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 Al-Haikk, the City of Thieves

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Von Kurst
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PostSubject: Al-Haikk, the City of Thieves   Sat 9 Feb 2013 - 11:27

We will be campaigning in Araby for the next few months. Normally I use a Relics of the Crusades inspired approach to towns: Warbands generate half the exporation dice they normally would for a game, with no counting of Doubles, Triples, etc.

But that's no fun. So I sat down to modify a Mordheim exploration chart and immediately drew a blank.

Any ideas for Exploration events, etc, that are inspired by an Arabyan city?

Example:

DOUBLES
(1 1) Hard Day’s Work
The Guild of Tomb Robbers always have a need for able hands… provided they don’t ask too many questions.
Good Warbands may denounce the thieves to the authorities and receive 2D6gc as a reward. Any Neutral, Pirate or Evil warbands may choose instead to lend a hand (or a strong back). Choose a Hero who survived the battle and take an Initiative test: if they pass, you gain 1 Treasure as your share from the plundered tomb. Otherwise, the hero misses next game due to injuries suffered from a clever trap. (If the Hero has the Trap Expert skill, he may re-roll a failed test.)


Thanks in advance.
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PostSubject: Re: Al-Haikk, the City of Thieves   Sat 9 Feb 2013 - 12:32

(1 1 1) The Toady:
A pathetic beggar wretch has taken up following your warband. He has finally mustered all of his meagre courage and begs to join your quest. While it is doubtful he would survive any combat, he just may have his uses.

The Toady has the following statline: M4 WS2 BS2 S3 T3 W1 I2 A1 Ld5
Before each battle, roll a D6. On a roll of 4+, the Toady has joined your warband for the duration of this battle, even if this takes you above the maximum # of warriors. He may not gain XP, wears no armor and is only armed with a dagger. He also will always remain within 6" of your Warband Leader, and must move into that range if possible. If the Toady is Taken Out of Action, roll Injuries as if for a Henchman group, but is so emaciated and malnourished that he dies on a roll of 1-3, instead of 1-2 as normal.
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PostSubject: Re: Al-Haikk, the City of Thieves   Sat 9 Feb 2013 - 12:42

(4 4 4 4) Mysterious Merchant
You are approached by a man who claims to have exotic trinkets offering a multitude of uses. While most other peddlers offer junk, this merchant has a different air about him, and your interest is piqued.

After the battle, you may attempt to find Rare Items at a +1 bonus to the rarity roll, but must pay 10% more (rounded up, with a minimum of +1gc) for those items.
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PostSubject: Re: Al-Haikk, the City of Thieves   Sat 9 Feb 2013 - 13:39

When someone mentions Araby first thing that comes to my mind is the flying carpet! So roughly for example:

(6 6 6 6 6 6) Carpet Store
You came along to a carpet store where the merchant offered you his special item. A flying carpet!

You can haggle for the price (exm. 40 + 10xd6) and after that there is a chance that the flying carpet is fake! 1, 2, 3 Fake, 4, 5, 6 Real. Treat the hero with the flying carpet as having a Flight of Zimmerman spell, except that the dificulty is auto.

Or something like that...
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PostSubject: Re: Al-Haikk, the City of Thieves   Sat 9 Feb 2013 - 13:45

Oh, I see that flying carpet is alredy in the Relics of the Crusades rules! So maybe using that one...
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PostSubject: Re: Al-Haikk, the City of Thieves   Sat 9 Feb 2013 - 14:08

Thanks gents! Please do keep the ideas coming!

Another entry inspired by the Sartosan chart:

(333) Greedy Guard
For a fee one of the Guards at the Prison of Sorrows will look the other way.
Any warband may pay the guard 2D6 dinars to fall asleep.
-A warband that has a Hero imprisoned by the Town Guard may free him upon payment. The Hero is restored to the warband's roster, but is missing all of his equipment, armor and weapons which was sold by the guards to defray the expense of feeding the prisoner.
-Or any warband may immediately add 1 henchman worth up to 35gc to their warband. This may create a new henchmen group, or if you can afford to equip the new recruit with weapons and armor, you may add a new henchman to any of your henchmen groups, with the same stats as the rest of the group (provided the henchmen’s default cost was not higher than 35gc.)
-Alternatively, any Pirate Warband may gain 1D3 Swabbies.
-OR any warband may sell them into slavery (or back into custody) for 3D6gc total.
Chaos and Dark Elf warbands may sacrifice the unsuspecting convicts for D3 Experience, which may b-e distributed amongst the Heroes as you see fit.


Last edited by Von Kurst on Sat 9 Feb 2013 - 15:42; edited 1 time in total
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PostSubject: Re: Al-Haikk, the City of Thieves   Sat 9 Feb 2013 - 14:54

(5 5 5 5) Arabyan Healer
You come across one of the legendary surgeons of Araby. For a fee, one of your war-wounds can be properly treated.

For 25gc, you can have the Surgeon attempt to remove one Permanent Injury suffered by one of your Heroes. After paying the fee, roll a D6. The difficulty of the roll depends on the nature of the injury.
Hand, Arm, or Leg Wound: 3+
Deep Wound or Chest Wound: 4+
Madness, Old Battle Wound, or Nervous Condition: 5+
On a roll of 6, the warrior recovers immediately, and may participate in the next battle. If the roll was successful, but the result was less than 6, then the wound is removed and the warrior must miss the next battle as he recovers. If the roll fails, nothing changes, and the warrior may participate in the next game, but if a 1 is rolled, then something has gone amiss, the wound is not healed, and the warrior must miss the next battle!
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PostSubject: Re: Al-Haikk, the City of Thieves   Sat 9 Feb 2013 - 15:39

Hee, hee! Love it.

(555} Horse Trader
Ahmed Suk has returned from the interior with a prime herd of mounts! Plus Ahmed has top trade-ins! Imports! But Ahmed has debts! Responsibilities! Everything must go!
Ahmed is having a sale. Any mount for any warband is available for a discount. Do not roll for Rarity! Haggling expected! Roll on the table below to determine what your discount may be:
1 10%
2 20%
3 30%
4 50%
5 60%
6 75%

As always beasts are sold as is, all sales are final! After payment has been made roll a further D6, on a roll of a 1 the mount falls dead (or if it was dead to begin with, it crumbles to dust.)


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PostSubject: Re: Al-Haikk, the City of Thieves   Sat 9 Feb 2013 - 22:22

(1 1 1 1) Hidden Oasis
Your warband discovers a safe haven amongst the burning sands, with fresh fruit and clean water to replenish and rejuvenate your men.
You are able to replenish your water and food supplies with what you are able to find here. The next time you calculate your overall income from selling treasures/wyrdstone, you may treat your warband as being one size smaller (ie. a warband with 13-15 members is treated like it is 10-12)

EDIT: Hope these are helping! I'm doing a similar modification job for the Exploration Tables to fit a campaign in the Chaos Wastes.
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PostSubject: Re: Al-Haikk, the City of Thieves   Sat 9 Feb 2013 - 23:16

Hey Spectre76,

The merchant and the healer are great. The Hidden Oasis fits more with the desert outside the city. We are using the Relics Exploration chart for scenarios there.

Right now I'm thinking of a bookstore or perhaps a library, I seem to remember Werekin asking about the books of Mordheim in a thread but I haven't found it.

Thanks for your contributions so far. Please add more.

@Vagabond--the carpet is so Araby.

VK
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PostSubject: Re: Al-Haikk, the City of Thieves   Sun 10 Feb 2013 - 8:19

Ideas floating around in the mess of my disordered mind are ways to gain advantages with the Thieves Guild, Assassins Guild. Scholars or Magicians.

Instead of having different cities as Loactions as Relics did, I am organizing one city into different quarters: Foreigners/harbor, Thieves and Arabyans at the moment. The same exploration chart will fit all of the Locations of the city.
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PostSubject: Re: Al-Haikk, the City of Thieves   Sun 10 Feb 2013 - 8:47

(6 6 6 6) The Great Library
One of your more-scholarly warriors has been drawn to the city's Great Library, a vast depository of knowledge. The temptation for him is too great, and you allow him to indulge in his pursuits, for now.

Choose a Hero or Hired Sword that can take Academic Skills. That warrior must miss the next battle as he pours over the tomes and papers to further his studies, and he cannot participate in the Exploration Phase of that battle. After the battle, roll a D6, and consult the chart below to see what he has learned:
1-2: Superior Research: You may roll 1 extra die during the Exploration Phase of the next battle.
3-4: Advanced Tactics: You may place up to 3 warriors anywhere on the table before the setup of the next battle, as long as they are out of LOS of any enemy warriors.
5-6: Useful Skill: That warrior immediately gains any Academic Skill of your choosing, OR if that warrior can cast spells, reduce the difficulty of one of his spells/prayers by 1.
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PostSubject: Re: Al-Haikk, the City of Thieves   Sun 10 Feb 2013 - 10:28

Nice! You're on a roll.

(22222) Charts
Among some worthless maps and books your hero spots something that may be of value: Lucky Gino’s charts of the Great Ocean!
The charts cost 50 dinars. Once they are in your possession they may be given to a hero. A ship with the hero on board acting as crew will add 1 to its speed. This bonus may be combined with other skills or artifacts. In addition a warband in possession of Gino's Charts need only play one game in a Ocean or River location to reach Khemri, instead of win one game in each Location.
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PostSubject: Re: Al-Haikk, the City of Thieves   Sun 10 Feb 2013 - 23:15

(222)Broken Cistern

Well-equipped thieves have broken the cover of the cistern for a public garden. The guards will doubless be arriving shortly, attracted by the noise, but it would be trivial for all your warband to fill their skins with water and disappear before they get here.

Because you have to buy less water to keep your warband alive you may count your warband as one bracket lower than normal when calculating how much you earn when selling treasures.

Undead or other warbands that do not drink water may sell the water and use the proceeds to buy whatever it is they need to buy for maintenance and so may earn the benefit as normal.
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PostSubject: Re: Al-Haikk, the City of Thieves   Mon 11 Feb 2013 - 0:22

(111111) Cave of Ali ad-Din
Rumours have let you outside the city to a cave allegedly filled with treasure beyond imagining!

You find the cave and find the rumours probably *were* true at some point, but not any more. Broken chests, scuffed floors, torn tapestries, and many other signs of recent looting fill the rooms and caverns here. Still, there is likely a little something to make it worth your while coming here if you look hard enough.

Roll a D6 and consult the following table:

1 Someone else can do this bit
2 This bit too
3 Hey, that's not gravel... The gravel lining one of the paths is, in fact, uncut garnets. While not particularly expensive in and of themselves, there are a *lot* of them. Gather them up and sell them for d6*10 monies.
4 And this bit.
5 Control crystal You find where the crystal that is used to change the password for the door is hidden and change the password. A hidden cave system just outside the city with a secure entrance would be worth quite a bit to the right buyer. You may sell the secret of the cave for d3*25 monies* to whoever makes you feel better - a rich merchant, prince of thieves, a noble, or whatever.*
6 Relic! You find an over-looked bauble that turns out to be a powerful magical relic! Roll on the relics table to see what you have found.

*I don't know what currency you are using. I am sure you can make the appropriate substitution Smile.

**If you are using rules for camps or something you could move your camp here. The advantage could be something like nothing from your stash could ever be stolen, you don't need to pay rent so permanently one shit to the left or what-ever.
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PostSubject: Re: Al-Haikk, the City of Thieves   Mon 11 Feb 2013 - 0:29

(222/2) Face from home*

While wandering the merchant quarter you come across a merchant from your homeland! He offers to buy you a drink and you buy him a drink and you swap tales of your adventures and have more drinks and before you know it you are both besht buddies, man. No, really, , I, I, I really mean it. I luv you man.

In the morning he is still happy to see a face and you meet and swap tales from time to time. From now on you may purchase any item on your starting warband list with a +2 to the rarity roll.

*Not sure if this is a 3 or a 4 kind of bonus.


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PostSubject: Re: Al-Haikk, the City of Thieves   Mon 11 Feb 2013 - 0:34

(55) Mugging
You hear a cry of pain from a nearby alley and rush to investigate. It is an elderly woman being set upon by theives!

Good warbands may disperse thieves and escort the old lady home. She is too poor to offer you anything, but virtue is its own reward. Your warband leader gains +1 xp.

Non-good warbands may wait until the fight is over and the blood of the old woman stains the already filthy alley and then mug the muggers, taking the meagre earnings. You gain 2d6 gold to add to the treasury.
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PostSubject: Re: Al-Haikk, the City of Thieves   Mon 11 Feb 2013 - 8:45

Woot! Thanks for the responses gents! I just got a rush project at work so this is helping immensely.
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PostSubject: Re: Al-Haikk, the City of Thieves   Tue 12 Feb 2013 - 4:47

(33) - Looted tomb

You find a tomb that have already been looted. In their haste, the robbers have forgotten something.

1- Unholy/Holy Relic
2- 1d6 Gold
3- Dagger
4- Sword
5- Light armour
6- Fake jewelry (worths nothing but looks good, so give +1 to rarity roll to the carrier)


(44) - Prophet of doom

You encounter a crazed man yelling dark prophecies at your group. Evil warbands can kill the man to get 2d6 Gold. Good warbands may ignore the prophet or hear his prophecies. If you kill or hear the prophet roll on the table. (add+1 if you hear the prophet)

1- One of your random hero is cursed and must pass a T test or miss the next game .

2- The leader of the warband must pass a LD test of a random group of henchmen will refuse to fight in the next game because they fear the omen (undeads henchmen may ignore this).

3- Select a random hero, he lose one of his item randomly.

4- You meet the man of the prophecy. Your next opponent can choose one of his hero. He will cause fear during the next battle against all your warriors (Immunity to fear applies as normal).

5- The prophecy never happened. No effect.

6- Days later, you find the weapon the prophet told about. Its a cursed weapon. You may use it or simply drop it but never sell it. The warrior MUST use it in battle and will be frenzy even if KD or Stunned. The warrior cannot be disarmed and he will never use shooting weapons in combat. After each game, roll a T test for the warrior, if he miss, he passes the next battle recovering from all the energy the weapons has sucked from him.

7-One hero of your choice get D3 xp point for his wise choice to hear the warning.

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PostSubject: Re: Al-Haikk, the City of Thieves   Tue 12 Feb 2013 - 18:14

Thanks! I especially I like the Prophet of Doom. He would make a nice random encounter too
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