Everything on this site is and always will be free to download. I do this as a resource not a business.
If however you like what you see and have gathered from the site.....donations are always welcome :)
Miniatures are always welcome (can never have too many) or any amount into my Paypal account: [email protected]
If however you like what you see and have gathered from the site.....donations are always welcome :)
Miniatures are always welcome (can never have too many) or any amount into my Paypal account: [email protected]
THESE TILES ARE FOR PERSONAL USE ONLY. THEY MAY NOT BE SOLD OR MODIFIED WITHOUT PERMISSION
Dungeon Tiles
Here you can download PDF versions of the dungeon tiles. If you wish to use these tiles with your Warhammer Quest games you can also download the dungeon cards. NOTE: These tiles have been designed for printing on A4 paper (8.3 inches x 11.7 inches)
Heart of the Mountain
Before you lies a stone Circle and well etched with ancient runes, its depths aglow with a beating red otherworldly energy.
Rat Ogre Pen
dark, fetid chamber reeking of blood and musk. Iron cages fill the
room, clearly design to hold large creatures. The walls drip with filth and warpstone residue, echoing with snarls and the crack of Skaven whips. Dragon Horde
As you enter the room, your torchlight illuminates the skeletal remains of a large dragon. The body is lying on a pile of gold.
Camp
You enter a dark room, middle of the room a campfire sits, though
still warm it was left a while ago. U-Turn
The corridor turns back on itself creating a U shape
Watchers Lair
You enter a chamber. A large grate runs down it's center. As you step close to the edge, tentacles emerge in hopes to capture prey.
Dirty Store
As you enter the room, the smell is unbearable. Inside is a small straw covered room. The floor and straw are covered in filth
The Baths
You enter a large room. Situated in the centre of the room is a large
pool, filled with green, stagnant water. This appears to be some sort of baths. The Armoury
You enter a room filled with weapon
racks, and equipment strewn across the floor. Mosaic Room
You enter into a small room covered in an
intricate mosaic. The design matches those told in tales of hero's past Fungus Chamber
The floor of the room is littered with bones, and large clusters of fungus grow through the cracks.
Store Room
A brightly lit torch illuminates the room, stacks of barrels, and shelves laden with goods fill the room.
Altar
You enter a brightly lit chamber, at the far end a large skull is carved into the rock. In the center lies a metallic altar
Heraldic Crest
You enter a dimly lit room, as your lantern’s light spreads, you can see the entire floor is taken up by a great eagle crest.
Webbed Chamber
At first the chamber seems empty, as your lantern illuminates the area, you notice the room is filled with large sticky webs.
Treasure Vault
In the centre of the room sits a large chest coins and precious items spill from inside, waiting to be taken. Can it be this easy?
The Crypt
An eerie, unnatural mist fills this room.
Sarcophagi line the centre and a desk lies at the end. Various vials and bottles are scattered around. |
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DWARVEN MINES SET
Within the snow covered mountains, dwarves busily mine for jewels, and mithril. Day and night they hammer and dig out the precious resources within the mountains. To remove all of their hard work, the dwarves have constructed a complex rail track system. Mine carts filled with riches clatter along the rails. Many dwarves use the mine carts as a mode of transportation. The mines have fallen quiet of late, what once was corridors filled with song, are now filled with strange noises.
Collapsed Room
Your riding through the mines, wind blowing in your hair, beard, wart hair...you get the picture. You enter a room where the track suddenly splits in two. The controls for the track have broken, and in your horror you realise that one section has collapsed into the earth below. Only luck will decide which track you take.
If riding a mine cart roll 1D6. On a roll of 1-3 you take the left track ans are safe. On a 4-6 you take the right track and plunge into the ground below. Take a Strength 4 hit with no modifiers. |
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Dwarven Mine Corridors
You enter into the realm of the dwarves. Mine tacks run through the entire complex of corridors. Jewels and Mithril sparkle in the rock face. Tools lay abandoned on the floor as if left with a hurry.
There are no special rules (yet) for these tiles |
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Infestation Rooms
You enter into the basement of a local merchant. The sound of skittering and chitters fill the air. Each storeroom contains different goods all covered in cobwebs...does something sinister live down here...?
These tiles are from the infestation quest found in the quests download section. |
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Infestation Corridors
As you make your way through the maze of corridors you notice abnormally large spider webs filling each crack, you hope to never meet their creator.
These are corridor sections that can either be used in conjunction with the infestation quest, or stand alone. This set contains 2 additional straights |
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WHQ95 - MODERN SET
CrossardBro has been creating some lovely images of the classic Warhammer Quest tiles based on the computer game. We have worked together to begin to bring you this set in the WHQ95 style, as we complete the board sections they will added to this section, we will also look at new rooms in this modern style.
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DECAY AND PLAGUE
The barrier between the world we see and the realms of chaos grows thin. Strange winds pierce this frigile boundary allowing the gods of chaos to seep their corruption into the world. All things, no matter how solid and permanent they seem, are liable to eventual corruption and death. Even the process of creation is but the precursor to destruction and decay. The bastion of today is tomorrow's ruin, the maiden of the morning is the crone of the night, and the hope of a moment is but the foundation of regret. It is in this filth the god of decay languishes and plans the downfall of all things.
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WOODLAND SET
Vast areas of the world are covered in woodland. Some are dark places where evil resides in the shadows of ancient and spiteful trees; others are lush green forests where elves are commonly seen living in harmony with nature. All woodlands though have areas that are dangerous to unwary travellers. Tred careful as whispers say the trees are alive, and talk to each other.
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FUNGUS CAVERN SET
Deep in the damp dark places of the world, a labyrinth of caverns worm their way through the roots of the earth. Some of these caverns are naturally formed, created from water eroding the rock away over thousands of years. Some however are made by unnatural means, be it by the hands of captives during the dwarven wars, or by the teeth and claws of wandering beasts. Many creatures make their homes in these caverns, some for the strange fungi that grow on the walls, some to escape the light of the outside world. Only the most bare, or most fool hardy stray to long in the twisting corridors of the caverns.
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CHAOS DWARF FORTRESS
Nestled deep within a jagged, ash-choked mountain range, the Chaos Dwarf Fortress looms as a brutal monument to fire and steel, its towering spires of blackened iron piercing the smoke-laden sky. Molten rivers snake through its foundations, feeding forges that never sleep, while the air reverberates with the ceaseless clang of hammers and the guttural chants of its squat, ruthless denizens. Every wall, etched with jagged runes of power, bristles with spiked turrets and grinning skulls, a testament to their savage ingenuity and unrelenting thirst for domination. Here, in this infernal crucible, the Chaos Dwarfs bend both metal and fate to their will, forging an empire of chaos amid the glow of eternal flames.
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The Chasm
You enter into a wide chasm. You feel the rush of air blowing up from the void that confronts you. Spanning the chasm is a thin rope bridge, just wide enough for one person.
Warriors or monsters can cross the bridge single file. Whilst on the bridge only the lead warrior or monster can use any missile weapons. This includes any magical missile weapons such as fireballs, lightning etc..... |
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Hall of Time
As you enter the room, you hear the noise of whirring cogs and the distinct sound of a clock ticking. Embedded in the middle of the room is a giant clock covered in glass. Whilst you are in the room you notice time seems to be acting strange.
Whilst in the room time slows down, or speeds up depending on the time on the clock. Roll 2D6 on a roll of 3/3 (6 o'clock) all monsters on the board may attack twice. On a roll of 6/6 (12 o'clock) all warriors on the board may attack twice. |
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Flooded Room
As you enter the room you find yourself submerged waist deep in mirky water. Patches of the original flooring can be seen in the center of the room. The water seems thick making it hard to wade through. Who knows what horrors lie in it's darkness.
Wading through the water is very difficult, due to it's depth and the uneven surface below. Any warrior or monster in a flooded square can only move one square at a time until, they reach an un-submerged area. |
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The Tomb
You enter into a room that appears to be the remains of an old crypt. There are many tombs around the room, and it appears that many of them have be broken into for the treasures they once held. Not all the tombs contain the bodies of their once occupants. Is this because the exposure to the air has turned them to dust, or are other forces at play?
There are no special rules for this room. |
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Cell Block
You enter into an area that appears to be some sort of prison. Barred gates line the walls, each the doorway to a cell. The air is thick with the stench of dirt, sweat, and other unmentionable aromas. Each cell is shrouded in darkness making it impossible to tell if they are occupied or not, strange noises coming from the area indicate that some must be filled. Are the occupants friend or foe? Are you brave enough to find out?
This room can be used in conjunction with the "Lock" tokens in the download area. Place a "Lock" token on each cell, when a player explores that cell turn the token over. An "E" equals an event takes place, a "T" means the cell is empty but contains treasure. |
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