Book of Egyptian Adventures

WARNING: This is a dump of a highly unfinished AD&D expansion for use in Khewed and other non-specific egyptian themed locals. All information is ugly and subject to change!

Khewed, the Land of Dark Earth


Class kits:

Temple guardian
Noble Warrior
Medjay Warrior

Hem-netjer (by cult)
Aha’seb: Occulted Cleric
Akhemet: Mortuary Priest – the Most High priesthood
 Apep: Serpent-singer
Bast’et: Wardmaker
Henqet’hy: Brewer
Shebi’a: Fateweaver
Sedjeta: Flamewalker
Tarahet: Necromancer
Ma’at: Justifier
Qedhep: Protector
Shemzu: Slaughterer
Speaker of Spirits (Medjay Priest)

Sesh (scribe)
Tomb Robber

Scorpion Charmer

Akhemian Warden, Obsidian Jackal
Minor Warding Mummy

Akhemian Warden, the Obsidian Jackal
TREASURE: Nil (see below)
HIT DICE: 14 (60 hp)
THAC0: 12 (8 with to-hit bonus)
NO. OF ATTACKS: 1 (Speed 10, Knockdown 12)
DAMAGE/ATTACK: 12-22 (2d6+10)
SIZE: L (9.5’ tall)
MORALE: Construct (never checks morale)
XP VALUE: 6,000

The Obsidian Jackal is a towering 9.5-10’ construct built and animated by priests of Akhemet, the warden of the dead. They are often placed with other black-skinned statues and generally activate when intruders (those who do not speak the secret words to pass, which are jealously guarded by the Ahkemian priesthood) walk by them. In form they appear to be massive jackal-headed men wearing skirts of bronze plates and carrying two-handed khopeshes of great size.

Combat: The skin of an Obsidian Jackal is made of hard black lacquered stone. This makes the jackal immune to nonmagical slashing or piercing weapons; its hard exterior causes it to take only half damage from bludgeoning weapons. Magical weapons that strike it do full damage but do not receive their magical damage bonus.

There is a 5% chance that any metal piercing or slashing weapon will shatter on impact when it strikes the Jackal. There is a 40% chance that a bone weapon will shatter.

The giant khopesh deals 2d6 damage per strike with a to-hit bonus of +4 and damage bonus of +10 (STR 22). This weapon acts as a +2 weapon for purposes of determining if it can deal damage. Warrior Kits

Temple Guardian
These warriors are dedicated to the service of a single cult, and often a single temple-site. They may serve as the guardians of the site or as its influence abroad, doing the bidding of the high cleric of that particular temple. They thus often come into conflict with other Temple Warriors during the violence between cults.
Requirements: None; all races and both genders are eligible.
Role: The temple warriors are drafted from the lower classes at a young age to be trained by their respective cult. They are considered to belong to the priesthood (though its outermost branch) and are thus permitted access to certain holy sections of the temples. They can expect to be allowed to stay within the precincts of a temple or within the priests quarters and often an entire platoon of temple guardians will be stationed in one temple.
They are also the arm of their temple’s might, enforcing its will abroad in the world and can be sent out on missions whether on their own, in small units, or accompanying priests of their cult. They are trained in the secret arts of literacy for, unlike slave-soldiers, they are expected to have some participation in cultic acts.
Weapon Proficiencies: Temple guardians must take their first two weapon proficiency slots in the khopesh and the scourge. They learn how to fight with the khopesh from childhood, and they teach other young temple guardians under fear of the scourge.
Nonweapon Proficiencies:
Bonus Profs: reading/writing (Desert Khemri), religion (by cult)
Equipment: Temple guardians receive their equipment from the cult, and are never found outfitted otherwise at level 1. They begin play with 15 silver pieces and the following gear: a khopesh, a scourge, a tunic (or calasiris), sandals, shield, bronze scale armor.
Special Benefits: Temple guardians can expect to be given food and shelter in any temple that matches their cultic devotion, they are given extra attention by clerics who share their cult, and can frequent the secret inner portions of a temple. They also share a special status of power amongst the faithful.
Special Hinderances: Members of other cults will be suspicious and feel put-upon by the authority of these warriors. Cults who are directly opposed to the guardian’s cult will not be openly hostile, but may impede them in other ways.

Slave soldiers are people captured from the outland tribes that live beyond the borders of the Kingdom of Black Earth. These make up the majority of levies used by local cults, princes, and sepati.
Requirements: None; all races and both genders are eligible.
Role: Slave soldiers make up the bulk of any fighting force and any slave may be outfitted with gear and turned into a soldier. However, this kit represents specialized slaves who have been dedicated to fighting for their patron. Whether they serve a temple, prince, or other potentate (such as a merchant) they must almost always defer to those of non-slave status who work for the same employer.
Weapon Proficiencies: Slave soldiers are always taught to use a spear. They may not specialize in any one weapon at level 1, though they may do so later.
Nonweapon Proficiencies:
Bonus Profs: endurance, one general skill (which they can use to assist their patron when not fighting)
Equipment: Slave soldiers receive 2d6x10 gold pieces at character creation. Anything they don’t spend is returned to their patron. They do not generally keep their own money, but turn everything over to their patrons. They may request better equipment from their masters.
Special Benefits: Slave soldiers are extremely hardy from years of training. They may receive a +1 bonus to constitution (maximum 18) or strength (maximum 18/00).
Special Hinderances: They belong, heart and soul, to their masters. If they raise a hand against their patron or disobey them, all of Khewed society will seek to turn them in or profit from their flight.

Noble Warrior
Noble warriors are members of the Per-ah, or noble houses. They are themselves Khewed nobility, highly trained in the art of war. They fight at the behest of their lieges, the heads of their family, and sometimes their temple. Noble warriors can also be found serving the sepati, or regional leaders.
Requirements: While any race or sex can be a noble warrior, they must be from a noble Per-ah or house.
Role: Noble warriors spend their time furthering the goals of their family, their sepati, or their cult depending on their bent. They often have great resources, though if they chose to lead their lives outside the normal structure of society by adventuring they generally give up their ties to wealth.
Weapon Proficiencies: Noble warriors must take the khopesh, the bow, and charioteering as weapon proficiencies.
Nonweapon Proficiencies:
Bonus Profs: reading/writing (Desert Khemri), heraldry
Equipment: Noble warriors begin play with 2d6 x 100 gold. They don’t have to give any of it back, even if they don’t spend it.
Special Benefits: The house of descent from which a noble warrior comes may assist them in times of need. Likewise, they may have many contacts amongst the middle or upper nobility. Noble warriors receive a +2 bonus to all reaction rolls with other nobility.
Special Hinderances: Nobles of opposing houses and many clerics will hinder the goals of noble warriors, as they represent the power base of their own house. Nobles directly opposed to the house of the warrior and all priests take a -2 penalty to reaction rolls (only one or the other of these bonuses can affect a single NPC).

Medjay Warrior
Medjay Warriors are the members of the nomadic tribes that roam the high desert beyond the bounds of Khewed. While many of these nomads may fit into other classes, most of them would be considered medjay warriors.
Requirements: None, other than being of nomadic background.
Role: The medjay is the average citizen of a nomadic tribe. They hunt, gather food, and track the desert wastes. For this reason, medjay are closest to the ranger class (but must be warriors). Most NPC medjay have no level, or are level 1. The medjay may become a tribal leader (though he will always defer to the Speaker-of-Spirits or a Hekau if there is one present).
Weapon Proficiencies: Most medjay are proficient with the khopesh and dagger. All medjay must spend a slot to be proficient in bows.
Nonweapon Proficiencies:
Bonus Profs: riding (camel) or riding (horse), tracking, one food-gathering skill
Equipment: Medjay recieve 2d4 x 10 gp to spend on equipment and may keep the rest. They cannot purchase metal armor.
Special Benefits: Medjay may track in the desert exactly as rangers normally do. In addition, medjay may barter or trade for closer to the precise value of their goods within their home tribe, and as long as they do not desert their tribesmen or acculturate to the city they receive a +2 reaction bonus when interacting with their tribe.
Special Hinderances: Medjay (like most desert folk) are uncomfortable in the great cities of Khewed. They have a -2 reaction penalty when interacting with city folk, and find trouble bartering or haggling with them.

Slave Driver
There are certain men who have no qualms about using others to do their dirty work. The easiest way to do this is to purchase and train slaves. Slave drivers send their men into combat to their death for money; they are most frequently employed as mercenaries by nobles or temples.
Requirements: Slave drivers can never be good.
Role: Slave drivers hire out their stables of slaves to complete important work in society. In ancient Khewed all public works were built and repaired by volunteer peasants at the order of the priest-king or Nesut-Bi’it. In modern Khewed, some of this work is taken by the cheap labor of slaves. Additionally, the forces of the cults and the princes are often supplemented by teams of slaves. Slave drivers are private slave-owners who hire out their wares.
Weapon Proficiencies: Slave drivers focus on non-lethal weapons and daggers; their choices include the whip, the scourge, the club, the bronze axe, the dagger, and the net.
Nonweapon Proficiencies:
Bonus Profs: heraldry, leadership
Equipment: Slave drivers begin play with regular warrior cash and also a single slave of average quality.
Special Benefits: Slave drivers get several special benefits. The first is that they may command a number of slaves equal to one half their level in combat; if they do this, they need not share xp equally with the slaves. Instead, their own xp allotment is halved and one half is distributed amongst their slaves who participated in the battle. They may also encourage slaves not to run; if a slave must make a morale check, the slave driver may choose to whip or scourge him to convince him to stay (or merely menace him with the whip). If this occurs, the morale check is rerolled and the slave driver makes an attack against the slave. He may choose to miss, dealing no damage. If he strikes the slave, he deals normal damage and the slave’s morale roll is modified by the amount of damage done. However, if he does more than 2 points of damage, the modifier is negative!
Special Hinderances: The slave driver must feed and house his slaves from his own income. If he maltreats his slaves too badly, he may be executed and his slaves made free men.

Priest Kits

Urban Priests
In addition to any other weapon proficiencies, urban priests receive a free proficiency in the scourge. All urban priests also receive the proficiency religion (cult) for free and reading/writing (Desert Khemri) for free.

Occulted Cleric of Aha’seb
The occulted clerics of Aha’seb are the servants of the god of magic and supply the secret rituals that keep the Breath of Gold flowing throughout the world. Aha’seb is pictured as a serpent-headed god with a cobra’s hood, breathing the flow of magic into the air; for this reason his priests all wear cobra-headed masks or long silvery hoods to represent the hood of a cobra.
Requirements: Intelligence 11
Role: The clerics of Aha’seb are secretive and clandestine. They support those princes and nobles who give money to the temple. This causes many to see them as a mercenary order but nothing could be farther from the truth. The clerics of Aha’seb follow the divine designs of their god, taking orders directly from the temple at Nebet.
Weapon Proficiencies: Clerics of Aha’seb may be trained in the mace, the sling, or the staff.
Nonweapon Proficiencies:
Bonus Profs: ancient history (Khewed), ancient languages (Archaic Khemri), spellcraft
Equipment: As per a normal cleric
Special Benefits: Clerics of Aha’seb may use magical items normally reserved for wizards. They may also perform the Ritual of Ablution for Hekau in order to ritually cleanse them. In addition, they are masters at dispelling magic and receive a +5 bonus to dispel any wizard spells when casting it. Finally, they are trained at seeing the unseen and can detect magic at will and detect invisibility once per day.
Special Hinderances: None
Spheres Allowed: Major; Astral, Divination, Protection, Necromantic Minor; Summoning, Wards

Mortuary Priest of Akhemet
The most high cult of Akhemet is the most powerful organization in Khewed. Mortuary Priests are extremely political potent and even the lowliest carries great respect in Khewedi society. The mortuary cult has displaced the ancient power of the Nesut-Bi’it and essentially rules Khewed through the influence it exerts on the local rulers.
Requirements: Wisdom 15
Role: The mortuary priesthood rules the Khemren people and controls Khewet from the city of Per-Medjed. It also governs the rituals of death and supports the massive industry of crypts and burial chambers on the far side of the Khetemesh and Wadi rivers. Mortuary priests may service one of the cults many temples, or they may be wandering mendicants bound to perform ritual duties in any city they come to pass. Either way, they are afforded a great deal of deference.
Akhemet, with his jackal-head, often decorates their predominantly black clothing.
Weapon Proficiencies: The Mortuary Priests may be proficient in the mace, the khopesh, and the flail.
Nonweapon Proficiencies:
Bonus Profs: etiquette, heraldry
Special Benefits: When turning undead, mortuary priests may choose to either destroy them (instead of turning) or control them at their will. In addition, the undead suffer a -2 penalty to strike mortuary priests and will be very averse to doing so.
Special Hinderances: None
Spheres Allowed: Major; Combat, Guardian, Necromantic (reversed and normal), Healing Minor; Sun, Weather, Protection

Desert Priests

Speaker to Spirits

Rogue Kits

The boat-people are those who make their living fishing or otherwise operating watercraft on one of Khewed’s three life-giving rivers or along her rocky coasts. They are considered to be a lesser class of folk by most Khewedi, though the clerics insist they are close to the waters of the beginning of the world.
Requirements: Membership of a boatman family.
Role: The boatmen make all transport and fishing possible in Khewed. These are not the powerful merchants that operate ships sailing to Ninfa or Ishtria but the little craft that ply the rivers and waters. Most internal trade in Khewed is up or down one of the three great rivers, and thus boatmen are positioned to be at the heart of trade there. They are thought of as a lot of thieves and pirates by many nobles, but have proved important in the schemes of Khewedi politics time and time again.
Weapon Proficiencies: Boatmen may be proficient with any weapon, unlike most rogues.
Nonweapon Proficiencies:
Bonus Profs: swimming, seamanship
Equipment: As per a rogue
Special Benefits: The boatmen are a tight-knit group and each family wears distinguishing facial tattoos to mark them out amongst their mates. Other boatmen will generally come to the defense of one of their own, regardless of his family ties.
Special Hinderances: Boatmen are generally frowned upon in polite society and receive a -1 reaction penalty when in the company of urban NPCs.


Poisoners are adept at crafting and administering the poisons brewed in Khewed. They are a key component of politics in the three lands. They often wear a public face of propriety, masquerading as wealthy merchants, minor nobles, or clerics.
Requirements: Dex 14, Charisma 16
Role: Poisoners are elite assassins who carry out their work quickly and with a minimum of fuss. They are necessary to the operation of society and every noble house or temple assumes that there are Poisoners who have secreted themselves amongst their ranks. For this reason, many take precautions against them.
In public life, many poisoners use a disguise to make them appear to be a different build, hair color, or other such affectations. This allows them to disappear into their assumed life.
Weapon Proficiencies: Poisoners prefer silence, stealth, and speed. For this reason they may only be proficient in daggers, slings, and saps or blackjacks.
Nonweapon Proficiencies:
Bonus Profs: heraldry, disguise
Equipment: Poisoners begin play with the starting money of a thief as well as a small supply of Type F poison – enough to administer to one person or to coat a blade for one hour.
Special Benefits: Poisoners may brew potions as assassins. Their find/remove traps skill, their open locks skill, and their pick pockets skill all begin at 0%. However, their Move Silently and Hide in Shadows skills begin at 30% and 20% respectively. For all this, their most potent power is that of having an assumed identity. Shem the Water Merchant may also be Shem the Poisoner, a horrifying prospect. Poisoners must spend profligate amounts of money to create and establish an assumed identity of any potency; they generally begin play with a low class assumed identity which they will most likely shed over the course of a campaign. Acquiring a higher class assumed identity is possible (and desirable).
They may emulate (but not actually perform) many class abilities with this power as long as it is a non-magical ability and reinforces their false identity. This includes emulating commonly used skills that they may reasonably be assumed to have. However, each emulation of a class ability or non-possessed skill must be checked against Cha -4; if the check fails, the limits of their knowledge become apparent.
Special Hinderances: Once a poisoner is exposed in any given city, their ability to assume a new identity there is destroyed, as is whatever previous identity they may have had.




Wizard Kits

Amulet Maker
Amulet makers are minor wizards much like scorpion charmers. They are looked down on by the scholarly caste, clerics, and real wizards alike. However, the common folk often buy charms from these masters of spirit-lore.
Requirements: Wisdom 12
Role: Amulet makers are not wizards in the same sense as Hekau are. They do not study spells or enact rituals to call forth magic from the Golden Breath. Instead, they focus on the creation of small magical items and potions which they can either sell or use themselves.
Amulet makers may sell their amulets to the common folk and serve as a local wise-man. They may also reside in noble households and make amulets for the powerful. Many temples often keep amulet makers on hand to equip their servants and clerics with powerful magical items.
Weapon Proficiencies: Since it is needed to make their charms, a dagger is always kept on hand as a free proficiency slot.
Nonweapon Proficiencies:
Bonus Profs: reading/writing (Desert Khewed), pottery
Special Benefits: Amulet makers may create amulets imbued with magical powers. Amulets can take any form, but are often simple seals worn around the neck, ankles, or wrists. The simplest amulets an amulet maker may craft are those that sold to common folk. These cost only 5 copper to manufacture in addition to whatever material it is made of (most often clay, formed by the wizard himself). They may have one of the following effects:
Protection Against Magic: +1 to saves vs. spell
Luck: +1 to saves vs. Breath Weapon
Strong-mind: +1 to saves vs. Petrification
Safety: +1 to saves vs. Rod
Ka: +1 to saves vs. Death

In addition to these simple amulets, Amulet Makers may also create amulets capable of storing wizard spells. While Amulet Makers must learn spells and keep them recorded on papyri, they cannot themselves use magic. Instead, they imbue their amulets with the ability to replicate the power of a spell. These amulets may be used many times, however they are prone to breaking from the strain of the magic contained within. Additionally, each additional time in a 24 hour period that they are used increases this strain. The following chart shows the spell storage capacity of various materials and the costs associated with producing a working amulet of those materials.

Amulet Material Cost Storage Failure Chance
Clay 5 copper 1 25/40
Bone 10 copper 1 25/25
Stone 10 silver 1 15/10
Copper 1 gold 2 15/25
Bronze 2 gold 2 15/10
Brass 10 gold 2 10/10
Iron 20 gold 3 15/25
Steel 20 gold 3 15/10
Silver 100 gold 3 10/10
Silver and Gold 500 gold 4 15/25
Gold 1000 gold 4 15/15
Gemstone 5,000 gold 5 10/10
Gemstone 8,000 gold 6 -10%/10
Composite 15,000 gold 7 -20%/10
Masterwork 40,000 gold 8 -40%/10

Add +10% failure chance for offensive spells
Add +5% failure chance per spell level
Add +/day% failure chance for every use within 24 hours

Amulet makers may also make magical items as any wizard of the appropriate level. They do not need to use a permanency spell, and any spell they have stored in their memory qualifies as one “being cast” for the purposes of making a magical item.
Special Hinderances: Cannot cast spells as normal wizards.


Purity Rating
8 Perfect Purity all three effects
6 Highly Pure all spells cast at max effect
4 Very Pure +1 bonus to effective level
2 Somewhat Pure +1 bonus to duration, damage, -1 penalty to saves
0 Impure (average) spells cast normally
-2 More Impure -1 penalty to duration, damage, +1 bonus to saves
-4 Very Impure -1 bonus to effective level
-6 Highly Impure all spells cast at minimum effect
-7 Major Impurity all previous three effects
-8 Useless no spellcasting

Sleep: Immediately after sleeping, the Hekau’s purity rating drops by two levels. Purity returns at a rate of 1 level for every four hours. Every eight hour period following this without sleeping increases purity by 1 level (max level 7).

Eating: Immediately after consuming food, the Hekau’s purity rating drops by one level. This may be increased by the DM depending on how much food the Hekau has consumed. Purity returns at a rate of 1 level for every four hours. Every four hour period spent without eating after that adds 1 level purity (max level 6).

Ablution: The Hekau may pay 500 gold multiplied by his next purity level and that number of hours to positively increase his purity. This expenditure purchases time and materials in a sacred temple to perform the rites necessary to purify his body. Negatives are considered positives for the purposes of ablution. To achieve level 0, the wizard need only pay 250 gold and spend 30 minutes in ritual.

Sexual Impurity: Immediately after performing any kind of sexual activity, the Hekau’s purity level drops by three levels.

Contact with Corruption: Being exposed to corrupted food, flesh, or other rotting things will reduce the Hekau’s purity. These objects must touch the Hekau physically without intervening substances (ie, the Hekau may wear gloves to handle the dead). Each individual contact reduces the Hekau’s purity rating by one.

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Book of Egyptian Adventures

Abridged History of the 10th Age Idabrius