1. Defend the Find
Source: Mordheim Rulebook
Source: Mordheim Rulebook
Enhance powers for spell-casters with Truthsayers & Dark Emissaries tagging along for good measure.
Warbands infiltrate the Sisters’ rock and attempt to steal a magical tome.
Attackers attempt to take the defenders’ camp. Plays as Defend The Find except the defenders have a number of advantages due to being on home turf.
Half of the defending warband starts on or near a well-defended central tower (with special rules to reflect this).
Source: Mordheim Rulebook
Defenders must protect a boat & pull-rope style river ferry-crossing from sabotage. Attackers must sabotage it.
There is a rumor that a treasure of unimaginable wealth lies in the ruins of a old house. Unfortunately, it is also rumored that the treasure is guarded by evil spirit who’s howl is so terrible it will make you go mad. Two rival warbands have heard about this house and have come to loot the treasure, if they can.
Bad warband vs. townsfolk; Raid a village for loot & slaves.