The Veil of Ashtoreth-Plot synopsis

tarkhan bey

Mongoose
This is another of my homebrew adventures, in the vein of Night of the Jackal and The Moon God's Isle.

Part 1-

The characters(who should be roughly Lvl 7) have been living amongst the Kozaki band of the Hetman, Bohdan Sagdayev. Sagdayev's band have been raiding caravans with impunity along the trade road between Kherdpur and Arenjun, in the Kingdom of Zamora. The Satrap of Kherdpur, Bashkar Agha, has ordered that these brigands be brought to heel and has dispatched a large force of men under the command of Rustum Pasha to apprehend them. Rustum Pasha is known as "The Fox" for his bushy red beard, his cunning and for his cruelty to his victims.

The scenario starts with a raid upon a wealthy caravan by Sagdayev's Kozaki. Unknown to the Hetman, he and his raiders are riding into a trap. One of their number had been apprehended by Rustum Pasha's spies some weeks earlier in a nearby village. The brigand escaped after discovering that a Yedka(female noble) of Kherdpur would be travelling to Zamora in disguise. Therefore the caravan would be lightly guarded so as not to draw attention to her presence.
(Of course, the brigand was actually released by Rustum Pasha's agents. The story of the Yedka was a fabrication to lure Sagdeyev into attacking a particular caravan.)

Howling like wolves, the Kozaki descend upon their prey, a hundred strong. It takes a few minutes in the chaos to establish exactly what is happening but it soon becomes apparent that all is not well. Kettle drums boom above the din of battle and the drovers throw off their robes to reveal mail and scimitars. The canvas is removed from the caravan's heavy wagons and mailed archers begin to pick off the lightly armoured Kozaki. A trumpet blares and the thunder of hooves can be heard in the distance.
"To me Dog Brothers!" yells Sagdayev as he tries to rally his stricken band. By the time the survivors have extricated themselves from the fracas they can see several troops of Turanian Lancers pounding along the road toward them, trumpets blaring and mail flashing in the afternoon sun.
Unless the characters are suicidal(or really hard), flight is the only option.
The Turanian pursuit is unrelenting. Finally after several days the characters find themselves in the foothills of the Kezankian mountains Sagdayev draws the survivors to a halt. Excluding the Pc's, his band now consists of two dozen men.
He says that it is his intention to journey north through the hills and to attempt to rejoin the women and children, who are now abandoned upon the steppe. All of his men agree to this. It is possible at this point that the characters will separate from the Kozaki to throw off their pursuers. If this is the case, then the pursuit follows the characters(of course).If not, then Bohdan splits his forces. He instructs the group that includes the PC's to lead the pursuers further into the hills.Once they have lost them they should rejoin the band at the village of Malikta on the Nezvaya river.

I will try to post some more of the adventure soon including the stats for Rustum Pasha and for Bohdan Sagdayev. Rustum is a Lvl 8 Soldier and Bohdan is a Lvl 6 Bandit(See the Conan Compendium) The Kozaks are Lvl 2 Bandits and for the Turanian Lancers, see Herve's character stats in the 'Night of the Jackal' post.
 
Thanks Flatscan, I have just realised that I did not actually provide the plot synopsis in my last post :oops: , so here goes.

The characters are survivors of an abortive raid upon a Turanian caravan. Forced to flee into the foothills of the Kezankian mountains they are soon the target of the opportunistic Hillmen of that region.
Blundering into an ambush they find themselves trapped in a ravine. For some reason, the Kezankians seem loathe to follow them into said ravine.
They discover a cave and upon exploration they discover that it leads to a hidden valley. They also discover the reason why the Kezankians avoid the ravine when they disturb its guardian.
The valley is lush and fertile and a small town nestles around what appears to be a temple, built in the manner of a Shemitish Ziggurat.
The people of the town are friendly and inquistive, speaking an antiquated version of the Shemite tongue but it soon becomes apparent that the town could house many more.
The characters are taken to the temple, which is consecrated to Ishtar and introduced to the priest,Adonijah, and to Miriam,his beautiful daughter.
They also notice that a large Ruby, as big as a womans fist sits upon the altar. They are advised that the jewel is known as "The Veil of Ashtoreth" though neither the Priest nor his daughter know why.
Several days later, the Turanians catch up with the characters. They have routed the Kezankians and have entered the valley unopposed(as the characters have killed off the guardians).
Rustum Pasha orders the razing of this town that dares to harbour fugitives from Turanian justice. His riders swarm through the streets murdering those they come upon.
In the chaos, someone steals the ruby and the "Veil of Ashtoreth" falls from the valley. The inhabitants are transformed into flesh hungry ghouls and the town is revealed as an ancient ruin.
Somehow, the characters must try to escape the valley with their lives. If they can avoid the claws of the ghouls and the lances of the Turanians, how long will it be before the Kezankians gather again in larger numbers?
The Kezankian Hillmen are Lvl 1 Barbarians and their racial background can be found in the Shadizar boxed set.
The proto Shemites are Lvl 1 Commoners and are built using the template for the Khaurani in the 1st Ed Conan Rulebook. Both races are equally unsuited to combat. The only difference is likely to be their names.
Miriam is a Lvl 2 Temptress and her father, Adonijah, is a Lvl 3 Scholar.
 
The Valley of Ur Shem

Nearly a thousand years after the great cataclysm sank Atlantis and brought ruin upon the great Thurian civilisations a beautiful woman wandered into a secluded valley in what would one day be the Kezankian mountains.
Within the valley she discovered the remaining descendants of the ancient pre cataclysmic, but non Thurian folk, known as the Zhemri. Although these Zhemri had survived the cataclysm more or less intact, their civilization too was slipping into the savage barbarism of that dark epoch.
Her name, she claimed, was Ashtoreth and she was the handmaiden of the goddess known as Ishtar. The old Gods had failed the Zhemri and in return for their worship of her mistress, Ashtoreth would protect the valley and keep alive this small spark of civilisation.
With a wave of her hand she slew Naram Sin, the Warlord who would have claimed her for his concubine. The people were convinced of her divinity and a new age of prosperity came to the village of Ur Shem.
For thousands of years she dwelt among the people in a temple raised to honour Ishtar. From her, the people once again learned of agriculture and of animal husbandry. They learned of engineering and of architecture and the village of Ur Shem grew into a town. She taught of all the other gods of Ishtar's family and reintroduced the concept of temple prostitution as part of the fertility rites and her handmaidens begat many sons and daughters upon the men of Ur Shem.
Finally the time came when Ashtoreth claimed that she must return to the throne of her mistress. There was wailing and gnashing of teeth in the streets of Ur Shem and the people wept for they were afraid of what would happen to them when their Goddess departed.
Ashtoreth told them that the time was come to take the faith of her mistress out into the world and to convert the barbarians from their evil ways. They should not fear for they were the Sons Of Ur Shem and they would meet with her in the paradise of the hereafter.
Most went, but there were those who were too afraid to leave the safety of the valley. Ashtoreth thundered her displeasure at these but gave into their keeping a great red ruby. This, she said, was her veil and while it remained within the temple confines, those who remained would live eternally in peace within the valley of Ur Shem.

What the Ur Shemites did not understand was that this was in fact Ashtoreth's curse upon them. She had been quite literal when she said that they would live eternally. For them the passing of a year takes a thousand years in the world beyond the valley. Thus the children of Ur Shem who remained are now young adults. No one seems to have noticed that there have been no new offspring sice the departure of Ashtoreth.
When the characters, or Rustum Pasha remove the jewel from the Temple precincts they lift the veil of illusion that has covered the valley for thousands of years. The buildings crumble instantly into disrepair and the fertile fields and lush meadows become overgrown with weeds and thorn choked within seconds.
Worst of all though is the fate that awaits the remaing populace as they are transformed into flesh hungry ghouls, their place in paradise still denied to them.
 
So, as I pointed out in the Night of the Jackal thread there are a couple of big things that you have to buy into in this adventure. The first is the possibility that a divinity might once actually have walked the earth( not so difficult if you subscribe to Christianity). The next is to concede that this is a plausible point of origin for the Shemite race.
If you cannot buy into these two "little" :lol: conceits, then you will have to come up with your own reasons as to why the lost valley of Ur Shem might exist.
I did consider that Ashtoreth might in fact simply have been an immortal sorceress from pre cataclysmic times but opted in my own game for her to actually have been an avatar of that divinity.
 
Finally getting around to posting some character stats, background and motivations for the main NPC's for this adventure.

Rustum Pasha-

Rustum Pasha is a prime example of how anyone can rise to high position within the realm of Turan. He was born Marius Vaclav, the illegitimate son of a Hyperborean Nobleman and a Vanir Slave girl. He was given into slavery to the Turanians as part of the 'Devsirme'(a levy of boys from subjugated peoples, destined for military service in King Yezdigerd's army) and grew up in the household of the Satrap of Kherdpur.
His prodigious size and skill at arms, as well as his 'friendship' with Bashkar- the son of the Satrap, meant that he rose quickly through the ranks of the Turanian army. When Bashkar attained the rank of Satrap he promoted his friend to the rank of Commander of the provincincial forces of the Satrapy of Kherdpur.
Rustum is known as 'The Fox'. He is a huge bear of a man and, in truth, a bear might seem to some to be a better analogy. His sobriquet derives from his bushy red beard which resembles a foxes tail(Imagine Brian Blessed with auburn hair in Turanian garb). He is also renowned for his cunning and for his cruelty to his enemies.
He has been charged with the apprehension and execution of the Kozak Hetman Bohdan Sagdeyev and those who ride with his band. He will stop at nothing to see his duty done and may Tarim help any who would seek to aid the miscreants.

Rustum Pasha; Male Hyperborean Soldier Lvl 8; HD 8D10+32; HP 81; Init +3, Spd 25; DV 23(P) DV 15(D); Att +12/+7 Melee Scimitar.
Stats; Str) 16 Dex) 12 Con) 17 Int) 14 Wis) 12 Cha) 13
Saves; Fort +9; Ref +3; Will +5
Height 6ft 2", Weight 240lbs
Skills; Diplomacy +4, Intimidate +9, Know(Geography) +6, Know(Local) +7, Listen +7, Ride +8, Spot +7, Search +6.
Feats and Special Abilities.
Endurance, Iron Will, Leadership,Mtd Combat, Parry,Power Attack,Ride by Attack,Toughness, Weapon Focus-Scimitar, Weapon Spec-Scimitar.
Formation Combat-Ligh and Heavy Cavalry styles.
All Hyperborean racial adjustments are already added.

Arms and Equipment-Mail Hauberk, Spired Steel Cap and white cloak. Jewelled scimitar and Targe. Turanian Desert Warhorse with exquisite quality trappings.

None of Rustum's followers from his Leadership feat(7/9 Lvl 8,+1 Cha, -2 Cruel,+2 Base of Operations) are present.They are all protecting his home in Kherdpur.They consist of a Lvl 3 Cohort and 12 LvL 1 followers.

For his adjutant and for the troops of his command see Night of the Jackal and use Kerim Bey plus his lancers.
 
The guardian that the characters must dispose of before they can enter the valley of Ur Shem is a giant bronze statue of a Bull Headed man. Any character of Shemitish or possibly Kothic extraction will recognize in as a representation of Minoton, the child of Anu.
The stats for 'The Jackal Headed God' from Night of the Jackal could be used to substitute for this.
I used the Huge Animated Object stat block from the 1st Ed Scrolls of Skelos book.
I don't have time to post more right now but I hope to add Bohdan, Adonijah, Miriam and the Kezankian Hillmen tomorrow.
I hope you enjoy reading my efforts(and those of Herve and Aholibamah). :)
 
Yeah, I know Nialldubh. :oops:

Turns out that I have a little more time than I thought, and so........

Bohdan Sagdayev

Bohdan is the 46 year old Hetman of a band of Kozaki outlaws that plague the caravan route known as 'The Road of Kings' between Kherdpur and Arenjun. As with most Kozaks, things were not always thus. Once, many years earlier, he had been a simple horse trader. He dwelt on the steppes of the Zamorian Marches in a, now forgotten village, that was destroyed by Turanian 'Sackmen'-irregular raiders out of Kherdpur.
He swore vengeance against the Turanians for deaths of his family and the destruction of his livelihood. He fled onto the steppe with his two sons, Maksim and Sergius and slowly gathered a band of assorted outlaws, deserters and rebels about him.
For more than a decade they have launched, often spectacular, raids against merchant traffic and attacked Turanian patrols, always evading capture. The Satrap of Kherdpur has placed a bounty upon his head though few have attempted to collect it.
His band number almost two hundred souls, of which some 120 are warriors. They recieve aid and support from the villages of the Nezvaya valley.
Bohdan is aware that age is beginning to catch up with him and it is his intention to move his band to the relative safety of the Zaporoska region where there are many like minded individuals. The chance to kidnap and ransom this Turanian noblewoman as a parting gesture seems too good an opportunity to miss.
In appearance, Bohdan is about 5 ft 10" tall with a shaved head save for a long scalplock. He wears his moustaches long and drooping in the Hyrkanian fashion. He wears knee high felt boots and baggy britches. He wears a leather jerkin which normally hangs open to reveal a lean,scarred physique and wears a sheepskin hat( see Yul Brynner as Taras Bulba). He is loud and brash, with an infectious sense of humour.
His men follow him not out of any particular love for him, but because his bravery is renowned and his luck is near legendary.

Bohdan Sagdayev; Male Zamorian Bandit(Kozaki); HD 6D8+6; HP 37; Init +8; Spd 35; DV 17(P) DV 19(D) DV 21(D vs Miss); DR 4; Att +6 Melee Scimitar, +7 Hyrkanian Bow.
Stats; Str) 14 Dex) 16 Con) 12 Int) 14 Wis) 13 Cha) 13
Saves; Fort +6; Reflex +8; Will +3
Height-5ft 10" Weight- 190 lbs
Skills-Appraise +6, Bluff +5, Disable Device +6, Disguise +4, Gather Info +5, Handle Animal +7, Hide +6, Intimidate +5, Jump +5, Know(Geography) +5, Know(Local) +9, Listen +8, Move Silently +8, Open Lock +7, Ride +9, Search +7, Sleight of Hand +7, Spot +8, Survival +7, Tumble +4.
Feats and Special Qualities
Animal Affinity, Alertness, Mtd Archery, Mtd Combat,Ride by Attack.
Favoured Terrain bonuses are already included, Ferocious Attack, A Road of Blood and Slaughter, Sneak Attack +2D6, Sneak Subdual, Uncanny Dodge, Mobility.
** The Stat block above assumes that the Bandit class is a Favoured Class for the Zamorian/Indigenous people/Kozaki of the Zamorian Marches.
Arms and Equipment.
Bohdan wears a leather jerkin and a sheepskin hat. He carries a scimitar and buckler as well as a mighty Hyrkanian Bow(+2) and a quiver of 20 arrows.
Finally, he has a reputation of Bravery at 12pts.
 
Kezankian Hillmen; Male Barbarian Lvl 1; HD D10+3; HP 8; Init +3; Spd 25; DV 14(P) DV 11(D) DV 13(D vs Miss); DR 4; Att +2 melee Scimitar/+2 Ranged Hunting Bow.
Stats; Str) 13 Dex) 12 Con) 14 Int) 11 Wis) 10 Cha) 10
Saves: Fort +4, Reflex +3, Will 0
Skills; Climb +3, Hide +8, Spot +5, Listen +5, Move Silently +8,Survival +3.
Feats and Special Qualities;
Parry,Stealth,Track,Toughness
Fearless, Versatility
All Kezankian background and racial bonuses have already been figure into the Stat Block.

Arms and Equipment;
Each wears a leather jerkin. Each wears voluminous britches and a turban. Each also wears their beard in a forked fashion. They are all armed with scimitar and buckler as well as a hunting bow and a dozen arrows.
There are no set number of these brigands. there should simply be enough of them to 'encourage' the PC's to enter the ravine that leads to Ur Shem.They will try to avoid entering melee with obviously better fighters but will content themselves to snipe with their bows.
Once Rustum Pasha and the Turanians arrive they will have effectively stirred up a hornets nest and every hillman for miles will arrive to fight the invaders.
The superior arms and equipment of the Turanians will be the telling point. The Kezankians slink off home to lick their wounds and the Turanian force proceeds into the ravine, their numbers sorely depleted.
 
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