Additional Exploration Rules
Created by Sir Lancelot

I had a few good ideas for things you can find in the exploration phase, so knowing they'd done doubles, triple, so on, I decided it would be cool to have runs. Like so.

A Three-run
eg. 123, 234, 345, 456

Draper
Your men come across a ruined building with a tattered sign saying Draper, inside they find dirty fabric strewn all over the place and...

D6
1-2Some mint cotton worth D6gc
3-4Some nice furs that can either
be sold at 2D6gc or kept
4-5D3 suits of toughened leather
6Cathayan silk clothes

A Four-run
eg. 1234, 2345, 3456

Wyrdstone Vein
You stumble across a huge slab of wyrdstone concealed underneath the floor of a building. Find the number of members in your warband and use that on the 'number of shards of wyrdstone found' chart see how much they chip off.

A Five-run
eg. 12345, 23456

Clairvoyant House
A rubblous and smashed up building, obviously someone left in a hurry, strange artefacts cover the floor and torn up cards lie every where, your men find...
A purse with D6 gold crowns......auto
Tarot Deck.................................3+
Lucky Charm.............................auto
Healing Herbs............................4+
Rose Quartz...............................5+
(6+ save against spells)
Crystal Ball................................5+
(+1/-1 to scenario roll)

A Full(six)-run
eg. 123456

Wizard's Tower
A tall, round tower stands intact amongst the ruins, it's dimensions are controlled by magic and none are to be sure what it might hold at the top.
You may send a hero inside to explore. Roll D6, on the roll of one he is lost inside it's complex labyrinth and is never heard of again. Other wise he comes back with D6 shards of Wyrdstone, if you have rolled a six he has also found a tome of magic.