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The Aftermath Sequence

After a campaign battle has ended, both players must complete a series of steps referred to as the aftermath sequence. It is best for both players to do this immediately after the battle has finished, as each player is required to witness the aftermath sequence of the other.

There are 7 steps in the aftermath sequence. The steps must be completed in the following order:

  1. Gain Glory
    In this step, your warband will gain glory, a currency to spend on upgrading your warband.
  2. Suffer Injuries
    Fighters that were taken down in battle run the risk of suffering an injury or worse.
  3. Earn Renown
    Fighters that fought in the battle may earn levels of renown that increase their power in future battles.
  4. Further your Quest
    In this step, you will check to see if your quest is completed.
  5. Send Fighters Forth
    Fighters from your warband can be sent into the Gnarlwood, perhaps discovering a new location for your encampment or to further a quest.
  6. Manage your Warband
    In this step, you will be able to do special things based on the location of your encampment.
  7. Make the Encampment Check
    The final step is to see if your enemies have discovered the location of your warband 's encampment. If they have, your warband will need to move their encampment as soon as possible!

Step 1 - Gain Glory

After fighting a campaign battle, your warband will gain an amount of glory based on how they fared in the battle. Glory represents the material wealth and resources of your warband, and is a currency you can use to upgrade and improve them. Consult the glory table below to see how much glory your warband gains (these factors are all cumulative).

Glory Table

TriggerReward
Played a campaign battle3 glory
Won the battle2 glory
The battle was drawn1 glory
The leader of your opponent's warband was taken down1 glory
Half or more of the fighters in your opponent's warband were taken down1 glory
The reputation of your opponent's warband was greater than yoursYour warband gains:
I glory if it was greater by l-4
2 glory if it was greater by 5-9
3 glory if it was greater by 10+

Step 2 - Suffer Injuries

If a fighter from your warband was taken down in the battle, there is a chance the wounds they received will be fatal or that they will suffer a lasting injury that affects them in later battles. In this step, make an injury roll for each fighter that was taken down during the battle by rolling a D66 and consulting the Injury table below.

Injury Table

  D66  Result
11-13Killed
This warrior's saga has come to a sudden end.
Remove this fighter from your warband roster. If they have any lesser artefacts or artefacts of power, these are lost and also removed from your warband roster.
14Gut Wound
This warrior has sustained a brutal injury that could yet spell the end of them.
[Injury] Halve the Wounds characteristic of this fighter (rounding up) while they have this injury.
15Cracked Rib
Breathing is difficult for this warrior, and even the lightest blow sends pain shooting through them.
[Injury] Subtract 1 from the Toughness characteristic of this fighter (to a minimum of 1) while they have this injury.
16Blinded In One Eye
Well-honed senses are vital in battle. To have one brutally impeded can make all the difference.
[Injury] Subtract 1 from the Attacks characteristic (to a minimum of I) of attack actions made by this fighter while they have this injury.
21Fractured Arm
It is difficult to wield a blade with any great precision when your arm is cracked in three places.
[Injury] Subtract 1 from the Strength characteristic (to a minimum of l) of melee attack actions made by this fighter while they have this injury.
22Broken Leg
Warriors with a damaged leg must move slowly but surely, rendering them easy prey for swifter foes.
[Injury] Subtract 1 from the Move characteristic of this fighter (to a minimum of 1) while they have this injury.
23Concussion
This warrior walks through the battlefield as if in a daze, their skill at arms significantly impaired.
[Injury] Subtract 1 from the value of abilities used by this fighter (to a minimum of 1) while they have this injury.
24-36Lost Renown
The gods have watched this warrior's failure with disdain.
This fighter loses a level of renown. If they have none, they suffer no effects.
41-65Flesh Wound
Though they have been battered and bloodied, there is no lasting damage and this warrior is soon ready to fight once more.
This fighter suffers no effects.
66Survive Against The Odds
More than luck is behind this warrior's survival.
This fighter gains a level of renown.

Injuries

Many of the results on the Injury table are marked as an injury. These results indicate that the fighter has suffered an injury that will affect them in later battles. Each injury has a different effect. Make a note of all injuries a fighter has suffered on your warband roster. Injuries may eventually heal, however: see Recovery Rolls.

When making an injury roll for a fighter, if you roll an injury that the fighter already has, treat the result as Flesh Wound instead.

Heroes And Injuries

When you roll the Killed result for a fighter with the Hero runemark (Hero), if they have any levels of renown, you can instead treat the result as Lost Renown. These potent fighters can take a bit more punishment before they are slain.

Death Of Your Leader

If you roll the Killed result for your leader and they have no levels of renown, resolve the Killed result for them as you would for any other fighter. After they have been removed from your warband roster, you will need to choose a new leader for your warband. If you have any other fighters with the Hero runemark (Hero), excluding allies, you must choose one of these to become your new leader. If you do not have any such fighters, in step 6 of the aftermath sequence, you can add a new fighter with the Hero runemark (Hero) that is not an ally to your warband roster without spending any glory to do so. This fighter is the new leader of your warband.

Regardless of whether the new leader was an existing fighter from your warband or is a new fighter, if they do not have any levels of renown, they immediately gain 1 level of renown, and if they do not have any heroic traits, they immediately gain 1 chosen from the heroic traits list.

Step 3 - Earn Renown

As your warband grows in power, certain fighters will begin to carve their own legends and stand apart as destined for glory.

In this step, you make a renown roll for each fighter in your warband that took part in the battle by rolling a dice. If the fighter was not taken down in the battle, you can add 1 to the roll. On a 6+, the fighter being rolled for earns a level of renown. In addition, you can pick 1 fighter in your warband to be marked for greatness (even if they were taken down). Make 2 renown rolls for that fighter instead of 1.

Levels Of Renown

A fighter can have a maximum of 3 levels of renown. Keep a record of the levels of renown each fighter in your warband has on your warband roster.

During campaign battles, fighters with levels of renown can make free reactions as described on page 71.

Heroes, Renown And Heroic Traits

Fighters with the Hero runemark (Hero) gain an additional benefit from renown in the form of heroic traits. Once a fighter with the Hero runemark (Hero) earns their first level of renown, they can gain a heroic trait too. They do not gain this heroic trait immediately; instead, it must be earned by completing a relevant quest. Once a hero earns a heroic trait, they keep it forever, even if they later lose all their levels of renown.

The leader of your warband works a little differently. Your leader can gain a maximum of 3 heroic traits. They begin with 1 heroic trait automatically. While they have 2 or more levels of renown, they can gain a second heroic trait (by completing a relevant quest as normal), and while they have 3 levels of renown, they can gain their third and final heroic trait. If your leader later loses any levels of renown, they do not lose any heroic traits they have earned.

Step 4 - Further Your Quest

In this step, you can check the conditions of the quest your warband is embarked upon to see if it has been completed.

Quest Log

On your warband roster is a quest log. You will need to record certain things in your quest log, such as your quest progress. Each quest will state whether anything needs to be recorded while your warband is embarked upon it. When you complete a quest or give up a quest, everything in your quest log is removed.

Completing A Quest

Most quests (but not all) can be completed and you will earn a reward by doing so. In this step, you can check to see if you have completed your warband's quest. If you have, you earn the reward and can then pick a new quest for your warband following the rules.

The same quest can be embarked upon and completed multiple times unless it states otherwise.

Giving Up On A Quest

You may find that the quest your warband is embarked upon cannot be completed or is simply too difficult. As a result, you may wish for your warband to pursue a different goal. In both cases, you can decide in this step for your warband to give up on the quest they are currently embarked upon. If you do so, your warband does not gain the reward for that quest but you can pick a new quest for them to embark upon following the rules.

Artefacts

During your campaign, your warband will obtain artefacts that your fighters can bear in battle. There are 2 types of artefacts: artefacts of power and lesser artefacts. Artefacts of power are typically obtained as a reward for completing a quest and are permanent upgrades, such as magical weapons or enchanted armour. On the other hand, lesser artefacts are typically obtained by sending fighters forth to explore and are temporary upgrades such as potions or trinkets that eventually lose their power.

Each artefact will have a special rule that applies to its bearer. You can find out more about lesser artefacts on below.

When you obtain an artefact, you must pick 1 fighter in your warband to bear it. A fighter can only bear 1 artefact at a time, regardless of whether it is an artefact or power or a lesser artefact. If you wish to give an artefact to a fighter that already bears an artefact, you must choose to either give the artefact they currently bear to a fighter that bears none or discard it from your warband roster.

Step 5 - Send Fighters Forth

In this step, you can send fighters forth into the Gnarlwood for various reasons; it may be to have them search for a new location for your encampment or track a monster that you intend to add to your warband. If a rule allows you to send fighters forth on certain tasks, it occurs in this step.

The following fighters cannot be sent forth:

  • Fighters that were taken down in your last campaign battle.
  • Monsters and thralls.

The most common ways a fighter can be sent forth are as follows:

  • In each aftermath sequence, you can pick 1 fighter and send them forth to explore. This is to search for locations for your encampment and lesser artefacts (see below).
  • Certain quests allow you to send fighters forth; for example, the 'Hunt the Beast' quest allows you to send a fighter forth to track down a monster.
  • Other rules may allow you to send a fighter forth; for example, the 'Chaotic Nexus' encampment location allows you to send a fighter forth to reap the spoils from that location.

An individual fighter can only be sent forth once in each aftermath sequence.

Exploring The Gnarlwood

In this step, you can pick 1 fighter and send them forth to explore. To do so, pick which fighter is being sent forth and make an exploration roll by rolling on the Gnarlwood Exploration table below.

Some of the results on the Gnarlwood Exploration table may prompt you to roll on the Gnarlwood Lesser Artefacts table. Other results are marked as a [location], which means the fighter has discovered a suitable place to which your warband can relocate their encampment.

When a fighter discovers a location, you have the option to relocate your warband's encampment to that location or to interact with that location as specified in its rules in the Gnarlwood Exploration table. You can find the full rules for encampments here. If a rule allows you to send forth more than 1 fighter to explore, make all your exploration rolls before deciding whether to relocate to or interact with any location you discover. If you decide to relocate, this must be done after the effects of the other exploration rolls are resolved. In addition, you cannot relocate more than once per aftermath sequence.

Relocating Your Warband's Encampment

ff you wish to relocate your warband's encampment, you must spend the glory required to do so. Relocating your encampment occurs at the very end of this step. This means that your new location bonus does not come into effect until the start of step 6, and any location bonus for your current encampment applies until the end of this step.

Gnarlwood Exploration Table

  D66  Result
11-13A Battle in the Darkness
Your fighter is attacked in the depths of the Gnarlwood, and if they survive, they come back either with a grievous injury or tales of their heroism.
Roll a dice. On a 1-5, make an injury roll for this fighter. On a 6, this fighter gains 1 level of renown.
14-16Return Empty-Handed
Your warrior returns with nothing of worth.
This result has no effect.
21-46A Discovered Treasure
Your warrior returns having found something to aid your warband during their ventures in the Gnarlwood.
Roll once on the Gnarlwood Lesser Artefacts table.
51-52Stranglegrove Swamp
Your warrior returns with tales of a stretch of swampland that hides glimmering treasures beneath its brackish waters. This could be an advantageous place to set up your encampment.
[Location] Stranglegrove Swamp: This fighter discovers a Stranglegrove Swamp. You can spend 10 glory to relocate your encampment to this location. Otherwise, this fighter can swim in its depths. If they do so, roll a dice. On a 1-2, make an injury roll for this fighter. On a 3+, roll once on the Gnarlwood Lesser Artefacts table.
53-54Foreboding Watchtower
Your warrior discovers a watchtower within the Gnarlwood. Moving your encampment here could help you spy the lie of the land around it.
[Location] Foreboding Watchtower: This fighter discovers a Foreboding Watchtower. You can spend 10 glory to relocate your encampment to this location. Otherwise, this fighter can spy the lands beyond. If they do so, you gain 1 wild dice at the start of your next campaign battle.
55-56Dead Gnarloak Grove
Your warrior brings news of an abandoned encampment within a grove of dead gnarloaks, one that could be repaired and made secure for your own use.
[Location] Dead Gnarloak Grove: This fighter discovers a Dead Gnarloak Grove. You can spend 10 glory to relocate your encampment to this location. Otherwise, this fighter can search it. If they do so, roll a dice. On a 1-2, they find nothing. On a 3+, roll once on the Gnarlwood Lesser Artefacts table.
61Timeworn Ruin
Your warrior has found an ancient stone temple hidden within the Gnarlwood. It would make a good location to relocate to, and may also house hidden treasures within.
[Location] Timeworn Ruin: This fighter discovers a Timeworn Ruin. You can spend 15 glory to relocate your encampment to this location. Otherwise, this fighter can search it. If they do so, roll a dice. On a 1-2, they find nothing. On a 3-5, roll once on the Gnarlwood Lesser Artefacts table. On a 6, make D3 rolls on that table instead.
62Scorpio Hive
Deep in the Gnarlwood, your warrior discovers a network of burrowed tunnels beneath the earth. If your encampment were set up here, you could use them to your advantage.
[Location] Scorpid Hive: This fighter discovers a Scorpid Hive. You can spend 15 glory to relocate your encampment to this location. Otherwise, this fighter can scout the lands beyond. If they do so, you gain 2 wild dice at the start of your next campaign battle.
63Hidden Cavern
Further within the Gnarlwood are mountainous regions, and it is here your warrior finds this hidden cavern. There are few places in the Gnarlwood that offer such protection from the horrors that lurk beyond.
[Location] Hidden Cavern: This fighter discovers a Hidden Cavern. You can spend 15 glory to relocate your encampment to this location. Otherwise, this fighter can search it. If they do so, roll a dice. On a 1, make an injury roll for this fighter. On a 2+, roll once on the Gnarlwood Lesser Artefacts table.
64Ley Line Nexus
Your warrior traces a ley line of arcane power through the Gnarlwood and discovers its source. The energies that permeate this place would serve you well.
[Location] Ley Line Nexus: This fighter discovers a Ley Line Nexus. You can spend 20 glory to relocate your encampment to this location. Otherwise, this fighter can attempt to siphon its power. If they do so, roll a dice. On a 1-3, make an injury roll for this fighter. On a 4+, you do not need to make any perish rolls this aftermath sequence.
65Wellspring
Within a secluded grove your warrior finds a wellspring of healing water. This could make a good place to move your encampment to.
[Location] Wellspring: This fighter discovers a Wellspring. You can spend 20 glory to relocate your encampment to this location. Otherwise, this fighter can gather as much healing water as possible. If they do so, you obtain D3 Flasks of Aqua Ghyranis.
66Shard of Talaxis
Your warrior returns with news most fortuitous. Deep within the Gnarlwood, they have discovered a fragment of ruined Talaxis. Take whatever treasures are held within for your own!
[Location] Shard of Talaxis: This fighter discovers a Shard of Talaxis. You can spend 20 glory to relocate your encampment to this location. Otherwise, this fighter can search it. If they do so, roll D3 times on the Gnarlwood Lesser Artefacts table, but instead of rolling a D66, roll 1 dice and add 60 to the score (giving 1-3 results of 61-66).

Lesser Artefacts And Lesser Artefacts Tables

Overleaf you will find the Gnarlwood Lesser Artefacts table. In addition, there are other lesser artefacts tables you may get to roll on (some can be found in the Quests section of this book).

When a result on a lesser artefacts table grants your warband a lesser artefact, follow the rules for artefacts. Each lesser artefact is marked as either [consumable] or [perishable].

[Consumable] lesser artefacts require the bearer to use an action or bonus action for them to take effect. Once the action has been made, that lesser artefact is immediately removed from your warband roster.

[Perishable] lesser artefacts might also allow a fighter to use them as an action, or they might have a rule that is always in effect and does not require an action to use. In both cases, [perishable] lesser artefacts can be used in multiple battles and are not immediately removed after being used. Instead, in step 6 of the aftermath sequence, you must make a perish roll for each [perishable] lesser artefact on your warband roster to see if it is removed or not.

Other Rewards

Lastly, you may find results on lesser artefacts tables that are marked as a [reward]. Instead of granting a lesser artefact, these results give a different reward as detailed.

Gnarlwood Lesser Artifacts Table

  D66  Result
11-16Itxi Grub
These small, worm-like creatures can be found beneath of the bark of trees deep in the Gnarlwood. Despite their repulsive taste, they are famed for their restorative properties.
[Consumable] The bearer can use this lesser artefact as a bonus action. If they do so, remove D3 damage points allocated to them.
21-23Swiftwind Dust
Naturally found in the Gnarlwood, this silvery powder sparkles like sunlight reflecting on water. When scattered into the air, it summons a magical zephyr that hastens those nearby.
[Consumable] The bearer can use this lesser artefact as a bonus action. If they do so, add 1 to their Move characteristic until the end of their activation.
24-26Gnarloak Bark
When cured and worn across the chest, the stripped bark of a gnarloak provides a level of protection comparable to that of a shirt of chainmail.
[Perishable] Add 1 to the Toughness characteristic of the bearer.
31-32Blight Serpent Venom
Taken from the corpse of one of these deadly vipers, this venom eats through flesh and even armour with terrifying ease.
[Consumable] The bearer can use this lesser artefact as a bonus action. If they do so, add 1 to the Strength characteristic of melee attack actions made by them until the end of their activation.
33-34Vial of Jabberslythe Blood
You find a vial of this green-brown mucosa/ substance amidst some ruins. A mere drop is enough to curdle the flesh and blacken the blood of an unfortunate victim.
[Consumable] The bearer can use this lesser artefact as a bonus action. If they do so, add 1 to the damage points allocated by each critical hit from melee attack actions made by them until the end of their activation.
35-36Blood Beetle
This creature sends anyone who ingests it into a momentary frenzy.
[Consumable] The bearer can use this lesser artefact as a bonus action. If they do so, add 1 to the Attacks characteristic of melee attack actions made by them until the end of their activation.
41-42Arachnarok Webbing
This incredibly sticky substance can be applied to greaves and boots to allow a fighter to scale a wall in moments.
[Consumable] The bearer can use this lesser artefact as a bonus action. If they do so, until the end of their activation, do not count the vertical distance moved while they are climbing.
43-44Greater Itxi Grub
Despite tasting the foulest of all, every explorer soon learns the bigger the grub, the more of the 'good stuff' lies within.
[Consumable] The bearer can use this lesser artefact as a bonus action. If they do so, remove 2D6 damage points allocated to them.
45-46Carnosaur Fang Elixir
Your warrior discovers a dying Carnosaur in the Gnarlwood. The fangs of this great beast can be ground to dust and brewed into a powerful elixir.
[Consumable] The bearer can use this lesser artefact as a bonus action. If they do so, until the end of their activation, melee attack actions made by the bearer score a critical hit on a 5+.
51-52Flask of Aqua Ghyranis
You find an entire flask of this precious fluid on a fallen warrior. It is famed across the realms for its ability to rapidly heal wounds.
[Consumable] The bearer can use this lesser artefact as a bonus action. If they do so, remove 3D6 damage points allocated to them.
53-54Amberbone
This Ghurish realm stone possesses a primal aura that imbues its bearer with a savage ferocity.
[Perishable] The first time the bearer makes a move action in each battle round, add 1 to the Attacks characteristic of melee attack actions made by them until the end of that battle round.
55-56Ven Talax Map
On the skeletal remains of a long-dead explorer, you discover a rotten map marked with the seal of Ven Talax, hinting of nearby treasure.
[Perishable] If the bearer is sent forth to explore in step 5 of the aftermath sequence, you can re-roll the exploration roll.
61Idol of the Slann
A faint trace of sorcery clings to this golden statue, granting the bearer fleeting visions of events yet to pass.
[Perishable] If the bearer is included in your warband, you begin the battle with 1 additional wild dice.
62Stone Serpent Glyphs
When placed together, a burst of celestial energy springs forth from these paired glyphs, healing the wounds of the bearer and those attuned to them.
[Perishable] Once per battle, the bearer can use this lesser artefact as a bonus action. If they do so, roll a dice for each friendly fighter within 9" of them. On a 2-5, you can remove 1 damage point from the fighter being rolled for. On a 6, you can remove up to 3 damage points instead.
63Sacrificial Dagger
An unsettling magic clings to the carved obsidian blade of this ancient weapon. While fragile, it can be used to inflict a grievous wound on an enemy.
[Perishable] Once per battle, the bearer can use this lesser artefact as an action. If they do so, pick 1 visible enemy fighter within l" of them. Allocate D6 damage points to that fighter.
64Celestite Dial
Strange runes are etched into the segments of this device. When manipulated, the bearer can travel great distances in an eye-blink.
[Perishable] Once per battle, the bearer can use this lesser artefact as an action. If they do so, remove them from the battlefield and set them up again anywhere on the battlefield more than 5" from all enemy fighters.
65Shard Of Amyntok
Aetheric power coalesces around this crystal, which can be manipulated to shoot lethal, blazing white beams of energy at a foe.
[Perishable] Once per battle, the bearer can use this lesser artefact as an action. If they do so, pick a visible enemy fighter within 9" of them and roll 3 dice. For each 4-5, allocate 1 damage point to that fighter. For each 6, allocate 3 damage points to that fighter.
66Mechanism of the Old Ones
When spurred into motion, this strange device slows time around the bearer, allowing them to move with impossible speed.
[Perishable] Once per battle, the bearer can use this lesser artefact to make either a bonus move action or a bonus attack action.

The Encampment

It is no simple thing to find shelter in the Gnarlwood, but places of temporary safety do exist: overgrown ruins, swamplands criss-crossed with navigable paths, or hollows formed from the twisted skeletons of petrified trees. These are places where a warband might snatch a few hours of precious rest, before the ever-hungry forest begins to close in around them.

Every warband has an encampment. This is their base of operations and the place where they keep their supplies and resources hidden from their enemies.

At the start of your campaign, the location of your warband's encampment is the 'Outskirts of the Gnarlwood', for they are yet to have established a base further within the depths of the forest.

Over the course of your campaign, your warband's encampment will relocate as your warriors discover promising sites deep within the Gnarlwood, or your enemies learn of your current encampment's whereabouts.

Encampment State

Your encampment is always in 1 of 3 states: secure, threatened or compromised. At the start of the campaign, your encampment is secure. In addition, each time you relocate your encampment, it becomes secure once more. You can find out more about your encampment becoming threatened and compromised here.

Loccation Bonus

Each encampment location has a location bonus. Below you can see the 10 most common encampment locations and their location bonuses.

Points Limit

In a campaign battle, the points limit of your warbands is determined by the location of their encampment.

Reputation Modifier

Each encampment location has a reputation modified, which will affect your warband's reputation score when it is recalculated in step 6 of the aftermath sequence.

Other Locations

The locations shown below are not the only locations you can relocate your encampment to; you will find many others that can be discovered across different Warcry publications. For example, some of the quests in the Quest section grant a unique location to relocate to when that quest is completed.

Common Encampment Locations

LocationLocation BonusPoints LimitReputation Modifier
Outskirts of the Gnarlwood
Your warband is yet to establish themselves within the Gnarlwood. You must make haste, before your rivals steal all the glory.
Do not make encampment checks for this location.1000+0
Stranglegrove Swamp
The writhing vines in this swamp stretch out to throttle trespassers. There are many treasure-laden corpses entangled within; for perhaps their loot might be recovered, if you are very, very careful?
In step 5 of the aftermath sequence, you can pick 1 fighter from your warband and send them forth to explore the swamp. To do so, roll a dice. On a 1-2, make an injury roll for that fighter. On a 3+, roll once on the Gnarlwood Lesser Artifacts table.1050+1
Foreboding Watchtower
Build into the skull of a colossal beast, this watchtower rises above the canopy of the Gnarlwoof, offering a fine vantage point.
In step 5 of the aftermath sequence, you can re-roll 1 exploration roll you make.1050+1
Dead Gnarloak Grove
These petrified gnarloaks have long stood silent. Platforms supported by their branches offer you respite from the horrors below.
In a campaign battle, you gain 1 additional wild dice at the start of the battle if you are the defender.1150+1
Timeworn Ruin
Whichever ancient culture constructed this stone temple perished long ago. Their treasures, however, remain - as do the deadly traps they laid throughout the structure.
In step 5 of the aftermath sequence, you can pick 1 fighter from your warband and send them forth to explore the ruins. To do so, roll a dice. On a 1, make an injury roll for that fighter. On a 2+, roll once on the Gnarlwood Lesser Artefacts table.1100+2
Scorpid Hive
This underground hive was once home to teeming swarms of burrowing scorpids. The flesh-eating creatures are gone, but their winding tunnels stretch far across this region of the Gnarlwood.
In a campaign battle, you gain 1 additional wild dice at the start of the battle if you are the attacker. In addition, in step 1 of the aftermath sequence, you gain D6 additional glory if you were the attacker.1150+2
Hidden Cavern
This secluded cave offers protection few other locations can. With only a handful of warriors needed to defend it, you can bring your full might to bear in battle.
In a campaign battle, you gain 1 additional wild dice at the start of the battle if you are the defender.1250+2
Ley Line Nexus
Geomantic lines of arcane energy converge at this point and can be harnessed for power.
In step 6 of the aftermath sequence, add 1 to all perish rolls you make.1150+3
Wellspring
The restorative properties of this spring aid your warriors in recovering from injuries.
In step 6 of the aftermath sequence, add 1 to all recovery rolls you make.1150+3
Shard of Talaxis
You have discovered a fragment of wreckage from the crashed Seraphon temple-ship, filled with esoteric treasures. Seize them before a your rivals learn of this discovery!
In step 5 of the aftermath sequence, you can pick 1 fighter from your warband and send them forth to explore the wreckage. To do so, roll a dice. On a 1, make an injury roll for that fighter. On 2+, roll once on the Gnarlwood Lesser Artefacts table, but instead of rolling a D66, roll 1 dice and add 60 to the score (giving a result of 61-66).1200+3

Step 6 - Manage Your Warband

In this step of the aftermath sequence, you will be able to see if injured fighters recover, see if any [perishable] lesser artefacts have lost their useful properties, and add and remove fighters from your warband roster.

This step comprises 4 sub-steps that can be completed in any order. Once they have been completed, you must recalculate your warband's reputation.

Sub-Step 1: Recovery Rolls

Make recovery rolls by rolling a dice for each injury a fighter has, except for injuries suffered in this aftermath sequence. On a 1-3, the injury being rolled for persists and the fighter continues to suffer from its effects. On a 4+, the injury heals and is removed from the fighter.

If a fighter was not included in your warband in your last campaign battle, add 1 to recovery rolls made for that fighter's injuries.

Sub-Step 2: Perish Rolls

Make perish rolls by rolling a dice for each [perishable] lesser artefact a fighter in your warband bears, except for those obtained in this aftermath sequence. On a 4+, the lesser artefact retains its potency. On a 1-3, it has lost its useful properties and is removed from your warband roster.

Sub-Step 3: Adding And Removing Fighters

You can remove any fighters from your warband roster if you wish. If you remove your leader, follow the rules to nominate a new leader as if they had been slain.

You can also add new fighters to your warband roster. To do so, you will need to spend some of your warband's glory and you must follow the warband restrictions.

To add a new fighter, consult the Fighter Recruitment table below to see how much glory must be spent. Then add that fighter to your warband roster.

Fighters with the Hero runemark (Hero), allies, thralls and monsters can only be added to your warband roster when you complete a quest that allows you to do so.

Fighter Recruitment Table

Fighter's Points ValueGlory Cost
0-501
51-1002
101-1503
151-2004
201-2505
251-3006
301-3507
351+8

Warband Roster Limits

There are limits on the number of fighters and fighters of a certain type that you can add to your warband roster, as shown on the table below.

Type of FighterMaximum Number
Fighter20
Hero/Ally3 (in total)
Monster1

Sub-Step 4: Managing Artefacts

You can swap around the artefacts borne by the fighters in your warband. Remember, a fighter can only bear 1 artefact at a time (either an artefact of power or a lesser artefact). You can choose to discard any artefacts too. For each artefact of power you discard, you gain 2D6 glory (it is presumed your warband sells it to an ally). Discarding lesser artefacts does not gain you any glory.

Recalculate Reputation

Once you have completed all the sub-steps in this step of the aftermath sequence, you must recalculate the reputation of your warband according to the modifiers below:

Reputation

Your Reputation Equals:

  • +1 for each fighter in your warband with the Hero runemark (Hero)
  • +1 for each heroic trait a fighter in your warband has
  • +1 for each artefact of power borne by fighters in your warband
  • +1 if your warband includes a monster
  • +x according to the Reputation Modifier of your encampment location

Step 7 - Make The Encampment Check

The final step of the aftermath sequence is to check to see if the location of your warband's encampment has been discovered by your enemies. Once the location is known, the encampment is under threat of being compromised, at which point it will fall victim to opportunistic raiders and beasts until it has been stripped bare of anything of value. This means a new location for your encampment will need to be sought as soon as possible!

Encampment Check

In this step, make an encampment check by rolling 2 dice. Do not add the scores together; instead, check if either or both of the dice score a 1. Each roll of 1 is a fail. The first fail you roll for your encampment changes its state from secure to threatened. The second fail you roll for your encampment changes its state from threatened to compromised.

This means that it is possible for a secure encampment to become compromised from the first encampment check made for it. In the Gnarlwood, nowhere is as safe as you think it might be!

Threatened

When your encampment is threatened, it has no direct effect, but it is a sign that you should probably start looking for a location to relocate your encampment to!

Compromised

While your warband's encampment is compromised, the following rules apply:

  1. The location bonus of your warband's encampment no longer has an effect (its Reputation Modifier still stands, however).
  2. Your points limit for each campaign battle is 950.
  3. You do not make encampment checks.

Relocating With Haste!

Once your warband's encampment is compromised, finding a new location for it to move to is an urgent priority! For this reason, when your encampment becomes compromised, you can choose for your warband to immediately give up their current quest and instead embark upon the 'Explore the Gnarlwood' quest.