Feb 212011
 

The Warriors are confronted by a slumped , cowled figure crawling towards them, calling for help in a piteous voice.
Roll 1D6 for each Warrior. The Warrior with the lowest score rushes to help the stranger. If more than one Warrior has the same lowest score all of them go to help.
However, upon reaching the stranger they realised that offering aid was not a good idea. The figure slumps in their arms, dead, his cowl falling to one side and revealing his plague-ridden face. Boils and pustules cover the stranger’s cheeks and his eyes weep a thick yellow fluid.
Roll 1D6 for each Warrior, adding his Toughness (not including armour) to the score. If the score is 7 or greater that Warrior has avoided contracting the plague. If the score is less than 7 that Warrior has caught Nurgle’s Rot. The Warrior’s Toughness is immediately reduced by -1. Furthermore, if an Unexpected Event occurs during the Power Phase any one of the Warrior’s other characteristics, except Wounds, is reduced by -1 (your choice). If any of the Warrior’s characteristics are reduced to zero he dies.
The Warrior suffers from Nurgle’s Rot until either he dies, is given 3 healing potions or – if he makes it back to a Settlement – pays 2000 gold to be cured. Upon being cured the Warrior’s profile returns to normal.
Draw another Event Card immediately.

Feb 212011
 

The Warriors meet an aged Dwarf, labouring under the weight of a sack as large as himself.
He eyes the Warriors suspiciously, convinced they want to steal its contents. He explains that he is Lord of the Dungeon and the Warriors may go no further unless they pay him 100 gold each.
The only ways to get past the old Dwarf are either to kill him or pay the gold. If the Warriors kill him, he curses each of them in the rich language of his kind. Roll 1D6 for each Warrior.
1 Choose any one of that Warrior’s characteristics except Wounds and permanently reduce it by -1.
2-6 The curse has no effect, but the death of a mad old prospector is now forever on your Warrior’s conscience.
Roll 1D6. On a score of 1, 2 or 3 draw another Event card immediately.

Feb 212011
 

The Warriors meet a mysterious cloaked stranger who asks them what their business is in this dark realm.
If the Warriors attack him, roll 1D6 on the following table:
1-3 Like a blur of lightning, the stranger’s sword flashes right and left, inflicting 2D6 Wounds on each Warrior. That done, he leaps over their heads and vanishes.
4-6 Under the combined attacks of the Warriors the stranger is forced back. He seems surprised that the Warriors should attack him and leaps away down a corridor into the darkness, dropping a small bag on the floor in his haste. The bag is made of soft leather and is covered in Elven runes. If one of the Warriors attempts to take it, roll 1D6 on the following table:
1 The bag explodes as the Warrior touches it, inflicting 2D6 Wounds on all the Warriors, with no modifiers for Toughness or armour.
2-6 The bag is full of healing herbs, enough to restore 4D6 Wounds on a single Warrior, 2D6 on two (or any similar combination).
If the Warriors do not attack the stranger he warns them that evil grows in this area and that they should be on their guard. He then nods farewell and walks into the darkness. Roll 1D6 for each Warrior. On a score of 1, the stranger has stolen a single item of treasure (determine randomly) from the Warrior as payment for his advice.

Feb 212011
 

Three prisoners emerge from the shadows and run towards the Warriors, having escaped their captors. They look desperate, haggard and tortured, and beg for protection, explaining that they are wealthy merchants and will pay the Warriors richly once they are free.
If the Warriors let them join the party, make a note on the leader’s Adventure Record sheet that they are tagging along.
During combat the prisoners hide in the shadows, avoiding detection while the Warriors fight the Monsters. If the Warriors are killed, the prisoners are recaptured.
If the Warriors survive the dungeon, they may escort the prisoners to the nearest Settlement. Once there, roll 1D6 on the following table:
1 The prisoners are merchants, but denounce the Warriors as their kidnappers, demanding their arrest and recompense for their lost wealth. Each Warrior must pay 1D6 x 100 gold to escape the clutches of the militia.
2-6 The prisoners are merchants, and are true to their word, giving each Warrior 2D6 x 100 gold.
Roll 1D6. On a score of 1, 2 or 3 draw another Event card immediately.

Feb 212011
 

A dim light flickers in front of the Warriors, coalescing into the shadowy form of a ghostly man. He smiles grimly and beckons them on.
The Warriors are compelled to follow him. Roll 1D6 on the following table:
1 The Ghost leads the Warriors into a pit trap. Each Warrior takes 2D6 Wounds, with no modifiers for Toughness or armour. It takes three turns to climb out of the pit without a rope, but only one turn with it.
2-3 Roll 1D6 for each Warrior. The Warrior with the lowest score triggers off a trip wire, which fires a poison dart into his leg and causes 1D6 Wounds, with no modifiers for Toughness or armour.
4-6 The Ghost leads the Warriors to a concealed pile of gold, hidden in an alcove in the wall. Determine how much gold each Warrior finds using the Treasure Table in the Treasure section.

Feb 212011
 

A small figure runs out of the darkness nearby and is quickly identified as a Snotling. He tags along behind the Warriors, hoping to steal some of their treasure. He is a shifty little character, and squeaks a warning every time the Warriors enter a room – but for whose benefit it is not exactly clear.
While the Snotling is with the Warriors they may all move an extra square each turn, as he can guide them through the tunnels. In addition, whenever an Unexpected Event that reveals Monsters occurs, roll 1D6 on the following table:
1-3 The Snotling warns the Monsters the Warriors are here and they therefore attack immediately, rather than waiting for the Monsters’ Phase.
4-6 The Snotling warns the Warriors that they are about to be ambushed and they therefore get +1 Attack each in the first round of combat.
If the Warriors kill the Snotling, his bloodcurdling death scream reverberates through the dungeon and you must roll twice on the Monster Table one higher than the party’s Battle-level to determine what Monsters arrive to investigate the noise.
At the end of each turn, roll 2D6. On a double 1 or 2, the Snotling sneaks off into the darkness and is never seen again.

Feb 212011
 

The Warriors meet a lone mercenary, the only survivor of another brave band who ventured into this perilous dungeon.
The mercenary can remember some of the layout of the dungeon and quickly describes it to the Warriors before he heads for the way out and safety.
You may take the next three cards from the Dungeon deck and reorder them as you like.
Roll 1D6. On a score of 1, 2 or 3 draw another Event card immediately.

Feb 212011
 

The Warriors find the bodies of seven Orcs and a badly wounded Bretonnian knight. The knight needs medical attention.
Draw a Warrior counter to see who helps him then roll a D6.
1-2 Renegade! The false knight stabs the Warrior who healed him for 1D6+4 Wounds then runs off.
3-4 Thief! He was stabbed by a dying Orc as he searched their bodies after the fight. He grabs 100 gold from the Warrior and runs off.
5-6 Hero! He killed the Orcs, and is grateful for the Warriors’ help. He gives the Warrior one Treasure card and leaves the dungeon.
Draw another Event Card immediately.

Feb 212011
 

One of the Warriors trips on a loose flagstone in the floor. The flagstone is actually part of a clever mechanism.
Take a Warrior counter to see who trips up. Roll a D6 for that Warrior:
1-2 The flagstone triggers a warning bell. Take another event card immediately. If it is Monsters, the maximum amount possible arrives.
3-4 The flagstone tilts and dumps the Warrior into a spiked pit. He takes 2D6 Wounds modified for Toughness and can only be rescued by the rope or a Levitation spell.
5-6 The flagstone unlocks a secret alcove, which opens to reveal a piece of treasure. Take one Treasure Card.

Feb 212011
 

An incautious move by one of the Warriors kicks up a cloud of spores from the floor.
Each Warrior on that board section must roll a D6 to determine what effect the luminous orange spores have on him.
1 The scented spores put the Warrior to sleep for 1D6 turns.
2-3 The spores are toxic and cause 1D6 Wounds, with no modifiers.
4-5 The spores cure 1D6 Wounds.
6 The spores are magical and increase the Warrior’s Strength by +1 for the rest of the adventure.
Draw another Event Card immediately.