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KARAK AZGAL
EXPLORATION CHART
DOUBLES
(1 1) Well
Karak Azgal was well provided with
wells. The Dwarfs who built the
stronghold took pride in a good water
supply. Since the fall though most of the
wells have been ruined or filled with
debris. This one looks interesting.Choose one of your
heroes and roll a D6. If the result is
equal to or lower than his Toughness, he
finds one piece of treasure at the bottom
of the well. If he fails, the Hero
swallows tainted water and muss miss the
next game through sickness.
(2 2)
Ransacked Storeroom
Most of the storerooms in the hold
have been broken open and ransacked.
There is little of any value here just
the remains of every day necessities.
After a
thorough search you find loot worth D6
gc. If you roll a 1 you also find a Lucky
Charm (see the Equipment section,
Mordheim rulebook page 53)
(3 3)
Corpse
You find a still warm corpse. A
chipped dagger sticks out of his back.
Surprisingly his possessions have not
been looted.
To see
what you find when you search the corpse,
roll a D6:
D6
Result
1-2 D6 gc
3 Dagger
4 Axe
5 Sword
6 Suit of light armour
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(4 4) Straggler
Your warband encounters one of the
survivors of Karak Azgal. He has been
wandering lost in the tunnels for as long
as he can remember.Skaven warbands can
sell the straggler to the agents of Clan
Mors (who will use him for food or
Slavery) and gain 2D6 gc.
Possessed, Beastman or greenskin warbands
can sacrifice the unfortunate individual
for the glory of their gods. The leader
of the warband will gain +1 Experience.
Undead warbands can kill the straggler
and gain a Zombie for no cost.
Any other warband can interrogate him and
gain an insight into the stronghold. Next
time you roll on the Exploration chart,
roll one more dice than is usually
allowed, and discard any one dice. (For
example, if you have three Heroes, roll
four dice and pick any three).
(5 5)
Overturned Cart
You have found one of the small
sturdy carts used to carry goods around
the stronghold. It looks like the owner
was trying to flee when it became stuck
amongst the rubble.
Roll a D6
to see what you find:
D6
Result
1-2 Karak Azgal Map (see new
Equipment list)
3-4 A purse with 2D6 gc
5-6 Jewelled sword and dagger. These can
be kept or sold at twice the value of a
normal sword and dagger, but note that
the normal selling price is half the
actual cost (see Trading section in the
Mordheim rulebook for rules on selling
items), so the jewelled sword will sell
for 10gc, for instance.
(6 6)
Ruined Store Sheds
Large areas of the stronghold are
given over to store sheds. The Dwarfs
provided sufficient stores to withstand a
siege almost indefinitely. The sheds have
long since been broken open and wrecked.
You find
loot worth D6 gc amidst the ruins.
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TRIPLES
(1 1 1) Drinking
Hall
The drinking hall is one of the
more splendid chambers in the Dwarf
stronghold. Not surprising given the
amount of time they spent there. Now the
furniture is all smashed and broken
flagons and tankards lay strewn around.
Towards the back, cut into the rock there
is an alcove where there are still some
full barrels.You could easily sell the
barrels for a good price. Unfortunately
your men are also interested in the
contents! The warbands leader must
take a Leadership test. Note that Dwarfs
will suffer a 1 Leadership penalty
due to their liking for beer. If he
passes, the warband gains 4D6 gc worth of
good Dwarf ale which can be sold
immediately.
If he
fails, the men (or Dwarfs, etc.) drink
most of the beer despite their
leaders threats and curses. You
have D6 gc worth of ale left when the
warband reaches their encampment.
Undead,
Witch Hunters, Sisters of Sigmar (or any
other religious order), automatically
pass this test as they are not tempted by
such worldly things as alcohol.
(2 2 2)
Workshop
The machines and empty tool racks
make it obvious what work was done here.
Most of the iron and tools have been
looted long ago. Debris litters the floor
but there may be weapons to be found.
Roll a D6
to determine what you find inside:
D6
Result
- Sword
- Double-handed
weapon
- Dwarf
axe
- D3
halberds
- Gromril
sword
- 2D6
gc worth of metal (add the value
to your treasury).
(3 3 3)
Prisoners
A muffled sound comes from one of
the tunnels. You find a group of people
who have been locked inside a chamber.
They are prisoners taken by Skaven to be
used as slaves. Surprisingly all races
are here together. It is a wonder that
they have not started to fight amongst
themselves.
Possessed,
Beastman and greenskin warbands can
sacrifice the victims. They gain D3
Experience, which is distributed amongst
the Heroes of the warband.
Undead warbands can callously kill the
prisoners and gain D3 Zombies at no cost.
Skaven can sell the prisoners into
slavery for 3D6 gc.
Other warbands can escort the prisoners
to safety. For their trouble, they are
rewarded with 2D6 gc. In addition, one of
the prisoners who is of the same race as
the warband, decides he wishes to join
the warband. If you can afford to equip
the new recruit with weapons and armour,
you may add a new Henchman to any of your
Henchman groups (with the same stats as
the rest of the group, even if they have
already accumulated experience. This
applies to all races not mentioned above.
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(4 4 4) Goblin
Stash
Goblins are a bit like Magpies in
that they often take more than they can
use. They often hide away surplus
treasures or weapons in a Stash. You have
found a Goblin stash of shooting weapons.Roll a D6 to see
what you find:
D6
Result
1-2 D3 Short bows
3 D3 Bows
4 Long Bows
5 Quiver of hunting arrows
6 D3 Crossbows
(5 5 5)
Market
This large chamber was one of the
markets of the old stronghold. The
remains of the last market are still
lying on the flagstones. The fresh
produce has long since rotted away but
there are still a few trinkets remaining.
You find
several items worth 2D6 gc in total.
(6 6 6)
Repaying a Debt
As you return to your base, you
meet an old Dwarf acquaintance. He has
come to repay an old debt, which anyone
else would have long forgotten.
You gain
the services of any one Hired Sword
(choose from those available to your
warband) for the duration of the next
battle, free of charge. After the battle
he will depart, or you may continue to
pay for his upkeep as normal. See the
Hired Swords section of the Mordheim
rulebook on page 147.
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FOUR
OF A KIND
(1 1 1 1)
Gunsmith
You find the workshop of a Dwarf
gunsmith. It's doors have been broken
down and the rooms raided, but some of
the iron strongboxes have survived
intact.Roll a D6 to see what you
find:
D6
Result
1 Blunderbuss
2 Brace of pistols
3 Brace of duelling pistols
4 D3 Handguns
5 D3 Flasks of superior blackpowder
6 Hochland long rifle
(2 2 2
2) Shrine of Valaya
Your warband stumbles across a
ruined shrine to the Dwarf goddess
Valaya. Most of the statues and icons are
smashed but there are a few items worth
saving.
Your
warband may strip the shrine and gain 3D6
gc worth of loot.
Dwarf
warbands may save some of the shrines
holy relics. They will gain 3D6 gc from
the Dwarf colony, and a blessing from the
gods. One of their weapons (chosen by the
player) will now be blessed by Valaya and
will always wound any magic users on a to
wound roll of 2+.
(3 3 3
3) Meeting Room
A Dwarf stronghold is well
provided with meeting rooms. They are
used to long complicated debates and
discussions about any changes. Plans are
made in detail and submitted for approval
by the Longbeards. This is one of many
such rooms. The furniture is smashed and
ruined but there are still a few items
hidden away in alcoves.
Your
warband finds 3D6 gc worth of loot.
(4 4 4
4) Armourer
A breastplate hanging from a pole
drew your attention to this place,
obviously too high up to be easily
looted. The workshop is ruined and the
forge has been smashed. Rooting about in
the ashes, you find various half-finished
items of armour.
Roll a D6
to see what you find:
D6
Result
1-2 D3 Shields
3 D3 Helmets
4 D3 Suits of light armour
5 D3 Suits of heavy armour
6 Suit of Gromril armour
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(5 5 5 5)
Mausoleum
You find an old mausoleum,
overgrown and broken. The monuments to
the dead are of the finest Dwarf
craftsmanship but they have been broken
and despoiled by Goblins or worse.
Statues have been toppled and broken and
crude daubs painted over the
inscriptions. The sight would be enough
to make a Dwarf tear his beard out.Any warband apart
from Dwarfs, Witch Hunters, Sisters of
Sigmar or any other warband with a
priest, may loot the crypts and gains
D6x10 gc worth of loot.
If you
loot the mausoleum every time you play
against Dwarfs they will bear a grudge
and hate all the models in your warband.
Next time you play against Witch Hunters,
Sisters of Sigmar or any other warband
with a priest, the entire enemy warband
will hate all the models in your warband
for the duration of that game. Make a
note of this on your warband roster
sheet.
Dwarfs,
Witch Hunters, Sisters of Sigmar or any
other warband with a priest, may seal the
graves. They will be rewarded for their
piety by D6 Experience points distributed
amongst the Heroes of the warband.
(6 6 6
6) Secret Tunnels
You find an entrance to a network
of secret tunnels through the stronghold.
You can
use the tunnels you found in the next
battle you play. Position up to three
fighters (not Rat Ogres, Possessed or
large models) anywhere on the battlefield
at ground level. They are set up at the
end of the player's first turn and cannot
be placed within 8" of any enemy
models.
This
represents the warriors making their way
through the tunnels, infiltrating enemy
lines and emerging suddenly. Dwarf miners
are already aware of the tunnels and gain
no further advantage for themselves but
may stop an opponent using them.
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FIVE
OF A KIND
(1 1 1 1 1)
Strongroom
You find a strongroom.. Once this
would have held part of the treasury of
gold and jewels which make the stronghold
famous as Karak Izril - Jewel Peak. The
defensive runes have been breached and
the doors broken down. Inside, hidden
amongst the debris, you find d^x10 gc to
add to your treasury.
(2 2 2
2 2) Engineers Office
A narrow stairway leads down into
a crypt like workshop. Here a master
engineer worked on his inventions. The
remains of strange mechanisms cover the
floor and some show the marks of burning.
At the end is a desk covered with torn
papers and drawings.
In the
ruins you find loot worth 3D6 gc and a
battered old notebook. One of your heroes
may study the Engineer's notebook, and
the extra knowledge he gains will enable
him to choose from Academic skills
whenever he gains a new skill in addition
to those skills normally available to
him.
(3 3 3
3 3) Jewelsmith
The workshops in the
Jewellers district have all been
well and truly looted long ago. Even the
rubble has been picked over many times
for fragments of gold and gems. But
still, some small but valuable items may
have been overlooked.
Roll a D6
to see what you find:
D6
Result
1-2 Quartz stones worth D6x5 gc
3-4 Amethyst worth 20 gc
5 Necklace worth 50 gc
6 A ruby worth D6x15 gc
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(4 4 4 4 4)
Guild Office
The Guild office stands in the
centre of the Engineers district. A
once proud centre of excellence and
ritual, it now stands in ruin. Inside you find
several valuable items of regalia, which
can be sold, for 2D6x5 gc. If you roll a
double, instead of finding money you find
the symbol of the Order of Freetraders. A
Hero in possession of this gains the
Haggle skill.
(5 5 5
5 5) Boiler Room
This is one of the boiler rooms,
which supplied power to the Dwarfen
machinery. It is not clear whether it was
destroyed by invaders or by the Dwarfs
themselves to prevent it falling into
other hands. The Dwarfs are very jealous
of their engineering secrets. The whole
installation is unsafe for all but the
most daring to explore. But places such
as this are the best for searching for
treasure.
You find
D3 items of treasure amongst the ruins.
In addition take a leadership test
against the warband leaders
Leadership value. If passed a wardog that
was hiding in the room joins the warband.
(6 6 6
6 6) Entrance to Secret Tunnels
You find a concealed entrance to
secret tunnels, which run, for miles
inside the stronghold. Although the
entrance looks foreboding the tunnels
will take hours off your searches of the
hold.
You can
use these tunnels to explore Karak Azgal
more efficiently. From now on, you may
re-roll one dice when you roll on the
exploration chart. Make a note of this on
your warbands roster sheet. Second
and subsequent catacomb entrances do not
grant you any additional re-rolls,
although you may find further re-rolls
from other sources.
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SIX
OF A KIND
(1 1 1 1 1 1)
The Lair
You have found the lair of one of
the horrific creatures that still inhabit
the lower levels of the stronghold. The
stench arising is awful but you know that
the beast will have accumulated a small
horde of treasure. Do you dare to enter?If you wish you can
send one of your Heroes to search for
treasure hidden in the beasts lair.
Roll a D6. On a 1 the Hero is devoured by
the beast and never seen again. On a roll
of 2+ he returns with D6+1 items of
treasure.
(2 2 2
2 2 2) Hidden Treasure
In the depths of Karak Azgal, you
come across a hidden chest, bearing the
runes of a Dwarf Nobles clan.
When you
open the chest you find the following
items. Roll for every item on the list
separately (apart for the gold crowns) to
see whether you have found it. For
example, on a roll of 4+ you find the
treasure.
Items
D6 Result Needed
D3 Items of treasure 4+
5D6x5 gc Auto
Holy relic 5+
Suit of heavy armour 5+
D3 Gems worth 10 gc each 4+
Holy tome 5+
Runic artefact 4+
(3 3 3
3 3 3) Dwarf Smithy
You find a solidly built stone
workshop. A runic inscription indicates
that this was a Dwarf smithy.
Roll a D6
to see what you find:
D6
result
- D3
Double-handed axes
- D3
Suits of heavy armour
- Gromril
axe
- Gromril
hammer
- Double-handed
gromril axe
- Gromril
armour
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(4 4 4 4 4 4)
Slaughtered Warband
You find the remains of an entire
warband. Broken bodies lay scattered
amongst the ruins, torn apart by some
monstrous creature. You see a huge shadow
shambling into the distance.After giving the
dead their final rites, eating them or
looting them as appropriate to your
warband, you find the following items.
Roll for every item on the list
separately (apart for the gold crowns and
daggers) to see whether you have found
it. For example, on a roll of 4+ you find
the suits of light armour.
Item D6
Result Needed
3D6x5 gc Auto
D3 Suits of light armour 4+
Suit of heavy armour 5+
D6 Daggers Auto
Karak Azgal map 4+
D3 Halberds 5+
D3 Swords 3+
D3 Shields 2+
D3 Bows 4+
D3 Helmets 2+
(5 5 5
5 5 5) Warrior Training Ground
Dwarfs are not warlike people by
nature but they take fighting seriously.
You have found a warriors training
ground. The place is filled with training
equipment and practise weapons.
You find a
training manual, which can either sell
for 100 gc or let one of your Heroes
read. The extra knowledge your Hero gains
from reading the manual entitles him to
choose from Combat skills whenever he
gains a new skill, and his WS may now be
increased by an extra point above his
normal racial maximum (for example, a
Human who has the book could now have a
maximum Weapon Skill of 7)
(6 6 6
6 6 6) Nobles Dwelling
You find a fine dwelling, which is
partially ruined. It has been thoroughly
ransacked and all the furniture has been
stripped of its fine fabrics.
Shards of broken pottery of the finest
quality are scattered over the floor.
Roll a D6.
If you roll 1-2, you find D6x10 gc worth
of items and money to add to your
treasury. On a roll of 3-4, you find D6
vials of Crimson Shade. On a roll of 5-6
you find a hidden magical artefact
carefully concealed in a hidden cellar or
behind a secret door. Roll on the Magical
Artefacts table.
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