SETTLEMENT EVENTS
NEHEKHARA
1 UNEVENTFUL DAY
2
TAXES
The Pharaoh’s Guards approach the Warrior and demand 1D6
x 50 Gold tax for walking on the Pharaoh’s blessed ground.
If the Warrior refuses to pay or cannot pay he will be thrown
out immediately.
3
SLAVES
Seeing the slaves working on the Pharaoh’s latest building
saddens the Warrior, who gives them 1D6 x 50 Gold without the
Pharaoh’s Guards noticing. The slaves thank the Warrior,
saying that that amount of Gold should get them out of slavery
forever! The Warrior leaves with a sense of pride.
4
BRICK
The Warrior foolishly walks underneath a building site just as
a large stone brick unbalances and falls directly towards him.
Roll 1D6. If a 6 is rolled he jumps out of the way in time. If
any other number is rolled the brick falls directly on his head,
causing 3D6 Wounds damage.
5
PICKPOCKET
The Warrior, when opening his money bag, sees that he has been
robbed! The pickpocket is 1D6 x 50 Gold richer.
6
WORTHLESS
If the Warrior has bought a weapon or item today, he takes second
look at it and finds it is useless. He knew he shouldn’t
have bought anything in that dodgy market place!
7
STENCH
The Warrior is unlucky that he is walking under a window when
a pail of human waste is thrown out. It falls on him; needless
to say he reeks. The next day no one will let the Warrior in their
establishment.
8
LUCKY FIND
The Warrior trips over an old sack in back alley. Giving in to
curiosity he looks in the sack to find (roll 1D6):
1
A severed hand
2 An ox tongue
3-4 1D6 x 10 Gold
5 Nehekharan Treasure
6 1 Treasure Card
9
FOUNTAIN
The Warrior sees a fountain. It is off limits, but the guards
have left to chase down some helpless slave. He can if he wishes
to, fill 1D6 water skins before they return.
10
PHARAOH’S GUARDS
11
UNEVENTFUL DAY
12
FIGHT
The Warrior watches on when a rowdy fight breaks out. It’s
all fairly harmless, but then a huge man enters, and starts doing
some real damage! Quickly looking around for guards, the Warrior
decides to intervene. If he does, roll 1D6:
1
Just as the Warrior enters the fray, a group of Pharaoh’s
Guards comes around the corner. They soon break up the fight and
send the participants to the Palace Dungeon for 1D6 days.
2
The Warrior is just knocking the great man out when he is hit
on the back of the head with a hard object. Before he regains
his senses, 1D6 x 50 Gold is stolen from him.
3-4
The Warrior is up to his usual form, toying with the big man until
his annoying attacks becomes too irritating and he knocks him
out.
5
The Warrior knocks the brute out and hears a mighty roar of appreciation
rise up from the surrounding crowd. 2D6 x 50 Gold is thrown down
at him, of which he manages to only collect half of due to the
squabbling of the fighting rabble.
6
One well placed punch to the jaw and the mighty man falls down,
knocked out cold. Unfortunately, guards have come up behind the
Warrior. Fortunately they explain that the man at the Warrior’s
feet has a bounty on his head and pay him the reward of 400 Gold!
13
STRANGE WOMAN
The Warrior is approached by a strange woman, just after dusk.
She seduces the Warrior and gets him to go up to her room. Just
when he places his weapon down she lunges at him, two sharp fangs
glinting in the moonlight! She is a Vampire! Roll 1D6 to see how
the Warrior handles the situation.
1
The Warrior is caught by surprise and the Vampire sinks her teeth
into him, inflicting 1D6 + 4 unmodified damage. The Warrior then
manages to slay her.
2-4
The Warrior, although surprised, pulls away from the woman, her
fangs only grazing his neck. This inflicts 1D6 unmodified Wounds.
The Warrior then manages to slay her.
5
The Warrior manages to kill the woman before she can bite him.
6
Thinking quickly he moves to the side, grabs the Vampire’s
head, twists it, and breaks her neck. While the vampire is writhing
on the bed he grabs his sword and decapitates the foul temptress!
He then picks up his belongings and walks casually from the room.
14
WIZARD
A wizard is being pestered by a group of children, pulling at
his robes and throwing dirt at him. The Warrior walks by him and
can’t help but chuckle at his misfortune. The wizard sees
this and takes it personally, placing a curse on the Warrior.
Roll 1D6 to see what effect the curse has:
1
The Warrior is at -1 Toughness for the next adventure.
2 The Warrior is at -1 Strength for the next
adventure.
3
The Warrior is turned into a pig for the rest of the day.
4
The Warrior is turned into a huge fat man and must spend 1 week
training in the Settlement (no event rolls needed) to get back
into fighting shape. If the Warrior will not or cannot spend this
week training, he is at 2 Strength, 3 Toughness, 2 Weapon Skill,
1 Attack and must go last in the Warriors’ Phase. He will
remain this way until he trains for 1 week as above.
5
The Warrior is turned into a goat for the remainder of the day.
6
The Warrior falls flat on his face in the mud, suddenly becoming
the new object of ridicule for the group of children who harass
him for the rest of the day.
15
LIVESTOCK
The Warrior is perusing the market place when a bull charges into
him from the side, smashing him into a nearby pig pen and covering
him in mud. The embarrassed Warrior pulls himself up and leaves
the area quickly to find a place to clean his clothes. When he
does he finds that he has lost 1D6 x 50 Gold in the mud.
16
LEGEND
A large crowd gathers around the Warrior, praising him. Apparently
his name and deeds have been told in tales and stories, and he
has become somewhat of a legend. From now on he is classed as
a legend.
17
ILLEGAL GAMBLING
The Warrior stumbles upon a group of old men illegally gambling
in an alleyway. They ask him if he would like to join them. If
he does, he can play in the same way as in the Gambling House,
but must roll a D6 before playing. If a 1 is rolled the Pharaoh’s
Guards turn up an throw everyone in the Palace Dungeon. If the
Warrior wins at anytime roll 1D6. On a 6, the winnings are doubled!
18
BIRTHDAY
Tomorrow is the Pharaoh’s birthday. No locations can be
visited by anyone on this day.
19
GOLD PURSE
The Warrior notices that a woman, obviously one of the Pharaoh’s
wives, has dropped her purse behind her. He can take this and
give it back to her, or take the 1D6 x 200 Gold within it for
himself. If he takes it roll 1D6. On a 1 one of the lady’s
bodyguards sees him and throws him in the Palace Dungeon for Theft.
20
PHARAOH’S GUARDS
21
BARGAIN
The Warrior is pulled into an alleyway, where an old man tries
to sell him something. Randomly find which item it is from the
Settlement shops. He then offers it for one third of its original
price.
22
UNEVENTFUL DAY
23
UNCOMMON VALOUR
It is not hard to see that the slaves in this Settlement are treated
too harshly, leaving many run into the ground and dead. The Warrior
cannot stand it any longer and gets together with the other Warriors
to plan a rescue of epic proportions. They decide to strike after
each Warrior has had one more day in the Settlement. Roll events
for these days then come back to this event to see what happens.
The
Warriors have, by this time, split the slaves into a number of
different groups equal to the number of Warriors in the Settlement,
and therefore participating in the breakout. For each Warrior’s
group roll 1D6:
1-2
The breakout goes terribly wrong and all of the Warrior’s
slaves are slain. He is then thrown into the Palace Dungeon, but
not before he is beaten for 5D6 Wounds with metal bars. Finally
the Warrior manages to bribe a guard for 1D3 x 500 Gold (or as
much as he has left) and escapes into the desert to join up with
the others. Obviously they must go on to the next adventure.
3
The breakout goes well but many of the slaves are slain and the
Warrior takes 4D6 Wounds. Once they escape the City they reach
an oasis and wait for the rest of the Warriors. Obviously they
must go on to the next adventure.
4-5
The breakout goes exactly as planned with the Warrior and his
slaves overpowering the guards and escaping the City to a nearby
oasis. Here the Warrior waits for the others. Obviously they must
go on to the next adventure.
6
The breakout goes so well that the guards are completely defeated
and the entire Settlement is taken over by the Warriors and their
slaves. This Settlement has been liberated! The rest of the Warriors
meet up at the Palace, even if they were waiting outside the city,
or in the dungeon. No more rolls on this table are required. The
City can be used as normal now, but don’t roll for Settlement
Events. All items are half price because of the Warriors’
assistance in the slave break.
24
POISON
The Warrior has eaten something that has given him food poisoning.
For 2 days he is sick in bed and can do nothing, including rolling
on this chart.
25
DRUNK
The Warrior has drowned his sorrows this night and staggers between
the guard’s quarters. Before long he is shouting abuse at
them in a drunken slur, and is quickly thrown in the Palace Dungeon
for 1D6 days.
26
ERASED
The Warrior is pulled aside by a shadowy looking man dressed completely
in black. Just as the Warrior begins to demand an explanation,
the man cuts him off, saying “You look like someone with
a past,...perhaps a dark past? Perhaps even a past that you don’t
wish to be burdened with? I can help you with that; you could
say it is my business. But erasing someone’s past is no
easy task, it requires me to chase around to where you have been,
and wipe your name from whatever records are held with your name.”
For each record of the Warrior’s past (eg. warrant, title,
etc), that the Warrior wants ‘erased’ the man charges
200 Gold. Once the business is done the man hurries off into the
darkness, but turns before disappearing and says “You’ll
be erased.”
27
ILLEGAL ACT
While the Warrior is looking through some items at a stall selling
various foods, a large roasted chicken falls to the ground and
rolls a few metres away. Deciding to do his good Samaritan deed
for the day, the Warrior moves over and picks up the chicken to
give back to the stall owner. But, as he picks up the food the
stall owner calls out to some Pharaoh’s Guards nearby, yelling
“Thief!, Thief!,” as he points at the Warrior. The
Warrior now has two choices; either tell his story to the guards
or run.
Tell
Story
Roll 1D6
1-4
The Guards don’t believe the story and throw the Warrior
in the Palace Dungeon for Theft.
5-6
The Guards believe the story and go on their way.
Run
for it
Roll 1D6:
1-3
The Warrior is caught before he gets more than 5 metres. He is
thrown in the Palace Dungeon for Theft and Running from the Pharaoh’s
Guards.
4-6
The Warrior manages to flee the area, but a warrant is out for
his arrest for the crime of Theft and Running from the Pharaoh’s
Guards. Record this warrant and the crimes listed and keep them
while in this Settlement.
28
SHIFTY SLAVE
As the Warrior is walking around the Settlement he comes across
a young slave. He staggers over and says in a somewhat over acted
voice, “A few coins for a poor slave?” If the Warrior
gives the slave 5 Gold, roll on the following chart with a +1
modifier. If the Warrior does not give the slave any money roll
on the following chart with a -1 modifier.
1
The slave is actually a thief and with his nimble fingers manages
to steal a random item or Treasure Card from the Warrior (not
any armour that is being used, obviously!).
2-3
The slave is actually a thief and with his nimble fingers manages
to steal a sum of 1D6 x 100 Gold.
4-6
The slave thanks the Warrior for his time and moves on.
29
BLOOD MONEY
The Warrior is just about to call it a day and return to his sleeping
quarters when he hears a scream! Rushing to investigate, he finds
a corpse that was obviously stabbed to death. He is just about
to leave before the Pharaoh’s Guards arrive, when he notices
the huge sack of Gold on the ground next to the body. Looking
at the coins closely he sees that the coins are counterfeit, but
it is only half noticeable. He sees that there is 2D6 x 100 Gold
in the sack. If the Warrior wishes to take this Gold record the
counterfeit Gold on his character sheet in a separate area to
his normal Gold. Whenever he wishes to try and use any of the
counterfeit Gold roll 1D6. On a 1-2 the receiver of the Gold sees
that it is counterfeit and the Guards quickly take him to the
Palace Dungeon and charge him with Counterfeiting. This Gold can
only be used in a Pharaoh’s City.
30
PHARAOH’S GUARDS
31
STRANGE SMELL
A strange pungent odour invades the Warriors nostrils, causing
him to cough and sneeze. Curious of what could cause such a strong
smell the Warrior tries to track it to the source. He finally
tracks it to a grate in the ground. Upon closer inspection he
finds it is a makeshift sewer system that looks like is has not
been maintained. He is about to leave when a giant purple tentacle
pushes the grate off, grabs him around the waist and begins to
pull him back down into the sewer! He now has 3 turns to try and
hack the tentacle off, before he is pulled into the sewer and
chewed on by the tentacle beast’s huge mouth. Within these
turns the Warrior must deplete the tentacles by 15 Wounds. Just
roll for damage with any items or weapons that the Warrior wishes
to use. Once the three turns are up the Warrior is pulled into
the tentacle beast mouth and is gnawed on. For every turn the
Warrior is gnawed on he loses 2D6 Wounds. Now he must kill the
beast itself who has 25 Wounds in the same way as above only now
he is being gnawed on every turn as well for the above damage.
Once the Warrior has either cut the tentacle or slays the beast
he leaves the area, making a mental note not to be so curious
in future.
32
STRAY DOG
At the beginning of the day, a stray dog comes across the Warrior,
obviously brought from overseas. The dog follows the Warrior around
the whole day and the Warrior becomes quite attached to him. He
nicknames the dog “Lucky” and he stays with the Warrior
while in the settlement. Having an extra set of eyes around is
quite an advantage and for the rest of the Warrior’s stay
in the Settlement the Warrior may re-roll any one event.
33
UNEVENTFUL DAY
34
FALLING BLOCK
The Warrior is walking along minding his own business when suddenly
he is covered in a dark shadow in the shape of a square. The Warrior
must roll 1D6 and add his initiative. If the result is 9 or over
he has leapt out of the way of the block of stone. If the result
is below 9 then the large stone block falls directly on him. It
fell from a huge building that is under construction. Roll 1D6
for how many stories the block has fallen from. For each story,
the block inflicts 6 Wounds, which are all added together before
subtracting Toughness and armour. When and if the Warrior pulls
himself from under the stone block he looks up to see a group
of slaves looking innocent, next to a broken pulley system.
35
ENTERTAINMENT
The Warrior is walking past the Pharaoh’s Palace when he
sees that there is a sign saying that the Pharaoh is holding a
banquet that night and he is seeking entertainers. If the Warrior
wishes to try and entertain the Pharaoh at his banquet roll on
the following table to see what happens. If the Warrior has a
warrant out for his arrest he can still enter the Palace with
a disguise, but he must roll 1D6. On a 1-2 he is discovered and
is sentenced for his crimes in the Palace Dungeon.
1
The Warrior enters the banquet hall deciding to treat the Pharaoh
with his dazzling ability to make up poetry on the spot about
his hosts. This is what he manages to say (said to the tune of
“you’d love to have a beer with duncan”)
Oh you’d love to have an ale with the Pharaoh,
you’d love to have some wine as well,
but if you stay too long,
the Pharaoh will pong,
And he really has quite a pungent smell!
The Warrior is just about to start another one when the Pharaoh’s
Guards grab him and throw him in the Palace Dungeon for the crime
of Insulting the Pharaoh.
2
The Warrior enters the main eating hall and decides to impress
everyone with his infamous juggling act. He quickly grabs two
legs of meat and throws them into the air. At this point he remembers
he never learnt how to catch them again! The legs of meat come
down hard on the Pharaoh’s Guards. They then chase the Warrior
around the room for 5 minutes before grabbing him and throwing
him in the Palace Dungeon for Assaulting the Pharaoh’s Guards.
3
The Warrior begins to entertain the Pharaoh with rendition of
“the dream” but only manages to come up with a loud
burp, a result from his drinking binge earlier. He is quickly
thrown out.
4
The Warrior enters the entertainment arena and begins a powerful
opera song telling a tale of the tragic romance between a Nehekharan
vizier and a powerful female Vampire. His performance is rewarded
with cheers and 1D3 x 50 Gold.
5
The Warrior manages to dazzle the Pharaoh with an amazing dance
routine and pulls the head of the guards into the show. The performance
is loved by all and money is thrown to him. He receives a total
of 1D3 x 100 Gold for his efforts.
6
The Warrior enters the entertainment area calmly. He than begins
a great theatrical performance telling the tale of a great Pharaoh
and his rise to power. So taken by the moving performance of the
Warrior that the Pharaoh takes him aside. he then takes him to
a vast treasure room. He gives the Warrior a gift from his treasure
room as a reward for the best entertainment he has ever had. Take
one Objective Room Treasure Card.
36
SETTING UP SHOP
The Warrior decides to try his hand at setting up a stall to sell
(Roll 1D6):
1
Camels
2 Rare Fruits
3 Exotic Clothing
4 Slaves tools
5 Books on the art of war
6 Furniture
The
Warrior spends 1D6 x 100 Gold on the stock of his product and
decides to try selling it for 1D6 days. For these days don’t
roll on any other events and roll on the table below for each
day.
1
The Warrior has stock stolen from his store resulting in a loss
of 1D3 x 50 Gold
2
Some of the Warrior’s stock either dies, breaks, rots or
burns, resulting in a loss of stock, equalling 100 Gold.
3
The business goes well this day, profiting 1D3 x 50 Gold.
4-5
Business goes well this day resulting in a profit of 1D6 x 50
Gold.
6
The stall thrives with new customers resulting in a huge profit
of 1D6 x 100 Gold.
37
LUCKY FIND
The Warrior is lucky to come across an item he lost a long time
ago. Randomly pick out a Treasure Card from the discard pile.
38
KILLER
The Warrior finds out that someone has been murdering people around
the city. The Pharaoh’s Guards haven’t been able to
catch him, so if the Warrior wishes, he can help out. If the Warrior
does help out roll 1D6 on the following table:
1
Tracking the killer to a dark alleyway, the Warrior spots him
stabbing a woman repeatedly with a curved dagger. The killer sees
the Warrior approach and flees the area, leaving the Warrior to
rush to the woman’s side to see if see is dead. Unfortunately,
a group of Pharaoh’s Guards spot him in the alley holding
the dead woman and arrest him. They throw him in the Palace Dungeon,
charging him with Murder. The killer is not heard from again.
2
Tracking the killer, the Warrior manages to corner him in a disused
alleyway. The killer behaves like a wounded animal, hacking and
slashing at the air as the Warrior approaches. Finally he manages
to catch the killer but only after withstanding 2D6 Wounds. After
delivering him to the authorities he receives the 100 Gold reward.
3-4
After some careful tracking, the Warrior chases the killer into
a peasants house, where the two fight. Finally the Warrior is
victorious after suffering 2D6 Wounds. The reward for the killer’s
capture is 250 Gold, which he collects.
5
After tracking the killer into a shop that sells water skins,
the Warrior spots him about to stab the shop owner. Roll 1D6 and
add the Warrior’s Initiative. If the result is 8 or higher
he manages to get to the killer before he stabs the shop keeper
and defeats him. If the result is below 8 then the Warrior defeats
the killer but not before he manages to kill the shopkeeper. The
Warrior collects the 400 Gold reward and if the shopkeeper survived
he rewards his saviour with 1D6 water skins.
6
The Warrior tracks the killer into the Pharaoh’s Palace.
The next few hours are spent following the killer until he reaches
the Pharaoh’s chambers, where he sees the Pharaoh wrestling
with the killer. Charging in, the Warrior pulls off the attacker
and knocks him out with one punch. The Warrior collects the 500
Gold, and the Pharaoh gives him a piece of treasure from him vault
for saving him. Take one Treasure Card.
39
TRIP OVER
The Warrior is strolling along when suddenly he trips over a rock
and falls flat on his face. When he comes to, he looks up to see
a huge battalion of Pharaoh’s Guards marching down the street
towards him. Roll 1D6:
1-2
The Warrior cannot get out of the way in time and the guards march
straight over the top of him! The Warrior takes 3D6 Wounds damage
and one treasure item is broken!
3-4
The Guards march straight over the top of the Warrior, causing
2D6 Wounds damage and squashing 1D6 provisions.
5-6
The Warrior quickly gets up and leaps out of the way, just as
the Pharaoh’s Guards march down the street.
40
PHARAOH’S GUARDS
41
SECOND HAND WATER
Walking around the various streets of the City, the Warrior is
stopped by a short man. He holds up 1D6 water skins and says he
will sell them to the Warrior for 10 Gold each. He goes onto say
that they were bought by other Warriors but they never ended up
using them so they were given to him. If the Warrior does buy
the water skins they act as normal, but for each one used roll
1D6. On a roll of 1 a large beetle was in the water skin and it
goes down the Warriors throat, choking him. Roll another 1D6.
On a 1, the Warrior dies from choking to death. On any other number
he manages to cough it up and is unharmed.
42
BEING SHIFTY
If the Warrior has a warrant out for his arrest then read on,
otherwise treat this as an uneventful day. As the Warrior passes
the Guard house he sees the warrant out for his arrest sticking
on the wall with a big drawing of his face. Thinking that this
is his chance he runs up to the poster and redraws the face so
it looks completely different with a moustache and glasses! Cross
out any warrant that the Warrior may have had out for his arrest.
43
UNLUCKY
Walking around the City, the Warrior becomes irritated about all
of the talk about the Pharaoh until finally he has had enough
and yells out, “SHUT UP ABOUT THE DAMN PHARAOH, TO HELL
WITH HIM. I’M SICK OF HEARING ABOUT HIM!!” Unfortunately
he is overheard by a Pharaoh’s Guard who takes his words
as an offence against the Pharaoh. The Warrior soon outruns the
Guard, but earns a warrant with the crime of Insulting the Pharaoh.
Record this.
44
UNEVENTFUL DAY
45
THE CURSE OF RAM-TUT
An outbreak of Ram-Tut’s black plague effects the Settlement,
leaving mass death in its wake. All Warriors leave the Settlement
immediately from fear of being infected.
46
ONE MAN AND A BABY
The Warrior is walking through the streets of the City when an
irate woman screams at him for help. Looking up, he sees a baby
falling out of a building window! Realising that catching the
baby from that height will require something soft, he quickly
grabs a huge mushroom from an adjacent garden. Holding it up,
the baby falls directly on it and bounces up almost to the same
height that it fell! (that’s one rubbery mushroom!). Now
the Warrior is running everywhere bouncing the baby on the mushroom,
knowing that each time it bounces less high than the last. Roll
2D6 for how many bounces the baby will take before it bounces
only a small distance and is able to be caught. For each bounce
roll 2D6. On a double, the Warrior has missed the baby and it
lands on the ground with a rather fatal splat! He immediately
vacates the area. If the Warrior saves the baby he is rewarded
with 20 Gold from its mother.
47
MUMMY TOMB
The Warrior comes to a large excavation site that is right in
the centre of the City! Apparently they have found an old tomb
under the City! Just as he goes in for a closer look, slaves come
flying out of the main hole in the ground leading to the tomb.
Within moments, a Mummy pulls itself out of the hole. Being the
only one around with any fighting skills at that moment the Warrior
assumes a combat stance. He must fight a battle with one Mummy!
Fight the battle on a Dungeon Room board section. If the Warrior
leaves the board section and tries to flee, he must roll 1D6.
On a 1-3 he fails to flee the combat and is placed on the square
he left by.
48
EYES OF FATE
The Warrior approaches a large statue of the current Pharaoh.
It stands tall and towers above him. Little does that poor Warrior
know that the statue was enchanted by a powerful wizard to suck
the power from any one worthy that passes by. Suddenly bolts of
lighting shoot from the statue’s eyes and entangle the Warrior
in crackling coils of energy. Roll 1D6 to see wether he can withstand
the statues power:
1
The Warrior is at the statue’s mercy as it sucks raw energy
from him. He is at -1 Strength for the next adventure.
2
Unfortunately, the Warrior cannot withstand the power of the statue.
He is at -1 Toughness for the next adventure.
3
The power is too great for the Warrior to withstand. He is at
-1D6 Starting Wounds for the next adventure only.
4-6
Fighting against the arcane magic of the statue, the Warrior throws
off the coils that bind him and vacates the area immediately.
He tells of the statue to others, but they think he is crazy and
don’t believe him.
49
UNDERGROUND RIVER
An underground river has been discovered. For the rest of the
stay in the Settlement all water skins are half price.
50
PHARAOH’S GUARDS
51
HOLY PASTE
The Warrior comes across a strange little shop. It has all manner
of odds and ends but there seems nothing of interest. Just when
he is about to leave he spots a large pot labelled “Holy
Paste.” The shop keeper explains that the holy paste is
holy water mixed with a substance like flour, creating a paste.
He goes on to say that it is used to smear on doors to ward off
evil spirits. The Warrior knows of a better use and can purchase
up to 1D6 amounts of paste, at a cost of 80 Gold each. The Warrior
can use the paste by smearing it on any weapon. From then onwards
the weapon causes an extra Damage Dice against Undead. This lasts
until the end of the combat the Warrior is currently in.
52
PHARAOH’S DEATH
The mighty Pharaoh has died, from natural causes so they say.
Tomorrow is his funeral where he is mummified and placed in his
own tomb. All shops and locations are closed tomorrow in honour
of this event. A new Pharaoh is quickly appointed.
53
WRONG PLACE, WRONG TIME
Walking past the guard house, the Warrior spots an old man sketching
up a criminals profile on a new warrant sheet. Unknown to the
Warrior is the fact that the old man has forgotten how the criminal
looked. Knowing that the sentence for incompetence would be slavery,
he quickly just draws whoever walks by, which in this case is
the Warrior. From now on, the Warrior has a warrant out for his
arrest for the crime of (Roll 1D6):
1
Theft
2 Running from the Pharaoh’s Guards
3 Counterfeiting
4 Insulting the Pharaoh
5-6 Assaulting the Pharaoh’s Guards
Record
this warrant on the Warriors adventure sheet.
54
HEAVY METAL
Patrolling proudly down the street is what looks like a knight
on a horse. The man is short and covered head to toe in heavy
plate mail. His horse looks completely exhausted and has obviously
gone without water for sometime. The Warrior calls his attention
and advises the knight to give his horse a drink. Roll 1D6.
1-4
The knight seems very annoyed that the Warrior thinks that he
knows better than him and shouts horrendous abuse at him, before
he begins to trot past. As he does pass, the Warrior slaps the
horse on its rump, making it rear up and throw off the short knight,
who falls to the ground hard and can’t get up. Looking down
at him and laughing, the Warrior pulls over the horse and gives
it a drink from one of the water bottles hanging at its side.
Then both the horse and the Warrior walk off in different directions
and leave the pompous knight squabbling around on the ground unable
to get up.
5-6
The Warrior’s advice seems to get through to the knight
and he immediately gives his horse a drink.
55
UNEVENTFUL DAY
56
ANUBIS WARRIOR ATTACK
The sound of a great horn sounds out across the City. It warns
of an attack! Quickly finding the other Warriors (the ones in
the settlement, or waiting outside) they stand their ground, ready
for battle. Before long, hordes of Anubis Warriors enter the City.
The Warriors must fight a battle along side the other city guards
(although they are not actually in the battle on the board) against
(roll 1D6)
1
3D6 Anubis Warriors
1 Anubis Champion
1 Anubis Hero
2
3D6 Anubis Warriors
1 Anubis Champion
1 Anubis Priest
3
2D6 Anubis Warriors
1 Anubis Champion
1 Anubis Priest
4
2D6 Anubis Warriors
1 Anubis Champion
5
2D6 Anubis Warriors
1 Anubis Priest.
6
2D6 Anubis Warriors
Fight the battle on a large board section. Once the enemy is defeated,
the Warriors help the rest of the Pharaoh’s Guards drive
back the Anubis Warrior attack, and life returns to normal.
57
WEAPONS DISPLAY
The Warrior approaches a large group of people. They are all watching
a grand weapons display put on by some travelling warriors. Soon
they call out for a volunteer to try and unarm their swordsman.
If the Warrior wishes he can step forward and volunteer. If he
does, roll 1D6 and add his Weapon Skill. Then roll 1D6 for the
swordsman and add his Weapon Skill of 6. The one with the highest
total unarms the other. The winner is showered with 1D6 x 20 Gold
from the onlookers.
58
TALES
Passing a dark alleyway, the Warrior’s keen hearing picks
up a conversation about a vast treasure-laden tomb not far from
the City. Drawing a quick map from what he hears, his thoughts
soon turn to the riches within his grasp! Gathering the other
Warriors he explains the situation. If the Warriors wish to go
and explore the tomb, play a normal dungeon with 1D6 + 2 Pyramid
Cards and an Objective Room at the end. Once any battle is finished
roll 1D6 for each Monster slain. On a 6 the Warriors receive double
Gold. Unexpected event occur on a 1-2 while exploring this tomb,
and once the Objective Room is completed an extra Objective Room
Treasure Card is awarded. The Warrior can then continue on in
the settlement.
59
TAXES
The Pharaoh introduces a new goods tax, making every item for
sale in the Settlement 50 Gold more expensive.
60
PHARAOH’S GUARDS
61
GIANT INSECT
A loud buzzing alerts the Warrior to a giant insect flying above
him. It zooms in and out of the buildings until it swoops and
picks up a small child and begins to fly off. Thinking quickly,
the Warrior acts. Roll 1D6:
1
Quickly reaching around for an object to throw, the Warrior grabs
one and throws it at the insect. Only after it is flying towards
its target does the Warrior realise he has thrown another small
child! Just as the child reaches the insect it twists and grabs
that child too and fly’s off. The Warrior feels ashamed
of himself and is at -1 Luck for the next adventure.
2
Without hesitation the Warrior grabs the closest object to him
and throws it at the insect. Unfortunately it is a mouldy cabbage,
which bounces harmlessly off the insect. With that, the insect
fly’s off with the child. The Warrior is ashamed of himself
and is at -1 Luck for the rest of his stay in the Settlement.
3
Grabbing a large rock, the Warrior throws it at the insect, but
it misses. The insect then fly’s off with the child. The
Warrior is ashamed of his performance.
4-5
Grabbing a sharp pointed rock the Warrior throws it at the insect.
The rock hits and tears through the insect’s abdomen killing
it. It plummets to the ground, the baby falling from its grasp.
The Warrior just manages to catch it, and is rewarded with 35
Gold from its mother.
6
Picking up a nearby dagger, the Warrior throws it at the insect.
The weapon imbeds itself in the bugs head killing it. It falls
to the ground and the child falls into the Warriors arms. He soon
finds out it was the Pharaoh’s son! He is rewarded with
1D6 x 200 Gold.
62
BLIND BEGGAR
The Warrior comes across a blind beggar being teased and harassed
by a Pharaoh’s Guard. He is throwing a coin into his beggars
collection can. The coin has a string attached and the guard pulls
it out as soon as he puts it in. The Warrior decides to intervene
on this cruelty. Roll 1D6:
1-3
Strutting over to the guard, the Warrior takes a punch at him.
The guard though, is extremely fast and dodges, bringing up his
sword and hitting the Warrior on the head with the hilt. The Warrior
awakes in the Palace Dungeon for the crime of Assaulting the Pharaoh’s
Guards.
4-6
Charging quickly towards the guard, the Warrior shoulder-charges
him and knocks him straight into a nearby wall. The guard is knocked
unconscious and gold coins fall from his pockets. The Warrior
picks these up and fills the beggars cup up, before walking from
the scene.
63
DARK FOLLOWER
The Warrior discovers a makeshift barn in the slave area of the
City. Inside he sees an amazing sight. A necromancer is performing
some sort of magic ritual. A swirling black cloud moans and screams
over an unholy green flame, as he moves his hands in front of
it in a way only one akin to the ways of magic can. The Necromancer
is obviously plotting to do something evil to the City or the
people within it. If the Warrior wishes to intervene, fight a
battle with 1 Necromancer. If the Warrior defeats the Necromancer,
the Necromancer’s incantations affect him. The cloud has
now formed into a dark shadowy ghost-like form about the size
of a monkey. Ready for anything, the Warrior prepares for another
battle. But it doesn’t come, instead the little form playfully
circles the Warrior. Eventually he puts his weapon away and moves
from the barn. The dark form follows him like a stray dog. This
keeps up for a while and the Warrior realises this must be a familiar
that the wizard conjured up for himself. Obviously the wizard
was slain before it was fully formed, but when it did form the
first person it saw was the Warrior, therefore believing that
he is its master. From now on the dark familiar follows the Warrior
everywhere and also bestows upon him its magical properties which
are (roll 1D6):
1
+1 Luck
2 +1 Toughness
3 +1 Move
4 +1 Weapon Skill
5 +1 Strength
6 +1 Damage Dice
At
the end of every adventure roll 1D6 for the dark familiar. If
a 1-3 is rolled the familiar’s magic essence has finally
expired and it dissipates into nothingness, along with any magical
properties it bestowed on the Warrior while with him.
64
PROVISIONS
A Pharaoh’s Guard barges past the Warrior on his horse,
dislodging one of the horses saddle bags. The guard continues
on completely unaware. In the bag the Warrior finds 1D6 provisions
which he may take.
65
PHARAOH’S DAUGHTER
Throughout the day the Warrior becomes attracted to a beautiful
lady who is obviously the Pharaoh’s daughter as she is laden
heavily with gold and is escorted by guards. Roll on the following
table, now and for every day after, unless that day’s events
prevent him from doing so.
1
Deciding that now is as good a time as any the Warrior walks forth
and introduces himself to the Pharaoh’s daughter. Unfortunately
as he does this he trips on a rock and falls forward grabbing
onto anything to support him. What he grabs, to the Warriors later
dismay, is the daughter’s dress which is pulled off by his
clutching hands, leaving her standing there naked. Needless to
say he is promptly thrown in the Palace Dungeon for 4 days. Do
not roll on this table again.
2-4
The Warrior watches her for most of the day but can’t muster
up the courage to try and speak to her.
5
The Warrior musters up enough courage to go and talk to her. He
introduces himself and she seems to enjoy his company. Finally
she has to go into the Palace. Roll 1D6. On a 1-3 the Warrior
decides royalty isn’t for him and goes his separate way.
Do not roll on this table again. On a 4-6 the princess says to
meet her again. The next day go straight to the 6 on this table.
6
The Warrior and the princess get together and find they have a
lot in common, becoming quite close. If the Warrior remains in
the Settlement for another day read this event after resolving
any Settlement Events. The two love birds fall in love and the
princess wishes to be married. If the Warrior decides to get married
roll 1D6 on the following table. If he decides he doesn’t
want to be married he must leave the Settlement immediately leaving
his lady friend behind.
66
UNEVENTFUL DAY
67
KRIBBLES
It seems almost instantly the Settlement is over run by a plague
of small furry animals in the shape of a ball, that the local
inhabitants have named Kribbles. When visiting any location roll
1D6. On a 1-2 the location is overrun with Kribbles and has been
closed. This effect lasts for the entire stay in the Settlement.
68
RUNAWAY PIG
The Warrior is walking along minding his own business when suddenly
a loud snort is heard. A huge runaway pig runs directly at the
Warrior. Roll 1D6 and add the Warrior’s Initiative. If the
total is over 8 he manages to leap out of the way of the angry
snorter. If the total is 8 or below then the pig has careered
into the Warrior causing him to fall to the ground, twisting his
leg. The Warrior takes 1D6 unmodified damage.
69
THE WARLOCK
The Warrior finds a large tent with the symbol of magic painted
on the front. Becoming interested, he enters to find an old man
stirring what looks like his dinner in a large pot. Just as the
Warrior is about to excuse himself for his rude interruption,
the man speaks. “You are looking for… magic young
one? Then you have come to the right place, for I am a great warlock,
a master of magic.” The old man then goes on to say that
he used to be a teacher and can teach the Warrior a new spell
(If he is a Wizard or magically inclined.) He can teach the Warrior
1 random spell for the small price of 800 Gold.
70
PHARAOH’S GUARDS
71
WILL OF THE PHARAOH
The Pharaoh of the City decides that the Palace treasure hold
is severely lacking. Seeing that there is a lot of foreigners
in the city, he states that all foreigners must give one piece
of treasure to the palace or be thrown out. The Warriors must
comply or be thrown out of the City.
72
WHOOPS!
The Warrior comes across a curious sight. A dwarf is working a
strange contraption on a large stone rock. He seems to be carving
a statue of the Pharaoh. The contraption has a huge cutting blade
that carves the stone like butter. Getting a closer look, the
Warrior moves in. His sudden movement surprises the dwarf who
hits a wrong switch on his contraption sending it hurtling towards
the Warrior. Roll 1D6 for the Warrior and add his Initiative.
If the total is over 8 then he has dodged the machine. If the
total is 8 or less then the Warrior has been hit by the cutting
blades, resulting in the loss of 2D6 unmodified Wounds.
73
ELEMENTAL FORCES
A great sandstorm whips up over the Settlement causing all people
to stay indoors and lock up their windows. For the next day no
locations can be visited, for the people are too busy sheltering
from the storm to open their businesses.
74
AN UNEARTHLY CHILD
The Warrior has often heard of a great legend regarding a child
that was supposedly not born of this world, but never had he ever
thought he might meet that child! There before him stands a grand
tent, with the “unearthly child” written on it. A
long line comes from the tent waiting to get a chance to meet
him. The Warrior can wait too if he wishes, and of course there
is a measly cost of 1000 Gold. If he does this roll 1D6 on the
next table:
1
The child seems to look like any other and the Warrior feels he
has been had! He quickly tries to regain his money, but then remembers
the legal contract he signed when he gave the money away.
2
Upon entering the tent the Warrior sees the child. It looks no
different but its eyes are a blood red. It is then he sees the
pile of dead bodies lying on the floor of the tent. “Come
to see the child have you?” the child says, as he springs
forth and attacks the Warrior. Drawing his weapon the Warrior
prepares for battle. Roll 1D6 and add the Warrior’s Strength.
Now roll 1D6 and add the child’s Strength of 6. The combatant
with the highest total wins. If the child wins he has overpowered
the Warrior and draws his life force from him and brings it into
himself. The Warrior is now dead. If the Warrior wins the combat
he slays the evil child and takes back his Gold.
3
The child has an extra head and is very interesting. The Warrior
then leaves.
4
The child is indeed a marvel of great power and bestows the Warrior
1 permanent Initiative.
5
The child has great power can takes a liking to the Warrior. He
bestows him 1 permanent Weapon Skill.
6
The child is indeed an unearthly child as his eyes glow with blue
crackling energies. He somehow knows of the good deed of the Warrior
and bestows him 1 permanent Strength.
75
SWORD OF DEVASTATION
The Warrior hears a commotion in a dark alleyway. Going to investigate,
he finds a group of peasant men throwing dice around a glowing
hammer. After a brief discussion he finds out that they are gambling
for the glowing hammer that they all found, and all want. If the
Warrior also wishes to gamble for the hammer he must pay 500 Gold
to enter the game, (after all he didn’t find it!). To play
the game roll 2D6 for each of the 4 men, and the Warrior. The
person with the highest total wins the hammer, re-roll any doubles.
Hammer
of Devastation
This magical hammer has the power to cause cave-ins. Once per
adventure the sword can be smashed onto the ground causing a controlled
earth quake. The Warrior can place 1D6 squares worth of cave-in
counters anywhere in the board section (one per square). Any model
on the square takes 4D6 damage. The square is then blocked by
rubble. Any surviving model on the square is pushed to an adjacent
square.
76
PHARAOH’S PREJUDICE
The Pharaoh passes a new law, declaring that the City is to be
rid of outsiders! He is giving them 1D6 days to get out, before
he starts killing them. After this time all Warriors must leave
the Settlement, for to stay would be certain death. Any Warrior
still within the settlement is hunted down and killed.
77
UNEVENTFUL DAY
78
TORMENTED BEAST
In the middle of one of the City’s main squares, the Warrior
sees a group of children poking and prodding something through
a steel grate in the ground. Getting closer, the Warrior sees
there is some kind of beast in a hold trapped under the grate
that the children are tormenting. The beast looks somehow sad
and sorrowful, but the Warrior isn’t sure of its true nature.
The Warrior decides to try and help the beast, and attempts to
pull the grate from the ground. Roll 1D6 and add the Warrior’s
Strength. If the total is greater than 10 roll 1D6:
1-3
That beast was locked up for a reason! It bounds out of the hole,
frothing at the mouth, and before the Warrior can react it grabs
up a child and bites his head off! Drawing his sword and attacking,
the Warrior manages to defeat the beast, but not before being
inflicted with 3D6 Wounds. Perhaps he will mind his own business
in future.
4-6
After helping the beast out of the hole, the Warrior sees he has
made the right decision. The beast remains calm, thanks the Warrior
with a motion of his head and bounds off down an alleyway.
79
WEAPONS SHOP
The Warrior enters a shop supposed to be a water skin shop. The
shop keeper calls him over and it is soon discovered that the
shop is actually a weapons shop, of course out-lawed in a Pharaoh’s
City. Use this shop as a normal weapons shop from the Old World,
but due to high import costs everything is 100 Gold more expensive.
80
PHARAOH’S GUARDS
81
ASSASSINATION
Late at night, the Warrior is heading back to his sleeping quarters
when he is jumped in the street by a deadly Nehekharan Assassin.
The Assassin is truly a master and is adorned with all manner
of magical weapons. The two seasoned warriors battle for what
seems an eternity until the Warrior ends up with the Assassin’s
knife at his throat. Roll 1D6 and add the Warrior’s Strength.
Now roll 1D6 and add the Assassin’s Strength of 4. If the
Warrior’s total is higher he pushes the Assassin off and
he runs off never to be seen again. If the Assassin’s total
is the same or higher, then the knife is pushed into the Warriors
throat slaying him! The Warrior is dead! If the Warrior saved
the beast in event 78 then the beast leaps in and throws the Assassin
off before he can make the killing blow and they both disappear
into the night.
82
CAUGHT
Temptation comes over the Warrior as he is walking past a food
stall; hunger can be a driving force! Slipping a roasted chicken
under his tunic he begins to quickly walk from the scene. Unfortunately
the Warrior was seen by a patrol of Pharaoh’s Guards. Luckily
they are a fair distance away and are easily outrun. The Warrior
can now add 1 provision, but he also has a warrant out for his
arrest for Theft. Record this.
83
ROTTEN FOOD
If the Warrior has bought any provisions while in the Settlement
he soon finds that 1D3 of them are rotten and wasted.
84
BONUS
If the Warrior has bought any provisions while in the settlement
he soon finds he has been given an extra 1D3 of them by mistake!
85
CITY FESTIVAL
Today the City is holding a festival in honour of the Pharaoh.
If the Warrior wishes to join in the festivities roll 1D6:
1
The day starts of well, with the Warrior participating in a knife
throwing game. He hits down the first two metal ducks, and as
he is just about to hit the third he is bumped by a large man.
Turning to see who it was he is momentarily distracted and when
he turns around again he just throws the knife where he remembers
the duck was. Unfortunately by then the owner of the game stall
had walked in front of him! The knife hits him squarely in the
chest, killing him. A Pharaoh’s Guard spots the Warrior
and he has no choice but to run from the scene, knowing that the
guard wouldn’t see it as an accident. The Warrior manages
to escape but he has a warrant out for his arrest for the charge
of Murder and Running from the Pharaoh’s Guard.
2-5
The Warrior has an enjoyable day, winning a few wooden dolls from
the various games.
6
The Warrior wins every prize there is at the festival, knocking
down metal ducks with throwing knives, and showing he is the strongest
man there is in the strongman competition. He is soon heralded
as a champion, and awarded 1D6 x 100 Gold.
86
SECRET TUNNEL
Pushing away some suspiciously placed debris, the Warrior finds
a trapdoor in the ground. Lifting it up reveals a tunnel. If he
wishes to follow the mysterious tunnel roll 1D6:
1
Following the tunnel for hours, the Warrior ends up at a trap
door above him. Pushing it up and climbing through, he find himself
in the Palace guardhouse, surrounded by Pharaoh’s Guards.
If the Warrior has a warrant, he is thrown in the Palace Dungeon
for his crimes. Otherwise he is thrown out of the guardhouse.
2
Following the tunnel for a while, the Warrior finally comes to
a trapdoor above him. Opening it and climbing through, he finds
himself in the slave pits. This must be a way for them to escape!
This is good for them but does not help the Warrior in any way.
3-4
The tunnel leads nowhere, just to a dead end.
5
The tunnel leads to the Palace Armoury. Lying around are various
weapons and armour. Hearing guards approaching he has time to
only grab one thing if he wishes too. Roll 1D6:
87
FREE PASS
Blowing across the ground is a small piece of paper. It looks
familiar to the Warrior and he picks it up to find that it is
a boat ticket. The ticket can be used instead of paying the usual
fee to travel to or from Nehekhara .
88
UNEVENTFUL DAY
89
OLD WARRIOR
The Warrior approaches another warrior. He seems to be a fighter
but is adorned in strange armour. The two have a friendly chat
in which he tells about his armour. It is made from the carapace
of a giant scarab beetle. The fighter says it’s not plate
mail but it’s tough and for free! The fighter then goes
on to tell the Warrior that is getting old and wishes to give
up on adventuring, he offers his scarab armour to the Warrior.
If he wants it, it will give him 3 armour.
90
PHARAOH’S GUARDS
91
TROPHIES
The Warrior enters an interesting shop dedicated to monster trophy
heads. There are many animal and monster heads on the wall, but
one of the skulls appeals to the Warrior most of all. It is the
skull of an Orgut, and from the dimensions of it he thinks he
can make a helmet out of it. It will cost him 150 Gold and when
worn will give the wearer +1 Toughness, for Orguts bone is very
tough. If anyone roll a 6 To Hit the Warrior while he is wearing
the helmet he must roll 1D6. On a 1, the helmet is hit hard and
splinters into bone shards.
92
FEAST
The Warrior’s nostrils bring him to a large roasted animal
on a spit, surrounded by a few other adventurers. He is greeted
by them and he sits down and swaps stories. They welcome him to
take part in the feast, and he does. He is rejuvenated by 3D6
Wounds.
93
SHIFTY CHAP
Late at night the Warrior is pulled into an alleyway by a shifty
looking chap. He tells the Warrior he has a cunning skill that
he will teach the Warrior for 1D6 x 100 Gold. If he takes the
shifty man up on his offer the shifty skill he offers is being
able to hide in the shadows. To use this skill the Warrior must
be in the corner of a board section. For 1D3 turns he may hide
in the shadows. While in the shadows, Monsters cannot see him
and therefore he is counted as not being there and is not the
target of spell effects that are directed to specific Warriors.
He can use this skill once per adventure. He can also break out
of the shadows at any time.
94
CHANCE MEETING
The Warrior manages to catch up with an old friend who is in the
city. They discuss recent adventures, and who chopped off what
monsters head and so forth. Eventually he tells the Warrior of
a great Pyramid he has once heard of. The Pyramid is rumoured
to be laden with many riches, but was designed as a network of
tunnels, creating a maze, to deter adventurers from entering.
He then pulls from his pocket a torn old map saying he is too
old to go questing anymore. He gives the map to the Warrior, which
clearly shows the way to the legendary Pyramid. From now on instead
of going on a normal quest, the Warrior, and any Warriors accompanying
him may venture to this Pyramid and try to plunder its riches,
only once though of course! Treat this as a normal adventure,
with the following differences. Use twice the amount of Pyramid
Cards with two Objective Rooms shuffled into the last twelve.
When the Warriors complete the first Objective Room they receive
the usual treasure, and a secret door opens at the far side of
the room, so they can continue to the second Objective Room. When
the Warriors complete the second Objective Room they receive 1
Objective Room Treasure Card each.
95
HEROIC DEED
Travelling past the slave pits, the Warrior notices a group of
slaves being beaten by a group of Pharaoh’s Guards. The
display is appalling to the Warrior and he decides to do something
about it. Leaping into the fray, he pulls off the first two guards
and then smashes the last two guards heads together. The other
two are cowards and run. The slaves thank the Warrior and steal
all worthy items off the two unconscious guards. They then run
off into the others slaves never to be seen again. With the knowledge
of a job well done, the Warrior continues on his way. The Warrior
now has a warrant for Assaulting the Pharaoh’s Guards.
96
CAMEL RACE
The Warrior notices that there is a camel race going on in the
middle of the City. If he wishes to enter, continue reading. Set
up three passageway board sections, parallel to each other. Place
five models, and the Warrior’s model at one end of the three
board sections. This represents the competitors on camels at the
starting line. Each camel moves 1D6 squares each turn; roll for
each in turn. Before the race starts, roll 1D6 to see when the
Warrior is rolled for in the turn; the others just go in order.
The first person to pass the finish line (end of the board sections)
is the winner! The winner receives a 1D3 x 200 Gold prize for
such an amazing performance.
97
AUCTION
The Warrior discovers an auction taking place. He takes a look
at what is being sold and it all looks pretty useless, all apart
from one piece; a large golden statue, encrusted with jewels.
He decides to wait around for the bidding to start. When the statue
is brought out he is surprised that it was described as being
a fake, when the Warrior is sure its real. The Warrior can, if
he wishes to, enter the bidding for this piece, knowing that he
could sell it for a fortune. If he does, roll 1D6 for the amount
of people bidding for it (represent these with miniatures if you
wish). The bidding starts at 100 Gold. This turn and the following
turns roll 1D6 for the bidders. On a 4-6 they up the bidding by
50 Gold. On a 1-3 they decide it’s not worth it and quit
bidding. For the Warrior to eventually win the bidding he must
raise the bid by 50 Gold at the end of each turn also (he is bidding
too!). When all other bidders have given up, the Warrior can buy
the statue for the gold he has bid. When the Warrior has the statue
roll 1D6. On a 1 it was a fake and no one will buy it from him.
On any other number he can sell it for 1D6 x 300 Gold.
98
GOLD FEVER!
Madness seems to be over the City today with everybody running
around with spades and buckets. The Warrior manages to stop one
person and ask him what’s going on. “There’s
Gold in them there cliffs!” he shouts pointing at the cliffs
near the City. “People are finding Gold all around the cliff,
and I ain’t missing out!. With that, he runs off. If the
Warrior wishes to try and dig for some Gold at the cliff roll
1D6:
1-2
He is attacked by 2D6 Skeletons in the cliffs!!!! Fight a battle.
3
He finds 1D3 x 100 Gold
4-5
He finds 1D6 x 100 Gold
6
He finds 2D6 x 100 Gold
99
UNEVENTFUL DAY
100
THE LEGEND OF SETTRA
The Warrior notices an old man babbling about something. He is
being pushed out of the way of everyone and told to shut up. The
Warrior approaches the man and tries to ask him what he’s
talking about. He is babbling on seemingly about nothing until
one word strikes out from the rest ; ‘Settra.' The old man
then presses an old map into the Warriors hand, and to his disgust
it’s tattooed on a shaved scalp. The old man seems very
happy to get rid of it and runs into the crowd. Looking at the
map the Warrior deduces that it is a map to Settra’s Pyramid,
or at least one he has lived in some time ago. He knows this because
the symbol of Settra is above the destination inscribed on the
scalp.
From
now on instead of going on a normal quest the Warrior, and any
Warriors accompanying him may venture to this pyramid and try
to plunder its riches, only once though of course!
Treat
Settra’s Pyramid as a normal adventure, except with the
following changes.
Use all Pyramid Cards available, including Objective Rooms (Settra
only uses the biggest Pyramids!) Shuffle them all together.
Every
time an Objective Room is used place a door on the other side
of the room, so the Warriors can continue on to the next one.
Treat the Objective Rooms as normal, but after rolling for all
other Monsters roll 1D6. On a 5-6 Settra is in the room. Place
him at the back, out of close combat range. When in play, Settra
will Move to and Attack the closest Warrior.
Obviously
Settra can only be found once, but the rest of the Pyramid can
be explored. If Settra is defeated, the Warriors receive 1 Objective
Room Treasure Card each (not an extra one for the room though!)
Enjoy.
Settra
Settra, best known for his victorious battle against Nagash in
the Imperial year of -40, is without doubt the most powerful Mummy
in the entire history of the undead. The very first Tomb King,
Settra has grown in strength to an unbelievable level. An Undead
army at his command, he reaps Nehekhara of life and scourges the
seas with his undead fleet. Although Khemri is his main area of
operations, he spends a great deal of time in Nehekhara, preferring
to be surrounded by his own kind.
|
SETTRA |
Wounds |
90 |
Move |
4 |
Weapon
Skill |
7 |
Ballistic
Skill |
- |
Strength |
6 |
Toughness |
6
(12) |
Armour |
6 |
Initiative |
5 |
Attacks |
5 |
Damage |
6D6 |
Gold |
7000
|
Settra
Armed with Flail of Skulls; Armed with Staff of Osiris; Armed
with The Crown of Settra; Regenerate 4D6; Terror 15; Tomb Rot
3D6.
Staff
of Osiris
The Staff of Osiris is used once every Monsters’ Phase,
after any spells have been cast. It shoots out a blinding white
light at a random Warrior in Settra’s line of sight. The
Warrior can try to dodge into an adjacent square if there is one
available. To dodge, roll 1D6 and add the Warrior’s Initiative.
If the result is 12 or more the Warrior has dodged the blast and
is placed into an adjacent square of his choice. If the dodge
is failed the blast inflicts 1D3 x 10 Wounds.
Flail
of Skulls
The Flail of Skulls is an ancient magical weapon crafted from
the skulls of fallen enemies. In addition to acting as a normal
weapon, the jaws of the skull bite into the victim. If the To
Hit roll is a 5-6 the flail rips out chunks of flesh, causing
an extra 2 Damage Dice, (6 + 2 = 8 dam dice).
The
Crown of Settra
The Crown of Settra has supreme control over all Undead Monsters
in the Pyramid. If Settra’s Wounds ever get down to 30 or
below, any Undead in the battle will turn and fight the Warriors
attacking Settra, if possible, and will continue to do so until
Settra’s Wounds reach 30 or above. In addition, the Crown
of Settra (crafted by his own hand), is really his way to immortality,
or at least an Undead immortality. The Crown cannot be removed
from Settra’s head, and if Settra is ever killed, the Crown
instantly begins drawing undead essences from the surrounding
area, building life force within Settra. When the absorption is
complete, Settra again rises, and is at full Wounds. Once the
battle is over he rises after 2D6 turns.