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

Knightfall

World of Kulan DM
Cauldron, post-Silver Hand campaign

MORE GAZETTEER ENTRIES


Cauldron
Proper Name(s): The Dominion of Cauldron, Realm of the Silver Hand
Ruler(s): The Arch-Magus, Hezekiah Grofus, Lord Mayor of Cauldron, The Orphan King [LN male human Wiz18]
Government: Feudal Republic; slowly moving towards a Monarchy.
Capital: Cauldron City
Major Towns: Cauldron City (pop. – 7,500), Duvik’s Pass (pop. – 2,000), Greenwood (pop. – 500), Jzadirune (pop. – 50), Kingfisher Hollow (pop. – 1,150), Lakehollow (pop. – 500), Redgorge (pop. – 750)
Provinces: City-state that controls the surrounding communities. Each community has a mayor, bailiff, and captain of the guard that run the day-to-day operations of the community and each community pays a stipend to Cauldron City on a yearly basis.
Resources: Dyes, gems (agates/lapis lazuli/ malachite/obsidian), grain, metals (copper/silver), and textiles.
Coinage: Caldera (gp), Smoke (ep), Silver Lake (sp), Cinder (cp)
Population: 162,233 – Human 75%, Halfling (hairfoot) 10%, Dwarf (high & hill) 6%, Elf (hunter & forest) 4%, Kitt 2%, Half-Elf 1%, Gnome (rockwood) 1%, Other Races 1%.
Languages: Common, Dwarven, Elven, Halfling, Orc, and a pidgin form of Gnome spoken by the rockwood gnomes of Jzadirune and amongst the poor, and homeless.
Alignments: LG *, LN, NG, N, (NE), CG, CN.
Patron God: Jalivier.
Major Religions: Arvoreen, Bast, Boccob, Clangeddin, Cyrrollalee, Girru, Hades, Hanali, Inanna, Kord, Mirella, Moradin, Rellavar, Solonor, Tarsellis, Tethrin, and Yondalla.
Minor Religions: Aetna, Annam, Araleth, Baervan, Berronar, Brenna, Calphas, Caoimhin, Corellon, Cronn, Dugmaren, Eddelis, Ehlonna, Garl, Melira, Oghma, Olidammara, Ordana, Sanh, Sheela, Tarsellis, Uller, and Vulcan.
Cults: Anon, Bharrai, Dumathoin, Falazure, Flandal, Gaea, Hak, Hansa, Jaeger, Jazirian, Kharash, Muamman, Mussin, Rhea, Saint Hubert, Sealtiel, Stronmaus, Telchur, Thorn, Ulaa, Urogalan, Vespin, Wee Jas, Wotan, and Zell.
Alliances: City-state of Caloric (strained); City-state of Flamerule (non-aggression, strained); Dwarven Holds of Kul Moren (military); Principality of Pretensa; Verdalf (tentative).
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DM's Note: Cauldron has changed a great deal since the end of the war. Most of the old noble houses have been swept away and the PCs of the Order of the Silver Hand campaign have become important leaders in Cauldron. The new Lord Mayor was the group's wizard, while the new Warden was the group's bowman. The new Captain of the Guard was one of the group's allies and followers.

The group's cleric, a devoted follower of Jalivier, is now the spiritual leader of the Dominion of Cauldron. The Church of Jalivier is the new state religion, but, in truth, all of the North Gods have a place in the new Cauldron, as well as those Interloper Gods willing to accept the restrictions placed on their faiths by the Church of Jalivier. (The followers of the evil deities listed under "cults" are hunted everywhere they go.)

Cauldron's non-aggression treaty with the City-state of Flamerule is strained, at the best of times. The leaders of Cauldron would like nothing better than to wipe Flamerule off the map, and free Anoria, but it is believed that the cost, in lives, would be too high. Lord Mayor Grofus has asked the Queen of Izmer for help in this matter, but she hasn't agreed to anything, yet.

The Demonskar continues to be a problem for the citizens of Cauldron, as the Demon Lord Nabthatoron wishes to sweep away Cauldron (and Kul Moren) and claim the entire Kul Moren Mountain Range for himself. A new religious order known as the Disciples of the Bloodsun are all that stand between the demons of the rift and the communities of Cauldron.
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Also, see this post...
3E/3.5 - Kulan: The Lands of Harqual
 
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Knightfall

World of Kulan DM
Kul Moren, post-Silver Hand campaign

Kul Moren
Proper Names: The Dwarven Holds of Kul Moren, The Clans of the Silverbeard
Ruler(s): Kragg Arduun, Master Clanwarden [LG male high dwarf War10]; The Silverbeard, Toryn Stonecutter, Clanwarden and Master Smith [NG male hill dwarf Exp2/Ftr12/Rgr2/Deep Warden3]; The Stone-Heart Wizard, Master Arcanist [LN male hill dwarf Wiz15]
Government: Self-Proclaimed Monarchy
Capital: Kul Moren
Major Towns: Hollowsky (pop. – 1,500), Kohold (pop. – 900), Kul Moren (pop. – 6,000), Rivershorn (pop. – 500), Wallslad (pop. – 2,000).
Provinces: One dwarven lordship, three dwarven clan-holds & one human lordship, eight knight-holds, and over two-dozen isolated mountain steadings.
Resources: Armor and barding, dwarven ale, iron, livestock (pigs/sheep), and sapphires.
Coinage: Shield (pp), Hammer (gp), Sword (ep), Dagger (sp), Knife (cp); these were the coins of Anoria, but now they are only minted in Kul Moren.
Population: 130,000 – Dwarf (hill) 48%, Dwarf (high) 45%, Kobold 2%, Elf (urbanite) 1%, Gnome (rockwood) 1%, Halfling (hairfoot) 1%, Human 1%, Other Races 1%.
Languages: Anorian, Common, Draconic, Dwarven, Elven, Giant, Halfling, and a pidgin form of Gnome.
Alignments: LG *, LN, NG, N, (NE), CG
Patron God: None.
Major Religions: Berronar, Clangeddin, Cull, Dumathoin, Kord, Moradin, Muamman, Ulaa, and Urogalan.
Minor Religions: Abbathor, Bast, Boccob, Calphas, Darahl, Dugmaren, Girru, Tarsellis, Jalivier, Vergadain, Vulcan, and Yondalla.
Cults: Anon, Arvoreen, Dark God, Eddelis, Erich, Flandal, Garl, Hades, Kul Kings, Math Mathonwy, Mór Mac Iomhair, Oghma, and Wotan.
Alliances: City-state of Flamerule (non-aggression, strained); Dominion of Cauldron (military); Principality of Pretensa.
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DM's Note: Out of the ashes of the war between Anoria, Cauldron, and Flamerule rises a new an independant Kul Moren. On my world, Kul Moren has been a vassal state of Anoria for some time, which bothered many of its dwarven citizens, living in the mountains. They've never felt like equals with those living in the lowlands.

So when the "Matriarch" broke her word to the Order of the Silver Hand and took firm control of Cauldron and Kul Moren by force, the dwarves of Kul Moren rebelled. And when the Army of the Silver Fist reached the Hold of Kul Moren the battle for the dwarven city was over quickly, as the invaders found themselves fighting the army and dwarven citizens at the same time.

Many of the dwarves joined the army on the campaign against Mor's End and Flamerule, after their city was freed. When they learned that an erinyes devil was secretly controling Anoria, pretending to be the Matriarch they had, at least, respected it hit the dwarves hard. They decided then and there that Kul Moren would never again be ruled by nondwarves.

Kul Moren does have a strong military alliance with the Dominion of Cauldron but they refuse to give up their new found independance and create one kingdom that spans the entire Kul Moren Mountain Range. They will not be ruled from Cauldron, or anywhere else, for that matter. Those nondwarves living in the new Kul Moren must accept that they live in a dwarven kingdom, or live somewhere else. (Many of these ex-citizens were given the right to move to Cauldron, with the blessings of the dwarves and Cauldronites.)
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Also, see this post...
3E/3.5 - Kulan: The Lands of Harqual
 
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Knightfall

World of Kulan DM
Anoria, post-Silver Hand campaign

Anoria
Proper Name: The Fallen Domain of Anoria
Ruler: Anoria is ruled from the First Tier of the City-state of Flamerule; Mor’s End has a Lord Mayor who is little more than a figurehead.
Government: Infernal Dictatorship
Capital: Mor’s End
Major Towns: Lalaton (pop. – 5,670), Lamair (pop. – 695), Mor's End (pop. – 13,525)
Provinces: NA; the Warlord of the First Tier of Flamerule doesn’t share power. Those controlling Anoria’s vassal communities are fanatical followers of Warlord of the First Tier.
Resources: Grain, livestock (cattle/pigs), sapphires, slaves, and textiles (watersilk/wool).
Coinage: Hell’s Coin (pp), Blaze (gp), Canon (sp), Imp (cp); it is now forbidden to use the old coins of Anoria (see under the Kul Moren entry).
Population: 361,250 – Human 55%, Orc 10%, Goblinoid 10%, Dwarf (high or hill) 6%, Giant-Kin 4%, Half-Orc 4%, Halfling (hairfoot) 4%, Devil 2%, Duergar 2%, Elf (urbanite) 2%, Other Races 1%.
Languages: Anorian, Axiomatic, Common, Denila, Dwarven, Elven (forbidden), Giant, Goblin, Halfling (forbidden), Ignan, Infernal, Maviun, Orc, Terran, and Undercommon.
Alignments: LN, LE *, N, NE, (CG)
Patron God: Bel.
Major Religions: Abbathor, Asmodeus, Boccob, Dike, Druaga, Falazure, Halmyr, Hel, Laduguer, Loviatar, Math Mathonwy, Mephistopheles, Sanh, and Vergadain.
Minor Religions: Afflux, Apollo, Brandobaris, the Daghdha, Darahl, Dispater, Dumathoin, Hades, Inanna, Karontor, Levistus, Maglubiyet, Narvi, Nether, Surtur, Thoth, Wee Jas, and Xan Yae.
Cults: Alathrien, Amand, Annam, Bast, Chronepsis, Cronus, Cull, Dark God, Draven, Enduma, Faerinaal, Gaea, Hak, Kurtulmak, Nessus, Sarula, Sheela, Squerrik, Teve, Vespin, and Zell.
Alliances: City-state of Flamerule (the Warlord of the First Tier controls Anoria).
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DM's Note: In my version of Mor's End, the City-state of Flamerule has been secretly controling Anoria since the Night of Invisible Blades. The Matriarch didn't survive and she was instead replaced by a powerful erinyes devil who is wizard/psion/cerebremancer. :]

The Order of the Silver Hand led an army to free the lands of the Kul Moren Mountains, which this dvil took control of. Then they led their troops, called the Army of the Silver Fist, to Mor's End.

They were going to lay seige to the city, but with the help of many of the good-hearted souls of the city, they didn't have to. They took control of the citadel after a pitched battle against numerous devils and elite soldiers of Flamerule (who were in the city, secretly).

The erinyes devil escaped back to Flamerule, and the Army of the Silver Fist marched on that city, along with thousands of new recruits from Anoria, who swore alleigence to the Order of the Silver Hand. (See the Flamerule post, below, for happened after that.) Many of these new recruits relocated to Cauldron after the war.

Before the erinyes fled, she turned the Colossi of Mor's End on the city itself, in an attempt to destroy it and delay the Army of the Silver Fist. Thus, much of Mor's End was ruined and it was unable to fend off Flamerule less than a year later, when the new Warlord of the First tier of that city-state marched on Mor's End.

(The Order of the Silver Hand was unable to come to Anoria's aid, as they had agreed to a non-aggression treaty with Flamerule, to end the war. Flamerule promised to not attack any of the lands in the Kul Moren Mountains for 101 years.) It was a good deal for Cauldron and Kul Moren, but a bad one for Anoria and the other city-states and kingdoms of the Thunder Lands.)
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Also, see this post...
3E/3.5 - Kulan: The Lands of Harqual
 
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Knightfall

World of Kulan DM
Flamerule, post Silver Hand campaign

Flamerule
Proper Name: The City-state of Flamerule, The Diabolic Enclaves
Rulers: The Nine Warlords of Flame
Government: Infernal Dictatorship
Capital: Flamerule
Major Towns: Flamerule (pop. – 530,000), Klarode (pop. – 5,400), Kyllion (pop. – 1,250), Sarpit (pop. – 2,000)
Provinces: Nine tiers of the city-state, three vassal townships, a dozen knight holds, spread along the Milvius River, and dozens of humanoid encampments located throughout the Hather Plains.
Resources: Armor and barding, charcoal, metals (lead/tin/zinc), slaves, and weapons.
Coinage: Hell’s Coin (pp), Blaze (gp), Canon (sp), Imp (cp)
Population: 6,733,125 – Human 37%, Orc 20%, Goblinoid 18%, Giant-Kin 10%, Half-Orc 7%, Duergar 4%, Devil 2%, Other Races 2%
Languages: Anorian, Axiomatic, Common, Denila, Giant, Goblin, Ignan, Infernal, Maviun, Orc, Terran, and Undercommon.
Alignments: LN, LE *, N, NE
Patron God: Asmodeus.
Major Religions: Abbathor, Afflux, Aurifar, Azul, Bel, Dike, Dispater, Druaga, Laduguer, Levistus, Loviatar, Maglubiyet, Mammon, Math Mathonwy, Mephistopheles, Olaash, Ptah, and Wee Jas.
Minor Religions: Angrboda, Baalzebul, Belial, Boccob, Brandobaris, Fierna, Glasya, Hades, Halmyr, Ilsensine, Karontor, Kurtulmak, Mussin, Nether, Squerrik, Surtur, Tharizdun, Thoth, Urogalan, Vergadain, Xan Yae, and Xuar.
Cults: Alathrien, Amand, Anacoro, Cronus, Darahl, Dark God, Enduma, Falazure, Gaea, Maanzecorian, Mellifleur, Nessus, Patient One, Teve, Tiamat, Tulle, Tyche, Sulerain, Uranus, Untamo, Vespin, and Zell.
Alliances: Black Kingdom of the Thunder Orcs (military); Dominion of Cauldron (non-aggression, strained); Dwarven Holds of Kul Moren (non-aggression, strained); Fallen Domain of Anoria (is controlled by the Warlord of the First Tier).
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DM's Note: Most of the First Tier of the city-state was destroyed in the war against the Dominion of Cauldron. Also, portions of the Second Tier were magically flooded during the last battle, by the wizard Hezekiah Grofus, who is now Lord Mayor of Cauldron. Most of this flooding has run off into the Underearth, bu their are still portions of the Second Tier under water. (The lower tiers were not affected by this flooding, as they are magically and physically protected from flooding.)

The repair efforts haven't gone smoothly, as the new Warlord of the First Tier* took control of Anoria shortly after the conflict, and his forces are now divided between the First Tier of Flamerule and Anoria. Keeping firm control of both is delicate balancing act, at best, and major headach, at the worst of times.

*The previous Warlord of the First Tier was a horned devil. (It was killed in the war.) The new Warlord is a half-fiend who is the son of the Warlord of the Second Tier. His mother is rumored to have been a nonhumanoid, possibly a giant or an ogre.
 
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Knightfall

World of Kulan DM
Helga Rumnaheim (CR 15)
hp 116 (8d10+24 plus 7d6+21)
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Female hill dwarf fighter 8 / rogue 7
NE Medium humanoid (dwarf)
Init +6; Senses Darkvision 60 ft.; Listen -1, Spot -1
Languages Common, Dwarven, and Undercommon
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AC 22 (+2 Dex, +7 armor, +3 shield), touch 12, flat-footed 20; AC 26, touch 16, flat-footed 24 against Giants; AC 26, touch 16, flat-footed 24 with shield of faith potion; AC 30, touch 20, flat-footed 28 with shield of faith potion against Giants
Fort +13 (+15 against poison), Ref +11, Will +5 (+7 against spells and spell-like effects)
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Speed 20 feet (4 squares)
Melee Mwk dwarven waraxe +16 (1d10/x3) or
--- Mwk dwarven waraxe +16/+11/+6 (1d10/x3) or
Melee Mwk handaxe +16 (1d6/x3) or
--- Mwk handaxe +16/+11/+6 (1d6/x3) or
Ranged Mwk light crossbow +16 (1d8/19-20/x2) or
--- Mwk light crossbow +16/+11/+6 (1d8/19-20/x2)
Space 5 ft.; Reach 5 ft.
Base Atk +13; Grp +19
Atk Options Cleave, Combat Expertise, Improved Grapple, Power Attack, sneak attack +4d6
Combat Gear Potion of bear’s endurance, potion of cure moderate wounds (x2), potion of shield of faith (+4)
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Abilities Str 14 (+2), Dex 15 (+2), Con 16 (+3), Int 13 (+1), Wis 9 (-1), Cha 11 (+0)
SA Sneak attack, +1 to attack rolls against gnolls and ogres
SQ Evasion, trapfinding, stability, stonecunning, trap sense +2, uncanny dodge
Feats Cleave, Combat Expertise, Dodge, Great Fortitude, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Mobility, Power Attack
Skills Appraise (blacksmithing) +5, Bluff +9, Climb +9, Craft (blacksmithing) +10, Diplomacy +13, Disguise +0 (+2 to act), Escape Artist +9, Hide +9, Intimidate +8, Jump +3, Listen -1, Move Silently +9, Search +10, Sense Motive +8, Spot -1, Survival -1 (+1 when following tracks), Use Rope +2 (+4 involving bindings)
Possessions +2 mithral chain mail, +1 heavy mithral shield, hairclip of obscuring (functions as a ring of mind shielding and an amulet of proof against detection and location combined), mwk dwarven waraxe, mwk handaxe, mwk light crossbow w/ 20 bolts, and a pouch containing 5 pp and 7 gp
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Knightfall

World of Kulan DM
An updated World of Kulan story hour character...

BACTRA REDWIND
If you've read my story hour then you know all about this character. Well, not everything. This update includes a more detailed description for Bactra and has some spoilers in it regarding my World of Kulan story hour. - KF72

Bactra Redwind (CR 16)
Bactra is the son of one of the heroes of the Second Ogre War, Minonus Redwater [CG male elf (forest) War8/Clr8 (Mythrien)]. From a young age he knew little of his father’s past heroics, as Minonus has gone out of his way to downplay his role in the war.

Both Minonus and Garth Tigerstorm decided it was best that Bactra and Dabuk be kept in the dark for as long as possible in hopes that the boys’ lives would not be overshadowed by the past deeds of their fathers. And while this worked early in the young cousins lives the two were off adventuring together, as soon as they could survive on their own. Knowledge of their parents’ heroics soon came to light, which has made them even more determined to find their own path in the world.

While Dabuk is the somber, serious one, Bactra is the fun-loving one (for the most part). He is fond of human women but is also a little unsure of himself unless encouraged. He bares some of his cousin's pain (regarding the death of Dabuk’s mother) through an elven ritual that showed him his cousin’s dreams. But he doesn't let that weigh on his soul the way Dabuk does. After all, he needs to be there for Dabuk, which means keeping his mind alert and calm. He does have a tendency to go-off when he feels as though he has been really hurt emotionally, however.

After the Clan Elders cutoff the Knotwood from the rest of Harqual, Bactra found himself alone and cast out by his people. As a result he has gladly followed Dabuk on several quests including a trip to another land called The Fallenlands. He was saddened by the death of his friends Jeddar Silversun and Mesik Tindertwig, while visiting The Fallenlands, but that is the risk all adventurers take. So, Mesik’s strange resurrection as a servant of the North God of Death, Hades, has left Bactra feeling a little unnerved around his friend.

Bactra became a father after a spending one wild night with a human girl named Amia Darthington [NG female human Clr5 (Ramara)]. She has relocated to the Kingdom of the Silver Leaves where Bactra’s father and mother now live after the corruption of the Knotwood. (Bactra is unsure whether or not to accept the child as his own or let the girl raise the child, without him, under the watchful eyes of his parents.) He and Dabuk are currently trying to reclaim the Knotwood from the demon lord Wyrknari Vok. They have withstood the onslaught of blood elves and demons, time and time again, while protecting the sacred grove of Dabuk’s mother, near the border of the forest, north of Lake Qualitian.

When not helping Dabuk and Mesik to fight off blood elves and demons, Bactra spends most of his time living in the planar city of Sigil. Without a home to truly call his own, on Harqual, he found a new one after visiting the City of Doors on a quest to find new magic to aid him and his friends against the evil denizens of his fallen homeland. So far, he has remained neutral towards the various factions of the city, living quietly in a nondescript, three-story house on Turtle Lane — that is when Dabuk lets him. More often than not, he lives and fights out of Tigerstorm Hall, the fortified stronghold Dabuk had built, by Dvalin Thunderstone, near Dabuk's mother’s grove.

hp 72 (16d4+32)
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Male forest elf wizard 16
N Medium humanoid (elf)
Init +4; Senses Low-light Vision; Listen +6 (+8*), Spot +6 (+8*)
*Granted by familiar when within arm’s reach
Languages Common, Draconic, Dwarven, Elven, Gnoll, and Sylvan
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AC 24 (+4 Dex, +5 natural, +5 deflection), touch 19, flat-footed 20; AC 30, touch 19, flat-footed 26 with greater mage armor spell
Immune Sleep spells and effects
Fort +10, Ref +12 (+14)*, Will +16 (+18 against Enchantment spells or effects)
*Granted by familiar when within 1 mile
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Speed 30 feet (6 squares)
Melee +3 skillful shortspear +18 (1d6+6/x2) or
Melee +3 skillful shortspear +18/+13/+8 (1d6+6/x2)
Melee +3 keen spell storing dagger +14 (1d4+6/17-20/x2) or
Melee +3 keen spell storing dagger +14/+9 (1d4+6/17-20/x2)
Ranged +3 skillful shortspear +19 (1d6+6/x2, 20 ft.) or
Ranged +3 skillful shortspear +19/+14/+9 (1d6+6/x2, 20 ft.)
Ranged +2 shortbow +14 (1d6+2/x3, 60 ft.) or
Ranged +2 shortbow +14/+9 (1d6+2/x3, 60 ft.)
Space 5 ft.; Reach 5 ft.
Base Atk +8; Grp +11
Combat Gear Potion of cure serious wounds (x2), scroll case (w/ globe of invulnerability, knock, and reduce person scrolls)
Wizard Spells Prepared (CL 16th; save DC = 14 + spell level; save DC = 15 + spell level for all Conjuration and Evocation spells)
--- 8th (2/day) — maze, polar ray
--- 7th (3/day) — greater teleport, Mordenkainen’s magnificent mansion, Quickened lightning bolt
--- 6th (3/day) — greater dispel magic, Maximized lightning bolt, planar binding
--- 5th (4/day) — break enchantment, cone of cold, Mordenkainen’s faithful hound, teleport
--- 4th (5/day) — arcane eye, ice storm, lesser globe of invulnerability, summon monster IV, wall of ice
--- 3rd (5/day) — daylight, flame arrow, greater mage armor 1, lightning bolt, summon monster III
--- 2nd (5/day) — blur, glitterdust, invisibility, Melf’s acid arrow, summon monster II
--- 1st (5/day) — burning hands, color spray, lesser orb of cold 1, sleep, summon monster I
--- 0th (4/day) — dancing lights, detect magic, message, ray of frost
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Abilities Str 16 (+3), Dex 18 (+4), Con 14 (+2), Int 18 (+4), Wis 16 (+3), Cha 10 (+0)
SA Arcane spells
SQ Empathic link with familiar, forest elven traits, scry on familiar 1/day, share spells with familiar
Feats Alertness*, Brew Potion, Craft Cane, Craft Extraordinary Item, Craft Wondrous Item, Martial Weapon Proficiency (longbow) B, Martial Weapon Proficiency (longsword) B, Martial Weapon Proficiency (shortbow) B, Maximize Spell, Quicken Spell, [Scribe Roll], Silent Spell, Spell Focus (conjuration), Spell Focus (evocation)
*Granted by familiar when within arm’s reach
Skills Appraise +4 (+6 for alchemical items and textiles), Concentration +16, Craft (alchemy) +16, Craft (weaving) +14, Decipher Script +12, Knowledge (arcana) +19, Listen +6 (+8*), Profession (cook) +13, Ride +7, Search +8, Spellcraft +21, Spot +6 (+8*), Survival +7; Use Magic Device +2 (+6 involving scrolls)
*Granted by familiar when within arm’s reach
Possessions +3 keen spell storing dagger (fireball), +3 skillful 1 shortspear, +2 shortbow, amulet of natural armor +5, belt of many pockets 1, cloak of resistance +3, gloves of Dexterity +2, ring of feather falling, ring of protection +5, staff of conjuration, traveler’s outfit, wand of fear
Familiar (an opossum named Spot) Tiny magical beast; HD ½ d8 (16); hp 35; Spd 15 ft., climb 15 ft., AC 22 (+2 size, +2 Dex, +8 natural), touch 14, flat-footed 20; Atk bite +10 melee; Dmg 1d3-4; SA attach, can deliver touch spells; SQ empathic link with master, improved evasion, scent, speak with opossums, speak with master, SR 21; SV Fort +5, Ref +7, Will +11; Str 3, Dex 15, Con 10, Int 13, Wis 12, Cha 5; AL N.
--- Feats Weapon Finesse
--- Skills Balance +10, Climb +10, Concentration +14, Craft (alchemy) +13, Craft (weaving) +11, Decipher Script +9, Hide +11, Knowledge (arcana) +16, Listen +2, Move Silently +8, Profession (cook) +11, Ride +6, Search +3, Spellcraft +18, Spot +3, Survival +5, Use Magic Device -1 (+3 involving scrolls)
--- Attach (Ex) On a hit with its bite attack, it automatically deals bite damage each round (attached AC 12).
Mount Light warhorse w/ bit & bridle, riding saddle, and saddlebags of holding (type I); Extra Gear Bedroll, flint and steel, rod of the elements, sack (w/ 1 lb. saffron), spellbooks, spell component pouch (x2), waterskin, winter blanket, and a belt pouch containing 100 pp
Spellbooks Bactra has dozens of unique spellbooks that he’s created himself and captured from other wizards. His first spellbook was given to him by his aunt and has a false name on the cover, entitled “Elven Delicacies”. Almost all of his spellbooks are protected by the explosive runes spell.
Bactra has access to all Conjuration and Evocation spells listed in the PHB, as well as all cantrips, in additional to the spells listed under Wizard Spells Prepared. His spellbooks also contain the following additional spells.
--- 8th — clone, greater anticipate teleportation 1, greater plane shift 2, mind blank, moment of prescience, power word stun, screen, temporal stasis
--- 7th — control weather, energy immunity 1, greater scrying, limited wish, mass hold person, planar bubble 2, project image, spell turning, symbol of weakness
--- 6th — analyze dweomer, antimagic field, flesh to stone, globe of invulnerability, mass suggestion, Rary’s interplanar telepathic bond 2, shadow walk, stone to flesh, transfix 1, undeath to death
--- 5th — dream, greater fireburst 1, hold monster, Leomund’s hidden lodge 1, Mordenkainen’s private sanctum, overland flight, permanency, planar tolerance 2, prying eyes, waves of fatigue
--- 4th — attune form 2, bestow curse, charm monster, dimensional anchor, false gravity 2, fear, fortify familiar 1, locate creature, orb of cold 1, orb of sound 1, polymorph, rainbow pattern
--- 3rd — analyze portal 2, arcane sight, avoid planar effects 2, bands of steel 1, dispel magic, explosive runes, halt undead, hold person, invisibility sphere, resonating bolt 1, slow
--- 2nd — arcane lock, blades of fire 1, daze monster, knock, Leomund’s trap, familiar pocket 1, fireburst 1, magic mouth, minor image, scare
--- 1st — arcane lock, cause fear, charm person, enlarge person, feather fall, identify, lesser orb of sound 1, reduce person, resist planar alignment 2, silent image
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Age 148; Personality Charming and quick-tempered
Description Bactra started off dirt poor in life, but soon came to love the beautiful, fine things that adventuring allowed him to afford (sometimes), He doesn't dress in gaudy colors or fine silk. Too him, fine clothes means warm, well-made clothes where it is cold and light, loose fitting clothes where it is hot. He will dress up for special occasions but tends to follow Dabuk's lead when it comes to being prepared for life on the road/in the wild.
Height 5 feet 1 inch; Weight 115 lbs
---------------------------------------
Skills Bactra gains a +2 racial bonus to Search, Spot, and Listen checks. Forest elves do not have the elven special ability to detect secret or concealed doors.
---------------------------------------
1 D&D Complete Arcane
2 D&D Planar Handbook
 
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Knightfall

World of Kulan DM
Dabuk Tigerstorm revised... story hour spoilers ahead...

DABUK TIGERSTORM
The Stalker

Dabuk Tigerstorm (CR 16)
Dabuk grew up without a mother, and a father that he hardly ever saw. His split heritage allowed him two places that he called home. His mother was a forest elf druid from the southern forests known as the Knotwood, Eiithinia Starchild, and his father is the human know as Garth Tigerstorm [LN male human Rgr10/Justicar8 CW]. Both were heroes in the Second Ogre War.

Dabuk hates ogres with a passion due to the fact that it was a group of ogres that killed his mother and his aunt. He is positive that ogres were also responsible for the death of his Uncle Kevin, after the man disappeared trying to locate the ogres that killed his wife.

From a young age he was closer to his grandfather than anyone, which ultimately lead to Dabuk joining the Tiger Guild in the Kingdom of Thallin. The young half-elf thrived in the City of Fruen and applied his tracking talents in the city as well.

In fact, Dabuk is as a good a tracker as his father in the wilderness and could also out-track most of his fellow guild members through the streets of Fruen. However, he shines the most when in the forests of the Knotwood.

When the Therani Clan Elders cutoff the Knotwood from the rest of Harqual, Dabuk found himself without his forest home, and unable to visit the sacred grove that his mother personally guarded for the druidic enclaves. His anger towards the forest elf elders drove him to see other parts of the continent, and beyond.

After hearing about some sort of artifact known as “Ogrebane”, while in the City-state of Onaway, Dabuk became obsessed with finding the weapon. This took him and his companions all the way to the continent known as The Fallenlands. The quest cost Jeddar Silversun his life, and left Mesik Tindertwig changed in ways that feel unnatural to Dabuk and his cousin, Bactra.

In truth, Dabuk is glad to have Mesik back, but wishes that he hadn’t been the one to lead the halfling rogue to his death. Dabuk came back from The Fallenlands even more jaded than when he left. He found Ogrebane, which turned out to be a minor artifact, crafted by genies, known as the Bow of Wind. Losing his friend Jeddar in the process wasn’t a fair trade-off, and he fells a sense of guilt every time he uses the bow.

He will not give up the weapon, however. That would make Jeddar’s death completely meaningless.

After returning to Harqual, Dabuk soon learned that the ogre hero named Kellin One-Eye was in fact his Uncle Kevin, magically cursed by an ogre shaman. Kellin took upon his soul the death curse laid on Carl Tigerstorm [NG male human Ftr10/Rog10], his father, in order to save Carl’s life. He told Dabuk his secret as he lay dying in his home in the Great Forest, and passed down his old sword to Dabuk, a magical cold iron rapier.

Dabuk and his companions became involved in the Bugbear War that engulfed Minar and Wolffire, and were pivotal members of the garrison that protected the City of Tian from falling. They have also made it their personal mission to destroy the demon lord, Wyrknari Vok, and reclaim the Knotwood for the forest elf clans now scattered throughout the Lands of Harqual. Dabuk had his dwarven friend, Dvalin Thunderstone, build a stronghold near the sacred grove of Dabuk’s mother.

Dabuk refuses to give up his homeland to demons and corrupted elves, but tries very hard not to put any of his friends in mortal danger. He would fight every demon in The Knotwood by himself, if he could. Mesik worries that Dabuk now has a death wish.

hp 120 (16d8+48)
---------------------------------------
Male half-elf ranger 9 (Rillifane) / urban ranger 7 5
CN Medium humanoid (elf, human)
Init +7; Senses Low-light Vision; Listen +16, Spot +16
Languages Common, Elven, Giant, and Halfling
---------------------------------------
AC 25 (+3 Dex, +7 armor, +5 deflection), touch 18, flat-footed 22; AC 29, touch 18, flat-footed 26 with barkskin potion
Immune Sleep spells and effects
Resist Acid 5
Fort +17, Ref +17, Will +10 (+12 against Enchantment spells and effects)
---------------------------------------
Speed 30 feet (6 squares)
Melee +4 ogrebane short sword of speed +22 (1d6+7/19-20/x2) or
--- +4 ogrebane short sword of speed +22/+22/+17/+12/+7 (1d6+7/19-20/x2) and
--- +1 dagger +18/+13 (1d4+2/19-20/x2)
Melee +6 ogrebane short sword of speed +24 (1d6+9 plus 2d6/19-20/x2) against ogres or
--- +6 ogrebane short sword of speed +24/+24/+19/+14/+9 (1d6+9 plus 2d6/19-20/x2) and
--- +1 dagger +18/+13 (1d4+2/19-20/x2) against ogres
Melee +2 cold iron rapier +19 (1d6+5/18-20/x2) or
--- +2 cold iron rapier +19/+14/+9/+4 (1d6+5/18-20/x2) and
--- +1 dagger +18/+13 (1d4+2/19-20/x2)
Ranged Bow of Wind [+3 Str] +25 (1d8+9/x3, 220 ft.) with +4 arrows or
--- Bow of Wind [+3 Str] +25/+20/+15/+10 (1d8+9/x3, 220 ft.) with +4 arrows
Ranged Bow of Wind [+3 Str] +25 (1d8+9/x4, 220 ft.) against giants without the Air subtype or
--- Bow of Wind [+3 Str] +25/+20/+15/+10 (1d8+9/x4, 220 ft.) against giants without the Air subtype
Ranged Bow of Wind [+3 Str] +23 (1d8+7/x3, 220 ft.) or
--- Bow of Wind [+3 Str] +23/+18/+13/+8 (1d8+7/x3, 220 ft.)
Space 5 ft.; Reach 5 ft.
Base Atk +16; Grp +19
Atk Options Improved Two-Weapon Fighting, Manyshot, Rapid Shot, Track, Two-Weapon Fighting, favored enemy, improved combat style
Combat Gear Potion of Barkskin +4 (x2), potion of bull’s strength, potion of cat’s grace, potion of cure serious wounds (x2)
Ranger Spells Prepared (CL 4th)
--- 2nd — scent 3
--- 1st — bloodhound 2, longstrider
Urban Ranger Spells Prepared (CL 3rd)
--- 1st — message
---------------------------------------
Abilities Str 17 (+3), Dex 16 (+3), Con 16 (+3), Int 15 (+2), Wis 14 (+2), Cha 11 (+0)
SA Favored enemy (ranger: ogres +4; evil outsiders +2); favored enemy (urban ranger: members of the Opposition +4; members of Fury of the Dragon +2)
SQ Animal companion (see below), elven blood, evasion, improved combat style (ranger: two-weapon), improved combat style (urban ranger: archery), link with Fuller, share spells with Fuller, swift tracker, wild empathy (+13), woodland stride
Feats Danger Sense 2, Endurance (B), Favored (Tiger Guild) 1, Improved Initiative, Improved Two-Weapon Fighting (B), Manyshot (B), Medium Armor Proficiency, Rapid Shot (B), Track (B), Two-Weapon Fighting (B), Urban Tracking (B) 1, Weapon Focus (short sword), Weapon Focus (longbow)
Skills Climb +10, Concentration +10, Diplomacy +4, Gather Information +11, Handle Animal +13, Hide +15, Knowledge (geography) +15, Knowledge (local) +11, Knowledge (nature) +17, Listen +16, Move Silently +20, Ride +11, Search +10, Sense Motive +9, Spot +16, Survival +15 (+17 to keep from getting lost, for avoiding hazards, while in aboveground environments, or when following tracks), Swim +10
Possessions +4 arrows (20), +4 dragoncraft 4 silent moves hide armor (see below), +4 ogrebane short sword of speed, +2 cold iron rapier, +1 dagger, Bow of Wind (minor artifact), cloak of resistance +3, explorer’s outfit, gloves of Dexterity +2, greater bracers of archery, holy symbol (Rillifane), ring of protection +5, plus any wilderness survival essentials
--- +4 Dragoncraft Silent Moves Hide Armor Light Armor; Armor Bonus +7; Maximum Dex Bonus +4; Armor Check Penalty 0; Spell Failure 20%; Spd 30 ft.; Weight 25 lbs.; Dabuk gains resistance to acid 5 while wearing this armor; it was made from the hide of a rogue green dragon that he and Salisan Marg killed while adventuring on the Isle of Dread
--- Bow of Wind This artifact weapon is a +2 composite longbow of distance, normally; it is a +4 thundering weapon versus any giant without the Air subtype (and its critical is x4, instead of x3). This artifact cannot damage air elementals or the djinn, as it was created by the djinn. The bow automatically aligns itself to the user’s Strength bonus, up to a maximum of +5. Thus, for Dabuk it is a +3 Strength bow. The bow is immune to sundering and all magical damage except earth effects. (Strong evocation [air]; CL 20th; Weight 2 lbs.)
Animal Companion (a dog named Fuller) Small magical beast; HD 5d8+10; hp 33; Init +4, Spd 40 ft.; AC 20 (+1 size, +4 Dex, +5 natural), touch 14, flat-footed 16; Base Atk +3; Grp +5; Atk bite +5 melee (1d4+2/x2); SQ bonus tricks (3), devotion, evasion, low-light vision, scent; SV Fort +6, Ref +8, Will +2 (+6 against Enchantment spells and effects); Str 15 (+2), Dex 19 (+4), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 6 (-2); AL N
--- Feats Alertness, Track
--- Skills Jump +9, Listen +6, Spot +6, Survival +2*
--- *Fuller gains a +8 racial bonus to Survival checks when tracking by scent
Mount Light warhorse w/ bit & bridle, riding saddle, and saddlebags; Extra Gear +4 breastplate*, Backpack, masterwork arrows (40), masterwork shortbow, waterskin, winters blanket
*Dabuk uses this armor when going into extremely dangerous battles. He cannot use his combat styles while wearing this armor, so he only uses it when he really needs it
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Age 29; Personality Somber, serious, and increasingly jaded
Description Dabuk is very average looking for a half-elf, tending towards non-descript clothing. He is hardened, like a soldier that has seen way too much combat. His face would be able to express many masks of emotion, but those feeling would never touch his soul. He is calculating and has strength of will. He doesn't trust or love easily but is loyal to his family, especially his grandfather. Dabuk has dark brown hair, black eyes, and lightly tanned skin.
Height 5 feet 5 inches; Weight 129 lbs.
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Skills Dabuk gains a +1 racial bonus on Listen, Search, and Spot checks, and a +2 racial bonus on Diplomacy and Gather Information checks.
---------------------------------------
1 D&D Cityscape
2 D&D Complete Adventurer
3 D&D Complete Divine
4 D&D Draconomicon: The Book of Dragons
5 D&D Unearthed Arcana

Dabuk and Bactra
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Knightfall

World of Kulan DM
MESIK TINDERTWIG
Death Warden of Hades

Mesik Tindertwig (CR 17)
Mesik Tindertwig comes from an obscure hairfoot family, which use to call the Eastern Shores home. He is the last Tindertwig that he is aware of in the region. This left the hairfoot youth alone in the world, an awful state for one of Mesik’s race.

Thus, from an early age Mesik would do almost anything to fit and blend in, especially with humans. This made him an easy target for evil organizations looking to corrupt a young man in his prime. The result was his association with the evil organization known as the Dark Reborn and more specifically with the assassins known as Vespin’s Lost.

Mesik doesn’t talk about this time in his life but will say, to those that know, that he owes his survival to the Lord of the Dead, Hades, and that death god’s priesthood. Most of his close friends know that he is devoted to Lord Hades, but very few will ever know the reason why or about his past association with Pantheon of Swords cults. Mesik’s guildmaster, Carl Tigerstorm, and the hairfoot’s friend Dabuk are the only two, in the Tiger Guild, that know the whole story.

Mesik found a home with the Tiger Guild of Fruen. He considers Carl to be like a surrogate father and the guild’s members to be his siblings. He is quite fond of Dabuk, as the hairfoot watched the half-elf ranger grow from boy to man. He is also very close with Jeddar and Dvalin, two fellow guild members and longtime friends. Lately, he has also become a friend and mentor to Bactra Redwind –– Dabuk’s half-cousin. The four companions often adventure together, finding both excitement and danger on the road.

However, Mesik also has an ulterior motive for staying close to Dabuk and his friends. It is the will of Lord Hades that Mesik lookout for Dabuk, protecting him when the hairfoot can. It was the Lord of the Dead who put Mesik on the path towards joining the Tiger Guild and meeting Dabuk Tigerstorm. Mesik often asks himself why Dabuk should be protected, although he would give his life for the young man who has become his closest friend. However, not even Dabuk is aware of Mesik’s mission to watch over him in Lord Hades name, although Carl always suspected something.

Mesik is an excellent mapmaker and sneak thief, although he never uses his thieving skills for personal gain. He is one of the Tiger Guild’s best lookouts and information gatherers, even though he is still young for a hairfoot. He is also a virtuoso with locks and any intricate, dexterous procedures. Mesik is the undefeated champion of the guild’s Labyrinth Challenge, which is held each year under the guildhall in Fruen.

During a trip to the continent known as the Fallenlands, a banshee killed Mesik while he and his friends were exploring the Lost City of Cyradi. Dabuk insisted on following Mesik’s religious traditions, to let his body rest where it fell. The half-elven ranger performed the proper rune ceremony to protect the body from rising as undead. What Dabuk couldn’t know was that Lord Hades transported Mesik body and soul to his realm soon afterwards.

Lord Hades insisted that Mesik’s work wasn’t yet finished in life. He returned the halfling back to the Fallenlands, transformed into more than he was, with the title of Death Warden. Mesik found & revived the barbarian Hegron Barrensson [CN male human (northerner) Bbn10/Dread Pirate6] (who’d been turned to stone) and met up with Johna the Rakasta [CG male rakasta Trd15], on The Ishtar (who was searching for Bactra, Dabuk, and the others). Mesik took over the captaincy of the ship and they all set sail for Harqual.

Mesik and the crew of The Ishtar soon arrived in the port city of Selquin where they bid farewell to Johna. Mesik had planned to sail The Ishtar back to Fruen but after hearing about the troubles in Thallin he chooses to make port in the Town of Sandbreak, just south of the Barony of Wolffire. He leaves The Ishtar in the capable hands of Hegron, traveling overland to southern Minar. Mesik arrives in the City of Tian shortly after the worst of Bugbear War was over, and is reunited with his old friends.

Having heard what had befallen the Knotwood, Mesik quickly agreed to help Bactra and Dabuk try to liberate the fallen woodlands. He has rarely left Dabuk’s side ever since. They have fought and bled together for years and Mesik has built a shrine to Hades in Tigerstorm Hall. He has also visited Thessa Simmial’s homeland in the Far South and is godfather to her and Dvalin Thunderstone’s young son. Beyond these stalwart companions Mesik considers Hegron, Garth Tigerstorm, Rikin Stonefossil, and Salisan Marg to be his greatest friends and allies.

hp 112 (7d6+28 plus 7d8+28); DR 10/magic
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Male fate-touched 1 hairfoot halfling rogue 7 / cleric 7 (Hades)
LN Small outsider (augmented humanoid, native)
Init +7; Senses Darkvision 60 ft.; Low-light Vision; Listen +15, Spot +15
Aura Law
Languages Axiomatic, Common, Elven, and Halfling
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AC 25 (+1 size, +5 Dex, +1 natural, +8 armor), touch 16, flat-footed 20; Dodge, Mobility
Immune Disease
Resist Acid 10, cold 10, electricity 10, and sonic 10; PR 14; SR 24
Fort +12 (+18 against poison), Ref +15, Will +13 (+15 against fear)
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Speed 20 feet (4 squares); fly 40 ft. (good)
Melee Sheao +19 (1d6+7/17-20/x2) or
--- Sheao +19/+14 (1d6+7/17-20/x2)
Melee Mwk dagger +19 (1d3+4/19-20/x2) or
--- Mwk dagger +19/+14 (1d3+4/19-20/x2)
Ranged +4 sling +22 (1d3+8/x2) or
--- +4 sling +22/+17 (1d3+8/x2)
Ranged Thrown rock +19 (1d3+4/x2) or
--- Thrown rock +19/+14 (1d3+4/x2)
Space 5 ft.; Reach 5 ft.
Base Atk +10; Grp +14
Atk Options Smite extremist, sneak attack +4d6
Special Actions Turn undead 5/day
Combat Gear Potion of barkskin +5, potion of cure serious wounds (x2), scroll of cure critical wounds, scroll of freedom of movement
Cleric Spells Prepared [CL 7th (CL 8th for Law-based spells); save DC = 15 + spell level]
--- 4th (2+1/day) — death ward *, Silenced searing light, weather eye 3
--- 3rd (3+1/day) — blindness/deafness, flame of faith 3, remove curse, speak with dead *
--- 2nd (4+1/day) — bull’s strength, calm emotions *, curse of ill fortune 3, divine insight 2, Silenced doom
--- 1st (6+1/day) — deathwatch *, cause fear, grave strike 2, hide from undead, omen of peril 3, sanctuary, Silenced detect magic
--- 0th (6/day) — create water, mending, purify food and drink, read magic, resistance, virtue
*Domain spell. Domains: Law (cast law spells at +1 caster level), Repose (death touch; spell-like ability that is a death effect; requires melee touch attack; 7d6 damage)
Spell-like Abilities (CL 14th)
--- 1/day — aid, analyze balance, atonement, bless, cure serious wounds, dismissal, dispel extremism, neutralize poison, refuge, remove disease
--- 3/day — aura of balance, protection from extremism
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Abilities Str 18 (+4), Dex 24 (+7), Con 19 (+4), Int 18 (+4), Wis 20 (+5), Cha 14 (+2)
SA Smite extremist, sneak attack, thrown rocks (+1), turn undead
SQ Evasion, hairfoot halfling traits, magic circle, trapfinding, trap sense +2, uncanny dodge
Feats Dodge, Jack-of-All-Trades 2, Mobility, Silent Spell, Skill Focus (Open Lock) B, Weapon Finesse
Skills Appraise +4 (+6 regarding maps), Balance +14, Bluff +7, Climb +11 (+13 involving climbing ropes), Concentration +11, Craft (mapmaking) +10, Decipher Script +9, Diplomacy +12, Disable Device +9, Disguise +2 (+4 to act), Escape Artist +12 (+14 involving ropes), Gather Information +9, Handle Animal +4, Heal +12, Hide +16, Intimidate +4, Jump +15, Knowledge (arcana) +4, Knowledge (geography) +4, Knowledge (local) +12, Knowledge (religion) +12, Listen +15, Move Silently +14, Open Lock +17, Profession (apothecary) +11, Profession (sailor) +5, Ride +10, Search +9, Sense Motive +10, Sleight of Hand +14, Spellcraft +10, Spot +15, Survival +8 (+10 when following tracks), Swim +11, Tumble +14, Use Magic Device +2 (+6 involving scrolls), Use Rope +12 (+14 involving bindings)
Possessions +5 studded leather armor of sonic resistance, +4 sling w/20 bullets, amulet of the planes, belt of giant strength +4, gloves of Dexterity +2, cloak of etherealness, headband of intellect +2, Heward’s handy haversack, holy symbol of Hades (silver), masterwork dagger, ring of improved jumping, ring of invisibility, Sheao (+4 keen dagger, Large-sized), throwing rocks (5), traveler’s outfit, waterskin, and a belt pouch containing 50 pp and 50 gp
--- In Heward’s Handy Haversack Everburning torch, bedroll, cleric’s vestments, climber’s kit, flint and steel, good-quality lock, grappling hook, ink (two 1 oz. vials), inkpen (x3), map case (x2), magnifying glass, masterwork thieves’ tools, parchment (x10), shovel, spool of endless rope 2, whetstone, winter blanket, and an additional 100 pp and 100 gp
--- Mount Warpony (named Bill) w/ bit & bridle, riding saddle, and saddlebags
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Age 43; Personality Tranquil, devout, and emotional
Description Mesik tends to dress as humans do to better blend in with his associates in the Tiger Guild of Fruen. His taste in clothes tends toward darker shades and simple, non-obtrusive designs. Mesik never stands out unless that is his goal. Mesik tends to travel heavy, for a hairfoot halfling, but he always stows things orderly so he can find them quickly. On long journeys, however, he only packs his most important gear. Mesik's most prized possession is his +4 keen Large-sized dagger, which is called Sheao. It was a gift from his friend, Salisan Marg the reef giant, and it has saved his life on more than one occasion.
Since his demise and resurrection, Mesik has become a force for law and the Balance, but with the touch of death around his heart. He now has black, feathered wings, skin is the color of burnt silver, midnight black hair, and brown eyes flecked with silver. His body is covered with ritual scars and tattoos that tell his life in axiomatic script and hieroglyphs based on the Barbarian language of the Northlands. He is surrounded by a noticeable aura of law. Mesik knows he’ll never blend into human society again, but he considers his transformation worth it.
Height 3 feet 2 inches tall; Weight 40 lbs.
Level Adjustment +4; ECL 18
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Magic Circle (Su) Mesik can use a magic circle against extremism effect (as the spell) at will.
Smite Extremist (Su) Once per day Mesik can make a normal melee attack to deal 14 extra points of damage against a foe of an extreme alignment (CE, CG, LE, LG).
Skills Mesik gains a +2 racial bonus to Handle Animal, Listen, Move Silently, and Survival checks.
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1 Custom World of Kulan Template
2 D&D Complete Adventurer
3 D&D Complete Divine
 
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Knightfall

World of Kulan DM
DVALIN THUNDERSTONE
Defender of Mt. Rockwood

Dvalin Thunderstone (CR 18)
Dvalin Thunderstone was born a dwarf — of that, there is no doubt. However, his behavior is hardly typical for one who grew up under the strict guidance of the High Defender of the Stone Fists, his father, Brekk Thunderstone [LG male dwarf (high) Ftr5/Clr5 (Moradin)/Dwarven Defender10].

It isn't that Dvalin hates being a dwarf, it's that he refuses to be stereotyped by the race he was born into. Dvalin is fond of learning about new races and cultures. Known for disappearing from his homeland for months at a time, Dvalin has never been a homebody. In fact, the last time he left with his adventuring friends, he made up his mind not go back.

The new High Thane of the Greystones, Sannl Blackforge [LN female dwarf (high) Ari8/War8], was promised Dvalin's hand in marriage, as a blood debt, when they were children and she pushed Brekk into locating his wayward son. Brekk sent Rikin Stonefossil [LG male dwarf (high) Ftr9/Ironbound5 3], Dvalin's longtime friend, south to find his son.

Brekk has resigned himself to the fact that his son will never come home. He is worried that the new High Thane will start take her frustration out on him. He was shocked to learn that Dvalin has fallen in love and married someone else, and a gnome no less. (The High Thane hit the ceiling when she found out that Dvalin has married someone else.)

Thessa Simmial and Dvalin met by chance, just south of the Great Expanse, and immediately felt a connection with each other. They adventured for a short time together but soon Thessa had to return to her people. Dvalin felt empty without her fighting by his side, and he soon realized he loved her completely. Then, just as he and his friends were about to embark a long oversea journey, Dvalin received a magical sending from Thessa.

Thessa's people were being attacked by several bands of vile humanoids. The Capital City of the Realm of the Little Trees known as Mt. Rockwood, located in the Hinderfall Mountains, was in dire need of help and Thessa hoped that Dvalin and his friends would come to her people's aid. Dvalin knew he couldn't ask his friends to throw their lives away trying to break the siege, so he went alone during the middle of the night to help the gnomish woman he loved.

A lot of the details are sketchy after that but it is said that Dvalin led the final charge that broke the siege. He was fatally wounded and would have perished had Thessa not used all her magic, will, and skills to save him. Some say it was her love that kept Dvalin alive. As soon as he was able to stand the two walked down the Marriage Path into the depths of the Heverkent Forest and were married by the Lord of the Forest with their friend Salisan Marg as witness.

Dvalin has become a great inspiration to the forest gnomes of the Hinderfall Mountains and has been named Defender of Mt. Rockwood. He has helped Thessa and her people, uniting them under one voice, and has even started to attract the attention of young Torin dwarves. Many of these dwarves have left the savannas of the Far South and have moved into the Hinderfall Mountains to follow Dvalin and Thessa. Many of these dwarves have settled in the mountain cities of Highwall and Thunderwall, but just as many have settled in the Realm of the Little Trees.

Dvalin is content to stay where he is and has even convinced his friend Rikin Stonefossil to forget about returning to the Greystone Mountains, and instead settle with Dvalin's new people in the Hinderfall Mountains. Dvalin and Thessa have a son they’ve named Brekk, in honor of Dvalin’s father. The old dwarf was thrilled to learn that Dvalin has finally found someplace that make’s his son happy, and was honored that they named his grandson after him.

The three friends have been back to the north several times, but always return to the Far South when winter comes. (Thessa can’t stand the winters of the north.) Dvalin and Rikin were the main architects of the fortress known as Tigerstorm Hall, which they built for Dabuk Tigerstorm. Dvalin is proud of the stronghold but he’s more proud of the diverse, tight nit communities he is helping to build in the Hinderfall Mountains. Many of these communities have been at odds, in the past.

hp 189 (18d10+72 plus 18)
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Male high dwarf fighter 18
NG Medium humanoid (dwarf)
Init +4; Senses Darkvision 60 ft.; Listen +3, Spot +3
Languages Dwarven, Giant, Gnome, and Undercommon
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AC 30 (+2 Dex, +4 natural, +10 armor, +4 deflection), touch 16, flat-footed 28; +4 dodge bonus against creatures of the Giant type
Fort +18 (+20 against poison), Ref +11, Will +12 (+14 against spells and spell-like effects; +18 against fear effects)
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Speed 20 feet (4 squares)
Melee +4 shock gnome hooked hammer +26 (1d8+8 plus 1d6 electricity/x3, blunt head) or
--- +4 shock gnome hooked hammer +26 (1d6+8 plus 1d6 electricity /x4, hooked end) or
--- +4 shock gnome hooked hammer +22/+17/+12/+7 (1d8+8 plus 1d6 electricity /x3, blunt head) and
--- +4 shock gnome hooked hammer +18 (1d6+6 plus 1d6 electricity /x4, hooked end)
Melee +3 greataxe +26 (1d12+7/19-20/x3) or
--- +3 greataxe +26/+21/+16/+11 (1d12+7/19-20/x3)
Melee +2 dwarven waraxe +24 (1d10+6/x3) or
--- +2 dwarven waraxe +24/+19/+14/+9 (1d10+6/x3)
Ranged +2 composite longbow [+4 Str] +22 (1d8+6/x3) or
--- +2 composite longbow [+4 Str] +22/+17/+12/+7 (1d8+6/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +18; Grp +22
Atk Options Cleave, Combat Reflexes, Blind-Fight, Great Cleave, Hold the Line, Mountain Warrior, Power Attack, Stoneback, Tunnel Fighting, +1 racial bonus on attack rolls against known members of the Opposition
Combat Gear Potion of bear’s endurance, potion of bull’s strength, potion of cure serious wounds (x3)
---------------------------------------
Abilities Str 19 (+4), Dex 14 (+2), Con 18 (+4), Int 10 (+0), Wis 16 (+3), Cha 12 (+1)
SA Weapon familiarity
SQ Stability, stonecunning
Feats Battle Hardened 2, Cleave, Combat Reflexes, Blind-Fight, Endurance, Exotic Weapon Proficiency (gnome hooked hammer), Great Cleave, Hold the Line 1, Improved Critical (greataxe), Improved Toughness 1, Leadership, Mountain Warrior 2, Power Attack, Skill Focus [Craft (stonemasonry)], Stoneback 2, Tunnel Fighting 2, Weapon Focus (greataxe)
Skills* Climb +7 (+10), Craft (stonemasonry) +10, Handle Animal +6, Jump +7 (+10), Profession (teamster) +6, Ride +4, Speak Language (x1), Survival +5, Swim +3 (+9)
*Numbers in braces are while unarmored
Possessions +5 breastplate, +4 shock gnome hooked hammer, +3 greataxe, +2 dwarven waraxe, +2 composite longbow [+4 Str] w/ 40 arrows, amulet of natural armor +4, artisan’s outfit, backpack, belt of dwarvenkind, cloak of resistance +3, cold weather outfit, explorer’s outfit, flask, flint and steel, ring of protection +4, sack, signal whistle, signet ring, spyglass, stonemasonry tools, waterskin, whetstone, winter blanket, and a belt pouch containing 100 pp
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Age 67; Personality Loyal, patient, and fierce
Description Dvalin looks and dresses the way a dwarf should, for the most part. Only when he travels with his non-dwarven friends does he tend to shed his dwarven appearance, dressing as humans would. This makes him stand out wherever he goes. He has dark brown hair and a long, braided beard, as well as coal-black eyes.
Height 4 feet 2 inches; Weight 170 lbs.
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Weapon Familiarity Dvalin uses dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability Dvalin is exceptionally stable on their feet. He has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Stonecunning This ability grants Dvalin a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. If he merely comes within 10 feet of unusual stonework, then he can make a Search check as if he were actively searching, and he can use the Search skill to find stonework traps as a rogue can. Dvalin can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. He has a sixth sense about stonework, an innate ability that he gets plenty of opportunity to practice and hone in underground environments.
Skills Dvalin gains a +2 racial bonus on Appraise checks that are related to stone or metal items. He also gains a +2 racial bonus on Craft checks that are related to stone or metal.
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1 D&D Complete Warrior
2 D&D Races of Stone
3 Hammer & Helm: A Guidebook to Dwarves
 
Last edited:

Angel Tarragon

Dawn Dragon
Temporal Status?

Knightfall1972 said:
--- 8th — clone, greater anticipate teleportation 1, greater plane shift 2, mind blank, moment of prescience, power word stun, screen, temporal status
Which book is the spell Temporal Status in?
 

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