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

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