
Doubles
|
|
(1 1) RUINED HOVELS
The street consists of ruined hovels, which are leaning
over at alarming angles. While poking about here a ramshackle
construction falls on one of your heroes.
Choose a hero and make an Initiative check. If you roll
equal or under the hero's Initiative stat he is unharmed,
otherwise he takes a wound. Roll like you normally would
do for an injury, even if the characters has more wounds:
1-2: Character is wounded on the leg, next game M-1.
3-4: Character is wounded on the arm, next game WS-1.
5-6: Though black and blue, the only thing the character
will have is sore muscles.
Either way when the dust settles a small chest in the ruins.
After breaking it open you find 2D6 GC.
|
(4 4) BEGGAR
Your warband encounters one of the survivors of Mousillion,
who has lost his sanity along with all his worldly possessions.
A modest donation of food may render surprising results…
Skaven warbands can sell the straggler to agents of Clan
pestilence (who will use the man for experiments or slavery)
and gain 2D6 GC.
Any chaos-tainted warband can sacrifice the unfortunate
individual for the glory of the Chaos gods. The leader of
the warband will gain +1 Experience. Maldred's disciples
can only try this if his knights are come to his side; otherwise
he uses the last option.
Undead warbands can kill the man and gain a skeleton for
no cost.
Any other warband can give the man some rations (1 GC
worth is enough) to the man and gain some information about
"treasure" in the city. Next time you roll on
the Exploration chart, roll one dice more than is usually
allowed, and discard any one dice. (For example, if you
have three Heroes, roll four dice and pick any three).
|
|
(2 2) RAIN BARREL
On the corner of a half-burned down building there is
a rain barrel still full of water. Due to the frequent rainfall
and the obvious drain that ends in the barrel that is no
strange occurrence. One of your heroes takes a closer look
and discovers something on the bottom of the barrel, something
shiny...
You may choose one of your Heroes and roll a D6. If the
result is equal to or lower than his Toughness, he finds
one jewelled ring (worth 15 GC) at the bottom of the barrel.
If he fails, the hero has gulped down some water from the
barrel and must miss the next game through sickness. The
shiny thing now turns out to be a worthless piece of metal…
|
(5 5) ABANDONED SHOP
The Merchants Guild shop has been thoroughly ransacked.
Even so, there are still items scattered around the single,
long room, mingled in with the rubble. Some are useful, such
as cast-iron pots and pans and rolls of fine cloth. All manners
of smaller items are lying about - the sort of frippery that
no longer has a use in a devastated city with few inhabitants.
After a thorough search you find loot worth D6 GC. If you
roll a 1 you will also find a Lucky Charm (see the Equipment
section, page 53).
|
|
(3 3) BACKPACK
Under a fallen plank, you find tattered leather backpack
lying next to the corpse of a long dead man. From the looks
of it he was a soldier. Brushing off the dust, you inspect
the find. To see what's inside, roll a D6:
1 - Stale biscuit (Which you toss back into the street)
2 - Dagger
3 - Helmet
4 - Hammer
5 - Axe
6 - Suit of light armour
|
(6 6) SPECIAL
Consult the Special Scenario chart below. |
Triples
|
(1 1 1) TAVERN
The ruin of a tavern is recognisable by its sign still
hanging on the wall. The upper part of the building is ruined,
but the cellars are cut into rock and are still full of barrels.
There are broken flagons and tankards everywhere.
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. If he passes, the warband
gains 4D6+6 GC worth of wines and ales, which can be sold
immediately.
If he fails, the men drink most of the alcohol despite their
leader's threats and curses. You have D6 GC worth of alcohol
left when the warband reaches their encampment.
Undead, Knights-Errant and Woodelf warbands automatically
pass this test, as they are not tempted by such worldly
things as alcohol.
|
(4 4 4) THE MINT
You find the remnants of the former Mousillon Mint. You
all scour the ruins and finally find a room where everything
is covered with a fine yellow dust.
After sweeping up all the gold dust you find you have 2D6+6
GC in gold dust.
|
|
(2 2 2) OLD ARMOURY
Though the building has crumbled in the years, it still
is recognisable as one of the city barracks. And between
the rumble and useless junk you find small room, which is
seemingly untouched. It turns out to be the barracks's armoury
and the Guards did not take all…
Roll a D6 to determine what you find inside:
1 - Sword
2 - Doublehanded sword
3 - Flail
4 - D3 Halberds
5 - Lance
6 - 2D6 GC worth of metal (add the value to your treasury).
|
(5 5 5) PRISONERS
A muffled sound comes from one of the buildings. Inside
you find a group of finely dressed people who have been
locked in a cellar. Perhaps they are prisoners taken by
cultists, ready to be sacrificed during Geheimnisnacht.
* Chaos orientated warbands can sacrifice the victims (undoubtedly
finishing the job of the captors). They gain D3 Experience
that is distributed amongst the Heroes of the warband. Maldred's
disciples may only use this option all the knights have
been turned.
* Undead warbands can callously kill the prisoners and gain
D3 skeletons at no cost.
* Skaven can sell the prisoners into slavery for 3D6 GC.
Other warbands can escort the prisoners out of the city.
For their trouble, they are rewarded with 2D6 GC. In addition,
one of the prisoners 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 human
Henchman groups (with the same stats as the rest of the
group, even if they have already accumulated experience).
|
|
(3 3 3) FLETCHER
This hovel was once the workshop of a Fletcher - a maker
of bows and arrows. There are bundles of yew staves and
willow rods everywhere.
Roll a D6 to see what you find:
1 - 2 D3 Short bows
3-D3 Bows
4 - D3 Long bows
5 - Quiver of hunting arrows
6 - D3 Crossbows
|
(6 6 6) SPECIAL
Consult the Special Scenario chart below (and a priest!). |
Quadruples
|
(1 1 1 1) A STRANGE DWARF
In your wandering through the city you come upon a dwarf
hammering away at what looks like s round pipe. As soon as
he sees you he slips away. You search the place but no sign
of the dwarf. The only interesting thing you find is a metal
strongbox. In opening the box you break one of your weapons.
Randomly determine which hero tries to open the box and
he looses one of his weapons (determine randomly, but exclude
the free dagger and magic items).
Roll a D6 to see what you find:
1 - Blunderbuss
2 - Brace of pistols,
3 - Brace of duelling pistols,
4 - D3 Handguns,
5 - D3 Flasks of superior blackpowder,
6 - Hochland long rifle.
|
(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 soot, you find various half-finished items
of armour.
Roll a D6 to see what you find:
1-2 D3+1 Shields or bucklers (choose which)
3-D3 Helmets
4-D3 Suits of light armour
5-D3 Suits of heavy armour
6-Suit of Ithilmar armour
|
|
(2 2 2 2) LABORATORY
You already found strange things in Mousillion, but you
did not see an alchemist laboratory. Although a lot is smashed
and broken, there still seem to be some valuable left.
Your warband may strip the laboratory and gain 2D6 GC worth
of loot.
Chaos, Skaven and the Brigand warbands recognise some of
the materials still present and know someone who will be
very interested in them. They will gain 3D6 GC from their
patrons, and a present from the intended receiver.
One of their weapons (chosen by the player) will now count
as being poisoned permanently and will always autowound
when a 6 is rolled to hit (like black lotus) any Undead
or Possessed model is immune to this effect.
|
(5 5 5 5) SEWERS
You find an entrance to the Mousillion sewer system.
Despite the fetid stench, you realise they may provide an
invaluable tactical advantage in an upcoming fight.
You may use the tunnels in the next battle you play. Position
up to three fighters (no Large Creatures) 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
from below ground.
|
|
(3 3 3 3) DEATH PIT
You find an old overgrown pit. And after cutting away
some the plants covering the site you discover the gruesome
find. The pit is filled with skeletons, some still in their
clothing they died in.
Any warband, apart from Knights-Errant and the Brettonian
Hunting party, may loot the corpses and gains D6x10 GC worth
of loot.
If you loot the Pitt, the next time you play against the
Blooddragons (you touched their stash), Brettonian huntingparty
or knights-errant, the entire enemy warband will hate all
the models in your warband. Make a note of this on your
warband roster sheet.
The Knights-Errant and the Brettonian Hunting party feel
the need to clean up the graveyard. This piety will result
in a reward of D6 Experience points distributed amongst
the Heroes of the warband.
The Blooddragon warband wil gain D3 skeletons and may distribute
d3 Xp amongst their heroes.
|
(6 6 6 6) SPECIAL
Consult the Special Scenario chart below. |
Quintuplets
|
|
(1 1 1 1 1) A HEALER
While you are exploring you find a small house which
still is occupied. The Owner turns out to be a healer and
offers to help out.
You may reroll the serious injury roll of one of your heroes
that are still alive. No matter how long ago the injury
was sustained. If you also pay the healer 30 GC you may
ignore death results on the new roll.
|
(4 4 4 4 4) GLOWING POOL
A strange light seems to emanate from a rather large
pool. But before you can investigate a large dog attacks
you.
If you pass a Ld-test (choose which hero will step forward)
the wardog will yield to the hero and the hero thus gains
a wardog. If he fails he has to fight the wardog. Roll to
see who charges, the fight lasts 2 rounds. After that the
rest of the warband steps in and the dog flees.
In the Pool you find a strange glowing stone. You may sell
it for D3 x 15 GC, or you keep it. This allows you 1 reroll
on the serious injury chart.
|
|
(2 2 2 2 2) CRUMBLED TOWER
Though not much is remaining from the tower, it looks
that once a wizard might have lived here.
Roll a D6:
1-2: 3D6 GC and scroll of Silver arrows of Ahra. A hero
may read the scroll during one of his shooting phases and
he may cast the spell if he passes the Diff roll. One use
only. A spell caster may read it and gain +2 on the diff
roll if he already knows the spell.
3-4: You find a wizard cloak, any one wearing it will get
a 6+ armoursave (not cumulative with LA & HA) and is
-1 to shoot at. If a wizard (spellcaster) wears it he raises
the save to 5+. The cloak does not prohibit the use of magic.
5-6: You find a magician's tome. This tome can only be used
once. Roll a D6, on a 5+ you may learn lesser magic spells
if you gain a skill advance, otherwise you will gain a 5+
save against spells.
|
(5 5 5 5 5) THE MAPMAKER
The Building you explore once belonged to a Mapmaker
family. Though most of them are burned, you find a scrollcase
under a floor panel. The case contains a real, detailed
map of Mousillion.
This allows you to modify 1 exploration die with +/-1.
If you use it, no other +/-1 modifications are allowed.
|
|
(3 3 3 3 3) THE GATEHOUSE
You stumble upon the gatehouse of the trader's district.
While exploring you find a small box. Once opened you find
the revenues of the last tithing they did.
Roll 2D6 x 5 GC, if you roll a double you find a so-called
Wheel amulet. This is the symbol of the merchant guild.
It allows you to use the haggle skill from now on.
|
(6 6 6 6 6) SPECIAL
Consult the Special Scenario chart below. |
Sextiples
|
(1 1 1 1 1 1) MALDRED'S CASTLE
You finally manage the courage to go up there. Together
with your warband you start to explore. Your skin tingles
and you are sure somebody is watching you. It is like you
are trespassing, even though the castle is clearly uninhabited.
If you wish, you can send one of your Heroes to search
for any treasure hidden here. Roll a D6. On a roll of 1
the Hero is devoured by unseen creatures and never seen
again. On a roll of 2 or more he returns with D6+1 x 20
GC worth of jewels.
|
(4 4 4 4 4 4) THE EATING HALL
While exploring the castle you enter one of the many
eating halls and you hear a lot of you companions hold their
breath. The hall is littered with corpses, struck down while
having a meal… but not by handmade weapons.
Bodies lay everywhere, most of them at there place where
they where eating. Plates dried food rests in front of them.
In a glimpse you see a red cloaked figure disappear…. You
convince yourself it had to be an illusion.
After a time you deem necessary to overcome your fears
you find the following items. Roll for every item separately
to see if you find it. (For example, on a roll of 4+ you
will find the suits of light armour).
Items D6 Result Needed
3D6x5 GC Auto
D3 Suits of light armour 4+
Suit of gromril armour 5+
Suit of heavy armour 4+
MordheimMap (see rulebook) 4+
D3 Halberds 5+
D3 Swords 3+
D3 Shields 2+
D3 Bows 4+
D3 Helmets 2+
Brace of duelling pistols 4+
|
|
(2 2 2 2 2 2) THE TREASURE ROOM
While exploring the castle of the dreaded false grailknight,
you come across a hidden large chest, bearing the coat-of-arms
which depicts a chalice.
When you open the chest you find the following items. Roll
for every item on the list separately (apart from the gold
crowns) to see whether you have found it. (For example,
on a roll of a 5+ you find the jewellery.)
Items D6 Result Needed
3D6 x 5 GC - Auto
Holy relic - 5+
Suit of heavy armour 5+
D3 Gems worth 10 GC each 4+
D3 pieces of jewellery worth 20GC each) - 5+
Elven cloak 5+
Holy tome 5+
Magical artefact 5+
|
(5 5 5 5 5 5) AUDIENCE ROOM
Thoroughly ransacked the audience room with the duke's
Chair still is an awesome sight. Even though al is ransacked
and smashed to pieces you discover a secret compartment
in the duke's seat.
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 behind a false bottom in the compartment. Roll
on the Magical Artefacts table.
|
(3 3 3 3 3 3) DWARVEN SECRET STASH
You find a solidly built small room and while investigating
you find a shifting wall. A runic inscription appears indicating
that this may have been a Dwarven stash.
Roll a D6 to see what you find:
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.
|
(6 6 6 6 6 6) SPECIAL
Consult the Special Scenario chart below. |
SPECIAL EXPLORATION RESULTS
On any multiple
of 6, use the number of the scenario played (listed below) to
see which result you get:
|
Area Played In
|
Western Approach
|
The River Front
|
The Marshes
|
The Main Wharf
|
Noble District
|
Palace District
|
|
Scenario #
|
1,14,16
|
4,17
|
7,10
|
2,3,11,15
|
6,8,13
|
5,9,12
|
|
66
|
A1
|
A2
|
A3
|
A4
|
A5
|
A6
|
|
666
|
B1
|
B2
|
B3
|
B4
|
B5
|
B6
|
|
6666
|
C1
|
C2
|
C3
|
C4
|
C5
|
C6
|
|
66666
|
D1
|
D2
|
D3
|
D4
|
D5
|
D6
|
|
666666
|
E1
|
E2
|
E3
|
E4
|
E5
|
E6
|
|
1. Cleanse the Woods
2. The Battle for the Wharf
3. Blood in the Streets
4. Safety on the Other Side
5. Beware the Plague
6. Through the Gates of Morr
7. The Marsh is Alive
8. This Town Ain't Big Enough...
9. Magic in the Palace
|
10. Out of the Fire and Into the Marsh
11. Stop Thief
12. Knights vs. Knights
13. No Plague for the Wicked
14. Look at that Stash
15. Return to the Palace
16. On the Beach
17. Hell hath no Fury |
A - "Double Six" (6 6)
|
A1 - WESTERN APPROACH
In a hollow tree you detect a shiny object and a closer
inspection shows it to be a ring (worth 10 GC, when you
sell it). In your greed you might miss the viper that made
the tree his lair…
Appoint a hero who while try to get the
ring. Add together the Initiative and Weapon skill of the
character. If you roll lower then that value on 2D6, you
managed to snatch away the ring.
If you fail, you push the ring away and
it disappears into the tree…
|
A4 - THE MAIN WHARF
You feel very confident after last battle. If you
by any rare item you manage to haggle down the price.
Deduct 2D6 GC from the price of the item.
|
|
A2 - THE RIVER FRONT
You notice a man crouching at the city walls. As
you come closer he begs you for some groats.
If you pay the beggar 1 GC, you may reroll
one exploration die next exploration phase.
|
A5 - NOBLE DISTRICT
When you come on to a broken down closet, you find
some tattered clothing.
Roll a D6, 1-5 they are toughened leathers
(see TC), 6 it is a set of Cathyan silk clothes (see rulebook).
|
|
A3 - THE MARSHES
One of you heroes is pulled down by something while
exploring the edge of a bog.
That hero makes 1 attack (5+ to hit, 4+ to wound) and if
he wounds whatever is pulling him in he hacks of a tentacle.
The blood coats his weapon for the next battle. The weapon
counts as being coated with black Lotus (see rulebook) for
the next battle.
|
A6 - PALACE DISTRICT
The palace seems to be empty, so you go back to
your camp empty handed. Though the bragging about it in
the inn later that evening seems to impress the locals.
The warband leader will cause fear for the
next battle.
|
B - "Triple Six" (6 6 6)
B1 - WESTERN APPROACH
While looking in the surrounding you see a person
leaning against a tree, As you approach him he says:
"welcome My friend, it is Ronald Gildenhind the merchant
who sends me…"
You are allowed the use of a hired sword
without hiring fee (upkeep still necessary), choose between
Gladiator (pittfighter rules), witch or Halfling scout.
|
B4 - THE MAIN WHARF
Rummaging in old half-sunken boats is no
way to spend the evening. Luckily a find made up for it.
An old captain's trunk contained a journal. Herein he
describes what he earned and in what house he lived….
You smell the booty as you make haste for the address.
You find an old jewel case, its content can be sold for
3D6 GC.
|
|
B2 - THE RIVER FRONT
Under a pile of wood and tethered rope you find a
strange object. It is a round object with a hole in the
middle. A man might just fit in the hole. Later you learn
it swims in the water and some can hold onto it without
sinking.
This saviour ring allows rerolling a drowned
result once and allows the character to cross water at normal
movement.
|
B5 - NOBLE DISTRICT
An old wine cellar gave up a final prize,
a non-broken bottle of wine. As you later discover it turns
out to be elven wine (see TC).
There is enough for 4 characters.
|
|
B3 - THE MARSHES
The bog looks strange from up close, and as you approach
even further you notice why… a lizard like creature died
in it an its strange armour gave the bog the strange colour.
You find a breastplate, which counts a LA
and a shield.
|
B6 - PALACE DISTRICT
In a small office you find a ledger. Not
only it has lots of numbers in it, there is a small note:
"You find Grump, staying house with gate, me wait"
You are allowed to get the free use of an ogre bodyguard
for one battle. If you want to keep him you have to pay
his upkeep, otherwise he will just leave.
|
C - "Quadruple Six" (6 6 6 6)
|
C1 - WESTERN APPROACH
While exploring the beach you find a strange seashell.
As some people offer you quite some money for the shell,
you take it to a sage.
He tells you, after a fee of 5 GCs, that it is a rare example
and worth 35 GC. As it is rather shiny it also very interesting
to animals. If you keep it as an amulet all animals that
want to attack you must pass a Ld-test, before doing so.
|
C4 - THE MAIN WHARF
In stranded wreck you find a non-plundered
armoury.
Roll a D6 for each series of items.
2 suits of LA, 5+.
3 boathooks (spears), 4+.
D3+1 shields, 4+.
Gold crested breastplate (gromril armour), 6+.
A jewelled helmet (can be sold for 320 GC), 5+.
|
C2 - THE RIVER FRONT
While exploring you find a colony of river lobsters.
As food will not be a problem tonight, you may count
you warband as being 1-3 members for selling loot (gaining
income).
|
C5 - NOBLE DISTRICT
As you search an old villa, you see a richly
dressed woman, just skip around the corner. Of course
you manage to track and corner her.
It turns out to be a female vampire (normal vamp stats,
sword and dagger, HA), you may opt to run, or select a
fighter who will combat the temptress opponent. Roll a
D6 for who charges his opponent.
If the character looses, he will gain 1 Xp and 25 GC,
which the vampire drops before she escapes. Any OOA result
will require a roll on the serious injury table. If the
character wins he will get 3 Xp, the 25 GC and equipment
she carries.
|
|
C3 - THE MARSHES
You find a ragged old shrine, very probably put there
by the vile ratmen.
" Al warbands (except skaven) may destroy
this shrine and gain D3+1 Xp, which can be freely distributed.
" Skaven warband may honour their horned god, and the
skaven leader will gain the following, roll 2D6:
2-3: the Great horned one is discontent and you will loose
2 random warband members (i.e. the counts as going OOA,
roll on serious injury table if necessary).
4-7: nothing seems to happen.
8-10: your leader will gain tailfighting
as per skill, or gains an extra attack, if already knowing
the skill.
11-12: your leader will gain the black hunger skill, but
gains a 4+ save against the wounds it does.
|
C6 - PALACE DISTRICT
You find an obvious empty room; almost
too obvious it seems. After some poking and prodding you
find a secret switch. A rumbling sound is heard as a piece
of wall slides away revealing a secret entrance. Inside
you find an old tomb, which contains a Crypt. The Lid
is cast to the side and inside lies a skeleton. Very obvious
is the wooden stake that protrudes from its ribs. Then
you noticed the castaway silver breastplate of the victim.
Someone had to pull it of, to stake the victim.
This breastplate is Ithilmar armour. (See rulebook).
|
D - "Quintriple Six" (6 6 6 6 6)
|
D1 - WESTERN APPROACH
A couple of ruined farmsteads never invited to explore,
but you have a feel these could be worth it. Inside one
of the building you find a fortified room. The family obviously
uses it as the final retreat. As you finally pry open the
entrance you discover that the original owners never left.
You find a strong box with in it D6 X 10GC
and a strange weapon with a long iron shaft on it that expands
at the end almost like a trumpet (blunderbuss, see rulebook).
|
D4 - THE MAIN WHARF
An abandoned tavern finally releases
its secret after a couple of hours of exploring it.
You find two barrels of beer and even better
as they turn out to be Bugmans!
|
D2 - THE RIVER FRONT
You notice someone in the river that obviously
cannot swim. After managing to pull him to shore, it turns
out to be sword for hire. He calls himself Capretto deJolie
and originates from Tilea.
You gain the use of an empirial assassin (with crossbow,
instead of throwing knives!) for one battle, after that
upkeep will be necessary.
|
D5 - NOBLE DISTRICT
It seems that the house you
now enter once was used as a training area. The more stylish
weapons lying broken on the floor, suggest the upper class
trained here. In a room on a reading pedestal you find
a book. It shows how to use all kinds of swords.
You find also 2 rapiers beside the book. You may sell
the book for 100 GC, or let one hero learn what is in
there.
This entitles him to use all swords (weapon's training
skill) from now on and he may parry with them at an equal
or higher dieroll. His racial max on WS is raised by 1.
|
D3 - THE MARSHES
You find the already decaying body of a
skaven, dressed in all black. He still clutches a pair
of nasty looking blades.
These are weeping blades (see rulebook) and the first
one who touches them (you choose) will feel a surch. The
character learned weapon's training and can use the blades.
|
D6 - PALACE DISTRICT
The great dining hall once must be sight
to see. Though most things are plundered, you discover
a suit of armour in the corner. It turn out to be a heavy
armour from a strange dense material…
You find a suit of Gromrill armour (see rulebook).
|
E - "Sextuple Six" (6 6 6 6 6 6)
E1 - WESTERN APPROACH
In the forest you discover a small lake and close
to the lake a slender human female is brushing her hair.
As see hears you, she quickly stands up and runs towards
the lake. While she runs she slowly disappears, almost
into thin air it seems.
As you reach the spot where the woman
was standing before you find a mall mirror on the ground.
A Ladies Mirror (magic item):
Roll a D6:
1-4 it counts as a full Mousillion map (see Mordheim Map
in the rulebook).
5-6 the item becomes fully functional
and can reveal important information:
- No one can hide within 12" of the character carrying
the mirror.
- Anyone aiming at the carrier has an extra -1 to hit.
- The character owning the mirror is allowed to roll 2
exploration dice and pick one of them (if he did not went
OOA).
|
E4 - THE MAIN WHARF
Who can say if there is wisdom in
wine? At least the directions you found on the bottom
of a winecask are curious, to say the least. If you are
up to explore the direction you find the following:
Roll a D6 for all items separately:
- D3 suits of heavy armour, 5+
- A brace of warplocks, 5+
- D3 Duelling pistols, 5+
- A blunderbuss, 4+
- D6 X 10 GC, auto
- Magical artefact, 6+
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E2 - THE RIVER FRONT
There is an old peddler on a boat. He offers to
play small game of chance with you. He picks out a wooden
die; the colours red and blue seem rather worn on it.
As he offer you to roll the die, he smiles and his boat
slowly drifts away on the river…
You can roll the die or not, if you do
roll a D6: 1, black comes up and your warband leader looses
a random item. 3-5: all his armour and weapons are now
jewelled (thus the worth doubles, a jewelled sword costs
20 GC). 6: you may roll on the magical artefacts table.
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E5 - NOBLE DISTRICT
You find a large bedroom. Almost everything
is either broken or plundered. Though strangely there is
a large leather chair, which is seemingly unblemished. Decide
which character will take a seat. As soon as the character
sits down a flash blinds everybody.
Roll a D6, on a 1 the character is burned
and must make a roll on the serious injury table, on a 2-4
it will rain GCs in the room, you get a number of GC equal
to half the warband rating (rounding down). On a 6 you may
roll on the magical artefacts table.
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E3 - THE MARSHES
A small shack built out of grass appears.
Inside is a very surprised skaven behind a cauldron.
Non-skaven warband may destroy the skaven and hut and
thus gain D6 X 10GCs and may distribute D6 experience
in their warband.
A skaven warband may consult this seer: Roll a D6, on
1-4 al weapons of the warband count as being coated with
Black Lotus (see rulebook) for the next battle. On a 5+
they may roll on the magical artefacts table.
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E6 - PALACE DISTRICT
You enter a large room, which has a small
altar at the other end. On the altar stands a simple goblet.
Could it be…You cannot remove the goblet from the room
and if you leave, you almost know for sure that you will
never find your way back to the room. But you can drink
from the goblet.
Select a character that will drink from the goblet:
If the character is tainted by chaos it will gain a chaos
armour.
If the character is evil (skaven, undead etc.) he may
roll on the magical artefacts table, but if they roll
a 6 will find nothing.
Any other character must roll a D6, 1-3 he will be killed
outright (remove from the warbandlist. On a 4+ he may
roll on the magical artefact table.
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Magical Artefacts Table
Roll a D6 and use this table to determine which item you find
when a result in the Exploration chart indicates that you have
found a magical artefact. In a campaign none of these items can
appear more than once, so if you find a magic item which is already
in someone else's possession roll again - even if the warrior
carrying it has been killed.
1 - The Cloak of Bertrand de Gasse
Bertrand de Gasse was a young noble that had a bad habit… Gambling.
He lost his considerable fortune in less the a few years. Though
he kept up appearances many years after that. He could do that
because nobody suspected he moonlighted as a highway robber. As
the local constabulary finally managed to corner him, they shot
him several times, but he kept on trying to escape. It took almost
3 dozen arrows to take him down.
The cloak has all protection needed to fight of missile weapons.
First the shooter must take an I-test to be able to shoot at the
wearer. Then the cloak immediately discards the first hit that
round. Furthermore it confers a 5+ unmodifiable save against missile
wounds. This is cumulative with only Light armour, no shield or
heavy armour.
2 - The Baron de Tretois's battlesword "Splitter"
This famous sword is a so-called one-and-a-half-hand sword.
And the Baron was often seen it wielding with either both hands,
or with a single hand. The story goes his favourite way of dispensing
with the enemy was taking the sword in both hands and splitting
the enemy. But the baron did not die on the battlefield; a vile
disease cannot be repelled with weapons. Thus the sword disappeared
from sight. Until now…
Decide before combat begins, if you use it one or two handed.
" One handed: +1S, +1 on the injury roll, parry and +1 on
an armoursave if used with a shield.
" Two handed: +2S, +2 on the injury roll, strike last, parry.
3 - Thuarindir's Bowstring.
This is the bowstring of the famous elven waywatcher Thuarindir.
It has the magical properties to fit on any bow. And as someone
discovered on crossbows too!
It seems to automatically change size.
Not only that, but the wielder gains an uncanny ability to hit
almost anything.
The string conveys to any missile weapon that uses a string the
following abilities:
Al targets are +1 to hit, the missile conveys a -1 armoursave,
ignores cover and the user may shoot as often as he has attacks.
4 - Snitch's Glowing Armour.
Snitch was skaven engineer that tinkered around with animal
hides and warpstone and finally succeeded in making a full body
leather armour, made from the skin of a specially bread ratogre.
It was light, gave great protection and did not hinder any move
you'd make. But there was a flaw too it… it glowed in the dark…
This armour gives a 3+ armoursave, which cannot be modified beyond
5+. It can be combined with a shield. Furthermore it grants the
wearer some regenerative abilities: After the combat round is
ended roll a D6 for each wound suffered, on a 5+ the wound is
restored.
The glowing makes him +1 to hit for all ranged missile attacks.
But it also doubles the distances in which the wearer can detect
hidden characters.
5 - The Elven Gift
This amulet was found in a treasure chest, that was found after
Baron Francois de Croderre had managed a victory over the woodelves,
outside Mousillion. It turned him into a real combat monster,
but it also filled him with a strange anger. Later the wife of
one of his lieutenants he did kill in his anger murdered him in
his bed.
The amulet bestows the following gifts on the wearer:
The wearer gains 1 attack, 1 strength, 1 WS, strike to injure
and hatred. Al these raises also count for the race max on stats.
At the end of the battle (after someone fails the first route
test etc., but before removing all models…) the wearer needs to
charge the nearest model and fight at least 1 round of combat.
6 - Guillaume's Spear
This spear once belonged to a very brave guard, who had forged
the weapon himself. He used metal he found in a place a star had
fallen from the sky. Most notables were his deeds in a battle
against a horrid undead horde, lead by a vampire. He slew the
zombies by impressive numbers and even seemed to wound the vampire,
before the undead retreated.
The spear is +1S, strike first. Against undead and characters
tainted by Chaos, 1W caused will be 2W. The user is also allowed
to throw the spear, range 8", after that the spear will automatically
return to the thrower.
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