Feb 212011
 

A faint flickering of light at the edge of the Warriors’ vision is all the warning they get. A sense of disorientation and moving-without-motion and they find themselves staring at the world from a different angle.
Some magic of the Changer of Ways has interfered with the Warriors’ planning. If there are no Monsters on the board, each Warrior must take a Warrior token, in order of Initiative. Swap the models around, and take the next token.
If there are Monsters on the board, each Warrior must roll a D6. On a score of 1-4, draw a token as above. On a score of 5-6, randomly select one of the Monsters, and swap places with that Warrior.
Play continues from this point. If any Warriors are Lost In The Dark as a result of this Event, resolve this as normal.
Take another Event Card

Feb 212011
 

There is a faint click as one of the Warriors steps on a trapped tile, and a hail of steel-tipped darts fill the air!
Select a Warrior randomly. Each model on the same board section as this Warrior (plus the Warrior!) is hit by 1D6 darts per Dungeon Level. Each dart is small but sharp, and causes 1 Wound. Usual modifiers apply to the total amount of damage done.
Draw another Event Card immediately.

Feb 212011
 

As the last Warrior steps into the room, a disembodied voice rings out, flatly stating that the Warriors have entered forbidden halls and must face the Curse of Hashakk.
One of the Warriors (determine randomly) suddenly feels a searing pain strike at him from all sides, as spirits of the long-dead Lords of this realm attack him.
Roll 1D6 for the chosen Warrior, adding his Strength to the score.
If the total score is 7 or more, he suffers 2D6 Wounds, with no modifiers for Toughness or armour.
If the total score is less than 7, he suffers 1D6 Wounds, with no modifiers for Toughness or armour, and is at -1 Strength and -1 Toughness for the rest of the dungeon.
Roll another Event immediately.

Feb 212011
 

The Warriors meet an Imperial Knight Panther on a personal quest. He warns them about some Monsters that lurk nearby. Forewarned, the Warriors are ready for their attack when it happens, and take the Monsters by surprise.
During the first turn of the next combat, each Warrior is at +2 Attacks.

Feb 212011
 

A sudden chill breeze blows out the Warriors’ lantern!
Unless they have another source of light, the Warriors must remain still and do nothing.
To see if the lantern can be re-lit, roll 1D6 during the Warriors’ Phase. On a score of 4, 5 or 6 the lantern comes back on.
If an Unexpected Event occurs while the lamp is out, any Monsters that arrive must be fought in pitch darkness. Each Warrior is at -2 to his to hit rolls until the lantern is re-lit.

Feb 212011
 

The Warriors notice that there are dozens of Orc runes inscribed crudely on the wall of this room.
Roll 1D6 for each Warrior. On a score of 5 or 6, that Warrior understands the runes, and reveals that they explain how to open a secret alcove in the wall.
The alcove contains a cache of treasure. Make one roll on the Dungeon Room Treasure Table for each Warrior.
As the Warriors take the treasure, they hear the screams and bellows of enraged Monsters hurtling towards them. Make two rolls on the Monster Table of the party’s Battle-level to determine whose treasure the Warriors are stealing, and who turns up to defend it!.

Feb 212011
 

One of the Warriors misses his footing on the cold dungeon floor and slips, falling awkwardly and spraining his ankle.
Randomly determine which Warrior has fallen. For the rest of the dungeon he is at -1 to his Move. Draw another Event card immediately.

Feb 212011
 

The Warriors notice light streaming through a slit in the ceiling and, on investigation, discover the underside of a trapdoor.
To see if a Warrior can force open the trapdoor roll 1D6. On a score of 1, 2, 3 or 4 it is too stiff to push open. On a score of 5 or 6 the wood gives and the trapdoor bursts open. Each Warrior can try to open the trapdoor once per turn.
The trapdoor leads to the outside world and freedom! Make a note of where it is on the leader’s Adventure Record sheet. The Warriors can either leave now or come back later.
Roll 1D6. On a score of 1-3 draw another Event card immediately.

Feb 212011
 

Roll 1D6 for each Warrior. The Warrior with the lowest score realises that his backpack has a small hole in it and he has lost 1D6 x 200 gold!
Draw another Event card immediately.

Feb 212011
 

The Warriors’ sharp eyes notice that the stones in the wall conceal a well-hidden secret door.
Place a doorway on any free wall of the board section and take one of the objective room board sections: this is the room that lies beyond the doorway.
if the Warriors wish to, they may decline to enter the room. If they do go in, roll once on the Objective Room Monster Table to determine what it contains.
Once all the Monsters in the room are dead, in addition to the normal treasure, one of the Warriors (determine randomly) gets a single item of objective room treasure rolled on the Objective Room Treasure Table.