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Author Topic: DEVIL'S DEN IS BACK AGAIN!  (Read 11017 times)

Offline StyrofoamKing

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DEVIL'S DEN IS BACK AGAIN!
« on: April 15, 2009, 06:19:35 PM »
DD RECOVERY: Here's a link for all the devil's den threads (thanks again, Eliazar!!)

Resurrection: DD#01 - Uber henchmen
http://www.sg.tacticalwargames.net/forum/index.php?topic=61.0

Resurrection: DD#02 - Exotic Weaponry
http://www.sg.tacticalwargames.net/forum/index.php?topic=62.0

Resurrection: DD#03 - Lowcost HS
http://www.sg.tacticalwargames.net/forum/index.php?topic=63.0


~~~~~~~~~~~~~~~

Heh heh heh.  I thought I'd do my best to christen the occasion with a new Devil's Den, to get people warmed up.  DD has gotten bigger and bolder throughout the months, but I thought I'd warm us up with a nice, easy challenge:

ALTERNATE LOCATIONS!
Create a location (other than the Trading Post, Sawbone, or Alchemist), that a hero can visit in the Post-Game phase.  It can be a shop, shrine, in Mordheim-proper, in the country, whatever you desire. GO!

EDIT: Also specify which heroes and warbands can use the location, of course.

Or, as an alternative, you be create your own 'Rewards of the Shadowlord"-like locations.  When a hero advances, instead of picking a skill, he may roll on the rewards table of your creation. (Ex. A Bretonnian Knight rolling on a 'Rewards of the Baron' table.)

For those of you who've never heard/done a Devil's Den contest, it's really quite simple:  One player proposes a challenge and acts as judge.  The players have a week (give or take) to come up with an entry.  Multiple entries may be submitted, but they may only have one 'official' entry, and unlimited 'unofficial' entries (the player may change which entry is official and unofficial up until the voting period.)  The judge then closes the contest, and announces his top three picks.  The winner has a week to accept the prize* and post a contest of his own.  If he fails to do so in the week, the 2nd place player may promote a challenge, and so forth.  For any reason, a winner may choose to abdicate as judge, and pass the challenge onto to someone else (for example, if the winner wins two contests in a very close span of time.)  If so, the next judge is chosen from the 2nd place player, or (with the previous judge's and 2nd place person's approval) may be handed over to someone else. (This happens, for example, if a player is leaving on vacation. He may hand the challenge off to someone else, who, the next that THAT person wins, hands it back to the vacationer.)

*Oh, and for 'prize', we mean glory and the chance to create your own challenge. No money or goods are exchanged.

Questions?

« Last Edit: April 24, 2009, 03:33:28 PM by StyrofoamKing »

Offline Master

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Re: DEVIL'S DEN IS BACK AGAIN!
« Reply #1 on: April 15, 2009, 09:04:42 PM »
Yippeee! The Devil's Den is back in action.

Create a location, well let me think...

When will the challenge end again?
Meep Meep - Master is Back!

<Insert some random quote about duct-taping sheeps to head (thanks Styro) or any other weird stuff>

Offline ANSWER_MOD_DABANK

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Re: DEVIL'S DEN IS BACK AGAIN!
« Reply #2 on: April 15, 2009, 09:05:23 PM »
Go ahead and start when you guys are ready.

Offline StyrofoamKing

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Re: DEVIL'S DEN IS BACK AGAIN!
« Reply #3 on: April 16, 2009, 01:11:58 PM »
DaBank:  Thanks! Great icon, by the way (can't stop the Rock).

Master: Well, I assume that it's going to take a few days for people to trickle back in here, sooooo... how's Sat the 25th?  As usual, if the thread's gone over a week and everyone's posted something, with no change for several days, I might just close it next Thursday. Big 'if', though.

Offline MyLittlePwny

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Re: DEVIL'S DEN IS BACK AGAIN!
« Reply #4 on: April 16, 2009, 10:03:49 PM »
Yay DDC is back :D

I'm gonna make Styro's house! Best location in mordheim ever!

Offline StyrofoamKing

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Re: DEVIL'S DEN IS BACK AGAIN!
« Reply #5 on: April 17, 2009, 04:15:14 PM »
*looks nervously outside his window, to see if Pwny is lurking in his bushes*

Offline MyLittlePwny

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Re: DEVIL'S DEN IS BACK AGAIN!
« Reply #6 on: April 17, 2009, 08:20:38 PM »
Don't waste your energy Styro - I've got infiltration  ;)

Offline Baiken

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Re: DEVIL'S DEN IS BACK AGAIN!
« Reply #7 on: April 18, 2009, 04:52:31 AM »
Holy shamoly it's back! Finally! I didn't think it would actually happen. Welcome back one and all. I shall get to work on my latest creation forthwith...

Offline StyrofoamKing

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Re: DEVIL'S DEN IS BACK AGAIN!
« Reply #8 on: April 19, 2009, 06:30:39 AM »
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.
« Last Edit: April 19, 2009, 06:33:33 AM by StyrofoamKing »

Offline Master

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Re: DEVIL'S DEN IS BACK AGAIN!
« Reply #9 on: April 20, 2009, 03:08:58 PM »
The Black Market.
(Not that original, but I like the idea :D)
All places have their black markets, and in a lawless city like Mordheim, it thrives, and as it is a ruined city there is plenty of wares to go around, therefore the items are often at refund prices, though it is a great risk.
Any warrior with the streetwise or haggle skill may enter the black market.
Roll 2d6 and consult the following table, a warrior with both the streetwise and the haggle skill may roll three d6 and pick two of them.
If you roll 2 of a kind you will lose that amount of gold to pick pocketing (a warrior rolling 2 3s will not only roll a 6 but also lose three gold coins)
2 - Snake Eyed pendant: Your warrior finds a small shop where a little man sells a pendant which costs 75 gold, he claims it is magical. If you decide to purchase it roll a d6 on a 1 to 3 it is just a worthless trinket, on a 4+ it is actually an ancient amazon snake pendant, very few of these were made, at the beginning of each turn the warrior can choose to have all of his weapons covered either in dark venom or black lotus.
3 - 21 hours to go: Your warrior seems to have loads of time on the market, roll twice more on this table.
4 - Razzia! The watch has discovered this black market, and has stormed the market. Your warrior decides to flee. Roll 2d6 and add the movement of your warrior (+2 for sprint skill, +2 for leap skill, and +2 for scale sheer surfaces/wall runner). If you roll 12 or more your warrior got away, if not he is captured by the guard. He suffers one serious injury as he is mugged in the prison (re-roll any result of dead, bitter emnity counts as full recovery). The bail for the warrior is set at 50 gold, + a quarter of the price of his equipment in "storage price".
5 - Drug dealer: You encounter a drug dealer, the first time you roll this encounter you can purchase d3+1 doses of any drug (mandrake root, crimson shade or madcap mushrooms) at half price. If the same warrior rolls this encounter again he can purchase any number of drugs, but at twice the normal price.
6 - Assault! Your warrior is assaulted by a quite heavy fighter, count this as a sold to the pits injury from the serious injury table.
7 - Nothing good: your warrior is offered several loads of crap, but nothing interesting.
8 - Lucky find! The warrior finds a mutilated body with a lucky charm around his neck, hopefully it will give more luck to the next owner. (lucky charm)
9 - Poison Master: You encounter a dark shaded figure who offers to sell you his poisons. He sells any known poison (IE agreed on by your gaming group, normally there's just black lotus and dark venom), all his poisons are at half price, however after having purchased his poisons roll a d6, on a 1 it is a hoax and none of them will work.
10 - While walking through the black market you encounter two warriors fighting a single warrior, being valiant (or just deciding that the loot of two warriors is better than the third of one), you attack the two warriors and help the single fighter, after the combat you discover that he is an imperial assassin, who will join you for free next game, after that he will require payment as normal.
11 - Lucky Dice: The warrior gets into a dice game, in which he finds out his opponent must cheat, quickly severing his head he thereafter takes his dice, in fact these dice were just really lucky (Whoops!), once per game these dice allow you to change one dice roll made by this warrior into another.
12 - Wonderful find: Your warrior may purchase any item on the mordheim equipment list, without rolling for rarity at half the normal price.

Sisters of sigmar may never enter the black market, however sisters of sigmar with the righeous fury skill also hate all warriors that use the black market.
Meep Meep - Master is Back!

<Insert some random quote about duct-taping sheeps to head (thanks Styro) or any other weird stuff>

Offline StyrofoamKing

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Re: DEVIL'S DEN IS BACK AGAIN!
« Reply #10 on: April 20, 2009, 06:55:07 PM »
Hee Hee. Nice one, Master.

I'm hoping SOMEONE will make an Alehouse/tavern chart. I mean, seriously, is it possible to have a fantasy/rpg setting WITHOUT an inn/alehouse setting?

Offline skavenslayer

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Re: DEVIL'S DEN IS BACK AGAIN!
« Reply #11 on: April 22, 2009, 09:12:33 AM »
Skavenslayers offical entry: Cemetery - Necromancers only

Instead of searching for rare items, a necromancer can visit a cemetery looking for "spare parts". Roll a D6 (add +1/-1 if a dreg is helping, he cant search for rare either) "Spare parts" can be addet to a zombie in the warband, note only normal zombies, not summond or ex-heroes.

"Spare part" chart:
1-2: You find nothing usefull, the time is wasted.
3: You find a nice "working head", the zombie gets +1 I. cost: 10 gold.
4: You find a pair of good looking legs, the zombie gets +1 M. cost: 15 gold.
5: You find a extra arm, the zombie gets +1 A. cost: 20 gold.
6: You find a pair of huge blacksmith/ogre hands, the zombie gets +1 S. cost: 25 gold.
7: You find enough plauge victums parts to make the zombie a ticking time bomb of plauge and pestilence, the zombie gets the Blackblood mutation. cost: 30 gold.

-Skavenslayer
« Last Edit: April 22, 2009, 01:23:52 PM by skavenslayer »
"...even the most brilliant of schemes could be foiled by the incompetence of underlings. Through no fault of his own, his lazy, cowardly and stupid minions had let him down once more..."

Offline Eliazar

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Re: DEVIL'S DEN IS BACK AGAIN!
« Reply #12 on: April 22, 2009, 09:52:58 AM »
That's a good one!

I suppose the enhanced zombie has to be a seperate group?
"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)

Offline skavenslayer

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Re: DEVIL'S DEN IS BACK AGAIN!
« Reply #13 on: April 22, 2009, 11:33:34 AM »
thanks m8..

hmm.. depends on your group, we (my group) would just note it in the zombie groups equipment and make sure everbody knows witch zombie got what. (make a cool model).
Hope that helps.

-Skavenslayer
"...even the most brilliant of schemes could be foiled by the incompetence of underlings. Through no fault of his own, his lazy, cowardly and stupid minions had let him down once more..."

Offline StyrofoamKing

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Re: DEVIL'S DEN IS BACK AGAIN!
« Reply #14 on: April 24, 2009, 02:24:18 AM »
Very nice. If you play that way with Zombies, make sure you check out Brahm's website for the 'Masters of Horror' warband... it's one that he and I wrote YEARS ago (I think you'll like.)

C'mon, guys!  Judging ends on Saturday night! Let's see more entrees (I know you have it in you... I BELIEEEEEEVE IN YOU!!! ) *happy tears* :'(