Scenario 3: The Gaol
Mordheim’s Gaol was not only used to imprison the city’s criminals but those of the surrounding areas as well. Even with the daily executions that took place in Executioner’s Square the crumbling building was literally full of society’s detritus from humble debtors to callous murderers. When the comet crashed into the city, a great crack fractured the Gaol in half allowing the few surviving prisoners to escape. However, rumors persist that someone or something still inhabits the dark recesses of its inner sanctum. Worse yet, that thing may be guarding crucial secrets.
terrain
Choose any one neutral table edge of a 4’ x 4’ area and place a large ruined building on the chosen table edge just on the table. This represents a part of the Gaol. The rest of the gaming area represents the Gaol grounds and terrain should be set up in a mutually agreeable manner.
set-up
Place three figures representing the warped Guards just inside the prison and within 2” of each other. These can be any human-sized models. Just behind them, place a model representing the Warden inside the Gaol. This model can be anything, for the corruptive power of wyrdstone knows no bounds. The model should be slightly larger than the Guards.
warbands
Both players roll a D6. Whoever rolls highest decides who deploys first, with the deploying player picking an edge of their choice. His opponent then sets up within 8” of the opposite edge. The edge that contains the Gaol may not be used for deployment. Only use the edge opposite the Gaol if playing with more than 2 players.
starting the game
Both players roll a D6. The highest scoring player takes the first turn. The Warden and the Guards (see below) take a turn after both players have had their turn and are effectively a third player.
special rules
Warden
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 5 | 4 | 0 | 5 | 4 | 3 | 4 | 2 | 10 |
Special rules
Thick Skin: The Warden has an armor save of 4+.
Immune to Psychology, Causes Fear
No Pain: Treat a ‘stunned’ result on the Injury chart as ‘knocked down’.
Hungry Leap: It is unclear what the Warden use to be. What is clear is that the monstrous being seeks only to consume those who wander too close to the Gaol. The Warden will move towards – and charge, if in range – the closest enemy. If there are any stunned enemies within 10”, the Warden will attempt to leap into one-onone combat with them. This leap ignores combat and may even pass through obstacles and enemies (the Warden is that hungry!).
Any warriors in base contact with the Warden may attempt to prevent this movement by rolling an 9+ on a D6 plus their Strength. If any warrior succeeds, the Warden does not leap. If all warriors fail, all enemies in base contact with the Warden are knocked down as the Warden leaps. Determine the target after and only if the Warden was not stopped. If the Warden can attack a stunned model, that model is automatically killed (as if rolling 11-15 for Serious Injuries).
Guards
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 |
Special rules
Immune to Psychology
Billy Clubs: Three mutated guards still reside within the Gaol. Their minds have been warped by the influence of wyrdstone and they serve only one purpose: to feed the Warden. They will move towards – and charge, if in range – the nearest warrior. If the Guards manage to injure a warrior, do not roll on the Injury table. Instead the warrior will be treated as stunned for D3 turns. They will always prioritize attacking knocked down warriors if they can.
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.
- +2 Slaying the Warden. Any Hero or Henchman group that puts the Warden out of action earns +2 Experience.
the Gaol
If a Priest of Morr is standing in the Gaol at the start of a Recovery Phase, they earn 1 Secret of Vantor.
If any warriors are inside the Gaol at the end of the game, that warband receives +1 die during their Exploration roll.
Epilogue
Read after playing scenario 3
Nobody even checked to see if everyone was accounted for until they were all well away from that horrid place. Only a fool would have thought to search the ruins of the Gaol for anything of value with that monstrosity roaming about. Naturally, the ruins were searched, and they did yield something of value. A footlocker, nestled inconspicuously amongst the debris as if secreted there with purpose, was of particular note. It was locked, but that stopped nobody. The scattered notes and trinkets inside seemed those of a madman. Grubby pages were scrawled with half-thoughts and arcane ravings. The enslavement of the soul, the usurping of death, an ultimate deception, and the end of the world as we know it were the most frequented topics of dissertation. Among the various curios were some odd and noteworthy pieces; a human skull covered in strange symbols, a knobbly piece of unidentifiable metal, and an inert shard of wyrdstone that had lost its glow. While the men started debating whether the box would be better off sold or used for kindling, the Priest snatched it away and slammed the lid shut. He would need time to study the contents, but that would have to wait. Many souls were yet waiting, and there was work to be done.