Depth Event Chart

Mine

Do not move the Darkness marker. Use the Depth Event chart of the World the bearer of the Latern currently is in. Depth Events only affect Heroes currently in that World.

Doubles Rolled :
1Ambush Attack !
There are fiendish creatures and demons in the dark places of the world ! Ambush Attack ! – Draw a Threat to immediatly Ambush the Heroes.
2Dark Dread
Things are looking more and more bleak by the moment ! Draw a Growing Dread card to add tot he stack.
3Creeping Darkness
The darkness is always searching for a way out. Move the Darkness 2 steps forward on the Depth Track.
4Falling Rubble
The rocky ceiling of the mine shaft is unstable and prone to collapse. Each Hero in the Mines immediately takes D6 Hits.
5Terrifying Shriek
A shriek of pain and suffering echoes through the mine, chilling you to the bone. Each Hero in the Mines immediately takes D6 Horror Hits.
6Stubborn Resolve
This place is horrible and unforgiving but you’re not about to give up without a fight ! Each Hero may immediately Heal D6 Wounds/Sanity (Any Mix) or Recover 1 Grit. KO’d Heroes may immediately Recover, rolling for their Injury/Madness and Healing 2D6 Wounds/Sanity (any mix) as normal for Recovering.

Targa Plateau

Do not move the Darkness marker. Use the Depth Event chart of the World the bearer of the Latern currently is in. Depth Events only affect Heroes currently in that World.

Doubles Rolled :
1Ambush Attack !
There are fiendish creatures and demons in the dark places of the world ! Ambush Attack ! – Draw a Threat to immediatly Ambush the Heroes.
2Dark Dread
Things are looking more and more bleak by the moment ! Draw a Growing Dread card to add tot he stack.
3Creeping Darkness
The darkness is always searching for a way out. Move the Darkness 2 steps forward on the Depth Track.
4Blizzard
The icy chill turns to whipping winds as the blizzardsets in ! Weather : While in the Targa Plateau, a Hero takes 1 automatic hit at the start of each Turn.
5Echoes of Death
For a moment, ghostly figures of a long-dead race can be seen moving through the halls. As you look on in disbelief, one of them stops… and looks back at you. One Random Hero in the Targa Plateau immediately takes 2D6 Horror Hits.
6Treasures of the Past
Though the ancient city has long been abandoned, valuable items can still be found, often just laying around as though the previous inhabitants just vanished. Each Hero may immediately draw a Loot card. KO’d Heroes may immediately Recover, rolling fort heir Injury/Madness and healing 2D6 Wounds/Sanity (any mix) as normal for recovering.

Jagorno Jungle

Do not move the Darkness marker. Use the Depth Event chart of the World the bearer of the Latern currently is in. Depth Events only affect Heroes currently in that World.

Doubles Rolled :
1Ambush Attack !
There are fiendish creatures and demons in the dark places of the world ! Ambush Attack ! – Draw a Threat to immediately Ambush the Heroes.
2Dark Dread
Things are looking more and more bleak by the moment ! Draw a Growing Dread card to add tot he stack.
3Creeping Darkness
The darkness is always searching for a way out. Move the Darkness 2 steps forward on the Depth Track.
4Volley of Arrows
A Volley of serpentman arrows rains down from the treetops above. Each Hero in Jagorno takes 3 Hits. Any Hero that takes 1 or more Wounds, also gains a Poison marker.
5Tribal Drums
In the distance you hear the thundering war drums of a savage tribe. They’re getting louder and louder with every step you take. Each Hero in Jagorno must discard 1 grit or take D6 Sanity damage with no Willpower saves.
6Fountain of Life
A wellspring bubbles up here, rejuvenating all that touches it’s waters ! Each Hero may immediately Heal 2D6 Wounds/Sanity (any mix) and remove any Poison markers on them. KO’d Heroes may immediately Recover, rolling for their Injury/Madness and Healing 2D6 Wounds/Sanity (any mix) as normal for Recovering.

Caverns of Cynder

Do not move the Darkness marker. Use the Depth Event chart of the World the bearer of the Latern currently is in. Depth Events only affect Heroes currently in that World.

Doubles Rolled :
1Ambush Attack !
There are fiendish creatures and demons in the dark places of the world ! Ambush Attack ! – Draw a Threat to immediately Ambush the Heroes.
2Dark Dread
Things are looking more and more bleak by the moment ! Draw a Growing Dread card to add tot he stack
3Creeping Darkness
The darkness is always searching for a way out. Move the Darkness 2 steps forward on the Depth Track.
4Fires of Cynder
The corrupting flames of Cynder erupt all around, burning the Heroes ! Each Hero in Cynder takes D3 Burning Markers and 1 Corruption Point, ignoring Willpower
5The Burden of Judgement
Shrieks of agony and torment echo through your mind, as the dark eye of judgement falls on you, scrutinizing your worthiness. Each Hero in Cynder immediately takes 2 Sanity Damage, ignoring Willpower, for each Corruption Point he/she has.
6Flicker of Hope
A flicker of hope can be seen through the flashing flames… you must press on ! Each Hero may immediately remove any Burning Markers they have as well as to either Heal 2D6 Wounds/Sanity (any mix) or remove D6 Corruption Points. KO’d Heroes may immediately Recover, rolling for their Injury/Madness and Healing 2D6 Wounds/Sanity (any mix) as normal for Recovering.

Derelict Ship

Do not move the Darkness marker. Use the Depth Event chart of the World the bearer of the Latern currently is in. Depth Events only affect Heroes currently in that World.

Doubles Rolled :
1Ambush Attack !
There are fiendish creatures and demons in the dark places of the world ! Ambush Attack ! – Draw a Threat to immediately Ambush the Heroes.
2Dark Dread
Things are looking more and more bleak by the moment ! Draw a Growing Dread card to add tot he stack.
3Creeping Darkness
The darkness is always searching for a way out. Move the Darkness 2 steps forward on the Depth Track.
4Hull Breach
Explosions rock the ship as a Hull Breach tears open nearby ! Space – Select a Random Hero’s Map Tile, and a Random Exit on that Map Tile (either an open Door or an End Cap) to find the location of the Hull Beach (Re-roll a new hero if no valid exits on the Map Tile). Roll a D6 to determine the Size of the Breach. Every Hero is Immediately pulled a number of spaces equal to the Size of the Breach along the shortest path toward it (starting with the Hero closest to the Breach). Every Hero also takes a number of Hits equal to the Size of the Breach . Any Hero that is moved into one of the 2 spaces of the open Door/End Cap, is pulled through, taking 2D6 Wounds , ignoring Defense, before clawing their way back inside the ship. The Breach is then sealed by a forcefield.
5Echoes of Death
A wave of pure terror washes over you, flickering flashes of nightmare in your mind ! Each Hero takes D6 Horror Hits. If the total Sanity Damage taken is equal to or greater than the number of Heroes in the Posse, also add a Growing Dread card to the stack
6Hope for the Future
Seeing how far technology has advanced gives you hope for humanity’s future. Each Hero may immediately Heal 2D6 Wounds/Sanity (any mix) or cancel a Darkness or Growing Dread Card on a D6 roll of 4+ . KO’d Heroes may immediately Recover, rolling for their Injury/Madness and Healing 2D6 Wounds/Sanity (any mix) as normal for Recovering.

Canyon

Do not move the Darkness marker. Use the Depth Event chart of the World the bearer of the Latern currently is in. Depth Events only affect Heroes currently in that World.

Doubles Rolled :
1Ambush Attack !
There are fiendish creatures and demons in the dark places of the world ! Ambush Attack ! – Draw a Threat to immediately Ambush the Heroes.
2Dark Dread
Things are looking more and more bleak by the moment ! Draw a Growing Dread card to add tot he stack.
3Creeping Darkness
The darkness is always searching for a way out. Move the Darkness 2 steps forward on the Depth Track.
4Rockslide
The canyon cliffs are unstable and prone to rockslides. Each Hero in the Canyons immediately takes D3 Hits that do 3 Damage each.
5A Feeling of Being Watched
You can’t shake the feeling that you are being watched from the cliff sides. The next attack in the Canyons is automatically an Ambush. If that is already the case, instead Ambush Attack! – Draw a Threat card.
6Stubborn Resolve
This place is Horrible and unforgiving, but you’re not about to give up without a fight ! Each Hero may immediately Heal D6 Wounds/Sanity (any mix) or Recover 1 Grit. KO’d Heroes may immediately Recover, rolling for their Injury/Madness and Healing 2D6 Wounds/Sanity (any mix) as normal for Recovering.

Blasted Wastes

Do not move the Darkness marker. Use the Depth Event chart of the World the bearer of the Latern currently is in. Depth Events only affect Heroes currently in that World.

Doubles Rolled :
1Ambush Attack !
There are fiendish creatures and demons in the dark places of the world ! Ambush Attack ! – Draw a Threat to immediately Ambush the Heroes.
2Dark Dread
Things are looking more and more bleak by the moment ! Draw a Growing Dread card to add tot he stack.
3Creeping Darkness
The darkness is always searching for a way out. Move the Darkness 2 steps forward on the Depth Track.
4Twin Suns
The Twin Suns of the Blasted wastes move at a brisk pace, and can be unforgiving to those traveling through the deserts, day or night. Advance the Sun Track one position.
5Magnetic Arcing
A molten Dark Stone core churns at the heart of the Blasted Wastes, causing frequent quakes, sand storms, and magnetic pulses which disrupt and arc off of electrical equipment. Every Hero immediately takes 2 Hits for every Tech item or Tech Token they carry.
6Weather the Storm
All things must pass, even in the hostile and barren wastelands of this deadly alien prison world. Discard any Weather or Storm currently in play. Every Hero may recover 1 Grit. KO’d Heroes may immediately Recover, rolling for their Injury/Madness and Healing 2D6 Wounds/Sanity (any mix) as normal for Recovering.

Trederra

Do not move the Darkness marker. Use the Depth Event chart of the World the bearer of the Latern currently is in. Depth Events only affect Heroes currently in that World.

Doubles Rolled :
1Ambush Attack !
There are fiendish creatures and demons in the dark places of the world ! Ambush Attack ! – Draw a Threat to immediately Ambush the Heroes.
2Dark Dread
Things are looking more and more bleak by the moment ! Draw a Growing Dread card to add tot he stack.
3Creeping Darkness
The darkness is always searching for a way out. Move the Darkness 2 steps forward on the Depth Track.
4Incoming !
A terrifiying whistle shrieks across the sky right before the ground erupts in explosions. Each Hero in Trederra takes 2D6 Hits from the flying debris.
5Marching in the Streets
The sound of marching echoes through the streets as a massive column of Trederran soldiers march to the front lines. Add D3 Patrol Markers to the Depth Track, but do NOT roll for Discovery.
6Break in the Clouds
A break in the toxic clouds overhead lets the cold light of Trederra’s sun shine through. Cancel all Weather effects. Each Hero may immediately remove any Poison and Stunned markers they have as well as to either Heal 2D6 Wounds/Sanity (any mix) or Remove D6 Corruption Points. KO’d Heroes may immediately Recover, rolling for their Injury/Madness and Healing 2D6 Wounds/Sanity (any mix) as normal for Recovering.