Egyptian adventures hamunaptra download




















Even those who fully accept the culture and mores into which they are born often feel the need to see what else is out there, so they may put their beliefs and experiences to the test. At various times throughout history, the Two Lands have been united under a single ruler, but even then, they remained separate and distinct entities.

The people of the Black Land regularly seek out mystical aid, to protect them from curses, wild animals, plagues and other misfortune, and to aid them in acquiring prosperity and wealth. When the table indicates that the shenu gets 0 spells per day of a given spell level hamuanptra instance, 1st-level spells for a 2nd-level shenuhe gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

In the eyes of a gnoll, it is far more preferable to be slain than to be taken as a slave or prisoner, and they themselves take captives in battle only if the tribe absolutely requires slaves or food—Gnolls dislike consuming members of the other Divine Races, but will do so if the alternative is starvation.

All agree the tomb has many traps and guardians as well. A good priest focuses on the benevolent aspects ahmunaptra his god:. This website uses cookies to improve your experience while you navigate through the website. Out of these cookies, the cookies that are categorized as necessary are stored on your browser as they are as essential for the working of basic functionalities of the website. We also use third-party cookies that help us analyze and understand how you use this website.

These cookies will be stored in your browser only with your consent. You also have the option to opt-out of these cookies. But opting out of some of these cookies may have an effect on your browsing experience. Necessary cookies are absolutely essential for the website to function properly. An excellent quality scan of a well written product. Spends most of the book on the setting and its inhabitants, so it is a little light on adventure content. Still, if you want to add "Egyptian-tasting something" to your campaign, this is th [ See All Ratings and Reviews.

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Other Tabletop Games. Gift Certificates. Publisher Resources. Family Gaming. Science Fiction. Phone PDF. Virtual Tabletops. STL 3D Model. Green Ronin Publishing. The Mythic Vistas series from Green Ronin is a real winner. Where powerful magic runs amok, the warriors of Isis rein them back. Three generations followed Neferka before the lack of an heir led to the Fourth Dynasty in a peaceful marriage to a wealthy noble house.

His base daily hamujaptra allotment is given on the accompanying table. The Sutekhra of Shematu are among the most privileged Khemtians of all. Amazon Advertising Find, attract, and engage customers. This website uses cookies to improve your experience while you navigate through the website. Out of these cookies, the cookies that are categorized as necessary are stored on your browser as they are as essential for the working of basic functionalities of the website.

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You also have the option to opt-out of these cookies. But opting out of some of these cookies may have an effect on your browsing experience. Necessary cookies are absolutely essential for the website to function properly. The Book of Days is primarily information pertinent to making basic characters, including race and class rules and magic rules, but also including history of the setting.

The Book of Gates is something of a setting gazetteer, describing nations, people, and topography, as well as cosmology and religion. The third book, The Book of Days , provides more GM-pertinent information, such as advice on adventures, new creatures, prestige classes, secret societies, and magic items. The land of Egyptian Adventures: Hamunaptra is named Khemti and is considered part of the Freeport world much like Naranjan of the Mindshadows setting. The first chapter is a history of the setting, both regarding the mythic history of the gods, and the mortal dynasties that followed once Ra decreed that the gods would no longer govern mortals.

Events in these histories obviously draw upon authentic Egyptian myths and history, but play up several aspects to make it fit the more familiar aspects of d20 style fantasy settings. The races presented herein parallel the traditional d20 fantasy races with a few additions and tweaks. All the races are given new names, as well as a new spin on their background.

In general, the thinking seems to have been to postulate how the existing fantasy races could be explained in the context of Egyptian mythical figures, but then to include some possible consequences of that model. For example, esetiri, the Hamunaptra take on elves, are the favored creations of Isis, the goddess of fertility. As a representation of this province, female esetiri can breed with any of the divine races, which explains half elves or pehesset.

But since half-elves not necessarily need be half human in the setting, there are half-elf variants that are cross-breeds with the other core races, with difference ability modifiers. There is no half-orc in the setting. However, there is another race in its stead. If you saw Anubis warriors in the beginning of the film The Mummy Returns and thought "gnolls! Anpur are the Hamunaptra spin on gnolls, but are jackal-headed instead of hyena-headed, and are blessed creations of Anubis.

They take a place amongst the spectrum of races similar to half-orcs, but actually enjoy a wisdom bonus instead of a penalty. Those who think that the half-orc got the shaft should appreciate the slightly more robust anpur. Just as the traditional core races are mostly present in a slightly recast form, so it is with the core classes. Each of the traditional 11 core classes make an appearance here in a slightly tweaked form.

They are all given new names, and listed alphabetically by their alternate name, so I hope you catch on quick to the new names. The one that might most immediately seem out of place is the bahati , or monk.

I am not familiar with any such figure from authentic ancient Egyptian history, beyond the reference to spiritual beliefs that did not directly follow deities which did exist in Egypt historically. I know of no monk-like ancient Egyptian figure, and the bahati is essentially unchanged beyond a few renamed abilities. Many of the classes like the bequenu fighter are very similar to their core equivalents, though some deviate more than others: -Ghaffir: paladin is tweaked to fit any lawful alignment.

This up-powering may put off those who take the core rules as being the correct power level by default, but should appeal to those who feel like the sorcerer got the short end of the stick myself included. Like the sorcerer, this should appeal to a subset of the d20 audience that does not like the ranger as-is. A number of new feats are introduced, many of them divine heritage feats.

Other feats address specific aspects of the setting, such as chariot driving, or help compensate for the lack of armor in the setting. Not a lot of space is spent detailing alternate economies or equipment lists, but an alternative lists of bronze age weapons and armor is provided. As a general rule, Hamunaptara characters have diminished options for AC improvement. The magic system mostly follows the conventions set forth in the core rules, thought there is a bit deeper explanation of how magic works in the cosmology and how it is regarded in society.

Arcane casters that prepare spells are considered religious figures, but innate casters are regarded with some suspicion. There are a few variations in the rules that help ground magic in a more Egyptian feel. Cooperative magic further extends this ability, and allows the casters to split the XP cost of any XP-cost spell.

Another variation is the use of material components. There are specific focuses depending on magic school that Khemtan casters must use, which for cheap components, replace the components, and that must be used in addition to expensive components. The focus for abjuration and divination spells are true names, and an extended section provides some possible benefits if the caster can find specific true names rather than general concept true names.

The magic chapter introduces a number of new domains of assistance in describing the many deities of the setting and new spells. The spells are largely geared towards a desert environment, or other images that are a major part of the Egyptian feel such as summoning mystical barges and chariots, or sphinxes.

The second book, The Book of Gates , describes the nations, people, and religion of the setting. The chapter on the peoples describe the views of social status, station in life, economics, the disposition of slaves, roles of scholars, bureaucrats, priesthood, nobility, and royalty.

A convenient glossary helps the players and GM keep track of potentially confusing terms, which the book makes frequent use of. A major portion of the cosmology section is devoted to describing the various deities of the Khemtian pantheon.

Those familiar with some Egyptian history and mythology may note the evolution of "combination" deities. A sidebar nicely works this concept into the game. Though the spellcasting ability is limited which may not be a serious liability since the priest can multiclass when they hit the brick wall , they can choose any domains of the combination deity. The city-states chapter describes a number of cities comprising the three kingdoms, complete with d20 system statistics and major details, though only Hamunaptra itself has a city map.

A final topography chapter describes other geographical features such as the great river Yor, and mysterious sites such as the Great Pyramid and the magic oases known as "The Six". The third and final book, The Book of Law , starts with GM advice for running a game, including a number of models for adventuring activities. More specific examples come in the form of a adventure ideas table similar to the one presented in the DMG.

A small rules related section covers desert survival and charioteering. The chapter Secrets and Societies presents a number of secret societies for use in the game. Some are clearly meant to be used as villain types, such as The Compact of Dust which believes that the land must be brought to dust before it can be renewed and the Unbroken Chain a slaver ring. Others are less clear, and might be used as villains or heroes, or play other roles.

Some are just heretical. The prestige class chapter discusses existing prestige classes and present 9 new ones, all 10 level classes: -Deathblade: Holy warriors specialized in laying the undead to rest again, but who can also call on their service. Essentially an assassin with more wilderness skills but no spellcasting. The class has its own spell list and advancement. They lack many of the normal abilities of priests, but gain more domains. The creatures section defines existing creatures appropriate for the setting, and a number of new ones with the feel of the setting.

This includes the like of animal headed giants, and undead creatures that form bodies out of sand again, it seems interesting that you can make creatures from The Mummy Returns with this book.

Sphinx is presented as a creature type here. They are powerful divine creatures in the setting, very much like dragons in standard fantasy campaigns.



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