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Doubles

 


(1 1): Would-be Gleeman

 

One of your warband members fancies himself a bit of a gleeman, and offers his services at the next inn at which you stay. The impoverished innkeeper offers to trial him for a night, but doesn't promise terribly much pay.

 

Choose one of your heroes and roll a D6. On a roll of 1-3, he earns 2D6 gm. On a 4-6, his performance is so bad he is attacked by some of the more drunken patrons, and must miss the next game while he recovers.

 

(2 2): Rescue

 

Whether deliberately or accidentally, one of your warband members has rescued the youngest son of a local peasant family. The head of the household insists you take the small reward that he offers you, and you cannot find it within yourself (or do not wish to!) to refuse.

 

You are offered D6 gm. If you roll a 1 you are also given a lucky charm.

 

(3 3): Private Purchase

 

One of your warriors spots a piece of equipment that he particularly fancies, and uses his personal funds (that you probably didn't know he had!) to purchase it.

 

Roll a D6 to determine what he has purchased:

 

                D6           Result

                1-2           Dagger (nicely crafted, no doubt)

                3-4           Axe

                5              Sword

                6              Suit of Light Armour

 

This item is free, and once assigned to a warrior, it cannot be given to anyone else or sold (it is private property!).

 

(4 4): Straggler

 

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

 

Whitecloaks will consider the man's demented rantings sign that he is a Darkfriend, driven mad by his consorting with dark powers. Naturally, the man will be executed. The leader of the band of Whitecloaks will gain +1 Experience.

 

Any other 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).

 

(5 5): Death in the Family

 

A relative of one of your warband members has died. His most prized possession has been left to your warband member. It is up to you to determine just how attached the warband member was to their relative, and the family heirloom!

 

Roll a D6 to determine what was in the bequest:

 

                D6           Result

                1-2           Quiver of Hunting Arrows

                3-4           A purse with 2D6 gm

                5-6           A heron-marked sword

 

(6 6): Dice

 

A couple of quick games of dice with a fellow soldier while your two bands shared a camp fire turned up a few extra gold marks to help your warband on its way.

 

Add D6 gm to your treasury from your winnings straight away.


 

 

Triples

 


(1 1 1): Tavern

 

Your warband manages to find a likely inn in which to spend the night. Naturally, there will be much gambling, and your leader sends the best gambler to see if he can turn up some funds to help the warband out. The question is, can he stay sober long enough to turn a profit?

 

Randomly determine which hero is doing the gambling. Take a Leadership test for that hero. If the test is passed, he keeps his head and you manage to earn yourselves 4D6 gm. Add this amount to your treasury immediately.

 

If he fails, the drink is too tempting, and instead the warband loses D6 gm. Remove this amount directly from your treasury. If you can't afford it, you can swap equipment of the same value (remembering that second hand equipment is worth half its purchase cost). If for some reason you are unable to do that, roll a Serious Injury for the nominated gambler as his opponents exact revenge.

 

Aes Sedai are unlikely to be tempted by the alcohol on offer, and so are assumed to have automatically passed the Leadership test.

 

(2 2 2): Dying Hunter for the Horn

 

A groan slightly off the path alerts you to the presence of an injured Hunter for the Horn. The injuries are beyond your ability to heal (which means they're pretty bad if you're playing Asha'man or Aes Sedai!), but the Hunter insists that you take her weapon, and use it to kill the Trolloc that killed her.

 

Roll a D6 to determine what the Hunter offers you:

 

                D6           Result

                1-2           Sword

                3              Double-handed weapon

                4              Halberd

                5              Lance (the Hunter's horse has no

doubt been killed or stolen)

                6              Swordbreaker         

 

(3 3 3): Tinkers

 

In a small forest you stumble across a Tinker caravan under attack by thieves. After you beat them off, the Tinkers offer your warband their cook-fires and caravans.

 

Add 2D6 gm to your treasury to represent the money saved by not having to pay for accommodation and food. In addition, for all warbands except Aes Sedai and Asha'man, a young Tinker decides to join your band. 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).

 

(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): Visiting Superior

 

A superior from your organisation (a high ranking noble, officer, Aes Sedai, etc) is in need of escort and protection. Your warband is the closest to where he or she needs to go, and naturally you are more than willing to offer protection.

 

For a job well done, your organisation supplies you 2D6 gm.

 

(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 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.


 

 

Four of a kind

 


(1 1 1 1): A Donation

 

Passing through the lands of a minor noble, the lord of the lands is so impressed with the courteousness of your leader, and the nobility of your cause, that he insists on making a donation (or, for some of the more unscrupulous warbands, that same donation may be 'extracted'). The condition, naturally, is that you leave his lands undamaged and unmolested.

 

The noble donates D6 ´ 10 gm to add to your treasury.

 

(2 2 2 2): Prisoners

 

Whether rescued from the depredations of Shadowspawn, Darkfriends or just thieves, you manage to save a group of finely dressed people who have been held prisoner by your enemies.

 

All warbands can escort the prisoners to freedom. For your trouble, you are rewarded with 3D6 gm.

 

Aes Sedai and Asha'man will be given a small item by one of the prisoners. It turns out to be a angreal providing +1 channeling point per turn.

 

(3 3 3 3): Wealthy Merchant

 

In your travels you meet a wealthy merchant who strongly supports your cause (or, perhaps in the case of Country warband or Whitecloaks, is willing to pay you off to avoid any trouble). He offers a bag full of coins to your warband, and asks that you remember him should you be successful.

 

Your warband receives 3D6 gm worth of money.

 

(4 4 4 4): Armourer

 

Eager to boost sales to reluctant warbands, an aging armourer practically forces you to take an example of his wares, asking only that you spread the word of its quality.

 

Roll a D6 to see what you are offered. 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

 

A truly noble warband might offer a token payment of 15-20 gm, but that is left to the controlling player's discretion.

 

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

 

One of your companions had a big night in the inn, and while sorting through the loot he managed to win while playing dice, you come across a peculiar ring. The craftsmanship is so fine, you're sure it must be absolutely ancient.

 

Aes Sedai and Asha'man 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 jeweler, collector, or possibly even a passing Aes Sedai 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 marketplace you find all sorts of bric-a-brac for negligible prices. One particular item - costing only a few coppers - grabs your eye, and before you know it, you've bought it.

 

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

 

(2 2 2 2 2): Ogier

 

While travelling through a small country town, an Ogier asks if he might journey with you some way. He is out seeing the world before marriage, but is unsure of the safety of the surrounding regions. Naturally, you accept.

 

The Ogier offers what he can in payment for the escort. Add 3D6 gm to your treasury. Additionally, one of your Heroes has spent a great deal of time talking with the Ogier about history, the world and anything else that came to mind. The warrior has gained enough wisdom from the Ogier 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): Darkfriend's Loot

 

When a kindly old man who has recently joined you on the road turns out to be a Darkfriend assassin, you only just manage to chase him off. As he flees your encampment - his true nature uncovered and his task incomplete - he drops a bag of loot.

 

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): Escort Duty

 

While travelling down a road, a merchant offers your warband employment as guards for his wares. Seeing as you are both headed in the same direction, your leader sees no reason not to accept the employment for a little bit of extra spending money. The hierarchy might not ordinarily approve, but who says they have to know?

 

Your warband receives 2D6 ´ 5 gm for their services. If you roll a double, the merchant teaches one of your warband members (chosen by the controlling player) a few tricks of the trade. A Hero so trained gains the Haggle skill.

 

(5 5 5 5 5): Guard Dog

 

As you move past an overturned and looted merchant's caravan, a guard dog comes hurtling out of the debris. After much coaxing, you are able to calm it enough to approach the chest it was guarding.

 

In the chest you find 20 gm which you can immediately add to your treasury. In addition, take a Leadership test against your leader's Leadership value. If passed, a guard dog (an ordinary Wardog) joins your warband.

 

(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 the Aes Sedai) 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 find 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. It is said that the locals were slaughtered by Trollocs for food, so it seems unlikely that anyone will return to claim the treasure..

 

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): Thwarted Assassination

 

Without even realising you were doing it, you've somehow managed to thwart an attempted assassination of an extremely prominent foreigner. In return, they offer you the pick of their armoury.

 

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): Resupply

 

Your organisation has come into a bit of unexpected money, and they have decided to spend it on re-tooling some of their bands in the field. Yours is one of the bands that has been chosen, though what exactly is on offer is somewhat limited. Still, at the very least you can sell the offered equipment and purchase things you really need…

 

You are offered the following items. Roll for every item separately (apart from the gold marks and daggers) to see if you are offered 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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