Day of Al'Akbar

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Day of Al'Akbar
I9ModuleCover.jpg
CodeI9
Rules requiredAD&D (1st Edition)
Character levels8 - 10
Campaign settingGeneric Arabic
AuthorsAllen Hammack
First published1986
Linked modules
I1, I2, I3, I4, I5, I6, I7, I8, I9, I10, I11, I12, I13, I14
 
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Day of Al'Akbar
I9ModuleCover.jpg
CodeI9
Rules requiredAD&D (1st Edition)
Character levels8 - 10
Campaign settingGeneric Arabic
AuthorsAllen Hammack
First published1986
Linked modules
I1, I2, I3, I4, I5, I6, I7, I8, I9, I10, I11, I12, I13, I14

Day of Al'Akbar (I9) is a Dungeons & Dragons module. Author: Allen Hammack (1986)

Plot summary[edit]

Day of Al'Akbar is a scenario set in an Arabian Nights-style desert land, where the player characters search the sewers under the city of Khaibar for an entrance to the tomb of Al'Akbar to find the holy Cup and Talisman, which can save their home from a plague.[1] The module describes Khaibar City and the sultan's palace.[1]

In this adventure, the player characters must save Arabic lands from a red plague by retrieving a magical artifact. The adventure involves wilderness encounters, dungeon crawling in a sewer, tomb-robbing, some detective work in a desert town, and a final confrontation in the Sultan's palace.[2]

The land of Arir, a once peaceful desert country, has fallen into the hand of infidels. The ruler, Sultan Amhara, was killed in the battle for the capital city of Khaibar. He left behind one of the greatest treasure stores ever amassed, including the Cup and Talisman of Al'Akbar. A deadly plague sweeps your land. The holy men could cure the deadly plague which sweeps the land, if they had the Talismanm which the player characters must find.

Table of contents[edit]

ChapterPage
Introduction2
Journey to Khaibar3
The sewers of Khaibar5
Beyond the Walls14
The Sultan's Palace35
Artifactspullout section
Glossary of Useful Termspullout section
Prerolled Characterspullout section
Players' Riddle Illustration39

Notable nonplayer characters[edit]

Publication history[edit]

I9 Day of Al'Akbar was written by Allen Hammack, with a cover by Jeff Easley, and was published by TSR in 1986 as a 40-page booklet with a large color map and an outer folder.[1]

Design: Allen Hammack
Developer: Bruce A. Heard
Editing: Kerry as Martin
Cover Art: Jeff Easley
Illustrations: Mark Nelson
Cartography: Diane and Dave Sutherland
Typesetting: Betty Elmore

Dedication: to my parents with love, for extraordinary tolerance and encouragement, and to Jeff, Chris, and Marie, for their support and love. Special thanks to Susan Hammack, and Sandy Brachman, and Katrina.


Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR UK Ltd.

product number 9178
ISBN 0-88038-320-8

Reception[edit]

Carl Sargent reviewed the module for White Dwarf #87. Sargent noted that although the town map is moderately useful and the adventure's Arabic environment is detailed enough, the module is overall an "uninspired effort".[2] He called the wilderness encounters pointless and silly, noted the existence of errors in the game statistics, and other flaws. Sargent felt that the only noteworthy thing about the module is Jeff Easley's "sexploitation cover".[2]

See also[edit]

References and footnotes[edit]

  1. ^ a b c Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. p. 102. ISBN 0-87975-653-5. 
  2. ^ a b c Sargent, Carl (March 1987). "Open Box: AD&D Adventures". White Dwarf (review) (Games Workshop) (87): 2–3. ISSN 0265-8712. 

External links[edit]