Defend the Tomb

 

Your warband has headed through a tomb and found the main burial chamber. After plundering it you here the sounds of another warband entering the tomb. You must make it out with out getting caught.

Terrain
Use tiles to show the tomb. Place the Burial chamber in the center of the table and an entrance 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.

Warband
Roll to see who starts in the tomb. Highest roll chooses. Whoever starts at the entrance of the tomb goes first and is the attacker.

Defender
Deploys inside the Burial chamber, and may place a hall tile off any side of the chamber on their first turn.

Attacker
Deploys within the entrance room.

Starting
Attacker goes first

Special Rules
One figure is nominated to carry the treasure chest. He may only walk with it
(no running or charging unless attacking someone in walking distance). The person with the chest may not use 2 handed weapons. When the person carrying the chest is taken OOA another figure may pick up the chest by standing next to it for one turn without doing any thing.

Ending the Game
If a warband fails a rout test the game ends.

If the attacking warband takes the treasure chest from the defenders and escapes they win.

If the defenders get the treasure out of the tomb they win.

Rewards
Hero’s gain +1 experience for each person OOA.

Leader gain +1 experience for winning

The winner gets treasure of the following chart:

D6x10 gc
D3 gems worth d6x5 gc
Roll a d6 three times on the chart to find out what else you get.

  1. Heavy Armor
  2. D3 Scimitars
  3. D6 Jambyias (dagger)
  4. Gem Encrusted Helmet worth d6x10 gc
  5. Shield
  6. Monkeys Paw
  7. Magic lamp [try to figure out how to roll a 7 on a d6 ;o)]

Monkey’s paw – grants wishes per Lamp but have to roll once on the bad side. If you roll this item you must take it. Every two games you have it and don’t use it you have to roll on the bad side of the chart. You may not get rid of it unless you use it three times or roll lose the paw. After the third use it disapears.

Good

Bad

1

Gain d6 experience points

Lose d6 experience points

2

Gain one skill from your skill list

Lose one skill from your skill list

3

Gain d6x10 gc

Lose d6x10 gc

4

Gain an extra hero even if it is above your maximum

Lose a hero

5

Gain an extra henchman

Lose a henchman

6

Roll twice more on this chart

Lose the paw

Questions, Comments: grafixgibs@hotmail.com