Showing posts with label Deserts of Desolation & Death. Show all posts
Showing posts with label Deserts of Desolation & Death. Show all posts

Friday, July 30, 2021

Kickstart Your Weekend: Necropolis

Dangerous Journeys Necropolis
Gary Gygax's Necropolis is an odd bit of my personal RPG history. About 25 or more years ago, before I had kids I was working downtown Chicago, this gave me access to the transit rail system and dozens of libraries.  While Wizards of the Coast was scanning and putting up old AD&D modules for free on their website the number of scanned PDFs was non-existent.   So I did what anyone with my resources would do. I checked out all the RPGs books I could from various libraries.  I was young, just married, working on my Ph.D., and had no money.  

In my searches, mostly for books written by Gary Gygax, I found Dangerous Journeys. While the game system was terrible (sorry, it is) I loved the background fluff.  So much so that I add his Ægypt to my own world. I read the Dangerous Journeys and Mythus version of Necropolis many times over. I even finally got my own copy (which I frustratingly can't find right now!!).

It became a central part of my desert region, the Deserts of Desolation and Death, and merging it with bits of Dark Sun is has become the capstone adventure for my Second Campaign.  Though instead of using the DJ version I am using the d20 version from Necromancer Games, published some 20 years ago.   I should note that The Mystical Trashheap blog has a nice conversion of the DJ version to AD&D.

So imagine my excitement when Fog God launched their newest Kickstarter!

Necropolis: An Epic Adventure in the Desert Sands

Frog God Necropolis

https://www.kickstarter.com/projects/necromancergames/necropolis-an-adventure-in-the-desert-sands-for-5e-and-sw?ref=theotherside

So this is for 5e and S&W.  While both are nice, it is the 5e version that I am going to use the most since the Second Campaign is a 5e game.  Since it is the capstone I am going to have to make it a bit deadlier.  I am just not sure if I need the hardcover version since I want to print it out to write notes on.  BUT I also don't want that wear and tear on my printer.

Delivery is scheduled for the end of the year, so that works fine for me, even if it is a little late. 

I just need to figure out which level to pledge at.

Monday, March 23, 2020

Monstrous Monday: Sand Ghoul

We are on vacation this week.  Were supposed to drive down to see my wife's sister, but instead we are holed up here.  So I am starting my mini-campaign of "The Deserts of Desolation & Death" today.

Going through my books last night I figured I needed something new.  Everyone has seen all the old monsters.  Plus I wanted to up the feeling of necromantic dread.  So this guy popped into my head.

Besides. I like undead beasties.

So here it is for 5e D&D (what I am playing today).

Sand Ghoul
The Ghoul by Les Edwards
Sand Ghouls are formed when naturally occurring mummies in the desert are possessed with demonic or necromantic power.  They are stronger and faster than normal ghouls.  The drying process also robs them of their stench.
Elves are immune to the Paralyzing touch of the Sand Ghoul.  Desert Orcs living in a combined Desert Elven / Desert Orc community are also immune.

Medium undead (Desert), chaotic evil
Armor Class 16 (natural armor)
Hit Points 31 (7d8)
Speed 30 ft., burrow 40 ft., climb 20 ft.

STR 14 (+2)
DEX 16 (+3)
CON 10 (+0)
INT 10 (+0)
WIS 9 (-1)
CHA 5 (-3)

Saving Throws Str +4, Dex +5
Skills Acrobatics +5, Perception +1, Survival +3
Damage Vulnerabilities fire, radiant
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)

Undead Fortitude. If damage reduces the sand ghoul to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the sand ghoul drops to 1 hit point instead.

Keen Sight and Smell. The sand ghoul has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Stat block Generator: https://tetra-cube.com/dnd/dnd-statblock.html



Sunday, September 22, 2019

Deserts of Desolation & Death & More

It's a blah rainy day here in Chicagoland.  Great day to do some prep on my Desert portions of my Second Campaign.

I am currently re-reading all the desert adventures I own and working out a coherent narrative.

Right the idea is the PCs head out to the desert in search of the reptile cult that has been plaguing the land.

The adventures are:

The Desert of Desolation series:
and the Desert Nomads/Temple of Death series:
and then the two stand-alone adventures:
The adventures span several designers, worlds and even games, but all link back to the idea of ancient Egypt.  Known as Eyrpt on Oerth, Ayrpt on Mystara, and Aegypt in Gary Gygax's original Dangerous Journey Necropolis and then later Khemit in the 3rd edition version.  I combine them all into one place I call "Ærypt". The series is called "The Deserts of Desolations and Death".

But I am missing some bits.  Originally I thought that I could gloss over some of the missing ideas (at least in terms of my campaign plans) with B4 The Lost City, but there are some issues there.  One the module is too low of level to fit with what I want exactly, also I ran the kids through it years ago so likely they will remember it even with some changes.  But most of all the Elder Evil Zargon is a bad or more exactly problematic fit for the current game.  Besides if I do bring back B4 it will be as part of a game using Astonishing Swordsmen & Sorcerers of Hyperborea as Eric Fabiaschi often talks about.

No, I am going to need something else.  Thankfully something almost exactly like what I need dropped into my lap.

Cha'alt
Venger Satanis sent me a copy of his latest publication in exchange for a fair review, but it was on on my radar anyway.  There are a few reviews ok for it now, so I am going to gloss over some of the "reviewy" bits in favor of how I am planning on using it.

Cha'alt is 218 pages, full color, desert-themed adventure in Venger's normal gonzo style.  The rules are his O5R system which is a mix of OSR and 5e, so it works with just about any game. 
There is a "Campaign Map" of sorts with twelve areas, but only a few of them are heavily detailed.   The campaign map and the sandbox nature of this adventure gave me a few ideas for use in my own desert-themed games,  so that made the review worth it to be honest, but there is a lot more here than just that.

Like all of Venger's books there is a high-quality production value here.  He is not afraid to spend the money to get high-quality artists and layout.  Also, true to his style, there are plenty, ok LOTS, of tongue in cheek pop-culture references throughout the book. Ranging from 80s nostalgia to yesterday's internet humor. 

The adventure is gonzo as I mentioned, so there is a fair bit of science-fantasy thrown in for good measure.  Enough that is t makes me think it too is also a good fir for Astonishing Swordsmen & Sorcerers of Hyperborea.  The levels are more in line with AS&SH than my current campaign, but that is fine. Though in either case, I'll need to figure out what to do about the giant sandworms, spider droids, and hunter-killer robots.

In true old-school fashion, there are plenty of random tables and charts. Advice for surviving in the desert and plenty of new monsters.

The Black Pyramid
The biggest feature of this book is the Black Pyramid. 
The obvious inspiration for this portion is the venerable Lost City, but again through a darker, slightly warped lens.  As with the rest of the book, this section is full self-referential humor and nods. So of it works, some of it doesn't. Adventure-wise the pyramid is full of eldritch weirdness.  At 111 rooms not all of them are great, but there is enough here to keep the players all busy and adventurers entertained.

There is a lot of fun to had with Cha'alt.  I have quite a lot of ideas of things to do with it, none of which are as it was designed.   Still, there is a lot of material here and plenty of ideas. For me, I am likely to remove many of the sci-fi elements if I run this as part of a campaign, or at least tone them down if I run it using AS&SH.

If you are familiar with Venger's work then you will find more of this here though this might be his best looking work to date.

Thursday, April 25, 2019

Busy Day: Edits, Module Prep and oh yeah, the Day Job

I am trying to wrap up some edits now on Daughters of Darkness.  Some monsters and some spells did not make the cut.

Also, I am deep in helping launch a new graduate program in Social Work, so that has me REALLY busy.

But I also thought I'd share these.  Printed them out last night.




I like to print out my classic modules when running 5e so I can write notes on the adventure. Both in-game ones and conversion notes. 

I do have some notes from the Classic Modules Today team.


REALLY looking forward to running all of these as my huge "Deserts of Desolation and Death" campaign.  It should be epic.