
As dusk falls, your Warriors approach a small village. Following the road into the village they travel through a crumbling ‘Garden of Morr’, a graveyard full of looming statues and dark shadowy mausoleums. Hearing a cry from deeper within the cemetery, the Warriors must decide whether to investigate or stay on the road…If they investigate, roll 1d6 for each Warrior. If any dice come up as a 1 then are assaulted by wailing, shrieking shades of the dead. They are driven out of the graveyard and suffer a -1 penalty to all Fear and Terror Tests in the next adventure as their experience haunts their thoughts. If any of the dice come up as a 5, then the Warriors each find 1d6 x 25 x (the Dungeon Level) Gold (roll once for the party) in trinkets at an unholy shrine to the dead. If any of the dice come up as a 6, then the Warriors may each take one Dungeon Room Treasure Card from offerings left at the foot of a stran.




A column of dark, oily smoke rises from a settlement in the next valley. Being of the adventurous sort, your Warriors choose to investigate the smoke and soon happen upon the burning remains of a small village. Fearful villagers tell you that a great black dragon struck in the night, settings homes to the torch by the dozen and smashing the few stone buildings with its powerful tail. Compelled to help, the Warriors decide to stay and lend their aid in rebuilding the village.


The Warriors come upon an empty, thatched cottage, which is the perfect place to rest and regain their strength. 
A vast cliff confronts the Warriors, blocking their intended path to the Settlement. 
The Warriors are amazed to come upon a gleaming City on the horizon. This is not on their maps, and as they get closer, they learn from the residents that it’s a brand new Settlement in the area. 
