Campaigns

Musharib

Musharib is an albino dwarf spirit warrior who offers his services as a guide in Port Nyanzaru, though his true motivation is to recruit capable adventurers...

Musharib is an albino dwarf spirit warrior who offers his services as a guide in Port Nyanzaru, though his true motivation is to recruit capable adventurers to help him reclaim Hrakhamar, an ancestral dwarven forge that has been lost to his people. He is particularly interested in retrieving Moradin’s Gauntlet, a sacred dwarven relic stored in the forge’s treasury.

Appearance and Equipment

Musharib stands 4 feet 5 inches tall and weighs 140 pounds. He wears distinctive armor fashioned from the spatulate bones of dinosaurs, heavily scarred by weapons, claws, and teeth. He carries a wooden maul named Skullbash.

Personality and Behavior

When the party meets Musharib, the DM should provide handout 6 from appendix E. He is lawful good and exhibits a strong preference for dealing with dwarven party members, directing his questions and answers to any dwarves present unless absolutely necessary to speak with others. He appeals to dwarves’ pride and love of dwarvenkind when recruiting aid to reclaim his clan’s ancestral forge.

Role in the Adventure

Musharib serves as both a wilderness guide and a quest giver. While he will guide the party through Chult, his secret agenda is to lead them to Hrakhamar. His ultimate goal is either to fully reclaim the forge or at least to infiltrate the treasury and recover Moradin’s Gauntlet.

Skills

Musharib possesses proficiency with smith’s tools, making him capable of crafting replacement keys for Hrakhamar’s treasury if the party discovers the iron key mold box. This requires a successful DC 10 Intelligence check to create working copies from the impressions.

Game Statistics

Musharib uses the spirit warrior stat block found in appendix D of Tomb of Annihilation.