HAZARDS
NEHEKHARA
1 UNEVENTFUL WEEK
2
SHIFTING SANDS
The Warriors believe they are making good progress when they find
a set of tracks. After a careful examination they realise they are
their own footprints! The Warriors are clearly lost. Add 1D3 weeks
to the journey.
3
DEAD HEROES
The
Warriors come across a group of dead adventurers, their bodies ripped
and torn by hungry vultures. When they investigate further they
find 1D3 Nehekharan Treasures that they divide amongst themselves.
4
DARKNESS
A strange dark cloud is seen moving on the horizon. Before long,
although they try and avoid it, the Warriors are enveloped within
it. Roll 1D6:
1
The warriors find themselves inside a tomb of some sort. Place them
on a random board section. Then place 1D6 board sections leading
off each way. At the end of both of these path lies the exit to
the tomb.
2
The Warriors find themselves back at the Pyramid entrance.
3-4
Nothing happens and the cloud passes.
6
The Warriors find they are at their targeted Settlement.
5
WOLVES
During the week the Warriors notice a group of desert wolves following
the party. Roll 1D6:
1-2
The wolves attack without warning. Roll 5D6 for the amount of wolves
attacking, then roll 1D6 for each Warrior and add them together.
Subtract the Warrior’s amount from the wolves number. The
difference is the amount of Wounds each Warrior receives from the
battle before the wolves retreat.
3-4
The wolves sneak into camp while the Warriors are asleep and the
Warrior on guard is also asleep. They make off with 1D3 provisions
from each Warrior.
5-6
The wolves lose interest in the Warriors and leave without incident.
6
OASIS
The Warriors come across an isolated oasis. Here they may rest and
heal back to full Wounds.
7
SINKHOLE
The Warriors decide to rest a moment on a low dune. Suddenly it
gives way below them. They fall into a corridor, but can get out
if they possess a rope. If no one has a rope they must play an adventure
using 1D6 + 2 Dungeon Cards, with the last card being a way to the
surface. If and when the Warriors leave the dungeon they are 1D2
weeks off course.
8
PILLARS
The Warriors encounter a circle of pillars with an altar in the
middle, obviously to please a god of some sort. Each may if they
wish try and pray to the God, by rolling 1D6:
1
The God is displeased with the Warrior’s ramblings and loses
1 Starting Wound, permanently.
2
Only a deep laughter can be heard from the sky.
3-5
Nothing happens.
6
The God is pleased with what the Warrior says and bestows him 1
Starting Wound, permanently.
9
BLISTERS
A random Warrior’s old boots start to give him painful blisters.
He must take 1D2 unmodified damage for this week and for every week
of travel that is left.
10
BEGGAR
The Warriors happen across a beggar drawing something in the sand
with his walking stick. The Warriors realise it is the layout of
a large room. One of the Warriors scribbles it down on a bit of
parchment. When that Warrior enters an Objective Room roll 1D6.
On a 6 it is the same room that he has on the parchment. Once the
Monsters have been killed, the Warrior may follow the map and find
an Objective Room Treasure Card for himself.
11
UNEVENTFUL WEEK
12
ANUBIS STATUES
The Warriors come to two towering Anubis statues that they presume
mark the existence of an Anubis Settlement nearby. The Warriors
can either skirt this area adding 2 weeks to travel time or continue
through. If they continue roll 1D6. On a 1 the Warriors encounter
a group of Anubis Warriors patrolling the area. Fight a battle with
1D6 + 2 Anubis Warriors, 1 Anubis Champion and 1 Anubis Priest.
13
GIVING UP
A random Warrior is completely exhausted and falls to his knees
in the sand. The other Warriors turn to see him fall face first
in to the sand as if giving up to die! They come over and pull him
to his feet. With a mouthful of sand the warrior states that he
just can’t go on anymore! Another random Warrior is sick of
this and slaps him hard across the face trying to shake him out
of it. Roll 1D6. On a 5-6 it works and the Warrior finds the strength
to go onwards. If that fails they can give him 2 water skins and
he feels well enough to continue. If they have no water skins then
the warriors are forced to leave him behind in the sands for the
carrion. He is dead and the sands of Nehekhara have claimed yet
another victim.
14
DESERT RAIDERS
The Warriors make out what looks to be a band of desert raiders
up ahead on horse back. If the Warriors are on horses they can outrun
this band. If not, the band of 16 or so raiders ride up to the Warriors.
They demand a random Treasure Card, including Objective Room, from
each Warrior. If they refuse or can’t give the raiders what
they want, roll 1D6:
1-5
The raiders battle the Warriors. Roll 16D6 for the raiders then
the normal Damage Dice for each Warrior. Add the Warriors’
total together and take that from the raiders total. Then divide
this result between the amount of Warriors. This is how much damage
each Warrior takes before the Raiders turn tail and ride off.
6
The raiders seem poised to attack but are obviously worried about
a fight with such battle hardened Warriors. They attempt to act
superior and say ‘Well, we’ll let you off with a warning
this time,’ before turning around and riding off as fast as
their horses can carry them!
15-21
SANDSTORM
The Warriors are suddenly caught in a merciless sandstorm. Roll
1D6:
1-2
The storm whips sand into the Warriors, cutting into their flesh.
They sustain 3D6 Wounds damage and must add 1D6 weeks to travel.
3-4
The Warriors are turned around in the storm resulting in them moving
in the wrong direction. Finally it clears, but they are 1D3 weeks
off track.
5-6
The Warriors manage to battle through the storm, and continue their
journey.
22
UNEVENTFUL WEEK
23
MIRAGE
The heat is almost unbearable, when a random Warrior looks up and
sees a large lake only about 100 metres from him. He starts running,
shouting out “We’re saved!” When he finally gets
there he dives in, but it is only a mirage and he lands face first
in a pile of sand. He stands up and comes to his senses. Not long
after this humiliating act, he realises he has lost 1D6 x 50 Gold
in the sands after his frantic run.
24
BLOOD OATH
The Warriors come across a dying boy next to his dead parents and
their upturned cart. A random Warrior kneels and holds the boy in
his arms while the others look on.
“Who
did this to you?” the Warrior asks.
“A....
beast....” the boy gurgles, as his blood turns the sand crimson.
“Avenge.....
our ..... death!” he says as the last of his life runs from
him.
Right
then the Warrior swears an oath to kill the “beast”
that did this. At the next Objective Room, a random Monster will
be the killer of the family. The Warrior will try anyway possible
to attack him and will not stop until he is dead. He gets +1 Attacks
against him and will not run from the battle unless the beast is
dead.
25
SNAKE
A slithering noise alerts the Warriors to a gigantic snake moving
up behind them. They must face this fearful opponent. Keep rolling
on this table until it is killed. The snake has 25 Wounds. Roll
1D6 for each Warrior:
1
The Snake strikes the Warrior, impaling him with one of his massive
fangs (the Warrior loses half of his remaining Wounds), then lifts
him high into the air and drops him hard into the sand (take a further
1D6 damage).
2
The Snake’s large tail smashes into the Warrior knocking him
fifteen metres through the air! Take 2D6 + 4 Wounds damage.
3
The Warrior hacks at the creature’s scaly hide but fails to
do any substantial damage.
4
The Warrior stabs skilfully at the creature’s underbelly.
The Snake receives (1D6 + the Warrior’s Strength) damage.
5
The Warrior slices at the monster’s mighty head. The Snake
takes (2D6 + Warrior’s Strength) damage.
6
The Warrior waits for it to strike then leaps to the side, stabbing
it in the eye. If the Snake is on less than 12 Wounds it is killed
outright. Otherwise, the Snake receives (3D6 + Warrior’s Strength)
damage.
26
LAND OF THE DEAD
The Warriors pass through an old battlefield. The skeletons are
more than half covered with sand, their twisted bodies a chilling
reminder of the slaughter of war. Roll 1D6:
1
The Warriors are passing through this area with they see a hunched
figure over the bones of the dead. Calling out to him, the figure
rises slowly and turns showing that is a Liche Priest! He then chants
an incantation from his dry throat, raising 2D6 Skeletons. Fight
a battle with these opponents.
2
The Warriors spot a group of 2D6 undead Carrion not too far from
the battle. If all the Warriors pass an Initiative roll of 7 then
they pass by the Carrion unnoticed, otherwise one of the Warriors
trips over a shield laying on the ground and calls out in surprise!
The Carrion hear this and attack the Warriors.
3
The Warriors pass though this mass grave of Pharaoh’s soldiers
and continue on.
4
The Warriors find an undamaged shield in the remains. If the any
of them want the shield it gives +1 Toughness.
5-6
As they are leaving the area, a random Warrior spots something shiny.
Take one Treasure Card.
27
BETRAYAL
From now on, for every friendly person encountered in an event,
roll 1D6. On a 1-2 it is really an assassin sent by the one of the
Warriors enemies, whose plans would be hindered if the Warriors
complete their quest. If the person is an assassin, a random Warrior
takes 2D6 + 4 Wounds (no modifiers for armour) before the assassin
is slain. The event’s rules are void. The effects of this
event end when the next adventure starts, or when the Warriors leave
Nehekhara.
28
ORGUT’S LAIR
The Warriors approach some rocky cliffs where they find a cave.
From the objects, bones, bloody rocks and large footprints, they
realise that this is an Orgut’s Lair. If the Warriors decide
to investigate the lair roll 1D6:
1-2
The Warriors burst into the cave to find 1D6+2 Orguts walking around
doing various things. When the Warriors enter they are seen instantly
and a battle ensues. Once the battle is won the Warriors each find
a Treasure Card.
3-4
The Warriors find the cave to be inhabited by 1D6 Orguts. They are
currently asleep, making disgusting snorting sounds. The Warriors
can try to sneak around them if they wish, or charge in yelling
battle cries (in which case fight a battle, only the Warriors get
a free Ambush Attack due to the fact the Orguts were sleeping).
If the Warriors decide to sneak around and take whatever treasure
they can find, use a large board section to symbolise the cave,
then place the sleeping Orguts in random squares. Now place the
Warriors at one end of the cave (cave entrance) and something to
symbolise treasure at the other end. The Warriors can now attempt
to sneak past the Orguts to the treasure and out again. For every
square moved onto or through by a Warrior roll 2D6. If any of the
rolls come up doubles he has been too noisy and has alerted the
Orguts, who bellow in anger and battle their intruders. Now receive
the treasure after the battle as usual. Once a Warrior has reached
the treasure at the end without alerting the Orguts, roll on the
following table. Each Warrior can do this.
1-2
1D6 x 100 Gold.
3-5
1 Treasure Card.
6
1 Objective Room Treasure.
5-6
The cave is unoccupied, but the Warriors find 1D6 water skins each,
hanging around the walls.
29
PASSING CARAVAN
The Warriors come across a caravan travelling in the opposite direction.
The Warriors can avoid them or meet with them. If they decide to
meet them roll 1D6:
1
As the caravan draws near, the Warriors see that all that are in
it are hooded and have heavy cloaks. They see this as being very
strange, considering the heat of the land. When the cloaked figures
come within about 12 feet from the Warriors they look up and throw
their cloaks off showing that they are Nehekharan Assassins! There
are 5D6 assassins. Roll Damage Dice + Strength for each Warrior,
add these together and subtract this total from the total amount
of assassins. The remainder is how much unmodified damage each Warrior
takes from the battle before it is won.
2-3
As the caravan approaches, the Warriors see that the occupants’
faces look blotchy and blue. Suddenly the Warriors realise that
the caravan must have the Blochcan Plague. They quickly run from
the area, adding one week to travel. Each Warrior must also roll
1D6. On a 1-2 he has come too close to the caravan and has contracted
the plague also. Any Warrior with the plague is at -1 To Hit and
-10 Starting Wounds. The plague is only temporary though and can
be healed at a Pharaoh’s City for 500 Gold.
4-6
As the Warriors approach, they see that it is a caravan of traders.
Any of the Warriors may trade, or buy the following items. To trade,
the Warrior must swap a treasure of equal or greater value than
the item wanted.
1D6
Water Skins 100 Gold each
1D6 Provisions 70 Gold each
1D6 Bandages 50 Gold each
Shield 300 Gold
1D3 Healing Potions 100 Gold each
30
CIRCLING DRAGONS
The heat beats down on the Warriors like a pounding drum. A deafening
shriek is heard and they look up to see 1D6 Dragons flying high
above them. There is no cover around so they have no choice but
to keep going. The hours pass on and the Warriors start to think
that they may have just been seeing things, when another shriek
is heard and the Dragons swoop. They breathe streams of fire at
the Warriors. Roll 2D6 for each Dragon. Add this score together
and subtract the total of all the Warriors’ Battle Levels.
The remainder is how many Wounds are inflicted on each Warrior.
If any Warrior falls unconscious roll 1D6. On a 1, before he can
be healed, a Dragon swoops down and snatches him from the sand.
Miles in the air the Warrior is played with by the Dragons. His
body is ripped and torn at and eventually shredded. Bits of him
fall down around his companions, littering the ground with body
parts. After the next Hazard roll in this adventure roll 1D6. On
a 1-2 the Dragons have followed the Warriors and this event must
be replayed. After the next event do the same and so on until a
3-6 is rolled, in which case the Dragons lose interest.
31
SAND STONES OF FORTUNE
Giant sandstone sculptures are seen far on the horizon and strike
an interest in the Warriors even before they are reached. When they
are reached they find that these are sculptures of great Pharaohs
of the past. They have no idea what they are doing out in the middle
of nowhere but sense a strange feeling about them. It is about time
to set up camp. If the Warriors decide to set up camp here roll
1D6:
1-2
The Warriors dreams are filled with horrid nightmares of a time
long since past in the realm of Nehekhara, of demons and torture,
pestilence and slavery.
3-5
The magical essence of the statues heals the Warriors 2D6 Wounds
each.
6
The magical essence of the statues heal the Warriors back to their
Starting Wounds. They also receive 1 Starting Wound, permanently.
32
HEAT WAVE
The Warriors are unlucky enough to be caught in a heat wave. These
are unpleasant anywhere, but in Nehekhara they can be fatal. Roll
1D3 for each Warrior. This is how many Starting Wounds each Warrior
endures. For every water skin used, a Warrior may cancel the effects
of the loss of one Starting Wound.
33 UNEVENTFUL
WEEK
34
VULTURES
The Warriors see that there are heaps of vultures milling around
on the ground where they are headed. The Warriors find this interesting
and investigate. Upon approaching the squabbling vultures, they
see a blanket of dead bodies covering the sand. Half of them seem
to be human soldiers and half are Orguts. The vultures are fighting
each other over every piece of meat, but move as the Warriors walk
among them. Then they hear a murmur from one of the bodies, it seems
it is still alive. Roll 1D6. On a 1-3 the survivor is an Orgut -
go to the Orgut section. On a 4-6 the survivor is a human solider
- go to the Human section.
ORGUT
The Warriors see a lance stuck out of the Orgut’s stomach
and various slashes over its body. Its one eye opens slowly as they
get nearer to him. Then in a crude form of English, it speaks. “YOU..
SMALL ONES ..... YOU ARE WEAK... WE ARE STRONG..... WE WILL... CRUSH
YOU ALL, ... I WILL” and with that he amazingly lifts his
huge bulk to his feet. The Warriors are a bit taken aback by this,
considering the huge amount of damage done to his body. He manages
a slow, useless swing at the Warriors before falling to the ground
dead with a very loud thud. The Warriors search the battlefield
and find 1D3 water skins each.
HUMAN
The Warriors see that there is a wounded solider heaped on a pile
of bodies. They try to comfort him but his wounds are fatal. He
manages to speak, only for a moment, “There is ....no crueler
foe than.. the Orgut.... remember.. this.......” Before he
dies he thrusts one Treasure Card into a random Warrior’s
hand “Kill them… with this!!” he splutters with
his dying breath. The Warriors search the battlefield and find 1D3
water skins each.
35
ABANDONED CITY
The Warriors approach the gates of a great city. After a quick look
it is obvious that the city has been abandoned for many years. If
they investigate further roll 1D6:
1-2
The Warriors burst in on a group of Monsters that have been using
the city as shelter from the sun. A battle ensues. Roll on the appropriate
Monster Table. After the battle the Warriors may rest in the city,
regaining 2D6 Wounds.
3-4
The Warriors find nothing of interest, but may rest in the city,
regaining 2D6 Wounds.
5-6
After a thorough search the Warriors find 1 Treasure Card.
36
STATUE IN THE SAND
The Warriors see a great statue in the sand. It rises many feet
in the air and is shaped as a huge fat man. It is made of marble
and is embedded in sand up to its waist. There is a large cracked
hole in the statue’s stomach, making it obvious that it is
not solid. A Warrior may put his hand into the darkness to investigate.
If one of the Warriors does this roll 1D6. Only one Warrior can
do this per time this event is rolled.
1
The Warrior cautiously reaches his hand into the hole and begins
to feel around. He puts his arm in up the shoulder, when his whole
arm is engulfed in a creature’s mouth of some kind. The Warrior
yells, half in pain and half in shock as the mouth’s sharp
teeth tear through the top part of his arm. He must roll 1D6 and
add his Strength. Then roll 1D6 and add the creature’s Strength,
which is 8. If the Warriors score is higher then he manages to pull
his arm out of the mouth, but receives 2D6 Wounds in the process.
If the creature’s score is equal to or greater than the Warriors
score, then his arm has been ripped clean off! He reels back in
pain with blood spraying from his stump. The other Warriors eventually
stop the bleeding, but he takes 2D6 unmodified Wounds, and only
has one arm. While the Warrior only has one arm he is at -1 To Hit,
cannot use a shield, or two handed weapon, and cannot hold the lantern.
Perhaps go to a Nehekharan Limb Replacement Workshop, to see if
they have any spares!
2-3
The Warrior reaches his hand in but finds nothing.
4-5
The Warrior reaches his hand in to find 1D3 water skins. They must
have been left behind by travellers, thinking it would be a cool
place to keep their water, while they camped.
6
The Warrior reaches his hand in cautiously and feels something in
there. Grabbing hold of it he pulls it out a Treasure Card.
37
SMALL PYRAMID
The Warriors come to a small Pyramid. The Warriors may enter the
Pyramid if they wish. If they decide to, play a normal adventure,
only with half the normal amount of Pyramid Cards.
38
PALACE OF PLAGUE
The Warriors see a mighty city on the horizon, and think that their
journey might finally be over. As they draw near they see a curious
black cloud above the city. Soon they are close enough to be spotted
by the city’s look out and before long a group of four guards
on horseback come to greet them. The guards explain to the Warriors
that the city’s palace has a powerful curse on it causing
all that live in the city to have a deadly plague. This is the doing
of a powerful wizard who lies in a small Pyramid to the east. They
beg the Warriors to help them as they are all too weak from the
plague. They believe that by killing the wizard the curse will be
undone.
If
the Warriors accept, they hurry off to the Pyramid, only a days
travel away. Play a normal adventure only with half the normal amount
of Pyramid Cards. Once the Warriors get to the Objective Room they
come across the wizard responsible for the plague. Fight a battle
with the usual amount of creatures in the Objective Room as well
as the wizard who is a Necromancer Champion.
Once
the task is complete the Warriors make their way back to the city,
which is now cured. The Pharaoh rewards them each with 3D6 x 100
Gold and a Treasure card each. Although the populace is now healthy,
most of the water and food is still contaminated, so the Warriors
decide to continue on their way to their original destination, after
sleeping in the palace for one night and regaining 2D6 Wounds.
39
FED UP WITH SAND
A random Warrior starts to go slightly crazy from the constant sand
everywhere he looks; sand in his boots, in his eyes, in his pants,
and just about everywhere else! The other Warriors believe he is
going slightly delirious from the heat, as he starts muttering to
himself, about how he is going to destroy every bit of sand one
day and starts laughing madly to himself. If this crazed Warrior
doesn’t get to a Settlement in the next 2 weeks he stays delirious
for the whole next adventure, muttering to himself and cursing the
sand. While in this state he if he rolls a 1 to hit he will immediately
attack an adjacent Warrior, believing him to be evil sand sneaking
up on him!
40
NIGHT WATCH
A random Warrior is watching over the other Warriors as they sleep.
Roll 1D6:
1
The Warrior falls asleep at his post and the party is attacked by
wandering Monsters! All of the Monsters have Ambush, Magic A as
the Warriors are surprised. Roll once on the appropriate Monster
Table.
2
The Warrior falls asleep at his post and a sand storm starts up
over night. The Warriors are so tired they sleep right through it,
but when they awaken, they find one of their items is lost, buried
deep in the sand forever. Each Warrior must lose 1 random item.
3
A strong wind fills the night air making a howling noise. Although
the wind is loud he still notices the Nehekharan Assassin just before
he whips a thin metal cord over the Warriors head and pulls it tight
around his neck. Half choking, the Warrior tries to throw off the
assassin. He must roll 1D6 and add his Strength. On a 9 or more
he has thrown the assailant off and he runs off into the night,
otherwise read on. Remember, a 6 is an automatic success.
For
every turn the Warrior doesn’t throw off the assassin, he
loses 1 Toughness. (This is only to show how long he can go without
air. He doesn’t actually lose any Toughness.) If the Warrior’s
Toughness reaches 0 he is choked to death and dies.
If
there is no way the Warrior can make the test or wants too, he can,
instead of throwing off the assailant, try and wake up another Warrior
by rolling 1D6:
1-4
The Warrior is unsuccessful, the wind drowning out his muffled
calls.
5-6
The Warrior manages to kick sand in a random Warrior’s face,
who wakes up and in the next turn can throw off the assailant
who then runs off into the night.
4-5
Nothing happens.
6
The Warrior is visited by a ghostly figure in the form of a long
dead friend. She tells him that he is doing the right thing and
to go on righting wrongs and sending evil back where it came from.
The Warrior rushes to her but she dissipates at his touch. “Good
bye <Warriors name>, don’t give up the fight,”
echoes in his ears. From this visit he is reassured of what he is
doing. Add 1 non permanent Luck.
41
BODYGUARD
The Warriors come across a man travelling alone. He is dark of skin,
and the thick scimitar by his side tells them he is a fighter. He
talks with a heavy accent, of what origin the Warriors are unsure.
He explains to them that he is an out of work bodyguard who is in
desperate need of employment. He says that he will stand by any
one Warrior who pays him (400 x Warrior’s Battle Level) Gold
an adventure. He goes on to say that any money or Gold that he gets
from the adventure would go his employer, and that he would be happy
with his payment. If no one wants him he heads off into the dunes
alone.
If
any Warrior accepts his offer the bodyguard will always (if he can)
stand by the Warrior. His statistics are as follows.
|
<Name
Table> |
Wounds |
30 |
Move |
4 |
Weapon
Skill |
6 |
Ballistic
Skill |
3+ |
Strength |
4 |
Toughness |
5
(9) |
Armour |
4 |
Initiative |
5 |
Attacks |
2 |
Damage |
1D6 |
Pinning |
3+ |
Equipment
1D6 Provisions
1D6 Water Skins
1D6 Bandages
Weapon
Scimitar , causing 1D6+3 Wounds. Monsters are at -1 to
hit the bodyguard while he is wielding the Scimitar.
Armour
Heavy Armour (+3 T, -1 M)
Open Helmet (+1 T)
The
bodyguard’s employer controls him. He is, in all other respects,
classed as a Warrior (eg. add counter for him, subject to missile
fire, represented by miniature on the board, etc.) The bodyguard
counts as being an extra Warrior when calculating the amount of
Monsters in a battle. When placing Monsters place them as you normally
would with Monsters being assigned to the bodyguard as well.
If
the bodyguard cannot be paid one adventure, he will give the Warrior
another adventure to make it up to him, although now the Warrior
will owe him double. If he is still not paid he leaves the group.
In
the Settlement the bodyguard will go and buy Provisions, Water Skins
and Bandages. Then he will wait around in the Settlement, and leave
with his employer. Roll for Settlement Events for him just like
the other Warriors.
42
LIGHT IN THE DARK
The Warriors are travelling through the night when they see a light
from a fire in the distance. As they draw near they see that there
are humanoid figures dancing around the fire and that they are cooking
some sort of meat on a spit. The Warriors are hungry from their
trek and hope that the strangers won’t mind parting with some
food. Roll 1D6:
1-3
When the Warriors get close enough they see that the figures dancing
around the fire are Anubis Warriors, and the meat they are cooking
is human! As the Warriors start to think about what they are going
to do, it is already too late as they are downwind of the Anubis
and they have smelt them. Fight a battle with 2D6 Anubis Warriors.
Work out the treasure as normal.
4-6
The strangers are indeed friendly and welcome the Warriors into
the camp. They all eat well and each Warrior regains 1D6 Wounds.
The Warriors also enjoy a full nights sleep, with one of the others
on watch.
43
OASIS
The Warriors are glad to see the markings of an oasis in the distance,
but when they draw closer to it they see shines from what looks
like metal armour. When they draw closer still they see a group
of 2D6 Skeletons, the sun shining off their shields and helmets.
They remain motionless, perhaps left to guard the oasis from the
living who require water. The Warriors have not been seen and could
skirt the oasis, but perhaps using the oasis would outweigh the
battle to claim it. If they decide to claim the oasis for themselves
fight a battle with the Skeletons and one Skeleton Champion. Once
they have been slain the Warriors can rest and each regain 4D6 Wounds.
44
UNEVENTFUL WEEK
45
SAND WORMS
The Warriors are trudging through the wasteland when the ground
gives way under a random Warrior. That Warrior must roll 2D6. If
the total is under his Initiative then he has leaped clear of the
sinking ground, and this is where the event ends. Otherwise the
beak of a great worm bursts forth from the sinking sand and engulfs
the Warrior’s legs in its mouth. He is lifted high in the
air by the worm, where the other Warriors get a chance to hack at
it. The remaining Warriors can use all their normal attacks or magic
(make a power roll), on the worm, who has Weapon Skill 3, Toughness
4. The Warriors must take the beast down by 12 Wounds in one turn
other wise the worm pulls the Warrior it is holding deep into the
ground where he is never seen again.
If
they manage to damage the worm enough it releases the Warrior in
pain and returns into the ground. The Warrior, though still alive,
has had his legs badly damaged. Take 3D6 Wounds.
After
the next Hazard roll (in this adventure) roll 1D6. On a 1-2 the
worm has followed the adventurers. Repeat this event and continue
this process. If it is impossible for the worm to follow them then
it gives up.
46
THE BLACK ROSE
The Warriors notice a single black rose sticking out of the sand.
They are very surprised at this, considering this is a barren wasteland.
One of the Warriors thinks he has heard that the petals of the rose
have magical properties when eaten. There are just enough petals
for each of the Warriors, and for every Warrior that eats one roll
1D6:
1
The petal does not effect the Warrior unless he is a Vampire. If
he is a Vampire then he finds that the petal has instantly cured
his vampirism! He is now reduced to a fighter of the same battle
level. He loses all his vampire attributes. If the Warrior ever
becomes a Vampire again, (through an event) then his powers as a
Vampire are completely restored, including gained abilities.
2
The petal is tasteless until swallowed, when it begins to burn the
Warriors insides. He takes 1D6 unmodified damage.
3
The petal heals the Warrior 1D6 Wounds.
4
The petal heals the Warrior 2D6 Wounds.
5
The petal fizzes in the mouth of the Warrior. It gives him +1 Strength
for the remainder of the adventure.
6
After swallowing the petal the Warrior feels stronger than ever.
He gains +1 Starting Wound, permanently.
47
DARK RIDERS
The Warriors are travelling at dusk when they see dark shadows circling
above them. Soon they fly low enough to be seen. They look like
Undead travelling on Undead steeds! They ride just above them, just
out of reach, galloping through the air and they chant a mournful
song. By the end of the week they fly off in a different direction.
The whole experience is very disheartening, resulting in all of
the Warriors losing 1 Luck for the remainder of the adventure.
48
CARRIER PIGEON
While the Warriors are pondering their next move a very worn out
bird flies into view. It flies directly into the arms of one random
Warrior, who pulls a note from its leg. The note reads (Roll 1D6):
1
The note is damaged and unreadable.
2-6
The note is a challenge to that Warrior to a duel to the death from
an old foe. At the next Settlement he can take him up on his offer
(when it suits him) and battle him. Continue this event at the Settlement.
Roll 1D6 to see where the battle is held. Then refer to the appropriate
section.
1
Slave Mud Pits
2-3 Deserted Alleyway
4 Home of a Friend
5-6 Arena
Slave
Mud Pits
The Warrior unhappily trudges into the mud to face his foe. A crowd
of slaves part so the battle can take place. Roll 1D6:
1
In the mud the Warrior is sluggish and he takes many hits from his
foe. Take 3D6 Wounds. Roll again with a -1 modifier.
2
The foe seems quicker in the mud than the Warrior and he is smashed
for 2D6 Wounds. Roll again.
3
The sound of metal against metal sounds out around the mud pit as
the two seasoned Warriors block and attack. Roll again.
4
For a moment the Warrior seems to have the upper hand and manages
to hit his foe in the face with the hilt of his weapon. This stuns
him momentarily. Roll again with a +1 modifier.
5
The Warrior slashes his foe across the gut causing him a serious
wound. He doubles over clutching at the gaping slash. There is now
only to finish him. Roll again on this table with a +2 modifier,
this remains as a permanent modifier.
6
The Warrior sees that he is wide open for a strong attack and cleaves
off his foe’s head, which falls and sinks into the mud. The
Warrior sees it as a fitting grave and leaves the mud pit.
Deserted
Alleyway
The Warrior enters the sandy alleyway to see his foe at the other
side. Both know the penalties for fighting in the City but both
are willing to risk the consequences. Roll 1D6:
1
The Warrior trips over a scurrying rat and is dealt a hefty blow
to his side causing him 3D6 Wounds. Roll again on this table with
a -1 modifier.
2
The loud commotion of the battle arouses the Pharaoh’s Guards,
who promptly arrive and throw them in the Palace Dungeon for fighting
in the city (5 days).
3
The battle rages with neither side giving in to the other. Roll
again.
4
The Warrior’s foe slips on a piece of rubble causing him to
bend over. The Warrior seizes his chance and kicks him in the face,
littering the ground with teeth. Roll again on this table with a
+1 modifier.
5
The Warrior leaps onto a nearby crate when his foe swipes at his
legs. He manages to somersault over the slash landing behind his
foe where he stabs him between the ribs. The punctured opponent
slowly turns around somewhat in a daze, ready for the death blow.
Roll again on this table with a +2 modifier, this remains as a permanent
modifier.
6
Seeing his chance the Warrior slashes at his opponent’s throat
making a deep cut. He drops to his knees gurgling blood and falls
flat on his face, dead. The Warrior finds 2D6 x 50 Gold on the body
and then runs off before the authorities can arrive.
Home
of a Friend
The Warrior bursts into his friend’s house to see it ransacked,
with his friend tied up in the corner. In the centre of the room
stands his old foe who launches his attack immediately. Roll 1D6:
1
The Warrior slips on a piece of furniture and leaves himself open
to attack, which his foe does not pass up. Take 3D6 Wounds. Roll
again on this table with a -2 modifier.
2
The Warrior loses his grip on his weapon and it is knocked from
his hand. His foe quickly strikes him while he is trying to retrieve
it. Take 2D6 Wounds. Roll again on this table with a -1 modifier.
3
The two combatants fight with all manner of weapons showing a dazzling
display of skill. Roll again on this table.
4
The Warrior manages a lucky strike stabbing his foe in the arm.
Roll again on this table with a +1 modifier.
5
The Warrior elbows his foe sharply in the face, making him stumble
back, dazed. Roll again on this table with a +2 modifier.
6
The Warrior’s foe slips backward on a statue and the Warrior
manages to stab him in the chest, piercing his heart. He then unties
his friend who offers a house and food for the Warrior to stay while
in the city, at no cost of course.
Arena
The Warrior enters the sandy arena and instantly spots his foe standing
at the centre. The arena is deserted bar a few onlookers. Roll 1D6:
1
The Warriors foe stabs forcefully but misses. Just when the foe
is about to be finished the Warrior is struck in the back of the
head by a large rock by a bored onlooker. Dazed, his foe stabs again,
this time hitting his mark inflicting 3D6 Wounds. Roll again on
this table with a -2 modifier.
2
A strong wind comes up, whipping sand into the Warrior’s face,
momentarily blinding him. His foe strikes him on the forehead with
the hilt of his weapon, inflicting 2D6 Wounds. Roll again on this
table with a -1 modifier.
3
The two combatants stand their ground as they think of the next
move to make. Roll again on this table.
4
The Warrior kicks sand in his foe’s face and slashes at him
causing a sizeable wound. Roll again on this table with a +1 modifier.
5
One of the bystanders takes a liking to the Warrior and throws a
rock at his foe, hitting him in the head and knocking him to the
ground. Roll again on this table with a +2 modifier.
6
The Warrior hacks into his foe’s neck, severing a major artery.
The last thing the dying man sees is his own blood spraying over
the warrior. The bystanders cheer the Warrior’s victory and
throw 3D6 x 50 Gold to him.
49
WANDERING MONSTERS
Trudging through the sand, one of the Warriors trips at the top
of a dune and falls down the other side, tumbling and rolling. Finally
he stops rolling at the base of the dune. Only then he looks up
to see he is surrounded by ‘Objective Room Monsters!’
Roll for Objective Room Monsters and place the Warrior in the centre.
The other Warriors who wish to join the battle charge down the dune
and can be placed at one side of the board section after the Monsters
are placed. After the battle is won, take an Objective Room Treasure,
and 1D6 Nehekharan Treasures.
50
NEHEKHARA TRAINERS
The Warriors approach a large marble fortress. They are welcomed
in to see a great hall filled with training combatants. They are
led to the head trainer that is a well muscled man who explains
that this fortress belongs to him and its primary function is to
train people so that they can survive the hard conditions of Nehekhara.
There
are many different trainers here, including magical, and the Warriors
can train to their next level if they wish, for the same cost. Training
takes one week so an extra week must be added to travel to represent
this. The Warriors also have the opportunity to train for an extra
skill or spell from their own character skill or spell lists. Only
one skill can be learnt and only if the Warrior is not also training
in that stay. Learning an extra skill/spell costs 1000 Gold, and
gives them a roll on the appropriate table.
51
HAUNTED HEAD
During the dead of night a loud howling is heard and the Warriors
awaken to see the ghost-like apparition of a severed head screaming
around the camp site about two metres above the ground. The Warriors
are quickly on their feet and are swinging their weapons at the
head. They soon discover that their weapons just pass through the
head, even magical ones. The head continues to fly around the campsite,
occasionally stopping for a look at the Warriors before continuing.
They decide it best to pack up camp and move on, but they soon discover
that the head is following them. It doesn’t attack them at
all, just flies around them screaming. From now on before an event
is rolled roll 1D6. On a 1-4 the head remains with the Warriors.
On a 5-6 the head screams off into the night never to be seen again.
While the head is with the Warriors all events with friendly people
cannot be used as they run in terror at the sight of the head, while
it laughs at the Warriors’ misfortune.
If
the head is still with the Warriors when they enter a Settlement
the head will follow a random Warrior around who is thrown out of
the Settlement straight away to await his fellow Warriors, his only
company being the flying head that howls and taunts him. Roll as
normal to see if the head goes away for each week in the Settlement.
If
the head follows the Warriors into a Pyramid then it acts as always,
scaring off any friendly people or things in the events and therefore
making them unable to be used. At the end of every turn the Warriors
aren’t involved in combat (the head enjoys a good fight) roll
1D6 - on a 6 the ghostly head flies off down the corridor never
to be seen again.
52
FRIENDLY TRAVELLERS
A group of travellers are seen making their way towards the Warriors.
Eventually they meet and they are friendly. They claim to have found
treasure on some slain men a while back and have no use for it.
Draw 1D3 Treasure Cards to see what they are. They tell the Warriors
that they will trade each one for 1D6 water skins. Once the trade
is completed they continue on their way.
53
BATTLE
The Warriors stop at the edge of a craggy cliff below which is a
great sandy valley. It seems they are just in time to see the start
of a mighty conflict. On one side, heavily armoured knights on horses
are charging, leading groups of soldiers into the battle. On the
other side are huge amounts of charging Orguts, moving at an alarming
speed considering their size and shape. Soon the two hit each other
and the bloodshed begins. It is now that the Warriors must decide
whether they wish to enter the fight, or skirt around it adding
2 weeks to travel. If they decide to join the battle they quickly
descend the cliff and join it, bringing new hope to the human combatants.
Roll 1D6 for each Warrior:
1
The Warrior leaps between a wounded man and an Orgut, not seeing
the second Orgut behind him who slams his spiked club into his back.
Impaled by the spike he is lifted high into the air, his blood flowing
from the deadly wound. The other Orgut chuckles and swings his spiked
club directly at the Warrior’s head impaling it with the spike
and tearing it from his body with the sheer force of the hit. The
Warrior is well and truly dead.
2
Taking on four Orguts at once, the Warrior puts up a brave fight.
Unfortunately he slips in the blood stained sand and is clubbed
repeatedly by the Orguts who eventually believe that he is dead
(Which he well may be) and continue the fight elsewhere. Take 6D6
Wounds.
3
The Warrior dodges, weaves and thrusts, felling many foes, but not
without sustaining some damage. Take 3D6 wounds.
4
The Warrior’s weapon is covered in his enemies’ blood,
as he hacks, crushes and slashes his way through the enemy ranks.
5
The Warrior leaps headlong into the fray, felling many opponents,
greatly increasing the chance of victory. The soldiers see him as
a great hero!
6
The Warrior leaps from half way down the cliff onto the back of
a huge Orgut and quickly cuts its throat wide open. Leaping off
his dead foe he seemingly becomes a whirlwind of death tearing through
any defence given. Finally, drenched in the enemies’ blood,
he sees one of the leaders of the Orguts army, an Orgut chieftain
who is commanding his troops. Seizing his chance he hurls a nearby
dagger at him which hits its target directly in the eye, piercing
it and his brain. He falls, taking his valuable commands with him.
All other Warriors yet to roll on this table receive a +1 modifier.
Once
everyone has rolled
The battle is eventually over - roll 1D6. On a 1-3 the Orguts have
won, forcing any remaining troops to flee, including the Warriors
who must run out of their way, resulting in them adding 2 weeks
to travel. On a 4-6 the human armies have won and the Warriors are
hailed as heroes. They are offered gifts for their service - roll
1D6. Each Warrior receives what is rolled.
1
200 Gold
2 400 Gold
3 600 Gold and 1 Treasure Card
4 800 Gold and 1 Treasure Card
5 800 Gold and 2 Treasure Cards
6 1 Objective Room Treasure and 1D6x100 gold.
54
CLIFF
The Warriors approach the edge of a very high cliff. There seems
to be no quick way around. Add 3 weeks to travel time.
55
UNEVENTFUL WEEK
56
BLACK POOL
The weary Warriors come to a wide pool of a thick black substance.
One of the Warriors has heard of pools like this and knows that
they hold magical properties. If any Warrior wishes to wade into
the pool roll 1D6:
1
The Warrior cautiously wades into the black muck, which smells more
like effluent than anything else. The pool seems to drain the Warrior’s
stamina. For the next adventure he is at -1 Toughness.
2
The sticky black goo is oddly warm and the Warrior really doesn’t
enjoy his stay in it. When he gets out he just stands there like
a black dripping mudman.
3-4
The black substance glows with a yellow aura when the Warrior enters.
He feels rejuvenated and adds 2D6 Wounds.
5
The black substance swirls around the Warrior, as if analysing him.
Then he feels oddly stronger. The Warriors lowest attribute (not
including Damage Dice) is boosted by 1 for the next adventure.
6
The dark liquid engulfs the Warrior as he enters the pool. He feels
strengthened, and gains +1 Strength for the next adventure.
57
SARCOPHAGUS
The sun shows the Warriors little mercy as they trudge through the
wasteland. Soon they reach a half buried Sarcophagus made from thick
Gold. Littered around the casing are four skeletons. Were they killed
from lack of water, or was it from whatever was, or is, in the sarcophagus?
If the Warriors wish to, they can lift the lid off. It prises off
with little effort to reveal a mummified man laden with jewels and
a traditional Nehekharan headpiece. They wait for a moment, unsure
of whether it is one of the Undead or not. Roll 1D6:
1
The Mummy is indeed one of the Undead and gets to its feet. Unfortunately
for the Warriors it is a Tomb King and he is unimpressed with being
disturbed. Fight a battle with one Tomb King.
2
The Mummy is indeed one of the Undead and gets to its feet. It is
a Liche Priest and attacks the Warriors. Fight a battle with the
Liche Priest.
3
The Mummy is indeed one of the Undead and gets to its feet. It is
a Mummy Hero. Fight a battle with one Tomb Prince.
4
The Mummy is just a corpse. The sarcophagus holds 1D6 x 100 Gold.
5
The Mummy is just a corpse. The sarcophagus holds 1 Treasure Card.
6
The Mummy is just a corpse. The sarcophagus holds 1D3 Treasure Cards.
58
WELL
The Warriors see a well in the distance. First they think that it
is a mirage but it does not disappear as they grow near and it is
a well. After dropping a rock down it they discover that it (roll
1D6):
1-2
is dry, so they move on.
3-6
has water in it. The Warriors gain 1D6 water skins before all they
pull up is sand.
59
CITY
The city that the Warriors are headed for is closer than they first
thought. It looms above them from the sand, and is one of the most
welcome sights they have ever seen. The Warriors are at the Pharaoh’s
City they were travelling to.
60
MYSTERIOUS TOWER
In the distance the Warriors can see a tall black tower. It has
a dark appearance, but any sign of life in the Nehekharan desert
is a welcome sight. As they approach roll 1D6:
1
A bolt of lightning shoots from a window of the tower, straight
at a random Warrior who takes 2D6 Wounds modified only for armour.
Obviously the owner doesn’t wish to be disturbed. The Warriors
decide it best to skirt the tower and continue on.
2-3
A random Warrior suddenly feels strange and transforms into a Battle
Level 1 Monster (Roll on the Monster Table) for 1D3 weeks, or until
a Settlement is reached.
4-6
A group of reptilian creatures that are not recognised as usual
Lizardmen come out and greet the Warriors. They claim that the owner
of the tower wishes to meet them. If the Warriors accept the offer
they are escorted into the castle where they are refreshed and given
a chance to relax, allowing them to regain 2D6 Wounds. That night
they are welcomed to a banquet by the owner of the tower who seems
to be one of the few humans in the whole place. While they are all
dining on fresh meats and drinking foreign wines, they are entertained
by a strange game where there are three boulders varying in size,
which are moved certain distances to determine the winner. A burly
lizard creature moves the middle sized boulder a fair distance,
but then a large muscled human barbarian picks up the largest boulder
with seemingly little difficulty and moves it even further and remarks
“Now you move my rock back.” While the Warriors are
enjoying the entertainment, the owner of the tower states that he
is a wizard and has been living in Nehekhara for many years. He
also claims that he has been experimenting with a new type of magic
on willing subjects. He points out his recent subjects around the
room who all appear to be mighty Warriors and willing participants,
all apart from the burly barbarian moving rocks around who seems
to want no part of it. The experiments with this new magic can gift
the subject with strange new powers, heightening their senses and
making them stronger, but in some cases it has lead to a painful
death. He offers this honour to the Warriors as he is always looking
for strong subjects, because only the strongest survive. Any Warrior
can take the mage up on his offer, if they trust him, and remain
for the treatment. It takes 4 weeks for the treatment and to symbolise
this 4 weeks must be added to travel time. Any Warrior is welcomed
to stay at the tower free of charge until their companions have
finished treatment.
Leaving
Whether the Warriors decide not to accept the offer or have gone
through it and are leaving they are each given 1D6 water skins and
1D3 provisions.
Undergoing
Treatment
Any Warrior undergoing treatment is taken to the lower dungeon under
the tower and shackled to the wall, being convinced it is for his
own safety. Then for a gruelling 4 weeks he is cut, injected, subjected
to strange magic and driven to such pain that he is almost driven
mad. Finally he is released - roll 1D6 to see how he has been changed:
All results are permanent.
1
The Warrior stumbles and falls to the ground, the treatment being
too much for him. Soon after he dies frothing at the mouth and bleeding
from his ears. He is dead.
2
The treatment has no effect and it seems that all that pain was
for nothing.
3
After the treatment the Warrior finds that he is now very resistant
to magic and now has Magic Resistance 6+. If the Warrior ever has
this treatment again and rolls this, add +1 to the Magic Resistance
number. ie 5+, 4+ etc.)
4
After the treatment the Warrior finds that the colour of his blood
has turned black and has become a potent acid. From now on any creature
that inflicts 4 or more Wounds on the Warrior must roll 1D6. On
a 6 the monster has been splashed with the Warriors acidic blood
causing 1D6 unmodified wounds. If a Vampire ever “bites”
the Warrior it immediately takes 2D6 unmodified Wounds.
5
The Warrior has been affected by the treatment in a very strange
way. He sees that he now has very impressive leathery wings, protruding
from each shoulder blade. The Warrior now has the fly ability. In
addition the Warrior need not, but can if he wishes, take a sailing
ship when travelling across the ocean for he can fly, occasionally
resting on small islands. In the Settlement the Warrior wears a
cloak which covers his wings, and onlookers think of him as just
a hunchback. If he ever is found out in the Settlement then he is
immediately thrown out.
6
When the Warrior comes out of treatment he finds he is seriously
changed. It seems the Warrior is now affected by a rage and anger.
Whenever a battle starts roll 1D6. On a 5-6 he undergoes an amazing
change which lasts until all Monsters on the board are killed. The
Warrior yells out in rage as his body grows and grows become huge
and muscled. Soon any straps holding armour are snapped and fall
off as he continues to grow. Finally he stops growing as a huge
muscled giant that has become a strange colour of (roll 1D6):
1
Yellow
2 Orange
3 Red
4 Blue
5 Purple
6 Green
While
in this state the Warrior takes up four squares (move models accordingly
to fit him in). His usual weapons are now so small to his great
hands that they are useless, so he just uses his bare hands to tear
the enemy apart. Unfortunately while in this state the Warrior is
blinded by rage and has little intelligence, finding it hard to
remember even who his fellow Warriors are, and on occasions will
even attack them. As this hulking creature the Warrior has a Toughness
of 10 and a Strength of 8. The giant beast that the Warrior has
become does not attack as usual - instead of attacking roll twice
on the following table.
Giant
Warriors Attack Table
1
Befuddlement
The giant looks around the battle and seems confused for a moment,
unsure of who to attack. He loses this attack in his befuddlement
and gets a -1 modifier to the next roll on this table (as long as
it’s in the same battle).
2
Head Slam
The Huge giant grabs a random model that is adjacent to him, which
may well be a Warrior. He then slams the grabbed victim into the
roof. Roll 4D6 - any dice that come up with 4-6 inflict that much
damage. He then drops the victim down, in search of another.
3
Throw
The giant Warrior picks up a random enemy up to 2 squares away with
one mighty hand and hurls him 2D6 squares in a random direction.
If the victim hits a wall he is inflicted with 2D6+5 unmodified
Wounds. The Monster then falls in that square or nearest adjacent
square.
4
Mighty Clap
The Warrior slams his mighty hands together and makes a deafening
clap that affects all models of 5 Strength or less up to 4 squares
away in front of him and blows them 1D3 squares back. All those
affected must also roll 1D6. If a 1-2 is rolled then that Monster/Warrior
also loses an attack this turn.
5
Earthquake Stamp
The Giant Warrior lifts his muscled leg up and smashes it back down
again onto the floor of the dungeon causing the whole place to shake.
Roll 1D6 for how many slabs of rock or stone fall from the roof.
Randomly determine which squares they fall in, within the same board
section as the Warrior. Each slab takes up 1 square. If any model
is under one of these falling slabs they take 3D6 Wounds. If this
attack is executed outside roll again.
6
Deadly Attack
The giant Warrior lifts his hands up together making fists and slams
them down directly on whoever he wishes to attack (adjacent Monsters
only). The victim of this attack takes 5D6 Wounds.
After
the Battle
After the battle, or in fact whenever the Warrior calms down and
returns to his original state, the metamorphosis takes a terrible
toll on his body - roll 1D6:
1
Lose 1 Starting Wound, permanently
2 Lose 10 unmod Wounds
3 Lose 8 unmod Wounds
4 Lose 6 unmod Wounds
5 Lose 4 unmod Wounds
6 Lose 2 unmod Wounds
In
the Settlement
In the Settlement if the Warrior is ever attacked or angered he
must roll 1D6. On a 5-6 he turns into the beast and destroys half
the city before leaving the city where he must wait for the others.
At
Sea
If the Warrior is attacked or angered at sea he must roll 1D6. On
a 5-6 he turns into the beast, deals with the problem (fights the
enemy) then does a mighty leap that sends him flying off the ship
in the way of their destination. He eventually makes it to the shore
where he returns to normal and meets the other Warriors at the Settlement
when they arrive.
Restoring
the Warrior to normal
The best place the treatment can be reversed is at the mysterious
tower and it must be found again in Nehekhara (with a rolling result
of 4-6). It is harder to reverse the procedure and costs 2500 Gold
(for the cost of the rare herbs and so on). The affliction can also
be healed at a Settlement, but only in a City and only by the finest
wizards, for 6000 Gold. The treatment cannot be reversed in the
same event. Only after the time of one adventure can this be achieved.
61
CURIOUS STONES
The Warriors come to a circle of curious stones. They are about
2 metres in height and have a hole hollowed out in the centre of
them large enough for a person to fit in. Another stone stands about
waist height in the centre of the stones with a number of odd shaped
rocks stuck on it. If the Warriors try to figure out this madness
roll 1D6. On a 1-3 they have no idea what it is about and continue
on their journey. On a 4-6 they push and pull the stones causing
an interesting phenomenon to occur. Across the entrance of each
hole in the stones appears to be a sheet of rippling water that
seems very strange to the Warriors. If they decide to step into
the vertical water roll 1D6:
1-2
The Warriors step out into another circle of rocks, only they recognise
the place as The Old World. They now can either step through the
portal they came through to return to Nehekhara or head towards
the nearest Settlement as normal in the Old World.
3-4
The Warriors step out into another circle of rocks, only they recognise
the place as Norsca. They now can either step through the portal
they came through to return to Nehekhara or head towards the nearest
Settlement as normal in Norsca.
5-6
The Warriors step out into another circle of rocks, only they recognise
the place as the Lost Kingdoms. They now can either step through
the portal they came through to return to Nehekhara or head towards
the nearest Settlement as normal in the Lost Kingdoms.
62
VAMPIRE HUNTER
A crude stone hut comes into view. The Warriors draw closer to see
crosses painted liberally on its walls in what looks like blood.
Upon entering, they see a man in his late 50’s clutching a
stake in one hand and a small metal cross in the other. When he
sees who it is he breathes a sigh of relief. He soon explains to
the Warriors that until a few years ago he hunted vampires across
the Old World, but now he is retired and decided to move to Nehekhara,
knowing how much vampires hate intense sunlight. Because they are
so rare here he says he feels almost safe. After a short discussion
he gives the Warriors a special vial of liquid each that, when smeared
on an edged weapon inflicts an extra damage dice on Vampires. It
can only be used once and lasts for an entire combat.
63
UNLIKELY HERO
An amateur gas trap in the sand sends the Warriors to the ground
unconscious. They awake to find themselves in a dungeon of some
sort, strapped to a huge spiked sphere that is hanging from a chain
in the roof which is connected to a hook. The chain then goes down
on an angle to a huge contraption. Under the sphere is a large round
well from which pours gaseous odours.
Standing
on the ground near the edge of the well, laughing at the Warriors
predicament is a Necromancer. He starts boasting about how good
he is and how easily he managed to capture such well known Warriors,
as he flicks a switch on the contraption holding the chain. Slowly
the chain moves and the sphere with the Warriors on it slowly descends
into the well.
There
seems to be no other sign of life in the large room when suddenly
a Snotling runs from the shadows directly behind the wizard, and
leaps at him slamming into his back. This attack, out of nowhere,
surprises the Necromancer and he loses his balance, falling over
the edge of the well, screaming to his doom into the well’s
liquid. The Warriors can now clearly see the liquid as being acid
as the Necromancer’s face melts back to his skull and sinks
beneath the surface.
With
the chain still moving down, the Warriors only have 2D6 + 2 turns
before they are engulfed by the acid and are melted to death. And
all they have to help them is a small Snotling who looks up at the
Warriors with a puzzled look as if awaiting instruction.
The
Warriors now have 2 choices - they can either motion to the Snotling
to try and get to them and cut them free, or try to get him to work
the machine in such a way to make them stop their decent.
Get
the Snotling to work the Machine
The Warriors frantically motion to the Snotling to try and stop
the machine. He looks at them for a moment and then runs off toward
the machine and starts messing around with the controls. After 1D6
turns he manages to achieve something. Roll 1D6:
1
The Snotling has made a critical error, sending the sphere plummeting
downwards into the acid where the Warriors thrash around only for
a moment before they are melted to the bone.
2
The Snotling does something wrong, causing spikes behind two random
Warriors to shoot out, inflicting 2D6 Wounds. Slapping his head,
the Snotling tries desperately to make the machine work, which takes
another 1D3 turns. Roll again on this table with a +1 modifier.
3-4
Just when he thinks something is going to happen it doesn’t,
so instead the Snotling pulls out a small club and starts smashing
at the machine, sending cogs and bolts flying out everywhere. Roll
again on this table with a -1 modifier (this modifier is not cumulative).
5-6
The Snotling manages to work out the controls and the great sphere
stops. Within seconds the Snotling leaps up the chain and down to
the Warriors where he nimbly undoes the shackles holding them in
place. They then all manage to climb up the chain and slide down
it again to the other side. Now looked under the “saved”
heading to see what happens next.
Get
the Snotling to cut them free
The Snotling nimbly scales the chain to the roof and slides down
it to the sphere where the Warriors are shackled which takes 1D3
turns. He then begins to try and get the Warriors out of the shackles.
It takes him 1D2 turns to break out each Warrior so they can leap
to safety (they cannot help the Snotling with the other Warriors
because the sphere is impossible for them to climb on, but the nimble
Snotling can navigate it easily. If any of the freed Warriors can
fly then they can help the other Warriors in the same way as the
Snotling is). The Warriors are released in a random order.
Saved
Once all of the Warriors are saved, the Snotling explains to the
Warriors, in crude Common, that he was kidnapped from the Old World
to be the Necromancer’s servant where he was going to be made
into a Snotling Mummy! He begs the Warriors to take him with them
to the next Settlement where he can sneak into a cart and get to
a dock and stow away to the Old World. The Warriors can hardly refuse
considering he saved their lives and so they accept (If they really
don’t want to they can slay him and move on). He has the stats
of a normal Snotling and will stay out of events where he can, but
will fight in a battle. He then leads the Warriors to a secret treasure
room in the Pyramid, where there are 3 Treasure Cards and 1D6 x
100 Gold before leading them out of the Pyramid.
64 PATHWAY
The Warriors come to a stone pathway heading in the same direction
as they are travelling. They welcome something hard beneath their
feet. Subtract -1 week from travel.
65
DISPUTE
A petty dispute breaks out between 2 random Warriors, about who
is the best fighter and the most important team member. Finally
one of them (randomly choose who) gets so fed up with it he walks
off in his own direction, saying that he will meet them at the City.
From now on roll separately for his Hazards after the other Warriors.
The first group to reach the Settlement waits for the other to meet
them there before they go in.
66
UNEVENTFUL WEEK
67
FALLEN EMPIRE
The sight of a Pharaoh’s City in the distance fills the Warriors
with hope, only when they draw near they see it is in ruins and
seemingly deserted. If they wish to investigate the ruins roll 1D6:
1
While they are searching, one of the Warriors moves away from the
group to explore on his own. He comes to the stairs leading to a
once great palace. While he is scaling them he is attacked by Monsters.
(Roll on the appropriate Monster Table), who had been using the
ruins for shelter from the elements. The Warrior must battle the
full amount of Monsters (do not alter for the amount of Warriors)
for 1D2 turns before the rest of the Warriors reach him to help.
Once they get there they run in from a random side of the battle.
The Warrior is unable to flee from the battle until the others arrive,
unless he is the only Warrior in this event.
2
The Warriors are soon to discover that the ruins are not completely
deserted for there are huddled peasants in the streets. One of the
Warriors goes to a group of these peasants to ask what has happened.
He looks down to see that their skin is covered in blotchy black
marks. They have Ram-Tuts black plague the Warrior realises. (Ram-Tut,
an evil dictator, hated grave robbers and filled his tomb with a
deadly plague. The plague, released by grave robbers spread across
Nehekhara with the dealings of Ram-tut’s stolen treasures.)
No wonder the City has been deserted he thinks as he recoils back,
covering his mouth. The Warriors leave quickly and hope they have
not contracted the plague. Roll 1D6 for all of the Warriors:
1-3
They have contracted Ram-Tut's plague. Only the strong survive
the plague and the following roll must be made for each Warrior.
For every 5 Wounds that make up his Starting Wounds roll 1D6.
If the resulting number is more than the Warriors Starting Wounds
the Warrior has died a miserable death. If the number rolled is
equal to or less than the Warriors Starting Wounds, then they
were strong enough to survive the plague and continue on.
4-6
The Warriors have managed to escape the death filled city without
contracting its deadly black plague.
3
The Warriors search the ruins thoroughly but only find a tired old
Dwarf Prospector. If they have met the Dwarf Prospector in the past
he runs off screaming and cursing at the Warriors, firstly into
a brick wall, then secondly out into the sand dunes. If they haven’t
met the Dwarf Prospector before he explains to the Warriors that
he’s just passing through and is searching for rare jewels,
without much luck he adds. He also gives the Warriors a key to the
portcullis. The Warriors leave him to his work.
4
Wind howls through holes in the walls throughout the ruins as the
Warriors undergo their search. Before long they find that the place
is completely deserted and completely devoid of any valuables.
5
The ruins look like they haven’t been lived in for years but
after a hard search the Warriors find 1D6 x 20 Gold each.
6
When the Warriors enter the City, it is obvious that a battle raged
there not many days past. Corpses litter the ground of both human
and Orgut. After searching through the rotting corpses they find
1 Treasure Card each.
68
ORGUT ATTACK
The weary Warriors are walking through a shallow valley between
two small cliffs when they are ambushed by a group of Orguts. There
are 1D3 Orguts who have Ambush A. Fight a battle.
69
UNWELCOME GUESTS
A random Warrior is casually looking through his belongings when
he discovers that 1D3 of his provisions have big fat maggots in
them. He tosses the provisions aside cursing his luck.
70
TRADER
A trader crosses the Warriors path. He claims that he only trades
water, and yet there seems to be no water in his possession. Discarding
him as a misguided fool the Warriors push past him. This is when
he stops them and shows them a single water skin. He then tips it
and the water flows out but the water never stops coming out until
the man tips it back the right way. Grinning at the Warriors he
tells them that it is a magical water skin, and he will fill up
one water skin per 500 Gold for the Warriors. They may buy as many
water skins as they wish from the trader. At such a ridiculous price
they consider taking the magic water skin by force but decide against
it unsure of what other magical items he may have hidden away.
71
GIANT SCARAB BEETLE
The Warriors are honoured to see a strange procession. A giant scarab
beetle wanders by in front of them. Then 10 seconds later a group
of Nehekharan worshipers hurry quickly behind it, chanting loudly.
Shaking their heads at this the Warriors continue on.
72
SAND CYCLONE
The familiar funnel of a cyclone is seen on the horizon. Roll 1D6:
1-3
The cyclone heads straight for the Warriors, engulfing them with
sand moving so fast that it cuts into their flesh. The force of
the cyclone also flings them into the air like rag dolls. Finally
it moves on but not before inflicting 2D6 Wounds on each Warrior
modified only for armour.
4-6
The cyclone heads off in a different direction and the Warriors
are spared its wrath.
73
KNOCK TO THE HEAD
The Warriors are passing a small peasant group when a random Warrior
is hit in the back of the head with a large rock and falls unconscious.
It was thrown by a mischievous young lad in the peasant group. Roll
1D6:
1
When the Warrior comes to, he doesn’t remember how to perform
3 of his skills/spells for the remainder of this adventure and the
next one. Determine these skills/spells randomly.
2
When the Warrior comes to he doesn’t remember how to perform
2 of his skills/spells for the remainder of this adventure and the
next one. Determine these skills/spells randomly.
3
When the Warrior comes to he doesn’t remember how to perform
1 of his skills/spells for the remainder of this adventure and the
next one. Determine these skills/spells randomly.
4
When the Warrior comes to he doesn’t remember his own name
for the remainder of the adventure and the next adventure.
5-6
When the Warrior comes to he has a sore head but has no serious
injury.
74
TIRED WARRIOR
A random Warrior who is on watch duty while the others get some
sleep is very tired after the day’s travel and falls into
a deep slumber. Roll 1D6 to see what happens:
1
Nehekharan thieves sneak into the camp and make off with 1 random
treasure item from each Warrior and 1D3 Nehekharan Treasures.
2
A group of Monsters attack the Warriors, gaining Ambush, A because
the Warriors are asleep. Roll on the appropriate Monster Table.
3
A weary adventurer happens across the slumbering party. Seeing there
are some leftovers of food from the Warriors dinner, he helps himself
and decides to take some with him as well. Each Warrior loses 1D3
provisions and 1D3 water skins.
4
A howling wind awakens the Warrior and he returns to duty, at least
until he falls asleep again. Roll again on this table with a +1
modifier.
5-6
The sleeping Warrior on duty is awakened by a slap on his back.
Startled he turns to see a fellow Warrior who says he will take
over the watch duty.
75
THE FIVE DOCTORS
The Warriors come across a group of mumbling old men riding camels.
They dismount and tell them that they are all doctors of fine medicine,
between squabbling over who is the best. If any of the Warriors
are wounded, they can attempt to be healed by the doctors, by rolling
1D6 on the next table and by paying them 250 Gold, in advance.
1
The five doctors are so busy arguing and fussing over who knows
more about what, that they completely forget about what they are
doing. Unfortunately for the Warrior they smear the wrong medicine
on his wounds, using poisonous frogs eggs instead of healing paste.
He feels slightly better but next week he loses 1 Starting Wound
permanently due to the poison.
2
The five doctors chuckle loudly at the Warrior’s wounds saying
that they are but nicks and scratches! They add some medicine to
his wounds, unfortunately it’s the wrong type and he loses
1D6 unmodified Wounds. When the Warrior accuses them of trying to
kill him they all point to each other insisting that it was another
doctors fault. Shaking his head at their stupidity he decides to
forget it.
3
The five doctors stand around the Warrior looking at his wounds,
frowning and saying that nothing can be done. All five of them shrug
saying they don’t know what to do and give the Warrior back
his Gold.
4
The bumbling doctors poke around at the Warriors wounds making him
wince in pain. They administer some medicine, although most of them
disagree on its choice. It heals the Warrior for 2D6 Wounds.
5
The group of doctors start to stich up the Warrior’s Wounds,
all the while mumbling and grumbling at each others methods. By
the end of it they actually do a good job. The Warrior gains 3D6
Wounds.
6
The five doctors decide to give the Warrior a full examination,
making him stick out his tongue and hitting his knee repeatedly
with a small hammer, which abruptly stops when the Warrior takes
the hammer and smashes the doctor on head with it. One of the doctors
then asks the Warrior to bend over while putting on a glove on his
right hand. He is about to proceed when the Warrior points out that
the doctor actually has a spiked gauntlet on. Blushing from embarrassment
he says “Oh silly me,” as he pulls it off. Once the
five buffoons have finished fussing over him he has been healed
4D6 Wounds. Crazy as they may be, those doctors sure know their
stuff!
76
PYRAMID’S CURSE
A random Warrior was the first to enter a room that was cursed in
the last Pyramid, and a curse was put on him. Roll 1D6 to see what
it does to him:
1
The Warrior has a deadly curse placed on him causing him to age
rapidly. He must reach a Settlement in 2D6 weeks to have the spell
lifted for 2D6 x 100 Gold, or he dies of old age.
2
The curse is bound with powerful magic making the Warrior feel very
heavy. He is at -1 Move, until the spell can be lifted for 700 Gold
at a Settlement.
3
The curse has made the Warrior hallucinate, seeing demons and undead
everywhere. When in battle roll 1D6 at the start of the turn. If
a 1 is rolled the Warrior madly swings his weapon through imaginary
enemies that only he can see and can do nothing else that turn.
This curse can be lifted at a Settlement for 600 Gold.
4
The curse of weakness has been placed on the Warrior. Roll 1D6:
1
Lose 1 permanent Strength.
2 Lose 1 permanent Toughness.
3
Lose 1 Strength for the next adventure and the remainder of this
adventure.
4
Lose 1 Toughness for the next adventure and the remainder of this
adventure.
5-6
The Warrior manages to remain unharmed from the curse.
5
The curse makes the Warrior ill. He spends the week coughing and
clutching his twisting stomach. The Warrior loses 1D6 unmodified
Wounds per week until the curse can be healed at a Settlement for
600 Gold.
6
The curse seems to do nothing at all. The Warrior’s strength
must have overcome the curses power.
77
UNEVENTFUL WEEK
78
ROTTEN BANDAGES
A random Warrior checks his bandaged wounds. If the Warrior has
used no bandages this adventure then treat this as an uneventful
week. Otherwise roll 1D6:
1-3
The Warrior sees he has placed rotten bandages on his wounds and
they have become infected. The Warrior loses 1 Starting Wound, permanently.
4-6
His bandages are all in place and nothing is wrong.
79
RUNES
The Warriors enter a sacred building. It is of obvious Dwarf design,
although it seems to be deserted. Things are strewn about as is
if it was left in a hurry. After a thorough search the Warriors
find that left behind is a magic rune rock. The Warriors know well
of their purpose (press to a weapon to burn on rune and enhance
weapon capabilities). Any Warrior may use the rune rock by burning
it permanently on a weapon. To determine the effect of the rune
rock, roll on the Dwarf Runesmith Table.
79
PILLARS OF TAHO
In the distance is the ominous sight of the giant pillars of Taho-Teptra.
Each one is crafted into a giant arm with a fist at the top which
almost touches the clouds. The pillars go on and on marking Taho-Teptra’s
territory. All know of his warning, saying that all who enter his
land will be attacked and made to join his legion of the dead as
one of the undead. The Warriors can either pass through his land,
taking 1D6 + 2 weeks, or make a huge detour of an extra 8 weeks.
For
every week spent in Taho-Teptras territory roll on the table below
after rolling for a normal event. Any event concerning friendly
travellers must be rolled again; only mad people pass through this
land.
1
The Warriors are set upon by what seems like Taho-Teptra’s
entire army of Undead. They have no choice but to flee. Roll 1D6
for each Warrior. If any Warrior rolls a 1 he is unable to escape
and dies bravely, drawing the majority of the army away from the
other escaping Warriors. On any other number the Warrior manages
to escape the army, either by hiding throughout cliffs or managing
to get far enough away to outrun them.
2-3
The Warriors are set upon by a group of Taho-Teptra’s Mummies.
Roll 4D6 for the amount of Mummies. Then roll 1D6 for each Warrior
and add the scores together. Subtract the Warriors’ total
from the Mummies total. The remainder is the amount of 1D3 Wounds
that each Warrior receives in the battle, unmodified, before vanquishing
the Mummies.
4
The Warriors’ minds are affected by the dark magic of the
land, making them become lost. Add 2 weeks to travel time.
5-6
The Warriors pass through the land without incident.
81
YOGA MASTER
The Warriors see a spec on the horizon. As they draw near they see
a strange sight. Hovering cross legged 1 metre off the ground is
a skinny, sinuous man with dark skin. He is bald with two red lines
painted on his head and thick golden arm bracelets. He mumbles a
strange chant almost as in some sort of meditation. As the Warriors
approach, the man, he extends his legs and stands on the ground
greeting them openly. He claims that he is a master of Yoga, the
technique of focusing the mind and the body into one. He then goes
on to say that the art form is dying out and he has been unsuccessful
in acquiring new pupils. He asks the Warriors if they will accompany
him back to his village to train with him. Of course, a man must
feed his family so he also humbly asks for 1000 Gold from each Warrior.
If the Warriors accept his offer they follow him to a very small
village. They are welcomed by its inhabitants and no sooner do they
arrived than the training begins. They train for two weeks (they
are fed by the Yoga Master’s family). By the end of this time
each Warrior has acquired the skill of Yoga. After this they must
leave, for adventure awaits! If this event is rolled again, more
skills can be learnt. Reroll any of the same skill. Once all of
the skills are learnt then the Warrior has truly become a “Yoga
Master” and can perform the skills with additional benefits.
Roll 1D6 to see what skill is learnt:
1
Body Focus
Once per turn the Warrior may go into a meditative state, channelling
inner energy through his body. This heals 1D3 Wounds and takes up
his entire turn. This can only be done if there are no other Monsters
on the same board section.
Yoga
Master Bonus
A Yoga Master can perform this skill with other Monsters on the
same board section, even if he is pinned.
2
Mind Focus
Once per turn, unless Pinned, the Warrior can enter a deep state
of meditation. This takes his entire Warriors’ Phase and involves
the Warrior channelling his thoughts through an enemy. This can
only work on a Monster worth 100 Gold x Warrior’s Battle Level
or less on the same board section as the Warrior. Roll 1D6. On a
5-6 he can control that Monster in the Monsters’ Phase. Any
Gold gained is kept by the Warrior. This skill does not work on
Undead.
Yoga
Master Bonus
The Warrior can perform this while Pinned and on a Monster worth
1100 Gold or less.
3
Yoga Teleport
The Yoga Teleport skill does not actually teleport the Warrior but
to his enemies it seems that way. He channels his mind into those
around him, focusing on the respiratory sense of sight. By doing
this, he actually slows down the input of what the Monster sees
to its brain for a few moments. While the Monster is seeing the
same image through his slowed down sense, the Warrior can walk around
him. When the Monster comes to his full senses again it simply seems
that the Warrior has disappeared and has reappeared in another place,
hence making a teleport effect. This skill does not work on Undead.
The Warrior can use this once per turn and is effectively another
Pinning roll of 3+.
Yoga
Master Bonus
The Warrior can automatically escape from Pinning.
4
Yoga Flame
The art of Yoga is that of complete body control, over all of its
different elements. Yoga Fire is achieved in this way. The Warrior
first puts 2 metal balls in his mouth and a special fire fluid.
He takes up a huge breath of wind and then blows it out in one big
burst. Just as he does this he bites the metal balls together making
a spark and igniting the fire fluid breath mixture into a stream
of fire. The fire can reach a distance of two squares. He can use
this skill once per battle. If the fire hits an opponent it inflicts
2D6 Wounds modified only for Toughness.
Yoga
Master Bonus
The Warrior can use this skill twice per battle.
5
Yoga Levitate
By using his mental energies, the Warrior, once assuming the Yoga
position (cross legged, palms outstretched), can levitate off the
ground. It takes him a lot of concentration and cannot be instantly
done, eg if the Warrior falls into a pit. He can however, levitate
out of the pit. In his heightened position he can move at half his
normal movement. While levitating, the Warrior cannot do anything
else and it takes him the whole turn.
Yoga
Master Bonus
Now the Warrior can concentrate very quickly and on a roll of 5+
can levitate before falling in pits etc.
6
Yoga Contortion
This skill shows true mastery over the physical body. The Warrior
can now bend his body (popping joints, stretching) into amazing
shapes and lengths. On occasions after a battle it is not uncommon
to see Gold in places impossible to reach. Now after every battle
roll 1D6 - on a roll of 6 the Warrior has spotted some Gold in a
crevice or through bars where it was otherwise unattainable. But
through the use of his Yoga ability he can move and stretch his
body in such a way he is able to get 1D6 x 20 Gold.
Yoga
Master Bonus
The Warrior can now stretch even further and is therefore able to
grab more Gold. He can now get 1D6 x 50 Gold.
82
PRISONERS
Tied on 3 posts in the sand are three men. They are dressed in rags
and are so skinny that their bones seem only to be covered with
a thin layer of skin. It looks like an obvious Orgut torture routine,
but whether they are still around is another matter. If the Warriors
try to help the prisoners roll 1D6:
1
The Warriors rush to untie the prisoners, only the find that they
disappear at their touch. They are just mirages! The Warriors move
on.
2
It doesn’t take long to see that the prisoners are dead. The
Warriors are angered at the Orgut’s blatant disregard for
life, but there is nothing more that can be done.
3-5
The Warriors untie the prisoners, who can hardly stand on their
own two feet. They must be given a water skin each straight away
or they will die. They each have 10 Wounds and the normal rules
for travel in the wilderness apply to them (needing a water skin
every week). Put three counters with the Warriors’ counters
as they are all affected by the events on this chart, but they cannot
fight or be involved in battles. Once they get to a Settlement the
Warriors can either sell them to the City as slaves (15 Gold a head)
or they can give them 100 Gold each, so they can start a new life,
or they can just let them go off on their own.
6
As the Warriors go to untie the prisoners, they dissipate into a
fine Gold dust that spins around under its own power until it forms
a beautiful woman with skin and eyes the colour of Gold. The Warriors
draw their weapons, but the strange female entity does not seem
worried. Instead, she speaks to the Warriors in a voice that is
caring but also all powerful. “I have watched you for many
moons, my friends, and this last act has shown me of your true nature.
For this you shall be rewarded.” The Warriors are healed back
to full Wounds, and 3D6 water skins magically appear before them.
The strange woman then dissipates back into Gold dust and swirls
away in a mini whirlwind.
83
BOUNTY
Walking through some craggy cliffs, the Warriors approach a man
leaning against a large boulder. He is dressed in a long black cloak
and wears a thick brimmed hat that covers half of his face in shadow.
They approach him cautiously, but he makes no attempt to move until
they are about a foot from him. He flings out a piece of paper which
falls directly in the Warriors’ path. It reads:
REWARD
- (4D6 x 100 Gold)
DEAD
OR ALIVE
WANTED
FOR (1D6) COUNTS OF (1D6)
1
MURDER
2 PILLAGING
3 TREASON
4 ARMED ROBBERY
5 TRESPASSING
6 FRAUD
BY
THE LAND OF (1D6)
1-2
THE OLD WORLD
3-4 NORSCA
5 THE LOST KINGDOMS
6 NEHEKHARA
Drawn
on the wanted poster is a random Warrior’s face. “This
you?” the bounty hunter says in a deep dry voice. At this
point he stands and pulls back one side of his coat to reveal a
large holstered pistol which has obviously been modified to be more
powerful.
Whether
the Warrior actually did commit the crimes or not is irrelevant.
The only way to deter the bounty hunter is to pay him the price
on his head, and he demands 1D6 x 100 Gold extra as well for the
bribe. If the Warrior can not or will not pay the price, then he
motions to the other Warriors to try and jump the bounty hunter
before he can pull out his pistol. Roll 1D6:
1-2
The bounty hunter has drawn two guns before the Warriors have even
gotten one step. BLAM, BLAM, BLAM, BLAM. His guns go off, powerful
and with amazing accuracy. He manages to shoot all of the Warriors
before they even come near him. They all take 4D6 damage each, and
if any triples are rolled the Warrior has been killed. The Warriors
finally reach the bounty hunter, but the bullets in them weaken
them. He then dispatches them quickly into unconsciousness, by either
hitting them over the head with the butt of his pistol, or kneeing
them in the face. When they finally come to they find that all of
their Gold has been taken. In addition a note is left. “You’re
lucky I am impressed by bravery, otherwise you’d all be dead.
I left your flashy treasure, because there’s nothing better
that a good pistol at your side. You had better pray we don’t
meet again, in future I won’t be as lenient.”
3-4
The Warriors manage to jump the bounty hunter, but not before he
shoots two random Warriors for 3D6 damage each. They decide not
to kill him; instead they knock him unconscious and take his 500
Gold.
5-6
The Warriors are on him before he can even draw his pistol. They
have him unconscious in seconds. They leave him and carry on, but
not before ripping up the wanted poster.
84
OGRE SLAVE
The Warriors approach a strange sight - an Ogre pulling a huge block
of rock behind him with a thick chain. They approach him and he
sees them, but he makes no motion to attack. Instead he begins to
plead with the Warriors in crude Common. “Please, no... hurt,
no...Kill, Please... help me.” The Warriors can either hear
him out or continue the journey.
If
they hear him out he continues to tell the Warriors about an evil
wizard who has kept him as a slave for many years. He knows he could
not kill him on his own but if the Warriors were to help him then
there may be a chance. He says he has asked many a traveller, but
all have laughed at him, and say that he deserves to die. If the
Warriors decide to help the Ogre, they follow him to a small Pyramid.
Here they will play a normal adventure with 2D6 Pyramid Cards and
an Objective Room at the bottom of them. The Objective Room has
a Liche Priest as well as the normal Monsters. The Ogre joins the
Warriors - he has normal Ogre stats at the Warriors’ current
Battle Level, and insists that they have all the treasure for helping
him, although they may give him a Magic Weapon for the duration
of the Pyramid. Once the Warriors have finished the Pyramid, the
Ogre thanks them and leaves. The Warriors then continue on their
way.
85
THE CHRONICLES OF DEATH
The Warriors meet a man in their travels. He stumbles towards them,
gasping and moaning. As he passes he literally throws a leather
bag at them, and stumbles off. Looking in the bag the Warriors see
three books, written in blood and bound in human flesh. They quickly
realise that they are books from a series of books called the “Chronicles
of Death.” They don’t know how many are in the set,
but they do know that they are worth a lot of Gold. Unfortunately
they also realise that Undead everywhere can sense the books’
presence and will try to re-acquire them, obviously the cause of
the other man’s distress. The books can be sold at a Settlement
for 1D6 x 500 Gold each, but only if a 6 is rolled, otherwise the
Warriors can’t find a buyer. They may only try once per Settlement.
For every week of travel, roll 1D6 on the next table to see what
attacks them:
1-3
The Warriors are attacked from all sides, resulting in a long tiring
battle. They are victorious, but have each lost 2D6 unmodified Wounds
in the process.
4-6
The Warriors are not attacked.
For
every day in the Settlement roll 1D6. On a 1 the entire city is
overrun with Undead and must be evacuated, forcing everyone out
of the city including the Warriors.
The
books may be discarded at any time.
86
PASSING FRIEND
The Warriors meet a friend of theirs during the week who used to
adventure with them. He greets them and says he has an extra (roll
1D6):
1-2
1D6 Provisions
3-4
1D6 Bandages
5-6
1D6 Water Skins
for
each of the Warriors. They then part ways.
87
THE STRONG MAN
The Warriors come to a small outpost near an oasis. It consists
of a few tents and a handful of people. As they approach, they see
a huge man throwing people around and yelling “I am the strongest.”
He then points to a necklace made from emerald gemstones he is wearing
“These rocks make me the strongest man in the world!”
A random Warrior decides to put him in his place. Roll 1D6:
1
The Warrior stands a few metres from the man and states “You
are as stupid as you are arrogant.” The huge man turns his
attention to him suddenly and charges. The Warrior is not worried,
considering his huge experience at combat. Unfortunately as the
man draws near, the Warrior loses his footing and is unable to dodge
the charging ball of muscle. The next thing the other Warriors see
is their friend flying though the air, landing about ten metres
away. 1 random item of treasure (not metal armour or metal weapons)
breaks. The Warriors shake their heads and then dispatch the muscleman
quickly. Unfortunately the Warriors find that the necklace has no
effect for them. The remaining inhabitants invite the Warriors to
drink at their water hole (+1D6 Wounds each) before they continue
on.
2 Strutting up to the huge man, the Warrior confidently
says “Fat is the only thing I see on that weak body!”
The man’s attention is soon turned to the Warrior and a fight
breaks out. The Warrior can’t seem to put a foot right and
takes quite a pounding. Only when the other Warriors step in and
dispatch the muscled brute does he manage to get to his feet, minus
a few teeth and 2D6 Wounds. Unfortunately the Warriors find that
the necklace has no effect for them. The remaining inhabitants invite
the Warriors to drink at their water hole (+1D6 Wounds each) before
they continue on.
3-4
Walking casually up to the muscleman, the Warrior taps him on the
shoulder. His big head turns around only to be greeted with the
Warrior’s fist that sends him sprawling backwards, unconscious.
Unfortunately the Warriors find that the necklace has no effect
for them. The remaining inhabitants invite the Warriors to drink
at their water hole (+1D6 Wounds each) before they continue on.
5
The Warrior picks up large stone and lets out a loud whistle. The
muscleman turns at the sound and the Warrior hurls the stone with
deadly precision, hitting him directly between the eyes, knocking
him out. Unfortunately the Warriors find that the necklace has no
effect for them. The remaining inhabitants invite the Warriors to
drink at their water hole (+1D6 Wounds each) before they continue
on.
6
Walking directly up to the strongman, the Warrior says “Muscle
is only part of real strength - true strength lies in how strongly
we believe in our own actions.” The muscleman turns and seems
to ponder his statement for a moment, but soon his confusion turns
to aggression and he charges at the Warrior who remains standing
casually. The man is almost upon him when the Warrior leaps forward
and punches him square in the face, making him fly backwards into,
and through, a nearby hut. The man is dead. The necklace gifts the
wearer with +1 Strength until the end of the next adventure. The
remaining inhabitants invite the Warriors to drink at their water
hole (+1D6 Wounds each) before they continue on.
88
UNEVENTFUL WEEK
89
LAMP
The team comes to a skeleton in the sand, its bony hand gripping
a leather sack. When the Warriors look in the sack they find (Roll
1D6):
1-2
Nothing.
3
5 Gold.
4-6
A Lamp.
The lamp is old and dusty, causing a random Warrior to try and rub
it clean with the side of his hand. Roll 1D6:
1
When the lamp is rubbed, a great swirling is heard and a mighty
red Genie appears from its nozzle. The Warrior is already reciting
a wish when the Genie points at the Warrior causing (roll 1D6):
1
The loss of 1 Strength.
2 The loss of 1 Toughness.
3 The loss of 1 Initiative.
4 The loss of 1 Weapon Skill.
5
The loss of 2 Starting Wounds, permanently
6
The loss of 1 Starting Wound, permanently.
The
Genie then lets out a great laugh and re-enters the lamp which
the Warriors leave in the sand.
2-5 The Lamp looks very shiny now and can be
sold for 10 Gold at a Settlement.
6
A Genie rises from the Lamp and explains to the Warrior that he
is now entitled to a wish for freeing him, which he can pick from
the following:
·
+1 Strength
· +1 Toughness
· +1 Movement
· +1 Initiative
· +1 Willpower
· +1 Weapon Skill
· Restore Full Wounds
The
Genie then flies off, thanking the Warrior. The lamp can only
be used by one Warrior.
90
BLOOD RAGE
The recent carnage seen by a random Warrior has given him an urge
to fight. If there is any chance of attacking an enemy until he
reaches the Settlement, he will always attack, and if there is a
combat he will never run.
91
HEROES HAILED
When the Warriors reach the next Settlement, they are hailed as
mighty heroes because word has spread of their great deeds. They
are showered with gifts and receive one Treasure Card each.
92
MIST OF CHANGE
The Warriors see a strange green mist on the horizon. They try to
avoid it but they are engulfed by it. At first they enjoy the cool
vapour, but then they feel changed. The Warriors all much receive
1 Chaos Attribute which lasts for 1D3 adventures. Rules for Chaos
Attributes are found in the Chaos Warrior expansion.
93
RUMOUR
The Warriors encounter a group of soldiers. They talk for a while
and throughout the discussion they mention that a lot of Settlements
in the area have been completely destroyed by Tomb King armies.
When the Warriors reach the next Settlement roll 1D6. On a 1-2 the
Settlement has indeed been destroyed by Undead and the Warriors
must journey to the next Settlement (same travelling time) or head
off to the next adventure.
94
CITY
Far off in the distance the Warriors see the towers of a great city,
but not in the direction they are travelling in. If the Warriors
wish to go to the city roll 1D6:
1-4
As the Warriors draw near, the city simmers into nothingness! A
mirage! Add 2 weeks to travel time for deviating off course.
5-6
The Warriors reach the city.
95
OMNIPOTENT POWER
The Warriors are moving slowly through the sand when a great shadow
covers them. Turning, they see a huge red Genie in the sky. All
of the Warriors must roll 1D6 on the following table:
1
The Genie is feeling angry and turns the Warrior into an animal.
Roll 2D6 on the following Animal Table. His adventuring days are
over........Unless the Warrior has helped a Genie in the past by
releasing him from the bonds of his lamp, in which case that Genie
senses he is in danger and protects him from harm.
Animal
Chart
2 Cat
3 Frog
4 Bat
5 Rat
6 Goldfish
7 Snake
8 Scorpion
9 Lizard
10 Donkey
11 Camel
12 Sea slug
2
The Genie opens his mouth, bringing forth a swarm of locusts that
engulf the Warriors. The magical bugs bite and gnaw at the Warrior’s
flesh and each Warrior must take 1 unmodified Wound until they can
roll a 5-6 on 1D6.
3-6
The Genie is disinterested with the Warrior.
96
BAD WEATHER
The Warriors are dealt a heavy punishment from the sun and must
drink 2 water skins or lose 1D6 unmodified Wounds each.
97
SIGN
The Warriors enter a cliffy area and come to a dungeon entrance.
A sign adjacent to the entrance states that there is a City on the
other side of the dungeon. If the Warriors wish to enter it then
play a dungeon with 1D6 Pyramid Cards and no Objective Room. The
last room will have an exit. Just beyond the exit lies a great Pharaoh’s
City that the Warriors can visit instead of travelling to one.
98
STARVATION
The travel is long and hard and the Warriors cannot survive on water
alone. All Warriors must eat 1 Provision immediately or lose 1 Starting
Wound, permanently.
99
UNEVENTFUL WEEK
100
THE TREASURE OF SETTRA
The Warriors stumble upon a Pyramid entrance, which seems to have
been just uncovered by the recent winds. If the Warriors investigate
read on, otherwise the Warriors continue with their journey. Upon
entering the Pyramid they soon notice that all of the engravings
on the walls are in tribute to Settra, but only they are not to
the Mummy he is now, but to the man he once was. As the Warriors
journey on they realise that this must be one of the legendary treasure
pyramids of the Pharaoh Settra who hid his wealth across Nehekhara
in a hope to hang on to his riches from thieves. The Warriors encounter
1D6 traps. Roll for how many and for which ones on the next chart.
1
Decapitation Blade Trap
All Warriors must roll 1D6. On a 1 they are decapitated, and are
of course dead.
2
Boulder Trap
All Warriors must roll 1D6. On a 1-3 the Warrior is squashed by
a boulder for 3D6 unmodified Wounds.
3
Guillotine Trap
A random Warrior is hit by a guillotine for 3D6 + 4 Wounds.
4
Poison Gas Trap
All Warriors take 1D6 unmodified Poison damage.
5
Crushing Ceiling Trap
2 random Warriors are injured for 1D6 unmodified damage in the escape
from the ceiling.
6
Spear Trap
A spear hits a random Warrior for 2D6 Wounds.
The
surviving Warriors make it to the inner chamber where lies a multitude
of riches, unless a 1 is rolled on a 1D6. If a 1 is rolled then
the chamber has already been plundered by thieves and the Warriors
leave through a secret exit. Each Warrior rolls 1D6 on the following
table to see what they find:
1
1D6 x 100 Gold
1Treasure Card
2
1D6 x 200 Gold
2 Treasure Cards
3
1D6 x 300 Gold
3 Treasure Cards
4
1D6 x 400 Gold
2 Nehekharan Treasures
3 Treasure Cards
5 1D6 x 500 Gold
2 Nehekharan Treasures
3 Treasure Cards
1 Objective Room Treasure Card
6
1D6 x 500 Gold
2 Healing Potions (+1D6 Wnds each)
6 Nehekharan Treasures
4 Treasure Cards
1 Objective Room Treasure Card
The
Warriors then leave through a secret exit.
Hazards
by Ben Head. |