City of Ishtar,
Southwest Territory of the Kingdom of Furyundy
History
Defeated in the Abyss, Alexander was swallowed and then killed the
beast. He dragged the creatures back to Babylon, hallowed out the
creature and (with the help of the School of Shadow) stood it up and
reinforced it with magic. The tarrasque is 70 feet long and 50 feet
tall, and it weighs about 130 tons.
Location
On the southeastern corner of a major intersection, the Tarrasque
Shrine stands near the Glassblower's
District not far from the School
of
Shadow and Politics. Alexander
has approx 30 acres of space upon which
he has the Tarrasque. Neighbors in the area are all on excellent terms
as he has partied and helped them personally (including getting them
all into a sold out gladiatorial
arena when Alexander won
Champion title and giving
them each 1000gp).
Exterior
- Benches - Alexander made 5
large stone benches in front of the Tarrasque. They are constructed of
elemental stone he earned working on construction of the Coliseum. One
bench is directly beneath the mouth and is where the petitioner speaks.
The remaining benches are for those who are waiting. Grapevines cover
it all. Torches provide light (Continual Flames spell)
- Training Area - The rear of
the Tarrasque is where workouts and training occur. Torches form a
circle (Continual Flames spell)
- Courage Aura - (Spoils
of
War)- Inspire Courage
at 20th level within 100ft
- Carapace (Ex) - The
tarrasque’s armorlike carapace is exceptionally tough and
highly reflective, deflecting all rays, lines, cones, and even magic
missile spells. There is a 30% chance of reflecting any such effect
back at the caster; otherwise, it is merely negated. Check for
reflection before rolling to overcome the creature’s spell
resistance (32). In addition, the carapace walls have damage reduction
15/epic, immunity to fire, poison, disease and energy drain.
- Security - Spearmaidens
currently serving out their debt. They have a few onsite at all times.
They focus on the entryway.
- Stirges of
Feats - 9 Living Stirges – tied up
– drain feats and breathe fire. In cages atop Tarrasque but
out of range of each other. Fed kenk blood every week.
Security
- Wish -
If resurrected, will attack those who raise (Sultan - 98%)
- Hallow - Acts as
Dimensional Anchor as well as a Magic Circle against Evil.
- Room act as Chamber of
Seeing (7k cost, all creature inviso in area become visio)
- Room acts as Sanctum
Sanctorum (22k cost - all in AOE under Sanctuary DC19)
- Protection from Elementals
10ft radius (Trevor) - Permanency by Sultan
- Surround Mages Private
Sanctum - This spell ensures privacy. Anyone looking into the area from
outside sees only a dark, foggy mass. Darkvision cannot penetrate it.
No sounds, no matter how loud, can escape the area, so nobody can
eavesdrop from outside. Those inside can see out normally. Divination
(scrying) spells cannot perceive anything within the area, and those
within are immune to detect thoughts. The ward prevents speech between
those inside and those outside (because it blocks sound), but it does
not prevent other communication, such as a sending or message spell, or
telepathic communication, such as that between a wizard and her
familiar. The spell does not prevent creatures or objects from moving
into and out of the area. Mage’s private sanctum can be made
permanent with a permanency spell.
Entrance /
Mouth (20x20x20ft)
- Front Door
- Normally
cranked shut at night or dropped (cut). If cut on ready action, acts as
Tarrasque bite: Bite +57 melee (4d8+17/18-20/×3). Cranking
requires one minute and a strength of 15 or greater. Augmented Critical
(Ex)The tarrasque’s bite threatens a critical hit on a
natural attack roll of 18-20, dealing triple damage on a successful
critical hit
- Access-
There is a series of
bumps and crevices that requires a DC15 climb check.
- Front Entryway
- The bottom
of the Tarrasque mouth has been filled with antimagic sand to flatten
the floor. A series of Continual Flames on torch sconces provide light.
Protection from Elementals 10ft radius (Trevor) - Permanency by Sultan
- Metallic Dragons - 2 small
(2ft)
statues of gold and silver metallic dragons (30,000 for set) from Tomb
of Tasak Couatal Khan
- Cup of Bears Endurance (1
hr)
- Used on 5 people/day - Atop Statue
- Cup of Bulls Strength (1
hr)
-
Used on 5 people/day - Atop Statue
- Throne of Bahamut (worth
60000)
- Strong compulsion for Alex
to sit in -
produced by Nibeney to imprison
me!
- Runes that tell of
Bahamuts
and ancient
history, Battle vs Nibeney with Dragonslicer, Great warrior Kouthlun
trained someone (Alexander)
- Medals and Honors - Right
side of throne wall in nice frame and shelves
- Dwarvish Medal of Bravery
(King Gamblin)
- +2 Dwarf Reaction
- Babylonian
Medal of Bravery.
(+2
reputation bonus to all saves (stacks with everything except other
reputation bonuses), gives bearer +4 reputation bonus to
reaction/diplomacy in Babylon, and gives +1d8 hit points and +2
reputation bonus to saves vs fear to any allies within 30ft). This must
be worn prominently to gain bonuses.
- Medal
of Valor +7 reputation
bonus to
diplomacy/reaction rolls in Babylon (+2 elsewhere due to the quality of
the medal) and +4 unnamed on attack rolls, damage, and combat checks
vs. colossal creatures.
- Gold Pin - Lion on Top
(50gp) - +3 to
Reaction to anyone with True Believer feat to Ishtar -Represent
substantial amount of giving to Church (Amon the Taxtaker)
- Arm of Conquered Knights
- Gladiatorial Arena Trophy
-
(1st rd, Yr
4) - All people in Domicile gain +1 Saves and Cup does CL Wounds 1/day
(Defeated Swere Arcana in one kick)
- Gladiators Arena Cup -
(2nd
rd, Yr 4) -
Cup with Cure Serious 1/day ( Beats Keldeth the Punisher (Gladiator
with Ludius of Batiatus - he tapped as I threatened to feed him to
Lions)
- Gladiators Belt - Champion
of Babylon
- Girdle of Babylon +8
Psionic
Sacred Bonus to Strength
- Gladiator Status - Must
be
received as diplomat / entertainer / athlete (Desert or Wetlands)
- The Proven - May choose
challenges or duels to accept of decline
- Right of the Champion -
May
teleport myself and whoever is attacking me into Arena in Babylon
-
must be wearing belt - must be fighting but can be henchmen
- Home Field Advantage -
Crowds
never hostile in home field (Babylon)
- Champions Room
in Gladiatorial
Arena -
May
use arena when not in use
- Paintings
- Left side of
throne wall
- Painting of Symbol of Kara
Sooth Ra
with Lord Taran before it - Apprentice artist
- Painting of Kouthlun from
side view in
Westron Mountains - Apprentice artist
- Floor -
Ser the Flowerx2
– Dew heals 10 Psi pts every hour (and one I grew near tree
heals 20pts/hr
- Potted in handmade
wooden bowl
- She asks I shit
everywhere as that’s how her seeds are spread
Outer
Room (20x20)
Simple and comfortable room. Decorated in many various styles as
Alexander accumulates experiences and places them here.
- Kitchenette
- Has a kitchen
area with Kenk Nectar and various spices and foods as well as coffee.
- There is a cutting board
with a +3
dagger.
- 2
lbs of coffee [40 uses]- premium
blend coffee, +4 alchemical bonus concentration, -1 alchemical bonus on
dex checks 1 use lasts 1 hour
- Strawberry plants
-
Meditation
Area - A large
10x10 area with pillows of down. Four people can meditate at once.
- Carpet - Allows Arcane Eye
Caster Lvl
18th 5x Day - Alex
- Incense of Meditation (+2
Situation
Bonus)
- Dragon claw sconces
mounted on walls
- +10 to spot when white
candle
lit
- +4 vs Fear when lit
(exudes
calm)
- Satin pillows of
light reds
and pinks (finest Ketian silks - 100gp each x4)
-
Living
Room
- Couch / Chairs of
Conversation
- +5 to Sense Motive,
Listen,
Spot, Gather Info to any seated on set - Circumstance Bonus
- Immune to mind affecting
powers from others on couch/chairs
- When seated, others are
aware
and may telepathy to all or privately
- Living Room Carpet of
Comfort
- 70 degrees and odor
cancelling
- Evil stepping on carpet
cause
it to stain (must be cleaned by good person)
- Wall Decor
- Plaque - Elvish plaque
carved
of stone that depicts the highlights of the battle. If displayed
prominently in a hall, office, or room it will grant +2 competence
bonus to reaction checks towards the bearer.
- Painting - Mandragorin
Family
- large picture with all crew members on board Golden Draco including
Lorocus, Kouthlun, Loresratt but Mandragorin family in front with a
young Alexander
- Painting -
Silver
Century - All members in Year three within Cloud City of Storm Giants
Inner Sanctum (6 5ftx10ft
cells with 5ft wide hall and Guest Room)
Simple wooden door opens up
from Living Area to Inner Sanctum. This is
a small hall with 7 doors of beads. There is also a normal wooden door
on each cell when more privacy is needed. Each door leads into a 5x10ft
cell for each of the Fedakyn. The door at the end of the hall is for
guests and is room and is 20x20.
Guest
Room
This is the largest of the rooms and ha a full King Bed, dresser and
nightstand. All are simple but clean, comfortable and well maintained.
Alexander will sleep here when Ser comes over or the Fedakyn if they
have guests.
All
Cells
All cells have a simple cot and pillow, sheets and so forth. Personal
items are kept here as well as a extra chair. The ceiling is 10ft high
so though cramped it seems more spacious.
Alexander's
Cell
- Furniture
- Bed of Restful
Sleep
- Allows for a +5 for any
rolls
made regarding sleeping or dreaming
- Bed is temperature
controlled by voice / clap :Clap Hot or Clap Cold.
- Self cleaning bed also
brushes
teeth, shaves, cleans nails and combs/brushes hair of those who sleep 1
hour or longer (as desired)
- White Noise -
There
is a -5 Listen due to white noise around bed
- Alarm - Chiming of fairy
like
bells upon time desired
- Nightstand of Storing
- Items placed within
drawer
shrink (up to 1000lbs)
- Items may be pulled out
quickly (ie Handy Haversack like ability)
- Closet of Cleaning
- Small wardrobe 6x3x2ft
with
two sections
- Left section can hold
100
outfits
- Right section acts as
Clean
spell 3/day (think shower)
- Clothes left within for
24hrs
act as "Clean" cantrip
- Art
- Painting of Mandrake,
Alexia, Aaron and
Alexander (DC 40 - Apprentice)
- Holy symbols of
Ishtar (+2
reaction Oerth, -2 desert in this time period) on wall
- Nightstand -
8x10
painting of
Ser (simple wooden frame Alexander made)
- Books -
- * Books of the Dragon -
• 6 2
inch wide, 12 inch x 12 inch ornate platinum books
(Apprentice) • --- each has parallel silver lines on
spine and edges
- one has a face cover
with
parallel lines and hands upon it
- one has a back cover
with parallel lines and mouths upon it
- depicted in these books
are a variety of good acts, carrying any one
grants continual detect good/evil
- carrying the set acts as
a
phylactery of faithfulness
- Books may be put
together into Cube
of Platinum with notes for temple instruments (TazekQuatolcoal Temple)
- Clothes
- Honor Garb -
befitting a lord
or a prince, with an ornately black and gold embroidered collared white
shirt, long coat, dark breeches, They are of Pech design. They give a
+2 competence bonus to diplomacy/reaction and a +2 competence bonus to
Appearance (charisma for appearance based skills). They take up a
cloak, clothing, belt, and boot slots (respectively). And each will
take on the powers of another cloak, belt, boots, or clothing,
respectively, that is owned by the wearer on this or another plane (but
not across dimensions). (which items they draw upon may be changed as a
full round action). They are self cleaning and self mending.
- * Fremen
Stillsuit
from Nam
x2 AC bonus
as masterwork leather +4 fortitude saves
to endure heat or saves vs colorless fire +5 on survival
checks (desert) Through
recirculation provides water sustenance up to a week.
- 7 Babylonian (+2
reaction Oerth, -2 desert) city symbols
- dagger +3, +5 vs harpies
(also adds +2 on saves vs harpies)
- Keys from Sewers of New
Evermore
Doj
Cell
- Plaque - Tovag Baragu
Veteran - Elvish plaque carved of stone that depicts the highlights of
the battle. Grant +2 competence bonus to reaction checks towards the
bearer.
- Painting of Alexander with
Doj, fighting at Temple
- Ser-Son the Flower
– Dew heals 20 Psi pts every hour
- Gladiatorial Arena Trophy -
(1st rd, Yr 4) -
- All people in Domicile
gain +1 Saves
and Cup does CL Wounds 1/day
- Second Round Trophy - CS
1/day Free Action
- Holy symbols of
Ishtar (+2 reaction Oerth, -2 desert in this time period) on
wall
- 1 babylonian (+2 reaction
Oerth, -2 desert) city symbols
Topra
Cell
- Plaque - Tovag Baragu
Veteran - Elvish plaque carved of stone that depicts the highlights of
the battle. Grant +2 competence bonus to reaction checks towards the
bearer.
- Painting of Alexander with
Topra, fighting in jungle
- Holy symbols of
Ishtar (+2 reaction Oerth, -2 desert in this time period) on
wall
- Ser-Son the Flower
– Dew heals 20 Psi pts every hour
- Gladiatorial Arena Trophy -
(1st rd, Yr 4) - All people in Domicile gain +1 Saves and Cup does CL
Wounds 1/day
- 1 babylonian (+2 reaction
Oerth, -2 desert) city symbols
Jarkass
Cell
- Plaque - Tovag Baragu
Veteran - Elvish plaque carved of stone that depicts the highlights of
the battle. Grant +2 competence bonus to reaction checks towards the
bearer.
- Painting of Alexander with
Jarkass, fighting desert vampires
- Gladiatorial Arena Trophy -
(1st rd, Yr 4) - All people in Domicile gain +1 Saves and Cup does CL
Wounds 1/day
- Holy symbols of
Ishtar (+2 reaction Oerth, -2 desert in this time period) on
wall
- 1 babylonian (+2 reaction
Oerth, -2 desert) city symbols
Priests
Cell
Alexander has put aside a room for the Priest of Apsu he has foreseen
will be coming to stay. He has set aside his last pair of sand boots
(Sand boots (leaves a trail of sand, while standing on sand gain +5 hit
points, +2 strength) for the Priest.
Alexia
Cell
Alexia has her own room here though she is only here a few days a week.
- Plaque - Tovag Baragu
Veteran - Elvish plaque carved of stone that depicts the highlights of
the battle. Grant +2 competence bonus to reaction checks towards the
bearer.
- Painting - Mandrake
looking
directly out, with Megavon on his shoulder smiling
Treasure in Secret Cavity (DC40 to find!)
Treasure in Babylon
- Anaksunamon's Coffer
Contains: Ring of Spell Storing (12lvls of spells) – Word of
Recall in, Templar Key (Anasnomon key), Staff – Desert Cleric
Spells, Sand boots (leaves a trail of sand, while standing on sand gain
+5 hit points, +2 strength)
- Templar Key (Anasnomon
key) and • Staff and Jewel of Cleric Anaksuamon
(hidden in Tarrasque plating)
- Instrument of Nibbanay
- Celestial horn, when blown
by a cleric will enact storm of vengence and last judegment spell at
their level 1/day. the storm lasts 10 rounds and cannot be dismissed.
– Riddien Babylon
- Drum – a golden
drum with platinum inlay and a leathery material stretched over the top
– Drum was from prophet – Drums of Panic vs Evil?
Not sure, enchantment spell – Mandragorin Runes DC15 Drum
check allows Dispel Evil (2/week) (Alexander - Babylon)
- Blood Army Legionnaires +5
longswords - blades of sundering: adds an additional +4 to sundering
attacks & damage, causes 1d6 wounding damage per wound unless
full round to bandage with a successful heal check of DC 15. The blades
themselves have hardness 25 and HP 150 (x 24)
- Blood Army Legionnaires +5
shields (x 24 shields)
- Blood Army Legionnaires
Belts (+4 enhancement bonus to strength) x24
- Blood Army Legionnaires
cloaks (+3 dodge to AC) x24
- Blood Army Legionnaires
Daggers (x 23) +5 throwing daggers, range increment increased by 10ft.
balcuni-Solouise craftsmanship. Pattern magic allows the daggers range
to increment by an additional +10ft if they are wet
with blood or +20ft if they are wet with blood from doing damage the
previous round.
- Liches +4 ring of pro that
does a chill touch (number of touches in a day equal to characters
level.(DC = 11+charisma)
- Maces +5 vs demons, devils,
daemons x4 on critical hit vs these creatures (+7 on lower planes).
when attacking such creature they must will save DC 25 or be sent back
to home plane. has symbol of Beer, Sin, and family crest of individual
(one mine, one Alexia...gift from Beer)
- * Fremen Stillsuit
from Nam AC bonus as masterwork
leather +4 fortitude saves to endure heat
or saves vs colorless fire +5 on survival checks
(desert) Through recirculation
provides water sustenance up to a week.
- Commanders boots (3 sets):
low hard boots, move increases by 10, may walk on any terrain, cannot
walk on water but may walk on normal quicksand (not sea of dust
quicksand). adds +4 enhancement bonus to intimidate, profession
soldier, and survival skill checks.
- Field Packs (2): like
backpacks, made of strange leather, in each pack, the central
cavity has a small extradimensional space which has reduced within 240
man days of rations which are in a field of preservation magic (will
not spoil etc). The outercompartment has nonmagical expanding poles,
strangly thin ropes, and a fine netting that create a 40x40 tent which
is resistent to elements (all those within are under the affects
of the appropriate planar adaptation). The final compartment
has unfolding chairs and table of simlar construction providing chairs
for 16 and two small tables or one large table. For both the chairs and
tables and the tent feature, assembly is required : requires a DC 20
intelligence check (one try per hour).
- Four uses each (x 32 sets of
four) spoils of war: 128 ears of the blood army: grants +2 enhancement
to profession soldier and survival checks; once it will grant the
bearer DR 6 to wounding damage
- Ring that increases damage
done by melee attacks by 1 hp. (x24)
- Veil (adds+2d6 Sneak when
worn) Psi
Gifts
- Mandrake - *Mandragorin
Signet Ring Has
symbols of all 12 Celts surrounding Mandragorin symbol. Forged by
Mandrake and King Genin
- Dworkin of the Cicles of
Dawn for Wishes - Ring of Drool Rockworm (Land) -
Very powerful and difficult to contain - 28th lvl
Spellturning Repulsion DC 35 Will all directions
30ft / Acid 3d6/rd - Eat thru 1lb stone/hr
- Ser
In'Eluke
- +6 Ring of Resistance (Ser
Inluke,
Chancellor
of Love, Babylon)
- Necklace- +4 of saves vs
an assasins
death attack, DR 10 vs sneak attack damage (Ser Inluke, Chancellor
of Love, Babylon)
- Cloak of Masim the Thief
(No Land) Gift
to Ser (Chancellor
of Love, Babylon) This cloak
allows for a spiritual connection
to Masim, a thief who has passed to Heaven. He is aware of
all that the wearer is (normal senses) and can grant a +15 to Decipher
Script, Gather Information and Thieve Cant. Gift to
- Babylon -
Horn of Summoning
(Gift to Chancellor
of Grainhouses in Year 4)
- May pump points into to
overcome
antimagic
- May pierce Dimensional
Lock
- Given by Bishop of New
Evermore
in YR23 (Ishtar), Will summon powerful help (in
Oerth)
- Summons the Champions of Sophora **Babylon must make this item in
order to give it to him.
- Babylon
- Staff of Epic
Desert Sands (Gift to Elvish Clerics of
Babylon) - 7 charges
per
week, Mass Desicate DC 39, Duststorm, Intensified Flaywind
(max and doubled 230 pts) DC35 Cost 4 charges
- Apprentice - +2
Staff of Rapidity (Psionic), +4
Initiative, +20
Move, 2 Quick Action
Attacks at full bonuses when all out attacking with Staff
- Heaven Aaron - Gift of Puppy
- named "Nogard" by Alexander - DragonKin (Captain) – Turned
to puppy after atoning
- Sultan
- 150k for Wing of
Ser and * Dance of the Herald Books x4 - leather bound books
with leather pages depicting the dance of the herald's prophecy
(Mandrake inside as well) – 500years old! and Ring of the
Inhaler
IN FIRESTORM PEAK WITH
ZEUS
- City of Titan (250,000
people) Weighs
50lbs…2ft across…very fragile
- Population 250,000 humans.
Trapped due to their assistance in the Clone Wars. From Lucky Deux
dimension. Tech Level 11. Ruled by Governor Delar Mu. Dragons
terrified them and were a wonderful distraction.
- Ring of Menzobarranzan
Passage - Opens any lock in Mennzo but must be on drow hand (has hand)
- COOL RED DRAGON Statue
4000gp
- Amulet of EP Non-Detect
DC35 strap
STOLEN
Dameleon's Broken Iron Sword +6 (Land) - Stolen by Gow on Level 6 of
Temple of Dragon
- Sword is designed to guard and protect an
area
- May add Wisdom to damage (d6+6+Str+Wis)
- Echoes
Damage
- +4 Armor Bonus
- If wielded gain 1/2 Iron Body Spell (50/50 upper of lower half)
- 15/adamantine Damage Reduction.
- Immune to blindness, critical hits, ability score damage,
deafness,
disease, drowning, electricity, poison, stunning, and all spells or
attacks that affect your physiology or respiration
- Half damage from acid and fire of all
kinds.
- +6 enhancement Strength -6 penalty to Dexterity
- Speed is reduced to half
normal.
- -8 armor check penalty, just as if you were clad in full plate
armor.
- You cannot drink (and thus can’t use potions if upper body