First off: I searched aorund a bit, but I couldn't a Scenario part of this otherwise excellent forum, so I'll post this here, and if that's completely wrong perhaps one of the moderators can move it. Now...
The Wise One’s Tower
A scenario for Mordheim
Warbands plow their way through Mordheim, battling all kinds of vile creatures (Skaven, Mutants, Dwarves, and, worst of all, human mercenaries!). But all this carnage can’t give any answers to the great existential questions. What does it matter if I get my hands on a piece of wyrdstone, when I might end my next day with a dwarf axe planted between my eyes? Should I retire to lead a quiet life tending to some fields and an orchard? Am I really fighting on the right side? If I stab the captain, will the others accept me as the new leader?
Until now, those searching for answers to these questions have not found them in Mordheim, but for some unfathomable reason the Wise Alba has decided to settle in one of the ruined towers of the city, there contemplating the fleeting nature of the world to the sound of battle clamor and the wailing of tortured souls. Many are the heroes courting Alba for answers and guidance, and in only a few days, several skirmishes have taken place near the tower. Your warband is now on its way to partake in Alba’s wisdom, but you’re not alone…
Special rules
Set up a diverse city environment with Alba’s tower in the middle. For game purposes Alba’s tower need to be several storeys high, with good possibilities to move models around the different floors. It’s good if the streets around the tower are narrow and winding – otherwise a fast moving warband might set up in the tower and just shoot the competition away. It’s also important to clearly state where tower ends, because of the victory conditions.
The Wise Alba is preferably represented by a model, but this is purely for visual and measuring purposes. Alba does not move, nor can Alba be moved, or attacked in any way.
Warbands
The warbands set up at the table edges, at equal distance from the tower. Define set up areas, and dice off to see who sets up first.
Starting the game
Players dice off to see who gets the first turn.
Ending the game
The game lasts for eight rounds. There’s no need to take rout tests, but a warband that has lost 25% or more of their starting numbers may leave the table. For a warband to win, they need either to be the single warband left, or have the largest number of experience points in the tower. You do not count count the number of models in the tower, but the total experience from each warband in the tower. An interesting, but slightly more complicated, way to determine the winner is to measure the distance from each model in the tower to Alba (in a straight line from the model to Alba – it’s a question of how well they can hear Alba’s garbled mumblings), round it off, and divide the model’s experience with the distance, round it off, and add all your models experience-through-distance together.
Experience
+1 Survives. If a hero or henchman group survives the battle they gain +1 experience.
+1 Winning Leader. The leader of the winning warband gains +1 experience.
+1 Per Enemy Out of Action. Any hero earns +1 experience for each enemy he puts out of action.
+1 For Closeness to Alba. Each hero or henchman group (one representative is enough) earns +1 experience if they’re within 8” of Alba (straight line).
Why this scenario?
I wanted to create a scenario where you want to hunt down the other players’ heroes, and at the same time felt a need to get your experienced models into the fray. Hopefully it’s a good addition to the scenario flora.