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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

(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.

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 warband’s 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 leader’s 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

  1. Sword
  2. Double-handed weapon
  3. Dwarf axe
  4. D3 halberds
  5. Gromril sword
  6. 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.

(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.

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

(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.

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 Jeweller’s 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

(4 4 4 4 4) Guild Office
The Guild office stands in the centre of the Engineer’s 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 leader’s 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 warband’s 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.

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 beast’s 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 Noble’s 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

  1. D3 Double-handed axes
  2. D3 Suits of heavy armour
  3. Gromril axe
  4. Gromril hammer
  5. Double-handed gromril axe
  6. Gromril armour
(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 it’s 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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