From: Logan Horsford Date: Thu, 12 Feb 1998 07:24:11 -0600 Preface: I claim creativity for absolutely nothing on this and apologize if I have inadvertently typed one of yours (whoever) in. I claim credit only for gathering the best of what was out there and being smart enough to use it. There are some that are mine in here but I don't care about getting credit, only getting the info out. Also, to any that have more, please post them. Also, these cards are rated PG. If there is no mention made of treasure or encounters, there aren't. If a card refers to a counter, it is probably one from Hero Quest. I apologize for using non-WHQ terms. All the following are dungeon cards but the last. Forge You find the forge (put down the counter). Any PC may try to sharpen/heat up/improve a bladed weapon. 1. F$#& it up bad. Discard the weapon (even if it is a starting one). 2-5 Your PC isn't very good at this. No effect. 6 +1 dmg for next combat. Dwarves add +1 to the die roll. Anyone with weapon crafting skill also adds +1. One try per non-magic (only) weapon. Ley Line Intersection This room, the wiz likes. Each round after 'Bu-Yah' (rolling the d6 for power) the wiz gets an additional d6 magic points. Effects for this room only. A Friend In Need A tall man in red and black leather armor comes to your group with a request for aid to the Healer's Guild. Because he has a 'silver tongue', you give up 500 GP (or more!) in treasure cards. He then gives 12 points of healing where needed (split among wounded party members) and leaves. Table (place the table mini) If searched, the PC's find: 1. A monster is hiding under the table. It jumps out and attacks (roll on the random monster chart). 2. Just as you look under the table (draw another random event card) 3-4 Just a table. 5You find 2 GP and a piece of chalk. 6 Strapped underneath the table is a short sword and a scroll. The scroll is magical. The next active circle of power (magic circle) the PC's come to they can become invested in (pass freely in and out). Or the scroll can be sold for 300GP. Throne (put out throne mini) If sat upon (d6) 1. You are teleported and end up naked (your gear is nearby, don't panic) and lying face down on an altar with a lit red candle shoved up your @$$. You are now in a city. 2. Immediately lose ALL possessions but your starting gear. 3. You feel the eye from Mordor (tm) searching for you and quickly vacate the throne. 4. A hole opens in the ceiling above you and 300 GP rains down on your head. D6 dmg to body. (i.e.: no armor, Tou, just goes to hp) 5. Your armor shines and becomes better by one step. See pg. 29 (move them up to the next higher plus on the armor table) 6. You may pick one race and become the avatar against it - you gain +1 attacks against it - this dungeon only. (the above was a dungeon card, following is the city card) Occult Shop 1. You ask a lot of stupid questions and buy nothing. The shop keeper curses you. -1 all actions for the next adventure. 2. You browse around but find nothing you want. 3. You find some (2d6) healing herbs. Each heals 1 hp. Price, 10 gp/ea. 4. You find an "occultic bar of soap" and can buy it for 50 GP. It spoils if taken out of the settlement but if used in a steam bath, it gives an additional perm. Hp. 5. You find some cool occult text. If a wizard reads it, 4-6 it is a spell. Otherwise, it is just cool. 6. You walk into an alter room and find some guy strapped to an alter with a lit red candle shoved up his @$$. To keep you quiet, the proprietor blesses you. +1 Tou for the next adventure. The looks on the peoples faces when one of them rolled a 1 on the throne card was only beat by the group when another person rolled a 6 on the occult store card. "Well", he said, "at least we know where they go now." Evil Logan, HDO -------------------------------------------------------------------------- These are a few more dungeon events. (Please insert usual disclaimers here). Edible Fungus: Roll 2d6. This is how many rations worth of fungus that can be harvested. 1-3, enc. Alter: (place mini). Any equipment placed here disappears, as does gold. If a treasure card is placed here, roll d6: 1: Disappears 2-5: Converted to d6x100 gp 6: Disappears: Take one treasure card. Each PC gets one try. Spider Webs: All the squares of this section are filled with spider webs. To move or fight, the PC must roll STR+d6 and get a 7+. If they stay in the same square after 'ripping from web', they may fight normally. The monsters are strangely immune....Big surprise. 1-3 enc. +1 treasure if monsters are encountered. Small white box with red cross on lid: 1: Trap: All PC's in adjacent sections take d6+4 wnds. 2: Empty but for a note: "Property of Healers Guild of Corvos" 3: d3 bandages. 4: d6 bandages. 5: Healing potion (d6) 6: Heal all potion (like the one the elf starts with). Food time: Random PC gets the munches. If they do not immediately eat a provision, they lose 2 wnds. These are not healable until they eat. Treasure Hoard: Roll on objective room table. If defeated, take 3 treasure cards. For this and the previous stuff, I appreciate any comments and definitely want other peoples ideas. Coming next, more dungeon encounters. Eventually, travel and city encounters will be entered as time allows. Evil Logan, HDO -------------------------------------------------------------------------- More dungeon cards. Guide: You meet a spotted leopard Ssar. For 200 GP (or treasure equivalent) he agrees to act as your guide. The next monster encounter the GM should roll (draw for) as normal. The group may opt to avoid it. If so, the monsters and treasures just don't happen and the guide leaves. If the PC's opt to hit the monsters regardless of the guide telling about them, the guide stays around. Essentially, the card allows the PC's to avoid an encounter of their choice. This does not work for the final room (nor encounters the GM wants to happen). Huge Tombstone: This is the tomb of Silvus Maxims. If he has already rolled your party, the tombstone is obviously a fake. If not, it must be real. The PC's have a feeling of "Silvus-less-ness" If they encounter "Silvus", they know it to be an impostor and roll him gaining 100 GP each! <<>> Alter Piece: (Place alter) 1. When the alter is messed with takes 4d6 lightning bolts (each doing 1 pt of body damage) split among the party touching the alter or adjacent to it. 2. You swipe the candle sticks (50Gp value!) The monsters to whom the alter belongs show up (roll random monster). 3. Rummaging around the alter you turn up...nothing interesting... 4. There is a big d#%& book on the alter being used as TP. No good. 5. You reverently pray for help and realize that it is all worth while. The next monsters encountered are worth x2 XP for that character. 6. Aid given. +1 attack for the rest of the dungeon. The Rack (place piece) You find a goblin lieutenant strapped to a rack. You give it an experimental turn (just to be sure it works) and ask him a few questions. 1-2: Yea, it worked too well. Takes off his arms and legs. He dies screaming. Bummer. On the up side, whoever cranked the handle gets 5 XP. Good going. 3: Tough cookie. He won't talk. PC may opt to re-roll on this table at a consecutive -1 (per time this result is hit) on the die roll. 4-5: He tells you about the next room. GM should place tiles. [If the GM has some special place he wants the PC's to find, he may use this instead.] 6: He tells you about a complete path. GM should place tiles. [If the GM has some special place he wants the PC's to find, he may use this instead.] On the 4-6 results, the GM may opt to give the characters +1 attacks (or negate ambush) for the NEXT group of monsters encountered. Or not. Does torture really pay off? Bat Swarm: For 2 turns, normal bats swirl around the heads of the PC's, irritating and confusing them. -2 to hit. Draw another event card immed. Trap Door Down: (place mini): 1-5 wood 6: metal This leads to a different dungeon section. Evil Logan, HDO -------------------------------------------------------------------------- More usual disclaimers... Also, if anyone is actually reading this, please let me know or I'll shut up. If anyone can suggest any new cards that would help out or if anyone has any modification ideas on the ones I have that may be useful as well. Today's batch: A Lever (old D&D favorite): There is a "D&D" lever stuck into the wall. The players may pull it once (not once each) if desired. They must elect who pulls. 1: Cave in - 'puller' takes 2d6 damage. If unconscious from that, puller is buried and must be dug out (requiring pick, etc.) 2: A bell sounds. Dinner time! Pull 2 encounter cards. 3: The character is electrocuted for 3d6 (body) damage. 4: A loud voice booms "DON'T DO THAT!" If the character decides to re-pull the lever, re-roll the result. 5: Gold pieces fall onto the character from above. D6x100gp worth of golden showers. 6: A magic item falls from the ceiling. Take a treasure card. Draw another event card immed. Mistress Pendilton: Of the Healer's Guild is selling d6 healing potions for 50Gp each. She may (5+) have a 'heal all' for 100 gp. She is out on a fund raiser. Found Gold: A random warrior realizes that some monsters backpack had a hole in it and the PC find d6x100 gp. Sleeping Healer: A fat Healer (the healers guild symbol is on him) lies asleep in the dungeon. The PC's may either ignore him (discard card) or take him along with them. Whoever is dragging the fat healer is at a -2 move. If the PC's wish to wake the healer up, they must shake him violently and roll a natural 6. [As many people as wish may all shake violently at once. Lots of fun, that...] When the healer is awakened: (roll separately for everyone who got a '6' this round): 1-2: Backhands the shaker (who rolled the 6) for 2d6 dmg. 3-4: Casts healing spells: Everyone regains 3 HP. 5: Fully heals a random (wounded) PC. 6: Resurrects any PC who died this dungeon. Furniture: (Put out appropriate marker) [Unless there are notes under the piece of furniture, just pretend that searching it, etc. is useful - it is not]: 1: Bookshelf: Anyone succeeding on a search roll finds a random one shot scroll. 2: Desk. 3. Tomb. 4. Weapons Rack. Any fighting type may search. Success shows they find a random, non-magic weapon. 5. Fireplace 6. Alter: On a 5-6 may be shoved aside revealing a secret passageway. Use d6 dungeon cards and random objective room (additional, as per normal objective room). Evil Logan, HDO -------------------------------------------------------------------------- Fireplace (place mini) If desired, each PC may search it once. 1. You see something within the flames - you reach your hand in and ... OW! D6 to body. Fire hot... 2. A spark jumps onto you, doing 1hp (body) damage. 3. While searching the fireplace, you manage to light yourself on fire. You run back and forth on fire while the other PC's laugh at you. [No South Park influences here, hehe]. All paper on you (including magic scrolls, etc. burn. Discard. Take d6 body damage. 4. Small locked chest on mantle piece. If unlocked get d6x20 gp. 5. You feel around the bricks and come on a loose one. A twist, a click and a secret passageway opens up. A dying dwarf prospector is within. He lobs a key at you. 6. 1 treasure item floating within the flames. You grab it. Slots in Walls There are various slots in the walls of many sizes and shapes. Above them is a sign saying "Insert blade into slot - free sharpening" 1-2 Snap! Discard - even affects starting weapons. 3-4 mmmm. Sharp. +1 dmg next combat. 5-6 Glows. Really sharp. Counts as magical for the rest of the adventure, then the glow fades. 1-3 enc. Pouch One person can open it: D6: 1. VC trap! Lose 1-3 permanent HP. Boom! 2. D6x50 GP 3. D6x100 GP 4. D6x200 GP 5. D6x100 GP +1 treasures 6. 2 treasures 1-3 enc. Runes Strange runes on the wall. Each PC may roll (whatever) to try to understand it. Anyone who does may pronounce the strange runes. When done, an alcove slides open. Within is (1 treasure card per PC). Draw 3 encounter cards immediately. Door Trap The next closed door the PC's come to is trapped. There is a thin veneer of wood on the PC's side. If it is picked, no problems. If kicked, the PC takes the damage to body. Usual disclaimers apply. See store for details. Later, Evil Logan, HDO -------------------------------------------------------------------------- (standard disclaimers) Dusty room: Each warrior must roll his TOU+d6 (7+res. Req.) or be affected for d6 turns by allergies. During that time, all actions -2. Cupboard (put in piece) [only one person may search this piece] 1. It is trapped. Everyone adjacent takes 4d6 damage as it explodes. All 1 sq away take d6. 2. It is actually a privy. There is a darkhaired guy who is drunkenly passed out (unwakeable) in there. 3. It is actually a secret door leading to d6 more dungeon tiles and a second objective room. 4. It is a costume room. The costumes will last for this dungeon only. The PC's may dress up as any type of bi-pedal creature they wish. The next time they meet up with that type of creature, the creature will not attack PC's dressed like it on a 5-6. If the PC attacks the creature, it retalliates. For example, if the PC's all decide to dress up as orcs, they may attempt to bluff their way (roll that 5-6) past the orcs for the rest of the dungeon. Other creatures, such as goblins, attack as normal. 5. Find d6x100 GP 6. Find one objective room treasure card. Cabinet (put in piece): Too big to move. Too sturdy to smash. Key sticking out of the lock. If desired, a PC may leave their gear (securely) here and retrieve it later. The Trent PC's meet up with a short man in red and black armor. He asks to travel with your group. Noting the healer's guild symbol he is wearing, you agree. He does no healing. During the next combat, he will take out (ie kill) 250 XPs worth of creatures (less if less avaiable) with some sort of toxic alchemical vials. The Trent has ambush and goes before the PC's. He then leaves with those XPs. He may not be 'saved' but automatically used during the next combat. Sailors or something... A large warrior in plate mail comes to the party asking for a boat (as in watercraft). A mystic wood elf (pointy ears and small hornes on the forehead) is with him. If the party has the treasure card 'boat', and gives it to him, then he gives them 3 treasure cards in exchange. If not, then the mystic wood elf says "Then they need a boat!". Everyone is granted a 'magic armor' (as per the invulnerability spell). Rack of Weapons (place mini) You may REPLACE any weapon your PC started with but lost. Evil Logan, HDO -------------------------------------------------------------------------- RollerBall: A big, 'Indiana Jones' style ball rolls around. The GM can have this do anywhere from d3 (body) to instant squish. Roll to determine direction, d6 (or 2d6 if GM feeling ornery) squares of movement. Sleepy Poo: A random PC suddenly falls asleep. He will sleep for 4d6 rounds unless someone either shakes him violently for 2 rounds or uses some sort of magic to wake him up. Draw another event immediately. No treasure unless the other PC's want to roll sleeping boy. Then they can have his. [Ever get sick of those people who can't seem to keep awake during games?] Tomb (place mini) If the PC's wish to open it, STR +d6, +1 per assisting PC. Only one person rolls. 1. The tomb itself tips and rocks, overbalancing wildly. It falls on the PC's doing 2d6dmg /ea. 2. Sneezing and choking gas now fill the room requiring one full round to recover - draw a monster immediately. 3. Demon (fiend of Slanesh, pg. 89) pops up. 4. D6x50 GP 5. D6x50 gp / ea. PC 6. 1-3 = 1 , 4-5 = 2, 6 = 3 treasure items. Alter (place mini) Unless someone sets some item of treasure on it, nothing happens. For bad treasure (rations, etc.) -3 to the roll. If the treasure is <200 gp +0, <400 gp = +1, <600 = +2, <1000 = +3, over 1000gp in value gives +5. D6: 1 or less: Desecrator blown up with lightning from the sky. 6d6 to body and -1 piece of RANDOM treasure. 2: Mortal combat, infidel! Teleported to a room with a monster/group of monsters of the same level. Alone. If they win, no treasure teleported back. If lose, teleported back dead and stripped of all possessions. 3: Incessant itch: -1 all rolls next combat. 4: d6x5 gp. 5: d6x10 Gp 6: d6 x100 gp 7. +1 TOU for dungeon. 8. 2 x 1 shot dodge. 9. D6+2 one shot luck. 10+ Permanent +1 to STR or TOU (PC choice). The special announcement part: (I know that you are excited....) That is the end of the dungeon cards. I hope you enjoyed them and I hope other people post their ideas. That makes all of our dungeon decks grow. Tomorrow, we start City cards! Evil Logan, HDO -------------------------------------------------------------------------- This is the first couple. I will try not to duplicate those I have seen elsewhere. Sorry if I do. Good Deed (I hate the way the other you always get shafted for doing a good deed, so...) The PC sees an old woman getting rolled by ruffians. If he goes to help: 1-3 She was in on it. They roll you for d6x20 gp. 4-6 Although she has no money to reward you, it is noticed by the 'higher ups'. +1 temp luck. If the PC ignores the incident: 1-4 She becomes a statistic. 5-6 They notice. -d3 permanent HP. Dead Body Down a side alley. Investigate or move on? If move on, uneventful day. If investigate: 1. It is a setup! Roll d6, 4-6 escapes the trap. Otherwise he is robbed of 200GP. 2-3 A stiff. Joy. You move on. 4. Some old guy. You loot the corpse for d6x5 GP. 5. Oooh. Noble type. Loot d6x100 Gp 6. Mmm. Treasure. Take one treasure card. They are EVERYWHERE A student loan collector captures your PC! If you don't pay back your student loans (GM should take the entire amount of money ALL the PC's have and multiply by 5.) immediately, you must pay d6x10 gp every time you go to a settlement. Otherwise, they add on interest (say 10%). GM only, not to be read aloud: If the PC's never pay this back, there is no reprucussion other than more interest acurring. Don't tell the PC's! After all, if you were a debt collector, would YOU want to try to track down people who kill people and things in underground labrynths? Evil Logan -------------------------------------------------------------------------- The PC must either buy "tickets for the Watchman's ball" or 2d6x10gp or join (press gang) the Watch. If join, in it for 1 week. Can't go to special locations and have no random encounters. If it is the Ogre character that joins, they offer him 40 gp to reup. Plague: The settlement healer puts a quarenteen on the town. If the PC's mind staying for a month (catastrophie table) then they must escape NOW. If they immediately go to a DE, all is well. If they go to another settlement, roll a d6 for each PC. If they get a 1 result, they are carriers of the plague. In d6 days, the same thing happens in that settlement. Found Stuff: If any of the other PC's lost something, you find it. Caurousing: You are out smoking poppy and mainlining peote all night. 1-3, -1 TOU for the next adventure due to too much fun. 4-6, it was an average night for you. Fight: Some wicked people call you naughty names. You leap into the fray! Roll d6 add battle level of the PC. 2: You get your @#$ kicked. -200 Gp. 3: Slapped around and called Susan. -100 GP. 4: Dropped. -50 GP while fighting. 5: Beat up bad guy. +100 Gp 6: Beat up bad guy and his friends. +200 GP 7+: Beat up bad guy, his friends and some random townspeople +300 GP Waylay!: A happy thug bonks you on the head and takes 50 GP. He walks off whistling. Evil Logan, HDO -------------------------------------------------------------------------- Old Camp: 1. Ambushed by other PC (types). 1-3 You get rolled! -2 treasure cards. 4-6 You beat them down. Take a treasure card. 2-3 Empty camp. 4 Find a sleeping bag. (keeps you from freezing during cold weather - it is another card, not a common sense thing) 5. Find a mule! (Anyone thinking it is a Dwarven Warhorse may be slapped). 6. Find gear! If any PC has lost any starting gear, they find more here. Caravan: 1. They know better and shun the PC's. 2. They ignore the PC's. 3. They offer you a ride: -2 wks off of travel time. 4. All items are d6 points worse on avaiability but 20% cheaper. 5. The wizard detects evil within the caravan. The PC's roll the caravan and get d6x100 GP IN EQUIPMENT (PC's pick). [If asked how wizards detect evil, point at the most greedy person in the group and say "he told him it was evil.] 6. Each PC is paid 500GP in kickbacks/as a caravan guard. Big Mojo The wizard wakes up screaming during a magical storm. 1-2 Lose one spell at random (the slot is still there) 3. Lose d6 reserve power for the next mission. 4. Gain temporary d6 reserve power (this goes into a separate pool and is gone once used). 5. May redraw/switch any one spell as desired for another of equal or lower level. 6. +1 random d6 lvl. Spell, field of the PC's choice. Flying Monkeys: Grab the party and take them. 1-2 Three more weeks from their destination. 3-4 Two weeks closer to their destination. 5. To an evil witch who turns a random PC into a frog. He stays this way for the next travel encounter then turns back. If alone, he does not more but sits near his gear and hopes not to be rolled. 7. To a good witch who heals your wounds, gives you sugar cookies and +1 temp. luck. Evil Logan, HDO -------------------------------------------------------------------------- Bandits: Want to roll the PC's for their stuff. If the PC's pay subtract d6x20 GP each (then they are let go). Otherwise they may fight the bandits. Roll for each PC d6+lv of PC. 1-4 They get rolled anyway (d6x20gp) 5+ Roll the bandit for d6x5gp Pool of Water: 1-3 Nothing special 4-5 1 shot dodge (as per invulnerability spell) 6: If it is a wizard and he can roll again scoring a 5-6, he may learn a random d6 level spell. Otherwise, treat as 4- 5 above. Z Monster Each PC must roll under their tou. If anyone in the group fails, +1 week to travel time as they take a break. Bandit: A ridiculiously clad man steps out of the forest. [GM ask each PC how much gold they have on them.] Any PC's having 200GP or more lose 200GP. Any having less then 200 GP are given d6x20 GP. The man then disappears into the woods laughing. Herbs: Have all PC's roll: Elf and any PC specifically geared toward travel or wilderness 5-6 Others 6 only Anyone making the roll finds d6 healing herbs (heal 3pts each), they expire after the next adventure. Gypsie Fortune Teller: For 100 GP, she will read your fortune. Each person who pays rolls d6: 1: Death! The PC is so nervious he is at a -1 on everything the next adventure he goes through. 2: Bad Luck/Ill Omens! The main bad guy targets this PC the next dungeon. Also, the most powerful monster (if any) in each encounter will do the same. 3-4: Vision cloudy....I see you will be soon losing a sum of money.... (ie the fee just paid). 5: Good Luck: 1 shot luck point. 6: Fame and Fortune!!! +2 objective room cards (for this PC only) when they earn theirs (if they survive through the objective room). Unicorns: Any female PC's in the party receive a small chip off of the unicorns horn which they eat. The lucky ladies are immune to all toxins/poisions all next adventure. The horn piece may not be saved, it must be used immediately. Serpent Pillars: Magical, mystical energy crackles between them. If the PC wants to go around, no encounter. If they go through them: 1. Back at a dungeon. 2-4: Pain, no other effect. 5. Teleported to destination. 6. If wizard, then gain +1 permanent power. If non wizard, GM may allow the person to pick a first level spell they can cast whenever the wizards power roll for the round is a 5+. Evil Logan, HDO -------------------------------------------------------------------------- Cold Night (aka "The Hawk") Unless the PC has sleeping gear of some sort, -d3 HP permanently. Wandering Magician Offers to buy treasure from PC's at 120% of market value, x2 if the item is a 'Wizard Only' item. Hidden Path Perhaps it is a short cut! Do you wish to take it? If yes, roll d6: 1-3 Go in circles. Start journey over. 4-5 Short cut! -1 wk travel time. 6 Leads to a peaceful pool where some aquatic tart lobs a (treasure card, read top) at (random PC). Trainers Each of the characters may spend 1000gp per level (they are) to learn one extra (special) skill. This may only be done once per level. Evil Logan, HDO -------------------------------------------------------------------------- Draw a dungeon card: Amazing what they have in this city! Tabloid News: Your warrior is being accused of mass murder by local cryers. After slaughtering them for dragging your good name through the mud, the warrior is roughly escorted outside of the city by the guard. (Who knows why they don't arrest you). No, you can't go back in the city. Circus: Some midgit in a clown suit rolls you for 2d6x10 GP. Naughty clown. Sale! Your warrior finds out the first person to (whichever location below is rolled) gets anything they buy at half price! The PC may tell another PC and have him go there or go himself: 1. Armorer 2. Fletcher 3. Weaponsmith 4. Animal trader 5. General store 6. Gunsmith [[[logan note: anyone else have any good encounters? Anyone? Bueller? Bueller?]]] Evil Logan, HDO