Adapted from a campaign play-tested for 100+ hours over multiple iterations, Arabian Fights is a modular sandbox (hah!) written for players who want something a little different. Presently, Arabian Fights is a PDF nearing 100 pages and expected to be that size at print.
Your players have just survived a terrible crash in the middle of a mysterious desert. Stripped of belongings and points of reference, they see one distant spot against the horizon—with miles of glowing desert dunes in the way. What begins as a mad dash for survival quickly becomes something much more... Will they choose to save their own skin and escape at the earliest opportunity? Or will they leave their mark and unbalance a terrible, ancient rivalry of unparalleled magnitude?
Here's the skinny
This is a game of making hard decisions and exploring vast wilderness. Even the choice of travel time comes with difficult repercussions. But with smart thinking and cooperation, the supernatural desert will unveil its treasures—and resultant alliances will fundamentally change not just the party's resources, but the very nature of the region itself.
And here's how I designed it
Arabian Fights was originally built to satiate a table of players asking for magical loot, interesting combat encounters, fascinating lore, and interesting puzzles. As a result, this campaign handles a little of everything:
- A system of low-level magical item discovery, tweaked for easy DM discretion
- Five thematic puzzle temples scattered across the supernatural desert
- Monsters familiar and unseen, divided into daytime predators and moonlight wights
- Distinctive NPCS & cultures—occasionally funny, occasionally dramatic, always flavoured
- An ever-expanding main quest bolstered by lore—or easily ignored
You can expect the interior to look something like
Risks and challenges
The vast majority of the work is already done, as I've hosted this campaign myself from start to finish. Furthermore, I'm partnering with a US hardcover book supplier that provides premium colour on delicious 70lb white paper—and we've already discussed manufacturing and shipping costs. That's the physical side of things. As for digital, I could probably have these things out by a week past the funding period.
I need two months to commission artists, finalize the work, fine tune the available lore, and play-test the additional content. With the availability of resources at hand and my volunteer sacrifices (I mean, players), I handily expect August 2019 to be an easily-achievable shipping date for the final product.
I believe in open communication and will be providing quality updates as the stages progress this summer.Learn about accountability on Kickstarter
- (30 days)