La Sensa ENG

Embed Size (px)

Citation preview

  • 7/26/2019 La Sensa ENG

    1/4

    1

    for the Doge Manin, with their mind set on the constructionof a new service harbour to enable northern Europes tradersto transport goods from afar into the continent. Apart from agenerous sum of money, they also brought many gifts, suchas spices, perfumes and a golden ring, which the Doge was touse in La Sensa in order to reinforce the new trade alliance. Thering was exhibited in the Palazzo Doln Manin (property of theDoge) for everyone to see, so as to publicize the alliance.

    Some members of the new religion, the Followers of the LastProphet, went to see the ring. They soon identied its smallBabylonian inscriptions as part of a ritual which could awakenthe beings that had been sleeping in the depths of the watersfor many centuries. Should the ring fall into the sea, theycouldnt say what tragic destiny this would bring upon Venice.Being just a group of scholars with scarce practical experience,they werent able to reach the higher spheres in order to warnthe citys powers... so they decided to steal it.

    The Followers of the Last Prophet werent exactly men ofaction, so they hired the services of a rather skilful young thief.Not a very discreet one, though. The lad didnt hesitate to wan-der around the less exclusive taverns in town telling everyonethat he intended to break into the Doges Palazzo to steal thering. Your ears know how to listen, and you can tell the dier-ence between a bit of bravado and a chance in a million.

    You and your men believe that getting hold of this powerfulobject may grant you a position of power in the Republic, if youplay your cards right. Even your advisors in supernatural mat-ters assure you they may be able to control whatever comesout of the sea, should you manage to drop the ring into thelagoon. The wisest thing to do is to wait for the thief to get thering, and then snatch it out of his hands before he can hand itto the Followers. You will probably encounter no opposition...thats as long as nobody else paid attention to the lads words.Look at him! There goes the little rascal, and it seems hes suc-ceeded in his mission!

    La Sensa is a ceremony that has been celebrated in Venicesince the 12th century. It represents the marriage be-tween the sea and the Doge, ruler of the Republic of Venice.

    In the year 1177, Pope Alexander III declared the Republic of LaSerenissima to be the maximum power in the MediterraneanSea, thanks to the active participation of the Doge Ziani in thedrawing up of the Treaty of Peace of Venice between the Ger-man emperor Frederick Barbarossa and the papacy. Ever sincethen, this yearly event celebrates this symbolical marriage andthe marine supremacy of Venice.

    The celebrations last for two weeks, during which St MarksSquare is host to all kinds of eccentricities: new fashions fromfaraway lands, the most interesting works of art created byartists from all corners of the empire, wild creatures broughtfrom beyond the seas and all kinds of theatre performances.The celebration ends when the Doge boards the Bucintoro, thestates most luxurious vessel, and heads for the Lido escortedby the most prominent personalities in town. Near theentrance of San Nicols harbour, the Doge drops the ring intothe sea, thus renewing the vows of his marriage to the Sea, asa sign of sovereignty and the Republic of Venices dominationof the sea.

    In 1793, this ceremony was not celebrated due to half thepopulation in Europe being shaken up by the catastrophecaused by the Rent in the Sky. Venice was no exception.The overall mood was grim, and nobody felt like celebrating.Nevertheless, the ritual had to be carried out anyway. The Dogesailed through the lagoon, swiftly and without ostentation.

    However, the Doge intended La Sensa to mark the beginningof a new era for La Dominante, so he celebrated it on the rstSunday after Ascension Day (in May 1794).

    Like in many other aspects in life, behind important peoplethere are always interests of dierent sorts. Three Dutchmerchants arrived in Venice a few days before Easter, with gifts

    01LA SENSA, THE SEA CEREMONY

  • 7/26/2019 La Sensa ENG

    2/4

    2

    IADVENTURES

    I HUNT THE LAD!Ah! It seems that more than one group is interested in the

    ring in question. In any case, this shouldnt distract you fromyour main goal: attack the thief, get the jewel as soon as youcan and place it in safe custody. Later youll have time to decidewhat to do with it.

    Duration of the Adventure: The adventure will last ve rounds.

    Minimum scenery:You need to play with at least three build-ings, two obstacles and two channels.

    Deployment zones:Both players must roll a dice to decidewho deploys rst. One of the squads will deploy within a6-radius of one corner of the game table; the other squad willdeploy within a 6-radius of the opposite corner.

    Main objective: At the end of the 5th round, you need to be inpossession of the ring carried by the messenger.

    Special rules:The ThiefThe thief is the ring-bearer at the beginning of the game.

    The thief will appear on the rst End of Round turn on the edgeof the corner to the left of the player who deployed rst.

    From the second round onwards, you have to roll a 1d10 aftereach turn, the Thief will activate with a result of 9 or 10 (oncehes activated, you dont need to roll again to activate him untilthe next Round); the Thief moves 2d10 towards the oppositecorner to the one he started at, following the most direct route.He will use bridges if he can to avoid stepping into the channel,and he will avoid any character standing in his way.

    If a character comes into Base contact with the Thief, whenthe Thief activates he will try to disengage from combat andcontinue on his way. When the Thief falls into combat, he dropsthe ring. The ring will disperse 1d5 from the Thief s position(use a proper token to indicate where the ring is). From thismoment on, any character that comes into Base contact withthe counter can pick it up. If this ring-bearer falls into combat,the ring will disperse again 1d5 from the characters position.You can drop the ring at any time at 1 from the ring-bearer orhand it over to another model in Base contact at a cost of 0 AP.

    You may use the Thief character sheet that you will nd atthe end of this document.

    Campaign rules:None.

    I THROW THE RING INTO THE WATERThe squads have been hiding for a second to catch their

    breath and call for reinforcements. Following advice from thewise men in your faction, the ring-bearer must reach thewharf and drop the ring into the lagoon so as to awaken andcontrol whatever creature the ring may summon. But yourenemies wont give up.

    Duration of the Adventure: The adventure will last ve rounds.

    Minimum scenery:As much as possible! At least four build-ings, three channels (none of them can ow into the wharf ),and as many obstacles as you can get hold of. You will have touse something as a wharf, and locate it in one of the corners ofthe game table.

    Deployment zones:The squad that ended the previous adven-ture in possession of the ring will deploy in the corner oppositeto the wharf. The other squad may deploy its models anywhereon the game table, but never closer than 5 from one anotheror closer than 12 from any enemy model.

    Main objective: A model in your squad needs to drop the ringinto the water at the wharf before the end of the Adventure.

    Special rules: The player who won the previous adventureplaces the ring counter on one of his models. The ring may bedropped and transported following the same rules as in theprevious adventure.

    Campaign rules: None.

    I THE SEA REACTSWhether deliberately or by accident, the ring is at the

    bottom of the lagoon and some dark underwater creature hasawakened, responding to the call. The squad that managed todrop the ring into the water has advantage over the battleeld,but now the lagoon begins to stir. An aberrant presence swimsunder the surface. Your wise men begin to suspect that theywont be able to control whatever is rising from the bottom ofthe sea at high speed, so its time to get out of there as soonas possible.

    Duration of the Adventure: The adventure will last threerounds.

    Minimum scenery: At least three buildings, three channels andve obstacles.

    Deployment zones: The player who dropped the ring intothe water in the previous adventure has advantage over thebattleeld. He may roll 1d10 for every enemy model. If he rolls a7 or more, he will momentarily keep that model. Next, his op-ponent will deploy whatever models he has left at any point inone half of the battleeld (he can choose which half ). Then theplayer who won the previous adventure will deploy the modelshe kept from his opponent on any legal point of the table, onground level. Finally, he will deploy his own models anywhere inthe battleeld.

    Main objective:At the end of the third round, you must havemore living models than your opponent.

    Special rules:Check the event The Geyser on page 78 of theCarnevale rulebook. At the beginning of the rst End of Roundturn, the player who won the initiative in that round will apply

  • 7/26/2019 La Sensa ENG

    3/4

    3

    the eects of this event. Repeat this process at the beginningof each following End of Round turn. All of the geysers willremain active during the whole game, unless they spontane-ously go out. To determine if a geyser goes out, roll 1d10 atthe beginning of the End of Round turn for every geyser in play(before applying the eects of a new geyser). If you roll 5 ormore, the geyser goes out and is removed from the game.

    Campaign rules:This adventure and the following two adven-tures go in chronological order, and its worth playing the threeof them in a row. We advise you to devote a whole afternoon toplay them. At the end of each adventure, each active model willonly recover 1d5 Life Points. Moreover, each squad will receiveas many Karma Points as the number of enemy active modelshe has captured; the Karma Points will be distributed as fairlyas possible among all of the living models in the squad. At theend of each adventure, leave the models exactly where theyare, and read the instructions for the following adventures.

    Between one adventure and the next, you may buy newskills with the Campaign Points obtained, and you may evenmake a roll on the Experience tables. However, you may not buynew equipment between adventures.

    I THE KRAKENA set of tentacles ooze from the bottom of the lagoon,

    attacking indiscriminately all the combatants. The Kraken hasawakened, and unless both factions work hand in hand todefeat the beast, all of their plans for the future will end up atthe bottom of the sea, with the remains of the city of Venice.

    Duration of the Adventure: The adventure will last ve roundsor until at least ve of the creatures tentacles have beendefeated. Once the fth tentacle is destroyed or the fth roundends, the Kraken oats back to its centenary slumber at thebottom of the lagoon).

    Minimum scenery:Use the same scenery you used in theprevious adventure.

    Deployment zones:The models will start the game exactlywhere they were at the end of the previous adventure.

    Main objective:To destroy the monsters tentacles at anycost. It is in the interest of both sides to get it over and donewith as soon as possible (and with as many healthy modelsas possible), so as to benet them in the next adventure. Toreect the urgency of the situation, if a model attacks in anyway any other model which is not a tentacle, the model mustinvest 1 Karma Point to attack.

    The squad which destroys the most tentacles at the endof the adventure will have accomplished the adventures mainobjective and thus won.

    Special rules:After both squads have deployed, place 1d10+3 tentacles

    on the table. You may represent each tentacle with a counter(a coin or a base). Place the rst tentacle in the centre of thetable, then make a scatter roll with 1d10. Place the secondcounter on the point indicated by the scatter roll and use it as

    a reference to place the third tentacle, and so on and so forthuntil you have placed all of them.

    If a tentacle appears under a model or in Base contact withone, the tentacle will automatically engage in combat with themodel. If a tentacle had to be placed outside of the table, movethe counter the minimum distance needed to place it withinthe game table.

    All of the tentacles act together, at the same time. Roll 1d10after each of your models in play has moved. If you roll 9 ormore, all of the tentacles activate at the same time. If the ten-tacles still havent moved once all of the models have moved,they will do so right before the End of Round turn. Their actionwill be automatic; each tentacle will move in order to engage incombat with the closest model.

    For each tentacle, you may use the Tentacle character sheetthat you will nd at the end of this document.

    Campaign rules: See the previous adventure.

    I THE LAST MAN STANDINGOnce the monster is defeated, the combatants want to

    destroy their enemies, which have been pestering them sincethis whole dirty business started. All they have in mind is todestroy them.

    Duration of the Adventure: The adventure will last ve rounds.

    Minimum scenery: Use the same scenery you used in theprevious adventure.

    Deployment zones:The models will start the game exactlywhere they were at the end of the previous adventure.

    Main objective:To destroy all enemies or make them ee.

    Special rules: None.

    Campaign rules: See the previous adventure.It is possible that one of the squads starts this adventure

    so decimated that it doesnt have a chance to stand up againstits enemies. In this case, the other player wins this adventureautomatically.

    BUT... IM PLAYING RASHAAR!If you are playing with a Rashaar squad, you may be

    wondering why the Kraken is attacking you. The Krakenisnt one of the sons of Dagon; its just a sea creatureas ferocious as it is hungry. The aquatic disciples of thesea god use it to punish those who live on the surface,oblivious to whatever it is their fellow Rashaar is doing onrm ground.

  • 7/26/2019 La Sensa ENG

    4/4

    4

    COST

    COMBAT DEXTERITY SHOOTINGMOVEMENT

    SPELLS NOTES

    PROTECTIONMIND

    NAME

    DESCRIPTORS

    CLASS

    ACTIONPOINTS

    KARMA LIFE POINTS

    UNIVERSAL ABILITIES

    SPECIAL ABILITIES

    EQUIPMENT

    1

    2d10 4 5 0 4 1

    Thief

    Human

    Slippery, Rickety

    Immune to Spirit Bond

    Inmune a Vnculo Espiritual.

    Hand Weapon

    -1

    COST

    COMBAT DEXTERITY SHOOTINGMOVEMENT

    SPELLS NOTES

    PROTECTIONMIND

    NAME

    DESCRIPTORS

    CLASS

    ACTIONPOINTS

    KARMA LIFE POINTS

    UNIVERSAL ABILITIES

    SPECIAL ABILITIES

    EQUIPMENT

    3

    5 5 3 0 0 2

    Krakens tentacle

    Monster

    Triing, Mindless, Penetration (2), Engage

    Tentacle (it counts as if the creature had Claws)

    -2-1

    Immune to Spirit Bond.