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Note: These locations are fine for the realms of men (Bretonnia, the Empire and Tilea) and

even the realms of Dwarfs and Wood Elves. Locations in other lands could result in more
chance of finding a Necropolis, or adding things like Cities of gold in Lustria.

Other lands include:


Badlands, Dark lands, Border Princes, and similar wilderness regions.
The Chaos Wastes
Ulthuan and Naggaroth
The deserts of Khemri and Araby
Lustria and the Southlands

Lowland Coastal River Highland Terrain

01-50 01-50 01-50 01-50 Nothing

51-54 51-54 51-54 51-54 Ruins


55-58 55-58 55-58 55-58 Burial mound/Tomb
59-60 59-60 59-60 59-60 Necropolis
61-65 61-65 61-65 61-68 Sorcerer’s Tower
- - - 69-73 Mine
66-70 66-70 66-70 74-77 Temple
71-75 71-75 71-75 78-79 Trading Post
- 76 - 80-82 Volcano
- - 76-78 - Flash Flood
76-79 77-78 79-80 - Enchanted Forest
80-82 - 81-83 83-85 Chaos Terrains
83-84 79-81 84-86 86-89 Oracle
85 82-83 87 90 Coven
86-87 84-85 88-89 91 Brigand Territory
- 86-88 - - Promethean Lair
- 89-90 90 - Pirates
88-90 - - - Chaos horde
91-94 91-94 91-94 92-94 Famous Brewery
95-96 95-96 95-96 95-96 Black tower
97-98 97-98 97-98 97-98 Mystic fountain
99 99 99 99 Great hoard
00 00 00 00 Demonic Portal

Necropolis, Temples, Sorcerer’s towers, mystic fountains and mines stay the same as
found in White Dwarf.
A mystic fountain can be the Holy Grail or the Tree of Woe or even something like
Nagash’s Black Pyramid. As found in Warhammer journal.
Chaos Terrains
The scouts enter an area of land that isn’t governed by the normal rules of nature. This land
makes no sense to those that view it, and the phenomenon is probably caused by a large
source of Warpstone. This might be a remnant of the warp gates of the Old ones, or more
likely a Warpstone meteor. The banner may wish to leave the area, but first has to roll on the
chart below. Other evil armies may wish to find the source; if they do then they can mine the
Warpstone (see mines). Although mining Warpstone can bring in riches, will the finding of it
prove to costly??

2D8 Result
2 Warpstone! The banner discovers a Warpstone meteor; this is the source of the
chaotic nature in the tile. The banner can set up a mine in the tile for 500 gold
crowns as usual; this mines only Warpstone (see mines).
3 Chaos Horde. A chaos horde is trying to beat you to the Warpstone, or perhaps
they are guarding it and to prove yourself in the eyes of the Chaos Gods you will
have to beat them. (See above)
4 Acid rain. The skies open up and pure concentrated acid pours forth. The banner
loses 2d6x10 points.
5 Slaughter field. The Warpstone makes the men turn on one another. Each banner
loses D6x50 points before order can be re-established.
6 Glade of Doom. The whole tile is shrouded in complete darkness. The banners
lose D6x25 points of men to fear each turn.
7 Empty Crater. The army comes across an empty crater. The tile reverts back to a
barren tile.
8 Demons. The tile contains bizarre twisted demons that attack everyone. The
demon force is worth 2d6+8x100. If it is defeated it is destroyed. If the demons
defeat the banner and a banner enters the tile next turn, it rerolls on this chart.
9 Rising ground. Nearly all the ground in the tile rises hundreds of feet into the air
where it floats. The whole banner is split up and just has to wait it out. The
banner must miss a turn.
10 Strange terrain. The terrain consists of a huge cairn of skulls, a valley of screaming
statues, a chaos geyser or something similar. Although this may seem weird, it
has no unusual affects. Roll again next turn.
11 Mystic fountain. See above, if the Warpstone is mined it destroys the fountain.
12 Chaos Spawn. The tile contains hideously mutated creatures, perhaps the original
inhabitants of the area. These poor creatures minds are so blasted that they
attack everyone (and everything). The Chaos spawn are worth 2D6+8x100. If it is
defeated it is destroyed. If the Chaos spawn are defeated the banner and a
banner enters the tile next turn, it rerolls on this chart.
13 Black lake. The Warpstone was obviously a meteor, which has made a crater. The
crate has filled with water and become a dark lake. The army is unable to mine
the Warpstone and the tile reverts back to being barren
14 Crystal forest. The forest brings in D4-1 gcs a year, it used by wizards and
alchemists.
15 Skaven task force. A Skaven task force have sensed the Warpstone in the area,
and already possess all of it. The task force attack all banners in the tile (even
Skaven) and if they are defeated the banner gains the Warpstone. If the Skaven
win the battle the players banner is expelled from the tile, and the Skaven take
the Warpstone back to their secret lair. The tile reverts back to a barren tile.
16 Warpstone! The banner discovers a Warpstone meteor; this is the source of the
chaotic nature in the tile. The banner can set up a mine in the tile for 500 gold
crowns as usual; this mines only Warpstone (see mines).

Ruins
These may be Ancient High Elf ruins before they left for Ulthuan or old Dwarven ruins from
the War of the beard. They may even be long forgotten ruined human settlements, from
before Sigmar’s time, destroyed by long forgotten wars, or if they are extremely lucky they
might be remains of the Old ones.
2D6 Result
2 Monsters. The ruins are filled with creatures that have made the ruins their home.
Roll on the monster table below. If the monsters are defeated then they are
destroyed and the players banner can reroll on the Ruins table next turn. If the
banner is defeated then it must retreat back to nearest friendly tile exactly as if it had
lost a battle.
3 Swarms. The ruins are infested with millions of vicious creatures, in the old world
giant rats are most prevalent though bats, snakes, and scorpions amongst others
aren’t unheard of. All banners lose D6x50 points of troops, but manage to clear the
ruins. They may search the ruins again next turn.
4 Bandits. Bandits are using the ruins as a base to hole up in. These may be brigands or
soldiers who have decided to make more money by thieving. Roll on the bandit table.
5 Underground Hold. This is the home to an underground race, there is equal chance it
is Dwarves, chaos Dwarves or Skaven. This counts as a fortress and is independent. If
they are the same race, then send an emissary to them.
6 Uninhabited Fortress. Enough of the ruins remain to build a fortress here. The empire
can build a fortress for 300 GCS (200 less than usual).
7-8 Nothing. The ruins are so old and empty that not much remains. Like the Time Team
on channel 4, apart from some shoe leather and pieces of pottery, the scouts find
nothing useful. The tile reverts to being barren.
9 Abandoned. Although there is not much left of the city there is a number of houses
still intact. The tile counts as a razed town from now on, it can be built up in the
recovery phase.
10 Plague. The citizens of the ruins must have died from a horrible disease. The banner
must roll on the Disease chart. Apart from this there is nothing else, the tile reverts to
being barren.
11 Burial Mound/Tomb. The only thing to survive is a tomb or last resting place of the
ruins leader. Roll on the Burial mound/Tomb table below.
12 There is something peculiar about this place- roll again below:

2D6 Result
2 Monster Lair. See scouting events
3 Famous Lost city. Pilgrims come from far and wide. This counts as a normal
temple from now on.
4 City of the Dead. The leader of which lies dormant, waiting for fresh blood or
souls to reawaken him. He may be a Vampire, a powerful Liche or a
Mummified Tomb lord. This counts as a Necropolis.
5 Wizard’s Tower. A powerful studier of the arcane arts has chosen to seclude
himself in these ruins; perhaps he has some dark secrets that he wants no
one to find out about. Roll on the Wizards tower chart.
6-7 Mines. Below the city surface are networks of mines. Place a mine counter in
the tile.
8 Overrun by Chaos. The ruins are overrun by Chaos, perhaps from the Chaos
incursions. The ruins have to be destroyed by all races except Chaos. Chaos
can build a fortress here for 400 gold coins (100 less than usual). Otherwise it
reverts back to being barren.
9 Underground Highway. The ruins contain an entrance to an underground
highway, which leads 2d6 hexes in a random direction. Banners may move
along the highway at double normal rate (not march moving) and don’t need
to scout and don’t fight battles. At the far end of the tunnel will be another
set of ruins to search. If a settlement already exists in the target tile the ruins
are considered to be underneath it.
10 Coven. The ruins are still inhabited, but the locals are a little…strange. Roll on
the Coven table (below).
11 Treasure. The scouts manage to find their way into a spectacular treasure
room. The room is filled with gold, gems and other rare and wonderful
items. The banner gains D6x100 Gcs, which is transported in the baggage.
12 Mystic Fountain. Roll on the mystic fountain table.

Burial Mound/Tomb
These may consist of Wood elf graves, Chaos monoliths, and ancient barrows from the days
of Sigmar. Dwarf ancestor tombs, High Elf tombs from before they left the old world,
Beastman burial mounds and even Orc Cairns. The armies of undead search these out, for to
gain control of these famed individuals is to raise a powerful ally.

2D6 Result
2 Fabulous Treasures. The Tomb contains treasures worth D6x100 gcs.
3 Hero’s Tomb. The tomb is that of a great King, Great warrior or Runesmith. There is
one magic Weapon D6x20, Magic Armour D6x20 and an Enchanted item worth
D6x20. Undead armies may raise the dead hero, he is worth D6x25+60 plus the items
above, any points that are left over can be spent on troops, and you may assume they
are his bodyguards (these can join other undead units of the same type).
4 Curse. As soon as the scouts enter the tomb they unleash a terrible magical curse
that affects all banners in tile. All the banners lose D6x20 points a turn until they get
to the capitol or a mystic fountain, where the curse can be removed.
5-6 Traps. Roll again on the table below
D6 Trap Table
1 Swarms. Huge amounts of creatures have been left to guard the
tombs. These maybe poisonous snakes, disease carrying rats,
venomous scorpions, flesh eating giant Scarab beetles or something
similar. The banner flees the tile to avoid being overrun. The banner
loses D6x50 points and must move into an adjoining tile straight
away. If the banner decides to enter the tile and search the tombs
again reroll on the tombs chart.
2 Monsters. The tomb is filled with ancient guardians or creatures that
have made the tomb their home. Roll on the monster table below. If
the monsters are defeated then the banner can reroll on the tomb
table next turn. If the banner is defeated then it must retreat back to
nearest friendly tile exactly as if it had lost a battle.
3 Disarmed. The scouts manage to disarm the traps before they go off,
but they do not know if there are any more, reroll on the tomb table
if you wish to search the tomb any further.
4 Minor Traps. These traps kill a few inept scouts; the banner loses
D6x10 points of troops. The banner can reroll on the tomb table if it
wishes to search it next turn.
5 Returns to life. The former occupant comes to life! It could be that he
has been waiting for an opportunity like this to drink some blood or
steal some souls. The ancient dead creature leads his buried army
forth, his mind set on destruction. The undead army is worth
2D6+8x100 points (1000-2000) and will attack the army immediately.
If the undead army is defeated it is destroyed. If it wins it roams the
lands randomly as an Independent banner. If it runs into an undead
banner then they manage to turn the marauding Undead to the
player’s side on a D6 roll of a 5-6. If it does not join them it will attack
them.
6 Massive Collapse. The scouts come across rooms stacked with gold!
They return and the whole army is sent in to collect the treasures.
Unfortunately a soldier triggers a deadly trap that destroys the entire
complex. The banner loses 2D6x50 points and the tomb is destroyed
forever. The tile returns to being barren.
7-9 Empty. The tomb was looted long ago. The scouts return with some cobwebs.
10 Famous Hero’s Tomb. Pilgrims flock to pay homage to such a renowned warrior. The
tomb counter is replaced with a temple counter. Undead may instead raise the dead
body and control it. The Undead gain D6+2x25 points worth of character this includes
the points spent on magic weapons and equipment.
11 Barrow Wight’s. The former occupant comes to life! It could be that he has been
waiting for an opportunity like this to drink some blood or steal some souls. The
ancient dead creature leads his buried army forth, his mind set on destruction. The
undead army is worth 2D6+8x100 points (1000-2000) and will attack the army
immediately. If the undead army is defeated it is destroyed. If it wins it roams the
lands randomly as an Independent banner. If it runs into an undead banner then they
manage to turn the marauding Undead to the player’s side on a D6 roll of a 5-6. If it
does not join them it will attack them.
12 Collapse. The tomb isn’t safe and collapses from old age, the banner loses D6x20
points of troops. The tile reverts back to a barren tile.
Enchanted Forest
1-3 Lornalim forest. On a 5+ on a D6 it is home to an independent Wood Elf settlement.
The Wood elves immediately attack any intruders; there is 2D6+8x100 (1000-
2000points) of them. If the intruders are Wood Elves then they will not attack them,
and the army gains the points instead. However, Wood Elves will not cut these trees
down as they are sacred, so they do not gain any money for construction.
If the forest has no inhabitants then the possessing empire may use the trees for
construction. The wood counts as D6 GCS, which may only be spent on construction
or recovery of settlements.
4-6 Bog Oak Forest. Bog oak is remarkable for its use in shipbuilding, and your banner has
discovered acres of the stuff! You may spend an additional D6 Gcs a year on
shipbuilding. If the player has no ports then his enemies have permission to laugh in
his face.

Brigand Territory
Roll on the bandit table below.

Bandit Table
D6 Bandit reaction
1 The bandits are a force of monsters; roll on the Old World Monster Table below.
2 The bandit forces are extremely good at skirmishing and attack you in an ambush.
They Destroy or steal D4 of your baggage and kill D6+1x50 points of troops in
total (not from each banner).
3 The bandits sneak in undetected at night and steal D3 of your baggage before
running away and hiding.
4 The bandits rightfully fear your awesome banner and make no attempt to hinder
it. The bandits stay hidden.
5 The bandits are of the same race as the banner and fed up with sleeping on the
cold forest floor and surviving on nuts and berries. Your leader manages to
persuade them to join you banner where they get nice new clothes (military
uniforms), a feast every night (field rations) and steady pay (when the ruler can
afford it). The banner gains 2D6x50 points of troops.
6 The bandits are actually mercenaries that have fallen on hard times and have
taken to robbing and stealing to feed themselves. The Mercenaries follow all the
normal rules for Mercenary bands (see Mercenaries, Rebels and Independent
banners later on) they consist of 2D6+8x100 (1000-2000) points and can be hired
by a player for 200 gold crowns a turn. If an enemy player is in an adjoining hex
he can attempt to out bid the other player (see Mercenaries).

Old World Monster Table

If the monsters are of the same race as the banner they will only attack on a D6 roll of a 1 or a
2. The Armies are worth 2D6+18x100 (2000-3000) points, you can play this out as a table top
battle with a random enemy player taking control of the monsters. If the monsters are
defeated they are considered to be destroyed. If the players banner is defeated it must
retreat into the nearest friendly tile, exactly as if it had lost a battle. The monsters stay in the
tile if they are victorious, when a banner re-enters the tile re roll the monsters points. These
monsters represent Old World creatures.
D6 Result
1 Ancient evil, the tile is occupied by a monster lair, see Scouting Events table-
no.12.
2 Horrifying and ferocious Chaos Monsters (these are made up entirely of Chaos
Creatures that are mostly mindless, and attack everyone including Chaos armies).

3 Immortal and terrifying Barrow Wights.


4 Weirdly grotesque and violent Chaos Beastmen.
5 Brutal, Marauding Trolls, Orcs or Goblins!
6 Devious and cunning Skaven.

Oracle
Oracles take many shapes and forms; some are giant demons, some are old hermits, whilst
others aren’t even solid. Oracles always live in the wilderness away from normal people
where they can meditate on the future in peace (without being constantly asked to reveal the
future). Most Oracles prefer to stay neutral and out of the way of wars, which they usually
consider to be petty struggles. When an Oracle is found the ruler of the nation will usually
send forth strong-minded individuals to find out the future of the nation. The answer isn’t
always the one the ruler wants to hear. The Oracle will only speak to the strongest willed
individuals, therefore only the armies general may consult with the Oracle. The Oracle can be
consulted once every campaign season (every 3 turns). If a ruler of a nation consults with the
Oracle, he can add +1 to the dice roll (rulers are very strong willed individuals).

2D6 Oracles Reaction


2-3 The Oracle may be a cunningly deceptive Chaos demon (a Lord of Change, for
example), perhaps even a disguised sorcerer, but one thing is certain; that it is utterly
evil. He manages to warp the characters mind; he joins the Oracles growing army,
becomes a Chaos champion or flees to the chaos wastes. Maybe the Oracle possesses
the characters body (needing a new powerful body), whatever the reason the
character is lost forever (non-tabletop armies lose D6x50 points).
4-5 The Oracle’s guardians are over protective, or maybe the Oracle tells the character
that he is doomed to die in the near future. The character grows angry and refuses to
believe this, or thinks that if he kills the Oracle he can somehow change his future.
Perhaps the Oracle is too cryptic in his answers and the character loses his temper
when he doesn’t understand. Whatever the reason the Oracle and its guardians
attack the banner. The Oracle is represented by the highest-level magic user from a
random army list, and his guardians are chosen from the same list (e.g. the Oracle
could be represented by a greater demon of Tzeentch and his guardians are chosen
from the demon army list). The Oracles army is worth 2D6+18x100 (2000-3000)
points. If it is defeated it is destroyed, if it defeats the players banner he must retreat
exactly as if he lost a battle as usual. If that player tries to enter the tile in subsequent
turns then the Oracles army is regenerated, it will always defend itself against that
player from now on, but he will listen to other players.
6-8 The Oracle either fails to help the character, or is too cryptic to understand his
meaning. The character gains no help this season.
9 The Oracle provides a magic weapon that he assures you will turn the tide of the war
(whether in your favour he does not specify). The banner gains a magic item worth
D6x20 points.
10 The Oracle provides some information on a nearby banner. The character may look
into one hex within 2d6 tiles. You may look at the composition of any banner in this
tile.
11 The Oracle provides extensive information on any one banner in any hex anywhere
on the table. The banner must reveal all of its composition and its next move.
12 The Oracle senses the strong will of the character and reveals information of many of
the banners that are linked to his fate. The character can look into D6 Hexes,
anywhere in play.

Pirates
Pirates are the plague of all coastal areas. In the Old world theses could be Tilean pirates,
Bretonnian cutthroats, Estalian Buccaneers, Norse Reavers or even Dark elf Corsairs. In fact
they could be almost any race, but the ones noted are the most sea worthy. Whatever they
are one thing remains the same, they are rarely friendly, and all are after gold. There are
D3+1 pirate ships in the tile, which follow all the normal rules for pirates. If encountered in a
river tile they are most likely to be Norse raiders, and will have D3+1 riverboats. Whenever a
banner enters the hex roll a D6;
D6 Result
1-2 The pirates attack you with no provocation. They are either startled by your
presence, think you are an easy target or wish to steal your baggage. For each ship in
the tile there is 2d6+8x100 points of troops to attack on the ground.
If the banners are on ships then a sea battle is fought as normal except that pirates
add +1 to result because of their experience and excellent ships.
If the force is defeated then they take to their ships and retreat to a random tile.
3-4 The pirates have decided it is best to move on, nominate one direction as up coast
and the other as down coast, roll a D6;
D6 result
1-3 The ships move up coast by D6 map tiles. If the ships move over or
into a tile containing a town, trading post, brewery or temple which
has no protecting forces, then the town, trading post, brewery or
temple is razed on the D6 roll of a 4+. Independent settlements are
considered to have a small force and so aren’t attacked. Cities,
fortresses and castles are not attacked, as they are considered too
difficult.
4-6 The ships move down coast by D6 map tiles. If the ships move over or
into a tile containing a town, trading post, brewery or temple which
has no protecting forces, then the town, trading post, brewery or
temple is razed on the D6 roll of a 4+. Independent settlements are
considered to have a small force and so aren’t attacked. Cities,
fortresses and castles are not attacked, as they are considered too
difficult.

5 The pirates ignore you. The pirates take to their ships; if the player’s banners are also
in ships then they can try to bring the Pirates to battle. Both sides roll a D6 to
establish which side has out sailed the other. If the pirates score the highest then
they have avoided the player’s fleet and the pirate ship is unaffected. If the player
scores highest then the pirates are brought to battle and a naval engagement is
fought. (See pirates).
6 They decide to hire themselves out as mercenaries. The crew of each ship costs 200
gold crowns to hire per turn (the ship costs an extra 100 gold crowns per turn). Each
ship already counts as having one banner aboard, but can just squeeze one more
player banner aboard. Each ship contains 2D6+8x100 points, which can be selected
from the Dogs of war army list. The player who hired them can now control the ships;
they do not bring in more money in the revenue phase. Those that aren’t hired this
turn go back to being pirates.

Famous Brewery
This yields D6–1 Gold crowns revenue a year. Soldiers are renowned drinkers; a banner will
become stuck here for a turn on a roll of a 6 on a D6. Mercenaries are more unruly and will
become stuck on a 5+.

Chaos Warband
You run into a Chaos Horde, worth 2D6+8x100 (1000-2000) points. The horde attacks
immediately. If the horde is defeated it is destroyed. If the Horde wins it moves in a random
direction each turn as an independent banner (see Mercenaries, Rebels and Independent
banners). If it runs into a Chaos force it will only join them on a D6 roll of a 6, there are so
many different types of chaos (Chaos warriors, Demon Hordes, Beastmen, Chaos Creatures,
different gods or even a chaos champion believing that he is truly chosen to lead all Chaos
armies) that it is rare that they will be of the same views. If it does not join them it will attack
them, such is the will of the Chaos gods.

Coven
The banner has discovered a group of religious zealots. The banner gains D6x100 points of
special troops such as Troll slayers, Wardancers, witch elves, plague monks, flagellants or
goblin fanatics.

Flash Flood
The banner loses D6x100 points and any town down stream (towards the sea) is razed on a
D6 roll of a 6. Any riverboats are destroyed on a 4+.

Great Hoard
The banner comes across a Dragons lair filled with jewels and the bones of the dead creature,
or perhaps it is remains of a dead army that were trying to transport their precious cargo but
somehow they died mysteriously. Alternatively, it could even be the vast wealth of an ancient
civilisation.
The Hoard is worth 2D6x100 gold crowns and the tile should be treated as barren from now
on. However to carry the hoard the banner may not carry any food baggage, as the wagons
and carts have to be loaded with the treasure instead of food. The hoard is treated like
baggage for all other reasons (but cant be eaten…).
Promethean Lair
Your scouts have discovered an immense seaside cavern, which is home to several denizens
of the deep. These creatures could be a Kraken, Sea Drake, a Leviathan or some ancient
prehistoric monster. Roll 1D4 for the number of monsters sheltering in the caves, these will
attack any fleet, except pirates, entering the hex. Roll a 2D6 and add the number of ships
models above one (high elves, dark elves and mercenary ships can add an additional one) and
consult the table below:
D6 Result
2-5 the denizens swarm into the fleet and destroy it totally.
6-10 The denizens destroy several ships (one ship model is removed on a 4+ on a
D6); any banners being carried lose D6x100 points each.
11-12 The attack is fended off and one of the monsters is killed. If ever the number
of monsters falls to zero the hex reverts to a normal barren tile.

Trading Post
The post provides an extra 100 gold crown in the revenue phase. A player with this in his
empire can always hire mercenaries. Volcano

Volcanoes are covered in sulphur, which is used by wizards, alchemists and is a main
ingredient in gunpowder. The volcano provides 100 gold crowns a year to be used in the
revenue phase.
All towns adjacent to and including the volcano tile can add one to their revenue due to the
fertile soils produced by the volcano.
There is a large active volcano in the area, and it is liable to erupt sometime in the future. The
volcano erupts on a roll of a 1 during the winter events phase, and sends out D6 lava flows in
random directions, razing any tiles they enter.

Demonic Portal
The walls between realities are thin in this area and a demonic army pours forth to slaughter
and enslave. Alternatively someone may have summoned theses creatures it may have even
been a character travelling with the banner.
This army has its own bizarre agenda and will attack anything, starting with the banner in the
tile. The demon army is worth 2D6+28x100 (3000-5000) and is represented by two banners. If
it wins the battle it will move randomly one tile each turn (as an independent army). It will
attack all settlements it comes across and will raze them. Each battle it wins, it will gain 100
points as it sacrifices slaves to gain more demons. All banners it comes across it will attack,
and both banners move as one banner.

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