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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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<blockquote data-quote="Knightfall" data-source="post: 3276312" data-attributes="member: 2012"><p><strong>Last Laugh Thieves' Guild assassins!</strong></p><p></p><p>Here are a few more of the Order of the Silver Hand's latest opponents, who were sent by Lord Vhalantru to silence Dugobras before the PCs could return to the Demonskar and question the fire giant about the <em>soulcage</em> he created for the cagewrights.</p><p></p><p><span style="color: DarkOrange"><strong>Lyrrath Rumrill</strong></span></p><p>Lyrrath grew up in the City-state of Flamerule the son of a poor blacksmith. His mother died while giving birth to his sister and his father beat him and his sister constantly. The two ran away once the girl was old enough to keep up with her brother, and they soon found themselves in Mor's End.</p><p></p><p>The two siblings fell in with a group of young thieves working the Slums near High Bridge. Eventually, Lyrrath's sister gave up stealing and turned him in to the authorities "for his own good". This turned the young man horribly bitter and after he escaped from prison Lyrrath tracked her down and killed her.</p><p></p><p>On the run from the authorities, once again, Lyrrath left Mor's End and made his way to Cauldron City. He quickly came to the attention of the Last Laugh Thieves' Guild and was "encouraged" to join the guild. Lyrrath accepted guild membership with some uneasiness, as he had become use to be betrayed by those around him.</p><p></p><p>His latest mission, to the Demonskar, was to help kill a fire giant named Dugobras and anyone protecting him. His group was also ordered to wait at Vaprak's Voice for the Order of the Silver Hand and kill them. This didn't go as planned, and Lyrrath was the first to be killed by the Order. He fell victim to a reverse gravity spell cast by Hezekiah.</p><p></p><p><strong>Lyrrath Rumrill, Male Human, Rog6/Ftr6:</strong> CR 12; Medium Humanoid (human); HD 6d6+12 plus 6d10+12; 80 hp; Init +6; Spd 30 ft.; AC 20 (+2 Dex, +7 armor, +1 shield), touch 12, flat-footed 18; Base Atk +10/+5; Grp +10; Atk +17 melee (1d8+7/19-20/x2, <em>+3 flail</em>) or +15 melee (1d6+4/x3, mw handaxe) or +14 ranged (1d6+6/x3, <em>+2 comp. shortbow</em>); Full Atk +17/+12 melee (1d8+7/19-20/x2, <em>+3 flail</em>) or +15/+10 melee (1d6+4/x3, mw handaxe) or +14/+9 ranged (1d6+6/x3, <em>+2 comp. shortbow</em>); SA sneak attack +3d6; SQ evasion, trapfinding, trap sense +2, uncanny dodge; AL CE; SV Fort +9, Ref +9, Will +4; Str 18 (+4), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 11 (+0).</p><p></p><p><strong><em>Skills and Feats</em>:</strong> Balance +12, Climb +12, Escape Artist +10, Hide +10, Intimidate +9, Jump +14, Listen +11, Move Silently +10, Ride +11, Spot +11, Tumble +12, Use Rope +2 (+4 involving bindings); Alertness, Cleave, Dodge, Great Cleave, Improved Critical (flail), Improved Initiative, Mobility, Power Attack, Spring Attack.</p><p></p><p><strong><em>Languages</em>:</strong> Common.</p><p></p><p><strong><em>Possessions</em>:</strong> <em>+3 chain shirt</em>, <em>+3 flail</em>, <em>+2 composite shortbow</em> [+4 Str] w/20 arrows, masterwork handaxe, masterwork light steel shield, a <em>potion of cure moderate wounds</em>, traveler’s outfit (cloak has the symbol of the Last Laugh Thieves’ Guild on it), and a belt pouch containing 4 gems (50 gp each), 200 gp, and 160 sp.</p><p></p><p></p><p><span style="color: DarkOrange"><strong>Zoth Arktaros</strong></span></p><p>Zoth Arktaros was born in the Town of Hollowsky, just northeast of the Cauldron City. From an early age, the young half-elf was an outcast in his own community. His mother had an affair with an elven minstrel, and his eventually birth enraged his mother's husband. The man killed Zoth's mother and threw the infant out into the snow.</p><p></p><p>That would have been the end of Zoth, if a young childless couple hadn't witnessed the man discard the infant. They took the child to their meager farm and quietly raised the half-elven boy as their own. No one ever made the connection, as the husband was found out and sentenced to hang for killing Zoth's mother, and for supposedly killing Zoth.</p><p></p><p>Zoth grew up a happy, young boy, although he was a little wild. His adoptive parents were always trying to rein in the boy's enthusiasm for the more dangerous aspects of nature. He would bring home young bear cubs, which would soon be followed by the cubs enraged mother. He would stand out in powerful thunderstorms laughing at the sky.</p><p></p><p>Eventually, his parents couldn't take it anymore and told Zoth that he should find his own way in the world, as his actions were endangering the farm. They told him of his birth, which took some of the fun out of the boy's soul. He left them without any smiles or prolonged goodbyes.</p><p></p><p>Zoth wandered for several years, learning the ways of nature from whoever would teach him. This included an evil ranger dedicated to Konkresh who nurtured Zoth's love for the savage side of nature. Zoth took to the teachings of Konkresh to heart and soon outstripped his mentor in ability, becoming a druid, as well.</p><p></p><p>Eventually, Zoth found association with the Last Laugh Thieves' Guild, helping them run protection rackets throughout the rural communities of the Dominion of Cauldron. He also specializes in helping the Last Laugh assassinate Monstrous Humanoids and Fey creatures. Thus, he was handpicked to go to the Demonskar to help deal with the feytouched green hags living there.</p><p></p><p>During the battle with the PCs, Zoth found himself overwhelmed by superior opponents. Both he and his animal companion, Scar, were knocked unconscious by Argo and Toryn. Karr-Toomba looked after Scar, while the PCs interrogated Zoth. Once Argo determined that Zoth wasn't evil, he didn't feel the need to put the man to the sword. Zoth told them all that he knew in order to save his hide.</p><p></p><p><strong>Zoth Arktaros, Male Half-Elf, Rgr6/Drd6 (Konkresh):</strong> CR 12; Medium Humanoid (elf, human); HD 12d8+24; 81 hp; Init +6; Spd 30 ft.; AC 20 (+2 Dex, +4 natural, +4 armor), touch 12, flat-footed 18; Base Atk +10/+5; Grp +11; Atk +13 melee (1d6+3/16-20/x2, <em>+2 keen scimitar</em>) or +15 melee (1d4+3 plus 1d6 cold/x2, <em>+3 frost sling</em>); Full Atk +11/+6 melee (1d6+3/16-20/x2, <em>+2 keen scimitar</em>) or +11 melee (1d6+1/x2, mw sickle) or +15/+10 melee (1d4+3 plus 1d6 cold/x2, <em>+3 frost sling</em>); SA combat style (two-weapon), favored enemies (see below), spells; SQ +2 bonus to wild empathy checks, animal companion (dire wolf), half-elf traits, link & share spells w/ Scar, nature sense, resist nature’s lure, trackless step, wild empathy (+13), wild shape 2/day, woodland stride; AL CN; SV Fort +12, Ref +9, Will +12; Str 12 (+1), Dex 14 (+2), Con 14 (+2), Int 11 (+0), Wis 16 (+3), Cha 12 (+1).</p><p></p><p><strong><em>Skills and Feats</em>:</strong> Concentration +8, Diplomacy +3, Gather Information +3, Handle Animal +10, Heal +9, Knowledge (dungeoneering) +9, Knowledge (nature) +10, Listen +13, Move Silently +11, Ride +4, Search +1, Spellcraft +6, Spot +13, Survival +14 (+16 while underground); Diehard, Endurance [sup]B[/sup], Improved Initiative, Improved Two-Weapon Fighting [sup]B[/sup], Iron Will, Natural Spell, Track [sup]B[/sup], Two-Weapon Fighting [sup]B[/sup], Weapon Finesse.</p><p></p><p><strong><em>Wild Shape Form (dog)</em>:</strong> As per humanoid form, except for the following changes: Small Humanoid (elf, human); Spd 40 ft.; AC 19 (+1 size, +3 Dex, +1 natural, +4 armor), touch 14, flat-footed 16; Atk +14 melee (1d4+1, bite); Full Atk +14 melee (1d4+1, bite); SQ add: regain 12 hp after shifting to dog form; SV Ref +10; Str 13 (+1), Dex 17 (+3), Con 15 (+2).</p><p></p><p><strong><em>Druid Spells Prepared</em> (cast 5/4/4/2; base save DC = 13 + spell level):</strong> 0th – <em>create water, cure minor wounds, detect poison, guidance, know direction</em>; 1st – <em>cure light wounds, detect snares and pits, longstrider, obscuring mist</em>; 2nd – <em>bear’s endurance, cat’s grace, heat metal, gust of wind</em>; 3rd – <em>call lightning, meld into stone</em>.</p><p></p><p><strong><em>Languages</em>:</strong> Common and Elven.</p><p></p><p><strong><em>Animal Companion</em> (Ex):</strong> <em>Scar, Male Dire Wolf</em>: CR --; Large Magical Beast (augmented animal); HD 8d8+24; 60 hp; Init +3; Spd 50 ft.; AC 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14; Base Atk +4; Grp +16; Atk +12 melee (1d8+12, bite); Full Atk +12 melee (1d8+12, bite); SA trip; SQ evasion, low-light vision, scent; AL N; SV Fort +8, Ref +8, Will +6; Str 26 (+8), Dex 16 (+3), Con 17 (+3), Int 2 (-4), Wis 12 (+1), Cha 10 (+0).</p><p>-- <em>Skills and Feats</em>: Hide +11, Listen +7, Move Silently +5, Spot +7, Survival +2*; Alertness, Run, Track B, Weapon Focus (bite). *Scar gains a +4 racial bonus on Survival checks when tracking by scent.</p><p></p><p><strong><em>Favored Enemies</em> (Ex):</strong> Monstrous Humanoid +4, Fey +2.</p><p></p><p><strong><em>Skills</em>:</strong> Zoth gains a +1 racial bonus on Listen, Search, and Spot checks, as well as a +2 racial bonus on Diplomacy and Gather Information checks. As a druid, Zoth gains a +2 bonus on Knowledge (nature) and Survival checks.</p><p></p><p><strong><em>Possessions</em>:</strong> <em>+3 frost sling</em> w/10 bullets, <em>+2 keen scimitar</em>, <em>+2 wild leather armor</em>, <em>amulet of natural armor (+4)</em>, a divine scroll with <em>magic fang</em>, <em>hold animal</em>, and <em>remove disease</em> (CL: 5th), masterwork sickle, a <em>potion of protection from elements (electricity)</em>, symbol of Konkresh, traveler’s outfit (cloak has the symbol of the Last Laugh Thieves’ Guild on it), and a belt pouch containing 6 gems (10 gp each), 150 gp, 100 sp, and 50 cp.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 3276312, member: 2012"] [b]Last Laugh Thieves' Guild assassins![/b] Here are a few more of the Order of the Silver Hand's latest opponents, who were sent by Lord Vhalantru to silence Dugobras before the PCs could return to the Demonskar and question the fire giant about the [I]soulcage[/I] he created for the cagewrights. [COLOR=DarkOrange][B]Lyrrath Rumrill[/B][/COLOR] Lyrrath grew up in the City-state of Flamerule the son of a poor blacksmith. His mother died while giving birth to his sister and his father beat him and his sister constantly. The two ran away once the girl was old enough to keep up with her brother, and they soon found themselves in Mor's End. The two siblings fell in with a group of young thieves working the Slums near High Bridge. Eventually, Lyrrath's sister gave up stealing and turned him in to the authorities "for his own good". This turned the young man horribly bitter and after he escaped from prison Lyrrath tracked her down and killed her. On the run from the authorities, once again, Lyrrath left Mor's End and made his way to Cauldron City. He quickly came to the attention of the Last Laugh Thieves' Guild and was "encouraged" to join the guild. Lyrrath accepted guild membership with some uneasiness, as he had become use to be betrayed by those around him. His latest mission, to the Demonskar, was to help kill a fire giant named Dugobras and anyone protecting him. His group was also ordered to wait at Vaprak's Voice for the Order of the Silver Hand and kill them. This didn't go as planned, and Lyrrath was the first to be killed by the Order. He fell victim to a reverse gravity spell cast by Hezekiah. [B]Lyrrath Rumrill, Male Human, Rog6/Ftr6:[/B] CR 12; Medium Humanoid (human); HD 6d6+12 plus 6d10+12; 80 hp; Init +6; Spd 30 ft.; AC 20 (+2 Dex, +7 armor, +1 shield), touch 12, flat-footed 18; Base Atk +10/+5; Grp +10; Atk +17 melee (1d8+7/19-20/x2, [I]+3 flail[/I]) or +15 melee (1d6+4/x3, mw handaxe) or +14 ranged (1d6+6/x3, [I]+2 comp. shortbow[/I]); Full Atk +17/+12 melee (1d8+7/19-20/x2, [I]+3 flail[/I]) or +15/+10 melee (1d6+4/x3, mw handaxe) or +14/+9 ranged (1d6+6/x3, [I]+2 comp. shortbow[/I]); SA sneak attack +3d6; SQ evasion, trapfinding, trap sense +2, uncanny dodge; AL CE; SV Fort +9, Ref +9, Will +4; Str 18 (+4), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 11 (+0). [B][I]Skills and Feats[/I]:[/B] Balance +12, Climb +12, Escape Artist +10, Hide +10, Intimidate +9, Jump +14, Listen +11, Move Silently +10, Ride +11, Spot +11, Tumble +12, Use Rope +2 (+4 involving bindings); Alertness, Cleave, Dodge, Great Cleave, Improved Critical (flail), Improved Initiative, Mobility, Power Attack, Spring Attack. [B][I]Languages[/I]:[/B] Common. [B][I]Possessions[/I]:[/B] [I]+3 chain shirt[/I], [I]+3 flail[/I], [I]+2 composite shortbow[/I] [+4 Str] w/20 arrows, masterwork handaxe, masterwork light steel shield, a [I]potion of cure moderate wounds[/I], traveler’s outfit (cloak has the symbol of the Last Laugh Thieves’ Guild on it), and a belt pouch containing 4 gems (50 gp each), 200 gp, and 160 sp. [COLOR=DarkOrange][B]Zoth Arktaros[/B][/COLOR] Zoth Arktaros was born in the Town of Hollowsky, just northeast of the Cauldron City. From an early age, the young half-elf was an outcast in his own community. His mother had an affair with an elven minstrel, and his eventually birth enraged his mother's husband. The man killed Zoth's mother and threw the infant out into the snow. That would have been the end of Zoth, if a young childless couple hadn't witnessed the man discard the infant. They took the child to their meager farm and quietly raised the half-elven boy as their own. No one ever made the connection, as the husband was found out and sentenced to hang for killing Zoth's mother, and for supposedly killing Zoth. Zoth grew up a happy, young boy, although he was a little wild. His adoptive parents were always trying to rein in the boy's enthusiasm for the more dangerous aspects of nature. He would bring home young bear cubs, which would soon be followed by the cubs enraged mother. He would stand out in powerful thunderstorms laughing at the sky. Eventually, his parents couldn't take it anymore and told Zoth that he should find his own way in the world, as his actions were endangering the farm. They told him of his birth, which took some of the fun out of the boy's soul. He left them without any smiles or prolonged goodbyes. Zoth wandered for several years, learning the ways of nature from whoever would teach him. This included an evil ranger dedicated to Konkresh who nurtured Zoth's love for the savage side of nature. Zoth took to the teachings of Konkresh to heart and soon outstripped his mentor in ability, becoming a druid, as well. Eventually, Zoth found association with the Last Laugh Thieves' Guild, helping them run protection rackets throughout the rural communities of the Dominion of Cauldron. He also specializes in helping the Last Laugh assassinate Monstrous Humanoids and Fey creatures. Thus, he was handpicked to go to the Demonskar to help deal with the feytouched green hags living there. During the battle with the PCs, Zoth found himself overwhelmed by superior opponents. Both he and his animal companion, Scar, were knocked unconscious by Argo and Toryn. Karr-Toomba looked after Scar, while the PCs interrogated Zoth. Once Argo determined that Zoth wasn't evil, he didn't feel the need to put the man to the sword. Zoth told them all that he knew in order to save his hide. [B]Zoth Arktaros, Male Half-Elf, Rgr6/Drd6 (Konkresh):[/B] CR 12; Medium Humanoid (elf, human); HD 12d8+24; 81 hp; Init +6; Spd 30 ft.; AC 20 (+2 Dex, +4 natural, +4 armor), touch 12, flat-footed 18; Base Atk +10/+5; Grp +11; Atk +13 melee (1d6+3/16-20/x2, [I]+2 keen scimitar[/I]) or +15 melee (1d4+3 plus 1d6 cold/x2, [I]+3 frost sling[/I]); Full Atk +11/+6 melee (1d6+3/16-20/x2, [I]+2 keen scimitar[/I]) or +11 melee (1d6+1/x2, mw sickle) or +15/+10 melee (1d4+3 plus 1d6 cold/x2, [I]+3 frost sling[/I]); SA combat style (two-weapon), favored enemies (see below), spells; SQ +2 bonus to wild empathy checks, animal companion (dire wolf), half-elf traits, link & share spells w/ Scar, nature sense, resist nature’s lure, trackless step, wild empathy (+13), wild shape 2/day, woodland stride; AL CN; SV Fort +12, Ref +9, Will +12; Str 12 (+1), Dex 14 (+2), Con 14 (+2), Int 11 (+0), Wis 16 (+3), Cha 12 (+1). [B][I]Skills and Feats[/I]:[/B] Concentration +8, Diplomacy +3, Gather Information +3, Handle Animal +10, Heal +9, Knowledge (dungeoneering) +9, Knowledge (nature) +10, Listen +13, Move Silently +11, Ride +4, Search +1, Spellcraft +6, Spot +13, Survival +14 (+16 while underground); Diehard, Endurance [sup]B[/sup], Improved Initiative, Improved Two-Weapon Fighting [sup]B[/sup], Iron Will, Natural Spell, Track [sup]B[/sup], Two-Weapon Fighting [sup]B[/sup], Weapon Finesse. [B][I]Wild Shape Form (dog)[/I]:[/B] As per humanoid form, except for the following changes: Small Humanoid (elf, human); Spd 40 ft.; AC 19 (+1 size, +3 Dex, +1 natural, +4 armor), touch 14, flat-footed 16; Atk +14 melee (1d4+1, bite); Full Atk +14 melee (1d4+1, bite); SQ add: regain 12 hp after shifting to dog form; SV Ref +10; Str 13 (+1), Dex 17 (+3), Con 15 (+2). [B][I]Druid Spells Prepared[/I] (cast 5/4/4/2; base save DC = 13 + spell level):[/B] 0th – [I]create water, cure minor wounds, detect poison, guidance, know direction[/I]; 1st – [I]cure light wounds, detect snares and pits, longstrider, obscuring mist[/I]; 2nd – [I]bear’s endurance, cat’s grace, heat metal, gust of wind[/I]; 3rd – [I]call lightning, meld into stone[/I]. [B][I]Languages[/I]:[/B] Common and Elven. [B][I]Animal Companion[/I] (Ex):[/B] [I]Scar, Male Dire Wolf[/I]: CR --; Large Magical Beast (augmented animal); HD 8d8+24; 60 hp; Init +3; Spd 50 ft.; AC 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14; Base Atk +4; Grp +16; Atk +12 melee (1d8+12, bite); Full Atk +12 melee (1d8+12, bite); SA trip; SQ evasion, low-light vision, scent; AL N; SV Fort +8, Ref +8, Will +6; Str 26 (+8), Dex 16 (+3), Con 17 (+3), Int 2 (-4), Wis 12 (+1), Cha 10 (+0). -- [I]Skills and Feats[/I]: Hide +11, Listen +7, Move Silently +5, Spot +7, Survival +2*; Alertness, Run, Track B, Weapon Focus (bite). *Scar gains a +4 racial bonus on Survival checks when tracking by scent. [B][I]Favored Enemies[/I] (Ex):[/B] Monstrous Humanoid +4, Fey +2. [B][I]Skills[/I]:[/B] Zoth gains a +1 racial bonus on Listen, Search, and Spot checks, as well as a +2 racial bonus on Diplomacy and Gather Information checks. As a druid, Zoth gains a +2 bonus on Knowledge (nature) and Survival checks. [B][I]Possessions[/I]:[/B] [I]+3 frost sling[/I] w/10 bullets, [I]+2 keen scimitar[/I], [I]+2 wild leather armor[/I], [I]amulet of natural armor (+4)[/I], a divine scroll with [I]magic fang[/I], [I]hold animal[/I], and [I]remove disease[/I] (CL: 5th), masterwork sickle, a [I]potion of protection from elements (electricity)[/I], symbol of Konkresh, traveler’s outfit (cloak has the symbol of the Last Laugh Thieves’ Guild on it), and a belt pouch containing 6 gems (10 gp each), 150 gp, 100 sp, and 50 cp. [/QUOTE]
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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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