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Warhammer Fantasy RPG: The Road to Mordheim
Mordheim is a cursed ruin, choked with smoke, madness, and wyrdstone. Fortune and damnation walk hand in hand—for those bold or desperate enough…
$12.00
/ Session
Details
Bi-weekly / Thursday - 7:00 PM UTC
May 14 / Session 27
Session Duration / 3 hours
3 / 3 Seats Filled
Top Game Master
One of StartPlaying's top-rated GMs, a player favorite and highly recommended.
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Schedule
About the adventure
The year is 2000 IC, and the comet has fallen. Mordheim, once the proud jewel of Sigmar’s Empire, now lies shattered—a cursed husk of madness and ruin. Twisted by the wyrdstone that fell from the heavens, the city has become a festering wound on the world, drawing scavengers, cultists, mercenaries, and worse into its haunted streets in search of power, riches, or redemption. In the lawless hinterlands just beyond Mordheim’s corrupted walls, your band of unlikely companions has carved out a fragile foothold—an outpost on the edge of damnation. Here, in a crumbling manor house, abandoned coaching inn, or makeshift fort, you rest, regroup, and plan your forays into the city’s deadly depths. Each expedition into Mordheim offers both opportunity and horror—lost relics, forgotten secrets, and monstrous foes await in every shadow-choked alley. In this Warhammer Fantasy Roleplay campaign, the players are a group of adventurers, scavengers, and survivors who have established a base of operations on the outskirts of Mordheim. From this tenuous sanctuary, they launch perilous expeditions into the city’s devastated districts, navigating rival warbands, corrupted terrain, and the ever-present influence of Chaos. Each session or arc focuses on specific objectives: recovering lost tomes of magic, rescuing missing allies, hunting down corrupted beasts, or outmaneuvering hostile factions. Between forays, players return to their base to recover, upgrade gear, research findings, and fortify their hold against the growing chaos around them. Choices made in the city have lasting consequences—alliances, rivalries, and moral compromises shape both the narrative and the characters’ fates. As wyrdstone flows through their hands and power grows, so too does the risk of corruption and madness. In Mordheim, the line between salvation and damnation is razor-thin—and every decision could tip the balance.
Game themes
Meet the Game Master
3 years on StartPlaying
116 games hosted
Highly rated for: Storytelling, Creativity, Inclusive
About me
Hi, I am a forever DM that has suddenly got a lot of free evening time during the week. I work in education and run games of DnD for my students as well as online for my friends at the weekend. I know that I have above average skills at leading games and I am welcoming to players of all types.
View Profile →Character creation
Creating your character
Session Zero is a crucial step in starting a Warhammer Fantasy Roleplay campaign. This session lays the groundwork for the game by establishing characters, discussing themes and boundaries, and ensuring all players are aligned in their expectations. We’ll begin by welcoming everyone and setting the tone for the campaign. As the Game Master, I’ll outline the setting, tone, and key themes—whether it’s a grim tale of survival in the Empire, a desperate struggle against Chaos, or a dark intrigue in the courts of nobles and cults. We’ll also cover any safety tools, such as Lines and Veils, to ensure an enjoyable experience for all. Next, we’ll discuss character creation, starting with species and careers. Will you play as a battle-scarred human mercenary, a grudge-bearing dwarf slayer, an arrogant elf wizard, or an unassuming halfling thief? We’ll explore how different backgrounds shape the worldviews, struggles, and strengths of the characters. Once species and careers are chosen, we’ll move on to assigning attributes, skills, and talents, as well as selecting starting equipment. Warhammer’s world is harsh, and no hero is without flaws—so we’ll embrace the random rolls that make each character unique. Character backstories will be developed collaboratively, encouraging players to weave their fates together. What drives your character forward? What grudges or debts weigh on them? Do they have allies, rivals, or dark secrets that may come to light during the campaign? We’ll also discuss how the group fits together—whether as a band of mercenaries, a motley group of adventurers, or unwilling companions thrown together by fate. Finally, we’ll go over game mechanics, expectations for roleplaying, and any house rules we’ll be using. By the end of Session Zero, each player will have a fully realized character, a clear understanding of the campaign’s themes, and a sense of how their party fits into the unforgiving world of Warhammer Fantasy Roleplay.
The road to Mordheim is long, treacherous, and soaked in blood. You and your fellow travelers—whether driven by greed, faith, desperation, or something darker—have set your sights on the ruined City of the Damned. Within its shattered walls lies wyrdstone, fortune, and damnation in equal measure. Mutants lurk in the shadows, warbands prowl the streets, and the corruption of Chaos seeps into all who linger too long. This Warhammer Fantasy RPG campaign will take you on a harrowing pilgrimage through the war-ravaged Empire and into the heart of Mordheim itself. Survival is never guaranteed, and the choices you make will shape your fate—if you live long enough to see it unfold.
What to expect
Preparing for the session
For a new player of Warhammer Fantasy Roleplay, the minimum preparation involves familiarizing yourself with the basic mechanics, understanding your character, and grasping the grim tone of the setting. Reading a summary of your chosen species and career will help you roleplay effectively, while skimming the core mechanics—such as skill tests, combat, and Fate Points—will ensure smoother gameplay. While deep lore knowledge isn’t required, having a general idea of the Old World’s dangers, from Chaos cults to scheming nobles, will enhance your immersion. Lastly, bringing an open mind is often all you need to dive into the adventure.
What Mr. B brings to the table
Players will find that as a Storyteller I have the ability to craft compelling narratives and vivid worlds. Creating immersive and dynamic settings that capture players' interests, whilst being able to modifying the story on the fly based on player actions and decisions. System-wise I am able to explain rules, settings, and scenarios clearly and concisely. Alternatively i will actively listen to players’ ideas, concerns, and feedback; Encouraging all players to contribute and feel involved in the story. Players will see that I will keep the game on track, ensuring sessions are well-paced and engaging; concurrently making sure we keep to the game times allotted. I have a FoundryVTT fully set up for the game with all the system details worked in for player ease. I have all the sourcebooks (available to peruse on FoundryVTT), animated maps (where needed), music and ambient sounds.
Equipment needed to play
Internet
Microphone
Computer
Platforms used
Safety
How Mr. B creates a safe table
Session Zero: Introduce Lines and Veils, the Luxton Technique, and the concept of debriefing. Collect initial boundaries and preferences. Ongoing Play: Utilize the Luxton Technique to maintain a safe and engaging environment. Respect Lines and Veils during gameplay. Post-Session Debriefing: Conduct debriefing sessions to gather feedback and address any issues that arose. Use this time to update boundaries if necessary.
Content warnings
Safety tools used

