Next time I run D&D 5e, will do it in an Egyptian
setting. The high-magic and almost superheroes level of power of even middle
level (5+) characters makes me reluctant to run a more realistic, low-magic,
gritty setting, which is my general preference. I have Warhammer and house
ruled B/X for that. So some ideas on rules, adventures, and other setting elements:
·
Named Two Lands as reference to the Desert v.
River Valley, Duat (afterlife) v. Life, Ma’at Justice v. Chaos/Disorder.
·
Races from Amonkhet, a pdf put out by Wizards.
My preference is humans and the Amonkhet races (Aven: birdfolk, Minotaurs, Naga:
serpentfolk, Khenra: jackalfolk) only, plus Tabaxi for Cat-folk, which is
pretty theme-appropriate. Naga, snakemen, considered evil, but could have a
Drizzt type rebel/good situation (snakes do kill disease bearing rats). But if
we can’t get away from elves and dwarves, then elves are from an Atlantis-like
culture in the north, and dwarves/halflings are like earth-spirits who watch
over children (I’d really love to ban the martial dwarves of standard D&D).
To make humans appealing, only humans (and elves?) can be the arcane casting
classes of wizards, sorcerers, etc. The other races are the ‘Favored of the
Gods’ in other ways and are granted their race abilities but cannot command arcane
magic.
·
Potentially banned classes: Warlocks. I just don’t
like them, and I don’t know who their patrons would be.
·
Desert rules that penalize with exhaustion for
wearing heavy armor or carrying a lot of gear without a (easily eaten and scared)
donkey. I’m thinking something like a CON save every few hours for medium and
heavy armor, heavy armor at disadvantage. Likewise, water is a big issue out in
the desert. So heavy use of exhaustion rules. I’ll probably warn players there
won’t be a bunch of forest stuff.
·
Gods and society: the major Egyptian deities, as
in the core rules, especially the Ennead (the nine major gods like Horus,
Osiris, Isis, etc.). The names will be close to standard (greek) with some
updates: Herekh for Horus, Sutekh for Set. Each settlement or city will have
its own patron deity and cult, some highlights are the City of the Hawk
(Nekhen) and the City of Bast (cat-goddess). Herekh or Horus, the cult of
Pharaoh-King, will be the default starting deity for the default starting City
of Nekhen. There will be rival kingdoms centered around the capitals, so the
Pharaoh of Nekhen may fight the Pharaoh of the Delta or whatever.
·
Enemies: Yuan-ti serpent cultists of the evil,
destruction god Apophis, the world-eating serpant of chaos who wishes to
transform reality back to the chaotic nothing-ness of the Waters of Nun. Apophis
offers powers of pleasure and destruction to cultists, so there are some
serpent cults. Liche-Kings, powerful undead liche-sorcerers in the Necropolis
of the Desert. Gnolls in the desert, worshippers of the god of storms and
beasts, Sutekh (Seth). Other enemies could be barbarian skull-stackers based on
the Hyksos, Assyrians, and sea peoples, maybe reskinned as orcs or something.
Amonkhet has some good stuff too. Giant Crocodiles, desert dragons.
Starting adventure: travel through the desert to old
tomb where sage-priest believes there is a ‘disturbance in the force.’ Fight
gnolls on the way, mummies and zombies in the tombs, maybe rescue a noble or
captured priest. Drop a couple of magic items, some hints about the rise of a
liche-king, maybe a corrupt serpent cult in the city.
·
City of Nekhen: Ankhu, High Priest of Osiris,
asks sorcerous band of heroes to investigate disturbed tomb of ancient King
Djaf. Ankhu saw trinkets from Djaf on the black market and has had dreams of
the dead king in anger. He believes tomb raiders disturbed the tomb and have
set loose the angry dead king’s spirit loose. The Pharaoh is busy fighting
barbarians and his rivals, so Ankhu tasks the heroes with what’s going on, and
rescue the mummy of Djaf for reburial in an active pyramid-temple for dead
kings.
Spoilers:
Spoilers:
o Secretly,
the Cult of Apophis has stolen an important artifact, the Scepter of Djaf, from
the tomb, in guise of mere tomb robbers. The Cult has prominent nobles in the
city loyal to it, who command money and has transformed (empowered) cultist
servants. It sent a few cloaked spies to follow the PCs, who bear no marks or
clear reason for spying (really just given some coins to ne’er do wells). If the
spies return a message to the Cult, it summons an angry, giant crocodile to
kill the PCs as they cross the river to the west, the Desert of the Dead. Some
modern pyramid-temples dot the west bank.
o Travel
west, 4 days by foot, 2 by horse, chariot, or camel, see CE gnoll and LN (respect
the dead) khenra raiders (2 different encounters). There is a caravan near an
oasis on the way to the tomb with a khajit trader, two aven royal messengers
for tracking the gnoll warbands. This is only few hours travel from the Valley
of Djaf. Outside the tomb are ravenous ghouls, and sphinx guarding the valley
of djaf. The sphinx will attack the PCs initially, but will relent if they
convince it they come in respect for the dead. (The sphinx was hunting when the
tomb was raided).
o Encounters
in the tomb (mastaba above underground tomb, serekhs of Djaf): Traps!, angry
spirit of the king, appears at intervals, galleries of skeletal warriors, mummy
noble warriors as get closer to Djaf’s sarcophagus, pool of resurrected
crocodiles (snakes?) to cross, minor guardian demon or two (can turn with true
name, spells naming caster’s virtue), giant beetles, dopplegangers (from
magical ushabti), a stone golem. Giant Serpent, Naga or Yuan-ti in sarcophagus chamber
to prevent PCs from rescuing mummy.
o If
manage to return to Nekhen, one more assassination attempt by trained assassin
with venomous dagger with markings of Apophis.
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