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lord mavik Profile
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Hero
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Tables


I've been working and putting together some tables and would like to see what people think of them.

Is there a place I can email them to for some peer review?

A lot of these tables are from ideas I've stolen from other peoples post/tables here. So about 60% of the stuff is just re-hashing what's already up.
2/Sep/2011, 1:26 am Link to this post Send Email to lord mavik   Send PM to lord mavik Blog
 
QuestingKnight Profile
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Lord
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Re: Tables


Hi Lord Malvik

You might be able to post the files as attachments when you post a message on this board. Otherwise, I am happy to host any tables you have on my Warhammer Quest Website ([sign in to see URL]). Then you can post download links in this topic and use this forum to discuss them.

Hope that helps,

QK

Last edited by QuestingKnight, 2/Sep/2011, 1:46 am


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2/Sep/2011, 1:45 am Link to this post Send Email to QuestingKnight   Send PM to QuestingKnight
 
lord mavik Profile
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Hero
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Re: Tables


Going to try something here. If you see a bunch of garbage under this post, you'll know it didn't work.
2/Sep/2011, 2:11 am Link to this post Send Email to lord mavik   Send PM to lord mavik Blog
 
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Re: Tables


Herbalist
These stores sell herbs and potions that do different things. They can be found on a 6+. Village stores have a special 'in stock' feature in that on 1 item, if a 6 is rolled to check if in stock. the die can be rolled again and added.

Items Stock Price
1D6 Heal Potions (heals 1D6) 6 125gp per
1D6 Super Heal Potions (Heals 2D6) 8 300gp per
1D2 Full Heal Potions (heal to full health) 10 500gp per
1D3 Potions of Regen (Regen 1D6 at start of turn. 9 350gp per
           When it regens 1 health, potion ends.)
1D2 Potions of Regen (Regen 2D6 at start of turn. 10 450gp per
           When a 1 comes up on a dice, you loose that dice.)
1D6 Treated Bandages (heals 4 wounds. last 1x adventure) 6 150gp per
1D2 Liquid Power (give 1D6 Power for this turn) 8 200gp per
1D3 Magic Resist 6+ (all magic) till end of turn 7 100gp per
1D6 Haste Potion (Have 1D3+1 attacks this turn) 9 250gp per
1D3 Speed Potions (Doubles move this turn) 7 75gp per
1D6 Fire Bombs (see dwarf guildmaster) 9 100gp per
1D6 Flash Powder (see dwarf guildmaster) 9 75gp per
1D3 +1 Strength (roll D6, on a 6 last for combat otherwise turn) 7 200gp per
1D3 +1 Toughness (roll D6, on a 6 last for combat otherwise turn) 7 200gp per

All potions purchased from a herbalist have a limited shelf life. They go 'bad' on a roll of 1 or 2 when you leave the dungeon. Even the Flash Powder & Fire Bombs. This is due to the items being of unstable without the knowledge and magic from more 'reputable' places.
2/Sep/2011, 2:12 am Link to this post Send Email to lord mavik   Send PM to lord mavik Blog
 
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Re: Tables


Black Market
A place where you can buy anything and everything that is sold anywhere, at your own risk. Items purchased from here are stolen and can be faked. Price of items is at 75% of cost (item is fake on a roll of 1 the first time it is used.) or you have to pay 125% of cost to get the guarantee of it being 'real'.
You can 'commission' a item from the Black Market at a 5% mark up in price and a 20% down payment. Next time you visit the settlement the item is in on a 5+, 6+ if it's a objective room treasure. You do not need to find the Black Market as they'll find you. Must make full payment at this time or loose access to the item and your down payment.
Any time you have any interaction with 'Settlement Officials', on a 4+ you have been 'caught - see caught chart' with a stolen item in your possession.

Finding the Black Market, roll of 1-5 Trouble Chart, 6-11 Hint Chart, 12+ Found the Black Market.
The Black Market is the only place you can buy poison.
1D6 Poison (last 1 turn.) See Poison 7+ 100gp per
1D6 Nerve Poison (Does 1D3 damage each turn till a natural 1 is rolled 8+ 150gp per It then ends. Nerve poison only last 1 turn on weapon)

Trouble (at -1 for all other rolls to find Black Market in this settlement, stacks)
1 Bunch of ruffians beat you up Stealing 1D6x15xBL gold and put you in the hospital for 1D6 days at a cost of 30 gold per day.
2 Caught in a sting operation. Fined 1D6x10xBL gold and kicked out of settlement.
3 Caught in a sting operation. Bribe guards 1D6x10xBL gold or fined 1D6x5xBL gold and spend 1D6 days in jail.
4 Caught in a sting operation. Fined 1D6x5xBL gold or spend 2D3 days in jail.
5 Roughed up, at -1 movement next adventure unless you spend 30 gold to get healed.
6 Warned that it is 'unhealthy' to continue to look for the Black Market.
  
Hint (Plus will stack when trying to find the Black Market on other days.)
1 For 1D6+2x10xBL gold you get a +1 on how to find the black market.
2 For 1D6x10xBL gold you get a +1 on how to find the black market.
3 For 1D6x5xBL gold you get a +1 on how to find the black market.
4 For 1D6x5xBL gold you get a +2 on how to find the black market.
5 For every D6 you roll, paying #D6x5xBL gold, you a +2 hint on how to find the black market.
6 For 1D6x5xBL gold tells you how to find the balck market.

Caught
1 All gold, item in question, and 1 other magical item is confiscated. Kicked out of settlement.
2 Item in question, and 1 other magical item is confiscated. Kicked out of settlement.
3 Item in question, 1D6x10xBL fined. Kicked out of settlement.
4 Item in question, 1D6x10xBL fined and 1D6 days in jail.
5 Item in question and 1D6x10xBL fined.
6 Item in question or pay a 1D6x10xBL "bribe" to keep the item.
2/Sep/2011, 2:13 am Link to this post Send Email to lord mavik   Send PM to lord mavik Blog
 
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Hero
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Re: Tables


There's 2 of my more 'polished' tables that I've been working on. Have a couple more in different states of completion.

Looking for any comments that would say the risk vs reward is out of whack. Or if there should be something else added.
2/Sep/2011, 2:16 am Link to this post Send Email to lord mavik   Send PM to lord mavik Blog
 
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God
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Re: Tables


quote:

lord mavik wrote:

Herbalist
These stores sell herbs and potions that do different things. They can be found on a 6+. Village stores have a special 'in stock' feature in that on 1 item, if a 6 is rolled to check if in stock. the die can be rolled again and added.

...

All potions purchased from a herbalist have a limited shelf life. They go 'bad' on a roll of 1 or 2 when you leave the dungeon. Even the Flash Powder & Fire Bombs. This is due to the items being of unstable without the knowledge and magic from more 'reputable' places.



Interesting! I am always curious about new custom things.

A couple comments:

The extra dice for stock on a roll of 6 is a nice touch -- I think. Of course, this ensures that any stock value of 7 would then be in stock since you cannot roll less than 1 on a 1D6. BUT, the chance of getting something of even a higher stock value is an interesting prospect. emoticon

Since you made it that these items all have the possibility at least of going bad at the end of the Adventure, I think the cost to buy is mostly reasonable. I am comparing in my mind the amounts you get for selling similar things (treasure items) AND remembering that sell values are generally quite a bit lower than the cost to buy something in a settlement -- though they don't really give us a shop where we can purchase such treasure items. Can you imagine trying to buy a Hammer of Sigmar? It would probably cost somewhere between 8000 and 20000 gold. emoticon

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2/Sep/2011, 1:38 pm Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
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Re: Tables


The prices of the herbalist seem reasonable to me, it is good that the items may perish at the end of an adventure I think.

The flashpowder and firebombs look like the same price as in the Dwarf Guildmasters as well, but the perishable rule means that more Warriors can get access to these with a suitable penalty.

There is a part of me that thinks that potions granting magical effects/resistence etc should only be available from a magical source, but fantasy literature often contains references to herbs and substances that can affect magic so I guess it makes sence to have them in a herbalist as well.

The rewards for using the Black Market seem to outweigh the (considerable) risks, but I don't think I'd ever let the Warriors in a game I was running 'commission' the Hammer of Sigmar or Blade of Vengence!

Good tables though, I like, and I'll probably use :-)

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Questing Knight

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2/Sep/2011, 6:28 pm Link to this post Send Email to QuestingKnight   Send PM to QuestingKnight
 
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Lord
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Re: Tables


A new one for the herbalist for you:

1d3 Sleeping Draught, Stock 8, 200 125g per

Sleeping Draught: Can be given to an unconscious Warrior or Monster to keep them unconscious (unless you can convince them to take the draught willingly...).
Once taken, renders the drinker unconscious for 1 turn. At the start of each turn, roll 1d6 and add the drinker's natural Toughness. On an 8 or more, they wake up and may act normally.

If the drinker is the size of an Ogre, Minotaur etc then they will need to consume 2 sleeping draughts before they will take effect.
Monsters with the Large Monster (I think its called that), Daemonic or Ethereal special rules are not affected by sleeping draughts, nor are any of the Undead except Necromancers and Ghouls.

Loads of uses in an RPG environment :-)

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Questing Knight

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2/Sep/2011, 9:44 pm Link to this post Send Email to QuestingKnight   Send PM to QuestingKnight
 
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Lord
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Re: Tables


Hi Mavik - you said you were working on a number of tables. How are these going?

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Questing Knight

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12/Oct/2011, 6:58 pm Link to this post Send Email to QuestingKnight   Send PM to QuestingKnight
 


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