The Warriors stumble upon the still-smouldering ruins of a burned-out farm.
Sifting through the ruins, the Warriors finds 1D6 * 10 Gold each.
Based on Games Workshop’s Mordheim
The Warriors stumble upon the still-smouldering ruins of a burned-out farm.
Sifting through the ruins, the Warriors finds 1D6 * 10 Gold each.
Based on Games Workshop’s Mordheim
An ale cart slowly creaks past, a boisterous Dwarf driving the mules with the lash even as he samples the wares.
Roll 1d6 and add the Leader’s Initiative. On a 7+ you manage to convince the Dwarf that you are a group of trustworthy kindred spirits and would be glad to escort the cart to the next Settlement. Pleased, the Dwarf offers to pay each Warrior 10 gold for each remaining week of travel to keep his wares safe. Upon reaching a Settlement he also gives each Warrior a cask of ale (see the rules for the General Store)!
If there is a Dwarf in the party, add +1 to the Leader’s Initiative Test, or if there is a Troll Slayer then add +2 instead.
The still-smouldering wreck of a cart straddles the narrow road, its contents scattered over the ground. Of the original occupants of the cart there is no sign.
Randomly generate one item of equipment from the General Store for each Warrior. The Leader distributes these as treasure.
Pursued by the howling of hungry wolves, you eventually find a sheltered outcrop to make your stand. As dusk settles, your pursuers track you down, eager for a meal, even one as difficult as armed Warriors…
Each Warrior is attacked by 1d6 Wolves. For each Wolf, the Warrior must make either a single To Hit roll against an opponent with WS 3, or a single To Hit roll with a missile weapon using their BS. There is a -1 To Hit penalty for using a missile weapon. If the Warrior is armed with a torch and passes an Initiative Test (1d6 + Initiative, 7+ to pass) then they may add +1 their To Hit rolls (discard the torch afterwards).
A miss indicates that the Warrior failed to drive off the Wolf before it savages the Warrior, who starts the next Adventure with -1 Starting Wound per miss unless they pay 1d6 x 50 Gold to a Healer in the next Settlement per point of Starting Wounds lost.
As night draws in you are to be found around the camp-fire, huddling in the warm embrace of the flames. Howls erupt from the darkness and suddenly the light of the fire seems precious little protection against the night. Into the light slink the unmistakable forms of a pack of Great Wolves, ridden by cunning-looking Goblins.
Each Warrior is attacked by 1d3+1 Wolf Riders. For each Wolf Rider, the Warrior must make either a single To Hit roll against an opponent with WS 4, or a single To Hit roll with a missile weapon using their BS. There is a -1 To Hit penalty for using a missile weapon. If the Warrior is armed with a torch and passes an Initiative Test (1d6 + Initiative, 7+ to pass) then they may add +1 their To Hit rolls (discard the torch afterwards).
A miss indicates that the Warrior failed to drive off the Wolf Rider before they savage the Warrior, who starts the next Adventure with -1 Starting Wound per miss unless they pay 1d6 x 50 Gold to a Healer in the next Settlement per point of Starting Wounds lost.
You discover a secluded pool of water, fed by a torrent of foaming white water spewing from the mouth of the strange face carved into the cliff-face. Surely such places are worth exploring further?
The Warriors may choose to investigate, or continue with their journey. If they investigate the falls, decide which Warrior do so roll 1d6 on the following table once for the group:
A road has been trampled through the countryside which is not shown on your maps. Trees are felled where they stand, and rivers hastily forded. Do you stand in the wake of a rampaging army, a hurried defence force or simply on a new trade route between towns?
Reduce your remaining journey time by 1d3 weeks.
The Warriors encounter a caravan of merchants moving their wares on to the next town. When the Warriors stop to help the merchants push a cart out of a rut, the merchants offer to employ the Warriors as caravan guards.
If the Warriors accept add two weeks to their journey time, but for each week they travel they earn 25 x (The Dungeon Level) gold each. In addition, on the journey the Merchants give the Warriors some advice on haggling and where to buy the best wares. In the next Settlement, each Warrior receives a 10% discount at any single trader they visit.
A pass results in the Warrior collapsing as above, but when he awakes he is holding the enchanted blade wielded by the ghostly knight. The blade is magical, causes +1 damage in combat and renders the wielder immune to Fear and Terror caused by the Undead.