Warhammer Quest

Trap Table

Korvus Ulaylee - 13 June 2001

This is a comprehensive trap table that was mostly composed by Matthew Guilmette ages ago (laud his memory!), that I've polished off and rounded out for post to the list. The original version of this table might still be on the web someplace, but I couldn't find it. Hope it's entertaining and/or useful. If any WHQ site would like to pick up this table and place it on their website, PLEASE do so.

 

MUNDANE TRAPS TABLE (d66)

11 Pit

2D6 Dam, Rope or Levitate to escape

12 Alarm

All monsters for the rest of the adventure gain Ambush (6+) skill 

13 Crossfire

Series of Xbows fire. 1D6 Warriors hit, 1D6+Bat. Lvl Dam

14 Portcullis

Random Door blocked

 

15 Falling Rocks (D3)

Init Test to Dodge, Success = avoided, Failure = 2D6 Dam Place Block in sq.

 

16 Gas

1-2 Poison
3-4 KO*
5-6 Hallucinate***
Hero at center of gas cloud--Tough Test at -2 or feel Effects, 1 space away from trap Test at -1,rest ofboard section Test at normal

21-22 Magic**

See Magic Traps Table

23 Spike

roll 1d6, 1-4: 1D6+3Damage 5-6:Poisoned

 

24 Shock

1D6+2 Dam, 2D6 

25 Dart

1-2 1D6+2 Damage 3-4 Poisoned 5-6 KO

26 Stone Block

Crushes Warrior. Average Battle Level X D6 Wounds. Roll 1D6.On a 1 or 2 the block crushes one piece of Armour.

 

31 Mantrap (Jaws)

The brutal jaws of a mantrap close on the Warrior's hand, roll4D6 for damage. In addition if the hand caught in the trap was the shield-hand then the Warrior cannot carry a shield nor the lantern anymore in this hand during this Adventure. If the hand was the sword-hand then the Warrior can put the sword in the other hand and fight on without a shield but he is at -2 to hit.

 

32 Bomb

1d6+BL+1 damage

triggers "cave-in" event card.

33 Fireball

2x2 area, 1D6+BL+1 Dam

34 Mind Stealer

GM controls Warrior for D6 Rounds!

35 Scythes

2d6 Dam to each Warrior in Room

36 Iron Ball

Each Warrior rolls under Initiative Success = Avoided.FailureDamage = Dice Roll-Init x1D3 No Mod.

 

41-42 Magic**

See Magic Traps Table

43 Flood/ Sand Room

D3+1 Rounds to escape or Drown. Door has Tough of 6 with10 wounds

44 Crushing Walls

Room immediately becomes a passage board section, any models on outside of room take 2d6 if they cannot move into a free space onthe passageway. 2d6 wounds unmodified every turn after until board section isescaped, board section removed once no model occupy it

no way back.  

45 Cave-in

As event… Blocks random Doorway   

46 Click!!

Just a Rock… Scared you though…-1 to next Fear/Terror Test…

 

51 Glue Trap

1 Warrior lose boots… Go barefoot -1Move. Next trap = Caltrops!

 

52 Acid Spray

Lose 1 piece of armor, or 1D6+2 Dam, No Mods. 

53 Caltrops

Warrior takes 1 WND/Step on this Board SectionHero w. no shoes/Carrying 500+gold or another hero Takes 1D3/Step here.

 

54 Guillotine

A blade snaps onto the Warrior's hands. This causes 2D6 Wounds only modified for Toughness. If the Warrior is wounded he suffers the same debilitating effects as under Mantrap (31).

 

55 Spinning Blade

every turn warrior must roll 1d6 and add WS and test vs. thedungeon level + 1d6. If the warrior loses he takes 2d6 wounds with no mod for toughness.

 

56 Spiked Pit 

As 11 (pit) , but the Warrior also impales himself on 1D6 stakes, whichdo an additional 1D6 damage each.

 

61-62 Magic**

See Magic Traps Table

 

63-66 Specialized or GM’s Choice

??

NOTE

"KO" means that the Warrior Must make a Starting Toughness Test or sleep for D3+1 turns…

NOTE: ***Hallucinating warriors must test vs WP or do nothing each turn, until thier test is passed.

NOTE: Draw warrior counters where appropriate to determine which warrior(s) are hit by traps that do not effect entire board section.

 

 

MAGIC TRAPS TABLE (d66)

11 Magic Poison

Roll 1d6 under Willpower. If failed target is considered posioned until Cured by a healing spell costing 4 power or more or until next adventure. Poison does 1Wound/Round until a ‘9’ isrolled for a Poison Test (Starting Toughness +1D6). If the Warrior reaches 0 Wounds before the poison is cured (even if it is no longer doing damage per round) the warrior loses 1 point of strength permenantly.

 

12 Sleep

all warriors test vs under willpower or sleep D3+1 Rounds or Until Shaken Awake or otherwise disturbed. Sleepers count as Prone (+2 to be hit.)

 

13 Petrification

WP test or take2d6 Dam, -1 Move. If Hero reaches 0 Move then turned to stone. 

 

14 Disillusion

Warriors begin to doubt thier Cause -1WS, BS, and Fear Tests till WP test succeeds.

 

15 Slow

creates 2x2 square area including the model that triggered the trap. Victims at ½ Move, ½ Init until end of next Combat.

 

16 Curse1

2x2 area around triggering warrior effected by curse. Warriors in the area have all rolls at -1 until WP test succeeds

 

21 Curse2

All Monsters in next combat gain +1 Tough, WS, & Str. Till the first Round of Combat ends

 

22 Marked…

Model triggering this trap is "marked"until the end of next combat. all monsters gain “GangUp” skill & attack "marked" Target. 23 Hatred

All warriors bathed in a red glow. Next combat, all monsters gain “Hatred” Vs Target. 

 

24 Magic Drain

Effects the entire board section permanently. No further magic will work in this room. 

 

25 Panic

2x2 area around the triggering warrior is blanketed with panic spell. Next Combat the effected warriors must test vs. WP on 1d6 or Fear all Monsters Next Combat

 

26 Web

2x2 area around the triggering warrior is draped with webs, victims in area are +2 to hit until they roll their Str or below on 1d6 to break free.

 

31 Freeze

Effects D6 Warriors instantly, Inflicting D6 Dam w/ no mods, as level 5 spell of same name.

 

32 Ice Tomb

The spell hits one warrior, lasts D3+1 Rounds, resolve it's effects as per the level 4 Spell of same name.

 

33 Pit of Despair

Target hero has 2x2 pit counter under him. Roll Init test at +1 or fall in... Resolve it's effects as level 5 spell of same name.

 

34 Resurrection

When fighting on this board section, the monster with the highest gold value present rises from the dead the first time it is killed.  

 

35 Clumsiness

The trap triggers a spell causing the warrior to continually fumble with his weapon. Victim loses all subsequent attacks for that turn when rolling a 1 to hit. Lasts until the end of the adventure.

 

36 Time Freeze

Effect on this board section only. Warriors movement reduced by 2, any monsters on this Board Section an extra combat round after thier first. Lasts one combat.

 

41 Summoner

Random monsters Teleported to your location. all monsters gain Ambush(3+), placed on your Board Section immediately.

 

42 Winds of Fate

The next combat the warriors encounter, 1d6 monsters (highest gold value first) get one free re-roll each, at GM's discretion or for thier first failed to-hit or wound roll.

 

43 Monster Regenerator

1 Monster per dungon Level on this board section (highest gold value first) has 1D6 wounds Healed/Round when fought on this board section.

 

44 Seeker Fireball

the fireball appears at the back of the previous board section and moves 1D6+1 Squares per round, for 1d6+1 Rounds. The fireball counter homes in on the nearest warrior. if Warrior hit, then Dam = 1D6+BL+1 wounds. 2x2 area.

 

45 Lightning Bolt 

Causes average Battle-Level X D6 Wounds with no modifiers. If another model is adjacent wearing metal armor, they are struck as well.

 

46 Hallucinagentic Gas

All warriors take a WP test each turn until they pass or do nothing.

 

51 Doomgate

This trap opens a secret passage to the lower recesses of the dungeon, allowing more vicious monsters to attack the warriors. Resolve an Objective Room encounter (only normal treasure awarded.)

 

52 Vacuum

The air is rapidly sucked from the room and gravity nullifies itself. Movement in this board section is reduced to 1, and rules for pinning no longer apply. Each warrior can sustain themselves for a number of turns equal to thier battle-level+1 after which they start to suffocate, taking a number of unmodified wounds equal to the dungeon level per turn. Leaving the room negates stops the effect.

 

53 Paralysis Spell

Target must test vs. WP or be at -1 movement until the end of next combat.

 

54 Polymorphing Ray

Roll on the monster table of the dungeon level applicable to the warrior who triggered the trap. Of the monsters listed there determine one category randomly. The warrior is turned into this type of monster

using it's profile and powers until the end of the adventure. If the monster is humanoid he may continue to use his magical equipment but must roll below his willpower each turn before he can verbally communicate with his comrades. If the warrior is turned into something non-humanoid he may not use his equipment (but may still carry it) and may not communicate with his fellow warriors within the context of the game.

 

55 Dragon breath

Portal opens beyond which lies a shackled dragon. Roll on the dragon breath table and resolve it's effects for one round only.

 

56 Animated Idol

A massive statue animates and takes a whack at the warrior(s). It makes 1 attack as a Giant, then returns to it's normal inanimate status.

 

61-63 Deathtrap

Roll 1d3+1 Non-magical traps and resolve thier effects combined.

 

64-66 Specialized or GM's choice

 

NOTE: WP test is rolling 1d6 and scoring below your Willpower score.

NOTE: GMs place 2x2 area markers, if no GM is present, draw a warrior counter to determine the orientation of the marker.