Scenario 4: The Lost Mines of Khrazi Drudd
The mines of Khrazi Drudd were excavated long ago by Dwarfs seeking iron and other less common ores. It was within these long-abandoned workings that Alaric the Mad chose to hide the Nemesis Crown. As the centuries passed the mines collapsed, and it was only when the Howling Hills were afflicted by a great earthquake that the mines were uncovered once more. It is here that a band of Dwarf miners happened upon the Crown, itself later stolen by a black-hearted Night Goblin. The warbands have decided to investigate the old mines in the hope of finding further clues to the Crown’s whereabouts.
TERRAIN
Unlike normal games of Mordheim, where the board edges are largely open, this game takes place underground, where most of the board edges are solid rock!
Each player takes it in turn to place a piece of terrain; most terrain for this scenario should be tunnel sections, with perhaps a few scattered small (6”x 6” maximum) rooms or other open areas. You can find suitable corridor PDF files at:
Dungeonbowl Corridor PDF
The table may also include piles of rubble, old mining equipment, or anything else the players feel appropriate. The walls of the mine are covered with a strange luminescent fungus that provides sufficient light for the warriors to operate.
We suggest that the terrain is set up within an area roughly 4’x4’ or 4’x6’ for multiplayer games. Each board edge must have at least one entrance tunnel section crossing it, preferably more.
DEPLOYMENT
There are several sections of tunnels in the old mine that resemble vast mazes. The dwarf mine networks all consist of large areas of corridor interspersed with small open areas here and there. The warbands are spread out exploring one such area when they encounter one another.
Before deployment, players should place the Wandering Monster tokens. See "Special Rules" for details.
Each player rolls D6 to determine who places the first model. Players then take it in turns to place a model of their choice at one of the entrance corridors, within 8" of the table edge, according to the following rules:
- A model may not be placed in a corridor where there is already an enemy model.
- A model must be placed at the corridor containing the least number of friendly models. Where two or more corridors have the same number of friendly models, the player may choose.
STARTING THE GAME
Both players roll D6, the player with the higher result taking the first turn. The remaining player goes next.
SPECIAL RULES
Labyrinth:
Warriors may leave the board by any of the tunnel sections on the board edge. If they do so, they appear at another randomly-determined board edge tunnel section after 1D3 of that player’s turns spent off the table. Begin counting with the turn the model leaves the table (so it is possible for the model to return on that player’s next turn).
Wandering Monsters:
All sorts of strange creatures dwell in the abandoned mine shafts. Prior to deployment, each player should take it in turns to place a total of 2D3 counters. Whenever a model moves within 2” of a counter, roll 2D6 and consult the table below.
2D6 Result | Effect |
---|---|
2 | Troll. You can't avoid combat, but you do strike first. |
3 | Orc. Compare Initiative to determine who strikes first. |
4 | A lone Goblin. Compare Initiative to determine who strikes first. |
5 | Giant Rat. Stats as per the Skaven band. The rat counts as charging. |
6 | Spider Webs. The model must make a Strength test at the beginning of its turn before it can move on. If attacked, the model may defend itself but cannot strike back. |
7 | Nothing. You’re jumping at shadows! Nothing to see here. |
8 | Lucky Find. You find D6 gold crowns. End your move as you gather them. |
9 | Oops! A pothole causes you to trip. The model is knocked down. |
10 | Something scuttles up the model’s leg. Make an All Alone test or run screaming as per test. |
11 | A snotling leaps from the dark and snatches a shiny piece of equipment (randomise from the model's equipment) and runs 2D6" away from the model. Place a snotling on the board. After the warband's next phase, it disappears into the darkness, never to be seen again. If it is hit before then, it drops the item. The item may be picked up by any model that ends their movement next to it. |
12 | Troll. You can't avoid combat, but you do strike first. |
The statistics for the Orc, Goblin, and Troll are as in the Orc warband. The Orc is a Big'Un. The Orc and Goblin are armed with a club and a shield.
If the Goblin, Orc, or Troll wins a fight, they will move as quickly as possible towards the nearest table edge (measuring along the corridors) - they will not finish off Stunned or Knocked Down models as they want to escape the area. As they attempt to leave the table, they will charge any model in the way if necessary. Giant rats disappear into the darkness when their fight ends.
ENDING THE GAME
The game ends when all warbands but one have routed. The remaining warband is the winner.
EXPERIENCE
- +1 Survives: If a Hero or Henchman group survives, they gain +1 Experience.
- +1 Winning Leader: The leader of the winning warband gains +1 Experience.
- +1 Per Enemy Out of Action: Any Hero earns +1 Experience for each enemy they put out of action.