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Khemri1, Mordheim
[ Pobierz całość w formacie PDF ]Khemri
The Land of the Dead
Fynde herein, curious
innocents, such foul
blasphemies and vile
heresies that do
pertain to that much
dreaded land of
Undeath. Take heed,
foolish adventurer, for
deth is easy to fynde
in this cursed place
for here the dead are
said to walk in a
twisted parody of thee
living...
By Tommy Muller, Brian Coggin & Terry Maltman.
www.grafixgibs.tripod.com/khemri/index.htm.com/lustria
Khemri – The Land of the Dead
The Land of the Dead
‘Listen closely brave warrior for what you
hear today may save you from a fate far
worse than death... you don’t believe me eh?
There are few in the Old World who have
even heard mention of the ancient land of
Nehekhara but here under the burning desert
sun tis enough to freeze a man’s blood. Few
even of the wise Tuareg, the Gods preserve
them, still remember the names of the cities
of humanity’s oldest civilisation: Khemri,
Lahmia, Mahrak, Lybaras, Zandri, Quatar
and Numas. The Crusaders came to cleanse
the heathen of thrice-cursed Sultan Jaffar, but
when they returned to your lands of the
north few would talk of the horrors they bore
witness to. Legends persist of fabulous
treasures, of mountains of sparkling
gemstones, of monstrous statues of solid gold
and obsidian. And the wise know why it all
lies untouched...
Are you brave enough to go in search of
riches where dead men walk?’
ruins. The other dwarfs even this mighty
edifice; the famed Black Pyramid of Nagash,
the Great Necromancer – a wonder and terror
to all who behold it. Scattered about the feet
of these structures are the tombs and crypts of
kings and lesser nobles that make up the city
of Khemri.
Back in ancient times, before the catastrophe,
the ruling king, his family and trusted advisors
were entombed in great sarcophagi and huge
pyramids. As each generation passed larger
and more elaborate tombs were built until in
the deserts beyond each city stood a
necropolis – a city of the dead – and as the
years passed these cities became bigger than
the towns of the living. The tombs were
guarded by titanic statues of mythical beasts
and fortified like great keeps, built to keep
their inhabitants secure throughout all
eternity. Bridges spanned the gaps between
the doorways on the pyramid tops and cities
grew into a vast interlined jumble of
structures. Unquiet spirits who perform
ancient rituals in worship to the Great
Necromancer stalk the streets of this
grotesque parody of a city to this day.
With the coming of Nagash and his great ritual
the inhabitants of the necropolises were
brought back to the land of the living. The
kings and lords once more command their
legions, but they are now undead automatons.
On certain dark nights the corpses of the dead
stir from their homes and go about their
business in a grim parody of their former
lives. They repair the time-eroded tombs and
patrol the boundaries of their necropolis.
THE LAND OF NEHEKHARA
The location of this long dead and forgotten
land is to the south-east of the Old World, in
the area now better known as the Land of the
Dead. This ancient civilisation fell centuries
ago in a brutal civil war. In pyramids buried
beneath the desert sands Liche Lords and
Mummy Tomb Kings rule over legions of
corpses, their servants in death as they were
in life. In musty crypts of dead noblemen,
tomb robbers freeze in terror when they hear
the rustle of rotting rags and ancient bones.
Today the Land of the Dead is a wilderness of
sand. The great river is poisonous and blood-
coloured, providing no relief to the thirst of
adventurers and tomb raiders. The cities are
empty of life, crumbled ruins on the edge of
the great necropolises. The roads have long
been buried by the shifting sands, leaving only
a few toppled statues and wind-eroded
monuments to mark their presence. It has
been rumoured that the ancient tombs
contain magnificent riches and treasures,
however here the dead walk. Despite these
superstitions groups of adventurers, the
foolhardy and the greedy, risk all on the
chance of fabulous wealth.
At the heart of this vast deserted realm lies the
cursed city of Khemri, in the centre of which
rise two of the mightiest structures ever
created by man. One is the awesome Great
Pyramid of Khemri, which rises a hundred
times the height of a man above the ancient
PRECIOUS THINGS...
When the Tomb Kings
and their courtiers
were interred in the
magnificent
necropolises they were
buried with the
fabulous wealth and
goods they would
require when they
were rewakened. They
surrounded themselves
with all of the luxuries
to equip themselves in
their future existence.
Slaves were put to
death to sate their
every need and desire.
When Nagash
reanimated them
4
Khemri – The Land of the
Map of the Ancient land of Nehekhara scribed by
the Arabian scholar and cartographer Kashaff
Wallayaf.
5
Khemri – The Land of the
prematurely they found themselves
imprisoned in their dead mummified bodies.
Despite having no use for their treasure they
guard it with a ferocity born of an eternal
frustration and hatred.
The stories of the treasures of the Tomb Kings
have persisted down the ages. Generations of
thieves and tomb robbers have tried their luck
at finding the valuables. Not all of the treasure
is gold or jewels. The Liche Priests of ancient
Khemri were masters of the necromantic arts.
Their secret writings and papyri are eagerly
sought by present day necromancers, mages
and seekers of forbidden knowledge. The
ultimate prize for a necromancer would be
one of the fabled volumes of the Book of
Nagash – the feared Liber Mortis. It is reputed
that just a single page from one of these evil
books has driven lesser-willed men to insanity.
Today much of the desert lands are inhabited
by the Araby Nomads. They mainly keep
themselves to the less inhospitable margins of
the desert and avoid the accursed necropoli.
Every now and again a bold, some would say
foolish, sheikh of Araby will rouse his
bedouins to raid the crumbling necropolises.
They know full well the horrors they may
encounter. The tales of old are kept alive by
their storytelling traditions.
Running a Campaign
A campaign set in the Land of the Dead uses
the rules from the Mordheim rulebook, with a
number of important exceptions that are
detailed below.
PRE-BATTLE SEQUENCE
Just as with a Mordheim game you must
generate the scenario and set up the terrain
that you are going to play on. This can be
done in any way that all players agree on – we
fully encourage experimenting with different
set-ups or altering scenarios! These games are
meant to be fun and we do not in any way
wish to restrict the players with a certain style
of play. You have our full blessing to alter our
rules, warbands and scenarios in any way that
you like. We are however very interested in
hearing of your experiences and campaigns so
do send your feedback.
1.
Generate the scenario and set up the
battlefield.
2.
Generate the weather condition.
3.
Expend water units.
WARBANDS
This setting is written with a specific theme in
mind and while you can use any warband in
this setting some of them are not appropriate.
The greed of humanity is too well known and
all are willing to risk their lives in search of
treasure. Norse and Pirate warbands may be a
stretch in the Land of the Dead as they prefer
the open seas or coastal raids. Halfling
warbands are more at home in the Old World.
Lustrian warbands, such as Amazons, aren’t
likely to leave their rainforest for a desolate
desert. There will, of course, be Mummy
Tomb Prince’s guardians and their arch-
enemies the Crusaders. In addition, there are
treacherous Hobgoblin Raiders and Arabian
Nomads hailing from the desert fringes. There
will only be room for so many warbands in
this series of articles. We have many more
such as Necromancer and Mage warbands
which will be published on the website:
SCENARIO AND SET UP
The player with the lowest warband rating
rolls on the Scenario table to determine which
scenario is played. In the scenarios where
there is an attacker and a defender, the same
player can choose which he is. Roll for
warriors with old battle wounds to see
whether they can participate in the battle or
not and set up the terrain and warbands
according to rules for the scenario that you
are playing. If you wish you can play a tunnel
scenario instead, see the Tunnel rules section
for details.
Use these scenario tables instead of the one
on page 126 in the Rulebook. We have
included a separate table for multi-player
scenarios.
6
Khemri – The Land of the
2D6
Two-player scenarios
often contain living warriors that are affected
as normal. Weather will not affect either
warband if you are playing a tunnel scenario,
but any water units that are lost due to the
weather are still lost.
2D6 Weather Conditions
2
Rain!:
If its not too hot its too wet, a
freak rainstorm has started and is
soaking everything. All missile
weapons are at a -1 to hit due to the
poor visibility. In addition black
powder weapons may not be used.
Mummies ignore the flammable rule
for this battle. All warbands have their
water stash filled to its maximum.
3
Hot as Hades:
The hot sun is beating
down upon the parched desert. All
warriors suffer a penalty of -2 to WS
and BS. In addition the warband uses
up one additional water unit per
member. If you have too few units left
to supply the warband then each
warrior that didn’t get any suffer from
mirages in addition to any other
dehydration effect. A model that
suffers from mirages must roll a D6
for each of his hand-to-hand combat
attacks or shooting attacks, on the
roll of 6 he attacks the mirage and the
attack is wasted.
4-9
No adverse conditions:
The desert is
harsh as usual but there are no
additional effects.
10-11
Hot:
The heat is unbearable today. All
models suffer -1 to WS and BS. In
addition the warband uses up an
additional D6 water units. If you have
too few units left to supply the
warband then each model that didn’t
get any suffer from mirages (see
above).
12+
Dust Storm:
The warbands are
surprised by a dust storm just as they
prepare for battle. A dust storm will
hit the battlefield for the first D3+2
turns, no missile attacks are possible,
no model may run and can only
charge his normal movement, no
spells may be cast and no model may
benefit from the leader’s Ld.
2
The Warband with the lower rating
chooses which scenario is played
3
Hidden Treasure
4
Defend the Find
5
Breakthrough
6-8
Skirmish
9
Defend the Oasis
10
Defend the Tomb
11
Chance Encounter
12
The Warband with the lower rating
chooses which scenario is played
2D6 Multi-player scenarios
2 The Warband with the lower rating
chooses which scenario is played
3 Monster Hunt
4 Tomb Raid
5-6 Treasure Hunt
7 Desert Skirmish
8-9 Ambush
10 Protect the Prince
11 One man’s Rescue
12 The Warband with the lower
rating chooses which
scenario is played
Where the scenario refers to
Wyrdstone, substitute artefacts
and items of treasure which
have an equivalent value.
WEATHER CONDITIONS
‘We made it to the oasis. There was no sign of
the undead until we topped that last dune.
They rose from the ground and attacked. The
air felt strange like some doom approaching.
That’s when I saw the cloud of dust
approaching fast. In a matter of minutes it
was upon us. Four of my men
were knocked down and I lost
one due to the storm. At least
it saved us from the
Undead...’
Roll on the chart below before
the start of the game. Weather
effects confer no penalty to Undead
unless this is explicitly stated in either the
scenario special rules or the rules of the
weather effect, however Undead warbands
7
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