When a Hero enters a junction.
When a Hero opens a door in a Room and rolls even.
Passage Length 1 D12 | |
---|---|
1–2 | 1 Section |
3–8 | 2 Sections |
9–12 | 3 Sections |
Passage Features 2 D12 | |
---|---|
2–4 | Wandering Monsters |
5–15 | nothing |
16–19 | 1 door |
20–21 | 2 doors |
22–24 | Wandering Monsters |
Passage Ending 2 D12 | |
---|---|
2–3 | T-Junction |
4–8 | Dead End |
9–11 | Right Turn |
12–14 | T-Junction |
15–17 | Left Turn |
18–19 | Stairs Down |
20–22 | Stairs Out |
23–24 | T-junction |
When a Hero opens a door in a Passage.
When a Hero opens a door in a Room and rolls odd.
1–6 | Normal Empty |
small tile |
7–9 | Hazard Roll Hazards table |
small tile |
10–12 | Lair Roll Monster > Lair & Treasure tables |
big tile |
1–5 | Normal Empty |
small tile |
6–8 | Hazard Roll Hazards table |
small tile |
9–11 | Lair Roll Monster > Lair & Treasure tables |
big tile |
12 | Quest Room Roll Monster > Quest Room & Treasure tables |
big tile |
1–4 | Normal Empty |
small tile |
5–6 | Hazard Roll Hazards table |
small tile |
7–8 | Lair Roll Monster > Lair & Treasure tables |
big tile |
9–12 | Quest Room Roll Monster > Quest Room & Treasure tables |
big tile |
1–3 | Normal Empty |
small tile |
4–5 | Hazard Roll Hazards table |
small tile |
6–7 | Lair Roll Monster > Lair & Treasure tables |
big tile |
8–12 | Quest Room Roll Monster > Quest Room & Treasure tables |
big tile |
1–6 | Normal Empty |
small tile |
7–8 | Hazard Roll Hazards table |
small tile |
9–10 | Lair Roll Monster > Lair & Treasure tables |
big tile |
11–12 | Quest Room Roll Monster > Quest Room & Treasure tables |
big tile |
Use the table according on how many rooms you have explored yet. The altering tables came with the Terror In The Dark expansion to increase your chances finding the Quest Room the more you progress. 'Vanilla' is the standard table.
1–4 | no doors i |
5–8 | 1 door |
9–12 | 2 doors |
When opening a Room door, roll 1 D12 to see if there is a Passage (equal, place it lateral) or Room (odd).
1–6 | nothing | ||||||||||||||||
7 |
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8 |
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9 | Table | ||||||||||||||||
10 |
You may grab a burning log. The Hero may use it in combat like a Dagger. If used against a Mummy, the Mummy combusts into flames and dies. |
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11 |
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12 | Rack |
* Expand by clicking the Arrow Icon to see instructions. You may search Furniture once. There are no special rules for the table or rack.
If the Heroes found a Quest Room roll a D12, on a 10-12 use Quest Room from below instead of the standard big tile. Roll a D12 and divide the result by 2 (rounded up), to determine the room. At a result of 11 or 12 roll again. Monsters don't get penalties by the room effects.
1: Quest Room 1 D12 | |
---|---|
1–2 | Fog: -2 BS to 3 fields distance |
3–4 | Slippery Floor: -2 Sp |
5–6 | Eyes from a skull shine at a 2 × 12 squares long area. All Heroes in this area suffer -1 T. |
7–8 | Pillar Square, each with a Blocks-Trap See corresponding trap table |
9–10 | Treasure chests are empty and trapped Roll for trap |
11–12 | All Monster have +1 T |
2: Quest Room: "Wizard's Study" 1 D12 | |
---|---|
1–2 | Smokey Heat: -1 to BS and WS |
3–4 | Fireball see Trap table |
5–6 | Random scroll spell attacks your Wizard You may use the Magic Treasure > Scroll Spells table |
7–8 | All Wizards spells fail until a successful Int test |
9–10 | Circle on floor is a Magical Circle hazard |
11–12 | Desk counts as Treasure chest with Mindstealer trap |
3: Quest Room: "Mosaic Room" 1 D12 | |
---|---|
1–2 | All Undead have +1 WS and W |
3–4 | 2 Magic eggs which counts as Jewel of Shattering Can be thrown up to 8 squares in LoS and causes 8 DD on that and any adjacent squares. |
5–6 | Gold in treasure has only half value |
7–8 | All Bravery tests incur -1 penalty |
9–10 | -2 Strength if you fail a Toughness test |
11–12 | Each barrel has a trap and contains a Zombie Roll for Trap, look up Zombie statistics in Monster section |
4: Quest Room "Fire Cave" 1 D12 | |
---|---|
1–2 | Fire spells cast at Heroes have +1 DD |
3–4 | -1 to Strength and Speed |
5–6 | Monsters gain +1 to Surprise and Speed |
7–8 | Treasure chests have 2 traps |
9–10 | Monsters are Berserk Monsters See Monsters > Special Monster Rules |
11–12 | Add 1 Fire Ruby jewel to any treasure here See Treasure > Magic Jewels |
5: Quest Room "Big Cave" 1 D12 | |
---|---|
1–2 | Throne hazard See Hazards |
3–4 | Move at quarter rate in step squares |
5–6 | Fireball at 1 random Hero each combat turn See Trap table |
7–8 | Monsters with PV 8+ regenerate here |
9–10 | Killed models can't be resurrected |
11–12 | The chain in the room attacks any 1 model within 4 squares. It has WS 8, T 7, 4 Wounds and 4 DD. It can't be harmed by non-magical arrows or spells that don't do physical damage |
When a Hero enters a Hazard Room.
Hazards 1 D12 | |
---|---|
1 | Wandering Monsters |
2 | Non-Player Character |
3 | Chasm |
4 | Statue |
5 | Rats / Bats |
6 | Mould |
7 | Mushrooms |
8 | Grate |
9 | Pool |
10 | Magic Circle |
11 | Trapdoor |
12 | Throne |
Roll for Wandering Monsters. See 'Monster' tab in the main navigation for tables.
1–3 |
SP6 / T5 / W2 – Captured by Wandering Monsters guarding her. Upon defeating them you may escort her to a city and be rewarded with 100 gold. |
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4–6 |
WS7 / T3 / W2 – Defeat her or leave the Room and shut the door within 1 Combat Round or else she teleports away with half of the hero's gold. |
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7–9 |
Roll for Wandering Monsters which are guarding him. If the Heroes manage to release him he'll become a Henchman for the current Leader. See Man-at-Arms. |
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10–12 |
Wants to join the Leader. If accepted, the Rogue serves as a Sergeant and subtracts -1 from Heroes dice roll for disarming traps. The Heroes may not attack the rogue after joining them. If the Rogue is alive at the end of the Expedition roll a dice, the Rogue:
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Place a Chasm tile in the room then place Wandering Monsters, a door and treasure chest on the other side of the Chasm. You have to decide:
Succeeds if you roll 1 D12 ≤ Speed.
Requires 3m rope. One Hero gets secured by the others with a rope and performs a Heroic Leap (as above). If the Hero fails the others roll ≤ STR. If they succeed they pull the Hero back, if all fail the hero is lost. It counts as 1 Move for all Heroes involved.
Requires 6m rope & 10 Iron Spikes. The Heroes build a bridge. One Hero needs to perform a Sensible Leap (as above) to build it. It takes 1 Exploration Turn.
Shut the door and try your luck elsewhere.
The Statue has a gigantic ruby as one eye. If any Hero tries to remove it, roll a die:
1–2 | Curse The Hero's Fate Points are immediately reduced to 0. |
3–6 | Animated Statue WS9 / T8 / SP6 / W8 / Dam. Dice 5 Attacks the Heroes. May not leave the room. |
7–11 | Transformation It transforms into a Skaven Warlord. May not leave the room, but can open doors. |
12 | Nothing happens The Hero removes the ruby without mishap. |
The Ruby is worth 400 gold crowns. If the Statue came to life it must be defeated to get the jewel.
Roll a dice; if the score is even you encounter rats or bats if it is odd:
The Heroes have the following choices:
The Heroes have the following choices:
The room is filled with mould, the Heroes have 3 options how to proceed:
1 flask burns all mould (1 Exploration Turn).
The Heroes tie wet cloth across their faces and attempt to cross the room. Each player has to roll:
1 | Deadly Poison – Hero dies or spends a FP |
2–6 | Poison – Hero looses 1 Wound or spends a FP |
7–10 | Irritant – Hero's WS –2 for the next combat |
11–12 | No effect |
The Heroes can leave.
There are D12 magic mushrooms which can be picked. Each time one is eaten roll:
1–2 | Deadly Poison Hero dies unless a FP or Healing Potion is spend. They may be used as Rat Poison. |
3–4 | Sleeping The Hero will be KO'd for D12 rounds. |
5–6 | Polka Dots No effect, except coloured dots in the Hero's face for some days. |
7–8 | Strength +1 DD with Hand-to-Hand weapons for one entire combat. |
9–10 | Speed Speed is doubled for one entire combat. |
12 | Healing Restores all Wounds. |
The GM places the Grate tile on any square in the room. If a Hero moved to it, the room beneath reveals by rolling the Room table. It won't have any doors, but if it is a Quest Room it will have stairs down. The Heroes may lift the Grate to enter the room.
If there are monsters they are prisoners: change any specials to normal ones. They won't have weapons and roll only 1 DD. The Heroes have +2 to their surprise roll – don't add the bonus for the Elf. Per combat turn only one Hero may enter or leave the room.
The Heroes need a rope to get back up. Monster DC may be played for the upper room.
Roll each time someone drinks from it:
1 | Deadly Poison Hero dies unless a Healing Potion is consumed. |
2–4 | Sleeping Potion The Hero will be KO'd for D12 rounds. |
5–8 | Luck The Hero gains +1 FP but just for this Expedition. |
9–12 | Healing Restores all Wounds. |
The GM places the Circle tile on any square in the room. If a Hero moves on it:
1 | Cursed The Hero looses permanently 1 FP. |
2 | Summoning Roll Wandering Monsters. They will be placed anywhere in LoS and surprise the Heroes. |
3–6 | Nothing happens |
7–9 | Magical Power The next spell doesn't consume components*. |
10–11 | Healing 1 Wound is healed* |
12 | Fate The Hero gains 1 FP during this expedition* |
The GM places the Trapdoor tile on any square in the room. This room may feature just 1 exit! If a Hero opens the Trapdoor:
1 | Trap Roll the Traps table using the chest column. It can not be spotted and disarmed. |
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2–3 | Room A room beneath – see table Hazard 8 (Grate). |
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4–6 | Crypt A Hero may search the crypt (1 Expl. Turn):
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7-9 | The Maze Go to page 45 if you have a copy of Heroquest otherwise the Heroes find nothing. |
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10-12 | Stairs Leading to the next level. |
Place the Throne tile and roll Wandering Monsters. GM places one monster on the Throne which it may not leave. As long as it lives it allies gain +1 T and 1+ DD.
Roll to see what has been discovered. Expanded by Terror in the Dark expansion. Use 'Vanilla' tab for the base game tables.
Treasure Chests1 D12 | |
---|---|
1 | Treasure map |
2 | 6 Arrows, 20 Gold |
3 | 10 feet of rope, 30 Gold |
4 | 2 flasks of Greek Fire |
5 | 50 Gold |
6 | 100 Gold |
7 | 150 Gold |
8 | Screech Bug, 50 Gold |
9 | Rat Poison, 5 Gold |
10 | 200 Gold |
11 | 1 Potion (roll table) and 50 Gold |
12 | Magic treasure (roll table) |
Magic Treasure2 D12 | |
---|---|
2 | Dawnstone |
3–4 | Magic Amulet |
5–6 | Magic Wand |
7–8 | Magic Ring |
9–10 | Magic Shield or Helm |
11 | Magic Weapon |
12–13 | Magic Scroll |
14–16 | Magic Potion |
17 | Magic Arrows or Bolts |
18–20 | Magic Bow |
19–21 | Magic Sword |
22–24 | Magic Armour |
Dawnstone1 D12 |
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Contains 1 D12 Fate Points |
Magic Amulets1 D12 | |
---|---|
= | Amulet of Iron If a spell is aimed at the Hero, the spell has no affect if you roll ≥ 9 – also if you want to be affected by it! |
≠ | Amulet of Protection +1 Toughness |
Magic Wand2 D12 | |
---|---|
2–3 | Inferno of Doom |
4 | Power of the Phoenix |
5 | Swift Wind |
6 | Still Air |
7–8 | Lightning Bolt (see Traps > Shock) |
9–10 | Choke |
11 | Flames of Death |
12 | Flames of the Phoenix |
13 | Open Window |
14 | Dragon Armour |
15 | Flaming Skull of Terror |
16–17 | Fireball |
18–19 | Courage |
20–21 | Flight |
22 | Flaming Hand of Destruction |
23–24 | The Bright Key |
Magic Rings1 D12 | |
---|---|
1–3 | Ring of Protection +1 |
4–5 | Ring of Protection +2 |
6 | Ring of Protection +3 |
7–9 | Ring of Magic Protection +1 |
10–11 | Ring of Magic Protection +2 |
12 | Ring of Magic Protection +3 |
Magic Shields & Helms1 D12 | Sp | BS | T | |
---|---|---|---|---|
1–6 | Magical Shield | 0 | -1 | +1 |
7–8 | Magical Greatshield | -1 | -2 | +2 |
9 | Dwarven Shield | 0 | -2 | +2 |
10–11 | Magical Helm | 0 | 0 | +1 |
12 | Dwarven Helm | 0 | -1 | +2 |
Magic Scrolls1 D12 | |
---|---|
1–6 | 1 spell |
7–9 | 2 spells |
10–11 | 3 spells |
12 | 4 spells |
Generate each spell with a roll on the Wand Table above.
Magic Potions1 D12 | |
---|---|
= | Strength Potion Strength increases +2; +2 DD for hand-to-hand weapons. Lasts for 3 turns (combat or exploration). |
≠ | Healing Potion Restore Wounds to the starting level from the beginning of the next turn. A Hero may also give it to a unconscious Hero if neither is in a Death Zone. They can be used to avoid certain Hazards. They won't restore dead Heroes. |
Magic Weapons1 D12 | |
---|---|
1–3 | Dagger +1 DD |
4–5 | Spear +1 DD |
6–8 | Axe +1 DD |
9 | Axe +2 DD |
10 | Halberd +1 DD |
11 | Double-Handed Sword +1 DD |
12 | Double-Handed Axe +1 DD |
Magic Arrows / Bolts1 D12 | Qty. | |
---|---|---|
1–4 | Arrows of Death +1 DD on hit |
4 |
5 | Bolts of Death +1 DD on hit |
2 |
6–7 | Arrows of True Flight Auto hit |
2 |
8 | Bolts of True Flight Auto hit |
1 |
9–11 | Arrows of the Assassin Critical Damage on any roll of ≥ 10 |
4 |
12 | Bolts of the Assassin Critical Damage on any roll of ≥ 10 |
2 |
Magic Bows1 D12 | Rng | DD | |
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1–4 | Short Bow | 28 | 4 |
5–7 | Bow | 40 | 4 |
8–9 | Long Bow | 48 | 5 |
10–11 | Crossbow | 48 | 5 |
12 | Elven Power Bow | 48 | 6 |
Magic Swords1 D12 | WS | Str | |
---|---|---|---|
1–3 | Sword | +1 | 0 |
4–6 | Sword | 0 | +1 |
7–8 | Sword | +1 | +1 |
9 | Sword | +2 | +1 |
10 | Sword | +1 | +2 |
11 | Sword | +2 | +2 |
12 | Rune Sword Can be used by wizard | +2 | +2 |
Magic Armour2 D12 | Sp | BS | T | |
---|---|---|---|---|
2–6 | Leather | 0 | -1 | +1 |
7–10 | Leather | -1 | -1 | +2 |
11–13 | Chain | +2 | -1 | +3 |
14–15 | Chain | -1 | -1 | +2 |
16–17 | Chain | 0 | 0 | +1 |
18–19 | Plate | -2 | -2 | +4 |
20 | Mithril | 0 | 0 | +3 |
21 | Enchanted | 0 | 0 | +5 |
22 | Dwarven | -2 | -2 | +5 |
23–24 | Elven | -1 | 0 | +4 |
Treasure Chests2 D12 | ||
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2–5 | Treasure map | |
6 | 4 Bolts, 20 gold | |
7 | 6 Arrows, 20 gold | |
8 | 10 ft. of rope, 30 gold | |
9 | 2 flasks of Greek Fire, 1 Jewel | |
10 | 50 gold | |
11 | 100 gold | |
12 | 50 gold, 1 Jewel | |
13 | 100 gold, 1 Jewel | |
14 | Bow, 6 arrows, 1 Jewel | |
15 | Shield, 6 arrows, 50 gold | |
16 | Screech Bug, 50 gold | |
17 | Rat Poison, 50 gold | |
18–19 | Blade Venom (1 dose), 50 gold, 1 Jewel | |
20–21 | Magic treasure | |
22–23 | Magic treasure, Magic Potion | |
24 | 2 Magic treasures, Magic Potion, 1 Jewel |
Blade Venom 1 D12 | Against | |
---|---|---|
1–2 | Graveroot | Undead |
3 | Elfbane | Elves, Dark Elves |
4–5 | Blackroot | Orcs, Goblins |
6–7 | Stonebane | Ogres, Trolls |
8–9 | Lawfoil | Chaos Warriors |
10–12 | True Lawfoil | Chaos creatures |
Jewels 1 D12 | |
---|---|
1–3 | 50 gold |
4–5 | 80 gold |
6–7 | 100 gold |
8–9 | 150 gold |
10–12 | Magic Jewel |
Magic Treasure2 D12 | |
---|---|
2 | Dawnstone |
3 | Magic Amulet |
4 | Magic Bag |
5–6 | Magic Wand |
7 | Magic Ring |
8 | Magic Shield or Helm |
9 | Magic Weapon |
10–11 | Magic Scroll |
12 | Magic Jewel |
13–14 | Magic Potion |
15 | Magic Arrows or Bolts |
16–17 | Magic Bow |
18–19 | Magic Sword |
20–21 | Magic Armour |
22–23 | Robe or Cloak |
24 | Talisman |
Dawnstone1 D12 |
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Contains 1 D12 Fate Points |
Magic Amulets1 D12 | |||||||||||||||||||
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1–2 | Amulet of Iron If a spell is aimed at the Hero, the spell has no affect if you roll ≥ 9 – also if you want to be affected by it! |
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3–5 | Amulet of Protection +1 Toughness |
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6–7 | Amulet of Courage Immune to Fear |
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8–10 |
The rolled monster type causes -1 Wound and never gets a free attack i.e. from a fumble against the wearer.
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10–12 | Amulet of Health Immune to any disease or poison. Also unaffected by Blade Venom, Poison Darts, Gas Traps, Deadly Poison Mould, Mushrooms and Pools. |
Magic Bags1 D12 | |
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1–3 | Bag of Lightness Can hold up to 250 gold and eliminates it's weight. |
4–6 | Bag of Treasure Can only be used once between expeditions. It will disgorge 5 D12 gold. |
7–9 | Bag of Wizardry Produces the neccesary Spell Components for a Spell. Roll a D12 to determine the charges. |
10–12 | Rat Bag You can trap one Skaven that magically shrinks into the bag instead of attacking if in DZ, making the Skaven harmless. Will be released if you exit the dungeon and must be fought normally then. |
Magic Wands1 D12 | |||||||||||||||||||||||||
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1–6 |
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7–12 |
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Magic Rings1 D12 | |
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1 | Ring of Protection +1 Adds +1 Toughness |
2 | Ring of Protection +2 Adds +2 Toughness |
3 | Ring of Protection +3 Adds +3 Toughness |
4 | Ring of Magic Protection +1 Protects the wearer from spells and magical traps on a roll of 11–12 on a D12. |
5 | Ring of Magic Protection +2 Protects the wearer from spells and magical traps on a roll ≥ 9 on a D12. |
6 | Ring of Magic Protection +3 Protects the wearer from spells and magical traps on a roll < Int on a D12. |
7 | Ring of Fate Roll a dice, if even the Rings holds 2 Fate Points, if odd it holds 3 Fate Points. |
8–9 | Ring of Speed +1 Adds +1 Speed. |
10–11 | Ring of Speed +2 Adds +1 Speed. |
12 | Ring of Greatness The wearer ignores all special rules for 'invulnerable Monsters', is immune to fear caused by 'Fearsome Monsters' and gains +1 DD against 'Large Monsters'. |
Magic Shields & Helms1 D12 | BS | T | Sp | |
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1–3 | Simple Magic Shield | -1 | +1 | 0 |
4 | Magical Greatshield | -2 | +2 | -1 |
5 | Simple Magic Helm | 0 | +1 | 0 |
6 | Dwarven Magic Helm | -1 | +2 | 0 |
7–8 | Shield of Spell Reflection Reflects spells back to the caster if you roll ≤ Int on a D12. It does not protect against magical traps or area of effect spells. |
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9–11 | Shield 'Arrow Catcher' Automatically protects against non-magical missiles. It gives only normal protection against magical missiles. |
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12 | Magic Helm 'Fearsome Rune' Wearer counts as 'Fearsome Monster' to it's enemies |
-1 | +2 | 0 |
Magic Weapons2 D12 | |
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2 | Dagger +1 DD |
3–4 | Dagger +2 DD |
5 | Dagger of Throwing |
6 | Spear +1 DD |
7 | Spear of Returning |
8 | Axe of Cleaving |
9 | Axe +1 DD |
10 | Warhammer +1 damage |
11 | Warhammer +2 damage |
12 | Flying Hammer |
13 | Halberd +1 DD |
14 | Halberd +2 DD |
15 | Halberd of Cleaving |
16 | Halberd of Skill |
17 | 2-Handed Sword of Cleaving |
18–19 | 2-Handed Sword of Skill |
20 | 2-Handed Sword +1 damage |
21–22 | 2-Handed Axe of Cleaving |
23 | 2-Handed Axe of Skill |
24 | 2-Handed Axe of +1 damage |
Magic Jewels1 D12 | |
---|---|
1–2 | Cleargem +1 to the result for spotting traps |
3–4 | Fate Jewel Roll a dice. If the result is even it holds 2 Fate Points or 3 if it's odd. Can't be recharged. |
5–6 | Fire Ruby 1 D12 charges of 'Flaming Hand of Destruction'. Wizard only. |
7–8 | Jewel of Shattering Can be thrown up to 8 squares in LoS and causes 8 DD on that and any adjacent squares. |
9–10 | Soul Jewel 1 charge of 'Power of the Phoenix'. |
11–12 | Spell Jewel Behaves like a Magic Wand. |
Magic Scrolls1 D12 | |
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1–2 | 1 spell, Bright Wizard's Spellbook |
3–4 | 2 spells, Bright Wizard's Spellbook |
5 | 3 spells, Bright Wizard's Spellbook |
6 | 4 spells, Bright Wizard's Spellbook |
7–8 | 1 spell, Light Wizard's Spellbook |
9–10 | 2 spells, Light Wizard's Spellbook |
11 | 3 spells, Light Wizard's Spellbook |
12 | 4 spells, Light Wizard's Spellbook |
Generate each spell with a separate roll on the Spell Book:
1 | Dragon Armour |
2 | Open Window |
3 | The Bright Key |
4 | Flaming Hands of Destruction |
5 | Flight |
6 | Swift Wind |
7 | Flames of Death |
8 | Flames of the Phoenix |
9 | Power of the Phoenix |
10 | Still Air |
11 | Inferno of Doom |
12 | Courage |
1 | Power of Life |
2 | Strength of Life |
3 | Escape |
4 | Restore Life |
5 | Dagger of Banishment |
6 | Sleep of Ages |
7 | Cloak of Protection |
8 | Blinding Light |
9 | Regeneration |
10 | Remove Venom |
11 | Light of Learning |
12 | Banish Fear |
Magic Potions1 D12 | |||||||||||||||||
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1–4 | Potion of Healing Restore Wounds to the starting level from the beginning of the next turn. A Hero may also give it to an unconscious Hero if neither is in a Death Zone. They can be used to avoid certain Hazards. They won't restore dead Heroes. |
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5–7 | Potion of Strength Strength +2; gain 2 DD for hand-to-hand weapons for 3 turns (combat and exploration). |
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8 | Potion of Prowess WS, BS and Sp +1 for 3 turns (combat and exploration). |
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9 | Potion of Invulnerability You can be only hit if at least one 12 was rolled. This does not apply to damage rolled as the result of a free attack or any attack made with a magical weapon ('Invulnerable' rule book, p. 40). Lasts till the end of the next combat. |
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10 | Potion of Regeneration Recover 1 lost Wound at the beginning of each Hero phase every combat turn ('Regeneration' rule book, p. 40). Lasts till the end of the next combat. |
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11 |
The GM should tell the Heroes that it is a Potion of Healing until someone drinks it. It permanently subtracts 1 from the following drinkers attributes.The effect is permanent.
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12 | Sublime Potion of the Supreme Alchemist Heals all lost Wounds, cures any disease, increases one attribute (except for FP) of free choice permanently. |
Magic Arrows & Bolts2 D12 | |
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2 | Bolts of Death (3) +1 DD on hit |
3–4 | Arrows of Death (6) +1 DD on hit |
5 | Bolts of Sure Striking (1) +2 BS |
6–7 | Arrow of Sure Striking (2) +2 BS |
8 | Bolts of the Assassin (2) Critical Damage on any dice roll of ≥ 10 |
9–11 | Arrows of the Assassin (4) Critical Damage on any dice roll of ≥ 10 |
12–14 | Arrows of Flame (4) +2 DD rolled. Mummies are killed instantly. Trolls can not regenerate Wounds inflicted by the hit. |
15 | Bolts of Flame (2) +2 DD rolled. Mummies are killed instantly. Trolls can not regenerate Wounds inflicted by the hit. |
16–19 | Arrows of True Morr (4) Undead are killed instantly. |
20 | Bolts of True Morr (2) Undead are killed instantly. |
21–22 | Arrows of True Flight (2) Auto hit |
23–24 | Bolts of True Flight (1) Auto hit |
Magic Bows1 D12 | Rng | DD | |
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1–4 | Short Bow | 28 | 4 |
5–7 | Bow | 40 | 4 |
8–9 | Long Bow | 48 | 5 |
10–11 | Crossbow | 48 | 5 |
12 | Elven Power Bow | 48 | 6 |
Additionally roll the Bows Special Abilty:
Magic Bow Special Ability1 D12 | |
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1–7 | No special ability |
8 | Deadly Aim +1 to hit roll |
9 | Mighty Striking +1 DD |
10 | Repeating Fire 2 arrows in one combat turn |
11 | Swiftness You can move and fire |
12 | Deadly Power +1 DD and one shot per Adventure has 10 DD, this shot has to be declared before rolling. |
Magic Swords2 D12 | WS | DD | |||||||||||||||||
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2 | Rune Sword | +2 | +2 | ||||||||||||||||
3–4 | Limp Lopper | +2 | +2 | ||||||||||||||||
5–6 | Rib Cleaver | +1 | +2 | ||||||||||||||||
7–9 | Skull Splitter | +1 | +1 | ||||||||||||||||
10 | Gut Ripper | +2 | +1 | ||||||||||||||||
11–12 | Death Bringer | 0 | +1 | ||||||||||||||||
13 | Soul Reaver | +1 | 0 | ||||||||||||||||
14–15 | Sword of Smiting Critical hit on 11–12 |
+1 | +1 | ||||||||||||||||
16 | Sword of Skill No fumbles at 1 |
+1 | +1 | ||||||||||||||||
17–18 | Sword of Courage Br +2 (cannot increase above 12) |
+2 | 0 | ||||||||||||||||
19 | Sword of Defence Auto deflects one attack per combat phase which has to be selected and announced before the hit roll. |
||||||||||||||||||
20 | Sword of the Flaming Heart +1 DD, +1 to all Wound rolls. Mummies killed instantly on a hit, Trolls cannot regenerate Wounds inflicted by it. |
||||||||||||||||||
20 | Sword of Glory +1 WS and 'Fearsome' (p. 40): any Monster in the DZ has to perform a Bravery check: if > Br it may not move (unless it runs) or attack. It may open doors. |
||||||||||||||||||
21–23 |
The Bane Swords Death Rune adds +2 WS, +2 DD and +2 to all Wound rolls against a once specified type of monsters.Against any other type is simply has +1 WS.
|
||||||||||||||||||
24 | Sword of Stealing (Rune Sword) For every Wound inflicted by a critical hit, it restores Wounds to it's user up to the starting level. |
Magic Armour2 D12 | BS | T | Sp | |
---|---|---|---|---|
2–3 | Elven | 0 | +4 | 0 |
4 | Dwarven | -2 | +5 | 0 |
5–6 | Enchanted Mithril | 0 | +5 | 0 |
7–8 | Plate | -2 | +4 | -2 |
9–11 | Chain | -1 | +3 | -2 |
12–14 | Leather | -1 | +2 | 0 |
15–17 | Chain, Prot. from Missiles All non magical missiles only hit on a 12 |
-1 | +2 | -2 |
18–19 | Chain Mail of Speed | -1 | +2 | 0 |
20–21 | Chain, Prot. from Fire -2 W from Fireballs, Fire Missiles, etc. |
-1 | +2 | -2 |
22–23 | Leather of Enchantment Can be worn by Wizards |
0 | +1 | 0 |
24 | Plate Mail of Golden Light Restores all Wounds once per expedition plus +1 WS for the next combat. |
-2 | +4 | -2 |
Magic Robes & Cloak1 D12 | |
---|---|
1–2 | Robe of Toughness Lv. 1 +1 Toughness |
3–4 | Robe of Toughness Lv. 2 +2 Toughness |
5 | Robe of Toughness Lv. 3 +3 Toughness |
6–8 | Cloak of Pockets Can store 250 gold weightlessly, produces spell components for a known spell of choice once during each adventure, produces a blade venom once before each adventure. |
9–10 | Cloak of Invulnerability You can be only hit if at least one 12 was rolled. This does not apply to damage rolled as the result of a free attack or any attack made with a magical weapon ('Invulnerable' rule book, p. 40). |
11 | Robe of Speed +2 Speed |
12 | Robe of the Sagacious Sorcerer +1 Int, +1 Br, +1 Sp. +1 FP (gets not regenerated between adventures). Spell costs 50 gold more. |
Magic Talismans2 D12 | |
---|---|
1–4 | Talisman of Toughness +1 Toughness |
5–8 | Talisman of Wizardry It has 1 D12 charges, each allows a Wizard to cast one known Spell without ingredients. Once empty it crumbles to dust. |
9–12 | Talisman of Fortune It grants once when first found 1 FP to the wearer and subsequently +1 for spotting trap rolls. |
A Hero can search a Wall for Secret Doors in Dead Ends or a Room that has no other doors. A wall may be searched only once and takes 1 Exploration Turn.
Hidden Treasure may be searched in any room. A room may be searched only once.
Secret Doors 1 D12 | |
---|---|
1 | GM draws 1 Dungeon Counter / Solo: Wandering Monsters |
2–6 | Nothing |
7–12 | The Hero may place a door in the section that was searched |
Hidden Treasure (not in Solo)2 D12 | |
---|---|
2–6 | GM draws 1 Dungeon Counter |
7–16 | Nothing |
17–23 | Secret Stash: Gold worth 1 D12 × 5 |
24 | Magic Treasure |
The GM can play a Trap Counter whenever the Heroes enter a new Room, enters a square in a passage that hasn't been entered before or open a Chest (Exploration Phase only). In Solo-Play a trap gets triggered when you roll a 1 in the GM-Phase.
Room / |
Trap | Spot Chance | Disarm Chance |
---|---|---|---|
1 | Pit | 5 | – |
2 | Crossfire | 8 | 6 |
3 | Portcullis | 6 | 11 |
4 | Blocks | 7 | 11 |
5 | Gas | 10 | 7 |
6 | Mantrap | 7 | 6 |
7 | Magic | 9 | 7 |
8 | Fireball | 8 | 9 |
9–12 | Alarm | 7 | 7 |
Chest | Trap | Spot Chance | Disarm Chance |
---|---|---|---|
1 | Crossfire | 8 | 6 |
2 | Poison Dart | 9 | 8 |
3 | Gas | 10 | 7 |
4 | Mantrap | 7 | 6 |
5 | Spike | 6 | 7 |
6 | Shock | 8 | 11 |
7 | Magic | 9 | 7 |
8 | Fireball | 8 | 9 |
9 | Mindstealer | 6 | 10 |
10 | Guillotine | 6 | 8 |
11–12 | Alarm | 7 | 7 |
The Hero that triggered the trap has to roll D12 ≥ Spot Chance or it will set off. Spotted traps may be left alone. If a 12 was rolled, the Hero gets +1 to all disarm trap rolls in the future. If a 1 was rolled the Hero loses 1 extra Wound.
To open a trapped chest or move on a square where the trap was spotted (or adjacent ones) it needs to be disarmed first.
If the trap was triggered roll a dice, if the result is D12 ≥ 9 take 1 Wound. The Hero must then score D12 ≤ Sp to climb out.
Other may leap over the pit with D12 ≤ Sp. If they fail repeat the routine.
A portcullis drops from the ceiling. The GM places the Portcullis tile in any doorway to this room (or across the room in any non-diagonal direction). All Heroes that attempt to lift it, add their Str to a D12 roll, the sum has to be ≥ 20. Each attempt takes 1 Exploration Turn. Heroes that are not lifting may roll underneath to the other side. These Heroes should then lift it for those left behind.
A poison dart hits the Hero that triggered the trap. If 1 DD causes a Wound, Wounds are reduced to 0.
Place the Fireball template on the square where the trap was set off. All models under the template suffer 5 DD of injury. For the next 3 turns (counting after GM Phase) the GM may move the template 8 squares in any direction and deal the effect again.
D12/4 (rounded up) crossbow bolts are hitting the Hero that triggered the trap with 3 DD for each bolt. Once triggered, the trap doesn't work anymore.
A cloud of Gas expels on the square where the trap was set off and 2 squares adjacent including diagonals in each direction. Heroes must roll: if D12 ≤ their starting Toughness the gas has no effect – subtract -1 for the inner and -2 for the outer ring from the roll. If anyone is affected roll for the gas' effect:
1–6 | Mild poison: lose 1 W and for 3 turns you cannot move. |
7–8 | Nausea: For the rest of the expedition max. move is 8 squares (exploration), half Sp (combat), half WS & BS and -2 S. |
9–10 | Madness: The GM moves the Hero for 6 turns unless he can be restrained (see Mindstealer below). He may not attack other Heroes. |
11 | Strong Poison: The Hero takes 8 DD of injury. |
12 | Deadly Poison: The Hero dies unless a Healing Potion is spent. |
The Hero dodges if 1 D12 ≤ Sp was rolled and takes 3DD of injury from a glancing blow. If the result was any higher the Hero suffers full 12DD. If the trap is spotted but not disarmed the Heroes may bypass it moving half speed. It will be triggered if they ever pass this way again faster than half speed.
Roll 4 DD. If it causes any damage the victim will loose a limb. This may only be healed between expeditions.
Chest Trap: Loose a hand which reduces the WS by half and prohibits the Hero from using bows, two-handed weapons or spells that require more than one component.
Room/Floor Trap: Loose a leg which reduces Sp by half (round up) and prohibits the Hero from using shields or two-handed weapons. Move max. 8 squares in exploration turns.
Roll 3 DD for effect. Roll an additional D12 – if the result is ≥8 the spike is poisoned – See Poison Dart above.
A bolt of electricity causes 5 DD, if the Hero wears a metal armor (chain, plate, mithril) roll 10 DD instead.
Place magic circle template over the Hero who triggered the trap. Any model beneath it suffers the following Magic Spell.
1–2 | Inferno of Doom |
3–4 | Lightning Bolt (see Shock above) |
5–8 | Choke (Sp=1, after one turn roll, if D12 > T you die) |
9–10 | Flames of Death |
11–12 | Fireball |
The GM may move the victim and attack for 6 turns. Other Heroes/Henchmen may restrain the possessed one if the are in the DZ and their total Strength is 3 times higher than the victims.
Roll 2 DD. If it causes any damage the victim will loose a hand which reduces the WS by half and prohibits the Hero from using bows, two-handed weapons or spells that require more than one component.
Roll on the Wandering Monsters Table.
Always place in LoS, but as far away from the Heroes as possible.
You can't use monster equipment such as armour or weapons except for bows and arrows which have -1DD. Equipment from Humans, Dwarves and Elves may be used normally (Terror in the Dark, page 54).
Wandering Monsters 1 D12 | |
---|---|
1–2 | 2 Warriors |
3–4 | 1 Sentry |
5–6 | 3 Warriors |
7–8 | 1 Warrior, 1 Champion |
9 | 4 Warriors |
10 | 2 Warriors, 1 Champion |
11 | 3 Warriors, 1 Sentry |
12 | 4 Warriors, 1 Champion |
Lairs 1 D12 | ||
---|---|---|
1 | 4 Warriors | 40 Gold |
2 | 2 Warriors | 40 Gold |
3 | 5 Warriors | 50 Gold |
4 | 3 Warrior, 1 Sentry | 50 Gold |
5 | 6 Warriors | 60 Gold |
6 | 4 Warriors, 1 Champion | 60 Gold |
7 | 2 Warriors, 2 Champions | 60 Gold |
8 | 1 Warlord | 60 Gold |
9 | 6 Warriors, 1 Champion* | 80 Gold |
10 | 6 Warriors, 1 Champion* | 80 Gold |
11 | 2 Warriors, 1 Warlord* | 80 Gold |
12 | 4 Warriors, 1 Sentry, 2 Champions* | 100 Gold |
Quest Room 1 D12 | ||
---|---|---|
1 | 2 Champions, 1 Warlord | 100 Gold |
2 | 6 Warriors, 2 Champions | 100 Gold |
3 | 8 Warriors, 1 Champion | 100 Gold |
4 | 4 Warrior, 1 Sentry, 1 Warlord | 120 Gold |
5 | 3 Champions, 1 Warlord | 120 Gold |
6 | 8 Warriors, 2 Champions | 120 Gold |
7 | 2 Warriors, 2 Champions, 1 Warlord | 120 Gold |
8 | 8 Warriors, 2 Champions | 140 Gold |
9 | 4 Warriors, 2 Champions, 1 Warlord* | 140 Gold |
10 | 8 Warriors, 3 Champions* | 140 Gold |
11 | 4 Champions, 1 Warlord* | 140 Gold |
12 | 12 Warriors, 1 Sentry, 1 Champion* | 160 Gold |
Wandering Monsters 1 D12 | ||
---|---|---|
1–2 | 2 Warriors | 20 Gold |
3–4 | 1 Sentry | 20 Gold |
5–6 | 3 Warriors | 30 Gold |
7–8 | 1 Warrior, 1 Champion | 30 Gold |
9 | 4 Warriors | 40 Gold |
10 | 2 Warriors, 1 Champion | 40 Gold |
11 | 3 Warriors, 1 Sentry | 50 Gold |
12 | 4 Warriors, 1 Champion | 60 Gold |
Skaven Specialists 1 D12 | |
---|---|
1–7 | None |
8 | 1 Nightrunner |
9 | 2 Gutter runner |
10 | 1 Poisoned Wind Globadier |
11 | 1 Warpfire Thrower Team |
12 | 1 Jezzail Team |
You can use the treasure value given or roll on the New Monster Treasure table below.
Lairs | Treasure | PV | |
---|---|---|---|
1 | 4 Warriors | 30 Gold | 4 |
2 | 2 Warriors, 1 Champion | 40 Gold | 4 |
3 | 3 Warriors, 1 Sentry | 40 Gold | 5 |
4 | 3 Warrior, 1 Champion | 50 Gold | 5 |
5 | 2 Warriors, 1 Sentry, 1 Champion | 40 Gold | 6 |
6 | 4 Warriors, 1 Champion | 50 Gold | 6 |
7 | 2 Gutter Runners, 1 Sentry | 60 Gold | 6 |
8 | 2 Gutter Runners, 1 Champion | 70 Gold | 6 |
9 | 4 Warriors, 1 Sentry, 1 Champion* | 60 Gold | 8 |
10 | 2 Night Runners, 2 Warriors* | 80 Gold | 8 |
11 | 1 Night Runner, 1 Sentry, 3 Warriors* | 100 Gold | 8 |
12 | 3 Champions, 4 Warriors* | 100 Gold | 10 |
Quest Room | Treasure | PV | |
---|---|---|---|
1 | 4 Warriors, 2 Night Runners | 80 Gold | 10 |
2 | 5 Warriors, 2 Champions | 100 Gold | 10 |
3 | 2 Night Runners, 2 Champions | 120 Gold | 10 |
4 | 2 Night Runners, 3 Champions | 100 Gold | 10 |
5 | Jezzailach, 4 Warriors, 1 Champion | 120 Gold | 12 |
6 | 3 Sentries, 3 Gutter Runners | 130 Gold | 12 |
7 | 1 Warlord, 1 Champion, 2 Warriors | 140 Gold | 12 |
8 | Warpfire Team, 8 Warriors | 100 Gold | 14 |
9 | 6 Warriors, 4 Champions* | 120 Gold | 14 |
10 | 3 Night Runners, 5 Warriors* | 140 Gold | 14 |
11 | Jezzailach, 4 Warriors, 2 Champions* | 160 Gold | 14 |
12 | Warpfire Team, 6 Warriors* | 160 Gold | 16 |
Wandering Monsters | Treasure | PV | |
---|---|---|---|
1–2 | 2 Warriors | 10 Gold | 2 |
3–4 | 1 Champion | 20 Gold | 2 |
5–6 | 1 Warrior, 1 Champion | 20 Gold | 3 |
7–8 | 1 Nightrunner | 30 Gold | 3 |
9 | 1 Gutter Runner, 2 Warriors | 30 Gold | 4 |
10 | 1 Night Runner, 1 Warrior | 40 Gold | 4 |
11 | 1 Night Runner, 2 Warriors | 40 Gold | 5 |
12 | 2 Warriors, 2 Champions | 50 Gold | 6 |
Specialist Monsters 1 D12 | |
---|---|
1–7 | None |
8 | Plague Monk |
9 | Clan Skyre Wizard |
10 | Clan Eshin Assassin |
11 | Clan Mors Warlord |
12 | Clan Pestilence Plague Censer Bearer |
You can use the treasure value given or roll on the New Monster Treasure table below.
Lairs | Treasure | PV | |
---|---|---|---|
1 | 1 Skeleton, 2 Zombies | 20 Gold | 4 |
2 | 1 Ghoul, 2 Zombies | 30 Gold | 4 |
3 | 1 Skeleton, 3 Zombies | 30 Gold | 5 |
4 | 1 Ghoul, 3 Zombies | 50 Gold | 5 |
5 | 1 Ghoul, 2 Skeletons | 40 Gold | 6 |
6 | 1 Ghoul, 4 Zombies | 50 Gold | 6 |
7 | 2 Zombies, 2 Skeletons | 60 Gold | 6 |
8 | 3 Ghouls | 70 Gold | 6 |
9 | 1 Undead Champion, 2 Zombies* | 60 Gold | 8 |
10 | 4 Skeletons* | 80 Gold | 8 |
11 | 4 Ghouls* | 100 Gold | 8 |
12 | 1 Wight, 2 Zombies* | 100 Gold | 10 |
Quest Rooms | Treasure | PV | |
---|---|---|---|
1 | 3 Skeleton, 4 Zombies | 70 Gold | 10 |
2 | 3 Ghoul, 4 Zombies | 80 Gold | 10 |
3 | 2 Skeleton, 4 Ghouls | 100 Gold | 10 |
4 | 1 Undead Champion, 3 Zombies | 80 Gold | 12 |
5 | 1 Undead Champion, 2 Skeletons, 2 Zombies | 90 Gold | 12 |
6 | 1 Wight, 4 Zombies | 100 Gold | 12 |
7 | 1 Wight, 2 Zombies, 1 Skeletons | 120 Gold | 12 |
8 | 1 Undead Champion, 4 Skeletons | 100 Gold | 14 |
9 | 1 Undead Champion, 4 Zombies, 2 Ghouls* | 120 Gold | 14 |
10 | 1 Wight, 3 Skeletons* | 140 Gold | 14 |
11 | 4 Skeletons, 6 Zombies* | 150 Gold | 14 |
12 | 3 Skeletons, 3 Ghouls, 4 Zombies* | 160 Gold | 16 |
Wandering Monsters | Treasure | PV | |
---|---|---|---|
1–2 | 2 Zombies | 10 Gold | 2 |
3–4 | 1 Skeleton | 20 Gold | 2 |
5–6 | 1 Skeleton, 1 Zombie | 20 Gold | 3 |
7–8 | 1 Ghoul, 1 Zombie | 30 Gold | 3 |
9 | 2 Ghouls | 30 Gold | 4 |
10 | 2 Skeletons | 40 Gold | 4 |
11 | 1 Skeleton, 3 Zombies | 40 Gold | 5 |
12 | 2 Skeletons, 2 Zombies | 50 Gold | 6 |
Specialist Monster1 D12 | |
---|---|
1–7 | None |
8 | Undead Champion |
9 | Wight |
10 | Wight |
11 | Liche |
12 | Vampire |
You can use the treasure value given or roll on the New Monster Treasure table below.
Lairs | Treasure | PV | |
---|---|---|---|
1 | 4 Orcs | 30 Gold | 4 |
2 | 2 Orcs, 4 Goblins | 40 Gold | 4 |
3 | 3 Orcs, 4 Goblins | 40 Gold | 5 |
4 | 3 Orcs, 2 Goblins, 2 Goblin Archers | 50 Gold | 5 |
5 | 1 Orc Champion, 4 Orcs | 40 Gold | 6 |
6 | 2 Orc Champions, 4 Goblins | 50 Gold | 6 |
7 | 6 Orcs | 60 Gold | 6 |
8 | 3 Orc Champions | 70 Gold | 6 |
9 | 4 Orc Champions* | 60 Gold | 8 |
10 | 2 Orc Champions, 4 Orcs* | 80 Gold | 8 |
11 | 8 Orcs* | 100 Gold | 8 |
12 | 1 Orc Warlord, 4 Orcs* | 100 Gold | 10 |
Quest Rooms | Treasure | PV | |
---|---|---|---|
1 | 1 Orc Warlord, 4 Orcs | 80 Gold | 10 |
2 | 1 Orc Warlord, 2 Orc Champions | 100 Gold | 10 |
3 | 1 Orc Warlord, 1 Orc Champion, 3 Goblins | 120 Gold | 10 |
4 | 4 Orc Champions, 4 Orcs | 100 Gold | 12 |
5 | 1 Ogre, 4 Orcs | 120 Gold | 12 |
6 | 1 Ogre, 1 Orc Champion, 2 Orcs | 140 Gold | 12 |
7 | 3 Orc Champions, 6 Orcs | 150 Gold | 12 |
8 | 1 Orc Warlord, 4 Orc Champions | 120 Gold | 14 |
9 | 1 Orc Warlord, 2 Orc Champions, 4 Orcs* | 120 Gold | 14 |
10 | 1 Orc Warchief, 6 Orcs* | 150 Gold | 14 |
11 | 1 Orc Warchief, 2 Orc Champions, 2 Orcs* | 160 Gold | 14 |
12 | 1 Orc Warchief, 8 Orcs* | 180 Gold | 16 |
Wandering Monsters | Treasure | PV | |
---|---|---|---|
1–2 | 2 Orcs | 10 Gold | 2 |
3–4 | 1 Orc, 2 Goblin Archers | 20 Gold | 2 |
5–6 | 2 Orcs, 2 Goblins | 20 Gold | 3 |
7–8 | 2 Orcs, 2 Goblin Archers | 30 Gold | 3 |
9 | 2 Orcs, 4 Goblins | 30 Gold | 4 |
10 | 1 Orc Champion, 1 Orc, 2 Goblins | 40 Gold | 4 |
11 | 1 Orc Champion, 1 Orc, 4 Goblins | 40 Gold | 5 |
12 | 2 Orc Champions, 2 Orcs | 50 Gold | 6 |
Specialist Monster1 D12 | |
---|---|
1–7 | None |
8 | Orc Warlord |
9 | Orc Warchief |
10 | Ogre |
11 | Troll |
12 | Ogre Chieftain |
You can use the treasure value given or roll on the New Monster Treasure table below.
Lairs | Treasure | PV | |
---|---|---|---|
1 | 1 Chaos Warrior | 20 Gold | 4 |
2 | 2 Beastmen | 30 Gold | 4 |
3 | 1 Chaos Warrior, 1 Orc | 40 Gold | 4 |
4 | 1 Chaos Warrior, 1 Beastman | 40 Gold | 5 |
5 | 1 Chaos Warrior, 1 Beastmen | 50 Gold | 5 |
6 | 1 Chaos Warrior, 1 Beastman Sentry | 40 Gold | 6 |
7 | 1 Chaos Warrior, 2 Orcs | 50 Gold | 6 |
8 | 1 Chaos Warrior, 2 Orc Champions | 60 Gold | 6 |
9 | 1 Chaos Champion* | 60 Gold | 8 |
10 | 2 Chaos Warriors* | 80 Gold | 8 |
11 | 1 Chaos Warrior, 4 Orcs* | 100 Gold | 8 |
12 | 1 Chaos Champion, 1 Beastman* | 100 Gold | 10 |
Quest Rooms | Treasure | PV | |
---|---|---|---|
1 | 2 Chaos Warriors, 1 Beastman | 80 Gold | 10 |
2 | 1 Chaos Warrior, 3 Beastmen | 100 Gold | 10 |
3 | 1 Chaos Champion, 1 Beastman | 120 Gold | 10 |
4 | 1 Chaos Champion, 1 Chaos Warrior | 100 Gold | 12 |
5 | 3 Chaos Warriors | 120 Gold | 12 |
6 | 2 Chaos Warriors, 2 Beastmen | 120 Gold | 12 |
7 | 2 Chaos Warriors, 4 Orcs | 140 Gold | 12 |
8 | 1 Chaos Champion, 3 Beastmen | 100 Gold | 14 |
9 | 2 Chaos Warriors, 3 Beastmen* | 120 Gold | 14 |
10 | 3 Chaos Warriors, 1 Beastman* | 140 Gold | 14 |
11 | 1 Chaos Champion, 1 Chaos Warrior, 1 Beastman* | 160 Gold | 14 |
12 | 4 Chaos Warriors* | 160 Gold | 16 |
Wandering Monsters | Treasure | PV | |
---|---|---|---|
1–2 | 1 Beastman | 10 Gold | 2 |
3–4 | 1 Beastman Sentry | 20 Gold | 2 |
5–6 | 3 Orcs | 20 Gold | 3 |
7–8 | 1 Orc Champion, 1 Orc | 30 Gold | 3 |
9 | 1 Chaos Warrior | 30 Gold | 4 |
10 | 2 Beastmen | 30 Gold | 4 |
11 | 1 Chaos Warrior, 1 Orc | 40 Gold | 5 |
12 | 1 Chaos Warrior, 1 Beastman Sentry | 50 Gold | 6 |
Specialist Monster1 D12 | |
---|---|
1–7 | None |
8 | Chaos Champion |
9 | Chaos Champion |
10 | Chaos Sorcerer |
11 | Chaos Sorcerer |
12 | Chaos Sorcerer |
You can use the treasure value given or roll on the New Monster Treasure table below.
Lairs | Treasure | PV | |
---|---|---|---|
1 | 2 Beastmen | 30 Gold | 4 |
2 | 2 Beastmen Sentries | 40 Gold | 4 |
3 | 1 Beastman Champion, 1 Orc | 40 Gold | 5 |
4 | 1 Beastman Champion, 2 Goblins | 50 Gold | 5 |
5 | 1 Beastman Champion, 2 Beastmen | 40 Gold | 6 |
6 | 1 Beastman Champion, 1 Beastman Sentry | 50 Gold | 6 |
7 | 3 Beastmen | 60 Gold | 6 |
8 | 2 Beastmen, 2 Orcs | 70 Gold | 6 |
9 | 1 Beastman Warlord, 1 Beastman* | 60 Gold | 8 |
10 | 1 Beastman Warlord, 2 Orcs* | 70 Gold | 8 |
11 | 4 Beastmen* | 80 Gold | 8 |
12 | 1 Beastman Warlord, 2 Beastmen* | 100 Gold | 10 |
Quest Rooms | Treasure | PV | |
---|---|---|---|
1 | 5 Beastmen | 80 Gold | 10 |
2 | 2 Beastmen Champions, 1 Beastman | 100 Gold | 10 |
3 | 1 Beastman Warlord, 2 Beastmen | 120 Gold | 10 |
4 | 6 Beastmen | 90 Gold | 12 |
5 | 1 Beastman Warlord, 3 Beastmen | 100 Gold | 12 |
6 | 3 Beastmen Champion | 120 Gold | 12 |
7 | 2 Beastmen Warlords | 140 Gold | 12 |
8 | 7 Beastmen | 120 Gold | 14 |
9 | 1 Beastman Warlord, 4 Beastmen* | 140 Gold | 14 |
10 | 1 Beastman Warlord, 2 Beastmen Champions* | 150 Gold | 14 |
11 | 2 Beastmen Champions, 3 Beastmen* | 160 Gold | 14 |
12 | 2 Beastmen Warlords, 2 Beastmen* | 160 Gold | 16 |
Wandering Monsters | Treasure | PV | |
---|---|---|---|
1–2 | 1 Beastman | 10 Gold | 2 |
3–4 | 1 Beastman Sentry | 20 Gold | 2 |
5–6 | 1 Beastman, 1 Orc | 20 Gold | 3 |
7–8 | 1 Beastman, 2 Goblins | 30 Gold | 3 |
9 | 2 Beastmen | 30 Gold | 4 |
10 | 1 Beastman Champion | 40 Gold | 4 |
11 | 2 Beastmen, 1 Orc | 40 Gold | 5 |
12 | 3 Beastmen | 50 Gold | 6 |
Specialist Monster1 D12 | |
---|---|
1–7 | None |
8 | Beastman Warlord |
9 | Beastman Warlord with Potion of Healing |
10 | Beastman Warlord with +1DD Sword |
11 | Beastman Warlord with Potion of Prowess (+1 WS, BS and Sp for 3 combat / exploration turns) |
12 | 2 Beastmen Warlords |
You can use the treasure value given or roll on the New Monster Treasure table below.
Lairs | Treasure | PV | |
---|---|---|---|
1 | 2 Beastmen | 30 Gold | 4 |
2 | 3 Orcs, 2 Goblins | 40 Gold | 4 |
3 | 2 Skaven Champions, 1 Skaven Warrior | 40 Gold | 5 |
4 | 1 Beastman Champion, 2 Goblins | 50 Gold | 5 |
5 | 1 Chaos Champion, 2 Chaos Thugs | 50 Gold | 6 |
6 | 3 Skeletons | 50 Gold | 6 |
7 | 3 Beastmen | 60 Gold | 6 |
8 | 3 Skaven Gutter Runners | 60 Gold | 6 |
9 | 4 Ghouls* | 60 Gold | 8 |
10 | 1 Ogre* | 80 Gold | 8 |
11 | 1 Wight* | 100 Gold | 8 |
12 | 1 Ogre Chieftain* | 100 Gold | 10 |
Quest Rooms | Treasure | PV | |
---|---|---|---|
1 | 1 Ogre Chieftain | 80 Gold | 10 |
2 | 1 Wight, 2 Zombies | 100 Gold | 10 |
3 | 1 Beastman Warlord, 2 Beastmen | 120 Gold | 10 |
4 | 1 Daemonette | 90 Gold | 12 |
5 | 1 Bloodthirster | 100 Gold | 12 |
6 | 1 Skaven Warlord, 3 Skaven Champions | 120 Gold | 12 |
7 | 1 Liche | 140 Gold | 12 |
8 | 1 Vampire | 100 Gold | 14 |
9 | 1 Minotaur Lord, 3 Orcs* | 120 Gold | 14 |
10 | 2 Chaos Champions* | 150 Gold | 16 |
11 | 1 Mummy, 3 Ghouls* | 180 Gold | 16 |
12 | Greater Daemon of Tzeentch* | 200 Gold | 20 |
Wandering Monsters | Treasure | PV | |
---|---|---|---|
1–2 | 1 Beastman | 10 Gold | 2 |
3–4 | 2 Goblins, 2 Goblin Archers | 20 Gold | 2 |
5–6 | 3 Zombies | 10 Gold | 3 |
7–8 | 3 Skaven Warriors | 20 Gold | 3 |
9 | 2 Skeletons | 20 Gold | 4 |
10 | 2 Ghouls | 20 Gold | 4 |
11 | 2 Skaven Night Runner, 2 Skaven Warriors | 50 Gold | 5 |
12 | 3 Orc Champions | 60 Gold | 6 |
Specialist Monster1 D12 | |
---|---|
1–7 | None |
8 | Vampire |
9 | Chaos Sorcerer |
10 | Minotaur Lord |
11 | Chaos Lord |
12 | Daemonette |
Click button to open the sheet. Bonuses and penalties for armour and shields are included in all characteristics. If you prefer to have printed sheets you should use these great Monster Reference Sheets (PDF) done by Dieter de Geyter.
Alt + click for multi select
If you like you can use the loot table Terror in the Dark and roll for loot or just take the default value in the highlighted column. Otherwise you have to take the loot from the matrices above.
Skaven Treasure | 1–4 | 5–8 | 9–11 | 12 |
---|---|---|---|---|
Skaven Warrior | 5 | 10 | 15 | 20 |
Skaven Champion | 10 | 20 | 30 | 40 |
Skaven Gutter Runner | 10 | 20 | 25 | 35 |
Skaven Poisoned Globadier | 15 | 30 | 50 | 60 + Item |
Skaven Sentry | 10 | 20 | 30 | 40 + Item |
Skaven Warlord | 40 | 60 | 80 + Item | 100 + Item |
Skaven Night Runner | 10 | 30 | 40 | 50 + Item |
Skaven Jezzailachies Team | 40 | 60 | 80 | 100 |
Skaven Warpfire Team | 80 | 100 | 120 + Item | 150 + Item |
White Skaven Wizard | 60 | 100 + Item | 110 + Item | 120 + Item |
Skaven Plague Monk | 30 | 60 | 80 + Item | 100 + Item |
Clan Eshin Assassin | 50 | 80 | 120 + Item | 150 + Item |
Clan Skyre Warpweaver | 40 | 60 | 80 | 80 + Item |
Plague Censer Bearer | 40 | 60 | 80 | 90 + Item |
Clan Mors Warlord | 70 | 100 | 120 + Item | 150 + Item |
Orcs Treasure | 1–4 | 5–8 | 9–11 | 12 |
---|---|---|---|---|
Goblin | - | 5 | 5 | 10 |
Goblin Archer | - | 5 | 5 | 15 |
Orc Warlord | 50 | 60 | 80 + Item | 120 + Item |
Orc Warchief | 50 | 80 | 100 + Item | 120 + Item |
Orc Champion | 10 | 20 | 25 | 30 + Item |
Orc | 5 | 10 | 15 | 20 |
Chaos Treasure | 1–4 | 5–8 | 9–11 | 12 |
---|---|---|---|---|
Chaos Thug | - | 10 | 20 | 30 |
Chaos Champion | 50 | 80 | 80 + Item | 100 + Item |
Chaos Warrior | 30 | 40 | 50 | 60 + Item |
Chaos Lord | 90 | 120 | 150 + Item | 180 + Item |
Chaos Sorcerer | 80 | 100 + Item | 140 + Item | 170 + Item |
Greater Demon | 150 | 200 | 250 | 300 |
Demonette | 90 | 120 | 150 | 200 |
Bloodthirster | 100 | 120 | 150 | 200 |
Minotaur Lord | 80 | 110 | 140 + Item | 170 + Item |
Minotaur | 60 | 90 | 120 + Item | 150 + Item |
Ogre / Troll / Fimir Treasure | 1–4 | 5–8 | 9–11 | 12 |
---|---|---|---|---|
Ogre Chieftain | 70 | 100 | 120 + Item | 150 + Item |
Ogre | 50 | 80 | 100 | 120 + Item |
Troll | 60 | 90 | 120 + Item | 150 + Item |
Fimir | 50 | 70 | 100 + Item | 120 + Item |
Undead Treasure | 1–4 | 5–8 | 9–11 | 12 |
---|---|---|---|---|
Undead Champion | 40 | 60 | 70 | 90 + Item |
Zombie | - | 10 | 10 | 20 |
Skeleton | 10 | 10 | 10 | 20 |
Mummy | - | 20 | 40 | 100 |
Ghoul | 10 | 20 | 25 | 30 |
Wight | 60 | 80 + Item | 100 + Item | 120 + Item |
Liche | 90 | 120 + Item | 150 + Item | 200 + Item |
Vampire | 100 | 140 + Item | 170 + Item | 200 + Item |
Beastmen Treasure | 1–4 | 5–8 | 9–11 | 12 |
---|---|---|---|---|
Beastman | 10 | 20 | 25 | 30 |
Beastman Sentry | 10 | 20 | 30 | 40 |
Beastman Champion | 20 | 40 | 60 | 60 + Item |
Beastman Warlord | 50 | 80 | 100 | 120 + Item |
Monster Items 1 D12 | |
---|---|
1 | Amulet of Courage |
2 | Ring of Speed +1 |
3–4 | Healing Potion |
5 | Potion of Prowess |
6 | Amulet of Protection |
7 | Scroll with 2 Spells (roll) |
8 | Magic Shield "Arrow Catcher" |
9–10 | Magic Ring of Protection +1 |
11 | Magic Sword +1 WS |
12 | Regeneration Potion |
Taken from page 40
A berserker may choose to go berserk at the start of any combat phase and finishes when every enemy in sight is killed.
Recovers 1 lost Wound at the beginning of each GM phase of every combat turn.
When rolling Damage Dice results ≥ T only count when you rolled at least one natural 12.
This does not apply to damage rolled as the result of a free attack or any attack made with a magical weapon.
Makes 2 hand-to-hand attacks. 2 separate DD entries show how many DD are to be rolled whenever the 1st or 2nd attack hits.
The target has to pass a Toughness test if hit. If it rolls ≥ it's Toughness, it is diseased. Every time the victim embarks on a expedition Str and T get reduced by 1. When one of these attributes reaches 0, the victim dies.
Disease may be cured between expeditions at the Healer for 100 gold.
Monsters that fly ignore Death Zones when they move.
Standing in a Fearsome Monsters DZ at the start of any combat phase the character has to make a Bravery test. If rolled ≥ Br the character may not move (unless he/she is running) or attack.
Fearsome Monsters don't affect other Fearsome Monster.
Each Expedition ends when you leave a dungeon. Note down your total amount of expeditions each time. The Quest for the Lichemaster campaign uses 'Between Adventures' with special rules (page 61).
(except Character Monsters counters)
Recover all lost W and FP. Increase FP if a Quest Treasure was recovered during the expedition. The number depends on how many expeditions each Hero needed for that quest.
Heroes and Henchmen recover any FP and W lost or spent during the expedition.
Increase FP if a Quest Treasure was recovered during the expedition. The number depends on how many expeditions each Hero needed for that quest.
Number of Expeditions Heroes have made to the dungeon | |||
1 | 2–3 | ≥ 4 | |
Fate Points | +2 | +1 | 0 |
Gold must be divided equally, and may be spend or loaned or gifted to others afterwards.
Other treasures my be allocated as as the players see fit.
This has priority to al other transactions. If you can not afford to pay, record the amount as debts and pay them off as soon as you can. Unpaid Henchmen will leave.
Heroes can only carry 250 gold with them. So they need to store it either on their lodging (for free) or bank it. Money on the lodge of a dead Hero can be shared among the others, if banked they can only access it if the Hero made a will. A will can name one or more companions.
Cost of Living | 10 Gold plus 5 Gold per Fate Point |
Man-at-Arms | 35 Gold |
Sergeant | 75 Gold |
Fee to Moneylender | 5 Gold |
To make or alter will | 25 Gold |
To transfer money in accordance with a will | 20 Gold |
Random Events 2 D12 | |
---|---|
2–4 | No event |
5 | Illness A random Hero misses the next expedition or pays 100 gold to a healer. |
6 | Injury A random Hero loses 3 DD Wounds rolled against starting Toughness. |
7 | Trouble with the law Any Hero that carries Greek Fire is fined by 30 gold per flask. |
8 | Gratitude The group receives 50 gold from the locals. |
9 | Tithe Pay 10% (rounded up) of all money banked with a moneylender. |
10 | Replace weapons A random Hero's most expansive non-magical weapon is damaged and has to be payed to replace it. |
11 | Robbery! All money left in lodgings is stolen. |
12–13 | No event |
14 | Pickpocket A random Hero loses 25% (rounded down) of the money carried. |
15 | Henchmen Retires A random Henchmen takes his pay and retires. |
16 | Man-at-Arms A Man-at-Arms offers his service to a random Hero for free for one expedition. |
17 | Jealous ruler A random Hero has to gift a random magic item to the ruler. |
18 | Preparedness The GM starts the next expedition with 2 Dungeon Counters. |
19 | Risk money All employed Henchmen demand a risk bonus equal to their pay for every Henchmen that has died on the last expedition. You must pay this or lose them. |
20 | It doesn't pay to be famous From now on, all cost of living expenses are doubled. |
21 | Map for sale The GM offers a treasure map for 400 gold. |
22–24 | No event |
Spend remaining gold on equipment, spells, spell components and training.
Training | |
---|---|
Increase attribute by 1 point | 200 Gold |
Increase Fate Points by 1 point | 1000 Gold |
Armour | |
---|---|
Shield | 10 Gold |
Leather armour | 25 Gold |
Chain armour | 50 Gold |
Plate armour | 200 Gold |
Mithril armour | 400 Gold |
Weapons | |
---|---|
Dagger, Spear | 10 Gold |
Sword, Axe, Warhammer | 25 Gold |
Two-handed Sword, Two-handed Axe, Halberd | 50 Gold |
Short Bow & 6 Arrows | 20 Gold |
Bow & 6 Arrows | 25 Gold |
Long Bow & 6 Arrows | 50 Gold |
6 Arrows | 10 Gold |
Crossbow & 6 Bolts | 40 Gold |
6 Bolts | 10 Gold |
Equipment | |
---|---|
10" Rope | 5 Gold |
10 Iron Spikes | 10 Gold |
Greek Fire | 25 Gold |
Rat Poison | 25 Gold |
Screech Bug | 25 Gold |
Bright Wizard Spells | |
---|---|
Courage | 100 Gold |
Flaming Hand of Destruction | 175 Gold |
Flight! | 100 Gold |
Inferno of Doom | 200 Gold |
Power of the Phoenix | 200 Gold |
Still Air | 150 Gold |
Swift Wind | 150 Gold |
The Bright Key | 25 Gold |
Spell Component | 25 Gold |
Light Wizard Spells (Terror in the Dark) | |
---|---|
Escape | 100 Gold |
Restore Life | 200 Gold |
Regeneration | 150 Gold |
Remove Venom | 100 Gold |
Dagger of Banishment | 250 Gold |
Light of Learning | 200 Gold |
Sleep of Ages | 175 Gold |
Banish Fear | 100 Gold |
Healer | |
---|---|
Remove Disease | 100 Gold |
Restore Lost Limb | 500 Gold |
Resurrect Dead Hero (need body) | 1000 Gold |
Healing Potion | 50 Gold |
Equipment can not be sold (Terror in the Dark, page 54).
If a Hero was able to increase FP for completing a quest, the Hero is allowed to hire a new Henchman for free.
Regardless of earned FP a Hero can hire one or more Men-at-Arms for 50 gold or Sergeants for 100 gold each.
It is possible to swap 2 Men-at-Arms for 1 Sergeant.
Once hired, Henchmen must be paid by the hero (see 'Cost of Living' above) or they leave.
Terror in the Dark changes:
Men-at-Arms are armed with Halberds and cannot be trained. Sergeants will only serve a Hero who has gained at least 1 Fate Point through completing Quests. It is no longer possible to "swap" Men-at-Arms / Sergeants.
WS | BS | S | T | Sp | Br | Int | FP | W |
---|---|---|---|---|---|---|---|---|
7 | 6 | 6 | 6 | 7 | 7 | 7 | 0 | 3 |
Hand-to-Hand Combat | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Target WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | |
Hit Roll | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 10 | 10 |
Sword, Leather Armour‚ Shield – change Start attributes accordingly in the 'Current' column.
WS | BS | S | T | Sp | Br | Int | FP | W |
---|---|---|---|---|---|---|---|---|
8 | 7 | 6 | 7 | 8 | 7 | 7 | 1 | 3 |
Hand-to-Hand Combat | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Target WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | |
Hit Roll | 2 | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 10 |
Sword, Chainmail‚ Shield – change Start attributes accordingly in the 'Current' column.
If you return to a previously entered dungeon, you may start on any stairs that lead out of the dungeon.
If any hero died you can start a new one from scratch.
Under construction
Create your party:
You start only with the items your Heroes have in their possession.
Once these preparations are complete you are ready to embark to your expedition.
I recommend to use the (slightly modified) campaign book by Dieter De Geyter featuring all official campaigns in one document: Book of Adventures.
Place 1 Staircase connected to 2 Corridor Sections and 1 T-Junction on the table and place the Heroes on the staircase. All dungeons start like this.
Each Hero may perform an action (see Hero Player Phase below), when you enter the junction the Exploration phase starts.
The rulebook suggests that one player is the group leader who decides what to do if the others can't agree (optional) and one does the mapping, which will become important when you drop loot or run out of tiles and doors.
Opening a door or treasure chest does not count as an action but ends the Hero Phase and starts Exploration.
The GM may play Traps Dungeon Counter if a Hero opens a chest or enters an untrod square in a passage.
If you enter an unexplored area the Exploration Phase starts.
Roll a D12:
Starts as soon as Monster enter the table. Start with the Surprise Roll, then Hero Phase and then the GM Phase until all Monsters are slayed or the Heroes escaped. To escape all Heroes need to be out of the LoS at the end of the GM Phase. If the LoS was blocked by closing a door there will be one more combat turn. If the Heroes kill all Monsters, they may loot their bodies according to the Monsters table.
The GM may play an Ambush DC.
GM and 1 Hero rolls a D12; the higher roll wins
An Elven/Sentry adds +1 to the roll if they are in LoS. The winner may place the monsters as wanted, the other one may move them 1 square afterwards.
if the Monsters are surprised, they may be moved one square.
Choose an adjacent target. You can't attack diagonally, except with certain long reach weapons.
See 'Target WPN Skill' on your character sheet and determine your required 'Hit Roll'.
If the Hit Roll was successful roll as many D12 Dam. Dice as your weapon allows. Every dice ≥ T of the enemy inflicts a Wound.
Not possible while standing in a Death Zone. Target has to be in Line of Sight.
See 'Range' on your character sheet and determine your required 'Hit Roll'. Range may not be counted diagonally.
Collect arrows: in the End-Phase you may roll for every projectile fired: ≥ 10 arrow retrieved, ≥7 every other projectile.
Roll a D12; if it's a 1 roll for Wandering Monsters. All Monsters perform a move & attack in this round.
Upon victory or defeat.
Move as many squares as defined by the Heroes/Monsters Speed attribute (not diagonally, not through another model).
Run: Move equal to the Speed value + D12 (1 = you stumble and may not move extra squares). You may not open or close doors while running
If you enter a Death Zone of a monster that is not already engaged, movement stops. You may leave the DZ at the beginning of the next move.
Squares adjacent to a model (not diagonally, except for certain long reach weapons)
A model may run instead of making an attack. First move, as usual, as many squares as the number of your Speed attribute. Then add 1 D12 squares to your move. If you rolled a 1 you stumble and your move stops.
When running you cannot open/close doors.
Editors Note: Normally entering an unoccupied DZ stops movement. This is not mentioned in the running rule though.
See page 18
Monsters may pursue escaping Heroes.
To Escape all Heroes need to be out of the LoS at the end of the GM Phase. If the LoS was blocked by closing a door there will be one more combat turn.
If the Heroes escaped, the remaining monsters will return to their their place wich should be noted on the map. If the Heroes return on a later expedition, the monsters grow back to full number.
See page 18
Each part of a quest is accomplished over one or more Expeditions. It begins as soon as the Heroes are placed on the first stairway section and end when the last surviving one ascends a stairway that leads out of the dungeon.
Keep track of how many expeditions each hero has been on during a quest, as it decides how many Fate Points you will gain after a Quest Treasure was recovered (see Between Expeditions tab).
See page 35
May be played only by the Gamemaster. See page 25 in the rulebook for more.
Fate Points may not be passed. Can be used to:
See page 21
You have Line of Sight (LoS) when you can draw a straight line from the middle of the viewers square to the middle of the targets square. It may be blocked though.
If it is hard to determine if the target is in LoS, it's probably harder to hit: Treat range as if it is 4 squares greater.
See page 20
Each part of a quest is accomplished over one or more Expeditions. It begins as soon as the Heroes are placed on the first stairway section and end when the last surviving one ascends a stairway that leads out of the dungeon.
Keep track of how many expeditions each hero has been on during a quest, as it decides how many Fate Points you will gain after a Quest Treasure was recovered (see Between Expeditions tab).
See page 35
Unofficial FAQ by Drugar Oakenhammer on Boardgamegeek.com:
Unofficial FAQ part 1
Unofficial FAQ part 2 – Terror in the Dark
Wizards cannot wear any armor or weapon other than a dagger. They are the only ones though that can use Scrolls, Wands or equip a Rune Sword. Terror in the Dark also adds certain Jewels, Cloaks, Robes and more Rune Swords for the Wizard.
When you start a new game pick 4 spells from the Spell Book (see Magic tab) and enough spell components for 4 spells.
A spellcaster may cast 1 spell per combat or exploration turn. Components are required to cast a spell and instantly consumed once the spell is cast. Components may be bought between Expeditions.
If the spell requires 1 component, the wizard can move and cast a spell, if it requires 2 components though, the wizard can only cast.
Once required roll a dice: D12 ≤ Int = success. If failed a Fate Point may be used to convert the result into success.
Fluff text mostly removed to gain quick access to the spell's effects.
Wizards cannot wear any armor or weapon other than a dagger. They are the only ones though that can use Scrolls, Wands or equip a Rune Sword. Terror in the Dark also adds certain Jewels, Cloaks, Robes and more Rune Swords for the Wizard.
When you start a new game pick 4 spells from the Spell Book (see Magic tab) and enough spell components for 4 spells.
A spellcaster may cast 1 spell per combat or exploration turn. Components are required to cast a spell and instantly consumed once the spell is cast. Components may be bought between Expeditions.
If the spell requires 1 component, the wizard can move and cast a spell, if it requires 2 components though, the wizard can only cast.
Once required roll a dice: D12 ≤ Int = success. If failed a Fate Point may be used to convert the result into success.
You need to choose if you want to play a Bright Wizard or Light Wizard (added by the Terror in the Dark expansion). You are not allowed to mix these spells.
A model in the casters Death Zone gains +1 T until the next exploration turn.
Component: Red Dragon DustPick an unexplored section (i.e. behind a junction or a door) and generate it by rolling the tables. If the Heroes enter an area with monsters that have been spied upon add +3 to the leaders surprise roll.
Component: Silver KeyPlace the fireball template anywhere within 12 squares and in LoS of the caster. Friend and foe under the template are automatically hit by 5 Damage Dice.
Component: Fire DustHeals all wounds of a character in the caster's Death Zone, himself included. There must be no model other than the wounded comrade in the casters Death Zone.
Component: Phoenix Feather* If you choose a Bright Wizard you already know the first 4 spells above at the start of the game. The following spells may be bought between expeditions:
The Wizard places a door in any wall of the section in which he stands. If it leads into an unexplored part roll a dice when you open it, if you roll < 4 there is just solid wall.
Component: Silver KeyIn any following combat turn if the wizard hits a target in combat, it loses 1 D12 Wounds. Ends when the Exploration turn begins.
Component: Red Dragon DustThe caster makes a target in LoS flee and have it run in any direction he chooses.
Component: Red Dragon DustThe caster and ½ D12 (round up) other characters may be moved either up to 18 squares (exploration) or double their Speed (combat).
Component: Fire DustThe caster may resurrect a dead character. The spell can only be cast in the turn after the character was killed. You need to pass an Intelligence test to return the character at full strength, if it fails the soul of the dead person is cast into oblivion.
Components: Phoenix Feather, Dragon TeethFor 1 turn no monster in the dungeon section selected by the caster may move or attack. The section needs to be in LoS.
Component: Phoenix FeatherPlace the fireball template anywhere within 12 squares and in LoS of the caster. Friend and foe under the template are automatically hit by 7 DD. Intelligence Test necessary, if failed roll only 5 DD.
Components: Fire Dust, Dragon ToothThe Wizard or any model in the DZ gets 12 Bravery until the next exploration turn.
Component: Silver KeyYou need to choose if you want to play a Bright Wizard or Light Wizard (added by the Terror in the Dark expansion). You are not allowed to mix these spells.
Heals all wounds of a character in the caster's Death Zone, himself included. There must be no enemy in the caster's and the wounded character's Death Zones.
Component: Silver HandA model in the caster's Death Zone gains +1 Str and +1 WS until the next exploration turn.
Component: Powdered bones of a Large MonsterThe caster gains +1 T (+2 T against Undead and Daemons) until the next exploration turn.
Component: Cloth of GoldAll enemy models on the caster's tile suffer –1 to Hit Rolls until the next exploration turn.
Components: A Glass Prism, Grave Dust* If you choose a Light Wizard you already know the first 4 spells above at the start of the game. The following spells may be bought between expeditions:
All Heroes escape from an encounter and cannot be pursued (see How to Play tab > Further Mechanics > Pursuit)
Component: A Lizard's TailThe caster may resurrect a dead character. The spell can only be cast after the combat where the victim was killed and before the Wizard does anything else (or right after a deadly trap, etc.).
You need to pass an Intelligence test to return the character at full strength.
Component: Fossil LeafThe target recovers 1 lost Wound at the beginning of each GM phase of every combat turn until the next exploration turn.
Component: Troll Bone MarrowAll poison on the casters tile is instantly rendered harmless. This applies for poisoned weapons, discovered/
One Undead or Daemon within 8 squares in LoS is instantly killed. Lesser and greater Daemons suffer as many DD equal to their Toughness. Lesser Daemons may be also instantly killed if the caster passes an Intelligence test.
Component: Miniature Silver DaggerA target in LoS falls asleep until woken by an attack or an adjacent comrade which needs to spend 1 combat turn. Attacks against a sleeping target get a +4 Hit Roll bonus, +2 DD and +2 to the roll of each DD.
Component: A Piece of Duck DownForces the GM to reveal what may be seen behind a door: room/passage, monsters, chests, magic circles, etc. But not what can't bee seen, i.e. concealed traps.
Component: A lit LampAll friendly models in the casters DZ become immune to fear (effects of Fearsome Monster or spells causing fear like Flight!) until the next exploration turn.
Component: The Heart of a LionThe Sorcerer has components for 1 Choke, 1 Flaming Skull of Terror and 2 Fireballs.
He also carries a Ring of Magic Protection. If he can roll under his Intelligence when a spell is cast on him, the spell fails, others around him will suffer the effect though.
Select a target in LoS. The Target may only stagger 1 square for the next 3 turns. Unless the caster has been killed until then, the victim dies at the end of the third turn from asphyxiation.
Component: Vial of Swamp GasPlace the fireball template anywhere within 12 squares and in LoS of the caster. Friend and foe under the template are automatically hit by 5 Damage Dice.
Component: Pinch of WarpstoneThe caster is treated like a Fearsome Monster until the next exploration turn.
Component: Silver Daemon StatueLiches can cast Strengthen Undead and Flesh Flaying.
Liches can also hypnotize an enemy in it's DZ. The victim has to pass a Bravery test or it is paralyzed and unable to do anything. If the Liche engaged the victim in hand-to-hand combat, it gains +2 on all hit rolls against the victim.
All undead (including the caster) on the casters tile gain +1 Str, +1 T and +1DD for 1 combat turn. The spell sustains each round the caster succeeds an Intelligence test.
Component: A Handful of Grave DustA target in LoS loses 1 Wound and 1 Str. This happens every turn afterwards in which the victim fails an Intelligence test. If one attribute reaches 0 the victim dies.
Component: A Sharp-bladed Miniature Dagger© 2024 janis-bauer.de.
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WS = Weapon Skill
BS = Bow Skill
S = Strenght
T = Toughness
Sp = Speed
Br = Bravery
Int = Intelligence
W = Wounds
FP = Fate Points
DD = Damage Dice
DZ = Death Zone
DC = Dungeon Counter
GM = Game Master