5.9 Exploration Chart
Mordheim Exploration Rewards
Doubles
(1 1) Well
If you wish, choose a hero and roll a D6:
- (1–2): Miss next game
- (3–6): Shard of Wyrdstone
(2 2) Ruined Shop
Roll a D6:
- (1–4): Dwarven Ale
- (5–6): Dark Venom
(3 3) Corpse
Roll a D6:
- (1–3): Club
- (4–5): Sword
- (6): Bow
(4 4) Overturned Cart
Roll a D6:
- (1–3): D6gc
- (4–5): Rope & Hook
- (6): Mordheim Map
(5 5) Mordheim Survivor
- Cultists: Sacrifice him — Warband leader gains +1 experience.
- Skaven: Sell to slavers — Gain 2D6gc.
- Undead: Reanimate — Gain one free Zombie.
- Other Warbands: Interrogate him — Roll an extra Exploration Dice after next game, then discard any one exploration dice.
(6 6) Shrine
- Power Scroll
Triples
(1 1 1) Wine Cellar
Leader must take a Leadership test.
- If passed: 4 Elven Wine
- If failed: 1 Elven Wine
- Undead: Always get 2 Elven Wine
(2 2 2) Prisoners
- Cultists: Sacrifice — D6gc & leader gains +1 experience
- Skaven: Sell to slavers — Gain 4D6gc
- Undead: Reanimate — Gain 2 free Zombies
- Others: Free them — Gain 2D6gc and a henchman (up to 30gc, no weapons or XP)
(3 3 3) Fisherman’s Pier
- Net, Rope & Hook
(4 4 4) Blacksmith
Roll a D6:
- (1–3): Sword
- (4–5): Great Weapon
- (6): Lance
(5 5 5) Fletcher
Roll a D6:
- (1–3): Long Bow
- (4–5): Crossbow
- (6): Elf Bow
(6 6 6) Returning a Favour
- Free Hired Sword next game
- Option to keep by paying Upkeep Fee
- If full on Hired Swords, gain 2D6gc instead
Four of a Kind
(1 1 1 1) Gunsmith
Roll a D6:
- (1–3): Duelling Pistol
- (4–5): Rifle
- (6): Long Rifle
(2 2 2 2) Chapel
- Cultists: Desecrate — 2D6gc +1 XP
- Witch Hunters: Seal — Holy Tome
- Others: Loot — 3D6gc + Religious Relic
(3 3 3 3) Graveyard
- Undead: Recruit — 1 Ghoul & 2 Zombies
- Witch Hunters: Seal graves — +3 XP
- Others: Loot — 2D6gc + Light Armour
(4 4 4 4) Armourer
Roll a D6:
- (1–3): Light Armour
- (4–5): Heavy Armour
- (6): Gromril Armour
(5 5 5 5) Townhouse
- 3D6gc
- 2 Dwarven Ale
(6 6 6 6) Guardhouse
Leader must take a Leadership test:
- If passed: Gain a Warhound and Halberd
- If failed:
- Choose a hero to fight a Warhound
- Initiative determines charge
- If hero wins: +1 XP & Halberd
- If hero loses: Roll on Serious Injury Chart
- Mercenaries: Auto-pass
Five of a Kind
(1 1 1 1 1) Moneylender’s Accounts
- Mercenaries: D3×20gc + 4D6gc
- Others: D3×20gc
(2 2 2 2 2) Alchemist’s Laboratory
- Toad Tongue
- 2× Dark Venom
- 2× Mandrake Root
(3 3 3 3 3) Observatory
- Telescope
- Hunting Falcon
(4 4 4 4 4) Tailor
Roll a D6:
- (1–5): Cathayan Silks
- (6): Elven Cloak
(5 5 5 5 5) Library
- Mordheim Map
- Witch Hunter’s Handbook
- Power Scroll
(6 6 6 6 6) Fighting Pits
Choose a hero to fight a Pit Fighter (Flail + Spiked Gauntlet)
- Initiative determines charge
- No mounts
- If hero wins: +1 XP, 25gc, Pit Fighter’s Manual
- If hero loses:
- Robbed of all equipment
- Roll on Serious Injury Chart
Six of a Kind
(1 1 1 1 1 1) Noble’s Villa
- D3×20gc
- 2× Cathayan Silks
- Religious Relic
- 3× Elven Wine
- Crimson Shade
(2 2 2 2 2 2) Wizard’s Tower
- Tome of Magic
- 3× Power Scrolls
- Ithilmar Dagger
(3 3 3 3 3 3) Jewel Worker
- Shard of Wyrdstone
- Telescope
- Gromril Dagger
- Religious Relic
(4 4 4 4 4 4) Tilean Bank
- D3×20gc
- Cathayan Silks
(5 5 5 5 5 5) Barracks
- 2× Halberds
- 2× Rifle
- 2× Light Armour
- Mercenaries: May recruit “Veteran State Troop” henchmen for 20gc (this post-battle only)
(6 6 6 6 6 6) Slaver Stronghold
- 5× Shackles
- 5× Rope & Hook