Good idea about not using on movement rolls. With a 1-in-6 chance of any given Hero stumbling into something, the random events would easily overtake the normal adventure! With just a 1-in-6 chance of something happening in a given turn works out like the wandering monster check in Basic D&D. Also, cards would make more sense for HQ, and it would look nicer then a bland D&D-styled chart - namely, the the card art and flavor text.
Here I have revived the effects and added new stuff. As I think of more, I will add them. If anyone wish to contribute, then go ahead. For fumbles, I figure it is best to have two decks: one for Heroes; another for Monsters. It should be noted, that a number of results would have multiple cards for higher chance of being drawn, but I have yet to figure out how many cards to give each of them. So far, here are the cards:
Hero Fumble Deck (Draw when a Hero rolls a Black Shield on the wild die.)
Near Fumble!Your weapon flies out of your hand, but you cough it just in time! Beyond that, nothing unusual happened. And beyond the normal outcome of the fight, the only thing hurt was your pride.
Weapon Drops!The monster knocks the weapon from your hand, and it falls to the ground! If you have a dagger on hand, you may use until you defeat all adjacent monsters, when it is safe to retrieve your weapon. If no dagger is available, then you must use your fists (one combat die, with a White Shield counting as a hit). Place a marker below the Hero's base noting the dropped weapon. As long as there are no adjacent enemies, a Hero or monster may pick it up just by moving over it. If a monster picks it up, it will carry it, and they both disappear when any Hero loose sigh of it.
Weapon Brakes!You hit too hard on the enemy and your weapon snaps in half! Your weapon has been rendered useless! If you have a dagger on hand, you may use it until you defeat all adjacent monsters, when it is safe to draw a better weapon. If no dagger is available, then you must use your fists (one combat die, with a White Shield counting as a hit). Unless otherwise stated, Artifact weapons do not brake, but just drops.
Shield Brakes!A hard blow smashes your shield into splinters! Your shield has been rendered useless!
Dazed!With a savage blow to the head, you struggle to keep your balance! You loose your loose your next attack, as your recover. If you have a helmet, the effects maybe ignored by rolling a White Shield on a single combat die. If you roll a Black Shield, then the helmet is busted!
Foot Caught!Your foot falls between the cracks in the floor, and your are stuck in one spot! You can attack (or a cast spell) normally, but the next time you move, your can only pull yourself free.
Clumsy Swing!Your attack was so poorly executed, that you decadently hit yourself with your own weapon! You loose 1 Body Point, unless you can avoid it with Plate Mail armor, by rolling a White Shield on a single combat die.
Found an Opening!The monster positions itself in a way that leaves it wide open to attack, and you make your strike! The monster is unable to defend ageist your attack. If you fail to roll any skulls, you inflict at least 1 Body Point on the monster.
Monster Fumble Deck (Draw when a monster rolls a Black Shield on the wild die.)
Near Fumble!The monster trips over itself and nearly drops its weapon, but unfortunately it quickly rights itself for battle! Beyond the minor fumble, nothing else happened.
Weapon Brakes!You managed to smash the enemy's weapon! It will keep fighting with a dagger, at one combat die, until it brakes free from combat. After that, it would draw a sidearm at one less combat die then normal (at a minimum of 1 - a dagger). Animals and undead monsters are not effected by this, as they don't need weapons! Monsters noted for using Artifact weapons are also not effected.
Shield Brakes!You hit the monster so hard, it's shield bursts into splinters! If it has a shield, then it looses one defense die.
(Monsters like Goblins, Orcs and Fimirs may be fitted with a shield for an extra die of defense, unless they are armed with a bow or a two-handed weapon - which gives a range attack or an extra attack die.)
Dazed!With a hard swipe to the head, you wake the foul creature see stars! The monster loose it's next attack, as it recovers. Full-armored and undead monsters, as well as creatures made of stone or metal are immune to this effect.
Foot Caught!The monster's foot falls between the cracked floor, and is stuck! It can attack (or a cast spell) normally, but the next time it moves, it can only pull itself free.
Clumsy Swing!The monster trips and falls on its own blade! It loose 1 Body Point - killing most monsters! Full-armored and unarmed (animal and undead) monsters are immune to this effect.
Found an Opening!You foolishly left yourself open to attack, and you get hit! You are unable to defend ageist the attack. If the monster fails to roll any skulls, it inflict at least 1 Body Point on the Hero.
Random Event Deck (Draw when the EWP rolls a Black Shield during the
Random Event Phase. Use marked tokens in a cup if you have to choose a random hero.)
Wandering Monster!As you are exploring, a monster stalks you and attacks! The EWP places the wandering monster (as listed in the Quest Book) on any square next to a random Hero. The monster attacks before the Heroes can react!
Hazard!The ground beneath your feet gives way! One random Hero looses 1 Body Point.
Bag of Treasure!A random Hero stumble on a bag with something in it. You open in up to see wants inside! Draw a card from the Treasure Deck. It it was a Hazard! card, then the Hero was bitten by a snake. If it was a Wandering Monster! card, then the Hero was bitten by a rat, and the shout attacked a wandering monster.
Foot Caught!Your foot got caught in a simple snare trap that is surprisingly strong! You can attack (or a cast spell) normally, but the next time you move, your can only pull yourself free.
Torch Blew Out!As you where exploring, a strong gust of wind blew-out your touches! You are all now engulfed in total darkness! The Heroes can still act normally, but for this turn, their visibility is limited to all adjacent (and diagonal) spaces around them. They cannot target distant monsters with range weapons or spells, until they get get their torches re-lit.
An Old Blade!The Hero finds a discarded knife, shaft-less spearhead or broken sword. One random Hero gets a free dagger!
Lone WarriorYou encounter the soul survivor another band of brave adventurers. Before he leaves the dungeon, he gives the Heroes info about an yet explored room he was in. At anytime in the Quest, the players may ask about the contents of a single, unexplored room. This will reveal all the monsters and furniture, but not treasure, traps or secret doors.
Loose Change!Some wandering monster must have dropped it's coin-pouch. One random Hero gets 5 gold coins!
Healing Salve!The Heroes found some discarded herbal cream used by green-skin shamans to heal wounded troops. It it drying out fast, so you have to use it soon. There is enough to heal 1d6 worth of Body Points, but maybe distributed among the Heroes in any way they wish.
Ghostly Dancer!A strange shadowy figure of a nude woman dances slightly beyond the edge of your torchlight! The figure may not be targeted by weapons or spells. The dancing is so captivating, that it puts all the male Heroes into a trance! Each Hero must roll a Combat Die for each Mind Point they possess. If any die rolls a White Shield, then the Hero brakes free from the trance. Otherwise, the Hero cannot do anything until he frees himself on a later turn. Female Heroes are immune to the trance.
(For more girl-centric games, the
Ghostly Dancer! card maybe replaced by
Sparkly Vampire!, which as the same basic effect, despite having flavor-text that stretches for five damn pages!

)
Demon Possessed!One random Hero has been overtaken by an evil spirit! The Hero must roll a Combat Die for each Mind Point he possess. If any die rolls a White Shield, then he successfully exorcised the demon. Otherwise, the Hero is under the control of the EWP, and will attack the other Heroes, until he brakes the control on a later turn.
Helpful Clues!The heroes see makings made by a previous adventurer, noting hidden dangers or passageways in the area. On this turn, the heroes may choose which room or corridor they are in. that contains the marking. The markings will show all the traps and secret doors in that area, as if searched for. Monsters would not impeded this.
Treasure Map!The heroes find a map to a treasure chest within the dungeon! This would note what is found in the chest, including any traps, and it location. Place the chest on the board. A clue would also lead no a hidden compartment with 100 additional gold coins in it. The EWP choose the chest. The chest would likely be a yet discovered chest, over any discovered chests. If there are no chests in the Quest, then the treasure is in the throne, if present. Otherwise, the map makes note of treasure that is long gone.