Brigandsburg
Brigandsburg tends to house the more unsavory characters. Middenheimers abound here as do Witch Hunters. Some Reiklanders set up camp here and very few Marienburgers (after all it is too filthy for them). The Sisters have a presence here but it is only a safe house. Possessed are a rare site but do appear at times. Here you will find the most hired swords. If hired out of Brigandsburg they are hired at 75% of the base cost but their upkeep is the same. The streets of Brigandsburg are dangerous and not for the unwarry, if any Heros go out serching for Rare items they must roll a d6 under their I to keep carfull watch of them selves or risk ambush. If the test is failed they do not get to search for items as they are having to avoid the roving street thugs.
Roll on the encampment chart to find out what type of living space your warband has. When visiting Brigandsburg roll a D3 to find out how many special locations you may visit. You may choose to skip visiting locations and use the trading chart to get equiptment.
Housing Chart
2D6 | Camp | Effects |
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2 | Tavern | You have gotten your warband a deed to a Tavern. You get to earn extra cash for renting out rooms and selling food, you may also pick up a hired sword for free for a game or a hero (You may not add more than 1 extra this way, it is also above racial limits). Roll a D6, on a 1-4 You may add one hero to a group. 5-6 a hired sword has out spent himself and offers you his services for your next exploration in payment. • D6 gc every game • Each game roll a D6, on a 5 or 6 there has been a brawl in the tavern causing D6x5 gc in damage. All money you have and receive must go to fix the tavern before you may make other purchases. |
3-4 | House | In your meandering you have found a House. Your warband has taken it over and fixed it up to your liking. Merchants see the house as a sign of wealth and are more apt to stop by to sell their wares. • Add +2 to find rare items roll on the trading chart. • Each game roll a D6, on a 5 or 6 you must spend D6x2 gc on repairs to your house |
5-7 | Tent | You have set up your tents near Sigmarhaven. This gives you a place to stay and stash your goods. You also attract lots of beggars. Every other game roll a D6. • 1-2 you may add a beggar to a henchman group (2 above the maximum must be the same level if none are at 0 level start a new group) • 3-6 you feel sorry for the beggars and give them D6 gc. |
8-10 | Ruins | In your meandering you have found some ruins that you convert into a camp. Every other game roll a D6 • 1-4 you have found a stash of D3 gc hidden under some of the rubble • 5-6 part of the ruins collapses injuring one of your men. They have to miss the next combat as they recover from their wound. Roll a d6 to find out if it was a hero or a henchman • 1-4 - henchman • 5-6 hero |
11 | Farm | In your meandering you have found a deserted farm. Your warband may work it, to earn some extra cash, but for each man that works it they can’t explore Mordheim the next game. D3gc for every man that works the farm. |
12 | Barracks | You have found an abandoned barrack. After every battle, the warband can skip their exploration to find D3 weapons or armour, costing 25% less to buy. |
Locations
PHYSICIANS STUDENT
You may visit a Physicians Student to help heal or take care of battle wounds The surgeons of Brigandsburg are far too busy too have the time to spend on low life members from warbands and thus leave the dirty work to their students. Physicians Student are usually more reliable than any surgeon from Cutthroat’s Den but still lack experience. A Physicians Student costs 5 gc per hero you want to try to have healed. Roll on the Surgery Table to find out if the surgery was successful. Add +1 to your rolls if you are searching for Healing Herbs while at the surgeons.
Surgery Table
D6 Roll | Result |
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1–3 | ‘Uh Oh’ The student has mistakenly cut a main artery whilst his shaky hands slipped during the procedure. He tried to save the patient, but he bleeds to death on the operating table. The patient dies and should be removed from the Warband roster. On the bright side, the student offers you D6×5 gc to keep this matter quiet, so that his master doesn’t hear about it. This amount is added to the warband's stash. |
4–5 | ‘I haven’t done this procedure before!’ The student becomes overexcited after seeing an opportunity to perform some surgery he’s never done before and fixes up another wound. If your fighter has any other serious injuries, the student attempts to fix one of them instead. Determine which serious injury the student operates on randomly. If your fighter doesn’t have any other serious injuries, then the student has made an error in his judgment on what a wound is. Roll a D6 and look up the result on the Uh Oh Table to see what happened to the unfortunate patient. |
6 | ‘Successful Surgery’ The surgery was a success. Remove the serious injury from the fighter’s profile on the Warband roster. |
Uh Oh Table
D6 Roll | Result |
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2 | ‘Dead’ The student accidentally mistook one of your deep scars to be a wound and performs some unnecessary transplanting. Unfortunately, the fighter’s body rejects the organs and dies on the operating table. On the bright side, the student offers you D6×5 gc to keep this matter “hush, hush.” This amount is added to the warband's stash. |
3 | ‘Complications’ There are some complications with the surgery that lead to your warrior suffering further injury. Immediately make a roll for the fighter on the Serious Injury table (treat Full Recovery, Bitter Enmity, and Captured results as a roll of 5–6 (Not too Bad) below). |
4 | ‘Hmmm Drugs’ The combination of anaesthetics and drugs has given your fighter a taste for more. He is now addicted to Mandrake Root and must use it each battle, and purchase more after each battle. |
5–6 | ‘Not too Bad’ The surgery was a slight success. Remove the injury result from the fighter’s profile on the Warband roster, but he will have to miss the next game while he recovers from his ordeal. |
SMITHY
A smithy works metals into items that are useful. They create many weapons and armour. When visiting a black smith you may add a +2 to your search rolls when trying to find Armour or close combat weapons.
MULESKINNER
A beast master takes care of animals. He reshoes and feeds horses, feeds the dogs, trains them and cleans up afte rthem. He reduces the difficulty of finding animals by adding a +2 to your dice roll on the trading chart.
MERCHANT
The merchant is a purveyor of many different goods. He sells just about anything that’s not nailed down. The merchant gives you a +1 to find rare items.
Special Locations
LABORATORY
You may visit a laboratoryto shop for some bargin prices on black powder weapons. Prices for these weapons are reduced due to their experimental state, thus the purchase cost is 25% less than the normal cost for such items. Also anything bought from the laboratory will have the BOOM! result replace the Click result as well on the Misfires table in the Mordheim Optional Rules.
Roll to see what is available in stock.
D3 Pistols D3 Handguns D3 Blunderbuss D3-1 Bags of Superior Blackpowder D3-1 Hunting Rifles
TEST OF THE MAGI
Learning and knowledge are held high in Brigandsburg, and many a mage has sought the Test of the Magi to gain further insight into the arts.
The Test is similar to Sold to the Pits on pg 119 of the Mordheim Rule Book, but only a Hero Mage may enter the Test versus a Warlock (roll up 2 random spells). Both mages have been given a random Magical Item (only for this Test) and are blind folded. They must use their intuition to seek out the other and take him down. Therefore both models must roll under their Initiative to move or cast LOS spells (no shooting weapons are allowed).
Roll to see who goes first. If your Mage losses, roll to see whether he is dead or injured (ie, a D66 roll of 11-35). If he is not dead, he is thrown out of the Test and may re-join his warband.
If your Mage wins he gains +1 to casting his spells and +2 experience.
Gamble on the Mages: The test is open to the public, but under the heavy gaze of the local watch. You may enter one of your heroes to bet on the Test. Roll a D6 to bet.
- 1-2 The Mage you bet on shows some talent but not enough. He is dispatched and you are out of D6x5 gc.
- 3-4 The Mage you bet on puts on a spectacle and wins but the odds were for him, you only win D6gc
- 5-6 The Mage you place your money on is a long shot which pays off in the end, you win D6x5 gc.
THE IRON CUTLASS
This is a tavern where you may play a game of chance, look for new recruits or just get smashed. You may gamble at any time in The Iron Cutlass. To find out what else you can do roll a D6 and consult the Tavern chart.
D6 | Result | Description |
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1 | Drugged | One of your heroes (chosen randomly) partakes of a curious drink offered to him by a stranger. After one swig, he feels the effect of the liquid take hold – he has been drugged! Roll a D6: 1–3: Your hero has been poisoned and is at -1 Toughness for the duration of the next battle. 4–6: The liquid in question is actually a very strong ale, and your hero quickly gains a taste for it. He wakes up the next morning with a pounding head. |
2 | Pickpocket | As your warband jostles through the crowded bar, your leader suddenly gets a feeling that something is wrong. He reaches for his crowns to find them gone—snatched by a lousy pickpocket. Count the loss of half your gold crowns. |
3 | Pit Fight | You come on a night when the bar is open for pit fighting. You may enter one of your heroes in (per the Serious Injury chart) or bet on the fights. Roll a D6 if betting: 1–2: The fighter you bet on puts up a good fight but not good enough. He is dispatched and you are out D6×5 gc. 3–4: The fighter you bet on puts up a good fight and wins, but the odds were for him—you only win D6 gc. 5–6: The fighter you place your money on is a long shot which pays off—you win D6×5 gc. |
4–5 | Hireling | Whilst carousing in the bar, you meet many different characters and fighters. You sit down to have a few drinks with some. Roll a D6: 1: You are drinking with a warlock who offers you his services at half the normal rate. 2: An ogre challenges you to a drinking contest. Roll on the appropriate table. 3: You sit down with a halfling scout and start to exchange recipes. One of your recipes he has never heard of—he offers his services at half cost. 4: You share a drink with a freelancer. As the night wears on, you find he and your father were in the same company. He offers his services for the next battle for free. 5: A young fellow joins you, itching to test his mettle in Mordheim. You may add an extra henchman to your party (this is above your racial maximum). 6: You speak with a battle-hardened fellow whose warband was slain in Mordheim. You may offer for him to join your warband as a hero. If you don't have room (i.e. already have 2 champions or 2 youngbloods), you may use the stats of a henchman (like Lads Got Talent). |
6 | Bar Room Brawl | Your leader gets into an argument with another patron. The argument quickly grows into a brawl. Roll a D6: 1: Your leader is thrashed and loses D6×3 gp. 2: Your leader is badly beaten and loses D6 gp. 3: Your leader knocks the patron down and takes D6×3 gp for his impudence. 4: The patron’s warband joins in. Roll a D6: 1–4: You send them fleeing and gain D6×5 gp. 5–6: You are routed and lose D6×5 gp. (You may also play a skirmish vs. Middenheimers [500 gc] to resolve it.) 5: The Watch arrives and throws the patron in the stocks. 6: The Watch throws everyone in the stocks. You must pay D6×10 gc to get everyone out. |
GAMBLING
Your leader gets involved in a rather dubious game of dice. Roll a D6 and consult the table below:
- 1 Your Leader loses 3D6 gc and comes away a little wiser.
- 2-5 Your Leader manages to break-even.
- 6 Your Leader gambles away a fortune before lady luck smiles on him and he wins it all back with interest. Collect 3D6 gc in winnings.