Analysing the evidence previously collected, it appears that some of the Ottoman experiments that escaped from the secret facility are living in the sewers beneath Sibenik. They seem to be controlled by some sort of organising intelligence (presumably one of the more successful Ottoman “experiments”). It would also appear that the experimental facility was using a Starstone as its energy source, which the escapees have taken with them.
The sewer system empties into the old 16th century water cisterns beneath the old citadel and it seems that the creatures have made their base there. It can be assumed that the Ottomans have made the same deductions, so it is imperative that the ARSS team find the creatures’ lair first. The team’s priority is to gather intelligence on the Ottoman’s experiments and to retrieve the Starstone.
The Ottomans will be sending in their own operatives to retrieve the Starstone and destroy whatever evidence exists concerning the activities of the experimental facility. Assume any Ottoman operatives encountered will be hostile.
Set Up: The sewer system and old water cisterns beneath the streets of Old Sibenik.
Deployment: Deploy all PCs in any tunnel along the southern edge, then deploy foes randomly but not closer than 8” to any PC (if a foe appears closer than 8” from a PC, place it 8” away). From the outset the PCs are aware of a sensation of undefined dread – All must take a DL10 Horror check.
2 x Hordes of 3 Giant Lizards
3 x hordes of 3 Giant Frogs
Trap: The PC has stepped on a sticky substance produced by one of the giant frogs DL12 strength test to break free. If caught a giant frog emerges from the nearest cover and attacks the trapped PC.
Ambush: A giant lizard emerges out from the nearest cover and attacks the closest PC. If the PC is in the water the ambusher is a crocodile.
Reinforcements: 3 giant lizards (1-3) or 3 giant frogs (4-6) enter from a random table edge.
At Our Back: 2-5 Ottoman Militia enter along the southern edge.
Complications: Mr Needle enters from a random table edge.
Game Event: An Ottoman Officer and 3-6 Ottoman soldiers enter from the Southern edge.
1 to 2: 1 Dervish Assassin
2 to 4: Sewer Scavenger*
5 to 6: Hybrid*
*only each of these available. If already in play a crocodile enters instead.
That Will Come in Useful: A leather case is found.
Lair: A bizarre collection of items stolen from the city with a Starstone at it’s centre. If Mr Needle has not appeared by the time a PC reaches the lair, he will be in it!
Victory: The game ends if Mr Needle is killed and the Starstone is retreived, or if all PCs are off table or dead.
The party now made a swift exit, which is just as well when you consider what was coming up behind them!