[16] SEA EVIL D66 Event Table
During Events segment if an Event must be rolles, a player will roll 2 dice and locate the result on this Event Table. The first dice result as the
“tens” digit, and the second dice result as the “ones” digit. Treat each event as it’s own rule and adjustment to play.
Some events may have a tie. If tie, roll, higher roller must conduct event.
Str. = Strength, Spd. = Speed
11: Flock of Seagulls attack - Every character on deck must roll an 44-46: Rain Weather - Remove Clear and Fog Weather. - 1 Speed for
attack against a large flock of seagulls. Gulls are Knife and Blunt Str. 6. Ship and Character speeds. +1 defense str. against Grab.
12: Unkindness - Ravens can be seen flying toward the Lighthouse. 51: Captain Hymn - Captain, if alive, sings “Wondrous Love” Folk
Ship moves one toward Lighthouse. Hymn. Evil closest to ship is returned to the cup.
13: Oil Lamp Fire - Roll D6 for Mast: 1,2 = A, 3,4 = B, 5,6 = C 52: WIND CHANGE - Roll D6 to change wind direction.
Lantern explodes. Any characters adjacent roll attack against flames 53: Sea Witch Possession - One character is possessed by Sea Witch
Str. 6. If injured, Character is on fire, must roll Damage each turn. If until end of turn, Evil chooses. Character can be used by Evil player as
Wind or Hurricane, Damage roll result doubles. If no damage rolled, though it is their own.
end fire. Rain or entering water also ends fire. 54-56: Fog Weather - Remove Clear, Rain, and Wind. Evil may not
14: Whale Fat Explosion - 1 Hole is created. All characters in Galley reveal its counters, even if adjacent to ship and boats. Whalers, Neu-
must roll against flames, Str 6. If injured, Character is on fire. see Oil tral, Sea Peoples, on deck, or in Boat, move at half speed, round up.
Lamp Fire for same proceedure. Advanced: May not see Lighthouse until weather changes. see Fog
15: Glowing Algae - Any Character in Water moves at 2 speed per Dial for Advanced Movement
water hex for the turn. 61: WIND CHANGE - Roll D6 to change wind direction.
16: WIND CHANGE - Roll D6 to change wind direction. 62: Sea Shanty - Whalers sing “Ship in Distress” shanty to gain +2
21- 23: Clear Weather - Remove all other weather. No Effect. Str. for turn.
24: Rum Barrel Guzzle- Any Character moving on rum barrel hex this 63: Water Current - Roll D6 as though rolling Wind Direction. Cur-
turn returns 3 to stats. rent takes ship 2 in this direction. If side direction, divide movement in
25: WIND CHANGE - Roll D6 to change wind direction. half (ex. 1 North, 1 East). Characters in water also move.
26: Moon Darkens - Sky becomes black. Evil characters increase 2 64: Nightmare Calms - All Evil cannot move or conduct actions this
speed this turn, including Sea Peoples’ ship. turn, including Fungus Effects, Tidal Wave, Hurricane, drawing tokens
31-33: Spooky Wind Weather - Remove Clear and Fog Weather. +1/- or playing tokens.
1 to Wind Direction. Ex. If wind already adds +1, it now adds +2. -1 65: Infinity Bubbles Forth - All Evil counters in cup and hand are
speed for Characters outside. Damage roll result doubles if on fire. placed on map on rolled Horizon Areas, and will enter on Evil’s turn. If
34: WIND CHANGE - Roll D6 to change wind direction. stacking issues, place on adjacent hexes.
35: Maniacal Laughter - All crew “on deck” begin having a maniacal- 66: Whirlpool - If first event of game, roll again. Ship begins to spin.
ly laughing fit and cannot move or conduct actions this turn. Note ship’s starting position. Each turn Roll D6, turn ship clockwise
36: Jack O’ Lantern seen on Waters - Whalers gain +2 Str. for the as many spaces rolled. All Characters in Sea (except flying characters)
turn. move 5 toward ship. Each event phase, move characters in sea toward
41: Chest washes onto Ship/Boat - All items lost by Crew (due to ship. If ship makes full rotation from starting position, all surviving
dropping or death) are in chest and can be immediately distributed Whalers make a single roll, as team, on the Bottom of Sea chart (Page
among characters. 999). If no ship, all characters move toward center of map. All char-
42: Halloween Mask - Halloween Mask Item is found by Whaler near- acters moved to center are moved off the map. All Whalers moved to
est Stern (back) of ship. Whaler wears mask until end of game. Any center draw from Kill deck. Water symbol = Death. After all characters
Evil attacking this Whaler has -1 to D6, rolling natural 1 maintains have moved to center, all surviving Whalers roll on Bottom of Sea
effect, but is 0. chart. Players can choose to play without this event.
43: WIND CHANGE - Roll D6 to change wind direction.
Print Following Character, Ship, and Sinister Roll Sheets.
Files may also be downloaded from “Pit of Infinite Shadow” store.