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The Necronomicon 21

Inside the building there are two fishermen that


Warning: do NOT read any paragraph unless explicitly
immediately reacts to your intrusion in their house.
requested by an entry in the Scenario or Enemy sheets.
Place two enemies in the building (Profile A). If you

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defeat the fishermen you can search the house: read
<81> to check the result of your research
The room is silent.
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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

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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

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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.

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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

16 description of the Deep Ones.

Move the Enemy toward the nearest building. 29


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Move the Enemy toward the building marked the the
"S" box.
No event
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18 The interior of the building is very dirty and smelling of
rotten fish: you cannot find anything useful.
You sense something beyond the door

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Something grabs you: read <22>
You find a strange key: gain the clue AZATHOTH=10
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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

You hide in the gloomy shadows. 47


34 Inside the building there is one villager, with a strange
fish-like looking. Place one Enemy in the Building
Place one Elder Deep One (Profile D) on a random (Profile B). If you defeat the villager you can search the
location. Read <68> for a description of the Deep Ones. house: see <11> to check the result of your research

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The boat contains a large treasure: gain two Loot You gain a Loot point.
Points.
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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.

Inside the boat there is one fisherman, with a strange 53


fish-like looking. With an horrible laugh the fisherman
attacks the nearest character. Place one Enemy You find a strange key: gain the clue AZATHOTH=30
adjacento the character that revealed the EM (Profile
B) 54
40 Move the Enemy toward the building marked the the
"S" box.
An ancient key, strangely elaborated with fish-like
creatures. 55
41 As soon as you enter the interior you hear a strange
metallic sound, possibly a sort of alarm ? On a corner
The woman is lying. you can see the missing woman, kept prisoner with
another terrified girl. Two villagers with a strange fish-
like looking are sleeping here, apparently half-drunk.
Place two Enemies in the Building (Profile B): those
two enemies will skip their first activation.
Immediately reveal the Event Markers on the Boats (if
any). If you defeat all the enemies inside this building 74
you can free the captives and then read <38> Ignore this event if not directly triggered by a player
character. The boat contains 2d6 long, strange
57 crustaceans resembling crabs, that immediately attack
the PC that revealed the EM. Roll one die for each
You falls on a very deep hole, hidden on the darknes. animal: on a result of 6 the PC suffers one wound.
All the adjacent characters suffers 4 HP of damage
Each animal has one HP and a TN of 7: the victim of the
60 crustaceans can can attack them with two attack rolls
for each action spent. Adjacent PC can also attack the
Place a token on the Dagon Box. Place one Deep One crustaceans but each action allows a single attack in
(Profile C) on a random location. Read <68> for a this case.
description of the Deep Ones.
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62 Place one Elder Deep One (Profile D) near the box
Place the Deep One Leader (Profile E) and a Deep One labeled "4" on the map. Read <68> for a description of
(Profile C) grouped on the same random location. You the Deep Ones.
must kill this character to complete the scenario. If you
defeat the Leader read <82>. 77
65 The building is very solid: the only way to enter this
building it's through an iron door with a strange lock. If
Black Coral Dagger. When used against the Deep Ones: you have the AZATHOTH clue then read the paragraph
Attack 2D+2 | DMG H (use the standard stats 2D|L numered AZATHOTH+25
against any other target)
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68 No event
"I think their predominant colour was a greyish-green,
though they had white bellies. They were mostly shiny 81
and slippery, but the ridges of their backs were scaly.
Their forms vaguely suggested the anthropoid, while You find a strange key: gain the clue AZATHOTH=40
their heads were the heads of fish, with prodigious
bulging eyes that never closed. At the sides of their 82
necks were palpitating gills, and their long paws were
webbed. They hopped irregularly, sometimes on two As soon as the Leader collapse all the other Deep Ones
legs and sometimes on four. I was somehow glad that hesitate; for each non-engaged enemy roll one die: on
they had no more than four limbs. Their croaking, a result of 3 or more the enemy immediately leaves
baying voices, clearly used for articulate speech, held the area. Searching the body of the Deep One Leader
all the dark shades of expression which their staring you find an elaborate and bizarre bracelet made in
faces lacked" The Shadow over Innsmouth, By H. P. gold and coral: gain one Loot Point if you sell it (or
Lovecraft perhaps you decide to keep it, thinking about its real
value and possiblity that this amulet could open new
69 doors?)

The door is locked: see <63> 84


72 If there are enemies on the map then immediately re-
activate one activated enemy. If no activated enemies
You find a strange key: gain the clue AZATHOTH=20 are present, one random enemy will execute a single
action (do not activate the enemy). Ignore event if no Each animal has one HP and a TN of 7: the victim of the
enemies are on the map. crustaceans can can attack them with two attack rolls
for each action spent. Adjacent PC can also attack the
85 crustaceans but each action allows a single attack in
this case.
The building is empty: place a Dog miniature within
two hex from the building and at least three hexes
from a PC. This unit will be inactive during the
scenario: If a character enters the hex with the Dog see
<52>

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You find nothing useful.

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Place one Elder Deep One (Profile D) on a random
location. Read <68> for a description of the Deep Ones.

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The door is open: see <14>

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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

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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.

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The Enemy attacks every adjacent PC.

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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.

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