Location:
The Lost Kingdoms |
Battle-Level:
2-4 |
Objective
Room: Any
|
It
is said that deep within the Lustrian jungles there exists a creature.
A creature so vast and powerful that even its creators, the very
first Old Ones, have feared it. Rumours abound that the creature
is simply a vast mutation of a Kroxigor caused by the warping
forces of chaos. Others believe it to be one of the Old Ones themselves,
aged and powerful beyond belief. Those uninitiated even go so
far as to say the creature does not exist at all, but is the topic
of conversation around camp fires and children's stories only.
At night, villagers lock their doors and windows, and close their
blinds, fearful of the cries this creature echoes throughout the
night. No one has ever seen it full on, but glimpses of its thick,
scaly hide and horrendously disfigured shadow have been glimpsed
briefly before the viewer has fled in fear for his very soul.
The
creature has not been glimpsed fully, that is, until now. Tyrrandolf,
a small coastal Empire settlement, just off the shore of Vampire
Coast, has had continuous reporting's of a hideous creature, unlike
anything ever seen before. Wizards have detected no signs of chaos
mutation, or warpstone transmutation, and can not explain the
strange creature's existence. After arming the meagre guards that
the settlement had to defend their walls, the creature, most likely
starving to the point of death, attacked them with such force
that most of the guardsmen were killed or maimed. A lucky fireball
from a Wizard singed the ogre sized creature, causing it to rear
in pain and flee into the jungle. Many search parties were sent
out after the creature but to no avail. Most didn't return with
their lives, and those that did, gibbered about hideous things
that no mortal man could bear to look upon.
Then,
when all seemed lost, the Warriors arrived at the settlement,
brimming with treasure and looking for more excuses to grab loot.
The mayor of the city, one Reynold Di-Pier, begs the Warriors
for help…..
SPECIAL
RULES
What
the Warriors have to do is track the strange creature to its lair
and kill it. Simple as that. However, if the Warrior can rescue
any of the men that did not return from the search parties, they
will receive extra rewards.
To
track the creature, roll 1D3. This is how many weeks it takes
to locate fresh tracks of the beast. Roll for events as usual.
Upon finding the tracks, the Warriors must be able to keep them
in their sights, which is quite hard to do in a thick jungle like
this one. Roll 1D6 and add Initiative of the Warrior with the
highest Initiative score. If the result is 9 or more, the Warriors
have found the beast's lair, and can start a normal dungeon adventure.
If it is lower, roll again on the Hazards table, then try again.
For every roll failed, make an extra roll on the Lost Kingdoms
Hazard table. If, by 10 rolls, the Warriors have not found the
lair, they give up and return to the city in shame, where they
are booed out of the settlement and must move immediately onto
the next adventure.
Play
the adventure as a normal dungeon, with the following rules.
Whenever
a room is encountered, it is possible the Warriors may find one
of the guardsmen sent on a scouting mission to kill the beast.
Roll 1D6 when all the Warriors are in the room. On a roll of 3
to 6, there is a man here. Roll 1D6 on the following table to
see what happens.
1-2
The man rises from his spot on the ground and attacks the Warriors
in a maddened fearful frenzy before he dies. A random Warrior
takes 2D6 modified Wounds.
3-6
The man is grateful for the rescue. He may now be controlled by
a random Warrior, and takes his turn after that Warrior. He has
the following statistics:
|
Guard |
Wounds: |
9 |
Move: |
4 |
Weapon
Skill: |
4 |
Ballistic
Skill: |
4+ |
Strength: |
3 |
Toughness: |
3(5) |
Armour: |
2 |
Initiative: |
3 |
Attacks: |
1 |
Willpower: |
3 |
Damage
Dice: |
1 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Guard |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Guard Special
Rules
-
Any monsters killed
by the guard are not counted towards treasure. Place a Warrior
counter in the cup to represent the guard. A Warrior may have
any number of guards following him as temporary henchmen. For
Fear purposes, a guard is level 2.
Because of the
number of guards that a Warrior can have with him, the Objective
Room monsters are going to have to be harder than normal, hopefully
finishing the game in a huge and bloody battle between man and
monster. Roll three dice for Objective Room Monsters and take
the smallest number for the roll. Any humanoid sized creature
encountered have +2 to the number encountered. As well as normal
Monsters, there is also the creature to fight. It must be placed
at the back of the room, and has the following statistics:
|
Relic
Beast |
Wounds: |
25 |
Move: |
4 |
Weapon
Skill: |
5 |
Ballistic
Skill: |
4+ |
Strength: |
6 |
Toughness: |
5 |
Armour: |
- |
Initiative: |
3 |
Attacks: |
3 |
Willpower: |
3 |
Damage
Dice: |
2/3(5+) |
Gold: |
650 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Relic
Beast |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Relic Beast Special Rules
Fear 7, Poison
Attack, Acid Spray
Acid Spray
At the beginning
of each Monster's Phase, the creature will shoot a stream of corrosive
acid towards a random Warrior. Roll Ballistic skill to hit. If
successful, the Warrior suffers 3D6 modified Wounds. In addition,
roll 1D6. If the result is a 1, the Warrior loses one randomly
determined piece of treasure or equipment, as the acid east through
it.
The creature is
actually a mutated form of Saurus Warrior, thousands of years
old who has only recently begun to stir within the jungles once
again.
When the Warriors
have killed the creature, they must back track and leave the cave
through the entrance they entered by. Journey time back to the
city of Tyrrandolf takes 6 weeks.
Conclusion
The reward for
completing the mission is 1D6 x 100 gold pieces and a Treasure
Card for each Warrior. In addition, for each guard rescued and
delivered safely, the Warriors receive an extra 1D6 x 50 Gold,
which is to be divided up as seen fit.
One final thing
remains to be said. This ancient creature does not like to be
annoyed at all. If he is attacked and not killed for some reason,
such as if the Warriors feel they have to flee the dungeon or
die, the creature will forever want vengeance against the Warriors.
From now on, while adventuring in the Lost Kingdoms, at the end
of every future adventure in the Objective Room, roll 1D6. On
a roll of 1 or 2, the creature has stayed hidden in ambush waiting
for the Warriors. Place him at the back of the room. Play the
normal adventure as usual, but with this additional foe to deal
with. Again, if he is not killed, he will continue to return adventure
after adventure until he kills the Warriors or dies trying. Note
that when returning to Lustria after a while of adventuring elsewhere,
the Relic Beast will still have a vendetta against the Warriors,
and may still be after them. The only way the Relic Beast will
forget about them is if all of the Warriors who originally fought
the Relic are killed elsewhere.
The
Relic
by Michael Brockhouse. |