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Lord
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Registered: 09-2011
Posts: 267
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my D100 events table


hope this pastes okay as i'm not retyping it all! this is my just-this-morning-finished unexpected events table.
i will have a D100 traps table done at some point and will then add it.

note about rank: i played warhammer battles before quest came out(why was there no 40k version of quest) so the rank system used matched that and i've decided to use it for damage expressions. reason being that D6 wounds with no modifiers is nasty at level 1 but at level 10 it is nothing.
rank is simply: level 1 rank 1
level 2-4 rank 2
level 5-8 rank 3
level 9-10 rank 4.
hope this clears that question up before it is asked!

1 CAVE IN: Suddenly rocks start falling down and the ceiling lurches down, crushing any not quick enough to escape!
All warriors and monsters, if there are any, spend this turn getting out of this room. They all ignore rules for pinning and may only attack to try and move something out of their way.
Any warriors or monsters still in the room at the end of the turn are crushed and all their gold and other possessions are lost.
The room is now impassable and cannot be re-entered, if this is the first room in the dungeon roll a different event.

2 DEAD BODY: you find the body of an adventurer, lying in a pool of blood. Clutched tightly to his chest is a bag
one randomly determined warrior gets the bag from the body. Roll 1D6
1 roll twice on the traps table, the bag is empty
2-3 roll once on the traps table, the bag is empty
4-6 treasure: the bag contains D6x100 gold per level of the warrior, the taker gets this gold.

Draw another event card immediately

3 DYING DWARF: slumped against the wall you find a dying dwarf prospector, riddled with arrows. As you approach he growls a warning, threatening you with a huge pick axe, when he realises you are not evil monsters trying to kill him he calms down long enough to hand you a key.
“this is the key to the portcullis.” then he dies from his injuries.

The dwarf may have wandered far and the key fits the next portcullis the warriors find themselves faced with.

4 LONE MERCENARY: a lone mercenary, still wounded from a previous clash with monsters, lets you know some of what lies ahead
you may take the next three cards from the dungeon deck and re-order them as you like.

Roll 1D6 and on a 1-3 draw another event card immediately.

5 SNEAKY GIT: a snotling runs out of the darkness and starts to tag along, hoping to steal some treasure. He is a shifty little guy and every time you enter a room he squeaks a warning, but who too?
While the snotling is with the warriors they all gain +1 move as he guides them through the underground complex. In addition whenever an event reveals monsters roll 1D6

1-3 the snotling warns the monsters of the warriors and they gain the Ambush magic A ability.
4-6 the snotling warns the warriors and they all get +1 Attack in the first round of combat.

If the warriors kill the snotling his blood curdling death scream echoes through the dungeon attracting monsters. Roll twice on the monster table one level higher than the warriors, these monsters show up and fight.
Roll 2D6 at the end of each turn, on a double one or two the snotling leaves the warriors.

6 GHOST: a dim light flickers in front of the warriors, coalescing into the shadowy figure of a ghostly man. He smiles grimly and beckons them on.
The warriors are compelled to follow and must roll 1D6
1 warriors are led into traps, roll twice on traps table
2-3 led into trap, roll once on trap table.
4-6 the ghost leads you to hidden treasure, roll for gold as per the usual rules.

7 PRISONERS: three prisoners emerge from the shadows, having escaped from their captors. They look desperate and tortured, beg the warriors for protection. They explain that they are rich merchants and will reward them for their rescue.

If the warriors take them with them they will be rewarded when they arrive at a settlement. Roll 1D6
1 the prisoners are merchants but claim the warriors kidnapped them, the watch get involved and the warriors end up having to pay 3D6x100 gold per level to avoid arrest.
2-6 the prisoners are merchants and reward the warriors with 2D6 x 100 gold per level.

Roll 1D6. On a score of 1-3 draw another event card immediately.

8 STRANGER: you meet a mysterious cloaked stranger who asks what your business is in this dark realm.

If the warriors attack him roll 1D6
1-3 like a blur of lightning he fends the warriors off, causing 2D6 wounds on each warrior per rank, then he leaps over their heads and vanishes back into the darkness.
4-6 under the combined might of the warriors attacks he falls back, then flees into the darkness. He drops a soft leather bag covered with elven runes. One warrior takes the bag, determined randomly.
Roll a D6
1 roll two traps on the trap table
2-3 roll two traps on the trap table
4-6 healing herbs: 4 doses each of which heal 1D6 wounds.

If the warriors decide not to attack him then he warns them that evil grows in this area and they should be on their guards, then he vanishes into the darkness.
Each warrior must then roll 1D6
1 a random objective room treasure item has been stolen, or two dungeon room items if there are no objective room items available.
2 a random dungeon room treasure item has been stolen, or two equipment items if there are no dungeon room items available.
3 the warrior is missing D6x100 gold per level
4-6 nothing else happens.

9 GOLD DIGGER: you meet an aged dwarf labouring under the weight of a huge sack. He eyes you suspiciously, seemingly convinced you want to steal it's contents, and tells you that he is the lord of this dungeon and you have to pay him to pass any further within his halls, his fee is 100 gold (per level).

The only way to get past him is to pay him the 100 gold (per level), kill him or find another way if you have passed a T junction for example.
If the warriors pay him he simply takes the money and continues his way.
If they kill him he curses them with his dying breath, each warrior must roll a D6
1 choose two characteristics and you permanently reduce it by -1.
2 as above but only one characteristic is reduced by -1.
3-6 the curses have no effect. In any event his bag is full of rocks.
Roll 1D6 on a 1-3 draw another event card immediately.

10 NURGLE'S ROT: you are confronted by a cowled figure, crawling towards you crying out for help.
Roll 1D6 for each warrior, the one with the lowest score goes to his rescue. If more than one has the lowest all of the lowest rollers go.
Upon reaching him you recognise the signs of Nurgle's rot and your approach was probably not the best idea!
Roll 1D6 and add your toughness to the result, if you get 6+your rank then you are unaffected.
If you roll lower then you have contracted the dreaded Nurgle's rot.
You immediately suffer -1 penalty to your toughness. Every time an unexpected event occurs you suffer another -1 to any of your other characteristics, not including wounds. If any of your characteristics reach zero (or 7+ in the case of BS) then your warrior dies.
The Nurgle's rot continues until you die, is given 3 healing potions per rank without regaining any wounds from them (they have to be consumed when on full wounds and all at the same time) or until you get to a settlement and pay 2000 gold per level to be cured.

Draw another event card immediately.

11 SCORPION SWARM: a scuttling mass of stinging, biting scorpions emerges from the darkness and engulfs one of the warriors.
Randomly determine the warrior in question, there are 6 scorpions plus 6 per rank of the warrior. Roll normal damage roll for the warrior, he manages to kill that many of them before he is engulfed by them. Those that are not killed each cause one wound ignoring all modifiers and then they scuttle off into the darkness.
Scorpions are poisonous too.

Roll 1D6. On a 1-3 draw another event card immediately.

12 SNAKES: without warning, hundreds of snakes suddenly drop into the room through carefully concealed holes in the roof.
Each warrior is suddenly covered in a writing mass of snakes. Roll 1D6 on the following table on their turn.
1-2 the snakes manage to bite you, bypassing your armour entirely. Lose 1D6 wounds per rank with no modifiers. The warrior can do nothing else this turn but next turn they get +1 on this table.
3-4 the snakes bit you, causing 1D6 wounds per rank with no modifiers, you then cut yourself clear of them and are not affected by them any more.
5-6 as the snakes pour from the ceiling you nimble dodge to one side, the attack has no effect.

Draw another event card immediately.

13-23 TRAP! Roll on the trap table.

24 LOCKED DOOR: the next door the warriors find is locked.

The warriors need the key from the orc in event number 30 in order to get past the door.

Draw another event card immediately.

25 PORTCULLIS: once all the warriors have entered this room a portcullis slams down blocking the way back out.
The only way back that way is with the key from event 3. If this occurs as a result of an unexpected event then it does not split the party.

Draw another event card immediately.



---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
26/Sep/2011, 1:25 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Lord
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Registered: 09-2011
Posts: 267
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Re: my D100 events table


(broke word limit)
26 LOST: after wandering around the dungeon for what seems like hours you finally concede that you are lost.
Get the spare dungeon cards out, avoiding the objective room cards. Roll D3+ rank and add that many dungeon cards to the deck.
If this happens when you're already in the objective room then re-roll the event.

27 FLAMES OF KHAZLA: as soon as the last warrior enters the room stone shutters slam down on all entrances, forming airtight seals and blocking you in. Two braziers slide out of the wall, burning with no apparent fuel.

Any dwarf or wizard recognises this as a trial by ordeal: the accused has to place their hands in the braziers and remain unburned. If not the shutters remained shut for 3 days and nights, whereupon they will suffocate from lack of fresh air.
To open the shutters a warrior has to place their hands in the braziers and roll 1D6 per hand. If both score three or more the shutters open.
If either die scores a 1 or 2 the warrior loses D6 wounds plus level with no modifiers.
If both score a 1 or 2 the warrior loses 4D6 wounds plus level with no modifiers.
If any damage is taken the shutters stay down, if no warriors pass the test then all warriors die.

The test may only be tried once for each warrior, better have some luck handy!

28 FOOTPRINTS: you spot some footprints on the dusty stone floor that lead to a blank section of wall and vanish...

if the warriors investigate roll 1D6

1 each warrior rolls 1D6 the lowest scorer shows that warrior is hit in the head by a spiked metal ball on a chain. He takes 2D6 wounds per rank, ignoring armour except a helmet. If more than 1 warrior rolled the same low number each of them are hit.

2 the warriors find nothing. Any skill that finds secret doors can be used here instead of the normal rules with a +1 to the die roll. If successful this becomes a 3-6 roll instead.

3-6 the warriors find a concealed door, opening it reveals another part of the dungeon. Take 1D6 dungeon cards and a spare objective room card, which will be at the bottom of this new pile. If the warriors explore this objective room roll twice on the objective room monster table. If the warriors kill all the monsters they gain an additional 1000 gold on top of normal gold and objective room treasure.

29 SLAVES: you come across some slaves chained to the walls of this room/passage, they cry out for rescue and clearly have not been looked after well.

There is no reward for freeing the slaves, but compassion demands their freedom! It takes 1D6+rank turns to free the slaves, during this time Unexpected Events occur on a roll of 1 or 2 in the monster phase.
If the warriors decide not to free the slaves this must be noted and a D6 must be rolled whenever they attempt to advance a level.
1-3 the owner of the training ground recognises the warrior by a description given by one of the escaped slaves who died shortly after escaping. They refuse to train your warrior and you cannot advance in level in this settlement.

4-5 you are recognised as above but the trainer will train you for double the normal price.

6 you are not recognised and can train as normal.

This table will always be rolled on and is also used for any other failed quest reasons related to turning back, except for having to escape as per escaping rules.

30 DYING ORC: you find a badly wounded orc lying on the floor, even though dying from a dozen wounds he growls at you swinging a scimitar in your general direction. He has what appears to be a key in his other hand.

The warriors can either rush him or wait for him to die, he is blocking the way so they cannot simply continue through the dungeon.

If they rush him he lashes out desperately even as he dies. Roll 1D6 for each warrior, on a 1,2 or 3 they are struck for 1D6 wounds per rank +2 damage, modified as normal. This ends with the orc's death and they get the object.

If they wait for him to die it takes 1D6 +1 per rank turns, during which time he makes a lot of noise, if an unexpected event occurs during this time take no event cards just roll two monster rolls on the warriors level table.

The orc was holding the key to event 24.

31 CHANGE OF PLAN: a cloaked, stooped figure slinks into view, keeping to the shadows and moving with an eerie silence. He furtively approaches you and, while looking around theatrically about him for enemies, says in little more than a whisper
“well met my friends, for I bring important news. Your quest must be abandoned for the danger is must greater than any imagined. You must return the way you came where you will be met and rewarded with 750 gold(per level) for your trouble.”
with that he slinks away into the darkness merging with the shadows once more.

If the warriors decide to leave the dungeon they must retrace their steps, rolling for Unexpected Events as normal until they exit the entrance.
If there is something blocking the exit they'll just have to continue.
If they continue onwards then you don't need to do anything until the objective room is entered.

Whatever they decide roll 1D6 when they reach their goal (objective room or entrance)

1-2 the character lied and the warriors were not expected back, if they left then it is too late to finish the quest now. Whenever the warriors try to advance a level they need to roll on the table for event 29 with a +1 bonus.
If the warriors ignored the warnings and continued then the adventure is finished as normal.

3-6 he told the truth! The warriors are rewarded 750 gold per level if they left.
If the warriors continued they could be in trouble: roll twice on the objective room monster table to see what monsters lurk within. Any unexpected events automatically bring monsters of maximum numbers if there is a random number.

Roll 1D6, on a 1,2 or 3 draw another event card immediately.

32 SECRET DOOR: your sharp eyes notice that the stones in the wall conceal a secret door

take a random objective room tile and place it where the secret door is. The warriors can choose to investigate or not. If not they just continue as normal.
If they do investigate then roll on objective room monster table as normal. After the fight one random warrior finds an objective room treasure item.

33 LOST GOLD: one random warrior finds a hole in his backpack, he has lost 1D6x200 gold per level. If this amount would exceed their total gold they also lose a random piece of treasure/equipment (equal chance of either).

Draw another event card immediately.

34 MISSED FOOTING: one of you stumbles on the uneven flooring, leaving you limping.

Randomly determine one warrior, they are on -1 Movement for the rest of the adventure.

Draw another event card immediately.

35 RUNES: you notice dozens of runes covering a portion of the wall in this room.

Each warrior must roll 1D6 and one of them needs to score a 5+ to decipher the runes. If this is failed nothing else occurs.
If passed the warriors open a secret compartment and treasure pours out: each warrior gains an item of dungeon room treasure, re-rolling gold.
As the warriors take the treasure monsters pour down the corridors roaring for their blood! Roll twice on the warriors level monster table.

36 LANTERN GOES OUT: a sudden chill breeze blows out the lantern.

Unless the warriors have another light source they are stuck in the darkness until the relight the lantern. They can do nothing else until it is relit, which they can attempt once per turn. Roll 1D6 and they need a 4+ to relight the lantern.
If an unexpected event occurs while the lantern is out then warriors are at -2 to hit due to darkness and cannot use missile weapons at all. Spells have to be able to attack adjacent monsters.

37 IMPERIAL KNIGHT: an imperial knight enters the room, on some form of quest of which he will not speak. He does however warn you of some monsters that lurk nearby, enabling you to get the jump on them.

During the first turn of the next combat each warrior has an extra 2 attacks.

38 CURSE OF HASHAKK: as the last warrior enters this room a disembodied voice echoes out flatly stating that the warriors have entered forbidden halls and must face the curse of Hashakk.

One of the warriors determined randomly must roll 1D6 and add his strength scoring a 6+rank. If passed he immediately loses 1D6 wounds plus 1D6 wounds per rank with no modifiers.
If failed he loses 1D6 wounds per rank and has -1 strength and toughness for the rest of the adventure.

Roll another event immediately.

39 UNHOLY IDOL: in a niche in the wall is a small ferocious looking golden statue. It appears to be very old and of an unfamiliar deity.

One warrior determined randomly takes the idol. Roll 1D6
1-2 the statue is cursed and as the warrior touches the idol a harsh bellowing is heard. The warrior loses one luck for the rest of this adventure, if the warrior has no luck left he loses 2 permanent wounds. The idol is back in it's niche.
3-4 as the statue is moved a faint roar can be heard, the warrior appears to be being thrashed by an invisible force. He suffers D6 wounds per rank plus level with no modifiers. Then idol is back in it's niche.
5-6 the idol is solid gold and worth 500 gold per rank. Until the end of the adventure monsters will attack this warrior preferentially, ignoring rules of one on one. If the warrior drops to zero wounds at any time when he is healed up again the idol is gone, back to this niche.

Roll 1D6 on a 1-3 draw another event card immediately.

40 EVIL EYE: the ceiling of this room is engraved with an evil face, which shoots bolts of magical energy at the warriors.

Each player rolls 1D4 and if they roll their own place in the initiative order they manage to avoid the blasts. If not they lose D3 wounds per level with no modifiers.

Roll 1D6 on a 1-3 draw another event card immediately.

---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
26/Sep/2011, 1:28 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Lord
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Registered: 09-2011
Posts: 267
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Re: my D100 events table


41 SPIDER BITE! One of you feels a sharp pain in his neck, as he clutched at it a small red-black spider scuttles off into the darkness faster than you can swat it.

Randomly determine which warrior and roll 1D6
1-3 poisonous: the warrior takes 1D6 wounds per rank with no modifiers and is at -1 strength until a healing potion is consumed. Magic spells will heal the wounds but not the strength loss.
4-5 delayed poison: the warrior has no ill effect until the next 1 is rolled in the power phase. At the end of that turn the warrior collapses to the floor. The next turn he can do nothing but monsters will only attack him if they cannot reach other warriors. The turn after that he awakens but all his characteristics are 1 except wounds(which are whatever they should be). His characteristics recover at a rate of 1 point per turn until he is back to maximum again.
6 boosted metabolism: the warrior loses D3 wounds per rank with no modifiers but has +1 attacks for the rest of the adventure.

42 MAP: wedged between two large stones in the wall is a faded map

roll 1D6 when the map is taken.
1 the map is a clever trap, it seems to show the location of a treasure hoard. The warriors of course fall for this! The next time an event card is drawn, or if the objective room is entered, the trap is sprung! Draw additional event cards equal to D3 + rank.
2 the map misleads the warriors. Add D3+rank dungeon cards to the top of the deck.
3-4 it is a map of the next room in this dungeon, showing hidden treasure. After dealing with the monsters/event in the room an extra item of treasure is found and all warriors can roll for gold too.
5 the map shows a quick route to civilisation from this dungeon. The journey is two weeks shorter than normal
6 although badly faded it could be useful, the next T junction you come to you can use the map to look at the top D3 cards in either direction. Then discard this map.

Draw another event card immediately.

43 SPORE FUNGUS: an incautious move by the warriors kicks up a cloud of spores from the floor.

Each warrior must roll 1D6 to see what effect the spores have on them.
1 soporific: the warrior falls unconscious until a 5+ is rolled in the power phase. Monsters ignore sleeping warriors while others are still fighting.
2 toxic: the spores cause 1d6 wounds per rank with no modifiers
3 sneezing fit: the warrior is at -1 to hit for the whole combat due to sneezing
4 no effect
5 curative: the warrior heals 1D6 wounds per rank
6 magical: the warrior gains +1 strength and toughness for the rest of the adventure and is healed to full health.
Then roll on the monster table to see what shows up and attacks the warriors..

44 WOUNDED KNIGHT you come across the bodies of seven monsters and a badly wounded knight, who is in need of some healing.

One random warrior moves to help the knight, roll 1D6

1-2 Renegade! The knight was in league with the monsters! He immediately stabs the warrior that came forward, causing 1D6 damage per rank plus 4 then runs off into the darkness.
3-4 Thief! He was in fact robbing the monsters, when one who was dying slashed him with it's sword. The thief grabs a random item from the warrior and runs off. Roll d6 1-3 equipment 4-6 magic item.
5-6 Hero! He slew the monsters and is grateful for the warriors help. He gives the warrior who helped him a dungeon room treasure item before leaving the dungeon. Roll twice and pick the one you prefer.

Draw another event card immediately.

45 FASCINATION OF SLAANESH: soft seductive voices gently whisper the promises of Slaanesh to the warriors while ambrosian scents fill the air, blinding you to your surroundings.

Each warrior on the board section rolls 1D6 adding their toughness. If they score 6+rank or more they are fine and this has no effect.
Those that roll less become incapable of action. These warriors can do nothing until they are struck in combat and take damage. Monsters automatically hit warriors that are so entranced.

Draw another event card immediately.

46 SLIDING WALL: as the warriors enter, the wall behind them starts to grind across the doorway, blocking off the route out of the dungeon.

Unless one of the warriors discards a weapon or door spike to wedge the sliding door in place this part of the dungeon is sealed. Just as if a cave in had occurrred.

Draw another event card immediately.

47 SNAKE PIT: the floor of the room is covered with snakes, coiling about your legs and hissing loudly. Unless you tread carefully you may be bitten.

For each square over 1 that a warrior meets each turn roll a D6. On a roll of a 1 they are bitten by an angry snake and suffer 1 wound per rank with no modifiers. The snakes are poisonous as per the poison rules.
Any monsters are used to the snakes and suffer no penalties.

48 SHIFTING SANDS: a deluge of hot sand starts to pour into the room through grilles in the walls and ceiling. Although there is time to escape, this makes the floor very unstable.

While on this board section each warrior must roll 1D6 and add their strength characteristic at the beginning of the warriors phase. On a roll of 6+1 per rank they are fine to move at half speed. On less than that they cannot move this turn. If they roll a 1 regardless of total they fall prone and are unable to get up due to sand pinning them down.
Monsters are unaffected by the sand as they enter after this has occurred.

Draw another event card immediately.

49 CHANGING OF THE WAYS: the powers of magic are a tangible thing here, you can all feel the flow of magic here, even those without magical powers.

Every warrior has to roll D6 and add their toughness and score 6+rank or be overwhelmed by the power of Tzeentch. For the next 2D6 turns if the warrior rolls a 1 for anything they change into chaos spawn for that turn. While chaos spawn they attack all adjacent models for their turn. This happens even if they have already acted this turn. They can be harmed in the usual way and monsters will still attack them.

Draw another event card immediately.

50 BERSERKER RAGE OF KHORNE: suddenly waves of aggression flow over you all and you feel the wrath of Khorne flow over you.

Each warrior must roll 1D6 add their strength and score 6+ rank if they succeed they are not affected. Otherwise the warriors are overcome with rage for the next D3+rank turns. While affected by rage they have to attack any adjacent models, chosen at random, and they may not use ranged weapons or cast any spells.

Draw another event card immediately. If monsters appear they are all ranged monsters, if these are not rolled choose the nearest monsters that are. These monsters are aware of the trap and would prefer the warriors fight each other.

51 OLD BONES: the floor of this chamber is covered with bones with the glint of gold underneath.

Roll 1D6
1 trap: cackling laughter echoes around the room and a bolt of magical energy flashes out: each warrior rolls 1D6 lowest is hit for D6 damage per rank with no modifiers. If more than one warrior rolls equally low then they both get hit.

2-3 illusion: in a bright flash of light the bones and gold vanish: draw another event card.

4-5 each warrior finds D6x10 gold per level. Draw another event card immediately.

6 each warrior finds 2D6x10 gold per level. Draw another event card immediately.

52 ELEVATOR ROOM, GOING DOWN: you've just entered this room and suddenly the floor shakes and the room descends due to some mechanical contrivance.

There is no way to get the floor to go back and the rest of the adventure is deeper than anticipated in the bowels of the earth: any further monsters are rolled on the tables one level higher than the warriors level.

53 ELEVATOR ROOM, GOING UP: you've just entered this room and suddenly the floor shakes and the room ascends in due to some mechanical contrivance.

There is no way for the warriors to get the room to descend, the rest of the dungeon is treated as being one level lower (easier).

54 DWARF MECHANICALS: two small doors set into the wall open and two mechanical dwarfs march out of the openings slowly, heading towards the warriors.

Warriors decide whether to avoid the mechanicals or await their approach. Then roll 1D6
1 big explosion: warriors are all hit for 2D6 wounds per rank. Draw another event immediately.
2 small explosion: two random warriors take 2D6 wounds per rank. Draw event card immediately.
3 flash powder: each mechanical places a bag of flash powder on the floor and then returns
4 firebombs: each mechanical places a firebomb on the floor and then returns
5 blessing of Grungni: a blessing is placed on all warriors: gain +1 strength for rest of adventure.
6 healing of Grungni: each warrior regains 5 wounds per rank. If this would exceed their total wounds they gain the excess as temporary wounds which will be lost first.

If the warriors avoid the mechanicals they get none of the above, but the explosions still attract another event card even though it causes no damage.

55 SECRET DOOR: your keen eyes reveal the lines of a hidden door.

Opening the secret door reveals an additional objective room. The warriors can choose to explore or not bother, continuing with their adventure as normal.
If they do investigate roll twice on the objective room monster table and take the lower result.
Once the monsters have been placed roll once on the trap table too, this room is well defended.
There are no objective room items however.

---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
26/Sep/2011, 1:30 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Lord
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Re: my D100 events table


56 GUSTS OF WIND: there must be holes in the walls or ceiling somewhere because the wind is blasting through this room/corridor.

While in this room/corridor ranged attacks are at -2 to hit. Adjacent rooms/corridors are at -1 to hit. Once two doors separate the warriors from the room where this occurred the penalties end.

Draw another event card immediately.

57 FLOODED CHAMBER: this room/corridor is knee deep in water which flows in strange patterns. (if as a result of an unexpected event the water suddenly floods in through holes around knee high)

the water moves and throws people off balance at odd times. This causes -1 to hit in hand to hand combat and also makes rolls to avoid pinning harder by -1. The water stays on this board section.

Draw another event card immediately.

58 SECRET DOOR: your sharp eyes pick out the tell tale lines of a secret door.

If the players decide to investigate take a spare objective room card along with D3+rank dungeon cards and form a new sub-deck. Work through these cards as normal, however every event card is always preceded by a trap roll (so on an unexpected event a trap occurs before the card is resolved and the same for rooms). The final room is a long hidden treasury and as such is guarded by traps and monsters!
Roll once on the objective room monster table and then once on the traps tables for each monster roll required. If the trap would result in another event card simply roll another trap until no further event cards would be played. Clearing the objective room results in normal gold and an objective room item each plus D6x100 gold per level and an item of dungeon room treasure for each warrior.

59 HORROR IN THE DARKNESS: for a brief moment the light of the lantern is eclipsed as darkness sweeps out from the dungeon and engulfs the warriors. In the darkness each warrior is confronted by his worst nightmare.

Each warrior must roll 1D6 and add their toughness to the score. They need to roll a 6+rank to pass and if so they gain +1 to hit on their next D3+rank attacks.
If failed they are terrified for the next combat, while terrified they automatically fail fear and terror rolls and also suffer -1 to hit on top of any fear rules.

Roll 1D6 on a 1-3 draw another event card immediately.

60 VAMPIRE BATS: the air is suddenly thick with a cloud of bats, chittering and screeching as they swoop upon and engulf the warriors, these are no ordinary bats but vampire bats!

Each warrior is attacked by 2D6 plus 2 per rank bats. Each warrior rolls 1D6 and adds their strength to see how many they kill before being swarmed. Any remaining bats cause 1 wound each with no modifiers before then flying off into the darkness.

Roll 1D6 on a 1-3 draw another event card immediately.

61 LOST SOULS: there is a bizarre moaning and then a handful of ghostly beings streak towards you, leaving no time to react.

These lost souls flood through the board section and pass through the warriors on their way through. Each warrior is hit by D3 souls per rank and have to make a fear roll to see what damage they take. They need to pass a fear check of dungeon level +4 for each spirit. They lose a wound for every point they fail any of the fear checks by. (so if a level 2 warrior rolls against 4 souls with a fear of 6 an score 3,5,7,8 they would lose 4 and 2 wounds for a total of 6 wounds lost. There is no way to reduce this damage.

62 COLLAPSE: the beams holding the ceiling up in one corner collapse, sending masonry and stonework crashing to the ground. As the dust settles, you can see another passage leading away into the darkness.

Another doorway is available leading to a corridor. After that the dungeon carries on as if this was a T junction.

63 DYING DWARF: you find a badly wounded dwarf in the dungeon, his wounds are severe and he eyes you dangerously, growling, while holding something clutched to his chest.

The warriors have the choice of attacking him or trying to talk to him. Roll 1D6 for talking to him
1 the dwarf mistakes you for monsters in his wounded state, the bag is full of firebombs! Each warrior takes 1D6 wounds per rank with no modifiers. This also happens if warriors attack him.
2-3 the dwarf is dying and drops a firebomb from his bag by accident, one warrior takes 1D6 wounds with no modifiers.
4-5 the dwarf realises you are not monsters and hands you a firebomb or flash powder before then dying. Determine which it is randomly.
6 dying runesmith: the dwarf is a runesmith and hands over a runestone before dying. Roll 1D6 1-3 weapon rune, 4-6 armour runes. Randomise what it is in the usual way.1 is still a 1 though.

The warriors can add +1 to the roll for each dwarf they have in the party,

Roll 1D6 on a 1-3 draw another event card immediately.

64 DWARF GHOST: the luminous form of a ghostly dwarf materialises in front of the warriors. It is the spirit of a venerable dwarf gold hunter who warns the warriors about the dangers deeper in the catacombs.

The warriors may ignore any one event or monster roll later in this adventure, that event just does not happen.

65 DRAIN MAGIC: suddenly the magic in this part of the dungeon seems to be sucked away, even your glowing magical weapons seem to dim slightly.

For the next D3+rank turns magic spells are impossible to cast and even scrolls and items that cast spells fail to function.

Draw another event card immediately.

66 MALEDICTION: the walls of this part of the dungeon are covered in runes and other curses.

Each warrior must roll 2D6 and add their strength and toughness. If they score 13+rank they are unaffected. Otherwise they must each roll 1D6 on the following table.
1 the shapes and symbols glimmer as the warrior looks at them, then suddenly they are covering his skin too! The warrior is now marked for death, when monsters are placed they will always attack this warrior ignoring usual rules for one on one. This lasts for this adventure.
2 the warrior loses 1D3 wounds per rank with no modifiers.
3 the warrior feels a sharp pain and is at -1 toughness per rank while in this room.
4 the warrior becomes obsessed with the runes and has their initiative reduced by their rank for the rest of the adventure.
5 as long as the warrior is in this room he loses 1 wound per rank in the power phase every turn as old wounds re-open.
6 you utter a prayer to your deity and are rewarded! You regain all luck used so far this adventure and also gain an additional luck to use in this dungeon only.

Draw another event card immediately.

67 HEALING ROOM: suddenly you feel a great warmth flow over you and wounds seem to heal of their own accord.

This room is infused with healing magics and every model regains 1D6 wounds per rank in the power phase. Any monsters generated in this room are automatically at the maximum number as this is used as a gathering point for them.

Draw another event card immediately.

68 COLLAPSING CEILING: suddenly rocks start falling from the ceiling.

A random warrior is struck by falling masonry, taking damage equal to 1D6 plus 1D6 per rank modified as normal. Any adjacent models take half the modified damage with no modifiers too. In the power phase every turn while on this board section another rock falls from the ceiling hitting another random warrior, the monsters are used to keeping an eye on this so do not get hit, but are still liable to be harmed by being adjacent to a struck warrior.

Roll 1D6 on a 1-3 draw another event card immediately.

69 ILLUSORY WALL: you notice that dust falling from the ceiling is passing through a section of wall and realise that it is an illusion covering a hidden doorway.

Exploring beyond the doorway reveals an extra objective room, chosen at random from those that are spare. If the warriors investigate roll 1D6
1 heavily trapped room: roll 3 traps and resolve those and other events that occur and then roll once on the monster table to see what attacks them. No treasure beyond gold is earned.
2 traps and dust. Roll on the traps table twice but no other event cards are taken and no monsters appear. This room has long been abandoned.
3-4 yes this is a room all right. Nothing is here though.
5 draw an event card as normal for a room there is also gold, roll as per the rules after event dealt with.
6 unguarded gold chamber: roll for gold as normal there are no further events.

70 SLOP BUCKET: from above comes an unpleasant noise, followed by the contents of a slop bucket!

A random warrior is covered with the stench! For the rest of the adventure monsters in excess of the one on one rules will not attack this warrior!

71-81 TRAP! Roll on the traps table.

---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
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Re: my D100 events table


82 HORNED RAT SHRINE: in the corner of this room is a shrine to the horned rat, surrounded by offerings left by the vile skaven.

This room is protected by magics and warpstone which will attack any warrior who attempts to rob the shrine. The shrine is surrounded by 3D6 x50 gold per level of the warriors and an item of dungeon room treasure per warrior too.
If this is left alone the warriors have nothing to fear, if they try to take the offerings roll 1D6
1 warpfire explosion: each warrior takes 1D6 damage per rank with no modifiers. In addition roll 1D6 for every magic item and on a 1 it is destroyed.
2-3 warpstone twist: the warpstone mutates the warriors roll on the chaos attributes table. This lasts until the end of the adventure. Roll a D6 then and on a 1 it is permanent.
4-5 monsters attack: roll twice on the monster table
6 old curse: the curses and other defences are old and have aged, the warriors lose wounds equal to their level with no modifiers but are otherwise free to pillage this shrine!

83 MAGICAL PATTERN: the walls of this room are covered with magical patterns that suck the warriors in and keep them rooted to the spot.

No monsters will enter this room, if any are due to appear they appear outside the room and use ranged attacks instead. If this event is rolled while monsters are in the room they are affected as the warriors are.
Roll 1D6 at the start or the models turn, on a 3+ they are not affected. On a 1-2 the model stays where it is and does nothing this turn, it is treated as having a weapon skill of 1 too.

Roll 1D6 on a 1-3 draw another event card immediately.

84 WEAPONS RACK? This appears to be a dumping ground for all manner of weapons discarded due to breakage or simply finding a new one, the floor is littered with them.

The warriors can search here to see if there is anything rescue-able or not as they see fit. If so roll 1D6
1 the warriors find nothing but set off a trap roll on traps table.
2 the warriors find nothing but attract attention, roll on monsters table.
3-4 the warriors find nothing after a few minutes of searching.
5 one of the warriors finds an item, randomise the warrior they gain a roll on weapons/armour table.
6 they find a stash of weapons, each warrior can roll on the weapons/armour table.

85 SACRIFICIAL ALTAR: a stone slab lies in this room which is covered with blood from many sacrificial victims.

The magical energies in this room cause the following effects on warriors, roll 1D6.
1 each warrior has -1 to hit while in this room.
2 each warrior suffers -2 to strength and toughness while in this room.
3-4 the warriors are unnerved by the altar and suffer -1 to hit for one round of combat only while in this room.
5 the warriors are enraged by the sight and gain +1 attack but -1 to hit while in this room.
6 the rage the warriors feel at the sight of this altar grants them all +1 attack and strength while in this room.

Draw another event card immediately.

86 SHAKY FLOOR: the floor in here is uneven and wobbles too, making the floor very hard to balance on.

Warriors move at half speed while in this room, rounding down, they must also pass a pinning roll before they can move at all. Monsters are used to this room and do not suffer these penalties.

Draw another event card immediately.

87 FLESH EATING BEETLES: a host of flesh eating scarab beetles flood into the chamber from a hole in the wall. The warriors have to grasp the masonry to pull themselves out of reach of these scarabs while they flood through the room.

Each warrior must roll 2D6 and add their initiative to the result. They need to score 10+rank in order to avoid the scarabs, once they are successful they are out of reach. If they fail they lose 1D3 wounds per rank with no modifiers and they must try again next round. This will continue until the warriors all manage to get out of reach of the beetles or until warriors are all dead.

88 BANSHEE! A withered haggard creature lurches out of the darkness, one look at her face warns you that she is a Banshee! Almost immediately she screeches loud enough to wake the dead.

Each warrior must roll 1D6 and add their toughness, if they score a 7+rank they lose one wound per level with no modifiers. If they fail they lose 1D6 wounds for every 1 they failed this check by with no modifiers.
Any warrior reduced to zero wounds by this attack must roll 1D6 on a 1 they are dead from shock. The Banshee escapes in the shock.

Draw another event card immediately.

89 FORTUNE: one of the warriors finds a trinket of gold in the shape of a sun, soon all the warriors are starting to feel uplifted and as if they're being watched over by someone.

For the rest of this adventure all the warriors have one extra luck. At the end of the adventure the trinket may be sold at a settlement for D6x25gold.

Draw another event card immediately.

90 MAGICAL OVERLOAD: the power of magic suddenly becomes overpowering; all spell casting warriors and monsters struggle to control the huge power suddenly flowing through them.

Each warrior who can cast spells must roll 1D6 and so must each spell casting enemy.
1 take damage equal to 1D6 per level with no modifiers. The model also collapses and can do nothing this turn.
2-3 overwhelmed: the model takes -2 to strength and toughness for this entire combat.
4-5 the model can act this turn but cannot cast spells.
6 the model immediately casts a free spell with no chance of failure and free of power. This also cannot be dispelled or resisted.

Draw another event card immediately.

91 MIST? Mist seems to be seeping into this part of the dungeon and is not clearing up.

The mist emanates from this room and causes all ranged attacks to be at -2 to hit and Movement to be reduced by 2 as well. This room is always misty, but as the warriors continue their journey underground the mist follows them, continuing these penalties until a 6 is rolled in the power phase. Obviously rolling a 6 while in this room/corridor does not stop the mist, it must be rolled once this board section has been left.

92 BOOKCASE: against the wall leans a bookcase, covered with aged tomes which are strangely not damaged by the pervasive damp down here.

If the warriors ignore the bookcase then nothing else occurs. If however they decide to search the bookcase roll 1D6 to see what happens.
1 this bookcase belongs to a fell sorcerer who promptly turns up: randomise one of the spell casting monsters of the appropriate level and place him and his guards on the board. They get an ambush as the warriors are busy searching.
2 the bookcase is a trap and vanishes, roll on the traps table.
3-4 actually these books are pretty ruined and you find nothing
5 a cloaked figure steps out of the darkness behind you “my books” it hisses and darkness sweeps over you all. It clears moments later and the bookcase has gone.
6 each warrior finds a magic item, roll on the table.

Roll 1D6 on a 1-3 draw another event card immediately.



---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
26/Sep/2011, 1:34 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Re: my D100 events table


93 CURSE OF YEARS: time drags slowly as the warriors proceed on their way, eventually they realise they have been travelling a really long time. Looking at each other they realise they are all looking different!

Each warrior must roll 1D6
1 the warrior is now old and grey, his grip is frail and he is feeling weak. The warrior is at -1 strength or toughness and loses D3 wounds permanently.
2-5 the warrior has a few grey flecks in his hair, but no other problems.
6 the warrior has regained some youth! Gain +1 strength and toughness for the rest of the adventure and +1 permanent wound.

94 SARCOPHAGUS: you find an ornate sarcophagus in a hidden alcove, what treasures might lie within?

Each warrior may open the sarcophagus once only, but they do not have to do so. If they decide to roll 1D6. The result will be different for each warrior.
1-2 the warrior gasps in horror and slams it shut, when he turns back to face the warriors his hair is pure white. Roll 1D6 1 lose 1 strength permanently, 2 lose 1 toughness permanently, 3+ lose wounds equal to your level permanently.
3-4 the sarcophagus is empty, but a screeching alarm goes off. Draw another event card immediately.
5 contains precious stones worth D6x200 gold per level.
6 treasure! The warrior gets a treasure item that does not count towards his share in this adventure.

95 GHOST: you realise you have been followed by a ghostly figure for a few minutes; a proud looking man wearing fine armour but lacking any weapon. He points at one of the warriors.

He indicates that the warrior is carrying a weapon that was his in life, randomise which weapon the warrior is carrying. If the warrior decides not to give him the weapon the ghost touches him, paralysing him for D6+level turns. Draw another event card immediately. Any monsters will still attack the paralysed warrior and automatically hit. Traps cannot be avoided either.
If the warrior gives him the weapon then he takes it, pointing out a corner and saying
“therein lie some helpful amulets, if only I had found them while I still lived”
the warriors find four amulets, each contain a number of luck points equal to D3 plus rank, once they are used they are permanently gone.

96 THICK COBWEBS: walking through the dungeon you suddenly find yourself ensnared in thick cobwebs and suddenly it is very difficult to move.

Each warrior is enmeshed in these thick cobwebs. In order to break free of the webbing the warrior needs to roll 1D6 plus their strength and score 6+rank in the power phase. Failure means the warrior cannot do anything else that turn.
Monsters are at +1 to hit webbed warriors except spiders which have their own rules.

Draw another event card immediately.

97 MIRRORS: you notice there are mirrors covering the walls in this chamber. Your reflections are acting slightly differently to you though, sometimes offering you an item in their hands, other times seeming ready to attack.

The warriors can attempt to interact with the mirrors or ignore them and continue. If they ignore them this event does nothing. Otherwise roll 1D6 for each warrior.
1 a duplicate of you steps from the mirror and attacks you!
2 the mirror-you strikes through the mirror and automatically hits, calculate damage normally.
3-4 yes, that is a mirror alright. Maybe the movements were a trick of the light? Roll again next turn
5 the mirror-you hands over a pouch containing gold, you gain 2D6x10gold per level
6 the mirror-you hands over an item of treasure roll on treasure table as normal re-roll gold.

If a duplicate leaves the mirror it only attacks the warrior it resembles. It has the same weapons and skills, but only uses skills that are always on and cannot cast spells. In addition every power phase that the duplicate is active monsters arrive to investigate the noise.

98 LOOSE STALACTITES: stalactites cover the ceiling of this chamber, suddenly some start falling down upon your heads!

At the start of each warriors turn they roll 1D6 and on a 1-3 they are hit by a falling stalactite, causing D6+level wounds ignoring modifiers. This happens while the warriors remain in this room. Monsters are only hit on a 1 as they are used to this, roll before each monsters own turn.

Roll 1D6 on a 1-3 draw another event card immediately.

99 BLESSED SHRINE: you come across an ancient shrine, no idea who left it here, but it has not yet been desecrated by the fell forces down here. You feel a great peace descend upon you and strength returns to weary limbs.

As long as no monsters are in this room the warriors may pray at this shrine, this takes the entire warriors turn and they regain all of their missing wounds. In addition roll 1D6 and on a 6 they gain a permanent wound too.
If monsters are on the board the warriors need to slay them swiftly as they are despoiling this shrine! They need to kill all the monsters within D3+1 turns or they lose all luck for the rest of the adventure. While they are trying to defeat them they do gain extra attacks equal to their rank though.

100 ROLL TWICE: roll two events on this table.

---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
26/Sep/2011, 1:35 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Re: my D100 events table


Since I am a premium user, I don't have that lesser limit. I would have offered to post it for you if I knew you were going to put into a post. BUT, it isn't too bad this way. emoticon

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26/Sep/2011, 2:54 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
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Re: my D100 events table


Looks interesting so far. I am assuming you included many of the original events because you modified them in some way. I think I see some changes in the two or three of those I have read so far.

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26/Sep/2011, 3:18 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
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Re: my D100 events table


quote:

Edquest wrote:

note about rank: i played warhammer battles before quest came out(why was there no 40k version of quest) so the rank system used matched that and i've decided to use it for damage expressions. reason being that D6 wounds with no modifiers is nasty at level 1 but at level 10 it is nothing.
rank is simply: level 1 rank 1
level 2-4 rank 2
level 5-8 rank 3
level 9-10 rank 4.
hope this clears that question up before it is asked!



Good thing you cleared this up! emoticon

I like this idea of Rank. Arbitrarily assigning these Battle-Levels as Ranks helps to avoid some issues.

I have often use Titles, which is sort of the same thing. However, I notice that the Trollslayer has an extra title, AND both he and the Wardancer get an extra Damage Dice one level sooner (level 4 instead of level 5) than the original four Warriors.


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26/Sep/2011, 4:58 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
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Re: my D100 events table


yeah i used most of the original events and copied some from other sources like the lair of the orc lord book and cards i picked up in white dwarf when the game was current.

i've modified almost all of the events if only for the damage and some have been altered to what i feel they should be like if they're not there already.

---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
28/Sep/2011, 8:17 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 


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