A shadowy figure materialises from the darkness and reaches its long fingers out to grab the Warriors.
Each Warrior should roll a dice and add their Initiative. On a total of 7 or more the Warrior evades the Spectre’s chilly touch. If the Warrior scores a 6 or less a bolt of freezing energy strikes his body, and he suffers D6 wounds with no deductions.
Roll a dice. On a roll of 1, 2 or 3 take another Event card.
For a brief moment, the light of the lantern is eclipsed as darkness sweeps out from the depths of the catacombs and engulfs the Warriors. In the darkness, each Warrior finds himself confronted by his worst nightmare.
Each Warrior must roll a dice and add his Strength to the score. If his total is greater than or equal to 7, he masters his fear and passes unscathed – he gains +1 to hit with the next 1D6 attacks he makes. If not, then when the lantern is re-lit, moments later, the Warrior has a look of stark terror on his face. He is so shaken by the experience that all his to hit rolls are at -1 until the end of the next combat.
Roll a dice. On a roll of 1, 2 or 3 take another Event card.
Soft, seductive voices gently whisper the promises of Slaanesh to the Warriors, while ambrosian scents fill the air, blinding them to their surroundings.
Each Warrior should immediately roll 1D6. Any Warriors who roll higher than their Toughness will succumb to the Fascination and will become incapable of action (their minds being otherwise occupied!) These Warriors may do nothing until they are next struck in combat. This is then sufficient to shock them out of their trance.
Draw another Event card immediately.
As they enter, one of the Warriors trips a wire which sets off a cacophonic din of gongs and bells. The Warriors should really watch their step from now on as the Monsters know they’re coming!
All Monsters for the rest of the dungeon gain the Ambush (6+) ability. This means that the Monsters will attack as soon as they are placed if you roll a 6 on 1D6 when they are put on the board. This is in addition to a Monster’s normal Ambush ability, should it have one.
As the Warriors enter, the wall behind them starts to grind across the doorway, blocking off the route out of the dungeon.
Unless one of the Warriors discards a weapon or door spike to wedge the sliding wall in place, the exit is closed off, just as with the Cave-in Event.
Draw another Event card immediately.
The floor of this room is covered with writhing snakes, coiling about your legs and hissing loudly. Unless your Warriors tread warily they may be bitten.
For each square over one that a Warrior moves in a turn, roll a D6. On a roll of 1 the Warrior is bitten by an irritated snake and suffers 1 Wound. The snakes’ bites carry potent venom, see the rules for Poison in the Warhammer Quest Roleplay book on page 85.
The Monsters of the dungeon are used to the snakes and suffer no penalty to their movement.
A deluge of hot sands starts to pour into the duneon through grilles in the walls of this room. Although there is time to escape, this makes the Warriors’ footing unstable.
While on this board section, each Warrior must roll a D6 and add their Strength at the start of the Warriors’ Phase. On a roll of 6 or less the Warrior is unbalanced and falls over – place them prone for the turn. The rules for being prone are given in the Warhammer Quest Roleplay Book on page 36.
Draw another Event card immediately.
The Warriors stumble into a tangle of webs, and as they struggle to free themselves a swarm of Giant Spiders scuttles out of the surrounding darkness…
Each Warrior is immediately webbed just as if they had been successfully hit by a Giant Spider. In additon, 1D6+3 Giant Spiders attack the Warriors, place them on the board and resolve their attacks in the next Monsters’ Phase as normal. The Warriors must break free as normal, all the usual rules for being webbed apply and can be found in the Warhammer Quest Rulebook.
The area is littered with the remains of past victims, and if the Warriors manage to kill all the Giant Spiders, they each gain a Treasure card, rather than a single Treasure Card for the whole party.
The room is filled with loot – ancient armour and weapons, and chest filled with gold and gems. However, it is also guarded by fierce Monsters who have reinforcements nearby.
Draw the next TWO Event cards and resolve them as normal (work out ‘E’ type events before placing Monsters). If the Warriors manage to kill all of the guards, they search the room for treasure. This treasure is in addition to any gained for defeating the Monsters guarding the room. Whilst searching, a Warrior may do nothing else.
At the end of the turn, roll a D6 for each Warrior searching. On a roll of 6, the Warrior finds something useful and may take a Treasure card. On a roll of 1 an Unexpected Event occurs next turn, regardless of the Power roll. Note that only one Unexpected Event occurs, regardless of the Power roll and the number of ones rolled by searching Warriors.
As the Warriors enter this area of the cave system, the floor shudders, the walls splinter and huge chunks of masonry fall from the roof – the dungeon is caving in!
Place the Cave-in marker in the board section where this card was triggered to show that all exits except the one the Warriors entered by are now blocked.
Any Warriors still in this board section at the end of the next turn are crushed by rubble and killed. Any Monsters in the room are crushed by falling masonry.
Warriors attempting to escape are not subject to the rules for pinning whilst in this room.
The room is now impassable and may not be re-entered.
If this card is drawn in the first room in the dungeon, ignore it and draw another Event Card immediately.