Scenario 1: False Prophets
What is this sorcery? A false prophet and his band of miscreants are cavorting about the area. Morr warned you of this in your dream. He told of deceivers and charlatans who would attempt to poison and destroy the work of Morr. And behold! They are after the wyrdstone for their own nefarious deeds. These interlopers must be stopped, lest the work of Morr be undone.
terrain
Each player takes it in turn to place a piece of terrain, either a ruined building, tower, or other similar item. We suggest that the terrain is set up within an area roughly 4’ x 4’.
set-up
- Each player rolls a D6. The player with the higher score can choose to deploy first or second.
- The first player to deploy sets up his entire warband in deployment zone A as shown below. He may choose which quarter of the table to nominate as deployment zone A.
- The second warband can then be set up in deployment zone B, but no model may be set up within 14” of any enemy model.

starting the game
Each player rolls a D6 and adds the normal Initiative of their leader. The player with the higher score goes first.
special rules
Each warband is carrying 3 shards of wyrdstone at the beginning of the battle. Mark down this number for reference.
ending the game
The battle ends when one warband fails a Rout test. The routing warband loses.
experience
- +1 Survives. If a Hero or a Henchman group survives the battle then 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.
wyrdstone
The warbands gain all the wyrdstone they were carrying at the beginning of the battle, minus the number of their own Heroes that were taken out of action during the game, down to a minimum of zero. In addition, they gain one extra shard of wyrdstone for each enemy Hero they take out of action, up to the maximum number of shards the opposing warband was carrying at the beginning of the battle.
secrets of Vantor
If an enemy goes out of action within 4” of a Priest of Morr, the Priest earns 1 Secret of Vantor. If the Priest them self takes an enemy out of action, they earn 2 Secrets of Vantor instead. Each Priest may only earn this reward once during the game. If the Priest has already earned 1 Secret and then takes an enemy out of action, they earn 2 instead.
Epilogue
Read after playing scenario 1
The fight is over for now. The men seem relieved to be out of it, but the Priest seems troubled. While the rest of the warband collects themselves and tends to their injuries, the Priest stares off into the skeletal remains of the city. What would possess another band of fighters to enter the Death’s Head in spite of the horrors that are rumored to reside within? Was this rival band truly here to disrupt the work of Morr and spread falsehoods among the ruins? As the bloodshed commenced, there had seemed an air of apprehension that could be felt from the Priest, as well as from the supposed deceiver. Nevertheless, there is more work to be done.