Post edited 8:26 am – Tue 6-15-10 by Nessie
Mordheim Campaign: Game 1
Until a fortnight ago the Baron Willebrord Snell of Bechafen, Ostermark was held under the spell of his royal soothsayer, Typhon Gantry. Typhon had been sneaking a poisonous draught into the Baron’s tea prior to their weekly leaf readings. The Baron’s Clerics were baffled by Snell's inexplicable behavior. For months the soothsayer had fleeced the Baron of much wealth. His scheme progressed with such ease that he grew cocky and complacent. Inevitably Tyhpon’s overconfidence became his undoing, and late one night while rushing to brew the Baron's draught he added a dash of monk’s hood instead of a pinch of ground mandrake root. The blunder had a sobering effect on the Baron. Upon drinking the botched potion he snapped out of the manipulative spell and ordered the Dark Wizard executed. In a blinding flash of light and smoke Typhon had vanished.
Baron Snell exhausted all of his resources in tracking the wizard to the city of Mordheim. Although he had the bastard cornered, not one of his knights or trackers would dare enter the damned city. The Baron grew frustrated, as he knew his quarry would only gain strength as time slipped past. In desperation, he used his wealth to enticed the dregs of the surrounding regions to venture forth and capture the Dark Wizard.


Game Effect: Raining Fish
Typhon has gained considerable power since entering the city of the damned. He has learned to manipulate the weather.
Before each game of the campaign roll 3D6 and add the total to determine the weather effect. Consult the table provided by the Campaign writer.
Game Effect: Sunday Morning Coming Down
The warbands spent the previous night in premature celebration of the capture of Typhon Gantry. As they awaken to search for their bounty, they find that the sun is too bright, the cocks crow is too loud, and dawn seems to have come too early. They are all suffering from hangovers and will take a while to clear their heads…
Each Hero in the warband halves their Initiative. Roll a dice at the start of every turn for each Hero in the warband. If the score is equal to or lower than the Hero’s Toughness then they have shaken off the effects and no longer suffer the penalty.
Scenario: The Writing’s On The Walls
Typhon Gantry has been in the city for 2 weeks and he is well hidden. However, since his entry, strange scribblings have been found in the alley ways of Mordheim. Perhaps this chicken scratch will provide some clue as to the whereabouts of the Dark One?
TERRAIN
Each player takes it in turn to place a piece of terrain, either a ruined building, tower, or other similar item. If your terrain collection allows, a dense warren of narrow, crooked streets is ideal. In any case, the centre of the table should have two buildings, placed close together so as to form an alley, one inch wide. The map will be written in this alley. Because of the ruins, close confines of the alley, trash, etc., the alley is considered difficult terrain.
WARBANDS
The warband with the lower warband rating chooses whether to set up first or last. The first player then chooses which table edge to set up on, and places all of his warriors within 8” of that edge. His opponent then sets up within 8” of the opposite edge. Because of the dense, mazelike construction surrounding the alley, skills or abilities which allow special deployment may not be used.
SPECIAL RULES
The map on the alley wall was written by the Dark Wizard, and the warriors in Mordheim will have a tough time puzzling it out in the middle of a fight! In order to understand the map, a hero must be moved into the middle of the alley, and must spend two full turns doing nothing but studying the writing. Heroes who have taken at least one Academic skill may decipher the writing in one turn rather than two.
Once a warband has no further use for the map, they may ruin the wall so other warbands can't follow the directions! The wall has 1 Wound, and a Toughness of 7. Attacks against the wall automatically hit, and any wound ruins the map. Anyone attacking the wall must be in the alley (they cannot ruin the map from the other side of the wall).
The warband to decifer the map has gained a master map of mordheim.
STARTING THE GAME
The player with the lower warband rating has first turn.
ENDING THE GAME
If one warband is able to decipher the writing on the wall, and then ruin said writing, the scenario ends immediately, and that warband wins. If both warbands manage to decipher the writing, then the scenario ends in a draw. If one warband deciphers the writing and then routs, the game ends in a draw. If the writing is somehow ruined before it can be deciphered by either warband, the scenario ends in a draw. Alternatively, if one side routs, the other wins. The winners are assumed to decipher and orient the writing at their leisure.
EXPERIENCE
+1 Survives. If a Hero or a Henchman group survives the battle they gain +1 Exp.
+1 Winning Leader. The leader of the winning warband gains +1 Exp.
+1 Per Enemy Out of Action. Any Hero earns +1 Experience for any enemy he puts out of action.
+1 for Deciphering the Writing. Any Hero who deciphers the writing during the battle (limit 1 per warband) gains +1 Experience.
+1 for Ruining the Writing. Any Hero who ruins the writing (after it has been deciphered!) earns +1 Experience.