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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 |
Dreams and Nightmares N'Kara's nightmares wake her in the middle of the night, screaming out in the elven tongue, "Mesh leyem! Mesh leyem!" My parents! My parents! Her family were slaughtered by the humans of Nabrol -- even after her family had surrendered. N'Kara grew up being hunted and persecuted by the Nabrolian 'human only' priests, because she was sub-human, elven, drow, and ari. Cleo's nightmares are of a different order. Whenever she looks into her reflection, she sees someone else -- a sinister version of who she used to be, and the missing eye is purely demonic. Though the darkness is comforting, fire is frightening -- because she can see the figures the flames take on, and the shadows the flames cast. At the heart of her terror is this: when Cleo died in demonic chasm, her spirit was tied to the Prime because she had no faith to give. The demons that answered the summons of the Gate bound her spirit with one of theirs, and Cleo is beginning to manifest elements of that demon. Detect evil and the like mean nothing, because Cleo dominates, and is conscious. But while she sleeps, evil flickers in and out of control. From this point on, anyone that threatens the party -- and is not dispatched -- may be assassinated. When Cleo is not in control, the demon within her uses her abilities and memories to do whatever is necessary -- good or evil -- to protect the party. In these isntances, Cleo has the half-fiend template (p215, Monsterous Manual). (See the Demon Background below for details.) Lucian's slumbers will forever be haunted by the spirit of his mother calling him. "Lushanh! Lushanh! Velthehir, mesh Lushanh?" Lucian! Lucian! Where are you, my Lucian?. Even Alora will wake during his haunting, and cry out, "Aladora noveth Lushanh! Aladora noveth Lushanh!" Aladora loves Lucian! Aladora is the name of Lucian's surviving benefactor, but what does it mean? For when Alora is awake, she says only, "Alora noveth Lushanh." Is Lucian's familiar channelling?
Scrags and Hollies The people of Takanal have fled to the Star's End monastery for shelter against the plague. With the harvest in and already stored, they could only hope that their locked barns and cellars would be proof enough against scavengers. Sulf, the scrag, wants elven fair. He can smell it on the Holly, but knows that the elves went away for awhile. He'll shadow the Holly from beneath, and surface only enough to scent the air (Spot check, DC 27) from the waterline around the bow. Once he has the fresh scent of elf, he'll attack the nearest elf with intent to drag it down below to either drown it, or rend it to pieces. The chilly water deals 1d6 points of immediate cold subdual damage (p86, Dungeon Master's Guide) to Sulf's victim, in addition to whatever damage he might do below the surface. With his powerful strength, Sulf can easily win most grapple attacks, and then leap into the water. The river is perhaps twenty feet deep away from the shore (underwater combat rules are listed on p48 of the Seafarer's Handbook).
Sulf: large giant (scrag troll); CR 5; HD 6d8+36; 72hp; Init +2 (Dex); Spd 20ft, swim 40ft; AC 18 (-1 size, +2 Dex, +7 natural); Atk +9 melee (2 claws, 1d6+6, crit20x2) and +4 melee (bite, 1d6+3, cirt20x2); F/R 5x5/10ft; SA Rend 2d6+9; SQ Regeneration 5, scent, darkvision 90ft; SV Fort +11, Ref +4, Will +3; AL CE; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6. Skills and Feats: Listen +5, Spot +5, Swim +6, Alertness, Iron Will. Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage. Regeneration (Ex): Fire and acid deal normal damage to a troll; all other damage is treated as subdual. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
The King's Quarrels Unfortunately, someone else wants her scrollcase. Arkumil Despot has been hired by Kur Maen infiltrators to recover the tube, and find out what it has in it. Arkumil is an honorable, charming sort with a good smile -- but he refuses to betray contracts, and researches them very carefully, in advance. However, since the King's Quarrel has the plague, Arkumil can only watch from the sides until he sees an opening for himself -- or whatever animal companion he might have at the time (up to 4HD worth).
King's Quarrel Anatha "Bunny" Gellit: female slate human; Rgr4; CR 4; Size M (5'6", 120lbs); HD 4d10+4; hp 21; Init +3 (+3 Dex); Spd 30 ft.; AC 17 (+3 Dex, +5 mithral shirt, +2 Quarrel's Brooch); Attack +4 melee (longsword, 1d8, crit19-20x2), or +7 ranged (longbow, 1d8, crit20x3, RI100ft); SV Fort +5, Ref +4, Will +3; AL NG; Str 10, Dex 17, Con 13, Int 13, Wis 15, Cha 13. Languages Spoken: Common, Dwarven. Skills and feats: Animal empathy +6, Climb +3, Craft (bowyer/fletcher) +5, Disable device +3, Handle animal +7, Hide +3, Intuit direction +8, Jump +7, Listen +4, Move silently +3, Search +8, Spot +4; Alertness, Expertise, Point Blank Shot, [Track]. Ranger Spells Per Day: 1. Possessions: mithral shirt, Quarrel's Brooch, longsword, longbow w/quiver (20 arrows), message tube.
Chre'Tienne Kiala: light war horse; large animal; CR 1; HD 3d8+9 (22hp); Init +1 (Dex); Spd 60ft; AC 14 (-1 size, +1 Dex, +4 natural); Atk +4 melee (2 hooves, 1d4+3ea, crit20x2) and -1 melee (bite, 1d3+1, crit20x2); F/R 5x10/5ft; SQ Scent; SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6. Skills: Listen +7, Spot +7, Endurance, Run. Possessions: saddle, saddlebags w/ blankets, rations, message tube, rope.
Quarrel's Brooch: This simple brooch is made of mithral, with the image of a crossbow quarrel etched onto its surface in rose-gold. The brooch, when worn, confers a +2 deflection bonus to Armor Class, and a +2 resistance bonus to Willpower saves. Prerequisites: 7th-level, Craft Wonderous Item, shield of faith, resistance. Market Value: 7,500gp. The message tube is not booby-trapped, but it is sealed with a clever lock (Open Lock or Disable Device, DC 25) to discourage thieves. The message inside is sealed with red wax and the ducal seal of Teras, intended for the king himself.
Demon Background With the War of Undead complete, and Maroth once more in the skies of Gaeleth -- the Shield was down, and Shadareth was no longer a demonic prison. For eight years after the fall of the Shield, the demons were militantly organized under a balor named Ghler'utzar-Hael'dolfor, hiring themselves out to various leaders throughout the planes. Ghler'utzar-Hael'dolfor was rightly afraid of the Inquisition, for its priests and paladins could do horrid things to all the demon lands. Worse, the Church of Whalin has been gathering demon-slaying weapons left over from the Prizm Wars and the Shaping Wars -- weapons that could destroy demons with ease. A small demon -- a quazit -- was left in the ruins of Shal'bakt kil Vad'dit, to guard that ancient, underground city of the demons. A massive Gate lay there, as well, and the quazit used the Gate to commune with Argunas on the 10th of Cal, fully awakening the long dormant god. The commune awakened Argunas to the Search for Al Mudim. Worse, the quasit itself was destroyed, and its soul fled to the Relic of Argunas, infusing it with life for the first time in countless years. The Church of Argunas existed solely in Shadareth, where ancient spells and powers kept the demons from freely flying across Gaeleth. The very Gate that aided the commune spell of the Quasit, has allowed the demons a way of escape from that demonic continent. The Church of Argunas has suddenly found itself with powers beyond the demonic, as Argunas himself awakens from his great slumber. The Gate has been utilized by Ghler'utzar-Hael'dolfor's minions, to include the first of Argunas' new Disciples. (The old Disciples were destroyed by the reawakened and angry Demon God.) Operating on little-to-no information, trackers, priests, and demons have been sent through the Gate to find out what happened at Shal'bakt kil Vad'dit, and to prepare it for the return of the demon armies. Slaves have come, as well as servants, and the old cavern-temple will once again reverberate with the laughter of bloody sacrifice and evil mayhem. The first trackers through were able to puzzle out the death of the quasit Yezle'bub-Gril'ithir, and the nature of the party itself. Scents, footprints, and more let them piece together what happened. Hints from the Disciple, and the Demon God himself, have let the Disciple Kier'korthal-Gir'laggus discover that the party is searching for Al Mudim. Kier'korthal-Gir'laggus, a marilith of considerable power, has dispatched her Huntred to find the party. Once found, the Huntred are to aid the party in finding Al Mudim by any and all means necessary, be it the slaughter of innocents, or the subservience of the Huntred. Only after Al Mudim is found are the Huntred to do anything to party -- under penalty of Kier'korthal-Gir'laggus' rage. The Huntred will not make themselves known to the party under any circumstances -- but that does not stop them from taking their share of pleasures. The body of Cleo that was left behind has been left behind was used as a soul binding. One of the marilith's demons was killed, and its spirit sent to help Cleo through the binding. The demon, Shikar'amon-Kil'Shigga, serves as a beacon for Kier'korthal-Gir'laggus, the marilith, and her servants. The obscurements and spells cast upon the Black Holly II make it difficult to detect, and Cleo's Kiriath bracelent is just as difficult to work through. The Huntred, though, are en route by whatever means are available. In the meantime, Shikar'amon-Kil'Shigga will have to do his best, alone. |
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