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HEROQUEST RANDOM DUNGEON RULES

CORRIDORS Roll 2d6


2
3
4
5
6
7-9
10
11
12
1.
2.
3.
4.
5.
6.

Stairs up 1 level/down 1 level/out of dungeon (1 in 3 chance of each)


Stranger
Trap
Event
Wandering Monster
Nothing
Blocked dead end
Treasure/1d3x10GCs (1 in 2 chance of either)
Special Roll 1d6
Roll again on Corridor
Event
Gallery, 50% chance of painting worth 1d6x10 GC
Stream for 4 spaces
Stream for 2d6+2 spaces
Chasm

All CORRIDORS have 1d6-2 doors and a 1 in 3 chance of being Blocked at the end.
ROOMS Roll 2d6
2
3
4
5
6-7
8
9
10
11
12

Stranger
Furniture
Empty, 1 in 3 chance of Event
Furniture, Monsters and Stairs up/down (50/50%)
Furniture, Monsters, Treasure Chest
Monsters, Treasure Chest
Monsters
Trap
Event
Hazard

All ROOMS have 1d6-2 doors and a 1 in 3 chance of being Blocked at the end.
EVENTS Roll 3d6
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18

Trap
Chasm The floor begins to give way, you must leave this area in one turn or roll 1d6 each turn: 1 =
You fall in and die, 2-6 = Safe
Winds A cool, refreshing draft blows through the area restoring 1 Body to all
Rat Swarm 1d6 Rats attack
Fire Blazes through this area, all Furniture is destroyed, all creatures lose 1 Body
Summons A goblin appears and must be killed in one round or he will summon Wandering
Monsters
Rat Poison Vial You may discard this to instantly kill all adjacent Rats
Nothing Happens
Curious Monsters The nearest room door opens, revealing its contents including extra Room
Monsters
Treasure Horde Roll on Treasure
Scavenged Loot 1d6x10GCs
Secret Tunnel Take 1 extra turn
Secret Door creaks open next to you
Lost miss your next turn
Hidden Tapestries You find a rich tapestry worth 2d6x10GCs that you may take
Trap
SEARCHING FOR SECRET DOORS Roll 1d6:

1: Trap
2-4: Nothing
5: Secret Door
6: One Way Door (1 in 2 chance of either direction)

STRANGERS Roll 1d6


1

Rogue Roll 1d6

1.

Thief (looking for someone to team up with then betray): ALIGNMENT Neutral/Evil, ATTACK 2, DEFEND 2, MIND
3, BODY 2, MOVE 11

2.

1d6 Brigands (looking for anyones treasure): ALIGNMENT Evil, ATTACK 2, DEFEND 2, MIND 2, BODY 1, MOVE
7

3.
4.

Minstrel (looking for knowledge): ALIGNMENT Good, ATTACK 1, DEFEND 2, MIND 3, BODY 2, MOVE 8

5.
6.

Bard (looking for adventure): ALIGNMENT Neutral, ATTACK 2, DEFEND 2, MIND 4, BODY 3, MOVE 8

1.
2.

Ranger (looking for evil monsters to kill): ALIGNMENT Good, ATTACK 3, DEFEND 2, MIND 3, BODY 2, MOVE 7

3.
4.

Paladin (seeking holy item): ALIGNMENT Lawful Good, ATTACK 3, DEFEND 3, MIND 3, BODY 3, MOVE 6

5.

1d3 Berserkers (looking for things to kill): ALIGNMENT Insane, ATTACK 4, DEFEND 1, MIND 1, BODY 1, MOVE
7

6.

Valkry (avenging her dead village): ALIGNMENT Good/Neutral, ATTACK 3, DEFEND 2, MIND 4, BODY 3, MOVE
8
3
Wizard Roll 1d6

1.

Necromancer (lives here with 1d6 Skeletons): ALIGNMENT Chaotic/Evil, ATTACK 1, DEFEND 2, MIND 7, BODY
2, MOVE 6, SPELLS 10

2.

Hotshot (showing off, looking for treasure/monster heads): ALIGNMENT Good/Neutral/Evil, ATTACK 1, DEFEND
1, MIND 5, BODY 1, MOVE 7, SPELLS 5

3.

Adventurer (looking for treasure): ALIGNMENT Good/Neutral/Evil, ATTACK 1, DEFEND 2, MIND 6, BODY 3,
MOVE 7, SPELLS 5

4.

Hermit (lives here): ALIGNMENT Good/Neutral/Evil, ATTACK 1, DEFEND 1, MIND 6, BODY 1, MOVE 6, SPELLS
2

5.

Peddler (selling wares, may purchase from Equipment deck): ALIGNMENT Neutral, ATTACK 1, DEFEND 1, MIND
5, BODY 1, MOVE 7, SPELLS 1

6.

Sorcerer (with Wandering Monster minions): ALIGNMENT Evil, ATTACK 1, DEFEND 2, MIND 8, BODY 2, MOVE
7, SPELLS 12
4
Priest Roll 1d6

1.

War Cleric (looking for things to kill): ALIGNMENT Insane/Neutral, ATTACK 3, DEFEND 2, MIND 2, BODY 2,
MOVE 8, SPELLS 1

2.

Adventurer (looking for treasure): ALIGNMENT Good/Neutral/Evil, ATTACK 2, DEFEND 2, MIND 3, BODY 2,
MOVE 7, SPELLS 3

3.

Sacrificer/Slaver (searching for sacrifices/slaves): ALIGNMENT Evil, ATTACK 2, DEFEND 2, MIND 2, BODY 2,
MOVE 7, SPELLS 2

4.

Witch (on the run from the law, if Evil will teleport out of dungeon with half your GC if not killed in 1 round):
ALIGNMENT Good/Evil, ATTACK 1, DEFEND 1, MIND 5, BODY 1, MOVE 7, SPELLS 5

5.

Scribe (looking for knowledge): ALIGNMENT Neutral/Good, ATTACK 1, DEFEND 2, MIND 4, BODY 1, MOVE 7,
SPELLS 4

6.

Dishonoured (seeking redemption): ALIGNMENT Lawful/Neutral, ATTACK 2, DEFEND 2, MIND 2, BODY 1,


MOVE 7, SPELLS 0
5
Character Roll 1d6

1.

Prince/Princess (kidnapped by Wandering Monsters, pays 200GC or will marry you if you roll Mind or less on 2d6
if returned to surface safely): ALIGNMENT Neutral/Good, ATTACK 2, DEFEND 2, MIND 3, BODY 2, MOVE 7

2.

1d3 Male/Female Diversions (take 1d6x10GCs each, heroes miss the rest of their turn and Wandering Monsters
arrive and attack, heroes cant use any items for 1 turn after): ALIGNMENT Neutral/Evil, ATTACK 2, DEFEND 2,
MIND 2, BODY 1, MOVE 7

3.

1d3 Sell Swords (looking for employment = 50GCs each): ALIGNMENT Neutral, ATTACK 3, DEFEND 2, MIND 2,
BODY 1, MOVE 6

4.

Young man/woman (has escaped kidnapping and is lost, pays 100GCs or will marry you if returned to surface
unhurt): ALIGNMENT Lawful/Good, ATTACK 1, DEFEND 1, MIND 4, BODY 3, MOVE 8

Jester (looking for someone to protect him): ALIGNMENT Neutral/Good, ATTACK 1, DEFEND 1, MIND 1, BODY
1, MOVE 10
1d6+1 Drunken Rakes (lost and violent): ALIGNMENT Neutral/Evil, ATTACK 3, DEFEND 1, MIND 1, BODY 1,
MOVE 4
2
Warrior Roll 1d6
2d6 Mercenaries (looking for employment = 50GCs each): ALIGNMENT Neutral, ATTACK 2, DEFEND 2, MIND 1,
BODY 1, MOVE 6
Fighter Adventurer (looking for treasure): ALIGNMENT Good/Neutral/Evil, ATTACK 3, DEFEND 2, MIND 3,
BODY 2, MOVE 7

5.

Succubus/Incubus (seeking money and pleasure): ALIGNMENT Neutral/Evil, ATTACK 3, DEFEND 2, MIND 4,
BODY 2, MOVE 8

6.

Vampire (seeking victim): ALIGNMENT Neutral/Evil, ATTACK 4, DEFEND 3, MIND 5, BODY 4, MOVE 10
6
Adventurer Roll 1d6
Elf: ALIGNMENT Good/Evil, ATTACK 2, DEFEND 2, MIND 4, BODY 3, MOVE 8, SPELLS 2, MISSILE ATTACK 3
Dwarf: ALIGNMENT Good/Neutral, ATTACK 3, DEFEND 3, MIND 2, BODY 3, MOVE 6
Halfling: ALIGNMENT Good/Neutral, ATTACK 1, DEFEND 2, MIND 2, BODY 2, MOVE 8, MISSILE ATTACK 3
Gnome: ALIGNMENT Neutral/Good, ATTACK 1, DEFEND 1, MIND 4, BODY 2, MOVE 7, SPELLS 2
Half-Breed (Orc/Elf/Giant/Ogre): ALIGNMENT Evil/Good/Neutral/Chaotic, ATTACK 3/3/5/4, DEFEND 2/2/4/3,
MIND 1/4/1/1, BODY 2/3/10/8, MOVE 8
Other World Being: ALIGNMENT Good/Neutral/Evil/Insane, ATTACK 1d6, DEFEND 1d6, MIND 1d6, BODY 1d6,
MOVE 2d6

1.
2.
3.
4.
5.
6.

10

11

12

FURNITURE Roll 2d6


(Doors and Furniture have DEFEND 4, BODY 1.)
Bookshelf roll 1d6:
1.
Trap
2.
Rat
3.
Gain 1 Spell (if possible)
4.
1d6x10GCs
5.
Nothing
6.
Book roll 1d6:
1. Gain 1 Max Body, 2. Gain 1 Max Mind, 3. Gain +1 to Max Movement,
4. Lose 1 Max Body, 5. Lose 1 Max Mind, 6. -1 to Max Movement
Cupboard roll 1d6:
1.
Trap
2.
Empty
3.
Secret Door
4.
Rat Poison
5.
Cloak
6.
Silver Bolts
Table and 1d3 Goblins, roll 1d6:
1.
Empty
2.
Plate worth 5GCs
3.
1d6x10GCs
4.
Fungus Spores attack you with 1CD
5.
Rat Poison
6.
Food, if eaten roll 1d6: 1. Poison, lose 1d3 Body, 2. Disgusting, miss 1 turn vomiting, 3. No effect, 4.
Edible and healthy, heal 1 Body, 5. Delicious, heal 1d3 Body, 6. Nourishing, take 1 extra turn
Fireplace roll 1d6:
1.
Scorches you, lose 1 Body
2.
Trap
3.
Empty
4.
1d6x10GCs
5.
Painting worth 100GCs
6.
1d6 Firebrands (one use each, +2 ATTACK Vs Mummies)
Throne roll 1d6:
1.
Trap
2.
Nothing
3.
1d2x10GCs
4.
Secret Door
5.
Skeleton, attacks
6.
Crown, if worn roll 1d6: 1. Gain 1 Mind, 2. Gain 1 Spell, 3. Gain 1 Spirit, 4. Lose 1 Mind, 5. Trap, 6.
Teleport all monsters from Dungeon!
Alchemists Bench roll 1d6:
1.
Trap
2.
Empty
3.
Rat
4.
1d2x10GCs
5.
1d6 Potions (see Treasure)
6.
Humanoid Poison
Rack roll 1d6:
1.
Insane Prisoner
2.
1d6x10GCs
3.
Prisoner
4.
Chaos Warrior
5.
Stranger
6.
Chaos Warrior torturing Stranger
Tomb roll 1d6:
1.
1d2 Skeletons
2.
Trap
3.
Magic Weapon (see Treasure)
4.
Empty
5.
1d2x10GCs
6.
Death Mist (normal rules)
Sorcerers Table roll 1d6:
1.
Gain 1 Spell
2.
Lose 1 Mind
3.
Gain 1 Mind
4.
Trap
5.
Nothing
6.
Roll Mind or less on 1d6 or become a Chaos Sorcerer!
Grave roll 1d6:
1.
Mummy
2.
Zombie
3.
Skeleton
4.
Empty
5.
2d6x10GCs
6.
Roll on Treasure
Weapon Rack: Gain 1 equipment card of your choice

HAZARDS Roll 3d6


3
4
5
6
1.
2.
3.
4.
5.
6.
7
1.
2.
3.
4.
5.
6.
8
1.
2.
3.
4.
5.
6.

9
10
1.
2.
3.
4.
5.
6.
11
12
13
14
15
1.
2.
3.
4.
5.
6.
16
17
18

Stranger
Room Revolves Swap door locations
Statue guarding eye-gem (1d6x100GC) = ATTACK 6, DEFEND 6, MIND 0, BODY 7, MOVE 12,
NEUTRAL (will not attack unless attacked)
1d6 Mushrooms, if eaten roll 1d6
Heal 1d3 Body
Heal 1d2 Mind
Gain 1d6 Move for this adventure only, Maximum of 3d6
Lose 1d6 Move for this adventure only, Minimum of 1d6
Lose 1 Mind
Lose 1d3 Body
Throne, roll 1d6
Chaos Sorcerer materialises to fight
Secret Door
Nothing
Trap
Moveable 1 square per turn
Roll on Treasure Chest
Magic Circle, roll 2d6
Heal 1 Mind
Regain 1 Spell
No effect
Lose 1 Mind
Lose 1 Spell permanently
Roll again:
1. Gain 1 Maximum Mind
2. Gain 1 Spell (a permanent innate ability of your choice, usable once per quest)
3. Lose ability to cast spells
4. Teleport to surface
5. Polymorphed into another race (roll on Stranger race above)
6. Lose 1 Body, Gain 1 Mind (permanently)
Trapdoor leads down 1 level or to another unseen room
Magical Pool, if bathed in roll 1d6:
Roll 4 Combat Dice and lose 1 Body for each Skull rolled
Transported to another room/1 level down
Gain/Lose 1 Body/Mind/Spirit
Gain 1 Wish
Reincarnate dead person/Polymorph live person
Turns all treasure into lead/Platinum (x5 value)
Elevator, goes up/down 1d6 levels/to surface each hour
Pit opens to next level down, 1 Body damage, Spikes for extra 1d6-3 damage
Chaos Sorcerer, Sorcerers Table, Chest (add 2 to roll), Throne, 2 Room Monsters
Roll 1d6
1-3
Dwarven Forge
4-6
Magic Mist
Well and 5 buckets worth of water, if drunk roll 1d6
Lose 1 Body
Heal 1 Body
Nothing
Restore 1 Spell
Lose 1 Mind
Take 3 Turns next go
Tomb, Chest, Weapons Rack, 4 Skeletons, 1 Gargoyle
Strange Sounds, each turn roll Mind or less on 1d6 or lose 1 Mind
Roll 1d6
1-3
Roll again twice on this Hazards table
4-6
Roll again on Room

TREASURE CHESTS/TREASURE (with 1d6x10GC) Roll 2d6


2
3
4
5
1.
2.
3.
4.
5.
6.
6
1.
2.
3.
4.
5.
6.
7
1.
2.
3.
4.
5.
6.
8
1.
2.
3.
4.
5.
6.
9
1.
2.
3.
4.
5.
6.
10
1.
2.
3.
4.
5.
6.
11
12
1.
2.
3.
4.
5.
6.

Trap
1d6 Gems worth 1d6x10 GC each
1 piece of Jewellery worth 3d6x10GC
Magic Weapon (+1d2 Attack) roll 1d6:
Hand Axe
Spear
Crossbow
Battleaxe
Broadsword
Staff
Magic Armour (+1d2 Defend) roll 1d6:
Platemail
Chainmail
Shield
Helmet
Bracers
Cloak of Protection
Ring (3d6 charges) roll 1d6:
Heal 1 Body
Heal 1 Mind
+1 Spirit (no charges, permanent effect)
Ball of Flame
Spells (choose which group it uses)
+1 Defend and Attack
Wand (4d6 charges) roll 1d6:
Heal 1 Body
Fear (as Gas Trap)
Spell Absorbing
Trap Detection
Paralysing (for 1d6-Mind turns)
Charm (enemies become allies for 1 turn)
Magic Item roll 1d6
Book of 3d6 Spells
Boots of Speed (+1 Move)
Skull Cap (+1 Mind)
Girdle (+1 Body)
Gauntlets (+1 Attack)
Brooch (+1 Defend)
1d3 Potions, roll 1d6 for each one
Healing
Heroic Brew
Speed
Strength
Resilience
Invisibility (as Veil of Mist)
1 random Equipment Card
Roll 1d6
Quest Treasure
1d3 Igneolite Bombs
Gain 1 Mind
Gain 1 Spell (Mind 4+ needed)
Gain 1 Body
Magic Lamp (choose one Spell, you may cast this once per adventure)

WANDERING MONSTERS Roll 2d6

2
3
4
5
6
7
8
9
10
11
12

MONSTER

GCs OF LOOT

1d2 Fimir
1d3 Skaven
1d3 Skeletons
1d3 Bandits
1d3 Goblins
1d3 Orcs
1d3 Hobgoblins
1d3 Beastmen
1d2 Zombies
1d2 Mummies
1d2 Chaos Warriors

1d2x9
1d3x8
None
1d3x7
1d3x3
1d3x5
1d3x6
1d3x4
None
None
1d2x20
ROOM MONSTERS Roll 4d6

4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24

MONSTER

GCs OF LOOT

1 Gargoyle
1d3 Beastmen
1d4+1 Skaven
1d3 Chaos Warriors
1d3 Mummies
1d3 Zombies
1d6 Skeletons
1d3 Ogre Warriors + Ogre Chieftain
1d2+1 Fimir
1d6+2 Goblins
1d6+2 Orcs
1d2 Rats
1d6 Bandits
1d3 Hobgoblins
1 Rat Ogre
1 White Seer Skaven + 1d3 Skaven
1d2 Ogre Champions + 1 Ogre Lord
1d3 Trolls
1 Stranger
1 Chaos Sorcerer + 1d2 Chaos Warriors
Roll Twice

50
10
40
30
None
None
None
100
20
15
25
2
30
15
40
60
200
120
1d100
Roll on Treasure
+20

CHAOS SORCERORS = ATTACK 3, DEFEND 3, MIND 5, BODY 1, MOVE 6, SPELLS 3.

TRAPS Roll 1d100


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61-80
81-00

1d3 Arrows shoot from walls roll 1CD for each, 1 damage for each skull
1d2 Poisoned Arrows as above but 2 damage for each skull
Rolling Ball normal rules
Spear normal rules
Dart normal rules
Pit normal rules
Pit of Darkness normal rules
Alarm summons Wandering Monsters
Net trapped, you cannot move for 1d3 turns
Magical Aura lose 1d6 Spells
Transportation teleported out of dungeon
Mine every model within 5 squares (and LOS) takes 1 damage
Sliding Floor move 2d6 spaces, take 1 damage for (and from) each creature you hit
Caltrops Roll 6 or more on your Movement dice or miss 1d2 turns
Poisoned Caltrops as above but take 1 damage for each turn missed
Falling Blocks normal rules
Ceiling Lowers move out of room next turn or be crushed to death
Ceiling Collapses Roll Movement dice and get enough to leave area or die
Chute down 1 level
Door Falls Into Room anyone adjacent is attacked with 3CD and door is removed
One Way Door closes and traps occupants from one side only
Resisting Door 1d3 Defend, 1d6 Body
Springing Door attacks nearest model with 1d3 CD
Collapsing Floor fall to next level for 1d3 damage
Illusionary Floor fall to next level for 1d2 damage
Blinding Gas no one in this area can attack or move for 1 turn
Corroding Gas destroys all Armour
Fear Gas no one in area can attack for 1d3 turns and must move away from enemies
Nausea Gas miss 1 turn
Obscuring Gas you have -1 to Attack, Defence and Move Dice for 1d6 turns
Poison Gas Roll Body or less on 1d6 or take 1 damage
Sleep Gas as per Spell
Slowing Gas everyone in area suffers -1 to Move Dice for 1d6 turns
Weakness Gas everyone in area suffers -1 Attack Dice for 1d6 turns
Jaws/Mantrap 1CD attacks you and severs your arm/leg on a hit
Lightning Bolt take 1 damage, 2 if you wear armour
Pendulum Blade attacks with 5CD
Pendulum Ball attacks with 4CD
Pit locks shut when you fall in, has Defend 4, Body 2
Pit as above but also floods, escape in 6 turns or die
Spiked Pit as usual but also attacks with 2CD
Poisoned Spiked Pit as above but each skull inflicts 2 damage
Portcullis normal rules
Trapdoor normal rules
Zombie Lair normal rules
Mystic Cloud normal rules
Wall of Death normal rules
Mystery Chest normal rules but also roll on Treasure Chest
Stone Block lowers to block passage
Elevating Room moves up or down 1 level every 100 turns
Doors Shut and Lock room floods, escape in 8 turns or drown
Room Turns by 90 degrees, doors will now lead different ways
Scything Blade attacks with 6CD
Poisoned Spear as usual but inflicts 2 damage if it hits
Stairs Collapse take 1d2 damage if on them, remove stairwell piece either way
Gas Vent roll Mind or less on 1d6 or Sleep as per Spell
Fire Vent attacks as Ball of Flame
Acid Vent corrodes all armour, then attacks with 3CD
Noose swings and strings you up for 1d6 turns, your Defend is reduced to 1
Shaking Floors move forward 2 spaces, lose 1 Body and miss you next turn
No Trap
Roll Twice!

Losing your leg halves your movement dice.


Losing your arm halves your ATTACK and DEFEND.

EQUIPMENT
You can sell any Items for 1/3 of their price round down.
ITEM
Life Costs (pay first per adventure or lose 1 Max Body)
Bank Membership (pay per adventure or lose half GCs)
Visit to Armoury
Backpack
Bracers (Wizards only, +1 Defence)
Breastplate (+1 Defence, Wizards cannot use)
Cloak (hide from monsters, 1 in 3 chance per monster per turn)
Cloak of Protection (+1 Defence, Wizards only)
Holy Water
Humanoid Poison (+2 Damage for one attack Vs Humanoids)
Igneolite (destroy blockages)
Padded Armour (+1 Defence)
Pistol (6 Missile Attack, requires Bullets)
1 Bullet
1 Silver Bolt (+1 Attack with Crossbow, one use each)
Rat Poison (kills all adjacent Rats, one use)
Rope of the Elves (immunity to the effects Pit Traps)
Warhammer (4 Attack dice, 5 for Dwarves)
Visit to Apothecary
Potion of Healing
Potion of Invisibility
Potion of Strength
Potion of Speed
Potion of Heroic Brew
Potion of Resilience
Use Spells Ability
Learn 1 Extra Spell
Visit to Temple
Healing Potion
Resurrection
Cure Disease
Cure 1 Body
Cure 1 Mind
Restore Limb
Visit to Training Grounds
+1 MIND
+1 BODY
+1 MOVE
+1 ATTACK
+1 DEFENCE
Use Any Weapon Ability
Trap Disarm Ability
Mighty Blow (auto-kill enemies when you roll all skulls)
Visit to Town Hall
Marriage
Divorce
House (no need to pay Bank Membership)
Moneylender * (pay per adventure and until debt is paid)
Occupation
Title (become a Noble Sir or Lady)
Will
Alteration of Will

COST IN GCs
10
10% of total GCs
10
20
200
125
100
200
100
200
150
150
800
200
20
50
100
450
50
200
150
170
175
180
165
1500
300
10
200
1000
350
10
100
450
100
1000
1000
1200
1350
1350
1500
1400
1500
10
200
100
1000
10% of total GCs
50
2000
50
20

* Moneylender If you cannot pay a required cost (not buying Items) between adventures you must borrow that cost from the
moneylender and make a note of it until you can pay it off in full in one go, thus paying 10% of every adventures spoils to
the Moneylender (until you can pay him).

RANDOM QUESTS Roll4D6


4
IMPRESS PARTNER: Go down 2 levels into dungeon. 1st chest found contains a jewel (e.g.
necklace), return this to your partner. Reward: You never have to pay Life Costs again.
5
SAVE PRISONER: Room number (1d6+6) has monsters and 1 Imperial Guard captive, bring him
back alive. Reward: 300GC
6

RETURN IDOL: First table found displays the Idol, bring it back. Reward: +1 Mind/Body.

7
BECOME CHAMPION: Explore every level on 1 floor. Reward: Popularity, You may add or subtract
4 to your Random Events roll.
8
FIND ANIMAL: Room number (1d6+6) contains the pet that you must save and return to its owner.
Roll 1d6 for the type of pet from the Random Event table. Reward: 250GC.
9
IRON MAIDENS: Every monster met is an Iron Maiden (same stats as Chaos Warrior, dont place
monsters if you run out of appropriate figures). Find the first Throne and sit on it to win. If so you may marry
an Iron Maiden. Reward: 400GC.
10
HAUNTED HALLS: Kill the first Chaos Sorcerer you find and escape. Any none-undead met are
replaced with Ghosts, their stats are still the same but you only do damage to their Mind instead of Body when
you strike them, as they do to you too. If your Mind is reduced to 0 youre knocked unconscious for the rest of
the game. Reward: 300GC.
11
DRAGON SLAYERS: Go down to 3rd level where there are no doors or walls and the Dragon takes
up the whole board: ATTACK 8 (2 Attacks), DEFEND 8, MIND 6, BODY 10 (when down to less than 5 BODY it
loses the second attack), MOVE 100, Breath: Roll 2CD each turn and take 1 damage for each Black enemy
shield. Kill the Dragon! Reward: 1000GC.
12
CASKET OF SOULS: The first Middle Room you enter contains the Temple Template, the Casket is
under the Throne. Return the Casket to win, if you open it roll 1d6: 1: 100GCs, 2: Gain 1 Spell, 3: Nothing, 4:
Trap, 5: Summon Beastman, 6: Restart Quest! Reward: 300GC.
13

DOOMED ONES: Destroy 12 Skeletons and escape alive! Reward: 200GC.

14
TITANS: Destroy 1 Evil Titan. Every Gargoyle/Ogre/Chaos Warrior/Sorcerer is a Titan. Neutral
Titans ignore you and cannot be killed (remove the model if you wish). Good Titans will instantly kill any one
monster (but not Titan) for you before vanishing. Titans: ATTACK 8, DEFEND 8, MIND 8, BODY 8, MOVE 8.
Reward: 100GC.
15
JAILBREAK: Youre two floors down in the middle room. All your equipment, spells, etc are in the
first Treasure Chest you find. Find the stairs out. Reward: None.
16
RESCUE: First Hazard Room you find contains a Princess as per Strangers Table. Get her out alive.
Reward: 200GC.
17
CHASE: The first room on the second floor down contains a Spy, find him and then leave alive.
Reward: 250GC.
18

WAGER: Go down to the 3rd level and then get out alive. Reward: 300GC.

19
ADVENTURE: Kill at least one of each of the following monsters: Fimir, Goblin, Orc, Skeleton,
Zombie, Mummy. Reward: 400GC.
10
FIND QUEST TREASURE: Its in the first Treasure Chest you find, roll 1d6: 1 Orcs Bane, 2 Spirit
Blade, 3 Wand of Recall, 4 Talisman of Lore, 5 Borins Armour, 6 Roll again. Reward: Varies.
21

TREASURE: Find 1000GCs. Reward: None.

22
WARLORD: Go down to 3rd level, firs Orc found is the Warlord with same stats as normal Orc but 1
extra Attack. Kill him and get out alive. Reward: 450GC.
23
NECROMANCER: Kill the first Chaos Sorcerer found, he has ATTACK 2, DEFEND 4, MIND 6, BODY
1, MOVE 6, SPELLS Chaos and Blood. Reward: 500GC.
24
CROWN JEWELS: Theyre in a Treasure Chest in room number (1d6+8) guarded by 4 Chaos
Warriors. Return them. Reward: 350GC.

RANDOM EVENTS Roll 1d100 in between each Adventure


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28

29
30
31
32
33
34

ACCIDENT, LIGHTNING STRIKES: If you own a House pay 100GCs for repairs or lose the House,
otherwise take 1d3 damage and go to 26 FIRE
AMBASSADOR: Has come to marry a local woman of beauty/nobility
ASSASSINATION ATTEMPT: Youre attacked by an Assassin: A 3, D 3, M 2, B 2. If you defeat him
go to 10 CHALLENGED TO A DUEL
BAD HARVEST: 1 in 6 chance of 31 ILLNESS, 1 in 6 chance of 53 REBELLION, much grumbling
from the peasants
BANK ROBBERY: Lose any money you have invested in the Bank
BEFRIEND HEALER: Offers you a visit to the Temple and one Temple service for free
BEFRIEND MAGE: Offers you one free visit to the Apothecary
BEFRIEND PEDDLAR: Offers you anything from the Armoury for price for one visit
BRIGAND ATTACK: Youre attacked by 1d6 brigands: A 3, D 2, M 2, B 1, no escape
CHALLENGED TO A DUEL: A warrior/wizard who you unintentionally insulted wants to fight you,
they have the same stats as you
CHILDREN: Newborn! Your Life Cost is doubled or set to a minimum of 10
COMET: Meteorites fall to earth and monsters spring up everywhere
CORRUPTION: A new, vengeful politician corrupts the local government, theres a 1 in 6 chance you
must pay a 100GC fine or become imprisoned for 1 year, the unjust official lives in a dungeon as a
Chaos Sorcerer
CURSED BY HAG: Lose all your followers
DEATH OF PRIEST: You inherit 1d6 Vials of Holy Water to use against Evil
DEITY VISITATION: Local shrine is made holy and costs 100GCs to visit (once only per person),
gain 1 Mind or Body, the local dungeon becomes a Hell-Pit where the monsters all have +1CD as evil
deities sponsor their activities
DEMON TERRORISES TOWN: Kidnapping villagers, inhabits local dungeon, 3rd level down, centre
room: A 6, D 5, M 5, B 2, MO 8, 200GC reward for slaying him
DOPPLEGANGER: Youre attacked by a close friend (1 in 3 chance of your spouse if you have one!)
who was killed and replicated by a Doppelganger: A 3, D 3, M 3, B 1
EARTHQUAKE: Your House is destroyed (if you have one), either way lose all your money
ENCOUNTER CITY GUARD OFFICIAL: You are (possibly unjustly) fined 50GCs by a City
Watchman who dislikes your face
ENCOUNTER DRUNKARDS: You must fight 1d6 Drunken Louts: A 2, D 1, M 1, B 1
ENCOUNTER EVIL WIZARD: Drains your Mind by 1 and teleports you into a dungeon
ENTREATY: A peasant asks you to kill an evil high-ranking warrior (the first Stranger/Warrior in
dungeon) who terrorises his family, Reward: 50GCs, his eldest childs hand in marriage and his
eternal gratefulness
EVIL MONSTER: A cunning enemy (Ogre/Gargoyle) has set up a dungeon near here and abducts
people for sacrifices and other horrible reasons
FAMINE: Your Life Cost is multiplied by 10 this time only, there is a 1 in 6 chance of 31 ILLNESS, 53
REBELLION and/or 9 BRIGAND ATTACK
FIRE: The building youre staying in catches fire, you must help extinguish it, pay double your Life
Cost this time and lose all GCs that arent Banked, if the building is your House it has been burned to
the ground
FLOOD: The town/city is flooded and your building subsides, if this is your House pay 100GCs for
damage repairs, also there is a 20% chance of 31 ILLNESS
GIVEN PET: A visiting friend brings you a Pet gift, roll 1d6:
1
Dog: add 10 to Life Cost, +1 Move
2
Mongoose: +1CD Vs Fimir, you may not own a Snake
3
Snake: automatically kills Rats, you may not own a Mongoose
4
Chicken: eat it to pay Life Cost, one use only
5
Worm: no effect
6
Cat: can cast Shine once per adventure
HUSTLER: You are seduced, lose 3d6x10GCs, if married you must also Divorce
HAUNTING: Ghosts plague the town A 2, D 2, M 4, B 0, MO 8, can only be hit by Magical Weapons,
they drain Mind instead of Body, they are led by a Master Ghost who haunts the local dungeon: A 4, D
4, M 8, B 0, MO 12
ILLNESS: A disease sweeps the land, you have a 20% chance of contracting it, if you live with
someone your chances are doubled, anyone with the disease dies in 2d6 days
ILLUSIONIST CON ARTIST: Unless you are a Mage, he cons you out of 50GCs
INFAMOUS CRIMINAL: Moves into the area, living in a local dungeon, he is the first stranger you
meet (a Warrior)
INSULT: Youre challenged by a local character (the same class as you) who you must fight or you
may never become a Champion

35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53

54
55
56
57
58
59
60
61
62
63
64
65
66-80
81-00

INVITATION: Youre invited to a marriage between two local families, but you and the bride/groom
fall in love, if you marry the noble you may not become a champion but your Life Cost is paid for you
and see 11 CHILDREN, either way you make an enemy (same class as you)
INVOLVED WITH NOBLE: If youre married, your life leaves you for a local noble whilst youre
adventuring, otherwise you become involved with a noble, you may marry her/him in which case
youre Life Cost is now paid for you
KIDNAPPING: If married your spouse is taken to the 3rd level of the local dungeon, if not you suffer 9
BRIGAND ATTACK, if you lose youre Imprisoned in the 3rd dungeon level and must make a
JAILBREAK
LORD ASSASSINATED: By a Thief who lives in the nearest dungeon, if he is not found and killed
the local government will go to 60 WAR
LORD DIES: A saddening event indeed
LUCKLESS MERCENARIES: Offer you their services for half price (2d6 Mercenaries)
LYCANTHROPY: The town is infested with Lycanthropes, their source is the dungeon
MAN-EATING CREATURE: A local monster keeps eating people and must be stopped. Guess
where it lives . . .
MILITARY INCURSION: 20 enemy troops (Chaos Warriors) move to the town borders and may be
hunted at 20GCs a head in the dungeon
MILITARY MOVEMENT: An army begins raiding the town borders, their commander (the first Chaos
Sorcerer you meet) governs them from his dungeon
MONEYLENDER MURDERED: Write off all (if any) of your debts with him
MONSTER: Wandering Monster attacks you whilst youre out rambling the countryside
NEW RELIGION: If you become a follower you gain one Spell (Mind permitting) which you may cast
once per adventure (you can only follow one Religion at once)
OFFER OF MARRIAGE: If you accept your Life Cost is now paid for you automatically
PILGRIM IN NEED: Asks you to take him to the Shrine on dungeon level 3
PLOT: To overthrow the government brewing in the dungeon, the first Sorcerers Table holds
evidence of this and is worth 400GCs reward
PRESS-GANGED: Youre forced to join a ruffian gang, there is a 1 in 6 chance per adventure that
youre caught and imprisoned for 1 year by the militia unless you can slay their leader (Chaos
Sorcerer, dungeon, 1st you meet)
RAT INFESTATION: 1d6 Rats attack, the town is full of them, 20% chance of 31 ILLNESS
REBELLION: The peasants ask you to join their revolt, if not fight 4 of them (same as 9 BRIGAND
ATTACK) and gain 200GCs if you put down the revolt; otherwise you must overthrow the local
government lords by defeating 6 Royal Guards (Chaos Warriors) in a row, Reward: 100GCs and you
become a Noble
RECRUITMENT: Youre enlisted in the army and go to War for 1d6 years
ROBBERY: Your place is robbed of all your Equipment and money, gutted . . .
TAX RISE: Your Life Cost is doubled from now on
UPSET GOODWIFE: A flirtatious goodwife demands 100GCs to stay quiet about you!
VIRTUOUS MAIDEN: A beautiful Noble (1 in 3 chance of being a Mage) moves to town, to woo her
you must complete 1 quest with no Reward to marry her and become Noble
VOLCANO: Erupts near town, dungeon becomes a Hell-Pit where monsters have +1CD
WAR: Either enlist in the army for 1d6+1 years of war or you may not become a Champion
WEATHER PROBLEMS: There is a storm, 1 in 6 chance of being hit by lightning and losing all your
non-magical Equipment and 1 Body
LOCAL HERO DIES: You inherit Elven Rope and 20GCs
DISEASE: Lose 3 Body before each adventure starts until cured
EVIL WIZARD: Drains your Mind, lose 1 Mind before next adventure starts
MUGGERS: Youre attacked by 1d3 muggers with same stats as Goblins and 20GC each
NO EVENT
ROLL TWICE!

SPELLS
MIND REQUIREMENT
4
5
6
7
8
9
10

SPELLS
3
6
9
12
15
18
21

Your MIND must be 6+ to learn any of the following sets of SPELLS:


AMETHYST
POWER OF HEALING = Restores 4 BODY
EXPLODE = Destroys 1 inanimate object
FARSIGHT = Roll 1d6 and open that many doors on the board
BRIGHT
SHINE = Blinds all enemies for one turn, they cannot attack
BURN = Makes one enemy become mad, that creature will then attack the nearest creature every turn
FLAMES OF DOOM = Attack 1d6+1 enemies in 1 room or corridor with 1CD
JADE
GOLEMN = A GOLEMN (same stats as a Fimir) is summoned and may be placed anywhere on the board in
LOS of the caster. He will attack the nearest creature each turn. If he cannot reach he will cast Fire Of Wrath
on that creature. Roll 1D3 each turn, on a 1, the GOLEMN disintegrates
TELEPORT = Move onto any space in an unrevealed room of your choice
VOID = 1d6 creatures in an 9 square area are moved to a room of your choice
Your MIND must be 7+ to learn any of the following sets of SPELLS:
BLOOD
SWELL = All models on the board in an adjacent space to an enemy lose 1 BODY
RESTORE = Heals 5 BODY
SUMMON = Roll 2d6, On a 9+ destroy any one creature on the board, otherwise the spell is wasted
CHAOS
MUTATE = Roll 1CD, SKULL = target creature permanently loses 1 ATTACK die
WARP = Move to any space on the board
GROWTH = One character/creatures ATTACK and DEFEND are doubled but that model may only move 1
space per turn. This is negated as soon as that character restores 1 BODY
NEW CLASSES
RANGER
MIND 4 BODY 6 ATTACK 2CD
DEFEND 2CD
MOVE 2 DICE
Special Ability Dual Weapons: You may use two close combat weapons at once, the second weapon gives
you +1CD only regardless of what it normally provides.
You begin with one Earth Spell of your choice.
THIEF
MIND 4 BODY 6 ATTACK 1CD
DEFEND 2CD
MOVE 3 DICE
Special Ability Sneaking: You may move through monsters as though they were heroes, if you do this before
you attack you gain +1CD for that attack only.
You can disarm traps like the Dwarf.
CLERIC
MIND 5 BODY 5 ATTACK 2CD
DEFEND 3CD
MOVE 2 DICE
Special Ability Healing: You begin the game with 3 (or 1d6, you choose, roll again for each adventure) Heal
Spells (Restore 4 Body).
NEW CHARACTERISTIC:

SPIRIT

Roll 1d6+2 for your Spirit score. Elves add +1 and Dwarves deduct 1 from the roll. This represents your
Spirituality and Charisma.

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