Merchant scroll

Posted by  | Wednesday, April 30, 2014  at 11:09 PM  

As the Portable Document Format file continues to supersede scrolls and tomes from a bygone age, many of us find ourselves torn between the disposable convenience of hi-tech software and the comfortable mustiness of hardback books.

Experience points have been lovingly notated on paper printed Warband Roster sheets for every tabletop campaign since the dawn of my virgin discovery of wyrdstone shards in Mordheim. Each piece of treasure, each new skill, each characteristic increase, each injury has been jotted with pencil on a sheet of crinkled parchment. An eraser on hand to rub out spent equipment or lost items, a sharpener kept handy to keep the HB pencil tip at a point. All of that is about to change. Record keeping will never be the same.


In the Marienburg campaign I have been running, one of our group members has been using a digital roster sheet for his warband. A number of of us are using phones to check player aids, articles or rulebooks. Now that gizmos like tablets and smart phones are becoming more affordable I decided it was worth investing in some new hardware. As a consequence I looked into the complexity of creating a Fillable PDF for the Marienburg warband roster sheet. Combining science and sorcery I have developed a new editable roster sheet.

Completed Norse warband example roster sheet - Fillable PDF (PDF, ca. 2.6 MB)

Mutiny in Marienburg warband roster sheet - Fillable PDF (PDF, ca. 2.6 MB)

Apologies for providing a downloadable file that is chock full of entries for hoary heathens from the Northern Wastes! This is my example roster based on a Norse warband following the 'Gaze of the Gods' plot in a Marienburg campaign.

"There are no problems in Marienburg which can't be solved. Handrich willing, of course."
— Artemus van Loenhoek, Scribe

In the process of downloading and opening this player aid you will have the opportunity to to play around with the file. Delete undesired text entries and click on check boxes that have been marked with skill types, experience points and campaign points.

"This is Marienburg, lad. People are always talking. Incessantly, as a matter of fact. Can't get them to shut up."
— Abbott Knock, Priest of Myrmidia

Merchant princes, Cult magisters, Watch commanders and Cartel gang bosses with a preference for digital record keeping will be able to open this smart scroll on their magic tablets to maintain their Marienburg manifests!

Thank you to Zetazot for the original warband roster sheet designs for Border Town Burning and Mutiny in Marienburg.

True detectives

Posted by  | Thursday, April 17, 2014  at 1:02 PM  

Felons are warriors in your campaign being identified as known criminals. Placing these models under arrest means that a player could score additional campaign points.

“Something is rotten in Marienburg. It’s a human saying. It means that there is something amiss.”
— Felix Jaegar, Poet

During my last campaign in the Free City of Marienburg we began to learn about law and order. In the opening sequence of battles we had two agencies with jurisdiction. These were two very different warbands whose agenda was to fight crime on the canals! A patrol of officers from the City Watch armed mainly with clubs and my Moon Guardians from Elftown. In the first of our annual multi-player extravaganzas crime did not pay. These battles tend to get messy with so much being at stake. Long after the sun had set the law enforcers were the last men (and sea elves) left standing.

My elf rangers were outperformed by the watch patrol. The Watch made arrests where as my elf guardians made none. This had something to do with an unsuccessful policing strategy; shoot first, ask questions later! I learned some hard lessons in those stages of the campaign when trying to engage tougher opponents in hand-to-hand combat with my sea rangers and continued to do so.

Guidelines for fighting crime were being written on the job. Some players have a problem with new rules being invented on the spot. Retrospective ‘nerfing’ is something that (some of) your friends are capable of swallowing in a narrative campaign, especially when it improves the story. When we began the adventure it was made very clear that it was a pilot run. I knew what I was getting myself into. Stakes were raised. Options got tinkered with. Fall out occurred. Contributors kissed and made up. Gameplay has evolved.

Now we have a rounded set of guidelines for crimefighting in a narrative campaign set in a city like Marienburg, Mordheim or wherever you prefer to call home. Please note that while the objectives of this plot may seem clear enough, it’s more difficult to uphold the principals of civil liberty and justice for all than you might think! Don’t be surprised when in the course of your investigations the leader of your patrol winds up in more dire straits than Axel Foley and Samuel Vimes put together.

Plot – Guarding the Peace

Models that can or cannot be placed under arrest are evenly defined in the officer’s guide accompanying the objectives. The main topics have been outlined here. I didn’t wish for this to be literal, so not every rule and situation has been defined. It’s not ambiguous either, yet it’s important that there is a little scope for freedom of interpretation. Remember this is a narrative campaign!

Most models can be placed under arrest. The question a player needs to ask themselves is not “Can I arrest them?” but “Should I arrest them?”

The only arrests which convert into campaign points are those made on these known felons, or models found to be committing a felony, such as arson, breaking & entering, or carrying fell cargo; drugs such as crimson shade, tainted item such as a wyrdstone necklace, occult item such as a two-thousand year old vampire sleeping in a quilted coffin etc

Campaigns become a lot more interesting when some models cannot be arrested for special reasons. Some characters including diplomats and powerful crime leaders have immunity from law enforcers! Of course it would be pointless trying to arrest an ungor beastman or a forest goblin. These savage creatures from the Warhammer World should always be slain to put an end to their destructive mischief.

“Goblins! Goblins! I caught that one in the stable, trying to set a fire. Waste of good horse meat. Maw curse them all.”
— Grog, Ogre Bodyguard

The warband objectives for watch patrols and other warbands who can follow this plot require the models in your chosen constabulary to work as a team. It is up to the player where they wish to play their role out as righteous lawmen, dirty coppers or a mixture with some good cop bad cop interactions!

Commonly law enforcers fulfil the role of heroes in stories. Phil Coulson currently leads his hand-picked team on Agents of S.H.I.E.L.D. at Directory Fury’s behest. Flashing their badge of office in the Marvel Universe spells the opposite reaction to brandishing a badge in Sherwood! Brigands like Robin Hood’s merry men play the role of good guys leaving the Sheriffs men to be painted as villains.

Crime fighters from popular stories operate solo or work only with a partner. True detective or vigilante agent, whether your inspiration comes from Jack Bauer, Alex ‘Robocop’ Murphy, ‘Dirty’ Harry Callahan, John McLane or Bruce Wayne the end of campaign objective remains the same. Take the leader of that criminal enterprise into custody. Once you get the bracelets on the kingpin in your campaign then they are going to face justice!

Speaking of specialists, I do have some new Hired Swords and Dramatis Personae in mind for the Marienburg setting. One of the main characters in any Marienburg adventure is Sam Warble the halfling detective.


My earlier mention here of the halfing private-eye fondly recalls discovering his character in the early days of Warhammer literature. My purchases back then were of 2nd edition anthologies from my local Games Workshop store.


Some readers will probably recall the Konrad saga, most the tales of Felix Jaegar and his companion. Not so many Buttermere 'Sam' Warble. But he was in Marienburg and (until Gotrek slew an incarnation of Stromfels!) they were not. Hence Sam pops up during MiM campaigns.


Sam Warble, Halfling Detective conversion painted by Werekin

There are 6 more plots to come. The ones that provide healthy competition and fulfilling interactions with your law enforcement patrols will be next to surface. These involve webs of intrigue spun by corrupt officials representing the Ten Great Merchant Families and secret deals being pursued by crime syndicates affiliated with the League of Gentlemen Entrepreneurs.
I have plans to include a special scenario in the Marienburg campaign for prison breaks at Hangman’s Square. The purpose of this is to create game situations where warbands can release any felons previously placed under arrest.

Lastly I’d like to thank the boys & geek-girl who play Mordheim with me for their inspirational pursuit of gaming and the guys on the Boring Mordheim Forum whose devotion to the hobby and support of this project, especially Rationale Lemming who contributed valuable feedback in the course of this criminal investigation!

Underworld dreams

Posted by  | Tuesday, April 15, 2014  at 1:14 AM  

Heroes thrive off dangerous pursuits – Sold to the pits, held captive by a rival gang, or an illegal drug addiction. The underbelly of the city is where pleasure houses, drug parlours and baiting pits can be found. This is where hedonistic warriors will be able to entertain their darkest desires in godforsaken dens of vice and misery. It is said that more people die every year around the wharfs than on all the glorious battlefields of the Empire! Here is an exhaustive tour of Marienburg's renowned waterfront hostelries and most notorious havens of ill repute.

During the Trading phase of the post battle sequence Heroes may attempt enter one of the taverns, casinos, drug dens and bordellos of Marienburg instead of searching for a rare item.

The following chapters expand post battle sequence options in the Trading phase:

Download - Infamous Haunts (PDF, ca. 1.5 MB)
Download - Marketplace (PDF, ca. 0.8 MB)
Download - Unknowable Cargo (PDF, ca. 0.5 MB)


Mutiny in Marienburg is a narrative campaign for Mordheim. A lot of the flavour for the setting is pulled from tomes published for Warhammer Roleplay. Finely quilled novels from Black Library add layers of detail to existing source material. Compiling as many flavourful notes from as many stories as possible I've been building a pattern of activities. Infamous Haunts contains 14 locations in Marienburg's underworld. The risks are steep. The rewards are great. Players whose warriors pay the underworld a visit are sure to have a story to tell. This could be just the twist in your campaign you were looking for! Here is where Heroes from your warbands may dare to visit in the the post battle sequence instead of pursuing traditional activities.

In your campaigns some players will fuss over gathering up the best equipment, others may realise that visiting an Alchemist to tap into the power of wyrdstone is the best course of action to take. What if there were other options available? Would your Witch Hunter search for a Holy Relic or would he visit the Sanitarium? Would your Necromancer search for a Lucky Charm or cajole a Dreg into visiting the Graveyard with him?


Before I realised what I had on my hands I was working on a compilation article called 'Marketplace'. My intention was (and still is!) to adapt the best material from the Encampments articles published in Town Cryer. This is partly what led me into the seediest corners of the city. Sometimes the outcomes will introduce new rules where guidelines need to be followed. There might be penalties to pay. Rewards vary sometimes revealing a secret location from the Marienburg campaign or a special character such as Trancas Quendalmanlïye at the Casino in Elftown.

On my desktop I still have another document being bashed into shape by referring to my campaign notes plus those old Town Cryer magazines. I have elaborated considerably. Anything that develops a wild campaign story. Anything that encourages modelling opportunities. If it inspires, it's being tied in! For instance that building with the green roof above Three of a Kind casino, if you recognise it, is being well represented. Marketplace will offer safer options to players than visiting the city's underbelly. This should pose further tactical choices in campaigns. Play it safe by visiting the Cartographer or take a chance by visiting one of the locations beyond Three Penny Bridge.


Of course not all warbands will benefit from these options. Enemies of mankind, elfkind, dawi or halfling folk are not permitted entry to legendary parlours of ill repute such as Golden Lotus drug den or Molly's knocking shop. As compensation for this I have a more concise set of (two) locations where the likes of greenskins, beastkin and vermin may think about heading to chill out after the battle. These will work on a completely different set of (very basic) principals to any of the other charts normally used in campaigns. Of course such primitive creatures could be too preoccupied with their wyrdstone trinkets and ceremonies of sacrifice to think about setting off in the right direction!

Face justice

Posted by  | Wednesday, February 26, 2014  at 10:13 AM  

Five years ago I was washed up on Fisherman's Steps in Marienburg, after my companion Herr Templin & I completed the arduous though rewarding task of envisioning the original theatrical stage production Border Town Burning. After our journey I began describing concepts and themes to him based on my ideas for what could dare follow such an epic project! My confidant was curious. I had a lot of work to put in before I could claim to have something comparable to what my conspirator already had in his hands when I first discovered him skulking around in the Cathayan Borderlands!

My name is Ruprecht Drinkwater, heretic playwright, street performer and suspected were-creature and this maritime manifest was to be my sentence.

Cianty: Every Mordheim setting should convey a unique feel, not only atmospherically but also ruleswise. This is often attributed to a different environment represented by the terrain and weather rules. The Empire in Flames supplement introduced the open plains of the Empire, filled with forest sections and small village dwellings and fields. In Border Town Burning we had a similar environment, a rather open gaming board with forest sections. Ruleswise EiF introduced wagons and carts and this theme was expanded on in BTB with the Merchant Caravan warband and the feel of journeying (also represented in the objectives). Now we are back in the Old World, again, expanding and continuing the previously introduced concepts and ideas. So what is the overall feel and theme of Marienburg? Have a guess...

Werekin: On the surface Mutiny in Marienburg is all about piracy. The supplement certainly is about fulfilling smuggling missions! More than pirates, it is about devotion to fighting crime & committing crime in a port-city metropolis.

An account of the city's political struggle between it's powerful guild rivals.
A Mutiny in Marienburg
Composed by criminal mastermind Rev Larny

A campaign in a commercial port must capitalise on expanding the scope for trade deals. The fundamentals require me to broaden player's perception of currency beyond treasures/wyrdstone shards, gold crowns and what equipment or contraband items (poisons, drugs, tainted items & Chaos artefacts) they can spend it on. Corpses, stragglers (NPC models) and captured models offer alternative revenue streams. Mordheim warbands or Marienburg gangs ability to control unique locations in the campaign and tap into the special uses of these encampments. Beyond paying ransoms and meeting usual bargains, bribery becomes another serious consideration.

Malign forces will compete to commit the most horrific acts. Constabularies naturally combat these destructive threats first if they can, depending on whose agency has jurisdiction! Other factions will be tempted to commit less harmful felonious activity for ill-gotten gains only to become brigands themselves.

"We have ways of making you talk..."
The way that Witch Hunters will deal with a suspected heretic is quite different to how the City Watch handles matters. Campaign objectives and scenario rules see to that nicely. For instance a watch patrol may consider interrogating a suspect while a witch hunters warband will torture the suspect!

New objective
Plot - Drowning the Witch
Witch Hunters, Sisters of Sigmar and Mercenaries hiring a holy Warrior-Priest of Sigmar may follow this plot.

Cianty: Stu has been wanting to introduce trade to Mordheim for a long time now. Based on the concept of the Merchant Caravan, he wanted to see more trading, bargaining and fencing. Now I will leave it to him to talk further about this concept and the mechanics. What I want to do here is describe a mechanic somewhat independent of the trading itself, yet blending in with it perfectly. I think this is a great way to create a coherent feeling: providing numerous rules that are independent of each other, but contribute to the same greater goal.

My little part I am talking about here is 'bounty hunting'. For whatever disgusting reason I have always felt attached to this concept (in wargaming, that is!). I guess it is because I enjoy the social interaction between the players that goes far beyond the usual mutual head-bashing.

In Mordheim we already have the Captured result on the Heroes' Serious Injury chart. Capturing people and selling them back is a kind of trading, yet it is nicely independent as it can be done without using any advanced trading rules, but at the same time it can be covered by those rules as well.

Werekin: I will never forget the Bounty Hunter that Eliazar hired in when his Reikland River Brigands swept through during the 2nd series of our campaign! Bounty Hunters remain one of my firm favourites and definitely the number one most overlooked Hired Sword. They fight for any side when the price is right and they allow all kinds of interesting interactions with different warband objectives! Despite the motives of your gang, the Bounty Hunter proves one of the most flexible sell-swords. Whether a player leads a patrol of Watchmen trying to bring down a dangerous outlaw, or a criminal syndicate organising an abduction of innocent milkmaids the Bounty Hunter will always help to take the prize! He can assist in placing suspected felons under arrest, or simply aid in snatching victims off the docks!

"The punishment has to fit the crime..."
Rules for placing warriors under arrest appear under Scenario 9: Dead Freight. Also included are details for what happens to models after arrests have bee made. The outcomes are decided using the Conviction Chart which I created to encourage some entertaining situations between crime-fighters and convicts!

Cianty: I have always greatly enjoyed Nick Kyme's 'Fortune Hunters' article in issue 13 of the Town Cryer magazine. One of the cool Hired Swords presented therein is the Bounty Hunter. This guy had to have a triumphant comeback in Marienburg. His ability to capture opposing Heroes is a great mechanic to push the captives in the game. Additional rules for Captives? All models caught by the Bounty Hunter Hired Sword are brought to a Marienburg Prison (or a version of it). The Prison is a building. (Stu: Should models be granted access to) the Prison by playing a certain scenario?

Werekin: Yes, why not. Henceforth in Marienburg, buildings and fortifications plus other special locations are being referred to as encampments. These can be contested by playing scenarios designed to fit the purpose. There are two in the Rules section (Scenario 5: Stockade & Scenario 10: The Sting). As a consequence of playing a scenario that contests an encampment, it could be possible for a player's warband to free a friendly model that has already been captured or placed under arrest.

When a player holds an encampment, another player may take the opportunity to contest it. Motives may vary depending on the value of a location to each side. The outcome can be decided according to scenario guidelines or the players can agree this amongst themselves based on what is currently at stake in their campaign story.

e.g. Witch Hunters have established a Torture Chamber in the city. Cult of the Possessed decide to contest the encampment. The players fight a scenario and against all odds the followers of Chaos win! As the Torture Chamber is only of use to the torturous Sigmarites, the Possessed cultists raze the structure freeing any captured models in the process. When the Witch Hunters return to their encampment they find that it must be restored before being used again.

The restoration would be achieved in accordance with the guidelines for restoring encampments as described in the Epic Campaign Rules article, based on rules that first appeared in the Border Town Burning supplement.

Disclaimer - This blog post features some content originally composed by the heretic scribes Chris Templin & Stu Cresswell five years ago! Join us in celebrating the anniversary of Border Town Burning.

Knowledge stays forever

Posted by  | Sunday, January 19, 2014  at 10:12 PM  

Almost two years ago, with the knowledge that witch hunters could be tracing my movements, I shared some insight into some favourite forbidden texts. It was my intention to lend additional detail to literary sources of inspiration for the Marienburg setting for Mordheim campaigns.


Mysterious reasons seemingly sidetracked me from continuing my recommendations for bedtime reading! Real life random happenings interrupted my research last year meaning all relating tabletop exploits are on hiatus. After seven years in the same ground floor hideout, cascading relationship circumstances led to inevitable upheaval. My warbands have migrated a few times duting the past six months! Series 4 of the Mutiny campaign fun I was running is now on hold until the dust settles. My miniatures are cased up, my modular terrain boards garaged at the family ranch, my books... (oh my precious library!!) was boxed, then unboxed, then (hastily) bagged up! When the Sigmarite Orders do finally catch up with me I will be well practised in fleeing from combat.


Whatever happens next in the Marienburg odyssey is currently unmapped. I was reminded by a fellow conspirator to revisit my collection of tomes this afternoon. In turn prompting me to return here. The hedge wizard in question was lamenting the rising prices of books now out of print, in particular the only official Mordheim campaign book, Empire In Flames. Whilst it is available online as a PDF there are many who prefer an original hard copy for inspiration whether standing over a tabletop street skirmish or while sitting at the modelling station with a wet brush in hand.

Excuses aside my 'go to' source material, as a Mordheim campaign facilitator, is split between Black Library novels and Warhammer Roleplay publications. The latter has thinned in the advent of Fantasy Flight Games hijacking the system from Green Ronin. Green Ronin through Black Industries picked up the mantle from Hogshead Publishing. Black Library fantasy fiction is still going great guns in contrast to the lack of credible roleplay supplements seeing print. Allow me to share the best references for Marienburg adventure.

-MARIENBURG STORIES-
6 story arcs bearing importance to Marienburg acting as best references for MiM:

A Murder in Marienburg & A Massacre in Marienburg by David Bishop
Titular inspiration for the campaign came courtesy of a Black Library author who dedicated two full novels to the City of Islands and Bridges. The sequenced stories are awe inspiring at times despite some reviewers critical opinion that their telling suffers from being lacklustre. Big racketeers from the Marienburg roleplay books by Hogshead feature in the tale. Reading these novels was of as much pleasure to me as it was a research exercise. The author details some marvellous new personalities from the Marienburg Watch constabularies of his own devising. Most importantly to me, there are sea elves in it! Both novels are now out of print. Herr Bishop has since taken up a better offer in scriptwriting television shows by accounts.

Marks Of Chaos by James Wallis
Available since 2010 on 'Print On Demand' service from Black Library, it took me a while to catch up on reading this twin-novel package. Not to be confused with another title called Mark of Chaos. This reissue combines Mark of Heresy & Mark of Damnation. Although the majority of the telling is not set in Marienburg the storytelling is excellent. There is a ton of intrigue. Sheer quality of this release is not a surprise considering the legacy James Wallis left at Hogshead Publishing.

Knight of the Blazing Sun, Dead Calm from Hammer & Bolter issue #13, Stromfel’s Teeth from Hammer & Bolter issue #17, Lords of the Marsh from Hammer & Bolter issue #20 Dead Man’s Party from Hammer & Bolter issue #21 by Joshua Reynolds
Remarkable new Warhammer storyteller Josh Reynolds made his first mark with a novel set around a mysterious island off the coast of Marienburg. Good man I say! The novel was followed up with a series of 4 short stories based in the city-port. These were scarily familiar to me upon reading them because the protagonists all sit in line with factions from the Marienburg campaign system that I've been developing. Cultists of Stromfels and the constabularies are most significant. The author introduces the Marsh-Watch and not afraid to use the 'F word' he devotes more than a few pages to those clawing monsters of mythic nostalgia. I urge anyone who is spending time in Marienburg to download these editions of Hammer & Bolter from the Black Library web site simply to read these glorious adventures.

More about the adventures of Erkhardt Dubnitz, Templar of Manann here! http://joshuamreynolds.wordpress.com/2013/08/07/mananns-own


The Tilean Rat (from Wolf Riders or The Laughter of the Dark Gods) & The Man Who Stabbed Luther van Groot (from Tales of the Old World) by Sandy Mitchell
Legendary Black Library author Sandy invented the diminutive detective Sam Warble. I remember reading the first tale of the halfling sleuth aeons ago when Games Workshop first began publishing fantasy fiction. Amongst my collection of short story anthologies is the bumper release containing his second yarn following Sam's casework. Both set in Marienburg, both are brilliant told tales.

Death on the Reik Trilogy by Sandy Mitchell
Sandy was tasked with writing a series of novels to tie in with the 2nd edition release of Warhammer Fantasy Roleplay. This series was never released in omnibus format. It is an unusual read as Warhammer novels go. The main characters eventually make their way to Marienburg. They arrive in the second book. When they do it's well worth the wait. Sam Warble makes a cameo. The witch hunters are never far behind.

Elfslayer & Slayer of the Storm God (Audio-book/short story) by Nathan Long
Gotrek & Felix have travelled the length and breadth of the Warhammer World. Bill King took them to Albion, Kislev, even the Chaos Wastes! It was during Nathan Long's tenure that the infamous duo arrived in Marienburg. The short story released as an audio CD is a regal way to enjoy their escapades from a different perspective. It's since been reissued in a compilation of short stories, Hammer & Bolter I think. I haven't picked up the Fourth Omnibus yet, having bought the books separately upon release, but hopefully they've included Gotrek's fight against a horrific manifestation of the Shark God, Stromfels!

-WARHAMMER ROLEPLAY ADVENTURES-
6 best Warhammer source books used for referencing epic campaigns:

Marienburg: Sold Down The River
This is the god book! A first edition release for Warhammer Roleplay through Hogshead Publishing, devised by Anthony Ragan As far as this campaign is concerned, without this roleplay source book, I would have found it difficult to get things off the ground. It contains the Great Map, drawn by Ralph Horsely and so much more.

The Dying of the Light
A series of scenarios set in and around the city. Mostly set in the surrounding Wasteland region, this is the ideal resource for understanding everything that happens directly outside of the city walls. A boon is that it contains a scenario written by Sandy Mitchell. He signed my copy at Black Library Live a few years ago! A superb resource for amphibian fans. It includes the earliest published example of a Fimir warband.


The Thousand Thrones
At the beginning of this voluminous tome of adventure, the scenarios explore Dead Canal slum district followed by the Cursed Marsh outside of Marienburg. A scarily sumptuous bonus for worshipers of Stromfels and his mutated seafaring followers of Chaos.

Career Compendium
Combines all of the career paths and adventure hooks from a multitude of other 2nd edition Warhammer Fantasy Roleplay publications. A grandiose tome for sourcing yourself hired swords capable of skulduggery! Also contains a moving story about Strigany river pirates.

Tome of Salvation
Arguably the jewel in the crown among all source books for Warhammer. This tome was the inspiration form my article Miracle Workers. I was reading this in an airport once and got so many funny looks from commuters!

Tome of Corruption
The companion release for Tome of Salvation. The inspiration for Corrupted Characters.



Sandy Mitchell left Marks of Chaos on my copy of 'Dying of the Light' at Black Library Live

How to cleanse a bog stronghold

Posted by  | Saturday, July 20, 2013  at 5:22 PM  

This year for mine and Bob's birthdays I had the original idea of going to Norwegian Wood Café (again) and playing a Mordheim battle (again) with a select crowd of dedicated fans of dice and baked beans!

Once prosperous, Halsdorph a beautiful town of 2,500 souls is now a depressed community haunted by morbid dreams from the nearby Daemon Swamp! Since the earthshaking Night of Terror when the best fields sank it's a place of decay.

The decline of Halsdorph was brought about by clawing monsters from a lost age, led by masters of dark sorcery and daemon lore. Fallen creatures now occupy the mist-wreathed ruins at Halsdorph Keep. Townsfolk abandoned their crumbling homes surrounding the eerie stronghold.



'Heroes Breakfast' was an opportunity for players in my campaign to reconvene, plot schemes and discuss tactics, followed by the Battle of Halsdorph Keep itself. A multi-player Mordheim siege game played in teams, set in the Wasteland region surrounding the city of Marienburg. Two teams of warbands were led by our team captains, plus a renegade player is throwing a spanner in the works as skaven are in the habit of! Newcomer to Mordheim, our special guest player Alex Peake familiarised himself with a specially generated warband of Middenheimers.


THE RIGHTEOUS
Rangers & Zealots led by Witch Hunter General David Jarzembowski
Dave (captain) - Witch Hunters
Stu C - Elf Rangers
Phil - Ogre Maneaters + Dramatis Personae Lisette Leerer
Alex - Middenheim Mercenaries

THE FALLEN
Brigands & Heretics led by Master Sorcerer Bob Whetton
Bob (captain) - Lords of the Marsh (the Fimir)
Stu W - Marienburg Mobsters
Michelle - Strigany River Gypsies + The Undead

THE UNDERFOLK
Chris - Skaven Warp Engineers

CAMPAIGN STORY
An operation sanctioned by the Merchant City Council to cleanse Halsdorph is being led by the comely Witch Hunter Annika Bohringer. The righteous crusade has not only been licensed through the council chambers of the Stadsraad. It is being backed by the dreaded League of Gentlemen Entrepreneurs. Ogre lackeys from Tanners Alley take a break from boiling horse-hide to protect dubious business enterprises by accompanying a piratical assassin come femme fatale enforcer for the 'League You Never Heard Of'. Elven rangers guide them across the Cursed Marsh after encountering a company of Ulricans on the Middenheim Road. Knights of the White Wolf are bitter rivals of Sigmarite Templars! A rare opportunity to root out ancient evil was enough to set aside schisms of faith.

As the Witch Hunters close in, the Fimir have called upon shadowy allies to repel the crusade against their hold.

Lisette Leerer Dramatis Personae conversion by Werekin painted by João

SET-UP
The area of the gaming table we used for this battle was approximately 60"x48". The dimension of Halsdorph Keep were approximately 27"x31". Parts of the keep were more dilapidated than others to give the impression of a fortification in state of disrepair. Most of the breaches were shored up using obstacles such as crates, barrels & upturned carts. The ruined gatehouse entrance was barricaded by a wagon belonging to the Mobsters warband. In our rare excursion outside the Marienburg city walls I brought some wilderness terrain out of storage to plant outside the stronghold. The keep was surrounded by derelict outbuildings used to represent abandoned homesteads from the cursed settlement.


DEPLOYMENT
The Fallen team deploys first, within Halsdorph Keep or upon its battlements. After the Righteous team has deployed anywhere outside the perimeter of the walls to Haldsorph Keep, each side rolls a dice to decide which team take the first turn. The Underfolk may deploy on any table edge on a turn of their choosing after the first turn has taken place.

The Fallen team won the roll to play first.


STARTING THE GAME
Each player on the same team takes their turn simultaneously. Close combat may need to be resolved in order of Initiative. As Chris has elected to play his Skaven warband in the role as renegade, control of the 'house' warband of Undead has been assumed by Michelle. Michelle is deferring to team captain Bob, so both players are sharing ownership of the 4th warband in the Fallen team.

ENDING THE GAME
The game ends when all of the warbands on one team have routed or if a team captain routs. Any warbands on the winning side when the game ends earns 2 Campaign Points for winning the battle. The renegade player earns 2 Campaign Points for surviving the battle if casualties were dealt by his warband to a captains warband on the side that routed.

SPECIAL RULES
Alliances: Players on the same team cannot break alliances with their team. Warbands on the same team count as friendly models meaning they cannot be attacked by their allies in this battle.

Mist-wreathed Stronghold: As a consequence of their shadowy alliance the warbands on the Fallen team will be enveloped in 'Mystic Mist' (like a bound spell from magical items, the spell means missile fire suffers -1 to hit mist-wreathed targets) at the start of the battle. Fimir ambushers roll in their shooting phase to check whether the mist can be maintained by their bronze talismans of blood.

Captains: Each team captain has the benefit of being able to overrule any of the players on his team. In the event that a team captain's warband is routed then the team captain must nominate a new captain. Players must defer to their team captain in all instances! e.g. If a player would like to voluntarily rout then they will need permission from their team captain.

Morbid Dreams: Sorcerous hallucinations lead warriors to despair and to suffer from night terrors and strange visions! After the battle each Hero in the warband must take a Leadership test. Roll on the chart for the Dream Parlour from Infamous Haunts* for any Hero failing the test.

Undead and daemon models are immune to morbid dreams.

*Infamous Haunts is a works in progress chapter from the 'Mutiny in Marienburg' campaign setting. The effects are similar to drug-induced states and Heroes may end up visiting a drug den as a consequence. Note that a Hero visiting a drug den for the first time gains +1 Experience! At a fee of 10 gold crowns roll a D6 chart when visiting the underworld location named Dream Parlour. The article is currently unpublished but available upon request if you are running a campaign.


BATTLE FOR HALSDORPH KEEP
While the righteous crusaders pondered how to best four warbands protected by the walls of a mist-wreathed stronghold, the question on everyone's lips inside the keep was who exactly were these mysterious bearded cavalrymen?

Not content with barricading the entrance of the gatehouse with one wagon, the fimir sorceress identified the threat of an enemy wagon approaching. Reaching out with tendrils of dark energy she assumed control of the driver. Ironically the mind of this heroic zealot is usually immune to psychological effects yet the man was no match for the hag. Gripped in the lure of Chaos his wagon ground to a halt sandwiching ogre muscle between both vehicles. Maneaters turned on the wagoneer fearing a rear charge from the mind-twisted Sigmarite. Briefly an ogre considered piloting the wagon before storming the keep in search for wide enough breaches in its aged walls.


The lascars of Ind gave an outstanding account of themselves during the siege. The 'Salamander' Sal Singh and one of his bruisers flew from turret to turret on a magic carpet ride, before unleashing a hail of blackpowder shot. Their expertly timed blunderbuss attack caught the sea elf ranger right in a crossfire. Elves were cut down like corn. Flaxen haired Captain Malfinnor was preening himself in the reflection of his axe blade when the volleys were fired! A rogue harpy seen wearing a studded leather neck brace was also caught in the blast. The taloned beast, a consort for one of the fimir had unwisely dropped down into the smoking path of both mobster musketeers!

In fact the fire fight was so one-sided on the opening turn of the game that the elves called to their Witch Hunter general for a retreat. Annika Bohringer snarled her denial of their craven request to no avail. After realising their full potential as decoys the pointy-eared guides fled involuntarily all the same!


After the rangers routed it was time to separate the men from the elves. Seneschal von Smythe doubled his efforts as the White Wolf knights crashed into hulking scaly adversaries. Meanwhile the wolf-kin scouts found the mark with their longbows making a mockery of the sea elves appalling archery! Undead creatures took the brunt of righteously destructive missiles. Unlike elves they were unbreakable in the face of an onslaught. This zombified front line of ghouls and dire wolves formed a convenient shield of rotting meat for the Strigany. River gypsies learned the value of cooking pots as their makeshift helmets saved them when taking a tumble from tower balconies.

Warlocks were dropping like flies while beneath the ramparts, the Indic cartel enforcer Kala Halavaha (aka the Turbanator) was trying to take on a whole ogre warband! The silk-robed fighter fearlessly defended the gatehouse entrance from a wagon blocking their way into the keep.

In the thick of combat were the mounted cavalrymen from the Ulricberg. Sigmarite and Ulrican blood was spilled as these bitter rivals stood side by side. Leaders from both churches relying on their heavily armoured troops to prevail in the face of bestial fury fuelled by dark sorcery. The Draich and the Strigany Petru weaving spells to swell their own warriors might while debilitating foes. Two knights bearing insignia of the White Wolf were dragged unceremoniously from their noble steeds by clawing muscled arms of amphibian brutes. Not even the barded warhorses offering protection against such feral hate. A combined charge from Wolf-Priest Larsson and the Ulrican Seneschal captaining Middenheim settled the score. Blessings from the God of Winter and Wolves upon the heroes combined with Seneschal's gromril wargear crafted by expert dwarfen engineers spurred the Claws of Ulric on.


A lucky escape for Lisette Leerer. She fell foul of her own notoriety, attracting attention from a trio of opponents in the same combat; fimir noble, guttersnipe and a Chaos troll! Outnumbered three against one, the pirate-assassin found her face hitting marshy loam. Somehow surviving she crawled away while zealots distracted her attackers.

Forge-rats slunk into the fray (after the 2nd round on game turn 17) and unloaded a stinky barrage of poisonous magical gas. The perfume stench from their sparkling globes was all too much for the monstrous fimir. It seemed to have no effect on Singh's mobsmen. Fiendish survivors saved their scaly hides, one by one plunging into brackish bog-water tributaries while their shadowy allies departed across the sunken fields.

Halsdorph has been reclaimed! The cleansing has resulted in the capture of a master sorceress. Just not by the zealotry of either church. Bound, gagged, shipped and sold into slavery by the pirate-rats of Rear-Admiral Krislik's verminous flotilla! The latest anyone has heard that leathery old Draich is now being held captive in a sweaty palace of horse-hide on Tanners Alley by ogre taskmaster Captain Krunk. Cowardice and incompetence of Elf-captain Malfinnor was reported in an official account sent to the City Council by the Witch Hunters. Word that this dereliction of duty compromised the crusade has filtered back to Elftown. The Exarch now considers whether to despatch a Commodore to quell accusations of insubordinate captaincy soiling the Sea Rangers reputation.

The Righteous brothers [left to right: Peakey, Capt Dave, Philip]
In other news, the cartel extorted a lighthouse keeper down at Old Snorri Rocks. Refusing to pay the filthy lascars tithe has angered Salaman Singh. The Indic racketeer now threatens to move on the coastal stockade in Temple district. Local sightings of mutant wreckers in the shape of giant rats wearing tricorn hats have not dissuaded the self-proclaimed pirate-king of the Spice Islands.

Grand sewer run

Posted by  | Sunday, November 25, 2012  at 4:58 PM  

On the last Friday night of October, eight Mordheim fans convened for the first of what became four gaming sessions to determine who would ultimately conquer the Marienburg Grand Sewer Network. This is what happened.


Burrow Town Collapsing is an underground scenario for Mordheim promising more tunnels, more bolt-holes, more traps and more objectives than you can handle!

Download the scenario here:
Burrow Town Collapsing (PDF, ca. 0.3 MB)

A few days prior to our games night the two architects of this dastardly exercise in underground excavation met up to set the scene. It seemed only appropriate that Chris 'Frogprince' Kneller & I be laying the city foundations! As we are playing skaven and elf warbands, who along with dwarf artisans shaped the sprawling dungeon network found beneath the city-port. Rear-Admiral Krislik would be bullying his warp-engineers & pirate rats. Elf-Captain Malek skippers the sea elf ranger crew of his Moon Guardians patrol.
"All sorts of scavengers in the sewers. There are things you wouldn't believe living in the stew."
— Acting Sergeant Rudi, Sewer Watch


Typically the 'Mutiny in Marienburg' underground scenario sees two or more players contesting a section of the sewer network used for smuggling contraband cargo. One of the players takes on the role of the smuggler gang by being assigned cargo objective markers. The sewer network unfolds during the game as tiles are explored by warriors. Tiles are placed using a grid. The simple grid is used to control the layout of the unexplored network guaranteeing sewer sections link up. This ensures warbands will meet during the course of the game.

We playtested underground games using a rapidly expanding set of guidelines and charts. In two player battles it becomes possible for a very lucky smuggler to avoid their opponent but the expected outcome is that a turf war is fought by opposing sides. With more players involved things become more intriguing when the size of the grid increases to accommodate additional models.


Terrain
Once I felt everyone in our group was satisfied with the conditions of the scenario we began making preparations for a grandiose multi-player game using a super-size dungeon. Following the scenario principals, eight of us played a sewer game using a customised tile layout. Smugglers were invited to choose from my collection of cargo markers instead of randomising what freight is available. Having no unexplored sewer section meant there was no formal grid required. Custom sections featured non-player models, bonus objective markers and some additional dungeon events; tangle with bearded daemon-smiths at their infernal forge, plunder the tombs beneath a Garden of Morr, launch a raid on an illegal distillery, free prisoners from a castle dungeon or rescue a rooster from the halfling cooking pot! A couple of hidden rooms would also be revealed to players who 'thought on their feet' as the game unfolded.

One additional house rule was applied for this important battle to help everyone stay in the game. The first time a warband failed their rout check then they could ignore the fail result.


Factions: 3x smugglers, 2x law enforcement agencies, 3x predatory species

Player 1 - Mobsters (Webby)
Lascar sea-dogs whipped by professed Indic pirate lord Salaman Singh. The reputation of the 'Salamander' is preceded by his lethal enforcer Kala Halavaha. Their run set them towards fulfilling warband objectives from 'The Secret Deal' plot. To achieve bonus Campaign Points the cartel muscle are weighed down by sacks and chests loaded with booty, all being hauled back to the hideaway of the racketeer.


Player 2 - Strigany Gypsies (Michelle)
Bounty of choice among the grave despoiling exiles of Strigos happens to be coffins. Pine boxes used to smuggle weapons, corpse dirt and cadavers. Dragging their preferred load ties in with the 'Promise of Power' plot from our campaign. River gypsy gangs are never a welcome sight on the canals. It is rumoured the shadowy Dola family keep a dark secret. Will it be revealed under torchlight?

Player 3 - Ogres (Philip)
Guiding the Man-eaters of Tanners Alley, was a Dramatis Personae by the name of Lisette Leerer, Saleswoman, Assassin and Enforcer for the League of Gentlemen Entrepreneurs, the largest organised crime network in the city. The ogres led by Captain Krunk elected to smuggle barrels as this cargo supports their MiM campaign plot 'The Body Trade'.


Player 4 - Witch Hunters (Dave)
Witch hunter Annika Bohringer sailed from the spires of Altdorf to the fish-stink of Marienburg. In her latest bid to secure a license from the City Council to root out heresy in the port she descends below the waterline supported by her heavily armed retinue of femme fatales and frothing zealots! Not only do the Templars have a pair of warhounds, one huntress is a master of beasts with a tiger at the heel of her boot. Mutants had best beware when this big cat is let off its leash!


Player 5 - Sea Elves (Werekin)
Policing the canals in an official capacity has led the Moon Guardians 2nd Company to a midnight excursion down a sewer. Feanor Dreadweb is no stranger to dank environments. Trapper turned sewerjack, Dreadweb will use his intimate knowledge of the catacombs to help guide the way.

Player 6 - Swamp Goblins (João)
Piracy comes in all shapes and sizes! Parts of the Cursed Marshes surrounding Marienburg are infested with grobi. The smallest looters come from tribes of swamp goblins plunder the River Reik in hit and run raids! Their maggoty lairs are connected by subterranean warrens. Underground tunnels cross old smuggling routes tracing back to the advent of when men arrived in what was once known as Westerland. Diminutive pirates like Captain Stinkfoot use them when sneaking his crew into port on a nocturnal salvage raid.

Player 7 - Fimir (Bob)
Clawing monsters from a lost age strike from the Grootmoers forbidden depths! Rumours of a portal to the warp opening in the dungeons has piqued the interest of a leathery skinned Draich. With the intention of capturing a sliver of daemon essence an ambush party of marsh monsters have left the safezone of misty banks to brook a deal on the Chaos crossroad.

Player 8 - Warp Engineers (Frogprince)
Engineers from Clan Skyre squirt the musk of fear as they're being sent to find out what the heck is going on in Undertown. Along with their Clan Scurvy pirate allies hoping the place won't collapse around their ears! The scenario title is a homage to Border Town Burning, a supplement for Mordheim which featured a dungeon scenario called Horrors of the Underground. It's something Black Library author C.L. Werner mentioned to me. Skaven dupe Clint was complimenting the completion of that setting. He offered his services if we should work on a 'Burrow Town Collapsing' game for Mordheim. Well here it is!


Set-up
The eight players deployed their warbands. We have predetermined eight entry points. These were designated based on theme. Ogres set off from a Dwarf mine tunnel being wider than the adjoining sewer corridors. Goblins started by entering through their warrens leading into an orcish den. Skaven poured from a effluence pipe into a warp-engineers lab. Strigany Gypsies dropped down into ancient tombs from a private burial mound. Fimir reached the dungeons when they swam in via a dilapidated canal inlet. Smugglers from the Spice Islands of Ind crawled in from a sewer grate.


Starting the game
It was mutually decided between two local law enforcement constabularies that we should be leading things off in this escapade. After receiving an anonymous tip about mutants on the loose plus witchcraft happening in or beneath the Craftsmarket and Dead Canal, the fearsome Templars ploughed down a stairway in a distillery leading into an illegal cellar bar. Moon Guardians from Elf Town entered via the Floodwall control room for a Dwarfen aqueduct.

With eight players it is necessary for players to take turns in pairs. One pair take their turn while two more players oversee movement and dice results. This helps keeps things moving. After the law agents had begun the game, it's the Mobsters and Fimir who are currently adhering to the ceasefire terms of a treaty in our campaign! They were followed by the Strigany and Man-eaters. Lastly the Goblin Pirates and Skyre Engineers are taking their turns.


Rounds 1-3
Our opening rounds involved warbands establishing what perils awaited them in the dark depths of the Marienburg Grand Sewer Network. A few warbands experienced mould slowing them down. Batches of magic mushrooms were plucked from damp crevasses. The first event rolled was a powder store. Somehow our group always end up with powder kegs galore when we venture underground! We've even modified the event chart to reduce the likelihood of rolling this result. A few of the players managed to locate powder kegs in the opening round despite this. Eventually we would run out of powder keg markers and result to using plastic gold crowns to keep track of kegs.

Witch Hunters don't usually drink on duty but these pious Sigmarites had entered through a cellar bar! They elected not to partake in the mysterious alcohols on tap. Things were a little rough in the bar room but any wild blows struck by rowdy patrons brushed off these heavily armoured Templars as they went about their business.

A couple of traps were set off around the dungeon. A complex trap was sprung by one of the smugglers from the Indic cartel! Swinging blades chopped past as the smuggler deftly sprung out of the way. With the danger presented by the recurring slice of the trap they began seeking an alternative route when the elves refused to send their trap expert across to deactivate the blade trap. When Webby beseeched me to help him out with this I offered to comply on the understanding that he used the trap to chop his Dark Elf Apprentice Assassin in two with it first! This pesky druchii Hired Sword has avoided death a few times too many in our campaign so far for my liking. He wasn't enamoured by my deal so his trap remained activational.


Two careless goblin mates were washed down an aqueduct whilst looting the ancient temple. One was only flushed round a U-bend. The other unlucky greenskin found himself surfing along a spout full of slurry into a spider nest. After biting the goblin to death in a sewer drain, these bloated arachnids fell under the control of a nearby elf Hero using an animal charm.

The only combat situations anticipated in our opening meet was to be warbands fighting their way past sewer hazards. Most of the Marienburg gangs got stuck-in straight away as giant spiders, giant rats or worse attacked them in the darkness. One of the fun additional features in store was the first two giant rat packs were each going to be chased by a cat! These fun to use models are represented in our games by using the rules for the Trickster-priest of Ranald's cat companion from my Priests of the Empire article - Miracles Workers. One of the shop locations in a future planned article 'Marketplace' allows Heroes to visit a pet emporium to order speciality animals. The chart for strange pets included cats as one entry. They prove popular in games causing mischief in combat. I amended the animal to polecats in my draft copy, after reading the Orion: The Vaults of Winter in which a pair of these critters do a brilliant job of harassing the Cygor from a horde of beastmen!


One of the polecats ran down a corridor chasing rats amongst the Strigany. Michelle has a Hero with the animal charming skill 'Rat Charmer'. She turned on the ability to take control of the rats and bagged herself a free cat companion for her mystical Petru the process! Adding these animals to the snake and hunting bird kept by members of their crew the Strigany are turning their watercaravan ark into a menagerie of beasts! The other cat sprang out in the company of the Moon Guardians 2nd Company. One of the elf Heroes in my warband now receives the same benefits as the waterfront witch from Michelle's gypsy crew.

Reviewing my drafted report it became clear that I'd skirted around the finer details concerning individual combats. Presented with an adventure of this magnitude the finer points of close combat can be addressed in another battle featuring only a couple of rival factions.

Upon reflection it is worth highlighting that Heroes from the Fimir warband managed to seek an audience with the daemon bound to the Chaos crossroad sewer section. This objective room relies on followers of Chaos carrying a wyrdstone item onto the crossroad tile to attract the daemon's favour. Bob has been feverishly following his campaign objectives to the point where he has tapped into the power in the stones!

By visiting an Alchemist in post battle sequences, each Hero in the Fimir warband now carries a stone of power. The gaze of the Dark Gods long since left the amphibious followers of Chaos and Bob is looking to set the record straight. The daemon was willing to bestow a sliver of his essence on a few of the already 'gifted' Heroes. Bob has rolled a lot of characteristic increases for his Heroes making them all a serious threat in close combat. It's only fitting that the wyrdstone items they carry spur the occasional mutation. As yet none has degenerated into becoming a Chaos Spawn. I think that Bob would quite like that!

As it stands the two Young Nobles and his Shearl (that lad's got talent) have acquired a Daemon Soul which allows a valuable 4+ save against magic attacks.


A memorable moment from this session was when the Draich used a Chaos ritual to take control of a giant's mind. The chained guardian was blocking their path through a fighting pit. Alas they couldn't use the titan to smash their enemies with but they were able to duck past unscathed. Some of the amphibians took the opportunity to duck down a trapdoor leading off to another quarter of the sewers on the northern edge.


Whilst Bob's fimir lost advantages gained overground for their 'Mystic Mist' spell of protection, João's swamp pirates were enjoying all the perks gained from goblins night vision! A couple of ghoul nests were disturbed in the course of the evening. The goblins keen eyes did not help them fighting these crypt dwelling fiends! We managed to eat a buffet and play a full rounds 3 rounds in an evening which totals 27 game turns when you include the sewer denizens.

Rounds 4-6
Reconvening after the weekend our group set about the task of drinking teas and eating biscuits whilst dungeon bashing our way through the next three rounds of nail-biting action!

A couple of the mobsters with high Initiative had duck past the swinging blades. The rest of Webby's criminal gang were following a new tactic. After realising that his cartel would be following behind the ogres if they chose to go one of the other routes, he began climbing them down into a sewer channel. For the rest of the session half the mob fell face-first into the stew while those landing on their feet waded through slurry at half their movement rate.


After being double-teamed by the mob enforcer and a guttersnipe who made it past the complex trap, an elf Hero found himself enslaved. Suffering from madness the Feastmaster had scouted ahead of his elven crew. There was no way out of this predicament as both Heroes picked up the Slaver special skill available Mobsmen. I was disappointed but reasonably content in the knowledge that the cartel would do the right thing and free my elf if they won the game. Not routing is the only condition allowing them to keep all captured models.


A second complex trap was triggered in this session by elves. Ironically it grilled the spider-charming elf trapper shortly before he foolishly detonated a Cathayan firepot while still holding it! Cathayan candles are good like that. Roll a 1 and the bloody firestick blows your own guys head off. My first roll was a 2 so I used a rabbit's foot to re-roll in order to throw the bombas amongst the Mobsmen advancing towards one of the main objective rooms. I felt violated when it came up as a 1! The elf Hero had the trap expert skill yet failed a roll required to disarm the device. His run of bad luck ended as the firepot blasted him against the ceiling and caused a cave-in as a result.


There were other cave-in's occurring around the sewer network. One tunnel collapse event happened in the vicinity of the ogres and goblins. They had alternative routes meaning it was of no consequence. Another cave-on event was triggered by a noisy witch hunter stomping over near where the fimir warband was lurking. They too pursued an alternative route.


Rats ahoy! Elsewhere in the sewers ratmen began being taken out of action by more giant spiders. Some skaven warriors were effectively besieged by spider attacks on all sides! While Chris rolled badly and swore loudly, in another corner of the dungeon the ogres were making easy work of a spider attack.


Captain Krunk's ogres encountered a warp bat which passively fluttered past in search of wyrdstone objects. They were greeted by an Old Prospector in the dwarf mine shafts. Before Lisette Leerer established a rapport with the Hired Sword an ogre mountain guide barrelled the old codger under one arm and marched off to the next section!


The Strigany made very slow progress through the sewers carrying a lot of loot! Giant rats having been charmed into helping the pirates on their way were killed pestering the fimir! After struggling to push past the marsh monsters, a different route was agreed, but it would involve acting innocent in front of witch hunters.

Annika Bohringer had split her forces into three. One lone Hero had scouted an open route ahead of the skaven while they fought their war with arachnids. They weren't likely to chase too closely after her for she was accompanied by her pet tiger! Most of the witch killers advanced peacefully through a stretch of corridor lined with dungeon cells where eight hostages were held under lock and key. Seemingly there were no heretics among the prisoners as the remaining hunters and their hounds moved off to inspect a weapons rack and a fortified doorway.

With no warbands looking to voluntarily rout any time soon we made arrangements for the third gathering. The game being set up in Chris & Michelle's gaming room as a semi-permanent fixture meant we would be able to continue until a natural ending could be reached.

Rounds 7-9
Our third session was explosive. The Strigany caravanmaster's plan to avoid the Templars had worked for a while, up until the Petru started practising the dark arts! Following the loss of their Dommu leader, in desperation a coffin fell open and out sprang a grumpy vampire! One foolhardy fimir noble had inadvertently woke a slumbering Strigoi who got out the wrong side of his coffin! The fimir ambushers were shaken by the Strigany Old Father who sought to settle scores after the premature loss of the Dola gang's caravanmaster. Beneath the Craftsmarket the Draich had coaxed a handful of her warriors through a secret tunnel leading north to where a witch hunter was examining a custom made weapon. She was surprised as the amphibians sprung from a trapdoor only to collapse on the floor due to the mouldy conditions in the armoury! One fimir Hero managed to pull himself together in time to receive her charge.

Mobsmen found themselves in fiery hell when they passed through a powder store. With steady hands Elf-Captain Malek unloaded a shot from his handgun that struck a barrel of powder, showing why his crew nicknamed him the Albatross. The explosion detonated a second keg flattening the lascars! Although cave-in's were avoided, this turn of events has thrown a spanner in the smugglers plans. By this point my elf lawbringers are similarly hanging on by a thread. The same goes for the Rear-Admiral's pirate rats after the body count from spider attacks rose to five. One combat swung in the rats favour when a Black Skaven named Commander Spike took down Kala Halavaha after scurrying up the enforcer's inside leg! Sal Singh's right-hand has picked up the nickname 'Turbanator' in our campaign after the destruction he has wreaked on enemy warriors. He won't live this melee down in a hurry and things were looking decidedly dicey for the cartel.


Ogre slavers bargained with fire dwarfs over a daemon weapon after visiting their forge! In exchange for a treasure chest they now possess a daemon-possessed blade. Before entering the Chaos engineers weapons depot a couple of the Man-eater Heroes did battle with two large tunnel wyrms (borrowed from Cianty's Horrors of the Underground scenario). They were represented as the head and the tail of the beast. The wyrm's tail thrashed until it went flaccid from heavy ogre boots stamping on it! After being repeatedly punched in the maw by a talented half-grown ogre Hero the limbless drake disappeared back into the crevasse from whence it came.


While their captain-led trio haggles with Chaos dwarfs over trade negotiations the rest of the ogres were fighting a turf war. Goblins swarmed the network of pipes. The ogres path was temporarily blocked by a river troll. Lisette Leerer cleared the tunnel by unbalancing the slimy regenerator in a pile of its own vomit. Proving she's all woman the assassin followed the troll. This was a combat that she couldn't win. João was passing nearly all his rolls to regenerate the troll. When the troll regenerated four wounds in one round (4+ to regenerate trolls) it dawned on Phil that he'd do better to concentrate on the smuggling mission at hand! Lisette broke off her attack. Fleeing from combat was simple enough while the troll was flailing around in sewage and vomit.


By the end of the night Captain Stinkfoot was missing in action after a run in with flea-bitten pirate-rats. The rest of his swabs and their finely cast 'white' squig (pro-sculpted from a lump of plasticene by Michelle at short notice) fled for the swamps with a barnacled treasure chest they found in an old temple that looked like it was surely too big for goblins to carry!


A witch hunter being chased by the warp bat was carrying a tainted item. She plummeted from a walkway to land in the unexplored city vault! This unexpected turn of events closed the night with the secret room tile being revealed.

Rounds 10-15
Before the start of our final stretch the cartel gracefully decided to bow out. As the tenth round began, after assessing the damage and current state of play I decided that my sea elf rangers needed to do the same.

Clan Skyre warp-engineers were routed by ogres in the opening couple of turns. Under a barrage of rapier attacks rat-of-the-hour Commander Spike was polished off by none other than Ms Leerer waving her stiletto with rapier in deadly unison.

The bestial force of Old Night managed to force his way past the fimir warriors before succumbing to injuries. The leaderless Strigany tried to press on after the Strigoi was put out of action only to encounter a chained giant who refused to fall. Throwing every projectile they had at it ultimately proved futile. Although a dwarf slayer pirate who joined the gypsy crew blew a few holes in the giant to score himself some bonus experience points before the rout. With the witch hunters right on their tail, they had no choice but to stuff their Old Father back in his box and just leg it!

The Templar captain proved that her cult of Sigmarites has nerves of steel. Finding a casket of legend with magical properties after falling off a narrow walkway and seeing their captain escaping his doom in a temple of pain. Outlasting the monstrous fimir who surprisingly made a break. The cold-blooded phantoms found themselves routing at the crucial moment when one ripped the first of four prison doors off in the dungeon cell block.

Four ogres marching under Lisette Leerer's guidance made acrobatic jumps down from a raised dais and then dexterousness abandoned her as the assassin fell gracelessly to the flagstone floor. They scooped her up before advancing unchallenged up a stairwell below a magician's shop in the Craftsmarket.

Ending the game
1st place: After bartering a chestful of treasures with twisted dwarf engineers the Ogre Man-eaters came away with daemon weapon! Loaded down with wine barrels the ogres stormed up a stairwell leading into the basement of a Magician's Workshop, nabbing themselves an alchemists flask of Nehekharan Fire!

2nd place: Rumours have circulated that a magical casket had arrived in the city. It has fallen into the hands of the Thieves' Guild. Witch Hunters held until the last and secured this legendary arfefact recovered from an underworld vault! The huntress carrying the wyrdstone item fell foul of its warp-tainting presence. Waking to find she has birthed a third arm! Normally the taint would see her purged of corruption through fire and brimstone. A recent acquisition of her Blood Stone talisman has led the covetous Witch Hunter Captain into a quandary over whether the mutation is perhaps a blessing in disguise. She may choose to let sleeping dogs lie or elect do the right thing and burn the altered flesh after all.

3rd place: Lords of the Marsh slew a watch patrol guarding dungeon cells before fleeing from the cells occupants upon realising their purity had already been compromised by one of the guards!

WANTED - Skaven skulls. Kala Halavaha will pay 5 gold guilders for every rat taken out of action.

WANTED - for crimes against the Free city of Marienburg
Kala Halavaha for uttering seditious talk of giant bipedal rats in order to spread civil unrest and destabalise the economic growth of the city.

The merchant councillors of the Stadsraad have spoken! The dirty lascar Kala Halavaha must turn himself in or face the wrath of Lord Justicar Ambrosius Aloysis, who is currently busy dealing with the local marsh gas problem.

Credits
Photography: Bob Whetton click on images to enlarge photographs
Additional photos: Frogprince (of chained giant) and João (of Bob)
Custom quest room tiles: thebard108 and Talion78
Painted miniatures: Werekin (Ogres, Elves, dungeon doors & objective markers),
Frogprince (Skaven), Geekgirl (Strigany), Bob (Fimir) and João (River Troll)