|Otherworld Miniatures do it again!|
No appearing 1
% in lair Ni1
Treasure type Nil
No of attacks 1
Damage per attack 3-24
Special attacks See below
Special defences Nil
Magic resistance Standard
Alignment Chaotic Good
Size L (10.5 feet tall)
XP value 725 + 5/hp
Create nutritious food for 2-12 persons
Create water/wine for 2-12 persons
Create soft goods or wooden items with permanence
Create metal items of up to about 1000gp in weight for a short life span
Create an illusion with both visual and audial components which lasts until dispelled
Assume gaseous form
Form a whirlwind (doing 3-18 pts of damage)
Alzabir, city of adventure, danger and mystery! A city on the edge of the desert, the terminus of a hundred caravans, home to a dozen races, the air thick with the heady scent of a thousand spices, the cries of prayer, the music of exotic dances and the screams of the dying. Ships from every port imaginable, crammed full of riches, put into its harbour; alluring houris ply their trade from marbled courtyards, masked assassins prowl the alleys. In the palaces, the sheikhs live in unimaginable luxury, in the slums the poor fight for every last scrap of food.
The city has recently been the scene of a battle between two creatures who share an ancient and inimical enmity – djinn and efreet. Nobody knows how they entered the city but enter it they did and their battle crackled through the air above the houses and the palaces before exploding like a second sun.
Whilst the efreeti was destroyed, the djinni was gravely injured and although it was able to recover its abilities, it had suffered total loss of memory in the process as a result of the magical energies to which it had been exposed. Now it wanders the city of Alzabir in human form, unable to recall who or what it is, but nevertheless curious about the environment in which it finds itself.
Normally djinn would limit the number of wishes they give to three, along the lines of strict agreements brokered with humans but this djinni, having no memory of the existence of agreements, has started to spontaneously grant wishes when it overhears them being made. As such, some very unusual occurrences have been noted in the city, both good and bad. Nobody knows why this is happening but some people have a shrewd idea of what might be causing it.
There are several interested parties who would like to find out what’s going on and turn it to their advantage. The party may find themselves being hired by any one of them or perhaps making a grab for power themselves.
1. City Administration who would like weird things to stop happening in their city.
2. Cult who think that an angel has fallen from heaven and is performing good deeds (or taking revenge on evil doers) and believe this to be a sign that their time has come.
3. Cult who thin that a devil has risen from hell and is using wishes to corrupt people and lead them astray) and believe this is a sign that they must take arms and fight said devil.
4. The mainstream city religions who don’t want anything to upset their little world and would quite like things to go back to the way they were.
5. Rich merchant who wants the mysterious wish-giver for his own.
6. The city folk, who have got wind of the mysterious wish giver and are trying to seek him/her out so that they too can get what they want.
7. Agents of the Efreeti who want the djinni killed to finish the job their efreet bungled
8. Sages who would absolutely love a real live supernatural entity to examine, probe, dissect…
9. Thieves’ Guild who don’t know what is granting the wishes but can be fairly sure there’s a good market for it.
10. Agents of the Djinn who are looking for the lost djinni.
The DM should ensure that as many of these factions meet and clash as possible and that the party is stuck in the middle of said clashes.