Underworld dreams
Posted by | Tuesday, April 15, 2014 at 1:14 AM
Heroes thrive off dangerous pursuits – Sold to the pits, held captive by a rival gang, or an illegal drug addiction. The underbelly of the city is where pleasure houses, drug parlours and baiting pits can be found. This is where hedonistic warriors will be able to entertain their darkest desires in godforsaken dens of vice and misery. It is said that more people die every year around the wharfs than on all the glorious battlefields of the Empire! Here is an exhaustive tour of Marienburg's renowned waterfront hostelries and most notorious havens of ill repute.
During the Trading phase of the post battle sequence Heroes may attempt enter one of the taverns, casinos, drug dens and bordellos of Marienburg instead of searching for a rare item.
The following chapters expand post battle sequence options in the Trading phase:
Download - Infamous Haunts (PDF, ca. 1.5 MB)
Download - Marketplace (PDF, ca. 0.8 MB)
Download - Unknowable Cargo (PDF, ca. 0.5 MB)
Mutiny in Marienburg is a narrative campaign for Mordheim. A lot of the flavour for the setting is pulled from tomes published for Warhammer Roleplay. Finely quilled novels from Black Library add layers of detail to existing source material. Compiling as many flavourful notes from as many stories as possible I've been building a pattern of activities. Infamous Haunts contains 14 locations in Marienburg's underworld. The risks are steep. The rewards are great. Players whose warriors pay the underworld a visit are sure to have a story to tell. This could be just the twist in your campaign you were looking for! Here is where Heroes from your warbands may dare to visit in the the post battle sequence instead of pursuing traditional activities.
In your campaigns some players will fuss over gathering up the best equipment, others may realise that visiting an Alchemist to tap into the power of wyrdstone is the best course of action to take. What if there were other options available? Would your Witch Hunter search for a Holy Relic or would he visit the Sanitarium? Would your Necromancer search for a Lucky Charm or cajole a Dreg into visiting the Graveyard with him?
Before I realised what I had on my hands I was working on a compilation article called 'Marketplace'. My intention was (and still is!) to adapt the best material from the Encampments articles published in Town Cryer. This is partly what led me into the seediest corners of the city. Sometimes the outcomes will introduce new rules where guidelines need to be followed. There might be penalties to pay. Rewards vary sometimes revealing a secret location from the Marienburg campaign or a special character such as Trancas Quendalmanlïye at the Casino in Elftown.
On my desktop I still have another document being bashed into shape by referring to my campaign notes plus those old Town Cryer magazines. I have elaborated considerably. Anything that develops a wild campaign story. Anything that encourages modelling opportunities. If it inspires, it's being tied in! For instance that building with the green roof above Three of a Kind casino, if you recognise it, is being well represented. Marketplace will offer safer options to players than visiting the city's underbelly. This should pose further tactical choices in campaigns. Play it safe by visiting the Cartographer or take a chance by visiting one of the locations beyond Three Penny Bridge.
Of course not all warbands will benefit from these options. Enemies of mankind, elfkind, dawi or halfling folk are not permitted entry to legendary parlours of ill repute such as Golden Lotus drug den or Molly's knocking shop. As compensation for this I have a more concise set of (two) locations where the likes of greenskins, beastkin and vermin may think about heading to chill out after the battle. These will work on a completely different set of (very basic) principals to any of the other charts normally used in campaigns. Of course such primitive creatures could be too preoccupied with their wyrdstone trinkets and ceremonies of sacrifice to think about setting off in the right direction!
During the Trading phase of the post battle sequence Heroes may attempt enter one of the taverns, casinos, drug dens and bordellos of Marienburg instead of searching for a rare item.
The following chapters expand post battle sequence options in the Trading phase:
Download - Infamous Haunts (PDF, ca. 1.5 MB)
Download - Marketplace (PDF, ca. 0.8 MB)
Download - Unknowable Cargo (PDF, ca. 0.5 MB)
Mutiny in Marienburg is a narrative campaign for Mordheim. A lot of the flavour for the setting is pulled from tomes published for Warhammer Roleplay. Finely quilled novels from Black Library add layers of detail to existing source material. Compiling as many flavourful notes from as many stories as possible I've been building a pattern of activities. Infamous Haunts contains 14 locations in Marienburg's underworld. The risks are steep. The rewards are great. Players whose warriors pay the underworld a visit are sure to have a story to tell. This could be just the twist in your campaign you were looking for! Here is where Heroes from your warbands may dare to visit in the the post battle sequence instead of pursuing traditional activities.
In your campaigns some players will fuss over gathering up the best equipment, others may realise that visiting an Alchemist to tap into the power of wyrdstone is the best course of action to take. What if there were other options available? Would your Witch Hunter search for a Holy Relic or would he visit the Sanitarium? Would your Necromancer search for a Lucky Charm or cajole a Dreg into visiting the Graveyard with him?
Before I realised what I had on my hands I was working on a compilation article called 'Marketplace'. My intention was (and still is!) to adapt the best material from the Encampments articles published in Town Cryer. This is partly what led me into the seediest corners of the city. Sometimes the outcomes will introduce new rules where guidelines need to be followed. There might be penalties to pay. Rewards vary sometimes revealing a secret location from the Marienburg campaign or a special character such as Trancas Quendalmanlïye at the Casino in Elftown.
On my desktop I still have another document being bashed into shape by referring to my campaign notes plus those old Town Cryer magazines. I have elaborated considerably. Anything that develops a wild campaign story. Anything that encourages modelling opportunities. If it inspires, it's being tied in! For instance that building with the green roof above Three of a Kind casino, if you recognise it, is being well represented. Marketplace will offer safer options to players than visiting the city's underbelly. This should pose further tactical choices in campaigns. Play it safe by visiting the Cartographer or take a chance by visiting one of the locations beyond Three Penny Bridge.
Of course not all warbands will benefit from these options. Enemies of mankind, elfkind, dawi or halfling folk are not permitted entry to legendary parlours of ill repute such as Golden Lotus drug den or Molly's knocking shop. As compensation for this I have a more concise set of (two) locations where the likes of greenskins, beastkin and vermin may think about heading to chill out after the battle. These will work on a completely different set of (very basic) principals to any of the other charts normally used in campaigns. Of course such primitive creatures could be too preoccupied with their wyrdstone trinkets and ceremonies of sacrifice to think about setting off in the right direction!
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20 comments:
Are the subheadings of the pdf supposed to be in Greek alphabet or is something not working on my end?
That's the Schoensperger font for you! Don't worry, you'll get used to it. ;)
Or learn to read in Greek! ;)
I really like the sound of busy streets with shops and brothels. Is this a legitimate reason to resume some serious urban terrain making?
Joao
Could you explain the result 5 of the Golden Lotus?
Buzz. The stoned Hero is immune to
psychology, has -1 Initiative in the next
battle and may not declare any charges
against enemy models. Deduct -1 from all
hits against him in close combat. In
addition the warrior is immune to the
effects of psychology and any attacks made
against the warrior.
Twice Immun to psychology and immun against attacks?
Thanks for feeding back the error found on the Dream Chart. I will update the source file.
5 Buzz.
The stoned Hero has -1 Initiative in the next battle and may not declare any charges against enemy models. Deduct -1 from all hit rolls being made against him in close combat. In addition, the warrior is immune to the effects of psychology and any ranged attacks made against the warrior are ignored on a 4+ roll.
Basic rule of layout: Use fonts your readers can read.
Apologies folks! My linkage was incorrectly entered. I've replaced the link now so you can view the intended PDF player aid with headings in good old English Reikspiel (non-Greek Fraktur)
I get a disabled link message. Sad day.
Weird, does this work?
https://www.dropbox.com/sh/91frsd2dftrq7ds/AABgnuCgRdndHRxQlDf3uljba/16%20Infamous%20Haunts.pdf
It does in the PM you sent me. Thank you.
Is there an exploration chart for the city itself or just for the Wilds?
Is there an exploration chart for the city itself or just for the Wilds?
Curious.
Er yeh, there are a set of exploration charts for the Wasteland region. In and around the city itself. I need to double-check what stage these are at and share?
Sharing is good.
Apparently this document link for the incomplete Wasteland Exploration file has been active in my public folder since the summer battle day.
https://dl.dropboxusercontent.com/u/9489887/14a%20Wasteland%20Exploration.pdf
Yeah the incomplete Wasteland Exploration has been there for a while. Got that. Is that it for exploration in Marienburg? Every exploration roll in MiM uses that chart?
These exploration charts encompass the city limits and beyond Marienburg's walls. I wanted to take the opportunity for warband's to explore some of the nearby locations in the province of what was known as Westerland (now the Wasteland) and the wilderness locations used were inspired by Hogshead's WFRP source book 'Dying of the Light'. It contained rich scenarios that expanded the scope of Marienburg campaigns making it the perfect accompaniment to 'Sold Down the River'.
Additionally, there are two new charts, designed in a different format, in my drafts. These special tables are devoted to subhumans having wider options in the post-battle sequence. They act as counter-point to Infamous Haunts & Marketplace. The first one is for Skaven (Under-Town) and the second is for Orcs & Goblins, Beastmen & Fimir (Daemon Swamp).
OK. NO Exploration Chart for Marienburg, got it.
Not ok. Marienburg is in the Wasteland ergo the Wasteland exploration chart is applied for a Marienburg campaign. Some of the entries relate to areas explored inside the city and the others reveal locations in the surrounding area.
Thank you. And another thing. Is there a link to the various warbands that have been published? I have several downloaded copies, but now I can't find the original link or links (aside from the new Halflings) to see any updates or to share with members of my group for games...
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