Showing posts with label Roleplaying. Show all posts
Showing posts with label Roleplaying. Show all posts

Saturday, June 1, 2019

Desert of Desolation

An epic adventure includes the revised Desert of Desolation series plus totally new adventures within Raurin, a desert wilderness set within the Forgotten Realms.

A Campaign Adventure for Character Levels 5-10:

Deep blue mists of the night swirl over the sands of Raurin, the incomparable Desert of Dust.

As the cool night air drains the heat from the sand, you & your friends huddle around your campfire, glancing nervously at the giant pyramid in the distance.

Gradually, the winds change direction, bearing a thin streak of white mist toward you from the pyramid.

It swirls & takes shape as a faceless man dressed in ancient robes & an ornate head-piece; moonlight shining through his ghostly body & robes, he lifts his arms toward the pyramid & speaks.

It was magic that conveyed you all to Bralizar, & an ancient map that guided you through the pass in The Dustwall.

But it was, after all, the tales that finally brought you to this place - tales of endless wealth, of spirit-guarded pyramids, of crystalline obelisks, of gemstones with mysterious properties.

Now, as the haunted voice of the spectre before you begins his tale, you wonder if the treasure & the quest are worth the price...perhaps your very lives.

Are you really the heroes of the prophecies, those who will overcome the foretold tests, & those for whom the treasure awaits?

It is time to search your hearts before you venture further into the Desert of Desolation.

Origins (III): The Forgotten Realms. TSR was generally moving away from Greyhawk in 1987, in large part due to Gary Gygax's departure from the company. To replace their primordial campaign, TSR was developing a new setting, which would debut in just two months as the Forgotten Realms Campaign Set (1987). TSR would heavily support their new setting with new products, but they were also retrofitting old products into the new world. One of the first such retconned products would be I3-5: Desert of Desolation.

TSR decided to adapt Desert of Desolation in part because the Forgotten Realms' creator, Ed Greenwood, didn't have many scenarios ready for publication. He had huge piles of Realmslore, but adventures were more troublesome. His Realms dungeons weren't appropriate because they tended to be either megadungeons (which were too big to easily publish, though TSR would find a way in the '90s) and minidungeons (which were too short, as they were intended for just a few hours play). However, most of Greenwood's games were less traditional, more organic sessions, centering on "heavy roleplaying, many subplots, a huge cast of supporting characters, lots of 'loose ends' that led to future adventures, the PCs choosing where to go and what to do, NPCs reacting to PC activities, and politics, trade, and 'day jobs' playing a far larger role than dungeon-delving" — and that couldn't be easily adapted to general play.

The Necropolis - And the Land of Egypt (Dangerous Journeys/Mythus RPG)


The Necropolis campaign scenario is an epic adventure which sweeps the Heroic Personas across the dramatic landscapes of Earth's most magickal kingdom, Egypt. From a hidden evil in a desert village, to tribes of raiders in the wilderness, to the secrets of ancient tombs and beyond, the Necropolis campaign scenario takes your HPs on a danger-filled mission to prevent an undying archpriest-wizard from calling a dark god back to rule the Earth! The designation of this work as a campaign scenario means that playing time for this product is judged in weeks rather then days. The book comes complete with extensive GM information and multiple maps. Also included is an appendix of commentary on the Kingdom of Egypt, with a detailed full-page map meant to supplement data found in the Epic of Earth companion volume. Finally, there is a full-color, foldout 17x22 inch map of the adventure's primary tomb.


It's odd to see a book as thick as this one and realise that it's actually an adventure. It has more than 280 pages that describe both an epic adventure and the lands of Egypt - or at least, a fantasy version of the same. The Temple of Elemental Evil was a mere 128 pages, and I used to think that was Gary Gygax's greatest work in the art of module writing. It wasn't, for this surpasses it by far.

Comparing it with the Temple of Elemental Evil may have some relevance - in both, the adventure begins in a small community. The village of Aartuat, which is amply described in the text, has factions of NPCs working for either good or ill, in addition to other features which make it an interesting place to begin the adventure. From there, the characters will set out to the main place of the adventure: the Gorge of Osiris - the Necropolis, the Valley of the Dead. However, where the bulk of the action of in the Temple was in one dungeon complex, the action in this adventure varies much more in approach and location.

Breaking down the book into chapters, this is what you get:
Chapter One: Introduction, 2 pages: what the book is about.
Chapter Two: Beginning the Saga, 9 pages: notes on getting the characters into the action, and on the plans of the villains.
Chapter Three: Aartuat Village, 22 pages: a small village where the characters get introduced to the land, and find their first allies and enemies.
Chapter Four: The Pool of Hapy, 8 pages: an encounter location near the village.
Chapter Five: The Road through the Gorge, 14 pages: the wilderness travel to the Gorge of Osiris.
Chapter Six: The Temple of Osiris, 38 pages: the first major encounter area within the Gorge.
Chapter Seven: The Gorge of Osiris, 17 pages: the lesser tombs within the Gorge and other encounters.
Chapter Eight: Rahotep's Tomb, 58 pages: the goal of the quest, and the climax of the adventure.
Chapter Nine: Epilogue: 2 pages: wrapping up the adventure.
Chapter Ten: The Blemmysh Tribesman's Account, 2 pages: this details information that will get the party interested in the adventure in the first place.
Chapter Eleven: The Temple of Set, 10 pages: an additional encounter area that the party might stumble into.
Appendix A: NPCs of Necropolis, 12 pages: stat-blocks and personality notes for the major NPCs.
Appendix B: Monster Appendix, 46 pages: a host of new monsters - more than fifty of them - and two monster templates.
Appendix C: The Lands of Khemit, 8 pages: details on the land of fantasy Egypt.
Appendix D: The Gods of Khemit: 10 pages: details on over fifty gods of the land.
Appendix E: Classes, Spells and Items of Khemit: 12 pages: a ranger variant, plus many new items, spells, cleric domains, and notes on other classes in Khemit.

The rest of the book is taken up with the maps, pictures and the legal appendix. As you can see, there's a lot of material here.

Above all, what strikes me most of all is the amount of advice that Gygax gives the DM about running the adventure - in scaling it to meet the needs of the players. "Are the PCs virtually unscathed?" he asks at one point. "If so, you've been too lenient, they've been too clever, or I've not made this adventure as deadly as I intended... Is the group nearly destroyed? That's no good, either." The sheer bulk of the material here is going to make this a true challenge to DM, but Gygax helps as much as he can to make it easier for you.

The actual adventuring areas throughout this module are fiendishly inventive, and often deadly. The module's cover says that it's "An epic adventure... designed for 4 to 8 characters of 10th to 18th level." This isn't really a module for novice players with high-level characters. Inexperienced players are likely to find this adventure too hard without much adjustment of the challenges on the part of the DM; however, it is a superb challenge for experienced players.

With regard to the storyline of the module, well, it's epic. An ancient evil is stirring, and it's up to the PCs to stop it. I don't want to detail that much of it, in case a player is reading this that shouldn't be. (Go away! Get this module for your DM to run!) However, I can reveal that finishing the quest will require some crawling through the ancient trap-filled tombs of a fantasy version of Egypt, as well as role-playing, problem-solving, and actual fighting!

Gygax broadly details a couple of methods for which the characters can enter the story: the Direct Mission, where they're sent by the Archpriest of Thoth to the area to find out what's going wrong, or the Casual Approach, where the PCs are simply looking for treasure in the fabled Necropolis, having discovered certain papers suggesting that such a treasure is available. (The Blemish Tribesman's Account, detailed in Chapter Ten).

I should point out that, strictly speaking, this isn't an adventure in Ancient Egypt. It's in a fantastical version of the same, with a recent history that diverges from our own. It is long past the days of the building of the first pyramids, and many of the tombs have been plundered. Compared to our own history, it seems as if the year is about 870 A.D. or so, but Khemit has not fallen to the Greeks and later the Romans - it remains its own country.

Physically speaking, this is an extremely attractive book. It is a hardback, printed on a superior quality of paper; the internal layout is excellent and eminently readable. Very little of the module is actually Open Gaming Content, even though this is produced as a d20 System module, due to the fact that Wizards of the Coast actually own the original material from which this module was converted. We must greatly thank Necromancer Games for doing the conversion - which is excellent - and Wizards for allowing it to be published.

Are there things about this module that I don't like? Well, I haven't found very much - perhaps more will reveal itself to me when I finally get to DM it, but, as of yet, not much has become apparent to my reading. Two things come to mind: one is that it's deadly, though that's not much of a blemish. It will require experienced players, though. The other is that it may be hard to fit into an ongoing campaign, for Egypt is a little outside the parameters of normal fantasy campaigns. To solve the latter will probably require some individual DM ingenuity, but such effort will be fully paid off.

The most important thing about this module for me is that I can't wait to DM it. With a lot of adventures, I think "that's nice", and may draw inspiration from them for my campaign, but I don't have a real desire to run them. I want to run this adventure, and that's pretty much the highest praise I can give.

I've tried to shy away from giving too much away of the adventure details, but it's worth mentioning the Temple of Osiris section. As one might expect - this being an adventure - the Temple has a few problems of its own. There is plenty of opportunity for fighting and role-playing here, and the characters are likely to find themselves descending to the Underworld! Once they get there, the sense of wonder steps up a notch. The place is dangerous, but Gygax carefully makes it possible for the characters to succeed, even if they have been tricked into entering it. As he writes, "It will then take a lot of skill, hard fighting, and luck to get them back above ground safely, but that's what dungeon adventuring is all about, isn't it?"

It certainly is, and the Underworld section (not the actual Land of the Dead, but it might seem that way to the players) is fascinating to read. Deadly, certainly, and the players must avoid various magical areas and traps as well as defeat the forces of Set if they are to survive. However, it is to be hoped that in the end they will restore the fallen statue of Osiris to its place of honour. The action is interesting throughout this section - as it is throughout the entire adventure - and of a grandly heroic style.

If you haven't realised it by now, I strongly recommend that you put down whatever you're doing, and rush off and purchase Necropolis. This is one of the all-time classic adventures, finally made available to the wider gaming world under the aegis of the d20 system. It presents opportunities for dungeon delving, treasure finding, monster slaying, role-playing, town adventuring, wilderness adventuring, intrigue, magic, wonder, and most importantly of all, a chance for the players to be heroes.

What more could you ask for?


Wednesday, May 22, 2019

Aigyptos: A Gazetteer for 5th Edition



Aigyptos: A Gazetteer for 5th Edition by Michael O. Varhola is a role playing game supplement published by Skirmisher Publishing for use with Dungeons & Dragons 5th Edition. As such, it is covered by the Open Game License and some parts are considered to be Open Game Content as a result.

The Introduction explains that the supplement can be used to create a backdrop for Egyptian-style adventures that lack a setting, or to create an Egyptian setting. It also explains that the supplement is compatible with the Swords of Kos Fantasy Setting (which is based at the eastern end of the Mediterranean) – although Swords of Kos is a system-neutral setting and this isn’t.

Next is an old, genuine, full page map of Egypt.

One page is entitled Aigyptos and gives some brief details on the country. The other names it is known by, its symbol, government, religion, geography, major communities and economy.

The next page gives even briefer overviews of neighbouring Nubia and Æthiopia (Ethiopia) – the latter was, at this point, one of the most powerful nations in the region.

Encounters has a d20 encounter chart, which goes from <0 to 25+. A d20 is rolled, then the roll modified up or down depending on the location and whether or not it is dark. These encounters – there are 26 – are then detailed. Some refer to standard 5E monsters whilst others to monsters included in this supplement.

Next are the New Monsters themselves. These are creatures, humans and humanoids (which includes a type of dwarf), that are associated with Egypt, 21 in total.

Appendix A: Background – Aigyptian has an Aigyptian background for 5th Edition characters.

Appendix B: Environmental Hazards has four hazards for the random encounter table. Three are described here; one is from the 5th Edition rules.

Aigyptos: A Gazetteer for 5th Edition in Review

The PDF is well bookmarked, with major and minor sections linked, although at least one of these pointed to the wrong location. The Contents is to a sometimes greater depth and is also hyperlinked. Navigation is very good.

The text maintains a two column format and appeared to be free of errors. There are a number of mostly colour illustrations, up to full page in size. These appeared to be a combination of custom and stock public domain images. These sometimes had a jarring difference in styles. Presentation is okay.

Thursday, November 1, 2018

Pathfinder: The Mummy’s Treasure Trove Opens For You

From the depths of the desert sands, beneath the unrelenting sun, Great Pharaoh, blessed of the Gods, has collected these Objects of magic and power. Chronicled by the Scribe at the behest of our God-King, every item has been meticulously recorded. Some items protect the user while others aid the user in adventurous endeavors; they may be portable or stationary. It is the sincerest wish of Pharaoh that all find within this scroll items that bring Glory to their Names.
Within this 16 page PDF, you will find:
  • 4 magical arms and armor that no desert traveler would be without
  • 21 wondrous items that even the pharaohs would desire,
  • a rod said to be a gift from the Cat Goddess, and
  • a ring housing the spirit of the Western Desert
Don’t leave the pyramid without these exciting magic items.
Download the Treasury of the Sands for Pathfinder at the JBE Shop. You can also download this collection at DriveThruRPG/RPGNow, >Paizo, and d20PFSRD.


By jonbrazer.com

Pathfinder: Exclusive Look at the Maps of the Sands


The last exclusive look that I wanted to get out last week, I did not have time to post. So I took a few moments over the weekend to prepare some of the maps from Deadly Delves: Quests of the Sands. These two beautiful maps are from the short adventures Wreck of the Golden Barque and the Bandit King’s Hideout. Each of these short adventures, or quests, are enough for one night’s adventure with little preparation needed for the GM. All of these are Egyptian themed but work well for an Arabian themed campaign. Click on the image to see larger versions of these maps.

Download Deadly Delves: Quests of the Sands for Pathfinder at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and Open Gaming Store
Download all of our Deadly Delve Adventures for the Pathfinder Roleplaying Game at DriveThruRPG/RPGNow, the OpenGamingStore, and Paizo.com.

By jonbrazer.com

Thursday, July 5, 2018

Pathfinder: GameMastery Module J1: Entombed with the Pharaohs (OGL)

A journey adventure for 6th-level characters.

Now that the ruined pyramid tombs of the ancient emperor-gods of Osirion are finally open to exploration, the race is on to plumb their depths and rescue their priceless treasures.

Entombed with the Pharaohs is a desert adventure written by Michael Kortes that pits players against rival adventurers bent on getting to the treasure first as well as the vicious monsters and lethal traps set to stop them from their plunder. Ancient secrets and wealth beyond imagination await you in the pharaohs' tombs—will you be the first to find them?

The adventure includes information on the city of Sothis and the ancient tomb that lies nearby, as well as details on rival adventurers bent on getting to the treasure first.

GameMastery Modules are 32-page, high-quality, full-color, OGL-compatible adventures for use with the world's most popular fantasy RPG. All GameMastery Modules include four pre-made characters so players can jump right into the action, and full-color maps to enhance play.

Pathfinder Module J4: The Pact Stone Pyramid (OGL)

A journey adventure for 8th-level characters

An Osirian noblewoman has discovered the lost pyramid of Ahn'Selota buried beneath the shifting desert sands. Hidden within it is a great magic that allowed the Four Pharaohs of Ascension to rule the land. If this corrupt sorceress gets her hands on this power, she'll bring back the ancient pharaohs and rule beside them, eradicating the current government in Osirion and plunging the region into immortal despotism. With tens of thousands of lives at stake, the only way for the PCs to stop her is to find the source of the magic before she does and destroy it—or steal it for themselves.

The Pact Stone Pyramid is a dungeon-based adventure compatible with the 3.5 edition of the world's most popular roleplaying game. This adventure includes all you need to send your heroes into an ancient trap-filled pyramid guarded by strange monsters and concealing the secret magic of the millennia-old pharaohs.

This adventure is set in Osirion, the Egyptian-themed land in the Pathfinder Chroncles campaign setting, but it can easily be adapted for use in any world. It can be used on its own or as a sequel to J1: Entombed with the Pharaohs to create a greater campaign arc. For more information on this region, check out the Pathfinder Chronicles Campaign Setting or the Pathfinder Chronicles Gazetteer.

Pathfinder Modules are 32-page, high-quality, full-color, OGL-compatible adventures for use with the world's most popular fantasy RPG. All Pathfinder Modules include four pre-made characters so players can jump right into the action, and full-color maps to enhance play.
Written by Michael Kortes

Pathfinder Mummy's Mask Series


Mummy's Mask is the fourteenth campaign to grace the pages of the Pathfinder Adventure Path series, and ran from February 2014 through to July 2014. It is set in the Garundi nation of Osirion and deals with the possible rebirth of the ancient pharaoh Hakotep I.


The ancient lands of Osirion are blanketed by the sands of time, and eldritch secrets and vast riches lay just beneath the sun-blistered surface. As modern Osirion opens its vaults and tombs to outsiders for the first time in centuries, many of these lost treasures and secrets are now emerging—some more troublesome than others. Hakotep I, a now-forgotten pharaoh, was robbed upon his burial. A secret sect took his heart and his funerary mask, both containing a portion of his soul. Betrayed the chance to pass on into the afterlife during his burial, Hakotep has existed in a state between life and death for millennia. The recent rediscovery of one of these lost soul fragments has allowed the trapped pharaoh to once again work in this world to redress the wrongs committed against him, and a cult worshipping him as a god-king grows in the heart of Osirion. Can a group of heroes brave terrible guardians, foul cults, and the burning sands of the desert to stop the rebirth of this ancient tyrant?


On the Threshold of Discovery! The ancient lands of Osirion are blanketed by the sands of time, and eldritch secrets and vast riches lie just beneath the sun-blistered surface. As modern Osirion opens its tombs to outsiders for the first time in centuries, many of these lost treasures and secrets are now emerging—some more malign than others. Can your group of heroes brave terrible guardians, foul cults, and the burning sands of the desert to stop the rebirth of an ancient tyrant?
This complete cooperative strategy game pits 1 to 4 heroes against the monsters, curses, and traps of the Mummy’s Mask Adventure Path. Choose your character’s class, build a deck of equipment, magic, and allies; and explore dangerous locations as you journey through an exciting fantasy tale. As your adventures continue, your characters add unique gear and awesome magic to their decks as they gain incredible powers, all of which they’ll need to challenge more and more powerful threats.
The Pathfinder Adventure Card Game: Mummy’s Mask Base Set includes:
. More than 500 cards, featuring 7 character classes, a wide array of gear and magical treasures,
and dozens of allies, monsters, and villains from the Mummy’s Mask storyline.
. "The Half-Dead City Adventure Deck," which begins your journey through the Mummy’s Mask Adventure Path.
. A complete set of 5 polyhedral dice.