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1. Jewel of the Scorpion Pharoe - location: Numas.                            ---DECEASED---
In ancient days before the fall of Khemri by the black sorcerer Nagash, Numas was a great city ruled by wise Pharoes who ruled their city justly and made it prosper by the life giving waters of the River Vitae. Now it stands as a vast skletal tomb on the stinking banks of the River Mortis because of the curse from dark pestilent sorcereries of Black Nagash in days long past. Its empty streets lay in dust and the bones of its past peoplelie crumbling under the shadow of great vulture and jackel haded statues of the gods, while the horizon is dominated by the cities Pyramids where the undead lords of Khemri lie sleepless in wait for fools that would try to despoil their treasure chambers. Guarding the tomb of the great child Pharoe Amun Rhaasep II on the banks of the River Mortis there stands the great marble statue of Rhy'li, the Scorpion God. The eyes of the grotesque statue are carved from princeless pure desert ruby, and they are said to hold the firey power of the sun, able to an any tomb thief to cinders with but a glance.
Effect: At the start of each combat phase, the enemy must pass an initiative test to avoid the burning gaze. If failed, the enemy character suffers D6+1 S4 flaming hits.
                                                                  M   WS   BS   S    T     W     I     A    Ld
Guardian: Stone Statue of Rhy'li         5      4      0      6    6       4     6     3     10 

The huge sting and pincers are Poisonous attacks causing D3 wounds. The scorpion statue has a 3+ armour save.
2. Daemon Djiin of the lamp - location:  Al haik, city of thieves (capital port).
The streets of the bustling capital port city of Araby are filled with merchans from all over the world sellin their strange goods, and the slave markets of Al Haik are fabled the wold over for their beautiful female slaves tained in the art of Arabian belly dancing. Yes, it is a colourful city of treasures, but for the unweary there is a dagger waiing behind every corner, for the stees are infested with hieves, bandis and cutthoats. The Sultan of Al Haik rules the capital port city with an iron grip, for behind his cunning smile is a merciless ccommanding mind that controls the infamous assassins guild. With but a glance he can have you slain by a dozen unseen assassins, and many are the sudden deaths of nobles in the old world which have been the orders of the Sultan. To travel down these streets is to risk a dagger in the back, but the rewards of the riches of Al'Haik are seductive to treasure hunters from the four corners of the world. It is said that the richest merchents own their wealth to desert daemons that have been summoned to grant their desires, but these are jealously guarded under the mayed mercenary cutthoats of the desert merchans.
Effect: The Djiin of the lamp allows the owner to re-roll 3 rolls in every combat phase. These can be rolls to hit, wound or rolls on your armour/ ward save.

Guardian:
                                                     M   WS   BS    S     T    W    I    A   Ld
Desert Merchant                                            4      4       3     3     3     3     5     3    8
2 poisoned daggers. light armour
                                                                        M   WS   BS    S    T     W    I    A   Ld
8 Cut throat Bodyguard:                                4       5      3     4     3     1     5    1     7
Armed with 2 poisoned daggers, wear heavy armour.   

3. The Black Asp pendant - Location: Lasheik, the Corsair city.
Within the dark streets of Lasheik, the locals are ruled over by a tyannical sorcerer who had the old sulatan assassinated by his band of Corsairs many years ago and moved into his palace. His power is said to stem from a black pendant that hags around his neck in the shape of a black asp that seems to writhe as if it were alive. Those few who have survived an audience with the sorcerer have spoken of the pendant hissing and spitting at guests if they spak a lie, as if it can read the minds of men. The palace is guarded by dark thugs under the sorcerers pay, and the halls to his chamber stand the dreaded black cosais of the sorcerer, skilled swordsmen robed in black who are said never to sleep and can best ten men in battle... The people of Lasheik await the day for a great hero to lead them in revolt against their tyant ruler.
Effect: The pendant makes the character a level 3 sorcerer of the lore of shadow. He can cast spells in his magic phase even if he is wearing armour because the power comes from the amulet worn ontop of the characters armour.
In addition the swift sight of the black asp allows the character to be aware of the strikes of his enemies.
All successful his against the bearer must be re-rolled.

                                                          
Guardian:                 
M   WS   BS   S   T    W   I   A  Ld
Al' Habut the black       4      5       3     4    3     3   7   3   9
wears havy armour and is armed with a great scimitar (great weapon + armour penetrating).
This weapon is poisoned with asp venom.
                                     M   WS   BS   S   T   W   I   A   Ld
6 Corsair Bodyguard    4       6      3    3   3     1   6   2    9
Heavy armour and greatswords. Weapons are poisoned with asp venom.
Before reaching the sorcerers tower chamber, your retinue will suffer D6+2 S3 poisoned arrow hits from the balconies of the tower randomised among your troop types.
4. The Blood of Immortals. - location: Pools of dispair.           ---Test past by Fruitcellarwitch---
Deep within the accursed undead cracked lands of Araby there stands a great circle stone plinthe of black marble aised above the desert sands on tall steps and dark columns. At the top, there is large level plain of rock with a deep dark pool carved at is center. Th waters of this pool are black as the eternal night, and all around there lies the skeletal remains of those who havd made the test of immortality an failed. It is said that those who are strong enough in evil soul who have shunned the light side of mortality may take the test of immortality by bathing in the black aers of the pool of dipair. Those who are not strong enough will shiel and die, their soul sucked from the arass of their bodis and absobed into the lackwaters of the pool. But for those who are strong enough in evil might, they will be transfomed and tuned into an immortal state of undeath.
EVIL SIDE ONLY
Effect: (see below)
Guardian:
There is no guardian as such, but if your character wishes to enter he must pass a toughness test. If the test is failed, the character immeiately suffers D3 wounds with no saves of any kind allowed. The pools of dispair is never exhausted, but each dark character may only try the test once, regardless of the outcome. A roll of a 6 is always a fail.
If he passes,
everything on his profile is increased by +1, but he now counts as being undead.
5. Scimitar of the sand spirit- Location: Ruins of Bel-Aliad.
Centuries ago the city of Bel Aliad was sacked by the legions of undeath after a crypt thief had managed to steal his way into one of the Pyradmids of Zandri and take a burial mask of the Pahroes treassure horde on a specific day of the yar when the spirits of the undead slept quietly. Feling the city, the thief thought he was safe and enterred the city of Bel Aliad to sell the fabolous treasure he had stolen. When waking the undead Tomb King was furious to find his death mask stolen, and the legions of Zandri poured forth in their wrath, drawn to the magical death mask like carrion to a corpse. The people of Bel Aliad knew not what had stirred the tomb kins wrath, but knw they were doomed as the undead legions circled the city and began smashing the ity walls withhuge skeletal caapults that launched flaming skull shots. In a day and a night the city was reduced to ruins. The few survivors that managed to slip past the undead lines tell of how in the final moments when the undead legions attacked the royal palace of Bel Aliad, the sorcerous Sultan summoned hi magics in one final burst of power. It is said he cast a mighty spell upon his sword which caused the utter destruction of the city palace and took much of the undead legion along with it. The spell summoned the very daemons of the deserts, and mythspeaks of the mighty sword still lying among the ruins of the city protected by the howlin aemons of the desert that have beenbound to its metal.
Effect: The scimitar counts as a great weapon. In addition, at the start of each close combat phase the enemy suffers D6 S4 hits from the lashing claws of the sand daemons which surround it.
                                                             
M    WS   BS     S     T     W    I       A       Ld
Guardian:
Spirit of the Sand Gorgon   5        5       0     5     4     4      8   D6+1     10
Always strikes fist as the speed of the howling desert winds blows slicing hails of sand at the enemy.
Enemies suffer -1 to hit due to the pounding wind and clogging sand.
The sand gorgon is Ethereal and will always challene your character to single combat as your retinue watches on powerless..
NOTE: the sand gorgon cannot use the sword itself being etherel, but guards it from any would be thieves.
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