Campaign Story Line Missions

Campaign story line missions are available for all warband types. Each mission is given a warband rating approximately defining its difficulty. Gaining a warband story line mission victory awards +5XP warband experience.

STORY MISSIONS
During Story Missions, certain game rules are different:

* The enemy warband will never rout, morale has no impact on them. However, your warband is still fully affected by morale.
* You can only achieve victory by completing all of the Objectives.
* When the enemy is low on warriors, reinforcements will begin to arrive on the battlefield to support them.
* You will have control of a unique warrior (called the Dramatis Personae) for the whole fight.
* Should the Dramatis Personae fall Out of Action, your warband will flock to his/her aid and retreat, effectively ending the mission in defeat.
* Any items gathered will be discarded if you are not victorious.

## Sisters of Sigmar

### Living on a Prayer

#### Introduction

Act I-I, Rating: 700

The augurs sequestered within the Rock have divined a dire threat rising in the ruins of Mordheim. A cult of depraved heretics, the Brotherhood of Shadows, has descended upon the ruins of the Temple of Sigmar in the north-east quarter of the city. They intend to defile and re-consecrate the temple to their own Dark Gods. If they are successful in their purpose they will create a portal between the portal world and the Realm of Chaos through which the Ruinous Powers will be able to further the corruption of the city. To prevent Mordheim from sinking even deeper into the grip of Chaos, the cultists must be prevented from performing their obscene rites.

#### Map Description

The augurs sequestered within the Rock have divined a dire threat rising in the ruins of the Temple of Sigmar.

#### Opening Screen

"You do not need the High Matriarch of our order to tell you that this city is contaminated with a corruption that is a blight of soul as much as it is of the flesh. Mutation is but the outward sign of the rot gnawing away within the heart and the soul. It is for this that no less than Grand Theogonist Johann Helsturm established the commandment that the mutant shall not be suffered to live.

"More vile than those who are corrupted are those that embrace their defilement with open arms and sing praises to the Ruinous Powers. Blighted Mordheim has become the lair of many such revolting cultists. One of the most noxious of these daemon-worshippers is the Brotherhood of Shadows. They number among their abominable congregation many petty sorcerers, perverse magicians who seek to draw still more corruption down upon the city in order to expand their own diabolic powers.

"Our augurs have divined that a magister named Kleinz is leading a warband of the Brotherhood in an effort to defile and de-consecrate the old Temple of Sigmar. A sorcerous fulcrum would be conjured into being, a permanent doorway through which the corruption of Chaos will spill across the land. I do not have to tell you that this must be prevented at all costs.

"We will deploy at the front of the temple. I fear the taint of foul magic's will be obvious. Do not let fear distract you. We must act swiftly and with purpose. We must use the Relic to re-consecrate the Fountains and cleanse the holy bell. The simple hammers adorning the statues of the arch-lectors must be replaced with the sanctified bronze hammers drawn from the vaults beneath the Rock, thereby strengthening the purity of the temple. Finally, Kleinz must be destroyed as a warning to any other cults who think they can profane the house of our god."

#### Victory Screen

"You do credit to our order and our faith! Again, our might and valour have been displayed as a warning to all those who haunt the ruins of Mordheim! The Sisters of Sigmar's Mercy will suffer no unclean thing to defile the holy places of our god, nor will we allow evil to work its malignance unchallenged!

"Driving the Brotherhood of Shadows from the temple and thwarting their efforts to create a gateway between our world and that of the Ruinous Powers is an accomplishment that will be recorded in the chronicles of our order. This day you have proven that a stout heart and a pure mind are superior to the festering corruptions of Chaos. If ever you should have cause to doubt your purpose or the path of Sigmar has chosen for you, think back to this moment when you vanquished the minions of darkness.

"I must remain here to re-consecrate this holy place. It will take time to undo the profanations of Kleinz and his creatures, but with devotion and prayer, I am certain this sanctuary can be made clean once more. Perhaps the cleansing of the temple is a sign that Mordheim itself can be redeemed from the corruption that infests it. That, however, is a mystery even the augurs cannot divine. It is not left to us to see all, but simply to see what the moment demands and do our utmost to do what needs to be done.

"Continue your patrols in the ruins. Gather the vile wyrdstone that it may be safely entombed in our vaults. Do not stray from your purpose merely because those who covet the wyrdstone are merely ignorant rather than evil. Recall the wisdom of Grand Theogonist Gazulgrund who said that 'ignorance is the wellspring of all wickedness.' Let that mantra steel your hearts when pity and compassion might make you demure. Always remember that only the gods may know who is truly innocent."

#### Mission Reward

Sigmar blesses those who champion his will. Your recent success has garnered much praise from the Rock. Accept this gift, and may Sigmar grant you continued strength in this holy task.

50 Gold Crowns
Shredded Mordheim's Map x1
Healing Draught x5
Clothing x1
Light Armour x1
Heavy Armour x1

### River Raiders

#### Introduction

Act I-II, Rating: 900

The High Matriarch is pleased with the progress that your warband has made in combating the corruption rife within Mordheim. The cleansing of the Temple of Sigmar in particular has impressed her and she awards you with a reward from the Rock's treasury to help in your continuing fight. This reward, however, comes with added responsibilities. Bertha is concerned about a group of mercenaries who have seized control of the Quayside and are preparing to transport a big supply of wyrdstone down the river. Clearly, they have to be stopped lest the corruption be allowed to spread still further. Ending the activities of these mercenaries is the next task Bertha would ask of your warband.

#### Map Description

Bertha is concerned about a group of mercenaries who have seized control of the Quayside and are preparing to transport a large supply of wyrdstone via the river.

#### Opening Screen

"Through your help, the Temple of Sigmar has been re-sanctified and may once again serve as a beacon of our god's light. I hope you will accept a small reward drawn from our order's treasury. I trust you will put it to good use in defying the forces of darkness wherever they may prowl.

"I fear I must again request the service of your arms. As you know, it is the aim of our order to keep the corrupt taint of wyrdstone from spreading further than it already has. To this purpose we scour the ruins trying to find the loathsome shards and bring them back to the Rock were they may be safely locked away. In this task we are opposed by adversaries both human and inhuman who covet the shards for their own.

"One such adversary is a group of mercenaries called Reiker's Reavers. Thes sell-swords have managed to seize control of the Quayside and are using the docks there to load great quantities of wyrdstone onto a barge. It is their intention to sail their abominable treasure down the Stir and to Wurtbad where they can sell it off to the decadent nobility. They are either unaware of or are unconcerned about the taint associated with their treasure. The lure of gold has blinded them to such qualms. They will not listen to our warnings and we are compelled to use force to thwart their designs.

"We will deploy near the waterfront. A pirate ship recently floundered near the docks and there may still be kegs of powder for its cannon inside. You can use these to sink the barges the mercenaries are using. Whatever happens, we must not allow the wyrdstone to leave Mordheim! These villains have been afforded every opportunity to relent, now they must earn the consequences of their greed!"

#### Victory Screen

"Spare a moment to admire your handiwork. It isn't simple barges that you have set afire, but rather what these ships represent. You have prevented the spread of Mordheim's contagion to the rest of Sigmar's Empire. Truly there is no shame in such a destruction if it is to achieve such a sacred purpose. Those who would buy wyrdstone little understand the horrors they invite upon themselves. It is our duty to spare them such temptation. All those who would take the shards from this cursed city must be dealt with not simply as our enemies but as the enemies of Sigmar Himself.

"The wyrdstone we have recovered from Reiker's Reavers must be taken back to the Rock and secured in the vaults where its malignance cannot corrupt anyone. It is a grim burden, to bring such filth into our own fortress, but where else can we be certain it cannot fall into the wrong hands? This is the trial set upon us by Sigmar, this is why the Rock and our order were spared his judgement when the Hammer of Sigmar laid low the heresy and hubris of Mordheim!

"Bestow the last mercy upon your wounded foes. Death is a kinder fate than being abandoned to the city and its horrors. We must be away from here quickly. For the moment, your triumph over the mercenaries will have frightened off most of the scavengers lurking in the ruins, but we cannot expect them to be timid for long. The lust for wyrdstone will draw them out again, like moths to a flame. Before they regain their courage we must get these foul shards locked away.

"Make no mistake, though this has been a great victory, we have yet to purge even the smallest degree of Mordheim's corruption."

#### Mission Reward

Sigmar blesses those that champion his will. Your recent success has garnered much praise from the Rock. Accept this gift, and may Sigmar grant you continued strength in this holy task.

100 Gold Crowns

Poultice x3

Flail x1

Great Hammer x1

Rank: 3 Henchman/Novice

### Message in a Poison Bottle

#### Introduction

Act I-III, Rating: 1200

Thwarting Reiker's Reavers in their scheme to remove such a vast quantity of wyrdstone from Mordheim is an important enough achievement that Bertha decides to entrust your warband items drawn from the Rock's arsenal. The warband will have need of such a boon, for the Rock itself is beset by a strange affliction. Weird vapours rising from the island's shore have been making the Sisters patrolling the ramparts sick. The source of this strange malady has finally come to light: a nest of Skaven infesting the Middle Bridge! The ratmen have been pitching bottles of poison into the river which then crack open when they wash up on the rocky shore. To save the Rock, the Skaven must be stopped!

#### Map Description

The Skaven infesting the Middle Bridge have been poisoning the area and must be stopped!

#### Opening Screen

"For some days now, a strange miasma has been growing around the shores of the Rock. A mephitic vapour that has caused the Sisters patrolling the walls to fall ill. Until recently, it was believed that this strange mist was a further manifestation of Mordheim's corruption. Last evening Sister Magda observed a bottle caught in the current and driven against the rocky shore. When the glass broke, a noxious gas was released, adding to the miasma around our fortress.

"We have since recovered one of these bottles intact. The bottle is common enough, but inside is a poisonous concoction that swiftly turns into vapour when exposed to open air. The miasma is a direct result of scores of these bottles being cast into the river and carried to the shore of our island. A fiendish mind is behind this cowardly attack against the Rock and the Sisterhood!

"The enemy is the most vile imaginable - the insidious ratmen, the underfolk of legend! Our augurs have divined that the creatures have a nest on the Middle Bridge where they create this poison and cast it into the river. Their leader is a cunning beast named Fylch Sharptail. This villian must be eliminated, along with any sorcerers who might know how to create this foul brew. The ratmen have adorned the span with their profane bells, marking it as their own territory - these must be cut down and cast into the river. We must also destroy their stores of poison and the apparatus they employ to fabricate their murderous concoction. If this means descending into the burrows of these vermin, then so be it!

"The task ahead of us is perilous, but make no mistake, the future of our order is in question! With the glory of Sigmar to sheild us, with His righteous judgement to steel our courage, we will prevail against these vile skaven!"

#### Victory Screen

"This day you have saved the Rock from a despicable and cowardly attack. There can be no question that the ratmen intended to sicken us all and then swarm the Rock when we couldn't defend ourselves. Their objective was certainly the wyrdstone locked in the vaults. These creatures seem even more obsessed with the shards than the degenerate cults who gather around the Pit. One of their carcasses even had bits of the stuff driven into its hide like some sort of abominable jewellery!

"The carcasses of the Skaven will be piled and burned - I would not leave even a vulture to sicken itself upon such fodder. I will send more Sisters to come and seal the burrows. We have explored them most meticulously and I am certain that you have left no trace of their vile poison or the apparatus used to craft it behind. Still, the thought of more of these vermin slinking back to claim their tunnels is to repulsive to countenance. I will rest easy only when these burrows are closed off.

"Your service to the Sisters of Sigmar's Mercy will not go unrewarded. You have proven yourselves valorous and faithful, true exemplars of Sigmar. It pains me that such qualities must be hidden away in these blighted ruins, but we must accept the role that Sigmar has entrusted to us. We must be true to our convictions, to the grace that spared us from the destruction that scourged Mordheim. Whatever hideous form our foes may take, always remember that you fight not simply for yourself but for Mighty Sigmar as well. So long as we keep true to our god, what enemy can ever hope to prevail against us?"

#### Mission Reward

150 Gold Crowns

Partial Mordheim's Map

Luck Trinket

Clothing

Light Armour

Heavy Armour

### Eldritch Lore

#### Introduction

Act I-IV, Rating: 1600

After saving the Rock from the Skaven scheme to poison the Sisters, your warband is granted a tremendous boon for the order's resources. Even as this reward is bestowed, the High Matriarch calls upon you to once again confront a dire peril in the ruins. The North-East Quarter has seen a dramatic increase in daemonic manifestations. Bertha fears that the source of these attacks must be the ruins of the Great Library, a site already known to be infested with dark powers. She seeks your help in preventing this infestation from spreading.

#### Map Description

Bertha needs your help in destroying the infestation spreading from the ruins of the Great Library.

#### Opening Screen

"The Sisters will be forever in your debt for the destruction of the ratmen. However, just as there is no rest for the wicked, so the vigilance of the righteous must never cease. Over the last days, our patrols have encountered numerous daemonic creatures in the ruins of the North-East Quarter, far beyond what is typical even in a place as accursed as Mordheim.

"For some time it has been known that the Great Library has been a centre of daemonic manifestations. Even when it was the greatest repository of knowledge in Ostermark, the Library had a sinister reputation, rumours of profane tomes locked away within its secret archives. Since the Hammer of Sigmar descended upon the city, the Great Library has become infested with daemons, spectral manifestations of Chaos and the Dark Gods. While this infestation was limited to the walls of the Great Library, there was hope that it might dissipate on its own. Now such timid optimism must be rejected as an idle dream. Evil will not retreat of its own accord and if left unchallenged will only grow in its malignancy.

"I must warn you that another warband from our order has tried to combat the evil within the Great Library. They were overwhelmed, but a survivor lived long enough to warn of what they found. The old Curator is still there among the archives, but he has become a mad, corrupt sorcerer. Using the secrets of his eldritch tomes, he was brought daemons into our world and mutated beasts and men into foul and chaotic forms. While he lives, his blasphemies will continue.

"There is no saving the Great Library, it is beyond even my powers to sanctify the place. It must be purged with fire. The Curator must be killed. The Dark Tomes must be recovered and locked away in our vaults so that their evil may never be unleashed again."

#### Victory Screen

"is is a fearful thing to see a place of such knowledge and learning consigned to the flames, but far more fearful is the thought of the evil that made this place its refuge. Even I cannot say if the daemons will be vanquished by the fire, but I pray Sigmar that we have at least lessened their loathsome presence. At any event, without the deranged mind of the Curator to provide them with purpose, the daemonic infestation will not spread far from the ruins of the Great Library.

"I know that your warriors are weary. This has been a trying battle. Some of you barely escaped the flames as this unholy place was put to the torch. Others will bear the scars of daemonic talons all through their days. Some, perhaps, will suffer the deepest hurt of all, the doubts and nightmares inflicted upon their minds by the Curator's obscene magic. Yet even as you count your hurts and fears, know that you have survived the storm, you have passed through the ordeal. Where others would falter, you have prevailed! It is not an accident, but the will of Sigmar that you are triumphant! It is the mark of His favour and His blessing that endows your victory!

"Return now to the Rock. Rest from your travails. Tend your wounds. Mend your doubts. The corruption that infests Mordheim persists and if it is ever to be subdued, if this city is ever to be made clean, if its evil is to kept from the rest of the Empire - then the Sisterhood will need stalwart warriors such as yourselves!

"Rest for the moment, but know that Sigmar will call upon you soon to bring His judgement against all things foul and unclean!"

#### Mission Reward

200 Gold Crowns

Poultice x3

Sigmarite Warhammer x1

Great Flail x1

Rank: 4 Hero/Sister Superior

### Seduction of the Innocent

#### Introduction

Act II-I, Rating: 2000

The High Augur has disappeared from the Rock! For weeks the prophetess had isolated herself within her cell, beset by troubling visions and tormenting nightmares. Although none of the Sisters saw her leave, her cell was found empty when one of the novices went to bring the High Augur her daily meal. It is unclear if she was somehow abducted or if she left of her own volition. What is certain is that she must be found and brought back to the fortress before the horrors of Mordheim destroy her! The only clue to her disappearance are the unsettling dreams suffered by the Sisterhood's other augurs the night before she was discovered missing. All of the augurs experienced visions of great serpent of grotesque beauty and hypnotic splendour coiling itself around the Rock. The meaning of the dream isn't clear, but it must be related.

#### Map Description

The High Augur has disappeared from the Rock. She must be found at all costs!

#### Opening Screen

"Sisters! Calamity has befallen our order! High Auger Anyier is no longer among us! The rumors you have heard whispered within the Rock are true. For nearly a fortnight, Sigmar's Seeress has been beset by troubling visions and ghastly nightmares. She withdrew to the seclusion of her cell above the north chapel in order to purify her thoughts and seek to divine whatever prophecy lay hidden within these portents. This morning, however, when the novice attending Anyier brought her gruel, she found the cell empty! As impossible as it seems, Anyier vanished during the night!

"More ominous is the fact that every augur within the Sisterhood was wracked by troubling dreams during the night. All experience a vision of a great serpent, a snake of hideous beauty coiling itself around the Rock, its forked tongue whispering obscenities to them in their sleep. The wise among our order say that such a vision must be a sending of the perverse Prince of Chaos, Slaanesh!

"I don't need to impress upon you the hideous threat to the honour and purity of our order if the High Augur has been tempted away from serving Sigmar and has become corrupted by the Dark Gods! Already there are witch hunters who consider the Sisterhood to be apostate, if they should discover that a personage as revered as Anyier has betrayed Sigmar then they may gather in a crusade to annihilate the Rock!

"Some of the augurs who have recovered from their nightmares have shared with me a premonition that they experienced while praying in the north chapel. They insist that a voice told them to seek Anyier in the ruins of Count Steinhardt's palace. What madness could have drawn her to a place redolent of evil, I do not know, but it must be destroyed!"

#### Victory Screen

"An Alluress of Slaanesh! Vanquishing such an infernal abomination does glory to Mighty Sigmar! Praise be to Him that we were equal to such a challenge, for surely without His divine aid we could never have destroyed such a vile daemon. Even in a place as desolate and corrupt as Mordheim it is terrifying to imagine such a malignant spirit emerging into the mortal realm. Take heart that your purity and faith were strong enough to resist that daemon's seductive sorceries.

"High Augur Anyier has slipped free of the daemon's enchantment. Killing the Alluress broke the spell over her and once more Anyier's mind is her own. The taint and corruption of the daemon, however, is not so easily cast out. Her flesh ahs been befouled by the daemon's touch, her soul stained by the daemon's magic. No penance can absolve her of such defilement. Only in death can she find absolution. She must prepare herself to offer the sacrifice which will restore her to the grace of Sigmar.

"Before Anyier can accept her fate, however, she must be returned to the Rock. During her enchantment, she had a further vision - one that warns of a dire threat to the whole of the Sisterhood and to all of Mordheim! Ensorcelled by the daemon, she had glimpses of the creature's mind. She was able to sense the dark energies sustaining the fiend and could likewise see these fell powers becoming stronger, descending upon the ruins in a great storm. She anticipates that these powers are being drawn to Mordheim to feed some obscene rite. Until this vision comes to pass, Anyier must be denied her doom.

"For now, the service you have rendered me is done. You have the entire order's gratitude. I will dispatch other Sisters to cleanse the palace of any lingering daemonic influences."

### Blood of the Templar

#### Introduction

Act II-II, Rating: 2400

Since being returned to the Rock, the High Augur has been stricken with fever as the lingering daemonic taint reacts to being brought within the holy walls of the fortress. Delirious and wracked with pain, she has been able to utter only incoherent mumblings until now. This day, she emerged from her fever to deliver a grim prophecy: a great champion of Sigmar was coming to purge Mordheim of its corruption. Instead, he has fallen victim to the eviles of the ruins and his body and holy relics are in the hands of the Brotherhood of Shadows, the vile Cult of the Possessed! The cultists have taken their prize to the old Raven Barracks in the north-west quarter of the city.

#### Map Description

A great champion of Sigmar has fallen victim to the Dark Gods. His body and effects must be recovered.

#### Opening Screen

"High Augur Anyier has been plagued with severe fever since her return to the Rock. The daemonic corruption that taints her cannot abide the holiness of our fortress and as it suffers, so too does the body it has violated. Anyier may yet perish from her affliction and be denied her chance to atone for her apostasy.

"Today for the first time, the High Augur's delirium broke and she was able to speak. What she had to say was ominous. It seems the malignance of the Alluress continues to haunt her, tormenting her with unsettling visions. She could see a mighty champion of Sigmar, one of His templars, ride innto Mordheim to cleanse the ruins of the evil infesting it. Had Anyier been able to give us warning of the champion the Sisterhood could have set out to protect him. Instead, her fever silenced her tongue and she was tortured by the vision of this great man and his entourage beset by the Brotherhood of Shadows. Though he fought valiantly, the templar was captured! Taken to the old Raven Barracks, the cultists sacrificed him to the Dark Gods!

"Though the champion has fallen, his body and his regalia remain in the hands of the heretics! The holy hammer with which hhe made battle against the cultists is a sacred relic forged by the dwarfs, a weapon of tremendous power. The reliquary he brought with him is a Sigmarite talisman from the days of Grand Theogonist Gazulgrund! These treasures cannot be lost to the slaves of Chaos! More, we cannot allow the body of such a holy man to be left to rot in the ruins. His corpse must be brought back to the Rock, purified by the Sisterhood and entombed in a place of honour within our own crypts.

"The cultists remain in force at the barracks. We must purge the place of them and their filthy idols. Then we must reclaim Sigmar's own!"

#### Victory Screen

"No service is more sacred to Sigmar than avenging the murder of His servants. Today you have shown these debased cultists the strength of the god they deny. You have reminded them why they hide in the shadows to work their evil. You have shown them the price of their abominations! That we might purge all of Mordheim, all the Empire, all who have defiled their souls with the atrocities of Chaos!

"Returning the body of the champion to the Rock is an act of mercy that is certain to be rewarded by Sigmar. By honouring those who have sacrificed themselves in His holy name we perform our duty before our god. The templar will rest within our crypts, safe from the corruption of Chaos and the fell magic of necromancers.

"Already this act of charity has been a tremendous boon to the Sisterhood. The holy hammer will make a potent addition to the Rock's arsenal. We will contemplate its powers and decide upon how it may best be deployed to combat the foulness around us. It is the reliquary the templar brought with him which has worked a true miracle! Brought into the presence of High Augur Anyier, the reliquary began to glow with a wondrous light. Almost at once, her fever broke. The daemonic taint has been expelled from her flesh and her spirit! Her mind is as it was before the Alluress seduced her away from us! The matriarchs will examine her further, but it may be that Anyier has been redeemed from her ordeal and granted another chance to faithfully serve Sigmar! A true manifestation of divine mercy and power!

"Return to the ruins and continue the good work. The blighted wyrdstones you gathered have been sealed in the vaults, but there is more out there. Seize every shared before this blight spreads across Sigmar's lands!"

### Creature of Chaos

#### Introduction

Act II-III, Rating: 2800

A winged monster of terrible power and ferocity has been assaulting the Rock's battlements, trying to force its way into the fortress! Several Sisters have been killed in these attacks, snatched off the very walls to be devoured by the beast. It seems intent upon more than food, however. The mutated monster appears far more interested in the wyrdstone locked away in the vaults. The beast's most recent attack was its most vicious yet and it was driven off only after a fierce battle. Before the wounded monster can recover and return, Bertha wants it tracked to its lair and destroyed!

#### Map Description

A winged beast has been harassing the Rock. Bertha wants it tracked down and destroyed.

#### Opening Screen

"For some time, a winged beast has been harassing the Rock's battlements. In the bestiaries, the monster is described as a manticore, a ferocious creature that haunts the desolate wastes. Such a beast was part of Count Steinhardt's menagerie before the Hammer of Sigmar fell upon Mordheim. If this is the same brute, then it has grown considerably. More than grown, it has mutated! Even since it first began attacking the Rock, the manticore's size and appearance have changed - as has its viciousness! In its last attack it killed four Sisters before finally being driven off!

"It is more than simple hunger that draws the beast to assault the Rock. Each time it comes, the manticore flies low around the foundations of the fortress, snuffling and sniffing at the walls before attacking the battlements. It senses the wyrdstone locked away in the vaults and is striving to reach the shards! Some of our scholars believe the creature is eating wyrdstone and this has mutated it so horribly!

"Whatever brings the beast to us, we can't allow its attacks to continue. It was wounded in this last attack and it was seen flying down into the old Market Square. It seems the beast has its lair among the abandoned stalls and broken fountain. My scouts warn that we aren't the only ones who've found the monster's lair. They have spotted the Brotherhood of Shadows in the area, one of their magisters leading them. They may be seeking to capture the manticore for their own profane purposes. Clearly they have to be thwarted. Magister and manticore must be slain. For good measure, burn the beast's mutated carcass.

"My scouts also report a strange kind of wyrdstone in the area - and some skaven as well. Keep the ratkin from stealing any of the shards and bring whatever you can recover back to the Rock."

#### Victory Screen

"Destroying the manticore removes a tremendous threat to the Rock. The stoutest walls are small defense against a foe who can soar above them! At the rate in which the beast was growing and mutating, it might well have been able to force its way down through the sanctuary and into the vaults with its next attack! What havoc the brute could have wrought once it ingested all the corrupt shards the Sisterhood has recovered it is best not to contemplate. Praise Sigmar that such a horror has been averted.

"The rod of sorcery the heretical magister carried was intended to bind the manticore to his will. Once enslaved by the Brotherhood of Shadows, the beast would have become a menace of atrocious proportions! It is fortuitous that you were able to kill the heretic before he could complete his obscene magic!

"The theories of our scholars have borne out. The manticore was indeed consuming wyrdstone and provoking the ghastly mutations afflicting it. The strange corrosive properties of the wyrdstone you gathered from the market square was altered by the acids within the beast's stomach. The monster would grow agitated and spit them up, leaving them to smoulder on the ground while its brutish urges drove it to seek out more. Having seen what perverse uses the verminous skaven can put typical wyrdstone to, it is a good thing that they've been denied access to this corrosive variety. Locked away in the Rock, the ratkin will be unable to experiment with it and devise more of their fiendish devices.

"The service you have rendered our Sisterhood this day will not go unrewarded. I promise to find a suitably generous expression of my gratitude to bestow upon your warband."

### Gateway of the Gods

#### Introduction

Act II-IV, Rating: 3200

The High Augur has had another ominous vision. The warning she passed about the fell energies being drawn to Mordheim is coming to fruition. The Brotherhood of Shadows is preparing a dark ritual to harness the aethyric energies. If the rite is allowed to proceed, the cultists may succeed in opening a permanent gateway between the physical world and the Realm of Chaos! The unleashed power spilling through such a gateway would be far more dangerous than the wyrdstones and far more wide-reaching. The entire province might become a wasteland of mutants and daemons! Whatever the cost, this ritual has to be stopped before the gate can be completed!

#### Map Description

The Brotherhood of Shadows is preparing a dark ritual to harness aethyric energies. It must be stopped!

#### Opening Screen

"The divine visions of High Augur Anyier have brought us to this place. The Brotherhood of Shadows seeks to exploit the dark magic being drawn to Mordheim. The infamous sorceress Merga is leading the cultists in perpetuating the supreme abomination. They are erecting a circle of stone monoliths around the Statue of Count Gotthardt. The monoliths have already been dedicated to their Dark Gods by obscene sacrifices, attuning them to the malignant energies Merga seeks to harness.

"If the Brotherhood of Shadows isn't stopped, Merga will be able to transform the Statue of Count Gotthardt into a magical fulcrum. It well become the keystone to a gateway between our world and the Realm of Chaos! Winds of corruption and madness will explode across the land, mutating and destroying everything in their path. Daemons will be freed to roam the countryside, sustained by the fell energies pouring from the gate. Even worse, witches and sorcerers like Merga will be able to tap into these malignant forces, empowering them to commit even greater atrocities!

"To end this insanity, the monoliths themselves must be turned against Merga! As her ogre was transporting the monoliths, splinters of stone broke loose. Find the shards that have fallen from each monolith and purify them with holy water. When the purified shard is brought back to the stone, the profane power that infuses them will be nullified. Both Merga and the ogre she is using to move the monoliths must be slain lest the Brotherhood tries to repeat this ritual elsewhere in the ruins.

"Steel yourselves! It is not simply Mordheim but the Empire itself that is threatened by these heretics! If we fail here, Chaos will claim the land!"

#### Victory Screen

"Already the wild magic being drawn down into Mordheim begins to dissipate. The consecration of the monoliths has sealed the portal Merga hoped to open, slamming the door in the very faces of the daemons she would have unleashed. It is a temporary respite. The monoliths will need to be cast down and broken into rubble. Only then can the threat they pose be eliminated. Heretics of Merga's awful power and occult knowledge are rare so it is unlikely any of the magisters infesting these ruins will be able to create replacements for them and repeat the ritual she intended to perform.

"The plaza will have to be sanctified, purged of the corruption which the Brotherhood of Shadows inflicted upon it. This too, will our order see to. With prayer we will cleanse this place. Once again, the memorial of Count Steinhardt will shine as a beacon of hope to men of the Empire and serve as a warning to the creatures of darkness that heroes will rise up to oppose their malevolence and drive them back into the shadows!

"The smallest part of Mordheim's corruption has been cleansed. We have taken the first small step to redeeming the city from the horrors that beset it. In time, with the proper devotion and faith, this place may be restored to the Empire and returned to the keeping of Sigmar. It is towards that hope that you should continue to strive. Keep the faith, for without faith mankind would be lost entirely to the malefic powers of Old Night. Let your devotion to Sigmar be a flame against the darkness, a fire to drive back the shadows!

"Today you have won a great battle for our order, but do not rest upon your laurels. For the righteous, there can never be an end to the fight!"

## Human Mercenaries

### River Rats

#### Introduction

Act I-I, Rating: 700

The Quayside offers access to the River Stir and will enable the warband to use barges to transport wyrdstone out of Mordheim. Despite the dangers involved, the warband must gain control of this district and use of the surviving dockside facilities. Exploiting the river to send wyrdstone to Baron von Leitdorfer will give their patron an advantage over the other nobles seeking to profit from the magical rocks. It will also allow the warband to avoid the hazards of marching captured wyrdstone through the city and save the time wasted doing so, giving them greater opportunity to search the ruins for more treasure. This chance to gain advantage over the other warbands cannot be squandered!

#### Map Description

Gaining control of Quayside would open a valuable shipping lane for recovered wyrdstone.

#### Opening Screen

"This barge will bring us to the docks. The Quayside is in the possession of the ratkin. If we are to use this area to speed transport of wyrdstone to the Baron, the vermin must be exterminated. Only when the last of their foul breed has been driven from the area can we safely begin to use these docks.

"This will be no easy task. There is no surprising the ratmen, their eyes and ears are everywhere. They will be waiting for us to strike. They will have planned their ambush and laid their traps well. You must be cautious as you make your attack, but do not allow caution to make you timid. If we are to have any chance of success, speed is of the essence. The skaven are a fractious breed, but they will rally together to destroy a common foe. Reinforcements will come swarming up from the burrows of the ratkin if they think the Quayside will be lost to them. The sewers leading to their burrows must be sealed or there will be no victory for us here.

"A band of dwarf treasure hunters failed where we hope to succeed. Fortunately, they left behind a store of blasting powder in great ironwood barrels. Find these barrels and set them at each sewer junction. We can use them to seal the openings and cut off the ratmen from their reinforcements. This must be done if we are to carry the day and make use of the Quayside."

#### Victory Screen

"Do you hear that explosion? Do you see the plume of smoke rising into the sky? Do you smell the stink of gunpowder on the wind? That is victory, my friend! That is what triumph is! The sewers are closed and it will take considerable effort for the ratkin to open them again. Let us pray to Sigmar that the foul beasts lack the unity of purpose to mount such an effort.

"The first barge is ready to be loaded. Using the River Stir, we will be able to speed the wyrdstone you've secured to Bechafen faster and more safely than the overland route. Baron von Leitdorfer will gain a great advantage over his rivals as his supplies of wyrdstone expand. The Baron is an indulgent patron. As his fortune and position grow he will not forget the servants who made such an achievement possible. The Baron will send some token of reward in gratitude for the service you have performed this day.

"Continue to scour the ruins for more Wyrdstone. Every shared you recover not only helps the Baron but diminishes the fortunes of his enemies and rivals. When I have word from Baron von Leitdorfer, I will let you know."

### The Divine and the Defiled

#### Introduction

Act I-II, Rating: 900

Baron von Leitdorfer is very pleased the warband's conquest of the Quayside and the improved efficiency of their wyrdstone recovery. He has sent a reward to Mordheim to express his gratitude and to help the warband to gather even more wyrdstone for him. Luthor is a bit anxious about the Baron's increased expectations. The ruins are filled with many dangers to not only life but soul as well. If they are going to match the Baron's demands, the warband is going to have to stray into the most forsaken parts of Mordheim looking for wyrdstone. Before tempting the horrors lurking in the ruins, they should seek some divine protection and try to gain Sigmar's Blessing at the god's old temple.

#### Map Description

Before tempting the horrors lurking in the ruins, the warband should seek to gain Sigmar's blessing at the temple.

#### Opening Screen

"In my talks with refugees from the city, I have heard tales that the fonts within Sigmar's Temple possess miraculous properties. It is said that the divine power of Sigmar himself endows the water with holiness that empowers the faithful and repulses the corrupt. Before the comet struck Mordheim, the priests would fill sacred vessels with water from the fonts and bestow them upon those they deemed pious and worthy. The waters were said to be endowed with wondrous healing properties for those who kept faith.

"The priests are gone now. Indeed, the temple itself is in shambles. Scouting the place, I have discovered abominable cultists and monsters defiling what remains. They smash the statues of saints and martyrs, scrawl obscene sigils and texts upon the walls. I cannot say whether the power of Sigmar lingers in a place that has been so loathsomely abused, but if we would still seek the god's blessing I think we must move before the desecration is complete.

"Others have tried to save the temple. I have seen the bodies of several Sisters of Sigmar strewn about the sanctuary, killed by the depraved cultists. I believe the Sisters intended to draw upon the holy water, for some of them bear sacred vials, as the refugees described. If we are to make use of the fonts, we must gather these vials from the fallen Sisters.

"Be on the watch for a sacred relic that was hidden within the temple. If it is still here, it would be of great interest to the Sigmarite priesthood. If it can be recovered, it represents a treasure more precious than even wyrdstone. Find it, for we cannot abandon it to the corrupt creatures that prowl the ruins!"

#### Victory Screen

"The sacred waters of Sigmar will be a great boon to you in your activities within Mordheim. Employ them sparingly, for there is no knowing how long the fonts will retain their power in a temple that has been so cruelly defiled. The brightest light can shine only so long in the darkness.

"The relic we have recovered will be of great value to Baron von Leitdorfer. I will send it to him in Bechafen. Returning such a relic to the Sigmarites will gain him great favour in their eyes, perhaps even the support of an Arch-Lector or the Grand Theogonist himself! Such an endorsement from Sigmar's priesthood is something more valuable than gold or wyrdstone. Supported by the priests, the Baron will have far greater legitimacy than his rivals and his enemies will have to think carefully before interfering in his affairs lest they bring the wrath of Sigmar down upon their heads.

"Make no mistake, the Baron will be greatly pleased with what you have accomplished this day. I do not think you will go unrewarded.

"For now, however, we must leave this place. The profane hate of the corrupt draws them to the ruined temple like moths to flame. Much as it pains me to do so, we cannot linger. We do not have the strength or the time to protect this place from all those who would defile it. I would not shed more blood for a hopeless cause, even one fought in the name of Lord Sigmar."

### Bookworms

#### Introduction

Act I-III, Rating: 1200

Baron von Leitdorfer has contacted Luthor about locating an old volume which is reputed to be in the Great Library of Mordheim. This precious tome contains a detailed history of the von Leitdorfer family. By referencing this book, the Baron hopes to strengthen his claim to several fiefdoms that are currently under the control of one of his rivals. The Great Library is a mammoth building, so even before the cataclysm finding the book would be no easy task. Now, however, it has become a sinister place shunned even by the corrupt creatures that haunt the ruins. Some terrible force inhabits the Library, something the warband may be hard-pressed to overcome.

#### Map Description

Baron von Leitdorfer has contacted Luthor about locating an old volume reputed to be lost within the Great Library of Mordheim.

#### Opening Screen

"Your services to the Baron von Leitdorfer have convinced him of both your ability and loyalty. He specifically asked that I seek you out to assist me in a special service.

"There is, within the Great Library of Mordheim, a tome entitled Ironclaw's Atrocities against Our Great and Glorious Empire. It details in depth the outrages of the orc warlord Gorbad Ironclaw and the valor of those who stood against the monster's hordes. Among those heroes was Lord Maximilian von Leitdorfer, the Baron's ancestor. Our patron believes that this history contains details about the rewards and honours bestowed upon Lord Maximilian by Emperor Sigdan after the Battle of Grunwald. That account will hjelp to strengthen the Baron's claim to several fiefdoms currently occupied by his adversary Duke Schneidereit. Emboldened by the support of Sigmar's temple, the Baron wants to press his claim upon these territories and this book will give him the justification to do so.

"Be on the lookout for any tomes dealing with magic and alchemy while we're here. They can fetch a handsome price in these uncertain times. Sigmar will forgive such pragmatism, I'm sure.

"Searching the Great Library will be no simple matter. There is some strange horror that lurks inside those mouldering archives, something so malefic that even the ratmen shun the place. We must be on our guard and pray that Lord Sigmar remembers us as we prowl through those haunted halls. Keep the sacred vials close to you, steel your hearts against whatever frightful power now lurks within the Library. Be vigilant and be cautious. One mistake and we may learn to our peril what it is that calls the Great Library its home."

#### Victory Screen

"The Curator is gone, but I fear this place will forever be fouled by the daemonic things he conjured to protect his books. Even now I can feel unseen things watching me, scratching at the invisible wall that keeps them from this mortal world. I do not want to be here when they slip through that fence. In the face of such malignant forces, simple warriors like us are powerless. All we can do is leave while we can and trust that the daemons can't stray too far from this blighted place.

"Our good fortune in recovering Ironclaw's Atrocities will please the Baron. He will be able to press home his claims against Duke Schneidereit and recover the fiefdoms that rightfully belong to his family. If he is able to secure his claims, I am certain that the Baron will not neglect those who made his success possible. It might be too much to expect to be appointed beadle of a fief, but for warriors like ourselves a sack of gold or a new suit of armor would be more to our liking anyway. Administering peasants sounds much too peaceful to a man who crossed swords with a vampire... and lived to tell the tale.

"I will send Ironclaw's Atrocities along with the nest shipment of wyrdstone to Bechafen. Once the book is in the Baron's hands, we'll better know how useful it really is to him. Then we'll have a better idea of whatt kind of favour we can expect from him. In the meantime, continue gathering wyrdstone. At least we know how valuable those are!"

### Bridge on the River Stir

Act I-IV, Rating: 1600

The Baron is greatly pleased with the recovery of Ironclaw's Atrocities and has sent a messenger to Mordheim with a special reward for the warband. The messenger also bears ill tidings. Only about one in three of the barges leaving Mordheim are reaching Bechafen. Something is intercepting the wyrdstone shipments! The Baron commands that the warband investigate what is happening to his wyrdstone and put a stop to it. Whatever it takes, whoever is responsible, he wants the situation resolved before the next barge leaves the Quayside.

#### Map Description

The Baron tasks the warband to investigate why wyrdstone shipments are not reaching him.

#### Opening Screen

"We have been given a handsome reward by Baron von Leitdorfer. He is greatly pleased with the book you recovered for him. He is certain it will help to settle his dispute with the Duke.

"At the same time, the Baron's messenger brings us dire news. Someone or something is intercepting the barges going downriver to Bechafen. Only about a third of the wyrdstone you've been collecting has been reaching the Baron. Obviously this is a situation we cannot allow to continue.

"The wreckage of the barges has been found floating down the river, so we know whatever is striking them is interested only in the cargo, not in the boats. That makes me think it isn't simply river pirates, as they'd see the value in salvaging the barges too. I suspect it is somebody ambushing the barges while they are still within the walls of Mordheim.

"The best place to spring such an ambush would be the Middle Bridge. That's where I would lie in wait if I intended to hijack the cargo. Bandits or pirates, whoever is hitting the barges must be strong as the Baron has been sending guards with his cargo. We'll have to be careful when we make our thrust against the Middle Bridge. My scouts tell me there are big loading cranes on the bridge. That could be how they're offloading the cargo. We'll make certain to sabotage those when we make our attack.

"And if we can recover some of the missing wyrdstone, I'm sure none of us are going to complain about earning a little extra gold for ourselves."

#### Victory Screen

"With the cranes destroyed and this stinking ogre gone, even if the Comet-spawn take back the bridge they won't be as great a threat to the barges. The shipments of Wyrdstone to Baron von Leitdorfer can be resumed. That is sure to make your patron happy and put some gold in your pocket.

"Speaking of pockets, I held my nose and went through the bag of loot that mutant ogre had tied to his belt. The things one does for greed! I won't discuss some of the things that brute had stuffed in there, I'm just happy they didn't belong to anyone I know. Hidden away down among all the bits and pieces, I found a book detailing marriages and alliance among the nobles of Stirland. The ogre probably hung onto it because it liked the pictures, but I'm certain we could make better use of it. The tome looks to show all the derivations of the heraldic symbols, detailing the lineages of many of the Empire's noble families. I can't pretend to know too much about the high and mighty, but I'm pretty sure that this kind of information could be of use to the Baron. Maybe allow him to exploit the lineage and resultant territorial claims of some of the nobles in this area. Certainly couldn't hurt to send it along to him with the next load of wyrdstone.

"Securing the Middle Bridge opens new opportunities for you. The North-West district is where old Count Steinhardt's Palace lies, as well as the homes of Mordheim's nobility. I'm not sure how much is left, but there might be some rich picking among those ruins. Certainly worth thinking about.

"A man can never have too much gold, after all."

### Madman of Mordheim

#### Introduction

Act II-I, Rating: 2000

A youngblood from a rival mercenary warband brings word to you that his former captain has gone mad, mutated by Wyrdstone corruption. The madman has become increasingly vicious, perpetuating inhuman atrocities - including the execution of the deserter's own brother! The deserters seeks help destroying his old captain and securing his brother's belongings. He can sneak you into the enemy encampment and offers all the treasure the mercenaries have found. More, he claims the captain found the fabled sword Griffonbrand in the ruins - a blade of great power and renown. There is also the huge Wyrdstone shard that mutated the captain to capture.

#### Map Description

A Mercenary deserter seeks your help in killing his former Captain and securing his brother's belongings.

#### Opening Screen

"We've been afforded a grand opportunity to perform a great service for Baron von Leitdorfer. Among the nobility, our patron has no greater enemy than Duke Schneidereit. The Duke has sent his own warriors to loot Wyrdstone - the infamous Reiker's Reavers. Captain Reiker has always been a ruthless fighter, but now it seems he has become even more dangerous. His warband discovered a massive shard of wyrdstone in the ruins and its emanations have mutated Reiker. His mind has descended into madness, making him lead his mercenaries into atrocities of despicable depravity.

"One of Reiker's men has had enough. Franz has witnessed his captain lead a massacre of Sigmarite Sisters and been forced to watch his own brother executed for not carrying out Reiker's insane commands. Franz has turned on his old comrades and now seeks our help to end Reiker's evil.

"As if the wealth of a large piece of wyrdstone and the chance to destroy the Duke's men isn't enough motivation, Franz says that Reiker has found Griffonbrand, the sword once carried by the Baron's ancestors. If we can gain the blade our patron is sure to reward us greatly. Reiker also carries the key to his warband's treasure room. Franz only wants the return of his brother's belongings which are in the possession of Reiker's ogre.

"The plan is simple. Myself and two of your warriors will be captured by the Reavers. Franz will convince Reiker to hold us for ransom. When you lead the attack from the outside, Franz will free us and we'll attack from the inside. If anything goes wrong, Franz will light a signal fire. Then you'll have to fight your way in and break us out!

"Franz says there are broken doors in the Barracks the Reavers never fixed. If you find their levers you can repair them at the forge and outflank the foe!"

#### Victory Screen

"With Reiker dead the Duke will lose his most formidable agent in Mordheim. There might still be some Reavers around, but they'll only be a shadow of what they once were. We've seriously hurt the Duke's operations in the city and his coffers are sure to be impacted by the lack of wyrdstone flowing into them. Without that treasure, he won't be able to press his claims on the Baron's lands with graft and bribery.

"Baron von Leitdorfer will be thrilled to have Griffonbrand restored to his family. The sword is a legacy of his bloodline, a physical reminder of their heroic past and the services they rendered the Empire. The prestige afforded by such a legendary blade willhelp the Baron in his own territorial claims. Of course, the gold to be had selling that big chunk of wyrdstone isn't going to hurt either. There are limits to what even a nobleman can accomplish by appealing to honour and tradition, but there's few things that gold won't buy. I think we can expect the Baron to be most generous in rewarding us for presenting him such a treasure.

"Those Sigmarite Sisters we rescued from Reiker's cells haven't proved entirely ungrateful either. True, they're displeased that we're still shipping wyrdstone out of the city - in fact they've warned us that the next time they see us it will be as enemies unless we repent our ways! Still, they have offered us a special reward, something they were able to hide just before the Reavers captured them. I think they mean to bribe us into leaving Mordheim! I suppose if you can't appeal to a man's conscience even a Sister will try to appeal to his greed.

"Of course, the funny thing about treasure is that no matter how much you have, you can always use a little bit more."

### Servant of the Shadow Lord

#### Introduction

Act II-II, Rating: 2400

A dangerous sorceress wanted by the Temple of Sigmar has fled to Mordheim for refuge. The Baron has sent word that he wants this heretic killed so that he can gain the favour of the Sigmarite priesthood. The sorceress killed most of the hunters the Baron sent after her and the rest refuse to enter the city. One of the men she killed was a loyal retainer of the von Leitdorfers and had a precious heirloom of the noble house in his possession. The heretic stole it after she killed him and the Baron wants it back! This makes it doubly imperative that your warband hunts down this fugitive!

#### Map Description

A heretical sorceress has stolen a precious heirloom and the Baron would have it returned.

#### Opening Screen

"I have learned that a wanted fugitive has escaped into Mordheim. Merga, a sorceress who was associated with the Purple Hand. The Temple of Sigmar has placed a deathmark on her. The Baron wants to gain favor with the Temple and sent some of his own retinue to hunt Merga. She killed most of them before slipping into the city. One of those she killed was a valued retainer of the Baron and had been entrusted with a precious heirloom. She stole it from his corpse. I'm not sure which the Baron wants more - her head or his family bauble returned! If we are to stay in his good graces we'd better deliver both to him and quickly.

"My scouts have found Merga, but she isn't alone. She has joined the degenerate cults that infest these ruins. She has become an important leader to those who serve the Shadow Lord. So we must content with these creatures of Chaos as well!

Merga was last seen near the Statue of Count Gotthardt, preparing some obscene ritual. It has caused a great deal of agitation in the area - even the skaven are keeping clear of it! The cultists have taken prisoners and there are a number of Magisters assisting Merga in her ritual. A warlock spied out the scene. He claims that Merga is protected by powerful spells, anchored to the monoliths surrounding her. He says there are magical shards that were taken from these monoliths. Seize these shards and shatter them against the monoliths and we'll break her protection.

"The prisoners are lightly guarded. We'll need to deploy in four groups to cover every approach to the statue. Search the area and free the prisoners. If we can find one of those shards and break it, then we'll be able to tackle Merga herself."

#### Victory Screen

"That's the problem with sorceresses! You kill them and they. disappear! Can't leave. an honest corpse behind like any decent, natural thing! At least we're certain the hag is dead - I'd hate. to think of something like her lurking in the dark and plotting revenge!

"Without the corpse we won't be able to help the Baron curry favour with the Temple of Sigmar. At least we've got his family heirloom back. Maybe that'll be enough to ease his disappointment. I'd suggest we send along a nice big shipment of wyrdstone as well, just to remind him how valuable our services are to him. Fortunately, it seems the cultists gathered up quite a bit of the stuff to help Merga's ritual. Rather obliging of the scum to leave it all behind when we vanquished their leader and sent them all fleeing back to the Pit!

"The prisoners you rescued are all Sisters of Sigmar. They might not be so happy with us shipping wyrdstone from Mordheim, but they'd be even less happy being sacrificed to the Shadow Lord! They're willing to turn a blind eye while we collect the wyrdstone scattered around the Statue. I think they're too busy trying to figure out a way to cast down Merga's monolith and consecrate this place after all the cultists have done to it. In any event, they've told me that we've earned their gratitude and have promised to repay our generosity should we ever have need of it.

"I'm not. sure how far their generosity goes, but the Sisters can be trusted better than most to keep their word. That's more than you can usually rely on in a place like this!

"As soon as you've gathered up the wyrdstone here, you'd better start searching the ruins again. We might be in the good graces of the Sisters, but Baron von Leitdorfer is going to need a lot more to satisfy him."

### Palace of Profane Pleasures

#### Introduction

Act II-III, Rating: 2800

The Baron has sent word to Luthor that a young knight, son of Markgraf van Hoeller, has disappeared. The Markgraf is a supporter of Duke Schneidereit and the knight was working with Reiker's Reavers. If the Baron can rescue the Markgraf's son it is certain to cause a shift in his loyalties. Naturally the prospect of furthering his own position while diminishing the Duke's is very appealing to your patron. His command is simple: find the knight and get him out of Mordheim. The Markgraf consulted a witch and was told his son is still alive and in the old Palace of Count Steinhardt. That is where you should focus your search - despite stories that the place is haunted!

#### Map Description

The Baron instructs you to find and rescue the Markgraf's son. He seeks to gain favour with this family.

#### Opening Screen

"I have received a letter from the Baron commanding us to find a young knight, Wilhelm van Hoeller. His father is the Markgraf Ernst van Hoeller, a supporter of Duke Schneidereit. The knight was in Mordheim with Reiker's Reavers seeking fame and fortune but has gone missing. Desperate, his father consulted a witch and learned that Wilhelm is alive and in the Palace of Count Steinhardt. After what we did to the Reavers the Duke doesn't have anyone to help the Markgraf, so he appealed to the Baron.

"The Baron hopes to gain tremendously by putting the Markgraf in his debt. Taking the support of the van Hoellers away from the Duke would shift the balance of power considerably. If the Baron is able to move ahead with his plans for expansion, we would also share in the benefits. Certainly he will reward those who helped realize his ambitions.

"We are to find Wilhelm. I have been given a cameo that shows what he looks like. My scouts have already been dispatched to the Palace. Only one of them has returned! His report chills the blood!

"He claims they saw a vision of unearthly beauty in the Palace, a gorgeous woman holding court in the halls. The others were drawn in by this vision, but this scout was able to break free. Beauty was revealed as utter horror - a daemon!

"What befell the scouts must be what happened to Wilhelm - enslaved by the daemon. He must be freed from his thraldom. Under no condition can he be harmed. He must be sent to the Baron alive. At the same time, you must destroy this daemon to prevent it from claiming more victims.

"It is also imperative that any treasure in the Palace be kept secret. I'm not sure we can trust the Baron's generosity this time, so we'll just claim our reward from what we find during the rescue."

#### Victory Screen

"We will all take some solace knowing that fiend has been destroyed! That such an infernal, diabolic creature could exist even in a place as forsaken as Mordheim is enough to turn this old sellsword's hair white! It will be a long time before I'll be able to sleep at night. There are some horrors man simply wasn't meant to see. Let us hope the daemon stays in whatever hell your steel has sent it to!

"I was right, I knew we couldn't count on the Baron's generosity this time. You've managed to rescue Wilhelm, but just look at him! His mind is gone, broken by his time as the daemon's plaything. He just mutters to himself, unaware that we're even here. I don't think the Markgraf will be too grateful when his son returns to him like this and without the Markgraf's support the Barron isn't going to be happy either.

"The wyrdstone we took from the Palace doesn't feel right either. The warriors you've charged to carry it seem to be dazed and distracted, as though their own minds were starting to wander. I fear these shards have been corrupted by the daemon, tainted by the monster's vile essence. We certainly can't send them along to the Baron! I think there's only one thing we can do, and that is to take them to the Rock and give them to the Sisters. They'll lock these shared away where their evil can't hurt anyone. That might not gain us any gold, but at least we won't be spreading this horror across the Empire!"

### Birthday Present

#### Introduction

Act II-IV, Rating: 3200

The Baron expresses his displeasure at Wilhelm's insanity. His plans for alliance with the van Hoellers have come to nothing. Still, at least the Markgraf has withdrawn his support from the Duke, so it isn't a total loss. He sends a small reward to the warband, along with new orders. He will be throwing a large feast in celebration of the Baroness's birthday, with most of the province's noble houses attending the event. The Baron wants something spectacular to adorn his banquet hall when his blue-blooded guests arrive, something that will impress upon him the power and might of the von Leitdorfers. It is the warband's task to find a suitably magnificent trophy for him.

#### Map Description

The Baron desires something spectacular to adorn his banquet hall and tasks the warband to find a suitably magnificent trophy for him.

#### Opening Screen

"As I feared, the baron has been less than generous in rewarding us for rescuing Wilhelm. The alliance he hoped for with the Markgraf hasn't happened, but at least the van Hoellers no longer support the Duke.

"The Baron has issued new orders. The Baroness will be celebrating her birthday soon and most of the province's nobility will be attending the feast. The Baron wants to impress his guests with something exotic and spectacular in his banqueting hall. He wants a trophy that will amaze the other nobles and make them appreciate his power. Inspired by the vast menagerie of strange beasts Count Steinhardt kept in Mordheim, the Baron wants us to track down some survivor of the Count's collection and send its carcass to his castle. He will be satisfied only with the rarest and most exotic creature!

"I have already sent scouts into the old menagerie. Their report has been less than encouraging; the cages are broken and except for a few bones, whatever was inside them is gone. However, there have been sightings of something monstrous lurking in the Market Square - a Manticore! One of tmy scouts says the beast is wearing an iron collar, so it's possible the thing already has an owner. My worry now is that they'll recapture it before we can plan our attack. While you prepare a lure to draw the beast out, I'll scout the area myself. After all, if the beast is in too poor a condition it won't satisfy the Baron and all our efforts will be for nothing.

"Should I fail to return from my reconnaissance, I trust you to use your best judgement. Just remember, I am your link to the Baron and without me you will lose his patronage."

#### Victory Screen

"You've outdone yourselves this day! Not only have you slain the beast but you've exterminated its abominable masters as well! And of course rescuing this old sellsword's hide isn't unappreciated either! I haven't had this close a brush with death since that vampire took my eye!

"There's no need to worry about the Manticore being too unimpressive for the Baron! I saw the specimen they have in Altdorf and this monster makes that one look like a runt! The nobles in Bechafen would need iron in their veins not to be frightened out of their wits by this thing! We'll cart it down to the Quayside and send it down on a barge. The Baron's taxidermist is going to faint when he sees how big his job is. Once the Baron has this brute stuffed and displayed in his banquet hall, he'll be the envy of his peers. That should settle his rivalry with the Duke once and for all.

"The wyrdstone you've found around here seems to have taken on some peculiar properties. It seems the Manticore was trying to eat the things, then coughing them up when it couldn't digest them. We'll need an iron box to transport these shards as they're too corrosive to trust to mere wood. These shards might prove even more valuable to the Baron's alchemists because of whatever qualities they absorbed from being in the monster's belly.

"I'd advise we clear things up quickly. You may have killed the Manticore and its masters, but that doesn't mean there aren't other dangers lurking around this place. Any time something powerful falls there is never a shortage of scavengers eager to rush in and pick over whatever is left behind."

## Skaven

### Dock Wallopers

#### Introduction

Act I-I, Rating: 700

Human mercenaries have driven the Skaven from the Quayside. Through force of arms they have secured this part of the city and are now exploiting it as a staging area to send wyrdstone down the river by bardge. Already they have sent several boxes of shards out of Mordheim by means of the river. This act further incensed Murderlord Sknikkit of Clan Eshin: not only have his underlings lost control of the district, but now the humans are shipping the wyrdstone they seized from the Skaven far beyond the Murderlord's reach! The Murderlord demands that the humans be expelled from the Quayside and he isn't afraid to kill any of his minions incapable of meeting his demands!

## Undead

### Lothar's Legacy

#### Introduction

Act I-I, Rating: 700

There are treasures buried within Mordheim even more valuable to Count Vlad von Carstein than wyrdstone. The most coveted is the journal left behind by the city's most infamous inhabitant, the dreaded Baron Lothar von Diehl. This tome holds knowledge about the black arts that would go far to aiding Vlad's ambitions. The Great Library also holds records of where the city's ancient heroes are entombed, valuable information to any necromancer seeking to raise the dead. The Library is the domain of the crazed Curator, a sorcerer of daunting powers who will not part with his treasures easily.

#### Map Description

Knowledge is power, a fact not lost on Vlad. He seeks the lost knowledge contained within the ruined Great Library of Mordheim.

#### Opening Screen

"It is a great distinction that Count Vlad pays you. Your name must be held in some regard in the cobwebbed halls of Drakenhof. The Master has seen fit to reveal to you some small measure of his intentions. Know that Sylvania is a desiccated land, a withered thing that cannot sustain the ambitions of the von Carsteins. To prosper we must expand into more vibrant lands where the blood is young and fresh. The Empire is fractured, province set against province, every arrogant noble proclaiming the crown as their own. Never has there been a more propitious time for conquest.

"But the Master is wary. Present the squabbling mortals with a common enemy and they will unite. To guard against that eventuality, Vlad would reconstruct the Great Ritual by which the necromancer Vanhel first drew the undead legions from the plague-ridden soil of Sylvania. The Master would raise an army unseen since the days of Nagash. The first step to rediscovering those lost secrets is in Mordheim.

"Baron Lothar von Diehl, the treacherous apprentice of Vanhel left a journal of his experiments. That tome eventually found its way back to Lothar's relations in Mordheim, eventually to be consigned to the city's Great Library. Vlad wants that book and securing it is the duty that has been imposed on you. Secure it and you will enjoy Vlad's favour. Fail and there will be no peace even in the grave.

"The Library is defended by the old Curator. Since the cataclysm, he has become both a deadly sorcerer and a deranged madman. Defeating him will mean breaking the arcane wards he's placed in the Library and securing the magical staff he carries.

"Be vigilant as well for funerary records. It will be useful to know where Mordheim's heroes of old are entombed when Vlad raises his armies."

#### Victory Screen

"I have looked through the records left by Lothar von Diehl.The necromancer may have betrayed Vanhel and slain his master, but he certainly had a facility for detail when it came to writing down his arcane experiments. The cypher will be an easy enough one to decrypt, the true peril will lie in determining if Lothar left any magical traps woven into his rituals. That challenge, however, will be left to others. For now you have done what the Master required of you.

"It is to be regretted that the Curator couldn't be drawn into Count Vlad's service. His magic and knowledge of Mordheim would have been a valuable asset. Certainly there are spells by which his spirit might yet be called upon to serve, but it is always an uncertain thing to treat with the ghosts of the mad. One can never be entirely certain if the bindings will maintain their hold or if enough reason will remain to them that they can provide anything of value. We shall be content with his staff, it seems familiar to me, though I wouldn't care to speculate why just now. A bit more study may reveal its secrets. Perhaps it will prove a prize as valuable as Lothar's journal.

"The funerary records you've recovered are of more definite value. The famed and feted dead of six centuries and more are laid bare before us. Their names, their deeds and most importantly where they are entombed! Knowing the wards and rites by which their graves were consecrated will make breaking the hold magic a simple matter. When it becomes needful, the greatest warriors of this city's long history will rise from their coffins to serve the legions of Sylvania.

"For now, secure more wyrdstone. It will be needed to fuel the mighty necromancy that will bring the Empire into Count Vlad's thrall."

#### Mission Reward

50 Gold Crowns

Shredded Mordheim's Map x1

Healing Draught x5

Clothing x1

Light Armour x1

Heavy Armour x1

### The Martyr's Mourners

#### Introduction

Act I-II, Rating: 900

The ruinous Temple of Sigmar in the north of the city has become the stronghold of a warband of Sisters of Sigmar. The Sisters have brought the body of a fallen champion into the temple. A woman of exceeding holiness, even in death this Sigmarite martyr exudes a sacred aura. Should the Sisters complete a ritual of cleansing on the Temple, the emanations from the martyr's body may render the protective ward permanent, making the ruin inviolate to the undead. This rite must be stopped and the martyr's body sent back to Drakenhof for study to see if there is any way its holy emanations can be dispelled.

#### Map Description

The sisters at the Temple of Sigmar seek to perform a rite that would hinder our efforts in Mordheim. It must be stopped.

#### Opening Screen

"Little is the need to remind you that there are forces in the mortal world antithetical to our powers. None has proven as persistent as the followers of the god Sigmar, for it was his warhammer that struck the hand Great Nagash himself when the undead first sought to lay claim to the Empire. That divine power lingers on, granting protections to those who would defy the necromancer, the wight, and the vampire.

"Despite the ruinous state of Mordheim, the followers of Sigmar stubbornly refuse to abandon this place. An order of women, the Sisters of Sigmar, maintains a fortress on the river. These warriors have been a continuing obstacle to our activities, but now the threat they pose may be magnified. One of their champions was slain in combat recently, but even in death she remains an enemy. The corpse of this martyr pulsates with holy emanations, an aura inimical to the undead. A warband of Sisters intends to inter this martyr inthe old Temple of Sigmar in the north of the city.

"This cannot happen! Should the martyr's holy aura be melded with a ritual of cleansing, the ruined Temple could be sanctified, transformed into an inviolable bastion of Sigmar's presence. The Sisters would have a stronghold which no undead could invade.

"You must find the martyr's sarcophagus and disperse the sacred energies surrounding it with the death totems I have provided you. Then it will be safe to secure the martyr's corpse. We also need to attend to the reliquary the Sisters are employing to conduct their ritual. The Death Ward will be needed to counter its power. Once it is neutralized you will secure it so no other Sigmarites can use its power against us.

"The font which provides the Sisters holy water may also be defiled with the Death Ward, should you be able to locate it."

#### Victory Screen

"Yes, the Sisters are fallen and the sorry clay of their martyr will soon be on its way to Drakenhof. Perhaps Count Vlad's servants will pierce the secrets of the holy aura which emanates from the corpse. Perhaps they will revive this champion and bend her to the Master's will. That would indeed make a mockery of Sigmar's divine might!

"The Temple will remain as it is, a broken ruin among the desolation of Mordheim. The rite the Sigmarites thought to perform has failed to restore the dominion of their god. This place will stay a haunt of bats and rats all the creatures of Old Night. There will be no stronghold for the Sisters in the north, no added menace from the women from the Rock.

"Again you have earned the trust Vlad has placed in you. Don't fear, the Master remembers his loyal servants. You will be rewarded, through the knowledge that you have performed a service for the House of von Carstein should be a reward in itself. We are building a new world and we shall glut ourselves on the blood of the old.

"Back to your hunt. Scour the ruins and seek out the wyrdstone. The more you gather the more power there will be for the Master to call upon when he is ready to unleash his own Great Ritual and call the dead from their graves.

#### Mission Reward

100 Gold Crowns

Poultice x3

Mace x1

Great Hammer x1

Rank: 3 Henchman/Zombie

### Armies of the Night

#### Introduction

Act I-III, Rating: 1200

An especially tenacious warband of Witch Hunters has been driven into the old Raven Barracks after a violent battle with cultists. Weakened and fatigued from their fight, the Witch Hunters make a tempting target in themselves, but the Barracks offer other objectives for the agents of Sylvania. The bodies of the old commanders of the Raven Guard remain somewhere in the fortress, waiting for the necromancer who will draw them back from behind the veil of death. These commanders, fierce warriors and cunning strategists, would make for a great asset to the armies Count Vlad will muster when he moves against the Empire.

#### Map Description

The Raven Barracks were once home to men of considerable martial skill, Vlad would have their corpses that they may serve him in the wars to come.

#### Opening Screen

"For far too long the Swords of Abolition have interfered with the servants of Count Vlad. These
witch hunters have put entire warbands of undead to the torch and their efforts have seen
chests of wyrdstone removed from Mordheim and transported back to their Grand Theogonist in
Altdorf. Of all our adversaries in the city, these Sigmarite fanatics have been the most
unrelenting. Their destruction is something the Master has desired now for quite some time.

"I am therefore pleased to inform you that these Sigmarites were recently engaged in a fierce
battle with the Cult of the Possessed. The mutants and cultists took a heavy toll from the witch
hunters before they were vanquished. Weakened by the fighting, the Swords of Abolition
retreated into the old Raven Barracks to rest and fortify themselves.

"This is a grand opportunity to settle accounts with these witch hunters. They are vulnerable,
ready prey for any bold enough to dig them out of their refuge. Your warband will gain the
esteem of Vlad by disposing of these Sigmarites. It will not be an easy task, but there will never
be a better time to strike against them.

"To complete the destruction of the warband, you must kill Captain Helmut Kampfer and his two
disciples. The wagon in which these fanatics carry their icons and paraphernalia must be put to
the torch as well. We'll see how much the witch hunters like the sight of flames!

"There is another reason for going to the Raven Barracks. The funerary records you recovered
relate that the commanders of the Raven Guard were being removed from the crypts under the
fortress to be buried in the Garden of Morr. This was shortly before the comet struck Mordheim,
so it is more than possible that their bodies are still in the Barracks. If they are there, they must
be recovered."

#### Victory Screen

"There is a delicious irony in employing the tools of the enemy against them. Behold how the
flames crackle and dance, consuming the last reminder of our foe. Would that all the witch
hunters could be brought to such an end! The Swords of Abolition may try to reform, be never
again will they pose such a menace as they once were to our activities in Mordheim. This
irritant that has vexed Count Vlad for far too long is now naught but a noxious memory.

"You will be rewarded. Drakenhof has heard of your exploits here and the name of your
warband is known among the von Carsteins. Loyalty is its own renown, and you have proven
your loyalty to the Master. The wyrdstone you send back to Sylvania will accomplish great
things. When the time comes the power within those shards will usher in an era of eternal
night and an age that will belong to the undead.

"These commanders of the Raven Guard, they may look like only so many bones right now but
soon they too will serve the Master. Vlad will need leaders to guide the deathless legions he
will draw from the Empire's cemeteries. In life these officers were more than simply fierce
warriors. They were tacticians and strategists, men accomplished in leading regiments and
battalions. The imprint of their knowledge clings to these bones and when they rise again the
knowledge will be utilized once more. Again they will be commanders, but this time of the
fleshless legions of the von Carsteins!

"Still there is much to be done. The great magic that was conjured by Nagash and recreated by
Vanhel demands a vast amount of power to give it shape. You must persist in your hunt for
wyrdstone, that the Master might have such power when it is his time to perform the spell of
doom."

#### Mission Reward

150 Gold Crowns

Partial Mordheim's Map x1

Luck Trinket x1

Clothing x1

Light Armour x1

Heavy Armour x1

### Grave Fog

#### Introduction

Act I-IV, Rating: 1600

The coffins of the Raven Guard commanders must be sent to Sylvania. Baroness Katherina's familiar spirits have informed her that a ship is ready to bear away the grim cargo. The vessel cannot dock, however, as the Quayside is infested with skaven. In order to safely remove the coffins, the ratmen must be exterminated. A strange totem being used by the skaven to cloak their activities is responsible for a heavy fog that has settled on the area. If that magic could be harnessed and used to conceal the Sylvanian ship, the vessel would easily avoid the river wardens in Stirland. Securing the totem is as vital as driving off the ratkin.

#### Map Description

A clan of ratmen have infested the Quayside. Our plans of shipping the corpses to Sylvania must not be impeded.