Tuesday, 10 January 2023

The Ultraviolet Desert Part 1

 

This is an attempt to make Acid Death Fantasy useful for an Ultraviolet Grasslands campaign. It turns Luke Gearing's mini-campaign book and bestiary for the Troika! system into 2 1/2 locations for an Ultraviolet Grasslands point-crawl. It assumes that characters are travelling from location to location as per the rules in Luka Rejec's Ultraviolet Grasslands.

This conversion/arrangement is skeletal and requires Acid Death Fantasy to use. Every mention of an enemy or non-player character refers back to ADF, numbers refer to the entry in the book under 'enemies', numbers appended with a 'b' refer to the entry in the book under 'backgrounds'. Names and terms from ADF are the intellectual property of Luke Gearing.

Discoveries and the settlements between the sultanates jam together a couple of enemies or NPCs in a manner that seems thematic or interesting.

Assume a week's travel between each of the locations featured in parts 1, 2 and 3.

Parts 2 and 3 here.

The Jeweled Wastes of the Northeast

Misfortune at the gates of the great desert         

d20 plus Charisma          

1-2          Picked up some nasty ticks in the narrow swathe of grassland (-1 Endurance).

3-4          Wandered through a dry lake inhabited by anhydrous spirits who drained the water skins in their thirst (-1 sack).

5-6          The crisscrossing trails indicate that this is region is dangerous. Roll an extra encounter.

7-8          When it rains it pours. Flash floods  (-1d4 days).

9-10       Desert animals drink from iridescent pools, stretching their bodies into strange new shapes (see biomagical corruption page 145 UVG 1st ed.).

11-12     Corpses from a battle between 1. Warflock, 2. Hyenamen, 3.  Azure Apes, 4. Coated Men, 5. Canyon Crawlers, 6. Desert Mutants (D6 roll twice(46, 56, 36, 62, 54b, 52b)).

13-19     Tropical forest turns to open savannah, turns to the open expanse of the desert. The trip passes uneventfully.

20+         If any character possesses an oldtech device, it picks up an automated signal from a Fast Star transponder. Successfully triangulated, the transponder marks the location of an oldtech supply pod.

 

Encounters at the gate to the desert

D8

Entry

1

13

Scorpion

2

23b

Life-Rider caravan*

3

23/34b

Narrowman Nomads

4

36

Wandering Azure Ape

5

36

Migrating Azure Ape troop

6

41

Rock Borer

7

46

Rogue Warflock

8

52

The Hover Tank Hyperion

9

62

Coated Man

10

66b

Warflock Outcast

 

If Life-Riders are encountered, they are riding on:

 

Life-Riders on (d4)

1

11

Vomit Lizards

2

13

Scorpions

3

14

Sprinting Beasts

4

15

Dune Beetles

 

Sayhad, Entrepot of the Burning Sands

Governed by the sagacious Emir Badrud Duja, Of Supreme Wisdom, the capital of the emirate is known for its sponsorship of adventure. It’s merchant-lords compete with one another to be patrons of the most illustrious doers of daring deeds, and pay poets handsomely to immortalise their exploits. In recent months, however, the residents of Sayhad have been vexed by the disappearance of shoes from the city. However, the deeper problem for the emirate is that the water supply is secretly controlled by a Freshwater Grub crime lord (21).

Chance meetings and intrigue (d8)

1

11b

Wasteland Wanderer

2

13b

Alqai

3

15b

Rebel Azure Ape

4

23b

Bereaved, mount-less Life-Rider

5

26b/31b

Coated Man & Coated Squire

6

35b

Freshwater Grub Agent

7

61b

Companion Droid

8

66b

Warflock Outcast

 

Discoveries (1d6 days away)

The Plastic Sea 

62           Coated Man

               

Fast Star Relay  

36           Wandering Azure Ape

53           Kill-Sat Drop-Pod Bot

               

Desert Tomb     

12b         Shaved Bear treasure hunter

55           Burrowing Tomb Spiders

26           Glass Spirit


Part 2 will cover the minor settlements and sultanates of the central waste.

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