(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.