Things are looking good, finally an undead-themed Objective!
Here's my suggestions, I focused more on the ability of the Achivements to bring out a narrative, which is the best service that this campaign system brings to the Mordheim ruleset (imho).
The Price of PowerA vampire lord is willing to trade the ancient secrets of Blood Magic for assistance on a dangerous river journey. A powerful curse has been placed upon its soul for a slight forgotten by history. The elder undead seeks to undo the curse by retracing its steps and breaking a powerful artifact to displace the curse to another victim.
Warbands: Strigany River Pirates and any Undead warband affiliated with (or containing) vampires may follow this plot.
OBJECTIVES
+1 Playing a scenario. Whenever the warband plays a scenario it gets +1 CP.
+1 Winning a scenario. If the warband wins a scenario it gets +1 CP.
+1 Cadaver procured. Roll a D6 for every fresh corpse the warband can get hold of. On a roll of 6 the warband gets +1 CP.
+1/+D3 Arcana procured. The warband gets +1 CP for every arcane item it can acquire. Each bonus applies only once for the same type of item being procured. If the warband acquires an Artefact, it gets +D3 CPs.
+D6 Caravan expanded. The warband gets +D3 CP for each Coach, Wagon, Riverboat or River Barge purchased. On a roll of 6 the warband gets +1 CP for each new feature bought from the list of options in the Boatyard to improve a vehicle.
CPs Achievement5 Scavengers: Ransacking dilapidated warehouses on the docks the scavengers make a curious find. Roll twice on the Booty Chart and pick the preferred result to see what item the warband has found. Additionally, the warband has made extensive contacts within the Ressurectionist trade. Grave Robber hired swords may be hired at half the cost (but upkeep must still be paid in full).
10 Mortuary: Seeking fleshy enough bodies for a wealthy physician or a necromancer animating fleshless corpses, a search party heads to long forgotten burial grounds in the Old Money Ward. Among the tombs is a tower mortuary, where a large sepulchre houses recently departed specimens. Beneath its spire a macabre laboratory stages exploratory experiments, where bodies are reanimated in an eerie clinic. The warband supplies cadavers for the physician to harness! In the post battle sequence each Hero may carry up to one corpse to the lab, instead of searching for Rare Items. Mortuary counts as a fortified encampment. Roll 2D6 for each corpse supplied to see what the physician makes of it. 2-4. Corpse has been dead for too long to use (re-roll this result if the corpse was made from a live captive just before it was brought to the lab). 5-7. Physician buys corpse at street value of 12 gold crowns. 8-10. Prime specimens like this one fetch twice usual value; the physician pays 24 gold crowns. 11-12. Reanimating the body with scientific precision the body joins the ranks of the walking dead. Add a Flesh Golem to the warband roster sheet. The golem uses the same rules and characteristics as a Wicker Man (see Strigany warband).
15 Blood Kiss: The vampire sire chooses to make 'get' of one of his favourites. Choose one of the Heroes in the warband to receive the blood kiss from the elder Vampire. The Hero becomes a Son-in-Darkness (refer to the Father-in-darkness Chart).
In addition, the player must deploy a coffin objective marker with the warband in multi-player scenarios. Two warriors are required to move a coffin, or it may be transported in a vehicle. Two models must always be assigned (and moved) to guard the coffin. If an enemy model moves into base contact with the objective marker or a coffin guard then the furious vampire emerges from the coffin! Place the enemy model in combat with the elder Vampire (controlled by the player of this warband). Each battle that the Vampire intervenes in causes the warband to lose D3 CPs for having disturbed its sleep and drained its strength. If the Vampire is put Out of Action, the warband loses D6 CPs instead. The Vampire lord never rolls for Serious Injuries (its remains are buried until it is fully recovered once again).
Choose the most appropriate vampire bloodline for your warband:
Profile M WS BS S T W I A Ld Special Rules (all): No Pain, Immune Psychology, Immune Poison, Cause Fear
Old Father (Strigoi) 6 6 3 5 5 3 8 4 9 Regenerate (5+), Claws count as being coated in Black Lotus
The Masked Lady (Lahmian) 6 7 5 5 4 3 8 3 10 Transfixing Glare, Lightning Reflexes, Step Aside, Sword, dagger, Throwing Knives
Count (von Carstein) 6 6 4 5 4 3 7 3 9 Fly (18"), Mist Form, Light Armor, Sword, dagger
Red Knight (Blood Dragon) 6 7 4 5 4 3 7 3 10 Master Strike (criticals on 5-6), Strong Legs, Heavy Armor, Shield, Sword
The Professor (Necrarch) 6 5 4 5 4 3 6 3 9 Sorcery, Mind Focus, All Necromancy spells, 3 random Lesser Magic spells, 2 daggers
20 Men O' Bones: Bloated corpses in the form of barnacled murder victims are raised up from the beds of the canals using necromantic magic. Drowned sailors return to life through zombification to serve the warband's necromancer. Whenever a model is taken out of action while in water, roll for its Serious Injuries immediately. If it rolls 11-15 (Hero) or a 1 (Henchman or Hired sword), a zombie can be raised immediately by a wizard who knows Necromancy spells. Deploy a zombie model in its place.
Wizards using necromancy can also devote one of their Advances to instead roll on the henchman table, applying a special increase to any henchmen groups of zombies in the warband.
Alternative 20 Brothers-in-death: If the warband does not include any wizards with Necromancy spells, instead anytime a living member of the warband would die (but not if killed while in captivity of another warband or somehow far away from its colleagues), it will immediately join the warband again as a special zombie, as if it were affected by the Spell of Awakening from the Necromancy list. In addition, the maximum warband size increases by +2.
25 Bring out your dead: the warband's stockpile of corpses has not only started to smell, but to condense and twist the Wind of Shyish around them, resulting in a localized magical miasma visible to those with the Witchsight. If the warband keeps at least 5 corpses stored in a vehicle, that vehicle becomes a Travelling Charnelhouse, a lodestone of dark magic (and foul odours!), invigorating undead with unholy speed. All Undead (including Constructs) within 12" of the Travelling Charnelhouse can re-roll results of "1" To Hit, and those with the "Cannot Run" special rule ignore the effects of that special rule.
Additionally, due to becoming regular customers, when visiting the Abattoir, Cadavers cost 10Gc instead of 12, and heroes of this warband may leave the premises with their purchase without having to roll on the table (if they wish).
35 Evocation of Death: the warband is getting close to finding its destination, and utmost care is being devoted to protect its precious cargo. The warband may store their Vampire's coffin (or Phylactery Ark) within a vehicle. If they do so, the unholy receptacle will absorb the local Winds of Magic, becoming surrounded by an otherwordly mist and empowering its own arcane defenses. Every time a spell is cast during a battle, roll a D6. Each result of '6' will add a cumulative +1 to the table below. The benefits last until the end of the battle.
6s rolled Effect
1 An eerie mist surrounds the vehicle, as it seemingly glides along the ground effortlessly. The vehicle gains +4 to its Move, and if it is a wagon it can move across difficult terrain without going Out of Control. If it is a watercraft it can move across land at half speed: collisions on land are treated as if the vehicle was a wagon (rolling on the Out of Control table).
2 A dark nimbus surrounds the receptacle: the vehicle, its draft animals and all its contents and occupants gain a 5+ ward save against enemy spell effects.
3 The vehicle's rim is surrounded by green witchfires. Whenever it moves over models, it deals D2 S4 Flaming hits to each model instead of a single S4 hit. If it collides with any object, the damage caused to it is also considered Flaming.
4 The vehicle picks up unnatural speed. The draft animals (for wagons) develop a feral instinct, gain +1S, lose Stubborn (if they had it) and gain Immune to Psychology (ie. driver automatically succeeds Ld test to regain control of them when Out of Control). Watercraft ignore direction of the wind, and can just roll for wind strength in whatever direction they wish. When the vehicle moves over models, the Strength of the hit is now 5 instead of 4.
5 The vehicle flickers between the world of the dead and the living. Itself, its draft animals and all its occupants gain a 4+ ward save against all wounds except for those caused by magic, spells or magical weapons.
6 The vehicle can fly: it can move triple of its movement, horizontally across the table, but moving over any intervening terrain.
40 Lifting the Curse: the warband has located the place where the curse was first uttered, and has charted preparations for the ritual.
From now on, as long as the warband has a captive warrior of at least 15 experience and any Greater Artefact, the warband can choose to play the "Kidnapped!" scenario (Town Cryer #06). The "Kidnapped" scenario follows all the rules described there, except that it allows a total of 3 players, you replace the sacrificial victim described there with the captive warrior (who may or may not have been stripped of possessions), and the coffin with its guards must be placed adjacent to the altar. The Vampire will jump out and attack enemy models if they approach too close, as per the 'Blood Kisss' achievement, but if the warband loses they will lose D6 CPs, as the vampire is furious at the failure and also had to be roused so its strength has been spent (therefore more CPs must be gained before attempting the ritual again).
If the warband wins, the Artefact is destroyed and the curse is lifted from the Vampire: its full power is restored, and soon legions of undead will rise from the marshes! The warband wins the Campaign.
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If the warband is not affiliated with vampires (The Fallen, Tomb Guardians, Restless dead, Ghost Pirates): the search for eternal life is fraught with danger, and great costs are involved in ensuring that the undead soul endures for centuries to come. Power-hungry personalities from beyond the grave actively seek the means to prolong their unholy existence, and research ancient relics, rituals and places of power. In the meantime, they amass their resources by being active players in the ressurectionist trade.
Substitute the following achievements for those above.
15 Phylactery: the warband's wizard has instead carefully crafted a sacred phylactery, designed to hold an undead soul in case its body is somehow destroyed. This relic takes the shape of a large decorated ark, filled with canopic jars and soul-binding scriptures, which must be carried by two warriors (or transported in a vehicle). Choose one of your Heroes: that Hero becomes Undead (if it wasn't before, gaining No Pain, Immune to Poison and Immune to Psychology), acquires a hunger for souls, gains +1W, +1T, and the ability to recover from total destruction. When the warrior takes a model Out of Action which then rolls "11-15" (if a Hero) or "1" (if a hired sword or henchman) on Serious Injuries, he has devoured the model's soul, and gains immediately a free Advance. Whenever the warrior dies, its soul is sequestered by the phylactery, and is held captive for the next battle while a new body is arranged. After that, the warrior revives (with all its normal abilities but not equipment). If the phylactery is ever captured by an enemy warband and destroyed, the Undead warband loses D3+1 CPs and the attunned Hero loses -1W and T and the ability to devour souls, but is otherwise unharmed. If the phylactery is in enemy hands when the Hero dies (or while he is still reviving), the warrior's soul is held captive until his warband recovers it and provides a new body. If the phylactery is destroyed while holding the soul of the Undead Hero, the warrior is permanently destroyed. A new phylactery may be constructed out of 2 (Un)holy Relics, 2 Treasures and a cost of D2 CPs. The warband may only ever possess one phylactery, and may sacrifice their phylactery only while the attunned Hero's soul is residing there without a body (otherwise said warrior would surely oppose the end of its eternal life insurance!).
40 Apotheosis: the warband has located a place rich in settled Dhar, and has begun preparations for a ritual to elevate the Leader's undead spirit to a higher state of existence. From now on, as long as the warband has a captive warrior of at least 15 experience, any Greater Artefact and an intact phylactery ark attunned to the warband's leader, the warband can choose to play the "Kidnapped!" scenario, with the same modifications as described above. The phylactery ark must be placed adjacent to the altar. The warband does not have to take Rout tests until they have lost 50% of its members. Furthermore, due to the local concentration of unholy energies around the phylactery, the atunned Leader cannot be taken Out of Action: each time that would happen simply apply a cumulative -1 penalty To Hit, Strength, Initiative and Attacks for the rest of the battle.
If the warband wins, the Artefact is destroyed and the Leader is unfused with unholy power, its spirit transcending its corporeal form, and its sinister will reaching far and wide to awake legions of the long-lost dead. The warband wins the campaign.
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I like the semi-tragic "curse" problem of the vampire lord, which I think fits and makes them likable and tragic characters.
I hoped to bring out a nice unkillable lich lord feel for the alternate objective, and if you use Ghost Pirates it becomes very Davy Jones (from Pirates of the Caribbean).
Hope you can make use of it, and it saves you work. If you need more ideas pumped out, let us know.
Can't wait to see how Mutiny turns out when done. When are those Encampments coming out?
[EDIT] changed the "Brothers in death" achievement upwards to the main list of achievements. Not all vampire warbands (if you consider unnofficial warbands) have necromancers, and some non-vampire warbands also don't have them. So the option has to be there for both.
Cheers,
Nuno