Sigmarhaven
Sigmarhaven, bastion of hope and goodwill, is located to the north-east of Mordheim where the River Stir still runs pure. It is not the largest of the settlements around Mordheim but is by far the safest. The settlement is surrounded by a wooden palisade and has a well-armed militia, which is paid for and maintained by tithes from all of the warbands that reside there.
Sigmarhaven was originally founded by the Sigmar-fearing folk who managed to flee the cursed city but has since become the refuge of Witch Hunters and Reiklanders alike. A makeshift wooden temple stands in the centre of this shanty of wooden shacks and canvas tents, and the priests of Sigmar preside over the settlement and deal with the day-to-day running of the place. The centre of the settlement is a bustling market place where traders and merchants can buy and sell their wares - everything from food, ale and weapons to horses and even Wyrdstone. Most honest, decent folk are welcomed here from many of the Empire's outlying provinces, and even the odd Elf or Dwarf can be found wandering around the morass of camps.
Who may camp here: Mercenaries (Reiklanders, Marienburgers and Middenheimers), Ostlanders, Averlanders, Witch Hunters, Kislevites, Dwarf Treasure Hunters, Shadow Warriors and Amazons.
Special Rules: Any warband residing within Sigmarhaven is responsible for the upkeep and defence of the place - as a result a tithe of two shards ofWyrdstone must be paid after each battle.
Roll on the Housing chart below to find out what type of camp your warband has acquired.
housing chart
2D6 | Camp | Effects |
---|---|---|
2-3 | Drinking Den | You have somehow managed to acquire a deserted tavern or a makeshift drinking hole. This den is always a good place to attract new warriors. After each battle you may roll a D6: D6 Result 1 Bar Room Brawl - You must pay D6x20 gcs to repair the damage done. 2 Profits Down - Lose D6x10 gcs. 3 Nothing untoward happens. 4 A Hired Sword (select one at random) has overspent on ale and cannot afford his bar bill. He offers you his services for the next battle for free. 5 A Hero has overspent on ale and cannot afford his bar bill. He offers to join your warband for free (this cannot be over the maximum number of heroes or warriors in the warband though). 6 Business is good! You earn D6x20 gcs. |
4-5 | Old House | In your meandering you have found an old abandoned 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. You may add + 2 to your rolJ when searching for items on the Trading chart. |
6-8 | Tents | You have set up your tents in Sigmarhaven. This gives you a place to stay and keep your stash relatively safe. There are no benefits or adverse effects. |
9-10 | Ruined Farmhouse | In your meandering, you have found a deserted farmhouse, which is both spacious and dry. You may add + 1 to the maximum size of your warband. |
11 | Old Shrine | You have set up camp near an old abandoned shrine. You may take a vial of Blessed Water for free before each battle. |
12 | Cellar | You have set up camp in an old long forgotten cellar. It even has some nice runnels running off of it to who knows where! The sewer allows the player to set up for each battle using the infiltration rules with two of his warriors. |
locations
After each battle you may choose to visit locations within the settlement to procure goods and entertainment. If you don't, you may use the Trading chart as normal. Roll a D3 to find out how many locations you may visit. Different locations can help you find items, receive healing, make money or other things. Between location visits you must roll on the Events table to find out what happens co the warband as it carouses around the town.
A VISIT TO THE APOTHECARY
(See TC 8-'Sawbones' by Daniel Carlson) Each warrior may only attempt to get treatment for one injury at a time, and only one attempt at treatment per Hero may be made during each post battle sequence. The cost for treatment is 20 gold crowns per attempt (one attempt= one roll on the table), and this money must be paid before rolling on the table - Mordheim physicians demand payment in advance, while the patient is still capable of doing so!
The following injuries cannot be treated: Chest Wound, Blinded in One Eye, and Old Battle Wound. They are permanent damage the afflicted warrior will carry to his grave.
The following injuries use the Limb Surgery table: Leg Wound, Smashed Leg, and Hand lnjury.
The following injuries use the Brain Surgery table: Madness and Nervous Condition.
surgery table
2D6 | Result |
---|---|
2-3 | 'Someone fetch a priest!' The unfortunate patient has expired due to excessive blood loss. The Hero is dead and must be stricken from the warband record, but his equipment is retained by the warband. |
4 | 'This has got to come off!' The surgeon has felt the need to amputate, ostensibly to 'keep the rot out'. If a leg was being treated, the model now has its Movement halved (rounding up); if a hand was being treated, the warrior may only use a single-handed weapon from now on. |
5-6 | 'Sorry, lad!' Done my best!' The surgery was unsuccessful, and the warrior must miss the next battle while he recovers. |
7-8 | 'No luck!' The surgery was unsuccessful. |
9-10 | 'Mind you stay off it for a bit!' The surgery was successful! The warrior may remove the injury and its adverse effects from his profile. He must, however, miss the next battle while he recovers. |
11-12 | 'Shallaya be praised!' The surgery was a complete success! The warrior may remove the injury and its adverse effects from his profile. |
brain surgery table
2D6 | Result |
---|---|
2-3 | 'Someone fetch a priest!' The physician has been a bit too zealous in his treatment. The Hero is dead and must be stricken from the warband record, but his equipment is retained by the warband. |
4-5 | 'Erm ... that's not right!' The treatment has not only failed to help the warrior, it has actually worsened his condition! The warrior is now subject to Stupidity. If the warrior was being treated for Stupidity, there is no change in his condition (except perhaps, a bit more drooling than usual). |
6 | 'A bit unhinged, that one!' The treatment has failed, and the warrior emerges from the treatment as something of a raving lunatic. The warrior suffers a -1 Initiative penalty ( down to a minimum of I). He is now so unsettling to behold that he causes/ear. |
7-8 | 'Sorry lad! Done my best!' The treatment was unsuccessful, and the warrior must miss the next battle while he recovers. |
9-10 | 'A bit of rest, and you'll be fine!' The treatment was successful! The warrior may remove the injury and its adverse effects from his profile. He must, however, miss the next battle while he recovers. |
11-12 | 'Shallaya be praised!' The treatment was a complete success! The warrior may remove the injury and its adverse effects from his profile. |
CARTOGRAPHER
A cartographer will help the band with their
exploration. He also carries many different
maps. You may purchase maps here without
searching for them but the rules for maps
from the Mordheim rulebook still apply. The
cartographer is also a wealth of little titbits of
information that he is willing to sell. Most of it
is useless but some isn't. If you pay him 5 gc he will divulge some of this info to you. Roll a
D6 on the following chart:
1 You may re-roll one of your Exploration
dice after the next battle.
2-5 The information was interesting but
utterly useless.
6 You may increase or decrease the result
of one Exploration dice by 1 after the
next battle.
FLETCHER
The fletcher is a master at making bows and arrows, along with otl1er missile weapons. He does not have the craft or know how to create Black Powder weapons tllough. When you visit a fletcher you may add + 2 to find tlle missile weapon you are looking for (this does not count towards Black Powder weapons tllough).
SMITHY
Hearty blacksmiths work at the smithy where they fashion all kinds of metals into a variety of useful items. Mainly though they create weapons and armour. When visiting a blacksmith you may add + 2 to your Search rolls when trying to find armour or dose combat weapons.
MULESKINNER
A beast master talces care of the animals, He feeds, houses and trains horses, ponies and dogs. He reduces the difficulty of finding animals by adding + 2 to your dice roll on the Trading chart.
MERCHANT
The merchant is a purveyor of a great variety of goods. He sells just about anything that's not nailed down. The merchant gives you + I to find Rare items.
DRINKING DEN
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 Dancing Pig. To find out what else you can do, roll a D6 and consult the chart:
D6 | Result |
---|---|
1 | Drugged One of your Heroes (select 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 on the following table: 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. |
2-3 | Taken with the joys of hot food and a good too many bottles of Bugmans, your leader and his men overspend on such luxuries by D6xl0 gcs. |
4-5 | Hireling Whilst carousing in the bar you meet many different characters and warriors. You sit down to have a few drinks with some. Roll a 0 6 on the following chart: 1 You are drinking with a Halfling who, impressed with your propensity for ale, offers you his services ar half the normal rate for the next battle. 2 An Ogre challenges you to a drinking contest. Roll a D6: 1-4 He drinks you under the table - you wake the next day with a terrible hangover. 5-6 You drink him under the table and he is in such awe that he offers you his services for the next battle for free. 3 You sit down with a mysterious Elven Ranger and start to tell tales of your exploits. One of your tales moves him so much, he offers you his services at half the cost for the next battle. 4 You sit down and share a drink with a Freelancer. As the night wears on you find that he and your father served in d1e same company together. He offers you his services for the next battle for free. 5 You find yourself drinking with a young fellow who is itching to test his metal in the Cursed City - you may add an extra henchman to your party (not above your warband's maximum number of warriors however). 6 You sit with a fellow who looks battle hardened. As you talk, you discover that the rest of his warband was slain searching me ruins. You may ask him to join your warband as a Hero. You may add a Hero to your warband for free, almough only if you haven't got the maximum number of Heroes already. |
6 | Bar Room Brawl Your leader gets into an argument wim another patron in me tavern. The argument soon escalates quickly. Roll a D6 on the following table: 1 Your leader is thrashed and must make an immediate roll on the Injury table. 2 Your leader takes quire a beating and leaves D6 gcs poorer. 3 Your leader knocks the patron to the ground and takes D6x3 gcs from his purse for his impudence. 4 The patron is joined by his warband and an all-out brawl ensues. Roll a D6: 1-4 you send the warband fleeing and gain D6x5 gcs, for your trouble. 5-6 you are routed and lose D6x5 gcs (you may instead play a skirmish scenario vs a starting Middenheimer warband (500gp) if you so desire to determine d1e outcome). 5 The brawl attracts me attention of me watch, who arrive to throw the patron in the stocks. 6 The brawl attracts the anention of the watch who arrive to throw everyone into me stocks. You must pay D6x10 gcs to get everyone out. |
Gambling
Your leader gets involved in a rather dubious game of dice. Roll a D6 and consult the table below:
D6 | Result |
---|---|
1 | Your leader loses 3D6 gcs 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 306 gcs in winnings. |