Chaos in Sarlona (Inactive)

Game Master 137ben

A map of the portions of the Starlight Tomb already explored can be found here.
Inside the Vault of the Starlight Tomb


3.5 to pathfinder conversions:
More conversions will be added here as needed.
The four main racial conversions are mostly courtesy of pf-Eberron wiki. All other conversions are either mine or will be credited individually.

Changeling:
Ability Score Racial Traits: Changelings are varied and adaptable. They gain a +2 racial bonus to one ability score of their choice, chosen at character creation.
Type: Changelings are humanoids with the shapechanger subtype.
Size: Changelings are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Changelings have a base speed of 30 feet.
Languages: Changelings begin play speaking Common. Changelings with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Change Shape (Su): A changeling can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores.
Deceptive: A changeling gains a +2 bonus to Bluff, Intimidate and Sense Motive checks.
Gifted Linguist: Changelings gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Slippery: A changeling gains a +2 bonus on saves against sleep and charm effects.

Kalashtar:
Ability Score Racial Traits: Kalashtar gain a +2 bonus to one mental ability score chosen at creation, to represent their powerful minds.
Type: Kalashtar are humanoids with the psionic subtype.
Size: Kalashtar are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Kalashtar have a base speed of 30 feet.
Languages: Kalashtar begin play speaking Common and Quor. Kalashtar with high Intelligence scores can choose from the following: Draconic, Maenad, Riedran and Xeph.
Unearthly Presence: Kalashtar receive a +2 bonus on Bluff, Diplomacy and Intimidate checks.
Pass for Human: Kalashtar receive Pass for Human as a bonus feat.
Telepathic Talent (Ps): A kalashtar gains one discipline talent as a psion (telepath) of his character level. If he later takes levels in psion then he must choose different discipline talents from his class, but does not lose this ability.
Twin Soul: Kalashtar receive a +2 bonus on saving throws against possession and mind-affecting effects.
Dreamless: Kalashtar do not dream when they sleep, and are immune to any effect which influences dreams. However, their natural recovery rate for mental ability damage is halved (i.e. a kalashtar would require two days to restore 1 point of lost Wisdom, rather than one). This does not hinder magical healing, such as restoration effects.
Naturally Psionic: Kalashtar gain the Wild Talent feat as a bonus feat at 1st level. If a kalashtar takes levels in a psionic class, he instead gains the Psionic Talent feat.
Psionic Aptitude: When a kalashtar takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.

Shifter:
Ability Score Racial Traits: In many ways the shifter mindset is closer to that of an animal than a humanoid. They receive -2 Cha (but see Shifting Below).
Type: Shifters are humanoids with the shapechanger subtype.
Size: Shifters are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Shifters have a base speed of 30 feet.
Languages: Shifters begin play speaking Common. Shifters with high Intelligence scores can choose from the following: Elven, Gnome, Halfling and Sylvan.
Athletic: A shifter gains a +2 bonus to Acrobatics and Climb checks.
Wild Empathy: Shifters can use wild empathy as a 1st-level druid, or gain a +1 bonus on wild empathy checks if they possess wild empathy from another source.
Damage Reduction: Shifters gain damage reduction 1/silver.
Shifting: A shifter can take on bestial traits as a free action, taking a -2 penalty to Int but also gaining a +2 bonus to two other ability scores chosen at 1st level. He may stay shifted for a number of minutes per day equal to 3 + his Con modifier, which need not be consecutive. He may stay shifted for 1 additional minute for every Shifter feat he possesses.
Razorclaw: While shifting you gain a pair of claws. These are secondary natural attacks that deal 1d4 damage, +1 damage for every four character levels.
Low-light vision: Shifters can see twice as far as humans in conditions of dim light.

Warforged (except Psiforged):
Ability Score Racial Traits: Warforged are fast learners and extremely durable, but were created with little sense of personal identity. They receive +2 Con, +2 Int, -2 Wis and -2 Cha.
Type: Warforged are monstrous humanoids with the half-construct subtype. They do not breathe or sleep, do not need to eat, and receive a +2 racial bonus on saving throws against disease, mind-affecting effects and poison.
Size: Warforged are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Warforged have a base speed of 30 feet.
Languages: Warforged begin play speaking Common, and do not gain any bonus languages from possessing a high Intelligence score.
Focused Training: Warforged gain one skill of their choice as a class skill.
Light Fortification: Whenever a sneak attack or critical hit is scored against a warforged, there is a 25% chance that the extra damage is negated and damage is rolled normally.
Tireless: Warforged are immune to the fatigued and exhausted conditions, and receive Endurance as a bonus feat.
Plating: At 1st level a warforged receives a suit of masterwork light or medium armor for free, which cannot be sundered or removed. Due to its integration with the warforged's body, the plating's maximum Dex bonus is increased by 1 and its armor check penalties are reduced by 1. Plating is considered weightless for determining the warforged's encumbrance. Regardless of the type of armor it is based on, plating is constructed of the same materials as the rest of the warforged's body and thus may not be constructed of special materials (unless you select the Advanced Construction feat at 1st level). Plating may be enchanted as magic armor, though the warforged must be present at all times during the process.
Natural Weapons: Warforged have a slam attack that deals 1d4 points of damage.
Artificial Metabolism: Warforged are immune to necromancy effects and regain only half the normal hit points from magical healing, unless they affect constructs (such as the make whole spell) or originate from the warforged itself. The warforged still gains full benefit from fast healing.
Composite Body: Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.
Darkvision: Warforged can see perfectly in the dark up to 60 feet.

Psiforged (see Magic of Eberron) may instead be statted as Forgeborn (Ultimate Psionics).

Articifer: The Craft reserve can be used as crafting gold instead of xp. It has five times the values listed in ECS (so 300 reserve gold at level three). Retain Essence also allows you to add points to your craft reserve based on the item's gold cost. The class otherwise works the same as it does in 3.5 (I think it is already powerful enough that it doesn't need any new class features or other boosts to put it on par with pathfinder classes.)

Feat and Prestige Class skill prerequisitesIn 3.5, the maximum skill ranks you could have in a skill is your level+3, while in pathfinder it is just your level. Feats and prestige classes which require X ranks in a skill (for X>3) should instead require X-3 ranks. So, the Lesser Dragonmark feat only requires six ranks in any two skills, not nine.

Current PC xp: 14468
15000 needed for level 6.

NPC Compendium: If you forget who an NPC is or what you know about them, you can check here. Or, if I forget who an NPC is and cannot access my notes for some reason (i.e., if I'm away from my computer), then I can use this section. Only information which is known to the player characters is listed here. Also, insignificant NPCs who showed up once and have no chance of ever coming up again will not be listed here.

Qara:
Qara, or 'Q', is a kalashtar who claims to be an ally of the Summit Road. Along with her companion S, she picked out the PCs from the crowd who arrived from Khorvaire. Qara originally sent the protagonists in two groups to different locations, and she claims to have been surprised that they met up. Her stated goal is to oppose the Dreaming Dark and the Inspired. Her powers, plans, and other motivations are unknown.

S:
S, or Sidrian, is a xeph and companion of Qara. He has fairly strong psionic powers: he was able to psychoport the PCs from southern Adar to northern Adar. While he presumably shares some goals with Qara, currently almost nothing else is known about him: his affiliations, powers, and motivations are hidden from the protagonists.

Deenya:
Deenya is a human from the town of Pihdri in southern Adar.
Kiana only:
Spoiler:
The name Pihdri, despite being spoken in the Riedran tongue, sounds remarkably similar to that of a community of minotaurs in northern Droamm, allegedly descended from the first Minotaur to come to Khorvaire.

The PCs interacted with a fake Deenya, a shapeshifter of unknown origins and motives. The fake Deenya brought three friends of the real Deenya to northern Adar, where they helped her ressurect the long-dead Charivia. The fake Deenya then brought in extraplanar creatures who attacked the PCs before she vanished. Her motives and affiliations are entirely unknown. She has some interest in something called the Death Tooth, which may or may not be related to the Tremble Tooth.

Kashaana, Halkelk, and Minitash:
Three kalashtar friends of Deenya, who were brought to northern Adar by the fake Deenya. They purport to follow the Path of Light. Minitash briefly fought the PCs, when he was possessed by a creature summoned by the fake Deenya. After the PCs exposed the fake Deenya, the three kalashtar returned home at the first opportunity.
The fake Deenya was later revealed to be Anesti shape-shifted.

Charivia:
Charivia is a halfling from Talenta. She left Khorvaire for Sarlona when the Last War started. She ended up in Syrkarn, but fled to Adar out of fear of the Inspired in Syrkarn. She purports to have been killed by a kalashtar while in the ancient yuan-ti city, and that her killer claimed to be hindering yuan-ti somehow.
She was brought back to life by Anesti. Prior to her first death, she had been the Living Key to the Starlight Tomb. Upon her resurrection, the status of Living Key was transferred to Nik'o (unbeknownst to both Nik'o and Charivia).
Charivia has some psionic powers, which she describes as emotional bursts. She is not as powerful as the player characters, though.

Harva:
Harva is apparently a kalashtar purportedly interested in helping the PCs acquire the Tremble Tooth. She travels with Aali, with whom she regularly bickers. Harva refers to S as her master. Her powers are unknown.
When the PCs entered the Starlight Tomb, Harva stayed out (along with Aali and Tierney).

Much later, Harva and Aali helped convene the new group in Ardheim.


Aali:
Aali is apparently a human (though Helac observed that she is actually a changeling disguised as a human) purportedly interested in helping the PCs acquire the Tremble Tooth. She travels with Harva, with whom she regularly bickers. Unlike Harva, Aali does not refer to S as her master. Her powers are unknown.
When the PCs entered the Starlight Tomb, Aali stayed out (along with Harva and Tierney).

Much later, Harva and Aali helped convene the new group in Ardheim.

Lady Prugshon:
A Syrk noble, who has been mentioned only but not seen. Revion, Helac, and three former PCs encountered a group of yuan-ti, claiming to be in the service of Lady Prugshon. Those yuan-ti appear to have killed an Inspired who infiltrated Adar, but were equally hostile to the PCs. They also claimed to be searching for the Shadow Tooth, and one of them supposedly acquired it. There is also some connection to something called the Tyranny of Secrets, as one of Prugshon's followers claimed
"When the Tyranny of Secrets returns to the world, you shall not be around to witness it!"
A human guarding the Starlight Tomb has an insignia of the Prugshon house on his shirt.
A yuan-ti follower claimed that Lady Prugshon is a direct descendant of King Fremaryllis, who rests in the Starlight Tomb.

Lady Prugshon is the formal leader of the Prugsuun tribe, which occupies much of central east Syrkarn. They are rivals with the Shaaral tribe, who occupies much of northeast Syrkarn. The Shaaral tribe is rumored to be under the influence of Riedra. It has also been suggested that the Shaaral tribe was responsible for the deaths of Kiana's family.

Lady Prugshon, and many of her followers, refer to a god-like entity called the Tyranny of Secrets. Very little information about this entity has been revealed.

Lady Prugshon and her followers have expressed interest in aquiring the Shadow Tooth, the Tremble Tooth, and the Death Tooth for their own (unrevealed) purposes.

Lord Anesti:
Another Syrk noble, who has been mentioned only but not seen. He was described by followers as either a vassal of Lady Prugshon, or has her equal. He is also said to be a powerful shapeshifter. Anesti purportedly lead a group of yuan-ti into the Starlight Tomb. He left is followers to search for four keys inside the tomb, needed to open the way to the Tremble Tooth. Anesti himself, meanwhile, searched outside the tomb for a 'living key', according to a yuan-ti interrogated by Kiana, Helac, and Nik'o.
He claimed to be after three things in the Vault of King Fremaryllis:
1. The Tremble Tooth, which Lady Prugshon commanded him to acquire,
2. An old stone tablet, containing the oldest written transcription of the Uraadunsiaa, a traditional tale native to Prugsuun tribe. He claimed that finding the tablet holds great emotional value to his tribe.
3. A magic woodwind pipe known in the legends as the Kazzantersia.

However, after very little negotiation, he agreed to let the PCs have the Tremble Tooth, if they got for him a locket carried by the Riedran changeling Leehlan

Anesti was revealed to have been the fake Deenya who revived Charivia. Upon her resurrection, the status of being the living key transferred from Charivia to Nik'o.

Herolyse:
Herolyse is a human who fought the PCs in pages 18-19, due to the mistaken assumption that the PCs were Riedran. She was briefly interrogated by Kiana on page 19, and identified a rival tribe, the Shaaral, as the source of Kiana's family's killers.

Harshuun:
Harshuun was a yuan-ti of the Prugsuun tribe. The PCs first encountered him in the chamber of the first Key. He mistakenly believed the PCs to be agents of the Harmonious Shield, and fought them in pages 18-19. He escaped, and his human companion Herolyse corrected his misjudgement of the PCs.
Harshuun knew that removing one of the four keys would trigger a curse, unless all four were removed at once. He and his allies were afraid that a Riedran would come and take one of the keys before the Prugsuun could find the fourth key. To protect it, Harshuun volunteered to remove the third key himself, taking the brunt of the curse. The curse left him frail and very vulnerable to wounds.
He was killed on page 24 when he and the PCs were attacked by the Harmonious Shield. Due to the curse, the first hit he suffered was enough to kill him.

He had heard of the Death Tooth, and thought it was distinct from the Tremble Tooth, but didn't say anything else about it before he was killed.

Chumani:
Chumani is a half-giant of the Prugsuun tribe. He was a companion of Harshuun, from whom he took the third key shortly before Harshuun was killed. Chumani mentioned having a spouse on page 23 ("My spouse and others are working to ensure that the necessary components for the ritual are obtained.")

Leehlan:
Leehlan is a Riedran changeling who is part of the Harmonious Shield. He lead an expedition by the Harmonious Shield into the Starlight Tomb to gain "some artifact of the giants." He carried an locket which Anesti wanted for an unknown purpose (though Leehlan speculated that it might help Anesti gain access to places in Riedra he otherwise couldn't go). He also had the ability to be safely teleported home whenever he was knocked unconscious, which happened after the PCs got hold of his locket.

King Fremaryllis:
King Fremaryllis was a yuan-ti king who lived about 2,000 years ago. It was under his leadership that the kingdom of Lamecha, one of the so-called "twelve kingdoms" formed. According to her followers, the leader of the Prugsuun tribe (Lady Prugshon) is a direct descendent of King Fremaryllis. Fremaryllis was entombed in the Starlight Tomb. The king's body, along with his most valuable possessions, were hidden in the Vault of the tomb, which required the keys to access.
An undead guardian in the Tomb claimed that his master's soul had already passed beyond Dolurrh and is outside the reach of mortal magic. However, the PCs ultimately encountered what appears to be Fremaryllis' ghost inside the Vault. He appears as the specter of a yuan-ti abomination.

Info-dump about the Syrk tribes:

Spoiler:

Page 35 of the gameplay thread wrote:

Aali leads you to a small cottage on the outskirts of the "town." The door creaks open, revealing a modest room filled nigh to capacity by bookshelves. The books range in size from 1-inch square pages to books with four-foot-long pages, and their titles all appear to be in ancient Sarlonan runes.

Also inside the cottage are several other humanoids. Sidrian stands in the middle, and Aali's companion Harva is near the back. There are also three more humans, a tiefling, and another of those weird talking machines like Pierce.
"Good, thou art here, Kiana and Pierce," S comments as you enter. He then begins to explain his purpose in bringing you here.
"For centuries, Syrkarn has remained untouched by the forces of Riedra. None know why, for surely the Harmonious Shield has the power to conquer the land with ease, and it lacks Adar's protections. For many decades, the Shaaral tribe of northeast Syrkarn has been suspected of being under indirect Riedran influence, though it was never overt. In the last few days, however, the Shaaral have struck out violently against their long-time neighbors, and this time Riedra seems to be providing direct support. The Shaaral have long fought other Syrk tribes, particularly the Prugshuun and the Haarzuun, but never hath Riedra involved itself directly in Syrk affairs, and we know not why they have acted now for the first time. Mayhaps it hath something to do with Riedra discovering the Prugshuun's connection to the earliest yuan-ti, or perhaps it ith something else entirely. My partner and I want you, all of you, to venture into Shaaral territory and discover why the Harmonious Shield is so suddenly involved here, where they had let alone for five hundred years."

"The Haarzuun have long been neutral in the struggles between Adar, Reidra, and the other Syrk tribes, but you may find them to be potential allies. The Shaaral have long performed psionic experiments on warforged and other constructs, whilst the yuan-ti of the Prugshuun tribe have also tampered with warforged, though in different ways. There experiments have even clashed on occasion to devestating unexpected consequences, many of which occured roughly four years ago, after which the yuan-ti ceased their experimentations (publicly, at least). Those friendly to the Quori, Reidra, and the Dreaming Dark are eager for artificial creatures to be given the ability to dream, in order that their dreams might be used by the Inspired for sinister purposes. Some of their...experiments...have spread to other continents as well."
"The Prugshuun have underground tunnels under much of central Syrkarn, making them difficult to observe compared to the open planes covering the rest of Syrkarn, hence I know little of their secrets."

"Now I am certain thou dost have other questions. When thy minds are satisfied, ye shall be off. Perhaps you should first explore towards Haarzuun territory first, in order that you may learn what they know of the Shaaral's recent outburst. Or you could travel directly to the source of the attacks."