Corridor 1 - Slippery Stuff ================================= Any time a model rolls a natural 1 To Hit, it slips and falls on it's rear, causing it to be prone until it is it's turn to act again. Event 1 - 3 Oops! All players roll a die. The lowest loses his balance and falls prone. He also knocks over all adjacent models, who also fall prone. 4 - 6 Tracking Sludge - All warriors collect plenty of goo on their boots, and will still fall prone on a 1 To Hit in other rooms unless they spend a turn to clean their shoes. Corridor 2 - Dripping Ceiling ================================= Acidic sewage drips from the ceiling. At the beginning of each turn, all models must roll D6. If the score is a 1 or 2, sewage drips on the models head, causing 1 damage with no modifiers. Events 1 - 3 Flush! - For the next D6 turns, heavy amounts of sewage will drip from the ceiling. Models can then be hit on 1-4 instead on 1-2. 4 - 6 Dry-Out - For the next D6 turns, no sewage will drip from the ceiling. Corridor 3 - Broken Pipe ================================= A broken pipe in the middle of the corridor sprays the middle two squares with sewage. Any model who comes into contact with the middle two squares (even just running through) will take 1D3 damage with no modifiers for anything. Event 1 - 3 What Luck! - All players roll a die. A gem spits out of the pipe and lands before the feet of the warrior with the highest roll. The gem is worth 1D6x50 gold. 4 - 6 A flushed brew - Any model standing in the spray of the pipe is hit by a reddish liquid which gives him an extra attack on the next turn. Red Corridor 1 - Daylight Hall ================================= Metal bars have replaced the ceiling of this area, and the outside world can be seen. If the warriors wish, they may yell for help once per turn. On 1 or 2, monsters come to investigate. On a 6, a passer-by comes to the warriors' aid. He will then go to get help, and free them 2D6 turns later. Event 1 - 3 Passerby - A man just happens to be walking by. If the warriors need to be freed, they may declare it now. 4 - 6 The clouds part - Sunlight floods the area. All models are blinded for a turn, and are at -1 to hit on attack rolls. Red Corridor 2 - Glowing Fungus ================================== A glowing red fungus covers the wall. Any warrior who touches the wall will take 1 wound with no modifiers for anything. The fungus lights up the corridor and all adjacent rooms naturally - no lights are needed. Event 1 - 3 Mad Spores - The fungus becomes disturbed by the parties presence, and spits spores into the air. All models must roll a successful WP test or fall asleep (prone) for D6 turns. 4 - 6 Killer Spores - Same as above, but those who sleep als take 1D6 damage with no modifiers for anything. Red Corridor 3 - Steaming Passage ================================= A hot water pipe has broken in this passage, filling this area with scalding hot steam. Any model in this room at the end of the turn will take 1 damage with no modifiers for anything. Event 1 - 3 Heavy Steam - All models will take 1 extra damage at the end of this turn. 4 - 6 Out of Steam - There will be no steam in this passage for 2D6 turns. Stairway - Into the Darkness ================================== The floor of this stairway is coated with a green goo, and any model who moves must roll D6. On 1, he slips down the stairs, taking 1D6+2 damage modified for each step slid down. Any models in the way also get knocked down, and begin the same slipping process. If multiple models end up at the base of the stairway, they both will be prone until able to move to an empty space. Event 1 - 6 All players roll a die. The lowest roller suddenly slips. Corner - Odor of Sewage ================================== An powerful funk of sewage fills this corridor. At the end of each turn, all models must make a WP test or be at -1 Toughness next turn. Event 1 - 3 Overwhelming Stench - All WP tests this turn will be at -2 4 - 6 Dizzying Odor - Any model who fails his WP test this turn also falls prone. T-Junction 1 - Flush Zone ================================== Sewage randomly flushes from the ceiling, soaking anyone under than zone. There are four flush zones - Zone 1 is near the left door, Zone 2 is near the right door, Zone 3 is near the bottom door, and Zone 4 is in the middle. At the end of each turn, roll D6. That zone is flushed, and any model in the zone takes D3 damage with no modifiers. (If the roll is a 5 or 6, there is no flush) Event 1 - 3 Sploosh! This turn, all 4 zones will flush. 4 - 6 Overflush - The zone rolled at the end of the turn will overflush, and any model in the zone will take 3D3 damage with no modifiers for anything. T-Junction 2 - Slimy Walls ================================== The walls of this area are coated with a green muck. Any warrior who touches the wall must make a Str test to get unstuck from the wall. While stick, the warrior is at +2 to be hit. Event 1 - 3 Stuck Weapon - All players roll a die. The player with lowest total notices that his weapon is stuck to the wall... 4 - 6 Coins! Stuck in the goo are 2D6 coins worth 20 gold each. 2 may be pulled out at a time. T-Junction 3 - Sticky Floors ================================== A sticky goo covers the floor of this area. Every a model wants to move, it must make a Str Test at +2B/ +1D/ +0E /-1W to rip its legs free. Event 1 - 3 Uh oh - All players roll a die. The lowest warrior comes right out of his boots and falls to the floor, prone. He will remain completely prone until another warrior can help him up by making a Str Test at +2B/ +1D/ +0E/ -1W, or by pulling himself free by rolling a 6 on D6. 4 - 6 Oooh! - A treasure is stuck to the floor. Make a Str Test at +3B/ +2D/ +1/E +0W to free the treasure. Divide as normal. Flames of Khazla - Pit of Sewage =============================== A pit sits in the corner of this room. Any model who stands on the pit must roll D6. On 1 - 3, it falls in never to be seen again... Event 1 - 3 The Mysterious Hand - All models next to the pit roll a die. The lowest is grabbed by a hand from the pit. It must then pass a Str. Test to be pulled into the pit, never to be seen again... 4 - 6 Uh oh! A warrior next to the pit (at random) accidentally drops on of his items into the pit. (At random) If he has a rope, he may lower himself in to get it. But if so, roll a D6. On 1 or 2, an unseen force cuts the rope, and the warrior is never seen again. Flames of Khazla - Rat Poison ================================ The creators of this sewer placed magical rat poison on an alter for rodents to consume. Any warrior eating the Rat Poison heals 1D6 wounds, but then loses 1 wounds at the end of each round after that until the Magic Phase is a 6. There are 2D6 units of Rat Poison on the alter. Rat poison may be thrown into an empty space, and giant rats will attack (eat) it instead of attacking another model. They will then die at the end of the round. (No gold gained. Skaven won't attack poison) Event 1 - 3 Illusion of a Banquet - The poison tricks one of the warriors at random into believing that the poison is a great feast. He must then make an Init Test or eat 1 unit of Rat Poison 4 - 6 Magic Refills - 2D6 more provisions of Rat Poison appear on the pillar. Collapsed Passage - Sewage Puddle ================================== A puddle of acidic sewage floods the four spaces between the enclosed walls. Each time a warrior enters one of the squares, he/she will take 1 damage from the sewage burning his feet. Event 1 - 3 Bad Step - 1 warrior in the puddle hits a deep spot and plunges into the sewage, taking 1D6+2 damage with no modifiers for anything. 4 - 6 Safe Spot - The warriors find a safe spot on travel, and on 3+ per step, will not have to enter the sewage. Collapsed Passage 2 - Rat Bite Pass ================================ Millions of red eyes glow from the rocks in this passage. While moving through the four spaces between the rocks, roll 1D6 on each space. On 1, the warrior is bitten for 1 damage with no modifiers. He must then reroll until the roll is not a 1. Event 1 - 3 Angry Rats - All rat bites happen on 1 - 3, and will still repeat until missed. 4 - 6 Rat Swarm - All models between the rocks take 1D6 damage with no modifiers for anything. Chasm of Dispair - Sewage Waterfall ================================ An almost beautiful waterfall of sewage gushes out from either side of the bridge, occasionally splashing on it. Whenever the Magic Phase is a 2 or 3, any model on the bridge gets splashed with sewage, and takes 1D3 damage with no modifiers. Event 1 - 3 Free Stuff! A treasure shoots out of the falls and lands on the bridge. A warror may spend a turn picking it up. 4 - 6 Surge - Next turn, a splash will happen on 2 - 5 instead on 2 or 3. Gaol - Sewer Gates ================================== A rusty gate hands in the air, allowing the warriors to travel. Inside the Gaol, a level sits in the up position. A warrior may make a Str. Test to pull the lever to the closed position, closing the gate. A Str. Test is also required to re-open it. Event 1 - 3 Level slips - The gate suddenly fall down. If the gate is already down, do event 4 - 6. 4 - 6 Final Rust - The gates opening mechinish rusts shut, and the gate is basically stuck in whatever position it is in now. A Str Test may be made at -3, but if any 1's come up, the level breaks permanently. Dead End - Sewer Blockage ================================== Sewage has built up on the other side of this blockage. If the warriors tamper with the blockage, roll D6. On 6, the dam breaks, flooding the corridors with sewage. All models take 1D6 damage with no modifers and are pushed back 3D6 squares. Event 1 - 3 Sewer Wave - If the dam bursts, it will cause 2D6 damage, and push the models back 5D6 squares. Permanent. 4 - 6 Crack in the Dam - Roll D6. On 1 or 2, the dam bursts. (+2 if it has ever been tampered with) Guard Room - Waiting Guards ================================= Basically, there will always be monsters here waiting for the warriors the first time they enter. Event 1 - 6 More monsters come... Torture Chamber - Feeding Room ================================== In this room 6 giant rats resid, feeding on skeletal remains of previous warriors. The rats are too fat to do Deathleaps. They will just attack once normally. Event 1 - 3 Ouch! - All players roll a die. The lowest player steps on a rusty sword, causing 1D6 damage modified only by Touhness 4 - 6 Gimme! = All players roll a die. The highest notices a treasure in the corner. Welll of Doom - Draining Room ================================== This appears to be the drainage room for most of the sewage, though it is dry at the moment... Event 1 - 3 Sickness catching up - All players roll a die. The lowest begins to feel sick for 1D6 turns. He/she will lose 1 wound at the beginning of each turn, and will attack at -1 To Hit. 4 - 6 Bag of Sewage - All players roll a die. The lowest notices that his bag is full of sewage. All scrools, maps, etc are destroyed and drinking any potion from the bag for the rest of this adventure will cause 1D6 damage along with the effect of the potion. Shamen's Den - Sewage Ledge ================================== The warriors will enter this room on the upper part. The lower area is flooded with sewage waist high, and any corridors from this point on will also be flooded. The flooding will stop at The Well of Doom, The Chasm of Dispair, The FireChasm, etc. Any room with a pit or a raised floor. Being in the sewage causes 1D3 damage per turn to any models. No monsters will be encountered in the sewage. Event 1 - 3 Box - A box floats before the warriors. A warrior may touch the sewage for 1 damage to open to box. Once opened, roll a D6. 1 - Giant Rats (d6) inside, who ambush! 2 - 3 Empty 4 - 6 Treasure. 4 - 6 Dizzy Feeling - All players roll a die. The lowest must make a WP test or fall unconscious for 1D6 turns. Dungeon Cell - Sewer Cell ================================ In this room, D6 prisoners have been chained to the walls and left to die. A large piece of warpstone has been left in the center of the room, torturing the victims with it's slow burning radiation. It would takes each warrior a full turn to free a prisoner, who will thank the warrior and repay him/her 50 gold in town. Event 1 - 3 Big Bang - The warpstone flairs up and explodes, killing all of the prisoners, and causing 2D6 damage modified to all warriors. Otherwise, roll on monster table. 4 - 6 Too late - 1 Prisoner gets too sick and passes away. Otherwise, roll on the monster table. Hall of Death - Filter Room ================================= All of the large material in the sewage filters into this room. A warrior may spend his turn searching the debre. If so, roll D6. On 1 - 2) Something cuts the warrior for 1D3 damage with no modifiers. 3 - 4) nothing is found. 5) 1D6x50 Gold is found. 6) 1 Treasure is found. Only 1 treasure per warrior may be found. Event 1 - 3 What was that? - Something appears to be moving under the debre. Warriors must now make Fear 5 tests before searching, or not search. 4 - 6 Shiny Gem - The next player to get a 5 on his search roll finds a gem worth 1D6x150 gold. Monster's Lair - Rat's Den ================================= Hundreds of large holes have been eaten through the wall. Each turn, 1 giant rat will ambush the party for each point on the Magic Phase die. Event 1 - 6 Retreat - For the next 2D6 turns, no more rats will emerge. Circle of Power - Warp Magic Zone ================================= This area glows an errie green, and is filled with evil energy. Any skaven spell-caster may cast 1 extra spell each turn. Event 1 - 3 Poof! A skaven spellcaster appears, alone. 4 - 6 Magic Drain - No magic may be cast this turn. Sewer (Magazine tile) - Corrosive Water ================================= Any model who somehow happens to enter the water will be eaten alive by the sewage for 2D6 damage per turn with no modifiers. Event 1 - 3 Oh on! One model standing next to the ledge (at random) will fall in on a 1-3 on D6. 4 - 6 Greed - A treasure can be seen floating in the sewage water. Fighting Pit - Sewage Lake ================================ [Place doorways at both ends of the board section, the long way] The fighting pit is filled with sewage, and any warrior who wishes to continue on must walk the narrow ledge around the pit. For each section of the ledge walked on, roll D6. On 1, the warrior falls into the sewage, taking 1D6 damage with no modifiers. He may then get back on the ledge on 4 - 6 or swim two spaces. When the door is reached, the warrior must not roll 1 or 2, or fall into the pit. Event 1 - 6 Oops! APRD. Lowest slips and falls into the sewage on 1-3 on D6. Tomb Chamber - Control Room ================================= This is the main control room for the sewer. Any warrior next to the tomb may spend his turn shutting down the sewer. All sewage will drain away, and no sewage will drip from anywhere. Event 1 - 3 AutoReboot - If the sewer has been turned "off", it turns itself back on, and all rooms return to normal in 1D6 turns 4 - 6 Intruder Alert - The Control Panel activates a security robot who fights just as a Chaos Warrior does. Firechasm - Sewer Draining Chamber ================================= A river of sewage flows under the rope bridge, and all of the rules of the firechasm apply as normal. Except, warriors roll on the hazard table if they can't pass a WP test from the stench of the river. Event 1 - 6 Board Breakage - All models on the bridge must roll D6. On 1 - 2, they must roll on the hazard table. Fountain Room - Pure Water Chamber ================================ In this fountain can be found crystal clear drinking water. Any warrior may drink from the fountain once per turn, healing 1 wound per drink. Event 1 - 3 Bad Rat - A dead giant rat falls from the ceiling, into the fountain. The water is now contaminated, and will cause 1 wound instead of healing 1 wound. 4 - 6 Last Drop - The fountain only has enough water left for D6 drinks. Warlord's Lair - Sewer Covered Lair ================================== Sewage covers every inch of this lair. Each time a model steps, roll D6. On 1, roll another D6. On 1) It slips forwards. 2) It slips backwards. 3) It slips left. 4) It slips right. 5-6) It just falls prone. Slipping any direction into another model will cause it to slip also, causing a chain reaction. After moving from a slip, the model will fall prone. Event 1 - 6 Uh oh... 1 Model at random in the room will slip. Throne Room - Grand Sewage Room ================================= [Place doors on the upper ledges] Any model who touches the slide will slide down a square on 1-5. If the model slides off the board, it disappears never to be seen again. On 6, the model is safe until it moves. Event 1 - 6 Bye-Bye! - Any model stuck on the slide goes directly down the slide and is never seen again. Idol Chamber - Work Crew Resting Room ================================= This chamber was designed to be free from sewage, as to provide work crews with a clean place to rest. No sewage is found here. Event 1 - 3 Spooky Noises - The party hears errie noises; possibly the voices of long dead workers. The warriors must now leave this room as soon as possible. 4 - 6 Leave now! - D3 ghosts appear in the room. They will attack unless the warriors leave the room in 2 turns. The Phantom Of The Opera @--'----,-------- (A.K.A. Anthony Gill)