Starting Ancient Mes. Campaign

Arkobla Conn

Mongoose
I've reviewed the authors conan website, the PC's are at the starting Oasis and are around 7-8th level. I'm looking forward to using some of the key encounters and hope to give the forum an AAR. I can't do more than hint ominously since several of my players do come here periodically to read....but I'm looking forward to it. My thanks to the reviews on this forum pointing it out, I would not have picked it up otherwise.


MY PLAYERS - DO NOT READ MORE ON PAIN OF CHARACTER DEATH AND DISMEMBERMENT....
 
Good luck, and definitely let us know how it goes. I know there were some preliminary conversions posted on the forums (and I converted to Chapter 10 myself) if you need some stat-blocks.
 
I'll scrounge up my notes and new statblocks. I haven't been posting them, but we have spent the past three weeks in the Red Waste. My players are 8 - 9th level.
 
SHAZAM! Chapters 5-10.

CHAPTER 5: THE RED WASTE

Typical Son of Saram: Male Shemite (Zuagir) Nomad 2; Medium humanoid; HD 2d10+4; hp 16; Init +5; Spd 30 ft.; Base Defense 10; Dodge Defense 13 (+2 Dex, +1 class); Parry Defense 13 (+2 Str, +1 class); DR –; Base Atk +2; Grp +4; Atk/Full Atk +4 melee (1d8+2/18-20/AP 4, scimitar), or +5 ranged (1d10/x3/AP 4, shemite bow); SQ Shemite traits, favored terrain (desert) +1, born to the saddle; AL none; SV Fort +4, Ref +6, Will -1; FP –; Rep +2; Str 14, Dex 15, Con 14, Int 11, Wis 11, Cha 10
Skills: Climb +7, Handle Animal +4, Intimidate +1, Ride +7, Spot +5, Survival +5
Feats: Lightning Reflexes, Mounted Combat, Point Blank Shot, Track
Languages Spoken: Hyrkanian, Iranistani, Kothic, Shemitish, Stygian
Possessions: No armor, scimitar, shemite bow (+0)

Sub-Chieftans (12): Male Shemite (Zuagir) Nomad 5; Medium humanoid; HD 5d10+10; hp 37; Init +6; Spd 30 ft.; Base Defense 10; Dodge Defense 14 (+2 Dex, +2 class); Parry Defense 14 (+2 Str, +2 class); DR 4; Base Atk +5; Grp +8; Atk/Full Atk +9 melee (1d8+2/18-20/AP 5, scimitar), or +8 ranged (1d10+2/x3/AP 6, shemite bow); SQ Shemite traits, favored terrain (desert) +2, born to the saddle, nomad charge, mobility; AL none; SV Fort +5, Ref +5, Will +3; FP –; Rep +6; Str 16, Dex 15, Con 15, Int 12, Wis 13, Cha 13
Skills: Climb +8, Craft (herbalism) +5, Handle Animal +8, Intimidate +4, Listen +6, Move Silently +4, Ride +8, Spot +7, Survival +8
Feats: Endurance, Iron Will, Mounted Combat, Point Blank Shot, Power Attack, Track, Weapon Focus (scimitar)
Languages Spoken: Hyrkanian, Iranistani, Keshani, Kothic, Ophirean, Puntian, Shemitish, Stygian, Zamorian
Possessions: Leather jerkin, scimitar, shemite bow (+2)

Shaykh Yadhu-Lim: Male Shemite (Zuagir) Nomad 1/Barbarian 8; Medium humanoid; HD 9d10+27; hp 76; Init +13; Spd 30 ft.; Base Defense 16; Dodge Defense 18 (+2 Dex, +6 class); Parry Defense 18 (+5 Str, +3 class); DR 5; Base Atk +9; Grp +14; Atk +15 melee (2d8+7 plus poison/18-20/AP 12, tulwar), or +12 ranged (1d10+5/x3/AP 9, shemite bow); Full Atk +15/+10 melee (2d8+7 plus poison/18-20/AP 12, tulwar), or +12/+6 ranged (1d10+5/x3/AP 9, shemite bow); SQ Shemite traits, fearless, favored terrain (desert) +1, born to the saddle, versatility, bite sword, crimson mist, trap sense +2, endurance, improved uncanny dodge, mobility; AL Barbarian code; SV Fort +10, Ref +9, Will +5; FP –; Rep +13; Str 20, Dex 14, Con 16, Int 14, Wis 14, Cha 14
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
Feats: Diehard, Endurance, Exotic Weapon Proficiency (tulwar), Improved Initiative, Iron Will, Mounted Combat, Power Attack, Track
Languages Spoken: Afghuli, Argossean, Hyrkanian, Iranistani, Keshani, Kothic, Kosalan, Ophirean, Puntian, Shemitish, Stygian, Zamorian
Possessions: Mail shirt, Akbitanan steel tulwar, shemite bow (+5), 3 doses black Stygian scorpion venom

Urim the Vulture-Masked Shaman: Male Shemite (Pelishtim) Scholar 7; Medium humanoid; HD 7d6+14; hp 38; Init +4; Spd 30 ft; Base Defense 10; Dodge Defense 15 (+2 Dex, +2 class, +1 dodge); Parry Defense 13 (+1 Str, +2 class); DR –; Base Atk +5; Magic Atk +6; Grp +6; Atk/Full Atk +7 melee finesse (1d4+1/19-20/AP 1, dagger); SQ Scholar, background (lay priest), knowledge is power; AL none; SV Fort +5, Ref +5, Will +10; FP –; BPP 10; Rep +10; Str 12, Dex 14, Con 14, Int 16, Wis 18, Cha 16
Skills: Bluff +13, Craft (alchemy) +13, Craft (herbalism) +16, Gather Information +12, Handle Animal +5, Heal +12, Intimidate +13, Knowledge (arcana) +15, Knowledge (history) +13, Knowledge (religion) +18, Perform (ritual) +16, Search +11, Sense Motive +13
Feats: Dodge, Great Fortitude, Iron Will, Lightning Reflexes, Priest, Ritual Sacrifice, Skill Focus (Craft [herbalism]), Skill Focus (Knowledge [religion]), Skill Focus (Perform [ritual])
Languages Spoken: Argossean, Kothic, Ophirean, Hyrkanian, Iranistani, Keshani, Puntian, Shemitish, Stygian, Zamorian
Possessions: Dagger, tattered black robes, vulture mask, flame powder


The Brotherhood of Kalab


Khasim: Male Stygian Scholar 11; Medium humanoid; HD 10d6+21; hp 56; Init +9; Spd 30 ft; Base Defense 10; Dodge Defense 17 (+2 Dex, +4 class, +1 dodge); Parry Defense 16 (+2 Str, +4 class); DR –; Base Atk +8; Magic Atk +8; Grp +10; Atk +10 melee finesse (2d4+3/AP 1, staff); Full Atk +10/+5 melee finesse (2d4+3/AP 1, staff); SA Spells; SQ Scholar, background (acolyte), knowledge is power; AL none; SV Fort +5, Ref +5, Will +13; FP –; BPP 11; Rep +14; Str 14, Dex 15, Con 14, Int 13, Wis 19, Cha 16
Skills: Concentration +16, Craft (alchemy) +12, Craft (herbalism) +10, Decipher Script +4, Handle Animal +7, Intimidate +10, Heal +6, Knowledge (arcana) +18, Knowledge (history) +11, Knowledge (geography) +3, Knowledge (religion) +13, Listen +14, Move Silently +7, Perform (ritual) +20, Sense Motive +16, Survival +10
Feats: Alertness, Dodge, Exotic Weapon Proficiency (Stygian bow), Hexer, Improved Initiative, Iron Will, Ritual Sacrifice, Skill Focus (Knowledge [arcana]), Skill Focus (Perform [ritual])B, Tortured Sacrifice
Sorcery Styles/Spells: Counterspells (warding, greater warding), Curses (lesser ill-fortune, ill fortune, curse of Yizil), Necromancy (raise corpse, death touch)
Languages Spoken: Darfari, Demonic, Hyrkanian, Keshani, Kushite, Old Stygian, Puntan, Shemitish, Stygian
Possessions: White robes, staff, Stygian tomb-dust, owl “familiar”

Yarima the Red Witch: Female Stygian Scholar 10; Medium humanoid; HD 10d6+10; hp 45; Init +10; Spd 30 ft; Base Defense 10; Dodge Defense 16 (+3 Dex, +3 class); Parry Defense 17 (+4 Str, +3 class); DR –; Base Atk +7; Magic Atk +9; Grp +11; Atk +11 melee finesse (1d4+4/19-20/AP 1, dagger); Full Atk +11/+6 melee finesse (1d4+4/19-20/AP 1, dagger); SA Spells; SQ Scholar, background (acolyte), knowledge is power; AL none; SV Fort +4, Ref +8, Will +12; FP –; BPP 10; Rep +14; Str 18, Dex 17, Con 13, Int 14, Wis 17, Cha 18
Skills: Concentration +12, Craft (alchemy) +11, Craft (herbalism) +18, Handle Animal +8, Intimidate +11, Knowledge (arcana) +18, Knowledge (nobility) +6, Knowledge (history) +8, Knowledge (religion) +12, Listen +9, Perform (ritual) +17, Profession (herbalist) +16, Sense Motive +8, Survival +7
Feats: Exotic Weapon Proficiency (Stygian bow), Improved Initiative, Iron Will, Lightning Reflexes, Opportunistic Sacrifice, Ritual Sacrifice, Skill Focus (Craft [herbalism]), Skill Focus (Knowledge [arcana]), Tortured Sacrifice
Sorcery Styles/Spells: Counterspells (warding, greater warding), Curses (lesser ill-fortune), Divination (astrological prediction, psychometry), Hypnotism (entrance, hypnotic suggestion, domination)
Languages Spoken: Darfari, Keshani, Kothic, Kushite, Hyrkanian, Iranistani, Old Stygian, Puntan, Shemitish, Stygian
Possessions: Red robes, veil, dagger, golden coiled serpent anklets (200 sp each).

Khoraj: Male Stygian Scholar 9; Medium humanoid; HD 9d6+36; hp 67; Init +9; Spd 30 ft; Base Defense 10; Dodge Defense 15 (+2 Dex, +3 class); Parry Defense 13 (+0 Str, +3 class); DR –; Base Atk +6; Magic Atk +7; Grp +6; Atk +6 melee (1d8/AP 1, club); Full Atk +6/+1 melee (1d8/AP 1, club); SA Spells; SQ Scholar, background (acolyte), knowledge is power; AL none; SV Fort +8, Ref +5, Will +8; FP –; BPP 10; Rep +12; Str 10, Dex 14, Con 16, Int 9, Wis 18, Cha 16
Skills: Concentration +15, Craft (alchemy) +7, Craft (herbalism) +5, Gather Information +9, Handle Animal +5, Intimidate +10, Knowledge (arcana) +14, Knowledge (geography) +6, Knowledge (history) +9, Knowledge (religion) +11, Listen +8, Perform (ritual) +6, Survival +5
Feats: Exotic Weapon Proficiency (Stygian bow), Great Fortitude, Improved Initiative, Iron Will, Ritual Sacrifice, Skill Focus (Knowledge [arcana]), Summoner, Toughness
Sorcery Styles/Spells: Counterspells (warding, greater warding), Curses (lesser ill-fortune, ill-fortune, greater ill fortune), Hypnotism (entrance, hypnotic suggestion, domination, dread serpent), Summonings (demonic pact, summon demon)
Languages Spoken: Demonic, Darfari, Keshani, Kushite, Hyrkanian, Shemitish, Stygian, Zamorian
Possessions: White robes, sandals, club, large sapphire (5,000 sp)

Lesser Wizards of Kalab: Male or Female Stygian Scholar 1; Medium humanoid; HD 1d6+3; hp 9; Init +6; Spd 30 ft; Base Defense 10; Dodge Defense 12 (+2 Dex, +0 class); Parry Defense 11 (+1 Str, +0 class); DR –; Base Atk +0; Magic Atk +2; Grp +1; Atk /Full Atk +2 melee finesse (1d4+1/19-20/AP 1, dagger); SA Spells; SQ Scholar, background (acolyte), knowledge is power; AL none; SV Fort +3, Ref +2, Will +5; FP –; BPP 7; Rep +3; Str 12, Dex 14, Con 16, Int 12, Wis 16, Cha 14
Skills: Concentration +7, Craft (alchemy) +5, Craft (herbalism) +5, Gather Information +4, Handle Animal +4, Intimidate +6, Knowledge (arcana) +8, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (religion) +5, Listen +7, Move Silently +4, Perform (ritual) +6, Survival +5
Feats: Exotic Weapon Proficiency (Stygian bow), Improved Initiative, Skill Focus (Knowledge [arcana])
Sorcery Styles/Spells: Hypnotism (entrance)
Languages Spoken: Darfari, Iranistani, Keshani, Kushite, Puntan, Shemitish, Stygian
Possessions: White robes, sandals, dagger

Lesser Wizards of Kalab: Male or Female Stygian Scholar 2; Medium humanoid; HD 2d6+6; hp 15; Init +6; Spd 30 ft; Base Defense 10; Dodge Defense 12 (+2 Dex, +0 class); Parry Defense 11 (+1 Str, +0 class); DR –; Base Atk +1; Magic Atk +3; Grp +2; Atk /Full Atk +3 melee finesse (1d4+1/19-20/AP 1, dagger); SA Spells; SQ Scholar, background (acolyte), knowledge is power; AL none; SV Fort +3, Ref +2, Will +6; FP –; BPP 8; Rep +4; Str 12, Dex 14, Con 16, Int 12, Wis 16, Cha 14
Skills: Concentration +7, Craft (alchemy) +6, Craft (herbalism) +6, Gather Information +4, Handle Animal +4, Intimidate +7, Knowledge (arcana) +9, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (religion) +6, Listen +7, Move Silently +4, Perform (ritual) +7, Sense Motive +5, Survival +5
Feats: Exotic Weapon Proficiency (Stygian bow), Improved Initiative, Skill Focus (Knowledge [arcana])
Sorcery Styles/Spells: Curses (lesser ill-fortune), Hypnotism (entrance)
Languages Spoken: Darfari, Iranistani, Keshani, Kushite, Puntan, Shemitish, Stygian
Possessions: White robes, sandals, dagger

Warrior-Mercenary of Kalab: Male Shemite Nomad 1/Soldier 3; Medium humanoid; HD 4d10+12; hp 34; Init +5; Spd 25 ft. (armor); Base Defense 10; Dodge Defense 14 (+2 Dex, +1 class, +1 dodge); Parry Defense 15 (+3 Str, +2 class); DR 5; Base Atk +4; Grp +7; Atk /Full Atk +8 melee (1d10+3/x3/AP 7, battleaxe), +7 ranged (1d10/x3/AP 4, shemite bow); SQ Track, favoured terrain (desert) +1, born to the saddle, formation combat (skirmisher); AL none; SV Fort +7, Ref +4, Will +1; FP –; Rep +5; Str 17, Dex 14, Con 17, Int 13, Wis 12, Cha 13
Skills: Climb +6, Handle Animal +3, Hide +2, Intimidate +4, Jump +4, Knowledge (Kharamun local) +3, Listen +5, Move Silently +2, Ride +7, Spot +7, Survival +5
Feats: Combat Reflexes, Dodge, Mobility, Power Attack, Track, Weapon Focus (battleaxe)
Languages Spoken: Hyrkanian, Iranistani, Kothic, Ophirean, Puntan, Shemitish, Stygian
Possessions: Scale corselet, battleaxe, Shemite bow (+0)



YHAKKOR

Medium Monstrous Humanoid
Hit Dice: 3d8+12 (25 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
DV: 14 (+1 Dex, +3 natural)
DR: 2
Base Attack/Grapple: +3/+7
Attack: Claw +8 melee (1d6+4)
Full Attack: 2 claws +8 melee (1d6+4)
Space/Reach: 5 ft. (1)/5 ft. (1)
Special Attacks: Disease, stench
Special Qualities: Darkvision 60 ft., scent, terror of the unknown (DC 11)
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 19, Dex 13, Con 18, Int 6, Wis 10, Cha 9
Skills: Hide +5, Listen +6*, Move Silently +5, Spot +2
Feats: Stealthy, Weapon Focus (claw)
Climate/Terrain: Any land or underground
Organization: Gang (2-5) or pack (5-20)
Advancement: 4 HD (Large); 5-9 HD (Huge)


CHAPTER 6: THE SEA OF BONES


Ishtim: Male Shemite (Zuagir) Nomad 1/Barbarian 3/Thief 3; Medium humanoid; HD 4d10+12 plus 3d8+9; hp 56; Init +11; Spd 30 ft.; Base Defense 10; Dodge Defense 16 (+3 Dex, +3 class); Parry Defense 15 (+3 Str, +2 class); DR –; Base Atk +6; Grp +9; Atk +9 melee (1d10+3/x3/AP 7, battleaxe); Full Atk +9 melee (1d10+3/x3/AP 7, battleaxe) and +9 melee (1d8+1 plus poison/19-20/AP 2, short sword); SA Sneak attack +2d6/+2d8; SQ Shemite traits, favored terrain (desert) +1, born to the saddle, fearless, versatility (-2), bite sword, crimson mist, trap sense (+2), sneak attack style (short sword), sneak attack +2d6/+2d8, trapfinding, two-weapon combat; AL none; SV Fort +8, Ref +10, Will +1; FP –; Rep +8; Str 16, Dex 17, Con 16, Int 13, Wis 11, Cha 12
Skills: Appraise +10, Climb + 10, Escape Artist +12, Handle Animal +5, Hide +10, Knowledge (local) +4, Intimidate +5, Listen +3, Move Silently +13, Ride +6, Search +7, Spot +7, Survival +4, Tumble +7
Feats: Alertness, Blind-Fight, Combat Reflexes, Diehard, Endurance, Eyes of the Cat, Track
Languages Spoken: Hyrkanian, Iranistani, Kothic, Ophirean, Puntan, Shemitish, Stygian, Zamorian
Possessions: No armor, short sword, battleaxe, 2 doses of great serpent venom


CHAPTER 7: DRAGONCLAW ROCK


GIANT HAWK (ADVANCED)

Large Animal
Hit Dice: 9d8+36 (76 hp)
Initiative: +12
Speed: 10 ft. (2 squares), fly 80 ft. (average)
DV: 19 (-1 size, +5 Dex, +5 natural)
DR: 2
Base Attack/Grapple: +6/+15
Attack: Claw +10 melee (1d8+5)
Full Attack: 2 claws +10 melee (1d8+5), bite +5 melee (1d10+2)
Space/Reach: 10 ft. (2)/5 ft. (1)
Special Attacks:
Special Qualities: Low-light vision
Saves: Fort +11, Ref +12, Will +9
Abilities: Str 20, Dex 20, Con 19, Int 2, Wis 15, Cha 11
Skills: Listen +9, Move Silently +10, Spot +10*
Feats: Alertness
Climate/Terrain: Any forest, hill, plains, and mountain
Organization: Solitary or pair
Advancement: 10-12 HD (Large)

Skills: *A giant hawk receives a +8 racial bonus on Spot checks in daylight.


Zadhi the Druidess: Female Shemite (Zuagir) Nomad 4/Scholar 6; Medium humanoid; HD 4d10+8 plus 6d6+12; hp 63; Init +13; Spd 30 ft.; Base Defense 10; Dodge Defense 18 (+3 Dex, +5 class); Parry Defense 18 (+3 Str, +5 class); DR –; Base Atk +7; Magic Atk +3; Grp +10; Atk +11 melee (1d8+3 plus poison/18-20/AP 5, scimitar); Full Atk +11/+6 melee (1d8+3 plus poison/18-20/AP 5, scimitar) or +11 (1d8+3/18-20/AP 5, scimitar) and +10 melee (1d4+1/19-20/AP 2, dagger); SQ Shemite traits, favored terrain (desert) +2, born to the saddle, nomad charge, scholar background (independent), knowledge is power; AL none; SV Fort +7, Ref +10, Will +9; FP –; BPP 8; Rep +10; Str 16, Dex 16, Con 14, Int 14, Wis 15, Cha 11
Skills: Climb +10, Concentration +10, Craft (herbalism) +12, Heal +12, Hide +10, Intimidate +8, Jump +8, Knowledge (arcana) +12, Knowledge (local) +7, Knowledge (nature) +12, Listen +12, Move Silently +13, Ride +5, Search +5, Sense Motive +8, Spot +8, Survival +8, Swim +7
Feats: Combat Reflexes, EnduranceB, Eyes of the Cat, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (scimitar), Track
Sorcery Styles/Spells: Counterspells (warding, incantation of Amalric’s witchman), Hypnotism (entrance, hypnotic suggestion), Nature Magic (summon beast, animal ally, greater summon beast, children of the night)
Languages Spoken: Afghuli, Argossean, Hyrkanian, Kothic, Kosalan, Iranistani, Ophirean, Puntian, Shemitish, Stygian
Possessions: Light clothing, scimitar, dagger, gold jewelry (70 sp total), 2 doses black Stygian scorpion venom

GIANT ANT

Giant Ant, Worker, Medium Vermin
Hit Dice: 2d8 (9 hp)
Initiative: +0
Speed: 50 ft. (10 squares), climb 20 ft.
DV: 17 (+7 natural)
DR: 3
Base Attack/Grapple: +1/+1
Attack: Bite +1 melee (1d8)
Full Attack: Bite +1 melee (1d8)
Space/Reach: 5 ft. (1)/5 ft. (1)
Special Attacks: Improved grab
Special Qualities: Scent, vermin traits
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 10, Dex 10, Con 10, Int –, Wis 11, Cha 9
Skills: Climb +8
Feats: Track
Climate/Terrain: Temperate plains
Organization: Gang (2-6) or crew (6-11 plus 1 giant ant soldier)
Advancement: 3-4 HD (Medium); 5-6 HD (Large)

Giant Ant, Soldier, Medium Vermin
Hit Dice: 2d8 (9 hp)
Initiative: +0
Speed: 50 ft. (10 squares), climb 20 ft.
DV: 17 (+7 natural)
DR: 4
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (2d6+3)
Full Attack: Bite +3 melee (2d6+3)
Space/Reach: 5 ft. (1)/5 ft. (1)
Special Attacks: Improved grab, acid sting
Special Qualities: Scent, vermin traits
Saves: Fort +4, Ref +0, Will +1
Abilities: Str 14, Dex 10, Con 13, Int –, Wis 13, Cha 11
Skills: Climb +8
Feats: Track
Climate/Terrain: Temperate plains
Organization: Gang (2-6) or crew (6-11 plus 1 giant ant soldier)
Advancement: 3-4 HD (Medium); 5-6 HD (Large)

Acid Sting (Ex): A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round (+3 attack bonus). A hit with the sting attack deals 1d6+1 points of piercing damage and 1d4 points of acid damage.
Improved Grab (Ex): To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting.

Giant Ant, Queen, Large Vermin
Hit Dice: 2d8 (9 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
DV: 17 (-1 size, -1 Dex, +9 natural)
DR: 4
Base Attack/Grapple: +3/+10
Attack: Bite +5 melee (2d8+4)
Full Attack: Bite +5 melee (2d8+4)
Space/Reach: 10 ft. (2)/5 ft. (1)
Special Attacks: Improved grab
Special Qualities: Scent, vermin traits
Saves: Fort +5, Ref +0, Will +2
Abilities: Str 16, Dex 9, Con 13, Int –, Wis 13, Cha 11
Skills: -
Feats: Track
Climate/Terrain: Temperate plains
Organization: Hive (1 plus 10-100 workers and 5-20 soldiers)
Advancement: 5-6 HD (Large); 7-8 HD (Huge)


CHAPTER 8: THE OASIS OF PURPLE DREAMS


YOTHGA: From Scrolls of Skelos


CHAPTER 9: THE PIT OF YHATH


Rogue-Cultist of the Pit Worm (3): Male or female Stygian Thief 2; Medium humanoid; HD 2d8+2; hp 14; Init +9; Spd 30 ft.; Base Defense 10; Dodge Defense 13 (+2 Dex, +1 class); Parry Defense 11 (+0 Str, +1 class); DR –; Base Atk +1; Grp +1; Atk/Full Atk +3 melee finesse (1d8/18-20/AP 1, ghanata knife); SA Sneak attack +1d6/+1d8; SQ Stygian traits, sneak attack style (ghanata knife), trapfinding; AL none; SV Fort +1, Ref +5, Will +0; FP –; Rep +1; Str 11, Dex 14, Con 13, Int 10, Wis 10, Cha 8
Skills: Bluff +2, Hide +7, Intimidate +4, Handle Animal +1, Knowledge (arcana) +4, Knowledge (local) +2, Listen +5, Move Silently +7, Perform (ritual) +3, Sense Motive +5, Spot +5, Tumble +7
Feats: Exotic Weapon Proficiency (Stygian bow), Eyes of the Cat, Improved Initiative
Languages Spoken: Afghuli, Hyrkanian, Puntian, Shemitish, Stygian
Possessions: No armor, ghanata knife

Warrior-Cultist of the Pit Worm (2): Male or female Shemite Barbarian 2; Medium humanoid; HD 2d10+4; hp 17; Init +4; Spd 30 ft.; Base Defense 10; Dodge Defense 12 (+1 Dex, +1 class); Parry Defense 12 (+2 Str, +0 class); DR –; Base Atk +2; Grp +4; Atk/Full Atk +5 melee (1d12+3/19-20/AP 6, warsword); SQ Shemite traits, fearless, versatility (-2), bite sword, crimson mist; AL none; SV Fort +3, Ref +3, Will -1; FP –; Rep +1; Str 14, Dex 12, Con 13, Int 9, Wis 11, Cha 8
Skills: Climb +7, Listen +5, Ride +3, Spot +6, Survival +5
Feats: Track, Weapon Focus (warsword)
Languages Spoken: Afghuli, Hyrkanian, Shemitish, Stygian
Possessions: No armor, warsword

Numdiat: Male Himelian Tribesman Barbarian 6; Medium humanoid; HD 6d10+18; hp 53; Init +6; Spd 30 ft.; Base Defense 14; Dodge Defense 15 (+1 Dex, +4 class); Parry Defense 16 (+4 Str, +2 class); DR 7; Base Atk +6; Grp +10; Atk +11 melee (2d8+6/18-20/AP 9, tulwar); Full Atk +11/+6 melee (2d8+6/18-20/AP 9, tulwar) or +7 ranged (1d8+4/AP 5, hunting bow); SQ Himelian traits, fearless, versatility (-2), bite sword, crimson mist, trap sense +2, uncanny dodge, mobility; AL none; SV Fort +10, Ref +6, Will +4; FP –; Rep +5; Str 18, Dex 13, Con 16, Int 11, Wis 12, Cha 9
Skills: Climb +8, Hide +6, Intimidate +1, Jump +8, Listen +5, Move Silently +6
Feats: Blind Fight, Diehard, Endurance, Exotic Weapon Proficiency (tulwar), Great Fortitude, Iron Will, Weapon Focus (tulwar)
Languages Spoken: Afghuli, Hyrkanian, Iranistani, Shemitish, Stygian, Vendhyan, Yeutshi
Possessions: Brigandine coat, steel cap, tulwar, hunting bow (+4), 20 arrows

Nim-Artatu: Male Shemite (Pelishtim) Scholar 8; Medium humanoid; HD 8d6+24; hp 52; Init +8; Spd 30 ft; Base Defense 10; Dodge Defense 15 (+2 Dex, +3 class); Parry Defense 13 (+0 Str, +3 class); DR –; Base Atk +6; Magic Atk +9; Grp +6; Atk +8 melee finesse (1d4/19-20/AP 1, dagger); Full Atk +8/+3 melee finesse (1d4/19-20/AP 1, dagger); SA Spells; SQ Scholar, background (independent), knowledge is power; AL none; SV Fort +6, Ref +3, Will +10; FP –; BPP 9; Rep +13; Str 11, Dex 14, Con 16, Int 11, Wis 16, Cha 20
Skills: Bluff +12, Concentration +14, Craft (alchemy) +7, Handle Animal +7, Knowledge (arcana) +14, Knowledge (local) +4, Knowledge (history) +11, Knowledge (religion) +10, Listen +9, Move Silently +9, Perform (ritual) +12, Search +4, Sense Motive +10
Feats: Great Fortitude, Hexer, Improved Initiative, Iron Will, Opportunistic Sacrifice, Ritual Sacrifice, Skill Focus (Knowledge [arcana])
Sorcery Styles/Spells: Counterspells (warding, greater warding), Curses (lesser ill-fortune, ill-fortune, greater ill-fortune), Hypnotism (entrance, hypnotic suggestion, domination, torment*)
*Spell from The Scrolls of Skelos
Languages Spoken: Afghuli, Hyrkanian, Keshani, Kothic, Puntian, Shemitish, Stygian
Possessions: Robes, sandals, dagger

Sidmu: Female Shemite (Pelishtim) Scholar 4; Medium humanoid; HD 4d6+8; hp 22; Init +6; Spd 30 ft; Base Defense 10; Dodge Defense 12 (+1 Dex, +1 class); Parry Defense 11 (+0 Str, +1 class); DR –; Base Atk +3; Magic Atk +5; Grp +3; Atk/Full Atk +3 melee (1d8/AP 1, hunting spear); SA Spells; SQ Scholar, background (independent), knowledge is power; AL none; SV Fort +3, Ref +2, Will +6; FP –; BPP 7; Rep +7; Str 10, Dex 13, Con 14, Int 11, Wis 11, Cha 16
Skills: Concentration +9, Craft (alchemy) +7, Craft (herbalism) +3, Handle Animal +6, Knowledge (arcana) +9, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (religion) +4, Move Silently +4, Perform (ritual) +10, Sense Motive +7
Feats: Improved Initiative, Iron Will, Ritual Sacrifice
Sorcery Styles/Spells: Counterspells (warding), Hypnotism (entrance, hypnotic suggestion, torment) Necromancy (raise corpse)
Languages Spoken: Argossean, Ophirean, Hyrkanian, Kothic, Shemitish, Stygian
Possessions: Robe, hunting spear

Captives in the Pit: Male and female Commoner 2; Medium humanoid; HD 2d4+2; hp 7; Init +0; Spd 30 ft; Base Defense 10; Dodge Defense 11 (+0 Dex, +1 class); Parry Defense 12 (+1 Str, +1 class); DR –; Base Atk +1; Grp +2; Atk/Full Atk +2 melee (1d3+1 non-lethal/AP 1, unarmed strike); SQ Illiteracy; AL none; SV Fort +1, Ref +0, Will -1; FP –; Rep +1; Str 13, Dex 10, Con 12, Int 11, Wis 9, Cha 8
Skills: Craft (any mundane) +3, Handle Animal +2, Listen +1, Profession (any) +7, Spot +1
Feats: Skill Focus (Profession)
Languages Spoken: Hyrkanian, Shemitish, Stygian, Zamorian
Possessions: None


THE PIT-WORM OF YHATH (SON OF SET): From the core rules.


CHAPTER 10: THE ZIGGURAT OF THE GHOUL-QUEEN


GHOUL: From the core rules.

WRAITH: Removed from the adventure.

HARPIES: Substitute with giant hawks (q.v.) or giant eagles.

Nikhartha: Female Shemite (Pelishtim) vampire Scholar 8; Medium undead (augmented humanoid); HD 8d12+8; hp 60; Init +9; Spd 30 ft; Base Defense 10; Dodge Defense 17 (+3 Dex, +3 class, +1 dodge); Parry Defense 18 (+5 Str, +3 class); DR 6; Base Atk +6; Magic Atk +9; Grp +11; Atk +11 melee (1d8+5, slam); Full Atk +11 melee (1d8+5, 2 slams); SA Spells, blood drain, children of the night, domination; SQ Scholar, background (lay priest), knowledge is power, fast healing 5, cold immunity; AL none; SV Fort +1, Ref +6, Will +12; FP –; BPP 11; Rep +13; Str 20, Dex 16, Con –, Int 15, Wis 20, Cha 21
Skills: Appraise +9, Bluff +12, Concentration +11, Craft (alchemy) +12, Craft (herbalism) +8, Decipher Script +7, Handle Animal +7, Hide +9, Intimidate +10, Knowledge (arcana) +10, Knowledge (history) +12, Knowledge (nobility) +13, Knowledge (religion) +16, Listen +13, Move Silently +10, Perform (ritual) +17, Search +7, Sense Motive +13, Spot +13
Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Knowledge [religion]), Skill Focus (Perform [ritual]), Steely Gaze, Toughness
Sorcery Styles/Spells: Counterspells (warding)
Languages Spoken: Argossean, Hyrkanian, Iranistani, Keshani, Kothic, Ophirean, Shemitish, Stygian, Zamorian
Possessions: Stygian tomb-dust, black lotus powder, grey lotus blossom
 
I just painted some figures to use in support of the campaign. I painted

Shaykh Yadhu-Lim
4 Sub-Chieftan Sons of Saram
Urim the Vulture-Masked Shaman (using a hawk face fig)
& Zadhi the Druidess

I picked out figs for:

Khasim
Yarima the Red Witch
Khoraj
Several Warrior-Mercenary of Kalab
GIANT HAWK

I need to find figs for
YHAKKOR (need to figure out what this is...)
Lesser Wizards of Kalab
Ishtim
GIANT ANT

and most for chapters after. I have alot of figs, so it's not a problem, but I'm pacing myself over time.

The paint jobs came out very nicely...although I'm wondering why the Sons of Saram wear black on their head...
 
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