The Warriors stumble across a pile of bones, gold and other jumbled up oddments. The chances of their being anything of worth are fairly minimal, but they have a root around anyway. After all, nothing ventured, nothing gained…
As they dig around in the darkness, roll a dice and see what happens:
1-2 They spend a fruitless hour searching, and get thoroughly filthy. Nothing happens, but roll 4 dice to represent the passing of time. If any come up as 1s, take another Event card for each that does so.
3-4 The Warriors find some gold, resolved as per the gold rules in the Warhammer Quest Roleplay book.
5-6 The Warriors find some valuable items in the dirt. Each Warrior takes a Treasure card. However, they make some noise whilst they are collecting the treasure. Take an Event card now. If it is not Monsters, shuffle it back in the deck and take another until some Monsters do turn up. The maximum number will arrive, and they will ambush the engrossed Warriors!
As the Warriors cautiously move through the dungeon, one of them slips on a smelly mess on the floor – he’s trodden in something a war boar has left behind!
Take a Warrior counter. That Warrior has slipped up flat on his face. The stench is appalling and the Warriors curse loudly in their rich native languages. As they look around they realise that this whole area is covered in muck!
The Warriors are hard pressed to stay on their feet. If any Monsters turn up, the Warriors will be at -1 to hit so long as they stay on this board section, as they slip around in the pungent mire.
Take another Event Card immediately.
Bogoff the Snotling scuttles into view, heading straight for the leader. He sinks his pointy little teeth straight into the Warrior’s hand, grabs the lantern and runs off with it.
He immediately moves as far away from the Warriors as possible, while not leaving any of them in the dark. He will do this at the start of every Monster’s Phase, and will keep doing so until he his finally hit. When this happens, he drops the lantern and runs off. If another event occurs during this time Bogoff will simply stay as far away from trouble as possible and continue his game when it is over.
Bogoff may move through any square even if another Monster or a Warrior is present, and is never pinned.
Because of his small size and increased speed, Bogoff dodges all hits, including missile attacks, on a 4+. Even when a Warrior finally scores a hit will will merely be a glancing blow and Bogoff will simply drop the lantern and run off. Note that a side-effect of the potion given to him by Skabnoze means that Bogoff is temporarily immune to magic and cannot be killed by a spell. He can even dodge magic weapons that automatically hit.
The Warrior who hits Bogoff gets 150 gold.
Each turn, while Bogoff has the lantern, if a 1 is rolled in the Power Phase, Bogoff blows the lantern out. This is very dangerous as the dungeon is plunged into darkness. Each Warrior must roll a dice and add Willpower. Any who score less than 7 are completely lost, and may do nothing except defend themselves or heal themselves. Any who score 7 or more have a rough idea of what is around them and gingerly search for the lantern. These Warriors may move and fight as normal, except that they suffer a -2 to hit penalty. Each Warrior must make a Willpower check at the start of each turn until the lantern is found and re-lit.
Once he has blown the lantern out, Bogoff drops the lantern and legs it. The Warriors will find and re-light the lantern if the Wizard rolls a 5 or 6 in the Power Phase.
In a niche in the wall is a small, ferocious looking golden statue. It appears to be very old and of an unfamiliar but distinctly Orcish deity. Of course, the Warriors cannot resist the lure of gold, and one of them steps forward to take the statue.
Draw a Warrior counter to see which Warrior decides to take the statue, then roll a D6.
1-2 The statue is cursed, and as the Warrior reaches for it a harsh bellowing is heard. The Warrior loses a Luck counter if he has one. If the Warrior has no Luck left he loses -2 Wounds permanently from his Starting Wounds score. The Warrior immediately (and sensibly) puts the statue back in its niche!
3-4 As the statue is removed, a faint yet Orcish voice can be heard. It sounds very angry, and repeats a single word – “’Eadbutt!” The Warrior is hit repeatedly about the head by an unseen enemy, and drops the statue. He suffers D6 Wounds + 1 Wound per battle-level, with no deductions at all. When the attacks stop, the statue is mysteriously back in its alcove.
5-6 The statue is made of gold and is worth 500 gold. Until the end of the adventure, however, if the Warriors encounter any Orcs, Goblins or other greenskins, they are not placed according to the One-on-One rule. Instead, as many Monsters as possible attack the Warrior who has the icon, as they try to wrest the statue back. Any remaining Monsters are placed as usual. If the offending Warrior is reduced to zero Wounds, when he is healed, the statue is gone, taken back to its rightful place.
Roll a D6: on 1, 2 or 3 draw another Event card immediately.
One of the Warriors disturbs some grotesque fungus on the floor, sending up a cloud of infectious spores.
Draw a Warrior counter to see who stepped on the Death Rot fungus. That Warrior and any other Warrior in an adjacent square to him have their Movement, Strength and to hit roll reduced by -1 for the rest of the dungeon.
This can only be reversed by a magic potion or healing spell.
An insidious spell is woven around the Warriors, who begin to chuckle, then laugh, then burst into hysterical guffaws as their faces twist into rictus grins.
From now on, the Warriors must each roll 1D6 and add their Toughness at the start of every turn, after the Power dice has been rolled. If they score a 6 or less they are at -1 to all of their rolls for that turn, as they are overcome with fits of laughter. If ever they roll a natural 6 the spell has been broken totally and they are no longer affected by it, unless of course it is cast on them again…
Time drags slowly as the Warriors proceed upon their way. Eventually, one of the Warriors wipes his sweaty brow and exclaims, “How long have we been down here my friends? How long since we saw the light of day?” His companions shake their heads in confusion, as none of them has the faintest idea as to the answer. As they look about themselves, they realise that they are but shadows of their former selves, as time has mysteriously worked its way with them.
Each Warrior must roll a dice.
1 The Warrior is now old and grey, his eyes rheumy and his grip frail. He must deduct -1 from his Strength or Toughness, and 1D6 from his Starting Wounds.
2-5 Although there are a few grey flecks in his hair, the Warrior has not aged sufficiently to affect his battle worthiness.
6 Strangely, time has run counterclockwise. The Warrior is returned to the first flush of youth, a teenager in the prime of fitness. He gains +1 Strength or Toughness, plus an extra +1D6 Wounds.
The ground suddenly collapses inwards, and a great rift appears, exuding a huge cloud of billowing smoke, tinged with flecks of red. A screeching howl echoes from the walls.
Place a Pit of Despair template anywhere on the board, within the light of the lantern. Any model covered by the template will be sucked down and destroyed on a D6 roll of 6. Models which are not sucked down must be placed at the pit’s edge.
Each Warrior may look into the pit once, as long as they are standing next to it and do nothing else for a whole turn. Roll 1D6 for each Warrior that has a look.
1 The noxious fumes overcome the Warrior. He must roll 1D6 and add his Toughness. On a score of 7 or less he loses 1D3 Wounds permanently.
2-4 The Warrior is transfixed by the rhythmic pulsing within the Pit of Eternity. The Warrior may do nothing until a 6 is rolled in the Power Phase. Monsters attacking the Warrior in hand-to-hand combat have +2 to all their to hit rolls.
5 The Warrior reaches into the pit, and his hand closes about an item magically placed there. The Warrior immediately gains a piece of objective room treasure.
6 As he gazes into the depths, the Warrior realises that he is looking into the well of all consciousness. Every lie, truth, ambition and weakness is revealed to him for a brief moment, and he is filled with a giddying sense of knowledge. This new-found inner awareness is represented
by an additional point of Luck, added to the Warrior’s total immediately. This is a permanent increase.
As the Warriors progress through the darkness, one of them knocks against a rock that protrudes from the ceiling of the tunnel. To the Warriors’ horror, the rock falls away, and sand pours down into the tunnel from a hole in the roof.
As they stand horror-struck, they hear a dull rumbling in the distance as huge slabs of rock slowly move into position to seal the tomb forever. Each Warrior rolls 2 dice, and the scores are added together. The total shows how many turns the Warriors have to find the mechanism that disables these ancient defences.
From now on, whenever the Warriors enter a new board section, then whatever else happens on that section, they may search for the deactivation mechanism. To successfully stop the mechanism, the Warriors must declare which single Warrior is searching, then take a Warrior counter at random. If the counter is the one for the chosen Warrior, then the mechanism has been found and deactivated.
If the Warriors do not find the mechanism in time, and are still in the Catacombs, then they will be sealed in forever. Once their time is up, they may not even roll on the Escaping Table printed in the Adventure Book.
As the Warriors move about, one of them steps on a false flagstone, which gives off an audible click. A section of the wall slides back to reveal a large room beyond.
Take a Warrior counter to see who set off the secret lock and place a new doorway against any spare side of the board section that Warrior is on.
If the Warriors explore through the new doorway place the Tomb Chamber Objective Room on the other side. This room contains three Events cards’ worth of traps and Monsters. However, while in the Tomb Chamber a roll of 1 or 2 rolled in the Power Phase will mean an Unexpected Event has occurred.
The Warriors all gain a piece of objective room treasure if they manage to clear out the Tomb Chamber.