Feb 222011
 

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.

Feb 222011
 

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.

Feb 222011
 

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.

Feb 222011
 

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.

Feb 222011
 

The Warriors stumble across a pile of bones, gold and other jumbled up oddments. The chances of their being anything of worth are fairly minimal, but they have a root around anyway. After all, nothing ventured, nothing gained…
As they dig around in the darkness, roll a dice and see what happens:
1-2 They spend a fruitless hour searching, and get thoroughly filthy. Nothing happens, but roll 4 dice to represent the passing of time. If any come up as 1s, take another Event card for each that does so.
3-4 The Warriors find some gold, resolved as per the gold rules in the Warhammer Quest Roleplay book.
5-6 The Warriors find some valuable items in the dirt. Each Warrior takes a Treasure card. However, they make some noise whilst they are collecting the treasure. Take an Event card now. If it is not Monsters, shuffle it back in the deck and take another until some Monsters do turn up. The maximum number will arrive, and they will ambush the engrossed Warriors!

Feb 222011
 

As the Warriors cautiously move through the dungeon, one of them slips on a smelly mess on the floor – he’s trodden in something a war boar has left behind!
Take a Warrior counter. That Warrior has slipped up flat on his face. The stench is appalling and the Warriors curse loudly in their rich native languages. As they look around they realise that this whole area is covered in muck!
The Warriors are hard pressed to stay on their feet. If any Monsters turn up, the Warriors will be at -1 to hit so long as they stay on this board section, as they slip around in the pungent mire.
Take another Event Card immediately.

Feb 222011
 

Bogoff the Snotling scuttles into view, heading straight for the leader. He sinks his pointy little teeth straight into the Warrior’s hand, grabs the lantern and runs off with it.
He immediately moves as far away from the Warriors as possible, while not leaving any of them in the dark. He will do this at the start of every Monster’s Phase, and will keep doing so until he his finally hit. When this happens, he drops the lantern and runs off. If another event occurs during this time Bogoff will simply stay as far away from trouble as possible and continue his game when it is over.
Bogoff may move through any square even if another Monster or a Warrior is present, and is never pinned.
Because of his small size and increased speed, Bogoff dodges all hits, including missile attacks, on a 4+. Even when a Warrior finally scores a hit will will merely be a glancing blow and Bogoff will simply drop the lantern and run off. Note that a side-effect of the potion given to him by Skabnoze means that Bogoff is temporarily immune to magic and cannot be killed by a spell. He can even dodge magic weapons that automatically hit.
The Warrior who hits Bogoff gets 150 gold.
Each turn, while Bogoff has the lantern, if a 1 is rolled in the Power Phase, Bogoff blows the lantern out. This is very dangerous as the dungeon is plunged into darkness. Each Warrior must roll a dice and add Willpower. Any who score less than 7 are completely lost, and may do nothing except defend themselves or heal themselves. Any who score 7 or more have a rough idea of what is around them and gingerly search for the lantern. These Warriors may move and fight as normal, except that they suffer a -2 to hit penalty. Each Warrior must make a Willpower check at the start of each turn until the lantern is found and re-lit.
Once he has blown the lantern out, Bogoff drops the lantern and legs it. The Warriors will find and re-light the lantern if the Wizard rolls a 5 or 6 in the Power Phase.

Feb 222011
 

In a niche in the wall is a small, ferocious looking golden statue. It appears to be very old and of an unfamiliar but distinctly Orcish deity. Of course, the Warriors cannot resist the lure of gold, and one of them steps forward to take the statue.
Draw a Warrior counter to see which Warrior decides to take the statue, then roll a D6.
1-2 The statue is cursed, and as the Warrior reaches for it a harsh bellowing is heard. The Warrior loses a Luck counter if he has one. If the Warrior has no Luck left he loses -2 Wounds permanently from his Starting Wounds score. The Warrior immediately (and sensibly) puts the statue back in its niche!
3-4 As the statue is removed, a faint yet Orcish voice can be heard. It sounds very angry, and repeats a single word – “’Eadbutt!” The Warrior is hit repeatedly about the head by an unseen enemy, and drops the statue. He suffers D6 Wounds + 1 Wound per battle-level, with no deductions at all. When the attacks stop, the statue is mysteriously back in its alcove.
5-6 The statue is made of gold and is worth 500 gold. Until the end of the adventure, however, if the Warriors encounter any Orcs, Goblins or other greenskins, they are not placed according to the One-on-One rule. Instead, as many Monsters as possible attack the Warrior who has the icon, as they try to wrest the statue back. Any remaining Monsters are placed as usual. If the offending Warrior is reduced to zero Wounds, when he is healed, the statue is gone, taken back to its rightful place.
Roll a D6: on 1, 2 or 3 draw another Event card immediately.

Feb 222011
 

One of the Warriors disturbs some grotesque fungus on the floor, sending up a cloud of infectious spores.
Draw a Warrior counter to see who stepped on the Death Rot fungus. That Warrior and any other Warrior in an adjacent square to him have their Movement, Strength and to hit roll reduced by -1 for the rest of the dungeon.
This can only be reversed by a magic potion or healing spell.

Feb 222011
 

An insidious spell is woven around the Warriors, who begin to chuckle, then laugh, then burst into hysterical guffaws as their faces twist into rictus grins.
From now on, the Warriors must each roll 1D6 and add their Toughness at the start of every turn, after the Power dice has been rolled. If they score a 6 or less they are at -1 to all of their rolls for that turn, as they are overcome with fits of laughter. If ever they roll a natural 6 the spell has been broken totally and they are no longer affected by it, unless of course it is cast on them again…