Khemri6, Mordheim

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Khemri
The Land of the Dead
By Tommy Muller, Brian Coggin, Steve Gibbs, Robert walker & Terry Maltman.
www.grafixgibs.tripod.com/khemri/index.htm.com/lustria
to the far south of the Old World amidst the burning desert sands and lost temples of old
Nehekhara. This section introduces Dramatis Personae that are exclusive to Khemri.
Dramatis Personae
Abdul Alhazred, the Mad Sorcerer
Abdul Alhazred is renowned as the mad
sorcerer from the Arabian town of Sanaá.
Born to wealthy merchants he was educated
with the sons of the local Caliph and it was in
the Caliph’s private library that he first learnt
about the land of the Dead from tomes he had
been expressly forbidden to read. It was then
that he developed an obsessional desire for
knowledge of the long dead civilisation of
Nehekhara and some say it was the dread
reputation of this ancient land that drew him
on to rash acts. Others say it was the calling of
the legendary Nagash none know...
It is said that he left immediately, stealing
enough money to fund his wanderings along
with an artefact of such antiquity it was
believed to have come from Nehekhara. He
has visited the ruins of Khemri, Zandri, Numas
and Quatar and over long years plundered
them of their secrets. His discoveries rival
those of Abdul Ben Raschid, whose works he
has voraciously studied and it is these that
have sent him spiralling into insanity. Referred
to as ‘The Mad Sorcerer’ he is shunned by all
except those foolish enough to want to learn
the secrets of the Land of the Dead.
Hire Fee:
70 gold crowns to hire + 30 gold
crowns upkeep.
May be Hired:
All warbands, except Witch
Hunters and Sisters of Sigmar, may hire the
Mad Sorcerer.
Rating:
Abdul Alhazred increases the
warband’s rating by +30 points.
Profile
M WS BS S T W I A Ld
Equipment:
Black Nomad robes, Dagger, The
Eye Pendant
Skills:
Sorcery
SPECIAL RULES
The Eye Pendant:
The Eye Pendant is an
ancient artefact stolen by Abdul from the
Caliph of Sanaá. Only after much painstaking
research did Abdul discover its secrets and he
has used its arcane powers to protect himself
from the wrath of the Tomb Kings and their
servants. Any Undead warrior wishing to
attack Abdul must first pass a Ld test. In
addition, the pendant gives Abdul a 4+ Ward
save against all damage.
Psychology:
Abdul Alhazred has witnessed
some of the foulest monstrosities of the Land
of the Dead and is quite mad! He is immune
to all Psychology-tests.
Djinn Master:
Abdul Alhazred has spoken to
many of the mystical Djinn in his time and
despite his unsteady state of mind knows how
to see through their lies and bend them to his
will. If the warband he is with acquires a
Lamp of the Djinn he may assist a Hero using
it with a +1/-1 modifier on the Light and Dark
tables respectively.
Master Wizard:
The Mad Arab is one of the
most learned and powerful wizards in Araby.
He knows all the spells in the Elemental and
Necromancy lists. Because he is mad,
however, he must roll at the beginning of
each Shooting phase to see which spell he
remembers.
Roll a D6: 1-3 Elemental, 4-6 Necromancy
Then roll a D6 to see which spell he
remembers.
Abdul
4 3 2 3 3241 8
16
T
his is the sixth and final installment of Khemri – the Land of the Dead; the new setting based
Khemri – The Land of the Dead
Khar-mel the Djinn
Djinn are magical elemental spirits akin to
Daemons, that reside in the deep deserts of
Araby and the Land of the Dead. They may be
summoned by a complicated ritual involving
dark pacts and unholy promises. Djinn are
creatures born of the elements and may
assume many different forms such as horses
made of sand, pillars of fire or mighty Arabic
warriors comprised of swirling air. As with all
Daemons, anyone learning a Djinn’s true
name will receive great power over it. Djinn
are ancient spirits and know many long
forgotten secrets, especially from the early
days of Nehekhara and for this reason many
sorcerers and priests attempt to summon
them to learn such forbidden knowledge.
Sultan Jaffar was known to have been in
prolonged contact with some of the mightiest
Djinn, although many surmise that their lies
led to his downfall.
Khar-mel is one of the few known Djinn of
Araby. She has oft been encountered in the
western desert over the centuries. Despite
being centuries old, she normally appears as a
beautiful arabian woman of about 30 years of
age, although she has been known to appear
as a swirling cloud of dust or a pillar of fire on
occasion.
Like all Djinn, Khar-mel knows many secrets
forgotten by mortal man and many sorcerers
and priests have tried to summon her to
answer their questions. If she does have one
weakness it is her thirst for knowledge. A
warband who claims that they are
undertaking a quest in search of
ancient lore may well secure Khar-
mel’s services.
May be Hired:
Any warband may hire
Khar-mel. However in order to
summon her, a Wizard (or other spell
caster, including a Priest) must pass a test on
his own Leadership. This Wizard may be a
Hired Sword, but must have been with the
warband for at least one battle prior to
attempting to summon Khar-mel. If the Wizard
that summoned Khar-mel is killed or leaves
the warband, Khar-mel will leave as well.
Rating:
Khar-mel increases the warband’s
rating by +45 points.
Hire Fee:
80 gold crowns to hire + 30 gold
crowns upkeep.
Profile
Weapons and armour:
Khar-mel is armed
with a scimitar but wears no armour.
SPECIAL RULES
Fear:
The Djinn naturally radiate an aura of
power and cause
Fear
.
Ethereal:
Khar-mel has only a semi-solid form
and has a 5+ save that is never be modified
due to high Strength or anything else. The
save is not effective against magical weapons.
Elemental Magic:
Khar-mel knows D3 spells
chosen from the Elemental magic list. Roll
randomly on the Elemental magic list to
determine the spells she may use.
SKILLS
All Djinn have magical powers due to their
spiritual and elemental nature. Khar-mel has
mastered each of these in her time but she
may only use one at a time. During her
Recovery phase she may declare that she is
using one of her powers. It will last until her
next Recovery phase. She may not use the
same power for two consecutive turns.
Whirlwind:
Khar-mel has the power to turn
into a whirlwind. This can take many forms: a
sandstorm, a pillar of fire or a hazy shimmer
in the air. She can run at triple her movement
but may not charge or be charged. She cannot
make any attacks or cast spells while using
this power, but is at -1 to hit with missile
weapons.
Djinn’s Curse:
Djinn are incredibly ancient
creatures, prophets of fate and doom to
many. This interferes with all of the
Djinn’s enemies within 4", incurring a
-1 penalty to their to-hit rolls (both
with missiles and with close combat
weapons) and all saves.
Djinn’s Luck:
Djinn have been
around for centuries and due to their
prophetic powers are very good at avoiding
trouble. This power confers a 4+ Ward save.
If no save normally applies (eg, against magic
weapons) then she gains a 6+ save.
M WS BS S T W I A Ld
Djinn
6 4444232 8
17
Khemri – The Land of the Dead
Heinrich ‘Altdorf ’ Schmidt
Dr. Heinrich Schmidt is renowned at the
University of Altdorf. However, most of this
renown is not out of his scholarly works, but
rather the priceless artifacts he sends home
from his journeys. Thanks to him, artifacts
from Kislev or Norsca, as well as far off places
such as Cathay and Lustria have found their
way home to Altdorf. Since all his findings are
shipped back to Altdorf, this has earned him
the nickname ‘Altdorf ’ Schmidt. His
main arena for relic hunting
however, has come to be in Araby
and Khemri, with its grand tombs
and priceless treasures. The
acquisition of the relics is not
often discussed, as most of the
scholars agree that they are more
capable of appreciating them than the
inhabitants of the lands from which they
came.
Hire Fee:
75 gold crowns to hire; + 1
treasure upkeep
May be Hired:
Any Human warband may hire
Altdorf Schmidt.
Rating: ‘
Altdorf ’ Schmidt increases warband
rating by +75 points.
Profile M WS BS S T W I A Ld
Djinn 4 4433262 8
Equipment:
Whip, sword, Duelling Pistol,
Light armour, Lantern, Rope & Hook
Skills:
Tomb Explorer, Lightening Reflexes,
Whip Master, Step Aside, Streetwise, Dodge,
Luck
(re-roll any one dice
during the game).
(Rules for Whip &
Whip Master can
be found in
TC14).
SPECIAL RULES
Oh no, not Snakes!:
‘A ltdorf ’
Fears
all snakes
and serpents
Whip Swing: ‘
Altdorf ’ Schmidt has developed
a technique to use his whip as a rope to swing
over gaps. To represent this, ‘Altdorf ’ Schmidt
can jump a gap (up to a maximum of 4"),
without deducting the distance jumped from
his normal Movement allowance. You must,
however, still make an Initiative test not fall
down. In addition, he may use his whip to
jump to a lower level, even through windows.
However, there must always be something on
a higher level to attach the whip to in order of
swing with it (just use common sense here –
sewers, dungeons, tunnels, etc, always count
as having something to attach the whip to). If
Altdorf Schmidt falls into a pit trap, he may try
to use his whip to save himself from falling
down by passing an Initiative test.
No time for you:
Altdorf Schmidt is
notorious for being a man in a hurry. If his
charge path toward a Hero, treasure or some
other important target is obstructed by an
enemy henchman who would prevent his
charge, ‘Altdorf ’ Schmidt may attempt a single
shot with his Duelling Pistol before charging
(assuming he didn’t fire it last round of
course). If this shot knocks down, stuns or
takes the henchman out of action, Altdorf
Schmidt may charge as if the henchman
wasn’t there. If the henchman is unharmed, it
counts as a failed charge as normal.
I’ll Take That!:
Rather than being paid in
gold, ‘Altdorf ’ collects relics and artifacts from
the places he visits. His upkeep cost is taken
as a piece of treasure.
Well that’s it for Khemri – the Land of the
Dead. Hopefully we shall compile all of
this as a supplement sometime in
the future, so keep your
water bottles
handy!
18
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