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ALQ3 A Dozen and One Adventures (2e)

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Welcome to Christmas in July! In celebration, this digital title has been marked down by up to 40%! For more of Santa's savings, visit our Christmas in July sale page.

High Adventure is Your Companion Throughout the Land of Fate! 

There is no escaping Fate in the world of Zakhara, home of caliphs and favored land of the genies. And the Fate of brave adventurers is to travel the wide realms, vanquishing the urnrighteous and protecting the meek.

A Dozen and One Adventures leads the characters from bustling Muluk, City of Kings, to the mysterious citadel fo flame, and many points between. They may meet the king who never died, the fish-people of the Great Sea, and other wonders too amazing to mention.

This adventuresourcebox contains a 64-page booklet of 13 adventures, a 32-page campaign guide describing Muluk, the northern lands, and several new magical items, maps of Muluk and Krakal-Niraan and 4 other map cards, and four MC instert pages featuring NPCs.

Recommended for use with the Arabian Adventures rulebook.

Note: Poster map and random roll tables found on inside cover are not available with this product.

Product History

ALQ3: A Dozen and One Adventures (1993), by Steve Kurtz, is the third in the series of "ALQ" supplements for Al-Qadim. It was published in April 1993.

Sources. Whereas ALQ1: Golden Voyages (1992) was based on the voyages of Sinbad the Sailor and ALQ2: Assassin Mountain (1993) drew on the stories of the Old Man in the Mountain, A Dozen and One Adventures was the first Al-Qadim adventure box focused on the more general tales of the One Thousand and One Nights. Author Kurtz proudly stated that he'd read all of the source material, "including the supplements!"

Continuing the ALQ Series. Like its predecessors in the "ALQ" series, A Dozen and One Adventures is a slim box that mixes source material with extensive adventures. However, this supplement varies from the earlier "ALQ" boxes in two ways. First, its adventures are more completely grouped into a (loose) campaign than either of the other adventure boxes. Second, it replaces the usual Monstrous Compendium pages with NPC stats, suggesting a slightly different focus than its predecessors.

A Dozen and One Adventures was also the most traditional entry point (to date) for the world of Al-Qadim, offering adventures that were more typical for AD&D than sea voyages or quests against the assassins.

Adventuring Tropes. Fundamentally, A Dozen and One Adventures is a book of stories. Each of the 13 adventures begins with a NPC and his tale, which the PCs then become involved with. With that said, there are still a lot of complexes to crawl through (including castles and caverns), a lot of monsters to fight, and a lot of items to quest for. Still, there are some innovative encounters too, such as a boasting contest with a djinn and a whodunit mystery.

Expanding Al Qadim. A Dozen and One Adventures expands the realm of Al-Qadim by detailing the Free City of Muluk. The nearby Haunted Lands, which had already received some attention in Al-Qadim: Land of Fate (1992), also get some additional attention.

A Dozen and One Adventures also provides the first look at the Brotherhood of True Flame, who would get more attention a few months later in City of Delights (1993).

About the Creators. Kurtz was just getting his start writing for D&D, and all of that early work focused on Al-Qadim. He'd previously contributed to MC13: Monstrous Compendium Al-Qadim Appendix (1992) and would next work on City of Delights (1993).

About the Product Historian

The history of this product was researched and written by Shannon Appelcline, the editor-in-chief of RPGnet and the author of Designers & Dragons - a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to

We (Wizards) recognize that some of the legacy content available on this website does not reflect the values of the Dungeons & Dragons franchise today. Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed. Dungeons & Dragons teaches that diversity is a strength, and we strive to make our D&D products as welcoming and inclusive as possible. This part of our work will never end.

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Reviews (2)
Discussions (6)
Customer avatar
Kim M February 23, 2020 9:06 am UTC
Here it is 2020 - Can the questions about the missing items be answered? If the maps and other segments have not been added as of yet, can someone scan as needed and include them in the POD (and provide updates to those who have bought this)?
Customer avatar
Wolfgang W July 10, 2020 4:13 am UTC
I want to know this as well, I'm replying to get updates here.
Customer avatar
Marco S February 17, 2021 9:48 am UTC
The maps and other supplements are in the second pdf.
Customer avatar
Matt B September 06, 2019 5:39 pm UTC
Has the POD been fixed so as to be complete?
Customer avatar
Michael V March 08, 2018 9:32 am UTC
Can anyone confirm if the new POD book is complete?
Customer avatar
Michael V November 14, 2018 1:03 am UTC
Since no one has replied, I will. The POD book is complete
Customer avatar
Michael V December 02, 2018 12:01 pm UTC
I was wrong about it being complete, checking the maps with the adventures the POD is missing the mapsheet of Muluk and the floor plans for Krak al-Niraan.
Customer avatar
Wesley K January 21, 2019 7:18 pm UTC
Having acquired a physical copy of the adventure outside DriveThru, I believe there aren't any floor plans to Krak al-Niraan, nor any cover to the Campaign Book. This is a somewhat recurring issue with a lot of TSR's Al-Qadim products, such as how IIRC the abbreviation key for shorthand used throughout the campaign books is only provided in Adventurer's Guide set.
Customer avatar
Michael V January 28, 2019 2:37 am UTC
On page 16 paragraph 1 of the campaign book, concerning Krak al-Niraan, it says "A detailed map of the stronghold appears on the mapsheet". Looking at a PDF of the mapsheet shows Muluk and all five levels of the floor plans for Krak al-Niraan. So yes it does exist but is missing from the POD.
Customer avatar
Michael V December 29, 2017 10:14 pm UTC
I just bought the POD Softcover book and all I got was the 64 page Adventure book not the 128 page book as described. The 32-page campaign guide describing Muluk, the northern lands, and several new magical items, a poster map of Muluk and Krakal-Niraan, six map cards, and four MC insert pages featuring NPCs are all missing.
Customer avatar
Aaron I December 10, 2016 9:00 pm UTC
The encounter tables for the Weeping Desert & Krak al-Niraan are missing.

According to the second PDF (Campaign Guide) on page 4: "Finally, the inside cover of the campaign guide is packed with tables which might prove useful during play: a key to NPC abbreviations used in this text, random monster encounters for the wilderness and Krak al-Niraan and dungeon dressing to help you spice up any AL-QADIM™ adventure."

And on page 14: "Random encounter tables have been included for your convenience on the inside cover of the campaign guide."

And on page 20: "For the DM's convenience, a table of random encounters for the inner castle has been included on the inside cover of this campaign guide."

I can't find these tables anywhere!
Customer avatar
Adam P December 04, 2015 9:36 am UTC
Does the digital download include the map cards ?
"This adventuresourcebox contains a 64-page booklet of 13 adventures, a 32-page campaign guide describing Muluk, the northern lands, and several new magical items, a poster map of Muluk and Krakal-Niraan, six map cards, and four MC instert pages featuring NPCs." -
Customer avatar
Jeffery B May 19, 2016 12:09 am UTC
I only just now bought this, but in case you're still wondering - yes, the cards are in there...but the map is not.
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