Åcon 2019: WFB 3rd Ed. The Return of The Terror of The Lichemaster: Rigmorr’s Grimoire

My second game at Åcon had taken me quite a long time to prepare.  First I had to read the rules for WFB which none of us were familiar with beforehand, then I statted up both sides of the conflict… And next I wrote a scenario. I chose to continue an old narrative from a few years back detailing a descendant of Heinrich Kemler. 
The Return of The Terror of The Lichemaster Part 1: Rigmorr’s Grimore
In a small village near the edge of the World’s Edge Mountains the powerful Grimore of Rigmorr the Unscrupulous is rumoured to be hidden. Rumoured is perhaps the wrong word, as it is only in certain very dark and secret societies that the book is even known. But writing ‘is almost completely unknown to be hidden’ has a bad ring to it. Now, as Hexentag is fast approaching the fledgling necromancer, Ulrich Kemler, heir apparent and decendent of the great Lichemaster Heinrich Kemler, is plotting to secure the Grimore after having stolen the details of the hiding place from his master Erfund Kelminster, a second rate wizard from the town of Dönersdorf. 
According to the ancient maps the Grimore should be found in what is today a small settlement of imperial dwarves. The dwarves go about their everyday life completely oblivious to the fact that a powerful artifact might be hiding in their landfill. Kemler has spent all his power on assembling a vast horde of undead from the battleground and cemeteries in the vicinity and is now marching to attack the settlement at dusk. 
Terrain: A village of 4-5 houses lines a crossing on the road. A well is situated nearby along with some fields and hedges.
Special Rules:
Underneath the Bridge: A hideous troll lives under the bridge and will challenge any character that attempts to cross it. 
The Grimore: The Dwarves have no actual knowledge of the whereabouts of the grimore. However to simulate the fact that it is unknown and to give the game a bit of cheekiness the dwarven player will secretly designate the exact location of the grimore on a piece of paper and keep it safe until the end of the game. The location could be anything that is established as a terrain feature. But for the sake of the game ‘a rock on the board’ is not particular enough. Once he has established the location he should then choose to play either obfuscating or obviously to the location carefully selecting the strategy he thinks will benefit his army the most. For instance it would be perfectly alright for the dwarven player to heavily guard the location. Or conversely, leave it completely unguarded as if nothing is there to find.  
1500 pts of Dwarves 
1500 pts of Undead
Dramatis Personae
Ulrich Kemler 8
M WS BS S T W I A Ld Int Cl Wp
4 4 3 4 3 2 4 1 8 9 8 9
Lvl 10 human wizard 85
Magic level: 1 – spells: Wind blast, Summon Skeletons, Steal Mind
Magic Points: 3d6
Equipment: Cape
Ernesto De la Cruz (100 pts)
M WS BS S T W I A Ld Int Cl Wp
4 4 3 4 4 3 4 3 9 7 8 8
Lvl 15 undead hero
Equipment: sword, arquebus (9 pts), light armor (6 pts) 
van Teufel (83 pts)
M WS BS S T W I A Ld Int Cl Wp
8 4 3 4 4 3 3 4 8 7 7 7
Lvl 10 undead hero
Equipment: undead horse (20 pts), heavy armour (6 pts), shield (2 pts), sword
Grombrindal (248 pts)
M WS BS S T W I A Ld Int Cl Wp
3 7 5 4 5 4 5 1 10+3 10+2 10+2 10+2
Lvl 25 dwarf hero 208
Equipment: heavy armour (15 pts), magic two handed axe (mighty strike, 25 pts)
Mighty strike: once per battle may perform an S10 attack. May wait to use until hit is established.
Thorfin (197 pts)
M WS BS S T W I A Ld Int Cl Wp
3 6 4 4 5 2 3 3 10+1 7 9 9
Lvl 10 dwarf hero 88 pts
Equipment: magical army standard (lightning bolt, 100 pts), heavy armour (9 pts), sword 
Drumin Drachenhelm (230 pts)
M WS BS S T W I A Ld Int Cl Wp
3 7 4 4 5 4 5 4 10+3 7 10+1 10+1
Lvl 20 dwarf hero 168 pts
Equipment: heavy armour (12 pts), magic axe (Savagery, +D3 A, 50 pts)
Askor Elfenesser (137 pts)
M WS BS S T W I A Ld Int Cl Wp
3 6 4 4 5 3 4 3 10+2 7 10+1 10+1
Lvl 15 dwarf hero 128 pts
Equipment: heavy armour (9 pts), sword 
Elk Gravybeard (203 pts)
M WS BS S T W I A Ld Int Cl Wp
3 6 3 4 5 3 3 1 10+2 9+2 10+2 10+2
Lvl 15 dwarf wizard 203 pts
Equipment: staff and pointy hat

The armies were a bit uneven as the dwarves were very character heavy.  The dwarf player was unfamiliar with all of his rules and this probably played against him as much as the undead.  He quickly found out how to use the cannon though with was rather devastating.

 The undead didn’t care much about being decimated and just trucked on.

A few minor confusions about characters in units left us puzzled mid game.  The chariots of the undead seemed almost invisible!

 The dwarves failed pretty much all their fear tests which made it very easy for the dead. 

I like the undead cavalry and the idea that terrain doesn’t obstruct them.

The undead only managed to search one house and in the end the dwarves were overrun before  the grimoire was found.

 I love the strategies and the aesthetics of the game. I think all involved players need a good knowledge of their armies to get the most from it and this it lends itself less well to demonstration.

I think a skirmish version of the scenario would work really well too. 


  1. Almost everyone I know who plays, or has played, 3rd ed doesn't know the rules properly. There's just so much to get through in that book. Also, I think familiarity is an issue as well. We just don't play it enough to get used to it.Great scenario write up. Hope your players enjoyed themselves.Cheers 🙂


  2. It does seem to be quite a pickle to get it straight. I think we will go for the middle ground and just agree to agree on what we agree on with regards to what is actually the rules or not. But sure – familiarity will help! I hope!



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