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How Zargon Reacts to Hero movement ....... 22


Blocked Square Tiles ................................. 23
Room Tiles .................................................. 23

Hand-to-hand attacks.................................... 24
Open the Quest Book ....................................... 7 Shooting attacks ............................................ 26
The Parchment Text .................................... 7 Line of Sight ................................................ 26
The Quest Map ............................................. 7 Damage ....................................................... 27
Quest Notes .................................................. 8 Ranged Weapons ....................................... 27
Issue Status Cards ............................................ 8 Thrown Weapons ....................................... 27
Equipment Cards .............................................. 9
Starting Equipment ..................................... 9 Secret Doors ................................................... 29
Treasure Cards .................................................. 9 Treasure Cards ............................................... 29
Monster Cards ................................................... 9 Wandering Monsters .................................. 29
Event Cards ....................................................... 9 Hazards ....................................................... 30
Dice .................................................................... 9 Spell Scrolls ................................................ 30
Potions ........................................................ 30
Combat Dice Symbols ............................... 10

Order of Play .................................................. 10


How the Dwarf disarms a Trap: ..................... 31

Upon Completing a Quest ............................. 11


Travelling ........................................................ 11
Weeks to destination, roll ......................... 11
Settlements..................................................... 12

Attack .............................................................. 34
Cast a Spell .................................................... 35

Move Distance................................................. 18
Doors ............................................................... 20
Pit traps ........................................................... 38
Talking ............................................................. 21
Regular Pit Trap ......................................... 38
Moving into squares that contain traps ....... 21 Long Pit Trap .............................................. 38
Jumping a Trap............................................... 21 Pit of Darkness ........................................... 38
Jumping Pit Traps ...................................... 22 Heroes in Pits ............................................. 39
Jumping Long Pit Traps ............................ 22 Falling block traps .......................................... 39
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Spear Traps ..................................................... 39 –
Stalactite traps ............................................... 40 Weeks to nearest settlement: Roll ........... 42
Swinging Blade Trap ...................................... 40
Wandering Monster Trap .............................. 41 –
Magical Traps .................................................. 41
FIREBURST TRAP ........................................ 41

HURRICANE TRAP ....................................... 41 –
TELEPORT TRAP ......................................... 41
Chest / Furniture Traps .................................. 41

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INTRODUCTION

Heroquest is one of the most influential dungeon crawlers of all time. Many new games openly state
they emulate aspects of its gameplay. Out of print for twenty years, it grew in popularity and inspired
an online community first at Agin’s Inn then its successor www.yeoldeinn.com, The jewel in the
crown is the forum, which has over 600 homebrew quests and a large collection of house rules.

A consensus emerged as to what are the most useful house rules. Many stem from the heroes finding
the original game too easy. The North American version is typically used, where the most significant
change gives the Monsters more BP. It can be thought of as the second iteration of the game, though
many prefer the old-school styling of the EU Quest Map and cards. Other fixes in widespread use
include giving the Monsters abilities and using an Evil Wizard Deck (called an “Events” deck here)
that allow Zargon to draw a card that is detrimental to Heroes (eg Ambush!). Furthermore, there is
an extensive Wizard Clearing House of Rules in the forum, as the Wizard is considered the weakest
character.

Super Heroquest was designed with the above starting point. In addition to the 180-card Events
deck, the Heroes can pick up injuries and skills. These are designed to be characterful rather than
powerful, and each time the Heroes gain a skill they are given one of three skills randomly. There are
rules for travelling between quests, emulating the rules from WHQ to include travelling hazards,
tavern shenanigans and item stock. Together with the random skill and injury selection, this adds
replay value, as Heroes are never guaranteed to obtain their weapon or potion of choice, they need
to make do with what’s available! There are many path of progression.

Once the Heroes had cards for skills, injuries, weapons, items etc, it was necessary to find a way of
displaying these cards lying flat on the table instead of being held. The solution was the design of the
cards to have “docks” where weapons and armour can slide under the Hero card to show what
equipment the Hero is wearing at that moment. The character sheet is replaced with a Status Card,
where MP and BP are tracked with a paperclip on a sliding scale, and there are places to “dock” skills,
injuries, and items that are stored in the Hero’s pack, ie those not worn or held. It was considered
necessary to keep a space to write in gold and XP instead of counters. A character sheet is retained
to keep track of certain effects, often due to events that occur between quests.

Other changes include the increased granularity of coloured dice; a simiple method of
encumberance, and searching uncertainty. Whilst searching was a defining feature of the original, it
has been criticised for lacking a “false negative”; ie if Zargon stated there were no secret doors, the
Heroes were certain there were none. A source of added tension, and possible extra searching (and
therefore wandering monsters) is to re-search an area just to be sure, with the risk of something
appearing…The rolls added for searching uncertainty are more than compensated by removing the
roll to move: there are fewer rolls overall.

The rules for between quests are entirely optional, and using the original rules work here, the cards
have their value in gold printed on them for this reason. Travelling hazards and visiting taverns
requires table rolling, which isn’t liked by some and can be ignored.

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Importantly, these rules are fully compatible with all existing quests. Heroes and Monsters have
different stats and skills etc. In the same vien, the text of the original rulebook was kept as close to
the original as possible.

None of these ideas would be possible without the input of the community, and special thanks must
go to Lemmeron for his equipment cards, and Showdown35 for the recast rule and Hero stats. Many
others’ ideas are used, from the Event Cards to coloured dice, but these two feed directly into Super
Heroquest.

The best thing about Heroquest is the community. I hope others enjoy using Super Heroquest as I
have enjoyed others’ homebrews. A big thank you to everyone at Ye Olde Inn.

Stig

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MESSAGE FROM MENTOR

—Mentor

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QUESTS

One player must assume the role of Zargon, the Evil Sorcerer. The other players assume the role of
the Heroes. Using fewer than four Heroes will make the adventure more difficult, so each player may
control more than one Hero. The Quest Book is for Zargon only – they set up the Dungeon as the
Heroes progress through it.

The role of Zargon is a vital one: Zargon is the gamesmaster, sits behind a screen and controls the
quest for the other players. They alone know where the Monsters, Secret Doors, Traps and Treasure
are located in the labyrinth, and only they can access the Quest Books. There are sections of each
Quest that must be read aloud to the other players. These paragraphs are noted in the Quest Book
and are located just below the map.

The most important role of Zargon is to ensure the players have a good experience. This means
bending the rules where necessary; eg adding or removing monsters to rooms to make them
easier/harder, giving players clues if they are getting stuck, or altering the Quest in any imaginative
way. The role of Zargon is NOT to defeat the Heroes at all costs.

To start, open the Quest Book, and find Quest 1 – “The Trial”. This Quest must be played first. Read
it silently to yourself. Each Quest features three different sections: The Parchment Text, the Quest
Map, and the Quest Notes.

The Parchment Text outlines the Heroes’ challenge as well as the reward they will receive if they are
successful. This section is always read aloud to the Hero Players at the start of the game.

The Quest Map shows how the board is to be laid out as the game progresses. The Map is marked
with symbols that show the starting positions of the Monsters. These symbols are identical to those
on each of the Monster Cards and are identified on the Information Screen. The maps also shows you
where to place pieces of furniture, stairs, doors and blocked square tiles. In addition, there are
symbols for traps, secret doors and treasure chests. These symbols are shown in the identifications
guide on the cardboard platform.

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Important
Do not place anything on the gameboard at the start. You will reveal the board layout only when the
Hero figures have moved to a position that allows them to see what’s ahead.

There are some map colours that indicate what can be found by searching:

Gold: Indicates traps that can be found by searching

Light Green: Indicates traps and other hazards that the Heroes can neither see or
find through searching

Dark Green: Indicates Monster symbols

Read the Quest Notes thoroughly before the start of the Quest. They explain what happens in certain
rooms and detail the unique situations the Hero players will have to contend with. Read the notes
silently to yourself. You will later disclose the Quest Notes information to the Heroes as the Quest
unfolds, as the Heroes move into certain rooms and corridors. Place the Quest Book on the table
between you and the Information Screen.

Organise the Furniture and Monsters for easy access during the game.

Study the Quest Map, and place on the board only the things that go into the starting room/corridor.
This is usually the stairway:

Do NOT put out any Secret Traps or Doors

Do NOT reveal any treasure yet

Direct the Heroes to add two paperclips to the left of the status card, one for Body Points (BP)and
the other for Mind Points (MP). During the Quest, the Heroes’ MP, BP, gold and experience points (XP)

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will change. These need to be recorded on the status card. To record BP and MP, slide the paperclips
up and down as appropriate; to record Gold Coins and XP simply write the number in the box and
rub out when needed.

Items can be “equipped” or “carried”. They should take Equipment cards to reflect both. Equipped
items are those that are worn or held in the hands; the rest are carried in the pack. Place any
equipped items into the appropriate slot around the Hero card and the others into the pack to the
right of the status card. The starting equipment is:

Barbarian Broadsword
Elf Shortsword, one spell book
Dwarf Hand axe
Wizard Staff, three spell books
Ranger Hand axe, bow
Paladin Shortsword
Halfling Shortsword, shortbow
Trollslayer Hand axe

Keep them face down in a pile within easy reach of all of the players. The pack should be reshuffled
between each Quest, returning any previously used Treasure Cards to the deck.

Keep the pile of Monster cards near the gameboard. Select the Monsters the Heroes will encounter
during the Quest; when a Monster is encountered, give the Monster Card to the players for reference.
This will also allow Heroes to keep track of the different Monsters encountered during the Quest.

Have these cards to hand as you will need them regularly throughout your Quest. Zargon will draw
one every ten minutes.

Several dice are needed. In addition to ordinary D6 dice, you will need coloured combat dice of the
following colours. They each have a different combination of symbols:

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Skull: One hit, either by a Hero or
─ Monster
Shield: One successful defence by a
━ Hero; it negates one skull rolled by a
Monster in Attack
Monster Shield: One successful
│ defence by a Monster; it negates one
skull rolled by a Hero in Attack

Read the Parchment Text. It is important that the Heroes understand the history and the context of
their Quest.

Only read the Parchment Text, other information must be kept secret from the Heroes.

Heroes begin their Quest by descending into the Dungeon. They will find themselves in a room or
corridor. If they begin in a room, they usually have descended down a staircase, so they are placed
on the staircase tile, which takes up 4 squares. If they enter along a corridor, the entry door is placed
on the board. At the start of the Quest, the Heroes line up outside (off the board) and ask Zargon to
open the door…

The Heroes agree amongst themselves what order they will take their turns

The Quest is complete once the Heroes have completed their objective and have returned to the
surface. This will typically be through going back up the stairs or by another exit as determined by
the Quest. They may split any treasure between themselves as they see fit. The Heroes may choose
to leave the Quest at any point by returning to the stairway tile.

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Immediately upon completing a Quest, the Heroes heal half their BP and MP, rounding up.

This represents them emerging from the dungeon, finding safety in a nearby wood or similar
location, and gaining some rest. They may tend to minor woulds, eat some food and drink water.
However to fully recover they need to find a settlement; living from their backpack after a Quest isn’t
enough. They also will want to spend their hard-earned gold! However the Old World is a big place,
and it won't always be possible for the Warriors to find what they want. Many of the caves and
caverns that the Warriors explore are situated on the fringes of the Old World, where large
settlements are scarce. In these areas, the Warriors will be lucky just to find somewhere to sleep for
the night, and there is no chance at all of finding a fine suit of heavy armour for sale. If what the
Warriors want to buy isn't available where they are, they have to make a choice - do they travel to
the nearest town, or do they simply make do with the supplies available at the local village?

Travelling in the Old World comes with its own hazards. The longer the journey, the greater the
chance of something awful happening to the Warriors. All this 'between game' play is resolved using
the tables found in Appendix 3 - Hazards. No board sections are actually laid out for this part of a
campaign, and no miniatures are used. The tables are designed to give a sense of background and
continuity to the dungeon adventures, and make the point that the dungeons are but a small part of
the huge perilous realm that is the Old World. Once you know how far away the Warriors' destination
is, you can work out how long it takes them to get there, and what costs and encounters they incur
on their way. If the Warriors trek all the way to a distant city to spend their gold on better armour,
the journey will be very perilous and they may encounter all sorts of hazards.

Before the Warriors can spend any of their gold, the players must decide where they are going to,
and how far they are from their chosen destination. The underground locations of the Warriors'
adventures are nearly always situated in bleak wilderness areas, many miles from any inhabited
areas the Warriors may want to visit. The Travel Table below shows how far the adventure site is from
the nearest villages, towns and cities. The distance is represented by a number of weeks' travel, with
each week's travel requiring one roll on the Hazard table. Upon completing an adventure, the
Warriors roll and check the table below:

Village 1 + number of │
Town 2 + number of ━
City 3 + number of ─

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Once the Warriors have finished an adventure, the players must decide whether the party is going to
travel to a village, a town or a city. The Travel Table gives the time it takes for the Warriors to make
the journey, and how many Hazards they encounter.

Example
The Warriors finish a hard adventure and rescue and ancient sword from the clutches of a Chaos
Demon. They roll ─ ─ │ for the travel distance. That meas the nearest village is 2 weeks away (1+ │);
the nearest town is also weeks away (2+ zero ━) and the nearest city is a full five weeks’s distance of
travelling away (3+──). They choose to go to the town, and therefore make two rolls on the Hazards
table.

Each settlement lists what settlement locations there are, and how much gold each hero has to pay
to stay there. Your party may choose how many warriors will attend the tavern. Any tavern events
that affect one hero affect a randomly chosen hero from those present at the tavern. Villages are less
likely to have the servies the heroes need but they may be cheaper, likewise if heroes need a specific
item they are more likely to find it in a city, but it is likely to be rather expensive!

It is sometimes required that the Heroes have a specific Artifact in their possession to continue on
the next Quest. If a Hero dies whilst in possession of such a valuable relic and the Monsters steal the
Artifact, it must be included as a special Treasure early in the next Quest – but rather well guarded!

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HEROES

Each Hero is represented by a Hero Card. The front


shows
• The Hero’s base Attack and Defence dice. This is
combined with the Hero’s equipment to determine
the final Attack and Defence dice:

Base attack + equipment bonus = final attack

• Their movement value. Each item the Hero has


reduces this by one (see Movement); for every two
small items (designated by smaller cards) the
movement is reduced by one
• The Hero’s BP and MP
• Any abilities they have
• Four slots around the edges:
TOP – helms
RIGHT – armour/clothing
LEFT – hand-held weapons/shields etc
BOTTOM

The back of the Hero card shows what their starting equipment is, and what skills are available at
each level.

Heroes are allowed to be equipped with one TYPE of item in each equipment slot:

Type of equipment – Heroes


can only have one type in
each slot

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Example
The elf is armed with one helm, one suit of armour and a pair of boots. They are also holding a Round
Shield and a Shortsword. They could swap the shield for a bow, however they cannot hold two
shields or two bows as they would be holding two of the same type of weapon

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This displays the Hero’s essential information:
• Body Points and Mind Points are tracked by moving a paperclip along the left
• Gold and Experience Points are tracked by writing in pencil in the appropriate space
• Skills fit into the slot at the top; Injuries fit into the slot at the bottom
• The Hero’s Battle Level is displayed in the table by ticking the appropriate box. This also
shows how many XP the Hero needs to go up a Battle Level. A Warrior is Battle Level 1, a
Renowned Hero is Battle Level 2 and so on up to Battle Level 6 for a Legend
• Items the Hero is carrying but isn’t equipped with are stored in the pack, designated by
the slot on the right. These may be exchanged through a Reequip action:
• Carried: Items stored in the pack; cannot be used
• Equipped: Items held or worn, can be used

BP and MP Battle
tracker Skills Level

Pack for
carried items

Experience Injuries Gold


Points

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When a Hero reaches 0 BP, they are not dead, but bleeding.

There is a chance for the Hero to save themselves: when a Hero’s BP reaches 0, they can immediately,
out of the usual turn sequence:

Drink a Healing Potion to restore BP


Cast a Spell on themselves that can restore BP

If they cannot do the above and are left on 0BP, place their figure lying down on the board with 3
counters next to it. They have 3 turns of bleeding, represented by the three counters, before they are
dead. One counter is removed at the start of each Hero turn apart from the first. The Hero is dead
when the last counter is removed.

A Hero can stop another Hero from bleeding out by using their action in an adjacent square as long
as they are not in combat; the bandage action. It's assumed Heroes carry bandages etc.

A Hero who is on 0BP and has stopped bleeding is down. They cannot move or defend. They can
however be carried, or be given other potions/spells to restore BP. If they are attacked whilst down
they they are dead, no dice rolls are required. A monster who is adjacent to a downed Hero or a
fighting Hero must attack the fighting Hero.

A Hero can carry another Hero who is down, but their movement is reduced by five squares to a
minimum of 1 square, and they attack and defend using only their base die.

If a Hero was reduced to 0BP during the quest and didn't subsequently die, they suffered an injury.
They draw an injury card.

When a Hero reaches 0 Mind Points (MP), they are not dead but in shock. They move a maximum of
3 squares (or less, if they are burdened by lots of equipment ) and cannot use any weapons in Attack
or Defence; they only use their base stats to Attack. Any armour they are wearing still contributes to
their Defence. Their stats can be temporarily increased by Spells.

The extra MP gained from certain Artifacts (eg the Talisman of Lore) can be lost in Combat.

Example
Keld Necksnapper, a Barbarian with the Talisman of Lore, has 3MP. He becomes the victim of a Spell
that causes him to lose 3MP. Consequently he goes into shock, and the additional MP from the
Talisman of Lore is lost

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THE HERO TURN

Heroes may Move and then perform an Action, or they may perform an Action and then Move. They
may not, however, Move, perform an Action, and then finish their Move. Getting caught in a trap,
drinking potions and picking things up do not count as actions. They can be done at any time during
the Heroes’ turn.

They may drink a potion at any time, even in Zargon’s turn. This is mandatory if the Hero is on 0 Body
points otherwise they start bleeding.

Attack a Monster in an adjacent square in hand-to-hand combat, or shoot with a ranged weapon
Search for Treasure, Secret Doors, or Traps
Loot Force open a treasure chest using a toolkit
Disarm a trap using a toolkit
Exchange any number of items with an adjacent hero
Reequip Exchange any number of items that you are carrying in your pack with those that are equipped
Cast a spell
Bandage Stabilise a bleeding Hero
Pray Ask the gods for favours

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Heroes may move the distance shown on their Hero card with a -1 modifier for each item carried or
equipped, and a -1 modifier for every two small items carried/equipped.

This Elf has a movement of 12; however they are equipped with five items. Their movement is reduced
to 7 squares, but the boots give +2 movement, so the total becomes 9

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If the elf is also carrying two potions and another suit of armour (which they might have found during
the quest), indicated by placing the cards under the backpack symbol on the status card, their
movement would be reduced by another 2 squares down to 7 squares:

The carried suit of armour gives a -1 movement modifier, and the two potions, both small items,
together give a -1 modifier.

Heroes must end their move in an unoccupied square. They may move diagonally. They may not
move through other models other than friendly models unless that model has lost two Body Points
in the current turn:

Figures may move through hostile models that have lost two Body Points that turn

This represents the figure clutching a wound, taking evasive action from a series of attacks (such as
ducking for cover), stepping aside etc; all of which make it easier for another figure to slip past them!

Heroes may not share squares with other Heroes, apart from inside Pit Traps or on a staircase.

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Whilst moving a Hero may “look” down a corridor or through an open door. Looking gives the
opportunity to see what is directly within your line of sight, such as closed doors, blocked square
paces and Monsters. Looking is not an Action. Heroes may move adjacent to a closed door and ask
Zargon to open it. Zargon will open the door by removing the closed door piece and replacing it with
an open door piece. Opening a door is not an action. Both “looking” and “opening” are considered
things the Hero can do in their turn.

All doors start closed. Once a door is opened, it can never be closed – the melee and stress of the
Quest prevent the closing of a door.

Closed door Open door

As part of movement Heroes may open a door at any time

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Heroes may only talk to each other if reasonably possible, usually if in their line of sight. Players
whose Heroes may not talk to each other on the board may not talk to each other during the game
(about game-related things; offers to make tea are perfectly acceptable!)

In the diagram above, the Barbarian has a line of sight to the Elf, so the players controlling those two
Heroes may talk to one another. However, the players controlling the Wizard and the Barbarian may
not speak – the Wizard and Barbarian would not be able to speak during the Quest.

If the Heroes do talk to one another in a way that is inappropriate, they are deemed to have shouted,
and might be heard by Monsters. Zargon rolls . On the roll of a ─ a Wondering Monster has heard
the commotion and appears and immediately, attacking the Hero that shouted loudly.

There are many kinds of Traps. They can be found in both Rooms and Corridors. Only Zargon knows
where these Traps are hidden. If a Hero moves onto a square that contains a Trap, they will spring
the Trap, possibly hurting themselves in the process. See Appendix 2 – Traps. Monsters do not spring
Traps, as they are the inhabitants of the dungeon, know where they all are and how to avoid them.

Once a Trap is discovered through a search action, a Hero may Jump the Trap. Alternatively in their
next turn, they may disarm the Trap. Disarming a Trap is a separate Action, whereas Jumping a Trap
is considered to be part of the Hero’s Movement.

If a Hero’s path is blocked by a trap, they may attempt to pass by jumping over it. To jump over a
trap, they must have at least two squares of movement remaining, as if you moved onto the trap
square and then onto one unoccupied adjacent square beyond.

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You must roll anything but a skull on a to jump the trap. If a ─ is rolled, you spring the trap, suffering
the damage caused by that particular type of trap. If there is a corresponding trap tile, it will then be
put on the game board by Zargon. You are then put on the trap square. This ends your turn.

If you avoid rolling a ─, you can jump over the trap, expending two squares of movement. If you have
any squares of movement remaining, the Hero can continue to move.

NB: Once a falling block trap has been sprung, it cannot be jumped. The path is permanently blocked
by a wall of collapsed stone.

Once a Pit Trap has been sprung, the hole in the ground, whilst still dangerous, can be jumped.

There may be as many as three possible squares to jump to on the other side of a single Pit Trap.
However, a pit in the corner of a corridor has only one space available to jump across to. In the
diagram below, the Hero must jump across to square X. However if square X is occupied by a Monster,
the Hero Attacks the Monsters as part of the jump. If the Monster loses any BP, they are moved back
one square and the Hero occupies the Monster’s square. If the Hero does no damage in the attack,
they fall into the Pit.

If a Hero wants to jump over a Long Pit Trap the long way, they need three squares of movement
available for the jump. The Hero then rolls . On a ─ the Hero jumps across safely, using three
squares of movement. On any other result, the Hero falls into the pit, suffering 2BP of damage.

Zargon must carefully watch a Hero’s movement, continually referring to the Quest Map in the Quest
Book. When a Hero “looks” down a corridor, place on the board any closed doors, blocked square
tiles and Monsters that are directly within the Hero’s line of sight. When a Hero opens a door, place
on the board the Monsters, Treasure Chests, and any other items that belong in that room. Do not
put out any Traps or Secret Doors. Do not reveal Treasure.

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As Zargon, you must place a blocked square tile on the board as soon as it becomes visible to a Hero.
These tiles show where walls exist. Neither Heroes or Monsters can move through blocked squares.
Some spells create Magical Barriers – details of each are found on the relevant spell card.

These tiles take up an entire room or may combine more than one room. They are placed on top of
the board. Some tiles are for decorative purposes, in order to add atmosphere. Others however may
have natural Traps or are Traps themselves. These rooms have specific purposes in certain Quests,
as outline in the relevant Quest Map.

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A Hero may attack any Monster that they are adjacent to. The Hero may not attack diagonally as the
movement is too awkward or the Monster is just out of reach. Some weapons, especially larger and
longer weapons, allow the Hero to attack diagonally.

The Elf is able to attack the Orc from any of these four positions.

The Hero may Attack only once per Turn. The Hero’s Attack strength depends on two factors: their
natural aptitude in combat, and the weapon they are using. Each Hero has a Base Attack Die, as
shown on their Character Card:

The Ranger has a base attack of . The different coloured dice have different distributions of ─, ━,
and │. Some are better at attacking, others defending, and others are a mix of the two. Some have
two icons on one side – these represents an especially powerful block or strike.

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Each ─ is considered a hit. The monster immediately rolls their Defence Dice. Any │ rolled reduces
the damage by 1BP. If the number of ─ exceeds the number of │, that is how many BP the Monster
loses. If the Monster’s BP reaches zero, the Monster is dead and removed from play. If the Monster
survives the Attack, it cannot Attack the Hero again until Zargon’s next Turn.

A Barbarian is fighting an Orc. The Barbarian rolls ─── in attack, a very good result. The Orc manages
to roll │ in defence. This reduces the damage by one, so the Orc loses only 2BP. As the Orc only has
1BP, that is enough to slay the Monster.

Some weapons, such as the Wizard’s staff, allow a Hero to attack diagonally.

The wizard, with a staff, is in a safe position – he can Attack the Orc, but the Orc cannot Attack the
wizard back!

Using weapons that allow a Hero to Attack diagonally can result in more than one Hero being able to
Attack a Monster blocking a doorway:

Both the Wizard and the Barbarian may attack the monster blocking the doorway. The Wizard, with a
staff, may attack diagonally. The Barbarian, with a broadsword, may attack adjacently

Complete information for all the Weapons can be found on the weapon card.

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Some weapons can hit a Monster from a distance, for example Bows, Crossbows and thrown
Daggers. A figure can only shoot an opponent that is in its line of sight. A good rule of thumb is to
draw an imaginary line from the Hero to the Target. If that line doesn’t pass through any Characters
or obstacles such as walls and doors, then the target is visible.

The Elf can see all of the Orcs, apart from the Orc behind the door in front of the Elf, and the Orc
around the corner. The Elf doesn’t know how dangerous the situation is…

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Shooting damage is worked out the same as for hand-to-hand combat: add the weapons bonus to
the character’s base strength.

Here the Ranger’s base attack is . The bow gives + to the Ranger’s attack.

Any weapons with the key word “Ranged” are weapons that can shoot.

If all │ are rolled in attack, it is assumed the weapon runs out of ammunition and cannot be used
again this Quest.

These can be thrown a distance equal to the Hero’s current BP, and can be retrieved via a Search
action.

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A Hero may carry out a Search action of a room or corridor, hoping to find traps, treasure, or secret
doors, as long as there are no monsters present.

The hero’s search radius is their current Mind Points

When a hero carries out a Search action, roll and 1D6

On anything other than a │ they find the number of traps, secret doors or treasures indicated by the
D6, up to the quantity indicated by the quest notes, eg if the D6 roll is a 4 but there are only 2 traps in
the room, Zargon reveals just the 2. It is Zargons choice which objects to reveal and keep hidden. He
may reveal two traps and no secret doors, or one trap and one secret door for example.

If the Heroes search a room for treasure but the quest notes indicate there is no treasure, they must
draw a Treasure Card.

EXAMPLE
The Elf enters a room and carries out a Search. They roll 1D6 and . They get a 3 and ─. The ─
indicates that no wandering monsters appear; whilst the 3 indicates they have located up to 3 hidden
objects. The quest notes indicate that there are two traps within the Elf’s search radius (their MP), so
their locations are revealed, but the tiles are not placed on the board. There is one secret door in the
room, but that is out of the search radius so is NOT revealed. The quest notes indicate there is no
treasure in the room, so as 2 traps were revealed, but the Elf rolled a 3, the last search point is used
to draw a Treasure card.

When traps are found, the tiles are not placed on the board .

This roll doesn't include treasure in chests, which need to be searched separately, just room or
furniture treasure. If there is no treasure indicated in the quests notes for a room, the heroes draw a
Treasure Card as normal. Furniture (other than treasure chests) does not need to be searched
separately.

If they roll a │ on the search roll they do not find anything; instead a wandering monster is placed in
a square adjacent to any entry door to the room or the hero carrying out the search, and may move
and attack immediately.

28
If a secret door is found, Zargon places the Secret Door tile on the board in the
appropriate square. As with searching for Treasure, the Hero isn’t moved when
searching for a Secret Door.

The door is not considered Open until a Hero declares they are opening it.
Once the door is opened, Zargon lays out the contents beyond the door in the
normal way.

Once opened, the Secret Door cannot be closed.

NB – most Secret Doors can be found by searching both sides of the wall, however on occasion is this
not the case. Carefully read the Quest Book in advance to check for this.

The Heroes must decide amongst themselves who carries what items (Gold, Treasure etc) and how
they are used or sold. For example, if a Hero finds 20 Gold Coins, it is assumed that Hero takes
possession of those Gold Coins unless the use the Pass Item action to another Hero. If another Hero
requires those 20 Gold Coins in order to complete a purchase, it is up to the Player’s discretion as to
whether or not their Hero gives those Gold Coins to their companion!

Beware – some Treasure Cards represent Wandering Monsters who Attack the Heroes whilst they are
searching and their guard is down. These cards ARE returned to the Treasure Deck after use. This
increases the percentage of Wandering Monster cards in the deck, representing the greater danger
the Heroes are in the longer they spend in the Dungeon!

Some of the special treasures are called “artifacts.” Each is described in detail on its corresponding
Artifact Card. These items include weapons, armor and items that provide additional powers. Finding
an artifact may also be the objective of a particular Quest. Certain artifacts may only be used by a
specific Hero, for example, the Wizard's Cloak and the Wizard's Staff may only be used by the Wizard.
If another Hero finds one of these items, they should give it to the Wizard.

These Monsters pop out of holes and hidden places and wander into rooms. The type of Monster is
listed in the Quest Notes. Zargon places the Monster either:

• Next to the treasure-searcher and immediately Attacks, or


• At the door of the room which the hero was searching, and the monster immediately can
move and attack

The Wandering Monster remains on the board and can be moved like other Monsters.

29
If the surrounding squares are occupied and it is not possible to place the monster next to the
searcher, the monster must be placed at the doorway of the room. During Zargon’s next turn, the
Monster may move and Attack normally.

Some Quests have multiple Wandering Monsters (eg “3 Goblins”). If there are fewer than 3 adjacent
squares available, place the remaining Monsters as close to the Hero as possible or at the doorway
of the room.

Some cards are Hazards. If a Hero draws a Hazard, they should read the card and follow the
instructions.

These scrolls are used just like Spell Cards. However, a spell scroll can be used by any Hero. After use,
they are Discarded.

When a Spell Scroll is found, the Hero should take the appropriate Spell Scroll card. If a Hero finds
an unnamed spell scroll, the Hero should draw a Spell Scroll at random.

A Hero may drink a potion at any time. The way a potion works and how long its effects last are listed
on the potion Treasure Card, in The Alchemist's Shop, and sometimes in the Quest Book. You may
drink more than one potion at a time. Healing potions are very valuable. If your Body Points are
reduced to zero, you may drink a healing potion before you die and save yourself by restoring one
or more BP.

Treasure chests are considered to be locked. Opening a treasure chest counts as a loot action and
requires a tool kit. Treasure in chests is not found by a Search action, which typically scans the entire
room and finds treasure tucked into corners, in piles of clothing, behind books etc. Opening a chest
requires more focus. To loot a treasure chest, a Hero must be standing in an adjacent square and be
armed with a toolkit. Roll 1D6. On a roll of 4+ the chest is disarmed successfully and opened without
a problem. On a roll of 1-3 the attempt to disarm any traps is unsucessful; it is forced open and any
traps go off! If the hero survives the trap, they can access the contents of the chest. If the chest was
not trapped, the hero can consider themselves lucky!

30
As a Hero, to disarm an unspring trap, you must first know its location AND have a tool kit or the
Trapsmith skill. A tool kit may be purchased between Quests at the Armoury.

A Hero must announce they are disarming a trap before they begin their movement. They must move
into the trap square and roll . On a roll of a ─, the Hero springs the trap accidentally, suffering
1BP of damage. If they roll either a ━ or │ the Trap is disarmed. A disarmed trap is considered “gone”
and is not put on the gameboard.

Due to the Dwarf’s innate skills and ability to work with rocks, tunnels and mechanical devices, t he
Dwarf doesn’t need a toolkit to disarm a Trap. They have the trapsmith skill. To disarm a Trap, the
Dwarf rolls . On the roll of a ─ the Trap is sprung, and the Dwarf suffers its effects. On any other
result, the Trap is disarmed.

A Hero may exchange any number of items with an adjacent hero. Neither of them may be adjacent
to Monsters.

A Hero may requip themselves by swapping items from their pack with items they are equipped with

Example
Rogar the Barbarian is carrying a shortbow and a shield. They decide that it is wiser to be equipped
with their trusty broadsword, so they requip themselves by slinging their shortbow on their back and
requipping themselves with the broadsword. In practice, this means swapping the broadsword and
shortbow equipment cards with each other, from the pack to the left of the hero card, and vice versa

31
Any Spellcaster may cast a spell. If a spell requires a target, it must be in the spellcaster’s line of sight.

Each spell a spellcaster has can be cast for free as normal, but then it is not discarded. Instead, it is
placed in a seperate "re-cast" pile.

A spellcaster may attempt to re-cast a spell from the "re-cast" pile by rolling a number of equal
to the recast cost, represented by the number in the top right of the spell card (usually 1, 2, or 3).

recast cost – number of to roll

The spellcaster suffers 1 Mind Point of damage


for each ─ rolled

If a │ is rolled, the spell fails and the Spellcaster


loses their action

If two or more │ are rolled, the spell fails, the


spellcaster looses their action, and may not
attempt to re-cast that spell for the remainder
of the Quest. It is discarded

32
A Hero can stop another Hero from bleeding by using their action in an adjacent square as long as
they are not in combat; the bandage action. It's assumed Heroes carry bandages etc. See “Zero Body
Points” in the Hero section.

A figure who is able to pray may do so by rolling 2D6 and consulting the relevant Prayer Card

33
The Monster Turn

After all four Heroes have completed their move and their actions, it is Zargon’s turn. They may move all
Monsters currently on the board. Like Heroes, Monsters may Move and perform an Action, or may perform
an Action THEN Move. A Monster cannot Move, perform an Action, then continue moving (unless it has
the nimble skill, eg Goblins). Monsters do not spring hidden Traps. Their movement allowance is specified
on their Monster card or in the Monster chart. Monsters do not need to move the entire distance specified
as their Movement allowance.

Zargon may play event cards whenever they choose to.

The Monster actions:


Attack a Hero in an adjacent square in hand-to-hand combat, or shoot with a ranged weapon
Cast a spell

A Monster may attack an adjacent Hero. A Monster’s attacking ability reflects the Monster’s natural
combat prowess and any weapon they may be carrying.

To carry out an Attack, the Monster rolls the coloured combat dice shown in its profile. Each skull is
considered a hit, and the Hero rolls the appropriate number of Combat Dice in defence. If the number of
skulls rolled in Attack by the Monster exceeds the number of shields rolled by the Hero in defence, that
is the number of BP the Hero loses.

EXAMPLE
Runtzong, an Orc with an Attack of , charges straight into Bullkald the Grim, a Barbarian
wearing chainmail who defends with . Grawshank strikes well and rolls ─ ─ │ . Bullkald,
however, wasn’t anticipating the attack; he only rolled one ━ on his three dice. Therefore Bullkald loses
1BP.

Each Attack is worked out separately, so a Hero attacked by three Skeletons would roll three separate
Defence rolls.

A Large Monster, one whose base takes up more than one square, can Attack anyone in an adjacent
square, including behind and diagonally.

34
Monsters get allocated Spells in the same way as Heroes before the Quest. Each Monster’s allocation is
specified in the Quest Notes. A Monster can only cast a Spell on a Hero in their line of sight. A Monster can
only cast one Spell per turn.

A Spell is only active if the Monster that Cast the Spell is alive. If a Monster casts a Spell and is then killed
on the Heroes’ turn; the Spell stops working immediately.

If a Hero is affected by the Werewolf’s Curse Spell or is injured by an Attack by a Werewolf, the Hero
becomes a Werewolf themselves and is cursed to switch between Hero and Wolf form. At the start of every
turn, the Hero must roll 2D6. On the roll of 2-9 the Hero remains in Hero form and can act normally. On
the roll of 10-12 the Hero transforms into a Werewolf and is controlled by Zargon for 1 turn. When a Hero
transforms into a Werewolf, replace the figure with either a Wolf tile or figure. All of the Hero’s possessions
are left in the square they were in when they transformed. Place a Weapon Pack tile in the square to
represent the Hero’s former possessions. The Weapon Pack tile remains in the square until the Hero
returns to pick up their possessions. The Wolf is a true Monster, with none of the Hero’s abilities and all
the abilities of Monsters, eg they cannot open doors, are unaffected by Traps etc. At the end of Zargon’s
turn, the Wolf transforms back into the Hero and returns to the player’s control. The Hero figure replaces
the Wolf tile/figure. The Hero must roll for their transformation each turn until they are cured by drinking
a Wolfsbane Potion, or a Potion of Restoration from the Alchemist’s Shop.

If all the Monsters of a particular type are already on the board and Zargon needs to place another one, a
similar alternative should be used. If a Quest Map calls for a type of of Mercenary that is not available
because they’ve all been hired by the Heroes, Zargon should substitute a different type of Mercenary first,
but none are left, Zargon may use another Monster altogether.

35
MERCENARIES

Once a Hero has become a Champion and their deeds are exalted in taverns and around camp fires all
over the land, they will want a band of followers to aid them in even greater feats of heroism. Such people
are found in towns and cities all around. Many are willing to follow a great Champion and fight as long as
they are paid. There are four types of Mercenaries. Each has their own strengths and weaknesses, and
each have their own price.

Prior to any new Quest, a Hero may recruit up to 4 Mercenaries. The price that the Hero has to pay for
recruiting the Mercenary, and the subsequent retaining fee is listed on the corresponding Mercenary
Card.

The Mercenary will fight for the Hero until the Mercenary has been defeated. At the end of each quest, the
Hero has to pay an additional retaining fee in order to keep the Mercenary in service, otherwise the
Mercenary will leave and will need to be recruited again for the full starting price. For each recruited
Mercenary the player takes the appropriate Mercenary card.

A player whose Hero has been killed may choose to fight on with their Mercenaries. If they decide not to,
they must remove the Mercenaries from the board immediately. This represents the Mercenaries leaving
the Dungeon; they have been paid yet there is nobody there to ensure they carry out their job!

One a player has hired Mercenaries, they must use them in the next Quest. Each player begins the Quest
by placing all of their figures on the stairway tile or any adjacent squares. They then take their turn before
the next player sets up.

Mercenaries function in the same way as Heroes. However if they are first into a room, they must search
the room. They always find Treasure first, and any Treasure that is discovered is kept by the Mercenary.
They may not use any Artifacts or Treasure Card items; they are to be sold later for gold! Only scouts may
search for and disarm traps.

36
Appendix 1 - Doors

Name Symbol Description

A typical door found in a Dungeon, made of heavy oak


or other wood. The door starts closed and can be
Regular Door
opened by the Heroes. Opening the door doesn’t count
as an action

Iron This iron door is placed on the edge of the board in


Entrance many of the Quests. Heroes line up outside the door to
Door begin the Quests

A regular door that can be used to exit the Dungeon. It is


Wooden Exit placed on the board only when it becomes visible and is
Door usually opened in the same way as a regular door,
unless specified otherwise in the Quest notes

Figures can see through the bars of the portcullis but


can’t move through it. If the Heroes do not have a brass
Portcullis key to open it, a Hero must roll fewer than their Body
Points on 2D6 to force the portcullis open. This attempt
counts as an action

This iron door indicates both the entrance and exit of


Double Duty the Quest. It is treated initially like an Iron Entrance
Doors Door. Once opened, it remains open and will be open
for the exit of the Quest

Stone Doorways are large slabs of rock which must be


Stone pushed out of the way using brute force before the Hero
Doorway can pass. To open one of these doors, a Hero must pass
a strength test

37
Appendix 2 - Traps

Once a pit trap is sprung and a pit trap tile is placed on the board, the trap cannot be disarmed or
removed. You may attempt to jump over it.

A pit trap is a covered hole in the floor. If the trap is found during a search, Zargon will say that
the floor looks weak and will point to the square where the trap is located. Zargon will NOT put
a pit trap tile on the gameboard at this time. It has not yet been sprung. Once a pit trap is
discovered, a Hero may be able to jump the trap, or on their next turn, disarm the trap.

If a Hero doesn’t Search for traps and moves into the Pit Trap square, they automatically spring the Trap.
Zargon will inform the player in an appropriate way, for example, “your foot fells the ground move away
beneath, and your Hero stumbles forwards as the floor caves way. They land in a crumpled heap at the
bottom of the pit”.

Zargon will then put a Pit Trap tile on the square under the Hero figure, and inform the Player how many
Body Points the Hero has lost. This is usually 1BP. This ends that Hero’s turn.

Long Pit Traps are like normal Pit Traps except they take two spaces on the board instead
of one.

If a Hero springs a Long Pit Trap, Zargon puts the Long Pit Trap tile on the board, and the Hero loses 2 BP.
This ends the hero’s turn.

For the hero to climb out of the Long Pit they must roll 1D6 before they Move. On the roll of a 5+ they can
move out of the Long Pit successfully. Moving out of the Long Pit uses up 3 squares of the Move. They do
not suffer any BP of damage failing to climb out of a Long Pit.

The Pit of Darkness Trap works the same way as a normal Pit Trap with the following exceptions.
The pit of darkness is terrifyingly huge. A hero falling into a Pit of Darkness plunges a long way
down onto a hard floor, their scream receding into the blackness below. Once they fall, a hero
will suffer damage depending on how much armour they are wearing. Zargon will place a Pit of Darkness
Tile under the square the Hero is standing in. Those wearing plate armour roll . Those wearing
lighter metal armour, such as chainmail, roll . Those with just leather armour, or unarmoured roll
. For each ─ rolled, they lose 1BP. Climbing out of a pit of darkness is difficult. The hero needs to pass
a strength OR a mind test – they either clasp both sides of the pit and climb out using their strength, or
use their mind to think of a solution, either foraging to create some twine, using some clothing for a rope,
or finding loose grips on the rock. Once that test is passed, it takes 6 squares of movement to climb out
38
of the pit. The Hero rolls 2D6 to see if they have enough movement. If either of the two (strength/mind
test, or the 2D6 move roll) is unsuccessful, it is assumed the attempt to climb out went wrong. The Hero
rolls . On the roll of a ─ they lose 1BP as they fall.

Once in a pit, A Hero may search for treasure or secret doors as if it were a separate room unto itself. They
may also attack and defend, but must roll one fewer Combat Dice when doing so. This applies to Monsters
as well. A character will always roll at least their Base Attack and Defence.

A Hero may move out of a Pit in their next turn normally, however climbing out of the Pit requires 3
squares of movement.

Heroes beware! Falling Block traps are very dangerous. Stepping on once may trigger the ceiling
to collapse. If such a trap is found during a search, Zargon will say that the ceiling looks
dangerous and will point to the square where the trap is located. Zargon will NOT put a falling block trap
tile on the gameboard at this time. It has not yet been sprung. Once an unsprung falling block trap is
discovered, a Hero may attempt to jump the trap or may later try to disarm it on their next turn. If a Hero
does not search for traps and moves onto a falling block trap square, they spring the trap. If you move
onto a falling block trap square, Zargon will stop you by saying, “You’ve just sprung a falling block trap!
The ceiling is caving in! Look out!”

Zargon will then put a falling block trap tile on the square, under your Hero figure.

Note: Once a falling block trap has been sprung and put on the board, it cannot be disarmed or jumped.

Zargon will then give you to roll. For each ─ rolled, lose 1BP. You must now make a decision.
You can either move ahead or move back to an empty space. Remember, the trap space is now a
permanent block in the game. Your decision is a critical one. You could become trapped forever, or you
could be cut off from the rest of the Heroes. Move to the space you have decided upon. This ends your
turn.

A spear trap is carefully hidden. If found during a search, Zargon will say that the square looks
suspicious and will point to the square where the trap is located. Once a spear trap is discovered,
a Hero may attempt to jump the trap or disarm it. As a Hero, when you Step onto a spear trap square,
you automatically spring the trap. This causes a spear to thrust out of the wall, floor or ceiling.

When moving onto a spear trap square, you must roll . If you roll a ─, you suffer 1BP of damage. This
ends your turn. If you roll either a │ or a ━, you have dodged out of the way of the spear. You may then
continue with your move. The spear trap is now gone forever and the square can be moved onto safely.

39
This deadly spear of ice clings to the ceiling of ice caverns. Unless searched for and disarmed, the
stalactite falls on the first Hero to move into the trap square.

If you move onto a stalactite trap square, Zargon will stop you by saying “You have just been struck by a
falling stalactite”. Zargon will tell you that you suffered 1BP of damage. This ends your turn. The stalactite
trap is now gone forever and the square can be moved into safely.

This trap is tripped when a character lands on a space marked with a solid blade symbol. A
huge blade swings down from the ceiling striking any Hero in any one of the spaces marked
with a solid or outlined blade symbol.

Springing a swinging blade trap: Roll . For each ─ rolled, you suffer 1BP of damage. You may NOT
roll to defend. The swinging blade trap is now gone forever and the square can be moved onto safely.

A swinging blade trap can only be detected by a search in the room or corridor containing the solid blade
symbol.

In the diagram, the Elf moves five spaces and lands on the outline blade space. They do not set off the
trap. However the Barbarian moves four spaces and lands on the solid blade space. This sets off the trap.
The blade swings down attacking both the Elf and Barbarian with .

In the diagram above, the Elf moves five spaces and lands on the outline blade space. They do not set off
the trap. However the Barbarian moves four spaces and lands on the solid blade space. This sets off the
trap. The blade swings down attacking both the Elf and Barbarian with

40
These monsters sneak up or pop out of an unsuspecting place waiting to ambush the heroes.
Wandering Monster traps are so well concealed that they are not detected when a hero searches
for traps.

When Heroes move onto a Wandering Monster Trap square, Zargon must tell the Heroes to stop on the
square marked with the Wandering Monster Trap symbol. The monster(s) listed for that Quest appear on
any square(s) adjacent to the Hero, or as close as possible. The monsters immediately attack, which the
Heroes can defend against. If the Hero has not already taken an action that turn, they may do so after
they defend. Each Wandering Monster Trap is activated only once.

There are no Wandering Monster Trap tiles; Wandering Monster Traps are always marked light green in
the Quest Map.

Magical Traps cannot be found by searching. They can only be disarmed with certain spells. Magical Traps
may only be activated once. As soon as a Magical Trap has been activated, Heroes move safely through
that room or corridor.

When a Hero enters a room containing a Fireburst Trap, place a Fireburst token in the centre of
the room. This will remain in place until the beginning of Zargon’s next turn, when it will explode.
It causes damage which the heroes defend against normally. It may only be disarmed with a
Tempest or other water-based spell.

This trap must be set in a corridor. Once a hero passes the spot marked with the “X”, a
hurricane rushes down the corridor marked with the hurricane symbol. All figures in the
corridor will move 8 squares away directly from the hurricane until they hit a wall, another figure, set off
a trap, or encounter another impassable feature.

Any Hero who steps on a square marked with “A” will instantly be teleported to the square
marked “B”. Stepping on “B” has no effect. Once a Hero is teleported, they are
disorientated and their turn ends immediately.

A chest/furniture trap can be a variety of things including poisonous gas, poisonous needles, an explosive
latch, a shooting dart, etc. Opening a treasure chest counts as a Loot Action and requires a tool kit. Roll
1D6, on a roll of 4+ the chest is successfully disarmed, otherwise it is forced open and any traps go off.
41
Appendix 3 – Hazards

When travelling TO adventures, the Heroes prepare the route in advance and have all the help they need.
The travel at a safe time, perhaps with local guides, to ensure safe passage.

Travelling back FROM adventures is much more risky: They don’t have their guides, their presence
attracts attention (perhaps their belongings at the entrance have given them away), they have been
questing for often a long time, and sometimes emerge in an entirely different location.

Therefore when travelling FROM adventures, the Heroes must check for Travelling Hazards:

1. Check the number of weeks travel to the nearest settlements by rolling and consulting
the table below:

Village 1+│
Town 2+━
City 3+─

Example
Rolling ─ ─ │ indicates the nearst village is 2 weeks’ travel away, the nearest town is also 2 weeks away,
whilst the nearest city is 5 weeks away

2. Roll once on the Hazards table for each week travelling the Heroes undertake to go to their
chosen settlement. To do so, roll a D100, by rolling one D10 to represent the tens and another to
represent the units.

42
The Warriors come across a burning wagon in a forest clearing. Roll 1D6 for each Warrior. The Warrior
with the highest score recognises the dying travellers as their blood kin. One of them is able to tell the
Warriors who perpetrated the massacre. Roll 1D6:
1 Goblins 4 Fimir
2 Skaven 5 Chaos Warriors
3 Orcs 6 Zombies
From now on, the Warrior whose kin have been slaughtered Hates this type of Monster. Note this down
on their Adventure Record sheet. They gain the Charge skill when charging against this type of Monster.
They therefore roll all black Combat Dice in the first round of Combat if charging.

During the night a fire rages through the camp. The intensity of the blaze is such that it may turn the
Warriors' gold to lumps of molten metal. Roll 1D6 for each Warrior and consult the following table:
1 Your Warrior's gold is melted beyond recognition. It is now only worth half its original value.
2-5 Luckily, your Warrior's gold wasn't affected and they are still as wealthy, or as poor, as they were
before the fire!
6 Your Warrior's gold is intact! In addition, as they scrabble in the blackened earth to retrieve their
fortune, they find a long-buried gemstone worth 1D6 x 50 gold!

The Warriors see a small chapel. If you wish, your Warrior may spend some time in prayer to their gods.
After your Warrior spends 20 gold in offerings you may roll 1D6 on the following table:
1-3 The gods aren't listening, and ignore your Warrior
4-6 Your Warrior has +1 BP during the next adventure

The ground opens up in front of the Warriors, creating an impassable chasm many miles long. The
Warriors have three choices:
a) Abandon any hope they have of reaching a settlement, in which case they must go straight into the
next adventure
b) Go back to the caves they just left and start their journey again from scratch taking a different
route. Their return journey is one week shorter, due to knowing the route.
c) Use any length of rope that they have to cross the chasm. If they cross the chasm with a rope, they
must discard the rope once they have safely reached the other side. In addition roll 1D6 for each item
carried by the warrior. On the roll of a 1 it falls down into the chasm and is lost forever!

43
The Warriors meet a stranger who asks where they are heading. After being told, he says that he too is
going that way, knows a shortcut, and will pay each Warrior 20 gold to let him join them. After all, he
explains, there is safety in numbers. The Warriors must let him join them. Roll 1D6 on the following table:
1-3 The stranger does not know the way and the party is soon lost. Add 1D6 weeks to the length of
the journey. He is apologetic, however, and when the Warriors finally arrive, he pays each of them 20
gold as promised
4-5 The stranger's short cut turns out to be no quicker. Upon reaching civilisation, he pays the
Warriors 20 gold each
6 The stranger does know the way well, knocking a week off the Warriors' journey time. Upon arrival
at their destination, he gratefully pays each Warrior the 20 gold as promised

The Warriors are stopped by a pedlar, a strange-looking individual wearing brightly coloured rags and
carrying a number of wicker baskets in which he keeps his wares. He capers from side to side, playing a
piping tune on a reedy flute. The Warriors may buy things from him:
• Healing Potion. 50 gold. Heals 1D6 Wounds. One use
• Lucky Charm. 50 gold. A Warrior wearing this may re-roll any single dice roll once per adventure
• Bronze Wristbands. 30 gold. A Warrior wearing these may ignore 1 Wound during any single
combat. One use, then they are broken
• Trinkets. 10 gold. If on the Warriors' travels anyone demands gold from them for any reason
they can try and give them these trinkets instead. Roll 1D6. On a score of 1, 2 or 3 they refuse
the trinkets and insist on being given the gold. On a score of 4, 5 or 6 they accept the trinkets
instead of the gold

Each Warrior may buy a maximum of one of each item, except trinkets, of which they may buy up to six.
Once the Warriors have made their purchases, the pedlar vanishes into the woods. Now roll 1D6 for eac h
object the Warriors have bought. If the result is a 1, that item is shoddily made and is useless. The Warrior
has been conned and must discard the item immediately

The Warriors are hit by a tornado. The ferocity of the storm rips at the crumbling cliff path, attempting to
pluck the Warriors from safety. Roll 1D6 for each Warrior. Look up the lowest number rolled on the
following table to determine what happened to the Warrior with that score. If two or more Warriors have
the same score, re-roll those dice until the victim of the tornado is determined.
1 - The tornado throws your Warrior into a gaping ravine, breaking their legs. They must be carried to
safety by the other Warriors, adding one week to the journey time. As soon as the party arrives at its
destination, the Warrior must pay 100 gold to be healed. If they cannot afford it, the healer takes all
of their gold plus one random item as payment. In any event, the best the healer can do is make your
Warrior able to walk; they cannot restore them to full mobility. Your Warrior receives -2 movement
next adventure
2 Hanging from the ledge by their fingertips, the only way your Warrior manages to stay on is by
letting their gold drop into the chasm. Your Warrior loses 5D6 x 10 gold. If they don’t have that much
they lose all their gold
3-6 Your Warrior holds on, but their weapon is plucked from their grasp. Discard one random weapon

44
The Warriors arrive at a large town in the grip of the plague. All roads, bar the one the Warriors entered
by, are blocked. The Warriors' journey is over, and they must now either go straight onto the next
adventure or stop and spend some time in the town. If you enter, roll 1D6 on the following table:
1 Your Warrior contracts the plague. Their maximum BP is reduced by 1 for the next adventure. They
also receive the Damaged Organs injury. Take the appropriate Injury Card
2 Your Warrior contracts the plague. Their maximum BP is reduced by 1 for the next adventure, and
they begin the adventure with two poison counters
3-6 Your Warrior remains unaffected by the plague - for now!

As the Warriors approach the crest of a hill, they hear the noise of armed men approaching. Taking cover,
they watch as a band of swarthy mercenaries troops by, dragging a wealthy-looking man behind them.
The Warriors can either fight the mercenaries and free the prisoner, or let them pass unhindered. If the
Warriors attack the mercenaries, roll 1D6 on the following table.
1-2 The mercenaries drive the Warriors off, taking some of their gold. Each Warrior loses 1D6 x 10 gold
3-4 The Warriors kill the mercenaries after a long struggle, but not quickly enough to prevent them
slaughtering the prisoner. The Warriors each find 20 gold if they search the bodies of the fallen
5-6 The Warriors best the mercenaries in a fierce fight, and free the prisoner. He cannot travel very
fast, and if the Warriors take him with them he adds one week to their journey time. Upon arriving at
their destination, he gives each Warrior 40 gold for rescuing him

The Warriors arrive in a small hamlet as a local festival is in full swing, and they are invited to stay a s
guests. They are wined and fed to excess, and have a most enjoyable evening. Waking up the next
morning, they feel it is only fair to offer payment for the hospitality that the villagers have offered. Roll
1D6 for each Warrior. The Warrior with the lowest score has to pay the villagers 1D6 x 20 gold. If two or
more Warriors score equally low, they must roll off until only one player is left to foot the bill!

45
On the Warriors' travels, they pass through lands cursed by famine and drought. Proving themselves
Warriors worth of acclaim, each Warrior gives the poverty stricken peasants a proportion of their gold.
Roll 1D6 for each Warrior on the following table:
1-2 Your Warrior gives any one piece of Equipment to the peasants
3 Your Warrior gives 100 gold to the poor
4-5 Your Warrior gives 1D6 x 10 gold to the poor
6 Touched by your kindness and concern, the village elder brings a carefully wrapped sword out of
his house, presenting it to your Warrior in exchange for 1D6 x 50 gold. The magical blade is a Sword
of Sharpness, a Broadsword with the Deathblow ability (each time it wounds a Monster, it does an
additional 1BP damage). Take a Broadsword from the Equipment deck. However, the sword can
never be sold, as any attempt to get rid of it results in it mysteriously finding its way back to the
village. If more than one player rolls a 6, who gets the sword and roll again for the other Warriors

The Warriors' journey is over, but the Settlement that they were heading for turns out to be wrongly
marked on the map, and is little more than a farmouse. The Warriors may stay there anyway to heal and
rest, restoring themselves to full BP and MP, but there is no possibility of buying any Equipment or visiting
a tavern. If they wish to visit another Settlement, they need to roll for travelling distances again.

The Warriors come across a deep pool of freezing water on top of a mountain. Its surface is like a mirror,
with shifting images drifting across its still, icy surface. As the Warriors gaze into the chill waters, they see
twisted reflections of themselves, fighting for their lives against hideous Monsters. Roll 1D6 on the
following table for each Warrior:
1-3 Although he can see these reflections, the Warrior cannot make any sense of them
4-6 The Warrior realises that they are being granted a vision of the future! At any time during the next
dungeon, they may ignore any one blow that would otherwise hit them. The Warrior recognises the
blow before it hits home as the vision from the pool, and dodges away just in time. Note this on the
Character sheet, crossing it off when used

As the Warriors are setting up camp on the top of a hill, a storm gathers above them. The sky blackens
and grows dim, and thunder rolls. The next instant a lightning bolt streaks from the sky, hitting one of the
Warriors on the head. Roll 1D6 for each Warrior. The Warrior with the lowest score is hit by lightning,
melting their armour. They lose two random pieces of metal armour (a shield and a helmet, for instance).
If the Warrior doesn't have two items of metal armour, the armour they do wear is melted, and the
lightning bolt sets their clothes alight too - they arrives in the next Settlement in tattered, charred rags
and must therefore spend 50 gold to buy new clothes!

46
After a few days' travel, the Warriors admit to themselves that they are absolutely lost. They are about to
give up the journey completely when they notice smoke curling into the sky a few miles away. A couple
of hours later, the Warriors discover the source of the smoke - a small village not marked on their map.
Here they are told that the nearest town is another six weeks' travel. The Warriors can either carry on to
the town, or end their journey now and see what they can buy here. If they do, roll for a village at random

The weather has been bad recently, and the land for miles around has flooded, creating an impassable
lake. The Warriors can either abandon any hope they have of reaching their destination, in which case
they must go straight into the next adventure, or pay 20 gold each to a ferryman to take them across the
obstruction. If they choose to go straight to their next adventure, they must roll 1D3 to determine how
many weeks away it is. In any event, they heal one more MP and BP each as they make a camp in the
wilderness.

The Warriors come across a village hit by a storm. The villagers are trying to rebuild their homes, and
would greatly appreciate the Warriors' help. The heroic Warriors cannot refuse their pleas, and stay and
help them for one week. They are able to rest and replenish before the next adventure, but the ruined
village has no opportunity for buying Equipment or visiting a tavern. The Warriors cannot afford to lose
any more time and must head to their next adventure immediately

The road splits into two before the Warriors. One road leads to their chosen destination, but from their
map it is impossible to tell which. Do they take the left fork or the right fork? Once the players have agreed
which road the Warriors take, roll 1D6 on the following table:
1-3 The Warriors chose the correct path and may continue on their journey
4-6 The Warriors took the wrong route and end up at a small village, finishing their journey
prematurely. Roll for a village as the Warrior’s Settlement, after which they must start their next
adventure

47
As the Warriors travel through a particularly dark glade in a gloomy forest, they are ambushed by Forest
Goblins riding Giant Spiders! Leaping from the shadows, they threaten to overwhelm the hardy Warriors
by sheer weight of numbers. Roll 1D6 for each Warrior on the following table:
1 Knocked out by a sneaky blow from behind, your Warrior awakes to find one of their weapons
(determine randomly) and 2D6 x 100 gold stolen
2 Knocked out by a sneaky blow from behind, your Warrior awakes to find 2D6 x 100 gold stolen
3 Knocked out by a sneaky blow from behind, your Warrior awakes to find one item of equipment
stolen (determine randomly)
4 Fighting a glorious battle, your Warrior kills many Forest Goblins and gains 1D6 x 10 gold
5 Fighting a glorious battle, your Warrior kills many Forest Goblins and gains 1D6 x 50 gold
6 Fighting a glorious battle, your Warrior kills many Forest Goblins and a Giant Spider. They gain 1D6
x 100 gold and a Heroic Brew potion, as well as 3 x Venom Antidote concocted from the spider venom

A blizzard howls across the land, swathing all in white. Unprepared, the Warriors are trapped in a bitterly
cold landscape where visibility is reduced to a few yards and movement is almost impossible through the
banked drifts of snow. The Warriors abandon all hope of reaching a town or city, and take refuge in the
nearest village, cutting their journey short. The only place with a good fire is the tavern. Spending so long
there, the Warriors must make at least two rolls on the Tavern table. They may buy equipment as normal,
but given the blizzard, prices are increased by 25%. After the blizzard abates, the Warriors must go
straight to their next adventure to avoid losing more time.

After many days' travel through thick undergrowth, barely able to see the sun, the Warriors emerge into
a gloomy clearing. In front of them is a cave entrance into a craggy rock face. After a moment's study,
they recognise it as the very exit by which they left the dungeon! The Warriors have managed to work
their way back to where they started and must now set off afresh!

As the Warriors trek through a dark ravine, there is a dull rumbling above them. A few seconds later a
shower of rocks and boulders comes crashing down, blocking their route completely. Although they can
still complete their journey without losing any time, they must employ local labourers to clear a path,
costing each Warrior 1D6 x 20 gold. Otherwise, they are delayed to the adventure, allowing Zargon more
time to prepare. During the next adventure, Zargon may have an extra D6 Orcs, which can be placed in
any room

48
Walking along the road, you see weary peasants point at you and smile. Your fame precedes you, and
word speads of your whereabouts. From now on, your settlement costs are doubled due to your notoriety
as a group of brave, rich, warriors!

The lead wagon of a convoy pulls up alongside the Warriors. The driver says that he is heading for the
same destination as they are, and if each Warrior pays him 5 gold they can hitch a lift, saving them one
week's travelling time

The Warriors see smoke curling above the trees, and within a few minutes reach the crest of a hill
overlooking a small settlement. As they get closer, a group of armed men on horseback approach. They
are the town militia and are very wary of strangers. They refuse to let the Warriors stay at the Settlement,
but for a payment of 10 gold each will allow them to pass through . If the Warriors refuse to pay, they must
go around the village and the surrounding fields, adding one week to their journey

As the Warriors reach the outskirts of a small Settlement, they are set upon by brigands demanding gold.
They outnumber the Warriors, but seem wary of their superior arms and armour. The Warriors have a
choice: they can either pay the brigands or fight them. If the Warriors decide to pay the brigands, each
Warrior must give up 1D6 x 20 gold. If the Warriors fight the brigands, roll 1D6 for each Warrior and add
them together. This is the total number of brigands that the Warriors are fighting. Then roll another 1D6
for each Warrior and add them together. Any Barbarians or Dwarfs roll a D10 instead. This is the total
number of brigands that the Warriors manage to kill. If there are any brigands left alive after this, then
they overpower the Warriors, steal 1D6 x 50 gold from each of them, and disappear into the shadows

49
A travelling minstrel joins the Warriors for the rest of their journey. When they reach the gates of the
settlement they are travelling to, he begins to play and sing, convinced that he will earn them all free
entry to the settlement. Roll 1D6 on the following table when the Warriors reach their destination:
1 The minstrel's playing is awful, and the Warriors are forbidden to enter the settlement. They must
go straight into the next adventure or roll for the next settlement – roll for travelling time again
2-5 No one is particularly impressed, but a few inhabitants give the minstrel some gold. The Warriors
meanwhile, are free to enter the settlement as usual
6 The minstrel's song is so rousing that the inhabitants of the Settlement shower gold upon you. Each
Warrior gains 1D6 x 10 gold

Roll 1D6 for each Warrior. The Warrior with the lowest score trips over a log and breaks their ankle. How
embarrassing! Dragging them along slows the party down, adding two weeks to the journey. When the
Warriors reach a Settlement, it costs the injured Warrior 30 gold to have their ankle patched up. They
receive -1 movement for the next adventure

The sun shines over fields of golden wheat, and all is well with the world. Having walked for many miles
and many days over bleak and inhospitable realms, the Warriors decide to take it easy and enjoy the
scenery, adding one week to their journey

A storm hits the Warriors' camp, blowing away their tents and equipment in a torrential rainstorm. Each
Warrior loses one random item

In a quiet forest path, the Warriors come across an old travelling pedlar selling potions. Shuffle the Potion
deck and draw the top six cards. Your party may purchase these for half the listed price

50
Deep in a gloomy ravine the Warriors come across the entrance to a dark cave. Inside it dwells a twisted,
ugly hag who claims to be a witch. She tries to convicne each Warrior to drink a potion. Each Warrior takes
a mind test; any who fail decide to pay 1D6 x 10 gold to get a single potion, and must drink it immediately.
Roll 1D6 on the following table:
1-2 Your Warrior falls unconscious, writhing in agony as fire burns insde. When they awake they feel
strangely weak. They receive -1BP to their maximum characteristic for the duration of the next
adventure
2-4 The potion warms your Warrior to the core. They gain +1 movement for the next adventure
5-6 A powerful heat surges through your Warrior, and they feel energy coursing through muscles and
veins. Receive +1BP to their starting characteristic during the next adventure

The Warriors come across an enormous swamp blocking their path. They can either take the road back
and an alternative route around it, adding one week’s travel, or attempt to wade through. If they do, roll
1D6:
1 As the Warriors wade through marsh waters, swamp tentacles make a grab for a Warrior’s leg! They
manage to fend them off, but lose some items in the process. Each Warrior loses one random piece of
Equipment
2 They make their way across, but any Leather Boots, Animal Hide, or Leather Armour are ruined and
must be discarded
3 As they cross the swamp, the level rises until only their heads are above water. Not wishing to go any
further, they turn back and go via an alternate route. Add 1 week travel time to the next settlement
4-5 The Warriors safely make it across. However at the next settlement, their living expenses are doubled
due to their unsavoury appearance
6 The Warrior cross the swamp with no ill effects

The party has stumbled into a orc battle camp. Fires can be seen in the valley below. The Warriors can
either turn back, adding one week travel to go around the camp, or attempt to sneak past. If they do, roll
1D6:
1 A scouting party of Orcs notices the Warriors, alerting the whole army. Select one Warrior to take a
Mind Test. If they pass, the Orcs briefly imprison the Warriors, then let them go after the call to battle
is heard. If they fail, they attack the Warriors. Although they are beaten off, roll 1D6 for each Warrior.
On a roll of a 1 they are injured. Draw an Injury Card at random; on a roll of a 2 they have one random
piece of Equipment stolen. On a roll of 3+ they escape unscathed
2-4 You manage to sneak past the camp
5-6 Select one Warrior to take a Mind Test. If they are successful, the Warriors learn enough about the
Orc army to provide useful information for the local garrison. If the next settlement you visit is a Town
or a City, you receive 100 gold by way of gratitude

51
The Warriors discover a small cave leading into the earth. If they investigate, roll 1D6:
1 As the Warriors descend, the tunnel collapses on to them. Roll 1D6 for each Warrior. On a roll of a 1
they receive a random Injury. Draw an Injury Card
2 The room is a Minotaur’s lair. They succeed in defeating the Minotaur, but not without ill effects.
Roll 1D6 for each Warrior. On a roll of 1-2 they start the next adventure -1BP to their maximum
characteristic
4 The tunnel empties into an alcove too small for any Warriors to fit through. They can not get into
the cavern beyond
5 The tunnel ends in a large cavern, with small piles of treasure everywhere. Each Warrior gains
1D6x10 gold
6 On a pedestal at the end of the tunnel is a magic item, the Bow of Kurnuos. It is an ancient longbow,
however it has the Deathblow ability (if the weapon deals damage, in addition it causes +1BP
damage). Take a Longbow card from the Equipment deck to represent the Bow of Kurnous. Make a
note of this bow on the Character Sheet.

The Warriors come across an empty thatched cottage. It is a perfect place for healing wounds and resting.
They may recover fully here and immediately proceed to the next adventure, or continue to their
intended Settlement

The Warriors encounter a patch of strange herbs. The Elf recognises them as special healing herbs, and
manages to collect 1D6 flowers before an irate farmer chases everyone away. Each herb heals 3 Wounds.
Administering a herb counts as an action. If your party contains no Elves the herbs mean nothing to them,
and they leave them alone

An earthquake has left this area forsaken and desecrated, providing a perfect breeding ground for
monsters. The Warriors can either add 1 week of travel to avoid this place, or travel through. On travelling
through, roll 1D6. A 1 or 2 means the Warriors are set upon by hungry Giants! Each Warrior rolls 1D6. On
a roll of a 1, the Warrior is caught by the giants and is picked up! Roll 1D6 to see what happens to them:
1 They are eaten. Their adventuring days are over!
2 They escape, but not without injury. Draw an Injury Card at random
3 They are kept as pets. Hungry and tired, they manage to escape but lose D3 random items
4-5 They wriggle free as they are being picked up, but due to the fall their leg is injured. They receive
-2 movement during the next adventure
6 They manage to escape the giants, and what’s more, they relieve the giants of some objects left by
previous adenturers! Draw two Equipment cards at random

52
A runner greets the Warriors. He is puffed out, and warns the Warriors of an impending attack by Chaos
Beastmen. The Warriors must take this message to their next destination. If they are involved in a battle
(of any kind) before they reach the next city, the message is forgotten. Upon their arrival, roll 1D6. A roll
of 1 or 2 means the Beastmen have destroyed the settlement, and the Warriors must go straight into their
next adventure. It’s probably safer inside than out in the wilderness with vicious hordes of Beastmen! If
no battle ensues, the Warriors take the warning to their destination. On arrival, each Warrior is granted
50 Gold pieces for warning the settlement of the attack. The messenger then salutes and runs into the
forest, taking his message to other towns and villages

Standing before the Warriors are two huge pillars, each engraved with a huge serpent. A mystical aura
emanates from their base. The Serpent Pillars seem to be the remains of a lost civilisation. The Warriors can
pass through the Pillars or avoid them. If they choose to pass through the pillars roll 1D6:
1 The Warriors find themselves in an ancient ruined city, populated only by Monsters. They are surrounded
by a pack of Chaos Hounds. They manage to defeat them, but not without loss. Roll 1D6 for each Warrior.
On a roll of a 1 they are injured. Draw an Injury Card
2 The Warriors pass through a stronghold of Chaos. Alerting Zargon to the progress of their journey, Zargon
sends more Chaos Monsters into the next dungeon. During the next adventure, Zargon may add D6 Chaos
Warriors to the Monsters in the dungeon. They may be added to the Quest Map in any location
3-4 The heroes are overcome by the tragedy of seeing a fallen civilisation. The desolation causes them to
despair about the future. Each Warrior starts the next adventure with -1MP
5 The Warriors find a cache of gold! They receive 3D6x10 gold
6 – The Warriors find an old mausoleum with heavy doors. One Warrior can take a Strength Test to see if
they can shift the stone. If they pass, the stone is shifted. Lying inside is the resting place of an ancient
hero, along with their sword. The warriors can take a Greatsword from the Equipment deck! However it
carrries a curse; every time it rolls │ in Attack, it doesn’t strike the target but a random adjacent figure,
including heroes!

The path ahead is narrow and on the edge of a steep cliff. Roll 1D6 for each Warrior. On a roll of a 1, they lose
one random piece of Equipment; on a roll of a 2 they spill some gold, losing 2D6x10 gold

53
The warriors come across the ruins of an old castle. If they choose to explore the ruins, roll 1D6:
1 The warriors encounter a group of Chaos Monsters using the castle as their refuge. After a scuffle, one
random Warrior twists their ankle on the loose rocks. They receive -1 movement next adventure
2 The ruined castle spooks the Warriors. Roll 1D6 for each Warrior, on a roll of a 1 they start the next
adventure with -1MP
3 One random Warrior is attacked by a harpy descending from the ruins. They start next adventure with -
1BP
4 The warriors discover an old stash of weapons! Draw three Equipment Cards at random. For each piece
of equipment they decide to take, the Warriors roll 1D6. On a 1-3 it is damaged and unusable
5-6 The warriors discover an ancient treasure horde! They find a random Spell Scroll, a random Potion,
and a gem they can trade in the next city worth 100 gold

The Warriors’ path takes them through some rocky crags, delaying their journey. Roll 1D6:
1-3 A tough slog through rough terrain: double your settlement expenses for the next destination as you
need more time to purchase essential items and recover prior to the next adventure
4-6 You are led out by a Barbarian. Each Warrior rolls 1D6, on a roll of a 6, they are taught a skill by the
Barbarian. Choose randomly by rolling 1D6:
1 - Double Strike
2 - Duckback
3 - Dodge and Trip
4 - Gladiator
5 – Bellow
6 – Roundhouse

In the darkness of the night, many yellow eyes watch from dark holes in the forest. Night Goblin Archers
launch a volley of arrows towards the Warriors. Each Warrior rolls 1D6. On a roll of a 1, the arrow was
poisoned, sapping their strength. They must swap one Combat Die with a next adventure

The Warriors arrive at a gushing stream of crystal blue water. If they choose to bathe in it, roll 1D6 for each
Warrior. They each heal that many BP and MP combined, split however they choose. On a roll of a 6, they
absorb magical energy from the stream, allowing that Warrior to ignore the effect of one successful blow
or spell during the next adventure

Swooping from the evening sky a cloud of Vampire Bats descends upon the Warriors! There are 16 bats.
Each Warrior rolls 1D6, the total represents how may they manage to kill. Dwarves roll 2D6 and pick the
highest due to their superior sight in the dark. If the total is less than 16, the difference represents the
number of poison counters the Warriors start the next adventure with, divided as evenly as possible
between the Warriors. Any leftover poison counters are assigned randomly

54
The night is bright and contains a full moon in the sky. Roll 1D6.:
1-3 - Nothing happens
4-6 - A random Warrior gains the Bezerk skill during the next adventure

Shimmering in the valley below is a pool of bright blue water. If the Warriors investigate, roll 1D6:
1 The pool is poisoned, causing the Warriors to gain one Poison Counter each
2 In a fit of rage, the wizard character throws themself into the water, and pulls himself sorely out
minus one randomly chosen item
3 Nothing
4 The pool is clear and fresh, providing a good resting place for the Warriors. They feel rejuvinated
and gain +1 movement next adventure
5 In a fit of rage, the wizard character throws themself into the water, and pulls himself sorely out,
smiling as he has learnt another spell. Gain the Spell Lore skill
6 A golden hand rises from the lake, and presents a random Warrior with a master-crafted weapon.
Take a Greatsword from the Equipment Deck

While travelling along the road, a masked man in black leaps out, attempting to assassinate one of the
Warriors. Select a Warrior randomly and take a Mind Test. If they pass, they anticipate the attack and
overpower the assassin. If they fail, roll 3D6. If a double is rolled, the Warrior is wounded and must take
an Injury Card. If a triple of any sort is rolled, the Warrior is killed outright. The rest of the Warriors finish
the assassin off before he escapes, and each surviving Warrior takes a share of 1D6x50 Gold pieces

A roving band of monks offers to heal the Warriors for a small fee of 50 gold. If the Warriors accept, they
are restored to full BP, but not MP. Roll 1D6, on a roll of 4+ they are filled with righteous fervour and decide
to go to the next adventure immediately! They must make one roll on the Hazard table to represent the
one week it will take them to get to their destination from this location

The Warriors come across a Phoenix Nest, containing rare eggs of the Fiery Bird. Roll 1D6 for each Warrior.
This is how many eggs they collect from the nest. Each egg is worth 20 gold and can be traded in at any
town or city

55
As the Warriors walk down the forest path, roll 1D6 for each Warrior. The lowest score steps in a rope
circle on the ground and activates a rope trap! The Warrior is dragged into the air, and is left hanging
upside down as tiny arrows fired by Night Goblins assail the party. Each Warrior rolls 2D6 for the number
of arrows fired at them, then roll another 2D6 for the number they dodge. Each arrow that strikes the
Warrior causes them to lose 1BP. The Warrior hanging upside down only rolls 1D6 for dodging. Elves add
3 to their roll. Any Warrior on 0 woulds must be healed immediately with a Healing Potion. If there isn’t
one available, they are stabilised by the Heroes and are taken to the nearest settlement. Carrying the
Warrior adds one week to the travel time. The downed warrior draws an Injury Card at random

The Warriors are precariously crossing an icy ledge, when one randomly selected Warrior slips! Each
other Warrior rolls 1D6, if one of them roll a 5+ they catch the warrior with no ill effects. If the Warrior is
not caught, they fall down and suffer an injury. Draw an Injury Card at random. Helping the injured
Warrior back to the settlement adds 1 week travel time

You come across another band of adventurers that have successfully completed a quest. They are happy
to trade their spoils with you. Draw three Equipment cards at random to represent the equipment the
adventurers are willing to trade. You may trade any piece of equipment you have for any of theirs of lower
value.

The Warriors stumble into a village under attack by a group of Orcs. The Warriors may either pass without
helping as screams fill their ears, or they can charge into the fray and attack the Orcs. If they decide to
attack they each roll a D6 on the following table. When everyone has rolled the attackers have been
defeated
1 The Warrior runs at the nearest Orc but slips as they approach, causing them to slide under the Orc,
who stabs them with a spear. The Warrior draws an Injury Card at random
2 The Warrior is suffering from the cold and the numbness within causes them to swing their weapon
less accurately, only felling two Orcs and receiving a couple of blows. The Warrior starts the next
adventure with -1BP
3-4 The Warrior fights to their usual form, felling Orcs left right and centre
5-6 The Warrior calls a battle cry as they cleave through flesh and bone alike. They even manage to
loot a few Orcs, finding 2D6 x 10 Gold

After the battle the villagers thank the Warriors for their assistance but can offer nothing in return

56
The Warriors come across a glowing stone in the moss by the side of the path. One of the Warriors is
drawn to it and picks it up, thinking it will have great importance in the future. At any time during the
next adventure the Warrior may use the stone to see the next 1D3 cards in the Event deck, after which the
stone loses its power and must be discarded

During a rest break in the afternoon a random Warrior spots a wild boar, which they may try and hunt.
Roll 1D6:
1-2 The Warrior sneaks close to the boar, and then, waiting for the right moment pounces. The boar
slips out of their grasp easily and the shocked adventurer lands face down in a puddle of slushy mud.
Pulling themselves up they see their fellow adventurers laughing uproariously at the entertainment
3-4 The Warrior finds the boar to be too quick and loses it quickly. Shrugging, they walk away
5-6 With a mighty pounce the boar is in their hands squealing and snorting. They quickly break its
neck, and begin preparations for cooking it up. They can make 6 provisions from the boar. Each
provision can heal 1BP, and eating it counts as an action that can only be done if there are no
Monsters present. Carrying all six provisions counts as one item, they are specially packed in a food
pouch.

As the Warriors turn around a bend in the road, a large cart hurtles past them with an old man and woman
chasing after it. They shout out for assistance as they chase their belongings down the hill. If the Warriors
decide to help roll 1D6 on the following table:
1 The Warriors all turn to run at once causing them to fall over themselves in a big heap. The cart
swerves and crashes into a tree, spilling and ruining all of the contents onto the ground. Feeling
ashamed the Warriors continue on their way. One random Warrior receives -1 movement next
adventure, as the large cart ran over their foot
2 The Warriors charge after the runaway cart and reach it just as it flies off a cliff. It sails though the
air briefly before it plummets to its destruction. The Warriors feel so bad about these nice folks losing
all of their belongings that they each give them 30 Gold
3-4 The Warriors manage to stop the cart in time. The two old people finally catch up and are very
pleased that they have not lost all of their possessions. They thank the Warriors. The group of
Warriors then walk off, feeling a sense of pride
5-6 The Warriors manage to stop the cart before it crashes. The owners turn out to be quite rich and
reward the Warriors with 1D6 x 50 Gold between them

57
The Warriors come to an old wooden hut in the woods. They find an old hermit sitting by himself. He
offers the Warriors a place to stay for the night. If they accept roll 1D6:
1-2 Just after the Warriors have gone to sleep the hermit puts a curse on them. During the first combat
in their next adventure, all Monsters count as having the Deathblow skill
3-6 The Warriors feel well rested and have gained back all of their BP and MP. They thank the hermit
and continue on their way

The Warriors come to a glade seemingly untouched by the harsh environment. Any Warrior entering the
glade will instantly have any poison, disease or injury fully healed

The adventurers find a dead body strewn on the road. At first they think it is just a poor man slain for his
belongings, but then they see it is a great hero. A solemn silence comes over them as they realise that no
matter how powerful a Warrior becomes, they still run the risk of being falling victim to Chaos. They bury
the body, which has already been ransacked by savaging thieves

The Warriors arrive at a bridge guarded by a large River Troll. They can avoid the bridge, adding one week
travel time, or attempt to defeat the troll. Select one Warrior. They take either a Strength Test or a Mind
Test. If they pass the Warriors cross the bridge successfully, if they fail, roll 1D6:
1 One randomly selected Warrior is injured in the struggle. Draw an Injury Card
2 The troll vomits horrid green slime over the Warrior, which they cannot wash off. The settlement
costs for the party are doubled in the next settlement as they find it hard to get lodgings due to the
horrendous stench. If the Warrior is an Elf, they must travel immediately to the nearest city and spend
100 gold buying new clothes
3 D3 Warriors receive a minor injury in the scuffle. They start the next adventure with -1MP
4 The troll was the smelliest, nastiest creature the Warrior ever had the displeasure of facing. One
randomly selected Warrior receives -1MP to their starting characteristic next adventure
5-6 Nothing

58
The Warriors see a shimmering, oval light hovering before them in the middle of the path. If they choose
to step into the magic portal, roll 1D6:
1 The Warriors have been teleported to a vision of Chaos. After what seems like days, they are ejected
back into reality. They each start the next adventure with -1MP, and must double their settlement
costs at the next setllement to allow for a longer recovery. Roll 1D6 for the wizard, on a 4+ they have
communicated with the dark powers may cast one random Chaos Spell next adventure
2 The Warriors have been teleported to an unknown location and must roll for travelling distances
again
3-4 The Warriors step harmlessly through to the other side of the portal, having gone nowhere
5-6 Luckily the portal takes them directly to their destination and they arrive immediately

Towards dusk the travellers come to an old cemetery tormented by the winds of time. The Warriors are
debating whether or not to pass through it, when skeletons from the graves burst through the earth in
front of them. The Warriors draw their weapons but the skeletons make no effort to attack, instead they
spasm into a strange demonic dance, giving off a strange glowing energy. Roll 1D6 to see how it affects
the Warriors:
1-2 Each Warrior starts the next dungeon with -1BP
3-4 Each Warrior starts the next dungeon with -1MP
4-5 The Warriors start dancing too, against their will
6 The Warriors magically connect with the skeletons and their movement, and receive +1 movement
during their next adventure

After this strange occurrence the skeletons bones fall to the ground and a cackling laughter is heard by
all

59
A snow-storm has hindered the Warriors for days, when suddenly they see a small settlement. Only one
of the buildings has a light on that can be seen through the storm. When they get closer it seems to be a
rowdy bar. There is loud singing and when they enter it doesn’t take long for them to realise that all of
the singing is about one man called ‘Gaston’ who is in the middle of them all.

The Warriors order a drink and sit down. It is not long before the burly Gaston spots the new arrivals and
trots over to them, “Well, a set of new faces” he says confidently, sitting down with them. “You boys look
like sturdy lads, know your way around a fighting pit ? Well there must be something the mighty Gaston
can teach you, for a small fee of course.”

If a Warrior wishes to take Gaston up on his offer, they must pay him 1D6 x 50 Gold and roll 1D6 on the
following table. The offer can only be taken by one Warrior.
1 Gaston takes the money and smiles saying “This is what I will teach you - don’t be so gullible!” He
chuckles to himself and orders another drink. Your Warrior thinks about taking his money back by
force but knowing how much the rest of the patrons idolise Gaston decides against it
2 Gaston grabs a bow that is beside the table and shows your Warrior a few tips about archery,
finishing with firing an arrow into the bullseye in a dart board across the room. The Warrior gains the
Eagle Eye skill
3 Gaston whips out two dice which he throws again and again always coming up with double 6s.
Gaston picks up one of the dice and unscrews it into two parts, showing that it is weighted on the
number one so the six will always come up when it is rolled. “The way to true luck is through trickery,
friend - don’t forget.” The Warrior receive a reroll counter they may use in the next adventure
4-5 Gaston pulls out his sword and starts parring, spinning and hacking at the air, dazzling the Warrior
and showing him a few things he didn’t know before. The Warrior learns the Parry skill
6 Gaston bends over and starts to whisper something in the Warriors ear about piercing armour. The
Warrior learns the Deathblow skill

The Warriors come across a beautiful orchard beside a large farmhouse. They may pick the fruits from
the trees, gathering enough for 1 extra provision each. Each provision heals 1BP, and takes an action to
eat. The food is so small that it doesn’t affect movement.

The warriors come across an upturned and ransacked caravan blocking their path. If they choose to
investigate, roll 1D6:
1-3 Trap! The Warriors are attacked by bandits hiding behind the trees. They manage to fight them
off, but not before they have some gold stolen. Each Warrior loses D6x10 gold
4-5 They inspect the caravan, but it has already been ransacked
6 The Warriors find D6x20 gold tucked into a hidden compartment

60
The path ends abruptly in a small Ogre village. The Warriors try to duck behind some cover but it is too
late. Roll 1D6:
1-3 They are seen and the inhabitants of the village attack! The Warriors must fight the ogres. Each
Warrior rolls 1D6. If the total rolled is less than 16, one random Warrior suffers a minor injury and
receives -1 movement during the next adventure. If the total is less than 12, one random Warrior is
more severely injured. They must draw an Injury Card
4-6 The Ogres are very friendly, and provide the Warriors with a place to stay at no charge. They regain
all their BP and MP. In addition, the Ogre healer attempts to heal any injuries or poisons. Roll 1D6 for
each Hero who is poisoned, diseased or injured. On a roll of 4+, the Ogre Healer has successfully cured
them

In the centre of a small forest clearing the Warriors find a large herdstone with glyphys covering the
surface. If the Warriors choose to inspect it, roll 1D6:
1 You are attacked by a group of D6 Beastmen defending their place of worship! They are assigned
evenly to each warrior on a 1 v 1 basis, with any left over Beastmen assigned randomly. Their stats
are Attack: , Defence: , BP2. The Beastmen strike first. If a Warrior is reduced to 0BP,
the Heroes can discard a Healing Potion to revive them immediately. Otherwise, the Warriors patch
up their wounds and carry them to their next settlement. This adds 2 weeks tavelling time, and
doubles the settlement costs due ot the longer recovery period
2 The herdstone lights up with Chaos Magic as the Warriors approach, and the ground trembles. The
herdstone has alerted Zargon to your whereabouts, and the next dungeon becomes especially
deadly. Zargon may add a total of three Chaos Warriors to the Monsters found in rooms during the
next adventure
3 A bolt of Chaos Energy shoots towards the Warriors. Each Warrior rolls 1D6, the lowest scoring
Warrior is hit and takes damage with no defence possible. If a Warrior is reduced to 0BP, the
Heroes must discard a Healing Potion to revive them immediately. Otherwise, the Warriors patch up
their wounds and carry them to their next settlement. This adds 2 weeks tavelling time, and doubles
the settlement costs due to the longer recovery period
4 The area is is deserted and long forgotten
5 One random Warrior finds a small cache of D6x10gold
6 The Wizard in the party is touched by Chaos. When recasting spells, they treat their MP as if it is 1
point higher. Make a note on the Character Sheet

61
The trees in this section of the jungle are very tall and have a strong blue tint to them. The Warriors have
encountered a grove of the rare Silverleaf tree, used in many different ways to create magical items. Each
Warrior may roll 1D6 to see what part of the tree they can take for themselves:
1 The Warrior is about to take a handful of blue leaves from the closest tree when a huge, bloated
monkey leaps out and scratches their face. They lose 1D3 BP and start the next adventure with 2
Poison Counters
2 The hunt for the perfect tree part goes unfinished. The Warrior finds nothing useful amongst the
foliage this day
3 The Warrior finds D6 magical blue leaves. When eaten, they restore D3 BP. Eating them uses the
Warrior’s action for the turn
4 A piece of bark attracts the Warriors attention. Picking it up, it glows with a soft blue light. When
attached to an edged weapon, the weapon deals an extra 1BP of damage every time causes damage.
This effect lasts for the next adventure
5 The Warrior finds a healthy looking pool of sap beneath one of the trees. If the weapon is dipped
into the sap, magical energy infuses the weapon and gives it a further + attack bonus permanently
6 It seems one of the previous people to use the grove have left an unfinished magical sword lying
behind a tree, beneath a pile of bushes. The Warrior may take the item to a Wizard’s Guild in the next
City. If they do, roll 1D6 on the following table:
1 The item is too exotic for the Wizards to understand. They charge the Warrior 100 gold pieces
for time wasting and send them on their way
2-6 The Wizards tell the Warrior they can finish the magic item for a small fee of 1000 gold pieces.
If they can pay this sum immediately, the Warriors receive a item the Wizards call Galather’s
Longsword. This is a Longsword that gives the Warrior + attacks. It heats up when
monsters are near, allowing the Warrior to strike wandering monsters first if they pass a mind
test. Take a Longsword from the Equipment deck and note its ability on your character sheet

While relieving themselves in some bushes, there is a sudden shaking of the branches and one random
Warrior finds they are being squeezed to death by a huge snake! The Warrior keeps rolling a dice until
they roll a 6. Each time they don’t, they lose 1BP. If their BP falls to 0, the other Warriors hear the screams.
They each take a mind test; as long as one Warrior passes, they alert the party to the danger and the
Warrior is saved. The downed Warrior needs to be carried to the next Settlement, adding 2 weeks to the
journey, and the settlement costs are doubled to reflect their need for a longer recovery
However if they all fail the mind test, the snake kills the Warrior

62
The Warriors arrive at a large chasm stretching left and right for many miles. There will be no going
around this obstacle. Fortunately, not too far off is a rickety bridge, barely affixed to the edges of the
chasm, precariously swaying on tattered ropes. It's over this that the Warriors must travel. If any Warrior
can get across by some other means, such as flying or teleportation, they may do so. The other Warriors
must cross by the bridge. Each Warrior rolls a number of D6 equal to 6 minus their current MP, or double
their MP for elves. For each dice that comes up as a 1, a plank of the bridge has broken and the Warrior
must lose 1D3 BP, or a random item, as they struggle to keep their grip! If the Warrior does not have to
roll any dice then they are too agile, and the bridge will take their weight. Any Warrior that is reduced to
0 Wounds topples into the chasm and is never seen again, except by the vultures who pick their bones

The local area is rife with a virulent plague, crippling humans and livestock alike. Each Warrior rolls 1D6,
on a roll of a 1 they have caught the plague. The Warrior loses 1BP per week whilst travelling. When the
Warrior is reduced to 0 Wounds (from the plague or another source of damage), they immediately go into
an agonising spasm, which will reduce their starting BP characteristic by 1 permanently. They may be
healed as usual by visiting an Apothecary

The sounds of singing birds reach the Warriors. Looking up into the sky, they see a small flock of magical
birds with waves of energy radiating from them. Any magic-users in the party can take a Mind Test. If they
pass, they have absorbed some energy from the magic birds. They receive +1MP permanently

Whilst attempting to lift a large rock in the hope of finding treasure beneath it, the two Warriors with the
highest starting BP move the rock aside to reveal an enormous scorpion. In a flash it stings both warriors.
Each Warrior receives D6 poison counters

63
As the Warriors are sitting on the bank of a lake, a great wailing rises in the wind. Suddenly, a bright light
bursts from the water, and a shimmering figure appears accompanied by a soft, humming aura. It is the
Lady of the Lake. She begins to speak. “I have been watching you, Warriors, and I have noted your good
deeds. I will repay you for this, and bid you to continue to rid the land of evil.” With that she vanishes.
Roll 1D6:
1 The Warriors feel energised. They heal all BP and MP instantly, and receive +1 movement for the
next adventure
2 The Warriors feel rejuvinated. They heal all BP and MP instantly and receive +1 starting BP next
adventure
3 The Lady brings good fortune and feels Sigmar’s blessing touch their spirit. Each Warrior receives a
reroll counter they can use once per adventure
4 One random weapon is sucked into the brightness radtiating from the middle of the lake. Hovering
in mid-air, the Rune of Strength is magically carved on their weapon. One of the weapon’s attack dice
is swapped with
5 One random Warrior feels the Lady’s spirit and absorbs magical energy. Their starting BP is
increased by one permanently
6 Rising from the water is a hand holding an elaborately made Great Axe. The masterful weapon glints
in the brightness, reflecting the magical light. A chorus of angleic voices sing its name as it descends
through the air towards your party. The chorus chants “Master Axe of Maeralya” This is like a normal
Great Axe, except it gives the Warrior weilding it + . In addition, it is master-crafted and
made of the finest mithril so does not count as Heavy. Whilst carrying the Axe, the weilder feeds of its
power, and receives +1MP. Take a Great Axe card from the Equipment deck to represent the Master
Axe of Maeralya. Truly a special item

64
1-2 Lose 2D6x5 gold
Appendix 4 – Villages 3-4 Break even
5-6 You win 2D6x5 gold
4 You have been challenged to a game of Ro-
Sham-Bo, the ancient two person competition
of kicking each other as hard as you can
Armoury, Alchemist, Tavern, Training Grounds /
between the legs until one of you cries or passes
5gc out. Roll 1D6:
1-2 You fail badly, losing 20 gold and
suffering -1 to your movement during the
next adventure.
Staff 99gc
3-4 You win 20 gold but walk funny for a
Shortbow 255gc week, suffering -1 to your movement during
Heavy boots 221gc the next adventure.
Toolkit 242gc 5-6 After enduring such intense pain without
Broadsword 525gc flinching, you can put up with anything.
Longbow 516gc Swap one of your defence dice with a
next adventure
Warhammer 260gc
5 The racous celebration of the local militia
Leather boots 38gc inevitably results in a gung-ho arm-
Animal hide 67gc wrestling contest. You feel obliged to enter.
Rope 53gc Take a strength test; if you fail your arm is
injured and one of your attack dice is
Bow 424gc
swapped with a next adventure
Flail 329gc 6 A loud evening of singing and swearing, helping
Chainmail 389gc yourself to beer followed by some dancing on
the large wooden table, results in the family of
the large farmhouse politely asking you to leave
and redirecting you in the direction of the
Skill 195gc tavern
Restoration 315gc
Vision 330gc

Tavern / 1gc
100gold

Tavern (D6)
1 Oh boy, that was a very dodgy curry and even
1 What goes down must come up; along with
several pints of the local gut rot haven't calmed
everything you have eaten for the last week. That
it down. Most of your innards seem to have
last ale was pushing your luck too far. You feel so
been washed away in the privy. Your maximum
sick that you are compelled to use a Healing
BP is reduced by 1 for the next dungeon
Potion! If you have one you must discard it,
2 Whilst at the bar, a stranger comes up to you
otherwise you will consume the first Healing
and starts asking about your adventures. You
Potion you find during your next adventure
are more than happy to chat, especially when
2 Your clumsiness walking through the forest on
he buys you a drink. After a short while he
the way to this settlement has upset some of the
wishes you well and wanders outside. It isn't
local forest sprites. They make a point of
until later that you notice certain items missing.
hovering noisily and chanting curses whislt you
He was a very good pickpocket! Roll 1D6:
sleep. Over the course of your stay, this wears
1-3 Lose one random item
you down. You being the next adventure with -
4-6 Lose D6x20gold
1MP
3 You end up in a bet with some locals. Roll 1D6:
65
3 You start talking with the local settlers about how 6 or below: You break your hand. You may only
hard it is for the poor people of the hamlet. Out of carry one item in your hands during the next
sympathy you give them 20gold adventure
4 The local villagers are very happy to have you, 7-9: You lose 50 gold when a huge Kislevite
and you offer to help with some heavy work on beats you
the local farmhouse. As a gesture of thanks, the 10 -11: You impress the locals and win 20 gold
villagers give you 20 gold and a haunch of meat, 12 or more: Nobody even comes close to your
which works like a healing potion but requires display of strength. The locals are so
the use of an action to eat. impressed they convince you to go into the
5 An evening spent exchanging stories with the woods to see what manner of monsters have
local foresters leaves you feeling ready for the been frightening the local livestock. There you
adventure ahead. You may begin the quest with come across a group of beastmen hiding in the
an extra reroll counter, which can be used to forest. Full of self-confidence, you manage to
reroll any group of dice scare them away. The villagers are so gratefuly
6 The friendly locals look at your haggard, weary that they give you 30 gold
frame. Accustomed to the local comforts, they 3 You have no idea what happened, but all you
take your explanations of heroic adventure as know is that you wake up in the morning behind
pure folly. To help, the provide you with a thick the tavern, lying amongs the rubbish, hugging a
coat of local Animal Hide. Take the appropriate large marrow with a sad face drawn on it. When
card from the Equipment deck you enter the tavern in the morning, the staff are
surprised to see you. They yell to each other:
“They’re back!”and beg you do “Do it!” again.
You have no idea what “it” is. You walk away
bemused
Armoury, Tavern / 3gc 4 You see a Dwarf falling asleep with a large scroll
protruding from his pocket. If you choose to try
to steal it, take a Mind Test. If you fail, you fight
the Dwarf and start next adventure with -1
Staff 129gc movement and -1BP. If you are successful, roll
Leather boots 32gc 1D6:
Shortbow 255gc 1 The Dwarf is an artist, and the scroll contains
the fist sketches of a picture of some
Hand axe 178gc mountains
Animal hide 87gc 2-3 The sketches are treasure map that is no
Rope 41gc use to you, but you manage to sell it for 10gold
4-5 Later that evening you see the Dwarf
Bow 424gc
searching for his scroll. You decide to hand it
Crossbow 361gc to him, and he thanks you by finishing off the
Heavy crossbow 713gc drawing on the scroll. You are able to sell it for
20 gold
Arcane cloak 819gc
6 You find a spell scroll! You may use it as
normal during the quest, however Loretome
will record that you used a stolen item, and
1 That was one amazing night! At least you think it punish you by losing 1BP after its use
must have been, but can't actually remember 5 You meet a local Goblin who is familiar with the
very much. All you know is you are 50gold poorer whereabouts of your next adventure. Roll 1D6:
and have a massive headache 1-3 The goblin informs the dungeon denizens.
2 There is a lot of boasting about who can punch When you enter a room roll 1D6. On a roll of a
the hardest and the only way to settle it is a 1, they Monsters have succeeded in their
competition; breaking wood with your fist. Roll ambush and strike the Heroes first!
1D6 and add your starting BP: 4-6 The Goblin provides the Heroes with a
dungeon clue; they may each avoid one
tripped trap during the next quest

66
6 You are overheard boasting about your 5 The village may be poor but boy do they know
adventures, and attract the attention of local how to have fun! A wild night of raucous singing
fortune seekers. You may hire one henchman for and dancing on tables was well worth the 10gold
half price for the next adventure the ale cost. Take a Strength test; if passed your
bulky frame destroyed one of the old wooden
tables you were dancing on, and you pay another
10gold in order to get it repaired
Armoury, Tavern, Alchemist / 1gc 6 Keen to show their aptitude at craftsmanship, the
locals inspect your bows and begin tut-tutting at
their maintenance. Despite explaining their
heavy use, they insist on making improvements.
Staff 137gc Select one bow, shortbow or longbow your party
Leather boots 32gc has. From now on, swap one of its attack dice
Rope 55gc with a
Shortsword 130gc
Mace 300gc

Armoury, Tavern / 2gps


Restoration 325gc

Leather helm 119gc


1 The poor villagers are desperate for any items
Broadsword 563gc
that they can use as clothing. Out of sympathy
you give them any one leather item you have; a Mace 273gc
helm, boots, armour etc Heavy boots 185gc
2 What a dull evening! The highlight was finding 1 Rope 60gc
gold piece on the floor of the latrine. Shame it
Torch 70gc
took so long to wash the coin off
3 You have been drinking for hours and feeling very Tool kit 223gc
little effect. There are only two possibilities. Crossbow 400gc
Either you have become immune to alcohol or Scale mail 600gc
the ale is watered down. You confront the
barman who offers you a cask of beer as Enchanted cloak 673gc
compensation. You may drink this in the next Great hammer 745gc
quest. Roll 1D6:
1-3 It is also watered down and has no effect
4-6 The beer is fine; you swap one combat dice
1 A group of burly locals sitting at a nearby table
for a in both attack and defence until you
hear you making disparaging comments about
lose 1BP
the quality of ale in their local tavern. Unwilling
4 After some funny looks from the locals, one of the
to listen to your detailed explanation of how,
farm hands staggers over towards you, sloshing
from first-hand experience, the ale does indeed
ale over your feet, and challenges you to a dance-
closely resemble the taste of warm rat urine, the
off. Despite your best sensibliites, you are egged
large group overwhelms you and kicks you to the
on by the other members of your party. Roll 1D6,
ground. Roll 1D6 and add your starting Body
and receive a +2 modifier if you are an Elf. Zargon
Points:
also rolls 1D6, and receives a +1 modifier. If you
6 or below: You suffer an Injury. Draw an Injury
win, your party receives a free round of ale.
Card at random
Receive 10 gold
7-9: You get beaten up and begin the next
adventure with one BP fewer than normal

67
10-11 Your smooth talking diffuses the
situation, and you manage to convince them
that “golden ratpiz” is in fact a rare elven
delicacy Armoury, Tavern / 3gps
12 The barman apologises and hands you cask
of a special ale they produce in small
quantities. You may drink this duing your next
adventure. If you do, roll 1D6: Spear 115gc
1: It’s gone off. You lose 1BP and receive a Leather helm 110gc
Poison counter! Hand axe 136gc
2-3: It tastes identical to the ale from the Shortsword 195gc
tavern. Clearly they don’t know how to
Animal hide 85gc
make ale here
4-5: It delicious and heals up to 4BP Leather armour 250gc
6: Magic stuff! It heals up to 4BP and has Torch 77gc
time-bending properties. Once during the Brigandine 356gc
next Quest you may replay your whole
activation from the beginning Bow 505gc
2 You meet an interesting local character who Halberd 400gc
takes a fanciful liking to your tales of heroism. Crossbow 375gc
Whiling the evening away exchanging stories, you
awake with a throbbing headache and a large
Longsword 410gc
bruise on your forehead. Searching through your Apprentice cloak 135gc
belongings you see something is missing. Chainmail 390gc
Lose D6x10gc
3 All is quiet this evening. Outside is dark with thin
wisps of mist surrounding the settlement; an
ideal night for ghost stories. This seems like a 1 What a great night. You drank loads and met a
good idea at first but as the tales get more charming individual. The only problem is that
unnerving, you feel a deep chill settle in your you woke up in a filthy bed with a strange itching
bones. You take Mind Tests with one die fewer sensation. You find a healer who charges 50 gold
during the next adventure, and attack with one to remove a pox that you seem to have acquired.
die less until you kill a monster due to being over- If the pox goes untreated, next adventure your
cautious maximum BP and MP is reduced by one
4 The goat curry here is something truly special. 2 Unstable and unnerving at the best of times,
After spending 5gc each, you may spend another apprentice Wizards have an air of
5gc to take five portions of goat on your next unpredictability. Worse than that, the apprentice
quest. Each portion heals 1BP. Eating it requires staggering towards your table has clearly
an action. The curry does not count towards indulged in copious amounts of ale. Who knows
encumberance what will happen? Roll 1D6:
5 A tranquil rest in a warm tavern has done you 1-2 An attempt at lighting a candle on the
good. You may reroll all Mind Tests next table with a fingertip flame is severely
adventure miscalculated; a giant fireball engulfs your
6 A bout of lively story telling goes on in the tavern table in an inferno! Luckly the locals douse
tonight. Most of the tales seem mildly amusing you with beer and put the flames out. Any
but of little interest. Then an old warrior tells of Spell Scrolls you were carrying are lost, and
his dungeoning adventures. You dismiss them as any wooden or leather clothes are saved on a
fantasy but the next dungeon you enter seems roll of 4+. They charge you 10 gold for the beer
familiar. Perhaps he was telling the truth after all. they had to pour over your head
You may look at the top two cards in the Event
deck in the next dungeon

68
3-4 With a spiteful look in his eye, the young 5 It seems that you have found the perfect
wizard babbles incoherently in an attempt to alehouse. Convivial company and good stories.
cast a malevolent spell in your direction. And they don't charge much, either! Recover
Instead, he summons a collection of flower 1D6x5 gold that you had budgeted for spending
petals to descend from above and flutter over 6 An uneventful night in the tavern ends in the
your table customary manner: on your knees, hugging the
5-6 As he staggers towards you, he explains latrines and praying to Shallya. In a small crack
how his father was one of your previous near the latrine floor you see a scrap of paper.
questing companions, and that you saved his Pulling it out you find a map! During your next
life several times from dungeon horrors. He adventure, if you do any type of search in a
insists to pay our lodgings for the duration of room/corridor, Zargon must indicate the
your stay, and gives you a random Spell Scroll whereabouts of all secret doors and traps
to keep
3 A famous retired warrior-mage, Penitarn the
Charred is dining tonight. If you approach him,
roll 1D6:
1 He is angered to see someone bothering him Armoury, Tavern / 2gc
on his night off. His bodyguards take you
outside and tough you up a bit. You lose 1BP.
Either start the next adventure with 1BP fewer
or pay for another stay in this village Staff 150gc
2 He looks at you and cries 'Oh look, it's Shortbow 270gc
Mildred'. If you pass a Mind Test you fool the Shortsword 175gc
bodyguards and sit with him. Go to result 6.
Otherwise, he's clearly barmy, best stay away
Heavy boots 205gc
from mad Bright Wizards… Warhammer 230gc
3 Although he likes to see a fan, he is too tired. Plate armour 665gc
You go away disappointed
4 He doesn't seem interested in talking to you,
but simply signs a picture of himself and
gestures for you to leave. It is worth 20 gold, 1 An apparently sober barbarian comes to you and
but if you keep it, it will give you one reroll offers to sell you a Magical Pendant, which will
counter to use in the next dungeon locate treasure and stun enemies on your
5 He likes you, and invites you over. He pays command. Roll 1D6:
your tab and you end up with a signed picture 1 You buy it for 3D6x10 gold. It is of course a
(see 4). Gain 5gc fake.
6 You get on like a house on fire (which is 2-4 You refuse, knowing it's probably dodgy.
ironic, because those are his specialities). He He steals 1D6x10 gold from you instead.
presents you with an amulet worth 40 gold, 5 You aren't that drunk! You're having none of
which will allow you to cast the Fireball spell it. He slinks off.
during your next adventure, before its power 6 You pretend to be interested, buying it for
drains 1D6x10 gold, but pick his pocket, taking
4 An elderly stranger is standing at the bar this 2D6x20 gold!
evening, talking about some bizarre new magic
called 'physics'. Most of it holds little interest to
you except for his ranting about 'levers' and how
they can lift heavy weights. That could be useful!
From now on, if you need to pass a Strength Test
to lift an object or open a door, you succeed if
you roll at least one ━

69
2 The village's sheriff/law enforcer was murdered 6 That curry really wasn’t a good idea, especially
recently. As your party arrives, they assume the when you noticed the ‘unknown’ meat was
role of new law enforcer, and find the townsfolk greenish in colour. Because of it, you have learnt
very pleasant and forward in trying to integrate to dash (to the toilet) in record time. You receive
the new arrivals. The Secret: The sheriff was +1 movement during the next adventure
murdered by the village folk who are anarchists
and despise all authority figures. They pretend to
be nice in order to gather information about you.
They discover that you have some valuable Armoury, Tavern / 2gc
items, and where they are. Your Warrior with the
lowest MP takes a Mind Test. If they succeed, they
sense that something is amiss and are guarded
with how they interact with the locals. If they fail, Dagger 44gc
the locals gather enough information to steal the Staff 115gc
most valuable piece of equipment your party has! Hand Axe 185gc
3 The dullest evening ever! Absolutely nothing of Shortsword 124gc
interest happens and you go home early
Animal Hide 62gc
4 The barmaid is a ten-year old girl, who the burly
villagers listen to. You have no idea why. Do you Torch 80gc
ask her why she is running the bar? If you do, roll Round shield 143gc
1D6: Longsword 450gc
1 As she speaks, her small frame deforms into
that of a huge Chaos Demon! She is posessed. Great Axe 990gc
As you look around, all the villagers have red
eyes and the beginnings of horns start
forming...This village is in serious need of a
Witch Hunter! You run away quickly, leaving
1 In a state of drunkenness, you get in a fight with a
any items you purchased behind. The village
local hardnut. Roll 1D6 + current BP:
warns the Chaos gods of your whereabouts;
4 Dragged off to prison for Attempted Murder.
during your next adventure, every time Zargon
So is he, if that's any consolation. Roll 1D6,
draws an Event Card, they can draw 2 and
with +1 for each 100 gold you use to bribe. A
choose one to keep and one to put on the
score of over 5 is required to set you free,
bottom of the deck. In addition, three Chaos
otherwise you are in jail for one Quest’s
Warriors are added to the Quest Map at any
duration. If you are freed, you are dumped
location(s).
outside the Settlement.
2-4 She looks at you and shrugs, saying
5-6 Left for dead in the gutter. You loose:
“someone’s got to do it”
1-2 One random item
5 She explains that she comes from a long line
3-4 Start next adventure with -1BP
of barkeeps, but unfortunately her family are
5-6 Start next adventure with -1BP and -
ill. You volunteer to work for a couple of nights
1MP
whilst her parents recover. By way of thanks,
7-8 You precipitate a general bar brawl, and
they give you 5 gold
escape in the scrum. Unfortunately you leave
6 She is in fact a priestess of Shallya who is
your purse with 2D6x5 gold pieces in it
under the effects of a spell. To break it, she
9-10 You are picked up by the law for
needs to touch a magic weapon. If you have an
Disturbing the Peace. Roll 1D6; on a 5+ you are
Artifact, you offer her to touch it. When she
let go, otherwise you need to pay the
does, there is a flash, and she returns to her
settlement costs again.
normal self. By way of thanks, she gives you
11 You win thoroughly, and relieve the
free ale which you enjoy, and 10 gold
blackguard of 2D6x5 gold. His friends aren't
5 Out the back of the alehouse is a gambling table.
too happy, and your party are attacked by a
Tonight the dice go in your favour, and you are
group of four thugs who each have the
the proud owner of a Shortbow!
following stats:
Attack: Defence: BP1, MP:2
70
12+ It's evenly matched, and he eventually 1 After some exuberant use of Fire Magic to
buys you a drink and you get on well. He incinerate a colony of rats , the tavern is set
shares some wisdom with you: draw a Skill ablaze! If your spellcasters have any Water
Card at random spells, they are used to douse the flames. The
2 You overspend slightly, and end up short of tavern survives without any permanent
4D6x5 gold damage, the rats are gone, but
3 Your Warrior argues with a burly street trader understandably the barman is less than happy
who has tried to charge him far too much for with your antics and refuses to serve you any
some cheap, shoddy items. The argument ale. Your spellcaster(s) must start the next
escalates to a brawl very quickly. Roll 1D6 on the adventure with one random Fire Spell and one
following table: random Water Spell in the re-cast pile as their
1 Your Warrior is soundly thrashed and loses magic is drained from this exertion. Ignore this
20 gold result if they have no Fire spells. If they have
2 Your Warrior is bested after a hard struggle Fire spells but no Water spells, the tavern
against the trader and his cronies and loses 10 burns to the ground and your Warriors make a
gold hasty exit from the Settlement, taking only
3 Your Warrior walks away with a bloody nose equipment that can be worn; anything carried
and 5 gold worse off, but leaves the trader in their pack is lost – this includes all small
badly bruised items
4 After a fierce struggle, your Warrior knocks 2-3 You skill scores of rats, yet there are many
the impudent trader to the ground, where he hundreds. Your best efforts are in vain, though
stays to collect his teeth. While he is busy, your the barman does give each of you some ale as
Warrior takes 10 gold from his stall as a gesture of goodwill
compensation 4-5 You manage to clear away the rats, and
5 Your Warrior quickly disarms the trader. With what’s more, you found the nest hidden deep
a sword at his throat, the lout has no choice at the bottom of the midden in the street next
but to apologise and offer your Warrior 20 gold to the tavern. After despatching them,
as compensation including the Barbarian snacking on a few, the
6 A dozen evil-looking thugs, the trader's tavern is reopened. You are treated as heroes
bodyguards leap out from the shadows and and are given 50 gold as a reward
attack your Warrior with knives, coshes and 6 You hunt the rats, and follow their trail to the
cudgels. Unperturbed, you coolly dispatch adjacent forest. There you find a hidden
them with a few well placed sword strokes, Skaven lair and a warlock attempting to raise
empty their purses, and end up 50 gold better a small retinue to attack the village! Bringing
off the warlock’s head to the tavern, a wild
4 In the corner of the alehouse next to the firepalce celebration is thrown in your honour. You
is a man holding a quill. He beckons you to come wake up the worse for wear, but delighted at
over and sit with him. Do you agree? the 50 gold reward your are provided with, as
well as a brand new Iron Helm!
If so, the man explains that he is a writer. You tell 6 Midsummer’s Eve has arrived, and flowered
him your tales of adventure. As a gesture of crowns are all the rage. The Fae always come to
thanks, he pays your tab at the bar. Gain 20 gold help celebrate, but the celebration comes and
5 As you approach the tavern, you see that it’s goes without any sign of them. Three days later, a
closed. Desperate for ale after some hard battered pixie covered in frost stumbles through
adventuring, your party bangs the door and begs the gates and mutters something about Eternal
for beer in exchange for gold. The barman Winter before collapsing. Snow begins to fall. Do
answers, and explains that the tavern is shut due you investigate?
to an infestation of rats. Your party exchange
knowing glances; you have despatched countless If so, roll 1D6:
rats in underground lairs, many of which were the
size of small dogs, and offer your services. Not
expecting the rat-catchers any time soon, the
barman agrees. Roll 1D6:

71
1-2 You charge out of the tavern in the
direction of the Fae with your party and local 1 A drunken bet is beginning to look like a bad
tavern-dwellers. A magical winter is clearly idea. You have to ford a cold, rushing stream in
descending on the forest, and the trees look the early morning light before your opponent
dark and haunted. This is clearly a task for a does. Roll 1D6+BP for yourself, and 1D6+4 for the
party such as yours that includes a spellcaster. other chap. The first one to score above 8 three
After some hard searching, you discover the times gets out first, and wins the 100 gold pot. If
sourse is a local tribe of Beastmen practising you fail, you loose your contribution to the pot of
Chaos Magic. You put them to the sword but 50 gold. In addition, every turn spent over 6 gives
not without cost. You break your weapon in you worse pneumonia: for each turn beyond 6
the fighting: discard one random weapon. you start the next adventure with -1BP and one
Furthermore, you use a potion in the battle. poison counter
Discard a random potion. 2 As you settle down to your ale drinking session in
3-4 you are able to destroy the local Beastmen the quiet village, you hear commotion outside.
in the forest and summer returns Checking to see if there are any skulls to crack,
5-6 The Fae are grateful for rescuing their you see the tavern’s pet cat balancing
summer that they grant you one reroll counter precariously on the edge of the roof, unable to
as a token of gratitude to use in the next get down. All expectant eyes from the villagers
adventure fall in your direction, and you feel you can’t let
the poor folk down. Climbing carefully up the
walls of the building on the way to the cat. Whilst
balancing on the windowsill you lose your
Armoury, Tavern / 1gc
footing! You impact the ground hard. Draw an
Injury Card at random. The small cat gracefully
leaps from the roof of the tavern, cusioning its
Spear 115gc landing with your sprawled frame on the floor
3 Your Warrior is adopted by a small dog. It follows
Leather boots 35gc
him around everywhere, skulking in the shadows
Broadsword 630gc while the fighting goes on and then emerging
Leather Armour 270gc after the adventure is completed to shower his
new master with adoration. Unfortunately, his
Rope 45gc appetite is beyond all expectations for his size,
Tool Kit 225gc and he doubles your Warrior's Living Expenses.
Your Warrior can kill it if you want, but it would
Longsword 450gc be a cruel and heartless thing to do and it will
cost him 1,000 gold to pay for a decent burial for
Apprentice Cloak 170gc the hound
Great Hammer 1080gc 4 The village has a pleasant little tavern, however
next to the fireplace is a small golbin feeding the
flames with small objects. Do you wish to
investigate?
Air Walk 65gc
If you do, roll 1D6:
Healing 350gc
1 The goblin has stolen your spellcaster’s
Defence 400gc scrolls and is in the process of burning them!
Battle 280gc Choose a spell card at random. That spell has
Wolfsbane 70gc been burned! However your spellcaster
remembers vaguely how to cast the spell. That
spell begins each Quest in the re-cast pile, to
represent the difficulty in casting it. You may
purchase a replacment scroll for that spell the
next time you visit a City for 400 gold

72
2 The goblin has stolen your underwear from 6 A local farmer speaks to you at the bar about
the lodgings above the tavern and has started your adventures, and he seems knowledable
burning them! Choose one Warrior at random; about the details of entering dungeons. As it
they suffer -1 movement next adventure due turns out, he is a former adventurer who has
to the discomfort of wearing ill-fitting settled down in the local village, but yearns for
underpants the cut-and-thrust of proper adventuring. He
3-4 The goblin is burning some irrelevant offers his services as a mercenary scout for free,
scribblings. Could be important to someone, though he still needs to be paid a retainer after
but who can tell? each adventure.
5 You step in just as the Goblin is about to feed
a Treasure Map into the fire! Taking it on your
next adventure, you recongise some features.
Before the next adventure, Zargon must tell
the heroes how many of the following there Armoury, Tavern, / 3gc
are in the quest:
- Rooms that contain monsters
- Secret Doors
- Treasure chests Dagger 45gc
6 As you stop the Goblin burning some Animal Hide 65gc
parchment, you notice it as the records of the Spear 120gc
takings for the local tavern! The barman asks
you to keep the Goblin’s actions quiet, and
Leather Boots 30gc
pays you 100 gold for your silence Rope 55gc
Torch 90gc
If you choose NOT to investigate, apply both
Tool Kit 260gc
results 1 and 2 from the table above, except
apply result 2) to all Warriors! Brigandine 405gc
5 The villagers ask you to judge their local turnip Shortbow 240gc
growing competition! Do you agree?
Mace 150gc
If you do, roll 1D6: Leather Armour 240gc
1 Your make a faux pas, and award the win to Flail 291gc
what appears to be the turnip grown by the Tower Shield 360gc
local creep. You are ejected from the tavern
immediately Arcane Cloak 880gc
2-4 You judge the competition, and the
villagers cheer you off on your adventures,
along with 10 gold for your trouble 1 In a game of dice you loose 4D6x5 gold
5-6 After judging, the villagers send you off on 2 Your Warrior ends up very drunk and short of 1D6
your way with 10 gold as a token of goodwill, x 10 gold
and the winning turnip! Select one Hero to 3 A terrible illness strikes the Settlement, and your
carry the turnip: The swollen monster reduces Warrior falls prey to it. They must spend the next
the hero’s movement by 3 squares, however it two days in bed, paying 10 gold per day for
can be eaten as an action. Each time the medication as well as the normal Living
turnip is consumed, it heals 2BP. The turnip is Expenses. In addition, roll 1D6. On a roll of 1-3
so large, however, that it contains four they are weakend, and can only carry one item in
portions before it is fully consumed! their arms next adventure instead of two
4 As part of a fundraising effort by the pub to get
money for a new latrine, they are running a ‘lucky
dip’. For 20 gold you may put any item in the ‘dip
barrel’ and then pick another at random. You
may discard an Equipment Card, and draw
another one at random!
73
5 It is closing time but you may want another drink 2 After an incident with some wandering magic
later so purchase a bottle of ‘one eyed Lil’s finest casters and their local livestock, the villagers now
scrumpy’. It is a ferocious beer that restores 2BP have an unspeakable, deep-seated fear of
when consumed, but gives you -2 movement for chickens. Trying to get the message across to
the rest of the adventure your warrior with the lowest MP is a challenge.
6 An unemployed jester is performing in the That warrior takes a Mind Test. If they fail, they
Alehouse tonight for free beer. His impression of reprimand the bar staff about the lack of chicken
an "ugly and terrified" snotling is very funny and on the menu, to which your party are thrown out.
ridiculously painful looking. They leave the settlement before they have
tasted ale, and any dwarfs or humans start the
You may imitate the impression once per next adventure at -1MP. If they pass, they
adventure, and pulling the face counts as an understand not to mention chicken in this
action. Roll 1D6 for each adjacent monster. On a settlement!
roll of a 4+ Monsters surrounding you are so 3 You reach the tavern before the rains arrive and
overcome with laughter that they cannot act for 1 find a seat close to a window. However in this
turn, but you are also incapacitated for next turn, old, decrepit building the roof gives in and
while you readjust your face so that it doesn't drenches your party! Your clothes are soaked and
remain that way permanently will take a long time to dry; unfortunately you
need to leave for your next adventure first thing
tomorrow morning. Any Animal Hide or Leather
armour you leave behind to pick up later, as they
are wringing wet. You may use them in
subsequent adventures. By way of compense, the
Tavern, / 1gc barman gives your party 5 gold
4 A strange picture on the wall of a leering
nobleman seems to have eyes that follow you
around. Roll 1D6:
1 Experimenting with drinks is never a good idea; 1-3 The painting is magically linked to the soul
everyone has tried it at some point and you are of the nobleman who surrendered himself to
no different. A dash of the blue stuff and some of the Chaos powers. They are informed of your
the clear liquid poured into that brown, lumpy intentions. During the next adventure, Zargon
ale seemed like a good choice, but only the gods may start with an Event card from the
know for sure. Roll 1D6: beginning
1-2 The drink cost D6x5 gold and succeeded in 4-6 A strange painting indeed. Nothing
making you vomit for a whole week. Treble the happens other than a few nervous glances in
settlement costs for your party. In addition, if its direction
you have a Healing Potion, discard it as you 5 You sit pondering over mistakes in your life and
are compelled to spend your precious healing thinking about how you could change them.
remedying your self-inflicted suffering Fortunately you have not drunk enough to forget
3-4 The concoction doesn't actually taste too these thoughts the next day and decide to make
bad but the next morning you awake with a a difference. You may spend a week of vigorous
whopper of a hangover. Spend one day feeling self training to exchange one of your skills for
sorry for yourself and doing very little else. another chosen from the other two at the same
Double your settlement costs Battle Level. You also receive +6 XP. Doing this
5-6 - Wow, that stuff tastes good and makes doubles the settlement costs for the entire party
you feel revitalised. You concoct another and as you take time to train
take it away in a bottle. Treat this as a healing
potion capable of healing 1d6 wounds. It may
only be used once

74
6 You meet a group of villagers in the bar who As you stand you instantly see the lead warrior’s
invite you to go trap hunting during your stay. stride lose confidence. The man is clearly a
Over the next few days you are well informed coward and is looking for a way out of the
about building, setting, and looking after all situation now. Seeing this, you grab him by the
kinds of traps. Not only do you manage to catch collar and growl a warning to leave the bar, and
lots of tasty game, you gain the Alertness skill, as take his freinds with him. Upon closer inspection,
your expertise in traps comes in useful in your the 'warriors' are freshfaced, their garb too clean
adventures to have seen the road: they are young rookies.
After soiling himself, he runs with the men for the
hills
3 Following a friendly chat in the tavern, your
Warrior is employed by a local merchant to carry
Armoury, Tavern, / 2gc bales of cotton to the riverside area for the day.
This task earns him 20 gold
4 As you sit down to drink your ale and talk about
the recent adventure, an enormous ogre of vast
Dagger 45gc proportions carefully positions himself on the
Shortbow 200gc imappropriately small stool at the next table.
Hand Axe 170gc Fixing you with his glare, your party were about
to laugh at something your spellcaster said, but
Shortsword 185gc thought better of it, the ogre’s gaze fixed
Broadsword 660gc menacingly in your direction. After a moment of
Rope 45gc silence, another member of your party opened
their mouth to speak, but the ogre looked up and
Toolkit 230gc
shook his head. This repeated itself several times,
Mace 300gc before it dawned on your party that they had few
Animal Hide 100gc options other than to sit at the table in silence.
After a couple of hours, the ogre leaves the
Longbow 445gc
tavern, by which time your party thinks it’s time
Longsword 430gc to leave too and rest up for the next adventure
Warhammer 290gc 5 Bron the Mighty, a large Middenheimer and
Heavy Shield 300gc proud owner of the biggest arms this side of the
Misty Mountains, is sitting at the bar on a hunting
trip, looking for some bears to wrestle. You
befriend him and tell him about your latest
1 If you bought a weapon at the Armoury, taking a adventures. He realises that although you are
couple of swings you feel something coming good with swords, your party knows little about
loose. You realise the weapon is worthless! thrown weapons. To remedy this, he
Discard the Equipment Card demonstrates how to throw properly, using a
2 A large and rowdy group of Mercanaries barges large mallet from outside the tavern. After some
into the bar. You catch one of their eyes, should time, your warrior with the highest BP gets the
you hold the stare? hang of the lean-twist-throw technique, and
gains the skill Good Throw. When using thrown
Their eyes stare right back at you and, after a few weapons, the range of the throw is double the
moments, the Mercenary approaches your table, Hero’s current BP, instead of equal to their
along with some friends. Do you stand up from current BP
your table to meet them?

75
6 There is always a bottle of alcohol in every
Alehouse that nobody will touch. They are often
blue, purple or green and are made with strange
ingredients. Tonight you have been challenged to
try some. It is a dark yellow liquid which, if the
label is to be believed, contains orc blood and
wyrdstone. A mighty cheer goes up after you
down a glassful and then manage to stand. It isn’t
until next morning that you start to feel unusual
and seem able to sense magic. If you are a
spellcaster, you have gained the skill Magical
Manipulation. You can reroll any recast roll once
per adventure. If you are not a spellcaster, you
can read the winds of magic, and once per quest,
can attempt to recast a spell from another
spellcaster’s recast pile. If you roll any │ you
lose this ability forever

76
3 The locals are outraged to see strangers
Appendix 5 - Towns being treated like this. They demand an
apology, and the cultists promise not to annoy
you again. They also pay your tab. Gain 10
gold
2 A stranger at the bar looks over and his eyes
widen in excitement! He proclaims to be an old
Armoury, Tavern, Alchemist, Training Grounds/ friend of yours. You don’t recognise him but then
3gc you have met a lot of people in your time… invite
him to sit with you?

The man sits and begins a tale or two; it seems he


Dagger 45gc could talk all night! He asks if you are interested
Rope 40gc in helping him with a little problem he has. Are
Torch 80gc you willing to help?
Toolkit 255gc
The man talks your ears off, tellig tales of sorrow
Staff 150gc and woe, joy and laughter and all while buying
Spear 160gc you drinks. You awake the next day without a
Hand Axe 180gc random item. Discard a random piece of
Equipment
Shortsword 220gc 3 Your Warrior is accused of murder and thrown in
Broadsword 670gc jail. The matter is sorted out eventually, but only
Halberd 435gc after your Warrior's companions have bailed you
out. Each Warrior in the party except the accused
Mace 325gc
must pay 1D6 x 5 gold to the authorities. If his
Round Shield 135gc companions do not have the money, they must
Leather Armour 300gc sell equipment until they have enough.
Otherwise, the Warrior misses the next adventure
Apprentice Cloak 260gc
4 Much taken with the teachings of the local priest,
Chainmail 445gc your Warrior pledges 1D6 x 50 gold to the cause,
Warhammer 275gc selling equipment if necessary to meet the cost of
Great Axe 1530gc the donation. The next time your Warrior is in a
fight and fails to hit their opponent, the sect's
deity shines on them and they may re-roll the
attack. This only occurs once
Alchemy 100gc 5 You get chatting to a fellow adventurer and start
Strength 495gc comparing skills and spells. The evening proves
to be both interesting and beneficial. Next time
Rage 435gc
you are due to go up a Battle Level, you may
choose your skill instead of rolling on the table
6 The nobles here are angrily debating whether or
200gold not there is a substantial goblin presence in the
nearby mountain range. You may enter the
discussion with your tales of the area. Roll 1D6:
1 The assembled group seems to be insulted
1 A local cult seems to think you have committed a that you are questioning the reports they have
heresy. Roll 1D3 received. You are ushered out swiftly
1 The locals watch carefully as you are forced 2 The nobles don't think its fair to deprive
to hand over 2D6x20 gold, or they will join the them of their arguing fun, and with no goblins
cultists and beat you for a loss of 1BP to your to debate, they turn to gambling, and invite
maximum BP for your next Quest you to a suspiciously complicated game of
2 The Landlord asks the cultists to leave and cards. Roll 1D6:
stop bothering the customers
77
1-2 You loose 1D6x20 gold before you
realise they are cheating. Your protests
are unheard as you are taken outside and
left there, unable to return
Skill 200
3-4 You start to loose, but with a clever Warmth 85
slight of hand you reverse your fortune, Will 465
and end up no worse off Restoration 365
5-6 Though the nobles seem interested in
bankrupting you, they have a lot to learn
about cheating. You end up with 1D6x30
gold
200gold
3-4 The nobles doubt your word, but seem
reassured nonetheless 1 The wine is nice. The food is good. The
5 The nobles listen to your words and are conversation is convivial. Yet something is
entertained, though they don't really believe missing... Roll 1D3:
you. Still, they collect 25 gold as a thank-you 1 You seem to miss the more dangerous
for the story. atmosphere of other establishments, and
6 The nobles are interested in what you have decide to start a fight with a local tough
to say, and applaud you for your work in looking half-orc. You Attack first. They have
dealing with the goblin threat. They award you the following stats: Attack: ;
with a Brigandine to assist you on your Defence:
adventure. Take a Brigandine from the 2 The thing that's missing is your purse. By the
Equipment Deck time you've realised, the smooth-talking
'Trader' has legged it. Say goodbye to 4D6x10
gold
3 You were missing out on the fact that you are
sitting on an ancient piece of paper, obviously
Armoury, Tavern, Alchemist, Training Grounds/ left here by the last person to sit on the seat.
Take a Spell Scroll at random
3gc
2 A well dressed man dramatically enters the bar
and bellows at the top of his voice "DRINKS ALL
ROUND!" Do you take him up on his offer?
Dagger 55gc
Drinks start to pour your way and the generous
Leather Boots 50gc
benefactor goes from table to table swapping
Rope 55gc tales. He is heading your way and you are sitting
Torch 80gc very close to the stairs to your room. Do you stay?
Leather Helm 120gc
The dink buyer is a foul mouthed and engaging
Hand Axe 210gc
trader from across the seas. He teaches you
Bow 510gc several horrible insults and bowdy insinuations.
Mace 350gc At any time you may call out such an insult
Round Shield 165gc against one a certain monster. This monster is so
enraged that it will imediatly switch its focus to
Horned Helm 225gc you and not attack the other heroes. This can
Iron Helmet 280gc only be used once per adventure
Apprentice Cloak 215gc 3 A stranger at the bar looks over and his eyes
widen in excitement! He proclaims to be an old
Warhammer 270gc friend of yours. You don’t recognise him but then
Heavy Crossbow 745gc you have met a lot of people in your time… invite
Heavy Shield 275gc him to sit with you?
Plate Armour 890gc

78
The man sits and begins a meandering tale; it Broadsword 750gc
seems he could talk all night! He asks if you are
Halberd 475gc
interested in helping him with a little problem he
has. Are you willing to help? Round Shield 150gc
Leather Armour 270gc
As the drinks flow you recognise he sold you your Brigandine 385gc
very first weapon when you set out on a life of
adventure! He begs for the blade back; Flail 390gc
explaining how it was foretold to him that only ill Longbow 590gc
luck would follow him should he part with said Longsword 535gc
weapon. He offers to pay you 1D6 x 20 gold (all he
has) for your starting weapon, if you still have it. Apprentice Cloak 230gc
If you agree, fate smiles upon you and you gain a Warhammer 305gc
reroll counter next adventure Enchanted Cloak 950gc
4 A strange-looking man with a long, grery beard
offers to sell you a powerful potion, cheap, under
Plate Armour 870gc
the table for 25 gold. If you agree, he gives you a
(roll 1D6):
1 Flask of water Alchemy 100gc
2-3 Gourd of Herbal Tea (1D3 doses, each
Strength 440gc
restoring 1 wound)
4 Healing Potion Resolve 100gc
5 Heroic Brew Rejuvination 860gc
6 Potion of Battle
5 A rich mining magnate tells you of the dangers of
cave-ins, something you can sympathise with. He 1 The landlord of this pub has a long memory. You
tells you some of the tricks to spot and even stop should never have punched his staff, stolen his
an imminent cave-in. If you are ever hit by a money and insulted his daughter on your last
Falling Block Trap you may take a Mind Test. If visit. This time he asks you to leave through the
successful you avoid the Trap window. Next adventure you have -1 movement
6 The Slaughterhouse Singers are back in town 2 Those despicable zombies get everywhere! There
with their new song, ‘The Troll with the Tiniest you are, having a quiet drink when a horde of
Weapon’. This can be sung so enthusiastically them attack the alehouse. Roll 1D6:
that your singing skill can now kill monsters, of 1-2 The whole evening is terrifying. The
up to 2BP, in the same room/corridor! If you use zombies chew threw everything they can feast
your action to sing, roll 1D6 for each adjacent upon. For each Leather piece of Equipment
monster. On a roll of of 4+ they drop dead! Use you have, as well as any animal hide, roll 1D6.
this skill once per adventure On a 4+ it is lost
3-4 You heroically fend off the zombies. In
their gratitude the townsfolk present you with
a gift, a wooden shield. Take a Wooden Shield
Armoury, Tavern, Alchemist, /4gc Equipment Card
5-6 You get bitten during the attack but unlike
many others, do not succumb to the undead
curse. Still, you do get the urge to eat living
Staff 130gc
flesh occasionally. Gain a bite attack of
Spear 170gc which you may use once per adventure. This
Leather boots 55gc can be used in addition to your normal Attack
Rope 50gc action against an adjacent Monster
Torch 80gc
Toolkit 250gc
Shortsword 190gc
79
3 While staggering out of the alehouse you bump 6 A shifty-looking dwarf wanders up to you, his
into a priest requesting alms for the poor. Not manner suspicious. Rather than selling you
wishing to offend any higher powers, you give bizarre fungus or tickets to the pitfight, he offers
him 10 gold. The gods smile upon you from you a well-built banjo. It is nicely crafted, and
above. Next adventure, you have one reroll can't be too hard to play. The dwarf gives you his
counter card (Delvic Trôttær) with his motto in ancient
4 Your Warrior is accused of witchcraft, and is dwarfen runes written across the top. It
chased through the streets by an angry mob. Roll translates as 'No money back, no guarantee'.
1D6 on the following table: Still, the banjo is cheap at 50 gold. If you buy it,
1-2 Your Warrior escapes by jumping over the you can play it as an action once per adventure if
Settlement wall and into the filthy water of the you are not adjacent to any Monsters. If you do,
moat. Pelted with eggs and rotten fruit, he roll 1D6:
staggers out onto the far side, where he has to 1 Your discordant playing delights only the
wait outside for his companions, all the while creatures of darkness you are supposed to
nursing an injury. Draw an Injury Card at fight. They each receive + in Attack!
random 2 Uh oh! A string breaks. You'll have to fix it
3-4 Your Warrior ducks down a side alley and later. It can be repaired in the next Town or
escapes, but from now on must wear a City for 15 gold
disguise when out in public! Take a Mind Test; 3 The twanging of the banjo simply causes
if successful your disguise has fooled the slight headaches. All ranged weapons miss
locals. If failed, they see through your disguise until the start of the next Hero turn, and any
and attack you in the street. Without your Chaos Monsters roll ; on a ─ they lose 1BP
usual weapons, you hurriedly escape the 4 You strum a good tune, distracting any
crowd, but hurt your ankle in the process. adjacent monsters. They attack with one
Receive -1 movement next adventure combat die fewer
5-6 Your Warrior turns angrily on the mob, 5 You encourage the warriors, and each
demanding an explanation. Shouting down receives + Attack!
the leader of the mob, he establishes his 6 Your playing seems to influence fate itself.
authority over the crowd, who sheepishly Each warrior may reroll their Attack dice. If
return to their hovels, pausing only to give him Zargon has an Event Card, they must discard
10 gold as way of compensation one card at random
5 An odd-looking man from Marienburg, Helmut
Klein, approaches your party and asks to sit
down with them. Do you agree?

If you do, he brandishes a puppet and puts on a


hilarous ventriloquist act that has you in stitches.
When it ends, he extends his hand and asks for a
contribution. Do you pay him?

If your party give him 30 gold or more, he teaches


your Warrior with the highest MP the basics of
ventriloquism by way of thanks. Once per
adventure, your Warrior may attempt to throw
their voice and confuse the monsters. If this skill
is used, roll 1D6. On a 4+ the warrior successfully
throws their voice, convincing the target Monster
that there is a Hero behind him! Your Warrior may
control the Monster’s movement for the turn. The
Monster must ends its move in an empty square

80
2 The Warrior is just knocking the great man
out when he is hit on the back of the head with
Armoury, Tavern, Apothecary, Training Grounds,
a hard object. Before he regains his senses,
/5gc D6x10 gold is stolen
3-4 The Warrior is up to his usual form, toying
with the big man until his annoying attacks
become too irritating and he knocks him out
Dagger 55gc
5 The Warrior knocks the brute out and hears a
Heavy Boots 210gc mighty roar of appreciation rise up from the
Shortsword 300gc surrounding crowd. 20 Gold is thrown down at
Toolkit 250gc them, of which he manages to only collect half
Brigandine 410gc of due to the squabbling of the fighting rabble
6 One well placed punch to the jaw and the
Shortbow 300gc mighty man falls down, knocked out cold.
Broadsword 860gc Unfortunately, guards come up behind the
Bow 470gc Warrior. Fortunately they explain that the man
at the Warrior's feet has a bounty on his head
Halberd 575gc
and pay him the reward of 50 Gold!
Horned Helm 215gc 2 The local tattoo artist inscribes a picture of a
Leather Armour 110gc slain dragon on your Warrior's back. Standing
atop its corpse is none other than your Warrior
Longsword 560gc
himself, brandishing a huge sword. Beneath the
Iron Helmet 270gc image is an impressive scroll, with your Warrior's
Apprentice Cloak 235gc name and the legend 'Mitey Worrier' inscribed in a
cursive script
Chainmail 430gc
3 Your Warrior must discard any one purchase
Heavy Crossbow 655gc made in this Settlement, as it was a fake and is
Great Axe 1560gc worth nothing!
Arcane Cloak 1035gc 4 You drank far too much last night and fell asleep
in the Alehouse. Some other customers thought
they would play a trick on you. Well, it seemed
highly amusing at the time. Roll 1D6:
300gold 1-2 A sign on the back of your armour says
'kick me'. Any Monster that attacks you from
behind receives + attacks in the first
round of combat
875gold 3-4 There was some red dye behind the bar
but now it is mostly on your face. No harm was
done but you look like a beetroot for the next
1 The Warrior watches on when a random fight adventure
breaks out. It's all fairly harmless, but then a 5-6 You wake up without any eyebrows. This is
huge man enters and starts doing some real a source of great hilarity. When Monsters
damage! Quickly looking around for guards, the attack you for the first time, they miss all their
Warrior considers intervening. Do you intervene? attacks if they roll any │ because they are
laughing so much
If they do, roll 1D6: 5 An old barbarian hobbles in using his rusty sword
1 Just as the Warrior enters the fray, a group of as a crutch and sits, unbidden, beside you. He
Guards appear from around the corner. They starts telling you about a battle against
soon break up the fight and send the tremendous odds where he lost his leg but still
participants to the dungeon for several days. managed to beat the enemy. When you ask how
Double the settlement costs for the party. In he survived, he laughs, leans close and whispers
addition, freeing the warrior costs 30 gold his secret: knowledge of the foe’s weak spot.
Roll 1D6 to find out the enemy type :

81
Warhammer 315gc
1 - Greenskins
Battle Axe 935gc
2 - Skaven
3 - Chaos Heavy Crossbow 685gc
4 - Fimirs Plate Armour 1025gc
5 - Undead
6 – Spellcasters

When attacking these in hand-to-hand combat, Air Walk 95gc


you may reroll misses in the first round of Defence 485gc
combat. Make a note of this ability on your Skill 195gc
Character Sheet
6 Entering the tavern, the locals immediately turn
towards your hero with the highest starting BP.
They grin and shout: “You’re back!” Turns out 1 That was one amazing evening! At least you think
they mistake you for the winner in last summer’s it must have been, but can’t actually remember
Half-Orc lookalike competition. You spend the very much. All you know is you are 100 gold
evening putting locals in headlocks, growling, poorer and you have a massive headache. Start
and genrally behaving like an Orc, which luckily is the next adventure with -1MP to your maximum
just being your usual self. You go home with a MP
smile on your face and a trusty new Mace by way 2 Your Warrior is invited by a group of locals to go
of thanks on a nocturnal hunt. Meeting them just before
sunset, he is informed that tonight's prey is the
great Quarg - a beast of fearsome temper and
foul disposition. His task in the group is to take
the hunting tools: a net, a small pole with a bell
on it, and a bag full of garlic - and wait in the
middle of the woods while the rest of the hunters
Armoury, Tavern, Alchemist, /4gc spread out into the forest and drive the Quarg
towards him.

As the sun rises the next morning, and the owls


Staff 134gc
return to their nests, there is still no sign of the
Leather Helm 145gc Quarg. Your Warrior begins to wonder if someone
Leather boots 45gc is being made a fool of...
Rope 55gc 3 As you are settling into your ale, a fat monk runs
Torch 80gc into the tavern and slams the door shut!
Moments after bolting it, you hear loud thumping
Shortbow 285gc on the door, and a voice yelling “open it!” The
Hand Axe 215gc monk is leaning with his back pressed against the
Broadsword 795gc door trying to keep it closed. Do you open the
door, or leave it closed?
Halberd 465gc
Leather Armour 260gc If you don’t open the door, you hear the
Bow 590gc thumping continue for a while. After the assailant
leaves, the monk gives you 10 gold
Mace 340gc
Round Shield 130gc If you open the door, a large, angry farmer enters
Crossbow 415gc the tavern and slaps the monk round the face a
couple of times. Evidently this bandit found a
Flail 370gc
good disguise and stole some money from the
Longbow 530gc farmer. By way of thanks, the farmer gives you 15
Longsword 540gc gold

82
4 A stranger at the bar looks over and his eyes 2-3 You have a poor hunt, and only get
widen in excitement! He proclaims to be an old 2D6x10 gold worth of catch. You can sell
friend of yours. You don’t recognise him but then your used equipment for 1D3x50 gold
you have met a lot of people in your time. Do you 4-5 A good hunt, retrieving 2D6x20 gold.
invite him to sit with you? If not, nothing Your used equipment is worth 75 gold,
happens, but if you do: and you acquire a useful Animal Hide.
Take the appropriate Equipment Card
The man sits and begins a tale or two, it seems he 6 In addition to the good hunt (see 4-5)
could talk all night! He asks if you are interested you come across a convoy of traders
in helping him with a little problem he has. Do under attack. You defeat the brigands and
you agree? plunder their equipment. Draw an
Equipment Card at random
You finally recognise the man as a drinking
partner from another trip to a tavern many
moons ago. You spend the evening telling rude
jokes and generally having a good time. Such a Armoury, Tavern, Alchemist, Training Grounds
good time, in fact, that you don't recover from /6gc
the alcohol poisoning in time for the next
dungeon! The first time you take damage in
combat you miss your next turn as you throw up.
However, the first time you deal damage in Dagger 45gc
combat, your blow lands, followoed by your Staff 135gc
lunch, right in a chosen monsters face, causing it Leather Helm 140gc
to miss its next Monster phase Shortbow 270gc
5 You are chatting to the barman about local points
of interest when somebody taps you on the Hand Axe 215gc
shoulder, says he works for something called the Shortsword 185gc
'tourist board', and gives you a map full of local Leather Armour 270gc
information. Your next journies to and from a
dungeon may be made without the need for
Rope 55gc
hazard rolls Torch 85gc
6 You meet an old friend, and fall to reminiscing. Broadsword 775gc
Roll 1D6:
Halberd 460gc
1 It seems he's fallen in with some thieves.
They relieve you of 3D6x10 gold Mace 375gc
2 You friend seems to have fallen on financial Round Shield 155gc
difficulties, and asks to 'borrow' 2D6x10 gold
Flail 300gc
from you in a special 'Between Friends
Unrepaid Loan'. If you help him, you receive Longsword 505gc
one reroll counter in the next dungeon. If you Warhammer 315gc
cannot or will not help out a friend in need, Ballte Axe 850gc
Zargon begins the quest with an Event card
3-4 You have a good night out Heavy Crossbow 635gc
5 It seems he's working for the cities planning Enchanted Cloak 935gc
guild and knows the traders. You may Arcane Cloak 1105gc
purchase any items at this settlement for 10%
off
6 He has fallen in with the nobility. He invites
you on a four-day hunt. If you choose to go, Skill 185gc
equipment and such cost 150 gold, but then Restoration 430gc
roll 1D6:
Magic Resistance 200gc
1 It seems he's actually a con man, taking
off with your equipment and 2D6x10 gold

83
6 A new drinking friend of yours turns out to be the
local blacksmith. He sharpens one of your
weapons for nothing, giving your + Attack.
300gold
The effect lasts until the comes up with a │
indicating the weapon loses its razor sharp edge
1 Isn't it amazing how several beers can change
your perspective of somebody! Last night you
bought that stunning dancer several drinks and
ended up having a night of pleasure. This Armoury, Tavern, Alchemist, Training Grounds
morning you wake next to a half orc and have to /4gc
bribe them to keep quiet about the whole event.
Lose 50gold
2 Plague. Roll 1D6 for each Warrior. The Warrior
with the lowest score is stricken with the plague. Staff 130gc
If it is not cured, at a cost of 1D6 x 100 gold, the Leather boots 50gc
Warrior suffers immense agony and dies
Torch 85gc
3 A crowd is gathering around a travelling pedlar at
the bar, do you go and take a look? Shortbow 310gc
Hand Axe 210gc
You force your way to the front. A case of sorts is Halberd 470gc
opend on the bar and the merchant starts his
patter. Do you stay and listen to his pitch?
Leather Armour 250gc
Bow 595gc
The peddlar explains that he has some items Mace 320gc
going cheaply. Draw five Equipment cards
Flail 380gc
randomly. Your heroes can purchase them for
half price
Alchemist
However the merchant is a local scoundrel and Healing 685gc
the authorities are looking for individuals who
Magical Aptitude 320gc
are purchasing stolen goods. Take a Mind Test. If
you pass, you leave the settlement immediately
Wolfsbane 90gc
with your ill gotten gains, otherwise, roll 1D6. On Strength 400gc
a 4+ you lose any purchased items and a recieve a Battle 185gc
fine of 50 gold per item purchased. If you cannot Dexterity 110gc
pay, lose one random piece of Equipment Venom Antidote 120gc
4 There is a travelling circus in town, and your
Warrior spends the rest of his day wandering
from sideshow to sideshow. Having met the
bearded woman and the two-headed goat, he 250gold
decides to have his fortune read. Perhaps the
sign above the door to that particular wagon
should say 'Have your fortune stolen', as for a 1 You have walked into a very dark and unusual
cost of 2D6 x 10 gold, your Warrior is told nothing pub. After a few drinks you realise that the
more than that his destiny lies with a tall, dark barman is very hairy and getting more so as the
stranger from Erengrad! moon rises; the serving girl has very pointed
5 In an armwrestling contest you win 4D6x10 gold canine teeth and most of the other customers
from locals. You do this not by winning, but by seem to have various 'undead' traits. Take a Mind
pretending to lose to impress the girlfriends of Test. If successful, you leave right away. If not,
said locals. They happily slip you a small fee roll 1D6:
1-2 Two random members of your party are
attacked by Wolves! They have Attack

84
Defence ; 1BP. The wolves strike first. If 5 A crowd is gathering around a travelling pedlar at
the Warriors survive the combat, your party the bar, go and take a look?
needs to pay their settlement costs again to
give the warriors time to recover. If they lose You force your way to the front. A case of sorts is
all their BP, you must spend a healing potion opened on the bar and the merchant starts his
each to save them. If not, you must cast a spell patter. Do you stay and listen to his pitch?
that restores BP for each Warrior. If you do,
that spell begins the next adventure in the The man has an odd sharpening contraption.
recast pile. If you have no spells or healing You may pay D6x20 gold for him to sharpen one
potions, the Warriors must miss the next of your bladed weapons, causing one of its attack
adventure whilst they heal dice to be exchanged with a next adventure
3-4 One Warrior is attacked by a Wight! It has 6 Quite by chance, you find out that the barman is
Attack ; Defence ; 2BP. your distant cousin. He remembers you: (roll
After one round of combat, the other Warriors 1D6):
can join in 1 As a bully. You are thrown out and told not
5-6 The Chaos Magic seeps into your blood. to return
One spellcaster from your party may take a 2-5 As a fun chap. He pays your tab. Receive 5
random Chaos Spell to use next adventure. gold
Casting it causes them to lose 1MP. It may not 6 As a brave adventurer. He offers you the
be recast family sword, as he's realised he's less and
less likely to go adventuring. Take a
2 'All Hail to St Sobrius' Day, patron saint of tea Longsword from the Equipment Deck
drinkers everywhere'. Especially here though!
Alas, St Sobrius never touched a drop of alcohol
in his life and since he was born nearby, all inns
are closed in celebration of his boring existence. Armoury, Tavern, Alchemist, /4gc
Thus you cannot drink today. As a result, Dwarves
and Humans cannot heal any MP in this
settlement
3 Visiting a local hostelry in a rather seedy area, Dagger 60gc
your Warrior partakes of a curious drink offered Spear 205gc
by the bartender. After one swig, he feels the Leather boots 55gc
effects of the liquid take hold. He has been Hand Axe 205gc
drugged! Roll 1D6 on the following table:
1-3 Your Warrior has been poisoned. Their Shortsword 220gc
maximum BP is -1 for the next adventure Animal Hide 90gc
4-6 The liquid in question is simply very strong Torch 85gc
ale, and your Warrior quickly gets a taste for
it. The only ill effect is a pounding head next Toolkit 245gc
morning Brigandine 390gc
4 Tonight is the chance of all alehouse customers Bow 635gc
to show off their hidden talents. The chicken
juggler was good but that pole dancing half orc
Broadsword 690gc
was just scary. Now it is your turn. Suggest an act Round Shield 145gc
to your party. Roll 1D6 (At Zargon’s discretion, Flail 380gc
you may add +1 to your roll if you suggest an
Longsword 520gc
unusual but fun act)
Apprentice Cloak 235gc
1-4 Your 25 gold entrance fee was wasted. No- Warhammer 280gc
one could beat the trained snotling acrobats
Battle Axe 910gc
5-6 What a talent! You win 200 gold. Perhaps you
should give up adventuring and turn Heavy Shield 370gcg
professional! Great Hammer 1360gc
85
3 You are persuaded to take part in an illegal battle
in the local Combat Pits. You arrive at the dead of
Charm 115gc
night. Roll 1D6:
Magic Resistance (fire) 175gcg 1 Oh dear. It's a sting operation by the
Will 520gc authorities to clear up illegal gambling and
Dexterity 90gc brawling. You are arrested for Participation in
Vision 495gc an Unlicensed Pitfight and are taken to jail.
Double the settlement costs for your party,
and additionally pay 50 gold to be released
2 No one else is here. Maybe you have the
1 The local ale has restorative qualities. Dazed by
wrong alleyway?
its curative effects, you agree to buy 1D3x3
3-4 You put up a good fight, but not enough to
bottles at 5 gold each. When consuming each
get you a cut of the gambling
bottle, roll 1D6:
5 You earn 40 gold betting on yourself
1 Fake. It's pig fat.
6 You win the Grand Prize, a magic sword! This
2-3 Not as good as you remember it... Has the
unique Broadsword, gives you + in
same effect as ordinary ale
Attack. Take a Broadsword from the
4-5 Good stuff. It restores 1D3 wounds
Equipment Deck to represent the magic
6 Great stuff! It restores 1D6 wounds, and next
weapon
time you move into Combat, you roll all for
4 You catch a thief with his hand in your purse. He
the first round of combat
hands you D6x5 gold (his spoils for the night) and
2 As your Warrior sits quietly in the corner supping
promises to stay away from you and your friends.
his ale, a Barbarian, resplendent in the very best
Still, after a few drinks the two of you are thick as
furs, invites himself to join him. The jingle of gold
warriors
and jewels as he sits suggests he may well be
5 Whilst drinking your ale you notice the floor of
fairly wealthy. He introduces himself as Ragnar
the tavern vibrating, along with a low, growling
the Terrible and buys a round of drinks. He
sound. Checking at the bar to see if everything is
confides that he has in his possession the
ok, you are told that they are keeping a large
Talisman of Erik, and that this is the secret of his
hound in the basement, to which they feed
fortune. He explains that he has chosen your
leftovers. Do you wish to see the hound?
Warrior to take it off his hands, as it may only be
carried for a year and a day before its curse takes
If you do, you are taken down with some narrow
effect and any wealth gained with it is lost
scraps to feed the hound. The bartender throws
tenfold. This wondrous artefact only costs 200
the afternoon’s leftovers. Appearing in the dark
gold, and as well as attracting wealth will render
are two red eyes that glare at you with malign
the wearer invulnerable. Parting with his gold
intelligence. The hound is a Chaos Beast. During
with unheard-of eagerness, your Warrior takes
the next adventure, Zargon may take two Event
the talisman and places it around his neck. He
Cards the first time Event Cards are drawn
exchanges small talk for a while, then Ragnar
6 The local Alehouse Thug decides that you can be
tearfully bids him farewell, explaining that he can
his entertainment for the evening and does his
no longer be so close to the object of his good
best to pick a fight with you. Eventually you get
fortune, now it is no longer his.
fed up with his taunts and knock two teeth from
his mouth. Twenty minutes later, after one of the
Moments after Ragnar has left, a warhammer
best bar room brawls ever, you are sitting next to
smacks your Warrior over the back of his head.
each other laughing, drinking and congratulating
Surprisingly - considering he now wears the
each other on different moves. One he teaches
talisman - the blow is excruciatingly painful. “'Ere
you is the Balls of Fury attack:
mate.” grunts a drunken Dwarf behind him,
waving the offending weapon, “I think you've bin
'ad.” The talisman is indeed a fake. If your Warrior
didn't have 200 gold, he gave Ragnar what gold
he did have, plus one random Equipment Card to
make up the balance

86
With lightning speed, your hand shoots out and 1 You do your best, but have no way of
grabs a part of the enemy that most warriors identifying the problem. The barman is
wouldn't touch. You then try to yank that part disappointed and only pays your party 20 gold
away from the rest of the body. Roll 1D6: on a roll for your time. What’s more, you each have a
of 4+ you deal 2BP damage against the Monster, terrible time and start the next adventure at -
which they defend against normally. If they lose 1MP and 1 poison counter from the toxic
any BP, they are incapacitated next turn as they fumes
recover! This skill has no effect on Undead 2 You can’t identify the problem, but the
monsters, or any monsters wearing plat armour eg experience of wading through muck to fix
Chaos Warriors some simple woodwork is something you’d
rather forget. You heal no MP during your stay,
but receive 20 gold for your trouble
3-4 You identify the leak, fix it and are paid 40
gold by the barman. Covered in muck, you are
Tavern, Alchemist, Apothecary/5gc not able to visit the tavern proper, and have to
return to your lodgings to clean up. Any
Barbarians or Dwarfs in your party heal no MP
in this settlement due to a lack of ale
Alchemy 105gc 5 You fix the latrines, get paid 50 gold by the
Healing 700gc barman, but also find a precious ring which
Magic Resistance you offload for another 20 gold!
180gc
6 After carrying out a decent repair job, you
Magic Resistance (fire) 215gc enter the tavern, and Gron-th H’Throk, a
Battle 190 fearsome local Ogre who was nervously
waiting for this moment for several days,
1000gold bursts past you and happily fills the latrines
once again! When he emerges, the grin on his
tusks is truly something to behold. To express
his gratitude he adds another 20 gold to the 50
1 With pickpocketing on the increase, you are alert paid by the barman, and teaches you a special
to any trouble. Unfortunately, you are also move; the over-the-shoulder Ogre throw!
thirsty, and drink the drugged drink. You loose Once per adventure, instead of attacking
1D6x10gold as the 'paramedics' dump you in the normally, roll 1D6. On a 4+ you lift an adjacent
muddy road monster, and place them lying down in any
2 The Settlement is set ablaze and is soon burning adjacent square! Whilst prone on the ground,
from end to end! Not only is most of the they Attack and Defend with one Combat Die
Settlement badly damaged, but the Warriors are fewer. Standing up counts as moving 3
blamed for the fire and thrown out before they squares. This can be used to throw Monsters
are ready to go. They start next adventure with - into pits, lava river etc!
1BP and -1MP, and each Warrior must discard 4 You overhear a group of locals discussing the
one item at random that is lost in the blaze best route through the nearby countryside and
3 After your hard adventure you enter the tavern memorise what they say. Reduce your next
with faces caked with sweat, clothes matted onto travelling time by 2 weeks, to a minimum of 1
your skin with gore, covered in bandages, and week
sporting a sullen expression. Upon entering the 5 The locals in this tavern are all loudly engaging in
tavern the barman’s eyes light up and he the local dance, and beckon you to join them! Do
exclaims: “There you are, thank you for coming to you join in or drink ale at your table in the corner?
fix the latrines!” He beckons you to come to the
side of the bar. You look at each other; do you go If you drink ale at your table, you have a pleasant
along with the barman’s misapprehension or night
point out that, in fact, you are not here to
rummage around the tavern’s latrines but are in
fact brave adventurers? If you decide to play
along with fixing the latrines, roll 1D6:
87
If you join in the dance, the fancy footwork,
pirouetting and heel-flicks teach you some 1 The ale here is foul! You turned up late, so
valuable skills about movement and how to carry everyone else is drunk on the good stuff already
your weight. You gain the “Nimble” skill – take and doesn't notice. Take a Strength Test. If you
the appropriate Skill Card. You retain this skill fail, you are laughed out for not being able to
until the next time you are reduced to 0BP, as hold your drink. You begin the next Quest with -
your injury affects your agility 1BP
6 A servant of Shallya enters the inn on her mission 2 A tall man with his head covered in a dark cowel
of healing and starts focusing her faith on the sick enters the tavern and sits next to the fire,
and infirm. Moved by this display, you offer your seemingly uninterested in drinking ale. Do you go
assistance and spend the evening helping the and talk to him?
Priestess. Gradually you start to understand
some of her healing powers and for your The man explains that he is a monk on a
kindness, Shallya blesses you with a rare gift. One pilgrimage to St Verenna’s temple. He listens to
random hero gains the healing hands skill: your story of brave adventure, and offers to pray
for you if you give him 20 gold. Do you take him
As an action, you may take a Mind Test. If you up on the offer?
pass, one adjacent Hero may heal up to 2BP. For
each │ rolled, you lose 1MP If you do, Your Warrior may ignore the damage
caused by any one Attack during the next
adventure, when the blow is mystically deflected
at the last moment
3 Due to a mistaken identity, your Warrior finds
Armoury, Tavern, Apothecary, /3gc himself surrounded by a gang of angry young
men who insist that he is betrothed to marry their
sister. Your Warrior agrees, albeit at knife point,
and pledges his troth to a farmer's daughter of
Dagger 55gc ample charms. The marriage is arranged for
Staff 170gc tomorrow, so your Warrior must either leave the
Spear 205gc Settlement immediately, or get married..
Leather boots 55gc
If you decide to leave the settlement, your party
Shortbow 290gc are far from ready each start the next adventure
Hand Axe 225gc with -1MP and -1BP
Shortsword 230gc 4 An old gypsy sits at a table in the alehouse
offering to tell your future for a price of 50 gold.
Rope 45gc
She foretells of a battle in the future and warns
Halberd 480gc you about the opponents. You may force Zargon
Mace 350gc to redraw any one Event card during your next
dungeon
Horned Helm 210gc
5 Something goes wrong during a magical
Crossbow 480gc performance by a gnome mage. A simple trick
Iron Helmet 280gc summons a beast from another dimension and it
attacks the audience! Do you stand up to the
Apprentice Cloak 195gc
beast?
Chainmaiil 435gc
Warhammer 285gc If not, then the beast scares the crowd away from
Greatsword 895gc the tavern, and quickly dissipates back into the
ether.

If you do, you manage to rid the tavern of the


1000gold beast. By way of gratitude, the barman pays you
20 gold
88
6 Tired of wandering through the wilderness, a
Pedlar enters the tavern for a well earned rest 1 The Settlement is struck by a virulent disease
and some beer. He is still keen to sell his wares that sweeps all the households for miles around.
though. Shuffle the Equipment Deck and draw The Warriors have a choice. They can either stay
the top 3 cards. You may buy them for half the in the Settlement, and risk catching it, or head for
listed cost the next adventure immediately. If they go on
their next adventure, they all start with -1BP and -
1MP to reflect their lack of recovery

If the Warriors elect to stay, roll 1D6 for each of


Armoury, Tavern, Alchemist, Apothecary/4gc them:
1-2 The Warrior succumbs to the disease and
dies
3-4 Illness; the Warrior starts the next
Dagger 50gc adventure with three poison counters and -
Spear 160gc 1BP
Leather Boots 50gc 5-6 They somehow escape the worst and only
Leather Helm 130gc are bedridden for a couple of days
2 The food seems good. Too good... Drugged... You
Shortbow 290gc wake up in an alleyway, minus all of your gold
Hand Axe 185gc and with one poison counter at the start of the
Animal Hide 80gc next Quest
3 A strange figure walks into the tavern and claims
Heavy Boots 240gc
to be a mystic healer. Nobody shows much
Rope 50gc interest until he mentions the ability to remove
Torch 80gc unwanted tattoos for 100 gold. Suddenly there is
a queue of embarrassed looking customers
Toolkit 260gc
exposing badly drawn pictures and names of past
Brigandine 395gc lovers. At last you can get rid of that 'Mitey
Broadsword 700gc Worrier' tattoo!
4 A ragged-looking man approaches you and begs
Round Shield 130gc
that you buy him a drink. Do you agree?
Horned Helm 270gc
Crossbow 370gc If so, you have a pleasant conversation about the
Longsword 500gc various Goblin raids you have experienced. You
spend 5 gold.
Iron Helmet 275gc
Warhammer 315gc If you refuse or ignore him, he gets desperate and
Great Hammer 1340gc offers you a small amulet for a beer. You
eventually agree, spend 5 gold and pocket what
you assume is a useless trinket. You later find out
to your delight that it is actually a rare magic
Air Walk 95gc charm bestowing you with Magic Resistance 6+. If
Wolfsbane 115gc you are the target of a Chaos Spell, roll 1D6. On a
6, the spell has no effect. However if you roll a 1,
Healing 410gc
the amulet’s power is depleted and can no longer
Battle 220gc be used
Rage 385gc 5 A nobleman's bodyguard shows you the
importance of a good battle cry, and helps you
compose your own; (roll a D66, or just make it up)
1000gold 1 "Death to all 1 "Who oppose me!"
2 "Fear me," 2 "Enemies!"
89
3 "Run, run, you" 3 "Dam'ned creatures of
darkness!"
4 "Cower," 4 "Lowly maggots!"
5 "Have at ye," 5 "Servants of Evil"
1000gold
6 "Begone," 6 "Those who oppose the
Light!"
1 The Tavern turns out to be a little less social that
As well as crying this in battle, once per one might assume. In fact, there's no one here.
adventure you can use it at the beginning of a Roll 1D3
turn. Roll 1D6. If you roll 5 or 6 you may reroll 1 It appears the local militia has hired it for a
misses when attacking this turn. You may try, training exercise. You are caught in the
once per turn, until you succeed crossfire, and get hit by an arrow. You must
6 An old adventurer sits coughing into his ale. You discard a Healing Potion if you have one. If
sit beside him and then notice he has a severe not, you start the next adventure with -1BP
wound in his chest. All offers of help are turned 2 The place is deserted because of a rat
down but he does ask a favour. "I know my time infestation. Without warning you are attacked
is nearly up but I beg you to take care of my by D6 Giant Rats. They have Attack ;
battleaxe." With that he coughs some more and Defence ; BP1. Assign them evenly to
then collapses dead at the table. Take a Battleaxe the Warriors, with any left over rats assigned
Equipment Card randomly
3 It seems the tavern is the drop-off point for a
local dodgy deal. You witness a bribe paid to
the police by a local crime figure. Roll 1D6:
Tavern, Armoury, Apothecary/5gc 1 You are spied by the criminal. He warns
you not to speak, on pain of having your
Armoury throat cut. You leave the Settlement
before having had a chance to see to your
Dagger 55gc
affairs. You may not purchase any
Staff 165gc Equipment, Potions, or visit any
Spear 160gc settlement locations
Leather Boots 50gc 2 You are spotted by the Police agent. He
L:eather Helm 140gc arrests you on the false charge of
Disturbing the Peace. Your party must pay
Hand Axe 220gc a bail of 30 gold for your release
Shortsword 195gc 3-4 You are not seen
Animal Hide 100gc 5 You catch the thief and threaten to
reveal all. He pays you 50 gold
Heavy Boots 225gc
6 You confront the Police agent. He gives
Leather Armour 270gc you 90 gold to secure your silence
Rope 50gc 2 A tall, ominous figure enters the bar and starts
questioning people. While he has no right to do
Torch 85gc
this, he is a witch hunter and most citizens will do
Toolkit 250gc or say anything to avert suspicion. Eventually his
Bow 475gc eyes meet yours and he walks over to have a
Broadsword 675gc “chat”. Roll 1D6:
1-2 - Your evasive manner makes him
Mace 395gc suspicious. He has a word with the local militia
Flail 370gc who follow you for several days. They enter
Longbow 645gc your lodgings and take one random weapon
they believe to be imbued with Chaos Magic.
Warhammer 270gc Discard one random weapon
Heavy Shield 285gc 3-4 - You say little of interest and he moves on
Great Hammer 1045gc
90
5-6 - He finds your conversation very
interesting and pays you 20 gold for your help
3 Your Warrior gets involved in a dubious game of
dice. Roll 1D6 on the following table:
1 Your Warrior loses badly, and must forfeit
one item of your choice
2 Your Warrior loses 1D6 x 20 gold.
3-4 Your Warrior comes out of the game evens
5 Your Warrior wins 1D6 x 10 gold.
6 Your Warrior wins 3D6 x 10 gold
4 The patrons look at you, and give you a round of
applause as you enter. Clearly your fame has
spread. From now on, your party must double
their settlement costs, as they are perceived to
be a successful, and wealthy, group of
adventurers
5 A bearded, heavily armoured dwarf rudely shoves
you aside as he leaves the bar. You consider
starting a fight but then notice he has dropped a
small package which you decide to pick up as
compensation. Gain 1 Firebomb. Choose any
visible square up to your BP away. You may throw
the firebomb into that square. When it detonates,
any figure in that square is hit with ,
and any adjacent figure is hit with
6 A scarred and drunken Kislevite Raider
demonstrates to your Warrior the art of playing
dead. After some practice, your Warrior learns
how to feign death even without the aid of
alcohol! Using this skill, your Warrior may play
dead once per adventure. Place his miniature flat
on the table to indicate that he is in this state.
While he is playing dead, and there are other
Warriors still standing, no Monsters will attack
your Warrior. However, the only action he may
take while in this pseudo-dead state is to
surreptitiously swig potions. Of course, once all
the other Warriors are dead, the Monsters will
start rifling (or more often eating) the bodies and
thereby discover that your Warrior is still alive,
whereupon they will all set upon him, hitting
automatically. At the start of any turn, you can
declare that your Warrior is no longer playing
dead and stand his miniature back up

91
Appendix 6 – Cities
400gold

Armoury, Tavern, Alchemist, Apothecary, 1000gold


Training Grounds/4gc
1 This Drinking Den seems a little rough... and no
one has even started drinking. You are in the
middle of a mob battle between rival gangs. If
Dagger 60gc you wish to join in, roll 1D6+BP:
Staff 100gc 1-2 You end up groaning in the gutter, start the
Spear 200gc next adventure with -1BP and -1MP
3-5 The local militia turns up and sling you in jail
Leather Boots 60gc for Disturbing The Peace. Your party has to pay
Leather Helm 130gc another set of settlement costs and your bail of
Shortsword 245gc 30 gold
6-8 You have some fun, but end up going off
Leather Armour 320gc
bored when the good opponents are all
Rope 65gc incapacitated
Torch 110gc 9-10 You acquire quite a name for yourself
amongst the fringe. Draw three Equipment Card
Toolkit 315gc
at random. You may purchase them for half price
Brigandine 410gc 11+ Great fun! You swipe 2D6x10 gold from
Bow 590gc downed opponents, and apply the result for 9-10
above
Broadsword 855gc
2 The tavern is enjoyable, the weather is nice, and
Halberd 615gc the people surprisingly friendly. Roll 1D6 for each
Round Shield 170gc Warrior. On a roll of a 1, they decide to settle
Crossbow 460gc down here. Their adventuring career is over
3 Your Warrior sees a poster warning that a well
Flail 420gc known murderer is reputed to be in the area, and
Longbow 650gc offers a reward for his capture. The criminal in
Longsword 620gc question is described as very tall, wearing a black
cloak and hat, and having an Erengrad accent.
Apprentice Cloak 250gc Upon reading this, your Warrior realises that the
Chainmail 515gc description exactly fits a character they bumped
Heavy Crossbow 835gc into earlier, and rushing back, manages to
apprehend the villain just as he drags a gagged
Heavy Shield 355gc
merchant into a dark alley. Roll 1D6 on the
Greatsword 1250gc following table:
Arcane Cloak 1085gc 1 The murderer laughs, slits the merchant's
throat, throws the knife at your Warrior's feet
Plate Armour 1120gc
and flees, shouting “Help, murder!” Soon your
Warrior is surrounded by an angry mob, and
only his best efforts (and 1D6 x 50) gold coins
Healing 685gc persuade them that he is innocent. You leave
the settlement immediately before your are
Magic Resistance (fire) 230gc
prepared, and start the next adventure with -
Wolfsbane 125gc 1MP and -1BP
Strength 520gc 2-5 Your Warrior saves the merchant's life, for
Battle 220gc which he gives you 20 gold, but the murderer
Venom Antidote 250gc slips away into the gloom
92
6 Your Warrior frees the merchant and Scale Mail 685gc
captures the murderer, for which he is
Broadsword 870gc
proclaimed a hero and given 100 gold
reward Horned Helm 295gc
4 “I say, are you a real adventurer? How spiffing!” Crossbow 455gc
You do not seem able to get rid of a noble who Flail 410gc
has befriended you. Still, he is rich and has many
useful contacts around town. You may ask the Longbow 670gc
noble if they can acquire up to three pieces of Longsword 625gc
equipment. For each request, roll 1D6, on a roll of Iron Helmet 320gc
4+ he is able to find one for you. You may
purchase that piece of equipment for it’s listed Apprentice Cloak 270gc
cost +10% Chainmail 500gc
5 A group of minstrels are impressed by your Battle Axe 985gc
stories, and wish to make a ballad of them. They
pay you 1D6x50 gold for the initial royalties. In
Enchanted Cloak 1220gc
addition, whenever you return to a City, roll 1D6. Greatsword 1135gc
If you roll a 3+, you are sent 2D6x10 gold. If you Tower Shield 465gc
roll a 1, the song has gone out of fashion and no
Arcane Cloak 1150gc
more money will ever be sent
6 An ageing Barbarian from Norsca demonstrates
to your Warrior how covering yourself in the
congealed fat from a cooked pig makes you Healing 685gc
very slippery and hard to get to grips with. Your
Strength 495gc
Warrior may now use this trick once per
Dexterity 120gc
adventure to evade any single blow that would
otherwise have caused a wound Rejuvination 1000gc
Restoration 455gc
Vision 485gc

Armoury, Tavern, Alchemist, Apothecary, 400gold


Training Grounds/4gc
1000gold

Dagger 60gc
Staff 160gc 1 The Settlement is attacked by a marauding band
Spear 215gc of Orcs and Goblins, and the Warriors are
Leather Boots 55gc pressganged into its defence. Roll 1D6 for each
Warrior:
Leather Helm 140gc
1 Your Warrior falls off the battlements and is
Shortbow 325gc injured by the jeering Orcs and Goblins. Draw
Hand Axe 210gc an Injury Card at random
2 Your Warrior is badly wounded, and has to
Shortsword 225gc
be carried away from the fight. To heal their
Leather Armour 305gc wounds, they must discard a Potion Card and
Rope 65gc spend 100 gold. If they do not have 100 gold,
Torch 120gc they lose their most expensive item

Toolkit 300gc
Brigandine 405gc

93
3 The Warriors fight well, pushing the Orcs and 3 Squint Eye Rogar, the smooth talking trader, sells
Goblins back into the forests. Unfortunately, your Warrior a magical potion guaranteed to heal
when the last of the greenskins is dead, the the most grievous wounds, restore life and
Warriors find that they are now one week from bestow a healthy head of hair. In payment he will
the settlement. They can go back, rolling for accept either 100 gold or one weapon or piece of
hazards again, or enter a nearby set of caves armour. You may drink the potion at any time
to recover and immediately start their next during the next quest. When you do, roll 1D6:
adventure with full MP and BP 1-2 The foul liquid tastes like whatever it was
4-5 The Warriors fight bravely and defeat the that Squint Eyed Rogar last drank, and has no
Orcs. By way of thanks they are each given a noticeable effect other than to induce a
Leather Helm mysterious nausea
6 The Warriors defeat the Orcs, and what’s 3-5 As the mild saline solution trickles down
more they fight so impressively they are your Warrior's throat, you realise you’ve been
offered a chance to join the local garrision. If had. A blind, raging fury descends and you go
they accept, each Warrior who is not a berserk, hacking and slashing at enemies for
spellcaster receives a suit of chainmail for free the rest of this combat. Your Warrior is now
and is given 100 gold. After weeks of patrolling subject to all the normal rules for being
the city, the Warriors decide to continue with Berserk: They must move towards and attack
their adventures. In the meantime, Zargon has the nearest monster, and they roll all in
improved the defences for the next adventure; Attack and Defence until there are no more
the next dungeon contains an extra four Chaos visible Monsters
Warriors and five Orcs placed on the map at a 6 Your belief in the strength of the potion
location of Zargon’s choice makes you feel so much better that you
2 There is a shortage of Erigak Red, a favourite immediately regain 1D6 Wounds
elven wine imported at great expense. The 4 On the way home, you find a collapsed drunk and
various businessmen are angry, as they had help him get back to his lodgings. The next day
promised their associates a treat, and they are he seeks you down and offers his thanks along
looking for someone to blame. Naturally, they with a gratuity. Gain a credit note of 50 gold to be
pick on the strangers. Roll 1D6: spent in any shop. It is only valid during this visit
1 You are thrown out and lose 1D6x20 gold to to the settlement
the light-fingered bouncers 5 On old friend from the past staggers into you at
2 You are singled out as a stranger, but you the bar. After an evening of reminiscing, he
can placate the mob by buying 2D6x10 gold invites you to stay with him whilst in town. The
worth of drinks. If you don’t, you are attacked whole party gain free lodgings during their stay in
by the mob; losing any armour you were the settlement. You all may ignore settlement
wearing. In addition, you start the next Quest expenses
with -1BP 6 Ricardo Branstoni, the entrepreneur, is back with
3-4 You are passed over, and the angry traders one of his ‘adventurer aids’. Today he is selling
get merry on inferior booze ‘Undergarments of Comfort’ for 100 gold.
5 You are ignored by the demagogues, and These allow the purchaser to wear any armour
manage to lift D6x10 gold from the greedy without chaffing or movement penalties. If worn
crowd. without armour they have no effect
6 You are singled out as an example for the
crowd to vent its frustration on. But rather
than submit or buy them off, you confront
them with the foolishness of their thinking.
Touched by your words, they throw down
their weapons and embrace you as a brother.
They pay your tab and offer you 25 gold, which
is nearly as good, and a Swordsman offers his
services as a Mercenary for free

94
2 While walking along the main street, your Warrior
hears a disturbance just around the corner. A
moment later a huge runaway bull charges down
Armoury, Tavern, Alchemist, Apothecary, /6gc the street, wrecking market stalls and causing
panic. Your Warrior can let it pass by hiding down
a side alley, or try to stop the enraged animal. If
your Warrior hides down the alley and lets the
Spear 210gc bull pass, roll 1D6:
Leather Boots 55gc 1-3 Your Warrior skulks in the shadows,
Leather Helm 155gc waiting for the action to die down. As he peeps
Hand Axe 210gc round the corner, a mugger's metal bar hits
him over the head. When he regains
Leather Armour 315gc
consciousness, his purse is 50 gold coins
Rope 55gc lighter
Torch 130gc 4-6 After waiting nervously in the dark for a
few minutes, your Warrior sees the bull roar
Brigandine 395gc
past and career off down a side street. The
Scale Mail 695gc danger is passed and your Warrior may carry
Halberd 560gc on about their business
Mace 435gc
If your Warrior tries to stop the bull, roll 1D6 on
Round Shield 180gc the following table:
Crossbow 505gc 1-2 Your Warrior waves the passers-by aside
Longsword 560gc and leaps out in front of the bull, sword
drawn. The bull hesitates for half a second or
Iron Helm 365gc so, and then tramples them into the dirt
Warhammer 330gc before carrying on its way. The crowd then
Great Axe 1800gc stomp all over you in the rush to follow the
bull, leaving them to nurse their injuries alone
Tower Shield 460gc in an empty street. Draw an Injury Card at
random
3-4 A single sword thrust stops the bull dead in
Alchemy 125gc its tracks. As its carcass twitches
spasmodically, the crowd roar in approval and
Defence 495gc
shower your Warrior with 100 gold. Then the
Healing 710gc bull's enraged owner arrives, and relieves you
Resolve 125gc of 150 gold - it was his prize stud, and he
Will 500gc wanted it stopped, not slaughtered!
Dexterity 120gc 5-6 Your Warrior gives the bull a hard stare and
it skids to a halt, snorting and pawing the
Rejuvination 850gc
ground. Putting a rope around its neck, he
Venom Antidote 210gc leads it back to its stall. The crowd cheer and
shower them with 150 gold
1000gold

1 The local ruler hears of your exploits and


demands a tithe as an offering. He takes one of
your Artifacts at random. If you have none, you
must discard the most expensive piece of
equipment you have

95
3 As your Warrior attempts to buy some
equipment, the trader points out his gold is
counterfeit and refuses to take it. Looking
through his stash, your Warrior discovers that Armoury, Tavern, Alchemist, Apothecary,
1D6 x 10 of his gold is indeed worthless. If your Training Grounds/6gc
Warrior does not have that much gold left, and
has already spent some in the Settlement, he
must leave for the next dungeon immediately
before anyone catches on. Your party must leave Dagger 60gc
immediately. To represent not having had Staff 180gc
enough time to recover, they all start the next Spear 200gc
adventure with -1MP and -1BP Leather Helm 145gc
4 There are a great deal of 'under tall' people in the
alehouse today. It is a dwarves convention and Shortbow 345gc
there is a lot of heavy drinking combined with Shortsword 235gc
tales of gold. Roll 1D6: Animal Hide 110gc
1-2 Due to a misunderstanding when you ask
the barman for a 'short' you take quite a
Heavy Boots 235gc
beating. Start the next adventure at -1BP Leather Armour 285gc
3-4 You soon get bored of the mining stories Rope 70gc
and wander off to look for a different drinking
Torch 110gc
place
5-6 Some dwarves soon befriend you and talk Toolkit 300gc
about how to search for extra gold in a Brigandine 415gc
dungeon. During the next adventure, every
Scale Mail 700gc
time you draw a Treasure Card, you may draw
too, choose one, and place the other on the Broadsword 910gc
bottom of the deck Halberd 585gc
5 "I say, 'Throw a horseshoe and slap your nanny'! Mace 405gc
What a spiffing place!" Oh no, the local alehouse
has been turned into a wine bar. Roll 1D6: Crossbow 485gc
1-2 - 'Your sort' are not welcome and you are Flail 390gc
thrown out Longsword 620gc
3-4 - All this hob-nobbing with the gentry
improves your prestige. You get 20% off all Apprentice Cloak 265gc
purchases in this settlement Chainmail 510gc
5-6 - You befriend a powerful merchant. Get
50% off your next purchase in this settlement
6 The Slaughterhouse Singers, a travelling group of
minstrels from Erengrad, teach your Warrior 'She Healing 640gc
was only the Emperor's Daughter', a raucous Rage 450gc
song customarily delivered at such an atonal Strength 550gc
mega-decibel bellow it causes windows to Dexterity 125gc
shatter and ears to bleed. Your Warrior may now Battle 235gc
break into a verse of this ditty once per adventure
to stun nearby enemies. Singing counts as an
action. Choose any single adjacent Monster with
up to 3BP and roll 1D6. On a score of 5 or 6 the 400gold
Monster falls dead from fright
1000gold

96
You may invest 100 gold in his creation if you
1 You get back from the privy to find your ale wish. What you get for your money are boots with
fizzing slightly. Not one to be afraid of variations climbing spikes in the sides. If worn, you may
in your alcohol, you down it in one. The hilarity climb out of pits at the cost of only 1 square of
amongst the locals when you passed out from movement instead of 3. Take a pair of Leather
the spiked drink must have been tremendous. All Boots from the Equipment Deck to represent
you know is that you wake up several days later, these boots
one week’s travel from the Settlement. Roll once
on the Hazards table as you walk back, alone.
Having achieved nothing except a bill for many
days of settlement expenses. The entire party
must pay treble the settlement expenses for their Armoury, Tavern, Alchemist, Apothecary,
extended stay Training Grounds/6gc
2 Your Warrior is accosted by beggars and,
overwhelmed by the sadness of their plight, gives
each of the 2D6+2 pitiful wretches 5 gold. If your
Warrior cannot pay you give them one random Staff 170gc
item Spear 220gc
3 A bar patron gives the party advice on a quest. All Lather Boots 60gc
his information is impeccable, but when you
Leather Helm 140gc
mention his name at the tavern, you are told he
died years ago Hand Axe 250gc
4 The barman has started a new venture to bring Shortsword 220gc
customers in. There is now a kebab counter at Heavy Boots 255gc
the end of the bar. The servings are huge and you
store the remains of yours into a pocket for later. Leather Armour 305gc
You have three servings of kebab meat. Each one Rope 75gc
can heal 1BP and 1MP. Eating them counts as an Torch 105gc
action. They perish after your next adventure
5 Your Warrior wins the Alehouse armwrestling
Toolkit 280gc
contest, pulling off more arms than anyone else Brigandine 420gc
and finishing the match with two arms still firmly Halberd 540gc
attached to their body. This does no practical
Round Shield 180gc
good, but the immense pile of bloody arms
heaped next to the table gives a warm feeling of Longbow 660gc
self satisfaction that only a fellow Warrior could Longsword 600gc
understand. For some unfathomable reason, the
Apprentice Cloak 270gc
local traders regard your Warrior with awe for the
rest of your stay. As you approaches their shops, Chainmail 460gc
they either bolt their shutters and wait for you to Warhammer 380gc
leave, or let you have anything you wants at half Heavy Crossbow 895gc
price. Roll 1D6 when your party try to by
something from the Armoury: Great Hammer 1455gc
1-2 The trader shuts up shop and refuses to Tower Shield 410gc
serve your Warrior
3-5 Your Warrior may buy the item for half
price!
6 An entrepreneur, Ricardo Branstoni, is selling his Endurance 270gc
new invention; amazing shoes of wonder. Healing 660gc
Battle 250gc
Resolve 110gc
Vision 490gc

97
6 He looks you in the eye and visibly relaxes.
He drops a pouch of 100 gold in your hand,
mumbles something, and wanders off
350gold
If you respond, roll 1D6:
900gold 1 Your words anger him and he attacks. See
the result for 1 above
2 He carries on making demands for this
sword, and will not leave until you give him a
1 What is this? The local tavern is hosting a sword. Either fight or hand over a blade,
wedding party! You join in the merriment and rolling 1D6. If it is a 1-2 he throws it aside,
even try to make a speech about the groom's crying 'No good!'. Try again or fight; if you fight
new mother-in-law. How were you meant to you cannot use the sword you handed over.
know she was the mayor's wife? Some very large When fighting, roll 1D6+BP; on a 10+ you
gentlemen ask you to leave the town defeat the Dwarf, otherwise the Dwarf pilfers
immediately and never come back. Their loaded your belongings. Not finding the sword, he
crossbows help you realise the wisdom of their helps himself to your most expensive item
request. In your haste, you haven’t been able to 3-4 His wild eyes focus on your face and he
see to your affairs. Roll 1D6: mumbles an apology. He drops enough gold
1-3 Anything you have purchased in this to cover your tab before wandering off out the
settlement hasn’t been prepared yet for your door. Receive 20 gold
acquision. No purchases or advancements 5 He seems to regain his sanity. He believes
were able to take place, all you managed in what you tell him and goes off to find his
this settlement was enough rest to restore sword, leaving you with a gem worth 25 gold
your BP and MP 6 Another dwarf rushes in and apologises for
4-6 You leave in a hurry, quckly gathering what his brother's behaviour. He introduces himself
you need for the next adventure as Mognar-Keilir, and tells you that the family
2 A debt collector catches up with your Warrior, sword was stolen in an orc raid. He tells you
demanding payment for money borrowed years that the eldest son, Toiran, has gone slightly
ago. The sum your Warrior borrowed was not mad after a nasty knock on the head by a troll,
substantial, but the interest rates are and is obsessed with finding the sword. The
astronomical. The outstanding balance is 1D6 x two leave you, but Mognar-Keilir leaves a
20 gold, and if your Warrior cannot pay in full single Runestone to thank you for your
immediately the debt collector takes all his gold patience, and for keeping the family shame
plus one random piece of equipment quiet. This runestone can dispell Chaos Spells:
3 A dwarf stomps over to your table and demands you may dispell one Chaos Spell, after which
that you return the 'Sword of Glis-Lavan'. Do you its power is drained
ignore him or talk to him? 4 You make lots of friends with your lavish
spending of 2D6x10 gold. One of your friends is
If you ignore him, roll 1D6: the local (Roll 1D6):
1 He whips out a warhammer and attacks! Roll 1 Fool
1D6 + BP. If you roll 10 or more, you defeat the 2 Pickpocket, gain D6x5 gold
Dwarf in Combat, picking up his Warhammer. 3 Fletcher. You may purchase bows here at
Take a Warhammer from the Equipment Deck. half price
If you lose, you begin the next adventure at - 4 Runesmith You may have a Rune of Smiting
1BP engraved on your weapon for 100 gold. This
2 He shouts in your ear but refuses to attack adds one to your attacks during your next
3-4 He wanders off adventure
5 He pulls out a sword and brandishes it. This 5 Apotheary, you may draw a potion card at
might turn ugly... but looking into your eye he random before starting your next adventure
sees that you’re serious. His expression 6 Wizard, you may draw a spell scroll at
changes he, drops his sword and wanders off. random before your next adventure
You may take a Shortsword from the
Equipment Deck
98
5 Your Warrior stays in the bar for a mammoth
drinking session. At the end he is the only person
still standing, and can relieve all the other
patrons of whatever gold they have on their
Alchemy 115gc
persons. This nets your Warrior a haul of 1D6 x 50 Resolve 120gc
gold, and returns to his companions bearing a Battle 235gc
smug expression and the wholesome feeling of a Healing 650gc
job well done Dexterity 105gc
6 The alehouse is honoured by a visit from a master Strength 520gc
of your profession. Whilst there, he spots you (a
Rejuvination 995gc
mere novice compared to his abilities) and gives
you some private tuition. Roll 1D6. On a 4+ draw a
Vision 525gc
Skill Card at random

350gold

1000gold
Armoury, Tavern, Alchemist, Apothecary,
Training Grounds/5gc
1 Whilst going about their business, four street
Dagger 60gc urchins brush past your Warrior and wish them a
Staff 170gc good day. Similing back at them, you reaslise
Leather Boots 60gc that something was stolen! Roll 1D6 to find out
Leather Helm 155gc what:
1 All of your gold!
Hand Axe 225gc
2 One random piece of equipment
Shortsword 215gc 3 One random potion, if you have one.
Animal Hide 140gc Otherwise 10 gold
4-6 D6x10 gold
Heavy Boots 270gc
2 Gah! How stupid can you get? When somebody
Rope 55gc says 'Guess which cup the ball is under' you
Torch 105gc should just walk away. Alas, three pints of
'Goblin's Nadgers' (a local speciality) must have
Toolkit 280gc
dulled your wits. Lose 1D6x20gold
Scale Mail 665gc 3 An enormous dragon lands in the street in front
Broadsword 835gc of the group. It asks for directions to a certain
Mace 440gc farmstead just outside of town. It gives the party
a generous tip of 20 gold. Do you direct the
Round Shield 165gc Dragon?
Horned Helm 295gc
Flail 400gc If you refuse, roll 1D6:
1 The dragon’s breath immolates the party,
Longbow 740gc burning all scrolls and leather items. Luckily
Iron Helm 330gc your spellcaster quickly casts a Water Spell
Battle Axe 1005gc and the patrons of the tavern cover your
warriors with beer before any real damage is
Heavy Shield 380gc
done. You all start the next adventure with -1
Great Hammer 1295gc movement. The barman charges your party 80
Greatsword 1105gc gold for the lost ale
Arcane Cloak 1035gc
Plate Armour 1220gc

99
2 In disgust, the Dragon picks up a random 6 A smartly dressed man taps you on the shoulder
Warrior and flies off with them! They are and introduces you as Mr Floggitt from the legal
dropped in the wilderness, and eventually find firm Floggitt and Scram. Apparently your distant
their way back to the settlement. Whilst you cousin died in a freak accident involving a large
await their return, your party’s settlement knife and an old enemy, leaving his business to
costs are doubled, and the warrior, on their you in his will. Congratulations, you now own an
own, has to roll on the Hazards Table for two inn! You may either sell it for 500 gold or have
weeks travelling free lodgings in all settlements from now on
3-4 The dragon shurgs off the rebuttal, and
flies off
5-6 Your refusal is noted, and the barman
gives you 30 gold for sparing the whereabout’s Armoury, Tavern, Alchemist, Apothecary,
of his cousin’s farmstead Training Grounds/6gc

If you agree, roll 1D6:


Dagger 60gc
1 The barman is incensed that you gave the
dragon the location of his cousin’s farm, kicks
Leather Boots 55gc
you out of the settlement before you had time Shortbow 370gc
to buy anything, and charges you 200 gold for Hand Axe 250gc
the inevitable repair of the farmstead Animal Hide 140gc
2-3 The dragon thanks you, and flies away
4-5 The dragon thanks you, and offers his
Leather Armour 290gc
services to transport you to and from your Rope 80gc
adventures! From now on, every time you Torch 100gc
finish an adventure, roll 1D6. On a roll of 3+
Brigandine 380gc
the dragon is waiting for you, and takes you to
the settlement type of your choice Scale Mail 650gc
(village/town/city) without having to roll for Bow 645gc
hazards. On a 1-2 something must have
Halberd 540gc
happened to the dragon, who is never seen
again Mace 410gc
6 As a gesture of thanks, the dragon leaves you Round Shield 160gc
with a special Dragon Tooth! This jewel gives Horned Helm 260gc
+ to your Attacks until a │ is rolled. This
rune can be recharged by sacrificing a Fire
Crossbow 535gc
Spell then rolling 4+ on a D6 to provide it with Flail 375gc
the necessary flame Longsword 600gc
4 A little girl is watching you from the alley. The
Apprentice Cloak 240gc
next time you glance over, you see a wolf run
away Chainmail 495gc
5 You wander out of the tavern to see a woman Great Axe 1845gc
being attacked by some youths. Obviously, you
Great Hammer 1295gc
rush to her rescue and get her to safety even
though the assailants claim she is a witch. Once Greatsword 1280gc
things have calmed down she thanks you and Arcane Cloak 1180gc
offers to teach you something that might be
useful: Gain the Disguise Skill: Once per
adventure you are able to alter your appearance
at the start of combat so that the enemies do not
think of you as a threat. They will not attack you
until you take some offensive action against
them. Creating your disguise counts as an action

100
4 Griswold the Mad, famed Wolverine keeper,
offers your Warrior a wager that he cannot last a
Defence 530
round in the fighting pit with his pack of enraged
Endurance 290 beasts. If your Warrior accepts his wager, he may
Battle 220 bet up to 100 gold on his victory. Griswold
Warmth 115 matches his bet, as will 1D3 other onlookers, with
Will 550 the winner keeping the spoils. Roll 1D6 to
Healing 640 determine the result:
Dexterity 110 1 After ten minutes or so, your Warrior is just
dispatching the last of the Wolverines when an
Rejuvination 990
enraged shout brings him out of his frenzy. It is
the true owner of the beasts and he is
incensed that your Warrior has killed them. He
370gc takes the pool of money as recompense for his
loss
2-3 After a few minutes of being ripped, torn
1000gc
and bitten, your Warrior makes a break for it,
leaping from the pit to escape. Of course, this
also means that he loses the bet...
1 All is quiet this evening. Outside is dark with thin 4-6 Your Warrior makes mincemeat of the
wisps of mist surrounding the settlement; an Wolverines, dispatching the beasts with a
ideal night for ghost stories. This seems like a flurry of well placed blows. The alehouse
good idea at first but as the tales get more erupts into a frenzy of cheering. Your Warrior
unnerving, you feel a deep chill settle in your wins the wager and may claim all the money
bones. During the next adventure,when attacking 5 A scruffy looking dwarf walks into the alehouse
Monsters, if you roll any │ you freeze, paralysed and offers to sharpen your weapons for a few
with fear, and score no hits. This effect lasts until beers. Unfortunately his thirst almost surpasses
you are down to 3BP, when the loss of BP gives his skill and you have to pay 50 gold per weapon
you extra will to fight sharpened. Roll 1D6 per weapon:
2 Taken with the joys of hot food and a 1-3 Alas, his skills are limits and he has no
comfortable bed after so long out in the wild, effect on your weapon
your Warrior overspends on such luxuries by 50 4-5 Your blade is sharpened but it does not
gold last long. Gain + Attacks next adventure
3 A man calling himself “The Shoveler” has moved until the roll on the comes up with a │
into town, assuming the position of chief 6 No weapon will stay sharp forever but this
caretaker of the local cemetery. But judging by one is very impressive; for every BP damage
what he’s digging up, he seems to shovel far too caused, you deal an extra point of damage.
well – should you approach him? The effect lasts for the next adventure
6 A muscle-bound mercenary from Marienburg
If you do, you discover that he indeed is doing gives your Warrior a practical demonstration of
something he shouldn’t. You report him to the the two-handed, doublestrike attack. The timing
authorities and they give you 20 gold by way of has to be perfect, but the damage inflicted by two
thanks. However, the local Necromancer is simultaneous weapon strikes can be devastating.
disappointed, and sends his best Undead When he wakes up and collects his teeth, your
miniions into your next dungeon. During the next Warrior returns the compliment, and has soon
quest that contains Undead Monsters, skeletons mastered the art. Your Warrior now gets +1
and Zombies fight with blue Combat Dice Attack once per dungeon

101
1 Whilst at the bar, a stranger comes up to you and
starts asking about your adventures. You are
Armoury, Tavern, Alchemist, Apothecary,
more than happy to chat, especially when he
Training Grounds/5gc buys you a drink. After a short while he wishes
you well and wanders outside. It isn't until later
Dagger 60gc that you notice certain items missing. He was a
Staff 180gc very good pick pocket! Roll 1D6:
1-3 lose one random object.
Spear 200gc
4-6 lose 1D6x10 gold
Leather Boots 60gc 2 Whilst taking some time out of the noisy tavern
Leather Helm 160gc in the ajoining alleyway, you trip over and hurt
Shortbow 370gc your nose. Sticking out from the barrels are the
pair of legs of a dead body. Do you investigate?
Hand Axe 245gc If so, roll 1D6:
Shortsword 230gc 1 As your warrior is leaning over about to
Animal Hide 110gc empty the pockets, the bandit’s knife shoots
up. You are injured; take an Injury Card at
Rope 60gc
random. Roll another D6, on a roll of a 1, it was
Torch 110gc a fatal strike and your warrior dies. If they
Brigandine 425gc survive, they lose all their gold
2 Checking to see who the body belongs to,
Bow 620gc
the eyes suddenly open and you feel teeth
Halberd 535gc clamped over your arm! The zombie chews
Round Shield 170gc through your flesh. You start the next
Horned helm 295gc adventure with 3 poison counters
3 There’s something not right, and as you
Flail 390gc begin to empty the pockets, the bandit strikes.
Longbow 660gc Take a Mind Test. If successful, you scare off
Iron Helmet 360gc the bandit. Otherwise, lose 100 gold
4 A few villagers notice your are searching the
Battle Axe 900gc body. Unwilling to cause a scene you stop and
Great Hammer 1490gc move away
5 You find 20 gold
6 You find 50 gold and a Greatsword!
3 It’s gambling night in the local tavern! All manner
Resolve 110gc of individuals are there: Orcs, Elves, and a strange
Battle 240gc amorphous blob precariously balanced on top of
Healing 630gc a bar stool, dripping yellow liquid onto the floor.
Rage 400gc At least it’s having a great time pushing chips and
Wolfsbane 120gc throwing wet cards onto the table. Do you choose
to join in the gambling?
Dexterity 120gc
If so, declare how much your Warrior is gambling,
up to a maximum of 200 gold in one visit, and roll
380gold 1D6 on the following table:
1 Your Warrior is stitched-up within minutes,
the sharp eyed owners taking him for all he
1100gold
has. Your Warrior loses (1D6 x original bet)
gold. If he cannot pay the full amount there
and then, the Gambling House takes his most
valuable item to settle the debt

102
2-4 After a pleasurable day, he finishes evens. 3-4 Rune of Strength, you gain the Deathblow
Still, nothing lost, nothing gained! skill; if you damage an oppenent in combat,
5-6 Luck is with your Warrior today, and he they lose a further 1BP
quickly wins (1D6 x original bet) gold 5-6 Rune of Defence, you may swap one of
4 The 'All-Orc' female mud wrestling team is doing your defence dice with a as the weapon is
a tour of the local alehouses. You decide to take especially good a parrying blows
up their challenge to all and enter the ring.
Roll 1D6:
1-3 - You lose the fight but develop a nasty
rash on your chest where one of the wrestlers
sat on you. It costs 20 gold to cure
4-6 - An impressive win! Gain 50 gold
5 Your Warrior is challenged to a duel by a
professional duellist whom he insulted at the bar.
The duel is scheduled to take place at dawn
tomorrow. Your Warrior can either leave town
immediately or take up the challenge. If they
leave the town immediatley, your warrior is not
prepared for the next adventure, and starts with -
1MP and-1BP

If your Warrior takes part in the duel, roll 1D6 on


the following table:
1 With a single, well-placed sword thrust your
Warrior's heart is speared and he falls to the
ground, quite dead
2-4 The two duellists fight for hour after hour,
each inflicting many light wounds on the
other. Eventually the sun goes down and the
fight is declared a draw. The duellist
congratulates your Warrior on his
swordsmanship, and offers him a fine supper
and the best wine at the most expensive hotel
in the Settlement
5-6 After a few minutes, your Warrior realises
that he has the better of the duellist and
despatches him. On his body he finds jewels
worth 2D6 x 50 gold and an item of interest.
Draw an Equipment Card at random
6 A badly wounded dwarf bursts into the bar,
closely followed by two dark elves with swords
drawn. Quick as lightning you smash a bar stool
over the head of one, wrestle the other to the
ground, and snap his neck with a sickening
crunch. Then you tend the dwarf’s wounds. He
introduces himself as Runemaster Karag and
cannot thank you enough for saving his life and
ending an old feud between his family and the
dark elves. In gratitude, he is willing to etch a
dwarven rune to one of your non-magical
weapons. Roll 1D6 to see what rune he etches:
1-2 Rune of speed, +1 movement

103
Armoury, Tavern, Alchemist, Apothecary, 800 gold
Training Grounds/5gc

Staff 180gc 1 You know how it goes, two people start arguing
Leather Boots 60gc at the bar and within minutes the whole place is
having a massive punch-up. Well, it's better than
Leather Helm 145gc
an evening playing dominoes! Roll 1D6:
Shortbow 320gc
Hand Axe 220gc 1 You get your ribs tickled with a stiletto
Shortsword 240gc blade. Draw an Injury Card
2-5 It was a great fight but the owner
Animal Hide 95gc persuades you (with the help of a spiked club)
Rope 65gc to pay for damages. Lose 100 gold
Torch 125gc 6 You manage to escape unharmed and even
have time to check the till for loose change.
Toolkit 300gc
Gain 50 gold
Brigandine 405gc 2 You see a young boy loitering around your party
Bow 610gc and looking nervously over his shoulder. The
other patrons seem to ignore him, but you realise
Broadsword 940gc
something is up. Do you beckon him to come
Mace 370gc closer or just ignore him?
Round Shield 180gc
If you ask him to come over, he scuttles over to
Horned helm 310gc
your table, grins nervously, and explains that he
Crossbow 510gc is scared to leave the tavern as rival gang
Flail 420gc members are lying in wait, and your party looks
Longbow 640gc like a group of brave warriors. He asks if you
could accompany him on his short walk home.
Longsword 590gc Do you accompany the boy?
Iron Helm 375gc
Apprentice Cloak 280gc If you do, you see a group of sneering boys, all
much older than he, glare at you from the
Chainmail 480gc shadows, but fearful of approaching any closer.
Warhammer 360gc Indeed the boy’s house was only a few streets
Great Axe 1620gc away, and you return to the tavern happy that
you have done a good deed. A mysterious
beneficence descends upon your party in the
next adventure; Zargon may only take the first
Endurance 270gc Event card after 20 minutes elapse, not the
Magical Aptitude 350gc usualy 10, after which they may be taken every 10
Dexterity 110gc minutes as normal
3 The Captain of the Watch marks your Warrior as a
Healing 640gc
useful looking recruit and, as he is short on
Battle 230gc manpower, press gangs him for a week. Your
Strength 580gc Warrior can either try to escape the Watch by
Rage 460gc making a donation to their funds of 2D6 x 10 gold,
Vision 480gc or join up

If your Warrior joins up he does not have to pay


Living Expenses for the week and earns 20 gold in
340 gold wages. However, while in the Watch he has no

104
time to visit any locations in this settlement, and
Zargon prepares the next dungeon with more
Monsters: he may add D6 orcs anywhere on the
quest map Armoury, Tavern, Alchemist, Training
4 A stranger at the bar looks over and his eyes Grounds/4gc
widen in excitement! He proclaims to be an old
friend of yours. You don’t recognise him but then
Staff 180gc
you have met a lot of people in your time…Invite
him to sit with you?
Spear 225gc
Leather Boots 60gc
The man sits and begins a tale or two, it seems he Leather Helm 140gc
could talk all night! He asks if you are interested Shortbow 350gc
in helping him with a little problem he has. Do
you agree to help?
Shortsword 220gc
Heavy Boots 240gc
The fellow insists he knew you in your youth, Leather Armour 290gc
though you still don’t remember him. He asks if
Rope 50gc
he can borrow some money as he is down on his
luck. If you agree you give him 1D6 x 10 gold and Torch 120gc
curiously never see him again. Should you roll a 6 Brigandine 400gc
on this, you gain a reroll counter for the next
Scale Mail 675gc
dungeon as, just before you leave the town, you
find that the money has saved his sons life! Halberd 505gc
Mace 370gc
If you say no he leaves looking sullen, but you Horned Helm 260gc
saved your purse!
5 A fellow comes to your table clutching a Crossbow 475c
parchment and a writing implement. Do you Longsword 605gc
invite him to sit with you? Iron Helm 345gc
He claims that you and he could make a great Chainmail 464gc
deal of money together. Do you agree to listen to Warhammer 380gc
his business proposal? Battle Axe 950gc
The man is writing a bestiary and needs your
Heavy Shield 355gc
help. In your next adventure, every time you Great Hammer 1430gc
clear a room you may take the head of one of the Greatsword 1230gc
monsters to give to the writer to study. He pays
Plate Armour 1035gc
you 10 gold for each type of Monster head: eg one
Orc, one Goblin etc. Each head reduces your
movement by one as normal for items
6 The mud wrestling team is back in town and Alchemy 110gc
recognise you from a previous encounter. As a
Defence 485gc
favour, one of them teaches you how to break
Healing 550gc
pinning automatically by twisting your body and
ducking (preferably when covered in wet mud). Strength 550gc
Once per adventure, you may move through Rage 460gc
squares occupied by Monsters Battle 250gc
Restoration 470gc
Rejuvination 250gc

105
6 You hear a long, sorrowful song about
ancient strife between your race and Chaos.
370 gold
You are so incencsed that you gain extra
impetous for the next adventure. One random
850 gold warrior gains the Frenzy skill during the next
aventure. Take the appropriate Skill Card
4 Select one random hero. They take a Mind
1 On your way to a table you bump into an Test. If they pass, they see a soldier in plain
armoured figure and spill his drink. Despite clothes watching a deal at an adjacent table.
apologising, the Chaos Warrior stares at you. He Things quickly spill out of control as the
utters a curse and walks out of the Alehouse. He soldier’s disguise is rumbled and a fight
has placed a Dark Mark upon you! breaks out. Roll 2D6:
2 Tension spills over and you are caught in a
In the next adventure, if there are any Chaos large brawl which you are blamed for. You are
Monsters in a room, all Monsters in that room will taken to jail and your weapon confiscated –
try to attack you rather than any others in your discard your most expensive weapon. In
party addition, your party must pay 100 gold to set
2 A large and rowdy group of Mercanaries barges you free
into the bar. You catch one of their eyes, should 3 During the fight, one random weapon
you hold their gaze? carried by your party is damaged. One of its
Attack dice is swapped with a . This can be
The eyes stare right back at you and, after a few repaired at the next Town or City for 50 gold
moments, the Mercenary approaches your table, 4 You are held for several days whilst
along with some of friends. Do you stand up to investigations are carried out. Double your
meet them? party’s settlement costs
5 You gain notoriety as a group of ruffians
As you approach your potential advesary you spoiling for a fight. No traders in this city are
realise it is, in fact, a woman. A rider from the willing to trade with you. Any trades carried
distant north, she admires your strength and out so far are anulled
plants a kiss firmly on your lips. You awake the 6-8 You have a pleasant evening scrapping
next day the worse for wear. She was not gentle with the locals, and at the end you all slap
with you and is clearly more used to riding each other on the back and congratulate
horses. You are at -1 Movement next dungeon everyone on a delightful evening’s
3 Nevara Zinberos, a famous Elven bard, is entertainiment
performing in the tavern tonight! Roll 1D6: 9 The solder is grateful for your intervention
1 The stellar number is a long, epic ballad of and pays you 20 gold for your troubles
loss and the grandeur of previous times. You 10 The soldier is so impressed by your actions
feel despondent about the state of the world, in the fight that he invites you to his
and your enthusiasm for questing diminishes. company’s training grounds. Your hero
You suffer -1 movement during the next receives +D6 XP
adventure 11 You manage to stop a shady deal in
2-3 You have a pleasant evening listening to progress. You are given 50 gold as a reward
some of the most popular longs in the realm 12 After a good scrap, your face is left with a
4 You spend hours dancing away, so much deep gash and a huge grin. You receive the
that the practise has given you quick feet! Roll Impressive Scars skill. Take the appropriate
1D6 for each warrior; on a roll of a 6 they gain Skill Card
the Nimble skill permanently! (You may Move,
Attack, then continue Moving). Take the
appropriate Skill Card
5 The evening dancing has given you a spring
in your step. You receive +1 Movement during
the next adventure

106
5 At the bar, your Warrior meets a young Bow 580gc
entrepreneur with great ideas for establishing a
Broadsword 910gc
trading empire to cover the known world. He
talks your warrior into investing 1D6 x 50 gold, Halberd 570gc
giving him a certificate of partnership. From now Mace 415gc
on, at the end of each dungeon, if your Warrior Round Shield 175gc
visits a City, he may visit the local Merchants'
Guild and show them his deed of partnership. Horned Helm 275gc
Consulting their records, they can tell him how Longsword 580gc
the company is doing. Roll 1D6 on the following Iron Helmet 365gc
table:
1 The company has gone bust, and your Apprentice Cloak 260gc
Warrior's investment is worth nothing. In Chainmail 465gc
addition, he must pay the merchants 1D6 x 50 Battle Axe 1065gc
gold in outstanding debts
2-5 Your Warrior's investment is performing
Enchanted Cloak 1025gc
fairly well, and the merchant forwards him Great Hammer 1365gc
1D6 x 10 gold as his share of the profits Plate Armour 1045gc
6 Business is booming! After consulting the
ledger, the merchant confirms that he can
forward your Warrior 1D6 x 50 gold
6 It is astounding what useful things you can learn Magic Resistance (fire) 220gc
in a pub quiz and tonight is no exception. The last Resolve 125gc
question on monster anatomy could prove very Healing 630gc
useful. You now know a major weakness of an Battle 210gc
enemy type and one random Warrior receives
Rage 425gc
+ Attack against them. Roll 1D6 to find enemy
type: Strength 590gc
Restoration 430gc
1-2 Orcs & Goblins Charm 110gc
3-4 Undead
5-6 Chaos Warriors
410 gold

1200 gold
Armoury, Tavern, Alchemist, Apothecary,
Training Grounds/6gc
1 You got in with a very strange bunch last night.
Dagger 55gc The trollburgers were bad, but who suggested
sniffing powdered wyrdstone? Wasn't it that
Staff 190gc
hooded figure with the rat-like features? You felt
Spear 215gc fine this morning, but are now sweating and
Leather Helm 140gc shivering at the same time.
Shortbow 370gc Roll 1D6 :
Animal Hide 100gc
1-3 You are addicted and must pay your D6 x
Heavy Boots 260gc 10 gold after each dungeon to feed the habit.
Rope 55gc You may try to break the habit each time you
Torch 130gc enter a new settlement. Roll 1D6 and add your
MP, on a roll of 8+ you fight off the addiction
Toolkit 265gc 4-6 You slowly recover and vow never to touch
Scale Mail 690gc Wyrdstone Powder again
107
2 Leaving most of your gold carefully stashed away 3-4 The place is empty and the beer is
in the inn, your Warrior goes out on the town, expensive. What a forgettable night! Lose 10
taking 1D6 x 20 gold. As you cross the street, you gold
spot an old crone in an upstairs window shouting 5-6 There is a big rave going on. Goodness
that robbers have broken into her attic and are knows what was put in your drink but you are
stealing her few possessions. Happy to assist the hyperactive all night! During the next
helpless, you bound up the rickety stairs to her dungeon, you have two extra movement
room three at a time. As you enter her dimly lit points that you may use at any time
room, a black bag is placed over your head, 5 Tonight's entertainment is a retired thief
swiftly followed by a heavy iron bar. You awaken demonstrating his pick pocketing skills and
in the gutter several hours later, nursing a sore abilities in exchange for drinks money. Roll 1D6:
head. Not surprisingly, the gold you were carrying 1-2 Maybe he isn't retired after all. You seem
has all gone to have 'misplaced' 100 gold!
3 The tavern is hosting its annual arm wrestling 3-4 The lock picking skill is amazing and
contest! Each Warrior takes a Strength Test; educational. You can now pick locks a
whoever rolls more │ makes it through to the Treasure Chest on a 3+ if you have a toolkit
final against “The Mighty Hn’Gr-toth”, the tavern 5-6 The thief recognises you as a previous
bouncer. Roll 1D6 and add your BP: victim and gives you a skeleton key as
compensation. It will open any lock on a roll of
1 The final is over in a flash and your arm is 2+ but breaks and must be discarded on a 1
injured! For the next adventure, you may only 6 The Alehouse is full of people engaging in the
carry one item in your arms as the other is latest craze, D’arts. It involves throwing three
strapped close to your chest pointed miniature arrows at the D’art board and
2-3 Although you do your best, you are no trying to score high numbers. It seems quite
match for a physical specimen such as The interesting but the D’arts themselves look like
Mighty Hn’Gr-toth they would make good weapons and you
4-5 Close! Using some special underhanded purchase a set of three. You may throw 1 d’art per
moves and an exemplary deployment of the turn in addition to your normal attacks for
“look over there, what’s that?” ruse, you damage that Monsters cannot defend against.
manage to stay in the contest before you are The D’arts may not be recovered as they clatter
overpowered. The spectators give you 10 gold into the dark corners of the dungeon
for your trouble
6 Your eyes meet and connect with the ogre’s
brutish intelligence. In addition to arm
wrestling you begin a furious staring match.
Take a Mind Test. If you succeed, something in
your psyche takes over the ogre’s will, and his
strength fades. You record a miraculous
victory! You are given 50 gold by the
spectators and are offered a job as the new
bouncer of the tavern! If you accept, your
adventuring days are over, but the rest of the
party gets 500 gold as a down payment and
free lodginings. In addition, you can hire one
Mercenary Scout for free as the spectators are
so impressed, and wish to join your party
4 A new tavern has opened and you decide to try it
out. Roll 1D6:
1-2 There is a sign on the door saying 'Locals
Only'. You go in anyway but are thrown back
out through a window and they make you pay
20 gold for the damage to the glass

108
1 That was one amazing night! At least you think it
must have been, but can't actually remember
Armoury, Tavern, Alchemist, Apothecary,
very much. All you know is you are 100 gold
Training Grounds/5gc poorer and you have a massive headache.
Lose 100 gold
Dagger 60gc 2 A large and rowdy group of Mercanaries barges
Staff 175gc into the bar, you catch their gaze. Should you
hold their stare?
Spear 215gc
Leather Boots 60gc The eyes stare right back at you and, after a few
Leather Helm 130gc moments, the Mercenary approaches your table,
Hand Axe 220gc along with a hand full of his friends. Do you stand
up from your table to meet them?
Shortsword 240gc
Rope 60gc What you thought could well be a brawl, quickly
Torch 100gc turns nasty as a blade is drawn from one of the
warrior’s henchmen. This will not end well. Roll
Toolkit 290gc
3D6 for them and 1D6 + your BP + your Battle
Horned Helm 270gc Level. If you win, draw an Equipment Card at
Crossbow 520gc random for your spoils. If you lose draw an Injury
Card at random
Flail 400gc
3 To your surprise, a light fluffy cake with candles is
Longbow 715gc brought to you. You enjoy the dessert, but find
Longsword 605gc out too late that it was intended for a local
Iron Helm 370gc bigwig, who is now coming over, flanked by his
guards. Roll 1D6:
Apprentice Cloak 270gc 1 The goons take you outside and relieve you
Chainmail 485gcg of 4D6x5 gold and one random weapon
Warhammer 335gc 2 He isn't happy; the chef only makes Gobble
Pudding once a month. You must pay him
Battle Axe 970gc 3D6x10 gold or be beaten up, starting next
Plate Armour 1220gc adventure with -1BP
3-4 He seems annoyed, but not ready to make
an issue of it. He sees it's not your fault. The
two guards advance menacingly on the
Defence 530gc waiter...
Endurance 290gc 5 He isn't upset, except when you fall over,
Alchemy 120gc comatose. You have inadvertently eaten a
Healing 650gc poisoned pudding! The man has you rushed to
Wolfsbane 120gc the healers and pays for your care, rewarding
you with a Longsword! You must spend 3 Days
Battle 215gc
In Bed though, all paid for by him, but the rest
Dexterity 100gc of the party must pay double their settlement
costs
6 He laughs it off and invites you to join him.
370 gold He takes a real shine to you, and pays your
tab. Receive 10 gold

1100 gold

109
4 An artisan, skilled in trap making, stands beside 5 You calm them down and get them to look at
you at the bar. You are intrigued by his banter the problem rationally. They soon resolve
and offer him a drink in exchange for more their differences. You receive 2D6x10 gold for
information. Deduct 10 gold - You have learnt a your help
great deal and may automatically avoid being 6 You are just calming them down as an
harmed by a trap once per adventure assassin leaps from the crowd to attack one of
5 A question of honour is brought up between two the men! You disarm the assassin and he
noblemen and they ask you to intervene. Do you implicates the other noble. For your work the
step in? grateful nobleman gives you 150 gold and
Leather Boots
If so, Roll 1D6: 6 Your Warrior spends the rest of his day in the
1 It's no good, they are too angry. As you give heady atmosphere of a steam bath, sweating off
up, you realise that a thief has visited your the after effects of last night's sojourn at the
table and removed 1D6x20 gold tavern. He emerges feeling far healthier than he
2 The two men are at each other's throats, and has for a good while, receiving +1BP permanently
though you calm them down, you don't do any to their starting characteristic
real good
3-4 Once you get them to talk, the rest is easy.
Well, not easy, but at least they aren't
threatening war. The pair gives you 1D6x10
gold for your work

110
Appendix 7 – Character Sheet

111
112

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