Step 3: Explore District
In this step, you may form a search party to explore the district. To do so, select up to 5 fighters that were not taken out of action during the battle and that doesn’t have the BEASTor Thrall keyword.
Then, roll a die for each fighter in the search party. This is called an exploration roll. Some talents, items and encounters will allow you to re-roll or modify the dice results of an exploration roll. However, you may never change die results of 1.
If the roll resulted in any doubles, triples or quads, your search party ran into an encounter during their exploration. A double, triple or quad of 1s is called a mishap. If you rolled a mishap, you must resolve it, even if you also rolled other encounters. If you rolled multiple encounters and none of them is a mishap, you may freely decide which one to resolve.
Doubles
11: Mugged
A fighter strays too far from the party, drawn by the glint of wyrdstone. As they close their fingers around the shard, ragged wretches spill from the shadows.
Mishap. Select a fighter from your search party and roll a d6. Add 1 to the result if the fighter is a HERO:
- On a 1-3: Make an injury roll for the fighter
- On a 4+: The fighter beats back the attackers. Gain 1 Wyrdstone Shard.
22: Mad Prophet
A rambling lunatic stumbles through the ruins. His eyes are scorched pits and his skin is marked by gashes and old burns. As he encounters your fighters, he stops and grins. Then he bestows upon them a prophecy.
Roll a d6:
- On a 1-3: During your next battle, increase the Bravery characteristic of all fighters in your warband by 1.
- On a 4-6: During your next battle, decrease the Bravery characteristic of all fighters in your warband by 1.
33: Tower
Somehow, a few towers still remain standing, albeit leaning at strange angles. A fighter brave enough to climb them might glimpse the sprawl of the city.
In your next exploration phase, after making the exploration roll, you may change 1 dice result to a value of your choice.
44: General Store
The storefront has been thoroughly ransacked. Even so, there are still some valuable mingled in with the rubble.
Roll once on the lesser loot table.
55: Shrine
Your fighters stumble upon a crude shrine in the ruins. It might’ve once honored Sigmar, or something far more sinister.
Your fighters may loot the shrine for 10 gold coin, or pray at the shrine to begin the next battle with one additional Wyrd Dice.
66: Overturned Cart
Stuck in a ruined gateway is an overturned wagon. A tarnished family crest can be seen on its side. Whoever tried to flee the city in it didn’t get far.
Roll twice on the lesser loot table.
Triples
111: Strange Effigy
Ignoring the warnings of his comrades, one of your warriors kneels beside a strange bone effigy half-buried in the ruins.
Mishap. Your opponent must select a fighter from your search party. Then, roll a d6:
- On a 1-3: The fighter catches a glimpse of the being in the Pit and gains Hallucinations (see lasting injuries).
- On a 4-6: Add a lucky charm to your warband stash.
222: Cackling Charlatan
Your fighters are approached by a gaunt figure burdened by a towering pack clattering with bottles, bones and rusted tools. The vial he procures swirls with something foul, yet his eyes shine with encouragement.
You may dismiss the charlatan, or spend 10 gold coin to buy the concoction. If you do, select a Hero in your warband with a lasting [injury], and roll a d6:
- On a 1: Make an injury roll for the fighter, treating results of Robbed or Captured as a Flesh wound.
- On a 2-3: The treatment has no discernable effect
- On a 4+: Remove one [injury] from the fighter
333: Crashed Whale
A smoking carcass lies half-embedded in a collapsed chapel, its bulk split open like a rotted ship.
Roll twice on the lesser loot table.
444: Lone Survivor
A lone fighter emerges from the shadows, limping. Whatever warband they belonged to is gone, just one of many others that have succumbed to the cursed city.
You may add a HENCHMAN to your warband with a recruitment cost of less than 60 gold coin. That fighter immediately earns one level of renown.
555: Courier
The search party stumbles upon a still-warm corpse, a chipped dagger jutting from its back. Searching the body, they find documents of sensitive nature.
The courier carried sensitive information. You may sell it to a broker for 40 gold coin, or report it to your faction for 2 Favour.
666: Treasure Hunters
Low voices echo from a nearby alley, where two treasure hunters crouch over a stained map of the district. They haven't noticed the fighter watching them from the dark. Not yet.
Select a fighter from your search party and roll a d6. Add 1 to the result if the fighter is a HERO:
- On a 1-2: Make an injury roll for the fighter
- On a 3+: The fighter earns one level of Renown. Then, roll once on the greater loot table.
Quad
1111: The Cursed Cavalcade
One of your fighters drifts forward, eyes blank, lured by a thin, wavering tune at the head of a procession of mutants, slack-jawed fools, and masked strangers draped in tattered cloth.
Mishap. Either select a HERO from your search party, or have your opponent select a HENCHMAN. That fighter must pass a Bravery test, or mindlessly join the procession, never to be seen again (remove the fighter from your warband).
2222: Derelict Mansion
You find a fine house which is partially ruined. It has been thoroughly ransacked and all the furniture has been stripped of its fine fabrics.
Roll once on the greater loot table.
3333: Wyrdstone Cluster
The ground buckles inward, and the impact site is surrounded by scorched glass and twisted stone. The wyrdstone cries for those who draw near, but nothing that enters leaves unchanged.
Select a fighter from the search party and roll 4d6.
- For each roll of 1: decrease that fighter’s Health characteristic by 2.
- For each roll of 4+: gain 1 Wyrdstone Shard.
4444: To the Rescue
Your search party steps in to aid an outnumbered warrior. As the last foe falls, they swear that the debt will be repaid.
In your next battle, you may recruit a HIRED SWORD without paying their recruitment fee.
5555: Slaughtered Warband
Whatever hit them struck fast and without mercy. Bodies have been flung and crushed and armor torn like paper. There are no signs of the attacker.
Roll twice on the lesser loot table, and once on the greater loot table.
6666: Family Tomb
The crypt's iron gate hangs open, and from somewhere deep below, your fighters can hear the wet rasping of unspeakable horrors.
Select a fighter from your search party and roll a d6 (add 1 to the roll if the fighter is a HERO).
- On a 1-3: the fighter is forced back by ghastly apparitions. Make an injury roll for the fighter, treating a result of Captured as Dead.
- On a 4-6: the fighter drives them away, earning one level of Renown. Then, roll twice on the greater loot table.