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Adventure Companies
and the Exploration of Deeps
A MIGHTY EMPIRES Supplement
Drawn by tales of treasure and lost riches,
Adventure Companies will risk exploring
subterranean areas of the world known as Deeps.
Some of these places are part of the lost Underway
of the Dwarfs and Holds that fell to Orcs and
worse, others are Sewers found under all the major
cities of Man, some are Skaven warrens and Night
Goblin tunnels, others dread crypts of the Undead,
or the vast caverns utilized by the Dark Elves.
The first model that moves into a Deep section featuring an Event
is the model that triggers the Event’s consequences.
All Alone: Line of sight and the darkness changes the test. The
model must have allies in their section of the Deep to avoid the
test.
Recovery: Every Recovery Phase roll a D6. One a 1 draw an
Event Card.
Dungeons Purpose built areas with dressed stone walls and floors.
Common in the construction of Dwarf Holds, Castle and City Donjons of
Men, and Hill homes of the Halflings.
Sewers Only the most civilized races concern themselves with sanitation.
While serving an important purpose, these Deeps often become Lairs to a
greater foulness.
Hot, hot, HOT! All models ending their turn in a Volcanic area
must make a T save on a D6 or take a S6 hit. No Armor Save
allowed. All movement is halved as care is taken to not step in
lava. Ranges are not impacted as the lava bathes the area in a
hellish light.
Architecture of the Deeps
If the Deep’s type and layout is not determined by a specific
scenario, every Deep consists of a Lair or Objective Room and as
many Entrance Rooms as Adventure Companies that have arrived
to stake their claim on the treasures to be found.
For more than one Adventure Company the shape of the Deep
must shift to keep the equidistant rule validated:
Roll D6:
1 Secret Door – Test Ld of the first model to
enter the space. The Adventure Company
testing may not use the door if they fail. Only one
test per Adventure Company is allowed.
2 Single Door – Roll on Door Type below.
3 Double Door – Roll on Door Type below.
4-5 Opening/Archway- up to 4” wide)
6 Portcullis – Test S on 2D6 to open, multiple
adjacent models can add their S, takes a
whole turn after they have moved adjacent
to the portcullis.
Door Type
Roll D6:
1-3 Normal Door – The player with first model
adjacent rolls D6: on 5 or 6 the door is locked.
Unlocked doors cost 1” of movement to open.
Locked doors take D3 turns to open after moving
adjacent to the door. (Locked Doors can be picked
with appropriate I check and Lockpicks.)
4-5 Reinforced Door– The player with first model
adjacent rolls D6: on 5 or 6 the door is locked.
Unlocked reinforced doors cost 1” of movement
to open. Locked doors take D3+1 turns to open
after moving adjacent to the door and require a S
test on D6 to open. Up to two models may
attempt to force the door. (Locked Doors can be
picked with appropriate I check and Lockpicks.)
6 Wyrde Door– The player with the first model
adjacent rolls D6:
1-2 Mage Locked: Only a model with a
spell or magic item of any type can
open this door. Costs 1” of movement
to open.
3-4 Cursed: Model opening the door is
Cursed! Roll D3 for effect:
1 -1 WS
2 -1 Ld
3 -1 S
Model must visit a Temple (or find other
means)to remove this Curse.
This can include almost any piece of terrain that one could
expect in the Deeps’ environment: pillars, crates, debris,
piles of bones, stalagmites, statues, altars, crypts, furniture,
torture devices, etc.
Deeps with more than one level have the descent down
located in an appropriate spot, most likely in the
Objective room/Lair.
Forces:
• Adventure Company
• Inhabitants of the Deep
~AND~
• Any Intervening Company
If the Intervening Company is allied to the other, then double the
Inhabitants of the Deep
Battlefield:
The Deep as generated above.
Deployment:
The Companies deploy in their Entrance sections, dicing off to
pick if necessary.
The Inhabitants of the Deep deploy in the Object Room and/or
any adjacent sections.
Experience:
Adventure Companies gain experience in Deeps based on the
scenario or with the following chart for random Deeps:
Doubles
(1 1) Coin Purse
The Deep has been picked clean by other explorers. One of your Henchmen
manages to find an old leather pouch under some debris.
The Company gains 2D6 gc.
(2 2) Dead Explorer
Your party finds the remains of an explorer. His backpack and gear lie
nearby untouched.
Roll D6 to see what you find when you search:
1-2 D6 gc
3 Lockpicks
4 Sword
5 Lantern
6 Rope and Hook
(3 3) Prisoner
Shackled to a wall in dark alcove you find a man barely alive. He promises
great rewards if you free him.
Good aligned Companies may free him.
Roll D6:
1-2 The man turns out to be a minor noble, betrayed by his kin.
He gives the party his signet ring worth D6 gc. Every Income
Phase after this point the Company rolls D6 on a 6 they gain D6
gc the Noble sends as a stipend.
3-4 The man is a merchant put here by his rivals. Word of the
Company’s deed spreads, and they gain -10% off their next
shopping phase.
5-6 Turns out the man is a liar and notorious bandit. The
merchants who the man preys on are less than enthusiastic to do
business with the party. Add 10% to prices for the party’s next
shopping phase.
Evil aligned parties may sacrifice or eat the prisoner for +1
Experience for the Leader.
(4 4) Shrine
Your warriors find a dusty, brass framed, glass case on a wall in the Deep.
It seems to be some kind of shrine, but to what you are not certain.
Roll D6 to open and search it:
1-2 Treasure Map. Add one extra dice to the party’s next
Exploration roll
3-4 Jewels worth 1 Treasure
5 Holy / Unholy Relic
6 Glowing Sword. Counts as magic (no stat bonuses,
however) and acts as a light source (Lantern)
Evil aligned parties may sacrifice or eat the Dwarf. The party’s
Leader gains +1 Experience.
(6 6) Mushroom Addled Night Goblin Shaman
Hearing him before you see him, a deranged Night Gobbo wearing a red
robe stumbles into the party.
Good aligned parties can slay the Goblin. Lopping off his head
gains +1 Experience for the party’s Leader.
Triples
(1 1 1) Crumbling Tunnel
You have discovered a narrow hole in a wall barely big enough to belly
crawl through.
Randomly determine which Hero searches the tunnel. They find
relics and trinkets worth 2D6 gc. Roll a D6, on a 1 the tunnel
collapses and the Hero must skip the next battle.
(2 2 2) Smugglers’ Cache
The party finds a stack of crates cunningly covered with a tarp painted
to look like the surrounding walls. Looks like the local smugglers use this
Deep as a cache.
The Company finds 2D6 gc worth of supplies. If the party
Leader passes an I test, gain a further D6 gc found in a hidden
compartment of a crate.
(3 3 3) Mushroom Crop
Drawn by a dim phosphorescence, the party finds a large crop of mushrooms.
Snotling footprints are visible between the carefully tended rows of fungi.
The party may make a hearty meal from the mushrooms. When
calculating their next earning from the sale of treasures/wyrdstone,
reduce the effective size of the party by one (ie. 10-12 Warriors is
considered 7-9 Warriors), as the amount of money they need to
spend on food is reduced.
I
(5 5 5) Lone Zombie
Just as the Company finishes its search, an unusual zombie, still wearing
adventuring gear, wanders out of the dark moaning, “Brains.”
The Zombie is easily dispatched roll D6 to find out what gear can
be salvaged.
1 Club
2 D6 + 3 gc
3 Sword
4 Lucky Charm
5 Throwing Knives
6 Light Armor
(6 6 6) Patrol
Your Company hears a large group approaching…
Roll D6:
1 Empire Dungeoneers or Sewer Jacks
2 Dwarf Ironbreakers
3 Orc and Goblin Scouts
4 Strigany Gypsies and Ghouls
5 Chaos Warband
6 Skaven Clan Rats
If inclined to fight the patrol, they gain the upper hand and collect
the listed gear and gain D3 Experience and D6 gc
(2 2 2 2) Chaos Altar
In a shadowed alcove the party finds an altar to the Dark Gods.
(3 3 3 3) Dwarf Larder
One of the men notice a small Khazalid rune carved into the wall. When
touched a small compartment filled with Dwarf provisions opens.
(5 5 5 5) Crystals
You see something glittering in the dark ahead…
The party has found D3 Crystals (count as Treasure) that are
valuable to wizards and soothsayers. If the Deep is a Tunnel/
Mine/Delving or Cavern double the amount found.
(6 6 6 6) Peddler
As you begin to exit the Deep you see an odd sight, just outside. A peddler
is setting up shop, his two pack animals are loaded with goods.
The peddler is always of a race friendly to the Company. The
party may trade with the peddler, buying items at 20% discount
(rounding up.) He is also likely to have hard-to-find items. Rare
items may be searched for at -2 to the Difficulty. Though he will
only have one Rare item.
If the peddler is attacked his animals will spook and run off
dropping 3D6 gc worth of goods. However, if the attacking party
rolls this result again treat it as double 1s (Coin Purse)
Five of a Kind
(1 1 1 1 1) Skaven Spies
“Stop, Stop!” hisses a voice in the dark. From the gloom a group of Skaven
emerges.
If the warband is inclined toward Chaos or Evil the Skaven share
their rations (raw meat and warp bread) with the Company. When
next calculating earnings from selling wyrdstone/treasures reduce
the effective size of the party by two tiers.
Good Companies are attacked on sight. The Skaven are
overwhelmed and the Company collects D6 gc, D6 slings, D6
daggers, and D3 Experience distributed to the Heroes. Roll a D6
for every member of the party. On a 1-2 that member was pelted
black and blue with stones and taken OOA and must roll for
Serious Injury as normal.
(2 2 2 2 2) Secret Door
While searching the Deep you stumble upon a secret storage door. You now
recognized this sort of contraption in these Deeps.
You may always re-roll one dice when doing Exploration rolls in
Deeps of this type. (ie Dungeon, Sewers, etc.) You may only have
one re-roll of this type for this type of Deep. Further results gain
the party D6 x 10 gc if they already have this specific re-roll bonus.
(3 3 3 3 3) Magic Circles
You realize that one of the rooms in the Deep has a large pentacle carved
into the floor and ceiling. Such places are scenes to vile incantations and
the summoning of daemons.
Evil and Chaos inclined companies may rest in this room. Any
party members taken OOA in the last battle are healed and not
required to roll for Serious Injuries.
Good inclined Companies may destroy the Magic Circle for D3
Experience divided among the Heroes. However, such acts carry
a price and the Dark Gods Curse the warband. Until the curse
is removed (at a Temple or by other means) members of the
warband rolling for Serious Injuries rolls twice taking the lower
result.
(4 4 4 4 4) Arcane Study
Searching the Deep has turned up what looks like a study with bookshelves
and a small worktable. Who would be working down here and why?
The Company finds loot worth 3D6 gc and a battered old
notebook. One Hero may study the notebook. From now on the
Hero can choose from Academic skills whenever they may choose
a new skill in addition to their regularly allowed skills.
(5 5 5 5 5) Dark Priest
The Company sees a figure in dark robes approaching. As he gets closer his
hideous mutations are apparent.
Good warbands may kill him for +1 Experience for the Leader
and an Unholy Relic.
Chaotic or Evil warbands may seek his blessing which removes all
Curses.
(6 6 6 6 6) Bone Piles
The warriors find a room filled with piles of bones and debris. Whatever
did this, you hope it is not nearby.
Looting the bone piles results in finding D3 Swords, 1 suit of
Light Armor, D6 Daggers, D3 Spears, D6 shields, and 2D6 gc. On
a D6 roll of 5 or 6 a Treasure is also found.
Six of a Kind
(1 1 1 1 1 1) Pit of Souls
A deep vertical shaft has been found. Torchlight reveals treasure glittering
at the bottom. However, the shadows in the shaft seem to move in
contradiction to the light…
If you wish a Hero may climb down the shaft to retrieve the
treasures. Roll a D6: on a 1 Shadow Daemons pull the Hero in
to the Netherworld with a loud echoing scream and is never seen
again. Otherwise, the Hero returns with D6+1 Treasures.
(2 2 2 2 2 2) Hidden Treasure
Behind some crumbling stones a large chest bearing a long-forgotten crest
is found.
Opening the chest reveals the following items. Roll for every item
on the list separately (apart from the gold coins) to see whether
you have found it.
(3 3 3 3 3 3) An Interesting Read
The party has found a Book/Chiseled bas-relief/Charcoal Drawing
depicting unusual combat techniques.
If the information is sold, it will fetch 100 gc. The party may
instead use the time to allow a Hero to read the materials which
allows him to choose from Combat skills whenever he gains a new
skill and their WS may now be increased by an extra point even
beyond racial maximums.
(4 4 4 4 4 4) Successful Dragon-Slayer
The party finds a unique sight: The rotting carcass of a dragon. It seems a
Dwarf Slayer killed the beast but was crushed by its death throes…
Between some pristine dragon scales, horn, and the Slayer’s jewels
and gear; the party collects D3+2 treasures.
(5 5 5 5 5 5) Slaughtered Warband
You find the remains of a massacred warband. They were an Adventure
Company known to you and their Leader was a mentor to yours.
Taking care to be respectful and following the advice of the old
Leader “The dead don’t need anything but two coppers,” you
find the following items. Roll for every item on the list separately
(apart from the gold coins and daggers) to see whether you have
found it.
3-4 Pit: As the warrior walks along, the floor suddenly opens up
and he drops D6 inches into a pit. Any other warriors 1” or
closer to the pit must also test Initiative, failure meaning they
fall into the pit too. Use the Mordheim rules for falling.
Warriors who find themselves still alive in the pit will also have
to climb out. This trap will work only once, but there will be a
2”x2” pit ( depth determined by the original roll) in the
Deep Section.
9 Sandbox. Slabs of stone fall from the roof, behind and in front
of the warband, trapping any warriors within 2” of the warrior
who triggered the trap, totally blocking the passage. The space
between the slabs begins to fill with sand!
The only way to escape is to find a loose stone beneath
which there is a switch that resets the trap, clearing the area.
Trapped warriors must make a successful Initiative test to find
the switch. This has a cumulative penalty of -1 each turn after
the first, as the sand slowly traps the warrior in its grasp.
Spiked Pit: The ground beneath the warrior gives way to reveal a large
pit lined with sharp spikes! The warrior takes a Strength 3 hit as he
falls. The pit also forms a circle centered on the model with a 2”
radius. Any model whose base is half covered must pass a Strength test
or fall in and take damage as above. In any following Movement
phase, any trapped models can escape by passing a Strength test. If
they succeed, they count as though they have got up from Knocked
Down for purposes of movement.
Cage: A cage drops out of the ceiling, trapping the warrior. The warrior
may not move whilst in the cage, although they may shoot. They also
count as being in cover if shot at, they suffer a -1 to hit penalty if
engaged in close combat with an enemy who is outside of the cage, and
the attacker gains + 1 to hit. A warrior trapped within the cage or any
warrior in base contact may attack the cage in close combat. The cage
has T 4, l W and a 5+ armor save. If destroyed, the warrior may move
as normal next turn.
Arrow Trap: A tripwire has been sprung that releases a hail of bolts. The
bolts hit on a 5 + with a Strength of 3. They are assumed to be in range.
Terror Trap: Dead bodies and horrific gore falls from the ceiling,
dousing the warrior. The warrior and all those within 211 must make
an immediate Rout Test (warriors that are immune to psychology may
ignore this).
Poison: The warrior is struck by a tiny poisoned dart or blade. In its next
turn, the warrior loses -1 Initiative and -1 Leadership due to dizziness.
This continues each turn until either stat is reduced to 0. Then the
warrior is taken out of action.
Undead: D3 Zombies are placed within 3” of the warrior. They are exactly
as described in their entry in the Undead warband. They will always
attack the closeet warrior long as he is in charge range. Otherwise, they
will always try to get within charge distance of him. If other warriors are
closer, they will attack them.
Boulder: A big rock drops out onto the poor unfortunate. He automatically
takes a Strength 4 hit that works like a hammer (stuns on a 2-4). It will
continue to roll in a random direction. Use the Warhammer Scatter dice
if available, or just assign six directions numbers 1-6 and roll a D6. It
moves 6” a turn, and any model in its path must pass an Int test or be
hit as above. It will not set off traps, and will stop when it hits a wall or
passes out of a warband’s deployment entrance.
Abyss: A trap door opens and the model must take an I test or fall in
and become Out of Action. After the battle the model should roll on the
injuries chart as normal. The trap door will close, and reset, after the
model has passed or failed its test.