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 1 D12/2 (rounded up), at 10/12 roll again. Monsters not affected by the room effects. Under construction.
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 |
9–10 | Treasure chests are empty and trapped ◘ |
11–12 | All Monster have +1 T |
2: Quest Room: "Wizard's Study" 1 D12 | |
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1–2 | |
3–4 | |
5–6 | |
7–8 | |
9–10 | |
11–12 |
3: Quest Room: "Mosaic Room" 1 D12 | |
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1–2 | |
3–4 | |
5–6 | |
7–8 | |
9–10 | |
11–12 |
4: Quest Room "Fire Cave" 1 D12 | |
---|---|
1–2 | |
3–4 | |
5–6 | |
7–8 | |
9–10 | |
11–12 |
5: Quest Room "Big Cave" 1 D12 | |
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1–2 | |
3–4 | |
5–6 | |
7–8 | |
9–10 | |
11–12 |
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.
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 |
---|
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 |
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 | |
---|---|---|---|
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 | ||
---|---|---|
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 | |
---|---|
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 | |
---|---|---|---|---|
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 | |
---|---|
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 | |
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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 | |
---|---|
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 | |
---|---|---|---|
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 | |
---|---|
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. |
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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. |
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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. |
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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 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.
I will try to implement a possibility to change and save your custom matrices. Suggestions welcome.
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 |
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 |
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 Champions* | 160 Gold |
Skaven Specialists 1 D12 | |
---|---|
1–7 | None |
8 | 1 Nightrunner |
9 | 2 Gutter runner |
10 | 1 Poisoned Wind Globadier |
11 | 1 Warfire Thrower Team |
12 | 1 Jezzail Team |
Enhanced Shattered Amulet matrices that came with the Terror in the Dark expansion. You may use the treasure column or use the 'New Monster Treasure' table (Terror in the Dark, page 17) below.
Wandering Monsters | Treasure | PV | |
---|---|---|---|
1–2 | 2 Warriors | 10 Gold | 4 |
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, 1 Warrior | 40 Gold | 5 |
12 | 2 Warriors, 2 Champions | 50 Gold | 6 |
Lairs | Treasure | PV | |
---|---|---|---|
1 | 4 Warriors | 30 Gold | 4 |
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 | Treasure | PV | |
---|---|---|---|
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 Champions* | 160 Gold |
Skaven Specialists 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 |
If you like to add the new rules of Terror in the Dark, you can use this new loot table and roll for loot or just take the bold value in the highlighted column. Otherwise you have to take the loot from the matrices above.
Monster | 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 |
Palgue Censer Bearer | 40 | 60 | 80 | 90 + Item |
Clan Mors Warlord | 70 | 100 | 120 + Item | 150 + Item |
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 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 | 8ß | 110 | 140 + Item | 170 + Item |
Minotaur | 60 | 90 | 120 + Item | 150 + Item |
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 Champion | 40 | 60 | 70 | 90 + Item |
Zombie | - | 10 | 10 | 20 |
Skeleton | 10 | 10 | 10 | 20 |
Mummy | - | 20 | 40 | 100 |
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 |
Each Expedition ends when you leave a dungeon. Note down your total amount of expeditions each time. Under construction
(except Character Monsters counters)
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 |
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.
Cost Table | |
---|---|
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 |
... |
Work in progress...
Work in progress...
Under construction
Place a Staircase connected to 2 Corridor Sections and a T-Junction on the table and place the Heroes on the staircase in order to start playing. Each Hero may perform an action, if you enter the junction the Exploration phase starts and so on.
Starts as soon as Monster enter the table. Ends when 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.
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.
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'.
See 'Dam. Dice' on your character sheet if your Hit Roll was successful. Roll as many D6 - every dice ≥ T of the enemy inflicts a Wound.
Not possible while standing in one's Death Zone. Target has to be in the Heroes LoS.
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.
Move equal to the Heroes/Monsters Speed value (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, movement stops
Squares adjacent to a model (not diagonally, except for certain long reach weapons)
May be played only by the Gamemaster. See page 25 in the rulebook for more.
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..
Fate Points may not be passed. Can be used to:
A Henchman or Monster is killed when Wounds score 0 or below. Heroes are merely K.O. when the wounds score 0 and die when it falls any lower – When KO place the model on it's side. It is unable to act but can defend with a WS 1 if attacked. An adjacent Hero can drag the vicim 3 squares instead of moving normally. A KO'd Hero can be healed by a Heal Spell or with a Healing Potion given by any Hero or Henchman adjacent - as long as neither character is in an opponents Death Zone. It can be also carried in the Exploration Phase for 6 squares per turn.
See page 21
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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