After the events at the Tomb of the Atenist Priest the surviving party members return to their normal lives, except those of the party that recovered the Kekooee Seshket.
BARD
You've written so many songs that have been very popular since returning with this magical quill. Your services are in high demand and you can pick and choose what gigs to take now...
All surviving members of your party gain a permanent +1 to ATT, DEF, MIS, or ARC.
The bearer gains +1 to ARC and an AR 1 (AR 2 against magical attacks) as long as they have possession of the Kekooee Seshket.
HEKAU STUDENT
You have returned to your studies with the aid of the Kekooe Seshket. The Words of Power come more easily now and you feel that your studies will soon be completed and you will be granted the full title of Master of Words,,,
All surviving members of your party gain a permanent +1 to ATT, DEF, MIS, or ARC.
The bearer gains +1 to ARC and an AR 1 (AR 2 against magical attacks) as long as they have possession of the Kekooee Seshket.
TOMB ROBBER
That was another successful score! Sure there was some trouble but in the end your contacts made it worth your while. Not quite enough to retire, but you can be more discriminating about what jobs you take from now on...
All surviving members of your party gain a permanent +1 to ATT, DEF, MIS, or ARC.
To represent the payment from your contacts you gain 13 Victory Points.
YOUNG SCRIBE
Your time has been filled with near constant scrivening since the return from your quest. The first scroll you wrote was a detailed account of the search for the Kekooee Seshket that you have yet to share with anyone but the members of your party. Many other scrolls covering topics varying from histories to food preparation have flown from your hand granting a steady income.Yet there are still so many things to write with the quill....
All surviving members of your party gain a permanent +1 to ATT, DEF, MIS, or ARC.
The bearer gains +1 to ARC and an AR 1 (AR 2 against magical attacks) as long as they have possession of the Kekooee Seshket.
UNSUCCESSFUL PARTIES
Your long quest for the Kekooee Seshket was a failure but the experience itself was rewarding in some ways. If only you could have been just a little bit quicker. Perhaps another adventure will come to your attention and there will be another chance for glory...
Only two surviving members of your party gain a permanent +1 to ATT, DEF, or MIS.
Not just focused on the Adventures of Tebbi and Blackclaw anymore. Scenarios and campaign ideas for WarGods of Aegyptus (etc.) skirmish games.
2.26.2020
1.23.2020
Kekooee Seshket Scenario 4- Tomb of The Atenist Priest
Your party has arrived at a small necropolis. This is where all the clues you've gathered point to as the place a Kekooee Seshket has been since the Atenist Heresy. It is a moonlit night and you can see figures nearby heading the same direction as your goal. These are probably your rival parties so there is likely conflict ahead. “Stay alert everyone" you encourage the members of your party.
All parties deploy on the same table edge (no more than 2” from the table edge) at least 6” from rival party members and no more than 1” from members of their own party.
Table Setup- The table for this scenario should be set up with a necropolis theme.
The deployment side of the table should have less terrain than the opposite side. There should be a piece of terrain representing the Tomb of the Atenist Priest in the center of the opposite edge from the deployment side. The tomb should be 10” from the far table edge with the entrance facing the far table edge.
Necropolis Borderline- 13” from the deployment edge should be a line that can be represented by a series of columns or other similar terrain pieces. There should be routes to cross the borderline, it should not be a solid barrier. Once a model crosses the borderline, d10+2 Horde Mummies are deployed by the player to the left (or the Game Master if one is present).
Horde Mummies may not be deployed within 5” of any party members. They must be deployed within 10” of the borderline and at least 3” from another Horde Mummy. Each Horde Mummy will move up to its maximum movement towards the nearest party member and attack. After the turn of their first activation, the Horde Mummies will activate at the beginning of each turn and move and attack before any party member. Each turn after the first activation, d5 Horde Mummies will be deployed and activated as above. The Horde Mummies will not go within 5” of the Tomb nor cross the Necropolis Borderline.
MV WND #ATT ATT DEF MIS ARC DISC
Mummy 4 10 1 3 3 3 5 3
Hand Weapon (DM 1) Resistance to Arrows (2 AR against arrow and javelin attacks)
Turn 5- At the start of turn 5, 6 Anubi Tomb Guards are deployed along the deployment edge in the center of that edge no more than 2” from each other. Each player places a Command Counter on each guard and whoever activates a guard first controls them for that turn. The Guards are not subject to the special rules regarding a Tomb Robber during this scenario since all the parties are invading a necropolis.
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)
The Tomb of the Atenist Priest- when a model moves within 5” of the tomb they must make an ARC save to avoid traps each turn they move (flying models as well) near the Tomb. If a model fails to avoid a trap it takes d10 damage with no Armor save.
To open the Tomb, a model must make an ARC save at -2 while in base contact with the entrance. If the model opens the Tomb it has gotten the Kekooee Seshket.
The bearer gains +1 to ARC and an AR 1 (AR 2 against magical attacks) as long as they have possession of the Kekooee Seshket.
Another model can take the Kekooee Seshket while in base contact by winning melee against the bearer and choosing to take the Kekooee Seshket instead of causing damage. Alternatively the model can take the Kekooee Seshket after reducing the bearer to 0 Wounds in melee.
The Twist- If a party includes an Assessor or the Battle Sage and a party member gets the Kekooee Seshket they will go after that character to attempt to take it. The Battle Sage will attempt to destroy the Kekooee Seshket because of the trauma he witnessed during the Atenist Heresy. The Assessors will attempt to exit the table from the deployment table edge to take the Kekooee Seshket for further study.
These characters will be controlled, if no Game Master is present, by the player to the right of the player whose party included the character. If there are multiple characters in the same party, the additional character will be controlled by the next player to the right so that no player controls more than one of these special characters.
Objectives- The objective for this scenario is to retrieve the Kekooee Seshket from the Tomb and get it past the Necropolis Borderline. The scenario will be complete if the model with the Kekooee Seshket has crossed the borderline and is not engaged in melee at the end of the turn.
Scenario Specific Victory Points
+4 Victory Points to the player to first possess the Kekooee Seshket
+4 Victory Points to the player who possesses the Kekooee Seshket at the end of the scenario
All parties deploy on the same table edge (no more than 2” from the table edge) at least 6” from rival party members and no more than 1” from members of their own party.
Table Setup- The table for this scenario should be set up with a necropolis theme.
The deployment side of the table should have less terrain than the opposite side. There should be a piece of terrain representing the Tomb of the Atenist Priest in the center of the opposite edge from the deployment side. The tomb should be 10” from the far table edge with the entrance facing the far table edge.
Serving suggestion for the basic table setup. This is a 3x3 foot table, ideally a 4x4 space would be used but is not necessary. The terrain density is up to the players or Game Master, this example is pretty sparse.
Horde Mummies may not be deployed within 5” of any party members. They must be deployed within 10” of the borderline and at least 3” from another Horde Mummy. Each Horde Mummy will move up to its maximum movement towards the nearest party member and attack. After the turn of their first activation, the Horde Mummies will activate at the beginning of each turn and move and attack before any party member. Each turn after the first activation, d5 Horde Mummies will be deployed and activated as above. The Horde Mummies will not go within 5” of the Tomb nor cross the Necropolis Borderline.
MV WND #ATT ATT DEF MIS ARC DISC
Mummy 4 10 1 3 3 3 5 3
Hand Weapon (DM 1) Resistance to Arrows (2 AR against arrow and javelin attacks)
Turn 5- At the start of turn 5, 6 Anubi Tomb Guards are deployed along the deployment edge in the center of that edge no more than 2” from each other. Each player places a Command Counter on each guard and whoever activates a guard first controls them for that turn. The Guards are not subject to the special rules regarding a Tomb Robber during this scenario since all the parties are invading a necropolis.
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)
The Tomb of the Atenist Priest- when a model moves within 5” of the tomb they must make an ARC save to avoid traps each turn they move (flying models as well) near the Tomb. If a model fails to avoid a trap it takes d10 damage with no Armor save.
To open the Tomb, a model must make an ARC save at -2 while in base contact with the entrance. If the model opens the Tomb it has gotten the Kekooee Seshket.
The bearer gains +1 to ARC and an AR 1 (AR 2 against magical attacks) as long as they have possession of the Kekooee Seshket.
Another model can take the Kekooee Seshket while in base contact by winning melee against the bearer and choosing to take the Kekooee Seshket instead of causing damage. Alternatively the model can take the Kekooee Seshket after reducing the bearer to 0 Wounds in melee.
The Twist- If a party includes an Assessor or the Battle Sage and a party member gets the Kekooee Seshket they will go after that character to attempt to take it. The Battle Sage will attempt to destroy the Kekooee Seshket because of the trauma he witnessed during the Atenist Heresy. The Assessors will attempt to exit the table from the deployment table edge to take the Kekooee Seshket for further study.
These characters will be controlled, if no Game Master is present, by the player to the right of the player whose party included the character. If there are multiple characters in the same party, the additional character will be controlled by the next player to the right so that no player controls more than one of these special characters.
Objectives- The objective for this scenario is to retrieve the Kekooee Seshket from the Tomb and get it past the Necropolis Borderline. The scenario will be complete if the model with the Kekooee Seshket has crossed the borderline and is not engaged in melee at the end of the turn.
Scenario Specific Victory Points
+4 Victory Points to the player to first possess the Kekooee Seshket
+4 Victory Points to the player who possesses the Kekooee Seshket at the end of the scenario
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.
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.
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.
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)
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.
Alternate view of the Battlefield. To help with the battlefield theme I've used both crashed chariot markers I've made.
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...
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.
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.).
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.
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
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.
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.
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).
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
11.20.2019
Kekooee Seshket Scenario 1- The Market
You need to find who mentioned the Kekooee Seshket and get more information from them. The market has several people this time of day, but it's not as crowded as it could be. It will take a while to work your way through all of these people but it must be done.
Table Setup- The players deploy along the same table edge at least 6" away from any other player and no more than 1" from the table edge. Only the Party Leaders are present for this scenario.

Serving suggestion for table for the Market scenario. This is a 3x3 table, ideally a 4x4 table would be used but not necessary.
Each player is given 6 Bystanders to place. Bystanders cannot be placed within 10" of any table edge. Bystanders cannot be placed within 3” of another Bystander. At the beginning of each turn after the first, each Bystander who has not been interacted with by a player moves 3” in a random direction. Bystanders who have been interacted with can be removed from the table or left in place but not moved. If a Game Master is present he will handle Bystander movements.
Suggested terrain for this scenario is small buildings and market stalls. The terrain density is left to the players or Game Master to decide but more terrain would make for a more interesting game
Objectives- The objective for this scenario is to be the first Party Leader to find the Mysterious Stranger who mentioned the Kekooee Seshket.
Bystander Encounters
For each bystander the character comes into contact with, roll a d10 on the table below to determine who you've found.
1. Clueless Bystander
2. Frightened Bystander- this Bystander will let out a shriek and move 8” in a random direction
3. Clued-In Bystander- +1 to next roll
4. Clueless Bystander- player may move up to 3” and engage with another bystander if one is within range
5. Anubi Tomb Guard
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)
6. Clueless Bystander
7. Sneaky Cutpurse- Arc Save to avoid -3 Victory Points
8. Clueless Bystander- player may move up to 3” and engage with another bystander if one is within range
9. Clued-In Bystander- +2 to next roll
10. Tier 2 Bystander Encounters- once any player ‘unlocks’ this table they get to roll again and the other players would then roll on this this table.
1-2 Ancient Mariner- Wearing a dead albatross, this pitifully grizzled creature will continue his tale of woe until you can pull yourself away. Each turn you must make an ARC save at -2 to break free of the Ancient Mariner's tale. Once the Ancient Mariner has been uncovered this entry should be considered a Clueless Bystander.
3 Clued-In Bystander- +1 to next roll
4 Drunken Bystander- “Oi! Gertoutta me face ye dirty…” this drunken Asar will fight you until reduced to 0 Wounds (he's not dead, just unconscious). Once the Drunken Bystander has been uncovered this entry should be considered a Clueless Bystander
MV WND #ATT ATT DEF MIS ARC DISC
Asar Drunk 3 4 1 2 1 4 8 3
5-6 Basti Gamer- “Wanna play?” The persuasive Basti Gamer will not let you move on until you best him in a die roll. Roll a d10 for yourself and the player to your right rolls for the Basti Gamer adding 1 to the total. Until you win the roll, you must stay in contact with the Gamer. Once the Basti Gamer has been uncovered this entry should be considered a Clueless Bystander.
7 Clueless Bystander
8 Aten Cultist- “What do you know of the sacred relic? Death to the old gods!” the Aten Cultist will attack until he suffers a wound and will then flee in the opposite direction from the player at Fast Advance movement each turn until he has exited the table.
MV WND #ATT ATT DEF MIS ARC DISC
Atenist 5 8 1 4 4 4 6 7
Hand Weapon (DM 1)
9-10 The Mysterious Stranger- In hushed tones the stranger ushers you aside and tells you what they have heard of the Kekooee Seshket. +6 Victory Points You may also add 2 to your Edge Roll each turn in the next scenario.
“On the outskirts of town, near the old mill, an old Heru has set up camp. He was very talkative, for a Heru, and once he had a few drinks in him he would tell stories about his time as a young warrior fighting against the forces of Akhenaten. In one of these stories he mentioned a Priest of Aten using a Kekooee Seshket during the battle. This Priest fought off a dozen Heru warriors before he was cut down by the Harbinger. This was near the end of the war, so the warband had to move on quickly to take part in the final battle against the Atenists."
Scenario Specific Victory Points
-4 Victory Points if initiate melee combat with bystanders or other players
Bystanders interacted with are considered Clues when calculating Victory Points
Table Setup Views From Party Leaders
Table Setup- The players deploy along the same table edge at least 6" away from any other player and no more than 1" from the table edge. Only the Party Leaders are present for this scenario.

Serving suggestion for table for the Market scenario. This is a 3x3 table, ideally a 4x4 table would be used but not necessary.
Suggested terrain for this scenario is small buildings and market stalls. The terrain density is left to the players or Game Master to decide but more terrain would make for a more interesting game
Objectives- The objective for this scenario is to be the first Party Leader to find the Mysterious Stranger who mentioned the Kekooee Seshket.
For each bystander the character comes into contact with, roll a d10 on the table below to determine who you've found.
1. Clueless Bystander
2. Frightened Bystander- this Bystander will let out a shriek and move 8” in a random direction
3. Clued-In Bystander- +1 to next roll
4. Clueless Bystander- player may move up to 3” and engage with another bystander if one is within range
5. Anubi Tomb Guard
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)
6. Clueless Bystander
7. Sneaky Cutpurse- Arc Save to avoid -3 Victory Points
8. Clueless Bystander- player may move up to 3” and engage with another bystander if one is within range
9. Clued-In Bystander- +2 to next roll
10. Tier 2 Bystander Encounters- once any player ‘unlocks’ this table they get to roll again and the other players would then roll on this this table.
1-2 Ancient Mariner- Wearing a dead albatross, this pitifully grizzled creature will continue his tale of woe until you can pull yourself away. Each turn you must make an ARC save at -2 to break free of the Ancient Mariner's tale. Once the Ancient Mariner has been uncovered this entry should be considered a Clueless Bystander.
3 Clued-In Bystander- +1 to next roll
4 Drunken Bystander- “Oi! Gertoutta me face ye dirty…” this drunken Asar will fight you until reduced to 0 Wounds (he's not dead, just unconscious). Once the Drunken Bystander has been uncovered this entry should be considered a Clueless Bystander
MV WND #ATT ATT DEF MIS ARC DISC
Asar Drunk 3 4 1 2 1 4 8 3
5-6 Basti Gamer- “Wanna play?” The persuasive Basti Gamer will not let you move on until you best him in a die roll. Roll a d10 for yourself and the player to your right rolls for the Basti Gamer adding 1 to the total. Until you win the roll, you must stay in contact with the Gamer. Once the Basti Gamer has been uncovered this entry should be considered a Clueless Bystander.
7 Clueless Bystander
8 Aten Cultist- “What do you know of the sacred relic? Death to the old gods!” the Aten Cultist will attack until he suffers a wound and will then flee in the opposite direction from the player at Fast Advance movement each turn until he has exited the table.
MV WND #ATT ATT DEF MIS ARC DISC
Atenist 5 8 1 4 4 4 6 7
Hand Weapon (DM 1)
9-10 The Mysterious Stranger- In hushed tones the stranger ushers you aside and tells you what they have heard of the Kekooee Seshket. +6 Victory Points You may also add 2 to your Edge Roll each turn in the next scenario.
“On the outskirts of town, near the old mill, an old Heru has set up camp. He was very talkative, for a Heru, and once he had a few drinks in him he would tell stories about his time as a young warrior fighting against the forces of Akhenaten. In one of these stories he mentioned a Priest of Aten using a Kekooee Seshket during the battle. This Priest fought off a dozen Heru warriors before he was cut down by the Harbinger. This was near the end of the war, so the warband had to move on quickly to take part in the final battle against the Atenists."
Scenario Specific Victory Points
-4 Victory Points if initiate melee combat with bystanders or other players
Bystanders interacted with are considered Clues when calculating Victory Points
Table Setup Views From Party Leaders
Tethru Young Scribe View
Basti Bard View
Other Basti Bard View
Asar Hekau Student View
11.14.2019
Quest/Kekooee Seshket- BUILDING A PARTY
Each player starts their quest for the Kekooee Seshket with 2d10 + 50 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 during each scenario can be used to purchase additional equipment and party members to enhance the party for the next scenario.
Party members can be chosen from any race following the limitations outlined in the rulebook (ie- Heru and Typhon not allowed in the same party). Weapons and armor points costs are the same as in the rulebook. Leftover points carryover throughout the campaign so be sure to keep track of your points totals.
MV WND #ATT ATT DEF MIS ARC DISC PTS
ANUBI 5 7 1 4 5 4 6 5 12
ASAR 5 7 1 4 4 4 5 5 10
BASTI 6 6 1 4 3 5 5 4 10
HERU 5 8 1 5 4 4 5 7 13
KHEMRU 5 7 1 3 4 4 6 6 9
NEKHARU 5 6 1 4 3 4 6 5 9
SEBEKI 4 16 1 6 4 3 4 5 20
TETHRU 5 6 1 3 3 4 7 5 8
TO-TANEM 4 8 1 4 5 3 6 6 14
TYPHON 5 8 1 5 4 4 5 7 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 to build and equip your party. Another option would be to save all the leftover points after purchasing the Leader and collect as many Victory Points during the first scenario as you can, then purchase an Associate fully equipped to start in the second scenario.
SAMPLE PARTY 1- Bard [50 points]
• Basti Bard “Ashara the Voice of Honey" [27 points total]
Voice, Hand Weapon, Bow [5 points]
• Asar Associate [11 points total]
Hand Weapon [1 point]
• Basti Associate [12 points total]
Two Hand Weapons [2 points]
Leftover points- 0
SAMPLE PARTY 2- Hekau Student [50 points]
• Anubi Hekau Student “T'nmaw of the Gloam" [40 points total]
Hand Weapon, Heavy Robes
• Khemru Associate [10 points total]
Hand Weapon [1 point]
Leftover points- 0
SAMPLE PARTY 3- Tomb Robber [50 points]
• Asar Tomb Robber “Ihtezsy the Shadow" [27 points]
Hand Weapon, Light Armor
• Typhon Associate [13 points]
• Asar Associate [10 points]
Leftover points- 0
SAMPLE PARTY 4- Young Scribe [48 points]
• Tethru Young Scribe “Sashushet the Tidy" [24 points total]
Hand Weapon
• Sebeki Associate [22 points total]
Double-Handed Weapon [2 points]
Leftover points- 2
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, he 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.
Party members can be chosen from any race following the limitations outlined in the rulebook (ie- Heru and Typhon not allowed in the same party). Weapons and armor points costs are the same as in the rulebook. Leftover points carryover throughout the campaign so be sure to keep track of your points totals.
MV WND #ATT ATT DEF MIS ARC DISC PTS
ANUBI 5 7 1 4 5 4 6 5 12
ASAR 5 7 1 4 4 4 5 5 10
BASTI 6 6 1 4 3 5 5 4 10
HERU 5 8 1 5 4 4 5 7 13
KHEMRU 5 7 1 3 4 4 6 6 9
NEKHARU 5 6 1 4 3 4 6 5 9
SEBEKI 4 16 1 6 4 3 4 5 20
TETHRU 5 6 1 3 3 4 7 5 8
TO-TANEM 4 8 1 4 5 3 6 6 14
TYPHON 5 8 1 5 4 4 5 7 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 to build and equip your party. Another option would be to save all the leftover points after purchasing the Leader and collect as many Victory Points during the first scenario as you can, then purchase an Associate fully equipped to start in the second scenario.
SAMPLE PARTY 1- Bard [50 points]
• Basti Bard “Ashara the Voice of Honey" [27 points total]
Voice, Hand Weapon, Bow [5 points]
• Asar Associate [11 points total]
Hand Weapon [1 point]
• Basti Associate [12 points total]
Two Hand Weapons [2 points]
Leftover points- 0
SAMPLE PARTY 2- Hekau Student [50 points]
• Anubi Hekau Student “T'nmaw of the Gloam" [40 points total]
Hand Weapon, Heavy Robes
• Khemru Associate [10 points total]
Hand Weapon [1 point]
Leftover points- 0
SAMPLE PARTY 3- Tomb Robber [50 points]
• Asar Tomb Robber “Ihtezsy the Shadow" [27 points]
Hand Weapon, Light Armor
• Typhon Associate [13 points]
• Asar Associate [10 points]
Leftover points- 0
SAMPLE PARTY 4- Young Scribe [48 points]
• Tethru Young Scribe “Sashushet the Tidy" [24 points total]
Hand Weapon
• Sebeki Associate [22 points total]
Double-Handed Weapon [2 points]
Leftover points- 2
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, he 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.
11.11.2019
Quest for the Kekooee Seshket PARTY LEADERS
PARTY LEADERS
Bard (points cost varies by race)
Another slow day working the market. A few coins here and there but most people are focused on the stalls rather than your delightful tune. Earlier you had to chase off one of your rivals by clearly outperforming his own song, that was great. “…a Kekooee Seshket…” What rhymes with ‘seshket?’ Wait, wasn’t there an old song about that? Whoa, it was a quill that made you write better. You need to find who has that and see if they'll let you borrow it for a moment to finish that one song…
Restrictions: Asar, Basti, Khemru, or Sebeki
STATS
MV WND #ATT ATT DEF MIS ARC DISC PTS
ASAR 5 6 1 4 4 4 5 5 22
BASTI 6 5 1 4 3 5 5 5 22
KHEMRU 5 5 1 3 4 4 6 6 21
SEBEKI 4 11 1 6 4 3 4 5 29
EQUIPMENT
A Bard comes equipped with a musical instrument of your choice (sistrum, harp, lute, drum, voice, etc.) and hand weapon (DM 1). Additional equipment may be purchased between scenarios.
Special Rules:
Duelling Bards- Bards are often territorial and will use their musical prowess to assert dominance when encountering others of their kind rather than resorting to physical attacks.
If two Bards come within 5”of each other their movement stops for that turn and they both roll for the Edge using their ARC rating plus the result of a d10. The Duel continues each turn until one of the Bards has the highest resulting die roll plus ARC. The winner gains an additional 5 Victory Points at the end of the scenario. Bards who have participated in a Duel with each other during the current scenario will not Duel again during that scenario.
Internal Strife- At the beginning of each scenario, each member of the Bard's party must make a DISC Save. Any member that fails the Save is not placed during the deployment phase. The member is not present until the second turn when they are placed in the deployment zone for the party and issued a command counter as normal.
“Tribute”- If the Bard survives the scenario, his party gains an additional 3 Victory Points. This represents the epic song the Bard composes about this latest adventure.
Hekau Student (40 points)
Studying the words of power, the hekau, has been difficult for you. After a long period of study you felt it would be a good time to wander the marketplace to clear your mind. Suddenly your mind was refocused when you heard “…a Kekooee Seshket…” That can’t be right. Who would openly discuss a powerful, yet admittedly minor, item of power? It is your duty as a future Master of Words to confirm one way or the other if there is one of these items nearby…
Restrictions: Any race but Nekharu
STATS- Hekau Students use the basic statline for a Master of Words of their race in the WarGods of Aegyptus rulebook with the following changes-
WND 14 (Sebeki 19); ARC -2
EQUIPMENT
A Hekau Student comes equipped with a wand/hand weapon (DM 1) and heavy robes (AR 2). Additional equipment may be purchased between scenarios.
Special Rules:
Emphasis on Student- When choosing spells for the Hekau Student, they are only allowed half the number of spells as their ARC rating, rounded up. The spells the Hekau Student knows are determined randomly by d20 rolls. Spell points are determined as 2xARC rating.
Tomb Robber (points cost varies by race)
It's been some time since you've had a worthwhile score. That last tomb job turned bad and you came away with nothing. At least those Anubi guards didn't get a good look at you, by Amun's grace. None of your unsavory contacts have had any useful tips lately. If only something excellent would fall from the sky in your lap, “…a Kekooee Seshket…” That sounds like something worth a lot to the right buyer. Some kind of scepter or something? Who mentioned it? This is going to require some legwork.
Restrictions: Asar, Basti, Khemru, Sebeki, or Typhon
STATS
MV WND #ATT ATT DEF MIS ARC DISC PTS
ASAR 5 16 1 5 5 5 5 6 27
BASTI 6 15 1 5 4 6 5 5 27
KHEMRU 5 15 1 4 5 5 6 7 25
SEBEKI 4 21 1 7 5 4 4 6 40
TYPHON 5 17 1 6 5 5 5 8 33
EQUIPMENT
A Tomb Robber comes equipped with a hand weapon (DM 1) and light armor (AR 2). Additional equipment may be purchased between scenarios.
Special Rules:
Defy Fate- The Tomb Robber has not survived this long without a bit of luck on his side. Twice per scenario, the Treasure Hunter may reroll any test or save affecting a member of his party.
Wanted For Questioning- If the Tomb Robber comes within 11" of an Anubi Guard, the player to his left takes control of the Anubi Guard for the rest of the scenario (if multiple Anubi Guards recognize the Tomb Robber the other players control additional guards in turn). The Anubi will attempt to apprehend the Tomb Robber by reducing him to 1 Wound. The Tomb Robber's party loses 5 Victory Points if he is apprehended. The Anubi Guards will release the Tomb Robber before the next scenario.
Young Scribe (24 points)
Not yet fully accredited as a Scribe, you have made a habit of earning extra coin by selling reviews of the various offerings of the stalls in the market. Business is not going so good today as most of the market goers seem intent on exploring the stalls for themselves. As you pack your reviews to head back to the library, a voice from the din of the crowd reaches your ears, “…a Kekooee Seshket…” Surely you misheard that. Who in the market would know anything about such an obscure artifact? You turn back to survey the crowd but cannot tell who spoke the intriguing words. Perhaps a few moments questioning those nearby would provide something interesting to write about…
Restrictions: Asar or Tethru
STATS
MV WND #ATT ATT DEF MIS ARC DISC
ASAR 5 8 1 3 3 3 6 5
TETHRU 5 6 1 3 3 3 7 5
EQUIPMENT
A Scribe comes equipped with a hand weapon (DM 1). Additional equipment may be purchased between scenarios.
Special Rules:
“A Concise Account”- If the Scribe survives the scenario, his party gains an additional 4 Victory Points. This represents the scroll the Scribe writes about this latest adventure.
Duelling Scribes- Scribes often harbor enmity toward others of their kind due to differences in techniques and word choice, but they are usually reserved in these matters and avoid open conflict. Occasionally, though, the enmity becomes so great that one Scribe must voice his opinions to his rival. The Scribes will use their vast knowledge of the other's work to point out the flaws therein rather than resorting to physical attacks.
If two Scribes come within 5”of each other their movement stops for that turn and they both make a DISC Save. If either Scribe fails the Save the Duel begins. The Duel is resolved by both Scribes rolling for the Edge using their ARC rating plus the result of a d10. The Duel continues each turn until one of the Scribes has the highest resulting die roll plus ARC. The winner gains an additional 5 Victory points at the end of the scenario. Scribes who have participated in a Duel with each other during the current scenario will not Duel again during that scenario
Bard (points cost varies by race)
Another slow day working the market. A few coins here and there but most people are focused on the stalls rather than your delightful tune. Earlier you had to chase off one of your rivals by clearly outperforming his own song, that was great. “…a Kekooee Seshket…” What rhymes with ‘seshket?’ Wait, wasn’t there an old song about that? Whoa, it was a quill that made you write better. You need to find who has that and see if they'll let you borrow it for a moment to finish that one song…
Restrictions: Asar, Basti, Khemru, or Sebeki
STATS
MV WND #ATT ATT DEF MIS ARC DISC PTS
ASAR 5 6 1 4 4 4 5 5 22
BASTI 6 5 1 4 3 5 5 5 22
KHEMRU 5 5 1 3 4 4 6 6 21
SEBEKI 4 11 1 6 4 3 4 5 29
EQUIPMENT
A Bard comes equipped with a musical instrument of your choice (sistrum, harp, lute, drum, voice, etc.) and hand weapon (DM 1). Additional equipment may be purchased between scenarios.
Special Rules:
Duelling Bards- Bards are often territorial and will use their musical prowess to assert dominance when encountering others of their kind rather than resorting to physical attacks.
If two Bards come within 5”of each other their movement stops for that turn and they both roll for the Edge using their ARC rating plus the result of a d10. The Duel continues each turn until one of the Bards has the highest resulting die roll plus ARC. The winner gains an additional 5 Victory Points at the end of the scenario. Bards who have participated in a Duel with each other during the current scenario will not Duel again during that scenario.
Internal Strife- At the beginning of each scenario, each member of the Bard's party must make a DISC Save. Any member that fails the Save is not placed during the deployment phase. The member is not present until the second turn when they are placed in the deployment zone for the party and issued a command counter as normal.
“Tribute”- If the Bard survives the scenario, his party gains an additional 3 Victory Points. This represents the epic song the Bard composes about this latest adventure.
Hekau Student (40 points)
Studying the words of power, the hekau, has been difficult for you. After a long period of study you felt it would be a good time to wander the marketplace to clear your mind. Suddenly your mind was refocused when you heard “…a Kekooee Seshket…” That can’t be right. Who would openly discuss a powerful, yet admittedly minor, item of power? It is your duty as a future Master of Words to confirm one way or the other if there is one of these items nearby…
Restrictions: Any race but Nekharu
STATS- Hekau Students use the basic statline for a Master of Words of their race in the WarGods of Aegyptus rulebook with the following changes-
WND 14 (Sebeki 19); ARC -2
EQUIPMENT
A Hekau Student comes equipped with a wand/hand weapon (DM 1) and heavy robes (AR 2). Additional equipment may be purchased between scenarios.
Special Rules:
Emphasis on Student- When choosing spells for the Hekau Student, they are only allowed half the number of spells as their ARC rating, rounded up. The spells the Hekau Student knows are determined randomly by d20 rolls. Spell points are determined as 2xARC rating.
Tomb Robber (points cost varies by race)
It's been some time since you've had a worthwhile score. That last tomb job turned bad and you came away with nothing. At least those Anubi guards didn't get a good look at you, by Amun's grace. None of your unsavory contacts have had any useful tips lately. If only something excellent would fall from the sky in your lap, “…a Kekooee Seshket…” That sounds like something worth a lot to the right buyer. Some kind of scepter or something? Who mentioned it? This is going to require some legwork.
Restrictions: Asar, Basti, Khemru, Sebeki, or Typhon
STATS
MV WND #ATT ATT DEF MIS ARC DISC PTS
ASAR 5 16 1 5 5 5 5 6 27
BASTI 6 15 1 5 4 6 5 5 27
KHEMRU 5 15 1 4 5 5 6 7 25
SEBEKI 4 21 1 7 5 4 4 6 40
TYPHON 5 17 1 6 5 5 5 8 33
EQUIPMENT
A Tomb Robber comes equipped with a hand weapon (DM 1) and light armor (AR 2). Additional equipment may be purchased between scenarios.
Special Rules:
Defy Fate- The Tomb Robber has not survived this long without a bit of luck on his side. Twice per scenario, the Treasure Hunter may reroll any test or save affecting a member of his party.
Wanted For Questioning- If the Tomb Robber comes within 11" of an Anubi Guard, the player to his left takes control of the Anubi Guard for the rest of the scenario (if multiple Anubi Guards recognize the Tomb Robber the other players control additional guards in turn). The Anubi will attempt to apprehend the Tomb Robber by reducing him to 1 Wound. The Tomb Robber's party loses 5 Victory Points if he is apprehended. The Anubi Guards will release the Tomb Robber before the next scenario.
Young Scribe (24 points)
Not yet fully accredited as a Scribe, you have made a habit of earning extra coin by selling reviews of the various offerings of the stalls in the market. Business is not going so good today as most of the market goers seem intent on exploring the stalls for themselves. As you pack your reviews to head back to the library, a voice from the din of the crowd reaches your ears, “…a Kekooee Seshket…” Surely you misheard that. Who in the market would know anything about such an obscure artifact? You turn back to survey the crowd but cannot tell who spoke the intriguing words. Perhaps a few moments questioning those nearby would provide something interesting to write about…
Restrictions: Asar or Tethru
STATS
MV WND #ATT ATT DEF MIS ARC DISC
ASAR 5 8 1 3 3 3 6 5
TETHRU 5 6 1 3 3 3 7 5
EQUIPMENT
A Scribe comes equipped with a hand weapon (DM 1). Additional equipment may be purchased between scenarios.
Special Rules:
“A Concise Account”- If the Scribe survives the scenario, his party gains an additional 4 Victory Points. This represents the scroll the Scribe writes about this latest adventure.
Duelling Scribes- Scribes often harbor enmity toward others of their kind due to differences in techniques and word choice, but they are usually reserved in these matters and avoid open conflict. Occasionally, though, the enmity becomes so great that one Scribe must voice his opinions to his rival. The Scribes will use their vast knowledge of the other's work to point out the flaws therein rather than resorting to physical attacks.
If two Scribes come within 5”of each other their movement stops for that turn and they both make a DISC Save. If either Scribe fails the Save the Duel begins. The Duel is resolved by both Scribes rolling for the Edge using their ARC rating plus the result of a d10. The Duel continues each turn until one of the Scribes has the highest resulting die roll plus ARC. The winner gains an additional 5 Victory points at the end of the scenario. Scribes who have participated in a Duel with each other during the current scenario will not Duel again during that scenario
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