campaign setting - albion, the misty isle.pdf

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  • 8/10/2019 Campaign Setting - Albion, the Misty Isle.pdf

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    The MisTy isle of

    Albion

    Created by Martin "Bragana Escher"Greminger,

    inspired on article "Out of the Mists"by Nicodemus Kyme as appeared on o!n

    Cryer #$Edited by he Mordheimer$

    Shrouded by an impenetrable mist for aeons the secrets of this inhospitable countryare a mystery. But the promise of untold treasures and a powerful magic wrought by

    the mystical Ogham Stones throughout the land lures the unwary and the boldest ofsea captains and treasure hunters. Brave to face the perils of the damned, the

    adventurers come, some to be dashed upon the rocks or swallowed by a fog fromwhich there is no return. Others fall prey to the island itself. the rolling fens,

    impenetrable forests and dark quagmires within which unmentionable creatures arespawned. Yet there is more to this place, a powerful magic, a sense of struggle of a

    time to come so believe the soothsayers, and that the fate of the Old World issomehow linked to its mysteries...

    %lbion is a fan&created alternati'e game setting for the game system Mordheim, City of the (amned$ Mordheimand its game system is copyrighted by Games )or*shop +td$ he %lbion %lternati'e Game etting !as authoredby Martin "Bragana Escher" Greminger, edited by he Mordheimer, based on original material on o!nCryer #, article "Out of the Mists" by Nicodemus Kyme$ %ll the rules here has been re&published for theen-oyments of Mordheim fans !orld !ide$ %ll the related materials are pro'ided free of charge. /f you !ish to

    further contribute, please email us here. here.

    +ast official update0

    Table of Contents

    tranded on the /sland

    o /ntroduction

    o )arbandso 1irelings

    2unning a Campaign

    o 3re&Battle e4uence

    cenarios 5 etup )eather Conditions

    Ogham tones 6ens

    rees

    6enbeasts

    Giants

    o 3ost&Battle e4uence

    /n-uries E7perience

    E7ploration Chart upply ources

    2ecruitment 5 rading 8pdate 9our )arband 2oster

    Money

    /ncome in %lbion

    o E7ploration 3rocedure

    mailto:[email protected]://www.mordheimer.com/settings/albion/albion.htm#Introduction%23Introductionhttp://www.mordheimer.com/settings/albion/albion.htm#Warbands%23Warbandshttp://www.mordheimer.com/settings/albion/albion.htm#Hirelings%23Hirelingshttp://www.mordheimer.com/settings/albion/albion.htm#Pre-Battle_Sequence%23Pre-Battle_Sequencehttp://www.mordheimer.com/settings/albion/albion.htm#Scenarios_Setup%23Scenarios_Setuphttp://www.mordheimer.com/settings/albion/albion.htm#Weather_Conditions%23Weather_Conditionshttp://www.mordheimer.com/settings/albion/albion.htm#Ogham_Stones%23Ogham_Stoneshttp://www.mordheimer.com/settings/albion/albion.htm#Fens%23Fenshttp://www.mordheimer.com/settings/albion/albion.htm#Trees%23Treeshttp://www.mordheimer.com/settings/albion/albion.htm#Fenbeasts%23Fenbeastshttp://www.mordheimer.com/settings/albion/albion.htm#Giants%23Giantshttp://www.mordheimer.com/settings/albion/albion.htm#Post-Battle_Sequence%23Post-Battle_Sequencehttp://www.mordheimer.com/settings/albion/albion.htm#Injuries%23Injurieshttp://www.mordheimer.com/settings/albion/albion.htm#Experience%23Experiencehttp://www.mordheimer.com/settings/albion/albion.htm#Exploration_Chart%23Exploration_Charthttp://www.mordheimer.com/settings/albion/albion.htm#Supply_Sources%23Supply_Sourceshttp://www.mordheimer.com/settings/albion/albion.htm#Recruitment_Trading%23Recruitment_Tradinghttp://www.mordheimer.com/settings/albion/albion.htm#Update_Warband%23Update_Warbandhttp://www.mordheimer.com/settings/albion/albion.htm#Money%23Moneyhttp://www.mordheimer.com/settings/albion/albion.htm#Income_Albion%23Income_Albionhttp://www.mordheimer.com/settings/albion/albion.htm#Exploration_Procedure%23Exploration_Proceduremailto:[email protected]://www.mordheimer.com/settings/albion/albion.htm#Introduction%23Introductionhttp://www.mordheimer.com/settings/albion/albion.htm#Warbands%23Warbandshttp://www.mordheimer.com/settings/albion/albion.htm#Hirelings%23Hirelingshttp://www.mordheimer.com/settings/albion/albion.htm#Pre-Battle_Sequence%23Pre-Battle_Sequencehttp://www.mordheimer.com/settings/albion/albion.htm#Scenarios_Setup%23Scenarios_Setuphttp://www.mordheimer.com/settings/albion/albion.htm#Weather_Conditions%23Weather_Conditionshttp://www.mordheimer.com/settings/albion/albion.htm#Ogham_Stones%23Ogham_Stoneshttp://www.mordheimer.com/settings/albion/albion.htm#Fens%23Fenshttp://www.mordheimer.com/settings/albion/albion.htm#Trees%23Treeshttp://www.mordheimer.com/settings/albion/albion.htm#Fenbeasts%23Fenbeastshttp://www.mordheimer.com/settings/albion/albion.htm#Giants%23Giantshttp://www.mordheimer.com/settings/albion/albion.htm#Post-Battle_Sequence%23Post-Battle_Sequencehttp://www.mordheimer.com/settings/albion/albion.htm#Injuries%23Injurieshttp://www.mordheimer.com/settings/albion/albion.htm#Experience%23Experiencehttp://www.mordheimer.com/settings/albion/albion.htm#Exploration_Chart%23Exploration_Charthttp://www.mordheimer.com/settings/albion/albion.htm#Supply_Sources%23Supply_Sourceshttp://www.mordheimer.com/settings/albion/albion.htm#Recruitment_Trading%23Recruitment_Tradinghttp://www.mordheimer.com/settings/albion/albion.htm#Update_Warband%23Update_Warbandhttp://www.mordheimer.com/settings/albion/albion.htm#Money%23Moneyhttp://www.mordheimer.com/settings/albion/albion.htm#Income_Albion%23Income_Albionhttp://www.mordheimer.com/settings/albion/albion.htm#Exploration_Procedure%23Exploration_Procedure
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    o upply ources

    Camping ite

    1unting 3arty %bandoned Ca'e

    Barbarian ribe mall :illage

    Bol&%&1at %lbion;s E7ploration Chart

    (e'eloper;s Notes

    Stranded on the Island

    Introduction Bac* to the able of Contents

    We were on our way to ustria to look out for the riches we had heard of, but our

    vessel was led on a different course than intended. Within a storm, we were thrown

    on the coast of an island none of us had heard before. Our ship was completelywrecked, and the weather was not at all inviting to go back on sea with the remainsof it, so we e!plored the land to see what was there and where we could find a

    possibility to leave again"

    o!n Cryer > to Mordheimplayers & at least in a certain !ay$ %d'entures in the setting of %lbion can be played

    as ;stand&alone; games or they can form part of e7isting Mordheim campaigns$)arbands stumble across the island of %lbion by chance, enshrouded as it is from

    the !orld by thic* mists$ 3erhaps they are crossing the seas as hired s!ords for asea captain pedalling goods to distant Cathay or %raby$ hey may ha'e been lured

    by rumours of ancient treasures and set out on a 4uest to reco'er them only to beship!rec*ed and forced to e7plore the island$ /n any instance ?and players are

    encouraged to de'ise their o!n narrati'es@ the !arbands ta*e to the seas and bypure chance disco'er %lbion, decide to e7plore, and once they ha'e gathered enough

    booty, return to the Old )orld allo!ing the campaign to resume$ o fully appreciate

    ad'entures in %lbion, games should be played as part of an on&going campaign inMordheim or +ustria, by any !arband and represent the !arbands e7ploring further

    a field before returning to their original campaign setting$

    he (ar* hado!s Campaign ?designed for )arhammer@ is placed in a later time,about #>> years after the comet;s arri'al$ %t least, you ha'e the possibility to use

    %lbion, too & but it is not really enough for a full setting$ here are unans!ered4uestions !ithin that article about really playing a campaign in %lbion$ his !ritings

    shall complete the setting in a certain !ay and therefore uses the one in C # as abase$ o if you !ant to use the %lbion setting completely, you are re4uired to lay

    hands also on that issue$ he landscape and the !eather conditions are gi'en thereand !ill not be repeated again$

    WEBMASTER'S NOTE: All pertinent information on the Town Cryer 15 has been included here for your convenience!

    http://www.mordheimer.com/settings/albion/albion.htm#Camping_Site%23Camping_Sitehttp://www.mordheimer.com/settings/albion/albion.htm#Hunting_Party%23Hunting_Partyhttp://www.mordheimer.com/settings/albion/albion.htm#Abandoned_Cave%23Abandoned_Cavehttp://www.mordheimer.com/settings/albion/albion.htm#Barbarian_Tribe%23Barbarian_Tribehttp://www.mordheimer.com/settings/albion/albion.htm#Small_Village%23Small_Villagehttp://www.mordheimer.com/settings/albion/albion.htm#Bol-A-Hat%23Bol-A-Hathttp://www.mordheimer.com/settings/albion/albion.htm#Albion_Exploration_Chart%23Albion_Exploration_Charthttp://www.mordheimer.com/settings/albion/albion.htm#Developer_Notes%23Developer_Noteshttp://www.mordheimer.com/settings/albion/albion.htm#Table_of_Contents%23Table_of_Contentshttp://www.mordheimer.com/settings/albion/albion.htm#Camping_Site%23Camping_Sitehttp://www.mordheimer.com/settings/albion/albion.htm#Hunting_Party%23Hunting_Partyhttp://www.mordheimer.com/settings/albion/albion.htm#Abandoned_Cave%23Abandoned_Cavehttp://www.mordheimer.com/settings/albion/albion.htm#Barbarian_Tribe%23Barbarian_Tribehttp://www.mordheimer.com/settings/albion/albion.htm#Small_Village%23Small_Villagehttp://www.mordheimer.com/settings/albion/albion.htm#Bol-A-Hat%23Bol-A-Hathttp://www.mordheimer.com/settings/albion/albion.htm#Albion_Exploration_Chart%23Albion_Exploration_Charthttp://www.mordheimer.com/settings/albion/albion.htm#Developer_Notes%23Developer_Noteshttp://www.mordheimer.com/settings/albion/albion.htm#Table_of_Contents%23Table_of_Contents
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    )hether neither the riches of Khemri, nor those of +ustria may be found here, butyour appearance is not completely !asted !hen being thro!n on the coast of %lbion$

    9ou may find interesting magical items of a certain po!er or nice samples ofcraftsmanship to sell, should you e'er find your !ay bac* home$

    Warbands Bac* to the able of Contents

    )hate'er !e consider as a !arband that !ould mo'e is !elcomeA !hoe'er steps onthe dec* of a ship may also reach %lbion$ But there are !arbands that !e consider

    not to be "mo'ing" !arbands$ igmarite isters ha'e other things to do than totra'el the !orld, and also the omb Guardians of ancient Nehe*hara are not 'ery

    li*ely to be seen in %lbion$ %ny other !arband might find an e7cuse to mo'e andtherefore land in %lbion, if not on purpose then by accident$ )ithin these !arbands,

    there !ill also be presented a "home team"A the Albion Barbarian Tribes$

    he Albion Barbarian Tribes?fully detailed on the E7perimental )arbands section@

    are a real home team and !ill ne'er lea'e %lbion & barbarians ha'e no idea of

    building ships and set sail$ hey e'en lac* the *no!ledge that there could be otherlands as their o!n, despite all those "outlanders" that can be seen from time to time$

    Hirelings Bac* to the able of Contents

    )e see some difficulties to hire !home'er you li*e in %lbion, therefore you can only

    hire at !ill !hat the island offers you & not really much, to be true$ %ll the rest has tobe brought from outside, so if your !arband has pre'iously engaged 1ired !ords,

    you are allo!ed to use them$ E'entual e7ceptions !ill be named later$

    o!n Cryer > years after

    Mordheim$ +uc*ily, no one *no!s !hen it all started, so !e assume that there arealready preparations for the oncoming happening$ herefore you may use them both

    as stated in o!n Cryer$ )e ha'e only one thing to say0 due to their nature, theyha'e no allegiance$

    % (ar* Emissary !ill not only be engaged by those !arbands !ith an "e'il"allegiance because he is not beyond cheating & and a ruthsayer is, as !e see it, not

    beyond to be cheated ?you could also assume that he might try to con'ert thembac* to the light@$ %nd )itch 1unters may not hire any of them & they are !iards,

    and all magic deri'es from Chaos, as you surely *no!$ 6or further details, pleasechec* out the 1ired !ords section.

    here are currently t!o original (ramatis 3ersonae, Ga Er 8nga Ogand /m %ba'9ub, fully detailed in the appropriate section, ready to enhance your campaign$

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    Running a Campaign

    Pre-Battle Sequence Bac* to the able of Contents

    6or this is a Mordheim setting, all rules from the Necromunda 2uleboo* apply ?-ust

    *idding & of course all rules from the Mordheim 2uleboo* apply@$ %s you may e7pect,there are some alterations due to the setting$ Mordheim is situated in the Empire and

    %lbion is situated & !ell, on %lbion$

    he 'ery first thing to do is set at the 'ery beginning of your %lbion campaign$ %s no

    one *no!s of the island, it is assumed that you;re stranded and not here on purpose$o you ha'e to thro! a (D for e'ery !arrior you ha'e to see if he sur'i'ed the

    landing$ On a , you ha'e lost him and must start !ithout him$ hro! also for your1ired !ords$ Each sur'i'or is ready to fight and has managed to sa'e his

    e4uipment ?that ma*es things 'ery much easier, belie'e me@$ 9ou do not ha'e torepeat this before other battles & once you are safe on the island, the only thing that

    may *ill you is a fight$

    %s far as the pre&battle se4uence is concerned, you do as al!aysA generate a

    scenario, set up the battlefield and & generate the !eather conditions as stated in C#$

    Scenarios & Setup Bac* to the able of Contents

    he player !ith the lo!est rating rolls on the cenario table to determine thescenarioA if there is re4uired an attac*er and a defenderA the same player may

    choose !hich one to be$ 2oll for !arriors !ith old battle !ounds as usual and set upthe terrain and !arbands according to the scenario$ )here there is a tunnel, all the

    tunnel rules of the Khemri setting apply$ his rules are detailed in o!n Cryer ?Khemri, +and of the (ead%lternati'e Game etting by ommy Muller, Brian Cogger,

    te'e Gibbs, 2obert )al*er 5 erry Maltman@, reproduced on the Optional 2ulessection ?unnelsA Going 8nderground@ for your con'enience$ his setting has its o!n

    cenario able to use, for t!o players as !ell as for more than t!o$

    2D6 Two-Player Scenarios

    = he !arband !ith the lo!er rating chooses !hich scenario is played

    F (eath in the Mists ?from C #@

    Gift of the ruthsayers ?from C #@

    # Brea*through

    D&H *irmish

    I he Ogham tones ?from C #@

    > (efend the Ca'e

    Chance Encounter

    = he !arband !ith the higher rating chooses !hich scenario is played

    http://www.mordheimer.com/settings/albion/albion.htm#Table_of_Contents%23Table_of_Contentshttp://www.mordheimer.com/settings/albion/albion.htm#Table_of_Contents%23Table_of_Contentshttp://grafixgibs.tripod.com/Khemri/http://www.mordheimer.com/optional_rules/tunnels.htmhttp://www.mordheimer.com/scenarios/001-020/004-breakthrough.htmhttp://www.mordheimer.com/scenarios/001-020/002-skirmish.htmhttp://www.mordheimer.com/scenarios/001-020/001-defend_find.htmhttp://www.mordheimer.com/scenarios/001-020/006-chance_encounter.htmhttp://www.mordheimer.com/settings/albion/albion.htm#Table_of_Contents%23Table_of_Contentshttp://www.mordheimer.com/settings/albion/albion.htm#Table_of_Contents%23Table_of_Contentshttp://grafixgibs.tripod.com/Khemri/http://www.mordheimer.com/optional_rules/tunnels.htmhttp://www.mordheimer.com/scenarios/001-020/004-breakthrough.htmhttp://www.mordheimer.com/scenarios/001-020/002-skirmish.htmhttp://www.mordheimer.com/scenarios/001-020/001-defend_find.htmhttp://www.mordheimer.com/scenarios/001-020/006-chance_encounter.htm
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    2D6 Mlti-Player Scenarios

    = he !arband !ith the lo!er rating chooses !hich scenario is played

    F Monster 1unt

    (eath in the Mists

    #&D reasure 1unt

    Great *irmish

    H&I %mbush

    > 2aid

    (efend the Ca'e

    = he !arband !ith the higher rating chooses !hich scenario is played

    Weather Conditions Bac* to the able of Contents

    /f the creatures of %lbion and its inhospitable countryside are deterrents to e7plorethe land of %lbion, then the !eather is another po!erful ad'ersary$ 6raught !ith

    terrible storms, beset by raging !inds and battered by rain and hail, the !eather of%lbion is as inhospitable as its deniens$ %t the start of the game roll =(D on the

    table belo! to determine the nature of the !eather$

    2D6 !eather Eects

    =&F1ailstorm$ %ll shooting is reduced by &= to hit$ %ny !arriors in the open ris* being battered by

    hailstones and suffer a strength = hit on a roll of FJ$

    (ri'ing 2ain 5 Gales$ %ll shooting is reduced by & to hit$ /nitiati'e is reduced by & for all leaping

    attempts and climbing$

    D+ight (rile 5 hic* 6og$ %ll !arriors may only see F(D inches$ his !ill affect charging, shooting

    etc$ /nitiati'e is reduced by &= for all leaping attempts$

    &H +ight (rile$ Commonplace and has no ad'erse effects$

    I ho!ers$ hooting is reduced by to hit$

    >orrential 2ain$ %ll mo'ement in the open is reduced by &$ 6enland mo'ement is reduced by half$

    hooting is reduced by &= to hit$ /nitiati'e is reduced by &= for all leaping and climbing attempts$

    &=

    hunderstorm$ %ll shooting is reduced by &= to hit$ %ny !arriors in the open ris* being struc* by

    lightning$ On a roll of #J, or J if abo'e ground le'el or !ithin =" of a tree, the !arrior suffers (Fstrength hits !ith no %rmor sa'e possible$

    /n each player;s 2eco'ery 3hase roll a (D, on a roll of or = reduce the current!eather roll by one ?i$e$ if you rolled a & +ight (rile and in the reco'ery phase

    rolled a = then the roll is reduced to D & +ight (rile and hic* 6og@ and apply the

    ne! !eather result for that turn$ /f you roll a # or D then increase the !eather roll byone$

    Ogham Stones Bac* to the able of Contents

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    hese ubi4uitous monoliths are the symbols of po!er in the land of %lbion$ hey arepotent magical conduits capable of channelling a !iard;s strength to a horrendous

    magnitude$ /n all battles in %lbion there is a chance the !arbands !ill disco'er anOgham tone$ Before each scenario ?e7cept he Ogham tones see belo!@ roll a (D

    on a roll of J in addition to other terrain place a single Ogham tone on thebattlefield$ %ny spell caster !ithin =" of an Ogham tone may add J to the roll for

    casting spells !hilst other !iards !ill ha'e their po!ers siphoned a!ay and suffer a& if the spells they are using are of a different allegiance$ /f both !iards are !ithin=" of an Ogham tone then roll a (D to determine !ho recei'es the bonus$

    Fens Bac* to the able of Contents

    hese are the dense areas of !atery marshland that are commonplace throughout

    %lbion$ 6enland is difficult to tra'erse and can be mo'ed through at normal pace but!arriors may not run through it$ )hilst tra'ersing fenland it is possible to get

    ;bogged; do!n$ /f a !arrior starts the reco'ery phase in fenland he must roll a (D,on a roll of he is bogged do!n in thic* mud and may not mo'e this turn$

    Trees Bac* to the able of Contents

    +arge imposing firs are common&place in %lbion$ +arge trees can be tra'ersed in thesame !ay as climbing up floors of a building$ %ssume all trees ha'e t!o ;floors; and

    can therefore accommodate t!o !arriors$ %ll the normal ad'antages of being onhigher ground apply$

    Fenbeasts Bac* to the able of Contents

    )rought by magical rituals from the souls of those slain in the marshes of %lbion, the

    6enbeasts are unli'ing creatures formed from the earth itself$ /f any !arrior 'enturesinto fenland terrain they may disturb a 6enbeast$ 2oll a (D for each !arrior !ithin

    fenland or !ithin =" of fenland$ On a roll of the !arrior has a!a*ened a 6enbeast

    ?do not roll for any remaining !arriors as there is only e'er one 6enbeast@$ he6enbeast !ill appear !ithin =" of the !arrior$ /t !ill not mo'e until the start of the

    !arbands ne7t turn and !ill al!ays act in this turn before the other !arriors$ /t !illal!ays charge or run to!ards the nearest !arrior$ %t the end of each turn roll a (D

    for the 6enbeast, on a roll of the magic binding it to the earth is !ea*ened and it isslain$ On a roll of D it is filled !ith some un*no!n Elemental 3o!er and (F of its lost

    !ounds are restored$ he 6enbeast;s profile is gi'en belo!0

    3rofile M WS BS S T W I A Ld

    6enbeasts D F > # # = F >

    !ea#ons$Armor%None$ 6enbeats are -ust magically bounded mounts of dirt$

    S&ills0 6enbeasts ha'e no additional s*ills$

    S#ecial 'les%

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    #en$Walker0 6enbeasts may tra'erse fenland, 4uagmires and any other

    difficult terrain as open ground$

    #ear0 6enbeasts are horrifying creatures and cause 6ear$

    %mmune to &sychology0 6enbeasts are not affected by psychology and ne'er

    lea'e combat$ 'egenerate0 )hen a 6enbeast is in any form of s!ampy terrain such as

    fenland or a 4uagmire they !ill regenerate one lost !ound in the reco'eryphase on a roll of J$

    iants Bac* to the able of Contents

    6orged from the earth itself the Giants of %lbion are its guardians$ hey are po!erfulcreatures gi'en to rage easily and often rampage throughout the land to deter

    !ould&be ad'enturer$ Most of the larger Giants of %lbion slumber in ca'es and areseldom e'er seen by the eyes of man$ ome of the younger, more nai'e beasts are

    gi'en to sleeping in the open ho!e'er, prey to monster hunters and thie'es, !hich isof course if the young Giant does not !a*e$

    /t is possible that the !arbands !ill encounter such a creature as they e7plore theisland$ Before each battle the player setting up first rolls a (D$ /f he scores a the

    !arbands ha'e encountered a 9oung Giant$ he player setting up first places the

    creature after both !arbands ha'e set up and may not place the Giant !ithin D" ofanother model$ 3lay then proceeds as normal$ he rules for the 9oung Giant are

    gi'en belo!0

    3rofile M WS BS S T W I A Ld

    Giants D F > # # = F H

    !ea#ons$Armor%None$ Giants are not bright enough to use any !eapons andorarmor$

    S&ills0 Giants ha'e no additional s*ills$

    S#ecial 'les%

    Slumbering Brute0 he 9oung Giant is initially sleeping$ /n each player;s

    reco'ery phase roll a (D, on a roll of D the 9oung Giant a!a*es ?add J to

    the roll for each model !ithin =" of the beast, it instantly a!a*ens if attac*ed$he Giant;s turn is al!ays before the player;s !ho !o*e it$ /t !ill al!ays mo'e

    to!ards the nearest model, charging if possible but !ill not attac* a

    ruthsayer or (ar* Emissary due to their close affiliation$

    #ear0 1uge and obese the 9oung Giant causes 6ear$

    (nraged0 )a*ing from its slumber the 9oung Giant is 'ery mad and !illtherefore not 2out for any reason$

    )hickheaded0 he 9oung Giant;s s*ull is as thic* as a roc* and as such it can

    ne'er be stunned, treat any stunned results as *noc*ed do!n instead$ *ngainly0 /f a 9oung Giant is *noc*ed do!n roll a scatter dice to determine

    the direction it falls in, then place the model on its bac*$ %ny modelunderneath the Giant must pass an immediate initiati'e test or suffer a

    strength # hit as the brute crushes them$ he 9oung Giant automatically pic*sitself up ne7t turn$

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    'ampage0 )hen the 9oung Giant attac*s it is a rampage of 'aried assaults$

    2oll a (D to determine !hat it does$

    (D6 Assalt 'eslts

    &= Swi#e0 %ttac*s as normal$

    F& Stom#0 Ma*es a single attac* at trength inflicting double !ounds$#&D Shot ) Bawl0 %ll models !ithin " of the brute must pass an immediate trength$

    Post-Battle Sequence Bac* to the able of Contents

    %fter the fight, all players !or* their !ay through the follo!ing se4uence$ 9ou arenot re4uired to finish it up completely, but all rolls must be made in public & as usual$

    1. )or* out in-uries$

    2. %llocate e7perience$3. 2oll on the e7ploration chart$. +ocate a supply source$

    5. 2ecruitment and trading$

    . 8pdate your !arband roster$

    In!uries Bac* to the able of Contents

    (etermine the in-uries for each !arrior !ho is out of action at the end of the game$8se the erious /n-uries table on page I in the Mordheim 2uleboo*$ here are t!o

    modifications to be made0

    1. Capti'es cannot be sold to sla'ers & at any price$ hey must be e7changedor ransomed ?or you must play a rescue mission@$ 8ndead and 3ossessed

    may go on as stated in the boo*$

    2. he result D# cannot be "sold to the pits" & there are no pits in %lbion$reat this one as "captured" ?result D@$

    "#perience Bac* to the able of Contents

    1eroes as !ell as 1enchmen groups gain e7perience for sur'i'ing battles$ 6ollo! theruleboo* and the scenarios ?yup & as usual@$

    "#ploration Chart Bac* to the able of Contents

    2oll on the e7ploration chart$ %s you are not in Mordheim, use the %lbion E7plorationChart ?described belo!$@

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    Suppl$ Sources Bac* to the able of Contents

    8nli*e Mordheim, there is no real infra&structure in the en'ironment$ here are

    se'eral sources you may find, allo!ing you different things in the follo!ing section?described belo!$@

    %ecruitment & Trading Bac* to the able of Contents

    (epends on the supply source you found$ 9ou may add e7tra !arriors to your!arband and ne! e4uipment as described in the Mordheim 2uleboo*$ 1o!e'er use

    the special %lbion rading Chart instead of the Mordheim chart, because there !ill bea certain difference of a'ailability and rarity$

    pdate 'our Warband %oster Bac* to the able of Contents

    ame procedure as e'ery time after that, you;re ready to fight again and may finda possibility to lea'e this land$

    (one$ Bac* to the able of Contents

    Money only e7ists for game purposes$ he Gold Cro!ns are really !orthless as

    money and !ill count only for the material$ o *eep the boo**eeping in usual terms,the prices are all named in Gold Cro!ns and you may !or* !ith the contents of your

    treasury as usual$ 6irst !e intended to create a ne! %lbion currency, but the need of

    a con'ersion table and other conse4uences soon made us forget that$ 8se yourimagination$

    Income in )lbion Bac* to the able of Contents

    %s you can imagine, getting income in %lbion is some!hat different from doing so inMordheim itself$ 1o!e'er, the difference lies not in the procedure but in the result of

    your thro!s and the tables you use to determine that result$ 9ou still roll a dice fore'ery hero sur'i'ing !ithout going Out Of +ctionand any piece of e4uipment that

    allo!s you to thro! an e7tra dice$ 9ou also may roll multiples and ma*e profit of it asif being in the city$

    "#ploration Procedure Bac* to the able of Contents

    1. 2oll (D for each of your heroes !ho sur'i'ed the battle and one e7tra dice ifyou !on, plus any e7tra dice allo!ed by s*ills or e4uipment$ Note, ho!e'er,that you must pic* a ma7imum of si7 dice out of all the dice you roll, e'en if

    you are allo!ed to roll se'en dice or more$

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    2. ome things, such as s*ills or e4uipment may allo! you to re&roll dice$ /f your!arband includes an Elf ranger, you may modify one dice by J or &$

    3. /f you roll any doubles, triples etc$, you ha'e found an unusual location in%lbion$ Consult the %lbion E7ploration Chart belo! to see !hat you found$

    2efer to the appropriate entry follo!ing and follo! the instructions gi'enthere$

    . %dd the results together and consult the table belo! to determine !hichS##ly Sorceyou came across$

    Dice 'esltS##ly Sorce *on+

    & D Camping ite

    D & = 1unting 3arty

    F & H %bandoned Ca'e

    I & = Barbarian ribe

    =# & F> mall :illage

    F> J Bol&%&1at

    Supply Sources

    ,am#ing Site Bac* to the able of Contents

    (espite all efforts, all you ha'e found is a piece of ?relati'ely@ dry land !here youcan ma*e camp safely$ 9ou meet nobodyA therefore neither recruiting nor trading is

    possible$

    nting Party Bac* to the able of Contents

    9ou come across an indigenous hunting party, -ust before nightfall$ he site is too

    small to build t!o camps, and because you;re ob'iously no neighbours, theBarbarians decide to camp !ith you$ 9ou may try to persuade one of the hunters to

    become a henchman of your party$ his is determined as follo!s0 hro! a (D forboth your leader and the hunter and add their +eadership !ith the thro!$ /f your

    leader;s addition is the higher, you ha'e con'inced the Barbarian to -oin you$ 9ougain an %lbion 1unter ?see %lbion Barbarian ribe for the profile@ armed !ith a bo!

    and a dagger for free$ 9ou may only con'ince one member of the hunting party andare only allo!ed to do so if you don;t e7ceed your !arband;s ma7imum by hiring

    him$

    Aban+one+ ,a.e Bac* to the able of Contents

    9ou find an empty ca'e that offers protection against the !eather$ By ta*ing a closer

    loo*, you find to be not the first inhabitants of that ca'e$ By searching it, you mayfind the follo!ing e4uipment ?thro! a (D for e'ery item e7cept the daggers, that are

    al!ays found@0

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    /tem D6

    (D (aggers %uto

    (F +ongbo!s J

    = ets of 1unting %rro!s #J

    (F gems, !orth => gc each #J

    )alisman of ight DJ

    9ou may decide to ma*e this ca'e your 4uarter until finding something better$ Notethat you may search the ca'e only once$

    Barbarian Tribe Bac* to the able of Contents

    Near nightfall, you spot a ca'e$ But this ca'e is inhabited %fter some discussion,the chief allo!s your !arband to enter to spend the night there$ he tribe is not 'ery

    rich, but trading is possible0 you may trade e'ery common item and find up to t!o

    rare items, if you li*e$ ome ad'enturous indi'iduals may be impressed by yourtales, and so you may hire indigenous !arriors or hunters as henchmen up to your!arband;s ma7imum$ hose may be e4uipped !ith !eapons of your treasury, as long

    as this aren;t blac* po!der !eapons$ 1enchmen hired that !ay must form an o!nhenchmen group, they cannot -oin one of your original groups$

    Small 0illage Bac* to the able of Contents

    9ou come across a small 'illage$ he people there are a little more de'eloped thanthe usual ca'e&d!ellers and are also a little richer$ 9ou may trade any common item

    and find rare items for e'ery hero you send to loo* for rare items$ 9ou may also sell

    some items you found earlier on the e7ploration chart$ %s !ith the ca'e&d!ellingtribes, there are indigenous henchmen to be hired$ +ate in the night, you meet !ith a

    person of ob'ious non&%lbion originA you ha'e found a 1ired !ord that !as member

    of an earlier stranded party$ 9ou may choose !hat *ind of 1ired !ord this is and, ifyou can afford him, you may hire him as stated in this 1ired !ord;s profile$

    Bol-A-at Bac* to the able of Contents

    9ou come across a place that can be called a to!n here on %lbion$ 9ou may tradehere !ithout any restrictions, sell e'erything you found !ithout being as*ed !here it

    comes from, and hire all *ind of henchmen$ tranded strangers !ill find their !ay to

    Bol&%&1at sooner or later, and so you may also hire henchmen of your !arband;soriginal type, not only %lbion nati'es$ Note that you still ha'e to pay for theire4uipment or help yourself !ith !eapons and e4uipment you ha'e in stoc*$

    Albion's Exploration Chart Bac* to the able of Contents

    )wo of a ind

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    1( ( S#ring-Pon+

    "n the local myths spring&ponds are inhabited by natural spirits that must be

    compensated for allo!ing passage and ta*ing the !ater from it$ Many of the Nati'esoffer some 'aluables to these spirits by thro!ing them in these ponds$ 9ou see some

    shiny bits on the groundA do you dare to loot it and ris* the anger of the spiritL

    Choose one of your heroes and roll a (D$ /f the result is e4ual to or lo!er than histoughness, he may grab the bits$ hey are treated as one 'aluable$ /f he fails, thespirit has punished him !ith some sic*ness and hell miss the ne7t game$

    Barbarians may instead as* the blessing of the spirit$ Choose one of your heroes andlet him bathe in the pond$ 2oll =(DA if he passes the leadership test he has been

    humble enough and the spirit !ill bless him$ he particular hero !ont ha'e to roll forserious in-uries ne7t time he goes out of action treat him as if he had rolled a full

    reco'ery$ /f he fails the test, the spirit feels taunted by his arrogance and punisheshim hell miss ne7t fight to cure$

    12 2 Em#ty 0illage

    9ou come across some simple huts, ob'iously some *ind of 'illage$ No one is thereto be found, but besides the totem in the centre you find a small chest !hich isob'iously from outside$ 9ou loo* carefully around but no stranger is seenA do you

    open the chestL

    /nside you find loot !orth (D gold cro!ns$ /f you roll a you !ill also find a +uc*y

    Charm$

    13 3 ,or#se

    he fighter you stumble o'er is long dead already, but the items lying around declareclearly his origin from the Empire$ his may be the reason !hy the Nati'es ha'ent

    touched his possessions$

    2oll a (D to see !hat you find0 &= (D gold cro!ns, F (agger, %7e, #

    !ord, D suit of light armor$

    14 4 nter

    9our !arband comes across the campfire of a nati'e hunter$ %s he sees you are noneighbours, he accepts your company for the night$

    *a'en, 3ossessed or (ar* Elf !arbands may sacrifice the hunter for the glory of

    their gods$ he leader of the !arband !ill gain J e7perience$

    8ndead !arbands can *ill the hunter and add a ombie for free$

    %ny other !arband can interrogate the man and ta*e profit from his *no!ledge$ Ne7t

    time you roll on the e7ploration chart, roll one dice more than youre usually allo!edand discard any one dice$

    15 5 Thrown 'esorces9our !arband comes across some items spread around as if someone had thro!n

    them a!ay$ %lthough you loo* 'ery carefully, you dont find out !hat happened to

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    the stranger$ %ll you find are the items he let go, amongst them some that still canbe used$ 2oll a (D to see !hat you find0

    D6 /tem

    &= Map of %lbion ?treat the same !ay as the Mordheim map of the ruleboo*@

    F& % purse !ith some metal bits, !orth =(D gold cro!ns#&D % small chest !ith a set of a -e!elled s!ord and dagger$ /t may be sold at double price$

    16 6 Shattere+ t

    he hut you find has been abandoned for many years and is too desolate to stay$ Butin the crap lying around you may still find something useful$ 9ou find loot !orth (D

    gold cro!ns

    )hree of a ind

    1( ( ( Barrels

    Not far a!ay from the beach you find a stranded ilean cog$ he ship is far too!rec*ed to be of any use, but some of the barrels are still intact and you find that

    they contain ilean !ine of the finest 4uality$

    )itch 1unters and 8ndead, being not tempted by such things, may sell the barrels to

    some nati'es and may gain (D gold cro!ns$

    %ll other !arbands prepare a campfire and a feast !ith !hat they find$ hey !ill all

    count as ha'ing J leadership ne7t fight, as they feel reinforced by the nice e'eningthey had$

    12 2 2 Smithy

    %lthough 4uite primiti'e due to its nati'e origin, you recognise this site to be asmithy$ Coal and slag litter the floor, but there may be something of interest being

    found under it$

    2oll a (D to see !hat you find0 (F daggers, = a pretty amulet ?counts as luc*ycharm@, F %7e, !ord, # =&handed !eapon, D =(D !orth of metal

    ?add the 'alue to your stash@

    13 3 3 Shi#wrec&e+

    )hile youre preparing campfire and food, t!o strangers of your race appear$ 9ou

    in'ite them to share your meal, and they tell you to be sur'i'ors of a recentship!rec*$ hey loo* trust!orthy$

    9ou may -oin the t!o ship!rec*ed to any henchman group you ha'e if you can e4uip

    them properly and !ill not come abo'e your ma7imum sie$

    (ar* El'en and 3ossessed !arbands may choose to sacrifice them instead and gain

    (F e7perience that are distributed amongst the heroes of the !arband$

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    14 4 4 *letcher9ou come across a hut in !hich ob'iously a fletcher !or*s$ 1e seems not to be

    there, but some of his !or*s are

    2oll a (D to see !hat you find0 = (F short bo!s, F (F bo!s, (F longbo!s, # Pui'er of hunting arro!s, D (F Pui'ers of hunting arro!s

    15 5 5 Mar&et Place

    9ou find a great glade of dry land$ /t is a mar*et place of the nati'es, and it happensto be the right day$ oon enough youre con'inced to deal here$

    (o trading as usual$ (ue to your !ise in'estments and haggling, you may sa'e =(Dgold cro!ns in total$

    16 6 6 ost ire+ Swor+9ou find the body of an almost dead 1uman, ob'iously no nati'e$ 9ou decide to sa'e

    him and ta*e him into your camp$ %fter feeding him carefully, he comes bac* to life$

    he than*ful indi'idual offers his ser'ices$ 9ou gain the ser'ice of any one 1ired!ord ?choose from those a'ailable to your !arband@ for the duration of the ne7tbattle, free of charge$ %fter this, he !ill depart, or you may continue to pay for his

    up*eep as normal$

    #our of a ind

    1( ( ( ( Treasre Stash

    9our !arband mo'es through the fens !hen one of your men notices a pile of lea'esthat loo* a bit odd$ /n'estigation re'eals that something has been buried here

    recently$ (igging up the area re'eals a dead nati'e chief and his gra'e gifts$

    9ou find loot !orth (D7> gold cro!ns$

    12 2 2 2 *en Totemhe !arband enters a clearing and finds a small stone circle !ith all *ind of sacrifices

    !ithin$ eems to be interesting$$$

    9our !arband may loot the totem and finds loot !orth F(D gold cro!ns$ %lthough

    you ha'e not noticed, someone has seen you$ Ne7t time you fight Barbarians, theirentire !arband !ill be affected of hatred against yours$

    Barbarians may sacrifice the e4ui'alent of > gold cro!ns and !orship the totem,as*ing for help$ 2oll a (D0

    &F0 2andomly choose one of your heroes$ 1e goes immediately out of action$ hro!on the serious in-ury chartA if he sur'i'es this, he has been gifted by his gods and

    gains a single academic s*ill$

    &D0 (D e7perience points are a!arded to the !arband, that may be distributed at

    !ill among the !arbands heroes and henchmen groups$

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    13 3 3 3 an+ing Party9our !arband meets a landing party from Bretonnia$ heir trading 'essel has hit the

    coast, but damage !asnt too great to !rec* the ship totally$ hey ha'e repaired itand are about to lea'e$

    Barbarians may trade !ith the Bretonnians if they !ish$ /f they do, they may also

    get items generally una'ailable to them ?not Blac*po!der !eapons@$

    %ny other !arband may also trade normally, !ithout rolling for rarity as usual$ heBretonnians !ill offer to ta*e you bac* to ci'ilisation, should you !ish to continue

    your campaign else!here$ hey !ill charge # gold cro!ns per !arband member$ /fyou happen to ha'e nati'es !ithin your ran*s, half of them !ill come !ith you if you

    !ish$

    14 4 4 4 ,oastal 'ai+

    9our !arband has reached a small settlement near the coast$ he nati'es !elcomeyou and in'ite you to stay$ (uring the night, a landing party of (ar* El'en tries to

    raid the settlement, but you assist the nati'es in defeating them$ he than*ful

    nati'es !ill pro'ide you !ith food for se'eral days$

    )hen determining income, your !arband counts as ha'ing less !arriors than it has

    actually due to the food supply$ 2educe the !arband;s sie by ?i$e$ >&= !arriors

    is considered to be &I !arriors@$

    15 5 5 5 !on+e+ !arban+

    9our !arriors hear faint groans nearby and upon in'estigation find a small band of!arriors li*e themsel'es, spra!led throughout a small clearing$ he !arriors are

    co'ered in blood and ha'e numerous ob'ious !ounds$

    /f the !arband helps these men in need, the !ounded !arband !ill gi'e them their

    stash ?=(D gc and (F 'aluables@$ /f the !arband decides to dispatch the !ounded!arriors instead, they gain the stash and e7perience point each$ 2oll for e'ery

    model that !ent not out of action beforeA on a &= it is out of action and must roll onthe serious in-ury table$

    16 6 6 6 nting Party

    Mo'ing do!n a trail through the fens, the !arband is surprised by a nati'e huntingparty$

    9ou 4uic*ly ma*e friends !ith the hunters$ heyll sho! you some secret !ays

    through the area and also some safe places$ 9ou may pic* ne7t scenario, get tochoose your table edge and may choose if you mo'e first$ /f your ad'ersary happens

    to ha'e the same bonus, roll a dice to determine !ho !ill actually get it$ No matter!hich result applies, your !arband !ill also find a small 'illage as supply source

    !ithout ha'ing the need to roll for it$

    #ive of a ind

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    1( ( ( ( ( Destroye+ 0illage9ou find a 'illage that has been destroyed in a raid recently$ %lthough it has been

    thoroughly ransac*ed, you may find some things of !orth

    %mongst all the debris you find =(D7> gold cro!ns !orth of loot$

    12 2 2 2 2 Shaman7s Tomb9ou find a small hill in a clearing$ /t loo*s far too artificial to be natural$ Choose a

    random hero$ /f passing an /nitiati'e test, he !ill find a hidden entrance$ he smallhill is the gra'e of a ruthsayer$ 9ou find F(D gold cro!ns of loot$ /f you roll e4uals

    ane! and one of your heroes is a spell&caster, he gains a random spell of the lore oflight$

    13 3 3 3 3 Pirate7s Stash/n a ca'e near the coast you stumble o'er se'eral chests$ 8pon closer e7amination,

    you disco'er that this must be a hidden treasure of some 3irates$ he chests containa considerable amount of treasure$ 2oll a (D to determine !hether an item has been

    found or not$

    /tem D6

    (D 7 > gc %uto

    (F gems, !orth > gc each J

    (F suits of light armor #J

    uit of hea'y armor #J

    Cathayan sil* cloa* J

    ome of Magic #J

    uit of /thilmar armor DJ

    14 4 4 4 4 Sacriice to the go+s

    Mo'ing around in the cliffs, one of your men belie'es to see a figure being spread ontop of a cliff$ Carefully the !arband approaches and indeed finds the body of a

    !arrior bound on a pole, ready for the gods to ta*e him as a sacrifice$

    he !arrior is a hero of any type a'ailable to you ?no leader.@$ 9ou may free him and

    -oin him to your ran*s if you lac* a hero$ /f you ha'e all heroes youre allo!ed toha'e, treat him as a -ust promoted henchman !ith no e7perience ?any type youre

    allo!ed@$ /f all hero bars are full, the man is already dead and you cant gain a hero$

    15 5 5 5 5 *airy 'ing

    he !arriors come upon a small circle of mushrooms$ uch places are reputed to bemagical in nature and possessed of po!erful healing 4ualities$

    9our !arband may ha'e a full nights rest in the circle$ %ny !arriors that ha'e beenta*en out of action last battle are automatically healed to full health there is no

    need to roll for serious in-uries$ )arriors !ith old !ounds may try to get rid of themAroll a (D0 on a , the !ound in 4uestion disappears$ ?Counts for Qold battle !oundsR,

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    Qsmashed legR results !ith Qmay not runR and Qhorrible scarsR$ /f a model has se'eralof these, one of them randomly chosen !ill disappear, also if it has positi'e effects@

    16 6 6 6 6 Dinghy

    On the coastline you find a dinghy that had been thro!n on the land$ /t is damaged,

    but can easily be repaired$ /f you dare, you may lea'e %lbion !ith the dinghy$ /t issmall, but your !hole !arband !ill be able to ma*e a short -ourney !ith it$ /f you

    lea'e, you must thro! a (D for e'ery single member that came aboard$ On a , hehas gone o'erboard during the -ourney$ 9ou may then continue your campaign

    else!here$ 9ou may also opt not to lea'e, in !hich case you may hide the dinghy touse it later$

    Si! of a ind

    1( ( ( ( ( ( Giant7s ,am#

    9ou ha'e found the campsite of a group of Giants$ hey are not in at the moment,

    but may return on the spot any time$ /f you !ish, you can send one of your heroesto search for any 'aluables here$ 2oll a (D$ On a roll of the Giants return and find

    the hero red&handed$ hey *ill him and you ne'er see him again$ On a roll of = ormore he returns !ith (D J 'aluables$

    12 2 2 2 2 2 *amiliar

    %s the !arriors tra'el through some fens, they hear an eerie croa*ing$ Sust as the

    !hole !arband begins to sha*e !ith dread at the terrible noise, a large toad hops upon a nearby stump$ /t loo*s at the !arriors !ith an uncanny intelligence

    /f the !arband includes a pellcaster, they may ta*e the familiar as an item ofe4uipment$ he familiar acts as a po!er focus and !hispers secrets in his masters

    ears as he sleeps, increasing his po!er greatly$ he pellcaster gains an additionalspell and adds J to the roll !hen casting his spells ?this is cumulati'e to the

    orcery s*ill@ !hile he retains the familiar$ % !arband !ithout a pellcaster does notinterest the familiar, and it 4uic*ly hops a!ay as soon as it determines this$

    13 3 3 3 3 3 Dea+ Dra&e

    9our !arband finds the s*eleton of a long dead dragon$ E'en betterA its stash is not

    far a!ay 2oll a (D to determine !hether you find the item or not$

    /tem D6

    D(D 7 > gc %uto

    (F gems, !orth > gc each J

    uit of /thilmar armor #J

    uit of Gromril armor #J

    El'en Cloa* J

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    ome of Magic J

    14 4 4 4 4 4 Slaghtere+ !arban+

    9ou find the remains of an entire !arband$ Bro*en bodies lay scattered among thetrees, torn apart by some monstrous creature$ 9ou see a huge shape, loo*ing li*e animmense dragon, !al*ing a!ay$

    %fter gi'ing the dead their final riteseating themlooting them, you find the follo!ingitems$ 2oll a (D to determine !hether you find the item or not$

    /tem D6

    F(D 7 # gc %uto

    (F suits of light armor J

    uit of hea'y armor #J

    (D daggers %uto

    %lbion Map J

    (F halberds #J

    (F s!ords FJ

    (F shields =J

    (F bo!s J

    (F helmets =J

    15 5 5 5 5 5 Giant8s *ighting Arena

    9ou happen to come across a Giants fighting arena -ust !hile a fight goes on and

    the audience is captured by the sho!$ 9ou -oin in betting and !hen all is o'er, youfind that you ha'e bet on the right one$ 9ou find yourself ha'ing !on the sum of >>

    gold cro!ns$

    16 6 6 6 6 6 Brigantine

    /n a bay you find a brigantine floating$ he ship has suffered only minor damage, but

    the cre! is a!ay$ he ship is full of cargo, and tides are turning$ %ll is ready tolea'e

    /f you decide to ta*e the ship, you may either anchor it or lea'e %lbion$ /f youanchor, you may *eep the ship to lea'e laterA if left unguarded though, sta*es arehigh that another !arband may find it and lea'e %lbion$ %fter each battle you fight

    lea'ing the brigantine unguarded roll a (D0 on a J the ship has gone$

    /f you lea'e, you may set sail to !here'er you li*e$ 9ou may sell the cargo and dra!

    =>> gold cro!ns from it$ /n case of the !arband continuing its campaign, one of yourheroes !ill *eep the brigantine and become a sailor Captain$

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    Developer's Notes Bac* to the able of Contents

    )ell, the !hole thing began in =>>, !hen Games )or*shop published the!orld!ide campaign for )arhammer 6antasy Battles, !hich !as called Q(ar*

    hado!sR in English$ /t came in the form of a boo*let, !hich !as sold in con-unction

    !ith )hite (!arf magaine, and you could get the ?then@ limited three specialmodels, the ruthsayer, the (ar* Emissary and the 6enbeast$ / managed to get theset of all three and had the boo*let at hand, and it inspired me to transfer it into

    Mordheim, so !e could do something li*e that as !ell$

    o !e too* the boo*let, transferred the scenarios to a sie so they could be used in

    Mordheim and -oined the campaign in our little circle, mainly !ith the e7isting

    !arbands from the ruleboo* and one e7ception the Bretonnian 2ogues !arband /had !ritten some short time before ?mainly for the fun of it@$

    )e played the scenarios in the boo*let, !hich left some remar*able impressions,

    especially the landing, !hich !e happened to play in a real pond in the garden of

    Carlo (i+eonardo, to the probable amaement of the gold fish he has in there$ heboo*let contained si7 scenarios, !hich !e adapted in 4uite an impro'ised manner ?as!e !anted to *eep pace !ith the campaign@$ But !ith the end of the campaign, it

    !as all done, and the thing !as laid aside for a !hile$

    8ntil they tried to sell the rest of their models a!ay !ith Mordheim, gi'ing one article

    as a setting rule set$ / found this to be a 'ery cheap thing to do, but so it !as$1o!e'er, parts of the te7t and the )16B&campaign boo*let inspired me to complete

    the setting for Mordheim, including a trading chart, and an e4uipment chart, and aQhomeR !arband and some characters$

    ome of it !as easy to start !ith a home !arband could only be a !arband of

    %lbion Nati'es, !hich !ould ha'e to be 4uite primiti'e$ hey !ould be something li*e

    a Chieftain, a haman and a bunch of !arriors, !ith primiti'e !eaponry ?noblac*po!der !eapons@ and 'ery basic %rmory ?helmets and shields, and thats it@$

    he lac* of technology they could use !as made up !ith additional men$

    %s a result, also the (ramatis 3ersonae !ould ha'e to be Nati'es, as / sa! no !ay

    ho! to -oin an %lbion Giant to a Mordheim !arband !ithout loosing the feel of theGiant$ he typical thing !ould be a lone hunter character, and in addition to this, /

    created also a magic character of some interest, gi'ing them names follo!ing thebasic QdictionaryR G) had published !hile the campaign !as ongoing$ o both

    names, /m %ba' 9ub as !ell as Ga Er 8nga Og, do ha'e an actual meaning or,actually, se'eral meanings follo!ing the dictionary$ he only thing / had not much of

    an idea !as the spell list, so for the instant, / left that a!ay$

    6inally, / began !ith the e7ploration chart$ / didnt really feel to re&design the !heel

    in a ne! !ay, so those !ho ha'e read the original chart from the ruleboo* and theone from QEmpire in 6lamesR might recognise a lot of things !ith most cases, / only

    chose a ne!, more appropriate title and changed the fluff coherently to get a result

    !hich !as more or less the same than some!here else, basing on !hat loo*edappropriate for a setting such as this !ithout any more but the slightest hint of a

    great, inborn ci'ilisation !ho lac*ed secret treasures and important ancient items$

    till, it should be interesting to play$ he main goal in %lbion isnt really to ma*e a

    http://www.mordheimer.com/settings/albion/albion.htm#Table_of_Contents%23Table_of_Contentshttp://www.mordheimer.com/settings/albion/albion.htm#Table_of_Contents%23Table_of_Contents
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    !agonload of profit the main goal is to find a !ay to lea'e the island safely again?at least for those not playing %lbion Barbarians@$ %lso for the player, the main

    reason shouldnt be to get a rich !arbandA / am highly opposed to the idea that e'enin gaming, ma*ing profit and designing streamlined, cost&efficient !or*ing units

    ?!arbands@ should ha'e a ma-or impact$ Of course there are some Q(osR as !ell assome Q(ontsR, but the idea of, say, a *a'en !arband, all armed !ith t!o

    daggers and slings, loo*s horrible to me and is definiti'ely not designed to ha'e fun!hile playing$ But bac* to %lbion$$$

    %ll the bac*ground information sho!ed the land to be e7tremely poor$ 1ence it!ouldnt be easy to gain !ealth, and it !ouldnt be easy to get certain stuff !hich

    is also reflected to a certain degree in the trading chart, especially !hen it comes torarity rolls$ /ts not a land attracting a lot of people !ith the things you may dra!

    from it, so 1ired !ords !ouldnt be easy to get ?apart from Nati'es@, and people!ouldnt be that easy to replace at e'ery opportunity$ On the other hand, you had to

    ha'e a possibility to add ne! !arriors to your ran*s, and many !arbands can do soby adding Nati'es at the one or other gi'en point$ his led me half!ay to the chart

    !ith the supply locations an empty ca'e !ould be an empty ca'e, and you canneither trade nor hire people !hen coming across nothing better than that$ But a

    ca'e could as !ell be inhabited, offering possibilities to do some trading and somehiring, but not as !ell as in a 'illage or e'en in Bo!l&a&1at, the only settlement on

    the !hole of %lbion the fluff mentioned being something that could be considered ato!n$ o only there you could find e'erything, and trade e'erything, as far as your

    purse !ould limit you$

    )ith this, / !ent on the old Mordheim forum G) ran that time$ /t earned me only

    little comments, !hich in one !ay !as bad ?it caused no real critics !hat could be

    made better@, and in one !ay !as good ?nobody said it !as total crap and not !ortha second loo*@, but in e'ery case !asnt really helpful at all !ith one e7ception$

    Ke'in Kolbe contacted me, and !ith his help during a lot of mailing at that time, /

    could add the %lbion spell chart to the !arband list and to Ga Er 8nga Og$ he spell

    list is almost entirely his !or*, !ith a fe! t!ea*s / ga'e it and a bit some renaming once / had the spells as such, it didnt loo* that difficult to use the dictionary againon some of the spells$

    / also found some inspiration from the side of the people in our circle, dra!n fromremar*s such as Q/t !ould be fun if you could$$$R or Q)hy it isnt possible that$$$R,

    and / tried to !or* this into the setting !here / sa! a possibility$ ome of this stuffdidnt sur'i'e the discussions !ith Ke'in later, though$

    One special remar* goes to the rule of rolling a die to see !hether your !arbandmembers sur'i'e the arri'al on the island or not$ his rule found its -ustification

    through the fact that !arbands in general dont see* for the island of %lbion ?the

    (ar* hado!s campaign !as thought to be a lot later than QMordheim timeR@, most!ould e'en not *no! about its 'ery e7istence$ 1enceforth, landing there !ould beaccidentally, and as it is often the case, not e'eryone sur'i'es a ship!rec* this had

    to be represented in my opinion, but the toll shouldnt be 'ery hea'y, and it

    generally !ont$ %lthough statistically possible, / ha'e yet to see the !arband !hichis in serious problems due to that rule$ 1o!e'er, as some people ha'e said this rule

    !ould be e7tremely ruinous for a !arband, feel free to lea'e it a!ay if you dont li*e

    it and if you find a !ay to -ustify it that four, si7, eight, or ho! many !arbands you

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    might ha'e in your campaign all ha'e gone ship!rec* !ithout loosing a singlemember$

    he !hole setting as such doesnt ha'e a lot to do !ith !hat ha'e been on its origin

    any more the )16B campaign boo*let and our adaptations to ma*e its scenariossuitable for Mordheim scale ha'e only a slight echo in it, and it is only in the

    bac*ground$ Of course !ith a bit of imagination ?and maybe a fishpond in yourgarden@ you may still play a landing scenario, though$

    May your gunpo!der be protected from rain$

    Martin Greminger