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Author Topic: Resurrection: DD#05 - Marienburg  (Read 3623 times)

Offline Eliazar

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Resurrection: DD#05 - Marienburg
« on: April 25, 2009, 04:07:13 PM »
Devil's Den Challenge the Fifth: WINNER!
Topic author: eikaeros
Subject: Devil's Den Challenge the Fifth: WINNER!
Posted on: 02/03/2008 14:09:16
Message:
Devil's Den Challenge the Fifth: Marienburg:

Marienburg, largest and richest city of the Old World, cosmopolitan entrepot and a centre of trade with no equals. Coveted by her neighbors, envied by her rivals, Marienburg's fortunes have never been higher than the times before and immediately after the ruination of Mordheim. Uniting the lesser Elector Counts behind her, Lady Magritta of Marienburg managed to win the election for the Imperial Throne, only to be denied by the Grand Theogonist.

Despite the seemingly limitless wealth of her coffers and the power it implies, bands of Marienburger Mercenaries are surprisingly bland and flavorless. Reiklanders enjoy their military reputation and deadly archers, Middenheimers have brutish strength, wolf priests, and a suicidal disdain for helmets, and Marienburgers have, uhm, an extra 100 gold crowns - hardly the stuff to fire a player's imagination.

The Rules:
The latest challenge of the Devil's Den series is to create a characterful addition to the ranks of Marienburg, whether it be a new Hero choice, a new group of Henchmen, perhaps a Hired Sword choice, or even a new skill set for the rich boys in red, blue, and yellow.

While it is easy to think of the Marienburgers as perfumed fops who breathe through scented handerchiefs everytime they leave their palatial trade halls, dont forget they a hard-nosed, hard-dealing race of traders and craftsmen who have opened up markets in every corner of the world, despite the myriad of dangers and other rivals.

Reply author: Master

Replied on: 03/03/2008 10:06:24
Message:
Styro, I think it is time for you to post your:

Hired Swords as Purchased hero rule!

I wont steal it as it is your ingenious idea, it will just make me think a little more about what i'm gonna submit, although i've just played a WHFP campaign based in Marienburg.


Reply author: Ans-Mod Brahm Tazoul
Replied on: 03/03/2008 13:11:39
Message:
Brahm's Official Entry: (let's get this ball rolling, as I know you are all waiting on me to see what you'll have to beat this time!)

0-1 Trade Boss
Replaces one Champion choice
55 gold crown to hire

Profile    M   WS   BS   S   T   W   I   A   Ld
Trade Capt 4   4    3    3   4   1   3   1    8

Marienburg's wealth does not come from pompous nobles nor over-taxed peasants. Gold crowns flow into her coffers from other provinces, kingdoms and far away ports. Her out-going goods and incoming gold do not simply appear, however. They are safe-guarded by her fiercest sons and most note-worthy adverturers.

Weapons/Armour: Trade Bosses may be equipped with weapons and armour chosen from the Mercenary Equipment list.

SPECIAL RULES
The Boss: Any warrior within 3" of the Trade Boss may use his Leadership characteristic when taking Leadership tests.
Keen Eye: Once per post-game sequence, you may substract D6gc off of any item that has a rarity of 8 or more, so long as the Trade Boss was not taken Out of Action. Roll this D6 after you have determined the cost (including variables) of the item you have chosen.


Reply author: StyrofoamKing

Replied on: 03/03/2008 14:25:20
Message:
Master: Naw, I'd use that in the TILEAN Warbands... I'll try to come up with something else for the Marienburgers...

THE JUDGE
60gc

The city of Marienburg is full of not just merchants and seafarers, but of also the largest halls of justice in the entire empire. There it is not uncommon to have a judge deep in the pocket of a wealthy merchant, deep enough that the only way to pay it off is with a quick visit to the city of the damned. Whether the Judge is a righteous crusader, fighting for his ideal of justice, or whether he is a corrupt frog, bloated with bribes and shady dealings, he always comes equipped with the Sigils of Justice... badges and shackles, forged in the purest iron and engraved with Elven or Dwarf runes. Some saw anarchy is the natural state of mankind, but the talismans and the force of wills behind any judge can prove the opposite, that any human strong enough can force chaos and disorder to fall in line and crave in obedience.

May be Hired: By any Marienburg warband, and will replace a Champion.
M WS BS S T W I A Ld
4  4  3 3 3 1 3 1 8

Equipment: In addition to equipment from the Mercenary Equipment list, the Judge will always have a Sigil of Justice. No other warriors or warbands may use it, and if stolen, may be sold for 10gc (you may purchase another for 20gc).

SPECIAL RULES:
Law of Nature: So long as he carries a Sigil of Justice, whenever the Judge successfully deals a wound to another model (that is not saved), the model temporarily forgets a random skill until the end of the game. Henchmen that have a special ability that is also a skill (Swordsmen, Forest Goblin Sluggas) also forget their skill.

SPECIAL SKILLS:
Law of Commerce: Whenever selling wyrdstone, your first shard always sells at 30gc, and each additional wyrdstone sells at 15gc each. If the amount for selling wyrdstone would normally be higher than this amount, you may take the higher of the two amounts.

Law of Man: At the start of any game, you may decide to make all Spells and Prayers gain +1 Difficulty, to a max of 10. These include any spellcasters belonging to you or your allies.

Law of Property: The Judge hates all members of Pirates, Outlaws of Stirland, Hochland Bandits, and Grave Robbers warbands. He will also hate the following Hired Swords (but not the warbands who hired them): Grave Robber, Halfling Thief, Highwayman, Slayer Pirate, Swashbuckler, Thief. Likewise, he'll hate any Thief/Pirate hero or hired sword not included above (ex. The Halfling Thief hero in the Halfling Warband.)


Reply author: Ethlorien
Replied on: 03/03/2008 17:15:21
Message:
Alrighty then, here's my entry Au-ficielle:

Trade Manipulation

Trade Manipulation is a warband-wide rule all Marienburger warbands gain in addition to their standard +100gc.

Marienburgers are the princes of possession and the kings of coin. They have set up trade routs across the known world, contacts in the most palatial estates to the shadiest of alleys. They are born to money, and in their care, money does prosper. Every Marienburger has at least a handful of loose connections, contacts, or leads as to where to get the best merchandise, or who to speak with to ensure only the best of items are held back for them. In Mordheim, and the shanty-towns around it, this is no different. In fact, here in the City of the Damned, where cutthroat deals are a staple of life, one can truly see the monetary prowess of the Marienburgers.

During each post-battle sequence, before any trades have begun (selling wyrdstone, rolling rarity, etc), a Marienburg Leader may opt to Manipulate Trade in and around Mordheim. In order to do so, he must spend that time dealing with his associates, contacting vendors, bribing officials, etc. As this takes time, a Marienburg Leader may not choose to hunt for Wyrdstone.

Furthermore, such dealing costs money. If a Marienbug Leader wishes to Manipulate Trade, he must spend funds equal to 20+3d6gc. Whether he succeeds or fails, this money is spent and lost. Obviously, as this step comes before the selling of treasure, a warband must have these funds up front in order to make this role.

Once the time and money has been spent, the player makes a Leadership roll for his Marienburg Leader. If the test fails, the leader's efforts are in vain, the money wasted, and nothing comes of his attempts. If the tests is a success, then the player may choose one of the following results:

1) All items now cost +d6gc for each opposing warband for the duration of the campaign.

2) All rare items increase in rarity by 1 (to a maximum of 12) for all opposing warbands for the duration of the campaign.

3) All items now cost -d6gc (to a min. of 1) for the Marienburgers for the duration of the campaign.

4) All Rare items decrease their rarity by 1 for the Marienburgers for the duration of the campaign.

5) Any item normally makred 'Available only to X' is now available to the Marienburger warband. This also includes items that, while available to one warband, may have a lower Rarity or cost to specific warbands. In this case, Marienburgers may roll the lower rarity and/or pay the cheaper price.

A Marienburger warband may choose any of the above results, but only 1 per post-game sequence. A Marienburger may indeed manipulate trade numerous times, as long as only one effort is made per post-game sequnce. No result may be choosen more then once. All results are cumulative. Once a Marienburger warband has acquired all five of the above results, their is no further trade manipulation to be done. You're rich enough.

Reply author: ANSWER_MOD_DABANK
Replied on: 03/03/2008 18:24:16
Message:
Banker
Name: Dicke Kohle (In German it is suppose to mean Big Money)
80 gold coins and 60 Upkeep.

Rating: A Banker increases the
warband’s rating by +20 points, plus 1 point
for each Experience point he has.

M WS BS S T W I A LD
4 3 3 3 3 1 5 1 10

May be Hired: Any good aligned warbands.


Skills: A Banker may choose from
Academic skills when he gains a new skill, any defensive skills (Step Aside, Doge) or his own special skills. (Need to remember what they were).

Weapons: Dagger, Pistol, Fake Money(counts as Caltrops),and an abacus.

Abacus can be used to confuse the enemy with little beads that move back and forth thus allowing the Banker to attack first.

The Banker is highly educated and this is normally through going to college or working your way up through work experience. He gains experience twice as fast.

Special Skills

Interest: The Banker is highly resourceful in lending out money and making interest on it. Roll a D6 on a 1 the banker has failed and you lose 2D6. On a 2 or higher you can 5 D6 in interest.

Haggle:The warrior knows all the tricks of
bargaining and haggling. He may deduct 2D6 gold
crowns from the price of any single item (to a
minimum cost of 1gc) once per post battle sequence.

Banker/Day Trader: As natural traders with contacts in the merchant guilds Marienburg warbands receive a +1 bonus
when attempting to find rare items (see the Trading
section for rules). Thus giving the Marienburgers +2 Bonus for rare items.

Chest: The banker carries a chest of money and must be modeled on his base or carrying it. The chest allows him to use his leadership within 12 inches. This can be used on Fear or All Alone Tests. The sight or thought of money inspires.(If you don't model a chest then you do not get the benefit of having one).

White Collar: Being a Banker and wearing fine clothes, articulate, artistic and etc the Banker WILL avoid HTH. The Banker will try to stay 6 inches away from enemy models. If charged, he will defend himself.


Special Skills the Banker can Learn

Stone Cutter: The Banker has the skill to
refine wyrdstone shards to increase their
value. Whenever a warband sells its wyrdstone
the Banker may try to refine the source.
Roll a D6 to discover how much additional
gold the wyrdstone is worth.
D6 Gold
1-2 Lose 2D6 gold crowns.
3-5 Gain 2D6 gold crowns.
6 Gain 3D6 gold crowns.


Guardian: The Banker has ‘acquired’ a bodyguard to protecting from harm in the coming battles. The bodyguard will only protect the Banker and cannot fulfil warband objectives or search, loot or any function other than protecting the Banker and as such will remain within 1" of the Banker at all times. The bodyguard doesn’t gain experience and isn’t paid (it is assumed he has been ‘gifted’ to the Merchant as a favour from one of his contacts).
Profile M WS BS S T W I A Ld
Bodyguard 4 4 2 4 3 1 3 1 8
Equipment: Sword, light armour, shield and
helmet.
SPECIAL RULE
Intercept: the bodyguard will intercept any model shooting at or charging the Banker. Any attacks will be directed at him and if charged place the bodyguard in front of the Banker to protect him. The bodyguard will not charge unless the Banker also charges and cannot intercept an attack if already engaged in combat.(Mine was similiar to this but not exact...i need to remember how it went).

(I have more but have been at work all day and wanted to get something in). I created this guy a long time ago but need to find the data again as it was 7 years ago and three computers ago).


Reply author: Master
Replied on: 03/03/2008 18:56:41
Message:
well, I just got my idea, this is unofficial as i am not totally sure yet, but wanted to post it:

Marienburg Special Rule
aaah, Marienburg, known for it's merchants, the rich people, happyness in the streets, the lively port, the well educated judges. Marienburg, what a wonderful town, Known for the schemers that plan beneath, the assassins, and even worse, the cultists of Chaos! It is said that these days the evil schemers of Marienburg plan to wrist themselves free of the empire, a mutiny against the divine emperor! These mutineers must be smited! - John the Righteous, warrior priest of sigmar.
How very true Marienburg is renowned for it's Merchants, it's brokers and it's severely good sausages, However, where there is commerce there is schemers, and where there's schemers the God of fate spins his hand. It is True, the Eye of the great eagle even watches Marienburg, as he tries to seek control, helping those that promise their souls to him, giving them the power to control fate, but at what cost? The very soul is what defines you as a man, a such merchant having given away his sould is stripped of humanity, and is only the puppet of the great schemer, the lord of change. Tzeentch!

Any Marienburg warband May include a Puppet of Fate (although by himself he thinks he is the master of fate, the great schemer knows that the man has nothing to say, he is but a mindless puppet) instead of their Captain, if you do your warband will be considered Chaos Aligned.
Puppet of fate: 70gc
M WS BS S T W I A LD
4 3  3  3 3 1 4 1 8

Weapons & Armour: From the Mercenary list.
Skills: Combat, Academic, Strength, Speed. May also be given the rewards of tzeentch, similar to the rewards of the shadowlord, but instead of being Possessed, he will attain the ability to re-roll one die per turn in any game which he partakes in, this may involve rout tests, also instead of a daemon weapon he merely adds +1 to any further spellcasting rolls (this is cumulative).
Special Rules:
Leader.
Wizard: The puppet of Fate is a wizard, and starts with one spell from the Lore of Tzeentch, whenever he gains a new spell, he can chose to achieve a random spell from the lore of tzeentch (just as ordinary mages), or he can chose to gain a random spell from the lesser magic list (just as the warlock).

The Lore Of Tzeentch:
1 Fatespinning: Difficulty 9
Until the end of the next magic phase of the Cultist, this warrior can re-roll any die roll which he makes.
2 Flames Of change: Difficulty 6
The Tzeentch Wizard makes his enemies burn on the gaze of his mighty lord, any warrior within 12" suffers D3 S3 hits.
3 Daemon Summoning: Difficulty 9
The tzeentch wizards chants the dark speech of his god, upon uttering the true name of his beast he summons a minor daemon, the daemon has the same stats as a wardog (from the equipment), but is lost at the end of the battle no matter what, only one such daemon can be present per Tzeentch wizard, but if it is destroyed he may try to summon a new one, each such creature must remain within 6" of the Wizard that summoned it, if it is not within that range at the end of turn, it will vanish into thin air. The daemon is placed anywhere within 6" of the Wizard.
4 Sight Of the Great Eagle: Difficulty: auto
The Wizard sees the future through the winds of magic, in the exploration phase, he may add or deduct one point from a dice roll, in addition he gives another exploration dice.
5 Spell Mastery: Difficulty: Special
This spell can only be cast when an opponent tries to use a spell of his own, and only once between each of your magic phases, in order to use the spell roll 2d6 as you would for casting a spell yourself (and add any sorcery bonus or similar). If the Tzeentch wizard beats the roll the opponent made the spell is effectively dispelled and nothing happens, if not then the spell suceeds as usual (that is if the casting roll was high enough to suceed).
6 Blood of Chaos: Difficulty: 8
When this spell is succesfully cast, the caster may take a hit at a strength up to 6, then any opponent within 24" suffers D3 hits at the same strength.


Reply author: Ganymede

Replied on: 03/03/2008 21:46:59
Message:
This special rule replaces both the rule that gives access to an additional 100 gold crowns as well as the rule that grants easier access to more common rare items.

Superior Funding

At Warband creation, Marienburg warbands benefit from a 20% discount on purchases, whether they be on warriors, equipment, or hired swords. After warband creation, marienburgers benefit from a 10% discount on all purchases.

There, simple, sweet, and characterful. Additionally, it is a lasting benefit that continues to have an imapct after the first couple games.

Reply author: eikaeros
Replied on: 04/03/2008 07:39:44
Message:
I just wanted to (ahem) throw my own hat in to the ring . .

Extra Foppish Hat:
Price: If you have to ask, you can't afford it.
Rarity: Rare 10
In Marienburg, a man of wealth must look the part - After all, his appearance and clothes advertise his success as a businessman and the blessings of Ranald upon his fortunes at all times - whether arguing with a Bretonnian fishwife over the price of haddock or stepping out from a seraglio in sunny Araby. Made of velvet and lovingly embroidered by the free ladies of the lower wards, the extra foppish hat proclaims its wearer to be a captain of industry and master of his own destiny.
Dyed ostrich feathers are available upon request, enquire within.
The Extra Foppish Hat has no mechanical bonus, but it does grant a +10 bonus to awesome.

Extra points to anyone getting the reference .

On a more serious note, excellent ideas all around - amazing what a wellspring of ideas the community can offer on such short notice.

Reply author: ANSWER_MOD_DABANK
Replied on: 04/03/2008 12:22:42
Message:
Gobbo..you are correct..I was trying to remember all the things I wrote up for this guy.

I wrote up a banker HS 7+years ago and thus Da Bank. I had the WFRP Marienburg Sold Down the River and drew inspiration from that.

We only used him in my old gaming group and was available to all good aligned warbands.

Over time I lost his stats so any mistakes are just me trying to get something put in.

I won't have time tonight as it is our MOrdheim night but hopefully by Wednesday or Thursday I can get The Banker fixed or close to what I had made up years and years ago.
"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)

Offline Eliazar

  • Active Member
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  • Posts: 75
Re: Resurrection: DD#05 - Marienburg
« Reply #1 on: April 25, 2009, 04:11:54 PM »
Reply author: Chad
Replied 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 “reset”.
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: saltbush

Replied 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 Mercenaries
30Gc
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 Morgrimmsson
Replied 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: MyLittlePwny
Replied on: 07/03/2008 14:36:14
Message:
Spoiled Kid
Marienburgers 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: Arcadian
Replied on: 07/03/2008 15:29:22
Message:

The Zanni

Commedia 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: Zontarion

Replied on: 08/03/2008 08:29:24
Message:
Okay, here's my official entry:

Trading Post
Any 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: Beardling
Replied 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: eikaeros
Replied 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: Baiken

Replied 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 Delegation

The 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.
"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)