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Author Topic: Mordheim Quest Campaign: Battle Reports (pic heavy) - Updated July 7  (Read 22947 times)

Offline luidinuovo

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Re: Mordheim Quest Campaign: Battle Reports (pic heavy) - Updated June 1
« Reply #45 on: June 11, 2012, 06:40:39 AM »
Agree Chaos Wolf and I would also appreciate the rules.
Cheers

Offline Maniacus

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Re: Mordheim Quest Campaign: Battle Reports (pic heavy) - Updated June 1
« Reply #46 on: June 26, 2012, 04:03:09 AM »
Agree Chaos Wolf and I would also appreciate the rules.
Cheers

@ Chaos Wolf and luidinuovo:

We wanted to approach “Mordheim Quest” in a way that hopefully recaptured some of the feel of our old AD&D role playing days.  To that end, I act as the GM and set up each linked scenario, run the NPCs and monsters, and generally provide the background, exposition, and guide each scenario along as we play.  Acting as what is essentially a Dungeon Master, I can make decisions on the fly about out-of-the-ordinary happenings or how to handle heroic feats that the characters may wish to attempt in the course of a game.

When we formed the initial adventuring party each player created a few characters (in our case 4 each) from the various Mordheim warband lists.  They didn’t purchase them with a set amount of gold crowns per se, but rather chose the hero or henchman type based upon what character types they thought would be fun to play and would be a good fit with the rest of the group.  They armed them with basic equipment and weapons from that character type’s permitted weapon/equipment lists in the appropriate warband list.  Since they represented beginning adventurers, we didn’t go overboard on their items since we knew they’d find equipment and earn gold to purchase better gear as they progressed.  We just chose what we felt was reasonable starting equipment for a new adventurer.

Once we started playing the linked scenarios as our story campaign developed, the group earned loot after each game per the standard chart in Mordheim (the wyrdstone income/upkeep chart) plus whatever other loot and rewards they found or were awarded by the GM per the scenario.

Experience and injuries are done in the usual manner of Mordheim, with each character getting an experience box checked off on their experience track for each enemy taken out of action plus for any other especially heroic deeds as deemed by the GM.  I should note that we use the full hero experience track for each character, even if that character was technically recruited from a henchman portion of a warband list.  They are supposed to all be glory-seeking heroes at heart after all, and this allows everyone the largest range to develop and grow their skills as our story plays out.

We also incorporated the Fate and Might rules (see below) from GW’s Lord of the Rings game.  We've found that Might and Fate have been fun additions to the game since they allow characters to really perform heroic actions or try to dramatically influence important dice roles at critical moments.  Each character begins their career with 1 Fate point and 2 Might points.  Additionally, we modified the skill advancement chart slightly so that there is a chance to gain additional Fate and Might points as the characters progress and earn experience.

As far as setting up scenarios, as the GM I generally don’t create the opposing forces by using any particular points values, although I will sometimes add up a basic total to see about how much I might want to throw at the characters. Mainly, I just use what seems to be the right feel for the scenario and how it seems it should play out story-wise.  As the GM I can have certain hidden models waiting in ambush for the party or adjust things a bit on the fly if the heroes are having too easy a time of it.  Since this is a narrative story-driven campaign my most important goal is to have things play out in an interesting and exciting manner so that we are all building the story together even though I am providing the general framework.

Below are the general rules additions that we have been using so far.



ADDITIONAL RULES

Overwatch
Overwatch is a special rule that allows characters to forgo their own turn in order to shoot during the enemy’s turn. This is useful if a character wants to set up an ambush or man a defensive position.

Preparing Overwatch:  The player declares which models are going on overwatch at the beginning of his turn at the same time charges are declared.  A character may not go on overwatch if there are enemy within 8”.  When a model is placed on overwatch the player must nominate a 90º field of fire.  Characters on overwatch may do nothing else during their own turn.

Shooting on Overwatch:  During the enemy’s movement phase a character on overwatch may shoot at opposing models as they present themselves.  A target which doesn’t move at all can still be shot at so long as it can be seen.  Once a model fires it is no longer on overwatch.

Overwatch Modifier:  All shots on overwatch apply a modifier of -1 to the to-hit roll

Losing Overwatch:   Once a model fires it is no longer on overwatch.  Characters hit by missile fire, spells, or other effects while on overwatch must pass a leadership test or they will lose their overwatch. Additionally, if a model is forced to fight in close combat it will lose its overwatch status.

Charged While on Overwatch:   If a character is charged while on overwatch it may get the chance to shoot at its attacker if the enemy is within its 90º field of fire.  This shot at the charging model takes place at short range for whatever weapon the model is using.    A character charged while on overwatch fights the first round of close combat without the benefit of the special rules for any melee weapons he may be carrying.

                                                              
ADDITIONAL SKILLS


Fate
Fate represents a character’s destiny and, as such, protects him from harm where ordinary men might otherwise die.  Characters may start their career with one point of Fate.  

A point of Fate can be expended during a game to grant the character an unmodified 4+ save versus a wound.  This save may be taken in addition to any other applicable saves.

A character can use as many Fate points as he has available to try to save a wound.  The player can roll one dice at a time until he makes the score required, runs out of Fate, or decides to suffer the wound.  

Fate may not be expended by a stunned character that has had an attack nominated against him.

A character’s Fate points are automatically regenerated prior to each new game.


Healer
Priests and Clerics start their career with the Healer skill.  If the healer does not go out of action during the game he may choose to heal another hero or henchman during the post-game injury phase.  The model that receives the healing may reroll a result on the serious injury chart.  The second result must be accepted, even if it is worse than the first.


Might
Might represents a character’s ability to perform heroic feats.  When a dice is rolled on behalf of a character for shooting, fighting, leadership, or whatever, its score can be adjusted by expending Might.  Characters may start their career with two points of Might.  

Each point of Might expended can be used to adjust the dice score up or down by 1 to a maximum of 6 or a minimum of 1.  A player does not have to decide to use his Might until the dice have been rolled.

If a character goes out of action with any remaining Might, he may expend it in the post-game sequence in order to reroll his first result on the serious injury table.  The player must declare that he is expending his Might prior to rerolling and the second result must be used, even if it is worse than the first.

A character’s Might points are automatically regenerated prior to each new game.
« Last Edit: June 26, 2012, 04:08:05 AM by Maniacus »
There's a time for joking around and a time to be serious; this is not one of them.

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Offline Chaos Wolf

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  • Posts: 254
Re: Mordheim Quest Campaign: Battle Reports (pic heavy) - Updated June 1
« Reply #47 on: June 30, 2012, 02:03:05 PM »
Excellent! Thanks for the reply. I'm going to give this a try.

Offline Maniacus

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Re: Mordheim Quest Campaign: Battle Reports (pic heavy) - Updated July 7
« Reply #48 on: July 07, 2014, 11:51:19 PM »
The next installment in our ongoing campaign . . .

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Battle Report 7:  The Missing Caravan

After the adventurers raided the orc encampment and defeated the green-skinned marauders, they packed up as much recovered treasure as they could carry and led the liberated captives through the wilderness and back to the safety of Ostgate.  The relieved townsfolk showered them with thanks and not a small amount of celebratory food, drink, and gold coins in reward.

Several days of well-earned rest in town passed and the group was resupplied and had their wounds healed.  It was then that they were again approached by several town elders with another request for assistance.  

It seemed that an important caravan was several days overdue from arriving in town and the elders were growing increasingly worried that some ill fate had befallen it.  With all the recent orc activity, a large portion of the town guard had been assigned elsewhere in the countryside and so the caravan had been travelling with only a small escort on a route through what was thought to be a relatively safer area.  

The adventurers accepted the mission to set out and investigate what had happened to the caravan and if at all possible to bring it safely back to Ostgate.  

As the group set out to find the missing caravan, the party consisted of:

Dargor Ironhelm – Dwarf Noble
Erol Otis – Wizard at Large
Erasmus Voltoc – Warrior Priest
Menk Blackthorne – Rogue
Hazkal Okri – Dwarf Engineer
Nathe – Woodland Priest of Taal
Elrond – Elf Shadow Warrior
Tuval – Flagellant
Jade the Bitter – Amazon Champion
Gabby the Wraith – Amazon Scout
Hagar the Merciless – Norse Berserker
Catherine “Cat” the Shunned - Wizard


The landscape along the caravan route.


The party begins tracing the route that the caravan would have traveled, and follows the trade road towards a river crossing.






The adventurers spot what may be the wagons from the missing caravan at the river ford ahead.  They spread out and begin to approach cautiously.




Anticipating trouble, some of the group splits off and leaves the road, moving forward along nearby rock outcroppings...


…while Tuval the flagellant and Hazkal the dwarf engineer scramble up the rocks to seek out a high vantage point.


The group reaches the river crossing and confirms that they have discovered the remains of the caravan. Broken pieces from the wagons and the remains of the ransacked cargo testify to the horrible violence that must have befallen the caravan.  


As the party takes a closer looks around the wagons and the area of the river crossing they notice the nearby bodies of the unfortunate caravan guards.  Suddenly, a crossbow bolt flies toward them from up ahead and embeds itself into the side of a wagon dangerously close to Dargor the dwarf!

« Last Edit: July 07, 2014, 11:56:14 PM by Maniacus »

Offline Maniacus

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Re: Mordheim Quest Campaign: Battle Reports (pic heavy) - Updated July 7
« Reply #49 on: July 07, 2014, 11:51:41 PM »
PART 2

After a moment they hear a voice challenge them from behind cover on the other side of the river crossing.  After exchanging a few shouts and questions they discover that it is a wounded caravan guard who mistook them for bandits.


Seeing the wounded guard step out from cover and show himself, Erasmus Voltoc the priest and the wizard Erol Otis race forward to lend aid.  The guard explains that the caravan was set upon by marauding ogres a few nights ago.  Many of the guards were slain in the initial attack and the caravan’s cargo scattered about the area.  After enduring further repeated attacks on the makeshift defensive position, he is now the last survivor.

The guard appeals to the adventurers to help him find the caravan’s scattered cargo and to bring it safely to the town of Ostgate in order to complete his mission.



Fearing another attack could occur at any moment, the group wastes no time in beginning to scout area in search of the valuable cargo.


While at the same time Hazkal the dwarf engineer begins to hastily repair the damaged wagon with the help of Tuval the flagellant.


Only moments later they hear the beating of war drums and suddenly the ogres launch an attack from upstream!


Hagar rushes forward in a frenzy and attacks the lead ogre, only to be knocked off his feet by the brute’s powerful blow.




The engineer fires from the cover of the wagons while another ogre crashes into Tuval the flagellant.


The Ogre’s massive club connects with Tuval’s body in a sickening “crack!” and knocks the flagellant out of action before he can react to the sudden onslaught.


Jade the Bitter and the Catherine the wizard race back towards the river crossing to assist the dwarf engineer.



« Last Edit: July 07, 2014, 11:56:29 PM by Maniacus »

Offline Maniacus

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Re: Mordheim Quest Campaign: Battle Reports (pic heavy) - Updated July 7
« Reply #50 on: July 07, 2014, 11:52:16 PM »
PART 3

Gambling that the rest of the group can fend off the two ogres, the wizard and the two priests begin searching for the cargo in the hope that they can find it before any more enemies can arrive.


Using his unique skills for locating and obtaining valuable items, Menk Blackthorne the rogue follows his instincts and is the first to find part of the missing cargo.


Back on the party’s right flank, the adventurers finally bring down one of the ogres.


Jade rushes in to attack the other ogre and manages to wound it …..


….but is then knocked back off her feet by its counter attack.  Hazkal the engineer comes to her aid just in time and manages to bring down the brute.


Meanwhile, the wizards and the two priests continue searching for the cargo when they suddenly hear crashing coming from the nearby woods and are set upon by another ogre and its massive wolf companion.  Whirling around to meet this new threat, Erol Otis prepares to cast a fireball while Nathe the woodland priest begins the incantation to summon help from his forest friends.


The woodland priest summons forth a swarm of squirrels and with their big, nasty, pointy teeth they make short work of the wolf before disappearing back into the forest as quickly as they came.


The three adventurers charge the shocked ogre as he stares at the pile of fur that used to be his wolf.




The ogre unleashes a series of furious blows and takes Nathe the woodland priest out of action.  But retribution is swift as he is then immediately cut down by the wizard’s barrage of fireballs.
 
« Last Edit: July 07, 2014, 11:56:45 PM by Maniacus »

Offline Maniacus

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Re: Mordheim Quest Campaign: Battle Reports (pic heavy) - Updated July 7
« Reply #51 on: July 07, 2014, 11:53:03 PM »
PART 4

More ogres appear from multiple directions as the attack intensifies.




While the din of battle sounds all around him, Menk Blackthorne finds yet another crate from the caravan’s scattered cargo.


After climbing up to a higher vantage point, Gabby the amazon scout spots an armored ogre bearing down fast towards Catherine the wizard.  She fires off an arrow but it flies wide of its target.




The ogre smashes the wizard onto the ground and prepares for the killing blow.


Menk slinks into the shadows and maneuvers around behind the ogre with the intent to backstab the unsuspecting brute.


After dispatching the armored ogre and with nearly all the cargo recovered, the group confirms that the dwarf engineer has repaired the wagons well enough to get them moving again.  As the party then begins to move the carts out of the crossing and back onto the road, Jade sprints forward to intercept more newly-arrived enemy.


Jade buys the group a little extra time but ultimately falls to the enemy’s relentless attacks.


Menk Blackthorne and Erasmus the priest strain to pull the wagon out of the water and back onto the road so that they can load the waiting cargo.

« Last Edit: July 07, 2014, 11:57:02 PM by Maniacus »

Offline Maniacus

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Re: Mordheim Quest Campaign: Battle Reports (pic heavy) - Updated July 7
« Reply #52 on: July 07, 2014, 11:53:42 PM »
PART 5

Hazkal the engineer and Erol Otis the wizard desperately fend off next wave of attacks.




The growing sound of more approaching ogres echoes through the area…


…while the group begins to hastily load both the cargo crates and their fallen comrades onto the wagons.


Dargor Ironhelm makes one last quick search of the area, whether to find the last remaining cargo crate or just to make use of the outhouse, only he knows.


Hagar the Norseman berserker makes a brave stand at the river crossing to protect his fallen comrade and in the hope of  buying enough time for his companions to begin hauling away the wagons.


The adventurers begin to put some distance between themselves and the pursuing ogres at the crossing.




Hagar manages to wound both ogres, but despite his courage he cannot hold them off indefinitely and the berserker falls to their savage attacks.


The ogres step over the fallen adventurers and renew  their frenzied pursuit, quickly closing in on the much slower wagons.


Erol Otis casts a fireball and slays the first of the pursuing ogres in a blast of magical flames.


The last remaining ogre bellows in fury and charges straight at the wizard, closing the ground between them at a frightening speed.

« Last Edit: July 07, 2014, 11:57:18 PM by Maniacus »

Offline Maniacus

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Re: Mordheim Quest Campaign: Battle Reports (pic heavy) - Updated July 7
« Reply #53 on: July 07, 2014, 11:54:29 PM »
PART 6

From her vantage point on the rocky hill above, Gabby the Amazon scout looses several arrows at the charging brute but it’s not enough to stop his charge towards the wizard.


This gives Erol Otis just enough time to cast one last fireball spell before the enemy is able to crash straight into him.


The flames race through the air and slam into the hulking creature, and the greatly relieved wizard watches as the ogre’s incinerated body falls onto the ground with a loud thud.


With no further enemies in sight, the adventurers quickly begin moving the wagons up the road and appear to have at last escaped any further ogre attacks for now.  
With luck they will soon return the wagon train’s cargo to their destination of Ostgate and receive their reward for successfully finding and rescuing the lost caravan.



To be continued with the group's next adventure . . .
« Last Edit: July 07, 2014, 11:57:39 PM by Maniacus »

Offline dinohunterpoa

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    • Isla de Santa Biscaya
Re: Mordheim Quest Campaign: Battle Reports (pic heavy) - Updated July 7
« Reply #54 on: February 16, 2017, 08:19:30 PM »
Where's the next adventure??? :D

Again: this is what miniature adventure is all about!  :-* :-* :-* :-* :-*

BTW: speechless on that amazing and wonderfully produced AAR as well!!! ;)
« Last Edit: February 16, 2017, 08:22:01 PM by dinohunterpoa »
"Because life is made of inspiration, dreaming and insanity in about equal measure."
- Erzsébet Báthory - 1560-1614 (?)

Offline Maniacus

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Re: Mordheim Quest Campaign: Battle Reports (pic heavy) - Updated July 7
« Reply #55 on: February 23, 2017, 11:42:35 PM »
Where's the next adventure??? :D

Again: this is what miniature adventure is all about!  :-* :-* :-* :-* :-*

BTW: speechless on that amazing and wonderfully produced AAR as well!!! ;)


I'm glad you've enjoyed reading about our adventures so far.  And this is a good reminder . . . I need to get working on the next battle report and post it here!


Offline dinohunterpoa

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    • Isla de Santa Biscaya
Re: Mordheim Quest Campaign: Battle Reports (pic heavy) - Updated July 7
« Reply #56 on: February 24, 2017, 12:10:50 AM »

I'm glad you've enjoyed reading about our adventures so far.  And this is a good reminder . . . I need to get working on the next battle report and post it here!

Yessssssss!!!  :)
 

Offline Corporal Chaos

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  • Posts: 289
Re: Mordheim Quest Campaign: Battle Reports (pic heavy) - Updated July 7
« Reply #57 on: February 26, 2017, 04:33:26 PM »
Great story and report!
I should be painting right now.

 

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