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Von Kurst
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PostSubject: SECRETS!   Fri 26 Jul 2013 - 13:12

For those of you who have little idea what I'm talking about, StyrofoamKing added some extra spice to his Sartosan Random Events by including a few SECRET events that were triggered by a 'normal' random event.

I am sure that this mechanic can be used to make a Mordheim game even cooler but I am running out of creativity.

I need some plots and twists for a pirate themed campaign with some restless natives and sinister rat-men thrown in for kicks.

An example of what I'm trying to do:

Quote :
Tremor!
For the next D3+1 turns the warbands are trapped in an earthquake. All movement is halved. During daylight battles roll 4 D6 to determine the range of vision due to clouds of dust and debris. Living henchmen must pass a Ld test to move at all. All attempts to climb or leap gaps are at -2 to the roll. While the earthquake lasts all further rolls of a 1-3 for an encounter are automatically 24 Pit Trap. Rolls of a 6 for an encounter are 43 Collapsed Building.
Once the earthquake is over the next roll of 1-2 for an encounter reveals SECRET U

Secret U is a randomly determined warrior discovers a door to an underground chamber that has been revealed by the earthquake. Inside are some artifacts of the Old Ones (Sun Staff, Sun Gauntlet, Amulet of the Moon, etc).

Other examples of encounters that trigger secrets are Amazon Patrol, Embarrassed Pathfinder, Ghostly Wind and Catacombs. What do the Amazons know? Where was the Pathfinder headed when he triggered the snare trap? The Ghost Wind causes everyone to take an All Alone test. Is it a message? What secret can a warrior that falls into the Catacombs of Tlax discover...

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PostSubject: Re: SECRETS!   Fri 6 Sep 2013 - 9:13

They are for Warhammer Quest rather than Mordheim, but the articles "On the Waterfront" and "Lost Kingdoms" might provide some inspiration.

http://www.docshut.com/truzs/whq-warhammer-quest-compendium-01.html
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Von Kurst
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PostSubject: Re: SECRETS!   Fri 6 Sep 2013 - 16:57

Thanks so much MeanBone, those are great articles. I may even have a couple of them in the original WDs.
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PostSubject: Re: SECRETS!   Fri 6 Sep 2013 - 18:07

I'm not sure if it's entirely what you're after, but I was reading a report on a big old custom scenario the other day. Basically, they placed something like 10 playing cards around the board. One suit meant that an orc mob appeared, the other suit meant it was a dud, so say ten cards are placed, seven are clubs, three are hearts, any model which gets within a certain range turns it over, if it's clubs, then the orc mob appears. Maybe you could use it with rats, or skinks or something. Maybe some staff is discovered and some long gone necomancer's zombies are then awakened by passers by, like a fantasy Indiana Jones haha. Sorry if this didn't help at all btw, just an idea Smile
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PostSubject: Re: SECRETS!   Fri 6 Sep 2013 - 20:08

Thanks for the response Capt. This topic was a bit of a shot in the dark, so I understand that you might not know exactly what I was looking for. (I wasn't sure either to be honest.)

The SECRETS thing is linked to a revised for the Karibbean Random Encounter table similar to the one published in the 2002 Annual. I have a slapped together version for the current campaign, but I am still open to ideas.

The original Sartosa version can be found here, if you are interested--
https://sites.google.com/site/styroheim/sartosa
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PostSubject: Re: SECRETS!   Fri 6 Sep 2013 - 23:54

I'll have a look, it takes me a while to process rules and things at the moment though, as my tabletop gaming took a turn for the worse (towards a computer screen) for a good while haha
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PostSubject: Re: SECRETS!   Today at 14:49

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