A New World of Kulan PbP Game! (Recruitment [Full])


World of Kulan DM
Okay Jagr Misthunter Catfolk Ranger is ready for your approval. I still need to purchase a little gear, but the big stuff is in and he's ready for play. The background is perhaps a bit unusual, I would appreciate any suggestions of where it might have taken place. http://www.enworld.org/forum/showth...tment-Full-)&p=6711615&viewfull=1#post6711615
I like that background a lot. It's a great way to have the PC end up in Bard's Gate. A one way trip, no less.

Since catfolk are normally found only in Northwest Kanpur and the Dark Continent, Jagr would likely have been born amongst the catfolk tribes of the Savanna of N'Shal. As for the royals, there are several option on the Dark Continent.

There is the land of the Aujira Islands -- a high magic land based on Southern Africa and, specifically, the Zulu Kingdom. (The citizens of Aujira are lead by powerful arcanists who are masters of Abjuration magic. Their bravest warriors are Abjurant Champions as per the prestige class in D&D Complete Mage.)

There are the Corsair Domains as per the Al-Qadim setting. These islands aren't open to the wide sea, like in the Realms, however. I shoehorned the Corsair Domains into the gulf between the African half and African-Arabian half of the Dark Continent. These islands don't really match the background you've devised, however.

There is the Dark Jungle region where a new land (based on the Ashanti Empire) is growing into an empire. This growing kingdom is building itself in the shadows of what was once Firryaith. The Akanti prefer to avoid the ruins of the elves, but when the need is great, they will scavenge building material from the less sacred ruins. The Akanti show respect to the elves of the Dark Jungle, but they do not fear them. War has never broken out between the Akanti and the elves, but there have been skirmishes.

There is Kotaresi, a dragonborn land. The Kotar, as they call themselves, have completely integrated themselves in the culture of the Dark Continent, and they are renown sailors. They have formed a thalassocracy on the island chain that sits along the western shore of the continent. The sea kingdom is one of the most powerful in the region, and the Kotar dragonborn consider the Aujirans to be their enemies.

You can read more about my version of the Dark Continent here: [link]. The version on The Piazza is more up-to-date than the older version I once posted on E.N. World (I think).

If you want to pick someplace from Southwest Kanpur, instead, you can but catfolk are less common there. They would also be less free in those lands.

The most 'common' language of the Dark Continent would be Midani. This is the common language of the Land of Fate and it is spoken throughout the extreme southern lands of Kanpur. If you need a 'common' language from Southwest Kanpur, you should consider Khemitian. It is spoken by the citizens of Khemit, Phillistia, and Cathe, as well as in the Kesh Lands. (It is equivalent to ancient Egyptian.)

Other racial/regional languages from the two regions include the following: Aatean (the language of a lost human tribe), Avian (for Asherakes), Kainid (for the Hukhamet), Phillistian, Sphinx, and Titanite (elephant-folk on the same name).

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World of Kulan DM
just checking in to show interest and to be poked when it begins. :)
I'm almost done reading the adventure. One more section to go. Plus, I need to refresh my memory for the Bard's Gate book.

I had to take my dad some fruits & veggies today and made a run to Whyte Ave to trade some books I didn't need to get a 3E Dragonlance book and two d20 books. I have to empty the dishwasher and clean the kitchen, as well as take out the recycling too. If I have any energy left, I really will need to do a load of laundry.

If your PC is finished, re-post it here please: http://www.enworld.org/forum/showthread.php?468735-Rogues-Gallery-Bard-s-Gate-PbP-Campaign
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Got a couple of minor tweaks to make, but Jagr is essentially ready. I'll get him moved over. What's the local common or trade tongue in bard's gate called? I'm thinking Jagr has been learning it, though he still has a thick accent and may occasionally get things wrong. He has been making The Felled Ogre his home base if that works for you.


World of Kulan DM
Got a couple of minor tweaks to make, but Jagr is essentially ready. I'll get him moved over.
Okay, good to know.

What's the local common or trade tongue in bard's gate called? I'm thinking Jagr has been learning it, though he still has a thick accent and may occasionally get things wrong.
It's called Bravatin. It's written form uses the Novarese alphabet.

There is also the verbal trade language known as "Pircēja Mēle," which is commonly called the Buyer's Tongue. It originated in the kingdom known as Nilvah and doesn't have any known written form.

He has been making The Felled Ogre his home base if that works for you.
That's fine with me.

A room costs 5 sp per night, or 2 gp per week, or 7 gp per month. Meals include eggs, bacon, bread, roast beef, toasted chicken, meat stew, and a good full grain bread from around 2 sp per meal.

[sblock="The Felled Ogre"]Jagr has met not only the owner, Durst Hammerhand (a large bald human), but also Sylnry (who cares for the rooms), Durst's wife, Aileen (who cooks the food), and two stableboys who care for the horses. Jagr hasn't learned the boys names yet. They are quite shy around him.

The building is two stories and in the front of the inn hangs a wooden sign bearing the image of an ogre teetering on one leg.[/sblock]

already character posted

if anybody wants to start intertwinning characters, I have my backstory cards ready to go. :D

(yes, I'm using this game as a chance to try all the toys I've picked up or found over time. :p)

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Knightfall, in case you are wondering why my character is still not in the RG, it is because I am still trying to pare down his spell book/equipment list to be under the wealth by level still. This is a lot of work!

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Shrough d'Aringeir [can be pronounced as Schrodinger]

Elvin wizard/fighter/eldrich knight 5/1/1
[B]STR[/B] 16 +3 [B]Level[/B]:  7  [B]XP[/B]:
[B]DEX[/B] 13 +1 [B]BAB[/B]:    +3 [B]Dam Red[/B]: --- 
[B]CON[/B] 14 +2 [B]Grapple[/B]:+7 [B]Spell Res[/B]: --- 
[B]INT[/B] 20 +5 [B]Speed[/B]:  30 [B]Spell Save[/B]: +2 vs Ench spells/effects; immune to sleep
[B]WIS[/B] 15 +2[B] Init[/B]:   +1 [B]Spell Fail[/B]: ?%
[B]CHA[/B] 14 +2 [B]ACP[/B]:    -? 
level adj: 4th: +1 to str

HP: 3d4+21d10+1d6+2*5= 28/28

        Armor      Base Dex Size Nat Misc Total Touch FF     Notes[/U][/B]
Mithral chain shirt  +4  +1  +0  +1   +0   17   13    16     [1 cloak]

[B][U]Save Base Mod Misc Total  notes[/U][/B]
Fort  +5   +2  +1 = +8    [2 fgt; 2 E.K.; 1 wiz][1 cloak]
Ref   +1   +1  +1 = +3    [0 fgt; 1 wiz] [1 cloak]
Will  +3   +2  +1 = +6    [0 fgt; 3 wiz] [1 cloak]

Racial abilities
- +2 Dexterity, +2 Intelligence, –2 Strength, –2 Constitution. 
- Humanoid (Elf)
- Medium:</em> As Medium creatures, gray elves have no special bonuses or penalties due to their size. 
- Gray elf base land speed is 30 feet. 
- Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or
- Low-Light Vision: A gray elf can see twice as far as a human in starlight, moonlight, torchlight, and 
  similar conditions of poor illumination. She retains the ability to distinguish color and detail 
  under these conditions. 
- Weapon Proficiency: Gray elves receive the Martial Weapon Proficiency feats for the longsword, rapier, 
  longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. 
- +2 racial bonus on Listen, Search, and Spot checks. A gray elf who merely passes within 5 feet of a 
  secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. 
- Automatic Languages: Common and Elvin. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, 
  and Sylvan. 
- Favored Class: Wizard. A multiclass gray elf’s wizard class does not count when determining whether 
  he takes an experience point penalty for multiclassing. 
- Level Adjustment: +0 

Mage abilities
- Spells
- Familiar
- Scribe Scroll
- Bonus Feats
- SpellBook

proficient with all simple and martial weapons, all armor and shields except tower shields
bonus feats at level 1, 2 and every even level beyond.

Eldrich Knight
Requium: proficient with all martial weapons; Spells: Able to cast 3rd level spells
bonus feat at level 1

Feats [w,w,w,w,w,f,E]
Human: Point blank shot - +1 att/dam w/in 30 ft of target
cl1: Combat casting - +4 to concentration check
fighter 1: precise shot - no penalty when firing into melee
EK 1: Weapon focus - Long Sword
cl 3: Brew potion
cl 6: Blind fight
W 5: meta magic: silent spell +1 level adjust to spell
Possibles: wpn specialization; create wondrous item

Skills [2+5]*4+[2+5]*4= 56 
[U]Name                      ranks abil  misc  total[/U]
Appraise (Int)              0     5    0     5
Balance (Dex),              0     1    0     1
Bluff (Cha),                0     2    0     2
Climb (Str),                3     3    2     8 climbing kit
Concentration (con)         5     2    4    11 feat 
Craft (Int),                0     5    0     5 
Decipher Script (Int),      1     5    0     6 
Diplomacy (Cha),            0     2    0     2
Disable Device (Int),       0     5    0     5
Disguise (Cha),             0     2    0     2
Escape Artist (Dex),        0     1    0     1
Forgery (Int),              0     5    0     5
Gather Information (Cha),   0     2    0     2
Handle animal (Cha)         0     2    0     --
Hide (Dex),                 0     1    0     1
Intimidate (Cha),           0     2    0     2
Jump (Str),                 1     1    0     2
Knowledge (Int), 
Arcane                      5     5    0    10
Arch/Eng                    3     5    0     8
Dungeoneering               3     5    0     8
Geography                   1     5    0     6
History                     1     5    0     6 
Local                       1     5    0     6
Nobility/Royalty            1     5    0     6 
Religeon                    3     5    0     8 
The planes                  1     5    0     6
Listen (Wis),               0     2    0     2
Move Silently (Dex),        0     1    0     1
Open Lock (Dex),            0     1    0     1
Perform (Cha),              0     2    0     2
Profession (Wis),           1     2    0     3 
Search (Int),               0     5    0     5 
Sense Motive (Wis),         1     2    0     3
Sleight of Hand (Dex),      0     1    0     1 
Spellcraft (Int),           5     5    2    12 syn: K-Arcane
Spot (Wis),                 0     2    0     2
Swim (Str),                 1     3    0     4
Tumble (Dex),               0     1    0     1
Use Magic Device (Cha),     0     2    0     2
Use Rope (Dex).             0     1    0     1
Mithral Chain Shirt +1 2100.0  Gp   12.5 Lb
LongBow, Comp           400.0  Gp    3.0 Lb  Mighty +3
Longsword +2           2315.0  Gp    4.0 Lb 
Quarterstaff              ---  Gp    4.0 Lb
Efficient Quiver       1800.0  Gp    2.0 Lb
Haversack              2000.0  Gp    5.0 lb 
Amulet nat armor +1    2000.0  Gp    --- Lb 
Cloak res +1           1000.0  Gp    1.0 Lb 
pearl of power x3      3000.0 Gp     --- Lb
Anti toxin x2           100.0  Gp    --- Lb 
Bedroll                   0.1  Gp    5.0 Lb 
Blanket, Winter           0.5  Gp    3.0 Lb 
Candle, Meditation X 10   0.1   Gp   --- Lb  duration: 1 Hour each
Climber's Kit            80.0  Gp    5.0 Lb 
Crowbar                   2.0  Gp    5.0 Lb 
Flint and Steel           1.0  Gp    --- Lb
Grapple  hook             1.0  Gp    4.0 Lb 
Holy water x2            50.0  Gp    2.0 Lb 
Ink Pen                   0.1  Gp    --- Lb 
Ink                       8.0  Gp    --- Lb 
Paper x 20                8.0  Gp    --- Lb 
Piton x 20                2.0  Gp   10.0 Lb 
Trail rations x 20       10.0  Gp   20.0 Lb 
Silk Rope x 100 Ft       20.0  Gp   10.0 Lb
Spellbook                 ---  Gp    3.0 Lb
Spell Cmp pouch           5.0  Gp    2.0 Lb
Sunrod x10               20.0  Gp   10.0 Lb
Water Skin                0.1  Gp    4.0 Lb
Whet Stone                0.01 Gp    1.0 Lb

14,913.91 Gp          ?? Lb 
starting cash: 19000 

spell book costs: 
level 1: 625
level 2: 1400
level 3: 1350
level 4: 

gp: 10
sp: 10
cp: 9

physical description: 
Age: 144  
[sblock=Spell book]

cost to write: 100 gp/page+scroll cost
1. spellcraft dc 15+level [decipher scroll]
2. spellcraft: dc 20+level [comprehend writing]

1st 100+ 25
2nd level: scroll = 150gp, 2 pages = 200
3rd level 375
4th level 700

Level 0:
19 pages
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Dancing Lights: Creates torches or other . . . . . . . .
Daze Humanoid creature of 4 HD or less loses next action
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Disrupt Undead: Deals 1d6 damage to one undead.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Read Magic:Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Ray of frost: Ray deals 1d3 cold damage.
Touch of Fatigue: Touch attack fatigues target.

Level 1 [5x 125 = 625]
9 pages
Burning Hands: 1d4/level fire damage (max 5d4).
Feather Fall: Objects or creatures fall slowly.
Identify M Determines properties of magic item.
Mage Armor: Gives subject +4 armor bonus.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6)
Tenser’s Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Unseen Servant: Invisible force obeys your commands.

Level 2 [6 x 350 = 2100]
20 pages
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Locate Object: Senses direction toward object (specific or type).
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Spider Climb: Grants ability to walk on walls and ceilings.

3rd-Level Sorcerer/Wizard Spells [4 x 675 = 1350]
30 pages
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Dispel Magic: Cancels magical spells and effects.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Lightning Bolt: Electricity deals 1d6/level damage.
Magic Weapon, Greater: +1/four levels (max +5).
Tiny Hut: Creates shelter for ten creatures.

4th-Level Sorcerer/Wizard Spells
8 pages
*Black Tentacles: Tentacles grapple all within 20 ft. spread.
*Summon Monster IV: Calls extraplanar creature to fight for you.


Familiar: Red Fox

Knightfall, I am going to place this in the RG. I still have some spell information to put in it, but I am otherwise done. can I get someone to double check my math, please?

Voidrunner's Codex

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