Al-Qadim/Polyhedron
Polyhedron magazine
“Of Lamps And Logic”
A Brainteaser From The Land Of Fate
by Rob Nicholls (September 1992) Polyhedron #75, pp.28,30
It was nearly a decade ago that Captain Calvin Longbottle, from the city of Ravens Bluff, was swept into the Land of Fate by a fierce sea storm. He and his crew were marooned upon a strange island.
The island was very dangerous, being populated by a giant snake that no mortal could harm. Each day at dusk, the snake would attack and eat one of Longbottle’s sailors. The captain and his crew bravely fought the serpent each time it appeared, but they could lay no wound upon it.
All appeared lost.
However, the gen of a powerful sha’ir passed by the isle and saw the sailors. Impressed by the courage of Longbottle and his men, the little genie told his master of the sailors’ plight. Traveling to the island, the sha’ir presented himself to Longbottle.
“Most noble captain, Fate indeed smiles upon you. I am versed in the dealings of genie-kind and indeed have several at my disposal. Allow me to set their lamps before you. As you can see, there are five, and each of their lamps is wrought of a different metal. Now let me tell you about these servants, my friend. It is very easy to tell them apart, as each not only has a different name, but each wears a turban of a different color. When I divide treasure among them, each prefers a different type of gemstone. And when they share my table, each prefers a different food. Now, of all my genies, Calvin Longbottle, he who eats dates has agreed to grant you a wish. With such a gift, a wise and clever captain such as yourself could easily escape this wretched isle. All you must do is select the lamp he resides within. But before you make your choice, allow my gen to tell you more.…”
- The genie in the middle lamp eats figs.
- Karim lives in the lamp of electrum.
- The genie who likes diamonds is next to the one who wears a white turban.
- Ahmad likes to dine upon eggs.
- Diyab lives in the lamp next to the one of gold.
- The platinum lamp is just to the right of the silver one.
- The one who likes diamonds lives in the copper lamp.
- Diyab lives in the first lamp.
- The genie who likes emeralds also likes olives.
- Nabil wears a blue turban.
- The one who likes sapphires sits beside the genie of the red turban.
- Yezeed, who wears a black turban, likes rubies.
- The genie who likes pearls wears a green turban.
- The genie who eats raisins resides in the lamp of platinum.
Longbottle chose the correct lamp. Can you?
- The answer appears below.
| Name | Metal | Turban | Gem | Food | |
|---|---|---|---|---|---|
| Lamp 1 | Diyab | Copper | Red | Diamonds | Dates |
| Lamp 2 | Ahmad | Gold | White | Sapphires | Eggs |
| Lamp 3 | Karim | Electrum | Green | Pearls | Figs |
| Lamp 4 | Nabil | Silver | Blue | Emeralds | Olives |
| Lamp 5 | Yezeed | Platinum | Black | Rubies | Raisin |
“Arabian Wonders”
A trove of fabulous magical treasures from the Land of Fate, Zakhara!
by Gregory W. Detwiler (February 1994) Polyhedron #92, pp.
apple of curing
bag of flaming stones
bagh nakh of punishment
beacon of fate
figurine of wondrous power
- agate buraq
- amber camel
- emerald winged serpent
- jasper hyena
- jet wasp
gem of genie delight
gen crystal
instrument of legends
potion of begging
weapon of prowess
wooden horse
“The Tower Of Gold”
A Short Adventure For The Al-Qadim® Setting
by Nicky Rea (October 1994) Polyhedron #100, pp.10–11
Riches beyond imagination and perils unknown await those who seek the golden tower in the ruins of the Ivory Hand. Be swift if you would claim this treasure for your own!
So speaks the message ring the PCs discover among their most recently acquired treasures. The map wrapped around the gold and ruby ring shows the route to the ruin in the mountains and reveals the ring’s password, “yaed” (hand).
This is a short adventure outline for up to six characters of any levels. It is intended that the DM flesh out details such as the maps and the NPCs’ statistics. Monsters can be found in either the Monstrous Manual or the Al-Qadim Monstrous Compendium supplement. The DM should customize this scenario, add encounters or treasure, and enrich the basic storyline with subp lots or complications. The Genie’s Curse is the story behind the adventure and may be told to the PCs if they successfully complete the quest. The four encounters should be used in order and form the basis of the scenario.
The Genie’s Curse
Once a noted citadel located high in the mountains above the desert, Baelaed Yaed’aeg (the city of the Ivory Hand) long ago fell into ruin—the result of an offended djinni noble’s curse. It was laid upon raqi Husam Ibn Hatim, a sorcerer of wind and flame, because of his mistreatment of captive djinn and his insatiable greed. The curse stated:
- Your city shall wither and die. Your children, the jewels of your heart, shall remain alone and friendless, never aging, but unable to depart from a tower of gold that I shall build from your hoarded riches. There they shall remain until such time as brave and clever heroes set them free. Three tests shall there be-one for each daughter. Should they triumph, the heroes shall be rewarded with riches unimaginable.
Realizing his folly, and unable to lift the curse of so powerful a being, the sorcerer could do naught but send forth magical rings, each imbued with a message designed to entice heroes to rescue his three beautiful daughters. Alas, all were ignored, destroyed, or lost. One hundred years passed. The city now lies in ruins, the heroes who would have sought the treasure have long been dust, and the sad maidens of the golden tower have waited in vain-until now. For now, the last ring has imparted its message to a group of heroes worthy of the challenge.
The Old Man
After crossing the desert (and experiencing any encounters the DM wishes to add), the PCs find the landmark indicated on the map. Though almost eradicated by time and sandstorms, an old trail leads up into the mountains, twisting into switchbacks as it climbs ever higher. At one of the most precarious points, where the road is wide enough for only one horse to pass, and a sheer drop-off of three hundred feet awaits the clumsy, an old man in dirty rags blocks the way.
“Most noble travelers, have you any small bits of food—and perhaps a magical gift you are willing to give a poor old beggar?” he whines piteously.
The PCs should generously give him food and water, as this shows charity. They may be less willing to part with a magical item, but that is his price for allowing them unhindered passage. Though he appears defenseless and feeble, he is actually the noble djinni who laid the curse. If the party protests, he hints at “treasures unimaginable” to be had for the price of but a single magical item. If they refuse, he uses his whirlwind to damage or blow away most of their equipment and/or animals, bids them think upon the perils of greed, and leaves them to proceed onward.
Sharifah
As they near the city, the PCs clearly see a broad road leading directly to a dazzling tower of gold. A swordsman clad in desert robes, keffiyah, and facecloth stands upon the twisting stairs which lead up to the entrance to the tower.
He does not speak, but as the PCs climb the stairs and near the elaborately decorated window set into the tower behind him, he raises his hands. Searing flames take the shape of a glowing scimitar and dance in place before him. “Who shall meet the challenge of my blade? Any who seeks to pass must defeat it alone; none may help. Each must overcome the test, or none shall pass,” the swordsman whispers.
This is actually Sharifah, eldest daughter of the sorcerer and a practitioner of great talent herself. The flaming sword is AC 0, has 20 hit points, and inflicts 1d8 damage plus another 1d4 from flame. It can be defeated either through swordplay or by dousing it with water. Once it has been doused, however, water will not extinguish it again. Other clever methods of defeating or bypassing the sword should have a chance of working as well.
Sharifah herself is invulnerable so long as she remains within or upon the tower. She cannot be removed from the tower until the tests have been successfully completed. If the PCs seek to overpower her or get through the window, they find that she cannot be harmed or moved, and that the apparently open window is blocked by an impenetrable force field. Any PC who looks closely at the window notices the figure lurking within the tower. This is Lateefah watching the outcome of the sword fight. Once each PC has fought the sword, all may continue up the stairs. Sharifah disappears.
Ruqayyah
At the top of the stairs is an impressive golden door. The “door” will not open regardless of the PCs’ actions, as it is false. When the PCs reach it, the door speaks, saying, “Reveal your greatest desire and your greatest fear to pass.”
Ruqayyah, the second daughter, sits on the tower’s roof hidden by the dome and by her sister Sharifah’s invisibility spell. She uses a potion of ventriloquism to make it seem as though the door is talking. Ruqayyah is a hakima and can hear the truth in spoken words. She can tell if and when the PCs lie.
If they do so, the “door” says, “You have not told the truth. Until you do so, you may not pass.”
The DM should ask each player if his or her character is telling the truth. If a player claims something as a character’s greatest fear, this should be enforced later in the scenario.
Once each PC has truthfully replied, a secret door five steps behind the party swings open. As with her sister, Ruqayyah is invulnerable, and she moves inside behind the party once they enter.
Lateefah
This is actually a series of encounters which the DM should customize for his players. Using the information gained by Ruqayyah as a guideline (Lateefah, the youngest daughter and most powerful wizard) and her sisters create a phantasmic maze of true and illusionary traps and foes for the PCs to overcome.
There should be at least one special encounter designed for each PC in the party.
These should create confusion and challenge the party. Suggestions include: using guards and wards to baffle the PCs as to their true direction, creating illusionary monsters or events which reflect the characters’ fears, and utilizing a pictographic combination lock which triggers traps or deals damage for incorrect combinations.
The DM is encouraged to be as inventive and challenging as possible, while not turning the tower into an automatic death trap.
The PCs should be able to overcome the obstacles and pass the tests through intelligence and skill.
Special Notes
The NPCs and the tower itself are invulnerable to physical and magical attacks because the tower is in a pocket dimension, and magical entry or scrying into it fail without harm to the PCs. Detect magic is inaccurate here, giving wildly fluctuating results.
As in an Arabian Nights tale, all the magical effects need not be explained. Doing so reduces the wonder inherent in the scenario.
Ending the Tests
If the PCs triumph, the sisters appear and offer themselves as wives or travelling companions. They are beautiful, intelligent, and have many skills which could be of use to the party. The DM should generate a very generous treasure (remembering to return a PC’s magic item if such was given up to the djinni in the Old Man encounter.) In addition to the magical and mundane treasures within it, the tower itself is made of gold. Once the curse is broken, it may easily be melted down. Of course, so much gold requires a great deal of care to transport, and the PCs might well remember the djinni’s warning against greed.