Death of a hero

Posted by  | Sunday, April 5, 2015  at 8:30 PM  

As the last hope of the Old World falls to a few heroes, the fate of the mortal realm is decided by their final deeds in these dark times. The End Times marks the conclusion of an era in story telling. The stark realisation that fables of legend have come to a natural conclusion is something fans of the stories are finding quite sad. Not everyone is willing to let go.

"If this journal is found, if the day was won, then remember this - here a Slayer lies."
— Felix Jaeger, Poet

A week after that report of our Erlach mountain battle was published my friend Antony died. We fought together on the tabletops for many years with cards and dice. A talented musician, Antony shared many hobby hours making guitar music that involved writing, arranging, recording and performing in bands with his friends. There were times when the music saved me from ruin and he was always there.


Antony appeared as a special guest player in the last battle day we ran in Marienburg. Previously he participated in this tabletop tavern brawl battle report. That was the first battle report after I began publishing articles for Liber Malefic.



Antony will be remembered as a chivalrous hero. A buccaneer amongst bureaucrats. Losing him in a cruel trick of fate was a bitter blow. Unexpectedly saying goodbye cuts right to the core. He was something of a legendary personality. Knowing the journey continues with no further contributions by his swift blade is unbearable. He enriched my life story as only a Slayer-pirate could. Miss you buddy.

Cities rise and fall

Posted by  | Tuesday, January 6, 2015  at 2:57 AM  

Over the years the greatest port of the Old World has been sacked no less than five times. The city has suffered raids, sieges, conspiracies, invasions and plague. It has been razed, pillaged and burnt to the ground. In the Imperial calendar year of 2525 the hordes of Chaos befouled the Free City of Marienburg for the sixth time.

Behold the End Times are upon us! We returned to what should have been familiar surrounds of Oyster Dock in Temple District only to discover... That disaster had overtaken Marienburg.

Marienburg was founded on the ruins of an ancient Sea Elf fortress by the Jutones tribe. What elves abandoned, men rebuilt. Our city lies in ruins once again. Nurgle's Rot ravaged the population. The Plague Lord's foetid host marched on in the spring of 2525 converging on Altdorf. For anyone interested in apocalyptic current affairs or the historical destruction wrought against the greatest port in the Old World, I have compiled a fairly concise timeline of significant events.

Download the timeline calendar here:
The Marienburg Timeline (PDF, ca. 0.1 MB)

The End Times campaign for Warhammer is huge. This announcement only skims the surface of events involving the Empire, her neighbours and the hordes of Chaos from Volume 2. I am following the story more thoroughly through the Black Library novels rather than the Warhammer rulebooks releases for the End Times campaign. Inconsistencies do crop up in the End Times source material.

example: Louen Leoncour, the Lionheart
In the novel 'Fall of Altdorf', the dethroned King's chest is sawed up by Festus the Leechlord, and he dies in the arms of a Shallayan priestess, somewhat peacefully. In the 'Warhammer: Glöttkin' campaign book, the Lionheart dies in the arms of a gloating Festus, more specifically, his head is brutally sawed off and displayed to shocked Empire soldiery.

Volume 1 involving the resurrection of Nagash, maps the ambitions of the Von Carstein bloodline, including Elize von Carstein, Doyenne of Red Abbey, and her favourite get, the ghoul-caller, Erikan Crowfiend. Volume 3 charts those of Aenarion's bloodline with welcome cameos from two fan favourites, the Shadow King of Nagarythe, Alith Anar, and the Warpsword, Daemon's Bane, Tyrant of Hag Graef, Malus Darkblade.

Volume 4 is scheduled to involve the Skaven. There have been further spin-off's available in the form of new novels for Gotrek & Felix. Black Library has other releases being lined up with some of its best authors getting involved, notably a new Malus Darkblade story quilled by C L Werner.

There is plenty more I could say about the new material. That would spoil the surprise. Go check it out yourselves. It's the end of an era. And the the beginning of a new one.
"Everywhere we look is as ruined and lifeless as the last, yet here we stay because this ruin is ours."
— Pirate-King Salaman Singh, Marienburg Crimelord

Fool's gold

Posted by  | Friday, November 7, 2014  at 7:39 PM  

Annual battle day is an affair featuring Mordheim regulars plus guest friends. Organised to coincide with my birthday each year there needs to be festive conditions. Surprises were various this year.

[L-R] Gold diggers arrive at Erlach: Chopper, Ant, João, Bob, Phil
A tiring excursion through Little Country, beyond the city walls of Marienburg. Site of once proud delvers is Erlach, a mining colony in the shadow of the Pale Sisters mountain range. Historically dwarf prospectors excavated the wild foothills of the Wasteland region. Most of its riches have been plucked over the years leaving slim pickings. For those canny diggers bold enough to venture deeper into untapped crevices could be a heap of spoils or the curse of greed.

Hosting the get together in my father's garage provided a change of scene in more than one sense. For this unique occasion that themed mountain board built for our Border Town Burning adventure came out of retirement. It has been kept stored in the garage ever since we completed our campaign at Games Workshop Poole set in the Cathayan borderlands. Another highlight was the refreshing keg of Bugman's Ale acquired for players to wet their whistles throughout the day.

We have enjoyed playing team scenarios before rather than battle royale style multi-player battles. These play a lot quicker based on shared turn sequences. This year's event used a chapter written for the occasion. It was published on Liber Malefic before the event in my last article; Quest for nostalgia. Golden opportunities to play doubles games using paired teams of like-minded factions don't come up often. A narrative campaign that is deeply rich as Mutiny in Marienburg provides a satisfying landscape for this story of adventure.

As much as I revel in the gaming experience itself, the set up for a tabletop battle like this is something to be appreciated in equal measure. This years encounter was memorably planned out with the assistance of fellow TBMF member João Sousa. The Portuguese-man has an eye-catching collection of Citadel memorabilia that includes lots of villagers plus a small throng of bearded characters. João has a soft spot for the stout fellows! This provided us with ample excuse to populate the entire plateau of my mountain board with beautifully painted civilians, both Umgi and Dawi. For every warband participating in the battle there will be six colonists. That was what my scenario quoted! An even mix of 48 villagers and prospectors representing the colonists of Erlach. Deploying this amount of cannon fodder colonists becomes a tactical quandary in its own right.

First at the scene was Bob. Earlier when we agreed times I hadn't factored in extra times for picking up João. That included loading his miniatures and terrain being transported to the mountain. Bob was tapping his watch when we arrived, asking "what time did we call this?" and to be fair we were running later than planned. Fortunately I had erected the board and set out my collection of miniatures in advance. What followed was a bit of reassembly work on some mountainside causeways damaged in storage. The signpost to Mordheim from Shang-Yang was repaired. João unpacking his themed terrain piece followed by miniatures representing two dwarf warbands, a goblin pirate flotilla and 48 mining colonists.

Antony arrived shortly after to signal that it was time for the colony to be deployed. Together the defending team of João and Ant creatively positioned the colonists and their respective warband pairing of Dirty Ruddy Stunties. Rangers guided by a Runesmith Journeyman and Noble led band of Treasure-hunters.

Mountain defence squad - Ant & João deploy the Dawi miners
While dwarfs were busy populating the plateau, three corners of the tabletop were assigned among three raiding partnerships. Each corner of the foothills posed different variables but it was clear that one corner was more favourable while another was most undesirable. Allocations were made based on treating higher warband ratings as a handicap upon arrival of Phil and our special guest player representing two more teams. Their team partners would be appearing later in the day due to family and working commitments, meaning these lone rangers would be deploying two warbands each then captaining both through an interim period.

The next phase following deployment was lunch, home cooked by Mother Cresswell. Fried chicken was well received. Washed down nicely by steins of Proper Job XXXXXX brewed by St. Austell Bugman's brewery.

In order of warband ratings (Team 1 = lowest, Team 4 = highest) Coham's Barbarians deployed on the North-East edge at the foot of the steepest route where warriors would ascend the vertical mount using a network of wooden causeways and a rope bridge. Ivory Road Warriors deployed on the South-East edge at the base of a winding incline most easily traversed by vehicles or large models. Predators deployed on the South-West edge had the unenviable task of scaling a sequence of rickety platforms before joining a windy mountain road leading to mine entries at the summit.

Business partnerships in the Free City

Team 1 - Dirty Ruddy Stunties
Dwarf Rangers & Dwarf Treasure Hunters
João Sousa & Antony Bowker

Team 2 - Coham's Barbarians
Cult of Stromfels & Norse Explorers
Ham Haslett & Andy 'Chopper' Extance

Team 3 - Ivory Road Warriors
Ogre Maneaters & Battle Monks of Cathay
Phil Card & 'Canada' Steve Hume

Team 4 - Predators
Fimir Ambushers & Swamp Goblins
Bob Whetton & Stu Cresswell

Conspicuous by their absence were a fourth proposed team 'Mice & Men'. The pirate alliance of Clan Skyre & Clan Skurvy duping a water-caravan of Strigany river gypsies. They never sailed due to house moving commitments made by the Hayward-Steeles (Chris & Michelle). No sign either of other campaign regulars, Witch Hunters or Salaman Singh's cartel gang of lascars from the Spice Islands.

Making up the numbers this year are two seasoned campaigners. We have the long-awaited return of the mysterious Cathayans led by local wine merchant Steve Hume (aka Canada or Cad). Even longer since is the return of a very welcome guest, my old schoolmate Andy who commanded a tribe of hoary Norse sailors in our first ever annual campaign battle day: South Dock Massacre. With all the dwarfs on site it would be suicidal to walk a troupe of sea elves into their mining village. For the sake of rounding out the team partnerships João handed over his goblins warband to me, pairing up diminutive swamp-pirates with the Lords of the Marsh.

Campaign rewards for participating in this battle would be hard fought over. There was potential for uncovering spoil heaps of gold, hoarded treasures, warp-touched trinkets of cursed dwarf gold, plus a single chance at uncovering one of the Greater Artefacts speculated to be moving through Marienburg and the Wasteland at this time. Specifically we are talking about a war mask with magic properties cast from solid gold. An artefact currently associated with rival factions in the city.

Perilous features of the scenario are the involvement of considerable non-player characters. João & I discussed options for this monstrous cast of wanderers and dormant denizens. In the end settling on a suite of wandering monsters for random happenings in addition to possible scary outcomes when exploring the mines. Of these the deadliest outcomes are waking a great beast snoozing in one of the mines or attracting the attention of a migrating giant.

As (rotten) luck would have it the barbarians attracted the giant in only their second turn of the battle, presumably using their loathsome body odour, a mix of goat piss, virgins blood & honey mead!

Motivation for my giant comes in the form of Fighting Fantasy monster sized miniatures. They featured in the pages of the first Warhammer rulebooks that I clapped eyes on. As a consequence Citadel's first plastic miniatures ever released (in 60mm scale!) hold great significance to me. It was with glee that I set about bastardising a large scale resin release from Forge World. At a similar time David Stafford was working on a giant sized resin piece for his collection so that provided further inspiration to me. What started life as a limited edition stone troll has since become the (even more limited edition) giant cyclops. This was a hobby project being planned since testing the Manhunt scenario from Border Town Burning supplement.

A big change to the administration of warbands at this get together was that everyone has gone digital with their roster sheet. This was a carefully planned move. After releasing the new format of Fillable PDF warband roster sheet the guys in my campaign were quick to pick this up. We transferred all warband details from paper rosters onto these 'smart scrolls' in the weeks prior to battle day. In theory we could host all our rosters in a public folder on the Dropbox.

At this point it will not be easy to relay all the specifics of our battle. Some of us were drinking ale. Fortunately we have a sequence of photographs captured during the battle that may help to piece together some of the important moments. These can be viewed by visiting the 'Mordheim Timeline' widget in the sidebar. Scroll down to 28th June. The live feed for this battle was run using my Twitter account @Mordheimer allowing me to send images and submit captions from the game straight into the shared digital feed on Liber Malefic.

Antony departed for personal reasons or perhaps because the keg was running low when he realised he was riding his bicycle home drunk from the village. Did I mention my parents aptly live in a village!?

Bob departed due to work commitments before 'Canada' Steve and Ham would arrive. It was as if the Ruinous Powers were trying to steer the fimir raid from beyond the Realm of Chaos, as written prompts and audio memorandums sent by Bob were received continuously on my handset via Whatsapp as the game progressed in his absence!

Blood brothers - Chopper & Ham lead a Chaos barbarian charge
Things went up a gear when Steve arrived. As João, Phil & I were flagging Steve started calling some shots that helped lead his Battle Monks within sight of the scenario objectives. While the ogres had looked likely to get bogged down by the tide of colonists under Phil's leadership, Steve's boundless enthusiasm drove the monks and maneaters over the summit into the heart of the colony. The rest of us must have been too fatigued from commanding efforts from the front line. Mistakes were being made due to modifying tactics based on a frantic scramble to reach the plateau. The mountain was beating us and we knew it!

A clunky schedule of arrivals and departures had physical repercussions on the outcome of battle day. With the hour being late my dear mother's decision to call time (kick out!) on the same round the first wave of barbarians scaled the summit. A decision that came as a relief to João who like myself had been courteously abandoned by his team partner. Andy weathering the full days events in real time better than the rest and Ham being fresh to the table, Coham's Barbarians were desperate for one more round of turns to reach two objectives in their grasp! In the end it wasn't to be. Ivory Road Warriors was the only team to reach objectives with a running time that clocked over ten hours. Of the two objectives they secured only one entry reaped a positive result in the mines. A single nugget of cursed dwarf gold was enough to claim victory.

Ham assessing the vista beyond the reach of his barbarian host
What comes next? Back room deals to be struck in a thematic post-battle sequence to be hosted by Steve in the privacy of his liquor store after hours.

Stu + Steve outside the old liquor store, at Tatnam in Poole town

Quest for nostalgia

Posted by  | Wednesday, May 14, 2014  at 11:58 PM  

Lead your group of brave adventurers through the perilous dungeons of the Warhammer world in the search for wealth and glory!


For quite some time now I have been relishing the opportunity of getting my hands dirty in the dungeons of Rodeo Games adaptation of the Warhammer Quest board game. After downloading this game from the app store I did eventually fire it up to relive the old days of dungeon questing, through the magic of tablet technology.

At the same time I have been putting the finishing touches to my draft for this year's grand campaign battle. An annual multi-player Mordheim bash featuring special guests, this year's event is set to take place in my fathers garage! After discussing the theme and premise of the scenario with João Sousa (who has a new blog called Fistful of Minis) we came up with a suitable plan. Oh, the adventure requires player aids. Here are some advance previews to download!

Download - Scenario 17: Colony of Plenty (PDF, ca. 0.2 MB)

Download - Marketplace (PDF, ca. 0.8 MB)

Download - Unknowable Cargo (PDF, ca. 0.5 MB)

The game is being played over the mountain gaming board that was constructed for the Border Town Burning campaign! At the moment the main table top is hidden under a blanket, stuffed behind a load of crap in the garage corner. Shelob moved in! Time to blow out the cobwebs. There will be last minute repairs made from cats jumping about on the tinder causeways. It promises to be nostalgic.


Returning to the subject of quests. Playing the Warhammer Quest app is a nostalgia trip. For those familiar with the original game there will be many old memories that come flooding back. My barbarian hero is like a faithful returning friend, the wood elf is now a waywatcher and I've been allowed to replace the dwarf with an ogre! The grey-robed wizard is a poor excuse for a shadowmancer so I replaced him with the witch hunter character. When travelling between settlements there are some inspiring graphics been modelled to demonstrate settlements the Stirland, Reikland and Averland provinces. Hopefully more will be added for players who are more addicted to questing than myself.



The topical subject I wished to raise is that of magic artefacts. Not only can items be quested for and bought using gold crowns but they can also be purchased on the app store using cold hard cash. Seems like cheating to me. You can't buy Gotrek's Axe in the Warhammer World! But in this game you can. The famed weapon 'Sunfang' can be snapped up at the bargain price of a few pounds. What would Prince Tyrion of Ulthuan have to say about that. According to lore only he has wielded it, beyond Aenarion himself.

Good luck wrestling that sword away from the blood of Aenarion! But wait, it gets better. A friend of mine who has bought the app and is more technical than me had this to say...

"Embarrassingly rodeo do not know the first thing about app security and put all the in app purchases for WHQ into an easily modified config file. What would you recommend as a starting party given I have access to all characters. Now my inventory is so full of premium items that I will need to throw away. Staff of Volans does look really cool though."

Egrimm van Horstmann infamously raided the vaults beneath the College of Light for rare arcana. There have been a number of classic stories of greater artefacts falling into unexpected hands following unusual circumstances. This one must take the cake. The receiver of the artefact cache is actually talking about disposing of the Staff of Volans! Unlike fans of lore, he has no clue that Volans was the first Supreme Patriarch for the Colleges of Magic. It won't just be hierophants throwing their hands up in despair because the ancient staff presented to Volans by Teclis benefits not only wizards from the College of Light!

Of course this heist brings us back round to the Marienburg setting. In the City of Secret Deals any item can be sought at the right price. If thieves could unwittingly lay their hands on Ghal-Maraz during the Black Death in Time of Legends, and now Staff of Volans then any greater artefact could be considered fair game for pickpockets.

The six items I ferreted out as seeming appropriate for the Mutiny in Marienburg campaign are not quite as famed as those two mighty weapons but they should put an interesting spin on your Mordheim campaign games. Rolling a 6 on the Greater Artefacts Chart means living the dream. Unlike accessing the app store you need to do something to earn it!

On a final note the download for 'Marketplace' is not 100% complete although it may look it. This player aid contains a lot of useful entries that need to be shared with anyone utilising other MiM downloads. The Greater Artefacts Chart ties in with various chapters including this new special scenario and the Magician's Workshop in Potion Square. One of my favourite features is the Animal Emporium. The final entry here was for a Geckamand.


The chameleonic fire-lizard came about when I encountered a Warhammer Fantasy Roleplay web site where the hosts were adapting material from my Mordheim campaign for their Marienburg roleplay adventure. The lascar, Salaman Singh was featured in all his despicable glory as a crime-lord in their roleplay adventure. In their RPG campaign the 'Salamander' from the Spice Islands of Ind makes an appearance along with a dog-sized subterranean creature he keeps as a pet in his hot steamy boudoir! It seemed only appropriate to reshuffle the chart to account for the discovery.

"I don't trust playwrights. They can be paid. The vanity of other men is their master, not the truth."
— Captain Meisen of the Scarlet Blades, Averland Mercenary

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!