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Scenario 029 - Rumours
By Morten Hvid Andersen,
as appeared in http://www.chp-world.dk.
Transcribed & edited by The Mordheimer.
The camps around Mordheim is always full of rumors telling
tales of great treasures hidden in the scattered ruins of the city. Most of the
time the rumors are just that, rumors, and the rest of the time the value of the
treasures is greatly exaggerated. But sometimes a rumor sounds so valid (or the
potential gain sounds so tempting) that warbands choose to check out the
location described in the rumor – because just maybe… And if two, or more,
warbands follows the same rumor, they fight.
In this case the rumor tells about a alchemist who, before the
comet, had hidden a lot of valuable potions in a chest in his home. He was
killed by the comet and thus nobody has ever claimed the hidden treasure.
Terrain
Place a building with a large floor plan and several rooms at the centre of the
playing area. Alternatively place two buildings in close proximity to each other
and treat it as one combined structure. This is the target building.
Then place the rest of the terrain, by each player takes it in turn to place a
piece of terrain, either a ruined building, tower, or other similar item. Set up
the terrain within an area of roughly 4’ x 4’.
Setup
Both players roll a D6 and whoever rolls highest deploys his warband within 8”
of any table edge. His opponent then deploys his warband within 8” of the
opposite table edge.
Multiplayer: The scenario can be played by 3 or 4 players. In
this case, each player choose a separate corner of the table. Roll a D6 to see
who chooses first. The player then deploys his warband within 12” of his chosen
corner. Warbands cannot ally in this scenario.
Special: Models (like Skaven infiltrators) who don’t set up in
the players deployment zone, cannot be placed within 8” of the target building
when they are deployed or enters the game.
Special Rules Searching for the Hidden Chest:
All models (not animals and mindless creatures), who at the end of the players
Recovery Phase is in the target building and not in close combat (and not
Knocked Down or Stunned), is able to look for the hidden chest.
Roll 2D6 for each model and add +1 for each previous round the model has been
searching the building (i.e. if this is the third round a model is searching the
building he adds +2 to the dice roll). If you roll 12+, the model has found the
chest and no more rolls are made. If you roll a 2 on the dice before adding
bonuses, the model has triggered a hidden trap, and takes a single S3 hit.
Armor saves are taken as normal, but the skills Step Aside and Dodge cannot be
used.
Carrying the Chest: After finding the chest it must be brought to safety by
carrying it past one of the table edges (doesn’t matter which one). The warband
carrying it to safety has won the scenario and gets the content of the chest.
Any warrior (not animals and mindless creatures) can carry the chest but is
reduced to move at half speed. Two or more warriors may carry the chest without
penalty. You may use the treasure chest model to represent the chest.
If the carrier is put Out Of Action, place the chest at the spot where he fell.
Any eligible warrior may pick it up by moving into base contact with it.
Chest Contents: Whoever recovers the chest may roll on the following chart
after the game to see what the chest contains. Roll a D6 for each item on the
chart, apart for the gold crowns, which are always found. If you roll equal to,
or higher, than the value required to get the item, you find it.
Item
Result on D6
3D6 gold crowns
Automatic
D3 vial of Black Lotus
5+
D3 vial of Dark Venom
5+
D3 vial of Crimson Shade
5+
D3 Mad Cap Mushrooms
5+
D3 Mandrake Roots
5+
Alchemist’s Notebook *
6+
* See location Alchemist’s Laboratory, as if rolling a (2
2 2 2 2) on the Exploration Phase. Mordheim rulebook p. 139.
Starting the Game
Roll a D6. The player rolling the highest has the first turn.
Ending the Game
When one warband gets the chest to safety or all opposing warbands has failed a
Rout test. If the warband carrying the chest routs, they have to leave the chest
behind at the spot it was when the warband routed. If all opposing warband
routs, the last warband gets possession of the chest.
If no warband has found the chest before all opposing warbands Routs, the last
warband automatically gets possession of the chest, but in this case its only
contains 3D6 gold crowns and nobody gets the +1 experience point for finding the
chest. This is to encourage warbands to search for the chest, rather than
destroying each other – Until after the chest is found, that is…
Experience
+1 Survives: If a Hero or a 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 Finding the Chest. The Hero or Henchman group who finds the chest gains
+1 Experience.
Variations
As it was not uncommon for the rich and powerful (or everybody else, for that
matter) to hide their most valuable possessions “just in case…” and as many was
killed by the comet, there is bound to be more than one valuable treasure chest
hidden in the ruins of Mordheim.
The content would depend on the type of person hiding the chest, and below is a
few suggestions, allowing the players to find different things:
Dwarf Gromril Smith
Items D6 roll required to find
3D6 gold crowns Automatic
Gromril Sword 5+
Gromril Axe 5+
Gromril Hammer 5+
Gromril Double-Handed Weapon 5+
Gromril Armor 5+
Gromril Armor inscribed with the Rune of Courage 6
(Makes the wearer immune to Fear)
Items D6 roll required to find
3D6 gold crowns Automatic
Blunderbuss 4+
Handgun 4+
Brace of Pistols 4+
Brace of Duelling Pistols 5+
D3 Flasks of Superior Blackpowder 5+
Hochland Long Rifle 6
Wizard
Items D6 roll required to find
3D6 gold crowns Automatic
D3 Wyrdstones 4+
D3 vial of Blessed Water 5+
D3 vial of Tears of Shallaya 5+
Healing Herbs 5+
Tome of Magic 6
Final Note
As the potential gain from playing this scenario is somewhat greater than the
standard scenarios; it is recommended that any warband only participate in the
scenario once per variation.