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

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