As soon as all the Warriors have entered this board section, huge stone shutters slide into place in all the doorways, forming airtight seals and blocking them in. Looking around for a means of escape, they find small alcoves in each wall, each containing a small brazier that burns without any visible supply of fuel.
The Dwarf and the Wizard recognise the braziers as ancient Dwarf artefacts, used in times long gone as a form of trial by ordeal, in order to prove his honour, the accused would plunge his arm into the magical flames. If he remained unharmed, he was proclaimed innocent and the shutters would lift. If not, the flames burnt him terribly and the shutters remained shut for a period of 72 hours. After that amount of time it was highly unlikely the accused survived. If he did, the trial was resumed…
To open the shutters and allow the party to escape, one of the Warriors must thrust his arm into each of the two braziers, making a 1D6 roll for each. If both dice score a 3, 4, 5 or 6 the shutters open and the Warriors are free to go. If either dice scores a 1 or 2 the Warrior suffers 1D6+1 Wounds, with no modifiers for Toughness or armour, and the shutters stay closed.
Each Warrior may only try to open the shutters once. If all of the Warriors fail, the whole party is trapped for the next 72 hours and is suffocated to death.
After wandering around the dungeon for what seems likes hours with no sign of anything interesting, the Warriors realise they are lost.
Take another 1D6 Dungeon cards from those you put back in the box at the start of the game, making sure that none of them are objective rooms. Put the cards on the top of the Dungeon deck. To get back on track, the Warriors must first go through these extra cards.
The next door the Warriors find is locked with a huge padlock.
If one of the Warriors has bought a set of lock picks he may try to pick it. Roll 1D6 each turn he spends doing so. On a score of 6 the padlock opens.
While picking the lock a Warrior may do nothing else. If the padlock cannot be opened the Warriors must turn back.
Draw another Event card immediately.
Roll 1D6 for each Warrior. The Warrior with the lowest score has set off a trap, causing a lightning bolt to arc from a rod in the ceiling and hit him full in the head, causing 2D6 Wounds, with no modifier for armour.
After resolving the damage on the Warrior who set off the trap, roll another 1D6. On a score of 1, 2 or 3, the lightning bolt arcs across to the next nearest Warrior (if there is any dispute, determine randomly) and hits him, causing the same amount of damage.
This process repeats until either all the Warriors have been hit, or the dice roll is a 4, 5 or 6 and the bolt earths to the ground.
Roll 1D6 for each Warrior. On a score of 4, 5 or 6 the Warrior manages to hold his breath until the gas dissipates, and suffers no ill-effects. On a score of 1, 2 or 3, the Warrior is affected by the gas. Roll 1D6 on the following table:
1 Your Warrior’s Toughness and Strength are reduced by -1 for the next 2D6 turns.
2 Your Warrior’s to hit rolls are reduced by -1 for the rest of the adventure.
3 Your Warrior’s Toughness and Strength are reduced by -1 for the next 1D6 turns.
4 Your Warrior’s Strength is reduced by -1 for the next 1D6 turns.
5 Your Warrior’s Toughness is reduced by -1 for the next 1D6 turns.
6 Your Warrior suffers 1D6 Wounds, with no modifiers for Toughness or armour.
Roll 1D6. On a score of 1, 2 or 3 draw another Event card immediately.
Roll 1D6 for each Warrior. The Warrior with the lowest score has set off a trap, causing a bolt of power to shoot out from the nearest wall and paralyse him for 1D6 turns.
While paralysed, a Warrior may do nothing at all, and no Monsters will attack him. He is, to all intents and purposes, a statue.
Draw another Event card immediately.
Roll 1D6 for each Warrior. The Warrior with the lowest score has set off a trap. Roll 1D6 on the following table:
1-3 A huge stone block crushes your Warrior, trapping him and inflicting 5D6 Wounds.
4-6 Your Warrior steps out of the way of a massive stone block as it falls from the roof above him. The trap has no effect.
Once trapped by the stone block, the only way a Warrior can get free is for the other Warriors to move the block. Roll 1D6 for each Warrior who isn’t trapped by the block at the start of each turn, adding their Strengths to the total score. If the combined score is 20 or more, they manage to move the block and free their companion.
Roll 1D6 for each Warrior. The Warrior with the lowest score has set off a poison dart trap and is hit in the arm. He suffers 1D6 Wounds, with no modifier for armour.
Once the damage from the dart has been resolved, roll another 1D6. If the score is a 1, 2 or 3, the poison has got into the Warrior’s system, reducing his Strength by -1 for the rest of the adventure, or until he drinks a healing potion.
Roll 1D6. On a score of 1, 2 or 3 draw another Event card immediately.
Roll 1D6 for each Warrior. The Warrior with the lowest score tumbles into a spiked pit. He takes 4D6 Wounds as he hits the floor with a thud, impaling himself on the sharpened stakes at the bottom of the drop. He may only escape from the pit if he has the rope or access to the Levitate spell, otherwise he must spend the rest of his days at the bottom of a very dark hole.
Roll 1D6. On a score of 1, 2 or 3 draw another Event card immediately.
Without warning, hundreds of snakes suddenly drop into the room through carefully concealed holes in the roof. Each Warrior is quickly covered in a writhing mass of venomous serpents.
Roll 1D6 for each Warrior on the following table:
1-2 The snakes manage to bite your Warrior, finding chinks in even the toughest armour. He suffers 1D6 Wounds, with no modifiers for Toughness or armour. He cannot do anything for the rest of the turn, and any Monster who attacks him gets +1 on its to hit rolls. At the start of the next Warriors’ Phase, roll on this table again.
3-4 The names manage to bite your Warrior. He suffers 1D6 Wounds, with no modifiers for Toughness or armour. He then manages to free himself from the writhing mass and slashes the foul creatures to pieces.
5-6 Your Warrior nimbly avoids the snakes as they drop from above, killing them as they fall at his feet. The attacks has no effect.
Draw another Event card immediately.