The concept intrigued me, and instead of reviewing or explaining the rules, I'll point you to the very source: http://www.matakishi.com/crom.htm - and get on with the description of the game I played Sunday with my regular gaming opponent, Ulrik.
Story is as follows:
An ancient Sorcerer, mummified by his followers upon his demise centuries ago by the hands of some big angry Barbarian, has finally broken the chains of death and has returned to the world of the living, where he is now gathering an army of long-dead warriors from the Necropolis of Sekhemet, aided by a couple of nefarious Flesheaters he surprised at their ghastly feasting....
It soon becomes clear to the fat, wealthy priesthood of Sekhemet, that they have a problem of great proportions, as their earnings come mainly from rich people wanting a safe home for the afterlife in the famous Necropolis of Sekhemet.
Soon, these two are more or less pressganged into solving the problems of the town - with the help of Palmtree Wine, and promises of vast riches buried beneath the sands of the Necropolis.
With greatsword and war hammer, our friends begin their arduous journey through the desert, towards the Oasis of the Kings, and the impressive Necropolis, not knowing that time is about to run out for the inhabitants of Sekhemet: The Mummy King is preparing a ritual for summoning a mighty Spirit that can take control over the minds of the living!
To invoke the Spirit, the Sorcerer must prepare and correctly place 5 enchanted skulls in a magic circle/pentagram.
To prepare a skull, the Sorcerer must roll a natural 6 on at least one Magic Die.
Also, to correctly set a skull in the magic circle/pentagram, at least one natural 6 must be rolled.
Finally, when the last skull has been successfully placed, to summon the Spirit, a Magic Roll of Difficuty 12 must be passed.
Minor minions can be summoned as per the normal rules.
The Heroes must prevent the summoning of the Spirit, ultimately by slaying the Mummy King.
To gain a Major Victory (only important if this scenario is played as part of a campaign), both Heroes must survive. Easier said than done, as we shall see...
Here is the initial set-up of the playing surface:
|Seen from the Heroes' perspective|
|And from the Necropolis - The Dragon Bones are not part of this...|
|A plethora of skulls in the ruined mastaba|
The game starts with the Lesser mummies emerging from the buried pyramid.
Our Heroes, both played by Ulrik, while I donned the cowled robe of the Game Master, have not yet discovered anything, save the apparantly peacefully drinking beasts in the oasis
|"There, me Elfish Friend, be Water for thee!"|
|The Undead approach|
Them a lot of movement occurred in the Necropolis [this was a mistake - only the cards of the Mummy King and the minions in the oasis should have been in the deck from the start], before Chwllurhwch came up.
The Elf let lose a blood-curdling warcry and rushed forward to dispach one of the crispy corpses.
Already here, it became clear that the hot, dry climate did not become him well, as the first mummy successfully defended and drew first blood.
Snarling, Chwllurhwch shook off the pain, and maculated the parchment that held the bones and skin of the long dead servant together.
|Chwllurhwch rushes in, |
and with some difficulty kills an opponent
|"Massss-ter, can I have the resssst? Pleasssse..."|
This conludes Part One, but not the first turn, but it is rather late now, and I cannot concentrate on remembering all the details.... More tomorrow, if the rain still prevents me from mowing the lawn, otherwise Thursday.