The Resurrection Continues…

2019 was a dark year for the empire. 20 years had passed since the release of Mordheim, and while the ruined city was still a smoldering heap of rubble after 20 years, even so it was crawling with life– weary war bands hoping to find fame and treasure. Those war bands had traveled from far across the land– from the west coast hipster haven of California, to the grim eastern sea board metropolis of New York; from the power hungry capitol city of Washington, to the mosquito infested southern swamps of New Orleans. Would 2019 be the year that one group establishes order and declares itself the victor of Mordheim? Or would it be one more year of slowly descending into the depths of maddening chaos…

 


Introduction

The Empire was a place torn: it had been in civil war for years – there was no Emperor sitting on the throne, and various powers were vying for control. In the Imperial year 1999, a great comet was sighted in the sky – a twin tailed comet, the sign of Sigmar. Astronomers predicted that it would fall in the city of Mordheim, where his convent of Sisters stood. It was believed that it would herald the return of Sigmar, which he would restore the land to its former glory and usher in a new golden age. Everybody traveled to Mordheim, filling the city well beyond its capacity. Such were the times that lawlessness soon grew out of hand. The citizens of Mordheim quickly degenerated to moral debauchery, giving themselves over to their own worldly temptations, living in an increasing state of anarchy. As time drew closer to the comet’s arrival, more and more people made the journey to Mordheim, and the situation became worse. As people gave in to acts of depravity, demons walked the streets like men, the seeds of Chaos and corruption long since having claimed the souls of the pitiful thousands who now called Mordheim their own. The comet fell on New Years Eve, but it was not to be the coming of Sigmar as predicted. The comet smashed into the city, instantly killing those who had gathered around it. Word got out that Sigmar had passed his judgment, that he had smote those who he deemed unworthy. The place of Mordheim became a place of fear and paranoia. Soon after, word spread of a mysterious stone that lay scattered about the city, known as Wyrdstone, which had all manner of reputed qualities. Of all the factions vying for treasure, fame, and conquest, ten rose above the rest in their prowess and notoriety. These ten warbands fought ferociously to control the broken territories of Mordheim, and only through battle, strategy, and luck, would a victor be determined– the war-torn champion of the City of the Damned!


Campaign Rules

Campaign Rule Sheet: https://drive.google.com/open?id=1S8dCslkl3WO2angaSHlpSOBpoMFSStQncbwTDKNC8fA

Campaign Map: 


Warbands

The following ten war bands competed for conquest and glory in Mordheim in 2019:

Averlanders The Paralegals

Dear Fellow Averlanders of my Wonderous Warband, I write to you today with great mirth and merriment. It seems although the twin-tailed comet has sunken from the sky and laid waste to the city of Mordheim. A damned city, further damned by the coming of Sigmar. It is said that when his great eye fell upon the city he was filled to the brim with naught but.. disappointment. The unworthy have been unceremoniously washed from the vile streets and in their void the comet has left shard of something, precious to me, Wyrdstone. Please, try to contain your shear and utter ecstasy at this notion as we are not the only ones who seek the Wyrdstone, I am sure. There will be others. Many, in fact. Thankfully, they will be weak, slow, dim-witted, and even elvish! With that in mind, be sure to pack your favorite blackpowder hand canons, a sharpened piece of cutlery, and plenty of snacks for the road ahead. By the time we are through with Mordheim we will not only be rich beyond our wildest fever dreams but the song of Averland will be heralded, and certainly cursed, by all for generations to come!Drunke– Humbly Yours,Captain Huxtable Charming

Skaven URATSUKIDOJI

The assassin clan of rat men known as URATSUKIDOJI is led by Ratoichi the blind raturai. Included in the ranks are the dreaded black skaven ratzou and mouseashi. There may even be a rat ogre that only goes by Ratzo 5000, a gift from Clan Skrye. Beware of the club swinging henchmen, the deadly kiss of blow darts and weeping blades, and the silent skittering from the shadows and the strong smell of old… cheese.

Crusaders Questing Knights of Fuisse  
Elves    
Middenheim Captain Guff and the Wolf Warriors  
Amazon Sunny Buns  
Gunnery School of Nuln Frat Boys from Busta Kappa Nu

From the famous Imperial Gunnery School in the empire province of Nuln, blackpowder students have been know to travel on field trips to Mordheim to test their abilities and hone their trade. Active participation and field testing of their specialized weaponry is mandatory, and ensures that only the most skilled of their class survive to graduate. This student fraternity, Busta Kappa Nu, is led by Chapter President Todd, and is embarking upon their first excursion into the City of the Damned. Under the keen tutelage of Associate Professor Dingleberry, tenderfoot underclassmen and senior students alike are eager to earn extra credit, and uncover valuable wyrdstone to pay their tuition. Rogues, rats, and ruffians are all fair game for target practice if it means advancing the blackpowder knowledge of Nuln, and them good ol frat boys from Busta Kappa Nu have arrived in Mordheim to make their mark and shoot down anyone or anything who gets in their way.

Marrienburgers The Order of the Resplendent Cross  
Reiklanders

The Wailing Cavedwellers

Hoofing it all the way from the Northern Barrens region of Kalimdor, the mighty female warrior Henry Becks leads the Wailing Cavedwellers.

 


Battle Report

A battle between war bands in the City of the Damned is almost always a bloody and tragic affair. Some combatants live to fight another day, while others are grimly injured or killed, and then an especially unlucky few suffer unspeakable fates even worse than death. As such, a deep sense of dread is pervasive among nearly every soul that enters battle. However, along with fear, there is always hope that an onlooker will survive to spread word of their victory (or defeat) and share the story of their deeds of fame (or infamy). Three feature battles occurred in 2019 that were documented in this way:

Battle #1

Belligerents: Busta Kappa Nu (Nuln) vs. Questing Knights of Fuisse (Bretonia)

Location: Stenhardt Memorial Gardens

Scenario: Chance Encounter

Summary: Upon first arriving in Mordheim, two human warbands from Nuln and Bretonia chanced upon each other while traveling through the Stenhart Memorial Gardens. The Bretonian Crusaders’ prayers failed to evoke the Luck of the Lady, but a different kind of luck must have been on their side that day. After a short exchange of ranged weapons, the crusaders’ bows won out over the Nuln’s black power weapons, causing the students to flee with what little Wyrdstone they could hold onto.

The Gunnery Students of Nuln approach the memorial gardens with apprehension, after being alerted to the unexpected presence of an enemy war band

 

Questing Knights from Quisse pray before battle in the outskirts of the garden grounds

 

Battle #2

Belligerents: URATSUKIOJI (Skaven) vs. Busta Kappa Nu (Nuln) vs. Questing Knights of Fuisse (Bretonia)

Location: Somewhere between the Stenhardt Memorial Gardens and Raven Barracks.

Scenario: Lost Priest (i.e. Lost Prince)

Summary: In the north western quadrant of the city between the Memorial Gardens and Raven Barracks lies a chapel of Sigmar that was nearly untouched by the comet. After the resident priest had gone insane and began spreading irreverent blasphemy in his sermons, the high bishop of Sigmar offered a handsome reward to any local champions who could capture the fallen priest and bring him to justice. Three warbands answered the call and descended upon the chapel: The Frat Boys from Busta Kappa Nu, the Questing Knights of Fuisse, and URATSUKIDOJI. The Questing Knights charged into the chapel and made first contact with the priest, but were hotly pursued by a swarm of ferocious rat-men. After an intense battle around, inside, and on-top of the chapel, the marauding Skaven were thwarted by the stalwart Bretonnian Crusaders. Victory seemed assured for the Brets, but as they attempted to escape, the crack-shot students of Nuln managed to shoot down the fleeing knights, and route them from the battlefield.

Crusaders rush the ruined chapel with the mad priest inside

 

Point of view from a Nuln student sniping tower position

 

The crusaders are the first to enter the chapel and make contact with the priest

 

Gunners from Nuln take pot shots at distant Skaven

 

Battle #3

Belligerents: The Wailing Cavedwellers (Reiklanders) vs. Busta Kappa Nu (Nuln) vs. The Order of the Resplendent Cross (Marienburgers)

Location: The Pit

Scenario: The Shadowlord’s Doorstep

Summary: Only three warbands in all of Mordheim were desperate (or stupid) enough to enter the Pit and risk life and limb to fight the unspeakable evil dwelling in the very location that sigmar’s comet struck the earth. The brave knights of the resplendent cross were first to enter the battlefield and charge the demonic beast, and those fighters who didn’t cower in fear, suffered horrible wounds from the monster’s unyielding wrath. A ferocious volley of bullets fired from the students of Nuln was able to wound the beast, but it was the sharp shooting prowess of the Reiklands from the Wailing Caverns, bolstered by the help of a wandering Ogre, that struck the killing blow to the monstrous pit fiend. After the fiend was dispatched, the three warbands found themselves in melee bloodbath in the very center of the beast’s putrid lair. The open field was not forgiving to the Knights of the Order, as the relentless rapid fire of Nuln’s finest black powder weapons struck most of down where they stood and routed the rest. The remaining two ranged weapon warbands continued to fight until the battle became too much for the Cavedwellers, who fled from the battle with their spirits broken after their leader Henry Becks suffered a mortal wound to the dick.

A dark evil lurks in depths of The Pit, the most hellish of places in all of Mordheim

 

The beast is not happy to be awakened from its slumber

 

The Order of the Resplendent Cross rushes in to fight the fiend

 

Henry Becks of the Wailing Cave Dwellers fells the beast from afar with her mighty crossbow

 

Other Battles

Tough guys in beanies
An Averlander marksman searches for a target…
… and spots a slew of Marrienburgers in the open
The Merchant’s Quarters of Mordheim is home to many high rise buildings that are barely standing after the comet’s destruction
Don’t let the friendly faces you, these are bitter enemies
The last day, waiting for planes to fly out.

 


Result

After several days of torment and anguish, a strange silence fell upon the City of Mordheim. There were no more battles to be had, no more wyrdstone to be found, no more mountain dew to drink, and no more taco bell to eaten–  the campaign had come to a conclusion, for now…. And the winner?

The last round of the campaign saw two three-way conflicts which would steer the campaign outcome in favor of the victor: in The Pit, and the Market Square.

 

At the conclusion of the 5th round, it was a three way tie for the victor: the Questing Knights of Fuisse, the Paralegals, and the Wailing Cavedwellers all occupied 6 territories on the campaign map.

 


 

3 thoughts on “2019 Mordheim Campagin”

  1. One morn in the great year of 1838, Bedivere decided to take an adventure. Bedivere Habadacherie Pentesocst was at the ripe young age of 47. He was born in a small hut by the river. Unfortunately, his parents had died when he was a baby and didn’t know he existed, partly because he hid in the ceiling until he was 47, occasionally eating flies that landed in his throat. So, on this fine June morning he decided to take a walk into TOWN. That’s what he called the jungle, and he always said it really loud, although he had never been there. TOWN was about 23 miles west of his hut, so he had to get supplies. The only place you could get them though, was from a group of bad Indians with an appetite for selling supplies. First you had to know their language, then play the fierce game of “Kill the man who wants supplies.” In this game you would pull on the Indian’s arm, then he would kick you in the side of your leg, and you would die. But Bedivere was up for the challenge, and he had the “Golden Leg.” Few knew of it’s existence except for the great Indian chiefs who thought it had been lost when the almighty “Hentl of the Breadbowl” died, but Bedivere had found it and knew its secrets.

    He was ready to get supplies but he first had to cross the river. He couldn’t swim across with the golden leg, so he had to build an expensive sailboat. It took him 11 years to construct, but Bedivere was ready for adventure. So he set sail and six minutes and a boatload of fun later, he arrived at the other side. But not without the help of his Blue Shift, which was treasured greatly in those days–especially by people with sailboats. On the other side, he was greeted by savage Indians who took him to their village.

    “Tech, Techi Tekken Shyaaaat…” said the chief to Bedivere.

    “Hitchi, Maki Makei Shyaaaat…” replied Bedivere. And it was good.

    And the chief got their best “Kill the man who wants supplies” player. But luckily Bedivere had his “Golden Leg” to protect him, and a Cheetah. He played, and won. The Indians were flabbergasted, but gave him the supplies.

    Bedivere acquired a cowboy hat, one turkey dinner (to go), nine dogs, one horse, and a $15 gift certificate to Sam Goody. He was ready to rock and roll. He put on his hat, harnessed the dogs up to carry everything but the horse, which he rode, and left he did. On his way into TOWN, he sang a merry song:

    I like to build a boat

    I have a cheetah

    My golden leg keeps the Indians away

    Hy He Ho Ha Hn

    Soon it was nightfall and Bedivere succumbed to the pleasures that the dream demons offered. He awoke to a large man running around him yelling, “Make it happen!” So Bedivere fed him his turkey dinner, and he left. That is only one of the many perils he had to face on his journey to TOWN.

    That day he hiked little and cried of ten, so he didn’t gain much ground. Before he knew it, it was nighttime again, and one of his dogs was ill, but the sleep rejuvenated them both.

    My dog was sick,

    But now he’s well.

    This horse I got

    Ain’t goin’ to hell

    He Ho Hi Hn Hg

    He hiked that day, and oh how he hiked! He got so far that he had reached the Indian tribe at the edge of TOWN. They had a different language and game here. To pass into TOWN, one had to speak the language of the Indians and play their game. In their game you have to take and Indian child and teach it how to summon spirits before their parents could yell “I already have one!” thrice.

    Somehow, Bedivere knew this language and the secret of their game: duct tape! So he strolled into their village with a smile on his face and his pockets full of bread.

    “Cashi, canti bluloon” explained Bedivere.

    They replied, “I don’t know what you’re saying: speak English, moron!”

    So Bedivere exclaimed, “who are you people?!”

    “We are Englishmen,” they said.

    Bedivere had lost his way and ended up in England, so he packed his bags and headed home.

    “Wait!” yelled the Englishman Chief, where are you trying to go?”

    “TOWN,” said Bedivere. Not knowing the Jungle by that name, the English told him to bone up.

    On the way home he found a small village and was curious of it. So he went to the chief and said, “Chippewa, cheeky chocky shiyaaaat!”

    Replied the chief, “Hi!” which means: ‘you are welcome to stay in our village tonight, then pass into TOWN tomorrow if you defeat our “teach a baby to summon spirits” player.’ And it was good.

    The next morning Bedivere woke up at 4:14 while it was still dark to play the game. It was early and he was tired, but ready for adventrure. And so he duct taped the couples’ mouths shut and took their children into the “Spirit Summoning Tent.” Forty-five minutes and a tentload of fun later, they came out and the children had learned how to summon. The parents had not yelled, “I already have one!” thrice, and it was good.

    Bedivere was now allowed to go into TOWN now. He had been looking forward to this for over eleven years, and now he was here. And there was much rejoicing, but Bedivere had grown old and was not able to go into the TOWN. He needed a Blue Shift, but where was one to be found? Bedivere foolishly left his on the sailboat.

    “Oh well, my cuddlefish will work just the same.” And off he went. Bedivere saw many majestic modern mysticals and a dead wolf, but he was not phased. On he walked, and oh how he walked! He walked here and he walked there. He climbed a tree and fought a bear, but he never lost track of what was most important: his past. He knew that in order to survive without a cuddlefish, he had to make bread bowls. Oh how he made them! Bedivere was even more skilled than his father, Hentl. Soon he was eating soup everyday. Prople from far lands heard of how he made bread bowls and they came to TOWN to buy them. Oh, how they flooded into town! Soon Bedivre was too hot to handle (or so they liked to say in those parts) and was voted the emperor of TOWN, even though he was the only one who lived there. He liked being “Big Man of Campus,” but with all this commotion there was no time to play “catch a tiger, make it cry.”

    In time, Bedivere got tired of making bread bowls and put his cheetah in charge of the business. Then returned to the hut by the river where he now spends his days in a factory in Wisconsin, mass producing Blue Shift.

    1. Hi Juska, thank you for viewing our site. We did make our own rules and map for this campaign, but the concepts were heavily borrowed/stolen from other Mordheim gaming groups and of course Games Workshop, so we do not claim any ownership of the content. Please feel free to use or modify them as you see fit for your group.

      Awesome job on your table! That is maybe the best Mordheim setup I have ever seen and I can tell a lot of hard work went into making all that scenery.

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