ZAL'KAZZIR

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Zal'Kazzir, Sarcosan Channeler

Zal'Kazzir Ghulvenne

  • [ Zal'Kazzir - Player Journal]: Herein are Adam's player recap journals for Zal'Kazzir's adventures.

Background

10 questions

  • Describe what your hero's glorious death might be.
    • Executed for treason while the tower of Alvedara burns, and rebellion rages.
  • Describe what your hero's worst fated death at the hands of [the ENEMY] might be.
    • Thrown into an oubliette, in absolute darkness, doomed to rise as fell.
  • What is the worst thing [the Shadow] could do to your hero? (this could include things done to loved ones)
    • An eternity of torment with no possible escape (fell is high on the list) [This is why the concept of being entombed alive scares him so much]
  • Describe a victory that your hero would like to have against [the Shadow].
    • Sowing discontent and division between the Devout and the Cabal; undermining the occupation by sowing strife and chaos, building deep-cover terrorist resistance cells.
  • What action would your hero never do?
    • Kill for no reason, let suffering continue when he could stop it, bypass an opportunity to severely harm the shadow, bypass the opportunity to sieze the power to help him to harm the shadow.
  • What would cause your hero to break down to sadness or fear?
    • The death or enslavement of his family would shake him, but would eventually just drive him harder; probably only the prospect of eternal suffering from which there was no escape.
  • What do you hope your hero's honorific would be?
    • To my friends "True", to my enemies "Vile" (If Vrolk hadn't stolen it already :P)
  • What would it take for your hero to turn traitor? (these can result from bribe or blackmail)
    • One of two things; either a situation where the shadow offered him the only way out of a situation he could never escape that would lead to eternal suffering, or (fat chance of this) some kind of believable assurance that Izrador's ultimate goal was not the doom of the world.
  • PLAYER: What's your favorite monster or NPCs to fight?!!
    • Humanoids; they are smart and have interesting societies, but can usually be reasoned with or tricked, allowing for lots of cool ways to defeat them (or be defeated by them), plus sometimes enemies can become allies :) Plus they tend to have better swag. :P
  • PLAYER: What do you most enjoy about RPGs & D&D? (meaning battling monsters, solving puzzles, political roleplaying, etc..?)
    • Building alliances, gaining friends, building powerbases, improving my character, making deals others won't make, overcoming preconcieved notions, ancient secrets.

3x3

Contacts

  • One-Eye - A (seemingly) mad street preacher, dressed in tattered legates' robes, always yelling for people to repent and worship the shadow, though in such a mad way that he never convinces anyone. Knows a lot of the goings on in Sharuun, and will tell those he likes, if the price is right: sometimes favors, sometimes food, sometimes booze, never gold.
  • Togumx-Gub - An honorless Hobgoblin who deals in all things illicit and unsavory. He peddles his trade from a secure warehouse in Zorgetch.
  • Dahmir of Weton-Bleh - A high-ranking official in the Sharuun government, Lord Dahmir is an aristocrat of the old school, and does whatever he deems necesary to preserve the traditions that he values.

Family

  • Aisha - Zal'kazzir's wife of 12 years, pretty, in the harried mother kind of way. Average height, long dark hair. An accomplished horsewoman and the third daughter of House Sezsen, Aisha and Zal'kazzir fell in love in the court at Sharuun, and their wedding was even attended by the sussar himself. They turned out to be a rotten match, however, and they fight almost constantly. Aisha is more blunt that Zal'kazzir, and he is morre cunning, meaning that they almost never see eye to eye.
  • Zahir - Zal'Kazzir's son, currently aged 11, a bright, precocious boy, with a knack for mischeif and an impish grin. Good-hearted but bull-headed.
  • Zia - Zal'kazzir's daughter, currently aged 10, a thoughtful, quiet, insightful girl who loves to smile. Loves flowers and poetry. She is literate is courtier, and reads voraciously. She is Zal'kazzir's 'little light' :)
  • Zoltan - Zal'Kazzir's Father. Old, but well-respected as wise and learned. Once worked as the exchequer for Sharuun. Cares for the family while Zal'kazzir is away, but has a poor relationship with Aisha, who he sees as a shrew.

Allies

  • Sahi Amir - An old Sahi of Sharuun, and a friend of Zal'kazzir's father, Amir is wise in the lore of the heavens, and is known to tend the wounded and sick on occasion. Much smarter that he appears, and more ruthless than his smile lets on, Amir is a well-respected elder in the community.
  • Qadira the Witch - A mystic, herbalist and fortune-teller. Qadira claims she speaks to spirits, and she very well may, but she brews noxious poisons and antidotes, and she knows much about many things, and makes a stimulating dinner companion. A middle-aged woman of matronly build, Qadira has had a fondness toward Zal'kazzir for several years, but their relationship has never progressed beyond friendship.
  • Lakz - A crafty, malevolent, opportunistic goblin with a chip on his shoulder about his lot in life, who is remarkably loyal to those who take care of him. Lakz is the cheif of waste disposal for Sharuun; it is his job to ensure that all of the other goblins keep things tidy and don't step out of line. As such, he is very good at making things dissapear, and at finding unusual things. What started as an occasional bribe for services turned into a friendship of sorts, and Lakz had hidden Zal'kazzir's activities on more than one occasion, acts that Zal'kazzir deeply appreciates. Zal'kazzir has been very generous with both praise and goods to Lakz over the years, and more than anything else, he treats him as an equal.

Enemies

  • Zaki Ghulvenne - Zal'Kazzir's estranged brother. Zaki hates his father and brother for what he sees as cowardice and collaboration. Zaki rides with the plains Sussars in the active resistance.
  • Olaf Black-Blade - Dorn Soldier-Legate who murdered Zal'Kazzir's mother for teaching children to read, and then forced the boy to watch as she rose as fell and ate several childen, including his sister. Olaf is the source of much of Zal'kazzir's hatred of the shadow. It was from him that he learned the shadow's true face.
  • Calma the Healer - A good-hearted and well respected woman, mistress of the largest infirmary in Sharuun. Calma lost her only son to mordayn overdose, mordayn she traced back to Zal'kazzir. The addict who gave her the information later dissappeared without a trace, and no body was ever found. Thus deprived of evidence, Calma has nonetheless dedicated her energies to stemming the Sharuun drug trade (with Zal'kazzir near it's center) and blames Zal'kazzir for the death of her son. Her efforts have been largely ineffectual, but she is well respected and seen as virtuous.

Locations

  • Whitefield - The name given to the Ghulvenne Estate due to the preponderance of waterlily-covered ponds surrounding it. Small as noble estates go, it is rambling and can be confusing at first, but is warm and inviting, with marble floors, elegant draperies and large windows.
  • "Pray" - The name of a hidden sidestreet near the Sharuun waterfront; the location of the black market. always used in parlance with the wrong time association, as in "yes, this afternoon I'm going to go and pray" meaning tomorrow morning I'm going to the black market.
  • Quadira's Shop - A dusty shop filled with all sorts of strange items (much like a modern day occult shop) Also contains living quarters, a secret alchemical lab and a library.


Covenant Items Ideas

Lyre of Peace

A simple, well polished Lyre which can calm emotions and promote cooperation and friendship.

Iron Mask

A nearly expressionless black iron mask that shields the wearer from mental influence and scrying, and also inspires awe and terror.

Cloak of the Bat

Long black cloak that allows the user the powers of bats (Flight, Blindsight, hiding and possibly a bite attack)


Covenant Items Posessed

Gear

  • Armor/Clothes:
    • Dirty courtier clothing
  • Weapons:
    • Splintersteed Dirk
  • Charms:
    • True Charm of Immunity to Vermin Poison, shaped as a small bracelet made of bone beads to look like a centipede.
    • True Charm that causes onlookers to be unable to describe the bearer, a small stone top.
  • Other
    • Hidden Pouch containing Devilweed, Sannish, and a few other drugs.
    • Enchantment Save Penalizing Flower given to him by Eranon
    • Copper signet ring
  • Whitefield, a noble estate in Sharuun

To-Do List

Bluebooking Links (Private)

[[1]]

[[2]]

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[[4]]

[[5]]

Private Links

D'hal, Zal'Kazzir's Familiar

D'hal, Tiny Viper

Tiny Magical Beast

Hit Dice: Master’s total Hit Dice (HP are half of master’s total)

Initiative: +7

Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.

Armor Class: 21 (+2 size, +3 Dex, +6 natural), touch 15, flat-footed 16

Base Attack/Grapple: +3/–8

Attack: Bite +8 melee (1 plus poison)

Space/Reach: 2-1/2 ft./0 ft. (must move into enemy’s square to attack)

Special Attacks: Poison (1d6 Con/1d6 Con, Fort DC 10)

Special Qualities: Scent

Saves: Fort +2, Ref +5, Will +5

Abilities: Str 4, Dex 17, Con 11, Int 9, Wis 12, Cha 2

Skills: Balance (8 ranks) +11, Climb (8 ranks) +11, Hide (4 ranks) +15, Listen (5 ranks) +6, Spot (5 ranks) +6, Swim (8 ranks) +5

Skills From Master: Bluff (10 Ranks) +6, Concentration (3 Ranks) +3, Deceipher Script (1 Rank) +0, Diplomacy (10 Ranks) +6, Disguise (1 Rank) -3, Forgery (1 Rank) +0, Gather Information (10 Ranks) +6, Handle Animal (1 Rank) -3, Intimidate (2 Ranks) -2, Know: Religion (2 Ranks) +1, Know: Arcana (5 Ranks) +4, Know: Nobility (1 Rank) +0, Know: Shadow (7 Ranks) +6, Prof: Trader (2 Ranks) +3, Ride (2 Ranks) +5, Sense Motive (9 Ranks) +10, Spellcraft (9 Ranks) +8.

Feats: Improved Initiative, Weapon Finesse (Bite)

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak With Master (Ex): D'hal can speak to Zal'Kazzir.

Speak With Others of Kind (Ex): D'hal may speak to any reptile, toad or amphibian, including dire varieties.





PORTAL  |  THE SOUTHIES  |  DURGAZ  |  ERANON  |  ZAL'KAZZIR  |  KYUAD