(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.
(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.