Arabian Adventures is an accessory for the 2nd edition of the Advanced Dungeons & Dragons fantasy role-playing game, published in 1992. Contents Arabian Adventures offers over 40 pages of player character kits, including the sha'ir, barber-thieves, beggar-thieves, and other rogues, as well as other characteristically Arabian roles such as merchants, moralistic priests, hakimas (wise women), mystics, mamluks, corsairs, and elemental wizards. Each kit includes benefits, hindrances, and discussion of the kit's societal role in the desert of Zakhara, the Land of Fate. The rulebook also includes rules for calling upon Fate, the Evil Eye, and discussions of honor, piety, the salt bond, and other characteristics of Arabian society. The rulebook offers a comprehensive list of desert equipment, lists of spells with a desert motif, Arab character names, and proficiencies like Haggling and Display Weapon Prowess. Publication history Arabian Adventures was published by TSR, Inc. as a 160-page softcover AD&D campaign rulebook. Design was by Jeff Grubb with Andria Hayday, a cover by Jeff Easley, and illustrations by Karl Waller. Reception Allen Varney reviewed Arabian Adventures for Dragon magazine #219 (July 1995). He begins by saying: "You know from the first sentence of the original 160-page softcover rulebook that the Al-Qadim campaign setting emphasizes pop cinematic Arabia over scholarly accuracy. "Ali Baba and the Forty Thieves," "Aladdin and His Magic Lamp"—these and other classics fill the pages of the Arabian Nights. No, they don't. European translators introduced both Ali Baba and Aladdin as spurious additions to the Nights, back in the 1800s. But what of that? Would you want an Arabian role-playing campaign that didn't include them?" He suggests that the player character kits in Arabian Adventures "make up the outstanding section of the rules, still unsurpassed to this day by other AD&D campaign worlds. The most creative of these, the signature class of the Al-Qadim world, remains the sha'ir, the wizard who gets his magic by sending a genie or elemental familiar to fetch spells. Original and ingeniously balanced, the sha'ir class gains its greatest appeal from the role-playing opportunities inherent in negotiating with a genie or a dimwitted familiar." In reviewing the book a few years after its release, Varney commented: "With hindsight we can identify [Arabian Adventures] as an important step in TSR's transition to its current graphic design philosophy, a precursor of the Planescape line and other beautiful products. The Al-Qadim rulebook's gold page borders, elegant endpapers,