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Necronomicon
Necronomicon
10
defeat the fishermen you can search the house: read
<81> to check the result of your research
The room is silent.
22
11 The boat is empty
You find an hidden cache containing a couple of jade
statues representing two undersea beings. Gain one 23
Loot Point.
No event
12 25
An old fisherman was hiding in the boat, with a
It's now clear that since many years (centuries?) the
strange fish-like looking. With a crazy scream the
habitants of this village had a very strong relation with
fisherman attacks the nearest character. Place one
the entities known as the "Deep Ones"; you suspect
Enemy adjacento the character that revealed the EM
that the many villagers with the recurring strange
(Profile F). If you kill this enemy you can take his
looking aspect are somehow the result of an interracial
weapon, a black coral dagger (see <65>)
breeding. You must eradicate this menace, or at least
14
limit it as much as possible. The village has been
cleared, so you can now prepare your warband,
waiting for the arrival of the Deep Ones. Your objective
Place a token on the Dagon Box. Place one Deep One
for the new mission is to eliminate the leader of the
(Profile C) on a random location. Read <68> for a
Deep Ones.
description of the Deep Ones.
15 27
Place a token on the Dagon Box. Place two Deep Ones
The door opens smoothly.
(Profile C) on a random location. Read <68> for a
20 31
Something grabs you: read <22>
You find a strange key: gain the clue AZATHOTH=10
32 43
The PC nearest to a Deep One must undergo a Fear(8) Move the Enemy toward the nearest PC (even if not in
check: if unsuccessful the character is Shaken and will LOS).
play the rest of the scenario with a single Action per
turn. 45
33 You find a strange key: gain the clue AZATHOTH=10
36 49
The boat contains a large treasure: gain two Loot You gain a Loot point.
Points.
51
38
The boat is empty
The girl, still under shock, reveals that they were
captured to be offered as a sacifice to some entities 52
living on a large undersea metropolis just off the
coast. Those "Deep Ones" will arrive here, in this As soon as you approach the dog you realize that what
village, the next night. You escort back the women to a initially looked like an animal is in reality a children
safe tavern near the village then you come back to presenting extensive signs of mutation on a fish-like
prepare your revenge. Act I is complete: you can now creature. The sight is really fearsome; the PC nearest
start Act II. to the "dog" must roll two dice: on a result of 8 or
more the character is shocked and will play the rest of
39 the scenario with a single Action per turn.
86
You find nothing useful.
89
Place one Elder Deep One (Profile D) on a random
location. Read <68> for a description of the Deep Ones.
92
The door is open: see <14>
93
The building is very solid: the only way to enter this
building it's through an iron door with a strange lock. If
you have the AZATHOTH clue then read the paragraph
numered AZATHOTH+15
96
As a Special Action roll one die: on a result of (1-4)
place one Deep One (Profile C) on a random location;
on a result of (5-6) place one Elder Deep One (Profile
D) on a random location. If Engaged, attak the PC that
suffered the most wounds, otherwise end the
activation of the Deep One Leader.
97
The Enemy attacks every adjacent PC.
98
Ignore this event if no PC is inside a water hex or
adjacent to it. A random PC inside the water or
adjacent to it is immediately attacked by 2d6 long,
strange crustaceans resembling crabs. Roll one die for
each animal: on a result of 6 the PC suffers one wound.