Post by geneweigel on Jun 27, 2016 9:33:24 GMT -5
Continuing the bit about I9 DAY OF AL' AKBAR (1986) being most likely a Greyhawk module set in "Ekbir" that got reworded:
The reverse Western rather Eastern location is the most obvious Greyhawk aspect.
I think "Ber-Gathy" is a also a Greyhawk locale and not only the names but maps have been altered. The DM's map of "Arir" has the North Arrow pointing left which seems odd for someone to draw a land map with North being to the left unless it was revised by others.
The Cup and Talisman first appeared in STRATEGIC REVIEW VOL. II Number 2 (AKA #7) (APR 1976) and was pretty bald of Greyhawk material as it was created by someone named Neal Healey:
This is the Greyhawk-ized description from DMG (1979):
So bringing it back to the Paynims is a break away but we've seen this before with Greyhawk material like Lolth in the TOEE.
Players' &. DM's Adventure Background
Know ye, O stranger, that this story
begins long ago, in the Seventh Dynasty of
the Sultans of Arir. During the reign of Sultan
Amhara, infidel invaders swarmed from
the East, swallowing Aririan defenders and
driving refugees before them. Their violent
wave threatened even the magnificent capital
city of Khaibar, in which Mrs greatest
treasures were hidden For safekeeping. By
repute this treasure included more gems of
all kinds than there were stars in the sky;
and of course, the treasure beside which all
others pale - the Cup and Talisman of
Al 'Akbar.
The Cup and Talisman, of course, were
the great treasures which had to be protected
at aU costs. They were hidden in a
place of safety, surrounded by guards and
wards of organic, mystical. and mechanical
nature. History records that the invaders
were beaten off at the very gates of Khaibar,
but the Sultan was tragically killed at the
height of the fighting. He alone apparently
knew the only safe method of retrieving the
Cup and Talisman (and the rest of the treasure);
for many spiritual and temporal leaders
made bold proclamations about being
appointed by Providence to lead Arir, followed
inevitably by an expedition to
retrieve the Cup and Talisman, from which
none ever returned. Khaibar never recovered
from the economic loss of its treasury
nor the loss in prestige as the home of the
Cup and Talisman, and was removed as
capital and rapidly acquired the loathesome
reputation it has todaY: a teeming hive of
violence and villainy.
A plague now sweeps the land; red
blotches on the chest mark the onset of the
disease, and within a few days death is
imminent. The elder priests of all temples of
Law and Good put aside their differences
and banded together to fight the plague.
They agree that if the Cup and Talisman
could ever be found and reunited, curing
balms could be made in enough quantity to
stop the disease. This must be done soon,
for traders have already stopped dealing
with Arir in hopes of keeping the plague
confined. The quarantine is severe; travelers
and emigrants are being turned away
or kil1OO.
You and some companions have been
chosen for this quest. The promise that you
can keep whatever else you find along the
way has your eyes sparkling with anticipation.
Will you find treasure enow to start
your own kingdom - or will you find
Deaths bony hand beckoning to you on this
adventure from which none have returned
beFore ... ?
Know ye, O stranger, that this story
begins long ago, in the Seventh Dynasty of
the Sultans of Arir. During the reign of Sultan
Amhara, infidel invaders swarmed from
the East, swallowing Aririan defenders and
driving refugees before them. Their violent
wave threatened even the magnificent capital
city of Khaibar, in which Mrs greatest
treasures were hidden For safekeeping. By
repute this treasure included more gems of
all kinds than there were stars in the sky;
and of course, the treasure beside which all
others pale - the Cup and Talisman of
Al 'Akbar.
The Cup and Talisman, of course, were
the great treasures which had to be protected
at aU costs. They were hidden in a
place of safety, surrounded by guards and
wards of organic, mystical. and mechanical
nature. History records that the invaders
were beaten off at the very gates of Khaibar,
but the Sultan was tragically killed at the
height of the fighting. He alone apparently
knew the only safe method of retrieving the
Cup and Talisman (and the rest of the treasure);
for many spiritual and temporal leaders
made bold proclamations about being
appointed by Providence to lead Arir, followed
inevitably by an expedition to
retrieve the Cup and Talisman, from which
none ever returned. Khaibar never recovered
from the economic loss of its treasury
nor the loss in prestige as the home of the
Cup and Talisman, and was removed as
capital and rapidly acquired the loathesome
reputation it has todaY: a teeming hive of
violence and villainy.
A plague now sweeps the land; red
blotches on the chest mark the onset of the
disease, and within a few days death is
imminent. The elder priests of all temples of
Law and Good put aside their differences
and banded together to fight the plague.
They agree that if the Cup and Talisman
could ever be found and reunited, curing
balms could be made in enough quantity to
stop the disease. This must be done soon,
for traders have already stopped dealing
with Arir in hopes of keeping the plague
confined. The quarantine is severe; travelers
and emigrants are being turned away
or kil1OO.
You and some companions have been
chosen for this quest. The promise that you
can keep whatever else you find along the
way has your eyes sparkling with anticipation.
Will you find treasure enow to start
your own kingdom - or will you find
Deaths bony hand beckoning to you on this
adventure from which none have returned
beFore ... ?
The reverse Western rather Eastern location is the most obvious Greyhawk aspect.
Beginning the Adventure
The party starts at Ber-Gathy (see Map
IX), a bustling city on the banks of the
mighty River Khaud, a trade route connecting
it with the east. Ber-Gathy is considered
to be the westernmost refuge of civilization
for hundreds of leagues, now that Khaibar
has fallen into decline.
The party starts at Ber-Gathy (see Map
IX), a bustling city on the banks of the
mighty River Khaud, a trade route connecting
it with the east. Ber-Gathy is considered
to be the westernmost refuge of civilization
for hundreds of leagues, now that Khaibar
has fallen into decline.
I think "Ber-Gathy" is a also a Greyhawk locale and not only the names but maps have been altered. The DM's map of "Arir" has the North Arrow pointing left which seems odd for someone to draw a land map with North being to the left unless it was revised by others.
The Cup and Talisman first appeared in STRATEGIC REVIEW VOL. II Number 2 (AKA #7) (APR 1976) and was pretty bald of Greyhawk material as it was created by someone named Neal Healey:
The Cup and Talisman of Akbar
This very puissant and holy item is usable only by Dervishes, Rangers, and
Paladins. It consists of a golden cup chased with platinum and mithril filigree and
many jewels of great price. Lying in the bowl of the chalice is a platinum talisman
engraved with an eight-pointed star, and the name of Allah in Kufic script, which
is attached to a golden chain with platinum and silver beadwork. The object has a
minimum face value of 75,000 gold pieces, however, in the hands of any of the
above types, the true worth of the object becomes apparent; for when the chalice is
filled with water and the talisman is dipped into the water (with appropriate
prayers), the water is miraculously transmuted into a potion according to the
following percentages:
0-45 light healing potion
46-70 heavy healing potion
71-75 intensive healing balm (4-40)
76-85 the universal antidote
86-94 a cure for all diseases
95-99 an ointment to raise the dead
00 balm for victims of the undead*
*(acts as the restoration spell)
This item is usable but once per week, and will produce a volume equal to one
potion bottle.
This very puissant and holy item is usable only by Dervishes, Rangers, and
Paladins. It consists of a golden cup chased with platinum and mithril filigree and
many jewels of great price. Lying in the bowl of the chalice is a platinum talisman
engraved with an eight-pointed star, and the name of Allah in Kufic script, which
is attached to a golden chain with platinum and silver beadwork. The object has a
minimum face value of 75,000 gold pieces, however, in the hands of any of the
above types, the true worth of the object becomes apparent; for when the chalice is
filled with water and the talisman is dipped into the water (with appropriate
prayers), the water is miraculously transmuted into a potion according to the
following percentages:
0-45 light healing potion
46-70 heavy healing potion
71-75 intensive healing balm (4-40)
76-85 the universal antidote
86-94 a cure for all diseases
95-99 an ointment to raise the dead
00 balm for victims of the undead*
*(acts as the restoration spell)
This item is usable but once per week, and will produce a volume equal to one
potion bottle.
This is the Greyhawk-ized description from DMG (1979):
Cup and Talisman of AI'Akbar: This pair of holy relics were were given by the
gods of the Paynims to their most exalted high priest of lawful good alignment
in the days following the Invoked Devastation. It was lost to demihuman
raiders and was last rumored to be somewhere in the Southeastern
portion of the Bandit Kingdoms.
gods of the Paynims to their most exalted high priest of lawful good alignment
in the days following the Invoked Devastation. It was lost to demihuman
raiders and was last rumored to be somewhere in the Southeastern
portion of the Bandit Kingdoms.
So bringing it back to the Paynims is a break away but we've seen this before with Greyhawk material like Lolth in the TOEE.