Campaign Setting - Khemri, Land of the Dead.pdf

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Welcome to the Khemri
Welcome to the Khemri
an unofficial supplement to Mordheim
These pages contain information for playing skirmish battles,
using Games Workshop's Mordheim rules, in Khemri and Araby.
There are few in the Old World who have herd of Nehekhara.
Fewer still remember the names of the cities of old. Khemri,
Lahmia and Numas. The Crusaders came, but when they left
few would talk of what they saw. Legends persist of fabulous
treasures.
Are you brave enough to go in search of gold where
dead men walk?
The Land of Nehekhara
The ancient nation of Nehekhara lies to the east, in the area now better known as the Land of the
Dead. This ancient civilisation fell many years ago in a brutal civil war. In lost pyramids buried
beneath the desert sands the Liche Lords and Mummy Tomb Kings rule over legions of corpses,
their servants in death as they were in life. In musty crypts of dead noblemen, tomb robbers
freeze in terror when they hear the clink of silver rings and movement behind them.
Today the Land of the Dead is a wilderness of sand. The great river is poisonous and blood-
coloured, providing no relief to the thirst of adventurers and tomb raiders. The cities are empty of
life, crumbled ruins on the edge of the great necropolises. The roads have long been buried by
the shifting sands, leaving only a few toppled statues and wind-eroded monuments to mark their
presence. It has been said that the ancient tombs contain many riches and treasures, however
the dead walk these tombs. Despite theses dire rumours adventurers dare these dangers in
search of the treasure.
At the heart of this vast deserted realm lies the cursed city of Khemri, in the centre of which rise
two of the mightiest structures ever created by man. One is the awesome Great Pyramid of
Khemri, which rises a hundred times the height of a man above the ancient ruins. The other
dwarfs even this mighty edifice; the famed Black Pyramid of Nagash – a wonder and terror to all
who behold it. Scattered about the feet of these structures are the tombs and crypts of kings and
lesser nobles that make up the city of Khemri.
The ruling king, his family and trusted advisors were entombed in great sarcophagi and huge
pyramids. As each generation passed larger and more elaborate tombs were built until in the
deserts beyond each city stood a necropolis - a city of the dead, and as the years passed these
cities became bigger than the towns of the living. The tombs guarded by titanic statues and
fortified like great keeps, built to keep their inhabitants secure through all eternity. Bridges
spanned the gaps between the doorways on the pyramid tops and cities grew into a vast
interlined jumble of structures. Unquiet spirits who perform ancient rituals in worship to the Great
Necromancer stalk the streets of this grotesque version of a city.
With the coming of Nagash and his great ritual the inhabitants of the Necropolises were brought
back to the land of the living. The Kings and Lords once more command their legions, but they
are now undead automatons. On certain dark nights the corpses of the dead stir from their homes
and go about their business in a grim parody of their former lives. They repair the time-eroded
tombs and patrol the boundaries of their necropolis.
Wonderful Things
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When the Tomb Kings and their courtiers were interred in the magnificent necropolises they were
buried with the fabulous wealth and goods they would require when they were re-wakened. They
surrounded themselves with all of the luxuries to equip themselves in their future existence.
Slaves and warrior were put to death to provide their armies.
When Nagash re-animated them prematurely they found themselves imprisoned in their dead
mummified bodies. Despite having no use for their treasure they guard it with a ferocity born of an
eternal frustration and hatred.
The stories of the treasures of the Tomb Kings have persisted down the ages. Generations of
thieves and tomb robbers have tried their luck at finding the valuables. Not all of the treasure is
gold or jewels. The Liche Priests of ancient Khemri were masters of the necromantic arts. Their
secret writings and papyri are eagerly sought by modern day necromancers, mages and seekers
after forbidden knowledge. The ultimate prize for a necromancer would be one of the volumes of
the Book of Nagash - the feared Liber Mortis. Even a single page from one of those evil books
has been known to drive lesser willed men to insanity.
The modern day inhabitants are the Araby Nomads. They mainly keep themselves to the less
inhospitable margins of the desert. Every now and again a bold Sheikh of Araby will rouse his
Bedouins to raid the crumbling necropolises. They know full well the horrors they may encounter.
The tales of old are kept alive by their storytelling traditions.
Warbands
Khemri - The Land of the Dead is written with a specific theme in mind and while you an use any
warband in this setting some of them are not appropriate. The humans are well known to be
greedy and all too willing to risk their lives in search of treasure. Norse and Pirate warbands may
be a stretch in the Land of the Dead as they prefer the open seas or coastal raids. Halfling
warbands are more at home in the Old World. While the Lustrian warbands, such as the
Amazons, won't leave their rainforest for a desolate desert. There will of course be the mummy
prince's Tomb Guardians and their arch enemies the Crusaders. In addition there are the
treacherous Hobgoblin Raiders and Araby Nomads hailing from the desert fringes. There will only
be room for so many warbands in this series of articles. We have many more such as the
Necromancers and Mages warbands which will be published on the Khemri - Land of the Dead
website.
Introduction By Tommy Punk, Brian Coggin & Terry Maltman
Weather Conditions
By Steven "Grafix" Gibbs
We made it to the oasis. There was no sign of the undead until we topped that last dune. They
rose from the ground and attacked. The air felt funny like some doom approaching. That’s when I
saw the cloud of dust approaching fast. "Dust storm" I shouted to my men. Some heard me some
didn’t. In a matter of minutes it was upon us. Four of my men were knocked down and I lost one
due to the storm. The undead lost quite a few but we still had to retreat.
Weather Conditions
Roll on this chart at the beginning of a scenario to see how the weather is going to effect your
play. Hot Weather has no adverse effects on the undead.
2d6 Conditions
2 It’s Raining . All missile and powder weapons are at a –1 to hit. Black
Powder weapons have to roll to see if they can fire each time that they
shoot. Roll a d6 1-2 the powder is too wet, 3-6 you can fire as normal. The
storm lasts d3 turns. All mummies suffer -1 ws -1 bs -1 mv and that lasts
until one turn after the storm stopped.
3 Hot as Hades. The weather is so hot it saps your energy. –2 to all WS and
BS. You also start to see mirages. Each time you prepare to attack roll a d6
on a 6 you attack the mirage doing no damage to anyone.
4-9 No adverse conditions.
10-11 Hot . The weather is so hot it saps your energy. –1 to all WS and BS
12 Dust Storm . A dust storm will be here in d6 turns. You have that amount of
time to get your warband in cover. Each fig out of cover will suffer d3 s3
wounds . Roll on this chart for wounds 1-3 knocked down, 4-5 stunned, 6
ooa. OOA means the player is covered by sand. If he is not rescued by the
second turn after the Dust Storm he is OOA for the rest of the battle.
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Tombs
The desert is litered with tombs. They say great treasure lies beneath the sands and teh greatest
treasure is in Khemri. But be warned, traps lay beneath the surface for the unwary explorer and
death awaits.
There are two styles for playing tomb scenarios one is quick and simple using Warhammer Quest
tiles, the other involves creating tiles from scratch and have a bit more depth to them. Each way
is viable just decide before you play which one to use. Foot tiles tells how to set up a standard 3D
tile for underground fighting. Traps tells ho wto incorporate traps inot your game play.
Tiles
These rules are for use with the Tomb Raider scenarios. Each player starts with a small room at
one corner of the table. From here they will build the Tomb as they go, unless a scenario states
other wise. Also a large room is placed in the center as the objective, unless stated otherwise in
the scenario. Start each turn by rolling to see what type of tile you may place on the board and
than roll a d6 to find out where to place it. When adding a tile it must:
be off the end that is not connected to a tile
connect to the tile you most recently placed
can not go off the table
Roll a d6 to randomize which side of the end the next tile is placed off of, ie: the last tile you
placed was a hall. Select each side to be a different value 1-2 side 1, 3-4 side 2, 5-6 side 3 after
you roll for the edge place the tile connecting to that edge.
You may connect to other halls, rooms, etc. but you should never end up going off the table.
Roll 2d6 to find out what type of tile you may place on the board.
2 Large Room
3-6 Hall
7-8 T junction
9-11 Small room
12 is your choice
Foot Tiles Version 1.0
By Jeff Hogg
Foot Tiles are modular terrain sections for use in tunnel settings. They are meant to portable as
well as functional. Each foot tile is a 12" square piece of terrain for use in underground scenarios.
The rules for creating them are a standard for creating modular terrain. There are several
advantages to using standardized tile rules. The foremost of which is that each player can build
terrain that is ‘favorable’ to his (or her) style of play. A player with a ‘shooty’ warband is going to
want some areas with long corridors that he (or she) can take advantage of. A player with a ‘goon
squad’ of hand-to-hand warriors is going to want lots of short hallways and areas roomy enough
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to set up a good skirmish line in. Both players can get what they want, provided they build it.
Which points the way to another advantage of the foot tile standard. Every time a player plays
against a previously unmet opponent, the challenge of the table’s layout is renewed. If both the
players are playing warbands that prefer to kill at a distance, the foot tile standard will generate a
table with lots of long hallways to shoot down (making both players happy). If both players are
using warbands that go for getting ‘stuck in’, the table will be a labyrinth of turning hallways
(again, making both players happy). If the players split in their warband fighting styles, the table
will have elements of both. The last point in favor of using this standard is one of simple
mechanics. If everyone is working off the same standard, then the Set Up rules for any scenario
can take the standard into account as they are being written, allowing for a more robust cross-
section of scenarios. By allowing part of the tabletop to use more traditional terrain a large
underground gallery can be created. This would allow for a scenario that takes place in a Great
Hall, Calendar Chamber, or Treasure Store Room and the corridors around it. In essence, the
standard allows a ‘short- hand’ method of describing very complex areas of the underground
setting.
Building the modular terrain for the Foot Tile Standard follows these rules. .
1) While it would be nice for each tile to be exactly 12" by 12", some allowance has to be made
for the fact that the tiles are not likely to be perfectly square or sized. If the tile is fractionally under
measured then it will still work fine. So the tile should be as close to 12" x 12" without exceeding
that measurement. If there is to be fractional error, the must be fractionally LESS than 12".
2) All tiles are to be built with the exit/entrance points CENTERED on the tiles edges and all
exit/entrances should be 2" wide. Again there will be some error in measurement but errors in the
‘doorways’ between tiles will not cause the table to ‘warp’ (so they are much less critical).
3) The minimum width for a hallway is 2". This allows two 20mm or 25 mm base models or one
monster base model to effectively block a hallway and still leaves a little room to get your fingers
in and move models without grazing them off of one another.
4) The measurement between the most distant exits MUST be no greater than 20". This is to
prevent players from creating filigree labyrinths pieces that would take a dozen turns to cross and
screw up time based scenarios.
5) No section of the tile can cause a ‘dead end’. Please note that if a pair of tunnels that cross
‘over and under’ each other, but never join is still acceptable.
6) Each player is required to have 8 tiles. Of the eight tiles, 5 of them MUST have four exits. The
remaining 3 must have three exits.
7) The tiles may have terrain that builds ‘upward’, but the tiles height should never exceed 6" and
the area of the ‘floor space’ may not exceed 216 square inches. This allows that a tile may be
built that has a ‘second story’, but the area it covered could not exceed ½ of the ‘first floors’ area.
As long as the ‘terrain’ created adheres to these rules, the players may build on the tile as they
choose. While I would like to see players create their own layouts in three dimensions by placing
walls on the tile, drawing and coloring them would do. People who feel that their
modeling/painting talents are limited could color copy or scan the tiles from WH Quest and paste
them to the tile.
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