marshes of madness booklet

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Page 1: Marshes of Madness Booklet

8/2/2019 Marshes of Madness Booklet

http://slidepdf.com/reader/full/marshes-of-madness-booklet 1/44

   A   W  a  r   h  a  m  m  e  r   C

  a  m  p  a   i  g  n   b  a  s  e   d   i  n   t   h  e   M  a  r  s   h  e  s

  o   f   M  a   d  n  e  s  s  a  n   d  r  u  n   b  y   W  a  r   h  a  m  m  e  r  g  a  m  e  r  s .

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  w   B  a   i  n   b  r   i   d  g  e ,   D  a  n   B  a  r  n  e  s ,   N   i  c   k   B  a  y   t  o  n ,   J  o   h  n   B  r  a  c   k  e  n ,   A   d  a  m

   C   h  r   i  m  e  s ,   J  o  n   L  e   i  g   h ,

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  m  p  s  o  n ,   B  e  n   j  a  m   i  n   H  a  y  e  s ,   P  a  u   l

   H   i  c   k  e  y ,   A   d  a  m   S  n  o  o   k ,   O   l   l   i  e   W   h  a  n   t ,   C  a   l   l  u  m   W   i   l   l   i  a  m  s

   &   M   i   t  c   h  e   l   l   W  o  r   t  o  n

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   W   i   t   h   A   d   d   i   t   i  o  n  a   l   C  o  n   t  r   i   b  u

   t   i  o  n  s   b  y  :   A   d  a  m   C   h  r   i  m  e  s

   D  e  s   i  g  n  a  n   d   A  r   t  w  o  r   k  :   M  a  r   k   H  a  m  p  s  o  n

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CONTENTSIntroduction.................................................3

The Twin Moons..........................................4

  The Marshes........................................6

Marshes of Madness Guide.................8

The Rules....................................................12

  The coming of Morahngol K’tah......14

Getting the Essentials........................15

Marshes of Madness Rules...............16Special Rules.....................................17

Special Scenarios.......................................19

  Underground Caverns..................... ..20

Alternative Siege Scenario................21

The Players.................................................22

  Andrew Bainbridge - Dwarfs............24

Dan Barnes - Skaven.........................25

Nick Bayton - Night Goblins............26

John Bracken - Vampire Counts.......27

Adam Chrimes - Tomb Kings...........28

John Hampson - Orcs & Goblins......29

Mark Hampson - Beastmen..............30

Benjamin Hayes - Dark Elves...........31Paul Hickey - Lizardmen..................32

Ollie Whant - Ogre Kingdoms..........33

Callum Williams - Wood Elves.........34

Mitchell Worton - Ogre Kingdoms...35

Anthony Saliba - Beastmen..............36

Jon Leigh - High Elves.....................37

Spring..........................................................38

  The Map............................................40

Spring Turn 1....................................42

Spring Turn 2....................................52

Spring Turn 3....................................58

Azharr of the Marshes of Madness...60Summer.......................................................64

The Map............................................66

Summer Turn 4.................................68

Summer Turn 5.................................70

Summer Turn 6.................................74

Conquering Karak Zorn....................76

 2  3

INTRODUCTIONOver the course of the last six months, a few avid hobbyists who play at War-

hammer World quite regularly decided to run a campaign in the Marshes of 

Madness. This book will retell those tales.

So where to begin? It was the cold month of De-

cember 2011 and Games Workshop had just brung theBlood in the Badlands book out for us Warhammer 

hobbyists to indulge in. Luckily living close to War-

hammer World had a massive benet as we were able

to go and talk to the guys who wrote the book on the

day of release. It was great to see Warhammer in such

a new and exciting light after playing tournaments

for so long - so without much hesitation myself and

Mitchell Worton decided to write something quite a

 bit mad.

Of course we decided to use the rules from the

Blood in the Badlands book but we wanted to make it

our own avour of the same thing, so we moved south

- into the Marshes of Madness. Mitch came up with

the concept of the antagonist of the campaign, and

that beast is known as Morahngol K’tah! A mighty

denizen of the Chaos powers, and a monstrosity which

is looking to destroy all around it, however nobody

knows why. It was Morahngol K’tah that spawned

the concept for the campaign and within days we’d

eshed out the land that we were going to be ghting

over and all of its scenery and areas.

This book is our chronicle of the fun we had

during this campaign, we’ve included turn by turn rundowns of each campaign turn as well as the odd battle

report thrown in their to show you what’s going on!

We’ve had bezerk Storm of Magic games, mixed in

with Underground Battles and conicts in the desert

- onto our nal scenario games which ranged from

Conquering Karak Zorn to killing Morahngol him-

self.

We hope that this document is entertaining, as

we all had an absolute blast with it, there has been

some crazy stuff happen over the course of the 6

months that have been bamboozling. As well as ri-

valries that were sparked up in the rst few turns of 

the campaign which ended up enveloping into a bitter 

hatred...Of course all in the name of fun, but in the

name of fun we must wage war!

Mark Hampson 

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5

THE TWIN MOONS

4

 Hanging in the rmament far above the old world, two

great orbs sit amongst the heavens, staring down upon the land

like the eyes of some vast celestial being.

These are the twin moons of the old world, the larger of the

two, is known as Mannslieb- the beloved of Mannan, the Em-

 pire’s patron god of the sea. This pale moon holds dominance

over the night sky for much of the year, it being reckoned by

the Astronomers of the Celestial order of wizards to have acycle of 25 days from full to full, orbiting the old world in a

normal elliptical fashion.

The second and smaller moon is named Morrsleib,

after the brooding Imperial god of death. It hangs in the air, an

orb of sickly green that radiates unearthly power. Unlike it’s

 paler twin, Morrsleib is anything but predictable, it’s orbital

cycle bringing it close to Mannslieb or seeing it drift far away.

In the Imperial calendar, nights when Morrsleib waxes

full are steeped in superstition and dread. The sickly moon

greatly inuences the winds of magic and fell energies seem to

 be drawn to the land whenever Morrsleib hangs heavy in the

night sky.

Worst still, are the nights when both moons wax full,

their light being cast in tandem across the old world. This oc-

curs but twice a year and both nights are held in dread by all

sane folk of the world. The rst is known as Hexensnacht, a

night when the winds of magic blow ercely across the land. It

is a night of great and fell power where children are hastened to

 bed early by the dreadful stories of their mothers. Throughout

the night, in the dread and abandoned corners of the old world,

sorcerers gather to perform fell rites, hoping to seize upon the

freely owing magical energy sweeping the land. It is said that

on Hexensnacht, even a wizard normally restricted to the paltri-

est of cantrips, is capable of the darkest rites.

However, it is Geheimnisnacht- as it is known by the

 peoples of the Empire, that is most feared by the peoples of the

old world. Known more widely as the Night of Mysteries, Ge-

heimnisnacht is a night of terror for the mortal folk of the earth.

The dead stir in their graves, pawing through the soil to walk 

the earth mindlessly or to be slaved to the will of a necroman-

cer or one of their vampiric masters and set against the domainsof the living. Magical energy ows even more freely than on

Hexensnacht and it is said that the Daemonic entities of Chaos-

normally tethered to the swirling energies of the northern

wastes, are able to take corporeal form, sustained by the roiling

magical forces of the moon of death.

Thankfully such hellish nights are but rare occurrences

each year, though they may seem like an eternity to those folk 

cowering in their boarded up homes. Were Morrsleib to hold

dominance in the heavens for more than these two nights,

surely the old world would swiftly devolve into a place of mad-

ness and terror.

Morahngol-K’tah, Child of Morrsleib.

On one of the dreaded nights that the twin moons wax

in tandem, there are those that claim to hear a voice- sibilant

and mocking, drifting down from cursed Morrsleib. These

incidents are usually conned to those considered mentally

unstable and the journals of many a generation of Sanitorum

Doctor has recorded the ramblings of these unfortunate souls.

There remain a few however, who are considered to have been

of otherwise sound mind and yet on those dreaded eves, swear to hear the chattering of some otherworldly presence, calling

out to them from the Witch moon.

Though easily dismissed by many as a simple mental

 by product of the eldritch power that saturates the land during

the cursed nights, those that consider themselves of a rational,

scientic disposition would no doubt be unmanned to discover 

that behind these ramblings lies a terrible truth- Something

does exist, out there in the rmament and it is calling out.

Morrsleib is pure chaotic energy given solid form. A

vast formation of what man races call Warpstone or the God-

stone, Morrsleib contains the power to reshape entire worlds.

Its mere proximity to the Old world on nights which it grows

gibbous alters the ow of magical energy across the earth.

Upon its roiling, jade surface, lays terrible potential.

Despite its barren appearance, Morrsleib is far from

lifeless. Upon its surface, whole legions of malformed chaotic

entities are birthed and snuffed out in milliseconds. Cities and

edices of appalling twisted geography are torn from the Warp-

stone surface and cast down just as quickly.

The twisted surface of the chaos moon is ever shifting

and were a mortal being to catch but a mere glimpse, he would

surely be driven insane.

Yet upon this landscape of change, there is one con-

stant. A creature of vast intellect and appalling power resides

upon its surface- Morahngol-K`tah. A being of terrible poten-

tial, the child of Morrsleib is barely recognised amongst the be-

ings of the old world. Though undoubtedly potent, the creature

is by no means as powerful as the pantheon of Chaos gods- in-

deed to those dread deities, Morahngol is little but a bastard

child of their own power, a mere scintilla of their own strength.Despite this, Morahngol has managed to exert his inuence

upon the lesser races amongst the old world, in particular the

humans.

Over the past few centuries, Hedge wizards and

malcontents alike have gathered together in forsaken corners of 

their lands to offer up tribute to the child of Morrsleib. Activi-

ties of these cults range from the carving of crude likenesses (or 

the closest approximation their mortal minds can comprehend)

of Morahngol to the seizing of innocents in order to offer up

 bloody sacrice, though the child of Morrsleib cares not for 

such gaudy displays of devotion. These cults are inevitably

uncovered by the Witch hunters of the Empire and its followers

 prosecuted in the harshest, bloody fashion. Although records of 

these cults can found within the church of Sigmar, the gather-

ing of its followers is conned to Hexensnacht or Geheimnis-

nacht when the domain of their lord waxes full in the heavens.

 Naturally on such nights, heretical cults are rife throughout

the land and the ramblings of those who speak of a vast entity

residing within the moon are largely dismissed for vile heretics.

In comparison to the pantheon of the chaos gods, the followers

of Morahngol are relatively few in number. Their emergences

are also erratic, with some nights of dread passing withoutaction on their part. This could explain why their preaching of 

a god upon the moon has never been connected with those that

hear voices calling out to them from Morrsleib. In any case the

moon of death is naught but an omen of madness and terror and

few like to dwell upon it when its gibbous nights have passed.

Amongst the teachings of these cults, it is said that Morahngol

was created millennia ago when the vast polar gates of the Old

ones were rent apart by a tide of devastating chaos energy. This

energy roiled and spilled across the world and a portion of it

was given solid form and cast up into the heavens where it

hung in the sky, circling the earth and bathing it in its malevo-

lent light. The teachings say that as the orb began to circle the

world, Morahngol was formed from the bedrock of Warpstone,

tearing into reality with a terrible birth scream as its form as-

serted itself.

Like all creatures of chaos, Morahngol is an arrogant and

malevolent being. He looks upon the lesser creatures of the old

world with amused contempt. Though he is only able to inu-

ence his followers but twice a year, Morahngol is a creature of 

ageless power and reckons the passing of time differently to

other beings. As Morrsleib passes further from the earth, he re-

mains content to reside amongst his ever shifting world, draw-

ing his plots against those below, his boundless mind imagining

the deaths of a thousand civilisations.

And yet, in recent years, there have been signs that even one as

deathless as he, has begun to succumb to a sort of ennui. The

cults of Morahngol have grown more ambitious, their sacrices

growing in number as whole families are slaughtered. More

 people are brought to Sanitorum gates across the Empire, their 

minds ruined, babbling incessantly about voices from beyond

the heavens. Morahngol K’tah’s inuence is being felt more

keenly than ever before and many are those who nd them-selves staring skywards, fearing the night when that phantasmal

orb waxes full in the sky, for they can sense that something

ancient and dreadful waits upon the surface of that blasted orb.

Morahngol-K’tah has begun to draw its plans against the old

world. His coming will topple empires and reshape the earth.

Those who stand against him will be destroyed and their cities

cast down, but for those few who recognise the potential, the

child of Morrsleib can offer gifts of unrivalled power. Only one

thing is certain- where he walks, the world will weep.

 Adam Chrimes

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6  7

THE MARSHESThe Marshes of Madness are the fo-

cal point of this campaign, but the

map extends far to the south all the

way to the border of the great Tomb

King empire.

The Bleak view of the Marshes

The Marshes of Madness are

a bleak and unforgiving place it

constantly wreaks of the disturbed

forms of trees and the rotting of 

corpses mixed with the under-

growth. But although it is a hellish

 place to wage a war, it does have

a huge amount of gold and valu-

ables which have been left their 

 by hopelessly lost travellers. The

Marshes are full of swamp trolls

in Spring and no general would

want his army to be smashes to

 pieces by the migrating hordesof these stupid creatures - but by

Summer it will be open for con-

quering.

The area Morahngol is

 plaguing ranges from the Marsh-

es, all the way down to the de-

serts of Khemri where the undead

are constantly stirring. The Great

Mortis River gushes down from

the mountain range from the east

which lines the whole map with

their high peaks and unforgiving

cold. The Billowing Mountains

 jut out of the eart, signalling the

end of the Marshes to the north,and surrounding these mountains

are vast caverns which contain a

huge amount of gold and other 

 precious substances, the Marshes

are a civilizations dream - if they

can survive of course!

How’d You Do Dat?The map was made up of two full

Mighty Empires kits with an extra three

expansion kits. Overall it consists of 108

tiles.

And just wait till Summer, it’s going to

get - oh, hang on, you’ll have to wait

and see.

b

c

d

e

ef 

 g h

 i

 j

 k

A - Marshes of Madness

B - Pirate City of 

Pinzence

C - Billowing Mountains

D - Fozzrik’s Wizarding

Spire

E - Underground Cav-

erns

F - Tower of Pain

G - Desert of Khemri

H - Worlds Edge Moun-

tains

I - Lost Dwarf Hold of 

Karak Zorn

J - Great Mortis River

K - Morahngol K’tah

L - Treesinging Tower

 l

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8  9

MADNESS OF MARSHES GUIDEThe Marshes of MadnessThe Marshes are a bleak place to have to visit, let

alone live in and most who venture their are either 

eaten alive by the range of beasts that dwell their or 

go insane with horrible visions soon after they leave.

Of course the Marshes are a gold mine for all whole

array of trinkets and valuable items as so many who

have ventured there have died and left their belong-

ings. The Marshes themselves are massively volatile

and armies battling here will struggle hugely to stay

coherent, things like cannons and chariots are a folly

in such a place as they’ll most likely sink into the

murky abyss below them. The centre of the Marshes

is the worst area, where the trees and undergrowth

have turned into evil beings and will happily crush

the life out of armies let alone the random loose

traveller.

Azharr’s Mighty FortressAzharr was a mighty prince of Araby and decided

that he wanted to build a mighty fort and start a new

state of Araby to the east in the Marshes of Madness.

Azharr was successful in his ploy, but was unfortu-

nately undone by constantly changing landscape of 

the Marshes - and eventually due to constant upheav-

al and high maintence bills, Azharr left his hallowed

home. The Fortess is now long gone in dis-repair and

it’s walls have crumbled and mostly been absorbed

 by the hellish growth around it, however a few tow-

ers remain scattered about the landscape. Azharr’s

fortress however is full of magical trinkets and oth-

erworldly goods that could be useful to the armies of 

the marshes at some point however.

Billowing MountainsThe Billowing Mountains mark the edge of the

marshes and are a happy sight to many travellers

who attempt to make their way though the madness.

The land around the mountains is green and full of 

life, there are even a few rougue tribes of humans

and orcs farming this fertile land. The mountains

themselves are not massively tall compared to the

Worlds Edge Mountains, however their postion

in comparison to the dank marshes means that the

moisture seeps up the slopes and condenses as it

rises making it look like the mountains have bil-

lowing clouds streaming of their peaks.

The Great Pirate City of PinzenceTo the west of the marshes is one of the great-

est piratical cities in the Warhammer World

- Pinzence. A great city full of scallywags and

scoundrals from accross the whole globe, the

naval might of this city is so great that it could

sink an Empire armada within minutes - so most

generals know that it is best to leave the pirates

alone. To attack the pirate city head on would

 be suicidal as the armies trying to conquer the

marshes are doing so by sea, and the pirates could

cut them off extremerly easily. The pirates there

have become much more defensive since the

coming of Morahngol K’tah and they know not totrust anybody or anything.

The Crater of MorahngolWhen Morahngol K’tah crashed into the earth af-

ter escaping from his bind to the moon Morrslieb.

He left an almighty crater; the dust blasted out

 by it blotted out the sun for many months, killing

crop and life for miles across the marshes. The

crater is now just a glowing scar which changes

the winds of magic constanly, to ght here is to

endure madness - but the benets are huge.

Morahngol K’tahA daemon? Most people believe so, but when

Morrsleib cracked open, and a sickly green comet

crashed into the earth the only real thought in an-

ybodies head was that it was a working of chaos.

Morahngol survived the impact with the earth,

and tunneled his way underground where hs used

the mantle of the planet to regain his strength and

regenerate his form. His prescense was rarely felt

until he began to travel, in a chaotic and insane

fashion, usually burrowing underground - but

wherever this beast went a storm of magic, the

likes that had never been seen would follow! I t

is this insane nature that is attracting the races of 

the world to the Marshes as they need to decide

whether to kill Morahngol K’tah or to enslave it

to their will. But can mere mortals bind a daemon

of this stature to their will? Nobody knows, but only through time and endur-

ing Morahngol’s constant fury, will the armies

making camp in the Marshes be able at least

attempt to attack the beast. Not many have seen

Morahngols true form and survived, so knowl-

edge and information is key to success against

this beast. However be known, that when Mo-

rahngol rears his ugly head above ground, it turns

armies into gibbering wrecks and can infuse

godly abilites into troops - such is the way of 

Morahngols Madness.

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10 11

Lost Hold of Karak ZornKarak Zorn was once a mighty Dwarven hold of 

the ancient Dwarf empire, but had fa llen into an

abyss after epic clashes with the Night Goblins

and Skaven. The Skaven currently hold the upper 

reaches of the hold, whereas the Night Goblins

are in control of the lower mines, how long these

races have been battling over the hold are un-

know n but it is recorded that the Dwarfs were

eventually destroyed almost three hundred years

ago. Karak Zorn has a massive throng of treasure

however that the warring races don’t seem to care

for, so this is a gold mine waiting to be openend.

Underground CavernsTo the west and south of the billowing mountains

is a land full of immense caverns and under-

ground ssures which stretch for miles around.

These are full of gold and other precious metals

and gems which are hugely useful to the armies

of the marshes. The huge caverns beneath the

ground allow for any battles commencing here to

 be done underground, a dangerous form of war-

fare which if done well can turn away even the

most deadly of hordes.

Tower of PainThe Tower of Pain was constructed by a strigori

vampire for his own sadistic pleasures and to

ensure the suffering of the living. The walls of the

tower are covered with jutting spikes, meathooks

and all forms of spikey objects which are used

to hang up the lving and omit them to a hidieous

form of torture.The tower is a wizarding tower 

allowing magic users a greater use of their pow-

ers, and also can be used by travelling vampires

to heal wounds they’ve attained as the screams of 

dying are more than enough to x any member of 

the undead.

Fozzrik’s Wizarding SpireFozzrik was a mad man and a wizarding genius

and has created many wonders in his illustrious

career - but everyone started somewhere... Fozz-

rik’s Wizarding Spire is a prototype which went

a bit haywire, the spire randomly decided to re

aming projectiles into the air crashing into the

ground around it. However it makes for a good

residence if you can dodge your way through the

singed landscape to the doors of the mighty spire.

Treesinging TowerThe Treesinging Tower was original just a plain

wizarding tower, but an epic clash very early on

in the campaign resulted in the Wood Elves laying

claim to the magical structure. It is now a build-

ing of the forest, most of its walls a re now solid

oak and the esscense it gives off beams with life

and great beauty. The Treesinging Tower is truly a

force of good in the evil of the marshes.

Worlds Edge Mountains

The Words Edge Mountains line the eastern border like a great spine of rock holding the low

lands together, The mountains in this area are

some of the highest in the whoe mountain range

which stretches all the way from the chaos wastes

to the jungle like southlands.

Great Mortis RiverTo the south is the Great Mortis River, a huge me-

andering river which spanses the entire breadth of 

the marshes of Madness. The river begins at the

foothills of the Worlds Edge Mountains and runs

along the northern ridge of the deserts of Khemri.

The river opens out into a monstrous mouth by

the time it reaches the sea allowing many great

ships to sail up and make dock in the many bays.

This allows the armies who dwell here to send

reinforcements easily, and the spread of troops

isn’t an issue if you’re lucky enough to nd your 

self in possession of the river.

Orc Rock Orc Rock is an efgy to the greenskin gods Gork 

and Mork. This mighty stone statue is a tremen-

dous feat for a race of dimwits however, and

those who lay their eyes on it do feel deeply dis-

turbed by its evil. However to an Orc, to lay eyes

on the mighty efgy is to insight violence, and the

Orcs believe that the only way to be green is to be

mean and it sends them into a frenzied state!

Desert of Khemri No mortal can comprehend the harshness of the

desert, and the unforgiving nature of the lack of 

water and intense heat. The Deserts of Khemri is

also known as the land of the dead as the mighty

Tomb Kings lay claim to this area and will ght

tooth and nail to protect it. Being armoured is

a sin in such a place, and you can be dragged

down by your own weight, let alone the evil sand

serpents who’ll rip you down under the sand for a

quick snack!

Numas Numas is the great northern city of the Tomb

Kings, and has stood for many thousands of 

years. Numas is the rst defense against any

would be invaders who may be stupid enough to

try and conquer the land of the dead and most of 

those who try fail when they reach the guarded black city. Numas is riddled with booby traps

and mazes to protect the treasure withing, and if 

you make it past these death traps then you have

to stand up against the might of the furious dead

who linger here e ternally.

 

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THE COMING OF MORAHNGOLK’TAH

14

Morahngol-K’tah a chaotic beast, vast beyond imagin-

ing, a creature that lived and thrived within the chaos moon

Morrsleib who had lived for hundreds of thousands of years

feeding off the raw essence of chaos. This monstrous beast

one day broke free of its lunar home and fell to the surface

of the Warhammer World; it landed in the Marshes of Mad-

ness and resonated around the lands of the world with an

ominous boom.

Kurt Helborg himself scouted out the cause of 

the eschewing shock wave caused by the evil Morahngol

and all they found was an awesome crater and the glow of 

sickly warp energy. Kurt Helborg knew then that the sight-

ing of this great meteorite which crashed on the horizon

had not been the coming of the Empires sire, Sigmar, but

instead something altogether more chaotic – it was then he

felt a dark chill run down his spine.

Despite the impact, Morahngol did not perish from

the almighty strain of striking the surface – even creatures

that are malformed and twisted by the workings of chaos

were nothing close to the horric mutations that had oc-

curred on this creature. In fact it’s hard to tell if this is a

creature at all. So much warp energy had been released by

this cataclysm that it changed time and space in the area,

the winds of magic run rampant to then fall to the power of a small stream – pandemonium ensued. The tales of this

raw energy began to spread around the world, could it be

harnessed? Or is this something to big and too unearthly to

even attempt to capture?

Finally; after many years, the beast known as

Morahngol showed himself to the mortal realm. After hiber-

nating below the surface of the planets crust, regaining his

 power, he broke out for the rst time showing his ugly form

to those unfortunate enough to witness his presence. How-

ever it was the news of its appearance, and the news that

where ever it went a storm of magic followed, the likes thathad never been seen began to get the leaders of the world’s

races interested. This creature began to roam, causing disar-

ray and confusion where ever it went; sometimes the land

cracked and oated into the air, in some cases whole towns

or armies of people had turned into gibbering lunatics or 

sprouted magical wings. Morahngol didn’t always travel by

land, in fact it sometimes burrowed its way underground,

 bringing less disarray to those who lived there but still its

 presence could be felt. The winds of magic and Morahngol

affected all…

Now however, the different races of the world

hunt this monstrosity, each for their own reasons – with

either good intention in the heart or for some evil scheme.

Whichever it is, if the Warhammer World is to survive this

mindless beast then it must be destroyed – if not then all

will be lost.

15

GETTING THE ESSENTIALS

The marshes of madness will require you to

have a whole array of things so we’ve listed what

you’ll need here to get by in the campaign, as

well as some examples of what we used!

An ArmyI know this one seems rather self explantory, but

it’s good to choose an army which you’re going

to enjoy using for a solid period of time, as well

as enjoy recording its victories and losses as well

as its heroes feats.

Army CountersEvery player has 3 armies in the campaign so

you’re going to need that many army counters,

these are best of round bases with anything of 

your choice on top to distinguish that the army

is yours. It helps to paint the edge of the bases

the same colour as your ags as it makes it much

easier to look at on the campaign map.

Heroes of LegendEach of your armies is going to need a Hero of 

Legend, someone to lead the force to victoy. A

Hero of Legend doesn’t have to be the army gen-

eral but they need a name and the campaign will

ll in the rest of their background story - don’t

your worry about that!

Regiments of RenownEventually during the campaign your armies will

gain Regiments of Renown through some valour-

ous deed. When this happens you may select a

unit from that army to gain an extra benet, these

units must always ght now whenever the army

does.

Army ListsArmy lists are extremerly uid and can change

from game to game, as long as your Heroes of 

Legend stay the same and your Regiments of 

Renown are used then anything goes.

Paper, Pens, Camera, Pet Scribe!It’s great to document everything as you go, and

also handy to write everything that happens down

 just in case you forget - especially what you may

gain from the random events table!

FunDo I need to say anymore?

Warhammer Campaign:

Blood in the BadlandsTo use the contents of the Marshes of 

 Madness you will have to have the Blood in the

 Badlands book. The campaign essentially uses

the turn system from the book to run the cam-

 paign as well as govern all the players and their 

individual armies.

The book contains another campaign runby members of staff at Games Worksho HQ and 

is written by no other than Andrew Kenrick of 

White Dwarf. The setting is the Badlands which

is just north of the Marshes of Madness, and they

 seemed to have as much fun as we did when do-

ing their campaign.

The main difference between our cam-

 paign and theirs, is simply what’s on the map. We

have different special places and different rules

to use them, as well as a variance from the Flying 

 Fastness and all of their end of scenario games.

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16 17

MARSHES OF MADNESS RULESThe rules to play this campaign are the same as the

rules for Blood in the Badlands Warhammer Campaign

 book, with the following exceptions.

•Fozzrik’s Flying Fastness is replaced with

Morahngol-K’tah and acts in the same way however with

the following changes.

oWhen Morahngol nishes his move in a tile,

roll a D6. On a 1-4 he is underground and is treated exactly

the same as Fozzrik’s Flying Fastness. However on a 5-6

he has broken above ground and is intensifying the Winds

of Magic. In this case all games on Morahngol’s tile and alladjacent tiles count as Storm of Magic, and any battles here

must consult the table below.

Morahngol Madness Table (Roll a D6)1-2 Despair

 Morahngol has grasped the Winds of Magic and brought 

with it a terrifying case of pandemonium. The armies that 

are ghting are not only being wracked by the intense Winds

of Magic, but it’s actually driving them insane.

If you roll this madness, each unit of Infantry must take 2D6

wounds before the game starts. Monstrous Infantry take

D6+3 in wounds. Cavalry, Warbeasts & Monstrous Cavalry

only take D6 wounds however. If this is enough to destroy a

unit then it cannot be elded in the ensuing game.

3-5 Allegiance Test

 Morahngol usually emits an aura of cruelty and malice

which unhinges those who believe in goodness and truth

and maddens those who see it as common practise. Before

the game starts determine which allegiance your race is and consult the table below:

Forces of Order: Roll a D3, whatever is rolled you must

then choose that many Infantry, Cavalry, Monstrous Infantry,

Monstrous Cavalry or Warbeasts units. These units are now

subject to Always Strikes First, but may never use their 

general’s leadership or any battle standard bearers. This

represents the madness of Morahngol inciting distrust and

anarchy within the armies of order.

Forces of Destruction: Roll a D3, whatever is rolled you

must then choose that many Infantry, Cavalry, Monstrous

Infantry, Monstrous Cavalry or Warbeasts units. These units

are subject to Frenzy; however this Frenzy can never be lost

even if the unit is defeated in combat. The issue with this

Frenzy is that at the end of any combat phase, even if they

have pursued or been pursued they must take D3+1 wounds

with no armour saves of any kind allowed. This represents

the warriors killing each other in the madness of combat.

Neutral: Roll a D6, 1-3 use Forces of Order, 4-6 use forces

of Destruction.

6 Extreme Magical Malformation

The presence of Morahngol actually benets most of those

around him, perhaps a work of Tzentch or some other dark 

chaos god.

Before the game starts each army must choose one of the

following Special Rules: Always Strikes First, Armour

Piercing, Devastating Charge, Fear, Flaming Attacks,

Frenzy, Hatred, Immune to Psychology, Killing Blow,

Magic Resistance (1), Poisoned Attacks, Regeneration

(6+), Scaly Skin (5+) or Swiftstride. Roll a D3; this is how

many units in your army that will have this special rule for 

this game. However the units chosen must be randomised

only Infantry, Cavalry, Monstrous Infantry, Monstrous Cav-

alry or Warbeasts may be chosen for this.

Additionally, if you’ve selected one of these special rules

already then it cannot be selected in ensuing similar games.

•All games for the end of seasons are obsolete to

those in the book. We have created our own end of season

 battles see below.

•All special rules for Fortress’, Cities, Mines and

Wizard’s Towers are the same however every other special

location is obsolete and is replaced with the ones that fol-

low.

SPECIAL RULESFEATURES OF THE MARSHESOF MADNESS

Tower of Pain: The Tower of Pain is an icon of the undead

and was commissioned by the Vampire Counts. The Tower 

of Pain acts in the same way as a Wizarding Tower but any

characters that die here must re-roll results of 5 and 6 on the

Character Injuries table. 1 Relic

Fozzrik’s Wizarding Spire: This is another of Fozzrik’s

mad and wonderful magical creations however one of his prototypes and has a tendency to backre. The Spire acts in

the same way as a Wizarding Tower, however at the begin-

ning of each turn the tower shoots a ball of ame randomly

into the air. Centre the large template on the tower and then

scatter it 6D6”, any model touched by the template takes a

Strength 3 hit. In a Storm of Magic game, anything touched

takes a Strength 5 hit. 1 Relic

Great Mortis River: The great Mortis River runs through

the lands of Khemri and is a direct link to the ocean.

Defenders of these lands get an extra 10% to their starting

 points limit in games fought in this tile. Up to a maximum

of 25% still applies as per normal. 1 Relic per 2 tiles

Deserts of Khemri: The deserts of Khemri are an unforgiv-

ing place and many die who venture there. However they

do have their benet as they are awash with oasis’ which

is the only clean drinking water for miles. In a battle anyunit which has a save of 4+ or better have their movement

reduced by 1 for the entire game. 1 Relic per 2 tiles

Underground Caverns: Certain parts of the Madness

Marshes near the Billowing Mountains are entwined with

underground caves which are perfect for tunnel ghting. If 

a battle commences here, the players may decide whether 

to play an Underground Brawl scenario or play a normal

game. Inclusive of this, if a player owns a Underground

Caverns tile then they count all other Underground Cavern

tiles as adjacent. 1 Relic

Madness Marshes: The Madness Marshes are a place of 

turmoil and eternal stink. Any battle here is a problem;

at the end of a players movement phase any units except

Warmachines and Chariots are scattered D3” - combats can-

not be moved. Any Warmachine that res must roll a D6 ona 1 it is destroyed as it sinks into the bog, before a chariot

charges or moves it must roll a D6 on a 1 it suffers the same

fate. The Marshes of Madness and its surrounding tiles

however start the campaign unclaimed and are fought over 

at the end of the spring season. 3 Relics for Azharr’s tile

Lost Hold of Karak-Zorn: The lost hold of Karak-Zorn

was once a great Dwarfen city but has fallen to ruin due

to unending war, it is now infested with Skaven and Night

Goblins. Battles here act as underground missions using the

Conquering Karak-Zorn scenario detailed below. If con-

quered the Hold counts as a mine that can never collapse!

However it starts the campaign unclaimed and is fought

over at the end of summer. 3 Relics

Pinzence: Is the great pirate city of the Marshes of Mad-

ness coast and is home to an array of different scallywags

and thieves. The city has been recently attacked by Morahn-

gol himself and the combined might of the pirates there and

their battle ships managed to repel the constant onslaught

of the beast and many of the pirates have learned some of 

the beast’s weaknesses. Pinzence isn’t captured at the end

of the autumn scenario, essentially the tile it is in acts as

a normal tile; it’s just the army that holds it wouldn’t dare

 provoke the pirates until now. The reason for this invasion

is detailed below. 1 Relic

Numas: This is the great northern city of the Tomb Kings

Empire and is ruled by the Great King Phar. This city is

teeming with the lifeless Tomb Kings and is the rst sightof true civilisation south of the Marshes of Madness. A

Tomb King Player must start on this tile and deploy his

lands rst at the beginning of the campaign. Numas has a

fortication save of 2+ to show that it is a huge fortied city

and requires some serious moving. If the Tomb King Player 

still owns Numas at the end of the campaign then it grants 1

Relic, Numas can never be destroyed. 1 Relic

Treesinging Tower: This Wizard Tower was as simple as

its name states until a great battle early on in the campaign

allowed the Wood Elves to lay claim to it. They’ve now

turned it into a Treesinging Tower which aids the Elf mages

in their magical ways. This acts as a Wizarding tower that’s

has been conquered by the Wood Elves and turned into

a denizen of the forest. All spells from the Lore of Athel

Loren, Life & Light are a +1 to cast. 1 Relic

Orc Rock: To the eastern mountains is a mighty efgy of 

the Orc gods, Gork and Mork. This monstrous statue looks

down from the mountains conjuring violence into any

greenskins nearby. Any battles here use these rules, any

spells cast from the Lore of the Little or Big Waaagh are at

+1 to cast. Also any failed animosity tests may be re-rolled.

1 Relic

Morahngol’s Crater: When Morahngol struck the earth he

left a mighty crater, and his presence has never diminished.

Any battles in Morahngol’s Crater are always Storm of 

Magic games no matter where Morahngol K’tah is on the

table. 2 Relics

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18 19

RACIAL SPECIAL RULESThe Marshes of Madness campaign uses the normal rules

from the Blood in the Badlands in terms of the racial special

rules. Treat all the armies’ rules as the same in all respects.

SEASONAL SPECIAL RULESThe Marshes of Madness campaign doesn’t use the Blood

in the Badlands special rules, instead it uses its own version

for each season.

SPRING SPECIAL RULESSpring is the beginning of something new, and seeing as the

year is afresh all is calm, most know however that this isthe calm before the storm.

This season doesn’t have any special rules, due to the cam-

 paign only starting out and the fact that there are a lot of 

 people involved. All things act as normal from Turn 1 until

Turn 3, with the nal end of season game being Azharr of 

the Marshes of Madness.

SUMMER SPECIAL RULESSummer brings life, but in this campaign it brings the evo-

lution of Morahngol K’tah and most likely that will bring

a huge amount of death. For the entirety of the summer 

season Morahngol K’tah will have is power magnied, pri-

marily from the strength of Morrsleib during this time and

also the fact that he’s getting used to this mortal realm.

At the beginning of each campaign turn when Morahngol is

moved and resting in his nal position, you must determine

which tiles will be Storm of Magic. For summer, all tilesadjacent to Morahngol are Storm of Magic as well as all

the tiles that are adjacent to those! So be prepared for some

Storm of Magic madness in the summer season, it’s time to

get your wizards ready. However you will be rewarded for 

your heroic efforts if you achieve victory in such a storm,

granting you 1 Relic for every Storm of Magic game you

win in summer.

Summer goes from Turn 4 to Turn 6 and will end with the

nal scenario, Conquering Karak Zorn.

AUTUMN SPECIAL RULESAutumn brings the gradual decline of the greenery and the

life of the world as it prepares itself for the cold winter. Mo-

rahngol however is still as malicious as ever but his power 

has lessened now that Morrsleib has waned in strength.

However although Morahngol’s lost a bit of his magical

edge, he’s still left his mark on the land around him, anddue to the chaos that ensued in summer the empires of the

Marshes have been ravaged.

Before each campaign game begins in autumn each player 

must roll a D6 and consult the table below:

1  Magical Curse In this game all your wizards have been

wracked by the recent Storm of Magic, all your wizards are at

-1 to cast.

2 What’s That? In this game one of your Heroes of Legend gets

a free magic item worth D6x10 points.

3  It’s A Trap In this game, you may pick whether to deploy and

go rst or second.

4  Dawn Attack In this game your enemy must roll a D6 for each

of their units before deployment – on a 1 they do not deploy

and enter play as reinforcements.

5  Siege Force If you win this battle your automatically capture

your opponents tile.

6  Blood Sacrifce You may force your opponent to re-roll any

rolls he makes on the Character Injury table this game.

Autumn goes from Turn 7 until Turn 9 and will end with the

nal scenario, Desecration of Pinzence.

WINTER SPECIAL RULESWinter has set in and the Marshes are now beginning to

freeze, Morahngol has also lost some of his power due to

his pounding at Pinzence. However battling in winter isalways a risk as the cold can snap down at any time and the

risk of snow is huge.

Roll for each battle in this campaign turn and roll a D6, on

a 1-3 the battle commence as normal. However on a 4-6 a

wintry storm has swept over the battleeld, all models have

a limited vision of 24” and may not shoot range weapons or 

cast magic past this new range limit - Stone Throwers may

re indirectly still however. Deserts of Khemri tiles always

commence as normal however, it’s too warm to snow in the

desert.

Winter goes from Turn 10 until Turn 12 and ends with the

nal scenario, Hunting of Morahngol K’tah.

SPECIAL SCENARIOSSEASON & BATTLE SCENARIOS FOR MADNESS MARSHES

Listed below are the rules detailing the specic scenarios which a re used in this campaign! Firstly are

the general scenarios that are used for normal game turn battles – for example the underground cavern

tile may initiate an Underground Brawl game.

After those scenarios are the end of season battles which allow the players to ght brand new scenari-

os with a whole range of different happenings and consequences. For one thing these are going to be a

lot of fun!

 Marek Fatback and the Gnoblar Fez of the Flabsplatter tribe.

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 20  21

UNDERGROUND BRAWLA battle has ensued in the underground passages known as the great Underground

Caverns, these battles are perilous and dangerous for all who wander here – let alone

start a war. The Underground Caverns are of great use though as they harbour some of 

the rarest metals and precious gems.

The Setting: The Underground Caverns are a treacherous place full of peril and

danger. The armies that are ghting here have decided that it may be easier to

crush their enemies in the tight connes of tunnel battling as opposed to outright

war on the ground. The tight connes of the caves give rise to bloody battles es-

 pecially if one force is trying to carve its way through the Underground Caverns

for glory.

The Armies: The armies that will be used for this battle will depend on who

has moved into this tile in the specic turn. If two armies have challenged each

other and you’ve rolled an Underground Brawl then use this scenario. Each

 player then chooses his/her army up to an agreed level; we’d recommend 1,500

 – 2,000Pts for this game.

Deployment: The attacking force deploys his rst unit, and then followed by the

defender. Continue in this way as described in page 142 of the Rulebook.

First Turn: Both players roll a D6, the player who deployed rst gets +1 to this

roll. The player with the highest score gets to go rst.

Game Length: This game lasts for 6 turns or until a suitable agreement is

reached.

Scenario Special Rules: This game uses all the normal special rules for under-

ground ghting as described in the Blood in the Badlands book. See Page 68.

Also eeing units always ee towards their deployment zone, essentially the

long board edges act as impassable terrain in a similar way to the Battle for thePass scenario from the Rulebook.

Victory Conditions: This scenario uses victory points to determine the winner 

as per a normal battle.

 ALTERNATIVE SIEGE SCENARIOAt any point in the campaign, a battle may break out where a Siege game needs to be

played. If possible and the terrain/fortress is there to use then continue with a normal

siege game as detailed in the Blood in the Badlands book. If however the resources are

not available then follow the rules for this scenario.

The Setting: If a siege game needs to be played, usually

 because an enemy has attacked your city or vice versa,

then continue with a siege game if possible. However due

to limited resources and terrain if this is not possible then

follow the rules detailed below. Essentially this scenario has

skipped the siege itself and details the initial battle before the

defending army retreated to their fortress and then the nal

 battle when the enemies have broken into the fortress and the

defenders are having a heroic last stand.

The Armies: The armies that will be used for this battle will

depend on who has moved into this tile in the specic turn.

If two armies have challenged each other and it needs a siege

scenario but you don’t have a fortress then use this scenario.

Each player then chooses his/her army up to an agreed level;

using any Regiments of Renown or Heroes of Legend that

are in the armies present.

The Battlefeld: This scenario is split into two games which

must be played in synergy. The rst game is a standard Bat-

tleline scenario which has the attacker and defender using

equal armies to an agreed level. If the victor of this game is

the defender of the city/fortress then the invading army has

 been repelled and it acts as being defeated in respects to the

campaign rules.

However if the attacker wins then the defender has crum-

 bled on the battleeld and must now retreat to their castle to

weather the storm. Essentially the siege section of the battle

has been omitted however it now continues as if the attacker 

has broken through the walls and is surrounding the remain-

ing warriors in the centre of their city/fortress.

 Heroic Last Stand

The defending army is now surrounded within its city/for-

tress; the enemy has broken through the defences and are

setting up for the kill whilst burning your city down around

you. However the Relief Force is on its way and you must

defend long enough to allow this force to save the city and

your own skins.

For this scenario, each army will need an equal amount of 

 points to an agreed level, any character that died in the previ-

ous Battleline are presumed to return with D3 wounds up to

their starting level. The Defender must set up half of their 

force in the circular deployment zone which is 6” from the

edge of the table. This force must roll on the S tarvation Roll

as detailed in the Blood in the Badlands book Pg89, showingthat the infantry have been starved and are weak. However 

these units when eeing may only ever run towards their 

deployment zone, if they’re in their deployment zone then

these units are presumed to be unbreakable, if a unit runs

 back into its deployment zone then they rally instantly. The

attackers then set up their entire army anywhere on the table

as long as it is 18” away from the defenders units.

The relief force arrives on the opposite short side of the table

indicated by the arrow as detailed in the Relief force roll on

Pg89. These units do not roll for starvation, but however 

ee as normal and do not count as unbreakable if within the

centre deployment zone for any reason.

Game Length: This game lasts for 6 turns, after this roll a

D6 and add the game turn if the result it a 12 or more then

the game ends. If it isn’t then continue to do this at the end of 

each game turn until 12 or more is rolled.

Victory Conditions: This game uses victory points to deter-

mine a winner; however there are a few extra bonuses to add.

•If the defenders has a unit from the centre defensive army still

within the centre deployment zone at the end of the game then it grants

200VP.

•If the attacker has a unit in the centre deployment zone at the

end of the game then it grants 100VP.

•If the attacker wipes the centre defensive army out, this does not

include the relief force then it grants 500VP.

The winner then gets to conquer this tile, follow the rules for 

winners and losers as is detailed in the Blood in the Badlands

 book.

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 ANDREW BAINBRIDGE  DAN BARNES DWARFS - BLUE

Andrew Bainbridge is an honourable member of the

Bugmans Brewery team at Warhammer World, which is a

tting job for him as he’s elding the mighty Dwarves. After 

talking to him about the campaign and giving him a draft of 

the rules pack, Andrew was infused with the visions of glory

and reconquering the lands of his Dwarven forefathers. He’s

an avid Dwarf player with a huge army of 20,000Pts, a Dwarf 

throng he’d quite happily muster together to smash his enemies

aside – however the other players could only ever dream of 

having that many points!

Being his favourite army, Andrew could only really

 bring the Dwarfs and be truly happy so without further ado

he took control over the southern Great Mortis River area just

west of the mighty Tomb King Empire. Around him however 

were the Dark Elves to his west with the Beastmen to the

north of him on the coast, lots of enemies to be cast aside by

the strength of well-made Dwarfen steel. Many of the players

were confused over Andrews’s lack of mountain scape in his

area, but he remarked that he’ll conquer most of the map, so by

then he’ll have as many mountains to mine as he likes! Beware

campaigners, the Dwarfs are on the move and they’re agenda is

to destroy Morahngol K’tah and wipe you out with the clatter 

of axes and the power of black powder.

 HEROES OF LEGEND

Iorghen Ulventand –  A mighty Dwarven Lord has been sent 

to destroy Morahngol K’tah by his hold, setting up camp in the

 Marshes of Madness.

Boris Yonnson –  An oath saying Daemon Slayer who turned to

the path of the slayer long ago, do not doubt the power of his

axe!

Ragnar Olsurund – The greatest Rune Lord to ever grace the

 Marshes of Madness, his craftsman abilities are second to none

and his ability to quell magic is of no equal.

SKAVEN - LIMEDan Barnes is a sneaky fellow, one of the sires of the

council of thirteen you see, with the news of the campaign

making its way to his ears he couldn’t resist the chance to man-

age his Skaven empire to victory and of course have a laugh

at the same time. Dan was brought to the campaign by Adam

and quickly started scheming with his rat enfused brain, and

 being the only Skaven player on the map he could see a bril-

liant opportunity to impress the council and the great horned

rat with his dastardly deeds. Morahngol K’tah was the ultimate

 prize they thought, and if they could deliver this monster to the

council then the clan would be elevated to a new status within

Skaven society – something every Skaven general would want.

So be this a warning to you campaigners, the dastardly Skaven

are on the rampage to conquer your lands and melt your armies

with the glow of warpre – and as usual there is thousands of 

them!

The Skaven took control of the green lands just south

of the Marshes of Madness, with the two empires of Ogre

Kingdoms to the west over the mountains and the Wood Elf 

Empire to the south near the dead lands. The Skaven also took 

control over Fozzrik’s Wizarding Spire, ensuring that any

 battles they fought here would be a highly magical affair; of 

course anything the Skaven could get their hands on would be

highly useful in their pledge to the council.

 HEROES OF LEGEND

‘The Artist Formerly Known As’ The Horned Prophet –  An

evil Greyseer whom has spelled great evil across the land many

times, to mess with him is to mess with death itself.

Slick  – The Skaven the highest on the pile, making him the

mighty Warlord of the clan itself, he’s quick, clever and not to

be underestimated.

Draxqueek – Sat aloft the unwieldy Plague Furnace is Drax-

queek the pestilent Plague Priest, he is the sire of Clan Pes-

tilens and his objective is to rot away all that stand in his way.

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NICK BAYTON  JOHN BRACKENNIGHT GOBLINS - TURQUOISE

Nick Bayton is an honourable member of the Warham-

mer World events team and he runs all kinds of events across

all systems all through the year. Aside from being hugely in-

volved in Games Workshops events, Nick seems to be all over 

Games Workshop having his armies in White Dwarf and on the

website as well as having some of his models in the Warham-

mer rulebook! Nick was introduced to the campaign when the

massive Marshes of Madness map was left for him to see in his

workplace, of course with only a little pushing Mark, Mitch

& Paul managed to convince him to join for the beginning of 

summer with his massive horde of Night Goblins. The Night

Goblins themselves have decided to pour out from the Billow-

ing Mountains in search of Morahngol K’tah but also to take

their enemies of guard, as who expects a tremendous horde of 

 Night Goblins to surge forward on your doorstep!

Nick placed his empire of Night Goblins, right in the

centre of a huge array of players who were situated to the south

west of the map. His empire sprawled across the Billowing

Mountains and beyond and in the end found himself bordered

with most of the players from spring, including Ollie, John,

Mark & Andrew! The Night Goblins have surged forward from

their underground caves, and are ravenous for carnage so look 

out players of the Marshes cause there’s a whole swathe of 

greenskins looking to stab you in the squishy bits…

 HEROES OF LEGEND

Skarsnik  – 

Wizzbang – 

Grotti Snottnibbla – 

El Grobi -

VAMPIRE COUNTS - YELLOWJohn Bracken is another member of the illustrious

events team at Warhammer World and works alongside Nick 

in ensuring that Games Workshop runs the best events in the

world! Of course, in Johns downtime he likes to play Warham-

mer and after a conversation with Mark decided he’d join the

campaign in summer using the undeadly undead of the Vampire

Counts. The threat of the Vampire Counts would of course

shake up the players of the Marshes of Madness as they truly

are a terrifying sight to behold and when they arose at the end

of spring, those nearby could only quiver in fear.

John put his new empire to the very east of the map in

the Worlds Edge Mountains, his Vampire Counts ready to start

the search for Morahngol K’tah in earnest. Of course the play-

ers nearby would now have to look over their shoulders as the

threat of an onslaught on Undead is too much of a risk to not

worry about. To the west of John’s empire are Dan’s Skaven as

well as Callum’s Wood Elves and to the south are Paul’s Liz-

ardmen and to the north are Jon’s newly built High Elf empire.

So beware fellow campaign players, as the lords of the night

have arrived and they’re ready to kill all who stand in their way

in the search for Morahngol K’tah who the Vampires see as a

 power of undeath.

 HEROES OF LEGEND

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 ADAM CHRIMES  JOHN HAMPSONTOMB KINGS - PURPLE

Adam Chrimes is a common visitor to Warhammer 

World and above all else he loves a bit of wargaming. He

 plays both fantasy and 40k but due to Mitch and Marks insane

idea of doing a Warhammer Campaign he’ll soon be vying for 

land in the great Madness Marshes. As well as being a bril-

liant Warhammer general, Adam also has an amazing ability

to write about things in a fantastical way and has become one

of the campaigns scribes, making sure we get to show you as

many battle reports as we can. He’s a good laugh, and one of 

the original people to sign up to the campaign as well as a great

 promoter, it denitely wouldn’t have happened without his

help. However be prepared for Adam’s glorious conquering of 

undeath, as the Tomb Kings will cast you down with gleaming

scimitar and mighty bow in their quest to quell their lands of 

the living.

 

Adam is bringing the Tomb Kings to the Marshes of 

Madness, and being the only local army to the area he gets to

set up his empire around the northern Khemri city of Numas.

We’ll see how his Tomb Kings fair against the Lizardmen to

the east, Dwarfs to the west and the Orcs & Goblins to the

north. Surely glorious legions of Tomb Kings will pour out of 

 Numas in the search for Morahngol K’tah and ensuring their 

mighty empire isn’t cast down by these would be invaders. But

undoubtedly the Tomb Kings of Numas will be a force to be

reckoned with throughout the whole campaign from the desert

to the marshes.

HEROES OF LEGEND

King Raamket II – The current Tomb King of the mighty Nu-

mas, his will is iron and his bidding shall be done, be afraid all 

that stand in his way.

Alhazred –  Behind every army is a Hierophant but Alhazred 

is the greatest to have served in life, and now in death has an

extra more chilling edge.

Mekhenty-ir Din – This noble and loyal Tomb Herald is the

 second hand man to King Raamket II himself and would gladly

 give his life to grant the kings wishes.

ORCS & GOBLINS - GREENWaaaaggghhh! And then there were Orcs… John

Hampson is a new player of Warhammer and has taken up the

mantle of being the campaigns Orc player, which means he is

a loose cannon, most likely to bash the nearest thing as hard as

 possible! He got roped into the campaign when Mark, his son,

talked to him about it and thought it would be good fun for him

to get involved – he responded with an excited ‘yes, as long

as you tell me what to do’! The Orcs & Goblins always act as

a bull in a china shop when it comes to Warhammer and it’s

no different when it comes to the campaign map either, in fact

their armies always come back meaning that there’s always a

constant stream of angry green skins ready to rip your face off.

So hear this campaign players, always look over your shoulder 

for the green tide, as before you know it you’ll be lost at sea,

struggling to survive after the crash of every wave.

John took hold of the centre area just north of the

Tomb Kings and was surrounded by a plethora of other army’s

empires. The Orcs & Goblins had the Lizardmen to the south

east, the Wood Elves to the north east, the Dwarfs to the south

west, the Skaven to the north and the Beastmen to the west – a

truly beautiful place for a rampaging Orc general to bash some

heads. Somehow through some diving intervention the Orcs

may complete their mission of dealing with Morahngol K’tah;

however they’ll probably just stumble over him and think he’s

in it for a ght which is the usual greenskin way of dealing with

things. But whatever happens there is no doubt that anything

the Orcs touch will be pushed to destruction, so Morahngol bet-

ter be prepared for a green tide.

 

 HEROES OF LEGEND

Grimtor Ironside – A mighty Black Orc Warboss who had his

 fame stolen from him by his inbred cousin ‘Grimgor Ironhide’ 

Grimtor is now on a rampage to rebuild his name so that he

can be da big boss.

Wurrzag – The mighty Great Savage Orc Shaman himself has

come to the aid of the Orcs who are planning on rampaging 

through the Marshes of Madness.

Ardbeg – Another Black Orc Warboss, who is simply just….

 Ardbeg!

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MARK HAMPSON  BENJAMIN HAYES (ANIMAL) BEASTMEN - GREY

Mark Hampson is the co-founder of the Marshes

of Madness campaign and was one of the lunatics to come

up with most of the rulespack in all of its crazy glory. In the

meantime, whilst getting everybody together and writing like a

man possessed, he’s been scheming his beastly domination of 

the marshes – the idea of defecating on and destroying society

around him was quite appealing. Mark is also one of the game

masters and has been keeping everybody updated via the new-

fangled workings of the internet and facebook and alongside

Mitch will hopefully keep the whole campaign in tip top shape

through the many weeks and months. So if you’ve got any

sense at all, you’d do your best to keep an eye on those anar-

chic Beastmen as you’ll never know when they’re marauding

hordes will thunder into your battle lines crushing your empires

nest warriors.

Marks Beastmen took hold of the coast on the west

side of the map, near the Underground Caverns as well as the

Billowing Mountains and north of the Great Mortis River. The

Beastmen had quite an empty void to their east, with the Dark 

Elves to the south and the Ogre Kingdoms to the north adjacent

to their empire. One thing was certain there was going to be a

lot of battles with the Ogres as there was a mass of gut and fat

 bearing down on them. So onwards to anarchic glory the Beast-

men go, hopefully they’ll put a few new heads on their trophy

racks and somehow do the bidding of the Chaos gods – and

 perhaps in some way defeat Morahngol K’tah.

 HEROES OF LEGEND

Gorgaronn – The mighty and local Gorgaronn is a famous

 Beastlord in the area and is infuriated by the new empires be-

ing built up in the Marshes of Madness – time to sort it out!

Ganthagor –  A magical Great Bray Shaman of much respect 

within Gorgaronn’s herd, who has been in his prime for many

 years as one of the greatest shamans of all time.

Morghanoff – This incredible Doombull is used as Gorga-

ronn’s mighty armoured st, the behemoth of muscle tends to

lose his mind regularly though and has been known to ght the

 Beastmen himself.

Ben Hayes is another local player to Warhammer 

World and like Adam he plays an array of games from 40k too

 Necromunda, but he’s brought out his evil and cruel Dark Elves

for the campaign and is planning on enslaving the inhabitants

too his will. Ben likes to be referred to as Animal, for reasons

unknown but we daren’t ask him as we’re terried of him a

little bit, and we’re worried he may lash out if we reveal his

secret… Animal was one of the rst players to join the cam-

 paign and has been preparing his dread legions ttingly to cope

with the stresses of war in the diabolical lands of the Marshes,

 but what exactly are these evil elves looking for? But by any

stretch the armies ghting in the marshes should be careful not

to underestimate the Dark Elves as their eternal hatred for all

living things cannot be satiated.

The Dark Elves took control of the area furthest west

of the map, taking hold of parts of the Great Mortis River as

well as areas of the coast, seemingly where their dread eet had

landed in previous weeks. The Dark Elves had the disgusting

Beastmen to their northern border as well as the Dwarfs to the

east, blocking their way to the Tomb Kings further away on

the map. The Dark Elves would be able to easily make their 

way up and down the coast with their eet, so anybody on the

shoreline better beware of raiding parties as no doubt they’ll be

looking for slaves, and in most cases the thrill of blood shed!

 HEROES OF LEGEND

Tz’cast Shiv’rite – The Dark Elves are renowned for their use

of dark magic’s and Tz’cast is one of the greatest to have ever 

walked this earth, beware of this Supreme Sorcerer.

Khalek Kharaidon –  Khalek is a great Dreadlord of the Dark 

 Elves and his evil and malice is countable too none, beware of 

his cruelty and sadism.

Uraithen Blackheart – Uraithen is a fellow Dreadlord, his

reputation just as evil as his counterpart and his tactical might 

 just as effective.

 DARK ELVES - BLACK

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PAUL HICKEY OLLIE WHANTLIZARDMEN - SKY

Paul Hickey is no other than the legendary manager of 

the Warhammer World store, and by George he knows how to

 play Warhammer! Paul was hooked from the moment he saw

the rulespack and instantly decided he’d be elding his ancient

Lizardmen to battle and to ultimate victory in the Marshes, so

 between working in the store and managing all the goings on

that goes with that, he’ll be battling with us to see who’s got

the most steel. Paul also plays a range of games, and being the

store manager seems to have a bit of a competitive streak which

should denitely spice things up! So beware all campaign play-

ers for the Lizardmen will strike you down in the name of the

old ones, and they’ve been prepared for the coming of Morahn-

gol K’tah for thousands of years – can you deny them eventual

glory?

Paul set up his Lizardmen Empire just north of the

great deserts of Khemri and linear to the great ridge of moun-

tains to the east. The Lizardmen had the native Tomb Kings to

their south with the ckle Wood Elves to the north, the ram-

 paging Orcs & Goblins were situated to the west of his empire

 – perhaps a threat too close. It would seem that the Lizardmen

would be at constant war with the undead of Numas as well as

fending off the hordes of Orcs and armies of Asrai before them

if they wish to conquer all, and kill Morahngol K’tah in the

name of the Old Ones.

 HEROES OF LEGEND

Q’lk Q’lk Boq-Z’mn –  A Skink Priest with a great afnity for 

the winds of magic, he’s one of Lord P’ao’s most loyal servants.

Tcho-Pi Tcho-Pi – The mighty Saurus Oldblood of whom has

 fought in many battles, his cold blooded mindset enabling him

to command the great armies of the Old Ones.

Venerable Lord P’ao –  Lord P’ao is a might Slaan of great age and wisdom, he leads his empire with the divine light and 

 guiding hand of the Old Ones – nothing can stand in his way.

OGRE KINGDOMS - REDOllie Whant is one of two Ogre generals in the cam-

 paign and was brought to the fore by Adam who made him

fancy a bit of glory in the name of the great maw! Ollie plays a

range of games and usually delves into the futuristic universe

of Warhammer 40,000 but he couldn’t resist the chance to

get his fatties into the thick of it and carve himself an empire.

Alongside Mitch who likes to use Gnoblars, Ollie tends to go

the way of the Ogres and uses his mighty herd of Thundertusks

to stomp around the table bringing with them a horrendous ice

storm of which to freeze his enemies in their tracks. To under-

estimate the Ogres of the billowing mountains is to underesti-

mate death, and the likely hood of the Ogres stomping around

in your back yard is incredibly high – so be warned…

Ollie set up his empire just west of the billowing

mountains and on the coast of the marshes, taking hold of 

many of the Underground Caverns which lie there ready to be

mined. The Ogres kin were to the north of Ollie’s empire with

the destructive force of the Beastmen to the south and over the

mountains and far away are the scurrying hordes of Skaven

who no doubt would try their best to topple the Ogres. So with

an incredible belly laugh, the Ogres empire was ready for war,

and with their new found allies to the north surely nothing

could stand in the way of the mighty Ogres!

 HEROES OF LEGEND

Kleef Tulipgorger –  A Danish Slaughtermaster, his great gut 

helping him cast the magic of the maw and spreading carnage

where ever he goes.

Yakob Clockstomper –  A great gutted Tyrant of the tribe, his

ability to stomp clocks as well as the infantry of many an army

is quite a scary sight.

Pepijn –  Another wizard in the form of a Slaughtermaster, an

equal too Kleef and just as powerful on the eld of battle.

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CALLUM WILLIAMS MITCHELL WORTONWOOD ELVES - WHITE

Callum Williams is the campaigns only Wood Elf 

general and was one of the rst campaigners to get on board

with the Marshes of Madness after he’d looked through the

rulespack. Callum is most likely scheming the best way of 

returning order to the forests of this area through the elven

might of his Asrai and the forest spirits themselves. Callum has

an afnity for the Wood Elves and is an extremely hard general

to beat, making one of the oldest armies in Warhammer as hard

as nails after all these years. So beware players of the Marshes,

the Wood Elves are out for vengeance in the name of the forest

 – you’d do your best not to displease them or you’ll quickly be

met with death!

Callum set his empire up to the north of the deserts

of Khemri just south of Fozzrik’s Wizarding Spire and to the

south east of the Billowing Mountains. The Wood Elves had

the Skaven to the north and the Lizardmen empire to the south

east, the Ogres were too the west over the mountains with the

Orcs & Goblins to their south. Although the Wood Elves are

quite surrounded they’ll be able to use their forest special rule

too allow them to move around the board extremely easily, so

without a doubt we’ll be seeing little pockets of Wood Elf em-

 pire popping up all over the place – so look out for those pointy

eared folk.

 HEROES OF LEGEND

Neastara –  An elegant Life Mage of the Wood Elves and one of 

their greatest magic users to ever walk the earth. Her afnity

with the lore of life is unequalled.

Aurdurthu –  A monstrous Treeman Lord whose mission is to

cleanse the Marshes of all evil and bring the forests back under 

control of the tree spirits.

Delendil – The Alter-Kindred Lord, a nimble and otherworldly

 fast warrior of the Wood Elves, to encounter him is to suffer a

quick and silent death.

OGRE KINGDOMS (gnoblars) - ORANGEMitchell is the founder of the campaign and came

up with the original concept of Morahngol K’tah in all of his

gribbly evilness… With Marks help they managed to come up

with a complete rulespack which perhaps resembles a lunatics

ramblings, and one which will hopefully offer up lots of enjoy-

ment and fun for all players involved over the coming weeks

and months. Mitch has an afnity for the fatties but his heart

is with his Gnoblars and with the one known as Cribbins, a

mighty Gnoblar warrior! Although there are two Ogre armies in

the campaign Mitch will surely go his own way about carving

an empire in the Marshes, however you can guarantee it will

 be Gnoblar based on all accounts. But beware the Ogres of the

north and their ninja greenskin midgets may be isolated, but if 

you’re not careful they’ll nd a way to belly op you.

Mitch took control of the very north of the campaign

map, taking hold of the areas of countryside around Pinzence

and most of the area west of the Marshes of Madness. His only

enemy within close proximity are his fellow Ogre kin who are

 just south of his empire, the Skaven are the next closest op-

 ponent and are situated to the south east – this means Mitch can

only truly expand his area with ease? But will it go his way?

Most likely the two Ogre players will ally together meaning

that the north will be Ogre country, but will anyone stand in

their way – or will the might of the Ogres prove too much for 

those who venture there?

 

 HEROES OF LEGEND

Marek Fatback & the Gnoblar Fez –  A mighty Tyrant who be

 some strange contraption is controlled by his pet Gnoblar Fez.

Rinner Meathook & the Gnoblar Poppit –  A glorious

Slaughtermaster who used to be a pupil of Skragg the slaugh-

terer, he is now carving his way through the Marshes under 

 Mareks command.

Yaram the Singed & the Gnoblar Sparky– Yaram became

a Firebelly by accident when he inadvertently tripped into a

volcano, he’s never looked back since.

Cribbins – The mightiest Gnoblar warrior ever to have graced 

the battles of the Warhammer World.

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 JON LEIGH  ANTHONY SALIBAAnthony Saliba is a staff member at the Warhammer 

World store and is a massive fan of Warhammer above all else,

aside from his Beastmen, Anthony has a massive 10,000Pt

Warriors of Chaos army - he is truly dedicated to the ruinous

 powers! Anthony decided to bring his Beastmen to the cam-

 paign however perhaps to assist the dark gods in their quest

to snub out Morahngol K’tah or perhaps to wreak as much

anarchy as possible. The Beastmen themselves have entered

the eld for the beginning of summer and are looking to cause

mayhem for the players who currently live there, of course they

won’t go down without a ght!

Anthony built his empire to the very north east of the

map, just above the newly opened Marshes of Madness. The

Beastmen had settled in a fairly open piece of the map by to

their west were Mitch’s Ogres as well as Dan’s Skaven to the

south west and Jon’s newly formed High Elf empire to the

south. The Beastmen have arrived in their droves, and if there

weren’t enough already then there may be too many now! So

look up your daughters players of the marshes as Anthony’s

Beastmen are on the lookout for carnage!

 HEROES OF LEGEND

 HIGH ELVES - MAROON  BEASTMEN - BROWN  Hailing from the lands of Ulthuan, Jon Leigh did

cometh and set up his High Elf empire in the heart of the

Marshes of Madness summer. Jon was introduced to the cam-

 paign after Mark and Mitch had a brief and frantic conversa-

tion about it, and it seemed Jon was up for a bit of campaign

Warhammer straight away! His High Elves clearly seeing it as

the right time to venture into the Marshes and clear out the evil

 before it and track down Morahngol K’tah so that they can deal

with him the just way. Jon will have his work cut out to keep

the forces of order strong as the amount of evil that is lurking in

the Marshes truly outnumbers those who are good and truthful.

Jon set up his High Elf empire to the east of the map

 bordering the great mountains and looking across the valley

at the Billowing Mountains rising from the at earth. Jon had

John B’s newly formed Vampires to his south as well as An-

thony’s newly formed Beastmen empire to the north. Likewise

Dan’s Skaven were also bordering the High Elves to the west

so it seemed that the High Elves would be cornered in and

would have to ght their way out. So beware fellow campaign-

ers, for all that is good and truthful in the world has arrived in

the Marshes and you’d do your best to avoid the silver spear of 

the High Elves.

 HEROES OF LEGEND

Ithalean, Prince of Cothique –  A High Elf prince who has

come to the Marshes of Madness with his lord to quell the

world of Morhangol K’tah.

Bel-Thiniar the Radiant, Archmage of Hoeth – One of 

the most glorious Archmages of Ulthuan has graced his the

 Marshes with his prescense in hope of quelling the chaos.

Elthair the Brash, Dragonfend –  A mighty High Elf lord 

who rides atop his lethal dragon Ismenios and has come to the

 Marshes of Madness to destroy the evil that stirs there and to

bring order to the area.

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40 41

SPRING SEASONSo Spring begun with, and with a

spring in our foot, and hunger in

our belly we set of in attempting

to carve out our empires. This was

the map before Turn 1 had com-

menced.

All races of the known world have sent forth their greatest armies to the marshes of madness, each seeking out the ChaosGod Morahngol K’tah for their own unique purposes. As colossal armies clash in the Deserts, Open Plains, Mountains

and Coastlines to the North of Khemri the beast they hunt grows ever more powerful…

Whilst nine of the races are battling over the sod-den ground of the marshes others are instead ghting up

to the North the War of the Shield in some of the greatest

and most gruesome battles ever fought in the history of 

Chaos’ existence. All available forces of Order are form-

ing a defensive shield far to the North of the Marshes of 

Madness, preventing the overwhelming hordes of chaos

gaining access to Morahngol. As Morahngol hit the earth

the worshippers of Chaos began to hear voices in their 

heads, pushing and urging them to destroy the spawn of 

Morrsleib. The constant and urgent nature of the voices

forcing every Warrior to make for war and head south with

all haste, making an army of Warriors, Demons, Beasts

and the Damned of such vastness they would span an

entire horizon.

The forces of Order acted with admirable speed

and courage, forming an alliance to prevent the forces of 

Chaos from entering the Marshes and slaughtering the ar-

mies that hunt for the Chaos God of Confusion. However 

as each day passes the forces of Order concede inch by

inch of blood soaked ground to the Chaos alliance. “One

year”; the armies in the south are informed, “One year to

nd and kill Morahngol K’tah or be thrust into an abyss of 

darkness forever.”

The initial armies of the Marshes had deployed

and Morahngol was ready to move - the mighty Marshes

of Madness are closed to the campaigners in this turn and

will open in Summer. Each player recieved seven starting

tiles and could place a capital city as well as a mine and a

fortress to try and increase their empire.

A - Paul’s Lizardmen con- sistently attacked Adam’s

Tomb Kings during theSpring pushing back his

empire.B - A mighty battle brokeout at this simple Wizard 

Tower between Cal-lum’s Wood Elves, Dan’sSkaven & Mitch’s Ogre Kingdoms. The Wood 

 Elves came out on top and renamed the tower theTreesinging Tower.

C - The campaigns rst  game broke our between Animal’s Dark Elves and 

 Andrew’s Dwarfs, whoin turn pushed the Dark  Elves back and crushed 

them.D - A two turn ght brokeout between Ollie’s Ogres

and Mark’s Beastmenwhich resulted in both

 sides taking bloody noses.E - The Dark Elves of  Animal, sailed up the

 shore to attack Mitch’sOgres for them to be cast 

back to sea.F - After building a new

mine, the Beastmenwere pushed out of their new abode by Andrew’s Dwarfs, only for themto win it back and thendestroy it by accident!

G - After being confronted on all sides, Adam man-

aged to push back an Orc& Goblin invasion from

the north.H - Mitch’s Ogres were

mysteriously attacked bya rogue army of Adam’sTomb Kings at the very

north of the map.I - An epic 3 way ended with John’s Orcs being 

victorious over Andrew’s Dwarfs and Mark’s Beast-

men.

bc

d

ef 

 g

 h

 i

The Soon to be Treesinging Tower in game

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42 43

SPRING TURN ONELET THE SLAUGHTER COMMENCETURN ONE

After the brief period of calm before the storm Morahngol

K’tah made his move, burrowing under the surface and plough-

ing straight through the Grey Beastmen Empire…but not yet

has he reached the surface…that is when true mayhem shall

commence. Instantly the opposing armies across the board

clashed giving no quarter and all the armies going immediately

on the offensive.

THE PLAYERS

Time is of the essence as the armies in the south prepare their 

hunt for Moranghol, setting up cities to dwell whilst they cam-

 paign and quickly fortifying the surrounding areas, ready for 

 battle and prepared for death. The ten armies vying for control

of the marshes need ten supreme commanders; luckily we hap-

 pened to have ten of the most grizzled veterans at the ready.

• In the Purple corner, marching the undead hordes of 

the tomb kings to battle is High King Adam Chrimes, setting

the Legions of the Damned down in the city of Numas to the

south of the Great Mortis River ready to expand north and

conquer the living that dare to ght there.

• Your local not-so-friendly green horde bustled in on

the campaign for Morahngol, led by Big Boss John Hampson,

stufng his Boyz into the thick of it (as any Orc Warboss worth

his salt would) in the middle of the central plains north of the

River.

• The Mage-Priests of the Lizardmen found it wise to

send the Sky blue army to destroy the Chaos God, they also

found it in their wisdom to send Mage-Priest Paul Hickey to

command them, his rst move to begin their divine quest was

to build a temple city just to the North of Numas, also bor-

dering the mountains containing Karak-Zorn and the central

 plains.

• The host of Dark Elves sailed under black sails to the

mainland south of the marshes and landed on the north bank 

of the Great Mortis River near the coast. Led by the Dread

Lord Animal they set up their city along the banks of the River,

ready to sail and attack crucial locations along the coast if need

 be.

• The massed sickly green armies of the Ratmen bur -

rowed out of their under-empire to spread the tide of Skaven

across the campaign map, appearing to the south of the Marsh

their leader Grey Seer Dan Barnes prepared his plague furnaces

and Hellpit Abominations and scurried forth to conquer.

• A tribe of Ogres migrated to the badlands

ready to spread their Blood Red ags throughout.

Ready to smash and, whenever the mood takes them, to

feast, they looked to their Overtyrant Ollie Whant who

decided they should rst set up Camp to the north of the

open plains and close enough to feel the comfort drawn

from the mountains.

• A contingent of White Wood Elves bound

from the forests went forth to the grasslands just north

of the open plains, setting up their city south of the

Skaven, ready to halt their tide and bring the death to

Morahngol. High Born Callum Williams was charged

with the task and was determined to do so by any mean

necessary.

• Even the Dwarves wandered forth from their 

great mountain halls, hammers and axes in hand;

ready to bring death to Morahngol and any who would

stand in their way. Dwarven Lord Andrew Bainbridge

ensured his artillery was of a Dwarf standard, ready to

hurl, shoot and re at any who dare oppose the rise of 

the grumpy blue beards.

• A edgling Ogre tribe garbed in orange

 blundered its way towards the chaotic beast, nding

themselves setting up camp to the West of the Marshes

next to the Pirate City of Pinzence. Oddly enough they

are led by Gnoblar Chinbiter Mitch Worton; beggarscan’t be choosers I suppose.

• The grey Beastmen of the forests appeared

 blinking into the sunlight, seeing the hideous display of 

organisation and the progression of society in the unin-

habited Marshes lled Beast Lord Mark Hampson with

a burning fury, ready to rampage through civilisation

and return anarchy to the land his beasts moved south

of the woods into the open plains where the hardest

ghting was to be had.

TURN ONE GAMES

 DWARFS vs DARK ELVES

OGRE KINGDOMS (M) vs SKAVEN vsWOOD ELVES

TOMB KINGS vs LIZARDMEN

 BEASTMEN vs OGRE KINGDOMS (O)

ORCS & GOBLINS vs DWARFS

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 BLOOD IN THE MORTIS BATTLE REPORT! Dwarfs vs Dark Elves

With the Blessings of Ghyran stirring the Marshes

of madness into life, Andrew’s Dwarfs and Ben’s Dark 

Elves took advantage of the warming weather and clashed

on the coastline.

In typical Dwarven fashion, Andrew’s army took up their 

 buckets and fashioned crude bulwarks from the sand, whilst

Ben let his army spread out, content to let his sizeable block 

of cold ones splash about in the sea.

In oddly brisk fashion (for a dwarf at least) An-

drew went rst with little (ok, no) movement and even less

magic. The shooting phase saw a cannon and one grudge

thrower sail over their targets (we can only assume the gun-

ners failed to compensate for the brisk sea breeze). Their 

twins were much more obliging however, the other cannon

wounding but not destroying a repeater bolt thrower. The

Black guard were also greeted by a sizeable chunk of ma-

sonry; the rune etched stone landing on target and slaying

ten out of the twenty elite warriors.

As the elves swept forward towards the dwarven

 position, The cold ones thundered ahead, the fearsome

mounts baying for blood. As battle commenced, it became

obvious that Dwarf’s presence here was having an effect

on the winds of magic- the ow of eldritch power being

reduced to little more than an asthmatic wheeze. Under the

watchful eye of Dreadlord Uraithen Blackheart, Ben’s sor-

ceress let out a series of curses as she realised the stunted

targets in front of her were less than accommodating with

regards to her black arts.

The shooting phase saw little improvement with the Dread-

lord’s sizeable battery of repeater bolt throwers failing to hit

their mark. The ranks of repeater crossbow wielding war-

riors were slightly more successful, a smattering of dwarfs

falling with black etched bolts sticking out from beneath

gorgets.

The dwarfs were equally hospitable, greeting the

Druchii with a hail of missile re, the quarrellers tearing

through the crossbow men with such force that they were

forced to take a panic check. However, under the steely

gaze of the sorceress, they thought better of running. The

Cannons failed to strike their targets, although this was re-deemed somewhat by the grudge thrower continuing to dent

the elven ranks.

With a feral shriek, the cold one knights charged

into the Longbeards, the frenzied mounts leaping with bared

talons as their riders couched lances. The bloodied Black 

guard made for the Hammerers, bolstered by the piratical

corsairs. Ben aimed his shooting at the dwarven artillery

that he had now decided had become somewhat of a pain.

Sadly, the effect was a little lacklustre, the stunty crews

hunkering down beside their stout war machines.

The combat round saw the Cold one knights tear 

into the longbeards with all the gusto to be expected of 

velociraptor cavalry. Though thoroughly beaten, the veteran

warriors held by virtue of being steadfast. All the while, a

chorus of moans echoed up from the dwarfs, complaining

at the lack of skill displayed by their opponents and that

“Dinosaurs used to be scarier back in my day.”

In his turn, Andrew attempted to charge the ham-

merers into the corsairs. The hammerers- having longer 

 beards and therefore knowing better than he however, came

up with snake eyes on their charge distance, deciding to

have a scotch egg or something instead.

The artillery continued to chip away at Ben’s bolt throwers

with little results. The quarrellers continued their bullying

of the crossbowmen, nally breaking the elves and forc-

ing them to ee from the Dawi shafts (giggity). Combat

saw more of the longbeards fall, though bereft of the added

strength of their lances, the knights found carving through

the dwarfs to be more of an arduous process than they

originally thought.

The corsairs and black guard swept into the ham-

merers. Royal bodyguard to Dwarf lord Iorghen Ulventand,

the dwarfs hefted their mattocks in preparation for the ght.

The crossbowmen managed to catch Uraithen’s eye and

rallied as they realised the inventive torture their general

might have waiting for them if they continued to leg it.

A barrage of bolt thrower re saw the crew of a grudge

thrower thoroughly spitted. In combat, the Cold one knightsnally broke the longbeards, running them down and crash-

ing into the grudge thrower ahead. Despite seeing his most

veteran clansmen run down, Iorghen gripped his axe haft,

sweeping the blade through a handful of elves. Despite the

frenzied efforts of the corsairs, not nearly enough of the

dwarfs fell and the druchii were pulped as dozens of ham-

mer heads descended onto their skulls. The stunned few

survivors took the decidedly wise initiative of buggering

off. Snarling behind his fantastic ginger whiskers, the dwarf 

lord ordered his unit to restrain, turning them to face the

marauding cold ones.

Racing to the aid of the grudge thrower, Iorghen

and the hammerers crashed into the cold ones. With battle

fully joined, targets for the quarellers were sparse and so

they continued the campaign of intimidation, shaving a few

more elves off of the crossbow squad.Combat saw the knights butcher the grudge thrower crew

and their lance tips pierced the armour of a few hammerers,

who repaid in kind.

Whilst their subordinates clashed, the two lords

locked eyes, Uraithen raising his blade and letting out a

sibilant hiss of challenge to the dwarf lord who raised his

rune axe in reply. The nimble elf darted forward, his blade

sweeping under Iorghen’s guard. Unfortunately, the blade

skittered off of the gromril plate of the dwarf lord’s armour.

Iorghen’s rune axe landed more telling blows, cutting griev-

ous furrows into the noble and his mount.

With the battle entering its nal stages, the blood-

ied corsairs continued to limp to safety, whilst the elves

shot down the crew of the cannon, already acknowledging

that the engines had done their work. In the swirling me-

lee, Uraithen’s blade once again failed to land on anything

remotely eshlike. Iorghen had grown weary at this point and

deciding to put the proverbial brick into the marigold glove

(Had to nick that one Andrew), dispatched the Dreadlord, the

runes etched onto his axe blade blazing as they cut into his

 body.

Seeing their lord cut down bodily, the Cold one knights felt

the sneaking suspicion that something was amiss, begin to

dawn upon them. This sudden pessimistic outlook was rein-

forced when the Remaining hammerers lashed out, knocking

them from the saddle.

With a few nal bouts of desultory shooting, the smoke

cleared to nd that Andrew had all but wiped the Druchii

from the eld. Save for the crossbowmen and remaining bolt

thrower, his foes were routed. First Blood to Iorghen Ul-

ventand.

Final Victory points:

 Dwarves: 2055

 Dark Elves 1084

Victory to the Dwarfs. Adam Chrimes

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46 47

THE WIZARD TOWER BATTLE REPORT! Ogre Kingoms vs Skaven vs Wood Elves

With the winds of magic stirred by the presence

of the vast edice dominating the battleeld, Wood elf 

spellweaver Neastra- under the command of Callum, was

the rst to deploy, itting from her pathways in the twilight

realm, to take up residency within the wizards tower.

 Next came the chittering, bearded hordes of Dan Barnes’

Skaven, under the command of his grey seer- The artist

formally known as the horned prophet (He was big in the

80’s don’t you know), erupted from their subterranean lair,swamping the right table edge.

Last but certainly not least, the illustrious (And atulent)

Fatsplatter tribe of ogres under the command of Marek 

Fatback who himself is commanded by the Gnoblar Fez,

who in turn is commanded by the handsome and wise Mitch

Worton (It’s like Inception up in here.), thundered onto the

left hand side of the table.

The wood elves began by consolidating their 

 position around the tower, the Glade guard putting strings

to bows as they prepared to protect their mage. Over on

the right, the wardancers and Willow Smith, the treeman,

 jumped into the woods next to the oncoming Skaven horde.

The rat folk eyed the treeline nervously, paws gripping

around spear hafts as they watched for any sign of moving

 bark.

The Skaven pushed forward, the throng of Plague

monks pushing the pestilential furnace of priest Draxqueek,

trundling into the forest. Dan’s Grey seer showed a little

more athleticism, his Storm vermin unit clearing the same

forests and most likely ashing some rude gestures in the

direction of their diseased brethren.

With typical gusto, Marek’s tribe rolled forward, thighs

the size of ale barrels, chang together as the army surged

towards the tower. Most of the army ended up inside the

woods whilst staring down an army of Asrai (no doubt

there was some cunning plan forming in Fez’s cashew sized

 brain).

Taking advantage of the eldritch energies play-

ing over the stonework of the wizard’s tower, Naestra

casts throne of vines over her army, only to nd the spell

dissipated by the efforts of The artist formally known as the

horned prophet.

Buoyed by this success, the grey seer than attempts

to cast warp lightning on the wood elves, the spell only

stopped by virtue of Naestra’s wand of wych elm. Return-

ing the favour, the wood elf casts tree singing on the forest

where the plague monks are residing, rolling irresistible

force for the attempt. 4 monks are slain as the ancient trees

are provoked into bloodshed whilst Naestra survives the

 backlash of magical energy released.

Drunk with power now, she attempts to cast esh

to stone on the dryads, sadly, her previous exertions prove

to be too much and she fails to cast.

The opening shooting efforts see the Branchwraith

 picking out Marek, attempting to snipe him with deadly

grasping vines. The attack fails to scratch the tyrant’s

corpulent form however (we can only hope she was aiming

for Fez.) The glade guard send a urry of arrows at the

stormvermin, dropping two of the elite rats. Deciding this is

a poor showing, the noble carrying the battle standard, pulls

out his hail of doom arrow. Flashing his comrades a cock-

sure grin, he lets loose, the arrow splitting into several as

they speed towards the stormvermin. His expression falters

however as only a single rat falls to the barrage. He hefts

the banner once more, trying to blot out the laughter of the

glade guard.

In the second turn, the Wardancers bamfed into the

woods behind the ogres, talismanic tattoos shimmering in

the gloom beneath the eaves as they readied their blades.

Over on the right, a rumbling heralded the arrival of the

Hellpit abomination, it’s crude sutures tearing as it hefted

it’s lumpen form through the tree line. A mass of slaves fol-

lowed in the beast’s wake, the downtrodden ratmen herded

mercilessly towards the tower.

On the ogres ank, a woeful dirge began to sound

as a mighty phalanx of gnoblars came storming onto the

table, spoons and shoehorns glinting in the sunlight.

Harnessing the winds of magic once more, Neastracast esh to stone on the dryad unit, the power of Ghyran

hardening the forest spirit’s already formidable forms.

Responding in kind, the grey seer tries to throw out a warp

lightning but fails to seize upon enough eldritch power and

his concentration is broken.

The Ogre butcher felt it was time to get in on this magic

lark and so, hefting a cold platter of troll offal, he attempted

to cast trollguts on the surrounding ogres. The wood elf 

sorceress, foreseeing what a pain regenerating fat could

 become, wisely chose to dispel.

Turning her attention back to the encroaching

ratmen, Naestra focussed her wrath on the plague monks,

casting Dwellers below on the unit and the pestilential soup

tureen they were pushing. 27 of the poxed rats are dragged

to their deaths by killer moles, the plague priest left staring

down sullenly at his depleted unit. As if to add insult to in- jury, the magical backlash unleashed from the miscast then

its harmlessly over the waish sorceress.

Nocking arrows to bow strings, the glade guard

take down 5 plague monks, whilst their brethren on the left

ank chip away at the leadbelchers, harming them enough

to force a panic check. The dim witted ogres stared dully

down at their cannons and realised they’d better re before

they went home and so decided to stay. Now a tad perturbed

at the leaf wearing twiglets in front of them, the leadbelch-

ers opened re, 3 of the elves fall, forcing their comrades to

ee in panic.

Turn three sees battle joined as the dryads sweep

into the ogres, followed by the wardancers charging into

the rear, leaving the ogres scratching their heads in confu-

sion as they were sure they checked that wood on the way

in. Bolstered by the sudden aggression from their side, the

glade guard take heart and rally.

Over on the right ank, the musk of fear is verily

squirted as the warpre thrower crew fail to wound the tree-

man as it thundered into them.

The mournfang trot onto the board just in time to

watch their perambulating comrades counter charge into the

wood elves, possibly spurred on by the tinny yell of “Belly

 bounce!” thrown up by fez.

The plague censer bearers are over come with a

sudden protective urge in regards to their clan skyre buddies

and rush to their rescue, charging Willow Smith.

With the battle in full ow, Naestra attempted

to nd herself a centre of calm. Her attempts to shift the

woods was easily dispelled by the artist formally known as,

whilst the grey seers own warp lightning based efforts were

similarly stopped. Finding herself besieged on both sides,

the wood elf barely dispelled toothcracker on the ogres.

Naestra’s concentration nally slipped as she

rolled another irresistible as she cast shield of thorns on the

dryads. Her luck nally ran out as the roiling energy swept

her into the realms of chaos. As the tear in reality closed

over, many could swear that the faint echoes of malevolent

laughter could be heard drifting over the battleeld.

With the troublesome mage dispatched, the skaven

felt their grip upon the winds of magic tighten, allowing the

 plague priest to cast wither upon the Treeman, the forest

spirit’s bark form becoming tarnished with rot.

Shooting saw the arrows of the glade guard take

down 8 of the plague monks, severely diminishing the unit.

The leadbelchers took aim at the dryads, two of the forest

spirits being taken down by heavy shot.

The combat phase opened with the fanatics of 

clan pestilens swinging their censers bodily, wafting heavy

clouds of warpstone based plague over their towering foe.

Three of their number appeared to be signicantly less

devout than their brethren, succumbing to their own gas.

Unperturbed by the spasming corpses of their brothers, nor the jellied remains of the former warpre thrower crew;

the plague censer bearers lashed out with their ails taking

5 wounds off of the treeman, reducing it to one wound.

Grievously wounded though he was, the skaven made a

fatal error in leaving Willow alive as he proceeded to tear 

apart the rat folk, over running into the stormvermin com-

manded by the grey seer.

Howling out a challenge, The branchwraith swiftly

dispatches the ogre champion dense enough to accept. Her 

kin lash out with preternatural swiftness, taking a hefty toll

on the ogres, the equally agile wardancers cut heavily into

the rear ranks of the ogres also. However, considering the

overwhelming mass of sheer mean fat surrounding them, it

seemed that their efforts would be in vain.

Clutching at the dice, Mitch then proceeded to as-

tound us all by simply not hitting very much at all. Even the

famously violent (and corpulent) Marek, seemed disinter-

ested in the mortal combat raging before him, barely strik-

ing down a single dryad. For all the ogre uffage occurring,

the ridiculousness of the melee was further compounded

when Callum then decided to pass an obscene amount of 

ward saves. Clearly blessed by the spirit of Orion, he ap-

 peared to have not only survived by the skin of his arse, but

had also won combat! Having assessed the situation from a

tactical standpoint, Fez felt it was better if the ogres decided

to cheese it, the lumbering brutes breaking in all directions,

some even lucky enough to make it out of the reach of the

vengeful Asrai.

Turn four commenced with the wardancers

continuing their relentless pursuit of the ogres. T he tat-

tooed warriors leapt into the eeing ogre unit, cutting them

and the battle standard bearer to ribbons. Not particularly

encouraged by the untimely death of their chums, the rest

of the ogres politely declined to return to the battle, thighs

chang as they continued to run.

Over on the right ank, the roaming tree kin charged into

the much depleted plague monk unit, the impact almost jar-

ring the priest from his high platform.

Without the aid of his learned comrade, the wood

elf magic phase was left to Willow who had a pop at tree

singing, only to nd it masterfully dispelled by Dan’s grey

seer. Trying his best to ignore the boisterous trees laying

into the unit, priest Draxqueek decided to bestow his bless-ings upon his own men, gifting their blades with a patina of 

 blessed lth.

In combat, Willow’s rampage was sadly halted

as the lumbering giant found himself pierced upon many

halberds, his oaken form crashing to the ground before he

even had a chance to strike. Breathing a sigh of relief, The

artist formally known as the horned prophet, claimed that

he had everything under control from the start and hissed at

his troops to reform.

The treekin tear through the plague monks, pay-

ing no heed to their poisoned blades. Their triumph was

short lived as the plague monk downed one of the creatures

with a mighty swing of his ail, before yelling at his fume

addled crew to unleash the smog wreathed wrecker ball

attached to the plague furnace. Colliding bodily with thetree kin, the wrecker took a great toll though not enough to

swing the combat in Dan’s favour. However, drunk on poi-

sonous fumes and lled with a sense of self righteousness,

the priest remained unbreakable.

The game reaching it’s nal stages, the wardancers

turned on the mournfang, their slender blades still slick with

the blood of the monstrous cavalry’s kin. With a mighty

squeak, the gnoblars rushed to the aid of their heftier com-

rades, connecting with the wardancers. The Dryads charged

into the remaining leadbelchers who could only watch

dumbfounded as the forest spirits came upon them, shriek-

ing hellishly. True to form, the rest of Mitch’s ogres ed off 

the table, Fez shouting well wishes to the remnants of his

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48 49

 battle line as he rode atop Marek’s shoulders.

Despite having soul control over the winds of magic

this turn, Dan’s grey seer was unable to perform even the

most paltry of cantrips. Shooting was hardly more eventful,

the glade guard ring arrows into the approaching mass of 

the hellpit abomination, managing to take three wounds off 

of the dread creature.

In the combat phase, a clash of heroes ensued as

Cribbins, the battle scarred gnoblar nipple biter mercernary,

 bellowed a challenge towards the branchwraith. Now, whilst

it may have appeared to all participating that Cribbins was

cut down grievously by the marauding forest spirit, we have

it on good account that the nimble mercenary in fact evaded

her blows by dint of his natural agility and was l ater seenscurrying towards the rear of the ogre ranks.

The nimble wardancers were noticeably fatigued

after their earlier slaughter and so their blows fell short of the

mournfang, who repaid the blood debt, crushing a few. Not

to be outdone, the mighty gnoblars lashed out, taking down

a further two! The diminished Man eaters lash out at the

dryads but nd themselves unable to overcome the vengeful

creatures. Their resolve breaks and they ee.

Over on the right, the wood elves impetus stalls as, unable to

dent the plague furnace, the tree kin are felled (tee hee), leav-

ing only one remaining.

Going into the nal turn, the wizards tower was still

in the hands of the wood elves, though they faced a mass of 

skaven that threatened to overwhelm them. To emphasise

this point, Dan sent his slaves into the glade guard, trusting

in sheer numbers to win over actual, you know...competency.

The magic phase was once again desultory, with warp light-

ning failing to go off once more.

combat, the Gnoblars continued to excel them-

selves, cutting down more of the wardancers and swinging

the combat in their favour. The agile glade guard cut deep

into the skaven slaves, their natural skill making sure that

their blades slipped easily past any form of guard the rats

could muster. Though the roiling mass of teeth and claws

dragged a few of the elves down, the Asrai still prevailed,

though the vast amount of ranks supporting the skaven meant

that their courage was sufciently bolsterered.

The remaining tree kin was nally dispatched by Draxqueek 

who’s squeaks of victory died as he realised he was fairly

high up and bereft of followers to push him. Sadly his criesof assistance were lost amongst the din of battle.

With combat raging at the base of the edice, the

game drew to a close with the Hellpit and the slaves vying

for control against the glade guard. With the tower looking to

remain in no-ones hands, the mighty tome of rules was con-

sulted where it was discovered that if anyone of the contest-

ing players had slain an army general then that would count

towards secondary victory conditions. With his army having

herded Marek Fatback off the table, Callum’s Wood Elves

had just clinched it! The Asrai seized the tower just barely,

Dan’s grey seer sending up a barrage of inventive curses

towards the victors.

Victory to the Wood Elves!

 DESERT DAWNS BATTLE REPORT! Tomb Kings vs Lizardmen

 As the warriors of the Old ones marched relentlessly

through the punishing desert heat, the ground beneath them

 began to shift. Disturbed from their slumber, the legions

of Numas arose from the ground, sand running from their 

skeletal forms in heavy rivulets.

Despite rising to meet the enemy force encroaching upon

their homeland, the incantations of awakening were awed,

with King Raamket II and his herald emerging away from

their tomb guard. Similarly, the skeleton warrior hordefound themselves separated from the main battle line. Of-

fering his sincerest apologies, Alhazred, the army’s Hiero-

 phant, kindly put out the pressing matter of the approaching

dinosaurs.

The battle begun with the king and his retainer 

shufing their dessicated limbs to the tomb guard. Alhazred

urged his skeleton archer unit forward, whilst the skeleton

warriors struggled to rejoin the main bulk of the army,

 bereft as they were of the liche priest’s incantations.

Magic saw the master of the mysteries attempt

to cast an incantation of protection upon the army, shield-

ing them from harm until the divided force could gain a

semblance of coherency. He found his best efforts effort-

lessly dispatched by the Slann mage priest, the ancient

mage becalming the winds of magic, denying Alhazred the

 power required to cast. Raising a dessicated st towards

the enemy, the hierophant shook it vigorously in the toad’s

direction.

Shooting saw the blessed arrows of Asph take down a few

of the saurus warriors, the enchanted missiles jinking and

changing course mid air to strike their targets.

Taking advantage of the Nehekaran’s disrupted

 battleline, the Slaan urged his army forward, Terradons

swooping ahead on leathery pinions, preparing to drop

heavy rocks upon the undead. Bands of skinks followed in

their wake, blowpipes drawn (though what they hoped poi-

son would achieve against an army entirely bereft of veins

is anyone’s guess). The saurus advanced more cautiously,

the brooding warriors closing ranks around their glorious

leader. On the right ank, several packs of salamanders

sprinted ahead, preparing to unleash gouts of ery breath on

the somewhat ammable Raamket.

Were he still able to sweat, Alhazred would be

 perspiring like a proverbial, as he struggled to contain the

roiling energies harnessed by slann. Despite his best efforts,

the mage priest was able to cast wither on the tomb guard,

desiccating further, their mummied forms.

The prowling salamanders took advantage of these turn

events, one of the creatures slaying 15 of the tomb guard

with a single breath. His packmates were less successful,

choosing instead to snack upon the skink handlers con-

stantly poking them in the nether regions. Justied some

might say.

Still struggling to reach his embattled tomb guard,

Raamket continued to shufe, followed swiftly (ish) by

his standard bearer. The skeleton warriors continued their 

march to the centre whilst the chariot block and ne-

crosphinx continued their posturing.

The magic phase saw Alhazred fail to cast all but a

small skullstorm. The raging vortex swept forward towards

the lizardmen, halting just in front of the Saurus. The lack 

of protective incantations invoked however, left the forces

of Numas extremely fragile as the battle line was unable

to heal itself. Similarly, the drain on magical energies left

the casket of souls unable to release the vengeful spirits

enclosed within.

Shooting saw the chariots and archers pick off a few skinks

 but was otherwise a desultory affair.

The lizardmen continued their advance, the ter-

radons dropping their missiles onto the chariots as they

swooped overhead, managing to damage one. The salaman-

ders continued to pincer the tomb guard, whilst the stega-

dons thundered ahead.

The slann found himself hampered by his own

 becalming presence as he was unable to seize upon a sig-

nicant amount of power. As it was, no spells were cast this

turn and the magical vortex failed to dissipate.

The respite was short lived however, as the salamanders

continued to barrage the tomb guard, though without the ef-fects of wither upon them, the undead proved more durable.

King Raamket and his general were both wounded by the

attacks as the exuberant dinosaurs over shot their mark.

Invoking the sacred of incantation of “stop, drop and roll”

the monarch was able to avoid lasting harm.

The skinks opened re on the chariots, dropping three of the

machines as their darts found the mark, the crew dropping

to an inanimate heap.

Almost at the Tomb guard, Raamket cursed as he

saw the ranks of lizard folk sweeping around the anks

of his beleaguered force. Yelling vigorously at Alhazred

(what’s the ancient Nehekaran for “Get it together?”).

The chariots crashed into the skinks, weathering their hur-

ried shots, whilst the rest of the army desperately consoli-

dated.

Alhazred continued his stellar work in the magic

 phase, casting bugger all, leaving Raamket sighing with

exasperation as even the skull storm drifted back their way.

Shooting found a few salamanders dropped,

though the stubborn beats refused to panic. The chariots

 predictably ran through the skinks, the crew stopping for a

moment only to hose the remains from their wheels.

The battleeld dominated now, the salamanders

closed in on the forces of Numas whilst the skink priest

atop the stegadon aligned the mirrors upon the ancient

engine of the gods.

Unleashing the Aztec laser of doom, the engine of the gods

 Adam Chrimes

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50

destroyed the chariots utterly, prompting a victory squeak 

from the skink priest. The salamanders continued to bully

the tomb guard, wiping the last out and consuming the tomb

herald in re. Filled with righteous anger (and annoyance at

his slooooooow limbs), Raamket hefted his mighty kopesh,

 preparing to fall upon the salamanders. As he charged

majestically forth, a shadow fell across the sun and pausing

to look up, Raamket saw a terradon passing overhead, fol-

lowed by a rock falling towards him with unerring accura-

cy. Thus was the Regent of the Northern marches taken out

of the battle by the most slapstick of fates. His ruined body

exploding into a swarm of scarabs, he slew the skinks who

had such temerity to lay him though, before darting away to

his necropolis, to rest and regrow his corporeal form.

Bereft of their king’S leadership, there was little the Ne-

hekarans could do but delay the inevitable for as long as

 possible. Just when despair began to set in (Well an undead

sort of ennui), the hierophant revealed he had an ace up his

mothbitten sleeve. Pointing beyond the embattled saurus,

he motioned to the ground behind them, the sand undulat-

ing as the trio of sepulchral stalkers prepared to emerge,

 petrifying all those who looked upon them. His triumphant

expression was short lived however as the shifting stopped,

the constructs deciding they’d rather not get involved at this

 juncture.

Unleashing a urry of inventive swear words, Alhazred

watched as the mighty necrosphinx was laid low by a ram-

 paging stegadon. The nal blow came when the skeleton

spearmen nally arrived from their ramble, defeating a

small band of skinks. The idiotic grins plastered on their 

eshless faces was more than the hierophant could take.

With a mental command, he ordered the remnants of theforce to retreat, abandoning the mine to the Slann.

Massacre for the Lizardmen!

 Adam Chrimes

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52 53

SPRING TURN TWO DRIP DROP LITTLE APRIL SHOWERSTURN TWO

Morahngol K’tah himself moved out of the Beastmen Em-

 pire and burrowed his way to the Great Mortis River, still not

showing his ugly face to the armies who were carving their 

lands into the map. The great beast clearly biding his time and

 becoming as strong as ever in his look for chaos and confusion,

however above land a huge wave of war took hold of the Mad-

ness Marshes as armies clashed from the south to the north.

THE PLAYERS

After getting a foothold into the Marshes the armies now vying

for power needed to ensure their empires ourished rather than

dye out. This turn saw the beginning of some mighty rivalries

 beginning to take hold, and the time until Morahngol’s power 

intensies is starting to grow thin. Who will come out on top

in Spring? Turn 2 will begin to show those who are truly the

strongest.

• Adam’s Tomb Kings suffered a major loss against the

might of Paul’s Lizardmen in Turn 1, who then went on to con-

quer his mine to the very south of the desert. However through

some divine intervention, Adam then rolled on the random

events table to instantly reclaim it much to his joy. However 

Paul’s army was still present so Adam moved in swiftly to en-

sure he could retain his tile during this heated time. Adam, nowwith only two armies available had to use the other to repel an

Orc invasion from John who seemed persistent to wipe out the

Tomb Kings.

• John’s Orcs & Goblins were destroyed by the Dwarfs,

 but just to reappear again in the centre of his empire at the end

of Turn 1. So in true Orc fashion, he turned his nose away from

the Stunties and decided to bash something a bit squishier to

get his condence back – but it meant more woes for Adam’s

Tomb Kings as the Orcs bundled into the desert.

• Paul’s Lizardmen had a confusing start to Turn 2

after they captured and then progressively lost it again almost

instantly at the hands of the Tomb Kings. Paul decided to pull

 back and build up his empire but in the meantime would need

to ght again for the mine he desired, once again making war 

with the Kings of Numas.

• After being defeated by the Dwarfs in Turn 1, the

Dark Elf army was destroyed leaving Animal to fend for his

empire with only two armies. However instead of consolidating

his position, the evil Dark Elves set sail in search of prisonersand headed north up the coast – all seemed quiet where they

had landed however it wasn’t long before Mitch’s Ogres clam-

 bered down to the ocean to frolic and sunbathe on the seaside,

however instead they needed to fend off a druchii invasion.

• Dan’s Skaven took a pounding in Turn 1 but despite

their early setback in their massive three way game, Dan

continued to build up his empire only to nd the Wood Elves

doing the same. Again, annoyed with the Wood Elves interven-

ing with their plans the Skaven pushed forward to squash these

Elves of the forest; surely they won’t defy the wants of the

council this time?

• After Ollie’s Ogres suffered a major defeat against the

Beastmen and had lost an army, it seemed like it was time to sit

 back and consolidate his position. However the evil Beastmen

seeing their advantage decided to push forward and attempt to push the Ogres out the way – however the Ogres wouldn’t be

fooled so easily this time. This is their land you see!

• After their epic victory in Turn 1 against the might of 

the Ogres and the hordes of Skaven, the Wood Elves turned the

Wizard Tower into a Treesinging Tower – a deity of all things

good. Callum’s Wood Elves then continued to push their way

into the north using their forest movement to take the armies

residing there by surprise, perhaps the Asrai are building a sec-

ond empire? But despite their expansion the Skaven, annoyed

 by their previous defeat, didn’t want any of it and stepped in to

stop them conquering even more of the marshes.

• Andrew’s mighty Dwarfs hit out against two

foes in Turn 1 casting them all aside, rstly beating

Animal’s Dark Elves on the Great Mortis River and

secondly pushing back a Orc invasion to the north of 

his Empire. Using their advantage the Dwarfs continued

to push on, and rather strangely managed to conquer a

mine deep within the Beastmen territory – much to the

confusion of all… The Beastmen that were there were

furious with this turn of events and persisted to do bat-

tle with the perpetrators.

• Mitch’s Ogres were defeated at the Treesing-

ing Tower, a battle they’ll want to quickly forget as well

as building a fort in Turn 1. The next turn started with a

 bang, as the Ogres were making their way to the seaside

to eat ice cream and go to the arcades, they noticed a

 plethora of black ships making their way to the coast.

Before they could say ‘Cribbin’s get my lunch’ the

Druchii attacked, and began to mobilise on the seafront

 – annoyed by this occurrence and having to take off 

their arm bands and deate their dingys…. Battle com-

menced!

• Mark’s Beastmen had defeated Ollie’s Ogres

near the Underground Caverns in Turn 1 and had cut

himself a sizeable empire. Turn 2 began where Turn

1 left off and the Beastmen seeing their advantage

 pushed into the Ogre’s empire hoping to push them back further – a grudge match of epic proportions it

seems! However the Beastmen horde on the coast that

had just nished building a mine got a bit confused

when it was overtaken by Dwarf miners… Some kind

of Dwarfen trick? Whatever it was the Stunties needed

to be squished!

TURN TWO GAMES

LIZARDMEN vs TOMB KINGS

ORCS & GOBLINS vs TOMB KINGS

 BEASTMEN vs OGRE KINGOMS (O)

 DWARFS VS BEASTMEN

OGRE KINGDOMS (M) VS DARK ELVES

WOOD ELVES VS SKAVEN

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54 55

 BESTIAL REVENGE BATTLE REPORT! Beastmen vs Ogre Kingdoms

The rain was falling hard on the battleeld, the moun-

tains nearby had whipped up a storm in the day and by late

eve was abrupted by the claps of thunder and the ashes of 

lightning. The Ogre’s had advanced to their position, rain

running of their blood encrusted armour which had been

 put there by the Beastmen they’d tried to stop in earlier 

weeks. But they couldn’t forget the previous loss they’d

suffered and the sight of the hill scape before them being

lled with those same Beastmen who deed them, unset-tled them greatly – this was going to be an almighty grudge

match; one the Ogres desperately needed to win. A regiment

of renown came into view; the now mighty Bestigor newly

named the Ironsmashers after their crushing victory over 

the Ogres had made them infamous among the war herd.

Their giant axes, rusted and bloodied were held high, taunt-

ing the Ogres as they set up their battle line; they wanted to

continue their dominance over the fat ones. At the head was

Gorgaronn, majesty among Beastmen, his breath condens-

ing in the air in great plumes as he began to work himself 

into a frenzy, shouting orders and smashing his great Brass

Cleavers together ordering his minions to taunt those before

them.

The Ogres, although greatly demoralised by their 

foes, hadn’t come unprepared. They now had knowledge of 

this army and its leader and knew what they needed to do

to beat them but the battle didn’t follow suite to their plans.The Beastmen advanced rst, the great ranks of Gors and

Bestigors marching down the hill, with the entourage of 

Chariots packed together on the left ank and the Minotaurs

stomping a mean path on the right ank. Without hesitation

the main bulk of the Ogres force moved forward with the

Mournfang cavalry on the left restraining their mounts as

they remembered all too well the pain of a Razorgor charge.

The great Thundertusk sucked the very cold out of the air 

around it, making it snow on the battleeld for a few min-

utes as it did its ice blast attack on the Ungor warriors for it

to fall short, rather annoyingly for its riders.

The Beastmen progressed to move forward attempting to

slam the Tuskgor chariots into the stationary Mournfang for 

them to fail on both accounts. The Ungors however, worked

up into a blind rage by Gorgaronn’s endless chanting

charged off into the Ironguts taking the Ogres by surprise,

and although the Ungors were beaten by the huge eliteOgres they held tight and did not ee. With the Chariots

failing to charge the Mounrfang the giant cat riders saw

the opportunity to smash through their nemesis’ with sheer 

strength of impact, the rst chariot turned horn and ed

whereas the second Tuskgor crew took the brunt of the im-

 pact. The Mounrfang smashed the wooden frame aside and

trampled over it continuing on into the Razorgor chariot,

the Beastmen had failed to get the essential charge off this

time but the Ironsmashers bundled forward to assist their 

 beleaguered comrades from the ensuing onslaught.

The Mournfang persisted to cast the Tuskgor chari-

ot down, but the contraption ended up too tough to destroy,

and seeing their chance attacked the Wargor carrying the

Battle Standard attempting to gain the advantage on their 

enemies. But unfortunately for the Ogres the Mournfang

were then cut to pieces by the mass of attacks the Bestigor 

could deliver and ran from the victors, the Bestigor then

took this advantage to slam into the Ironguts ank and reig-

nite the hatred between the two units – however the mass of 

Bestigor persisted to wipe out most of the Ogres down to a

man, but the stubborn Ogre didn’t budge.

The Ogre’s right ank was doing a better job

however; the great Thundertusk bundled into the swathe of Gors before it stamping many of them into the muddy pud-

dles beneath their feet. However the T hundertusk’s impetus

was not enough to cast the Gors and Gorgaronn down and

got stuck in combat with the horde of Beastmen, the then

fuming Minotaurs were able to rampage into the side of 

the beast and the combined might of these forces pulled

the Thundertusk down. However this confusion helped the

Ogres in the end as all the Beastmen units were out of sync

and had spread themselves all over the place, the Ogres

needed to break the army not defeat it in this case so the

Kleef Tulip Gorger and his huge mob of boys charged off 

into the victorious Gor unit and with the huge volume of 

impact hits and attacks the Gors were completely disorien-

tated and demoralised, not even Gorgaronn’s shouting and

screaming could stop the unit from eeing the impact of 

such a huge body of fat!

The remaining Gors and Gorgaronn did manage

to rally in front of the pursuing Ogres, but due to the mass

confusion with the rest of the Beastmen army the Kleef and

his Ogres could not be stopped and persisted to wipe Gor-

garonn and the Gors off the table in a nal belly opping

charge. The Ogres had managed to pull victory from disas-

ter in the end, and the Beastmen army that remained looked

on in horror as their general was defeated, the Ironsmashers

and their Wargor took the initiative and took the opportunity

to ee the battle before the Ogres could call for reinforce-

ments. A battle unjustly lost? Or perhaps revenge for the

carnage the Beastmen had done to the Ogres earlier on in

the Spring, whichever way you look at it, the Beastmen and

the Ogre Kingdoms would now have a bitter hatred for one

another – perhaps for months.

Victory for the Ogre Kingdoms  Mark Hampson

PROPHET FORMERLY KNOWN AS BATTLE REPORT! Skaven vs Wood Elves

The Seer watched as one of his pathetic underlings ran

towards him, stumbling and falling about like the imbecile

he was. As the Clanrat approached the pathetic worm threw

himself onto the cavern oor and prostrated himself before

a being that could kill him in the swish of a tail.

For this seer was of the council of the thirteen.

This seer had returned from the netherworld, after standingunblinkingly in front of death, nibbling at its face then turn-

ing tail and eeing.

This seer was the Artist Formerly known as the Horned

One.

Thought to have perished in the bloody battle against the

Wood Elves at The Tree Singing Tower.

He had returned, but didn’t see the weakling Skaven army

at the Marshes as worthy of his presence…Not yet anyway.

The underling beneath him squeaked ‘Master, I bring news

from the battle with the bark-lovers.’

The Artist Formerly known as the Horned One remained

silent.

The Clanrat hesitated. ‘The…Erm…Master the army was

routed from the eld, Draxsqueak failed, the Elves beat usagain.’

Warped electricity charged through the Seer as he prepared

to show this scum how bringing such news to a member of 

the council was punished.

‘But the experiment!’ The rat quickly blurted out.

The lightening faded.

‘I think…SQUEAK!...I mean I’m certain that it was a suc-

cess! Experiment 313 still lives! Not only that but it beat

down the forest spirit known as Willow Smith my Lord.’

The Artist formerly known as the Horned One almost

smiled, then only three words escaped his whiskered mouth.

‘Tell me everything.’

In the sparsely forested land near the Marshes of 

Madness the Skaven arose from their underground lairs,

scrabbling to the surface. Their leader, the Warlord Slik 

arranged his minions into some resemblance of order and

formed his battle line, preparing the Ratmen to face their 

nemesis in their campaign for Morahngol, the troublesome

Wood Elves. The Skaven line spanned from the building to

the far West of the battleeld to some ruins that lay in the

East, forcing the oncoming Wood Elves into conict if they

wished to pass. As the Grey Seer leading one of the Skaven

armies had been vanquished the remaining forces of the

Ratmen had called down into their tunnels for a replace-

ment, and replaced the Grey Seer was, by a Rat called

Quirm. Pushed up through the tunnels, his arms bound be-

hind his back, with such force that it was almost as if their 

fellow Skaven didn’t want him anymore.

Meanwhile the Wood Elves decided to accept the

challenge made by their foes and set up their own battle

lines in response. Naestara the life mage had experience

in ghting these delers and arranged her units to counter 

strike the Rat horde with forest spirits whilst raining arrows

down upon their soft heads.

The Wood Elves took the initiative and sent their 

Dryad forces ploughing forwards towards the Skaven. The

legendary Tree Man of the Wood Elf force Willow Smith

watched the battle unfold patiently from the cover of a near-

 by wood, waiting for his moment to strike. Now Naestara

closed her eyes and drew power from the winds of magic,

managing to conjure up a decent 9 power dice, she began

casting spells using the power of her magic to move woods

around the battleeld, protecting herself and bolstering the

toughness of her units. The Rats looked to their newly ac-

quired Grey Seer expecting him to dispel the spells coming

forth from Naestara. The seer simply cackled madly as the

magic ew all about them unhindered followed by a hail of 

arrows, which mainly missed the Skaven forces due to the

distance between the opposing armies. A little disconcerted

 by their new arrival the Skaven reacted.

Wood Elf fast cavalry, attempting to ank the

Skaven by approaching their right ank via the ruins were

taken aback as when they passed the rubble plague censor 

 bearers ew out charging at the Elves and their mounts.

However the Rats were disorientated and were unable to

hit their prey. As the Wild Riders braved the noxious gasses

 brought forth by the censor bearers the cut through the Rat-

men with the ease and grace expected of an Elf. Afterwards

charging onwards towards the plague furnace and Drax-

squeak the monk.

Meanwhile the Warlord Slik Ordered his units to

advance, readying his blade to strike down the spirits of the

forest that had thwarted him once before.

 

Then the eyes of Quirm lit with an eerie green

glow and he laughed maniacally before sucking all the

 power he could from the winds of magic, throwing all of his

strength into sending the 13th spell at the Wood Elf Naesara

and her squad of archers. The force of the spell was so im-

mense that the Elves could do nothing but watch it happen.

 Naestara, the Wood Elven battle standard and the captain

of the archers watched as the rest of their unit scream blood

curdling screams before the fabric of reality around them

was torn and they mutated into Clanrats, their hideous

remains knotted together on the grassland they lay on as the

effects of the spell proved too much and they died. Rather 

then be panicked by the decimation of his squad the captain

roared in deance at his now hated enemy, promising to

take as many of them to the grave with him as he could.

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However the spell also had major ramications on

the demented soul who cast it. Abusing the winds of magic

in such a way that Quirm had would not go unpunished.

The fabric of reality exploded around this suicidal Seer as

he detonated, sending ten of the Stormvermin that were

with him to their graves along with three unlucky nearby

 plague monks. However the warped mind of Quirm was

not sucked into the abyss and he alone stood in the centre

of a blackened crater, still cackling whilst he burnt. How-

ever the rats that had survived the detonation were used to

Skaven weaponry backring and did not ee but trudged on

forwards.

 

Shaken by the destruction of her squad Naestara

called upon the magic of life to undo the hideous mutations

of six of her archer companions and bring them back to the

world of the living. While she did this the BSB, angered by

the death of his comrades notched the Hail of Doom arrow

into his bow and red it at the Stormvermin, as the arrow

whistled through the air it splintered into many shards and

 pierced nine of the already depleted Stormvermin who

nally decided they’d had enough and turned their tails on

the enemy, squeaking as they ed.

 

The few brave wild riders who charged the plague

furnace launched themselves from atop their mounts onto

the furnace with Draxsqueak and butchered him. The

 plague monks took umbrage and charged atop the furnace

with them. Gladly sacricing themselves for the good of the

forests the Wild Riders fought and fell before the monks. As

the last of their kin stood atop the furnace he heard a loud

‘CLUNK’ above his head, looking up just in time to see

the wrecker ball fall from the furnace before it crushed hissmall fame to dust.

As this occurred Quirm let out an almighty Squeak 

(as almighty as a squeak can be) and swung back round to

face the enemy, the stormvermin, very much fearing this

nutcase, followed suit. As they did so The Hellpit Abomina-

tion Experiment 313 lurched forward in front of the Skaven

 battle line.

 Now facing his foe again Quirm’s whiskers twitched as

once again his eyes glowed their fell glow and the 13th

spell was once again irresistibly cast at those that remained

in Naesala’s unit. The six revived archers fell to the spell.

The Captain also fell. As did the BSB. Then Naesala

herself hunched over screaming as the warped power of 

the dreaded 13th spell tore her body apart and she, like her 

fellow comrades, collapsed onto the grass.

Quirm Screeched with unbridled glee at causing

such devastation and as he did so imploded once more with

the power of the Dimensional Cascade, incinerating seven

foolish Stormvermin who came too close and ve plague

monks. After the explosion Quirm, still screeching in

delight, was sucked away into an abyss of darkness for all

eternity.

At the sight of this madness a unit of Dryads

manoeuvred in front of the remaining Stormvermin ready

to stop them in their tracks. Meanwhile the Treekin charged

the plague furnace, ready to nish what their Wild Rider 

 brethren started.

Seeing the Hellpit Emerging from the Skaven line

a squad of Wood Elf Archers opened re upon it, only one

arrow penetrated the Hellpit, making it roar an unearthly

roar that shook the ground, charging onwards towards the

spirits of the forest. The Treekin smashed into the wooden

frame of the furnace, wrecking the structure and reducing it

to splinters. The Plague monks reacted but were unable to

 penetrate the toughened bark of the Tree Demons, but the

monks, angered by the loss of their machine stood rm to

exact their revenge.

The thirteen remaining Stormvermin, along with

the Warlord Slik, charged the pretentious Dryads standing

 before them. The Dryads cut through the remaining Storm-

vermin to reach Slik, as the Branchwraith saw the Warlord

the Skaven called forth his two assassin bodyguards. The

Dryad called out a challenge and one of the assassins

stepped forth to accept, protecting his master and easily

cutting the Dryad to pieces before the creature could lift a

gnarled limb. The other assassin killed two more Dryads as

they attempted to swarm the Warlord. However he was un-

able to kill many that ran past him to the Skaven Hero. Slik 

Squeaked in fear, he didn’t think he was actually have to

ght! He drew his weapon and lashed out randomly at the

Dryads, who simply stepped to one side then struck his Rat

foe down. The other stormvermin were overwhelmed and

seeing their commander die, scamper away as fast as they

could.

 Now the other unit of Dryads caught the Hellpit

unaware and charged into its left ank but were unable to

wound the monstrosity. Experiment 313, annoyed by the

Dryads, decided they would be better attened and, rear -ing up on its…erm…rearing up into the air proceeded to

collapse down in an Avalanche of Flesh upon the Dryads,

crushing nine of the spirits to dust, the Dryads then thought

 better than to continue attacking such a creature and ran for 

their lives.

The Treekin nished off the Plague monks and

turn to see the destruction being carried out by Experiment

313 started moving in to combat it.

Before the Treekin could charge the Hellpit, how-

ever the Legendary Willow Smith burst out of his forested

hiding place and moved to stop the Experiment’s rampage.

The Hellpit slams into the Heroic Treeman, the ensuing

wrestling match reached epic proportions, shaking the

very roots of the trees in a nearby forest. Then the Hellpit

grabbed Williow Smith, slamming his head into the earth,

shattering the forest Demon into splinters. The hellpit then

turned from its kill and slammed into the Treekin, ripping

through them like paper.

‘That’s all I know Master SQUEAK!’ Chattered

the Clanrat. ‘Experiment 313 ran off into the swamps after 

the battle, shall we sent a squad to recapture him?’

‘Yes…’ muttered The Artist Formerly Known as the Horned

One ‘I had plans once you know…And soon they shall

come to fruition.’

Victory for the Wood Elves Mitchell Worton

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58 59

SPRING TURN THREEFIGHTING IN FULL BLOOMTURN THREE

Morahngol K’tah moved away from the Great Mortis River this

turn and burrowed his way north east from the river all the way

to the eastern mountains. His great daemonic form burst out

from beneath the ground bringing with it an almighty storm of 

magic in that area; would anyone dare to ght in this turbulent

wind of magic?

THE PLAYERS

• Adam’s Tomb Kings suffered another loss at the hands

of the Lizardmen in Turn 2 but were able to push the Orcs &

Goblins back to their homeland and nally get a victory that

they were looking for. Adam had one army remaining and

 being a Tomb King managed to move his nal force too the

very north using some dark magic to allow them to attack the

Ogre Kingdoms who were becoming quite comfortable in their 

secluded area.

• John’s Orcs & Goblins were pushed back at the last

 by the Tomb Kings, and found themselves looking around for 

the next thing to bash. From the south came the Lizardmen

however and they’re looking for conquest over the foul Orcs,

however they are sure to be met by the aggression that comes

hand in hand with the greenskins. The Orcs also decided to

make a break for the Tower of Pain, but found themselves in athree way against the mighty Dwarfs and anarchic Beastmen.

• Paul’s Lizardmen started Turn 3 rather annoyed after 

they failed to capture the Tomb Kings mine yet again! In their 

angst they decided to hit out at something else, and made their 

way for the kingdoms of Orcs & Goblins which were still

 plaguing the centre of the map.

• Animal was defeated by the Ogre Kingdoms in Turn

2 after they were pushed back from the beaches, however the

army did manage to escape. Animal decided to play it safe this

turn and build up his empire, however he ended up having to

 protect his allies empire as the Ogre’s had poured down into the

Beastmen’s northern territory.

• Dan’s Skaven lost their Turn 2 battle against the Wood

Elves but fortunately didn’t have their army scattered, and in a

turn of events found themselves ghting the mighty Ogres of 

the North. The Skaven also started to scheme their upheaval

and began to build as much as they possibly could.

• After Ollie’s Ogres managed to push the Beastmen

 back, they saw an opportunity to push forwards and take back 

what was rightfully theirs and charged into the undefended

Empire of the Beasts. However with great Surprise, Ollie dis-

covered that he was under attack from the Wood Elves who’d

decided to invade from the north in an attempt to expand their 

newly forming second empire, but would the Ogres repel them?

• After beating the Skaven in turn 2, the Wood Elves

would be on the offensive again after not losing any armies.

They quickly turned their attention to the Ogre Kingdoms

to their south attempting to expand their empire as much as

 possible and to take back their Treesinging Tower which had

 been abandoned by some form of plague. The Wood Elves are

continually on the offensive!

• Andrew’s mighty Dwarfs had managed to secure a

mine at the beginning of Turn 2 but were unlawfully pushed out

of their new residence by the Beastmen who had just built it.

Unfortunately the army was destroyed but the Dwarfs remained

vigilant and decided to enhance their empire by building as best

they could before the Summer started, however through bad

intelligence the Dwarfs were moved to attack the Tower of Pain

 bringing them into a bloody three way.

• Mitch’s Ogres were victorious on the beach,

and could nally get down to some serious summer hol-

idays for once. But to the east the Ogres decided that it

was time to attack the Skaven who had clearly annoyed

the Ogres in some strange fashion – perhaps it was

revenge for their battle at the Treesinging Tower? But

out of the blue, a great host of Tomb Kings move forth

to try and conquer their northern territory, it seemed

that the Ogres would have to push this evil undead back 

 before it took hold of their lands.

• Mark’s Beastmen had managed to win against

the Dwarfs reclaiming their mine, before it undoubt-

edly decided to exhaust itself… However the Beastmen

army to the north had been scattered by the Ogres and

was left open to attack from all fronts, but luckily the

Dark Elves were there to rescue the Beastmen land.

The Beastmen army to the south however had different

ideas and moved to the south in an attempt to conquer 

the Tower of Pain but they were met by marauding Orcs

and begrudged Dwarves.

TURN THREE GAMES

SKAVEN vs OGRE KINGDOMS (M)

 DARK ELVES vs OGRE KINGDOMS (O)

 BEASTMEN vs ORCS & GOBLINS vs DWARFS

WOOD ELVES vs OGRE KINGDOMS (O)

TOMB KINGS vs OGRE KINGDOMS (M)

 Aurdurthu - The mighty Treeman Lord 

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60 61

 AZHARR OF THE MARSHES OF MADNESS

SPRING SCENARIOSummer is on its way and the armies battling throughout the Marshes of Madness have

decided that it’s time to put a stranglehold on the marshy blight that gives this place

its name. Now that the mass spawning of Marsh Trolls is over and as spring draws to

a close, it’s time to look for clues about Morahngol in the dank mud of complete mad-

ness! Perhaps Azharr’s ruined fortress may begin to answer some questions?

The SettingThe Marshes of Madness are a prime ghting point for the

armies which are looking for the beast that is Morahngol. Its

 position is to the north and is a huge expanse of land, taking

this area has a whole array of benets for those who dare brave

the marshes. To the centre of the Madness Marshes lies a great

ruined fort of an Araby prince named Azharr – there is rumour 

of great treasure here… What will you nd?

The ArmiesThis scenario is for an even number of players; each player 

choosing his/her force from their armybook using any Heroes

of Legend or Regiments of Renown that they wish from any

army rosters. Each player’s army should be the same size; the

chosen points limit for this game will be 2,000Pts.

Special RulesBoth the Dawn Attack and Ruins of Azharr scenario use the

Madness Marshes special rule as detailed on page 17. Also all

forests are mysterious and must re-roll any results of 1.

 

The BattlefeldSet up as many tables as there are pairs of players ready for a

Dawn Attack game. This represents the armies stumbling over 

one another as they try to nd their bearings on their way to the

Marshes of Madness heartland. Each player is drawn from a

hat, so that player 1 will play player 2 on the rst Dawn Attack 

table – this then continues until all the tables have a game ready

to go.

All of these games must commence at the same time, as the

rst victor gets to move on to the next scenario named – ‘The

Ruins of Azharr’. The individual Dawn Attack games are to de-

termine what order the winning players move on to the central

 prize, this will be detailed later. Victory is determined as per the

normal rules for a Dawn Attack game, so get your victory in

quickly as you’ll stand more of a chance of claiming the Mad-

ness Marshes.

The Ruins of AzharrThese ancient ruins once stood proud; a testament

to mankind in their quest to conquer and colonize anywhere

that they could. Azharr was a mighty Arabian prince who

saw t to build a mighty fortress in the middle of the marshes

of madness to show his wealth and strength. Of course,

Azharr did not realise that the marshes are moving at a con-

stant rate and as quickly as he built his castle – the marshes

tore it asunder. After many years of struggling and high

maintenance bills, Azharr nally left his hold, leaving many

valuables behind. Valuables that are, too tempting for the bat-

tling armies of the Marshes to pass by as well as the prospect

of conquering a new land.

This scenario is set up like the Battle Royale sce-

nario, see page 406 of the rulebook but use the map above.

Before any games are started ve objective markers must be placed on the table, these are the victory conditions for this

game, they can be coins or any other marker – place them

around the ruins. The armies that ght in this scenario are the

victors of the previous Dawn Attack games; the rst victor 

gets to set up in the Centre Deployment Zone. The game

doesn’t start until the second player and subsequent players

have entered the fray; these players set up their entire force

in the 6” deployment zone on the table edge of their choice

- winner 2 chooses rst and then winner 3 and so on. These

armies cannot be within 10” of each other at the start of 

deployment as an extra note.

 

Also due to casualties in the previous games all units regain

D6 wounds, whereas Characters, Monsters, Warmachines

and Chariots regain 1 wound up to their maximum.

Game LengthThis game lasts for 6 turns.

Victory ConditionsThe winner of The Ruins of Azharr is determined by the

amount of objectives won; see capturing objectives Pg407

of the rulebook. If there is a tie, then the players who lost the

Dawn Attack games must decide who should conquer the

Madness Marshes tile. Each player that made it to the nal

 battle gets a piece of the spoils of Azharr’s items and trinkets

however, to determine what each player received look at the

spoils of war section below.

To The Victor, The Spoils!Campaign Map Tile & Magic ItemsThe winner of the Ruins of Azharr scenario claims the

central Madness Marshes tile. The other players that did

not win can then, if they wish move an army of their 

choice into any of the 5 unclaimed Madness Marshes

tiles. They cannot claim it yet, but may do so in the rst

turn of summer. Each of the nalists also gets D3 Relics

added to their score and these magic items below must be

split between the winning players.

Marsh Troll CapeMagic Armour: This cape has been crafted out of the back 

of a Marsh Troll and offers a hard and strangely clammy

extra defence against enemy attacks.

The Marsh Troll Cape grants the wearer a 6+ save as well

as Regeneration (6+) this can be combined with other armour as normal.

Azharr’s Knowing Staff Arcane Item: Azharr wasn’t a wizard, but he did use his

huge collection of prototype Wizarding staffs and wands

to make a damn good mess of his enemies.

(One game only) Azharr’s Knowing Staff grants the

wizard bearing this item to know one more spell than he

normally would.

Dice of AzharrEnchanted Item: Legend tells that Azharr was a massive

gambler, and he often diced with his enemies. Little did

they know that the dice he was using had magical pow-

ers?

(One use only) Activate this at the beginning of your turn.

This item can target any one model on the table top, for the entirety of your turn the selected model must re-roll

any successfully passed ward saves or armour saves it

needs to make.

Arabian Gemstone (Count as Luckstone)

Sand of the Desert (Count as Gleaming Pen-

nant)

 

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62 63

The Spring Scenario started off with a bang as 8

of the 10 armies competing in the Marshes of Madness

turned up for glory. Four tables were set up, and each

 players name was drawn from a tub to see who would be

 playing who in the rst stage of this mighty scenario.

The initial games were:

 Adam Chrimes (Tomb Kings) vs Dan Barnes(Skaven)

 John Hampson (Orcs & Goblins) vs MitchellWorton (Ogre Kingdoms)

Mark Hampson (Beastmen) vs Andrew Bain-bridge (Dwarfs)

 Benjamin Hayes (Dark Elves) vs Callum

Williams (Wood Elves)

The games were vigorous, and needed to be fast paced as

the rst through the initial round would be going on to the

nal table and would be able to pick the best spot to cap-

ture Azharr’s mighty fortress. The catch was that your units

needed to stay out of as much trouble as possible in the rst

game, as if they got too butchered then they’d struggle to

have enough strength in the nal game.

The rst player through was Callum with his Wood

Elves who managed to take the Dark Elves out extremerly

quickly, in the end Callum had lost very few of his army and

looked in good shape to win the nal scenario.

Second through was Mark with his Beastmen who

survived the battering from the Dwarf warmachines and man-

aged to get through to the nal game. However his monstrousMinotaur unit had been completely destroyed in the process,

 but fortunately the main core of his army was still intact.

Dan got through to the centre table next, after an

extremerly close battle between the Tomb Kings. The Skaven

however suffered massively against the undead, and had very

few rats left on the table to try and capture the nal table.

Last through was Mitch, who’s Ogres had seen off 

an entire horde of Orcs without losing many men. It seemed

that Mitch was in the best contention in terms of survivability

 but would have to deploy last on the table.

 Azharr’s forgotten fortress was set up, and the nal four 

armies were ready to take it to their enemies to conquer the

Madness Marshes. The objectives were set out, and on the nal

Marshes table all hell broke lose!

Callum deployed central with the bulk of his Wood Elf 

army intact, he fronted up on all sides, trying to make sure that

his units of Dryads were on the objectives. Mark deployed next

and put his huge Gor units as close to Callum as he could, and

on the other side of the table Dan put his Skaven force facing

the Beastmen and had the Wood Elves too his left. Mitch de-

 ployed last, taking the distant board edge, and was quite a way

from the exposed ank of Callums Wood Elf army.

After much ghting, the inevitable happened, Mitchs

Ogres would have steamed over the armies that were ghting

in the centre and although we couldn’t have been certain we

had to declare Mitch the winner as we had run out of time. We

did manage to get 3 turns done however, and the Beastmen did

manage to take on the Wood Elves head to head and come out

on top, while the Wood Elf’s continued to attack the Skaven

 bringing their numbers down. But the huge untouched Ogre

army stomping across the Marshes would have surely been

enough to atten the dwindling forces of the other races.

Mitch went on to conquer the central tile of the

Marshes, and all the players got a certain amount of relics for 

their efforts, as well as the magic items above! Good job boys.

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SUMMER SEASONSo Summer begun with an absolute

bang! We had four new players en-

ter the fray, and a map expansion

which had a whole range of brand

new things. And to make it better,

Morahngol is growing in power!

All races of the known world have sent forth their greatest armies to the marshes of madness, each seeking out the ChaosGod Morahngol K’tah for their own unique purposes. As colossal armies clash in the Deserts, Open Plains, Mountains

and Coastlines to the North of Khemri the beast they hunt grows ever more powerful…

So with a little rest, the ten armies who hadfought during Spring could reect on what had happened

so far in the campaign. The seemingly unstoppable Wood

Elves continued to expand a new empire too the north

of the map whilst keeping hold of their initial one to the

south, overall the Asrai seemed unstoppable! Pauls Lizard-

men had also cut out quite an empire to the south and

after smashing the Tomb Kings to pieces in the rst few

turns had looked to other lands to try and conquer as they

seemed to be persistently good at winning games.

But regardless of this, Dan’s Skaven were win-

ning in Relics and his small empire was churning them

over for him at a constant rate. However Mark and Adam

struggled to get any Relics during the whole of the Spring

season, but Mark did salvage some for himself in the nal

 battle. Overall everyone had a joyous three turns, Adam

was the most destroyed by the end, but is looking to right

the wrongs that were done to him in the Spring season.

  So summer begins! And we have to introduce

four new players to the Marshes of Madness, rstly is

 Nick Bayton who will controlling the devious Night Gob-

lins and has placed his empire to the very centre of all the

carnage to the west of the map. John Bracken has placed

his empire in some new tiles too the east and seems deant

that the Lizardmen and Wood Elves bordering his empire

will meet their end. Jon Leigh arrived with the mighty

High Elves, taking hold of the norhern territory of the

Marshes of Madness. Whilst Anthony Saliba took over the

north east of the map with his anarchic Beastmen, looking

to sew disorder into the ghting armies all around him.

Morahngol himself has increased in power for 

Summer, the moon Morrsleib was waxing, surely Storms

of Magic would break out everywhere now! Beware, for to

ght in this magnied storm is to warrant death...

A - Orc Rock was added the map, an efgy of the

Orc gods.B - Morahngol’s Crater has nally become vis-

ible for all to see and theland around it are now

conquerable. C - Nick’s Night Goblins

 poured forth into the Beastmens empire to be

repelled.D - A massive 3 way broke

out between the Orcs &Goblins, Dark Elves &

 Dwarfs.E - The nasty Night Gob-

lins moved north to attack the Wood Elves & Ogre

 Kingdoms. F - Many battles ensued between the Orcs, Night Goblins and Lizardmen.G - The Vampire Counts

 ght against the High Elves and Beastmen here.

H - War breaks out be-tween the alliance betwetn

the Lizardmen and theWood Elves.

I - The Ogres of Mitchlook to repell the Beast-men from their runined 

 fortress.J - Carnage breaks out around Ollie’s empire.

66 67

b

c

d

e

 g

 h

 i

 j

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68 69

SUMMER TURN FOURTHE MIST CLEARSTURN FOUR

Spring is over, the Marshes are now at full bloom, and the mists

have subsided - revealing more danger for the armies ghting

in the Marshes. Morahgol himself is being empowered by the

moon Morslieb and new empires have been shown by the sub-

sidence of the mighty spring mists. It seems that the Marshes

will have to be more ferouciously fought over than rst thought

- how will the original generals and the new entrants cope with

this madness? We shall see...

THE PLAYERS

To think you’re resilient in this storm of Morahngol would be

madness, and any general who thinks they’ll suffer little casual-

ties in the season of summer should think themselves a mad-

man! Morahngol himself moved to the far east at the beginning

of Summer, his powers increased by the powers of Morrsleib.

• Adam was relieved to get his armies back for Turn 4

after they had mostly been scattered during the Spring. Adam

decided it would be best to move his armies into new territory

and try to reclaim an empire for his mighty Tomb Kings. To do

this he decided to try and lay claim to the Marshes to the north,

which meant a battle ensued between Anthony’s Beastmen and

Mitch’s Ogres. Another battle broke out between the Lizardmen

to the south as the two races still could not settle their differ-ences.

• John H seemed to fare extremerly well from the

Spring and went into the Summer in a headlong rage. The

 Night Goblins poured out of the Billowing mountains and

charged down into their larger Greenskins enemy and the Orcs

gladly waged war on them. The Orcs newly captured Tower of 

Pain was attacked on all front by Dwarfs and Dark Elves mean-

ing the Orcs would need to stay there and defend it.

• The Lizardmen continued to press their advantage

and decided to try and make for the north were plenty of new

land had opened up. However a Tomb King army invaded the

Lizards area and would need to be repelled again! Would this

undead rabal ever learn their lesson?

• Ben suffered during Spring and would need to push

his Dark Elves out as best as possible to ensure he can still keep

a toe in on the campaign. The Dark Elves decided that perhapsthe Tower of Pain would be for them, and continued to assault

the new Orc tower, only to nd that the Dwarfs were also there

trying to win it back also.

• Dan’s Skaven continued to scheme and plot in their 

eastern kingdom, only to discover that the map had cleared of 

mist and could now be captured - directly to their east may I

add! The Skaven didn’t expand a lot in Spring but did manage

to build a fair few mines as they scheme their dominance. The

Skaven were attacked however by an unknown Vampire Count

who came from the new land beyond the mists.

• Callum’s Wood Elves were the most successful army

in Spring and to add insult to injury managed to gain a fourth

army as re-inforcements. Surely if the Wood Elves continue

their dominance then the Marshes will surely be theirs. Callum

 piled two of his armies onto the Vampire Counts who’d beenmade clear for summer, will Callum continue his dominance?

• Ollie’s Spring was a mixed bag, and needed to push

forward to ensure that he could expand his empire against the

Beasmen to the south and the arrival of the Night Goblins to his

east. Ollie decided that the best course of action was to pitch

his Ogres against the Beastmen again to try and smash aside

once and for all.

• Mitch’s Ogres had a successful Spring as

they carved a decent empire and won the Marshes of 

Madness tile in the centre. Mitch continued to press his

advantage by rolling into the Tomb Kings who were

still wandering the north of the Marshes, only to nd

Anthony’s Beastmen herd who have attacked from the

north crash into the two conicting armies!

• Andrews Dwarfs had a spring of two halves,

they started well and were then pushed back as the

Spring continued on. However the Dwarfs decided theywouldn’t be shown for mugs and decided to push back 

at the Tower of Pain to try and re-capture this dark relic,

only to nd Orcs and Dark Elves were there battling for 

the very same thing.

• The Beastmen had a Spring of expansion, and

the arrival of the Night Goblins meant that they were

more than likely going to be attacked. And as the Night

Goblins charged out of their mountain holds, Marks

Beastmen braced for impact. The north of the empire

was also attacked by Ogre Kingdoms and would need

to be repelled if the Beastmen want to remain a force in

the campaing.

• The Night Goblins of Nick Bayton exploded

in to the centre of the map all over the Billowing

Mountains, they’d clearly been biding their time toappear and now the armies near them will have to fear 

the horde of tiny greenskins. Nick pitched his Goblins

against the Beastmen to the south west and their bigger 

cousins the Orcs to the south - can Nick start to cut an

empire in a place already riddled with war?

TURN FOUR GAMES

TOMB KINGS vs BEASTMEN (A) vs OGREKINGDOMS (M)

ORCS & GOBLINS vs NIGHT GOBLINS

WOOD ELVES vs VAMPIRE COUNTS

ORCS & GOBLINS vs DARK ELVES vs DWARFS

OGRE KINGDOMS (O) vs BEASTMEN (M)

SKAVEN vs VAMPIRE COUNTS

 BEASTMEN (M) vs NIGHT GOBLINS

LIZARDMEN vs TOMB KINGS

• Vampire Counts had decided that it was time

to plague the living, and their empire was made clear 

 by the passing of the great mists. John Bracken was

commanding this army and decided to hit out as quickly

as possible as his Vampires would surely be thirsty for 

 blood. The Vampires made a bold move and pushed

forward to attack the campaign leader with, it would

 be a bloody battle against the Wood Elves. Also to the

north west, John B pushed another Vampire horde to

deal with the schemeing Skaven - only time will tell if 

these were wise decisions.

• Anthony Saliba entered the fray from the

north, a roaming band of Beastmen who were look-

ing for bloodshed and were infuriated by the arrival

of new lands and cities in their Marshy home. The

Beastmen decided that the best course of action would

 be the smash the closest enemy possible and ram-

 paged into a three way against Adams Tomb Kings

and Mitchs Ogres - surely a battle of epic proportions!

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 70 71

SUMMER TURN FIVESTANDING IN THE WAY OF CONTROL

TURN FIVE GAMES

 DWARFS vs DARK ELVES

NIGHT GOBLINS vs LIZARDMEN

ORCS & GOBLINS vs NIGHT GOBLINS

LIZARDMEN vs ORCS & GOBLINS

SKAVEN vs VAMPIRE COUNTS

NIGHT GOBLINS vs OGRE KINGDOMS(M) vs WOOD ELVES

OGRE KINGDOMS vs BEASTMEN (A)

WOOD ELVES vs OGRE KINGDOMS (O)

 BEASTMEN (M) vs ORCS & GOBLINS

TOMB KINGS vs HIGH ELVES

TURN FIVE

Summer is now in full swing, and the Marshes of Madness are

comfortably settling into full scaled war - the armies battling

here are now preparing for some of the biggest battles of their 

existence. We will have to see how it plays out over the coming

months as to how Summer will play out, and who will emerge

victorious!

THE PLAYERS

Morahngol K’tah rumbled across the whole breadth of the

 board in this turn, meaning again he affected no battles what so

ever, although surely it’s only a matter of time before the might

daemon of Morrsleib kicks some heads.

• Adam continued to expand his destroyed empire,

and started to build a new empire to the north near the newly

nestled High Elves. All seemed quiet for Adam until the High

Elves rumbled into his new kingdom looking to expunge the

undead army that settled there.

• John H continued to smash out at everything in Turn

5, after his glorious victory for the Tower of Pain yet again, the

Orcs decided it was time to smash out at the Beastmen to their 

north. Whilst on their eastern border the Orcs were attacked by

two might Lizardmen armies, one of which would be chal-lenged by the Orcs - however the Orcs also had an invasion of 

 Night Goblins to the north which needed to be dealt with.

• The Lizardmen decided it was time to strike out and

expand their empire and to do this they decided to go for the

Orcs empire, however they were met with tides of Greenskins.

One force being of Johns the other being Nick’s Night Goblins

who had rumbled down the mountains to ght this ancient foe.

• Ben had a frustrating Spring as he came so close to

winning the Tower of Pain for himself, of course he decided to

 bide his time and attack the Dwarfs in the meantime while he

regained his strength. The Dark Elves seemed to continue their 

evil plans, who knows what they would do next.

• Dan’s Skaven persisted to expand into the new realms

that had appeared next to them, and they decided to attack the

Vampire Counts yet again in a ploy to try and break them for 

good. Of course the Skaven continued with their unknown evil

 plans but surely soon they will come to fruition!

• Callum’s Wood Elves yet again dominated Turn 4 and

had pushed back the armies of the Vampire Counts. But for 

Turn 5 Callum would have to deal with the marauding legions

of Night Goblins and the unruly horde of Mitchs Ogres in a

massive 3 way! Callum also decided it was time to attack Ol-

lie’s Ogres as well in a ploy to expand his empire so much that

he’s indestructible.

• Ollie’s Ogre pushed the Beastmen back yet again in

Turn 4 and persisted to sit back and build his empire up as he

hadn’t had the best of luck in terms of mines and fortress’.

However over the mountains came an army of Wood Elves

looking to push the vile Ogres back, but Ollie would meet them

in battle in Turn 5.

• Mitch’s Ogres continued to push on in a destructivekind of manner and crashed their way into a 3 way between

 Nick’s Night Goblins and Callum’s Wood Elves. And after 

 being pushed back by Anthony & Adam, Mitch decided he

wanted revenge and smashed his guts into Anthony’s new

empire to the north. Will Mitch be able to push all of his foes

 back? We will have to see!

• Andrews Dwarfs decided to have a quiet Turn

5 after the madness of playing in two 3 way games over 

the last few turns. And found himself battling against a

familiar foe, of course it was the evil Dark Elves who’d

decided it was time to open old wounds against the

Dwarfs.

• The grey Beastmen had a mix bag in Turn 4

after pushing the Night Goblins back, they then failed

to hold against the Ogres attacking them from the north.

For Turn 5 Mark tried to sit back so he could fendoff his enemies, and try to build up an empire which

seemed to be collapsing!

• The Night Goblins went bezerk in Turn 5

giving Nick no less than 3 massive games to play! The

rst was a 3 way between Mitch’s Ogres and Callum’s

Wood Elves. Whereas the next would be against Paul’s

Lizardmen after the Night Goblins decided it was time

to bash them, and lastly he would be playing the green-

skin brothers to his south - Night Goblin madness!!!

• Reeling from their defeat at the hands of the

Wood Elves, John B pushed on and built up his empire

as best he could. However yet again the Skaven to his

west attacked his borders, the annoying vermin yet

again - of course the undead would have to deal with

this threat!

• Anthony had a great Turn 4 after drawing inhis rst 3 way against Mitch and Adam. Turn 5 was

a much quieter affair however, but Anthony seemed

wanting to expand his empire to the very north so he

could fend of the Ogres which seemingly continued to

attack his empire.

• Jon Leigh entered the fray for the beginning of 

Turn 5 with his High Elves, and looked to try his best

to cut a swathe through all his foes. Jon settled between

John B’s Vampires and Anthony’s Beastmen on the

eastern border of the map. Jon then pushed right on and

attacked Adams Tomb Kings, the High Elves has seen

their options ahead of them.All fear El Grobi! Nicks answer too Morahngol K’tah...

LITTLE GREENSKIN ELE TION

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 72

LITTLE GREENSKIN ELECTIONVOTE FOR YOUR FAVOURITE GREENSKIN...

F or some bezerk reason a little democratic voting

 broke out in Turn 5 over who’s the cutest and the publics

favourite little greenskin. Cribbins who so lovingly was

the only greenskin to truly grab out hearts in the spring

had new competition in the summer, and Nicks green-

skins brought with them El Grobi a hugely infamous

night goblin assassin... So Mitch’s gnoblar Cribbins had

some competition, and seemed to be being outsed by this

new inux of greenskins - but no more, it was time to get

the political propaganda out in public.

However without hesitation, El Grobi was straight in on

the act, it would now be down to the masses to see who

would win. But like a third wheel or perhaps a liberal

democrat, Izzy Wizzy decided he wanted to be elected,

John H’s little goblin seeing this as an opportunity to

raise his name above the masses and become the nations

favourite little greenskin.

Who will win? You will decide!

Check back in Turn 6 to see the Green President of the

Marshes of Madness, and we’ll try not to let the Skaven

x the poll results...

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CONQUERING KARAK ZORN

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 76 77

CONQUERING KARAK ZORN

SUMMER SCENARIOThe armies battling for supremacy of the Marshes of Madness had turned their atten-

tion to the lost hold of Karak-Zorn. This once mighty Dwarfen city had succumbed to

the onslaught of the Skaven and Night Goblins many hundreds of years ago and is still

to this day the scene of constant war.The Setting:Karak-Zorn was once a great city of the Dwarfs until it fell sus-

 pect to the never ending hordes of Skaven and Night Goblins.

 Now it is but a shell of its former glory but it is still one of the

largest holds in the southern mountains. Due to this the armies

that have taken refuge in the Marshes of Madness have decided

to push out the unwanted inhabitants and claim it as their own.

Any treasure here has most likely been stolen or defaced by

Skaven or Goblin hoarders. Who knows if they managed to

crack open the ancient treasure hold though?

The Armies:This scenario is for an even number of players; each player 

choosing his/her force from their armybook using any Heroes

of Legend or Regiments of Renown that they wish from their 

army rosters. Each player’s army should be the same size; the

chosen points limit for this game will be 1,500Pts and 3,000Pts

for respective scenarios. The 3,000Pt army should include eve-

rything that the 1,500Pt army has; essentially it is the full force

of the invading army.

Special Rules:This scenario is split into two, an Underground Brawl scenario

and the nal Conquering Karak-Zorn scenario. Both missions

use the underground battles special rules detailed in the Blood

in the Badlands campaign book. Underground Brawl is detailed

on Page 20, whereas Conquering Karak-Zorn has additional

rules which will be detailed later.

The Battlefeld:Set up as many tables as there are pairs of players ready for an

Underground Brawl game. This represents the armies nding

individual entrance holes into the main hall of Karak-Zorn and

on their way they’ve found another invading army and must

dispose of it before it gets to its full strength. This game uses

the 1,500Pt force, as the main bulk of your army is stuck back 

in the tunnels and can’t join in on this tightly spaced melee.

Each player is drawn from a hat, so that player 1 will play

 player 2 on the rst Underground Brawl table – this then con-

tinues until all the tables have a game ready to go.All of these games must commence at the same time, as the

rst victor gets to move on to the next scenario named – ‘Con-

quering Karak-Zorn. The individual Underground Brawl games

are to determine what order the winning players move on to the

central prize, this will be detailed later. Victory is determined

as per the normal rules for an Underground Brawl game, so

ensure you stop your opponent from blocking you out of the

main hall as you’ll want to be in with a chance of conquering

Karak-Zorn. Unfortunately the loser of these rst games must

sit out of the next stage – just grab a beer and enjoy, oh wait,

you’ll get to...

Conquering Karak-Zorn

The nal battle is now in full ight, the losers have

ed the scene and the victorious armies have mobilized to their 

full might and are ready to pulverise their stronger foes and

conquer this illustrious hold.

For this game each player that won the previous Un-

derground Brawl scenario gets to use their full 3,000Pt force.

Units that took casualties may regain D6 wounds, whereas

Characters, Monsters, Warmachines and Chariots regain 1wound up to their maximum. The rst player who wins his

game gets to decide which deployment zone to set his rst

1,500Pts into; this is the army that was used in the rst game.

The other 1,500Pts is then brought on as reserves in ensuing

turns. The second player who wins then chooses his deploy-

ment zone, and so on. Once everybody has deployed the game

can begin.

Special Rules:The Conquering Karak Zorn scenario uses the Battle Royale

turn system which is in the main rulebook on Page 406. This is

to ensure that the game runs smoothly and allows everyone to

get in on the action without having to wait around for their turn.

This Is Our Hold! Squeak! Squeak!Currently the Skaven control the greater reaches of Karak-

Zorn, and they’ve noticed the mass carnage that’s rippingthrough their hold. At the beginning of a new turn, starting with

turn 1, the Skaven of Clan Krave start to climb up from the

depths. Roll a D6 three times to determine which two Skaven

units have arrived on the battleeld for that turn:

1-2 6D6 Skaven Slaves appear from the depths, randomly

determine which chasm they arrive by.

3-4 5D6 Skaven Clanrats appear from the depths, this n ew

unit has a Clawleader but no standard bearer or musi-

cian. Randomly determine which chasm they appear by.

5 4D6 Skaven Stormvermin appear from the depths,

this new unit has a Fangleader but no standard bearer 

or musician. Randomly determine which chasm they

appear by.

6 Something bad has lurched above ground, roll a D6:

1-2

D6 Rat Ogres and 3 Packmasters appear with a Master 

Bred.

3-4

3D6 Plague Monks appear with a Bringer of the Word.

5

1 Doomwheel appears.

61 Hellpit Abomination appears.

Randomly determine which chasm these units appear 

on.

To add a bit of spice, the players who lost the rst

game get to jointly control these Skaven units, perhaps

an opportunity for sweet revenge be it though the

hands of the rats. Once three units have been rolled

for, they are then randomly placed 1” away from a

chasm facing any direction that the players decide.

There are 6 Skaven chasms on the tabletop randomise

which one that they deploy next to.

After the Skaven have been deployed in this manner 

it is essentially their turn, and they will constantly go

rst from now on at the top of each new game turn. As

each turn passes the Skaven army always gets three

additional units, however the chasms can be destroyed by the invading armies. To do this an invading unit

must move within 1” of the chasm, for the remainder 

of that turn, that unit cannot shoot, cast magic or ght

in combat. At the end of the turn roll a D6 on a 4+ the

unit has managed to collapse the chasm, on a 1, 2 or 3

the unit has failed to block it and it stays open for the

Skaven to pour out. If at the beginning of the Skaven

turn there are no chasms open then no more units get

to crawl out from the depths – they’ve been blocked

off!

Game Length:This game lasts for 8 turns with the Skaven of Clan

Krave entering the fray from Turn 1 and reserves ar-

riving from Turn 2.

Victory Conditions:The player who ends up closest to the main central

 pillar of Karak Zorn is the winner. This unit cannot

 be eeing or be an individual Monster, Swarm unit,

Warbeast or Chariot. It must be an infantry style unit,

e.g. Monstrous Infantry or Cavalry for example. If a

combat is the closest unit past turn 6, then continue to

do combat rounds until one side is the victor, this vic-

tor then wins the scenario. If it’s not possible to deter-

mine a winner for any reason then it’s up to the losing

 players who controlled the Skaven to decide a winner.

Each player that took part in this game gets a share of 

the glory, now look at the spoils of war section.

To The Victor, The Spoils!Campaign Map Tile & Magic ItemsThe winner of the Conquering Karak-Zorn scenario claims theKarak-Zorn tile. Each of the nalists also gets D3 Relics added

to their score and these magic items below must be split betweenthe winning players.

Shard of MorahngolArcane Item: The armies invading Karak-Zorn had not realised that in

 previous weeks the beast that is Morahngol had recently wreaked havoc

on the lower mining shafts of Karak-Zorn. The Skaven were battered 

by its wrath, but in the confusion a warp lightning cannon managed to

 sheer of part of its glassy form – the Skaven seeing this as bad, took it 

up and out of the lower hold into the main hall.

(One use only) The Shard of Morahngol is an item which has no effect

until the nal scenario. The shard allows the bearer to feel and see what

the beast is doing, but may only be used for a limited time as the horror 

of Morahngol K’tah is of no equal. Activate at the beginning of your 

turn, any to hit rolls in combat or shooting may re-roll to hit against

Morahngol, this affects your entire army.

Karak-Zorn Crafted Axe (Count as a Sword of Might)

Banner of ThunderMagic Banner: This banner was used by the Dwarfs of Karak-Zorn long 

ago to bellow down on their enemies and frighten them beyond belief 

either at a far or the brawl of combat.

The Banner of Thunder grants fear to the unit carrying it.

Night Goblin BraceletTalisman: This bracelet could’ve belonged to any conquering Night 

Goblin general, but for some reason this one is special. Anybody trying 

to hit the bearer for some reason feels an awful sense of nausea and diz-

 ziness making it difcult to stand let alone throw a punch.

Any to hit rolls of 6 must be re-rolled if targeted at the bearer either in

shooting or combat.

 

T The idea of the rst few games was that the com K

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 78

The Summer Scenario started off with a bang as 10

of the 15 armies competing in the Marshes of Madness

turned up to conquer the lost hold. Five tables were set

up, and each players name was drawn from a hat to see

who would be playing who in the rst stage so that they

may gain a foothold into the nal chamber.

The initial games were played at 1,500Pts:

 John Hampson (Orcs & Goblins) vs Benjamin Hayes (Dark Elves)

 John Bracken (Vampire Counts) vs MitchellWorton (Ogre Kingdoms)

 Andrew Bainbridge (Dwarfs) vs Nick Bayton (Night Goblins)

 Dan Barnes (Skaven) vs Mark Hampson(Beastmen)

Matt Vaughan (Skaven) vs Callum Williams

(Wood Elves)

The idea of the rst few games was that the com-

 petition would be furious and fast paced ensuring that the

quickest through would get a better position in the nal

conquering Karak Zorn scenario. Each player would have to

 battle their way through the Underground Caverns against

some stiff competition whilst receiving as little casualties as

 possible.

In the end, after an hour of hard battling, Callum’s

Wood Elves, Dan’s Skaven, Nick’s Night Goblins, Mitch’s

Ogre Kingdoms and Ben’s Dark Elves made it through to the

nal table. It was time to set up for carnage!

Karak Zorn was ready to be conquered, the table was set

and the ve lucky armies who managed to nd their way to the

colossus chamber in the holds centre would now have to ght

over it to nd a winner.

However not all rests easy in the chambers of the underworld,

and the Skaven of Clan Krave had heard about these invaders

and wanted to push them back, and as out campaign players

marched into battle - the Skaven had begun to pour out from

 below. In the rst turn, a mighty Hell Pit Abomination lurched

out of one of the chasms right in the path of Ben’s Dark Elves,

much to his disarray! Behind the lumbering beast came other 

units of Slaves and Stormvermin waiting to stop the intruders

from taking the hold so easily.

But through the carnage the rats did eventually get overturned

as the players managed to close their chittering chasms. As

 battle commenced it seemed that Dan’s Skaven and Nick’s

 Night Goblins would clash as well as the Ogres getting in on

the action. Callum was held back by a swathe of underground

tunnelling rats and couldn’t make it to the middle pillar which

was the main objective, however in the end, even though he’d

had to deal with a monstrous Hell Pit Abomination Ben’s Dark 

Elves managed to clinche victory from the clutches of the other 

 players.

Karak Zorn was now in the hands of the Dark Elves, and it

would seem that they’re now a huge contender and a force to

 be reckoned with for the remainder of the campaign.

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AUTUMN SEASONAll races of the known world have sent forth their greatest armies to the marshes of madness each seeking out the Chaos

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82 83

 AUTUMN SEASONAfter the chaos that Spring and

Summer had thrown at us it was

time to step into the second half of 

the Campaign with fresh vigour in

our hearts, for soon we’ll be head-

ing towards the end of our tale.

All races of the known world have sent forth their greatest armies to the marshes of madness, each seeking out the ChaosGod Morahngol K’tah for their own unique purposes. As colossal armies clash in the Deserts, Open Plains, Mountains

and Coastlines to the North of Khemri the beast they hunt grows ever more powerful…

Like a bat out of hell, the campaign circus would

continue, after Animals win at Karak Zorn it was already

time to crash into a whole new season and the second

half of the campaign. Things are starting to get serious,

Morahngol K’tah is beginning to rear his ugly head once

again and it’s a race against time for the armies of the

Marshes to establish their war torn empires so that they

can lay claim to Morahngol’s head.

Summer had been a season of betrayals, upsets,

catastrophes and unlikely victories - rstly the mighty

alliance between Paul and Callum was over. The top

 players in the campaign had attacked one another leaving

their previous alliance in tatters and a new hatred would

 begin, of course these two players had the most to play for 

as their winning records were second to none. The same

 bitter hatreds still remained, Andrew’s Dwarfs still had a

grudge against the Dark Elves and the Orcs & Goblins as

they consistently battered against one another to the southwest of the map. However a few new rivalries were begin-

ning to coalesce in the Summer, mainly between John

Bracken’s Vampires who were beginning to make a name

for themselves against the likes of the Skaven and High

Elves. And Mitch’s Ogres were beginning to fall out of 

sorts with Anthony’s Beastmen who seemed to lay waist

to anything the Ogres could put in their way, all in all the

Summer was a massively busy season and so much hap-

 pened that it’s hard to remember all the epic clashes and

heroic deeds.

Autumn would have less change than Summer,

however there is a new entrant to the campaign bearing his

Skaven, and he goes by the name of Matt Vaughan. Matt

took control of the last few empty tiles to the north of the

map were he would nd himself battling with Anthony to

the east and Mitch to the west. So hunker down campaign-ers it’s time to battle through fall and try not to pass into

memory like the sun of the summer season.

A - A massive four waybroke out between Jon’s

 High Elves, Mark’s Beast-men, Dan’s Skaven and 

 Adam’s Tomb Kings.B - After just winning 

the hold of Karak Zorn, Andrew’s Dwarfs were al-

ready attacking Animal’s Dark Elves.

C - Matt Vaughan pitched his newly arrived Skavenagainst Mitch’s Ogres in

the Marshes.

b

c

How’d You Do Dis?This rulespack has been designed col-

laboratively between a few of the cam-

 paigners. Most of the pieces of graphics

had been made on Photoshop and then

arranged using InDesign, certain ele-

ments were also done by hand as well.

AUTUMN TURN SEVEN

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84 85

 AUTUMN TURN SEVENUNDERGROUND GENIUS

TURN SEVEN GAMES

OGRE KINGDOMS (M) vs SKAVEN (M)

TOMB KINGS vs SKAVEN (D) vs HIGHELVES vs BEASTMEN (M)

WOOD ELVES vs OGRE KINGDOMS (O)

 DARK ELVES vs SKAVEN (D)

SKAVEN (D) vs OGRE KINGDOMS (M)

SKAVEN (M) vs BEASTMEN (A)

LIZARDMEN vs WOOD ELVES

 DWARFS vs DARK ELVES

NIGHT GOBLINS vs ORCS & GOBLINS

 BEASTMEN (M) vs NIGHT GOBLINS

VAMPIRE COUNTS vs HIGH ELVES

TURN SEVEN

Summer is over, and Autumn has begun - as the leaves on

the trees begin to die and fall to the ground the armies of the

Marshes cannot rest even for a second. Morahngol is gaining

even more power and the skirmishes for land are starting to

 become all out blood baths - it’s time to see who’s got the steel

to make it through this phase of the campaign.

THE PLAYERSMorahngol K’tah lumbered south for this turn as he continued

to wreak a huge amount of havoc around all him with the thun-

derous Storms of Magic he brings. He was also above ground

this turn so expect a whole range of carnage...

• Adam’s Tomb Kings were looking to right the wrongs

that had been done to them in the previous seasons and set

about increasing their realm. Adam’s northern army was still

moping around and found itself ghting in a majestic four 

way with a whole range of enemies - he’d have to ght hard to

rebuild his empire.

• John H had a simple Turn 7, and decided to sit back 

and let the other campaigners try and attack him, and at-

tack him they did. Nick’s Night Goblins rampaged down the

mountains once more to try and take more land but John’s Orc

hordes were ready for this invasion.

• The Lizardmen had betrayed their allies and continued

to press their advantage by attempting to take more of Callum’s

empire. However these two epic players would meet again as

Callum was condent he could turn the tide against the cold

 blooded lizards from the south.

• Ben continued on a good streak during turn 6 and

fought his way valiantly to the prize that was Karak Zorn.

However Andrew was quick to invade the hold again seeing it

as his Dwarfen right to lay claim to it, Ben would have to pull

of the same tricks again if he is to keep hold of his new prize.

• Dan’s Skaven pushed forward in Turn 7 and decided

that they’re plan would need to come to fruition. Dan had a

 battle with all of his armies this turn and would be ghting

in the epic four way in Jon’s empire as well as fending off an

underground invasion of Dark Elves and attempting to squash amarauding horde of Ogres which had come from the north.

• Callum, after being betrayed by the Lizardmen went

on to try and stop them expanding into his empire, to do this

they would have to ght the Lizards head on - a truly epic

struggle. The Wood Elves would also attempt to stop Ollie’s

Ogres from making his armies extinct in the north as the Ogre

 player was on the rampage.

• Ollie’s Ogres continued to pester the Wood Elves in

Turn 7 and would seem to want to get rid of them from the

Ogre northern ridge that they’d set up. Ollie had managed to

make himself a healthy empire in the rst few seasons and was

looking good to do well in the campaign.

• Mitch continued to do battle in the Marshes of Mad-

ness, but this turn it was against the new arrivals of the Skavenwho’d made their way from the north. Mitch also moved on to

ght Dan’s Skaven, it would seem that the Ogres were sur -

rounded on all fronts by the verminous vermin.

• Andrews Dwarfs had a quiet Turn 6 but decided it was

time to take control of Karak Zorn for themselves, of course the

newly named resident would prefer to keep their underground

home but the Dark Elves would have a struggle on their hands

if they want to keep it.

• Mark’s Beastmen decided that being on the

east of the map was denitely the place to be and con-

tinued to cause havoc nding himself pulled into a four 

way against a whole range of players. Back to the west,

the Beastmen also found their lands being attacked by

the Night Goblins who were streaming down the moun-

tains at them, this would be a hectic turn for them.

• Nick went into Turn 7 full of vigour after mak -

ing his way into Karak Zorn and narrowly missing out

on winning it. Nick decided it was time to enlarge hisempire and hit out against the Orcs and the Beastmen

to his south, it was time to make sure the Night Goblins

make themselves noticed.

• John B’s Vampires had a mixed bag in Turn

6 and continued to push on with their vendetta in Turn

7. John was attacked by the High Elves however and

would have to repel these Ulthaun Elves if he is to con-

tinue with his evil plan of undeath, however it would

seem that the Lizardmen and Skaven are closing in on

John’s land so time will tell if he can hold his own.

• Anthony continued to smash Ogres left right

and centre in Turn 6 and would have probably contin-

ued to if Matt hadn’t arrived with his Skaven. Without

much hesitation, Matt’s Skaven lunged into Anthony’s

empire, but surely the Beastmen wouldn’t allow this to

happen!

• Jon pushed on in Turn 7 and decided he

wanted revenge against the Vampires for their Turn 6drubbing, helplessly however one of Jon’s tiles was

leaped upon by three other armies sucking him into an

epic and chaotic four way. Would the High Elves leave

victorious?

• Matt and his Skaven, were a new entry for 

Turn 7 and they set up their empire to the north of the

map between Mitch’s Ogres and Anthony’s Beastmen.

However Matt didn’t enter the campaign sheepishly and

instantly attacked both those who were nearest to him

getting him involved in two epic clashes. These Skaven

weren’t going to take prisoners, they wanted to cause

absolute carnage!

AUTUMN TURN EIGHT

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86 87

 AUTUMN TURN EIGHTTRUE CHAOS ENSUES

TURN EIGHT GAMES

OGRE KINGDOMS (M) vs SKAVEN (M) vsSKAVEN (D)

OGRE KINGDOMS (M) vs SKAVEN (M)

NIGHT GOBLINS vs OGRE KINGDOMS(M)

 DWARFS vs OGRE KINGDOMS (O)

 DWARFS vs NIGHT GOBLINS

ORCS & GOBLINS vs DWARFS

WOOD ELVES vs TOMB KINGS

NIGHT GOBLINS vs LIZARDMEN

VAMPIRE COUNTS vs LIZARDMEN

TURN EIGHT

Autumn continued on into Turn 8 and all kinds of chaos began

to ensue, the carnage of the previous turn left the players of the

campaign in a slight dissarray as they needed to consolidate

and work out the best course of action for the rest of Autumn.

THE PLAYERS

Morahngol K’tah lumbered further south this turn nding him-self near the Tower of Pain! Surely his prescense would truly

 be felt in the battles nearby.

• Adam’s Tomb Kings continued on the offensive and

moved to expand their northern empire. This mean there would

need to be a battle between the Tomb Kings and the Wood

Elves as they’re beginning to ght for a new empire.

• John H was attacked by Andrew in Turn 8 and moved

to counter the offensive brought on by the atmy of discilpling

stunties. Surely the Orcs would be looking for a bit of carnage

after Turn 7’s laid back approach.

• The Lizardmen had a victorious Turn 7 and moved to

continue their invincible streak, and managed to get themselves

into a whole range of battles. Firstly the cold blooded ones

would have to see off the hordes of Night Goblins once again

as well as fend off the ever dangerous undead of the Vampire

Counts.

• Ben lost Karak Zorn in Turn 8 too Andrew but man-

aged to de-spoil his foe in the same turn due to random events.

This allowed Ben to attempt to recapture it, aside from this Ben

had a quiet turn, surely the Dark Elf way of scheming and plan-

ning their revenge.

• Dan’s Skaven had a brilliant Turn 7 and continued

to press their advantage on everyone else by conquering new

lands and making those around them quiver in fear! Dan moved

forward to squash the Ogres as well as showing the new clan of 

Skaven which had entered the map who was boss.

• Callum, had a productive Turn 7 and was involved in

a lot of games and seemed to take a sit back in Turn 8 to survey

the situation. However it wasn’t long before the Wood Elves

were having to fend off an army of Tomb Kings which had

wondered from afar in the look for battle.

• Ollie’s Ogres found themselves ghting against un-

likely foes in Turn 8, rstly the conquering Dwarfs had moved

westward in search for more land and decided to ght the Ollie

for his southern mine. Ollie also found himself squaring up

with Adam in the same area.

• Mitch continued to cause carnage with his Ogres and

Gnoblars and persisted to getting himself into no less than 3

games. Firstly in a huge 3 way smash up, as well as a one on

one with Matt’s Skaven and Nick’s Night Goblins. Some truly

monstrous clashes for Cribbins and the gang!

• Andrews Dwarfs had managed to conquer Karak Zorn

in Turn 7 but unfortunately lost it due to Random Events...

However the Dwarfs didn’t take it lying down and persisted to

get themselves into 3 games this turn! Firstly against Ollie’s

Ogres in the south, Nick’s Night Goblins and Johns Orc’s &

Goblins.

• Nick continued to go hell bent for leather in Turn 8

managing to bag himself 3 different games across the map in a

whole range of different ways. Firstly he’d be facing off against

the eccentric Mitch and his Ogres as well as taking on Paul’s

Lizardmen and Andrew’s Dwarfs in seperate games.

• John B’s Vampires had a simple Turn 8, simply

heading for the marauding forces of Paul’s Lizardmen

in an attempt to push the invicible Lizards back. Could

John’s army nally be a match for Paul’s undefeated

streak?

• Matt went into Turn 8 with the same ghty at-

titude as before and persisted to batter Mitch’s Ogres as

 best he can, attacking them on two different fronts and

at the same time bringing Dan’s Skaven into battle in

one of them.

• Mark, Anthony & Jon did not take part in Turn

8 due to other commitments.