A report from our latest Mordheim game in our ongoing campaign. This was a multi player scenario with 4 warbands taking part, Skaven, Middenheimers, Norse and Orks. The scenario was the Gunpowder Caravan, based off of the Gunpowder Plot scenario.
Found Here. The Norse were selected randomly to be the warband charged with escorting the gunpowder caravan to the city. This turned out to be not such a good thing for the Norse.
Rumors have quietly been spreading throughout the Madd Hatter Tavern about the local Witch Hunters who have recently raided a Skaven camp.
Reports from local spies have determined that a large supply of newly created black powder was taken. The Witch Hunters plan to use this to destroy the Sisters Bastion.
Check your contacts to locate this valuable prize.
"The Gunpowder Caravan Incident" as reported by Middenheim warband Captain Bjorn Wolfson of the Brotherhood of the White Wolf.
We caught wind of a plot to destroy the Sisters Bastion in Mordheim, so we thought we could make some gold by passing along this info to them. Turns out they offered us more gold to hire on to stop the plot from coming about. We heard there was a wagonload of kegs full of stolen skaven black powder coming in through the north gate that were key to the plan to destroy the bastion, so we set out to intercept them.
We heard after the fact that the Norse, a group of Maruaders called the Lame Ducks, were hired by a band of Witch Hunters to escort the kegs safely into the city. Typical Witch Hunters, never do anything risky themselves when they can hire someone else to do it.
Also a warband of Orks and a warband of Skaven fund out about the caravan and decided to show up too. The Orks seemed just to be looking for a good scrap, and the Skaven wanted their powder kegs back.
The road leading towards the north gate, all quiet for now.
The Lame Ducks deploy and move out carrying the dangerous cargo.
Perhaps the Marauder driving the mule cart might want to rethink his choice of drover's whip. I think this is where the expression "mush" was first coined.
The Middenheimers advance through and around the wheat fields.
The Orks deploy blocking off the road leading to the north gate. One of the squiqs bounds straight down the road towards the Lame Ducks and into their oncoming arrows.
Skaven stealthily rush forwards from out of the cornfield and swamp.
A hit from a Middenheim arrow knocks this Lame Duck down, causing him to drop the keg.
The keg's volatile contents explode violently taken the warrior out of action.
Another Middenheim missile takes out the driver of the mule cart.
Nature calls at an inopportune moment.
The leader of the Skaven warband, along with a Night Runner charge the advance guard of the caravan and take him down quickly in a flurry of blood, steel and fur.
The berserker grabs the reigns of the keg laden mule cart to lead it forward.
A crazed Marauder attempts to charge the Black Skaven and hurl the explosive keg at the sneaky rat......
...... but comes up short with the keg blowing up in his face instead, leaving him on the ground stunned and helpless mere yards in front of the deadly Skaven.
A chain reaction of exploding kegs results in one of the kegs on the cart going up in a ball of flame, killing one of the mules and slowing down the cart loaded with the valuable cargo, a cargo that is getting more and more rare by the minute.
The Middenheim heroes, both with leg wounds from previous battles, continue their painstakingly plodding advance.
Skaven close in on the road and the wagon.
The Orks move forward although animosity plagues their advance.
Orks and Skaven clash as they make their way towards the prize.
Another crazed Marauder charges the bunched up Middenheimers in the hopes of "blowin' them up real good.
The hurled keg explodes, taking out the Marauder as well as stunning the two Middenheim swordsmen, but the Captain's lucky charm allows him to escape uninjured.
Erik the Red is charged by both Veskit and the Skaven Assassin warband leader, but miraculously is only stunned. The Skaven end up getting to act first in the next round, but they fail their route check and slink off into the swamp. Erik is saved.
Until a sneaky git goblin charges him and takes him out while he is still stunned.
Drooler, the Lame Duck's leader, suffers from stupidity the entire battle and as he is distracted by every single "pretty rock" that he sees on the road, he barely manages to advance past where he began the evening.
Knowing the end is long overdue, one of the Lame Ducks decides to throw himself and the keg he is carrying at the wagonload of kegs as a last ditch effort to prevent the cargo falling into the wrong hands, .
Fortunately before he can do so, with only two of their warband left in the battle the Lame Ducks finally route and drag their fallen back to camp.
The remaining Ork hero surveys the battlefield and decides it is time to fall back. There will be plenty of opportunity to bash some heads later when the odds are better. Who wants those stupid kegs anyway?
On a smoke shrouded battlefield, the Brotherhood of the White Wolf victoriously pose around their prize. Three kegs are all that is left of the deadly cargo. Only Erik the Red has gone down during the battle and he makes a full recovery.
The other Warband leaders will have to speak for themselves as to the casualties and injuries they may have suffered because now I'm off to the Madd Hatter for several rounds of White Wolf Ale.
Other Warband after action report:
The Orks string of bad luck from previous battles continued here. Several Ork and Goblins died from injuries suffered during the battle. As a result, th leader of Da Boyz was given a solid beating from the rest of the boyz and the warband was retired.
The Skaven got off easy with the loss of only 3 giant rats as a result of the battle.
As for the Norse, at the end of the battle, only 2 of the original 11 warband members still remained and were not taken out of action. Luckily only 2 hencmen died with the rest making full recoveries or receiving minor injuries. Due to all the barrels of gunpowder that exploded next to them however, most of the Lame Ducks couldn't hear clearly for weeks.