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.

Another view of a suggested terrain layout for the table. 

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
Tethru Young Scribe View

Basti Bard View

Other Basti Bard View

Asar Hekau Student View

No comments:

Post a Comment