Warhammer Quest (Cards & Floorplans & Rules) Pits and Traps PDF
Warhammer Quest (Cards & Floorplans & Rules) Pits and Traps PDF
WARHAMMER QUEST
PITS & TRAPS
Marcus Hawthorn studied the two levers closely by the light cast from the lantern he
held firmly in one hand. "it looks like something should happen if I pull these levers," he
commented, "but the question is what?"
"I reckon it has something to do with this groove in the floor, said Gunter
Ironbrow, "it would seem that pulling the levers will cause the dead end to turn
round, revealing a new area. There might be treasure hidden there...
"Trust a dwarf to think of treasure," sneered Voltharion The Elf, "and fail to notice these
old blood stains on the floor.
Pits & Traps is a Warhammer Quest supplement that allows any party of
adventurers that is bold enough to add two new areas to any dungeon they
explore. While the new areas are dangerous, they offer rich rewards to those
brave enough, or foolhardy enough, to venture into them.
When you use the new board sections it is assumed that the builder of the
dungeon has decided to protect his lair <i.e. the objective room) with an
additional ante-chamber protected by some of his fiercest warriors. He has
also built in a short-cut to the objective room, concealed by secret doors,
which leads to another part of the dungeon closer to the exit. Obviously only a
great, powerful and, above all, rich individual could afford such safe-guards,
so the rewards you expect to find at the end of the dungeon are somewhat
greater than they would normally be.
Your copy of Warhammer Quest Pits & Traps should be made up of the
following items:
It will be cold steel that glitters behind this dead-end, rather than gold, I warrant..."
"Enough bickering you two," snapped Marcus, "I would judge that you are both right, and
that we may find both enemies and riches beyond this door. Well I'm not afraid of a fight
what say you, shall I pull this lever?"
The Dwarf and Elf looked at each other and grudgingly nodded their ascent. Marcus drew
his sword, and pulled the lever on the right. With a dreadful creaking groan the dead-end
started to rotate...
To Objective room
The Crossroads of
Doom rotating
platform section
Attach the
Crossroads of
Doom to the
square you found
the secret entrance
in.
Set up the new Crossroads of Doom board sections as shown earlier. Then the
leader must roll once on the Objective Room Monster Table for the dungeon
you are playing in. These monsters are placed in the squares in the two short
corridor sections to the left and right of the dead end board section that has the
levers on it.
Entrance
Exit
The leader should place the monsters, one per square in these areas, splitting
them as evenly as possible between the two corridors. Any monsters that will
not fit are not used <the leader can choose which to ignore). Note that the
normal rules for placing monsters next to the adventurers are not used. The
monsters will not get to move or fight until they are confronted by the
adventurers as described below.
If the D6 is 46 3 rotate 90
AntiClockwise
When (or if!) all of the monsters are slain, then the leader can pull the levers
again, just as described above (i.e. roll a D6 to see if the platform rotates
clock-wise or anti-clockwise). If the leader is lucky then the platform will turn
round to face the opposite way to that the adventurers came in, but if they are
unlucky they will end up facing the corridor where they started. The leader
can keep on pulling the levers like this as often as he likes, but no more than
once per exploration phase, until he finally gets it to face the right way. He
can even keep on pulling the levers after the dead-end is facing the right way
if he desires!
Because of the random way that the platform moves there is a fairly good
chance that at some point it will turn to face the corridor section that is
occupied by the remaining monsters. Should this happen then the adventurers
must fight them as described above. However, in this case, once all the
monsters have been slain, they will be replaced after the leader next pulls the
levers in the dead-end. This happens in the exploration phase after the leader
pulls the levers and the platform rotates. Roll again on the Objective Room
Monster Table and places the monsters as described above.
Exit
The monsters will move as described in the Warhammer Quest rule book. If it
is impossible for them to move so they can reach the adventurers, then they
will move to get as close to them as they can. They will not try and jump over
pit squares to get at the adventurers. Note that monsters on the ledges can
shoot missile weapons at adventurers on the bridge.
Exploring While On The Bridge
If the leader is next to the door on the far side of the bridge in the exploration
phase, then he can open it as long as there are no monsters on the bridge board
section. This replaces the normal rule that the leader cannot explore unless the
entire board section is clear of monsters.
After
Exit
Assuming the leader opens the door and reveals the next section then the
adventurers can start moving through the door in subsequent turns. As soon as
there are no adventurers left on the Bridge of Doom room section, all of the
monsters still in play are removed, and the bridge is returned to its starting
position. If the adventurers ever return to the Bridge of Doom board, then a
new set of monsters must be generated in the Monster Phase, just as if the
adventurers had entered new room.
TREASURE CARDS
If the adventurers complete an adventure that includes either the Bridge or
Despair or the Corridor of Doom then they will each receive a Treasure card
in addition to the normal Treasure cards they would receive for completing
the adventure. If they manage to get past both the Bridge of Despair and the
Corridor Of Doom then they will each receive two Treasure cards in addition
to the normal Treasure cards they would receive for completing the adventure.