Oct 152010
 

Disarm OpponentWith an impressive flourish, you parry the rusty blade of your opponent and slam your shield into it’s sword-arm, sending it’s crude weapon arching through the air!
Pick one random Warrior using the Warrior Counters. The chosen Warrior may choose any Monster in an adjacent square to disarm. The affected Monster may not attack this turn as it frantically searches for it’s lost weapon.

This event can only be generated when the warriors are in combat, generate another event if they are not.

Oct 152010
 

PinnedBacking away from the beast bearing down on you, you stumble on some loose masonry, throwing you off balance even as the creature lunges for your throat!
Choose a random Warrior using the Warrior Counters. This Warrior has stumbled, and all Monsters are at +1 to hit them this turn.

This event can only be generated when the warriors are in combat, generate another event if they are not.

Oct 112010
 

DisarmedWith a savage thrust, your blade is battered out of your hand and sent spinning across the floor. Defenceless, you scramble frantically for your lost blade…

One Warrior chosen using the Warrior Counters looses his weapon, and must spend the rest of the turn gaining it back. Whilst without a weapon, all monsters are at +2 to hit you in combat, and you do not add your Strength to damage dealt to Monsters.
If the Warrior has an alternative weapon in his treasure/equipment, then they may elect to use it in place of seeking their original weapon, and therefore do not suffer the penalties in combat noted above. In this case, the dropped weapon is assumed to be recovered when all monsters are removed from the board section.

Oct 112010
 

You loose your footing on a patch of slimy muck, landing hard on your ankle. Without access to a healer, the injury slows you down in the treacherous dark of the dungeon…

One random Warrior chosen using the Warrior Counters suffers -1 to their Movement and Pinning rolls for the rest of the Adventure, or until they consume one healing potion or have one healing spell cast on them when they are already at full wounds.

Oct 112010
 

You stagger wearily up a flight of stairs, almost collapsing against the doorway at the apex. Your companions fare little better, but there is a steely determination in their eyes as they scan the chamber beyond for the next threat. Taking heart from their resolve, you ready yourself to meet the enemy once more…

The Warriors prepare themselves to meet the dangers ahead with courage, and add +1 to all Fear and Terror tests until a natural 6 is rolled in the Power Phase.

Oct 112010
 

Primal TerrorA cold draught makes the skin on the back of your neck crawl, the walls are bearing in on you and you can’t shake the feeling that something is watching you from the shadows beyond the lantern light…

The Warriors are suffering from the effects of being in such an oppressive and dangerous environment, and all suffer -1 to all Fear and Terror rolls until a natural 6 is rolled in the Power Phase.