Professional Documents
Culture Documents
Dungeon Lairs are produced to the same scale and lb give you an idea of the possibilities of Dungeon Lairs, we have laid
the same high
standards as Games W::>r kshop's highly successful Dungeon Rooms, on a tour. You can use the following descriptions in your own games,
Dungeon F loor Plans and Caverns game aids, and are ideal for use or alter them to suit your particular needs. Complete profiles for
with any fantasy roleplayinggame. This set comprises a number ofready Warhammer Fantasy Roleplay are included, to show you the type of
made monster lairs for use in your adventures, and can be used again inhabitant you might find in each lair.
and again. Dung eon Lairs can be combined with Citadel Miniatures
to make your adventures really come to life! With that , I leave you in the capable (if wickedly clawed) h�ds of Mr.
Brathzabrul. one of our top-flight Demon real estate negouators.
' '
RAT, NORMAL
Individual
Swarm
IM
.
WSBS s
4 33 01
T w I A
1 10 10 10
Dex��t Cl �Fdl
• 89L .
Characters who fall into the effluent will have their Fel Characters moving through the tangle of roots at greater
score halved until they have the opportunity to clean than cautious speed must make an I test every round;
themsel'oeS and the!r clothing. In a particularly deep sewer, a failed test indicates that the ch�r has fallen over,
Special Rules: Night Vision, 30 yards. Their weapons Dwarfs and Halflin� run the risk of drowning· see WFRP, becoming a prone target for the rest of that roWld and
andbiteshavea 35%chance of causinglnfectedwounds. p. 74. unable to perform any action other than attempting to
some mutant Skaven have prehensile t.cils which can grasp stand.
an additional weapon. giving them 2 Attacks. 10% of All oo un ds suffered in the sewers have a 10%greaLer than
weapons are envenomed with a deleriant poison. normal chance of becoming Infected (WFRP p. 8 3) .
Moving deeper underground, we come to the first area �continue the 'damp' theme with this moss cavern. It 's
of our dungeon complex proper.� find that water-filled a lovely snug, damp environment - exactly the kind of
caves are very effective as a first line of defence - they place where you might find bugs and beetles. Again. we
do tend to make heavily-annour ed adventurers think twice. present you with ruo options - either a swarm of normal
As an added feature, we have a shelving floor to this sized beetles. or our giant ec ono my-si.zr model. depending
particular pool. so that the adventurers are able to wade on your individual requirements. And ofcourse. the �m
for a few yards before the floor drops away and they vanish will be fined out with fungi and moulds from our extensive
in a very satisfying stream of bubbles. range at no extra cost . Hmmm - I'm not sure where the
Dragon skeleton came from - probably just another
Now. I know what )OU· re thinking. What about the sman · charming touch from our design team . Still, I'm sure a
alecks with no armour and Swim skill? Naturally, we've Necromancer might find it useful, and itdoes add a certain
thought of that. The�comes complete with your choice something to the lair. SPIDER LAIR
of a small Dra�n Turtle- already housetrained, of course.
and very fond of children and Ha!Hings - or a Water GIANT BEETLE Continuing the ·creepy-crawly' theme from our last port
Elemental, to keep those maintenance costs down. Both of call. we move on to the Spider Lair - just the place for
are trained to retrieve objects from the bottom of the pool , putting a few unwelcome callers into cold storage . As you
so you can lay your hands on those magic swords and c an see, they will just hang there paralysed in the webs
other useful bits and pieces without �n gettingyour feet until the spider eatS them. The beauty of this system is
wet. Special Rules: subject to fear of fire. otherwise immune that all armour and equipment remains untouched, ready
to all psychology rules. Fly as landers. 2 Armour Points for you to collect it - and if you're quick enough. you can
DRAGON TURTLE on all locations. bite attack, with a 40% chance of causing retrieve adventurers for interrog;ition or painful death
Infected wounds. Night Vision. 20 yards. before the spider eats them, and bring them round again
M BSS TWI A with a dose of antidote.
6 33 0 4 4 17 30 2 BEEfLESWARM
GIANT SPIDER
Special Rules: causes fear in Living creatures under Ioft
tall. 2 Armour Points on the shell; head and flippers are
unarmoured. Steam breath once per hour, in a cloud 12
yards long, 8 yards wide and 8 yards high; all creatures Special Rules: subject to stupidity. otherwise immune
in the cloud suffer 106 W damage, regardless ofT and to all psychology rules. Fly as hoverers. A swarm consists Special Rules: fear fi r e, otherwise immune to all
armour, but creatures who make a ua:essful I test suffer of 10,000 insects, represented by JO models, each with psychology rules. cause fear in living creatures under IOfi
only half damage. IA and I W. Only vulnerable tofireandmagic (or wate r tall, and terror in arachnophobes. Bice attack- victims
when Hying) - all other attacks kill D6 x 10 insects; 1,000 must make a Polson test or be paralysed (see Poisons).
insects must be killed before the Swann loses J w and If a victim is bitten twice and fails both Polson tests, the
one model is remOlled. The Swarm's A score is reduced victim will die in 06 ro unds . 2 Armour Points on all
in step with its W. Use the SUdden Death Critical Hit locations.
ntble (WflU', p. 125) to determine crtical hlt results. The
Swarm is Oammable. and can move through groups of
Special Rules: see WFRP. p. 254. This is a size 5 creatures and other obstacles with no penalty. Any character moving at greater than cautious speed in
Elemental. and can split into two or more smaller this cave must make an I test every round in order to stay
Elementals whosesizesaddup toS, with profiles reduced MOULDS: Red and Yellow Mould have been described clear of the webs. A failed test indicates that the character
accordingly. For every 9 W lost, the Elemental's size is above (see Tr� Root cavern). Other moulds available has become entangled in a web. Entangled characters
reduced by I. lmnrune to normal weapons; attacks count from our extensive range are as follows: count as prone �ts and may not move or perform any
as magical, and can wound creatures which are immune action other than trying to free themselves. The web may
to normal weapons. The Elemental is able to cast one Fluorspore: releases spores if a warm-blooded creature be burnt aW'a'f (at the GM's option, the entangled character
Ughtnl.ng Boll spdl per round; it maynot cast spells while passes within 1 yard, or a naked flame passes within 5 may have to make a successful Risk test in order to awid
eng;iged in hand-to-hand combat. yards. The spore doud covers a 5 yard radius, and lasts sustaining I W point offire damage). or the entangled
for 3 rounds. Everything within the cloud becomes coated character may break free on a Succes.5ful S test; one teSt
with the spores. which glow brightly i>r a period ofseven may be attempted each round .
The water is 3 feet deep around the ed� of the pool, days, malting the victim clearly visible for a distance of
but after a distance of 2 yards the bottom drops away 1 o yards, even in pitch darkness. Spores which settle on TROLL LAIR
vertically to a deprh of 70 feet. The GM should refer to exposed tlesh embt:d themselves and develop, so thac the
the swimming and drowning rules (Wf1U' p. 7 4). Youmay victim becomes drowsy (see Poisons - Delertants) six Moving a Little up-market · but not nwch · we come to
like to improvise )Oll' own rules for armour and other metal days after exposure. losing I Tand I Sper day; if either our Troll lair. Don't be deceived by the name. as this
equipment rusting and siezing. score reaches uro. the victim dies. A character with Cure tastefully-appointed lair is suitable fur almost any largr
MAGMA PIT Potion Automatically Desir�
Rlng
Ah, now this is the highlight of the tour as fdr as I'm
Amulet As Amulet above
concerned. 1 have one of these myself. and have always Spell 25% +10% x spell lf'\d
found it most satisfactory. 1 can see that you, sir, would 35%
Protection
particularly appreciate a feature like this. Plenty of room
Wclrding 25% +10% x spell leYCI
to Ile back and stren:h your win� and kept at a constant
Multiple Spell 25% +10% x total spell
temperarure of t.en thousand degrees.
levels
Multiple warding 25,. +1o,. x total spell
For those of you who won't be using the magma pit
levels
personally, it can ofcourse beusedas part of your dwtgl!(ln
Scroll Automatically Destroyed
layout , and suitabe staffwill, as always. be provided for
a moderate additional fee. Allow me to introduce my wand
nephew, �I. Trained him myself. And of course. Onyx 25" +10,. per Magic
for those of you who are put off by the outlay involved , Point
or who have other claims upon your souls. our economy jet 35%
pac� can supply you with a Fire Elemental instead. jade 35%
I think you'll agree, there is room in every �n for v.eapon 25% +10% per ability,
a fearure like this. +5% per Rune
LF.5SER DEMON Dawnstone 45%
I�ml�I!I;l':l�I���r;;��m1�1
Special Rules: cause fear in living beings under I Oft tall.
humanoid monster, or for a group of smaller ones. Immune to !'S)l:hological effects except those caused by
Deceptively spacious. it can accomodate almost any living Greater Demons a deities. Fly as swooper, claw and bite
atacks. Subject to Instability outside the magma pit.
requirement, from Beastmen through Goblins to
Minotaurs, Ogres and Trolls. Here wt see a Troll family
FIRE ELEMENTAL
- first time buyers, I might add, sh<:Wing you just how
reasonable our rares are - settling dJwn to enjoy their
evening meal. Stay close to me as wt pass through -
stragglers have a way of ending up asdessen round here. l����I�I!l:l�l�r:i�fil��r:J1�1
Special Rules: see WFRP, p. 254. This is a size 10
TROU.
Elemental, and can split into two or more smaller
Elementalswhosesizesaddupto 10, with profiles�
M BSS TW I A
accordingly. For e\efY 9 W Jost, the Elernental's si1.e is
6 33 9 5 4 18 10 3
reduced by 1. Imnumeto nonnal�pons: attackscowtt
Special Rules: subject to stupldlty: if a stupldlty test as magical, and can wound creatures which are immune
is failed, the troll will stop and ear the nearest thing, to normal�pons. The Elemental is able to cast one Fire
regardless of what it is made ofor whether it puts up any Ball spell per ro�: it may not cast spells while engagr:d
kind ofresistance. If a Troll kills or disables an opponent,in hand-to-hand combat.
it must make a Cl rest or begin eating. If disturbed while Creatures venturinginto the magma pit are automatically
eating, it will atta:k those who have disturbed it, with destroyed, along with all non-magical equipment. Gems
its A temporarilyooubled witil it is able to resume feeding. have a 25% chance of surviving. ElheRal creatures. and
Trolls cause fear in living creatures under 1Oft tall. those whose nature protects them from high temperatures
� 1 Wpertum, even after death: whenW drops {Demons, for example) areimmune tothiseffect. Magical
to 5 or Jess. the 'Itoll cannot move or perfonn any other items dropped into the magma pit� a chance ofbeing
action until it has regenerated to 6 W. \o\bunds caused by destroyed, according to the following table:
fire or acid cannot be r�nerated. If a critical hit result
Chance of
indicates that a 'Itoll 's lower body is pierced, acid sprays
Item Survival
over a semicircular area 3 yards in diameter in front of
the Troll. causing 03 S 10 hits to all in the area Armour All-seeing Mirror
. 25%
provides no protection against this, and non-magical
annour and weapons are automatically ruined. Amulet
Thrice-Blessed Copper 25%
Adamantine 25%
Enchanted jade 45%
Coal Automatically Destroyed
Iron +10 25%
Iron +20 35%
Iron +30 45%
Righteous Silver 35%
Armour
Mithril 45%
+1 25%
+2 35%
+3 45%
Rune 25% +5% per Rune
Arrow Automatically Destroyed
Boots Automatically Destroyed
Enchanted Rope Automatically Destroyed
tht cwmels can lead to any other area of your choice. This succesful
s auack.
series ofcaves. ""arc certain, ls the lastword In purpose
bullt accomrnodafun. and can accotrodate any of the As soon as any llvlng creature lllOYCS within 2 yards of
Gobllnoid races. or lndttd any other typt of gregarious any hole. Skeletom will begin to pour ltom all !he hoks,
subtC'rrantan monster. For the purposes of our SpedalRnles: 4 stompattaeks. t bite. t tall-lash. cause one Skeleton per round will emergl! from each hole,
demonstration we have Installed a tribe of Goblins. the fear In all living aeacures. and temr under 6 feet tall. unarmed and unarmowed. attacking the nearest llvlng
Groin Rippers, but !he complexis fully capable ofhouslng Fly as lander. 2 Armour Points on all locations. Night creature. lllltil 06 Skelet.ons �climbed from each hole.
an Orr or Ho�blln warband, a group of Bcastmen, or Vision 20 yards. Breath weapon: cone-shaped area of Once the Skeletons are destroyed, the Skleton Major Hem
anything elst that takes your fancy. Ah, this is Grudgob effect 24 yards long and 8 yards wide at the far end, all will throw oft' the lid of Its 5arropha� and attack.
Bonechewer, the leader of the Goblins. I think he wants creatureS within the area take 206 aiiomatic wounds at
tomtttyou.No, �b. l don'tthinkitwould be a� S 7. halvedif a�essfuI l test is made. The dra�n will
idea if you and your boys were to cut the ladles and not breathe lfbeinganadled hand-to-hand on either Oank.
gentlemen into pieces and suck the marrow from their and cannot breathe fire and bite in the same round.
bones, so why don'tyou just�and play with the Halfting Immune to normal fires. 50% resistant to magical fires.
you have over there in your captive pen ... Hatcblln g Dra�n
M
4 45 45 4 4 10 40 SpecialRnles: I bite attack, I tall-lash. Does not cause
fear or terror, unable to fly as yet. I Armour Point on
Groin Ripper Goblins all locations. Night Vision 20 yards. No breath weapon.
lnunune to normal fires. 50% resistant to magical fires.
M SSS TWI A Thsts on mother's personal characteristics (IA, Int, Cl ,
Marshllgbt
him off and look for the next course... oneach location. The Skeleton Heroisarmed with a magic
����----�� · ------
The liquid In the stream is water. bul its nature has been
altered by Chaos. Any character who comes into contact
with the water i.mmedlattly gains D3 Insanity Points, and
any characirr who drinks it gains 6+06 Insanity Points.
For� Insanity Point a character pins. dlett is a 10%
chance of gaining a single Chaos Mutalion: grneratt this
Special Rules: see WFRP. p. 230. Grunth's mutation is using the table on p. 216 of the WFRP rulebook . The floor
Three Eyes, which is invisible beneath his helmet. His of the cavern pulses in many shades of red: the colours
CHAOS TEMPLE armour has no special properties. flow and rwist as if the rock were molten . but it is solid
and cool to the toLrh.
Here we see a small but beaut ifully-designed private
cemple. such as might be foWld in the ce!lar ofa respectable Wclrrtors of Chaos ...And that concludes our tour ofthe Dungeon Lairs set.
merchant or other so lid citizen of a town like, say.
The Management ropes that ;uu ha\e enjoyed it. While
Bogenhafen. or in a dwig!!On complex wh e r e ;uu decide
;uu ·re on ;uur way out, let me just remind you that ;uur
w make a feature of Beastmen or Chaos cultists. As ;uu
guide ls not permlt.ed to accept any tip; or graruities. While
can see from the symbol on the lloor, this particular tem pl e
anybody's looking. Thank you.
is dedicated to l'zttntch, the Ch an � of the Ways. but
our \\ide range of models in stock can accomodate just
Special Rules: see WFRP p. . 230.
about any proscribed religion ;uu might care to e mbrac e. Any non-demonic creature cast into the flaming abyss
\\e have laid on a small ritual here, which is just reaching
RANDOM MONSTER ENCOUNTERS
falls for eternity, taking 206 w points of fire damage per
its climax. round. Objects cast into the abyss are lost forever; magic While we have endeavoured, through our
items have the same chance of surviving their tall into demonstrations, to give you some idea of the
Chaos Cultists the abyss as they have of surviving the magma pit (see potential of Dungeon Lalrs, the m anagement
above).How ;uu rettieve them is, of course, ;uur problem. would like to st ress their flexibility. O ur
M BS S T demonstrations were merely by way ofexamples.
4 33 25 3 3 The slime is highly caustic, capable of destroyinganynon and there is practically no limit to what you can
magical object with which it comes into contact and do with them. In the following pages we present
Special Rules: The cultists are Wlarmoured, and are inflicting 206 W points of acid damage on unarmoured a series of random encounter tables - one for each
armed only with da�rs. Each cultist has a 5% chance flesh; armour redures damage normally, but non-magical lair - which you can use whenever you need to.
of bearing one Chaos Mutation; consult the table on p. armour is destroyed in the p rocess. The slime is intelligent,When your advenrurers enter a new area. simply
216 of the WFRP rulebook to determine these. and if any character thinks to talk to it, it may provide put down a floorplan, roll on the appropriate table,
useful information; it knows everything that has happened and instantly you have a fresh encounter for them.
in the chamber over thelast 200 �and after spending
Lesser Oemo n o f l'zeentch
all that time in the company of foll'™!rs of Khome it is Some notes are given on the tables, to help you
desperate fo r some intelligent conversation. develop the random encounters. The Treasure
column tells you whether or not the encountered
monsters are likely to have any treasure with them
Special Rules: As normal Lesser Demon (p...) . 2 claw - if the answer is Yes, refer to the Treasure section
attacks. Hate creatures and followers ofNurgle. Fear all later in this boo klet. Note that some monsters are
Greater Demons. Able to use D3 level I spells of any type; annotated 'Possible treasure from victims' - this
D4 Magic Points per spell known. Full details of Demons
means that, while the monster will have no treasure
oflieentch, and those of the other <llaos Gods, will be
ofits own, it may very well have killed something
found in Realm of Chaos.
that had . In such cases , generate treasure normally,
working on half the encountered monster's
treasure factor. This term is explained in the
appropriate section of the booklet.Where a creature
may have reasure of its own as well as treasure
from victims, use1 Y.. times the creature· s treasure
factor.
Sewers
Blood-God. Mind the slime, it has som e rather nasty will - theymight get the wrong idea and ask ;uu to join in. p . ••
Chaotic properties - although if ;uu catch it in the right 73- 75 Swann,
mood, it does have a surprisingly wide range of Chaos Beastmen Beetles No
conversation. In front of the throne, as ;uu can se e . 76-80 Swann,
e
�0:·�s:;:�=�:��H�a���e i���
in the form ofthe tlamc-filled, bottombs abyss. lust right
l�ml�:l�l!l�l31ol�ti��jf!m11il 81·85 ��°:! ��
86-90 Swarm, Ticks
No
� �� _ ose
fo _r_ th � ��
- special
· �-crifi
_ _· _c es Spedal ��
_ · ��������� �
-Rul es � -�
: sec � 1
P _ 2_· 6_ . �������
9
1
-_ -_95 �w �
G-ho
4
_ r_D �
-,_ 1_ 0 � �
Y-es�� ����
t _r�_il5Ure
s-lb-�� -
from victims. msnbers of funm and 51-60 Hobgoblin, 206 Yes 20% chance of
96-00 Marshlight. 1 No Possible treasure Shearl. 2D6 Goblin or
from victims. 21-30 Giant, I Yes other slaves.
3HO Goblin, 206+6 Yes 15% chance of 61-75 Ore, 6+D6 Yes 20% chance of
Root cavern and Mossy cave Hobgoblin or Ore 206 Goblin or
leader. other slaves.
0100 Monster 41·50 Hobgoblin, 206 Yes 10% chance of 06 76-90 Ore. Black., 206 Yes 20% chance of
Goblin or other slaves. 206 Goblin, Ore
01-10 Gnome, 06 Yes 51·60 Minotaur. 03 Yes If 3 encountered. one or other slaves.
11-20 Snotling, 206 Yes May be farming will be a juvenile with 91-00 Skaven, 206 Yes 10% chance of
fungus. all scores half normal. Grey seer leader.
21-25 Amphlsbaena, !No Possible treasure The parents will be
Ancient ltmple
fro m victims. subject to f'mlzy
26-35 Beetle, Giant. 1 No Possible treasure defending it.
DlOO Monster Treasure Notes
from victims. 61-70 Ogre. 03 Yes If 3 encountered, one
36-45 Lashworm. 206No Hiding between will be a juvenile with
o1-1 o Cliaoslleastman 206 Yes 10% chance of
roots. all scores half normal.
Chaos Warrior
46·55 Mould, any o The parents will be
leader.
56-60 Rat, Giant. 06 No Possible treasure subject to f'mlzy
11-20 Lizardman, 206Yes 10% chance of
from victims. defending it.
Uzardman
61-70 Rat . Normal. 71-80 Ore. 206 Yes May have Goblin or
Champion or
306 0 other slaves.
Hero leader.
71-75 Snake. Gianc. 1-2No Possible treasure 81·90 Ore. Black. 204 Yes 20% chance of 206
21-30 Skaven, 206 Yes 10% chance of
from victims. Goblin or other slaves.
Grey seer leader.
76-78 Spider, Giant, 1 No Possible treasure 91-00 Troll. 04 Yes If more than 2
31-40 Dragon, 1-2 Yes When 2 are
from victims. encountered. the
encountered, one
79-90 Swarm. any No remainder will be young
will be a
91-98 Wolf. any. 204 No with all scores half
hatchling (see lair
99-00 Elemental(Elrth) I No Roll 010 for size. normal. The parents
will be subject to
description for
frenzy defending them. details). Parent
water cave will be subject to
frenzy when
0100 Monster Treasure Notes
Magma Pit
defending the
hatchling.
01-15 Amoeba, 204 o Swimming
Monster Treasure Notes
41-50 Ghoul, 04 Yes Possible treasure
16-30 Dragon Turtle. 1 Yes Possible treasure 0100
from victims.
from victims.
O 1-50 Elemental. Fire. 1 No Roll D l O for size. 51-65 Skeleton. 20 6 Yes 10% chance of
31-50 lee(h No
51-90 Demon. Lesser. D3Yes
Skeleton
(Monscrous) 306
91-00 Demon. Greater, 1 Yes
Champion or
51-75 sand Clam. 2D6No Hero leader. 1 %
76-90 Marshlight, 1 No Possible treasure
chance of Liche
from victims.
or level 3-4
91-00 Elemental. No Roll 010 for size.
Necromancer
(Water) 1 Goblinold Hall and 'I\uulels
leader.
66-80 Mummy, 04 Yes
Spider Lair DlOO Monster 1teasure Notes
81-90 Wight, 1 Yes
91-00 Lesser Dem:m, 1 Yes
0100 Monster Treasure Notes o1-1o CliaosBeastman 206Yes 10% chance of
Chaos Warrior Barrow
01-50 Spider. Giant. I No Possible treasure leader.
from victims. 11-20 Dwarf, 3D6 Yes 10% chance of The barrow will have a number of undead guards,
51-00 Swarm. spiders No Possi bl e t reasure Dwarf Champion and one or more leaders. Roll for each type on the
from victims. or Minor Hero following table:
leader.
Troll Lair 21-30 Gnome. 306 Yes 10% chance of DlOO Monster neasure Notes
Gnome Champion
0100 Monster Treasure Notes or Minor Hero Guards
leader.
o1-1 o ChaosBea.strnan D6Yes 10\ chance of Chaet5 31-50 Goblin, 6+206Yes 10% chance of 01-20 Ghoul, D4 Yes
Warrior leader. Goblin Champion 21-30 Mummy, 03 Yes
11 ·.W Flmir. 2D-I Yes I noble. 10'4 chance of or Hero or Ore or 31-65 Skeleton, 3D6Yes
1 DiriCb, !he rest equal Hobgoblin leader. 66-00 Zombie, 2D6 Yes
Leader
Cl:iaos Warrior when minglhe treasure tables. Note that this bonus
4
leader. does not apply when rolling on the Magic Tables.
4 I -80 0Jaas WarrilI. D4 Yes 25" chance of
Round fractiom co the nearest whole number.
Chaos Champion
or Hero leader . Once you have calculated the Treasure Factor . refer
81-00 Clliil:�ISllll01112D6 Yes co the � neasure Thble below . To save you Hoarding Creatures
and time. the Treasure Factors for all the tteasure
Oais Warrior. 04 Yes Chaos Champion bearing monsrersmenrioned in this booklet are set Some creatures - m� not.ably DragoMand Wights
or Hero leader. out below. · are associated with great hoards of treasure. To
reflect this the treasure factor calculated from the
,
profile is doubled.
------ !
6 1 -70 5x3 5x2 5 3 2 1 lfeasure Table 5 Magic T.lble I
7 1 -80 5x4 5x3 5x2 5 3 2 1
80 + 5x5 5x5 5x3 5x2 5 3 2 0100 roll 0 1 00 roll Magic Item
'D'easure
Where a result is given as 5xn , roll 5 times on the 01-10 306 x I , 000 GCs 0 1 -05 Amulet of Thrice-Blessed
appropriate table. multiplying all resilts by n . 1 1 -20 30 1 0 x 1 , 000 GCs Copper
2 1 -30 0 1 0 x 1 0. 000 C.Cs 06- 1 0 Amulet of Iron. + I O
3 1 -40 20 1 0 x 1 0,000 GCs 1 1-15 Armour + 1 . one piece
4 1 -50 30 1 0 x 1 0,000 GCs J 6-20 Arrow of Potency, J -4
Treasure Thble 1 2 1 -2 5 Boots , any
5 1 -60 jewellery worth 30 1 0 x 1 0, 000
GCs 25-30 Jewel of Power, Spell. level I
0100 Roll Treasure
6 1 -70 gems worth 40 1 0 x 1 0,000 3 1 -35 Jewel of Power, Energy
01-10 nil GCs 35-40 Potion, any
1 1 -20 D6 copper pennies 7 1 -80 0 1 0 x 1 0,000 GCs 4 J -45 Ring, Amulet of Thrice-B lessed
2 1 -30 206 .::opper pennies 8 1 -90 roll 3 times on Magic Table 2 Copper
3 1 -40 306 copper pennies 9 1 -95 roll twice on Magic Table 3 46-50 Ring, Amulet of Iron. + J O
4 1 -50 06 silver shillings roll once on Magic Table 4 5 J -55 Ring of Protection from
96-99
5 1 -60 206 silver shillings roll on Table 6 Goblinoids
00
6 1 - 70 306 silver shillings 56-60 Ring, Warding, level J spell
7 1 -80 06 GCs 6 1 -65 Ring, Energy
8 1 -90 206 GCs 66-70 Ring, Spell, level J spell
9 1 -95 306 GCs 7 1 -75 Scroll , level J spells only
96-99 jewellery worth O 1 O GCs lfeasure Table 6 Wand of Onyx
76-80
00 roll on Table 2 8 1 -85 Weapon. no special abilities
0100 roll Treasure Weapon, + J additional damage
86-90
9 1 -94 Weapon, charaaeristic gain + J
01-10 306 x J 0,000 GCs or + J O
lfeasure Table 2 1 1 -20 30 1 0 x 1 0,000 GCs Weapon. charaaeristic dram
95-98
2 1 -30 0 1 0 x 1 00,000 GCs 99-00 Roll on Magic Table 2
0100 roll Treasure 3 1 -40 2 0 1 0 x 1 00,000 GCs
4 J -50 301 0 x 1 00,000 GCs
01-10 306 GCs 5 J -60 jewellery worth 301 O x
1 1 -20 306 +6 GCs 1 00,000 GCs Magic Table 2
2 1 -30 306 + 1 2 GCs 6 1 - 70 gems worth 40 1 0 x 1 00,000
3 1 -40 jewellery worth 201 O + 1 O GCs GCs 0 1 00 roll Magic Item
4 1 -50 gems worth 301 0 + 1 0 GCS 7 1 -80 0 1 0 x 1 00,000 GCs
5 1 -60 D6 x l O GCs 8 1 -90 roll 3 times on Magic Table 3 0 1 -03 Amulet of Coal
6 1 -70 206 x 1 0 GCs 9 1 -95 roll twice on Magic Table 4 04-07 Amulet of Iron, + 20
7 1 -80 306 x 10 GCs 96-99 roll once on Magic Table 5 08- 1 J Armour, Mithril, J piece
8 1 -90 jewellery worth 06 x I O GCs 00 roll on Table 7 J2-14 Shield, Mithril
9 1 -95 gems worth 206 x to GCs 1 5- 1 6 Boots , any
96-99 roll once on Magic Table 1 1 7- 1 9 Enchanted Rope
00 roll on Table 3 20-22 Jewel of Power. spell. level t
23-26 Jewel of power , spell , level 2
lfeasure T.lble 7
2 7-29 Jewel of Power . nru.ltiple spell,
03 level t
0100 roll lfeasure
lfeasure Table 3 30-32 Jewel of Power. energy
33-35 Potion. any
01-10 306 x 100,000 GCs
0100 roll Treasure
1 J -20 3010 x 1 00,000 GCs 36-38 Ring, Amulet of Coal
39-42 Ring, Amulet of lron, +20
2 1 -30 0 1 0 x J ,000,000 GCs
01-10 306 x l OGCs 43-45 Ring o f Protection, Goblinoids
3 1 -40 2 0 1 0 x 1 , 000, 000 GCs
1 1 -20 301 0 x 1 0 GCs 46-48 Ring of Protection, Chaos
4 1 -50 30 1 0 x 1 ,000 , 000 GCs
2 1 -30 D6 x 1 00 GCs 49-5 1 Ring of Protection, fire
5 1 -60 jewellery worth 301 0 x
3 1 -40 206 x J OO GCs 52-54 Ring, Warding. 1 spell, level 1
1 , 000,000 GCs
4 1 -50 306 x 100 GCs 55-58 Ring, Warding. 1 spell, level 2
6 J -70 gems worth 4 0 1 0 x 1 ,000 , 000
5 1 -60 jewellery worth D6 x 1 00 GCs 59-61 Ring, Energy
GCs
6 1 -70 gems worth 206 x 1 00 GCs 62-65 Ring, Multiple spell , level 1
7 1 -80 0 1 0 x J ,000 , 000 GCs
7 1 -80 301 0 x J OO GCs spells
8 J -90 roll 3 times on Magic Table 4
8 1 -90 gems or jewellery worth 30 J O x 66-68 Scroll , level 1 and 2 spells
9 1 -95 roll twice on Magic Table 5
100 GCs 69-7 1 Wand of Onyx
96-99 roll 3 times on Magic Table 5
9 J -95 roll twice on Magic Table 1 72-75 Wand of Jet
00 roll on Table 8
96-99 roll once on Magic Table 2 76-78 Weapon, + 2 adl:itionaJ damage
00 roll on Table 4 79-81 Weapon, characteristic gain + J
ex+ 10
82-84 Weapon, characteristic drain
Treasure Table 8
85-88 Weapon, Fear anack
lfeasure Table 4 89-91 Weapon, + 1 protection
0100 roll 92-95 Weapon , magjc damper
0100 roll 'D'easure 96-98 Weapon, rune - 03 runes
01-10 306 x 1 ,000 , 000 GCs
30 1 0 x 1 ,000 , 000 GCs
99-00 Roll on � Table 3
01-10 306 x 1 00 GCs 1 1 -20
J 1 -20 301 0 x 100 GCs 2 1 -30 0 1 0 x 1 0 , 000, 000 GCs
2 1 -30 0 1 0 x 1 ,000 GCs 3 1 -40 201 0 x 10, 000, 000 GCs
3 J -40 20 1 0 x 1 ,000 GCs 4 1 -50 301 0 x 1 0, 000, 000 GCs
4 1 -50 301 0 x 1 ,000 GCs 5 1 -60 jewellery worth 301 0 x
5 1 -60 jewellery worth 301 0 ,x 1 ,000 10,000 , 000 GCs 0100 roll Magic Item
GCs 6 1 -70 gems worth 40 1 0 x
6 1 -70 gems worth 4010 x 1 ,000 GCs 10,000 , 000 GCs 0 1 -02 All-seeing Mirror
71 -80 0 1 0 x 1 0 ,000 GCs 7 1 -80 0 1 0 x 1 0, 000, 000 GCs 03-05 Amulet of Coal
roll 3 times on Magic Table 1 8 1 -90 roll 3 times on Magic Table 5 06-07 Amulet ol lron, + 20
8 1 -90
roll twice on Magic Table 2 9 1 -95 roll 5 times oo Magic Table 5 08--09 Amulet of lroo. +30
9 1 -95
roll once on Magic Table 3 96-99 roll once on Magic Table 6 1 0- 1 2 Amulet of Righteous SiJvtt
96-99
00 roll on Table 5 00 roll twice on Magic Table 6 1 3- 1 4 Armour' + 1 , 03 pieCes
------- · -------
'
1 5- 1 7 Armour. + 2 . 1 piece 38-40 Ring, Protection, non-magical weapon, characteristic drain
63-65
1 8- 1 9 Shield + 2 weapons weapon. bane, Elementals
66
20-2 1 Arrow of Potency. 06 41 Ring, Protection, magical 67 Weapon, bane. Demons
22 Boots, any weapons 68-69 Weapon, bane. Chaos
23 Enchanted Rope 42-45 Ring, Protection, level 1 spells 70-72 Weapon, bane. Dragons and
24-26 Jewel of Power. spell, level 2 46-4 7 Ring, warding, level 3 spell Jabberwocks
2 7-28 Jewel of Power, multiple spell, 48 Ring, Multiple Warding, level 73 Weapon, bane. Vampires
levels 1 and 2 Weapon, poison attack
1 -3 spells 74-75
29-30 Jewel of Power, energy 49-50 Ring, Spell, level 3 76 Weapon, degeneration attack
3 1 -3 2 Potion, any 5 1 -52 Ring, Multiple spell. level 1 -3 77-78 Weapon, warp attack
33 Ring, Amulet of Coal 53-55 Scrolls, level 1 -3 spells 79-80 Weapon, instability attack
34 Ring, Amulet of Iron. +30 56-57 Wand of Jet 8 1 -82 Weapon. protection +3
35-36 Ring, Amulet of Righteous 58-59 Wand of Jade 83-85 Weapon, resist fire
Silver 60-6 1 Weapon, +3 additional damage 86-87 Weapon, animated
37 Ring, Spell , level 2 62-63 Weapon, characteristic gain 03 88-89 Weapon, repel Demons
38-39 Ring, Multiple Spell, levels 1 x + 1 or 03 x + 1 0 90 Weapon, destroy magical
and 2 64-66 Weapon, characteristic drain weapon
40 Ring, Protection, Ogres and 6 7-68 Weapon, bane, Ogres and 9 1 -92 Weapon, spell absorbtion
Trolls Trolls, 93-94 Weapon, mighty strike
4 1 -4 2 Ring, Protection, lightning 69- 7 1 Weapon, bane, all Goblinoids 95-97 Weapon, rune, 03 +3 runes
43-45 Ring, Protection, edged 72-73 Weapon, bane, Undead 98-99 oawnstone
weapons 74-76 Weapon, bane, Chaos 00 Roll on Magic Table 6
46-48 Ring, Protection, non-edged 7 7- 78 Weapon, bane, Werecreatures
weapons 79-80 Weapon, bane, Giants
49-50 Ring, Protection, missiles 81 Weapon, bane, Llzardmen and Magic Tuble 6
5 1 -52 Ring, Warding, level 2 spell Troglodytes
53-54 Ring, Multiple Spell, level 1 and 82-83 Weapon, poison attack 0100 roll MagicIt.em
2 spells 84-85 Weapon, freeze attack
55-56 Ring, Multiple Warding. level 1 86 Weapon, flight 0 1 -03 Amulet of Adamantine
spells 87 Weapon, instability attack 04-05 Amulet of Enchanted Jade
57 Ring, Energy 88-89 Weapon, protection + 2 0 7- 1 0 Amulet of Iron, +30
58-60 Scroll. level 1 and 2 spells 90 Weapon, animated 1 1-13 Armour, + 1 , complete set
6 1 -62 Wand of )et 9 1 -92 Weapon, invisibility 14-15 Armour, + 2 , complete set
63-64 Wand of Jade 93-94 Weapon, repel Undead 16 Armour, + 3 , 06 pieces
65-67 Weapon, + 2 additional damage 95 Weapon, spell absorbtion 1 7- 1 8 Armour, rune. 03 pieces
68-69 Weapon, +3 additional damage 96-97 Weapon, rune - 03 runes 1 9-2 1 Arrow of True Flight, 6 + 06
70 Weapon, characteristic gain 03 98-99 Dawnstone 22-24 Jewel of Power, multiple spell,
x + 1 or 03 x + 1 0 00 Roll on Magic Table 5 level 4
7 1 -72 Weapon, characteristic drain 25-30 Potion, any 06
73-76 Weapon, bane, Goblins and 3 1 -32 Ring, multiple spell, level 4
Snotlings 33-35 Ring, Protection, Chaos
7 7- 79 Weapon. bane, Ores and 36-37 Ring, Protection, Demons
Half-Ores 38-40 Ring, Protection, level 1 -3
80-8 1 Weapon. bane, Elves Magic Table 5 spells
82-84 Weapon, bane, Dwarfs, Gnomes 4 1 -42 Ring, Multiple Warding, all level
and Halflings 0100 roll MagicItem 1 and 2 spells
85-86 Weapon, flame attack 43-44 Ring, Multiple Warding, 06
87-89 Weapon, sleep attack 0 1 -02 Amulet of Iron. +30 level 3 spells
90 Weapon, confusion attack 03-04 Amulet of Adamantine 45-46 Ring, Multiple Warding, 03
9 1 -93 Weapon, protection + 1 05-06 Amulet of Enchanted Jade level 4 spells
94-95 Weapon. protection + 2 07-08 Armour, + 1 , complete set 4 7-50 Scroll, level 4 spells
96-98 weapon. rune - 03 runes 09- 1 0 Armour, +2, 0 6 pieces 5 1 -53 Weapon, 03+ 1 abilities
99 Dawnstone 11 Armour, +3, 03 pieces 54-55 Weapon, double damage plus
00 Roll on Magic Table 4 12-13 Armour, rune, 1 piece 03 other abilities
1 4- 1 6 Shield + 2 56-57 Weapon, 03 + 2 abilities
17 Shield + 3 58-60 Dawnstone
1 8- 1 9 Arrow of True Flight, 06 6 1 -64 Roll on Magic Table 1
20-2 1 Jewel of Power. spell, level 4 65-67 Roll twice on Magic Table 1
Magic Tuble 4 22-23 Jewel of Power, multiple spell, 68-69 Roll 03 + 1 times on Magic Table
level 1 -4 1
0100 roll MagicIt.em 24-27 Jewel of Power, energy 70-73 Roll on Magic Table 2
28-30 Potion, any 2 74-76 Roll twice on Magic Table 2
01 All-seeing Mirror 3 1 -32 Ring. Amulet of Iron +30 77-78 Roll 03 + 1 times on Magic Table
Amulet of Iron, +30 33-34 Ring, Amulet of Adamantine 2
02-03
Amulet of Enchanted jade 35-36 Ring, Amulet of Enchanted Jade 79-82 Roll on Magic Table 3
04-05
06-07 Armour, + 1 , 06 pieces 37 Ring, Protection, Chaos 83-85 Roll twice on Magic Table 3
08- 10 Armour, + 2 . 03 pieces 38 Ring, Protection, Demons 86-87 Roll 03 times on Magic Table 3
11 Armour. + 3 , 1 piece 39 Ring, Protection, Elementals 88-91 Roll on Magic Table 4
1 2- 1 4 Shield. + 2 40 Ring, Protection, magical and 92-94 Roll twice on Magic Table 4
15- 1 6 Arrow o f Potency, 6 + 06 non-magical weapons 95-96 Roll 03 times on Magic Table 4
17 Arrow of True Flight, 04 4 1 -45 Ring, Energy 97-98 Roll on Magic Table 5
1 8- 1 9 46-47 Ring, Spell, level 4 99 Roll twice on Magic Table 5
Boots, any
20-2 1 48-49 Ring, Multiple Spell, level 1 -4 00 Roll twice on Magic Table 6
Jewel of Power, spell, level 3
22-23 50-5 1 Ring, Warding, level 4
Jewel of Power, multiple spell,
levels 1 -3 52 Ring, Multiple Warding, level
24-26 1 -4
Jewel of Power, energy
2 7-30 Potion, any 53-54 Scroll,level 1 -4
3 1 -32 Ring, Amulet of Iron, + 30 55-56 Wand of Jet
33-34 Ring, Amulet of Enchanted jade 57-58 Wand of Jade
35-36 Ring, Protection , Undead 59-60 Weapon, double normal damage
37 Ring, PrOtection. Ethereal 6 1 -62 Weapon, characteristic gain 03
creatures x + 1 or 03 x + 1 0
!
Wulf Beirstein sw ore as his foot s lipped again on the wet
stones . " Damn your eyes , G rube r , you said these sewers
were easy ! That ' s the second time I ' ve nearly broken my
neck! I ' m sure that 's why you made me go firs t . How much
C I 2 Goblins
further ? . " There was no reply from his companio n .
" Listen, G rube r , I ' ve h a d j u s t about a s much as I can
take . . . " Beirstein tu rned to face his friend, and as he did
so his words faltered, for behind him instead of G ruber
was just a severed head on a pole, and half a dozen Skaven
with their little eyes gleaming . . .
Specific models illustrated are not necessarily those in CITADEL MINIATURES, CHEWTON STREET, HILL TOP.
cluded in the pack, they are examples of the range from EASTWOOD. NOTTINGHAM NG16 3HY
ACCESS
- Cl'"fL'\lJE JJ
c.u 1"\-\1NIATlUn:9
• Mat1I M1ni1t\Hll ire not toV• and are not 1u1U1bl• for children under 12 v••rt of -ve. Th.._, contain 19_, whK:h mev be t\9rmful ,1 chewed or 1�""'9d •