Tuesday 30 May 2017

Oasis of the White Palm Background Info

Approaching the Oasis you were intercepted by a group of Symbayan Airlancers and led directly to the Sheikh himself, a richly dressed and imposing man seating on fine pillows, and attended by 2 slave girls. You showed him the medallion you had been given by the dying soldier, and Zach regaled him with tales of your heroic deeds. He quickly mellowed, and shared with you his sorry tale:

"Seven Suns ago, Shadalah, a young noblewoman from our tribe was betrothed to my first-born son Hassan.  She was the chosen bride because she had on the palm of her hand the sacred symbol.  After their betrothal a 3-day feast began.

"Yet the place was set and no man knew the time.  May Anu guide us!  Word came by runner that the army was needed to fight an Evil Efreeti in the north. The warriors departed at once.  On the following night Princess Shadalah disappeared.  The marks in the sand outside her tent told of her struggle.  The trail ended just north of our camp.

"Our warriors have struggled to hold the Evil One and his army at bay. They have kept us safe until now - but their absence has weakened my position here and made my enemies bold. I believe that my enemies in the camp, whoever they may be, have Hassan's bride.

"I wish you to help us recover Shadalah, the beloved bride of my first-born son.  My second son, Korus Elkoth, will aid you if you wish.  And if you find her, then the wealth of my tent and the friendship and service of my kingdom shall be yours."

At this point he handed you a solid gold medallion with an arcane symbol engraved on it.

Meeting Sheikh Kassim Arslan

The Amulet

On leaving the tent, Sothal, one of the slave girls pulled you all to one side and told you she was fearful for the Sheikh's safety, and that she believes some of his own guards wish to kill him if he leaves his tent to search for Shadalah himself.  She also mentioned that the manager of the Sandvoyager's Guild warehouse has disappeared, and is possible a victim of foul play.  He has not been seen for weeks, maybe months.  Worryingly, she mentioned people in the camp might be returning to worshipping the old idols.

You then went exploring the walled compound, where you met Nadron, High Priest of Anu, who carried out a service to restore life to Tarrin's broken corpse.

He affirmed to you his loyalty to the Sheikh and Anu, and mentioned his fanatical hatred of Thune worshippers.  He then spoke of the symbol on Shadalah's hand, mentioning that it is an ancient tradition, and that only one woman can ever bear it at any one time.  Some say the symbol gives the bearer great power over evil, but he believes that to be mere superstition, and that it is simply tradition.

"Shadalah must be alive, as the symbol has not returned to his altar."

"The Sheikh believes the Oasis was once the tribe's ancestral home because of writings found inside the old temple within the compound, these read The place is set, but no man knows the time"

He is more than a little unhappy that the Sheikh should believe in such sayings, as they were the words of idol worshippers, but he keeps quiet about that.

He also explained the purpose of the sacred White Palm, and how dates from the tree grow into fully fledged palm trees within a week.  "If the White Palm is harmed in any way, Anu will be angry."

For the love of modules...

As a long time lurker, and oftentimes contributor, on RPG forums, I often see people comment that "They don't use modules", "They're too much effort", or the opposite "They're for lazy DMs", "Too plot heavy", "Railroads", etc.  There is often an air of smug disdain in these comments, very much along the lines of "my fun is better than your fun".

It isn't.  Both styles of game are equally valid, and in the hands of an enthusiastic DM as good module can, and does, provide for a unique gaming experience - just as a great homebrewed storyline, or well crafted sandbox campaign can.

I love modules.  For me the meat of the game is, and always has been, the stories they contain, their artwork, their NPCs and settings, and the memories of how players dealt with certain encounters.  The reason for my preference for modules boils down to one key fact.  I was 11 when I was first exposed to the hobby.  I had just started secondary school, at an iconic private school for those fortunate enough to have been born with fine brains, have parents capable of paying for tutoring, or simply fluked the school's entrance exam.  Travel to and from the school took an hour by public transport, the school day was lengthy, and the homework excessive - it was commonplace for me to set off at 7.30 in the morning, get home after 5pm, and then have to do 2 hours of work at home.  Time therefore was very much at a premium. I lost contact with many of my local friends - save a couple who also passed the exam for the same school  - mobile phones and social media were not a thing in 1983. My social network now revolved around the friends I made at secondary school, many of whom also had long journeys from different parts of the city - in short, we were scattered all over the place.  There were a few locally who played D&D, but as they were also under the same school travel/work pressures as myself, arranging regular games was nigh on impossible.  We got our gaming fix in short bursts - in school lunchbreaks, or on the train to and from school with books balanced on our laps, dice bouncing across the carriage floor.

I live in Britain.  Our houses do not have basements.  Gaming, when it happened, took place on dining room tables, which meant it also relied on parental good will - and regular gatherings of screaming teenagers would naturally push that to breaking point.

All of the above meant that lengthy, cohesive campaigns were simply never going to happen.  It was pointless spending hours preparing - time which we did not have much of anyway, there were too many variables which could lead to a game not happening, not enough people available to play. We occasionally got 5 or 6 people together in one place on a Saturday afternoon, but such meetings were sporadic and we never knew when the next one would be.

So modules were necessary. The DM needed something that could be grabbed and digested quickly.  Not lengthy epic adventures, but shorter episodic ones, or those which had a variety of interesting enemies to fight.  We never wanted to 'waste' time roleplaying town encounters, no, it was important to get to the meat of the adventure as quickly as possible, so the Fighters could swing their swords, and the Mages could throw their fireballs.  Lengthy travel would be skipped, rations and other supplies totally ignored, because all that took gaming time, and gaming time was a precious commodity.  We rarely ever finished an adventure, but that didn't matter.  I must have DMed the various entrances to I1 a dozen times, the city itself however, just twice.

I was the one who was almost always called upon to DM games - at school I was the gobby brat who had to be the centre of attention, it was a role I enjoyed.  I still do, for much the same reason. Our games rarely followed the rules as written.  Rulebooks are mostly boring, at least they were to this excitable teenage DM, I hadn't read them in any systematic fashion anyway, but modules had stories, and monsters, and magic, and treasure, so I lapped those up.  The game system and following the rules 'correctly' did not matter to the players either, they just wanted to spend that precious gaming time exploring, killing wacky creatures, finding cool stuff, and getting xp.

People these days slate a lot of the earlier modules for their lack of cohesion.  Everything seems to need a reason, "Why is that there?", "Why does that room have 2 Trolls, but the next one have 3 Ogres, living side by side?  Wouldn't they fight each other?".  When you play the game as we did, in short sporadic bursts, none of that mattered one jot.  They were there to be fought, to have their treasure taken, to give kids enjoyment before the bell went to signal the end of dinner break. That's not to say nothing ever needed a plot - those longer Saturday sessions were for those adventures - Ravenloft, The Saltmarsh series, along with some of the goodies on offer for the other games we played - Paranoia and Marvel Super Heroes being the main two.

AD&D's modules WERE our games, they were our stories, they were my friends' sources of loot and xp, and most importantly they were our childhood memories.

This is why, 30 years on from those teenage years, I'm running a group once again through a selection of those old classics.

Wednesday 24 May 2017

1E AD&D - Gaming the System

As we approach the end of Pharaoh, something has become evident. The Desert of Desolation series is a little light on loot and magic items, which does hamper the rate at which experience points are gained.  Now, the PCs are all levels 5-7, which is the sweet spot for AD&D play, so these levels should be enjoyed.  But, if we are to complete the series it might be a bit of a struggle:

Pharaoh - for 6-8 characters of levels 5-7 - perfect
Oasis of the White Palm - for 6-8 characters of levels 6-8 - the party are towards the lower end, but should be ok
Lost Tomb of Martek - for 6-8 characters of levels 7-9 - this is where a problem could arise.

The series expects each member of the party to gain 1 level per adventure, but does not give enough loot for this to happen.

So what to do?

Here the 1E rule of xp for selling magic items comes in.

A Ring of Protection +1 gives 2000xp if kept and used, it is worth up to 10,000gp if sold.  And xp is awarded at 1xp per 1gp value.  So selling it accrues 10,000xp.  As the 2000 has already been awarded, the party would get an extra 8000 if it was to be sold.

Quite a few cursed items have a significant sale value too, as some have uses for 'certain types' of people.

It's not a rule I like, as it feels a bit too 'gamey', but it's there specifically for times like this.

I just need to add a few rich (but well guarded!) traders in the Oasis.

Monday 1 May 2017

Pharoah - Background Info


A brief summary of what little you've learned so far:

You have been 'summoned' to the town of Bralizzar, on the edge of a region known as the Desert of Desolation.  It is a busy trading point, with about 500 permanent residents and the same number of visitors of various types. Rule of law is very strict, you need a copper medallion with you at all times while moving around the town - as proof of your honesty - and a separate Writ of Passage to be able to leave the town and enter the Desert.

Bralizzar initially developed many centuries ago, as a waystation for trade caravans heading towards the cities of Pazar, Terbarkar and Phoenix, along the River Athis. The then ruler Amun Re was harsh, and his ways brought a curse upon his people, and on the land in general.  The River dried up, the cities were abandoned and left to be swallowed up by the Desert.

There are two local Dervish groups - the Raurindi (or Thunes) - who believe the history must be protected, and have thus styled themselves as Guardians of the Past.  They occupied the ruins of Bralizzar, protecting the abandoned temples to long forgotten Gods.

Slowly the trade routes were reopened, and with the trade came the Durpari (or Symbayans), who pushed the Thunes out to live as nomads.  The Symbayans care nothing for the old Gods, they are fervent devotees of their own deity, Anu.  The old temples were reoccupied, and now house all manner of businesses, such as Bralizzar's main hostelry, the Inn of The Golden Palm.  In order to control the trade in the region, strict laws were imposed, to discourage pillaging and smuggling. The Symbayan Lancers deal out tough and swift justice to any who transgress - and few dare to.

You were brought to Bralizzar by Aman Al-Raqib, an aging Astrologer and Seer, and he has given you the basic information above.  He has also mentioned he wants you to enter the Desert to seek out 'Star Gems' and the 'Sphere of Martek' - he has not told you why. He is guarded at all times by the mute giant Fuigarm, who stands at over 8' tall.

Aman Al-Raqib has provided you with the documentation you need to leave the town and enter the Desert.  He has also supplied 8 camels, as much in the way of food, water, and firewood as the beasts can carry, and 2 large tents in which to shelter.  He has also advised you to travel by night, as the heat of the sun is unbearable during the day.

While eating in the Inn, several of you were told a number of rumours:

There are obelisks in the Desert that speak of greatness, but they are evil places where death awaits. None who have gone forth to study those ancient stones have ever returned.

Some of the most fabulous treasures lost in the Desert were the Star Gems. Of great power and tremendous wealth, they were part of a prophecy concerning the release of evil across the desert and the return of power into the land.

When the Evil walks our land again,
Will Nomadic princes come to Set
His power into his first bride's hand,
That good and evil then are met.

Then as needs be
The Star Gems Three
To my Tomb be borne hither
And a hope shall not wither.
Open the gates to my sphere of power
And put off evil in its appointed hour.

 REVIEW I4 - OASIS OF THE WHITE PALM By Philip Meyers and Tracy Hickman Published by TSR in 1983. Oasis of the White Palm was the 2nd advent...