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werekin
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PostSubject: Re: Location, Location, Location   Fri 22 Apr 2011 - 5:49

Agreed. I like this flow better. Great stuff guys! Whatever system is adopted doesn't want to add more dice rolls than are necessary. It's nice to be able to lay it out as what players can just go ahead and do because they want to by minimizing limitations. Freedom of choice to visit one place or another is the best way forward.

ie, A Priest (cheap plug!) being a Hero, can search for a Rare item in the traditional way. Or he might choose to spend the post battle sequence in prayer at a temple. Or he might attend a different Marketplace location referred to in our dedicated campaign section for this. Or he might be nominated to take part in another activity due to other reasons (special rules for his warband, campaign objective etc).

Each options conveys a themed bonus, making every decision a tactical choice for the players to make.

The notable exception would be places deemed undesirable to attend. This is simple and obvious and it creates a 2nd layer to represent the Underworld. I have worked out a list of non-Marketplace locations where it is not always possible for Heroes to visit. Wink

Regards,

Werekin
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PostSubject: Re: Location, Location, Location   Fri 22 Apr 2011 - 8:15

Werekin: Indeed. As far as the Rare item Locations, there would several different ways to get items, but they're all evenly balanced.

Rare Dealer: Normal - roll for rarity, pay when you get it.

Arabyan Merchant: Roll to randomly see what rare item he has. Offered cheaper, but chance of breaking.

Smuggler: Pay money for any item up front. The next game, you may Search the Smuggler: roll for rarity, adding +1. If not there, you can come again after a future game. For every game that's gone by add +1 to the rarity roll.

Black Market: You may pay the dealer a bride (for items under 100, 1D3 x 5 / 100 or over, 1D3 x 10). The D6 value determines how much extra you pay, but also what you add to the rarity roll. (Thus, a roll of 3 requires an extra 15 gc, but adds +3 to your rarity roll.) If you fail to find the item, you must still may the bribe amount.
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PostSubject: Re: Location, Location, Location   Sat 23 Apr 2011 - 6:37

Back at you squire.

1. Search for a Rare item during Post battle sequence. No change to rules required as every Marketplace allows a roll to be made. Bear in mind that in Marienburg, the World's Market, ANYTHING is potentially available for purchase! Wink

2. Merchant Hired Sword (Arabyan Merchant, 'BTB' Cathayan Merchant, 'SotE' Merchant etc) can be used to pick up certain items.

3. Fence (being included in a new MiM 'Smugglers' warband, plus a new non-Human Fence Hired Sword is lined up for MiM too) can be used to acquire items. Rules for a Fence were previously published in Arabyan Merchant rules.

What I also have in mind is to treat visiting existing locations such as Alchemist, Apothecary, Tavern, Temple and so on as alternative actions to searching for a Rare item. Some of the locations will be expanded upon to round-up and expand upon existing material for campaign convenience. This may mean certain Rare items are more readily available if the encampment/city has a permanent trader. ie, Herbalist (offering lots of drugs & ingredients)

I have two or three new Marketplace locations in mind, to expand upon useful campaign themes. ie, Shipwright

The sub-level to Marketplace which I am working on for Marienburg is a selection of seedy underworld locales. These are the Infamous Haunts. Special locations will require a test to find them or be permitted entrance. A non-human Hired Sword will be available to improve the chances of a Hero from your warband being able to visit Infamous Haunts. The HS will act as an underworld guide.

Looking forwards to developing trade-related ideas!
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PostSubject: Re: Location, Location, Location   Sat 23 Apr 2011 - 7:34

Sorry to be redundant, but let me post again the list of Encampment locations. Might have a few good gems in there:

Apothecary - Saw Bones rules.

Cartographer - Sett 1

Fletcher - Set1

Smithy - Set 1

Muleskinner - Set 1

Merchant - Set 1 (The existing rules has it "sells everything at +1 rarity... maybe do without it?)

Drinking Den - Set 1

Gambling Den - Set 1

Surgeon - Set2 - No where NEAR as good as an Apothecary, but cheaper, less discriminating, and gives you +1 to find drugs.

Slaver - Set2

Pit Fight - Set 2

Twisted Goat - Set2 Another Tavern, albeit a nasty one. Could call "Drinking Den 2"

Selena the Healer - Set 3 - Darn good healer. Maybe call "Priestess of Shayalla"?

Omama ben Buyin the Merchant - Set 3 - A generic version of the Arabyan merchant... not a bad call.

Raging Bear - Set 3 - A third bar, though not so different that it probably deserves it's own list.

~~~~~~~~~~~~~~~~~~~~~
Will post more later... trust me, I have a few ideas...

EDIT: So, here's my thoughts on Locations vs. Hired Swords....

There are a few hired swords that offer pre-game or post game effects (the Arabyan Merchant being the #1 example). While it makes sense in some barren locations to bring your own merchant (ex. into the EiF country side).... but in a big city like Marienburg with shops everywhere, the necessity of bringing him everywhere seems reduced. So, I recommend that Post Game Hired swords have a Location alternative. To compare

Arabyan Merchant Hired Sword
PROS
~ Offers access to Black Market, Foreign Wares and Fence
~Provides a free Search (Black Marker, Foreign Wares and Fence only)
~ Adds to your Warband Size for rout checks
~Grants Haggle & Pawnbroker
~Can learn skills
CONS
~Costs 20gc to hire, 10gc upkeep
~Is a weak target (bringing you closer to rout)
~Can be killed
~Will only work for Good Warbands

Omama ben Buyin the Merchant
PROS
~ Offers access to Black Market, Foreign Wares and Fence
~ No upkeep
~Multiple heroes may Search the above 3 locations (that is optional)
CONS
~Costs 10gc per hero to search one of the 3 locales
~Cannot improve
~Open to more than Good Warbands

Thus, to paraphrase a rather crude phrase, why buy the cow, when it's cheaper to buy the milk? If people want to hire a full time Arabyan Merchant HS, there are lots of benefits... but a player who just wants to pop his head in now and again, he can use a Location version of the merchant for only 5gc/10gc a visit.

Non-Human Guides - No offense, I'm reeeally not sure how a Non-Human makes things easier to find. I mean, if you're looking for a Dwarf Smithy, I can see how a Trollslayer would help, but I don't see how a High Elf Ranger will help you find anything that's not elf related.

Rather than Human / Non-human, may I suggest you try "Outlaw?" To find certain locations, you either have to be an Outlaw warband (Bandits, Outlaws of Stirland), or have an Outlaw Hired Sword (Dark Elf Assassin, Highwayman, Thief). That's your ticket to the underworld- someone who knows crime.

Speaking of which, each location should have the following tags:

Name: Duh

Fluff: A flowery description

Rarity: The chances of finding it. For most places, this is Auto. This is rolled each postgame you attempt to find it (while this may seem odd, some stores have a habit of moving regularly... it keeps the heat off!) If multiple people are allowed to visit the location in a single Post-game, only one successful Search is needed- any number of heroes that have yet to use their Search may join the successful hero in visiting the location.

Who May Visit: Which Warbands, Alliances, Races. Hired Swords may grant certain warbands access to locations they couldn't before.

How Many May Search: Once found, this is the number of Heroes that may Search it. (Ex. A location has a Rarity of 8 to find... any number of heroes may search for the location, but once one hero successfully finds it, no other hero may Search it this post-game.)

Rules: the special rules defining the location.
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PostSubject: Re: Location, Location, Location   Sat 23 Apr 2011 - 9:13

Cool thanks for posting thoughts Styro.

I've worked through all those existing Encampments rules (parts 1, 2 & 3) and I've made notes about which locales to promote in a new campaign article. There is a fair amount of material which has value. That will be carried forward, as will any suggestions and critique.

Concerning the hire of a Merchant... Warbands are not allowed to openly trade in Mordheim. The main point in the Merchant being available for hire is that a warband which employs a Merchant (or a Slaver, or Fence) is able to copy some of the tricks that the BTB Merchant Caravan warband first introduced! By hiring the Merchant you create an exception, so that a campaign can include more barter activity. While this is not important in a traditional Mordheim campaign (due to scenarios) it is highly relevant in BTB and Marienburg adventures.

If you're not sure what I mean by the above, please revisit Cianty's magnificent rules for Merchants, and familiarise yourself with the small amount of additional 'Advanced Rules' suggested for trade in campaigns at the beginning of Swords of the Empire.

I'm sorry if you didn't fall in love with the prospect of seeing some additional non-Human characters. At least not yet you haven't... I wasn't planning on adding any new rules for Dwarfs by the way. They seem to be well represented enough with existing material. I hate Dwarfs anyway. Wink

Quite right, in your suggesting that warbands which are Outlaws, Bandits, and Smugglers should be able to visit the underworld on a regular basis. They would certainly want to be slumming it!! These kinds of gangs thrive in the criminal environment and their leaders probably aspire to assert themselves to be 'Low Kings' of the slums districts!

However, when any criminal gang starts out, they have to start small. This still means they'd need to establish contacts before their larcenous trade gets going! What better way to do this than hire a character who already has a network of villainous agencies at his disposal...

Regards,

Werekin
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PostSubject: Re: Location, Location, Location   Sat 23 Apr 2011 - 13:55

Hey, don't get me wrong... I love the idea of non-Human characters. I just don't see an immediate connection between "non-human" and Infamous Haunts... unless the non-human in particular was of an Infamous nature (ex. a Dark Elf Assassin.) In general, if the hired sword "opens the doors" to new locations, it should be pertinent to the race and background of the HS.

Outlaw hired swords lets you access more illegal locations, but close off legal ones. The Roadwarden does the opposite. Dwarf lets you access/gives you bonuses at Smithies and Engineers, Elves give you bonuses/can better use Fletchers. If there were a Dwarf and Elf locations, having a HS of one would exclude you from the other.

Not entirely up to full speed on the merchant thing... are you talking about victory conditions, or just additional income material? I'll try to look them up when I can.

Dwarves: Aw, no worries, I can give you plenty of stuff for them Viking
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PostSubject: Re: Location, Location, Location   Sat 23 Apr 2011 - 18:44

Three-of-a-Kind, is the infamous casino on the fringe of the Elven Quarter. The proprietor of this seedy establishment is a Wood Elf!

As you can see, Marienburg's underworld is by no means the exclusive domain of humans.

You can expect to cross Elves, Dwarfs, Halflings, Ogres, Gnomes etc.
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PostSubject: Re: Location, Location, Location   Sat 23 Apr 2011 - 19:02

Had my doubts, but ya found a way to make it work. Laughing

Let me guess, the Dwarf Underworlders are called the Oathbreakers?
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PostSubject: Re: Location, Location, Location   Sun 24 Apr 2011 - 3:58

Who gives a powder-monkey when they're Dwarfs! Wink

Ok so Trancas, who is a broker of trade secrets, would make a wonderful DP. I had another proud-footed fellow in mind to act as an affordable guide in the city's underbelly...
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PostSubject: Re: Location, Location, Location   Sun 15 May 2011 - 20:54

New Location: (I worked a lot one this, so if you're aren't using it, by gum, I will... it's a location that takes the "Necromunda" approach to rare items)



PEDDLER
Rules for the Peddler:
The Peddler does NOT have a steady stock in town… rather, he will have a set item available at any given time. For each model that searches a Peddler, roll once on the following chart. If he desires the item, he may buy it for the amounted price. If not, the search roll is wasted.

A model that has the skill Streetwise may roll 3 Times on the following chart, and may purchase ONE of those three items. Likewise, any hero with a +1 on Trading Rarity may make an extra search (for Marienburgers, only ONE hero may get this bonus search each post game.)

Exotic Weapons: A hero may purchase he finds, unless it excludes him (ex. Possessed may not buy Holy Water.) However, to use a hand to hand weapon, a hero needs the skill Weapons Training as usual. Likewise, a missile weapon may only be used by heroes with Weapons Expert.

ROLL D66
11 - LUSTRIAN WEAPONS – See the Amazon Warband for Rules
1 Starblade 15 gcs
2 Starsword - 30 gcs amazon
3 Sunstaff (TC 23); 50 gc;
4 Sun Gauntlet (TC 23); 40 gc;
5 Claw of the Old Ones (TC 23); 30 gc
6 Enchanted Skins 20 gcs

12- RARE BLACKPOWDER
1 Double-barreled Hunting Rifle (A02 41); 250 gc;
2 Hunting Rifle 200 gc
3 Double-barreled Blunderbuss 60gc (See Sartosa)
4 Repeater Pistol/brace 40/80 gc (See Nemesis Crown)
5 Double-barreled Pistol (A02 41); 30 gc/60 gc for a brace; Availability: Rare 10
6 Package Deal! Roll again on this list: you may buy that item and/or Superior Gunpowder, without rolling for either.

13- ANIMAL TRAINER’S WARES
1 Warhorse 80 gc - (Only available to Humans)
2-3 Wardog 25+2D6 gc
4 Opulent Couch – Cost 250
5 Horse 40 gc (Only available to Humans)
6 Arabyan Steeds (same as Elven, but Humans can ride) Cost: 90gc

14- DWARVEN WARES
1-2 Gromril Weapon - 4 x Price
3- Dwarven Pistol/brace 40gc/80gc (See Sartosa Equipment for rules)
4 Dwarf Axe (A02 24) 15 gc; Availability: (Requires Weapons Master to Use)
5 Gromril Armour 150 gc
6 Dwarf Helm (Relics) Cost: 10+2D6gc Heroes Only

15 RARE INCENDIARIES
1-2 Stickfire Pot (Relics) Cost: 35+2D6gc Heroes Only
3- Stickfire Hose (Relics) Cost: 190+1D6x10gc Heroes Only
4- Smoke Bomb – 30+2D6gc
5- Firecrackers – 20gc
6- Cathayan Candles -25 +D6 (Requires Weapons Expert)

16 COMMON BLACKPOWDER WARES
1 Sword Pistol - (Sartosa Errata) Cost: 40gc,
2 Handgun 35 gc
3 Blunderbuss 30 gc
4 Pistol/brace 15 gc/30 gc
5 Duelling Pistol/brace 30 gc/60 gc
6 Superior Blackpowder 30 gc

21 SLAVER’S WARE
1 Beastlash 10+D6 Gold Crowns - See Dark Elves Warband
2 Scourge (Relics) Cost: 15 gc Heroes Only
3 Steel Whip (RB 22); 10 gc;
4 Man-Catcher 25 gold crowns – See Border Town Burning ‘Chaos Dwarves’
5 Gnoblar Fighter 15+D6gc – – See Border Town Burning
6 Slave (Relics) Cost: 5+D6gc

22 MARKSMAN’S WARES
1-3 Hunting Arrows 25+D6 gc
4-6 Forest Cloak (TC 29); 50 gc; (Heroes only)
6- Telescope (A02 86); 75+3D6 gc;

23 LESSER INCENDIARIES
1 Brazier Iron (A02 85); 35 gc;
2-3 Fire Arrows (A02 87); 30+D6 gc;
4- Fire Bomb (A02 86); 35+2D6 gc;
5- Flash Powder (A02 86); 25+2D6;
6- Powder Keg – 15gc – See Border Town Burning

24 LIQUOR
1 Bugman’s Ale 50+3D6 gc
2 Elven Wine (A02 60); 50+3D6 gc;
3 Khufa Beans (Relics) Cost: 20+2D6gc
4 Vodka (A02 77); 35+2D6 gc;
5-6- 1D3 Cases of Grog – Cheap at only 5gc each! (See Sartosa for rules)

25 DRUGS
1-2 Crimson Shade 35gc
3-4 Mad Cap Mushrooms 30gc
5-6 Mandrake Root 25gc

25 VETERAN’S WARES
1-2 Crossbow Pistol 35 gc
3-4 Sword Breaker (A02 84); 30 gc;
5-6 Throwing Knives/Stars 15 gc

26 WEAPONS OF WAR
1-2 Great Axe (RB 27); 25 gc; – See Border Town Burning (Marauders Warband)
3-4 Banner (A02 16); 10 gc;
5-6 War Horn (A02 87); 30+2D6 gc;

31-33 HOLY WARDS
1 Holy (Unholy) Relic 15+3D6 gc
2 Blessed Water 10+3D6 gc (May not be bought by Undead)
3 Healing Herbs 20+2D6 gc
4 Tears of Shallaya 10+2D6 gc (Not available to Possessed or Undead)
5 Rosary 10 gc
6 Venom Ring (TC 18); 20+2D6;

34- 43 COMMON WARES
Sadly, the Peddlar has nothing special for you today. However, you may buy any ONE Common Item at -1D6 gc, to a minimum of 1gc.

44-46 DIVINING WARES
1 Wyrdstone Pendulum – Cost 25+3D6
2 Tarot Cards – Cost 50 –
3-4 Lucky Charm 10 gc
5-6 Rabbit's Foot (A02 87); 10 gc;

51 TILEAN WEAPONS
1-2 Pike (btb) 10 gold crowns
3-4 Pavise (A02 85); 25 gc;
5-6 Rapier (A02 84); 15 gc;

52 POISONS
1-2 Black Lotus 10gc
3-4 Dark Venom 30gc (Not available to Witch Hunters, Warrior-Priests, or Sisters of Sigmar)
5- Manticore Spoor 30+2D6 – See Border Town Burning
6- Spider Spittle 30+D6gc – See Border Town Burning

53 MERCHANT WARES
1- Halfling Cookbook 30+3D6 gc
2- Mordheim Map 20+4D6 gc
3- Abacus (Relics) Cost: 15+2D6gc
4- Wash Bar (Relics) Cost: 5+D6gc
5-6 Smudged Document: Roll another 1D6: on a 1-3 the Document is worthless. On a 4, you’ve found a Halfling Cookbook, a 5 is a Mordheim Map, a 6 is an item from the Rare Books wares (see below).

54 RIDER’S WARES
1-2 Lance 40 gc
3-4 Horseman’s Hammer (EiF 16); 12 gc;
5-6 Barding 80 gc

55 NAVAL ITEMS
1 Captain’s Hat 25+2D6 gc – See Sartosa Setting
2 Compass 45+2D6gc – Pirate Warband
3 Pirate Banner –Cost: Various – You may pick one of the Banners from the Sartosa “Banner” section.
4 Lock Pick 15gc
5 Parrot 15gc Pirate Warband
6 Spy Glass 2D6gc Pirate Warband


56 ASSASSIN’S WARES
1 Fighting Claws (RB 29); 35 gc per pair;
2 Weeping Blades (RB 29); 50 gc per pair;
3 Repeater Crossbow 40 gc
4 Blowpipe (RB 29); 25 gc
5 Caltrops (A02 86); 15+2D6 gc;
6 Roll once on the Poison chart- you may buy up to 1D3 doses of that poison at the cost designated.

61 MAGICAL ITEMS
1 Magic Tattoo (Relics) Cost: 200gc+D6x25gc
2 Elven Runestones (A02 60); 50+2D6 gc;
3-4 Familiar (A02 61); 20+1D6 gc;
5-6 Sigmarite Warhammer (RB 22); 15 gc+2D6 gc; (Good Warbands only, Requires Weapons Training).

62 ARABYAN WARES
1 Dimashquine Blade (Relics) Cost: 15+2D6 gc
2-3 Perfume (Relics) Cost: 20+D6gc
4 Robe of Honor (Relics) Cost: 50+2D6gc
5-6 Vermin Pot (Relics) Cost: 30+2D6gc

63 ORIENTAL WARES – See Border Town Burning
1 Cathayan Longsword 75+2d6 –
2 Katana 20gc –
3 Fish-hook Shot 10 gold crowns
4 Cathayan Plate Armour -120 –
5 Cathayan Silk Clothes 50+2D6 gc
6 Chain Sticks 20 gold crowns

64 ELVEN WARES
1-2 Ithilmar Weapon 3 x Price
3-4 Elf Bow 35 +3D6 gc
5- Ithilmar Armour 90 gc
6- Elven Cloak 100+D6x10 gc

65 DARK ELF WARES
1-4 Dark Elf Blade (+20 gold crowns to weapon)
5-6 Sea Dragon Cloak (50+2D6 Gold Crowns)

66 RARE BOOKS – If your Caster is the hero searching, and he has a Familiar or a Rosary, he may reroll the following result ONCE:
1 Holy Tome 100+D6x10 gc (Only available to Prayer Casters)
2-3 Tome of Magic 200+D6x25 gc (Not Available to Prayer Casters)
4 Book of the Dead Cost: 200+D6x25 gc Rare 12 (Not Available to Prayer Casters)
5 Hammer Against Witches – 100gc Rare 10 (Good Human Warbands Only)
6 Liber Bubonicus - 200+D6x25 gc Rare 12 (Skaven only)


EDIT- the stupid auto-format numbers didn't copy paste. Damn. I'll add later.
EDIT 2 - Numbers readded. Thoughts?

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PostSubject: Re: Location, Location, Location   Thu 19 May 2011 - 11:51

I don't know if you got a chance to look at Sartosa ever, but one of the other things I threw in there was "Restricted Hired Swords". The idea was certain HSs were common in sartosa, some were rare (and needed a rarity search like DPs or the Witch), and some were forbidden (ex. too powerful, too far off from the island.) For example, in Sartosa itself, I figured that I wanted to limit the number of spellcasters and mounted units (superstitious pirates), and thus warlocks were rare and Freelancers forbidden. I can copy paste it if you're interested.

Obviously, you'll have to pick which ones are fair for yourself... but it's one more way to include the "Shopping" Phase. If you're interested.
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PostSubject: Re: Location, Location, Location   Thu 19 May 2011 - 17:02

When it comes to hired guns I like the idea of a player saying, "Yeh, I'm hiring a ____ for which I use this miniature." This was the reasoning behind Swords of the Empire, which is a greatest hits of all the previously published hirelings whose careers have previously made a splash on the battlefield.

A peddler would be one wrung done the ladder from a fence (an unreliable merchant who sells wonky gear) and a half-step up from a worthless beggar. The idea of a peddler turning up on the scene sounds like a random happening to me. All of the listed items (and more!) are available to buy as standard during the post battle sequence. Again, not just in Marienburg, but in any campaign, if a player has won the crowns (and done his research) who are you or I to tell them what they can and can't purchase. If the search roll is good, it's there.

I would think about condensing the peddler down to a D6 table and making it a random happening or exploration result.
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PostSubject: Re: Location, Location, Location   Thu 19 May 2011 - 21:00

Hired Swords: Well, the Swords of the Empire doc is great, don't get me wrong. But if you're anything like me, you've occasionally had a player come up to you and say, "Can I hire a ____, which I found at _______?" Unless the thing looked completely broken, I generally said yes. But if it was not "piratey" enough, I occasionally asked the player to "search" for him, implying that one was unlikely to be living around the corner. A good way of handling HS not on the Swords dock.

Peddlar: perhaps "peddlar" was a poor title... maybe "Warehouse"? Or Fence (though it'd imply a cheaper cost and chance of failure). Maybe "Auction House", but if that's the case, the item should be sold at 2/3rds price, with players able to auction for it.
Items 1 to 29gc - minimum bid is 1gc.
Items 30 to 99 gc - Min bid 5gc
Items 100+ - Min bid 10gc

Listed Items: No no no, don't get me wrong- this isn't to REPLACE the existing rarity/search options. This is a big city location with an ALTERNATIVE WAY to buy rare items.

Thus, when shopping, a player can go to one of the two places (among lots of other places)

Merchant: Name the item, roll for rarity. If your roll is successful, you can buy it.
Warehouse: Roll once on the chart above; you automatically find that one item. You may purchase it if you desire / have funds.

Want a specific item? Go to the Merchant. Have cash to burn, but don't care much what you get? Go to the Warehouse for a random (but available) item.
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werekin
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PostSubject: Re: Location, Location, Location   Sun 22 May 2011 - 13:23

SotE is not exhaustive. As well as clarifying any poorly phrased rules and background, the point beyond a compilation like this is to provide a useful one-stop-shop reference guide plus it acts as a welcome introduction to anyone who hasn't adventured in the other setting. It can't and shouldn't include every career. I wasn't being paid FFS. Wink

I have lined up two shonky dealers for MiM. Both Fences simply act out the sham using the existing rules for Fence from the Merchant rules. Merchants don't tend to use this ability (hence we removed this part in BTB). Hiring a Fence is cheap because they screw you!

"The joy of the market place is that you pay for what you get. The curse of life is that you get what you pay for."
— Strigany saying


Apart from the expected (and expanded) Trading chart detailing the price/rarity of items it would be worth avoiding lists which duplicate data. I don't dispute the notion of having alternative ways to procure the same goods. Just prevent double-handling is what I mean.

As a keen ebay user, I quite like the warehouse/auction house principal. It's worth exploring the idea to see if anything can be done with that requires little to no administration.

I'm currently looking at ten locations to be visited in the post battle sequence instead of doing a standard search roll for a rare item. If you can visit a Dwarfen Forge for instance, how would you expect that transaction to work?

There is some new gear on sale in Marienburg of course. I will also be rounding up any useful old marine equipment I can find (flippers, snorkel etc) when I produce 'Illicit Cargo' (MiM's equivalent to BTB's 'Spoils of War').
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StyrofoamKing
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PostSubject: Re: Location, Location, Location   Sun 22 May 2011 - 20:22

Auction: In you participated in a Three player during the last game, you may have ONE Hero in the Shopping Phase visit the Auction house. Roll randomly on the auctioned goods chart (can use the above, if that helps.)

After finding what is being auctioned, any number of other players who joined in you in the last battle may also bid on the item rolled. Any player may choose to sit out.

If only one player is interested in participating, roll randomly to see how much it costs:
1-2 - 2/3rds the normal price
3-4 Full Price
5-6 Full price, plus an additional 1/3rd (so, 4/3rds.)

After finding out the price, you may choose whether or not to buy it.

If two or more players wish to participate in the auction, the item automatically starts at 2/3rds.

Betting: Betting starts with a random player, at the 2/3rds price. The next player may raise it- the minimum amount is based on the item's cost:
Items 1 to 29gc - minimum bid is 1gc.
Items 30 to 99 gc - Min bid 5gc
Items 100+ - Min bid 10gc

The player moves on the next player, and continues in a circle.
Passing (Option 1 - the Easy Version) - You may pass at any time, but to do so immediately removes you from the auction.
[OR, as an alt, you can instead use:]
Passing (Option 2 - the Tricksy Version) - You may pass at any time, and this will not remove you from the betting. However, if an opponent bets, and all opponents immediately pass (meaning the betting comes back to the last person to raise), the player has won the bet. The money must be paid, and if you win, you cannot refuse to buy it. You cannot bet with money you don't have, although you can sell equipment mid-auction to increase your treasury.

(not too tricky, right?)

Nautical items: Huckelbery's Pirate warband is a great source. Master and I used most of them in Sartosa. (If you want the errated version of our Sartosa equipment, I'd be glad to send it to you.)
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PostSubject: Re: Location, Location, Location   Sun 22 May 2011 - 22:15

What I found with warehouses/auctions is that generally it is necessary to buy in bulk. This can be good but it can also be a pain. I'll ignore the auction activity for the moment and focus on the warehouse idea. Perhaps a Hero could go to a warehouse and buy 5 swords for 45 gc (e.g. a 10% discount) but you HAVE to buy 5 swords. Therefore there is a trade-off between getting a cheaper price and potentially buying more than you need of any individual item.
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PostSubject: Re: Location, Location, Location   Tue 24 May 2011 - 5:06

I like the idea of campaign points as a "special currency" instead of a measurement for archiving your goal.

You can use them to give a warband entrance to a location.
you have two options:
one visit: small amount of campaign points
permanent access: greater amount of campaign points

For Example:
Black Market:
One Visit: Good Warbands need 2 CP (Campaign Points), neutral an Evil Warbands need 1 CP
permanent Access: Good warbands needs 15 CP, neutral 10 CP and evil 5 CP

This way small fries of Outlaws start slow, but can archive successive access to the Underworld of the empire.

This way you don't need to buy new hired Swords just to get a postgame bonus. I think of hired swords as someone who helps you in the fight. An informant doesn't need to fioht on the battlefield for you. Exactly the opposite. He will mostly work behind the scene to help you. To represent this i would use Campaign Points.

---------

Another Idea for the Location smuggler:
Smuggler: Pay money for any item up front. The next game, you may Search the Smuggler: roll for rarity, adding +1. If not there, you can come again after a future game. For every game that's gone by add +1 to the rarity roll. If you roll for rarity a natural 2 your smuggler is snatched by the guards and has a new home in the local prison (you don't get your money back nor did you get the item).
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PostSubject: Re: Location, Location, Location   Mon 30 May 2011 - 11:06

I don't buy much of anything from the high street these days because it can usually be bought online from a web store or from auction sites like ebay.

Similarly if a Hero can potentially find anything at auction then it becomes less attractive to go visit special locations post battle!

Auction Houses in a Mordheim/Marienburg campaign lose appeal because they do go against the grain of buying and selling by visiting the usual outlets. Anyone who has been to one will be aware that Auction Houses pretty darn boring! Full old codgers bidding on antique junk! Razz

I am now conscientiously working on a new campaign article for locations based on past publications, Warhammer lore, and my fellow hobbyists ideas. This is partly my own fault as I see much potential in the Encampments campaign material which no-one ever uses. It's also partly Styro's fault because the mischievous 'King has raved enough to spur me on with it.

@Saranor - Yes, liking the prospect of spending your CP like an alternative form of currency. I've also just been reading about long forgotten smuggling routes in the marshes around the city. All inspirational stuff!
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PostSubject: Re: Location, Location, Location   Mon 30 May 2011 - 13:39

Of course, the Auction house would BE one of the special locations. (The other players would get to join in, even if they don't send a hero to the auction house, but if no one wants to send a hero to it, then no auction.)
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Saranor
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PostSubject: Re: Location, Location, Location   Mon 30 May 2011 - 13:45

I like the Idea of the action house, but how would you handle it, if you don't have all players at the same place.

We have 2-3 locations for playing and mostly there are different people who play. You could only trade with enemies you just fought against or you need a good system for interacting between the game sessions.
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PostSubject: Re: Location, Location, Location   Mon 30 May 2011 - 13:53

Well, you could make it available only after multiplayer games... that makes a sort of a special treat, and guarantees at least 2 other players are going through the post game step the exact same time as you.
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PostSubject: Re: Location, Location, Location   Mon 30 May 2011 - 22:08

I personally don't like the idea of an auction house. Well I like the idea of getting more interaction between players but I just cannot see how to make it work well. @Styro... your idea of only allowing it after multiplayer games is a start but it still makes me feel like something is lacking. silent
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PostSubject: Re: Location, Location, Location   Tue 31 May 2011 - 6:34

Oh, I figured out what it is... your FACE is lacking! ZING! :magister:

Just kidding. (although, technically, unless you're Sean Astin, your posts are literally lacking your face. So, in a strange way, I'm kinda right.)

Dug up my old Warhammer Quest book to see the locations in there:

Armourer, Fletcher, Weaponsmith, animal trader, General store, gunsmith, fighting school, alchemist's laboratory, alehouse, dwarf guildmasters, elf quarter, gambling house, temple, wizards' guild, dwarf runesmith, school of martial arts, witch hunters' guild, baron's castle (for bret), grail chapel, chaos temple, the kitchens (for halflings), the underworld, Wood Elf Troupe (a nomadic group), Elf Ranger's Noble House. Temple of Sigmar

I can also eventually retype the settlement events, but that might take a bit, and should probably go on a different thread.
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PostSubject: Re: Location, Location, Location   Tue 31 May 2011 - 9:04

Fight School - some possible rules for this-

Muscle Conditioning: If your hero advanced this postgame and rolled a stat (other than weapon or ballistic skill), he has a chance of rerolling the Final "Roll Again" result. He doesn't reroll the entire advancement roll, but rather, the last dice roll made to determine the exact stat increased. Ex. A hero rolled 9 , making him Roll again: 1-3 = +1 Wound; 4-6 = +1 Toughness. He rolls 1-3, +1 Wound. A hero may go through Muscle conditioning to reroll the last "roll again" stat, in the hope of getting +1 toughness. The second dice is accepted, even if it results in the same upgrade.] Costs X gc

Retraining: A hero may pay X gc in attempt to forget one skill and learn another. Roll 1D6:
1- The hero forgets the old skill, but fails to learn the new one! Remove the old one from his list.
2-5 He trades the new skill for the old.
6 - He forgets the old and learns the new one so quick, the trainer doesn't even charge him for the training... he's that impressed!

Martial Tract: A promoted henchman may pay Xgc to replace one of his two chosen skill lists with a different skill list. However, he may not use this if he has learned any skills under the skill list he wishes to forget. (He may attempt to use "Martial Tract" and "Retraining" at the same time, trading one skill for another.)
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PostSubject: Re: Location, Location, Location   Wed 1 Jun 2011 - 3:19

StyrofoamKing wrote:
Oh, I figured out what it is... your FACE is lacking! ZING! :magister:

Just kidding. (although, technically, unless you're Sean Astin, your posts are literally lacking your face. So, in a strange way, I'm kinda right.)
Harsh!! Razz Fine I guess it is too much of a stretch to prentend to be Samwise Gamgee (who's Sean Astin?? Wink ).

StyrofoamKing wrote:
Dug up my old Warhammer Quest book to see the locations in there:

Armourer, Fletcher, Weaponsmith, animal trader, General store, gunsmith, fighting school, alchemist's laboratory, alehouse, dwarf guildmasters, elf quarter, gambling house, temple, wizards' guild, dwarf runesmith, school of martial arts, witch hunters' guild, baron's castle (for bret), grail chapel, chaos temple, the kitchens (for halflings), the underworld, Wood Elf Troupe (a nomadic group), Elf Ranger's Noble House. Temple of Sigmar

I can also eventually retype the settlement events, but that might take a bit, and should probably go on a different thread.
Thanks for posting this. Some of these definitely sound like they'd have potential.

If the Halfling Scout and the Halfling Cookbook both increase the warband maximum size then would visiting a Halfling Kitchen allow a one battle only increase to the warband maximum size. Laughing

It would be interesting if visiting a school of martial arts gave access to a special skill list (e.g. unarmed fighting) to the hero that attended the school. Or perhaps with restrictions like if a hero has an advancement for a new skill then they can choose to go to the school of martial arts and learn one of those special skills instead of a standard skill.

Would it be worthwhile introducing some locations which are actually minigames like Ezekiel's and Eliazer's dogfighting arena (I cannot find the thread with the rules that I downloaded Sad but here is a thread with a dogfight battle report).

@Styro... as for your second post in a row (double posting No tongue)... I don't mind the idea of changing skill lists for promoted henchmen before a skill is chosen but obviously the location would need to do more than just this as this wouldn't be used very often. I'm not sure about re-training skills (e.g. 'forgetting' a skill and 'learning' another) though. The whole 'learn a skill' / 'forget a skill' was one of the things that I didn't like from the rules for the monkey's paw item (of course there was a lot of other silliness about the item in addition to this).
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