Friday 23 May 2014

Hawkmasks and story tellers


Akim’s offer seemed dubious at best. To follow the adventuring party of Davar Zaid, and to murder them in the night taking the treasure map – which Rouge had plausibly pointed out could be one of any that had been sold that day in the markets.

The storyteller Hakiem for a moderate fee; 6 silver Shaboozh since you ask, filled in some of the details. Davar is of an old family and house, down on their luck and is both arrogant and foolish. It’s entirely possible he hasn’t sought out Jubal’s favour for this misadventure, and maybe that in the rambling cellars or attic of the house he might have find something more substantive than the street forgeries – but then maybe not. Now about these two Hawk masks fighting in the Unicorn last night…. 

Sneaking through the eastern edges of the city discreetly following the adventures proved trivial – perhaps too trivial. Apart from some stray starving hyenas, 3 days in the scrub surrounding the Gray Wastes passed quietly until the hunters and hunted left the old caravan route into the canyons to the north. Crossing old paths of Raggah tribesmen summoned a most peculiar manifestation. Ghostly bestial humanoids, clashing scimitars and illusionary wounds that do not bleed. Someone had left a shamanic fetch, and magical warning here - but for what purpose and for who?

Deep in the canyons the map proved to be anything but false, with an entrance to an old tomb guarded by the symbol of the everlasting flame. The bodies of the massacred tribesmen surrounded the entrance with the perplexed guards of the adventuring party paying heed to the thieves approach.

To continued stealing as much source material from Crypt-of-the-Everflame as possible.

Thursday 22 May 2014

Scorpion Men

A work in progress borrowed from here

Scorpion Men
CR 5 (1600 XP)
N Large monstrous humanoid
Init +0; Senses Darkvision 60 ft.; Perception +12

Defense
AC 17; touch 9, flat-footed 17 (+0 Dex, +8 natural, -1 size)
hp 52 (8d8+16)
Fort +6, Ref +6, Will +7

Offense
Speed 50 ft.
Melee Ranseur +12 (2d6+6/x3)
Melee Sting +7 (1d6 + poison)
Melee Ranseur +6/+1 (2d6+4/x3) and sting +7 (1d6 + poison)
Ranged Longbow +7/+2 (2d6/x3)

Space 10 ft.; Reach 5 ft. (ranseur, 10 ft.)
Special Attacks: poison

Statistics
Str 19, Dex 10, Con 14, Int 8, Wis 13, Cha 9
Base Atk +8; CMB +13; CMD 23
Feats: Weapon Focus (ranseur), Weapon Focus (sting), Alertness, Great Fortitude
Skills: Climb +15, Perception +14, Sense Motive +3, Survival +9; Racial Modifiers: none
Languages: Manscorpion

Ecology
Environment: Desert, mountain, underground
Organization: Solitary, scouting party (2-8), or band (11-20 plus 8th level cleric)
Treasure: Standard (ranseur, longbow, 20 arrows, other treasure)

Special abilities
Poison (Ex) – Sting - injury; Save Fortitude DC 16; Frequency 1/round for 6 rounds; Initial effect 1d4 Con + paralysis 1d6 rounds; secondary damage 1d4 Con; Cure 2 consecutive saves.

And this is quite cool from the epic of Gilgamesh  which leads to more details ref Girtabilu

Scorpion Empathy (Ex) This ability functions as a druid's wild empathy ability, save that it works only on scorpions. A girtablilu gains a racial bonus on this check equal to its Hit Dice (normally +10). Scorpions are normally mindless, but this empathic communication imparts upon them a modicum of implanted intelligence, allowing girtablilus to train scorpions and use them as guardians (though it does not grant them skills or feats)

Girtablilus fiercely guard ancient places and treasures lost to history. Far from civilized eyes, they thrive and piously protect their charges with the aid of monstrously large scorpions that girtablilus keep as pets.

All girtablilus share a zeal for religion, although the objects of veneration vary from tribe to tribe. Some girtablilu tribes still serve long-forgotten deities, preserving the divinities' names and holy rituals. Others embrace religions derived from prehistoric worship, devoted to the idea of gods that once were or might never have been.

Girtablilu leaders are clerics or oracles, and are responsible for the tribe's religious observances and laws. Tradition and service to the group are important. Those who violate tribal beliefs are killed or exiled into the harsh wasteland. Girtablilus believe that no sacrifice in life (including death in the service of the gods) goes unrewarded in the hereafter; this belief makes them fierce and fearless fighters.

A girtablilu is 13 feet long and weighs 800 pounds.

Thieves World
Girtablilu were once the construct of some long forgotten sadistic mage of Enlibar, to punish his enemies and to guard his more precious treasures, who have found a niche in the harsh environments of the Gray Wastes far from the settled lands of Ranke and Ilsig.