Hamunaptra Campaign

Gilladian

Adventurer
I've been "dragged" into running a Hamunaptra (Green Ronin d20) campaign on very short notice (5 minutes, literally).

I have only two players and they have chosen to run a fighter and a rogue (human and halfling respectively). I'm planning that they will work for the "Seekers", an organization of scholars seeking historical and magical information.

I need some adventure ideas, modules I can convert, etc... for this 2 person party. I'd prefer things that are egyptian or desert oriented in flavor, but I can convert if the bones are suitable.

My real problem is going to be running them without killing them off!

So, any suggestions?

This is going to be a very episodic campaign, and may even jump a bit in levels to allow more freedom in adapting adventures, so even mid level (up to about 6-8th) adventures are worth suggesting.

Also anybody have any resources to suggest? I'm heading for the GR site now to see what they have up.
 

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I've decided that the PCs are going to be traveling down the "Yor" (Nile) river towards Hamunaptra (Memphis). They're starting about halfway between the 1st and 2nd cataracts in a small fishing vessel.

Their first challenge will be to avoid an encampment of enemy soldiers, and that will lead them to being attacked by one or more juvenile crocodiles. Eventually they're going to meet a pack of slavers and have to defeat/escape from them.

Then they'll end up back on the river, sailing north. I'm interested in more challenges they can meet on the river, either in unsettled areas, in villages, or even in the 2-3 cities they'll travel past.

At some point, I'd like them to lose their (stolen) fishing boat, and take passage on a larger river vessel. This will give them a chance to develop a friendly bond with a traveling wizard/scholar who will become their mentor in later adventures.

Any good ideas for river encounters?
 

Gilladian said:
Also anybody have any resources to suggest? I'm heading for the GR site now to see what they have up.

Hi,

I've got quite a few Egyptian-style D&D supplements, most of which are probably available from RPGNow and/or Paizo.

- Desert of Desolation supermodule, 1e, one of the greatest D&D adventures ever, includes lots of classic adventure locations

- FR 10 Old Empires - this details Mulhorand & Unther for Forgotten Realms as they were in the 1e pre-Time of Troubles Realms.

- Gary Gygax's Necropolis - big hardback adventure/sourcebook for 3e. I wasn't keen on the old-school trap-filled tombs but worth mining for ideas, lots of monsters, encounters and maps & some background stuff on the land of Khemit which would work well with Hamunaptra

- Entombed by the Pharoahs - fun 3.5 Gamemastery adventure from Paizo, set in Osirion which is the Egypt-style land in the Pathfinder setting. The adventure involves the PCs and a band of rival adventurers both trying to loot the same pyramid. Osirion is based on Egypt in the time of Napoleon when foreigners were arriving in droves to loot antiquities which is an interesting take on the setting.

- Sandstorm - D&D supplement, 3.5. Worth looking at for the monsters and spells, would also work well with Hamunaptra.

Hope this is of some help. I've always fancied running an Egyptian campaign - I'm sure yours will be great. Can you post here on how it's going?

Cheers


Richard
 

I would suggest, since there's a lack of healing and only 2 players, that you should try to make adventures that has a limited amount of combat. Otherwise you should give them some sort of means to do healing, either an NPC cleric or a magic item (staff of healing? usable by all characters). With little combat you should focus on character interaction, research, investigation, exploration, etc.
 

I will try to post some progress reports...

Less combat will be a must. For example, in my first adventure, I'm planning on having the PCs realize they're coming down the river towards the last large city (and the 2nd cataracts on the Yor) between them and escape from the "evil" kingdom where they have been slaves.

They will have to slip past one encampment of soldiers. One way they might do this is to go around the far side of an island; unfortunately the reed beds are so thick there that they'll have to tow their boat. And there are crocodiles... they can fight a couple of juvenile ones.

Or they can pretend to be fishermen and try to sneak past. Or the halfling rogue can disguise himself as a priest of Set and they can try to bluff their way past.

No matter what they do, they're going to end up stopping for the night just outside the city. There's a village where they can stay, either openly or hiding nearby depending on their choice. The village will be raided by slavers in the night. In fact, if they went the crocodile route, they'll have met the villagers during that fight (some come out to help the PCs kill the crocs). So when the slavers attack, the PCs may feel obligated to help, or they may just sneak away. Again, options.

Then they have to deal with the cataract - either take their fishing boat through it (unskilled!), hike around it and pick up new passage on the other side, hire a pilot to get their boat across, or some other option I haven't thought of.

All I need to come up with are some low level soldier/slaver stats and a couple of personalities...
 

Well, we played the first scenario of this adventure today. It went pretty well, I think.

The characters consist of Khonsuhotep, a human female fighter, and Benge, a halfling rogue (considered quite unusual in this setting where halflings are almost always clerics). They're recently escaped slaves, floating down the Yor in a boat they don't quite know how to sail.

Here's a condensed transcript of what went on, from Khonsu's point of view:

They are trying to reach Hamunaptra, reputedly a place where all slaves are free and the streets are paved with gold!

1/2 day south of Qarat Werset, last city south of the 2nd Cataract and part of the evil kingdom. East bank - soldier encampment, soldiers searching boats. They debate hiding and sneaking by at night, but decide to bluff their way through. Benge has forged papers saying they're going to Qarat Werset to the Temple of Set, carrying messages. Remarkably, their bluff works beautifully and they are let through with no trouble at all!

(This neatly circumvented most of my first adventure, drat them!)

They reach the city, and pull in for the night. Hunting about, they find a tavern called "Bast's Pillow". They order a meal, but before it arrives a scorpion bigger than a man's head appears, and attacks the tavernkeeper. Benge shoots it, and Khonsu finishes it off with her spear. The tavernkeeper Ranitep has been stung on the hand; Benge heals him.

Ranitep begs the PCs to investigate his cellar and find out why the vermin keep coming out of it; he can't understand what is drawing them here. The PCs agree in return for a free night's stay and help finding further passage down the river (they realize their boating skills are insufficient).

When they open the trapdoor to the cellar, a swarm of centipedes, tiny snakes, scorpions and stinging flies (stats as per a spider swarm) comes boiling up at them. Some lamp oil, a torch and Ranitep's wife weilding a pot of scalding water finish the swarm in fairly short order. Khonsu is just scalded and stung enough that they seal the door and rest for the night.

Next day, investigation reveals a hidden door in the cellar (behind the platform and clay pots of beer). Further vermin attacks are defeated again in short order. A strange room with a horridly bloodstained table and cookfire and three small cells are found. Also another secret door.

Ranitep admits that when he bought the tavern he heard stories that the previous owner was a cultist "torn to pieces" by his neighbors when he was found to be a cannibal. But he always thought the story was a tall tale.

Beyond the second secret door is a black altar in a small chamber. Upon the alter stands a golden statuette of a four-armed snake-headed woman. Before the altar are two horrible mutant woman-headed snakes. Benge cannot bring himself to attack them until one spits poison saliva at Khonsu. Benge then shoots one snake in the throat and nearly kills it at once. Khonsu finishes it off with her khopesh. Unfortunately, as she does so the statue whispers evil words into her ears, and she finds herself turning on Benge. Convinced he is the evil one, she attacks him and misses. He backs out of the room and throws his bola at her, tripping her up. She tries to get to her feet, but he manages to deliver a blow to her head, knocking her out. Benge is then able to smash the evil statue with a few blows.

Khonsu returns to herself at this point. She and Benge are horrified to discover a set of bone saws and butcher's knives spread out on the altar; clearly the last tavern owner lived up to the tales about him! They chop up the statuette, discovering it is only painted gold over wood, but still is worth about 50 gp. They are also able to sell the tools to a butcher for 10 gp.

Overall, they gained enough experience to go up a level!
 

I thought I'd give a rough outline of today's adventure and see if anyone has any advice...

My two PCs continued their journey downriver towards Hamunaptra. They were offered a chance to spend a night in a local village by their boat captain (it was his home village) free of charge and with a night of feasting. While there, the village was raided by slavers - apparently not for the first time!

Khonsu and Benga were able to slay four slavers on their own, and helped drive off several more, though Khonsu was badly hurt. Afterwards, Benga used the raid as an excuse to make a foraging expedition into the local headman's villa (he was not at home at the time). He almost set off a poison needle trap and was rewarded with a paltry sum of coins from the steward's stash.

Then Harakty the wizard informed the party that he's on a quest to discover the whereabouts of his missing great-uncle. His uncle was a seeker, like Harakty. He went to a village called Heket-amsu, and was never heard from again. His order considered the uncle a bit of a time-waster, and never followed up on his disappearance. But Harakty wants to know what his fate was; he invites the PCs to accompany him and the boy Ebo to find out.

Arriving in Heket-amsu, the PCs discover it is a mining town, where most of the miners have been banished for being criminals. They ask about the uncle and get no info. However, they're told of a tomb up in the hills that explorers sometimes hunt for... but they never find anything of interest.

The PCs and Harakty go into the hills hunting for this tomb, hoping it might be what the uncle was looking for. The PCs are nearly ambushed by a group of four miners, but Benga heard them coming and managed to reverse the ambush. One miner, Ahmose, was taken prisoner. To win his life, he explained that there is a second "cairn" nearby, that is far more dangerous than the one the PCs were told of. Maybe that's where Harakty's uncle went...

So they hunt for and find the cairn.

This is my lead-in for "The Whispering Cairn", run as a stand-alone adventure. I'm thinking that the Wind Dukes were first-age warriors in the god wars before humans lived. There's a segment of the rod of seven parts here, as the module mentions; that's what Harakty's uncle was after. And I'm thinking that if they can recover all seven sections of the rod, it would be an artifact that could draw the attention of the Gods back to Khemti.

But I need advice; what other modules could I use to construct an adventure path that would be "reasonably" easy to convert to an egyptian theme? I have the old 1st Edition adventure B1, and Goodman Games "Sunken Ziggurat" adventure, but it would be hard to use them both in one campaign; they're very similar in structure and feel.

Any suggestions?
 

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