The Search for Al Mudim

Al Mudim 1
Al Mudim 2
Al Mudim 3
Al Mudim 4
Al Mudim 5
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Al Mudim 7
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Al Mudim 13
The Eastern Shard
The Voice of Prophecy stated that, "The Eastern Shard will then be found where the Golden Dye and the Cerulean Bolt adorn the Virgin Wind."

Golden Dye -- or any yellow-colored dye -- on a Cerulean Bolt -- or any blue-colored bolt of fabric -- yields a green color. The Virgin Wind refers to a Maiden of Sails -- in other words, the Eastern Shard is to be found on The Green Maiden. Sigvaldi, the sailor that stole it, was lost at sea during a powerful storm in the Aboriac Sea. The diamond-pendant remains hidden on board the ship, right where Sigvaldi left it -- but now his ghost haunts the ship, angered by his death and his riches beyond his grasp.

The haunted ship quickly begins losing crew, slowly but surely, to the horror that is Sigvaldi's ghost -- twisted and evil in death. The ship, adrift for weeks after Sigvaldi killed all the crew in gruesome manners, ran adrift on a tiny spur of rock in the Aboriac Sea. Successful Gather Information checks (DC16 in Aboris, and then DC19 in Dankelish) might reveal which way the ship went, but they'd have to find another vessel to take them out to the sloop -- wherever it may be. Only the Spin Stone gives them any chance of finding the rocky island in all the Aboriac Sea.

The Darkness Strikes
The dread knight Xemitar feels that the party is getting entirely too close to finding answers to Al Mudim. Rather displeased with Kiral en Shabbath, Xemitar decides to dispatch a more trustworthy (and more lethal) agent of the dead, complete with followers, to kill the party and secure Gibbel En. Unfortunately, Aboris is a highly protected city against the undead, because of Galanus' former status as the God of the Dead.

The seas, however, are not so protected against the minions of the dread knight. He will send Alliya to finish off the party -- either turn them into vampires, or turn them into stone. Alliya is, through the powers of darkness, a vampire medusa.

She will chase the party on the high seas in a brigandine ghost ship, crewed by a gross of skeletons, with an allip in reserve. Alliya has delusions of grandeur, however. Her knowledge of Al Mudim has empowered her, and she thinks that if she can only get Gibbel En and the map pendant the party has, she can find Al Mudim herself. She even knows where the Green Maiden is, and the second map pendant.

Her ghost ship, which she has named the Ice Bitch, is faster than any mortal ship, and the obscuring mist, coupled with its damage reduction and icy burst ballistae makes it a viscious combatant. If it comes to ship-to-ship battles, her necklace of fireballs I and the ballistae of the Ice Bitch can wear away at the Skate's stern indeffinately, though the Skate will never be able to turn away quickly enough to engage the Ice Bitch.

However, Alliya will likely want to pick the Spin Stone from the paladin's forearm, because of what she represents -- once again, evil ambitions and pride. She knows the Skate is a formidable ship, just from her size and design. She has no intel on the ship or crew, however, and will likely tread cautiously. She has not survived for the last eight years being an idiot. Using obscuring mist, she'll likely close in the dark of night with no faerie fire running, and then spring upon the Skate in a furious set of attacks with her allip in tow. She has no detect magic capabilities, she can only wear the crew of the Skate down from afar until she feels the numbers are in her favor. Once the numbers are in her favor -- and the allip has preceeded her -- she'll attempt to board the Skate and use her devestating vision to finish off the crew -- and take Gibbel En. Because she's a vampire on a ghost ship, she can only attack during the night -- but it shouldn't take more than a single night to beat the Skate into a floundering barge -- particularly with her ability to hit the rudder from behind without taking fire. If the galleon launches any skiffs, she'll hit them with everything she's got in overwhelming forces, as an all-or-none offense. The allip's ability to fly, and pass through corporeal objects, also makes it a formidable weapon -- something that Alliya can use below-decks to confuse or frighten the crew, and probe the ship's defenses before she goes in, herself. Alliya can fly in her gaseous form state, though at a slower pace than the allip, and can use this, in conjunction with her summoning abilities aboard the ship, and polymorph self to wreak havoc within the ship.

Alliya, Servant of Xemitar: vampiric medusa; CR 8; HD 6d12; hp 55; Init +9 (+5 Dex, +4 Improved Initiative); Spd 30ft; AC 24 (+5 Dex, +9 Natural); Atk +10 melee (snakes, 1d4+6+poi, crit20x2) or +10/+5 melee (slam, 1d6+4, crit20x2) or +11/+6 ranged (shortbow, 1d6, crit20x3, RI 60ft) or +15/+10 ranged (daggers, 1d4+4, crit19-20x2, RI 10ft); FR 5x5/5ft; SA Undead, Domination, Energy Drain, Blood Drain, Children of the Night, Create Spawn, Petrifying Gaze, Poison; SQ Damage Reduction +1/15, Turn Resistance +4, Resistance 20 (cold/electricity), Gaseus Form, Spider Climb, Alternate Form, Fast Healing; SV Fort +2, Ref +12, Will +8; Str 19, Dex 20, Con -, Int 15, Wis 17, Cha 19. Skills and Feats: Disguise +8, Move Silently +16, Spot +18, Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Martial Weapon Proficiency. Possessions: mirrored sunglasses, Quiver of Ehlonna, 7 daggers, necklace of fireballs I, cloak of elvenkindUndead: 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. Petrifying Gaze (SU): Turn to stone for 3d6 hours, 30ft, Fortitude save (DC 15). Poison (Ex): Snakes, Fortitude save (DC 14); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength. Domination (Su): Living creatures hit by a vampire's slam attack sufer 2 negative levels (Willpower save, DC 17). Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 point of permanent Constitution drain each round the pin is maintained (Fortitude save, DC 17). Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth a pack of 4d8 dire rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a standar action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. Create Spawn (su): A humanoid or monsterous humanoid slain by a vampire's energy drain attack rises as a vampire spawn (see the Vampire Spawn entry, page 182) 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master's death. Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will, as the spell cast by a 5th-level sorcerer, but can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph self spell cast by a 12th-level sorcerer, except that the vampire can assume only one of the forms listed here. It can remain in that form until it assumes another or until the next sunrise. Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points or lower, a vampire automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it rises to 1 hit point after 1 hour, then resumes healing at the rate of 5 hit points per round.

Allip: medium-size undead (incorporeal); CR 3; HD 4d12 (26hp); Init +5 (+1 Dex, +4 Improved Init); Spd Fly 30ft (perfect); AC 15 (+1 Dex, +4 deflection); Atk incorporeal touch +3 melee (incorporeal touch, 1d4 permanent Wisdom drain); F/R 5x5/5; SA Babble, Wisdom drain, madness; SQ Undead, incorporeal, +2 turn resistance; SV Fort +1, Ref +2, Will +4; Str -, Dex 12, Con -, Int 11, Wis 11, Cha 18. Skills and Feats: hide +8, intimidate +11, intuit direction +4, listen +7, search +7, spot +7, Improved Initiative. Babble (Su): An allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60ft of the allip must succeed at a Will save (DC16) or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic, mind-affecting compulsion. Opponents who successfully save cannot be affected by the same allip's babble for one day. Wisdom Drain (Su): Those whose Wisdom is reduced to 0 by the allip become helpless until at least 1 point of Wisdom is restored. Madness (Su): Anyone targeting the allip with a mind-control or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of temporary Wisdom damage. 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 NE.

Dire Rats (20): small animals; CR 1/3; HD 1d8+1; hp 5; Init +3 (Dex); Spd 40ft, climb 20ft; AC 15 (+1 size, +3 Dex, +1 natural); Atk +4 melee (bite, 1d4); F/R 5x5/5; SA Disease; SQ Scent; SV Fort +3, Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4. Skills and Feats: Climb +11, Hide +11, Move Silently +6, Weapon Finesse (Bite).

Skeletons (144): 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.

The Southern Shard
No one knows what 'the mounds of the mother' mean in the Prophecy of the mad priest of Brigain -- but there is a vague clue available in one of the books in the Temples of Lul. The book is written in the common tongue, and talks of explorations that were made in the Choranil Desert during the Third Crusades. An abandoned kingdom was discovered and documented in another referenced book (entitled The Curiousities of the Ogremai Desert, and found in the temples to Lul in both Kur Maeth and Kashin, Rakore) -- and the abandoned kingdom was made for a people only knee-height to humans. The book, called A Crusader's Guide to the Strange Worlds beyond the Ken, was written to aid the Fourth Crusades, and is available for sale from the temple or a good book-merchant for 560sp.

Sandar
Should the crew survive, then the nearest land is Sandar -- a nation of bandit-kings, cutt-throats, smugglers, and slavers. Paying lip service to the Inquisition -- and possibly even supported somewhat by Church funds -- Sandar is also home to religiously-oriented mob-bosses that control the nation. Paladins are respected in Sandar, but sometimes have to 'disappear' if they get too nosy.

There are no largish cities near where the party could limp to, though Moharis and Dankelish are 'only' a few hundred miles away, either by following the coast, or cutting straight overland. Smaller towns exist, and the nearest to where the party could land is Terellis, with a population of nearly 2,000. Terellis is fed by a small fishing fleet, and abundant fields that support a fat and lazy mobster family -- the Terells.

The town and its inhabitants give off the aura of power and confidence, but in truth, they've grown soft. The one temple -- to Brigain -- is run by a corrupt, NE priest that fears outside interference. Bedecked in gold and diamonds, Kael Terell is a rotten uncle in the town's ruling class. His nephew, Mordimor Terell, rules Terellis like a petty baron -- revelling in the adoration the people give him, not caring whether the adoration is real or out of fear. His enforcers -- hired mercenaries and family men -- ensure his iron rule. If the party threatens Mordimor, then his enforcers will attempt to take them out. If Mordimor himself is threatened, then hostages may die, for he has no compunctions about using his own staff or family as a shield.

If the party still has Va'anon's signet ring, then Kael Terell may help them in their quest -- and even enlist the aid of his nephew, Mordimor. However odious he may be, Kael could arrange for safe passage to one of the larger cities, from which transportation could be bought just about anywhere.

Kael Terell: male slate human; Clr4(Brigain); CR 4; Size M (5 ft., 10 in. tall); HD 4d8; hp 18; Init +0; Spd 30 ft.; AC 10; Attack +4 melee, or +3 ranged; SV Fort +4, Ref +1, Will +5; AL NE; Str 13, Dex 11, Con 11, Int 10, Wis 13, Cha 15. Languages Spoken: Common. Skills and feats: Diplomacy +9, Hide +0, Knowledge (arcana) +4, Knowledge (religion) +5, Listen +3, Move silently +0, Scry +5, Spot +3; Alertness, Extend spell, Scribe scroll. Cleric Domains: Air, Destruction. Cleric Spells Per Day: 5/4+1/2+1. Possessions: 500gp worth of rings and necklaces in gold, gems, and prescious stones.

Mordimor Terell: male slate human; Nob2/War2; CR 2; Size M (5 ft., 3 in. tall); HD 2d8+2 + 2d8+2; hp 28; Init +0; Spd 30 ft.; AC 15/18 (+5 chainmail/expertise); Attack +2 (+5w/out Expertise) melee (shortsword, 1d6+2, crit19-20x2), or +3 ranged; SV Fort +4, Ref +0, Will +3; AL NE; Str 15, Dex 11, Con 13, Int 9, Wis 11, Cha 13. Languages Spoken: Common, Elven, Dwarven, Sholin, Druidic. Skills and feats: Diplomacy +5, Handle animal +4, Hide +0, Knowledge (religion) +1, Listen +0, Move silently +0, Sense motive +5, Speak language +4, Spot +7, Swim +4; Expertise, Skill focus (spot), Weapon focus (shortsword). Possessions: 400gp worth of rings and necklaces in gold, gems, and prescious stones. Special: hostages. Coffers in excess of 150,000sp.

Enforcers (25): male slate human; War3; CR 2; Size M (5 ft., 8 in. tall); HD 3d8+3; hp 18; Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC 17 (+1 Dex, +5 chainmail, +1 buckler); Attack +5 melee (shortsword, 1d6+2, crit19-20x2), or +4 ranged (shortbow, 1d6, crit20x3); SV Fort +4, Ref +2, Will +1; AL NE; Str 14, Dex 13, Con 12, Int 11, Wis 11, Cha 10. Languages Spoken: Common. Skills and feats: Handle animal +2, Hide +1, Intimidate +6, Jump +7, Knowledge (religion) +2, Listen +0, Move silently +1, Spot +0, Swim +5; Blind-fight, Improved initiative, Quick draw. Possessions: 1d12gp each.

Towering Options
Should Nathamra survive the Ice Bitch, then use of the Tower in the Gaebrum Forest could be a viable option. If they could sail up the Miraciria River, nearly to the Elven River, then they might stand a chance of finding the Tower. By land, only charts aboard the Skate would be of some service in finding the indestructible -- and defended -- Tower. Just how Firestorm has been defending the Towers is unknown to the crew of the Skate, but if they can defeat the defenses, or talk with them, then Nathamra can use her arcane powers to possibly transport them back to Rakore directly -- provided the Tower is 'fueled up'. If not, then she'll need sulfuric acid -- 30 gallons of it -- from somewhere, possibly Moharis or Dankelish (5,000sp per gallon from an apothecary).

The Tower was drained by the Rakorans, but a special cache was installed and hidden deep in the forest. Impossible to find, the cache's location is known only to the members of Firestorm that hid it. The Tower is defended by a thick, druidic mix of creatures that have grown up to hide the Tower from casual observation, and defend it from all trespassers. One plant covers each quarter of the Tower, three plants tall, with a thirteenth one inside and on top of the Tower.

Assassin Vines (13): Large Plant; CR 3; HD 4d8+12 (30hp); Init +0; Spd 0ft; AC 15 (-1 size, +6 natural); Attacks Slam +7 melee (1d6+7); F/R 5x5/10ft (20ft w/ vine); SA Entangle, Improved Grab, Constrict 1d6+7; SQ Camouflage, Electricity immunity, cold and fire resistance 20, blindsight; SV Fort +7, Ref +1, Will +2; Str 20, Dex 10, Con 16, In -, Wis 13, Cha 9. Entangle (Su): An assassin vine can animate plants within 30 feet of itself as a free action. The effect lasts until the vine dies or decides to end it (also a free action). The ability is otherwise similar to entangle as cast by a 4th-level druid (save DC 13). Improved Grab (Ex): To use this ability, the assassin vine must hit with its slam attack. Constrict (Ex): An assassin vine deals 1d6+7 points of damage with a successful grapple check against Medium-size or smaller creatures. Blindsight (Ex): Assassin vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration. Camouflage (Ex): Since an assassin vine looks like a normal plant when at rest, it takes a successful Spot check (DC 20) to notice it before it attacks. Anyone with Wilderness Lore or Knowledge (plants or herbs) can use those skills instead of Spot to notice the plant.

The Search Continued... or Back to the Campaign



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