Scenario: Midnight in the Garden of Morr
written by T-Spire
The
Warbands have tracked down the location of several significant relics
to the tombs of several upper-class tombs near the ruined Temple of Morr
in the Southwest of the City of the Damned.
Baroness Theodora
Margrave was once a prominent socialite in Mordheim. Aristocrats from
all over the Empire would travel to attend her fabulous and often
debaucherous masquerades, many of whom brought magnificent gifts in the
hopes of gaining her favour and even her hand.
It was not
uncommon for such suitors and sycophants to install themselves in the
city’s rich quarter and making their move to Mordheim permanent. None
managed to wed Theodora, and many ended their days foolishly flitting
around town in her gaggle of followers and courtiers.
Three such fools lie buried in the crypt that the warbands now approach:
-Radul of the Plains: a Kislevite horseman elevated to minor nobility during the border wars;
-Merret Terrinus: A factor who (badly) represented Middenheim lumber interests; and
-Ollenia von Stichacht: The third daughter of a disgraced Countess from Talabecland.
According
to your information, each of these courtiers were petty rivals for the
favour of Baroness Hargrave. Each one of them held a dreadful grudge for
some long-forgotten slight against one of the others. Theodora played
them off against each other and encouraged these disputes, finally
burying them together in the same crypt complex where it is rumoured
that their spirits still loathe each other even after their deaths.
Terrain:
This game takes place on a table of mixed ruined buildings and graveyard terrain (But use only painted/nice-looking stuff!) — Terrain is placed as normal but with the below exceptions:
Crypt Entrances:
Place 3 different Mausoleum Pieces on the board. One of these pieces should be equidistant from each Player’s board edge along the halfway line of the table, while the other two are each placed 6” from the centre of the board so each player has one in their table half. All of the mausoleum pieces should be 12” away from each other and approximately 18” away from the side edges of the table. The mausoleum on the centre line of the table should be approximately 18” away from the side table edge and 24” away from either player’s table edge. So the final position of the Mausoleum pieces is that of an equilateral triangle, with one of the points being on the halfway dividing line of the table.
Each of the mausoleums represents an entrance to the crypts below.
On another table, arrange the Cursed City tiles so that there are 3 main chambers
which are connected by hallway tiles.
Then, players place 3 “Clues” markers on the board - it is suggested that small tombstone, crow-perched-on-ruins, or Vermintide book piece for these markers - Necromunda Exclamation-mark tokens will also do. Each clue token must be placed at least 6” from any mausoleum and at least 12” away from any other clue marker and at least 12” away from any table edge.
Each clue is numbered one through three. There are three cards numbered one through three with clues written on their front sides. Place these cards nearby face down and MAKE SURE NOT TO LOOK AT THEIR FRONTS until a fighter deciphers the corresponding clue (see below).
Then, take 3 objective markers and shuffle them face down. Place 1 face-down underneath each crypt - neither player should know which is under each crypt.
Then arrange the terrain on the rest of the table as normal.
Set-Up:
Each player rolls a d6. The player who rolls highest sets up their warband first, within 8” of their side of the table.
Players roll off, with the player who rolls highest choosing who takes the first turn.
Deciphering the Clues
When a model moves onto a clue token, that model makes a leadership check. If the fighter passes, flip over one of the three face-down clue notes with the corresponding number.
The player reads the clue but does not reveal it to his opponent, then places it face down again and play continues. If a fighter fails its leadership check the clue is not deciphered and another attempt must be made by another fighter moving into base contact or by the same fighter the following turn. A fighter does not need to start its turn on a clue to decipher it and can move freely after attempting to decipher it during the turn it makes the attempt.
A fighter with a lantern gains +1 to its leadership roll to decipher the clue.
Descending Into the Crypts
When a fighter moves into base contact with a mausoleum, roll a d3 and consult the table below:
1: This is the tomb of Radul of the Plains
2: Here lies Merret Terrinus
3: Buried within are the remains of Lady Ollenia von Stribacht
This information is received by both players when the roll is made as it is assumed that the fighter reads the name and excitedly shouts it out!
A fighter who starts their turn in base contact with one of the mausoleums may spend 4” of movement to move downstairs into the crypts below. Place a fighter who does so at one of the entrances of that crypt chamber (player’s choice) on the corresponding catacombs map tile. The fighter may then perform the rest of its turn as normal.
A fighter may ascend up out of the crypts in the same way if they start their turn in base contact with one of the doorway markers in a crypt.
Gifts for the Baroness
Each of the following relics is found in one of the three crypt chambers on the piece of furniture placed in that chamber. When a fighter is moved into base contact with the furniture, roll a d3. The fighter now carries one of the following relics (use the same rules for carrying wyrdstone):
1 - Horn of Courage - The bearer of the relic can blow the horn once per game in a
magic phase. All friendly models within 8" will pass fear and all alone checks until the beginning of the bearers next magic phase.
.
2 - Flask of Healing - The bearer of relic can heal himself or another friendly model within 2" up to full wounds in the magic phase. The healed model can immediately stand up from being knocked down or stunned. Single use per game.
3 - Full Moon Amulet - Once per game the bearer can roll an extra d6 in the magic
phase to cast a spell.
The Resentful Undead Courtiers
When a fighter takes a relic from a tomb, the courtier buried within wakes up and
immediately flies into a rage, carrying all the burdens of its frustrated life with it!
Place the undead courtier and two zombie servants directly opposite the activating
fighter so that the furniture item is between them. The undead then immediately makes a move or charge before the fighter’s warband completes its turn.
Resentful Undead Behaviour
The resentful courtier will immediately run towards the crypt of the other courtier that it hates (this information is found on one of the facedown clue cards). If it is not known who the undead hates, it will immediately charge the fighter that took the relic.
If there are any fighters within 2” of the entrance to the passageway leading to the courtier that a resentful undead hates, it will charge that fighter.
A courtier will run towards the crypt of the courtier that it hates in each of its turns - after its initial activation move/charge, it acts as its own warband and takes a turn after both other war bands have gone. If multiple resentful undead are active, they all act after both war bands have gone but roll off for each of them each turn to determine what order. Zombie servants activate at the same time as their master does.
If there are any fighters within 2” of the path that a resentful undead would take to get to the tomb of its hated rival, it will charge that fighter and fight until one of them has been taken out of action or the fighter flees or otherwise exits the combat.
When a resentful undead reaches its rival’s tomb, it will move into base contact with the piece of furniture in that tomb. When it does so, the other courtier activates and immediately behaves in the way outlined at the beginning of this section (treat the activating courtier as the activating fighter if it is unknown at this point who is the hated rival of the newly activated resentful undead). The relic, in this situation, remains on the furniture and can be claimed by the first warband member to make contact with the furniture.
If the players disagree over how the undead should act, roll off to determine how they act.
Resentful Undead use the same stats and have the same abilities as Vampires from the Mordheim MRB at p. 70. They count as being equipped with a jewelled sword and dagger (see exploration chart result 55 on p. 96 of the MRB), light armour and shield.
Ending the Scenario
The Scenario ends when one warband fails its rout test, in which case the other warband is assumed to gain any unclaimed relics on a roll of 4+ per unclaimed relic. Any relics carried by either warband are kept by that warband.
Alternatively, if all 3 relics are claimed and all 3 undead courtiers are taken out of action, the scenario ends and the warband that carries the most relics is the winner.
Experience and Rewards
Experience
All fighters receive:
+1 XP for participating in the battle
+1 XP to the winning warband leader, regardless of whether they were in the battle or not
+1 XP per fighter or zombie servant taken out of action by a hero
+1 XP to a hero who deciphers a clue
+1 XP to a hero for claiming a relic
+1 XP to a hero or henchman group who takes a Resentful Undead courtier out of action.
Rewards
Warbands keep the relics that they claimed in this scenario.
A warband who takes out a resentful undead courtier may keep its equipment if the
fighter that took out the courtier is not taken out of action before the battle ends.
The victorious warband rolls to explore the ruins for wyrdstone as normal and
calculates the number of pieces of wyrdstone they find as normal, but instead of the multiples result that they roll on the exploration chart, they can choose to resolve the effects of the 5555 - Graveyard result instead of what they actually roll.
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