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13: The Lost Prince

Source: Town Cryer #5
Setting: Mordheim
Author: Mark Havener
Broheim notes: Multiplayer. Rescue wandering prince (also works perfectly well for two players).

Travelling entertainers often tell tales of the ruined city and because of this, sons of the privileged classes often see the city of Mordheim as one big romantic adventure. Sometimes one will run away from home to join a mercenary warband and make a name for himself. Often these individuals are killed before they even get to the city but once in a while one will get lucky and actually make it that far. Sometimes their families are happy to see the young fool go but once in a while, a rich merchant or noble will actually pay to have his son saved from his inevitable fate in Mordheim.

The warbands have heard rumours that a powerful man’s son has wandered into the ruins and a handsome reward will be paid for his return.


This is a Multiplayer scenario designed to be used with the Chaos in the Streets multiplayer rules.


Each player takes it in turns to place a piece of terrain, either a ruined building, tower or other similar item. We suggest that the terrain is set up within an area roughly 4'x6'.


Player use the normal warband set-up rules for multi-player.

special rules

The merchant’s son is initially placed in the centre of the board. He will wander D6" in a random direction at the start of each of the first player’s turns, until someone ‘rescues’ him. If a warband member comes into contact with the merchant’s son (through normal movement, NOT through charging – this is an exception to the normal rules and represents that the merchant’s son is not the enemy and should not be engaged in combat), the boy will attach himself to that member and follow him around. If the ‘rescuer’ is taken out of action, flees or routs, the merchant’s son will attach himself to the next warband member to contact him. Should someone wish to attack the merchant’s son, he has the same stats as a Youngblood (see the Mercenary warband in the Mordheim rulebook) and is armed with a sword and dagger. If he is killed, no reward will be issued to the winning warband, of course.

starting the game

Each player rolls a D6. The player rolling the highest has the first turn and order of play proceeds clockwise around the table (based on where players placed their warbands).

ending the game

The game ends when one warband manages to get the merchant’s son off the table. That warband (and any allied warband) is the winner.


  • +1 Survives. If a Hero or a Henchman group survives the battle they gain +1 Experience.
  • +1 Winning Leader. The leader of the winning warband gains +1 Experience.
  • +1 Per Enemy Out of Action. A Hero earns +1 Experience for each enemy he puts out of action.

the reward

The grateful father awards the winning warband with the following treasure. Note that you roll for each item separately, apart from gold crowns, which are always received.

ItemD6 Needed
5D6 gcAutomatic
D3 swords4+
Suit of heavy armour5+
Suit of light armour4+
D3 gems worth 10 gc each5+