Feb 212011
 

Roll 1D6 for each Warrior. The Warrior with the lowest score has set off a trap. Roll 1D6 on the following table:
1-3 A huge stone block crushes your Warrior, trapping him and inflicting 5D6 Wounds.
4-6 Your Warrior steps out of the way of a massive stone block as it falls from the roof above him. The trap has no effect.
Once trapped by the stone block, the only way a Warrior can get free is for the other Warriors to move the block. Roll 1D6 for each Warrior who isn’t trapped by the block at the start of each turn, adding their Strengths to the total score. If the combined score is 20 or more, they manage to move the block and free their companion.

Feb 212011
 

Roll 1D6 for each Warrior. The Warrior with the lowest score has set off a poison dart trap and is hit in the arm. He suffers 1D6 Wounds, with no modifier for armour.
Once the damage from the dart has been resolved, roll another 1D6. If the score is a 1, 2 or 3, the poison has got into the Warrior’s system, reducing his Strength by -1 for the rest of the adventure, or until he drinks a healing potion.
Roll 1D6. On a score of 1, 2 or 3 draw another Event card immediately.

Feb 212011
 

Roll 1D6 for each Warrior. The Warrior with the lowest score tumbles into a spiked pit. He takes 4D6 Wounds as he hits the floor with a thud, impaling himself on the sharpened stakes at the bottom of the drop. He may only escape from the pit if he has the rope or access to the Levitate spell, otherwise he must spend the rest of his days at the bottom of a very dark hole.
Roll 1D6. On a score of 1, 2 or 3 draw another Event card immediately.

Feb 212011
 

Without warning, hundreds of snakes suddenly drop into the room through carefully concealed holes in the roof. Each Warrior is quickly covered in a writhing mass of venomous serpents.
Roll 1D6 for each Warrior on the following table:
1-2 The snakes manage to bite your Warrior, finding chinks in even the toughest armour. He suffers 1D6 Wounds, with no modifiers for Toughness or armour. He cannot do anything for the rest of the turn, and any Monster who attacks him gets +1 on its to hit rolls. At the start of the next Warriors’ Phase, roll on this table again.
3-4 The names manage to bite your Warrior. He suffers 1D6 Wounds, with no modifiers for Toughness or armour. He then manages to free himself from the writhing mass and slashes the foul creatures to pieces.
5-6 Your Warrior nimbly avoids the snakes as they drop from above, killing them as they fall at his feet. The attacks has no effect.
Draw another Event card immediately.

Feb 212011
 

The Warriors are confronted by a slumped , cowled figure crawling towards them, calling for help in a piteous voice.
Roll 1D6 for each Warrior. The Warrior with the lowest score rushes to help the stranger. If more than one Warrior has the same lowest score all of them go to help.
However, upon reaching the stranger they realised that offering aid was not a good idea. The figure slumps in their arms, dead, his cowl falling to one side and revealing his plague-ridden face. Boils and pustules cover the stranger’s cheeks and his eyes weep a thick yellow fluid.
Roll 1D6 for each Warrior, adding his Toughness (not including armour) to the score. If the score is 7 or greater that Warrior has avoided contracting the plague. If the score is less than 7 that Warrior has caught Nurgle’s Rot. The Warrior’s Toughness is immediately reduced by -1. Furthermore, if an Unexpected Event occurs during the Power Phase any one of the Warrior’s other characteristics, except Wounds, is reduced by -1 (your choice). If any of the Warrior’s characteristics are reduced to zero he dies.
The Warrior suffers from Nurgle’s Rot until either he dies, is given 3 healing potions or – if he makes it back to a Settlement – pays 2000 gold to be cured. Upon being cured the Warrior’s profile returns to normal.
Draw another Event Card immediately.

Feb 212011
 

The Warriors meet an aged Dwarf, labouring under the weight of a sack as large as himself.
He eyes the Warriors suspiciously, convinced they want to steal its contents. He explains that he is Lord of the Dungeon and the Warriors may go no further unless they pay him 100 gold each.
The only ways to get past the old Dwarf are either to kill him or pay the gold. If the Warriors kill him, he curses each of them in the rich language of his kind. Roll 1D6 for each Warrior.
1 Choose any one of that Warrior’s characteristics except Wounds and permanently reduce it by -1.
2-6 The curse has no effect, but the death of a mad old prospector is now forever on your Warrior’s conscience.
Roll 1D6. On a score of 1, 2 or 3 draw another Event card immediately.

Feb 212011
 

The Warriors meet a mysterious cloaked stranger who asks them what their business is in this dark realm.
If the Warriors attack him, roll 1D6 on the following table:
1-3 Like a blur of lightning, the stranger’s sword flashes right and left, inflicting 2D6 Wounds on each Warrior. That done, he leaps over their heads and vanishes.
4-6 Under the combined attacks of the Warriors the stranger is forced back. He seems surprised that the Warriors should attack him and leaps away down a corridor into the darkness, dropping a small bag on the floor in his haste. The bag is made of soft leather and is covered in Elven runes. If one of the Warriors attempts to take it, roll 1D6 on the following table:
1 The bag explodes as the Warrior touches it, inflicting 2D6 Wounds on all the Warriors, with no modifiers for Toughness or armour.
2-6 The bag is full of healing herbs, enough to restore 4D6 Wounds on a single Warrior, 2D6 on two (or any similar combination).
If the Warriors do not attack the stranger he warns them that evil grows in this area and that they should be on their guard. He then nods farewell and walks into the darkness. Roll 1D6 for each Warrior. On a score of 1, the stranger has stolen a single item of treasure (determine randomly) from the Warrior as payment for his advice.

Feb 212011
 

Three prisoners emerge from the shadows and run towards the Warriors, having escaped their captors. They look desperate, haggard and tortured, and beg for protection, explaining that they are wealthy merchants and will pay the Warriors richly once they are free.
If the Warriors let them join the party, make a note on the leader’s Adventure Record sheet that they are tagging along.
During combat the prisoners hide in the shadows, avoiding detection while the Warriors fight the Monsters. If the Warriors are killed, the prisoners are recaptured.
If the Warriors survive the dungeon, they may escort the prisoners to the nearest Settlement. Once there, roll 1D6 on the following table:
1 The prisoners are merchants, but denounce the Warriors as their kidnappers, demanding their arrest and recompense for their lost wealth. Each Warrior must pay 1D6 x 100 gold to escape the clutches of the militia.
2-6 The prisoners are merchants, and are true to their word, giving each Warrior 2D6 x 100 gold.
Roll 1D6. On a score of 1, 2 or 3 draw another Event card immediately.

Feb 212011
 

A dim light flickers in front of the Warriors, coalescing into the shadowy form of a ghostly man. He smiles grimly and beckons them on.
The Warriors are compelled to follow him. Roll 1D6 on the following table:
1 The Ghost leads the Warriors into a pit trap. Each Warrior takes 2D6 Wounds, with no modifiers for Toughness or armour. It takes three turns to climb out of the pit without a rope, but only one turn with it.
2-3 Roll 1D6 for each Warrior. The Warrior with the lowest score triggers off a trip wire, which fires a poison dart into his leg and causes 1D6 Wounds, with no modifiers for Toughness or armour.
4-6 The Ghost leads the Warriors to a concealed pile of gold, hidden in an alcove in the wall. Determine how much gold each Warrior finds using the Treasure Table in the Treasure section.

Feb 212011
 

A small figure runs out of the darkness nearby and is quickly identified as a Snotling. He tags along behind the Warriors, hoping to steal some of their treasure. He is a shifty little character, and squeaks a warning every time the Warriors enter a room – but for whose benefit it is not exactly clear.
While the Snotling is with the Warriors they may all move an extra square each turn, as he can guide them through the tunnels. In addition, whenever an Unexpected Event that reveals Monsters occurs, roll 1D6 on the following table:
1-3 The Snotling warns the Monsters the Warriors are here and they therefore attack immediately, rather than waiting for the Monsters’ Phase.
4-6 The Snotling warns the Warriors that they are about to be ambushed and they therefore get +1 Attack each in the first round of combat.
If the Warriors kill the Snotling, his bloodcurdling death scream reverberates through the dungeon and you must roll twice on the Monster Table one higher than the party’s Battle-level to determine what Monsters arrive to investigate the noise.
At the end of each turn, roll 2D6. On a double 1 or 2, the Snotling sneaks off into the darkness and is never seen again.