The Search for Al Mudim

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Aboris'shifa
The party has arrived in Aboris, the capital of Al Fahim. Captain Komsoloph and the Green Maiden will drop them off, there, along with the money they have bargained for in exchange for all the treasures of Shir Amanod. Unfortunately, the party cannot afford transport back to Rakore, and the Green Maiden is not headed there anyway -- but to distant Sandar across the Aboriac Sea.

Aboris'shifa is a separate, walled enclosure for all the foreign vessels that visit Aboris. There are four massive gates that let goods in and out, and keep the foreigners out of the city-proper. Each of the gates is manned by six Al Fahimans armed with scimitars -- one of which is a Gate Kiman. Each of the four Gate Kimans reports to the Gate Shifa, who oversees entering and leaving Aboris'shifa. The gates are closed at sunset, and re-opened at dawn. The walls are twenty feet high, and covered in slick marble (Climb vs DC 18). Minarets with two bow-armed guards each are part of the enclosure, and there are six minarets, each set about a hundred feet from one another. Aboris'shifa has a local population of perhaps a thousand, and ranges from bars to inns, merchants to mercenaries, guides to small chapels for the varying religions.

Aboris'shifa Guards: male Destanae human Ftr1: CR 1; Size M (5 ft., 4 in. tall); HD 1d10+1; hp 11; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 12 (+1 Dex, +1 buckler); Attack +4 melee (scimitar, 1d6+3, crit18-20x2), or +2 ranged; SV Fort +3, Ref +1, Will +0; AL LN; Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 12. Languages Spoken: Common, Al Fahiman. Skills and feats: Hide +1, Jump +7, Listen +2, Move silently +1, Spot +2, Wilderness lore +2; Alertness, Improved Initiative, Weapon Focus (scimitar).

Minaret Guards: male Destanae human Ftr1: CR 1; Size M (5 ft., 4 in. tall); HD 1d10+1; hp 11; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 12 (+1 Dex, +1 buckler); Attack +4 melee (scimitar, 1d6+3, crit18-20x2), or +2 ranged (composite shortbow, 1d6+3, crit20x3, range incr 70ft); SV Fort +3, Ref +1, Will +0; AL LN; Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 12. Languages Spoken: Common, Al Fahiman. Skills and feats: Hide +1, Jump +7, Listen +2, Move silently +1, Spot +2, Wilderness lore +2; Alertness, Improved Initiative, Weapon Focus (shortbow).

Gate Kiman: male Destanae human Ftr4: CR 4; Size M (5 ft., 7 in. tall); HD 4d10+12; hp 39; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +9 melee (scimitar, 1d6+4, crit18-20x2), or +5 ranged; SV Fort +7, Ref +2, Will +1; AL LN; Str 18, Dex 12, Con 16, Int 14, Wis 11, Cha 14. Languages Spoken: Abyssal, Celestial, Common. Skills and feats: Climb +11, Disable device +2.5, Handle animal +9, Hide +1, Intuit direction +2, Jump +8, Listen +2, Move silently +1, Pick pocket +2, Profession +2, Ride +8, Spot +2; Alertness, Blind-fight, Endurance, Improved unarmed strike, Mounted combat, Weapon Focus (Scimitar).

Gate Shifa: male Destanae human Ftr7: CR 7; Size M (6 ft., 1 in. tall); HD 7d10+7; hp 52; Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC 11 (+1 Dex); Attack +9/+4 melee (scimitar, 1d6+2, crit18-20x2), or +8/+3 ranged (composite shortbow, 1d6+2, crit20x3); SV Fort +6, Ref +3, Will +4; AL LN; Str 15, Dex 12, Con 13, Int 11, Wis 15, Cha 12. Languages Spoken: Al Fahiman. Skills and feats: Climb +11, Concentration +2, Handle animal +10, Hide +1, Listen +2, Move silently +1, Ride +11, Spot +2; Blind-fight, Improved initiative, Mounted combat, Point blank shot, Precise shot, Toughness, Trample, Weapon focus (scimitar).

Because of the desert heat of Al Fahim, all armors overheat and nearly incapacitate the wearer. For every two points of Armor Class from body armor, there is a corresponding -1 penalty to Dexterity and a -1 penalty to Constitution; this effect can completely disable those unprepared for the stifling heat. At night, the air temperature may plummet forty degrees -- bringing it to only eight or ninety, depending on the season. Because of this, there are no armorers in Aboris'shifa itself.

The architecture is a hodge-podge of foreign cultures, though most try to use the local building materials -- rough sandstone with an interior of stucco or white-wash, large windows, and high ceilings. Rooftops tend to be flat, and used for sleeping on at night, so tents and fluttering cloth decorates the top of most buildings.

Aboris
Capital city of Al Fahim, it gleams with white-wash and polished sandstone. The city itself lies along the banks of a fair-sized river that surfaces from the desert not too far away. Fed by underground streams and shallow aquifers, the nearby land supports a great deal of farming, fruits, and the like. Sheep and goats from farther in the desert also support the city, and many wandering tribes come to the permanent city to barter their goods.

The ruler of the city is also the leader of all Al Fahim, the Sultan Se'Manyer al Kurul al Mediayim. The Sultan's palace dominates the city from its fortified hill, with minarets and towers spiralling hundreds of feet into the air, and a massively domed structure plated in gold. Each of the palace guards is a well-disciplined, well-trained fighter with orders to kill anyone attempting to enter the palace by any means other than the gates set in its formidible walls.

Ye'amen al Sharral was the chief scribe for the Sheik of Galanus in Aboris. The Sheik is the chief priest of Galanus for all Al Fahim, and heads the church from a great temple that is second only to the palace in the city. The temple (known as Shir Galanus) has three domes covered in gold leaf, with its own stone-wall enclosure. The Sons and Daughters of Galanus are the regular priests and clerics in Aboris, who tend to the needs of the city and the land in general.

Men in Al Fahim tend to wear volumunious robes of dark colors, with facial hair of some sort, and turbans to match their robes. Sandals are the norm, though some wear boots of thin leather. Wide sashes with curved swords or daggers completes the males. Women tend to wear burgas that cover them from head to toe, and sandals are all they wear on their feet. The burgas of the women tend to be sand-colored, and are not a requirement; the faithful wear it out of respect for the God of Stealth, Galanus. Some women go without their burgas, but they are considered less faithful in their religion, and are treated as such by both men and women. Children of both genders tend to wear simple robes with sandals, leaving their faces exposed, until they are considered 'of age'.

Non-human races are virtually unknown in Al Fahim, save for the rare and respected Desert Elves.

The Quest
Inquiries into Ye'amen -- or notices of his death -- will likely have the sole priest of Galanus in Aboris'shifa come quickly to the party's aid. Shu'denal al Kiras well remembers the chief scribe of the Sheik, and will escort them into Aboris itself, to visit the Shir Galanus. The priests at Shir Galanus will likely use commune prayers or the like to confirm Ye'amen's death -- or a zone of truth spell to confirm the party's words. The respect of the church to a paladin or priest would be considerable. Once Ye'amen's death is confirmed, details will be needed.

The party might try to hide the quest from the church -- which would be wise -- or it might use Ye'amen's original story of 'searching for a long lost family heirloom that was magical'. Either way, they will be met with some disdain and little help, because they failed to bring him or his body back. His family will likely put out a Komedan against the party -- a grudge fight, though not to the death.

Komedan kul Said: male Destanae human Ftr2: CR 2; Size M (5 ft., 9 in. tall); HD 2d10+4; hp 15; Init +6 (+2 Dex, +4 Improved initiative); Spd 30 ft.; AC 12 (+2 Dex); Attack +1/+1 melee (twin scimitars, 1d6+3, crit18-20x2), or +4 ranged; SV Fort +5, Ref +2, Will +0; AL LN; Str 17, Dex 15, Con 15, Int 8, Wis 10, Cha 9. Languages Spoken: Al Fahiman. Skills and feats: Climb +7, Hide +2, Innuendo +2, Listen +0, Move silently +2, Spot +0, Swim +5; Ambidexterity, Dodge, Improved initiative, Two-weapon fighting. Possessions: ring of protection +2, 10 potions of healing, and 10gp.

Ye'amen's family was not well-to-do, but they are in the care of the Sheik, and this could cause considerable trouble for the party -- especially if they make one step wrong, and irritate the Sheik. The Sheik's priests are many, his ties to the Sultan close, and the people support both. On the other hand, if the party does particularly well, the Sheik may understand their failure to protect Ye'amen.

Eventually, though, word will get back to Va'anon al Farook al Shikar, a Brilathe of Brigain. Va'anon knew of Ye'amen's quest, and even constructed the ring that Ye'amen used to find the party members and help him in his quest. Va'anon will likely test the party, first, with a magical construct or encounter. If the party succeeds, he will then have to confirm that they have the Spinstone that Ye'amen oft spoke of. Va'anon will not interfere with the quest, but he will point out that Ye'amen had one of the map components to Al Mudim; Ye'amen had one of the diamonds the party must find. If the bracer is truly the Spinstone, it should lead them directly to Ye'amen's diamond -- which he wore about his neck, beneath his robes.

Before the party can return to Shir Amanod, however, they will have to go out to Va'anon's Forge. Before letting the party leave the party, he will assign to them a local guide and camels, and give them a signet ring to allow them admittance back into the city.

Shur'kibir al Hunal al Shikir: male Destanae human Com5; CR 4; Size M (6 ft., 2 in. tall); HD 5d4-5; hp 10; Init +1 (+1 Dex); Spd 30 ft.; AC 12 (+1 Dex, +1 f/small shield); Attack +4 melee (scimitar, 1d6+2, crit18-20x2), or +3 ranged (dagger, 1d4, crit19-20x2, range incr 10ft); SV Fort +0, Ref +2, Will +1; AL LN; Str 15, Dex 12, Con 9, Int 14, Wis 10, Cha 12. Languages Spoken: Common, Al Fahiman, Elven. Skills and feats: Climb +9, Disguise +3, Hide +1, Intuit direction +3.5, Listen +2, Move silently +1, Perform +2, Ride +8, Spot +10, Swim +6, Wilderness lore +3; Alertness, Shield proficiency, Skill focus (spot).

Va'anon's Forge
Several days travel out into the Gintala Desert from Aboris, lies Va'anon's Forge. The region belongs to the Church of Brigain, and is a dangerous land of steep canyons and twisting corridors cut into the sandstone by various floods. Artan Coalson's shade -- the shade of the mad priest of Brigain that had tried to thwart them all, and killed Ye'amen -- has returned to the Forge.

Artan was a foreigner, but was one of Va'anon's students at the Tower of Destiny. Va'anon cannot say what, but Artan had been given a Voice to impart to the party. If he did not do so in life, it would have driven him insane. The party must confront Artan Coalson in death, before one of the priests of Curiss come to collect his soul. Without the prophecy that he has, it is unlikely that the party will ever find all the components to Al Mudim's maps.

Va'anon will not say, but he suspects that something else is involved with Artan's return to the Forge. Unknown to Va'anon, the Dread Knight Xemitar has already begun to interfere in the quest -- hindering the party, and corrupting the shade. Xemitar does not want Al Mudim found, despite his questionable service to Brigain himself. If Artan Coalson's shade is defeated, then it will utter the Voice of Prophecy just before it is sent to Curiss' Relic.

Artan Coalson's Shade: medium-size undead (incorporeal); CR 3; HD 3d12 (19hp); Init +2 (Dex); Spd 30ft, fly 40ft (good); AC 13 (+2 Dex, +1 deflection); Atk incorporeal touch +3 melee (incorporeal touch 1d6 temporary Strength); F/R 5x5/5; SA Strength damage, create spawn; SQ undead, incorporeal, +2 turn resistance; SV Fort +1, Ref +3, Will +4; STR -, Dex 14, Con -, Int 12, Wis 12, Cha 13. Skills and Feats: hide +8, intuit direction +5, listen +7, spot +7, Dodge. Strength Damage (SU): The touch of a shadow deals 1d6 points of temporary Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Incorporeal: Can be harmed only by other incorpreal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. AL CE (insane -- pulled by Xemitar's will, and the Voice carried within him).

The Voice of Prophecy (if the party does not have the diamond map-pendant from Ye'amen): "Behold! The Scribe of Hidden Pages shall die, and his Quest be given to [cryptic character description]. The [cryptic character description] shall wield the Northern Shard, and search in vain for the Eastern Shard. The Western Shard shall be found where the Tears of the Giants were shed, within the Crystle Falls. The Eastern Shard will then be found where the Golden Dye and the Cerulean Bolt adorn the Virgin Wind. The Southern Shard shall the Second Eye find in the Halls of the Pixie Queen, beneath the Mounds of the Mother."

The Voice of Prophecy (if the party has the diamond map-pendant from Ye'amen): "Behold! The Scribe of Hidden Pages shall die, and his Quest be given to [cryptic character description]. The Eastern Shard was given freely by the Scribe of Hidden Pages. The Western Shard shall be found where the Tears of the Giants were shed, within the Crystle Falls. The Southern Shard shall the Second Eye find in the Halls of the Pixie Queen, beneath the Mounds of the Mother."

Of course, Xemitar has a small strike force in place to prevent the party from returning to Aboris, should they manage to convince Artan's shade to speak of the Voice... He left an army of nearly fifty undead warriors, led by a mummy once known as Kiral en Shabath. The army has arisen from one of the Forge's graves, and this has angered Brigain -- the God of Storms -- who will respond with a storm the likes of which Al Fahim has not seen in generations. The Forge itself will be flooded out rather quickly, and anyone caught within its walls of water could quite easily be lost or killed. ...All this, in the midst of the battle with Xemitar's forces.

50 Skeletons: medium-size skeleton/undead; CR 1/3; HD 1d12 (6hp); Init +5 (+1 Dex, +4 Improved Init); Spd 30ft; AC 13 (+1 Dex, +2 natural); Atk 2 claws +0 melee (claw 1d4); F/R 5x5/5; SQ undead, immunities; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con -, Int -, Wis 10, Cha 11. Feats: Improved Initiative. Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Kiral en Shabath: mummy, medium-size undead; CR3; HD 6d12+3 (42hp); Init -1 (Dex); Spd 20ft; AC 17 (-1 Dex, +8 natural), Atk slam +6 melee (slam 1d6+4 and mummy rot); F/R 5x5/5; SA despair, mummy rot; SQ undead, resistant to blows, damage reduction 5/+1, fire vulnerability; SV Fort +2, Ref +1, Will +7; Str 17, Dex 8, Con -, Int 6, Wis 14, Cha 15. Skills and Feats: hide +8, listen +9, move silently +8, spot +9, Alertness, Toughness. Despair (Su): At the mere sight of a mummy, the viewer must succeed at a Will save (DC 15) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummy's despair ability for one day. Mummy Rot (Su): Supernatural diesease -- slam, Fortitude save (DC 20), incubation period 1 day; damage 1d6 temporary Constitution. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or smilar magice (see Desease, page 74 in the DMG). An afflicted creatures that dies shrivels away into sand and dust that blow away into nothing at the first wind unless a remove disease and raise dead are cast on the remains within 6 rounds. Resistant to Blows (Ex): Physical attacks deal only half damage to mummies. Apply this effect before damage reduction. Fire Vulnerability (Ex): A mummy takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. AL LE.

The party need not defeat Kiral en Shabath, but escape from him would be a good thing, indeed.

Upon return to Aboris, Va'anon should help the party return to Chirin Isle to retrieve the diamond that Ye'amen wore about his neck (if applicable), and begin the quest in earnest. There is a possibility that Va'anon, and the entire Church of Brigain, will be in arms against the Church of Galanus. (See section three.)

The Search Continued... or Back to the Campaign



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