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
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