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Scenario 046 – Tomb Raid
By
Steven “Grafix” Gibbs,
as appeared in Khemri, Land of
the Dead
Transcribed by Graeme "WO2" Walker.
Edited
by The Mordheimer.
The
warbands have heard rumors of a tomb in the area with treasure. Each warband is
trying to find it first and make it back out of the tomb alive.
Terrain
Use
tiles to show the tomb. Place the Burial chamber in the center of the table and
an entrance room one of the corners of the table. If more than two warbands are
playing place as many entrance tiles as needed at the corners.
Setup Roll
to see who starts. Highest roll chooses starting tile.
Special Rules
Each
warband is trying to get to the center chamber to get the treasure chest. Once
there they must carry it out of the tomb and live. A figure must be in contact
with the treasure chest for 1 turn to pick it up. Once carrying it you may move
at half speed. If two people carry the chest they may move at normal speed. The
other warband may stop them from escaping and take the chest for themselves. If
you rout while carrying the chest you lose it.
Starting the Game
Roll
to see who goes first. Highest roll starts.
Ending the Game
If a
warband fails a rout test the game ends. If a warband takes the treasure chest
and escapes they win.
Experience
+1 Survives: If a Hero or Henchman group survives the battle they gain +1
Experience.
+1 Winning Leader: The leader of the winning warband gains +1 Experience.
+1 Per Enemy Out Of Action: Any Hero earns +1 experience for each enemy he puts
Out Of Action.
Rewards T
he
winner gets treasure of the following chart:
Item
Result on D6
D6x10 gold crowns
Automatic
D3 Gems (worth
D6x5 gc each)
Automatic
Random - roll 3
times on table below
-
Heavy
Armor
1
D3
Scimitars
2
D6
Jambyias *
3
Gem
Encrusted Helmet (worth
D6x10 gc)
4
Shield
5
Monkey's
Paw *
6
Magic
Lamp **
7
* See
description below.
** See description below. Try to figure out how to roll a 7 on a D6 ;o)
Jambiya: The common curved
dagger of Arabs.
Range
Strength
Special Rules
Close Combat
As User
+1 Enemy Armor Save
Special Rules:
+1 Enemy Armor Save: Daggers are not the best
weapons to use for penetrating an enemy model’s armor. An enemy
wounded by a dagger gains a +1 bonus to his armor save, and a 6+
armor save if he has none normally.
Monkey’s Paw – grants wishes per Lamp but have to roll once on the bad side.
If you roll this item you must take it. Every two games you have it and don’t
use it you have to roll on the bad side of the chart. You may not get rid of it
unless you use it three times or roll “lose the paw”. After the third use it
disappears.
D6
Good
Bad
1
Gain D6 experience points
Lose D6 experience points
2
Gain one skill from your skill list
Lose one skill from your skill list
3
Gain D6x10 gc
Lose D6x10 gc
4
Gain an extra Hero
(Even if it is above your maximum)
Lose a Hero
5
Gain an extra Henchman
Lose a Henchman
6
Roll twice more on this chart
Lose the
Monkey’s Paw
Magic Lamp grants three
wishes roll D6 on each chart. Each time you roll on the good side you have to
roll on the bad side. You may also use your wishes to have the Jinn fight for
you. Each time you do this you lose d3 x10 gc. If you can’t pay him, he takes one
warrior at random for his slave.
D6
Good
Bad
1
Gain D6 experience points
Nothing happens
2
Gain one skill from your skill list
Nothing happens
3
Gain D6x10 gc
Lose D6x10 gc
4
Gain an extra Hero
(Even if it is above your maximum)