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

Knightfall

World of Kulan DM
Ardeth Webb: World of Kulan-style!

Ardeth Webb, Cagewright, Member of the Thirteen
The Tattooed Monk PrC doesn't fit the style I've created for the Lands of Harqual, so I changed those levels to fighter levels. Ardeth still managed to hurt the PCs before they took her out, so it was all good.

Ardeth Webb, Female Tiefling, Mnk6/Ftr10: CR 17; Medium Outsider (native); HD 6d8+12 plus 10d10+20; 123 hp; Init +5; Spd 50 ft., climb 20 ft.; AC 28 (+5 Dex, +6 armor, +1 monk, +4 Wis, +2 deflection), touch 28, flat-footed 23; Base Atk +14; Grp +24; Atk +26 melee (1d8+12/19-20/x2, unarmed strike); Full Atk +25/+25/+20/+15 melee (1d8+12/19-20/x2, unarmed strike); SA darkness 1/day (CL: 16th), flurry of blows, ki strike (magic); SQ darkvision 60 ft., endure elements, evasion, protection from good, purity of body, nondetection, resistance to cold 5, electricity 5, and fire 10, slow fall 30 ft., spider climb, still mind, web 1/day; AL LE; SV Fort +14 (+16 against poison from spiders), Ref +13, Will +13 (+15 against Enchantment spells and effects); Str 22 (+6), Dex 20 (+5), Con 14 (+2), Int 16 (+3), Wis 20 (+5), Cha 8 (-1); LA +1, ECL 17.

Skills and Feats: Balance +16, Climb +25, Escape Artist +14, Hide +17, Jump +35, Listen +16, Move Silently +15, Spot +16, Tumble +17, Use Rope +5 (+7 involving bindings); Alertness, Combat Expertise, Combat Reflexes, Dodge, Endurance, Greater Weapon Focus (unarmed strike), Improved Combat Expertise CW, Improved Critical (unarmed strike), Improved Disarm, Improved Grapple, Improved Unarmed Strike, Mobility, Power Critical (unarmed strike) CW, Spring Attack, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike). Skills: Ardeth has a +2 racial bonus on Bluff and Hide checks.

Languages: Common, Draconic, Goblin, Infernal, and Orc.

Possessions: Belt of giant strength +4, boots of health (as amulet of health +2), gloves of dexterity +4, headband of wisdom +4 (as periapt of wisdom +4), amulet of mighty fists +4, bracers of armor +6, cloak of arachnida, minor ring of fire resistance, Ring of Thirteen, 3 potions of cure serious wounds, and a elixir of the golem (acts as if iron body was cast on Ardeth).
 
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Knightfall

World of Kulan DM
Shadlor Zimmel, Member of the Striders of the Dawn (CR 9)
Shadlor Zimmel grew up just outside the walls of the City-state of Sequin, near the Great Expanse, as a fosterling. His original elven clan was wiped out by a tribe of orcs traveling north, through the Great Expanse, towards the Domain of Anoria.

Just a young boy at the time, Shadlor survived the attack because his mother hid him in an abandoned coyote den. After the massacre, Shadlor crawled from the animal den to find his entire clan dead on the desert sands, blood everywhere. An orc totem lay near the body of his dead mother; Shadlor lied down next to her crying.

His heart was broken and he wanted to die, but Fate had another plan for him.

An old ranger, named Galor Zimmel, found Shadlor and convinced the boy to come live with him and his wife, Wren. Galor promised to teach the boy the ways of the wilderness, so that Shadlor could find the orcs who hilled his clan and defeat them, if the young desert elf agreed to adopt Bast as his goddess.

Shadlor agreed and spent his entire youth learning wilderness lore from Galor and the Tenets of the Balance from Wren. He often got into trouble in the winding streets of Selquin, and was soon banned from the community. He didn’t mind, as he preferred the wilderness. When Shadlor was 30 years old, Galor told him that it was time for the young elven man to find his own way in the world. He showed Shadlor his Striders insignia and asked his adopted son to take up the mantle of a Strider of the Dawn.

Shadlor agreed, and Galor and Wren sent him north to join the Striders near Lake Anoria and the Kul Moren Mountains. Eventually, Shadlor came to Cauldron and became an acolyte at the Temple of the Cat. He also knows that, somewhere, in the Kul Moren Mountains is the tribe of orcs that killed his clan. As a Strider, Shadlor often works in conjunction with the half-elves named Fario Ellegoth and Fellian Shard.

Shadlor’s elven clan name is Quickstorm.

hp 62 (9d8+18)
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Male desert elf cleric 5/ranger 4 (Bast)
N Medium humanoid (elf)
Init +5; Senses Low-light vision; Listen +10, Spot +10
Languages Elven and Halfling
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AC 23 (+5 Dex, +8 armor), touch 15, flat-footed 18; AC 25, touch 17, flat-footed 20 with shield of faith spell
Immune Sleep spells and effects
Fort +10, Ref +10, Will +8 (+10 against Enchantment spells and effects); +1 racial bonus on saves against fire effects and a -1 racial penalty on saving throws against cold effects
Weakness Social penalty
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Speed 30 feet (6 squares); 40 feet with longstrider spell
Melee Mwk longspear +10 (1d8+2/x3) or
--- Mwk longspear +10/+5 (1d8+2/x3) or
Ranged +1 shortbow (Str 15) +15 (1d6+3/x3, 60 ft.) or
--- +1 shortbow (Str 15) +15/+10 (1d6+3/x3, 60 ft.)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Base Atk +7; Grp +9
Atk Options Point Blank Shot, Rapid Shot, combat style (archery), favored enemy (+2 against orcs)
Special Actions Turn undead 6/day, wild empathy (+6)
Combat Gear Potion of serious wounds (x2)
Cleric Spells Prepared (CL 5th)
--- 3rd — glyph of warding, nondetection *, wind wall
--- 2nd — bear’s endurance, bull’s strength, shatter *, spiritual weapon
--- 1st — bless, command, disguise self *, magic weapon, shield of faith
--- 0th — guidance, light, resistance, virtue (x2)
*Domain spell. Domains: Chaos (casts chaos spells at +1 caster level), Trickery (Bluff, Disguise, and Hide are class skills)
Ranger Spells Prepared (CL 2nd)
--- 1st — longstrider
Spell-like Ability Shadlor can cast create water once per day (CL 7th)
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Abilities Str 15 (+2), Dex 20 (+5), Con 14 (+2), Int 12 (+1), Wis 16 (+3), Cha 16 (+3)
SA Combat style, favored enemy, racial weapon proficiencies (longspear, longbow, shortbow)
SQ Animal companion, spontaneous casting of healing spells, turn undead, wild empathy
Feats Dodge, Endurance (B), Heat Endurance (B) 1, Point Blank Shot, Rapid Shot (B), Track (B), Weapon Focus (longspear), Weapon Focus (shortbow)
Skills Concentration +10, Heal +11, Hide +10, Knowledge (nature) +6, Listen +10, Search +8, Spellcraft +9, Spot +10, Survival +10 (+12 following tracks)
Possessions +4 mithral shirt, +1 shortbow w/20 arrows, holy symbol of Bast, mwk longspear, traveler’s outfit
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Age 33; Personality Fierce, devout, and bizarre
Description Shadlor is typical for one of his race — tall, resilient, and swift-of-foot. He dresses a bit like a wild child, which makes him stand out amongst the acolytes of the Temple of the Cat. He never goes anywhere without his magical shortbow and masterwork longspear. His spear is a heirloom from his elven family and has the history of his clan engraved on it. His bow was a gift from the ranger that raised and trained him as a boy, during his early life in Selquin.
Height 5 feet 11 inches; Weight 163 lbs.
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House Rule Shadlor (as a cleric of Bast) adds his Dexterity adjustment to his attack rolls, instead of his Strength adjustment, with the following weapons: Dagger, gauntlet, kukri, punching dagger, light shield, sap, short sword, spiked gauntlet, unarmed strike, and war claws.
Social Penalty Desert elves are loners by heart and shy away from entering large cities, even when traveling with other races that call that city home. When Shadlor finds himself “crowded in” or lost in a large city he has a -2 penalty to all Charisma checks until he finds a way out of the situation.
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1 D&D Sandstorm
 
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Knightfall

World of Kulan DM
A minor SCAP character given new life!

Deven Myrzal
Deven Myrzal is a 21-year-old male human. Deven is one of the ex-slaves that the PCs rescued. He is a professional groom and has slowly returned to his livelihood. The young man still bares the scars of his ordeal and many of his former friends now consider him too angry and jaded to associate with.

Deven joined the city guard, part-time, in order to gain some training as a warrior. He doesn’t want to ever be a victim again. His patrol route was near the lake and he soon came into conflict with several low-level members of the Alleybashers, as well as the gang known as the Lake Boys.

He considers the PCs to be worthy individuals and has allied himself with Arn Myddion, on several occasions, who has joined the priesthood of Jalivier. He and Arn often worked towards bringing the Alleybashers to justice, although Deven more often prefers to take his anger out on the “bad guys”.

Since the upheavals that nearly destroyed Cauldron, Deven has been forced to take a more active role in the protection of the city’s citizens. After Terseon was killed, there were very few seasoned warriors amongst the town guard, so he was forced to take on the mantle of leadership. He helped with the evacuation of the city’s citizenry and went underground soon after the forces of Anoria invaded the Dominion.

He and many of his fellow ex-guardsmen have become freedom fighters, living in the hidden depths of the abandoned gnomish enclave, Jzadirune. They have been forced to ally with the dark stalker, Yuathyb, as the new leader of the Malachite Fortress is the only one with access to the fungus that counteracts the effects of the Vanishing.

Deven hasn’t yet been inflicted with the magical curse, but several of his comrades have died. The young man has formed a plan in his mind to find a way to steal the secret of the fungus from Yuathyb, but he’ll need more allies before he can implement his plan. (He’s been waiting for the Order of the Silver Hand to return to Cauldron, but he’s getting impatient.)

Deven Myrzal, Freedom Fighter, Male Human, Com2/War9: CR 10; Medium Humanoid (human); HD 2d4+5 plus 9d8+9; 60 hp; Init +0; Spd 30 ft. (6 squares); AC 20 (+7 armor, +3 shield), touch 10, flat-footed 20; Base Atk +10; Grp +10; Atk +11 melee (1d8+1/19-20/x2, +1 cold iron longsword) or +11 ranged (1d8/19-20/x2, mw light crossbow); Full Atk +11/+6 melee (1d8+1/19-20/x2, +1 cold iron longsword) or +11 ranged (1d8/19-20/x2, mw light crossbow); AL CG; SV Fort +7, Ref +5, Will +4; Str 11 (+0), Dex 10 (+0), Con 12 (+1), Int 9 (-1), Wis 12 (+1), Cha 12 (+1).

Skills and Feats *: Handle Animal +7, Intimidate +8, Listen +5, Profession (groom) +7, Ride +7, Spot +5; Alertness B, Endurance, Leadership, Lightning Reflexes, Skill Focus [Profession (groom)], Toughness. *Receives bonus skill points and feat for being human.

Languages: Common.

Possessions: +2 mithral breastplate, +1 cold iron longsword, +1 heavy mithral shield, artisan’s outfit, guardsman’s tabard, and a masterwork light crossbow w/10 bolts.
 
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Knightfall

World of Kulan DM
Amber Cojocaru, Princess of Pretensa (CR 6)
Amber is the eldest daughter of the Cojocaru Royal Family, and next in line to rule Pretensa. She wants to see the world before she settles down to rule the city. She often travels through the Kingdom of Izmer doing good deeds. Though she tries to conceal her identity, her regal bearing makes it obvious that she is of noble birth, and many known she is a princess.

Amber’s hat of disguise and shirt of ironskin are from the Cojocaru Family vault and her father, Prince Tiberiu, doesn’t know she has taken them. She uses the hat to appear as a human male soldier, and she’s been calling herself Xavior Leafgrene. She pretends that “Xavior” is a nobleman’s son from Sumdall, the capital city of Izmer.

hp 44 (6d10+12); DR 5/adamantine (while wearing shirt of ironskin)
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Female human fighter 6
CG Medium humanoid (human)
Init +3; Senses Listen +0, Spot +0
Languages Common and Elven
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AC 25 (+3 Dex, +1 natural, +7 armor, +3 shield, +1 deflection), touch 14, flat-footed 22; AC 27, touch 14, flat-footed 24 with barkskin potion
Fort +7, Ref +5, Will +2
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Speed 20 feet (4 squares); base 30 ft.
Melee Mwk handaxe +11 (1d6+2/x3)
--- Mwk handaxe +11/+6 (1d6+2/x3)
Ranged +1 composite shortbow [+2 Str] +11 (1d8+3/x3, 70 ft.)
--- +1 composite shortbow [+2 Str]+11/+6 (1d8+3/x3, 70 ft.)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +8
Attack Options Combat Reflexes
Combat Gear Potion of barkskin (+3), potion of cure light wounds
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Abilities Str 15 (+2), Dex 16 (+3), Con 14 (+2), Int 13 (+1), Wis 11 (+0), Cha 16 (+3)
Feats Combat Reflexes B, Dodge, Mobility, Quick Draw, Weapon Finesse, Weapon Focus (composite longbow), Weapon Focus (handaxe)
Skills Bluff +8, Diplomacy +5, Disguise +4 (+6 to act) [+14 (+16 to act) with hat of disguise], Handle Animal +9, Intimidate +5, Profession (soldier) +4, Ride +11, Swim +2
Possessions +2 breastplate, +1 composite shortbow [+2 Str] w/20 arrows, +1 heavy wooden shield, amulet of natural armor +1, hat of disguise, mwk handaxe, ring of protection +1, shirt of ironskin 1, and a pouch containing 12 gp
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1 D&D Miniatures Handbook
 
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Knightfall

World of Kulan DM
Deonte Nebern
Deonte Nebern is the current Patriarch of the Nebern Family, a Merchant House known for its success at ranching. The Neberns have holdings in Anoria and the Barony of Calot, as well as in Cauldron. The family has several ranches near the Village of Kingfisher Hollow, as well as one in the high country near Cauldron City.

The Neberns are a minor Merchant House in the Dominion of Cauldron, and rarely influence the political scene in Cauldron City. They are more powerful in the surrounding countryside, and the smaller communities of the Dominion such as Kingfisher Hollow, Hollowsky and Lakehollow.

Deonte Nebern, Merchant Noble, Male Human, Ari5/Trd5: CR 9; Medium Humanoid (human); HD 5d8+5 plus 5d6+5; 55 hp; Init +2; Spd 30 ft.; AC 20 (+3 Dex, +4 armor, +3 deflection), touch 16, flat-footed 17; Base Atk +6; Grp +8; Atk +9 melee [1d6+2/19-20/x2, mw short sword (silvered)] or +9 ranged (1d6+1/x3, +1 shortbow); Full Atk +9/+4 melee [1d6+2/19-20/x2, mw short sword (silvered)] or +9/+4 ranged (1d6+1, +1 shortbow); SA none; SQ +2 to all Appraise checks, 2 bonus languages, knowledge of the sail; AL LE; SV Fort +5, Ref +7, Will +13; Str 14 (+2), Dex 14 (+2), Con 12 (+1), Int 18 (+4), Wis 16 (+3), Cha 16 (+3).

Skills and Feats *: Appraise +14 (+16 for alchemical items) **, Bluff +11, Craft (alchemy) +13, Decipher Script +12, Diplomacy +17, Disguise +5 (+7 to act in character), Forgery +12, Gather Information +11, Handle Animal +11, Intimidate +13, Knowledge (history) +12, Knowledge (nobility and royalty) +12, Profession (rancher) +8, Profession (sailor) +8, Ride +12, Sense Motive +11, Sleight of Hand +12, Stamina +9, Tinkering +10; Deceitful, Endurance, Great Fortitude, Iron Will, Skill Focus [Craft (alchemy)]. *Receives bonus skill points and feat for being human. **Adds 5 bonus ranks to Appraise checks made regarding treasure that comes from the sea (i.e. pearls).

Languages: Anorian, Common, Denila, Dwarven, Elven, Halfling, and Suar.

Possessions: +3 padded armor, short sword (masterwork, silvered), +1 shortbow, and a +3 ring of protection. Deonte has access to almost anything he could ever need as an aristocrat and a trader, including the Nebern Family’s ranch.
 
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Knightfall

World of Kulan DM
Another revised SCAP character!

Yuathyb [Old Stats]
Yuathyb and his fellow dark ones have now formed a tighter alliance with the skulks, gnolls, and few bugbears still alive in the Malachite Fortress. The gnolls are busy recruiting denizens from the Underearth to help hold the Malachite Fortress, while Yuathyb reorganizes his current allies.

Yuathyb had some major difficulties getting new recruits, as the Stormblades accidentally collapsed the fortress’s passageway that led deeper into the Underearth, when they were exploring the Fortress and beyond. However, he’s finally been able to reopen the collapsed passage and can now get supplies from Underearth traders.

Yuathyb is inflicted with the Vanishing, but he discovered a fungus growing beyond the fortress’s passageway leading to the Underearth. When eaten the fungus counteracts the Vanishing, but it doesn’t cure it. He has enough fungus to last some time, as he has transplanted several patches around the Malachite Fortress and is cultivating it, hoping to find a way to make the fungus’s effect permanent.

Since the overthrow of Cauldron by the Matriarch of Mor’s End, a group of young freedom fighters, led by Deven Myrzal took control of the abandoned gnomish enclave, Jzadirune. The freedom fighters keep the Royal Elite of the Matriarch from discovering the entryway in the abandoned shop of Keygan Ghelve, who has moved to Caloric, and, in return, Yuathyb provides the freedom fighters with supplies and limited access to the fungus, so that they don’t succumb to the Vanishing.

Yuathyb knows that allying with the freedom fighters is better than being enthralled by Grey Shadow. He’s heard of the duergar before, and none of it was any good. The duergar is as evil as they come and associates with morlocks and devils. He hasn’t shared this information with the freedom fighters, yet.

Yuathyb, Master of the Malachite Fortress, Male Dark Stalker, Rog8: CR 12; Medium Humanoid; HD 3d8+3 plus 8d6+8; 59 hp; Init +8; Spd 30 ft.; AC 22 (+4 Dex, +4 natural, +3 armor, +1 shield), touch 14, flat-footed 18; Base Atk +8; Grp +10; Atk +12 melee (1d6+2 plus poison, +2 short sword) or +13 ranged (1d6+2 plus poison, mw javelin); Full Atk +12/+7 melee (1d6+2 plus poison, +2 short sword) or +13 ranged (1d6+2 plus poison, mw javelin); SA fog cloud, poison use, sneak attack +7d6; SQ blindsight 60 ft., evasion, improved uncanny dodge, light sensitivity, shadow cloak, trapfinding, trap sense +2; AL CN; SV Fort +9, Ref +18, Will +8; Str 14 (+2), Dex 18 (+4), Con 13 (+1), Int 13 (+1), Wis 15 (+2), Cha 11 (+0), 17 at full, 10 without dose of fungi; LA +5, ECL 16.

Skills and Feats: Balance +13, Diplomacy +9, Escape Artist +11, Gather Information +5, Hide +11 *, Jump +6, Knowledge (local) +9, Listen +10, Move Silently +11 *, Sleight of Hand +11, Spot +10, Tumble +11, Use Rope +7 (+9 involving bindings); Combat Reflexes, Great Fortitude, Lightning Reflexes, Improved Initiative.

Languages: Dark One, Gnome, and Undercommon.

Fog Cloud (Sp): Twice per day, Yuathyb can use fog cloud to escape from powerful opponents.

Poison Use (Ex): Yuathyb never risk accidentally poisoning himself when applying poison to a blade. He typically uses shadow essence poison (Fort DC 17, initial damage 1 point of Strength drain, secondary damage 2d6 points of Strength damage) on both his swords and javelins.

Light Sensitivity (Ex): When exposed to sunlight, or to light equivalent to a daylight spell, Yuathyb takes a -2 morale penalty on all attacks, saves, checks, and damage rolls.

Shadow Cloak (Su): Three times per day, Yuathyb can wrap himself in a cloak of shadows that grants him concealment from his foes. 40% miss chance for attackers in shadows or darkness, but only a 20% miss chance in bright light. Not negated by darkvision, but is negated by the sight of creatures that can see in magical darkness (i.e. devils).

Skills: *When in shadowy areas, Yuathyb has a +8 racial bonus on Hide checks and a +4 racial bonus Move Silently checks.

Possessions: +2 short sword, 5 masterwork javelins, amulet of natural armor +2, cloak of resistance +3, light steel shield, masterwork studded leather armor, potion of cure serious wounds (x2), potion of remove paralysis, vial of monstrous spider venom (10 applications; Fortitude save DC 14; initial and secondary 1d4 Str), a belt pouch containing 13 pp, 58 gp & 76 sp, and a sack containing 10 doses of the fungus that counteracts the Vanishing. One dose of the fungus will restore 1 point of Charisma, for 24 hour. (Multiple doses stack, but the effect is still temporary.)
 
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Knightfall

World of Kulan DM
Angö [Old Stats]
Angö is one of the guardian frost giants who was trained from an early age too guard the doorway that led into Gungir’s magical prison in the Crumbling Hall. Angö has decided to accompany Grunhilde on her journey to the Verdalf Forest, in order to act as her bodyguard.

He now considers the PCs, especially Argo Flameheart, to be acquaintances worth keeping in touch with, but decided not to stay in Cauldron City with the charismatic cleric of Jalivier due to the fact that he believes Grunhilde will need his help.

He never trusted Müngg to keep his word to Argo, about accompanying Grunhilde on her journey, and knew that the other frost giant would either try to kill her or flee once out of the sight of the radiant servant. He didn’t stop Müngg from fleeing like the coward he knew he was, but protected Grunhilde when the other frost giant tried to kill her.

Angö feels little remorse for guarding the doorway into the Plane of Graves, as he feels he was simply doing the job he was meant to do. Now that he is free from that obligation, he isn’t sure what to do with the rest of his life, but he has sworn to stay with Grunhilde until Argo discharges him, and he won’t break that oath.

Angö, Bodyguard of Grunhilde, Male Frost Giant, Mnk2: CR 11; Large Giant (cold); HD 14d8+42 plus 2d8+8; 142 hp; Init +1; Spd 40 ft.; AC 19 (-1 size, +1 Dex, +9 natural), touch 10, flat-footed 19; Base Atk +11; Grp +21; Atk +17 melee (1d8+6/x3, mw handaxe) or +17 melee (1d8+6/x2, unarmed strike) or +12 ranged (1d8+7/x2, +1 javelin) or +11 ranged (2d6/19-20/x2, light crossbow); Full Atk +17/+12 melee (1d8+6/x3, mw handaxe) or +17/+12 melee (1d8+6/x2, unarmed strike) or +12 ranged (1d8+7/x2, +1 javelin) or +11 ranged (2d6/19-20/x2, light crossbow); SA flurry of blows (+15/+15/+10, unarmed strike), rock throwing; SQ evasion, immunity to cold, low-light vision, rock catching, vulnerability to fire; AL LN; SV Fort +16, Ref +10, Will +10; Str 22 (+6), Dex 13 (+1), Con 18 (+4), Int 12 (+1), Wis 16 (+3), Cha 12 (+1), LA +4, ECL 19.

Skills and Feats: Balance +6, Climb +11, Concentration +10, Intimidate +10, Jump +11, Listen +6, Profession (guard) +9, Spot +15, Swim +11, Tumble +8; Alertness, Cleave, Deflect Arrows B, Improved Grapple B, Improved Unarmed Strike B, Lightning Reflexes, Power Attack, Quick Draw, Weapon Focus (unarmed strike).

Languages: Common, Draconic, and Giant.

Possessions: +1 javelin, masterwork handaxe, and light crossbow. All items sized for a Large-sized creature.
 
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Knightfall

World of Kulan DM
Revised character from Crumbling Hall module...

Grunhilde [Old Stats]
Grunhilde was Gungir’s former lover, and she was forced to work as a cook in the Crumbling Hall after her brother (Legeröd) defeated the frost giant hero. Her better days are behind her, but she still radiates confidence. Grunhilde hates her brother and his children, for what they did to Gungir.

Grunhilde has decided to relocate to the Verdalf Forest. She and Gungir were old friends of the hunter elves, especially the Hunter Elf King, Halvarth [CG hunter elf male, Clr10 (Fenmarel)/Sor10]. Angö accompanied her into the Hunter Elf Lands, and now acts as her bodyguard. She is fond of Angö, but in a matronly way.

Since arriving in the Verdalf Forest she has had little time to grieve for Gungir. The hunter elves are having problems with the transformed denizens of the Knotwood, just north, beyond the lands known as the Midlands. Blood elves and twisted treants have begun to invade the northern parts of the Verdalf Forest, attacking several hunter elf encampments.

The two frost giants have been helping to repeal the invaders, but Grunhilde thinks the hunter elves need even more help. She hasn’t contacted the Order of the Silver Hand, yet, as she doesn’t want to ask anything of them, so soon after leaving Cauldron City. If the situation gets much worse then she will ask Halvarth’s permission to contact the Order.

Grunhilde, Female Frost Giant: CR 9; Large Giant (cold); HD 14d8+56; 119 hp; Init -2; Spd 40 ft.; AC 7 (-1 size, -2 Dex), touch 7, flat-footed 7; Base Atk +10; Grp +22; Atk +18 melee (2d8+9, +1 Large-sized greataxe) or +18 melee (1d6+8, mw Large cooking knife) or +7 ranged (1d6+8, rock); Full Atk +18/+13 melee (2d8+9, +1 Large-sized greataxe) or +18/+13 melee (1d6+8, mw Large cooking knife) or +7 ranged (1d6+8, rock); Space/Reach 10 ft. / 10 ft.; SA rock throwing; SQ immunity to cold, low-light vision, rock catching, vulnerability to fire; AL CG; SV Fort +14, Ref +3, Will +6; Str 26 (+8), Dex 6 (-2), Con 18 (+4), Int 12 (+1), Wis 13 (+1), Cha 18 (+4).

Skills and Feats: Climb +11, Heal +4, Hide -6, Intimidate +9, Listen +2, Jump +15, Profession (cook) +7, Spot +12, Survival +4; Cleave, Great Cleave, Iron Will, Power Attack, Self-Sufficient.

Languages: Common and Giant.

Possessions: +1 greataxe, belt pouch, cold weather outfit, holy symbol of Annam, and masterwork knife (cooking). All items sized for a Large-sized creature.
 
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Knightfall

World of Kulan DM
Müngg [Old Stats]
Müngg is one of the frost giants that were sent through the portal to deal with the interlopers, by his liege, Legeröd, the frost giant Jarl. He knows he performed poorly in this task and that Legeröd will have had him killed if the Jarl finds him. Thus, he quickly agreed to accompany the PCs to Cauldron City, so he could put as much distance as possible between him and his ex-liege.

Müngg hasn’t any intention of reforming his evil ways, but agreed to accompany Grunhilde to the Verdalf Forest, so that he was able to put some distance between himself and the Order of the Silver Hand. He ran off the first chance he got, and decided not to go back to the Hills of Antius. Instead, he headed northeast towards Minar, and has found work there, as a mercenary, in the armies of the bugbear known as Brulok.

Müngg, Mercenary of Thrym, Male Frost Giant, Disciple of Thrym2: CR 11; Large Giant (cold); HD 14d8+70 plus 2d10+10; 157 hp; Init +1; Spd 40 ft.; AC 24 (-1 size, +1 Dex, +9 natural, +3 armor, +2 shield), touch 11, flat-footed 23; Base Atk +12; Grp +24; Atk +21 melee (3d6+12/x3, mw greataxe) or +13 ranged (1d8+8/x2, javelin); Full Atk +21/+16 melee (3d6+12/x3, mw greataxe) or +13/+8 ranged (1d8+8/x2, javelin); SA rock throwing, spells; SQ detect fire, immunity to cold, low-light vision, protection of winter, resistance to fire 10, rock catching, vulnerability to fire; AL CE; SV Fort +14, Ref +5, Will +10; Str 26 (+8), Dex 12 (+1), Con 20 (+5), Int 11 (+0), Wis 16 (+3), Cha 13 (+1).

Skills and Feats: Climb +9, Intimidate +6, Jump +10, Spot +5, Survival +11; Cleave, Improved Critical (greataxe), Power Attack, Track, Weapon Focus (greataxe).

Disciple Spells Prepared (cast 0/3): 1st – divine favor, lesser frostburn FB, lesser shivering touch FB.

Languages: Common and Giant.

Possessions: Heavy wooden shield, javelin (x4), masterwork hide armor, and masterwork greataxe. All of these items are designed for a Large-sized creature.
 
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