12.19.2019

Kekooee Seshket Scenario 3- The Battlefield

Your party has traveled to the field of Hamtephtet to seek any clues as to what may have become of the Kekooee Seshket that was used in the battle here. In the center of the field is a statue of a Sphynx which looks like it has stood for centuries. Legend says a Sphynx statue will answer any question posed to it by a person who has answered its riddle. There is a possibility you can consult the Sphynx to get some answers about where the Kekooee Seshket is. There is also some debris scattered around the battlefield that may hold clues to what became of the Kekooee Seshket.

Unknown to the parties, there are two Assessors who are investigating current events surrounding rumors of a Kekooee Seshket in the area. The Assessors are a secretive group of investigators who protect Aegyptus from threats to the land. Each Assessor has their own network of informants and resources to best protect the land as they see fit. Often two Assessors have very different methods when dealing with the same threat.
Serving suggestion for terrain for the Battlefield. This is a 3x3 table, ideally the scenario would be run on a 4x4 area but it is not a necessity.

Table Setup- Each party deploys along any table edge within 2" of another party member and no closer than 14" to any rival party members.
Alternate view of the Battlefield. To help with the battlefield theme I've used both crashed chariot markers I've made.

Suggested terrain for this scenario is left to the players. The only requirement is a Sphynx in the center of the table facing a random direction. Each player is given 3 clue markers to place at least 11” from any table edge and at least 6" from any other clue.
To the left of the crashed chariot in the lower right of the picture, you can see the most coveted of all clues- the laptop of the gods...

Uninvited Guests- At the start of turn 2, and each turn thereafter, roll on the following table to see who has entered the area. These are deployed by whichever player wins the edge for the turn. Each player places a Command Counter on the guests and whoever activates the guests first controls them for that turn. If the Assessors are rolled a second time that result is ignored and the next entry arrives. Only 1 of each Assessor may be active on the table.
     1. 2 Atenist Cultists
                              MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC
Atenist                  5          8         1         4        4       4         6       7
Bow [DM 0), Hand Weapon (DM 1)

     2. 2 Civilians- the Civilians move together in base contact up to 5” each turn. If attacked, the civilian will be removed and any remaining civilians will immediately rout 10” away from the attacker each turn until they leave the table.

     3. Tethru Assessor
                              MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC
Tethru Assessor   5        15         1         5        5       5        8         7
Weapon of Power Spear (DM 2), Light Armor (AR 2), Shield (AR 2)

     4. 3 Anubi Guards
                        MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC
Anubi Guard   5        10         1         4        5       4        6          7
Spear (DM 1), Light Armor (AR 2)

     5. 3 Atenist Cultists
                              MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC
Atenist                  5          8         1         4        4       4         6       7
Hand Weapon (DM 1), Light Armor (AR 2)

     6. Anubi Assessor
                            MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC
Anubi Assessor   5        18         1         6        5       5        7         7
Weapon of Power Sword (DM 2), Sling (DM 1), Light Armor (AR 2)

     7. Chariot Racer- the chariot is considered a civilian. Each turn the chariot moves 10”-15" towards the opposite table edge it entered. If the chariot hits a paty member it does 3 attacks with an ATT of 4 and a DM of 0. The chariot will not stop unless attacked. Any such attacks are purely accidental on the part of the chariot racer, he's focused on practicing for the upcoming Heirakonpolis 200.

     8. 3 Civilians- the Civilians move together in base contact up to 5” each turn. If attacked, the civilian will be removed and any remaining civilians will immediately rout 10” away from the attacker each turn until they leave the table.

     9. 2 Atenist Cultists
                              MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC
Atenist                  5          8         1         4        4       4         6       7
Sling [DM 1), Hand Weapon (DM 1)

   10. Atenist Captain
                              MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC
Atenist Captain   5          12        1         5       5       5         7       7
Double Handed Weapon (DM 2), Light Armor (AR 2)

Recruiting an Assessor- the Assessors can be recruited to join a party. Any party member in base contact with an Assessor can attempt to recruit the Assessor by winning an ARC test against the Assessor. If the Assessor is not recruited he will attack the party member immediately. If an Assessor is recruited but is killed during the scenario he will not return as part of the party for the next scenario. Only one Assessor may be recruited to a party.

Consulting the Sphynx- to consult the Sphynx a character must be in base contact with the front of the Sphynx. The character must make an ARC test against the Sphynx (ARC 10) to answer its riddle to ask it for the location of the Kekooee Seshket. Each character may only consult the Sphynx once. After the Sphynx is successfully consulted no other character may consult the Sphynx.

Objectives- The objective of this scenario is to be the first to successfully consult the Sphynx. A secondary objective is to gather as many clues as possible.

The clues you've gathered point to a nearby necropolis as the final resting place of the Atenist Priest. The Kekooee Seshket was most likely interred with him. It is not far but it will be nightfall by the time you get to the necropolis.

Scenario Specific Victory Points
+6 Victory Points for the player to successfully consult the Sphynx (also +2 to the Edge roll the first turn of the next scenario)
+3 Victory Points for the player who collects the most clues
-6 Victory Points for the player who attacks a civilian (this is cumulative)

12.03.2019

Kekooee Seshket Scenario 2- The Battle Sage

As your party nears the area of the Battle Sage's camp you notice there are more than a few people milling about. That seems odd. And the darkness seems to be getting denser the nearer you get to the  camp. You offer some words of encouragement to your party “let's go everyone, this should be quick.”

Unknown to the parties, the Battle Sage has been captured by a group of Atenist Cultists who have also heard of his mention of the Kekooee Seshket and now seek to learn of its possible whereabouts.

Table Setup- Each party deploys along any table edge at least 15" from any rival party members and within 2" of another member of their own party.
Terrain setup serving suggestion. This is a 3x3 table without a lot of terrain- ideally a 4x4 space would be used for the scenario but is not necessary.

The Battle Sage is being held by two Cultists in front of the tent in the center of the table. If no Game Master is  present each player places 2 Atenists no closer than 13” to any Party's deployment zone. Each player will place a command counter on each Atenist models and the first to activate that model controls their actions for that turn. The Atenist Captain is deployed inside the tent and will not be activated unless the Battle Sage is freed.

                            MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC
Atenist                  5          8         1         4        4       4         6       7
Hand Weapon (DM 1), Light Armor (AR 2)

Atenist Captain   5          12        1         5       5       5         7       7
Double Handed Weapon (DM 2), Light Armor (AR 2)

Suggested terrain for this scenario is a tent in the center, at least one building to represent the old mill, and natural features (sand dunes or rocky outcroppings, etc.).
An alternate view of the terrain serving suggestion for this scenario.

Each player is also given 2 objective markers (clues) that must be placed at least 22" from any of their party members. These objective markers are placed after the initial setup is complete. These clues are secondary objectives that members of any party can collect simply by ending their activation in base contact with the clue and outside of melee.
Closeup view of the Battle Sage's camp surrounded by the Atenists and clues (the guy standing ON the tent is meant to represent the Atenist Captain who starts out inside the tent).

Unnatural Darkness
Even though the moon is high in the night sky, the area around the camp is cloaked in an unnatural darkness. This darkness effects missile fire by moving range modifiers one level up (thus short range would be treated as medium range). Ranged spells maximum range aare reduced by 6”. This unnatural darkness will dissipate if the Atenist Captain is killed.

Objectives- The objective of this scenario is to free the Battle Sage and protect him from the Atenists. To free the Battle Sage a model must get into base contact with him and make a successful ARC save at -1.

If the Battle Sage is freed, all remaining Atenists will attempt to stop him. Any unplayed Command Counters on Atenists will be ignored and the unactivated Atenists will move their maximum MV toward the Battle Sage and attack if able. At the start of the next turn, the Atenist Captain will emerge from the tent but will not be able to take any actions until the next turn. On subsequent turns after the Battle Sage is freed, all the Atenists will activate before any of the parties are activated.

                                               MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC
Nefer-Rehet, Battle Sage    4       25        2         6        5       5        6         8
Staff (DM 2), Light Armor (AR 2), Master of Strategy- if within 6" of the Party Leader add +2 to the Edge Roll each turn. The Battle Sage will join the Party that frees him from the Atenists unless the Party includes any Typhon or Nekharu members.

If the Battle Sage is not freed, the Parties will eventually find out where the battle the Kekooee Seshket was used in is located. Each Party Leader gets a -1 modifier to the Edge Roll in the next scenario.

If the Battle Sage is saved or killed by the Atenists, he reveals the following (if he has been killed this is what he reveals with his final breath:

“Twas on the field of Hamtephtet where I saw that accursed quill in the hands of that heretical priest. He shrugged off attacks from our Master of Words. He cut down scores of our stalwart spearmen. It took the power of Herakty, our beloved Harbinger, to finally smite that snake.” He spat with a sneer. “We left their dead to the vultures and rushed to the final battle where Akhenaten was stopped and the truth behind his mission was revealed. No, I don't know what happened to that damned quill, but I'd surely start looking for it at the battlefield…”

Scenario Specific Victory Points
+6 Victory Points for the player who frees the Battle Sage
-5 Victory Points to each player if the Battle Sage is killed