. Any room with
Monsters show up in full numbers.
|
3-4
|
Shuffle together 2D6 Dungeon Cards,
mixing in an Objective room card within the last three. Draw two Event
Cards instead of one for every room. Roll twice on the Objective Room
Monster table. If the Warriors survive, they get two Objective Room
Treasures for their Warrior type.
|
5-6
|
The well leads to a small 4x4 dark
room. Roll below
1-3
|
Draw an Event Card.
|
4-5
|
The room is empty.
|
6
|
Draw a Treasure Card. Draw
two Event Cards.
|
|
|
5
|
The Chaos Grate
1-2
|
Ah
Tzeentch!
Smoke begins to come out of the grate,
suddenly Chaos Monsters appear. Roll
on the DL Random Monster table for Chaos Monsters. Place them around the
Warriors. They gain Ambush A.
|
3-4
|
The
grate reveals a small prison chamber. Use my Random Prison Table to
determine who is contains. The grate is magically sealed but can be easily released
with a Level 1 Open spell.
|
5-6
|
The sounds of running water can be
heard, this grate is obviously part of sewer drain. If removed, it reveals stinky
sewer water. Any Warrior who drinks the water roll below.
1-4
|
The water causes D6 Wounds
with no modifications for Toughness or Armor.
|
5
|
The Warrior falls to the
ground convulsing in shock. Roll on the Chaos Warrior Mutation
table. The Mutation will last for
the next D6 adventures. It can be healed and removed in a city for BLx100
gold.
|
6
|
The water heals D6+ BL
Wounds.
|
|
|
6
|
1-2
|
Cellar Door Table
|
1
|
There are D6 board sections until an
Objective Room. All Monsters gain +2 Fear/Terror. Each Warrior gets a bonus
Treasure Card with their Objective Room Treasure.
|
2-3
|
There is only 1 large board section
containing the strongest (preferably Large) Monster, one level above the
Warriors.
|
4
|
An empty dark room that smells dank
and dangerous.
|
5-6
|
Stairway to the next dungeon level.
|
|
|
3-4
|
Cave-In
Part
of the ceiling has collapsed and the rubble has collected on the floor.When placing
the tiles, if it is palced in front of a door, that exit has collapsed.
If the
debris is explored, it takes D3 Turns, afterwards roll on the table below.
1-2
|
The Warriors unearth a crushed adventurer. Draw an Event
Card. If it is Monsters, the surviving Warriors get two Treasure cards.
|
3-4
|
There are D3 crushed Monsters. Roll on the DL Random
Monster table to determine what they found. The Warriors find the Monster’s
gold value scattered in their remains.
|
5-6
|
Not worth the effort.
|
|
|
5-6
|
Roll a D3 to determine how many random pits there
are in this board section. After placing the tiles, any models caught
standing above must have an Initiative test with a -2 to the roll. Failing means
the model has fallen in. Roll once for each pit type.
Pit Table
|
1-3
|
Pit
2D6 Wounds no modifications for
Toughness. It will take a rope and D3 Turns to get out.
|
4-5
|
Deep
Pit
The fall is longer than expected causing
2D6 Wounds. The hole requires two ropes but is easily climbable for an
adventurer.
|
6
|
Teleport
Any model falling in disappears for
the rest of the Turn. At the start of the next Turn, roll below.
1-2
|
The model is spat out of
another random pit on the same board section. Place the model on a free
adjacent square suffering 3D6 Wounds.
|
3-4
|
The model is spat out of
the pit. Place it on a free adjacent square. It is stunned and considered
prone for the remainder of the Turn.
|
5-6
|
The model reappears in a
random previously explored dungeon room through a matching hole in the
ceiling. The fall causes 2D6 Wounds.
|
|
|
☼ Warhammer Quest Role
Playing Book ● Mimic was created by Quest of Legend site* Omnibus Collection
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