The Ifrit's Chosen
Along the great Izgoni caravan route over the dunes of the
Ulrik Wastes lie the ruins of a small settlement. Once a desert spring bubbled
up here, and the settlement was a waypoint for travelers and their animals to
water and rest in the shade. Though the tumbledown adobe structures are still
used as emergency shelter from the many sandstorms, the settlement is generally
bypassed as another dead husk amongst the dunes of Ulrik.
Investigation of the settlement reveals little, though the
simple bricked shaft that once served as a well in the village center may draw
the curious. Either storm or the disgruntled filled the well shaft with sand
and it is only ten feet deep.
On the northern wall, only partially exposed near
the surface of the sand, one of the bricks is stamped with a faint symbol of a serpent entwining a palm tree (Search/Spot DC 15). Those with knowledge of the ancient peoples of the Ulrik know that
this symbol was for the Caliphate of the East Winds, a small nation that
controlled a significant portion of the Izgoni caravan route. With an
Intelligence check (DC 18), those with knowledge of the region know that the
Caliphate was ruled by the priest kings of the ifrit, Afara, and that their
holy warriors roamed the Izgoni route protecting merchants and pilgrims.
Digging out the clay brick reveals a metal bar, about three
inches long set into the stone. The bar can be pried away from the wall, which
opens a secret door about 3' below the surface of the sand. (Reflex DC 13 or
slide into the chamber beyond).
1) Pile of Sand – The fall to the top of the sand pile is
ten feet, and though this causes no damage, those affected must make a second
DC 13 Reflex or slide to the bottom of the 20’ tall sand pile that half buries
this small natural cavern. A passage exits to the west.
The fall and light surprises several rats who
scurry away squeaking.
A skeleton half buried at the bottom of the pile (DC 9)
wears a tattered turban with a small garnet set in silver pin (25 gp), a gold
signet ring stamped with the symbol of the Caliphate (DC 15), a rusted steel
helmet and hauberk. A perfectly preserved leather sack on its belt holds 200sp
and a scroll written in the ancient language of the Ulrik peoples (this is a
writ authorizing the magistrate of district 27 to collect such taxes as are due
the Caliphate from the village of Yaiden)
Those that examine the skeleton notice that both the man's
legs were broken. Those with medical knowledge understand that this was caused
by blunt force trauma (a hammer) and not a fall into this chamber.
Disturbing the skeleton also disturbs the spitting cobra
lairing inside its chest. It attacks with surprise unless the examiner states
they are carefully looking for hidden enemies, etc.
Spitting cobra:
Init +4; Atk bite +2 melee (1 + poison DC 14 Fort or death) or spit (DC 15 REf;
DC 14 Fort blinded); AC 12; HD 2d8; MV 30’; Act 1d20; SP: Spit hits unless a DC
15 Ref save; If struck, DC 14 Fort or blinded; SV Fort +1, Ref +4, Will +0; AL
N.
2) The Secret Well
– A stone brick hemisphere about 4’ tall with an opening at the top stands in
this natural chamber. This well drops off into darkness. Note that there is no
moisture in the room or smell of water from the well. Descending the well
requires 100' of rope and leads to roughly circular chamber (30' radius) with a
pile of skeletons with dried muscles/viscera beneath the hole. A detailed
examination reveals that all been stripped of clothing and killed with a single
hammer blow to the forehead (see Area 5).
3) The True Well –
The original spring receded to here. The pool is 25’ deep, though a series of
cracks and small passages lead down into the aquifer (impassible without
extreme magical means).
The shore is muddy stone with the footprints and scat of
rats (rats will scatter if surprised, though they move and hide at approaching
lights). Cave cricket, crayfish and other insect corpses abound. Walls crawl
with various blind insects. Note the effects of the book (Area 5) if brought
into this room.
Carvings on the wall depict symbols of the ancient caliphate
and a religious symbol (DC 12) depicting a curved knife -- this is the symbol
of Afara, the ifrit "god" of the Caliphate.
If a new well is dropped over this spot, it supplies water
to a village of ~100 people and animals for the next 15 years before drying up.
4) Bricked up chamber
– This small natural chamber is intersected by a brick wall concealing the tomb
of the guardians of Yaiden. Each brick is carved with hundreds of warding
symbols associated with Afara (DC 12). These symbols are not magical (DC 15; or
detect magic). The bricks can be smashed down fairly easily, though it requires
a hefty hammer and an iron spike or some similar combination of tools (2
turns). With a normal hammer/warhammer alone, this takes 1-2 hours.
Beyond the wall is a worked stone and brick passage. The
passage walls curve to a mere 5' ceiling and the clay-stucco walls are crowded
with runes, symbols and sutras dedicated to Afara (DC 12). Moving into this
passage causes various random runes to flash green, glow and fade to darkness
in a complicated and continuous pattern. This causes confusion (DC 12 Fort) for
1d3 turns. The effects can be defeated simply by closing the eyes, covering the
walls somehow, magical darkness, or the like.
5) The Tomb – The
plain seal to the tomb is a solid stone slab set into the surrounding walls
(hammer and spike to open, as above, though anything less than a sledge and
spike makes it impossible to break). When broken, a foul gust of gas issues
from the very stone, coalescing as a Guardian Jinn, who attacks intruders
immediately.
NOTE: Moving back
down the passage results in the same confusing flashes of runes.
Guardian Jinn:
Init +4; Atk sword +6 melee (2d4 + Disjunction); AC 14; HD 2d12+4; MV 30’, 50'
Fly; SP Disjunction (Will DC 16), immune to normal weapons, gaseous form when
killed; Act 1d20; SV Fort +4, Ref +2, Will +0; AL N.
The Guardian Jinn transforms from a sentient gas to a
humanoid entity composed of living water. When attacking, it extrudes a sword
from its arm. When struck by this sword, opponents must make a DC 16 Will save
or have all magical effects dispelled for 2d5 rounds. This includes any magical
items held or worn by the opponent (a separate Will save for each item at the
bearer's bonus). When the guardian jinn’s hit points reach 0, it transforms
into a gaseous form and becomes locked inside its holy vessel for 1,001 nights.
Tomb of the Chosen
Within the tomb are two skeletal figures dressed in rich
robes and jeweled turbans seated on stone chairs facing each other. One is
kitted in pristine chainmail, a shield with a tree device painted on its face,
and a stone-headed hammer (this will be familiar to those examining the bodies
at the bottom of the secret well). The second holds a book in his lap with a
tree device painted on the cover. (Described below)
The turbans turns to dust when touched, though 300 gp worth of gems
can be recovered from each.
Removing the book from the skeletal hands causes a swarm of
biting insects to pour, seemingly, from the chest of the skeleton. The swarm
forms into a vaguely humanoid form and attacks!
Swarm Guardian:
Init +4; Atk Stinging slam +5 (1d3+paralysis); AC 16; HD 5d8; MV 30’; Act 1d20;
SP Poison (DC 14 Fort or paralyzed for 2d3 turns), dissolve to swarm when “killed”;
SV Fort +3, Ref +10, Will -1; AL N.
The swarm guardian is a creature composed of a magical
insect swarm. The swarm forms into a humanoid creature about 8’ tall, though
the swarm continually shifts and moves to suit the creature’s purpose. When attacking,
the swarm guardian strikes with its swarming insect fists delivering a
poisonous sting. Those that fail the saving throw are paralyzed for 2d3 turns. When
reduced to 0 hit points, the swarm guardian dissolves into 1d3+1 insect swarms
(as per the Core Rules)
The Accoutrements of the Grand Holy Ghazi Abdul-Rahman Mukhtar Masoud
Salah-al-Din Ahmed
These artifacts were created by the ifrit, Afara, for warrior-priests
in its service and include:
- Shield with Silver
Tree Device – The shield provides a +2 AC (total) and weighs only 3 lbs.
- Chainmail – This
extremely light armor weighs as much as leather armor, while providing the
protection of chain. Additionally, the wearer receives a +2 to all saves
against the power of any god other than Afara and +2 to Fortitude saves due to
deprivation.
- Long-handled Stone
Hammer – This weapon can be used one-handed for 1d6+1 damage. When wielded
two-handed, the weapon deals 1d8+2 damage. The weapon is considered magical
when dealing with opponents only harmed by magical weapons.
Those that choose to bear the Holy Accoutrements are making
a holy pact with the ifrit, Afara. Though, until Afara is encountered, there is
no outward sign. The artifacts themselves cannot bear to be separated from each
other. Each bearer of separated Holy Accoutrements must make a daily DC 13 Will
save or be compelled to seek out the other artifacts with the intention of
reuniting them. This compulsion causes a -2 to all action dice, saving throw
and mental ability checks if the bearer is not actively seeking out the other
artifacts.
Those bound to gods opposed to Afara that bear one or more
of the Accoutrements receive a cumulative +1 increase to their disapproval
range per day. This increase cannot be removed by time or sacrifice, though it
resets at a rate of -1 per day that the artifacts are not borne.
When Afara is taken as a patron, the Holy Accoutrements are
said to “awaken” with purpose and power. ·
The Holy Writs of Kalid Sakhr
The sorcerer Kalid Sakhr gathered many of the spells that
Afara gifted to his Chosen. These spells may be learned and cast by any wizard
or elf, though such actions may incur a mortal debt with the ifrit.
Additionally, the spellbook has an insidious curse. Those
carrying the spellbook attract a variety of vermin (insects, rats, bats, etc.).
When faced with an attack by such creatures, the bearer of the spellbook is targeted
exclusively.
- Flames of the East
Wind (flaming hands with a
manifestation of a miniature flame jinn)
- Farouk’s Guardian
(ward portal with the manifestation
of a stone jinn blocking the affected portal)
- Blooms of the Desert
(color spray with the manifestation of fresh spring flowers and a wash of damp
desert air)
- Farouk’s Gentle Hand
(featherfall with the manifestation
of a giant jinn’s hand lowering the caster to safety)
- Bolt from the Mountain
(magic missile with the manifestation of shouted sutras and bolts of crackling
force)
- Hakim’s Mind Numb
(forget with standard manifestation)
- Hakim’s Free Entry
(knock with the manifestation of a cloud jinn passing through the portal and
opening it)
- Runelight (note,
this is not a spell specific to Afara and is described below)
NOTE: Every turn
while in this dungeon, the bearer of the book draws 2d10 rats -- they do not
attack, but follow the bearer and attack anything that seems to be threatening.
They drift away at a rate of 5 per round after leaving this dungeon. If the
bearer enters the True Well (Area 3), hordes of cave insects are drawn to the
bearer (including crayfish from the pool) causing a chaotic scene of rats
attacking swarms of insects.