Str 12 [weight allowance 45, open doors 7]
Dex 18 (+1 elf, +2 Gloves of Dexterity) [reaction +2, Missile attack +2, defensive adjustment -4 (+10% XP)]
Con 12 (-1 elf) [system shock 80%, resurrection survival 85%]
Int 13 [languages: 3]
Wis 13 [spell failure 0%]
Cha 16 [reaction adjustment +5]
Base Movement: 12
(Night's sleep grants level + con mod)
=== Resistances / Benefits ===
--90% resistance to sleep and charm spells (Elf)
--Sash of fire resistance: Completely immune to normal fire as well as fire-based warding spells. Ignore half of the damaging effects from offensive spells such as fireball.
=== Weapons ===
+1 to bow and sword attacks (elf)
+2 to missile attacks (dex)
Backstab x3 (goes up at level 9) (DM says applies to any melee attack if hidden)
Great Scimitar (Two-handed, House of Hanif's crest on it)
THAC0 = 16 [Elven skill -1]
Damage 2d8+2 (with backstab x3), Slashing, Size L, Speed 9, 16 pounds
Quality: Qudran steel, known for its beauty and sharpness... adds +1 to damage (would likely be called masterwork in a modern game, modern entry crits on 18-20)
Missile fire, long range -5
Missile fire, medium range -2
=== Armor ===
Leather
AC = 8, -4 dex bonus = 4
=== Proficiencies ===
Weapon:
2 initial, 1 additional
Short Bow Jambiya Scimitar Great scimitar (Trained by House of Hanif... free proficiency from DM)
Learned the weapon skill Parry, also from House of Hanif, free skill from DM.
Non-Weapon:
9 [3 base +3 int bonus (step 8 in player character generation), 1 additional (level 4), 2 bonus (merchant-thief)]
Ancient History [intelligence, check mod -1]
Appraising [intelligence, check mod 0]
Forgery [dexterity, check mod -1]
Gaming [charisma, check mod 0]
Haggling (bonus) [wisdom, check mod 0]
Languages, Modern [intelligence, check mod 0]
Local History [charisma, check mod 0]
Reading/Writing (bonus) [intelligence, check mod +1]
Riding, Camel Specialization [wisdom, check mod +4]
Special Abilities: Buying in Bulk, Owning a Business
=== Elf Abilities ===
1 in 6 chance to notice secret doors/concealed portals walking with 10 ft.
1 in 3 chance to detect secret doors actively searching
1 in 2 chance to detect concealed portals actively searching
+1 to hit with bows
-4 bonus to enemy surprise rolls if 90 feet away from anyone in metal armor, or with only elves or halflings. Only -2 if there is a door in the way.
=== Thief Abilities ===
(Get 30 points each level, no more than 15 in one thing, and can't go over 95)
Pick Pockets: 70%
Open Locks: 95%
Find/Remove Traps: 95%
Move Silently: 30% [100% with slippers of soft movement (95% in the very worst conditions)]
Hide in Shadows: 10%
Detect Noise: 20%
Climb Walls: 75%
Read Languages: 20%
Backstab x3 (goes up at level 9)
(Base levels shown in the Al Qadim Arabian Adventures supplement)
=== Equipment ===
60 sheaf arrows (3 gold)
Backpack (2 gold)
Belt (.3 gold)
Belt Pouch, large (1 gold)
Book, log (6 gold)
Boots (1 gold)
Bracelet, white gold with onyx stone (from Shafazal)
Cloak, cloth (.8 gold)
Gloves of Dexterity (won in the bragging contest)
Great scimitar with the house of Hanif's crest on it
Jambiya (4 gold)
Leather Armor (5 gold)
Portable Spring (gift from Padisha) [This blue piece of cloth becomes a bubbling spring, pouring forth 200 gallons of water a day whenever it is placed on the ground. Like a portable hole, the spring can be picked up and moved as a piece of cloth, allowing the spring to travel with the owner.]
Quiver (.8 gold)
Rope, hemp, 100 feet (2 gold)
Sash (.2 gold)
Sash of Fire Resistance (replaced Hanzala's sash with the one from the banapple wizard [The wearer of this sash was completely immune to normal fire as well as fire-based warding spells such as wall of fire or fire trap. Additionally, the wearer ignored half of the damaging effects from offensive spells such as fireball.]
Slippers of Soft Movement (from the Azaltin Tomb) [These soft boots allow their wearer to walk without making any noise, even across dry leaves or a creaky wooden floor. In the worst conditions, the wearer has a 95% chance of moving silently, but in most conditions, they have a 100% chance of moving silently.]
Shortbow (30 gold)
Thieves' Picks (30 gold)
Trousers (2 gold)
Tunic (.8 gold)
Vest (ornate) (.9 gold)
Waterskins (normal) (2) (2 gold)
Waterskins (filled with healing waters) (2) (2 gold)
Writing Ink (.8 gold)
from Krak al-Shidda:
* a few dinars
* a forgotten purse
* a brooch that looks valuable
* a ring that looks valuable
* 25 gold
* a beautifully made jambiya
Brass jambiya from rescuing the young girl and the kukri from a shipwreck... Aljaz and Boomer. Uncle bronzeworker owned the jambiya which seems older than the loregiver?
Chun hieroglyph to modern Midani dictionary from Hanoushin
Magic Shortbow from crypt.
12 gold rings from crypt (have scimitar design, related to "Kurigalzu")
1 silver piece and 14 platinum pieces of ancient origin and having the name in Chun saying Azaltin, also there is what looks like a copper religious symbol that has turned green with age.
Shovel from the archaeological dig
7 Torches
Cloak full of cinnamon sand.
White gold bracelet with onyx (150 gp) [Shafazal]
You find a nice sash [Hanzala]
100 gold investment in the super-strong magical healing potions
30 gold investment in orchids, blue dye, and orchid cuttings (plants).
30 gold investment in orchids, yellow dye, and orchid cuttings (plants).
=== There is no Fate but the Fate which we are given. ===
Notes:
Friend of Ayyan the woman in the purple chador that gave the PCs their last adventure. Yodfah's men knew of you and that is why you did not come with on this last adventure.
Ayyan is in the employ of Fatima, the wife of a merchant from Afyal. He was cheated by Yodfah.
_____
Muli says, "Her name is Hanzala and she is a member of the Brotherhood of the True Flame. We have been trying to cultivate an alliance with her group for awhile. She is likely going to report to their stronghold in the Weeping Desert. The Brotherhood is a very discreet organization. Our organization has fingers in pies all over the Free Cities and my duties are/were to manage the Sakina winery and its employees and to protect Yodfah's legal interests in Muluk."
Only sorcerors of the Brotherhood of the True Flame know where their stronghold is."
He then says, "To reach the Weeping Desert you need to to follow the Sakina river to its source and then go south east until you make the Furrowed Mountains and then East but buying a good map in the city would be a better way to plot your way there."
_____
Updated Mission List 2/8/25
Current missions (let me know if I am missing anything):
**Resolve the Yodfah situation.
--Subtask 1: Help Siti (Doppelganger) has seen Yodfah already, but not sure that quest is complete (Yodfah is probably with Brotherhood of the True Flame in the Weeping Desert) ...and Siti might be able to help us undermine Yodfah here by posing as him? Maybe we can take over his businesses?
--Subtask 2: Kill/Neutralize Yodfah (and the brotherhood of the True Flame) for poisoning and kidnapping the son from the House of Hanif. (Please correct me if my name-memory is shoddy here.) ... we already owed him/them from killing our friend and leaving us to be eaten by zombies, but we weren't strong enough to face them... maybe we are now?]
--Subtask 3: Deal with the undead beneath the tombs where Yodfah/Brotherhood of Flame tried to kill us. Kind of a separate thing, but related... we need to clean out that threat to Muluk even though we weren't previously strong enough.
**Take Qasim (Glass Man) back to Muluk (find Amakim's descendant) [we are here, but I think we need to take him to the ruler]
(Muluk)
**Take the healing water to cure the Grand Caliph in Huzuz (we also have a second waterskin full that we could sell)
Other NPCs:
**Rashid -- honor bound to the party for a year and a day; He is in Muluk minding our ship.
**Silverthroat -- with the party's caravan. He is the one that led us in to find the healing water.
Background:
Zairiah joined Ayyan and set out from Afyal with the honorable goals of making her fortune and improving her station, hoping to someday be able to afford to be able to return and start her own trading company and family as is tradition in Afyal (the custom there is polyandry). Therefore she is driven in part by what looks like greed... a desire for wealth, and a very flexible view of theft. After all, merchants are in business to make profit, and it is their job to buy low and sell high. If you don't know how to bargain/haggle, then the merchant will win--but she sees it as a game everyone plays and one in which everyone understands the risks, not as an evil/harmful thing.
Zairiah also is driven by an unconscious and sometimes conflicting desire however, to be free from her societal obligations like reputation and family, and just to keep playing the game, because it is the one thing (so far) that intrigues her. Money is how you know you are winning. Underneath, she is scared of a family, and not really attracted to the idea of a husband (or many husbands). Even though she has been alive longer than an average human lifespan, she is just on the cusp of adulthood for an elf, and doesn't really know who she is yet. Thus, an adventuring party seems perfect to her. A chance to gain some wealth, thus fulfilling her conscious external motivation, but satisfy some of her unconscious motivations as well.