Al-Qadim/Polyhedron

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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.…”

  1. The genie in the middle lamp eats figs.
  2. Karim lives in the lamp of electrum.
  3. The genie who likes diamonds is next to the one who wears a white turban.
  4. Ahmad likes to dine upon eggs.
  5. Diyab lives in the lamp next to the one of gold.
  6. The platinum lamp is just to the right of the silver one.
  7. The one who likes diamonds lives in the copper lamp.
  8. Diyab lives in the first lamp.
  9. The genie who likes emeralds also likes olives.
  10. Nabil wears a blue turban.
  11. The one who likes sapphires sits beside the genie of the red turban.
  12. Yezeed, who wears a black turban, likes rubies.
  13. The genie who likes pearls wears a green turban.
  14. The genie who eats raisins resides in the lamp of platinum.

Longbottle chose the correct lamp. Can you?

The answer appears below (highlight for greater contrast).
Lamps And Logic Answers
  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

XP Value: 60,000

This is a fragrant artificial apple, made of what appears to be a form of bright red wax. Once per day, anyone who smells the apple will be cured of any disease, healed of all wounds, and be purged of any poison. The apple was created by supernatural beings, probably genies. When it appeared in the Arabian Nights tale “Prince Ahmed and the Periebanou,” however, it was the work of fairy folk. Incidentally, this is the same tale which introduced the famed flying carpet.

The owner of the apple will not be parted from it, and each time he uses the apple there is a 10% cumulative chance that his alignment will shift toward chaotic good (the apple’s alignment). If the owner is already chaotic good, he may use the apple’s curing powers twice a day.

Ultimately, however, the owner of the apple will become aloof and deem himself too good for human society. Each time the apple has appeared, the last anyone saw of its owner was on board a ship he had chartered, from which he presently wound up missing in mid-ocean. Due to this legend and the apple’s alignment, it is presumed that the owner joined the marids, reinforcing the suspicions that the apple was created by genies (though no marid has ever admitted as much). It is said tbat to destroy the apple, one must feed it to the largest zaratan (gargantuan turtle, MC13) in the ocean, that it may be crushed on its mighty beak.

bag of flaming stones

XP Value: 2,000

This magical bag is made of the enchanted gullet of an elephant bird (see the Al-Qadim Monstrous Compendium). If three stones—its capacity—are placed inside the bag, then they will be super-heated one round later. When slung or hurled in battle, they inflict 2d6 points of damage. Oddly, their heat does not harm their owner nor the sling she wields (assuming she uses one). Note that the wielder is protected only against the heat of the stone, but not that of other objects.

bagh nakh of punishment

XP Value: 500

This enchanted weapon is a set of tiger’s claws (bagh nakh) actually made from the claws of an ammut (MC13). They are +1 to hit and damage normally, but +3 to hit and damage evil creatures. The weapons act as a sword of life stealing against evil opponents.

There are a few drawbacks to using this weapon. First, any time an evil character is slain by them, the bagh nakh loose a loud roar, just as ammuts themselves do. This roar may well he counter-productive if the wielder of the bagh nakh desires stealth. More importantly, the roar attracts any ammuts in the immediate area (within one mile). The attracted ammuls will certainly investigate the sound, and when they see its source they will savagely attack the wielder of the weapons, their morale rising from elite to fearless. Finally, the bagh nakh and their wielder will stink with an oily, decaying stench for one day for each evil character the weapons kill. For this reason, those who use bagh nakhs of punishment have little to recommend them to polite society.

beacon of fate

XP Value: 2,000

This magical brooch is carved with the image of shifting dtmes of white sand. If properly “tuned” to its wearer, it will allow him to call successfully upon Fate once, and once only, as per the rules in the Arabian Adventures book. As with the usual method, calling upon Fate with the beacon will not provide an easy, automatic rescue, but only the means to get out of a hopeless situation.

To attune the beacon to himself, the owner must suffer severe misfortune. since Fate is even-handed. The most common means of attunement is for the character to wear the beacon in battle, during which time he will suffer a −3 penalty “to hit” and damage, on armor class, and on saving throws. The battle in question must be one in which the owner of the beacon faces a roughly equal opponent; the threat must be real.

During the battle, the PC with the beacon may cooperate with other members of his party, but he is not. likely to contribuLe much to the fight with his severe penalties. While the fight lasts, a magical aura will play about him, clearly indicating to any intelligent foe that he is vulnerable. Even if his enemy is a dumb animal, he will smell of fear and weakness, giving the animal the impression he is sorely wounded and an easy kill.

At the DM’s option, the beacon may be used repeatedly, with each “charge” being “earned” by an unlucky battle. Fully 10% of these beacons arc cursed items that cannot be removed and which always provide their bearer with the bad luck that would otherwise occur only in one battle.

figurine of wondrous power

All of these figurines are worth as much experience as those listed in the Dungeon Master Guide (100 xp per Hit Die of the figure) and function in the same manner.

agate buraq

When first encountered, this figurine is an exquisitely carved statue of eye agate no larger than one’s thumbnail. When activated, it becomes a buraq—but one with certain limitations upon its actions. It will never take part in combat; its sole reason for being is to provide its owner a quick getaway. It cannot use the buraq’s time stop power. Any attempt to remove feathers from its tail in buraq form will destroy the creature as thoroughly as smashing it in figurine form (and any removed feathers will be useless). It moves as a buraq and may be used for up to eight hours each week.

amber camel

The camel will be either a desert, mountain, racing, or war camel (roll 1d4 to determine type). The figurine becomes a camel of the appropriate type upon speaking the command word, and it will have all or the movement, combat, and other properties of its type. The amber camel may be used for one week every month.

emerald winged serpent

This figurine becomes a winged serpent as described in the Al-Qadim Monstrous Compendium. It has all the powers and weaknesses of a true winged serpent but can be called upon only once each week for no longer than an hour.

jasper hyena

This figurine becomes a full-grown hyena when activated, fighting its owner’s enemies with no thought to its own safety. Some (20%) of these figurines are actually giant hyenas (see the Monstrous Compendium for stats on both). Either hyena type may be used for a maximum of twice a week. up to eight hours each time.

jet wasp

This figurine becomes a giant mason wasp (MC13) when activated. It may be used twice a week, 12 hours. It may carry a single rider. but it is mainly used to fight its owner’s enemies, as it is equipped with the same poison and fire breath as its natural counterpart. It is also immune to fire-based attacks.

gem of genie delight

XP Value: 2,500

This exquisitely crafted gemstone will always be of the most expensive varieties: diamond, ruby, emerald, sapphire, etc. It gives off an eerie aura to any human, humanoid, or demihuman who beholds it, for it was not meant for the ins (mortals) at all. Rather, the·wizards who create these gems use designs and magics meant to please genies of any kind. Needless to say, these gems are often sought out by sha’irs.

Any genie who sees a gem of this sort will want it for his own. While he will not be charmed by the gem, the owner will have a powerful bargaining tool with which to negotiate services. Besides its beauty, it is worth 10,000 gp, so it is quite suitable as a bribe for any one service to be performed by a genie. It may be used as payment in lieu of performing any other services (such as a mission) for the genie in return for a single act. For instance, it can be used to pay the jann for services rendered previously, but any future services will still require payment. When using the gem to bribe a genie for a single service, it provides a +6 bonus to the reaction check. By itself, however, the gem will not be enough persuasion when the sha’ir wishes to bind a genie to his service.

gen crystal

XP Value: 3,500

This is a perfectly round crystal, not unlike a crystal ball in appearance, though it has far different powers. It is more like a ring of spell storing than anything else, but it operates quite differently. Only a sha’ir may use this item, and then only if she has properly preprared it in advance.

When a sha’ir who owns this crystal sends her gen after a spell of any sort and the gen successfully finds it, she has the option of storing it in the gen crystal rather than casting it immediately. Any time after, she may cast the spell as a normal wizard would, so long as she has the crystal handy. Once the spell has been cast, however, it is gone for good. The gen crystal can hold up 20 spell levels, but each spell level cast with the gem permanently reduces its capacity. Thus, if the sha’ir captures magic missile once, then casts it, the crystal can store and cast only 49 more spell levels.

The DM should note that the only spells which may be put in the gen crystal are those which the sha’irs own gen can find and which the sha’ir chooses not to use immediately. The gen’s task has the same degree of difficulty as always, including the problems of failure feeding on failure in the search for a particular spell and the peril of searching for priest spells.

instrument of legends

XP Value: 500

This is a musical instrument (of any type) with a special enchantment, usable only by rawuns. Whenever a rawun relates a ballad or sings a song while playing the instrument, the “memory” of the ballad or song is placed within it. From then on, any time any rawun uses the instrument, he will magically know all the lore that has been sung while playing the instrument. If he does not take the time to memorize the lore, then the rawun will “know” it only while playing the instrument. Magical items of this sort from lost civilizations are especially prized, since they hold such rich stores of legends from the past.

potion of begging

XP Value: 250

When ingested, this potion imparts to the drinker’s voice a pitiable tone so imploring that any listener must save vs spells or be compelled to grant the beggar what she craves, assuming the beggar asks for nothing extraordinary (for a beggar). Ordinary requests are for small amounts of money or food, or even shelter. The duration of the potion’s effect is one hour, in which time a quick beggar can gain enough to support herself in the style of a modest merchant for a day. A PC on the receiving end of a potion-modified voice wil hand over money if be fails his saving throw, but he may soon wonder what possessed him to give to the beggar if he is not normally of a charitable nature. Magic users create these potions as payment for beggar-thieves whom they regularly employ as spies.

weapon of prowess

Any type of weapon may be included in this category, costing as much (if available) as a +1 weapon of its type. the PC who owns a weapon of prowess will, while wielding it, be able to put on a show of bogus skill as though she possessed the skill display weapons prowess. Note that this will do the owner no good in an actual fight; moreover, many mage advisors to rulers are aware of these weapons and may decide to test the PC’s prowess by giving him a different weapon to handle. There is no “to hit” nor damage bonus for this weapon, and it cannot harm those creatures struck only by magical weapons.

wooden horse

XP Value: 6,000

This is yet another magical item which enables its owner to fly. In appearance, it is a life-sized, realistically carved wooden horse with no wings or other obvious means of flight. It does, however, have two pegs, one under each ear. Twisting one peg controls altitude; twisting the other controls speed (movement class C). Up to two human-sized riders can be carried by the horse. It has a flying speed of 40”, but will not walk on the ground. Only magic (including magical weapons) can destroy it; it has 50 hps. Note: This object is inspired by the Arabian Nights tale “The Enchanted 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.