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 Smuggling Foreign Goods into Mordheim

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Milnosh
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PostSubject: Smuggling Foreign Goods into Mordheim   Mon 16 May 2011 - 7:01

Apologies if this has been discussed:

As the number of expansions for Mordheim has been building up, and thus more equipment has become available, I was wondering exactly how available foriegn equipment should be in Mordheim.

Mordheim has been described as a very varied city, and after the destruction of the comet warbands have travelled from far and wide in search of wyrdstone. Therefore it stands to reason that some of the exotic items from distant parts may be available in Mordheim from trade or the rotten carcasses of foreign warbands. However it is still likely that these items would be hard to come by.

So, in my gaming group we were thinking of allowing foreign equipment in Mordheim, however rarity values would be increased by +2. This means that very rare items like the Khemri Magic Carpet (normally rare 12) will be impossible to find in Mordheim, while less rare items like the Norlander Net and Monkey's Paw (normally rare 10) will be able to find in Mordheim, but with significantly harder roles than their original locations.

What do people think?
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DRD1812
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PostSubject: Re: Smuggling Foreign Goods into Mordheim   Mon 16 May 2011 - 8:57

The Merchant hired sword gives you access to the items you mentioned:

http://tabletopgeeks.com/wp-content/downloads/misc/MerchantHiredSword.pdf
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Von Kurst
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PostSubject: Re: Smuggling Foreign Goods into Mordheim   Mon 16 May 2011 - 13:03

We visit most of the locations with campaigns in each so we keep the equipment separate except for the perks offered by hired swords or a warband's skills. Since some campaigns are written for different historical times, etc. Mushing them together can get messy. But I would ban the Monkey's paw if I were King. And the Lamp of the Djinn as well. Worst items ever.
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PostSubject: Re: Smuggling Foreign Goods into Mordheim   Tue 17 May 2011 - 9:17

Race/Warband Specific Items: I would argue that there is never a penalty in finding a race/warband related item, as that gives them a disadvantage. Thus, a Lustria Amazon warband in Mordheim City has no extra penalties finding their specific stuff. (Sure, it seems out of place, but you're the group that let them play in the first place!)

For the rest, I'd argue on how "specific" it is to that location. Cathayan Plate Armor would be at +2 / Impossible to find outside of Cathay, but Telescopes (from Relics) are found in every big city. If need be, go item by item and make a call.

As one of the writers of Sartosa, I'd recommend that any items introduced in Sartosa are "race specific" to any form of Pirate Warband, regardless of city. Likewise, all Sartosa items are available in any Maritime campaign setting, (Lustria, New Ind [Kurst's Lustria / Sartosa merging], Marienburg- although werekin is certainly allowed to veto that, as it's his setting!)
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Milnosh
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PostSubject: Re: Smuggling Foreign Goods into Mordheim   Mon 23 May 2011 - 2:43

@DRD1812 - Thank you I seem to have missed this hired sword!

@StyrofoamKing - I like your reasoning, it seems logical that for example an Ogre warband could get hold of gnoblar fighter if they wanted one. I will have to look at the seperate items more closely.

The reason for asking was that, sometimes we do not do a proper narrative campaign, we do just a series of battles with no real storyline instead. All based in Mordheim though, so people have been using some of the newer warbands etc, but I thought it would probably be good to limit the non-mordheim items available.
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PostSubject: Re: Smuggling Foreign Goods into Mordheim   Today at 7:21

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