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Al Mudim 1 Al Mudim 2 Al Mudim 3 Al Mudim 4 Al Mudim 5 Al Mudim 6 Al Mudim 7 Al Mudim 8 Al Mudim 9 Al Mudim 10 Al Mudim 11 Al Mudim 12 Al Mudim 13 |
The Churches If the party manages to keep quiet about the true reason for Ye'amen's quest, then the Churches will likely not get involved. Although the Sheik of Shir Galanus has his suspicions, he won't really receive the information in time to do much about it, if it goes through normal channels. If he finds out about Al Mudim directly from the party, then it could change things considerably. The Church of Galanus has an old grudge against Argunas, the Demon God -- and an old mandate to find Al Mudim at all costs. Should the Sheik find out, the entire Church of Galanus could likely get involved in the search. Worse, the old mandate for Al Mudim is stronger than the Avard Accords, and could very well bring the Church of Galanus into direct confrontation with other churches. The Church of Galanus' heads know what Al Mudim means, though they have no idea what it is; all they know is it's power. Church involvement will mean that all of the churches will attempt to aid the party, all the while claiming that the other churches are against them in their search for Al Mudim. Several inter-church alliances are possible, and things could escalate considerably. Regardless of the church involvements, the party must continue on with Ye'amen's quest. As such, whatever church gets directly involved with the party will speed them along, under cover of night, stealth, or otherwise. It will also give them gifts -- coin, supplies, and more -- to include a tracking device concealed in the many gifts. Church Gifts: scrolls of faerie fire (l1, cl1), command (l1, cl1), invisibility to undead (l1, cl1), 4 holy water flasks (25 gp each), 6 lightly red-glowing potions of cure light wounds, 6 acid flasks (10 gp each), 4 antitoxin doses (50 gp each), 3 alchemist's fire (20 gp each), potion of delay poison (300 gp) [flame-colored, bilious odor/taste, watery, clear appearance], and a cloak of resistance +1 (special). The cloak of resistance has a pattern sewn into it that is visible only with true-sight -- the sigil of that church. The invisible sigil allows anyone with a special bracelet to track the cloak, no matter how far away it is on Gaeleth. The church will, of course, throw in enough rations, clothing, and mundane equipment as the party can comfortably carry.
The Quest The trip to Chirin Isle could be accomplished by hiring a relatively cheap boat, available through the many harbor-masters in Aboris'shifa. Most of the harbor-masters can find reputeable skippers, and the voyage should not cost the party more than 1gp/day, per person. If arrranged by a particular church, then the fee would be taken care of by the church. Such a trip would be uneventful -- save for discovering that Ye'amen's body does not have the pendant. Getting to the Western Shard, however, could prove to be another task entirely. There is little sailing traffic across the eastern Gulf of Chirin, so the journey would have to take place by land. The party can hire, or the churches will provide, a guide and camels to cross the Gintala Desert, and enter the Simien Hills. Beyond that, the party would be on their own. By normal camel-back, the journey will take sixteen days -- barring storms, or the like. Ye'shenna al Amon al Surakmale Destanae human War1; CR 1; Size M (5 ft., 9 in. tall); HD 1d8+1; hp 9; Init +4 (+4 Improved initiative); Spd 30 ft.; AC 10; Attack +3 melee (scimitar, 1d6+2, crit18-20x2), or +1 ranged (dagger, 1d4, crit20x2, RI 10ft); SV Fort +3, Ref +0, Will +0; AL NG; Str 15, Dex 11, Con 13, Int 10, Wis 10, Cha 10. Languages Spoken: Al Fahiman, Common. Skills and feats: Disable device +1, Hide +0, Intuit direction +2, Listen +0, Move silently +0, Ride +2, Spot +0, Wilderness lore +2; Endurance, Improved initiative. Possessions: 12gp (plus payment), 2 golden earrings (worth 4gp each). Payment: will settle for 250 silver, but will haggle fiercely for three times that. A young urchin will (to all appearances) attempt to lift one of the party's purses (random roll). In actuality, as the urchin slides up next to one of them, he will attempt to place a ring of tracing upon one of their saddles or packs. The ring usually appears in an open C, and when touched to any object will secure itself by closing the C -- sometimes even through flesh, and deffinately through hard leathers. The ring will allow the church that trained the young accolyte to track the movements of the party. It will take a Spot check (DC 24) to notice the young accolyte putting his two rings about the items of the party, before he attempts to snatch a purse (DC 14). If successful, the purse (and all its contents) will go into that church's coffers -- most likely Galanus', because of the Sheik's curiousity about Ye'amen's new champions. Kiral en Shabath, the mummy, has moved to intercept the party about five days out of Aboris -- with as many skeletons as remain of his original strike force, and a few more. This time, however, his pitiful intelligence and his many troops will likely give away their position. In any event, though the battle will be forced, the element of surprise and preparation will lie with the party. 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. 30 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. After the battle, or should the party find some way around it, eleven more days await them across the hot desert, until they reach the Simien Hills. Desert nomads abound, with many of them suspicious of outsiders and protective of their wells. Only their guide can get them through peacefully. If Ye'shenna is lost in the battle with Kiral en Shabath, then the way will grow quite hostile, and there is little chance the party will find the life-giving water at the oases. Some few of the nomads, however, may have had kin wiped out by Kiral en Shabath and his band; there is a 1 in 6 chance that the nomads will favor the party because of this. It is recommended that the entire arsenal of desert random encounters be used, to emphasize how dangerous Mother Nature is. Once into the Simien Hills, their guide, Ye'shenna, will have to turn back. The hills themselves will take perhaps 10 days to get through, but trouble awaits them half-way through. Upon entering the hills, the party can make a Spot check vs DC 17 -- hidden on a nearby hilltop is a watcher, who releases a falcon with a message loop. Shur'kimel al Nemon al Essay is the local clan leader, and he is little more than a bandit, even to other Al Fahimans. Shur'kimel's people will set up an ambush about midway through the hills. Capture and monies are his intent, not murder -- though a bandit, he does have some Al Fahiman honor. If the battle to catpure the party starts to go badly, however, he and his clan will do whatever it takes to get themselves free of the battle -- including murder. Shur'kimel's Bandits: male and female Destanae humans War1; CR 1; Size M (5 ft., 8 in. tall); HD 1d8+2; hp 10; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +4 melee (scimitar, 1d6+2, crit18-20x2), or +2 ranged (composite shortbow, 1d6+2, crit20x3, RI 70ft); SV Fort +4, Ref +1, Will +1; AL NG; Str 15, Dex 13, Con 14, Int 15, Wis 12, Cha 12. Languages Spoken: Common, Goblin, Al Fahiman. Skills and feats: Craft +4, Handle animal +3, Hide +1, Listen +3, Move silently +1, Perform +2, Ride +5, Sense motive +3, Spot +3, Wilderness lore +3; Alertness, Weapon Focus (scimitars). Possessions: about 7gp and 15sp per. Shur'kimel al Nemon al Essay: Rezah, male human War1: CR 1; Size M (6 ft., 0 in. tall); HD 1d8+2; hp 10; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +3 melee (scimitar, 1d6+2, crit18-20x2), or +3 ranged (dagger, 1d4+2, crit20x2, RI 10ft); SV Fort +4, Ref +2, Will +1; AL NG; Str 15, Dex 15, Con 14, Int 13, Wis 12, Cha 12. Languages Spoken: Common, Orc. Skills and feats: Hide +2, Intimidate +5, Jump +6, Listen +3, Move silently +2, Spot +3, Swim +6, Wilderness lore +3; Power attack, Alertness. Should the party be captured, Shur'kimel will likely hold onto them for nearly a week -- talking with them, interrogating them, and generally 'playing rough'. Not a bad man at heart, he and his clan will eventually release them with all their provisions, minus their valuables and high-quality items. The Simien Hills run up to, and then down into, the Shaefa Plains. The plains have many isolated goblin tribes, but if the party sticks near the coast, they should only have to travel through the plains for four or five days. Goblins: male goblin Rog1; CR 1/4; Size S (3 ft., 2 in. tall); HD 1d6; hp 6; Init +1 (+1 Dex); Spd 30 ft.; AC 14 (+1 Dex, +1 Size, +1 leather armor, +1 buckler); Attack +0 melee (morningstar, 1d8-1, crit 20 x2), or +2 ranged (javelin, 1d6-1, rang inc 20ft, crit 20 x2); SV Fort +0, Ref +3, Will +0; AL NE; Str 9, Dex 13, Con 10, Int 11, Wis 11, Cha 8. Languages Spoken: Goblin. Skills and feats: Gather information +1, Handle animal +1, Hide +5, Intuit direction +4, Knowledge (nature) +1, Listen +2, Move silently +5, Profession +4, Read lips +2, Sense motive +4, Spot +0, Swim +3, Use rope +5; Alertness. Once into the Jayce Forest, the going will slow. The forest is uninhabited, and is a hotbed of druidic power -- maximum encounters are recommended for forests.
The Giant's Tears With careful calculations, the party might find the perfectly-rounded boulders that mark the Giant's Tears -- a small area of forest perhaps a thousand acres in size -- filled with different-sized boulders. Historically, the boulders were a part of a set of buildings that were mortared togethered, long ago. The Spin Stone will mark the exact location of the map-diamond, but the location is just off into the forest, with nothing but trees around. Digging will prove pointless, because the map-diamond is hundreds of feet below. The buildings that were mortared together so long ago marked the entrance to an underground city deep beneath the surface. The entry-way used to be quite large, but has collapsed, and is nearly unpassable. Small creatures -- of medium size or smaller -- can crawl through the narrow tunnel-ways resulting, but just finding the entrance could prove difficult (Search check vs DC 17). Criss-crossing caves with a half-natural, half-hewn appearance slowly spiral down into the depths once past the initial cave in -- to nearly a thousand feet below the surface. Along the way, some caverns open up with suspiciously natural-looking benches for resting, or just to show some stalagmite's beauty. Darkmantle: small magical beast; CR 1; HD 1d10+1; 6 hp; Init +4 (Improved Init); Spd 20ft, fly 30ft (poor); AC 17 (+1 size, +6 natural); Atk +5 melee (slam, 1d4+4); F/R 5x5/5ft; SA Darkness, improved, grab, constrict 1d4+4; SQ Blindsight; SV Fort +3, Ref +2, Will +0; Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10. Skills and Feats: Hide +11, Listen +5*, Improved Initiative. Darkness (Su): Once per day a darkmantle can cause darkness as the spell cast by a 5th-level sorcerer. It most often uses this ability just before attacking. Improved Grab (Ex): To use this ability, the darkmantle must hit with its slam attack. If it gets a hold, it can constrict. Constrict (Ex): A darkmantle deals 1d4+4 damage with a successful grapple check. Blindsight: A darkmantle can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allows it to ascertain objects and creatures within 90 feet. A silence spell negates this and effectively blinds the darkmantle. Skills: A darkmantle receives a +4 racial bonus to Listen checks. *This bonus is lost if its blindsight is negated. The creature's variable coloration gives it a +4 racial bonus to Hide checks. The underground city was built in an enormous cavern, deep in the earth. Fairy fire, permanently bonded to many of the rock structures, keeps the cavern dimly lit, so that the party can see it stretching away in the distance. The cavern itself is perhaps a mile long by a half mile wide, with a lake taking up a quarter-mile on one end. The floor is filled with rounded boulders and a few stalacmites, and the walls are carved with windows and doorways. On the far side of the lake, a massive 'frozen waterfall' twinkles lightly in the vary-colored fairy fire. Blocking the party's way, though, is a sheer drop of nearly four-hundred feet to the bottom. Unless they've brought pitons and climbing gear, they won't be able to reach the bottom without an experienced climber. The natural-appearing walls of the cavern afford a Climb check (DC 15) ever 50ft down. Any failed Climb checks allow for a Reflex save (same DC -- 15) to catch ahold of the wall again, but the damage will be 1d6 points (supposedly to the fingers). There is another way in, though. The pool on the far side shows signs that its burbling somewhat, indicating a flow of fresh water from somewhere. A skillful check of the surface forest will find a fresh-water spring that runs along a gulley -- and then disappears. Finding the spring could prove difficult, indeed; even more difficult, however, would be surviving the 32 rounds it would take to ride the water down to the pool beneath the surface. Should the party gain access to the lower level of the cavern, they should be able to use the Spin Stone to find the map-diamond, crystallized inside the massive 'frozen waterfall' just beneath the surface. Careful hacking at the frozen falls should release the map-diamond -- but if it falls into the water, it may be lost forever, falling to the bottom some fifty feet below. Treat the falls as unimproved stone for purposes of hardness, and the map-diamond is six inches down. The rest of the cavern is uninhabited, and abandoned. No skeletons are found. If the party searches rather carefully, and takes their time to look around, they may find several everburning torches (90 gp), and a few clues to the former inhabitants. The cavern was run and controlled by priests of Argunas, the Demon God. Carved depictions on the walls indicate horrific scenes of murder, rape, destruction, and demons. A remnant Gate -- unpowered and lifeless -- lies along one massive stalagmite. Unfortunately for the party, one of the demons is still within the cavern... Quasit: tiny outsider (Chaotic, Evil); CR 3; HD 3d8; 13 hp; Init +3 (Dex); Spd 20ft, fly 50ft (perfect); AC 18 (+2 size, +3 Dex, +3 natural); Atk +8 melee (2 claws, 1d3-1 and poison) and +3 melee (bite, 1d4-1); F/R 2.5x2.5/0ft; SA spell-like abilities, poison; SQ Damage reduction 5/silver, SR 5, poison imunity, fire resistance 20, alternate form, regeneration 2; SV Fort +3, Ref +6, Will +4; Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10. Skills and Feats: Hide +14, Listen +6, Move Silently +6, Search +4, Spellcraft +4, Spot +6, Weapon Finesse (bite, claw). Spell-like Abilities: At will --detect good, detect magic, and invisibility (self only); 1/day -- cause fear (as the psell, except that its area is a 30-foot radius from the quasit). These abilities are as the spells cast by a 6ht-level sorcerer (save DC 10+spell level). Once per week a quasit can use commune to ask six questions (this is otherwise as the spell cast by a 12th-level cleric). Poison (Ex): Claw, Fortitude save (DC 13); initial damage 1d4 temporary Dexterity, secondary damage 2d4 temporary Dexterity. Alternate Form (Su): A quasit can assume other forms at will as a standard action. This ability functions as polymorph self cast by a 12th-level sorcerer, except that any individual quasit can assume only one or two forms no larger than Medium-size. Common forms include bat, monstrous centipede, toad, and wolf. Regeneration (Ex): Quasits take normal damage from acid, and from holy and blessed weapons. The quasit-demon was guarding the following items: ring of feather falling (2,200 gp), wand of bull's strength (l2, cl3) (5 charges) (450 gp), Murlynd's spoon (5,500 gp), light crossbow +1 (frost) (8,550 gp), bag of tricks (gray) (900 gp), dwarven waraxe +1 (2,330 gp) -- sheds light in a 20-foot radius (as a torch), and a small pile of gems totalling 2,456gp in value (the largest stone of which is a cut emerald worth 400gp).
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