Feb 222011
 

Time drags slowly as the Warriors proceed upon their way. Eventually, one of the Warriors wipes his sweaty brow and exclaims, “How long have we been down here my friends? How long since we saw the light of day?” His companions shake their heads in confusion, as none of them has the faintest idea as to the answer. As they look about themselves, they realise that they are but shadows of their former selves, as time has mysteriously worked its way with them.
Each Warrior must roll a dice.
1 The Warrior is now old and grey, his eyes rheumy and his grip frail. He must deduct -1 from his Strength or Toughness, and 1D6 from his Starting Wounds.
2-5 Although there are a few grey flecks in his hair, the Warrior has not aged sufficiently to affect his battle worthiness.
6 Strangely, time has run counterclockwise. The Warrior is returned to the first flush of youth, a teenager in the prime of fitness. He gains +1 Strength or Toughness, plus an extra +1D6 Wounds.

Feb 222011
 

The ground suddenly collapses inwards, and a great rift appears, exuding a huge cloud of billowing smoke, tinged with flecks of red. A screeching howl echoes from the walls.
Place a Pit of Despair template anywhere on the board, within the light of the lantern. Any model covered by the template will be sucked down and destroyed on a D6 roll of 6. Models which are not sucked down must be placed at the pit’s edge.
Each Warrior may look into the pit once, as long as they are standing next to it and do nothing else for a whole turn. Roll 1D6 for each Warrior that has a look.
1 The noxious fumes overcome the Warrior. He must roll 1D6 and add his Toughness. On a score of 7 or less he loses 1D3 Wounds permanently.
2-4 The Warrior is transfixed by the rhythmic pulsing within the Pit of Eternity. The Warrior may do nothing until a 6 is rolled in the Power Phase. Monsters attacking the Warrior in hand-to-hand combat have +2 to all their to hit rolls.
5 The Warrior reaches into the pit, and his hand closes about an item magically placed there. The Warrior immediately gains a piece of objective room treasure.
6 As he gazes into the depths, the Warrior realises that he is looking into the well of all consciousness. Every lie, truth, ambition and weakness is revealed to him for a brief moment, and he is filled with a giddying sense of knowledge. This new-found inner awareness is represented
by an additional point of Luck, added to the Warrior’s total immediately. This is a permanent increase.

Feb 222011
 

As the Warriors progress through the darkness, one of them knocks against a rock that protrudes from the ceiling of the tunnel. To the Warriors’ horror, the rock falls away, and sand pours down into the tunnel from a hole in the roof.
As they stand horror-struck, they hear a dull rumbling in the distance as huge slabs of rock slowly move into position to seal the tomb forever. Each Warrior rolls 2 dice, and the scores are added together. The total shows how many turns the Warriors have to find the mechanism that disables these ancient defences.
From now on, whenever the Warriors enter a new board section, then whatever else happens on that section, they may search for the deactivation mechanism. To successfully stop the mechanism, the Warriors must declare which single Warrior is searching, then take a Warrior counter at random. If the counter is the one for the chosen Warrior, then the mechanism has been found and deactivated.
If the Warriors do not find the mechanism in time, and are still in the Catacombs, then they will be sealed in forever. Once their time is up, they may not even roll on the Escaping Table printed in the Adventure Book.

Feb 222011
 

As the Warriors move about, one of them steps on a false flagstone, which gives off an audible click. A section of the wall slides back to reveal a large room beyond.
Take a Warrior counter to see who set off the secret lock and place a new doorway against any spare side of the board section that Warrior is on.
If the Warriors explore through the new doorway place the Tomb Chamber Objective Room on the other side. This room contains three Events cards’ worth of traps and Monsters. However, while in the Tomb Chamber a roll of 1 or 2 rolled in the Power Phase will mean an Unexpected Event has occurred.
The Warriors all gain a piece of objective room treasure if they manage to clear out the Tomb Chamber.

Feb 222011
 

The Warriors find an ornate sarcophagus in a secret alcove.
Take a Warrior counter to see who opens the sarcophagus. Roll a dice to see what that Warrior finds.
1-2 The Warrior gasps in sheer horror, and slams the lid shut. When he turns back to face the Warriors, his hair is pure white and he seems to have aged dramatically. He never tells what unspeakable horror he saw in the sarcophagus. He loses -1 from his Strength, permanently.
3-4 The sarcophagus is empty, but as the lid is slammed shut, a screeching alarm is heard in the darkness. Take another Event card now.
5 The sarcophagus contains precious stones worth 1D6x200 gold!
6 The sarcophagus contains hidden treasure – take a Treasure card. This does not count towards the total number of Treasure cards the Warrior has gained in this adventure.
Once one Warrior has opened the sarcophagus, another may try if he wishes.
Each Warrior can try once and once only.

Feb 222011
 

After some time the Warriors realise that they are being followed by a ghostly figure, a proud looking man wearing fine armour. The only thing he lacks is a sword. He indicates that one of the swords that you carry is his.
You have a choice – do you give up one of your weapons and let him rest in peace, or do you deny that you carry his sword? If you do not give him a sword then he grins cruelly and reaches out to touch one of the Warriors. That Warrior is frozen to the spot for D6 turns, during which time he may neither attack in any way nor be attacked in any way.
Take another Event card now.
If you give him a weapon then the ghost smiles benignly and makes to leave. Before he goes, he indicates four amulets in a far corner.
“These may keep you from harm. Alas that I did not find them sooner.”
The amulets each contain D6 points of Luck which the Warriors can use instead of their own Luck. When the stored Luck is exhausted, the enchantment of the amulets fails, and they cannot be used again.

Feb 222011
 

The Warriors have stumbled upon a treasury filled with gold, weapons, magic items, jewels and armour.
Take the next Event card and resolve it now. In addition to any treasure from the Event, the Warriors each gain 2D6x100 gold, a Treasure card and a roll on the Dungeon Room Treasure Table!

Feb 222011
 

The Warriors are suddenly enveloped by a dark mist. Stumbling around for a few minutes the Warriors bump into each other and the walls. Suddenly the mist dissipates, but the Warriors discover some of their equipment is gone.
Take a Warrior counter. That Warrior will lose any non-magical weapons (including missile weapons) and armour that he was carrying.

Feb 222011
 

The Warriors come across a Snotling fiddling with a rusty old key.
He offers to sell it to them for 500 gold. The Warriors can attack him, or pay him! If the Warriors attack the Snotling, roll a D6.
1-3 The Snotling’s mates come to rescue him. Draw another Event card. If it is Monsters, the maximum amount possible arrives. The Snotling runs off with the key while the Warriors are busy.
4-5 The Snotling’s cries attract more trouble. Draw another Event card immediately. The Snotling gets away, but the Warriors find the key on the floor when the event is over.
6 The Snotling drops the key and runs off.
The Rusty Key can be found in Webquest from the ‘Special Items’ location.

Feb 212011
 

One of the Warriors starts breathing heavily as thoughts of blood and war flood through their mind
Randomly select a Warrior. If the party are in combat this turn (for example if the next Event Card shows Monsters), this Warrior gets +1 Attack for the rest of the combat, but loses 1D3 Wounds on any turn that they do not cause damage. They may also not use magic! Magic items are permitted.
If there are no Monsters on the board in the Turn when this card is drawn, this Warrior will attack the nearest other Warrior (select randomly if necessary). They will make their normal attacks, but again, with no magic. As soon as they cause at least 1 Wound, they recover their senses. Warriors under this effect reduced to 0 Wounds will also recover their senses if they are healed.
Draw another Event Card immediately