Gamebook store

Showing posts with label Baghdad. Show all posts
Showing posts with label Baghdad. Show all posts

Friday, 21 August 2020

To live forever (scenario)


Having recently described an encounter my Immortal Spartans characters had with She, I dug out the adventure where they first met her. This is not written to be a complete ready-to-run scenario. Some assembly is required. If you plan on running it you’ll need to decide how it's going to work as part of a meta-campaign. Probably it will be the pilot episode, so you're laying the hints of a much bigger mythos here, and as you'll be developing that mythos over adventures spanning centuries you need to give it some thought. Certainly you'll want to change the adventure considerably from the version written for my campaign, especially in the final part, and it’s worth reading H Rider Haggard’s novel before you start. Just don’t expect great literature.

I ran the game as one of our Sunday specials, starting at midday and playing through till the evening. So you could fit it into about eight hours, either in one epic session or two or three regular ones. The characters don't have to start as immortals, but if they play their cards right they could end up that way, thus kicking off a meta-campaign that could run right through from 800 AD onwards. The setting is historical SF. There are some psionics, often regarded by the player-characters as witches, but in fact this is not fantasy and there is no actual magic.

OK, so it was 80 years before the Constantinople campaign, and the characters were living in Baghdad in the reign of Harun al-Rashid. In an ill-starred foray to the ruins of Uruk, three of the Spartans had lost their regenerative ability. Now mortal and aging, they were willing to clutch at any straw when their agents brought them stories of an undying ruler in Africa. Hoping that she had the secret of immortality and (an even longer shot) that she’d be willing to share it, they set out…

IN SEARCH OF THE ETERNAL FLAME

At Sohar , which at this time (800 AD) is a small port, they are warned of bad weather in the southern seas for the next month or so. But time is of the essence. Having established the rumoured location of the kingdom of Kôr (roughly in modern Zambia) they decided the logical beachhead for their expedition would be the islands of Zanzibar, where they should at least find some people who speak Arabic as the local jumbees, or chiefs, occasionally sell slaves to Arab traders. They set sail.

ZANZIBAR
The jumbe (chief) is Uwal. He greets them in a wicker domed hut (tunnel-like entrances low so you have to bow, smoky interior) and recognizes any characters who frequently sail these waters. He asks if the jumbe Haroun of Baghdad got his gifts – “When will he come? I will kill twenty goats and twenty pigs for him, and open forty jars of wine.”

Uwal knows about the Amahagger (“the people of the caves”) who live in the interior of the mainland but has no dealings with them, except for once long ago when his people bought a mummy from the Amahagger for medicinal purposes. “But it was never ground up for medicine. One of our ancestors fell in love with it, so now the mummy has her own hut and speaks to the wise woman Kitar.”

The mummy (known as Hiwah) is perfectly preserved. Around its neck is a crystal pendant in the shape of an eye.

Other townsfolk if names are needed: Bonash, Gurt, Kolo, Febil.

DOWN THE COAST
Three days out from Zanzibar, they catch sight of two vessels that the lookout thinks are suspicious. These are indeed pirate ships, crewed by Africans and escaped Arabian slaves. In my game there were about a score of them, but you'll tailor them to your own player-characters.

The pirates will try to board. However, in the midst of the battle huge black storm clouds sweep down from the north. The characters will need all their sailing skills to avoid a wreck: three ship-handling rolls at -3. Unless any are critical successes, the ship will still limp damaged to the mouth of a wide river where they see the following breathtaking feature.


THE CLIFF FACE
A massive cliff carved with the face of a man or sphinx. The river leads to an islet that they may (Architecture or Engineer roll) recognize as man-made, albeit very ancient. Beyond stretches a marsh.

They can follow the river for a few miles until it is impossible to get the ship further. They can take a small boat upriver from here, every so often encountering shallow areas where they need to drag it over. The river here leaks out into miles of marshland.

As the temperature and humidity rise, to say nothing of the difficulty of the terrain, overheating becomes a problem:

  • 2-pt armour => Fatigue Points at 70% of normal
  • 3-pt armour => Fatigue at 60%
  • 4-pt amour => Fatigue at 50%
  • 5-pt armour => Fatigue at 40%
  • 6-pt armour => Fatigue at 30%
This is in addition to the encumbrance penalty of equipment, which is doubled.

CROCS AND HIPPOS AND GNATS, OH MY
The crocodiles and hippos are the biggest threats on the lower reaches of the river. If characters are out hunting, they have a 1 in 6 chance of being ambushed by a croc (Stealth 19) and there is really nothing to do but run.

Mosquitoes become an increasing problem as the river peters out into a network of reed-choked canals that eventually merge with the swamp. Characters have a 1 in 3 chance of contracting fever each day.

The swamps are impassable unless you either know the route or have the eye-shaped crystal pendant from Zanzibar, which will reveal a trail where Hiya has sent her far-visioning effect. The latter doesn’t tell you where firm ground is, of course, but at least it gives a bearing for the direction of Kôr. Also, if somebody is looking through the pendant when Hiya is actually watching them remotely it will give the user a glimpse of her.

THE AMAHAGGER
A party of Amahagger come upon them, led by Bilali, a white-bearded elder. Speaking in Ancient Arabic, he says that “the Goddess” has sent him to escort them to her.

The Amahagger are tall, saffron-brown skinned people with handsome but sullen faces. The womenfolk seem to have considerable freedom and even authority compared to life in Muslim lands.

At the home of this “household” of Amahagger, who live in tombs left by the ancients (there are ten households in all), they encounter a woman called Ustane. (See She for how you might use her in the game.)

Bilali says he must travel to see the Goddess, Hiya, to ask her instructions with regard to the strangers. He will be back in five days.

HUNTING AND HOTPOTTING
The other Amahagger are far less friendly to them than Bilali. Their expressions suggest a sort of aloof contempt. Possibly somebody will suggest going hunting to prove themselves.


There are also rhinos, but no sense in even giving stats for those.

If they offend the household, there will be a hot-potting ritual. A firepit is prepared, and jars of corn liquor handed around. Each man has his spear beside him.

One guy: "Where is the flesh that we shall eat?"

All stretch out their right arms towards the fire and reply: "The flesh will come."

First guy: "Is it a goat?"

All: "It is a goat without horns, and more than a goat, and we shall slay it."
Turning half round they one and all grasp the handles of their spears with the right hand, and then simultaneously let them go.

First guy: "Is it an ox?"

All: "It is an ox without horns, and more than an ox, and we shall slay it.”
Again the spears are grasped, and again let go. Then they will start to caress and speak endearments to the one they mean to sacrifice.

First guy: "Is the meat ready to be cooked?"

All: "It is ready; it is ready."

First guy: "Is the pot hot to cook it?"

All: "It is hot; it is hot."

First they entangle the victim in a net (GURPS page 441). Then, taking iron pincers, they remove a heated pot from the fire and clamp it over the victim’s head. There are a couple of dozen Amahagger warriors here:


Hopefully Bilali will return before anybody is actually killed.

OFF TO SEE THE GODDESS
Bilali says he will take them to Hiya, but they must leave all their belongings and weapons here.

If they refuse, he says he will not take them. If they threaten him, he warns them that Hiya can see all and will slay them before they have gone half the distance. “And she would kill me, her servant, if I were to capitulate to thy demands. Thus I advise thee to accept the invitation of the Goddess and do as she commands, for thus far thou hast earned only her curiosity and not her wrath.”

They are made to strip and are reclothed in yellow linen robes, and given wooden staves, then put into litters and carried towards a region of miasmic swamp.

BILALI TAKES A TUMBLE
Crossing the swamp, a snake bites one of the bearers of Bilali’s litter and he goes into the water. If not rescued, he is sucked down into the mud and drowned.


THE CITY OF KÔR
Built inside a high-sided crater, which the characters might assume is volcanic. The walls of the crater were excavated long ago, making a tunnel right through the side.

Inside, the Amahagger of the main “house” live in the tombs left by the ancient civilization of Kôr.

Far off in the centre of the crater (about three miles away) lie the ruins of Kôr. This is where Hiya lives with her deaf-&-dumb servants, guarded by the Fanewatch (her elite Amahagger bodyguard, numbering about fifty).


The walls of Kôr itself are toppled now, but once must have been mightier than any city built since. At the gates (a collapsed arch) stands the Vaal.

THE GODDESS APPEARS
Hiya will use her projection device to appear floating in the air surrounded by a white tesla-coil type aura.

Hiya

Hiya (= “She”) is ruler of the lost civilization of Kôr in the heart of Africa. She was born Aisha bint Harb, 900 years ago in Arabia, a child prodigy who was raised with the best education possible, and on her parents’ death outfitted her own expedition to Kôr where she came across a crashed alien starship, was bathed in the radiation of its autodoc, and became immortal. Around the crater she found other artefacts of ancient alien technology and has been busy learning about them ever since. (Of course, her understanding of these artefacts is not that they are of extraterrestrial origin, but simply that they are left over from a very ancient civilization.)

Her goal is to sweep away religions and kingdoms to create a new world order in which women have equal status to men. This is not so much for moral reasons, though she certainly remembers and resents how neighbours in Arabia treated her as a young girl with an education. Her aim, having seen what technology is capable of achieving, is to build a society in which learning is paramount so that those ancient marvels can be replicated and surpassed.

She has a Chamber of the Far-Travelling Carpet with a pattern of tiles on the floor that create a dimensional “carpet” which allows her to travel across great distances. The effect is like teleportation, and the portal remains hanging in the air until she returns to it. Using this, she has been disrupting the Silk Road trade from a hidden mountain fortress above Samarkand.


Her own primary skills are Stealth, Acrobatics and Aikido-style martial arts. She only loses -2 per successive Dodge.

Her main ability is Altered Time Rate, allowing her to act two times faster than normal. Usually she’ll all-out defend (+2), use extra effort (+2), and retreat (+3) while looking to get away – which she can do fast.

If forced to attack, she’ll use a baton in each hand (ambidextrous, trained in off-hand use) allowing her four strikes per round (extra -2 to hit location when aiming to use Pressure Points).

Hiya's bodyguard
As well as the Fanewatch, Hiya has three automata* she has salvaged from the alien ship:


Hiya's special items**
Her ancient devices (weapons of a people she calls the Strangers) are:

  • A belt of shield
  • A ring of force
  • A blaster gun
  • A teleportation ring (to a preset location within 5 km)
Each has twenty charges and can be recharged in the “Eternal Flame”, ie the alien ship’s power source.

Blaster Gun
A heavy item that must be held along one arm. The beam will blast open any door, push down walls of  mortar or stone, or smash a 3m tunnel through solid rock. It is aimed, striking a single target at a range of up to 15m. Damage is 20d up to 3m, then 2d less per extra metre.
To activate this “on the fly” requires a critical IQ roll to “remember” its operation, otherwise practice with it and reroll every week.

Shield
This creates an invisible barrier at a distance of 1 metre from the user that reduces the momentum of any rapidly incoming (not outgoing) object or attack. Projectiles are automatically stopped, but slow-moving attacks such as lava or poison gas are not impeded. Enemies must spend six rounds pushing through this force field before they can attack the user. Lasts ten minutes per charge.

Ring of Force
It flings the target away (the intensity is optional, from a strong wind to a Ben Grimm sized clobber) but doesn’t necessarily damage them.

She also has:

  • Far-vision screen    Can send out an invisible “camera” – but has to be sent laboriously to a location at a maximum speed of 100 mph because the calibration doesn’t work.
  • “Magic carpet”    A device that creates a circular pattern of whirling coloured lights that she can step to anywhere in the world, but always must return to the device here in Kôr.***

THE THRONE ROOM
This is a chamber that runs central to the warren of burial chambers and embalming rooms (now used by the Amahagger as apartments). It may once have been a kind of temple, as there is a dais at the far end where Hiya has her throne. She will only come here in person if people are to be tried for crimes.

On the dais is an inscription in a pictographic language that they may recognize as that of “the ancients”. Hiya will translate:

"In the year four thousand two hundred and fifty-nine from the founding of the City of imperial Kôr was this cave (or burial place) completed by Tisno, King of Kôr, the people thereof and their slaves having laboured thereat for three generations, to be a tomb for their citizens of rank who shall come after. May the blessings of the heaven above the heaven rest upon their work, and make the sleep of Tisno, the mighty monarch, the likeness of whose features is graven above, a sound and happy sleep till the day of awakening, and also the sleep of his servants, and of those of his race who, rising up after him, shall yet lay their heads as low."

And if the characters are interested in that, she crosses to the left-hand side of the cave (looking towards the entrance) and signs to the mutes to hold up the lamps. On the wall is something painted with a red pigment in similar characters to those hewn beneath the sculpture of Tisno, King of Kôr. She translates it thus:

"I, Junis, a priest of the Great Temple of Kôr, write this upon the rock of the burying-place in the year four thousand eight hundred and three from the founding of Kôr. Kôr is fallen! No more shall the mighty feast in her halls, no more shall she rule the world, and her navies go out to commerce with the world. Kôr is fallen! and her mighty works and all the cities of Kôr, and all the harbours that she built and the canals that she made, are for the wolf and the owl and the wild swan, and the barbarian who comes after. Twenty and five moons ago did a cloud settle upon Kôr, and the hundred cities of Kôr, and out of the cloud came a pestilence that slew her people, old and young, one with another, and spared not. One with another they turned black and died--the young and the old, the rich and the poor, the man and the woman, the prince and the slave. The pestilence slew and slew, and ceased not by day or by night, and those who escaped from the pestilence were slain of the famine. No longer could the bodies of the children of Kôr be preserved according to the ancient rites, because of the number of the dead, therefore were they hurled into the great pit beneath the cave, through the hole in the floor of the cave. Then, at last, a remnant of this the great people, the light of the whole world, went down to the coast and took ship and sailed northwards; and now am I, the Priest Junis, who write this, the last man left alive of this great city of men, but whether there be any yet left in the other cities I know not. This do I write in misery of heart before I die, because Kôr the Imperial is no more, and because there are none to worship in her temple, and all her palaces are empty, and her princes and her captains and her traders and her fair women have passed off the face of the earth."

THE DANCE OF TIME
This is performed one evening by the Amahagger in the space outside the caves. The characters are led to chairs, facing out into the twilight. They watch groups of dancers waiting far off as the sky grows dark.

Then there are eruptions of sparks. Men dance nearer, waving their spears, and as they come they set fire to corpses that were staked out for the purpose (the embalmed bodies burning easily). Behind them, the fires mark out the stars of the constellation Mulgirtab (as it was known to the Babylonians) or Scorpio or al-‘Aqrab as they know it today. (This is the direction of the galactic core.)

Coming near to a dais where women pour water and pick fruit, the warriors are seen to be covered with scale-like symbols painted in white. They circle the dais and leave three of their number, apparently to guard the women. Then another group (painted in whorls and wave-symbols) rush in from all directions to attack the first, and the fighting is carried off into the darkness. The three left guarding the dais stare off into the dark, spears raised defensively at each cry in the distance, and sparks fly up but no fire catches.

Then they hear others approaching – but it is their enemies. They fight them off, but are mortally wounded. One of the women comes to tend to the last of the scale warriors, who presents her with his torch.

THE ETERNAL FLAME
However the characters interpret the dance, they can find out from Hiya about the starship (she calls it “the metal egg”) lodged in caverns in the far wall of the crater. This is where she acquired immortality.

The starship was the cause of the crater. Millennia ago it impacted the ground inside its collapsing energy shield, which liquified the rock but left the ship itself relatively unharmed. It then skidded into the wall of congealing lava at the crater rim and, as the shields finally went down, the ship’s reactor core vented through the lava forming a dendritic network of tunnels – which was how the intrepid Aisha (as she was then) was able to reach it.

The immortality treatment that she received inadvertently was inspired, not to say stolen, from Larry Niven’s novel A World Out Of Time. The journey through the caverns I swiped wholesale from HRider Haggard, adding only a protean creature called the Nammu for the sake of giving them a thrilling battle before they could enter the ship. Tekumel players will recognize that the Nammu is based on the nshe. The rationale for it being here is that it was an artificial sentinel created to protect the ship, dormant at the time of the crash, and something Hiya did on her previous visit here reactivated it.

The Nammu
Tentacles   ATTACK 16    damage: 3d+3  [and acid slime]
Armour 5 (maximum of 1 HP from any missile)
HIT POINTS 60

It will extrude 1-4 tentacles each round, generally using these to strike at different targets (but see below). 

Acidic coating
  • Each tentacle is coated in an acidic jelly and will continue to burn through a character's armour after he is touched.  The jelly does 2d in the first round, then 1d. If it has not burned its way through the armour by then, the character will take no damage. Each time armour is burnt through, it permanently loses 1 Armour Point. 
 Disjection
  • Nammu can apply this power in any round in which it extrudes three or more tentacles. The chance it will choose to do so is 45%. The chance of the target evading the tentacles is as a -5 Dodge for three tentacles, -10 for four tentacles. Nammu does not need to make any roll to hit. 
  • The target is lifted aloft if he has not dodged, and Nammu attempts to sunder him limb from limb. Each round, the seized character can attempt to resist by making a -5 HT check. If he fails he takes 4d damage, but if he succeeds he only takes 2d. Armour doesn't count, of course. 
  • While disjecting a character, Nammu cannot extrude further appendages to strike at his companions. Nammu will not normally drop a character it is disjecting until it has reduced the character to zero HP.  However, a single hit for more than 10 HP will cause it to do so; also, the character can try to break free by making a -10 ST check each round.
 Engulfment
  • Rather than attacking with its tentacles, Nammu may choose to apply its power to Engulf a character.  This is checked for at the start of each round (unless it is already in the process of disjecting someone); the chance is 30%.
  • Engulfment affects a 3m area (roughly 1-6 people). A target who fails to dodge is caught in a cohesive blob of water in which he may drown.  He makes a HT check each round: first with no modifier, then at -3, then -6, etc.  A failed roll means 2d damage (no armour) and the victim is also drowning (see below).
  • Drowning: roll Swimming every 5 seconds or inhale water, losing 1 FP. When FP = 0 you black out and will soon drown.
  • To break free of Engulfment, critical Swimming. You can also fight back to injure Nammu from within, but this counts as Close Combat and half damage.
Footnotes
* Tekumel players may recognize the assassin android as the Alluring Maiden of Nga, but in fact Prof Barker was inspired by the Silver Maid in Alexander Korda's 1940 movie The Thief of Bagdad. The Vaal was originally inspired by ru'un.
** Most of these will be familiar to Tekumel players as equivalent to some of the "Eyes".
*** My conceit here was to have a device that could be described as a magic carpet, as a nod to the Arabian Nights, without actually having it be a piece of flying cloth.

Friday, 1 May 2020

Come with me to the far lands of Baghdad


Here’s a sandbox roleplaying campaign I ran a few years back. The setting: Baghdad in 800 AD (183-184 in the Hijri calendar). I often like to start out with just a setting and characters, and the intrigues that go with them, then I throw out a bunch of threads and see which the players will grab hold of. The advantage of that approach is they’re familiarizing themselves with the background at the same time as various adventure leads are warming up.

(As for the rules, we used GURPS or you might try Tales of the Caliphate Nights or Basic Roleplaying. Or even write a PbtA version if you have the time; the variety of characters certainly lends itself to that kind of system. Those are all fantasy versions set in "the Arabian imaginary", though, and if you prefer a more historical take, as I do, Guy Le Strange's Baghdad During The Abbasid Caliphate will be your most treasured sourcebook.)


The deep background to the campaign postulated a forgotten era when aliens travelled to Earth and enhanced some humans (the likes of Gilgamesh) to assist them in returning to the stars. Some of that ancient technology yet remains if the characters know where to look.

There’s no magic in this setting, but psionics exist (though very rare). Still, you don’t need to stick to any of the assumptions or storylines here. Just chuck some of these ideas at your players. All they have to do is react in character and the story will shape itself.


BAGHDAD LOCATIONS OF INTEREST

The Shammasiyah Quarter. The inhabitants of these suburbs are Armenian Christians, transplanted en masse by order of the Caliph from their original village. The centre of the community is the Samalu Monastery. Any Christians among the PCs can get lodging here if they need it, but the practices of Armenian Christianity are different from those of the Franks and tensions could soon develop.

The Mamuni Palace is on the east bank of the Tigris opposite the Palace of Eternity. This is Jafar’s residence.

The Bab-at-Tak, the high arched gate at the eastern end of the Main Bridge, is renowned as a meeting place for poets.

The Palace of Eternity (Kasr-al-Khuld) was built twenty-five years ago in the reign of Harun al-Rashid's grandfather, the Caliph Mansur. Its majestic gardens are said to rival the beauty of paradise, and it stands high above the Tigris opposite the Khurasan Gate, free from the gnats that swarm in lower-lying areas.

The four Houses of Wisdom stand south of the Gharabah Gate. Each has a professor and seventy-five students, and in the entrance hall to the campus rests a famous water-clock called the Chest of Hours. The libraries of the Houses are arranged and catalogued to make information easy to find, and for a price the students can copy any work that characters require.

For colour the referee may wish to allude to markets and professional quarters such as the Needle-makers Wharf, the Market of the Perfumers, the Date Market, the Cotton Market, and the Tuesday Market. Also canal names such as the Fowls' Canal, the Canal of the Dogs, the Canal of the Cooks, and the Thorn Bridge over the Nahr Isa canal, adjoining the Market of Shawk-Sellers, these thorns being used as kindling for ovens and public steam baths (hammams, a staple of daily life to be found throughout the city).

The Kufah Gate ("Pilgrims' Gate") in the south-west is where those setting out for Mecca leave the city. And no tour of 9th century Baghdad is complete without mentioning the Office of the Poor Tax (Diwan-as-Sadakah) which stands opposite Dromedary House.



PRINCIPAL NPCs

HARUN al-Rashid (37) the Caliph.

JAFAR al-Barmaki (33) the Vizier.

ABBASSA (28) the Caliph’s favourite sister; very smart.

ASMA (32) another of the Caliph’s sisters; schemer but not very effectual; resentful.

MAMUN (20) the Caliph’s eldest son; good at statecraft, sciences and arts, but no soldier. Likes astronomy. Mother: Marajil, a Persian slave. Advisors: Fahl ibn Sahl and Hasan ibn Sahl

AMIN (17) the Caliph’s second son; good military mind, poor  at politics & leadership; a bit strident. Mother: the Princess Zubaida.

QASIM (15) the Caliph’s third son. Honest, trustworthy – far too much for his own good. Tutored by Prince Malik (see below). Mother: Qasif, a lowborn slave.

MUTASIN (12) the Caliph’s youngest son.

COURTIERS & GENERALS

TAHIR ibn Husayn (30): a Persian general, known as Zol-Yamanein (“the warrior with two right hands”) as he fights with a sword in each hand. 

ALI ibn Isa ibn Mahan (34) a general of Bedouin ancestry, secretive and inscrutable, loyal to Prince Amin’s faction.

Prince MALIK ibn Salih (50) a troublesome character – effective general, member of the Abbasid family, proud, he chafes and gets impatient when not given a task. Has mentored the Caliph’s third son, Qasid, since he was a child.

KHUZAIMA ibn Khazim (48) grizzled chief of police, cautious, plays the political spectrum and is careful not to offend any powerful factions.


IN KHORASAN

FADL ibn Sahl and HASAN ibn Sahl
Brothers (Zoroastrian converts) who are destined to advise Mamun as viziers – assuming that the player-characters do nothing to change the course of history. (As if.)

OTHER BAGHDAD NOTABLES

AHMAD ibn Hanbal (20) an Arab of the Banu Shayban tribe; young zealous scholar who regards the sect of the Caliph to be heretical, and openly preaches such, but is too popular simply to throw in prison.

ALI al-Rida (45) an imam and Dean of the House of Wisdom, seventh descendent of the Prophet, rather unworldly mystical type, mentor of Maruf al-Kharki.

MARUF ibn Firuz (42) “al-Kharki”, a Persian convert from Christianity, extremely ascetic, a hardliner who looks for heresy and impiety. He was formerly the slave of Ali al-Rida.
  • SARIK al-Saqati (33) disciple of Ali al-Rida and bodyguard to Maruf ibn Firuz. He is a Sufi martial artist and also has a psionic power to make people forget their family and become detached.
Archdeacon BARADAN (60) of the Samalu Monastery, a shrewd operator who keeps a low profile.

  • Vazak, Musheg and Sahak (all mid-30s): assistants to the Archdeacon.

OTHER MONARCHS

The Byzantine Empire is ruled by Irene of Athens (42), who recently (797 AD) deposed her son Constantine VI and had him blinded and imprisoned. She pays a tribute to the Caliph to avoid war (the Byzantines already have their ongoing war with the Bulgars and rivalry with the Franks to contend with) but it’s known that her finance minister, Nikephoros (45), opposes this.

Charlemagne (58) has recently been crowned Emperor of Rome.

Al-Hakam I (33) rules as Emir of Al-Andalus (Iberia) which is the last surviving stronghold of the Umayyad dynasty which formerly ruled the entire Muslim world, until the Abbasid rebellion in which the Umayyad line were hunted and massacred.

Idris II (16) rules as Caliph of the Berber kingdom of Morocco. His father was poisoned by an assassin sent by Harun al-Rashid sixteen years ago, so there’s no love lost there. Still a teenager, Idris is said to be “a person of almost magical ability”.

Ibrahim I (44) is due to be installed as Emir of Ifriqiya (modern Libya and Tunisia) to rule there on behalf of the Abbasids, a response to the ongoing rebellion of the Berbers against their Arab governors.

Krum the Horrible (43) is Khan of the Bulgars. Said to drink from cups made by lining his enemies’ skulls in silver. The clue is in the name.

Obadiah (30) is Khan of the Khazars. Like most of his nobles, he is a convert to Judaism, but most of the Khazars are Tengrists (kind of ancestor-worship meets animism).

She (Hiya = “she” in her native Arabic) is ruler ofthe lost civilization of Kôr in the heart of Africa. She is an immortal, born 900 years ago in Arabia, but who has gained access to some ancient (and possibly non-terrestrial) technology and has been busy learning about it.

In Kôr, Hiya has a Chamber of the Far-Travelling Carpet which has a pattern of tiles on the floor that create a dimensional “carpet” which allows her to travel across great distances. The effect is like teleportation, and the portal remains hanging in the air until she returns to it. Using this, she has been disrupting the Silk Road trade from a hidden mountain fortress above Samarkand.

She wants the arrow (qv) from Nubia, and has sent an android assassin and three mortal but devoted followers to get it. The android is a killing machine with ebon hair and paper white skin. In ordinary human terms she is mindless, and cannot speak or interact socially; nor can she  be detected with ESP. (Tekumel fans may recognize the type.)



ADVENTURE SEEDS

These aren’t presented in any particular order, but note that some are dependent on earlier threads having been picked up.

The Envoy from the West
Charlemagne (known in Baghdad as “Shah al-Ma'in”) has crowned himself Emperor of Rome, and has sent emissaries with gifts for the Caliph. If any of the player-characters are to be European Christians, that’s how they come to be travelling to Baghdad.

Order of Succession
The Caliph is due to announce this shortly. Not even Jafar knows what he’s planning. Traditionally, the eldest son, Mamun, has been the heir apparent, but his mother was a slave whereas the mother of the second son, Amin, is an Abbasid princess.

The ceremony involves the closing of the four gates of the Round City (see below). The Caliph then proclaims that Amin will be heir, and the order of succession will thereafter pass to Mamun, who in the meantime will go to the city of Merv to take up the governorship of Khorasan (Persia). Tahir of the Two Swords comes to Baghdad to fetch him.

The Gates
To mark the announcement of the order of succession, the four gates of the Round City are all closed at noon prayers. It can be seen that each gate is covered in an array of cuneiform-style glyphs.

On close examination:
  • the metal of which the gates are made is an unknown alloy.
  • they are covered with some kind of graphical cipher, perhaps indicating coded charts.

History: the gates were brought by order of the Caliph’s father from the town of Wasit, which stands on the site of Zandawad, a city built by order of King Solomon. (Unknown history: they were brought originally from Uruk.)

Deciphering the glyphs reveals a kind of stylized map centred on the site of Uruk. It’s clear that there must be a fifth set of gates somewhere, containing missing information required to complete the map, and after consulting the records the characters find that these other gates were sent to the Mosque of Mansur but never fitted. The Imam, Ali al-Rida, refers enquiries to Maruf ibn Firuz, who of course refuses all requests to see the gates.

The fifth gates are being kept at the Bukhariot Mosque in the Lion & Ram Quarter, west of the Round City. Even having found out that much, the characters have to somehow get to see them – not easy, as they are packaged, piled up and far too heavy to lift, and of course the imam of the mosque, Halba ibn-Jubaya, has been told not to grant access.

The fifth set of glyphs firmly pinpoints a location at modern-day Warka, which will lead the characters to the Hairy Man adventure (see below).

A Hairy Man
The ruins of a huge city wall are found by workmen digging irrigation channels for the modern town of Warka. This is part of the ruins of Uruk. This is not widely reported, so unless the characters have deciphered the map on the gates (qv) they will never get to hear about it.

If the ruins are excavated, a tomb is revealed in which lies the perfectly preserved body of a big (7 foot) hairy man with strong, almost ape-like teeth. This is Enkidu, an immortal, who has remained in a state of suspended animation for millennia. The characters may be able to revive him, but ensuring he becomes an ally rather than a rival or enemy is not so easy.

Running Amok
There have been several violent incidents in the Atikan Quarter. The first few were individuals running amok, then larger groups. Usually the pattern is attacks on property, escalating to violence or even murder, and afterwards the perpetrator claims to have only a vague memory of their actions, as in a dream. All except the first incident happened on a Friday.

First of the perpetrators was Hisham of Basra, who is due to be executed in three days. He didn’t kill anyone, but was heard shouting blasphemous remarks. If questioned, he may reveal that he had gone to the Jewish Quarter to try to catch a glimpse of a girl he’d seen.

The actual cause is a teenage girl, Anonui bat-Ezra, who is developing psionic powers that as yet are not under her conscious control. She belongs to a wealthy Jewish family (her father: Ezra bar-Adom) and travels to the bath-house each Friday in a covered litter. One incident occurred on Friday evening outside a house in the Jewish Quarter used as a synagogue.

The Road to Samarkand
Reports are starting to trickle in of disruption on the Silk Road. Caravans have been attacked by bandits out of the hills, who seem to have become unnaturally bold of late. The merchant Yao ZHANG, who claims to be an emissary of the Chinese Emperor Dezong, recently arrived with a report of having been overtaken by a sandstorm crossing the Karakum Desert, and his companions were whisked away “by bridges that walk” – or, at least, the translator thinks that’s what he said. This connects to The Forty adventure.

The Caliph’s New Palace
The Caliph no longer wishes to reside in the Golden Gate Palace, but instead plans to move out of the Round City to the (larger) Palace of Eternity on the west bank of the Tigris. Naturally this raises concerns about security.

The Arrow
A dignitary from Egypt brings the Caliph an arrow that can cut almost anything. (This is literally true; it’s like a vibroblade.) He says it was brought by a traveller from Nubia. The Caliph orders it placed in the palace vaults.

Cursed Ship
Reports from sailors in the Gulf describe a “high, bronze-hulled” vessel, “like a floating castle”.

Prince Mamun's farewell party
This episode follows Order of Succession and The Arrow. There is a party for Mamun on the eve of his departure for Khorasan.

During the party, a guard staggers up from the vaults where the Caliph's treasures are kept. He collapses in front of one of the characters, revealing two long deep sword-cuts across his back.

In the vault there is a circular pattern of rainbow light on the floor. An albino warrior with a fixed, insane expression stands ready to fight as three men with jet-black skin search the racks and boxes. This is the group Hiya (“She”; qv) has sent to fetch the arrow, and can ultimately connect to an adventure based on H RiderHaggard’s novel.



The Forty
This is the eventual result if the characters investigate The Road to Samarkand adventure seed or travel to Persia and end up investgating attacks on the trade routes.

In the hills above Samarkand, the Forty are a group of heretical rebels from Afghanistan. They have come across an ancient alien facility with a huge circular door that opens on a voice command. (One door only partly opens. There’s a smaller postern gate but they don’t know the command for that.)

FORTY THIEVES
Sword 18                                 2d+2 cut
Knife 17                                  2d-1 cut
Javelin 16                                2d+2 impale (with thrower)
HP 15                                      Parry 13, Dodge 12, Perception 17, Stealth 15
Armour: Kevlar-like material (7, weight 20) on torso; mail (4) on limbs, head.

Inside: a tunnel thirty feet tall with gantries (partly collapsed, but now reinforced with wooden poles) to a series of apartments. There are lighting globes, about half of which still work. At the end of the tunnel is a hangar where the Big Spider (a sixty-foot-tall military robot) is housed.

BIG SPIDER
Acrobatics 17; Danger Sense; Combat Reflexes
Leg swipe 15               9d crush (1-3 per round) knockback
Barbed darts    18        4d twice (large piercing -> +50% damage) & reel in*
Blades 18                    3d twice (half armour)**
Dodge 7                      Armour 11      Perception 25
HIT POINTS 120
All its attacks can only be defended against with Dodge.
*If both darts penetrate armour, delivers electrical stun (3d direct to Fatigue) and reels victim in. Victim has two rounds to break free: ST vs effective ST of [damage taken x d6]. Then reaches blades and is wrenched: roll ST or HT vs effective ST of 30 or take 4d crush to neck or limb.
**Used when victim reeled in; remember that these are monomolecular and halve armour.

The Big Spider is not under the control of the Forty, but it recognizes that they control the doors. When the doors are open, it periodically patrols its route and attacks people crossing the border without authorization (ie everybody). It collects all their items, brings them back, but then discards them as nothing matches the items it is programmed to search for. When “parked”, the spider also projects a local view (5 mile radius) of the terrain as seen from a satellite.

The Forty therefore have treasure here worth about 5 million dirhams in the form of gold, gems, spices, silks, artworks, weapons, etc. This wealth is what enables them to bribe a network of informers in Samarkand, allowing them to cow the government there by assassination or bribery.
           
Samarkand
The city is ruled by a Council of Three: Arash, Jamsid and Kazem, all of the House of Aramanth. As it’s Persian, politics is less religiously dominated, though it is not so free and cosmopolitan as Merv or Nishapur.

The Grand Imam is Ardeshir al-Yaha, a moderate, originally from Baghdad.

The leading light in high society is Princess Parisa Esfani, mid-40s, bossy, rich.

The local agent of the Barmaki clan is Sitvar ibn Ghabani, a young and very serious fellow, more resourceful than his callow appearance might suggest.


WHAT HAPPENED IN OUR CAMPAIGN

The player-characters realized the trouble in the marketplace (Running Amok) was caused by a psionic and identified the likely culprit as Anonui, daughter of Ezra the rug merchant. But they couldn’t get access to Anonui until her two older sisters were betrothed, whereupon it would be possible for a third suitor to visit Anonui. So they went to Ezra and three of them asked to marry his daughters.

Charlemagne’s two emissaries, Lanterfrid and Sigimund, were due to return home. The Caliph (at Jafar’s instigation, after a recommendation by the player-characters) appointed Ezra to take some fine rugs to the new Roman Emperor as a gift. Oh, and a white elephant called Abulabaz as well. That gave Ezra and incentive to marry his daughters off, so that they would be taken care of while he was away from Baghdad.

However, Anonui was by now learning to control her power, even though largely unaware of it. She caused Ezra to demand an impossibly huge dowry of 30,000 dirhams for each of her sisters (Buran and Huldah).

Two of the PCs now decided that the best way to deal with Anonui bat-Ezra, the nascent psionic in the Jewish quarter, was not to marry her but to kill her. Yes, I know; I thought it was a dark turn too. They sneaked off without telling the others, crept into her bedroom at night, and smothered her with a pillow. When the other PCs confronted them about this, they fell back on the argument that it was better than waiting till she grew too powerful. (You may recall Nick Fury saying something along those lines. Cap wasn't impressed.)

Hashim was still executed for blasphemy, as the presiding judge Maruf ibn-Firuz (aka al-Kharki) would brook no plea for leniency. But it’s not clear whether Hashim’s fate ever figured in the characters’ calculations anyway. As one of the players put it in the write-up:
“We killed the carpet seller's daughter, making it seem that she died in her sleep. We tried to paint her as a witch to exonerate the young man due to be executed from blasphemy. He was executed anyway.”

At the ruins of Uruk, their map guided them to a hill which turned out to cover a huge man-made dome. They were able to break into this and lower themselves fifty metres to the floor below. Some falling rocks gave them gashes and bruises, but that was nothing compared to the sentry spider-robots that attacked using circular blades on their legs.

They entered what some might have considered a burial chamber, though it was obviously built with a different purpose in mind. Banks of instruments on the walls were now so damaged that only an occasional light blinked on and off. Waking up the power source briefly displayed a holographic star map filling the whole room which showed a planetary system located close in to the galactic core – not that they were able to interpret what it meant.

On a catafalque lay the hairy body of Enkidu. (His hair having continued to grow very slowly over the centuries he’d been in “Odinsleep”.)

A player said in the write-up:
“I think we activated a homing beacon, but it seemed to point straight up into the night sky where there are no ships. Are there? And we saw something that might have been a star map, but there just aren’t that many stars in the sky. Are there?”
Thereafter, having been afflicted by a device called the Eye of Humbaba, they travelled to the heart of Africa to seek help from Hiya. Or did they go to steal her power? It depends which of the players you ask.