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Dark Places of the Earth

Adventure Companies
and the Exploration of Deeps
A MIGHTY EMPIRES Supplement
Drawn by tales of treasure and lost riches,
Adventure Companies will risk exploring
subterranean areas of the world known as Deeps.
Some of these places are part of the lost Underway
of the Dwarfs and Holds that fell to Orcs and
worse, others are Sewers found under all the major
cities of Man, some are Skaven warrens and Night
Goblin tunnels, others dread crypts of the Undead,
or the vast caverns utilized by the Dark Elves.

These Deeps are haven to all sorts of monsters


and nefarious individuals hiding from the light
and space of the above ground world. More subtle
dangers also fill these places. Traps, deadfalls, roof
collapses, and dark mystical energies are often as
deadly as any other foe one might face.

A Deep consists of one or more levels of varying


size and features. A Deep might be elaborate
catacombs, dungeons, sewers, rough-hewn tunnels,
delvings, natural caverns, or even volcanic lava
tubes.
TABLE OF CONTENTS
Exploring and Fighting in the Deeps
Rules Mechanics
All Places Dark and Dangerous
Terrain Rules
Architecture of the Deeps
Deep Generation Rules
Delving the Deep
Scenario Rules
Treasures of the Deep
Exploration Table
Appendix
Traps Creation Rules for Events
Exploring and Fighting in the Deeps
The rules used in Mordheim/Warhammer Skirmish have some
adjustments for the unique environments of Deeps.

Movement: Models without their own light source or not


within 4” of a light source or model with a light source at the
beginning of their movement have their M reduced by 25%.
Large creatures may only move and charge in Corridors at their
M rate.
No mounts or vehicles may enter the Deeps.
Unless otherwise noted, models may not Fly in Deeps.
Ledges: If a Deep section illustrates raised ledges or drops then
treat these as 2” to avoid any confusion when climbing, jumping,
diving/charging, falling or shooting.
Chasms: are 10” deep. Use the rules for falling on page 28 of the
Mordheim rulebook. Any warrior heroic enough to survive falling
in may attempt to climb out again!

The first model that moves into a Deep section featuring an Event
is the model that triggers the Event’s consequences.

Missile and Magic Ranges: Models without their own


light source or not within 4” of a light source or model with a light
source have their ranges halved. Shooting suffers a -2 modifier
underground when the nearest target cannot be seen. An exception
to the shooting rules is that warriors carrying a lantern or torch
may be freely picked as a target to be shot, even if another target
is closer, but a -2 modifier still applies.

Combat: Pit Fighter skill is active inside Deeps

Routs: No Where to Run: fighting where there is no easy way to


escape hardens the resolve of the warbands. Rout tests are taken
after losing 30% of the starting number of the Company.

All Alone: Line of sight and the darkness changes the test. The
model must have allies in their section of the Deep to avoid the
test.
Recovery: Every Recovery Phase roll a D6. One a 1 draw an
Event Card.

Hidden Models: Models without a light source or not within


4” of a light source can only spot hidden models at half their I,
rounding up.

Players: Battles in the Deeps may be one or two players or more.


Adventure Companies that are of races that may have diplomatic
relations (as per ME:WW 5. Diplomacy: Race Diplomacy chart)
may combine their efforts to clear the Deep and split the Deep’s
treasures.
Random Happenings: In Deeps Random Happenings are
replaced by Events. Game Masters are encouraged to create their
own Events or modify existing Random Happenings to work with
Deeps.

As noted above, during each Recovery Phase each player rolls


a D6, on a 1, they are obliged to draw an Event Card. Assign
numbers to each model in the Adventure Company and roll to
determine which model encounters the Event. Roll until there
is a valid result. In the case of unassigned numbers, such as a 13
model warband rolling 3D6, unassigned number results would be
rerolled.

Example Event Card:

Cursed Idol! D3 of your nearest Company members have


been Cursed! Roll D3 1 -1WS, 2 -1 Ld, 3 -1 S
Members must visit a Temple (or find other means)to remove
this Curse.
All Places Dark and Dangerous
Deeps are categorized into the following types with special rules
as noted:

Dungeons Purpose built areas with dressed stone walls and floors.
Common in the construction of Dwarf Holds, Castle and City Donjons of
Men, and Hill homes of the Halflings.

No special rules beyond “Exploring and Fighting in the Deeps”


above.

Sewers Only the most civilized races concern themselves with sanitation.
While serving an important purpose, these Deeps often become Lairs to a
greater foulness.

Watch Your Step: Charges or running further than a model’s M


requires an I test, if failed the model is Knocked Down halfway
along their route.

Tunnels / Mines / Delvings Rough-hewn tunnels are often the


mine workings of Men or Dwarfs, however Night Goblins will also dig out
their own homes and fungi nurseries. Wood Elves have been known to live
and work beneath the forest floor tending to the root systems of the trees
directly.

Slightly Unstable: Models charging or running further than their


M must roll a D6; on a 1 they dislodge stones or twist an ankle in
a hole, taking a hit the same S as the model’s T.

Caverns Naturally occurring voids in the earth where water and


geological forces have conspired to carve great vaults and tunnels. Many
creatures live and find refuge in this twilight world.

Slippery: Climbing distances are halved.


Stalactites: Missile weapons ranges are halved. (Stacks with lack
of light as per “Exploring and Fighting in the Deeps” above.)
Volcanic Hellscapes Some areas of the Deeps are close to the
world’s fiery core and lava magma pockets. Some are places where Aqshy,
the Red Wind of Magic, has coalesced. Still others are thought to be
formed from tendrils reaching from the Realm of Chaos!

Hot, hot, HOT! All models ending their turn in a Volcanic area
must make a T save on a D6 or take a S6 hit. No Armor Save
allowed. All movement is halved as care is taken to not step in
lava. Ranges are not impacted as the lava bathes the area in a
hellish light.
Architecture of the Deeps
If the Deep’s type and layout is not determined by a specific
scenario, every Deep consists of a Lair or Objective Room and as
many Entrance Rooms as Adventure Companies that have arrived
to stake their claim on the treasures to be found.

A Deep is generated in a grid pattern. Using graph paper can help


design the Deep prior to placing the terrain on the tabletop.

Random Deep Generation

1) Roll D3 to determine how many levels are in the Deep.

2)Roll 2D6 for Type of Deep, per level:


1-2 Sewer
3-4 Tunnels / Mine / Delving
5-8 Dungeon
9-10 Cavern
11-12 Mixed. Roll on Unique Deep Feature chart
below for every space in the Deep

3) Determine the shape and number of sections per Deep


level

Roll D3+1 for the X column depth


Roll D3+1 for the Y column depth

IMPORTANT: The Objective Room/Lair is always


furthest point from the Entrance Room and equidistant
between multiple Entrance Rooms.
Example: Rolls of 2 and 3 would create a Deep like this:

OR for a Deep being fought over by two Adventure Companies:


Example of a 2x2 Deep:

For more than one Adventure Company the shape of the Deep
must shift to keep the equidistant rule validated:

Add Entrance rooms and other Deep sections as needed if more


Adventure Companies join the fray.
4) Determine the other sections of the Deep

Roll D6:
1-3 Corridor (up to 4” width halls, filling no larger
than a 12” x 12” area)
4-5 Room (no larger than 12”x12”)
6 Room with an Event (no larger than 12”x12”)

For every space roll D6, on a 6 roll on the Unique Deep


Feature chart below:

Unique Deep Feature Roll D6:


1-2 Dungeon style room
3 Tunnels/Mines/Delving
4 Sewer
5 Cavern
6 Volcanic Hellscape

If result is same as original Deep type add an Event.

5) Determine spaces’ exits

Every Entrance has openings to every adjacent section.


Other sections Roll D4 and subtract any existing
openings then adds openings, one per adjacent
section without an opening into this section.

If a Deep “Dead Ends” with no way to reach the Lair/


Objective Room, add one Secret Door. (see below)
6) Determine Opening types

Roll for every opening generated in the Deep.

Roll D6:
1 Secret Door – Test Ld of the first model to
enter the space. The Adventure Company
testing may not use the door if they fail. Only one
test per Adventure Company is allowed.
2 Single Door – Roll on Door Type below.
3 Double Door – Roll on Door Type below.
4-5 Opening/Archway- up to 4” wide)
6 Portcullis – Test S on 2D6 to open, multiple
adjacent models can add their S, takes a
whole turn after they have moved adjacent
to the portcullis.

Door Type
Roll D6:
1-3 Normal Door – The player with first model
adjacent rolls D6: on 5 or 6 the door is locked.
Unlocked doors cost 1” of movement to open.
Locked doors take D3 turns to open after moving
adjacent to the door. (Locked Doors can be picked
with appropriate I check and Lockpicks.)

4-5 Reinforced Door– The player with first model
adjacent rolls D6: on 5 or 6 the door is locked.
Unlocked reinforced doors cost 1” of movement
to open. Locked doors take D3+1 turns to open
after moving adjacent to the door and require a S
test on D6 to open. Up to two models may
attempt to force the door. (Locked Doors can be
picked with appropriate I check and Lockpicks.)


6 Wyrde Door– The player with the first model
adjacent rolls D6:
1-2 Mage Locked: Only a model with a
spell or magic item of any type can
open this door. Costs 1” of movement
to open.

3-4 Cursed: Model opening the door is
Cursed! Roll D3 for effect:
1 -1 WS
2 -1 Ld
3 -1 S
Model must visit a Temple (or find other
means)to remove this Curse.

5-6 Portal of Sacrifice: The door requires a


toll in blood! The model opening this door
must take a wound and roll on the Injury
Chart if needed.
7) Determine the section contents

This can include almost any piece of terrain that one could
expect in the Deeps’ environment: pillars, crates, debris,
piles of bones, stalagmites, statues, altars, crypts, furniture,
torture devices, etc.

Corridors: D3-1 pieces of content that act as cover. 25%


chance of a light source.

Rooms: Rooms with Events should have content related


to the Event (For example: Cursed Idol should feature an
idol model in the Room.
Roll D3+2 for pieces of content that can act as cover.
50% chance of a light source.

Deeps with more than one level have the descent down
located in an appropriate spot, most likely in the
Objective room/Lair.

8) Finalize the Deep

It is recommended for a Game Master to setup the game


so that the Deep’s features can be ready in advance,
placing the Inhabitants of the Deep, content, placing
Event cards as needed, etc.

Covering the Deep’s undiscovered sections also lends an


extra air of discovery and anticipation as the warbands
seek their goal. Black craft paper or other material
is useful for this convention.
Determine the Inhabitants of the Deep

Roll 2D6 for each Deep level:


2 Dwarf Treasure Hunters. This warband is not willing to
share the spoils of the Deep with anyone.
The Dwarf warband is D6x50 + 300 gc in size.
3 Chaos Cultists. A Possessed, Carnival, or other Chaos
warband has set up a Temple to their vile Gods in this Deep.
Generate a D3x100 + 400 gc warband.
4 Dark Elf Slavers. This group of elves is operating a waystation
for slave raids.
A D3x100 + D6x50 gc warband attacks any interlopers.
5 Night Goblins. These malevolent and crazed goblins attack the
trespassing Company. The warband is D3x100 + 300 gc in size.
6 Unholy Sepulcher. The Deep is a crypt of a Vampire, Liche
Lord, or a Necromancer’s lair. They react violently to the intrusion.
Generate an Undead warband that is D3x100 + 400 gc.
7 Skaven Warren. This Deep houses a Skaven warband plotting
nefarious deeds.
The warband is worth D3x100 + D6x50 gc
8 Orcs & Goblins. An Orc raiding party has set up a base of
operations in this Deep. They attack anyone entering their lair.
Their warband is D3x100 + 300 gc in size.
9 Abandoned. Quiet. Maybe TOO quiet.
There is no one dominate foe in this Deep, but EVERY Room
generated has an Event and the Objective Room has TWO
Events. If the dice result had a 6, then add a random Mercenary
Company worth D3x100 + 300 gc that is also exploring the Deep
and will fight for the Objective Room looting rights.
10 Minotaur of the Maze. The Deep is the lair of a Minotaur.
Generate a Beastman Bray Herd worth D6x50 + D3x50 gc + 1
Minotaur.
11 Chamber of the Tomb King. Entering this Deep has awoken
a Tomb Lord and his entourage. They seek to destroy anyone disturbing
their rest.
Generate a D3x100+400 gc warband. Rules for deploying Traps
apply to this Deep. (HA Voyage:Nehekhara / TC#17)
12 Ogres. Most likely looking for food.
D3 + 1 Ogres plus their pet Gorger.
Deeps with more than one level get more difficult and
richer with each level:

Second Level Deep: Increase all Inhabitants of the


Deep by 50% and Events / Random Happenings
happen on a roll of 1 or 2. Add a D6 to Exploration

Third Level Deep: Double the number of


Inhabitants of the Deep and Events / Random
Happenings occur on rolls of 1,2, or 3. Add 2D6 to
Exploration.
Delving the Deep
Once the Deep and its denizens have been determined the player
or players set out to explore.
The dark depths below await...what horrors are lurking, what treasures
can be claimed?

Forces:
• Adventure Company
• Inhabitants of the Deep
~AND~
• Any Intervening Company
If the Intervening Company is allied to the other, then double the
Inhabitants of the Deep

Battlefield:
The Deep as generated above.

Deployment:
The Companies deploy in their Entrance sections, dicing off to
pick if necessary.
The Inhabitants of the Deep deploy in the Object Room and/or
any adjacent sections.

Who Goes First?


The Adventure Company goes first. Dice off between multiple
Companies.

Ending the Game:


The game ends when there is only one un-routed warband in the
Deep

Experience:
Adventure Companies gain experience in Deeps based on the
scenario or with the following chart for random Deeps:

+1Survives. Heroes or Henchman group survives they gain +1XP


+1 Per (non-Event) Enemy put OOA +1 XP
+1 Per Event Triggered and survived without going OOA.+1 XP
+1 XP for each Hero ending the battle in the Objective Room.
Treasures of the Deeps
In addition to any treasures found via scenarios or Events, generate
Treasures as per EiF and use the following Exploration Chart:

Doubles
(1 1) Coin Purse
The Deep has been picked clean by other explorers. One of your Henchmen
manages to find an old leather pouch under some debris.
The Company gains 2D6 gc.

(2 2) Dead Explorer
Your party finds the remains of an explorer. His backpack and gear lie
nearby untouched.
Roll D6 to see what you find when you search:
1-2 D6 gc
3 Lockpicks
4 Sword
5 Lantern
6 Rope and Hook

(3 3) Prisoner
Shackled to a wall in dark alcove you find a man barely alive. He promises
great rewards if you free him.
Good aligned Companies may free him.
Roll D6:
1-2 The man turns out to be a minor noble, betrayed by his kin.
He gives the party his signet ring worth D6 gc. Every Income
Phase after this point the Company rolls D6 on a 6 they gain D6
gc the Noble sends as a stipend.
3-4 The man is a merchant put here by his rivals. Word of the
Company’s deed spreads, and they gain -10% off their next
shopping phase.
5-6 Turns out the man is a liar and notorious bandit. The
merchants who the man preys on are less than enthusiastic to do
business with the party. Add 10% to prices for the party’s next
shopping phase.
Evil aligned parties may sacrifice or eat the prisoner for +1
Experience for the Leader.
(4 4) Shrine
Your warriors find a dusty, brass framed, glass case on a wall in the Deep.
It seems to be some kind of shrine, but to what you are not certain.
Roll D6 to open and search it:
1-2 Treasure Map. Add one extra dice to the party’s next
Exploration roll
3-4 Jewels worth 1 Treasure
5 Holy / Unholy Relic
6 Glowing Sword. Counts as magic (no stat bonuses,
however) and acts as a light source (Lantern)

(5 5) Old Dwarf Prospector


A grizzled dwarf prospector limps out of the gloom. He eyes you warily.
Good aligned Companies may talk to him Roll D6:
1-2 He teaches one of the Company’s Heroes who can
take Academic Skills Trap Expert as per TC#17.
If no Hero can learn this the Dwarf grumbles “idiots”
and hands over a Dagger. “In case you have to cut
your arm or leg out of a trap…”
3-4 He declares his retirement and offers his pack mule,
tethered outside the Deep, to the party. He mutters
in Khazalid as he walks away. The Company gains a Mule.
5-6 “Aye, you there! You look about the right size…”
The Compnay gains a suit of Light Armor.

Evil aligned parties may sacrifice or eat the Dwarf. The party’s
Leader gains +1 Experience.
(6 6) Mushroom Addled Night Goblin Shaman
Hearing him before you see him, a deranged Night Gobbo wearing a red
robe stumbles into the party.

Evil aligned Companies may try to talk to him Roll D6:


1-2 Through the gibberish you determine the
whereabouts of some loot. Next Income Phase roll
one extra D6.
3-4 For a short instance the Gobbo enters a trance and
imparts arcane wisdom. If the party has a magic-
user, they gain 1 extra spell.
5-6 Suddenly, the Goblin goes stiff as a board and drops
dead. Searching his robes, you find an Evil Eye medallion
worth D6 gc and D3 Mad Cap Mushrooms.

Good aligned parties can slay the Goblin. Lopping off his head
gains +1 Experience for the party’s Leader.
Triples
(1 1 1) Crumbling Tunnel
You have discovered a narrow hole in a wall barely big enough to belly
crawl through.
Randomly determine which Hero searches the tunnel. They find
relics and trinkets worth 2D6 gc. Roll a D6, on a 1 the tunnel
collapses and the Hero must skip the next battle.

(2 2 2) Smugglers’ Cache
The party finds a stack of crates cunningly covered with a tarp painted
to look like the surrounding walls. Looks like the local smugglers use this
Deep as a cache.
The Company finds 2D6 gc worth of supplies. If the party
Leader passes an I test, gain a further D6 gc found in a hidden
compartment of a crate.

(3 3 3) Mushroom Crop
Drawn by a dim phosphorescence, the party finds a large crop of mushrooms.
Snotling footprints are visible between the carefully tended rows of fungi.
The party may make a hearty meal from the mushrooms. When
calculating their next earning from the sale of treasures/wyrdstone,
reduce the effective size of the party by one (ie. 10-12 Warriors is
considered 7-9 Warriors), as the amount of money they need to
spend on food is reduced.

(4 4 4) Abandoned Orc Camp


The Company stumbles upon a motley collection of sleeping skins and an
old fire pit. Judging by the smell, debris, and latrine habits, Orcs made
camp here.
The party gingerly searches the camp and finds a dirty “Wurtbad’s
Finest Flour” sack containing 2D6 gc and several hundred teeth.
Orc and Goblin Companies may triple the gc worth as the teeth
are valuable to them.

I
(5 5 5) Lone Zombie
Just as the Company finishes its search, an unusual zombie, still wearing
adventuring gear, wanders out of the dark moaning, “Brains.”

The Zombie is easily dispatched roll D6 to find out what gear can
be salvaged.
1 Club
2 D6 + 3 gc
3 Sword
4 Lucky Charm
5 Throwing Knives
6 Light Armor

Undead warbands cannot seem to gain control of this “zombie.”


It seems it wasn’t animated by necromancy… how odd.

(6 6 6) Patrol
Your Company hears a large group approaching…

The political power/warlord that claims this region sends patrols


to this Deep to keep it clear of “undesirables.”

Roll D6:
1 Empire Dungeoneers or Sewer Jacks
2 Dwarf Ironbreakers
3 Orc and Goblin Scouts
4 Strigany Gypsies and Ghouls
5 Chaos Warband
6 Skaven Clan Rats

If the warband is inclined toward the patrol’s race, the party is


allowed passage with a few questions. The patrol also gives them
the name of a local merchant who will give the party a 10%
discount during their next shopping phase.

If inclined to fight the patrol, they gain the upper hand and collect
the listed gear and gain D3 Experience and D6 gc

However, every model in the Company must roll a D6: on a 1 or 2


that member was taken OOA during the fight and the player must
roll for Serious Injuries as normal.
Gear Found:
Empire: D3 Halberds, D3 Swords, D3 Handguns
Dwarfs: D3 Dwarf Axes, D3 Hammers, D3 Helmets
Orcs & Goblins: D3 Morning Stars, D3 Bows, D3 Axes
Strigany: D3 Daggers, D3 Axes, D3 Short Bows
Chaos Warband: D3 Halberds, D3 Maces, D3 Swords
Skaven: D3 Clubs, D3 Spears, D3 Slings
Four of a Kind
(1 1 1 1) Treasure Stash
The warriors are wandering through the Deep when one of the henchmen
notices something odd about a pile of rubble. Clearing the stones away
reveals a small wooden chest.

Inside the chest the warband finds D6x10 gc.

(2 2 2 2) Chaos Altar
In a shadowed alcove the party finds an altar to the Dark Gods.

If the Company is not Evil or Chaotic in nature, they may deface


the altar and rummage through the offerings. The Leader gains
+1 Experience and the party find D3 treasures.

Otherwise, Chaotic or Evil Companies may leave an offering of


10gc asking either for a Curse to be removed or to gain knowledge.
If knowledge is sought roll D6:

1-3 One random Hero screams as his mind is visited with


alien visions of the Realm of Chaos. They are taken
OOA, if they survive, they immediately gain one
Academic skill (even if they could not otherwise
have one.)
4-6 D3 Experience points are awarded to the party to
be distributed randomly among Heroes and Henchmen
groups.

(3 3 3 3) Dwarf Larder
One of the men notice a small Khazalid rune carved into the wall. When
touched a small compartment filled with Dwarf provisions opens.

A Dwarf warband may take the supplies and be considered two


sizes lower when next selling treasures/wyrdstone and Hired
Swords only charge half upkeep.

Other Companies may also take the supplies, though of a D6


roll of 1-2 a vengeful Dwarf Spirit Curses the Company. Until
the curse is removed (at a Temple or by other means) members
of the warband must re-roll all successful hits in close combat or
shooting.
(4 4 4 4) Dark Pool
The Company comes across a still pool of water. A glint in the water
catches your eye.
The party gains 4D6 gc

(5 5 5 5) Crystals
You see something glittering in the dark ahead…
The party has found D3 Crystals (count as Treasure) that are
valuable to wizards and soothsayers. If the Deep is a Tunnel/
Mine/Delving or Cavern double the amount found.

(6 6 6 6) Peddler
As you begin to exit the Deep you see an odd sight, just outside. A peddler
is setting up shop, his two pack animals are loaded with goods.
The peddler is always of a race friendly to the Company. The
party may trade with the peddler, buying items at 20% discount
(rounding up.) He is also likely to have hard-to-find items. Rare
items may be searched for at -2 to the Difficulty. Though he will
only have one Rare item.
If the peddler is attacked his animals will spook and run off
dropping 3D6 gc worth of goods. However, if the attacking party
rolls this result again treat it as double 1s (Coin Purse)
Five of a Kind
(1 1 1 1 1) Skaven Spies
“Stop, Stop!” hisses a voice in the dark. From the gloom a group of Skaven
emerges.
If the warband is inclined toward Chaos or Evil the Skaven share
their rations (raw meat and warp bread) with the Company. When
next calculating earnings from selling wyrdstone/treasures reduce
the effective size of the party by two tiers.
Good Companies are attacked on sight. The Skaven are
overwhelmed and the Company collects D6 gc, D6 slings, D6
daggers, and D3 Experience distributed to the Heroes. Roll a D6
for every member of the party. On a 1-2 that member was pelted
black and blue with stones and taken OOA and must roll for
Serious Injury as normal.

(2 2 2 2 2) Secret Door
While searching the Deep you stumble upon a secret storage door. You now
recognized this sort of contraption in these Deeps.
You may always re-roll one dice when doing Exploration rolls in
Deeps of this type. (ie Dungeon, Sewers, etc.) You may only have
one re-roll of this type for this type of Deep. Further results gain
the party D6 x 10 gc if they already have this specific re-roll bonus.

(3 3 3 3 3) Magic Circles
You realize that one of the rooms in the Deep has a large pentacle carved
into the floor and ceiling. Such places are scenes to vile incantations and
the summoning of daemons.
Evil and Chaos inclined companies may rest in this room. Any
party members taken OOA in the last battle are healed and not
required to roll for Serious Injuries.
Good inclined Companies may destroy the Magic Circle for D3
Experience divided among the Heroes. However, such acts carry
a price and the Dark Gods Curse the warband. Until the curse
is removed (at a Temple or by other means) members of the
warband rolling for Serious Injuries rolls twice taking the lower
result.
(4 4 4 4 4) Arcane Study
Searching the Deep has turned up what looks like a study with bookshelves
and a small worktable. Who would be working down here and why?
The Company finds loot worth 3D6 gc and a battered old
notebook. One Hero may study the notebook. From now on the
Hero can choose from Academic skills whenever they may choose
a new skill in addition to their regularly allowed skills.

(5 5 5 5 5) Dark Priest
The Company sees a figure in dark robes approaching. As he gets closer his
hideous mutations are apparent.
Good warbands may kill him for +1 Experience for the Leader
and an Unholy Relic.
Chaotic or Evil warbands may seek his blessing which removes all
Curses.

(6 6 6 6 6) Bone Piles
The warriors find a room filled with piles of bones and debris. Whatever
did this, you hope it is not nearby.
Looting the bone piles results in finding D3 Swords, 1 suit of
Light Armor, D6 Daggers, D3 Spears, D6 shields, and 2D6 gc. On
a D6 roll of 5 or 6 a Treasure is also found.
Six of a Kind
(1 1 1 1 1 1) Pit of Souls
A deep vertical shaft has been found. Torchlight reveals treasure glittering
at the bottom. However, the shadows in the shaft seem to move in
contradiction to the light…
If you wish a Hero may climb down the shaft to retrieve the
treasures. Roll a D6: on a 1 Shadow Daemons pull the Hero in
to the Netherworld with a loud echoing scream and is never seen
again. Otherwise, the Hero returns with D6+1 Treasures.

(2 2 2 2 2 2) Hidden Treasure
Behind some crumbling stones a large chest bearing a long-forgotten crest
is found.
Opening the chest reveals the following items. Roll for every item
on the list separately (apart from the gold coins) to see whether
you have found it.

Items: D6 Result Needed:


D3 Treasures 4+
5D6x5 gc Auto
Holy Relic 5+
Suit of Heavy Armor 5+
D3 Gems worth 10 gc each 4+
Elven cloak 5+
Holy Tome 5+
Magical Artefact 5+

(3 3 3 3 3 3) An Interesting Read
The party has found a Book/Chiseled bas-relief/Charcoal Drawing
depicting unusual combat techniques.
If the information is sold, it will fetch 100 gc. The party may
instead use the time to allow a Hero to read the materials which
allows him to choose from Combat skills whenever he gains a new
skill and their WS may now be increased by an extra point even
beyond racial maximums.
(4 4 4 4 4 4) Successful Dragon-Slayer
The party finds a unique sight: The rotting carcass of a dragon. It seems a
Dwarf Slayer killed the beast but was crushed by its death throes…
Between some pristine dragon scales, horn, and the Slayer’s jewels
and gear; the party collects D3+2 treasures.

(5 5 5 5 5 5) Slaughtered Warband
You find the remains of a massacred warband. They were an Adventure
Company known to you and their Leader was a mentor to yours.
Taking care to be respectful and following the advice of the old
Leader “The dead don’t need anything but two coppers,” you
find the following items. Roll for every item on the list separately
(apart from the gold coins and daggers) to see whether you have
found it.

Items: D6 Result Needed:


3d6x5 gc Auto
D3 suits of Light Armor 4+
Suit of Heavy Armor 5+
D6 Daggers Auto
D3 Halberds 5+
D3 Swords 3+
D3 Shields 2+
D3 Handguns 5+
D3 Helmets 2+
D6 Pistols 4+

(6 6 6 6 6 6) Dark Heart of the Deep


Your Company has found this Deep’s “heart,” where the Lord of this place
holds court.
Searching the area, the party finds the following: roll a D6.
1-2 D6x10 gc worth of jewels and money and D3 Treasures
3-4 D6 Vials of Crimson Shade and D6 Throwing knives
5-6 Magical Artefact
APPENDIX
Traps Rules for Event Creation
D6 Result
1 Complex Trap! Ingeniously designed traps are
remarkably destructive. Since the builder wanted no-one
entering this place, the complex trap has the potential to hurt
more than one model at a time. Some will activate each time
they are triggered, and others work once only. Roll 2D6 and
consult the Complex Trap Chart
2-5 Simple Trap. A simple device is quickly rigged that were
easy to make. They will only ever affect the model that trips
them, and cause a Strength 3 hit. Armor saves are allowed as
normal.
6 Dud! The simple trap is broken. It won’t work unless
repaired by a trap expert.

2D6 Complex Trap


2 Boulder: A giant boulder has fallen from the ceiling, and
threatens the model beneath. The warrior must take another
Initiative test. A successful test means that the warrior has
avoided the boulder. An unsuccessful test means that the
warrior was too slow, and takes D3 S5 hits (no armor saves).
The boulder will roll D6” in a random direction (use a Scatter
dice). Any other warriors in its way will also have to test
Initiative, failure will result in one S5 hit. This trap will only
work once.

3-4 Pit: As the warrior walks along, the floor suddenly opens up
and he drops D6 inches into a pit. Any other warriors 1” or
closer to the pit must also test Initiative, failure meaning they
fall into the pit too. Use the Mordheim rules for falling.
Warriors who find themselves still alive in the pit will also have
to climb out. This trap will work only once, but there will be a
2”x2” pit ( depth determined by the original roll) in the
Deep Section.

5 Arrows: The warrior triggers a hail of D6 arrows (S3). Roll a D6


for each arrow: 1-3 Hit, 4-6 Miss. Any arrows that miss the
warrior may hit nearby warriors, (within 2”). If there is a warrior
within this range, then it must roll on the Hit/Miss chart above
for every arrow that misses the original target. If there are
multiple targets, then divide the misses among them (starting
with the closest and continuing outwards). Any further misses
will have hit the opposite wall. This trap will work multiple
times, so any warriors that walk over/near the Trap counter again
must also test their Initiative.
6 Curse: The mage who supervised the building of the Deep has
placed a powerful curse on all who desecrate it. All wariors
within 1” of the trap when it is triggered must re-roll any
successful to hit rolls or armour saves. Affected warriors must
take a Leadership test in each of their subsequent Recovery
phases. If they pass they have shaken off the effects of the curse.
If a warrior still has the Curse at the end of the battle they will
carry it until they visit a Temple.

7 Swinging Blades: As the warrior passes by, large razor-sharp


blades swing out from the wall. The warrior must make another
Initiative test, or receive 2 x S5 hits (armour saves as usual).
Should the warrior have stopped on the trap counter during his
Movement he will have to test his Initiative at the beginning of
his next turn or suffer a further 2 x S5 hits. This trap will strike
any warrior that passes over it with a failed Initiative test.

8 Poison Gas: The warrior is engulfed in a blast of poison gas.


The gas will cause D3 S4 bits as the warrior gasps for air. Any
other warriors within 2” will also be affected (one S4 hit).
Warriors immune to poison take no damage.

9 Sandbox. Slabs of stone fall from the roof, behind and in front
of the warband, trapping any warriors within 2” of the warrior
who triggered the trap, totally blocking the passage. The space
between the slabs begins to fill with sand!
The only way to escape is to find a loose stone beneath
which there is a switch that resets the trap, clearing the area.
Trapped warriors must make a successful Initiative test to find
the switch. This has a cumulative penalty of -1 each turn after
the first, as the sand slowly traps the warrior in its grasp.

If the warrior’s effective Initiative reaches 0, the warrior is


trapped and can do nothing; he is considered Out of Action.
After the battle, a Hero from the warband may try to find
the lost warriors instead of Exploration. Each Hero takes an
Initiative test in the same way as looking for Dramatis
Personae. If they are found they are all released and must roll
for injuries as normal. If there a.re warriors trapped in more
than one Sandbox then search for each group separately. Only
Heroes who did not go Out of Action may search for trapped
warriors.
10 Fire Trap: A pillar of fire blasts out from the wall, engulfing the
warrior and any others nearby. The warrior immediately
receives a S5 hit, and on a D6 roll of 4+ will count as being on
fire. Warriors within 2” must roll a D6, on a score of 4+ they
are also on fire. Those on fire must roll a D6 each Recovery
phase, on a 4+ they extinguish the fire or they immediately
suffer a S4 hit and may only move. Friendly models may help
in extinguishing the model that is ablaze. They must be in
base-to-base contact and need to roll a 4+ on a D6. Against
Flammable targets like Mummies they are Strength 6 and on a
2+ on D6 catch fire.

11 Deadfall: A large block of stone slowly descends from the


ceiling, totally blocking the passage. The warrior who triggered
the trap and any other warrior within 2” may go forward to
a new Section or return to any adjacent Section. The warriors
easily step from under the slowly moving block and it will
cause no damage.
This has the potential to be a real pain for a warrior - trapped
in Deep or having to find another (long) way around.

12 Collapsing Walls: The walls close in on the warrior, threating


to crush him! The warrior must make an initiative test. If
successful, the warrior is quick enough to dodge the trap, (and
if the warrior had stopped on the Trap counter, move it 2” to
either side). If the warrior fails his lnitiative test, the walls
crush him between them. The warrior will receive a S8 hit.
Once the walls collapse, they immediately open up again,
ready for the next unwary intruder to activate them.

Other Sample Traps


Swinging Spiked Ball: Out of nowhere a large, spiked iron ball attached
to a chain, hurls at the startled warrior. The target must pass an Initiative
test, or take a Strength 5 hit. The ball then swings back into its former
position with no further effects.

Spiked Pit: The ground beneath the warrior gives way to reveal a large
pit lined with sharp spikes! The warrior takes a Strength 3 hit as he
falls. The pit also forms a circle centered on the model with a 2”
radius. Any model whose base is half covered must pass a Strength test
or fall in and take damage as above. In any following Movement
phase, any trapped models can escape by passing a Strength test. If
they succeed, they count as though they have got up from Knocked
Down for purposes of movement.
Cage: A cage drops out of the ceiling, trapping the warrior. The warrior
may not move whilst in the cage, although they may shoot. They also
count as being in cover if shot at, they suffer a -1 to hit penalty if
engaged in close combat with an enemy who is outside of the cage, and
the attacker gains + 1 to hit. A warrior trapped within the cage or any
warrior in base contact may attack the cage in close combat. The cage
has T 4, l W and a 5+ armor save. If destroyed, the warrior may move
as normal next turn.

Arrow Trap: A tripwire has been sprung that releases a hail of bolts. The
bolts hit on a 5 + with a Strength of 3. They are assumed to be in range.

Terror Trap: Dead bodies and horrific gore falls from the ceiling,
dousing the warrior. The warrior and all those within 211 must make
an immediate Rout Test (warriors that are immune to psychology may
ignore this).

Snare: A large net ensnares the unfortunate victim. The warrior is


immobilized until a friendly model spends their entire Movement phase
freeing him.

Poison: The warrior is struck by a tiny poisoned dart or blade. In its next
turn, the warrior loses -1 Initiative and -1 Leadership due to dizziness.
This continues each turn until either stat is reduced to 0. Then the
warrior is taken out of action.

Undead: D3 Zombies are placed within 3” of the warrior. They are exactly
as described in their entry in the Undead warband. They will always
attack the closeet warrior long as he is in charge range. Otherwise, they
will always try to get within charge distance of him. If other warriors are
closer, they will attack them.

Boulder: A big rock drops out onto the poor unfortunate. He automatically
takes a Strength 4 hit that works like a hammer (stuns on a 2-4). It will
continue to roll in a random direction. Use the Warhammer Scatter dice
if available, or just assign six directions numbers 1-6 and roll a D6. It
moves 6” a turn, and any model in its path must pass an Int test or be
hit as above. It will not set off traps, and will stop when it hits a wall or
passes out of a warband’s deployment entrance.

Abyss: A trap door opens and the model must take an I test or fall in
and become Out of Action. After the battle the model should roll on the
injuries chart as normal. The trap door will close, and reset, after the
model has passed or failed its test.

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