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 Exploring Big Toof

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Von Kurst
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PostSubject: Exploring Big Toof   Tue 26 Apr 2016 - 21:23

So I had the bright idea to write an Exploration table for Big Toof. This is what I got so far:

(1 1) 'Ed Buttin' Contest
Betcha Ise tuffer! A Black Orc challenges one of your heroes..
Your hero must pass a Toughness test.  If he does pass, the warband wins 2D6gc. Otherwise, the hero misses next game due to being beaten.

(2 2) Corpse
'Hey, ain't dat Giblink?  Na Giblink wuz taller'.  Ye find a croaked gobo.  Got a arra stickin out of hiz back.
Roll a D6
1-3 Not too badly gone, into the pot wiff 'im! The warband counts as one size smaller when calculating income.
4-6 Weeeyu!  He's a bit ripe. Ye find loot worth D6 gc

(4444) Boar for Sale
Giz Gitrok done stole a prime herd of mounts! Git 'em cheep! Plus Giz has top trade-ins!  Imports! Ever'fing muss go!
Giz 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.
__________________________________________________________

Any ideas would be greatly appreciated.
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PostSubject: Re: Exploring Big Toof   Wed 27 Apr 2016 - 16:01

What is 'Big Toof'? I haven't heard of it.
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PostSubject: Re: Exploring Big Toof   Wed 27 Apr 2016 - 17:40

Wot? Ye ain't heard a Big Toof? Why lad its the comin' town! Orcs, goblins and wot not all be headed dere ta hear da Great Green Proffit shout and rant. Gonna be a Waagh! Maybees da BIGGEST Waagh eva, an' it gonna start right 'ere in Big Toof!

http://boringmordheimforum.forumieren.com/t8640-big-toof
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PostSubject: Re: Exploring Big Toof   Fri 29 Apr 2016 - 22:29

I don't have many ideas but maybe you can steal different exploration results and combine into the Big Toof exploration chart. Here are a few that might be easily adjusted.

Border Town Burning
2 2 Razed Village
3 3 3 Unscrupulous Thief
2 2 2 2 Tree of Woe
3 3 3 3 Temple of Skulls
5 5 5 5 Unlikely Guide
6 6 6 6 Mutating Vault
4 4 4 4 4 Magnificent Totem
4 4 4 4 4 4 Giant's Carcass

Karak Azgal
1 1 1 Drinking Hall
4 4 4 Goblin Stash
1 1 1 1 1 1 The Lair

Khemri
1 1 Stash
2 2 Lost Pouch
3 3 Skeleton
5 5 5 Rare Herb
2 2 2 2 2 Snake Pit
3 3 3 3 3 Boulder Race
4 4 4 4 4 Maze
3 3 3 3 3 3 Slaughtered Warband

Sylvania
5 5 5 Herbalist
6 6 6 Returning a Favour
6 6 6 6 Catacombs
5 5 5 5 5 Monastery
6 6 6 6 6 Ancient Catacombs
2 2 2 2 2 2 Treasure Chest

Empire in Flames
2 2 Raving Lunatic
5 5 Burial Site
6 6 Wild Stag
1 1 1 1 Treasure Stash
4 4 4 4 4  Dark Priest
5 5 5 5 5 Faerie Ring
1 1 1 1 1 1 Griffon Nest
2 2 2 2 2 2 Sword in the Stone
3 3 3 3 3 3 Dead Drake
6 6 6 6 6 6 Familiar


I've never understood high exploration roles that lead to bad outcomes like in some settings. Anyone who can choose the result will skip it and anyone who cannot choose the result gets really, really bad luck which should be the opposite of rolling well.


Some magical items from Warhammer 5th edition.

* Sword of Bork (Unit with bearer ignores its first Animosity test failure.)
* Collar of Zorga (No monster will attack bearer in close combat. If bearer is touching enemy monster at end of close combat phase, take a Leadership test. If bearer succeeds, he temporarily takes control of the monster, which may immediately move and fight a round of close combat. Control of the monster then reverts.)
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PostSubject: Re: Exploring Big Toof   Sat 30 Apr 2016 - 6:06

Thanks RL!

I've been going through the various settings borrowing likely things.  The Sword in the Stone is definitely going to make an appearance. (Da Great Greem Proffit and Da One True Git being important to the backstory of why Big Toof existst.)

You've reminded me of a couple I hadn't read.

This is what we went with Thursday:
(3 3) Kitbag
Git juss lef it dere.  Mine now!
To see what you find when you search the bag, roll a D6:
D6 Result
1-2 D6 gc
3 Dagger
4 Axe
5 Sword
6 Toughened Leathers


(4 4) Drunken Gobo
Oi!  Ye nearly tripped over a drunk gobo. Wot ye gonna do?
o Sober him up and add him to the tribe. Gain one goblin.
o Feed him to the troll!  The troll requires no upkeep after this game.
o Looks sickly and like to die.  Into the pot!  The warband counts as one size smaller when calculating income.

(5 5) Wrecked Wagon
Ye come across a wrecked wagon.  Might be sum'fing of use…
D6 Result
1 Wagon Parts. There's a couple of wheels, an axle, wood,  Ye could make a chariot, if ye spend 50gc more and get yerself some piggies…Or ye can sell the lot for 25 gc.
2 Wyrdstone Pendulum
3-4 2D6 gc worth of stuff
5-6 Jeweled sword and dagger. These can be kept or sold at twice the value of a normal sword and dagger, but note that the normal selling price is half the actual cost (see the Trading section for rules on selling items), so the jeweled sword will sell for 10gc, for instance.

(6 6) Loose Lips
For a few teef's worth of fungus beer, your warband is able to loosen a few tongues.  The information gained may be valuable…
Next time you roll on the Exploration chart, roll one dice more than is usually allowed, and discard any one dice. (For example, if you have three Heroes, roll four dice and pick any three)

TRIPLES
(111) Fungus Beer!
Your band stumbles upon a hidden stash of fungus beer. Iffin ye can sell it off, ye can make da teef.  Or the ladz could drink ye dry…
The warband Leader must make a Leadership test. If successful the warband receive 4D6 gc for selling the beer. If the test is failed, all henchmen count as drunk for the next battle. (-1 WS, BS, Initiative. Immune to fear, but subject to Stupidity.)

(222) Fortune Teller
A Shaman offers to read the future for a fee.
Chose a random hero. The reading costs 5 gc.  If the hero pays the fee, he must take a Leadership test.
If he passes, he may add or subtract 1 from a single die roll during the next game.  Or he may use the modifier in his next Exploration Phase.   If  the Leadership test is failed the hero refuses to fight in the next battle because of bad omens.

(333) Priz-ners
Ye find dis cage jus' full o' gitz. No guards like….Wait iz dat Gushrak? Wot Gushrak doin' inna cage?
The warband may do one of the following things:
o Free the gitz.  One  of the grateful gitz volunteers to join the tribe. The warband may immediately add 1 henchman (not a troll) 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 .
o A Pirate Warband may gain 1D3 Goblin Swabbies.
o The warband may sell the gitz into slavery for 3D6gc total.

(444) I don't have this yet...


(555) Da Monsta
One of the lads hooks a huge fish down at da rivva.  Its fish stew for a week or so if he can land it.
Choose a hero that did not go out of action in the preceding battle.  If the hero passes a Strength test, he lands the fish. Your warband counts as one size smaller the next time you sell Treasure or Wyrdstone. Thus if your warband has 10-12 members it will count as 7-9 members instead.  
If he fails the line breaks and the fish is lost in the depths.

(666) Returning a Favor
Ye owes da Tribe git!  Don' ya? Saved yer hide, didn' weez? Ye knows weez did!
The warband gain the services of any one Hired Sword (choose from those available) for the duration of the next battle, free of charge. After the battle he will depart, or you may continue to pay for his upkeep as normal.
Or instead of hiring a new Hired Sword, a current Hired Sword will work for no upkeep for the next battle.

QUADRUPLES
(1111) Shrooms!
Your warband stumbles on an unguarded mushroom cave. There's lots of free food available!.
Your warband counts as two sizes smaller the next time you sell Treasure or Cargo (whatever counts as wyrdstone). Thus if your warband has 10-12 members it will count as 4-6 members instead.
____________________________________________________________________________________

Quote :
I've never understood high exploration roles that lead to bad outcomes like in some settings. Anyone who can choose the result will skip it and anyone who cannot choose the result gets really, really bad luck which should be the opposite of rolling well.

I'm a fan of what I call "Mordheim" style exploration charts as opposed to "Empire in Flames" style exploration charts.  Lustria and Khemri are examples of Mordheim style while Relics of the Crusades is an example of EiF style.  Too many of our warbands have gotten gutted by rolling the Empire Patrol in Empire in Flames over the years.  I do like the curses though...


Last edited by Von Kurst on Sat 30 Apr 2016 - 7:05; edited 1 time in total
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PostSubject: Re: Exploring Big Toof   Sat 30 Apr 2016 - 6:21

I like what you've got so far. Smile

Von Kurst wrote:
I'm a fan of what I call "Mordheim" style exploration charts as opposed to "Empire in Flames" style exploration charts.  Lustria and Khemri are examples of Mordheim style while Relics of the Crusades is an example of EiF style.  Too many of our warbands have gotten gutted by rolling the Empire Patrol in Empire in Flames over the years.  I do like the curses though...
Agreed. I like the curses in EiF both from the variety of curses and ways to acquire them and the variety of ways to lose them. I thought it was a unique feature of EiF exploration chart that I haven't really seen in many (any?) of the other exploration charts.
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PostSubject: Re: Exploring Big Toof   Sat 30 Apr 2016 - 7:03

Thanks again RL. So far I have almost kept up with warband development, so I haven't had anyone complain about not having the higher combinations completed. Around half of the warbands have six heroes though, so I need to catch up and finish a version.

Quote :
I thought it was a unique feature of EiF exploration chart that I haven't really seen in many (any?) of the other exploration charts.
Relics has its own versions of the EiF curses, which is no surprise since Relics is heavily inspired by EiF.
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PostSubject: Re: Exploring Big Toof   Mon 2 May 2016 - 11:16

I haven't been very original, but with RLs help I am almost done with the chart.  Entries I have added or modified:

(6 6) Loose Lips
For a few teef's worth of fungus beer, your warband is able to loosen a few tongues.  The information gained may be valuable…
Roll a D6.
On a 1-3 the warband must spend D6gc on fungus brew, but all they get in return is slaps on da back.
On a roll of 4-6 the next time you roll on the Exploration chart, roll one dice more than is usually allowed, and discard any one dice. (For example, if you have three Heroes, roll four dice and pick any three)
(Sartosa)

(444) Da Fletcher's Helper
Ye meet dis li'l git down by da Cash Bar.  Gits got all kinds o' bows and arras cheep.
The goblin offers his take of the day for half price (rounded up.)
Roll a D6 to see what he has for sale:
D6 Result
1 Fire arrows
2 D3 Short Bows
3 D3 Bows
4 Hunting Arrows
5 Crossbow
6 Hunting Bolts (for Crossbows, same price as Hunting Arrows)
(Mordheim Rulebook)

(2222) Lucky Find
Whilst wandering the streets of the town one of your warriors discovers a small leather pouch laying in the muddy street.
Inside the pouch are teef worth 2D6 x 5 gc.

(3333) Da Sneak
Da Boss is approached by a goblin thief, who tells him of the wealth of his rivals and how to part them from it..
The warband may hire the thief for 20 gold crowns to force a warband of your choice to play as the defending warband in the The Heist special scenario once. (BTB)

5555 Da Wild Troll
Yer ladz meet up wit one of dem migrant troll folk.
Roll a D6 on the following chart.
1   The Troll eats a random henchman (not another troll). It burps and wanders off.  Remove the henchman from your roster.
2-5 The Troll eats a random henchman (not another troll.) It will fight for your warband in your next battle even if the warband already has a troll, then the wild one will wander off.
6 If your warband does not already possess a troll, the troll will join the warband for a 50 gc bribe. If the warband already owns a troll, see 2-5. (Simon K)

6666 Catacombs
One of your heroes has discovered the entrance to some forgotten tunnels.
At the start of your next game in the town, 3 fighters (not animals or tolls or ogres) may be placed anywhere on the battlefield at ground level as long as they are 12” from an enemy model and not within line of sight. (Mordheim rulebook)

QUINTUPLES
11111 Da Trappa
Da warband is approached by a gnoblar trappa.
The gnoblar offers to show the warband a secret ways through the town and the surrounding area for 20+2D6 gc. If the warband pays the bribe, the warband may choose which scenario is played in their next game. In addition, the warband may choose The Monster’s Lair  special scenario if they desire.

(22222) Da Tricksey Tavern
It were duppy, like.  A tiny little shack, some said,  Na it were a tower, said others. No one sees it quite da same, see?  An’ some folk, dey don’t see the place at all.
The warband leader must take a Ld test.  If he passes the leader can now automatically learn a single Academic Skill, even if they wouldn’t be able to normally learn these skills.
If the leader fails nothing happens.  There is nothing special here. (BTB)

(33333) Teef
Late at night on a deserted street a hero hears someone shout, “Oi ger'off ye!”  Uncharacteristically, they rush forward toward the cry.  When they arrive all they find is a freshly murdered gobo merchant.  A quick search of his body reveals a small pouch.
Roll 1D6.
1-2 Assorted teef worth D6x5 gc
3-4 Boar teef worth 20 gc
5 A cave bear toof neclace worth 50 gc
6 Big shark's toof worth D6x15 gc*
*You may decide not to sell da toof and gain +1 when locating rare items. (Sartosa)

(44444) Da Idol
Standing atop a mound, this idol dominates the surrounding area, drawing everything to it. It could be an image of Gork or perhaps it represents Mork…
Designate a Hero to touch the totem.
Roll a D6.
On a 1-3, the totem dislikes the intrusion and afflicts that Hero with Animosity.  If the Hero already suffers from animosity, the Hero is transformed into a cave squig for D3 games. (The Hero gains random movement, +1 WS, BS 0, +1S, +1 I and Ld 4.  He may use no skills except Step Aside and  speed skills. Naturally, he may not use his weapons, armor or equipment.)
On a 4+, the Hero receives a blessing in the form of D3+1 re-rolls for use in the next D3 battles. (BTB)

55555 More Shrooms
Ye find a patch of shrooms growing in a small cave by the river.  Not sure what they are though…
Choose a random henchman to taste some of the shrooms.  Then roll a D6:
D6---------------Result
1 Poison! The henchman must pass a Toughness test or die.  If they pass, the henchman will miss the next game.  Trolls suffer no ill effects and will not require upkeep this game.
2-4 Food. The warband counts as two sizes smaller when determining income.  Trolls will not require upkeep this game.
5 Magic! The henchman must pass a Leadership test or turn into a cave squig.  If they pass, the henchman knows a randomly determined spell for the next game only. Trolls suffer no ill effects and will not require upkeep this game. The Shaman may eat the mushrooms to gain +1 to casting rolls.  There are D3 doses of Magic Mushrooms left.
6 Mad Cap Mushrooms. The henchman will be affected by the Mad Caps for the next game.  He must test as normal at the end of the game.  There are D3+1 doses of Mad Caps remaining.

(66666) Entrance to the Catacombs   You find a well-hidden entrance to the dark catacombs which extend for miles beneath the old ruins Big Toof is built on.
From now on, you may re-roll one dice when you roll on the Exploration chart. Make a note of this in your warband’s roster sheet. Second and subsequent catacomb entrances you may find do not grant you any additional re-rolls, although you may find further re-rolls from other sources.
Also you gain the exploration result 6666 Catacombs.

SEXTUPLES
(111111) Secret Cellar
While messing round where he ought not, one of your heroes discovers what he believes to be a smuggler’s cave beneath one of the local dives.  It is in fact a lost temple of dead Nekhara.
Chose a hero at random. The hero gains +D6 experience points, but he also gains the Old Battle Wound injury. Roll a D6 before a battle. On a roll of 1, the hero recognizes this battle from the pool and refuses to take part in it as he is afraid that he will be killed. In addition to the experience points, the Hero can now learn from the Academic Skill list and may choose Lesser Magic spells if he is already a wizard or if he learns the arcane lore skill if he is not a wizard. (Lustria)

(222222) Sword inna Stone
Hidden deep under da Great Effigy of Gork or perhaps Mork, the warband finds a secret chamber.  Inside the room is a sword imbedded in solid stone! There is an engraving on the stone… something to the effect that whoever draws the sword shall lead the next Great Waaagh!
A Hero may draw the sword from the stone if he rolls equal to or under half his Strength (rounded down). Each Hero only gets one test, and only the Hero’s base Strength is used for this test… no drugs, skills or magical effects apply. If a Hero draws the sword from the stone, he receives a magical sword. The sword is +1 to hit and +1 to wound.

333333

(444444) Giant’s Carcass
Big Thom’s a ded un.  The rotting titan is surrounded by a swarm of carrion eaters and clouds of flies, but who knows what can be salvaged.
The big bag is filled with D3+2 treasures that the warband adds to their haul. Also roll a D6 and if the result is a 5 or 6, a Minor
Artifact is found. (BTB)

555555

666666
_____________________________________________________________________________________________
Thanks for reading.
Comments and suggestions welcome.
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