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  1. - Top - End - #31
    Ettin in the Playground
     
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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Queen Tuhaia

    Quotes
    • “I’ll deal with the matter personally.”
    • “We are at a crossroads, in more ways than one.”
    • “Will you join us? Will you fight for a cause both just & glorious?”
    • “If I don’t do something about these threats, there won’t be a citizenry to protest.”

    Background
    Tuhaia was born to the previous pharaoh of Salah, King Seyed II, & his queen, the Lady Alzena. As the eldest child, she inherited the Scepter & Crown upon her parents’ death, when she was just 14 years old. Thus, her childhood was abruptly ended, as her life as a princess ended, & her life as a queen began. For over twenty years, she has ruled her city with wisdom & courage. She quickly became a dynamic, hands-on ruler, one who enjoys mingling with the common folk. She has even been known to treat sick or injured citizens personally, making her very popular with the locals.

    Because of her gender & her age, Tuhaia’s leadership was contested early on. It was first challenged by her younger brother, Wasim, & then later by her chief advisor, Vizier Faysal Utt. Both plots to usurp her power were backed by the she-da-zhong, & both were ultimately thwarted with the help of a band of mercenaries known as the Lady’s Blades (formerly the Blazing Blades). As the current pharaoh of Salah, she has many varied responsibilities, & she has been showing signs of fatigue in recent months.

    Personality
    Tuhaia is a strong woman, one who was raised with a royal grace & bearing. She speaks well, & has a way of getting her point across so that is looks like the only wise course of action. She is used to getting her way; not only because she is the pharaoh, but also because her decisions are almost always correct. She is somewhat removed from her people, rarely interacting with the common folk directly, although she is fiercely protective of them. She still acts as if she had something to prove to the world, even though she has already done so many times over the past two decades.

    Appearance
    By most standards, Tuhaia is not a handsome woman, with her narrowly-spaced eyes, long face, & thick mannish physique; she does, however, have a pleasant smile on the occasions that she shows it. Her simple tiara is the only indication of her title, as she rarely wears her royal robes or other trappings of office. She is very athletic, & her hard work has given her a toned, muscular look. She mostly eschews jewelry, except for an amulet which she inherited from her mother (a Periapt of Wisdom).

    Goals
    Unlike most people in power, Tuhaia is not concerned with politics or the jockeying for more power. Her faith & her sense of duty to the people of Salah are her primary motivations, & anything else is a distant second (hence why she is not married & has no direct heirs). Her main concern at the moment is the defense of her people from monstrous predations, particularly from the growing number of she-da-zhong in the region. She is currently attempting to raise an army to protect the city, & is hiring mercenaries & militia members to join her ranks. This army is unpopular with the locals, however, as it seems to run counter to the city’s reputation for peace & kindness. Her current head advisor, Vizier Hadira aq-Wadari, has warned her of the dangers, but she believes that the time is right to end the threat once & for all. The vizier has also urged her to name a successor, so that the city’s leadership (& her own legacy) could continue in the event of her untimely end.

    Combat Tactics
    Tuhaia has been trained in the art of war from an early age, & despite the rarity of the need, she is able to defend herself with blade & shield. She is particularly formidable on a horse, which is where she has focused her martial training. She is deadly with her lance (the bane of the she-da-zhong), both on her horse & on the ground, & is adept with a heavy mace is close quarters. She prefers to ride into battle, charging in fast & then smiting foes as a follow-up. She usually refrains from using any magic (either from spells or from items) unless absolutely necessary, favoring her steel to carry the battle.

    3E Stats
    Spoiler
    Show
    RACE: Human female
    CLASS: Aristocrat 6/Paladin 5
    ALIGNMENT: Lawful Good
    DEITY: Pashati
    SIZE: Medium
    AGE: 36 (born 319 AF)
    HEIGHT: 5’4”
    WEIGHT: 129 lbs.
    EYES: Brown
    HAIR: Brown
    LANGUAGES: Alhaggi & Common
    HIT DICE: 8+5d8+5d10+11 (69HP)
    INITIATIVE: +4
    SPEED: 30’
    ARMOR CLASS: 22 (+8 armor, +4 shield); touch 10; flat-footed 22
    BASE ATTACK BONUS: +9
    GRAPPLE BONUS: +9
    ATTACK: +11 Bane: Monstrous Humanoid Lance (1d8+2, ×3, piercing, 10’ reach) or +9 MW Heavy Mace (1d8, ×2, bludgeoning)
    FULL ATTACK: +11/+6/+1 Bane: Monstrous Humanoid Lance (1d8+2, ×3, piercing, 10’ reach) or +9/4 MW Heavy Mace (1d8, ×2, bludgeoning)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +8, Reflex +3, Will +10
    ABILITIES:
    • Strength 10 (+0)
    • Dexterity 10 (+0)
    • Constitution 12 (+1)
    • Intelligence 13 (+1)
    • Wisdom 18 (+4)
    • Charisma 16 (+3)

    SKILLS: 74 points
    • Diplomacy +17
    • Handle Animal +14
    • Knowledge (Nobility) +15
    • Knowledge (Religion) +14
    • Ride +10
    • Sense Motive +16

    FEATS: Crusading Zealot (all techniques)**, Improved Initiative, Mounted Combat, Ride-By Attack, Spirited Charge
    WEAPON:
    • +2 Bane: Monstrous Humanoid Lance (18,310gp, 1d8+2, ×3, 10 lbs., piercing, 10’ reach)
    • MW Heavy Mace (312gp, 1d8, ×2, 8 lbs., bludgeoning)

    ARMOR:
    • +1 Moderate Fortification Half-Plate (16,750gp, +8, maximum dexterity bonus +0, check penalty -6, 40% AFC, speed 20’, 50lbs.)
    • +2 Arrow Catching Heavy Steel Shield (9,170gp, +4, check penalty -1, 15% AFC, 15lbs.)

    EQUIPMENT:
    • 158gp
    • Periapt of Wisdom +2 (4,000gp)
    • 3 Potions of cure moderate wounds (900gp)
    • Sustaining Spoon (5,400gp)

    SPELLS: 2 (Caster Level 2nd, save DC14 + spell level)
    CLASS FEATURES:
    • Aura of Good.
    • Detect Evil.
    • Smite Evil 2/day.
    • Divine Grace.
    • Lay on Hands.
    • Aura of Courage.
    • Divine Health.
    • Turn Undead.
    • Special Mount.
    Last edited by Zeta Kai; 2011-07-07 at 02:08 PM.

  2. - Top - End - #32
    Ettin in the Playground
     
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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Sultana Nada

    Quotes
    • “Kill them all. It’s the best way to be sure.”
    • “I do what needs doing. One day, these fools will realize that & stop their useless whining.”
    • “They never complain when I fill their coffers, do they?”
    • “I answer to no one. Who are you to question me?”

    Background
    Nada was born into a noble house, but was far from becoming royalty in her youth. The only daughter of an extremely wealthy merchant prince, she was doted upon & given all that could be purchased in life. She had servants attending to her every need, & she was trained by the best tutors on the western coast. Her father had groomed her to be the best at everything, & she did what was needed to live up to his high expectations.

    Nada’s father arranged for her to be married to the sultan of Sijur, King Khadul, even though there was no love between the pair. They were wed, & soon afterward, now-Queen Nada became pregnant, bearing Khadul both a son & a daughter, as they were twins. But before they were even born, the sultan took ill, & died shortly thereafter of poisoning. Nada took up the mantle of sultana, & has ruled Sijur in her ruthlessly-efficient manner ever since. She is not well-liked, as the recent attempt on her life has proven, but the city has prospered under her draconian rule. Most locals begrudgingly accept that although she is unpleasant, her tactics & policies have greatly benefited the city over the past 20 years.

    Personality
    Nada is a dispassionate leader, but one who leads effectively through cold, heartless pragmatism. She approaches everything with an icy calculation, determining her best course of action in order to garner the most advantageous position in any situation. She has no time for sentiment or feeling, & has felt love for no one in her entire life (not even her own children). The only trace of emotion that she could be said to display is the calm malice that she has for her enemies. These traits make her generally unpleasant to be around, but she is respected for her abilities & ambition, if not her character.

    Appearance
    Nada has a long thin face that is appealing to many lizardmen. Her eyes are large & back-set, with heavy lids & a piercing stare. Her tail is exceptionally long & almost whip-like. Her scales have been polished to a metallic shine, as have her claws. And her robes usually have all the colors of the Sijur banner.

    Goals
    Nada is concerned with one thing above all else: power, & the acquisition thereof. She wants to one day rule over the entire island of Jual Jahazi, with Sijur as just the capital of her empire. To that end, she has been building up the city guard into a genuine military force, training them to invade & occupy the neighboring settlements, teaching them how to exploit an opponent’s weaknesses, & hiring mercenaries, pikemen, dragoons, & crusaders from as far away as Sheqari. She is also grooming her children to one day succeed her, training them personally & even pitting them against one another in a fierce competition for her approval. She believes that only one of them will be able to rule, & that only by defeating the other twin will they be strong enough to do so.

    Combat Tactics
    Nada is an able warrior, trained from an early age to excel at everything, including the arts of war. She is as cold & calculating on the battlefield as she is off of it, measuring every movement to maximize every advantage & inflict as much pain as possible. She prefers to fight from a distance, & will begin battle using her bow, switching to her mace once the fight becomes close-quarters. She is adept at using her spells (such as hypnotic pattern & impossible feat) to confound & amaze her foes. Often times, she doesn’t even have to fight personally, as she is always surrounded by her elite palace guards (2 paladins (11th level) or 4 fighters (9th level)).

    3E Stats
    Spoiler
    Show
    RACE: Lizardfolk (Raheel) female
    CLASS: Bard 8/Duelist 5
    ALIGNMENT: Lawful Evil
    DEITY: Qirus (non-practicing)
    SIZE: Medium
    AGE: 48 (born 307 AF)
    HEIGHT: 6’6”
    WEIGHT: 225 lbs.
    EYES: Brown
    HAIR: N/A (Tan scales)
    LANGUAGES: Alhaggi, Auran, Common, & Ignan
    HIT DICE: 6+7d6+5d10 (58HP)
    INITIATIVE: +3
    SPEED: 30’
    ARMOR CLASS: 24 (+1 Dex, +2 natural, +7 armor, +4 dodge); touch 16; flat-footed 14
    BASE ATTACK BONUS: +11
    GRAPPLE BONUS: +15
    ATTACK: +18 Thundering Heavy Mace (1d8+7, ×2, bludgeoning) or +13 Fang of the Cobra ranged (+1 shortbow, 1d6+2, 16-20/×3, 60’ range increment, piercing)
    FULL ATTACK: +18/+13/+8/+3 Thundering Heavy Mace (1d8+7, ×2, bludgeoning) or +13/+8/+3 Fang of the Cobra ranged (+1 shortbow, 1d6+2, 16-20/×3, 60’ range increment, piercing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +4, Reflex +16, Will +9
    ABILITIES:
    • Strength 18 (+4)
    • Dexterity 13 (+1)
    • Constitution 10 (+0)
    • Intelligence 14 (+2)
    • Wisdom 12 (+1)
    • Charisma 16 (+3)

    SKILLS: 118 points
    • Balance +5
    • Diplomacy +19
    • Intimidate +19
    • Jump +8
    • Knowledge (Nobility) +18
    • Listen +16
    • Perform (Oratory) +22
    • Sense Motive +17
    • Spot +15
    • Survival +3
    • Swim +8
    • Tumble +11

    FEATS: Avoidance**, Dodge, Lightning Reflexes, Serpent’s Daring (all techniques)**
    WEAPON:
    • +3 Thundering Heavy Mace (32,312gp, 1d8+7, ×2, 8 lbs., bludgeoning)
    • Fang of the Cobra** (+1 shortbow, 10,330gp, 1d6+2, 16-20/×3, 60’ range increment, 2 lbs., piercing)

    ARMOR: +4 Studded Leather (16,175, +7, maximum dexterity bonus +5, check penalty -0, 0% AFC, speed 30’, 20lbs.)
    EQUIPMENT:
    • 1,283gp
    • Belt of Giant Strength +4 (16,000gp)
    • Cloak of Resistance +1 (1,000gp)
    • 3 Potions of eagle’s splendor (900gp)

    RACIAL FEATURES:
    • +2 on saves to resist the effects of poison.
    • Natural Weapons: Bite (1d4 + Strength).
    • Cold-Blooded: Lizardfolk are mesothermic, meaning that they can only partially regulate their internal body temperature. For them, the ambient temperature is considered one category colder than it actually is. However, they only suffer from cold exposure in temperatures below 40°F.
    • Hold Breath (Ex): A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
    • Musk: A lizardfolk exudes certain oils from its skin that have a faint but distinct odor. This allows them to be more easily tracked, granting a +4 circumstance bonus to such checks.
    • Water Dependence: A lizardfolk must ingest a minimum one gallon of water a day or suffer a cumulative -1 Con penalty. A full day of rest with complete hydration is necessary to eliminate this penalty.

    SPELLS: 3/4/4/2 (Caster Level 8th, save DC13 + spell level)
    • 0th Level: daze, flickerflame**, message, prestidigitation, resistance, skew fate**
    • 1st Level: charm person, detect secret doors, distraction**, lesser herald/courier**
    • 2nd Level: false moon**, hypnotic pattern, impossible feat**, summon monster II
    • 3rd Level: countermand**, hush**, scarlet scandal**

    CLASS FEATURES:
    Bardic Music.
    Bardic Knowledge.
    Countersong.
    Fascinate.
    Inspire Courage +2.
    Inspire Competence.
    Suggestion.
    Canny Defense.
    Improved Reaction +2.
    Enhance Mobility.
    Grace.
    Precise Strike +1d6.
    Last edited by Zeta Kai; 2011-07-07 at 02:12 PM.

  3. - Top - End - #33
    Ettin in the Playground
     
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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Lord Malik Sayed al-Rabb

    Quotes
    • “Fall to ashes, and feed the earth!”
    • “Leave now if you value your life.”
    • “Burn and die!”
    • “Suffering is just another part of nature.”

    Background
    Malik Sayed al-Rabb was born in Zawraq, in the sheikh’s own palace. His mother’s brother was the sheikh himself, & so his family was afforded royal treatment. The sheikh, Bashir al-Aswad, feared his sister’s ambition, however, so he had set them up in a villa in the nearby village of Hedun, many miles to the south. There, Malik’s parents ruled with impunity, dominating the local politics with their wealth & the influence that wealth buys. This arrangement left Zawraq in a state of peace, as both the city & its sheikh were free from the al-Rabbs & their lust for power, at least until the sheikh grew old & infirm.

    Malik returned to the city of his birth eight years ago & took the crown from his ailing uncle, declaring himself lord. He now holds the city in the grip of utter tyranny, slowly squeezing the life out of it. The people are desperate to have some relief from this despotic regime, but he is protected at all times by his personal guard, the Red Fangs. He directly ordered the construction of the black-walled fortress known as the Forgotten Prison, & is using it to lock away anyone who he perceives as a threat, especially if they oppose him policies.

    Personality
    Malik is a greedy, rapacious man, as were his parents before him. He has no empathy for others, seeing them merely as tools to be used for his own benefit. He enjoys seeing others suffer, either through the dull misery of deprivation or the acute anguish of torture. He is the only known druid of Maqur, a distinction that is as impressive as it is repulsive. Although he has an affinity for nature, he has nothing but contempt & loathing for his subjects. He takes frequent trips through the woods surrounding Zawraq with his pet serpent, Ahmar Sinn (which has become the symbol of his office), which the citizens believe are trips to some unholy place so that he can perform unspeakable rituals. These presumptions are not far from the truth.

    Appearance
    The lord is very tall & imposing, with a muscular physique that borders on hulking. His face nearly always wears a scowl. He has cold, lifeless eyes & a hard craggy face, like that of a cruel statue. His hair is cropped quite short, & his beard is held in a golden clasp. He usually wears clothing & jewelry with a serpent motif, to match his companion.

    Goals
    Malik has largely achieved his goals, which were to take control of Zawraq & plunder its riches. With that in mind, he is determined to keep the city under his dominance, & to sap it of all wealth & joy. He has assembled a squad of the cruelest, most ruthless members of the city militia, giving them power, money, & equipment. These soldiers are now known as the Red Fangs, & they act as his personal agents. He uses them to spy on his citizens, keep the militia in line, & to facilitate the continued rape of the city, its people, its property, & indeed its very soul. He won’t leave the city until it is completely broken, having been completely sapped of vitality, & likely not even then.

    Combat Tactics
    Malik is a wise & canny opponent, one who likes to inflict pain in his enemies so that he may observe (& enjoy) their suffering. He also prefers to watch people burn, so he will employ fire-based magic or use his necklace of fireballs. He fights with a spear, which he has enchanted with a venomous tip, for added injury to his foes. He will usually Wild Shape into a snake of some sort, often a constrictor like his companion, Ahmar Sinn (although he does like to become a viper, so that he can inflict venomous bites). He is almost always accompanied by 1d4+1 members of the Red Fangs (9th level fighters), so he seldom has to fight for himself unless he chooses to do so. If cornered or overwhelmed, he will usually escape via a potion of fly or invisibility.

    3E Stats
    Spoiler
    Show
    RACE: Human male
    CLASS: Druid 12
    ALIGNMENT: Neutral Evil
    DEITY: Maqur
    SIZE: Medium
    AGE: 35 (born 320 AF)
    HEIGHT: 6’6”
    WEIGHT: 240 lbs.
    EYES: Brown
    HAIR: Brown
    LANGUAGES: Alhaggi, Common, Druidic, & Ghul
    HIT DICE: 8+11d8+12 (69HP)
    INITIATIVE: +0
    SPEED: 30’
    ARMOR CLASS: 19 (+1 natural, +8 armor); touch 10; flat-footed 19
    BASE ATTACK BONUS: +9
    GRAPPLE BONUS: +10
    ATTACK: +11 Venomous** Spear (1d8+2, ×3, 20’ range increment, piercing)
    FULL ATTACK: +11/+6/+1 Venomous** Spear (1d8+2, ×3, 20’ range increment, piercing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +9, Reflex +4, Will +13
    ABILITIES:
    • Strength 13 (+1)
    • Dexterity 10 (+0)
    • Constitution 13 (+1)
    • Intelligence 14 (+2)
    • Wisdom 22 (+6)
    • Charisma 10 (+0)

    SKILLS: 105 points
    • Bluff +15
    • Intimidate +18
    • Knowledge (Nature) +20
    • Listen +21
    • Sense Motive +21
    • Spellcraft +17
    • Spot +21
    • Survival +8

    FEATS: Diehard, Endurance, Improved Sunder, Never Say Die**, Power Attack, Skill Focus (Intimidate)
    WEAPON: +1 Venomous** Spear (18,302gp, 1d8+2, ×3, 20’ range increment, 6 lbs., piercing)
    ARMOR: +2 Wild Hide (25,165, +5, maximum dexterity bonus +4, check penalty -2, 20% AFC, speed 20’, 25lbs.)
    EQUIPMENT:
    • 783gp
    • Amulet of Natural Armor +1 (2,000gp)
    • Bracers of Armor +3 (9,000gp)
    • Necklace of Fireballs IV (5,400gp)
    • Periapt of Wisdom +2 (4,000gp)
    • Potion of cure moderate wounds (300gp)
    • Potion of fly (750gp)
    • Potion of invisibility (300gp)

    SPELLS: 6/6/6/5/4/3/2 (Caster Level 12th, save DC16 + spell level)
    CLASS FEATURES:
    • Nature Sense.
    • Wild Empathy.
    • Woodland Stride.
    • Trackless Step.
    • Resist Nature’s Lure.
    • Wild Shape (T/S/M/L, 4/day, Plant).
    • Venom Immunity.

    ANIMAL COMPANION: Ahmar Sinn, a giant constrictor snake (13HD, 74HP, AC18 (-2 size, +4 Dexterity, +6 Natural Armor), BAB+9, Bite +15 melee (1d8+8), Fortitude +9, Reflex +12, Will +5, Intelligence 1 (-5), Evasion, Link, Share Spells, Trick: Attack, Trick: Guard, Constrict 1d8+8, Improved Grab, Scent, Alertness, Endurance, Skill Focus (Hide), Toughness).
    Last edited by Zeta Kai; 2011-12-31 at 11:05 PM.

  4. - Top - End - #34
    Ettin in the Playground
     
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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Madame Anan Alzena Gulibar

    Quotes
    • “I was so close that time.”
    • “It’s a great story, let me tell you. So there I was…”
    • “Back when I was in the classroom, things were a lot safer. Boring, but safer.”
    • “This dates back to the Juarif Dynasty, in the late pre-imperial era. A good find, let me tell you. Here’s a bit of a history lesson…”

    Background
    Anan Alzena Gulibar was born in Raqam to a wealthy scribe, who taught her to doggedly seek the true answer to any question that she may ask. She was educated by the finest tutors that money could buy, excelling in her training & absorbing information at an impressive rate. As an adult, her knowledge of history rivaled the region’s best scholars, but she was still unsatisfied; too often, she encountered mysteries that no one could adequately explain, & these puzzles inexorably baited her. She could not rest until each secret was revealed.

    Her studies led her to the City of Towers, where she was hired as a professor at the prestigious University of Meraya. Here she hoped to find more knowledgeable sages & a richer vein of ancient lore, & although she learned much during her tenure, it never seemed to be enough. Discontented & filled with a palpable sense of wanderlust, she was almost relieved when she was dismissed by her superiors for “heretical teachings” (a trumped-up accusation to prevent her from probing too deeply into the university’s library). Now free to pursue her interests, she set out to personally discover the answers she had been seeking all her life.

    Personality
    Anan has an adventurous spirit, driven by an insatiable desire to explore & discover everything around her. This irrepressible drive to uncover the truth has gotten her into trouble more than once, as it is not unknown for her to get in situations that are beyond her control. She is daring, upbeat, & curious to a fault, which make her a controversial, love-her-or-hate-her figure. Many of her colleagues think that she is unprofessional & erratic, & those who have worked closely with her have accused her of being reckless & brash. Regardless of others’ opinions of her, it is hard to deny that she is tenacious in pursuit of her goals.

    Appearance
    Anan has a wide flat face with warm expressive eyes that betray her keen intellect. Her hair is always tied back in a long queue, which runs down past her hips & is fastened with a weighted end. She usually wears her lucky feather in her hair, & she still wears her professor’s robes from her university days.

    Goals
    Anan is constantly in search of lost relics, forgotten tombs, & hidden treasures. She spends a majority of her time poor over books in the libraries of the world, searching for clues to ancient mysteries. Once she has some idea of where she can begin her next search, she will hire some guides or mercenaries, travel to the site of interest, & start digging through the sand or venturing into a long-abandoned ruin. At the moment, she is hunting for the Rod of Time, which is said to be somewhere in the Admajai ruins of the Mamlaqah Coast. She is currently stymied by the lack of companions, as no one will travel with her to an Admajai site; people say that they are all haunted, & that those foolish enough to go there are never seen again. She dismisses these folktales as mere superstition, & will hire anyone who is willing to make the journey.

    Combat Tactics
    Anan was trained in many fields of study, of which combat was merely one. She is a canny warrior, with an unconventional style based on improvisation & circumstantial advantage. She fights with a spiked chain, & is fond of tripping opponents. She is adept at parrying blows, & will block as many incoming attacks as possible in this manner. She has several potions at her disposal, & she will down one whenever she feels like an extra boost would be advantageous. Most of her innate magic is useless in a fight, but she has been known to put bend fate, flickerflame, & Adimas’ annoying arrow to good use. If she’s in a losing situation, she will fascinate her foes & make her getaway with a potion of fly.

    3E Stats
    Spoiler
    Show
    RACE: Human female
    CLASS: Bard 3/Expert 1/Rogue 3
    ALIGNMENT: Chaotic Neutral
    DEITY: Adimas (non-practicing)
    SIZE: Medium
    AGE: 28 (born 327 AF)
    HEIGHT: 5’6”
    WEIGHT: 124 lbs.
    EYES: Brown
    HAIR: Black
    LANGUAGES: Archaic, Common, & Gnoolun
    HIT DICE: 6+6d6+7 (34HP)
    INITIATIVE: +2
    SPEED: 30’
    ARMOR CLASS: 18 (+2 Dex, +6 armor); touch 12; flat-footed 16
    BASE ATTACK BONUS: +4
    GRAPPLE BONUS: +4
    ATTACK: +5 Flaming Spiked Chain (2d4+1, ×2, piercing, 10’ reach)
    FULL ATTACK: +5 Flaming Spiked Chain (2d4+1, ×2, piercing, 10’ reach)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +3, Reflex +6, Will +5
    ABILITIES:
    • Strength 10 (+0)
    • Dexterity 15 (+2)
    • Constitution 12 (+1)
    • Intelligence 14 (+2)
    • Wisdom 8 (-1)
    • Charisma 14 (+2)

    SKILLS: 86 points
    • Appraise +12
    • Bluff +10
    • Diplomacy +10
    • Gather Information +14
    • Knowledge (History) +12
    • Search +14
    • Spot +9
    • Tumble +12
    • Use Magic Device +12

    FEATS: Combat Expertise, Exotic Weapon Proficiency (Spiked Chain), Investigator, Parry**
    WEAPON: +1 Flaming Spiked Chain (8,325gp, 2d4+1, ×2, 10 lbs., piercing, 10’ reach)
    ARMOR: +2 Chain Shirt (4,250gp, +6, maximum dexterity bonus +4, check penalty -1, 20% AFC, speed 30’, 25lbs.)
    EQUIPMENT:
    • 262gp
    • Bag of Holding I (2,500gp)
    • Bullseye Lantern (12gp)
    • 10 Oil Flasks (1gp)
    • Potion of bull’s strength (300gp)
    • Potion of cure moderate wounds (300gp)
    • Potion of cure serious wounds (750gp)
    • 2 Potions of endure elements (100gp)
    • Potion of fly (750gp)
    • Potion of invisibility (300gp)
    • 2 Potions of jump (100gp)
    • 2 Potions of mage armor (100gp)
    • 2 Potions of protection from evil (100gp)
    • 2 Universal Solvents (100gp)
    • Wand of cure light wounds (750gp)

    SPELLS: 3/1 (Caster Level 3rd, save DC12 + spell level)
    • 0th Level: bend fate**, detect magic, flickerflame**, know direction, mage hand, read magic
    • 1st Level: Adimas’ annoying arrow**, comprehend languages, cure light wounds

    CLASS FEATURES:
    • Bardic Music.
    • Bardic Knowledge.
    • Countersong.
    • Fascinate.
    • Inspire Courage +1.
    • Inspire Competence.
    • Sneak Attack: +2d6.
    • Trapfinding.
    • Evasion.
    • Trap Sense +1.
    Last edited by Zeta Kai; 2011-07-07 at 02:13 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    The Blue Lady

    Quotes
    • “Good evening, stranger. What brings you to this place?”
    • “Will you help me look for my ring? I seem to have dropped in this alley, & I’d be so grateful for some help.”
    • “The hour is late. The time of the reaping is at hand.”
    • “Don’t you see? This must be done. There can be no other way.”

    Background
    No one knows who the Blue Lady is or where she came from, but in the last year & a half, the streets of Babalarud have become much more dangerous because of her presence. She haunts the twisted alleyways & dark corners of the City of Gates, preying upon the unwary. The rumors & whispers attached to her give her a hundred forms, but her true identity is unknown, as nobody can agree on her appearance, origins, or motives.

    Some say that she is a young woman, cursed by a sorcerer due to a love affair gone sour, who is compelled beyond her will to slay her victims. Others claim that she is a spirit of vengeance, risen from an untimely grave to right a wrong that can never be mended, & driven mad by her impossible task. Still others believe that she is really a demon in feminine form, a being of pure spite & malice, one that kills according to some unknowable schedule or agenda.

    Personality
    The Blue Lady is usually depicted as being very unassuming & demure, at least at first. Her shy, disarming demeanor is just an act, however, as she becomes aggressive & wild at the slightest provocation. She attacks without warning, taking her victims by surprise. Her few survivors report that they never saw the attack coming, that they were completely fooled by her façade of modest naïveté. Now, anyone in a blue robe or cloak is regarded with fear & suspicion.

    Appearance
    The Blue Lady has been reported as being a slight sabi girl with a cute face & sad eyes. She has also been described as a wiry woman with ropey muscles & a crazed visage. Some have claimed that she is actually a male, & that he has actually tried to rape his victims. Others believe that it is an urban ghul, whose gender & appearance change with its mood. Regardless of these tales, she is universally portrayed as a thin female in pale blue robes, which hide her face, revealing only a trail of long dark hair.

    Goals
    The Blue Lady’s motivations are as mysterious as her origins, but they seem to be accelerating, & she always leaves a signature piece of gypsum in the victim’s mouth. She slashes her prey to death with the blade of a sickle, often cutting their throat as their lay dying. Why she does this is unclear, but it is believed that she kills as part of some design, even if it is one that only she can understand.

    Combat Tactics
    The Blue Lady relies on deception & guile to lower the defenses of her victims. Once their guard is down, she strikes quickly & ruthlessly, attacking until her victim is dead. Hunting exclusively at night, she doesn’t feel the need to draw out her victims’ suffering, so she will dispatch them as quickly as possible. She will not prey upon more than one victim at a time; it is only those that are alone that need fear her blade. She favors the use of sneak attacks, but since she is a loner in the extreme, she uses her magical talents to facilitate this strategy. She tends to cast ghost sound, obscuring mist, or invisibility to accomplish this, remaining hidden from sight until it is too late. If she is prevented from making a clean kill, she will fight only if she believes that she can easily eliminate the threat; otherwise, she will flee to safety by hiding &/or becoming invisible.

    3E Stats
    Spoiler
    Show
    RACE: Masabi (?) female
    CLASS: Rogue 2/Sorcerer 4
    ALIGNMENT: Chaotic Evil (Neutral Evil?)
    DEITY: Unknown
    SIZE: Medium
    AGE: 20 (born 335 AF)
    HEIGHT: 4’11” (5’9”?)
    WEIGHT: 109 lbs. (213 lbs.?)
    EYES: Blue (Brown?)
    HAIR: Green (Black?)
    LANGUAGES: Aquan, Common, & Ghul
    HIT DICE: 6+1d6+4d4+6 (25HP)
    INITIATIVE: +7
    SPEED: 30’
    ARMOR CLASS: 16 (+3 Dex, +1 deflection, +2 armor); touch 14; flat-footed 13
    BASE ATTACK BONUS: +3
    GRAPPLE BONUS: +3
    ATTACK: +4 Sickle (1d6+1, ×2, slashing)
    FULL ATTACK: +4 Sickle (1d6+1, ×2, slashing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +4, Reflex +9, Will +5
    ABILITIES:
    • Strength 10 (+0)
    • Dexterity 17 (+3)
    • Constitution 12 (+1)
    • Intelligence 13 (+1)
    • Wisdom 8 (-1)
    • Charisma 17 (+3)

    SKILLS: 57 points
    • Bluff +10
    • Disguise +10
    • Hide +12
    • Move Silently +15
    • Spellcraft +10
    • Spot +8
    • Tumble +12

    FEATS: Combat Reflexes, Falcon-Wing Blade (1 technique)**, Improved Initiative
    WEAPON: +1 Sickle (2,306gp, 1d6+1, ×2, 2 lbs., slashing)
    ARMOR: N/A
    EQUIPMENT:
    • 44gp
    • Bracers of Armor +2 (4,000gp)
    • Cloak of Resistance +2 (4,000gp)
    • Potion of cure light wounds (50gp)
    • 2 Potions of invisibility (600gp)
    • Ring of Protection +1 (2,000gp)

    SPELLS: 7/7/4 (Caster Level 4th, save DC13 + spell level)
    • 0th Level: ghost sound, flare, light, mage hand, skew fate**, touch of fatigue
    • 1st Level: disgust**, obscuring mist, true strike
    • 2nd Level: invisibility

    RACIAL FEATURES:
    • Outsider (Native): Masabi are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
    • Masabi breathe water as an extraordinary ability.
    • Darkvision 60’.
    • Genie Heritage (Sp): +1 racial bonus on saving throws against water spells & effects. This bonus increases by +1 for every 5 class levels the Sabi attains.
    • Spell-Like Abilities
      • 3/Day: hydrate
      • 1/Day: fog cloud
      • Caster level 5th. The save DCs are Intelligence-based.
    • Ritual Lore: Masabi gain Ritual Lore as a bonus feat, but they must choose a ritual with the [Water] descriptor.

    CLASS FEATURES:
    • Sneak Attack: +1d6.
    • Trapfinding.
    • Evasion.
    • Summon Familiar.

    FAMILIAR: Hirra, a cat (6HD, 12HP, AC16 (+2 size, +2 Dexterity, +2 Natural Armor), BAB+3, 2 Claws +5 melee (1d2-4) & Bite +0 melee (1d3-4), Fortitude +1, Reflex +6, Will +5, Intelligence 7 (-2), Deliver Touch Spells, Empathic Link, Share Spells, Low-Light Vision, Scent, Improved Evasion, Stealthy, Weapon Finesse, Balance +10, Bluff +5, Climb +6, Disguise +5, Hide +17, Jump +10, Listen +3, Move Silently +16, Spellcraft +7, Spot +10, Tumble +11).
    LEVEL ADJUSTMENT: +1
    Last edited by Zeta Kai; 2011-07-07 at 02:28 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Jasmine of the Red Sands

    Quotes
    • “I’ll give you a piece of advice: never stand under a perched bird. Hahahahaha…”
    • “Answer me this: what kind of fool kicks in a dungeon door?”
    • “How is a camel like a love-starved boy?”
    • “If you can do that, I’ll let you in on a secret, my dear.”

    Background
    The gnoll-woman known as Jasmine was born in the tiny hamlet of Qefra (often rendered as Khephra in Gnoolun), on the western banks of Nuraz Lake near the city of Rizaj. Her parents called her Jehan, & when she was a little girl, her family took her along on a merchants’ caravan bound for Raqam, in the southwest. Tragically, the caravan was ambushed by bandits in the dunes of the Ral Zadi, & her entire family was slain, as were most of the others in her convoy.

    But the raiders were chased off by a circle of druids, who cared for Jehan & adopted her as one of their own. They renamed her Jasmine, after a tropical shrub with beautiful flowers, & taught her the druidic ways. After many years of wandering the Ral Zadi with the nomadic druids she struck out on her own to cross the continent in search of enlightenment. Her only companion (other than her camel, whom she ignores) is the gnarled old tree branch that she is always seen with & apparently serves as her club, though why she would lug around such an unwieldy thing is anyone’s guess.

    Personality
    Jasmine doesn’t feel comfortable staying in the same place for more than a few days, so she travels an awful lot, even for a druid. As a result, she is wise in the ways of the world & experienced in her druidic practices, full of lore from many places & peoples. She is very tolerant of other cultures, & likes to immerse herself in their practices & customs. She enjoys confounding others, playing pranks & telling confusing tales, to the delight of some & the annoyance of others. While not precisely evil or even cruel, she is certainly seen as capricious, as likely to help you as hinder you.

    Appearance
    Jasmine’s fur is wild & unbrushed, tangled with leaves, sticks, & even bits of dried mud. She carried herself as if she were much older than she is. Despite her aged demeanor, she still has all the vibrancy of youth, which is especially apparent in her lively eyes. She almost always wears a mischievous grin, or at least an amused smirk.

    Goals
    Jasmine spends most of her time moving from place to place, performing odd jobs in exchange for room & board. Her lifestyle appears to be formless & chaotic, but she insists that there is a purpose & a structure to all such things. She seeks enlightenment for herself, as well as the enlightenment of others, dispensing & gathering wisdom in equal measure. She spends a majority of her time bewildering people with pranks & jokes, but it seems that she peddles wisdom in the midst of her tricks & riddles. She does this in the hope that she may open people’s minds to alternate possibilities & other ways of thinking, thereby providing a means to illumination.

    Combat Tactics
    Jasmine appears to be a simple, harmless soul, one that is unfamiliar with the art of war, but those that believe that folly are short-lived. She never travels without her massive club, which is called Hikma (“Wisdom”); she wields it with deadly accuracy, dealing crushing blows with it. She prefers to begin battle with her club in hand, but she will often drop it to adopt a beastly form via Wild Shape, often as a lion or a hyena. Her favorite spells are often flashy & unexpected ones, like call lightning, flame blade, or summon nature’s ally, but she will often rely on more subtle magics, such as cat’s grace, jump, or poison.

    3E Stats
    Spoiler
    Show
    RACE: Gnoll (Rizzadobo) female
    CLASS: Druid 5
    ALIGNMENT: True Neutral
    DEITY: Daq (The Tulai Zalim)
    SIZE: Medium
    AGE: 26 (born 329 AF)
    HEIGHT: 7’7”
    WEIGHT: 317 lbs.
    EYES: Green
    HAIR: Brown/Gray
    LANGUAGES: Aquan, Common, & Gnoolun
    HIT DICE: 8+4d8+10 (36HP)
    INITIATIVE: +6
    SPEED: 30’
    ARMOR CLASS: 17 (+1 Dex, +1 natural, +5 armor); touch 11; flat-footed 16
    BASE ATTACK BONUS: +3
    GRAPPLE BONUS: +5
    ATTACK: +6 Greatclub (1d10+3, ×2, bludgeoning)
    FULL ATTACK: +6/+1 Greatclub (1d10+3, ×2, bludgeoning)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +6, Reflex +3, Will +6
    ABILITIES:
    • Strength 14 (+2)
    • Dexterity 12 (+1)
    • Constitution 15 (+2)
    • Intelligence 10 (+0)
    • Wisdom 14 (+2)
    • Charisma 8 (-1)

    SKILLS: 32 points
    • Bluff +7
    • Disguise +7
    • Knowledge (Nature) +2
    • Listen +11
    • Spot +11
    • Sleight of Hand +5
    • Survival +6

    FEATS: Improved Initiative, Perceptive**
    WEAPON: +1 Greatclub (2,305gp, 1d10+3, ×2, 8 lbs., bludgeoning)
    ARMOR: +1 Leather (1,160, +3, maximum dexterity bonus +6, 10% AFC, speed 30’, 15lbs.)
    EQUIPMENT:
    • 790gp
    • Bracers of Armor +2 (4,000gp)
    • Wand of cure light wounds (750gp)

    SPELLS: 5/4/3/1 (Caster Level 5th, save DC12 + spell level)
    RACIAL FEATURES:
    • Darkvision 60’
    • Social Acumen (Ex): +2 circumstance bonus to Diplomacy & Sense Motive checks made when dealing with members of another culture. Gnolls are canny & adaptable in social situations.

    CLASS FEATURES:
    • Nature Sense.
    • Wild Empathy.
    • Woodland Stride.
    • Trackless Step.
    • Resist Nature’s Lure.
    • Wild Shape (S/M, 1/day).

    ANIMAL COMPANION: Sumar the Third, a camel (5HD, 32HP, AC15 (-1 size, +3 Dexterity, +3 Natural Armor), BAB+3, Bite +0 melee (1d4+2), Fortitude +6, Reflex +7, Will +1, Intelligence 2 (-4), Evasion, Link, Share Spells, Trick: Perform, Trick: Track, Low-Light Vision, Scent, Alertness, Endurance, Listen +8, Spot +8).
    Last edited by Zeta Kai; 2011-11-26 at 03:08 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    The Thief of Days

    Quotes
    • “I hate to steal & run, but I must be away. Goodbye!”
    • “You’ll never capture me, but you’re welcome to try. I relish a game of Hawk & Hare.”
    • “I aim to take back what is mine, & I won’t be stopped by such petty things as laws & walls.”
    • “What you call a crime, I call justice. Ponder on that for a minute.”

    Background
    The kobold man known today as the Thief of Days was once a common pickpocket on the streets of Naranj by the name of Ahmar aq-Tam. He was moderately successful (inasmuch as he was never caught & maimed), but his career as a bandit was rather unremarkable. But one day, he discovered that his father’s father was Asfar aq-Tam, the famous sculptor. Intrigued by this knowledge, & the possibility of wealth-by-association, he set out to learn more about his grandfather.

    Asfar aq-Tam was a gifted artist, renowned in his day for his incisiveness & attention to detail. His magnum opus was a set of eight stone statues, each made of a different mineral & each named after a day of the week. Called the Thamaniya Nahari (& also known as the Malazi Juza, both of which mean “Eight Days”), this set is priceless collectively, & each figure in the set is worth a sultan’s ransom individually. Originally made as a gift for the potentate of Sulafat, the set has been broken up in recent years, spreading across the continent. Asfar’s grandson, Ahmar, believes that the statues are rightfully his, & has made a vow to reclaim them. Adopting the moniker the Thief of Days, he has begun his search in his hometown of Naranj, where two of the figures are thought to be found.

    Personality
    The Thief of Days is courteous, confident, & calm, traits that allow him to be charming when he wants to be, despite his lack of social graces. He is unflappable in a crisis, & knows how to get what he wants (which usually belongs to other people nearby). His good manners & amused smile have served him well over the years, enabling him to affably rob anyone within reach. Before he learned of his grandfather’s work, his life was aimless; but now, he has a clear purpose for the first time in his life, & nothing is going to get in the way of his acquisitions.

    Appearance
    The thief’s scales are dull & dark, & many of them mottled with black; he has bright inquisitive eyes, however. His tail has been cut short, & is now little more than a wagging stub. He walks with a silent grace, as if he were crossing a cloud with each step.

    Goals
    The thief is a criminal genius, a mastermind whose main goal is to take back the eight small statues that comprise the Thamaniya Nahari. While he still commits other robberies, burglaries, & assorted thefts, his primary focus is collecting the figures, & all of his other crimes are merely working towards that overarching objective. He believes that at least one of the statues is in the possession of a Naranjai merchant prince, & he plans to infiltrate the trader’s villa & take it back. After that, his sources indicate that the other statues are in the City of God, Ostaz, the Jaqizu Hills, Nahraldikh, & even Albaluri. He will go to nearly any length to retrieve the eight figures, & once he has done that, he plans to hide them in a safe place where no one would even think to look for them.

    Combat Tactics
    The thief is a canny, unpredictable opponent, one who enjoys taking his foes by surprise. While he likes to start combat with a sneak attack, he is proficient at face-to-face fighting, especially when he wields his Morningstar. An expert tumbler, he often will flip & roll around the battlefield, avoiding attacks with his acrobatics. He is also the master of the feint, deftly tricking opponents into wasting attacks & overextending themselves.

    3E Stats
    Spoiler
    Show
    RACE: Kobold (Hijra Culture) male
    CLASS: Rogue 7
    ALIGNMENT: Chaotic Neutral
    DEITY: Adimas
    SIZE: Small
    AGE: 18 (born 337 AF)
    HEIGHT: 2’5”
    WEIGHT: 45 lbs.
    EYES: Yellow
    HAIR: N/A (Auburn scales)
    LANGUAGES: Alhaggi, Common, & Gnoolun
    HIT DICE: 6+6d6+7 (34HP)
    INITIATIVE: +7
    SPEED: 30’
    ARMOR CLASS: 20 (+1 size, +3 Dex, +1 natural, +5 armor); touch 14; flat-footed 17
    BASE ATTACK BONUS: +5
    GRAPPLE BONUS: +3
    ATTACK: +8 Frost Morningstar (1d6+2, ×2, bludgeoning & piercing)
    FULL ATTACK: +8/+3 Frost Morningstar (1d6+2, ×2, bludgeoning & piercing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +5, Reflex +11, Will +3
    ABILITIES:
    • Strength 13 (+1)
    • Dexterity 16 (+3)
    • Constitution 12 (+1)
    • Intelligence 14 (+2)
    • Wisdom 10 (+0)
    • Charisma 8 (-1)

    SKILLS: 104 points
    • Appraise +4
    • Bluff +9
    • Disable Device +13
    • Gather Information +9
    • Knowledge (Local) +6
    • Listen +10
    • Open Locks +13
    • Ride +13
    • Sleight of Hand +13
    • Spot +10
    • Tumble +15
    • Use Magic Device +9

    FEATS: Combat Expertise, Improved Feint, Improved Initiative
    WEAPON: +1 Frost Morningstar (8,308gp, 1d6+2, ×2, 3 lbs., bludgeoning & piercing)
    ARMOR: +2 Studded Leather (4,175, +5, maximum dexterity bonus +5, check penalty -0, 0% AFC, speed 30’, 20lbs.)
    EQUIPMENT:
    • 417gp
    • Cloak of Resistance +2 (4,000gp)
    • Potion of fly (750gp)
    • 2 Potions of invisibility (600gp)
    • Wand of cure light wounds (750gp)

    RACIAL FEATURES: Darkvision 60’
    CLASS FEATURES:
    • Sneak Attack: +4d6.
    • Trapfinding.
    • Evasion.
    • Trap Sense +2.
    • Uncanny Dodge.

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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    The Msaka Brothers

    Quotes (Mosi)
    • “Stay down, would you!”
    • “The sun hasn’t set, & my blade is still sharp.”
    • “We’ll find our prey soon enough.”
    • “The hunt is on.”

    Quotes (Jabari)
    • “What were you expecting, exactly?”
    • “By chance, have you seen our bounty?”
    • “If I recall, the social dynamics here are surprisingly complex, & have been for some time.”
    • “My brother & I are on the hunt, so we have little time for distractions, no matter how pleasant.”

    Background
    The Msaka brothers, Mosi & Jabari, are named after the Msaka tribe, into which they were born. This aazlai clan wanders the rocky wastes of the Galazim Highlands, part of the wilderness between Burdusq & Ilud. For untold generations, the Msaka family has lived this nomadic existence, far from civilization. But their father, Amani, was exiled for committing a heinous crime when they were just small cubs, so he brought west to the city of Salah, so that he could give his boys a fresh start & a chance for a better life.

    The brothers were trained by their father, growing up to become skilled bounty hunters. For many years, they tracked down criminals & lost souls, traveling across the wilderness in pursuit of their countless quarries. They worked together, fought together, & drank together, as much friends as they were siblings. About a year ago, after a particularly lucrative (& dangerous) bounty, they decided to retire from the business, resting on their laurels for the first time in almost 25 years. They soon grew restless, however, drawn to the only life that they had ever known. So, rather than going back out into the field themselves, they have decided to establish a network of hunters-for-hire in a few different cities, & are willing to offer training & advice.

    Personality (Mosi)
    Mosi is an aloof, grim man, one of few words & even fewer smiles. He is a skilled warrior & is very observant, able to find the smallest clue & deduce his prey’s whereabouts. When not on the hunt, he usually prefers to be alone, reading or prepping his tools for the next hunt. He has a strong sense of justice & relishes the challenge of a good chase.

    Personality (Jabari)
    Jabari is much more personable than his older brother, & often does the talking for the both of them. He is socially astute & well-informed on many matters, from politics to forgotten lore. He enjoys a good drink in his off-time & likes to spend time socializing with the locals of whatever town he’s in. He is intrigued by the motives of criminals & is compelled to uncover the whole story of a crime, the better to understand the criminal mind.

    Appearance (Mosi)
    Mosi is a large, powerfully built figure. He bears a large scar on his face, which runs from his forehead, across the bridge of his nose, & down his cheek. His eyes are hard & critical, although they often have a feral, unfocused look to them. He wears his leather armor even when not on the hunt.

    Appearance (Jabari)
    Jabari has a much slighter physique than his older brother, & is much better groomed, as well. He wears a prominent tattoo on his upper arm that his fur does not cover. Unlike Mosi, he is fond of fashionable clothing, & has a decent-sized wardrobe for different occasions.

    Goals
    The Msaka brothers hope to set up a wide network of the bounty hunters all across the continent, a union of trackers that are coordinated by them. They have only just begun their new endeavor, & are very excited by the prospect, although they are facing some opposition to the concept in the bounty hunter community, which is notoriously independent & antisocial. They already have a client, though, based on the previous reputation. An art collector in Naranj has hired them to hunt down the Thief of Days, & they have accepted the job, so now they’re just trying to find the right bounty hunter (or hunters) for the job.

    Combat Tactics (Mosi)
    Mosi is a calm, silent warrior, one who opts for efficiency over style. He may hunt at any hour of the day, but he will not fight during the night unless he is forced to do so. He prefers to overpower an opponent, using his brute strength, wicked claws, & natural agility to overwhelm his prey, knocking them to the ground with his many attacks. He uses his horse, Jangwani Farasi (his only friend other than his brother), to enhance his own formidable tracking abilities, hunting his foes even while on the move.

    Combat Tactics (Jabari)
    Jabari is much more animated combatant than his brother, with a flashier fighting style. He will tell jokes & lies to his opponents, hoping to goad them into making a mistake. He will parry as many of his opponents attacks as possible, minimizing his own injuries while vexing his foes. Like his brother, he is able to perform an effective pounce, jumping into a fracas with both claws swinging. He, however, prefers to rely on his bardic magic, casting spells such as dancing lights, distraction, lesser confusion, & impossible feat to keep his enemies off-balance.

    3E Stats (Mosi)
    Spoiler
    Show
    RACE: Aazlai male
    CLASS: Ranger 8
    ALIGNMENT: Lawful Neutral
    DEITY: Umaj (Shaman)
    SIZE: Medium
    AGE: 42 (born 313 AF)
    HEIGHT: 6’9”
    WEIGHT: 265 lbs.
    EYES: Brown
    HAIR: Blonde
    LANGUAGES: Common & Zimbalai
    HIT DICE: 8+9d8+8 (56HP)
    INITIATIVE: +3
    SPEED: 40’
    ARMOR CLASS: 23 (+3 Dex, +2 natural, +8 armor); touch 13; flat-footed 20
    BASE ATTACK BONUS: +10
    GRAPPLE BONUS: +12
    ATTACK: +13 Diurnal** Handaxe (1d6+3, ×3, slashing)
    FULL ATTACK: +13/+8/+3 Diurnal** Handaxe (1d6+3, ×3, slashing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +7, Reflex +12, Will +10
    ABILITIES:
    • Strength 14 (+2)
    • Dexterity 16 (+3)
    • Constitution 12 (+1)
    • Intelligence 10 (+0)
    • Wisdom 20 (+5)
    • Charisma 10 (+0)

    SKILLS: 70 points
    • Intimidate +2
    • Jump +4
    • Knowledge (Nature) +11
    • Listen +16
    • Move Silently +14
    • Search +11
    • Spot +18
    • Survival +18

    FEATS: Improved Bull Rush, Improved Critical, Lion’s Leap**, Nature’s Ally**, Power Attack (bonus), Track (bonus)
    WEAPON: +1 Diurnal** Handaxe (8,306gp, 1d6+3, ×3, 3 lbs., slashing)
    ARMOR: +3 Studded Leather (9,175, +6, maximum dexterity bonus +5, check penalty -0, 0% AFC, speed 30’, 20lbs.)
    EQUIPMENT:
    • 769gp
    • Bracers of Armor +2 (4,000gp)
    • Periapt of Wisdom +2 (4,000gp)
    • Wand of magic missile 1st (750gp)

    SPELLS: 4/2 (Caster Level 5th, save DC15 + spell level)
    RACIAL FEATURES:
    • Monstrous Humanoid: An aazlai is not subject to spells or effects that affect humanoids only, such as charm person or dominate person. It is still subject to charm monster or dominate monster, however.
    • Darkvision 60’.
    • Natural Weapons (Ex): 2 Claws (1d6 + Str); slashing damage. Bite (1d4 + Str); piercing damage.
    • Rake (Ex): Attack bonus +4 melee, damage 1d6 + Strength.
    • Powerful Build (Ex): Whenever an aazlai is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it. It is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it. An aazlai can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size. The benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category.

    CLASS FEATURES:
    • Favored Enemy (Gnoll): +2.
    • Favored Enemy (Human): +2.
    • Wild Empathy.
    • Combat Style (Archery).
    • Improved Combat Style (Archery).
    • Woodland Stride.
    • Swift Tracker.

    ANIMAL COMPANION: Jangwani Farasi, a light horse (5HD, 37HP, AC16 (-1 size, +2 Dexterity, +5 Natural Armor), BAB+3, 2 Hooves +0 melee (1d4+1), Fortitude +6, Reflex +6, Will +2, Intelligence 2 (-4), Evasion, Link, Share Spells, Trick: Heel, Trick: Track, Low-Light Vision, Scent, Endurance, Run, Listen +5, Spot +5).
    LEVEL ADJUSTMENT: +2

    3E Stats (Jabari)
    Spoiler
    Show
    RACE: Aazlai male
    CLASS: Bard 7
    ALIGNMENT: True Neutral
    DEITY: Umaj (Shaman, non-practicing)
    SIZE: Medium
    AGE: 41 (born 314 AF)
    HEIGHT: 6’7”
    WEIGHT: 230 lbs.
    EYES: Green
    HAIR: Blonde
    LANGUAGES: Common, Gnoolun, & Zimbalai
    HIT DICE: 6+6d6+2d8+9 (45HP)
    INITIATIVE: +6
    SPEED: 40’
    ARMOR CLASS: 20 (+2 Dex, +2 natural, +1 deflection, +5 armor); touch 13; flat-footed 18
    BASE ATTACK BONUS: +7
    GRAPPLE BONUS: +7
    ATTACK: +8 Parrying** Longsword (1d8+1, 19-20/×2, slashing)
    FULL ATTACK: +8/+3 Parrying** Longsword (1d8+1, 19-20/×2, slashing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +3, Reflex +10, Will +8
    ABILITIES:
    • Strength 10 (+0)
    • Dexterity 14 (+2)
    • Constitution 13 (+1)
    • Intelligence 14 (+2)
    • Wisdom 10 (+0)
    • Charisma 20 (+5)

    SKILLS: 88 points
    • Diplomacy +15
    • Gather Information +15
    • Intimidate +16
    • Jump +11
    • Knowledge (Local) +12
    • Move Silently +12
    • Perform (Percussion) +15
    • Search +12
    • Spot +12

    FEATS: Combat Expertise, Improved Disarm, Improved Initiative, Lion’s Leap**, Power Attack (bonus)
    WEAPON: +1 Parrying** Longsword (8,315gp, 1d8+1, 19-20/×2, 4 lbs., slashing)
    ARMOR: +2 Studded Leather (4,175, +5, maximum dexterity bonus +5, check penalty -0, 0% AFC, speed 30’, 20lbs.)
    EQUIPMENT:
    • 210gp
    • Cloak of Charisma +2 (4,000gp)
    • Potion of eagle’s splendor (300gp)
    • Ring of Protection +1 (2,000gp)

    SPELLS: 3/5/3/1 (Caster Level 7th, save DC15 + spell level)
    • 0th Level: bend fate**, dancing lights, know direction, lullaby, mending, resistance
    • 1st Level: cure light wounds, disguise self, distraction**, lesser confusion
    • 2nd Level: blindness/deafness, impossible feat**, see enchantment**, storyteller**
    • 3rd Level: bolstering chant**, scrying

    RACIAL FEATURES:
    • Monstrous Humanoid: An aazlai is not subject to spells or effects that affect humanoids only, such as charm person or dominate person. It is still subject to charm monster or dominate monster, however.
    • Darkvision 60’.
    • Natural Weapons (Ex): 2 Claws (1d6 + Str); slashing damage. Bite (1d4 + Str); piercing damage.
    • Rake (Ex): Attack bonus +4 melee, damage 1d6 + Strength.
    • Powerful Build (Ex): Whenever an aazlai is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it. It is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it. An aazlai can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size. The benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category.

    CLASS FEATURES:
    • Bardic Music.
    • Bardic Knowledge.
    • Countersong.
    • Fascinate.
    • Inspire Courage +1.
    • Inspire Competence.
    • Suggestion.

    LEVEL ADJUSTMENT: +2
    Last edited by Zeta Kai; 2011-07-07 at 02:55 PM.

  9. - Top - End - #39
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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Nesubet

    Quotes
    • “I speak, & you obey. Nathar’s will cannot be denied. I cannot be denied.”
    • “You dare counter me? For this, you shall be destroyed!”
    • “I have seen enough.”
    • “Once Nathar has cowed this land, those blasphemers will drown in gold & jewels, forever silenced.”

    Background
    Born in the labyrinthine city of Neb-Niwet, the capital of Nefer-Ta, the lady Nesubet was raised to serve the King of the Thousand Deaths, the mighty Nathar. She grew up in a Natharite monastery among the clergy, & quickly took to the cutthroat politics of the church. She rose to the upper echelons of the Exalted hierarchy, becoming one of the most feared & respected amongst the Darklords for her acumen & ruthlessness. When the great King-Priest Gerehbin was assassinated six years ago (which is commonly thought to have been committed by the Children of the Maze over a recruitment dispute), she was voted to be his successor, becoming the current Queen-Priest of Blood, the self-proclaimed “Living Will of Nathar.”

    The shaghali campaign to conquer the Admajai continent was begun by Nesubet’s predecessor, but she has escalated the effort significantly, taking a personal interest in its progress. She has largely ignored domestic issues, gambling her future (& that of all shaghali) on the conquest & plunder of the western lands. After years of being thwarted, she has grown impatient & decided to oversee the invasion personally. She boarded her personal flagship, the Kem-Netjer, & has set sail for the town of Uqalibet, which she intends to be the beachhead for the decisive shaghal assault on the continent. Although she is largely supported by the Exalted back home, her decision to leave Nefer-Ta has been very controversial, & multiple parties are already maneuvering to take advantage of her absence.

    Personality
    Nesubet is a single-minded leader, one who makes up her mind quickly & will not tolerate dissemblance or contrary attitudes. She is used to getting her way, & any opposition to her is seen as a personal insult, & is treated with frightening fury. She is often impulsive, making decisions before all of the facts have been assessed, or even fully come to light. She is zealously devout, genuinely believing that everything that she does is what the Lord of Loss would do in her place. While she is quick-witted, she is uninterested in the minutia of governance, so she has delegated most of her duties & tasks to her ministers, whom she has appointed on the basis of personal fidelity to her.

    Appearance
    Nesubet is a beautiful woman, by shaghal standards. She is tall & shapely, with a long, almost-delicate snout. Her dark fur is short & very soft, with a silky shine from being brushed & oiled daily. Her eyes are cool & inscrutable, as though she were unaccustomed to joy or contentment. She rarely smiles, except on the occasions when resistance to her whims is crushed in a particularly satisfying manner.

    Goals
    At the moment, Nesubet wants one thing above all else: to conquer the continent of Admaja, usurp its treasures, & subjugate its people. She wants to do this primarily to silence her critics back home, more than to enjoy the actual conquest itself. She despises the Council of Nocturne, wishing to see its destruction, & those Darklords that speak against her policies have earned her ire, as well. Her flagship set sail two months ago for Uqalibet, & isn’t due to arrive for another three months. The shaghali sleeper agents that have been operating on Admaja’s eastern coasts for the last twelve years have not performed to her satisfaction, & she plans to replace most of these ineffective minions with more competent warriors, like her hand-picked Natharites.

    Combat Tactics
    Like all shaghali, Nesubet prefers to act under the cover of night, & will avoid any battle that takes place in broad daylight, if possible. She fights zealously, believing herself to be Nathar’s living will, & will assault anyone who questions her, her viewpoint, or her status. She will often wade into battle, wielding her longsword & trying to decapitate any opponents within reach, which she greatly enjoys. Her personal guard (2d4 shaghal 12th level fighters, plus 2 Natharites) will attempt to keep her out of direct combat, but are afraid to interfere with her, lest they garner her wrath. She is fond of laying curses upon her enemies, & will do so at almost every opportunity. She can use her pharaonic powers to rebuke humanoids, which she won’t hesitate to do if any such beings oppose her directly.

    3E Stats
    Spoiler
    Show
    RACE: Shaghal female
    CLASS: Cleric 17/Pharaoh 3***
    ALIGNMENT: Chaotic Evil
    DEITY: Nathar (The Exalted)
    SIZE: Medium
    AGE: 37 (born 318 AF)
    HEIGHT: 7’0”
    WEIGHT: 195 lbs.
    EYES: Orange
    HAIR: Brown/Black
    LANGUAGES: Common, Ghul, Gnoolun, & Shagalai
    HIT DICE: 8+1d8+17d8+3d8+44 (151HP)
    INITIATIVE: +8
    SPEED: 65’ (Climb 20’)
    ARMOR CLASS: 35 (+4 Dex, +2 natural, +5 deflection, +14 armor); touch 19; flat-footed 31
    BASE ATTACK BONUS: +16
    GRAPPLE BONUS: +20
    ATTACK: +22 Speed Vorpal Longsword (1d8+6, 19-20/×2, slashing)
    FULL ATTACK: +22/+17/+12/+7 Speed Vorpal Longsword (1d8+6, 19-20/×2, slashing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +21, Reflex +17, Will +27
    ABILITIES:
    • Strength 18 (+4)
    • Dexterity 18 (+4)
    • Constitution 14 (+2)
    • Intelligence 14 (+2)
    • Wisdom 25 (+7)
    • Charisma 14 (+2)

    SKILLS: 112 points
    • Bluff +4
    • Climb +24
    • Concentration +21
    • Diplomacy +17
    • Intimidate +7
    • Knowledge (Religion) +21
    • Move Silently +24
    • Spellcraft +22

    FEATS: Bulwark Warrior (all techniques)**, Improved Critical, Improved Initiative, Improved Turning, Iron Will, Persuasive, Swift Paws**, True Believer**
    WEAPON: +2 Speed Vorpal Longsword (200,315gp, 1d8+6, 19-20/×2, 4 lbs., slashing)
    ARMOR:
    • +2 Heavy Fortification Invulnerability Breastplate (100,350, +7, maximum dexterity bonus +3, check penalty -3, 25% AFC, speed 20’, 30lbs.)
    • +5 Arrow Deflection Heavy Steel Shield (49,170gp, +7, check penalty -1, 15% ACF, 15 lbs.)

    EQUIPMENT:
    • 7,790gp
    • Bag of Holding IV (10,000gp)
    • Belt of Giant Strength +6 (36,000gp)
    • Cloak of Resistance +5 (25,000gp)
    • Crown of the Abyss (17,300gp)**
    • Gloves of Dexterity +6 (36,000gp)
    • Leaping Boots (40,000gp)**
    • Orb of Twilight (36,000gp)**
    • Periapt of Wisdom +6 (36,000gp)
    • Potion of protection from arrows 15/magic (1,500gp)
    • 4 Potions of remove curse (3,000gp)
    • Ring of Feather Falling (2,200gp)
    • Ring of Protection +5 (50,000gp)
    • Rod of Rulership (60,000gp)
    • Scabbard of Swiftness (4,000gp)**
    • 2 Scrolls of finger of death (6,000pg)
    • Scroll of nightmare (1,125pg)
    • Staff of Swarming Insects (24,750gp)
    • Thunder Amulet (36,000gp)**

    SPELLS: 6/6+1/6+1/6+1/6+1/4+1/4+1/3+1/3+1/2+1 (Caster Level 18th, save DC14 + spell level)
    RACIAL FEATURES:
    • Gnoll Blood: For all effects related to race, a shaghal is considered a gnoll.
    • Darkvision 60’.
    • Racial Hit Dice: A shaghal begins with 2 levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, & base saving throw bonuses of Fort +3, Ref +0, & Will +0.
    • Racial Skills: A shaghal’s humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, Move Silently, & Survival. A shaghal character has a +2 racial bonus on Climb & Move Silently checks. In addition, a shaghal can always choose to take 10 on Climb checks, even if rushed or threatened.
    • Racial Feat: A shaghal’s humanoid levels give it one feat.
    • Spell Resistance 30.
    • Light Sensitivity (Ex): Shaghals are dazzled in bright sunlight or within the radius of a daylight spell.

    CLASS FEATURES:
    • Rebuke Undead.
    • Domain: Curse**.
    • Domain: Evil.
    • Rebuke Humanoid.
    • Exalted Aura.
    • Oratory.
    • Enthralling Voice.
    • Opulence.

    LEVEL ADJUSTMENT: +2
    Last edited by Zeta Kai; 2011-07-08 at 06:53 AM.

  10. - Top - End - #40
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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    A’Sheh Shahabah

    Quotes
    • “If you cross me, you’ll find that no merchant will cross your path again. Ever.”
    • “Oh, you think the fee is unfair? Well then, I’ll double it. How does that sound? If you’d like to discuss this further, I can triple it. Would you prefer that?”
    • “Oh, they are a stubborn little tribe. Let’s see how strong their resolve is, once it’s truly tested.”
    • “Water always tastes sweeter when you know that someone else is thirsty.”

    Background
    Just a few years ago, no one had ever heard the name of A’Sheh Shahabah. He was once a sword-for-hire with little reputation from a tiny village on the Tuljahar Peninsula. His name would have elicited nothing but blank stares, instead of the worried glances & narrowed glares that now manifest in response to his mentioning. In a dreadfully short time, he has become known to almost everyone in the Northern Wastes, a dark star rising in a cloudy sky, as some tribal elders would say.

    A’Sheh Shahabah is a trade-master, possibly the most powerful one in the history of the continent. He controls, either directly, or indirectly, over half of the commerce in the Northern Wastes through his Nakhar Network. From the foothills of the Satha Laylanuha to the shores of Alhurus Lake, his cartel commands the caravans & the trade routes that keep the Northern Wastes alive. If a tribe in this harsh land is denied crucial supplies (a fact that has been grimly demonstrated more than once in the recent past), it withers & dies, like a vine hacked off at the root. He is, therefore, a constant, uncomfortable, & unstoppable presence.

    Personality
    Some people wield power for the sake of wielding power. Others do so for the profit & prestige that power provides. Still others hold power out of a sense of duty, or to enact some policy of goodness. But A’Sheh Shahabah wants none of these things; he, like some thankful few, wants power for the sheer joy of exercising it at the expense of others. He relishes in the act of sinking his claws into the fabric of trade just to watch the creases, just to tear fresh holes. At any other time, he is grave, even solemn. But when he is depriving others of what they need to survive, it is only then that he truly feels alive. He can be polite, even gracious, in the pursuit of additional influence. But he will just as easily take what he wants by force, baring teeth both metaphorical & literal, all in the quest for more control, more means to harm others.

    Appearance
    A’Sheh Shahabah is a very large & imposing gnoll; thickly built, his large muscles ripple under his short gray fur. His eyes are widely set, & he stares at everyone & everything with the flinty glare of a patient predator. He only smiles when he is causing others pain or discomfort; at any other time, he wears a humorless grimace, as if he were deeply troubled by some unpleasant memory. Unlike other men of similar wealth & influence, he does not wear fine silks or rare leathers; instead, he is most often clad in the traditional tribal clothing of a Rizzadobo (an uncolored robe with a large hood), & he is decorated with only a few simple pieces of jewelry.

    Goals
    To most, it would appear that A’Sheh Shahabah’s only motive was utter control over others, the better to inflict pain upon them. But he holds a secret deep inside: in addition to his pure sadism, he has another, more subtle objective. Years ago, before he was the lord & bane of all commerce in the Northern Wastes, he was just a minor sell-sword & aspiring warlord who tracked down some legendary merchants known as the Buyers, the Sellers, & the Storytellers. He had hoped to sell them his gems & other prizes for untold riches & power. Ever since that fateful day, he has lost his drive to conquer by force, his ambitions as a warlord, & his desire to engage in open combat; he sold this for wealth he could not bring with him. His life as a warrior was forever gone from him, sold away despite his intentions. He may spend his days wringing the life out of the people of the Northern Wastes, but his nights are often spent brooding over these losses, pining for a past that he cannot touch & fearing the mysterious forces that bought his old life out from under him.

    Combat Tactics
    A’Sheh Shahabah is as sadistic on the fields of battle as he is in a merchant’s tent. He like to inflict grievous wounds upon opponents, just to watch them suffer & hobble about in pain. He enjoys the fear in their eyes as he brandishes his fearsome warhammer. He dislikes open combat (something that he used to enjoy another lifetime ago), & he won’t pick up a bladed weapon, even to defend himself. He is an expert at dodge his enemies’ attacks, tumbling, feinting, & dodging about the battlefield, looking for an opportunity to strike back with a sneak attack when their defenses are down. His favorite trick is to use a wand of suggestion to use his foes as pawns, setting them up so that they flank each other, making them easier (& more satisfying) to dispatch. If he is outmatched, he will cover his escape with a wand of magic missile, before fleeing via a potion or two.

    3E Stats
    Spoiler
    Show
    RACE: Gnoll (Rizzadobo) male
    CLASS: Rogue 13
    ALIGNMENT: Neutral Evil
    DEITY: Limalia (The Khaziima)
    SIZE: Medium
    AGE: 28 (born 327 AF)
    HEIGHT: 7’10”
    WEIGHT: 336 lbs.
    EYES: Blue
    HAIR: Gray
    LANGUAGES: Common, Gnoolun, Qamilai, & Zimbalai
    HIT DICE: 6+12d6+13 (61HP)
    INITIATIVE: +4
    SPEED: 30’
    ARMOR CLASS: 23 (+4 Dex, +1 natural, +8 armor); touch 14; flat-footed 19
    BASE ATTACK BONUS: +9
    GRAPPLE BONUS: +10
    ATTACK: +12 Maiming** Warhammer (1d8+3, ×3, bludgeoning)
    FULL ATTACK: +12/+7/+2 Maiming** Warhammer (1d8+3, ×3, bludgeoning)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +8, Reflex +17, Will +8
    ABILITIES:
    • Strength 12 (+1)
    • Dexterity 18 (+4)
    • Constitution 13 (+1)
    • Intelligence 14 (+2)
    • Wisdom 12 (+1)
    • Charisma 10 (+0)

    SKILLS: 160 points
    • Bluff +18
    • Diplomacy +16
    • Hide +20
    • Intimidate +18
    • Listen +17
    • Move Silently +20
    • Spot +17
    • Survival +17
    • Tumble +20
    • Use Magic Device +18

    FEATS: Combat Expertise, Combat Reflexes, Fighting Dirty (4 techniques)**, Lightning Reflexes, Persuasive
    WEAPON: +2 Maiming** Warhammer (32,312gp, 1d8+3, ×3, 5 lbs., bludgeoning)
    ARMOR: +1 Escaping** Moderate Fortification Chain Shirt (31,750gp, +5, maximum dexterity bonus +4, check penalty -1, 20% AFC, speed 30’, 25lbs.)
    EQUIPMENT:
    • 1,938gp
    • Bracers of Armor +3 (9,000gp)
    • Cloak of Resistance +3 (9,000gp)
    • Gloves of Dexterity +2 (4,000gp)
    • Periapt of Wisdom +2 (4,000gp)
    • 2 Potions of fly (1,500gp)
    • 5 Potions of invisibility (1,500gp)
    • Wand of magic missile (3,750gp)
    • Wand of suggestion (11,250gp)

    RACIAL FEATURES:
    • Darkvision 60’
    • Social Acumen (Ex): +2 circumstance bonus to Diplomacy & Sense Motive checks made when dealing with members of another culture. Gnolls are canny & adaptable in social situations.

    CLASS FEATURES:
    • Sneak Attack: +7d6.
    • Trapfinding.
    • Evasion.
    • Trap Sense +4.
    • Uncanny Dodge.
    • Improved Uncanny Dodge.
    • Special Ability: Improved Evasion.
    • Special Ability: Slippery Mind.
    Last edited by Zeta Kai; 2011-12-21 at 02:34 PM.

  11. - Top - End - #41
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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    High Priestess Noor al-Muhraq

    Quotes
    • “The sun shall rise again.”
    • “Do you have anything of value to me?”
    • “I pray for the day when the True Sun shall rise.”
    • “The Final Dawn is at hand, & it has been too long in coming already.”

    Background
    Born into the clandestine cult of Mahasari Johoum, Noor al-Muhraq was publicly raised as an Ayat Johoumite. Her parents (a human father & a djinn mother) were both Mahasarians, & they trained her from an early age to help spread the faith & to restore their god to His rightful place as the absolute ruler over the world. She studied hard, & learned well, impressing both her parents & her tutors within the cult. It wasn’t long before she was made a priestess at a Johoumite temple, where she continued to display her remarkable talents for organization & efficiency.

    She became the youngest high priestess in the history of her temple, after the retirement of her predecessor, but this still wasn’t enough for her. She had grown greatly dissatisfied with her sect’s lack of progress in finding & opening the Temple of the Throne, where her god was imprisoned. She became bitterly disappointed in her local cabal, which she saw as ineffective & idle. She eventually left the temple & her cult behind, taking only a few young acolytes into the desert, in search of the Shrine of Imprisonment. She has vowed not to rest until she has released her beloved god, & has scoured the sand & stone ever since, searching for any clue to the whereabouts of Johoum’s prison.

    Personality
    Noor al-Muhraq possesses a single-minded obsession that goes beyond mere zealotry. She is utterly convinced that she was born to release Johoum from his prison, & that once he is free, he will take her for his bride. Nothing else matters to her, & she cannot be bothered by affairs that are irrelevant to her life’s goal. She has little patience for distractions, set-backs, or incompetence, & she is not very forgiving of mistakes or insults, having gone so far as to have slain more than one ally who crossed her too many times. Those rare few who have lived up to her exacting standards, though, have been exalted in her esteem, & have benefited greatly from it, for to her, material wealth is meaningless compared to the rewards that await her at the end of her quest.

    Appearance
    Noor al-Muhraq has the look of a woman who was quite attractive in her youth, but after years of exposure to the harsh desert sun, her once-pale skin is spotted & leathery. Deep wrinkles line her face, especially around her thin-lipped mouth. Her eyes are yellowed, & her hair is wind-whipped & unkempt. She still has the vitality of a woman a fraction of her age, however, with a lithe body & a graceful stride full of purpose. When not in battle, she tends to wear loose white robes that billow in the winds of the wasteland.

    Goals
    As stated before, Noor al-Muhraq wants one thing & one thing only: to free Johoum from his imprisonment. She spends all of her waking hours planning & working toward that objective, doing almost nothing else except when absolutely necessary. Since she isn’t even certain where the Temple of the Throne is (she only knows that is somewhere in the Sahra Basit), she primarily searches for its entrance. She has started her quest by looking for the ancient mastaba, the temples of Johoum from the time that he was free. She is convinced that once Johoum is released, the demon prince that is the embodiment of her god will make her his bride, & that together, they will spawn a new generation of Johoumites, scions to his holy cause.

    Combat Tactics
    Noor al-Muhraq is a practical, efficient fighter, one who dispatches opponents quickly & without elaboration. She takes no joy from the battlefield, preferring to deal with foes as quickly as possible, & will not usually show any real anger in her attacks. Deriding Johoum will invoke her wrath, & prolonging a fight will make her impatient & perhaps even a bit reckless. She fights very directly, swinging her morningstar at the nearest enemy while blasting the most dangerous-looking opponent with punishing spells. Her magic is often augmented with metamagic, & she will cast her highest-level spells first, hoping to end combat quickly. This leaves her little in reserve for longer conflicts, when she will rely on her weapon & her items more. If she is in danger of losing, she will summon a djinn or a fire elemental to assist her or cover her escape.

    3E Stats
    Spoiler
    Show
    RACE: Half-Djinn female
    CLASS: Cleric 20/Hierophant 1
    ALIGNMENT: Lawful Evil
    DEITY: Johoum (Mahasari)
    SIZE: Medium
    AGE: 68 (born 287 AF)
    HEIGHT: 5’6”
    WEIGHT: 201 lbs.
    EYES: Icy Blue
    HAIR: White
    LANGUAGES: Auran, Common, Gnoolun, & Qamilai
    HIT DICE: 8+20d8+42 (140HP)
    INITIATIVE: +7
    SPEED: 30’
    ARMOR CLASS: 36 (+3 Dex, +5 natural, +4 deflection, +14 armor); touch 17; flat-footed 33
    BASE ATTACK BONUS: +15
    GRAPPLE BONUS: +19
    ATTACK: +24 Spiteful Burst** Morningstar (1d6+9, ×2, bludgeoning & piercing)
    FULL ATTACK: +24/+19/+14/+9 Spiteful Burst** Morningstar (1d6+9, ×2, bludgeoning & piercing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +21, Reflex +16, Will +25
    ABILITIES:
    • Strength 18 (+4)
    • Dexterity 16 (+3)
    • Constitution 14 (+2)
    • Intelligence 20 (+5)
    • Wisdom 23 (+6)
    • Charisma 13 (+1)

    SKILLS: 96 points
    • Concentration +26
    • Craft +29
    • Knowledge (Religion) +29
    • Move Silently +5
    • Spellcraft +31
    • Use Magic Device +4

    FEATS: Empower Spell, Extra Turning, Heighten Spell, Lightning Reflexes (bonus), Improve Initiative, Improved Turning, Maximize Spell, True Believer**
    WEAPON: +5 Spiteful Burst** Morningstar (98,308gp, 1d6+9, ×2, 3 lbs., bludgeoning & piercing)
    ARMOR:
    • +5 Spell Resistance (19) Breastplate (100,350, +10, maximum dexterity bonus +3, check penalty -3, 25% AFC, speed 20’, 30lbs.)
    • Haven Shield** (20,170gp, +4, check penalty -1, 15% ACF, 15 lbs.)

    EQUIPMENT:
    • 3,062gp
    • Amulet of Natural Armor +5 (50,000gp)
    • Bag of Holding IV (10,000gp)
    • Belt of Giant Strength +6 (36,000gp)
    • Brazier of Commanding Fire Elementals (100,000gp)
    • Circlet of Blasting, Major (23,760gp)
    • Cloak of Resistance +5 (25,000gp)
    • Fire Medallion (72,000)**
    • Gloves of Dexterity +6 (36,000gp)
    • Headband of Intellect +6 (36,000gp)
    • Helm of Teleportation (73,500gp)
    • 2 Jewels of Light (5,500gp)**
    • Lamp of Sujabet (44,800gp)**
    • Orb of Twilight (36,000gp)**
    • Periapt of Wisdom +6 (36,000gp)
    • 5 Potions of cure moderate wounds (1,500gp)
    • 2 Potions of cure serious wounds (1,500gp)
    • Ring of Protection +4 (32,000gp)
    • Rod of Lordly Might (70,000gp)
    • 4 Scrolls of mordenkainen’s disjunction (15,300gp)
    • Staff of Illumination (48,250gp)

    SPELLS: 6/6+1/6+1/6+1/5+1/5+1/4+1/4+1/4+1/4+1 (Caster Level 20th, save DC13 + spell level)
    RACIAL FEATURES:
    • Outsider (Native): Half-genie are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
    • Genie Blood: For all effects related to race, a half-genie is considered a genie.
    • Elemental Birthright, Djinn: once per day, a half-djinni can cast fly for up to 8 minutes &/or gaseous form (as the spells) for up to 16 minutes. Caster level 8th.
    • Elemental Resistance: A half-djinn gains Sonic Resistance 10.
    • Magical Sensitivity (Ex): Spells cast on a half-genie character function as if they had +1 caster level.
    • Darkvision 60’

    CLASS FEATURES:
    • Rebuke Undead.
    • Domain: Punishment**.
    • Domain: Sun.
    • Special Ability: Divine Reach.

    LEVEL ADJUSTMENT: +2
    Last edited by Zeta Kai; 2011-07-08 at 06:55 AM.

  12. - Top - End - #42
    Ettin in the Playground
     
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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Sa’ul

    Quotes
    • “Your destiny is but a means of fulfilling my desire.”
    • “You cannot hope to challenge me. Even in defeat, I would be victorious.”
    • “History as you know it is but a litany of my exploits.”
    • “I have already won. Your death will be a mere punctuation at the end of my triumph.”

    Background
    For hundreds of years, & indeed since before the Pactspell, tales of war, disaster, & tragedy have mentioned a shadowy figure of some sort, standing among the carnage, calmly observing the events. This dark being has been described in innumerable ways, but is always depicted as black-clad, inscrutable, & imposing to the point of inspiring terror. Various corroborating records place him at the fall of Mamluk, the Battle of the Light, the Great Fire of Babalarud, the collapse of Qalira, the Rain of Ash, & several other traumatic events. Some even imply that he may have been responsible for the Pactspell itself. Although no one knows where this creature acquired its name, all sources agree that this immortal watcher is known as Sa’ul.

    Many theories have developed over the years to explain this mysterious figure, as well as his equally-unexplained name. Various conjectures state that Sa’ul is a truncated version of some other name, like Salur-Mezul (“absent-father”), Salazadul (“shadow man”), Saj aq-Hul (“the black claw”), or even the implausible sadistic ghul. Differing stories have tied him to various forces of devil, demon, or rakshasa, the treacherous cults of Maqur, to the shadowy menace of Nathar, the malevolent darkness of Sunya, or even claim him to be the creator & master of all ghul-kind. Whichever story is true (if any tale is), the one fact upon which all can agree is that Sa’ul is indeed a real being, a dire threat, & a dreadful omen wherever he chooses to appear.

    Personality
    Sa’ul is an incomprehensible being, an utter enigma of history. He is not seen as particularly sadistic or cruel, but he is believed to be somehow related to (or even responsible for) some of the most tragic events of the post-imperial era. He sees himself as greatly superior to the common mortals of this flawed, mundane world, & that these inferior beings are mere fodder for his machinations. He is arrogant & proud, believing that he is the only one who can fix the broken status quo of the Kamala. He is cold & aloof when dealing with others, although he can be charming if it will benefit him to do so, & he only interacts with people when it would further one of his invariably-destructive plots.

    Appearance
    Sa’ul is a horror to look upon in his natural form, & for that reason, he often walks about in disguise, especially when in public. His skin is a dull, mottled dark gray, like he was made of solid smoke. His eyes are an inscrutable black, like two abyssal pools of darkness. His long pointed ears jut out of his bald head at a sharp angle, like the wings of a wicked bat. His face is smooth & devoid of expression, making his age almost impossible to guess. Whenever he speaks (or on the thankfully rare occasions that he smiles), his yellowed teeth are revealed, which are all as sharp as a hyena’s fangs. He wears a black robe adorned with scores of eyelike patterns, & a cloak of black velvet to match. He walks with an almost supernatural grace & a sense of purpose that is somehow unnerving.

    Goals
    An apocryphal story tells of a warrior falling at Sa’ul’s feet after being felled by his vicious magics. As he lay dying, the warrior asked the Black Wizard, “To what end have you done this?” To which the archmagus simply replied, “To bring God down,” before dispatching his wounded opponent. The great scholar Haqim aq-Zarqa has theorized from this tale that Sa’ul has a dark method to his mayhem. Haqim writes that the Black Wizard is on a centuries-old campaign of destruction & death, a grand quest to cause so much suffering that the creator of the Kamala would have no choice but to intervene. Why he would act in such a heinous manner to force his god to act in such a way is anyone’s guess, but Haqim further speculates that his inhuman age, couple with his vast intellect, has allowed him some incredible insight, which has driven him on this mad course of action.

    Combat Tactics
    Sa’ul is a shrewd & merciless tactician, who will kill anything & anyone that even threatens to get in his way. Considering his ambitions, this includes nearly everyone that he meets, unless they can help his foment further destruction later on. He specializes in conjuration & transmutation magic, but he uses spells of any school if they are useful for wreaking havoc & ruin. If forced into a melee fight, he will often brandish his vorpal dagger, as he usually finds wasting spells on inferior beings to be beneath him. He has the true Soul of the Ghul, which grants him Spell Resistance 32. He also has Spell Mastery for the following spells: alter self, dominate monster, greater bestow curse, greater teleport, & mind blank. He rarely uses his familiar to aid him directly, but Al-Mawte usually flies above him, circling the sky over her master’s opponents. He has numerous items at his disposal, & is fond of using them in battle; some of his favorites include a Rod of Negation, a wand of inflict critical wounds, & a Darkskull.

    3E Stats
    Spoiler
    Show
    RACE: Half-Ghul male
    CLASS: Wizard 10/Loremaster 9/Archmage 5
    ALIGNMENT: Neutral Evil
    DEITY: None (Agnostic)
    SIZE: Medium
    AGE: 440+ (born 744 IR or earlier; appears Middle Aged)
    HEIGHT: 5’9”
    WEIGHT: 188 lbs.
    EYES: Black
    HAIR: N/A (Bald)
    LANGUAGES: Alhaggi, Archaic, Auran, Common, Draconic, Ghul, Gnoolun, Ignan, & Terran
    HIT DICE: 4+23d4+48+3 (112HP)
    INITIATIVE: +8
    SPEED: 30’
    ARMOR CLASS: 27 (+4 Dex, +5 natural, +8 armor); touch 14; flat-footed 23
    BASE ATTACK BONUS: +11
    GRAPPLE BONUS: +12
    ATTACK: +17 Vorpal Dagger (1d4+6, 19-20/×2, 10’ range increment, piercing or slashing) or +20 Distance Seeking Speed Heavy Crossbow (1d10+9, 19-20/×2, 240’ range increment, piercing)
    FULL ATTACK: +17/+12/+7/+2 Vorpal Dagger (1d4+6, 19-20/×2, 10’ range increment, piercing or slashing) or +20/+15/+10/+5 Distance Seeking Speed Heavy Crossbow (1d10+9, 19-20/×2, 240’ range increment, piercing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +16 (+24 vs. [Good] spells), Reflex +18 (+26 vs. [Good] spells), Will +26 (+34 vs. [Good] spells)
    ABILITIES:
    • Strength 13 (+1)
    • Dexterity 18 (+4)
    • Constitution 15 (+2)
    • Intelligence 27 (+8)
    • Wisdom 19 (+4)
    • Charisma 12 (+1)

    SKILLS: 194 points
    • Concentration +28
    • Craft (Alchemy) +35
    • Decipher Script +19
    • Gather Information +25
    • Knowledge (arcana) +38
    • Knowledge (history) +33
    • Knowledge (Kamala) +35
    • Spellcraft +38

    FEATS: Brew Potion, Extend Spell, Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Shadow of the Ghul**, Skill Focus (Knowledge (arcana)), Skill Focus (Spellcraft), Soul of the Ghul (SR35)**, Spell Focus (Conjuration), Spell Focus (Transmutation), Spell Mastery
    WEAPON:
    • +5 Vorpal Dagger (200,302gp, 1d4+6, 19-20/×2, 10’ range increment, 1 lb., piercing or slashing)
    • +5 Distance Seeking Speed Heavy Crossbow (200,350gp, 1d10+9, 19-20/×2, 240’ range increment, 8 lbs., piercing)

    ARMOR: N/A
    EQUIPMENT:
    • 1,848gp
    • Agal of Rapid Wellness (12,600gp)**
    • Alchemist’s Quern (3,600gp)**
    • Amulet of Natural Armor +5 (50,000gp)
    • Bag of Holding IV (10,000gp)
    • Bracers of Armor +8 (64,000gp)
    • Cloak of Resistance +5 (25,000gp)
    • Darkskull (60,000gp)
    • Eversmoking Bottle (5,400gp)
    • Gloves of Dexterity +6 (36,000gp)
    • Handy Haversack (2,000gp)
    • Headband of Intellect +6 (36,000gp)
    • Instant Fortress (55,000gp)
    • Keffiyeh of Understanding (26,000gp)**
    • Leaping Boots (40,000gp)**
    • Mask of Illusions (16,000gp)
    • Medallion of Missives (26,400gp)**
    • Necklace of Adaptation (9,000gp)
    • Pearl of Power (two spells, 70,000gp)
    • Periapt of Wisdom +6 (36,000gp)
    • Quern of the Thaumaturge (20,000gp)**
    • Ring of freedom of movement (40,000gp)
    • Ring of Three Wishes (97,950gp)
    • Robe of Eyes (120,000gp)
    • Rod of Negation (37,000gp)
    • Scabbard of the Winds (14,400gp)**
    • 2 Scrolls of meteor swarm (7,650gp)
    • Slippers of Silence (22,500gp)**
    • Staff of Illusion (65,000gp)
    • Staff of Power (211,000gp)
    • Tome of Clear Thought +5 (137,500gp)
    • Wand of cure critical wounds (21,000gp)
    • Wand of inflict critical wounds (21,000gp)

    SPELLS: 4/6/6/6/6/4/5/3/4/2 (Caster Level 24th, for Conjuration & Transmutation spells, save DC16 + spell level; for all other spells, save DC18 + spell level)
    • 0th Level: acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, stinging breeze**, tally**, touch of fatigue
    • 1st Level: comprehend languages, disgust**, expeditious retreat, feather fall, magic missile, obscuring mist, ray of enfeeblement, shield, unseen servant
    • 2nd Level: alter self, detect thoughts, glitterdust, summon monster II
    • 3rd Level: explosive runes, major image, protection from energy, suggestion
    • 4th Level: authority**, charm monster, enervation, scrying
    • 5th Level: baleful suggestion**, major creation, overland flight, vampiric ray**
    • 6th Level: disintegrate, mass suggestion, permanent image, summon monster VI
    • 7th Level: delayed blast fireball, greater bestow curse**, greater teleport, mass hold person, plane shift, profound slumber**
    • 8th Level: discern location, estej’mah amut**, mass charm monster, mind blank, mirage**, ophidian form**, polymorph any object, summon monster VIII
    • 9th Level: dominate monster, fiat: death**, gate**, mass hold monster, mordenkainen’s disjunction**, power word kill, rescission**, shapechange, summon monster IX, time stop

    RACIAL FEATURES:
    • Ghul Blood
    • Elemental Resistance (cold 5 & fire 5)
    • Spell-Like Abilities
      • At Will: darkness, detect magic, obscuring mist
      • 1/Day: gust of wind (DC13)
      • Caster level 8th. The save DCs are Charisma-based.

    CLASS FEATURES:
    • Summon Familiar.
    • Secret: Secret Health.
    • Secret: The Lore of True Stamina.
    • Secret: Secret Knowledge of Avoidance.
    • Secret: Dodge Trick.
    • Secret: Applicable Knowledge.
    • Lore.
    • Bonus Languages: Ignan & Terran.
    • Greater Lore.
    • High Arcana: Arcane Fire.
    • High Arcana: Arcane Reach.
    • High Arcana: Mastery of Counterspelling.
    • High Arcana: Mastery of Elements.
    • High Arcana: Spell-Like Ability (disintegrate, useable 4/day).

    LEVEL ADJUSTMENT: +2
    FAMILIAR: Al-Mawte, a vulture* (24HD, 56HP, AC22 (+2 size, +3 Dexterity, +7 Natural Armor), BAB+11, Talons +14 melee (1d4-2), Fortitude +9, Reflex +12, Will +19, Intelligence 10 (+0), Deliver Touch Spells, Empathic Link, Improved Evasion, Low-Light Vision, Share Spells, Speak with Birds, Speak with Master, Alertness, Weapon Finesse, Concentration +26, Craft (Alchemy) +27, Decipher Script +11, Gather Information +22, Knowledge (arcana) +27, Knowledge (history) +27, Knowledge (Kamala) +27, Listen +4, Spellcraft +27, Spot +16).
    * = In this case, the statistics of a hawk were used to approximate a vulture.
    Last edited by Zeta Kai; 2011-07-08 at 06:56 AM.

  13. - Top - End - #43
    Ettin in the Playground
     
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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Ahuma

    Quotes
    • “Your head. I cut it off.”
    • “I have conceived of it, so it must be done.”
    • “In a word, No.”
    • “That’s for me to know, & for you to die.”

    Background
    Ahuma’s name has become synonymous with sin & malevolence, & has been damned for all of recorded history, cursed by his countless victims & his innumerable enemies. He is despised by the devas, the demons, the genies, the devils, & even by some of his fellow rakshasas. He is feared & loathed by mortal & immortal alike, by seemingly all who have ever heard of him or his villainous exploits (including both Akasha & Sunya). Yet still he walks the worlds of the Kamala, unvanquished & defiant, still plotting for dominance over all he sees, even after all these many centuries.

    Ahuma has been involved in various evils since the earliest ages of the Kamala. Long ago, before the Age of Kingdoms & the counting of years, Sunya lent him the Bridge of Shadow, which he abused by sending armies across it again & again. This exploitation rent the Bridge of Shadow into the Seven Paths of Darkness, fracturing its power into several lesser conduits bridging the realms of day & night. Ahuma is still the lord & master of one of the paths, & he considers the between-worlds to be his domain, making all passage between to be his affair. He stole the Light of Power from Akasha, wielding it as his own to this day. He has murdered kings & toppled kingdoms, tortured men & raped women, committed every crime imaginable & invented several new perversions never thought of previously. It is even suspected that Ahuma & his network of spies, the Tiger’s Claw, were not only involved in the Pactspell, but may in fact have profited from it in some vile fashion, at the expense of millions of mortal lives & immortal souls.

    Personality
    Ahuma is a fearsome & impressive being, who inspires terror & awe in equal measure. He is a tyrannical perfectionist, demanding nothing less than the absolute best from his subordinates, whom he frequently disposes of when they inevitably fail to live up to his exacting standards. He has a malevolent sense of humor, often playing deadly pranks on ally & enemy alike, just so that he may laugh at their pain & misfortune. His innate love of violence compels him to deal with threats to his plans personally, so that he may sink teeth & claw into those who would dare defy his mighty will. His exceedingly long life has made him incapable of relating to mortal concerns. Once he has made up his mind on something, it is nigh-impossible to change his opinion, & his plans will only be changed by forces beyond his control, which are few.

    Appearance
    Ahuma is a slightly unusual creature, even for a rakshasa. For one thing, he wears a large mane of wild fur around his head. Also, his fur is a snowy white, & though it is striped black like other rakshasas, the stripes are much thinner & more narrowly-spaced. Strangest of all, though, his hands are not reversed like a normal rakshasa’s are, so the palms face inward & the thumbs are on the front, like those of a humanoid. He is often seen smiling, although he seems to do this mainly to bare his teeth, which are long & sharp like a tiger’s. His eyes are a brilliant green, although they glow a featureless smoky red when he is especially irate. He is of medium stature & build, & dresses in the finest dishdashas & cheches that money can buy, which gives him an air of refinement & style that are incongruous with his more monstrous features.

    Goals
    Ahuma has more plots than he has stripes in his fur, & he has just as many servants, pawns, & thralls (mostly through the Tiger’s Claw) to carry them out to fruition. But his primary objective is the simple acquisition of power, from which all his other schemes stem, as for which they all ultimately serve. Ahuma wants to control the other six Paths of Darkness, so that he can monopolize traffic between the two worlds, & hopefully find some means of fusing the seven paths, reforming the Bridge of Shadow. Combined with the Light of Power (which he stole from Akasha), he believes that he can use the bridge to conquer both Siraaj & Najmah, ruling the twin worlds & effectively controlling the majority of the Kamala, achieving some sort of godhood. His wicked plans are both vast & petty, scrupulous & rash, brilliant & insane. No matter the result of his machinations, he has found a way to benefit, & may soon be poised to bring utter ruin to all the lands & peoples of both worlds.

    Combat Tactics
    Ahuma is as patient as he is cruel, which when combined with his tremendous age & innate rakshasa nature, makes him an extremely dangerous opponent. He likes to toy with his enemies, lulling them into a false sense of confidence, making them think that victory is possible, before springing the trap & breaking them, mind, body, & spirit. His sadism & deceit often compel him to face combatants alone, & to enter melee when a ranged spell would suffice. He likes to wade into a battle swinging his enchanted heavy mace, which bypasses protections such as armor. He employs his familiar, his genies, & his thralls (dominated/suggested/charmed servants) to aid him in combat from time to time, but most in support capacities, such as distracting or hampering his foes. He has many spells at his disposal, & will often cast curses or curse-like spells to vex his opponents, favoring crushing despair, rescission, blindness/deafness, & symbol spells.

    3E Stats
    Spoiler
    Show
    RACE: Rakshasa male
    CLASS: Sorcerer 10/Djinn Lord 4/Archmage 5***
    ALIGNMENT: Lawful Evil
    DEITY: None (Atheist)
    SIZE: Medium
    AGE: Unknown (born before the counting of years)
    HEIGHT: 5’11”
    WEIGHT: 185 lbs.
    EYES: Green
    HAIR: White (striped with Black)
    LANGUAGES: Aquan, Archaic, Celestial, Common, & Ghul
    HIT DICE: 8+6d8+10d4+4d8+5d4+95 (185HP)
    INITIATIVE: +6
    SPEED: 40’
    ARMOR CLASS: 34 (+2 Dex, +9 natural, +5 deflection, +8 armor); touch 17; flat-footed 32
    BASE ATTACK BONUS: +16
    GRAPPLE BONUS: +18
    ATTACK: +23 Brilliant Energy Heavy Mace (1d8+7, ×2, bludgeoning) or +18 Claw (1d4+2, slashing) or +18 Bite (1d6+2, piercing)
    FULL ATTACK: +23/+18/+13/+8 Brilliant Energy Heavy Mace (1d8+7, ×2, bludgeoning) or 2 +18 Claws (1d4+2, slashing) & +13 Bite (1d6+2, piercing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +20, Reflex +17, Will +23
    ABILITIES:
    • Strength 14 (+2)
    • Dexterity 14 (+2)
    • Constitution 20 (+5)
    • Intelligence 16 (+3)
    • Wisdom 12 (+1)
    • Charisma 24 (+7)

    SKILLS: 319 points
    • Bluff +31
    • Concentration +25
    • Decipher Script +13
    • Diplomacy +21
    • Disguise +31
    • Gather Information +17
    • Intimidate +21
    • Knowledge (Arcana) +26
    • Listen +21
    • Move Silently +22
    • Perform +17
    • Sense Motive +21
    • Spellcraft +28
    • Spot +21
    • Use Magic Device +26

    FEATS: Combat Casting, Craft Wondrous Item, Improved Familiar, Improved Initiative, Magical Aptitude, Skill Focus (Decipher Script), Skill Focus (Spellcraft), Spell Focus (Enchantment), Spell Focus (Evocation), Spell Knowledge
    WEAPON: +5 Brilliant Energy Heavy Mace (162,312gp, 1d8+7, ×2, 8 lbs., bludgeoning)
    ARMOR: N/A
    EQUIPMENT:
    • 888gp
    • Agal of Rapid Wellness (12,600gp)**
    • Bracers of Armor +8 (64,000gp)
    • Cheche of Magnificence (9,600gp)**
    • Cloak of Charisma +2 (4,000gp)
    • Cloak of Resistance +5 (25,000gp)
    • Crystal Ball (with detect thoughts; 51,000gp)
    • Decanter of Crawling Doom (21,900gp)**
    • Dishdasha of Many Hundred Birds (32,800gp)**
    • 2 Elixirs of Truth (1,000gp)
    • Glove of Storing (10,000gp)
    • Handy Haversack (2,000gp)
    • Incense of Meditation (4,900gp)
    • Ioun Stone (pink & green sphere, 8,000gp)
    • Key of All Locks (24,000gp)**
    • Marvelous Pigments (4,000gp)
    • Mirror of Opposition (92,000gp)
    • Ring of Protection +5 (50,000gp)

    SPELLS: 6/8/8/8/7/5/6/5/5/5 (Caster Level 24th, for Enchantment & Evocation spells, save DC18 + spell level; for all other spells, save DC17 + spell level))
    • 0th Level: acid splash, arcane mark, daze, detect magic, detect poison, message, prestidigitation, read magic, touch of fatigue
    • 1st Level: cause fear, disgust**, feather fall, hypnotism, magic missile, ray of enfeeblement
    • 2nd Level: blindness/deafness, hideous laughter, scorching ray, shatter, spider climb
    • 3rd Level: explosive runes, fly, suggestion, tongues
    • 4th Level: black tentacles, crushing despair, fire trap, greater invisibility
    • 5th Level: baleful suggestion**, false vision, symbol of pain, ward object**
    • 6th Level: geas/quest, symbol of fear, symbol of persuasion
    • 7th Level: firesinger**, greater bestow curse**, greater scrying
    • 8th Level: joyless fugue**, rule of law**, symbol of insanity
    • 9th Level: dominate monster, gate**, rescission**, time stop, wish

    RACIAL FEATURES:
    • Outsider (Native): Rakshasas are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
    • Darkvision 60’.
    • Racial Hit Dice: A rakshasa begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, & base saving throw bonuses of Fort +5, Ref +5, & Will +5.
    • Racial Skills: A rakshasa’s outsider levels give it skill points equal to 10 × (2 + Int modifier, minimum 1). Its class skills are Bluff, Disguise, Listen, Move Silently, Perform, Sense Motive, & Spot. A rakshasa has a +4 racial bonus on Bluff & Disguise checks, and it can gain further bonuses by using Change Shape (+10 on Disguise checks) & detect thoughts (+4 on Bluff & Disguise checks).
    • Racial Feats: A rakshasa’s outsider levels give it three feats.
    • Natural Weapons (Ex): 2 Claws (1d4 + Str); slashing damage. Bite (1d6 + Str); piercing damage.
    • Detect Thoughts (Su): The save DC is 12 + the character’s Cha modifier.
    • Spells: A rakshasa character casts spells as a 7th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the rakshasa’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. A rakshasa character likewise uses the sum of its racial spellcasting levels and class levels to determine the abilities of its familiar.
    • Special Qualities (see above): Change Shape, Damage Reduction 15/good & piercing, Spell Resistance equal to 27 + class levels (SR46).

    CLASS FEATURES:
    • Summon Familiar.
    • Relic of Binding.
    • Mirage.
    • Convoke (Bound Genie, Winemaker, Scholar).
    • Genie’s Nature.
    • Genie’s Power (minor).
    • Ascendant Power.
    • High Arcana: Arcane Fire.
    • High Arcana: Arcane Reach.
    • High Arcana: Mastery of Shaping.
    • High Arcana: Spell Power.
    • High Arcana: Spell-Like Ability (rule of law, useable 2/day).

    FAMILIAR: Kariha, an imp (19HD, 92HP, AC29 (+2 size, +3 Dexterity, +14 Natural Armor), BAB+16, Sting +19 melee (1d4 plus Poison (Injury, Fortitude DC13, initial damage 1d4 Dex, secondary damage 2d4 Dex)), Fortitude +10, Reflex +13, Will +18, Intelligence 14 (+2), Deliver Touch Spells, Empathic Link, Improved Evasion, Scry on Familiar, Share Spells, Speak with Master, Spell Resistance 24, Alternate Form (Raven), Spell-Like Abilities (At Will: detect good, detect magic, invisibility (self only); 1/Day: suggestion (DC 15); Caster level 6th), Damage Reduction 5/good or silver, Darkvision 60’, Fast Healing 2, Immunity to Poison, Resistance to Fire 5, Alertness, Dodge, Weapon Finesse, Bluff +26, Concentration +20, Decipher Script +10, Diplomacy +16, Disguise +26, Gather Information +10, Hide +17, Intimidate +16, Knowledge (Arcana) +23, Listen +21, Move Silently +23, Perform +12, Search +6, Sense Motive +21, Spellcraft +25, Spot +22, Survival +1 (+3 following tracks), Use Magic Device +21).
    LEVEL ADJUSTMENT: +7
    Last edited by Zeta Kai; 2012-01-18 at 02:01 PM.

  14. - Top - End - #44
    Ettin in the Playground
     
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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Ruhollah Basim “Baba” Shafiei

    Quotes
    • “I care neither for excuses nor circumstances. My orders are clear, & I expect them to be followed to the letter.”
    • “Are you a fool? A sun-struck half-wit? An addled child? Well?! Speak up, for if you have some wit to display, now is the time!”
    • “You will do what I demand of you, for you have no choice in the matter.”
    • “Do not trifle me with such trivial matters. Bring me something of consequence, or remove yourself from my sight. I have no patience for this.”

    Background
    The patriarch of the Shafiei family was born into poverty on the streets of Sulafat, raised by his human mother (along with his half-sister, Shahla) after his efreet father disappeared when he was just an infant. He therefore never formed a connection to his genie heritage, & even came to resent genie-folk when he became older. Mocked & ostracized by his mortal peers for his strange appearance, he retreated to the safety & solitude of the ruins along the Turtle River. This sparked an interest in archaeology, which he has kept to this day, & parleyed into a lucrative career.

    Today, he is the founder & leader of al-Bulbul (which means “the Nightingale”), a widespread underground consortium of archaeological profiteers, employing explorers, cartographers, tomb raiders, & hunters of all stripes throughout the continent. They hunt down the relics of the Admajai & other long-dead cultures, with a particular emphasis on procuring genie-related items. They have amassed a sizeable collection of tasked genies as well as true genies bound to various items. The Bulbul’s network is reasonably large, forming a web which crosses racial & social boundaries.

    Personality
    Few people would say that Baba is a kind or pleasant man, & fewer still who know him at all would believe it were it said. He is a callous individual, unyielding in his demands & seemingly ignorance of even the most common of courtesies. His strict adherence to rules (at least, his rules) & intolerance for dissent or excuse give him a well-deserved reputation for being unapproachable. He is meticulous in his plans, & he can be diplomatic when he absolutely needs to be, but he often requires his half-sister to compensate for his repellent nature.

    Appearance
    Baba Shafiei is as imposing in looks as he is in his behavior. He is a large figure, towering over most other humanoids, & his bulging muscles still give an impression of great power, despite the “gut full of coins” that he has grown in recent years. He has a full beard of coal-black hair, & a mustache to match, which both offset his balding head. His eyes burn like two bright red cinders, made all the more menacing by his scarlet skin, which is tattooed with various designs. These tattoos are mostly covered by his fashionable & extravagant clothing. He is almost never seen without a look of disdain on his face, as if he had just smelled something foul.

    Goals
    If anything nice can be said about Baba Shafiei, it is a given that he has ambition. He desires many things, & he has gone a long way towards realizing his manifold objectives. He wishes to achieve equality & acceptance for all numari (especially half-genies like himself); this is perhaps his most noble goal, & the only one which he shares with all of his family. He is hunting for any & every genie-related relic that he can get his hands on, particularly those which can/do house bound genies. He seeks to forge alliances with the rich & powerful by providing them enslaved genies.

    He also sponsors mercenary groups, thieves’ guilds, bandit gangs, criminal cartels, would-be conquerors, & warlords, & is slowly infiltrating commerce in multiple cities in order to keep him apprised of any ancient relics or powerful magic items making the rounds. He craves ever-greater amounts of wealth & power, although he views such things as merely a means to his many ends. He has proven time & again that he will do nearly anything to achieve his aims, even doing so puts his own family & friends at risk.

    Combat Tactics
    Baba relies on intimidation & fear to get what he wants, both on & off the battlefield. He is a master at persuading others not to cross him in the first place, although he is well prepared if such conflicts do occur. For occasions in which force is needed, he uses his unholy scimitar to deadly effect, cleaving through enemies with practiced ease. He is fond of sundering his opponents weapons (the better to frighten them into surrendering), & will not pass up an opportunity to do so. He makes very good use of his tasked genies, providing varied back-up support; his current binding relic holds a Slayer within to give his foes a nasty surprise.

    3E Stats
    Spoiler
    Show
    RACE: Half-Efreet male
    CLASS: Paladin 6/Blackguard 6
    ALIGNMENT: Lawful Evil
    DEITY: Sunya
    SIZE: Medium
    AGE: 56 (born 299 AF)
    HEIGHT: 6’8”
    WEIGHT: 304 lbs.
    EYES: Red (Glowing)
    HAIR: Black (Balding)
    LANGUAGES: Common & Ignan
    HIT DICE: 10+11d10+48 (118HP)
    INITIATIVE: +5
    SPEED: 30’
    ARMOR CLASS: 23 (+1 Dex, +7 armor, +5 shield); touch 11; flat-footed 22
    BASE ATTACK BONUS: +12
    GRAPPLE BONUS: +15
    ATTACK: +16 Unholy Scimitar (1d4+4, 18-20/×2, slashing)
    FULL ATTACK: +16/+11/+6 Unholy Scimitar (1d4+4, 18-20/×2, slashing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +17, Reflex +10, Will +11
    ABILITIES:
    • Strength 17 (+3)
    • Dexterity 12 (+1)
    • Constitution 18 (+4)
    • Intelligence 10 (+0)
    • Wisdom 18 (+4)
    • Charisma 14 (+2)

    SKILLS: 30 points
    • Bluff +6
    • Diplomacy +5
    • Hide +8
    • Intimidate +12
    • Knowledge (Religion) +5
    • Sense Motive +8

    FEATS: Bulwark Warrior (2 techniques)**, Cleave, Improved Initiative, Improved Sunder, Lightning Reflexes (bonus), Power Attack
    WEAPON: +2 Unholy Scimitar (32,315gp, 1d4+4, 18-20/×2, 2 lbs., slashing)
    ARMOR:
    • +1 Cold Resistance Banded Mail (19,400, +7, maximum dexterity bonus +1, check penalty -5, 35% AFC, speed 20’, 35lbs.)
    • +3 Heavy Steel Shield (9,170, +5, check penalty -1, 15% AFC, speed 30’, 15lbs.)

    EQUIPMENT:
    • 85gp
    • Cloak of Resistance +3 (9,000gp)
    • Gloves of Dexterity +2 (4,000gp)
    • Periapt of Wisdom +2 (4,000gp)
    • 2 Potions of cure light wounds (100gp)
    • Potion of cure moderate wounds (300gp)
    • Potion of cure serious wounds (750gp)
    • Potion of fly (750gp)
    • Potion of invisibility (300gp)
    • Relic, Genie-Bound (Slayer, 8,000gp)

    SPELLS: 2/2/2 (Caster Level 6th, save DC14 + spell level)
    RACIAL FEATURES:
    • Outsider (Native): Half-genies are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
    • Genie Blood: For all effects related to race, a half-genie is considered a genie.
    • Elemental Birthright, Efreet: once per day, a half-efreeti can cast produce flame &/or wall of fire (as the spells). Caster level 8th. The save DCs are Charisma-based.
    • Elemental Resistance: A half-efreeti gains Fire Resistance 10.
    • Magical Sensitivity (Ex): Spells cast on a half-genie character function as if they had +1 caster level.
    • Darkvision 60’.

    CLASS FEATURES:
    • Aura of Evil.
    • Detect Good.
    • Poison Use.
    • Dark Blessing.
    • Smite Good 4/day.
    • Command Undead.
    • Aura of Despair.
    • Sneak Attack +2d6.
    • Fiendish Servant.
    • Lay on Hands (himself & his fiendish servant only)

    LEVEL ADJUSTMENT: +2
    FIENDISH SERVANT: Sadin, a nightingale* (2HD, 9HP, AC15 (+2 size, +2 Dexterity, +1 Natural Armor), BAB+0, 2 Claws +4 melee (1d2+4), Fortitude +2, Reflex +4, Will +2, Intelligence 6 (-2), Empathic Link, Improved Evasion, Share Saving Throws, Share Spells, Low-Light Vision, Alertness, Weapon Finesse (bonus), Listen +5, Spot +7).
    * = In this case, the statistics of a raven were used to approximate a nightingale.
    Last edited by Zeta Kai; 2011-11-07 at 03:47 PM.

  15. - Top - End - #45
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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Naheed Shafiei

    Quotes
    • “One of our sources has brought us an intriguing report.”
    • “I don’t entertain many guests, so consider yourselves fortunate to have an audience with me.”
    • “…”
    • “I have seen the signs. Events are in motion that will change the balance. We must act swiftly if we are to take advantage.”

    Background
    Naheed Shafiei is the wife of Baba Shafiei & matron of the Shafiei clan. She aids her husband in maintaining & monitoring a vast network of contacts & operatives for the benefit of the Bulbul. As wife of the patriarch, she is ostensibly next in the chain of command, but due to her role, status, & reclusiveness, she is functionally a subordinate of her sister-in-law, Shahla.

    Naheed was born in Sabur to a family of clandestine wizards. When she was young, her family was discovered practicing magic, & they were forced to flee their homes & hide in the desert. During this ordeal, her sisters & her father were killed, leaving her with only her mother & her uncle. They took her to Sulafat & left her in the care of her great aunt, Zapheera (sometimes rendered Safirah), while they traveled to Shemun in search of the souls of those that they had lost, never to return. In Sulafat, she trained with her great aunt, who was an accomplished diviner herself, & before long, she met a young amateur archaeologist named Baba.

    Personality
    Naheed is just as off-putting as her husband, but in a much different way. Whereas he is belligerent & demanding, his wife is detached & preoccupied, as if she were always lost in a fog of her own thoughts. A reclusive diviner, she is rarely seen even by those within the Bulbul, other than her family & a few prized operatives. Her isolation lends her an air of sadness, as if she was wanting of companionship or connection with another, but any who approach her find themselves rebuffed, either by her or her closest aides.

    Appearance
    Naheed Shafiei is a matronly woman, but with the distant stare of a seer, as if she were looking through everyone & everything in her field of vision. Her eyes glow with a white light, like two cold bright stars. Her gray hair is incredibly long, reaching down past her knees, & is usually tied back in a set of three or so braided queues. Her pale skin has a greenish cast, & looks like it would have the texture of a mossy stone. Her face is as smooth & placid as a porcelain doll, but on the rare occasions when she speaks or expresses a strong emotion, it becomes marred with countless cracks & fissures. She always wears ornate dresses with intricate designs & opulent detailing, never being seen in the same outfit twice.

    Goals
    Ostensibly, Naheed wants the same things as her husband does: to gain a better position for the half-genie race & other numari, to expand their network, & to acquire genie-related knowledge & items. However, she realizes that Shahla is a more charismatic & more capable leader than Baba, & so she is caught between the two as they vie for control. She is troubled by this conflict, & the schism between Baba & her daughter Sahba, so she has retreated even deeper into her meditations.

    Combat Tactics
    The tricky thing about taking on a diviner is that one never has the element of surprise. This is especially true of Naheed, who makes it her duty to foresee & address any potential threats to her, her organization, & her family. It can be assumed that at any given moment, she is using some divination magic to forewarn herself, & it therefore almost never caught unprepared. If she can, she will avoid a fight altogether, using illusions to hide &/or expeditious retreat to flee. If forced by circumstance to engage opponents, she will hide behind her tasked genie, a Magus, or her own familiar, an earth elemental named Hajar Karim. It is only when all of these layers of protection have failed (an extreme scenario) that she will actually deign to do batter with her foes directly, & even then, she will take flight (perhaps literally, via a potion) at the first opportunity. Even if defeated, her Escaping Dagger has come to her rescue, teleporting her out of harm’s way on more than one occasion.

    3E Stats
    Spoiler
    Show
    RACE: Half-Dao female
    CLASS: Wizard (Diviner) 7/Loremaster 4
    ALIGNMENT: True Neutral
    DEITY: Sunya
    SIZE: Medium
    AGE: 58 (born 297 AF)
    HEIGHT: 6’2”
    WEIGHT: 257 lbs.
    EYES: White (Glowing)
    HAIR: Gray
    LANGUAGES: Common, Ignan, & Terran
    HIT DICE: 4+10d4+22 (51HP)
    INITIATIVE: +2
    SPEED: 30’
    ARMOR CLASS: 17 (+2 Dex, +1 natural, +2 armor, +2 deflection); touch 14; flat-footed 15
    BASE ATTACK BONUS: +5
    GRAPPLE BONUS: +6
    ATTACK: +8 Escaping Dagger (1d4+3, 19-20/×2, 10’ range increment, piercing or slashing)
    FULL ATTACK: +8/+3 Escaping Dagger (1d4+3, 19-20/×2, 10’ range increment, piercing or slashing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +10, Reflex +10, Will +14
    ABILITIES:
    • Strength 13 (+1)
    • Dexterity 14 (+2)
    • Constitution 15 (+2)
    • Intelligence 20 (+5)
    • Wisdom 14 (+2)
    • Charisma 12 (+1)

    SKILLS: 78 points
    • Appraise +9
    • Concentration +12
    • Decipher Script +9
    • Craft (Alchemy) +19
    • Gather Information +5
    • Handle Animal +5
    • Knowledge (arcana) +22
    • Knowledge (Kamala) +15
    • Spellcraft +19 (+21 to learn Divination spells)

    FEATS: Brew Potion, Empower Spell, Endurance (bonus), Improved Familiar, Quicken Spell, Scribe Scroll, Skill Focus (Knowledge (arcana))
    WEAPON: +2 Escaping Dagger (14,802gp, 1d4+3, 19-20/×2, 10’ range increment, 1 lb., piercing or slashing)
    ARMOR: N/A
    EQUIPMENT:
    • 248gp
    • Amulet of Natural Armor +1 (2,000gp)
    • Bracers of Armor +2 (4,000gp)
    • Cloak of Resistance +3 (9,000gp)
    • Headband of Intellect +4 (16,000gp)
    • 4 Potions of cure light wounds (200gp)
    • Potion of fly (750gp)
    • Relic, Genie-Bound (Magus, 11,000gp)
    • Ring of Protection +2 (8,000gp)

    SPELLS: 4+1/6+1/5+1/5+1/4+1/3+1/1+1 (Caster Level 11th, save DC15 + spell level, Evocation school prohibited)
    • 0th Level: acid splash, arcane mark, daze, detect magic, detect poison, disrupt undead, ghost sound, mage hand, mending, message, open/close, prestidigitation, read magic, resistance, tally**, touch of fatigue
    • 1st Level: alarm, comprehend languages, detect secret doors, disguise self, expeditious retreat, identify, true strike
    • 2nd Level: detect thoughts, locate object, mirror image, see invisibility
    • 3rd Level: arcane sight, clairaudience/clairvoyance, major image, tongues
    • 4th Level: arcane eye, locate creature, scrying, stone shape
    • 5th Level: prying eyes, see enchantment**, telepathic bond, ward object**
    • 6th Level: legend lore, true seeing

    RACIAL FEATURES:
    • Outsider (Native): Half-genies are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
    • Genie Blood: For all effects related to race, a half-genie is considered a genie.
    • Elemental Birthright, Dao: once per day, a half-dao can cast stone shape &/or soften earth & stone (as the spells). Caster level 8th. The save DCs are Charisma-based.
    • Elemental Resistance: A half-dao gains Acid Resistance 10.
    • Magical Sensitivity (Ex): Spells cast on a half-genie character function as if they had +1 caster level.
    • Darkvision 60’.

    CLASS FEATURES:
    • Summon Familiar.
    • Secret: The Lore of True Stamina.
    • Secret: Secret Knowledge of Avoidance.
    • Lore.
    • Bonus Language: Ignan.

    LEVEL ADJUSTMENT: +2
    FAMILIAR: Hajar Karim, a small earth elemental (11HD, 25HP, AC23 (+1 size, -1 Dexterity, +13 Natural Armor), BAB+5, Slam +8 melee (1d6+4), Fortitude +5, Reflex +3, Will +7, Intelligence 11 (+0), Darkvision 60’, Deliver Touch Spells, Earth Glide, Earth Mastery, Elemental Traits, Empathic Link, Improved Evasion, Push, Share Spells, Speak with Elementals, Speak with Master, Spell Resistance 16, Alertness, Power Attack, Appraise +1, Concentration +11, Decipher Script +1, Craft (Alchemy) +11, Gather Information +4, Handle Animal +4, Knowledge (arcana) +11, Knowledge (Kamala) +8, Listen +3, Spellcraft +11, Spot +2).
    Last edited by Zeta Kai; 2011-11-07 at 03:48 PM.

  16. - Top - End - #46
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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Shahla Shafiei

    Quotes
    • “I will see to it. Do not be concerned.”
    • “We can make the necessary arrangements. All will be ready.”
    • “A team should be dispatched as soon as possible.”
    • “It is good to have friends close at hand.”

    Background
    Shahla Shafiei is the half-sister of Baba Shafiei, the founder & leader of the Bulbul. They were raised together in the slums of Sulafat by their human mother after their genie father abandoned them. She & her brother were ridiculed & persecuted for their genie heritage, of which they had almost no real knowledge. Unlike her younger brother, who sought solace in archaeology, she found comfort & strength in religion, specifically the faith of Adimas. She served the church throughout her adolescence, & eventually became an ordained priest of the Church of Seals, which allowed her to aid Baba when he founded his network of relic hunters.

    A formidable & highly public figure, Shahla is integral to the Bulbul as a tolerable front for the organization. She is generally viewed by outsiders as the leader of the network, as she often serves as its official spokesperson. In fact, the nightingale is her personal symbol, as it was a nickname given to her by her husband, Qul. After he was sent off to war, he disappeared, & she has been considered a widow ever since. According to rumor, he came back to visit her once before returning to the front, & hasn’t been seen or heard from since. Any information regarding his fate would be repaid with almost any reward imaginable.

    Personality
    Shahla is often considered to be the pleasant face of the Bulbul, & not without good reason. While Baba is seen as harsh & off-putting, she is diplomatic, businesslike, & organized. She usually greets others with a hug & a smile, rather than an intimidating glare & a scowl. Organization is not her strong suit, but she is well aware of such limitations, & delegates those tasks to her trusted subordinates. Her management style is personable & hands-off, as opposed to the oppressive leadership of her half-brother. She dislikes the disreputable aspects of the business, & prefers working with legitimate partners on legal projects. But she is resigned to the fact that in order to accomplish her goals, she will sometimes have to get her hands dirty.

    Appearance
    Shahla Shafiei still bears the promise of youth, as if she had never aged a day past childhood. Her stature is spritely, & she moves with the unpracticed grace of a nature spirit. She often has a warm, approachable smile, in stark contrast to Baba & Naheed. Also unlike them, she tends to wear simple, unadorned robes & dresses while in public. Her only jewelry is a feather-shaped sapphire medallion, worn around her neck on a golden chain. Her pale skin has a bluish cast, as though she were viewed from underwater, & her dark blue hair is always tied into twin tails on either side of her head.

    Goals
    Shahla advances the various agendas of the Bulbul with devotion, competency, & aplomb that are unrivaled, making her an invaluable asset to the organization. Despite being a figure in the underworld, she generally opposes Baba’s patronage of tyrants, conquerors, or warlords, & often undermines such support whenever she can get away with it. In contrast to Baba’s ambitions of control, conquest, & warfare, she aims for a different objective: she seeks to find the secret enclaves of the true genie races on Siraaj. She wants to find the genie realms, but to what end, she will not say. Various theories have been proposed (vengeance, trade negotiations, blackmail, some lost artifact, etc.), but none have any real confirming evidence behind them. Since she has lost her husband, she has become only more obsessed with tracking down the pureblood genies, & it is suspected that she has more information on them & their activities than any other mortal being in the world.

    Combat Tactics
    Shahla’s talent for diplomacy has served her well over the years, preventing most conflicts before they have even started. She is quick to defuse a tense situation, preferring non-violent conflict resolution to the proverbial tongue of the blade. In cases when her foes cannot be dissuaded with words, she relies on her diving magic (particularly her use of the Cunning & Magic domains) to ensure that her side is victorious. She is known to use dispel magic & spell resistance to block incoming magical attacks, while employing fox’s cunning & wit revealed to give her own side the advantage. With magic supporting her, she lashes out at her enemies with her trusty longbow, raining down arrows with deadly accuracy from incredible range. If she is near the water, she is even more effective, as she will attack from a safe position beneath the waves, where her opponents usually cannot reach her.

    3E Stats
    Spoiler
    Show
    RACE: Half-Marid female
    CLASS: Cleric 10
    ALIGNMENT: Chaotic Neutral
    DEITY: Adimas (the Church of Seals)
    SIZE: Medium
    AGE: 57 (born 298 AF)
    HEIGHT: 6’0”
    WEIGHT: 243 lbs.
    EYES: White
    HAIR: Bluish-Black
    LANGUAGES: Aquan & Common
    HIT DICE: 8+9d8+30 (78HP)
    INITIATIVE: +1
    SPEED: 20’
    ARMOR CLASS: 23 (+1 Dex, +10 armor, +1 natural, +1 deflection); touch 12; flat-footed 22
    BASE ATTACK BONUS: +7
    GRAPPLE BONUS: +8
    ATTACK: +10 Longbow (1d8+3, ×3, 220’ range increment, piercing)
    FULL ATTACK: +10/+5 Longbow (1d8+3, ×3, 220’ range increment, piercing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +12, Reflex +7, Will +14
    ABILITIES:
    • Strength 12 (+1)
    • Dexterity 13 (+1)
    • Constitution 16 (+3)
    • Intelligence 12 (+1)
    • Wisdom 21 (+5)
    • Charisma 14 (+2)

    SKILLS: 39 points
    • Diplomacy +18
    • Knowledge (Religion) +14
    • Spellcraft +14
    • Swim +9 (can always choose to take 10 on a Swim check, even if rushed or threatened)

    FEATS: Deadly Accuracy**, Endurance (bonus), Hawk’s Talons (4 techniques)**, Rapid Shot, Skill Focus (Diplomacy)
    WEAPON: +2 Longbow (8,375gp, 1d8+3, ×3, 220’ range increment, 1½ lbs., piercing)
    ARMOR: +2 Light Fortification Full Plate (10,650gp, +10, maximum dexterity bonus +1, check penalty -5, 35% AFC, speed 20’, 50lbs.)
    EQUIPMENT:
    • 3,725gp
    • Amulet of Natural Armor +1 (2,000gp)
    • Cloak of Resistance +2 (4,000gp)
    • Periapt of Wisdom +4 (16,000gp)
    • 2 Potions of fly (1,500gp)
    • Ring of Protection +1 (2,000gp)
    • Wand of cure light wounds (750gp)

    SPELLS: 6/6+1/5+1/4+1/4+1/3+1 (Caster Level 10th, save DC15 + spell level)
    RACIAL FEATURES:
    • Outsider (Native): Half-genies are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
    • Genie Blood: For all effects related to race, a half-genie is considered a genie.
    • Elemental Birthright, Marid: once per day, a half-marid can cast water breathing (as the spell) for up to 1 hour &/or control water (as the spells). Caster level 8th. The save DCs are Charisma-based.
    • Elemental Resistance: A half-marid gains Cold Resistance 10.
    • Magical Sensitivity (Ex): Spells cast on a half-genie character function as if they had +1 caster level.
    • Darkvision 60’.

    CLASS FEATURES:
    • Turn Undead.
    • Domain: Cunning**.
    • Domain: Magic.

    LEVEL ADJUSTMENT: +2
    Last edited by Zeta Kai; 2011-11-07 at 03:49 PM.

  17. - Top - End - #47
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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Manesh Shafiei

    Quotes
    • “I will not hide! I will not run! I will stand, & fight!”
    • “This ought to be fun…”
    • “You’re lucky that someone is here to hold me back. Next time, you may not be as fortunate.”
    • “Shut up! I will tolerate your worthless words no longer!”

    Background
    The eldest son of Baba & Naheed, Manesh Shafiei has been raised to follow in his father’s path, & is being groomed as the heir to the Bulbul. He acts as his father’s hand when Baba is away on business, though he has not yet mustered the skill to stand up to his aunt Shahla. On the streets, he is feared & respected as a noted fighter, & considered a wily opponent. In an attempt to make a name for himself & stand out from the shadow of his family, he is building on a reputation of having drank the blood of the rare blue dragon.

    Personality
    To use an old Iludai saying, Manesh has a fire in his heart, & he is unafraid to let it out, no matter who it may burn. He is resentful at having to hide his heritage & powers from the outside world, & is often a liability to the Bulbul when he gets angry & blows his cover. In fact, were he not a member of the Shafiei family, it is likely that he would have been fired long ago. His frustration has left him bitter to the point of outrage & violence. Having both a foul temper & a hair trigger, his small circle of friends must keep him in check with a variety of unsavory, tawdry, or petty entertainments.

    Appearance
    Manesh Shafiei has the look of a young man who was born with a fire in his heart, & that anger has only burned brighter as he has grown up. His usual gait is a hulking stalk, one that promises he will be looking for a fight & should soon find one. He often wears mask of barely-restrained fury (or, less-often, one of sour contempt), & his eyes glow with the white-hot passion of a pugilist. His scarred skin is a deep violet, like a bruise that has somehow covered his entire body. His jet black hair was once worn rather long, but has recently been shorn quite short, & is now mostly covered by an ill-fitting cap, the reasons for which seem to be a closely-guarded secret.

    Goals
    Manesh still obeys his aunt Shahla, except when to do so would directly contravene his father. He is kept in check by various entertainments, such that he doesn’t embarrass his family & his organization with wanton destruction & bloodshed. He ardently hates ghuls, due to an incident when he was a child; when ghul activity is suspected somewhere in the organization’s network, it is he that they send to investigate & resolve the matter. Otherwise, if he’s seen in the company of a warlord, it means that Baba is dispatching pure force to their service, keeping his more subtle tactical reserves at bay.

    Combat Tactics
    To the surprise of none, Manesh is a hothead on the field of battle, one who strikes first & asks questions later, if at all. He puts his imposing fury to good use, focusing his rage & harnessing its power for maximum effect. His martial techniques take advantage of his raging temper, allowing him to dispatch opponents with his claw & tooth. When he is not flying off into a tantrum, he prefers to fight using his keen falchion, a gift from his father. His magical repertoire mostly consists of evocation spells, which he casts as soon as his wrath subsides. He also likes to surprise his enemies by unleashing his lightning breath in the midst of a fight, after a couple of rounds have gone by (although sometimes his impatience leads him to reveal his breath weapon prematurely). Although he would rather take on foes all by himself, he has learned the hard way the benefits of employing a familiar, & therefore he often instructs his pet viper, Azraq, to assist him in his many skirmishes.

    3E Stats
    Spoiler
    Show
    RACE: Half-Janni male
    CLASS: Barbarian 4/Sorcerer 3/Dragon Disciple 3 (blue dragon)
    ALIGNMENT: Chaotic Evil
    DEITY: Maqur
    SIZE: Medium
    AGE: 29 (born 326 AF)
    HEIGHT: 6’6”
    WEIGHT: 290 lbs.
    EYES: White (Glowing)
    HAIR: Black
    LANGUAGES: Common & Draconic
    HIT DICE: 12+6d12+3d4+40 (98HP)
    INITIATIVE: +2
    SPEED: 40’
    ARMOR CLASS: 18 (+2 Dex, +3 armor, +1 natural, +2 deflection); touch 14; flat-footed 16
    BASE ATTACK BONUS: +7
    GRAPPLE BONUS: +12
    ATTACK: +14 Keen Falchion (2d4+8, 15-20/×2, slashing) or Claw (1d4+5, ×2, slashing) or Bite (1d6+5, ×2, piercing) or Breath Weapon (line of lightning (5’ high, 5’ wide, & 60’ long) 2d8 electricity, DC24)
    FULL ATTACK: +14/+9 Keen Falchion (2d4+8, 15-20/×2, slashing) or 2 Claws (1d4+5, ×2, slashing) & Bite (1d6+5, ×2, piercing) or Breath Weapon (line of lightning (5’ high, 5’ wide, & 60’ long) 2d8 electricity, DC24)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +12, Reflex +5, Will +6
    ABILITIES:
    • Strength 20 (+5)
    • Dexterity 14 (+2)
    • Constitution 18 (+4)
    • Intelligence 10 (+0)
    • Wisdom 8 (-1)
    • Charisma 18 (+4)

    SKILLS: 40 points (2 points spent on literacy)
    • Bluff +10
    • Diplomacy +11
    • Gather Information +7
    • Intimidate +11
    • Jump +11
    • Knowledge (Arcana) +9
    • Sense Motive +3
    • Swim +11

    FEATS: Imposing Rage (5 techniques)**, Improved Bull Rush, Power Attack, Run (bonus), Skill Focus (Knowledge (Arcana))
    WEAPON: +2 Keen Falchion (18,375gp, 2d4+8, 15-20/×2, 8 lbs., slashing)
    ARMOR: N/A
    EQUIPMENT:
    • 275gp
    • Amulet of Natural Armor +1 (2,000gp)
    • Bracers of Armor +3 (9,000gp)
    • Cloak of Charisma +2 (4,000gp)
    • 2 Potions of fly (1,500gp)
    • Potion of gaseous form (750gp)
    • 2 Potions of invisibility (600gp)
    • Ring of Protection +2 (8,000gp)
    • Wand of cure moderate wounds (4,500gp)

    SPELLS: 7/6 (Caster Level 3rd, save DC14 + spell level)
    • 0th Level: flare, flickerflame**, light, resistance, touch of fatigue
    • 1st Level: burning hands, disgust**, enlarge person, mage armor, shocking grasp

    RACIAL FEATURES:
    • Outsider (Native): Half-genies are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
    • Genie Blood: For all effects related to race, a half-genie is considered a genie.
    • Elemental Birthright, Jann: once per day, a half-janni can cast invisibility for up to 8 minutes &/or enlarge/reduce person (as the spells). Caster level 8th. The save DCs are Charisma-based.
    • Elemental Resistance: A half-janni gains Electricity Resistance 10.
    • Magical Sensitivity (Ex): Spells cast on a half-genie character function as if they had +1 caster level.
    • Darkvision 60’.

    CLASS FEATURES:
    • Fast Movement.
    • Rage 2/day.
    • Uncanny Dodge.
    • Trap Sense +1.
    • Summon Familiar.
    • Claws (1d4 slashing) & Bite (1d6 piercing).
    • Breath Weapon (line of lightning 2d8 electricity).

    LEVEL ADJUSTMENT: +2
    FAMILIAR: Azraq, a tiny viper snake (10HD, 49HP, AC19 (+2 size, +3 Dexterity, +4 Natural Armor), BAB+7, Bite +10 melee (1 plus poison), Fortitude +8, Reflex +6, Will +8, Intelligence 7 (-2), Deliver Touch Spells, Empathic Link, Improved Evasion, Share Spells, Poison (1d6 Con/1d6 Con, DC10), Scent, Alertness, Improved Initiative, Weapon Finesse (bonus), Balance +12, Bluff +2, Climb +3, Diplomacy +3, Hide +16, Intimidate +3, Jump +3, Knowledge (Arcana) +4, Listen +8, Sense Motive +5, Spot +8, Swim +5).
    Last edited by Zeta Kai; 2011-11-07 at 03:50 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Sahba Shafiei

    Quotes
    • “The Shining One will shed light upon this darkness. I shall bear her torch.”
    • “I must do what is right, the consequences be damned.”
    • “I have means of requesting aid. When the darkness closes in, my candle does not burn alone.”
    • “Not all fires cast a warm light, so beware the flames of anger.”

    Background
    The young daughter of Baba & Naheed, Sahba Shafiei is a magical prodigy (unlike her thuggish older brother), & has became known in the Bulbul as the Sorceress of Sand. Although once a valued member of the organization, she began to oppose her father’s policies & goals. After being caught undermining one of Baba’s less-admirable plots, she was exiled from the Bulbul, & is officially considered to be persona non grata. Having fled, she has become a ranger in service to Akasha, & is an ally of the oppressed, the rebellious, & those who struggle for survival. She is still in contact with Shahla, who often manipulates her niece for her own ends, & is still on good terms with her mother on the rare occasions that they get to meet. She & her brother have a strained relationship, though, & her father speaks of her as though she were dead.

    Personality
    Much like her aunt & her father, Sahba is a born leader with ambition & drive. Unlike the pragmatic Shahla & the ruthless Baba, she is an idealist, one who sees the evils of the world & wants to combat them for the good of all people. Long ago, she came to the devastating realization that her father was using the Bulbul to perpetuate such evils, & she vowed to stop his unsavory activities & bring the organization back to the noble aims that she once thought it possessed. Since her exile, though, she has come to the conclusion that nothing her father has wrought can be salvaged, & this conviction weighs on her heart greatly.

    Appearance
    Sahba Shafiei is a dense, wiry figure, with a stocky build & a coarse, uneven bearing. She is not considered a beautiful woman in most circles, & makes no effort to appeal to others’ tastes. Her dark, stringy hair is tied back in an unkempt bun, & is never adorned with any combs, ribbons, or clasps. Her cold gray eyes usually are shadowed by a flinty glare, as she coolly scans her surroundings, looking for trouble in any flavor. Her ashy skin is rough & calloused, a symbol of her hard work that she wears proudly. She abhors dresses & other feminine garb, eschewing jewels & lace for more practical garments made of linens & leather.

    Goals
    Sahba wants everyone to live in peace & harmony, & she doesn’t quite understand why that should be so difficult. She once thought that the Bulbul could be an agency for bringing about equality & opportunity for half-genies & all other numari, but now she sees the organization as a sick entity, one that should be dissolved. She now works to bring down her father’s network, as much as that saddens her, & she is attempting to assemble an alliance of half-genie communities, so as to form a rival association. This last objective has met with little success, however, mostly due to the largely-negative reputation of her family.

    Combat Tactics
    Despite her independent nature, Sahba never fights alone. She is always accompanied by her familiar, a bat named Janah, & she is very fond of summoning creatures to assist her in battle. She usually has her pet distract her opponents while she moves in for the kill, although she orders her summoned monsters to fight in her stead more often than not. She augments her summons whenever she can, & will cover any escape attempt with a summoned swarm. When doing battle herself, she fights with a heavy mace, & she is quite adept at parrying blows dealt by others. She has trained extensively to counter the attacks & defenses of magical beasts, so skirmishes with those creatures tend to end very quickly in her favor.

    3E Stats
    Spoiler
    Show
    RACE: Terisabi female
    CLASS: Sorcerer 6/Ranger 2
    ALIGNMENT: Chaotic Good
    DEITY: Akasha
    SIZE: Medium
    AGE: 25 (born 330 AF)
    HEIGHT: 5’11”
    WEIGHT: 211 lbs.
    EYES: Gray
    HAIR: Black
    LANGUAGES: Common, Ignan, & Terran
    HIT DICE: 4+5d4+2d8+8 (33HP)
    INITIATIVE: +2
    SPEED: 30’
    ARMOR CLASS: 19 (+2 Dex, +2 dodge, +3 armor, +1 natural, +1 deflection); touch 15; flat-footed 15
    BASE ATTACK BONUS: +5
    GRAPPLE BONUS: +5
    ATTACK: +7 Heavy Mace (1d8+2, ×2, bludgeoning)
    FULL ATTACK: +7 Heavy Mace (1d8+2, ×2, bludgeoning)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +6, Reflex +7, Will +7
    ABILITIES:
    • Strength 10 (+0)
    • Dexterity 14 (+2)
    • Constitution 12 (+1)
    • Intelligence 12 (+1)
    • Wisdom 14 (+2)
    • Charisma 18 (+4)

    SKILLS: 41 points
    • Balance +4
    • Bluff +12
    • Hide +5
    • Knowledge (Arcana) +10
    • Listen +7
    • Move Silently +5
    • Spellcraft +10
    • Spot +4
    • Tumble +4

    FEATS: Augment Summoning, Avoidance**, Legacy of the Genie (bonus)**, Parry**, Track (bonus), Two-Weapon Fighting (bonus)
    WEAPON: +2 Heavy Mace (8,312gp, 1d8+2, ×2, 8 lbs., bludgeoning)
    ARMOR: N/A
    EQUIPMENT:
    • 688gp
    • Amulet of Natural Armor +1 (2,000gp)
    • Bracers of Armor +3 (9,000gp)
    • Cloak of Charisma +2 (4,000gp)
    • 5 Potions of cure light wounds (250gp)
    • Potion of fly (750gp)
    • Ring of Protection +1 (2,000gp)

    SPELLS: 6/7/6/4 (Caster Level 6th, save DC14 + spell level)
    • 0th Level: bend fate**, detect magic, light, message, prestidigitation, read magic, skew fate**
    • 1st Level: charm person, feather fall, magic missile, summon monster I
    • 2nd Level: summon monster II, summon swarm
    • 3rd Level: summon monster III

    RACIAL FEATURES:
    • Outsider (Native): Terisabi are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
    • Darkvision 60’.
    • Elemental Resistance: A terisabi gains Acid Resistance 2.
    • Genie Heritage (Su): A terisabi gains a +2 racial bonus on saving throws against [Earth] spells & effects. This bonus increases by +2 for every 5 class levels the sabi attains. This bonus also applies to all saves against petrification & disintegration effects.
    • Spell-Like Abilities
      • 3/Day: resistance (DC10)
      • 1/Day: barkskin
      • Caster level 5th. The save DCs are Wisdom-based.
    • Stability (Ex): A terisabi gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

    CLASS FEATURES:
    • Summon Familiar.
    • Favored Enemy (Magical Beast +2).
    • Wild Empathy.
    • Combat Style (Two-Weapon Combat).

    LEVEL ADJUSTMENT: +1
    FAMILIAR: Janah, a bat (8HD, 16HP, AC19 (+4 size, +2 Dexterity +3 natural), BAB+5, No attacks, Fortitude +5, Reflex +7, Will +7, Intelligence 8 (-1), Blindsense 20’, Deliver Touch Spells, Empathic Link, Improved Evasion, Share Spells, Low-Light Vision, Speak with Master, Alertness, Balance +4, Bluff +5, Hide +14, Knowledge (Arcana) +5, Listen +8*, Move Silently +6, Spellcraft +5, Spot +8*, Tumble +4).
    Last edited by Zeta Kai; 2011-11-07 at 03:50 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Tri

    Quotes
    • “How can I be of service?”
    • “There are many ways to accomplish this goal. Some of them are even legal.”
    • “I am but a faithful servant. Nothing more.”
    • “It is unwise to awaken a sleeping serpent.”

    Background
    The history of Tri, & how she came to be such a high-ranking member of the Bulbul, is a mystery that none have solved. There are conflicting accounts from many sources; some say that she once rescued Baba Shafiei from an assassination attempt, while others claim that she was a spy from a rival network that betrayed her employers & defected. Rumors persist that she is not what she appears to be, but they vary as to her true nature, & none have been substantiated as yet.

    Tri is an apparently-human aide who serves as the chief operative of the Bulbul. She goes where others cannot, & does what others cannot, & so she has become an invaluable asset to the organization. Though ostensibly Shahla’s right-hand agent, she has been executing tasks for Baba more frequently of late, without notifying her mistress. More significantly, she also appears to be taking orders from Naheed that the siblings are unaware of, & it is said that she is accepting even more side jobs from an unknown source.

    Personality
    To most people, Tri is an inscrutable cipher, a mask without a face behind it, a force of nature rather than a flesh & blood creature. She acts seemingly without any emotion, dispassionately enacting her masters’ will with all the efficiency & indifference of some mechanical automaton. There are times, though, that her aloof, methodical façade begins to slip, & the real persona can be glimpsed, if only for a moment. She occasionally voices a seething dislike for various things, especially other people, & it is suspected by some that she is consumed by hatred for everyone & everything indiscriminately.

    Appearance
    Tri is an elusive, hard-to-pin-down figure, with the looks to match. She has the serene stance & fluid grace of a trained dancer, but also the confident gaze & efficient movements of an elite soldier. Her emerald eyes may sparkle when she wishes to charm, but most of the time, they are dull, empty orbs, with a lifeless glare that could wither & kill all by itself. Her black hair is worn long & unbound, decorated only with a pair of jade combs, which are in the shape of twisting spirals. Her skin is pale & nearly featureless, with the uncanny smoothness of melting ice. She prefers to wear long, flowing black robes, which serve to hide her chain armor while presenting a pleasing silhouette.

    Goals
    Tri’s stated goals change depending on who is doing the asking. She claims to believe in the mission of the Bulbul, & gives that belief as a justification for her service to the organization. Of course, she is secretly a she-da-zhong infiltrator sent by the Asps to capture genie powers for her masters, so that they may use them against the Cobras & other civilizations. Enamored of the possibilities for them in Shahla’s goal of finding the genie realms, the zhong elders have instructed her to continue her deception among the Shafiei indefinitely. As such, she acts as a facilitator, problem solver, troubleshooter, & chief enforcer for the Bulbul, dutifully serving many masters at once.

    Combat Tactics
    Tri is eerily calm on the battlefield, the eye of a storm that none can withstand unscathed. She is a master of delivering sneak attacks, finding her enemies’ weak points & plunging her katar into them with disturbing power & accuracy. Brutally pragmatic, she fights dirty as a matter of course, using anything & everything that she can to gain the upper hand. Her katar’s edge is keener than a sphinx’s talon, & is often coated with poison, as well. A master of disguise, she has a number of spells that augment her already-formidable skills at stealth & subterfuge, which she often uses to aid her missions or to facilitate an escape. If she has the opportunity, she will set up a death attack, even on missions that do not require assassination.

    3E Stats
    Spoiler
    Show
    RACE: She-Da-Zhong (Lesser Asp) female
    CLASS: Rogue 5/Assassin 3
    ALIGNMENT: Neutral Evil
    DEITY: Martuakh
    SIZE: Medium
    AGE: 27 (born 328 AF)
    HEIGHT: 5’1”
    WEIGHT: 125 lbs.
    EYES: Green
    HAIR: Black
    LANGUAGES: Azbai-She & Common
    HIT DICE: 6+7d6+4d8+12 (60HP)
    INITIATIVE: +4
    SPEED: 30’ (Burrow 20’ (sand only))
    ARMOR CLASS: 23 (+3 Dex, +6 armor, +2 natural, +2 deflection); touch 15; flat-footed 20
    BASE ATTACK BONUS: +9
    GRAPPLE BONUS: +9
    ATTACK: +10 Keen Katar (AKA Punching Dagger, 8,302gp, 1d4+1, 19-20/×3, 1 lb., piercing)
    FULL ATTACK: +10/+5 Keen Katar (AKA Punching Dagger, 8,302gp, 1d4+1, 19-20/×3, 1 lb., piercing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +6, Reflex +15, Will +6
    ABILITIES:
    • Strength 10 (+0)
    • Dexterity 18 (+4)
    • Constitution 12 (+1)
    • Intelligence 14 (+2)
    • Wisdom 10 (+0)
    • Charisma 14 (+2)

    SKILLS: 96 points
    • Bluff +17
    • Disguise +17 (+23 when masquerading as a human)
    • Gather Information +10
    • Hide +16
    • Listen +8
    • Move Silently +12
    • Search +7
    • Sense Motive +5
    • Spot +12
    • Use Magic Device +10

    FEATS: Alertness (bonus), Blind-Fight (bonus), Combat Reflexes, Fighting Dirty (6 techniques)**, Great Fortitude, Improved Sneak Attack**
    WEAPON: +1 Keen Katar (AKA Punching Dagger, 8,302gp, 1d4+1, 19-20/×3, 1 lb., piercing)
    ARMOR: +2 Chain Shirt (4,250gp, +6, maximum dexterity bonus +4, check penalty -1, 20% AFC, speed 30’, 25lbs.)
    EQUIPMENT:
    • 348gp
    • Gloves of Dexterity +2 (4,000gp)
    • Potion of barkskin +2 (300gp)
    • Potion of cat’s grace (300gp)
    • Potion of fly (750gp)
    • Ring of Protection +2 (8,000gp)
    • Wand of cure light wounds (750gp)

    SPELLS: 2/0 (Caster Level 3rd, save DC12 + spell level)
    • 1st Level: disguise self, disgust**, feather fall
    • 2nd Level: impossible feat**, invisibility

    RACIAL FEATURES:
    • Monstrous Humanoid: A lesser asp is not subject to spells or effects that affect humanoids only, such as charm person or dominate person. It is still subject to charm monster or dominate monster, however.
    • Darkvision 60’.
    • Spell-Like Abilities
      • 1/Day: hold person (DC15), shocking grasp, fog cloud, true strike
      • Caster level 4th. The save DCs are Charisma-based.
    • Alternate Form (Sp): A lesser asp can assume the form of a Tiny-Large size asp (see the Snake entry of the Monster Manual, page 280) as a spell-like ability. The she-da-zhong loses its natural weapons (if any) & gains the natural weapon of the asp form that it assumes. If the she-da-zhong has a venomous bite of its own, then it uses its own or the asp’s venom, whichever is more potent.
    • Detect Poison (Sp): A lesser asp can use detect poison (as the spell; caster level 6th) as a spell-like ability.

    CLASS FEATURES:
    • Sneak Attack: +6d8.
    • Trapfinding.
    • Evasion.
    • Trap Sense +1.
    • Uncanny Dodge.
    • Death Attack (DC22).
    • Poison Use.
    • +1 Save Against Poison.
    • Improved Uncanny Dodge.
    Last edited by Zeta Kai; 2011-11-07 at 03:51 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Sample Dungeon: The Tomb of King al-Felqa

    A dungeon adventure for four 2nd-4th level player characters
    Last edited by Zeta Kai; 2011-06-19 at 10:16 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Background

    The last emperor of the Hadi dynasty, Qadir Hadi al-Felqa was born in the year 93 of the Imperial Reckoning. The eldest son of Emperor Maliq I of Admaja & his concubine Sumehra, he grew up in the Shining Palace in the capital city of Asanam. He grew up to assume the Throne of Adamant from his father & became a strong leader in his own right, being crowned Emperor Qadir II in the year 116. Despite having been raised almost entirely within the imperial palace, he was very interested in the wider world, & traveled extensively upon reaching adulthood, both outside & within the borders of the empire. Desiring to spread the benevolence & culture of the Admajai, he greatly expanded the empire, annexing the conquered lands of Shadaz, Abed Island, & other places.

    Widely renowned as a wise & just ruler, Emperor Qadir had a keen interest in the arts, & was particularly fond of the works of the great storyteller Zarim izr Qaledaj. Later known simply as King al-Felqa to distinguish him from the many royal & imperial leaders named Qadir, his most prized possession was a gift from Qaledaj. The legendary poet gave the emperor the Dahab Husam al-Maliqi (the Golden Sword of Kings), a memento of Qaledaj’s days as a travelling adventurer.

    King al-Felqa ruled the Empire of Admaja for over 30 years, & was much loved by his people. But in the year 147, he was cruelly poisoned by his son, Aziz, who had coveted the Throne of Adamant for some time. The slain emperor was placed within his chosen tomb, a site in the northern Ral Zadi, a place that he dearly loved. It is said that the Dahab Husam al-Maliqi is buried with him in his vault, & that he is watched over by eternal guardians to ensure his timeless rest.

    Plot Hooks

    • The PCs have heard rumors of the fine treasures that decorated the emperor’s tomb, including his precious sword.
    • The PCs have been hired to enter the tomb, explore its dark passages, & retrieve a specific item for their benefactor.
    • The PCs discover a map that details not only how to reach the sealed tomb, but alludes to the means of entering it.
    • The PCs have been commissioned to rescue a team of explorers who entered the tomb weeks ago & never returned.
    Last edited by Zeta Kai; 2011-06-19 at 10:20 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Maps


    Pictured: A thumbnail (25%) of the first floor of the Tomb of King al-Felqa. Click on the image to be linked directly to the full-sized map (1,000×1,650 pixels) hosted on DeviantArt.


    Pictured: A thumbnail (25%) of the second floor of the Tomb of King al-Felqa. Click on the image to be linked directly to the full-sized map (1,000×1,650 pixels) hosted on DeviantArt.


    Pictured: A thumbnail (25%) of the third floor of the Tomb of King al-Felqa. Click on the image to be linked directly to the full-sized map (1,000×1,650 pixels) hosted on DeviantArt.
    Last edited by Zeta Kai; 2011-06-20 at 06:52 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Room #0: Vault Door

    Before you lies a monolithic tower, made of white marble & shaped like a massive barbed spear. It thrusts straight out of the ground, & is over 60 feet tall. The round walls (which are so expertly fit together that they are nearly seamless) are only ten feet wide. At the base of this colossal structure is a 5-foot-wide doorway.

    The tomb is now blocked by a huge obsidian door (hardness 9; 225HP) that can only be moved by a cleric who can make a turning check high enough to affect a 5-HD undead. When opened, the door swings up & inward on large wrought iron chains. Beyond the door is a set of uneven stone stairs leading down into a cool pitch-dark corridor, which lead to the Entry Chamber, Room #1. The great black door reseals itself after only a minute, requiring another turning check to open (even from the inside).
    Last edited by Zeta Kai; 2011-06-27 at 06:32 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Room #1: Entry Chamber

    A 50’ square room, lined with large columns. The walls are made of pale ochre masonry (cut sandstone blocks), & the floor is made of smooth, finished flagstones. There is a White Orb that pulses with a dim light in the center of the room, on a multi-step dais. It is from this feeble light that one can see that there are two (2) large winged statues in the south of the room, coated in cracked paint, looking toward the White Orb. There are the rotting, tattered remains of tapestries in between the pillars. There is a thick layer of dust on the floor, & there are many cracks in the arched ceiling, some of which are leaking debris. The air is stale, & it smells of mold.

    The west statue is actually a Sandstone Golem, designed to relentlessly stalk anyone who enters, unless they activate the White Orb on the central altar. The east statue was also a Sandstone Golem at one time, but it was broken by a cave-in & is now inert. If all three colored orbs are lit (which may not be done, because the Blue Orb is currently inaccessible due to a cave-in), then the White Orb will light up, deactivating the golem stalking the party. The White Orb cannot be removed from the altar.

    A successful search of the room (DC12) reveals that the hall that leads to the Eastern Hall of Faith, Room #5 has signs of people in it. There is a dim flickering light coming from that passage, as well as what sounds like constant whispering. In reality this is merely the torches in the Eastern Hall shining down the corridor, & the whispers are actually the sounds of the stream of water falling into the Ballroom, Room #25 below.

    In the north half of the room, there are four (4) corridors leading to other rooms in the dungeon. The western corridor leads to a rusty iron door to the south that opens to the Western Defending Hall, Room #2, or the Western Hall of Faith, Room #4 in the north. The northwestern corridor is blocked by a cave-in, but would’ve led to the Western Hall of Faith, Room #4. The northeastern corridor leads to the Eastern Hall of Faith, Room #5. The eastern corridor is also blocked by a cave-in (although a successful search reveals that this obstruction is quite passable with effort, DC15), but would’ve led to a rusty iron door to the south that opens to the Eastern Defending Hall, Room #29, or the Eastern Hall of Faith, Room #5 in the north.
    Last edited by Zeta Kai; 2011-06-27 at 06:33 PM.

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    Room #2: Western Defending Hall

    After stepping over bits of rocky debris from the corridor, the rusty iron door squeaks open to reveal a 7.5’ by 15’ room, with a north-south orientation. The ceiling is 10’ tall, & made of flat masonry, reinforced with iron bars. The hall is cut into six (6) equal 2’ wide sections by five (5) crevices (about 7” wide apiece). From these gaps issue forth large blade-like iron pendulums, which constantly swing back & forth on thick iron poles. The air is thick with dust stirred up by the swinging blades. A dim green light can be seen in the room beyond.

    Although rusted with age, the blades on the pendulums are still quite sharp, combining with the weight & momentum to deal 3d6 points of damage (Reflex save for half damage).

    The platforms between the blades are narrow, requiring a balance check (DC10) to stay on one. A failure indicates a loss of balance, necessitating a step onto an adjacent platform (& risking getting hit by a blade).

    The swinging bladed pendulums can be deactivated or circumvented by either:
    1. Figuring out the pattern of swinging, then dodging through,
    2. Searching (DC20) for the hidden switch on the wall that turns them off,
    3. Using Disable Device (DC22) to break the gears that keep the blades swinging, or
    4. Pile up debris from the hallway in front of the blades, blocking them.

    Successful navigation of the room leads to the Altar of the Constant Moon, Room #3.
    Last edited by Zeta Kai; 2011-06-20 at 07:07 PM.

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    Room #3: Altar of the Constant Moon

    It is a 25’ circular room, with a high domed ceiling. It is dominated by a multi-step dais with a small Blue Orb on top of the altar. The walls are inscribed with Admajai runes from floor to ceiling. A dim blue light illuminates the room, but it seems to emanate from nowhere.

    The Admajai runes covering the walls are poor transcriptions of the Codex of Mythology, Book 1, by Zarim izr Qaledaj.

    If the Orb is touched, it begins to glow with a blue light (as does the White Orb in the Entry Chamber, Room #1). The Blue Orb cannot be removed from the altar.

    The only way in or out of this room is the north doorway, which leads to the Western Defending Hall, Room #2.
    Last edited by Zeta Kai; 2011-06-20 at 07:07 PM.

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    Room #4: Western Hall of Faith

    A 45’ by 35’ room, with a north-south orientation. A 20’ wide pit splits the room into two (2) halves. Two (2) large columns are in the south end in the hall (which is 10’ wide), & two (2) columns are in the north end (which is 15’ wide), supporting the tall ceiling. Each column has four (4) lit torches on it, which burn without an apparent source. The torches illuminate most of the room, but the ceiling is in shadows, & the bottom of the pit is still in darkness.

    The torches are really braziers with continual flame spells cast on them (Everburning Torches). They can be removed from the wall with successful Strength checks (DC20). These torches also serve as the easiest place to anchor a grappling hook (DC15); all other options are much more difficult (the walls DC22, the ceiling DC27, the floor DC22, the columns themselves DC25).

    The rotted remnants (DC16 to Spot) of a narrow wooden bridge remain: anchor points in the masonry, moldy wood splinters, & rusty hanging chains. The majority of the bridge’s remains lie in the room below, the Training Arena, Room #19.

    On the ceiling hang 2d10 Bats, who will be sleeping when the party enters (DC20 to Spot). Any loud noise has a 50% chance to awaken them, causing them to swarm the party, attacking & then escaping into the nearby rooms of the 1st & 2nd floor (rooms 1, 4, 5, 8, 17, 18, 19, 20, 23, 24, 25 & 26 will have 1d4 Bats in them after this (rooms 2 & 3 will as well, if the door to room 2 has been opened)).

    NOTE: For 2nd level parties, lower the number of Bats to 2d6. For 4th level parties, replace the Bats with a Bat Swarm.

    The 20’ wide pit in the center leads to the chamber below, the Training Arena, Room #19. The southwestern corridor leads from the Entry Chamber, Room #1. The southeastern corridor that leads from the Entry Chamber, Room #1 has been blocked by a cave-in. There is a rusty iron door in the northeastern corner that leads to Altar of the Wandering Moon, Room #6. The rusty iron door in the northern wall opens to a corridor that can lead either to the Western Stairway, Room #8 or the Grand Meeting Hall, Room #9.

    Arrow Trap: CR1; +10 ranged (1d6/×3 crit); Search (DC20); Disable Device (DC20); 200’ maximum range; random target of those in its path. There’s a fork in the corridor leading from this chamber to the Western Stairway, Room #8 or the Grand Meeting Hall, Room #9. The trigger is 30’ down the hall toward the Western Stairway, Room #8. The arrow launches from the western wall, 45’ down the hall, & travels east.
    Last edited by Zeta Kai; 2011-06-27 at 06:38 PM.

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    Room #5: Eastern Hall of Faith

    A 45’ by 35’ room, with a north-south orientation. A 20’ wide pit splits the room into two (2) halves. Two (2) large columns are in the south end in the hall (which is 10’ wide), & two (2) columns are in the north end (which is 15’ wide), supporting the tall ceiling. Each column has four (4) lit torches on it, which burn without an apparent source. The torches illuminate most of the room, but the ceiling is in shadows, & the bottom of the pit is still in darkness. The southern floor has many cracks & fissures in it; while the northern floor has a small river of water flowing into the pit from a crack in the northeast corner.

    The torches are really braziers with continual flame spells cast on them (Everburning Torches). They can be removed from the wall with successful Strength checks (DC20). These torches also serve as the easiest place to anchor a grappling hook (DC15); all other options are much more difficult (the walls DC22, the ceiling DC27, the floor DC22, the columns themselves DC25).

    The rotted remnants (DC16 to Spot) of a narrow wooden bridge remain: anchor points in the masonry, moldy wood splinters, & rusty hanging chains. The majority of the bridge’s remains lie in the room below, the Ballroom, Room #25.

    On the ceiling hang 2d10 Bats, who will be sleeping when the party enters (DC20 to Spot). Any loud noise has a 50% chance to awaken them, causing them to swarm the party, attacking & then escaping into the nearby rooms of the 1st & 2nd floor (rooms 1, 4, 5, 8, 17, 18, 19, 20, 23, 24, 25 & 26 will have 1d6 Bats in them after this (rooms 2 & 3 will as well, if the door to room 2 has been opened)).

    NOTE: For 2nd level parties, lower the number of Bats to 2d6. For 4th level parties, replace the Bats with a Bat Swarm.

    The southwestern corridor leads from the Entry Chamber, Room #1. The southern platform is cracked near the edge & will collapse if a person stands on it (Reflex saving throw DC25 to avoid falling in), sending them into the Ballroom, Room #25 (anyone standing adjacent to them will get a Reflex saving throw DC15 to avoid falling in as well).

    The northeastern corner has collapsed, exposing a cavernous chamber. This cave is flooded with icy water, which pours in from a waterfall in the back of the fissure (& consequently flows out as a stream across the floor into the pit & down to the Ballroom, Room #25 below). The cavern, which has unworked walls covered with patches of phosphorescent fungus, also has a hole in it that leads to a corridor on the Second Floor, to the east of the Ballroom, Room #25. Tiny translucent fish can be seen swimming with the current (DC16 to Spot), & small white crayfish can be seen walking along the bottom (DC12 to Spot). A waterfall flows into this pit as well. This water is the foundation of the ecology in the tomb that the monsters are a part of.

    The 20’ wide pit in the center leads to the chamber below, the Ballroom, Room #25. The southeastern corridor that leads from the Eastern Defending Hall, Room #29 has been blocked by a cave-in. There was a rusty iron door in the northwestern corner that led to Altar of the Wandering Moon, Room #6, but a cave-in has destroyed the door & blocked the way, spreading debris on the floor. The rusty iron door (stuck, DC18 to push open) in the northern wall opens to a corridor that could have led either to the Eastern Stairway, Room #16 or the Grand Meeting Hall, Room #9, but this has been blocked by a cave-in (a skeleton in rusted-out armor can be found at the edge of the caved-in debris, partially buried in the rubble (DC12 to Spot); it is wielding a pair of Bracers of Armor +1).
    Last edited by Zeta Kai; 2011-06-27 at 09:07 PM.

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    Room #6: Altar of the Wandering Moon

    It is a 25’ circular room, with a domed ceiling that has many small cracks in it. It is dominated by a multi-step dais with a small Red Orb on top of the altar. The walls are inscribed with Admajai runes from floor to ceiling. A dim red light illuminates the room, but it seems to emanate from nowhere.

    The Admajai runes covering the walls are poor transcriptions of the Codex of Mythology, Book 3, by Zarim izr Qaledaj.

    If the Orb is touched, it begins to glow with a red light (as does the White Orb in the Entry Chamber, Room #1). The Red Orb cannot be removed from the altar.

    The rusty iron door on the west side leads to the northern end of the Western Hall of Faith, Room #4. There was a rusty iron door on the east side that led to the northern end of the Eastern Hall of Faith, Room #5, but it has been blocked by a cave-in. The rusty iron door on the south side leads to the Central Stairway, Room #7.
    Last edited by Zeta Kai; 2011-06-21 at 02:48 PM.

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    Room #7: Central Stairway

    A 20’ square room, with the rotting remains of tapestries on the walls. This empty, plainly adorned room has four (4) columns in the corners. It appears as if its former charm has mostly faded away: the rug on the floor has molded, the plaster covering the masonry wall is crumbling to dust, & the copper gilding on the stairway has corroded to a greenish-white crust. There are two (2) wooden barrels in the northwest corner.

    The barrels were placed there by a team of explorers a number of years ago, so although they are old & decaying, they are much newer than the rest of the room’s furnishings. One of the barrels (the one closer to the door) is filled halfway with algae covered water, & is covered in patches of mold. The other barrel is cracked along the bottom, & holds a small nest of Rats (who have been feeding on the grain that was originally in the barrel, 2d4 Rats). A successful Spot check (DC16) reveals a piece of parchment lying on the floor, next to the grain barrel. On the rotting page is scrawled a map of the Second Floor (this map is very sketchy, & contains no information about the various stairs, let alone the changes caused by the recent cave-ins).

    NOTE: For 2nd level parties, lower the number of Rats to 1d4. For 4th level parties, replace the Rats with a Rat Swarm.

    The rusty iron door in the north wall leads from the Altar of the Wandering Moon, Room #6. The stairs in the south end lead to the South Landing, Room #23 on the Second Floor.


    Pictured: A thumbnail (25%) of the sketched map of the Second Floor. Click on the image to be linked directly to the full-sized map (699×931 pixels) hosted on DeviantArt.
    Last edited by Zeta Kai; 2011-06-27 at 08:56 PM.

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