[Mordheim] Campaign 2014
Valvoja: Peliporukkavalvojat
Re: [Mordheim] Campaign: ~to continue or not?
Might be a little late, 10-15 minutes tops!
-Juha-
-Juha-
Re: [Mordheim] Campaign: ~to continue or not?
That was weird game, lot of bodies and wizard was true raidboss!
Also my Leader made unfortunate pistol shot, what didn't reach and got shot immediately afterwards. Now due unbelievable odds, he's still alive from bolt and causes fear to everyone! Rudolf is truly scary boss.
Also my Leader made unfortunate pistol shot, what didn't reach and got shot immediately afterwards. Now due unbelievable odds, he's still alive from bolt and causes fear to everyone! Rudolf is truly scary boss.
- HeresyBrush
- Viestit: 204
- Liittynyt: La 24.08.2013 11:32
- Viesti:
Re: [Mordheim] Campaign: ~to continue or not?
It was a very very nice game!, with the daemons summoned just in the last moment...epic :P
Unfortunately, my champion Idiaquez is dead...all my mercenaries are claiming for revenge! :@
Unfortunately, my champion Idiaquez is dead...all my mercenaries are claiming for revenge! :@
"Santiago y cierra España!"
My blog: www.HeresyBrush.com
My blog: www.HeresyBrush.com
Re: [Mordheim] Campaign: ~to continue or not?
Promised next week's scenario so here it is:
Any thoughts? Just ask and let me hear them. Tried to make suitable scenario what fits to those secondary objective cards quite well too.Market Gardener:
Marketplaces used be gathering places of this ruined city. While stalls are already rummaged through several times, but each time when the smell of food comes out, it calls more than pack of swarming rats...
Terrain:
Create a 14" x 14" large area to the middle of the table to represent the marketplace and create suitable terrain around it, walls and fences can be used to mark edges of the market square.
Victory conditions:
Warbands are fighting desperately over the control of the marketplace and it's fresh loot! Game lasts 6 rounds, but after the third turn (when all players have ended their turn) the player who has only models in the market square wins. Alternatively game ends when all players have played 6 turns or in the turn when one player routs.
If match ends, winner is who has most models alive in the square, routing warband's models cannot control the market square (fleeing pussies won't get their share!)
After the match:
Fighting over the open market is often dangerous, but can prove to be more than worthwhile. Winner of the match may roll D6 to see how many pieces of loot he can try find from following 2D6 table you can get same loot only once.
2D6 result:
2 Spoiled Meat: Take iniative test all of your models in your warband, models who fail the test put their teeth hastily into old meat and are suffering from grumbling stomach and pain. In your next game these models cannot run, charge, go hiding and suffer -1 penalty to shooting during first turn.
3 Small coin bag: You find D6 Gold.
4 Tall man's pegleg: You find corpse remains with suitable stick what makes to a perfect torch! You'll find torch.
5 Hanged man: Someone couldn't stand being here, you find Rope & Hook
6 Spiky balls in chain: It's heavy but looks deadly, you find Flail.
7 Weapon rack: You find old weapon stall and your searching gives results! Roll D3 to see if you find 1: Sword, 2: Spear, 3: Halberd.
8 Hunter's stall: You find old stall kept by hunter, roll D6 to see if you find 1: Fur worth of 2D6 in coins, 2: furs worth of 3D6 in coins, 3: Shortbow, 4: Bow, 5: Crossbow, 6: Hunting Arrows
9 Rags: You find rags what are likely used as clothing, roll D3 to see if you find 1: Mad Cap Mushroom, 2: Crimson Shade, 3: Black Lotus
10 Wyrdstone stash: You find someone's wyrdstone stash and gain D2 Wyrdstone
12 Map: Maybe it's used by tourists? You find a Map and refer to Mordheim rulebook to discover it's quality.
Viimeksi muokannut Salsa, Ke 17.09.2014 10:38. Yhteensä muokattu 3 kertaa.
Re: [Mordheim] Campaign: ~to continue or not?
Sounds nice! Though my dudes have little feet so they will be hard pressed to get to the center in 6 turns :<
-Juha-
-Juha-
Re: [Mordheim] Campaign: ~to continue or not?
But you're too tough bastard already. :P
Re: [Mordheim] Campaign: ~to continue or not?
Gromril armors for everyone!Salsa kirjoitti:But you're too tough bastard already. :P
-Juha-
Re: [Mordheim] Campaign: ~to continue or not?
T5 and Gromril armour? How mean you can be?!
Re: [Mordheim] Campaign: ~to continue or not?
Not that mean becouse gromril costs too much :()...Salsa kirjoitti:T5 and Gromril armour? How mean you can be?!
But heavy armour and shield mean!!!!
-Juha-
Re: [Mordheim] Campaign: ~to continue or not?
Edited scenario, calculated a bit and 10"x 10" would have been so big that it takes 4 rounds to run there from straight line from corner of the deployment zone to objective zone's corner with dwarfs. Now distance should be possible to reach, but still long enough.
- HeresyBrush
- Viestit: 204
- Liittynyt: La 24.08.2013 11:32
- Viesti:
Re: [Mordheim] Campaign: ~to continue or not?
The scenario looks really nice!
By the way, you killed my more valuable hero...but his son has just enroll to my warband:

By the way, you killed my more valuable hero...but his son has just enroll to my warband:

"Santiago y cierra España!"
My blog: www.HeresyBrush.com
My blog: www.HeresyBrush.com
Re: [Mordheim] Campaign: ~to continue or not?
It's nice to see the games are rolling! I've been so occupied with my work and packing stuff that I barely got proper time to check what's going on in the scene.
And by the way, JP (the elf player) doesn't follow Sotavasara's forums and so far I've told him when we have had games, but I told him to contact Juha about the future games. So he's still taking part, although rather randomly. Also, if you need some inspiration/ideas/whatnot for the scenarios, I was using this as the backbone for the campaign lore. Consequently, the campaign (well, the part I did) carried the same name.
But, unfortunately I don't have time to play at Joensuu anymore, so good luck with the games and thanks for the company! Especially it was a good experience for me as organizer.
And by the way, JP (the elf player) doesn't follow Sotavasara's forums and so far I've told him when we have had games, but I told him to contact Juha about the future games. So he's still taking part, although rather randomly. Also, if you need some inspiration/ideas/whatnot for the scenarios, I was using this as the backbone for the campaign lore. Consequently, the campaign (well, the part I did) carried the same name.
But, unfortunately I don't have time to play at Joensuu anymore, so good luck with the games and thanks for the company! Especially it was a good experience for me as organizer.
- HeresyBrush
- Viestit: 204
- Liittynyt: La 24.08.2013 11:32
- Viesti:
Re: [Mordheim] Campaign 2014
Suspicious...after beating up my warband, you run away!. Are you afraid of the revenge? :P
Good luck overthere! It was a pleasure!.
Here is my proposed sceneario for next week:
Any comments are welcome!.
Good luck overthere! It was a pleasure!.
Here is my proposed sceneario for next week:
Any comments are welcome!.
Assault to the bank
When someone needed funds for some obscure company or challenge, he knew where he had to go. Güido was the lender for shadow business, Bank of criminals. His body was found half burned by the fire of the comet, but the key to his camera disappeared without a trace. But now new rumors about the whereabouts of the key has been heard in the camps, and many bands are already sharpening their swords and their greed for re into in the City of the Dammed ...
SECENERY ELEMENTS
Any building by mutual agreement, or the nearest to the center of the table represents the Güido’s bank. Place a small pedestal or a marker of similar size to represent the vault door in the floor of the bank.
SPECIAL RULES:
The Key of the House: After deployment, roll 1d6 to determine where the key is. Only the model who has the key can open the Güido’s camera. The key behaves like a wyrdstone, referred for transporting and collecting.
THE TREASURE CAMERA
- 1- Well : the key is hidden in a deep, wet and dark well (like you like). Determine its position randomly. Any hero in contact with the well, that is not knocked down or stunned at the start of their turn, can spend his movement to go down and take the key. You must pass a toughness test. If you get the key, it counts like the model has run this turn. If you fail the test, the model run far far away and it miss the next game while he tries to find the way to the camp (or he tries to recover from the diseases contracted in that dark place).
2- Watchdog: the key is carried by a crappy dog that starts the game close to the bank. When an enemy model finishes its movement to 5 inches to the dog, the dog starts moving 2D6 inches randomly (yes, for every enemy model). You need to stop the dog run to take the keys.
3- Roof: the key is at the highest accessible point of the table. Any hero who reach that place, has to pass an initiative test to pick the keys. If it fails, it falls from that place.
4- Bodyguard Ogre: guess who has the key... Yes!, an Ogre Bodyguard (see Hired Swords) has found the key and he explores the area looking for the bank. It is so anxious to get the gold, and therefore if it suffer a wound, it enters in Frenzied. You need to kill the ogre to get the key. The ogre starts the battle in the middle, close to the bank. It moves randomly every “NPC turn” 1D6 inches.
5. Magic pillar: the key is hidden inside of a magical pillar located 6 inches to the bank (randomly determine the position). You have to destroy to get the key. Last TWO (2) wounds have to be removed in close combat.
Magic pillar
M0 WS0 BS0 S0 T4 W5 I9 A * L6
Special Rules: Defensive Magic
Defensive magic: After receiving the first wound, for every 2 miniatures in contact with the pillar, the pillar cast a spell from the following list instead of attacking. The Pillar has a save of +5.
Roll 1d6 for each spell:6-Two Copies!!: Roll twice more on this table until you get two different. There can be no more than two copies!. Any of the keys can open the camera.
- 1- FFFZZZ !! sparking lights and a loud whistle, the spell has failed and has no consequences.
2- Tremors: the area around the pillar moves dangerously, all models to 3 inches or less must pass an Initiative test or be knocked down.
3- Possession: the target makes an opposed Leadership test against Pillar (1D6 + L and the highest result wins). If the pillar wins (!!), the targeted model must charge against the nearest model that is not under the influence of this spell. If no models are available, it should run to the nearest one. If it is not in combat, the model moves during the “NPCs” turn until it leaves the line of sight of Pillar or pass a Leadership test in its recovery phase. After recovering, it cannot act, a warrior is shocked by what happened.
4- Rain of Thorns: from the top of the pillar a shower of thorns comes. All models to 3 inches receive 1D3 impacts of strength 2 which ignores amour save.
5-Push: A copy of the pillar made of pure energy materializes, pushing one of the attackers. The targeted model is pushed 1d6 inches from the pillar in the opposite direction. If it runs into a piece of scenery, it receives an impact of Strength 3. If it clashes with some miniature, both suffer a Strength 3 impact.
6-Regeneration: some of the fragments that have been removed from pillar levitate and return to their original place. The Pillar recover 1D2 of his wounds.
The Treasure Camera: The chamber door is represented by a 1 inch base. Any model in contact with the camera but not in combat, knocked down, stunned or running away may decide to open it at the end of its turn if it has the key. Once the door is opened, it remains in this way for every model (friends and enemies).
Treasure Hunt: any warrior in contact when the door has been opened can try digging through piles of paper to find some other object of value if it is not in combat, knocked down, stunned or running away. Roll 1D6, with a 3+ find something (roll on the table below), but if you get a 1, you have activated any magic defense, roll on the table Pilar Magic spells (if the result 6 is obtained, the camera closes and you need to open it with the key again).
A warrior seeking treasures has a +1 to be hit and can not do another action during your turn.
Roll a 1D6There is only one of each type of treasure, excepting the coin bags. If you roll a stuff which has been already picked, roll again.
- 1- Bag with 4d6 co, there are a total of 4 bags (roll the dice at the end of the stage, in combat even the most greedy won’t stop counting coins!)
2 Lucky charm
3 two hands sword with Jeweled rule (it can be sold by the double)
4 Gems (1d6x10 crowns)
5 Duel pistol
6 Heavy Armor
The model gets a Marker representing what has been found. If the model is taken out of action, it leaves the marker on the floor and it can be automatically collected by contacting him.
END OF THE GAME:
The battle ends immediately when all treasures has been sacked out of the table. Or is not possible to open the camera.
VICTORY:
The warband with more Markes wins the game. If it is a draw, the one with the key is the winner.
EXPERIENCE AND REWARDS:
Kill the guardian: any hero obtains +1 experience point if it put out of action an NPC with the key.
Capture the treasure: any model obtain +1 experience point if at the end of the game it has any of the treasures from the chamber (EXCEPTING bags of coins).
¡Opened!: any hero obtains +1 experience point if it opened the chamber.
A great hideaway: The warband that has the key in his possession at the end of the game will have a large stash to save his booty: the safe. This lets you re-roll to find rare items during the trade step.
The warbands get what they have been dragged out of the camera, the rest of the treasure is lost except if only one warband remains on the table and it is in possession of the key.
"Santiago y cierra España!"
My blog: www.HeresyBrush.com
My blog: www.HeresyBrush.com
- HeresyBrush
- Viestit: 204
- Liittynyt: La 24.08.2013 11:32
- Viesti:
Re: [Mordheim] Campaign 2014
Well if you think it is a little cumbersome, we can play a different one!.
"Santiago y cierra España!"
My blog: www.HeresyBrush.com
My blog: www.HeresyBrush.com
Re: [Mordheim] Campaign 2014
No, it's absolutely interesting scenario, just totally forgot to make any kind of answer because I've had whole lot of other things happening in this week.
Lastly, I haven't found anything to make questions from the scenario itself yet! :D
Lastly, I haven't found anything to make questions from the scenario itself yet! :D
- HeresyBrush
- Viestit: 204
- Liittynyt: La 24.08.2013 11:32
- Viesti:
Re: [Mordheim] Campaign 2014
Salsa, I have something for you :)

Muhahahahahahah

Muhahahahahahah
"Santiago y cierra España!"
My blog: www.HeresyBrush.com
My blog: www.HeresyBrush.com
Re: [Mordheim] Campaign 2014
Oh no you didn't... D:HeresyBrush kirjoitti:Salsa, I have something for you :)
Re: [Mordheim] Campaign 2014
Waaah! A game tomorrow and I have been lazy, time to steal someone else's work!
-Juha-
So basically a different kind of wyrdstone hunt!Both warbands have been attracted to a commotion happening nearby. But alas their curiosity has bitten back at them and they are attacked by a bunch of rabid dogs. But what affected them in this way in the first place?
Terrain
Each player takes it in turns to place a piece of terrain set up within an area roughly 4’ x 4’. Place D3+2 dogs in the center of the board, each dog is carrying a single piece of wyrdstone if the model carrying the stone is killed in close combat the model who killed the dog can immediately pick it up.
Setup
All players roll a D6 and whoever rolls highest chooses which warband sets up first.
Special Rules
Rabies: If attacked and hit (bitten) by a dog the warrior temporarily becomes frenzied for this game and will charge and move towards anyone who is closest to him until he is taken out of action. Each dog has the stats of a war hound and is always frenzied and likewise will move towards the nearest model and in line of sight, if there is no models in LoS the model will have random movement D6. Wyrdstones can be taken and any that are left behind when the game ends are recovered by the winning warband.
Starting the Game
Both players roll a D6. The higher player takes the first turn.
Ending the Game
The game ends when one warband fails a Rout test. The routing warband loses.
Experience
+1 Survives: If a Hero or Henchman group survives the battle 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 he puts Out Of Action.
-Juha-
Re: [Mordheim] Campaign 2014
Bring Malifaux head as promised too!
Re: [Mordheim] Campaign 2014
Oh yes! Put them in my bag now!Salsa kirjoitti:Bring Malifaux head as promised too!
-Juha-