nefertiti overdrive quickstart

27

Upload: mike-walton

Post on 12-Feb-2016

11 views

Category:

Documents


2 download

DESCRIPTION

Quickstart rules for the Nefertiti Overdrive rpg

TRANSCRIPT

Page 1: Nefertiti Overdrive Quickstart
Page 2: Nefertiti Overdrive Quickstart

NEFERTITI

overdriveHIGH OCTANE ACTION

IN ANCIENT EGYPT

By Fraser RonaldLayout and Graphic Design

by Rob WakefieldOriginal Art by Kieron O’Gorman

Editing by Scott Vandervalk

With due thanks to Cam Banks and Rob Donoghue for

Marvel Heroic Roleplayingand

Kirin Robinson for Old School Hack

WHAT IS THIS?Welcome to a sneak peek/quickstart for Nefertiti Overdrive. This product is intended to introduce you to Nefertiti Overdrive in advance of a crowd-funding drive to bring the actual game to life. This product provides condensed rules, pre-generated characters and an introductory adventure. It has minimal art and no maps. The crowd-funding campaign is intended to raise enough money so that the final product has more art and maps, as well as to pay for editing and graphic design.In Nefertiti Overdrive, you are the greatest heroes of the 25th Dynasty of Ancient Egypt. You have assembled from across the Old World, your fate leading you to Thebes and the service

of the Kushite Pharaohs. This royal house is threatened both by the powerful Assyrian Empire – perhaps the greatest military force of the age – and an upstart pretender from Lower Egypt, intent on taking the Double Crown of United Egypt. Can you – the legendary warriors of this age – protect the royal house from conquerors and traitors? Can fists, steel, and will triumph over naked aggression?If you enjoy this product and are interested in learning more, you can find further information both at the Sword’s Edge Publishing website under the tag nefertiti-overdrive and at its Kickstarter page. The initial Kickstarter for this game wasn’t successful so I took the lessons I learned from that and applied them to the second attempt. This product is part of that project, trying to get the word out before I pull the crowd-funding trigger for a second time.In the adventure, where a map would be useful, a suggestion as to where you might find a suitable map is included. The links provided were viable at the time of publication, but it is entirely possible that the destination image will disappear. I apologize in advance for any inconvenience this might cause.

SO YOU KNOWThese are terms used throughout the rules, so I’ll define them here for you.A Player is someone in the real world either acting as the Game Master or controlling a character in the adventure the Game Master is facilitating. A Game Master (called a GM) is a player who facilitates an adventure. This basically

means that the GM controls the world and the narrative forces the player characters encounter. A Character is a fictional construct created using the rules of the system and representing an individual within the fiction of the game. A Player Character (or PC) is a character controlled by a player. These are the player’s representatives within the game – their avatars. A Non-Player Character (or NPC) is a character controlled by the GM. The NPCs populate the world in which the PCs act. A Round is a discrete section of a scene in which action resolution takes place. A round encompasses the action that happens with one throw of the dice. After all the dice have been used, the next round begins. A Scene is a set of actions or movements revolving around a specific, short-term goal or problem. A single fight is a scene.A Session is a single sitting of gaming. A session is a period in real-life rather than in the game. An Adventure is a scenario or story that may last a few sessions, but rarely longer than that. Think of it as a story arc in a comic, an episode in a TV show, or a single novel in a series.A Campaign is an interlinked series of adventures that tell a larger story.

CHARACTERSCharacters are built using Qualities that are rated by die type ranging from d6 to d10.A Quality is a short descriptor, which is usually a single word or short phrase. Your character is defined through Qualities of one

Page 3: Nefertiti Overdrive Quickstart

3

sort or another. Qualities provide dice and bonuses for Conflict Resolution if the player can convincingly explain how they apply to the stated action or intention.Qualities are categorized in Attributes. Characters in Nefertiti Overdrive are defined by four Attributes. These quickstart rules include six pre-generated charactersConcept includes two Qualities related to the role of the character in the game.Elements include two Qualities describing the character’s skills, talents or outlook.Traits include two of the following three Qualities, which describe the character’s natural features and characteristics: Physical, Mental, Social.Drivers include two Qualities that motivate the character to be heroic.Each Attribute is measured by two die types. The lower of the two is called the base die and the higher of the two is called the max die. When the player explains how an Attribute is involved in the action covered by a Test, the player may use the Attribute’s base die. When the player uses an exciting description, provides a detailed scene, or paints an incredible picture with words that include the Attribute, the player may use the Attribute’s max die.

LUCKTwenty-four (24) tokens representing Luck are set in a bowl or other receptacle in the centre of the gaming area. Any player can provide another player with a Luck token when that player does something that entertains, amuses,

excites or otherwise impresses. Only one player should provide a token at a time, so a player should not receive multiple tokens for the same action.A player can use Luck to:1) Add another Quality to a Test. A Luck token allows a player to add another of a character’s Qualities from any Attribute – usually, a Test involves four Qualities. In order to get the max die, the Attribute must be included in the player’s exciting narrative, just as for the regular use of an Attribute.2) Re-roll a single die. A single die used in a Test can be re-rolled using Luck. The higher of the two results (the original or the re-roll) is retained for the Test. 3) Remove d6 worth of Conditions. A single Luck token can remove d6 worth of Conditions, so either a Condition at d6 or lower, or reducing a larger Condition by d6 (such as reducing a d10 Condition to d4). Multiple Luck tokens can be used in this manner, each removing d6 worth of Conditions.When a player uses Luck, the player provides that token to the GM. The GM can then later use these spent Luck tokens to purchase dice for the Threat Pool. The Threat Pool is a collection of bonus dice the GM can use in any Test – though they are used once and then lost. The GM increases the Threat Pool by purchasing any die a player rolls with a result of 1, including re-rolled dice. The GM purchases dice with Luck, and the GM returns spent tokens to the receptacle of available Luck. When a GM purchases a PC’s die, the die remains in the player’s hand for use in the Test, while the GM adds a die of the same type to the Threat Pool.

TESTSWhen a character attempts something that could lead to narratively important consequences – positive or negative – the player must undertake Conflict Resolution, which is done through a Test. Every Test is against a Challenge. The Player Characters set their Qualities against the difficulties of the GM’s Challenge.All dice “explode,” meaning that if a die rolls its maximum (4 on a d4, 8 on a d8, etc), another die of the same type is added to the characters’ dice pool and rolled.1) The GM sets the scene and explains the

Challenge(s) facing the PCs and sets out the dice for the Challenge(s).

2) The players face off against whatever Challenges are available. Multiple players can Test against a single Challenge, as discussed below.

3) The player explains how the character is overcoming a Challenge. If the explanation is detailed, exciting, and/or cinematic, the player may use max dice for applicable Attributes.

4) The player gathers the dice from applicable Qualities, one die per Attribute – therefore a minimum of four dice. If an Attribute has no applicable Quality, the player collects a d4. The player will gather at least four dice, one from each Attribute, and possibly more, if Luck is used to add Qualities.

Page 4: Nefertiti Overdrive Quickstart

5) The GM gathers dice for the Challenge and may include dice from the Threat Pool.

6) Each side rolls dice for the Test, and must assign at least one die to Initiative, two dice for Success and one die for Effect. If the player or GM is using more than four dice, extra dice can be added, but these minimums must be met.

7) The GM sets the Initiative based on the result on the die or sum of results on dice used. The player(s) must exceed the Initiative to win. The winner of Initiative is the active character and the loser is the passive character.

8) The passive character then sets the Success, which is the result of the sum of the dice used for Success. The active character must exceed the Success in order to succeed. A result 7 greater than the Success counts as two Successes, 14 greater counts as three Successes, etc.

9) The side – active or passive – with the highest Effect die, by die type, imposes a Condition on the opponent. The lower Effect die is subtracted from the higher die (example d10–d8 is 10–8, so 2 or d2).

10) If the character has not accumulated enough Successes, another round begins. The number of Successes required is based on the Challenge’s Rating, which is generally between one and five.

CONDITIONSA Condition imposes penalty dice to actions and are created using Effect dice during Tests.

A Condition needs to logically follow from the action that imposed it. For example, a character in combat could receive a Condition of “Stunned”, “Broken Bones”, or “Bleeding Out” but couldn’t logically be “Enrapt,” “Gullible,” or “Sleeping.” A Condition provides its penalty die to the opposition in a Test. So were a PC in a Test against a Challenge that had the Condition “Stunned d2,” the PC would gain a bonus d2 to his dice pool for their next Test roll. Multiple Effect dice can be combined into a larger die for a Condition. A die of equal or one-type lower can be added to another die to increase it one type. For example, a d8 or d10 can be added to a d10 to make d12. A d12 is not increased to a d20 immediately, but increases to d12+d4, then (with another d12) d12+d6, and then (with another d12) d20. Conditions cannot be increased beyond d20, but a second Condition could be created with leftover Effect dice. See the Die Types chart for a visual representation of the order of die types.Dice more than one-die type apart (for example, a d6 and a d10) cannot be combined, although the two dice could be used to create two Conditions.Rather than creating a new Condition, an existing Condition may be increased by one die-type by applying an Effect die of equal or greater

DIE TYPESd2d4d6d8d10d12d12 + d4d12 + d6d20

Chart 1: Die Type

Page 5: Nefertiti Overdrive Quickstart

5

value. A Condition may only be increased by one die-type each round.Conditions are the only way for Challenges to effect PCs. A PC cannot otherwise be “damaged,” although with enough Conditions applied a PC is unable to function, and is practically removed from the scene. Remember, d6 worth of Conditions may be removed through the use of Luck..

MULTIPLE CHARACTERSIf multiple characters are involved in a Test, one character takes the lead. Every other character can add one die from one of the character’s Qualities for the lead character to use in the Test. The use of the Quality’s max die requires a suitably detailed or cinematic narrative from the providing player.

CHALLENGESThe creation of Challenges is actually quite easy and can generally be done on the fly with reference to the Challenge Level Table.Challenges have five criteria: Difficulty, Threat, Environment, Complexity, and Rating.Difficulty indicates the level of effort this particular Challenge represents. How hard is it to accomplish?Threat indicates how dangerous the Challenge is to the character. This need not be a physical threat, and so could be the possibility of deception or even shame.Environment indicates how the surroundings or mental atmosphere may affects Challenge. Are the soldiers the characters are fighting

unfamiliar with this territory? If so, they’d likely get a d4. If it was their home territory, it would even be difficult for a professional to outwit them, and so they might get a d10.Complexity indicates how many factors impact the Test. In the case of a single individual soldier, most of the factors involved are already covered – Difficulty and Threat – but with a particularly devious or highly trained soldier, the complexity is increased. A mountain might

have deceptive trails, while navigating by map might be complicated by unclear landmarks. Rating indicates the number of Successes in a Test required to overcome the Challenge. This is the way for the GM to make Challenges more demanding or to reflect multiple actors in a single Challenge.

AN EXAMPLE OF PLAYFor this example, the pre-generated character of the Spartan is on his way to the docks to rally the troops when he is faced with a group of four Assyrian warriors. 1. From the Spartan’s Attributes, the player

chooses “Captain d8/d10” from Concepts, “Perfect Soldier d8/d10” from Elements, “Physical d6/d8” from Traits, and “Loyal to the House of Kashta d6/d8” from Drivers. She provides the narrative that these are enemies of the House invading the holy city of Waset in a time of war, and the Spartan will not allow them to stand between him and his employer. The Spartan moves to a ready stance, with shield up, and spear ready. Sizing up the four opponents, he gets all relaxed, as though these guys are no big deal. He starts to smile as he casually saunters toward the enemy, lulling them into overconfidence. As they attack, he bears down on them, eyes mere slits over the top of his shield, smashing into them with his shield and sweeping out with his spear. That absolutely gets the max dice, so the player is rolling 2d10 and 2d8.

CHALLENGE LEVEL TABLE

LEVEL DIE TYPE EXAMPLE

Rudimentary d2 Child could do this

Basic d4Average person would usually succeed

Average d6 Difficult for an average adult

Good d8You need a professional for this

Great d10

A professional would have difficulty with this task

Exceptional d12

Only the best could score gold at these Olympics

Frightening d20One for the history books… or scrolls

Page 6: Nefertiti Overdrive Quickstart

2. The Challenge is the group of Assyrians rather than four individually. The group has 2d8 and 2d6 to roll – Difficulty of d8 for a pack of poorly trained soldiers, Threat of d8 for a hedge of iron-headed spears, Environment of d6 for cluttered docks, Complexity of d6 since four heads are better than one, and a Rating of Mediocre (2 Successes needed).

3. The player rolls a 1 and a 3 on the 2d8, and a 4 and a 7 on her 2d10s. The GM puts a Luck token in the container and adds the d8 to the Threat Pool because it was a 1. The GM rolls an 8 and a 3 on the 2d8 and 2 and 1 on the 2d6. The 8 on the d8 explodes, and that comes up 1.

4. The GM sets the Initiative at 2 (1 from the d8 plus 1 from the d6). The player uses her 3 on her d10 to win Initiative. The Spartan is the active character for this round.

5. As the passive character, the GM sets the Success. The target number for success is 11 (8 and 3 from her d8s), with the GM setting aside a d6 for Effect (only die type are used for Effect, not the die result). There’s no way for the player to beat the Success, so she combines 1 on the d8 and 4 from the d10 for a total of 5. The Spartan fails.

6. The Spartan has the largest Effect die with a d10. Subtracting the Assyrians’ Effect die of d6 leaves 4 (106), so the Spartan’s player applies the Condition “Off Balance” at d4. The player narrates the Spartan plowing into the group, tripping them up with his sweeping spear. Another player likes that narrative for the Condition, and gives the

Spartan’s player a Luck token from the container.

7. For the second round, the Spartan is using the same dice pool, plus the d4 from the Assyrians’ Condition “Off Balance.” The player narrates this by saying that fired up by a threat to the House of Kashta, the Spartan releases a bellowing war cry to intimidate the Assyrians. As a Captain, the Spartan has drilled his men often on facing multiple foes, and he knows the proper strategy for this. He spins under one of the Assyrian’s clumsy swing, sweeping out with his shield while driving his spear at the throat of another, putting all his weight into the thrust. The GM considers this a well and truly exciting narrative, and so the player can use max dice.

8. The player rolls 1 and 10 on the d10s, 4 and 3 on the d8s and a 3 on the d4. A d10 explodes, while the GM adds another d10 to the Threat Pool (one of the player’s d10 was a 1), and puts another Luck token in the container. The player rolls the bonus d10, getting a 2.

9. The GM rolls a 1 and a 7 on the d8s, and 1 and 4 on the d6s. The GM sets the Initiative at 1 from a d6, seeing the writing on the wall. The player uses the 3 from the d4 to win Initiative.

10. The passive character (the Assyrians) sets Success at 11, leaving a d8 for Effect. Nice try, but the player has 19 (2 and 10 from d10s and 3 and 4 from d8s), leaving a d10 for Effect. The player’s Success result is more than 7 higher than the set Success,

which means the Spartan achieves two Successes, overcoming the Challenge. The player narrates this as the shield smashing into the side of one Assyrian, leaving him gasping for air, while the second is on the ground, blood streaming from this throat. The two remaining Assyrians back up, while the Spartan rises and head-butts the gasping Assyrian dropping him to the ground. The two other Assyrians flee, leaving the Spartan with a captive.

11. The Spartan’s Effect die of d10 was higher than the Assyrian’s d8, so the player applies the Condition “Groggy” at d2 to the unconscious, surviving Assyrian. The Spartan has some questions for him.

PIVOTSA Pivot is a goal toward which a character strives. The player should consider it when deciding what actions a character takes. Pivots are unlikely to be met within a session, but if the character moves toward the Pivot, that character gains an Advancement for that session.For example, the Spartan has the Pivot “I can never regain that which I leave behind.” The Spartan’s backstory includes exile from his homeland and losing his family, so a scene in which the Spartan become melancholy due to interactions with a family or perhaps reunites a parent with children would ‘hit’ or move toward that Pivot.At the end of each session, a player may improve her character by any Advancements created by moving towards (or hitting) a Pivot. Each Advancement allows one attempt at increasing

Page 7: Nefertiti Overdrive Quickstart

7

one of the four Attributes A character may gain a maximum of three Advancements per session. The attempt has the player roll the character’s lowest die – a d6 for the pre-generated characters – against the GM rolling the die to which the player wishes to advance the Attribute. The player’s roll must exceed the roll of the GM. The max die is increased if it is two die-types greater than the base die or less. So, if the Attribute is d6/d10, which is two die types greater (d8, d10), the max die is increased. Only if the max die is more than two die-types greater than the base die can the player increase the base die. So, if the Quality is d6/d10, Advancement must be applied to the max die, but if the Quality is d6/d12, the Advancement must be applied to the base die.After d12, the situation is a bit different. After d12, the Quality increases by adding another die that is not actually used in Tests. So, if one were to advance from d12, it would be to d12+d4. In a Test, the Quality would still only provide a d12. The Advancement attempt is also still only against a d12. The +d4 is really only an accounting measure. The Advancement would continue through d12+d6, and then to d20 (d12+d8 being effectively 20).As an example, if the Spartan hit a Pivot, and the player decided he wanted to increase the Spartan’s Traits, the max die would be increased (less than two die types greater than the base die). The player is attempting to increase the die to d10, which means the GM rolls a d10 while

Page 8: Nefertiti Overdrive Quickstart

the player rolls a d6. The player is trying to roll higher than what the GM rolls. If the player rolls equal or lower than the GM’s result, the die is not increased.

THE PRE-GENERATED CHARACTERS

The characters presented here were part of the inspiration for this game. It was the idea of these characters undertaking an adventure together that led to the creation of Nefertiti Overdrive.The Princess is a child of the royal blood, counsellor to Pharaoh and a natural-born leader. The Etruscan is the loyal bodyguard and surrogate father of the Princess.The Spartan is the perfect warrior, exiled from

his homeland and certain he will die in a foreign land.

The Amazon is barbarian royalty, born to horse and bow, and better than any man she knows – except, perhaps, the Spartan.

The Monk is a wandering philosopher with deadly fists and a

clown’s levity hiding a past tragedy.The Serpent is an assassin, from the streets

of Waset, linked by oath to a goddess of death.

NEFERTITI overdrive: Rumours of War

A Quickstart Adventure for Nefertiti Overdrive by Fraser Ronald

This adventure is a prequel to the adventures presented in Nefertiti Overdrive. Pre-generated characters are provided and while it is not necessary to use them, the adventure scenes are keyed to those characters. Similar characters with similar skills and motivations would serve the adventure just as well, so if your players would like to build their own characters, it would be best if you make their Pivots similar to those of the pre-gens. Unfortunately, character creation is not covered in this quickstart, though rules for character creation are included in the full version of Nefertiti Overdrive.Deviation from the scenes as presented is expected, but if you’re familiar with the purpose of each scene and the Challenges that might arise, you can easily modify the action as the PCs progress. Think of the adventure as a template or suggested topics rather than a script.Each scene includes a map suggestion, a ‘mechanics’ volume, a purpose, suggested PC spotlights, possible Pivots to be achieved, a description of the situation, and likely Challenges the characters will face.This quickstart product does not include maps for the adventure. During the playtest process, the GM usually drafted a quick sketch

Page 9: Nefertiti Overdrive Quickstart

9

if the players requested a map. However, each scene includes a map section that provides a suggestion for searching for useful maps if you feel you would like to have an illustration or map prepared. Each map section will also include a link to an existing map which could be used in the scene.The volume describes the amount of mechanics this scene will likely require. A loud scene is very mechanics heavy, with lots of dice hitting the table. A volume of 5 indicates that there are ways to achieve the purpose of the scene without using dice. Quiet means the scene is designed to be a simple role-playing opportunity without dice. Given that no module survives contact with the players, these are guidelines only. You can use the Challenges provided as templates for any mechanical interaction not covered in the listed scenes.The purpose of each scene tells you what the PCs are meant to achieve or gain. Each scene is intended to move the story forward, provide information, or support one of the PC’s narrative. Some of the purposes are pretty important to the completion of the adventure, but no scene is necessary. If the players find a way to achieve the purpose without hitting the scene, that’s completely fine. Spotlight tells you how certain PCs have the opportunity to shine in that particular scene. In general, this is based on the characters’ Concepts, though sometimes it is linked to particular skills a character might have.The text includes suggested Pivots that characters might ‘hit’ or move towards in this scene. Scenes are built to hit Pivots, so it is

important that if the PCs don’t encounter a particular scene, that another opportunity to hit the Pivots is provided. If the players seems to have missed the possibility of hitting a Pivot in a scene, the GM can certainly mention the possibility.The description gives a brief synopsis of the scene, the surroundings, some of the NPCs involved, and how the PCs might enter and/or exit the scene.Challenges that might occur in the scene are indicated. These Challenges can be adapted for other scenes or even moved around if the PCs do not encounter the scripted scenes.

THE STORYNefertiti Overdrive is set at the fall of the 25th Dynasty of Ancient Egypt, which would place it about 656 Before the Common Era (BCE). Of course, at the time, the royal family would not refer to themselves as the 25th Dynasty. They’d probably call themselves “the Royal House.” The royal family of this period was not Egyptian, but rather Kushite (also known as Nubian, and in modern times, Sudanese). The Kushite royal house conquered a divided Egypt, made it whole again, revived many ancient traditions, and then found themselves – after

Page 10: Nefertiti Overdrive Quickstart

almost 100 years of rule – ousted by a challenger from Lower (Northern) Egypt backed by the Assyrians – the period’s military superpower.This story takes place during the war between the Kushite dynasty and the Lower Egyptian dynast and his Assyrian allies. The adventure takes place in and around the ancient Egyptian religious capital of Thebes – known to the Egyptians as Waset. It begins with a crossing of the Nile. To the Egyptians, the East side of the Nile was the Land of the Living, while the West side was the Land of the Dead. Across the Nile from Thebes are the Valley of the Kings and the Valley of the Queens. These are the burial places of the rulers of Egypt since the time of the grandfather of Tutankhamun (King Tut). The Princess – the primary counsellor of her cousin, the Pharaoh – continues to uphold her religious duties. The war has gone poorly, and the Princess has crossed into the Land of the Dead to seek inspiration from the gods and the ancient rulers of Egypt. It is a holy day, a propitious time to seek commune with the dead, and she travels to the Shrine of Horus. Unfortunately, this journey has not been kept a secret, and fearing for her safety, her bodyguard, the Etruscan, has sought out the Spartan, leader of an elite mercenary unit, to help provide protection.The Princess has been targeted by a cabal of nobles and courtiers looking to curry favour with the new dynasty coming from the North with their Assyrian allies. None of this cabal is actually willing to shed royal blood personally, so they have turned to a cult of assassins known

as the Judges of Amit. The decision has been made to end the Princess’ life in the Land of the Dead and destroy her body and those of her companions in the hopes that not even her shade will be able to provide inspiration or guidance to the Pharaoh.These guys are hardcore.

Page 11: Nefertiti Overdrive Quickstart

The PrincessCONCEPTd6/d8 Leader, Royalty

ELEMENTSd6/d10 Inspired, Hand of Amun-Ra

TRAITSd6/d10 Social, Mental

DRIVERSd6/d8 Empowered by the plight of her people; Dedicated to her dynasty

PIVOTSI will protect my people and the honour of my house.I am the servant of the gods.

STORYYou are a daughter of the late Pharaoh Khunefertumre1, and hold two important political and religious offices: the Divine Adoratrice of Amun and the God’s Hand. You assist your great aunt2 who is the God’s Wife of Amun – the High Priestess of Amun-Ra and the most powerful position a woman may hold in Kemet3.

1 Also known as King Taharqa of Kush2 The daughter of the Princess’ grandfather3 Ancient Egypt

Page 12: Nefertiti Overdrive Quickstart

The EtruscanCONCEPTd6/d8 Protector, Surrogate Father

ELEMENTSd6/d10 Everything Is a Weapon, Well-travelled

TRAITSd6/d8 Physical, Mental

DRIVERSd6/d10 Empowered by threats to the Princess; Dedicated to honour

PIVOTSMy life for hers.Through me, the Princess will learn what honour truly is.

STORYLoss drove you away from Alba Longa, the capital of the powerful Etruscan Kingdom. Your life as a mercenary ended when the House of Kashta proved honourable. You might still receive coin, but you are loyal to the royal family and would not betray them for any bounty. You knew the Princess as a child, and your protectiveness of her was noted. You have served as her guard and, in your heart, her surrogate father.

Page 13: Nefertiti Overdrive Quickstart

The SpartanCONCEPTd6/d8 Captain, Political Exile

ELEMENTSd6/d10 Perfect Soldier, Stoic

TRAITSd6/d8 Physical, Social

DRIVERSd6/d10 Dedicated to those he leads; Loyal to the House of Kashta

PIVOTI will lead from the front - first into battle, last to leave.I can never regain that which I leave behind.

STORYYou were once a general and warrior among the Spartans, but found Spartan life monotonous, and after seeing the riches and culture of Athens, you wished more for your family. Your eldest son was six, and would soon be taken from you and your wife to begin his training as a warrior. You wished to flee Sparta to save your son from the brutality you had endured, but your wife was a true Spartan, and she rejected you, betraying you. You were exiled from Sparta. You now expect to die in a foreign land in foreign pay. But you will die as a consummate warrior, and will not let any soldier die in your place. You wear a cloak of weary cynicism to hide your real affection for your troops. You cannot forget that you will never embrace your wife and children again.

Page 14: Nefertiti Overdrive Quickstart

The AmazonCONCEPTd6/d8 Scout, Healer

ELEMENTSd6/d10 Mythic Archer, Nomadic Barbarian

TRAITSd6/d10 Physical, Mental

DRIVERSd6/d8 Empowered by alleviating suffering; Dedicated to proving her martial worth

PIVOTSI shall prove that I am indeed a worthy queen of a warrior tribe.No man is my better.

STORYThe second daughter of a great Scythian Queen, your tribe – the Issayk Alta – celebrated you as the perfect warrior and believed you would be your mother’s heir. Your eldest sister – a quiet and reserved half-sister from a different father – supported you for queen. Unfortunately, your elder sister’s first consort dominated her entirely, an especially heinous situation among the Issayk Alta tribe. She never took another consort, and when the Queen died, your elder sister took the crown. You had the support of the tribe, and slew both your elder sister’s father and her consort in honour duels. Enraged by this, she used her position to banish you. You would not raise arms against your sister, and chose to exile yourself from your homeland instead.

Page 15: Nefertiti Overdrive Quickstart

The MonkCONCEPTd6/d8 Deadly Clown, Kind Philosopher

ELEMENTSd6/d10 Lightning Fists, Father Confessor

TRAITSd6/d10 Social, Physical

DRIVERSd6/d8 Empowered by looking death in the face and laughing at it; Still waters run deep

PIVOTSNone will suffer while I can strike.I am a guide on the road to redemption.

STORYYou once lived as a jester and play companion to the young child of a powerful house far to the east. When enemies destroyed that family, you gave your life trying to save the young scion, though you failed. The Monkey God came to you and gave you back your life, though you pleaded to allow the child to live. There was some purpose to his choosing you over the child, and while seeking that purpose you also sought death – to stare it in the face and laugh at it, showing that you are truly without fear. You have become inseparable from the Serpent, as you can see in her eyes that she knows true evil, and has turned away from it. You are also sure that no one else can make her laugh.

Page 16: Nefertiti Overdrive Quickstart

The SerpentCONCEPTd6/d10 Assassin, Child of the Streets

ELEMENTSd6/d8 Fangs of the Serpent, A Shadow

TRAITSd6/d8 Mental, Physical

DRIVERSd6/d10 Empowered by seeing evil prosper; Protector of innocents

PIVOTI have seen evil and serve justice.Laughter has more value than gold.

STORYAs a young girl, alone on the streets, you learned violence as a way to protect yourself. You thought yourself willing to do anything, no matter how vile. Then you faced true evil and realized that while you had anger in your heart, you were not a bad person. It was too late. You had sold your soul to Set. Now, you must send 100 dark souls to be eaten by the Ammit – the Devourer of Souls – to free your own. You will only send the souls of the truly damned, and you can see the blackness of a heart when you touch a mortal with one of your blades. You and the Monk share a familial bond as you know he has seen into your heart and found something wholesome there. And he makes you laugh.

Page 17: Nefertiti Overdrive Quickstart

The AmbushMAPSThe fight takes place outside of the shrine itself. Due to the lack of tactical mechanics and the abstract nature of combat, a map shouldn’t be necessary, however, for an image of a shrine, try an image search for “Egyptian shrine” or “Egyptian altar.” A good artist’s rendition can be found at: http://bit.ly/1w0thK3

PURPOSEThis sets the adventure in motion, as well as giving a narrative reason why the PCs gel as a group – they will prove themselves in combat

SPOTLIGHT The Etruscan as Protector: the Princess is the target of the assassins, and everything else is diversionary – the murder of the Princess is the primary goal of the attack.

PIVOTSEtruscan: My life for hers. It is expected the Etruscan will put himself in harm’s way to protect the PrincessThe Spartan: I will lead from the front - first into battle, last to leave. The Spartan should throw himself into combat, both as an example for his soldiers and because that’s what he does. He’s a Spartan!

DESCRIPTIONThis scene starts off the adventure with a bang. The Princess’ procession has not yet reached the Shrine of Horus when it is attacked. The group is passing through a narrow passage in the rocks before reaching the secluded shrine. It is the perfect place for an ambush, and one can expect the characters to be on edge and watchful.It would be good to allow the Etruscan to discern the threat, or perhaps allow the Amazon, who is a scout, to do so. There is no need for a Challenge, just let the Etruscan (or whichever character) spot a dark-robed figure, with a black mask on its face and a dagger in its hand on the defile above the group. There’s not just one, but a bunch of them. In general, a group of four assassins per PC should provide some excitement, but shouldn’t be too great of a threat to the PCs, but that’s okay, because the point of this scene is to get the adventure going and clue the players in to how awesome their characters are.If you want to add some risk, make each character face a group of six assassins. It is still likely the PCs will triumph, though things might be close. Although Meriptah is there leading the assault, he doesn’t actually take part, and once he sees the fight going poorly, he’s going to run, so the PCs won’t even know he was there. If they investigate later, you can tell them someone else was there but left in a hurry.

CHALLENGESAssassin (individual)Difficulty: d6, somewhat trained Threat: d6, whatever it takes Environment: d8, prepared ground Complexity: d6, paid assassin Rating: Minor (1 success)

Assassins (4)Difficulty: d8, bravery in numbers Threat: d8, many blades Environment: d8, prepared ground Complexity: d8, experience together Rating: Major (3)

Assassins (6)Difficulty: d10, trained and numerous Threat: d10, forest of daggers Environment: d8, prepared ground Complexity: d8, experience together Rating: Massive (4)

VOLUME Loud: expect the dice to hit the table.

Page 18: Nefertiti Overdrive Quickstart

Q & AMAPSThis will likely take place at the site of the ambush.

PURPOSEThe survivors of the ambush can provide the PCs with information to help move the plot forward.

SPOTLIGHT The Serpent as Assassin: the Serpent knows the ways of assassins and can see the truth behind a fog of lies. She will be able to piece together much of the assassins’ purpose just from their actions in the attack.

PIVOTSPrincess: I will protect my people and the honour of my house. The Princess needs to learn who has targeted her in this time of war to protect her subjects.

DESCRIPTIONAt the end of the ambush scene, there should be a lot of bodies lying around. It would be good to remind the players that some of these NPCs can be alive if the players decide this is how they would like to resolve the previous scene. It provides the opportunity for a scene in which the PCs question the survivors of the fight.There should not be any real threat in this questioning, as the Challenge is pretty paltry. Still, dice will do what dice will do. It is important that even if this scene goes completely sour and the players learn nothing, that there should be an alternative method for imparting the location of the meeting place. This might be tracking Meriptah, or one of Ahmose’s agents might inform the PCs of a suspected den of assassins. Ahmose is the Right Hand Scribe of the Pharaoh and master intelligencer, and so is an ally of the royal house while Meriptah is the Count of Juka, a courtier whom the Princess would not be surprised to learn is a traitor (Ahmose nters the adventure in Ahmose the Spymaster, while Meriptah does not make an appearance until the Cave, although lots of NPCs talk about him.)It is important to stress that when NPCs are removed from a scene because the PCs overcame the Challenge, it does not necessarily mean the NPCs are dead. They can be, but the decision rests with the player. The Monk’s player might decide that the NPCs he bests are unconscious, while it’s likely the Spartan doesn’t leave too many opponents breathing.

CHALLENGESQuestioning the CaptivesDifficulty: d8, trained to resist Threat: d8, deception Environment: d4, the place of their defeat Complexity: d6, experienced at evasion Rating: Major (3)

Each of the three Successes provides one piece of information:1) They were sent to kill the Princess, though

they don’t know why.

2) They received their assignment from Meriptah, whom the Princess knows as Count (Nomarch) Meriptah of the sepat/province of Juka (Djewqa).

3) They were to assemble at the Broken Villa, a rather well-known locale north of Thebes.

VOLUME Loud: expect the dice to hit the table.

Page 19: Nefertiti Overdrive Quickstart

The Place of MeetingMAPSAn image search for “caravanserai” should provide useful images. Most caravanserai layouts are medieval, though you may find a basic drawing of a more ancient style at: http://bit.ly/1w0thK3ii

A medieval layout can be found at: http://bit.ly/1ipGfhMiii

PURPOSEThe scene provides more information for the PCs as well as emphasizing the malevolence of the opposition.

SPOTLIGHT The Serpent as Child of the Streets: as one who has survived the streets and prospered, the Serpent can speak to these captives and quickly gain their trust.The Amazon as Healer: these people are suffering, and the Amazon can help alleviate their pain and aid in their recovery.

PIVOTSAmazon: I shall prove that I am indeed a worthy queen of a warrior tribe. A true queen shows mercy, and given her role as Healer; the Amazon should advocate for the safety of these captives.

DESCRIPTIONThis is the Broken Villa. This was once a caravanserai for the route north from Thebes, but shifting sands and poor management have left it a ruin. Rumours sprouted a few years back that it is haunted, and the locals take that kind of thing seriously. This little fiction has served the Judges of Amit well. They have used it as a prison and a safehouse, and once they took Meriptah’s coin, the headquarters for the attempt on the Princess’ life. Although they needed to confer with the Judges, Meriptah and his confederates rarely attended the Broken Villa and preferred to meet elsewhere. The cabal was quite put off with the blood rituals in which the Judges dabbled. The Judges maintained captives, and sacrificed them to call on dark forces to blight their weapons and cover the assassins in shadows of protection. After the failure of the attempt on the Princess, the Judges had enough sense to abandon the Broken Villa. They did not think to remove the captives at the villa, so if the PCs investigate this place of meeting, they will find a handful of prisoners in poor condition.

CHALLENGESThere is no Challenge in this scene; the captives will be more than willing to tell all that they know. If the Serpent is in play, the captives – penniless beggars, itinerant labourers, prostitutes and street urchins – gravitate to one whom they sense understands their community. They do not known much, but can provide the following information:

1) They heard their captors speak of Meriptah as their paymaster, though they spoke of him with some contempt.

2) The Judges have a secret hand signal by which they can identify one another. The captives can teach the PCs this hand signal. This can be useful in later adventures against the Judges or the PCs can use it to infiltrate the Cave (see The Cave).

3) Meriptah is seeking an alliance with a courtier known as Ahmose. The captives know of a grand scribe named Ahmose, but the PCs know him as the Right Hand Scribe of the Pharaoh and master intelligencer of the dynasty.

VOLUME Quiet: you shouldn’t expect the dice to hit the table.

Page 20: Nefertiti Overdrive Quickstart

Ahmose the SpymasterMAPSYou can try searching “Ancient Egyptian villa” or “Ancient Egyptian home” for images and layouts. A good one for Ahmose’s villa can be found at http://bit.ly/1uHP2Meiv or perhaps http://bit.ly/1rdoYZ4v

PURPOSEThis scene emphasizes the precarious nature of the nobility’s loyalty and how alone the Princess truly is.

SPOTLIGHT The Princess as Royalty: as a leading figure in the dynasty and the most important counsellor of the Pharaoh, the Princess should expect loyalty. Any hint that Ahmose is acting for his own benefit is an affront to the Princess.The Spartan as Political Exile: the Spartan knows only too well how quickly one can lose political support and how lost one is without it.

PIVOTSEtruscan: Through me, the Princess will learn what honour truly is. In comparison to the “nobles” and officials of the court, the Etruscan is the one that is truly honourable.

DESCRIPTIONAhmose the Spymaster is the Right Hand Scribe of the Pharaoh and the royal family’s master intelligencer – basically the Pharaoh’s second most important counsellor after the Princess. The information gleaned in the Place of Meeting may bring the PCs to Ahmose’s impressive villa. The Spymaster will meet the PCs if the Princess is with them. He truthfully denies that Meriptah has approached him, but suggests that Meriptah could be linked to Parenfer, the Seer of Isis – an important office in the religious hierarchy, with political influence. Parenfer has opposed Ahmose in the past, however Parenfer has made many social calls to Meriptah’s villa, and they support each other in court. Ahmose should point out to the Princess that she can trust no one. Those who have attached themselves to her royal house do so for their own profit, and if they see advantage in supporting the Northern Pretender, they will likely switch sides. The Etruscan is the counterpoint to this and someone needs to mention it. Although not an Egyptian or a Kushite, the Etruscan has proven his loyalty. The Spartan likely agrees with both – the nobles of the court are self-serving, but there are always those whose loyalty cannot be bought. While the PCs may simply accept what Ahmose is saying and derive their own opinions, they can also attempt to discern his honesty.

CHALLENGESAhmose’s Honesty Difficulty: d10, he’s a politician – deception is his breath Threat: d10, he could lead them into a trap Environment: d10, at home Complexity: d10, devious manipulator Rating: Major (3)

Each of the three successes provides one piece of information:1) He is being honest about Meriptah. He has

not been approached and this is the truth.2) He has suspicions about Parenfer but no

proof.

3) He is biased against Parenfer because of the courtier’s antagonism and opposition. This may be clouding his judgement.

VOLUME Loud: expect the dice to hit the table.

Page 21: Nefertiti Overdrive Quickstart

The ScythianMAPSThis will happen in the streets of Waset. You can just freehand a map if you really need one, but there is a Persian street scene that might set the mood at http://bit.ly/1sIZovUvi

PURPOSEProvides a chance for a peek at one character’s backstory while also providing some skull kicking time.

SPOTLIGHT The Amazon as Mythic Archer: the Scythian is here to taunt the Amazon, but she should best him with her amazing archery.The Spartan as Captain: no one messes with his soldiers. No. One.

PIVOTSAmazon: No man is my better. The Scythian makes it plain he doesn’t think much of women warriors. The Amazon shall prove him wrong.

DESCRIPTIONKagu, a Scythian noble who is a mercenary for the Assyrians, leads a group of his tribesmen to attack the PCs when they leave Ahmose’s villa. This ambush is not planned by Meriptah nor the Judges. Kagu is a mercenary in the pay of the Assyrians sent to scout out Thebes. He went a few steps further. Once Kagu learned of the Amazon’s presence, he took his mercenaries and hunted her down. He has a grudge. She made him look bad in the past, and he now makes a point of singling her out, calling her by name, and saying that he has come to make her his slave. After he has subjugated her, he will send her tresses to her sister’s consort, whom he refers to as King of the Issayk Alta – a degenerate people with women who do not know their place.The Amazon likely doesn’t even know who this guy is. She’s beaten down more than one egomaniac. She isn’t keeping score. Her lack of recognition will feed his anger.While the Amazon should face off against Kagu, the others can each handle four Scythians, which should not prove too great a challenge. If four assassins proved no problem, try six mercenaries as these guys aren’t quite as tough as the assassins.If the Amazon is not a PC, this scene can still be useful as an action scene in between two scenes with interpersonal interactions. Who doesn’t enjoy a good fight? It also points that the Assyrians have many agents in Waset, assassins and soldiers.

CHALLENGESKagu, the Scythian Difficulty: d10, warrior prince Threat: d12, master of the double axe Environment: d6, uncertain ground Complexity: d12, a professional soldier Rating: Major (3)

Scythian Mercenaries (4) Difficulty: d8, bravery in numbers Threat: d8, iron swords of the horse lords Environment: d6, uncertain ground Complexity: d8, served in many campaigns together Rating: Mediocre (2)

Scythian Mercenaries (6) Difficulty: d10, overwhelming force Threat: d10, field of blades Environment: d6, uncertain ground Complexity: d8, served in many campaigns together Rating: Major (3)

VOLUME Loud: expect the dice to hit the table.

Page 22: Nefertiti Overdrive Quickstart

The ScapegoatMAPSLike Ahomse’s villa, good search terms for Parenfer’s villa would be “Ancient Egyptian villa” or “Ancient Egyptian home.” An image and layout of a noble’s villa can be found at http://bit.ly/1pklxyCvii

A map that conforms to these images can be found at http://bit.ly/1l8VNG0viii

PURPOSEThis scene provides more information to the PCs and shows that even the people “on their side” may sometimes lead them wrong.

SPOTLIGHT The Princess as Royalty: the Princess rules the nobles of the court, and so Parenfer is as much her courtier as her cousin’s.The Monk as Kind Philosopher: the Monk’s nature likely makes him the best choice to question Parenfer, putting him at ease.

PIVOTSThe Serpent: I have seen evil and serve justice. At the conclusion of questioning, it should be clear Parenfer is not an evil man, and the Serpent should advocate for him as an innocent.The Monk: I will see the Serpent redeemed. The Monk will support his friend as she speaks for justice, making the Monk both proud and hopeful.

DESCRIPTIONFollowing the lead from Ahmose, the PCs have come to question Parenfer. He also lives in a villa not far from that of Ahmose. He will welcome the PCs, especially if they have the Princess among them. Otherwise, a runner has brought an introduction from Ahmose, which Parenfer will honour, but it makes him highly suspicious. While Parenfer has certainly been caught up in a web not of his own making, he is not disloyal. Certainly, he is foolish and ambitious, but how many courtiers are not? He provided assistance to Meriptah to bring men into the city, to provide them with lodgings, and to seek information about the Princess and her doings. It was he, through his religious office, who learned of the Princess’ intent to seek inspiration at the Shrine of Horus, so in a way, he was at fault for the ambush. He will admit to all this and more because he now needs the PCs’ assistance since his family is now at risk (as related in The Note, below).

CHALLENGESQuestioning Parenfer Difficulty: d10, though honest, he’s a politician, so why believe him Threat: d4, he is no threat to the PCs Environment: d4, he has lost his family and so he has lost his bearings (see The Note for more) Complexity: d10, the PCs likely expect deception Rating: Major (3)

Parenfer will provide this information anyway, but the Challenge will satisfy the PCs that he speaks the truth:1) He told Meriptah about the Princess’ journey

to the Shrine of Horus.2) When he learned of Meriptah’s scheme, he

backed away from supporting the nomarch.

Meriptah is a blasphemer who denigrates Amun.

3) Parenfer received a summons to meet Meriptah at the steps of the temple to Amun, but the nomarch did not arrive. When Parenfer returned, his family were gone and he found a note waiting for him (upon a pottery shard – see The Note).

VOLUME 5: dice won’t necessarily hit the table

Page 23: Nefertiti Overdrive Quickstart

The NoteMAPSThis scene is in the same area as The Scapegoat, so you can use that map.

PURPOSEThis scene provides some role-playing opportunities and a chance for the players to catch their breath and plan.

SPOTLIGHT The Etruscan as Protector: if the planning involves danger, and it is obviously a trap, the Etruscan should try to stop the Princess from going. As the Protector, he is strongly motivated to protect these innocents.

PIVOTSThe Spartan: I can never regain that which I leave behind. The loss of family should hit the Spartan hard, and he knows how to solve this situation. Kill everyone and get the family back.

DESCRIPTIONThe note is written in ink on a pottery shard. Parenfer – or the Princess – can verify that it seems to be Meriptah’s writing. The note demands that Parenfer bring the PCs to a market in the Carter’s Quarter that night. Meriptah will release his wife and children to him there. If Parenfer does not bring the PCs, he and his family will be killed. Parenfer will beg for the aid of the PCs. He describes his young children – they are the same age as the Spartan’s children when he left them. Should the PCs agree to willingly subject themselves to this trap, Parenfer will be concerned about the PCs violently retrieving his family, but in the end, he will defer to their decision.The PCs might question Parenfer’s sincerity. If they undertook a Challenge to verify Parenfer’s honesty in The Scapegoat, you can let them know that the success in that scene has carried over into this one. Should they have accepted Parenfer’s earlier statements in The Scapegoat, but question his honesty now, you can run the Challenge from that scene, but give it a Rating of Minor (1 success). Parenfer is being sincere; Meriptah has taken his family – or at least that is what Parenfer believes.There should be no question among the PCs that Parenfer’s family needs rescuing. It is possible that the PCs will be suspicious, but roll so poorly that they do not gain any successes either in The Scapegoat or in this scene. Should that happen, have Ahmose or some other NPC (perhaps the Princess’ niece – Netiqret, the Princess’ heir as God’s Hand) sends word that they have information important to the PCs. This NPC will let the PCs know that Meriptah and some thugs were seen with a woman and children believed to be Parenfer’s family, near the Carter’s Quarter. The NPC fears something foul will befall the family, and that cannot happen.Whatever the parent’s crime – if there is indeed even a crime – the children are innocent. There is no way the Monk or the Serpent will allow these innocents to be abandoned. Frankly, no matter the PCs’ feelings toward Parenfer, none of them should be willing to allow innocents – especially children – to suffer. They need to get in there and be big goddamn heroes.

VOLUME Quiet: you shouldn’t expect the dice to hit the table.

Page 24: Nefertiti Overdrive Quickstart

The HostagesMAPSImages or maps of street scenes for Ancient Egypt are difficult to find; however, if you search for “Amarna” or “Model Amarna” you can find some reproductions of what an Egyptian city would look like. The following has multiple images that might help: http://bit.ly/1l8VNG0ix

PURPOSEProvides the chance for the PCs to be heroic saving innocents, and allows for characters who have not had a spotlight to do so.

SPOTLIGHT If some characters have not yet hit a spotlight due to changes in the adventure, give them a unique foe that will allow them to have a nemesis in the fight.

PIVOTSMonk: None will suffer while I can strike. The Monk should not allow innocent children to suffer, no matter how many heads he has to crack in the process.

DESCRIPTIONThe Carter’s Quarter is a bit of a ghetto – it is not a nice place. The buildings are squat tenements, close together and of uncertain stability. There are few if any lights in the quarter, and the tenements cut off most of whatever ambient light the stars and moon might provide. This is a place of winding alleys, dead-ends, and ruins. It is unusually quiet and seems all but abandoned. Sure, it’s after sundown, but there are always people out and about for entertainment or business. Tonight, though, the residents sense the storm brewing and hide indoors.This is a trap, and the assassins will leap out of the darkness at the PCs. There are no surprise rules, and besides, the PCs are legendary warriors and heroes. No one gets the jump on them. The fight commences! Each PC should face a group of six assassins. When the PCs are about to triumph (of course they’ll triumph) an Assyrian and two local toughs will come out of a winery on the edge of the market with the wife and two children at knife point. The Assyrian calls out to the assassins that he is taking the family to the Cave. Don’t let that Assyrian escape! The toughs will be likely brushed aside as the PCs attacks the Assyrians. The local toughs are narrative window-dressing, and are not part of the Challenges. After the fight is over, the PCs can question any survivors. Success will lead to this information: 1) the Cave is an old, collapsed temple in the Land of the Dead (near the Valley of the Kings); 2) Meriptah is waiting at the Cave along with the Captain; and 3) the Captain is not a Judge, but is a master strategist.

CHALLENGESAssassins (6) Difficulty: d10, trained and numerous Threat: d10, forest of daggers Environment: d8, prepared ground Complexity: d8, experience together Rating: Massive (4)

The Assyrian Kidnapper Difficulty: d10, cold-blooded killer Threat: d12, born to war Environment: d8, chosen ground Complexity: d12, a professional soldier Rating: Major (3)

Questioning the Captives Difficulty: d8, trained to resist Threat: d8, skilled at deception Environment: d4, the place of their defeat Complexity: d6, some experience at evasion Rating: Major (3)

VOLUME Loud: expect the dice to hit the table.

Page 25: Nefertiti Overdrive Quickstart

The FamilyMAPSThis scene is in the same area as The Hostages, so you can use that map.

PURPOSEThe scene provides a last moment of peace before the big fight.

SPOTLIGHT The Monk as the Deadly Clown/Kind Philosopher. The Monk has the skills to put the family, who have suffered, at ease.

PIVOTSThe Serpent: Laughter has more value than gold. The Serpent should cajole the Monk into entertaining the children, or congratulate him after, reassuring him how important these small victories are.

DESCRIPTIONLet’s assume that the PCs are successful and save the family. It is also hoped that Parenfer survived this encounter. He will be happily reunited with his family, and there will be much hugging and breathless thanks. The children, as should be expected, are absolutely terrified. In truth, so are their parents. Parenfer and his wife (Mekyaten) work hard to comfort their children, but they are as terrified as the youngsters, and are too distraught to do so. The children pick up on this – as children do – and it increases their distress.Sure, the PCs need to get going to the Cave, but what kind of heroes would they be if they left this family in distress? It’s important to remember that both the Monk and the Spartan have histories that should prime them to act in this circumstance. The players might need reminding. The Monk is a clown, and so the perfect character to distract the children and make them forget their fears. The Serpent, as dark as she may be, should see that this family needs comfort. She should also realise that her good friend, the Monk, is the one to do this. Point out the Pivot “Laughter has more value than gold.” if the player seems uncertain how to move forward. The Spartan, as a father, should also have the skills needed to calm the children, but he is maybe better at calming the parents while the Monk is pretty much built to make the kids laugh, and knows that is what they need.This is the last chance for the PCs to catch their breath and make their plans before they face the Cave. Parenfer has not been there, but he has met the Captain, and he will warn the characters about this man. He knows little, but he sensed the Captain is a man of blood. He heard him speak, and believes he is a foreigner, probably Assyrian. He seems to be the boss. That is all the help Parenfer can provide. His family needs him much more than the PCs do.If there are Pivots that need to be hit or a spotlight that needs to be shone, see if you can work it into this scene. Maybe the PCs don’t see comfort and care provided to those caught in the crossfire as important as beating villains into dust, but this is very heroic as well, and you should try to make them feel heroic when they do. The gratitude should be in the eyes and voice of the parents, and something close to worship should emanate from the children.And then, it’s time to leap out of the frying pan and directly into the fire.

VOLUME Quiet: you shouldn’t expect the dice to hit the table.

Page 26: Nefertiti Overdrive Quickstart

The CaveMAPSA search for “Ancient Egypt temple layout” should pull up lots of good maps. I used: http://bit.ly/1kTpoynx

PURPOSEThe climax.

SPOTLIGHT Again, if some characters have not yet hit a spotlight due to changes in the adventure, give them a unique foe amongst the enemies below that will allow them to have a nemesis in the fight.

PIVOTSThe Princess: I am the servant of the gods. Remember, Meriptah is a blasphemer who denigrates Amun (see The Scapegoat), and the Princess must see him defeated.

DESCRIPTIONThe lair of the enemies of the Princess has been revealed. It’s time to confront them in the Cave. This is little more than the main hall of a collapsed temple buried deep in the sand near the Valley of the Kings. There will be master assassins watching the entrance – one for each PC – who attempt to remain unseen. If the PCs do not take care, the assassins will attack them just as they enter the Cave, and the surprise will raise their Threat by one die type (from d10 to d12); however, watchful PCs will be able to identify them.Inside the temple there is one master assassin for each PC, as well as Meriptah and the Captain. Meriptah is not the boss. He’s also not the man with the plan. He would like to think otherwise, but he’s really just a minion. The Captain is an Assyrian warleader, and it was he who hired the Judges of Ammit. He remains determined to get the Princess’ head.If the PCs listen in, the Captain and Meriptah discuss the war. The Assyrians do not care if the royal house flees to Kush. In fact, they would prefer it. The Captain is dismissive of Meriptah, especially when he states that the Saite dynast – the Northern pretender – wishes to crush the Kushites. The Captain is not impressed with the Saite dynast, and he says quite clearly that the new pharaoh will do as he is told or the Assyrians will find someone who will. But it would be best for all concerned if the Princess were removed. The Captain believes the Kushites will lose their nerve without her.The assassins, the Captain and even Meriptah will have little to tell the PCs, if captured. The Captain, should he be left alive, will remain arrogant, taunting the PCs, hoping they will kill him. He knows nothing of the Assyrian strategy or even the identity of the other traitor – but he will assure them there is another traitor.

CHALLENGESMaster Assassins Difficulty: d10, highly trained Threat: d10, only the finest steel Environment: d8, knows all the nooks and crannies Complexity: d8, of one mind Rating: Mediocre (2)

The Captain Difficulty: d10, warrior prince Threat: d12, master of the double axe Environment: d6, everything is a weapon Complexity: d12, Assyrian warlord Rating: Major (3)

Meriptah Difficulty: d6, paper lion Threat: d8, some skill with his khopesh Environment: d8, he knows this place Complexity: d6, courtier rather than soldier Rating: Mediocre (2)

VOLUME Loud: expect the dice to hit the table.

Page 27: Nefertiti Overdrive Quickstart

27

DenouementThe immediate threat of the Judges has been removed. No one knows, though, who actually leads them. There are more of the Judges out there, and perhaps before the Assyrians reach Thebes, the PCs will need to root out these killers-for-profit.

If you wish to continue this adventure, one of the captives could have information for the PCs, leading them on the next step of their journey. The adventures with the main game of Nefertiti Overdrive, should that be funded in its Kickstarter campaign, will take place just as the Assyrians and their Lower Egyptian allies reach Thebes. A tragedy befalls the Kushite royal house, forcing the PCs to save a kidnapped

niece and seek a lost icon. If you are playing this adventure with Nefertiti Overdrive in your hand, it is pretty easy to bridge this adventure with the following two, perhaps with this scenario taking place the day the Kushite royal house was preparing to retreat south to Kush. Meriptah could provide information on the other traitor which he plans to exchange for his life.

Links to Images and Mapsi www.bibleorigins.net/TimnaHathorTemple.htmlii www.biblewalks.com/Sites/Aroer.htmliii www.medievalislamicgeography.com/caravanserais_pics/cs_in_use/cs_cutaway.jpgiv http://chestofbooks.com/home-improvement/construction/plumbing/Household-Sanitation/images/Fig-395-Palace-of-a-Governor-of-Ancient- Egypt.jpgv http://www.perankhgroup.com/homegan.gifvi http://theairtightgarage.net/images/new/persianStreet2.jpgvii http://www.crystalinks.com/egypthomes.htmlviii http://www.touregypt.net/images/touregypt/amarnahouse9.jpgix http://www.amarnaproject.com/pages/model_of_the_cityx http://www.digitalegypt.ucl.ac.uk/art/plantemple.gif