I've been too long without posting here. Moving job, house (and moving continent) tends to take a toll on one's ability to get organized to post up actual useful stuff (like this).
I've been working on The Enemy Within
for the past year and a half, designing and playtesting with the help of our gaming group, and finally I feel I have something to share with you. Hopefully you can throw me some opinions and feedback. Tear it apart, so I can patch it up and make it better.
This campaign has been my effort to expand 'The Empire in Flames' setting for Mordheim into a fully-fledged narrative campaign, following in the footsteps of Border Town Burning and Mutiny and Marienburg.
Full credit, my thanks and praises go to Cianty and Werekin (and their magical helpers) for the initial document design and campaign format. (and a good mention to the Accursed Knowledge gaming group and their Relics of the Crusades campaign, which dabbled in similar rules ideas).
I merely follow in their footsteps
shoulders of giants and all that.Original cover art by Les Edwards. please tell me that posting this picture here isn't going to get me in any sort of copyright infringement drama... Its so great.***Full campaign details and ongoing updates here!!***OVERVIEW
"The Enemy Within" is a Mordheim campaign set in the Empire of Sigmar, expanded from the rules and scenarios set out in the "Empire in Flames" campaign setting.
The campaign takes direct inspiration from the much-acclaimed Warhammer Fantasy Roleplay 6-book campaign "The Enemy Within", which set a standard for intrigue and diplomacy in many other fantasy roleplay games for the following decades.
It will involve travels through the wilderness while avoiding bands of mutants and beastmen, boat travels down the Reik, raiding on merchant escorts, exploration of forgotten dwarf mines, and attacks on outlying farms and ferries. In addition, it features investigations on cultist's hideouts, arrest of outlaws conspiring with heretic warbands, busting criminals out of jail, the search for a warpstone meteorite, warbands which are trying to use wyrdstone dust to create super-soldier mutants, and infiltrations on sigmarite vaults to steal Nagash's crown of Sorcery. And of course, cultists! Cultists everywhere!
New Objectives include the manipulation of Factions against each other for attain political control of a province, gathering arcane books and artefacts for a ritual to damn the whole region (either by opening a portal to the Warp or raising countless legions of the dead), acquiring a warpstone meteorite to infect all the springwaters of the province with Chaos taint, or leveraging local military power to attain glory and fame.SCENARIOS
Each scenario has been adapted so that each player's role fits a specific warband's alignment and goals. This ensures that each warband engages the scenario with a narrative-based objective: The Wardens will always play the role of protecting civilians, The Raiders will always be on the wrong side of the law and attacking settlements, etc.
Furthermore, scenarios in this campaign have Experience goals that are focused on the objective that each warband is trying to accomplish. This means that not all scenarios will grant Experience for taking enemy models Out of Action, especially those that rely on capturing objects or moving stealthily across the table. (this is a topic previously covered here at TBMF)
Campaign turn and Scenarios list
Some of the new and adapted Scenarios
This is just a sample of the new scenarios that are finished and require testing.
I hope you can make use of this, and enjoy taking a crack at them. Please let me know what you think. Comments, feedback, inflamatory remarks, etc all welcome.
Roll high and prosper