Location:
The Old World
|
Battle-Level:
2-3
|
Objective Room: Fountain of Light |
Today, the
streets of Altdorf are busy indeed. The Warriors are subjected
to an hour of interrogation before they are even allowed to
set one foot within the mighty gates of the Capital city of
the Empire. When asking what is going on, one of the guards
men spits and points to a large golden "X" made from wood and
copper, hanging from the top one of the main gates. "The Emperor
has gone mad, curse his confused hide. No one can understand
it at all. One minute he was giving orders to have all worshippers
of the God of Thieves and Tricksters, Ranald, hunted
down an exiled from Altdorf, the next minute he is rounding
them up into a huge group and declaring today an annual holy
day which is to be celebrated by all citizens of Altdorf. Byron,
the self declared leader of this Cult of Thieves did not seem
surprised at this sudden change of heart. In fact, he already
had made plans for the day's festivities long before the Emperor
declared the day a holy day. It makes no sense. Why would the
Emperor, who is a strict follower of Sigmar suddenly
want us to start celebrating another God's power by holding
a festival in Ranald's name? I'm but a lowly guardsman, so if
you want more detailed information, seek out more reliable sources."
With this, the guardsman ushers the Warriors, who have somehow
passed the security inspection, into the city.
Indeed, the
sign of Ranald, a large "X", hangs on the front of many buildings.
The only buildings not to be affected by such an artefact is
the Palace of Emperor Karl Franz himself and the Cathedral
of Sigmar. The Warriors assume the Grand Theogonist would have
none of this absurd treachery. He is a very powerful man, and
even the Emperor would think twice about making it an order
to bear the "X" upon the great stone doors of the Cathedral.
The streets
are packed full of people enjoying the festival. Even worshippers
of Sigmar and Ulric are joining in the fun. Everywhere
the Warriors look, they see stalls, bazaars, entertainers of
all sorts, magic shows, dancing girls, musicians, clowns and
other strange acts the Warriors don't even want to contemplate.
The air is filled with colourful music, balloons, and streamers.
But what is most interesting to the Warriors is the security
that is being used. Not the usual guardsmen of Altdorf, but
people dressed in dark robes, some with beards, others with
moustaches. All of them have a small copper "X" hanging around
their neck. It seems as if Byron has taken security measures
into his own hands by using his own thieves guild members to
replace the Emperor's guards.
After much
walking around and inquiring, the Warriors learn that this festival
is called "The Festival of Fools" Indeed, the majority of clowns
wearing jester's clothing is vast. Shrugging at the weirdness
of the whole situation, the Warriors only begin to get annoyed
when they find all the shops, taverns and inns closed for the
day. There will be no finding any accommodation this day. The
Warriors don't even attempt to see if they can find work for
themselves. People offering missions to adventurers are probably
not going to be plentiful in Altdorf at this moment. They turn
around and prepare to leave.
Suddenly,
something catches their eye. Upon a large raised platform, there
is a young beautiful girl, about 20 summers. She is wearing
the attire of a gipsy girl. Purple dress, white blouse and black
belt. Dark black hair stretches down to her knees. A silver
circlet rests upon her head. Her skin is tanned to the point
of being almost sun burnt, and she has a large red scarf draped
across her bare shoulders. She is the most beautiful woman the
Warriors have seen for some time. There is a huge crowd of onlookers
standing around the platform, waiting for her to act. The girl
uses one hand to hold a mask up to her face, obscuring her eyes
from the crowd. Her smile of perfect white teeth makes to tease
the men who have gathered to see her. She giggles, never removing
the mask from her face. Not surprisingly, the Warriors move
towards the platform to watch the show, whatever that might
be.
"Today, Ranald
is pleased with everyone! Today, Sigmar sits brooding upon his
thrown while Ranald tosses rotten vegetables at him!" This brings
roars of laughter from the crowd, except the Warriors who seem
to think this is a bit sacrilegious to the mighty God Sigmar.
The girl's voice is almost angelic, and its effects are like
magic. The Warriors are hooked, and are determined to see what
happens next. "Ranald declares today his very own holy day.
Free from the constraints of Sigmar and Ulric. Free from worry,
free from trial, and free from the constrictions of the Emperor's
laws. Today, Ranald declares that people may drink and eat freely,
even the poor of the state. While Sigmar looks out for the rich
and healthy, Ranald will take from those that need it least,
and give it to those that are more deserving. Street urchins,
the poor, homeless, leprous beggars. All of them that need Ranald's
guidance shall have it. But Ranald needs a champion. Someone
that will be his Avatar. Someone that will make their new God's
wishes come true. Who will be this man? Who will be this "King
of Fools"?
The Warriors'
idle banter to each other is instantly drowned out in a raucous
cry. Hundreds of men yell that they want to be "The King of
Fools", and only the intervention of Byron's men prevents the
gipsy from being smothered by men. They force the men back down
off the platform, having to beat many with the hilts of their
swords.
"Now, calm
thyselves, men. It is not for me to choose the King of Fools.
That is for Ranald himself. The one that has the least to offer,
the one that has the least that Sigmar would want. That man,
the one that has not even been blessed with a virtuous face
and strong body, is the one that Ranald seeks. Is there not
one among you who fits the description? The men each cry their
names, showing themselves to the gipsy girl. Many even put masks
on to try and fool her into making them believe they are ugly
and hideous beyond words. But she is not fooled. She fills the
air with laughter as man after man is rejected for the position
of King of Fools.
Whatever magic
has Emperor Karl Franz under its control obviously plays a part
here as well. The men are like sheep, doing anything they can
to gain the title of King of Fools. The Warriors, disgusted
with the way things are turning out, turn away, when suddenly
the girl gives a surprised cry and the men in the crowd stop
yelling. All is silent. Then the sound of steel being drawn
is heard. The Warriors turn back around to see a strange sight.
The platform is now occupied by two people. If the newcomer
can indeed be called a person. The girl stands back, her hand
to her mouth, mask dropped to the ground, forgotten. The humanoid
creature stands approximately four feet tall. It would stand
the same size as that of a human if it was not for the fact
that is was bent almost double, a huge deformed mound growing
from its back. The creature's face is a hideous, twisted version
of a man's. There is no doubt that this creature is some sort
of Chaos spawn. Byron's men are too terrified to do anything
other than draw swords and stand ready, waiting to see what
happens next. But the Warriors are not afraid. Drawing weapons
from sheaths, they rush forward, pushing through the onlookers,
desperately trying to reach the platform and the girl to protect
her from harm.
The creature
is about to speak, when the Warriors reach the platform and
leap up to it, about to swing at the creature. It takes a step
back in surprise, them with amazing agility for its mighty bulk,
leaps towards the girl, grabs her in it's fat arm, and leaps
away, barely moving away from the Warrior's thirsting blades.
It is at this moment, that all hell breaks loose. The girl screams,
the onlookers began to rush everywhere, trying to get out of
the way of the creature as it leaps into them and begins to
clear a path with its other mighty arm. Byron's men run around
frantically, looking for a target for their swords. As for the
Warriors, what else is there to do but rush to the aid of the
screaming gipsy girl.
The Warriors
push through the crowd and force their way to freedom. There,
they spy the creature running very swiftly to the steps of the
mighty Cathedral of Sigmar. The Warriors believe they are about
to corner the creature. There is no way he can force open the
doors with one of his arms occupied with the girl. The clerics
within will certainly not open the doors, especially upon this
day, the Festival of Fools. The Warriors begin to slow down
when they realise the creature is trapped. Suddenly, with a
mighty bellow, the creature tosses the girl heavily into the
air, evoking a scream of sheer terror and surprise. Gasping,
the Warriors rush froward, but they are too late to stop it
from happening. While the girl is still in the air, the creature
leaps upwards, grabbing hold of the many hand and foot holds
in the stonework of the Cathedral. He flings himself upwards
even further, and holding on with one arm, reaches out and catches
the gipsy on the way down. Flinging her over his shoulder, he
then leaps upwards, finding many hand holds and window sills
to grab hold of. Like an ape, he makes quick progress up the
wall before the Warriors even have time to arm their missile
weapons. Cursing their ill luck, they soon lose sight of the
creature and the girl.
Now the chase
begins. Without waiting for a reply, the Warriors smash open
the locked doors of the Cathedral and begin to head to the stair
case. To hell with the Grand Theogonist and his rules! The Warriors
have a girl to rescue.
SPECIAL
RULES
Breaking into
the Cathedral is one of the worst crimes a person can make in
Altdorf, punishable by death. On the rare cases when it does
happen, the Theogonist knows that his magical defences will
soon put and end to the criminal or criminals. In this case,
it will be no different. The clerics and lackeys of Sigmar will
be wise to retire to their bed chambers and wait for the criminals
to be destroyed. This they do, giving the Warriors free reign
of the massive Cathedral.
The Cathedral
has 10 levels, all of them protected by magical glyphs that
are activated when there is a forced entry into the Cathedral.
The glyphs are used to summon monsters, activate traps, etc,
whatever is required at the current moment in time. Because
of these traps, the Cathedral is treated as a normal dungeon
with the following rule modifications.
The Cathedral
There are ten
levels of the Cathedral. Each level is made up of a separate
dungeon deck, all made at the beginning of the adventure, not
when the level is reached. The first level of the Cathedral
is made up of 6 dungeon cards. All the next levels up to level
6 are made up of 4 dungeon cards. Levels 7 to 9 are 3 dungeon
cards, and finally, the last level is one room. Which is, not
surprisingly, the Objective Room. Do not place an Objective
Room in each of the separate dungeon decks.
When the Warriors
reach the last room of the current level, there will be a stair
case leading up to the next level at the end of the room. This
takes up one square. The Warriors must deal with any Monsters
in the room first before going up the stair case. To move up
the stairs, the Warriors simply have to reach the square with
the stairs on and remove their miniature from the board. Once
all Warriors have gone up the stair case, remove all the board
sections and take the first card from the next level up dungeon
deck and place all the Warriors on the new board section. When
the Objective Room is reached, all Warriors must be placed as
close as possible to one of the shorter edges. Use the Fountain
of Light for the Objective Room.
Warriors can
not back track once they have left the first level. This is
because the Grand Theogonist has set up a magical energy field
stopping any criminals from fleeing the way they came. In addition,
Warriors can not use the Escape Table to flee the Cathedral.
However, there is another way to escape, but it is foolhardy
and often deadly. Whenever the Warriors enter a room, their
will be sunlight streaming in through one of many windows. If
they really want to, the Warriors can leap out one of these
windows and hope to land safely. When attempting to escape this
way, roll 1D6 for the Warrior fleeing. On a roll of 6, the Warrior
leaps out the window and lands on a passing wagon laden with
hay. He takes 1D3 unmodified Wounds from a sharp needle hidden
in the hay stack, but is safe. Any other roll and the Warrior
takes 1D6 Wounds for each level that he is on. So, if the Warrior
leaps out of the Objective Room window, he takes 10D6 Wounds.
If the Warrior is reduced to 0 Wounds, he is splattered onto
the pavement and can not be healed or resurrected in any way.
Combat
During combat
whenever a Warrior is reduced to 0 Wounds, roll 1D6. If the
result is a greater than 2 nothing happens and the Warrior can
be healed in the normal ways. If the result is a 1 or a 2, then
just as the Warrior hits the ground, unconscious, there is a
mighty, mournful cry, and the creature the Warriors are trying
to find leaps in through a side window, grabs the Warrior, and
with cries of "Sanctuary!, Sanctuary!", leaps out of the window
and climbs up the side of the Cathedral again. Until they reach
the Objective Room, the Warrior is out of the game. Don't worry,
he is not dead. In fact, he is being well looked after.
The Objective
Room
Once the Warriors
reach the Objective Room (which is actually the Cathedral's
tallest Bell Tower, the Fountain of Light representing the location
of the mighty iron bell), they will be greeted with quite a
site. There will be no Objective Room monsters to fight yet.
When the Warriors emerge onto the final level of the Cathedral,
they will see many things. First of all, they will see the creature
they are hunting sitting at the table, seemingly having a pleasant
conversation with the gipsy girl, who is sitting on the other
side of the table. Both are laughing when the Warriors, confused,
uneasy hands resting on weapons enter the Bell Tower. The creature
looks up, frowns and then begins to stand.
"Now, now, look
here, good sirs. I don't mean any harm to anyone. I was simply
going to try for the position of King of Fools. I want so much
to serve Ranald that I didn't think of what my appearance would
do to people in the city. You see, I live up here, alone, and
don't get to go out much. I only grabbed Yvette here
as insurance because otherwise I knew I would be killed by you
adventurers. Please, forgive the merry chase I led you on. But
as you can see, the girl is fine. She is enjoying my conversation
immensely. I make funny jokes!"
At this time,
if any of the Warriors were taken out of the window by the creature,
who calls himself Quasimadad, then the Warriors will
be found resting peacefully on a layer of straw matting. They
will be on full Wounds, having been cared for by the creature.
Suddenly, the
trap door leading to the Bell Tower breaks open, and a rather
smallish man, wearing the robes of an Acolyte of Sigmar enters
the rooms. He carries a large tray of food and drink. "Quasimadad,
you wretched beast, here is your food and - " The tray drops
to the ground when he sees the Warriors and the girl in the
Bell Tower, staring at him with interest. "What, what is this?!?!?!?!"
The man begins to back down the stairs, making a sign to, not
Sigmar, but to Ranald, the God of Thieves. This man is obviously
an imposter! The Warriors draw weapons and rush the man, catching
him by surprise, but not before he ignites one of the magical
glyphs, summoning a great many monsters to defend him.
Roll on the Objective
Room Monster table to see what arrives. Modify all Monster numbers
as if there were two extra characters in the party, as the hunchback
and gipsy will be fighting also. All of the creatures have the
Guard ability; they are guarding the cleric. Yvette and
Quasimadad will also aid the Warriors in the battle. Place the
two of them as close as possible to the back of the room. However,
Quasimadad will never attack the man he calls his master. If
ever the cleric should be adjacent to Quasimadad, he will gain
+2 to hit the hunchback. Monsters will not attack the gipsy
or the hunchback unless there is no Warrior to fight. For the
purposes of making Physcology rolls treat Yvette as Battle-Level
1 and Quasimadad as Battle-Level 2. Statistics are as follows:
|
Quasimadad |
Yvette |
Cleric
of Ranald |
Wounds |
5 |
2 |
6 |
Move |
5 |
4 |
4 |
Weapon
Skill |
3 |
2 |
3 |
Ballistic
Skill |
4+ |
3+ |
5+ |
Strength |
5 |
3 |
3 |
Toughness |
5 |
3 |
3 |
Armour |
- |
- |
- |
Initiative |
4 |
6 |
6 |
Attacks |
1 |
1 |
1 |
Willpower |
2 |
4 |
6 |
Damage
Dice |
1 |
1 |
1 |
Gold |
|
|
320 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Quasimadad |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Yvette |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Cleric
of Ranald |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Quasimadad
Ignore Blows
6+; Ignore Pain 2.
Yvette
Assassinate 6+;
Dodge 5+.
Cleric of
Ranald
Cleric of Ranald
Magic 1; Dodge 6+.
Cleric
of Ranald Magic
At the beginning
of every Monster Phase, roll 1D6 to see which spell the cleric
casts:
1 The
cleric fails to cast a spell this turn.
2 Rejuvenation
of Ranald - This spell heals all the Monsters on the board
section 1D6 Wounds each. They can not be healed above their
starting quota. This spell also heals the cleric.
3 The
Dark Thief - The cleric of Ranald raises his hands in
the air and a coppery band of energy wraps itself around a
Random Warrior's current weapon. The weapon dissolves into
nothing. The weapon will reappear in the Warrior's possession
when all the Monsters in the room have been destroyed.
4 Cloak
of Eternal Night - The cleric suddenly shimmers and blends
into the darkness. For the next turn, Warriors are at -2 to
Hit him.
5 Nimble
Strike - This spell grants 1D6 Random Monsters an extra
Attack for this turn.
6 Poison
Dagger - This spell shoots a purple blast of poison energy
at a random Warrior. He must roll Initiative or under on 1D6
or suffer 1D6 unmodified Wounds. This damage is considered
to be poison.
Victory
Do not take an
Objective Room Treasure Card for the victory. Once all the Monsters
are dead, Quasimadad and Yvette will thank the Warriors and
descend down the staircase, hand in hand, obviously very much
in love. How sweet! The Warriors turn to leave as well, when
suddenly they notice something glinting on the Cleric's body.
It is a seal of Ranald, holding closed a letter addressed to
Byron, leader of the Thieves Guild. After opening it up, the
Warriors learn that Byron and his main second in command, Iolod,
a cleric of Ranald, have been trying for years to prepare a
spell which will take control of people's minds and make them
turn from the ways of Sigmar to worship Ranald. Iolod tested
this spell on the Emperor Karl Franz himself, and was pleasantly
surprised by the results. Within days, Franz had declared a
special holy day for the worship and celebration of Ranald.
Soon, all of Altdorf would be worshipping the God of Thieves,
and Byron would be ruler of the city. With the death of Iolod,
the spell is broken, and soon all of the population of Altdorf
will return to normal. If it hadn't been for the Warriors chasing
Quasimadad to this Bell Tower, then the Warriors would never
have found Iolod pretending to be a Cleric of Sigmar. As to
why he was keeping the hunchback locked away from society is
anyone's guess. Perhaps he was just cruel. The adventure is
over. The Warriors, even though they get no reward for their
feats, which will no doubt go unnoticed by the Emperor, have
the satisfaction of a job well done.
The Festival
The Warriors
do not need to journey back to a Settlement at all, obviously.
However, all of the shops are closed for the festival, which
is still continuing into the long hours of the night. If the
Warriors wish, instead of buying stuff at the shops, they can
make a 3D6 roll on the following table to see what they can
do at the festival. After this roll, make a roll on the Settlement
Event table as usual. There are enough free samples of food
going around for the Warriors not to have to pay Living Expenses
at all. Note that the festival is a way for the Warriors to
gain provisions and equipment for the next adventure, since
they will not have a chance to go to any shops at all. It is
probably wise to at least make a few rolls on the table. Beware
of staying too long though. Catastrophic events still occur
after 2 weeks in town. Warriors that need to go to other Settlements,
such as the Snotling Village or Wardancer troupe may do so in
the normal way if they wish to, but are not allowed to make
any rolls on this table if they choose to leave. Note that Warriors
who can't stay in a human Settlement for some reason (due to
being evil or something like that) can quite easily hide out
in the festival grounds. There are many freak shows at this
festival, and a few shifty looking characters walking around
the grounds is not going to be any more cause for alarm.
3 The
Warrior is accosted by a mime act. A very bad mime act. He
spends the rest of the night trying to get lost amongst the
crowd, but no matter where he turns, the mime act is there,
patiently waiting with his hat out to receive a donation to
the cause. The Warrior gives him 1D6 x 100 gold pieces just
to be rid of him.
4 The
Warrior is intrigued by a large glass cabinet filled with
crystal clear water. Inside the cabinet is a strange creature
the like of which the Warrior has never seen before. A sign
on the cabinet reads, "Mermaid" Suddenly, there is a splashing
of water, and a half fish, half naked woman rises from the
water to greet the Warrior. The Warrior is so shocked he steps
backwards and falls over a rock. He overbalances, topples
forward and grasps the nearest thing to support himself. Unfortunately,
the nearest thing happened to be the Mermaid's chest……. With
a surprised shriek, the Mermaid slaps the Warrior, and dives
beneath the water again. The Warrior takes 1 unmodified Wound
and then makes a break for the crowd before the guards decide
to chase him for his perverted behaviour.
5 There
is a large crowd gathering up ahead, surrounding a small podium
with a large Norse man standing behind it. The man holds in
his hand a bottle of some sort of green liquid. He appears
to be some sort of medicine man. He introduces himself to
the crowd as Bobby Fourkiller, Norse Medicine Man Extraordinaire.
Also Norse Bounty Hunter, Undertaker and Dentist when there
is call for his services. He then gives out a huge speech
about what his magical elixir can do for the citizens of Altdorf.
Roll 1D6 and add Willpower. If the result is 7 or more, the
Warrior soon tires of this charade and takes his leave. If
the result is less than 7, the Warrior is tempted to buy the
bottle. He hands over 1D6 x 50 gold pieces and takes a huge
gulp. Roll 1D6
1 The
elixir does nothing except make him feel foolish for buying
such a stupid item.
2-5 The
elixir tastes quite good. For the next adventure only, the
Warrior starts the game with 1D6 extra Permanent Wounds.
6 Wow!
That's some fast acting elixir. The Warrior gains 1 point
of either Initiative or Strength for the next adventure.
In addition, he gains 1 Permanent Wound.
6 When
looking at a carpet salesman's wares, the Warrior happens
to look up and glimpse a nerve racking site. Falzon Curtblade
is here! His old friend, come to torment him yet again. The
Warrior runs off into the crowd, accidentally forgetting to
put down the carpet he was carrying. It isn't until he is
miles away and out of sight from Falzon that he realises that
Byron's men are after him for stealing. The Warrior must spend
the next two days in jail, until he finally manages to convince
everyone that it was a mistake. To make matters worse, Falzon
walks by and sees the Warrior being accosted by the guardsmen.
He smiles, says "Hello, old friend. In trouble again? I knew
that adventuring business was bad luck, old chum! You should
have stuck to selling pickles like I did. Much more profitable."
With that, Falzon wanders away into the crowd. Sigh…..
7 The
Warrior hears a cry of delight, and sees Yvette running toward
him. She proceeds to thank him for his and his friend's help.
She is starting to get rather annoying when she decides it
is time to leave the Warrior alone so he can enjoy the festival.
But not before she hands him a small collection of strawberry
tarts her mother made for her to give to the saviours of Altdorf.
The Warrior gains 1D6 provisions. If Yvette was killed during
the battle in the Bell Tower, treat this as if noting happened.
8 A
grizzled old pirate has set up shop here. He sells the following
merchandise.
Item
|
Price
|
Notes
|
1D6
Sea Rations
|
75 Gold
each
|
See Harbour
Location Sailor's Wares
|
Eye
Patch
|
50 Gold
|
See Harbour
Location Sailor's Wares
|
Pirate
Hook
|
50 Gold
|
See Harbour
Location Sailor's Wares
|
Mithral
Pirate Hook
|
250 Gold
|
See Below
|
Hemp
Rope
|
50 Gold
|
See Harbour
Location Sailor's Wares
|
2D6
Provisions
|
40 Gold
each
|
Heals
2 Wounds each (buy in bulk)
|
1D6
Provisions
|
50 Gold
each
|
Heals
2 Wounds each
|
1D6
Bandages
|
50 Gold
each
|
Heals
3 Wounds each
|
Collection
of Maps
|
100 Gold
|
See Below
|
Magical
Conch Shell
|
500 Gold
|
See Below
|
Tropical
Bird in a cage
|
100 Gold
|
See Below
|
Lantern
|
100 Gold
|
See Below
|
Pistol
Crossbow
|
1000
Gold
|
See Fletcher's
|
Quarrels
|
30 Gold
|
See Fletcher's
|
Knife
|
40 Gold
|
See Weaponsmiths
|
Long
Sword
|
400 Gold
|
See Weaponsmiths
|
Knuckle
Duster
|
100 Gold
|
See Weaponsmiths
|
Boots
|
20 Gold
|
See General
Store
|
Musket
|
2000
Gold
|
See Gunsmiths
|
Shot
|
100 Gold
|
See Gunsmiths
|
Gunpowder
|
100 Gold
|
See Gunsmiths
|
Mithral
Pirate Hook
The Warrior
can use this Hook to attempt to hook a Monster and swap
places with it. He can do this at any time during his turn,
as long as he has movement left. Roll 1D6 and add Strength
+1. If the result is 7 or more, the Monster and Warrior
swap places. Otherwise, nothing happens.
Collection
of Maps
When the
Warrior buys this item, roll 1D6 three times to see which
maps he has purchased.
1 The
map is a fake and details nothing at all
2 The
map details the Sea of Claws and easy ways to manoeuvre
around it. When making journeys to or from Norsca, subtract
1D3 Weeks from travel time.
3 The
map shows the detailed designs of hidden pathways throughout
Lustria. When travelling in Lustria, subtract 1D3 Weeks
from journey time.
4 The
maps are ancient Dwarven maps showing dungeons beneath the
Empire and Bretonnia. When playing an adventure in the Old
World, roll 1D6 at the start. If the result is a 6, the
maps show an easy way to get to the Objective Room. Remove
1D3 cards from the top of the dungeon deck.
5 What
strange maps indeed. Apparently, there is a place called
the Savage Empire. Whatever that is, the Warriors have detailed
maps of the islands, somewhere off the coast of Lustria.
If ever the Warriors should happen along these islands,
(event 46 in the lost Kingdom's Ocean Event Table), they
may use the maps to their advantage. They may roll 2D6 instead
of 1D6 for the first and second table, and choose which
number they wish to use. In addition, if they so desire,
they can add +1 to the dice roll after choosing which number
they wish. This should get them safely through to the vast
treasure that lies within.
6 The
map is an ancient parchment showing many different features
of a place called Rakania, located somewhere on a small
island in the Black Gulf. The map tells of ways to reach
the island quicker than normal ocean travel would allow.
Subtract 1D3 Weeks when travelling to or from Rakania.
Magical
Conch Shell
This magical
item is very similar to a Trance Stone, except that it heals
1D3 Wounds per turn whenever the Warrior does nothing for
a whole turn.
Tropical
Bird in a Cage
A toucan
is crammed very uncomfortably into the cage. Whenever the
Warriors are ambushed, roll 1D6. On a roll of 5 or 6, the
Monsters lose their Ambush ability. Because of the size
of this cage, the Warrior carrying the Lantern may not carry
the bird cage. Nor may a Warrior that uses two weapons (like
the Wardancer and Pirate). Also, a Warrior using a shield
can not hold the bird cage. Because the bird is stuck in
a cage, it is impossible for it to fly away at the end of
each adventure like normal birds and parrots do.
Lantern
If the party
wishes, they may purchase another lantern for the party.
The other person carrying the Lantern can now travel and
explore just like the party Leader. However, he may not
use a two handed sword and carry the Lantern. Nor may he
use a shield, or use two weapons at one time.
9 The
Warrior walks up to a strange looking stall. There are many
wooden goblin heads swinging backwards and forwards on the
stall, and they all have huge gaping mouths. A collection
of large marbles is handed to the Warrior, and he is instructed
that he has to toss the marbles into one of the goblin's mouths
to win different prizes. Shrugging, the Warrior attempts this
strange game. Roll 1D6 1D6 times to see what prizes he wins.
1 Nothing
- The marble hits the side of the goblin's mouth and falls
to the ground.
2 1 Provision
3 1 Bandage
4 1D6 Provisions
5 1D6 x 20
Gold
6 1D6 x 50
Gold
In addition,
if the Warrior gets at least three 6's, then he has won
the grand prize of 2D6 x 100 Gold pieces.
10 Just
as he is about to leave a side stall selling novelty fake
vomit and Bloodthirster masks, there is a commotion behind
the Warrior. He turns around to see one of Byron's men attacking
an old lady. The Warrior draws his weapon, walks up to the
man and taps him on his shoulder. When the bearded man turns
around, the Warrior gives him a cheesy grin and rams the hilt
of his weapon directly into the man's nose. The old lady laughs
and begins to smack the man over the head with a handbag.
The Warrior nods to the lady, spins around nobly, and makes
a frantic dash out of the Settlement as he is pursued by hundreds
of Byron's thieves. The Warrior must leave the city.
11 The
Warrior participates in a Tug of War competition. Him and
another 3 people on one side and 1 really huge, fat barbarian
on the other side, pulling the rope with one hand. This is
going to be easy. Roll 1D6 and add Strength. If the result
is greater than or equal to 8, the Warrior and his team manage
to pull the fat barbarian into a pile of mud in the centre
of the paddock where the competition was being held. Otherwise,
no matter what the Warrior attempts to do, nothing dislodges
the barbarian from his place. Eventually, without even looking,
the barbarian yanks the rope hard. The Warrior and the others
fly into the air unceremoniously and land in a huge pile at
the edge of the paddock. In the distance, they can see the
barbarian waving at them and walking off the pitch. If the
Warrior wins, he may take 1D6 x 20 Gold. If he loses, then
he loses nothing but his pride, and most probably his clean
clothing.
12 Suddenly,
the Warrior sees a tall man with no facial hair and dressed
in black leather armour racing towards him, sword in hand.
He is flanked by four very strong looking men, also dressed
in black armour. They carry long swords in their ham like
fists. At first guess, the Warrior thinks they are racing
past him, but then, when they raise their swords to strike
him down, he realises something that has been nagging him
since he foiled the plot. Shouldn't Byron be a bit annoyed
at this? The Warrior calls for his companions who are but
a few metres away, and battle is joined. Byron and his men
attack with a vengeance. Fight a battle against Byron and
four of his henchmen. Their statistics are as follows. Take
treasure for the battle as usual. In addition, when Byron
is killed, the Warriors may each take an Objective Room Treasure
Card for their troubles. No doubt with the leader of the Thieves
Guild killed, the cult of Ranald will not be able to survive
for long in the back streets of Altdorf. Congratulations!
If ever any of the Warriors rolls this event again, then instead
of Byron and his men, it will just be 5 of Byron's henchmen
attacking. Take treasure as normal, but do not take another
Objective Room Treasure each. Their statistics are as follows:
|
Byron |
Thief
of Ranald |
Wounds |
10 |
6 |
Move |
4 |
4 |
Weapon
Skill |
5 |
4 |
Ballistic
Skill |
4+ |
4+ |
Strength |
3 |
4 |
Toughness |
3(4) |
4(5) |
Armour |
1 |
1 |
Initiative |
5 |
4 |
Attacks |
2 |
1 |
Willpower |
5 |
3 |
Damage
Dice |
1 |
1 |
Gold |
250 |
120 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Byron |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Thief
of Ranald |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Byron
Ambush 4+;
Poison; Dodge 5+; Parry 5+; Hate Warriors.
Thief
of Ranald
Assassinate
6+; Armed with Long Swords; Dodge 6+; Hate Warriors.
When using
a Long Sword, the Thieves cause +1 Wounds, but are at -1
To Hit.
13 The
Warrior spends a fruitful few hours checking out the bargains
at a local food stall. He may buy up to 5D6 Provisions each
costing 25 Gold apiece. He does not have to buy all of the
Provisions if he does not want to.
14 While
walking past a small tent, the Warrior is tempted to investigate.
Inside, he sees a small gipsy woman, ancient beyond belief,
sitting behind a card table, a deck of tarot cards sitting
in front of her. The Warrior can if he wishes have his fortune
told. Pay 1D6 x 5 Gold pieces and roll 1D6.
1 The
old crone reveals a future of great death and tragedy.
He must begin the next adventure with one less Luck point.
It will be regained as normal at the start of the following
adventure.
2-5 Nothing
the old lady says interests the Warrior at all. What a
waste of time.
6 The
crone tells of great riches an mighty cities that the
Warrior will encounter in his future. He may gain 1 non-Permanent
Luck which can be used just like a normal Luck.
15 The
Warrior is intrigued by the strangest act he has ever seen.
A young woman, about 35 summers, stands naked in the middle
of a podium. She is glistening in the sun from some sort
of oil coating her body. Suddenly, the crowd gasps as she
clicks her fingers and a huge Lustrian serpent comes slithering
out of a nearby cage and prepares to eat the woman. She
does not resist, and the Warriors are too mesmerised to
stop what is about to happen. The Giant Snake opens its
huge jaws and slowly engulfs the woman, making sure not
to harm her with its deadly fangs. The woman is soon swallowed
whole inside the belly of the snake. After a few minutes,
the snake, satisfied, opens its mouth. The woman crawls
out of its belly, unharmed, with only a thin layer of mucus
covering her form. The crowd recovers and gives her a standing
ovation. Even the Warrior, who has seem some strange things
in his career, claps heartily. What a strange act indeed.
The Warrior is so engrossed in the act that he fails to
see a small pick pocket stealing 1D6 x 50 Gold pieces and
a Provision from the Warrior.
16 There
is a stall selling the weirdest food types around. The Warrior
buys a stick coated in what appears to be pink sheep's wool,
but upon putting it in his mouth, it dissolves into a pleasant
tasting pile of sugar. Very nice. Also, the Warrior buys
an apple on a stick coated in some form of candied toffee.
Who invents these things? The Warrior may heal 1D6 Wounds.
17 One
of the taverns has finally decided to open for a few hours,
just to keep regular customers from complaining to the Emperor.
The Warrior may make 1D3 rolls on the Alehouse table, or
1D3 rolls on the Waterfront Tavern table. He can not make
rolls on both of the tables.
18 When
the Warrior is checking out a local stall, he is suddenly
pulled into a side alley by a huge ham like fist. The Warrior
is about to draw his weapon when he sees it is Quasimadad.
Greeting him, the Warrior watches as the hunchback pulls
out a Treasure Card and gives it to him, wishing him well
for the future. How the Warrior could have mistaken this
kind soul for a creature of Chaos is now beginning to seem
a bit silly. Once the Warrior has the treasure, Quasimadad
says goodbye and leaps off down the alley, hoping to reach
the Bell Tower before day break, probably. If Quasimadad
was killed during the battle in the Bell Tower, treat this
event as if nothing happened.
The
King of Fools by Michael
Brockhouse.