As the Warriors enter, the wall behind them starts to grind across the doorway, blocking off the route out of the dungeon.
Unless one of the Warriors discards a weapon or door spike to wedge the sliding wall in place, the exit is closed off, just as with the Cave-in Event.
Draw another Event card immediately.
The floor of this room is covered with writhing snakes, coiling about your legs and hissing loudly. Unless your Warriors tread warily they may be bitten.
For each square over one that a Warrior moves in a turn, roll a D6. On a roll of 1 the Warrior is bitten by an irritated snake and suffers 1 Wound. The snakes’ bites carry potent venom, see the rules for Poison in the Warhammer Quest Roleplay book on page 85.
The Monsters of the dungeon are used to the snakes and suffer no penalty to their movement.
A deluge of hot sands starts to pour into the duneon through grilles in the walls of this room. Although there is time to escape, this makes the Warriors’ footing unstable.
While on this board section, each Warrior must roll a D6 and add their Strength at the start of the Warriors’ Phase. On a roll of 6 or less the Warrior is unbalanced and falls over – place them prone for the turn. The rules for being prone are given in the Warhammer Quest Roleplay Book on page 36.
Draw another Event card immediately.
The Warriors stumble into a tangle of webs, and as they struggle to free themselves a swarm of Giant Spiders scuttles out of the surrounding darkness…
Each Warrior is immediately webbed just as if they had been successfully hit by a Giant Spider. In additon, 1D6+3 Giant Spiders attack the Warriors, place them on the board and resolve their attacks in the next Monsters’ Phase as normal. The Warriors must break free as normal, all the usual rules for being webbed apply and can be found in the Warhammer Quest Rulebook.
The area is littered with the remains of past victims, and if the Warriors manage to kill all the Giant Spiders, they each gain a Treasure card, rather than a single Treasure Card for the whole party.
The room is filled with loot – ancient armour and weapons, and chest filled with gold and gems. However, it is also guarded by fierce Monsters who have reinforcements nearby.
Draw the next TWO Event cards and resolve them as normal (work out ‘E’ type events before placing Monsters). If the Warriors manage to kill all of the guards, they search the room for treasure. This treasure is in addition to any gained for defeating the Monsters guarding the room. Whilst searching, a Warrior may do nothing else.
At the end of the turn, roll a D6 for each Warrior searching. On a roll of 6, the Warrior finds something useful and may take a Treasure card. On a roll of 1 an Unexpected Event occurs next turn, regardless of the Power roll. Note that only one Unexpected Event occurs, regardless of the Power roll and the number of ones rolled by searching Warriors.
As the Warriors enter this area of the cave system, the floor shudders, the walls splinter and huge chunks of masonry fall from the roof – the dungeon is caving in!
Place the Cave-in marker in the board section where this card was triggered to show that all exits except the one the Warriors entered by are now blocked.
Any Warriors still in this board section at the end of the next turn are crushed by rubble and killed. Any Monsters in the room are crushed by falling masonry.
Warriors attempting to escape are not subject to the rules for pinning whilst in this room.
The room is now impassable and may not be re-entered.
If this card is drawn in the first room in the dungeon, ignore it and draw another Event Card immediately.
Before the Warriors lies a dead Barbarian, lying in a pool of blood. Clutched tightly to his chest is a bag.
Roll 1D6 for each Warrior. The Warrior with the lowest score must take the bag. Roll 1D6 on the following table to see what happens when he does:
1 Poison Gas! Every model on this board section takes 1D6 Wounds with no modifiers for Toughness and armour. The bag is empty.
2-3 Trap! A spear shoots out of the wall and inflicts 2D6 Wounds on the Warrior who took the bag. The bag turns out to be empty.
4-6 Treasure. The bag contains (1D6x100) Gold, to be given to the Warrior who took it.
Draw another Event Card immediately.
The floor of this room is littered with bones and skulls, with the glint of gold underneath.
As the Warriors collect the gold, roll 1D6:
1 Trap! Cackling laughter echoes around the room and lightning flashes. Take a Warrior Counter to determine which Warrior is hit by a magical bolt that inflicts 1D6 Wounds, with no modifiers for Toughness or armour.
2-3 Illusion. In a bright flash of light, the bones and gold vanish. Draw another Event Card immediately.
4-5 Each Warrior on this board section finds (1D6x10) Gold. Draw another Event Card immediately.
6 Each Warrior on this board section finds (2D6x10) Gold. In addition, draw one Treasure Card.
Roll 1D6 for each Warrior. The Warrior with the lowest score has set off a trap. Roll 1D6 on the following table:
1 There is a loud explosion and the room is filled with fire and smoke. Every model on this board section takes 1D6 Wounds, with no modifiers for Toughness or armour.
2-5 A pit opens in the floor and your Warrior plummets onto the rocky floor below. He takes 2D6 Wounds, and can only escape if the party has the rope or a Levitation spell.
6 A stone slab slides back in the wall, revealing the glint of gems and gold. Draw one Treasure card.
Another Event occurs on a roll of 1-3
Once all the Warriors have entered this board section, a portcullis slams shut behind them, cutting them off. They can only retrace their steps if they have the key.
Place the portcullis marker across the doorway the Warriors entered by to show that it is blocked.
Draw another Event Card immediately.