Al-Qadim Equipment for 5th Edition

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(PDF Here)

I’ve been running Al-Qadim (well I have ran one session anyway) converting on the fly to 5th edition. I soon realized that I wanted to get a weapons, armor, and gear list set up for use with it, as a lot of the weapons and armor you see in Al-Qadim are different and there is quite a bit of variety in their goods and services.

So, I’ve spent two manic days putting this monstrous PDF together. I’ve come up with the items and prices based on scouring through the Al-Qadim books, the 2e Player’s Handbook, comparing it to the 5e Player’s Handbook, and a good bit of my own fiat. I’ve added even more items to the lists from the 2e Al-Qadim books that I felt were missing (no coffee beans listed for trade goods? come on!). I also made a table of clothing sets to give examples of how the clothing listed before that might be used by different people in the Land of Fate.

Anyway, here it is in one giant WIP PDF. Enjoy!

Simple Settlements

(A PDF of this in-the-works module is provided here.)

The idea behind this module is to give 5th Edition Dungeon Masters an easy way to flavor the settlements of their world, as well as provide some light mechanics that they can use to interact with the PCs in interesting ways.

Adding new ways for PCs to interact with the various settlements in your world can really enrich gameplay. These light mechanics will give you and your players that interaction and provide you with a simple system to resolve interactions between settlements. These rules will also be helpful for your PCs if they happen to gain control of a village, town or city.

The following rules are based on the ability score roll system of Dungeons and Dragons and provide settlements with their own Ability Scores, just like PCs and NPCs. It also provides them with what are called Attributes, which function like a simplified version of the skills and special rules of character classes and monsters. Rolling up a settlement using these two things will give your settlement mechanical weight, allowing you to express the different aspects of your settlement using the game rules.

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East, to the Holy Mountain

Fair warning: this post is very rambling, going in every which direction. This is because I’m coming up with ideas while talking about my inspirations as I write. Hopefully it’s not too weird.

I like to consider myself a writer, however amateurish I might be. I write a lot of stuff that never sees the light of day, I participate yearly in “NaNoWriMo“, and I feel like I have a pretty good handle on the basics of cultivating creativity. What I need to work is the back-end stuff. The finishing, the editing, the taking that creativity and turning it into something worthwhile.

One of the biggest fonts for creativity for me is music. We are all affected by music emotionally, and that definitely feeds into my creativity. When I am writing, I am almost always doing so with music playing. Usually this music is Metal, Rock, or some variation of Folk music, which I think provides such a wide range of ideas and emotions.

Another source of inspiration that I draw from frequently is mythology, folklore, and spirituality. I’m sure this has been pretty evident from anyone that has read this blog for a while.

Anyway, the reason why I’m talking about this is because recently I’ve been fomenting different things in my brain pan in order to come up with an adventure I’d like to write that would be a little bit different from other things I’ve done. At its core would be the Holy Mountain, a symbolic stand in for the sacred places, paths, and goals of mysticism, esoteric philosophies, and religions all over the world. Much of the inspiration and the blueprint will be based on pilgrimages and sacred journeys. I want to couple this with the symbolic ideas behind a lot of metal and other music that I enjoy. I’d like to write an adventure that draws its ideas out of both mysticism and that emotional rush and adrenaline that I get from heavier music.

This post will essentially be me talking about this adventure I’d like to write. Feel free to take the ideas and run with them. Hopefully I will have the actual adventure written sometime this year. I’m actually going to be using NaNoWriMo as a “rebel” this november, spending the 50,000 word count exclusively on my blog. I’m hoping a good chunk of that will be on this adventure.

 

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East to the Holy Mountain

An Adventure Idea

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The Hill Dwarves of Trobal’Brae and the Fenglennarry Highlands, Part III

Here it is! The third and final part of this setting module about Hill Dwarves. I hope I’ve given you something to work with, maybe helping you make Hill Dwarves a little more than the boring cousins of Mountain Dwarves.

This section will detail the Northern Taiga, that wild land north of the Fenglennary Highlands. The focus of this post will be adventure ideas and lore. Please enjoy!

 

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(Snowy Forest – Andreas Achenbach)

The Northern Taiga

North of the Fenglennary Highlands

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The Hill Dwarves of Trobal’Brae and the Fenglennarry Highlands, Part II

Finally! I’ve struggled through this post due to some writer’s block, but here it is. First, however, if you don’t mind clicking here and voting on that poll, I’d be appreciative. That is the first post I’ve ever done on the blog, and I still look to that poll to lead the content. So if you haven’t voted on what you’d like to see, please do so!

In this second part, I will go into detail about the Hill Dwarf town of Trobal’Brae and the people and places you can find within.

These two posts together should provide you with a good setting springboard for an adventure or two, or as a place to stick somewhere in your hex crawl. As always, feedback and suggestions are not only welcome but urged.

The third and final post will focus on the northern wilds, called The Taiga, expanding on the adventure oppurtunities.

 

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Trobal’Brae

What is there to say about the Trobal’brae? Everything’s muddy; the streets, the dogs, the dwarves, even the ale. I suppose it’s also home.

-Gwil Goldensong, King of the Fenglennarry Highlands

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Ghartha, the Tomb-World IV (and Collaboration!)

Firstly, apologies for my lateness on this post. I’ve had to transfer to a different work location as my old one has closed down, and I had to help close it, so time became very scarce in the last week or so. Hopefully my posts will become more frequent now that I’ve settled. We’ll see.

I divine one more post about Ghartha after this one, and I invite you to collaborate on this post with me! I’ll be listing some adventure locations, and if you’re inspired to write one in the comments I’ll add it to list!

I’m really excited about this setting and may use it as my main Dungeons and Dragons Next setting come August, or at least as one of them. After the last post of Ghartha, I’ll be working on an update of my Airship Rules, unifying them into a single post and simplifying the mechanics for better ease of use as well as offering more options for designs and stuff. Sound fun?

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Ghartha, The Tomb-World IV

Adventuring in the Tomb-World

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Ghartha, The Tomb-World II

I’ve been brain storming about this setting, and I think I’m going to extend it into three or four parts. In this part, I was trying to come up with ways to incorporate the typical Dungeons and Dragons races into the setting. I could leave them out and make it very system neutral, but I had some neat ideas (in my own humble opinion),  so I decided to make them their own separate post. If you want to use a system and make this setting human only beyond the nasties in the world, then simply leave this part out.

Let’s just jump right into it, shall we?

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Ghartha, The Tomb-World II

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Ghartha, The Tomb-World I

The idea of subterranean civilization is a powerful one to me. The impossibility coupled with the mystery of what lies beneath the earth has always attracted me to this rather niche trope in both fantasy and outlandish conspiracy theory. Writers like HP Lovecraft and Robert E. Howard used it effectively, and even artists and musicians like Miles Davis referenced the ‘Hollow Earth’ in their works as a spiritual symbol.

This world setting is one that exists completely underground, in large chambers or claustrophobic tunnels. It draws inspiration from the previously mentioned authors and their peers, as well as medieval mysticism and general themes of occultism. It’s a dangerous place, with societies huddled around glowing noxious vents for life support. Rampant religiosity is the engine of civilization, with many of the city-states ruled by classes of priests who leverage their positions with hidden knowledge and wisdom. Sacrificial rites are not uncommon, and are for the most part seen as necessary to appease those that dwell beyond the light of the vents, in the untouched darkness of the deep world.

This first part will overview the setting and focus on a city-state in particular, as well as mention some of the dangers of the world. The second part later this week will talk more about the application of this setting for your role playing game. Enjoy!

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Ghartha, The Tomb-World

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Religion, Ideology, and Philosophy in a Role Playing Campaign

When it comes to world building, one of the first things I look at when designing civilizations and groups of people are primary motivations. These are usually connected to religion and philosophy. I find, however, that many people are uncomfortable with delving too deep into that territory when it comes to role playing games. Either because they find it boring (most likely), or because the relationship between fantasy role playing and real life religion has been tenuous in the past. (Though, you should keep in mind that this is all anecdotal.)

When I think about the common equivalent or analogous era and human time frame of fantasy role playing, that is the medieval era of Europe, I find it very difficult to ignore religion, seeing as how throughout most of it religion was one of, if not the, primary motivation for a lot of what happened.

In this discussion, I want to talk about how I approach (or want to approach) religion, ideology, and philosophy when it comes to world building, as well as why I think it’s important to think about for fully fleshed out worlds. I would also, of course, love to hear your personal opinions and advice when it comes to this subject.

 

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Religion, Ideology, and Philosophy in a Role Playing Campaign

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