Now with Exploration Mod:
( 1 1 ) Well
If you wish, choose a hero and roll a D6: 1-2: Miss next game 3-6: One Shard of Wyrdstone
( 2 2 ) 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: Light Armour
(4 4 ) Mordheim Survivor
Night Goblins: Fodder: Take 15gc off the price of the next River Troll or Giant Squig Mount Hired. (Cumulative over time, mark it down on rooster.)
Possessed: Sacrifice him: Warband leader gains +1 experience.
Skaven: Sell to slavers: Gain 2D6gc.
Undead: Reanimate: Gain one free Zombie.
Other warbands: Interrogate. Roll an extra Exploration Dice after next game. Then discard any one exploration dice.
( 5 5 ) Overturned Cart
Roll a D6: 1-3: D6gc 4-5: Rope & Hook 6: Mordheim Map
( 6 6 ) Shrine
Blessed Water
( 1 1 1 ) Wine Cellar
Leader must take a Leadership test.
If passed: Five bottles of Elven Wine
If failed: One bottle of Elven Wine
If Undead fail they still get two bottles.
( 2 2 2 ) Blacksmith
Roll a D6: 1-3: Sword 4-5: Great Weapon 6: Lance
( 3 3 3 ) Prisoners
Night Goblins: Fodder: Take 25gc off the price of the next River Troll or Giant Squig Mount Hired.
(Cumulative over time, mark it down on rooster.)
Possessed: Sacrifice them. Warband leader gains +1 experience.
Skaven: Sell to slavers. Gain 4D6gc.
Undead: Reanimate. Gain two free Zombies.
Other Warbands: Free them. Gain 2D6gc and gain one henchman of your choice. (He starts with no weapons and 0 experience.)
( 4 4 4 ) Fletcher
Roll a D6: 1-3: Long Bow 4-5: Crossbow 6: Elf Bow
( 5 5 5 ) Fisherman’s Pier
Net, Rope & Hook
( 6 6 6 ) Returning a Favour
Free Hired Sword next game. Afterwards you may keep the Hired Sword by paying his Upkeep Fee. If you already employ all the hired swords allowed by your warband, gain 2D6gc instead.
( 1 1 1 1 ) Gunsmith
Roll a D6: 1-3: Duelling Pistol 4-5: Superior Blackpowder 6: Long Rifle
( 2 2 2 2 ) Chapel
Possessed: Desecrate the Chapel: Warband leader gains +2 experience.
Witch Hunters: Seal the Chapel: Holy Tome and Religious Relic
Other Warbands: Loot the Chapel: 3D6gc and Religious Relic
( 3 3 3 3 ) Townhouse
3D6gc, 2 Dwarven Ale.
( 4 4 4 4 ) Armourer
Roll a D6: 1-3: Light Armour 4-5: Heavy Armour 6: Gromril Armour
( 5 5 5 5 ) Graveyard
Undead: Gain one free Ghoul and two free Zombies.
Witch Hunters:
Other Warbands: Loot the graves:
( 6 6 6 6 ) Guardhouse
Leader must take a Leadership test.
If passed: Warband gains a Warhound and a Halberd.
If failed: If you wish, choose a hero. That hero must fight a Warhound. Initiative determines who charges. If he wins, he gains +1 experience and a Halberd. If he looses he rolls on the Heroes’ Serious Injury Chart (D66).
( 1 1 1 1 1 ) Moneylender’s Accounts
Marienburgers: Work the loans: D3x20gc + 5D6gc
Other Warbands: Cash in the loans: D3x20gc
( 2 2 2 2 2 ) Alchemist’s Laboratory
Toad Tongue, Dagger, 3 Dark Venom, 2 Mandrake Root
( 3 3 3 3 3 ) Fighting Pits
If you wish, choose a hero. That hero must fight a Pit Fighter with Flail and Spiked Gauntlet. Initiative determines who charges. (Mounts cannot be used in Pit Fights.) If you win, the hero gains +1 experience, 25gc and a Pit Fighter’s Manual. If you loose hero is robbed of all weapons, armour and equipment and must roll on the Heroes Serious Injury Chart (D66).
( 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
( 6 6 6 6 6 ) Observatory
Telescope, Hunting Falcon
( 1 1 1 1 1 1 ) Noble’s Villa
D3x20gc, Cathayan Silks, 3 Araby Wash Bars, 3 Elven Wine, Crimson Shade
( 2 2 2 2 2 2 ) Wizard’s Tower
Tome of Magic, Ithilmar Dagger, 3 Power Scrolls
( 3 3 3 3 3 3 ) Jewellist's Workshop
25gc, Telescope, Gromril Dagger,
( 4 4 4 4 4 4 ) Tilean Bank
D3x20gc, Abacus, Cathayan Silks,
( 5 5 5 5 5 5 ) Barracks
2 Halberds, 2 Handguns, 2 Light Armour
( 6 6 6 6 6 6 )
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