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1 for the Doge Manin, with their mind set on the construction of a new service harbour to enable northern Europe’s traders to transport goods from afar into the continent. Apart from a generous sum of money, they also brought many gifts, such as spices, perfumes and a golden ring, which the Doge was to use in La Sensa in order to reinforce the new trade alliance. The ring was exhibited in the Palazzo Dolfin Manin (property of the Doge) for everyone to see, so as to publicize the alliance. Some members of the new religion, the Followers of the Last Prophet, went to see the ring. They soon identified its small Babylonian inscriptions as part of a ritual which could awaken the beings that had been sleeping in the depths of the waters for many centuries. Should the ring fall into the sea, they couldn’t say what tragic destiny this would bring upon Venice. Being just a group of scholars with scarce practical experience, they weren’t able to reach the higher spheres in order to warn the city’s powers... so they decided to steal it. The Followers of the Last Prophet weren’t exactly men of action, so they hired the services of a rather skilful young thief. Not a very discreet one, though. The lad didn’t hesitate to wan- der around the less exclusive taverns in town telling everyone that he intended to break into the Doge’s Palazzo to steal the ring. Your ears know how to listen, and you can tell the differ - ence between a bit of bravado and a chance in a million. You and your men believe that getting hold of this powerful object may grant you a position of power in the Republic, if you play your cards right. Even your advisors in supernatural mat- ters assure you they may be able to control whatever comes out of the sea, should you manage to drop the ring into the lagoon. The wisest thing to do is to wait for the thief to get the ring, and then snatch it out of his hands before he can hand it to the Followers. You will probably encounter no opposition... that’s as long as nobody else paid attention to the lad’s words. Look at him! There goes the little rascal, and it seems he’s suc- ceeded in his mission! L a Sensa is a ceremony that has been celebrated in Venice since 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 La Serenissima to be the maximum power in the Mediterranean Sea, thanks to the active participation of the Doge Ziani in the drawing up of the Treaty of Peace of Venice between the Ger- man emperor Frederick Barbarossa and the papacy. Ever since then, this yearly event celebrates this symbolical marriage and the marine supremacy of Venice. The celebrations last for two weeks, during which St Mark’s Square is host to all kinds of eccentricities: new fashions from faraway lands, the most interesting works of art created by artists from all corners of the empire, wild creatures brought from beyond the seas and all kinds of theatre performances. The celebration ends when the Doge boards the Bucintoro, the state’s most luxurious vessel, and heads for the Lido escorted by the most prominent personalities in town. Near the entrance of San Nicoló’s harbour, the Doge drops the ring into the sea, thus renewing the vows of his marriage to the Sea, as a sign of sovereignty and the Republic of Venice’s domination of the sea. In 1793, this ceremony was not celebrated due to half the population in Europe being shaken up by the catastrophe caused 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 Doge sailed through the lagoon, swiftly and without ostentation. However, the Doge intended La Sensa to mark the beginning of a new era for La Dominante, so he celebrated it on the first Sunday after Ascension Day (in May 1794). Like in many other aspects in life, behind important people there are always interests of different sorts. Three Dutch merchants arrived in Venice a few days before Easter, with gifts 01 LA SENSA, THE SEA CEREMONY

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for the Doge Manin, with their mind set on the construction of a new service harbour to enable northern Europe’s traders to transport goods from afar into the continent. Apart from a generous sum of money, they also brought many gifts, such as spices, perfumes and a golden ring, which the Doge was to use in La Sensa in order to reinforce the new trade alliance. The ring was exhibited in the Palazzo Dolfin Manin (property of the Doge) for everyone to see, so as to publicize the alliance.

Some members of the new religion, the Followers of the Last Prophet, went to see the ring. They soon identified its small Babylonian inscriptions as part of a ritual which could awaken the beings that had been sleeping in the depths of the waters for many centuries. Should the ring fall into the sea, they couldn’t say what tragic destiny this would bring upon Venice. Being just a group of scholars with scarce practical experience, they weren’t able to reach the higher spheres in order to warn the city’s powers... so they decided to steal it.

The Followers of the Last Prophet weren’t exactly men of action, so they hired the services of a rather skilful young thief. Not a very discreet one, though. The lad didn’t hesitate to wan-der around the less exclusive taverns in town telling everyone that he intended to break into the Doge’s Palazzo to steal the ring. Your ears know how to listen, and you can tell the differ-ence between a bit of bravado and a chance in a million.

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

La Sensa is a ceremony that has been celebrated in Venice since 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 La Serenissima to be the maximum power in the Mediterranean Sea, thanks to the active participation of the Doge Ziani in the drawing up of the Treaty of Peace of Venice between the Ger-man emperor Frederick Barbarossa and the papacy. Ever since then, this yearly event celebrates this symbolical marriage and the marine supremacy of Venice.

The celebrations last for two weeks, during which St Mark’s Square is host to all kinds of eccentricities: new fashions from faraway lands, the most interesting works of art created by artists from all corners of the empire, wild creatures brought from beyond the seas and all kinds of theatre performances. The celebration ends when the Doge boards the Bucintoro, the state’s most luxurious vessel, and heads for the Lido escorted by the most prominent personalities in town. Near the entrance of San Nicoló’s harbour, the Doge drops the ring into the sea, thus renewing the vows of his marriage to the Sea, as a sign of sovereignty and the Republic of Venice’s domination of the sea.

In 1793, this ceremony was not celebrated due to half the population in Europe being shaken up by the catastrophe caused 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 Doge sailed through the lagoon, swiftly and without ostentation.

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

Like in many other aspects in life, behind important people there are always interests of different sorts. Three Dutch merchants arrived in Venice a few days before Easter, with gifts

01LA SENSA, THE SEA CEREMONY

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I ADVENTURES

I HUNT THE LAD!

Ah! It seems that more than one group is interested in the ring in question. In any case, this shouldn’t distract you from your main goal: attack the thief, get the jewel as soon as you can and place it in safe custody. Later you’ll have time to decide what to do with it.

Duration of the Adventure: The adventure will last five 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 decide who deploys first. One of the squads will deploy within a 6’’-radius of one corner of the game table; the other squad will deploy within a 6’’-radius of the opposite corner.

Main objective: At the end of the 5th round, you need to be in possession 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 first End of Round turn on the edge of the corner to the left of the player who deployed first.

From the second round onwards, you have to roll a 1d10 after each turn, the Thief will activate with a result of 9 or 10 (once he’s activated, you don’t need to roll again to activate him until the next Round); the Thief moves 2d10’’ towards the opposite corner 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, when the Thief activates he will try to disengage from combat and continue on his way. When the Thief falls into combat, he drops the ring. The ring will disperse 1d5’’ from the Thief ’s position (use a proper token to indicate where the ring is). From this moment on, any character that comes into Base contact with the counter can pick it up. If this ring-bearer falls into combat, the ring will disperse again 1d5’’ from the character’s position. You can drop the ring at any time at 1’’ from the ring-bearer or hand it over to another model in Base contact at a cost of 0 AP.

You may use the Thief character sheet that you will find at the end of this document.

Campaign rules: None.

I THROW THE RING INTO THE WATER

The squads have been hiding for a second to catch their breath and call for reinforcements. Following advice from the wise men in your faction, the ring-bearer must reach the wharf and drop the ring into the lagoon so as to awaken and control whatever creature the ring may summon. But your enemies won’t give up.

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

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

Deployment zones: The squad that ended the previous adven-ture in possession of the ring will deploy in the corner opposite to the wharf. The other squad may deploy its models anywhere on the game table, but never closer than 5’’ from one another or closer than 12’’ from any enemy model.

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

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

Campaign rules: None.

I THE SEA REACTS

Whether deliberately or by accident, the ring is at the bottom of the lagoon and some dark underwater creature has awakened, responding to the call. The squad that managed to drop the ring into the water has advantage over the battlefield, but now the lagoon begins to stir. An aberrant presence swims under the surface. Your wise men begin to suspect that they won’t be able to control whatever is rising from the bottom of the sea at high speed, so it’s time to get out of there as soon as possible.

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

Minimum scenery: At least three buildings, three channels and five obstacles.

Deployment zones: The player who dropped the ring into the water in the previous adventure has advantage over the battlefield. He may roll 1d10 for every enemy model. If he rolls a 7 or more, he will momentarily “keep” that model. Next, his op-ponent will deploy whatever models he has left at any point in one half of the battlefield (he can choose which half ). Then the player who won the previous adventure will deploy the models he “kept” from his opponent on any legal point of the table, on ground level. Finally, he will deploy his own models anywhere in the battlefield.

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

Special rules: Check the event “The Geyser” on page 78 of the Carnevale rulebook. At the beginning of the first End of Round turn, the player who won the initiative in that round will apply

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the effects of this event. Repeat this process at the beginning of each following End of Round turn. All of the geysers will remain active during the whole game, unless they spontane-ously go out. To determine if a geyser goes out, roll 1d10 at the beginning of the End of Round turn for every geyser in play (before applying the effects of a new geyser). If you roll 5 or more, 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 it’s worth playing the three of them in a row. We advise you to devote a whole afternoon to play them. At the end of each adventure, each active model will only recover 1d5 Life Points. Moreover, each squad will receive as many Karma Points as the number of enemy active models he has captured; the Karma Points will be distributed as fairly as possible among all of the living models in the squad. At the end of each adventure, leave the models exactly where they are, and read the instructions for the following adventures.

Between one adventure and the next, you may buy new skills with the Campaign Points obtained, and you may even make a roll on the Experience tables. However, you may not buy new equipment between adventures.

I THE KRAKEN

A set of tentacles ooze from the bottom of the lagoon, attacking indiscriminately all the combatants. The Kraken has awakened, and unless both factions work hand in hand to defeat the beast, all of their plans for the future will end up at the bottom of the sea, with the remains of the city of Venice.

Duration of the Adventure: The adventure will last five rounds or until at least five of the creature’s tentacles have been defeated. Once the fifth tentacle is destroyed or the fifth round ends, the Kraken floats back to its centenary slumber at the bottom of the lagoon).

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

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

Main objective: To destroy the monster’s tentacles at any cost. It is in the interest of both sides to get it over and done with as soon as possible (and with as many healthy models as possible), so as to benefit them in the next adventure. To reflect the urgency of the situation, if a model attacks in any way any other model which is not a tentacle, the model must invest 1 Karma Point to attack.

The squad which destroys the most tentacles at the end of the adventure will have accomplished the adventure’s main objective 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 first tentacle in the centre of the table, then make a scatter roll with 1d10. Place the second counter on the point indicated by the scatter roll and use it as

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

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

All of the tentacles act together, at the same time. Roll 1d10 after each of your models in play has moved. If you roll 9 or more, all of the tentacles activate at the same time. If the ten-tacles still haven’t moved once all of the models have moved, they will do so right before the End of Round turn. Their action will be automatic; each tentacle will move in order to engage in combat with the closest model.

For each tentacle, you may use the Tentacle character sheet that you will find at the end of this document.

Campaign rules: See the previous adventure.

I THE LAST MAN STANDING

Once the monster is defeated, the combatants want to destroy their enemies, which have been pestering them since this whole dirty business started. All they have in mind is to destroy them.

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

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

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

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

Special rules: None.

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

so decimated that it doesn’t have a chance to stand up against its enemies. In this case, the other player wins this adventure automatically.

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

wondering why the Kraken is attacking you. The Kraken isn’t one of the sons of Dagon; it’s just a sea creature as ferocious as it is hungry. The aquatic disciples of the sea god use it to punish those who live on the surface, oblivious to whatever it is their fellow Rashaar is doing on firm ground.

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COST

COMBAT DEXTERITY SHOOTINGMOVEMENT

SPELLS NOTES

PROTECTIONMIND

NAME

DESCRIPTORSCLASS

ACTIONPOINTS

KARMA LIFE POINTS

UNIVERSAL ABILITIES

SPECIAL ABILITIESEQUIPMENT

1

2d10 4 5 0 4 1

Thief

Human

Slippery, Rickety

Immune to Spirit Bond

Inmune a Vínculo Espiritual.

Hand Weapon

-1

COST

COMBAT DEXTERITY SHOOTINGMOVEMENT

SPELLS NOTES

PROTECTIONMIND

NAME

DESCRIPTORSCLASS

ACTIONPOINTS

KARMA LIFE POINTS

UNIVERSAL ABILITIES

SPECIAL ABILITIESEQUIPMENT

3

5 5 3 0 0 2

Kraken’s tentacle

Monster

Trifling, Mindless, Penetration (2), Engage

Tentacle (it counts as if the creature had Claws)

-2-1

Immune to Spirit Bond.