5.02.2022

The Gentle Breeze - Basti Assassin

The Basti assassin known only as 'the Gentle Breeze' is an affiliate of the widespread criminal organization the Empty Palm. For a small portion of his fees from any assassinations he performs, the Empty Palm will provide him with protection from local authorities if needed.

                           MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC 
Gentle Breeze    6        14        2          5        5         7       4         6
Equipment- Bow, light Armor

Stealthy Hunter within 1" of terrain the Gentle Breeze uses cover to his advantage and any MIS attacks get a +1 to their target number 

Crack Shot the normal range bands for a bow are extended for the Gentle Breeze (13"/23"/33")

Hoethet VII the Drunken Swordmaster - Tethru Wanderer

One of the greatest Swordmasters of Aegyptian history was the learned Tethru Hoethet. In the time of Ra's rule, Hoethet traveled throughout the land documenting all forms of combat with swords and other long-bladed weapons. Hoethet opened several schools focused on teaching the art of the sword. Many tales of Hoethet's wisdom and skill with a blade survive to this day. Then there is his descendant, Hoethet VII, known as the Drunken Swordmaster. 

Though many of the Swordmaster's schools still exist and produce skilled warriors, the Drunken Swordmaster has nothing to do with those organizations. Hoethet VII's specific origin is unclear but there are hints of a tragedy at a school he ran. Speculation about an attack and a fire that led to the deaths of most if not all of the students is widely considered to be the truth. 

Whatever the reasons, Hoethet VII fell into a life of near constant drunkeness as he wanders the land in search of something. What he's searching for is a mystery seemingly even to him. From time to time the Drunken Swordmaster becomes involved in violent situations with criminal elements. He has taken a liking to the Basti rogue Blackclaw and occasionally takes part in adventures with Tebbi and Blackclaw. 

                   MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC 
Hoethet     D6       23          2      9/8     8/9       4       8         5   
Equipment- Double-handed Sword, Medium  Armor
Drunken Staggering Hoethet's movement each turn is determined by a d6 roll and he can then move up to that number of inches. If he is given a Fast Advance order he rolls 2d6 and the total is his maximum movement for the turn. 

Missile Immunity Due to his drunken staggering and erratic movements!, Hoethet is much harder to hit with missile fire. All ranged attacks on Hoethet receive a -2 modifier.

Sobering Up at the end of turn 3 Hoethet may begin to sober  up and lose his enhanced ATT  but will enhance his DEF. Roll a DISC Save and if successful Hoethet's ATT and DEF change to the second number to represent his more sober state. Each turn that the DISC Save fails subtract 1 from the roll (this should accumulate each turn so that the roll on Turn 5 would be -2 and Turn 6 would be -3, etc.)  Although Hoethet will sober up some he will still be somewhat intoxicated. By the start of the next battle Hoethet will be fully intoxicated. 


4.27.2022

"The Dark Night" - Vigilante of Pharos

The bustling port city of Pharos is the richest place in Aegyptus. With the flow of goods in and out of the city comes the opportunity for criminal activity to thrive in the shadows. Pharos is the home to the largest criminal organization in the land, the Empty Palm, among other smaller groups. 

Criminal activity is rampant throughout the city and one Asar has become a ray of hope for citizens toiling under this oppression. Known as the "Dark Night" or the "Living Shadow" this masked warrior strikes at those who have engaged in the abuses of the innocent people of Pharos.


                      MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC 
Dark Night    5         18         2         6       6         5       6          8
Equipment- sling, mancleaver, light armor

•Shadow Stepping within 3" of a terrain feature may make an ARC test to step through shadows to a terrain feature up to 13" away once per turn 

•Smoke Bombs twice per battle may use Cast a Spell order to drop a smoke bomb that gives a -1 to ATT and MIS through the smoke. The cloud is 3" diameter circle placed up to 4" from the Dark Night. Each turn after deployed roll D10, on an odd number the smoke dissipates 

•Mancleaver does D10 wounds but a roll of 10 beheads the opponent if they have a head


2.26.2020

Quest For The Kekooee Seshket - Aftermath

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.

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.
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.

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

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.
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.

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.
Alternate view of the Battlefield. To help with the battlefield theme I've used both crashed chariot markers I've made.

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.
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...

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)

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