Location:
The Old World
|
Battle-Level:
1-3
|
Objective Room:
Any
|
This adventure
is ideal if one of the Warriors is playing The Gunfighter Warrior.
But do not despair if they are not. Any Warrior that can use firearms
of any sort can take the main role of the Gunfighter. Firearms
does not mean bows and crossbows. For example, the Wizard character
can replace the roll of the Gunfighter, since he has the ability
to use a Brace of Pistols and Musket, whereas an Elf can not.
A Barbarian can, since he can use a Musket, even though he can
not use a Brace of Pistols. If there is more than one Warrior
eligible for the starring role, determine randomly. However, if
the Gunfighter is in the party, there is no hesitation. He is
the main Warrior for this adventure. If none of the Warriors can
use firearms, then it's probably for the best that they do not
play this adventure. It wouldn’t make too much sense otherwise.
Sorry. From now on, we shall refer to the main character as the
Gunfighter, even if he is not.
The Warriors
are about to leave their current Settlement when a dusty, dirty
man stumbles towards the Gunfighter. His face, cracked by the
elements, tells of a long journey riddled with hazards. His clothes
and hair are caked with blood and his clothes are in tatters.
The Gunfighter
recognises him as his old comrade Toukoda from years past.
The Warrior quickly grabs him and steadies him to the ground.
"<Warrior’s name>, …. I’ve finally found you… .You
should have killed Darson when you had the chance! He’s
… destroying my old town, Sanctuary. Most of his hoods
we could deal with, but now he’s hired some damn Necromancer sidewinder…
<cough> Dammit,.. the dead just keep coming, .. you’ve got
to help… us…."
With that Toukoda
dies, his eyes rolling skyward, as he gurgles the last of his
life from his body in a crimson tide. Rising slowly the Gunfighter
looks off to the horizon. "There ‘aint much profit where
I’m going, but you’re welcome to come, … This is an old score,
one… I must settle." And with that he moves off in the direction
of his friend’s town Sanctuary.
SPECIAL
RULES
The travel to Sanctuary
takes 1d6+2 Weeks (Make rolls on the Hazard’s table as normal).
Along the way, the Gunfighter enlightens his partners of Sanctuary’s
history.
Sanctuary
A small town on
the outskirts of the Old World and the Dark Lands, Sanctuary started
up not so long ago and had some of the first Gunsmiths. This was
because where they had set up, the surrounding areas where short
on supplies of steel and metals required to make swords and other
melee weapons. Not wanting to be unprotected at all due to this
lack of weaponry, the citizens started designing various forms
of firearms using what resources they had available to them. Soon,
the towns people became accustomed to these new weapons and they
became standard. With time, one or two smaller towns were built
similar to Sanctuary around the general area.
Soon a gold baron
named Darson came and used heavy handed terror tactics to take
over, terrorising the local residents with his band of mercenaries.
Many "Gunfighters" challenged Darson, in the hope of
reclaiming the town, but all were gunned down in shoot outs. This
was until a band went after him and finally defeated him. The
Gunfighter goes on to say that he was in that band, many years
before he joined up with his current companions and had the chance
to kill him, but the towns people wanted him to stand trial and
be hanged for his crimes. His work done in Sanctuary, the Gunfighter
left that very night to journey the Old World. Although later
that week, he heard that Darson had escaped the town’s jail soon
after his incarceration.
Arrival
When the Warriors
reach the dusty town of Sanctuary they find many of it’s buildings
destroyed, and its people cowering and scared. Soon one of the
people recognises the Gunfighter and motions for him and his friends
to move over to the tavern. Once inside they listen to the bar
man tell them of the destruction Darson and his new Undead legions
have brought. He is currently hiding out in an old mine system
not far from town. Whether the Necromancer is there or not is
unknown. They plead with the Warriors to go to the mine, kill
Darson and his followers, and save Sanctuary.
New Weapon
If they take up
the challenge they are each offered a "Snap Shot" pistol
and enough ammunition for the entire adventure by the Sheriff.
If one of the Warriors is the Gunfighter, then they will know
what this weapon can do, so use the rules as stated in the Gunfighter’s
rule book. Otherwise, the Warrior taking the roll of the Gunfighter,
being familiar with this strange variation of the Pistol, explains
its usage to the other Warriors. The Snap Pistol does 1d6+3 Damage,
and can be fired in close range with a –1 modifier. The Snap Pistol
can make 1 Attack per turn. If any Warriors can not use firearms,
then they refuse the gun politely, nodding meaningfully towards
their trusty weapon hanging from their belt. The Sheriff of the
town nods in understanding, knowing full well that some people
prefer the feel of cold steel in their hands rather than a gun.
The Mine
Play the mine as
a normal Dungeon with the following changes.
When Monsters are
rolled, check to see if they are humanoid and roll on the following
chart to see what weapons they are carrying. Monsters that are
not humanoid need not roll on this table. Since Sanctuary is a
town that uses guns as a way of life, the Monsters have also adapted
their use for their own needs.
1-2 Normal
weapon
3-6 Pistol
or Shotgun
To use a pistol
the monster must use its Ballistic Skill and the pistol’s damage
is the Monster’s Damage Dice +3. Pistols can be fired at close
range but with a –1 to hit. Only monsters with a ballistic skill
of 5+ or better will attempt this. If a Monster does not have
the required Ballistic Skill, or has no Ballistic Skill at all
(such as Zombies), then it will use its normal weapon instead.
Creatures such
as Ogres, Minotaurs, Centaurs, Bull Centaurs and Dragon Ogres
are too large to use pistols and use shotguns instead. Shotguns
have a very short range of 4 squares and cannot be fired past
another model. If the target is hit within the first two squares
(they too can be fired at close range with a –2 penalty) the damage
is the Monster’s normal Damage dice +2 extra Damage Dice. If the
target is hit within the third and forth square the damage is
the Monsters normal Damage Dice +1 extra Damage Dice. Only Monsters
with a Ballistic skill of 4+ or better will attempt this. If a
Monster does not have this value, or does not have a Ballistic
Skill at all, he will use his normal weapon instead.
Objective Room
When the Warriors
reach the Objective room they see Darson at the back and also
the Necromancer. The Necromancer leaves quickly through a side
tunnel leaving 1D3+1 Skeletons behind armed with pistols, who
will Guard Darson. There will also be normal Objective
Room Monsters as well. Remember to see if any of the Monsters
encountered are armed with pistols or shotguns. Darson’s statistics
are as follows.
|
Darson
|
Wounds |
9 |
Move |
4 |
Weapon Skill |
3 |
Ballistic Skill |
3+ |
Strength |
3 |
Toughness |
3 |
Armour |
- |
Initiative |
5 |
Attacks |
1 |
Damage |
1D6 |
Gold |
300 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Darson |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Darson Special Rules
Armed with Pistol
(Strength 4)
Completing the
Objective Room
Once the objective
room is completed the Warriors find two large sacks of 300 gold
each. The Warriors then return to Sanctuary where they are already
rebuilding. Tipping his hat and giving a nod the Gunfighter and
his comrades leave from whence they came, not wishing to take
any vital supplies from Sanctuary in its time of need. They will
now have to travel to the next adventure, or to another Settlement
in the normal manner.