marshes of madness booklet
TRANSCRIPT
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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 .
W i t h t h a n k s f r o m , A n d r e
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 ,
J o h n H a m p s o n , M a r k H a
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
W
r i t t e n a n d p r o d u c e d b y : M i t c h e l l W o r t o n & M a r k H a m p s o n
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.
a
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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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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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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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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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
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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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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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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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
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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!
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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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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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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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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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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
a
b
c
d
e
f
g
h
i
j
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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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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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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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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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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.
a
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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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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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.