Exploration Chart - Evil

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Doubles

 


(1 1): Lonely farm

 

You stumble upon a lonely farm that somehow has escaped the notice of the large armies. Though the farmer and his family left some time ago, there are still a few items of value.

 

Add D6 gm to your warband roster.

 

(2 2): Darkfriend smuggler

 

On your wanderings you meet a lonely merchant, but as you plan to attack him you notice that he is actually a friend of the dark. He proves to be a smuggler with quite a selection of rare items.

 

Add +1 to one of your rolls to find rare items in the exploration phase after the next game only.

 

(3 3): Lonely traveler

 

A lonely traveler is unlucky enough to stumble upon your band. He proves to be no match for your well-trained warriors.

 

Roll a D6 to determine what he was carrying:

 

                D6           Result

                1-2           Dagger (nicely crafted, no doubt)

                3-4           Axe

                5              Sword

                6              Suit of Light Armour

 

(4 4): Straggler

 

Your warband encounters a survivor of some recent fighting, his sanity apparently lost with all his worldly possessions.

 

Your warband can interrogate the man and gain insight into the surrounding terrain. Next time you roll for income, 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). Of course you can also choose to feed him to the Trollocs before interrogating him, but that way there is no effect apart from a few happy Trollocs.

 

(5 5): Overturned Cart

 

You stumble upon the cart of a rich noble, both the passengers and horses are long gone but you search it anyway.

 

Roll a D6 to determine what was inside:

 

                D6           Result

                1-2           Quiver of Hunting Arrows

                3-4           A purse with 2D6 gm

                5-6           Roll again:

1-4: Jeweled sword and dagger.

These can be sold at twice the value of a normal sword and dagger.

5-6: Heron-marked sword

 

(6 6): Massacre

 

You stumble upon the remains of some hunters for the horn. Apart from the already looted corpses of the hunters you find only a single sign of their attacker: an Aiel spear embedded in the chest of one of the hunters.

 

Add an Aiel spear to your roster, if you want it.


 

 

Triples

 


(1 1 1): Tavern

 

Your warband stumbles upon the burned remains of a tavern. Inside you find several barrels of good ale.

 

All models in your warband are required to pass a leadership test individually, if manage it they gain +1 Ld for the next battle because of their heightened morale.

 

If they fail they drink too much and gain a -1 I as well as the +1 Ld.

 

The leader of any warband is expected to be above such temptations and therefore gains no bonus or penalty.

 

(2 2 2): Smithy

 

You stumble upon an empty smithy, why the owner left without bringing all his stuff is at first a wonder to you. With closer examination it proves that most of what remains is in very bad shape, but you do manage to find a few items anyway.

 

Roll a D6 to determine what you find:

 

                D6           Result

                1-2           Sword

                3              Double-handed weapon

                4              Halberd

                5              Lance

                6              Swordbreaker         

 

(3 3 3): Tinkers

 

In a small forest you stumble across a Tinker caravan. After slaughtering the measly cowards you search their wagons.

 

Add 2D6 gm to your roster. Also any Trollocs in your band feast on fresh flesh for once, therefore your Trolloc henchmen gain +1 Ld for the next battle.

 

(4 4 4): Fletcher's Cart

 

A short distance from a ruined town you find an overturned and half-destroyed cart that belonged to a Fletcher. He obviously didn't manage to flee in time, as his corpse is lying a short way off…

 

If you wish, roll a D6 to see what you find in the cart:

 

                D6           Result

                1-3           D3 Bows

                4              Quiver of Hunting Arrows

                5-6           D3 Crossbows

 

(5 5 5): Traveling Merchant

 

You stumble upon a lonely merchant. He carries quite a good deal of money.

 

Add 2D6 gm to your treasury.

 

(6 6 6): Returning a Favour

 

As you are returning to your encampment, you meet one of your old acquaintances. He has come to repay an old favour or debt.

 

You gain the services of any one Hireling (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 Hirelings section.


 

 

Four of a kind

 


(1 1 1 1): A "Donation"

 

Passing through the lands of a minor noble, the lord of the lands agrees that your "protection" is worth a small fee.

 

The noble pays D6×10 gm to add to your treasury. In the case of a Shadowspawn warband, this is probably the money you 'extract' from him before you feed him to the Trollocs.

 

(2 2 2 2): Prisoners

 

You "rescue" a group of finely dressed people from a local bunch of thieves. Instead of letting them go you simply receive the ransom yourself. Depending upon what warband you are you may choose what happens to them once you receive the ransom…

 

Add 3D6 gm to your treasury.

 

(3 3 3 3): Wealthy Merchant

 

You stumble upon a merchant, and after you kill him you realise he was actually quite successful.

 

Your warband "receives" 3D6 gm worth of money.

 

(4 4 4 4): Armourer

 

You find a wrecked armourer not much is left but you uncover some usable items from the rubble.

 

Roll a D6 to see what you recover. See below for any special rules on the items:

 

                D6           Result

                1-3           D3 Helmets

                4-5           D3 Suits of Light Armour

                6              Suit of Master-Crafted Armour

 

Master-Crafted Armour. This beautifully worked armour provides a 5+ armour save, but is so light it can be worn by infantry models as well as mounted models. Resale Value: 50 gm.

               

(5 5 5 5): Ancient Ring

 

You find the remains of a noble lady and her retinue - they must have met someone who did not like them. On the hand of the lady you find a ring so finely crafted that you are sure it must be something special.

 

Any warband with channelers have found themselves, inadvertently, an angreal which provides +2 channeling points per turn to the wearer.

 

All other warbands will not find it difficult to sell the item to a smuggler, collector, or possibly even a superior for D6×10 gm. Add this amount to your treasury straight away.

 

(6 6 6 6): Map

 

One of your band members manages to procure a detailed map of the local area.

 

You can use the map in the next battle you play to lay a clever ambush. Position up to three fighters anywhere on the battlefield at ground level. They are set up at the end of the player's first turn, cannot be placed within 8" of any enemy models and must be set up within 2" of some sort of cover.

 

This represents the warriors concealing themselves in convenient or strategic hiding positions before the enemy is ready to come to battle.


 

 

Five of a kind

 


(1 1 1 1 1): Ter'angreal

 

In a small stall at the back of a wrecked marketplace you find all sorts of bric-a-brac. One particular item grabs your eye.

 

You soon discover you have located a ter'angreal. To determine its exact nature, see the appropriate table.

 

(2 2 2 2 2): Herbalist

 

While travelling through the countryside you stumble upon a small cabin, once inside you notice that a herbalist of some kind must have lived there.

 

You find loot with a total value of 3D6 gm. Also you find a book that teaches one of your heroes (Trollocs excluded, imagine a Trolloc reading?!) basic knowledge about the world around him. He can now chose from the academic skill list.

 

(3 3 3 3 3): Travelling Jeweler

 

A traveler who is unlucky enough to be in your way soon proves to be your good luck, when you discover that he carried a bag of jewels.

 

Roll a D6 to see what the bag contains:

 

                D6           Result

                1-2           Quartz stones worth D6×5 gm

                3-4           Amethyst worth 20 gm

                5              A necklace worth 50 gm

                6              Heartstone worth D6×15 gm

 

If your warband doesn't sell the gems, one of your heroes can keep them and displays them proudly. He will gain +1 to the rolls for locating rare items.

 

(4 4 4 4 4): Merchant House

 

A house by the roadside proves to be the house of a somewhat wealthy merchant.

 

Your warband loots 3D6×5 gm.

 

(5 5 5 5 5): Stray Horse

 

As you pass through a forest you meet a stray horse whose reins have become entangled in one of the trees. It seems very uncomfortable with your presence.

 

Choose a hero, if he passes a leadership test he has managed to tame the wild horse. The horse proves to be trained as a first class Warhorse.

 

(6 6 6 6 6): Local Contacts

 

A member of your warband develops a network of local contacts (or more likely, finds his way into an existing network - especially for a Black Sister) which helps him to raise money in a much more efficient fashion.

 

From now on, you may re-roll one dice when you roll for income (and on the Exploration chart). Make a note of this on your warband's roster sheet. Second and subsequent contacts you find do not grant you any additional re-rolls, although you may receive further re-rolls from other sources.

 

 

Six of a kind

 


(1 1 1 1 1 1): Beseech Superiors

When times are tough, or warbands greedy, the only way to procure extra funds is to send someone to speak directly with the warband's hierarchy - a risky business in and of itself!

 

If you wish, you can send one of your Heroes to ask for extra money. Roll a D6. On a roll of 1 the Hero is never seen again. Perhaps he was reassigned, punished for his insolence, went missing with the cash, or was even waylaid on the road and killed. On a roll of 2 or more he returns with 2D6×10 gm.

 

(2 2 2 2 2 2): Hidden Treasure

In the middle of a town shattered by recent fighting and completely deserted, you find a half-buried treasure chest.

 

When you open the chest you find the following items. Roll for every item on the list separately (apart from the gold marks) to see whether you have found it. For example, on a roll of a 4+ you find the gold statuettes.

 

Items                                                      D6

D3 statuettes worth 2D6 gm each          4+

5D6×5 gm                                               Auto

Heron-marked sword                              5+

Suit of Heavy Armour                            5+

D3 Gems worth 10 gm each                   4+

Silk Clothes                                             5+

Angreal (+4 channeling points)               5+

Ter'angreal                                               5+

 

(3 3 3 3 3 3): Performed Assassination

You are contacted by a person of as doubtful morals as yourself, and are offered an item for a small service: the assassination of one of the local nobles. When your man returns triumphantly you are offered your payment.

 

Roll a D6 to see what you have earned yourself. Special rules for the equipment are given below:

 

                D6           Result

                1-2           Jeweled Sword

                3-4           Power-Wrought Sword

                5-6           Master-Crafted Armour

 

Jeweled Sword. Counts as an ordinary sword in close combat. Provides a +1 bonus to rarity rolls when he searches for rare items. Resale Value: 20 gm.

 

Master-Crafted Armour. This beautifully worked armour provides a 5+ armour save, but is so light it can be worn by infantry models. Resale value: 50 gm.

 

(4 4 4 4 4 4): Caravan

You stumble upon an unprotected caravan, after a short fight with the traders and unarmed fighters of the caravan you start searching for loot.

 

You find the following items. Roll for every item separately (apart from the daggers) to see if you find it. For example, on a roll of 4+ you will find the suits of light armour.

 

Items                                                      D6

D3 Suits of Light Armour                       4+

Suit of Heavy Armour                            5+

D6 Daggers                                             Auto

Quiver of Hunting Arrows                     4+

D3 Halberds                                            5+

D3 Swords                                              3+

D3 Bows                                                 4+

D3 Helmets                                             2+

 

(5 5 5 5 5 5): Tactics Manual

In your travels, your leader manages to get a hold of a translation of an ancient tactics manual. The wisdom contained within is practically priceless, but you're not sure you'll be able to sell it if you take it on campaign with you again - the damage and wear may well leave the fragile volume impossible to read.

 

Your leader may choose to sell the tactics manual, in which case, add 100 gm to your treasury immediately. Alternatively, your leader can choose to read the manual. If he does, he gains the Tactician skill:

 

Tactician. This skill may only be taken by a warband leader who has found a tactics manual. Using his new knowledge, he can often find the best positions for his warriors to meet an incoming attack. In any scenario the warband leader may re-position his warriors with his deployment zone after his opponent has set up.

 

(6 6 6 6 6 6): Noble's Villa

In the middle of a burnt field you find a ruined noble's villa. 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 1-4, you find D6×10 gm worth of items and money to add to your treasury. On a roll of 5-6 you find a hidden ter'angreal that has been carefully concealed.

 

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