Year 4 Siege of Babylon...

October 12th Day you arrived in Babylon from future
Gusitineal adventure, retrieval of the karasooth spear, defeated chaos mage plan
 
October 13th
rahasia called to taran's
battle of the spire, battle of siege of babylon yr 4, grappling of collosal sandworm, celebration
 
 
alexander up all night with ser
twins retire to tree houses, work on call privacy
 
October 14
meditation, decompress
 
October 15
visit the prides tent, divide magic items
visit from amon kishati
.... we will..... we will.... Rock You!....
 
And so it ended, the year 4 siege of Babylon, at least temporarily. Alexander rode Shai Haelud to the growing desert barrier, The collosal beast, ancient native to this world, slithered through the sand at an amazing pace kicking up winds in Alexander's hair (and the spear maiden which refused to leave his side). As the beast approached the barrier,  it rose up with an Earth trembling roar, its great maw open, and paused. Alexander and the maiden lept from its great height as the creature, in Alexander's ears, gave thanks at its release into the deep desert waste.
 
By their return to the shattered Babylonian Walls, the bodies of the dead and wounded were already being moved. It was a sudden switch - from the angry combat supported by the powerful and emotional chants of the townsfolk and the bards, to this strange silence.
 
No one said a word. At first, the party wondered if they were caught in one of the silence miracles invoked by the church so as not to draw the ire of the worm, but no, this was something different. They watched as this babylonian tradition played out. In silence the wounded were moved to the healers tents outside the church in the central square. the dead were taken there too. Both hachdeshani and human alike, friend and foe. Cots lined the streets. Quietly, the warriors that could tended to their wounds and others gathered at the healing tents outside the church. Knights stationed at the Grain Houses opened their gates and the only real sounds were those of the younger folk relased from their keeping. The brothels too, which had been noisy and bosterous while the battles were ongoing, had quieted, its townsfolk gone and already gathering around the square.  Balconies, rooftops and windows within site distance of the square became silently populated. Only the mages, who were strategically placing dimensional anchors along the outside of the expanding tare to guide it and prevent it from crossing a wall remained active and still they tended their buisiness quietly. Warriors, archers, paladins, clerics and their supporters eventualy gathered outsie the square where many townsfolk had gathered - still leaving some wide empty swaths.  From the four corners of the yard, the bards began to strum as a priestess lights a pyre in the central square. Even at a distance you recognize her - Beatrice, the one day Bishop of Seled-din. All remain quiet as her lilting voice begins to sing... "We remember... we remember....we remember ... Babylon..." <download this link>
 
Softly, the warriors, the archers, even the dwarves kneel or sit and join in. Its not a magical ritual. Its not a focused spell, just a real expression of the saddness that follows battles and giving honor to fallen comrads. As the song continues, Una, holding the Rod of Life and Death as it has become known, walks among the fallen. She kneels before one, a captain. Speaks to him softly, asking the dead man if he would return or remain with his fallen brothers and sisters to fight in Ishtar's Pride. She moves on to another, looks with fondness at him and closes his eyes. Some she blesses, to some others she gives the lasts rights and says a peace. 
 
 The song continues quieter as she takes to the great church balcony overlooking the square.
 
"Greetings Babylonians!"
-- with a great shout greetings are returned.
"I said GREETINGS Babylonians"
- with an even louder shout and in a few more languages her greetings are returned.
"Good battle Babylonians!"
- that creates an uproar and was apparently what the crowd was waiting for as hoots and hollers and cheers come form the armies, soldiers on rooftops, and the masses which have gathered on the streets beyond the square.
"Today was a good battle. A good day to die and an even better day to be victorious."
- more hoots and hollers...
 
"We will continue in the new ways." Una continues, "we shall commence the assembly of the Prides." 
 
"Great Mother," Giddeon bellows from below, "We have in our midst great heroes. Allies. The Silver centuries. Who have fought with two of our prides this day and achieved great victories. We ask that they be adopted into our pride and honored as defenders of babylon".
 
Una nods her head, "So shall it be. Those who fight with us are one of us. brothers and sisters in arms. Come forth Silver centuries and stand with your Pride!"    She looks on as the silver centuries appear and cheers rise up. Hoots in hachdeshani of "shai halud gadeen", and hollers in elvish of "correllion's arrow" can be heard alongside "jie' tacqua" (hucharachi for 'a wave of his hand is destruction'), and "twins of life and love" in Flan. As you are led to your pride, Fatima, a cleric, quickly presents you with honor garb.

Sword of Dameleon

Iron Sword

     broken sword (does 1d6+6 +str) may also add wisdom bonus to damage

     while broken when wearer holds sword gets effects of half of an iron body spell (50/50 upper/lower)

         if whole, becomes essentially an iron golem immune to ageing

     takes identical damage the next round (unless dispel magic)

     ac increases by +4 armor bonus until fixed, immune to ageing, necromantics

    gains all other golem immunities, may sense (and be controlled by golem control devices)

    if remains in same location for 1 day:

-  may create Guards and Wards (qv) at same or min level

             - detect hostile creatures withn 100ft (even through walls)


 
Dameleon's Broken Iron Sword +6 (Land) -
* 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)

*OUTSIDE Land  - Echos Damage -All Golem immunities and can be controlled as Golen and can sense golem control items. May also create Guards and Wards and detect enemies 100ft even thru walls?


outside land while broken (some of the effects are partial with only half the body affected)
Only true of upper half:
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) ---

poison only affects area that is not metal, if upper half is affected, cannot kill.

immune sleep effects, (upper half only)
paralysis affects area that is not metal
, stunning, disease, death effects (always), and
necromancy effects (affects area that is not metal).


Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage.
Constructs do not eat, sleep, or breathe.

Pech made Babylonian Dress Clothes
Clothes befitting a lord or a prince, with an ornateley black and gold embrodered collared white shirt, long coat, dark breeches, and flaired boots.  They give a +2 competence bonus to diplomacy/reaction and a +2 competence bonus to Apperance (charisma for appearance based skills). They take up a cloak, clothing, belt, and boot slots (respecitvely). 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 accross dimensions). (which items they draw upon may be changed as a full round action). They are self cleaning and self mending.
 
Still suit trim - a black cape with gold and blue flecked embroidery or similar material as trevors clothing, and still suit straps, buckles, buttons, fittings, ties and even mouthpiece in matching style. These fitting, when worn with a still suit will give +2 compentence bonus to desert survival and appearance.  These fittings reduce to half the amount of time nescessary to put on or remove a still suit.and a +2 situational bonus to diplomacy when speaking to desert folk. The cloak also gives +4 to hide in desert terrain.
 
Alexia, Tasha, and the Apprentice all recieve clothing made of the same materials as trevor (can adopt the powers of similar owned garb) the style of which is again fit for a lord or lady but more specific to their tastes with a babylonian flavor.
 
"As with the New Way," Una continues, "Fists and Faith determines the order of the Prides; the strongest first. Have the Prides determined their order of progression?"
 
Giddeon speaks loudly, "This day mother, battle with the enemy has determined our strongest. We are agreed."
The field commanders nod towards the very same pride the silver centuries have chosen.
 
Una: "Then Assemble the Prides!"
 
Down in the square, drums roll and the crowd quiets. Your Pride is the frst to move into the square and takes the most central possition. Depending on your choice of Pride, you walk behind Giddeon or Hashamash and his trophy bearer carrying their symbol - riders carrying a ship's sail (Giddeon) or the sun rising over the walls of babylon (Hashamash) As the silver centuries and your field commander take the field , cheers rise up. At least 100 of the pride march with you into the central most open spot on the central square.  Giddeon or Hashamash is the first to call forth: "Giddeon's Pride/Wall's Pride Assembled Mother" <hoots and hollers, cheers arise, the drums go nuts>
 
More Drums as the field commanders of five other Prides each lead their respective peoples into the central square taking spaces each less central than the one before. The second Pride is that of a hucharachi field commander: "Pren's Pride Assembled". An ishtarian Paladin: "Gal's Pride Assembled Mother". Two others reply as well. After each, cheers. By now, many of the elves of the celene have taken distant vantage spots and their strange elvish lutes lend excitement to the air. The balconies as far as the eye can see are packed with onlookers.
 
Looking down to you, Una gestures "This Day, you are the first Pride of Babylon. You have fought with bravery, honor, and valor and you have been victorious in an epic battle!" <cheers> "Over 1000 children are saved because of you. The tree, protection for an entire world and the salvation of the desert, saved. Our very walls, though they have taken their beatings, stand firm because your strength and valor supports them".
 
 
"Silver Centuries. You have demonstrated great bravery on the battlefield, taking on the most dangerous attacks without wavering, to you each is given the Babylonian Medal of Bravery.

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.
 
"Riddeon Thorn, Stand Forth." Una tosses down a banner.  "For your heroic efforts we give you this Banner of Heroes."

Riddeon Thorn's Banner of Heroes, As a full round action as part of a diplomacy check, while the bearer says "I am Riddeon Thorn",  the banner may be planted in the ground. Once triggered all creatures in an 10/lvl radius knows most of the details of one of the bearers heroic battles or deeds. The deed/battle depicted varies with each target but are generally those that are most likely to influence in a friendly or fearfull manner. Grants on +8 diplomacy or intimidation and for the next ten rounds gives a +2 (allies) or -2 morale bonus (enemies) to hit and saves for all creatures. [Mind Affecting] Save: None SR:Yes. The banner effects may be used only once against an opponent.
 
"Trevor Rasputin, Stand Forth. For your aid in the gardens, The Ishtarian Druids present you with these new shods for your Lord's Staff. Crafted long ago when the Druids trained with Ishtar by High Lord Mhorams side."

Lord Staff Iron Shods.  Has lapis lazuli crest and gold inlay: extends the metamagic abilities of your Lords Staff to all druid spells.
 
"Alexia Krestor. Stand Forth." Amongst the cheers are a few whistles which may or may not draw Alexander's attention. "For your display in battle of a style not seen before, but one that is truly blessed of the goddess, Babylon gives you the Medal of Grace

Medal of Grace: +4 unnamed bonus to dexterity related skill checks and contests, Character is always treated as 30ft closer to an ally for the purposes of their spells - touch spells can be cast at 30ft and a 10ft radius of protection cast by an ally will aid her if she is within 40ft.
 
"Apprentice, Son of Kothlun the Great, Stand Forth. For your prowess with spell on the battlefield, Babylon gives you the Medal of Spell Might and this wand of wonder."

Medal of Spell Might 
Grants +2 to DC of all spells and a +4 unnamed bonus on spellcraft checks. Wand has 47 charges. "Your father has done us great honor with his gift of 1 million gold pieces, his people's aid, and his great work of art in our church. We have heard that you are gifted with his skills. For the last two years we have collected research and supplies for art magic. Perhaps after you visit his studios, you might consider gifting us with a painting or two." She smilles. 'hear hear' eachoes you in the crowd.
 
"Tasha Rasputin, Stand Forth. For your cunning in battle, Babyon gives you the Medal of Cunning."

 Medal of Cunning:
+4 unnamed bonus to bluff checks. Whenever a bluff check succeeds, the bearer gains +1 temporary hit points (lasts until used or one day).
 
"Alexander Krestor. Stand forth."   The crowd chants, 'shai halud gadeen, shai halud gadeen, shai halud gadeen...', while Una continues, " You have demonstrated great heroism on the battlefield, consistently charging and defeating the greatest of enemies, to you is given the Babylonian Medal of Valor and this Rod of Lordly Might of the Desert recovered from the Battlefield".

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 collosal creatures.
 
"And to you all, so you know you have the Welcome of Babylon - that your heroism is respected and your goodness loved, may you enjoy one night at the Brothels and 100 in credit at the Tables." The number of hollers and cat calls ad snide jokes cracks most of the crowd up. It is a moment before the solemness due the ceremony is restored.
 
Three others from this Pride, including the Spear Maiden that traveled with you to face the wyrm, recieve medals of bravery as well. And interestingly, the spear maiden is given a new spear to help her "meet her 'toh ".
 
 
"Now, as in the New Way", Una continues, "Pride, present your spoils and let them be enumerated". The crowd parts as to let many men carry tarps heaped full of weapons and treasure move before you and the prides commander. A dwarf wearing the prides symbol joins them with a tablet and a large set of scales and begins to enumerate the total value of the spoils throwing every forth weapon onto a central pyre. Cat calls from pride members are thrown at eachother making jokes and references to the battle and this item or that item while Una casts Spoils of the Victor (increasing the total value by 10%) and Spoils of War.
 
 "As is the new way, let those among your pride take their spoils, the first to the most victorious with preference to kills, or take their share of the spoils in their value in Kank nectar." Many cheers. The spoils are then taken to that Pride's  "den" for later apportionment (see treasure list). Spoils of War include (each silver century gets): 3 small scorpion claws:  +2 to hit, AC, and damage, vs scorpions lasts 1 rnd/lvl, may be added after roll, usable once each. 2 hachdeshani scalps, inhibits 1 anti magic spell (6th lvl) or 1 psionic anti magic (for 1 rnd/lvl) each and one Defiler tooth - grants +2 on attack rolls when defending any city, and a +4 save after the roll vs colorless fire once (consumes token).
 
"Do you have names?" Una looks to your field commander and he gives two names.
 
She raises the rod, known as Life & Death high twice. Each time, all maner of white and orange light flows from the rod into a corpse below and soon it is made whole - albeit wounded. Other preistesses quickly drag him to the healing tents.
 
This same ritual of recognition is repeated for each of the five Babylonian Prides. All in all 4 are raised from the dead- a hachdeshani footman, a high hucharachi officer, a paladin and a mage - always with a tilt of a head from a paladin or in one case a hucharachi.
 
 The ceremony ends with a round led by the bards of "We are the Champions, my friends, and I...." which gives way to dancing - much of it suggestively close and a bit risque (certainly flirtatious and likely a prelude to sex for many). Interestingly, after Una tends to some of Giddeon's wounds, they dance quite closely, catchting the surprise of many Babylonians (and the whispered hush of rumours). Towards the end, some hucharachi women emerge from the church and recieve embassy from a few of the hucharachi men. Even from a distance,  you can tell by their body language that they apparently have run of the church and even are a bit bossy with the clergy
 
When you are done, Fatima leads Alexander, Trevor, and Tasha back towards the grain houses. They are behind the courts, deep within the walls of Tarans complex, protected behind their own walls and their own separate porticulis. "I want to show you something. Show you what you have been fighting for". You are led to a very large conceled basement room. Its obvious many commonsfolk were here recently, judging by the things left behind likely most were children. A few children remain behind with a paladin, a lion, and three lion cubs as he straightens up. You are introduced to a few children. The twins are introduced to their 2 yr old sister. Curled against her in her seat is a pseudo dragon with butterfly wings. She talks in baby talk that is half words and half animal speak. She smiles when she ineracts with you and a faerie fire of cool blue souround you and her as you lift her up and hold her. She is dressed in minature golden +4 platemail (grows with her) and at her side is a minature +5 defender that is peace tied. She wears a Holy Symbol of Ishtar too that radiates of healing magic. You also meet the 2 year old Nebuchadnezar (Taran's son) who is being tickled mercilessly by his 4 yr old sister, Charrisa (rahasias daughter) while her three lion cubs play fetch with another child -introduced as the Bloodguard Faith's little one. "These are the real treasures of Babylon. These and the many others that the church has taken in or have been born in Babylon these last few years. We are greatfull"
 
Youre given some time to spend with the children if you like. Here or in the playroom at Sultan's school..
 
At your convenience you can do as you like and speak with those you will. Toman, a former card dealer at the casino and now indentured servant is appointed by Giddeon as your city guide and has offered to avail himself as a cleric, manservant, and delivery boy for the silver centuries. The Apprentice will be given a tour of Kothlun's studio by Priestess Adelle (lets handle by email Mike) and there are a few whom already want to talk to you: Chief Census Taker and Master of Trade and Tarrifs, Amon Kishati, is requesting an audience as is a representative of the adventurer's guild. Pren, the highest ranking within Hucharachi circles, wants to speak alone with the Apprentice and invite the Apprentice to join his Pride.

one has a
Master of Marionettes (Feat)
     This feat allows a character to grapple an opponent that is two size classes larger than normal with the use of lassos, ropes or similar links to a target creature's limbs. Character must first establish connections to each limb of a target creature. This feat does not aid in that maneuver. If a creature has no limbs, then connections to body and head is nescessary. This feat does not negate the bonuses a creature gains to grapple checks due to size nor is the character using this feat treated as larger for purposes of the grapple.
 
 
Drow Rod of Ropes  (on loan from rahasia)
    On an attack, this rod will shoot forth a thick strand of sticky spider silk which may attach to a target creature or object. This manuver requires a ranged touch attack (with no bonuses provided by the rod) against an opponent or object that is less than 60 ft away. The strands are strong and stretch as they are pulled. Strength checks fail to break them but they are readily removed with alcohol (as a full round action to cover the body), slipperyness. The rod may be used as many times as a character has attacks (full round action, rod action used in place of attack). If only one attack is made, using the rod is still considered a standard action. If more than three strands bind a creature they are considered entangled. Creatures that have Freedom of Movement are unnafected. The strands are sensitive to flames and will burn away if they take damage from normal or magical fire. The bearer of the rod may touch the strands as if they are ropes (they do not stick).


Desert Scarab Graft – symbiotic life form, increases precognitive power (+4 on checks, one additional round in future for one round powers, otherwise precognitic power is expanded to see further into the future more often) --- always Dehydrated & thirsty. Must consume 2x water

Kamal's silver snakes –remain  “sunk” into characters arms until their psionic points go below 20 or hit points go below 10% of total. Snakes give +2 on Will and Fortitude saves vs psionic based attacks, sense psionics in 40ft, and any Contact directed at the character first goes to the snakes. (they instantly relay anything they sense) when they are unsunk they will attack enemy targets that are within the same 5ft square, attack roll at same bonus as character, damage is 1-3 pnts + poison. Poison removes one off of initiative for each bite. -10 means character is slowed. If charmed or control for any reason they can attack the bearer sunk or unsunk






 
The party is invited to study at the War College. After one month of study, characters will gain 1 combat related bonus feat and 5 bonus ranks (cannot exceed max ranks) to be spent towards Profession (soldier) or Knowledge: (History of Battles) [DC 10 gives one weakness or one power of any common creature, DC 15 for uncommon, DC 20 for rare, and DC 25 for extremely rare

Rod of desert lordly might

-         Button 1) transforms into +3 desert spear (from 7 to up to 20ft long) planted in the ground – immovable object

-         Button 2) transforms into one of the central bars of am iron cage that is 40x40x40 (thunderdome)

-         Button 3) turns into a sandworm grappling hook with 15 ft of chain

-         Button 4) Divining Rod, detects water or water substitute in 100 ft, and gives direction to closest water or water substitute in up to 100 miles. +2 on desert survival.

-         Button 5) becomes a Staff with a symbol from any Merchant House or any city symbol and in any style. +4 sense motive with merchants or any fighter classes. Desert brigands/thieves must will save vs 10 + 1/2 chr level +chr bonus in order to attack bearer or his party.

-     Button 6) +4 Rod, does 1d8+4 bludgeoning damage, (19-20 crit range), gives+2 to intimidate or diplomacy with any fighter classes.

Treasure for Siege year 4 section A

Throne of the Scorpion lord. Stone throne from an alternate prime material plane - looks like lower half of a giant scorpion with a chair in the front of the body. Opon sitting on the throne, the throne transforms the lower half of the body into an  scorpion construct. The construct is epic in nature and unnaffected by anti magic. As a stone golem, the lower half of the body is unafected by any spells where spell resistence applies. Attacks made specifically at the lower half of the body (including tail) meet with damage reduction 10/adamantine. The character becomes a large creature , base move becomes 50 ft. Gain termorsense,scorpion sense, and scorpions resolve (see desert book), +10 natural armour bonus  and a bonus attack with tail that can sting (at max bonus +3 enhancement), sting does 1d6+4 plus poison (DC 18 or 1d6 con). +4 racial bonus to climb, balance, and grapple checks. The construct also confers the following: permanent spider climb, +8 enhancement bonus to strength, +4 enhancement to constitution, fast healing 3.  Gains both the scorpion and vermin type. +10 to reacton with scorpion creatures. Gain: Scorpion Sense, Scorpions Resolve (see desert book) Speak with scorpion. Automatically charm and command any scorpion type creatures under 5 hd within 60 ft. Those under 10 hd must will save at DC = 10 + 1/2 chr level + chr bonus. Negative effects: character is large, and is a scorpion. Body hair transmutes to corse scorpion hair. -4 rxn to humans. For throne to work, must spend at least 12 hours per day upon the thrown.  [apprentice]

Scrolls1  (2 x chaos magic spell Random Deflector (7th) affects all melee attacks (but not spells or missile weapons). Redirectsattacks to a random creature within 30ft (may or may not be an ally) and 2x Random Target Deflector (does missile weapons only). Cast at 15th lvl. [apprentice]
Impedes Suns Brilliance x2  (see desert book), Wall of Salt(4th) (see desert book), 3x Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin. 2xMass Desicate(6th) (see desert book), 5x Summon Desert Ally V, 2xTormenting Thirst (3rd) (see desert book) [trevor]

Desert nuts (5 uses) that increases precognitive power - for 10 rounds after eating, eater can use his/her precognition as free action (still costing normal points) if they are looking at only one event (ie concerning 1 roll) - limited to rolls which the character makes, ie character can determine how successfull he/she will be). Lasts 1 hour 1 each twin, 3 alexander

Desert Wrappings (20) - desert spider silk coverings (usually black but some of other colors), adds +4 to hide and move silently when in desert or natural suroundings, +8 to hide and MS when in desert or natural suroundings at night. very light. 2 alexander, 3 twins, 8 riddeon, 1 apprentice, 1 alexia, 1 hashamash

2 Thumpers - one for gargantuan worm, one for collosal worm. {city, alexander]

+3 sword of answering

Hand Mirror : adds +4 to charsima for 1 day, 1 use per day


Spider Scarab
, symbiote, lowers max hp by 2 hp,  and adds +4 to trap sense, may sense desert spiders at 100 ft. and unnafected by their poison.

[riddeon]

Veils  (10)     when drawn over face, sneak attack damage is at +2d6, [2 trevor, 2 tasha, 2 riddeon, alexander 1 spear maidens x3]

Crystal Magnification Shard  - widens, enhances, and heightens (+5) ray spells casts though the crystal (causes some discoloration, 3 uses left, not rechargeable) [Apprentice]

Adamantium Piercing Arrows (7)  +4 pierces walls of force, telekinetic barriers, passes through walls of air, and is unnaffected by stoneskin. [4 riddeon, 3 alexia]

Still Suit – functions as regular still suit, armour +6, absorbs one magical ring effect permanently and turns it to psionic form. [tasha]

Cell Adjustment Ticks (6) - large ticks that, are attached to body may enhance cell adjustment, for every 2 ticks that are worn max hp decrease by 5 but cell adjustment is enhanced (+20%) [4 trevor][2 alexander]

Balic Gladiator's Exotic Armour - (must take use exotic armour proficiency to use) - chitinous plate (as +5 plate, non magical, half the normal heavy armour limitations), provides automatic turtle defense - fighting defensively gives complete immunity to sharp and vorpal weapons, automatic porcupine defense - by sacrificing a move related action, any grappler takes base attack in damage for each grapple attack, automatic thorny defense - as a full round action while fighting defensively, may attempt an autmatic disarm vs any melee attack made with a weapon; Helm with target visor; by making a spot check equall to you opponents AC, you gain a +4 to hit for the round. Boots:  kick does both bludgeoning and piercing damage (d6+5) and gives +5 vs trip attacks. Set: gives Frightfull Apearance (DC 10+ 1/2 chr lvl + str to cause enemies to be shaken) All non magical. 40,000 KN

140,000 KN worth of jewelry, gems, and coins. 1 KN = 1 gp  1DN = 100 KN

Masterwork scimitar (+1), serrated edges give +1 on disarm attacks and +1 against being disarmed, on successful attack may choose to use next attack action to hook target on weapon (opposed grapple check at +1), if successfull  may use next attack action to trip opponent (+1 on trip attack and +1 to not be disarmed) or move opponent 5 ft (context of str or dex at +1), for every 2 psionic points expended in the round, all bonuses increase by +1 (to a max of +5 [+6 final bonus]) [alexia]

4 sets of Scorp Bracers +8 armour bonus, shocking grasp 1/day at 15th lvl (1d8+5), shocking grasp treated at +4 to penetrate SR [riddeon, alexia, twins, alexander]
1 set of Scorp Lord Bracers: +5 deflection bonus on saves, quickened lightning bolt 2/day (15th lvl), gives the feat of greater spell penetration (+4) - does not stack [apprentice]
Rod of Electricity - will double range and widen any electrical spell cast and add +2 DC. [trade]
5 Wands of horrid wilting (15 charges each) and [apprentice, 4 for cash, 5,000 appiece]
4 rods of pestilence - can purtrify 30 man days of food and water per charge- cast at 15th lvl, range is 1 quarter mile, (15 charges left)

40 x + 3 spears, +3 glaves, +3 daggers, +3 handaxes, +3 longbows [5 bows riddeon]

1 pair dagger, handaxe for alexia, twins (4), riddeon, 5 maidens, +3 dagger, +3 handaxe, 

400 +1 /+3 vs Babylonians arrows [church: 50x +1/+3 when used in defense of babylonians Alexia] 

2 lbs of coffee [40 uses]- premium blend coffee, +4 alchemical bonus concentration, -1 alchemical bonus on dex checks 1 use lasts 1 hour [alexander is carrying]

20 pairs of Sand boots (leaves a trail of sand, while standing on sand gain +5 hit points, +2 strength) [5 maiden, 2 riddeon, alexander x2]  +5000 KN

             50 Desicating Burst Arrows (+1d6 desicating damage, on a critical they do 1d10, if x3 damage do 2d10, if x4 then 4d10) 10 alexia, 40 riddeon

        Defilers Bracers  make one target creature immune to fire costs 1 charge, std action unless its used in a summoning lasts 2-5 rnd. Has spell up that increases the durations of all fire protection spells or effects by x3. [alexander]

        Defilers Staff – acts as orcrist stone for fire spell (enhances 3 day), all offensive fire spells do an additional 1d6 colorless fire damage, +4 intimidation to desert races and enmity with defilers (non magical) [[staff is dangerous around water]][sacked to church]

        3,000 gp worth of jewelry and silver [Riddeon gift to queen]

        Green paste (large jar) – if put on the inside of armour, it will give the armour resistence to dessication damage (15 per attack), 5 uses lasts 3 days [maidens]

  gold or platinum pin [lion pins] for giving, non magical, 50 gp
   +2, or +3, reaction/adjust with faithful of ishtar (true believers)

Adventure to the Crescent Forest

travel from windbreaker mountains to the temple of TazekCoatl Kha.

Encounter the Nation of Formia

Formia

Allies with the Ant Nation are the Ankhegs, many of which serve as bulwarks of protection scattered amongst the ants, and sometimes they play the role of clerics of a different faith (ankheg God?).
















the evil ant, Kothosus, part demonic and touched with chaos, kothosus has delved healiy into evil in his search for power, he has experimented on ants making them his automatons

can control ants

-------

Nibenay


His father:

His Mother

Bahamut

General of the Appocolypse. Was the one who threw Nibenay out of the Empire.

Treasure from Kothosus


Ring +6 enhancement bonus to Ac
Ring +6 enhancement bonus to saves
Ring of spell storing - stores 4  weirding field
rare metals - 30,000gp Kothosus sword - chaotic shord of sharpness with random deflection 3/day, empowered chain lightning 3/day, avoid any situation once 

In Locked Iron Chest:

incense adds 10 temp hit die to creature summoned <br> 3 summonings - sultan
increases Ac by 5 <br>
adds +5 to all attack rolls and saves

Nectar of Formidia <br> taran & apprentice
Increases primary stat by 1 permanently<br>
Grants one epic feat for a day (determined by DM)

Potions <br>
Jotubrund x 4 <br>
cure critical x 4 <br>
Random Deflector x1 (the next five targeted spells have a 60% chance of being deflected, 20 minutes max)<br>
Honey x 4 (cure desease, cure 1d4 ability damage, and cure 4d8+15 hp)

Scrolls <br>
Disjunction x2  
Mass Jotubrund (lvl 8), lasts 10 min/lvl 
Epic Reduce x4 
Haste x4
Burst Appendix x2
Bolt of Unluck x2  Weirding Field x3 Weriding field - Stationary field of chaos All action taken in field (5/ft per level radius, 0 range) , for any save, attack roll, ability check, or skill check, roll a 20 sided die, if it is even, add roll, if it is odd subtract. SR applies

Dusk lizard Scrolls x 4 (written in dusk lizard,  readable by anyone who can read dusk lizard) (8th lvl)- haste x 30 , expeditious retreat x 30, shadowskin x 30
Enriched Kank Nectar x 100 person days (in addition to acting as water suppliment, adds +2 con for day until remove fatigue / remove dehydration(con bonus ends)

Dusk lizard poison 100 apps DC 28 paralyzed<br>
Oil of slipperyness x30 <br>
+5 composite bow, str adjusted x 10 <br>
+5 arrows  x 300 <br>
dragon herbs (Primrose) <br>
dusk lizard bracers of archery (+2 to hit and damage with arrows) x 25

In the Pit
bowl of summoning with spidered embrodery - summons endless poisionous spiders (cursed)
staff with large gem with web design <br> web spell at 25th lvl
old golden scepter - can do bolt of glory as a standard action 7 times per week, with this rod add charisma bonus to range touch attack and damage
4 black orbs (4 inch diameter) - each does a true creation once Taran gets 1.
sword of kathrasia - +5 two handed sword can do a hammer of chaos 3/day, cloak of chaos 1/day, mass charm monster (affects only choatic creatures) 2/day, does 2d6 bane damage to lawful creatures

glasses Grant +4 on any one Knowledge Check you choose upon wearing (ALEXANDER) •

Spell Catalog of Chaos – Can cast any 2 Choas Spells if reading from book (ANY spell, may change per day) – Monster Summon 9 / Choas Hammer (APPRENTICE) •

Vial of Venom – HaNaga (Good to write with…) DC31 Fort Save (Death in one hour) but speak truth. This is a great ink to write scrolls. (APPRENTICE) 

ODD-O-PIE – Weird hand / eye creature pyschicin nature. We wrestled and killed it. • *Have eyes of the ODD O PIE
Alexander:
• Spell Catalog of Chaos – Can cast any 2 Choas Spells if reading from book (ANY spell, may change per day) – Monster Summon 9 / Choas Hammer (APPRENTICE)
Alexander:
• Vial of Venom – HaNaga (Good to write with…) DC31 Fort Save (Death in one hour) but speak truth. This is a great ink to write scrolls. (APPRENTICE)
Alexander:
ODD-O-PIE – Weird hand / eye creature pyschicin nature. We wrestled and killed it. • *Have eyes of the ODD O PIE

Broodkeepers -
midwifing goo - nectar that aids in birth, will do equivalent of raise dead - enough for 6 human sized children 

crystal ball - must be held, range 30ft, standard action imprisons creature in globe Will save DC 29. if stare into globe for 1 round, give up your save and imprisoned. if a creature is already contained when triggered, the creature is released (enslaved 16 HD desert doppelganger currently imprisoned)

Glasses - Read all languiages & chaos script / True Sight 1/day(functions in chaos) – Zander

book of sacrifice, evil metamagic rituals, good creature reading loses 1 level

Ankheg Collar – Monstprpus Creatures Only x 9

To go on to the Chronicales of the Mad Prophet click here