D&D 3E/3.5 [Kulan] The Lands of Harqual (Updated: Feb 3/2022)

Knightfall

World of Kulan DM
Strandlands
Proper Name(s): Freeholds of the Strand, The Strandlands
Rulers: The Gerousia (senate); consists of 25 members, as well as the five lords of the Strandlands.
Government: Gerontocracy (by the aged)/ Stratocracy (by the military)
Capital: Ironsoul
Major Towns: Blackwater (pop. – 2,003), Carnell (pop. – 86), Delir (pop. – 908), Helt (pop. – 1,545), Ironsoul (pop. – 4,808), Kells (pop. – 1,871), Sandbreak (pop. – 4,522).
Provinces: Five allied lordships, with a governing body of the oldest warriors, located in Ironsoul.
Resources: Armor and barding, livestock (any), metals (copper/iron/tin), soldiers/mercenaries, and weapons.
Coinage: Lords' Coin (pp), Strand (ep), Ironweight (gp), Soldier’s Coin (sp), Farmer’s Coin (cp), Beggar’s Coin (tin piece).
Population: 252,283 – Human 70%, Dwarf (hill) 14%, Halfling (hairfoot) 7%, Elf (urbanite) 5%, Half-Orc 2%, Half-Elf 1%, Other Races 1%.
Languages: Anorian, Common, Dwarven, Elven, Halfling, Maviun, Orc, and Terran.
Alignments: LN, (LE), NG, N *, NE, CN
Patron God: None.
Major Religions: Ahto, Brandobaris, Cull, the Daghdha, Dike, Dumathoin, Erevan, Hades, Halmyr, Hendomar, Inanna, Konkresh, Persana, Ptah, Sanh, Syreth, Tethrin, Telchur, Uller, Vali, and Vergadain.
Minor Religions: Abbathor, Alathrien, Balador, Brenna, Ehlonna, Hak, Hansa, Immotion, Larea, Lokun, Mahridaar, Manannan mac Lir, Mielikki, Muamman, Naralis, Olidammara, Ramara, Sheela, Tarsellis, Tyche, Trithereon, Velit, and Wee Jas.
Cults: Amand, Anacoro, Angrboda, Cronus, Dionysus, Eadro, Ferrix, Gaea, Kurtulmak, Narvi, Nessus, Nether, Seraph, Squerrik, Thorn, Tok, Tulle, Urogalan, Vespin, Xan Yae, Yeathan, Zealot, and Zell.
Alliances: Barony of Wolffire (non-aggression), Duchy of Minar (military).
 
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Knightfall

World of Kulan DM
Liran
Proper Name: The Barony of Liran
Ruler: His Lordship, Baron Edward Gaill II [NG male human Ari3/Ftr10]
Government: Monarchy
Capital: Liran City
Major Towns: Braehall (pop. – 2,344), Enin (pop. – 400), Hawks’ Hall (pop. – 2,101), Liran City (pop. – 11,450), Osan (pop. – 1,038), Windstone (pop. – 4,609)
Provinces: One barony, two lordships, and four knight-holds.
Resources: Livestock (any, but mostly cattle & horses), fruits, soldiers/mercenaries, timber (carefully monitored), and wine.
Coinage: Liran doesn’t mint its own coins, but it does use coins from Anoria, Yuln, and the Strandlands. Values for these coins vary from community to community. The Citizens of Liran prefer to barter amongst their own people.
Population: 365,700 – Human 74%, Elven (forest) 10%, Halfling (hairfoot) 6%, Dwarf (hill) 4%, Elf (urbanite) 3%, Half-Elf 2%, Other Races 1%.
Languages: Common, Dwarven, Elven, Halfling, and Orc.
Alignments: LG, NG *, N, CG
Patron God: None.
Major Religions: Aerdrie, Altua, Berronar, Corellon, Cyrrollalee, the Daghdha, Damh, Ehlonna, Issek, Jalivier, Kord, Larea, Muamman, Ramara, Sanh, Solonor, Syreth, and Tethrin.
Minor Religions: Apollo, Balador, Bast, Brenna, Cassia, Clangeddin, Ferrix, Hak, Hendomar, Kuil, Mayela, Mielikki, Oberon, Sarula, Sheela, Titania, Trithereon, Valkar, and Yondalla.
Cults: Anon, Aurifar, Caoimhin, Gaea, Jaeger, Nessus, Pistis Sophia, Rhea, Saint Hubert, Sealtiel, Thorn, Tulle, Ulaa, Wotan, Zaphkiel, and Zell.
Alliances: Tentative alliance with the Ee’aar Clans of the Sunus Mountains and the City-state of Chaja.
 
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Knightfall

World of Kulan DM
Yuln
Proper Name(s): The Free City of Yuln, The Sovereign City
Ruler: His Honest Lordship, Harian Mal [LN male human Ari8/War7]
Government: Feudalism
Capital: Yuln
Major Towns: Redhill (pop. – 2,941), Thunder Pass (pop. – 3,217), Titan’s Stone (pop. – 4,320), Vilila (pop. – 1,389), Yuln (pop. – 45,890)
Provinces: One major lordship, three minor lordships, and six knight-holds.
Resources: Gems (bloodstones/hawk’s eyes/quartzes), livestock (horses/oxen), masonry, metals (copper/gold/iron/lead/silver), and textiles (linen/silk)
Coinage: Supreme (pp), Sovereign (gp), Stone (sp), Ana’s Piece (cp)
Population: 721,963 – Human 36%, Halfling (lightfoot) 20%, Dwarf (hill) 14%, Elf (urbanite) 10%, Kitt 8%, Half-Elf 5%, Dragontouched 4%, Other Races 3%.
Languages: Common, Dwarven, Elven, Halfling, Kitt, and Rakasta.
Alignments: LG, LN *, LE, N, NG, CG
Patron God: None.
Major Religions: Apollo, Aoskar, Astilabor, Boccob, Calphas, Corellon, Cull, the Daghdha, Hades, Inanna, Io, Issek, Jalivier, Kuil, Lendys, Loviatar, Moradin, Ptah, Ramara, Sanh, Sehanine, Sheela, and Yondalla.
Minor Religions: Altua, Arvoreen, Aurifar, Avatea, Azul, Bast, Brandobaris, Chronepsis, Clangeddin, Cyrrollalee, Darahl, Dike, Girru, Hanali, Heward, Immotion, Kord, Larea, Mayela, Meriadar, Rel, Tethrin, Tyche, Ulaa, Valkar, Viccan, and Wee Jas.
Cults: Amand, Anacoro, Anon, Bahamut, Barachiel, Cronus, Draven, Euphoria, Ilsensine, Jaeger, Maanzecorian, Mammon, Nessus, Oghma, Rhea, Santè, Sialic, Squerrik, Surtur, Thoth, Tiamat, Truce, Tulle, Untamo, Xan Yae, Zell, and Zelloran.
Alliances: Tentative alliance with the Ee’aar Clans of the Sunus Mountains and the City-state of Chaja.
 
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Knightfall

World of Kulan DM
Here's an idea to make mobs more interesting...

AN ATTEMPT AT CREATING MASS COMBAT UNITS

4 Platoons of Soldiers (CR 13)
hp 195 (30d8+60); platoon breaks apart when reduced to 0 hp
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Male and female human warriors 10
LE Gargantuan humanoid [mob 1 of 48 Medium humans (modified)]
Init +0; Senses Listen +2, Spot +2
Languages Common
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AC 13 (-4 size, +2 Dex, +4 armor, +1 shield), touch 9, flat-footed 11
Immune Critical hits, flanking, sneak attacks, and being bull rushed, grappled, and tripped
Fort +19, Ref +11, Will +9
Weaknesses Gains two negative levels for each individual incapacitated by spells or effects that target specific individuals; takes half again as much damage (+50%) from spells and effects that affect an area
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Speed 20 feet (4 squares)
Melee mob (5d6+3)
Space 20 ft.; Reach 5 ft.
Base Atk +22; Grp +37
Atk Options Expert grappler, trample 2d6+4
Special Actions Archery
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Abilities Str 16 (+3), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
SA Archery, expert grappler, trample
SQ Mob anatomy
Feats Alertness (B), Cleave, Dodge, Improved Bull Rush (B), Improved Overrun (B), Mobility, Power Attack
Skills Climb +11, Jump +11, Listen +2, Spot +2, Swim +8
Possessions Chain shirt (x48), composite short bow w/20 arrows (x48), light wooden shield (x48), short sword (x48)
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Archery (Ex) A platoon of soldiers can fire a volley of arrows with an attack bonus of +24 and a range increment of 70 feet. This volley of arrows does 5d6 damage to each opponent in a 20-foot radius (Reflex DC 27 half). This attack can be used once per round as a standard action.
Expert Grappler (Ex) A platoon of soldiers can maintain a grapple without penalty and still make melee attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). A mob is never considered flat-footed while grappling.
Trample (Ex) A platoon of soldiers that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes 2d6+4 damage. The victim can either make an attack of opportunity against the platoon or make a Reflex save (DC 27) to take half damage.
Mob Anatomy (Ex) A platoon of soldiers has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A platoon of soldiers cannot be flanked, tripped, grappled, or bull rushed. See page 60 of Dungeon Master’s Guide II for more details on this special quality.
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1 D&D Dungeon Master’s Guide II
 
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Knightfall

World of Kulan DM
Group of Fire Giant Slave Soldiers (CR 15)
hp 285 (30d8+150); group breaks apart when reduced to 0 hp
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Male fire giants
LE Gargantuan giant (fire) [mob 1 of 12 large giants (modified)]
Init +0; Senses Listen +0, Spot +12
Languages Common and Giant
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AC 20 (-4 size, -1 Dex, +8 natural, +7 armor) touch 5, flat-footed 20
Immune Critical hits, fire, flanking, sneak attacks, as well as being bull rushed, grappled, and tripped
Fort +22, Ref +8, Will +9
Weaknesses Gains two negative levels for each individual incapacitated by spells or effects that target specific individuals; takes half again as much damage (+50%) from spells and effects that affect an area; vulnerability to cold
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Speed 20 feet (4 squares)
Melee mob (5d6+10)
Space 20 ft.; Reach 10 ft.
Base Atk +22; Grp +44
Atk Options Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Power Attack, expert grappler, trample 2d6+15
Special Actions Rock throwing
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Abilities Str 31 (+10), Dex 9 (-1), Con 21 (+5), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
SA Expert grappler, rock throwing, trample
SQ Low-light vision, rock catching, vulnerability to cold
Feats Cleave, Great Cleave, Improved Bull Rush (B), Improved Overrun, Improved Sunder, Iron Will, Power Attack
Skills Climb +9, Craft (armorsmithing or weaponsmithing) +6, Intimidate +6, Jump +9, Spot +12
Possessions Greatsword (x12), half-plate armor (x12)
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Rock Throwing (Ex) Fire giant slave soldiers are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. The members of the group can take turns hurling rocks weighing 40 to 50 pounds each (Small objects) up to five range increments (120 ft.). This attack can be used once per round as a standard action. [Ranged +22 (2d6+10)].
Expert Grappler (Ex) A group of fire giant slave soldiers can maintain a grapple without penalty and still make melee attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). A group of fire giant slave soldiers is never considered flat-footed while grappling.
Trample (Ex) A group of fire giant slave soldiers that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes 2d6+15 damage. The victim can either make an attack of opportunity against the group or make a Reflex save (DC 24) to take half damage.
Mob Anatomy (Ex) A group of fire giant slave soldiers has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. The group cannot be flanked, tripped, grappled, or bull rushed. See page 60 of Dungeon Master’s Guide II for more details on this special quality.
Rock Catching (Ex) A group of fire giant slave soldiers can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a group that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The group must be ready for and aware of the attack in order to make a rock catching attempt.
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1 D&D Dungeon Master’s Guide II
 
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Knightfall

World of Kulan DM
The above units of sodliers main leader...

Ignivan Grimaud, General (CR 18)
hp 117 (18d8+36)
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Male human marshal 18 2
LE Medium humanoid (human)
Init +2; Senses Listen +6, Spot +6
Languages Anorian, Common, Draconic, Dwarven, Elven, Ignan, and Infernal
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AC 25 (+2 Dex, +1 natural, +10 armor, +2 protection), touch 14, flat-footed 23; DR 5/bludgeoning or piercing
Fort +15, Ref +12, Will +14
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Speed 20 feet (4 squares); 35 ft. while mounted
Melee +4 returning greatspear +20 (2d6+7/19-20/x3) or
--- +4 returning greatspear +20/+15/+10 (2d6+7/19-20/x3) or
Ranged +4 returning greatspear +19 (2d6+6/19-20/x3, 10 ft.)
Space 5 ft.; Reach 5 ft. (10 ft. with greatspear)
Base Atk +13; Grp +16
Atk Options Elusive Target, Mounted Combat, Power Critical, auras
Special Actions Adrenaline boost 4/day
Combat Gear Elixir of healing (CL 10th; 4d8+10; 2,000 gp), potion of cure serious wounds (x2)
Auras Known (minor +3; major +3)
--- Major – hardy soldiers, motivate care, motivate urgency, resilient troops
--- Minor – accurate strike, art of war, demand fortitude, force of will, master of opportunity, master of tactics, watchful eye
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Abilities Str 16 (+3), Dex 14 (+2), Con 14 (+2), Int 11 (+0), Wis 12 (+1), Cha 16 (+3)
SQ Adrenaline boost 3, auras
Feats Dodge, Elusive Target 1, Exotic Weapon Proficiency (greatspear), Improved Critical (greatspear), Leadership, Lightning Reflexes B, Mounted Combat, Power Critical (greatspear) 1, Skill Focus (diplomacy) B
Skills Bluff +18, Diplomacy +25, Disguise +3 (+5 to act), Handle Animal +18, Intimidate +20, Knowledge (history) +5, Listen +6, Ride +21, Sense Motive +6, Spot +6, Survival +6
Possessions +5 spearblock 1 breastplate, +4 returning greatspear 1, amulet of natural armor +1, cloak of resistance +2, field provisions box 2, heavy warhorse (AC 19, touch 10, flat-footed 18; Spd 35 ft.), nose ring of protection +2
--- Mount’s Gear Mwk chainmail barding, bit & bridle, military saddle, and saddlebags
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1 D&D Complete Warrior
2 D&D Miniatures Handbook
3 D&D Player’s Handbook II
 
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Knightfall

World of Kulan DM
Army Major (CR 16)
hp 136 (16d10+48)
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Male human fighter 16
LE Medium humanoid (human)
Init +2; Senses Listen +4, Spot +4
Languages Common and Infernal
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AC 23 (+1 Dex, +12 armor), touch 11, flat-footed 22; AC 25, touch 12, flat-footed 24 with barkskin potion
Resist Fire 10
Fort +13, Ref +9, Will +7
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Speed 20 feet (4 squares)
Melee +3 impedance greatsword +22 (2d6+9/19-20/x2) or
--- +3 impedance greatsword +22 (2d6+9 plus 1d8/19-20/x2) while charging or
--- +3 impedance greatsword +22/+17/+12/+7 (2d6+9/19-20/x2)
Space 5 ft.; Reach 5 ft.
Base Atk +16; Grp +19
Atk Options Cleave, Great Cleave, Improved Sunder, Power Attack, Powerful Charge, Spring Attack
Combat Gear Potion of barkskin (+2), potion of cure serious wounds (x2)
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Abilities Str 16 (+3), Dex 14 (+2), Con 16 (+3), Int 10 (+0), Wis 10 (+0), Cha 11 (+0)
Feats Alertness (B), Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Critical (greatsword), Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack, Power Critical 1, Powerful Charge (B) 2, Quick Draw, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Skills Handle Animal +7, Intimidate +14, Listen +4, Profession (soldier) +14, Ride +18, Spot +4
Possessions +4 full plate, +3 impedance 3 greatsword, boots of charging 2, cloak of elemental resistance (fire) 2, heavy warhorse (equipped)
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1 D&D Complete Warrior
2 D&D Miniatures Handbook
3 D&D Planar Handbook
 
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Knightfall

World of Kulan DM
Army Captain (CR 14)
hp 91 (14d8+28)
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Female human cleric of Bel 14
LE Medium humanoid (human)
Init +0; Senses Listen +4, Spot +4
Auras Evil and law
Languages Common and Infernal
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AC 22 (+1 natural, +9 armor, +2 shield, +1 deflection), touch 11, flat-footed 22; AC 25, touch 14, flat-footed 25 with shield of faith spell
PR 16; SR 26 with spell resistance spell
Fort +11, Ref +6, Will +13
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Speed 20 feet (4 squares)
Melee +2 doom burst warhammer +15 (1d8+4 plus shaken for 5 min on crit/x3) or
--- +2 doom burst warhammer +15/+10 (1d8+4 plus shaken for 5 min on crit/x3) or
Ranged +2 heavy crossbow +12 (1d10+2/19-20/x2) or
--- +2 heavy crossbow +12/+7 (1d10+2/19-20/x2)
Space 5 ft.; Reach 5 ft.
Base Atk +10; Grp +12
Special Actions Rebuke undead 4/day
Combat Gear Potion of cure serious wound (x2)
Cleric Spells Prepared (CL 14th; save DC = 14 + spell level; save DC = 16 + spell level for evocation spells)
--- 7th (2+1) – pulse of hate 3, maximized energy vortex 1, power word blind *
--- 6th (3+1) – blade barrier *, cometfall 1, extended spell resistance, maximized searing light
--- 5th (3+1) – break enchantment, dragon breath 1, flame strike *, meteoric strike 3
--- 4th (5+1) – cure critical wounds, dismissal, divine power *, energy vortex 1, lesser planar ally, summon monster IV
--- 3rd (5+1) – clairaudience/clairvoyance *, cure serious wounds, energy vulnerability 3, extended bull’s strength, extended owl’s wisdom, invisibility purge
--- 2nd (6+1) – black karma curse 3, cure moderate wounds, enthrall, extended shield of faith, silence, spiritual weapon *, sound burst
--- 1st (6+1) – blade of blood 3, cure light wounds, curse of ill fortune 1, deathwatch *, detect chaos, protection from chaos, sanctuary
--- 0th (6) – cure minor wounds, detect magic, guidance, read magic, resistance, virtue
* Domain spells. Domains: Planning (Extend Spell as a bonus feat), War (bonus weapon feats)
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Abilities Str 15 (+2), Dex 10 (+0), Con 14 (+2), Int 11 (+0), Wis 18 (+4), Cha 13 (+1)
SA Rebuke undead
SQ Auras, spontaneous casting
Feats Combat Casting B, Extend Spell B, Lightning Reflexes, Greater Spell Focus (evocation), Improved Turning, Martial Weapon Proficiency (warhammer) B, Maximize Spell, Spell Focus (evocation), Weapon Focus (warhammer) B
Skills Concentration +15, Heal +17, Knowledge (religion) +6, Listen +4, Profession (soldier) +10 , Spellcraft +13, Spot +4
Possessions +3 banded mail, +2 doom burst 2 warhammer, +2 heavy crossbow w/10 bolts, amulet of natural armor +1, mwk heavy steel shield, ring of protection +1
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1 D&D Complete Divine
2 D&D Miniatures Handbook
3 D&D Player’s Handbook II
 
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Knightfall

World of Kulan DM
Army Lieutenant (CR 11)
hp 78 each (12d8+24)
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Male human warrior 12
LE Medium humanoid (human)
Init +2; Senses Listen +3, Spot +3
Languages Common and Infernal
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AC 23 (+2 Dex, +1 natural, +7 armor, +3 shield), touch 12, flat-footed 21
Fort +12, Ref +10, Will +9
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Speed 20 feet (4 squares)
Melee +1 keen longsword +17 (1d8+4/17-20/x2) or
--- +1 keen longsword +17/+12/+7 (1d8+4/17-20/x2) or
Melee +3 keen longsword +19 (1d8+6/17-20/x2) with greater magic oil or
--- +3 keen longsword +19/+14/+9 (1d8+6/17-20/x2) with greater magic oil or
Ranged Mwk composite longbow +16 (1d8/x3) or
--- Mwk composite longbow +16/+11/+6 (1d8/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +12; Grp +15
Combat Gear Oil of greater magic weapon (+3), potion of blur, potion of cure serious wound
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Abilities Str 16 (+3), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 10 (+0)
Feats Alertness B, Endurance, Iron Will, Lightning Reflexes, Weapon Focus (composite longbow), Weapon Focus (longsword)
Skills Climb +4, Handle Animal +10, Intimidate +10, Listen +3, Jump +4, Ride +14, Spot +3, Swim +0
Possessions +2 chain mail, +2 light steel shield, +1 keen longsword, amulet of natural armor +1, cloak of resistance +2, mwk composite longbow w/20 arrows
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Knightfall

World of Kulan DM
The next few posts will show the various rumors and news handouts I've given my players, for my Order of the Silver Hand campaign. The campaign has gone way beyond what the SCAP was about.

The PCs have managed to defeat the Cagewrights, but now they are dealing with the aggressive nature of several neighboring states that took advantage of Cauldron's troubles to move in and annex Cauldron City. Once that is over, I'm hoping the PCs will delve deeper into my own campaign hooks, and take the game to who-knows-where.

Rumors and News I: In Early 749 N.C.

The Month of Anon (1st)
1) It is rumored that war is breaking out on the Storm Peninsula (to the southwest), which isn't unusual as the city-states in that area tend to constantly skirmish with each other. However, part of the rumor talks about evil humanoids from the Storm Jungle as being the aggressors.

2) There is rumor floating around Cauldron City that a king from one of the lands of the Eastern Shore has been possessed by some evil force. It is said that he mutters to himself constantly and his touch inflicts a freezing curse.

3) Danger threatens to consume all the western lands of the Thunder Lands. The orcs of the great mountain known as “The Fortress” are planning to attack Cauldron and Anoria. Some whisper that guards on patrol in the hills between Fortress Mountain and the Kul Moren Mountains have even heard war drums and chanting.

The Month of Zealot (2nd)
4) It is rumored that a strange, magical tower stands somewhere south of the the Sovereign City of Yuln, deep within the harsh lands of the Great Expanse. It is said to be protected by demons, or worse.

5) News from the southeast talks of the Monarchy of Avion being hard pressed by hordes of evil, cat-like humanoids.

6) Tales told throughout the taverns of the Thunder Lands talks about a half-buried citadel, located somewhere to the north. It is said the citadel once stood a top a great clockwork lift that held it above the clouds.

The Month of Sialic (3rd)
7) A comet appears, which is named Ptah's Star by the priests of the Interloper God of Travelers.

8) Someone in Cauldron City trades in strange currency; coins stamped with a jester instead of the sovereign. The authorities are trying to find the source.

9) New trickles down from the north, through the elves of Great Forest, about a stranger visiting with the High One of the Silver Leaves. He is said to be a barbarian and has prophetic dreams.

10) Evil cultists are kidnapping people throughout the Dominion of Cauldron and sacrificing them to an evil god who has two heads and tentacles for arms.

11) War continues to consume the east and southeastern lands. There is talk that the lands around the city of Valora have fallen and that the Capitial City of Avion might be next.

The Month of Thorn (4th)
12) The week of the 4th to the 9th of Thorn is one of confusion and panic. A strange fog engulfs the lands, for as far as the eye can see, around Cauldron. The fog doesn't touch the higher peaks. Many that disappear into the mists either aren't seen again or come back screaming and babbling about ghosts and demons. The fog lasts the entire week and so thick you can't see through it. It lifts as midnight strikes on the 10th of Thorn. (This event is what as known as The Transformation! It was something I added to the Lands of Harqual, so I could add new elements from the d20 system.)

13) A plague recently swept through the town of Duvik's Pass, northwest of Cauldron City. The town’s population was partial decimated by the plague, and many of the town’s citizens have relocated to the surrounding communities. The city guard is diligently checking to make sure new arrivals to the city don’t carry the plague. (The adventure known as The Burning Plague. One of the current PCs was part of this short campaign.)
 
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