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[Actual Play] D&D - The Caliphate of Darkness

Started by jgants, November 21, 2014, 02:57:53 PM

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jgants

*** Campaign Background and Rules Discussion ***

This is the thread for my new D&D campaign - Caliphate of Darkness. After my somewhat of a mess of attempting a Traveller campaign (I just can't run sci-fi well), I'm going back to basics with a D&D campaign.

The rules we're using are more or less AD&D 2e mixed with some pieces of D&D 5e (I liked the streamlined approaches of parts of 5e - proficiencies and backgrounds in particular - but hate both bounded accuracy and the whole "everybody has lots o' powers" aspects). For the record, I did try playing 5e before I decided it wasn't for me.

This will be the third time I'm written my own version of D&D rules to use so I'm pretty used to it, though it always takes longer to type up the rule book than I think. Previously, I used a heavily modified version of B/X D&D for my D&D Bronze Age campaign as well as using a mix of OD&D with B/X D&D for some one shots (which I referred to as D&D Classic).

For this campaign, I wanted to use the Al-Qadim setting so I started with the AD&D 2e rules and the appropriate changes from the setting itself.

That said, I wanted something that was more flavored and less open than the standard setting (D&D settings all too often feel like a simple reskin).

I'm using the standard ability scores with 4d6 drop 1 for generating. I do use the whole proficiency bonus concept from 5, except for combat rolls (which use a BAB concept by class).

Available races are human, elf, dwarf, halfling, gnome, goblin, or orc. Each race must choose one of the four cultures (Al-Hadar, Al-Badia, Barbarian, or Outlander) - in Al-Qadim, individual races have no culture themselves.

I include both backgrounds (most very similar to 5e) and classes, but classes are restricted to the main four (which I've renamed Warrior, Sorcerer, Priest, and Rogue). I use 5e style skill proficiencies.

My warriors use 1e style combat dominance along with 2e weapon specialization and fighting style proficiencies. Rogues are close to AD&D, but with 5e proficiency mastery. Sorcerers are Al-Qadim style (pick two elemental provinces) and use a selection of AD&D 2e spells. Priests work similar to AD&D (also using a selection of 2e spells), but I've made the setting monotheistic with the three sects (moralist, ethicist, and pragmatist) being different views of the faith of the same god. Priests get one bonus power by sect (kind of like 5e).

As with D&D Bronze Age, I dropped the concept of alignment (I really hate D&D alignment). I replaced it with a focus on religion / ethos.

Weapons and armor are closer to B/X in breadth, and further restricted for a more historical accuracy to the time of the initial crusades (no two-handed swords or longbows, for example). Crossbows and arming swords are exotic weapons only used by outlanders (the faithful stick with short bows and scimitars). Armor ends at chain mail, which is essentially impractical in the setting.


Setting-wise, I'm more or less using Al-Qadim out of the box with the rather large change of religion. The faith of the people of Al-Qadim is a mix of fantasy and actual religions and not intended to portray any particular religion; but, I did want to use a monotheistic society to play up the concept of the different sects (I really don't think the pantheistic religions in the TSR setting make sense with the rest of the setting).

The outlanders (from the 1e version of the Forgotten Realms) are still pantheistic. This was another contrast I wanted to paint.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

*** Session 01 - Cast of Characters ***

M'Balz Al-Badassi: A human rogue from the city. M'Balz is the member of a noble family with political connections, but is bored with his wealthy lifestyle and instead performs as a masked scoundrel for hire know as Al-Caliph.

Gra'bir Boubi: A human warrior from the desert tribe of the Wah'na Poq-yah tribe of the Haunted Lands. A superb hunter, Gra'bir has come to the city of Huzaz to look for a quest to prove himself a great warrior.

Adanband: An elf scholar and sorcerer from the city of Huzaz.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

*** Session 1 - Scene 1 (of 10) ***

The tale begins in Huzaz, City of Delights, where a trio of companions look for an opportunity for adventure in Zakhara, the Land of Fate.

New to the city, Gra'bir suggests they begin at the trade harbor in the warehouse district. M'Balz, a lifelong native, agrees that many opportunities can be found there.

The harbor is busy as always, with many ships coming and going. Looking around, they spot a small crowd forming around an entertainer singing a very terrible song about mining diamonds. The crowd is clearly getting angry.

M'Balz recognizes him as Tobuscus Al-Tunar, a local half-wit who always has terrible songs and comedy routines and is frequently run off by crowds with rotten vegetables.

A dwarf near M'Balz suggests they stone Tobuscus, as his songs are so bad as to be an affront to the Loregiver. He asks M'Balz if he has heard the song the man sings about wheels.

M'Balz ignores the question and instead pulls Gra'bir aside. He suggests they may need to step in before the fool is stoned to death. Gra'bir agrees, saying a man of his talent should not be treated so.

Adanband agrees as well, saying just because a man has bad songs does not mean he should be stoned to death. He suggests they pull him away from the crowd until the simpleton can think of something else to sing about or finds another line of work.

An old man nearby overhears the comment and thanks the men. He says he was always fond of Tobuscus' classic "Don't whip me, Brother!" comedy routine (about a young man set upon by the Mamluk peacekeepers).

M'Balz leads the men to push through the crowd and form a protective semi-circle around Tobuscus. He suggests to the entertainer he take his act elsewhere before something unpleasant happens.

Tobuscus is clearly oblivious to the hatred he is generating. He protests the idea to move, saying everyone loves his music. M'Balz doesn't disagree, but tells him he is in the wrong area for his time of performance.

Convinced by M'Balz, he offers to sing his songs as they leave. M'Balz doesn't argue against it, saying it is OK as long as they leave before the stones begin flying.

The loud and obnoxious voice of Tobuscus can be heard even over a nearby merchant selling recreational wagons. M'Balz can take no more after a moment and grabs the man's zither and smashes it on the ground. He then apologizes to Tobscus, saying he slipped.

Tobuscus is aghast at the loss of his instrument, asking how he will make his money. M'Balz asks him how much he was making before. He says he would get two, even three bits a day for his songs, though usually to encourage him to spread his music to other areas.

M'Balz asks him how much he made so far this day. Tobuscus responds he has only one bit that someone tried to throw at his eye. M'Balz points out that, coincidentally, one bit is the fee for their protection services.

Tobuscus isn't sure about giving away his only money. He offers to sing a song or perform one of his comedy routines for the group instead.

Rather than endure a horrific song or comedy routine, M'Balz offers to trade for information instead. He asks for news on the docks, particularly on shipments coming in and smuggling.

Tobuscus relates his knowledge of a lizardwoman smuggler named Daria who sailed into the harbor that morning. He tells of the song he sang to her about her shiny scales and swinging his diamond sword. M'Balz asks how the lady liked the song. Tobuscus explains she spit on him, saying he was originally worried it was some kind of venom but turned out to be pear juice.

M'Balz wants Tobuscus to lead them to the lizardwoman. He seems happy about the idea, saying he can think up another song to sing. He notes he has one about zombies they may not have heard.

Gra'bir wonders about the wisdom of bringing the man back to the docks, but M'Balz says that lacking his instrument, everything should be fine. Gra'bir isn't so sure, saying the man isn't very deterred by the loss of his zither.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

*** Session 1 - Scene 2 (of 10) ***

The four men head back to the docks, where M'Balz plans to offer their services to the lizardwoman for security. Gra'bir isn't so sure about serving a smuggler, but M'Balz explains that a smuggler is just another term for a merchant trying to avoid excess fees.

Gra'bir is swayed by the argument, saying he never thought of it that way. Adanband agrees as well. M'Balz says that is one of the reasons they have banded together, so he can help them see things in new ways.

They find that the crowd on the docks has dispersed and business is back to normal. Tobuscus leads the men over to Daria's ship.

M'Balz thanks the simpleton, but Tobuscus still wants payment for his lost zither. Thinking quickly, M'Balz points to behind the man, saying to look over there. Tobuscus, Adanband, and Gra'bir all look over. Taking the opportunity, M'Balz shoves Tobuscus into the harbor.

When the others turn back at the sound of the splash, he explains the entertainer has fallen into the water.

Gra'bir wonders if they need to save him again. M'Balz laments his lack of ability as a strong swimmer. Gra'bir likewise notes he grew up in the desert.

Adanband decides to dive in to save the fool. Although a strong man, Adanband has difficulty getting deep quickly in the murky water.

Eventually he spots Tobuscus. The entertainer appears to have been grabbed by one of the underwater lacedon ghouls who feed on the dead men thrown into the harbor.

Thinking quickly, the elf goes down to the surface, grabs Tobuscus, and attempts to push off from the ground to free him from the ghoul. But the lacedon is strong, and Adanband can't get the man away.

Abanband keeps trying, but the ghoul claws at him with his free arm. Luckily, the sorcerer resists the paralyzing touch of the lacedon.

After trying again but still failing to pull Tobuscus away, Adanband begins running out of air and has to abandon the fool in order to get back to the surface.

Back on the surface, Gra'bir and M'Balz see Adanband emerge from the water half out of breath. M'Balz lowers a rope down to him. Adanband explains about the lacedon down below, which M'Balz says is reason enough to get out of the water.

Gra'bir notes that clearly Fate intended for the man to die that day, as he was extremely unlucky. M'Balz calls it a tragedy, calling Tobuscus a great artist. Adanband laments he never got to see the "don't whip me" performance.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

*** Session 1 - Scene 3 (of 10) ***

M'Balz suggests to the others that in memory of their friend Tobuscus, they should venture forth and offer their services to the lizardwoman. The others agree.

They head up the gangplank to her ship, finding it guarded by a rough-looking orc crewman. He asks what they want.

M'Balz introduces himself, dropping the name of his father along the way. He says they are there to offer their services to his leader. The orc confirms they are there to speak with Captain Daria, and then tells them to wait a moment.

Coming back after talking with someone inside the ship, he tells M'Balz that Daria will see them. He leads them inside, where a finely-dressed lizardwoman sits on large silk pillows. M'Balz notes to himself that she is not an unattractive woman.

Daria asks what the house of Al-Badassi wants with her. M'Balz flatters her with a tale of her exploits being known far and wide and how he and his companions wish to serve her. She casts a cynical eye at him, noting she pays well to make sure no one knows of her exploits.

M'Balz bombastically insists the Al-Badassi employs many informants to keep an eye on all sorts of clandestine activities. He asks if she knows of his father, whom he calls "The Great Badassi", but she says only that she knows of many of the noble families.

Daria wants M'Balz to get to the point of what he wants, since she doesn't see how a nobleman can be of much use to her. He explains he is a man of many strange talents, Gra'bir is a great warrior, and Adanband is a powerful sorcerer.

The captain makes a comment about the sorcerer being unable to use magic to dry off his soaked clothes. But she seems convinced enough to ask if M'Balz's "special talents" include being able to transport untaxed goods through the city undetected.

M'Balz laments the high taxes of the city, saying they make it difficult for merchants such as her to do business. He explains he has connections that could assist in this area.

Daria wants to know what M'Balz wants in return. He hints he is looking for gold. She offers them 10 dinar apiece for their services. M'Balz wants to know more about the cargo first. She says it is merely beverages, but M'Balz wants to see them.

She has the orc bring in a crate. He opens it to reveal bottles of moderate quality plum wine. M'Balz is disappointed that it is not something more valuable or exciting.

Nonetheless, M'Balz agrees to the deal. He tries to get further work by asking if she'll pay for information that could be useful as well. Daria says she might be willing to pay for something useful.

The two verbally spar for a moment, trying to feel each other out. Daria eventually asks if they know anything about an outlander named Geer. The group is unfamiliar with the name but M'Balz indicates he can obtain valuable information and will bring it back to her the next day, along with a letter clearing her of taxes on her wine shipment.

Daria seems pleased enough, informing them of where in the northwest district to deliver the wine and giving them the name of a kobold, named Qubad, they are to deliver to. She also warns them to look out for the Mamluk Captain Sargon, as he has heavy patrols in the area.

Wishing them that the Fates will guide them, she sends them on their way. She points out the location of the six crates of wine, noting she assumes they have some way of transporting it.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

*** Session 1 - Scene 4 (of 10) ***

After leaving the ship, the three discuss what to do next. M'Balz points out they will need a cart, the tax letter, and information about Geer. He offers to deal with the tax letter by going to see his father.

Gra'bir, unfamiliar with the city, offers to get the cart. Adanband is left to go find information about the man named Geer.

M'Balz heads back to his family's palace in the Court District. He finds his father, Mabad, at work at his desk. He greets the old man warmly, but Mabad is clearly wary of his black sheep son. He wants to know what he wants.

M'Balz attempts to flatter his father, but the Mabad tells him he is not so easily plied by his son's golden tongue as others are. As M'Balz continues his flattery, Mabad wants to know what he has done, asking if his son has brought more shame upon their house.

Ignoring his father's criticism, M'Balz explains that he has taken his father's advice and is making an investment. Skeptical, Mabad asks what kind of investment he has in mind. He tells his father the investment is in fine wine, though the older man remains doubtful he knows what he's talking about.

M'Balz goes on to talk about the heavy use of fine wine in the city, citing his father's own consumption. Mabad prefers to phrase his wine intake as an appropriate amount. M'Balz continues with his flattery, commenting on the fitness of his father.

Continuing on with his tale, M'Balz explains he needs some assistance with a problem surrounding the taxes on the wine. Mabad narrows his eyes and suggests M'Balz is talking about becoming a smuggler. M'Balz says he considers that a harsh word, and says the "investment" in the wine will lead him on the straight path to becoming a merchant, as his father wants.

Mabad sighs, saying that it is more likely this will land M'Balz in front of a quadis to be judged. The old man begins to despair about his family honor if smuggling cheap wine to avoid taxes is the best they can do.

M'Balz insists the wine is "exotic" and will lead to more fine items being imported through the contact he is making. Mabad wants to know who the contact is, but M'Balz insists a merchant can't reveal his secrets, causing his father to scoff.

Mabad wants to know what his son wants. When M'Balz explains he needs a greatly reduced tax rate, even no taxes. Mabad tells him that would require a favor for the Grand Vizier herself, Alyana Al-Azzazi.

M'Balz wonders what he could do for the vizier. Mabad thinks for a minute, chuckling. He tells his son he knows what would win her favor then asks if he's heard about the missing gnomes. Several gnomes from the Sma'ruf clan in the farmlands outside the city has gone missing lately.

According to rumor, the gnomes were abducted by a mad sorcerer who lives several miles northeast of the city. His name is given by Mabad as Gar, or Gar Ghul'mal.

M'Balz agrees he will need to put a stop to that, as their "fine gnome friends" are an important part of the city. He agrees to handle it immediately. Mabad, believing M'Balz will not be able to fulfill his part of the bargain, condescendingly tells him he will be sure to get him a writ preventing taxes on his wine just as soon as he stops the evil sorcerer who is kidnapping the gnomes.

M'Balz attempts to get the writ upfront, but his father refuses. Mabad bids his son to leave, and return when he has vanquished the sorcerer.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

*** Session 1 - Scene 5 (of 10) ***

Meanwhile, across town, Gra'bir heads to the Grand Bazaar in the Merchant's District. He looks for a horse and cart that aren't being used he could borrow.

Finding one, he begins to untie the horse when he is accosted by an angry merchant who accuses him as a thief.

Gra'bir promises the man he is borrowing it for an honorable task and will return it in the morning. When the merchant refuses, Gra'bir is confused, as this would not be a concern among the people in his tribe.

When the merchant threatens to call over a Mamluk guardsman, Gra'bir attempts to calm the situation by offering to buy the draft horse and cart in exchange for his fine riding horse. The merchant looks over Gra'bir's tribe and agrees to sell his broken down nag of a horse and the cart with the wobbly wheel in exchange for the fine desert riding horse.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

*** Session 1 - Scene 6 (of 10) ***

In another part of town, Adanband looks for ways to find information about the man named Geer. Rather than ask anyone directly, Adanband slyly decides to walk around the harbor and just observe the area, looking for an opportunity to make a contact.

In addition to the usual activities around the bar, he comes across a quartet of people involved in some sort of dispute. Adanband moves in a little closer to see what is going on.

The four people are all outlanders. One is a sleazy, rake-looking fellow. Another is a scruffy thief-looking man. The third is a larger, more athletic man with an expression suggested he is somewhat dim-witted. The fourth is a slattern harlot.

As far as Adanband can tell, the men are all fighting over the girl. She appears to be enjoying, and encouraging, the fighting. From the discussion, the elf picks up that her name is Rory.

He decides to approach the group and begs their pardon. He asks what the fighting is about, and offers to assist.

The large, dumb-looking man gives his name as Dean. He says the girl belongs to him, as she was pledged to him by her mother and he took her maidenhood.

The scruffy thief gives his name as Jess. He says the girl belongs to him, as he stole her away from Dean and made him a cuckold.

The sleazy rake gives his name as Logan. He says the girl should truly belong with him, as no woman can resist his charms.

All throughout this, the girl Rory makes eyes at Adanband, hoping he will want to fight for her too. He tells the men he would like to assist them in coming to some sort of accord, though notes he cannot know how truthful they are being.

The elf then asks Rory what her story is. She says she is looking for a man powerful enough to tame her, saying that perhaps he will succeed where these three have failed.

Taking her slightly aside, he tells the harlot he may be able to help her situation, but asks what she can offer him. She tells him if he wins her affection she'll warm his bed. But Adanband is interested in something other than the communicable diseases she will no doubt infect him with; he tells her he is interested in information.

Rory asks what Abanband what he is looking for. He asks her to tell him what she knows about Geer. She initially describes him simply as "a real man". When Adanband prompts her further, she says she heard about him while working at the Golden Pleasure House.

According to Rory, Geer is a moneylender who comes down hard on those who can't pay. Geer is apparently a large, tough man who is forming a network of companions in the district. She then laments what she wouldn't give to be his woman.

Ignoring the whore's musings, Adanband asks if she can take him to Geer's hideout. She tells him she can, but only if he can defeat the other three to "win" her.

The elf looks around for anything else going on that could be a distraction. He also fails to see any Mamluk peacekeepers in the immediate area.

He tells the others that the woman can choose her own path, but that the harlot chooses none of them. Rory corrects him, saying she chooses whoever can defeat the others; she wants only the strongest man.

Dean claims he is the strongest physically of the four, as he is a mighty warrior. He starts to get out a large club while Jess starts to draw his dagger and Logan goes for his sword. Adanband tries to keep everyone calm and gets them to put down their weapons.

Instead, he convinces them to go over to a nearby shaded area and sit for a minute to talk. As they get there, he casts a quick wall of fog spell to obscure the area. Grabbing Rory by the arm, he makes a run for it.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

*** Session 1 - Scene 7 (of 10) ***

Once they have evaded the other suitors, Adanband and Rory find themselves in an alley. She is a very forward woman, and mentions wanting to make it a memorable alley.

Adanband pushes her off of him, saying he wants to know more about Geer. Rory tells the elf if he pleasures her, she will tell him everything he wants to know. He agrees to the exchange.

After their brief tryst, Adanband wants to get down to business but Rory is busy trying to get him to agree to put him in his harem. He stays non-committal.

Eventually, he gets Rory to explain that Geer likes to make loans to people with assets who can't pay him back. Then he seizes their property and beats them up or kills them if they try to resist. She describes the operation as unsophisticated, but effective.

Rory gives Adanband the location of Geer's front in the Northwest District. She asks why he is looking for Geer, but the sorcerer is vague in his response.

The harlot then wants Adanband to take her back to his home, calling it "our home". Not wanting his honor besmirched by having her seen at his home, he tells her he has other things to do first, and decides to take her back to the rendezvous point at M'Balz's palace.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

*** Session 1 - Scene 8 (of 10) ***

Sometime later, M'Balz is relaxing at his palace when Gra'bir arrives with a broken-down nag. Just after, he spots Adanband with his broken-down hag.

Gra'bir happily announces he has secured a trusty steed for their operation. M'Balz notes to himself that Adanband has brought something else they can ride, but out loud thanks Gra'bir and asks Adanband who his companion is, incredulously asking if it is Geer.

Adanband introduces Rory, saying she is someone he has obtained to provide them with information about Geer. She comments on the wealth of M'Balz. He agrees he is wealthy, sardonically noting he even employs a doctor.

Still flirting with the nobleman, Rory asks him if he will make her his first wife. He is more interested in the scabs she has around her mouth, which she describes as "love scabs".

M'Balz immediately summons Altaf, one of the head servants. He tells the servant to send Rory to the doctor then get her out the back door. Altaf understands, agreeing it would not be good for his father to discover her.

Once the whore is gone, M'Balz has Adanband reveal what Rory told him about Geer. Gra'bir wonders why Geer is obtaining more men, but Adanband explains it is a common practice by gangs of organized criminals.

M'Balz also notes Adanband has horrible breath. He asks the elf if he ate a bad falafel, but instead Adanband suggests he may want to see M'Balz's doctor as well.

M'Balz asks what the elf had to do to get the information from Rory. He responds that he had to use his oral skills. M'Balz agrees the elf, like himself, has a golden tongue. Adanband notes he wants to keep it golden so he still wants to see the physician.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

*** Session 1 - Scene 9 (of 10) ***

While Adanband is off seeing the doctor and then to the baths, M'Balz explains to Gra'bir that his father will be happy to get them the writ of taxation in exchange for a minor favor.

Going on, M'Balz explains about the missing gnomes and the need to look for a man named Gar Ghul'mal. The rogue notes the man is also said to be a sorcerer.

Gra'bir nods in agreement. He says that M'Balz's father is very honorable, not only providing the writ but also looking out for those less fortunate than himself. M'Balz calls it the blessing and curse of his family – their deep hearts and ethical values.

When Adanband comes back, clean and with fresh clothes (as the doctor insisted he burn the others), M'Balz compliments him on his appearance and tells him about their mission with the sorcerer.

The three then head out the road out of town on the road to the Haunted Lands. Following the road along the farmlands, they keep an eye out for other travelers.

They spot one hauling his wares back into town on his ox cart. M'Balz greets the man, who responds in kind.

The man discusses needing to get his load into town to sell, that he might feed his eight children. M'Balz notes an honest man like himself has paid all his taxes. The man agrees. M'Balz introduces himself, with the man saying he does him honor.

But M'Balz continues, asking about the road toll. The man does not know of any road toll. M'Balz tells the man he is fortunate to have come across them, as a new toll has been added and failure to pay could result in his goods being confiscated.

The man is convinced M'Balz tells the truth. M'Balz goes on to say the toll is expensive, and will cost the man five dinar. The man says he has only three dirham, being a poor farmer.

M'Balz tells the man if he pays what he has and provides some information, M'Balz will take care of the problem for him. The man gives a thousand thanks for his help and wishes the Loregiver to shine down on him.

For the information, M'Balz wants the farmer to tell him about the sorcerer Gar. The farmer knows of the man, and points out the direction of his tower in the nearby hills. He notes that many gnomes and halflings have disappeared recently, saying dark magic is afoot.

Once he points out the direction and distance, M'Balz takes the man's money and scribbles a mark on his papers to avoid the taxes. As he leaves, Gra'bir tells M'Balz how good it was of him to help the man avoid the burden of the heavy taxes. M'Balz says it is his duty to the Loregiver and the fine people of the city.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

*** Session 1 - Scene 10 (of 10) ***

The three continue on to the hills. After some time, they spot the short, stone tower set into the hills off in the distance. M'Balz tries to get either Gra'bir or Adanband to scout out the area, but discovers he is the only one skilled in the art of doing so.

He moves in closer, but has a hard time finding good cover. Out of the corner of his eye, M'Balz sees some movement in the sky but it is gone when he turns. He gets a feeling he is being watched.

M'Balz moves in closer and gets behind some bushes. He can see the tower itself is old and crumbling, and the area is overgrown with vegetation.

The rogue waves in his companions, pointing out where he saw something. The two have a hard time deciphering the hand movements.

When they eventually figure it out, Gra'bir looks around in the sky but sees nothing. M'Balz proceeds to move in closer to the tower.

M'Balz catches a faint glint of a yellow eye in the darkness of the upper window of the tower, but it disappears quickly. He motions for the others to advance in.

When they get close, M'Balz moves towards the door of the tower. He walks up to it and knocks confidentially on the door. No one answers.

Checking the door over, M'Balz is fairly confident the door is safe from traps and sees no runes on it. He does notice it is in disrepair like the rest of the tower, nearly off one hinge.

Pushing it open, M'Balz sees the main level inside has a single room with a couple of workbenches. He points to Gra'bir and motions the warrior forward.

Gra'bir cautiously looks inside the doorway to look around. He notices a cauldron, workbenches with alchemical tools, and the scattered small bones of gnomes, some of which are partially ground in a large mortar and pestle. There are also two sets of circular stairs – one leading up and one leading down.

The warrior then hears a loud growl of a cat as a cat flies towards him from above. He manages to fend the beast off and launches an arrow in response, but it goes wide. Gra'bir can see the cat is large and brown, with large feathered wings as it disappears down the stairway leading to the dungeon.

M'Balz calls the beast an abomination, while Gra'bir notes he has heard tales of such a creature. The rogue then turns to Adanband, telling him that as this is the lair of a sorcerer, a sorcerer should be the first to enter.

Despite his better judgment, Adanband agrees. Gra'bir follows, with M'Balz taking up the rear. M'Balz has them pause to listen, but hears nothing.

M'Balz suggests they start by heading downstairs. As they head down, Adanband notices the basement is already lit with torches.

Rounding the corner, Adanband finds the dungeon to look like an abattoir with blood splattered everywhere. Just as he notices a workbench with a knife and cleaver sitting next to meat cut off of small, humanoid bones, he hears a man say, "Azrael, attack!"

The flying cat comes straight at Adanband as he hears the man casting a spell. One of the claws slashes into the sorcerer's face as the cat attaches himself to it.

Gra'bir pulls out his dagger to attack the cat attached to Adanband's face. The dagger slips, stabbing the sorcerer in the shoulder instead.

M'Balz can't see the action from around the bend of the stair wall, but hears it. He pushes his way past Gra'bir and Adanband, knocking the warrior down but Adanband manages to stumble into the room instead.

Inside the room is a middle-aged, hump-backed, balding sorcerer with bad teeth. He wears tattered black robes and red slippers. He touches M'Balz with a chilling touch, but the rogue manages to resist the spell. M'Balz responds by shoving his dagger into the sorcerer's eye, killing him instantly.

As Gra'bir picks himself off the ground, Adanband attempts to pull the cat off of his face. Failing, Azrael digs his claws in further. Adanband collapses in a pool of blood.

The cat prepares ready to fly / pounce on a new target. M'Balz acts quickly, stabbing the cat in mid-air. It falls to the ground, dead.

Gra'bir takes the opportunity to bandage up Adanband, getting him stabilized enough to take back to town to be treated.

Before heading out, the two search around the dungeon room. They find little except for Gar Ghul'mal's spellbook which M'Balz makes sure to take.

They then check the upper level of the tower, but find little except a straw bed. Under it, they find only fourteen bits, apparently all the money Gar had.

With that, they start back to town, with Gra'bir carrying the unconscious elf.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

*** Session 1 - Session Notes ***

Our first session actually happened over a month ago, I'm just slow at getting this thread started.

Right away, I can tell the game is working better than the last campaign and we're quickly finding a groove. The tone of the campaign is somewhat light-hearted, which works for the setting, and should involve a fair amount of adventure in the city (like this session and the next) combined with more traditional D&D wilderness and dungeon-type exploration (yet to come).

Obviously we started out with a couple of joke names for the characters (while "Adanband" was the result of a random elf name generator). But I rather like the characterizations of M'Balz (the very roguish black sheep noble) and Gra'bir (the naïve country boy).

I wanted to start the campaign in the city because city life is a huge part of the Al-Qadim setting. The PCs decided where they started and I went from there.

Tobuscus is named after the guy who does those YouTube videos and such. I'm not overly familiar with his work, but the M'Balz player's son loves them but he finds them obnoxious so this was something of an in joke. I learned just enough about Tobuscus' YouTube videos and background to make the jokes (such as my play on "Don't taze me bro").

The ghouls who feed at the harbor are part of the setting, so I made sure to make use of them when the situation came up with throwing him in the water.

The smuggler Daria was another planned encounter I had. My favorite part of gaming is presenting a group with a challenge they could solve in a variety of ways and seeing what they come up with. Asking daddy for a tax exemption was certainly not what I was expecting.

I rather enjoy role-playing Mabad, the exasperated father who is tired of his criminal son's shenanigans.

The evil sorcerer Gar Ghul'mal and the gnomes of the Sma'ruf clan was something I was inspired to by the fact that a flying cat is one of the monsters in Al-Qadim. Naturally the players immediately caught this joke as well.

Adanband's side story with Rory was something else I planned as another in-joke, this time for the M'Balz player's wife. She is a huge Gilmore Girls fan and reads my write-ups from the games, though never joins us. So I wanted her to have a surprise when she read this. She loved that I added it just for her, though is quite opposed to the artistic license I used with Rory's characterization. Like the Tobuscus joke, I have never seen an episode of Gilmore Girls and based the entirety of the jokes on what I could find on Wikipedia. The really funny part is that the Gra'bir player's wife was also a fan of the show, so he picked up on the references immediately during the game as well.

The mysterious Geer will have more plots to come - another of my planned encounters in the city.

Robbing the poor farmer on the road was straight out of our Cthulhbusters campaign. M'Balz could easily become Father Mulroney 2.0.

Gar Ghul'mal's tower, much like the Gargamel character he is based on, is really poor so I made sure his tower was small and dumpy. This isn't supposed to be a heroic mission so much as an errand that the important people didn't want to bother with.

Azrael nearly killing Adanband (and staying clutched to his face Garfield-style) was my favorite part of the session.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

*** Session 2 - Cast of Characters ***


 M'Balz Al-Badassi: A human rogue from the city. M'Balz is the member of a noble family with political connections, but is bored with his wealthy lifestyle and instead performs as a masked scoundrel for hire know as Al-Caliph.

 Gra'bir Boubi: A human warrior from the desert tribe of the Wah'na Poq-yah tribe of the Haunted Lands. A superb hunter, Gra'bir has come to the city of Huzaz to look for a quest to prove himself a great warrior.

 Adanband: An elf scholar and sorcerer from the city of Huzaz.

And introducing...

A mysterious dwarf with no name or memory (or clothes)
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

*** Session 2 - Scene 1 (of 9) ***

M'Balz and Gra'bir travel the long road back to Huzaz, with M'Balz carrying the unconscious body of Adanband. Halfway through their travels, they come upon a disheveled-looking dwarf in a loincloth wandering the road with a dazed expression.

Gra'bir tells M'Balz they should help the poor traveler, as it would be the right thing to do. Gra'bir is concerned for the well-being of the dwarf, particularly since he appears to be unable to pay the road tax.

M'Balz is initially less concerned about yet another peasant traveler. He mumbles something about the dwarf perhaps being hanged and suggests it may be the appropriate thing to do with beggars like this. He asks the dwarf who he is and what he is doing.

The dwarf responds that he is suffering from some sort of memory loss; he does not recall who he is or where he is. Gra'bir notes the poor dwarf is helpless, and implores his friend to assist the man.

As they talk, the dwarf mentions he was previously able to heal himself by touch. He offers to do so for the injured Adanband.

M'Balz hands his cloak over to the dwarf, telling him to clothe himself. He then agrees to let the man lay hands on the sorcerer.

The dwarf lays hands on Adanband, giving off a glow of light. The wounds on the elf begin to recover, and he becomes conscious.

M'Balz notes that the dwarf must be some kind of priest or healer. He offers to let the man join them back into town.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.