As the Warriors search a ruined chapel on a lonely hill, the Leader is startled by some loose masonry falling from above. Looking up, he notices a hooded figure observing him from a balcony above. The figure immediately flees calling out in a strange voice, and cloaked figures dart from the shadows.
The Warriors are faced with a decision: flee the ruins, or stay and face the consequences of being spotted. A Witch Hunter or Warrior Priest must stay to cleanse the coven of Cultists.
If any stay, roll one dice for each remaining Warrior to see how many cultists there are, and roll another to see how many the Warrior manages to kill before fleeing. Any Cultists killed are worth 20 Gold each; each remaining Cultist reduces the number of wounds that the particular Warrior starts the next adventure with by 1. Note that these can be healed normally, and that the Warrior’s Starting Wounds characteristic remains unchanged.
A Witch Hunter that successfully completes this event by killing all of the cultists gains 1 point of Faith to be used in the next Adventure only.