Oct 062010
 
Entrance to Ancient Ruins

Descending below the floor of a ruined temple by way of crumbling steps of black marble, your Warrior finds a vaulted crypt containing a heavy stone sarcophagus with strange inscriptions in tongue long passed from this world.

The Warrior may attempt to pry the lid off the sarcophagus, and will require a successful Strength Test in order to do so, requiring an 8 or more to succeed (roll 1D6 and add your Warrior’s Strength characteristic; on a total of 8 or more, the Warrior manages to lift the heavy stone lid).

If he succeeds, roll 1D6 to determine what he finds:

    1-2: The Warrior catches a tantalising glimpse of strange treasures and ancient artefacts, before a seething black mass surges from the now open coffin, lashing the Warrior with tentacles like dark, sinewy rope even as he flees the crypt. He is at -1 to all Fear and Terror tests and looses 1 Starting Wound for the duration of the next adventure.
    3-6: On any other roll, the sarcophagus contains D6 * 25 Gold and 1 Treasure card
Oct 062010
 

Beastman Horde

The Warriors enter a clearing in the woods, in the centre of which is a crude standing stone daubed in mutilated body parts and symbols in some dark tongue. Suddenly, out of the trees flies a volley of rough wooden spears, and a war-band of enraged Beastmen charge forth.
The party have stumbled upon a herdstone, and must fight their way to safety!

Roll 1D6 for each Warrior on the following table:

    1. Knocked out by a sneaky blow from behind, your Warrior awakes to find one of his weapons (determine randomly) and 2D6 x 100 gold stolen.
    2. Knocked out by a sneaky blow from behind, your Warrior awakes to find 2D6 x 100 pieces of his gold stolen.
    3. Knocked out by a sneaky blow from behind, your Warrior awakes to find one item of equipment stolen (determine randomly)
    4. Fighting a glorious battle, your Warrior kills many Beastmen and gains 1D6 x 10 gold.
    5. Fighting a glorious battle, your Warrior kills many Beastmen and gains 1D6 x 50 gold.
    6. Fighting a glorious battle, your Warrior kills many Beastmen and gains 1D6 x 100 gold.

After the event has been resolved, the Warriors find one item of equipment each as they get to search the bodies of those less fortunate than themselves. Generate one item of equipment from the Traders in the Roleplay book for each Warrior, and distribute them as the Leader sees fit.

Herdstone
The Warriors enter a clearing in the woods, in the centre of which is a crude standing stone daubed in mutilated body parts and symbols in some dark tongue. Suddenly, out of the trees flies a volley of rough wooden spears, and a war-band of enraged Beastmen charge forth.
The party have stumbled upon a herdstone, and must fight their way to safety!

Roll 1D6 for each Warrior on the following table:

    1. Knocked out by a sneaky blow from behind, your Warrior awakes to find one of his weapons (determine randomly) and 2D6 x 100 gold stolen.
    2. Knocked out by a sneaky blow from behind, your Warrior awakes to find 2D6 x 100 pieces of his gold stolen.
    3. Knocked out by a sneaky blow from behind, your Warrior awakes to find one item of equipment stolen (determine randomly)
    4. Fighting a glorious battle, your Warrior kills many Beastmen and gains 1D6 x 10 gold.
    5. Fighting a glorious battle, your Warrior kills many Beastmen and gains 1D6 x 50 gold.
    6. Fighting a glorious battle, your Warrior kills many Beastmen and gains 1D6 x 100 gold.

After the event has been resolved, the Warriors find one item of equipment each as they get to search the bodies of those less fortunate than themselves. Generate one item of equipment from the Traders in the Roleplay book for each Warrior, and distribute them as the Leader sees fit.