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!
You are led down a spiralling stone staircase, far beneath the unassuming house near the outside of the village. Your eyes are covered, and you have to grasp the shoulder of the masked Gatekeeper as he leads you forward towards your fate. You are cold and tired, but in your heart anxiety wrestles with excitement.
There is the sound of a door opening and a rush of warm air, and you step forward. It shuts behind you with a soft click. Around you is the thick perfume of incense, and you feel hot flame on your face as the blindfold is taken from your eyes. Finally you behold the inner sanctum, the secret circle of power for higher initiates.
Finally you are being given the secret that binds your soul to the order.
Hidden from the eyes of official authority, below the lazy vigil of noble and king and the blind eyes of the temples, lay the secret path to true power. One need only seek it out, to walk the hidden path of illumination. Continue reading
In this part of the Ghartha series, I wanted to explore Ghartha through the classic class system of Dungeons and Dragons. Essentially, I wanted to list each class and describe how something like that might fit into the world. Sometimes the fit is seamless, and other times some edges needed smoothing. I also wanted to talk a bit more about magic before talking about how the classes of D&D fit into Ghartha. If you want to use this world without a D&D system, by all means do so! This post might, however, give you a good idea about some of the peoples and characters you might find in the tomb-world.
My next post later in the week I think I’m going to talk a bit more about how people survive in the eternal darkness of Ghartha. tl:dr: glow sticks!
(Illustration from around 1882 by S. Barth)
Ghartha, the Tomb-World III
One of the things that has me most excited about Dungeons and Dragons Next is the concept of rule modules, which lay on top of the basic game to add something to it based on the tastes of a particular group. Because of my love of creating new material for role playing games, you could say that I have an interest in seeing this in action.
Not being a patient person by any means, I’ve decided to try my hand at a sort of “rules module” that could be utilized in the Next beta and hopefully in the released version of the game. I also believe these could easily be used in other editions of DnD very easily.
This rules module is based on taking the Backgrounds a bit further. During character creation, this module allows the players to choose a background for their party as a whole. This has the benefit of creating a narrative right at the beginning of the game, giving the group a sort of cohesion and motivation to work together without too much DM pushing, and gives the players some neat things to play around with. Because of their nature, the backgrounds here don’t need to be balanced very hard against one another as the one background will affect all players equally.
Anyway, here’s the module. Enjoy!