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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+

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.

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.

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.

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.


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.