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Khemri4, Mordheim
[ Pobierz całość w formacie PDF ]The Land of the Dead
Enter herein for
daring tayles of
adventure and
stories of woe from
ye dread Land of Ye
Dead. Learn of thee
few bold adventurers
who through use of
guile and cunning
have learn’t many of
the secrets of the
land of Khemri and
avoided death and
the insanity that is
most prevalent there.
By Tommy Muller, Brian Coggin, Steve Gibbs, Robert Walker & Terry Maltman.
www.grafixgibs.tripod.com/khemri/index.htm.com/lustria
Khemri
Khemri – The Land of the Dead
The Land of the Dead; the new setting
based to the far south of the Old World amidst
the burning desert sands and lost temples of
old Nehekhara. This section introduces
Exploration charts, new scenarios and new
Hired Swords.
runs the risk of being seriously injured, it is a
good idea to choose a Hero with good
characteristics as it improves his chances of
surviving the encounter. In Khemri the
warbands search for treasure in the form of
gems, gold, and ancient artifacts, rather than
Wyrdstone. However, this makes no difference
as far as the rules go, where the rules read
Wyrdstone treat it as treasure.
Equipment is bought from the Khemrian
equipment list and follow all rules from page
144 in the Mordheim book. Equipment that is
found can only be used by a warrior that can
buy such items in his equipment list or who
has the relevant skill to use such weapons.
Income
During the Exploration phase, the warbands
will find equipment, weapons and armour
that they can use, and items that can be
traded for gold. The items are supposed to be
exchanged for supplies at the main camp or
traded with other warbands for equipment.
At the end of each battle, a warband may roll
on the Khemrian Exploration chart (below).
There are some multiples that result in a trap
or encountering a monster. The entry for the
result will detail what happens. As the Hero
Exploration Chart
If you roll several of a kind in your
Exploration phase, you have found additional
items, just as exploring the ruins of
Mordheim.
Doubles
(1 1) Stash
A badly weathered monolith in the desert,
covered in indecipherable markings
implies there could be treasure beneath.
Chose one of your Heroes and make a test
against his Strength on a D6. If successful
the Hero manages to lift the rock and reveal
the treasure underneath – add one valuable
to the warband’s treasury. If the Hero fails
the test he has been injured and misses the
next battle as he recovers.
Good warbands (humans, Elves, Dwarfs
etc,) can try to make sense of his madness
and in doing so learn about the local
desert. In the next exploration Phase the
warband may roll one more dice and then
discard one dice.
Undead warbands can kill the man and gain
a new Zombie or Skeleton; whichever is
available to that warband.
Skaven, Chaos or greenskin warbands can
sacrifice the man to their dark gods and the
leader of the warband gains +1 experience.
(2 2) Lost Pouch
As the warband shuffles across yet another
sand dune one of the Heroes notices a
leather pouch half-buried in the sand.
The pouch contains D6 gc and if a ‘1’ is
rolled a
Lucky Charm
as well.
(5 5) Dead Camel
A common sight in the desert, this has a
large chest strapped to its back.
Roll a D6 to see what of value the chest
contains:
1-2 Map of the Desert (see p.55 of the
Mordheim rulebook)
3-4 A ring worth 2D6 gold crowns.
5-6 A flashy silver gilded sword and
dagger set. They can be kept and
used or sold for double the usual
selling price of a sword and dagger.
(3 3) Skeleton
The warband stumbles upon a sand
blasted skeleton. Some of its equipment is
still useable.
Roll a D6 to see what is found when the
skeleton is searched:
1-2 D6 gold crowns
3 Club
4 Spear
5 Scimitar (Sword)
6 Light Armour
(4 4) Mad Man
you encounter an insane wanderer in the
desert. He talks to apparitions and
screams about the horrors of the desert.
(6 6) Jackal
A common desert dwelling creature, this
will make for a good meal.
The jackal can be skinned which will sell for
D6 gold coins.
12
T
his is the fourth installment of Khemri –
Khemri – The Land of the Dead
Triples
(1 1 1) Lamp of Djinn
(See TC 17 page 10 for details)
555 Rare Herb
In a deep crevice within a rocky outcrop
your warband discovers a jar sealed with
bee’s wax. The jar contains a blend of rare
and powerful herbs that expand the mind
and impart wisdom.
Any of the warband’s Heroes capable of
gaining experience and using drugs can
consume the herbs and gain +1
experience. The jar contains enough for D3
doses but once opened the herbs must be
used immediately or they will wither and
become useless.
(2 2 2) Pool
In the dark recesses of a tomb a small pool
of cool sweet water has somehow survived.
2D6 water units can be collected from the
pool.
(3 3 3) Old Campsite
Your warband encounters a hastily
abandoned campsite. Looks like they had
reason to leave in a hurry since many
supplies are lying around forgotten.
Your warband finds 2D6 gc worth of
salvageable supplies.
(6 6 6) Signpost
A rare sight in Araby but at least it means
the warband has found civilisation.
The knowledge of where to find a near by
settlement lays imparts a +3 on the roll to
see what supply source is available for the
next skirmish your warband fights in.
(4 4 4) Lost Zombie
A lone zombie is found shambling through
the desert. After sighting your warband it
shambles toward it mumbling the word
‘brains’. Your warband easily subdues the
zombie without injury.
Roll a D6 to find out what the zombie was
carrying:
1
Club
2
D6+3gc
3
Sword
4
Lucky charm
5
Throwing knives
6
Light armour
Expedition Day Five.
Five days after our arrival in Araby, we are still stuck in the port of Djambiya. This delay is intensely
frustrating, as are the opportunities wasted by our enforced sojourn here. Our quest to explore the
lost cities of Khemri is of the utmost importance. I remain sceptical about many of the ancient myths
regarding the rise of the so-called ‘Lords of the Night’, Liches, Vampires, and the legendary Lord of
the Dead, Nagash. I have come with my apprentice Ernst to uncover ancient artifacts from the ruins of
those ancient cities to see if I can piece together the ancient histories and discover the true fate of the
land of Nehekhara.
Djambiya is an exotic and oft confusing place. Local Arabyans, in their brightly coloured robes, mingle
in the streets with desert nomads, their faces marked by ritual scars, lean and fit as jackals. Equally
strange are the local cults and superstitions, all in some way associated with the fear of death that
seems to brood over the city. There are also many other Old Worlders here, Tilean and Estalian sailors
and merchants, the odd mercenary and some curious men in what appear to be knightly or priestly
robes.
I persist in trying to find guides but unfortunately the locals are ignorant and benighted, ruled by
superstition and fear. I have tried to persuade them by scientific argument that they have nothing to
fear from the ruins of Khemri. These 'Tomb Kings' of whom the Arabyans appear to be so afraid are
obviously the work of fiction, the tales of madmen driven insane by the desert. The very idea that
anything could have survived the centuries in such a desolate environment is so laughable to any
educated man that I find it hard to be patient with the natives' foolishness. But unless we can find a
guide our quest will fail before it begins.
13
Khemri – The Land of the Dead
Four of a Kind
(1 1 1 1) Lost Mule
A forlorn and pathetic looking mule is
encountered lying on its side dying. It
pathetically whinnies at your warband.
If the warband can give the mule 3 Water
units the mule will be revived enough to
get up and follow the warband. Warbands
not allowed to use animals must sell the
mule at the first possible opportunity and
cannot use it to carry anything or in battle.
See TC14 for rules on Mules.
item and divide by two. This means you can
buy and sell things for the exact same
amount of money.
(4 4 4 4) Lost Treasure
In an alcove in a small cave you find an
old chest which contains two near priceless
giant pearls.
The warband gains two items of treasure.
(5 5 5 5) Wadi
The warband comes across a long dried up
stream. You sigh at the thought of a raging
river of clean cool water and prepare to
move on, but wait what was that sparkle?
On closer inspection you find several gold
nuggets on the riverbank.
The warband gains 4D6 gold crowns
(2 2 2 2) Deep Well
How fortunate you find a well that no one
is guarding. This is your lucky day. Better
hurry before the owners come back
though...
The warband gains as much water as they
like for free. You can't have more water
than you can carry!
(6 6 6 6) Mausoleum
The warband encounters a lone
mausoleum set in a cliff face.
Unscrupulous warbands can loot this final
resting-place for the wealthy. Religious
warbands or tomb guardians will seal the
tomb. You may choose how you treat the
graves.
Warbands of the first type gain D6x10 gold
crowns. The second type gains D6
Experience points to distribute among the
heroes of the warband at your discretion.
(3 3 3 3) Besieged Caravan
The warband hears screams and animal
howls. They run to investigate and find a
caravan under attack by jackals. With the
assistance of your warband, the caravan
guards drive off the jackals. The Caravan
Master approaches you, overjoyed.
The caravan leader offers to sell anything he
has available to you at cost. All the normal
rules for trading with a caravan apply but
everything is half price! Roll the cost of an
Expedition Day Six
Success! We have managed to procure a guide who will take us to the ruins. The circumstances
of our finding him were curious. I was approached in the bazaar by a man swathed in dark
robes, who led me to a house down a narrow alleyway. Inside I was ushered into a room draped
with dark hangings, the air heavy with the scented smoke of incense, which threatened to quite
fuddle my senses. All the same, beneath the smell of the incense I thought I detected something
else, a musty odour I thought I recalled from my research in the dissection laboratory back at
the university, but I must have been mistaken. I was greeted by a tall man, also robed and with
his face veiled, who spoke in a husky voice, which was scarcely more than a whisper. He asked if
I was searching for lost Khemri and joined my mockery of the locals. I repeated to him my
conviction that the rumours of Undead were the works of fantasy. “Of course,” he replied. “Wise
men speak not from rumour but from learning, and you are so obviously a wise man. How
could it be otherwise?” As I rose to leave he grasped me by the hand and for a moment I almost
recoiled from his touch before I chastised myself for my foolishness. Yet the feel of his flesh was
somehow strange and dry, his hand was thin and I could feel the bones through the flesh. But
many men are thin. I must have listened too long to the idiotic ramblings of the locals.
14
Khemri – The Land of the Dead
Our benefactor has agreed that one of his servants will guide us through the desert to the ruins. I
cannot wait to see the lost necropolises of Khemri and uncover the hidden secrets they hold. The
parting words of our mysterious helper ring hopefully in my thoughts: “May you come face to face
with that which is hidden,” he said, “and may you learn more than you ever dreamed.” The black
pyramids of Nehekhara beckon me in my dreams, offering knowledge and, perhaps, the real truth
about the Undead. And surely we have nothing to fear from the truth...
Additional note: I seem to have developed a curious dryness and flaking of the skin on the palm of
my hand. Perhaps I have acquired some local ailment. On my return from the desert I shall send
Ernst to the bazaar for some ointment or local remedy. I am sure it is nothing serious. In any case,
I cannot be distracted from my quest. The land of the dead beckons!
Extracts from the Expedition Journal of Johannes Steinkopf, sometime
Professor of Necrology, University of Altdorf
Five of a Kind
(1 1 1 1 1) Treasury
Uncovered in a sandstorm a lavish
building is discovered that contains the
valuables of an ancient noble.
Inside, hidden amongst the debris, you find
D6 x 10 gc worth of gold and treasure.
If the Hero survives, he may sell the jade
statue for 50 gc. He also gains +1
experience.
(4 4 4 4 4) Maze
The warband discovers a necropolis half
buried by the sand and dispatches a Hero
to investigate. The Hero gets himself lost in
the maze of tunnels! He will miss the next
game and possibly others after that too.
Randomly select a Hero. He became lost in
the maze and will miss D3 games while he
attempts find his way out. If he rolls a 1
then he is lost forever and is removed from
the warband’s roster. Any equipment he has
is lost with him.
(2 2 2 2 2) Snake Pit
As the warband is making its way through
some ruined buildings a Hero notices a
shrine with a hole in the floor. Upon
further investigation he notices that it was
once a nest of venomous snakes, obviously
a snake sacrificial pit. There are several
corpses down in the pit amongst the snake
skeletons and some of them still have their
equipment with them.
You manage to get hold of the following
items. Roll for every item separately (apart
from the gold crowns) to see if you find it.
Item
D6 Result Needed
(5 5 5 5 5) Ruined Temple
Time has destroyed this once beautiful
building, making it unsafe for all but the
most daring to explore.
You find D3 pieces of treasure amongst the
ruins. In addition take a Leadership test
against the leader’s Ld. If passed a black
hound that was guarding the temple joins
the warband. Use the profile for a wardog.
A Purse with 2D6 gc
Auto
A Duelling Pistol
5+
A Sword
4+
D3 valuables
4+
(3 3 3 3 3) Boulder Race
As the Hero prises a carved jade statue
from its place in an ancient temple, he
suddenly realises that he has triggered a
trap. At that moment, a giant boulder
comes rolling down into the tunnel!
Choose one Hero to attempt to recover the
statue. The Hero must roll less than or
equal to his run distance on 2D6. Note that
he may use the Sprint skill if he has it. If the
Hero fails this roll he dies! Remove him
from the roster.
(6 6 6 6 6) Secret Door
Whilst ransacking some ruins you stumble
upon a secret door and learn how to
recognise these in the tunnels.
You may always re-roll one dice when doing
Exploration rolls. Make a note of this in
your warband’s roster sheet. Second and
subsequent Secret Doors you find do not
grant you any additional re-rolls, although
you may find further re- rolls from other
sources.
15
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