Tyrants of Zhentil Keep - A Forgotten Realms Pathfinder Mythic Campaign (Inactive)

Game Master Dennis Harry

The Gauntlet

The Crypt

Dreaded Lair Cross Section

The House of Night

Faerun World Map

Geography of the Underdark

Faerûnian Character Regions

Starting Year 1357 - YEAR of the PRINCE

Zhentil Keep Factions

The Church of Bane:
Fzoul's faction of the church of Bane, believing that the proper worship of the god of tyranny is to support a tyrant, has allied itself with the Zhentarim, which is headed by the most efficient tyrant around, Manshoon. It also participates in numerous ventures in Zhentil Keep, to bring wealth and power to not only the church, but those individuals who serve the Black Lord. Individual priests aid the Zhentilar, the Council of Lords, and the Zhentarim on various missions, providing many kinds of tactical support through the capabilities of different priest spells.

The Handful of Coins - Knowledge Local DC 20 to Open:
The struggling merchants of Zhentil Keep who are not lords have organized in the last few years to form a secret and informal support network for each other. These folks help each other with smuggling and tax evasion, and by quickly raising funds for bribes for the lord magistrate or to pay off debts and fines. This cooperative effort helps them to avoid being shut down by the richer and unscrupulous lords. The Coins also exert a united front of pressure on the Council to try and get trade standards passed and firm rules in place so that fear of the Zhentarim does not drive away ail foreign trade, or so that certain lords cannot create trade monopolies on specific goods by using arson, blades in dark alleys, and similar means.

The Naug-adar - Knowledge Local DC 17 to Open:
The naug-adar, or devil dogs, are the ever-watchful minor mages of the Zhentarim. These low ranking or inexperienced mages are given certain spying and eavesdropping tasks that the Zhentarim deem important and that require the magical capabilities endowed by the ability to use wizard spells.

The Naug-orls - Knowledge Local DC 17 to Open:
Also known as the devil worms, the naug-orls are loosely the thieves' guild of Zhentil Keep, although they are so closely tied to the ruling lords and the Zhentarim that they ought to simply be counted as the scouting and reconnaissance arm of the powers that be in Zhentil Keep.

Orthodox Banites:
The power of the orthodox following of Bane in Zhentil Keep, guided by the authority of the High Imperceptor in Mulmaster, has waned rapidly since the inception of the Zhentarim in the Year of Bright Dreams (1261 DR). During their heyday, orthodox priests of Bane were the confidants of the lords of Zhentil Keep, using their power and influence to help the lords in their business transactions and to enrich themselves and their church through the services they offered. The lords, in turn, supported the worship of the Black Lord, allowing the Banites unprecedented freedom of worship. This enabled the Banites to bring more worshipers into the Black Lord's fold than ever before. The Orthodox Banites lost much of their secular power within Zhentil Keep with the Imperceptorís initial (trumped up) discreditment in the Year of the Tressym (1263 DR), when Fzoul took over the church of Bane in Zhentil Keep.

Press Gangs - Knowledge Local DC 15 to Open:
During the night-time hours, the dreaded press gangs roam the streets of Zhentil Keep in force. The press gangs are supposed to (forcibly) recruit able-bodied people into the ranks of the enlisted Zhentilar. These collections of brutal thugs are theoretically details from certain units of the Zhentilar that have suddenly had massive casualties and need to be reinforced quickly.



Bane's Portfolio: Fear, Hatred, and Tyranny.
Banes Domains: Evil, Destruction, Hatred, Law, and Tyranny.
Worshipers: Conquerors, Evil Fighters and Monks, Wizards, and Tyrants.

Tyranny Domain Bane:

Granted Powers

Strength Over Will (SP): Enemies to whom you deal melee damage takes a -3 penalty on saves against your abilities for 6 rounds afterward. Additionally, if those creatures were immune to mind-affecting abilities or fear abilities, they instead gain a +4 bonus on saves against such abilities for 6 rounds instead. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Tyrannical Strike (Su): At 8th level, as an immediate action upon successfully hitting an opponent with a melee attack, you can choose to forgo the damage (but not any other effects of the attack) to instead affect the creature you hit as a greater command spell, with a caster level equal to your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every 4 levels beyond 8th.

Tyranny Domain Spells

Hold person
Black tentacles
Hold monster
Wall of iron

Hatred Domain:

1st Channel Hate(Su): As a free action, choose one opponent. Against that opponent you gain a +2 profane bonus on attack rolls, saving throws and AC. This ability last for 1 round and is usable 3x per day + 1x for each point in Charisma score modifier.

8th: Hateful Aura (Su): At 8th level, you can emit a 30-foot aura of hatred for a number of rounds per day equal to your cleric level. These rounds need not be consecutive. Enemies within this aura must attempt a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Characters who fail their save are filled with hatred, and cannot consider other characters allies for the purpose of any actions or use any teamwork feats. The effect ends immediately if the creature leaves the aura, you end the aura as a free action, or you expend all rounds of this ability.

1st level: Doom
2nd level: Scare
3rd level: Bestow Curse
4th level: Song of Discord
5th level: Righteous Might
6th level: Forbiddance
7th level: Blasphemy
8th level: Antipathy
9th level: Wail of the Banshee

Sand Domain:

1st: Weather's Storm Burst: As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

8th: Living Sand (Su): Once per day, you can shape a small amount of sand into any solid object you can imagine, up to 8 cubic feet in volume. You can shape one object or several, up to a number equal to your Wisdom bonus, as long as the total volume does not exceed 8 cubic feet.

You must make a special Wisdom check (d20 + your Wis modifier + 1/2 your cleric level) against a DC determined by the size and complexity of the item. The item to be created has a base DC of 5, plus the modifiers on the table below

Item Complexity Modifier
Fine details +2
Functioning tool +2
Functioning armor/weapon +5
Multiple parts +5
Masterwork version +10
Moving parts +10

Each attempt to create an item requires a number of minutes equal to its DC. You can take 10 or take 20 on this check. Created items persist for 1 minute per cleric level, and can only be solid objects. The objects created have no magical properties, though they radiate faint transmutation magic.

All items created in this fashion have hardness 5 and hit points as follows Fine 1, Diminutive 2, Tiny 3, Small 5, Medium 8, large 10.

1 - Waste Strider
2 - Black Sand
3 - Haboob
4 - Blast of Sand
5 - Flaywind Burst
6 - Awaken Sand
7 - Vitrify
8 - Desert Binding
9 - Summon Desert Ally IX

Thirst Domain:

1st: Command Liquid Foe(Sa): Rebuke or command oozes as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. You also gain a +2 bonus on Constitution checks to resist dehydration.

8th: Air of Dessication (Su): As a standard action, you can pull the water from any foe within 30 feet as a ranged touch attack. The dessication deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, due to the severe parchment, attempting to cast a spell with a verbal component requires a concentration check as if they were affected by a non-damaging spell. This effect last until they quench their thirst. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

1 - Parching Touch
2 - Dessicate
3 - Tormenting Thirst
4 - Dispel Water
5 - Dessicate, Mass
6 - Symbol of Thirst
7 - Mephit Mob
8 - Horrid Wilting
9 - Energy Drain


Mask Mysteries: Intrigue, Shadow, Streets.
Lolth: Ancestor, Intrigue, Occult.
Talos: Apocalypse, Battle, Wind.
Umberlee: Waves, Wind.
Beshaba: Intrigue, Streets.
Malar: Lunar, Spellscar.
Loviatar: Godclaw, Pain [essentially Succor but with a few twists].
Shar: Dark Tapestry, Outer Rifts, Shadow.
Auril: Winds, Winter.


Cyric Mysteries Not Currently Relevant:

Cyric I would allow the following:

From Bane's Portfolio: Apocalypse, Battle, Intrigue.
From Bhaal's Portfolio: Shadow, Streets.
From Myrkul's Portfolio: Bones, Juju, and Occult.

Eventually Cyric's followers will gain access to Dark Tapestry, Lunar, and Solar but lose Bane's Portfolios.


Accessible Mysteries for Bane:

1. Apocalypse,
2. Battle, and
3. Intrigue.

Yes, it must be once accessible at 1st level.

Fast Talker - General Feat:

You grew up in a household where deceit was not only admired but required and as a result developed a silver tongue at an early age.

Benefit: You gain a +2 trait bonus on Bluff checks, and Bluff is always a class skill for you. If you have 10 or more ranks in Bluff, the bonus increases to +4 for that skill.


All peasants begin play with 50 GP.

1) Woodsman – d8 HP, +1 Fortitude saves,
Special: Tracking, ANY Simple Weapon, ANY Light Armor,
Feats: Simple Weapon Proficiency, Light Armor Proficiency,
Skills: Climb, Handle Animal, Knowledge Nature, Survival, Swim. 3+Int.

2) Warrior – d10 HP, +1 Fortitude
Special: +1 Base attack, ANY Martial Weapon, ANY Medium Armor,
Feats: Martial and Simple Weapon Proficiency, Light and Medium Armor Proficiency,
Skills: Climb, Intimidate, Perception, Swim. 2+Int.

3) Adept – d6 HP, +1 Will saves,
Special: 2 0th Spontaneous Arcane spells Known usable 2x per day, Kit Alchemy Crafting,
Feats: Skill Focus – Knowledge Arcana,
Skills: Knowledge Arcana, Spellcraft, Use Magic Device. 2+Int.

4) Craftsmen – d6 HP, +1 Reflex saves,
Special: 2 Ranks in starting Craft, Artisan's Tools,
Feats: Skill Focus – Craft,
Skills: Appraise, Craft, (Knowledge pertaining to particular Craft may also be class skill). 6+Int.

5) Cut Purse – d6 HP, +1 Reflex save,
Special: Backstab 1d6, Thieves' Tools, ANY Simple Weapon,
Feats: Simple Weapon Proficiency, Light Armor Proficiency, Skill Focus Sleight of Hand,
Skills: Acrobatics, Bluff, Sleight of Hand, Knowledge Local, Perception. 5+Int.

6) Commoner – d6 HP, +1 Fortitude saves,
Special: +1 Strength, +1 Constitution,
Skills: Handle Animal, Survival, Swim. 6+Int.

7) Friar- d6 HP, +1 Will saves,
Special: 2 0th Spontaneous Divine spells Known usable 2x day, Wooden Holy Symbol of Order,
Feats: Channel Energy 1d6 3x day OR Improved Unarmed Strike
Skills: Diplomacy, Heal, Sense Motive. 2+Int.


All Nobles begin play with 200 GP.

1) Expert – d6 HP. +1 Will saves,
Special: 2 Ranks Profession, "Appropriate Tools of Trade", Bardic Knowledge,
Feats: Skill Focus – Profession,
Skills: Perception, Profession, (Appropriate skill(s) to reflect Profession). Knowledge (specific to Profession). 4+Int.

2) Squire – d8 HP, +1 Fortitude saves,
Special: +1 Base Attack Bonus, Double starting gold, ANY Martial Weapon, ANY Medium Armor,
Feats: Simple and Martial Weapon Proficiency, Heavy Armor Proficiency, Knight Training (allows multi-classing as a Paladin/Anti-P w/ no penalty),
Skills: Handle Animal, Knowledge Nobility, Ride. 2+Int.

3) Apprentice – d6 HP, +1 Will saves,
Special: Spellbook, 2 0th level Arcane spells per day usable 2x day (must memorize), 1 Magic Item valued at 500 GP or less.
Feats: Skill Focus – Spellcraft,
Skills: Knowledge Arcana, Knowledge Planes, Spellcraft, Use Magic Device. 2+Int.

4) Acolyte – d6 HP, +1 Fortitude, +1 Will,
Special: Initiate Feat, 2 0th level spells per day usable 2x day (must pray from cleric list), Silver Holy Symbol of Order, Select One Oracle Revelation (Regardless of Class selection, the Revelation powers grow with the PC),
Feats: Simple Weapon Proficiency, Skill Focus – Knowledge Religion,
Skills: Diplomacy, Heal, Knowledge Planes, Knowledge Religion. 2+Int.

5) Merchant – d6 HP, +1 Reflex,
Special: Triple Starting Gold, 2 Ranks Appraise, Reduced Cost (pay 75% of list price for YOUR goods),
Skills: Appraise, Bluff, Diplomacy, Perception, Sense Motive. 3+Int.

6) Gleeman – d6 HP, +1 Reflex saves,
Special: Masterwork Instrument, Fascinate (Bardic Performance 4+Cha Mod per day), ANY Simple Weapon
Feats: Simple Weapon Proficiency, Light Armor Proficiency, Skill Focus - Perform,
Skills: Acrobatics, Perform, Diplomacy, Knowledge Local, Perception. 6+Int.

7) Noble – d6 HP, +2 Will,
Special: +1 Base Attack Bonus, Call in Favor (# of favors increases as you level), Quintuple Starting Resources, Drawback - Rival, ANY Martial Weapon OR ANY Exotic Weapon,
Feats: Taunt (see General Feats) OR Exotic Weapon Proficiency, Quick Draw OR Fast Talker feat,
Skills: Diplomacy, Knowledge Nobility. 2+Int.