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 warhammer Rpg in Mordheim (Campaign Completed!)

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BalrogTheBuff
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PostSubject: warhammer Rpg in Mordheim (Campaign Completed!)   warhammer Rpg in Mordheim (Campaign Completed!) Icon_minitimeWed 1 Dec 2010 - 23:02

I am going to be running a small campaign of Warhammer FRPG (most likely 2nd ed, but maybe 3rd). I will be the GM, and i will have at least 3 players. With another who should be able to come most the time and another who might show up once if we are lucky.

So far we have only one character confirmed: a scholar who studies wyrdstone and teaching himself magic in order to further study the stones.

I have ideas for several events, magical or clockwork puzzles in the wizards quarter. A chance encounter with some Witch Hunters (or maybe possessed).

Anyone have any good ideas for events/story bits?


Last edited by BalrogTheBuff on Wed 12 Jan 2011 - 18:25; edited 1 time in total
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Dreadaxe
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PostSubject: Re: warhammer Rpg in Mordheim (Campaign Completed!)   warhammer Rpg in Mordheim (Campaign Completed!) Icon_minitimeThu 2 Dec 2010 - 0:42

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BalrogTheBuff
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PostSubject: Re: warhammer Rpg in Mordheim (Campaign Completed!)   warhammer Rpg in Mordheim (Campaign Completed!) Icon_minitimeThu 2 Dec 2010 - 17:19

Thanks, this is good stuff.

I will post again what each player ends up being. Although they are getting close to the deadline to tell me what. They will be getting random starting careers soon...
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BalrogTheBuff
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PostSubject: Re: warhammer Rpg in Mordheim (Campaign Completed!)   warhammer Rpg in Mordheim (Campaign Completed!) Icon_minitimeThu 6 Jan 2011 - 23:39

So we have played a few sessions now. We are running 3rd Ed. We have a Human female theif (who has almost died in every fight so far), a Human Mercenary who is a complete murderous thug (so he fits right in to Mordheim) and a Human Wizard who is using the rules for a Gray Wizard even though the colleges aren't around yet.

Secret Goals
Merc: Find a special large chunk of Wyrdstone for one of the Emperors and in payment he will be made nobility and given an estate.
Thief: Find a special large chunk of Wyrdstone to use as ransom for her father's life.
Wizard: Find a special large chunk of Wyrdstone so he can perform a spell to hopefully reverse the slow taint and mutations forming along his chest.

The first game session had the team finally making their way to Mordheim. Each has a similar, but opposed goal. They killed off a few thugs who wanted them to pay for a 'safe route' to Brigandsberg. While in Brigandsberg they met up with a drunken slayer (can you say sacrificial NPC to make sure my first big fight didn't kill off the party?). After doing some research on their respective goals (secret from the other players) the Merc got the bright idea to rob a Reiklander warband's house (which was NOT in my plans, of course). They broke into the house and the Merc ambushed two men cleaning weapons while the Wizard and Thief went around the backdoor and attacked the Captain who was a former Greatsword. The Merc made short work of the two henchmen while the theif got mauled by the angry Captain. As she lay bleeding out the Wizard blended into the shadows and ran and hid. The Merc then broke into the back room and proceeded to fight the Greatsword. Thanks to the Wizard's timely magic bolt the Greatsword went down while the Merc had taken a bad, but not critical hit. The Merc took the distinctive greatsword and the guy's custom boots. We ended the first day there.

The second session was a short one where the team along with their dwarf buddy went and ambushed what they thought was a Goblin Camp. Due to a lack of patience on their part they did not notice that there were three orcs inside as well. The Slayer went toe to toe with the Orc Boss and went down fast. But taking out some of the Goblins and some of the Snotlings around and drawing enough of the greenskins away that the 3 PCs were able to fight small groups at a time. They looted the Orc's stash and then headed on back to Brigandsberg. After hearing rumors of a Reiklander Warband hunting a trio who killed off their boss and several of their men the party decided to go to Sigmar's Haven instead. End session 2.

Session 3 started off with the thief and Wizard revealing they needed to go to the Wizard's area of Mordheim. After sneaking and bribing their way across the city they made it to the Wizards Quarter. They noticed they were being followed at this point. They were ambushed by a Reiklander Archer, a Sneaky Swordsman and an Ogre who believed that the Greatsword was his adopted 'Daddy'. With the Battlecry of 'Daddy's Boots!' the fight began. The Ogre dropped fairly quickly from three Handgun shots, a solid hit from a two handed sword and a sword of pure shadow. The sneaky swordsman backstabbed our thief and took her out quickly. She almost died. The Merc and the Mage managed to pull through and carry the day. After drinking a small fortune's worth of healing potions the party set out again to look for the Mansion they were looking for. They found it. And after figuring out the winds of magic were needed to open the gate they entered. A spear flew at them and almost hit the poor thief as soon as she crossed the threshold.

The game ended there. Tomorrow evening is the next session where they will explore the mansion looking for the large chunk of Wyrdstone.


Last edited by BalrogTheBuff on Thu 13 Jan 2011 - 20:20; edited 1 time in total
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PostSubject: Re: warhammer Rpg in Mordheim (Campaign Completed!)   warhammer Rpg in Mordheim (Campaign Completed!) Icon_minitimeWed 12 Jan 2011 - 18:24

Session 4 Started with them exploring the mansion. Every time they opened a shut door (other than the kitchen and dining room) the spear flew at the offending PC. Also whenever they committed vandalism.
This was a sadly uneventful game as it was mostly exploring, traps and trying to figure out what the various magic items did. Finally (in the LAST room they searched) they found the lore of metal key that disarmed the traps and unlocked the wizards bedroom and workshop. In the workshop they found texts indicating the wizard was into alchemy and dabbling in necromancy. They encountered the wizard's storeroom for magical items and were unable to pick the lock, and their mage was not strong enough. So the Merc took out an axe and spent five minutes hacking the door apart. Inside they found a suit of plate and chain crafted with Dhar. The wearer had to always turn every die into a reckless die. Which was useful. But also it was noisy. Also was a magic jewelry box that never seemed to get heavier due to what was in it and would never fall open unless the latch was used. But it was small. The Thief found a very nice dagger that seemed to shift balance so it could be used as a melee or throwing dagger (and would return to her) They found gauntlets that made whatever metal weapon held in them count as a magical weapon, but no bonuses (but they could not figure out what it did). They found a helm that gave minor resistance to magic. And they found a Silver Human Hand that was a necromantic focus. And last was a small simple cube that when fiddled with would open a secret passage in the basement. Down there they found a necromantic workspace and a metal throne with the dead wizard. A Banshee was floating in front of him sobbing. The large chunk of Wyrdstone was there on the man's lap. The stone was in the shape and size of a screaming woman's head.

The final session started with the team trying to deal with the Banshee. They tried to use magic to distract the banshee but the wizard wasn't skilled enough to pull of the spell under such conditions. Tension and stress rising the party decided to simply sneak in and steal it. The thief was successful (some very fine rolls) however the banshee noticed shortly after. Turning and screaming her Banshee Cry they started a fighting retreat down the secret passage. After a short fight and some spectacularlly BAD dice rolls the fight ended with the Mage unscathed, the Theif DEAD and the Merc passed out from mental and physical exhaustion and terror. The Mage dragged the passed out Merc outside the mansion and then locked the door. He went upstairs with the Wyrdstone and began his ritual.

This was the single WORST dice roll I have seen in years. He was trying a ritual to forcibly mutate himself back to normal. But had NEGATIVE SEVEN successes. Which is absurd. After thinking about it for a minute or two we all agreed he would either become a spawn or be blessed by a Daemon. Due to the size and potency of the wyrdstone chunk and other shards used I decided he would be 'blessed'. He became fused with a Daemon and grew to eight feet tall, massive strength, claws, and incredible endurance. However he was very unstable.

The backup character I had ready in case of a PC death was a Mordheim survivor. He was strong, tough, totally insane and packing a flail with a censer with sigmar blessed incense. He revived and force fed healing herbs to the Merc and the two of them decided to destroy the daemon before it could become more powerful. The merc agreed but mostly for vengence.

The fight started with the Merc swinging hard with his greatsword. The Mage/Daemon swatted the Merc aside and then tore his throat out with a powerful swipe of his claw. The survivor managed to get a few good hits in before falling to repeated strikes. Unknown to all was that the fight would only last 5 rounds before the Daemon would fade from instability. So the 'winner' of our campaign was the Mage. Who sort of completed his goal. The Mage/Daemon then went walked off towards The Pit to find his master...

The End!

We spent some time doing a backstory for this new Dramatis Personae daemon. But that will be in a different post. I hope you enjoyed the story as I wrote it!

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PostSubject: Re: warhammer Rpg in Mordheim (Campaign Completed!)   warhammer Rpg in Mordheim (Campaign Completed!) Icon_minitimeTue 8 Feb 2011 - 12:46

Wow that seems like a whole lot of fun... mmm now to fiend some patsies to do all this to myself...
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PostSubject: Re: warhammer Rpg in Mordheim (Campaign Completed!)   warhammer Rpg in Mordheim (Campaign Completed!) Icon_minitime

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