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45. Tomb Raid

Source: Town Cryer #19
Setting: Khemri
Author: Khemri Development Team
Broheim notes: As Defend The Tomb except the chest begins in the middle of the complex while both warbands begin at the edges.

The warbands have heard rumours of a tomb in the area with treasure. Each warband is trying to find it first and make it back out of the tomb alive.

terrain

Use tiles to represent the tomb (see TC 17). Place the Burial chamber in the centre of the table and an entrance in room one of the corners of the table. If more than two warbands are playing, place as many entrance tiles as needed at the corners.

warbands

Roll to see who has the first turn. Highest D6 score chooses the starting tile.

starting the game

Roll to see who goes first. Highest D6 score Starts.

special rules

Each warband is trying to get to the centre chamber to get the treasure chest. Once there they must attempt to carry it out of the tomb. A warrior must be in contact with the treasure chest for a turn to pick it up. Once carrying it, he must move at half speed. If two warriors are carrying the chest they may move at normal speed. If a warrior routs whilst carrying the chest it must be dropped immediately in the tile he is in.

ending the game

If a warband routs, the fgame ends. If the treasure chest is removed from the board, that warband wins.

experience

  • +1 Survives. If a Hero or a Henchman group survives the battle they gain +1 Experience.
  • +1 Winning Leader. The leader of the winning warband gains +1 Experience.
  • +1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.

rewards

In the tomb the winner gets D3 items of treasure from the following chart. Roll a D6 each time to find out what you get.

D6Item Found
1Heavy armour
2D3 Scimitars
3D6 Jambyias (daggers)
4Gem-encrusted helmet worth D6x10 gc
5Shield
6Monkey’s paw (see TC 17)