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Crash & Burn

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100% found this document useful (1 vote)
1K views25 pages

Crash & Burn

Uploaded by

Ian Booth
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CREDITS

Writing: Elaine Lithgow


Editing: Christopher Walz
Producer: Emmet Byrne
Cover Art: Dániel Kovacs
Cartography: Jared Blando
Illustration: Runesael Flynn, Dániel Kovács, JG O’Donohue, Rafael Teruel, Sam White
Graphic Design and Layout: Rachael Macken, Rory McCormack
Proofreading: Jacob Rodgers
Cubicle 7 Business Support: Anthony Burke, Elaine Connolly, Donna King and Kieran Murphy

Cubicle 7 Creative Team: Emmet Byrne, Zak Dale-Clutterbuck, Dániel Kovács, TS Luikart, Rachael Macken, Rory
McCormack, Dominic McDowall, Sam Manley, Pádraig Murphy, Ceíre O’Donoghue, JG O’Donoghue, Síne Quinn,
Jacob Rodgers, and Christopher Walz

Publisher: Dominic McDowall

Warhammer Age of Sigmar: Soulbound Designed by Emmet Byrne and Dominic McDowall

Special thanks to Games Workshop

No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means,
electronic, mechanical, photocopying, recording, or otherwise without the prior permission of the publishers.

Warhammer Age of Sigmar Roleplay: Soulbound © Copyright Games Workshop Limited 2020. Warhammer Age
of Sigmar Roleplay: Soulbound, the Warhammer Age of Sigmar Roleplay: Soulbound logo, GW, Games Workshop,
Warhammer, Stormcast Eternals, and all associated logos, illustrations, images, names, creatures, races, vehicles,
locations, weapons, characters, and the distinctive likenesses thereof, are either ® or TM, and/or © Games Workshop
Limited, variably registered around the world, and used under licence.

2
CRASH & BURN 1

Adventure Summary In addition, for a large part of this adventure the players
Crash and Burn is an exciting introductory adventure that will be interacting with and protecting a group of survivors
takes a party of Soulbound on an arduous journey across from the crashed airship. Rather than be prescriptive in
Aqshy — the Realm of Fire. They set out from the city of providing a large list of possible survivors, we encourage you
Hammerhal Aqsha as part of a massive fleet of Kharadron to develop a handful of names and personalities in advance
airships tasked with delivering vital supplies to the newly to provide depth to any survivors that the Soulbound
reclaimed city of Brightspear. develop interest or affection for. You can do this by rolling
on various tables found in the Adding Detail section on
About halfway through their journey, the fleet is attacked page 28 of Warhammer Age of Sigmar: Soulbound.
by the flying hordes of Chaos. After a bloody battle, the
party’s ship plummets down into the eternally burning
Kindling Forest, stranding them and the surviving crew in PART 1: THE CALM
the monster-filled wilds.
BEFORE THE STORM
The party must traverse a network of claustrophobic
underground tunnels, all the while protecting the This section introduces you to the setting for the adventure,
survivors from beasts of the wild, the restless dead, and the key characters, and gives your players a chance to
swarms of Gloomspite Gitz. Their goal is to reach the faint stretch their roleplaying muscles and get a feel for their
hope of salvation that lies on the other side of the forest, characters before the action and drama properly begins.
the flagship of the Kharadron fleet. The amount of time your group spends in this part of the
adventure will depend on your players, their familiarity
The adventure climaxes in an epic siege where the party with their characters, and what kind of pace you want the
must hold back an endless army of Gitz that pour up from adventure to take.
the tunnels as the surviving crew attempt to repair the
airship and take to the skies once more. If the players are new to roleplaying their characters, you
could spend a full session letting them shop, interact with
NPCs, and learn the stakes of the adventure. Chapter 5:
Getting Started Equipment of the Soulbound rulebook contains extensive
This adventure should take one or two sessions, depending lists of items and gear for their shopping needs.
on your group’s style of play. Before running the adventure,
read it fully to get a feel for the flow and story beats. If this On the other hand, if your players are familiar with
is your first time running a Soulbound adventure, be sure their characters or the setting and you want to kick off
to familiarise yourself with Chapter 6: Rules from the the adventure with a bang, this entire section could be
rulebook, particularly the combat section. It is also a good compressed or covered before the first session.
idea to look through the monster stat-blocks for any weird
and wonderful abilities they might have.

3
Hammerhal Grungni’s Face
Read or paraphrase the following text: Once the party have traversed the markets and approach
the sky-docks, read or paraphrase the following:
The city of Hammerhal, also known as the ‘Twin
Tailed City’, is a beacon of light amid the darkness of You spot the sky-docks long before you reach them —
the Mortal Realms. It is a great city built around the six tall towers of smooth cut dark stone that reach up to
enormous Stormrift Realmgate which towers above the the sky. Countless spiral walkways and swaying bridges
tallest buildings. On one side of the gate is the city of link the towers to each other and to numerous loading
Hammerhal Ghyra. It lies in the lush realm of Ghyran, platforms. Between this dizzying forest of stone and
which is abundant in life and home to endless jungle. wood, you catch the staggering sight of the anchored
On the other side, stretches the flame-scorched realm of Kharadron fleet.
Aqshy — a mountainous, broken and craggy wasteland
as far as the eye can see. Here the city of Hammerhal Over a dozen Kharadron airships, from swift cruisers to
Aqsha was built, and this is where your adventure begins. colossal frigates, hang over your heads. The atmosphere
buzzes with the excited sound of countless shouting voices
You arrive in the city during the oppressive heat of the and armoured boots clanging off the decks, as the crews
blistering mid-day sun. You are under orders to report to of rowdy Duardin go about loading the ships.
Captain Brokka Brokkisdotr of the Kharadron Overlords
aboard her airship Grungni’s Face for briefing and The sky-docks are an overwhelming experience to those
assignment. not used to such hectic activity. Finding Grungni’s Face
among all the chaotic activity might be a difficult task, but
You steel yourself against the heat, and begin to make the Duardin are well organised. There are various dock-
your way to the Cinderfall District.” criers standing atop stacked crates barking directions and
orders who will direct them if requested.
Depending on the history of the party members, it is
possible that they either arrive through the realmgate Throughout this scene, the party should feel like they are
from Ghyran, or that they are native to Aqhsy and know part of a massive undertaking. They should see well-armed
Hammerhal well. This may flavour how well they deal groups and even a trio of Stormcast Knights-Venator
with the initial shock of the heat in The Great Parch. mixed among the Duardin, and other protectors assigned
to different ships.
Either way the party will need to make their way through
the bustling crowds to the Cinderfall District. This part Grungni’s Face is a well-travelled Arkanaut Frigate. The
of Hammerhal is covered in ash and stained from the prow of the ship shaped into a scowling golden Duardin
smoke that billows from tall chimneys that command face. If the party gets directions from one of the dock-
the skyline. Despite this, it is rich in enthusiastic traders criers, they tell them to ‘Look for the giant angry face!’
from both sides of the realmgate, selling local and exotic
food, trinkets and weapons from the comparatively cool
shadows of their covered stalls.

This is a fine opportunity for the party to engage in a


bit of light shopping for anything they think they might
need for a long expedition, as this will be their last look
at civilisation for some time. This also offers a good
opportunity to explore the unique methods of validating
and trading in Aqua Ghyranis (see Soulbound, page 100).

4
CRASH & BURN 1
When they eventually make their way to Grungni’s Face, money and is not shy of saying so, taking pride in honesty
they are greeted by Captain Brokka Brokkisdotr (see and wearing her heart on her sleeve.
page 20). She is unusually tall for a Duardin, and covered
in tattoos (though these are mostly hidden beneath her Shortly after the party are all aboard, the crew complete
armour). Each tattoo marks an honourable kill, lover, loading the cargo and the fleet sets off with much fanfare.
successful journey, or vein of aether-gold found. She Massive horns blast out from the walls as the fleet of
is well liked by her crew and comes from a long line of great Duardin airships filled with hope and power leave
airship captains. She signed up for this venture for the Hammerhal, pull into formation, and strike out across the
Aqshian landscape.

Investigating the Expedition


Travel across the Mortal Realms is a slow and A Brightspear is built upon an ancient Agloraxian
treacherous process, even by airship. A number of citadel and has been held by the forces of
weeks pass between the party boarding Grungni’s Tzeentch for centuries. It was recently reclaimed
Face and the next part of the adventure. This by the Celestial Warbringers of the Stormcast
provides the perfect opportunity for you to show Eternals. (Lore)
the players a map of the realm of Aqshy as they fly
A Brightspear had only begun rebuilding when the
over key locations and notable features of the land.
Necroquake struck. Countless died as hordes
This will help grant the players a sense of place in
of spirits rose up from the ruins beneath the
the setting, while also allowing you to off some of
city. (Lore)
the exciting things that make this realm special. See
Chapter 9: The Great Parch in the Soulbound A Much of the ruins beneath the city remain
rulebook for more information. unexplored, with many interested parties vying
for the rights to explore them. (Lore)
In addition, talking to the crew can uncover various
pieces of information. You may want to tie each of A The crew of Grungni’s Face are a lively collection
these pieces of information to a DN 4:1 Skill Test. of Duardin, they swap in-jokes and banter as
Suggested Skills are listed in brackets. Stats for the they work round the clock in shifts. (Entertain)
Kharadron Crewmembers are found on page 20. A A mixed collection of Humans, Duardin, and
Aelf artisans and craftsmen are packed tightly
A The fleet has been tasked with transporting into the hold, trying their best to pass the time
vital weapons, supplies, artisans, and soldiers with simple dice games and what little drink
to the newly established city of Brightspear. the Duardin allow aboard. (Entertain, Guile)
The Kharadron Overlord’s goal is to reinforce A The ship’s unique name came about after a
this new foothold in every way possible, and near catastrophic encounter with a Megalofin
make some money in the process. (Lore) during a sky-mining operation. With their
A Travelling on foot through Aqshy is a massively weapons destroyed and lives on the line,
dangerous undertaking. Between monsters and Captain Brokkisdotr ordered the ship to ram
roving bands of Chaos tribes, the chances of the Megalofin at full speed. They delivered
such a long journey succeeding on foot are a killing blow right into the beast’s bellowing
infinitesimal. (Lore, Nature) maw, as the captain screamed ‘Aye? Say that
again to Grungni’s Face!’ in response. (Lore)
A Grungni’s Face is transporting valuable
preserved food and medical supplies for the A The captain is well liked among her crew. They
new inhabitants of Brightspear. (Survival) proclaim her ‘madder than a Fyreslayer with
heat-stroke’, but that she has never steered
them wrong. (Entertain)

5
PART 2: THE EYE OF The battle in the sky is a horrible fight for survival.
Grungni’s Face is immediately surrounded and attacked by
THE STORM a group of Tzaangor Skyfires and Screamers of Tzeentch
(see page 21).
At the mid-way point of the journey, word strikes up
throughout the fleet. Signals are flashed from deck to deck, There is one Tzaangor Skyfire and one Screamer of
warning of an approaching storm blocking their path. The Tzeentch per party member. At the start of each round, two
party can see the roiling mass of thick pink iridescent more Tzaangor Skyfires and another Screamer of Tzeentch
clouds brewing on the horizon that flickers with flashes of join the fray. All Zones in the scene aside from the interior
violet lightning. of Grungni’s Face are Lightly Obscured (see Soulbound
page 138–9) as a result of the thick storm clouds.
The fleet executes emergency manoeuvres in an attempt
to avoid the storm, but in response it accelerates towards
them with shocking speed, catching the fleet mid turn and Fight in Flight
swallowing them before they can react. The Tzaangors and Screamers begin the fight with a
Surprise round. After that, they spend the first round of
Read or paraphrase the following text: combat executing hit-and-run attacks against crew and
party members on the deck, swooping above or below the
Your senses are muffled as the viscous clouds engulf the ship after each attack in an attempt to avoid combat.
fleet around you. You can barely make out the edges of
the deck through the iridescent clouds; muffled cries of On the second round of combat, half the Tzaangors land
alarm rip out from nearby ships. on the deck and engage in hand-to-hand combat, while
the remaining Tzaangor and the Screamers continue their
A bolt of incandescent violet lightning forks through the hit-and-run strategy.
clouds and slams into the airship beside Grungni’s Face
without warning. It detonates instantly, exploding into a On the third round of combat, another airship spirals out
rippling fireball that illuminates the storm around you. of the clouds from above and collides with Grungni’s Face,
destroying much of the rigging and aetheric devices that
Amid the roiling clouds, visible only by the glow of the keep the ship aloft, before crashing through the port (left)
dying ship and flashes of lightning, you spot an airborne side of the ship. Anyone on the port side of the airship,
horde of Chaos Daemons overhead. They let rip a above or below deck, must make a DN 4:1 Body (Reflexes)
horrifying screech and dive towards the fleet. Test or take 5 Damage from falling debris and secondary
detonations.

6
CRASH & BURN 1
For the following rounds, any movement on the ship
Chaos in Name, Chaos in Nature counts as Difficult Terrain, and anyone not holding on to
Be sure to refer to the battle around the party something secure must make a DN: 5:1 Body (Reflexes)
regularly during combat to really hammer home Test or lose their footing and begin to slide towards the
how horrifying and chaotic this ambush is. The sky port side of the ship. Anyone who does not arrest their fall
around Grungni’s Face is filled with a seemingly somehow runs the risk of falling from the ship. During
endless swarm of Daemons. Monsters flood the these turns, the Tzaangors and Screamers continue to fight
decks of the airships, massacring crewmembers the party, but no new enemies join at the start of a round.
and hurling bodies over the rails. Cannons fire
indiscriminately at the beasts. Ships try to escape, On the second round after the collision, Grungni’s Face
flying over and under each other, veering out of crashes into the forest below and fractures into pieces.
control and colliding. Many explode and spiral out Any party members still on the ship when this happens
of the sky. The party might glimpse the fleet’s escort must make a DN 6:1 Body (Reflexes) Test to leap to safety
of Stormcast Knights-Venator in a distant aerial or take a Minor Wound, regardless of their Armour and
combat against a Greater Daemon of Tzeentch, current Toughness.
their bodies detonating on death, signalling a losing
battle. All of this while unnatural lightning splits the Now would be a good time to take a break and let your
air and the malign storm whirls around them. players breath after an intense encounter, perhaps as their
characters black out amongst what is left of Grungni’s Face.
The focus in this fight should be on the party.
Many of the crew of Grungni’s Face desperately try
to navigate through the storm and keep the ship
aloft, while others operate the ship’s guns. You
PART 3: PICKING UP
don’t need to add the crew to the Initiative and
keep track of their Toughness and attacks. Instead,
THE PIECES
describe swarms of Tzeentchian horrors around the When the first party member regains consciousness,
ship and the crew’s desperate fight to bring them or enters the scene if they managed to avoid the crash
down. If it ever looks like the party is clearing out through flight or some other means, read or paraphrase
the threats on deck, have more Tzaangors and the following:
Screamers join the fray.
For added drama, you can describe the lead gunner Everything around you is aflame. Thick trees crack and
being ripped from their seat and hurled overboard. split under the heat, their embered needles rain down
Captain Brokkisdotr screams for someone to ‘Get around you like hellfire. Grungni’s Face lies broken in
on the gun!’. This provides the perfect opportunity two, her cargo and crew spilled out across the smouldering
for one of the heroes to shine. Firing the sky cannon forest floor like ruptured guts. Through the roar of the
is a ranged attack with the following stats: forest fire around you, voices scream for help.
A 3 + S Damage, Aetheric, Loud, Two-handed,
Range (Long) Grungni’s Face has crashed in the middle of the Kindling
Forest. Any party member can take a DN 4:1 Mind (Lore)
Test to recognise this location for what it is. Anyone who
achieves two or more successes learns one of the following
pieces of information for every success above one:

Going Down A The Kindling Forest is a vast ever-burning forest


The collisions causes Grungni’s Face to list to the side and filled with enormous, rapidly growing pyrewood
begin to crash out of the clouds and down towards a dense trees that cover thousands of miles of the hilly land-
burning forest — the Kindling Forest. Attentive party scape of southern Vitrolia.
members with a Natural Awareness of 2 or higher notice
the lead ship, The Grund, also heading down towards the A Aspirian Bright Mages summoned spirits of living
outskirts of the forest below with a trail of black smoke in flame here long ago and never bothered to dispel them.
its wake, though it seems to be mostly in one piece. The cackling spirits regularly set the woods ablaze.

7
A The forests here almost entirely consist of pyrewood BURNING CARGO
trees, which are incredibly fast growing and mature
quicker in the ashes of their predecessors. Entire The panicked sound of a woman’s voice comes from the
groves of gigantic trees can spring up from what was debris field. Her cries for help are punctuated by the
cinders only weeks before. sound of a smaller secondary explosion that shake the
trees overhead.
Once the party knows they are in the Kindling Forest,
any character with Training or Focus in the Survival The invaluable medical supplies that were stored in the
Skill knows it would take weeks of travel on foot to reach ship’s cargo hold have spilled out onto the forest floor and
Brightspear — assuming they could make it there at all. are exposed to the fire. There are 20 apothecary’s satchels
(see Soulbound, page 106) scattered around the central
The Kindling Forest is an incredibly dangerous place. The debris field Zone. Every minute that passes, 1d6 of these
entire forest is a Minor Hazard, as the combination of heat, satchels catch fire and explode due to the potent rubbing
naked flames, and choking smoke all take their toll on the alcohols within. A lone apothecary (a frail looking Human
body. Spells, Miracles, and a sphere of Aqua Ghyranis can woman called Elma Fass) is desperately attempting to
douse the flames in a Zone and remove the Minor Hazard salvage as many as possible. She begs any passing party
Trait. This lasts for 1d6 hours before the Zone catches fire members for aid, insisting on the importance of salvaging
again. In addition, all above-ground Zones are Lightly the satchels not only for the good of the settlement, but for
Obscured due to smoke, ash, and cinders in the air. See pages the survivors of the crash.
137–9 in Soulbound for more on Environmental Traits.
Alone, Elma can salvage two satchels every minute. When she
approaches a satchel, roll 1d6. On the result of a 1, the pack
Face Down explodes as she tries to salvage it from the flames, leaving her
Grungni’s Face has been broken in two, with the bow (front) Mortally Wounded. She dies in 3 rounds if she is not helped.
and stern (back) lying in their own Zones and separated by
a third Zone of flaming debris and fallen trees. Randomly Any party member may easily restrain and remove Elma
determine which Zone each party member is in. from danger, despite her pleas, or aid her in retrieving
satchels. If they aid her, a party member can make a DN
In this scene, there are a number of emergencies that the 4:1 Mind (Awareness) Test for every minute of searching.
party are tasked with resolving. You can use the encounters On a success, they retrieve a number of additional satchels
below in any order you wish. equal to their successes.

8
CRASH & BURN 1
On a failure, they lose, break, or otherwise damage the
contents and retrieve no apothecary satchels. Additionally,
roll 1d6. On the result of a 1, the satchel explodes, causing Choices and Consequences
3 Damage to the party member.
Due to the time sensitive nature of the crisis, the
TRAPPED PASSENGERS number of concurrent problems and the possibility
of failure, it is likely that the party will not be able
Muffled screaming from the flame-wreathed wreckage to save everyone and salvage all of the cargo. This is
of Grungni’s Face alerts any passersby to a group of fine and to be expected. Remember that failure and
passengers trapped within. its consequences are just as impactful on character
development as success. This scene is a perfect
There are five passengers of different Species and opportunity to encourage players to make tough
professions trapped in the wreckage. The interior of split-second choices on what and who to save, as
the wreckage is a Deadly Hazard, dealing 5 Damage well as letting them witness the consequences of
per turn, so they will not survive long. To free the their mistakes. As long as they are trying to help, do
passengers, a party member can attempt to clear stacks not punish them by increasing Doom.
of debris from a blocked cargo hatch. Doing so requires However, if the party willingly lets others die or
a DN 3:12 Body (Might) Extended Test. Each round come to harm through inaction or malicious intent,
after the first, roll 1d6. On a result of a 1 or 2, one of the Doom increases by 1.
passengers lets out a blood curdling scream as they are
consumed by the flames.

Rather than spend time moving the debris, characters can


try to find a way to breach the hull of the ship to create a
hole for the passengers to escape. For the purposes of this,
the hull of the ship has Armour 3 and Toughness 5. Once
the hull’s Toughness is reduced to 0, part of it shatters and
breaks away, which allows the passengers to escape. Spells
such as Curse of Rust and Miracles such as Searing Heat
are particularly useful in this scenario.

9
ENDANGERED CREW PART 4: OUT OF THE FIRE
The sound of a shrieking Tzaangor battle cry cuts through AND INTO THE DEPTHS
the forest, coming from the bow of the ruined airship.
Once the party and the survivors have made it out of
A group of grounded Tzaangor Skyfires (remove the Disc immediate danger and found a spot to rest within the tunnels,
of Tzeentch Trait) are fighting six Duardin crewmembers Captain Brokkisdotr or one of the Kharadron survivors
atop the ruined deck of Grungni’s Face. The Duardin are informs the party that they saw the lead airship, The Grund,
putting up a brave fight, but they are injured and mostly make an emergency landing near the edge of the Kindling
unarmed from the crash. If the party does not intervene, Forest, approximately three days hike from here.
the crewmembers will certainly perish. There is one
Tzaangor Skyfire per party member. While Grungni’s Face is irreparably damaged, The Grund is
an Arkanaut Ironclad — a much larger, much sturdier, and
BREATH OF FRESH AIR far deadlier ship. If it managed to land away from the fires
on the outskirts, there is a chance they might be able to get it
With a bellowing rallying cry, Captain Brokkisdotr airborne again and continue on to Brightspear. Unfortunately,
emerges from the smoke with a hefty crate balanced on with so many vulnerable survivors and no way of protecting
her shoulders. them all from the fires above, the party has no choice but to
try and navigate the winding network of tunnels beneath the
The captain has survived the crash and uncovered a crate forest floor if they hope to reach The Grund.
of emergency quadbreathers. She is searching the debris
field and distributing them to all the survivors she can Thus begins the bulk of the adventure, as the party must
find. These devices are bulky contraptions that can be try to keep as many of the surviving crewmembers and
fitted over any character’s face to remove the risk of smoke supplies protected as they traverse the dangers beneath
inhalation. This has the effect of removing the permanent the Kindling Forest.
Minor Hazard element of the Zones for any character
wearing one, though they may still take damage from
coming into direct contact with fire.

The quadbreathers require 1 minute to be fitted and Protecting the Survivors


equipped properly. This carries no inherent risk, but can
result in other problems worsening during this time. The From this moment onwards, the party has a
quadbreathers only have a limited duration, and only last responsibility to protect and escort the survivors to
for two scenes. They can be deactivated after this scene The Grund. If they are part of a Binding, this is the
and kept for later in the adventure. divine task that they were sent to complete, so their
success or failure is integral. As a result, tally up the
The quadbreathers are incredibly valuable pieces of survivors and salvaged medical supplies recovered
technology to the Kharadron, and Captain Brokkisdotr from the previous scene. Whenever a survivor or
is only distributing them out of absolute necessity. As satchel is lost as a result of inaction or failure by the
such, neither the captain nor any of the Kharadron party, increase the amount of Doom on the party
survivors allow the party to keep them after the adventure sheet by 1. This represents the mounting dread
has concluded. If a non-Kharadron party member does and desperation of the tragic group as they trudge
manage to escape with one of the devices, any Kharadron through the seemingly impossible task of reaching
they meet will have some stern questions. The Grund.
For non-Kharadron survivors, assume that they
THE DESCENT have 1 in two Attributes and 2 in one Attribute.
Once the party has mustered the survivors and gathered They should also have Training (1) and Focus (1) in
what salvage they can, part of the forest floor collapses any Skills important to their trade. Survivors are
under the weight of the airship, exposing a wide tunnel treated as Minions in combat, but give the party 3
running under the forest. With the flames closing around rounds to heal them if they are struck down.
them and little other choice, the survivors gather up and
make their way into the tunnels under the captain’s orders.

10
CRASH & BURN 1
Lost in the Dark Stampede!
The tunnels beneath the forest are not a natural occurrence.
A DN 5:1 Mind (Awareness, Crafting, or Survival) Test You are making your way through a long, wide stretch
can reveal that they have been carved through the ash- of tunnel when you feel a vibrating rumble through the
thick earth with primitive tools over a long period of earth. Concerned murmurs strike up among the survivors
time. They are winding and varied in their size, with some as they huddle together and prepare for the worst. Loose
expanding into wide channels which could allow two carts soil and rocks begin to trickle from the walls as the noise
to pass through side-by-side, while other parts narrow to increases, until you hear a roaring charge coming from
such a size that only a creature of small size or smaller behind you. You see a mass of hooves and twisted forms
could crawl through. as a stampede of mutated wild animals thunder down
the tunnel towards the group.
Thanks to the tunnels, it will take the party and the
survivors two days to reach The Grund. There are four The stampede is a mass of wildlife that has been mutated
key scenes which take place during the trek through the and driven mad by the twisting magic of Tzeentch that has
tunnels: Stampede!, Six Feet Under, The Cistern, and rained down from the Daemonic storm overhead. Seeking
The Mighty Drizzleshroom. These can occur in any order shelter, they too fled to the tunnels below.
you wish, but there should be at least 6 to 12 hours of in-
game travel time between each scene. Outrunning the stampede is an incredibly difficult task,
especially with many of the survivors laden with goods
In addition to these scenes, you can include a number of and supplies. Bar Captain Brokkisdotr, most of the other
minor additional encounters. You can introduce these survivors simply can not outrun the stampede. Have each
when there is a lull in action, or as a consequence of a party member make a DN 4:3 Body (Athletics) Test. A
failed Test. The optional Group Test rules found on page character can choose to help one of the survivors, dragging
297 of the Soulbound rulebook can be a good way of them along to safety. Doing so increases the Difficulty of
having the group navigate the tunnels. Every 6 hours, have the Test by 1, to DN 5:3. Alternatively, a character can
the party make a DN 4:10 Group Test. Characters can urge survivors to drop their supplies. This destroys the
contribute to the success using Awareness, Intuition, Lore, apothecary satchels in the process, but allows the survivor
Nature, Survival or any other Skills that may be relevant. to outrun the stampede. Be sure to describe the survivors
Should the party fail the Group Test, roll 1d6 and consult as struggling with the bulky satchels to clue the players in
the table below. that discarding them may save lives.

UNDERGROUND ENCOUNTERS
1D6 Encounter

Cave In: The party is lost and must circle back. This extends their journey by another 6 hours. Doom increases by 1
1
due to the mounting danger.

Gas!: The party stumbles into a pocket of combustive gas. Should they be carrying any open flames, the cavern erupts,
2
dealing 5 Damage to everyone in the group and likely killing some of the survivors.

Poisonous Spores: The party stumbles into a large patch of poisonous mushrooms, causing spores to fill the air.
3
Characters must succeed a DN 5:2 Body (Fortitude) Test or be Poisoned until they finish a Rest.

Burning Cavern: Flaming pyrewood roots grow deeply into this cavern, filling it with smoke and heat. The group must
4
use their quadbreathers to navigate through the cavern, consuming one of the uses of the precious devices.

Ambush: The party is ambushed by Grotz (Soulbound, page 340) mounted on Squigs Hoppers (see page 23). There
5 are two Squig Hoppers per party member. The Squig Hoppers try to cause as much damage and destruction as they can
before bouncing away.

It’s a Trap!: The party stumbles into a trap laid by Claggit’s Smotherers, the Grotz that live down here. The trap
erupts in a hail of sharp stone, corrosive fungus, and what look like Squig bones. Everyone must make a DN 6:2 Body
(Reflexes) Test to avoid the trap or suffer 5 Damage. Within 1d6 rounds of the trap being triggered, three Swarms of ten
6
Grotz (Soulbound, page 340) attack the party. They flee when half or more of their number have been slain. A party
member at the front of the group with Natural Awareness of 3 or higher can notice the trap before it is triggered and
direct the rest of the group to avoid it.

11
Attempting to intimidate or divert the stampede away Bloody history aside, the survivors view the abandoned
from the group of survivors requires a DN 6:3 Soul (Beast settlement as a perfect opportunity for them to rest and
Handling) Test. The Difficulty of this test is lowered recover from the hardships of the crash and their journey
by 1 to DN 5:3 if the party uses something to scare the so far. Captain Brokkisdotr is especially adamant that
corrupted animals, or creates a solid barrier to break the the survivors need time to patch up their wounds and
tide of beasts. take time to mourn their dead. The party can convince
the captain to keep on moving with either a DN 4:3 Soul
Fighting the stampede is a brutal and savage affair. While (Determination) or DN 5:3 Body (Intimidation) Test.
the animals are barely a threat on their own, the sheer
mass of them and the speed at which they move means If the party fails to convince the survivors to press on, or
that just as soon as one is cut down, another takes its place. agree that a rest is a good idea, the group can complete a
Use the Horse stat-block (Soulbound, page 307) but add Rest (Soulbound, page 154). There is a secure building
the Swarm Trait. To hold back the Stampede, each party near the centre of the settlement which was once used for
member must defend themselves from a Swarm of six food storage and provides adequate cover. The food has
creatures. If these Swarms drop below two creatures, it is long rotten away to nothing, but the building has strong
refreshed back to six at the beginning of the next round, walls, is easily defendable, and lacks any of the overt Chaos
as more beasts fill the gaps. The party must hold back the iconography featured in many of the other buildings. The
stampede for three rounds before it passes. survivors spend the duration of the Rest sharing humourous
and epic tales of Grungni’s Face and her crew. Shortly after
If the party fails to outrun, divert, or fend off the stampede, the Rest, or if the group decides to press on without it,
1d6 + 1 survivors are trampled beneath the corrupted read or paraphrase the following:
hooves of the stampede.
An unnatural chill wind brushes against the back of your
neck, setting your senses alert as you suddenly feel like you
Sixty Feet Under are being watched. A low moan and an ethereal rattling of
chains fills your mind and sparks a primal fear of death in
The tunnel opens out before you to reveal a surprising your mind. You turn in time to see a ghostly visage phase
sight. A vast underground cavern filled with the primitive, through a nearby stone wall, its transparent haunted
stone carved ruins of a large settlement. But this place features affixed in a silent scream as it lunges towards you.
is long abandoned. No lights warm the windows or
communal hearths and a stale breeze that reeks of aged Chainrasps and Glaivewraiths (Soulbound, page 331)
death stirs the eerie, damp silence that shrouds the cave. attack the group as they try to leave the settlement. These
restless spectres are the cursed remnants of the Humans
The settlement was once home to a tribe of Chaos- that once lived here, stirred from death by the realm
worshiping Humans that lived beneath the Kindling altering effects of the Necroquake. There is one Chainrasp
Forest and raided the surrounding lands. They prospered and Glaivewraith per party member. The spirits are savage
for generations, expanding their network of tunnels ethereal creatures that use their ability to pass through
and increasing in strength, until one day they made the solid objects to their advantage. They half-emerge from
mistake of attempting to face the Gloomspite Gitz that walls (increasing their Defence one step) and lash out at
shared the subterranean world. After a brief and bloody passing members of the group, or viciously assault isolated
war, the Gloomspite Gitz eradicated the Humans, feeding survivors.
their bodies to their ravenous Squigs and allowing the
settlement to fall into disrepair. This information can be Most of the survivors will have witnessed the undead
gleaned by investigating the ruins and succeeding on a horrors that arose following the Necroquake, and
DN 6:2 Mind (Awareness or Survival) Test. The party flee in panic towards the nearest exit tunnels or party
member learns the tale of this settlement through Gitz members, making them easy pickings for the Chainrasps.
defaced Chaos iconography, discarded tunnelling tools The Chainrasps continue to attack the group until
and weapons plus the long rotten bodies of Human, Grots they are defeated or the group flees the settlement. The
and Squigs alike. Glaivewraiths will not stop pursuing until they are
defeated or their quarry is slain.

12
CRASH & BURN 1
The Cistern two party members do this, the Hazard is reduced to
a Minor Hazard, but can’t be reduced further. See page
As you press on, a cloying stench of rot and decay builds 138 of the Soulbound rulebook for more on Hazards.
in your nose. It eventually grows so strong that you can
taste it. The twisting tunnel abruptly terminates, and you In addition to the Grots in the tunnels above, two Swarms
find yourself standing around mid-way up the wall of a of five Grots (Soulbound, page 340) leap down or clamber
great flooded cave. A twisted mess of staggeringly vast up from various holes in the wall and position themselves
roots cut through the cavern. These roots act as natural at the front and rear of the group. They attempt to harass,
walkways that lead to dozens of tunnels lining the walls, block, and restrain the group using their Barbed Nets and
just like the one you emerged from. The roots are marked Pokin’ Spears. Should either of the Swarms be defeated, a
by clusters of fat bioluminescent fungi, the light of which fresh one takes its place at the start of the next round.
reflects on the vast flooded basin of foul, stagnant water.
OUT ON A LIMB
The cistern is a natural intersection that acts as a nexus The tree roots are slippery and uneven at the best of times,
point for the complex underground tunnel network. The making them treacherous underfoot. Any character that
only way to cross this area and continue towards The takes the Run Action or suffers a Wound while crossing
Grund is to navigate the slippery, twisting pathways. the vines must make a DN 4:1 Body (Athletics) Test or
fall into the toxic sludge below. If a character is knocked
With patience and time, crossing the roots is not a difficult Prone, they automatically fall from the roots.
enough task on its own, but things get complicated when
the group are around half way across the cavern. At this The toxic sludge is a Minor Hazard and Difficult Terrain.
point, read or paraphrase the following to the character A character can pull themselves out of the sludge by
that is at the rear of the group: reaching a low-hanging root and making a DN 4:3 Body
(Athletics) Test to climb back up and rejoin the group.
Something whizzes past your head and thunks into the
thick root at your feet — a primitive arrow, complete Once the group reach the other side and make their way
with tarred fletchings and a crude stone head. An into the tunnels, four swarms of five Grots chase them
incomprehensible gabbering takes up life from the walls, down the tunnel. After three rounds or if half of their
as countless Grots emerge from tunnel entrances and numbers are defeated, they give up the chase and retreat.
begin to rain down spears and arrows. Make sure to note the reduction in noise as the Grots
fall behind or flee to let the players know that they are
The Gloomspite Gitz do not take kindly to unwanted no longer being chased and can Take a Breather
guests using their tunnels. The group must traverse the (Soulbound, page 154).
roots while under heavy fire, cutting through Grots that
try to block their path all while avoiding the plunge into
the toxic sludge below.

SHOOTA!
When the attack begins, the group are six Zones away
from the exit tunnel they need to reach. Rather than roll
for the incalculable Grots in the walls, treat each Zone
as a Deadly Hazard. Eliminating all of the Grots in the
walls is an almost impossible task, but a member of the
party with a ranged weapon or the ability to fly can use
their turn to harass and attack the Grots, providing
covering fire for the group. Doing so reduces the
Deadly Hazard in a Zone to a Major Hazard
until the start of the character’s next turn. If

13
The Mighty Drizzleshroom! of pulp amid thick veils of spores. Your feet sink into the
spongy carpet of moss and decay, kicking up small plumes
The never-ending tunnels continue to twist and turn of soggy spores with every step.
before you. The tired muffle of the surviving crew fills the
close space. There is a crunch of earth and a sharp cry of The party has a few minutes to collect themselves and
shock as one of the heavily armoured Duardin vanishes investigate the mushrooms. A DN 3:1 Mind (Nature)
through the floor before your eyes. You barely have time to Test reveals that there are hundreds of different species
call out a warning before the tunnel collapses beneath your on display. The smallest make up the thick carpet in the
feet, sending the group tumbling down into the darkness. area, while the largest are the size of tall trees, their fat caps
squished against the ceiling overhead.
Unless one of the party has a Natural Awareness of 3
or higher, the tunnel collapsing is a shocking event that After a few minutes, read or paraphrase the following:
catches the weary group off-guard. Any party members
caught out by the collapsing floor must take a DN 5:2 A shrill shriek echoes off the damp forest of mushrooms
Body (Reflexes) Test or suffer 3 Damage from the fall and as a tall Grot appears not far from where the group
be knocked Prone. unceremoniously landed. Bulbous mushrooms pierce his
skin and his eyes are lit with wicked madness. His skin
As the group tries to recover from the fall, read or and clothing are soaked through, as if he has just emerged
paraphrase the following: from a pool of slime. He points one gnarled finger at the
crushed mushrooms, turns his mad gaze towards the
The groaning of the survivors fills your ears as a group, then screams a string of incomprehensible curses
mixed musty-damp smell calls your attention to your in their direction, ending with ‘You dare to harm the
surroundings. All around you lies a vast field of bloated children of the MIGHTY DRIZZLESHROOM!’ Sickly
mushrooms of all shapes, colours and sizes. A number eldritch energy wreathes his form as his rantings reach a
of these mushrooms have been reduced to broken piles deafening crescendo that fills the mushroom garden.

The Mighty Drizzleshroom (see page 22) is a Fungoid


Cave-Shaman serving under Grand Smoutherdouser
Claggit, a Gloomspite Git of great renown. The Gitz lurk
beneath the Kindling Forest and have sworn an insane oath
to douse all the fires in Aqshy. The Mighty Drizzleshroom
is a high-ranking member of Smoutherdouser’s forces,
and unfortunately for the survivors, they landed right in
the middle of the demented cave-shaman’s mushroom
garden, crushing some of his prized ῾children᾽.

At his command, attack Squigs (three per party member)


tasked with guarding the garden burst forth from their
concealed nests within the mushrooms and attack. They
attempt to use their Boing! Smash! Trait by bouncing
between the giant mushroom trunks, attacking ferociously
and randomly with no semblance of organisation.

As the Squigs attack, Drizzleshroom hops atop his own


riding Squig and proceeds to bounce between the tops of
the tall mushrooms and attack the party with the ranged
spells in his arsenal. He continues to hurl abuse with every
spellcasting and chooses to focus his ire on anyone who
crushes or otherwise damages any of the mushrooms in
the garden.

14
CRASH & BURN 1
THE GARDEN the garden. Any characters who slide down the drain must
Due to the thick carpet of clinging mushrooms underfoot, make a DN 5:1 Body (Reflexes) Test or take 1 Damage
each Zone in Drizzleshroom’s garden is Difficult Terrain. from the tumbling slide and rough landing.
In addition, any attack that misses its intended target
has a chance of destroying one of the garden’s bloated The Squigs are either not smart enough, or possibly too
mushrooms. Anytime a creature misses a melee or ranged smart, to follow the party down the drain and stay in the
attack, roll a 1d6. On a result of 1, one of the volatile mushroom garden if the group flee.
mushrooms is hit and explodes into a thick cloud of
spores. Any creatures in the same Zone as a mushroom
must make a DN 4:1 Body (Reflexes) Test or be Blinded PART 5: FLIGHT OF
until the start of their next turn.
THE GRUND
After the first round of combat, any Zone that a Squig
used its Boing! Smash! Trait in becomes a Minor Hazard After days spent enduring the trials of the accursed
as clouds of toxic spores rise into the air. If a Squig uses tunnels beneath the Kindling Forest, you finally spot light
Boing! Smash! in that Zone again, it increases to a Major up ahead. With groans of relief, the survivors break for
Hazard and becomes Partially Obscured at the start of the the surface. You emerge on the outskirts of the forest. The
next round. If it happens again, it increases to a Deadly ever-blazing trees are smaller and spaced further apart
Hazard and becomes Heavily Obscured. The Squigs here. The fresh air brings relief to your singed throat as
and Drizzleshroom are immune to the effects of these you hear those around you say a blessing to their various
Environmental Traits. gods at finally escaping the nightmare.

Spotting an exit to the garden requires a successful DN 4:1 It is early evening when the group emerges from the
Mind (Awareness) Test. This reveals two exits. The first is a tunnels. The sun is beginning to droop to the horizon and
rickety ladder built for Grots which leads up to a high balcony. the oppressive heat becomes slightly more bearable.
The ladder will not support the weight of anything larger
than a small creature. The only other exit is a wide irrigation The remaining survivors take the opportunity to put some
channel that runs through the garden. This irrigation channel distance between themselves and the exit tunnel before
trickles down from a crack in the cave wall and flows across collapsing into an exhausted heap. Here they demand a
the garden, delivering a steady stream of ash-stained sludge Rest unless the party can encourage them otherwise with
to the mushrooms before vanishing through a large drain either a DN 4:3 Soul (Determination) or DN 5:3 Body
carved in the shape of Drizzleshroom’s face. (Intimidation) Test.

If the party decides to stand and fight, the Squigs continue


to attack until they are all slaughtered. Drizzleshroom
on the other hand flees the scene if more than half of the
Squigs are defeated, or he is reduced to half his Toughness. The End in Sight
He exits the garden by jumping his Squig to the balcony
This is the final part of the adventure and as such
overhead and escapes through the tunnel behind it. If
this Rest is the last opportunity the group has to
anyone tries to follow him, he grabs one of the Spore Squigs
breath and recuperate before the climactic battle
that crawl all over his body and hurls it to the ground. This
at The Grund. Now is the perfect time to do as
diminutive Squig squeaks and explodes on impact into a
the Duardin do and revel in the tales the group
thick cloud of spores which Heavily Obscures the Zone
have forged together in the adventure so far. Have
and effectively covers his escape.
beloved or despised survivors say their piece, make
jokes or pledge life debts. Either way, be sure to
Should the party decide to flee the scene, they can do so
take a good break and allow both the players and
through the irrigation channel by sliding down the gaping
GM a chance to rest and prepare for the final battle.
maw of Drizzleshroom’s drain. The drain is three Zones
away from where the party is first attacked. The maw leads Oh, and make sure Captain Brokkisdotr gathers up
to a steep slope of fast running slime which eventually those quadbreathers!
terminates in a sharp fall into a rocky cavern deep below

15
If the group decides to Rest, the survivors encourage If asked, the crew say that the repairs to make the Ironclad
conversation about the ordeals they have just undergone. They sky-worthy will take three or four more hours. The biggest
focus on highlighting moments where the party members problem is that the aether-endrins that power the ship and
did something heroic or foolish, refining and solidifying the its weapons systems have been severely damaged in the
ordeals with weary smiles and marked disbelief. crash and require major repairs.

Approximately one hour after arriving at the ship, any party


Down But Not Out members with a Natural Awareness of 2 or higher spot a
During the Rest, either one of the survivors or a party small Grot scout sitting atop a Squig. It watches the group
member are encouraged to scout the surrounding area from the treeline, before turning and vanishing back into the
to gauge their location and the potential landing sight forest. This is a warning that they have been found and the
of The Grund. Locating the crash site is not hard and Grots will be here soon. The crew of The Grund demands to
requires a DN 4:1 Mind (Survival) Test to spot the thin know what happened with the Grots, how large their force is
plume of smoke and hear the clanging of hammers on and how bad the attack might be. After an explanation, they
metal. redouble their efforts to get the airship ready, scrambling to
cut corners and beat the ship back into shape.
The Grund has put down just a few hours hike from the
tunnel exit in a wide plane of scorched, tufty grass away BREAK OUT THE BIG GUNS
from the treeline leading to the Kindling Forest. The Any Kharadron characters with either the Aether-Khemists
airship is mostly in one piece, but parts of the rigging Guild Member or Endrineers Guild Member Talent can
are buckled and the large aether-endrins are dented and attempt to aid in the repairs. Doing so is DN 4:10 Mind
cracked. Only a small handful of crewmembers capable of (Crafting) Extended Test. The character can make three
enacting repairs seem to have survived, and the captain is Tests over the course of an hour. On a success, they can
nowhere to be found.

When the group emerge from the forest and approach


The Grund, they are greeted with open arms and overt
relief. The two crews merge together efficiently and Pacing the Finale
begin to redouble their efforts to repair the damaged
The final battle of Crash and Burn is a chance for
airship. If Captain Brokkisdotr is still alive, she takes
the players to really let rip with their characters and
command in the absence of any higher-ranking officer.
enjoy one last blowout battle before the adventure
If she is not alive when the group reaches The Grund,
concludes. We have included recommendations
the first officer, Gifred Stouthelm, steps forward and
on which round you should trigger various
fills the captain’s role.
developments in the battle to maximise the drama,
but you should feel free to adjust these to suit your
group. The initial waves of Squigs and Grots should
let the party feel powerful and capable of standing
against the tide. The arrival of the Troggoth and
Drizzleshroom marks the moment when all seems
lost. Firing up The Grund’s engines and bringing the
weapons online is the turning point in the battle.
Finally, taking to the skies and toppling the Troggoth
and Drizzleshroom is the moment of heroic
triumph. A stronger group of fighters may enjoy an
extra round of cutting through Squigs or manning
the guns, while a party on the verge of collapse
might be served best if the engines come online
or The Grund takes to the skies a round early. We
encourage you to use your best judgement to shape
the best possible finale for your players.

16
CRASH & BURN 1
get The Grund’s great sky cannon operational. It has the In the first round, the airship is assaulted by two Squig
following stats. Hoppers per party member as well as a Squig Herder
with one Squig per party member. They have no particular
A 4 + S Damage, Aetheric, Loud, Two-handed, Range target and randomly attack anyone who falls into their
(Long) line of sight. They do not stay atop the airship for long,
bouncing across the deck and then sailing off the other
side.
Drizzleshroom’s Revenge
The party have only an hour to make any preparations to On round two, the Grot hoard reaches the airship. There
defend The Grund from what will no doubt be a large-scale is one Swarm of ten Grots per party member. They
Grot attack. After this time has passed, read or paraphrase attempt to scale the side of the airship to attack the crew
the following: and disrupt repairs where they can.

As the crew of The Grund continue their scrambled On round three, read or paraphrase the following:
attempts to make the damaged airship operational, a
hollow horn blast cuts out from the Kindling Forest and Something massive pushes its way through the army
echoes across the scorched plane towards the ship. Dozens of Grots, toppling a smouldering tree and crushing the
of Squigs, some with riders and some wild, burst from the tiny Greenskins beneath its massive grey feet. Swarms of
treeline in an erratic bounding charge, followed shortly small Squigs bounce and snap around its feet. It towers
after by a mass of whooping Grots. above the Grots and Squigs, and bends under the weight
of a bloated cluster of wide-capped mushrooms that
Thus begins the final battle of the adventure. It will take a protrude from its back in the shape of a twisted throne.
total of eight rounds for The Grund to take off. Throughout Sitting atop these mushrooms, cackling with mad mirth
this time, the party must hold off wave after wave of the and dripping with spore-thick slime, is The Mighty
Grot army as it crashes down upon them. Drizzleshroom himself.
The Dankhold Troggoth (Soulbound, page 340) is a EPILOGUE
monstrous creature that Drizzleshroom has worked
up into a rage by feeding it fury-inducing fungi. The smoky blur that marks the Kindling Forest dwindles to
Drizzleshroom has since claimed the lumbering beast an indistinguishable smear on the horizon as The Grund
as his personal war-machine. The pair reach The Grund limps up into the sky. A few days into your journey, a half
on round four, at which point the Troggoth aims for the dozen other airships are spotted in the sky. They are all
biggest and meanest looking member of the party to crush, that is left of the once proud Kharadron fleet. Each ship
if necessary climbing onto the deck to do so. If The Grund’s and crew bears countless scars and haunted faces that
cannon is operational, it instead tries to destroy the gun tell of their own harrowing experiences. There is no sign
and can do so in one round. Meanwhile, Drizzleshroom of the Chaos Storm or Tzeentch’s daemons which struck
sits atop his throne of mushrooms hurling ranged spells down so many good souls. With prayers to their gods,
until either the Troggoth or he is defeated. the survivors of the expedition form up once more and
continue onward to Brightspear.
If Drizzleshroom was defeated in an earlier encounter,
alter the Troggoth’s stat-block as follows: The adventure is now over, but the fun does not have to
stop here. This adventure leaves a number of potential plot
A Change its Wounds to 12 threads for you and your players to explore.

A Grant it the Spore Squig Trait from Drizzleshroom’s


stat-block. A Prelude to
Something Greater
In addition, alter the description above to remove mention If you decide that you want to continue the story, you
of Drizzleshroom and instead state: can easily weave the tail end of Crash and Burn into the
beginning of the adventure Faltering Light contained
Scuttling all over the empty throne, chirping and spewing within the Soulbound Starter Set. That adventure begins
out a heavy shroud of spores, is a furious looking Spore with the party arriving in Brightspear to investigate the
Squig. It appears that the forces of the Mighty Drizzleshroom mysterious and vastly unexplored ruins beneath the city
are here to seek revenge for the death of their leader. and combat the source of the Tzeentch threat that has
plagued the city. This is a task perfectly suited for the
On round six, the aether-endrins powering The Grund party, especially considering that they have witnessed
flare to life under the demands of the Duardin in charge of the forces of Tzeentch first hand. This may even be the
the repairs. Energy surges through the ship as the weapons primary reason they were attached to the Kharadron fleet
systems come online. Any party members capable of in the first place.
manning one of the airship’s defensive turrets can do so.
They have the following stats: All it takes is a day or two of rest for the party to patch up
their wounds and they’re ready to dive into the depths and
A 2 + S Damage, Aetheric, Loud, Two-handed, Range uncover fresh excitement and adventure along the way.
(Long), Spread

On round eight, The Grund lifts off from the ground and Dire Consequences
begins to take to the sky. At this point, the party need to Over half of the Kharadron fleet was lost in the attack.
clear any remaining Grots, the Troggoth, or Drizzleshroom These supplies were vital to the people of Brightspear.
from the deck as it ascends to the sky once more. An efficient With the supplies lost, the city will no doubt be stressed
way of doing this might be to show the clumsy Troggoth to breaking point. If a way to alleviate the supply problems
struggling to stand upright as the ship lurches into the sky, is not found, the whole of Brightspear may descend into
thus encouraging the party to try to trip, push, or otherwise rioting and chaos before the party’s very eyes.
lead the monster to its death.
Depending on the number of healing supplies the party
Once the deck is clear of threats, the battle is over and the saved, they may end up with a choice as to which faction
party has successfully escaped the Kindling Forest and its in Brightspear gets to claim them. This could result in
psychotic inhabitants for good. the party being drawn into political machinations as the

18
CRASH & BURN 1
important people of the new settlement all vie to grab Various members of the crew who were sufficiently
what power they can from the situation. traumatised by their experiences may decide that they
never want to set foot on an airship ever again. This
There will most likely be other survivors from the fleet too, could be an opportunity to sprinkle the player’s favourite
damaged ships listing overhead as ash or blood-stained survivors around the city as they take up various jobs such
mechanics try desperately to keep them afloat. These will as dockworkers, labourers, barhands and other professions.
trickle into the city or crash and need saving outside of These people will remember the deeds and bravery of the
the city walls. Wounded crewmembers might require vital party, sharing the stories to spread influence or infamy
medical attention from overstrained healers as uptight and even offering assistance, discounts or information in
bureaucrats frantically try to tally and call upon the the future when needed.
amount of goods lost as a result of the failed expedition.

This instability within the new bastion of Sigmar was no And So Much More
doubt part of Tzeentch’s plans when they attacked the But that is just one city, in one realm within the ever-
fleet. As such, it may fall on the party to find a solution, or expanding horizons of the Mortal Realms. Now that your
protect the innocent if and when the fighting breaks out. heroes have survived their first adventure, the sky is the
limit for where they can go next. A Soulbound’s work
is never done. The party may be called away to another
Allies and Alliances realm entirely at a moment’s notice. A dire threat may
If Captain Brokkisdotr survives the adventure and makes emerge without warning and endanger an entire city.
it to Brightspear in one piece, she will no doubt take the Armies rise and fall as heroes and villains clash against the
remnants of her crew and seek out purchase a new ship of fires of countless battlefields, both big and small. Right in
her own — or perhaps claim The Grund. If at some point in the centre of it are the Soulbound, ready to take up arms
the future the players need a sky-ship, the grateful captain and fight for what is right.
may provide the party with free travel or support. You can
find out more of Captain Brokkisdotr’s story in the Cities For more adventures in the Mortal Realms, check out
of Flame supplement that is included with the Soulbound www.cubicle7games.com.
Gamemaster’s Screen, and in the Soulbound Starter Set.

19
APPENDIX A:
ALLIES AND ENEMIES
CAPTAIN BROKKA BROKKISDOTR KHARADRON CREW
Long time Captain of the Grungni’s Face, Captain Brokka The Kharadron Crew of the Grungni’s Face are a rowdy
has won the respect and loyalty of her Kharadron crew but efficient group of Duardin, well hardened by countless
by dragging them through countless fierce battles with battles in the sky. While not the greatest warriors
the judicious use of her bellowing commands and prized individually, under the firm orders of Captain Brokka,
Volley Gun. The rumours say that beneath her sealed they can accomplish great feats.
armour, her body is covered in a patchwork of tattoos to
mark all manner of achievements.

BROKKA BROKKISDOTR KHARADRON CREWMEMBER


Medium Mortal (Duardin), Warrior Medium Mortal (Duardin), Warrior

M Average A Good D Average M Average A Average D Average


Armour Toughness Wounds Mettle Armour Toughness Wounds Mettle

2 6 — — 1 5 — —

Speed: Normal Speed: Normal


Initiative: 6 Initiative: 4
Natural Awareness: 3 Natural Awareness: 2
Skills: Awareness (+2d6), Ballistic Skill (+2d6, +1), Skills: Awareness (+1d6), Ballistic Skill (+1d6),
Crafting (+1d6, +1), Reflexes (+1d6), Survival (+2d6), Crafting (+1d6), Reflexes (+1d6), Weapon Skill (+1d6)
Weapon Skill (+1d6, +1)
TRAITS
TRAITS
Captain’s Orders: While in the same Zone as Captain
Get Off My Ship!: Captain Brokkisdotr’s Melee, Accuracy, Brokka Brokkisdotr, the Crewmember’s Melee and
and Defence increase one step when she is aboard her Accuracy increase one step.
ship, Grungni’s Face.
ATTACK
ATTACK
Sword: Melee Attack (Average), 3d6, 1 + S Damage.
Aethermatic Volley Gun: Ranged Attack (Average), 4d6, 2 Slashing.
+ S Damage, Long Range. Aetheric, Loud, Piercing, Spread,
Two-handed. Pistol: Ranged Attack (Average), 3d6, 1 + S Damage,
Medium Range. Close, Loud, Piercing.
Sword: Melee Attack (Average), 3d6, 1 + S Damage.
Slashing. BODY MIND SOUL

BODY MIND SOUL 2 2 1

2 3 1

20
CRASH & BURN 1
TZAANGOR SKYFIRE SCREAMER OF TZEENTCH
Towering avian-humanoid hybrids standing atop the Demonic entities that swim through the sky in
living-metal Discs of Tzeentch, Tzaangor Skyfires are the multicoloured packs and emit a psychologically
soaring keen-eyed hunters of the Changer of Ways. The reverberating shriek as they approach, the Screamers of
piercing eyes sunk deep into their multi-coloured skulls Tzeentch are horrifying creatures driven by an insatiable
can catch glimpses of future outcomes. They use this instinct to hunt mortal souls. They leave shimmering
knowledge to fire arrows in improbable trajectories, which wakes of iridescent magic in their wake and dive at their
somehow find their mark in their enemies’ weak spots. targets with scything claws and gnashing teeth.
Even when disarmed and separated from their Discs, the
Tzaangors are dangerous foes, capable of using their iron-
strong beaks and horns to inflict mortal wounds to the SCREAMER OF TZEENTCH
unprepared hero.
Medium Daemon (Disciples of Tzeentch), Warrior

M Average A Poor D Average


TZAANGOR SKYFIRE Armour Toughness Wounds Mettle

Medium Mortal (Corrupted by Chaos), Warrior 0 5 — —

M Average A Good D Average Speed: Fly (Fast)


Initiative: 6
Armour Toughness Wounds Mettle
Natural Awareness: 2
1 8 — — Skills: Awareness (+2d6), Reflexes (+2d6), Weapon
Skill (+1d6)
Speed: Normal. Can fly at Normal Speed when mounted
on its Disc of Tzeentch. TRAITS
Initiative: 6
Natural Awareness: 3 Sky-shark: The Screamer tears off chunks of bloody flesh.
Skills: Awareness (+1d6), Ballistic (+2d6, +1), Guile (+1d6), If the Screamer’s Bite inflicts a Wound, the severity of the
Reflexes (+1d6), Weapon Skill (+1d6) Wound increases one step.

TRAITS Slashing Fins: The pack mentality of Screamers makes


them exceptionally dangerous. The Screamer’s Melee
increases one step if another Screamer is in the same
Arrow of Fate: The Tzaangor Skyfire is armed with Arrows
Zone.
of Fate. When attacking with its Bow, any result of 6
counts as two successes. ATTACK
Disc of Tzeentch: The Tzaangor Skyfire flies atop a Disc Bite: Melee Attack (Average), 3d6, 1 + S Damage.
of Tzeentch, which functions as a mount. On its turn, the Penetrating, Piercing.
Tzaangor Skyfire can forego an Action to direct the Disc of
Tzeentch to Attack with its Teeth and Horns. BODY MIND SOUL

Guided by the Future: The Tzaangor Skyfire’s attacks are 2 2 1


guided by glimpses of the future. If the Tzaangor acts first
in a round, its Accuracy increases one step.

ATTACK

Bow: Ranged Attack (Good), 5d6, 1 + S Damage, Long


Range. Piercing, Two-handed.
Bow Stave: Melee Attack (Average), 4d6, 1 + S Damage.
Crushing, Two-handed.
Vicious Beak: Melee Attack (Average), 4d6, + S Damage.
Piercing.
Teeth and Horns (Disc of Tzeentch): Melee Attack
(Average), 4d6, 2 + S Damage. Piercing.

BODY MIND SOUL

3 4 1

21
THE MIGHTY DRIZZLESHROOM DRIZZLESHROOM
Loyal servant of Grand Smoutherdouser Claggit,
Small Mortal (Grot), Champion
Drizzleshroom is an outstandingly mad Fungoid Cave
Shaman. He makes his home beneath the Kindling M Poor A Good D Good
Forest, where he uses the rapidly regenerating roots of the Armour Toughness Wounds Mettle
Pyrewood trees to cultivate vast gardens of powerful fungi. 2 10 — 2
He is so terrified of naked flames, that he employs several
Grots that are dedicated to carrying buckets of slimy water Speed: Normal
Initiative: 10
to pour over his head whenever he dries out. This not only Natural Awareness: 4
helps to protect him from his most feared enemy, but also Skills: Awareness (+2d6), Beast Handling (+1d6),
serves to encourage the growth of the countless fungi and Channelling (+3d6, +2), Fortitude (+2d6), Reflexes (+3d6),
Survival (+2d6)
Spore Squigs that live on his body.
TRAITS

Deffcap Mushroom: Drizzleshroom carries one Deffcap


Mushroom, which increases the eater’s magical capabilities.
As a Free Action on his turn, Drizzleshroom eats the
mushroom and immediately casts a spell without taking an
Action.
Dripping Wet: Drizzleshroom is soaked in thick, stagnant
water. He takes half Damage from fire effects, such as
Bright spells and Hazards.
Mouthpiece of Mork: The visionary Drizzleshroom has
a knack for cunnin’ plans. As a Free Action on his turn,
Drizzleshroom chooses any ally in his Zone. The target can
take one extra action this round.
Spore Squigs: Drizzleshroom is covered in Spore Squigs,
which exude thick green spores. Drizzleshroom’s Defence
is one step higher when he is targeted by a ranged attack.
Spellcasting: Drizzleshroom is a spellcaster. He knows
the Aetheric Armour, Arcane Blast, Arcane Bolt, Mystic
Shield, Spore Maws and Squig Lure spells. Additionally,
Drizzleshroom can unbind spells per the Unbind Talent.
Spore Maws: DN 5:1. Drizzleshroom causes thick spores
around him to coalesce into gnashing green mouths. Until
the start of his next turn, any creature that makes a melee
attack against Drizzleshroom suffers 3 Damage. Each
additional success extends the duration by 1 round.
Squig Lure: DN 5:3. Drizzleshroom conjures a glowing ball
of magical energy resembling the Bad Moon, which Squigs
can’t help but chase. Choose an enemy within Long Range.
Drizzleshroom conjures a likeness of the Bad Moon above
their head. All Squigs in the target’s Zone immediately
move within Close Range of the target and make an
Attack. Until the start of Drizzleshrrom’s next turn, Squig’s
in the target’s Zone will only attack the target. Each
additional success extends the duration by 1 round.

ATTACK

Moon-sickle: Melee Attack (Poor), 2d6, 1 + S Damage.


Crushing, Two-handed.
BODY MIND SOUL

2 5 3

22
CRASH & BURN 1
SQUIG HERDER SQUIG HOPPER
It takes a particularly brave or foolish Grot to take on
Small Beast, Warrior
the life of a Squig Herder. Squigs are erratic, savage, and
borderline uncontrollable beasts, larger than most Grots M Average A Poor D Average
and capable of swallowing one whole if they take the Armour Toughness Wounds Mettle
notion. As a result, those Grots that manage to survive
0 4 — —
long enough to raise or dominate a pack of Squigs are
invariably tough, having survived countless near-death Speed: Fast
Initiative: 3
experiences at the hands of their gibbering pack. Natural Awareness: 1
Skills: Athletics (+1d6), Might (+1d6), Reflexes (+2d6),
SQUIG HOPPER Weapon Skill (+2d6)
On rare occasions, a Squig will sit still long enough for TRAITS
an aspiring Grot to climb atop them. When the Squig
Boing! Boing! Boing!: Squig Hoppers cause mayhem
resumes its bounding, erratic movement, they do so with simply by bouncing atop their foes heads as they hurtle
a mad Grot clinging to their back, but calling the Squig a across the battlefield. When a Squig Hopper enters a Zone,
mount does a disservice to loyal beasts of burden across each creature in the Zone must make a DN 4:1 Body
(Might) Test or be knocked Prone.
the Mortal Realms. The Grot rider has zero control over
where the Squig chooses to bounce or what they try to Grot Rider: A cackling Grot clings desperately to the
Squig Hopper’s back, flailing wildly whenever it gets close
gobble up, all they can do is swing their stabbas at anything to an enemy. When a Squig Hopper attacks with its Fang-
that comes near and hope that their newfound companion filled Gob, the Grot on its back attacks with its Stabba.
does not decide to eat them instead.
ATTACK

Fang-filled Gob: Melee Attack (Good), 4d6, 2 + S


SQUIG HERDER Damage. Piercing, Slashing.

Small Mortal (Grot), Warrior BODY MIND SOUL

M Average A Poor D Average 2 1 1

Armour Toughness Wounds Mettle

2 9 — —

Speed: Normal
Initiative: 5
Natural Awareness: 2
Skills: Awareness (+1d6), Beast Handling (+2d6),
Determination (+1d6), Fortitude (+3d6), Reflexes (+2d6),
Stealth (+1d6), Weapon Skill (+2d6, +1)

TRAITS

Go Dat Way!: After many a lost appendage, the Squig


Herder has gained some control over Squigs. The Melee of
Squigs in the Squig Herder’s Zone increases one step.
Squigs Go Wild: Without the Squig Herder, the Squigs go
wild and snap at anything nearby. When the Squig Herder
flees or is killed, each Squig in the combat immediately
makes an attack against the nearest non-Squig.
Tough as Old Boots: Squig Herders are notoriously
difficult to kill. The Squig Herder adds its Training in
Fortitude to its Toughness (already included).

ATTACK

Squig Prodder: Melee Attack (Average), 4d6, 2 + S


Damage. Piercing, Two-handed.

BODY MIND SOUL

2 2 2

23
24
CRASH & BURN 1

25

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