The Warriors find an ornate sarcophagus in a secret alcove.
Take a Warrior counter to see who opens the sarcophagus. Roll a dice to see what that Warrior finds.
1-2 The Warrior gasps in sheer horror, and slams the lid shut. When he turns back to face the Warriors, his hair is pure white and he seems to have aged dramatically. He never tells what unspeakable horror he saw in the sarcophagus. He loses -1 from his Strength, permanently.
3-4 The sarcophagus is empty, but as the lid is slammed shut, a screeching alarm is heard in the darkness. Take another Event card now.
5 The sarcophagus contains precious stones worth 1D6x200 gold!
6 The sarcophagus contains hidden treasure – take a Treasure card. This does not count towards the total number of Treasure cards the Warrior has gained in this adventure.
Once one Warrior has opened the sarcophagus, another may try if he wishes.
Each Warrior can try once and once only.
After some time the Warriors realise that they are being followed by a ghostly figure, a proud looking man wearing fine armour. The only thing he lacks is a sword. He indicates that one of the swords that you carry is his.
You have a choice – do you give up one of your weapons and let him rest in peace, or do you deny that you carry his sword? If you do not give him a sword then he grins cruelly and reaches out to touch one of the Warriors. That Warrior is frozen to the spot for D6 turns, during which time he may neither attack in any way nor be attacked in any way.
Take another Event card now.
If you give him a weapon then the ghost smiles benignly and makes to leave. Before he goes, he indicates four amulets in a far corner.
“These may keep you from harm. Alas that I did not find them sooner.”
The amulets each contain D6 points of Luck which the Warriors can use instead of their own Luck. When the stored Luck is exhausted, the enchantment of the amulets fails, and they cannot be used again.
The Warriors have stumbled upon a treasury filled with gold, weapons, magic items, jewels and armour.
Take the next Event card and resolve it now. In addition to any treasure from the Event, the Warriors each gain 2D6x100 gold, a Treasure card and a roll on the Dungeon Room Treasure Table!
The Warriors are suddenly enveloped by a dark mist. Stumbling around for a few minutes the Warriors bump into each other and the walls. Suddenly the mist dissipates, but the Warriors discover some of their equipment is gone.
Take a Warrior counter. That Warrior will lose any non-magical weapons (including missile weapons) and armour that he was carrying.
The Warriors come across a Snotling fiddling with a rusty old key.
He offers to sell it to them for 500 gold. The Warriors can attack him, or pay him! If the Warriors attack the Snotling, roll a D6.
1-3 The Snotling’s mates come to rescue him. Draw another Event card. If it is Monsters, the maximum amount possible arrives. The Snotling runs off with the key while the Warriors are busy.
4-5 The Snotling’s cries attract more trouble. Draw another Event card immediately. The Snotling gets away, but the Warriors find the key on the floor when the event is over.
6 The Snotling drops the key and runs off.
The Rusty Key can be found in Webquest from the ‘Special Items’ location.
One of the Warriors starts breathing heavily as thoughts of blood and war flood through their mind
Randomly select a Warrior. If the party are in combat this turn (for example if the next Event Card shows Monsters), this Warrior gets +1 Attack for the rest of the combat, but loses 1D3 Wounds on any turn that they do not cause damage. They may also not use magic! Magic items are permitted.
If there are no Monsters on the board in the Turn when this card is drawn, this Warrior will attack the nearest other Warrior (select randomly if necessary). They will make their normal attacks, but again, with no magic. As soon as they cause at least 1 Wound, they recover their senses. Warriors under this effect reduced to 0 Wounds will also recover their senses if they are healed.
Draw another Event Card immediately
A faint flickering of light at the edge of the Warriors’ vision is all the warning they get. A sense of disorientation and moving-without-motion and they find themselves staring at the world from a different angle.
Some magic of the Changer of Ways has interfered with the Warriors’ planning. If there are no Monsters on the board, each Warrior must take a Warrior token, in order of Initiative. Swap the models around, and take the next token.
If there are Monsters on the board, each Warrior must roll a D6. On a score of 1-4, draw a token as above. On a score of 5-6, randomly select one of the Monsters, and swap places with that Warrior.
Play continues from this point. If any Warriors are Lost In The Dark as a result of this Event, resolve this as normal.
Take another Event Card
There is a faint click as one of the Warriors steps on a trapped tile, and a hail of steel-tipped darts fill the air!
Select a Warrior randomly. Each model on the same board section as this Warrior (plus the Warrior!) is hit by 1D6 darts per Dungeon Level. Each dart is small but sharp, and causes 1 Wound. Usual modifiers apply to the total amount of damage done.
Draw another Event Card immediately.
As the last Warrior steps into the room, a disembodied voice rings out, flatly stating that the Warriors have entered forbidden halls and must face the Curse of Hashakk.
One of the Warriors (determine randomly) suddenly feels a searing pain strike at him from all sides, as spirits of the long-dead Lords of this realm attack him.
Roll 1D6 for the chosen Warrior, adding his Strength to the score.
If the total score is 7 or more, he suffers 2D6 Wounds, with no modifiers for Toughness or armour.
If the total score is less than 7, he suffers 1D6 Wounds, with no modifiers for Toughness or armour, and is at -1 Strength and -1 Toughness for the rest of the dungeon.
Roll another Event immediately.
The Warriors meet an Imperial Knight Panther on a personal quest. He warns them about some Monsters that lurk nearby. Forewarned, the Warriors are ready for their attack when it happens, and take the Monsters by surprise.
During the first turn of the next combat, each Warrior is at +2 Attacks.