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 Random Happenings for a Mine setting

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Rabu
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PostSubject: Random Happenings for a Mine setting   Thu 26 Nov 2009 - 4:43

Hey guys, i'm currently working on a table with nothing but mine tiles, inspired by cianty and his BtB tiles. As the random happenings from the Town Cryer magazine doesn't really fit in with an underground setting i thought i should write a new list to more represent the dark and dangerous abandoned mines of the Old Kingdom.

Be prepared for a wall of text, Ideas, Comments, and Criticims are welcomed.

11. Lantern Bearer – The Warband stumbles upon a Goblin. He carries a Lantern and agrees to join your warband for the right amount of coin. Counts as a regular Goblin Lantern Bearer. In Addition, if your warband cannot hire a Lantern Bearer he drops the lantern and runs away. The Lantern is broken.

12. Spider Swarm – The walls starts moving and on closer inspection you realize that your
warband has walked into a spider nest.
D6+1 Spiders appear. Check the additional monster entry at the end of this list for information about the spider rules.

13. Bones – Your warband has found what seem to be the remains of a dwarven merchant. While searching through the body you find: Roll on this table to find out.

· 3D6 Gold Crowns 4+
· Suit of Light Armor 5+
· Axe 4+
· D3 Gems (worth 10gc each) 5+

14. Crack – A crack in the stone wall emits a strange glow, one cannot make out what it is. A random warband member may reach into the crack for the glowing object. Roll a D6 to find out what happens:

1. Nothing, the glowing object can’t be reached.
2. Ouch! Something bit him. The warrior suffers a S2 hit from the injected poison.
3. Nothing, a slimy liquid drips onto the warriors arm as he removes it.
4. Found something, the object cannot be reached but you found 5gc.
5. Stuck! The warriors arm is stuck and is so for D3 turns.
6. Success! The glowing object is an ancient necklace worth 25gc to the right person.

15. Unnerving Presence – A chilling breeze passes and everyone can feel that someone is watching their every move. D3 random warband members must take a LD test. If passed they remain frozen for the turn, if failed they run 2D6” back from where they came.

16. Ambush – A group of Cave Goblins surprises your party and attacks from every direction.
D3+2 Goblin equipped with either spear and shield or short bow. More information can be found in the additional monster entry.


Last edited by Rabu on Thu 26 Nov 2009 - 4:51; edited 1 time in total
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Rabu
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PostSubject: Re: Random Happenings for a Mine setting   Thu 26 Nov 2009 - 4:47

21. Gold Vein – On the side of the tunnel there’s a rich vein of gold. The warband find D3+1 Gold
Nuggets worth 10gc each to the right person.

22. Restless Spirits - Countless unfortunates have suffered agonizing deaths in this forsaken
place. The warband have stumbled upon one such spirit.
Any warband member who is within 8" of the spirit at the start of its Movement phase must make a Leadership test or flee in the opposite direction of the spirit.

23 - 25. Cave In – The ground trembles as the tunnel in front of you cave in, and disrupt your path with stone and rubble. No one is hurt but your warriors must spend the next D3 turns to clear the path.

26. Crazed Miners – A small group of crazy dwarven miners appear, claiming that your group is
invading their land, trying to steal their precious minerals. Before your leader has a chance to react they attack in a vicious fury.
D3+1 Dwarf Miners armed with various dwarven weapons attack the closest warriors. More information can be found in the additional monster entry.

31. Treasure Stash – One of the warriors stumble over a pile of rocks, and reveals a small sack filled with various valuables. Roll on the table below to find out the contents of the sack.

· 3D6 Gold Crowns 4+
· D3 Gems (worth 10gc each) 5+
· A large Diamond (worth 25gc) 6+

32– 35. Collapse – As the ground trembles the tunnel walls around the warband starts to fall apart. Rock and rubble pour over the poor warriors. Every warband member must take an Initiative test or suffer a S4 hit. In Addition, the warriors move at half speed the next D3 turns due to the difficult terrain.

36. Cave Troll – A load grunt sounds in the distance, and heavy foot steppes are getting closer. After a short moment a large cave troll stands in front of the warband. The large cave troll immediately attacks the closest warband member. More information about the cave troll can be found in the additional monster entry.

41. Slaughter Ground – The warband stumbles upon a gruesome sight, a group of slaughtered
human adventurers. These are no regular blade wounds but made from vicious claws, their bodies are literary ripped to shreds.
The entire warband suffer a -1 penalty to their initiative for the next D3+1 turns from the horror.

42. Bats – In a shrieking flash a group of vampiric bats swoop down and attacks the warband. D3+1 Bats attack the closest target. More information about the Bats can be found in
the additional monster entry.

43. Nerve breaking Shadows – Out of nowhere a shadow appear at the end of your lights reach. Just as fast as it appeared it disappears back into the darkness, but not without scaring some of the warband members. D3 random warband members must take a LD test or flee 2D6”.

44. Banshee – Tales of a woman who lost her husband to the mine has been flowing around in camp. This heartbroken spirit might just be her, now spreading terror amongst your warband. Every warband member within 8” of the Banshee must take a LD test or be frozen with fear, slowly moving towards the spirit. Moving at half movement speed each turn they failed their LD test. Warband member who passed their LD test can hold back their fellow members from imminent doom. Any one model who reaches the Banshee in base to base contact is taken out of action.

45. Unstable Floor – The ground suddenly breaks apart under the feet of one randomly determined warband member. Make an Initiative test for the model. If the test is failed, the model falls into the hole and can only be rescued if he has a Rope & Hook. Treat the model as knocked down for the rest of the game. In Addition, if a 1 is rolled, the warrior die from the fall damage and is taken out of action.

46. Supplies - A sign of life appears in the pitch blackness, what seems to be an old dwarven
encampment. Some of the supplies are still there, and it looks like they had to leave in a hurry.
You find some crates and barrels. Roll on the table below:

- 3D6 Gold Crowns 4+
· D3 Lanterns 5+
- A suit of Light Armor 5+
· D3 Axes 4+
· D3 Torches 3+
· D3 Rope & Hooks 4+


Last edited by Rabu on Thu 26 Nov 2009 - 6:53; edited 3 times in total
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PostSubject: Re: Random Happenings for a Mine setting   Thu 26 Nov 2009 - 4:50

51. Booby Traps - Some nefarious individuals have trapped the area the warband are searching. A
random warband member must take an Initiative test or suffer a S4 hit.

52 - 56. Earthquake - The ground heaves and buckles violently and warband members find it hard to keep their footing. Roll a D3 to determine how many game turns the earthquake lasts. While the shaking persists, all movement is halved, all Initiative tests (climbing, etc) suffer a -2 penalty and all Shooting and Close Combat to hit rolls are made with a -1 penalty.

61. Slippery when Wet – A small stream of water is leaking out of the stone wall, making the
ground wet and slippery.
D3 random warband members immediately fall down and are counted as knocked down.

62. Rat Swarm – Suddenly from the holes and cracks in the walls, large rats starts emerging. These rats appear not to be as afraid of you as you are of them. D3+2 Large Rats attack the closest warband member. More information can be found in the additional monster entry.

63. Reflecting Puddle - One warrior on the ground notices a small pool of what looks to be still water. It appears to be liquid metal or unnaturally deep silvery water. He can ignore it, or bend quickly to peer into its depths. If he’s brave enough to gaze into the murky liquid, roll a D6:

Same as the Reflecting Pool in the other Random list.

64. Giant Spiders – It appears that the warband is getting closer and closer to what seems to be a great spiders nest, because these spiders are huge! D3 Giant Spiders attack the closest warband members. More information about the Giant Spiders can be found in the additional monster entry.

65. Dwarven Merchant - Same as the Peddler in the other list.

66. Brood Mother – Holy. Shit. This is no common household pest but a monster of titanic proportions! You have stumbled upon what seems to be the brood mother of the spiders down here. This Gigantic Spider will attack the closest warband members. For more information about the Gigantic Spider check the additional monster entry.
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cianty
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PostSubject: Re: Random Happenings for a Mine setting   Thu 26 Nov 2009 - 6:05

Wow, that's massive! I have to go through all of these carefully but I like what I see! thumbsup

I can imagine combining these with the Horrors of the Underground tiles... Having more scenarios for the tiles and appropriate happenings sure would be a great addition.

I'll get back to you about this.

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PostSubject: Re: Random Happenings for a Mine setting   Thu 26 Nov 2009 - 11:47

Thanks cianty!

I must've missed Horrors of the Underground completly, because i've never heard of it

As for scenarios, i thought of two different ones when i wrote this list. One concerning a young boy who disappeared into the Mine, and one with a corrupt Foreman. How to write these in a good way i have no idea
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PostSubject: Re: Random Happenings for a Mine setting   Thu 26 Nov 2009 - 12:35

The mine tiles I did were made for the "Horrors of the Underground" scenario of the Border Town Burning supplement. The book also contains printable tiles for the scenario, but I did them in "3D" so to speak.

You can look up the scenario (and the tiles) on the BTB site:
http://bordertownburning.de.vu/

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Rabu
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PostSubject: Re: Random Happenings for a Mine setting   Thu 26 Nov 2009 - 12:54

Ah, sorry bout that. Didn't connect for me that you were talking about the scenario for BtB. For some reason i thought i had missed a full supplement
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PostSubject: Re: Random Happenings for a Mine setting   Thu 26 Nov 2009 - 13:29

Smile

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