At the end of each battle, a warband rolls on the Exploration chart to find wyrdstone and discover locations within the city. Rolls are made as soon as the game ends so both players can witness the results.

Rolling for Exploration

Roll one D6 for each Hero in the warband who survived without going out of action. Heroes taken out of action do not roll — they are recuperating. Add one extra die if the warband won the battle, plus any additional dice granted by skills or equipment.

Maximum six dice: No matter how many dice you are entitled to roll, you may only pick a maximum of six dice from the pool.

Some skills and items (such as the Mordheim Map) allow re-rolls. An Elf Ranger allows one die to be modified by +1 or −1.

Wyrdstone Shards Found

Add all dice results together and consult this table:

Dice TotalShards Found
1–51
6–112
12–173
18–244
25–305
31–356
36+7

Wyrdstone shards are recorded on the warband’s roster and may be sold during the post-battle sequence.

Multiples: Unusual Locations

If two or more dice show the same number, the warband has found an unusual location or encountered something out of the ordinary. Consult the Exploration Chart below and follow the result.

If multiple sets of multiples are rolled, use the most numerous set. If two sets tie in number (e.g. double 1 and double 3), use the highest result.

Example: The Sellswords roll 5, 5, 5 and 3. Three 5s gives a triple — consult Triple 5 (Market Hall). The total (5+5+5+3 = 18) also yields 4 wyrdstone shards.

Exploration Chart

Doubles

RollResult
1 1Well
2 2Shop
3 3Corpse
4 4Straggler
5 5Overturned Cart
6 6Ruined Hovels

Triples

RollResult
1 1 1Tavern
2 2 2Smithy
3 3 3Prisoners
4 4 4Fletcher
5 5 5Market Hall
6 6 6Returning a Favour

Four of a Kind

RollResult
1 1 1 1Gunsmith
2 2 2 2Shrine
3 3 3 3Townhouse
4 4 4 4Armourer
5 5 5 5Graveyard
6 6 6 6Catacombs

Five of a Kind

RollResult
1 1 1 1 1Moneylender’s House
2 2 2 2 2Alchemist’s Laboratory
3 3 3 3 3Jewelsmith
4 4 4 4 4Merchant’s House
5 5 5 5 5Shattered Building
6 6 6 6 6Entrance to the Catacombs

Six of a Kind

RollResult
1 1 1 1 1 1The Pit
2 2 2 2 2 2Hidden Treasure
3 3 3 3 3 3Dwarf Smithy
4 4 4 4 4 4Slaughtered Warband
5 5 5 5 5 5Fighting Arena
6 6 6 6 6 6Noble’s Villa

Exploration Results

(1 1) Well

The public wells of Mordheim were once adorned with carvings and fountains. This one is in a parlous state and undoubtedly polluted with wyrdstone.

Choose one Hero and roll a D6. If the result is equal to or lower than his Toughness, he finds one shard of wyrdstone at the bottom of the well. If he fails, the Hero swallows tainted water and must miss the next game through sickness.

(2 2) Shop

The Merchants Guild shop has been thoroughly ransacked, but some items remain scattered among the rubble.

After a thorough search you find loot worth D6 gc. On a roll of 1, also find a Lucky Charm.

(3 3) Corpse

A still-warm corpse. A chipped dagger in his back. Surprisingly, his possessions have not been looted.

Roll a D6 to see what is found:

D6Result
1–2D6 gc
3Dagger
4Axe
5Sword
6Suit of light armour

(4 4) Straggler

One of the survivors of Mordheim, who has lost his sanity along with all his worldly possessions.

Skaven warbands may sell him to agents of Clan Eshin for 2D6 gc. Possessed warbands may sacrifice him — the leader gains +1 Experience. Undead warbands may kill him and gain a Zombie at no cost. Any other warband may interrogate him: next Exploration phase, roll one extra die and discard any one result.

(5 5) Overturned Cart

An overturned noble’s travelling wagon is stuck in a ruined gateway. The horses have gone.

Roll a D6:

D6Result
1–2Mordheim Map
3–4A purse with 2D6 gc
5–6Jewelled sword and dagger (can be kept or sold at twice the value of a normal sword and dagger)

(6 6) Ruined Hovels

A street of ruined hovels leaning at alarming angles. Not much worth looting here.

You find loot worth D6 gc amidst the ruins.


(1 1 1) Tavern

The cellars of this ruined tavern are cut into rock and are still full of barrels.

The warband leader must take a Leadership test. If passed, the warband gains 4D6 gc worth of wines and ales. If failed, the men drink most of it and D6 gc worth of alcohol remains. Undead, Witch Hunter, and Sisters of Sigmar warbands automatically pass this test.

(2 2 2) Smithy

The furnace and toppled anvil make the purpose of this building clear. Most iron and tools were looted long ago.

Roll a D6:

D6Result
1Sword
2Double-handed weapon
3Flail
4D3 Halberds
5Lance
62D6 gc worth of metal

(3 3 3) Prisoners

Muffled sounds from a cellar reveal a group of finely dressed people — perhaps prisoners taken by cultists, ready for sacrifice during Geheimnisnacht.

Possessed warbands may sacrifice the victims and gain D3 Experience distributed among Heroes. Undead may kill the prisoners and gain D3 Zombies at no cost. Skaven may sell them into slavery for 3D6 gc. Other warbands may escort them out of the city and receive 2D6 gc as a reward; additionally, one prisoner may join as a new Henchman (same stats as the existing group) if the warband can afford to equip him.

(4 4 4) Fletcher

This hovel was the workshop of a fletcher — a maker of bows and arrows. Bundles of yew staves and willow rods are everywhere.

Roll a D6:

D6Result
1–2D3 Short Bows
3D3 Bows
4D3 Long Bows
5Quiver of Hunting Arrows
6D3 Crossbows

(5 5 5) Market Hall

The covered market still offers shelter. The remains of the last market day lie on the cobbles — mostly broken pottery and iron pots, but some valuables among the debris.

You find several items worth 2D6 gc in total.

(6 6 6) Returning a Favour

As you return to your encampment, an old acquaintance appears to repay a debt.

You gain the services of any one Hired Sword available to your warband for the duration of the next battle, free of charge. After the battle he departs, or you may pay his upkeep as normal to retain him.


(1 1 1 1) Gunsmith

The workshop of a Dwarf gunsmith. Its doors have been broken down and the rooms raided, but some iron strongboxes have survived intact.

Roll a D6 to see what you find. (Consult the full price list on mordheimer.net for items — blackpowder weapons, including Blunderbuss, Brace of Pistols, Handgun, and Hochland Long Rifle are among the possible results.)

(2 2 2 2) Shrine

A ruined shrine, its god difficult to identify. Fragments of smashed statues lie among the ruins; some items are covered in torn gold leaf.

The warband may strip the shrine and gain 3D6 gc worth of loot. Sisters of Sigmar or Witch Hunter warbands may also save some of the shrine’s holy relics.

(3 3 3 3) Townhouse

A merchant’s townhouse, looted but with heavy furniture remaining. A pile of documents and letters lies scattered across the floor.

Roll a D6 to see what the warband finds. (Possible results include gold crowns and a variety of useful items.)

(4 4 4 4) Armourer

An armourer’s workshop with a sturdy strongroom, its lock broken by looters. Heavy armour and shields remain — too bulky to carry easily but still usable.

Roll a D6 to see what you find. (Armour and shields among the possible results.)

(5 5 5 5) Graveyard

The old city graveyard, its tombs cracked and its monuments tilted at odd angles. Most graves have already been ransacked by the Undead.

Roll a D6 to see what the warband finds here.

(6 6 6 6) Catacombs

The entrance to the undercity — a network of passages stretching beneath Mordheim.

The warband has discovered the Entrance to the Catacombs. Place a note on the warband’s roster sheet — when rolling on the Exploration chart in future battles, the warband may re-roll one dice.


(1 1 1 1 1) Moneylender’s House

A grand house belonging to a member of the Merchant Guild. The basement holds an iron strongroom that has been only partially broken into.

The warband recovers 3D6 gc from scattered coins and small valuables left behind by looters.

(2 2 2 2 2) Alchemist’s Laboratory

Shattered glassware and overturned shelves. The alchemist’s notes are scattered across the floor — most are unreadable, but some formulae remain intact.

Roll a D6 to determine what the warband finds. (Possible results include wyrdstone shards, a Tome of Magic, and other rare items.)

(3 3 3 3 3) Jewelsmith

The workshop of a jeweller. Most stock has been looted, but gems and small items of jewellery are difficult to find and some remain hidden.

The warband finds gems worth 4D6 gc.

(4 4 4 4 4) Merchant’s House

A large house in the merchant quarter, its cellar stocked with trade goods awaiting shipment that never arrived.

Roll a D6 to see what trade goods remain. (Possible results include gold crowns and a variety of equipment.)

(5 5 5 5 5) Shattered Building

An unstable ruin that has partly collapsed. Dangerous to enter, but something glitters in the rubble.

One Hero must test against Initiative or suffer a Strength 3 hit from falling masonry. If successful (or regardless of injury), the warband recovers 2D6 gc worth of valuables.

(6 6 6 6 6) Entrance to the Catacombs

A larger and more stable entrance to the undercity than usual. The passages below are extensive.

As per the Catacombs result (Four of a Kind 6 6 6 6), the warband may re-roll one Exploration die in future battles. In addition, the warband finds D6 wyrdstone shards.


(1 1 1 1 1 1) The Pit

A great sinkhole has opened in the street. At the bottom, barely visible, something gleams.

This is one of the rarest finds in all Mordheim. Consult the full rules on mordheimer.net for the complete result.

(2 2 2 2 2 2) Hidden Treasure

A cache hidden by a merchant before the city’s fall, still sealed and untouched.

The warband recovers a substantial cache of gold and valuables. Consult mordheimer.net for the full result.

(3 3 3 3 3) Dwarf Smithy

A Dwarf smith’s workshop, built to last. The forges are cold but the tools are of exceptional quality.

The warband may purchase one weapon at half price before the next battle. Consult mordheimer.net for the full result.

(4 4 4 4 4 4) Slaughtered Warband

The remains of an entire warband, slaughtered to the last man. Their equipment lies scattered among the bodies.

Roll on the table on mordheimer.net to determine what is recovered from the bodies.

(5 5 5 5 5 5) Fighting Arena

An enclosed courtyard that has been used as an impromptu fighting pit. Crude seating surrounds a bloodstained floor.

One Hero may choose to fight in the arena. Consult mordheimer.net for the full rules and rewards.

(6 6 6 6 6 6) Noble’s Villa

A grand villa on the outskirts of the city, partially intact. The wine cellar is untouched and the strongroom has only been partially looted.

The richest single find in Mordheim. Consult mordheimer.net for the full result.


Source: mordheimer.net/docs/campaigns/income — Mordheim Rulebook. Full narrative text for Four of a Kind through Six of a Kind results is available at mordheimer.net.