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.
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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