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 Curse of the Dead campaign!

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Ash
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PostSubject: Curse of the Dead campaign!   Curse of the Dead campaign! Icon_minitimeTue 26 Aug 2008 - 1:08

Hi guys,
Thanks in part go to all who've posted here. I didn't know how to make a campaign with linked games until I got inspiration from here!

Here's the low down of our campaign. It's going to last 16 weeks. Each week we play 1 game. There are 6 of us so far and we usually play 2 3 player games, since that's as far as the terrain will stretch.

Some basic campaign rules:

Curse of the dead campaign rules.

1. Motivation to paint your warband! +1 Experience for each hero or henchmen group fully painted (at least 3 colors on the model) and based. You will get this exp after the 1st battle the newly painted models fight! Your models may start the campaign finished but still get the exp after their first battle. Your models can only get this once. If they die and are rehired they don't get it again unless you replace the model and paint it! Once you entire warband is fully finished you get +20 gold coins! You can only get this bonus once. Restarting warbands do not get the bonus again unless you replace at least 50% or more of the models with newly painted ones.

2. Get into the spirit! +1 gold coin for each hero or henchmen group or warband that you name! You will get this gold after the first battle the named warband or models take part in. You can get this each time you hire a new hero or henchmen group provided they get a new name! You can only get this bonus once for naming your warband unless you start a new warband of a different type.

3. Length. The campaign will last a set amount of games. At this point I have not decided but I am leaning towards 16 games or 4 months. The winner will be the one with the most campaign points!

4. Campaign Points. Each game there will be a special objective which will give you a set amount of campaign points. This will be listed in the experience section of the scenario rules. At the end of each game report your campaign points to the GM so they can be recorded.

5. Have Fun!
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PostSubject: Re: Curse of the Dead campaign!   Curse of the Dead campaign! Icon_minitimeTue 26 Aug 2008 - 1:12

Here's week 1. I like to write stories but never seem to get around to it. So this time I decided to draw a comic instead!

Curse of the Dead campaign! Week1Comic

and here's the 1st scenario:

Curse of the dead. Week 1
Grave Digging Treasure Hunt!

Terrain
Set up 2 grave sites near the center of the table. Each one should be roughly 8” square, fenced in and should have 6 grave markers, tomb markers, or tokens each, placed roughly equal distance from each other. The grave sites should be 10” from the table edge and 12” from each other. Set up the rest of the table as normal.

Set Up
Dice off. The winner picks one of the long edges away from the grave sites and immediately deploys up to 8” from his edge.

Start of Game
Dice off. The winner goes first.

End of Game
Warbands are immune to route tests until at least one grave market from each grave site has been searched. The following turn take route tests as normal. If one warband routs before all the grave markers have been searched the remaining markers stay unsearched and the game ends.

Special Rules
Digging for treasure. Once you reach a grave marker you may spend the rest of your turn searching and doing nothing else as all your attention is on grave digging! If charged while digging you will immediately stop to protect yourself. Roll a D6.
1-2. Nothing yet, keep digging.
3-4. Zombie Attack! A zombie reaches out of the grave catching you unawares. Place 1 zombie in combat with your warrior. The zombie automatically strikes first regardless of initiative, skills, or equipment. If the zombie takes your warrior out of action it will charge and attack the closest warrior in the grave yard at the start of each player turn before anything else. Otherwise it will stay where it is stopping to feed. Further turns and combat: The zombies get a turn before each players turn and will get a recovery and movement phase but will not fight until that players combat phase. If a zombie charges you in it’s turn and you then use another warrior to charge into the combat with the zombie in your following turn, resolve attacks via initiative since they both will have the strikes first rule.
5-6. You found a box buried in the dirt. Roll another D6.
1-3. You found D6 gold coins. Immediately roll. As long as this warrior doesn’t die you may add the gold to your treasury at the end of the game.
4-6. You found a wyrdstone shard!

Experience
+1 exp to the winning leader. +1 exp per enemy out of action for heroes. +1 exp and +1 cp (campaign point) for finding a wyrdstone shard for hero’s and henchmen. +1 exp for surviving, heroes and henchmen.
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PostSubject: Re: Curse of the Dead campaign!   Curse of the Dead campaign! Icon_minitimeTue 26 Aug 2008 - 2:35

You Rule!!! thumbsup
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Exarch Thomo
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PostSubject: Re: Curse of the Dead campaign!   Curse of the Dead campaign! Icon_minitimeTue 26 Aug 2008 - 4:50

Wow man, that's pretty cool. Well thought out and nice back story - the comic intro is a nice touch.
I am also a big fan of the 'bonuses' for having completed warbands, fully painted and also with names - very cool and a great incentive to finish the models.
Make sure you keep us posted on the results!
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PostSubject: Re: Curse of the Dead campaign!   Curse of the Dead campaign! Icon_minitimeTue 26 Aug 2008 - 11:31

very well done!

I especially like the motivational rules! (I hate playing against unpainted models...)
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PostSubject: Re: Curse of the Dead campaign!   Curse of the Dead campaign! Icon_minitimeTue 26 Aug 2008 - 13:43

Hmmm. You've got some very good rules there!

*Steals rules ideas*

Great stuff Ash - I shall follow this thread with interest!
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PostSubject: Re: Curse of the Dead campaign!   Curse of the Dead campaign! Icon_minitimeTue 26 Aug 2008 - 15:07

YOUR RULES RULE!thumbsup

One of the things I've noticed on the rare occasions I make it to my not-so-local games store is there are a LOT of all white ghost armies, black-as-the-night hordes, & shiny metal or flat grey forces; unpainted armies SUCK & show a certain lack of devotion in the Foul Heretics who field them [if I overstated that, TOUGH Suspect ]! I LOVE your rules discouraging this lamentable practice AND ESPECIALLY the naming rule. WELL DONE!thumbsup

The scenario, background, AND that Ubercool cartoon ROCK! This is going to be a GREAT STORY to follow. Now I've GOT TO stock up on pop corn for the cinematic moments Suspect !
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PostSubject: Re: Curse of the Dead campaign!   Curse of the Dead campaign! Icon_minitimeWed 3 Sep 2008 - 0:38

Hey again, Thanks for the kind words and I'm glad you like my motivational and get into the spirit rules! bounce

Here's the Next installment

Curse of the Dead campaign! Week2Comic

Curse of the dead. Week 2

Zombie Hunt!
All the commotion and digging at the mass grave sites has disturbed the protective rituals guarding the remaining dead. Zombies have risen en mass and have a special attraction to wyrdstone in the area.

Terrain
Set up the table as normal. Do not use the rivers and canals in this scenario. The area is covered with the walking dead. Set up 6 +4 zombies per player 12” from the table edge and 4” from each other.

Set Up
Dice off, the winner picks first and deploys first. 3 or more players set up 12” wide x 6” deep deployment zones as far away from each other as possible. 2 players set up on opposite edges.

Start of Game
Dice off. The winner goes first.

End of Game
The game ends when there is only 1 warband left on the table and the others have routed.

Special Rules

The zombie turn.
The zombies get the first turn. This means the zombies get to move before anyone else! They are highly invigorated by all the wyrdstone in the area. They will get a recovery, movement, and combat phase.

Zombie movement.
They will automatically charge the closest warrior within range. If no enemy are within charge range they will move D6” directly towards the closest warrior within 12”. Otherwise move each zombie D6” in a random direction. They will stop if they run into a wall or edge. They will not move off an edge unless they can make a diving charge which they will always attempt.

Searching zombies.
Each time you take a zombie out of action in combat roll a D6 as you search for wyrdstone. 1-4 you find nothing. 5-6 you find wyrdstone! If you take a zombie OOA from shooting you may leave the corpse on the table to search later. However if you roll a 1 while searching, then the zombie wakes up and immediately attacks the warrior who is searching! The zombie strikes first regardless of any other factor and also automatically hits! Your warrior is caught completely off guard while searching through the zombies clothes and entrails!

Experience
+1 exp to the winning leader. +1 exp per enemy out of action for heroes. +1 exp and +1 cp (campaign point) for searching and finding a wyrdstone shard for heroes and henchmen. +1 exp for surviving heroes and henchmen.

thumbsup
We played this scenario with the zombies getting a turn before each! players turn so they had 3 turns in our 3 player games. This ended up slowing down the game and confusing us as to who's turn it was! So I changed it to 1 zombie turn but made them a little faster. The idea was they were invigorated by all the wyrdstone.

Enjoy
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PostSubject: Re: Curse of the Dead campaign!   Curse of the Dead campaign! Icon_minitimeWed 3 Sep 2008 - 11:15

LOVE THAT COMIC!

You've REALLY got a feel for ALL the Spooky Stuff. Hordes of Ravenous Zombies [probably Junk Food deprived while they were living Suspect ] roving about devouring the local populace seems to be VERY IN these days. Placing the action in the graveyard IS SO MUCH more appealing to moi than having the Living Impaired infesting the local Mall [from HELL...sorry, I'm in a from HELL kind of mood Suspect ], plus, the Malls around here are pretty Spooky even without the occasional Zombie or Ghoul; we've got chic teenage chicks from HELL affraid . VERY COOL scenario; I've GOTTA try this one out.thumbsup
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PostSubject: Re: Curse of the Dead campaign!   Curse of the Dead campaign! Icon_minitimeWed 3 Sep 2008 - 12:02

Deaf, that would be a brilliant scenario! teenage chicks from HELL! (of DOOM - your pick) Razz could be kinda like zombie strippers? (which I greatly recommend to anyone who loves zombies -or strippers Razz and wants to kill time in the same mindstate)

on topic, I love that you draw out comics to start every battle Ash! got me inspired! other than that I just love zombies and other dead stuff rummaging around.
Seeing as it is a graveyard, wouldn't it be cool to have the possibility of more zombies arising during play?
I love the loot the zombie thing, specially as they can still go in for the kill! cheers but 5 and 6 for a shard... how many did you end with? sounds like a massive loot!


Last edited by Ezekiel on Thu 4 Sep 2008 - 0:33; edited 1 time in total
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PostSubject: Re: Curse of the Dead campaign!   Curse of the Dead campaign! Icon_minitimeWed 3 Sep 2008 - 12:40

Ezekiel wrote:
Deaf, that would be a brilliant scenario! teenage chicks from HELL! (of DOOM - your pick) Razz could be kinda like zombie strippers? (which I greatly recommend to anyone who loves zombies -or strippers Razz) and wants to kill time in the same mindstate)

on topic, I love that you draw out comics to start every battle Ash! got me inspired! other than that I just love zombies and other dead stuff rummaging around.
Seeing as it is a graveyard, wouldn't it be cool to have the possibility of more zombies arising during play?
I love the loot the zombie thing, specially as they can still go in for the kill! cheers but 5 and 6 for a shard... how many did you end with? sounds like a massive loot!

Wyrd Games ACTUALLY make a group of living impaired ladies of the evening, The Rotten Belles, replete with parasols, & Lady Sybil, a Zombie Dominetrix (sp) suitably garbed & accoutred [ www.wyrd-games.net ]. COOL, huh?
Alpha Forge has Urban Zombies & Survivours both Urban & Rural for the more modern infestations [ www.alphaforgegames.com ].

@Ash: sorry for the off topic. AND I forgot [it's an age-related thing Suspect ], the reanimated thing in the search is VERY COOL. I can just picture the rekindling of the glowing eyes & the sudden grasping lunge; VERY CINEMATIC STUFF. affraid thumbsup
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PostSubject: Re: Curse of the Dead campaign!   Curse of the Dead campaign! Icon_minitimeWed 3 Sep 2008 - 16:37

Great work. We did something like this at a GW store about 7 years ago. The zombies that would appear were Frankenstien, Freddy, Jason and etc.
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PostSubject: Re: Curse of the Dead campaign!   Curse of the Dead campaign! Icon_minitimeThu 4 Sep 2008 - 0:28

Ezekiel wrote:

Seeing as it is a graveyard, wouldn't it be cool to have the possibility of more zombies arising during play?
I love the loot the zombie thing, specially as they can still go in for the kill! cheers but 5 and 6 for a shard... how many did you end with? sounds like a massive loot!

Glad to give out some inspiration!

Zombies coming out of the graves is the scenario from week 1. This time the rest have woken up and are naturally attracted to the wyrdstone.

There were 6 +4 zombies per player, so 18 in a 3 player game. That's an average roll of 6 shards which is fine with me.
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PostSubject: Re: Curse of the Dead campaign!   Curse of the Dead campaign! Icon_minitimeThu 4 Sep 2008 - 10:42

Hey Ash!

I only got to comment your campaign thread now, so please excuse the late reply.

I LOVE your comic intros! Wow!
I have tried to draw a comic once and I did not get past page 14 in 9 months, although I had a great storyboard writer (=Tortiou). So I know how hard it is to draw comics and can greatly appreciate your work. VERY WELL done! My sincerest congratulations and may you find the time and energy to draw many many more little comics of your campaign. This is probably the coolest and most creative way to narrate stuff.

Thank you for sharing!

Also a quick remark on your motivational rules. Great job again! Very clever Smile

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PostSubject: Re: Curse of the Dead campaign!   Curse of the Dead campaign! Icon_minitimeFri 5 Sep 2008 - 0:07

Admin Tom wrote:

I LOVE your comic intros! Wow!
I have tried to draw a comic once and I did not get past page 14 in 9 months, although I had a great storyboard writer (=Tortiou). So I know how hard it is to draw comics and can greatly appreciate your work. VERY WELL done! My sincerest congratulations and may you find the time and energy to draw many many more little comics of your campaign. This is probably the coolest and most creative way to narrate stuff.

Thank you for sharing!

Also a quick remark on your motivational rules. Great job again! Very clever Smile

Thanks Tom, very kind words Very Happy
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PostSubject: Re: Curse of the Dead campaign!   Curse of the Dead campaign! Icon_minitimeFri 12 Sep 2008 - 12:56

The hideous form of a decayed old man shuffled painfully down the dusty halls of the Boring Forum of St. Thomas the Administrator dragging a withered leg behind him and moaning pitifully: "more, MORE, MORE BATTLE REPORTS!" affraid Undead


Last edited by DeafNala on Sat 4 Oct 2008 - 7:58; edited 1 time in total
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PostSubject: Re: Curse of the Dead campaign!   Curse of the Dead campaign! Icon_minitimeFri 12 Sep 2008 - 13:38

DeafNala wrote:
The hideous form of a decayed old man shuffled painfully down the dusty halls of the Boring Forum of St. Thomas the Administrator dragging a withered leg behind him and moaning pitifully: "more, MORE, MORE BATLE REPORTS!" affraid Undead

...AND he was missing a T.
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PostSubject: Re: Curse of the Dead campaign!   Curse of the Dead campaign! Icon_minitimeSat 13 Sep 2008 - 2:49

Ok, as requested, the next game:

Curse of the Dead campaign! Week3Comic

And the Rules

Curse of the dead. Week 3

Stop Them!
The mass of zombies in the area has drawn something even less desirable. A nasty creature which is pulling all the zombies under it’s control. The zombies are naturally drawn to wyrdstone. They have managed to collect some of it and are now bringing it to this creature. However the wyrdstone is also having an effect on the zombies.

Terrain
Set up the table as normal. Do not use the rivers and canals in this scenario. Set up 3 +1 zombies per player within 8” of the center of the table and 4” from each other.

Set Up
Dice off, the winner picks first and deploys first. 4 players set up on each corner in a 6” x 6” zone. 3 or more players set up 6” x 6” deployment zones as far away from each other as possible, but no closer than 12” to the adjacent table edges. 2 players set up on opposite edges 6” deep, but no closer than 12” to the adjacent table edges.

Start of Game
Dice off. The winner goes first.

End of Game
The game ends when there is only 1 warband left on the table and the others have routed.

Special Rules
The zombie turn.
The zombies get the first turn before the players turns. This means the zombies get to move before anyone else! They are highly invigorated by all the wyrdstone in the area. They will get a recovery, movement, and combat phase. The zombies have been affected by the wyrdstone they have come in contact with. The zombies have +1 strength and +1 movement. Each zombie is carrying a piece of wyrdstone which they will only drop if taken out of action.

Zombie movement.
The zombies are being called to a nearby location. Their only purpose is to move off the table. They will move directly towards the exit table edge as fast as possible moving around buildings and blocking terrain by the shortest route. They will only charge if an enemy warrior is between them and their table edge in which case they get their full 10” charge.

The zombie table edge.
In a 2 player game the zombies will move towards a side table edge. Roll to determine which after deployment. In a 3 player game they will move towards the 1 remaining edge which no players have deployed on. In a 4 player game randomize which table edge they will move towards after deployment.

Experience
+1 exp to the winning leader. +1 exp per enemy out of action for heroes. +1 exp and +1 cp (campaign point) for each wyrdstone shard in your possession at the end of the game for heroes and henchmen. +1 exp for surviving heroes and henchmen.
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PostSubject: Re: Curse of the Dead campaign!   Curse of the Dead campaign! Icon_minitimeSun 14 Sep 2008 - 11:06

waow! your campaign saws very good, i love campaigns with special rules and with one story to play. i realy like your comic, i never mind in make something similar, its realy great! congratulations thumbsup
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PostSubject: Re: Curse of the Dead campaign!   Curse of the Dead campaign! Icon_minitimeSun 14 Sep 2008 - 11:20

COOL! Zombies on speed, what a concept! affraid thumbsup It's kind of like Pac Man from HELL! I like it; the idea of ALL those Zombies scooting around before EVERYONE else can react/move; it is VERY SCARRY, which is the point of the WHOLE Undead game.
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PostSubject: Re: Curse of the Dead campaign!   Curse of the Dead campaign! Icon_minitimeSat 4 Oct 2008 - 6:35

Ok, I've been a little lazy about posting so I'm gonna hit you with some stuff!

Here is week 4. I didn't get a chance to do a comic for this week so just the rules.

Curse of the dead. Week 4

Get The Treasure!
The necromancer has gained control over the remaining zombies in the area. He has gained in power and is now sending them out to claim a lost treasure and bring it back to him. He has already done the hard work and found it, now you must stop him from keeping it!

Terrain
Set up the table as normal. If you use the rivers and canals in this scenario make sure they have several easily crossable points 3” to 4” wide. There are 8 +2 per player zombies. Set up the treasure in the center of the table. Set up 2 zombies carrying the treasure. Set up the remaining zombies in circular patterns around the first 2 maintaining a 2” coherency.

Set Up
2-4 players. Dice off, the winner picks first and deploys first. Each player picks a corner to set up on in a 6” x 6” zone.

Start of Game
Zombies go first. Dice off for players. The winner goes 2nd, then clockwise.

End of Game
The game ends when the treasure has been removed from the table via your own deployment zone, or there is only 1 warband left on the table and the others have routed.

Special Rules

The zombie table edge.
After deployment before the game starts roll to determine which side the zombies will move towards. They will move towards the center of the random edge.

The zombie turn.
The zombies get the first turn before the players turns. They will get a recovery, movement, and combat phase.

Zombie movement.
The zombies will move directly towards the exit table edge as fast as possible. They will move around buildings and blocking terrain by the easiest and shortest route. They will always attempt to maintain their formation.

Zombie Attack.
The zombies carrying the treasure will never charge and will always move towards the table edge ignoring enemy warriors. The remaining zombies will only charge if an enemy warrior is between them and their exit table edge, or if an enemy warrior is within 4” and in line of site of any zombie. Only the closest zombie will charge an enemy warrior. Once 1 zombie is in combat with an enemy warrior in charge range, the rest will ignore him.

Zombies and the Treasure.
The 2 zombies who start carrying the treasure are also carrying 1 piece of wyrdstone each. The necromancer has used it to strengthen them. It gives them +1 wound and +1 strength! If they go OOA they will drop it and the remaining zombies will ignore it. If a zombie carrying the treasure goes OOA the closest remaining unengaged zombie will move to pick it up. As long as 2 zombies are carrying the treasure they make a regular move. 1 zombie will move at ½ regular movement.

Your Warriors and the Treasure.
Once your warrior picks up the treasure they will never let go unless taken OOA, forced to flee, or route. Any warrior engaged in combat while carrying the treasure may only fight with 1 hand, you may choose which. As long as 2 warriors are carrying the treasure they make a regular move. 1 warrior will move at ½ regular movement.

Experience
+1 exp to the winning leader. +1 exp per enemy out of action for heroes. +2 exp for each hero who caries the treasure off the table! +2 cp for the warband who caries the treasure off the table. +1 exp for surviving heroes and henchmen.

The Treasure!
Roll a D6 for each item to see if it is in the treasure chest.
Auto D3 +2 wyrdstone!
Auto 3 D6 gold coins!
4+ A suit of light armor.
4+ D3 swords.
4+ Rope and hook.
5+ D3 gems worth 10 gold coins each.
6+ Elven cloak.
6+ Mordheim map.


I had hoped that the zombies would have a real chance of getting off the board. In the two games we had (each were 4 player games) whomever was closest to their exit point tended to run out in front blocking the way and slowing them up. This gave the other warbands enough time to get into the thick of it and then the zombies didn't stand a chance. It was a mad rush for the treasure and both games saw players sticking in as long as they could to fight for the treasure. That's good cause it usually means people are enjoying the game and want it to keep going!
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PostSubject: Re: Curse of the Dead campaign!   Curse of the Dead campaign! Icon_minitimeSat 4 Oct 2008 - 6:42

Here is the comic and the rules for week 5!

Curse of the Dead campaign! Week5Comic

Bring Me Souls. Week 5

That wyrdstone is sitting out for anyone to take!
The necromancer has sent out his pets to obtain more souls for him! They are however confined to the canals so the unwary souls must be lured in closer…

Terrain
Set up the table as normal. Set up the canals around the table in a suitable manner with a few low bridges. There are 3 +1 per player wyrdstone shards along the canal edge. Place them as close to the water as possible without being in the water, at least 8” apart and no closer than 12” to any table edge or deployment zone.

Set Up
2-4 players. Dice off, the winner picks first and deploys first. Each player picks a corner to set up on in an 8” x 8” zone.

Start of Game
Dice off for players. The winner goes 1st, then clockwise.

End of Game
The game ends when there is only 1 warband left on the table and the others have routed.

Special Rules

The Canals. Ignore the normal canal rules for this game.

Wyrdstone.
As soon as one of your warriors picks up a wyrdstone shard they finish their movement and may not shoot or cast spells that turn. Your warriors will not let go of wyrdstone unless they are taken OOA. In which case they will drop it where they fell.

Monsters from the deep.
There are nasty creatures waiting in the water for any poor souls to wander near. At the start of your turn before recovery, any of your warriors who are within 1” of the water will be attacked by the creatures. You get 1 attack at your base strength only (no skills or weapon bonuses). If you hit and wound you successfully fend off the creature! The creatures are weapon skill 4 and toughness 3. If you fail to wound the creature it wraps it’s tentacles around you and pulls you under the water!

Further turns.
Once pulled into the water your warriors get 2 turns to get free of the monster before they pass out. Each turn you get 1 attack at base strength as before. Make these attacks at the start of you turn before recovery. If you successfully fight free you may then make a strength test to get out of the water in your recovery phase. If you make it out treat your warrior as having just stood up. If you do not get out of the water you will be attacked again by another creature as normal. If you can not fight free your warrior is captured by the evil necromancer.

Experience
+1 exp to the winning leader. +1 exp per enemy out of action for heroes. +1 exp and +1 cp for each hero or henchmen who is holding wyrdstone at the end of the game. +1 exp for surviving heroes and henchmen.



This was a very interesting game. Most players kept away from the canals (they were scary!) and sent in a strong guy to fetch the stones. Otherwise it was up to the relative safety in the upper levels. I ended up getting two warriors captured Sad but it was great fun. Of the four players this week 4 warriors got captured which is right about what I was looking for.

Further note, this is part 1 of a 4 part sub plot where models get captured and in the final battle the evil necromancer is slowly sacrificing warriors to the dark gods. The objective will be to save your troops!
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PostSubject: Re: Curse of the Dead campaign!   Curse of the Dead campaign! Icon_minitimeSat 4 Oct 2008 - 6:52

And lastly for today week 6. I didn't have time for a comic this week since my wife and I went camping in the redwoods that weekend! Enjoy!


A Foul Mist. Week 6

I can’t see where I’m going. Did you hear something?
The necromancer has used his foul magic to create a thick deep mist over a large section of Mordheim. Most are afraid to go out into it. There are rumors of dark beasts hidden within.

Terrain
Set up the table as normal. Place a small building or well in the center of the table. A catacombs entrance is perfect if you have one. This represents the entrance to the catacombs and is the exit point for the Dire Wolves.

Set Up
2-4 players. Dice off, the winner picks first and deploys first. Each player picks a corner to set up on in a 10” x 10” zone.

Start of Game
Dice off for players. The winner goes 2nd, then clockwise. The Dire Wolves get the 1st turn.

End of Game
The game ends when there is only 1 warband left on the table and the others have routed and all the Dire Wolves are gone or out of action.

Special Rules

The Foul Mist.
There is a thick fog over the table. The fog is foul and there are many rumors about what is within it. All your models are at -1LD even if you are immune to fear. Anytime one of your warriors wants to move, shoot, or cast a spell which requires line of site or aids movement, roll 3D6. This is the furthest distance you can see, shoot, cast, or move regardless of other distances. Only roll once per warrior each turn. If you roll 3 1’s your warrior has lost his way and will move 1D6” in a random direction! They will stop if they move into a wall but must pass an initiative test to avoid falling. It may help to have extra “fog dice” to leave next to your warriors each turn.

Dire Wolves Set up and Movement.
Set up 6 Dire Wolves touching the exit terrain piece and facing out in different directions. The Dire Wolves are immune to the fog rules. The first turn they will move 6” strait forward moving around terrain. In the following turns, if an enemy warrior is within line of site and charge range the Dire Wolves will charge the closest one. If an enemy warrior is within 12” but not line of site they will charge the closest warrior. Otherwise they will move 6” towards the closest enemy warrior.

Dire Wolves Attacking.
The Dire Wolves attack as normal. When they take the last wound from a model who fails it’s save instead of rolling on the injury table they will grab a hold of the warrior and pull them back into the mist! Immediately move the Wolf and the unlucky warrior directly back 6 inches towards the center of the table moving around terrain and enemy warriors. Any other warriors in the combat who have not yet attacked will lose the chance that round. In further turns the Dire Wolves will continue to pull the unlucky warrior back towards their exit. They can be charged as normal but will always leave combat instead of attacking as long as they are still pulling a warrior. Other warriors in combat who have not yet attacked will lose the chance that round.

Escape Capture!
In each of your following turns your warrior may attempt to break free of the Dire Wolf. Your warrior gets 1 attack with no weapon bonuses. If you wound the Dire Wolf you break free and count as having stood up that turn. If the Dire Wolf was not taken out of action then you will remain in combat. If the Dire Wolf pulls your warrior into the exit they are captured by the evil necromancer!

Experience
+1 exp to the winning leader. +1 exp per enemy out of action for heroes. +1 exp and +1 cp for each who takes a Dire Wolf out of action. +1 exp for surviving heroes and henchmen.


Dire Wolves
Profile WS S T I A
3 4 3 2 1

Charge: Dire Wolves fight with 2 attacks during the turn they charge.
Cause Fear.
Immune to Psychology.
Immune to Poison.
No Pain: Dire Wolves treat a ‘stunned’ result on the injury chart as ‘knocked down’.



This game was great fun! Everyone was scared of the wolves! The rules sounded real nasty. At the end of the day a few warriors got dragged around but none were captured Sad So I guess their bark was worse then their bite! (yes that came from UnderBheit!) I guess I would add more wolves next time so there was more of a chance of someone getting captured. I was limited in what models I had so that was part of what happened. The fog rules slowed it down a bit but were still fun. A few models got their charges failed from it which added some nice tension to the game.

Side note, a dwarf warrior fell 1 1/2" and had to take D3 wounds at S1. The poor guy took a wound and went OOA! Then after the game died from the serious injury! What hilarious imagery! The model was one of the drunken dwarfs drinking ale so we chalked it up to the bugmans XXXXX !!!
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PostSubject: Re: Curse of the Dead campaign!   Curse of the Dead campaign! Icon_minitimeSat 4 Oct 2008 - 8:55

OH MY GOD ,THE NECROMANCER IS MARGARET HAMILTON! affraid

Cool & VERY spooky scenarios; you' got THE touch for the macarbe. These ALL lend themselve quite nicely to solo gaming; SO I've GOT to start painting up some Zombies. Thanks for the excuse! Suspect thumbsup
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PostSubject: Re: Curse of the Dead campaign!   Curse of the Dead campaign! Icon_minitimeSat 4 Oct 2008 - 17:14

Thanks! I like to play the games as well so I have to figure out how to make the NPC's all work on their own. Plus there are usually 2 games going on so I would need another GM to go that route.
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