Night of the Jackal-Adventure plot-spoilers

tarkhan bey

Mongoose
Hey guys,I have some time today so I thought that I'd share another of my home brew plots with you all. The last one I posted was a long time ago but if anyone is interested you can look it up under "The Moon Gods Isle".

Anyway, this contains background and spoilers.


Five days to the southeast of Zamboula,where the dunes of the Kharamun give way to the foothills of the Ilbars mountains, lies the Turanian frontier outpost known as Fort Yammuz.
Originally,it was an oasis frequented by local Zuagir clans until the Turanians built a fort there and denied them access.
It lies on the caravan route which crosses the pass of Kushaf on its way from Iranistan to the City of Zamboula. As such, the tariff is expensive to water livestock here and is used to pay the garrison and its patrols.
Given that the fort's walls are high and strong and that it has a garrison of some two hundred men,the local Zuagirs have never made any serious attempt to contest the Turanian hold upon the oasis.
Instead, they loot and plunder caravans on the road and attack any soldiers who are foolish enough to leave the fort in small groups.
The garrison of the fort are typical Turanian horsemen,divided equally between lancers and horse archers. At any given time there are at least a hundred of these men on garrison duty to hold the fort for King Yezdigerd.
The other hundred are known as the Zamboula patrol whose task is to guard caravans on the journey to the northwest. Both these tasks are rotated amongst the troopers of the garrison.
Caravan's that arrive at Fort Yammuz are instructed to camp outside the walls. There they are to wait until the patrol is ready to depart for Zamboula. Often there are as many as a half dozen caravans that cross the Kharamun together and under escort by the Zamboula patrol.
Any caravan that arrives at Yammuz after the departure of the patrol may have to wait up to 12 days before the next escort can be arranged. Those who are unwilling or unable to wait may proceed but without the protection of the Turanians.
Whether escorted or not, each caravan is required to pay a tariff to the Satraps coffers. This tariff ranges from merely unreasonable to mildly extortionate.
As well as the troopers who garrison the fort there are also several dozen non combatant residents of the fortress. These are the civilians who provide for the garrison's many and varied needs.

Two days after the last patrol left on escort duty a further caravan has arrived at Yammuz carrying several cargoes of Iranistani silks and Gazan wines. With them are a mysterious Kothian and his Zuagir slave girl.
Upon admittance to the fort the Kothian demands to be taken to the Commander. Strangely enough,his request is acceded to. Neither are seen again until the following morning but the watch is doubled upon the walls,as is the guard upon the officers quarters.
The following morning twenty men are selected to escort the Caravan and the mysterious visitors to Zamboula. The escort will be led by Kerim Bey,the adjutant to Malikhum Agha who commands the post.
The caravan sets out.

Three days to the north of the Fort is a region of the desert that the local Zuagirs avoid,believing it to be haunted. They know that a ruined city of the ancient Stygians lies within and that any living soul who ventures there is doomed.
The city was never a city of the living, but was in fact a necropolis where rows of statues stood guard over the temples and tombs of the Giant Kings who ruled this area before the coming of the Khari.
Mighty sorceries were unleashed upon the invaders by the shaven headed priests who guarded this place and hundreds of slaves died upon the altar of Anubis,God of the dead, to fuel them with magical energy.
Finally a great ritual went awry and the city itself was drowned in the sands of the Kharamun instead of the advancing Khari hosts.
Fearing the place, the Khari bypassed it and proceeded on to the river Styx. The necopolis was eventually forgotten,lost beneath the desert sands.
It was rediscovered several decades ago by a band of Zuagirs. Having been soundly defeated in battle by the advancing hordes of Turan they fled into a sandstorm to escape their pursuers. When the storm abated they found themselves in what appeared to be a tomb or temple complex newly revealed by the winds of the desert.
Being superstitious by nature they elected not to investigate or to disturb the ruins in any way. The Turanians were,however, still in the vicinity and so they overcame their fears and decided to spend the night hidden in the ruins.
That night their dreams were strange and terrifying, they dreamt of men sacrificed upon the black altar of a jackal headed god and of souls reborn in the form of jackals. Those who could not sleep found themselves jumping at shadows and shuddering to the cries of night scavengers. As the first redness of dawn appeared in the east they found that a vast horde of jackals,hundreds strong had gathered in the ruins. Surely this was evil sorcery at work, they thought as the creatures attacked them with unexpected ferocity.
As the sun finally rose above the walls of the complex the last of the jackals was slain,but at what a cost. A single Zuagir survived to flee into the desert where he was found,his mind blasted by what he had witnessed,by Zuagirs of an allied clan.
Since that day the Zuagirs avoid the area and believe it to be haunted by demonic ghost jackals. They do not even speak of the place for fear of drawing its evil to their camp fires.

Several months ago a group of fugitive Darfari slaves took up residence in the necropolis. Having escaped their masters in Zamboula they were attempting to make their way home but were forced to flee deep into the desert to avoid patrols.
By sheer chance they found the place and discovered that there was still a usable well within the priests quarters of the complex. Within the temple they discovered the altar of Anubis and the great statue of the god that stands upon it. They have not encountered any of the ghost jackals because their deaths in battle with the Zuagirs all those years ago released their souls to the afterlife denied them by the Giant Kings sorceries.

The Darfari leader, a Witchdoctor named Dahab believes that this is a representation of Yog,the devourer in the wastes and his convinced his fellows likewise.
Instead of attempting to return home,these Yoggite cultists prowl the caravan road in the dead of night stealing away livestock and kidnapping victims to sacrifice upon their new altar before consuming their flesh. They intend to make this their new home and have kidnapped several female slaves from passing caravans to breed with.
The caravan road passes within a days journey of the ruins.

The Kothian is Diomedes Azamat, a kidnapper and spy in the employ of Jungir Khan,the Satrap of Zamboula.
The girl is Jamila, the youngest daughter of Sheikh Muleh Al Jafari of the Jafari Zuagirs and reputed to be the apple of his eye.
For years now the Jafari have been been causing mischief along the caravan route from Zamboula to Iranistan. Despite his best attempts the Satrap has been unable to lure their wily old Sheikh to battle.
Word has reached Zamboula of a planned alliance between the clans of the Jafari and those of their traditional rivals,the Hamadi. The alliance is to be sealed by the wedding of Jamila to the eldest son of the Sheikh
of the Hamadi. This must not be allowed to happen.
Azamats task was to infiltrate the camp of the Jafari and to kidnap the girl. He was then to bring her to Zamboula where she would be held hostage against the good behaviour of the Jafari's.
The plan went well and Azamat managed to successfully kidnap the girl. He chose to bring her to nearby Fort Yammuz instead of attempting to take her directly to Zamboula.
This has of course greatly upset the commander at the fort who insists that the Spy and his prisoner must leave for Zamboula as soon as possible.He, Malikhum Agha, will provide what escort he can though it will not be large.
If the Zuagir believe that the girl is in the fort they will storm the walls and kill all within to retrieve her. He simply does not have the men to hold the walls and provide a suitable escort as the Zamboula patrol is not due back for another nine days.


Ok guys,thats the background laid out. I will try later today to post the stats for the main NPC's and the story atc for the adventure itself.
Hope you enjoy. Will appreciate any comments.
 
I like the use of the Darfari as the new occupants of the ruins. I would assume that you are going to have some lurking horror still wondering around near the ruins after it was revived by the Darfari? :twisted:

Sounds good. Look forward to reading more about this plot.
 
Yes Bjorn, there is gonna be a supernatural nasty.It just wouldnt be Conan without one. :twisted:
Anyway, I am going to explain the player characters part in all of this now

The characters have been approached by an Iranistani merchant named Haroun of Ghaza.This Haroun of Ghaza is the representative of a cartel of merchants who are hiring mercenaries to act as guards for a caravan heading north across the Ilbars mountains to the city of Zamboula.
The caravan will be carrying cargoes of Iranistani silks and spices as well as cheap Ghazan wine for the inns and taverns of Zamboula.
The caravan consists of the five merchant cartel attended by about a score of servants. There are also a similar number of drovers and about 40 pack camels. Apart from the player characters the cartel have also hired a troop of two dozen Pelishtim mercenaries.
The caravan arrives at Fort Yammuz in the early evening. Behind them lie the foothills of the Ilbars mountains and before them the seemingly endless expanse of the Kharamun desert.
The reception at the fort is fairly friendly. The isolated garrison like to hear of far off places from travellers. The only complaints are from Haroun and his colleagues about the price to feed and water their livestock at the oasis.
A pair of dusty riders arrive at the fort shortly after the caravan. Within an hour of their arrival the situation at the fort is changed. All non residents are ejected from the fort and the gates are closed.
Outside,Haroun bemoans their lucklessness. The Zamboula escort patrol left the fort a mere three days earlier. It will be nine days before they return and a further escort detail can be organised.
Following a meeting with his colleagues the characters and the Pelishtim
are told by Haroun that the caravan cannot possibly wait for that length of time and that the caravan will be leaving the next day.They will have to risk the journey without a Turanian escort.
As the caravan sets off the next morning the gates of the fort open and a small troop of Turanian lancers exits. Their young officer rides over to Haroun,there is an exchange of words and he trots back over to his troop.
If approached, Haroun grumbles bitterly. He believes that for the silver that he and colleagues have paid he expected a larger escort detail than a measly score of lancers led by a pup barely weaned off his mothers breast.
If the characters are observant they may notice that, as they move off, a pair of riders attach themselves to the rear of the caravan.
Through the first day little happens, save that a small group of riders are noticed watching the caravan fro a nearby dune. A quick sally by Kerim Bey's lancers sends them fleeing into the desert. The young officer returns to the caravan with a proud look upon his face.
At night, whilst on guard duty, the characters will find out that the riders from the previous night have joined the caravan.(assuming that they have not noticed them already).
The Kothian introduces himself as Diomedes Azamat and the girl as his lover Jamila.He claims to have lived amongst the Zuagir for several years although he was never able to gain acceptance amongst them as an equal. The girl is the daughter of an important warrior and when her love affair with him was discovered they were forced to flee from the camps of the nomads to save their lives. Her father believes that his family have been shamed.
He had been aware of an attack on Fort Yammuz by the combined clans of the region and in his rage he rode to inform the commander there of the nomad's plans. They are now running away together to start a new life in Zamboula where their differing races will not be an issue.
If the girl is questioned she says very little. She stares into the fire and simply nods in agreement to everything her lover says. He claims that her heart is broken by becoming outcast from her clan. In fact she is constantly under the hypnotic control of Azamat.
During the second day there are no encounters. Shortly after midday a sandstorm blows up but the caravan simply ceases travel until it blows itself out.
That night,just before dawn, the camp is raided by the Darfari's. There are not great numbers of them but at the end of the alarm several camels have been stolen and a pair of drovers are missing. An attempt to kidnap the Zuagir girl to add to their seraglio is likely to meet with failure as Azamat awakens and alerts the characters.
The following day,at noon, a horde of Zuagir nomads line the crests of the sand dunes and surround the caravan. They are several hundred strong and with their war cries piercing the air they swarm down to the attack.
The Lancers swing into a line and charge the Zuagir, toppling them from their mounts with their long spears.
The Pelishtim put up a spirited fight but finally they also are cut down to a man along with most of the rest of the caravaneers.
The Kothian showing unexpected ferocity and skill with his scimitar hacks his way clear and flees into the desert dragging his lover with him.
The fight is soon over. A mere handful of drovers, the characters and Haroun have survived. They are all prisoners of the Jafari Zuagirs. A venerable, hawk nosed shemite is introduced as the Sheikh of the Jafari. He demands that his kidnapped daughter be returned to him. It soon becomes clear that the kidnapper and his victim have fled into the haunted region of the Kharamun desert.
The Sheikh offers the characters their lives if they will return his daughter. If they do not, he will have them staked out in the sun and their eyelashes removed. Then he tells them they will be left to cook.
Assuming that characters agree they are given horses if they need them, food and water and sent off into the desert.
By evening another sandstorm has blown up and obscured the signs of the kidnappers flight. Only buzzards hovering nearby hold a clue as to their quarry's whereabouts.
Climbing a huge sand dune they find the remains of two dead horses and signs of a struggle but no bodies.
Suddenly, over the crest of the hill come four Darfari cannibals. Each carries a sack and a large cleaver. They have clearly come to retrieve the horse meat before the buzzards get it all.
Over the top of the dune they first see the ruin.As darkness falls across the desert strange chanting and tribal drumming can be heard to come from the largest of the ruins.
Within the temple complex the characters find the corpses of the two missing drovers as well as a room full of frightened women.These are those who have been kidnapped for breeding.
Finally they find the main temple of Anubis with its black altar and 25 ft high ebony statue of the jackal headed god.
Lit by a huge bonfire,more than a dozen Darfari cultists are lost in the rapture of their chanting,dancing and drumming.
Tied up upon the altar are the two figures of Azamat and Jamila.
As the players watch the Darfari witchdoctor slices his dagger through the throat of the unconscious Kothian sending a spray of blood across the altar,the bound girl and the great ebon statue.
The girl,now free of the hypnotic powers of her kidnapper screams. The Darfari howl their delight in unison and Dahab raises his blade to strike again.
The heroes propel themselves into combat with the Darfari cultists and their villanous Witchdoctor. Only the girl notices as the eyes of Anubis suddenly open and the statue slowly begins to move.



Hope that someone out there can have some fun with this. I know that my players really enjoyed it. Then again,they would tell me that anyway .:roll:
I will add the stats for the major Npc's next time as my trouble and strife desires the use of the Pc.
 
I have just bumped this up for someone to possibly add it to the 101 ideas for Hyborian age adventures. I came up with it just before the Stygia book was released. Unfortunately, Anubis was not named as one of the Gods in the book. Still, I hope it may give inspiration to someone.
 
Foul porn attack, just like yesterdays.
Is it possible to do something about this without deleting the whole thread?
This petEscope guy already posted the same trash yesterdays and wasn't banned. I can't figure why...
 
I've deleted the post which is the best a mod can do, only admins can ban people but they're a bit busy just now trying to cure the disease rather than the symptom.

I'm doing my best, in future please report all SPAM via this thread:

http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=35265&highlight=
 
Adventure Start: The characters have been approached by an Iranistani merchant named Haroun of Ghaza.This Haroun of Ghaza is the representative of a cartel of merchants who are hiring mercenaries to act as guards for a caravan heading north across the Ilbars mountains to the city of Zamboula.

The Caravan

The caravan will be carrying cargoes of Iranistani silks and spices as well as cheap Ghazan wine for the inns and taverns of Zamboula.
The caravan consists of the five merchant cartel attended by about a score of servants. There are also a similar number of drovers and about 40 pack camels. Apart from the player characters the cartel have also hired a troop of two dozen Pelishtim mercenaries.
Note: need some ideas for what these guys have, if they’re mounted or what.

Arrival at Fort Yammuz
The caravan arrives at Fort Yammuz in the early evening. Behind them lie the foothills of the Ilbars mountains and before them the seemingly endless expanse of the Kharamun desert.

The reception at the fort is fairly friendly. The isolated garrison like to hear of far off places from travellers. The only complaints are from Haroun and his colleagues about the price to feed and water their livestock at the oasis. A little while later a pair of dusty riders arrive at the fort shortly after the caravan. Within an hour of their arrival the situation at the fort is changed. All non residents are ejected from the fort and the gates are closed.

Outside,Haroun bemoans their lucklessness. The Zamboula escort patrol left the fort a mere three days earlier. It will be nine days before they return and a further escort detail can be organised. Following a meeting with his colleagues the characters and the Pelishtim
are told by Haroun that the caravan cannot possibly wait for that length of time and that the caravan will be leaving the next day.They will have to risk the journey without a Turanian escort.

Departure
As the caravan sets off the next morning the gates of the fort open and a small troop of Turanian lancers exits. Their young officer rides over to Haroun,there is an exchange of words and he trots back over to his troop. If approached, Haroun grumbles bitterly. He believes that for the silver that he and colleagues have paid he expected a larger escort detail than a measly score of lancers led by a pup barely weaned off his mothers breast.


If the characters are observant they may notice that, as they move off, a pair of riders attach themselves to the rear of the caravan. There should be something here that encourages the possibility that the pcs will question this event. I recommend having the introduction below presented as taking place whenever the pcs ask who the riders are.


Through the first day little happens, save that a small group of riders are noticed watching the caravan fro a nearby dune. A quick sally by Kerim Bey's lancers sends them fleeing into the desert. The young officer returns to the caravan with a proud look upon his face.
At night, whilst on guard duty, the characters will find out that the riders from the previous night have joined the caravan.(assuming that they have not noticed them already).
The Kothian introduces himself as Diomedes Azamat and the girl as his lover Jamila.He claims to have lived amongst the Zuagir for several years although he was never able to gain acceptance amongst them as an equal. The girl is the daughter of an important warrior and when her love affair with him was discovered they were forced to flee from the camps of the nomads to save their lives. Her father believes that his family have been shamed.

He had been aware of an attack on Fort Yammuz by the combined clans of the region and in his rage he rode to inform the commander there of the nomad's plans. They are now running away together to start a new life in Zamboula where their differing races will not be an issue.
If the girl is questioned she says very little. She stares into the fire and simply nods in agreement to everything her lover says. He claims that her heart is broken by becoming outcast from her clan. In fact she is constantly under the hypnotic control of Azamat.

2nd Day
During the second day there are no encounters. Shortly after midday a sandstorm blows up but the caravan simply ceases travel until it blows itself out.

Night Attack

That night,just before dawn, the camp is raided by the Darfari's. There are not great numbers of them but at the end of the alarm several camels have been stolen and a pair of drovers are missing. An attempt to kidnap the Zuagir girl to add to their seraglio is likely to meet with failure as Azamat awakens and alerts the characters.

Third Day

The following day,at noon, a horde of Zuagir nomads line the crests of the sand dunes and surround the caravan. They are several hundred strong and with their war cries piercing the air they swarm down to the attack.
(Note: this encounter doesn’t allow for pc initiative. Why is it that this Kothian is assumed to be able to escape while the pcs are not? Supposing instead the pcs are the ones to escape, or that they come up with something to defeat the Zuagir?)

Scenario: The Caravan is Captured
The Lancers swing into a line and charge the Zuagir, toppling them from their mounts with their long spears.
The Pelishtim put up a spirited fight but finally they also are cut down to a man along with most of the rest of the caravaneers.
The Kothian showing unexpected ferocity and skill with his scimitar hacks his way clear and flees into the desert dragging his lover with him.
The fight is soon over. A mere handful of drovers, the characters and Haroun have survived. They are all prisoners of the Jafari Zuagirs. A venerable, hawk nosed shemite is introduced as the Sheikh of the Jafari. He demands that his kidnapped daughter be returned to him. It soon becomes clear that the kidnapper and his victim have fled into the haunted region of the Kharamun desert.

The Sheikh offers the characters their lives if they will return his daughter. If they do not, he will have them staked out in the sun and their eyelashes removed. Then he tells them they will be left to cook.
Assuming that characters agree they are given horses if they need them, food and water and sent off into the desert.

Pursuit
By evening another sandstorm has blown up and obscured the signs of the kidnappers flight. Only buzzards hovering nearby hold a clue as to their quarry's whereabouts.

Climbing a huge sand dune they find the remains of two dead horses and signs of a struggle but no bodies.
Suddenly, over the crest of the hill come four Darfari cannibals. Each carries a sack and a large cleaver. They have clearly come to retrieve the horse meat before the buzzards get it all.

Over the top of the dune they first see the ruin.As darkness falls across the desert strange chanting and tribal drumming can be heard to come from the largest of the ruins.
Within the temple complex the characters find the corpses of the two missing drovers as well as a room full of frightened women.These are those who have been kidnapped for breeding.

Finally they find the main temple of Anubis with its black altar and 25 ft high ebony statue of the jackal headed god.
Lit by a huge bonfire,more than a dozen Darfari cultists are lost in the rapture of their chanting,dancing and drumming.
Tied up upon the altar are the two figures of Azamat and Jamila.
As the players watch the Darfari witchdoctor slices his dagger through the throat of the unconscious Kothian sending a spray of blood across the altar,the bound girl and the great ebon statue.
The girl,now free of the hypnotic powers of her kidnapper screams. The Darfari howl their delight in unison and Dahab raises his blade to strike again.
The heroes propel themselves into combat with the Darfari cultists and their villanous Witchdoctor. Only the girl notices as the eyes of Anubis suddenly open and the statue slowly begins to move.


My Further Notes

I really like this adventure, but as you can see from what I posted your notes need a bit of organizing to make them easy to read and consider. A few of the things I posted in italics are questions or comments within the context of the piece as a whole.

For the Zuagirs: have the possibility of meeting the the Sheik only a possibility. It means that the pcs may gain some allies. Have the conversation take place under two circumstances--one as presented, the other that there is a truce or something.

For the Darfari: Something is missing here. I think the drama happens a little too suddenly. It's a good idea generally, for example having the Darfari have their encampment/cult setup, but I'd recommend a little more exploring of the ruins. Maybe pc initiative might enable prevention altogether of the sacrifices of the two fugitives?

A question as well--who are these kidnapped women? Where do they come from? I could easily figure this out on my own but did you have some idea?

And how powerful is this witch doctor? Did you have spells in mind for him to use?
 
Its taken a while for me to get back to you Aholibamah. Sorry bout that, a few PC problems. I have continued to lurk on my work PC but their internet policy prevents me from posting. :(
Anyway, glad you like Night of the Jackal and happy for you to have rearranged it into a better sequence. This is precisely why I have never submitted anything to S&P.
In answer to your thoughts on the adventure as a whole.
a) I envisage the Pelishtim mercenaries as mounted and equipped as per Free Companies or the Shem sourcebook.(Scale armour and helm, bow, light lance and scimitar)
b) I definately had in mind that the Jafari Shaykh had accompanied his warriors to retrieve his daughter. I also thought that armed coercion was the most appropriate way to ensure that the PC's would go into the ruins to retrieve his daughter.
c) I totally get what you are saying about not allowing for PC ingenuity or skill to win free of the Zuagirs. Although some people might call this railroading I prefer to think of it as ensuring the story unfolds properly. Besides, hidden dice rolls are the GM's friend. There would be a possible storyline in the PC's escaping the Zuagirs and stumbling upon the ruins by chance but I preferred to use Haroun's friendship with the characters as a story plot.(I do realise that I didn't really emphasise this in the initial description).
d) Its the ominous pounding of the drums that draws the characters through the ruins to the half buried temple thus negating the need to explore. No reason why this could not be left until they actually find the temple though. At first I thought the whole Darfari thing might come across as a little contrived so thats why I foreshadowed the temple scene with the raid on the camp.If you did want to flesh out the ruins, I would suggest Ancient Kingdoms:Mesopotamia as a great place to start.
e)I do agree that the drama comes on quickly in the closing scenes. I believe in cutting to the chase. By this stage its all blood and steel. There was slightly more to this than initially posted including the well room, a trophy and treasure room and a room where women captured from the local Zuagirs and passing caravans were held captive for breeding stock.
f) Its probably not necessary for Diomedes Azamat to meet his end on the altar of Anubis, this was just how I played it. PC intervention might lead to an alliance of rogues and a showdown with him after the cannibals and the living staue of a god have been dealt with.

Finally, I really appreciate all your thoughts and the compliments upon my adventures. I would be even more happy if ran it and told me how you altered it and how it went for your group. :D
 
Here are the NPCs I used to run Tarkhan Bey excellent adventure.


CARAVAN

Haroun of Ghaza
Meadow Shemite Nomad 3/Scholar 2
Initiative: +4
Senses: Listen +5, Spot +5
Languages: Afghuli, Argossean, Hyrkanian, Kothic, Shemitish, Stygian, Zamorian ___________________________________________________________________________
Dodge: 13/14 desert
Parry: 11
Hp: 39 (3d10+2d6 10HD) DR:-
Saves: Fort +5, Ref +4, Will +6
___________________________________________________________________________
Melee: Dagger +4 (1d4, 19-20/x2, AP0)
Base Atk: +4, Grapple +4
___________________________________________________________________________
Abilities: Str 10, Dex 12, Con 15, Int 18, Wis 14, Cha 16
Special Qualities : Shemite Qualities, Born to the Saddle, Endurance, Favoured Terrain +1, Track, Knowledge Is Power.
Feats: Combat Expertise, Diligent, Dodge, Eyes of the Cat, Negotiator, Knowledgeable
___________________________________________________________________________
Skills: Appraise +10, Buff +6, Concentration +5, Craft (Herbalism) +7, Craft (Alchemy) +9, Decipher Script +9, Diplomacy +12, Forgery +7, Gather Information +6, Handle Animal +8, Heal +10, Hide +4, Knowledge (Geography) +11 Knowledge (Local) +13, Knowledge (Rumours) +7, Listen +5, Move Silently +4, Profession (Merchant) +7, Ride +8, Search +5, Sense Motive +7, Sleight of Hand +6, Spot +5, Survival +5
Possessions: Dagger, Fine desert clothing, Fat purse, Flame Powder (6 doses), Kothic demon-fire (1)

Typical Shemite Merchant
Meadow Shemite Commoner 3, Scholar 1
Initiative: +1
Senses: Listen +1, Spot +1
Languages: Hyrkanian, Kothic, Shemitish, Stygian, Zamorian ___________________________________________________________________________
Dodge: 11
Parry: 11
Hp: 10 (4HD) DR:0
Saves: Fort +1, Ref +1, Will +4
___________________________________________________________________________
Melee: Dagger +1 1(d4, 19-20/x2, AP0)
Base Atk: +1, Grapple +1
___________________________________________________________________________
Abilities: Str 11, Dex 10, Con 11, Int 13, Wis 13, Cha 14
Special Qualities : Shemite Qualities, Knowledge Is Power, Background (Independant)
Feats: Negotiator, Knowledgeable, Diligent, Persuasive
Skills: Appraise +4, Buff +9, Decipher Script +3, Diplomacy +9, Gather Information +7, Intimidate +4, Knowledge (Local) +8, Sense Motive +10
Possessions: Dagger, Desert clothing, purse

Pelishtim Lancers (24)
Meadow Shemite Soldier 2
___________________________________________________________________________
Initiative: +2
Senses: Listen+2, Spot+4 (favoured terrain)
Languages: Hyrkanian, Shemitish, Zamorian
___________________________________________________________________________
Dodge Defense: 12 Parry Defense: 13
HP 16 (2d10+2 HD); DR: 6
Saves: Fort +3, Ref +1, Will –2
___________________________________________________________________________
Speed: 25 ft.(5)
Melee: Light Lance +3 (1d10+1, 20/x3l,AP3) Scimitar +3 (1d8+1, 18-20/x2, AP 3)
Ranged: Shemite Bow +6 (1d10, 20/x3 critical, AP 4)
Base Attack: +2; Grapple: +3
___________________________________________________________________________
Abilities : Str 13, Dex 15, Con 12, Int 10, Wis 08, Cha 09
Special Qualities: Shemite traits
Feats: Mounted Combat, Point Blank Shot, Mounted Archery, Weapon Focus (Shemite bow)
Skills: Spot +2, Listen +0, Ride +6, Survival +0
Possessions: Scale armour and helm , bow, light lance and scimitar


Diomedes Azamat
Kothian Grimalkin Thief3/Scholar3
Initiative: +8
Senses: Listen+6, Spot+6, Eyes of the Cat
Languages: ___________________________________________________________________________
Dodge Defense: 16 Parry Defense: 13
HP 40 (3d8+3d+6+12 HD); DR: -
Saves: Fort +4, Ref +8, Will +5
___________________________________________________________________________
Melee: +8 Finesse Ghanatha Knife (1d8, 20/x2, AP2)
Ranged: +8 Hunting Bow (1d8, 20/x2, AP2)
Base Attack: +4; Grapple: +1
___________________________________________________________________________
Abilities : Str 13, Dex 18, Con 14, Int 17, Wis 13, Cha 16
Special Qualities: Sneak attack style, Sneak attack 2d6/2d8, Trap disarm, Trap sense +1, Scholar (independent), Knowledge is Power
Feats: Combat Reflexes, Dodge, Eyes of the Cat, Improved Initiative, Iron Will, Poison Use
Skills: Appraise +6, Bluff +10, Concentration +11, Craft (Alchemy) +8, Craft (Herbalism) +8, Decipher Script +6, Disable Device +7, Escape Artist +7, Forgery +6, Gather Information +6, Heal +4, Hide +7, Jump +4, Knowledge (Arcana) +8, Knowledge (Local) +6, Knowledge (Nature) +8, Knowledge (Rumours) +6, Listen +6, Move Silently +7, Open Lock +7, Ride +7, Sense Motive +4, Sleight of Hand +7, Spot +6, Survival +4, Tumble +7
Magical Attack: +4, Power Points: 6 (18 max)
Sorcery Styles: Hypnotism, Counterspells
Spells Known: Entrance, Domination, Hypnotic Suggestion, Warding, Defensive blast.
Possessions: Desert clothes, Ghanatha knife, Hunting bow, poison

TURANIANS

Kerim Bey
Turanian Noble2/Soldier3
Initiative: +6
Senses: Listen+1, Spot+5
Languages: Hyrkanian, Kothic, Shemitish, Stygian, Zamorian
___________________________________________________________________________
Dodge Defense: 14
Parry Defense: 15/17 Shield
HP 40 (2d8+3d10+10 HD); DR: 6
Saves: Fort +3, Ref +6, Will +5 (-2 vs. Hypnosis)
___________________________________________________________________________
Speed: 25 ft.(5)
Melee: Light Lance +6 (1d10+2, 19-20/x2, AP5 ), Scimitar +6 (1d8+2, 18-20/x2, A5P )
Ranged: Hyrkanian Bow +9 (1d10+1,19-20/x2, AP5)
Base Attack: +4; Grapple: +6
___________________________________________________________________________
Abilities : Str 14 , Dex 16, Con 14, Int 12, Wis 13, Cha 15
Special Qualities: Turanian traits, Rank has Privilege, Combat Formation (Light Cavalry)
Feats: Combat Expertise, Leadership, Mounted Archery, Weapon Focus (Bow)
Skills: Bluff +5, Craft (Bow) +3, Climb +5, Indimidate +5, Knowledge (Geography) +4, Knowledge (Local) +4, Knowledge (Nobility), Psychology +4, Ride +10, Search +4, Spot +5, Survival +6
Possessions: Scale armour and Helm ,Small round shield, Bow, Light lance and Scimitar
Code of Honor: Civilized

Turanian Patrol
Turanian Soldier 2
___________________________________________________________________________
Initiative: +2
Senses: Listen+2, Spot+2
Languages: Hyrkanian, Shemitish, Zamorian
___________________________________________________________________________
Dodge Defense: 12
Parry Defense: 13/15 Shield
HP 16 (2d10+2 HD); DR: 6
Saves: Fort +4, Ref +2, Will –1(-2 vs. Hypnosis)
___________________________________________________________________________
Speed: 25 ft.(5)
Melee: Light Lance +3 (1d10+1, 20/x3l,AP3) Scimitar +3 (1d8+1, 18-20/x2, AP 3)
Ranged: Hyrkanian Bow +6 (1d10, 19-20/x2 critical, AP 4)
Base Attack: +2; Grapple: +3
___________________________________________________________________________
Abilities : Str 13, Dex 15, Con 12, Int 10, Wis 08, Cha 09
Special Qualities: Turanian traits
Feats: Mounted Combat, Point Blank Shot, Mounted Archery, Weapon Focus (Shemite bow)
Skills: Spot +2, Listen +0, Ride +6, Survival +0
Possessions: Scale armour and Helm ,Small round shield, Bow, Light lance and Scimitar

ZUAGIRS

Sheik Muleh Al Jarfari
Male Shemite (Zuagir) Nomad 1/Barbarian 8
___________________________________________________________________________
Initiative: +13
Senses: Listen+14, Spot+8
Languages: Afghuli, Hyrkanian, Iranistani, Kothic, Shemitish, Stygian, Zamorian
___________________________________________________________________________
Dodge Defense: 18
Parry Defense: 18
HP 76 (9d10+27 HD); DR: 5
Saves: Fort +10, Ref +9, Will +5
___________________________________________________________________________
Speed: 30 ft.(6)
Melee: Tulwar +15/+10 (2d8+7, 18-20/x2, AP 12)
Ranged: Shemite Bow +8 (1d10+5, 20/x3, AP 9)
Base Attack: +9; Grapple: +14
___________________________________________________________________________
Abilities : Str 20, Dex 14, Con 16, Int 14, Wis 14, Cha 14
Special Qualities Shemite traits, fearless, favored terrain (desert) +1, born to the saddle, versatility, bite sword, crimson mist, trap sense +2, endurance, improved uncanny dodge, mobility
Feats: Diehard, Endurance, Exotic Weapon Proficiency ( Tulwar), Improved Initiative, Iron Will, Mounted Combat, Power Attack, Track
Skills: Bluff+10, Climb+17, Craft (weaponsmith)+6, Handle Animal+8, Intimidate+14, Jump +10, Listen+14, Move Silently+10, Ride+14, Search+4, Spot+8, Survival+14, Swim+8
Possessions: Mail shirt, Akbitanan steel tulwar, shemite bow (+5)
Code of Honor: Barbarian


Zuagir Sub-Chieftain
Male Shemite (Zuagir) Nomad 5
___________________________________________________________________________
Initiative: +6
Senses: Listen+6, Spot+7
Languages: Hyrkanian, Iranistani, Kothic, Shemitish, Stygian, Zamorian
___________________________________________________________________________
Dodge Defense: 14
Parry Defense: 14
HP 37 (5d10+10 HD); DR: 4
Saves: Fort +5, Ref +5, Will +3
___________________________________________________________________________
Speed: 30 ft.(6)
Melee: Scimitar +9 (1d8+3, 18-20/x2l, AP5)
Ranged: Shemite Bow +8 (1d10+2, 20/x3, AP 6)
Base Attack: +5; Grapple: +8
___________________________________________________________________________
Abilities : Str 16, Dex 15, Con 15, Int 12, Wis 13, Cha 13
Special Qualities: Shemite traits, favored terrain (desert) +2, born to the saddle, nomad charge, mobility
Feats: Endurance, Iron Will, Mounted Combat, Point Blank Shot, Power Attack, Track, Weapon Focus (scimitar)
Skills: Climb +8, Craft (herbalism) +5, Handle Animal +8, Intimidate +4, Listen +6, Move Silently +4, Ride +8, Spot +7, Survival +8
Possessions: Leather jerkin, scimitar, shemite bow (+2)


Typical Zuagir
Male Shemite (Zuagir) Nomad 2
___________________________________________________________________________
Initiative: +5
Senses: Listen+0, Spot+5
Languages: Hyrkanian, Iranistani, Shemitish
___________________________________________________________________________
Dodge Defense: 13
Parry Defense: 13
HP 16 (2d10+4 HD); DR: –
Saves: Fort +4, Ref +6, Will –1
___________________________________________________________________________
Speed: 30 ft.(6)
Melee: Scimitar +4 (1d8+2, 18-20/x2, AP 4)
Ranged: Shemite Bow +5 (1d10, 20/x3l, AP 4)
Base Attack: +2; Grapple: +4
___________________________________________________________________________
Abilities : Str 14, Dex 15, Con 14, Int 11, Wis 11, Cha 10
Special Qualities: Shemite traits, favored terrain (desert) +1, born to the saddle
Feats: Lightning Reflexes, Mounted Combat, Point Blank Shot, Track
Skills: Climb +7, Handle Animal +4, Intimidate +1, Ride +7, Spot +5, Survival +5
Possessions: No armor, scimitar, shemite bow (+0)

DARFARI

Dahab, Darfari Witchdoctor
Southern Black Kingdom Scholar 9

Initiative: +5 (+2 Dex, +3 Ref )
DV (dodge): 15 (+2 Dex, +3 base)
DV (parry): 12 (-1 Str, +3 base)
DR: 0
Hit Dice: 9d6+18 (52 hit points)
Saves: Fort +3, Ref +5, Will +10
___________________________________________________________________________
Attack: Club +8 melee finesse (1d8-1/x2/AP 0) or hunting bow +8 ranged (1d8/x2/AP 0)
Full Attack: Club +8/+3 melee finesse (1d8-1/x2/AP 0) or hunting bow +8/+3 ranged (1d8/x2/AP 0)
BAB/Grapple: +6/+5
Special Attacks: +1 to attack and damage rolls when attacking animals; spells
___________________________________________________________________________
Abilities: Str 9, Dex 15, Con 15, Int 13, Wis 14, Cha 17
Special Qualities: Illiterate; +2 circumstance bonus to Hide, Listen, Move Silently, Survival and Spot checks in jungles; new sorcery style x4, scholar, background (lay priest), base Power Points, Knowledge is Power, +2 Power Points, 2 bonus spells, increased maximum Power Points (triple).
Skills: (Note: Includes circumstance bonuses.) Craft (body paint) +5, Craft (herbalism) +6, Heal +11, Hide +6, Intimidate +9, Jump +1, Knowledge (arcana) +13, Knowledge
(geography) +7, Knowledge (nature) +13, Knowledge (religion) +7, Listen +4, Move Silently +10, Perform (ritual) +15, Spot +4, Sense Motive +8, Survival +4, Swim +11, Tumble +4.
Feats: Carouser, Debaucher, Endurance, Iron Will, Ritual Sacrifice.
___________________________________________________________________________
Magical Attack: +7 Power Points: 8 (20 maximum) Corruption: 3 Insanity: Phobia
Sorcery Styles: Nature Magic, Curses, Counterspells, Hypnotism
Spells Known: Call of Damballah, Curse of Yizil, Dance of the changing serpent, Domination, Enslave, Entrance, Greater warding, Hypnotic suggestion, Lesser ill-fortune, Ranged hypnotism, Summon beast, Summon swarm, Torment, Warding.
Possessions: Club, hunting bow, 12 arrows, primitive hatchet, appropriate hair ornaments, body paint

Darfari Cannibal
Southern Black Kingdom Barbarian 3
___________________________________________________________________________
Initiative: +3
Senses: Listen +0, Spot +6
Languages:
___________________________________________________________________________
Dodge: 12/16 ranged
Parry: 17
Hp: 22 (3HD) DR:0
Saves: Fort +4, Ref +3, Will +1
___________________________________________________________________________
Melee: Hunting Spear +6 (1d8+2, 20/x2, AP3), Club (1d8+2, 20/x2, AP3)
Ranged: Thrown Spear +4 (1d8+2, 20/x2, AP3)
Base Atk: +3, Grapple +3
Special Attacks : Versatility, Crimson Mist
___________________________________________________________________________
Abilities: Str 15, Dex 10, Con 13, Int 8, Wis 10, Cha 7
Special Qualities : Southern Black Kingdom Qualities, Trap Sense +1, Bite Sword, Illiterate, fearless
Feats: Endurance, Fighting Madness, Power Attack, Toughness, Track
Skills: Move Silently +4, Knowledge (Local) +1, Perform (Dance) +0, Intimidate +4, Survival +6, Spot +6
Possessions: Large Shield, Two Hunting Spears, Club

The Jackal Headed God
Huge Construct
Hit Dice: 8d10+40 (84 hp)
Initiative: -1
Speed: 30 ft
DV: 10 DR: 10
BaB/Grapple: +6/+19
Attack: Slam +9 melee (2d8+7)
SA: Trample (2d8+6)
SQ: Construct Traits, darkvision 60ft, low light vision
Saves: Fort +2, Ref +1, Wil +-3
Abilities: Str 20, Dex 8, Con -, Int-, Wis 1, Cha 1
Skills: -
Feats: -
Construct Traits: No Con score. Immunity to poison, paralysis, stunning and disease.
Not subject to massive damage, critical hits, fatigue, exhaustion, ability drain, nonlethal or ability damage. Immunity to effects that requires Fort saves (unless it affects objects).
Do not eat, sleep or breathe. Do not heal naturally.
Trample: Can trample two or more targets. Opponents who do not make an AoO can attempt Ref Save (DC 19) for half dmg.
 
Very nice Herve. I have not really been able to post on the boards for the last few months due to birth of my new baby daughter but I hope that I can get more time soon.
I have found my original written copy of the "Veil of Ashtoreth" and hope to put it on the forum soon.
Your levels are similar to those used by myself, except that my Darfari's were only Lvl 2 barbarians. Dahab the Witchdoctor(as a bit part sorceror) was only Lvl 3 and the Jackal headed statue was the Large animated construct from the Scrolls of Skelos. My characters were lvl 6 and I must admit that it ran a little too easily in their favour. If I was running it now, I would probably upgrade the villains to the stats that you have provided.
I really hope you had fun with it
:D
 
Actually, the Witchdoctor is a Pict shaman taken from Thunder River, as I didn't have the time to design the character (making NPCs in D20 is soooo long...). As for the Sheik, he is no other than Laydu Lim from Ancient kingdoms: Mesopotamia, converted by Thulsa himself on his site.

I hope you'll forgive these little tricks! :wink:

The party was around lvl 6 when I ran the adventure. The 6th level is generally a powerful one in most classes (especially the two attacks of fighter types) and we had a great time. The story was rather straightforward, "full of noise and fury" , in a word really Howardian.

Cheers
 
"Full of noise and fury" 8). I really like that. Sounds a bit like my baby daughter, Phoebe. I think she will grow up to be a beautiful little Red Sonja. :lol:

When I first envisaged the Zuagir Sheikh, I had just finished watching "The Wind and the Lion". Seannery(Sean Connery) as a berber chieftain. :lol: However, I just couldn't bring myself to do a Zuagir with a Scottish accent so I decided on a more venerable type. Your Sheikh seems very like the original I had envisaged.
 
I had my Sheikh look like Morgan Freeman in Robin Hood. The film sucked but the man has sure charisma! 8)

As for the adventure, the players were of course wary of the Turanians and Azamat from the start, especially as they had many brushes with them as ex Kozaki. Anyways, Turanians are generally not very popular in the Hyborian World! They sensed there was more than meet the eyes but weren’t too much inclined in meddling in Turanian affairs.

I played Kerim Bey in a very much “newbie officer” way, with quotes taken directly from Lt. Gorman in Aliens. Haroun was portrayed after Indy’s companion, Sallah, and I made him really friendly and welcoming. I felt the heroes had to befriend Haroun, so the Sheikh could hold him as hostage when they go after his daughter. The original adventure hadn’t really anything to force the characters to come back after being given mounts, food and water.

The characters were especially brilliant in the battle against the Zuagirs, combining mass killing and acts of bravery. That suited the story, as the Sheikh judged them worthy enough to go after his daughter.

They got less lucky in raiding the temple, rushing separately and being isolated and swarmed.

Fortunately for them, the witchdoctor never managed to roll better than 3 on his magic rolls, and thus never posed much of threat. That his, until the soldier critically bullrushed him ending forever his evil doings.

When the statue rose, everything turned into chaos, the avatar of Anubis crushing heroes and cannibals alike. The Cimmerian saved the day, using his immense strength to topple one of the temple columns, making the temple crumble on everyone. I really liked the idea, as it is exactly the kind of thing I imagine Conan would have done in such a situation. Grabbing the girl, the heroes rushed to exit to avoid being crushed to death by the crumbling roof of the temple…

Overall, everyone had lots of fun with your adventure, so again, cheers to Tarkhan Bey!
:D
 
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