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ALQ3 A Dozen and One Adventures (2e)
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ALQ3 A Dozen and One Adventures (2e)

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High Adventure is Your Companion Throughout the Land of Fate! 

There is no escaping Fate in the world of Zakhara, home of caliphs and favored land of the genies. And the Fate of brave adventurers is to travel the wide realms, vanquishing the urnrighteous and protecting the meek.

A Dozen and One Adventures leads the characters from bustling Muluk, City of Kings, to the mysterious citadel fo flame, and many points between. They may meet the king who never died, the fish-people of the Great Sea, and other wonders too amazing to mention.

This adventuresourcebox contains a 64-page booklet of 13 adventures, a 32-page campaign guide describing Muluk, the northern lands, and several new magical items, a poster map of Muluk and Krakal-Niraan, six map cards, and four MC instert pages featuring NPCs.

Recommended for use with the Arabian Adventures rulebook.

Product History

ALQ3: A Dozen and One Adventures (1993), by Steve Kurtz, is the third in the series of "ALQ" supplements for Al-Qadim. It was published in April 1993.

Sources. Whereas ALQ1: Golden Voyages (1992) was based on the voyages of Sinbad the Sailor and ALQ2: Assassin Mountain (1993) drew on the stories of the Old Man in the Mountain, A Dozen and One Adventures was the first Al-Qadim adventure box focused on the more general tales of the One Thousand and One Nights. Author Kurtz proudly stated that he'd read all of the source material, "including the supplements!"

Continuing the ALQ Series. Like its predecessors in the "ALQ" series, A Dozen and One Adventures is a slim box that mixes source material with extensive adventures. However, this supplement varies from the earlier "ALQ" boxes in two ways. First, its adventures are more completely grouped into a (loose) campaign than either of the other adventure boxes. Second, it replaces the usual Monstrous Compendium pages with NPC stats, suggesting a slightly different focus than its predecessors.

A Dozen and One Adventures was also the most traditional entry point (to date) for the world of Al-Qadim, offering adventures that were more typical for AD&D than sea voyages or quests against the assassins.

Adventuring Tropes. Fundamentally, A Dozen and One Adventures is a book of stories. Each of the 13 adventures begins with a NPC and his tale, which the PCs then become involved with. With that said, there are still a lot of complexes to crawl through (including castles and caverns), a lot of monsters to fight, and a lot of items to quest for. Still, there are some innovative encounters too, such as a boasting contest with a djinn and a whodunit mystery.

Expanding Al Qadim. A Dozen and One Adventures expands the realm of Al-Qadim by detailing the Free City of Muluk. The nearby Haunted Lands, which had already received some attention in Al-Qadim: Land of Fate (1992), also get some additional attention.

A Dozen and One Adventures also provides the first look at the Brotherhood of True Flame, who would get more attention a few months later in City of Delights (1993).

About the Creators. Kurtz was just getting his start writing for D&D, and all of that early work focused on Al-Qadim. He'd previously contributed to MC13: Monstrous Compendium Al-Qadim Appendix (1992) and would next work on City of Delights (1993).

About the Product Historian

The history of this product was researched and written by Shannon Appelcline, the editor-in-chief of RPGnet and the author of Designers & Dragons - a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to shannon.appelcline@gmail.com.

 
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Reviews (1)
Discussions (2)
Customer avatar
Aaron I December 10, 2016 9:00 pm UTC
PURCHASER
The encounter tables for the Weeping Desert & Krak al-Niraan are missing.

According to the second PDF (Campaign Guide) on page 4: "Finally, the inside cover of the campaign guide is packed with tables which might prove useful during play: a key to NPC abbreviations used in this text, random monster encounters for the wilderness and Krak al-Niraan and dungeon dressing to help you spice up any AL-QADIM™ adventure."

And on page 14: "Random encounter tables have been included for your convenience on the inside cover of the campaign guide."

And on page 20: "For the DM's convenience, a table of random encounters for the inner castle has been included on the inside cover of this campaign guide."

I can't find these tables anywhere!
Customer avatar
Adam P December 04, 2015 9:36 am UTC
PURCHASER
Does the digital download include the map cards ?
"This adventuresourcebox contains a 64-page booklet of 13 adventures, a 32-page campaign guide describing Muluk, the northern lands, and several new magical items, a poster map of Muluk and Krakal-Niraan, six map cards, and four MC instert pages featuring NPCs." -
Customer avatar
Jeffery B May 19, 2016 12:09 am UTC
PURCHASER
I only just now bought this, but in case you're still wondering - yes, the cards are in there...but the map is not.
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Product Information
Author(s)
Artist(s)
Rule System(s)
Pages
128
Edition
1.0
ISBN
1-56076-622-0
Publisher Stock #
TSR 9432
File Size:
54.66 MB
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File Last Updated:
October 06, 2014
This title was added to our catalog on October 07, 2014.