Exploration Chart - Invaders

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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): Recent Success

 

Recent success in battle has made your warband something of a favourite amongst your people. As a result, you receive first pick of the new equipment - whether acquired as loot or produced by your allies.

 

Add +1 to one of your rolls to find rare items after this game only.

 

(3 3): Wheedling Merchant

 

If you are playing Seanchan, after swearing the oaths a merchant tries to gain your favour by offering one of his items to your warband free of charge.

 

For Aiel, the same merchant tries to gain your patronage (and hopefully stop you from causing him any harm) by offering you one of his items free of charge.

 

Roll a D6 to determine what the merchant offers:

 

                D6           Result

                1-2           Dagger (nicely crafted, no doubt)

                3-4           Axe

                5              Sword*

                6              Suit of Light Armour

 

* Replace this item with a spear if you are playing Aiel.

 

Most of this equipment is of little use to the Aiel, but is crafted finely enough to fetch its full worth on resale (i.e. if you sell the equipment you receive its purchase cost, rather than half this cost as usual).

 

(4 4): Interrogation

 

You manage to find and interrogate a local - perhaps an elderly farmer or merchant - who knows the surrounding area reasonnably well. Though he is of no value as a captive, you can certainly make use of the information he has given up.

 

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).

 

Shaido Aiel might consider taking this man gai'shain, but he is too old and frail to be of any real use.

 

(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): Gambling

 

While you are encamped with a friendly warband, some of your soldiers take the opportunity to partake in a little gambling. Part of the money they earn is funneled into the warband's treasury - it is, after all, this money that keeps them in food, armour and weapons!

 

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

 

 


Triples

 


(1 1 1): Village at Harvest Time

 

Your warband manages to capture a village at harvest time (or perhaps a village that had a good harvest last season, and has much of it left over in storage). The food you are able to find is nourishing and tasty, serving well as a morale-booster.

 

When calculating income after this game, count your warband size as one bracket lower when calculating income (e.g. a warband of 11 members would count as having 7-9 when rolling on the income chart).

 

In addition, for the duration of your next battle all warriors gain +1Ld due to their heightened morale.

 

(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): Captive

 

In a battle with an appropriate enemy (Westlanders for Seanchan, other Aiel for Aiel) you manage to take a captive, who can of course be put to use by your warband.

 

Aiel warbands gain a gai'shain, who they can use as they see fit (either add to their warband or send back to their sept). Seanchan may add a Westlander to their warband roster, assuming they don't already have their full complement of Westlanders. You must pay for the Westlander's equipment (if any).

 

(4 4 4): Fletcher

 

While visiting a friendly encampment, you are able to procure some additional equipment from a Fletcher. Perhaps he is a Fletcher in the service of the Ever Victorious Army, or another Aiel warrior who worked as one before becoming algai'd'siswai, but either way you are not expected to pay for the goods.

 

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

 

                D6           Result

                1-3           Seanchan: D3 Bows

                                Aiel: D6 Short bows

                4              Quiver of Hunting Arrows

                5-6           Seanchan: D3 Crossbows

                                Aiel: D6 Bows

 

(5 5 5): Traveling Cairhienin Merchant

 

You stumble upon a lonely Cairhienin merchant. If you are Seanchan, he refuses to swear the oaths and so must be killed. Aiel will naturally dispose of him solely for being a Treekiller. After his death, you naturally search his body.

 

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.

 

Aiel warbands gain the services of one extra Aiel Veteran for the duration of the next game. He is armed with a spear, short bow and buckler.

 

Seanchan warbands gain the services of a Morat and his Corlm for the duration of the next game. The morat is armed with a sword.

 

These warriors will immediately leave the warbands at the end of the battle, having paid their debt (and needing to rejoin their own people, most likely). They cannot roll for income and do not count towards your warband size when working it out. Under no circumstances may you keep them.


 

 

Four of a kind

 


(1 1 1 1): Minor Noble

 

Your forces manage to capture the lands of a minor noble. In the case of Aiel, the fifth is extracted from the noble's territories, as is the right of the Aiel. In the case of Seanchan, the noble swears the oaths and wisely makes a "donation" to the continued success of the Seanchan invasion.

 

The noble pays D6×10 gm to add to your treasury.

 

(2 2 2 2): Pillage

 

As one would expect from an invading army - of which your warband is most likely a small part - your advance leaves plenty of opportunity for general pillage. After all, it is pillage that motivates most armies!

 

You manage to pillage material with a value of 3D6 gm from the surrounding countryside. Add this much to your treasury immediately.

 

If any two of your dice come up with 1s, you also find a small item, which turns out to be an angreal providing +1 channeling point per turn. This can be used or sold as you deem appropriate.

 

(3 3 3 3): Townhouse

 

As you advance, your warband moves through a totally deserted village. Various shacks have been burnt, and it appears that an army of some sort has done a great deal of pillaging. Still, amongst the rubble of a three-story townhouse, you manage to find some useful metals.

 

Your warband finds 3D6 gm worth of loot. Add this to your treasury immediately.

 

(4 4 4 4): Traitor

 

It seems that there is always someone willing to betray their friends for the hope of financial gain. You have found one such individual, and though it may well disgust you, you make full use of him.

 

In your next battle, you may choose which scenario is played, as you take advantage of the traitor to catch your enemies where you want them.

               

(5 5 5 5): Channeler

 

Following a short, pitched battle with a channeler (most likely Aes Sedai, but possibly a lost Asha'man) you manage to kill her before she can do any serious harm. On her body, you find a unique looking ring.

 

Any warband with channelers have found themselves, inadvertently, an angreal that 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

 

While pillaging a market place in a town that you have managed to conquer (possibly with the support of some of your allies), a small 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): Garrison

 

Whether by order, or by the decision of your warband's leader, you spend much of the next little while in the one location, garrisoning a strategic position. The rest is handy, with plenty of food easily accessible, but your warband looses just a little bit of its edge.

 

Add 2D6×5 gm to your treasury.

 

The increase in profits, however, is counterbalanced by a -1 penalty to the Initiative values of all of your warband members. This lasts for the duration of the next game - rest has cost you your edge!

 

(3 3 3 3 3): Jewelsmith

 

A village that you have recently conquered (for Seanchan) or attacked (Aiel) luckily happened to contain a Jewelsmith. As a small village, it isn't much of a Jewelsmith, but you'll be able to put what is left of its stock to good use…

 

Roll a D6 to see what the store 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's House

 

A house by the roadside turns out to be the house of a somewhat wealthy merchant - it is a simple matter for you to deal with its defenders and loot the house.

 

Your warband loots 3D6×5 gm.

 

(5 5 5 5 5): Friendly Hawk

 

While passing through a forest, one of your warband members leaves out food for a hawk that seems to live in the local area. Over the course of a few days, the hawk comes to recognise the warrior, and soon he finds that he has a helpful animal companion.

 

Choose which hero in your warband has befriended the hawk. That warrior can now spot hidden enemies at a distance of three times his Initiative, as he trains the hawk to seek out his foes.

 

If the warrior dies (i.e. rolls a Dead result on the Serious Injuries Chart), the hawk will leave the warband - he cannot be transferred to a new warrior under any circumstances.

 

(6 6 6 6 6): Captured Scout

 

A captured scout provides your warband with a surprising amount of information about the local area - its layout, the distribution of enemy forces, major towns, and even decent sources of food in the forests and fields. You are able to put this information to good, extended use.

 

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 captured scouts will only serve to update your information, and so 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): Battle

 

Quite unexpectedly, you run into an unprepared enemy. Naturally you take full advantage of the opportunity, and once the enemy has been quickly disposed of, you proceed to gather whatever items of value you can.

 

Your warband receives 2D6×10 gm. In addition, roll a D6. If you roll a 1, then the attack didn't quite go off as well as you had planned and two random warband members suffer serious injuries.

 

Note: this is a good exploration result to play out in a sort of mini-battle. Just find a friend willing to play the outnumbered and unprepared enemy!

 

(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): Gift

 

A friend, noble or superior decides to reward your recent successes with a present befitting your apparently great stature. The gift is truly a work of art, and though it may or may not be deserved, your warband is more than willing to accept it - as a symbol if nothing else.

 

You receive a power-wrought weapon of your choice.

 

The greatness of the gift acts as a symbol around which your warband can rally. If given to your leader, this special weapon allows you to re-roll your first failed Rout test in any game.

 

(4 4 4 4 4 4): Slaughtered Warband

 

With the help of some of your allies, you manage to make extremely short work of an enemy warband. Naturally, you take what you can from the bodies, in order to support your own warband's needs.

 

You manage to 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+

 

Naturally, few of these pieces of equipment are of actual use to Aiel warband, but they can of course be sold for a tidy profit.

 

(5 5 5 5 5 5): Training

 

For a time, an experienced warrior and commander travels with your warband. Naturally, your leader takes this unique opportunity to learn from such a skilled warrior, granting him skills he can put to good use.

 

Time spent studying under this skilled tactician grants your leader access to the Tactician skill:

 

Tactician. This skill may only be taken by a warband leader who has trained under a skilled tactician. 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 your path lies a noble's villa. It is a simple matter for your warriors to see off the owners, who flee before your warband, allowing you to pillage the villa at your pleasure.

 

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 are locate a hidden ter'angreal that has been carefully concealed.

 

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