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Lord
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Re: my D100 events table


This is excellent work, Edquest. Adding more random events to Warhammer Quest is a pet project of mine, so I appreciate the extra material for my games.

I don't recognise some of those events - did you write them yourself?

Last edited by QuestingKnight, 3/Oct/2011, 8:35 pm


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3/Oct/2011, 8:34 pm Link to this post Send Email to QuestingKnight   Send PM to QuestingKnight
 
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Re: my D100 events table


yes i added a few myself, sadly my work on the D100 traps table has taken a pause, life and stuff getting in the way!

as there was a slaanesh one in my cards and the nurgle rot one i wanted to add in a khorne and tzeentch one too.

others were inspired by films or books or other roleplay games.

---
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
12/Oct/2011, 3:11 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


I look forward to seeing the trap table when it is done :-)

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Re: my D100 events table


There's times where I want the warriors to advance so I try to give those warriors a 'brute force' method to get past certain obstructions like the cave in, portcullis, or locked door.

Cave In - I allow them to dig there way through if they have a shovel and/or the pick. Think I have them take 1D6+3 turns if only 1 is digging, half if 2.

Portcullis - able to bash through by attacking it. Toughness of 8 with 45 wounds.

Locked Door - able to bash through by attacking it. Toughness of 4 with 20 wounds.

Using the 'brute force' method is kind of noisy so it attracts monsters on a 1 and 2 on the power dice.
14/Oct/2011, 2:35 am Link to this post Send Email to lord mavik   Send PM to lord mavik Blog
 
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Re: my D100 events table


like those methods there, think they become necessary as with 100 random events the chances of the key showing up are pretty rare.
we also keep the portcullis/locked door key from dungeon to dungeon.
okay so the above doesn't make "realistic" sense, but I don't play the game as an exercise in realism.

the other option would be to drop the "key" events and add some more new events in, but I like the original events so keep them.

still working on the traps table, but keeping them different and original and not just "pick random warrior, they take xd6 damage modified or not then carry on" is proving difficult.

I may just have to accept the majority of them will be that kind of trap. boring really, but maybe some should simply be "take damage, move on" kinds of things

---
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
20/Oct/2013, 5:41 pm Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Re: my D100 events table


okay so the traps table has now been finished, I am going to re-read it all and modify anything that I feels need playing around with.
much like the events table I have made it rank based for damage expressions and ability checks.
s strength check will now be 6+rank or higher, which means 7 at level 1, 8 levels 2-4, 9 levels 5-8 and 10 levels 9-10.
due to items which add strength, toughness etc I think this is achievable, along with other bonuses that can be accrued.

should note some of the traps are deliberately very dangerous, some are very weak and a few are multiple turn traps or "while warriors are on this board section" of duration.
these sorts of traps tend to attack any models so monsters can be effected too and even killed.
my standard rule is that if this happens the warriors divide any such gold evenly between them.

---
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
3/Nov/2013, 6:42 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Re: my D100 events table


Traps D100

Pit traps and escaping: the usual ways of escaping pits are to use rope or magic. How ever if those are not available then one warrior, the one in the pit normally, can use their clothes as makeshift rope which then need to be replaced in the next settlement. This makeshift rope only lasts one pit trap so is less reliable than an actual rope.
 While in a pit the warrior cannot attack anything outside the pit, even those at the pit edge. Getting out takes a full turn. Magic works as normal.
All traps that affect a random warrior should be assumed to have been set off by that warrior, unless otherwise noted, for the purposes of skills or items that bypass traps.

1 TRAP: randomly determine one warrior and roll 1D6
1 there is a loud explosion and the room fills with fire and smoke. Every model on the board section loses 1D6 wounds per rank with no modifiers.
2-5 a pit opens in the ground, dropping the warrior into the trap. He takes 2D6 wounds per rank which are modified as normal.
6 a stone slab slides back in the wall revealing gold. All warriors may roll for gold.

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

2 SPIKED PIT: one random warrior falls into a spiked pit trap, takes 3D6 wounds plus 1D6 wounds per rank, modified as normal.

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

3 POISON DART: Random warrior is hit by a poison dart and lose 1D6 wounds per rank ignoring armour. Once the damage has been resolved roll 1D6 on a 1-3 the warrior is poisoned and is at -1 strength for the rest of the adventure or until he drinks a healing potion.

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

4 STONE BLOCK: random warrior has a massive stone block fall onto them. Roll 1D6

1-3 the stone block lands on the warrior causing 3D6 wounds per rank modified as normal.
4-6 the warrior dodges the block and avoid taking harm.

If the block hits him it has to be lifted off him. Each warrior not under the block rolls 1D6 and adds his strength. The score has to be 18+2 per rank to successfully free the warrior, who crawls out. The rock remains blocking the square.

5 PARALYSIS SPELL: random warrior is hit by a paralysis beam. The warrior can do nothing for D6 turns and is not harmed by monsters at all.

Draw another event card immediately.

6 GASEOUS EXPLOSION: random warrior sets off a trap and gas explodes into the room. Each warrior rolls a D6, on a 4+ they manage to hold their breath and take no effect. On a 1-3 they must roll 1D6 on the table:
1 the warrior takes -1 strength and toughness for 2D6 turns
2 the warrior is at -1 to hit for the rest of the adventure
3 the warrior takes -1 strength and toughness for 1D6 turns
4 the warrior takes -1 strength for 1D6 turns
5 the warrior takes -1 toughness for 1D6 turns
6 the warrior loses 1D6 wounds per rank with no modifiers.

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

7 LIGHTNING BOLT: random warrior is hit by a lightning bolt that causes D6 wounds + D6 per rank ignoring armour. After resolving this damage the warrior rolls a D6 on a 1-3 it bounces to the next nearest warrior. This continues until it has hit all warriors or a warrior rolls 4+.

8 LOG ON A CHAIN: a log on a chain swings down from above, crashing into a random warrior and any warrior adjacent is also hit.
This causes 1D6 damage plus 1D6 per rank on those hit and knocks them prone.
While prone monsters have +1 to hit them, monsters avoid the trap as they know where it is

Draw another event card immediately.

9 ROLLING BOULDER: a huge boulder falls into the room and rolls towards a random warrior, crushing all in it's path.
It enters play in a square adjacent to the warrior if possible, but always into an empty square, and rolls into that warrior by the shortest route possible, hitting all other models on the way in. To avoid the boulder roll your pinning roll, even if not pinned, a successful roll indicates you have avoided it. Monsters use their initiative, rolling 2D6 and needing to score lower with the total.
Models hit take 4D6 wounds per rank and are also knocked prone, prone models grant enemies +1 to hit them. The boulder continues it's movement until it hits a solid wall and then that square remains blocked for the rest of the encounter. If a model is in that square they continue as normal standing atop the rubble, but must leave as soon as a space is available.

If there is no space for the boulder to fall into play it falls onto the warrior who gets to roll as per the rules, the boulder shatters so he is not pinned beneath it.

10 SPIKES THROUGH THE WALLS: randomise warrior, the spikes shoot through the walls hitting that warrior. In a corridor they shoot from the sides and hit whatever model is adjacent to the warrior. In a room they shoot from below and above and only hit that warrior.
The spikes deal 1D3 wounds per rank with no modifiers and then retract into the wall. The trap remains and will be set off by anyone else moving into the square for the rest of the dungeon.
Monsters do not set the trap off, but are affected if a warrior sets them off.

11 STONE BLOCK a random warrior finds a stone block falling on top of him, roll 1D6 and add initiative, requiring a 6+rank to avoid.
On a roll of a 1 the block slams onto them causing 2D6 wounds per rank and pushes warrior to adjacent square and knocks them prone. Monsters get +1 to hit prone warriors.
On a failed check the warrior is struck with a glancing blow and suffers 1D6 wounds plus 1D6 per rank and moves to an adjacent square.
On a successful check the warrior avoids the block and moves to an adjacent square.
In all cases the square is now blocked by the stone block and cannot be moved through or shot through.

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

12 CAGE a random warrior has a large steel cage fall from above, trapping him within. While trapped the warrior cannot move but can still fight, at -1 to hit, cast spells etc. any attacks made against the trapped warrior are at +1 to hit.
A warrior can attempt to break the cage open if they are not adjacent to any monsters by rolling a strength check and scoring 6+rank or more. If successful the cage is ruined and the warrior is free. Note that a warrior doing this cannot attack this turn.
Alternatively the lock can be picked using lock picks in the usual way.

Draw another event card immediately.

13 POISON CLOUD a random warrior sets of a trap that fills the room with a gust of poisonous gas. Every model on the board section loses wounds equal to the dungeon level with no modifiers and suffers -1 to hit this turn only.
Undead, daemons and skaven do not suffer these penalties. As this is poison damage warriors reduced to zero wounds will permanently lose 1 strength too.

14 MAGNETISED WALL: the walls of this room/corridor are magnetised and cause attacks to become very difficult. Any warrior adjacent to the walls suffers -2 to attack rolls with any weapon which has metal in it, including arrows but excluding fire arms.
Monsters encountered in this room are all armed with wooden or stone tipped weapons.

Draw another event card immediately.

15 SPEAR TRAP: a random warrior sets of this trap and is struck for 2D6 wounds +2 per level modified as normal.

16 FIRE SPRAY: a random warrior is hit by flame spraying out of a hidden nozzle in the wall. They suffer 2D6 plus battle level wounds modified as normal. Adjacent models suffer half the actual wounds lost unmodified for anything. In the power phase of each turn the trap fires into the same squares again until it rolls a double 1 or 2 for damage, when it runs out of fuel, or warriors leave the room.

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

17 INSIDIOUS LAUGHTER: this trap hits all warriors on this board section, they are all doubled over with laughter and struggle to stop! From next turn each warrior must roll 1D6 and add their toughness needing to score 6+rank. If they fail they are at -1 to all die rolls that turn. If they pass then they control themselves that turn, but must roll again next turn. If they roll a natural 6 they shrug off the affect [sign in to see URL] they meet this again!
As long as any one warrior is affected by this laughter unexpected events occur on a roll of 1's and 2's.

18 DARK MIST: this trap covers all the warriors in a dark mist, it lasts for the entire turn during which no combat or movement may occur. It dissipates in the next power phase. Then a random warrior (who set the trap off in the first place) finds that a random weapon of his is lost permanently.

19 DART HAIL: a random warrior sets of this trap and every model on that board section is peppered with tiny darts. They are all hit by D6 darts per level, each causing one wound. The total is modified as normal. Monsters are aware of the trap and so get hit by half this number.

Draw another event card immediately.

20 FIREBALL: a random warrior sets of this and is hit by a fireball causing D3 wounds per level ignoring all modifiers. Every adjacent model takes half this number of wounds.

21 PIT TRAP: this is a shallow pit trap and the warrior who falls in takes no damage. They will need to roll D6 plus strength and score 6+rank to climb out however. While in the pit they can make ranged attacks against adjacent enemies only and vice versa, they cannot make hand to hand attacks unless their weapon allows them to attack enemies 2 squares away.

Draw another event card immediately.

22 MEMORY ROBBING RAY: a random warrior sets of a magical trap that causes that warrior to forget things. For this turn the warrior may not act at all, monsters that attack are at +1 to hit him. Next turn the warrior may act again but has forgotten all spells and skills except those a level 1 warrior would have. A wizard will only know the spells he started with, if those have been changed in any way then he will know only the original spells, if any. Each turn the warrior remembers a number of skills or spells equal to half of the power roll rounding down until they are all remembered. (so no skills/spells on a 1, one on a 2-3, two on a 4-5 and three on a 6)

23 ARROW TRAP: a random warrior sets off this trap and arrows fly from the walls into the room or corridor. All warriors in the affected area are attacked by arrows which cause 1D6 plus 1D6 damage per rank modified as normal. Monsters in the area avoid the trap entirely.

24 WALL SCYTHES: a random warrior sets off this trap and scything blades swing from a random wall which has no door in it. All models adjacent to that wall are attacked by multiple blades. The number of attacks is equal to their rank and hit on a 4+ each blade deals 3D6 + level damage modified as normal.

25 EXPLODING FLOOR TILE: a random warrior treads on a floor tile which explodes. The warrior takes 1D6 damage + 1D6 damage per rank modified as normal. All adjacent models take half this amount ignoring all modifiers. The warrior struck in this way is knocked prone taking a move to stand up again, while prone monsters have +1 to hit on any hand to hand attacks.

---
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
3/Nov/2013, 8:01 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Re: my D100 events table


26 DUD TRAP: a random warrior sets off a trap and the whole party wait with baited breath, but nothing happens. The trap is an old trap and no longer works the way it should, however it does attract attention from monsters nearby. Roll on the monster table to see what shows up.

27 NOISY ALARM: a random warrior sets of this trap and the dungeon is filled with noise alerting any monsters nearby to the warriors presence. For the next 3 rooms monsters appear on a power roll of a 6 (treat as unexpected event but power roll remains a 6) and any monsters encountered other than unexpected events have Ambush 5+ ability, or +2 to any already existing Ambush ability.

28 DELAYED TRAP: a random warrior sets off a trap but nothing happens: it's a dud trap! However it is not really, roll on trap table again in the next monster phase during combat and that trap is set off by whichever warrior set off this one. If no other combat occurs for any reason the warriors got off lightly this time! The roll should occur after monsters have appeared and made any attacks they are due to make.

29 FIREBALL: random warrior sets off this fireball trap, the warrior and every adjacent model takes unmodified damage equal to their level. All models are also knocked prone taking their next move action to get up and granting hand to hand opponents a +1 to hit bonus upon them. The trap also makes a lot of noise: draw another event card.

30 SWINGING PENDULUM AXE: a random warrior sets off a trap which causes an oversized axe to swing down from above and smash into them before continuing to swing to and fro in this room/corridor. The warrior takes damage equal to 3D6 plus their level modified as normal. In the monster phase from now on before anything else happens the axe pendulum attacks every model in this square and those in line with it. Pendulums swing the 2 squares in a corridor and from door to door in a dungeon room or objective room. Attacks after the first one are treated as being with a WS equal to the level of the dungeon.

31 CONTINUAL HAIL OF DARTS: random warrior sets off this trap, for the the rest of the dungeon this trap is active in this room/corridor. In the power phase all models are attacked by the hail of darts. D6 darts per level strike all models causing 1 wound each with the total being modified as normal. Monsters are only hit by half this number. Roll once for all models in the room. If the room is revisited later in the adventure the trap is still going!

32 SWINGING PINNING SPIKE TRAP: random warrior sets off this trap and part of the ceiling swings down impaling them onto spikes jutting out of the wall. The warrior takes 1D6 wounds with no modifier + their level. The warrior is also pinned to the wall until the other warriors can pull the trap off them. Each warrior that is adjacent and not pinned by a monster can help rolling 1D6 and adding their strength to the result, needing 18+2 per rank to be successful.
Pinned warriors can fight as normal but are treated as pinned per the usual rules until the trap is pulled off and cannot move or make missile weapon attacks.

Draw another event card immediately.

33 STEAM JETS: random warrior sets off this trap which causes jets of steam to plume into the room/corridor. All warriors must roll 2D6 per rank and deduct their initiative and toughness from the result. The number remaining is the amount of damage they take with no modifiers.

Draw another event card immediately.

34 EXPLOSIVE TRAP: as the warriors move along the air smells funny and the lantern promptly lights the methane pocket with a bang! No damage is caused but all the warriors are a little jumpy due to this, giving them -1 to hit for the next 3 turns until the settle down again.
Sadly monsters have heard the bang, roll on the monster table.

35 TRAPPED CHEST: a random warrior spies a chest hidden under a blanket in their square and opens it without looking for traps. Roll a D6
1 doubly trapped! Roll twice on trap table ignoring this result!
2-3 trap! Roll on trap table to see what it is, ignoring this result!
4-5 forgotten stash! All warriors may roll for gold.
6 forgotten stash! All warriors may roll for gold and a dungeon room treasure is also found.

Draw another event card immediately.

36 TRIPPING WIRE: a random warrior sets off this trap and a thin wire promptly swings the length of the corridor/room knocking all models prone. It takes a model's next move to stand up again and while prone attacks are at +1 to hit.

Draw another event card immediately.

37 WHOLE ROOM PIT TRAP: the entire room/corridor is a massive pit trap and a random warrior has set this off. Every occupied square becomes a pit models take 2d6 wounds per rank modified as normal but land on their feet. Pits are connected to other pits, but squares that have not collapsed have to be climbed to in the usual way, creating a fight on two levels. The squares that are not now pits do not collapse at all unless this event occurs again.
This trap surprises even monsters who take full effect unless they are ethereal or flying enemies, in which case they can ignore the problem entirely.

38 BIG PIT TRAP: a random warrior sets off this trap, their square and every adjacent square collapses into a pit. Models in the pit can fight other models in the pit in the usual way. Combat between pit inhabitants and non-inhabitants can only be done through ranged attacks or spells.
Monsters are aware of this trap so take half the modified damage the warrior takes when he sets off the trap, this is 2D6 wounds per rank modified as normal.

Draw another Event card immediately.

39 FORGOTTEN SKAVEN DEVICE: a random warrior sets off a forgotten skaven device here roll D6 to see what the device is:
1-2 cluster of Jezzails: warrior takes 1 hit per rank as though hit by a jezzail attack then no effect.
3 Warpfire thrower: warrior and adjacent squares takes 1 hit as per the warpfire thrower rules
4-5 censer bearer: warrior and adjacent squares affected by the censer bearer power for the rest of the encounter.
6 Warp lightning: warrior is struck by warp lightning taking 1D6 damage per rank with no modifiers and adjacent models take half this damage modified as normal.

The warpfire thrower continues attacking the same squares until it misfires per the usual rules. The warp lightning attacks a random warrior every turn while there is a warrior in the room.
Alternatively the warriors can stop these devices by entering a new room: attach the skaven objective room to the board wherever reasonable, this room has no inhabitants but the generator is powering the warplightning/warpfire trap and can be destroyed. It has toughness 5+rank and 10 wounds per level of dungeon. It's destruction attracts monsters (roll once on level table) but the room can be looted for a dungeon room item of treasure per warrior.

40 SHORT CUT PIT TRAP: the floor collapses inwards dumping the warriors into some kind of refuse pit, then hinges back upwards again. Each warrior takes D6 wounds per rank modified as normal. They are dumped into a mini dungeon which the current inhabitants of this dungeon know nothing about, there are D3+1 per rank cards in this dungeon and all must be explored in the normal way to get back to the room they fell through.
Turns occur as normal here, if an event would occur simply roll straight on traps table for each one but you find treasure as though you'd defeated monsters each time also. There are never monsters or events in this mini-dungeon but treasure and traps are plentiful as this area is unexplored.

41 GRASPING CLAWS: a random warrior is attacked by magical claws extending from the floor which grasp him and hold him still. While the warrior is held by this trap he cannot leave the square and monsters have +1 to hit the warrior. Every power phase that the warrior is held he is attacked by magical energies from within the trap itself causing 1D3 wounds per rank with no modifiers.

Roll on monster table once this trap is activated.

42 SPINNING BLADE TRAP: random warrior sets off this trap, metal blades shoot out of this square and hit all adjacent squares, the actual warrior setting this off is fine! All models adjacent to this warrior is attacked by the blades: d6 attacks per rank each one hits on a 4+ and deals 1D6 per rank damage modified as normal.

Monsters are aware of this trap and are only hit on a 6.

43 RANDOM MAGICAL TRAPS: a random warrior sets off this trap but all warriors are affected. Roll 1D6 for each warrior at the start of the warriors phase
1 warrior takes -1 to all attack rolls this turn
2 warrior is weakened and loses 1 strength per rank this turn
3 warrior is weakened and loses 1 toughness per rank this turn
4 warrior is weakened and takes one wound every time he is hit by an attack, even if the attack does no damage or is ignored in some way
5 warrior grows stronger and gains +1 strength and toughness per rank for this turn
6 warrior gains +1 to all attack rolls this turn and can ignore any one attack that hits him this turn, chosen after the damage is rolled.

This effect occurs until a 1-3 is rolled in the power phase.

Draw another event card immediately.

44 ANCIENT DWARF TRAPS: a random warrior sets off a series of ancient dwarf traps that have lain dormant for years. A series of fire bombs and flash powders go off in this room causing all models to lose 1D6 wounds per rank with no modifiers and to take -1 to attack rolls for the next 3 turns.

Draw another event card immediately

45 REGENERATION TRAP: this trap is not set off by a warrior but merely in place on this room. There are monsters here who have learned to use latent magical energies to keep themselves alive. Roll on the monster table and these monsters have learned to use this room to gain regenerate a number of D6 equal to the rank of the warriors while they are in the room this stacks with any regeneration ability they normally have.
Once these monsters are defeated the warriors gain no item of treasure for defeating them, but get gold as normal, but do manage to use the magic of the room to heal themselves all to full health before moving on.

If this comes up in the objective room re-roll this trap. If any other monsters appear due to an Unexpected Event for example they do not have this regeneration ability.

46 SEEKING SPEAR TRAP: a random warrior sets off this trap and is targeted by a spear shooting from a hole in the wall. Deals 2d6 wounds +2 per level modified as normal. Every power phase while warriors are on this board section it shoots again at a random warrior. Stops when the power roll is a 6 or warriors leave the board section.

47 AMBUSH SPELL: a random warrior sets off this magical trap and an alarm rings loudly, roll once on the monster table for the warriors level. The monsters all gain Magic Ambush A ability if they do not have it already. They are worth normal gold but have no treasure items.

48 MAGNETISED WARRIOR: a random warrior sets off this trap and becomes magnetised until they leave this room or corridor. When ranged attacks that are not spells are made they all attack this warrior ignoring normal rules for one on one. Warpfire throwers also follow normal rules as will any other non-metal attacks.

Draw another event card immediately.

49 SPELL TRAP: a random warrior sets off this trap and random spell effects start flying around the room. Every power phase roll 1D6 to see what spell is unleashed, this continues until a 1 is rolled in the power phase.
1 lightning bolt random warrior takes 1D6 damage plus 1D6 per rank modified as normal
2 fireball random warrior takes 1D3 wounds no modifiers per rank and adjacent models take half that.
3 freeze: 3 random warriors lose 1D3 wounds per rank with no modifiers
4 ogre strength spell affects random warrior +1 strength per rank until the end of this turn
5 heal wounds affects random warrior restoring 1D6 wounds per rank to starting wounds maximum
6 invulnerability spell affects random warrior. Next attack that hits them causes no damage unless to hit roll was a natural 6.

Draw another event card immediately.

50 MAGICAL WARDS: this room was protected by magical wards, years of neglect have meant they started to go wrong. Every power phase (and immediately upon finding this trap) roll 1D6 on the following table to see what it wards against.
1 ranged attacks
2 spells
3 explosives (gunpowder weapons, flash powder, etc)
4 nothing happens
5 chaos creatures
6 undead
Any model using the sort of attack noted suffer assault causing 1D6 wounds per rank with no modifiers. Once this is suffered they are unaffected for the rest of the turn. If the trap attacks chaos creatures or undead those models are affected if they attack physically but they can cast spells.

Roll on the monster table 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
3/Nov/2013, 8:03 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Re: my D100 events table


51 LAMING SPIKES: random warrior sets off this trap which shoots short spikes through carefully concealed holes in the floor. The warrior takes damage equal to their level with no modifiers. They are also partially lamed for the rest of the adventure giving them -1 move and -1 to pinning rolls. Warriors who automatically avoid pinning are not affected and 6 always succeeds as normal.

Draw another Event card immediately.

52 RIGGED WALL: a random warrior sets off this trap causing the wall closest to them to collapse towards them. They and all warriors adjacent take damage equal to 1D6 plus 1D6 per rank modified as normal. Any warrior taking damage from this is also knocked prone and must use their next move action to stand up.
The wall that has collapsed reveals a mini-dungeon on the other side, take D6 dungeon cards to represent this dungeon which the warriors can explore if they wish. The last card of this dungeon is also an exit into the world above if they wish to use it in the normal way, but is inhabited by a monster roll in addition to anything which would normally be there. These monsters have treasure as usual.

53 DEATH SPELLS: a random warrior triggers this trap and necromantic energy flows around the room attempting to slay every creature present. All models roll 1D6 per rank, if more than one of these is a 1 the creature is slain. Survivors take damage equal to the level of the dungeon with no modifiers for anything. Undead or daemons are not affected by this trap.

Draw another Event card immediately.

54 SLIDING FLOOR TRAP: a random warrior sets off this trap which causes the floor to slide around repositioning models. In a dungeon room the outer squares only are affected causing all models to move one square clockwise immediately and again in every power phase. In a corridor all squares are affected and squares move one square clockwise in the same way.
In an objective room the outer squares act as above and the next squares inward move anti-clockwise in the same way

Draw another event card immediately.

55 SPEAR TRAP: a random warrior sets of this trap and is struck for 2D6 wounds +2 per level modified as normal.

56 POSSESSION TRAP: a random warrior sets off this trap and becomes possessed! He immediately attacks the nearest warrior. This occurs for this turn only and the warrior uses no special skills apart from those that are “always on” or occur only on a to hit roll of 6 or similar.
If the warrior drops the target to zero wounds he will continue attacking in the normal way if able to do so.

57 CONFUSION TRAP: a random warrior sets off this trap but it targets all warriors in the board section. At the start of each turn the warrior must roll on the following table to see what they do
1 hurt yourself: take 1D6 wounds per rank modified as normal
2 attack ally: make one attack against another warrior of your choice in place of normal turn.
3 you do nothing this turn +1 to further rolls
4 act as normal this turn and +1 to further rolls on this table
5 invigorating assault: make attacks as normal with +1 to hit bonus
6 recovery: the confusion effect ends and you feel better regaining 1D6 wounds per rank.

This continues until all warriors end up rolling a modified roll of 6, bear in mind rule of 1 though, a 1 always results in the hurt yourself result.

58 FIREBALL: a random warrior sets off this and is hit by a fireball causing D3 wounds per level ignoring all modifiers. Every adjacent model takes half this number of wounds.

59 LIGHTNING BOLT: random warrior is hit by a lightning bolt that causes D6 wounds + D6 per rank ignoring armour. After resolving this damage the warrior rolls a D6 on a 1-3 it bounces to the next nearest warrior. This continues until it has hit all warriors or a warrior rolls 4+.

60 HINDERING BOLTS: a random warrior sets off this trap which causes a flurry of bolts to shoot from holes in the walls and attack all warriors on the board section. Warriors are attacked by D3 bolts per rank, each one hits automatically and cause total damage of D6 per bolt modified as normal for toughness and armour. (so hit by 3 bolts causes 3D6 wounds modified as normal). In addition the bolts have weights attached which cause warriors to be slowed down giving -1 movement until all monsters on the board have been defeated, if a warrior took no damage this does not affect them.

Draw another event card immediately.

61 PIT TRAP: this is a shallow pit trap and the warrior who falls in takes no damage. They will need to roll D6 plus strength and score 6+rank to climb out however. While in the pit they can make ranged attacks against adjacent enemies only and vice versa, they cannot make hand to hand attacks unless their weapon allows them to attack enemies 2 squares away.

Draw another event card immediately.

62 SPIKED PIT: one random warrior falls into a spiked pit trap, takes 3D6 wounds plus 1D6 wounds per rank.

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

63 FIREBOMB: a random warrior accidentally sets off a firebomb which causes 1D6 wounds with no modifiers per rank on themselves and half that on adjacent models.

Draw another event card immediately.

64 CROSSBOW SHOT: a random warrior trips a hidden wire and a crossbow shoots them from the ceiling. They are hit by a bolt causing damage equal to D6 per rank plus level of the warrior.

Draw another event card immediately.

65 ENTANGLING TRAP: random warrior sets off this trap which strikes with force and then wraps a bola style trap around them. Take damage equal to the dungeon level with no modifiers and gives -1 to hit for a number of turns equal to their rank.

Draw another event card immediately

66 OILED FLOOR: a random warrior sets off his trap which causes oil to spray into the room and cover the floor with it's slippery flammable oiliness. While in this room warriors must pass an initiative check to move (D6 + initiative needing 6+rank to pass) otherwise they fall over for their move action. In addition if any fire based attacks are used (gunpowder, firebombs, breath weapons, spells etc) the entire room explodes dealing extra damage on top of whatever normal effect would be. This causes D6 per rank damage ignoring modifiers for armour.
This also happens if the lantern bearer is reduced to zero wounds in the room as they fall over and drop the lantern.
Monsters are unaffected by the possibility of falling over but will be burned as normal.

Draw another Event card immediately

67 DEEP PIT TRAP: random warrior falls into an especially deep pit trap. They take 2D6 wounds per rank modified as normal but require two ropes or similar to get out. A single use of the levitate spell will still work however.
Due to the sheer number of bodies in the bottom of the pit the warrior may search for gold while down there.

Draw another Event card immediately.

68 FLAME JETS: a random warrior sets off this trap which causes flame jets to shoot out of the wall towards them. They and all models in that line (from side to side of room or corridor) are engulfed in flame causing D6 wounds per rank ignoring armour.
This effect then fires again every power phase on the same squares until the room is left.

Draw another Event card immediately.

69 PORTCULLIS: a random warrior sets off this trap which causes a portcullis to drop down directly behind the warrior blocking off the dungeon behind them. This may divide the party and it requires two warriors to both pass a strength test in the same turn while there are no monsters on the board to lift it long enough for the other warriors to pass through. If it does not divide the party the warriors can simply continue. Any monsters appear this side of the new portcullis.

Draw another Event card immediately.

70 EXTRA DOORS TRAP: place two doors to either side of this room or corridor. A random warrior has set off this trap which causes these secret doors to suddenly open. Roll twice on the monster table to see what monsters appear in these rooms and place models immediately.
Normal gold is earned for defeating these monsters but no items of treasure.
The rooms are simple 4x4 dungeon rooms which are otherwise plain so no rules for those rooms apply in this instance.

71 COMBINATION TRAP: a random warrior has set off this trap. Roll twice to see what this trap does but remember it is the same warrior who has set both off!

72 BELLS CROSSBOW BOLTS: a crossbow trap has been set off by a random warrior, they take 1D6 damage per rank plus dungeon level modified as normal. The bolts also attach bells to the warrior which take D6 turns to remove. During this time Unexpected Events occur on a 1 or 2 on the power dice. If the bells are left on then a 1-3 in the power phase causes Unexpected Events instead for the rest of the adventure.

73 FLAGSTONE TO CEILING: a random warrior sets off this trap and the flagstone they are standing on shoots up towards the ceiling. The warrior can avoid this by passing an initiative check needing 6+rank to avoid, if successful they move to an adjacent free square if there is one.
If failed, or if there is no adjacent free square, they are pinned by the new pillar and the ceiling the attack causes 2D6 wounds +1D6 wounds per rank modified as normal.
While pinned by the pillar the warrior can make no attacks as they are at ceiling level but they may use spells or blessings normally. Each turn they can attempt a strength check but it is hard to succeed requiring D6+ strength and scoring 8+rank to break free.
Adjacent warriors can also attempt this check needing the same roll as long as they are not adjacent to monsters.
The square is no longer use able even when the warrior escapes the pillar remains.

Draw another event card immediately.

74 SPIKES FROM THE WALLS: a random warrior sets off this trap and spikes shoot out of the walls attacking any warriors adjacent to the walls. They take one attack per rank which hits on a 4+ and deals 1D6 damage per rank modified as normal. Monsters are unaffected by this trap as they are aware of it.

75 FLASH TRAP: a random warrior sets off this trap which causes a bright flash in the room possibly blinding all warriors. Each warrior on the board section must pass a toughness test or be blinded. Monsters always lie in wait for victims of this trap so roll for them immediately.
Warriors who are blinded cannot move and suffer -2 to hit with hand to hand attacks and cannot make ranged attacks at all, this lasts until they pass the toughness test.

---
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
3/Nov/2013, 8:04 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
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Re: my D100 events table


76 PINNING CEILING: a random warrior sets off this trap which causes the very ceiling to descend onto the warriors. It does not descend so far as to crush them, but does an effective job of pinning them in place. Warriors must pass a strength test in order to move and can move 1 square for every point they score equal to or over the check which is 6+rank.
While in the area warriors who are not halflings or dwarves also have -1 to attack rolls too.
Monsters in the area are used to this trap and have worked around it and are not hindered.

77 ARROWS COMING OUT OF THE WALLS: a random warrior sets off this trap which causes a flurry of arrows to fly out and attack all of the warriors on this board section. 1D6 arrows are fired per rank of the warriors which are then evenly distributed amongst the warriors, any excess attacking the warrior who set off the trap. Each one hits on a roll of 4+ and causes D6 damage per rank modified as normal. Any skills to avoid hits can be used as normal.
Monsters present are not affected as they know how to avoid this trap.

78 CEILING SPIKES: a random warrior sets off this trap which causes long spikes to jab down from holes in the ceiling. The spikes attack the warrior who set off this trap and all squares in diagonal positions from that square on the same board section (so that in all 50% of the squares are attacked. Any model in those squares take D6 damage per rank modified as normal.
The spikes attack every turn in the power phase until the warriors leave the room.
Monsters are aware of this trap and so can try to avoid the trap on a roll of 4+ on a D6.

79 LOVE TRAP: this bizarre trap is set off by a random warrior who promptly falls into a magically enchanted love for a creature present.
If there are only warriors present they fall in love with a random warrior. For the rest of this dungeon the “in love” warrior must get adjacent to the warrior they are in love with at all times or suffer -1 to hit. Any monster that attacks the loved warrior has -1 to hit if the in love warrior is adjacent to the monster. The warrior has +1 to hit monsters that have attacked the loved warrior in it's previous turn. Once the dungeon is left the warrior shrugs off this effect and cannot remember the feeling at all, only the actions.

If monsters are present the warrior falls in love with a random adjacent model. If this happens to be a monster the following occur:
the warrior cannot attack the monster, even if the monster attacks them. Any adjacent warriors trying to attack the monster suffer -2 to hit the monster as the warrior tries to protect them.
If the warrior has any healing skills or spells they will use them on the monster ignoring rules that prevent use of these skills while monsters are on the same board section etc. so long as the monster is not on zero wounds.
When the monster eventually dies the warrior is so despondent that he suffers -1 to all attack rolls for the rest of the adventure or until 2 6's have been rolled in the power phase, once this happens the warrior is no longer affected and can remember nothing of his actions around the monster.

80 ROCKS FALL: a random warrior sets off this trap which causes large rocks to fall from the ceiling striking a warrior every turn that they remain in this room, the first rock falls on the warrior who sets this trap off.
The rocks cause 1D6 wounds per rank minus the warriors initiative only.

Draw another event card immediately.

81 FIREBOLTS: a random warrior sets off this trap which causes the warrior to be attacked by a series of firebolts over the next few turns. Every turn the warrior is struck by one firebolt per rank, each one causes D6 damage with the total reduced by toughness but not armour.
Adjacent models take damage equal to half the actual damage the warrior took but with no modifiers.
This continues while in the board section or until a 6 is rolled in the power phase.

82 NECROMANCERS TRAP: this trap is set off by a random warrior and has been left by a necromancer who may no longer be present in the dungeon. Monsters slain in this room rise again as an undead as soon as they are slain. Gold is earned as normal the first time they are slain but nothing is earned the second time.
Roll on the monsters table now to see what monsters are in the area now, but bear in mind that all monsters on this board section are affected by this even if they show up later.

83 PIT TRAP LOOP: a random warrior sets off this trap which causes them to fall into a pit trap. However this is no normal pit trap, after falling some 20 feet the warrior falls from the ceiling of the room in sight of the warriors before falling again. This continues happening every turn and takes the warriors turn up. He cannot escape from this on his own regardless of if he has rope or not, two warriors adjacent to the pit have to catch him between them. Both must pass a strength test, if either fails they fail to catch the warrior but can try again next turn.
Monsters will ignore the hapless warrior and warriors wanting to save him must do nothing else that turn. A falling warrior can make no attacks or move, but can cast spells as normal, albeit slightly disoriented!

Draw another Event card immediately.

84 TREASURE TRAP: a random warrior spies a pile of gold and reaches for it, in a flash it vanishes and the warrior finds himself staring down the barrel of some kind of firearm which promptly discharges in his face. Roll 1D6
1 fizzle pop: the firearm has been here too long and does not fire. Phew!
2-3 weak shot: the damage is D6 plus your level modified as normal
4-5 normal shot: the damage is D6 per rank plus your level modified as normal
6 BOOM! The shot is incredibly over charged and causes 2D6 wounds per rank plus your level and you are also knocked prone.

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

85 FOOT CLAMP: random warrior sets off this trap which causes their foot to be grabbed in some kind of clamp. While this is in effect they cannot move at all. Once per round they can try to break free with a strength check but they need to succeed a number of times to break free equal to their rank. Other warriors can try to help but if they fail their check they actually cause the warrior 1 wound per level with no modifiers.

Draw another event card immediately.

86 FLOOR BECOMES CEILING: a random warrior sets off this trap which causes gravity to reverse on this board section! All models promptly fall to the ceiling landing prone and taking D6 wounds per rank modified as normal. When leaving the room they will fall to the floor in the next room too rolling for damage again.
Flying enemies take no damage from this.

Roll 1D6 on a 1-3 draw another event card immediately if monsters appear they appear on the ceiling and take no damage as do any other monsters which appear once the trap has been triggered, unless they have to appear outside the room.

87 CONTINUAL FALLING SHARDS OF METAL: a random warrior sets off this trap which causes shards of sharp metal to start falling from the ceiling in a continual rain. This causes all warriors in the room to take 1 wound per rank with no modifiers. It also makes moving hazardous and ranged attacks difficult. Ranged attacks take -2 to hit while in this room. Moving causes damage equal to the warriors level minus initiative plus the number of squares moved. With no other modifiers. Monsters take the penalty to ranged attacks but not the damage.

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

88 IT'S ALL JUST A GAME GUYS: random warrior sets off a trap which makes him believe this is all just a game, as if somewhere someone else is deriving enjoyment out of his actions and none of it is actually real. To show his disdain with the entire thing he stops defending himself and is treated as having a WS of 1 when he is attacked, but not when he is attacking.
This lasts until his wounds are reduced to zero, whereupon he realises his foolishness and returns to normal.

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

89 SLEEPING GAS: a random warrior sets off this trap which causes sleeping gas to be pumped into the board section. Every warrior must pass a toughness test or fall asleep for D6 turns. Sleeping warriors are ignored by monsters who believe them to be dead already.
The only way warriors can wake sleeping warriors is to wound them, the unconscious warrior can roll 1D6 and add the number of wounds caused (chosen by the other warrior) and needs to score 6+rank or more to wake up. Causing this damage takes up one attack by the warrior but they need not roll to hit or damage, just choose the amount of wounds they will cause.
Monsters are not affected by this trap.

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

90 TELEPORTATION TRAP: a random warrior sets off this trap and is teleported to the furthest square on the map compared to where they are now. Due to the lantern rules this will normally be the adjacent board section.

Draw another Event card immediately.

91 MIRROR IMAGES: a random warrior sets off this trap which causes magical mirror images of the warriors to suddenly appear in the room and attack them. They have the same combat statistics (wounds, WS, damage dice etc) and skills that are innate (occurring on rolls of 6, dodge, etc) but no equipment or skills that do not just activate automatically. They fight until destroyed.

92 FLOOR PIVOTS: a random warrior sets off this trap which makes the floor suddenly pivot, monsters are used to this and so are not affected. Every warrior takes -1 to hit this turn. Every power phase that is odd it happens again causing the same -1 to hit modifier, if the power phase is even it does not pivot so no effect is felt that turn.

Draw another Event card immediately.

93 DISINTEGRATION TRAP: a random warrior sets off this trap which causes a disintegrating ray to shoot from a rod in the ceiling and strike the warrior. They take 1D6 wounds per level ignoring all modifiers, but reduced by your initiative score only. For every 10 wounds suffered a random item is destroyed permanently, determine item by rolling on following table:
1-2 a random weapon
3 a random piece of armour that is currently being worn
4 a random magic item that is currently being worn
5 a random non magical item
6 a random magic item or piece of armour that is not worn.

Any destroyed items are reduced to dust and can never be recovered in anyway. A warrior reduced to zero wounds can only be saved if they can be fully healed this turn, anything less than fully healed means they have been reduced to dust and are permanently dead.

94 OLD WAR MACHINE: an old war machine of some description has been buried here and attached to some kind of trap mechanism which a random warrior has activated. The machine itself is buried behind a wall but such is the power that it has shot through the wall and harmed the warrior roll 1D6 to see what it was and it does:
1 cannon: The warrior takes 2D6 wounds per rank ignoring all modifiers and is knocked prone. For his next turn he can do nothing due to shock
2-3 bolt thrower: a powerful spear smashed through the wall and strikes the warrior causing 2d6 wounds per rank modified as normal and knocking the warrior prone.
4-5 grapeshot: the entire floor section is filled with grapeshot causing every model to lose D6 wounds per rank with no modifiers
6 unknown: the wall collapses but whatever was there before has been destroyed by activation. The warriors can search the wreckage for valuables rolling for gold in the normal manner.

Draw another Event card immediately.

95 SHIFTING WALL: a random warrior sets off this trap which causes a wall to slide away revealing another room or corridor. If the warriors are in a room it reveals another room, if in a corridor it reveals another corridor of the same type. Roll on the monster table of the appropriate level to see what is there but place them all in the other board section.
Once the combat is over the possible places where doors could be will all have doors treat this as a T junction but with many doors!
If this trap occurs in the objective room instead clip two dungeon rooms on either side of the objective room and each contains monsters but any rules normally applied to those dungeon rules do not operate, they are merely 4x4 plain rooms attached to the objective room. In the firechasm room the doors are on the dragon side of the room.

Draw another event card immediately.

96 WEBBED WALLS: a random warrior sets off this trap which causes webbing to spray down from the ceiling and cover all of the walls. Any warrior adjacent to a wall is immediately webbed as if hit by a spider attack, warriors not adjacent to walls are unaffected. Monsters are unaffected as thy are aware of this trap.

97 COLLAPSING WALLS TRAP: a random warrior sets off this trap which causes rocks to fall into any squares adjacent to walls. The rocks cause D6 wounds per rank modified as normal.

Draw another Event card immediately.

98 SECTIONED OFF TRAP: a random warrior sets off this trap which causes stone walls to shoot up all around them locking them into a 1x1 square. While in this space they are not considered to be on the same board section as other warriors, cannot attack monsters or help warriors at all, but no manner of attack can effect them either.
The warrior can try to break free by passing a strength check in the power phase every turn needing 6+ rank to break the chamber down. Alternatively the walls slide back into place when another unexpected event occurs. Warriors outside the trap cannot help in any way.

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

99 CHUTES: this trap is set off by a random warrior and the flagstone beneath them drops them into a chute before hinging back into place. In the next power phase the warrior falls back into the same place and another random warrior is effected. This continues to attack warriors as long as they are on the same board section, but it never effects the same warrior on consecutive turns.

Draw another Event card immediately.

100 ENTIRE DUNGEON IS NOW TRAPPED: a random warrior sets off this trap which merely makes a loud bonging noise. It has however armed an entire series of traps throughout the rest of the dungeon. Whenever an Event card would be drawn for any reason a trap is rolled for first on this table. Further rolls of this result are re-rolled.

---
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
3/Nov/2013, 8:05 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 


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