The Chaos Dwarfs & Where to Find Them article has been updated to include some new ranges, including the new Forge World Chaos Dwarfs and some ‘Old School’ miniatures from Bederken.
The Chaos Dwarfs & Where to Find Them article has been updated to include some new ranges, including the new Forge World Chaos Dwarfs and some ‘Old School’ miniatures from Bederken.

A new Adventure Record Sheet has been added to the Warrior Sheets section, donated by Lumpin’ Croop.
If you have any Warrior Sheets or other rules to donate, please send them to us.

The Warrior Sheets section has been added to the Vault, with a full Warhammer Quest RPG Adventure Record Sheet added to kick things off.
We’d love some more Adventure Record sheets to add, so if you have any that you have made in MS Word or Excel, PDF, HTML or any other format, please send them to us.
Some of the most interesting and challenging Warhammer Quest Monsters, Chaos Dwarfs have long been out of production by Games Workshop. So where do you get some Chaos Dwarf models to fall beneath the blade of your noble/blood thirsty Warriors in games of Warhammer Quest?
Here are some of my suggestions:
Got a link to a good range of Chaos Dwarf models, articles on converting your own Chaos Dwarfs for Warhammer Quest, or pictures of your own painted models or conversions? Contact us to share them!
An incautious move by one of the Warriors kicks up a cloud of spores from the floor.
As the luminescent orange dust settles again each Warrior on the section must roll a D6.
1 The spores are soporific and put the Warrior to sleep until the Wizard rolls a 5 or 6 in the Power Phase. Monsters will not attack a sleeping Warrior unless all the other Warriors are sleeping or dead, in which case they can kill the sleeping Warrior automatically.
2 The spores are toxic and cause 1D6 Wounds +1 Wound per battle-level, not modified for Toughness or armour.
3 The spores cause the Warrior to have a sneezing fit. During the following combat the Warrior loses -1 Attack and must subtract -1 from all rolls to hit.
4 The spores have no effect on the Warrior at all, in fact, he finds their odour quite pleasant…
5 The spores have curative properties and heal 1D6 Wounds +1 Wound per battle-level.
6 The spores are magical and increase the Warrior’s Strength by +1 for the rest of the adventure. Roll a D6. On a score of a 6, the Strength bonus is permanent.
Take another Event card immediately. If it does not reveal Monsters, resolve the event and turn over the next card until some Monsters do turn up!
Wedged between two bricks in the wall the Warriors find a scroll with a faded map drawn on it.
Roll a D6:
1 The map is the bait to a clever trap. The map appears to show the location of a huge treasure hoard, and the Warriors eagerly follows its instructions. They have been duped, and are soon fighting for their lives! When the Wizard next rolls a 1 in the Power Phase, the trap is sprung. Instead of taking one Event card, the Warriors must take 1D6 Event cards! Keep this card to remind yourselves of your impending doom.
2 The map misleads the Warriors. Add another three Dungeon cards to the top of the current pile to see where this fake map leads them.
3-4 It is a map of the next dungeon room they enter showing where to find a hidden treasure. On completing the event in the next room they come to the Warriors take an extra item of Dungeon Room treasure. Keep this card nearby to remind you.
5 The map shows a route back to civilisation! If the Warriors keep this map, it will knock two weeks off their journey time when they next travel back to a Settlement.
6 Although badly faded, the map may still prove useful. The next time the Warriors come to a T-Junction and the Dungeon cards are split the leader can look at the top 1D3 cards of each pile. Keep the card nearby to remind you and discard immediately when used.
Take another Event Card immediately.
With a deep rumbling sound, the ceiling starts to fall in!
Any Warriors who are standing next to a wall are hit by falling rubbed, and suffer 1D6 Wounds +1 Wound per battle-level. Any Warriors standing in the middle of the room are safe. As the dust clears, a secret door is revealed.
Place a door on an empty wall, and put 1D6 shuffled spare Dungeon cards behind it. When the Warriors get to the last card in the mini deck, and resolve any event there, they each gain a Treasure card.
Note that the Warriors do not have to explore the secret door if they do not wish to.
Roll a D6: on a roll of 1, 2 or 3 draw another Event card immediately.
One of the Warriors suddenly feels a sharp pain in the back of his neck, As he clutches at his neck, he dislodges a tiny red spider which scuttles off into the darkness.
Take a Warrior counter to see who has been bitten, and another to see which Warrior is the self-proclaimed spider expert.
The expert takes a cursory look at the bitten Warrior, and declares that there is absolutely nothing to worry about, as it’s definitely not a poisonous spider.
The Warrior who was bitten must now roll a D6:
1-3 The spider was poisonous, and the Warrior suffers 2D6 Wounds with no deductions at all. The Warrior is also at -1 Strength until he takes a healing potion. Magic will heal the Wounds, but will not cure the Strength loss.
4-5 The spider bite contained a slow acting agent that works on the nervous system. The next time the Wizard rolls a 1 in the Power Phase the Warrior immediately collapses to the floor, immobile. For that turn, he may do nothing at all. The next turn, he may get up again, but all his characteristics (except Wounds) have been reduced to 1! Each turn, they increase by 1 until they return to normal – by that time the toxin has worked its way through his body.
6 The spider toxin speeds up the Warrior’s metabolism. For the rest of the adventure, the Warrior has +1 Attacks.
The ceiling above the Warriors’ heads is carved into the snarling face of a massive Orc. As the Warriors pass below, the eyes in the bestial face glow read, and tendrils of green smoke issue from its mouth. Moments later, a beam of Orcy energy shoots from the eyes, striking at the Warriors.
Taking it in turn, the players each take a Warrior counter from the cup, without looking. Place the counters face down on the tabl. When all the counters are out, each player turns his over. If a player has managed to pick the counter that represents his Warrior, then he has nimbly avoided the energy blast. If not, his Warrior is engulfed in a corona of blazing magic. Each Warrior so affected suffers 1D3 Wounds per battle-level, with no deductions.
Roll a D6: on a 1, 2 or 3 draw another Event Card immediately.
As the Warriors stomp along, a horde of smelly, squeaking fungoid creatures drop on them from the roof of the cave. These tiny cave dwellers are distant relatives of the dreaded cave squigs, and although diminutive, they have very sharp teeth!
Each Warrior is attacked by 6 Squiglitz + 2 per battle-level of the Warriors. Each Warrior makes a normal damage roll against the Squiglitz, and every Wound caused kills one of the little beasts. Each surviving Squiglit bites his respective Warrior for 2 Wounds, with no modifiers at all. This carries on each turn until no Squiglitz are left alive.
Each dead Squiglit is worth 5 gold.