Harrower

Ohrmizd's page

2,035 posts. Alias of Balacertar.


Race

|

Skills:
Acrob+9,Bluff+12,Climb+11,Diplo+20,Disguis+3,Fly+7/+12,Heal+8,Intimidate+26 ,K.arcana+5/+9,K.planes+16/+20,K.religion+9/+13,K.history+11,Linguis+10,Sen sM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12

Classes/Levels

Male Human Keleshite Inquisitor of Sarenrae 13 | GMW 12h, MV 12h

Gender

HP 133/133 AC 34 30 TAC 17 13 FF 31 27 | CMD 31 27 | F +12 R +10 W +12 (Stalward) Resist: fire 30 | HL: 13/13 B: 9/13 Ju: 3/5 ST: 4/4 L1: 4/6 L2: 3/6 L3: 0/5 L4: 3/4 L5: 0/1 | Ini: +6 | Senses: +20

Alignment

CG

Deity

Sarenrae

About Ohrmizd

There are items in the loot list I bought, but not slotted here!

Get scrolls:
remove fear

Appearance: Ohrmizd's mini

1. Howl of the Carrion King
2. House of the Beast
3. The Jackal's Price
4. The End of Eternity
5. The Impossible Eye

Background:
Respect to why Ohrmizd ever ended being affiliated to the Sarenrae church, it all descends to his childhood. When he was barely a teenager travelling the trade caravan routes with his family, they were attacked by gnolls. The result was he ended up captured and enslaved by the gnolls, maybe even those in service to the Carrion King. He was sold in Katapesh to the owner of a tapestry workshop where he had to toil day and night. Unable to accept and endure that life, Ohrmizd made his escape. The problem was life was not good for a lone teenager escaping from a former slave owner in Katapesh. He had to wake up and make his life as an urchin. When people was not giving up enough food, fortunately he met with a girl that changed his life. She was named Haleen. The girl gave Ohrmizd bread and taught him everything needed to survive in the Nightstalls. When things were bad, Ohrmizd and Haleen were forced to steal. And so they ended up enrolled in a criminal group devoted to steal magical artifacts, whose leader abused of the precarious needs of both of them.

During one of his robberies, Ohrmizd was arrested by a cleric of Sarenrae. This changed his life for a second time, as instead of being punished this cleric showed true mercy while she spoke of words of goodness. With a mixture of curiosity and inspiration on the teachings of such a god, Ohrmizd requested the cleric to show him about this divinity. The cleric took him as her acolyte, and so, Ohrmizd has slowly grown to become a full follower of Sarenrae while wandering through Katapesh.

After a recent mission to recover an old statuette from an ancient shrine near Solku they returned to Katapesh capital. There, Ohrmizd decided to visit her old friend Haleen. Whether they met again or not, Haleen left the city leaving almost no trace. Following the hints of a note, Ohrmizd finally traced back his old friend to Kelmarane. Fearing she might be in trouble, he decided to come to her help as she has made so many times before in the Nightstalls. Leaving behind his mentor, so far, the man has travelled to Bronze Hook, where he expects to join some of the caravans or groups of mercenaries travelling to Kelmarane. Ohrmizd hopes this will also become an opportunity to remember his childhood with the caravans and perhaps discovering more about the origin of his family.

Notes from gameplay:
- Ohrmizd had a goat called Lucero while traveling with the caravans with his parents
- Enslaved by gnolls while he and his family where doing the caravans. He hoped to find his family in Kelmerane, the ones who he was taken from as a child.
- Learned gnoll during his stay with the gnolls.
- Admitted he just learnt to swim with Manuun in the river.

Memorable moments:
- Critically hitting Kardswan just in front of Sarenrae's statue and brings down the janni
- Ohrmizd first approach on Haleen
- Ohrmizd receives his relicary shield from Soraya in a ceremony, and initiates Heshan in the faith, training him into fireball.
- First time using bane (a gargoyles fight)
- Insulting the Carrion King
- Cleaning of Sarenrae's temple with halo and blistering invective to burn down the gnoll offenders

OHRMIZD
Male Human (Keleshite) Inquisitor of Sarenrae 13
CG Medium humanoid (Human)
Init +6 (2 Dex, 4 Wis) Senses +19

DEFENSE
AC 30, TAC 13, FF 27 (+9 armor, +2 Dex, +6 shield, +2 natural, +1 dodge)
HP 133 (13d8+39+13+13)
Fort +12 (8 class, 3 Con, 1 item) Ref +10 (4 class, 2 Dex, 1 item, 3 shield) Will +13 (8 class, 4 Wis, 1 item) [Stalwart Fort & Will]
Resist fire 30

OFFENSE
Speed 30' (30' without armor)
Melee Zenzirad: +3 ebon flame fire outsider bane frost scimitar +18/+13 (1d6+9+demoralize) 18/x2 slashing, non-lethal
+1 scimitar +16/+11 (1d6+7+demoralize) 18/x2 slashing, non-lethal
silver heavy flail (2-handed) +13/+8 (1d10+7) 19/x2 bludgeoning, disarm, trip
+1 heavy mace +15/+10 (1d8+6) 20/x2 bludgeoning
club (2-handed) +14/+9 (1d6+7) 20/x2 bludgeoning
Ranged mwk composite longbow +13/+8 (1d8+5) 20/x3 piercing, or
sling +12/+7 (1d4+5)

Attack templates:

[dice=Zenzirad-PA+HR]1d20+18-3+2[/dice]
[dice=Zenzirad-PA+outflank+HR]1d20+18-3+4+2[/dice]
[dice=Magical/Slashing damage+PA+frost+PS]1d6+8+6+1d6+1d6[/dice]
[dice=Magical/Slashing nonlethal damage+PA+frost+PS]1d6+9+6+1d6+1d6[/dice]
[dice=Intimidate+HR (demoralize)]1d20+24+2[/dice]

Bane
[dice=Zenzirad-PA+bane+HR]1d20+18-3+2+2[/dice]
[dice=Zenzirad-PA+bane+outflank+HR]1d20+18-3+2+4+2[/dice]
[dice=Magical/Slashing damage+PA+bane+frost+PS]1d6+8+6+2+5d6+1d6[/dice]
[dice=Magical/Slashing nonlethal damage+PA+bane+frost+PS]1d6+9+6+2+5d6+1d6[/dice]
[dice=Intimidate+HR (demoralize)]1d20+24+2[/dice]

Bow
[dice=mwk composite longbow+bane+HR]1d20+11+2+2[/dice]
[dice=Piercing damage]1d8+4[/dice]
[dice=Magical/Piercing damage+bane]1d8+4+2d6+2[/dice]

STATISTICS
Str 20, Dex 14, Con 16, Int 10, Wis 18, Cha 8
Ability increments +2 Str (racial), +2 Str (4th, 8th, 12th), +4 Wis (item), +2 Con (item)
Base Atk +9/+4 CMB +14 CMD 27 (9 BAB, 5 Str, 2 Dex, 1 dodge)
Feats Enforcer, Toughness*, Weapon Focus (scimitar), Shake It Off*, Power Attack, Precise Strike*, Dodge, Outflank*, Shield Focus, Covering Shield, Blades Above and Below*, Heaven’s Light
Traits
Blade of Mercy (religion - Sarenrae): You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.
Finding Haleen (campaign): You never knew your parents—perhaps they died when you were a child, or maybe you were taken from them and raised elsewhere as a slave. You owe your sanity and your life to a woman named Haleen. She could be your sister or merely a childhood companion, but whatever your relationship to her, she took care of you and protected you. Several months have passed since she disappeared, and you’ve spent those months searching for clues to her location, and you’ve finally found a lead—a mysterious note, a strange dream, the result of a back-alley divination, or a report of a sighting of a woman matching Haleen’s description has come to you, placing Haleen in the vicinity of an old ghost town named Kelmarane. Although Haleen chose to become a swashbuckling adventurer, she always encouraged you to seek your own path, and her support is the primary reason you chose the class you did at 1st level. This class is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain.
Skills (6 class, 0 Int, 1 human, 1 haleen, 2 background skills; x12 = 120 ranks + 3 favored class; -2 ACP)
Acrobatics +9 (2 Dex, 7 rank)
Appraise +1 (0 Int, 1 rank)
Bluff +12 (4 Wis, 5 rank, 3 class)
Climb +11 (5 Str, 3 rank, 3 class)
Craft* (1 Int, class)
Diplomacy +20 (4 Wis, 13 rank, 3 class)
Disguise +3 (-1 Cha, 1 rank, 3 class)
Handle Animal* +0 (-1 Cha, 1 rank)
Heal +8 (4 Wis, 1 rank, 3 class)
Fly +7/+12 (2 Dex, 5 rank; +5 carpet)
Intimidate +26 (4 Wis, 13 rank, 3 class, 6 stern gaze)
K. arcana +5/+9 (0 Int, 2 rank, 3 class; +4 monster lore)
K. dungeoneering +4/+8 (0 Int, 1 rank, 3 class; +4 monster lore)
K. engineering* +1 (0 Int, 1 rank)
K. history* +11 (0 Int, 11 rank)
K. local +1/+5 (0 Int, 1 rank, +3 monster lore)
K. nature +4/+8 (0 Int, 1 rank, 3 class; +4 monster lore)
K. nobility* +1 (0 Int, 1 rank)
K. planes +16/+20 (0 Int, 13 rank, 3 class; +4 monster lore)
K. religion +9/+13 (0 Int, 6 rank, 3 class; +4 monster lore)
Linguistics* +10 (0 Int, 10 rank)
Perception +20 (4 Wis, 13 rank, 3 class)
Profession - (4 Wis, class)
Ride +2 (2 Dex, class)
Sense Motive +21 (4 Wis, 8 rank, 3 class, 6 stern gaze)
Spellcraft +4 (0 Int, 1 rank, 3 class)
Stealth +6 (2 Dex, 1 rank, 3 class)
Survival +16/+22 (4 Wis, 9 rank, 3 class; +6 track)
Swim +12 (5 Str, 4 rank, 3 class)
* background skill
Languages Common, Kelish, Gnoll, Ignan, Celestial, Aklo, Osiriani, Auran, Terran, Aquan, Ancient Osiriani, Draconic
Favored class bonus (inquisitor) skillx3, spell (L1x3, L2x3, L3x3, L4x1)

SPELLS
Caster level: 13; Concentration +17 (13 CL, 4 Wis)

Level 0 (6 known)―light, create water, guidance, read magic, detect poison, detect magic

Level 1 (6/day, 9 known)―cure light wounds, disguise self, heightened awareness, lend judgment, remove fear, shield of faith, divine favor, ear piercing scream, litany of weakness

Level 2 (6/day, 8 known)―blistering invective, bloodhound, cure moderate wounds, flames of the faithful, invisibility, knock, remove paralysis, silence

Level 3 (5/day, 8 known)―dispel magic, heroism, keen edge, shield of wings, clay skin, magic vestment, greater magic weapon, cure serious wounds

Level 4 (4/day, 5 known)―battlemind link, forceful strike, ward shield, divine power, judgment light

Level 5 (1/day, 2 known)―sunbeam, true seeing

SPECIAL ABILITIES AND RACIAL TRAITS
Bonus feat: Toughness
Skilled: Humans gain 1 extra skill rank per level.
Domain: Conversion Inquisition
Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.
Swaying Word (Sp): At 8th level, once per day you may speak a word of divinely inspired wisdom that causes a single creature to switch its alliance to you. The target must be within line of sight and able to hear you. If he fails his Will save, he is affected by dominate person, except the duration is only 1 minute.
Variant Spellcasting ISG: Inquisitors of Sarenrae can learn sun metal as a 1st-level spell, and flame blade as a 3rd-level spell, sunbeam as a 5th-level spell, sunburst as a 6th-level spell.
Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.
Destruction: +1 sacred weapon damage (+⅓ levels)
Healing: 1 fast healing (+⅓ levels)
Justice: +1 sacred to hit (+⅕ levels). At 10th level bonus is doubled to confirm critical hits.
Piercing: +1 sacred bonus on Concentration and vs Spell Resistance (+⅓ levels)
Protection: +1 sacred to AC (+⅕ levels). At 10th level bonus is doubled against confirmation of critical hits.
Purity: +1 sacred to saves (+⅕ levels). At 10th level bonus is doubled against curses, diseases and poisons.
Resiliency: DR 1/magic (+⅕ levels). At 10th level magic changes to an opposed alignment.
Resistance: resistance 2 vs one type of energy (+⅔ levels). Includes sonic.
Smiting: Weapons count as magic vs DR. At 6th level they also count as one alignment type in line with the inquisitor alignment. At 10th level they count as adamnatine, but only against DR and not vs hardness.
Monster Lore(Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo tactics (Ex): At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Bane (Su): An inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.
Discern lies (Sp): An inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Second Judgment (Ex): At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.
Stalwart (Ex): At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.
Shazathared's mantle Permanent resist fire 30 for the whole party.
Greater Bane (Su): At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

EQUIPMENT:

Worn
(armor) +3 mithral chainmail [p] (9 AC, 4 Max Dex, -2 ACP)
(shield) +1 heavy relicary mithral shield (+3 enchanted with magic vestment) with Sarenrae emblazoned, 2420 gp (counts as holy symbol) AC +6 (2 heavy, 3 enhancement, 1 shield focus)
(belts) belt of constitution +2, 4000 gp [p]
(body)
(chest)
(eyes)
(feet)
(hands)
(head/face)
(headband) headband of wisdom +4, 16000 gp [p]
(neck) amulet of natural armor +2, 8000 gp [p]
(shoulders) cloak of resistance +1, 1000 gp
(wrist)
(ring - left) ring of feather falling [p]
(ring - right) ring of minor energy resistance (fire 10), 12000 gp [p] (overtaken by Shazathared's mantle)
(other - feet) carpet of flying (40' fly; Leviosa command word; +5 to fly, auto-hovers)

Weapons
Zenzirad: +1 ebon flame fire outsider bane frost scimitar [p] (enchanted to +3 by greater magic weapon)
+1 scimitar, 2315 gp [p]
masterwork composite longbow (+4 Str) [p]
arrows x40, [p]
silver heavy flail, 180 gp [p]
+1 heavy mace, 2312 gp [p]
sling, - gp

Belt
parchment with holy text (component)
firefly (component)
goat whool (component)
ebon flame flask [p]
wand of cure light wounds (48/50), [p]
wand of cure light wounds (8/8), [p]
wand of lesser restoration (19/19), [p] (not claimed in sheet)

Bandolier 1 (4/8)
scroll of cure light wounds, 25 gp
scroll of disguise self, 25 gp (gnoll's ruse vs pugwampis)
scroll of remove fear, 25 gp
potion of enlarge person, 50 gp
acid flask, 10 gp

Bandolier 2 (0/8)
scroll of protection from chaos (CL 5) [p]

Backpack
eye of the kraken beast of Rovagug [p]
pilgrim outfit, 1 gp
inquisitor’s kit, 30 gp (backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol) symbol given to Manuun
The Birth of Light and Truth
poor copy of the Kakishon map

Other spoils
leather armor (Father Zastoran)
scimitar (Father Zastoran)
light wooden shield (Father Zastoran)
heavy wooden shield (gnoll) [p]
Undrella's keys [p]
scimitar, 15 gp
club, - gp
scale mail, 50 gp
heavy wooden shield, 7 gp (shattered)

Gold earned: 240 gp + 3378
Gold spent: 238 - 3000 (amulet/cloak +1)
Current gold: 2 gp

Crafting:

Crafting a heavy wooden shield 70 sp. Current progress: 27.43 sp

Level reports:

Level 2 22-Jun-2020
Level 3 04-Oct-2020
Level 4 24-Nov-2020
Level 5 29-Jan-2021
Level 6 01-Jun-2021
Level 7 13-Dec-2021
Level 8 21-Mar-2022
Level 9 24-May-2022
Level 10 08-Oct-2022
Level 11 10-Dec-2022
Level 12 18-Aug-2023
Level 13 08-Dec-2023

Possible Progression:

Trait: Blade of Mercy (no penalty and +1 damage) or Merciful Scimitar (no penalty on non-lethal attacks)
Domain: Conversion Inquisition

1) Enforcer, Toughness
2)
3) Weapon Focus (Scimitar)
4)
5) Power Attack <- maybe necessary only against DR
6)
7) Dodge / Armor Focus
8)
9) Hurtful / Furious Focus / Weapon Trick (Warded movement)
10)
11) Improved Critical (Scimitar) / Magic Trick (daylight) / Spell Bane
12)
13) Divine Interference / Destructive Dispel
14)
15) Dreadful Carnage / Critical Focus

Spells: blistering invective A Dazzling Display level 2 spell with some fire damage.

Level 1:
divine favor
fallback strategy
heightened awareness
remove fear
unerring weapon (bonus to confirm critical hits)
shield of fortification 1 min/level light fortification

Level 4:
https://aonprd.com/SpellDisplay.aspx?ItemName=Forceful%20Strike

Items: mwk Intimidate kit, potion of enlarge person (also because of the Intimidate bonus), ring of eloquence, circlet of persuasion (may well allow to pick a different inquisition), howling helm

Teamwork feats: Precise Strike, Harrying Partners, Shake it off, Spell Synergy (with Omari)

Multiclass possibilities: Brawler (Sneakbite Striker), Gray Gardener

Extra Intimidacy:
Guide
Extra traits and feats
Conversion Inquisition: Wis to Intimidate instead of Cha
Weapon Trick (2-handed menace) Allows taking 10 with Intimidate
Shadows of Fear: Deliver Sneak Attack damage the first time in a round you hit a creature suffering a fear effect.
Disconcerting Knowledge: Use Knowledge rolls as a standard action to demoralize.

Feat options:
Righteous Healing +1/3 levels hp healed on each cure target while using judgment
Flame blade dervish
Versatile Spontaneity - Get to prepare some spells from scrolls and spellbooks.

Spell options:
Sun Metal
Daybreak Arrow

Plot:

- The Templars of the Five Winds are: Kardswann, Pazhvann, Vardishal, Zayifid, and Davashuum
- The book Courts of Stone and Flame describes Jhavhul, a shamed member of the efreet nobility of the City of Brass (Plane of Fire). He ventured to the Material Plane in search of an army and a legacy to raise his standing. He and his armies warred against the Templars of the Five Winds, but that he was never seen in the City of Brass again. Also describes the weapons and affinities of the Templars of the Five Winds.
- Father Zostaran likes wine. Ohrmizd wants to bring a bottle of fine one as payment for identifying items.
- The gnoll tribe at Kelmarane is known as the Kulldis
- Rahav explains about Kelmarane surrounding defenses: a flying woman, an antler wolf, a large beast, and a watchtower full of gnolls
- The harpy Undrella explains her lover, the current Kulldis chieftain, a genie named Kardswann, slew the old chief about 2 months ago. Kardswann walked through the magic-sealed door leading to the ruined church crypt, after which he was clearly under the control of some evil entity. Undrella wants him killed because he is cruel to her.
- She promises to give us easy access to the Battle Market and info of the place, but negotiations go south when she requests staying at Kalmerene.
- We find Haleen who saves us from prison after we felt to Undrella's singing
- Haleen has a debt of 2000 golds to Scarface
- The Battle Market was organized by Kardswann and the Kulkis gnolls to attract people with the battles, which move a lot of money, and as a market for merchants
- Kardswann was possessed by a demon, he came back after killing that demon in the crypt. The real Kardswann works for a Djinni Princess called Nefeshti
- Roryx discovers about the main gnoll tribes. All of them are influenced by the giant Carrion King. On the other side of the river about a mile east of Kalmerane among the badlands of the Brazen Peaks stand some ruins of impressive size.
- The eastern ruins were built by Nethys priests. The top holds protective magic, the basement destructive one. The place is known as the Refuge of the All-Seeing Eye and Father Zastoran wants to know about it
- Father Zastoran recommends buying tea at Katapesh at The White Elephant
- Zayifid, the Sarenrite traveller, explains us the gnoll tribes are uniting under the banner of the Carrion King to strike an attack at Kelmerane. The Carrion King is at an ancient temple called the Hose of the Beast, located at the far slopes of the Pale Mountain.
- The House of the Beast is dedicated to Rovagug and built by a fire spirit.
- Roryx brings report of the nearby gnoll tribes
- Dashki is a gnoll :O and a drunkard
- Is Kurrelack (barman) stealing perfume from Haleen?
- Escaped slaves explains us about the Temple layout
- Gurdmoch, the cleric troglodyte leader was the owner of the Temple of the Beast before. Someone impersonated his friend Rokova and now plays as the advisor to the Carrion King
- Come back and rescue the filthy slave at I13
- We find a sarcophagus below the Temple of the Beast. Contains powerful magic items and an uncommon scroll.
- This is the scroll of Kakishon, a legendary artifact with a rune of Nex concealing its content.
- Princess Almah Roveshki knows a scholar called Rayhan from Katapesh who knows about Nex and Kakishon and might know about the scroll.
- Manuun leaves the party as he had some problems with Uncle Terlo in Katapesh and Ohrmizd gives him his holy symbol.
- Kakishon is a plane created by the legendary wizard Nex. It holds a great power called Firebleeder, that might be a falchion or a spell able to control fire. It is hidden in a Vault of Kakishon along other Nex's creations. The scroll holds a map and a key to Kakishon, but the rune needs to be deciphered.
- Ohrmizd remembers his time with Manuun in the Templars monastery
- Samuel Jafar joins the team
- Radi has been sent by the One Source Merchant Guild to see what we are up to.
- Rayhan Xobhadi explains Kakishon was created by the wizard-king Nex as a portable paradise. The scroll is just the gate. Each island has its own purpose. After his war with Geb, Next left the world in 576 AR leaving behind the scroll. A Keleshite wizard named Andrathi owned the scroll before, a lover to Nefeshti, leader of the Templars of the Five Winds. They fought and captured Jhavhul inside the scroll. Among the treasures in Kakishon it is said to remain Jhavhul’s own weapon, the legendary Firebleeder. Rayhan wants us to come inside Kakishon with him for protection.
- Rayhan activates the scroll sending us to Kakishon with a vortex of flames while the efreeti army is released to Katapesh.
- The proteans are the creators of Kakishon. Andrathi was a guy who did everything to impress Nefeshti and he was the one who managed to imprison Javhul's army. The shaitan are in war with the proteans.
- The shaitan's live in the desert island Khandelwal. We will need a ship to reach there.
- Meeting the proteans Lahapraset and Chinoy
- The Genie Wars ended when the genies were trapped in Kakishon
- The Entropy Pool and the Earth Seed can be used to get out of Kakishon
- The Earth Seed is on the isle Khandelwal, below a crater called the Golden Bowl
- Ohrmizd true goals
- Andrathi came to Nex tomb pursued by the warlord Jhavhul, but ultimately turned him and confronted the genie out of the tomb, dying there.
- Andrathi was the one to imprison the genies in the plane by manipulating the scroll.
- Venema Shodair explains us Jhavhul's master, Ezer Hazzebaim, was looking for the body of Xotani the Firebleeder, one of the monstrous Spawn of Rovagug. Jhavhul got free of his master and found the grave, and it seems granting 1000 wishes would allow reincarnation in the Spawn. This led to the war with Nefeshti (a genie) and her Templars of the Five Winds. Nefeshti's lover Andrathi finally captured Javhul and his army, as well as himself in Kakishon.
- We will pop up wherever the scroll is at the moment (likely Javhul's hands).
- Obherak betrayed Javhul, taking the earth genies, and opposing both the fire genie and the proteans to become the ruler of Kakishon.
- First meeting with Obherak.
- Omari disregards Ohrmizd plan to release the protean prisoner (something only the GM should do IMHO).
- Meeting Artel Norrin, the forger of Kakishon, enemy of Javhul He invented ebonfire and promises the scimitar Zenzirad to destroy Javhul in exchange of some crystals in the spire
- Jhavhul wants to impress a princess by becoming the Firebleeder. He is persona non grata at the City of Brass for cursing a human mage.
- Shazathared, from the Marid Court, is trapped in Javhul's fortress. We have to destroy or remove an artifact in the upper levels of the fortress that is causing the curse.
- Javhul's consort is Ymeri, Queen of the Inferno
- First carpet flight. Hoping to appear at Haleen's flying for a night date.
- Taunting down into the lava a massive brass juggernaut.
- A fire giant tells us about the Grand Vizier Abdul-Qawi
- The reflection. The Impossible Eye
- Opening Ymeri's pyramid with the believe in Sarenrae's mercy.
- Jhavhul overtook Kelmarane and left Davashuum, a djinni turncloak, on command before returning to his hidden chambers below the House of the Beast under Pale Mountain