
The fickle Winds of Magic suddenly burst into a gale.
Any spellcaster (monsters included) on the board rolls a d6:
1-2 The magician cannot hold the power and receives a -1 on Strength and Toughness for the rest of the combat.
3-4 The magician is struggling to contain the power and cannot attack this turn, he may cast one spell or blessing only.
5-6 The magician harnesses the power into an extra spell or blessing (at no cost or failure margin) this turn.
Donated by Captain Cutlass (http://www.cutlass.be/)

An ancient trap sets off, catching friend and foe in its gagging throes.

Things have looked quiet on the Imperial Vault for the last few weeks, but don’t be deceived. Behind its closed doors, the Engineers’ Guild have been hard at work and are now ready to share the product of their labour.
The party are forced to stop when a voice in the shadows tells them they are surrounded by Empire soldiers. When it becomes obvious that you are adventurers seeking a settlement, a lone man wearing the earthy colours of an Imperial Hunstsman steps into the path. He offers to lead you to your chosen destination – for a fee!
A deep ravine blocks your path, the only crossing for miles around a slender rope bridge swaying in the breeze. Will you risk the crossing?
The Warriors are held up by a band of highwaymen, demanding that they hand over their valuables.
During the day, the weather turns nasty with wind and rain making it difficult to travel. As night approaches, the ground become treacherous underfoot and the wind and rain become unbearable, the Warriors are forced to find shelter in a nearby village.