• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

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

Knightfall

World of Kulan DM
Ruphus Laro NPC -- post Silver Hand campaign

RUPHUS LARO
Battle Priest of Bast

Ruphus Laro (CR 16)
Ruphus Laro grew up in Cauldron City, an orphan from birth. He became a favorite pupil of Mistress Jenya of the Temple of the Cat when he was only 12. For years he worked alongside her to help protect the city’s population, especially the orphans of the Lantern Street Orphanage, where he grew up.

He would have stayed with the temple in Cauldron City if not for one fateful night when he was attacked by thugs working for the Last Laugh Thieves’ Guild. While Ruphus was a capable fighter, he couldn’t have held them off on his own. It was on this night when he first met a group of adventurers who would become known as the Order of the Silver Hand.

Ruphus had several tough years in a row, soon after that night, and became a solid ally of the Order and adventured with them on several occasions, at the request of Mistress Jenya. He has also fought in several pitched battles, outside the city, against evil humanoids, as well as against several warlords from the City-state of Flamerule. His face is scarred from fire, but his will remains strong.

Ruphus has also been to the west, as far as Eversink, and the entire length of the Storm Peninsula. Thus, he has seen first hand the violent actions of the tabaxi and their servants. He even lost an eye while traveling in the west. He has first hand knowledge of the tabaxi and their servitor slave race known as the griff.

Ruphus left for the western lands, at one point, soon after the Order of the Silver Hand began searching for Alek Tercival, who had gone missing. A messenger was sent out to find him after Jenya fell into a somber mood, after the avenger’s death. He returned to Cauldron to report to Jenya and to try to console her.

Once Jenya was back on her feet, Ruphus begged her permission to be released from service at the Temple of the Cat. She agreed to let him go, begrudgingly. Many were sad to see him go, including the orphans that were so fond of him. Leaving Cauldron was a hard decision for the young warpriest, but he knew that the city would survive, as long as the Order of the Silver Hand remained the city’s protectors.

Ruphus has become obsessed with fighting the tabaxi of the Storm Peninsula, as well as helping the beleaguered citizens of the City-state of Tallawan. Several times, he has penetrated into the heart of the Storm Jungle alongside small strike forces, to rescue slaves taken from Tallawan. He has become a hero in that city and has built a new Bastite temple there called the Temple of War’s Claws.

Ruphus’ closest friend is the horizon walker known as Karr’Toomba, one of the key members of the Order of the Silver Hand. It was Karr who gave Ruphus his bow, and the man often visits Ruphus in the west to help battle against the tabaxi and sow dissent amongst the cat race’s people. He is also a good friend to Toryn Stonecutter, another founding member of the Order, and to Zachary Aslaxin II, a cleric/ranger dedicated to Kord.

His greatest ally in Tallawan is the feline warrior known as Shenda Lionmane (NG female rakasta Scout12). It is rumored that the two are lovers. He also has several young acolytes (CG male and female humans Clr3–5) as members of his growing militant order dedicated to Bast. His most promising student is a young man named Matheus Namorado (NG male human Clr8), whose family was originally from Caer Valora.

hp 124 (10d8+20 plus 6d10+12); DR 5/evil (when wearing tabard)
---------------------------------------
Male human cleric 10 / warpriest 6 1
CG Medium humanoid (human)
Init +3; Senses Listen +4, Spot +4
Auras Chaos and good; fear (DC 16)
Languages Common, Tabaxi
---------------------------------------
AC 24 (+3 Dex, +6 armor, +3 shield, +2 deflection), touch 15, flat-footed 21
Fort +17 (+19 when wearing tabard), Ref +11 (+13 when wearing tabard), Will +16 (+18 when wearing tabard)
---------------------------------------
Speed 30 feet (6 squares)
Melee +3 keen short sword +22 (1d6+4/17-20/x2) or
--- +3 keen short sword +22/+17/+12 (1d6+4/17-20/x2)
Ranged +3 catbane composite longbow +19 (1d8+3/x3, 110 ft.) or
--- +3 catbane composite longbow +19/+14/+9 (1d8+3/x3, 110 ft.)
Ranged +5 catbane composite longbow +21 (1d8+5/x3, 110 ft.) against cat races or
--- +5 catbane composite longbow +21/+16/+11 (1d8+5/x3, 110 ft.) against cat races
Space 5 ft.; Reach 5 ft.
Base Atk +13; Grp +14
Atk Options Combat Reflexes
Special Actions Inflame (+6), rally, turn undead 3/day
Combat Gear 3 scrolls of cure critical wounds, potion of cure serious wounds, scroll of speak with dead
Cleric Spells Prepared (CL 13th)
--- 7th — control weather, sunbeam *
--- 6th — antimagic field *, spell resistance, undeath to death
--- 5th — break enchantment, disrupting weapon, holy sword *, plane shift
--- 4th — air walk, control water, freedom of movement, holy smite *, lesser planar ally, tongues
--- 3rd — glyph of warding, magic vestment, prayer, protection from energy *, searing light, water breathing
--- 2nd — align weapon, bull’s strength, cat’s grace, eagle’s splendor, shatter *, spiritual weapon, status
--- 1st — bless, divine favor, endure elements, hide from undead, magic weapon, protection from evil, sanctuary *
--- 0th — detect magic, detect poison, guidance, light, resistance, virtue
*Domain Spell. Domains: Chaos (chaos spells, CL 14th), Glory (+2 to turning check & +1d6 on turning damage roll), and Protection (protective ward 1/day, see below)
---------------------------------------
Abilities Str 13 (+1), Dex 16 (+3), Con 14 (+2), Int 11 (+0), Wis 18 (+4), Cha 10 (+0)
SA Turn undead (+2 to checks)
SQ Bonus domain (Glory), cannot cast Evil or Law spells, heroes’ feast, inflame, mass cure light wounds, rally, spontaneous casting
Feats Augment Healing 1, Combat Casting, Combat Reflexes, Extra Turning, Skill Focus (Heal) B, True Believer 1, Weapon Focus (short sword)
Skills Concentration +13, Diplomacy +10, Heal +11, Knowledge (history) +7, Knowledge (religion) +7, Listen +4, Ride +6, Sense Motive +11, Speak Language (x1), Spot +4
Possessions +3 catbane composite longbow w/40 arrows, +3 keen short sword, +3 studded leather armor, +2 light steel shield, amulet of health +2, clerical vestments, cloak of resistance +3, gauntlets of ogre power, gloves of Dexterity +2, holy symbol of Bast (eye patch), periapt of Wisdom +2, ring of protection +2, and a Tabard of the Great Crusade 1
---------------------------------------
Age 26; Personality Brash, caring, and determined
Description Ruphus is a tall, thick man with short, cropped red hair. He is missing his left eye and his face is scarred from a claw attack he suffered from a griff warrior, several years ago. His neck, chest, and arms are scarred from burns he suffered from battling fire elementalists from the City-state of Flamerule. Ruphus prefers to wear simple clothing appropriate for being a cleric of Bast. When going into combat he always wears a relic of his faith known as the Tabard of the Great Crusade. Ruphus’ holy symbol is an eye patch that he designed himself. Ruphus never goes anywhere without his magical short sword and composite longbow, almost to the point of being paranoid. (It is rumored he sleeps with his weapons by his bed.)
Height 6 feet 5 inches; Weight 234 lbs.
---------------------------------------
Protective Ward Ruphus can generate a protective ward as a supernatural ability. Grants someone he touches a resistance bonus equal to Ruphus’ cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an Abjuration effect with a duration of 1 hour that is usable once per day.
House Rule Clerics of Bast add their Dexterity modifier to their attack rolls, instead of their Strength modifier, with the following weapons: Dagger, gauntlet, kukri, punching dagger, light shield, sap, short sword, spiked gauntlet, unarmed strike, and war claws.
---------------------------------------
1 D&D Complete Divine
 
Last edited:

log in or register to remove this ad

Knightfall

World of Kulan DM
RATHENAR DOVECOTE
Okay, so some time ago I asked both Piratecat and Sialia if I could adapt Sialia's character Dylrath Birdhouse for World of Kulan. P'Cat told me it was really Sialia's decision, and she gave me the go ahead as long as I used a different version of his name. Rathenar was one of the other names that she was considering for the character but never used. And of course "dovecote" is another word for "birdhouse".

Anyway, here's the resulting character for World of Kulan and the Lands of Harqual.
_____________________________________________​

Rathenar Dovecote (CR 12)
Rathenar Dovecote was apprenticed to a famous group of adventurers (known as the Wardens of the West) as a very young and very inept 12-year old rogue. One thing led to another, and he soon found himself retired to study Divination magic at the Wizard School in Nasundria.

Rathenar would have likely remained retired if the tabaxi of the Storm Jungle hadn’t invaded the Aerie Holds, laid siege to Nasundria, and half-conquered the nation during the historic events of the Year of the Return (749 N.C.). He and several of his fellow students, including his friends Justin Brightmantle (LN male half-elf Wiz6/Rog6) and Megan Atherton (NG female human Brd10), soon found themselves leading the counterattack as freedom fighters.

After the tabaxi were driven from the city, Rathenar and his friends continued to help the city while its outer defenses were rebuilt. They have become heroes in the yes of many in the Aerie Holds, which makes most of them uncomfortable. Rathenar is the main exception, as he loves to be the center of attention. He has become one of the most famous residents of Nasundria, and is very popular with the ladies, both lowborn and noble alike.

It is these appetites that often force him to leave Nasundria from time to time, as jealous lovers and husbands are always seeking him out. Currently, he has taken up residence in the plane-hopping academy of magic known as Redhurst. The school is relatively unknown on Harqual and is always hidden when it appears on the continent. Rathenar’s status at Redhurst is a bit unusual, he isn’t a student, but he isn’t a faculty member either. He’s more of a floater on campus, having endeared himself to both the Head Chef Leganté (NG female lightfoot halfling Exp7/Wiz6) and Master Seer Jecture (NG male elf Div10/BIO10/EpW2).

Rathenar has always been known for his spectacular crashes (and screw-ups) while riding a magical bedpost he calls The Outgrabe, and it is often hard to tell when he’s falling because he’s out of control, or if he is falling on purpose. Either way, he is always having fun, even at the expense of his pride.

hp 50 (4d6+4 plus 8d4+8)
---------------------------------------
Male human rogue 4 / wizard (diviner) 8
CG Medium humanoid (human)
Init +3; Senses Darkvision 120 ft. (with longcoat); Listen -1, Spot +9; all-around vision while wearing his longcoat of eyes
Languages Common, Draconic, Eversinki, Onan
---------------------------------------
AC 20 (+3 Dex, +5 armor, +2 deflection), touch 15, flat-footed 17; Dodge, cannot be flanked while wearing his longcoat of eyes
Fort +4, Ref +9, Will +8
Weakness Cannot avert or close his eyes when confronted by a creature with a gaze attack while wearing his longcoat of eyes
---------------------------------------
Speed 30 feet (6 squares)
Melee +2 silvered dagger +12 (1d4/19-20/x2)
--- +2 silvered dagger +12/+7 (1d4/19-20/x2)
Melee Mwk short sword +11 (1d6-1/19-20/x2)
--- Mwk short sword +11/+6 (1d6-1/19-20/x2)
Ranged +1 light crossbow +11 (1d8+1/19-20/x2, 80 ft.)
--- +1 light crossbow +11/+6 (1d8+1/19-20/x2, 80 ft.)
Ranged Mwk flintlock pistol +7 (1d10/x3, 50 ft.)
--- Mwk flintlock pistol +7/+2 (1d10/x3, 50 ft.)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Grp +6
Atk Options Sneak attack +2d6
Combat Gear Potion of cat’s grace, potion of cure serious wounds (x2), potion of fox’s cunning, potion of owl’s wisdom
Wizard Spells Prepared (CL 12th)
--- 4th — anticipate teleportation 2, glomp 5, unluck * 2
--- 3rd — arcane sight *, Dylrath’s bucket 5, repair serious damage 2, resonating bolt 2, wind wall
--- 2nd — arcane lock, fireburst 2, insight of good fortune 3, listening lorecall * 1, recall forgotten 4
--- 1st — charm person, critical strike 1, low-light vision 2, shield, stand 3, true strike *
--- 0th — acid splash, dancing lights, detect poison *, prestidigitation, repair minor damage 2
*Bonus Divination Spell
Forbidden School Necromancy
---------------------------------------
Abilities Str 9 (-1), Dex 17 (+3), Con 12 (+1), Int 17 (+3), Wis 9 (-1), Cha 12 (+1)
SA Arcane spells, sneak attack
SQ Evasion, summon familiar, trapfinding, trap sense +1, uncanny dodge
Feats Combat Casting, Craft Extraordinary Item, Dodge, Iron Will B, Practiced Spellcaster 2, [Scribe Scroll], Weapon Finesse
Skills Balance +10, Bluff +6, Concentration +9, Craft (woodworking) +11, Decipher Script +8, Diplomacy +5, Disguise +6 (+8 to act), Escape Artist +8, Forgery +8, Gather Information +8, Hide +8, Intimidate +3, Jump +1, Knowledge (arcana) +11, Knowledge (history) +11, Knowledge (local) +11, Listen -1, Move Silently +8, Perform (comedy) +6, Profession (scribe) +7, Ride +2, Search +18, Sense Motive +4, Sleight of Hand +10, Spellcraft +13 (+20 to decipher spells on scrolls), Spot +9, Survival -1 (+1 when following tracks), Tumble +8, Use Magic Device +6 (+15 involving scrolls), Use Rope +3 (+5 involving bindings)
Possessions +2 silvered dagger, +1 light crossbow w/20 bolts, amulet of health +2, belt of many pockets 2, bracers of armor +5, fedora of disguise, horn of smokepowder, longcoat of eyes (as robe of eyes), mirror of mental prowess (intelligent), masterwork flintlock pistol w/10 bullets, masterwork short sword, ring of protection +2, spellsight spectacles 1, The Outgrabe
--- Rathenar’s Mirror Rathenar’s soul is currently bonded to an intelligent mirror of mental prowess, which calls itself “Ranehtar” Besides the mirror’s normal abilities, Rathenar can scry on anyone he knows anywhere, and can even travel back and forth (bringing others with him) to the target’s location.
--- The Outgrabe Rathenar rides a magical construct, a hovering bedpost he calls The Outgrabe, which contains part of his personality. The Outgrabe is considered to be his familiar, and he cannot call a true familiar as long as The Outgrabe exists in its current form.
Spellbook(s) All cantrips, except disrupt undead & touch of fatigue, plus the following additional spells: 1st — comprehend languages, detect secret doors, detect undead, Dylrath's blatant and irresponsible misuse of magick, golem strike 1, identify, locate water 4, predict weather 4, rouse 3, ventriloquism; 2nd — balancing lorecall 1, detect thoughts, invisibility, locate object, misdirection, protection from arrows, see invisibility, stay the hand 3; 3rd — clairaudience/clairvoyance, discern shapechanger 2, dispel magic, displacement, hesitate 3, invisibility sphere, tongues; 4th — arcane eye, assay resistance 2, charm monster, detect scrying, greater invisibility, illusory wall, locate creature, mystic surge 3, rainbow pattern, scrying
---------------------------------------
Age 26; Personality Impressionable, impetuous, and cagey
Description Rathenar would be completely unassuming as a rogue and wizard if it weren’t for his natural flare and crazy sense of style. He prefers to wear slightly oversized leather boots, rugged woolen or leather clothing, and comfortable monotone colored cloaks. He never goes anywhere without his longcoat of eyes, belt of many pockets, and fedora of disguise. When forced to enter a fight he rides in on The Outgrabe firing his magical crossbow or his masterwork flintlock pistol, switching to his melee weapons, as a last resort. He is missing the top joint of the ring finger of his left hand, has a pencil thin mustache, and often keeps his medium length brown hair unkempt. His skin is light, without being pale, and his eyes are bright, but a dark brown.
Height 5 feet 10 inches; Weight 160 lbs.
---------------------------------------
1 D&D Complete Adventurer
2 D&D Complete Arcane
3 D&D Player’s Handbook II
4 Redhurst: Academy of Magic (d20)
5 Son of a Portable Hole (d20)
_____________________________________________​

Dylrath's Blatant and Irresponsible Misuse of Magick
By Robert Blezard
Illusion (Pattern) [Mind-Affecting]
Level: Brd 1, Hou 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/level)
Effect: An illusory wench 3 inches high dancing upon one flat surface
Duration: 1 round/2 levels
Saving Throw: None
Spell Resistance: No

This spell creates a small, illusory wench, three inches high, which dances on a floor or tabletop [Speed 5 (1 square)]. The illusory wench does not speak and only reacts when someone tries to make contact with the illusion. The person must make a Touch Attack against AC 10 + the illusory wenches’ Dexterity modifier. The illusory wench has a Dexterity equal to 10 + the caster’s Intelligence or Charisma bonus to start. (Intelligence for wizards; Charisma for bards and sorcerers.)

The illusory wench moves faster as the spell nears the end of its duration and always attempts to evade those that are trying to touch it. It gains a +5 to its overall speed and +1 to its Dexterity score per round. However, the illusory wench cannot move off of the flat surface, it was created upon, to another flat surface.

If anyone makes contact with the illusion, usually with a hand or foot, without ‘squashing’ it, the illusory wench briefly exposes herself for all to see then starts dancing again. Multiple people can make contact with the illusion multiple times, but if anyone ‘squashes’ the wench, the dweomer ends.
 
Last edited:

Knightfall

World of Kulan DM
THAN LAMARCHE
Lord of the Onan Territories

Than LaMarche (CR 20)
Than LaMarche is a third generation member of well-respected, noble family that has always lived in the Wild Plains. Than was born in the year 704 of the New Calendar just after the start of the Second Ogre War. How he, as an infant, survived the horrors of war that swept away much of the civilization of the Wild Plains and western coast of Harqual is anyone’s guess. Not even Than remembers the first 5 to 10 years of his life.

The first thing he remembers is as a boy of 10 years riding across the plains with his parents and clan, trying to stay one step ahead of the marauding ogres and grasping hold of dozens of petty warlords. This would have been 714 N.C., just near the end of the Second Ogre War in the western lands, although the exact date that the ogres withdrew from the region is sketchy. The reason for this was that for decades after the war officially ended there were always ogres, orcs, gnolls, and bandits raiding village after village. By 723 N.C., Than was a young man of 19 leading his clan against an endless onslaught of enemies.

It was at this time that Than made a decision that would alter his clan’s path forever. He took his people northwest to the shore of the Sword Gulf near the edge of the Onan River and ordered his clan to setup in the ruins of a city. The city had been abandoned for nearly 10 years since the ogres had sacked it and many dangerous monsters and giant vermin had quickly overrun it. His people didn’t know what to think of their leader’s insane plan to clean out the monsters and restore the city, but they trusted him with their lives for he had never lead them astray.

The first few decades were hard, in the city Than renamed Onaway, and over half the clan’s population was lost to monsters, giant vermin, and ogre raiders. The mess of stone and overgrown vines was slowly tamed and the citizens of Onaway built a great series of traps and deadfalls in the ruins surrounding their small community. This would become the region known as the tangled maze, which would both protect the clan and isolate it from the rest of the Wild Plains. Eventually, the clan grew into a large, burgeoning township that reclaimed bits and pieces of the tangled maze each year.

Yet, continuing threats from without continued to break down the defenses of the city and keep its population from growing into the numbers needed to sustain it or become a true city. The city fell into a strange, pontifical decadence, which lasted until around 748 N.C. It was Than that finally broke the bonds of decline and reformed the failing government into a more even-handed feudal system that has made him Lord of the Onan Territories. This gave Onaway the push it needed to reclaim most of the city, rebuild the walls, and end their isolation from the rest of the communities of the Wild Plains.

Almost a decade has passed since the city’s reclamation began and Lord LaMarche is now one of the most recognized rulers in the Wild Plains. It was he who first made contact with a diplomatic mission from the Eastern Shores, which bridged the distance between east and west. It was he who helped form the first few alliances amongst the remaining, scattered city-states and countries of the west including the Aerie Holds, Ambian, Avion, Halandra, Metan, and even Nikel. It was he who expanded the reach of Onaway into what is now known as the Onan Territories, while keeping the expansionist ruler of the Jovian Alliance at bay.

The walls of Onaway have been reconstructed, for the most part, and many of the outer streets have been reclaimed. The city-state will always be known for its tangled paths, however, and many areas of Onaway remain choked with greenery. However, the city-state is more like a garden now then a wild, vermin infested ruin. Trade and travelers has actually begun to flow through the city-state and the Onans are now prospering, for the most part.

Yet, new troubles threaten to bring down the Onan Territories, once again. The tabaxi of the Storm Jungle continue to wage war near the Monarchy of Avion and throughout the Storm Peninsula. The blood elves continue to expand throughout the Knotwood, directed by their demon lord master, Wyrknari Vok. The alliances amongst the city-states of the west are tenuous at the best of times, and strained beyond all measure when the world looks bleak. And the alliances made with the lands of the Eastern Shores have been shattered by the wars going on there.

It is all this that Than LaMarche must deal with on a weekly basis. He is the only one who has the strength of will to lead his people into a new age. And it is the Lord of the Onan Territories who is the region’s best hope for prosperity and peace, as long as he can keep the wolves of the Jovian Alliance from his throat.

hp 142 (11d10+22 plus 9d8+18); DR 5/magic (while armored)
---------------------------------------
Male human fighter 11 / cleric 9 (Aegir)
LN Medium humanoid (human)
Init +0; Senses Darkvision 60 ft. (while wearing goggles); Listen +8, Spot +8
Aura Law
Languages Common, Giant, Onan
---------------------------------------
AC 20 (+8 armor, +2 shield), touch 10, flat-footed 20; AC 26, touch 16, flat-footed 25 with cat’s grace and shield of faith potions
Fort +17, Ref +8 (+10 with cat’s grace potion), Will +17
---------------------------------------
Speed 20 feet (4 squares) while wearing armor; base 30 ft.
Melee +3 flaming keen longsword +25 (1d8+9 plus 1d6/17-20/x2) or
--- +3 flaming keen longsword +25/+20/+15/+10 (1d8+9 plus 1d6/17-20/x0) or
--- +3 flaming keen longsword +23/+18/+13/+8 (1d8+9 plus 1d6/17-20/x2) and
--- Mwk dagger +20 (1d4+2/19-20/x2)
Ranged Composite longbow (+4 Str) w/mwk arrows +18 (1d8+4/x3) or
--- Composite longbow (+4 Str) w/mwk arrows +18/+13/+8/+3 (1d8+4/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +17; Grp +21
Atk Options Combat Reflexes, Mounted Combat, Quick Draw, Ride-By Attack, Two-Weapon Fighting
Special Actions Turn undead 4/day
Combat Gear Than has access to almost to any clerical scroll up to 5th-level, as well as healing potions; he usually carries 3 scrolls of cure critical wounds, a potion of cat’s grace, and a potion of shield of faith +5
Cleric Spells Prepared (CL 9th)
--- 5th — flame strike, mark of justice, righteous might *
--- 4th — air walk, control water, freedom of movement *, sending
--- 3rd — blessed aim 1, create food and water, invisibility purge, magic vestment *, water walk
--- 2nd — aid, bull’s strength *, calm emotions, deific vengeance 1, delay poison, lesser restoration, mark of judgment 2
--- 1st — bless, bless water, endure elements *, magic weapon, omen of peril 1, sanctuary, shield of faith
--- 0th — create water, detect magic, detect poison, guidance, light, read magic
*Domain Spell. Domains: Ocean (breathe water), Strength (feat of strength, 1/day); see below for these domain granted abilities
---------------------------------------
Abilities Str 18 (+4), Dex 11 (+0), Con 14 (+2), Int 13 (+1), Wis 22 (+6), Cha 13 (+1)
SA Divine spells, turn undead (+2 to checks, turns undead as 4 levels higher with phylactery)
SQ Cannot cast Chaos spells, spontaneous casting
Feats Alertness B, Combat Reflexes, Craft Extraordinary Item, Improved Critical (longsword), Leadership, Master Manipulator 2, Mounted Combat, Quick Draw, Ride-By Attack, Spell Focus (evocation), Spell Penetration, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Climb +5 (+12), Concentration +8, Craft (armorsmithing) +7, Diplomacy +12, Handle Animal +8, Jump +5 (+12), Knowledge (nobility and royalty) +7, Knowledge (religion) +7, Listen +8, Perform (ballad) +3, Profession (siege engineer) +11, Ride +8, Spot +8, Swim (+3) +17
--- Numbers in braces are while unarmored
Possessions +3 flaming keen longsword, +2 banded mail of invulnerability, amulet of proof against detection and location, bag of holding (type III), cloak of resistance +2, composite longbow (+4 Str) w/40 mwk arrows, glove of storing, goggles of night, horn of fog, large steel shield, masterwork dagger, phylactery of undead turning, ring of mind shielding, ring of swimming, rod of enemy detection
--- Mount Heavy warhorse w/bit & bridle, military saddle, saddlebags, studded leather barding
--- DM’s Note As the Lord of the Onan Territories, Than has access to almost any sort of mundane equipment he needs, or, if not readily available, he can acquire any item within a few weeks to a month depending on the item’s rarity (i.e. exotic spices from the south).
---------------------------------------
Age 53; Personality Hard-nosed, thoughtful, and realistic
Description Than has reddish, graying hair, and stern black eyes. Than is trained as a warrior and priest and, thus, tend to dress as cleric would when preparing for battle. This means wearing the garb of the order he founded in Onaway that pays tribute to the Old Man in the Sea, Lord Aegir. These drab-colored priestly garments tend to be both simple and sturdy, in order to better withstand the harsh winds and high waves that continuously pound the sea walls and docks of the city of Onaway.
Height 5 feet 8 inches; Weight 140 lbs.
---------------------------------------
Breathe Water (Su) This ability is as if under the effect of a water breathing spell, for up to 200 rounds. This effect occurs automatically, as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
Feat of Strength (Su) +20 enhancement bonus to Strength that lasts one round. This is a free action.
---------------------------------------
1 D&D Complete Divine
2 D&D Player’s Handbook II
 
Last edited:


Knightfall

World of Kulan DM
Holidays for Harqual

Month of Anon
2. Rebirth of Inanna: The day of Inanna's divine ascension.

Month of Zealot
3. King Frost Day: Frost fairs held in fields and on frozen lakes, rivers and estuaries, weather permitting.

4. Spring Equinox: First official day of Spingdawn.

9. Feast of Apollo: In honor of the Interloper God, to celebrate the increasing light of the new year after the darkness of midwinter.

24. Feast of the Choes: The central day of the Anthesteria festival including a procession with Dionysus himself ridingg on a 'ship'.

Month of Sialic
16. Festival of Dionysus: Interloper god of wine, drunkenness and fertility; whose rights are tumultuous and licentious.

26. Iormunheim: The First day of the year in RuneDragon Lore. The sentinel dragons of fire, water, earth, and air each charge the prophetic inscriptions of the Runering with their elemental breath, tempering the sacred runes, fertilizing the ovum and regenerating life in the womb of the earth.

Month of Thorn
1. All Fools Day: The Lord of Misrule presides. The 'gowk', (fool), is an old name for a cuckoo, who would be sent on a series of spurious errands to the amusement of his fellows. All hoaxing and tom-foolery must end at midday.

3. High-Heart: The birthday of the High King of the Kingdom of Navirosov; this day is also known as Aegir's Day.

6. (Old) Lady Day: Earth goddess fertility festival. Celebrated with circle dances. It is a good omen to be born on this day.

14. Sommarsblot: Festival of Sommarasblot, marking the approach of summer.

15. Feast of Bast: A sacred day dedicated to the North Goddess known as Bast.

17. Circlenight: Druids from across Northern Harqual gather at the Hallowed Lands.

Month of Truce
5. Feastday: Holy day of the North God known as the Daghdha.

15. Oakenleaf: Coming of age ceremony in the Kingdom of the Silver Leaves.

Month of Hansa
23. Midsummer's Eve: Hilltop fire beacons are lit to help strengthen the sun.

attachment.php

Image copyright (C) Wizards of the Coast.

Month of Hela
8. Wood Run: Coming of age ceremony in the Forest Elven lands of the Knotwood; this ceremony hasn't been held since the corruption of the Knotwood.

26. Sleipnir: Feast to the eight-legged horse given to Wotan by Lokun, which could travel over land and sea and through the air.

Month of Seraph
2. Lammas: Festival of thanksgiving for the first of the grain harvest, meaning 'loaf-mass', celebrated by offering prayers and the first fruits of the grain harvest.

5. Fall Equinox: First official day of Autumnwind.

6. Festival of Thoth: Thoth, 'Lord of Books and Learning', is called Lord of Holy Words' for inventing hieroglyphs & numbers and 'The Elder' as first and greatest of arcanists and inventor of the Four Laws of Magick.

11. (Old) Lammas Eve: Bake cornbread loaves and prepare for the next day's fairs.

21. Rushbearing Festival: A cartload of rushes is manhandled around the parish with a rider on top, carrying a copper kettle that must be filled with ale and drunk at each inn passed. If a girl touches the cart she'll be pregnant in the year.

Month of Nessus
11. Hop Picking Season: Hopping begins with gypsies, itinerants and young people flocking to help collect the vital ingreadient for the making of traditional ales.

16. Pride's Hope: Rakasta tribes of the Far South gather on the Lione Savanna.

22. Winter Finding: The shedding of nature and onset of cold and winter. Call on Wotan for inspiration and strength. The start of the celebration of harvest.

29. Winternights: A riotous three-day feast to start the winter and hunting seasons of the barbarians of the Northlands. The Wild Hunt begins, ancestors and the dead are venerated & divination takes place to foretell the fate of the coming year.

Month of Euphoria
7. Pyanepsion Noumeria: A two-day festival of late autumn fruit gathering that seeks divine blessings for the autumn sowing.

29. Festival of Herne: Also known as Cernunnos, Atho, or Hu Gadernhe, the 'Antlered God' and Master of the Beast guards the Cauldron of the Otherworld.

31. Scarecrow Festival: A harvest festival that marks the end of the growing year in the north.

Month of Tulle
2. All Soul's Day: The All Soul's procession. After dusk, the dead return to visit the living. Leave food offerings, especially soul-cakes at night.

5. Coldfury: Holy day of the North God known as Cronn.

9. Lord Mayor's Day: The rowdy procession through Cauldron, of the newly elected Lord Mayor.

12. (Old) Samhain: Pagan, Celtic New Year, 'Summer's End' fire festival.

16. Holy Day of Thoth: Transformation god of the moon & of chronology. Guide and helper of the dead.

Month of Jaeger
17. Sow Day: Traditional Boar's Head feasts, in veneration of the power and ferocity of the boar and in the belief that its strengths would be transferred to the consumer.

20. Winter Yule Hunt: A day of hunting and feasting.

30. Hogmanay: Seeing Out, or Burning Out the Old Year. Gatherings take place everywhere, with plentiful supplies of drink, particularly Scotch whisky, to make merry with.
 

Attachments

  • Festival.jpg
    Festival.jpg
    114.8 KB · Views: 602
Last edited:

Knightfall

World of Kulan DM
JEFFERIE “REDSHIRT” KNOBEL

Jefferie Knobel (CR 10)
Jefferie Knobel grew up in the city-state of Caloric, the favored son of one of the city-state’s most powerful mercantile families. His life was full of pomp and ceremony and he lived a sheltered life until the age of 13 when Eddanar Westergard came to his family and insisted that they entrust the aasimar boy to him.

The Knobel Family initially rejected Eddanar’s claim that the boy was the reincarnated soul of a powerful cleric of Jalivier that lived nearly 300 years ago. Only when Jefferie began to manifest psionic abilities and have insightful dreams, regarding obscure lore of the Outer Planes, did they relent and allow the High Lightservant to take the boy with him to the Temple of the Burning Sun.

Jefferie’s life at the temple was anything but easy. Eddanar is a hard taskmaster that brooks no dissent and when Jefferie began having dreams about the Interloper God known as Apollo, in the distant future, as a member of the North Gods (married to a resurrected Hela), did the High Lightservant decided he didn’t want the young man around his other acolytes anymore.

Eddanar had learned that there were some difficulties occurring in Cauldron City, so he decided to dispose of the young “prophet” there; and if the boy died, due to some unforeseen incident, then all the better. Eddanar hadn’t met Argo Flameheart yet, but hoped that Jefferie would falter under the shadow of such a strong believer in Jalivier.

Jefferie, instead, has flourished under Argo’s leadership and is now the Minister of the Sun Sanctuary. He still has his dreams, but tends to keep them too himself. He is a masterful student of planar lore and is both charismatic and diplomatic.

hp 55 (10d8+10)
---------------------------------------
Male aasimar 3 cleric 6 / psychic warrior 4 1
LG Medium outsider (native)
Init +5; Senses Darkvision 60 ft.; Listen +7, Spot +7
Auras Good and law
Languages Celestial, Common, Elven
---------------------------------------
AC 23 (+1 Dex, +6 armor, +3 shield, +3 deflection), touch 14, flat-footed 22
Resist Acid 5, cold 5, and electricity 5
Fort +12, Ref +8, Will +13
---------------------------------------
Speed 20 feet (4 squares); base 30 ft.
Melee +2 shortspear +12 (1d6+4/x2) or
--- +2 shortspear +12/+7 (1d6+4/x2) or
Ranged +2 shortspear +11 (1d6+4/x2, 20 ft.) or
--- +2 shortspear +11/+6 (1d6+4/x2, 20 ft.) or
Ranged +1 light crossbow +9 (1d8+1/19-20/x2, 80 ft.) or
--- +1 light crossbow +9/+4 (1d8+1/19-20/x2, 80 ft.)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Grp +9
Special Actions Turn undead 6/day
Combat Gear Potion of cure serious wounds
Cleric Spells Prepared (CL 5th)
--- 3rd (3+1/day) — create food and water, dispel magic, magic circle against evil *, wind wall
--- 2nd (4+1/day) — align weapon, cure moderate wounds *, resist energy, spiritual weapon, zone of truth
--- 1st (5+1/day) — command, detect evil, endure elements, protection from evil *, remove fear, sanctuary
--- 0th (5/day) — create water, detect poison, guidance, purify food and drink, virtue
*Domain spell. Domains: Good and Healing (+1 to caster level for all good and healing spells)
Psychic Warrior Powers Known (ML 5th; 19 power points/day; max power level known – 2nd) 1
--- 2nd — body purification, thought shield
--- 1st — astral traveler *, detect psionics, stomp, thicken skin
*Gained with the Expanded Knowledge feat
---------------------------------------
Abilities Str 14 (+2), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 20 (+5), Cha 16 (+3)
SA Daylight, divine spells, psionics
SQ Prophecy, turn undead
Feats Brew Potion, Expanded Knowledge 1, Improved Initiative, Inquisitor 1, Lightning Reflexes, Skill Focus (Diplomacy), Skill Focus [Knowledge (the planes)] B, Weapon Focus (shortspear)
Skills Autohypnosis +12, Concentration +8, Craft (stonemasonry) +8, Diplomacy +12, Intimidate +3, Knowledge (psionics) +8, Knowledge (the planes) +10, Listen +7, Spellcraft +7, Spot +7, Survival +5 (+7 on other planes)
Possessions +2 shortspear, +1 breastplate, +1 heavy steel shield, +1 light crossbow w/20 bolts, boots of landing 1, cleric’s vestments, cloak of resistance +2, gloves of object reading 1, magic sleeping bag 2, periapt of wisdom +2, ring of protection +3, silver holy symbol of Jalivier, and a belt pouch containing 62 gp
--- Extra Gear Two magical suits of banded mail (+2 enhancement), which originally belonged to the Necrocants, given to Jefferie by Arn Myddion. (Jefferie also received his magic ring from Arn, as well. The ring once belonged to the Necrocant named Oster Zandridge.)
---------------------------------------
Daylight (Sp) Jefferie can use daylight once per day as a 10th-level caster.
Prophecy (Su) Jefferie has prophetic dreams of the future, which acts just like the prophecy spell (see below). He can use this supernatural ability once per month. This is a bonus ability gained as a reincarnated soul of his past life.
---------------------------------------
Level Adjustment +1; ECL 11; Favored Class Paladin
---------------------------------------
1 D&D Expanded Psionics Handbook
2 D&D Miniatures Handbook
3 D&D Monster Manual

Prophecy
Divination
Level: Chr 7, Clr/Fvs 8, Time 8
Components: V, S, DF
Casting Time: 1 minute
Range: Personal
Effect: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

When you cast prophecy you receive a vision in answer to a specific question concerning the future if a certain thing happens (“What will happen if Xuar succeeds in his plans?”) Prophecy generally reveals the goals of a creature but sometimes it instead reveals unforeseen consequences. Prophecies do not give advice; they give insight. (For instance, you cannot task how to stop something from occurring but you may gain clues from the vision as to what events happened to cause the events to pass.)

Prophecy gives relatively complete information concerning the central events concerned. (You might see the evil prince you’ve been battling as king, with the maiden whose virtue you’ve been defending locked in a tower as his queen and your party in chains, but you wouldn’t see the fate of your uninvolved father.)
 
Last edited:


Knightfall

World of Kulan DM
CASSANDRA WILLOWBIRD
Verdalf Ambassador to Cauldron

Cassandra Willowbird (CR 15)
Cassandra Willowbird lives in the Town of Haulia three quarters of the year and the rest of the time in the Verdalf Forest. That is, when she isn’t traveling the western lands from the Cadra Forest to the City of Eversink to the cities of the Kingdom of Izmer to the Dominion of Cauldron.

She has been teaching a human girl named Jordan Thornburgh [NG female human Ari4/SorW4], the daughter of the Mayor of Haulia, the secrets of the Way for several years. The girl wishes to leave the town and live full-time in the Verdalf Forest, but so far, the girl’s father has forbidden it.

Cassandra is a longtime friend of the members of the Order of the Silver Hand, especially Amaryllis Greenbottle, Hezekiah Grofus, and Karr’Toomba. She spends a lot of time in Cauldron City, visiting and advising her friends. She is considered the ‘unofficial’ ambassador of the hunter elves of Verdalf Forest.

hp 54 (15d4+15)
---------------------------------------
Female hunter elf sorceress of the Way 15 1
NG Medium humanoid (elf)
Init +4; Senses Low-light Vision; Scent; Listen +7, Spot +7
Languages Common, Elven
---------------------------------------
AC 18 (+4 Dex, +4 deflection), touch 18, flat-footed 14; AC 24, touch 18, flat-footed 20 with greater mage armor spell
PR 11; SR 21 (with magical belt)
Fort +6, Ref +9, Will +12
---------------------------------------
Speed 30 feet (6 squares)
Melee +2 longspear +11 (1d8+5/x3)
--- +2 longspear +11/+6 (1d8+5/x3)
Ranged +2 composite longbow [+2 Str] +13 (1d8+4/x3)
--- +2 composite longbow [+2 Str] +13/+8 (1d8+4/x3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Base Atk +7; Grp +9
Combat Gear 2 potions of cure moderate wounds, antitoxin (1 vial), elixir of hiding, elixir of love, potion of cure serious wounds, glyph eggs [exploding tile (x2), spitting dragon shell] 4, sunrod, wand of magic missile (7th)
Sorcerer Spells Known (CL 15th)
--- 7th (4/day) — forcecage, Otiluke’s greater dispelling screen 2
--- 6th (7/day) — pulsing fireball 4, overwhelm 3, undeath to death
--- 5th (7/day) — cone of cold, field of resistance 3, refusal 2, wall of force
--- 4th (7/day) — condemnation 3, dimension door, lethargy 4, summon nature’s ally IV
--- 3rd (7/day) — fireball, greater mage armor 2, lightning bolt, vertigo field 3
--- 2nd (8/day) — bear’s endurance, blades of fire 2, scorching ray, seeking ray 3, whispering wind
--- 1st (8/day) — feather fall, magic missile, rouse 3, summon nature’s ally I, unravel 4
--- 0th (6/day) — arcane mark, detect magic, disrupt undead, ghost sound, light, mage hand, mending, ray of frost, read magic
---------------------------------------
Abilities Str 14 (+2), Dex 18 (+4), Con 12 (+1), Int 12 (+1), Wis 16 (+3), Cha 22 (+6)
SA Arcane spells
SQ Bonus feat (Eschew Materials) 1, cannot summon a familiar 1, Knowledge (nature) and Survival are class skills 1, must have neutral alignment component 1, summon nature’s ally spells added to spell list 1, summon monster spells removed from spell list 1
Feats Alertness, Endurance B, Eschew Materials B, Combat Casting, Craft Glyph Egg 4, Martial Weapon Proficiency (longbow) B, Silent Spell, Still Spell, Spell Penetration, Track B
Skills Bluff +12, Concentration +15, Diplomacy +8, Disguise +6 (+8 to act), Intimidate +8, Knowledge (arcana) +15, Knowledge (nature) +9, Listen +7, Move Silently +9, Search +3, Spellcraft +17, Spot +7, Survival +11 (+13 in aboveground natural environments)
Possessions +2 composite longbow [+2 Str], +2 longspear, backpack, belt of spell resistance 2, boots of elvenkind, cloak of Charisma +4, disguise kit, explorer’s outfit, flint and steel, glyph egg canister 4, Heward’s handy haversack, lantern of protection 4, Pobroy’s marvelous pavilion 4, ring of arcane might 2, ring of protection +4, signet ring, spyglass, staff of opening 2, waterskin, winter blanket
---------------------------------------
Age 145; Personality Fiery, patient, warmhearted
Description Tall, lithe, and strong — Cassandra isn’t typical for an arcanist. Hunter elves are much taller than other elves, and even some humans, so Cassandra tends to tower over those not from her homeland. Her hair is as black as a raven’s feathers and her eyes are dark green in color. Her skin is the color of the bark of the redwood and she often smells of lilacs and cedar. Her clothes are often extravagant, at least for one of her race. She dislikes the gaudy garments of places like Eversink and the Chara Coast, however. She tends to turn heads wherever she goes, as her beauty is both captivating and exotic.
Height 6 feet 9 inches; Weight 130 lbs.
---------------------------------------
Level Adjustment +1; ECL 16; Favored Class Barbarian
---------------------------------------
Feats Cassandra gains both Track and Endurance as bonus racial feats.
Skills Cassandra gains a +2 racial bonus on Listen, Search, Spot, and Survival checks. If she merely passes within 5 feet of a secret of concealed door then she is entitled to a Search check to notice it as if she was actively looking for the door.
DM’s Note Hunter elves are a unique race of elves for the Lands of Harqual. The races stats come from the Westryn Elves entry in the Dave Arneson’s Blackmoor d20 campaign setting sourcebook.
---------------------------------------
1 Custom World of Kulan class variant
2 D&D Complete Arcane
3 D&D Player’s Handbook II
4 L&L Spells and Spellcraft (d20)
 
Last edited:

Knightfall

World of Kulan DM
SIL’MUKRE
The Spell Weaver

Sil’mukre (CR 25)
Sil'mukre was born as one of the last of his kind. He had never met another spell weaver until Fate directed him to the ruin known as Vaprak's Voice. It was there that he came into conflict with the Order of the Silver Hand and lost his hands. Hezekiah Grofus turned him to stone and the Order decided to break off the spell weaver's hands before casting break enchantment on him. They did heal him so that he didn't bleed to death, but the damage to his mind was done.

Normally, spell weaver's do not communicate with other races, but Sil'mukre was so distraught after the conflict with the Order that he felt he needed to find out “why” the members of the Order had so violated him. He knew they had been in the wrong, as all “two-arms” always are but he couldn't find a way to explain it to them. He tried to use his race's natural telepathic abilities to communicate with them but all he got from them was static.

However, the one he would later come to know as “Archmagus” was able to hear and understand Sil'mukre's thoughts to a limited degree. He was able to come to an accord with the “two-arms” and agreed to let them off with a warning. (At least, that's how Sil'mukre interpreted it at the time.) While waiting for them to restore his hands his telepathic thoughts made contact with another of his kind. He immediately made contact.

The other spell weaver immediately teleported to Sil'mukre's location, they exchanged their linages through mere thought, and then teleported away from Vaprak's Voice. It was after that that handsome “two-armed” female regenerated Sil'mukre's hands. Sil'mukre would have stayed with them longer but they were in the middle of a necromantic ritual that lacked the subtlety that Sil'mukre preferred to incorporate into his own magical studies and obsessions.

Now, back to his old self, Sil'mukre has begun to explore the region around Vaprak's Voice for more ancient ruins created by his people. He has learned a great deal about why his people fell from grace and now he is determined to restore the spell weaver nation, but without the necromantic ceremonies. He has managed to avoid direct conflict with the “two-arms” of the region by learning a simple form of sign language, which allows him to communicate with many of them on a limited basis.

He has even managed to get on the good side of the human he now knows as “Archmagus”. He avoids the other members of the Order of the Silver Hand, however. He finds them too simple-minded.

hp 104 (10d8 plus 15d6 plus 6)
---------------------------------------
Male spell weaver 2 wilder 15 1
N Medium monstrous humanoid (psionic)
Init +3; Senses Darkvision 60 ft.; Listen +14, Spot +14
Languages Cannot speak; knows the regional Sign Language of Harqual; telepathy 1,000 miles with other spell weavers
---------------------------------------
AC 31 (+3 Dex, +10 natural, +3 armor, +5 deflection, +1 insight), touch 23 (+4 Cha), flat-footed 27
Immune Mind-affecting spells and effects
PR 21; SR 21
Epic Save +2
Fort +10, Ref +15, Will +20
---------------------------------------
Speed 30 feet (6 squares)
Melee Rapier of puncturing +22 (1d6+3 plus 1 Con/x2) or
--- Rapier of puncturing +22/+17/+12/+7 (1d6+3 plus 1 Con/x2)
Melee Slam +20 (1d3+1/x2) or
--- 2 slams +20 (1d3+1/x2)
Space 5 ft.; Reach 5 ft.
Base Atk +17; Grp +18; Epic Atk +3
Atk Options Surging euphoria +2
Special Actions Wild surge +5
Combat Gear Bead of force, potion of cat’s grace, potion of cure serious wounds, potion of protection from energy (electricity), wand of dispel magic (20 charges), wand of major image (18 charges), wand of lightning (CL: 6th, 21 charges)
Sorcerer Spells Known (CL 13th; base save DC = 14 + spell level, or 15 + spell level for Abjuration and Evocation spells)
--- 6th (3/day) — chain lightning
--- 5th (5/day) — cone of cold, teleport
--- 4th (7/day) — dimension door, lesser globe of invulnerability, shout
--- 3rd (7/day) — dispel magic, fireball, lightning bolt, nondetection
--- 2nd (7/day) — gust of wind, protection from arrows, resist energy, scare, scorching ray
--- 1st (7/day) — alarm, identify, mage armor, magic missile, shield
--- 0th (6/day) — arcane mark, daze, dancing lights, disrupt undead, flare, prestidigitation, ray of frost, read magic, resistance
Wilder Power Known (ML 15th; power points 225; max level 7th; base save DC = 14 + power level) 1
--- 7th — energy wave
--- 6th — breath of the black dragon
--- 5th — shatter mind blank
--- 4th — energy adaptation
--- 3rd — time hop
--- 2nd — cloud mind, energy stun
--- 1st — energy ray, mind thrust
Spell-like Abilities (CL 13th; save DC = 14 + spell level)
--- Always active — see invisibility; at will — detect magic, invisibility; 1/day — plane shift
---------------------------------------
Abilities Str 12 (+1), Dex 16 (+3), Con 10 (+0), Int 17 (+3), Wis 18 (+4), Cha 18 (+4)
SA Psionics, spell-like abilities, spells, surging euphoria, wild surge
SQ Chromatic disk, elude touch, psychic enervation, shielded mind, spell weaving, volatile mind
Feats Empower Spell, Enlarge Spell, Expanded Knowledge (energy stun) 1, Extend Spell, Ghost Attack 1, Great Fortitude, Heighten Spell, Psionic Body 1, Silent Spell B, Spell Focus (Abjuration) B, Spell Focus (Evocation) B, Spell Penetration B, Weapon Finesse
Skills Autohypnosis +16, Balance +13, Bluff +10, Climb +9, Concentration +22, Diplomacy +0, Disguise +4 (+6 to act), Escape Artist +11, Intimidate +12, Jump +11, Knowledge (arcana) +16, Knowledge (psionics) +13, Knowledge (the planes) +16, Listen +14, Psicraft +13, Sense Motive +10, Speak Language (Sign Language), Spellcraft +18 (+20 to decipher spells on scrolls), Spot +14, Survival +4 (+6 on other planes), Tumble +13, Use Magic Device +16 (+18 involving scrolls), Use Psionic Device +5 (+7 involving power stones), Use Rope +6 (+8 involving bindings)
Possessions Amulet of natural armor +5, bag of tricks (tan), black robe, boots of landing 1, bracers of armor +3, chromatic disk 2, chime of opening, cold weather outfit, dusty rose ioun stone, folding boat, gloves of object reading 1, Heward’s handy haversack, horn of blasting, major cloak of displacement, mirror of time hop 1, orange ioun stone, pale blue ioun stone, psicrown of fiery ruin 1, rapier of puncturing, ring of protection +5, ring of regeneration, rod of absorption, staff of abjuration, staff of divination, third eye of concentrate 1, traveler’s outfit, and a belt pouch containing 200 pp
---------------------------------------
Age 202; Personality Equivocal, peculiar, and shrewd
Description Sil’mukre is hardly typical looking for a spell weaver. He takes the idea of coveting magic to an extreme, and is always looking to add to his horde of gear. He covets psionic items almost as much and always wears his third eye and psicrown. These items are as important to him as his chromatic disk. Sil’mukre carries a variety of custom made clothes with him at all times, in his magical haversack, as he prefers to be prepared for any sort of weather. Regardless of the outfit he wears he always completes it with his powerful displacement cloak. Three ioun stones continuously circle Sil’mukre’s head.
Height 5 feet 1 inches; Weight 112 lbs.
---------------------------------------
Level Adjustment +7; ECL 32; Favored Class Sorcerer
---------------------------------------
Surging Euphoria (Ex) When Sil’mukre uses his wild surge ability, he gains a +2 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of his wild surge.
If Sil’mukre is overcome by psychic enervation following his wild surge, he does not gain the morale bonus for this use of his wild surge ability.
Wild Surge (Su) Sil’mukre can let his passion and emotion rise to the surface in a wild surge when he manifests a power. During a wild surge, Sil’mukre gains phenomenal psionic strength, but may harm herself by the reckless use of her power.
Sil’mukre can choose to invoke a wild surge whenever he manifests a power. When he does so, he gains +5 to his manifester level with that manifestation of the power. The manifester level boost gives him the ability to augment his powers to a higher degree than he otherwise could; however, he pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
Level-dependent power effects are also improved, depending on the power Sil’mukre manifests with his wild surge. This improvement in manifester level does not grant him any other benefits.
Chromatic Disk Sil’mukre is never without its chromatic disk. This 6-inch-diameter indestructible disk glows with colors that slowly shift through the spectrum. This object stores ten additional spell levels of energy that Sil’mukre can tap and use as he wishes. To tap this spell energy, Sil’mukre must hold the chromatic disk in at least one of his hands. The disk automatically recharges itself to full power every night, at midnight. A spell powered by the disk is cast as though the caster had the Spell Focus feat for the spell in question.
Only a spell weaver can utilize a chromatic disk. Should any other creature pick one up and try to tap its energy (by employing the Use Magic Device skill, for instance), it explodes, dealing 4d10 points of damage to everything within a 30-foot radius.
Psychic Enervation (Ex) Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, Sil’mukre may be overcome by the strain of his effort. The chance of Sil’mukre suffering a psychic enervation is equal to 80%.
If Sil’mukre is overcome by psychic enervation he is dazed until the end of his next turn and loses 15 power points.
Shielded Mind (Ex) Attempts by creatures of other races to communicate telepathically with Sil’mukre, or read his mind, always fail. A creature making such an attempt must succeed at a Will save (DC 17) or be affected as if by a confusion spell (CL 12th) for 1d6 days. This effect can be dispelled or removed worth a heal effect.
Spell Weaving (Ex) Spell weavers are infamous for their ability to cast more than one spell at a time. Casting a spell occupies a number of Sil’mukre’s arms equal to the spell’s level (max 6th). Sil’mukre can cast more than one spell simultaneously, as long as the sum of the spell levels is six or less.
Volatile Mind (Ex) Sil’mukre’s temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on Sil’mukre of 5th level or higher, the manifester of the power must pay 3 power points more than he otherwise would have spent.
The extra cost is not a natural part of that power’s cost. It does not augment the power; it is simply wasted power points. Sil’mukre’s volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power’s cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.
As a standard action, Sil’mukre can choose to lower this effect for 1 round.
---------------------------------------
1 D&D Expanded Psionics Handbook
2 D&D Monster Manual II
 
Last edited:

Knightfall

World of Kulan DM
A World of Kulan Sidetrek Adventure for D&D v.3.5

Just something I thought I'd share with the class...
______________________________________________

THE HIDDEN TOMB:
A Sidetrek Adventure

THE HIDDEN TOMB
The Hidden Tomb is short sidetrek adventure designed to add to the mystique of Lost Abathnar. The Hidden Tomb is the resting-place of a powerful dwarven warrior, named Bremaloun, who was responsible for the upkeep and defense of the tower and outbuildings just outside of the main entrance to the mine. Bremaloun was famous for his good spirits, strength in battle, and devotion to his liege, Wulgar Skulldark.

The last clans of Abathnar had been working to finish the expansion to Abathnar towards the surface that Skulldark had started before his death. They never got the chance, as a horde of orcs stormed the outer reaches of Abathnar in order to claim its riches. While the orcs failed to breech Abathnar’s inner defenses, the clans were forced to abandon Abathnar, and Bremaloun fell defending the retreating clans.

And it was here that Bremaloun had insisted on being buried. He had constructed his own burial chamber years in advance and his followers quickly entombed him, before fleeing with the miners. Several powerful wards were placed on the entrance to the burial chamber. These wards have lasted for decades and can only be bypassed by a dwarf of good heart.

Once into the burial mound they must find deal with the trapped portcullises and corridor just beyond the Entry Chamber, as well as deal with the guardian creature protecting the sarcophagus and treasures of Bremaloun in the Magma Tomb Chamber.

The PCs will also be able to learn about Lost Abathnar, if they take the time to search the Magma Tomb Chamber for the hidden pressure plate built into the design of the etched and painted mural. This plate will activate a deluge of water to pour down the mural’s wall and cool off the stone of the wall, which will reveal the disguised dwarven script.

Sidebar: Lost Abathnar
Abathnar was an ancient dwarven Kingdom in the Kul Moren Mountains, in the Lands of Harqual, that was destroyed during the Great Delve War (-250 to 423 N.C.) against the duergar Kingdom of Dvoriathroglim, which was also destroyed.

Abathnar was ruled by a series of hereditary dwarven thanes known as the Kul Kings. Wulgar Skulldark was the last of these rulers. He was crowned King Kul XI in the year of 400 on the New Calendar and he ruled Abathnar until his death at the end of the war.
Once the PCs find the entrance to the Hidden Tomb (Search check, DC 20) read the following:

What first appeared to be a simple burial mound turns out to be the entrance to something much larger. Brushing away snow and pulling away sod and grass, you find the outline to finely carved stone door with an iron pull ring embedded near the top of the door. The door is solid and looks to be in good condition and lies at a 45-degree angle against the mound.

Read the following once the PCs decide to open the door leading into the Hidden Tomb:

The door opens, as you pull on the iron ring with all your strength. Stale air from another time wafts out from within, as snow and dirt slides over the top edge of the opening and into the darkness below. You have just enough light to see the outline of a straight stone staircase descending down into the darkness. No sound emanates from within.

Area A: Entry Chamber
The door opens up into this large 30-foot by 65-foot room. The walls here, and in the entire tomb, are considered Hewn Stone and the floors are considered Flagstone. The entryway is fairly non-descript except for the iron portcullis blocking the way into the L-shaped 15-foot wide corridor that leads to Area B.

Read the following once the PCs have descended the stone staircase into this chamber:

The steep, wide stairs descend roughly 15 feet before ending on a large 15-foot landing. The stairs form the end of a large chamber that is perpendicular to the stairway and landing. The chamber is at least 30 feet wide and is at least twice as long. Beyond the landing is a 10-foot drop to the chambers dust-covered floor, which looks sound enough. There is a set of handholds leading down the wall formed by the landing, as well as 2 iron torch sconces built into the adjacent walls near the floor.

The PCs can climb down the wall easily enough (Climb check, DC 10) using the handholds or they could simply jump down. Halfway down the wall, in one of the handholds, is an old tarnished, silver ring (worth 5gp) that slipped off the finger of one of Bremaloun’s companions, as he climbed out of the tomb after helping lay his friend to rest. The handholds are filled with dust and cobwebs so the PCs will have to search the handholds to find it (Search check, DC 15). If the PCs search the chamber, in general, then the DC to find the ring is 5 higher.

Read the following after the PCs investigate the chamber more thoroughly:

The chamber is dry and dusty. A 15-foot wide iron portcullis is set into center of the west wall. A 10-foot wide rough shaped corridor stretches out beyond the portcullis. The corridor looks to be over 40 feet long, but you can’t be sure as the light and shadows play tricks with your eyes.

The portcullis can only be opened with a successful Strength check (DC 25) and it is very heavy. However, once lifted high enough, a PC can enter the corridor and lock the portcullis in place using a mechanical switch. The lever isn’t hidden, so activating it is a simple matter.

Traps: The portcullis and the L-shaped corridor are both trapped. The portcullis is trapped with a mechanical trap — a Ceiling Pendulum trap. The corridor, however, is trapped with a Fusillade of Darts trap. The Ceiling Pendulum trap began operating the instant the tomb door is opened. It goes off every four rounds. The Fusillade of Darts trap is located halfway down the corridor.

[T] Ceiling Pendulum: CR 3; mechanical; timed trigger; automatic reset; Atk +15 melee (1d12+8/x3, greataxe); Search DC 15; Disable Device DC 27.

[T] Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk +18 ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10-ft. by 10-ft area; Search DC 19; Disable Device DC 25.

Area B: Magma Tomb Chamber
Once the PCs turn the corner of the L-shaped corridor they have entered this Area, even though they need to get past the second portcullis.

Read the following once the PCs reach the L-shaped intersection:

The rough corridor turns to the north sharply and extends beyond the range of your torch. You can feel heat emanating from ahead of you.

The heat is from the magma pit in the main chamber of the Hidden Tomb. It is only slightly warmer in the corridor, at this point. Once the PCs reach the second portcullis the heat becomes slightly uncomfortable.

Read the following once the PCs are close enough to the portcullis to see the switch:

The corridor ends with another portcullis blocking the way into a much larger chamber. A small switch like the one used to lock open the previous portcullis is built into the west wall. A red glow emanates from beyond the portcullis and the heat here is becoming uncomfortable.

The portcullis here is hot to the touch and warped due to the heat. Any PC that tries to open the portcullis by making a Strength check takes 1d6 points of damage each round. Regardless of the result of the Strength check, the portcullis cannot be opened in this fashion. Instead there is a mechanical switch that opens the portcullis. However, the visible switch is actually a trap (see below). The real switch is hidden behind a sliding stone panel located on the east wall (Search check, DC 20). Finding the real switch doesn’t disable the fake switch.

Trap: Activating the fake switch sets off a Fusillade of Spears trap that attacks the PCs from behind. This version of this trap has a -6 to hit as the spears come from the middle of the L-shaped intersection. The CR is one lower than normal, as a result.

[T] Fusillade of Spears: CR 5; mechanical; touch trigger; repair reset; Atk +15 ranged (1d8, spear); multiple targets (1d6 spears per target in a 10-ft. by 10-ft. area); Search DC 26; Disable Device DC 20.

Once the PCs have successfully found and activated the hidden switch read the following text:

The switch turns with a click and the portcullis rises into the air. The sound of metal scraping stone is deafening, but only last for 10 to 20 seconds. As you peer into the large chamber beyond you notice it is huge in comparison to the chambers in the mines and even puts the entry chamber to shame. Your light barely illuminates up to what looks like a pit, emanating red light.

The pit is 15 feet wide and 30 feet long with its length being perpendicular to the corridor behind the PCs. Anyone within 15 to 10 feet of the pit must make a Fortitude save (DC 10) every minute or take 1d6 points of subdual damage. Anyone within 5 feet of the pit must make a Fortitude save (DC 15) every round or take 1d6 points of subdual damage.

Anyone forced into contact with the magma takes 2d6 points of damage every round. If completely submerged the damage is 20d6 points of damage every round. Damage from magma continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (1d6 or 10d6 points per round).

Read the following once the PCs investigate the pit:

The large pit in front of you is filled with magma up to nearly 2 feet from its lip. The molten rock is generating unbearable amounts of heat, as well as plumes of smoke that rise into the air and disappear into the darkness above. The air here is hot and stale, but relatively free of smoke. The magma pit and your torch illuminate in a mixture of colors that barely reveals the outline of a large sarcophagus 15 feet beyond the edge of the other side of the magma pit.

The sarcophagus is fairly plain, despite its large size, and doesn’t warrant a real description. The lid can be slide off with a successful Strength check (DC 20). Inside are the remains of Bremaloun, which have been mummified. He is decked out in his full plate armor, which has degraded horribly over time. His dwarven waraxe is rusted and pitted, while his magical spear is still in perfect condition. There is also a set of magical bracers in the sarcophagus and an ornate helm made of mithral.

The sarcophagus isn’t the only thing of interest in this chamber. The west and east walls are lined with medium-sized brass jug and large ceramic pots that have all been painstakingly crafted and scribed with the holy symbol of Dumathoin, the personal runes of Bremaloun, and the heraldic symbol of Abathnar. A few of the vessels have Abathnar-sized silver and copper coins in them. As well, there is one small steel chest with an assortment of gems, Abathnar-sized gold coins, and an ornate carrying case (containing masterwork miner’s tools) in it.

The wall farthest away from the magma pit has a large mural painted on it that depicts the Lost Hold of Abathnar in its glory days. The mural is incomplete, however, as time and the heat has damaged the paint. It takes a successful Knowledge (history) check (DC 30) to understand what the mural depicts.

Read the following once the PCs study the mural:

Along the length of the north wall is a large mural that stretches almost all the way to the east & west walls of the chamber, as well as all the way to the floor and 15 feet towards the ceiling. The mural is a work of art in carved stone and paint, but has obviously been worm by the heat over time. In many places the paint is cracked or has flaked off completely. Bits of paint lay decaying on the floor.

The mural’s scene depicts a grand underground city complex that stretches down deep into the Underearth. The mural is both scenic and stoic in its design, and has many recesses and outcroppings cut into its design to depict long grand halls and regal, armored humanoids guarding those halls, which look dwarven. There are also carvings of miners, laborers, and bearded ladies. Near the bottom of the mural, at its center-point, is a series of runes and pictographs.

The runes are written in an old form of the Dwarven language intermixed with ancient Barbarian pictographs. The PCs need to combine their knowledge of those two languages, in order to read the inscription (Intelligence check, DC 18), which reads…

Here lies Bremaloun, the Guardian of the Upper Ways into Abathnar. Dumathoin, accept him into Deepshaft Hall of the Dwarven Mountain for honor and courage.
The mural holds the hidden history of Abathnar, which can be read, if one of the PCs finds the hidden pressure plate built into the design of the mural (Search check, DC 20). The pressure plate activates a hidden mechanism in the wall, which opens a dam-like section built into the mural’s wall and ceiling. This allows water from an underground river too pour down the face of the wall over the mural. The water will wash away most of the rest of the paint, as well as triggering several magical runes written in dwarven, on the mural, and then drain away through several holes in the floor. The runes describe the history of the Lost Abathnar, but don’t show how to reach it.

Read the following once the pressure plate has been activated:

You push on the stone impression and the stone slides back without much difficulty and locks into place. The sound of stone shifting begins to reverberate through the chamber, coming from above. Water begins to trickle down the mural wall, washing away old, dried remnants of paint.

Soon the water is pouring down the wall washing it clean, and draining away through four holes evenly spaced along the bottom of the wall. Steam rises from the warm stone wall and floor, but not enough to obscure what happens next. Glowing, runic symbols and pictographs begin forming along the entire length of the mural, shedding a pale blue light.


Once the PCs have deciphered the hidden text (Intelligence check, DC 18), give them Handout #1. (I'll post this later, if people ask for it.)

Creatures: While there is a great deal of treasure here, the PCs will have to fight for it, as six magmin have made a home for them selves here in the magma pit. They came into the area through several lava tubes that connect the pit and decided to stay. Because these small elementals do not need to sleep, eat, or breathe, they care little that the chamber is blocked off by the portcullis. They consider the treasure is theirs by right and will emerge out of the magma pit and attack anyone who disturbs the vessels.

[C] Magmin (6): CR 8; Small Elemental (Fire, Extraplanar); HD 2d8+2; hp 11, 12, 14, 15, 15, 18; Init +0; Spd 30 ft. (6 squares); AC 17, touch 11, flat-footed 17; BA/Grp +1/-1; Atk +4 melee (1d8 fire plus combustion, burning touch) or +4 melee (1d3+3 plus combustion, slam); Full Atk +4 melee (1d8 fire plus combustion, burning touch) or +4 melee (1d3+3 plus combustion, slam); SA combustion, fiery aura; SQ DR 5/magic, darkvision 60 ft., elemental traits, immunity to fire, melt weapons, vulnerability to cold; AL CN; SV Fort +3, Ref +3, Will +0; Str 15 (+2), Dex 11 (+0), Con 13 (+1), Int 8 (-1), Wis 10 (+0), Cha 10 (+0).
--- Skills and Feats: Climb +4, Spot +3; Great Fortitude.
--- Combustion (Ex): Anyone a magmin touches must succeed on a DC 12 Reflex save or take an extra 1d8 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+2 rounds after the magmin’s last successful attack. Magmins can also ignite flammable materials with a touch. The save DC is Constitution-based.
--- Fiery Aura (Ex): Anyone within 20 feet of a magmin must succeed on a DC 12 Fortitude save or take 1d6 points of heat damage per round from the intense heat. The save DC is Constitution-based.
--- Melt Weapons (Ex): Any metal weapon that strikes a magmin must succeed on a DC 12 Fortitude save or melt away into slag. The save DC is Constitution-based.

Treasure: The west wall has 1d6 brass jugs and 2d4 ceramic pots, while the east wall has 1d8 brass jugs and 2d3 ceramic pots. Each brass jug is worth 250 gp, while each ceramic pot is worth 50 gp. There are 4 vessels with 3d6x5 platinum coins and 3d8x10 gold coins in each. These coins are 1-½ times the size and value of standard coins.

The small steel chest (40 gp) contains 500 gold pieces, an ornate carrying case (250 gp), masterwork miner’s tools (55 gp), and 9 gems, which include 3 moss agates (12 gp each), 4 zircons (40 gp each), and 2 deep blue spinels (400 gp each).

The sarcophagus contains an ornate helm (2,500 gp), a suit of rusted full plate (only worth 900 gp), a rusted & pitted dwarven waraxe (can be repaired), a +2 composite longbow, a +3 shortspear, and bracers of lesser archery.
_____________________________________________

HiddenTomb.jpg

_____________________________________________​
 
Last edited:

Remove ads

Top