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Exploration

Exploration

Several of the encounters below allow a warband to take actions that result in different rewards or punishments. Warband members that were taken out of action in the game may not take part in any of the encounters below. This means that they may not gain Experience, may not attack, etc. Of course, it also means that they will not be taken out of action by an encounter either…

Note also that there may be additional consequences for attacking in any of the following encounters: Empire Huntsmen, Empire Patrol, Halfling Rangers, Holy Man, Large Farm, Lost Children, Merchants, Mordheim Refugees, Peddler, Pilgrims, Priests of Sigmar, Small Farm. If a warband attacks one of those encounters, roll a D6: on a roll of 1-3 the warband has been careless and left witnesses! If the warband rolls that Exploration roll again, treat the encounter as 1 1 Abandoned Farmhouse (word has got out about the warband and they are avoided like the plague!).

Doubles

(1 1) Abandoned Farmhouse

The warband stumbles upon the smouldering ruins of a burned-out farm.

Sifting through the ruins, the warband finds D6 GC.

(2 2) Raving Lunatic

The warband sees a wildly unkempt man staggering blindly through the forest. As the warband approaches, they notice that he seems to be whispering something about ‘invisible archers killing everyone’, though the exact words are garbled and hard to make out…

The warband may choose to either question the man or kill him. Undead warbands who kill him gain a Skeleton or Zombie for no cost. Chaotic or Lizardmen warbands may sacrifice the poor unfortunate to their Dark Gods to gain 1 Experience Point for their leader. Other warbands may question him to find out what he knows; roll a D6:

D6 Result
1-4 He knows nothing.
5-6 He knows a secret tunnel to untold riches (in the next battle the warband may start up to three warband members anywhere on the battlefield that is within cover and not within 10" of an enemy warrior. All three must start in the same general area (within 4" of one another)).

(3 3) Lost Children

The sounds of a child crying nearby can be plainly heard. As the warband members track the sound to its source, they find two children huddled together beneath a massive oak.

If the player wishes, the warband can help these lost children find their parents. If this is done, the grateful parents give the warband all they have of value (D6 GC; if a 6 is rolled, they give the warband a single Treasure instead).

Undead, Chaotic or Lizardmen warbands may sacrifice the poor unfortunates to their Dark Gods (or simply feed on them!) to gain 1 Experience Point for their leader.

(4 4) Mordheim Refugees

The warband sees a motley collection of sorry-looking folk dressed in rags. Could these be refugees streaming from the cursed city of Mordheim?

If the warband is Human (not Possessed!), Elf (not Dark Elf), Dwarf (not Chaos Dwarf), or Halfling, the refugees beg for their help, and offer to give the warband information about the lands nearby. Roll a D6:

D6 Result
1-3 The information is lies and useless.
4-6 The information is useful and the warband may roll one dice more than normal for Exploration after the next game.
If the warband is none of the above types, they may sacrifice the poor unfortunates to their Dark Gods (or simply feed on them!) – the leader of the warband gains +1 Experience.

(5 5) Burial Site

The warband has stumbled upon a small graveyard. Further inspection reveals what looks to be an open grave in the far corner. There is no body in the grave, however, and in fact the only signs that someone has been here recently are the fresh dirt and a gold medallion lying on the ground that is speckled with what appears to be rust…

The medallion may be sold for D6 GC.

(6 6) Wild Stag

As the warband travels along, a rustling is heard in the brush. Suddenly a large stag appears in their path, and he appears as startled to see the warriors as they are to see him.

Any warband members with missile weapons may shoot at the stag. On a successful hit (at the warrior’s base Chance) and wound (Toughness 3), the stag falls and the warband may have a feast! The next time the warband sells Treasures, the warband is considered to be one size lower (so a warband with 10-12 members is considered to be comprised of 7-9 members instead), as they have to purchase less food to re-supply.

Triples

(1 1 1) Orc Encampment

The warband smells the smoke of half a dozen campfires. When they sneak up to the next clearing, they come upon an encampment of Orcs!

A Greenskin warband may approach and attempt to trade. If this is done, roll a D6 – on a result of a 1 the Orcs fail their Animosity test and attack (follow the rules for other warbands fighting the Orcs, below). If the Orcs do not attack, the Greenskin warband may buy any equipment with a 25% discount (rolling for Rare items as normal), rounding down. They may also sell items to the Orcs for 10% more teef (gold) than normal, rounding up. If the warband is not comprised of Greenskins, they may report the Orc Encampment to the local authorities for a 2D6 GC reward. Or they may attack the Orcs. Any warband that attacks the Orcs receives D6 Experience that may be divided among the warband’s Heroes that did not go out of action, and 2D6 GC in loot. However, roll a D6 for each warband member; on a result of 1 or 2, that warrior was taken out of action and must roll for Serious Injuries as normal.

(2 2 2) Gypsies

The warband members see a small train of brightly-coloured wagons ahead… gypsies!

Gypsies are well known for their generosity, but also have a reputation for thievery in lean times. The warband can either trade with the gypsies or attack them. A warband that attacks the gypsies gains D3 Experience that can be split among its Heroes, 2D6 GCs, and D3 daggers. A warband that trades with the gypsies may buy any item of equipment (Rare items must be rolled for as normal) at a 20% discount (figure the price as normal then subtract 20% from the total, rounding up to the nearest GC). However, at the end of trading, the player must roll a D6 – on a roll of 1-3 the gypsies have robbed the warband. Remove any unspent GCs and Treasures.

(3 3 3) Small Farm

The warband finds itself on a small farm. They note that the fields and the livestock are in good order. As the warband nears, the door opens and a young couple steps out.

If the warband is inclined towards good rather than evil, the young couple provides them a fine meal. When calculating their next earnings from selling valuables, reduce the effective size of the warband by one (ie. 10-12 Warriors is considered 7-9 Warriors), as the amount of money they need to spend on food is reduced. If the warband is evil or Chaotic, they may kill the young couple and loot their farm, receiving 2D6 GC in money and may reduce their warband size by one, as before.

(4 4 4) Pilgrims

The warband sees a group of robed humans coming up the road. They seem to be singing religious songs.

This is a small group of pilgrims. If the warband is inclined towards good rather than evil, the pilgrims show them a shortcut through the nearby marshes. In the next game, the warband may automatically choose sides and take the first turn; if two warbands in the game have this benefit, roll off to see which warband gets to enjoy the effect. In addition, their leader is an Elder of their congregation, and may remove a curse placed on a member of the warband. If the warband is evil or Chaotic, they may kill the pilgrims and take their measly possessions (D6 GC and a Holy Relic).

(5 5 5) Abandoned Orc Village

The warband comes upon a motley collection of huts, most of which are tumbled down and show signs of an old fire. This site looks abandoned…

If the warband searches, they find 2D6 GC and a few hundred teeth buried under one of the huts (the village treasury). If the warband is comprised of Greenskins (Orcs and/or Goblins), the amount of money is tripled, as the teeth are actually worth something to them!

(6 6 6) Empire Patrol

The warband hears a strong voice call out “Halt!”, and out of the trees step a dozen men, dressed in the local livery and carrying muskets and halberds.

If the warband is inclined towards good rather than evil, the patrol lets them pass by with only minor questions. The patrol also gives them the name of a fair merchant in the next town (the next time the warband equips, prices are reduced by 10%, rounded down). If the warband is evil or Chaotic, the patrol attempts to arrest them! At the end of a short fight, the warband gains D6 Experience, D6 GC, D3 halberds, D3 swords, and D3 handguns. However, roll a D6 for each warband member – on a roll of 1-2, that warband member was also taken out of action during the fight and the player must roll for Serious Injuries as normal!

Four of a Kind

(1 1 1 1) Treasure Stash

The warriors are wandering through the woods when one of the henchmen notices a pile of leaves that looks a bit odd.

Investigation reveals that something was buried here recently. Digging up the area earns the warriors a small chest. Inside the chest, the warband finds D6x10 GC.

(2 2 2 2) Herdstone

The warband enters a clearing and finds an enormous standing stone, covered in crude glyphs and with what appears to be a small garbage heap at its base.

The warband has discovered a Beastmen herdstone. If the warband is not Chaotic in nature, they may deface the herdstone and sift through the offerings at the base of the herdstone for valuables. The leader of the warband gains 1 Experience Point and the warband finds D3 Treasures. If the warband is Chaotic, they may leave a small offering of 10 GC and worship at the altar, asking either for a curse to be removed (roll a D6 and on a 4-6 the curse is removed), or to gain knowledge. If knowledge is sought, roll a D6:
1-3: One of the warband’s Heroes suddenly screams as his mind is filled with insight – he is immediately taken out of action; though if he survives the experience, he gains a single Academic skill (regardless of whether he could normally take them).
4-6: D3 Experience Points are awarded to the warband, to be distributed randomly among the warband’s Heroes and Henchmen groups.

(3 3 3 3) Peddler

The warband sees a man leading a pair of mules packed with items. As he sees the warband members, his eyes light up and he begins moving rapidly toward the warband.

The warband may trade with the peddler. If they do so, they may buy items at a 20% discount (round the price up to the nearest GC). He is also likely to have those hard-to-find items – any Rare item may be searched for at a -2 to the Difficulty (though he will only ever have one such item). If the peddler is attacked, his mules will be spooked and run off, though 3D6 GC worth of items will drop from their overladen packs when they leave.

(4 4 4 4) Gingerbread House

The warband sees a strange-looking house up ahead. As they near it, they find that it is entirely made of iced gingerbread!

The warband may take some of the gingerbread to re-supply. If they do this, they are considered to be two sizes lower when selling back Treasures (ie. a warband of 10-12 members is considered to be 4-6 members), and any hirelings only charge the warband half their normal upkeep. However, there is a chance that the old hag who lives in the house will see this and cast a powerful curse at the warband. Roll a D6:
On a 1-2, the hag has cursed the warband. Until the curse is removed, members of the warband must re-roll all successful hits in close combat or shooting.

(5 5 5 5) Wounded Warband

The warriors hear faint groans nearby and upon investigation find a small band of warriors, like themselves, sprawled throughout a small clearing. The warriors are covered in blood and have numerous obvious wounds.

If the warband helps these men in need, the wounded warband will give them their stash (2D6 GC and D3 Treasures). If the warband decides to dispatch the wounded warriors instead, they gain D6 GC and the warband’s leader gains 1 Experience Point.

(6 6 6 6) Empire Huntsmen

Moving down a trail through some deep woods, the warband is surprised by a group of men in browns and greens stepping out from behind trees, arrows nocked and ready.

If the warband is Human (not Possessed!), Elf (not Dark Elf), Dwarf (not Chaos Dwarf), or Halfling, the Huntsmen offer to show them a secret way through the woods to an area reputed to be ripe with treasure (and danger). The warband may automatically pick the next scenario, get to choose the table edge, and may automatically take the first turn. If two or more warbands have this bonus, roll to see who the Huntsmen showed the way to first.

Five of a Kind

(1 1 1 1 1) Large Farm

The warband finds a large farm. They note that the fields are in good order, and the livestock is numerous and healthy. As the warband nears, the door opens and a plump elderly man steps out.

If the warband is inclined towards good rather than evil, the farmer and his wife feed them a fine meal. When calculating their next earnings from selling valuables, reduce the effective size of the warband by two (ie. a warband of 10-12 Warriors is considered 4-6 Warriors), as the amount of money they need to spend on food is reduced. Also, the farmer gives the warband the name of an honest merchant (next time the warband buys equipment, prices are reduced by 20%, rounding the price up to the nearest GC). If the warband is evil or Chaotic, they may kill the farmers and loot their farm, receiving 2D6 GC in money, D3 Experience to be distributed among the warband’s Heroes, and may reduce their warband size by two, as above. Also roll a D6 for every member of the warband if they attack the farmers – on a roll of 1, the warband member was taken out of action in the fight and must roll for Serious Injuries as normal.

(2 2 2 2 2) Halfling Rangers

“Halt!” yells a squeaky voice from the darkness. As the warband halts and looks around, a small figure steps out of the shadows – a Halfling!

If the warband is inclined towards good rather than evil, the Halflings share their travelling rations with the warriors. When calculating their next earnings from selling valuables, reduce the effective size of the warband by two (ie. a warband of 10-12 Warriors is considered 4-6 Warriors), as the amount of money they need to spend on food is reduced. If the warband is evil or Chaotic, the brave little rangers attack! The warband receives D6 GC, D6 shortbows, D6 daggers, D3 Experience Points that may be distributed amongst their Heroes, and may reduce their warband size by two by eating the Halflings’ rations as above. In addition, roll a D6 for each member of the warband – on a roll of 1-2, that warband member is shot full of holes, taken out of action in the fight, and must roll for Serious Injury as normal.

(3 3 3 3 3) The Hanging Tree

The warband comes upon a grisly scene – a large oak tree with dozens of bodies hanging from its branches. There are also a couple of bodies in cages as well. As they near, the warriors can hear a weak plea for help from one of the cages.

If the warband frees him, the Assassin (see Mordheim Annual) offers his services to the warband for free (no hiring cost, though they must pay his upkeep as normal after the first game). In addition, the warband finds the following among the bodies: D6 GC hidden in boots, etc., D3 daggers, and a Lucky Charm (obviously not working properly!).

(4 4 4 4 4) Dark Priest

The warband sees a figure in dark robes approaching. As he gets closer, they see a stalked eye appear from under the shadowed hood…

This is a Dark Priest. He may be killed (the warband leader gains 1 Experience Point and an Unholy Relic), or an Undead or Chaotic warband may seek his blessing. The blessing of the Dark Priest will remove all curses plaguing the warband.

(5 5 5 5 5) Faerie Ring

The weary warriors come upon a small circle of mushrooms. Such places are reputed to be magical in nature and possessed of powerful healing qualities.

If the warband is not Undead or Chaotic in nature, they may sleep in the faerie ring and gain a restful night’s sleep. Any of the warriors in the warband that were taken out of action last game are automatically healed to full health – there is no need to roll for Serious Injury. An Undead or Chaotic warband may destroy the faerie ring and receive D6 Experience Points that may be divided among their Heroes. However, such wanton destruction carries a price – the faeries will place a powerful curse on the warband. From now on until the curse is lifted, whenever any members of the warband are taken out of action, roll twice for Serious Injuries for each warrior and apply the lower result.

(6 6 6 6 6) Ambushed Warband

The warriors see bodies strewn all over this clearing, several arrows protruding from each one. That old hermit did warn you about the folk of the woods preferring their privacy…

If the warriors loot these bodies, they find the following items of value: D3 swords, 1 suit of light armour, D6 daggers, D3 spears, D6 shields, and 2D6 GC. In addition, roll a D6 – on a result of 5 or 6, the warband finds a Treasure on one of the bodies.

Six of a Kind

(1 1 1 1 1 1) Griffon Nest

The warband comes upon a rocky spire, lifted a couple dozen feet above the ground. At the top of the spire is an enormous nest, and inside the nest the warband members can see the tops of eggs!

A Hero may climb to the nest and bring down eggs, one at a time. The Hero must pass a successful Initiative test once to get up, and once to get back down, for each egg that he wishes to steal (the nest contains five eggs). If he fails a roll to get up, nothing happens; however, if the Hero fails a roll to climb down, he suffers D6 Strength 6 hits immediately, and any egg he is carrying down is lost. In addition, every time after the first that the warrior attempts the test, roll a D6 – on a 1, the parent Griffon has returned. If the warrior just passed a test to get up to the nest, he gets no more eggs and is immediately knocked off and suffers the falling damage above. If the warrior was on the ground when the Griffon appeared, he suffers no other ill effects. In either case, however, no more eggs may be recovered. Each egg recovered may be sold for 50+2D6 GC.

(2 2 2 2 2 2) Sword in the Stone

The warband finds a sword imbedded in solid stone! There is an engraving on the stone… something to the effect that whoever draws the sword shall be the next king of Bretonnia/lead the next Great Waaagh/kill the wyrm Grackenfeld the mighty… or something to that effect!

A Hero may draw the sword from the stone if he rolls equal to or under half his Strength (rounded down). Each Hero only gets one test, and only the Hero’s base Strength is used for this test… no drugs or magical effects apply. If a Hero draws the sword from the stone, he receives a magical sword (in a campaign, ask the referee if he has a suitable nifty sword for you to carry… otherwise it is +1 to hit and +1 to wound).

(3 3 3 3 3 3) Dead Drake

The warband comes upon a strange scene indeed — the foul-smelling remains of an enormous lizard that has been pierced by a long, slender lance, and the broken (and almost as smelly) body of a knight and his trusty steed, equally deceased (and smelly!).

There is no indication as to where the dragon’s lair is, and while dragon parts are normally priceless, the only parts salvageable are shards of bone. The dead knight’s lance and sword are unbroken and will fetch a good price. All of this counts as D3+2 additional Treasures that the warband may add to their hoard.

(4 4 4 4 4 4) Chaos Icon

In a dried stream bed, one of the warband members sees the glint of something golden. It is a strange amulet, mostly buried in the silt and sand.

Choose a Hero to place the amulet around his neck (yes, one of them has to!). That Hero is affected by the rules for frenzy from now on, and this frenzy is not removed if the Hero is knocked down or stunned. At the start of each game, roll a D6 for the Hero – on a roll of 1, the Hero has heard the call of the Dark Gods working through the amulet and heads north for the Chaos Wastes (remove him from the warband roster). This amulet carries a powerful curse, which must be lifted for the Hero to remove it from his neck (see earlier for removing curses).

(5 5 5 5 5 5) Holy Man

The warband sees an ancient man leaning heavily on a gnarled staff moving slowly toward them…

If the warband is not Undead or Chaotic in nature, the old man reveals himself as a priest of Sigmar and offers to help the warband on their next adventure. He can either remove any curses afflicting the warband, or bestow upon them a powerful blessing – after the next battle, any injured warband members roll twice for Serious Injuries and the player may choose which result affects the warrior.

(6 6 6 6 6 6) Familiar

As the warriors travel through some particularly dense woods, they hear an eerie croaking. Just as the whole warband begins to shake with dread at the terrible noise, a large toad hops up on a nearby stump. He looks at the warriors with uncanny intelligence…

If the warband includes a spell-caster, they may take the familiar as an item of equipment. The familiar acts as a power focus and whispers secrets into the spell-caster’s ears as he sleeps, increasing his power greatly. The spell-caster gains an additional spell and a +1 to the roll when casting his spells (this is cumulative with the Sorcery skill) while he retains the familiar. A warband without a spell-caster does not interest the familiar, and it quickly hops away as soon as it determines this.