A cloaked, stooped figure slinks into view, keeping to the shadows and moving with an eerie silence. He furtively approaches the Warriors and – while looking theatrically about him to check for enemies – says in little more than a whisper.
“Well met my friends, for I bring important news. Your quest must be postponed, for the danger is greater than ever imagined. You must abandon your task and return whence you came. You will each be given 750 gold for your trouble.”
With that he slinks away with surprising speed, merging with the shadows once more.
If the Warriors abandon their quest, they must work their way back to the entrance, rolling for Unexpected Events as normal. If the way is blocked by a cave-in or other obstacle they have no choice but to go on. Depending on what they do, when the Warriors either get out of the dungeon or reach the objective room, roll 1D6 on the table below.
1-3 The stranger lied, and you weren’t expected back! If the Warriors left the dungeon, abandoning their quest, each of them loses 1D6 x 100 gold as he tries to make amends for his shame at failure! If the Warriors carry on, they may now finish the adventure as normal.
4-6 The character told the truth! If the Warriors abandon their quest they may collect their payment as agreed. If the Warriors go ahead and finish their quest, roll twice on the Objective Room Monster Table to see what their objective room contains.
Roll 1D6. On a score of 1, 2 or 3 draw another Event card immediately.
The Warriors find a dying Orc lying on the floor, the victim of an intertribe feud. Even though bleeding from a dozen fatal wounds, he still manages to growl and snarl at them to keep back. He seems to be protecting a sturdy iron key he is clutching in his left hand.
The Warriors can either rush him or wait until he dies before relieving him of the key.
If they rush him, he fights desperately even as his final life blood ebbs away. Roll 1D6 for each Warrior. On a score of 1, 2 or 3 that Warrior suffers 1D6 + 2 Wounds as the Orc slashes him. At the end of this savage, and somewhat one-sided fight, the Orc will be dead and the key in the Warriors’ possession.
If the Warriors wait, the Orc takes 1D6 turns to die, during which time he makes a lot of noise. If an Unexpected Event occurs during this time, rather than take an Event card, make two rolls on the Monster Table to see what arrives. These Monsters must be killed before the key can be taken.
The key is for the iron padlock on the locked door from Event 43 (Locked Door)
The Warriors come across slaves chained to the walls. They are in a particularly sorry state, and look as if they haven’t been fed for many days. They cry out to be freed.
There is no reward to be gained for helping the slaves, but compassion demands their freedom! It takes the Warriors 1D6 turns to free the slaves. For each turn spent breaking their chains, an Unexpected Event occurs on a roll of 1 or 2, rather than just a 1, as the process is quite noisy.
If the Warriors decide not to free the slaves, they must make a note of the fact on their Adventure Record sheets. Now, every time a Warrior wishes to be trained, roll 1D6 on the following table.
1 -3 The owner of the training ground recognises your Warrior from a description given to him by a close friend, who was one of the slaves. The poor, unfortunate man managed to escape on his own, but died shortly afterwards, cursing the Warriors who left him to rot. The training ground owner refuses to train such a
cowardly knave. Your Warrior must wait until after the next dungeon and see if he can train at the next Settlement, at which point you must roll on this table again.
4-5 Your Warrior is spotted by the training ground owner as the cur who refused to free his recently released son from the clutches of the local Orcs. He agrees to train him, but charges double the normal rate. It is your choice whether the offer is accepted.
6 No-one recognises your Warrior or remembers his cowardly actions. He may train as normal here, but the fate of the slaves he deserted must surely remain on his conscience. Roll again the next time he trains.
The rules for ‘Disgruntled ex-slaves’ with a grudge can be found in the Special Items location.
The Warriors spot some footprints on the dusty stone floor that lead to a blank section of wall and vanish.
If the Warriors investigate, roll 1D6 on the following table:
1 Roll 1D6 for each Warrior. The Warrior with the lowest score is hit in the head by a spiked metal ball that swings down from a concealed hole in the roof. He suffers 2D6 Wounds, with no modifier for armour except a helmet. If more than one Warrior rolls the same lowest score, these Warriors are all hit.
2 The Warriors find nothing.
3-6 The Warriors find a concealed door. Place a doorway on one of the two blank walls. Take 1D6 extra Dungeon cards that have been put back in the box, making sure that none of them are objective rooms, shuffle them, and put them in a pile face down by the new doorway. Randomly take one of the spare objective room cards and place it at the bottom of the new deck. If the Warriors explore this sub-dungeon, roll twice on the Objective Room Monster Table to determine what the extra objective room contains.
If the Warriors kill all the Monsters in this extra objective room, each of them gains 1,000 gold!
As soon as all the Warriors have entered this board section, huge stone shutters slide into place in all the doorways, forming airtight seals and blocking them in. Looking around for a means of escape, they find small alcoves in each wall, each containing a small brazier that burns without any visible supply of fuel.
The Dwarf and the Wizard recognise the braziers as ancient Dwarf artefacts, used in times long gone as a form of trial by ordeal, in order to prove his honour, the accused would plunge his arm into the magical flames. If he remained unharmed, he was proclaimed innocent and the shutters would lift. If not, the flames burnt him terribly and the shutters remained shut for a period of 72 hours. After that amount of time it was highly unlikely the accused survived. If he did, the trial was resumed…
To open the shutters and allow the party to escape, one of the Warriors must thrust his arm into each of the two braziers, making a 1D6 roll for each. If both dice score a 3, 4, 5 or 6 the shutters open and the Warriors are free to go. If either dice scores a 1 or 2 the Warrior suffers 1D6+1 Wounds, with no modifiers for Toughness or armour, and the shutters stay closed.
Each Warrior may only try to open the shutters once. If all of the Warriors fail, the whole party is trapped for the next 72 hours and is suffocated to death.
After wandering around the dungeon for what seems likes hours with no sign of anything interesting, the Warriors realise they are lost.
Take another 1D6 Dungeon cards from those you put back in the box at the start of the game, making sure that none of them are objective rooms. Put the cards on the top of the Dungeon deck. To get back on track, the Warriors must first go through these extra cards.
The next door the Warriors find is locked with a huge padlock.
If one of the Warriors has bought a set of lock picks he may try to pick it. Roll 1D6 each turn he spends doing so. On a score of 6 the padlock opens.
While picking the lock a Warrior may do nothing else. If the padlock cannot be opened the Warriors must turn back.
Draw another Event card immediately.
Roll 1D6 for each Warrior. The Warrior with the lowest score has set off a trap, causing a lightning bolt to arc from a rod in the ceiling and hit him full in the head, causing 2D6 Wounds, with no modifier for armour.
After resolving the damage on the Warrior who set off the trap, roll another 1D6. On a score of 1, 2 or 3, the lightning bolt arcs across to the next nearest Warrior (if there is any dispute, determine randomly) and hits him, causing the same amount of damage.
This process repeats until either all the Warriors have been hit, or the dice roll is a 4, 5 or 6 and the bolt earths to the ground.
Roll 1D6 for each Warrior. On a score of 4, 5 or 6 the Warrior manages to hold his breath until the gas dissipates, and suffers no ill-effects. On a score of 1, 2 or 3, the Warrior is affected by the gas. Roll 1D6 on the following table:
1 Your Warrior’s Toughness and Strength are reduced by -1 for the next 2D6 turns.
2 Your Warrior’s to hit rolls are reduced by -1 for the rest of the adventure.
3 Your Warrior’s Toughness and Strength are reduced by -1 for the next 1D6 turns.
4 Your Warrior’s Strength is reduced by -1 for the next 1D6 turns.
5 Your Warrior’s Toughness is reduced by -1 for the next 1D6 turns.
6 Your Warrior suffers 1D6 Wounds, with no modifiers for Toughness or armour.
Roll 1D6. On a score of 1, 2 or 3 draw another Event card immediately.
Roll 1D6 for each Warrior. The Warrior with the lowest score has set off a trap, causing a bolt of power to shoot out from the nearest wall and paralyse him for 1D6 turns.
While paralysed, a Warrior may do nothing at all, and no Monsters will attack him. He is, to all intents and purposes, a statue.
Draw another Event card immediately.