Heroes of Deepwater Story Guide

Knightfall

World of Kulan DM
STORY GUIDE
There are many official D&D world locales in the World of Kulan. One of my favorites is Waterdeep from the Forgotten Realms campaign setting. I've placed the city in the Lands of Harqual and it has a modified name, Deepwater. The setting is somewhere in between the 2E City of Splendors boxed set and the 3E hardcover. I haven't worked out all the details yet, but NPC levels will be less uber for the city. I've done some work for this already, but I've yet to get back to it.

I'll try to find all the relevant material and re-post it here.

So, what the goal for this thread? Well, I want to run another Kulan PbP game here on E.N World, and I'm seriously considering setting it in my homebrewed version of Waterdeep. Will it really happen? I don't know. But I want to get a more solid understanding of how I want to redesign the city.

All comments and questions are welcome,

Cheers!

KF
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Main sourcebooks for Story Hour Game
Primary
D&D v.3.5 Core Rulebooks
Expedition to Undermountain
Forgotten Realms City of Splendors: Waterdeep
Magic Item Compendium
Spell Compendium
My custom World of Kulan files

Secondary
Complete Adventurer
Complete Arcane
Complete Divine
Complete Warrior
Races of Destiny
Races of Stone
Races of the Wild

2nd Edition
City of Splendors (boxed set)
The Ruins of Undermountain (boxed set)

DRAGON Magazine
Dragon #128, "Welcome to Waterdeep"
Dragon #176, "If You Need Help--Ask the Drow!" (adventure)
-- A temple to Elistraee and refuge for adventurers on the outskirts of the Undermountain.
Dragon #211, "I Sing a Song By the Deep-Water Bay"
Dragon #227, "The Reports from Undermountain"
Dragon #270, "The New Adventures of Volo: The Ardeep"
Dragon #320, "Elminster's Guide": featuring the Roaring Dragon House

DUNGEON Magazine
Dungeon #26, "The Inheritance"
Dungeon #30, "...And a Dozen Eggs" (don't have it)
 
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Knightfall

World of Kulan DM
Regarding hunter elves:
They are found mainly in the Guardian Bay Region, living deep within the Verdalf Forest, but they also have been encountered in the Cadra Forest, east of Lake Nest, as far north as the dark woodlands surrounding the City-state of Nikel, and as far south as the Dry Forest, east of the Free City of Deepwater. There are rumors of hunter elves living wild in the northern reaches of the Storm Jungle, but they have never been seen or heard, even by the tabaxi.
 

Knightfall

World of Kulan DM
Gazetteer Entry

DEEPWATER
Proper Name(s): The Free City of Deepwater, The City of Splendors, The City on the Deep Waters, The Shining City; Prachtenstad
Rulers: The Lords of the Free City
Government: Oligarchy
Capital: Deepwater
Major Towns: Dargat Sand (pop. – 580), Deepwater (pop. – 132,660), Dorhout Town (pop. – 1,045), Glanskust Town (pop. – 3,655), Laipham (pop. – 125), Rarnalar (pop. – 90)
Provinces: One lordship and four knight-holds.
Resources: Armor and barding, furnishings, leather goods, textiles (any), and weapons
Coinage: Maan (platinum/electrum coin, equals 25 taols), Taol (brass coin, equals 2 havens), Haven (gp), Silver (sp).
Population: 1,381,550 – Human 64%, Dwarf (hill and sundered) 10%, Elf (urbanite) 8%, Halfling (hairfoot) 5%, Half-Elf 5%, Halfling (fire river) 3%, Half-Orc 2%, Other Races 2%.
Languages: Aquan, Charan, Common, Dwarven, Elven, Halfling, Kitt, Orc, Shoal, Taal.
Alignments: All alignments, dominated by Lawful Good.
Patron God: None
Major Religions: Aegir, Apollo, Boccob, Cyrrollalee, the Daghdha, Dike, Dugmaren, Hades, Hanali, Immotion, Inanna, Kord, Kuil, Mayela, Mielikki, Muamman, Oghma, Persana, Ramara, Rhea, Sanh, Thoth, and Velit.
Minor Religions: Abbathor, Angrboda, Aoskar, Berronar, Bast, Belinik, Calphas, Cronn, Darahl, Erecura (local deity), Gaea, Hansa, Heward, Labelas, Loviatar, Math Mathonwy, Melira, Mussin, Olidammara, Rán, Rosmerta (local deity), Sheela, Tethrin, Tyche, Wee Jas, and Xan Yae.
Shrines and Cults: Alathrien, Amand, Anacoro, Arduinna (local deity), Aurifar, Baervan, Cronus, Dagon, Druaga, Eadro, Emcey, Jaeger, Manannan mac Lir, Santè, Sekolah, Shoku, Sialic, Teve, Thera, Trithereon, Truce, Untamo, Uranus, Urogalan, Vagdavercustis (local diety), Vergadain, Vespin, and Yeathan.
Alliances: Hawkgard Holds (non-aggression); the Storm Domain (trade alliance).
 
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Knightfall

World of Kulan DM
Free City of Deepwater
Metropolis
Other Names: City-state of Deepwater (rarely), The City of Splendors, The City on the Deep Waters, The Shining City; Prachtenstad (archaic)
Political/Religious Affiliations: Church of Belinik (minor); Church of Dike (major); Church of Hades (major); Church of Hansa (minor); Church of Heward (minor); Church of Immotion (major); Church of Inanna (minor); Church of Kord (major); Church of Kuil (major); Church of Loviatar (minor); Church of Oghma (major); Church of Ramara (major); Church of Rán (minor); Church of Xan Yae (minor); Gardesoldaten (city guard); Kavallerie der Vogel Greif (flying cavalry); Observateurs (city watch); and Seeleutes (city navy).
Power Center: Nonstandard (oligarchy).
Alignments: All
_________________________________________________​
Population: 134,000
Demographics: Mixed: Human 60%, Dwarf (hill and sundered) 11%, Elf (urbanite) 9%, Halfling (hairfoot) 6%, Half-Elf 4%, Halfling (fire river) 3%, Cat Races 2%, Half-Orc 2%, Other Races 2%.
City Type: Free.
Fortified?: Yes; stone (thick, magically reinforced).
Epic?: No.
_________________________________________________​
GP Limit: 100,000 gp
Assets: 670,000,000 gp
Main Import: Exotic goods.
Main Export: Textiles (any).
_________________________________________________​
Authority Figures: Piatran Perhkes, The Open Lord (male human); Kharkos Arren, Lord Mage of Deepwater (male human); Morn the Coinmonger (human male); other Lords of the Shining City.
Important Characters: Enialis Ilphukiir, crime lord (male elf [silver]); Helm Blackheart, Elemental Master of Bergunter Mass (male dwarf [sundered]); Lauhren Stormwinden, Lady Mage of Deepwater (female human).
Organizations: Academie van de Edericks (arcanists' school), Agents of De-Oog (thieves' guild), Arren Academie (arcanists' school), Gardesoldaten (city guard), Gray Hands (adventurers' guild), Kavallerie der Vogel Greif (flying cavalry), Observateurs (city watch), Order of the Water Moon (order of knights), Rode Sjerpen (secret society), Seeleutes (city navy), Schaduwen (thieves' guild), Verborgen (criminal consortium), Watchful Order of the Tovenaars (arcanists' guild).
Noble Houses: Addebrecht, Adlerschild, Agnusdai, Amantea, Arterbury, Asselman, Augustin, Balderk (dwarven), Barsamian, Bel Isoed, Beltz, Bischoffs, Buckmens, Cadwallader, Chaikin, Claesson, Crusan, Domme, Dorpe, Durnin, Ederick, Einarsson, Émile-Pierre, Estéves, Falkenrath, Gagliardi, Golfzilver, Grahn, Greenbottle (halfling), Hardrada (dwarven), Havikwinter, Hellewege, Hillam, Hoekstra, Hunnisett, Hustovi, Illés, Irvinstar, Jardine, Jansingh, Karralo, Klingesemmer, Korošec, Kot, Lannon, Laterza, Lunesstar, Maessen, Mantovani, Marinos, Marchand, Marqueringh, Morgenstern, Muyskens, Nannini, Norup, Ohme, Paternoster, Pherigo, Pontecorvo, Rabebaum, Rhydderch, Roggeveen, Rundstrom, Silverstein, Smedja, Sonnen, Spellmasson, Sturmweer, Sulzbach, Tarr, Ter Avest, Toverstaf, Tritten, Van Der Laar, Venetianer, Wijnboer, Xiloscient (elven), Zabat, Zentai, Zilberschlag, Zimmermann, and Zwaardal.
Adventurers Welcome?: Yes
 
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Knightfall

World of Kulan DM
Names of the Chara Coast

General Names
These names are found throughout the region known as the Chara Coast. Rural folk and desert nomads mainly use these names. Urban dwellers with these names often are former nomads that have settled in the Cities of the Chara Coast. These names are very rare on the other side of the Patron Mountains, towards the east.

Male Names
Agu, Ajani, Aren, Azi, Bahram, Bem, Chitto, Daren, Ekon, Gad, Hirsch, Inteus, Jolon, Kansbar, Kaveh, Leben, Mabb, Majeed, Nasim, Odion, Pan, Rowtag, Sike, Tse, Velvel, Yas, Zindel

Female Names
Abeo, Alike, Amadi, Apara, Bayo, Celie, Elysia, Farideh, Hurit, Ishtar, Jaleh, Jumoke, Kanti, Luyu, Minau, Minah, Mirel, Monir, Namid, Oba, Pari, Rozene, Sade, Tahki, Utina, Wuti, Zaltana.

Surnames
Surnames amongst the nomads of the Great Expanse are rare, but sometimes a particular individual will adopt a surname from a fixed community. Thus, Aren might choose Tagon (from Deepwater) or Areher (from the Chara Cities). However, Aren is likely to choose a surname that has more to do with terrain features or adopt a town or camp’s name as his surname. Thus, he would call himself Aren Sand Song or Aren River Deep.

Surnames can also come from a character’s father or mother. These names often have an –ic or an –ir attached to them. Thus, Aren could call himself Aren Bemir (after his father) or Aren Aparaic (after his mother). Rarely, both parents names are combined like this: Aren Bemapara, and never add an –ir or an –ic after the combined surname. The father’s name is usually put first for males, while females put their mother’s name first.
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Names for the Free City of Deepwater
These names are often specific to the human population of Deepwater and the city's vassal communities (such as Dorhout Town and Glanskust Town). Half-elves and half-orcs can use these names as well, but the surnames also listed under Noble Houses of Deepwater are, almost, exclusively for humans, (There are exceptions, however) These surnames are noted below with an asterisk (*). A surname listed with a double asterisk (**) is even more restricted and requires the approval of the DM.

These names are rare in the lands of the Chara Coast and the Great Expanse, although a few of the surnames have migrated to the Eversinki Suzerainty, the Hawkgard Holds, the Kingdom of Izmer, the Wyrmgard Holds, and the Storm Peninsula. Surnames that are only uncommon in the Chara Cities are listed under that list as well.

Male Names
Ade, Ander, Bartel, Blath, Bran, Casper, Clion, Cobus, Daan, Darvin, Diederik, Dorn, Edwin, Elian, Evendur, Faas, Femme, Frath, Fons, Gerard, Gerben, Geth, Gorstag, Grim, Guus, Harm, Heiko, Helm, Hugo, Ivo, Jan, Jasper, Joep, Kai, Karel, Kees, Khallos, Kharkos, Lander, Lars, Leo, Lievin, Luth, Maikel, Malark, Malcer, Mannes, Marnix, Meint, Morn, Mozes, Nico, Noach, Olaf, Otto, Pascal, Piatran, Pier, Pim, Quallos, Quinten, Raf, Randal, Rein, Robbe, Ruud, Sem, Servaas, Sjaak, Stedd, Stor, Taman, Teun, Theo, Ties, Tjaard, Tomed, Tygo, Urth, Valentijn, Wendel, Wibo, Wiebe, Xander, Yorick, Zef.

Female Names
Aleida, Amafrey, Arveene, Beatrix, Betha, Branta, Carolien, Cato, Cefrey, Cial, Diantha, Drika, Edith, Edrianna, Elise, Esvele, Femke, Fleur, Florina, Gemma, Gerry, Griet, Hanna, Heleen, Henny, Ida, Illia, Jacobine, Jeryth, Jet, Jhessail, Jozefien, Karrin, Katja, Kerri, Kethra, Klasina, Lauhren, Lea, Leonie, Lien, Lureene, Magda, Manon, Mara, Marja, Mia, Miri, Mirthe, Nandel, Nes, Nora, Noor, Olga, Paulien, Petra, Puck, Rachel, Rebekka, Renate, Rina, Rosa, Rowan, Sabien, Sanne, Sarya, Shandri, Silifrey, Silke, Tatiana, Tessele, Thecla, Til, Tineke, Trees, Truus, Ursula, Veer, Vhonna, Westra, Willemijn, Wilma, Xorla, Yvonne, Zoe.

Surnames
Aakster, Addebrecht *, Adler, Adlerschild *, Agnusdai *, Amantea *, Amsel, Arren**, Arterbury *, Asselman *, Augustin *, Baasch, Bachmeier, Barsamian *, Bel Isoed **, Beltz *, Beullens, Bischoffs *, Buckmens *, Cadwallader *, Chaikin *, Claesson *, Carver, Cloeten, Crusan *, Daelmans, Diefenbach, Domme *, Dorpe *, Durnin *, Ederick *, Einarsson *, Elzinga, Émile-Pierre *, Estéves *, Everhart, Falkenrath *, Fortuyn, Foth, Gagliardi *, Garver, Gass, Goffe, Golfzilver *, Goossens, Grahn *, Gutermuth, Haenraets, Halle, Havikwinter *, Helder, Hellewege *, Hillam *, Hoekstra *, Hunnisett *, Hustovi *, Illés *, Ingerr, Ingersleben, Innes, Irvinstar *, Jardine*, Jansingh *, Jansink, Jollenbeck, Karralo *, Kassmeyer, Konraed *, Klerkse, Klingesemmer *, Koch, Korošec *, Kot *, Laberenz, Lannon *, Laterza *, Lucassen, Lunesstar *, Luther, Maas, Maessen *, Mantovani *, Marchand *, Marinos *, Marqueringh *, Melsbach, Morgenstern *, Moser, Muyskens *, Myntion, Nagel, Nannini *, Neumann, Norup *, Offermans, Ohme *, Oursler, Pahlke, Paternoster *, Peerenboom, Perhkes **, Pherigo *, Pontecorvo *, Prinz, Rabebaum *, Rademaker, Raske, Rhydderch *, Riese, Roggeveen*, Rooijakker, Rothbauer, Rundstrom *, Scheer, Schoonraad, Seidel, Silverstein *, Spellmasson **, Smedja *, Smuler *, Sonnen *, Sorg, Specht, Sterrob, Stormwinden **, Sturmweer *, Sulzbach *, Tagon, Tarr *, Ter Avest *, Tiedeman, Tifft, Toverstaf *, Tritten *, Unterbrink, Van Achthoven, Van Daalen, Van Der Laar *, Van Kanne, Van Veen, Venetianer, Vogel, Von Essen, Waldfogel, Waxweiler, Weib, Wijnboer *, Willemsen, Windenrivier **, Wolff, Xylander, Zaal, Zabat *, Zeelen, Zentai *, Zilberschlag *, Zimmermann *, Zwaardal *.

DM's Note; Deepwater is my version of the City of Waterdeep, on Harqual. Many of the surnames are Waterdhavian in origin, but any names like Windrivver have been changed. The language changed too is "Dutch", thus, Windrivver became Windenrivier.

Edit: Most of the others weren't as easy to modify, so I've either improvised or removed them from the list. I've added in several real world first names and surnames, which are primarily Dutch and German.
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Names for the Chara Cities
These names are specific to the Cities of the Chara Coast, which includes the City-state of Favir, City-state of Hellekan, City-state of Sange, and City-state of Sulinon. They are also common names in the communities of Relivan, Lainge, Hainge, River Deep, and all other smaller communities spread between the Chara Cities (not shown on map). These names are rare amongst the desert tribes of the Great Expanse and the Town of Stone Shout. These surnames noted below with an asterisk (*) are restricted for PC use.

Male Names
Alajos, Arieh, Armen, Attila, Barak, Bence, Boldizsar, Carnig, Chayim, Danail, Dekel, Dominik, Dusan, Elek, Elijah, Eznik, Ferko, Filip, Fishke, Garabed, Gilad, Gyuri, Haig, Hed, Henrik, Hoven, Idan, Imre, Iordan, Izmirlian, Jaffe, Jakab, Jirair, Jozsef, Kaloosh, Koppel, Kristóf, Lajos, Lazar, Lieber, Loránd, Luben, Magar, Maor, Misi, Nadav, Nishan, Norbert, Ofir, Oszkar, Paz, Pisti, Raanan, Rendor, Robi, Rudi, Sagi, Salamon, Simon, Stoyan, Tamas, Teodor, Tibor, Tomer, Udi, Uzziel, Velvel, Vidor, Vili, Vince, Yafe, Yaniv, Yaron, Yoav, Zalman, Zev, Zoltan, Zsiga, Zsolt.

Female Names
Ada, Ahuva, Anahid, Aranka, Bianka, Borsala, Bosmat, Caroun, Chanah, Cili, Csilla, Desta, Dikla, Dorika, Eden, Emese, Erzebet, Faiga, Fanni, Franciska, Frici, Gabi, Gadara, Gal, Gizi, Hajna, Hanna, Hene, Hristina, Ida, Ilona, Inbar, Jani, Judith, Julcsa, Kamella, Karola, Keran, Kreine, Lior, Lucine, Lujza, Malika, Marianna, Matild, Merav, Nadalia, Noga, Olga, Onella, Orna, Panni, Petia, Phyre, Pinchas, Rebeka, Rita, Rivka, Rozalia, Shira, Szandra, Szilvia, Teca, Tehila, Varda, Vered, Viktória, Vilma, Voshki, Wolf, Yaara, Yente, Yonit, Zahara, Zigana, Zita, Zsazsa, Zsuzsi, Zusa.

Surnames
Alves, Amsel, Antall, Areher, Balaros, Barros, Baum, Becskei, Broz, Cabral, Chaconas, Chaikin *, Cohen, Cseh, Czupryna, Davide, Demonbreun, Dobos, Duarte, Ermalva, Estéves *, Eszes, Ezra, Feolya, Fermi, Ferro, Filep, Fortuyn, Gaspar, Gass, Gerbic, Gherardini, Graner, Halmi, Helder, Henriques, Hochberg, Horvat, Hoye, Ianasse, Ignácz, Jakolin, Jansink, Jónás, Jordan, Juelich, Kardos, Kleid, Koch, Kolar, Konraed *, Korošec *, Krasoordo, Langer, Lantos, Lobo, Lochridge, Loncar, Maier, Marek, Melo, Minas, Mlekuc, Moreles, Mouser, Novak, Nemes, Nunes, Nyageres, Olasz, Orenstein, Ormahida, Ovall, Palazzo, Pensak, Pereira, Perko, Prinz, Pusztai, Quaden, Rapp, Rathbone, Resnik, Rigó, Rocha, Samson, Smuler *, Soares, Stajeralota, Strnad, Szarvas, Tagon, Tarr *, Temagota, Tisza, Tobias, Tonozzi, Torres, Uhaan, Vang, Veres, Victore, Voros, Waldvogel, Wontney, Wowen, Xorke, Yeppart, Zabat *, Zahtovic, Zentai *, Zimman, Zsoldos, Zupan.
 
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Knightfall

World of Kulan DM
Below is my version of Khelben "Blackstaff" Arunsun for my version of Waterdeep. I borrowed and modifed the descriptive text from the Wikipedia entry for Arunsun.

All the characters from Waterdeep and any other official Forgotten Realms NPCs that I end up using are going be reduced in level by one-third. Also, their stats will be reduced as I don't want these NPCs to be uber for World of Kulan.

There will be no Elminster, however. He just doesn't fit into my world.

Cheers!

KF72

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KHARKOS ARREN
Lord Mage of Deepwater​
Kharkos Arren (CR 18)
Most folk of Deepwater know the arcanist known as Kharkos Arren as a revealed lord of city-state's oligarchy and an archmage. He is an illegitimate son of the Shining City's wealthy House Tagon. His mother was human ranger and his father was a half-elf with ties to the nobility of the Kingdom of the Silver Leaves.

Kharkos is a serious, imposing wizard, and a grim proponent of law and order, whose methods of achieving the ultimate good are often highly questionable in the eyes of the righteous. He is a believer in Balance and favored by many notable dragons living near Deepwater.

Often thought to be humorless and grave, Kharkos is actually neither. He simply finds it easier to deal with people if they are intimidated by or even frightened of him. He has had numerous apprentices over the years and likes to encourage young people who display an aptitude for magic. Wielding “magick” can be a dangerous business, however, and Kharkos tries to instill appreciation of that fact in his pupils by keeping up his “stern taskmaster” facade.

In private, however, he is quiet and keenly intelligent. With his lady love, Lauhren Stormwinden, he is gentle and loving. The few apprentices who have been granted a glimpse of his private side have all been thoroughly unnerved by the experience.

The only side of Kharkos that most are likely to see is that of the wise tutor or stern archmage with much more important things to think about and to do than deal with hero-worshiping wannabes. He has a great disdain for vulgar, wet-nosed adventurers who think they understand the world.

hp 136 (18d4+90)
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Male human wizard 15 / archmage 3 1
LN Medium humanoid (human)
Init +3; Senses Listen +4, Smell +4, Spot +6 (+9 in bright light [hawk familiar]), Taste +4
Languages Common, Draconic, Dwarven, Elven, Eversinki, Taal.
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AC 25 (+3 Dex, +8 armor, +2 deflection, +2 luck), touch 18, flat-footed 23
Fort +13, Ref +11, Will +20
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Speed 30 feet (6 squares)
Melee Staff of Power +10 (1d6+4/x2) or
Melee Staff of Power +8/+3 (1d6+4/x2) and Staff of Power +8 (1d6+3/x2) or
Ranged touch +11 (by spell) or
Ranged touch +11/+6 (by spell)
Space 5 ft.; Reach 5 ft.
Base Atk +8; Grp +10
Atk Options Arcane reach, retributive strike (must break Staff of Power), smite with staff (free action; x3 on a critical hit; 1 round)
Special Actions Master of counterspelling
Combat Gear Potion of cat's grace, potion of cure critical wounds (x2), potion of invisibility
Wizard Spells Prepared (CL 18th; save DC = 15 + spell level; save DC = 16 + spell level for all Evocation and Transmutation spells)
9th (2/day) — Kharkos' dweomerdoom, teleportation circle
8th (3/day) — iron body, Otiluke's telekinetic sphere, polar ray
7th (3/day) — prismatic spray, reverse gravity, spell turning
6th (4/day) — chain lightning, greater anyspell, greater dispel magic, steelsting
5th (5/day) — baleful polymorph, break enchantment, cone of cold, jumpgout, lesser ironguard
4th (5/day) — dimensional anchor, fire stride, ice storm, Rary's mnemonic enhancer, thunderlance
3rd (5/day) — anyspell, blacklight, dispel magic, fly, wind wall
2nd (5/day) — bear's endurance, protection from arrows, scorch, shadow mask, shatter
1st (6/day) — feather fall, magic missile, scatterspray, shield, shocking grasp, true strike
0th (4/day) — flare, ray of frost, mage hand, message
_________________________________________________
Abilities Str 14 (+2), Dex 16 (+3), Con 21 (+5), Int 20 (+5), Wis 18 (+4), Cha 15 (+2)
SA High arcana (arcane reach, master of counterspelling, master of elements)
SQ Familiar (hawk)
Feats Craft Cane, Craft Extraordinary Item, Craft Staff, Craft Wondrous Item, Forge Lesser Ring, Iron Will B, [Scribe Roll], Spell Focus (Evocation), Spell Focus (Transmutation), Spell Mastery (chain lightning, fly, greater shout, greater teleport, magic missile), Still Spell, Two-Weapon Fighting.
Skills Bluff +4, Concentration +21, Craft (alchemy) +21, Diplomacy +4, Gather Information +6, Intimidate +5, Knowledge (arcana) +21, Knowledge (history) +21, Knowledge (local) +21, Knowledge (religion) +21, Knowledge (the planes) +21, Listen +4, Ride +5, Search +9, Sense Motive +6, Smell +4, Spellcraft +23, Spot +6, Survival +7 (+9 on other planes), Taste +4.
Possessions Bracers of armor +8, ring of protection +2, staff of power.
Spellbook Kharkos makes it his business to know hundreds of worthwhile spells and a few odd spells that other wizards find of little interest. He knows most of the wizard/sorcerer spells in the D&D Player's Handbook v.3.5 and the following spells from D&D Spell Compendium and Forgotten Realms City of Splendors: Waterdeep: analyze portal, anyspell, binding chain of fate, blacklight, claws of darkness, create magic tattoo, fire stride, flashburst, graymantle, greater anyspell, instant refuge, ironguard, jumpgout, Khelben's dweomerdoom (renamed above), lesser ironguard, scatterspray, seal portal, scorch, shadow mask, shadow spray, steelsting, thunderlance.
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Arcane Reach (Su): Kharkos can use spells with a range of touch on a target up to 30 feet away. He must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 7th-level spell slot.
Mastery of Counterspelling: When Kharkos counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. This ability costs one 7th-level spell slot.
Mastery of Elements: Kharkos can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. He decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot.
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1 D&D Dungeon Master's Guide v.3.5
 

Knightfall

World of Kulan DM
Other Waterdeep NPCs
Here is a list of some of the other Waterdeep NPCs that I'll likely modify for my use for Kulan. I've included alternate names for some of them. I still have to think of new names for the other NPCs.
  • Alauneth "Black Viper" Orrane
  • Danilo Thann
  • Elaith "the Serpent" Craulnober (Enialis Ilphukiir)
  • Halaster Blackcloak (Helm Blackheart [dwarf]) [finished]
  • Laeral Silverhand Arunsun (Lauhren Stormwinden) [finished]
  • Maaril the Dragon Mage
  • Mirt the Moneylender (Morn the Coinmonger)
  • Piergeirson Paladinson (Piatran Perhkes) [finished]
  • Trobriand the Metal Mage
 

Knightfall

World of Kulan DM
HELM BLACKHEART
Elemental Master of Bergunter Mass​
Helm Blackheart (CR 22)
Long ago, before Deepwater existed, Helm Blackheart and several of his followers arrived on the shores of the Chara Coast and made his lair in an old, abandoned cave complex near Deepwater Bay. An elementalist of undeniable prowess, Helm transformed the ancient caves into a fearsome dungeon destined to become known as Bergunter Mass.

Helm's life before Bergunter Mass is unknown. It is rumored that he was once a scion of a highborn clan living in the Mines of Morhan but that he betrayed his clan to the Empire of Swords. Others claim he is from another world entirely. What is known is that he is completely insane and loves to trap people in his dungeon complex.

Helm has had several allies and apprentices over the years but these alliances rarely last long as he is too unstable to completely trust anyone. His greatest ally, currently, is the arcanist known as the Metal Master.

hp 230 (20d6+80)
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Male half-earth-elemental dwarf (sundered) elementalist 15 1 / para-elementalist 5 1
CE Medium humanoid (dwarf, earth)
Init +8; Senses Darkvision 120 ft. [robe of eyes], perceive elemental; see ethereal and invisibility within 120 ft. [robe of eyes]; Listen +8, Smell +6, Spot +18, Taste +6
Languages Common, Dwarven, Giant, Taal, Terran, Undercommon; speak with elementals 1/day
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AC 22 (+4 Dex, +3 natural, +5 deflection), touch 19, flat-footed 18; AC 26, touch 23, flat-footed 22 against Giant creatures
Fort +19 (+21 against poison), Ref +9, Will +11 (+13 against spells and spell-like abilities)
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Speed 20 feet (4 squares), burrow 20 ft.
Melee +4 quarterstaff +19 (1d6+5/x2) or
Melee +4 quarterstaff +15/+10/+5 (1d6+5/x2) and +4 quarterstaff +11 (1d6+4/x2) or
Melee +4 quarterstaff +16 (1d6+5/x2) [against gnolls or ogres] or
Melee +4 quarterstaff +16/+11/+6 (1d6+5/x2) and +4 quarterstaff +12 (1d6+4/x2) [against gnolls or ogres] or
Melee Touch +15 (by spell) or
Ranged Touch +18 (by spell)
Space 5 ft.; Reach 5 ft.
Base Atk +14; Grp +15
Special Actions Command elemental, dismiss elemental, persuade elemental, plane shift 1/day, unnatural force
Combat Gear Potion of cure critical wounds (x3)
Elemental Spells Prepared (CL 20th; save DC = 19 + spell level; save DC = 20 + spell level for all Magma spells; save DC = 21 + spell level for all Air spells; save DC = 22 + spell level for all Water spells; save DC = 24 + spell level for all Fire spells; save DC = 25 + spell level for all Earth spells) 2
9th (4/day) — create swamp, elemental aura, one step beyond, raise volcano
8th (4/day) — dead air, heart of stone, mudform, volcanic eruption
7th (5/day) — acid storm, firestorm, planar bubble, phase door, repel metal or stone
6th (6/day) — chain lightning, corrosive touch, flesh to stone, rain of lava, seal portal, unquenchable flame
5th (7/day) — arc of lightning, flesh to ice, greater fireburst, hungry earth, move earth, mudstorm, transmute rock to magma
4th (8/day) — darkfire, detect scrying, dimension door, earth reaver, lava blade, Otiluke's dispelling screen, scrying, transmute rock to mud
3rd (8/day) — dispel magic, drown, fire grenade, hail of stone, magma walk, sinkhole, steam jet, xorn movement
2nd (9/day) — earthen grasp, fiery flies, gust of wind, lightning bolt, mark of earth, meld into stone, Melf's acid arrow, protection from energy, water walk
1st (10/day) — blast of cold, burning hands, gembomb, grease, heat metal, identify scrier, lesser orb of fire, quakethrust, scatterspray, whirlwind of ice
0th (7/day) — create water, detect magic, endure elements, faerie fire, fist of stone, mage hand, strength of mind
Spell-like Abilities (CL 20th)
1/day — earthquake, elemental swarm *, iron body, magic stone, plane shift, soften earth and stone, spike stones, stoneskin, stone shape, wall of stone
*Cast as earth spell only.
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Abilities Str 13 (+1), Dex 16 (+3), Con 26 (+8), Int 18 (+4), Wis 22 (+6), Cha 8 (-1)
SA Command elemental, dismiss elemental, persuade elemental, unnatural force, weapon familiarity
SQ Darkvision 60 ft. (120 ft. with robe of eyes), favored elements (1st – earth, 2nd – fire, 3rd – water, 4th – air), favored para-elements (1st – magma, 2nd – ooze), perceive elemental, plane shift, speak with elementals, stability, stonecunning, strain resistance 12, +2 to Fortitude checks to avoid taking non-lethal strain damage when casting elementalist spells
Feats Craft Extraordinary Item, Craft Wondrous Item, Create Portal 3, Delay Spell 4, Improved Initiative B, Maximize Spell, Scribe Roll, Skill Focus (Spellcraft), Spell Focus (earth), Spell Focus (fire), Spellcasting Prodigy 3.
Skills Appraise +4 (+6 related to alchemy, gemcutting, and trapmaking and stone or metal items), Craft (alchemy) +12, Craft (gemcutting) +12, Craft (trapmaking) +12 (+14 related to stone or metal traps), Disable Device +10, Gather Information +1, Heal +10, Hide +4, Knowledge (arcana) +14, Knowledge (architecture and engineering) +10, Knowledge (history) +14, Knowledge (local) +14, Knowledge (the elements) +14, Knowledge (the planes) +14, Listen +8, Profession (herbalist) +12, Profession (siege engineer) +8, Search +15 (+17 involving secret doors and similar compartments), Smell +6, Spellcraft +19, Spot +18, Stamina +18, Survival +6 (+8 when on other planes), Taste +6, Use Rope +4.
Possessions +4 quarterstaff, ring of protection +5, ring of regeneration, robe of eyes
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Command Elemental (Su): Helm may attempt to rebuke or command elementals of any of his favored types within 60 feet. This can be done once per day and functions just like a cleric’s ability to rebuke or command undead. If the elemental is already under the magical control of another creature, the elementalist and the other creature may make opposed Charisma checks to control the creature from round to round.
Dismiss Elemental (Su): Once per day, Helm may attempt to dismiss elementals of a favored type within 60 ft., sending it back to its home plane. Each target must make a Will save (DC 16) or return to its home plane. This ability will affect up to 2 HD of elemental creatures per class level of the elementalist, no two of which are more than 20 feet from each other. This ability is a standard action. It does not provoke attacks of opportunity. There is no saving throw.
Persuade Elemental (Ex): Helm can attempt to persuade elementals not to attack, to allow him passage, etc, as long as it does not directly violate the elemental or genie’s instructions, alignment, or nature. Helm gains a bonus to Diplomacy rolls on creatures of the elemental type equal to twice his favored element bonus for that element.
Unnatural Force (Su): Helm may radiate energies inimical to elementals, attempting to turn them at his caster level. This ability functions just like turning undead except that it is para-elemental energy being channeled and it affects all elementals rather than undead. This is a standard action.
Perceive Elemental (Su): Helm can discriminate between elementals and the surrounding element. For example, he can clearly see a water elemental even if it’s in water, a fire elemental in an inferno, etc. Elementals never gain concealment from their element against Helm who favors that element, and he can perceive an elemental that is invisible due to its elemental surroundings (such as an invisible stalker). Note that an elemental creature can still hide from Helm normally.
Plane Shift (Sp): Helm may plane shift to a favored elemental plane (as per a plane shift spell) or back to his home plane, but only from a favored plane. The ability functions just as the spell, except it hasn’t any components.
Speak With Elementals (Sp): Helm can communicate with creatures with the elemental type or with genies of any of his favored elements. This power can be activated once per day for up to 1 minute/level.
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1 A class or prestige class from the “New_Modified Classes” document for World of Kulan.
2 See the “Elementalist Spell List” for World of Kulan for details on which spells are from which sourcebooks.
3 From the Forgotten Realms Campaign Setting.
4 From D&D Complete Arcane.
 

Knightfall

World of Kulan DM
LAUHREN STORMWINDEN
Lady Mage of Deepwater​
Lauhren Stormwinden (CR 20)
Lauhren is the consort of Kharkos Arren (although, they aren't officially married) and one of the most well known citizens of the City of Deepwater. She isn't a native of the city but has lived in The Shining City for so long that she considers Deepwater her home. While many of the city's highborn consider her a bit of rebel the general populace of the city love her, especially the common layperson.

Lauhren is an ex-adventurer with ties to many groups throughout the West and the Far South. She has traveled the continent extensively and there is little that she hasn't seen or heard. She tends to act first and think second, which complements the Lord Mage's more thoughtful mind. They see each other as two sides of the same coin rather than direct opposites. However, her and Kharkos relationship is often stormy.

During her youth, Lauhren was beyond wild and her behavior often got her into trouble. She suffered a metal collapse after being subjugated by an evil force for many years and it was only through the intervention of the Lord Mage that she regained her sanity. Still, the experience left her morose for several years and she retreated from society during that time.

It is rumored that Lauhren has several sisters living in other places throughout the Lands of Harqual but the truth of these rumors is unknown. There are “Stormwindens” living in other areas of along the Chara Coast and on the Storm Peninsula but these people are not her close relatives. Amy of them are her kin, but they appear to be distant third-cousins, at best. However, that hasn't stopped many of them from trying to petition the Lady Mage of Deepwater for a hereditary consul.

So far, she has ignored these requests.

The only known relatives she has is her and Kharkos son, Frath, and a young woman living in the City-state of Hellekan named Franciska Uhaan [CG female human, Clr4 (Apollo)/Sor4]. Franny, as Lauhren loving calls her, is the Lady Mage's older, second-cousin.

hp 118 (4d8+12 plus 16d4+48)
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Female human ranger 4 / sorcerer 4 / wizard 12
CN Medium humanoid (human)
Init +10; Senses Darkvision 120 ft. [robe of eyes], see ethereal and invisibility within 120 ft. [robe of eyes]; Listen +5, Smell +5, Spot +21, Taste +5
Languages Anorian, Charan, Common, Elven, Taal.
_________________________________________________
AC 21 (+5 Dex, +6 armor), touch 15, flat-footed 16
Resist acid 5; SR 21 [mantle of major resistance]
Fort +17, Ref +19, Will +23
_________________________________________________
Speed 30 feet (6 squares); freedom of movement [ring]
Melee Morgan's staff +14 (1d6+2 plus thundering on critical/x2) or
Melee Morgan's staff +12/+7 (1d6+2 plus thundering on critical/x2) and Morgan's staff +12 (1d6+1 plus 1d6 electricity/x2) or
Melee Rod of Alertness +14 (1d6+2/x2) or
Melee Rod of Alertness +14/+9 (1d6+2/x2) or
Melee Touch +13 (by spell) or
Ranged Touch +17 (by spell)
Space 5 ft.; Reach 5 ft.
Base Atk +12; Grp +13
Atk Options Favored enemy (+2 bonus on weapon damage rolls against monstrous humanoids)
Special Actions Wild empathy (+7 to check to improve the attitude of an animal)
Combat Gear Potion of cat's grace, potion of cure critical wounds (x2), potion of invisibility
Ranger Spells Prepared (CL 2nd; save DC = 15 + spell level)
1st (2/day) — charm animal, resist energy
Sorcerer Spells Known (6/6/3 per day; CL 4th; save DC = 13 + spell level)
2nd (4/day) — spider climb
1st (7/day) — disguise self, magic missile, shield
0th (6/day) — arcane mark, detect poison, light, message, prestidigitation, read magic
Wizard Spells Prepared (CL 12th; save DC = 14 + spell level)
6th (2/day) — greater heroism, true seeing
5th (3/day) — feeblemind, seeming, telekinesis
4th (4/day) — backlash 1, lesser globe of invulnerability, polymorph, stoneskin
3rd (5/day) — fireball, fly, haste, resonating bolt 1, tongues
2nd (5/day) — detect thoughts, eagle's splendor, ectoplasmic feedback 1, fox's cunning, spider climb
1st (5/day) — feather fall, forcewave 1, low-light vision 1, magic missile, unseen servant
0th (4/day) — arcane mark, mage hand, message, prestidigitation
_________________________________________________
Abilities Str 13 (+1), Dex 16 (+3) (20 [+5] with gloves of Dexterity +4), Con 16 (+3), Int 18 (+4), Wis 20 (+5), Cha 17 (+3)
SA Combat style (two-weapon combat), favored enemy (monstrous humanoids)
SQ Animal companion (owl), summon familiar, wild empathy
Feats Brew Potion, Combat Casting, Combat Expertise, Craft Cane, Craft Extraordinary Item, Craft Lesser Magic Arms and Armor, Craft Virge, [Endurance], Improved Counterspell, Improved Initiative B, Quicken Spell, [Scribe Roll], [Track], [Two-Weapon Fighting]
Skills Bluff +9, Concentration +17, Diplomacy +7, Disguise +3 (+5 to act), Gather Information +7, Heal +11, Hide +9, Intimidate +8, Knowledge (arcana) +18, Knowledge (geography) +18, Knowledge (history) +18, Knowledge (local) +18, Knowledge (nature) +20, Knowledge (religion) +18, Listen +5, Move Silently +9, Perform (singing) +5, Ride +9, Search +20, Sense Motive +8, Smell +5, Spellcraft +20, Spot +21, Survival +11 (+13 to keep from getting lost/avoid a hazard, in aboveground natural environments, or when following tracks), Swim +7, Taste +5
Possessions Anklets of armor +6 (as per bracers of armor +6; D&D DMG v.3.5, pg. 250), belt of many pockets 2, gloves of Dexterity +4, mantle of major resistance *, Morgan's staff (30 charges) 3, ring of animal friendship (not usually worn), ring of freedom of movement, ring of shooting stars, rod of alertness, robe of eyes, virge of hold person (15 charges), virge of magic missiles (15 charges), virge of summon monster III (15 charges). *This cloak acts as a mantle of spell resistance and a cloak of resistance +5, and it gives Lauhren acid resistance 5.
Spellbook Lauhren knows many worthwhile spells and a few spells of particular use to her. She knows most of the wizard/sorcerer spells in the D&D Player's Handbook v.3.5 and D&D Spell Compendium as well as the following spells from Forgotten Realms City of Splendors: Waterdeep: Jhanifer's deliquescence, jumpgout, Laeral's silver lance, Palarandusk's fire breath, steelsting.
_________________________________________________
1 From D&D Spell Compendium.
2 From D&D Complete Arcane.
3 From Forgotten Realms City of Splendors: Waterdeep.
 

Knightfall

World of Kulan DM
My verison of the Paladinson!

_________________________________________________

PIATRAN PERHKES
The Open Lord of Deepwater

Piatran Perhkes (CR 12)
The Open Lord of Deepwater is known to be fair and thoughtful; although, many people consider him thick-headed and a little dull-witted. Those that make this mistake often regret it later, for while Piatran might not be as intelligent as, say, Kharkos Arren, he is not stupid. Plus, he relates well to the common folk of the city-state.

Still, he must deal with the powerful noble families of Deepwater every day, and he handles the responsibilities better than most others would. He has a knack for diplomacy that often comes in handy when settling mercantile disputes or marriage contracts, which he often agrees to witness.

Piatran is a strong believer in law, but he also believes in justice and protecting good-hearted people. He has stood on the city's walls defending the city-state alongside its soldiers throughout his fifty plus years. He even stood with them when several small bands of tabaxi from the Storm Peninsula infiltrated Deepwater during the Year of the Return.

He can still swing a sword as well as he can mediate a dispute, so those who wish to make a name for themselves in Deepwater should tread carefully.

hp 90 (12d10+24)
_________________________________________________
Male human paladin 9 / shining blade (Dike) 3 1
LG Medium humanoid (human)
Init +5; Senses Listen +3, Smell +3, Spot +3, Taste +3
Auras Aura of courage, aura of good [strong]
Languages Common, Taal.
_________________________________________________
AC 23 (+1 Dex, +8 armor, +2 shield, +2 deflection), touch 13, flat-footed 22
Immune Disease, fear, poison [lords' ring]
Fort +16, Ref +10, Will +14
_________________________________________________
Speed 30 feet (6 squares)
Melee +3 longsword +18 (1d8+6/19-20/x2) or
Melee +3 longsword +18/+13 (1d8+6/19-20/x2) or
Melee +3 longsword +18 (1d8+6 plus 1d6 electricity/19-20/x2) w/ shock blade or
Melee +3 longsword +18/+13 (1d8+6 plus 1d6 electricity/19-20/x2) w/ shock blade
Space 5 ft.; Reach 5 ft.
Base Atk +12; Grp +15
Atk Options Shock blade 3/day, smite evil 2/day
Special Actions Lay on hands (27 points), turn undead 6/day
Combat Gear Potion of cat's grace, potion cure critical wounds (x2), potion of eagle's splendor
Paladin Spells Prepared (CL 8th; save DC = 13 + spell level)
2nd (1/day) – zone of truth
1st (2/day) – bless weapon, protection from evil
Restrictions Associates, code of conduct
_________________________________________________
Abilities Str 17 (+3), Dex 12 (+1), Con 14 (+2), Int 12 (+1), Wis 16 (+3), Cha 17 (+3)
SA Shock blade, smite evil, turn undead (+2 to checks)
SQ Associates, code of conduct, detect evil, divine grace, divine health, lay on hands, remove disease, special mount
Feats Blind-Fight, Combat Casting, Improved Initiative B, Practiced Spellcaster 1, Sacred Healing 1, Skill Focus (Diplomacy)
Skills Concentration +7, Diplomacy +20, Heal +13, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nobility and royalty) +6, Knowledge (religion) +6, Knowledge (the undead) +7, Listen +3, Sense Motive +4, Smell +3, Spellcraft +5, Spot +3, Taste +3
Possessions +3 breastplate, +3 longsword, lords' amulet 2, cloak of resistance +2, lords' ring 2, masterwork large steel shield, ring of protection +2.
_________________________________________________
Shock Blade (Su) Three times per day, as a standard action, Piatran can cause a slashing or piercing weapon he is holding to become a shock weapon, dealing an extra 1d6 points of electricity damage on a successful hit. The weapon is enchanted this way for 6 rounds, but only so long as Piatran is holding the weapon. If he is disarmed or gives the weapon to another character, the magical effect ends.
Smite Evil (Su) Twice per day, Piatran may attempt to smite evil with one normal melee attack. He adds his Charisma bonus (+3) to his attack roll and deals 9 extra points of damage on a successful hit. If he accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up in the attempt.
Turn Undead (Su) Six times per day, Piatran has the ability to turn undead as a 6th-level cleric. (See Turn or Rebuke Undead, D&D PHB v.3.5, pg. 159.)
Associates While he may adventure with characters of any good or neutral alignment, Piatran will never knowingly associate with evil characters, nor will he continue an association with someone who consistently offends his moral code. Piatran may accept only henchmen, followers, or cohorts who are lawful good.
Aura of Courage (Su) Piatran is immune to fear (magical and otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if he is unconscious or dead.
Aura of Good (Ex) The power of Piatran's aura of good (see the detect good spell) is equal to his paladin level, just like the aura of a cleric of a good deity.
Code of Conduct Piatran must be of lawful good alignment and loses all class abilities if he ever willingly commits an evil act. Additionally, Piatran's code requires that he respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Detect Evil (Sp) Piatran can use detect evil, as the spell.
Divine Grace (Su) Piatran has a +3 bonus on all saving throws.
Divine Health (Ex) Piatran is immune to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).
Lay on Hands (Su) Piatran can heal wounds (his own or those of others) by touch. Each day he can heal 27 hit points of damage. He may choose to divide his healing among multiple recipients, and he doesn't have to use it all at once. Using lay on hands is a standard action.
Remove Disease (Sp) Piatran can produce a remove disease effect, as the spell, twice per week.
Special Mount (Sp) Once per day, as a full-round action, Piatran may magically call his mount (a heavy warhorse) from the celestial realms in which it resides. The mount immediately appears adjacent to Piatran and remains for 18 hours; it may be dismissed at any time as a free action. See pg. 44 and 45 of the D&D Player's Handbook v.3.5 for more details on a paladin's special mount.
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1 D&D Complete Divine
2 Forgotten Realms City of Splendors: Waterdeep
 

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