Location:
The Old World |
Battle-Level:
3-5 |
Objective Room:
Any |
The
Warriors are drinking heartily in the local Waterfront Tavern
(do they ever go anywhere else?) when the door suddenly slams
open. A bedraggled man is standing in the doorway, clutching the
door frame with both of his hands, his face a deathly white.
"I’ze
seened it I tellz yoo!" he croaks, eyes darting around the
room madly. "I’ze seened it and its coming to gits yoo!"
The
man lurches into the tavern and collapses at the feet of the Warriors’
table. One of them leans down to check if the man is dead when
he leaps to his feet.
"Yes
I has seened it! ‘Twas a hideous beast, more than 100 feet long
and tentacles as thick as a horse!" The man keels over onto
the edge of the Warriors’ table, sending it flying up into the
air; the Warriors’ drinks sail across the room and land on a big
burly gentleman.
"Oi!!!
Woz that you wot dun this?" he bellows to the Warriors who
are whistling nonchalantly and trying to tidy things up a little.
"Oi!!!
I is talking to yous. So it’s a fight yous be wanting no?"
And with that he throws an empty mug across at the Warriors, who
duck out of the way. The mug flies directly into the face of a
cowled figure in the corner of the room who slowly rises to his
feet and walks casually over to the burly man. Raising his fist
he punches him right in the face. Perhaps more shocked than anything
else, the burly man reels back and trips over a serving girl,
before drunkenly stumbling to the next group of seated patrons
and collapsing in their lap.
And
then it starts…
Needing
no excuse for a fight, the rest of the bar patrons pick up any
thing they can lay their hands on and leap into the fray, fists
flying. The Warriors take this opportunity to leave when suddenly
the old man pulls himself off up the floor.
"Big
beady eyes, as dark as night I tellz yoo!" he offers, before
collapsing once more. Leaving him there, the Warriors retreat
from the barroom brawl into the safer streets of the harbour.
Taking
the scenic route back to the inn, the Warriors are walking along
the docks when without warning an enormous mass rises slowly from
the ocean, waving eight thick tentacles around. The Warriors have
heard tales of the legendary Kraken, but have never seen one until
now! The Kraken pauses as if studying its surroundings before
sinking beneath the surface of the ocean once more.
Just
then a wiry looking man wearing a white coat runs up to the Warriors.
"Did you see it? Did you see it?" he babbles. He looks
the Warriors up and down studiously. "You fellows look the
adventuring type. What say you to a bit of a treasure hunt?"
Obviously
the Warriors are interested, so the man continues. "Tales
have been told of a huge Kraken living under the sea, guarding
a treasure of an ancient shipwreck. No one has been able to swim
down to such depths to search for this treasure… until now,"
he says mysteriously.
Just
as the Warriors are about to ask him what he means the man beckons
them to follow him to his "research laboratory". Once
inside, the man who introduces himself as Jacques Cousteau, shows
the Warriors his latest invention, what he calls "scuba gear".
It consists of a glass sphere helmet-type item connected by a
long hose to a large steel canister with straps. It allows whoever
wears it to breathe underwater for a limited period of time. The
air is fed into the helmet by the hose, and heavy steel boots
weigh the Warriors down so they don’t float to the surface of
the ocean. To rise to the surface, all the Warriors have to do
is remove the heavy boots and they will float upwards. Jacques
was experimenting with four sets of the scuba gear apparatus hoping
to recruit some mighty adventurers like the Warriors to dive down
onto the seabed and search for the treasure. Unfortunately, each
time he brought up the subject of the Kraken everyone was scared
off.
The
Warriors are not so cowardly though and agree to search for the
treasure. Handing them the four sets of scuba gear the scientist
gives them a rough map of the approximate location of the shipwreck,
and the Kraken. Eager to see what they can find, the Warriors
head back to the docks and prepare for the adventure of a lifetime!
SPECIAL
RULES
Each
Warrior straps the scuba gear onto his back and dons the heavy
boots. Because of the glass sphere helmet the Warriors may not
use any type of helmet or mask for this adventure. In addition,
potions or food may not be consumed, so the Warriors will have
to rely on bandages and spells for their healing! Boots also may
not be worn due to the steel boots the Warriors are wearing. Because
of the heaviness of the boots, each Warrior has -1 Movement while
on the seabed. If this takes him to 0 Movement then he will not
be able to take part in this adventure. In addition after each
use of a Magic Item (not weapons or armour) roll 1D6. On a roll
of 1 the item has become waterlogged and may not be used for the
rest of the adventure. Fortunately there is enough air in the
scuba gear to last an entire adventure.
Because
the location of the shipwreck is miles away from the harbour,
the Warriors must sink down to the bottom of the sea and follow
the map. Roll 1D6+4 times on the following table to represent
their travels:
Undersea
Hazards Table
Roll
2D6 for Underwater Hazards.
2 Stumble
A
random Warrior stumbles on loose ground and falls over losing
1D6 unmodified Wound. Roll 1D6. On a roll of 1 his glass helmet
develops a crack. At the beginning of each turn from now on roll
2D6. On a roll of a double 1 the Warrior’s helmet has shattered
and he drowns before he can get back to the ocean’s surface for
air.
3 Rip
A
random Warriors air hose rips on a sharp rock. If the Warriors
have any bandages they may attempt to wrap one around the hose
to seal it back together. Roll 1D6. On a roll of 1 or if the Warriors
have no bandages, surprisingly this crude method does not work
and the Warrior drowns before he can swim to the surface of the
ocean for air.
4 Jellyfish
Masses
of purple jellyfish suddenly envelop the Warriors. Roll 1D6 for
each Warrior.
1 The
Warrior takes 2D6 unmodified Wounds due to the jellyfishs’ poisonous
sting attack. If a Warrior is reduced to 0 Wounds from a jellyfish
attack then treat it as being Poison.
2 The
Warrior takes 1D6 unmodified Wounds due to the jellyfishs’ poisonous
sting attack. If a Warrior is reduced to 0 Wounds from a jellyfish
attack then treat it as being Poison.
3-5 The
jellyfish pass by without harming the Warriors.
6 One
of the jellyfish decides that the Warriors glass helmet looks
enticing and attempts to mate with it. This does not affect
the Warrior though who casually flicks the jellyfish off with
his hand.
5 Monsters
A
passing group of Monsters takes a particular interest in the Warriors.
Roll on the Monster Table below and fight a battle.
6 Giant
Clam
Stupidly,
a random Warrior steps into an open clam that slams shut on his
leg, causing 1D6 unmodified Wounds. The Warriors may attempt to
help him force it open to free his leg. The Warrior must roll
1D6 and add his Strength and score 10 or more. Each assisting
Warrior contributes +1 to the roll.
7 Fish
Shoal
A
shoal of (1D6)
1 Three-eyed
fish
2 Seahorses
3 Horned
Sea Urchins
4 Gumblejacks
5 Sunfish
6 Rainbow
Fish
swim
past the Warriors.
8 Sea
Current
The
Warriors are picked up by the sea current and swept along. Roll
1D6.
1-2 The
current was unfortunately heading in the wrong direction. The
Warriors are now further away from the ancient shipwreck. Roll
another 1D3 times on this table.
3-6 The
current sweeps the Warriors along the seabed. They may subtract
–1 roll on this table.
9 Pearls
The
Warriors discover a scattering of Oysters on the seabed. If they
wish to they may open the oysters to see if any contain pearls.
There are 2D6 Oysters in total; one will house a pearl on a 4-6.
Each pearl can be sold in a Settlement for 50 Gold.
10 Dolphins
A
group of Dolphins swim past the Warriors, playfully twirling and
leaping around and generally creating a serene atmosphere. A random
Warrior gains +1 Luck for this adventure only.
11 Buried
Treasure
A
Warrior’s foot catches on something. Looking down, he finds that
it is an old treasure chest half buried. Dragging it out of the
sandy seabed the Warriors realise that it is rusted shut with
age. Each Warrior may attempt to open the chest by passing a Strength
test of 9 or more. For each Warrior that succeeds, there will
be 1 Treasure Card in the chest.
12 Shipwreck!
The
Warriors stumble upon a shipwreck. Roll 1D6 to determine what
seafaring vessel had the misfortune of sinking.
1 Nurgle
Plagueship
A
Nurgle Plagueship has shipwrecked here, causing the surrounding
area to wither and decay. Each Warrior takes 1D6 unmodified
Wounds due to the magical aura of stench.
2 Bane
Tower of Tzeentch
This
strange chaos vessel still emanates vile chaos magic. A random
Tzeentch spell is cast on the Warriors as soon as they encounter
this vessel. If something is cast requiring the Warriors to
somehow dispel the spell, a successful Willpower test of 7 must
be passed. One dispel roll is allowed per roll on the Undersea
Hazards Table.
3 Pygmy
Canoe
There
is nothing to salvage from this bark canoe.
4 Dwarf
Ironclad
A
huge hole in the hull of this vessel probably caused it to sink
almost immediately. Unfortunately anything that might have been
useful is rusted and decayed beyond repair.
5 Empire
Greatship
This
mighty ship must have been the once proud flagship of Karl Franz’s
fleet. If the Warriors venture further into the hold roll 1D6.
1-3 The
Warriors find nothing of any value.
4-6 The
Warriors discover a great treasure chest containing assorted
jewels. The Warriors may each grab a handful of jewels worth
1D6 x 100 Gold each.
6 Ancient
Ship
The
Warriors have found the ancient shipwreck they were searching
for! Read the appropriate section below.
Shipwreck
Crusty
barnacles cover the hull of the shipwreck entirely and rotted
timbers hang loosely suspended by entwined seaweed. The shipwreck
is ominously silent, save for the occasional creak as it shifts
on the sandy sea bottom.
Treat
the shipwreck as a dungeon; that is, set up the Dungeon deck up
normally. Only instead of a Dungeon the Warriors will be exploring
an ancient shipwreck. Just pretend that each Dungeon Room is a
room in the ship and Passageways are hallways etc. The Objective
Room can be a mighty banquet hall or something similar.
If
any Monsters are encountered, instead of rolling on the normal
Monster Tables, use the following tables instead. Normal Monsters
such as Orcs and Goblins and Lizardmen cannot breathe underwater
and thus the Warriors will encounter only Monsters with no need
for air.
2D6
|
Monster
|
Number
|
2 |
Ghosts |
1D6 |
3 |
Sharks |
1D6 |
4 |
Mummies |
1D3+1 |
5 |
Wight
Lord
Wights |
1
1D6 |
6 |
Giant
Crab |
1 |
7 |
Wraiths |
1 |
8 |
Tomb
Guardians |
1D6 |
9 |
Piranha |
2D6 |
10 |
Killer
Whale |
1 |
11 |
Manta
Rays |
1D6 |
12 |
Zombies |
2D6 |
If
at any time during the adventure a Warrior is reduced to 0 Wounds
roll 1D6. On a roll of 1 he falls on his glass helmet and it develops
a crack. At the beginning of each turn from now on roll 2D6. On
a roll of a double 1 the Warrior’s helmet has shattered and he
drowns before he can get back to the ocean’s surface for air.
Objective
Room
Upon
reaching the Objective Room the Warriors recoil at the sight of
such an enormous beast. Perhaps the old man’s estimate of 100
feet was slightly exaggerated, but nonetheless the Kraken is absolutely
huge.
The
Kraken’s body takes up the back middle 8 squares of the Objective
Room in a column 2 squares wide, with his long tentacles reaching
into the squares the Warriors are standing on, from the front
two squares of the Kraken, no matter where they are in the room.
(see Figure 1 below for an example) Do not roll for other Objective
Room Monsters – the Warriors will be hard pressed to defeat this
monstrous beast as it is!
Fig.
1 (Kraken placement diagram)
The
Kraken, although he has Movement will not move for this combat,
preferring to remain guarding his home from the intruders. Each
turn, if a Warrior is standing adjacent to the body of the Kraken,
he may either attack it or the tentacles attacking him. There
will be 2 tentacles attacking each Warrior each turn except if
the Warriors have destroyed them, in which case the tentacles
will spread out and attack the Warriors according to the normal
‘one-on-one’ rule. Warriors and Monsters cannot move through squares
containing tentacles unless they are first destroyed. When all
the tentacles are destroyed the Warriors will have to destroy
the body of the Kraken before they can claim victory and the treasure.
If
the Kraken’s body is killed there is no need to destroy the remaining
tentacles, as they will drop to the ground.
After
the Kraken’s death, the Warriors notice chests upon chests spilling
over with all manner of fabulous and treasure. Roll on the following
table for each Warrior to determine what they find.
1 Gold
The
Warrior finds 1D6 x 100 Gold.
2 Gems
The
Warrior finds 1D6 large gems worth 1D6 x 30 Gold each.
3 Treasure
The
Warrior finds a piece of treasure. Take 1 Dungeon Room Treasure
Card.
4 Ancient
Sea Charts
The
Warrior finds 1D6 old sea charts detailing the location of ancient
cities thought lost centuries ago. Each map will fetch 150 Gold
at the mapmaker.
5 Museum
Artefacts
The
Warrior finds many statues and ancient relics that he can sell
to the Museum of Antiquities in the Old World. There are 1D6 relics
that the Warrior gains 1D3 x 100 Gold each for.
6 Fabulous
Treasure
An
epic find awaits the Warrior when he opens the chest. Take 1 Objective
Room Treasure Card.
Conclusion
The
scientist is delighted when told that his inventions work perfectly.
He is even more pleased that the Warriors located the ancient
shipwreck and the treasure hordes. He reveals that now he will
start up his own business and offer guided tours to anyone that
wants to see the ancient shipwreck and the dead body of the legendary
Kraken, killed by mighty adventurers.
MONSTERS
OF THE UNDERWATER REALM
|
Shark |
Wounds |
14 |
Move |
6 |
Weapon
Skill |
4 |
Ballistic
Skill |
- |
Strength |
4 |
Toughness |
4 |
Armour |
- |
Initiative |
4 |
Attacks |
1 |
Damage |
1D6 |
Gold |
190 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Shark |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Shark
Bloodlust;
Swim.
Bloodlust
At
the first sign of blood, a Shark will go into a frenzied bloodlust.
The first time a Warrior is injured in the combat the Sharks will
detect his blood in the water and go into a feeding frenzy. Each
Shark in the combat gains +1 Attack for the remainder of the combat.
Swim
Some
Monsters are able to Swim, and thus can move around the
board with a greater degree of freedom. Monsters that can Swim
may move to any empty square on the board within their Movement
range, ignoring all obstacles in their way.
Monsters
that swim may not be pinned in combat and may change their target
each turn. Draw a Warrior counter at the start of each Monsters'
Phase for each swimming Monster to determine which Warrior it
attacks. (If there isn't an empty square next to the intended
victim, draw again.)
|
Manta
Ray |
Wounds
|
10 |
Move
|
6 |
Weapon
Skill |
3 |
Ballistic
Skill |
- |
Strength
|
4 |
Toughness
|
4 |
Armour
|
- |
Initiative
|
4 |
Attacks
|
1 |
Damage
|
2D6 |
Gold
|
150 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Manta Ray |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Manta
Ray
-
|
Piranha
|
Wounds
|
2 |
Move
|
8 |
Weapon
Skill |
2 |
Ballistic
Skill |
- |
Strength
|
2 |
Toughness
|
1 |
Armour
|
- |
Initiative
|
6 |
Attacks
|
1 |
Damage
|
1D6 |
Gold
|
30 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Piranha |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Piranha
Ambush,
Magic A; Gang Up; Swim.
|
Giant
Crab |
Wounds
|
35 |
Move
|
4 |
Weapon
Skill |
4 |
Ballistic
Skill |
- |
Strength
|
5 |
Toughness
|
5
(7) |
Armour
|
2 |
Initiative
|
3 |
Attacks
|
3 |
Damage
|
2D6 |
Gold
|
580 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Giant Crab |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Giant
Crab
Sharp
Pincers.
Sharp
Pincers
The
Giant Crab has a viciously sharp set of pincers that cleave through
the sharpest of armour with ease. Therefore ignore all armour
when calculating damage against a Warrior.
|
Killer
Whale |
Wounds
|
30 |
Move
|
6 |
Weapon
Skill |
3 |
Ballistic
Skill |
- |
Strength
|
5 |
Toughness
|
5 |
Armour
|
- |
Initiative
|
3 |
Attacks
|
2 |
Damage
|
3D6 |
Gold
|
620 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Killer
Whale |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Killer
Whale
Ram;
Swim
Ram
The
Killer Whale is a huge hulking beast that can swim directly at
a Warrior and knock him flying. Before attacking each turn roll
1D6. If the result is a 6 then the Killer Whale has slammed the
Warrior to the ground and he misses out on his next turn. He is
counted as being prone. The Killer Whale still gets to make an
attack this turn against the Warrior though, but with none of
the usual advantages for attacking a prone Warrior.
|
Kraken
Body |
Kraken
Tentacle |
Wounds |
40 |
12 |
Move |
6 |
- |
Weapon
Skill |
3 |
3 |
Ballistic
Skill |
- |
- |
Strength |
5 |
4 |
Toughness |
4 |
4 |
Armour |
- |
- |
Initiative |
3 |
5 |
Attacks |
2 |
1 |
Damage |
3D6 |
1D6/2D6
(6+) |
Gold |
800 |
- |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Kraken
Body |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Kraken
Tentacle |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Kraken Body
Ink Squirt; Swim.
Kraken Tentacle
Snare; Dodge 6+.
Ink Squirt
To confuse it’s enemies,
the Kraken squirts out a stream of black ink to make it harder
to be hit. At the beginning of the turn roll 1D6. On a roll of
5-6 the Kraken has squirted ink into the surrounding water. All
Warriors are at –2 to hit this turn and –1 to hit the following
turn before the ink disperses.
Snare
The Kraken will
attempt to snare the Warriors in its tentacles and drag them into
its gaping toothed maw. If an attack by a tentacle hits a Warrior,
instead of doing damage it wraps itself around the Warrior and
pulls him into one of the 4 squares in front of its body. Here,
the Kraken makes an attack against the Warrior. Since a Monster
can only attack once per turn, wait until after all tentacles
have attacked before attacking with the Kraken’s body. Choose
a random Warrior in the 4 adjacent squares to its mouth to attack.
If a Warrior is already in one of the 4 ‘bite attack’ squares
either by his own choice, or by being dragged there, any tentacles
attacking him will do normal damage.