You are on page 1of 13

Da Big Adventcha

After you n da boyz had a zoggin good time


rokkin at da big loud boyz rally at dat dere
deff boyz rally.
Yah gitz were lucky to drive da bosses
trukk to da ralley, but after a good nite of
rokkin, mosh pittin, n a drinkin kontest.
You gits fout tah let da boss drive drunk
the trukk wifout da proppa squiggy belt.
Now after awaking this morning with a killer
hangova you see da boss outside da trukk,
some 20 meetas away with hiz head all
boken n stuff. Da trukk is also some 5 miles
away from da road home.

Story
Yah gitz gotta fix da trukk, n get da boyz
nice
n proppa fer a good fite.
Dem umie boyz got da loot n yah gitz
deserve all of da shiney bitz now dat da
boss is krumped proppa.
Deres some otha tribes n da area dat got
boyz, and dere bosses are weak n
krumpy.

Characters
Mad Mek Wrench gribba - This
mek is got a
fews skrews loose after da ulk'
smashas
banished him after pressin da big red
button
that originally landed the orks on dis ere
hot
place. He lives in a cave some 15 miles
out
of the players tribe building some odd
vehicles and explosive traps with a rag
tag
group of grots that he dragged along. His
front teeth got smashed out after a
accident
last week. He is responcible for the
players
trukk crashing as he loves to place mines
around the surrounding roads.
Treat as a kommando boss nob with a 7 in
tech use.
He has a grot mob of some 25 grots doing
basic tasks or stuffing some poor grot on
guard turret duty. With three bomb
squigs
he uses as makeshift claymore traps at
his
current disposal. He is currently working
on retrofitting a chimera into his
"napalma".

Boss Ulk Driva - Now self proclaimed boss


of da Ulk Smashas after he finks hiz
kunnin
plan to rally hiz boyz n krump da old
bosses boyz in da ulk n horde da food
while
hunkerin down will make the old bosses
boyz turn tail n join him fer da squig
meat.

Treat as a boss nob kommando with some


45 boyz holding out in a large chunk of a
downed hulk.
Their tactics mostly involve hiding in
kover
and bolting doors in groups of 10.
The real boss, Boss Bone Kruncha is on a
proppa waaagh in the north with the toe
stubba tribe.
Boss Ulk Driva is a rather "kunnin" lad
who will taunt the players if they start
fightin
in his hulk. But in all honesty he's a
zoggin
squig fer brainz and will easily be
krumped.

Boss Bone Kruncha is a actual proper


warboss with a retinue of some 50 boys,
5 nobs, and a dok and mek boy. He is
using
two battle wagons and treat as a weaker
land raider. He will mostly be busy
fighting
a proppa waagh and if the players are
smart,
they can get the jump on him, and secure
da loot.

Nob Snake Bita - Snike Bita is a nob who


will try to usurp the players tribe and will
probably die horribly to ensure that
the players ork boyz are loyal to them.
Each player should have a retinue of
some
3-5 boyz.

Company Commander Rexitus - Local CO


to
the 45th Traxius "Desert Grox" Company.
He is a tier 3 storm trooper with high
leadership and tactical knowledge.
He is busy fortifying the new firebase as
he
is the vanguard force that is sent to relief
the defenders of the surrounded
promethium
refinement center by the Deff Boyz siege.
He possesses four Basalisks, Three
Leeman Ruses, 5 Tactical squads, each
armed with a flamer and a heavy mortar.
He has a personal bodyguard of a
unsanctioned psyker who is disguised as
a
lowly guardsman.
He is quite cautious and defensive and
will
always let the enemy come to him. But his
downfall is that he will never expect a
ambush or stealth mission.

Minister Pullus - A bold zealot currently


holding the faith of the worker serfs in
the
manufactorum refinement facility. His
acolites seek to break the siege with
purifying fire and fury. He only has a
group
of 20 or so acolites with 5 flamers while
everyone else is just armed with torches
and
clubs on the walls. These humies will be
properly krumped and the loot inside has
a lot of promethium and flamers to
provide
your waaagh with devastating fire.

Locations
Da tribe- this small ork settlement hosts a
gang of 30 boyz and twice as many grots.
Basic services are provided here as many
ork travelers and "merchant" wagons
pass
through to collect scrap and juicy squig
meat from the Ulk Smashas.
Da Deff Boyz Tribe - Surprisingly this
scrap
fort doubles as a giant mosh pit with a
barb
wire stage and flama displays. Giant
watch
towers with loudas mounted on them dot
the
area and the surrounding zones.
Numerous corpses lay flat and looted in
the
tribe square.

Da Mekz Cave - If players make a


awareness
test of basic difficulty. They can see some
"land mines", aka bomb squigs dug in the
road.
Some 2 miles away they can see the squig
tracks lead to a wide cave complex with
obvious tire tracks leading into it.
About some 20 meters in a grot sits on a
turret with his mates around.
The cave then branches off 30 meters
with the left going to a big trap room
while the right goes to the meks
workshop,
pass the trap room lies a small grot room.

Inside the mek's workshop has a mek with


a
welda (pistol flamer) and power wrench
fixin
up a new vehicle to sell to the market.

The Ulk - A large chunk of a space hulk


sprouts out of the desert sand like a giant
silver needle with chunks of metal
scattered
around the area and a mostly empty fort.
The ulk has gunners posted on the second
floor through windows. Most of the layout
is large, confusing, and welded shut
mostly.
A few 10 or so rooms are actually in use,
while strange noises echo the chambers.
It's quite difficult to actually maneuver
around
the hulk as it's tall and narrow with
makeshift
ladders mounted to the hallways with 4
floors in use.

If the players sucessfully go north of the


hulk lies a polluted lake, a abandoned
water purification plant with a nurgle
cult fighting over it with scavies.

Also lies a cave system with a group of


mutants hiding with a dormant chaos
spawn.

To the south is a imperial guard outpost


with a ammo house, a promethium tank,
trenches and barb wire everywhere,
occasional spotlights, dug ins for tanks,
and a command center next to the
barracks.

To the east lies the Promethium


Refinement
settlement.
It mostly consists of 12 hab blocks with
half
of them occupied by workers, and only a
small religious sect as the defenders of
the
block. They maintain watch on the walls
expecting attacks at any time. A severe
fatigue rests on the noble defenders
faces
with only half of the crew on the walls
while the rest use the factory as a
makeshift
command center trying to rest as many
have
spent many sleepless nights listining to
the
deff boyz rock.

If the players go off the map they will


experience radiation poisoning, and
eventually will start developing
mutations.

You might also like