Doodleblog
[[expanded_heroquest_traps]]
Last edit on
Jul 23, 2006
8:15 AM
by marasmusine
TRAPS
Roll 2d12
Room/Passage Chest Trap Spot Chance Disarm Chance
1-3 Pit trap 5+ None
4-5 1-2 Crossfire 8+ 6+
6-7 Portcullis 6+ 11+
3-4 Poison Dart 9+ 8+
8 Blocks 7+ 11+
9 5-6 Gas 10+ 7+
10 7 Mantrap 7+ 6+
8 Spike 6+ 7+
9 Shock 8+ 11+
11 10 Magic 9+ 7+
12 11 Fireball 8+ 9+
12 Mindstealer 6+ 10+
13 Guillotine 6+ 8+
13-14 14-16 Alarm 7+ 7+
15 Rolling Boulder 8+ 9+
16 Teleport 5+ None
17-18 17-18 Warpstone 8+ 11+
29-20 Disarming 6+ 10+
19-20 21-22 Rusting Water 8+ 9+
21-24 Cursed Rune 5+ None
23-24 Mimic 7+ None
Pit Trap: Speed check required to climb out. Speed check required to jump over.
Roll to see what the pit contents are:
1-6: 10ft drop: Victim will take a wound on 9+,
7-8: Bed Of Spikes: Victim takes 3DD
9-10: Cess Pit: Victim will stink until the end of the adventure: -2 to WS and BS. Any hero or henchman standing next to him will also have -2 to WS and BS.
11-12: The Oubliette. Character falls into single small room (taking 1DD), with no apparent exits. Can be let out with a rope by someone up top. On a roll of 7+, there will be wandering monsters in the room. They will have no weapons or armour, but will attack anyway.
Portcullis: Portculls drops across door, passage or room. Can be lifted if 1d12+combined strength is 20 or more. Anyone who didn't participate in lifting can then slide under. Takes on exp. phase.
Poison Dart: Roll 1d12:
1-7: Roll 1DD for the dart. If this causes a wound, character goes down to 0 Wounds.
8-12: Roll 1DD. If this is failed, no damage is taken but the hero is now diseased.
Fireball: Put fireball template over victim. Anyone underneath takes 5DD. Fireball moves 8 squares for next 3 combat turns.
Rolling Boulder: Place the boulder counter at the end of the passage or room and immediately move it 1d12 squares. It will destroy furniture and other obstructions. Any model it passes over may jump to one side if there is an adjacent empty square and if they pass a Spd test. If they fail they take 6DD for a small boulder or 12DD for a huge boulder. After the heroes take their combat phase, the boulder will continue to move in the same direction, increasing it's speed by 1. Repeat until it hits a wall, where will smash into rubble, causing an obstruction.
Crossfire: 1d3 crossbow bolts fire, each hitting the target on a 3+, causing 3DD.
Blocks: If victim passes Spd test he takes 3DD. If he fails he takes 12DD. If spotted but not disarmed, heroes can pass under it at half rate.
Gas: Target must roll against basic Toughness. Those in adjacent squares roll at -1 bonus. Those in squares adjacent to that roll at -2. If a test is failed, roll on the following to see what kind of gas it is:
1-6: Mild poison. Loose 1 wound, and can't move for 3 turns.
2-8: Nausea. Hero has 8 spaces movement for exp. phases, and half rate during combat. -2 Strength and half WS and BS. Lasts for whole expedition.
9-10: Madness. Controlled by GM for 6 turns. Won't attack other heroes, but will wander around unless restrained.
11: Strong poison. 8DD.
12: Deadly poison. Must drink Healing potion or die.
Mantrap: 4DD damage. If any damaged caused, limb will be severed. If on a chest, hand is lost, causing WS to be halved. Cannot use bow or two handed weapon. Wizards can't use two-component spells. In a room or passage, leg is lost. 8 spaces during exp. Half speed during combat. Cannot use shield or two-handed weapons.
Spike: 3DD damage. If it causes a wound, roll 1d12. On 8-10, it is poisoned and will take hero down to 0 wounds. On a 11-12, it is diseased.
Shock: 5DD damage. Metal armour will cause an extra 5DD damage.
Magic: Roll 2d12 on the following table to see what the spell is. All spells are cast at Intelligence=7.
2-3: Mindcraft: Spasm 13: Fire: Flames of Death
3-4: Air: Cyclone 14: Sorcery: Genie
5-6: Sorcery: Dancing Sword 15: Fire: Wall of Fire
7: Dark: Sorcerer's Curse 16: Air: Wind Blast
8: Dark: Choke
9: Fire: Combustion 17: Animals: Hunting Spear
10: Animals: Hunting Spear 19-20: Necromancy: Invocation of Nehek
11: Chaos: Word of Pain 21-22: Fire: Inferno of Doom
12: Air: Lightning Bolt 23-24: Water: Quickrot
Mindstealer: Victim is GM controlled for 6 turns. Can attack other heroes. If combined strength of heroes and henchmen in victims death zone is three times that of the victims, he can be restrained.
Guillotine: Causes 2 DD. If this causes a wound, hand will be severed - see Mantrap above.
Alarm: Place wandering monsters down.
Teleport Trap: Victim is placed in a corridor(1-6) or room(7-12) unconnected to rest of the map. Generate random map from there as normal, and pray that it will connect up to the rest of the map.
Warpstone Trap: An intense warpstone beam hits the victim. If he fails a Toughness check, he will gain a random mutation.
Disarming Trap: Phantom hands grab the victims weapon and spirits it away. Roll 1d12 for each treasure chest found after that. The stolen weapon will be in the chest on a 9+.
Jet Of Rusting Water: If the character is wearing non-magical chain or plate, it will loose 1 Toughness point of effectiveness. If the character has a non-magical weapon, it will rust on a d12 roll of 9+, and so will cause 1DD less damage.
Cursed Rune: The victim steps on an evil sigil: Roll 1d12: Effects last until the end of the expedition unless otherwise states. The victim must...
1-6: Loose 1 fate point.
7-8: Re-roll succesful hit and damage rolls.
9-10: Loose all the gold he is carrying.
11: Turn into a newt. All stats become 2. Will last until the character passes a bravery test during exploration phase or combat phase (ie must roll a 1 or 2)
12: Loose 1 fate point permanently.
Mimic: The chest is a mimic which grabs onto the victim and attacks: The victim will only have one hand spare so cannot use two-handed weapons, cannot move, and has WS reduced by 2.
WS=6, STR=6, TGH=8, 6 Wounds, Int=4, Brv=10, Spd=0
Of course, if the mimic is spotted, it can't be disarmed, but can be attacked as normal.