The Ghostship
Leaving Grundleburg behind, you follow the effective. Captain
small stream westward. Not long afterwards you Dreadeye Deadbeard is
hear an old pirates ditty carried upon the wind,
with the unmistakeable smell of death. Peering equipped with a
through the woods ahead, you witness the Dueling Pistol, a
undead crew of a derelict ship stocking her for a Cutlass and a Short
voyage she's obviously unable to make. Sword. He carries an
Thinking that there is no sense leaving perfectly Emerald key about his
good supplies to sit and rot on an old boat, you
advance cautiously... neck on a chain, and it
Terrain: beckons to all that see it.
A river will run up one side of the table. Anyone within
Trees will cover the majority of the table, charge-range that is not
with the exception of 12-16 away from the immune to Psychology must attempt to
river, which has been long-ago washed charge the Captain. He stands on the pier,
away. next to his ship, overseeing the loading of
Setup: supplies.
Each player must roll a dice. Highest roll Special Rules:
decides deployment zone. After all warbands Undead: The Pirates have long-ago passed
are set up, roll a D6 and add your leaders on. All rules for zombies apply.
Initiative. Highest roll goes first. This wood The Emerald Key: Whatever warband
is strangely quiet. There is no need to roll possesses the Emerald Key at the end of the
for zombie-packs. There are D6 Pirates per game may unlock the Captains Quarters.
Warband upon the table, plus the Captain, A Pirates un-life fer me:
Dreadeye Deadbeard. The Pirates have plundered this corrupted
Avast ye: river for centuries, adding unfortunates to
A ghostship sits at a pier, with its skeletal their ranks to help swell their numbers.
crew loading rotting crates and bags of Anyone who is taken Out of Action by the
spoiled goods into the cargo hold. Peppered Pirates in close combat must make a
amongst the trash are a few viable crates successful Ld test or risk falling under the
that promise something better than refuse. evil magic of their spell. These models are
The Ghostly Pirates will never leave the removed from the warbands roster on a roll
dock or the ship, but will stop what they are of 1-3 (henchmen) or 11-25 (heroes) during
doing to defend themselves if charged. All the post game sequence. Models with the
carry some assortment of ranged weaponry, Leader Special Ability are exempt from this,
and will return fire if at all possible. but may not use their ability to influence the
Profiles M WS BS S T W I A Ld Ld tests nearby.
Pirates 4 4 3 4 4 1 4 2 7 Ending the Game:
Dreadeye 4 5 5 4 4 3 5 3 10 The game ends when all warbands but one
Weapons and Armor: have failed their rout tests, or the Emerald
Each Pirate has a Pistol, a Cutlass (Sword) Key is claimed. Warbands who rout
and dagger. The Pirate Ship has two automatically lose. If two or more warbands
cannons, which are loaded with Grapeshot. have allied when the other warbands have all
The cannons have a range of 30 , and routed, they may decide to share the spoils
require one full round to reload. They must of victory or fight on until there is only one
be manned by one Pirate at all times to be remaining on the field.
Experience: 9- Darkstone: When a weapon is sharpened
+1 Survives: If a Hero or a Henchman by it, it counts as being coated in Dark
group survives they gain +1 Experience. Venom. Can only be used once per battle,
+1 Winning Leader: The Leader of the and only on bladed weapons.
Warband who won the scenario gains +1xp. 10- Dagger of Thirst: Adds a Wound to the
+1 Per Enemy Out of Action: A Hero bearers profile for every wound dealt by this
earns +1 Experience for each enemy he puts weapon. A dagger by all other counts.
Out of Action. 11- Blackblade: Auto-wounds on a To
+1 for the Emerald Key: A Hero earns +1 Hit roll of 5-6. Adds +1 to all Injury Rolls.
Experience for taking possession of the 12- Vasoboire, the Bloodthirster: Gain
Emerald Key. +1W on a D6 roll of 3+ when a wound is
inflicted by this weapon. If a wound is
The Captains Quarters: gained in this way, the model is Frenzied
Roll 2D6 on the following table. until a successful Leadership Test is passed.
13- Mantle of Darkness: Invisible to all
2-3 A Suit of Ithilmar Armor outside of 10 , 5+ save versus all ranged,
4-7 D6 Swords close combat and magical attacks. Is not
8-9 D6*10gc worth of gems Stackable nor modifiable.
10-12 A Sylvanian Artifact
A 1 or 13 is only attainable by those players with the Seeker
ability.
Artifacts of Sylvania:
1- Dread Armor: +1S, Subject is always
Frenzied, 5+ save for CC, 4+ save for
ranged.
2- Chalice of Blood: Immune to
Psychology, +1S if you drink from the
Chalice. Priests of any type may not drink
from the Chalice, but may carry it.
3- Mask of the Ages: Causes Fear in all
models, even those immune to Psychology.
4- Dagger of the Fang: Treated as a Sword,
1-3 is Stunned, 4-6 is Out of Action
regardless of Special Rules.
5- Hand of Seeking: As long as the Hero
who is carrying the Hand is not taken OOA
during the battle, he may roll 3D6 for
exploration, and keep 2 of the dice rolls of
his choice.
6- Crimson Lantern: Archers suffer -2 to
hit, models must make a successful Ld Test
to charge. Otherwise conveys all the bonuses
of a regular Lantern.
7- Cloak of Flight: Allows the wearer to
move regardless of vertical. No Initiative
tests are required for gaps or leaps, nor
climbing.
8- Shining Silver: Light Armor in all
regards. Whenever a wound is scored, it is
transfered to the model who dealt it on a D6
roll of 6.