Dangerous Journeys Books in Order
Part ofGary Gygax Books in OrderSee the Dangerous Journeys books by Gary Gygax in order, with short summaries, series background, and a clear guide to where to begin.
Last updated: July 4, 2026
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Dangerous Journeys books in publication order
6 books
The Anubis Murders
by Gary Gygax
1989
When powerful sorcerers begin dying, Magister Setne Inhetep follows the trail from Aegypt to misty Avillonia. It is a fantasy murder mystery driven by old gods, rival wizards, and a mounting sense of menace.
Mythus
by Gary Gygax
1992
The core fantasy rulebook for Dangerous Journeys, Mythus lays out Gygax's later, denser take on roleplaying. It introduces the world of Aerth and a system built for detailed characters, magic, and long campaigns.
The Epic of Aerth
by Gary Gygax
1992
A setting book for Dangerous Journeys, this volume maps out Aerth, an alternate Earth shaped by legend, history, and sorcery. It gives referees cultures, geography, and hooks for globe-spanning fantasy campaigns.
The Necropolis
by Gary Gygax
1992
A deadly adventure set around an ancient city of the dead, this module sends heroes into tombs, traps, and old evils beneath desert sands. The mood is ominous, and survival is never guaranteed.
Death in Delhi
by Gary Gygax
1993
Setne Inhetep and the amazon warrior Rachelle travel to Delhi to recover the Maharajah's stolen crown jewels. Pirates, assassins, black magic, and court intrigue turn the search into a dangerous international mystery.
The Samarkand Solution
by Gary Gygax
1993
Magister Setne Inhetep stumbles into a murder by magic while visiting the city of On. The case widens into a conspiracy of priests, merchants, and sorcerers that could threaten the whole Triple Kingdom of Aegypt.
Dangerous Journeys books in chronological order

The Anubis Murders
by Gary Gygax
1989Dangerous Journeys, Book 1
Mythus
by Gary Gygax
1992Dangerous Journeys, Book 2
The Epic of Aerth
by Gary Gygax
1992Dangerous Journeys, Book 3
The Necropolis
by Gary Gygax
1992Dangerous Journeys, Book 4
The Samarkand Solution
by Gary Gygax
1993Dangerous Journeys, Book 5
Death in Delhi
by Gary Gygax
1993Dangerous Journeys, Book 6
Series background & context
Dangerous Journeys is Gary Gygax's big post-TSR attempt to build a new fantasy game and a new world around it. It is not just one novel sequence and not just one rulebook line either. It is a whole cluster of game texts, setting books, adventures, and fiction tied to the alternate world of Aerth, where history, myth, and sorcery all lean into each other.
Aerth is familiar on purpose. It looks a bit like our world, but turned sideways through legend.
At the center of the game line is Mythus, a detailed fantasy roleplaying system that gives you a sense of how Gygax's design thinking had evolved by the early 1990s. The terminology is different, the mechanics are denser, and the overall feel is more elaborate than early D&D. It asks more from the reader, but it also promises a lot of texture in return.
The Epic of Aerth then opens that world up. Instead of giving you a generic fantasy continent, it presents a myth-soaked alternate Earth with its own cultures, geography, magic, and political tensions. You get the sense of a setting designed for long campaigns, one where travel, religion, scholarship, and old secrets matter just as much as combat. The world feels big, and it likes being big.
The fiction side shows a slightly different doorway into the same imagination. In The Anubis Murders, The Samarkand Solution, and Death in Delhi, Gygax follows Magister Setne Inhetep, a philosopher-wizard and investigator in the service of the Pharaoh, along with his companion Rachelle. These books are part fantasy, part occult mystery, and part travel adventure. Instead of a wandering barbarian or farmboy hero, you get a capable mind at work in a world full of magick, murder, court politics, and old gods.
Then there is The Necropolis, which pushes the setting back toward high-stakes adventure. Here the mood turns darker and deadlier. Tombs, desert ruins, cursed history, and ancient powers move to the front. If the Setne novels show Aerth through investigation, The Necropolis shows it through fear, exploration, and the slow realization that some places were not meant to be entered lightly.
That mix is really the key to Dangerous Journeys. It is broader, stranger, and more baroque than Gygax's early work. The tone can swing from detective fiction to sword and sorcery to near-mythic campaign material, sometimes in the same overall setting. Readers who enjoy clean, stripped-down fantasy may find it a lot. Readers who like deep lore, alternate history, and a designer following his own interests wherever they lead will probably find plenty to dig into.
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