Assuming you made it past the desert, the ribbon of black earth and green vegetation hugging the banks of the Nile is studded with grand cities. They are filled with whitewashed brick houses, grand palaces and temples of stone, and busy markets. As the richest kingdom in the ancient world, Egypt is renowned for luxuries, learning, and magic.
ENCOUNTERS IN A FANTASTIC EGYPTIAN CITY
Roll 1d20 when moving around the city, 1d10 when staying in one place.
- Roll Twice and Combine
- Plot-advancing encounter: Someone or something related to whatever brought you to a city in Fantasy Egypt.
- Beggar With a Fantastic Tale of Woe: A poor unfortunate who claims he is actually a wealthy merchant whose house and goods were stolen by a wicked magician.
- Crocodiles: 1d4 vicious Nile crocodiles looking for food along the riverbank. You qualify as food.
- Flies! For 1d6 hours the city is blanketed in a dense swarm of biting flies. They're so dense you can only see a few yards. Anyone venturing outside takes damage from their bites, and risks disease.
- Ghost Cat: A pure-black cat with golden eyes seems to want you to follow her.
- Gossipy Barber: Amenhemen has a quick razor and a quick tongue, and he knows everything going on in town. He's your source for news, rumors, job openings, directions, and a smooth shave.
- Greedy Officials: 1d4 bureaucrats in linen kilts, demanding fees and/or bribes from the player-characters. They can be placated with 10 pieces of gold each, but if you cross them, the officials can throw innumerable obstacles in your path as long as you remain in the city.
- Runaway Chariot! The horse drawing a nobleman's chariot has bolted, dragging the chariot and a panicky nine-year-old child on a wild course through the streets. If you can stop it without harming the animal, you'll be richly rewarded.
- Undead Sorcerer: A mummy wearing mostly-convincing human disguise. She is a very powerful magician and is looking for some loyal and well-trained agents to serve her mysterious plans.
- Bored Aristocrat: The lady Rahepshet is bored, and you've been selected to entertain her (you don't get a vote). She offers you gold to perform a series of increasingly ridiculous tasks, most of which involve public humiliation and/or the risk of bodily harm.
- Crime in Progress! A band of 1d6 thieves armed with short swords are robbing a money-lender.
- Foreign Quarter: This part of town is inhabited by non-Egyptians — Greeks, Jews, Nubians, Elves, whatever. They are suspicious and fearful of Egyptians, and even more suspicious and hostile toward non-Egyptians who aren't their own kind.
- Gang of Thieves: A gang of 2d6 thieves armed with clubs and knives try to rob you. They pretend to be harmless idlers, then strike by surprise.
- Haunted Palace: An old palace by the river-side, surrounded by overgrown gardens and crumbling walls. It is said no one can spend a night there and survive.
- Nest of Ghouls: A dry well hides the entrance to a network of tunnels inhabited by 2d6 ghouls. They try to snatch passers-by when no one is looking.
- Singing Statue: A great stone statue of a seated king, which sings at dawn.
- Temple: You come upon a temple to the city's tutelary deity. It's a big complex, and serves as a center for learning, charity, and business as well as worship. Some of the priests are well-versed in magic. Evil creatures fear to enter.
- Wall Collapse! As you pass through a narrow street the wall of a house under construction collapses on top of you. Only the most agile can avoid getting hurt. Was it an accident — or did someone arrange it on purpose?
- Tracks/aftermath: Reroll to see what you just missed.
SITUATIONS IN AN EGYPTIAN CITY
Roll 1d6 to determine the situation, then roll on the table above to figure out who is involved.
- A desires B
- A wants to capture B
- A wants B dead
- A wants to go somewhere
- A wants to solve a mystery
- A wants X
For more stories about encounters in exotic places (or not so exotic), check out my ebooks Outlaws and Aliens and Monster Island Tales!
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