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The Lost Park - Mordheim in Lustria Campaign Pack
The Lost Park - Mordheim in Lustria Campaign Pack
What to bring
- Your warband list filled out on a printed paper roster sheet (see link in Reference Guide) plus
pencil and eraser to record updates.
- Miniatures for your starting warband and reinforcements to represent warriors hired in later
rounds. Painted models counts towards achievements.
- Dice, measuring tape, counters etc.
- Mordheim rulebook (either the book, a print off or PDF) plus any rules explaining your warband
to be referenced by all players.
- Players are invited to exhibit their terrain. If you are willing to support this event by setting up a
tabletop we would love to hear from you!
Event details
Players may optionally attend on Friday evening to exhibit terrain and play 1 or 2 games.
The main event day comprises of 4 games on the Saturday. If their Heroes survive the jungle,
players are welcome to attend on Sunday for the finals round and survivor's team event.
Each battle is followed by a post-battle sequence to resolve income, injuries, exploration and
trading. Heroes are invited to enjoy the hospitality of Skeggi, where the Norscans carouse, gamble
and provide entertainment opportunities. Players cashing in any completed warband objectives
may claim rewards.
This campaign is being packed with special scenarios keyed to the table setups.
There will be a multi-player scenario battle on Sunday featuring special team conditions.
All players are expected to be familiar with some of the Mordheim rules or have some
understanding of Warhammer Fantasy Battle. This event was developed to be inclusive for
intermediate and expert level fans. Since the event organisers are on hand to introduce new
content and explain processes, then it is suitable for eager Warhammer fans who are beginners.
Rules
Mordheim games use rules from the core rulebook. Players are encouraged to reference errata and
guidelines where relevant from Town Cryer [TC], Empire in Flames [EiF], Nemesis Crown [NC]
Mutiny in Marienburg [MiM] and Border Town Burning [BTB] supplements to enrich the shared
narrative experience. Please keep things simple when playing against inexperienced players.
Warbands
For this narrative event, please select any of the official or unofficial warband lists on Broheim
categorised as 1a/1b/1c/2a (except for MIC & KAZ). Your starting warband will be 500 gold crowns.
Warband Leaders begin the campaign with one skill chosen from the available skill lists.
Every warband begins the campaign with one Rabbit's Foot.
Rabbit's Foot allows the Hero wearing it to reroll one die during the battle. If not used in the battle
it can be used to reroll one of the dice during the exploration phase providing the Hero is able to
search through the ruins.
Venue
Entoyment Wargaming – Unit 2, Fleetsbridge Business Centre, Upton Rd, Poole BH17 7AF
There is free parking at the venue. Use available spaces at the front of the business park.
Please avoid parking in space in front of other premises as they belong to the industrial units.
Drinks and snacks are available in the gaming centre and hot food is also being served.
Please support the venue by making use of this service unless you have special dietary conditions.
Schedule
The event will be ran flexibly so as not to rush players. The venue opening times are as follows:
Friday – 10am open / 6pm start / 10pm close
Saturday – 10am open / 6pm close
Sunday – 10am open / 2pm finish
Evening hospitality will be arranged Saturday near central Bournemouth. Anyone travelling to the
event is recommended to book far enough ahead to find accommodation somewhere in the town.
Scenario Pack
Geographical scenarios are keyed to locations in Lustria. The "Skeggi Town Cryer" includes:
Coastal Encounters, Tropical Hazards, Jungle Exploration, Skeggi Settlements and more.
Copies are available before the event, with supporting material available on campaign weekend.
The Tradesrat
New equipment cannot be purchased until doors open on Saturday morning. Before the first
battle, players will be asked to jot down which Rare items they will be rolling to search for and
which Common items they most likely need to buy after round one.
The Tradesrat uses this information to update the ‘Lustria Manifest’. Before buying or selling any
equipment, refer to the prices recorded on the Manifest. It works like a dynamic market.
Trade goods in the New World become scarce! After buying and selling any equipment, report all
transactions completed to the Tradesrat. This information is used after each post-battle sequence
to update the price and rarity of all equipment being traded.
Special Equipment
Most of your needs will be met through referring to the Lustria Manifest. The Tradesrat has got
you covered! Scenarios refer to charts with contraband being brought to Lustria from Marienburg.
D6 Result
1 Crest! A wave crashes against the cargo smashing its contents to smithereens!
2 Crate. 2D6 gold crowns worth of light goods.
3 Chest. Two models are required to move a chest. Roll a D6 for its contents: 1-3 Treasure
4-5 D3 Treasures 6. Medicine Chest.
4 Barrel. Two models are required to move kegs. Roll a D6 to prize the barrel open to reveal its
contents: 1. Hostage 2. Powder Keg 3. Superior Blackpowder 4. Alcoholic Spirits
5. Elven Wine 6. Bugman's Ale
5 Coffin! Two models are required to move coffins. Roll a D6 for what the casket holds:
1-3 Waterlogged Corpse 4. Blunderbuss 5. D3 Handguns 6. Hochland Long Rifle
6 Booty Sack! Carefully packed in a grain sack is an exquisite commodity of rich value!
Roll on the Booty Chart for the looted article.
Powder Kegs: A powder keg is treated as a chest with one exception: it can be caused to explode!
Warriors may shoot at a powder keg with blackpowder weapons, fire bombs and fire arrows and they
may attack the keg in close combat using torches and brazier irons. Of course, they may also use all
similar weapons and items that can ignite the powder inside. The model must hit and wound as usual
(Toughness 4). Then roll a D6: on a 4+ the keg explodes (remove the keg from the game). If the model
rolled a critical hit the keg automatically explodes. An exploding powder keg causes an automatic
Strength 6 hit to all models within a range of D6+3".
Medicine Chest: A Medicine Chest can be used as D6 doses of Healing Herbs or as a one-off
to allow a Hero to re-roll on Serious Injury Chart, unless the result was 'Captured' or 'Sold to the Pits'.
Victuals: Victuals may be used after a battle. If the warband sells Treasures, the warband is considered
to be one size lower (so a warband with 10-12 members is considered to be comprised of 7-9 members
instead). A warband may use as many victuals as they wish, but note that the warband size cannot be
considered lower than 1-3 models.
Blowpipe: Range: 8"; Strength: 1; Special Rules: Save +1 / Poison
Save +1: This weapon has a positive armour save modifier, so a model that normally has
a save of 5+ will get a save of 4+ against a blowpipe dart. Even models that normally do not have an
armour save will get a 6+ save to take into account protection offered by clothes, fur or the like.
Blowpipes cannot cause critical hits.
Poison: The needles fired by a blowpipe are coated in a venom very similar in its effects to the
Black Lotus (6 on the roll to hit, the victim is automatically wounded).
Tripwire: A Hero may set a trap if he spends a turn doing nothing else (he may not set traps if he’s just
recovered from being knocked down). Place a marker in base contact with the Hero. When a model,
friend or foe, moves within 2" of the marker he risks setting off the trap – roll a D6. On a score of 3+ he
has triggered the trap and suffers a Strength 4 hit (note that the Hero won't trigger his own traps). If the
trap did not wound the model or it didn’t trigger, the victim may finish his move otherwise he is placed
knocked down or stunned 2" from the marker. The marker is removed whether the trap was triggered
or not.
2D6 Result
2 Roll on the Arcane Items Chart (see Magician's Workshop in the Marketplace)
3 Roll on the Herbs & Potions Chart (see Herbalist in the Marketplace)
4 Telescope
5 Compass
6 Holy (or Unholy) Relic
7 Roll on the Tainted Items Chart
8 Duelling Pistol
9 Mordheim Map
10 Elven Boots
11 Roll on the Custom Weapons Chart (see Pit of Blood scenario from Mutiny in Marienburg)
12 Roll on the Profane Books Chart (see Bazaar of Books in the Infamous Haunts)
Telescope: Any Hero using a telescope may increase the range of any missile weapon he is using by D6"
each turn. Furthermore, he triples the distance at which he can spot hidden enemies.
Compass: In scenarios where players roll to determine which side deploys first, a warband with a
compass may re-roll their result. If the Hero with the compass is missing the battle it cannot be used. If
both sides have a compass then no re-rolls are allowed.
D6 Result
1 Wyrdstone Shard! Carry wyrdstone shard.
2 Wyrdstone Pendulum. Wear necklace. Refer to Mordheim Annual page 16.
3 Wyrdstone Poultice. Carries sealed poultice. Wyrdstone ink is poured to create a poultice
that heretics apply as a salve to promote fortitude and fertility! A Hero with wyrdstone
poultice can use it once only at the beginning of the recovery phases as long as he is not
engaged in hand-to-hand combat. Roll a D6. On a 1-3 the Hero receives a mutation. Roll on
the Random Mutation Chart and apply the result. On a 4-6 restore all wounds he has
previously lost during the game instead. (see Corrupted Characters player aid).
4 Wyrdstone Tattoo Ink. Carries sealed vial of ink. Wyrdstone ink is used by the northern
tribes and other cultists in applying tattoos. Tattoo ink has one use only. Roll on the
Random Mutation Chart and apply the result. Whenever a double is rolled on an Advance
roll for a Hero with a wyrdstone tattoo roll for a new mutation (see Corrupted Characters).
5 Wyrdstone Spyglass. Carry a wyrdstone-lensed telescope! Wyrdstone spyglass can help a
Hero spot Hidden enemies from twice as far away as other warriors (i.e. twice their Initiative
in inches).
6 Power in the Stones! Carries magic stone. Roll 2D6 on the Evaluation Chart to determine a
power (see Alchemist in Corrupted Characters player aid).
Reference Guide
List of warbands: https://broheim.net/warbands
Core rules including errata:
https://broheim.net/downloads/rules/Mordheim%20Rulebook%20Complete%20Editable.pdf
Warband roster: https://broheim.net/downloads/resources/Official%20Roster%20Sheet.pdf
Digital editable warband roster:
https://broheim.net/downloads/resources/Mordheim%20Roster%20v2%20(Editable).pdf
Supplements
Empire in Flames https://broheim.net/downloads/rules/Empire%20In%20Flames.pdf
Border Town Burning https://broheim.net/campaigns.html
Mutiny in Marienburg http://libermalefic.blogspot.com/2020/09/backroom-politics.html
Nemesis Crown
https://broheim.net/downloads/campaigns/nemesiscrown/Nemesis%20Crown%20Complete.pdf
Magical Mishaps: Controlling the Winds of Magic presents a challenge to any spellcaster. If a result of double 1 is
rolled when attempting to cast a spell something has gone horribly wrong! Roll 2D6 on the Miscasting Table.
Rerolls from a Familiar, Rabbit's Foot, Mind Focus skill or other effects cannot be used to avoid a miscast.
Dice results from the Miscasting Table may be rerolled as normal. Wizards and Priests are all susceptible.
D12 Result
Raw metaphysical energy engulfs the mage, melting Consuming a portion of power required causes a
mind and mutating body into the spawn of Chaos! hazardous awakening or dangerous detonation.
Remove the Wizard from your warband roster and The Wizard is thrown D6" in a random direction and
replace it on table in this battle with a Chaos Spawn then lands knocked down. Roll a scatter die to
if you have an appropriate model to represent it. determine which way the blast goes.
Refer to Border Town Burning supplement page 129.
Any models in base contact suffer a Strength 10 hit,
as the Wizard's flesh warps and their soul is stripped!
As the fibres of reality begin to tear a passage to the
Followers of Chaos may add a Spawn to their roster.
Realm of Chaos, the sorcerer’s mind is ravaged by
the attention of a hideous Daemon.
The Wizard suffers a Strength 8 hit (no armour saves
Wracked by a relentless discharge of dark sorcery, allowed) and will flee 2D6" in a random direction.
a flood of magical energy burns everything within The Wizard continues to flee using own movement
close proximity. at the start of each Recovery phase unless a
Leadership test is passed.
The Wizard and all any models within 2" suffer a
Strength 6 hit with no armour saves allowed.
Mumbling incomprehensibly, the wizard mutters
phrases from the Book of the Dead by mistake!
Ogre tribes have wizards. Even notoriously stupid
Trolls are capable of magic with their Troll hags. The Wizard forgets how to cast the spell for the rest
Miscalculations made manipulating energy might of this battle. Roll a D6 on the Necromancy spell list
mutilate a mage’s mind. and cast that spell automatically this turn instead.
The Wizard is now stupid. Roll a D6 after the battle:
on a 2+ the effect ends otherwise it is permanent.
Vortex conditions remove eldritch energy from the
landscape, negating all forms of sorcery by
becalming the Winds of Magic. Few spellcasters
Mystical fields overwhelm mages with complications possess the talent to summon a maelstrom unless it
- unexpectedly soaking away energy through a was achieved by accident.
dampening barrier, leaving the wizard barren.
The Wizard suffers a Strength 4 hit. No armour saves
The Wizard cannot cast any spells for the duration of allowed. All spells currently in play are dispelled and
this battle. no magic spells can be cast for the rest of the battle.
Any daemons in play must pass a Leadership test in
each Recovery phase or be taken out of action.
Scenario Pack
Players are free to choose which table to play their battles on. Scenarios are keyed to the battlefield
terrain set ups. They are based on deepwater, shoreside and wilderness locations found in Lustria.
1. The Sea of Claws [MiM scenario 15: All Hands On Deck!]
2. The Spear Reef [MiM scenario 8: The Sting]
3. The Fortress of Dawn [MiM scenario 21: Bilespit's Folly]
4. The Isthmus [Cities of Gold scenario: Island Hopping]
5. The Vampire Coast* ['Dread Freight' – reimplementation of MiM scenario 10: Dead Freight]
6. The Jungle Trek [Mordheim Annual – Blazing Saddles scenario: Mule Train]
7. The Blood Swamps [EiF scenario: Lost In The Bogs!]
8. The Rainforest* [Mordheim Annual – Chaos on the Streets scenario 7: Monster Hunt]
Team Finale – The Temple* [MiM scenario 9: Burrow Town Collapsing]
*multiplayer battles