TSR Caravans Basic Information Author(s) Rick Swan Editor(s) C. Terry Dezra For the purposes of this wiki only, the current date for Al-Qadim products is. Caravans (AD&D Fantasy Roleplaying, Al-Qadim) [Rick Swan] on * FREE* shipping on qualifying offers. AD&D Fantasy Roleplaying, Al-Qadim. Caravans (Al-Qadim) Caravans is an accessory for the second edition of the Advanced Dungeons & Dragons fantasy role-playing game, published in
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Sell us your stuff? Each tale is told by Scheherazade, a beautiful young woman who reveals them night after night to a murderous king. After a thousand and one nights have passed, she wins his heart with her stories and her life is spared.
The tales la the Arabian Nights stand among the world’s greatest works of fantasy literature. Yet this genre has been virtually untapped by the designers of fantasy games Like Scheherazade’s caaravans, the Al-Qadim campaign blends the real with the imagined, the natural with the supernatural, creating a unique new realm of fantasy.
You are about to discover an exotic realm inspired by the tales of Sinbad, Ali Baba, and other classics from the Arabian Nights. TSR had been guilty of recycling overlays in the past re-using the Forgotten Realms “grey box” Campaign set overlay in the Kara-Tur set for example. The creatures in the MC sheets: Visit spired cities, lush oases, and mysterious isles set in glittering seas.
NEW Sealed Advanced Dungeons & Dragons Al-Qadim Caravans Campaign TSR RPG AD&D | eBay
Meet sultans and sheikhs. See genies and giants. Discover a trove of new magical treasures! Wheter your character starts from the compatible Forgotten Realms game setting or begins the journey elsewhere, caravzns box contains everything a bold adventurer needs to explore the exotic AL-QADIM campaign world. It is the religious and political center of Zakhara and, say its inhabitants, the most beautiful city in the entire world. But beneath the beauty lies mystery, for the court of the Grand Caliph is as full of intrigue as the Grand Bazaar is full of adventures waiting to happen.
Come, explore the delights and dangers of Huzuz the Golden, heart of sadim Al-Qadim campaign world. Unravel the mysteries of elemental mages, who bend flame and sand to their will! This magical tome holds a wealth of new information about Zakhara’s exotic wizards and their dazzling enchantments.
Within you’ll find new kits, caracans clockwork mages to spellslayers. Here too are new spells and proficiencies, plus clandestine and nefarious societies – exposed at last! These kits work best as Qdaim, because most of them don’t use normal spellcasting rules, but new variations which take days, months, or even years of setup. Examples include the Mechanician, who places his spells inside clockwork automatons, or the Spellweaver, who weaves them into tapestries.
They are interesting ideas, and DMs will probably want to use them in their game as soon as they can write them up. But it’s hard to imagine a player getting excited about them. Sha’irs are not forgotten, though. There’s a large section of the book about details of the sha’ir’s gen, and a list of rituals the Sha’ir can undergo to make his gen more powerful.
This list is not all-inclusive — it encourages the player and DM to make up their own ritual if they wish to improve the Gen in a way not listed in the book. At the end of the book is a list of new spells for Al Qadim xaravans. New spells are usually interesting, this being qqadim exception. Angry genies seethe in magically-sealed bottles.
Gigantic birds of prey roost atop unscalable mountain peaks. Sea serpents twist and sliter beneath blue waves. Alongside a world of stunning beauty and idyllic leisure exits a harsh realm of legendary beasts and monsters. Detailed backgrounds, perilous locations, and wondrous NPCs populate the enchanted seas. Player characters will discover wildly different adventures as they sail from place to place. The MC sheets are: The slayers qadlm out the orders of their Grandfather assassin, never questioning his wisdom or direction.
Assassin Mountain is the DM’s guide to the secrets and objectives of the assassins. Captured inside this Sourcebox, you’ll find new information about the holy slayers of Zakhara, from their methods, tools, qwdim secret caravams to the means used to ensure the silence of their members.
The adventures within pit the player characters against the cagavans of the Everlasting, one of the most powerful and influential sects in Zakhara. The web of deceit and terror spun by the Everlasting weaves its way into the city of Liham, entangling the PCs and leading them to the perils of the assassins’ stronghold.
Recommended for use with the Arabian Adventures rulebook. Seems to me it should go on the Campaign Book “page caragans guide describing Muluk” as the promo text says on the back of the box.
caravzns The TSR coding isn’t much help And the Ql of brave adventurers is to travel the wide realms, vanquishing the unrighteous and protecting the meek. A Dozen and One Adventures leads the characters from bustling Muluk, City of Kings, to the mysterious citadel of flame, and many points between. They may meet the king who never died, the fish-people of the Great Sea, and other wonder too amazing to mention. This adventure sourcebox contains a page booklet of 13 adventures, a sadim campaign guide describing Muluk, the northern lands, and several qaadim magical items, a poster map of Muluk and Krak caeavans, six map cards, and four Monstrous Compendium insert pages featuring NPCs.
From the Citadel of Ice and Steel to the Great Dismal Delve, the works of geniekind are as wondrous as they are magnificent. Tour the City of Brass, from its golden towers to its brazen streets, foil the evil yak men and their dao servants, travel on the desert whirlwinds of the jann. Learn the legends and secres history of the genies, their cities, their foibles, and their feuds. Buried but not destroyed, their legacy lives on, shrouded by the tangled jungle and by time itself.
With Ruined Kingdomsbold explorers can at last lift the veil of oblivion and unravel the mysteries of a dark and sinister past. Adventurers face yak-men, genies, and giants, and unearth artifacts of awesome magical power. But is it bravery to breach the tombs of Zakhara’s ancients and risk the ire of vengeful spirits, or is it greed?
Fate knows the answer and will guide all to their destinies among the Cities of Bone! I see your eye is as keen as the eagle and your mind as sharp as my jambiya, for you hold in your hand a great treasure. This box contains everything needed to launch an epic adventure featuring corsairs and mamluks: Meet the beautiful and notorious Jayani al-Jasir, called by some the Queen of Pirates.
Face untold perils to fetch the wondrous waters of the River of Gold. Save Hawa’s people from the horrible Soultaker, and much, much more. Treachery awaits at the hands of those you trust most! Now the mysteries of the High Desert are revealed! Caravans takes player characters into Zakhara’s greatest sea of sand to face its most treacherous denizens.
Heroes match wits with djinn and ins alike – and fulfill a lover’s obligation more than a half-century old. Genie Noble Efreeti and Ghuls. 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 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.
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