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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