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34 docs tagged with "Set in Mordheim"

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1: Defend the Find

Often a warband finds a building with a hoard of wyrdstone or other treasure inside, only to be challenged by a rival warband. This usually leads to conflict as it is unlikely that either side will be willing to give up the wealth easily.

103: The Wizard's Tower

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.

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: 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.

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.

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.

18: Kidnapped

Possessed vs. any warband. Rescue a fair maiden before she gets sacrificed or sacrifice a fair maiden before she gets rescued, depending on your mood.

19: Rat Attack

Skaven vs. any warband. Sewers. Defender must escape from opposite table edge. Skaven uses a mixture of decoy counters and warband counters to confuse the enemy.

2: Skirmish

In the vastness of the Mordheim ruins there is always the risk of running into a rival warband. While two groups sometimes pass each other without a fight, more often than not there is a vicious battle amongst the ruins. If a warband can drive their rivals away, they will have a larger area in which to search for wyrdstone.

20: Scourge & Purge

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.

21: Surrounded

Sewers. Defender must escape from centre of sewer network.

22: Forbidden Square

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.

23: Stake-Out

Sneaky attackers must kill the leader of the startled defenders. Defenders' leader must escape from table. A word of warning, if you’re using Dwarfs give them the Relentless (i.e. can run within 8” of enemy) rule or the scenario won’t work.

25. The Script of Sigmar

Witch Hunters vs. Sisters of Sigmar. Two linked scenarios involving burgling the Sisters' Abbey. First get across the River Stir and up to the gates without raising the alarm, then find & make off with the goodies.

26. That's All Mine

Attackers blow up a mine using gunpowder rules from Archive Pestilens (shamefully not described in the magazine) amid some random zombie shenanigans.

3: Wyrdstone Hunt

Scattered in the ruins of Mordheim are innumerable tiny shards of priceless wyrdstone. It often happens that two warbands come upon the same area and only a battle can determine who will pick the spoils.

34. The Caravan

Multiplayer scenario involving a mean sword, huge chunks of Wyrdstone & those ever-popular random zombies.

4: Breakthrough

When news of a huge deposit of wyrdstone starts circulating, warbands will mount expeditions to unearth the wealth. However, their rivals often try to block them, eager to claim all the wyrdstone for themselves.

5: Street Fight

Often two warbands will come face to face with each other in the narrow streets of Mordheim. Sometimes they pass each other without incident but more often the meeting ends in bloodshed.

6: Chance Encounter

Both warbands have completed their daily search of the ruins and are on their way back to their encampment when they run into each other. Neither side was expecting a fight, and the warband that reacts the quickest has the advantage.

69: Gathering of the Horde

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

7: Hidden Treasure

There is a rumour that one of the ruined buildings has a concealed cellar with a treasure chest hidden in it. Two rival warbands have heard about the cellar and are now searching the area. Who knows what they will find?

8: Occupy

This scenario takes place in a part of Mordheim where the buildings are bursting with shards of wyrdstone and other wealth. Taking and holding these buildings means that your warband gains rich pickings. Unfortunately, your opponent has the same idea.

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.

89: Ambush

Some more devious gangs use the element of surprise as a safer alternative to a drawn out battle of attrition. These gangs are often smaller than their rivals and use the surprise to their advantage.

9: Surprise Attack

One warband is out searching the ruins of Mordheim for loot when it is attacked by an enemy warband. The defenders are spread thinly and must muster a defence quickly to drive off their attackers.

90: Ambush

One warband is on the way back to their encampment with the wyrdstone they found in the ruins when suddenly they are surrounded. Ambush! If the surprised warband can get past the ambushers then they will be able to make it safely to their encampment. Unfortunately this is only way back.

91: Breakthrough

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.