"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Showing posts with label Al-Qadim. Show all posts
Showing posts with label Al-Qadim. Show all posts

Friday, March 16, 2012

Al-Qadim Reunion, Inner Demons


This is a module I have never had the opportunity to run or lay through. I t was  apparently initially a three part GenCon tournament module. I will not give too  much away but the premise makes it easy to see it as a three part tournament  module. I am not sure how this would play out in a normal campaign type of  situation. I really see this being better served as a one shot adventure perhaps  to introduce the setting.

Published: 1998
Pages: 32

From the back cover:

Once, the Tribe of Altair roamed the sands, free as the great eagle on the wind.  Now, caged by an evil mage, these desert riders yearn for their lost freedom.  But Fate takes a hand as a noble djinn seeks to fulfill an ancient wish....

In this unusual three-part scenario, players first take the roles of the men of  the tribe, who stage a revolt after being enslaved in the Pit of the Laughing  Efreeti and then try to battle their way to freedom. In the second part, the PCs  are the women of the tribe, who must escape the evil flame mage's harem and use  all their wits to win free of a strange city. Finally, the children of the tribe  have to slip away from an evil temple before they can be sacrificed, which calls  for them to embark on a magic carpet ride that promises to be the adventure of  their lifetimes.

An AL-QADIM adventure for up to six characters.




Spell:

Inner Demons


Level: Fourth
Range: 9"
Duration: Instantaneous
Area of Effect: 1 Target/ 2 Levels
Components: V,S
Casting Time: 6 Segments
Saving Throw: None

When this spell is cast the magic user will cause each target to be confronted  with their "inner demons". These will take the form of some monster feared by  the target or lacking knowledge of that a monstrosity apparently from the lower  planes.

There is in reality no physical manifestation. The entity and the combat all  take place in the mind of the victim. Since the manifestation is taking the form  of something feared by the victim all attack and saving throw rolls will be made  at -2. The attacker will have the exact same stats as the target and access to  only the exact same spell, abilities or equipment though these will appear to be  in other forms perhaps. It is important to note that none of what happens in  this combat as far as damage or any spell/equipment use is real.

The outcome of the inner battle will determine the effect of the spell. If the  target defeats the inner demon then they will receive a boon of +2 to all attack  rolls and saving throws for the duration of the encounter with the caster. If  they fail to defeat the inner demons then they will receive a -2 and will have  their hit point total lowered by 25%. It is important to note that this spell  will affect an individual who has had it cast on them before regardless of the  previous outcome. They will simply be battling other inner demons.

Disclaimer: The spells that you will see, for how ever long the write ups last,  were all written up or conceived of back in the 80's so the terminology may not  appropriate for anything other than 1e and depending on how well I did back then  it may be slightly off for that as well. If there is any duplication of spells  that exist now it is most likely I wrote mine first :) Please feel free to  comment on them but try not to be too hard on me. If anyone wishes to use these  in anything they print please let me know in advance and all I ask is proper  credit.

Wednesday, March 14, 2012

Al-Qadim Arabian Adventures, Directed Fireball

The Al-Qadim campaign setting ranks fourth (maybe third) in my list of favorite  settings. The top two are Greyhawk and Mystara. I go back and forth or the next  two which are the Birthright setting and Al-Qadim. They are in a virtual tie and  I am not sure what would make it so I could make a decision one way or the  other.

I think the actual setting for Birthright I like more but it is the exotic  flavor of the Al-Qadim that brings it up into a tie. This setting as I have said  before appeals to me more than the Maztica setting for some reason, which for  the record comes in after Ravenloft but before the Forgotten Realms. Sometime I  will need to do a post breaking down the list with more details as to why they  fall where they do.

Growing up I remember reading stories from the Arabian Nights collection  somewhere and being fascinated with it. I am not sure if it was any more magical  than the Greek and Roman myths or even the Norse myths but the setting and names  were different than any I had read before. This fascination has always stuck  with me.


Published: 1992
Pages: 160

From the back cover:

Magic carpets, ghoulish vixens, genies rising from the sand in a whirlwind of  smoke and fire--such wonders, spun into tales by the fabled Scheherazade,  enchanted a king for a thousand and one nights.

The AL-QADIM(TM) campaign will enchant role-players for a thousand and one more.

You are about to discover an exotic realm inspired by the tales of Sinbad, Ali  Baba, and other classics from the Arabian Nights. The first in a series of  products, this volume features everything DMs and players need to launch the  AL-QADIM campaign:

- New rules for adventure, including desert survival, turning the hand of Fate,  and averting the mysterious power of the evil eye
- New roles to play: bold desert raiders, swashbuckling corsairs, clandestine  slayers, mystic clerics, wizards of fire, sorcerers who command the genies, and  more--over 20 roles in all!
- New proficiencies, from camel-riding to haggling at the bazaar
- New spells and a unique realm of magic, featuring the provinces of flame,  wind, sea, and sand
- An introduction to Zakhara, Land of Fate, a new setting for the AL-QADIM  campaign

Your flying carpet awaits; step aboard and let the magical journey begin.





Spell:

Directed Fireball


Level: Fourth
Range: 9" + 1" Level
Duration: Instantaneous
Area of Effect: 3" Sphere
Components: V,S,M
Casting Time: 4 Segments
Saving Throw: Halves

This spell allows the magic user to create a fireball effect without the full  area of effect affect. The spell will affect only targets in the area of effect  and not the environment.

The spell is similar in effect to a clerical Flame Strike but it will affect  every target in the area of effect. The caster has no ability to exclude a  target in the sphere even if desired. The spell will do the same damage as a  traditional Fireball spell.

The material component of this spell is the same as the third level Fireball  spell. That being bat guano and sulfur but for this spell there will be a  number of small balls as opposed to the single ball for the lower level spell.

Disclaimer: The spells that you will see, for how ever long the write ups last,  were all written up or conceived of back in the 80's so the terminology may not  appropriate for anything other than 1e and depending on how well I did back then  it may be slightly off for that as well. If there is any duplication of spells  that exist now it is most likely I wrote mine first :) Please feel free to  comment on them but try not to be too hard on me. If anyone wishes to use these  in anything they print please let me know in advance and all I ask is proper  credit.

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