Income
During the Exploration phase, the warbands will find equipment, weapons, and armour that they can use, and items that can be traded for gold. The items are supposed to be exchanged for supplies at the main camp or traded with other warbands for equipment. At the end of each battle, a warband may roll on the Khemrian Exploration chart (below). There are some multiples that result in a trap or encountering a monster. The entry for the result will detail what happens. As the Hero runs the risk of being seriously injured, it is a good idea to choose a Hero with good characteristics as it improves his chances of surviving the encounter.
In Khemri, the warbands search for treasure in the form of gems, gold, and ancient artifacts, rather than Wyrdstone. However, this makes no difference as far as the rules go; when the rules read Wyrdstone, treat it as treasure. Equipment is bought from the Khemrian equipment list and follows all rules from page 144 in the Mordheim book. Equipment that is found can only be used by a warrior who can buy such items in his equipment list or who has the relevant skill to use such weapons.
Exploration Chart
If you roll several of a kind in your Exploration phase, you have found additional items, just as exploring the ruins of Mordheim.
Doubles
(1 1) Stash
A badly weathered monolith in the desert, covered in indecipherable markings implies there could be treasure beneath. Choose one of your Heroes and make a test against his Strength on a D6. If successful, the Hero manages to lift the rock and reveal the treasure underneath – add one valuable to the warband’s treasury. If the Hero fails the test, he has been injured and misses the next battle as he recovers.
(2 2) Lost Pouch
As the warband shuffles across yet another sand dune, one of the Heroes notices a leather pouch half-buried in the sand. The pouch contains D6 gc and, if a ‘1’ is rolled, a Lucky Charm as well.
(3 3) Skeleton
The warband stumbles upon a sand-blasted skeleton. Some of its equipment is still usable. Roll a D6 to see what is found when the skeleton is searched:
1-2: D6 gold crowns
3: Club
4: Spear
5: Scimitar (Sword)
6: Light Armour
(4 4) Mad Man
You encounter an insane wanderer in the desert. He talks to apparitions and screams about the horrors of the desert. Good warbands (humans, Elves, Dwarfs, etc.) can try to make sense of his madness and, in doing so, learn about the local desert. In the next exploration phase, the warband may roll one more dice and then discard one dice.
Undead warbands can kill the man and gain a new Zombie or Skeleton; whichever is available to that warband.
Skaven, Chaos, or Greenskin warbands can sacrifice the man to their dark gods and the leader of the warband gains +1 experience.
(5 5) Dead Camel
A common sight in the desert, this has a large chest strapped to its back. Roll a D6 to see what of value the chest contains:
1-2: Map of the Desert (see p.55 of the Mordheim rulebook)
3-4: A ring worth 2D6 gold crowns
5-6: A flashy silver gilded sword and dagger set. They can be kept and used or sold for double the usual selling price of a sword and dagger.
(6 6) Jackal
A common desert-dwelling creature, this will make for a good meal. The jackal can be skinned, which will sell for D6 gold coins.
Triples
(1 1 1) Lamp of Djinn
(See TC 17 page 10 for details)
(2 2 2) Pool
In the dark recesses of a tomb, a small pool of cool sweet water has somehow survived. 2D6 water units can be collected from the pool.
(3 3 3) Old Campsite
Your warband encounters a hastily abandoned campsite. Looks like they had reason to leave in a hurry since many supplies are lying around forgotten. Your warband finds 2D6 gc worth of salvageable supplies.
(4 4 4) Lost Zombie
A lone zombie is found shambling through the desert. After sighting your warband, it shambles toward it mumbling the word ‘brains’. Your warband easily subdues the zombie without injury. Roll a D6 to find out what the zombie was carrying:
1: Club
2: D6+3gc
3: Sword
4: Lucky charm
5: Throwing knives
6: Light armour
555 Rare Herb
In a deep crevice within a rocky outcrop, your warband discovers a jar sealed with bee’s wax. The jar contains a blend of rare and powerful herbs that expand the mind and impart wisdom. Any of the warband’s Heroes capable of gaining experience and using drugs can consume the herbs and gain +1 experience. The jar contains enough for D3 doses, but once opened, the herbs must be used immediately or they will wither and become useless.
(6 6 6) Signpost
A rare sight in Araby, but at least it means the warband has found civilisation. The knowledge of where to find a nearby settlement imparts a +3 on the roll to see what supply source is available for the next skirmish your warband fights in.
Four of a Kind
(1 1 1 1) Lost Mule
A forlorn and pathetic looking mule is encountered lying on its side, dying. It pathetically whinnies at your warband. If the warband can give the mule 3 Water units, the mule will be revived enough to get up and follow the warband. Warbands not allowed to use animals must sell the mule at the first possible opportunity and cannot use it to carry anything or in battle. See TC14 for rules on Mules.
(2 2 2 2) Deep Well
How fortunate you find a well that no one is guarding. This is your lucky day. Better hurry before the owners come back though... The warband gains as much water as they like for free. You can't have more water than you can carry!
(3 3 3 3) Besieged Caravan
The warband hears screams and animal howls. They run to investigate and find a caravan under attack by jackals. With the assistance of your warband, the caravan guards drive off the jackals. The Caravan Master approaches you, overjoyed. The caravan leader offers to sell anything he has available to you at cost. All the normal rules for trading with a caravan apply, but everything is half price! Roll the cost of an item and divide by two. This means you can buy and sell things for the exact same amount of money.
(4 4 4 4) Lost Treasure
In an alcove in a small cave, you find an old chest which contains two near priceless giant pearls. The warband gains two items of treasure.
(5 5 5 5) Wadi
The warband comes across a long dried-up stream. You sigh at the thought of a raging river of clean cool water and prepare to move on, but wait... what was that sparkle? On closer inspection, you find several gold nuggets on the riverbank. The warband gains 4D6 gold crowns.
(6 6 6 6) Mausoleum
The warband encounters a lone mausoleum set in a cliff face. Unscrupulous warbands can loot this final resting-place for the wealthy. Religious warbands or tomb guardians will seal the tomb. You may choose how you treat the graves. Warbands of the first type gain D6x10 gold crowns. The second type gains D6 Experience points to distribute among the heroes of the warband at your discretion.
Five of a Kind
(1 1 1 1 1) Treasury
Uncovered in a sandstorm, a lavish building is discovered that contains the valuables of an ancient noble. Inside, hidden amongst the debris, you find D6 x 10 gc worth of gold and treasure.
(2 2 2 2 2) Snake Pit
As the warband is making its way through some ruined buildings, a Hero notices a shrine with a hole in the floor. Upon further investigation, he notices that it was once a nest of venomous snakes, obviously a snake sacrificial pit. There are several corpses down in the pit amongst the snake skeletons, and some of them still have their equipment with them.
You manage to get hold of the following items. Roll for every item separately (apart from the gold crowns) to see if you find it.
Item | D6 Result Needed |
---|---|
A Purse with 2D6 gc | Auto |
A Duelling Pistol | 5+ |
A Sword | 4+ |
D3 valuables | 4+ |
(3 3 3 3 3) Boulder Race
As the Hero pries a carved jade statue from its place in an ancient temple, he suddenly realizes that he has triggered a trap. At that moment, a giant boulder comes rolling down into the tunnel! Choose one Hero to attempt to recover the statue. The Hero must roll less than or equal to his run distance on 2D6. Note that he may use the Sprint skill if he has it. If the Hero fails this roll, he dies! Remove him from the roster.
If the Hero survives, he may sell the jade statue for 50 gc. He also gains +1 experience.
(4 4 4 4 4) Maze
The warband discovers a necropolis half buried by the sand and dispatches a Hero to investigate. The Hero gets himself lost in the maze of tunnels! He will miss the next game and possibly others after that too.
Randomly select a Hero. He became lost in the maze and will miss D3 games while he attempts to find his way out. If he rolls a 1, then he is lost forever and is removed from the warband’s roster. Any equipment he has is lost with him.
(5 5 5 5 5) Ruined Temple
Time has destroyed this once beautiful building, making it unsafe for all but the most daring to explore. You find D3 pieces of treasure amongst the ruins. In addition, take a Leadership test against the leader’s Ld. If passed, a black hound that was guarding the temple joins the warband. Use the profile for a wardog.
(6 6 6 6 6) Secret Door
Whilst ransacking some ruins, you stumble upon a secret door and learn how to recognize these in the tunnels. You may always re-roll one dice when doing Exploration rolls. Make a note of this in your warband’s roster sheet. Second and subsequent Secret Doors you find do not grant you any additional re-rolls, although you may find further re-rolls from other sources.
Six of a Kind
(1 1 1 1 1 1) The Tomb of The King
You have entered the inner sanctum of the necropolis – the tomb of the king himself. You sense danger here; the very walls seem to watch you.
If you wish, you can send one of your Heroes to search for treasure hidden here. Roll a D6. On a roll of 1, the Hero is captured and dragged away by Tomb Guardians to join the ranks of the Undead. On a roll of 2 or more, he returns shaken but with D6+1 pieces of treasure.
(2 2 2 2 2 2) Statue of the Sphinx
Although there are many huge statues of Sphinxes scattered throughout the desert, the most common are only a few feet tall. Despite their small stature, they hide many valuable gifts. It is said, though, that only the wise may find these, for the inscrutable Sphinx are reluctant to relinquish their treasure.
If you wish to challenge the Sphinx, pick a Hero. Roll a D6 and add +1 for each Academic skill that character has. If the result is a 6 or more, then you have solved the ‘Riddle of the Sphinx’ – roll on the table below to see what you have found. If you roll a 5 or less, the Sphinx attacks the challenger. The model invariably comes off worse and spends the next battle recovering.
Item | D6 Result Needed |
---|---|
D3 pieces of treasure | 4+ |
5D6 x 5 gc | Auto |
Snake Charmer’s flute* | 4+ |
Suit of heavy armour | 5+ |
D3 jewels worth 10gc each | 4+ |
Holy (or Unholy) relic | 5+ |
Nomad robes* | 5+ |
Monkey’s paw* | 5+ |
*See the Equipment list in TC17.
(3 3 3 3 3 3) Slaughtered Warband
You find the remains of a massacred warband. Bodies lay scattered amongst the ruins, still carrying some items of equipment.
You can find the following items. Roll for every item separately (apart from the gold crowns and daggers) to see if you find it.
Item | D6 Result Needed |
---|---|
3D6 x 5 gc | Auto |
D3 Suits of Light armour | 4+ |
Suit of Heavy armour | 5+ |
D6 Daggers | Auto |
D3 Halberds | 5+ |
D3 Swords | 3+ |
D3 Shields | 2+ |
D3 Handguns | 5+ |
D3 Helmets | 2+ |
D6 Pistols | 4+ |
(4 4 4 4 4 4) Lamp of the Djinn
You hear a noise from under a pile of rubble. On investigation, you find a lamp. In an attempt to clean it to assess its value, you give it a rub. To the astonishment of the whole warband, a strange magical creature seemingly comprised of mist emerges from the lamp and asks your bidding.
(See the Equipment list in TC17.)
(5 5 5 5 5 5) Flying Carpet
Rolled up in a corner of a ruined building, you discover one of the legendary magical flying carpets of Araby.
(See the Equipment List in TC17.)
(6 6 6 6 6 6) Magic Rope
The warband finds what looks like a snake. You hit it with a stick and then feel rather foolish. It is nothing but a coil of rope, but when the correct tune is played on a flute, the rope rises into the air and is as solid as a ladder.
The rope allows the Hero to climb 12" up or down without having to take an Initiative test.