6.16.2023

Quest for Korbo's Power - Party Leaders and Spells

PARTY LEADERS

Each Party Leader is a Coven Witch with access to a single Witch Spell that may be chosen from the list of witch spells. The Coven Witch may be equipped with any equipment and light armor at normal points cost. 


Coven Guard (30 pts)

Coven Guards are members of the coven focused more on physical security for the other members of the coven. They still take part in the rituals and learning of spells but it is less intensive than other members.

                            MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC   PTS

Coven Guard      5        15           1         4        4       3        6         6       30

Special Rules:

-Weapons Cache: the Coven Guard may provide one hand weapon to each member of their party at no points cost.

-Magical Blast: The Coven Guard has learned a simple magical attack that they can use once per turn at no Spell Point cost. The attack is resolved like a missile attack but uses ARC. The attack has a range of 4"/7"/10" and does 1d10 damage.


Coven Herbalist (30 pts)

Coven Herbalists spend time gathering the plants and other ingredients necessary to cast spells. They also work with poisons and potions of various stripes. 

                                  MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC   PTS

Coven Herbalist      5       12           1         3       3           3         7         5       30

Special Rules:

-Poison Weapons: The Herbalist may provide poison for one weapon per party member. This poison adds +1D4 to the weapon's Damage Modifier. 

-Healing Potion: (5 pts per potion) Each potion is a single use and may be used by a party member who has at least 1 Wound remaining or administered by another party member if the recipient is reduced to 0 Wounds. The potion returns 2D10 Wounds (may not exceed initial Wound rating).

-Acid Bomb: (7 pts per bomb) A MIS Test with ranges of 3"/6"/9" a successful hit does 3D10+1 damage to each model within 2" of the target of the bomb


Coven Mystic (30 pts)

Coven Mystics spend much of their time focusing on learning new spells and how to use the corrupted words of power.

                             MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC PTS

Coven Mystic        5         12         1         3        3       3         8         5       30

Special Rules:

-Additional Spells: The Mystic gets 2 more spells, one can be chosen but the other must be chosen randomly by rolling on the list of spells.


SPELL POINTS

The Coven Witches are allotted a number of Spell Points equal to their ARC rating plus any additional Spell Points granted by artifacts or other party members. The number of Spell Points is refreshed at the start of each battle.

WITCH SPELLS FOR SKIRMISH

The following changes to the Witch spells from the WarGods of Aegyptus rulebook are to better be useful in this skirmish setting. Those spells without any rules below will follow the information in the rulebook. 

1-HEX (1 SP)

2-SPECTRAL HAND (2 SP) D10+1 wounds 

         MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC 

           8        4           1         6        3        -         5         2

3-KISS OF THE LEECH (1 SP)

            Against non-sorcerers D5 wounds to target if              successful to gain 2 SP 

4-BURNING EFFIGY (2 SP)

            If successful does D10+1 wounds to target

5-CURSE OF MANIACAL LAUGHTER (2 SP)

6-PYTHONIC TRANSFORMATION (2 SP)

7-QUIVER OF VIPERS (2 SP)

             Viper attack D10 wounds

8-FEAST OF CARRION (3 SP) D10+1 wounds

         MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC 

           10        3          2         4        3        -         5         3

9-INSIDIOUS DEMENTIA (3 SP)

            ARC test against single target. If successful the Witch gains control of the target and immediately places a Command Counter. To regain control, the target makes a DISC save at the beginning of each turn to regain control. 

10-MUNDANE MASKING (3 SP)

           Cast before the battle and covers each member of the party. Enemy models must make an ARC test against the target model to be able to attack or cast spells against that model. Once a model covered by Mundane Masking is successfully targeted it loses the masking for the rest of that scenario. 

Quest for Korbo’s Power Creating a Party

Each player starts their quest for the Korbo's Power with 2d10 + 55 points. This points total is used to choose a party leader and any additional equipment and party members. Between scenarios additional points earned as Victory Points can be used to purchase additional equipment and party members to enhance the party for the next scenario.

Party members are chosen from the profiles below. Weapons and armor points costs are the same as in the Aegyptus rulebook. Leftover points carryover throughout the campaign, so be sure to keep track of your points totals.

COVEN FOLLOWERS

The Coven Followers are extended members of the Coven who are not witches. Nekharu Novices are aspiring witches often working with/for a Witch who brought them into the Coven. Nekharu Warriors act as protection for the Coven under the leadership of the Coven Guards. The lowly Asar Thralls are poorly treated servants broken in mind and body to see the Witches as their masters.

                   MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC   PTS

NOVICE      5        6            1         3        2        3        6         4       18

-provides 1 Spell Point per battle to the Coven Witch if within 3"

-not allowed armor 


WARRIOR  5       6            1         4        3        4        6         5       9

-maximum of light armor 


THRALL     4       5            1         3        3      2        5         10*     5

-*Disc is 10 as long as the Thrall is within 10" of the Coven Witch. If the Thrall is further than 10" the Disc falls to 1

-not allowed armor


FALLEN AEGYPTIANS

Nekharu Witch Covens often attract Aegyptians who are outcasts from their homeland. These desperate people will help protect the Coven and may go places that a Nekharu is not allowed. A Fallen Aegyptian comes equipped with a hand weapon, spear, or double handed weapon at no cost but may take additional equipment at normal cost. They may also be equipped with a maximum of light armor. 

                   MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC   PTS

ASAR           5        6            1         4        4       4        5         4       10

BASTI           6       5           1         4         3        5        5         3       10

SEBEKI         4       12          1        6         4       3        4         4       20

TO-TANEM  4       7            1         4        5       3        6         5        14

TYPHON      5       7            1         5        4       4        5         6        13


Each scenario will include Victory Points specific to that scenario.  The following Victory Points are for all scenarios:

+1 for participating in the scenario

+1 for each member of an opposing party engaged in melee by party members

+2 for a leader defeating another leader in melee

+3 for a party member defeating another party's leader in melee

+1 for each clue collected

Any casualties during a scenario will return at full strength for the next scenario.

The sample Parties below show how varied a Party can be.

These sample Parties have room to grow with successful performance in a scenario. Additional weapons and armor can be bought for each Party member depending on the play style you wish to use. These are only examples of how a party can be built equipped. 


SAMPLE PARTY 1- Kyaraa the Coven Guard (69 starting points) 

       • Kyaraa [32 points total]

               Hand Weapon, light armor [2 points]

              Feast of Carrion

       • 4 Asar Thralls [20 points total]

                Hand Weapon 

       • Nekharu Warrior [15 points total]

               Hand Weapon, light armor, bow [6 points]

Leftover points- 2


SAMPLE PARTY 2- Tjinko the Herbalist (67 starting points)

       • Tjinko [33 points total]

                Hand Weapon poisoned, light armor [3 points]

                Spectral Hand

       • Asar Thrall [6 points total]

                Hand Weapon poisoned [1 point]

       • Nekharu Warrior [12 points total]

                Hand Weapon poisoned, light armor [3 points]

       • Fallen Basti [16 points total]

                Hand Weapon, bow poisoned, light armor [6 points]

Leftover points- 0


SAMPLE PARTY 3- Skiks the Mystic (73 starting points)

       • Skiks [33 points total]

                Hand Weapon, Light Armor [3 points]

                Mundane Masking, Burning Effigy, Kiss of the Leech 

       • 2 Asar Thralls [12 points total]

                Hand weapon [1 point] 

       • Nekharu Warrior[11 points total]

                Double handed weapon, light  armor [4 points] 

       • Fallen Typhon[13 points total]

                Double handed weapon, light  armor [2 points] 

Leftover points- 0


Use of a Game Master

This campaign was designed to be run without the need of a Game Master or Referee, but these scenarios would benefit if one player took on that role. If a Game Master is present, they would be responsible for setting up terrain for each scenario and running any of the scenario specific non-player models unless otherwise noted in the scenarios. The Game Master is also responsible for settling any rules disputes that may arise during play and interpreting any confusing situations.

Quest for Korbo’s Power - Intro


Witch Master Korbo lies dying of mortal wounds suffered in battle. He has called his surviving coven members to his bedside to hear what may be his final order.

“There are many things I need to perform a certain ritual that can maintain my existence. The one of you who brings to me these ingredients will gain power to rival my own. My thralls will take me to the ruined Temple of Nekhbet, The Rise of Dawn's Embrace, where I will await whatever fate will come.”

Korbo coughs violently and wipes blood from his beak. He sees a few members of the coven thinking this is their chance to simply finish off the Witch Master and take up leadership of the coven for themselves. “I will have none of that!” he squawks and strikes down a  coven member who was not clearly plotting against him.

“First you must gather the right hand of an Artifex. One of these To-Tanem keeps his workshop near this very camp. Yes, you know the place of which I speak."

“Then  to the Typhon outpost near the oasis at Lakhar where the Eye of Fathnik rests unused. The patrols have left on their rounds for the season. There should be no more than a handful of Typhon there at this time.”

“Nearby is a small Khemru Temple where you must take a horn from the Priest who dwells therein.”

“The final piece I need is the chalice of a Blood Witch. One such creature makes her home in a cave not far from The Rise of Dawn's Embrace. She is but one twisted Asar whom even the lowest of you could best easily."

“Bring to me these things so I will be made whole and you will be rewarded. Now leave me! Gather your wretched followers and begone. Only one of you will win my favor in the end.”

Thus begins the Quest for  Korbo's Power. This is meant to be a series of linked scenarios for 2 to 5 parties to gather the items needed to heal Witch Master Korbo and gain a portion of his arcane power. Each party will be lead by a Witch Coven member who has studied and served at Korbo's side for many years. Now is the chance for you to prove yourself worthy of the Witch Master's attention and a fraction of his power so you can go your own way to form your own Coven.