Showing posts with label desert. Show all posts
Showing posts with label desert. Show all posts

Monday, September 26, 2022

Six Desert Lairs/Encounters

Six desert locations created using my quick lair generator and random encounters on the OSE SRD site.

  1. 30 Nomads camping near a deep well. Unbeknownst to them, their leader Paranur was turned into an undead bloodsucking creature (like a Zombie, but sentient) by a cursed ring he’d picked up in the City Under the Sands.
  2. Abandoned military camp, back from the time of the Great War, yet the Cursed Lord’s banner still stands proud in the middle. A pride of 4 Lions lives here; the alpha male wears a jewel-encrusted collar.
  3. Spiritual retreat gone wrong: 6 Magic-Users, young, ambitious and foolish, rebelled against their elderly master. Now they are lost in the desert, haunted by things they summoned but couldn’t put down.
  4. A small village of craftsmen (weavers of magic carpets!) terrorized by a Wyvern. All children are given to the monster as provender.
  5. 50 Orcs who bury themselves under the sand during the day and terrorize caravans by night. Their chief, Oldhorn, carries the Blade that Sucks, a Cursed Sentient Sword created to detect magic and slay wizards.
  6. This red sandstone cave is home to Aloyseus the snake-charmer, with 2 Giant Rattlers in his service. He extracts their poison so the real danger lies not in the bite of the snakes (which mostly distract enemies), but in the poison darts he fires from a blowpipe and the numerous pit traps in the area.
I wrote some of these in a bad mood, and I think that is kind of noticeable? Sorry. Take care!



Friday, July 22, 2022

[Adventure] Beyond the Edge of the World - a small psychedelic hexcrawl

I wrote a small psychedelic hexcrawl for a friend's birthday... Inspired by Roger Dean album covers and Adventure Time. Judges Guild style terse descriptions and weirdness, on two pages.

Download PDF

Owl-people, a mountaintop sage with 2-mile long hair, ants, cacti, etc...



Friday, March 1, 2019

[Dungeon] 30-minute dungeon: The Chaldean Archives

My take on the 30-minute dungeon format initiated by Tristyn. There are already a couple of other people posting these: Michael Raston, Shane Ward, and possibly many others!

The goal is to provide a dungeon adventure with more or less these items:

A Hook General Background 3 Combat Encounters 3 "Empty" Rooms 2 Traps 1 NPC 1 Weird Thing To Experiment With Some Treasure A Magic Item
30 minutes is... not much, I tell you that! I did waste 15 minutes on the map. Although I knew I should't. Then spent 30 minutes on the description, so I broke the rule...

But here's what I got. I think it's a good outline, and perhaps in the near future I can flesh it out! It's an ancient Mesopotamian themed ruin complex.


UPDATE 2025: Vladar converted this adventure for use with their Into the Dungeon: Revived system.

The Chaldean Archives

General background: Middle East, circa 700 AD. It is the time of the Omayyad Caliphate. But this empire is not the first to rule in the area, and some people are eager to explore the remnants of civilizations much more ancient and powerful – the Assyrians, the Babylonians, the Medes.

Hook: Abdul Alhazred, the renowned Damascene scholar (not yet known as “the Mad Arab”) hires the party to explore the ruins of an ancient Chaldean palace, find the archives, and bring back as many clay tablets as possible.

The ruins of a once glorious palace, now buried under the sand. A small part is accessible. There are two entrances, 1. from the east (visible) and 2. from the south (barely visible, covered by rubble, but easy to clear if noticed).

Outside the ruins

A nomad tribe has set up camp next to the east entrance.
They never delve deep into the ruins (sometimes go into the courtyard), just use its walls as defense against the sandstorms.
However, they also don’t want to let anybody else in, unless payment or reason is provided.
6+2d6 nomads (HD 1, armed with scimitars and slings) and their leader Sardar, who tells wicked ghost stories (HD 2, armed with Damascene steel)


Areas:

Courtyard

Open area that grants access to the various parts of the complex.

Storage rooms

Grouped around the Courtyard. Many broken clay vessels. Their ancient content (sesame oil and honey) coalesced into 1d4 deadly Lubricious & Viscous Oozes (HD 3, engulfing pseudopods, weapons get stuck in them).
Treasure: each Ooze’s body holds 1d100sp worth in assorted items and medieval coins, and one Ooze holds an ancient Egyptian faience amulet (+1 to saves against Magic if worn).

Chapel area

Entered from the west side of the Courtyard, through a small vestibule.
The entrance is flanked by stone reliefs, depicting two winged genies with human heads. The genies each hold a small container and raise a pine cone towards the entrance.
In the vestibule there is a locked chest. Contents: gilded pine cones, a small container with a sweet smelling oil (enough for 1d8 smears), silver cups and plates worth 200sp.
To pass through the door, one must be first anointed with the sweet oil.
Anybody not anointed is struck by searing light from the toppled statue in the next room. 3d6 damage (save against Rays/Devices for half damage).



The main chapel room

Toppled statue of a male divinity, opposite the entrance. Heavy (combined Strength of 40+ to move). If restored to its original upright position, an otherwise invisible compartment opens in its base, holding a gold bar worth 100gp and the personal Seal of the High Priest (small cylinder seal, depicts a nude hero battling a bull-man; can be used to open containers safely in the Sacred Archive area; provides protection against the Bull-Man).

Chapel storage rooms

Guarded by a Bull-Man (HD 7, very strong, bonus to grappling). If shown the Seal of the High Priest, bows and doesn’t attack.
Treasure: votive statues, furniture decorated with gold and ivory.

Archive area

Entered from the north side of the Courtyard, through a small vestibule.
The entrance is flanked by stone reliefs. When first seen, there are 4 winged genies with bird heads and vicious beaks. The head of one of them was damaged. When the spectators turn away, the three undamaged genies disappear from the reliefs. These three active winged genie guardians will then invisibly stalk and attack the intruders at the most convenient moment.

Winged Genie Guardians (HD 6, 2 attacks, limited flight [long jumps])
The genies have to be defeated, or, alternatively, their stone slabs can be broken (by at least two blows dealing 4 or more damage). If a slab is broken, one genie disintegrates.



Main archives (North part)

Myriads of clay shards. For each turn spent searching, 1d20 complete clay tablets can be salvaged, up to a total of 100.
The tablets contain economical records, hymns, epic stories, historical annals.

Sacred archives (West part)

Five limestone chests. Sealed with wax – the wax has the imprint of a cylinder seal (nude hero battling a bull-man). If the wax is broken, the perpetrator takes 1d8 damage and must save against Magic. On a failed save, the word THIEF is burnt into their forehead (in cuneiform Akkadian).
A person holding the Seal of the High Priest (see Chapel area) can break the wax without any consequences.
Each chest holds 1d12 complete clay tables. Descriptions of rituals, hymns. Every fifth tablet from this room is also a random spell “scroll” (written in cuneiform Akkadian).





Monday, October 8, 2018

[LotFP] Napoleon's Egyptian campaign as a sandbox setting?



I have this idea in the back of my mind. A pseudo-historical exploration/adventure sandbox game.

Take Napoleon's Egyptian campaign (1798-1801).

The player characters are soldiers, officers, personnel in Napoleon's army. They learn about the riches of the land - the tombs to plunder, the treasures to find. Henchmen/replacement characters are local guides, guards, workmen, and lower ranking soldiers and camp personnel.  Each night, they sneak out of the encampment, risk being shot as a deserter, to reach the Valley of the Kings and get some of the sweet ancient gold. Avoid guards, Mamluk patrols, sandstorms. Gather information from locals, try to decipher hieroglyphics. Or perhaps the players choose the "legal" route, and get an official commission from Vivant Denon.

Monster-wise, as much as I like Hammer Horror/Universal Monsters, I'd like to break away from the standard "fantasy ancient Egypt" routine. Mummies and scarabs are tried and true, but perhaps some other things can be introduced. This is a hard task. Something to think about.


So, I'm not working actively on this. Just slowly accumulating ideas...

1d6 Rumors


1
Napoleon entered the Great Pyramid and came out pale and shaking. He’s seen a vision of the future.
2
One of the officers found a gold bracelet, but the next day, he was found dead, strangled, in his own tent.
3
All the nearby tombs are already robbed. You need to venture deep into the desert to find riches.
4
Scrapings of mummies have healing properties.
5
A man named Vivant Denon is researching the tombs on Napoleon’s behalf. He knows more about these monuments than anybody else, and is ready to pay for artifacts.
6
The ancient tombs are always bigger than they seem!

And some standard spells, now noted down as Egyptian incantations (pulled from historical sources):

1d3 Spells


1
Unseen Servant
O shabti, allotted to me, if I be summoned or if I be detailed to do any work which has to be done in the realm of the dead, if indeed any obstacles are implanted for you therewith as a man at his duties, you shall detail yourself for me on every occasion of making arable the fields, of flooding the banks or of conveying sand from east to west; 'Here I am', you shall say.
2
Speak with Dead
My mouth has been given to me that I may speak with it in the presence of the Great God.
My mouth is opened, by mouth is split open by Shu with that iron harpoon of his with which he split open the mouths of the gods.
3
Protection from Evil
May I have power in my heart, may I have power in my arms, may I have power in my legs, may I have power in my mouth, may I have power in all my members may I have power over invocation-offerings, may I have power over water ... air ... the waters ... streams ... riparian lands ... men who would harm me ... women who would harm me in the realm of the dead ... those who would give orders to harm me upon earth.