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32 docs tagged with "Multiplayer"

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11. Treasure Hunt

Often, multiple warbands will hear the same rumour about a wyrdstone deposit and decide to explore that section of the city at the same time. A battle often results withthe winners taking the lion's share of the shards home with them.

12. Street Brawl

Turf wars are a common sight in the ruins of Mordheim. When multiple warbands compete for the same area, a chaotic all-out brawl can ensue, where alliances are quickly made and broken and bleeding bodies little the street. Whichever warbands win the day will have a larger area to search for the precious wyrdstone.

13. The Lost Prince

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.

14. The Wizard's Mansion

Not all of the ruined buildings in the city are ordinary houses. Some notable structures were the abodes of important town leaders or rich merchants. Tales are told of hidden rooms filled with treasure in such homes. The warbands have discovered the location of one such building. Rumours about that the former owner also dabbled in the arcane arts, which may explain why his home was almost untouched by the devasation.

15. The Pool

Rumours abound about a pool in the city whose waters have magical powers of healing. The warband’s patrons believe the magical properties of the water are due to a large deposit of wyrdstone within the pool. The warbands have been sent to collect as much wyrdstone from the pool as they can.

16. Ambush!

The defending warband has recently discovered a rich deposit of wyrdstone. Unfortunately, word has leaked out about their find and warbands throughout the city are hunting them, determined to take the treasure for themselves.

163. Mordheim's Burning

This scenario is set at the end of Mordheim's existence, and provides a very fitting ending to a campaign, and can also provide a decent challenge to the really powerful warbands. I hope you will find it very enjoyable to play.

17. Monster Hunt

The warbands have heard rumours that a terrible monster has come up out of its lair beneath the city following the recent devastation and established a new home in the ruins. You have heard stories of such creatures and the treasure they accumulate is the stuff of legends. You have decided to see for yourself if the rumours are true.

30. Island Hopping

Islands in a fast flowing river connected by bridges. Control as many as possible.

48. One Man's Rescue is Another Man's Kidnap

A prisoner is being guarded within one of several tents. The attacker must find the prisoner by entering the correct tent and then escort him from the table. The defender must stop him.

49. The Gauntlet

Classic Indiana Jones stuff. Warbands race along trap-laden corridors towards a great treasure. For 2+ warbands.

50. Assault on the Rock

Warbands infiltrate the Sisters’ rock and attempt to steal a magical tome. Warbands must search through buildings/rooms to find the tome. Meanwhile, a growing number of random nuns (well it makes a change from zombies) – controlled by a referee – attempt to repel the invaders. For 2-4 warbands plus the referee.

53. The Bodyguards

Town Cryer edit of "Now Keep Me Safe, You Hear!?" (see entry 165). Unfortunately they seem to have missed the point of the original (one scenario, three different objectives - unique) & have instead turned it into another version of “The Lost Prince” (see entry 104). Play the original version – it’s more fun.

55. Bounty Hunting

An Empire In Flames scenario. Warbands attempt to round up a gang of bandits who are holed up in a remote hideout building. Plays like “Skirmish” except for the D6 crossbow bolts which come whizzing out each turn at the warriors closest to the building.

56. Down At The Docks

Either a two player scenario where warbands must attempt to gain cargo crates from smugglers’ ship by carrying them off or by forcing other warband & smugglers to rout; or a a multiplayer scenario where the defending warband, along with assisting smugglers, must see off other warbands who are attempting to steal cargo.

57. Lost In The Bogs

An Empire In Flames scenario. Highest rated warband is lost & must be deployed spread out. What's more, at least ½ the terrain is marshy ground (1/2 movement) or bog (1/4 movement).

58. Stagecoash Ambush

An Empire In Flames scenario. Defenders on horseback must protect a stagecoach from mounted attackers. Roadwarden & highwayman Hired Swords may be hired at ½ price. Lots of special horsy rules.

59. The Item Lost

Nicodemus joins one warband (presumably a warband far weaker than the others) in an attempt to retrieve a magic wand. Naturally the other warbands would like the wand for themselves. Much bloodshed ensues.

60. The Thing In The Woods

An Empire In Flames scenario. At least 1/2 the terrain is spooky fear-inducing woods. For each warband there is one Thing in the Woods (no details until TC28 but is presumably pretty scary) which will move randomly until within charge range then charge nearest model. Last to rout wins.

61. Gathering of the Horde

Massive multi-warband gang fight based upon the “Gangs Of New York” film, complete with special rules for horde fighting.

62. The Watchers

Warbands attempt to gather random treasures from the SE quarter of Mordheim (right next to where the comet landed). However every time they pick up the goodies, the tormented spirit of an entombed wizard attempts to cast a random spell on the warrior.

63. The Frenzied Mob

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.

65. The Rat's Lair

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.

86. Happy Harpy Hunting Grounds

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. In fact, the harpies have been nesting on some rather sizable shards of wyrdstone closely resembling eggs of a sort. Partially due to their maternal instinct and probably due to the corrupting influence of the wyrdstone the Harpies have grown extremely protective of their nest and will guard it to the death if need be.