UNOFFICIAL EXAMPLE: THE SALON
{{Here's an OOOOLD location I wrote for Warhammer Quest. Let me tweak it for mordheim:}}
The Salon (not hair salon, but an upperclass drawing room where people discussed enlightened issues) strikes me as the intelligent man's Alehouse. For a change, Elves and Wizards are in their element, while thick-skulled Barbarians and ill-tempered dwarfs are the ones who'd be eaten alive.
WHO MAY ENTER: Any Hero with access to Academic Skills may enter. While the fullest curtesy is granted to humans and elves, dwarves are accepted too (and even Skaven can partake in the knowledge... they just sneak into through the crawl space.) Only one hero may visit the Salon each postgame, and only once between games. It may only be found in City locations other than Mordheim proper (example, Mousilon, Relics of the Crusade, Sartosa, Sylvania).
Roll 2D6: for the Hero, to see what he learned this fine day. If the hero has an item or skill that grants a bonus for finding rare items (except Streetwise, which is too middle-class), it is applied to the chart below (ex. being a Marienburger, or having a rare jewel.) The hero also receives +1 for each of the following: having Cathayan Silks, owns Perfume or a Wash Bar (Relics), an Opulent Couch, or a Captain's Hat (Sartosa rules).
2 - Out, Damn Spot - Your warrior is let into the salon all too easily and only moments later do you understand why. They believe you to be the temporary replacement for their kitchen servant. After a full day of scrubbing hors d'oeuvre trays, you gain 1D3 gold for your efforts. This same hero may not go to the salon next game either, but must wait an extra phase.
3 It Smells to Heaven - Your Warrior’s distinct odor does not go undetected within the small salon. Rather than be disgusted, the entire intellectuals of the room spend the rest of the afternoon playing "Identify the Reek." Your warrior leaves quite red faced after being voted to smell like a wolverine with intestinal problems and immediately purchases Perfume (20+1D6gc) or a Wash Bar (5+1D6... see Relics of the Crusade for rules.) No rarity search is necessary, and the player may choose which to purchase, but must purchase one of two items, deducting money from the Treasury to pay for it.
4 Hence be gone, Away - Your Warrior is thought to be an uncouth rogue and your very sight causes the women to scream. The Local Watch assists the doorman on your way out. In the process of being kicked out, they confiscate a Misc item of yours (that does not cost more than 50gc.) If you wish to have it back, you must pay half the item’s sale price in order to get it back. The item will still be in possession of the guard in the future, so you may obtain it in any Post game.
5 Beauty provoketh thieves sooner than gold - You enter a large room filled with ill-shaven people and begin a discussion about philosophy. After staring at you with wide eyes for several minutes, several of the characters in the room nod their heads and agree with your view on the shaping of society. Only on your way out (after several friendly hugs and handshakes) do you realize that you had not walked into a salon but instead had spent the day in a den of thieves! You find yourself missing 1D6 gold (from the treasury.)
6 Is rounded with a sleep - You are allowed into the salon, but find the conversation most boring indeed… something about the place of lichen in society. You excuse yourself, and have time to run down to the local shop. You may roll on the Trading list for this hero after all.
7 T'is Passing Strange - You jump into a stirring reevaluation of history, under which you defend the role of the traveler as a boon rather than a parasite. You run rings around them logically and astound the entire gathering. As you get up to leave, you are given a thorough round of golf claps, and a wealthy merchant gives you his card for his shop. You may roll TWICE on the Trading list for this hero, which may be rolled for one or two separate items.
8 When shall we three meet again? - You become a pivotal player in a discussion about different cultures and their views of the afterlife, only to be interrupted by the stroke of midnight. Unable to carry on tonight, the hostess asks you to come again to continue contributing to the debate. The next time your warrior visits the Salon, he rolls three D6s and picks the highest two.
9 Play on, Play On - Your mind wandering, you begin to fiddle with a flute or stringed instrument that you carry for luck. It just so happens that a member of the court is a music tutor that would be more than eager to give you a few pointers. Within a few short hours, your Warrior knows by heart a simple lullaby that can soothe the soul of any creature. Once per adventure, your Warrior may play on his instrument. At the start of any movement phase, you may decide to start using your tune. If you decide to, all animals and models with Stupidity must make a leadership test before they are able to charge you. This is a one-use ability, but is not required to be used next game, and may be saved for any game.
10 She doth teach the torches to burn bright - A brilliant and beautiful chemist demonstrates her latest discoveries in the fields of combustion. After telling her of your walk in life, she is overjoyed to tell you the secret for simple but efficient torchs. From now on, at the start of any game, you gain 1D3 Torches. They can as lanterns, but may be given to henchmen. In combat, they count as hammers. They last till the end of the game, afterwhich they are discarded, used or not. You may not stockpile or sell the torchs.
11 And thereby hangs a tale- You eloquently weave stories of your exploits, spinning yarns that stretch across the room and make delicate women swoon. You look up for a moment to see a scribe taking down your every word. It turns out the scribe works for one of the few publishers in the kingdom, and is eager to show his supervisor your material. Your Warrior’s stories become mass produced novels, and you (as the author) are not beyond seeing some portion of the earnings. After every game, you may collect 1D6 gold on account of royalties. On a natural roll of 1, though, your stories have fallen out of favor and that is the last royalty you collect.
12 The Weaker Vessel -While your warrior is not actively involved, you listen closely to two physicians debating the anatomy of the human body. This does not really interest your Warrior much… until they start discussing the fatal weak points on the human body. Your Warrior overhears enough of the argument to identify the points on any given body. After rolling to hit, but before rolling to wound, you declare any one of your attacks to treat the defender as -1 Toughness. This may be applied to hand-to-hand, shooting, or magic. This is a one-use ability, but is not required to be used next game, and may be saved for any game.
13 Most Potent Art - A graduate from the College of Magic strikes a conversation with you, and is quite taken with you. He is unable to squeeze an entire lesson on magic into one afternoon, but is able to pass on to you a scroll. You may roll randomly on the Lesser Magic spell list (or, if you have access to the Sorcerous Society warband, may roll on one of the four magic lists), and have that random spell trapped within the scroll. Once, during your shooting phase, you may have your hero read the scroll, casting the spell on a D6 roll of 2+. The caster may use this spell while wearing armor, but may not use a missile or cast a second spell/prayer this time. The scroll is one use only, and crumbles after a successful or unsuccessful use. Sisters of Sigmar, Witch Hunters, and Prayercasters will not keep the scroll, but will destroy it upon receiving it (talk about ungrateful.)
14+ The Life to Come - While sitting on a pastel sofa, your Warrior becomes enlightened to the crossly-knit structure of the Universe, the Meaning of Life itself. It quickly fades, but your Warrior feels he has been changed. For one moment, when your Warrior’s brain is between death and life, the Meaning of Life revisits you before darting away forever. The next time your warrior dies (rolls 11-15 on the Serious Injury chart), roll 1D6: on a 4+, he is treated as Multiple Injuries. This is a one-use ability, but is not required to be used next game, and may be saved for any game.