Grim Tales + Blood & Relics + Kingdoms Mesopotamia

Turanil

First Post
Well, I just wanted to discuss my campaign before I actually begin it. I have now to gather a small party of players for irregular week-end play. So, after many hesitations, delays, changing my mind ever and again, I am now ready.

-- Story: Pulp action in 1936 Iraq. The PCs are seeking ancient relics of power in mesopotamian archeological sites before the nazis get them.

-- Rules/Supplements used: Grim Tales + Blood & Relics (RPGObjects). Ancient Kingdom Mesopotamia for module, and Pulp Villains: Nazis to spare me the tedious work of statting NPCs.

-- Campaign Background: I must adapt Ancient Kingdom Mesopotamia because it was originally written for D&D. So, while stats are okay in most cases, I will have to insert episodes with nazis, etc., not just have archeological explorations. I will also alter the background of Blood & Relics as follows: while fiends exist, it's not clear whether they are satanical of cthuloid; then, angels were never witnessed, the existence of God is not proved (but may be true) and is actively denied by the forces of darkness, and the power of faith could just be extraordinary abilities of mankind after all.


So now what would be your suggestions for such a campaign? Any idea of events, things, wondrous items, adventure ideas, NPCs, whatever, that could make it into this campaign? Thanks.
 
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Man- this looks cool.

If I were running this campaign I'd definitely stat up Indiana's dad (Sean Connery from last crusade) for use as a recurring NPC.

His goal would be to get as many priceless artifacts into the hands of museums and/or academia and out of the hands of the PCs.

Chuck
 

Well, I'm into props so I'd recommend some music of the 30's and some good ol' black and white photographs for the characters and NPCs.

...and, yes, this looks like it would be a lot of fun.
 

That does sound pretty cool, actually. Mesopotamia is a great module, and it would be nice to run it in a setting that doesn't have a bunch of magic...
 

scourger said:
Mesopotamia is a great module, and it would be nice to run it in a setting that doesn't have a bunch of magic...
My intent was of adding Blood & Relics ritual magic (fairly weak) to Grim Tales spellcasting (with just a few spells borrowed from d20 CoC, using the conversion to level-spells table). I am also maybe considering adding some psychic abilities turning some d20 CoC's psi-feats into a new talent tree. So, we could have supernatural powers, but nothing D&Dish. Maybe I can also add the d20 Modern Occultist and Shadow-Chaser advanced classes as well.
 

Turanil said:
My intent was of adding Blood & Relics ritual magic (fairly weak) to Grim Tales spellcasting (with just a few spells borrowed from d20 CoC, using the conversion to level-spells table). I am also maybe considering adding some psychic abilities turning some d20 CoC's psi-feats into a new talent tree. So, we could have supernatural powers, but nothing D&Dish. Maybe I can also add the d20 Modern Occultist and Shadow-Chaser advanced classes as well.

Sounds like proto-Buffy meets Indiana Jones. Sweet!
 

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