106. The Forbidden Square
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Random zombies invade the table, attacking both players.
Four player scenario. Each player must take out his randomly specified enemy.
Your warband is peacefully making their way through the city to a Wyrdstone deposit when they are set upon be a rival warband. They have no choice but to fight their way through them to get to the Wyrdstone.
Source: Town Cryer #5
Source: Town Cryer #5
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.
Source: Town Cryer #5
Source: Town Cryer #5
Source: Town Cryer #5
This scenario is set at the end of Mordheim's existence, and provides a very fitting ending to a campaign.
Source: Town Cryer #5
A Witch Hunter Warband has been sent into a specific part of the City of the Damned by prominent members of the Order of the Templars of Sigmar.
Four player scenario. Each player must take out his randomly specified enemy.
Wyrdstone Hunt while a Daemon spirit flits around possessing random Heroes.
Light fog affecting movement and missile range.
Islands in a fast flowing river connected by bridges. Control as many as possible.
Hidden Treasure except warbands look for skull of the Headless One while its awesome original owner creates carnage.
Similar to Surprise Attack.
Similar to Wizard's Mansion.
Multiplayer scenario involving a mean sword, huge chunks of Wyrdstone & those ever-popular random zombies.
Hidden Treasure except warbands look for the stash of a mummy while its scary original owner plus friends have their say.
Warbands compete to plunder a dead man's grave while his restless spirit attempts to stop them.
A bar room brawl. Players start with 3 warriors in bar with more arriving during battle.
As Defend The Tomb except the chest begins in the middle of the complex while both warbands begin at the edges.
Protect the Merchant's son.
Classic Indiana Jones stuff. Warbands race along trap-laden corridors towards a great treasure. For 2+ warbands.
Warbands infiltrate the Sisters’ rock and attempt to steal a magical tome.
Skirmish set in Mordheim’s Steinhardt Memorial Gardens. Warriors within 2” of a tree or bush receive hits from the chaos-wracked foliage.
Town Cryer edit of "Now Keep Me Safe, You Hear!?"
Clashing warbands gain the help of a Dramatis Personae, most likely Johann The Knife & Marriana Chevaux, free of charge.
An Empire In Flames scenario. Warbands attempt to round up a gang of bandits who are holed up in a remote hideout building.
Warbands must attempt to gain cargo crates from smugglers’ ship by carrying them off.
An Empire In Flames scenario. Highest rated warband is lost & must be deployed spread out.
Nicodemus joins one warband in an attempt to retrieve a magic wand. Naturally the other warbands would like the wand for themselves.
An Empire In Flames scenario. At least 1/2 the terrain is spooky fear-inducing woods.
Massive multi-warband gang fight based upon the “Gangs Of New York” film, complete with special rules for horde fighting.
Warbands attempt to gather random treasures from the SE quarter of Mordheim (right next to where the comet landed).
An Empire In Flames scenario. Warbands attempt to loot a village consisting of D3+1 buildings. Each building is staunchly defended by D3+1 frenzied villagers.
Designed for several warbands to ally against a pack of Skaven run by a moderator. The warbands descend into an ingenious multi-leveled underground lair.
A sombre and mysterious place, the Eerie Downs holds a palpable dread for the folk of the Mark.
There are many farmsteads around Ostermark. Mercenaries and brigands are drawn to them like moths to the flame as.
Rival warbands attempt to rustle some horses from a pasture. The frightened horses run randomly and need taming once caught. They are defended by six Outriders.
Both warbands have been offered a reward to kill a pack of troublesome wolves.
Defenders must protect a boat & pull-rope style river ferry-crossing from sabotage. Attackers must sabotage it.
Defenders must protect Halfling Thief HS (featured In this issue) from attacking warband.
Warband members must venture to the centre of the board, grab a Wyrdstone shard and escape from the table.
A group of 3 Harpies have nested in one of the tall buildings and their scavenging and attacks on unfortunate warbands has ensured a sizable stash of valuables.
Two to four wild boars have eaten a merchant’s Wyrdstone. Warbands must kill randomly moving and aggressive boars to recover it. Optional suggestion of using mutations.
Warbands must attempt to abduct an esteemed pie-maker who is being stoutly defended by his ballistically adept bodyguard.
Two warbands fight for the giant's goodies while trying not to wake him.