A sudden chill breeze blows out the Warriors’ lantern!
Unless they have another source of light, the Warriors must remain still and do nothing.
To see if the lantern can be re-lit, roll 1D6 during the Warriors’ Phase. On a score of 4, 5 or 6 the lantern comes back on.
If an Unexpected Event occurs while the lamp is out, any Monsters that arrive must be fought in pitch darkness. Each Warrior is at -2 to his to hit rolls until the lantern is re-lit.
The Warriors notice that there are dozens of Orc runes inscribed crudely on the wall of this room.
Roll 1D6 for each Warrior. On a score of 5 or 6, that Warrior understands the runes, and reveals that they explain how to open a secret alcove in the wall.
The alcove contains a cache of treasure. Make one roll on the Dungeon Room Treasure Table for each Warrior.
As the Warriors take the treasure, they hear the screams and bellows of enraged Monsters hurtling towards them. Make two rolls on the Monster Table of the party’s Battle-level to determine whose treasure the Warriors are stealing, and who turns up to defend it!.
One of the Warriors misses his footing on the cold dungeon floor and slips, falling awkwardly and spraining his ankle.
Randomly determine which Warrior has fallen. For the rest of the dungeon he is at -1 to his Move. Draw another Event card immediately.
The Warriors notice light streaming through a slit in the ceiling and, on investigation, discover the underside of a trapdoor.
To see if a Warrior can force open the trapdoor roll 1D6. On a score of 1, 2, 3 or 4 it is too stiff to push open. On a score of 5 or 6 the wood gives and the trapdoor bursts open. Each Warrior can try to open the trapdoor once per turn.
The trapdoor leads to the outside world and freedom! Make a note of where it is on the leader’s Adventure Record sheet. The Warriors can either leave now or come back later.
Roll 1D6. On a score of 1-3 draw another Event card immediately.
Roll 1D6 for each Warrior. The Warrior with the lowest score realises that his backpack has a small hole in it and he has lost 1D6 x 200 gold!
Draw another Event card immediately.
The Warriors’ sharp eyes notice that the stones in the wall conceal a well-hidden secret door.
Place a doorway on any free wall of the board section and take one of the objective room board sections: this is the room that lies beyond the doorway.
if the Warriors wish to, they may decline to enter the room. If they do go in, roll once on the Objective Room Monster Table to determine what it contains.
Once all the Monsters in the room are dead, in addition to the normal treasure, one of the Warriors (determine randomly) gets a single item of objective room treasure rolled on the Objective Room Treasure Table.
A cloaked, stooped figure slinks into view, keeping to the shadows and moving with an eerie silence. He furtively approaches the Warriors and – while looking theatrically about him to check for enemies – says in little more than a whisper.
“Well met my friends, for I bring important news. Your quest must be postponed, for the danger is greater than ever imagined. You must abandon your task and return whence you came. You will each be given 750 gold for your trouble.”
With that he slinks away with surprising speed, merging with the shadows once more.
If the Warriors abandon their quest, they must work their way back to the entrance, rolling for Unexpected Events as normal. If the way is blocked by a cave-in or other obstacle they have no choice but to go on. Depending on what they do, when the Warriors either get out of the dungeon or reach the objective room, roll 1D6 on the table below.
1-3 The stranger lied, and you weren’t expected back! If the Warriors left the dungeon, abandoning their quest, each of them loses 1D6 x 100 gold as he tries to make amends for his shame at failure! If the Warriors carry on, they may now finish the adventure as normal.
4-6 The character told the truth! If the Warriors abandon their quest they may collect their payment as agreed. If the Warriors go ahead and finish their quest, roll twice on the Objective Room Monster Table to see what their objective room contains.
Roll 1D6. On a score of 1, 2 or 3 draw another Event card immediately.
The Warriors find a dying Orc lying on the floor, the victim of an intertribe feud. Even though bleeding from a dozen fatal wounds, he still manages to growl and snarl at them to keep back. He seems to be protecting a sturdy iron key he is clutching in his left hand.
The Warriors can either rush him or wait until he dies before relieving him of the key.
If they rush him, he fights desperately even as his final life blood ebbs away. Roll 1D6 for each Warrior. On a score of 1, 2 or 3 that Warrior suffers 1D6 + 2 Wounds as the Orc slashes him. At the end of this savage, and somewhat one-sided fight, the Orc will be dead and the key in the Warriors’ possession.
If the Warriors wait, the Orc takes 1D6 turns to die, during which time he makes a lot of noise. If an Unexpected Event occurs during this time, rather than take an Event card, make two rolls on the Monster Table to see what arrives. These Monsters must be killed before the key can be taken.
The key is for the iron padlock on the locked door from Event 43 (Locked Door)
The Warriors come across slaves chained to the walls. They are in a particularly sorry state, and look as if they haven’t been fed for many days. They cry out to be freed.
There is no reward to be gained for helping the slaves, but compassion demands their freedom! It takes the Warriors 1D6 turns to free the slaves. For each turn spent breaking their chains, an Unexpected Event occurs on a roll of 1 or 2, rather than just a 1, as the process is quite noisy.
If the Warriors decide not to free the slaves, they must make a note of the fact on their Adventure Record sheets. Now, every time a Warrior wishes to be trained, roll 1D6 on the following table.
1 -3 The owner of the training ground recognises your Warrior from a description given to him by a close friend, who was one of the slaves. The poor, unfortunate man managed to escape on his own, but died shortly afterwards, cursing the Warriors who left him to rot. The training ground owner refuses to train such a
cowardly knave. Your Warrior must wait until after the next dungeon and see if he can train at the next Settlement, at which point you must roll on this table again.
4-5 Your Warrior is spotted by the training ground owner as the cur who refused to free his recently released son from the clutches of the local Orcs. He agrees to train him, but charges double the normal rate. It is your choice whether the offer is accepted.
6 No-one recognises your Warrior or remembers his cowardly actions. He may train as normal here, but the fate of the slaves he deserted must surely remain on his conscience. Roll again the next time he trains.
The rules for ‘Disgruntled ex-slaves’ with a grudge can be found in the Special Items location.
The Warriors spot some footprints on the dusty stone floor that lead to a blank section of wall and vanish.
If the Warriors investigate, roll 1D6 on the following table:
1 Roll 1D6 for each Warrior. The Warrior with the lowest score is hit in the head by a spiked metal ball that swings down from a concealed hole in the roof. He suffers 2D6 Wounds, with no modifier for armour except a helmet. If more than one Warrior rolls the same lowest score, these Warriors are all hit.
2 The Warriors find nothing.
3-6 The Warriors find a concealed door. Place a doorway on one of the two blank walls. Take 1D6 extra Dungeon cards that have been put back in the box, making sure that none of them are objective rooms, shuffle them, and put them in a pile face down by the new doorway. Randomly take one of the spare objective room cards and place it at the bottom of the new deck. If the Warriors explore this sub-dungeon, roll twice on the Objective Room Monster Table to determine what the extra objective room contains.
If the Warriors kill all the Monsters in this extra objective room, each of them gains 1,000 gold!