Campaigns

Keshma

Keshma is a dao (earth genie) who has been imprisoned for decades. Despite her long captivity, she maintains an imperious and haughty demeanor, viewing the...

Keshma is a dao (earth genie) who has been imprisoned for decades. Despite her long captivity, she maintains an imperious and haughty demeanor, viewing the characters as lesser beings and preferring to command rather than negotiate with them.

Bargaining for Freedom

When encountered, Keshma offers escalating rewards in exchange for her freedom:

  1. Initial offer: The sapphires in her braided hair and platinum armbands (though she pretends these items mean more to her than they actually do)
  2. Second offer: Transportation anywhere in the multiverse via her magical abilities
  3. Final offer: Traveling with the party through the tomb and aiding them three times with her spells

Personality and Behavior

Keshma honors her agreements once freed, but she is extremely sensitive about her honor. Any perceived insult will provoke her to attack the characters and attempt to enslave them. She can serve as either a dangerous enemy or a difficult ally depending on how the party treats her.

Limitations

Despite her magical power, Keshma lacks knowledge of the tomb’s defenses. If she attempts to use plane shift to escape, she finds herself confined to area 57. She expects the party to help her find a safe exit route from the tomb.

Strategic Knowledge

Upon learning about the trickster gods, Keshma encourages the characters to seek them out and use their power against Acererak, demonstrating her pragmatic approach to the tomb’s dangers.