Feb 212011
 

The Warriors meet a lone mercenary, the only survivor of another brave band who ventured into this perilous dungeon.
The mercenary can remember some of the layout of the dungeon and quickly describes it to the Warriors before he heads for the way out and safety.
You may take the next three cards from the Dungeon deck and reorder them as you like.
Roll 1D6. On a score of 1, 2 or 3 draw another Event card immediately.

Feb 212011
 

The Warriors find the bodies of seven Orcs and a badly wounded Bretonnian knight. The knight needs medical attention.
Draw a Warrior counter to see who helps him then roll a D6.
1-2 Renegade! The false knight stabs the Warrior who healed him for 1D6+4 Wounds then runs off.
3-4 Thief! He was stabbed by a dying Orc as he searched their bodies after the fight. He grabs 100 gold from the Warrior and runs off.
5-6 Hero! He killed the Orcs, and is grateful for the Warriors’ help. He gives the Warrior one Treasure card and leaves the dungeon.
Draw another Event Card immediately.

Feb 212011
 

One of the Warriors trips on a loose flagstone in the floor. The flagstone is actually part of a clever mechanism.
Take a Warrior counter to see who trips up. Roll a D6 for that Warrior:
1-2 The flagstone triggers a warning bell. Take another event card immediately. If it is Monsters, the maximum amount possible arrives.
3-4 The flagstone tilts and dumps the Warrior into a spiked pit. He takes 2D6 Wounds modified for Toughness and can only be rescued by the rope or a Levitation spell.
5-6 The flagstone unlocks a secret alcove, which opens to reveal a piece of treasure. Take one Treasure Card.

Feb 212011
 

An incautious move by one of the Warriors kicks up a cloud of spores from the floor.
Each Warrior on that board section must roll a D6 to determine what effect the luminous orange spores have on him.
1 The scented spores put the Warrior to sleep for 1D6 turns.
2-3 The spores are toxic and cause 1D6 Wounds, with no modifiers.
4-5 The spores cure 1D6 Wounds.
6 The spores are magical and increase the Warrior’s Strength by +1 for the rest of the adventure.
Draw another Event Card immediately.

Feb 212011
 

A huge block of stone falls down from the ceiling onto one of the Warriors – splat!
Draw a Warrior counter to determine who has set off the trap. The unlucky Warrior must roll a D6 and add his Initiative. On a total score of 7+, the Warrior nimbly avoids the stone. On a score of 6 or less, the Warrior is hit and loses 2D6 Wounds. Remember that a 1 is a 1 and always fails. Whether the Warrior was hit or not, move the model to an adjacent square and place the Fallen Block counter in the original square. This square is now ‘blocked’ and can no longer be moved through.
See the reference sheet for more details of the Falling Block.
Draw another Event Card immediately.

Map

Feb 212011
 

The Warriors find an old map scroll wedged in the wall.
Roll a D6:
1-2 The map is a fake, and misleads the Warriors. Add another D3 Dungeon cards to the top of the current pile to represent their misguided wanderings.
3-4 Treasure map! On completing the event in the next room they come to the Warriors may take an extra Treasure card.
5-6 It is a badly faded map of the dungeon. The next time the Warriors come to a T-Junction and the Dungeon Cards are split the leader can look at the top 1D3 cards of each pile. Discard immediately when used.
Draw another Event Card immediately.

Feb 212011
 

There is a strange grinding noise and spikes suddenly shoot up out of the floor from every square on the current board section. Every time a Warrior enters a new square on that board section roll a D6:
1-3 The Warrior steps on a spike and takes a number of Wounds equal to the dice roll, with no modifiers (eg, if he rolled a 2 he takes 2 Wounds)
4-6 The Warrior manages to avoid the spikes and suffers no damage.
Monsters do not have to roll for spikes as they are well used to them and know when and where they are going to appear!

Feb 212011
 

The air is suddenly thick with a cloud of bats, chittering and screeching as they swoop upon the Warriors. These are no ordinary bats – they are Vampire bats, servants of the undead.
Resolve the Vampire bat attack immediately. Each Warrior is attacked by seven bats.
To see how many bats each Warrior manages to kill, roll a D6 and add the Warrior’s Strength. The remaining bats inflict 1 Wound each upon that Warrior, with no modifiers for Toughness or armour.
Once they have attacked, the bats fly off into the darkness.
Each bat killed is worth 5 gold, divided equally amongst any Warriors still standing.

Feb 212011
 

A reedy, cracked voice cries out, “Suffer my curse, vile unbelievers!” The Warriors are engulfed in darkness, and freezing blackness clutches at their souls.
Roll a dice for each Warrior.
1-2 The pain is unbearable, sapping the Warrior’s strength. He loses 1D3 Wounds from his Starting Wounds score, permanently.
3-4 The Warrior cries out in anguish as the cold cuts through him. He loses 1 Wound from his Starting Wounds score, permanently.
5-6 The Warrior valiantly resists the evil curse, finding hidden reserves of strength through his iron resolve. Gain 1D3 lost Wounds back.
Take another Event card immediately.

Feb 212011
 

The luminous form of a ghostly Dwarf materialises in front of the Warriors. It is the spirit of a venerable Dwarf Goldhunter, who warns the Warriors about the dangers they will face deeper in the catacombs.
The Warriors may use the Dwarf’s advice to avoid any one Event card they don’t wish to encounter. Put the Event card you don’t want to encounter to one side for the rest of the adventure, you don’t have to shuffle it back into the Event pack.
There is no need to take another Event card in its place either.