Oct 212010
 

CroneYou spy a wizened old crone stooped over a cauldron of some foul-smelling concoction. With a cunning glint in her eye, she raises a shrivelled claw at the Warriors…
Roll 1d6 to find out what happens:

  • 1: With a shrieking cackle, the old crone appears to melt into the shadows, calling for her minions. Draw two Event Cards to see what trouble the old witch summons.
    2: Shrieking obscenities and heresies at the top of her ancient lungs, the crone curses one of the Warriors. One Warrior chosen randomly using the Warrior Counters looses one point of Luck for the rest of this Adventure. Draw another Event Card.
  • 3-4: With a cry of pure malice, the crone directs a blast of black magic at one of the Warriors. One Warrior (chosen using the Warrior Counters) suffers 2D6 damage that ignores armour. The Witch immediately vanishes with a sorcerous thunderclap.
  • 5-6: The crone says in a withered voice, “The enemy of my enemy is my friend…” and offers the Warriors the chance to drink from her cauldron. If they do drink the foul-tasting brew, they immediately gain 1D6 Wounds back (roll separately); this may temporarily take them above their Starting Wounds score.
Oct 202010
 

A Charnel House or Crypt

This room is a charnel house filled with the victims of some unspeakable sacrifice. Some of the victims are very recent; the smell and grotesque nature of the scene threatening to overwhelm your senses…

All Warriors take a test against Fear 5, a failure indicates that they are sickened by the charnel house and suffer -1 To Hit all Monsters. This is cumulative with standard Fear tests.

Draw another Event Card. This Event may only be generated in the Monsters Phase when entering a new room, if drawn as a result of an Unexpected Event then shuffle this card back in and draw another.

Oct 192010
 

Collapsed Ruin

The beams holding the ceiling up fail in one corner of the room, sending masonry and stonework crashing to the ground. As the dust settles, you see another chamber stretching into the darkness where once there was solid stone
Add a doorway to this room and deal D3+1 dungeon new cards next to it. This doorway can be explored normally, just as if the room was a T-junction or other room with multiple exits.

Oct 192010
 

Warhammer Winds of Magic Wheel

The Wizard bows his head as if walking through a howling gale, his travelling-cloak flapping madly around him even as your own clothes hang limply from your sweating frame in the warm underground chamber. Despite his obvious discomfort, he raises one wizened hand, crackling with barely contained energy, and immolates the greenskin savage nearest him.
The Power Phase roll counts as a 6. If this event is generated in the Monsters Phase then the next Power Phase roll will count as a 6 instead.
In addition, all Wizards reduce the casting cost of spells by 1, down to a minimum of 1. Other magic users like the Ranger Mage and Warrior Priest add +1 to their rolls to cast (remember that a roll of a 1 always fails).
However, the raging Winds of Magic are difficult and risky to control; each time a Warrior casts a spell, roll 1d6. A result of a 1 means that they lose control of their magic and suffer d3 Wounds damage with no modifiers as a result.

Oct 152010
 

Disarm OpponentWith an impressive flourish, you parry the rusty blade of your opponent and slam your shield into it’s sword-arm, sending it’s crude weapon arching through the air!
Pick one random Warrior using the Warrior Counters. The chosen Warrior may choose any Monster in an adjacent square to disarm. The affected Monster may not attack this turn as it frantically searches for it’s lost weapon.

This event can only be generated when the warriors are in combat, generate another event if they are not.

Oct 152010
 

PinnedBacking away from the beast bearing down on you, you stumble on some loose masonry, throwing you off balance even as the creature lunges for your throat!
Choose a random Warrior using the Warrior Counters. This Warrior has stumbled, and all Monsters are at +1 to hit them this turn.

This event can only be generated when the warriors are in combat, generate another event if they are not.

Oct 112010
 

DisarmedWith a savage thrust, your blade is battered out of your hand and sent spinning across the floor. Defenceless, you scramble frantically for your lost blade…

One Warrior chosen using the Warrior Counters looses his weapon, and must spend the rest of the turn gaining it back. Whilst without a weapon, all monsters are at +2 to hit you in combat, and you do not add your Strength to damage dealt to Monsters.
If the Warrior has an alternative weapon in his treasure/equipment, then they may elect to use it in place of seeking their original weapon, and therefore do not suffer the penalties in combat noted above. In this case, the dropped weapon is assumed to be recovered when all monsters are removed from the board section.

Oct 112010
 

You loose your footing on a patch of slimy muck, landing hard on your ankle. Without access to a healer, the injury slows you down in the treacherous dark of the dungeon…

One random Warrior chosen using the Warrior Counters suffers -1 to their Movement and Pinning rolls for the rest of the Adventure, or until they consume one healing potion or have one healing spell cast on them when they are already at full wounds.

Oct 112010
 

You stagger wearily up a flight of stairs, almost collapsing against the doorway at the apex. Your companions fare little better, but there is a steely determination in their eyes as they scan the chamber beyond for the next threat. Taking heart from their resolve, you ready yourself to meet the enemy once more…

The Warriors prepare themselves to meet the dangers ahead with courage, and add +1 to all Fear and Terror tests until a natural 6 is rolled in the Power Phase.

Oct 112010
 

Primal TerrorA cold draught makes the skin on the back of your neck crawl, the walls are bearing in on you and you can’t shake the feeling that something is watching you from the shadows beyond the lantern light…

The Warriors are suffering from the effects of being in such an oppressive and dangerous environment, and all suffer -1 to all Fear and Terror rolls until a natural 6 is rolled in the Power Phase.