Reply author: ChadReplied on: 04/03/2008 13:41:05
Message:
Well I've written two entries and decided on one:
Chad's Unofficial entry:
Red Ruth,Dramatis personae.Red Ruth first made an appearance as the captain of a pirate vessel in the year of 1842, when he started terrorising Marienburg traders. Then in 1956 he was cut in half by a stray cannonball. A month later he returned and offered the merchant’s guild a deal: he would cease robbing any vessels carrying the symbol of the merchant’s guild on their sails; in exchange for a huge amount of cash paid annually, the deal was settled quickly. He continued to rob non-merchant’s guild ships which aided the guild rise swiftly, making them both rich. He is sometimes sighted searching the ruins of Mordheim: legend has it that he buried a large sum of gold their, and now he can’t find it.
Their have been many stories about Red Ruth’s apparent immortality, which range from demonic possession to simply being replaced by his first mate after every death.
Red Ruth
Hire-70 Upkeep-35 GCs.
May be hired by Marienburgers and Pirates.
M-4 WS-4 BS-3 S-4 T-3 W-2 I-4 A-2 LD-9
Special rules/Skills: Reputation, Replaced, Expert swordsman.
Reputation: Red Ruth causes fear, but he is not immune to it.
Replaced: if Red Ruth dies he will return anyway on a D6 roll of 3+, but any advancements or injuries he received are removed: in other words he is “resetâ€.
Equipment: Heavy-Cutlass, Brace of Dueling Pistols, Cutlass and a Rope and Hook.
Heavy cutlass- sword 1+ strength.
And the other one.
Oficial entry:
There are many ensurers in Marienburg, some of which are reckless enough to ensure someone going to Mordheim…
Ensurance policy.Cost-25 GCs Availability-10+
Marienburgers only.
Counts as Miscellaneous equipment that may never be lost. If the hero with an ensurance policy loses his equipment (robbed, captured etc.) then he receives the cost of all his equipment in GCs, on a D6 roll of 2+; otherwise only half is returned. One use only, the hero can choose whether he wants to use it or not.
Reply author: saltbushReplied on: 05/03/2008 06:59:32
Message:
Being so close to the warlike Norse Marienburg has often had the problem with raiders, however its often just as easy to hire them into service rather than shed blood.
New Henchmen Choice
0-2 Norse Raider Mercenaries30Gc
Stats: M..WS.BS..S...T...W..I...A..LD
Base: 4....4....2...3...3...1...4...1...6
Weapons/Armour allowed: All common HTH weapons, ******* Swords, toughened leather & shield. (at market prices)
Special Rules
Frenzy
Tainted: May never lead the warband
(Note: we also give them the unstoppable charge skill however this does make them an almost no brainer henchman choice_
Reply author: Odin MorgrimmssonReplied on: 06/03/2008 11:14:30
Message:
"Men judge generally more by the eye than by the hand, for everyone can see and few can feel. Every one sees what you appear to be, few really know what you are."
Niccolo Fiorenti, The Principles of Power.
Niccolo Fiorenti is one of the most adept politicians in Marienburg. Though still young, he has manipulated, conspired, cheated and bribed his way into the upper eschelons of Marienburg political society. In order to further his power, he realised he needed to extent his grasp beyond Marienburg. And where better to prey upon the ambition and greed of men and monsters than this damned city of Mordheim, a place where all seek fortune and few find it. To someone seeking power, a the poorest man is oft the most useful.
Niccolo Fiorenti
Fire Hee: 20gc Upkeep: 10gc
May be hired: By any warband, though it is likely he will make more of their services then they will of his. Sadly for the warband concerned by the time they discover his intentions it may be too late.
M4 Ws3 Bs3 S3 T3 W1 I5 A1 Ld9
Equipment: Poisoned Dagger
Special Rules: Selfish, Conspirator Adept, Underground Connections
Selfish
Niccolo will always protect his own interests ahead of those of the warband, and us such does not like risking his own live when he can risk someone elses. He will never charge and enemy, and must always stay within 3" of another warband member. Should Niccolo be charged he will fling the nearest warband member into the path of his attacker and escape combat. Should the nearest warband member already be in combat, or be knocked down, stunned, or out of action, then Niccolo will defend himself as normal.
Underground Connections
Niccolo's extensive political and criminal connections are of significant advantage to any warband he accompanies. A warband accompanied by Niccolo may always choose which scenario is played. If another warband has a similar ability then roll d6 to determine who chooses the scenario.
Conspirator Adept
After every battle, roll on the table below to see what Niccolo's intentions are. You must make this roll even if you decide not to rehire Niccolo. By the time you make that decision his plans are already in place. Once Niccolo's plan is revealed he automatically leaves the warband.
2 Instability - For some reason it has been in Niccolo's interest's to destabilise your warband, and he has been sowing the seeds of ambition amongst your warriors. The hero with the highest experience challenges your leader to single combat, to the death. The first hero taken out of action is removed from your warband roster. The leader be killed the challenger assumes control of the warband and gains the 'Leader' special rule.
3-4 Betrayal: Niccolo has led your warband into a trap. Fight your next battle as the defenders in the 'Suprise Attack' scenario.
5-7 Hidden Aims - While Niccolo had some darker purpose for allowing him to be hired by your warband, his intentions remain secret for now. He may remain with the warband should you wish.
8-9 Minions of the Conspirator - The warband has been chosen by Niccolo to carry out his bidding. Should the warband win their next battle they will receive 50 gold crowns as payment. But the price for failing is high. Should they lose, Niccolo's assassins will find them. Should you lose your next battle, roll on the serious injury table for your warband leader.
10-11 Nefarious Business - Niccolo selects one of your heroes to carry out a special mission on his behalf. Randomly determine which hero is chosen. This hero is unable to take part in the next battle or exploration phase as he is carrying out Niccolo's dark deeds. Roll d6. On the roll of 1-3 the hero failed his mission. Treat him as having being taken out of action and roll on the serious injury table. On the roll of a 4-6 the hero succeeded in his mission. He receives d3 experience points and 50 gold crowns as payment.
12 - Political Favour - It is of benefit to Niccolo's political concerns that the balance of power within Mordheim tips in favour of your warband. Your warband receives 100 gold crowns to this end.
Reply author: MyLittlePwnyReplied on: 07/03/2008 14:36:14
Message:
Spoiled KidMarienburgers are well known for their wealth, and in some families, this sooner or later results in a VERY spoiled kid. Unfortunately, someone always someone else a favor from old times, and if one of these kids lies screaming on the ground, their head turning red, a father might just end up giving them what they want and let them travel to Mordheim with that same poor old friend to see the world.
You may choose, when starting a warband, to have a Spoiled Kid instead of a youngblood. He can't be bought later since he travels with the leader from Marienburg.
Cost: Free.
M :4
Ws:1
Bs:1
S :2
T :2
W :1
I :4
A :1
Ld:4
Weapons/Armour: Normally, a kid like this would carry a wooden sword and a cooking pot. But this is posh! The spoiled kid always wears a fancy sword, shield and helmet.
The spoiled kid may choose skills from the speed and his own special list.
SPECIAL SKILLS: Protect the kid, scared, rich parents.
Protect the kid: If you choose to have the spoiled kid in your starting warband, you must buy the other youngblood available. He needs a babysitter! The youngblood must always stay within 4" of the spoiled kid and must intercept charges against the boy if possible.
Scared: If any model dies within 6" of the spoiled kid, he must immediately take a leadership test unaffected by the warband leader. If he fails, in the next charge face, he will charge the youngblood babysitter and hide at his "skirts". This will result in the youngblood being unable to attack until he can make a leadership test in the start of his own movement fase (comforting the kid and wiping tears and snot)
In addition, if the kid suffers anything but full recovery at the serious injury table, roll against the babysitters leadership. If the test fails, his parents send a carriage for him and he is deleted from the charter.
Rich parents: The kid might be a pain to have along, but it pays off! Each time the warband wins a scenario and the spoiled kid wasn't taken out of action, his parents send the warband 10+d6x5 gc. You know, for a little snack! (but don't spend it all at once
Reply author: ArcadianReplied on: 07/03/2008 15:29:22
Message:
The ZanniCommedia and Street Players of Marienburg, these odd capering individuals wear festive carnival style masks that hide their identity. Their amusing antics and mummery have recently fallen into great disfavor due to the deprivations of the Carnival of Chaos, which exploits the Zanni's trade to conduct their evil plans. Because of this, not only have the Zanni become ardent opposers to Chaos (at least in their plays and productions) many have also been forced to find work as mercenaries and hire-ons.
Despite these hard times, a true player never throws out the tools of their trade.. Zanni still dress in their garish costumes and wear either masks or facepaint. While some of the costumes may provide modest protection, most do not. They are typically armed with some form of hand weapon and a 'slapstick.' the slapstick is a tool of the stage, meant to inspire shock and laughter with the loud 'crack' it emits when struck upon a surface. Every Zanni know how to make Slapsticks, and need never purchas one should they lose theirs or it break. Just as an illusionist keep their slights of hand secret, so too do the Stage Players, and Zanni never sell Slapsticks, nor are they found for trade.
Henchman:
Zanni: 35 gc (1-3)
M: 5 WS:4 BS:2 S:3 T:3 W:1 I:5 A: 1 (2) Ld:6
Weapons/Armor:
Zanni may use any human warband hand weapon and start with a slapstick for free. / Zanni may wear Light Armor, or Toughened Leathers Only. They may not wear helms, nor use shield or bucklers.
Special Rules:
*Slapstick: Weapon counts as a club, however the first time any Opponent is struck by the slapstick in a Scenario they must make a an immediate leadership check. If they fail, their Initiative is halved in until the end of their next turn.
*"Stupid Mime": Zanni are a little crazy and often possessed headstrong diva type personalities or they can be silent, almost alien and detached.. Because of this they are immune to Man Alone checks. The flip side of this however is that their presence does not benefit such tests for others in their warband either.
Reply author: ZontarionReplied on: 08/03/2008 08:29:24
Message:
Okay, here's my official entry:
Trading PostAny man who calls himself a true Marienburger never lets a good trade slip past him. If a trade can be made with a profit, or an investment is bound to make good future interests a true Marienburger would take the trade and make the investment (granted that the cash needed was at hand).
In Mordheim there are many riches to be made, wether you seek them out in the dangerous ruins or make your wealth dealing in the markets. Traders in Mordheim are often desperate people who save their earnings for a specific means: Gamblers need to make enough money to pay off a large debt before their legs are broken. Sailors who have been the servants of others their whole lives might wish to buy a ship and become their own captain. The more romantic of the merchants might be saving up to become rich enough to marry the woman of their dreams. No matter their objective in the Damned City, every day a trader leaves the city, either due to fulfillment of his goal, or simply because he was getting too paranoid to stay.
This is an oportune situation for any proper Marienburger trader. Desperate people leaving the Damned City in a hurry often bring about great potential deals when they try to sell off the remnants of their possessions. And who wouldn't want to increase their income by earning money both in the markets and by scouring the city for the precious wyrdstone?
In any post-battle fase a Marienburger Hero may choose to search for a merhant leaving the City of the Damned who is selling his last possessions in the city. A Trading Post can be anything from a Market Stand to a 'business connection' or a small boat sailing items to and from the Damned City. A Marienburger Hero may do this instead of searching for a Dramatis Personae or a Rare Item.
Trading Post
Rarity: 10+, Price: 10 + 6D6 gc [Avg. 31 gc]
Good Deal: A Warband who owns one or more Trading Post has better acces to basic supplies and need to pay less for their basic Warband upkeep. They sell Wyrdstone as if they had fewer warband members.
With acces to 1 Trading Post the Warband sells wyrdstone as if they were one size category lower.
With Acces to 2 Trading Posts the size reduction is 2 categories.
With acces to 4 Trading Posts the size reduction is 3 categories.
With Acces to 7 Trading Posts the size reduction is 4 categories.
Ownership: A Trading Post is owned by the Hero who found it. It cannot be lost, captured, stolen or given to another Hero. If the Hero who owns a Trading Post leaves the warband alive there's a chance that he will willingly pass it over to the leader of the warband. Roll a D6, on a roll of 3-6 the Warband Leader takes over the Trading Post. On a roll of 1-2 the owner of the Trading Post either sells it off to someone else or keeps it for himself.
If a Hero who owns a Trading Post dies his family will usually try to claim the business he had set up in Mordheim or try to sell it back to the Warband. Roll a D6, on a roll of 4+ the Warband Leader takes over the Trading Post, on a roll of 1-3 the family of the deceased will sell the Trading Post back to any Hero in the warband for 10+3D6 gold.
Reply author: BeardlingReplied on: 11/03/2008 05:39:04
Message:
I love the insurance idea. However, I'd reduce it to 25gc and add:
"...on a roll of a 2+ on 1d6 the gc value is returned. On the roll of a 1 the insurer has found a loophole, thus the warband only gets half of the gc value back."
You can never trust those Marienburg merchants!
Reply author: eikaerosReplied on: 11/03/2008 20:53:29
Message:
<cue drumroll>
After a (too) lengthy deliberation, my choice for the winner of the fifth challenge is Zontarion's Trading Post, which combined great flavour and mechanics seemlessly. Honours would have to go to Ethlorien's Trade Manipulation, as I like the thought of Marienburg merchants working behind the scenes, trying to finangle an advantage while other rivals work with force of arms alone as well as Odin Morgrimsson's double-edged sword of a dramatis personae.
Thank you all for some excellent fodder for thought - there was easily five or six entries that could have been up here instead. Good luck in the next challenge!
Reply author: BaikenReplied on: 12/03/2008 01:15:07
Message:
I didn't finish this in time, and the rules didn't say it was open to creating scenarios, but I thought this could be fun and it seems to fit what I see in the Marienburgs

Comments welcome, Enjoy!
Scenario: Trade DelegationThe Marienburg leader has summoned some of his contacts to meet with him to discuss important matters of commerce. While the Marienburg henchmen escort their guests to HQ, they are set upon by rivals who want to extort the resources of the contacts for them selves!
Terrain
Each player takes a turn setting up terrain in a 4x4 area. There should be d3+3 distinct buildings, representing trade posts, that are no closer than 14 inches together and no closer than 6 inches from any table edge. Buildings should be numbered.
Set Up
Given that the Marienburg warband is hosting a meeting for it's contacts, they will always be the defenders in this scenario. If both players are playing this warband, then the player with the highest rating is the defender.
Marienburg warband places his henchmen, divided any way he chooses, within any of the trade posts. Heroes are all placed within 6 inches of one specific trade post closest to the edge. This post is now the Trade HQ. Attacker begins at the table edge farthest from the defenders Trade HQ. Each of the trade posts that begins the game with at least one of the defenders non-beast models will also have a contact. See below.
Special Rules
Contact:
The contacts can never be more than 4 inches from any of the defender's models standing models. If a contact is separated he must flee 2d6 towards the next trade post in sequence, avoiding enemy models and H2H combats by at least 1 inch, and will seek to stay within 4 inches of the Contact at that location. If there is no Contact at that location or he has been captured by enemy models, the contact will then flee towards the nearest edge, seeking to cut his losses and leave with his life. If an attacker moves into B2B with the fleeing contact, the contact will be considered captured and must follow the Attacker in B2B contacts at all times. See Rewards section for more information.
Contact's Stats
M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 7
Starting the Game:
Defender gets the first turn.
Ending the Game:
Game ends when one warband routs.
Game ends when all Contacts are dead (in which case neither warband wins).
Game ends if all Contacts get to the Defenders HQ alive (Defender Victory)
Experience:
+1 for winning leader
+1 for any hero or henchmen that puts an enemy out of action
+1 surviving heroes and henchmen.
Rewards:
For each Contact in the warband's posession at the end of the game, the warband may do one of the following after experience is calculated and advancement rolls are made, but before exploration rolls.
- Allow for one additional d6 to be rolled during the exploration phase. You must still select only a max of 6.
- Reduce the Rarity of an item by 1 when searching for rare items.
- Reduce the cost of an item by 2d6.
- Defer the upkeep cost of one hired sword for the next game.
- Allows Wyrdstone to be sold for +5gc per shard during the selling phase. This bonus does not stack.