Feb 212011
 

A huge block of stone falls down from the ceiling onto one of the Warriors – splat!
Draw a Warrior counter to determine who has set off the trap. The unlucky Warrior must roll a D6 and add his Initiative. On a total score of 7+, the Warrior nimbly avoids the stone. On a score of 6 or less, the Warrior is hit and loses 2D6 Wounds. Remember that a 1 is a 1 and always fails. Whether the Warrior was hit or not, move the model to an adjacent square and place the Fallen Block counter in the original square. This square is now ‘blocked’ and can no longer be moved through.
See the reference sheet for more details of the Falling Block.
Draw another Event Card immediately.

Map

Feb 212011
 

The Warriors find an old map scroll wedged in the wall.
Roll a D6:
1-2 The map is a fake, and misleads the Warriors. Add another D3 Dungeon cards to the top of the current pile to represent their misguided wanderings.
3-4 Treasure map! On completing the event in the next room they come to the Warriors may take an extra Treasure card.
5-6 It is a badly faded map of the dungeon. The next time the Warriors come to a T-Junction and the Dungeon Cards are split the leader can look at the top 1D3 cards of each pile. Discard immediately when used.
Draw another Event Card immediately.

Feb 212011
 

There is a strange grinding noise and spikes suddenly shoot up out of the floor from every square on the current board section. Every time a Warrior enters a new square on that board section roll a D6:
1-3 The Warrior steps on a spike and takes a number of Wounds equal to the dice roll, with no modifiers (eg, if he rolled a 2 he takes 2 Wounds)
4-6 The Warrior manages to avoid the spikes and suffers no damage.
Monsters do not have to roll for spikes as they are well used to them and know when and where they are going to appear!

Feb 212011
 

The air is suddenly thick with a cloud of bats, chittering and screeching as they swoop upon the Warriors. These are no ordinary bats – they are Vampire bats, servants of the undead.
Resolve the Vampire bat attack immediately. Each Warrior is attacked by seven bats.
To see how many bats each Warrior manages to kill, roll a D6 and add the Warrior’s Strength. The remaining bats inflict 1 Wound each upon that Warrior, with no modifiers for Toughness or armour.
Once they have attacked, the bats fly off into the darkness.
Each bat killed is worth 5 gold, divided equally amongst any Warriors still standing.

Feb 212011
 

A reedy, cracked voice cries out, “Suffer my curse, vile unbelievers!” The Warriors are engulfed in darkness, and freezing blackness clutches at their souls.
Roll a dice for each Warrior.
1-2 The pain is unbearable, sapping the Warrior’s strength. He loses 1D3 Wounds from his Starting Wounds score, permanently.
3-4 The Warrior cries out in anguish as the cold cuts through him. He loses 1 Wound from his Starting Wounds score, permanently.
5-6 The Warrior valiantly resists the evil curse, finding hidden reserves of strength through his iron resolve. Gain 1D3 lost Wounds back.
Take another Event card immediately.

Feb 212011
 

The luminous form of a ghostly Dwarf materialises in front of the Warriors. It is the spirit of a venerable Dwarf Goldhunter, who warns the Warriors about the dangers they will face deeper in the catacombs.
The Warriors may use the Dwarf’s advice to avoid any one Event card they don’t wish to encounter. Put the Event card you don’t want to encounter to one side for the rest of the adventure, you don’t have to shuffle it back into the Event pack.
There is no need to take another Event card in its place either.

Feb 212011
 

A shadowy figure materialises from the darkness and reaches its long fingers out to grab the Warriors.
Each Warrior should roll a dice and add their Initiative. On a total of 7 or more the Warrior evades the Spectre’s chilly touch. If the Warrior scores a 6 or less a bolt of freezing energy strikes his body, and he suffers D6 wounds with no deductions.
Roll a dice. On a roll of 1, 2 or 3 take another Event card.

Feb 212011
 

For a brief moment, the light of the lantern is eclipsed as darkness sweeps out from the depths of the catacombs and engulfs the Warriors. In the darkness, each Warrior finds himself confronted by his worst nightmare.
Each Warrior must roll a dice and add his Strength to the score. If his total is greater than or equal to 7, he masters his fear and passes unscathed – he gains +1 to hit with the next 1D6 attacks he makes. If not, then when the lantern is re-lit, moments later, the Warrior has a look of stark terror on his face. He is so shaken by the experience that all his to hit rolls are at -1 until the end of the next combat.
Roll a dice. On a roll of 1, 2 or 3 take another Event card.

Feb 202011
 

Soft, seductive voices gently whisper the promises of Slaanesh to the Warriors, while ambrosian scents fill the air, blinding them to their surroundings.
Each Warrior should immediately roll 1D6. Any Warriors who roll higher than their Toughness will succumb to the Fascination and will become incapable of action (their minds being otherwise occupied!) These Warriors may do nothing until they are next struck in combat. This is then sufficient to shock them out of their trance.
Draw another Event card immediately.

Feb 202011
 

As they enter, one of the Warriors trips a wire which sets off a cacophonic din of gongs and bells. The Warriors should really watch their step from now on as the Monsters know they’re coming!
All Monsters for the rest of the dungeon gain the Ambush (6+) ability. This means that the Monsters will attack as soon as they are placed if you roll a 6 on 1D6 when they are put on the board. This is in addition to a Monster’s normal Ambush ability, should it have one.