Haug’s Hideaway

(Side Quest)

During this side quest, warbands are searching for the wanted bandit leader, Haug the Horrible, while following a series of maps leading to his hidden caches of loot.

Haug’s Hideaway - in a comet-shell

  • For each map a warband secures, players may roll on the Haug’s Hideaway Table during post battle rewards to see what they find. Roll a D6 for every objective you have investigated thus far. So, roll 1D6 when exploring your first map, 2D6 while investigating your second, and so on.

  • Many of the treasures and traps found on the Hideaway Table can be found multiple times, others are unique and can only be found once. Your campaign administrator must confirm any unique discoveries.

  • The first warband to roll 21 finds Haug the Horrible’s secret lair, Haug’s Hideaway! Alternatively, when unique rewards are few in number several warbands can discover Haug’s Hideaway at the same time for a grand battle over the bandit’s treasury and the bounty for capturing him.

Haug’s Hideaway Table

xD6s (Click on links for full results)

Haug’s Hideaway (Side Quest)

During this side quest, warbands are searching for the wanted leader of the Bastardly Bandits, Haug the Horrible, while following a series of maps leading to his hidden caches of loot.

The “leader” of the Bastardly Bandits, Haug the Horrible (so named because he is such an incompetent commander), has a price on his head. So paranoid is he of loosing life, limb, and even worse…gold, that Haug does not trust anyone with the knowledge of his personal whereabouts or that of his plunder. Anything of value that Haug obtains he quickly secrets into a new hidden cache. As Haug is not gifted with a good memory he always draws a map to the loot’s location onto anything that is close at hand.

  Unfortunately for Haug, he often misplaces his maps! So not only does Haug forget where his hidden valuables are, others tend to find his maps and collect his hard earned loot. To dissuade strangers from following his maps, Haug also creates and dispenses false maps leading to nowhere, trapped locations, or other unwelcoming souls. 

Haug’s Hideaway Maps are the objectives of this side quest. Many scenarios detail a location or marker on the table where one of Haug’s maps can be found. The first model to reach the objective finds the hideaway map as a carried item (which can be light, normal, or heavy depending on what Haug inscribed the map on). A warband securing a hideaway map can investigate it during their post battle sequence. Investigating a Haug’s Hideaway Map completes the objective of this side quest.

Side Quest Objectives

  Once a warband has investigated their first Haug’s Hideaway Map the side quest becomes active for them. Active warbands gain an additional opportunity to find Haug’s maps. Realising that Haug draws maps on just about anything, the warband investigates more carefully any random piece of discarded refuse they run across. During any scenario containing Random Fortune, the warband may exchange their first random fortune discovery for a Haug’s Hideaway Map.

Roll a D6 instead of rolling on the random fortune table. On a 1 the map is a heavy carried item, on a 2–3 a normal carried item, and on 4+ a light carried item.

Warbands which secure a Haug’s Hideaway Map can investigate it during the earn settlement rewards phase (#2) of the post battle sequence. Choose a hero which did not go out of action during your game to head the investigation. When investigating your first map roll a D6, consult the Haug’s Hideaway Table and apply the results. You have now completed your first objective and your warband is active in the side quest.

If all of your heroes went out of action, the hideaway map becomes stored equipment placed into a storage container. The map can be used in a later chapter when you have an available hero to investigate it. 

Investigating Haug’s Hideaway Maps

  Record in your End of Chapter Data Sheet’s active side quests table, Haug’s Hideaway with 1 completed objective. As you investigate further maps increase the value of completed objectives by 1 per map.

  For every additional map you investigate add another D6 to a hero’s roll on Haug’s Hideaway Table. For example, if you are investigating your third map, roll 3D6, your fourth map 4D6, etc. Total the results and consult the table. You can investigate several maps during any post battle phase, as long as you have heroes to perform the investigations.

Over time warbands get better at guessing where the outlaw secretes his real treasures as they slowly grasp Haug’s unconventional thinking. This will climax in the discovery of the bandit’s personal nesting hole, Haug’s Hideaway! Once the hideaway has been found the side quest is over and any Haug’s Hideaway Maps which are later discovered are worthless.

  Hideaway Table results 1-11 are common can be encountered multiple times. Results 12 and over are unique finds and can only be discovered once. Once discovered, a unique find is removed from the table. Whenever you discover a result of 12 or higher, report to your CA which result you rolled. The campaign administrator will confirm your find at the end of the turn, as it is possible that more than one player rolled the same number.

  Rolling a number that has already been removed you will discover the closest unique find to the number rolled. If there are two values equally close, you can choose between them. When rolling a result of 22 or higher you can request any find (unique or otherwise) which is still available on the table, except for Haug’s Hideaway! The only way to find Haug’s lair is to either roll exactly 21, or rolling 22+ during a turn that initiates the Hideaway Heist (see below).

  Should a single warband find Haug’s Hideaway, they earn all the rewards that come with it and the side quest ends. It is possible that multiple warbands discover the hideaway at the same time. See Hideaway Heist, below.

1- Crossbow Trap. The investigating hero takes a S4 hit. If they go out of action they must make serious injury rolls and cannot participate in the rest of the post battle sequence. The hero earns 1 xp if they survive.

Haug’s Hideaway Table

2- Irate Innkeeper. Haug has claimed that your hero will pay the innkeeper  9+D6 gold crowns  (“Haug mentioned someone with a map will be arriving to pay his tab any day now.”). You must reduce the amount you earn from sales of wyrdstone by the amount this turn or whenever you next sell wyrdstone. Alternatively, if you are using the Bounties optional rule, you can choose not to pay and receive the Bar Tab Bounty on your investigating hero’s head instead (inform your CA).

3- Note: “I.O.U. Money”. Whatever used to be here has already been taken by someone else with as sarcastic a sense of humour as Haug.

4- Stolen Diary. From Haug’s former lover. Your warband returns it obtaining 1 Ambush Point.

5- Change Purse. You find 2D6 gold crowns placed in a Mastercraft Pouch. The mastercraft pouch works the same as a normal pouch, except that it can hold up to 12 gold crowns or 2 warpstone shards or a combination of both. Each warpstone shard takes the space of 6 gold crowns.

6- Minor Stash. You discover a small collection of items forgotten for a rainy day. Roll D66 on the Random Fortune Table.

7- Exotic Commodities. Roll a D6 to randomly find the following: 

  1. Eastern Perfume, see Special Finds below.

  2. Scimitar

  3. Book of Praises, see Special Finds below.

  4. Repeater Crossbow

  5. Cathayan Silk Cloths

  6. Healing Herbs

8- Fighter’s Fetish. You find an item that Haug has stolen from a Hired Sword that is of high sentimental/ideological value. You can use this object to hire any hired sword of your choice and serve your warband for one battle free of charge, even if they normally cannot work for your warband. If you are able to hire the mercenary in question you may keep them on your roster after the battle just by paying upkeep. If you are using the Mordheim Mercenary Market optional rules, the fetish can even be used to steal a hired sword from another warband where they are currently serving! In this case the warband previously employing the mercenary does not need to pay for upkeep.

9- Fool’s Errand. The map leads to several locations all of which are erroneous. The time spent pursuing this false lead costs you. Roll one less Exploration Dice this turn.

10- D3 Wyrdstone Shards.

11- Uncompromising Positions. The map leads you to a secret room where you catch an influential citizen of one of Mordheim’s settlements in an embarrassing situation (with a lover, counting misappropriated funds, etc.). They punish you. If you use the optional rules for bounties, your hero receives the Unforgiven Bounty. If you do not use these rules they suffer the SOLD TO THE PITS result from the heroes serious injury table (#65).

12- Street sign. Which was taken from Mordheim’s former favourite inn, Steinhart’s Shadow. The sign is a Loyalty Symbol.

13- Tetchy Thespian. You encounter traveling theatre director, Xavier Schauspiel, who has a gargantuan grudge against Haug (wow…get in line). He suspects you are in league with the bandit. Have your hero make a Leadership test on their own leadership score. If successful, they convince the thespian that you are hunting Haug the Horrible. Xavier promises that should you ever capture Haug, he will write and perform a play which sings the praises of your warband. You will earn the A Star is Born Reputation, if your warband ever finds Haug’s Hideaway. If the Leadership test is unsuccessful, your hero is believed to be a member of the Bastardly Bandits gang and gains the Inglorious Bastard Reputation.

14- 76 Gold Crowns. Divided equally within 2 Large Sacks.

15- Major Stash. This cache is filled with a mishmash of various merchandise. Choose up to 150 gold crowns worth of Miscellaneous Equipment that is located here. No need for rarity rolls. No need to roll for variable prices, only add up the base prices when choosing the miscellaneous equipment found. However, Haug did not place the most valuable equipment here. You cannot choose items that cost over 50 gold crowns.

16- Tordenstryke: Dwarven Engineered Duelling Pistol. This exquisite Duelling Pistol will never misfire and has range of 12”. Rolling a 1 to hit just indicates a miss. All other rules from duelling pistols apply normally. He can be sold for 50GC. If sold with his pair Brannvaer, both can be sold together for 150GC.

17-  The Ars Scientia. See below.

18- Talos II See below.

19- Bretonnian Warhorse. See below. If your warband cannot use a warhorse, you may choose a warmount which is available to your warband.

20- Morrsblade. A Mastercraft 2-Handed Gromril/Ithilmar Weapon.

21- HAUG’S HIDEAWAY! See below.

22+ Choose: from any result that it still available on this table, except Haug’s Hideaway. Alternatively, should the number of players rolling 22+ this turn equal the number of unique results remaining on this table, The Hideaway Heist is initiated instead.


A single warband discovering Haug’s Hideaway discovers the following:

  • Haug the Horrible himself, passed out from drinking. You claim the 100 GC bounty*.

  • All unique finds from the Haug’s Hideaway Table #12-20 that have not been discovered (disregarding #13).

  • Any Dark Artefact that has been Lost to the Cult.

  • Cathayan Silk Cloths.

  • One Magical Artefact of your choice. See the Magical Artefacts Table from the Mordheim Rulebook.

*If you use the optional Bounties rules, the gold crown value of the bounty changes each turn.

Haug’s Hideaway

As the number of unique results on Haug’s Hideaway Table diminishes, there is an increasing chance that several warbands will discover Haug’s Hideaway simultaneously. When warbands investigate a Hideaway Map, rolling 22 or higher normally indicates that the player can request any result on the Hideaway Table which is still available (check with your CA)

  However, during any chapter when the number of players rolling 22+ equals or exceeds the number of remaining unique results on the Hideaway Table (#12–20), those warbands will all discover Haug’s Hideaway instead, initiating the Hideaway Heist scenario. All remaining unique results are included into the scenario for warbands to fight over.

The Hideaway Heist


Eastern Perfume: One use. This perfume makes a favorable impression on merchants and shop keepers. Allows a hero to re-roll the variable cost of Miscellaneous Equipment. You can choose the lower roll.

Exotic Commodities & Unique Finds

Book of Praises: This book (miscellaneous equipment) is filled with phrases of flattery and acts of ass-kissing for every occasion. Should a hero equipped with the book have the Haggle skill, they may attempt a Leadership test before the haggle roll. If successful reduce the price of a single item or service (hired sword upkeep, for example) by 3D6 instead of 2D6 (minimum 1 GC). However, if the leadership test failed add 1D6 to the cost (the hero was way too obvious in their flattery). 

The Ars Scientia: is a magical tome that can teach you new practical knowledge. Once read, the words disappear from its pages, so only one hero can gain its wisdom. Choose any new skill list for the hero who uses this book. No special skill list from other warbands can be chosen, but all lists from the Mordheim rulebook are accessible, even if they are not a part of your warband’s skills. The hero may now learn these skills when advancing normally.

Talos II: is a small mechanised golem designed to protect its owner (originally a spell caster of some kind). Choose one of your heroes to be its master.

M WS BS S T W I A Ld

4 4 0 3 3 1 6 1 8

Save: 6+

Equipment: Miniature Sword (counts as dagger), Miniature Buckler (in combination with the sword allows the familiar to parry normally, but no re-roll).

Skills: Combat Master, Lightning Reflexes

  • Immune to Psychology

  • Immune to Poison

  • Very Small Target: additional -1 to hit modifier. 

  • Metal construct: counts as having light armour and only bludgeoning weapons can cause critical hits to Talos 2.

  • No Pain:/Hard to Kill: Only a roll of 6 on at the Injury Table will take the combat familiar out of action. All other results are knocked down.

  • Familiar: This small mechanical golem is considered a miscellaneous item which does not take up a warrior slot of your warband. It will stay in base-to-base contact with it’s master moving as fast as it’s master does, only using its own movement if it is somehow separated from its master.

  • Bodyguard:  Should any model successfully charge its master, the combat familiar will immediately intervene, stepping in-between the charging enemy and its master; place the familiar model between the hero and the warrior charging him. Once in combat, the familiar may not intervene in another charge until it has knocked down, stunned or taken out of action all enemies in base-to-base contact with it. If, for any reason, the familiar is not in base-to-base contact with it’s master it cannot intervene against someone charging them. Left on its own, the familiar will move at its own movement rate back to its master once it has the opportunity to do so. The master can “call” the familiar back to them while it is in combat. In this case, the familiar will first try and escape from combat, then move as quickly as possible back to its master. If taken out of action, the combat familiar makes serious injury rolls as a henchmen.

  • Parry Master: The combat familiar adds +1 to any parry roll, meaning it can parry enemy to hit rolls of 6 by rolling a six to parry. Additionally, it can make parry rolls against one attack from each enemy in base contact every combat phase.

Special Rules

Bretonnian Warhorse: This warhorse (named Miracle) is a special breed of warhorse raised in Bretonnia. It has the same statistics and special rules of a normal warhorse plus the following: 

  • Bretonnian Bred: this magnificent steed does not suffer any reduction in Movement when wearing barding nor when mounted by a warrior wearing heavy armour and a shield.

Morrsblade, a unique Mastercraft 2-Handed Ithilmar or Gromril Weapon. You choose what kind of weapon this is (sword, axe, or hammer/mace) and whether it is made from ithilmar or gromril. The weapon combines the +2S of a double-handed weapon with the special rules of the weapon you choose as well as the material it is made from. This exceptional weapon does not impose the strike last penalty.