Jan 052011
 

One of the Warriors suddenly shivers as they spot something that reminds them of a tragic or painful incident in their past.

Roll 1D6 and add the Warrior’s Battle-Level. If they score 7+, they regain their focus and may act as usual. If they score less, the Warrior cannot move or attack this turn, temporarily paralysed by the memory. If the total score is 10+, or on a natural roll of 6, the Warrior is inspired with how they have overcome adversity and gains 1 Wound per Battle-Level, up to Starting Wounds as they remember their strength.

No Treasure is gained from competing this Event. Roll 1d6, on a 1-3 draw another Event Card immediately.

Contributed by The Custodian

Jan 052011
 

A blade swings from a wall at about neck-height!

Randomly select one Warrior who is standing next to a wall. If none of the Warriors are, the blade swings from the ceiling instead, select any Warrior.
The target must roll an Initiative Test, to beat 7+. If they succeed they duck or dodge the blade. If they fail, they take 1D6 + Dungeon Level damage. If they roll a 1 on the Initiative Test, that Warrior has been struck in a very sensitive place and cannot make any deductions like Toughness, armour etc!

No Treasure is gained from competing this Event. Roll 1d6, on a 1-3 draw another Event Card immediately.

Contributed by The Custodian

Jan 052011
 
Warhammer Quest Dungeon Event - Loose Flagstone

Warhammer Quest Dungeon Event - Loose FlagstoneOne of the warriors stumbles over a loose flagstone.

Draw a random Warrior Counter, that Warrior is at -1 to hit this turn. To examine if something lies beneath it roll a d6:

1: A trap! a crossbowbolt is shot at the Warrior from a hidden hole in the ceiling. It deals 1d6+4 damage.

2-3: It was just a loose stone, nothing else.

4-5: The warrior discovers 1d6x25 gold, hidden in a pouch underneath the stone.

6: The warrior finds some long lost treasure! Draw a treasure card.

Donated by Captain Cutlass (http://www.cutlass.be/)

Jan 052011
 
Warhammer Quest Dungeon Event: Magical Overload

Warhammer Quest Dungeon Event: Magical OverloadThe fickle Winds of Magic suddenly burst into a gale.

Any spellcaster (monsters included) on the board rolls a d6:

1-2 The magician cannot hold the power and receives a -1 on Strength and Toughness for the rest of the combat.

3-4 The magician is struggling to contain the power and cannot attack this turn, he may cast one spell or blessing only.

5-6 The magician harnesses the power into an extra spell or blessing (at no cost or failure margin) this turn.

Donated by Captain Cutlass (http://www.cutlass.be/)

Jan 052011
 
Warhammer Quest Dungeon Event - Poison Cloud

Warhammer Quest Dungeon Event - Poison CloudAn ancient trap sets off, catching friend and foe in its gagging throes.

All models on the board must make a toughness test of 7+ or suffer -2 wounds and -1 to hit.

Donated by Captain Cutlass (http://www.cutlass.be/)

Oct 302010
 

Chaos Star with Eye of Tzeench for Warhammer Quest Dungeon Event - Curse

The sounds of chanting in some dark malign-sounding tongue drifts on the dank, fetid breeze towards the Warriors, and you are stricken by the sense that the Ruinous Powers seem to thwart you at every turn.

Pick one random Warrior using the Warrior Counters. This Warrior looses one Luck Token for the rest of this Adventure. If the Warrior does not have one Luck Token left, then they are at -1 To Hit for the duration of the next Combat!

Roll 1D6; on a 1-3, nothing else happens; on a 4+ draw another Event card.

Oct 212010
 

CroneYou spy a wizened old crone stooped over a cauldron of some foul-smelling concoction. With a cunning glint in her eye, she raises a shrivelled claw at the Warriors…
Roll 1d6 to find out what happens:

  • 1: With a shrieking cackle, the old crone appears to melt into the shadows, calling for her minions. Draw two Event Cards to see what trouble the old witch summons.
    2: Shrieking obscenities and heresies at the top of her ancient lungs, the crone curses one of the Warriors. One Warrior chosen randomly using the Warrior Counters looses one point of Luck for the rest of this Adventure. Draw another Event Card.
  • 3-4: With a cry of pure malice, the crone directs a blast of black magic at one of the Warriors. One Warrior (chosen using the Warrior Counters) suffers 2D6 damage that ignores armour. The Witch immediately vanishes with a sorcerous thunderclap.
  • 5-6: The crone says in a withered voice, “The enemy of my enemy is my friend…” and offers the Warriors the chance to drink from her cauldron. If they do drink the foul-tasting brew, they immediately gain 1D6 Wounds back (roll separately); this may temporarily take them above their Starting Wounds score.
Oct 202010
 

A Charnel House or Crypt

This room is a charnel house filled with the victims of some unspeakable sacrifice. Some of the victims are very recent; the smell and grotesque nature of the scene threatening to overwhelm your senses…

All Warriors take a test against Fear 5, a failure indicates that they are sickened by the charnel house and suffer -1 To Hit all Monsters. This is cumulative with standard Fear tests.

Draw another Event Card. This Event may only be generated in the Monsters Phase when entering a new room, if drawn as a result of an Unexpected Event then shuffle this card back in and draw another.

Oct 192010
 

Collapsed Ruin

The beams holding the ceiling up fail in one corner of the room, sending masonry and stonework crashing to the ground. As the dust settles, you see another chamber stretching into the darkness where once there was solid stone
Add a doorway to this room and deal D3+1 dungeon new cards next to it. This doorway can be explored normally, just as if the room was a T-junction or other room with multiple exits.

Oct 192010
 

Warhammer Winds of Magic Wheel

The Wizard bows his head as if walking through a howling gale, his travelling-cloak flapping madly around him even as your own clothes hang limply from your sweating frame in the warm underground chamber. Despite his obvious discomfort, he raises one wizened hand, crackling with barely contained energy, and immolates the greenskin savage nearest him.
The Power Phase roll counts as a 6. If this event is generated in the Monsters Phase then the next Power Phase roll will count as a 6 instead.
In addition, all Wizards reduce the casting cost of spells by 1, down to a minimum of 1. Other magic users like the Ranger Mage and Warrior Priest add +1 to their rolls to cast (remember that a roll of a 1 always fails).
However, the raging Winds of Magic are difficult and risky to control; each time a Warrior casts a spell, roll 1d6. A result of a 1 means that they lose control of their magic and suffer d3 Wounds damage with no modifiers as a result.