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Page 1: Fortunes and Fates - watermark.rpgnow.com · realm of Zakhara, the Land Fate of. May Fortune smile upon you, and may the hand of Fate be with you always. Travel Across The large maps

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Page 2: Fortunes and Fates - watermark.rpgnow.com · realm of Zakhara, the Land Fate of. May Fortune smile upon you, and may the hand of Fate be with you always. Travel Across The large maps

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Page 3: Fortunes and Fates - watermark.rpgnow.com · realm of Zakhara, the Land Fate of. May Fortune smile upon you, and may the hand of Fate be with you always. Travel Across The large maps

fortunes

Designed by Jeff GrubbEdited by Karen Boomgarden

Cover art by Henry MayoInterior art by Karl Waller

Cover layout by Dee BarnettCoordination, interior layout by Andria Hayday

Production by John KnechtSpecial thanks to Jon Pickens, David Wise

TSR, Inc.POB 756

Lake GenevaWI53147

U.S.A.

TSR, Ltd.120 Church EndCherry HintonCambridge CB1 3LBUnited Kingdom

This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is

prohibited without the express written permission of TSR, Inc. Distributed to the book trade in the United States by Random House, Inc. and in Canada by Random House of

Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Distributed in the United Kingdom by Random Century Group and TSR, Ltd.

AD&D, ADVANCED DUNGEONS & DRAGONS, and FORGOTTEN REALMS are registered trademarks owned by TSR, Inc. AL-QADIM, KARA-TUR, MAZTICA,

DUNGEON MASTER, and the TSR logo are trademarks owned by TSR, Inc.

Copyright (C) 1992, TSR, Inc. All Rights Reserved. Printed in the United States of America.

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Page 4: Fortunes and Fates - watermark.rpgnow.com · realm of Zakhara, the Land Fate of. May Fortune smile upon you, and may the hand of Fate be with you always. Travel Across The large maps

Contents1titroi>MCtiow. fTravel Across Zakhara, 5

Chapter 1: High-level Characters, 7Fighters, 7Paladins, 10Rangers, 10Mages, 10Priests, 11Thieves, 13Bards, 13

Chapter 2: The Law, 14The Law and the PCs, 15Justice and the Law, 17

Chapter 3: Power Groups, 20Mamluks, 20Holy Slayer Fellowships, 24Mystic Groups, 29Elemental Brotherhoods, 31

Chapter 4: Secrets of Zakhara. 32Afyal, 32Ajayib, 33Dehliz, 33Fahhas, 33Gana, 34Hafayah, 35Halwa, 35Hawa, 35Hilm, 35Hiyal, 35Hudid, 36Huzuz, 36I'tiraf, 37Jumlat, 37Kadarasto, 38Liham, 38

Mahabba, 39Muluk, 39Qadib, 39Qudra, 39Rog'osto, 40Sikak, 40Tajar, 40Talab, 41Umara, 41Utaqa, 41

Chapter s: Magical Items, 42Magical Weapons, 42Armor and Shields, 44Potions, 45Scrolls, 47Rings, 50Rods, Staves, and Wands, 51Miscellaneous Magic, 53

Appewbix A: Magical Item Tables. ?61. Magical Items, 56II. Weapons, 56III. Armor and Shields, 58IV. Potions and Oils, 58V. Scrolls, 59VI. Rings, 60VII. Rods, Staves, and Wands, 60VIII. Miscellaneous Magical Items, 61

Appcni>ix D: Characters in Shorthawl>, (

Tables:1: Cost Modifiers for Overland Movement, 62: Fighter's Followers, 7-103: Ranger's Followers, 114: Thief s Followers, 135: Chance of Conviction in Court

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Page 5: Fortunes and Fates - watermark.rpgnow.com · realm of Zakhara, the Land Fate of. May Fortune smile upon you, and may the hand of Fate be with you always. Travel Across The large maps

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Prepare for revelations, honored DUNGEON MASTER™. Withinthese pages lie many of the secrets of Zakhara, for your eyes only. Youwill find an explanation of the Law of the Loregiver, descriptions of

the various character class specifics (things unknown to the players and theirPCs), information about the fellowships of the holy slayers, and insights intoother power groups.

Herein also lie the mysterious magical items peculiar to the Land of Fate:their descriptions, purposes, and pertinent information. At the end of thisbook, you will find tables for discovering these items "by a twist of Fate." Youwill also find a guide to the abbreviations describing characters in this text.

Continue your journey, then, honored Dungeon Master, into the burningrealm of Zakhara, the Land of Fate. May Fortune smile upon you, and maythe hand of Fate be with you always.

Travel Across

The large maps in this boxed set lack the "standard" printed hex grid tofacilitate movement. Instead, a clear plastic overlay allows movement

on the maps.There are three poster maps in the AL-QADIM™ Land of Fate set. The

first depicts the entire civilized world from the Free Cities to the CrowdedSea and from the High Desert to the Isle of the Elephant. Beyond theseborders are madness, savagery, and death. The scale on this overview map is90 miles per inch, and on the overlay one small hex equals 18 miles. Theremaining two maps concentrate on the "heart" of the Land of Fate. Onthese maps, 1 inch equals 30 miles, such that one small hex on the overlayequals 6 miles.

When moving overland, characters have movement points equal to twicetheir movement rate, and their ability to move each mile is determined bythe cost of the terrain they are in. This cost is defined in the "Time and

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Page 6: Fortunes and Fates - watermark.rpgnow.com · realm of Zakhara, the Land Fate of. May Fortune smile upon you, and may the hand of Fate be with you always. Travel Across The large maps

Movement (Terrain Effects on Movement)" section ofthe Dungeon Master's Guide (see Chapter 14). Acomplete description of the Land of Fate maps and

their terrain is located in the Adventurer's Guide toZakhara. The movement modifiers for terrain featuresare shown below (see Table 1).

TABLE l:Cost Modifiers for Overland

Terrain/ConditionAnvilsBarrensBadlandsBrushland, scrubCaravan trailCliffCultivated LandDesert, barchan duneDesert, openDesert, seif duneDesert, star duneDesert, whaleback duneDuststorm, sandstormForest, deepForest, outlyingGrasslandHarrat (volcanic debris)HogbackJungle, deepJungle, outlyingKavir (salt/mud flat)

Movement

Modifierx3

242

-1*+31/2

43

3 or 2**43

x34213

+1864

Terrain/ConditionMangrove swampMountains, highMountains, lowMountains, mediumQuicksandVolcanic debris (harrat)Rain, heavyRain, lightRain, torrentialRavine, crossRidgeRiver, crossSalt flatSalt/mud flat (kavir)Scorching heatSeasonal grasslandsStony fieldsSwampTrailWadi, parallelWadi, crossing

Modifier8846

x23

x2+ 1x3

+ 1/2+ 1+1

14

+1228

xl/2***as trail

+1/2

* Caravan trails reduce movement costs by -1 (to a minimum of 1 point).They measure up to two miles across.

** Movement across a seif costs 3 points. Movement*** Trails halve movement costs for those who travel

more than beaten dirt paths. Wadis serve as trailshave no effect in cultivated areas.

along the dune (on the gassi) costs 2.them. They are usually in non-desert terrain, and are littlein the desert and may be treated as such. Trails generally

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