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

Knightfall

World of Kulan DM
DRAND RHOMUS AND THE HUNTERS OF BAST
The PCs will most likely encounter Drand and his followers at the Temple of the Cat. He will be questioning Mistress Jenya as to Toryn’s location, and demanding to know if she knows an Ionesco Valdeshar. Once Toryn hears Ionesco’s name yelled out loud he’d likely figure out it was the swashbuckler who sent him the letter. Toryn can make a Wisdom check (DC 15) to know who Drand is just buy his voice alone.

Drand will not attack Toryn in the temple, but he will demand Toryn surrender to him, if the dwarven fighter is without his companions around to put in a good word for him. Regardless, he will expect Toryn to account for his past actions. A successful Diplomacy or Intimidate check (DC 20) will cause him to back off, but if Toryn or anyone else intimidates him then he will swear vengeance, and not even Jenya will be able to reason with him.

Drand Rhomus, Male Half-elf, Avn8: CR 8; Medium Humanoid (half-elf); HD 8d10+24; 70 hp; Init +2; Spd 30 ft. (6 squares); AC 22 (+2 Dex, +6 armor, +2 natural, +2 shield), touch 12, flat-footed 20; BAB +8/+3; Grp +11; Atk +12 melee (1d8+4/19-20/x2, +1 longsword) or +11 ranged (1d10/19-20/x2, heavy crossbow); Full Atk +12/+7 melee (1d8+4/19-20/x2, +1 longsword) or +11 ranged (1d10/19-20/x2, heavy crossbow); SA break enchantment 1/week, divine spells, smite evil 2/day, turn undead 6/day; SQ animal minion (hawk), associates, aura of chaos, aura of courage, code of conduct, detect evil, divine grace, half-elf traits, lay on hands, slippery mind; AL CG; SV Fort +8, Ref +7, Will +11; Str 16 (+3), Dex 15 (+2), Con 16 (+3), Int 13 (+1), Wis 15 (+2), Cha 16 (+3).

Skills and Feats: Bluff +8, Concentration +9, Diplomacy +12, Intimidate +10, Knowledge (religion) +8, Sense Motive +8; Cleave, Combat Reflexes, Power Attack.

Special Attacks: Break Enchantment (Sp): Drand can cast break enchantment as a spell-like ability. Divine Spells: See below. Smite Evil (Su): Twice per day, Drand may attempt to smite evil with one normal melee attack. He adds +3 to his attack roll and deals 8 extra points of damage. Turn Undead (Su): Drand turns undead, as a paladin of the same level.

Special Qualities: Animal Minion (Su): Drand has an animal minion (hawk) that can serve as a scout, a combatant, or a guardian; this animal minion is treated as a paladin’s special mount in all ways [+4 HD, +6 Natural AC Adj., +2 Str Adj., Int 7, plus empathic link, improved evasion, share spells, share saves, and improved speed]. Aura of Chaos (Ex): The power of Drand’s aura of chaos (see the detect chaos spell) is equal to his avenger level. Aura of Courage (Su): Drand is immune to fear (magical or otherwise), and each ally within 10 feet of him gains a +4 morale bonus on saves against fear effects. Detect Evil (Sp): At will, Drand can detect evil, as the spell. Divine Grace (Su): Drand gains a bonus equal to his Charisma bonus on all saves. Lay on Hands (Su): Each day Drand can heal 24 hit points of damage. Slippery Mind (Ex): One round after failing a save against an Enchantment spell or effect, Drand can attempt a second save to break free of the effect.

Spells Prepared (0/2/1; base DC = 12 + spell level): 1st — bless weapon, cure light wounds; 2nd — resist energy.

Possessions: +1 chainmail, +1 longsword, amulet of natural armor +2, heavy crossbow, heavy steel shield, masterwork bolts (2 sets of 10), and 3 potions of cure moderate wounds.

Drand Rhomus isn’t known for his tact. He tends to judge people harshly first, and stick his sword through evildoers second, and everything else third. His time in Duvik’s Pass has taught him that he and his fellow Bastites must always be on guard for those that would take advantage of the church’s hospitality.

Drand has spent the last few months getting touch with the leaders of the Hunters of Bast and having his new hunting party track down those responsible or the plague that devastated Duvik’s Pass. This includes not only Toryn, but also his former adventuring companions — Blacktaros, Firak, Ionesco, and Soja.

Drand tracked Toryn and his old allies as far as the battle site in southern Minar near the city of Tian, where Toryn and the others had fought against Stefan Doverspeak’s minions. It was there that Toryn’s and his former companions went their separate ways, after losing their chance to capture the evil merchant-wizard.

Blacktaros, Firak, and Soja had continued north to see if they could find where Doverspeak had disappeared too, while Ionesco decided to leave the group and travel south towards the City-state of Flamerule. And, of course, Toryn decided to head back towards Cauldron City and see if he could help solve the kidnappings.

Drand, Sirus, Kent, and the Hunters of Bast followed Ionesco to Flamerule, and then down the Mor River. They missed him just outside of the city of Mor’s End and then tracked him back into the Kul Moren Mountains. Drand is convinced that Ionesco knows that he and the Hunters are following him, but the truth is that Ionesco has no idea Drand is tracking him. If he did then he’d likely disappear south towards the Chara Coast, as quickly as possible.

Drand also wishes to bring justice to Stefan Doverspeak, but he has no idea where the merchant-wizard disappeared too. He believes that Ionesco, Toryn, and the others were secretly in league with Stefan, and he will confront Toryn, boldly, if he discovers that the dwarf is in Cauldron City. Learning that Toryn helped save the kidnapped orphans won’t put him off seeking justice for the citizens of Duvik’s Pass. His anger has blinded him, and he will mark Toryn’s new allies as corrupted fools, in need of punishment.

Sirus and Kent, Male Human, Avn5 (2): CR 7; Medium Humanoid (human); HD 5d10+10; 57, 45 hp; Init +2; Spd 30 ft. (6 squares); AC 19 (+2 Dex, +5 armor, +2 shield), touch 12, flat-footed 17; BAB +5; Grp +9; Atk +11 melee (1d8+4/19-20/x2, mw longsword) or +7 ranged (1d10/19-20/x2, heavy crossbow); Full Atk +11 melee (1d8+4/19-20/x2, mw longsword) or +7 ranged (1d10/19-20/x2, heavy crossbow); SA divine spells, smite evil 2/day, turn undead 5/day; SQ animal minion (badger & cat), associates, aura of chaos, aura of courage, code of conduct, detect evil, divine grace, lay on hands, slippery mind; AL CG; SV Fort +5, Ref +5, Will +8; Str 18 (+4), Dex 14 (+2), Con 14 (+2), Int 13 (+1), Wis 14 (+2), Cha 15 (+2).

Skills and Feats: Bluff +7, Concentration +8, Diplomacy +6, Intimidate +9, Knowledge (religion) +7, Sense Motive +8; Power Attack, Cleave, Weapon Focus (longsword).

Special Attacks: Divine Spells: See below. Smite Evil (Su): Twice per day, Sirus and Kent may attempt to smite evil with one normal melee attack. They add +2 to their attack rolls and deal 5 extra points of damage.

Special Qualities: Animal Minion (Su): Sirus and Kent both have an animal minion (a badger & a cat) that can serve as a scouts, combatants, or guardians; these animal minions are treated as a paladin’s special mount in all ways [+2 HD, +4 Natural AC Adj., +1 Str Adj., Int 6, plus empathic link, improved evasion, share spells, and share saves]. Aura of Chaos: The power of Sirus and Kent’s auras of chaos (see the detect chaos spell) are equal to their avenger level. Aura of Courage (Su): Sirus and Kent are immune to fear (magical or otherwise), and each ally within 10 feet of them gains a +4 morale bonus on saves against fear effects. Detect Evil (Sp): At will, Sirus and Kent can detect evil, as the spell. Divine Grace (Su): Sirus and Kent gain a bonus equal to their Charisma bonuses on all saves. Lay on Hands (Su): Each day Sirus and Kent can heal 10 hit points of damage each. Slippery Mind (Ex): One round after failing a save against an Enchantment spell or effect, Sirus and Kent can each attempt a second save to break free of the effect.

Spells Prepared (0/1; base DC = 12 + spell level): 1st — protection from evil.

Possessions: Chainmail, heavy crossbow, 10 bolts, heavy steel shield, mw longsword, and 2 potions of cure moderate wounds each.

Sirus and Kent aren’t as positive of Drand’s purpose and direction. He has become more and more agitated as the months since the devastation caused, by the plague, in Duvik’s Pass. They worry that he might be leading them down the wrong path, but they are too loyal to just walk away. They too wish retribution for the citizen’s of Duvik’s Pass.

As long as Drand continues to key on Ionesco, they follow him blindly. If he instead turns his attention towards Toryn and his new companions then they will begin to question Drand’s sanity. Toryn has obviously redeemed himself, unless he has made nice with Ionesco, and the avengers witness such an event. If Toryn and Ionesco are at odds then they attempt to influence Drand to go after Ionesco first, and come back for Toryn.

Sirus and Kent are not fond of the Hunters of Bast, finding them too crude and vindictive to work with long term. For while the Hunters aren’t evil, the groups purpose is obviously to serve the Tenets of the Balance, by any means, which goes against Sirus and Kent’s personal codes of conduct. They value the Hunters abilities to track and fight, however, and won’t betray them unless they feel Drand has fallen away from being a true avenger in Bast’s name.

Sylfer Zyrrlas, Leader of the Hunters of Bast, Male Elf, Clr4 (Bast)/Rgr4: CR 8; Medium Humanoid (elf); HD 4d8+7 plus 4d8+4; 44 hp; Init +7; Spd 30 ft. (6 squares); AC 21 (+3 Dex, +6 armor, +2 shield), touch 13, flat-footed 18; BAB +7/+2; Grp +8; Atk +9 melee (1d8+1/19-20/x2, mw longsword) or +11 ranged (1d8+1/x3, +1 composite longbow); Full Atk +9 melee (1d8+1/19-20/x2, mw longsword) or +11 ranged (1d8+1/x3, +1 composite longbow); SA 1st favored enemy [humanoid (human)] +2, divine spells, turn undead 2/day; SQ animal companion, archery combat style, elf traits, endurance, track, wild empathy; AL N; SV Fort +9, Ref +8, Will +7; Str 13 (+1), Dex 17 (+3), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 8 (-1).

Skills and Feats: Concentration +6, Handle Animal +4, Hide +7, Knowledge (arcana) +4, Knowledge (geography) +4, Listen +4, Move Silently +8, Ride +5, Search +2, Spellcraft +5, Spot +9; Combat Casting, Endurance B, Improved Initiative, Rapid Shot B, Toughness, Track B.

Spells Prepared (5/4+1/3+1, base DC = 12 + spell level): 0th — detect magic, guidance, read magic, resistance, virtue; 1st — cause fear, divine favor, entropic shield, protection from law, sanctuary *; 2nd — bear’s endurance, darkness, shatter *, sound burst.
*Domain Spell. Domains: Chaos (cast chaos spells at +1 caster level), Protection (protective ward 1/day).​
Possessions: +2 chain shirt, +1 light steel shield, +1 composite longbow [+1 Str], 20 arrows, masterwork longsword, and belt pouch (5 pp, 120 gp, 50 sp).

Sylfer Zyrrlas isn’t sure why Drand is so determined to bring down these defilers that he has spoken so vehemently about, but once he learned this Ionesco was a human noble, he didn’t care anymore. Sylfer hates human for what a group of human brigands did to his family, near the city of Eversink. They slaughtered the men, raped the women, and left the children to die in the wilderness. Sylfer survived through the use of his wits, while watching his four siblings die, one by one, as well as his timely rescue by a Hunter of Bast, a half-orc cleric/ranger. The two found a kinship in their hatred for humans, and the half-orc became a surrogate father to Sylfer until the shorter lived half-orc died of old age.

Sylfer won’t enter Cauldron City unless Drand tells him that the hunt is on. Once he’s given the go ahead to kill without remorse then he’ll unleash his hunters on the citizens of Cauldron City until Ionesco is dead. He won’t care about finding Toryn as much, especially if the clergy of the Temple of the Cat protect him. Once Sylfer learns that Toryn has human friends then he’ll target them instead. Under no circumstance will he hill any of the faithful of Bast, even if they are human.

Hunters of Bast, Male Half-elf, Clr3 (Bast)/Rgr3 (6): CR 11; Medium Humanoid (half-elf); HD 3d8+6 plus 3d8+6; 34, 39, 39, 43 hp; Init +5; Spd 30 ft. (6 squares); AC 16 (+1 Dex, +4 armor, +1 shield), touch 11, flat-footed 15; BAB +5; Grp +7; Atk +6 melee (1d6+2/19-20/x2, mw short sword) and +6 melee (1d4+1/19-20/x2, mw dagger) or +6 ranged (1d6/x3, composite shortbow); Full Atk +6 melee (1d6+2/19-20/x2, mw short sword) and +6 melee (1d4+1/19-20/x2, mw dagger) or +6 ranged (1d6/x3, composite shortbow); SA 1st favored enemy [humanoid (human)] +2, divine spells, turn undead 2/day; SQ animal companion, two-weapon combat style, endurance, half-elf traits, track, wild empathy; AL CN; SV Fort +8, Ref +5, Will +5; Str 15 (+2), Dex 13 (+1), Con 14 (+2), Int 10 (+0), Wis 13 (+1), Cha 8 (-1).

Skills and Feats: Concentration +7, Diplomacy +1, Gather Information +1, Hide +8, Knowledge (arcana) +4, Knowledge (geography) +5, Listen +7, Search +1, Spot +7; Dodge, Endurance B, Improved Initiative, Mobility, Track B, Two-Weapon Fighting B.

Spells Prepared (4/3+1/1+1, base DC = 11 + spell level): 0th — detect magic, guidance, read magic, virtue; 1st — command, detect law, protection from law *, magic weapon; 2nd — hold person, invisibility *.
*Domain Spell. Domains: Protection (protective ward 1/day), Trickery (Bluff, Disguise, and Hide are class skills).​
Possessions: Masterwork chain shirt, masterwork light steel shield, masterwork short sword, masterwork dagger, composite shortbow, 20 arrows, and belt pouch (45 gp, 100 sp each).

These six Hunters of Bast have been trained by Sylfer Zyrrlas, personally. They share his hatred of humans and will hunt and kill anyone that Sylfer tells them to, and won’t stop unless countermanded by a higher-ranking Hunter of Bast. They are more wild and reckless than Sylfer and will gladly lay down their lives for their commander and for the kill.
 
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Knightfall

World of Kulan DM
THE HEARTHLESS FIRESTORM
The Heartless Firestorm is a new group that formed out of the ashes of the ex-Alleybashers that were working for the cultists in the Kopru Ruins. They are now lead by the trio known collectively as the Heartless Rogues. Alberich is the de facto leader of these three rogues that would become bandit kings and gang bosses.

The group took their name from the cleric of Jalivier known as Argo Flameheart. They wish to corrupt the radiant servant’s good name, so they use a mockery of his personal family seal as their groups new symbol. It is basically a steel heart lying in an open flame. The heart appears to be both clockwork and infernal in design.

The Heartless Firestorm has also recruited a disillusioned elven ex-cleric of Olidammara, named Faragel Duskhaven, who wishes to lay waste to the followers of the North Gods. Faragel has begun to venerate the dead god known as Vespin, who was the Sword God of Thieves and Assassins. Olidammara no longer grants Faragel his spells; instead he now gains his spells as generalist cleric who follows the vile teachings of the Sword Gods.

Alberich, Iteyl and Samus, Ex-Alleybashers, The Heartless Rogues, Male Human, Rog8/Duelist4 (3): CR 12 each; Medium Humanoid (human); HD 8d6+8 plus 4d10+4; 75, 71, 68 hp; Init +6; Spd 30 ft. (6 squares); AC 20 (+6 Dex, +2 natural, +2 deflection), touch 18, flat-footed 14; Base Atk +10; Grp +11; Atk +16 melee (1d6+2 plus 1d6 fire/18–20, +1 flaming rapier) or +15 ranged (1d8+1/×3, mw comp. longbow [+1 Str]); Full Atk +16/+11 melee (1d6+2 plus 1d6 fire/18–20, +1 flaming rapier) or +15/+10 ranged (1d8+1/×3, mw comp. longbow [+1 Str]); SA sneak attack +4d6; SQ canny defense, disguise self, enhanced mobility, evasion, grace, improved reaction +2, improved uncanny dodge (12th-level or higher for a rogue to be able to flank), trapfinding, trap sense +2, undetectable alignment; AL LE; SV Fort +4, Ref +15, Will +3; Str 13 (+1), Dex 18 (+4), Con 13 (+1), Int 15 (+2), Wis 11 (+0), Cha 14 (+2).

Skills and Feats: Appraise +9, Balance +13, Bluff +18, Climb +8, Craft (any one) +4, Decipher Script +9, Diplomacy +12, Disable Device +9, Disguise +4 (+6 to act in character), Escape Artist +15, Gather Information +4, Hide +11, Intimidate +4, Jump +12, Knowledge (local) +8, Listen +9, Move Silently +11, Open Lock +10, Perform (oratory) +8, Search +9, Sense Motive +8, Sleight of Hands +7, Spot +13, Tumble +10, Use Rope +4 (+6 involving ropes); Alertness, Dodge, Leadership, Mobility, Weapon Finesse, Weapon Focus (rapier).

Languages: Common, Halfling, and one regional language each.

Possessions: +1 flaming rapier, amulet of natural armor +2, mask of lies (Complete Adventurer, pg. 134), masterwork composite longbow [+1 Str] w/20 arrows, ring of misdirection, ring of protection +2, 1 potion of cat’s grace each, 2 potions of cure serious wounds each, and a belt pouch (200 to 500 gp and 100 to 200 sp each). Belt pouch has a 25% chance to include 1d6+1 gems (mid-value).

Special AC Bonuses: AC 21 with Dodge feat and AC 29 with Dodge and Mobility feats and Enhanced Mobility ability vs. AoO.

While Alberich is the named ruler of the Heartless Firestorm, the truth is that all three of the Heartless Rogues share leadership of the group. The trio has become very secretive and they always wear their masks of lies when giving orders to the other members of the Heartless. Alberich is the one that the other members of the group fears the most, and he is the one most obsessed with the Order of the Silver Hand. He will fight to death, while his fellow rogues run for it.

Alberich has put together a plan to ambush the Order at the most inopportune time. His spies have been following the Order around Cauldron City for days, staying well out of sight, by traveling from rooftop to rooftop (Spot check, DC 30). He won’t issue the order to attack until he’s sure the PCs are under severe distress. His spies witnessed the attack on the Temple of the Cat, and they quickly reported what happened to their masters. Will the Heartless Firestorm be the next “problem” the Order must deal with? :D

Adjar and Xothia, Heartless Thugs, Male and Female Human, Ftr10 (2): CR 10 each; Medium Humanoid (human); HD 10d10+20; 77, 79 hp; Init +2; Spd 20 ft. (4 squares), base 30 ft.; AC 20 (+3 Dex, +5 armor, +2 shield), touch 13, flat-footed 17; Base Atk +10/+5; Grp +13; Atk +16 melee (1d8+6/17–20/x2, +1 longsword); Full Atk +16/+11 melee (1d8+5/17–20/x2, +1 longsword); AL NE; SV Fort +9, Ref +8, Will +6; Str 16 (+3), Dex 16 (+3), Con 14 (+2), Int 10 (+0), Wis 13 (+1), Cha 10 (+0).

Skills and Feats: Climb +7*, Jump +7*, Listen +5, Spot +5, Swim +8*; Alertness, Diehard, Great Fortitude, Greater Weapon Focus (longsword), Improved Critical (longsword), Iron Will, Lightning Reflexes, Power Attack, Quick Draw, Weapon Focus (longsword), Weapon Specialization (longsword). *Includes -3 armor check penalty, -6 for Swim.

Languages: Common.

Possessions: +1 longsword, gloves of Dexterity +2, masterwork lamellar, masterwork large steel shield, one dose each of devilweed (Initial -1 Wis; Secondary +2 Str for 1d3 hours; BOVD, pg. 42), and 2 potions of cure serious wounds each.

Special AC Bonuses: AC 21 with Dodge feat and AC 25 with Dodge and Mobility feats vs. AoO.

These two thugs were once in the employ of Triel Eldurast, and they fought the Order in the Kopru Ruins. Losing and being humiliated by the PCs has left them with a burning desire for revenge. Adjar and Xothia act as Alberich’s personal guards, and they will quickly abandon him if they get a chance to duel it out with one of the Order’s members.

Blare and Klarkus, Ex-Alleybashers, Heartless Assassins, Female and Male Human, Rog5/Asn5 (2): CR 10 each; Medium Humanoid (human); HD 5d6+5 plus 5d6+5; 61, 56 hp; Init +8; Spd 30 ft. (6 squares); AC 17 (+4 Dex, +3 armor), touch 14, flat-footed 13; Base Atk +6; Grp +7; Atk +11 melee (1d6+1/19–20, mw short sword) or +11 ranged (1d6/×3, shortbow w/ mw arrows); Full Atk +11/+6 melee (1d6+1/19–20, mw short sword) or +11/+6 ranged (1d6/×3, shortbow w/mw arrows); SA arcane spells, death attack, sneak attack +6d6; SQ +2 save against poison, evasion, poison use, improved uncanny dodge (14th-level or higher for a rogue to be able to flank), trapfinding, trap sense +1; AL LE; SV Fort +3, Ref +11, Will +5; Str 12 (+1), Dex 18 (+4), Con 12 (+1), Int 14 (+2), Wis 13 (+1), Cha 9 (-1).

Skills and Feats: Balance +13, Bluff +9, Climb +11 (+13 involving ropes), Concentration +8, Diplomacy +4, Disguise +6, Escape Artist +11 (+13 involving ropes), Hide +11, Jump +9, Listen +8, Move Silently +11, Open Lock +11, Search +9, Spot +8, Tumble +13, Use Rope +9 (+11 involving bindings); Dodge, Improved Initiative, Iron Will, Mobility, Weapon Finesse.

Assassin Spells (cast 0/4/3/0): 1st — disguise self, feather fall, jump, true strike; 2nd — cat’s grace, invisibility.

Languages: Common, Dwarven, and Infernal.

Possessions: Studded leather, masterwork short sword, and shortbow (with 20 mw arrows).

Special AC Bonuses: AC 18 with Dodge feat, AC 20 with Dodge feat and cat’s grace, and AC 24 with Dodge and Mobility feats and cat’s grace vs. AoO.

Blare and Klarkus were also in the employ of Triel Eldurast, and they are ex-Alleybashers. They have undergone training to become assassins and hope to use their new abilities to kill at least one member of the Order of the Silver Hand. Both will have cast true strike just before the attack on the PCs and will spend three rounds studying their opponents in order to use their death strike ability.

Dom, Kylar, Sinjin and Travers, Firestorm Soldiers, Male Half-Fire Elemental Human, Ftr13 (4): CR 15 each; Medium Outsider (augmented humanoid, fire, native); HD 13d10+26; 97 hp each; Init +8; Spd 20 ft. (base 30 ft.); AC 21 (+3 Dex, +1 natural, +5 armor, +2 deflection), touch 15, flat-footed 18; Base Atk +13; Grp +17; Atk +20 melee (2d6+6/19-20/x2, mw greatsword); Full Atk +20/+15/+10 melee (2d6+6/19-20/x2, mw greatsword); SA spell-like abilities; SQ +2 bonus to saves against fire-based spells, fire resistance 5; AL CE; SV Fort +8, Ref +4, Will +4; Str 18 (+4), Dex 17 (+3), Con 14 (+2), Int 12 (+1), Wis 12 (+1), Cha 10 (+0); LA +3.

Skills and Feats: Climb +16, Intimidate +6, Jump +16, Listen +8, Ride +9, Spot +8; Alertness, Blind-Fight, Combat Reflexes, Die Hard (-14 hp), Endurance B, Fire Heritage, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Elemental Heritage, Improved Initiative, Iron Will, Weapon Focus (greatsword), Weapon Specialization (greatsword).

Languages: Common and Ignan.

Spell-like Abilities: 1/day — burning hands (DC 11), fire shield, firestorm (DC 18), flaming sphere (DC 12), produce flame, wall of fire. Caster Level: 13th. The save DCs are Charisma-based.

Possessions: Masterwork breastplate, masterwork greatsword, potion of cure critical wounds (x2), and ring of protection +2.

These four members of the Heartless Firestorm have never met the members of the Order. They were recently recruited by Samus too give the group some much needed muscle. These four men are all brothers and are half-elementals. They are as evil as they come, and are a serious threat to the Order of the Silver Hand.

Their father was an infamous bandit who lived by his wits throughout the Great Expanse, while their mother was an exiled princess from the Elemental Plane of Fire. Their youth was harsh to say the least, as their father refused to accept them and their mother abandoned them.

This has made them vicious, and they take great pleasure in killing, anything. The four brothers secretly wish to supplant the Heartless Rogues as leaders of the Heartless Firestorm, and they’ll betray them to the Order, if it looks like they’re in danger of being killed. Either that or they will simply retreat and rebuild the organization, their way.

They will not take the PCs actions personally unless one or more of them dies. The remaining brothers will swear a blood oath against the Order and quietly work towards another encounter with them. They will recruit the worst of the worst, which may included the remnants of the Alleybashers, Last Laugh Thieves’ Guild, and the Cagewrights (if the PCs wipe most of these groups out).

Faragel Duskhaven, Male Elf (urbanite), Clr10 (Sword Gods): CR 10; Medium Humanoid (elf); HD 8d8+8; 42 hp; Init +4; Spd 30 ft. (6 squares); AC 21 (+4 Dex, +5 armor, +2 shield), touch 14, flat-footed 17; Base Atk +7; Grp +8; Atk +10 melee (1d8+3/x2, +2 heavy mace) or +11 melee (1d4+1/x3, punching dagger); Full Atk +10/+5 melee (1d8+3/x2, +2 heavy mace) or +11/+6 melee (1d4+1/x3, punching dagger); SA divine spells, rebuke undead 5/day; SQ divine spells, elf traits; AL NE; SV Fort +8, Ref +7, Will +10; Str 12 (+1), Dex 18 (+4), Con 12 (+1), Int 12 (+1), Wis 17 (+3), Cha 14 (+2).

Skills and Feats: Concentration +9, Knowledge (arcana) +9, Knowledge (the planes) +9, Hide +7, Listen +7, Move Silently +8, Search +3, Spellcraft +9, Spot +7; Alertness, Combat Casting, Domain Spontaneity (Shadow), Weapon Finesse.

Cleric Spells Prepared (cast 6/5+1/5+1/4+1/3+1/2+1; base DC = 13 + spell level): 0th — cure minor wounds, detect magic, guidance, read magic, resistance, virtue; 1st — bane, divine favor, doom, magic weapon, protection from good, shield of faith *; 2nd — curse of ill fortune ~, darkness, darkvision *, deific vengeance ~, hold person, wave of grief ~; 3rd — deeper darkness, dispel magic, flame of faith ~, shadow form *, wrack ~; 4th — cure critical wounds, doomtide ~, energy vortex ~, fire shield *; 5th — flame strike, greater shadow conjuration *, greater vigor ~.
*Domain spell. Domains: Retribution (strike of vengeance 1/day), Shadow (add Move Silently and Hide to class skills). ~ See D&D Complete Divine.​
Languages: Elven, Common, and Draconic.

Possessions: +2 heavy mace, punching dagger, masterwork breastplate, masterwork heavy wooden shield, defiled symbol of Olidammara.

Faragel Duskhaven was once a rising star in the church of Olidammara. He was a good-hearted scoundrel that had the potential to lead the followers of Olidammara, in Cauldron City, towards a batter future, which didn’t include the Last Laugh Thieves’ Guild or its vile leadership.

However, this was not meant to be, as the Last Laugh came to see him as a troublemaker and had the young urbanite elf kidnapped. He soon found himself in the vicious hands of Jil and her torturous ways. The assassin stripped away the good in Faragel and shattered his soul and his faith in Olidammara.

How could the Laughing God permit such things? How had he failed his deity? These are the questions that Faragel asked himself over and over. He turned from his god in a fit of rage and began worshipping the Sword Gods. He has become twisted and evil, and hates anyone with a good soul. Thus, when Iteyl approached him to help bring down the Order of the Silver Hand, he eagerly agreed to help.
 
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Knightfall

World of Kulan DM
Godly Relations!

I did the attached Excel file (zipped) to show the various relations between the numerous gods of the Lands of Harqual.

Cheers!

KF72
 

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Knightfall

World of Kulan DM
Sikke, Druid of Sulerain
Sikke is irate and heartbroken at the loss of his crocodile animal companion. He isn’t thinking about getting revenge on the PCs, yet. Note that the PCs never learned Sikke’s name, so if they hear it later they won’t recognize it.

Sikke, Male Lizardfolk, Drd9: CR 10; Medium Humanoid (aquatic, reptilian); HD 2d8+6 plus 9d8+15; 75 hp; Init +2; Spd 30 ft., swim 30 ft.; AC 21 (+2 Dex, +6 natural, +2 armor, +1 shield), touch 12, flat-footed 19; Base Atk +6/+1; Grp +9; Atk +9 melee (1d4+3/x2, claw) or +9 melee (1d6+3/x2, club) or +9 melee (1d4+3/x2, sling w/mw bullet); Full Atk +9 melee (1d4+3/x2, 2 claws) and +7 melee (1d4+1/x2, bite) or +9/+4 melee (1d6+3/x2, club) or +9/+4 melee (1d4+3/x2, sling w/mw bullet); SA wild shape (Small, Medium, or Large animal 3/day); SQ animal companion (see below), nature sense, resist nature’s lure, trackless step, venom immunity, water breathing, wild empathy (+10), woodland stride; AL NE; SV Fort +9, Ref +8, Will +9; Str 16 (+3), Dex 14 (+2), Con 16 (+3), Int 10 (+0), Wis 16 (+3), Cha 8 (-1); LA +1; ECL 8.

Skills and Feats: Balance +8, Concentration +9, Handle Animal +5, Jump +11, Knowledge (nature) +10, Ride +4, Spellcraft +6, Swim +17, Survival +9, Tumble +5; Improved Natural Armor, Multiattack, Scribe Scroll, Track.

Druid Spells Prepared (6/5/5/4/2/1; save DC 13 + spell level): 0th — detect magic, detect poison, guidance, know direction, light, purify food and drink; 1st — entangle, magic fang (x2), magic stone, obscuring mist; 2nd — barkskin, flame blade, gust of wind, owl’s wisdom, resist energy; 3rd — call lightning, neutralize poison, protection from energy, wind wall; 4th — blight, freedom of movement; 5th — death ward.

Languages: Common and Draconic.

Animal Companion (Ex): Sikke currently doesn’t have an animal companion.

Skills: Sikke has a +4 racial bonus on Balance and Jump checks, as well as a +8 racial bonus on Swim checks.

Possessions: Boots of the winterlands, 10 masterwork sling bullets, bedroll, backpack, club, leather armor, light wooden shield, ring of might *, sling, spell component pouch, sunrod, thunderstone, traveler’s outfit, waterskin, wooden holy symbol of Sulerain, winter blanket, and a belt pouch containing 12 gp & 4 sp. *This magical ring gives the same bonus as a belt of giant strength (+4).

Ring of Might: Moderate transmutation; CL 10th; Forge Ring, bull’s strength; Price 16,000 gp.​
 
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Knightfall

World of Kulan DM
Azubuike
Azubuike, Feathered Barbarian, Male Griff, Bbn11: CR 14; Medium Monstrous Humanoid; HD 2d8+7 plus 11d12+22; 113 hp; Init +3; Spd 40 ft., glide 40 ft.; AC 20 (+3 Dex, +5 natural, +2 shield), touch 13, flat-footed 17; Base Atk +13/+8/+3; Grp +16; Atk +17 melee (1d8+3/x2, mw trident) or +16 melee (1d8+3, bite); Full Atk +17/+12/+7 melee (1d8+3/x2, mw trident) or +16 melee (1d8+3, bite) and +14 melee (1d3+1, 2 claws); SA blood frenzy, greater rage 4/day, pounce; SQ damage reduction 2/—, darkvision 60 ft., fast movement, illiteracy, improved uncanny dodge, scent, SR 24 (cast by Dragana), trap sense +3; AL NE; SV Fort +8, Ref +9, Will +8; Str 16 (+3), Dex 17 (+3), Con 14 (+2), Int 9 (-1), Wis 15 (+2), Cha 12 (+1); LA +4.

Skills and Feats: Jump +12, Listen +10, Spot +7*, Survival +10; Dodge, Improved Natural Armor, Mobility, Multiattack, Toughness B, Track. Used 7 skill ranks to buy off blood frenzy disadvantage and harness it towards the griff’s barbarian rage.

Languages: Griff speak a rudimentary racial tongue that is nearly impossible for other races to learn.

Blood Frenzy (Su): If a griff comes within 30 feet of wounded livestock such as horses or cows it automatically go into a blood frenzy similar to a barbarian's rage ability (the griffs HD is equivalent to an equal amount of barbarian levels). The griff will not be able to discern the difference between friend and foe while in this state and is as much a danger to its allies as its foes. The griff will remain in this state until it has been physically removed from the vicinity of the wounded animal (more than 30 feet away).

A griff with character class levels can spend 2 skill points anytime after gaining 3 levels to reduce the range to 15 feet and can eliminate the disadvantage altogether after gaining an additional 2 character class levels (no additional skills points required). However, if the griff is a barbarian, and has bought off the penalty, it can then spend an additional 5 skill points at the next character level, which will allow the griff to harness the blood frenzy so that its Hit Dice stacks with its barbarian levels.

At this point the blood frenzy is now considered an advantage. However, this must be done once the griff has gained six character levels of barbarian and cannot be held in reserve. The griff cannot have any other character classes for this to work.

Pounce (Ex): If a griff dives or leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Skills: Griffs receive a +4 racial bonus to Jump checks. *They also receive a +4 racial bonus to Spot checks in daylight.

Possessions: Heavy wooden shield, masterwork trident.
 
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Knightfall

World of Kulan DM
Ognjan
Ognjan, Male Fiendish Tabaxi (warrior of Tu), Ftr8: CR 16; Large Outsider (feline, native); HD 3d8+15 plus 8d10+32; 108 hp; Init +9; Spd 30 ft., fly 30 ft. (average); AC 27 (-1 size, +5 Dex, +4 natural, +5 armor, +4 shield), touch 12, flat-footed 24; Base Atk +11/+6/+1; Grp +21; Atk +22 melee (2d6+12/17-20/x2, +4 keen thundering greatsword) or +17 melee (1d8+6/x2, claw); Full Atk +22/+17/+12 melee (2d6+12/17-20/x2, +4 keen thundering greatsword) or +17 melee (1d8+6/x2, 2 claws) and +12 melee (1d10+3/x2, bite); SA fear aura, improved grab, pounce, smite good, spell-like abilities; SQ darkvision 60 ft., DR 5/magic, scent, immunity to poison, intolerance, SR 21, resistance to acid 10, cold 10, electricity 10, and fire 10; AL NE; SV Fort +11, Ref +12, Will +9; Str 22 (+6), Dex 20 (+5), Con 18 (+4), Int 14 (+2), Wis 14 (+2), Cha 16 (+3); LA +9.

Skills and Feats: Balance +10, Climb +14, Hide +14*, Jump +14, Listen +11, Move Silently +14, Spot +11, Tumble +11; Cleave, Dodge, Improved Initiative B, Iron Will, Lightning Reflexes, Mobility, Power Attack, Toughness, Weapon Focus (greatsword), Weapon Specialization (greatsword).

Languages: Tabaxi.

Fear Aura (Su): Ognjan has a fear aura (30-foot radius centered on him) that works continuously and the ability is considered a free action. This fear aura functions similarly to the fear spell (Will save, DC 14) as cast by an 11th-level cleric.

Improved Grab (Ex): To use this ability, Ognjan must hit with its bite attack.

Pounce (Ex): If Ognjan leaps upon a foe during the first round of combat, he can make a full attack even if he has already taken a move action.

Smite Good (Su): Once per day Ognjan can make a normal melee attack to deal +11 points of extra damage against a good foe.

Spell-like Abilities: 3/day — darkness, poison (DC 17); 1/day — blasphemy (DC 20, banishment effect), contagion (DC 16), desecrate, unholy blight (DC 17). Caster level: 11th. The save DCs are Charisma-based.

Intolerance: Ognjan doesn’t consider himself a racist, but the reality is that tabaxi have an over-inflated view of their race and tend to look down upon others. Like a normal tabaxi, Ognjan has a -3 penalty to all Charisma-based checks when dealing with other races, regardless of the situation.

Skills: Ognjan receives a +4 racial bonus to Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Possessions: +4 keen thundering greatsword, +4 padded armor, +2 heavy wooden shield.
 
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Knightfall

World of Kulan DM
Corrupted Displacer Beast, Advanced (2): CR 8 each; Large Magical Beast; HD 9d10+45; 94, 98 hp; Init +1; Spd 40 ft.; AC 19 (-1 size, +1 Dex, +9 natural), touch 10, flat-footed 18; Base Atk +9; Grp +19; Atk +15 melee (1d8+6 plus 4 vile, tentacle); Full Atk +15 melee (1d8+6 plus 4 vile, 2 tentacles) and +10 melee (2d6+3 plus 4 vile, bite); SA none; SQ darkvision 60 ft., DR 5/good or magic, displacement, disruptive attack, enhanced power, fast healing 4, low-light vision, resistance to ranged attacks; AL LE; SV Fort +13, Ref +7, Will +3; Str 22 (+6), Dex 13 (+1), Con 20 (+5), Int 5 (-3), Wis 10 (+0), Cha 6 (-2).

Skills and Feats: Hide +9, Listen +5, Move Silently +7, Spot +5; Alertness, Dodge, Great Fortitude, Stealthy.

Disruptive Attack (Su): A corrupted displacer beast deals an additional 4 points of vile damage when it touches uncorrupted, living, corporeal non-outsiders.

See pages 66 & 67 of Monster Manual v.3.5 for the description of the creature’s standard special abilities.

Cat Warrior, Male and Female Tabaxi, War6 (6): CR 8 each; Medium Monstrous Humanoid (feline); HD 2d8+6 plus 6d8+18; 60 hp; Init +8; Spd 30 ft., climb 20 ft.; AC 16 (+4 Dex, +1 natural, +1 armor), touch 14, flat-footed 12; Base Atk +8/+3; Grp +11; Atk +12 melee (1d6+3/x2, claw) or +12 melee (1d8+3/x2, mw flail) or +12 ranged (1d6+3/x2, javelin); Full Atk +12 melee (1d6+3/x2, 2 claws) and +10 melee (1d8+1/x2, bite) or +12/+7 melee (1d8+3/x2, mw flail) or +12 ranged (1d6+3/x2, javelin); SA improved grab, pounce; SQ darkvision 60 ft., scent, intolerance; AL LE; SV Fort +8, Ref +9, Will +7; Str 16 (+3), Dex 18 (+4), Con 17 (+3), Int 11 (+0), Wis 14 (+2), Cha 10 (+0); LA +3.

Skills and Feats: Climb +6, Balance +9, Hide +9*, Jump +6, Listen +5, Move Silently +9, Spot +5, Swim +5, Tumble +7; Dodge, Improved Initiative B, Multiattack, Weapon Finesse.

Languages: Tabaxi.

Improved Grab (Ex): To use this ability, a tabaxi must hit with a claw or bite attack.

Pounce (Ex): If a tabaxi leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Skills: Tabaxi receive a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Possessions: Javelin (x3), masterwork flail, and padded armor.
 
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Knightfall

World of Kulan DM
TATTENGER
Planar Metropolis
Other Names: City of the Tabaxi
Political/Religious Affiliations: Black Pyramid (Godly Realm of Tu); the Tabaxi Sovereignty (capital city); church of Sa (minor, in hiding); church of Tu (major).
Power Center: Monstrous [Tu (outsider)], magical (church of Tu).
Alignment: Lawful evil
_____________________________________________
Population: 155,200
Demographics: Isolated [96% tabaxi, 2% griff, 1% goblinoids, 1% other races]
City Type (pop. 5,001+ only): Founded.
Fortified?: Yes; stone (thick, magically reinforced, protected from banishment, scrying and teleportation magic).
Epic?: Yes.
_____________________________________________
GP Limit: 600,000 gp
Assets: 4,656,000,000 gp
Main Import: Slaves.
Main Export: Anything related to war.
_____________________________________________
Authority Figures: Lord Tu [NE male 20 HD outsider (god) Clr20/Ftr20 (lord of the tabaxi)] and Merown [LE male tabaxi Clr18 (Tu)/Epic5 (high priest of Tu)].
Important Characters: Steren [LN female tabaxi Clr16 (high priestess of Sa, in hiding)].
Organizations: Children of Tu (brotherhood of tabaxi warriors), Eyes of Tu (guild of assassins & spies), Feathered Barbarians (tribe of griff barbarians), Hidden Claws (monks dedicated to Sa), and the Knights of the Jaguar (guild of soldiers).
Noble Houses: Still to be completed.
Adventurers Welcome?: No
_____________________________________________
Notes: At the heart of this planar metropolis sits the Godly Realm of The King of Cats, Lord Tu. His and his followers control over the city of Tattenger is absolute. Even other gods would fear to tread here. Tu's Godly Realm is considered another plane for the purposes of plane shift.
 
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Knightfall

World of Kulan DM
Acheos
Proper Name: The Holding of Acheos
Rulers: Council of clan leaders and guild masters
Government: Clan Structure
Capital: Acheos
Major Towns: Acheos (pop. – 6,466), Alvara (pop. – 3,812), Delaque (pop. – 1,978), Grelva (pop. – 1,153)
Provinces: Four allied clans and over a dozen walled farm-holds.
Resources: Beer, exotic meat (seal), fish (sea), honey, and vegetables.
Coinage: NA
Population: 167,613 – Human 91%, Halfling (icefoot) 5%, Kitt 3%, Elf (silver ‘wild’) 1%, Other Races 1%.
Languages: Barbarian, Centaur, Common, Elven, Halfling, Kitt.
Alignments: NG, N *, CG, CN
Patron God: None.
Major Religions: Ahto, Cronn, Daghdha, Draven, Ehlonna, Hendomar, Issek, Larea, Rellavar, Sheela, and Sanh.
Minor Religions: Brandobaris, Brenna, Draven, Hades, Kord, Kuil, Mahridaar, Mielikki, Ramara, and Tok.
Cults: Angrboda, Deltum, Nathair, Nessus, Oberon, Ptah, Seraph, Uller, Zealot, and Zell.
Alliances: City-state of Woodend (trade alliance); the barbarian tribes of the Cold Barrens.
_____________________________________________​

Woodend
Proper Name(s): The City-state of Woodend, The City at Wood’s End
Ruler: The High Clansman, Barclay Harperson, Lord of Woodend [LG male human Bbn10/Ari5]
Government: Clan Structure
Capital: Woodend
Major Towns: Angarde (pop. - 2,105), Bandry (pop. - 962), Calane (pop. - 2,641), Kaneton (pop. - 4,088), Moon Hill (pop. - 3,672), Rimevale (1,966), Shade (pop. - 1,380), Woodend (pop. - 10,765)
Provinces: One high clan, seven clans, fourteen lordships, and dozens of clan homes
Resources: Exotic animal meat, gems, livestock, poultry, and timber (controlled).
Coinage: None, the clans of Woodend use a simple barter system amongst themselves. Outsiders from neighboring lands may trade gold coins for goods, however, in the City of Woodend.
Population: 459,650 – Human 35%, Dwarf (hill) 20%, Halfling (icefoot) 20%, Elf (silver 'wild') 9%, Kitt 7%, Elf (rmoahali) 5%, Other Races 4%.
Languages: Auran, Barbarian, Centaur, Common, Dwarven, Elven, Giant, Halfling, Sylvan.
Alignments: LG, LN *, NG, N, CG
Patron God: None.
Major Religions: Corellon, Cronn, Cyrrollalee, the Daghdha, Damh, Dumathoin, Issek, Kharash, Kord, Kuil, Larea, Mirella, Moradin, Muamman, Sehanine, Tethrin, Wee Jas, Yondalla.
Minor Religions: Annam, Berronar, Brenna, Casiia, Draven, Dugmaren, Ehlonna, Gwynharwyr, Hendomar, Hiatea, Mayela, Mielikki, Narvi, Rellavar, Rillifane, Sanh, Sheela, Solonor, Vali, Vergadain.
Cults: Apollo, Anon, Araleth, Bharrai, Euphoria, Gaea, Hel, Jaeger, Meriadar, Naralis, Nessus, Oberon, Pashandara, Puck, Rhea, Thorn, Tok, Titania, Tulle, Urogalan, Verenestra, Xan Yae, Zell.
Alliances: Holding of Acheos (trade alliance); Tree City of the Nashee (tentative).
 
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