ArrowsYou suddenly find yourself under a rain of arrows. Roll 1 die for you and for every Follower. You lose 1 Life if you roll from 1 to 4 and the same thing for EACH one of your Followers. | | AutumnThe gentle warm is already abandoning the Land. Any Player must always draw at least a Card even if the space is already occupied by one or more Cards. This happens also in the Inner Region. | |
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BoatEvery Player who lands on the space with the boat, on his next turn, can reach every space on the left or on the right side of the Storm River. The boat doesn't count as a card so the Players must draw cards as instructed. | | BreakfastEvery Player lose his turn to do a big breakfast and gain 1 Life. If it was raining the the sun now shines bright in the sky. |
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CauldronYou suddenly find a Witch's Cauldron. You can't resist to taste a gulp of the potion. Roll a die: 1) You become a toad. 2-3) You lose 1 Craft. 4-5) You lose 1 Strength. 6) You gain 1 Craft and 1 Strength. | | Daemonium (Craft 10)A demon suddenly grabs you from behind and brings you to the Valley of Fire where it engages you in Psichic Combat. You can't use any Spell. Every time it wins you lose 1 Talisman or 1 Life. You can't proceed until you wins. |
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DamnationAn horrible curse has been launched on you just before the death of one of your Enemies. You lose 1 Life per turn until you will reach the Chapel if you are Good, Ruins if you are Evil. Lives are lost forever. | | DeathThis is one of the 7 Eternals that are one with the Land we know. She will play dice with you and you may not escape her until you wins. If you survive the kiss of Death you may pass her in the Inner Region as she will recognize you. |
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DeliriumThis is one of the 7 Eternals that are one with the Land we know. From now, whenever you cast a Spell, the Player who rolls higher is forced to cast the first Spell of the pile on himself, ignoring the effects if it cannot be cast. | | DesireThis is one of the 7 Eternals that are one with the Land we know. (S)he will drive you crazy as (s)he represents everything you could ever desire. You must shift all your Craft to Strength. But if you are the strongest now you must drop to the Strength of the weakest Player. |
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DesperationThis is one of the 7 Eternals that are one with the Land we know. From now, every other Player rolling a 6 for movement may also compell you to move anywhere in the same Region during you next turn. | | DestinyThis is one of the 7 Eternals that are one with the Land we know. You may read in the book of Fate and, from now, no Events (neither Black nor Green) will affect you even if you want. |
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DestructionThis is one of the 7 Eternals that are one with the Land we know. He will destroy any card in play: Adventure Cards, Spells, Objects, Followers, etc. then he will vanish to the land of nowhere leaving the Board as the game was just started. | | Drakkars (Strength 7)A horde of dangerous and cruel warriors attacks every Player in this Region. Every victim will lose an Object, all Gold, 1 Strength and 1 Follower. |
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DreamThis is one of the 7 Eternals that are one with that Land we know. Every Player MUST change his Craft Experience. He will then raise your Craft up to the highest of all. If you are the highest he will drain you to the lowest of all. | | Evil Mask (Craft 5)Roll a die for each one of your Followers. The lower will be possessed by the Evil Mask and will suddenly attack you. If you lose he will go away and the mask will possess another of your Followers. |
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Fall!You have put down your feet on a lose ground and suddenly find yourself falling. You lose all your Followers and may keep only 4 Objects. If you are in the Middle Region you fall in the Outer and lose 1 Life. | | HellghostThis foul evil demon has come to take and bring you to Hell. If you are Neutral or Evil drop all your Objects, Gold and Followers and go to the Valley of Fire. You will be able to proceed only if you roll a 1. Until then, lose 1 Life per turn. |
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KeymasterThe Keymaster seals the Portal of Power forever. The only way to enter from now is to find the Key of Destiny. | | Killed!One of the Players dies in this turn and cannot do absolutely nothing to escape his cruel fate. Everybody rolls 3 dices and adds his Craft. Lower number is safe and then again until someone remains alone. Just a second to feel life that goes away and (s)he dies. |
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MadmanAn old madman approaches you and speaks his foolish words. Though you dont' believe a thing his weird aura of nonsense forces you to immediately lose 1 die of Objects and 1 die of Followers. | | Magic StormThe Magic Storm will start at the end of the next 3 Turns. No Player may evade this Event. Every Player must lose 1 Life at the end of his (her) next turn. A Player must survive a whole turn alone to be declared winner. |
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NidhoggThe foulish evil God of the North suddenly cause everyone to become Evil and then visits every Strenger, convincing them to leave to the discard pile. | | Poisoned!You were hungry and had a dinner but food was poisoned. If you don't have a Meal you lose 1 die of Lives. |
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SabotageYou were tired and sleeped a few in this once comfortable little house. Unfortunately someone Evil has set it on fire. You lose 1 Life and all your Objects and all Horses are vanished to the discard pile. | | SmokeYou see a column of Smoke rising far away. Roll a die for each card in this Region of the Table. Even it's burnt, odd it's still there. |
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SpringHappy birds sing to hail the arrival of the merry season. From now any Player must draw and additional card when instructed to draw one. card. | | SummerThe hot sun is high in the sky. From now, whenever a Player is instructed to draw one card, he must draw an additional card of the same kind and any kind of die roll is increased by 1. |
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The CrowThis evil omen cause fear in your Follower. Roll a die for each one of them, with an odd result they will abandon you (you can't Pray). | | Theft!A band of thieves operate in this area. Every Player may spend 1 Gold (up to 3) per Object (s)he wants to steal to the next Player. Bags of Gold may not be stealed. |
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WolfridersThe terrible worfriders attack the whole Region. They will kill everyone: Players (lose 1 Life), Followers, Monsters, Animals and Strangers. They will also destroy every Place. | | Warlord (Strength 9 Craft 8)The warlord has arrived to the Throne through the Valley of Fire to conquer the Land. He will start to cast the Command Spell to the Player who rolls higher at the start of any turn: 1-4) Nothing. 5) Lose 1 Life. 6) Lose 2 Lives. |
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WinterA cool wind from the North has announced the shift to the next season. From now the Inner Region is frozen and any Player must lose an additional turn while trying to proceed. | | |
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