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

Knightfall

World of Kulan DM
Just FYI... I've posted two new Project lists for the Lands of Harqual. The first one is for Merchants and Nobility (post #57), and the second one is for Religious Sects (post #66).
 

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Knightfall

World of Kulan DM
Just a note to let everyone know that I've changed the title of this thread to better reflect its content. (That being the Lands of Harqual.) I've also filled in several old posts with some revised information. There are some updates on three cities:
  • Cauldron City (post #102)
  • Kul Moren (post #230)
  • Mor's End (post #72)
These entries can also be found on my wiki.
 
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Knightfall

World of Kulan DM
YOSYNTYA (THE DARK REBORN)
Symbol: A ring of blood-red swords embedded in the ground around a large central black sword on a field of red and black.

Purpose
The Yosyntya goals are to resurrect the fallen Dark Children, and to free Hiisi from captivity in Carceri. The Yosyntya work towards the first goal, before all others; work towards freeing the Lord of Darkness, second; and work towards anything else of interest, third.

Leaders: Caleb Oxenbrigg [NE human male, ex-Clr10/Disaffected10* (Vespin)]; Kaarlo Østerdal [LE male human, Ftr14]; Lazzaro Canis [CE male unholy scion, Clr16 (Angrboda)]; Raphael Korsten [LE male dragontouched, Mar18]; Theophilus Fen Arthin [CN male halfling (hairfoot), Clr14 (Yosyntya)]. *See pg. 30–31 of the d20 sourcebook Requiem for a God for details on this prestige class.

Infamous Members: Andras Ytterdal [NE female half-gnoll*, Elm8]; Buccanelos Smaniotto [CE male half-orc, Sor11]; Jukka Aasen [CE male half-ogre*, Rog6/Anti-paladin6]; Meggan Thuresby [NE female fire jovian*, Crusader9]; Usha Gascoigne [NE female human, Ftr10]. *A race from the d20 sourcebook Bastards & Bloodlines: A Guidebook to Half-Breeds.

Notable Activities
The Yosyntya roots are firmly attached to the Old Sword Lands of the Ragik Peninsula. Its traditional name comes from the language of the deities of the Finns, of which Hiisi is still a member even in his banished state. In the Old Sword Lands, the Yosyntya work tirelessly to protect the unholy places of the Dark Children from those who would reconsecrate them to other dark gods. Mussin, as the current leader of the Sword Gods, and his followers wish to wipe away the remnants of Angrboda and Hiisi's brood. This clash of religious doctrine has lead to a bloody feud between the Yosyntya and the followers of the remaining Sword Gods.

Note, however, that the Yosyntya, or the Dark Reborn as it is called beyond the Ragik Peninsula, isn’t considered a religious cult even though many of its members are followers of the teachings of Angrboda, Hiisi, and the Dark Children. It is more like an esoteric knighthood made up of the aimless, the disenchanted, and the roughshod of Harqual’s society. An individual group of the Dark Reborn works toward restoring a particular Dark Child to godhood, and it is usually led by powerful priests or unholy warriors.

The Dark Reborn believe that if they can free Hiisi from Carceri, then the Lord of Darkness will be able to restore the Dark Children to the world or spawn new Dark Children to take the place of the Fallen Ones. The latter is more likely, and most of the Dark Reborn would accept new Dark Children to worship. There is some friction in the group's ranks regarding this idea, and the Dark Reborn is often split between the more orthodox view of restoring the fallen Dark Children and the heretical idea of Hiisi spawning new Dark Children.

The members of Dark Reborn do not operate within a vacuum of their own zealousness, however. They realize that other organizations work towards the same goals or similar ones. The best example of this is the Black Cult of Hiisi, which wishes to free Hiisi from Carceri. While that is the cult's primary goal, they have been known to work with the Dark Reborn to accomplish other goals. However, the Black Cult has no interest in restoring the Dark Children to divinity, and its members would never presume to preach the idea that Hiisi will spawn new Dark Children to replace the Fallen Ones.

This very specific ideology keeps the Black Cult and the Dark Reborn from working more closely together. It also separates the Dark Reborn from the activities of the Cagewrights. The members of the Dark Reborn despise the Cagewrights, for the most part, and will not work with them unless the priests of the Black Cult insist that the three groups work together. However, the Black Cult rarely can influence the members of the Dark Reborn enough to accept the presence of Cagewrights. The Dark Reborn consider freeing anything else from Carceri, including exiled demon lords, to be counterproductive to their cause.

Campaign Notes
The Yosyntya has taken it upon itself to free the lands of the Kingdom of Ahamudia from the interlopers that illegally settled there after the Transformation. At least, that's how they see it. Since the Transformation the Kingdom of Ahamudia has become a driving force throughout the southern half of the Ragik Peninsula. The Ahamudians have allied themselves with the miners and demihumans of the Goldensoul Monarchy and the Mines of Morhan. They have also actively opposed the aggressive behaviors of the citizens of the Soreney Domain and the brigands of Toraa Bagul. The Ahamudians have even kept the armies of the Eulayan Territory at bay.

The Yosyntya consider the Ahamudians to be little better than dogs to be forced into submission. Many of the group's members have become freedom fighters on the northern side of the Rilous Mountains. They attack Ahamudians and their allies without hesitation or mercy. This protracted guerrilla war has been going on since the end of the Ahamudian-Imperium War. The end result of that war enrages the leaders of the Yosyntya. The most militant of these leaders in an ex-solider named Kaarlo Østerdal. He has personally lead dozens of missions against the citizens and soldiery of Ahamudia. He and his squad rarely take prisoners; they prefer to butcher everyone before fleeing back to Toraa Bagul.

The Yosyntya have a extreme hatred for the dwarves and gnomes of the Domain of Bitran. The organization works towards destroying the demihumans who have defiled the sacred lands of the Dark Children and the Lord of Darkness. The group's members have heard of the jackal-headed humanoids of Hutaalar, but they have yet to find a way past the Hutaakans considerable magical defenses. Their unique god, Vaflar, protects them from the assaults of the Dark Reborn. This has frustrated the Yosyntya to no end. The group's leaders are worried that they are losing ground to too many foes all at once. It is only a matter of time until they become even more militant.

Another place on the Ragik Peninsula where the Yosyntya are commonplace is the region known as the Land of the Miekka. This area is sacred to the worship of the Sword Gods and the Dark Children in particular. Miekka, also known as the Land of the Ziggurats is a matriarchal autocracy with strong ties to the worship of Angrboda and her brood. It is Miekka that the Yosyntya first came into existence, to protect the unholy lands of the Fallen Ones, shortly after the end of the Divinity War. Since Mussin's takeover of the Sword Gods, his priests have begun to systematically destroy all remnants of Hiisi's power-base and the legacy of his Dark Children. The Yosyntya rose up to face this coup and have never stopped fighting since. It is a strange thing to behold evil battling evil on the brutal stage that is Miekka.

The Yosyntya also fights to undo the changes currently happening in the Sword Protectorate. The Ahamudian-Imperium War, as short as it was, ended in the capital city of old heart of the Empire of Swords, and it ended with the death of the last Imperial Emperor. Now the capital city has been given a new name, Vapaa, and the region is controlled by military control by the combined forces of the Eight Cities Alliance. This alliance is a farce in the minds of the leaders of the Yosyntya; its member cities have no right to undo the traditions of darkness and evil that have sustained the Old Sword Lands for over a thousand years.

The Yosyntya is rarely encountered throughout the rest of the Lands of Harqual, and those that do have run-ins with its members only know them as the Dark Reborn. Beyond the Ragik Peninsula, the members of the Dark Reborn never use the group's traditional name. It's not a secret, but it is considered unwise to announce that name to the rest of the continent. The Dark Reborn are strongest throughout the western lands including the Eversinki Suzerainty, Jovian Alliance, Kingdom of Izmer, Principality of Shaule, and almost the entire Storm Peninsula. The group has become a problem along the Chara Coast as well. Its members are rarely encountered south of there or anywhere east of Pretensa.

Dark Reborn.png
 
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Knightfall

World of Kulan DM
RAPID RIDERS
Symbol: A brown horse on a white hill on a green field with a yellow sun rising in a blue sky.

Purpose
The organization known as the Rapid Riders is a group of young thrill-seekers and adventurers working as pony express riders throughout the Eastern Shores, Thunder Lands, and Wind Plains. They carry important messages for clients that don't trust magically means to communicate over long distances.

Leader: Hendrick “Helmet” Ricarsson [LN male human, Rgr13].

Famous Members: Colby Sherrard [LG male human, Sco6]; Gwynneth Wrangell [N female half-elf, Sor7]; Naviia Silversun [NG female elf (silver), Ftr6/Drd6 (Damh)]; Will ‘o the Wisp [CG ½m (hairfoot), Ftr4/Brd4]; Winnie Alger [NG ½f (hairfoot), Rog5/Exp5].

Notable Activities
Rapid Riders are highly independent of each other, yet they all report to Hendrick Ricarsson in the City of Stonn in the kingdom of the same name. The group use to operate out of the City of Fruen in the Kingdom of Thallin, but after King Varath came to power it became impossible for the Rapid Riders to work openly there. Now the riders work towards freeing the people of Thallin from the insanity of the Mad One and his minions. They work with such groups as the Fallow's Cross Adventurers to protect innocent citizens from the Fury of the Dragon and Nether's Deathtide.

Still, Rapid Riders make their living from couriering messages first and foremost. With tensions between city-states and kingdoms rising throughout the West the Rapid Riders have become more important. Secret messages to allies in remote areas have become as valuable as gold, and the riders sell their services based on the ability to 'get a message there fast and safe.' The group has outposts almost everywhere throughout the Eastern Shores, as well as in the Wind Cities. The group isn't as strong throughout the Thunder Lands, but it has made significant inroads in places like the Baronies of Calot and Liran, the Freeholds of the Strand, and the Free City of Yuln.

When not couriering messages Rapid Riders prefer to spend their time adventuring. The groups members are famous for delving into old ruins throughout the Wind River Region, and they've been known to trek into the moors of Caer Amylinyon in search of lost artifacts of the legendary gray elves. They have battled against the dark tribes of the Hather Plain and they have bartered and danced with the desert elves of the Great Expanse. A few of the group's braver members have even explored the edge of the Spirit Rift, but none have dared to enter that haunted place. They may be adventurers, but they're not crazy. Rapid Riders are always looking for new adventures to pass the time between jobs.

Campaign Notes
While Hendrick Ricarsson leads the Rapid Riders as a group, he doesn't control every aspect of the business. He relies heavily on both Will ‘o the Wisp (usually just called Will) and Winnie Alger to help coordinate the riders and handle personality conflicts. Hendrick is a natural leader, but sometimes he can be a little dense. (This is how he got his nickname.) Lately, he has disappeared for weeks at a time, and no one knows where he goes. Will believes that Hendrick is off searching for something important during these absences; he thinks that his friend is trying to find something that will help defeat King Varath.

Will spends most of his time, along with Winnie, fighting against oppression as members of the Thallinite Resistance in their homeland. They have become good friends with many of the members the Fallow's Cross Adventurers, and the two of them wish to merge the Rapid Riders with the FCA. However, Will knows that Hendrick will never agree to do that, and he is worried that Winnie will turn in her badge and join the FCA permanently. Will could never do this himself as he owes so much to Hendrick including his life on more than one occasion.

Naviia Silversun is another strong force in the group, and she is believed to be Hendrick's choice to lead the other riders should he retire. She loves the work and the freedoms it give her. However, she also believes the group should be more diligent against evil and work towards protecting the Great Forest. It is Naviia that spearheads the search for relics of the gray elves in and near Caer Amylinyon. She also opposes the corrupted blood elves of the Knotwood and spends a great deal of her time in the Barony of Calot, the Duchy of Minar, and the Midlands. Naviia personally recruited both Colby Sherrard and Gwynneth Wrangell into the Rapid Riders.

In the Duchy of Minar, Rapid Riders have become a vital cog in the protection of the region from bugbears, gnolls, and evils best left unmentioned. Duke Jace Brookwater relies heavily on them to courier messages back and forth from his subordinates and to the head of the Tiger Guild in the City of Tian. Rapid Riders rarely work directly with the members of the Tiger Guild, but they have been known to aid them when needed. The relationship is almost always one way as the members of the spy guild aren't known to be trusting of outsiders. Rapid Riders are more likely to be accepted as guests and allies at Tigerstorm Hall of the Companions, a group of adventurers affiliated with the Tiger Guild.

Rapid Riders.png
 
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Knightfall

World of Kulan DM
Another Sidetrek Adventure for the Lands of Harqual

Here is another adventure plot that I never got a chance to use. This adventure idea was what was to become the Bugbear War between the Duchy of Minar and the bugbears of the Sunus Mountains. (The Barony of Wolffire becomes in volved as well.)

The adventure is going to be broken up into several posts, but they will follow each other without interuption, unless someone else posts in-between my posts. :p

Note that this sidetrek is only an adventure outine at the most.
_____________________________________________

SIDETREK ADVENTURE:
War in Minar

Details
In late 749 N.C., King Brulok led his tribe of bugbears out of the Sunus Mountains and began attacking the nearby communities of the Duchy of Minar. This action broke an uneasy peace between the citizens of Minar and the Sunus Bugbear Tribe. A peace, which had lasted for seven years, that came to an end when the bugbear king’s tribute wasn’t brought to him at the appropriate time.

This tribute was an awful tasting stew, which was prepared by an old transmuter named Rudwilla Grumb. Last year, the old witch was killed by a band of gnolls, which left no one to prepare the stew for Brulok. What isn’t generally known is that Brulok hired the gnolls to kill Grumb, so that he could declare war on Minar and let his battle hungry tribe raze the Duchy into nothingness.

The bugbears attacked the Town of Griffondale first, capturing it, and then easily conquered and destroyed the Village of Dalveston. However, before the bugbears could lay siege to the City of Tian, the Duchy’s militia was quickly mustered, forcing the bugbears to retreat back to Griffondale and fortify their position. The bugbears are determined to capture all of Minar and dug in, over the long, cold winter, content to wait for spring.

The Duchy’s militia quickly began fortifying a militia town on the crossroads between Griffondale, the ruins of Dalveston, and Tian. This new “town” has been named Wood Junction and has grown considerably with the arrival of hundreds of refugees from the rest of the Duchy. Tian’s population has fluctuated as the war drags on, as has the Village of Harnsall's near the Keep of Ewerwell. Griffondale is considered occupied. King Brulok has begun to recruit other evil humanoids including baklath, gnolls, and a few giants, as well as a “rogue” white dragon (LE).

Also, a band of 50 soldiers from the Kingdom of Thallin, sent by King Varath to cause strife in the region, surprised the citizens of the Village of Severton and now control that community with an iron fist. The soldiers (who call themselves Varath’s Irregulars) are under strict orders not to reveal their affiliation with Thallin. If their identities are discovered then Minar and the other members of the Lake Nest Treaty will have the leverage needed to declare war on Thallin in order to depose King Varath.

Not all the news from Minar is bad, however. The militia has recovered from its initial losses and a force from the Barony of Wolffire now holds the mountain pass between Minar and Wolffire. Fierce fighting between the remaining goblinoids in the Sunus Mountains and the soldiers of Wolffire means that King Brulok isn’t likely to receive any help from within the mountain range for some time, if ever. Minar City is relatively secure as is Stulgar Castle and the communities in the northern half of the Duchy. Several elven ranger patrols from the Town of Forestholm have begun to make life difficult for Varath’s Irregulars, and the few gnoll bands that have wandered north looking for raiding opportunities.

Tian, Wood Junction, and Harnsall are hard pressed, but Minar City cannot spare any more soldiers without risking the capital. The soldiers of Stulgar Castle have their hands full with Varath’s Irregulars. There is a large force on its way to the region from Falcûne, the capital of Wolffire as the Lord Baron has officially promised aid to Minar. However, the terrain is difficult and the denizens of the Sunus Mountains have already attacked the force en masse. The army lost half of its soldiers and is in risk of having to turn around. The Temple of Inanna in Caloric has sent a small force of soldiers (30) towards the Duchy of Minar in order to learn more about what’s going on there. They are roughly half way to Tian if/when the PCs catch up to them.

Minar
Proper Name: The Duchy of Minar
Ruler: Duke Jace Brookwater, The Singing Monarch [NG male human Brd16]
Government: Elective Monarchy; dukedom is competed for in a tournament every five years – competitors must be a citizen to enter the tournament.
Capital: Minar City
Major Towns: Alsenburough (pop. – 402), Bourne (pop. – 4,633), Braunfels (pop. – 104), Forestholm (pop. – 2,455), Griffondale (pop. – 4,805, occupied*), Harnsall (pop. – 484*), Hutley Hill (pop. – 1,153), Minar City (pop. – 8,542), Sassa (pop. – 432), Severton (pop. – 529, occupied*), Tian (pop. – 7,569), Wood Junction (pop. – 4,134). *These communities’ population numbers have been severely changed by the ongoing war with the Sunus Bugbear Tribe. Roughly 4,000 bugbears have occupied Griffondale, while Varath’s Irregulars (50 men) are occupying Severton. Harnsall has grown in size due to refugees coming from the ruins of Dalveston.
Provinces: One duchy, four viscounts, eight minor baronets, and a dozen minor noble fiefs (lords, mayors and knight-holds). Several land titles are currently in a state of flux, due to the war.
Resources: Grain, lake fish (fresh), metals (iron/silver/tin), poultry and eggs, and timber.
Coinage: Watermark (pp), Lake (gp), Tarn (ep), River (sp), Rill (cp).
Population: 440,525 – Human 64%, Elf 8% (forest), Elf 7% (urbanite), Halfling (hairfoot) 6%, Half-Elf 4%, Dwarf (hill) 5%, Bugbears 3%, Other Races 3%.
Languages: Anarchic, Common, Denila, Elven, Goblin, Halfling, Kitt, Tiani, Maviun.
Alignments: LG, NG *, N, CG, CN, CE
Patron God: None.
Major Religions: Apollo, Bast, Boccob, Damh, Dionysus, Ehlonna, Gruumsh, Heward, Immotion, Issek, Jalivier, Kord, Kuil, Larea, Mielikki, Tok, and Uller.
Minor Religions: Battus, Belinik, Casiia, Daghdha, Draven, Hansa, Hendomar, Hruggek, Konkresh, Lokun, Mahridaar, Mayela, Ramara, Sanh, Valkar, and Vaprak.
Cults: Anon, Ces, Deltum, Emcey, Euphoria, Jaeger, Nessus, Santè, Seraph, Shoku, Sialic, Thera, Thorn, Truce, Tulle, Zealot, and Zell.
Alliances: Lake Nest Treaty (Highlands, Minar, Qualitian Belt, Stonn, Thallin, and Wolffire); tentative alliance with the Domain of the Arcane Alliance.

Key Locales

Griffondale
Minar City
Tian
Wood Junction

Other Important Locales

Ewerwell, Keep of
Harnsall
Severton
Stulgar Castle
 
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Knightfall

World of Kulan DM
IMPORTANT FORCES IN/NEAR MINAR
Code:
[Name]				[Numbers]	[Location]
Militia army from Falcûne	900		Just south of the Sunus Mountains
Blacktree Gnoll Tribe		50; 1 flind	Wandering near Severton
Brulok’s Army			4,150 *		Griffondale
Bugbears in the mountains	Unknown		Sunus Mountain Pass
Elven Rangers of Forestholm	120		The northern woods near Forestholm
Elite of Ewerwell		50		Ewerwell Keep
Elite of Stulgar		100		Stulgar Castle
Lord Baron Hault’s Elite	1,100		Ruins of Chorlette
Minar’s Regular Army		1,500		Minar City
Soldiers of Inanna		30		Hather Plains
The Militia of Minar		4,000		Tian / Wood Junction / Harnsall
Varath’s Irregulars		50		Severton
*Includes 100 gnolls, 16 ogres, 5 flinds, 4 hill giants, 1 war band of baklath (24) w/ hippogriff mounts, and 1 white dragon that have all taken up residence in the nearby forest. The white dragon has been harassing the citizens of Wood Junction from the air.
 
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Knightfall

World of Kulan DM
FOES

Bugbears

Brulok, King of the Sunus Bugbear Tribe, Male Bugbear, War14: CR 15; Medium Humanoid (goblinoid); HD 3d8+12 plus 14d8+56; 143 hp; Init +3; Spd 20 ft. (base 30 ft.); AC 24 (+3 Dex, +3 natural, +5 armor, +3 magic), touch 16, flat-footed 21; Base Atk +16/+11/+6/+1; Grp +21; Atk +24 melee (1d12+9, +2 thundering greataxe) or +19 ranged (1d6+5, mw javelin); Full Atk +24/+19/+14/+9 melee (1d8+9, +2 thundering greataxe) or +19 ranged (1d6+5, mw javelin); SA none; SQ darkvision 60 ft., scent; AL CE; SV Fort +13, Ref +9, Will +8; Str 20 (+5), Dex 16 (+3), Con 18 (+4), Int 12 (+1), Wis 12 (+1), Cha 14 (+2); LA +1.
--- Skills and Feats: Climb +14, Handle Animal +9, Intimidate +9, Hide +5, Jump+7, Listen +3, Move Silently +5, Ride +11, Spot +3, Swim +5; Alertness, Combat Reflexes, Iron Will, Leadership, Power Attack, Weapon Focus (greataxe).
--- Languages: Common, Goblin, and Giant.
--- Possessions: +3 breastplate, +2 thundering greataxe, and 4 masterwork javelins.
--- Personality: Self-absorbed, cruel, and aggressive.

Ool Deepstone, Bugbear Champion, Male Bugbear, Ftr13: CR 15; Medium Humanoid (goblinoid); HD 3d8+12 plus 13d10+52; 148 hp; Init +2; Spd 20 ft. (base 30 ft.); AC 22 (+1 Dex *, +5 natural, +6 armor), touch 13, flat-footed 21; Base Atk +15/+10/+5; Grp +21; Atk +23 melee (1d10+8, +1 human-bane greatclub) or +25 melee (1d10+8 plus 2d6, +3 human-bane greatclub, vs. humans) or +17 ranged (1d8+6, spear); Full Atk +23/+18/+13 melee (1d8+8, +1 human-bane greatclub) or +25/+20/+15 melee (1d8+8 plus 2d6, +3 human-bane greatclub, vs. humans) or +17 ranged (1d8+6, spear); SA none; SQ darkvision 60 ft., scent; AL CE; SV Fort +15, Ref +11, Will +7; Str 22 (+6), Dex 14 (+2), Con 18 (+4), Int 9 (-1), Wis 10 (+0), Cha 11 (+0); LA +1. *Max Dex Bonus = +1.
--- Skills and Feats: Climb +6, Hide +0, Intimidate +7, Listen +2, Move Silently +0, Spot +2; Alertness, Cleave, Dodge, Endurance, Great Cleave, Great Fortitude, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Focus (greatclub), Weapon Specialization (greatclub).
--- Languages: Common and Goblin.
--- Possessions: +1 human-bane greatclub, amulet of natural armor +2, bastard sword, masterwork banded mail, and 4 spears.
--- Personality: Twisted, grim, and brutish.

Bugbear Pillager, Male Bugbear, Bbn6: CR 8; Medium Humanoid (goblinoid); HD 3d8+6 plus 6d12+12; 70 hp; Init +1; Spd 40 ft.; AC 18, touch 11, flat-footed 17; Base Atk +8/+3; Grp +12; Atk +13 melee (1d8+4, morningstar) or +9 ranged (1d6+4, javelin); Full Atk +13/+8 melee (1d8+4, morningstar) or +9 ranged (1d6+4, javelin); SA rage 2/day; SQ darkvision 60 ft., improved uncanny dodge, scent, trap sense +2; AL CE; SV Fort +8, Ref +6, Will +5; Str 18 (+4), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 15 (+2), Cha 9 (-1); LA +1.
--- Skills and Feats: Climb +6, Handle Animal +4, Hide +3, Intimidate +4, Listen +6, Move Silently +5, Ride +8, Spot +6, Survival +7; Alertness, Mounted Combat, Ride-By Attack, Weapon Focus (morningstar).
--- Languages: Common and Goblin.
--- Possessions: Leather armor, heavy wooden shield, morningstar, heavy warhorse (equipped), and 4 javelins.

Elite Bugbear, Male Bugbear, Ftr6: CR 8; Medium Humanoid (goblinoid); HD 3d8+9 plus 6d10+18; 72 hp; Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed 16; Base Atk +8/+3; Grp +11; Atk +12 melee (1d8+5, mw morningstar) or +10 ranged (1d6+3, javelin); Full Atk +12/+7 melee (1d8+5, mw morningstar) or +10 ranged (1d6+3, javelin); SA none; SQ darkvision 60 ft., scent; AL CE; SV Fort +9, Ref +6, Will +5; Str 16 (+3), Dex 12 (+1), Con 16 (+3), Int 10 (+0), Wis 10 (+0), Cha 10 (+0); LA +1.
--- Skills and Feats: Climb +9, Hide +4, Intimidate +6, Listen +4, Move Silently +6, Spot +4; Alertness, Cleave, Great Cleave, Iron Will, Weapon Focus (morningstar), Weapon Focus (javelin), Weapon Specialization (morningstar), Power Attack.
--- Languages: Common and Goblin.
--- Possessions: Leather armor, light wooden shield, masterwork morningstar, and 4 javelins.
 
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Knightfall

World of Kulan DM
Gnolls

Bardalla, Shaman of the Blacktree Tribe, Female Gnoll, Adp8: CR 10; Medium Monstrous Humanoid (gnoll); HD 2d8+2 plus 8d6+6; 53 hp; Init +1; Spd 20 ft. (base 30 ft.); AC 17 (+1 Dex, +1 natural, +5 bracers), touch 16, flat-footed 16; Base Atk +6/+1; Grp +8; Atk +8 melee (1d6+2, light mace) or +8 ranged (1d8+1, +1 light crossbow); Full Atk +8/+3 melee (1d6+2, light mace) or +8/+3 ranged (1d8+1, +1 light crossbow); SA canine cry; SQ darkvision 60 ft., familiar; AL CE; SV Fort +6, Ref +2, Will +10; Str 15 (+2), Dex 12 (+1), Con 13 (+1), Int 8 (-1), Wis 18 (+4), Cha 12 (+2), LA +2.
--- Skills and Feats: Concentration +9, Heal +8, Listen +6, Spot +6, Survival +8; Brew Potion, Combat Casting, Dodge, Eschew Materials.
--- Languages: Gnoll.
--- Canine Cry (Su): Bardalla can make a bark-like, laughing sound that causes opponents to panic when they hear it. This is a supernatural ability that causes confusion (Will save, DC 16), as per the confusion spell cast by a 5th-level sorcerer. It is usable once per day.
--- Spells per Day: 3/4/3/1
--- Possessions: 4 potions, bracers of armor +5, light mace, and +1 light crossbow.
--- Personality: Enigmatic, depraved, and cryptic.

Gudugummuan, Flind Commander, Male Flind, War10: CR 14; Large Monstrous Humanoid (gnoll); HD 4d8+20 plus 10d8+50; 133 hp; Init +2; Spd 20 ft. (base 30 ft.); AC 20 (+2 Dex, -1 size, +3 natural, +4 armor, +2 shield), touch 11, flat-footed 18; Base Atk +14/+9/+4; Grp +25; Atk +21 melee (1d8+7, Large-sized club) or +21 melee (1d10+7, flindbar); Full Atk +21/+16/+11 melee (1d8+7, Large-sized club) or +21/+16/+11 melee (1d10+7, flindbar); SA roar; SQ darkvision 60 ft., weapon familiarity (flindbar); AL LE; SV Fort +16, Ref +6, Will +8; Str 25 (+7), Dex 14 (+2), Con 20 (+5), Int 12 (+1), Wis 14 (+2), Cha 18 (+4); LA +4.
--- Skills and Feats: Climb +11, Intimidate +10, Jump +11, Knowledge (architecture and engineering) +8, Listen +9, Spot +9, Swim +7; Cleave, Great Cleave, Iron Will, Leadership, Power Attack.
--- Roar (Su): Gudugummuan can loose a terrifying, howling roar every 1d6 rounds. All creatures (except other flinds and gnolls) within 120 feet must succeed at a Will save (DC 16) or be weakened with fear, losing half their current Strength scores for 1d6 rounds. Those within 60 feet become panicked for 1d6 rounds: Creatures with 3 or fewer HD get no saving throw, but others can negate the effect with a successful Fortitude save (DC 16). Panicked creatures cannot be affected again by the flind’s roar.
--- Languages: Common and Gnoll.
--- Possessions: Club, flindbar, scale mail, and heavy steel shield.
--- Personality: Brutal, fierce, and unforgiving.

Tushkur, Gnoll Commander, Male Gnoll, Ftr6/Rog6: CR 15; Medium Monstrous Humanoid (gnoll); HD 2d8+4 plus 6d10+12 plus 6d6+12; 91 hp; Init +4; Spd 20 ft. (base 30 ft.); AC 24 (+4 Dex, +2 natural, +4 armor, +2 shield, +2 magic), touch 16, flat-footed 20; Base Atk +12/+7/+2; Grp +15; Atk +16 melee (1d8+3, mw battleaxe) or +19 ranged (1d6+6, +3 composite shortbow); Full Atk +16/+11/+6 melee (1d8+3, mw battleaxe) or +19/+14/+9 ranged (1d6+3, +3 composite shortbow); SA canine cry, sneak attack +3d6; SQ darkvision 60 ft., evasion, trapfinding, trap sense +2, uncanny dodge; AL CE; SV Fort +12, Ref +11, Will +8; Str 16 (+3), Dex 18 (+4), Con 15 (+2), Int 14 (+2), Wis 14 (+2), Cha 18 (+4), LA +2.
--- Skills and Feats: Bluff +14, Climb +6, Diplomacy +16, Escape Artist +11, Handle Animal +10, Hide +13, Intimidate +6, Jump +6, Listen +14, Move Silently +13, Ride +12, Spot +14, Tumble +4; Alertness, Blind-Fight, Cleave, Combat Reflexes, Improved Natural Armor, Iron Will, Leadership, Mounted Combat, Power Attack.
--- Languages: Common, Gnoll, and Goblin.
--- Canine Cry (Su): Tushkur can make a bark-like, laughing sound that causes opponents to panic when they hear it. This is a supernatural ability that causes confusion (Will save, DC 18), as per the confusion spell cast by a 5th-level sorcerer. It is usable once per day.
--- Possessions: +2 scale mail, heavy darkwood shield, light warhorse (equipped), masterwork battleaxe, and +3 composite shortbow [+3 Str].
--- Personality: Charming, immoral, and wily.

Ulumab, Leader of the Blacktree Tribe, Male Gnoll, Rgr10: CR 13; Medium Monstrous Humanoid (gnoll); HD 2d8+2 plus 10d8+10; 66 hp; Init +1; Spd 30 ft.; AC 20 (+1 Dex, +1 natural, +5 armor, +3 magic), touch 14, flat-footed 19; Base Atk +12/+7/+2; Grp +14; Atk +17 melee (1d6+4, +2 cold iron handaxe) or +16 melee (1d6+3, +1 silvered handaxe) or +14 ranged (1d6+2, composite shortbow); Full Atk +15/+10/+5 melee (1d6+3, +2 cold iron handaxe) and +14/+9 melee (1d6+3, +1 silvered handaxe) or +13/+8/+3 ranged (1d6+2, composite shortbow); SA canine cry, favored enemies (see below); SQ animal companion (owl), darkvision 60 ft., wild empathy (+11); AL NE; SV Fort +11, Ref +8, Will +4; Str 15 (+2), Dex 12 (+1), Con 13 (+1), Int 10 (+0), Wis 12 (+1), Cha 12 (+1), LA +2.
--- Skills and Feats: Concentration +6, Handle Animal +11, Hide +11, Knowledge (nature) +7, Listen +10, Move Silently +11, Ride +3, Spot +10, Survival +11; Cleave, Diehard, Endurance B, Improved Two-Weapon Fighting B, Leadership, Mounted Combat, Power Attack, Track B, Two-Weapon Fighting B.
--- Languages: Gnoll.
--- Canine Cry (Su): Ulumab can make a bark-like, laughing sound that causes opponents to panic when they hear it. This is a supernatural ability that causes confusion (Will save, DC 15), as per the confusion spell cast by a 5th-level sorcerer. It is usable once per day.
--- Favored Enemies (Ex): Humanoid (human) +4, Fey +4, and Humanoid (elf) +2.
--- Ranger Spells Per Day: 2/1
--- Possessions: +3 mithral breastplate, +2 cold iron handaxe, +1 silvered handaxe, composite shortbow [+2 Str], and light warhorse (equipped).
--- Personality: Abrupt, obsessive, and straightforward.

Flind Rager, Male Flind, Bbn6 (4): CR 11; Large Monstrous Humanoid (gnoll); HD 4d8+19 plus 6d12+24; 103 hp; Init +0; Spd 30 ft. (base 40 ft.); AC 18 (-1 size, +3 natural, +4 armor, +2 shield), touch 9, flat-footed 18; Base Atk +10/+5; Grp +21; Atk +17 melee (1d8+7, Large-sized club) or +17 melee (1d10+7, flindbar); Full Atk +17/+12 melee (1d8+7, Large-sized club) or +17/+12 melee (1d10+7, flindbar); SA rage 2/day, roar; SQ darkvision 60 ft., improved uncanny dodge, trap sense +2, weapon familiarity (flindbar); AL NE; SV Fort +12, Ref +5, Will +5; Str 25 (+7), Dex 10 (+0), Con 18 (+4), Int 11 (+0), Wis 14 (+2), Cha 8 (-1); LA +4.
--- Skills and Feats: Climb +8, Listen +11, Intimidate +4, Spot +11, Survival +7, Swim +4; Cleave, Lightning Reflexes, Power Attack, Toughness.
--- Roar (Su): A flind can loose a terrifying, howling roar every 1d6 rounds. All creatures (except other flinds and gnolls) within 120 feet must succeed at a Will save (DC 11) or be weakened with fear, losing half their current Strength scores for 1d6 rounds. Those within 60 feet become panicked for 1d6 rounds: Creatures with 3 or fewer HD get no saving throw, but others can negate the effect with a successful Fortitude save (DC 11). Panicked creatures cannot be affected again by the flind’s roar.
--- Languages: Common and Gnoll.
--- Possessions: Club, flindbar, scale mail, and heavy steel shield.

Gnoll Soldier, Male or Female Gnoll, War3: CR 5; Medium Monstrous Humanoid (gnoll); HD 2d8+2 plus 3d8+3; 26 hp; Init +0; Spd 20 ft. (base 30 ft.); AC 17 (+1 natural, +4 armor, +2 shield), touch 10, flat-footed 17; Base Atk +5; Grp +7; Atk +8 melee (1d8+2, battleaxe) or +5 ranged (1d6, shortbow); Full Atk +8 melee (1d8+2, battleaxe) or +5 ranged (1d6, shortbow); SA canine cry; SQ darkvision 60 ft.; AL CE; SV Fort +7, Ref +1, Will +2; Str 15 (+2), Dex 10 (+0), Con 13 (+1), Int 8 (-1), Wis 12 (+1), Cha 8 (-1), LA +2.
--- Skills and Feats: Listen +2, Ride +3, Spot +2; Power Attack, Weapon Focus (battleaxe).
--- Languages: Gnoll.
--- Canine Cry (Su): A gnoll can make a bark-like, laughing sound that causes opponents to panic when they hear it. This is a supernatural ability that causes confusion (Will save, DC 13), as per the confusion spell cast by a 5th-level sorcerer. It is usable once per day.
Possessions: Scale mail, large wooden shield, battleaxe, and shortbow.

Gnoll: CR 3; Medium Monstrous Humanoid (gnoll); HD 2d8+2; 11 hp; Init +0; Spd 20 ft. (base 30 ft.); AC 17 (+1 natural, +4 armor, +2 shield), touch 10, flat-footed 17; Base Atk +2; Grp +4; Atk +4 melee (1d8+2, battleaxe) or +2 ranged (1d6, shortbow); Full Atk +4 melee (1d8+2, battleaxe) or +2 ranged (1d6, shortbow); SA canine cry; SQ darkvision 60 ft.; AL CE; SV Fort +4, Ref +0, Will +0; Str 15 (+2), Dex 10 (+0), Con 13 (+1), Int 8 (-1), Wis 11 (+0), Cha 8 (-1), LA +2.
--- Skills and Feats: Listen +2, Spot +2; Power Attack.
--- Languages: Gnoll.
--- Canine Cry (Su): A gnoll can make a bark-like, laughing sound that causes opponents to panic when they hear it. This is a supernatural ability that causes confusion (Will save, DC 13), as per the confusion spell cast by a 5th-level sorcerer. It is usable once per day.
--- Possessions: Scale mail, large wooden shield, battleaxe, and shortbow.
 
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Knightfall

World of Kulan DM
The Dragon

Ysmyrradas, Male White Dragon, 20 HD Adult: CR 11; Large Dragon (cold, rogue); HD 20d12+80; 215 hp; Init +5; Spd 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.; AC 28 (+1 Dex, -1 size, +18 natural), touch 10, flat-footed 27; Base Atk +20; Grp +31; Atk +28 melee (2d6, bite); Full Atk +28 melee (2d6+7, bite) and +22 melee (1d8+3, 2 claws) and +22 melee (1d6+3, 2 wings) and +22 melee (1d8+10, tail slap); SA breath weapon, frightful presence (Will save, DC 22), sorcerer spells, spell-like abilities; SQ blindsense 60 ft., darkvision 120 ft., DR 5/magic, icewalking, low-light vision, SR 18, vulnerability to fire, immunity to cold, sleep, and paralysis; AL LE; SV Fort +16, Ref +13, Will +13; Str 24 (+7), Dex 12 (+1), Con 19 (+4), Int 10 (+0), Wis 12 (+1), Cha 14 (+2).
--- Skills and Feats: Hide +23, Listen +25, Move Silently +23, Search +23, Spot +25, Swim +23; Alertness, Blind-Fight, Cleave, Flyby Attack, Improved Initiative, Power Attack, Weapon Focus (bite).
--- Languages: Draconic.
--- Breath Weapon (Su): 30-foot cone, damage 6d6 cold, Reflex DC 24 half.
--- Spell-like Abilities: 3/day ― fog cloud, gust of wind (DC 14).
--- Sorcerer Spells Known (cast 5/4): 0th ― daze, mage hand, ray of frost, touch of fatigue; 1st ― mage armor, true strike.
--- Icewalking (Ex): As the spider climb spell, but the surfaces that Ysmyrradas climbs must be icy; always in effect.
--- Personality: Sadistic, loathsome, and bitter.

Treasure: 1 moonstone (40 gp), 1 red garnet (50 gp), 1 silver pearl (100 gp), amulet of natural armor +1 *, boots of the winterlands, golembane scarab, Murlynd’s spoon, staff of illusion, stone salve, bolt of gold cloth (60 gp), bronze pitcher (10 gp), electrum-plated bottle with topaz stopper cork (1,300 gp), gold-plated gold dragon’s skull (800 gp), huge wool rug (100 gp), jeweled silver dagger (900 gp), pink pearl necklace (5,000 gp), platinum bracelet bejeweled with sapphires (1,300 gp), platinum goblet set with diamonds (12,000 gp), silver drinking horn (200 gp), silver-plated steel scimitar with ornate hilt (300 gp), 1 art objects, and 320 pp, 3, 000 gp, & 1,000 sp. *Ysmyrradas always has this item with him, around his neck.
 

Knightfall

World of Kulan DM
The Irregulars

Arian Flamewand, Black Mistress of Death, Female Human, Clr15 (Battus): CR 15; Medium Humanoid (human); HD 15d8+30; 101 hp; Init +2; Spd 20 ft. (base 30 ft.); AC 24 (+1 Dex, +8 armor, +1 shield, +4 magic), touch 11, flat-footed 23; Base Atk +11/+6/+1; Grp +13; Atk +17 melee (1d8+4/19-20/x2, +3 unholy longsword) or +14 ranged (1d8+1/19-20/x2, +1 light crossbow) or +14 melee (1d10+2 plus contagion/x2, demon armor claw); Full Atk +17/+12/+8 melee (1d8+4/19-20/x2, +3 unholy longsword) or +14 ranged (1d8+1/19-20/x2, +1 light crossbow) or +14 melee (1d10+2 plus contagion/x2, 2 demon armor claws); SA contagion (Fort save, DC 14), divine spells; SQ +2 bonus to rebuke undead, divine spells, rebuke undead 6/day; AL NE; SV Fort +11, Ref +9, Will +14; Str 14 (+2), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 20 (+5), Cha 16 (+3).
--- Skills and Feats: Concentration +18, Diplomacy +9, Heal +11, Knowledge (arcana) +9, Knowledge (religion) +9, Spellcraft +13; Brew Potion, Combat Casting B, Craft Wand, Endurance, Diehard, Lightning Reflexes, Martial Weapon Proficiency (longsword) B, Violate Spell, Weapon Focus (longsword) B.
--- Languages: Common and Draconic.
--- Cleric Spells Prepared (cast 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1, save DC 15 + spell level): 0th ― cure minor wounds, guidance, resistance, slash tongue BoVD, virtue (x2); 1st ― angry ache BoVD, bane, cause fear *, divine favor, entropic shield, protection from good, shield of faith; 2nd ― bull’s strength, darkbolt BoVD, death knell *, enthrall, hold person, silence, spiritual weapon; 3rd ― animate dead *, blindness/deafness, clutch of Orcus BoVD, cure serious wounds, dispel magic, Violated sound burst, wind wall; 4th ― damning darkness BoVD, death ward, divine power *, freedom of movement, spell immunity, stop heart BoVD; 5th ― break enchantment, flame strike *, morality undone BoVD, spell resistance, true seeing; 6th ― blade barrier *, heal, thousand needles BoVD, Violated flame strike; 7th ― destruction *, ethereal jaunt, repulsion; 8th ― power word stun *, Violated wretched blight BoVD. *Domain Spells.
--- Domains: Death (death touch 1/day, 15d6), War (Weapon Focus bonus feat).
--- Possessions: +3 unholy longsword, +1 light crossbow w/ 20 bolts, belt of magnificence +2 (MH, pg. 42), demon armor (DMG, pg. 220), 3 doses of baccaran (BoVD, pg. 42), and masterwork light steel shield.
--- Personality: Cruel, observant, and selfish.

Odgar Rocliffe, Commander of Varath’s Irregulars, Male Half-Fiend, Mar15: CR 19; Medium Outsider (augmented humanoid, native); HD 15d8+60; 131 hp; Init +4; Spd 30 ft., fly 30 ft. (average); AC 26 (+4 Dex, +2 natural, +4 armor, +2 shield, +4 magic), touch 18, flat-footed 22; Base Atk +11/+6/+1; Grp +15; Atk +19 melee (1d10+10 plus 1d6 fire/19-20/x2, +4 flaming greatsword) or +17 ranged (1d6+6/x2, +2 distance returning javelin) or +15 melee (1d6+4/x2, claw); Full Atk +19/+14/+9 melee (1d10+10 plus 1d6 fire/19-20/x2, +4 flaming greatsword) and +10 melee (1d6+2/x2, bite) or +17 ranged (1d6+6, +2 distance returning javelin) or +15 melee (1d6+4/x2, 2 claws) and +10 melee (1d6+2/x2, bite); SA auras; SQ auras, darkvision 60 ft., DR 10/magic, grant move action 3/day, immunity to poison, SR 25, resistance to acid 10, cold 10, electricity 10, and fire 10; AL LE; SV Fort +13, Ref +9, Will +10; Str 18 (+4), Dex 18 (+4), Con 18 (+4), Int 15 (+2), Wis 12 (+1), Cha 14 (+2), LA +4.
--- Skills and Feats: Bluff +20, Diplomacy +27, Intimidate +22, Knowledge (history) +16, Listen +17, Sense Motive +19, Spot +17, Survival +5, Swim +8; Alertness B, Cleave, Flyby Attack, Improved Natural Armor, Improved Natural Attack (claw), Leadership, Power Attack, Skill Focus (Diplomacy) B.
--- Languages: Common, Denila, and Infernal.
--- Auras (Ex): Minor ― art of war, master of opportunity, master of tactics, motivate constitution, motivate strength, over the top, watchful eye; Major (+3) ― hardy soldiers, motivate ardor, motivate attack, resilient troops.
--- Smite Good (Su): Once per day Odgar can make a normal melee attack to deal 15 points of extra damage against a good foe.
--- Spell-like Abilities: 3/day ― darkness, poison (DC 16), unholy aura (DC 20); 1/day ― blasphemy (DC 19), contagion (DC 16), desecrate, horrid wilting (DC 20), unhallow, unholy blight (DC 16). Caster Level: 15th. The save DCs are Charisma-based.
--- Possessions: +4 flaming greatsword, +2 animated heavy wooden shield, +2 distance returning javelin (60-foot range increment), +2 glamered chain shirt, and flesh ring of scorn (BoVD, pg. 115).
--- Personality: Demanding, hot tempered, and no sense of humor.

Oktav Wollf, Mercenary Lieutenant, Male Half-Orc, Bbn9: CR 9; Medium Humanoid (orc); HD 9d12+27; 91 hp; Init +2; Spd 40 ft.; AC 19 (+2 Dex +5 armor, +1 shield, +1 magic), touch 13, flat-footed 16; Base Atk +9/+4; Grp +12; Atk +14 melee (1d10+5/17-20/x2, +2 keen bastard sword) or +12 ranged (1d8+4 plus 1d6 cold/x3, +1 frost composite longbow); Full Atk +14/+9 melee (1d10+5/17-20/x2, +2 keen bastard sword) or +12/+7 ranged (1d8+4 plus 1d6 cold/x3, +1 frost composite longbow); SA rage 3/day; SQ DR 1/–, improved uncanny dodge, low-light vision, scent, trap sense +3; AL CE; SV Fort +9, Ref +5, Will +4; Str 17 (+3), Dex 14 (+2), Con 16 (+3), Int 8 (-1), Wis 12 (+1), Cha 8 (-1).
--- Skills and Feats: Climb +9, Jump +19, Knowledge (nature) +2, Listen +15, Spot +3, Survival +11, Swim +9, Tumble +3; Alertness, Cleave, Exotic Weapon Proficiency (bastard sword), Power Attack.
--- Languages: Common and Orc.
--- Rage (Ex): Oktav’s stats are modified as follows, while raging: HD 9d12+45; 109 hp; AC 17 (+2 Dex +5 armor, +1 shield, +1 magic, -2 rage), touch 11, flat-footed 14; Grp +14; Atk +16 melee (1d10+7/17-20/x2, +2 keen bastard sword); Full Atk +16/+11 melee (1d10+5/17-20/x2, +2 keen bastard sword); SV Fort +11, Will +6; Str 21 (+5), Con 20 (+5).
--- Possessions: +2 keen bastard sword, +1 frost composite longbow [+3 Str] w/ 20 arrows, 2 pots of skin paint armor (AE, pg. 94), pelt of animal senses (AE, pg. 135), and swarm shield (AE, pg. 94).
--- Personality: Bold, destructive, and angry at the world.

Rafferty Mallom, Irregulars Captain, Male Human, Ftr12: CR 12; Medium Humanoid (human); HD 12d10+24; 96 hp; Init +6; Spd 20 ft. (base 30 ft.); AC 23 (+1 Dex, +8 armor, +1 shield *, +3 magic), touch 14, flat-footed 22; Base Atk +12/+7/+2; Grp +18; Atk +20 melee (1d8+7 plus 1d6 acid/19-20/x2, +1 corrosive longsword) or +21 melee (1d10+11/19-20/x3, +2 impact maul) or +17 ranged (1d10+2/19-20/x3, +2 seeking composite greatbow); Full Atk +20/+15/+10 melee (1d8+7 plus 1d6 acid/19-20/x2, +1 corrosive longsword) or +21/+16/+11 melee (1d10+11/19-20/x3, +2 impact maul) or +17/+12/+7 ranged (1d10+2/19-20/x3, +2 seeking composite greatbow); SA none; SQ none; AL NE; SV Fort +10, Ref +8, Will +7; Str 22 (+6), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 12 (+1).
--- Skills and Feats: Craft (armorsmithing) +9, Craft (weaponsmithing) +9, Handle Animal +10, Intimidate +10, Listen +3, Ride +13, Spot +3, Alertness B, Cleave, Exotic Weapon Proficiency (greatbow), Improved Critical (greatbow), Improved Initiative, Iron Will, Lightning Reflexes, Mounted Combat, Power Attack, Weapon Focus (greatbow), Weapon Focus (longsword), Weapon Focus (maul), Weapon Specialization (maul).
--- Languages: Common.
--- Possessions: +2 seeking composite greatbow w/ 20 arrows, +2 impact maul, +1 corrosive longsword, heavy warhorse (equipped), belt of giant strength +6, tessellated armor (AE, pg. 95), and variable shield * (AE, pg. 95). *This magic shield can become any type of standard shield from buckler to tower shield. Rafferty normally uses it in its light shield form while mounted. When not mounted and fighting with his maul or using his greatbow, he uses it in its buckler form. When not mounted and fighting with his longsword, he uses it in its heavy shield form, and is AC 24 with a flat-footed AC of 23.
--- The stats for a composite greatbow are as follows: Cost 200 gp, Dmg (S) 1d8, Dmg (M) 1d10, Critical x3, Range Increment 130 ft., Weight 6 lb., Type Piercing. These stats are from Dragon Magazine #349, pg. 23. It cannot be used while mounted.
--- Personality: Arduous, menacing, and self-confident.

Vanora Anotson, Irregulars Warden, Female Human, Sco9: CR 9; Medium Humanoid (human); HD 9d8+18; 62 hp; Init +9; Spd 40 ft.; AC 24 (+5 Dex, +4 armor, +4 magic), touch 19, flat-footed 18; Base Atk +6/+1; Grp +7; Atk +13 melee (1d6+1 plus 1 vile/19-20/x2, +4 vile short sword) or +15 ranged (1d6+2, mw composite shortbow w/ hell’s heart arrow); Full Atk +13/+8 melee (1d6+1 plus 1 vile/19-20/x2, +4 vile short sword) or +15/+10 ranged (1d6+2, mw composite shortbow w/ hell’s heart arrow); SA skirmish (+3d6, +2 AC); SQ camouflage, evasion, flawless stride, trackless step, trapfinding, uncanny dodge; AL LE; SV Fort +6, Ref +11, Will +5; Str 13 (+1), Dex 20 (+5), Con 14 (+2), Int 10 (+0), Wis 14 (+2), Cha 10 (+0).
--- Skills and Feats: Balance +18, Climb +12, Escape Artist +16, Hide +16, Jump +18, Listen +14, Move Silently +16, Spot +14, Tumble +18; Blind-Fight B, Dodge B, Improved Initiative B, Mobility, Point Blank Shot, Weapon Finesse, Weapon Focus (shortbow).
--- Languages: Common.
--- Possessions: +4 chain shirt, +4 vile short sword, bracers of archery (greater), gloves of dexterity +4, 20 hell’s heart arrows (BoVD, pg. 113)*, 1 flask of devil blood (BoVD, pg. 118)**, 20 flight arrows (x 1-¼ range, 85 feet), and masterwork composite shortbow [+1 Str]. *This is a +1 arrow that passes through creatures of evil alignment as if they weren’t in the way. **This black ichor acts as a poison (1d6 Str initial; 2d6 Str secondary; Fort save, DC 20) when used to coat a blade. Lasts for 13 successful strikes.
--- Personality: Abrupt, focused, and vindictive.

Irregulars Sergeant, Male Human, Ftr6 (4): CR 10; Medium Humanoid (human); HD 6d10+15; 50 hp each; Init +2; Spd 20 ft. (base 30 ft.); AC 18 (+2 Dex, +5 armor, +1 magic), touch 13, flat-footed 16; Base Atk +6/+1; Grp +9; Atk +10 melee (1d8+3/19-20/x2, mw longsword) or +9 ranged (1d8+3/x3, mw composite longbow); Full Atk +10/+5 melee (1d8+3/19-20/x2, mw longsword) or +9/+4 ranged (1d8+3/x3, mw composite longbow); SA none; SQ none; AL NE; SV Fort +7, Ref +6, Will +5; Str 16 (+3), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 10 (+0).
--- Skills and Feats: Climb +5, Handle Animal +5, Intimidate +6, Jump +5, Listen +3, Ride +8, Spot +3; Alertness B, Cleave, Combat Reflexes, Great Cleave, Iron Will, Lightning Reflexes, Power Attack, Toughness.
--- Languages: Common.
--- Possessions: +1 ring of protection, heavy warhorse (equipped), masterwork chainmail, masterwork composite longbow [+3 Str] w/ 20 arrows, masterwork longsword, and 2 potions of cure moderate wounds.

Irregulars Scout, Male Human, Sco4 (10): CR 11; Medium Humanoid (human); HD 5d8+5; 31 hp each; Init +4; Spd 40 ft.; AC 17 (+3 Dex, +4 armor), touch 13, flat-footed 14; Base Atk +3; Grp +4; Atk/Full Atk +7 melee (1d6+1/18-20/x2, mw rapier) or +7 ranged (1d6/x3, mw composite shortbow); SA skirmish (+1d6, +1 AC); SQ trackless step, trapfinding, uncanny dodge; AL LE; SV Fort +3, Ref +7, Will +5; Str 13 (+1), Dex 16 (+3), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 8 (-1).
--- Skills and Feats: Balance +11, Climb +7, Hide +9, Jump +9, Listen +11, Move Silently +9, Spot +11, Swim +6, Tumble +11; Alertness B, Dodge, Iron Will B, Weapon Finesse.
--- Languages: Common.
--- Possessions: Masterwork chain shirt, masterwork rapier, and masterwork composite shortbow w/ 20 arrows.

Irregulars Elite Soldier, Male Human, Ftr4 (10): CR 11; Medium Humanoid (human); HD 4d10+11; 39 hp; Init +0; Spd 20 ft. (base 30 ft.); AC 19 (+1 Dex, +6 armor, +2 shield), touch 11, flat-footed 18; Base Atk +4; Grp +6; Atk/Full Atk +7 melee (1d6+2/x4, mw heavy pick) or +7 ranged (1d10/19-20/x2, mw heavy crossbow); SA none; SQ none; AL LE; SV Fort +6, Ref +3, Will +4; Str 15 (+2), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 8 (-1).
--- Skills and Feats: Handle Animal +6, Intimidate +2, Listen +4, Ride +11, Spot +4; Alertness B, Iron Will, Mounted Combat, Power Attack, Ride-By Attack, Toughness.
--- Languages: Common.
--- Possessions: Banded mail, heavy steel shield, heavy warhorse (equipped), masterwork heavy crossbow w/ 20 bolts, masterwork heavy pick, and 2 potions of cure light wounds.

Irregulars Foot Soldier, Male Human, War2 (20): CR 1 each; Medium Humanoid (human); HD 2d8+2; 14 hp; Init +0; Spd 20 ft. (base 30 ft.); AC 15 (+5 armor), touch 10, flat-footed 15; Base Atk +2; Grp +3; Atk +3 melee (1d8+1/19-20/x2, longsword) or +4 melee (1d12/x3, mw glaive) or +2 ranged (1d8/x3, longbow); SA none; SQ none; AL N; SV Fort +4, Ref +0, Will -1; Str 13 (+1), Dex 11 (+0), Con 12 (+1), Int 10 (+0), Wis 9 (-1), Cha 8 (-1).
--- Skills and Feats: Climb +1, Jump +1, Listen +1, Spot +1, Swim -4; Alertness B, Power Attack.
--- Languages: Common.
--- Possessions: Chainmail, longbow w/ 20 arrows, longsword, and masterwork glaive.

Shaw Varnum, Mercenary Lieutenant, Male Human, Rog6/Rgr6: CR 12; Medium Humanoid (human); HD 6d6+12 plus 6d8+12; 75 hp; Init +9; Spd 30 ft.; AC 22 (+3 Dex, +2 armor, +1 dastana, +1 shield, +5 magic), touch 17, flat-footed 19; Base Atk +10/+5; Grp +11; Atk +14 melee (1d6+2/19-20/x2, +1 eager short sword) or +16 ranged (1d8+3/x3, +2 fortunate longbow) or +12 ranged (1d8+3 plus 1d8+3/x3, +2 fortunate longbow, manyshot); Full Atk +14/+9 melee (1d6+2/19-20/x2, +1 eager short sword) or +16/+11 ranged (1d8+3/x3, +2 fortunate longbow) or +14/+14/+9 ranged (1d8+3/x3, +2 fortunate longbow, rapid shot); SA favored enemies (see below), sneak attack +3d6; SQ animal companion, evasion, trapfinding, trap sense +2, uncanny dodge, wild empathy (+7); AL NG; SV Fort +10, Ref +12, Will +7; Str 13 (+1), Dex 16 (+3), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 12 (+1).
--- Skills and Feats: Bluff +10, Diplomacy +5, Disguise +10, Gather Information +14, Hide +18, Intimidate +3, Knowledge (local) +10, Listen +17, Move Silently +12, Search +18, Sense Motive +11, Spot +17, Survival +11; Endurance B, Far Shot, Improved Initiative, Investigator B, Manyshot B, Point Blank Shot, Rapid Shot B, Track B, Weapon Finesse, Weapon Focus (longbow).
--- Languages: Common and Gnoll.
--- Animal Companion (Ex): Shaw doesn’t currently have an animal companion. His last companion, a wolf named Jester, was killed by gnolls just over a year ago.
--- Favored Enemies (Ex): Humanoid (goblinoid) +2 and Humanoid (gnoll) +4.
--- Possessions: +3 leather armor, +2 dastana (AE, pg. 15), +2 fortunate longbow [+1 Str] w/20 arrows, +1 eager short sword, masterwork buckler, ring of mind shielding, and ring of misdirection (AE, pg. 125).
--- Personality: Inconspicuous, observant, and can easily infiltrate groups.

Shaw is a spy for Velany Angorasun, the Baroness of Cabaret, who is King Varath’s greatest rival in civil war being fought for control of the Kingdom of Thallin. Shaw’s family was originally from Minar and he has begun to work towards undermining the Irregulars activities in the Duchy, using his family’s contacts.
 
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