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Orsino; Ivid VIII wrote:
** spoiler omitted **

LOL!!


Waterday 5th of Wealsun, 600 CY: Kinky, Master of the Thieves' Court in Nulbish, hand selects a team to voyage up the Thelly River aboard the party's keelboat, Triton, to Rel Deven, funded with a purse filled with 1,500 gp, and given orders to purchase a modest lot in or near the Merchants' District, so it can be developed into a legitimate trade venture. The team consist of:
--Madame Ariella Starblossom (NE female half-elf bard [lotus geisha] 6), face and pitch-woman
--Meathooks (NE male human [Oerid-Flan] unchained rogue [heister] 4), treasurer and "handler"
--Scytheno Gryphonmere (N female human [Oerid-Flan] swashbuckler 4), chief of security (recruited from the new Nulbish Guild of Fighters in the Necropolis)
--Sister Jemekaa Arwia of the Stern and Unalterable Way (LN female human [Oerid-Flan] cleric 1 of Stern Alia), chaplain and field medic (recruited from the newly reinstated & restored Church of the Stern and Unalterable Way)
--Daragard & Styrrand O'Pontylver (N male human [Suel-Oerid] warriors 2), twin brothers, guards
--Benitio of Barrish (LN male human [Oerid-Flan] warrior 1), "red tunic" guard
--Twyla from Mentrey (NE female human [Oerid-Flan] unchained rogue [cutpurse] 1), "red tunic" guard
--Guido of Nulbish (LE male tiefling [hellspawn] slayer [bloody jake] 1), "red tunic" guard
--Bethseda "of Elsewhere" (NE female half-drow fighter [two-weapon warrior] 1), "red tunic" guard
The Triton is sailed by her usual captain and crew:
--Captain Rendrick Corcoran (LN male human [Oeridian-Flannae] swashbuckler [corsair] 6)
--First Mate/Quartermaster Baslar Vekask (LN male human [Oeridian-Flannae] expert 2/swashbuckler [corsair] 3)
--Navigator/Pilot Glor Dirgerun (N male human [Oeridian-Flannae] expert 4)
--Boatswain/Carpenter Marenus Lerondar (N male human [Oeridian-Flannae] expert 4)
--Sail-Master Warwick Thornley (NE male human [Oeridian-Flannae] unchained rogue [pirate] 3)
--Cook/Surgeon Jasrenah Zindo (CN female human [Baklunish-Oeridian] cleric [crashing wave] 3 of Procan)
--Master of Arms Modred Coakley (LE male human [Oeridian-Flannae] fighter [aquanaut] 3
--Lookout Yvdalar Sylthyra (N female half-elf ranger [freebooter] 3
--Able-Bodied Sailor Dulfish Hames (N male human [Oeridian-Flannae] commoner 2)
--Able-Bodied Sailor Garjok (CN male half-orc warrior 2)
All told, a most capable expeditionary force. They debark from Nulbish that afternoon, sailing up the Thelly for the next ten days and nights, and will arrive (gods willing and the river doesn't dry up) on or around Starday 15th...


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The Fragments of Vecna again for ease of reference:
THE FRAGMENTS OF VECNA
The following general information regarding the Fragments of Vecna is an excerpt from the Advanced Dungeons & Dragons (AD&D 2nd edition) adventure module Die, Vecna! Die!, written by Bruce R. Cordell and Steve Miller and released in 2000 by Wizards of the Coast, with some slight modifications to adapt the information for the Pathfinder 1st edition RPG.

Lesser Known Vecnan Relics
The notoriety of the Hand and Eye of Vecna extends across many lands and worlds. Other relics of Vecna survive, but because Vecna's rise as a demigod occurred long after his Hand and Eye gained major artifact status, other castoffs of his first physical body initially garnered no great distinction. Although mummified, most were lost, or destroyed outright when Kas brought Vecna low. Vecna returned as a demigod, manifesting an avatar from semi-divine energy. At this time, surviving fragments of his original body (not required or part of Vecna's newest incarnation) gained minor artifact status. Note that Vecna's physical avatar has no left hand or eye, but does possess all other portions of his body (the lesser relics are only minor artifacts, and thus do not resonate with the demigod to the degree of the Hand and Eye).
The relics of Vecna are activated like the Hand and Eye. If placed in a position of corresponding anatomy on an animate body, the relic grafts itself into position, and takes on the "normal" functions of the missing body part, despite appearing mummified
and dead.
Those who slice off or remove a portion of their own bodies to apply a Vecnan relic take damage normally; a finger, eye, or tooth is worth 2d6 hit points, while a whole limb or organ is worth 10d10 hit points. A vital organ, such as the heart or head, kills the hopeful recipient before the relic can be applied (and so compatriots must complete the grisly task). If the relic is authentic, the graft occurs, and the power of the relic returns life to the dead. Successful recipients who wish to remove a relic take damage from the removal as if severing their own flesh; however, their original flesh does not return, and the hit point loss is permanent until a suitable replacement can be found or a regeneration spell is used.
Aside from any innate abilities and/or curses transferred from the relic to the recipient, each relic also grants the recipient special abilities and protection should they ever come upon an avatar of Vecna. Those with relic grafts are immune to Vecna’s direct power (such as spells and spell-like abilities) and are invisible to any attempts by Vecna's avatar to scry them in any manner. However, Vecna can still indirectly affect recipients with physical weapons, followers, and indirect consequences of spells.
Recipients (including recipients of the Hand or Eye) are more capable of affecting Vecna, possessing as they do remnants of his original body. The avatar cannot heal any damage inflicted by relic recipients, and furthermore, should any recipient successfully grapple and pin Vecna, while the grip lasts the avatar cannot magically depart. Should recipients actually kill the avatar of Vecna, the god's essence is ejected from the Outer Planes, finally returning to the world that spawned it: Oerth.

Scalp of Vecna (Minor Artifact)
Slot head; CL 15th; Weight —; Aura strong transmutation
DESCRIPTION
The Scalp of Vecna appears as a mummified flap of scalp and hair. The hair is white but sparse, attaining a length of 3 inches. Once in place, it appears as a white streak in the recipient’s normal hair (if it has any hair).
Constant Powers: The Scalp grants the recipient spell resistance equal to 11 plus total hit dice (for example, a recipient with 10 total hit dice gains SR 21) if the recipient does not already possess superior spell resistance. If the recipient already possesses SR superior to 11 plus total hit dice, the Scalp instead increases the recipient’s normal SR by +1 (for example, if the recipient normally has SR 21, attaching the Scalp increases the recipient’s existing SR to 22).
Invoked Powers: Twice per day as a standard action, the recipient can animate the hair, causing it to grow up to 30 feet in length, for a duration of 15 rounds per use. The animated tendril can wield any melee weapon as if proficient with it (even if the recipient is not normally proficient with the weapon), using the recipient’s base attack bonus, modified by a +5 bonus to attack and damage, as if the tendril had a Strength score of 20; if the recipient has the Weapon Finesse feat, and the weapon is a finesse weapon with which the recipient can normally apply their Dexterity modifier to attacks (and damage, if the recipient is an unchained rogue or other character possessing the finesse training class feature) instead of their Strength modifier, the bonus to attacks (and damage, if applicable) is +5, as if the tendril had a Dexterity score of 20.
The animated tendril can make grapple attempts against size Large and smaller foes, using a CMB modifier equal to the recipient’s normal base attack bonus plus 5 (as if the tendril had a Strength score of 20).
The animated tendril can otherwise manipulate objects within its reach (up to 30 feet) at the recipient’s usual level of skill or proficiency, including actions that require fine motor skills (such as manipulating a tool, turning a key in a lock, writing, disabling a trap or other mechanism, etc.).
Each round during which the tendril is animated, the recipient can use it to attack with a melee weapon, make a single grapple attempt against a Large or smaller foe, or otherwise manipulate an object as described above, in addition to the recipient taking normal actions during the same round.
Curse: After every month of attachment, the recipient must attempt a Will saving throw to resist the insidious influence of the Scalp of Vecna. The DC after the first month of attachment is 15, increasing by 2 after each subsequent month of attachment (DC 17 after the 2nd month, DC 19 after the 3rd month, DC 21 after the 4th month, DC 23 after the 5th month, etc.), up to a maximum of DC 37 after a full year of attachment. If the recipient fails this Will saving throw, they become dominated as if they were affected by a dominate person spell cast on them by Vecna, for a duration of 4d4+4 hours. A dominated recipient acts according to Vecna’s will to the best of their ability, if applicable, subject to the GM’s discretion.
DESTRUCTION
Any force, natural or magical, that can inflict 33 points of damage from a single blow, spell, or other effect is sufficient to destroy the Scalp. In addition, someone using the Molars of Vecna can destroy the relic.

First Digit of Vecna (Minor Artifact)
Slot — (replaces first digit of recipient’s right hand); CL 15th; Weight —; Aura strong enchantment (compulsion) [mind-affecting] and strong necromancy [curse]
DESCRIPTION
The First Digit of Vecna is a mummified thumb from Vecna’s original right hand, complete with a blackened claw-like nail. Once attached, it functions as a normal thumb on the recipient’s right hand, if a bit overlarge and ugly.
Constant Powers: The First Digit grants the recipient spell resistance equal to 11 plus total hit dice (for example, a recipient with 10 total hit dice gains SR 21) if the recipient does not already possess superior spell resistance. If the recipient already possesses SR superior to 11 plus total hit dice, the First Digit instead increases the recipient’s normal SR by +1 (for example, if the recipient normally has SR 21, attaching the First Digit increases the recipient’s existing SR to 22).
Invoked Powers: With a thumbs-up or a thumbs-down, the recipient can bless (thumbs-up) or curse (thumbs-down) a creature as a standard action up to 4 times per day, as if the creature were affected by a bless or a bestow curse spell, respectively. A creature targeted by the thumbs-down curse effect can attempt a DC 20 Will saving throw to negate the effect. The caster level for either spell-like effect is CL 15th. Whatever combination of thumbs-up or thumbs-down, the power cannot be used more than 4 times in any 24-hour period.
Curse: After every month of attachment, the recipient must attempt a Will saving throw to resist the insidious influence of the First Digit of Vecna. The DC after the first month of attachment is 15, increasing by 2 after each subsequent month of attachment (DC 17 after the 2nd month, DC 19 after the 3rd month, DC 21 after the 4th month, DC 23 after the 5th month, etc.), up to a maximum of DC 37 after a full year of attachment. If the recipient fails this Will saving throw, they become dominated as if they were affected by a dominate person spell cast on them by Vecna, for a duration of 4d4+4 hours. A dominated recipient acts according to Vecna’s will to the best of their ability, if applicable, subject to the GM’s discretion.
DESTRUCTION
Any force, natural or magical, that can inflict 33 points of damage from a single blow, spell, or other effect is sufficient to destroy the First Digit. In addition, someone using the Molars of Vecna can destroy the relic.

Second Digit of Vecna (Minor Artifact)
Slot — (replaces second digit of recipient’s right hand); CL 15th; Weight —; Aura strong enchantment (compulsion) [mind-affecting]
DESCRIPTION
The Second Digit of Vecna is a mummified index finger from Vecna’s original right hand, complete with a blackened claw-like nail. Once attached, it functions as a normal forefinger on the recipient’s right hand, if a bit overlarge and ugly.
Constant Powers: The Second Digit grants the recipient spell resistance equal to 11 plus total hit dice (for example, a recipient with 10 total hit dice gains SR 21) if the recipient does not already possess superior spell resistance. If the recipient already possesses SR superior to 11 plus total hit dice, the Second Digit instead increases the recipient’s normal SR by +1 (for example, if the recipient normally has SR 21, attaching the Second Digit increases the recipient’s existing SR to 22).
Invoked Powers: Once per day as a standard action, the recipient can target a single creature within line of sight and effect, and within a maximum range of 60 feet, by pointing at the target with the Second Digit palm up, then crooking the finger upward in a beckoning gesture. The target must succeed on a DC 20 Will saving throw or be affected as if by the spell charm monster for a duration of 15 days.
Curse: After every month of attachment, the recipient must attempt a Will saving throw to resist the insidious influence of the Second Digit of Vecna. The DC after the first month of attachment is 15, increasing by 2 after each subsequent month of attachment (DC 17 after the 2nd month, DC 19 after the 3rd month, DC 21 after the 4th month, DC 23 after the 5th month, etc.), up to a maximum of DC 37 after a full year of attachment. If the recipient fails this Will saving throw, they become dominated as if they were affected by a dominate person spell cast on them by Vecna, for a duration of 4d4+4 hours. A dominated recipient acts according to Vecna’s will to the best of their ability, if applicable, subject to the GM’s discretion.
DESTRUCTION
Any force, natural or magical, that can inflict 33 points of damage from a single blow, spell, or other effect is sufficient to destroy the Second Digit. In addition, someone using the Molars of Vecna can destroy the relic.

Third Digit of Vecna (Minor Artifact)
Slot — (replaces third digit of recipient’s right hand); CL 15th; Weight —; Aura strong necromancy [poison]
DESCRIPTION
The Third Digit of Vecna is a mummified medial finger from Vecna’s original right hand. The nail is especially long, and resembles the blade of a small dagger. Once in place, it functions as a normal middle finger on the recipient’s right hand, if a bit clumsy due to the long nail.
Constant Powers: The Third Digit grants the recipient spell resistance equal to 11 plus total hit dice (for example, a recipient with 10 total hit dice gains SR 21) if the recipient does not already possess superior spell resistance. If the recipient already possesses SR superior to 11 plus total hit dice, the Second Digit instead increases the recipient’s normal SR by +1 (for example, if the recipient normally has SR 21, attaching the Third Digit increases the recipient’s existing SR to 22).
The recipient can make melee attacks with the elongated sharpened nail as if it was a +4 dagger with which the recipient is proficient. A victim struck and damaged by the finger blade is also poisoned by a magical necrotic venom:
Necrotic Venom
DETAILS
Type poison (injury); Save Fortitude DC 20; Frequency 1/round for 6 rounds; Cure 2 consecutive saves
EFFECT
1d3 Con damage
Invoked Powers: Once per day, the recipient can project the nail as a ranged attack as if firing a +4 hand crossbow with which the recipient is proficient. A victim struck and damaged by the projected nail is also poisoned by the necrotic venom as described above. After the nail is shot in this manner, it cannot be used to make further melee or ranged attacks until 24 hours have elapsed, during which time the nail regenerates. The nail shot from the finger rots into uselessness seconds after impact.
Curse: After every month of attachment, the recipient must attempt a Will saving throw to resist the insidious influence of the Third Digit of Vecna. The DC after the first month of attachment is 15, increasing by 2 after each subsequent month of attachment (DC 17 after the 2nd month, DC 19 after the 3rd month, DC 21 after the 4th month, DC 23 after the 5th month, etc.), up to a maximum of DC 37 after a full year of attachment. If the recipient fails this Will saving throw, they become dominated as if they were affected by a dominate person spell cast on them by Vecna, for a duration of 4d4+4 hours. A dominated recipient acts according to Vecna’s will to the best of their ability, if applicable, subject to the GM’s discretion.
DESTRUCTION
Any force, natural or magical, that can inflict 33 points of damage from a single blow, spell, or other effect is sufficient to destroy the Third Digit. In addition, someone using the Molars of Vecna can destroy the relic.

Right Eye of Vecna (Minor Artifact)
Slot — (replaces recipient’s right eye); CL 15th; Weight —; Aura strong evocation [darkness] and strong necromancy [curse]
DESCRIPTION
The Right Eye of Vecna is a mummified eyeball from Vecna’s original right eye socket. The eye resembles nothing so much as an albino prune, wrinkled and leathery. Once in place, it functions as a normal eye in the recipient’s right eye socket, though it appears hazed and milky as if blind.
Constant Powers: The Right Eye grants the recipient spell resistance equal to 13 plus total hit dice (for example, a recipient with 10 total hit dice gains SR 23) if the recipient does not already possess superior spell resistance. If the recipient already possesses SR superior to 13 plus total hit dice, the Right Eye instead increases the recipient’s normal SR by +3 (for example, if the recipient normally has SR 23, attaching the Right Eye increases the recipient’s existing SR to 26). If the recipient does not already possess darkvision, the Right Eye grants the recipient darkvison out to 120 feet; if the recipient already has darkvision, the Right Eye increases its range by 120 feet instead. The recipient gains the supernatural ability to see perfectly in darkness of any kind, including that created by a deeper darkness spell, as per the see in darkness supernatural ability.
Invoked Powers: Up to 3 times per day as a standard action, the recipient can fix their attention on a single target (within line of sight and line of effect, to a maximum range of 250 feet) and activate the Right Eye, forcing the victim to attempt a DC 23 Will saving throw; if the save is failed, a magical haze of darkness clouds the victim’s eyes, blinding them for the next 24 hours, but if the save succeeds, the victim is not affected.
Curse: After every month of attachment, the recipient must attempt a Will saving throw to resist the insidious influence of the Right Eye of Vecna. The DC after the first month of attachment is 15, increasing by 2 after each subsequent month of attachment (DC 17 after the 2nd month, DC 19 after the 3rd month, DC 21 after the 4th month, DC 23 after the 5th month, etc.), up to a maximum of DC 37 after a full year of attachment. If the recipient fails this Will saving throw, they become dominated as if they were affected by a dominate person spell cast on them by Vecna, for a duration of 4d4+4 hours. A dominated recipient acts according to Vecna’s will to the best of their ability, if applicable, subject to the GM’s discretion.
DESTRUCTION
Any force, natural or magical, that can inflict 33 points of damage from a single blow, spell, or other effect is sufficient to destroy the Right Eye. In addition, someone using the Molar of Vecna can destroy the relic.

Molar of Vecna (Minor Artifact)
Slot — (replaces recipient’s tooth); CL 15th; Weight —; Aura strong transmutation
DESCRIPTION
The Molar of Vecna is a petrified tooth from Vecna’s original body. Hard and blackened, the tooth appears flat and unexceptional. Once in place, it functions as a normal tooth.
Constant Powers: The Molar grants the recipient spell resistance equal to 14 plus total hit dice (for example, a recipient with 10 total hit dice gains SR 24) if the recipient does not already possess superior spell resistance. If the recipient already possesses SR superior to 14 plus total hit dice, the Molar instead increases the recipient’s normal SR by +4 (for example, if the recipient normally has SR 24, attaching the Molar increases the recipient’s existing SR to 28). The recipient gains a +4 resistance bonus to saving throws against poison.
Invoked Powers: Up to 3 times per day as a standard action, the recipient can activate this relic’s power, gaining the magical ability to eat and digest any nonmagical material in bite-sized but otherwise unlimited quantities, for a duration of 15 rounds per use. For the duration this power is active, the recipient gains a bite attack that acts as a natural weapon enhanced by a greater magic fang spell granting a +4 enhancement bonus on attack and damage rolls, and allowing the bite to overcome damage reduction as a magic weapon. While this power is active, the base weapon damage inflicted by a successful bite attack (including only the +4 enhancement bonus) is 2d6+4; this base weapon damage is further modified by the recipient’s full Strength modifier (if any) when the bite is made as a primary attack, or one-half the recipient’s Strength modifier (rounded down) if made as a secondary attack. The recipient could conceivably eat through any solid nonmagical material while activated (including earth, stone, or metal) at a rate of 1 square foot per 5 rounds (subject to the GM’s discretion). In addition, the Molar of Vecna can destroy all of the various relics of Vecna (excluding the major artifacts, the Eye and Hand of Vecna, which are far more difficult to destroy than the minor artifacts or relics).
Curse: After every month of attachment, the recipient must attempt a Will saving throw to resist the insidious influence of the Molar of Vecna. The DC after the first month of attachment is 15, increasing by 2 after each subsequent month of attachment (DC 17 after the 2nd month, DC 19 after the 3rd month, DC 21 after the 4th month, DC 23 after the 5th month, etc.), up to a maximum of DC 37 after a full year of attachment. If the recipient fails this Will saving throw, they become dominated as if they were affected by a dominate person spell cast on them by Vecna, for a duration of 4d4+4 hours. A dominated recipient acts according to Vecna’s will to the best of their ability, if applicable, subject to the GM’s discretion.
DESTRUCTION
Any force, natural or magical, that can inflict 33 points of damage from a single blow, spell, or other effect is sufficient to destroy the Molar.

Incisors of Vecna (Minor Artifact)
Slot — (replaces recipient’s incisors); CL 15th; Weight —; Aura strong transmutation (polymorph)
DESCRIPTION
The Incisors of Vecna are from Vecna’s original body. Hard and blackened, the teeth have exceptionally long roots, and they come to natural razor-sharp points. Once in place, they function as normal teeth, although a recipient who doesn’t want to reveal their presence must always make a constant effort not to reveal the vampire-like fangs (which bestow a -4 racial penalty on Disguise skill checks made to conceal them).
Constant Powers: Both of the Incisors grant spell resistance to a recipient who doesn’t already have SR, or else they augment a recipient’s existing SR if they have any. A single Incisor grants SR equal to 11 plus total hit dice to a recipient who doesn’t already have SR, or increases the recipient’s existing SR by +1 (for example, a single Incisor grants SR 21 to a recipient without existing SR who has 10 total hit dice, or increases a recipient’s existing SR 21 to SR 22). If both Incisors are implanted by a recipient who doesn’t normally have SR, the first Incisor implanted will grant the recipient SR as described above (11 plus total hit dice), and the second one implanted will increase the SR granted by the first by +1 (for example, a recipient with 10 total hit dice but no existing SR will gain SR 21 upon implanting the first Incisor, and upon implanting the other, the SR 21 will increase to SR 22).
Invoked Powers: Both teeth must be in place to invoke this relic’s power. Only usable twice per month during any 8-hour period, the relic transforms the recipient into a vampire as if they were affected by the spell undead anatomy II, except that the duration is 8 hours (instead of the spell’s usual duration of 1 minute per caster level). The recipient’s size is not changed by the transformation (a Medium recipient is transformed into a Medium vampire, a Small recipient is transformed into a Small vampire, etc.), but the transformation acts as per the spell undead anatomy II in all other respects. Once the transformation is triggered, the full 8 hours must elapse before the recipient returns to their normal form.
Curse: After every month of attachment, the recipient must attempt a Will saving throw to resist the insidious influence of the Incisors of Vecna. The DC after the first month of attachment is 15, increasing by 2 after each subsequent month of attachment (DC 17 after the 2nd month, DC 19 after the 3rd month, DC 21 after the 4th month, DC 23 after the 5th month, etc.), up to a maximum of DC 37 after a full year of attachment. If the recipient fails this Will saving throw, they become dominated as if they were affected by a dominate person spell cast on them by Vecna, for a duration of 4d4+4 hours. A dominated recipient acts according to Vecna’s will to the best of their ability, if applicable, subject to the GM’s discretion. In addition, recipients of good alignment who kill another neutral or good creature by blood drain while in vampire form are wracked with guilt (suffering a -5 morale penalty on all attack rolls, saving throws, and skill checks) for the following week, or until they willingly seek out and receive an atonement spell or similar magic. If this occurs three times, the recipient is permanently transformed into a true vampire of chaotic evil alignment (apply the vampire template), and may become an NPC at the GM’s discretion.
DESTRUCTION
Any force, natural or magical, that can inflict 33 points of damage from a single blow, spell, or other effect is sufficient to destroy the Incisors.

Foot of Vecna (Minor Artifact)
Slot — (replaces recipient’s left foot); CL 15th; Weight —; Aura strong transmutation (polymorph)
DESCRIPTION
The Foot of Vecna is from Vecna’s original body. Hard and blackened, the left foot is also attached to an attenuated ankle and lower calf — jagged, blackened bones protrude from the end. Once in place, it functions as a normal foot, although a recipient walks with a strange hitch to their stride.
Constant Powers: The Foot grants the recipient spell resistance equal to 11 plus total hit dice (for example, a recipient with 10 total hit dice gains SR 21) if the recipient does not already possess superior spell resistance. If the recipient already possesses SR superior to 11 plus total hit dice, the Foot instead increases the recipient’s normal SR by +1 (for example, if the recipient normally has SR 21, attaching the Foot increases the recipient’s existing SR to 22). The recipient gains a kick attack that acts as a natural weapon instead of an unarmed strike (unless the recipient has levels in the brawler or monk class, or has a feat or other feature that allows them to make improved unarmed strikes without provoking attacks of opportunity), and this kick attack is augmented with a magical +3 enhancement bonus as if affected by a greater magic fang spell. The base weapon damage dealt by this kick (including the +3 enhancement bonus) is 1d6+3 bludgeoning, unless the recipient normally deals superior damage (such as the improved unarmed damage rates granted by levels in the brawler or monk class, for example), in which case they deal their usual superior damage with the kick attack.
Invoked Powers: The recipient of the Foot gains access to several spell-like abilities, each of which can be activated as a standard action. The spell-like abilities can be activated up to 4 times per day in any combination, and all are as the spells cast by a 15th-level caster. These spell-like abilities are: feather fall, freedom of movement, jump, levitate, spider climb, and water walk.
Curse: After every month of attachment, the recipient must attempt a Will saving throw to resist the insidious influence of the Foot of Vecna. The DC after the first month of attachment is 15, increasing by 2 after each subsequent month of attachment (DC 17 after the 2nd month, DC 19 after the 3rd month, DC 21 after the 4th month, DC 23 after the 5th month, etc.), up to a maximum of DC 37 after a full year of attachment. If the recipient fails this Will saving throw, they become dominated as if they were affected by a dominate person spell cast on them by Vecna, for a duration of 4d4+4 hours. A dominated recipient acts according to Vecna’s will to the best of their ability, if applicable, subject to the GM’s discretion.
DESTRUCTION
Any force, natural or magical, that can inflict 33 points of damage from a single blow, spell, or other effect is sufficient to destroy the Foot.

Heart of Vecna (Minor Artifact)
Slot — (replaces recipient’s heart); CL 15th; Weight —; Aura strong conjuration (healing) and strong necromancy [death]
DESCRIPTION
The Heart of Vecna is from Vecna’s original body. Tough and leathery, it resembles a large heart-shaped hunk of jerky. More so than the other relics of Vecna, removal of a potential recipient’s heart is a deadly operation, almost certain to kill the recipient. If compatriots complete the operation by placing the Heart of Vecna in the recipient’s chest cavity, it resurrects the recipient as if by the casting of a true resurrection spell, and from that time forward functions as a normal heart, although a recipient’s chest bears horrible scar tissue that never heals.
Constant Powers: The Heart grants the recipient spell resistance equal to 11 plus total hit dice (for example, a recipient with 10 total hit dice gains SR 21) if the recipient does not already possess superior spell resistance. If the recipient already possesses SR superior to 11 plus total hit dice, the Heart instead increases the recipient’s normal SR by +1 (for example, if the recipient normally has SR 21, implanting the Heart increases the recipient’s existing SR to 22). The Heart grants the recipient the power to continually heal 1 point of damage per round and an equal amount of nonlethal damage. In addition, the recipient is immune to bleed damage while the Heart is implanted. If the recipient loses a limb, an organ, or any other body part, the Heart regenerates it as per the spell regenerate (unless the lost limb, organ, or body part is replaced with an appropriate relic). In either case, only damage taken while the Heart is implanted is regenerated.
Invoked Powers: The recipient of the Heart can invoke a supernatural necromantic power that acts as the quivering palm supernatural ability gained by monks of 15th and higher level, setting up vibrations within the body of another creature that can thereafter be fatal if the recipient so desires. The recipient can use this quivering palm attack once per day, and must announce their intent before making the attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the recipient strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the recipient can try to slay the victim at any later time, as long as the attempt is made within a maximum of 15 days. To make such an attempt, the recipient merely wills the target to die (a free action), and unless the target succeeds on a DC 23 Fortitude saving throw, it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. The recipient can have no more than 1 quivering palm in effect at one time. If the recipient uses quivering palm while another is still in effect, the previous effect is negated.
Curse: After every month of attachment, the recipient must attempt a Will saving throw to resist the insidious influence of the Heart of Vecna. The DC after the first month of attachment is 15, increasing by 2 after each subsequent month of attachment (DC 17 after the 2nd month, DC 19 after the 3rd month, DC 21 after the 4th month, DC 23 after the 5th month, etc.), up to a maximum of DC 37 after a full year of attachment. If the recipient fails this Will saving throw, they become dominated as if they were affected by a dominate person spell cast on them by Vecna, for a duration of 4d4+4 hours. A dominated recipient acts according to Vecna’s will to the best of their ability, if applicable, subject to the GM’s discretion.
DESTRUCTION
To destroy the Heart of Vecna, it must be eaten by someone using the Molar of Vecna. Alternatively, the Heart can be destroyed by impaling it with a holy and epic slashing or piercing weapon.

Skin of Vecna (Minor Artifact)
Slot — (partially replaces recipient’s skin); CL 15th; Weight —; Aura strong abjuration (healing), strong illusion (figment), and strong transmutation (polymorph)
DESCRIPTION
The Skin of Vecna is from Vecna’s original body, and it once covered the left half of his face, neck, and upper chest. Tough and leathery, it is still flexible enough to be unrolled. Once in place, it functions like a normal skin; however, the left side of the recipient’s face, neck, and upper torso obviously doesn’t match the skin on right side, what with its darkly scabrous color and texture.
Constant Powers: The Skin grants the recipient spell resistance equal to 14 plus total hit dice (for example, a recipient with 10 total hit dice gains SR 24) if the recipient does not already possess superior spell resistance. If the recipient already possesses SR superior to 14 plus total hit dice, the Skin instead increases the recipient’s normal SR by +4 (for example, if the recipient normally has SR 24, attaching the Skin increases the recipient’s existing SR to 28). The Skin grants the recipient supernatural resistance to cold and fire as if permanently affected by resist energy spells for both kinds of energy by a 15th-level caster (gaining resist cold 30 and resist fire 30).
Invoked Powers: The Skin grants the recipient access to several spell-like abilities, each of which can be activated as a standard action. These spell-like abilities can be activated up to 4 times per day in any combination, each with a caster level of 15th. The spell-like abilities are: mirror image, polymorph (self only), protection from energy (electricity only, self only), and stoneskin (self only). All forms assumed with polymorph retain the telltale skin mismatch, as appropriate.
Curse: After every month of attachment, the recipient must attempt a Will saving throw to resist the insidious influence of the Skin of Vecna. The DC after the first month of attachment is 15, increasing by 2 after each subsequent month of attachment (DC 17 after the 2nd month, DC 19 after the 3rd month, DC 21 after the 4th month, DC 23 after the 5th month, etc.), up to a maximum of DC 37 after a full year of attachment. If the recipient fails this Will saving throw, they become dominated as if they were affected by a dominate person spell cast on them by Vecna, for a duration of 4d4+4 hours. A dominated recipient acts according to Vecna’s will to the best of their ability, if applicable, subject to the GM’s discretion. Additionally, the Skin of Vecna permanently reduces the recipient’s Charisma score by 5 points, which cannot thereafter be restored by any means except by removal of the Skin followed by the casting of 5 consecutive wish or miracle spells on the afflicted character (1 wish or miracle restores 1 lost point of Charisma each), or else by the intervention of a lesser or greater deity.
DESTRUCTION
Any force, natural or magical, that can inflict 33 points of damage from a single blow, spell, or other effect is sufficient to destroy the Skin. In addition, someone using the Molar of Vecna can destroy the Skin by eating it.

Last Digit of Vecna (Minor Artifact)
Slot — (replaces recipient’s last digit on right hand); CL 15th; Weight —; Aura strong abjuration and strong transmutation
DESCRIPTION
The Last Digit of Vecna is from Vecna’s original right hand. The thin and bony pinkie retains a jagged, fungus-eaten nail. Once in place, it functions as a normal finger.
Constant Powers: The Last Digit grants the recipient spell resistance equal to 14 plus total hit dice (for example, a recipient with 10 total hit dice gains SR 24) if the recipient does not already possess superior spell resistance. If the recipient already possesses SR superior to 14 plus total hit dice, the Last Digit instead increases the recipient’s normal SR by +4 (for example, if the recipient normally has SR 24, attaching the Last Digit increases the recipient’s existing SR to 28). While the Last Digit is attached, the recipient gains Eschew Materials as a bonus feat.
Invoked Powers: Once per day, the recipient can invoke the power of the Last Digit, which allows the recipient to activate a spell-like ability that functions in every way as the wizard spell mnemonic enhancer, except that no material components or focuses are required (verbal and somatic components only). Like the wizard spell mnemonic enhancer, this spell-like ability has a 10 minute casting time, and only wizards (and other arcane casters who prepare their spells in advance) can benefit from the effects.
Curse: After every month of attachment, the recipient must attempt a Will saving throw to resist the insidious influence of the Last Digit of Vecna. The DC after the first month of attachment is 15, increasing by 2 after each subsequent month of attachment (DC 17 after the 2nd month, DC 19 after the 3rd month, DC 21 after the 4th month, DC 23 after the 5th month, etc.), up to a maximum of DC 37 after a full year of attachment. If the recipient fails this Will saving throw, they become dominated as if they were affected by a dominate person spell cast on them by Vecna, for a duration of 4d4+4 hours. A dominated recipient acts according to Vecna’s will to the best of their ability, if applicable, subject to the GM’s discretion.
DESTRUCTION
Any force, natural or magical, that can inflict 33 points of damage from a single blow, spell, or other effect is sufficient to destroy the Last Digit. In addition, someone using the Molar of Vecna can destroy the Last Digit by eating it.

Left Ear of Vecna (Minor Artifact)
Slot — (replaces recipient’s left ear); CL 15th; Weight —; Aura strong divination, evocation [sonic], and necromancy [curse]
DESCRIPTION
The Left Ear of Vecna is a mummified left ear, originally belonging to Vecna. To be used, this artifact must be placed against the left side of a creature’s head after its ear has been removed. Once attached, it functions normally as the recipient’s left ear, albeit obviously mummified (unless disguised by magical means).
Constant Powers: The Left Ear of Vecna grants its host a +5 enhancement bonus on all Perception checks made to listen, and a +4 resistance bonus against sonic spells and spell-like abilities. The host can understand (but not necessarily speak) all spoken languages as per the spell tongues.
Invoked Powers: The host can use the following spell-like abilities, all at CL 15th, and without ever needing to succeed on concentration checks:
3/day each—blindness/deafness (deafness only, DC 20), clairaudience/clairvoyance (clairaudience only)
1/day—greater shout (DC 20)
Curse: After every month of attachment, the recipient must attempt a Will saving throw to resist the insidious influence of the Left Ear of Vecna. The DC after the first month of attachment is 15, increasing by 2 after each subsequent month of attachment (DC 17 after the 2nd month, DC 19 after the 3rd month, DC 21 after the 4th month, DC 23 after the 5th month, etc.), up to a maximum of DC 37 after a full year of attachment. If the recipient fails this Will saving throw, they become dominated as if they were affected by a dominate person spell cast on them by Vecna, for a duration of 4d4+4 hours. A dominated recipient acts according to Vecna’s will to the best of their ability, if applicable, subject to the GM’s discretion.
DESTRUCTION
Any force, natural or magical, that can inflict 33 points of damage from a single blow, spell, or other effect is sufficient to destroy the Left Ear of Vecna. In addition, someone using the Molars of Vecna can destroy the relic.


Orsino; Ivid VIII wrote:
I think I may just Level-Up my boy to 9th sometime before next year!

I see what you did there... Not a bad idea, as I am going to be ramping up the challenges to average CR 9 starting next session! :)


Enlightened paladin a smart choice for the specifics of this campaign especially, where we start without armor or weapons. But eventually, I think I want to wear full plate and wield some kind of two handed weapon with Power Attack, Furious Focus, etc. Will definitely have to consider it, though. Thanks again, Khardon!


Khardon Dourstone wrote:
SolomonDirge wrote:
Having a 5 int kinda makes being the face man seem unlikely, but his Cha will be undeniably endearing. Making a Forest Gump kind of vibe, I guess....

If it helps…

Enlightened Paladin
Cha to added to your Dex bonus, max of your level.

26pt buy
Str (18) Dex (13) Con (13) Int (8) Wis (10) Cha (18)

Lvl 4 +1 Dex and Con.

At lvl 1 it’s kind of squishy (+2 AC from Dex and Cha). But I’m running Dex12 myself with light armor.

By lvl 4, you’ll have (unarmored) AC 10 (base) +2 (Dex) +4 (Cha). Then add your armor (still has Max Dex, adding Dex and Cha).

It’s not a bad chassis if what you want is two high stats and to not be mentally handicapped.

Pretty close to what I had in mind, and actually, only slightly squishier for a lot less stupid lol . Might go with this build.

I will definitely look at enlightened paladin. Thanks, Khardon.

Otherwise, im looking at:
Str 18
Dex 14
Con 14
Int 5
Wis 10
Cha 18


Having a 5 int kinda makes being the face man seem unlikely, but his Cha will be undeniably endearing. Making a Forest Gump kind of vibe, I guess....


All that ^ to say, I apologize in advance for the shameless min-maxing, but my dude is probably going to be legally retarded lol.... like possibly a 5 Intelligence. That will be easy for me to RP lol

Currently considering dumping Int to 7 to get 30 points, and make Int my -2 on top of that for a 5 Int. You guys might have to help me dress myself each morning, and remind me how doors work on the regular


Lady Emilia Vosk wrote:
I'll back to Emilia VOsk

I dig your character concept here.

If we both make the team, it will be fun RPing.

*Sigh*.... that feeling of greedy shame when 26 point buy seems insufficient .
I know, ridiculous to say. 26 point buy is super hero territory. But I guess I want it all on a silver platter

Probably going to be the party DPS, but with only a 14 Strength. Maybe our bloodrager, if chosen, can be the real ass-beater. Gotta go with max Cha to get that sick divine grace to all my saves. Can definitely be the face man/sweet talker of the party. Unless I missed a build that has better than an 18 starting Cha....


DM Ray wrote:

@ Monkeygod,

@ Solomon Dirge,
Skin-Changer is fine. Yet you know how much I love Paladins. A Paladin (or another Autobot or Decepticon) is fine.

Will probably go with aasimar paladin, then.


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Khardon Dourstone wrote:
SolomonDirge wrote:

Also thinking maybe a good old aasimar paladin, maybe.

I'd kind of like to play something new to me, but with the other submissions we have so far, a paladin seems like a good way to balance the party a little more....

Just me, personally, but I always say play what you want. Campaigns take years and nobody has a guaranteed slot. It’s most important to make a character that you enjoy, not one that you think the party needs.

If someone else, for example, wanted to play a dwarven magus with his custom made weapon? More power to them. I’m happy with my submission but I have no claim to the race or class combo.

True words. I do love paladins, anyway, but in a campaign that begins in "Ustalov", it seems like a prime opportunity to give shifter a go. I've played skin-changer before, but only to about 8th level. Bowrik dumped Intelligence... like, really low ... I RPed him accordingly. A little smarter than a pretty smart dog. He did some fun things, though. We were hired to dump a body in the water reservoir in Varisia, but how to transport a corpse across town without being noticed? Bowrik wouldn't have been smart enough to think of the solution, but as a guy who could turn into a constrictor, it was simple instinct (certainly not cunning) that led him to shift into a big snake, swallow the corpse whole, and then slowly slither through the sewer tunnels with a Medium sized "food baby" in his bloated midsection, and regurgitate the corpse into the water reservoir... fun times.


Also thinking maybe a good old aasimar paladin, maybe.

I'd kind of like to play something new to me, but with the other submissions we have so far, a paladin seems like a good way to balance the party a little more....


Hey all! I see someone is already playing a skin-changer or possibly a shifter, which are both solid classes. If it wouldn't be too many shapechangers, I am considering a skin-walker (northborn) shifter, first animal aspect would be a bear.

If not that, my other possible idea is a steelblood bloodrager. I realize there's already another bloodrager, too, but if we make them different enough, could still be cool. Any thoughts, DM Ray? (Besides trying to convince me to play another skin-changer.... lol.... Skin-changer is cool, and I realize you're more familiar with it than with shifter, but I think I prefer the shifter mechanics, looking at the tables for both....)


GUARDIANS OF DUFFGORDON MANOR as of FREEDAY 7TH WEALSUN 600 CY:

Advanced dream eater nightmare ettercap (CR 7): Scuttlefangs; above rafters of liberally trapped artillery chamber on 2nd aboveground floor

Giant spider (CR 1); above rafters of liberally trapped artillery chamber on 2nd aboveground floor

Ceustodaemons (CR 6) x3: Hemlockguzzle, Leechveins, & Spirejumper; TBA, currently mobile shock troops accompanying party

Bearded devils (CR 4) x3: Luizenkin, Pokkenstoppels, & Razendebaard; TBA, currently mobile shock troops accompanying party

Erinyes devil (CR 8): Tisiphone Praeferoxa of Avernus; TBA, currently mobile shock troop commander accompanying party, coordinating tactical operations of other shock troops

Clockwork soldiers (CR 6) x4: Crankshafts, Levercables, Pistonaxles, and Winchgrinder; TBA, currently mobile shock troops accompanying party

Am I missing anything?


Now, just brainstorming here... those secret spells (the third spell to sever the death knight's link with existing armor, and the third spell to establish a link with a new set of armor), specific and different for each death knight.

Lord Erlick/Drannoch was made a death knight by Vecna when he attached the Ear. Vecna has claimed him, empowering him to be the Whispered One's faithful minion. So, spells that thematically fir with Vecna seem appropriate.

Possible third severance OR new linkage spells?: mind probe (5th level wizard/sorcerer); sequester (7th level wizard/sorcerer); sequester thoughts (5th level wizard/sorcerer); screen (8th level wizard/sorcerer); sending (5th level wizard/sorcerer); mindblank (8th level wizard/sorcerer); false vision (5th level wizard/sorcerer). Thoughts?


Re: our speculations last night about severing link to a previous armor and forging new link with different armor. 5th paragraph of text, singled out below is relevant:

To wear death knight armor safely, its new owner must cleanse it of evil and forever sever its connection to its undead master. This cleansing requires the casting of three different spells in rapid succession. Two are always break enchantment and holy word. The third varies with each death knight and relates back to the unique circumstances surrounding its first death and return. Figuring out the correct spell usually entails a great deal of research and careful thought. And of course, while this detective work is happening, the armor continues to steadily regenerate the death knight.

So it's clear the death knight's link to armor can be severed. By applying opposite symmetrical logic... A new suit of armor can become the new linked death knight armor after severing the link with current armor, as described above, with similar series of 3 spells in succession. I propose:

First, cast possess object (5th level, same as break enchantment, but instead of spell's usual; effect of animating and controlling the armor, it establishes a "first step" linkage between the targeted armor and the death knight. Second, opposite of holy word is blasphemy, strengthening the death knight's profane link to the new armor initiated with possess object.... Third, a unique and esoteric spell that might need to be researched.


Posting death knight monster class here again for Joe's convenience. Yep, after last nights conversation, I officially renamed graveknights "death knights", as it is setting-appropriate for Greyhawk.

Death knight MONSTROUS CLASS (CR +2; 3-level progression)
Prerequisites: Must be a living creature with 5 or more Hit Dice/levels.
Alignment: Any evil.
Armor: Must be proficient with heavy armor and own a suit of full plate armor.

In death, the death knight’s life force lingers on in its armor, not its corpse, in much the same way that a lich’s essence is bound within a phylactery. Unless every part of a death knight’s armor is ruined along with its body, a death knight can rejuvenate after it is destroyed. A typical suit of full plate death knight armor has hardness 10 and 45 hit points, though armor with enhancements or made of special materials proves more difficult to destroy. Merely breaking a death knight’s armor does not destroy it; it must be ruined, such as by being disintegrated, taken to the Positive Energy Plane, or thrown into the heart of a volcano.
Anyone who treats a death knight’s armor as simply battle spoils risks both body and soul. Death knights rejuvenate when destroyed. Their bodies literally grow back, with tendrils of undead flesh coiling out from recesses in their armor like gruesome creepers, unless opponents take pains to also obliterate the armor. These unholy strands have no objection to infesting a living host instead of producing a new body for their master.
People who claim a death knight’s armor rarely recognize the threat until too late, as part of the magic of the rejuvenation makes wearers oblivious to the invasion of their own bodies. When they take the armor off to sleep, they overlook the puncture marks and deep fissures upon their skin. Some sinister instinct also causes them to conceal these wounds from their companions. Only the particularly observant (and a DC 25 Perception check) perceive the peril in time to help their friend cast aside the armor.
Once the rejuvenation period ends 1d10 days later, the wearer must make a Will save (DC equal to 10 + 1/2 the death knight’s HD + the death knight’s Cha modifier) each day to avoid transforming into the original death knight. This transformation consumes mind as well as body, immediately slaying the victim and utterly destroying the body.
To wear death knight armor safely, its new owner must cleanse it of evil and forever sever its connection to its undead master. This cleansing requires the casting of three different spells in rapid succession. Two are always break enchantment and holy word. The third varies with each death knight and relates back to the unique circumstances surrounding its first death and return. Figuring out the correct spell usually entails a great deal of research and careful thought. And of course, while this detective work is happening, the armor continues to steadily regenerate the death knight.
Undying tyrants and eternal champions of the undead, death knights arise from the corpses of the most nefarious warlords and disgraced heroes—villains too merciless to submit to the shackles of death. They bear the same weapons and regalia they did in life, though warped or empowered by their profane resurrection. The legions they once held also flock to them in death, ready to serve their wicked ambitions once more. A death knight’s essence is fundamentally tied to its armor, the bloodstained trappings of its battle lust. This armor becomes an icon of its perverse natures, transforming into a monstrous second skin over the husk of desiccated flesh and scarred bone locked within.

1st LEVEL 
Type: At 1st level, the death knight’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves. The death knight gains all of the traits and immunities standard to undead.
Senses: At 1st level, the death knight gains darkvision 20 ft. If the character already had darkvision, its range is increased by 20 ft. 
Aura: At 1st level, the death knight gains the following aura. 
Sacrilegious Aura (Su) 
A 1st-level death knight constantly exudes an aura of intense evil and negative energy in a 10-foot radius. This aura functions as the spell desecrate and uses the death knight’s armor as an altar of sorts to double the effects granted. The death knight constantly gains the benefits of this effect (including the bonus hit points, as this aura is part of the death knight’s creation). In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area—such as through a cleric’s channel energy ability, a paladin’s lay on hands, or any spell with the healing subtype—must make a concentration check with a DC equal to 10 + 1/2 the death knight’s Hit Dice + the death knight’s Charisma modifier. If the character fails, the effect is expended but does not function. 
Armor Class: At 1st level, the death knight's natural armor improves by +2. 
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As an undead, a death knight uses their Charisma modifier to determine bonus hit points. 
Defensive Abilities: At 1st level, the death knight gains channel resistance +2; DR 4/magic; and resistance to cold 10, electricity 10, and resistance 10 to any additional energy type noted by their ruinous revivification special quality. A 1st-level death knight also gains spell resistance equal to their augmented CR + 5. 
At 1st level, the death knight also gains the following ability. 
Rejuvenation (Su) 
One day after a death knight is destroyed, its armor begins to rebuild the undead horror’s body. This process takes 1d10 days—if the body is destroyed before that time passes, the armor merely starts the process anew. After this time has elapsed, the death knight wakens fully healed. 
Attacks: At 1st level, the death knight gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the death knight’s size. A Medium death knight's base slam damage is 1d4; a Small death knight's base slam damage is 1d3. 
Special Attacks: At 1st level, the death knight gains the following special attacks. Save DCs are equal to 10 + 1/2 the death knight’s HD + the death knight’s Charisma modifier unless otherwise noted. 
Channel Destruction (Su) 
Any weapon a death knight wields seethes with energy, and deals an additional 1d6 points of damage for every 4 Hit Dice the death knight has. This additional damage is of the energy type determined by the ruinous revivification special quality. 
Devestating Blast (Su) 
Three times per day, the death knight may unleash a 30-foot cone of energy as a standard action. This blast deals 2d6 points of damage for every 3 Hit Dice a death knight has (Reflex for half). This damage is of the energy type determined by the death knight’s ruinous revivification special quality. 
Special Qualities: A 1st-level death knight gains the following. 
Phantom Mount (Su) 
Once per hour, a death knight can summon a skeletal horse similar to a phantom steed. This mount is more real than a typical phantom steed, and can carry one additional rider. The mount’s powers are based on the death knight’s total Hit Dice rather than caster level. A death knight’s mount looks distinctive and always appears the same each time it is summoned. If the mount is destroyed, it can be summoned again with full hit points 1 hour later. 
Ruinous Revivification (Su) 
At the time of its creation (i.e., upon taking their 1st level in the death knight monstrous class), the death knight chooses one of the following energy types: acid, cold, electricity, or fire. This energy type should be relevant to the death knight’s life or death, defaulting to fire if none are especially appropriate. This energy type influences the effects of several of a death knight’s special abilities. 
Ability Scores: At 1st level, the death knight gains the following modifications to ability scores. Str +2, Wis +2, Cha +2. As an undead creature, a death knight has no Constitution score. Everything that was previously modified by the character's Constitution score prior to becoming undead now uses the death knight's Charisma modifier instead (i.e., hit points and Fort saving throw). 
Skills: At 1st level, the death knight gains a +4 racial bonus on Intimidate, Perception, and Ride checks. If they weren't already class skills for the character, Intimidate, Perception, and Ride become class skills for the 1st-level death knight. 
Feats: At 1st level, the death knight gains a bonus feat, which must be chosen from the following list: Improved Initiative, Mounted Combat, Ride-By Attack, or Toughness.

2nd LEVEL 
Senses: At 2nd level, the range of the death knight's darkvision increases by 20 ft. (to a total range of 40 ft., or if the character already had darkvision prior to taking their 1st level in the death knight monstrous class, the range of their preexisting darkvision increases by a total of 40 ft.). 
Aura: At 2nd level, the death knight's aura increases in range as follows. 
Sacrilegious Aura (Su) 
At 2nd level, the range of the death knight's sacrilegious aura increases to a 20-foot radius. 
Armor Class: At 2nd level, the death knight's natural armor improves by +1 (to a total of +3). 
Defensive Abilities: At 2nd level, the death knight's channel resistance increases by +1 (to a total of +3); their DR increases to DR 7/magic; and their energy resistances increase to cold 20, electricity 20, and resistance 20 to any additional energy type noted by their ruinous revivification special quality. A 2nd-level death knight's spell resistance becomes equal to their augmented CR + 8. 
Ability Scores: At 2nd level, the death knight gains the following modifications to ability scores. Str +2 (+4 total), Int +1, Wis +1 (+3 total), Cha +1 (+3 total). 
Skills: At 2nd level, the death knight's total racial bonus on Intimidate, Perception, and Ride checks increases to +6. 
Feats: At 2nd level, the death knight gains a second bonus feat, which must be chosen from the following list: Improved Initiative, Mounted Combat, Ride-By Attack, or Toughness. (This second bonus feat cannot be the same bonus feat chosen at 1st level, of course.)

3rd LEVEL 
Senses: At 3rd level, the range of the death knight's darkvision increases by 20 ft. (to a total range of 60 ft., or if the character already had darkvision prior to taking their 1st level in the death knight monstrous class, the range of their preexisting darkvision increases by a total of 60 ft.). 
Aura: At 3rd level, the death knight's aura increases in range as follows. 
Sacrilegious Aura (Su) 
At 3rd level, the range of the death knight's sacrilegious aura increases to a 30-foot radius. 
Armor Class: At 3rd level, the death knight's natural armor improves by +1 (to a total of +4). 
Defensive Abilities: At 3rd level, the death knight's channel resistance increases by +1 (to a total of +4); their DR increases to DR 10/magic; and they gain immunity to cold, electricity, and any additional energy type noted by their ruinous revivification special quality. A 3rd-level death knight's spell resistance becomes equal to their augmented CR + 11. 
Ability Scores: At 3rd level, the death knight gains the following modifications to ability scores. Str +2 (+6 total), Int +1 (+2 total), Wis +1 (+4 total), Cha +1 (+4 total). 
Skills: At 3rd level, the death knight's total racial bonus on Intimidate, Perception, and Ride checks increases to +8. 
Feats: At 3rd level, the death knight gains the remaining two previously unchosen bonus feats from the following list: Improved Initiative, Mounted Combat, Ride-By Attack, or Toughness. 
Special Attacks: At 3rd level, the death knight gains the following special attack. 
Undead Mastery (Su) 
As a standard action, a death knight can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the death knight’s control. This control is permanent for unintelligent undead; an undead with an Intelligence score is allowed an additional save every day to break free from the death knight’s control. A creature that successfully saves cannot be affected again by the same death knight’s undead mastery for 24 hours. A death knight can control 5 Hit Dice of undead creatures for every Hit Die it has. If the death knight exceeds this number, the excess from earlier uses of the ability becomes uncontrolled, as per animate dead.

Lore, ecology, RP suggestions, and other fluff you may or may not find interesting...:
DEATH KNIGHT LORE
The lust for battle and sheer will to win allow some truly evil and vile warriors to shrug off their final defeat. Through methods that remain poorly understood, the vengeful spirit of such a fearsome combatant sometimes forms a bond with its armor that permits it to simply refuse death, its spirit lingering long past when it should have gone on to its eternal punishment in the afterlife. Similar in many ways to a lich’s phylactery, this armor rebuilds the undead knight’s body whenever it is beaten in combat. Only by utterly destroying the armor, by annihilating it rather than just breaking it into pieces, can an opponent truly end the existence of the despicable creatures known as death knights.
Unlike liches, death knights almost never plan this return from their last battle. It happens, seemingly spontaneously and at random, to people totally unprepared for an undead existence. Wedded to the physical world but deprived of all sensual pleasure by their deathless state, death knights deal with their transformation in a variety of ways. Some take up or resume the service of dark gods or more powerful evil creatures in the hope that their patrons will eventually deign to lift their curse, while others simply resume where they left off, seeking dominion over mortals and the exhilaration of crushing their enemies. Still others spend their days careening between futile attempts to recapture the heady exhilaration of battle and wrestling with the tedium of their actual existence. Acting in part out of habit, these latter warriors recreate the horrors and atrocities that once excited them, but taste nothing but ash for their trouble. Unable to accept that they will never again feel a surge of adrenaline or the heady thrill of triumph, they wade ever deeper into the carnage, blood, and misery that defined their mortal lives.
Death knights do not feed on pain or death, nor do they need to kill in order to continue their existence. Though some slaughter mortals out of anger, for revenge, or simply to continue proving their battle prowess in much the same way they did in life, others do so merely out of reflex, with no more thought to the lives they cut short than someone swatting a fly. In some ways, this behavior makes them even worse than those undead who must prey upon the living in order to survive. The manner and attitude with which a death knight approaches violence depends entirely on the mortal warrior it once was, yet ultimately, all are incarnate killers, and as the centuries of slaughter wind on, many lose what little shreds of humanity still cling to them, defining themselves solely through battle and conquest.
The circumstances of their lives, and especially their deaths, define many physical aspects of death knights as well. All of them have the ability to channel one particular sort of energy. This energy is typically determined by the moments when they crossed the threshold between life and deathand began their new existence. A general burned at the stake for his war crimes, for instance, might return as a death knight with an affinity for fire energy, while one who finally succumbed to her wounds in a bloodstained snowfield might have an affinity for cold.
Warriors and leaders of troops in life, death knights ape this practice in death. Though unable to create undead themselves, they have the power to compel those they encounter to march under their banner. Though some continue to lead living soldiers as well, especially if serving as the commander for some dark god’s or patron’s mortal forces, this ability to control undead makes them that much more cavalier about the people they kill or the rebukes they dispense to their own soldiers, as every death bolsters the army’s strength once one of their clerical lieutenants animates the fallen.
People near a death knight feel a soul-rending sensation of isolation and loss which many describe as feeling as if the gods themselves had suddenly turned away from them. Indeed, this impression is more than simply a feeling, as prayers and uses of positive energy regularly fizzle and fail near a death knight. Death knights capitalize on the sense of abandonment caused by their sacrilegious aura. Though in truth it does more to bolster them and other undead, they also like to play on the fear and uncertainty it invokes. By claiming that anyone slain by their hand dies out of sight of the gods, they sometimes cause opponents to hesitate and falter. Of course, only those who worship the gods of the light sense this in their souls. Servants of darker powers instead experience a bleak confidence.
Though they often appear to despise their existence, death knights seem incapable of suicide. While perfectly willing to fight right up to the destruction of their bodies, they never slacken their attacks in the hope of defeat. Whether this is a part of their curse or simply a natural result of the sorts of ragingly egomaniacal personalities that become death knights is unclear, but when possible, death knights look for ways to cause their armor to teleport to a safe location if they get beaten. No death knight would ever willingly reveal its secret weakness—that a foe must destroy its armor to truly end it.

ECOLOGY 
Death knights are born of defeat, and it is their rage at such an end that allows them to return, attempting to erase their failure through greater triumphs and atrocities. Unfortunately for them, while they remember many aspects of mortal life, they can never truly experience them again. Death knights cannot physically enjoy sleep, food, sex, or other such pleasures, though some may go through the motions in pursuit of those emotions they are still allowed: triumph, victory, and the grim satisfaction of absolute dominance. Even these may lose their luster over time, however—the longer a death knight exists, the greater the conquest it must wallow in to achieve satisfaction.
Though unable to experience terror, pain, or grief themselves, death knights still remember these feelings and know how to produce them in others. The best the living can hope for when they encounter a death knight is a quick death, for death knights burn both forests and towns with equal aplomb, killing innocents and champions for sport or simply to cow their opponents. Death knights rarely restrain their violent impulses unless these urges interfere with some greater plan—and even then, they sometimes slip and kill without a second thought.
A death knight’s body exists as a desiccated husk of bone and flesh within its armor, but these constantly rejuvenated remains are of no particular significance or function. Rather, it’s the armor of a death knight that is its true flesh, the lifeline and cage that shackles it to the material world. Similarly, the glowing eyes that can be seen through the creature’s helmet are not its actual eyes, but rather twin points of light manifested by the raging spirit itself.

HABITAT & SOCIETY 
Death knights usually begin their new existence by picking up where they left off at the moment of death. Most spent their first few months hunting down enemies or reclaiming lost territory. All too soon, however, such amusements begin to pale. Their inability to recapture the sensations that once defined their lives soon causes them to lose interest in earlier pursuits, instead embracing the single motivation left to them: arrogance. For though lesser goals like revenge may consume them for a while, most death knights eventually come to understand their immortal state as an acknowledgment of their inherent superiority over lesser beings—even over death itself. Even those who regard their existence as a curse see it this way; in their decaying minds, this unholy gift was granted to them because they were the most capable, the most driven, the most fearsome, and the most deserving of rule. With each century of slaughter that goes by, each army that fails to stand against their undead battle prowess, this sense of elitism and entitlement grows, until it eventually becomes the death knight’s defining characteristic. The death knight kills and conquers because it can, and because every victory strengthens its own idea of itself and its purpose.
For this reason, death knights generally regard each other as rivals and inferiors, and almost never associate unless compelled to by necessity (or by someone stronger). When they are encountered in groups, the group is invariably led by the most powerful of them, who holds the lesser death knights in check through sheer power and force of will. Such pecking orders are maintained only until the leader is destroyed, at which the point the subservient death knights jockey for position until a clear victor is again recognized, and the cycle repeats.
When death knights serve other powerful creatures or beings, this service should not be confused with love or fealty. A death knight serving a master does not in any way feel less arrogant or sure of its own mastery. It might see their arrangement in terms of defined roles, with itself as the master of physical combat and its associate the master of magic, which the death knight regards as inferior. Other death knights see their alliances as a matter of convenience, the most effective way to advance their own ends. Regardless, in the long run, every death knight expects to come out on top, and in due time the death knight challenges its ally or master, or even its patron god—though that time may be measured in centuries.


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Several paragraphs of prose narrating the doom of the hydradaemon:
In the northeastern corner of the dungeon below Duffgordon Manor, a hydrodaemon from the Stygian Swamps of Oinos (First Gray Waste of Hades) named Grōbloggrük, called through a gate formed by the Maure Dodecahedron, secured a lair for itself, equipped with a fountain with a large basin to serve as its personal "wallow-mire", warded by magical and mechanical traps of evocation, clockwork, and stonework, and further guarded by natural hazards (such as a black pudding in a deep trench, and the dangers previously hidden behind various doors by the doomed necromancer-priest who'd called the hydrodaemon and numerous other outsiders through the randomly-opened gates of the Dodecahedron).

Grōbloggrük, "The Crawler Through the Gray Slime", "The Death that Croaks in the Pestilent Mire", had become increasingly enamored of the idea of carving out a new daemonic fiefdom in this Prime Material Plane world it had become marooned on; after all, was this "Oerth" not a virtual paradise in contrast with the dismal, spirit-crushing, putrescent bogs and festering fens of Oinos? Here, the giant, batrachian yugoloth might as well have been one of the Arcanoloths, or so it had mistakenly thought. The hydrodaemon had sorely overestimated its position on the local food chain. It had not counted on the mighty antiheroes who were the alter egos of the Horned King's Men...

While exploring the rest of Duffgordon Manor (typically hidden in the impenetrable gloom radiated by its deeper darkness stones), Grōbloggrük discovered in the ground floor library a wealth of rare and valuable grimoires, treatises by famous and infamous archmages and other legendary beings, and tomes of great antiquity and value, some dating to before the Twin Cataclysms and Great Migrations, even to the time of the Ur-Flan necromancers of prehistoric Flanaess. The hydrodaemon took the 8 of these works that seemed of greatest interest and value to it, and locked them away in a brass coffer with an iron padlock, and then bound into service as wardens of this ill-gotten literary collection a quartet of guardian daemons (or ceustodaemons) summoned through other gates to the Three Gray Wastes of Hades. Grōbloggrük thought its treasure secure, and its primacy in the dungeon unrivaled. Even the mightiest other apex predators in the manor's dungeon and aboveground levels appeared to fall short of "The Doom That Swims in the Styx" (at least in its own estimation).

The Fury of Avernus? Its fine, raven-black, feathered wings would soon be Grōbloggrük's soft new blanket. The Wanton Harlot of Shendilavri? It would serve as Grōbloggrük's flesh-toy, until its wracked and ravaged body could provide no further sport or amusement to "The Swallower of Hordes". The Rattling Maidens of Dis? With their own barbed chains, Grōbloggrük would flay them skinless, strangle them, and hang their ichor-slick carcasses as pleasing ornaments to dangle over the "wallow-mire" of "The Creeping Death in the Black Fog"... These were the vain ambitions and daydreams of the hydrodaemon... Ambitions soon turned to naught, and daydreams shattered by those relentless and terrible three: Drannoch "The Devourer of Dreams", Herzog Tanar'ri, and especially Kinky the Clown, who bore Grōbloggrük's irrevocable doom into the hydrodaemon's meager fiefdom in the form of the vampiric Sword of Kas...

In a flurry of lightning-fast thrusts, "The Fatal Fool of Nulbish" (as future sages would one day entitle Kinky) plunged the jet-black blade nigh to its horned demon's face basket hilt into the giant frog-like yugoloth's flank, as Drannoch harried it from the other side, and Herzog bombarded both the hydrodaemon and its black pudding guardian with fireballs. It would have seemed to outsiders, unable to fathom the scope of Herzog Tanar'ri's calculating and brilliant intellect and his familiarity with Kinky's almost supernatural agility and reflex speed, that the cambion-visaged wizard hurled these evocations with reckless disregard for the fact that each of the fireballs he cast included Kinky in their blast radius as much as they targeted the hydrodaemon and the black puddings (one of their bearded devil minions had now unwittingly split the black pudding into two puddings with a blow of its glaive). In truth, Herzog Tanar'ri had accurately predicted that Kinky would manage to evade the incinerating flames with the relative ease of a fly evading the swat of a zombie, while the hydrodaemon's mottled green flesh blackened and blistered, and the twin puddings boiled, bubbled, popped, and withered in the flames.

Lest it fail to deal the killing blow and be cheated of the exotic and novel delicacy presented by the hydrodaemon's quintessence, the bloodthirsty Sword of Kas seemed more like a feral, living thing that more often guided Kinky's "dextra manus" more than it was guided thereby, lunging and stabbing with furious urgency, in a malevolent race with Kinky's formidable allies to deal the killing stroke and lap up the soul, spirit, quintessence, or divine spark with its night-black blade as a carnivorous predator laps up blood with its tongue. The Sword would not be denied, and the fourth time the blade plunged deep into the yugoloth's slimy spine, it freed the fiend's immortal quintessence--the very fabric of which the Three Gray Wastes of Hades were made--and the Sword greedily slaked its thirst on the unique bouquet of flavors that defined Stygian Hades vibrating with languid and palpable melancholy, ennui, and profound indifference through its inky-black skymetal blade... Emotions and psychic impressions that would crush the spirit of a mortal creature, but to the Sword, they were new and interesting tastes--some deliciously sweet, others exhilaratingly savory...

The 8 valuable and rare books the hydradaemon had sequestered in the brass coffer in the secret vault of the northeast dungeon level, now additions to Herzog Tanar'ri's/Ivid VIII's growing collection...:
Astrology, Divinity, and Mankind by Yestro Bilnigd: an illuminated manuscript in Common bound in red leather; resale value of 75 gp.
The Book of Inverted Darkness by Vecna: an ancient and worm-eaten folio inscribed in Ur-Flan hieroglyphs and bound in the scaly hide of a young umbral dragon, comprising a profane treatise on the vile practices of the primitive Ur-Flan, and a grimoire of necromancy and shadow magic; contains the following wizard spells: 0th-level cantrips—bleed, disrupt undead, ghost sound, haunted fey aspect, oath of anonymity, sotto voce, and touch of fatigue; 1st-level—cause fear, chill touch, cloak of secrets, decompose corpse, detect undead, ray of enfeeblement, ray of sickening, repair undead, shadow trap, shadow weapon, and shadowfade; 2nd-level—blindness/deafness, boneshaker, command undead, dark whispers, false life, ghostly disguise, searching shadows, shadow anchor, shadow claws, spectral hand, and stricken heart; 3rd-level—appearance of life, create soul gem, gentle repose, halt undead, lesser animate dead, necromantic burden, phantasmal reminder, ray of exhaustion, shadow enchantment, and vampiric touch; 4th-level—animate dead, bestow curse, contagion, enervation, fear, greater false life, masochistic shadow, phantasmal asphyxiation, phantasmal killer, shadow conjuration, shadow projection, shadow step, umbral infusion, and wall of bone; 5th-level—feast on fear, magic jar, phantasmal web, shadow evocation, and vampiric shadow shield; 6th-level—baleful shadow transformation, create undead, eyebite, flesh wall, greater shadow enchantment, major curse, shadow walk, and undeath to death; 7th-level—control undead, finger of death, greater shadow conjuration, plague storm, umbral strike, and waves of exhaustion; 8th-level—create greater undead, death clutch, greater shadow evocation, horrid wilting, and orb of the void; 9th-level—energy drain, greater shadow transmutation, shades, soul bind, wail of the banshee, and weird; resale value of 9,457 gp and 5 sp on the black market.
Cosmogony of Magnetic Fluids by Mordenkainen: a leather-bound octavo inscribed in Common, comprising a treatise on alchemy; resale value of 300 gp.
The Demonomicon of Iggwilv by Iggwilv: an aged folio scribed in Abyssal and bound in the red hide of a pit fiend, comprising a comprehensive treatise on a great variety of fiends native to the lower planes (e.g., daemons, demons, devils, qlippoths, etc.), including archdevils, demon princes, qlippoth lords, and ultraloths; resale value of 300 gp on the black market.
The Journal of Kevelli Mauk by Kevelli Mauk: an ancient and worm-eaten quarto inscribed in Ancient Suloise and bound in scarlet leather, comprising an early manifesto written by the Suel founder of the Scarlet Brotherhood; resale value of 225 gp to a member of the Scarlet Brotherhood.
—Loremasters of the Void by Zaryn Fallowfield: an illuminated manuscript in Common, bound in the scaly hide of a young radiant dragon, comprising a foundational treatise on the celestial bodies orbiting Oerth in Greyspace; resale value of 150 gp.
Metaphysics of Mathematics by Nystul: an octavo scribed in Flan runes and bound in bronzewood plates, comprising a treatise on occult mathematics, sacred geometry, and numerology (see the Path of Numbers in Occult Mysteries), and a grimoire of numerological magic; contains the following wizard spells: 2nd-level—mathematical curse; 3rd-level—collaborative thaumaturgy, fractions of heal and harm, numerological evocation, numerological resistance, and revelation; resale vale of 252 gp and 5 sp.
The Pyronomicon by Keraptis: an ancient and worm-eaten folio inscribed in Ur-Flan hieroglyphs and bound in the scaly hide of a young red dragon, comprising a grimoire of elemental fire magic; contains the following wizard spells: 1st-level—burning hands; 2nd-level—burning arc, burning gaze, fiery runes, fire breath, fire sneeze, flaming sphere, and resist energy; 3rd-level—elemental aura, fireball, fire stream, and protection from energy; 4th-level—firefall, fire trap, fire shield, greater flaming sphere, pyrotechnic eruption, volcanic storm, and wall of fire; 5th-level—chains of fire, and impossible angles; 8th-level—incendiary cloud; 9th-level—meteor swarm; resale value of 1,867 gp and 5 sp.
Science of Temporal Waves by Leuk-O: an ancient and worm-eaten quarto inscribed in Old Oeridian glyphs and bound between thin plates of adamantine, comprising a treatise on the nature of time and a grimoire of chronomancy; contains the following wizard spells: 1st-level—anticipate peril, mage’s perusal, skim, technomancy, deja vu, preserve, wizened appearance, and youthful appearance; 2nd-level—ally across time, anticipate thoughts, false age, and time shudder; 3rd-level—fortune’s path, gentle repose, haste, sands of time, slow, steal years, and threefold sight; 4th-level—Akashic communion; 5th-level—contingency, false future, flash forward, foretell failure, and permanency; 7th-level—retrocognition; 8th-level—moment of prescience, and temporal stasis; 9th-level—bilocation, foresight, and time stop; worth 3,255 gp resale.


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A list of 8 valuable works of literature discovered in the surprisingly eclectic and occult collection within the library of Duffgordon Manor:
1. — A Catalogue of the Land Flanaess, being the Eastern Portion of the Continent Oerik, of Oerth by the Savant-Sage (Vol. III published 576 CY): A comprehensive gazetteer of the Flanaess circa 576 CY by the Savant-Sage Iquander, currently a resident of the Free City of Greyhawk; resale value of 75 gp.
2 — Crosse Ways of Ulek by Andreas Wythe (4 Volumes; 1st Edition published 470 CY): The author, a particularly long-lived half-elven wizard, is said to yet live in retirement in Celene. The greatest of the petit histories, Crosse Ways of Ulek stands as the definitive history of the Ulek States. It also stands in stark contrast to the Chronicles of Keoland. The two works are best read together to gain the fullest understanding of the history of the Sheldomar Valley. Conflicts between the two works’ recounting of historic events and trends continues to spur cholarly debate. Both texts are required reading at the Royal University of Niole Dra. Not surprisingly, human and demi-human scholars take sharply different views of each volume’s relative merit. To the more casual reader, Crosse Ways of Ulek remains remarkably accessible, for it combines historic narrative with something of the style of a travelogue, cataloging specific sites of importance. Would-be treasure hunters have long fancied Crosse Ways of Ulek as an invaluable guide to the geography of the past within the Ulek States. Enough have followed references or clues in the volumes to wealth that this reputation for adventure and excitement continues to follow the volumes and contributes greatly to their general popularity outside purely academic circles; resale value of 150 gp.
3 — The Official History by Uhas of Neheli: A dry and heavily censored history of the nascent Suloise Kingdom of Keoland, focused on the coming of the Neheli family from the ancient Suel lands and their struggles against the previous lord, Vecna, and his lieutenant, Kas; resale value of 75 gp.
4 — The Chronicle of Secret Times by Uhas of Neheli: A large tome serving as a “semi-companion” to the Official History, it holds a great deal of hidden or forbidden knowledge, and chronicles the scandals, corruptions, crimes and cruelties not fit for Uhas' approved Official History. It reveals many details about the ancient organization known as the Silent Ones, as well as details about the Eye and Hand of Vecna; resale value of 175 gp.
“Some stories are well known, some others are forgotten, and some few are so dangerous that they must be hidden away. I, Uhas of Neheli, have spent my life collecting such knowledge as cannot be revealed, yet must not be forgotten, and thus with trembling hand, do I inscribe that knowledge into this Chronicle of Secret Times.” —Uhas of Neheli
5 — An Honest Traveler’s Strange Tales of the South by L. Marquel: By far thebest source on the Scarlet Brotherhood and its activities is L. Marquel's An Honest Traveler's Strange Tales of the South. Marquel, a paladin of Nyrond, accepted a commission from King Archbold III to investigate rumors coming from the Densac Peninsula. Traveling in disguise, Marquel wandered in his investigation into lands even farther south. Although unable to penetrate the forbidding ranks of the Scarlet Brotherhood, Marquel faithfully recorded every rumor, tale, and experience of his journey. The result is an odd admixture of petty details and grand impossibilities, but once again, it provides the best source of information on the Scarlet Brotherhood; resale value of 175 gp.
6 — The Magical Properties of Gemstones by Tenser: A comprehensive treatise by the Archmage Tenser detailing both the proven and the reputed magical properties of an extensive variety of gemstones found throughout the Oerth; resale value of 150 gp.
7 — The Thrice Damned Tome of Anashelaq by Anashelaq: An aged libram written in a phonetic transcription of a time-lost Flan tribal tongue, concerning the binding of spirits and the necromantic traditions of the primitive Ur-Flan who once inhabited the land that became the Duchy of Tenh. By order of the Duke of Tenh, the malevolent tome had been kept under constant guard by a contingent of sorcerers until those adepts were called to the futile defense of Calbut, where they were slain to a man. Dark rumors persist about mysterious disappearances of copies of the tome, as well as of mysterious disappearances of those who possess copies of the tome, or attempt to translate the passages that have as yet remained untranslated. Even darker rumors suggest that Anashelaq is merely a pseudonym under which the tome was actually authored by Vecna; resale value of 300 gp on the black market.
8 — Transcendental Impenetrabilities by Leomund (Vol. I, published 533 CY): Finishing by himself the work he began with Mordenkainen in Architecture, Doors and Passages of Parallel Worlds, Leomund more than demonstrates the mastery of his subject matter that drew Mordenkainen to him. More than the former work, Transcendental Impenetrabilities is Leomund’s signature work, his personal grimoire of the time. Now widely available in copied form, few can yet say that they have fully mastered the text. Contains the following spells: 3rd-level—Leomund’s tiny hut; 4th-level—lesser globe of invulnerability; 6th-level—globe of invulnerability; 9th-level—prismatic sphere; resale value of 717 gp and 5 sp.

There were, in addition to the books listed above, the following arcane and divine scrolls::
Arcane Scrolls, 3rd-Level Spells:
Dispel Magic (CL 8th), worth 600 gp
Gentle Repose (CL 8th), worth 600 gp
Unliving Rage (CL 5th), worth 375 gp
Arcane Scrolls, 2nd-Level Spells:
Carrion Compass (CL 3rd), worth 150 gp
Command Undead (CL 3rd), worth 150 gp
Resist Energy (CL 3rd), worth 150 gp
Rope Trick (CL 8th), worth 400 gp
Warding Weapon (CL 5th), worth 250 gp
Arcane Scrolls, 1st-Level Spells:
Disguise Weapon (CL 5th), worth 125 gp
Repair Undead (CL 5th), worth 125 gp
Shield (CL 1st), worth 25 gp
Summon Monster I (CL 5th), worth 125 gp
Sure Casting (CL 1st), worth 25 gp
True Skill (CL 8th), worth 200 gp
Divine Scrolls, 3rd-Level Spells:
Inflict Serious Wounds (CL 5th), worth 375 gp
Skeleton Crew (CL 7th), worth 525 gp
Divine Scrolls, 2nd-Level Spells:
Augury (CL 3rd), worth 150 gp
Cure Moderate Wounds (CL 3rd), worth 150 gp
Inflict Moderate Wounds (CL 3rd), worth 150 gp
Lesser Restoration (CL 3rd), worth 150 gp
Divine Scrolls, 1st-Level Spells:
Bane (CL 1st), worth 25 gp
Hide from Undead (CL 2nd), worth 50 gp
Inflict Light Wounds (CL 5th), worth 125 gp
Shield of Faith (CL 6th), worth 150 gp
Summon Monster I (CL 5th), worth 125 gp


GLADIATORS’ GUILD OF NULBISH

Base of Operations/Guildhall: Vigvöllr, a.k.a. “The Battle-Vault” and “The Red Chapel” (in the heart of the Nulbish Necropolis)

Guildmaster: Sveinn Heldensson, Thane of Vigvöllr and Master of Gladiators (CN male human [Fruztii Suelii] unchained barbarian [sea reaver] 10)

Guild Gladiators: Ranked from highest to lowest level, the current guild gladiators are:

Ozkogan of the Black Horse Rovers (CN male human [Arapahi Flan] unchained barbarian [mounted fury] 8) and Nightbolt (horse bestial mount 4); reveres the Horse Lord

Yasemena Ironfang of the Wolf Nomads (CN female human [Wegwiur Flan] shifter [weretouched] 7, wolf aspect); reveres the Wolf Lord

Erling Alfgeirsson of the Fruztii (CE male half-elf [Fruztii Suelii/drow] slayer [executioner] 6); pays lip service to Kord and Vatun while secretly worshiping Grazz’t

Zilrar Qen’luzyth of Tu’narath (LE female githyanki magus [mindblade] 6); thrall of Sveinn Heldensson who hates her former kin for betraying her

Leodegon Perivere of Naerie (LN male human [Oeridian-Suel] order of the sword cavalier [gendarme] 5) and Trampier (horse mount 5); reveres Stern Alia, Heironeous, Hextor, and Stratis

Xiphoscyra Kyroros of Thalos (LN female human [Thalian Oeridian] fighter [polearm master] 5); reveres Stern Alia, Heironeous, Hextor, and Stratis

Ordrang of the Flesh Render Tribe (LE male hobgoblin order of the whip cavalier [beast rider] 5) and Rampager (megaloceros exotic mount 5); worships Nomog-Geaya and Mammon

Erisyle Poniard of Barrish (CE female demon-spawn tiefling [pitborn] antipaladin 5); worships Malcanthet

Maldezor Balefire of Pontylver (LE male devil-spawn tiefling [hellspawn] infernal bloodline bloodrager [steelblood] 5); worships Mephistopheles

Scytheno Gryphonmere of Hexpools (NE female human [Oeridian-Suel] swashbuckler 4); worships Norebo openly, and Nocticula secretly

Ormsvard Grimasson of the Schnai (CN male human [Schnai Suelii] draconic bloodline [white] bloodrager [rageshaper] 4); worships Kord, Vatun, and Tiamat

Siguna Zarkenth of Hepmonaland (CE female human [Suloise] unchained barbarian [jungle rager] 4); worships Beltar and Hlerg (Llerg)


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Fanfic about the Endless Death and the Screaming Column crafted by Xaene....


Orsino; Ivid VIII wrote:

Ten-Year-Old List of Princes (Nobles) of Aerdy by House:

** spoiler omitted **

** spoiler omitted **...

Excellent work, man! This should be useful for me, as well, actually.


Orsino; Ivid VIII wrote:

@ Grimaldi and Erlick (as well as @ DM):

When I post the Nobles by House, would you like a separate post on 'Presumably Under X Allegiance' as well?

My 2 cp: If you think it will be helpful to you and the other players, go for it. I tend to do my own research prior to creating any content, but if you compiled that info in one place (here), I'd reference it for sure. But only if you feel like it.

I stick to canon as much as possible, but yeah, a lot can change between 591 CY (actually stands for Common Year, FYI, not Current Year) and 600 CY (the current year of our campaign). For the most part, however, loyalties and alliances should be about the same as they were in 591 CY.

Bear in mind that some NPCs have been "missing" since the magical catastrophe that enveloped Rauxes in an opaque field of shimmering energy (called "The Shimmering Wall" by the folk of the former Great Kingdom). Canon states a few of these "missing" NPCs--including former overking, Ivid V--but there doesn't seem to be a complete list. High-Patriarch of Hextor Pyrranen is one of the "missing" NPCs, but there are several NPCs who had been in Rauxes when the catastrophe occurred, but whose magic/resources allowed their escape, e.g., Grenell, Xavener, Drax, et al. For purposes of compiling your list, Ray, I wouldn't worry about this in the least.


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Massive list of all nobles and rulers of the realms of the Flanaess referenced in the Living Greyhawk Gazetteer, per Ray's recent request....:
Ahlissa
Marchland of the Adri Forest
Prince Molil, (LN male human Ftr9), House Naelax Principality of Ahlissa
Prince Reydrich (NE male human Wiz20) House Naelax Marchold of Chathold
Marquis Karn Serrand (LG male human Clr13 of Rao) Marchland of the Grandwood Forest
Princess Bersheba (CE female human Rog9), House Darmen Principality of Innspa
Princess Kasarin (NE female human Wiz10), House Garasteth Principality of Jalpa
Prince Farland (LE male human Ftr 12), House Darmen Principality of Kalstrand
The Overking
Marchland of Medegia
Prince Gartrel (LE male humn Ftr 10), House Darmen Principality of Naerie
Prince Barzhaan (LN male human Ftr 11), House Haxx Principality of Nulbish
Prince Harnnad (NE male human Ftr 11), House Darmen Marchland of Rauxes
Baron Oswalden (NG male human Wiz 15), House Cranden Principality of Rel Deven
Prince Carwend (N male human Wiz 14), House Cranden Principality of Torrich
Prince Dilweg (LE male human Wiz 16), House Darmen

Bandit Kingdoms
Regions:
Abbarra: administrated from Hallorn. Kor (NE male human, Rog 12) leads assassins and other “terrorists” against Iuz as they resist Iuz’s rule.
Artonsomay: Mostly uninhabited and in ruins, but governed from Stoink. Duke Gellor (N male human Ftr12), former ruler of the land, may still be there, waiting for help from Urnst.
Grand Theocracy of Dimre: Technically independent but has signed a non-agression and alliance pact with Iuz. This land is reviled in the Pale for its heretical cult of Pholtus. The cult preaches that to understand the glory of light, one must first walk hand in hand with darkness. No ruler listed. (Possible leader, created by me: Archcleric Covil Feydun, LG (LN), male human, Clr 12 of Pholtus)
Fellands: Ruled by Xavendra (CE female human Clr 13 of Iuz). It is rumored she may rebel, though loyal to Iuz.
Mighty Freehold: Near the Fellreev Forest, it is ruled by Null (CE male human Wiz19) of Iuz’s Greater Boneheart.
Defenders of Greenkeep: In the Fellreecv forest. Ruled by a bandit/elf alliance resisting Iuz.
Grand Clans of Grosskopf: Part of Iuz’s empire, no ruler listed
Kingdom of Johrase: Ruled by a frequently-replaced (about annually) orc chieftain or ogre warlord loyal to Iuz
Stronghold of the Midlands: Ruled by Graf Demmel Tadurinal (CE male human Clr 8 of Iuz)
Principality of Redhand: A renegade Shield lander Prince: Zeech (LE male human Ftr 8/Clr 4 of Hextor), rules this land. He is allied to Iuz but rumored to be ready for rebellion.
Great Lands of Reyhu: Some resistance by former bandit lords, often based in Urnst. Largely unpopulated.
Men of the Rift: This territory is divided and there is resistance in Rift Canyon from Plar of the Rift Durand Grossman (NE male human Rog11). Iuz has forces here led by Cranzer (NE male human Wiz 15)
Free City of Rookrosost: Ruled by Lord Marshall Arus Mortoth (CE maale half-fiend Ftr 15/Assn 4).
Free City State of Stoink: Surrendered to Iuz, but still rulled by Boss Renfus the Mottled (M male human Rog12). They conduct raids into the Count of Urnst
Earldom of the Tangles: Ruled by the insane Earl Aundurach (CE male human cClr 13 of Iuz). He carries a magical scepter crafted from the bones of Reynard, the lands rebellious bandit chief killed in 589. Interestingly enough, a band of humans and half elves have acted since 585 CY as a force of resistance with the assistance of clerics of Trithereon based in Furyondy.
Unified Bands of the Warfields: Mostly in ruins, but ruled from the town of Hallorn. The former bandit lord, Guardian General Hok (CN male human Ftr 14) has not been heard from in years.
The Barony of Wormhall: Home of the town of Hallorn, its real attraction is Woermhall. Reportedly the three lords of Wormhall seem to be allied to Iuz. No one knows who they are, but they ar bewlieved to be fiends or undead. The structure known as the Wormhall has tenebrous worms crawling on it.

Bissel: Ruled by Larrangin, Margrave of Bissel (LG, male human, Ftr 9/Clr2 of Heironeous)

Blackmoor: Archbaron Bestmor of Blackmoor (NE male human Frt 1.Wiz 4) rules from Dantredun. However, an orc in service to the Egg of Coot ( a mysterious being who seems to create automata in the land.) The fabled City of the Gods is in the area, which seems to be a source of strange technology.
Teuod Fent (N, male human Wiz 2 (illusionist) has been acting against Iuz here. Iuz seems to avoid Blackmoor, possibly because of some power in ancient standing stones and hills.

Bone March: The former Lord, Clement, the Marquis of Bone March (LN male human Ftr 9 is presumed to be dead.)

Bright Lands: Ruled by Rary (NE male human Wiz 20+)

Celene: Queen Yolande (CG female elf, Wiz 13/Ftr 2) has traditionally been an isolationist, but seems to have changed of late.
Melf, Prince Brightflame of Celene (NG, male elf, Wiz 14/Ftr 4) leads the Knights of Luna. He encourages more involvement in the world.

Dyvers: The LGG lists the mayor as Larissa Hunter (NG female human, Ftr 12)

Ekbir: Ruled by Caliph Xargun (NG male human Clr 16 of Al’Akbar). In the LGG, he seeks unity with his fellow Baklunish.

Frost Barbarians: Led by King Hudgred Ralffson of the Frutzii (CN male human Bbn 13). This kingdom was allied with the Archbarony of Ratik, but received the agents of the Scarlet Sign with respect. (Note: In an adventure published in Dungeon magazine, King Hundgred dies of wounds suffered in battle against a red dragon, a la Beowulf, and his successor is Bowvar (LG male human paladin 9? So I've gone with that.)

Furyondy: Led by King Belvor IV (LG male human Pal 16 of Heironeous) is a staunch foe of Iuz. His son, Thrommel III disappeared many years ago. (Living Greyhawk Campaign advanced to the elderly Belvor naming Count of Crystalreach Artur Jakartai his successor before dying of old age, so in 600 CY, King Artur Jakartai rules Furyondy.)
County of Crystalreach
Count Artur Jakartai (LG male human Pal 17 of Heironeous)
Fairwain Province
Ruled by King Belvor
Gold County
Countess Kyaren Rhavelle (N female human Wiz4 (illusionist)
Barony of Kalinstreen
Baroness Jelleneth Kalinstren (CG femal human Ftr9)
Barony of Littleberg
Baron Jemain (LG male human Ftr11)
Duchy of the Reach
Duke Bennal Tyneman (CN male human Rog 12)
Viscounty of the March
Viscount Luther Derwent (N male human Ftr 4)
Barony of Willip
Baron Xanthan Butrain (LN male human Ftr 8) (Note: Not anymore! Its now Baron Monduel, Joe's gnome mesmerist 20!)

Geoff: Formerly ruled by the exiled Owen I, Grand Duke of Geoff (LG male human Wiz 15 (illusionist)/Ftr 5).

Gran March: Magnus Vrianian, Commandant of the Gran March (LG male human Wiz9 (evoker)/Clr 3 of Heironeous)

Greyhawk: Lord Mayor Nerof Gasgal (LN male human Rog 12) (Note: Deceased, assassinated recently by former Master of the Greyhawk Assassins Guild, Turin Deathstalker, who discovered Gasgal's clandestine meetings with Despot of Pomarj, Turrosh Mak, to broker a peace treaty. It's someone else now, a different oligarch. Turin Deathstalker has fled Greyhawk, and is currently being hunted by Org Nenshen, Master of GH Thieves' Guild, who regarded Nero Gasgal as his oldest and closest friend.)

High Folk: The Worthy Sir, Tavin Ersteader, Mayor of Highfolk Town (NG male human Wiz 11) and His Most Excellent Highness (Kashafen Tamarel Flameflower, Lord of the High Elves of Vesve (CG male elf Wiz 14/Ftr 4). They are aided by Philidor the Blue (NG male human? Wiz 20+). As I recall, Philidor’s skin is blue and he appeared in the Flanaess sometime between 581 and 591 CY.

Ice Barbarians: Lolgoff Bearhear, King of the Cruski, Fasstal of all the Suelii (CN male human Bbn 15) In the LGG, he is suspicious of the Scarlet Brotherhood – who murdered his uncle. (Note: hmmm.... THIS might be the barbarian king killed by the dragon in the Dungeon adventure....)

Irongate: His Resolute Honor Cobb Darg , Lord High Mayor of Irongate (apparently human, no other information available). The government is lawful neutral.

Empire of Iuz:
Delaquenn: this territory in the western horned land is ruled by Maskaleyne (CE male vampire W12) a formen noble of House Naelax in Aerdi
Dorakaa: Iuz’s capitol. The city is overcast in black clouds in a four mile radius.
Shieldlands: Iuz’s portion is ruled by Vayne (CE male human Wiz 17). (Note: As of very recently in our 600 CY campaign, the whole of the Shieldlands has been conquered by Iuz.)
Grossfort: This is on the barrens, and is rulled by the archmage Jumper (CE male human Wiz 19)
Molag: Former capitol of the Horned Lands: It is ruled by Iuz’s high Priesteess Althea (CE female human Clr20 of Iuz)
Resistance in tis area and the Fellreev Forest is led by former bandit lord Shannar Hendricks (CN male human Ftr 15), elves and Flan foresters, independent orc bands and a rogue liech Dahlvier (NE male human (undead) Wiz 18)who rules part of the Molag area

Keoland:
Barony of Axewood
Baron Anladon of Neheli (LG male half-elf Ftr8/Wiz 2)
County of Cryllor
Count Ignas Manz (LN male human Ftr 16)
Duch of Dorlin
Duke Cedrian III of Neheli (CN male human Wiz7/Ftr 2)
County of Flen
Countess Allita Elgarin (N female human Clr 5 of Xerbo)
Union of the Good Hills First Speaker Blaif Rinnar (NG male gnome Ftr 6/Rog 2)
Duchy of Gradsul
Duke Luschan VII of Rhola (LN male human Wiz9/Ftr 2)
Barony of Grayhill
Baron Markos Skotti (NG male human Ftr 7)
March of Middlemead
Margrave Kharn (LN male human Ftr 3)
Royal Capitol and District of Niole Dra
Lord Mayor Pugnace Dillip (LN male human Ari6)
County of Nimlee
Countess Lissen Rheyd (NG female human Clr 8 of Lydia/Ftr 2)
Viscounty of Salinmoor
Viscount Cronin Secunforth (LN male human Ftr4)

Ket
Nadaid, Beygraf of Ket, (LN male human Ftr 10/Wiz 5 (diviner))

Lendore Isles:
High Priest Anfaren Silverbrow (CG male elf Clr 20 of Sehanine)

Lordship of the Isles:
Prince Frolmar Ingerskatti of Duxchan (N male human Ftr 12), puppet ruler controlled by Scarlet Brotherhood.

North Kingdom:
Overking Grenell of House Naelax (LE male human Clr 19 of Hextor) . The besieged city of Rinloru has thousands of undead controlled by a mad undead priest of Nerull called Delgath the Undying (NE male animus CLr 17 of Nerull.)

Nyrond:
Almorian Protectorate:
Governor Younard (LG male human Ftr 13)
County of Brackenmoor:
Count Romdnen Beremen (N male human Clr 5 of Zilchus)
Viscounty of the Eventide:
Viscount Edward Ventrose (CN male human Rog 11/Ftr 3)
Duchy of Flinthill:
Duke Grevin Damar (LG male human Ftr 5)
Earldom of Gamboge
Earl Larapel Klendern (NG male human Rog2)
Justcrown Province
King Seth Rhynnon
Duchy of Korenflass:
Duke Regurd Korenflass (N male human Ftr 8)
County of Mowbrenn:
Count Cunal Huldane (NG male human Rgr9)
Duchy of Orberend
Duke Arnon Orberend (LG male human Pal 10 of Pelor)
Duchy of Womtham
Duke Finelann Boomgren (LN male human Ftr3)
March of Woodverge
Sir Weynoud Aspranth (LG male human Clr7 of Heironeous)
Barony of Woodwych
Baroness Verin Talnith (N female human Rgr 4)

Onnwal:
Jian Destron, Sezek of Free Onnwal (LN male human Ftr 8) and Rakevhell Chert , Comander of the free Onwall Army of Rebellion (N male human Rog18) versus Exalthed Sister Kuranyie (LE female human Mnk 10)

Pale:
Theocrate Ogon Tillit (LN male human Clr16 of Pholtus)

Plains of the Paynims:
Only the Mahdi of the Steppes and the Amir of Kanak are mentioned, but no stats are given.

Perrenland:
Karenin, Voorman of all Perrenland (LN male human Ftr 14)

Pomarj:
Turrosh Mak (NE male half-orc Ftr 6).

Ratik:
Archbaroness Evaleigh (CG female human Rog 9/Wiz3)

Rel Astra:
Drax the Indestructible (LE male animus Wiz 11/Ftr 3) (Currently leading expedition in Moil to acquire Hand of Vecna!)

Free City of Ountsy:
Princess Emamara of House Garasteth (NE female human Ftr 10), advised by the venerable Svenser, Court Mage of Ountsy (N Wiz 16).

Free City of Roland:
"The Five of Roland":
Admiral Lef Quaanser (LN male huan Ftr 11)
Master Ramshalak (NE female human Clr 12 of Pyremius)
Lady Barvern (LE female human Ftr 13)
Master Vornekern (N male human Rog 13) (Currently part of Drax's adventuring party in Moil!)
Magus Isrilhan of House Garasteth (LN male human Wiz 14) (Recently annihilated by the green devil's mouth in Tomb of Horrors, orchestrated by Drax and Master Vornekarn!)

Rovers of the Barren (Arapahhi in its native Flan tongue):
Durishi Great Hound (CN male human Ftr 9)

Scarlet Brootherhood:
Only a title is known: His Peeless Serenity, the Father of Obedience. (According to Greyhawk Adventures hardback, his name is Korenth Zan, actually....)

Sea Barons:
High Admiral Basmajian Arras (LE male human Ftr 13)

Sea Princes:
Brother Hammandaturian, Shepherd of the Sea Princes (LE male human Mnk 12)

Shieldlands:
Countess Katarina of Walworth (LG female human Pal 15 of Heironeous). Currently presumed either dead or a prisoner of Iuz in Dorakaa, following Iuz's conquest of the Shieldlands.

Snow Barbarians:
King Ingemar Hartensen of the Schnai (CN male human Bbn 16)

Sterich:
Resbin Dren Emondav, Marchioness of Sterich (LN female human Src 13). (But in MY Greyhawk, it's now Duke Killuah, advised by the Wizard of Witchfire Mountain, Grymalkyn the Awesome, and Paladin-Beloved-by-the-Goddesses Samhain Aqualung Tull!)

Stonehold:
Rhelt Sevvord I , Master of Shonehold (CE male human Ftr 20+) was a foe of Iuz.

Sunndi:
Overking Hazendel I (CG male elf (Wiz 8/Clr 4 of Trihereon/Ftr 1)

Tenh:
Duke Ehyeh II of Tenh (NG male human Rgr 12)

Tiger Nomads:
Ilkan Gajtak of the Chakyik Hordes (CE male human Ftr 19/Wiz2 (Illusionist))

Tusmit:
Pasha Muammar Qharan (LN male human Ftr14)

County of Ulek:
Count Palatine Lewenn of Ulek (N male human Drd 13 of Berei)

Duchy of Ulek:
Duke Grenowin of Ulek (NG male elf Wiz 11/Ftr 2)

Principality of Ulek:
Prince Olinstaad Corond (LG male dwarf Rog 12/Ftr 3)

Ull:
Orakhan Khazuron of Ull (CN male half-ogre Ftr 16).

County of Urnst:
Countess Belissica of Urnst (CG female human Wiz 14 of Urnst)

Duchy of Urnst:
Duke Karil Lorinar (CG male human Rgr 13)

Valley of the Mage:
Aran Krimeeah (N? male human? Wiz 20 +), rumored to be of House Rax-Nyrond?

Veluna:
Canon Hazen (LG male human, Clr 20+ of Rao)
In the LGG, his daughter Jolene was trying to weaken the influence of the Church. Now, in 600 CY, Canon Hazen has died of old age, and Veluna is a secular Principality ruled by Princess Jolene.

Verbobonc:
Viscount Langard of Vebobonc (CG male half-elf Rog 4) Bishop Haufren (LN male human Clr 14 of St. Cuthbert)

Wolf Nomads:
The Fearless Wolf Leadr, Tarknan of the Wegwiur, Bargru (CN male human Frt 14/Wiz 2 (illusionist))

Yeomanry:
Spokesman for the Yoromanry League Marius Lingon (NG male human Rgr 10)

Zeif:
Sultan Murad of Zeif (LN male human Ftr 15)

Former Pasha of Tusmit:
Jadhem(LN male human Ftr 15)

Natural features:
Iron Hills:
This dwarven hill kingdom is a member of the Iron League, lead by King Holgi Hirsute (LG, male hill dwarf, Ftr 15)


Conniveren, as mentioned at the end of last session, bestows a few scrolls upon Orsino in gratitude for the warning of impending enemy attack and for sequestering the Vecnan cultists in the Citadel of Salt:

2nd level wizard (divination) spell version of augury
3rd level wizard (necromancy) spell version of speak with dead
3rd level wizard (necromancy) spell unliving rage

Selephotsiphem, pleased with the devotions of his pupil (worshiper), bestows the following scrolls upon Orsino to transcribe into his spellbook, if desired:

1st level wizard (conjuration [summoning]) spell version of barbed chains
1st level wizard (divination) spell heightened awareness


THE OCCULTED HALL OF SECRET LORE & THE CULT OF VECNA:

Appearing as an abandoned former guild hall of arcane magic (marked V on the Nulbish City Map), this three-story dilapidated guild hall is actually only the front for a secret subterranean temple dedicated to Vecna, and tended by a growing cult that worships the “Maimed Lord of the Spidered Throne,” and seeks to recover the artifacts and fragments of Vecna. This cult operates in cautious secrecy, as is Vecna’s way, its members feigning devotion to the archdevils revered by the Horned King, or to some traditional Oeridian deity, such as Hextor, Heironeous, Velnius and the Four Seasons/Winds, etc.
The cult is led by Conniveren Plaskerd, a middle aged man of average stature and medium build, with graying dark-brown hair kept closely cropped and hairline receding, neatly-trimmed salt-and-pepper goatee and mustache, and heavy-lidded gray eyes. He favors dark, somber-colored robes, and sometimes dons a silver skullcap. He is the deed holder of the property, and poses as simply an enterprising proprietor attempting to refurbish the old guild hall and turn it into an inn.

Conniveren Plaskerd CR 10
XP 9,600
Male human [Oeridian-Flannae] necromancer 11
NE Medium humanoid (human)
Init +5; Senses darkvision 60 ft., see invisibility; Perception +4
DEFENSE
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
hp 85 (11d6+44) plus 15 temporary hp from false life
Fort +10, Ref +6, Will +10
Resist fire 30
OFFENSE
Speed 30 ft.
Melee mwk dagger +6 (1d4/19–20)
Special Attacks channel negative energy (DC 17, 8/day)
Arcane School Spell-Like Abilities (CL 11th; concentration +16, casting defensively +20)
8/day—grave touch (+5 touch, 5 rounds)
Necromancer Spells Prepared (CL 11th; concentration +16)
6th—create undead, eyebite (DC 23)
5th—baleful polymorph (DC 20), magic jar (DC 22), teleport, waves of fatigue
4th—animate dead, enervation (+6 ranged touch), fear (DC 21), solid fog, wall of fire
3rd—blink, fireball (DC 18), fly, ray of exhaustion (+6 ranged touch, DC 20), vampiric touch (2, +5 touch)
2nd—blindness/deafness (DC 19), false life, resist energy, see invisibility, scare (DC 19), scorching ray (+6 ranged touch)
1st—alarm, burning hands (DC 16), cause fear (DC 18), detect undead, expeditious retreat, mage armor, magic missile
0th (at will)—bleed (DC 17), detect magic, read magic, touch of fatigue (+5 touch, DC 17)
Opposition Schools enchantment, illusion
TACTICS
Before Combat Conniveren casts mage armor, false life, resist energy (fire), and see invisibility if he doesn’t already have these spells active. His current hit points include 15 temporary hit points from false life.
During Combat Conniveren casts solid fog on a group of enemies, then casts wall of fire in a circle (focused inward) around the solid fog. As opponents leave the fog, he attacks them directly with eyebite and enervation. He might cast fear to drive opponents through the wall of fire, or cast fireball on a group of opponents grouped together. Conniveren has a total of 11 Medium humanoid zombies (2 HD) and 22 Medium humanoid skeletons (1 HD) under his command, which he created by casting animate dead spells on corpses discreetly provided to him by his fellow cultist, Tolar Wolvenmoor, who is the groundskeeper at the Necropolis of Nulbish. He is never encountered without at least 2 of the zombies (concealed under hooded cloaks when going about in public view) by his side, and if he is encountered in the secret underground chapel beneath the dilapidated guildhall, all 11 zombies and 22 skeletons fight on his behalf until destroyed. (See stat blocks for skeletons and zombies following the cultists’ descriptions and stat blocks below.)
Base Statistics
Without false life, mage armor, resist energy, and see invisibility, Conniveren’s statistics are Senses darkvision 60 ft.; AC 12, touch 11, flat-footed 11; hp 85 (no temporary hit points); Resist none.
STATISTICS
Str 10, Dex 12, Con 16, Int 20, Wis 8, Cha 14
Base Atk +5; CMB +5; CMD 16
Feats Brew Potion, Combat Casting, Command Undead, Craft Wondrous Item, Greater Spell Focus (necromancy), Improved Channel, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus (necromancy), Toughness
Skills Craft (alchemy) +19, Fly +5, Heal +4, Intimidate +7, Knowledge (arcana) +19, Knowledge (dungeoneering, engineering, geography, history, local, nature, nobility, planes) +13, Knowledge (religion) +18, Perception +4, Spellcraft +19
Languages Aklo, Common, Draconic, Flan, Infernal, Old Oeridian
SQ arcane bond (rat named “Nyles”), life sight (10 feet, 11 rounds/day)
Combat Gear potions of cure moderate wounds (2), potion of displacement, potion of invisibility, robe of bones; Other Gear masterwork dagger, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +2, goggles of night, headband of vast intelligence +2, spellbook, crystal for magic jar (worth 100 gp), onyx gems (worth 300 gp), sage’s outfit, 623 gp
SPECIAL ABILITIES
Grave Touch (Sp)
As a standard action, Conniveren can make a melee touch attack (+5 touch) that causes a living creature to become shaken for a number of rounds equal to 1/2 his necromancer level (5). If he touches a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than his necromancer level (11th). He can use this ability a number of times per day equal to 3 + his Intelligence modifier (8/day).

Other resident cultists at the Occulted Hall of Secret Lore live and work in Nulbish, appearing to be either Conniveren’s apprentices and colleagues working to restore the dilapidated mages’ guildhall, or as even more mundane citizens of Nulbish. There are nine other regular resident Vecnan cultists, detailed below:

Erudine Caymedar is Conniveren Plaskerd’s most capable apprentice. A Flannae-Oeridian woman in her mid-thirties, of slim build and slight stature, with mousy brown hair worn pulled back in a tight bun, dark-brown eyes, and a sun-bronzed complexion, she works as an apothecary, surgeon, and physician out of her modest two-story townhouse in the same neighborhood as the Occulted Hall of Secret Lore. Whenever she is present at the old mages’ guildhall, her pretense is that she is either restoring old and partially worm-eaten manuscripts dealing with anatomy and physiology, or else tutoring some of Conniveren’s apprentices in that subject.

Erudine Caymedar CR 6
XP 2,400
Female human [Flannae-Oeridian] necromancer 7
NE Medium humanoid (human)
Init -1; Senses Perception +8
DEFENSE
AC 15, touch 11, flat-footed 15 (+4 armor, +2 deflection, -1 Dex)
hp 45 (7d6+21) plus 12 temporary hp from false life
Fort +6, Ref +1, Will +8
OFFENSE
Speed 30 ft.
Melee dagger +3 (1d4/19-20)
Special Attacks channel negative energy 6/day (DC 14), grave touch 6/day (+3 touch, 3 rounds)
Necromancer Spells Prepared (CL 7th; concentration +10, casting defensively +14)
4th—enervation (2, +2 ranged touch, DC 18), black tentacles (CMB 15)
3rd—hold person (2, DC 17), vampiric touch (2, touch +3)
2nd—acid arrow (+2 ranged touch), darkvision, false life (already cast), ghoul touch (+3 touch, DC 16), see invisibility
1st—cause fear (DC 15), charm person, feather fall, mage armor (2, 1 already cast), unseen servant
0th (at will)—acid splash (+2 ranged touch), detect magic, light, read magic, touch of fatigue (+3 touch, DC 14)
Opposition Schools evocation, illusion
TACTICS
Before Combat Erudine casts false life and mage armor if she doesn’t already have them active. Her current hit points include 12 temporary hit points from false life.
During Combat Erudine has 14 Medium humanoid zombies (2 HD each) under her command, which she created by casting animate dead on corpses discreetly provided to her by her fellow cultist, Tolar Wolvenmoor, who is the groundskeeper at the Necropolis of Nulbish. She is never encountered outside of her townhouse without at least 2 of her zombies (clad in hooded cloaks to conceal their true nature when going about in public), and if attacked in her townhouse, all 14 zombies will be present (minus any that have already been destroyed in previous encounters, of course). She lets her zombies do the work for her, hanging back to attack foes from range with her spells. (See stat blocks for zombies following the cultists’ descriptions and stat blocks below.)
Base Statistics
Without her false life and mage armor spell, she has the following statistics:
AC 11, touch 11, flat-footed 11; hp 45 (no temporary hit points).
STATISTICS
Str 10, Dex 8, Con 14, Int 17, Wis 12, Cha 13
Base Atk +3; CMB +3; CMD 12
Feats Combat Casting, Command Undead, Forge Ring, Great Fortitude, Iron Will, Scribe Scroll, Spell Focus (necromancy), Toughness
Skills Appraise +7, Diplomacy +5, Heal +8, Intimidate +7, Knowledge (arcana) +13, Knowledge (dungeoneering) +9, Knowledge (history) +14, Knowledge (planes) +13, Knowledge (religion) +7, Linguistics +7, Perception +8, Spellcraft +13
Languages Abbysal, Aklo, Baklunish, Common, Draconic, Flan, Infernal, Old Oeridian, Suloise, Undercommon
SQ arcane bond (ring of protection +2)
Combat Gear potion of cure moderate wounds, ring of counterspells (contains magic missle), scrolls of gentle repose (3), unholy water (2); Other Gear dagger, ring of protection +2 (bonded item, nonfunctional for anyone but her), doctor’s outfit, healer’s kit, spellbook, 35 gp
SPECIAL ABILITIES
Grave Touch (Sp)
As a standard action, Erudine can make a melee touch attack (+3 touch) that causes a living creature to become shaken for a number of rounds equal to 1/2 her necromancer level (3). If she touches a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than her necromancer level (7th). She can use this ability a number of times per day equal to 3 + her Intelligence modifier (6/day).

Sequestor Spann is one of Conniveren Plaskerd’s junior apprentices, an Oeridian-Flannae man in his mid-twenties, clean-shaven, with short-cropped brown hair, brown eyes, and a bronze complexion typical of his mixed heritage. He works as a clerk of records at the Riverside Blockhouse and Gaol, and when encountered at the Occulted Hall of Secret Lore, his pretense is that he is volunteering to help restore the guildhall in gratitude for being cured of a wasting disease by the necromancers in Reaping of last year.

Sequestor Spann CR 2
XP 600
Male human [Oeridian-Flannae] necromancer 3
NE Medium humanoid (human)
Init +0; Senses Perception +0
DEFENSE
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 22 (3d6+9) plus 8 temporary hp from false life
Fort +2, Ref +1, Will +3
OFFENSE
Speed 30 ft.
Melee dagger +1 (1d4/19-20)
Special Attacks channel negative energy 6/day (DC 12), grave touch 6/day (+1 touch, 1 round)
Necromancer Spells Prepared (CL 3rd; concentration +6, casting defensively +10)
2nd—acid arrow (+1 ranged touch), false life (already cast)
1st—cause fear (DC 15), color spray (DC 14), mage armor (already cast)
0th (at will)—detect magic, light, read magic, touch of fatigue (+1 touch, DC 14)
Opposition Schools evocation, illusion
TACTICS
Before Combat Sequestor casts false life and mage armor if he doesn’t already have them active. His current hit points include 8 temporary hit points from false life.
During Combat Sequestor tries to keep out of melee reach of enemies, staying back and casting acid arrow, cause fear, color spray, and touch of fatigue on likely targets.
Base Statistics
Without false life and mage armor, he has the following statistics:
AC 10, touch 10, flat-footed 10; hp 22 (no temporary hit points).
STATISTICS
Str 10, Dex 11, Con 12, Int 16, Wis 10, Cha 13
Base Atk +1; CMB +1; CMD 11
Feats Combat Casting, Command Undead, Scribe Scroll, Spell Focus (necromancy), Toughness
Skills Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (society) +6, Linguistics +3, Profession (scribe) +6, Spellcraft +9
Languages Common, Draconic, Flan, Infernal, Old Oeridian, Suloise, Undercommon
SQ arcane bond (toad familiar named “Skidoosh")
Combat Gear potion of cure light wounds, scrolls of gentle repose (2), unholy water (2); Other Gear dagger, spellbook, spell components, scribe’s outfit, feather quills (2), inkwell, sheets of vellum paper (5), 35 gp
SPECIAL ABILITIES
Grave Touch (Sp)
As a standard action, Sequestor can make a melee touch attack (+1 touch) that causes a living creature to become shaken for a number of rounds equal to 1/2 his necromancer level (1). If he touches a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than his necromancer level (3rd). He can use this ability a number of times per day equal to 3 + his Intelligence modifier (6/day).

Audracina Meere is a fairly comely Oeridian-Flannae woman in her early twenties, with curly auburn hair worn in a ponytail, hazel eyes, freckled bronze skin, and a curvaceous build, of average height. Another of Conniveren Plaskerd’s junior apprentices, she works as an herbalist out of a ground-floor shop in the same city block that the Occulted Hall of Secret Lore is in, and dwells in a modest 2nd-floor apartment above the herbalist shop. If encountered at the old guildhall, she will admit to being one of Conniveren’s apprentices, seeing no reason to fabricate a pretense.

Audacina Meere CR 2
XP 600
Female human [Oeridian-Flannae] necromancer 3
NE Medium humanoid (human)
Init +0; Senses Perception +1
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor)
hp 19 (3d6+6) plus 8 temporary hp from false life
Fort +4, Ref +3, Will +4
OFFENSE
Speed 30 ft.
Melee dagger +0 (1d4-1/19-20)
Special Attacks channel negative energy 6/day (DC 13), grave touch 6/day (+0 touch, 1 round)
Necromancer Spells Prepared (CL 3rd; concentration +6, casting defensively +10)
2nd—acid arrow (+3 ranged touch), false life (already cast)
1st—cause fear (DC 15), color spray (DC 14), mage armor (already cast)
0th (at will)—detect magic, light, read magic, touch of fatigue (+0 touch, DC 14)
Opposition Schools evocation, illusion
TACTICS
Before Combat Audracina casts false life and mage armor if she doesn’t already have them active. Her current hit points include 8 temporary hit points from false life.
During Combat Audracina tries to keep out of melee reach of enemies, staying back and casting acid arrow, cause fear, color spray, and touch of fatigue on likely targets.
Base Statistics
Without false life and mage armor, she has the following statistics:
AC 12, touch 12, flat-footed 10; hp 16 (no temporary hit points).
STATISTICS
Str 8, Dex 14, Con 13, Int 17, Wis 12, Cha 15
Base Atk +1; CMB +0; CMD 12
Feats Combat Casting, Command Undead, Scribe Scroll, Spell Focus (necromancy), Toughness
Skills Heal +4, Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (nature) +6, Profession (herbalist) +7, Spellcraft +9
Languages Common, Draconic, Flan, Old Oeridian
SQ arcane bond (rat familiar named “Skleek”)
Combat Gear potion of cure light wounds, scrolls of gentle repose (2), unholy water (2); Other Gear dagger, spellbook, spell components, scholar’s outfit, healer’s kit, herbalist’s kit, 35 gp
SPECIAL ABILITIES
Grave Touch (Sp)
As a standard action, Audracina can make a melee touch attack (+0 touch) that causes a living creature to become shaken for a number of rounds equal to 1/2 her necromancer level (1). If she touches a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than her necromancer level (3rd). She can use this ability a number of times per day equal to 3 + her Intelligence modifier (6/day).

Catalynne Kervynn is a Flannae-Oeridian woman in her late twenties, with a bald head and no eyebrows, sun-bronzed complexion with faint Flannish tribal tattoos on her face and arms, and dark brown eyes. She is tall for a woman at 6-feet-1-inch, with a lean and gaunt appearance. Another of Conniveren Plaskerd’s junior apprentices, she works as a barber, dentist, and surgeon out of her own shop in the same city block the Occulted Hall of Secret Lore is found in. If encountered at the old guildhall, she makes no attempt at a cover story, and readily admits that she is Conniveren’s apprentice.

Catalynne Kervynn CR 2
XP 600
Female human [Oeridian-Flannae] necromancer 3
NE Medium humanoid (human)
Init +1; Senses Perception +0
DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 22 (3d6+9) plus 8 temporary hp from false life
Fort +3, Ref +2, Will +3
OFFENSE
Speed 30 ft.
Melee dagger +2 (1d4+1/19-20)
Special Attacks channel negative energy 6/day (DC 12), grave touch 6/day (+2 touch, 1 round)
Necromancer Spells Prepared (CL 3rd; concentration +6, casting defensively +10)
2nd—acid arrow (+2 ranged touch), false life (already cast)
1st—cause fear (DC 15), color spray (DC 14), mage armor (already cast)
0th (at will)—detect magic, light, read magic, touch of fatigue (+2 touch, DC 14)
Opposition Schools evocation, illusion
TACTICS
Before Combat Catalynne casts false life and mage armor if she doesn’t already have them active. Her current hit points include 8 temporary hit points from false life.
During Combat Catalynne tries to keep out of melee reach of enemies, staying back and casting acid arrow, cause fear, color spray, and touch of fatigue on likely targets. If pressed by enemies, she will drink her potion of fly to stay out of melee reach.
Base Statistics
Without false life and mage armor, she has the following statistics:
AC 11, touch 11, flat-footed 10; hp 16 (no temporary hit points).
STATISTICS
Str 12, Dex 13, Con 14, Int 16, Wis 10, Cha 12
Base Atk +1; CMB +2; CMD 13
Feats Combat Casting, Command Undead, Scribe Scroll, Spell Focus (necromancy), Toughness
Skills Fly +4, Heal +3, Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (society) +6, Profession (barber, dentist, surgeon) +4, Spellcraft +9
Languages Common, Draconic, Flan, Old Oeridian
SQ arcane bond (bat familiar named “Leech”)
Combat Gear potion of cure light wounds, potion of fly, scrolls of gentle repose (2), unholy water (2); Other Gear dagger, spellbook, spell components, doctor’s outfit, barber’s kit, dentist’s kit, healer’s kit, 35 gp
SPECIAL ABILITIES
Grave Touch (Sp)
As a standard action, Catalynne can make a melee touch attack (+2 touch) that causes a living creature to become shaken for a number of rounds equal to 1/2 her necromancer level (1). If she touches a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than her necromancer level (3rd). She can use this ability a number of times per day equal to 3 + her Intelligence modifier (6/day).

Fanx Short (real name Finxlo Bluffburrow) is a young lightfoot halfling man of 23 years, with a mop of curly copper hair, mischievous brown eyes, ruddy complexion, and a jagged scar running from the left corner of his mouth to his left ear, which makes his already crooked grin appear even more lopsided. He has adopted the pseudonym “Fanx Short” to make it more difficult for those who knew him as Finxlo Bluffburrow back in his native city (Roland on the Solnor Coast) to track him down, for he is wanted by the authorities there for a string of burglaries, as well as by several angry creditors to whom he owes large sums of money. He is one of the few “freelance” thieves operating in Nulbish (thieves that are not members of the Thieves’ Court), so he does his best to keep a low profile while plying his trade within the city. So far, it seems he has escaped the attention of the Thieves’ Court, but he knows that if they become aware of his “unsanctioned” thievery within the city walls of Nulbish, he will be “in a bit of a jam” ….

“Fanx Short” (a.k.a. Finxlo Bluffburrow) CR 2
XP 600
Male lightfoot halfling burglar unchained rogue 3
NE Small humanoid (halfling)
Init +6; Senses Perception +10 (+11 vs. traps)
DEFENSE
AC 18, touch 16, flat-footed 13 (+2 armor, +4 Dex, +1 dodge, +1 size)
hp 23 (3d8+6)
Fort +4, Ref +9, Will +4; +2 vs. fear, +1 vs. traps
Defensive Abilities danger sense +1, evasion, fearless, halfling luck
OFFENSE
Speed 20 ft.
Melee mwk short sword +8 (1d4+4/19-20) OR mwk short sword +6 (1d4+4/19-20), mwk dagger +6 (1d3/19-20)
Ranged sling +7 (1d3)
Special Attacks finesse training, sneak attack +2d6
STATISTICS
Str 10, Dex 18, Con 15, Int 12, Wis 15, Cha 13
Base Atk +2; CMB +1; CMD 15
Feats Dodge, Two-Weapon Fighting, Weapon Finesse
Skills Acrobatics +12, Appraise +7, Athletics +6 (+8 to climb), Bluff +7, Disable Device +10 (+11 vs. traps), Perception +10 (+11 vs. traps), Sleight of Hand +10, Stealth +14, Use Magic Device +7
Languages Common, Halfling, Flan
SQ coax information (substitute Bluff for Intimidate), keen senses, sure-footed, trapfinding +1, weapon familiarity
Combat Gear acid flasks (2), alchemist’s fires (2), smokestick, tanglefoot bags (2), potion of invisibility, potion of see invisibility, unholy waters (2); Other Gear Small leather armor, Small masterwork short sword, Small masterwork dagger, Small sling and 20 bullets, masterwork thieves’ tools, traveler’s outfit, 33 gp

Riddler Manxomire is a handsome young Oeridian-Flannae man, with curly brown shoulder-length hair, grey eyes, lightly-tanned complexion, and a neatly-trimmed goatee and handlebar mustache. He is a few inches shy of 6 feet, with a lean but athletic build, and has an air of rakish charm about him. His flamboyant attire marks him as a strolling minstrel — a garish red-and-yellow checkered doublet, cinched at the waist with a broad leather belt with a clover-shaped bronze buckle, a rapier hanging in a scabbard at his left hip, green-and-blue-striped hose, knee-high boots of supple leather, a waist-length cloak of vermillion trimmed with fox fur, and a floppy violet cap with a ridiculous peacock-feather plume drooping gaily to one side. He is never seen without his masterwork lute, which is his most prized possession. A bard who busks for coins at local taverns and inns for a living, Riddler serves the cult of Vecna as a seemingly innocuous snoop and collector of gossip (especially of the scandalous or ruinous kind).

Riddler Manxomire CR 1
XP 400
Male human [Oeridian-Flannae] street performer bard 2
NE Medium humanoid (human)
Init +5; Senses Perception +3
DEFENSE
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 16 (2d8+2)
Fort +1; Ref +6; Will -1
OFFENSE
Speed 30 ft.
Melee rapier +4 (1d6/18-20) OR dagger +4 (1d4/19-20)
Ranged shortbow +4 (1d6/x3) OR dagger +4 (1d4/19-20)
Special Attacks bardic performance 9 rounds/day (countersong, distraction, fascinate (DC 14), inspire courage +1, versatile performance [Oratory = Diplomacy, Sense Motive])
Bard Spells Known (CL 2nd; concentration +5)
1st (3/day)—charm person (DC 14), cure light wounds
0th (at will)—detect magic, light, prestidigitation, summon instrument
STATISTICS
Str 10, Dex 16, Con 12, Int 14, Wis 8, Cha 16
Base Atk +1; CMB +1; CMD 14
Feats Voice of the Sibyl, Weapon Finesse
Skills Acrobatics +7, Appraise +7, Athletics +4, Bluff +8 (+9 voice), Diplomacy +8 (+9 voice), Lore of Arcana +7, Perception +3, Perform (oratory) +9, Perform (string) +7, Sense Motive +3, Stealth +7, Use Magic Device +8
Languages Common, Flan, Old Oeridian
SQ bardic knowledge
Combat Gear acid flasks (2), alchemist’s fires (2), potion of cure light wounds, potion of expeditious retreat, potion of spider climb, tanglefoot bag, wand of ghost sound (10 charges); Other Gear leather armor, rapier, daggers (3), shortbow and 20 arrows, masterwork lute, minstrel’s outfit, costume jewelry and baubles worth a total of 50 gp, 12 gp, 20 sp, 36 cp

Auspen Walder works as a member of the city watch. A young Flannae-Suel man of striking appearance, Auspen stands about six-feet-six-inches, with a barrel-shaped chest, burly limbs, a narrow waist, chiseled and lantern-jawed face, with freckled ivory complexion, his left eye hazel and his right eye a silvery grey, his visage and thick neck framed by a wild mane of curly, dark-blond, shoulder-length hair, his golden eyebrows upswept in a rather elvish fashion (though he is clearly a young human man of not more than 25 years). When on duty as a city watchman, Auspen wears a black tunic emblazoned on the chest and back with the coat of arms of the Horned King (a horned skull argent in fess point, crowned with a duke’s coronet gules and or, on a field sable) over his chain shirt, cinched at the waist with a belt of black leather, a helmet of burnished bronze with Y-shaped visor and upswept lateral batwings (reminiscent of the Horned King’s own Warduke’s Helm), and is armed with a light crossbow, a quiver of 20 bolts, a sap, and a halberd, in addition to always carrying his own masterwork greatsword. When he is off-duty, Auspen is usually clad in his chain shirt with a wolfskin vest worn over it, buckskin breeches dyed a bright blue-green, the belt of black leather girding his waist and supporting his masterwork greatsword in its scabbard of black leather and copper filagree inset with tiger’s eye agates and moonstones. Draped across his mighty shoulders and broad back is the shaggy grey fell of a grey wolf, which Auspen claims he killed while hunting in the Grandwood Forest with his “dead brother Jexbaynn’s composite longbow” when he’d “not yet seen the passing of sixteen winters.” (Auspen rarely even mentions the fact that he’d recently murdered Jexbaynn while he was in a drunken stupor in order to steal the composite longbow …. Auspen has since lost the bow through misadventure, circa 5 years ago.)

Auspen Walder CR 1
XP 400
Male human [Flannae-Suel] two-handed fighter 2
CE Medium humanoid (human)
Init Senses Perception +
DEFENSES
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 23 (2d10+6)
Fort +5, Ref +2, Will +2; +1 vs. fear
Defensive Abilities bravery +1
OFFENSE
Speed 30 ft.
Melee mwk greatsword +7 (2d6+9/19-20) OR halberd +6 (1d10+9/x3) OR sap +6 (1d6+6 nonlethal)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks Cleave, Furious Focus, Power Attack
STATISTICS
Str 18, Dex 14, Con 14, Int 8, Wis 14, Cha 16
Base Atk +2; CMB +6; CMD 18
Feats Cleave, Furious Focus, Power Attack, Toughness
Skills Survival +7
Languages Common
Combat Gear acid flasks (2), alchemist’s fires (4), 5 cold iron bolts, 5 silvered bolts, oils of magic weapon (4), potions of cure light wounds (2), silversheens (2); Other Gear chain shirt, masterwork greatsword, halberd*, sap*, light crossbow and 10 bolts*, barbarian’s outfit, livery emblazoned with the Horned King’s arms (see description above)*,bronze faux-Warduke’s Helm*, silver unholy symbol of Vecna (a finely-wrought silver hand seizing an eyeball fashioned from a tiger’s eye agate) worth 500 gp with a permanent invisibility (CL 11th) cast on it by Conniveren Plaskerd (concealed under his chain shirt), pouch holding 8 baubles worth 5 gp each and 24 sp

Tolar Wolvenmoor works as a groundskeeper at the Necropolis, and secretly provides fresh (or not-so-fresh) corpses of the recently (or long-ago) interred dead to the necromancers Conniveren Plaskerd (leader of the secret Vecnan cult) and Erudine Caymedar (Conniveren’s most advanced apprentice) so they can cast animate dead to animate the corpses as zombies and the skeletons as undead skeletons. Tolar has recently been hiring some of the less squeamish thieves of the Thieves’ Court to assist him in this operation, which Tolar is adamant about reserving “only for overcast or moonless nights!”
Tolar is a Suel-Oeridian man in his mid-forties, and would stand a full six-feet-tall if he didn’t always slouch due to his “twisted spine” (rapidly-progressing kyphosis and scoliosis). A cascade of straight white hair nearly as fine as spider-silk falls over his rounded back, as if it could conceal his ill-formed frame, but the brow-line has been receding since the same fateful and harrowing encounter that robbed Tolar Wolvenmoor of his youthful vigor and vitality; prior to last Walpurgis night (Godsday the 18th of Flocktime in 599 CY — almost one year ago), Tolar Wolvenmoor looked his 40-some-odd years, with a straight spine, a full head of long, straight, pearl-white hair, his pale grey eyes were clear instead of clouded by cataracts, and his pale complexion was unmarred by age spots or wrinkles beyond some mild “crow’s feet” at the corners of his eyes and mouth. He had been hale and hearty, capable, and sharp-witted. Luna the “Mistress” (Oerth’s silver “Greater Moon”) was a New Moon (or “Black Moon”) on that ill-fated night, as She has been every Walpurgis Night since the Oerth was formed.
Tolar had paid little heed to the evils traditionally associated with Walpurgis Night; sacred not only to Nerull the Reaper, but also to chaotic evil witches and Abyssal-blooded sorcerers throughout the Flanaess, who reputedly gathered on remote and unhallowed mountain peaks (such as “Iggwilv’s Horn” in the Yatils; “Star-Keep Mountain” in the Barrier Peaks; “Witchfire Mountain” near the junction of the Crystalmists and the Jotens; and the twin domed peaks known as the “Breasts of Malcantheth” in the Hellfurnaces) to engage in orgiastic revels with various Demon Princes (especially Graz’zt, Malcanthet, Socothbenoth, Nocticula, Lamashtu, Lolth, Fraz Urb’luu, and Zuggtmoy) at so-called “Black Sabbaths” or “Witches’ Sabbaths.”
All that had mattered to Tolar at the time was that the dark night was ideal for carrying out his “nocturnal pastimes” of grave-robbing and corpse-smuggling. He and two unscrupulous hirelings from the Thieves’ Court crept into the heart of the Necropolis under cover of the moonless night, where they encountered the vengeful ghost of a minor lord from a degenerate branch of House Darmen, Viscount Holbald, a sadistic and deranged madman when he was a living man , but even worse when he manifested as a murderous ghost exactly one year after Tolar had robbed his tomb of both riches and his remains, and took revenge upon the hapless groundskeeper. The two hired thieves fled in a panic, leaving Tolar to his fate, but Tolar was unable to escape from the ghost of Viscount Holbald, whose incorporeal touch attacks aged the groundskeeper well beyond his years before it was satisfied with its revenge and returned to its eternal damnation in the Abyss. Tolar desperately hopes that Conniveren Plaskerd (or one of the other Vecnan cultists) can discover some magical means of restoring his stolen youth and vitality.

Tolar Wolvenmoor CR 1/3
XP 135
Male venerable human [Suel-Oeridian] expert 2/smuggler unchained rogue 1
NE Medium humanoid (human)
Init Senses partially blind and deaf (see weaknesses); Perception +1
DEFENSE
AC 11, touch 9, flat-footed 11 (+2 armor, -1 Dex)
hp 17 (3d8-3)
Fort -1, Ref +1, Will +4
Defensive Abilities
Weaknesses cannot take 5-foot steps as a free action, partially blind and deaf (all targets have partial concealment [20% miss chance], -4 penalty to all Perception checks), permanently hampered (base speed 15 ft.), permanently staggered, venerable age
OFFENSE
Speed 15 ft.
Melee silvered dagger +1 (1d4/19-20)
Ranged light crossbow +0 (1d8/19-20)
Special Attacks finesse training, sneak attack +1d6
STATISTICS
Str 11, Dex 9, Con 9, Int 13, Wis 12, Cha 11
Base Atk +1; CMB +1; CMD 10
Feats Skill Focus (Profession [groundskeeper])
Skills Acrobatics +3, Appraise +5, Athletics +4, Bluff +4, Diplomacy +4, Disable Device +3, Intimidate +4, Linguistics +2, Lore of Cosmology +5, Lore of Society +5, Perception +1, Profession (groundskeeper) +8, Sense Motive +5, Sleight of Hand +4, Stealth +3
Languages Common, Old Oeridian, Suloise
SQ conceal item +1
Combat Gear potions of cure light wounds (2), potions of hide from undead (2), potions of remove blindness/deafness (2); Other Gear leather armor, cane, silvered dagger, light crossbow with 20 bolts, masterwork thieves’ tools, groundskeeper’s outfit, 44 gp, ring of keys to Necropolis gates and mausoleum doors, silver unholy symbol of Vecna worth 25 gp (concealed under leather armor)


Starday 1st of Wealsun, 600 CY .... The King's Men have made significant progress over the past 3 days and nights toward the purging of all unwelcome indwellers at Duffgordon Manor, some 3 miles south and east down the northeastern bank of the Thelly River--having expelled numerous outsiders of various kinds, they have more or less pacified and secured as their own the four aboveground levels and rooftop battlements--all that yet remains are the dark (and as yet still mostly unknown) chambers and passageways of the subterranean dungeon level below, where zombies and fiends of different sorts have already been encountered on a few occasions.

Significant indeed is the fact that Mavlar Yethvin, priest of Nerull (and briefly--dubiously--their tentative ally) recently made his final fatal error with the insidious and enigmatic puzzle-artifact known as the Maure Dodecahedron (a.k.a., the Dolorous Dodecahedron, the Claustrum Cruciamen, the Claviculus Aenigma, the Adamantine Puzzle-Key, the Twice-Dozenfold Configurations, the Polyhedral Puzzle of the Four-and-Twenty Gates, etc.). Following the bloodcurdling screams of the self-doomed necromancer-priest into the fortified manor, arriving just in time to witness a harrowing and bewildering scene--the usually 5-foot-wide stairway up to the first upper level contracted to twice its normal dimensions so as to accommodate a gate to the Sixth Pyre, one of the 'shallower" layers of the Abyss, from which a giant fire-demon--known in Elven as a balrog and in Common as a balor--had emerged to entangle the terror-stricken priest of Nerull in the burning coils of its flaming whip and drag him, kicking and shrieking in panic and agony, back into the incinerating fires of the Sixth Pyre to begin an eternity of horrific torment .... and leaving behind the sinister Maure Dodecahedron ....

Also noteworthy is the initial introduction and small but distinct inroads made by the mage-investigator, Herzog Tanar'ri/Orsino Ivid VIII Naelax, by his sincere respect for the Archdevil Mammon, who has noticed the cunning young prince's courtesy toward the Archdevil of Wealth and Greed, and insistence that the blasphemous priest amend his defacing of Mammon's idol in the dungeon level temple. This small but significant showing of allegiance, combined with other small but courteous gestures (e.g., rearranging Mammon's upstairs idol to combine it with other trappings of his profane cult--tapestry, et al--setting up a shrine, and sacrificing a considerable sum of treasure to the archdevil) resulted in Mammon bestowing upon Herzog/Orsino a most unexpected and powerful magical gift--a staff of travel! The powers of quick travel throughout the realms of the Flanaess have literally been placed in the hands of the "Hidden Prince of House Naelax"....


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The Dolorous Dodecahedron (minor artifact):

The Dolorous Dodecahedron is a dodecahedral puzzle with 12 pentagonal faces (3 meeting at each vertex), articulated along each of its 1-inch edges (with a total surface area of approximately 20.65 square inches), roughly the size of a large lemon. Each of the dozen pentagonal faces of the dodecahedron is crafted from gleaming black adamantine, and is roughly 0.05 millimeters thick. However, the Dolorous Dodecahedron is not hollow within, containing a diabolically complex system of mithral cogs, gears, wires, axles, springs, and other mechanisms that facilitate its articulation. Additionally, there are a number of diminutive spring-loaded needles, hooks, barbs, and blades crafted from blood crystal concealed within the interior of the Dolorous Dodecahedron.
When a creature manipulating the dodecahedron-shaped puzzle along its articulations succeeds in forming certain configurations (see below), the wickedly sharp blood crystal components will suddenly and swiftly project out from between the adamantine pentagonal faces with sufficient force to pierce or slash unprotected flesh (such as a humanoid’s bare hand) in contact with the dodecahedron, dealing 1d3 damage (either piercing or slashing), plus 1d3 bleed. Once one of these blood crystal needles, hooks, barbs, or blades has drawn blood from a creature, that creature becomes the intended victim of a fiend from one of the lower planes (the exact type of fiend and the particular lower plane are specific to the configuration of the puzzle activated by the victim, as described below).
One to four (1d4) rounds after a configuration of the Dolorous Dodecahedron has been activated and the user’s blood has been drawn by one of the blood crystal projections, a temporary two-way gate to the specified lower plane will open 10—60 (1d6x10) feet away from the victim; on the following round, the specified fiend comes through the gate, intent on dragging the victim back with it into the lower plane from which it came, where the victim will be tortured to death and become a petitioner trapped on that lower plane for the rest of eternity. Once the fiend has succeeded in dragging its victim back through the gate into the lower plane destination, the gate immediately closes.
In the event that an intended victim (and/or one or more allies of the intended victim) instead slays the summoned fiend, the gate immediately closes. Exactly 24 hours later, another gate opens 10—60 (1d6x10) feet away from the intended victim, this time to the lower plane destination of the next higher polyhedron configuration of the same color; on the following round, the fiend associated with that destination comes through the gate, determined to drag the victim back with it, etc. Should that fiend also be slain instead of dragging the intended victim back through the gate, another gate opens after another 24 hours have passed, this one connecting to the next higher polyhedron configuration of the same color, and so forth, until either a summoned fiend succeeds in dragging the intended victim through its gate to its lower plane of origin, or else the fiend associated with the highest possible polyhedron configuration is slain, at which point no further attempts will be made.
For example: a user of the Dolorous Dodecahedron activates the red tetrahedron configuration, triggering a blood crystal needle to stab her finger, drawing her blood; 2 rounds later, a gate to Pazunia (1st layer of the Abyss) opens 30 feet from the intended victim, and on the following round, a babau demon steps through and tries to drag her through the gate to Pazunia. The intended victim and her allies instead slay the babau demon, and the gate to Pazunia closes. At the same time on the following day, a gate to Malignebula (27th layer of the Abyss) opens near the intended victim, and a nabassu demon steps through, intent on dragging her off to eternal torment. If the nabassu demon is also slain, a gate to Gaping Maw opens in the intended victim’s vicinity 24 hours thereafter, disgorging a hezrou demon this time, and so on, until either a summoned demon succeeds in dragging the intended victim off to its native Abyssal layer, or else she and her allies slay the balor demon from Sixth Pyre, after which no further gates will open, and no further fiends will be summoned.
If the solver can successfully subdue a fiend summoned through a gate opened by solving its corresponding configuration (typically by reducing it to 25% or less of its maximum hit point total, and then offering to spare its life in exchange for service), the subdued fiend will serve as if it had been conjured by the solver casting a lesser planar ally spell (if it has 6 HD or less), a planar ally spell (if it has 7—12 HD), or a greater planar ally spell (if it has more than 12 HD), except that the fiend will not require any kind of payment for its service. There is no limit on the number of fiends a single solver can have subdued and serving at any given time.

Configurations of the Dolorous Dodecahedron:
Configuration: Check DC: Fiend Summoned: Gate Destination:
Black Tetrahedron Int-based DC 15 Amanusya Rakshasa Ocanthus, Acheron
Silver Tetrahedron Wis-based DC 15 Ceustodaemon Oinos, Hades
Red Tetrahedron Dex-based DC 15 Babau Demon Pazunia, Abyss
Gold Tetrahedron Cha-based DC 15 Evangelist Kyton Avernus, Baator
Black Cube Int-based DC 20 Marai Rakshasa Tintibulus, Acheron
Silver Cube Wis-based DC 20 Hydrodaemon Niflheim, Hades
Red Cube Dex-based DC 20 Nabassu Demon Malignebula, Abyss
Gold Cube Cha-based DC 20 Erinyes Devil Dis, Baator
Black Octahedron Int-based DC 25 Common Rakshasa Thuldanin, Acheron
Silver Octahedron Wis-based DC 25 Piscodaemon Pluton, Hades
Red Octahedron Dex-based DC 25 Hezrou Demon Gaping Maw, Abyss
Gold Octahedron Cha-based DC 25 Barbed Devil Minauros, Baator
Black Decahedron Int-based DC 30 Orsatka Rakshasa Avalas, Acheron
Silver Decahedron Wis-based DC 30 Tarry Demodand Othrys, Carceri
Red Decahedron Dex-based DC 30 Glabrezu Demon Hollow’s Heart, Abyss
Gold Decahedron Cha-based DC 30 Ice Devil Stygia, Baator
Black Dodecahedron* Any mental DC 10 None None
Silver Dodecahedron Wis-based DC 35 Stringy Demodand Cathrys, Carceri
Red Dodecahedron Dex-based DC 35 Seraptis Demon Sighing Cliffs, Abyss
Gold Dodecahedron Cha-based DC 35 Horned Devil Malbolge, Baator
Black Icosahedron Int-based DC 40 Maharaja Rakshasa Ocanthus, Acheron
Silver Icosahedron Wis-based DC 40 Squamous Demodand Colothys, Carceri
Red Icosahedron Dex-based DC 40 Balor Demon Sixth Pyre, Abyss
Gold Icosahedron Cha-based DC 40 Pit Fiend Devil Nessus, Baator

* The Black Dodecahedron is the default configuration of the Dolorous Dodecahedron, to which it can be returned with any kind of ability or skill check based on one of the three mental ability scores—Intelligence, Wisdom, or Charisma—at DC 10. Additionally, the Dolorous Dodecahedron will automatically reset itself to this configuration following the closing of any gate that was opened by solving any of its 23 other configurations.

Failed Attempts to Solve a Configuration: Each time an ability or skill check made to solve any one of the Dolorous Dodecahedron’s 24 configurations (including its default configuration, the Black Dodecahedron) fails to meet the target DC by 5 or less, a gate to a random plane or demiplane is opened for a duration of 1d4+2 rounds.
All creatures in the vicinity of a random gate should roll initiative; at the start of each round during which the gate remains open, there is a 25% chance (a result of 01—25 on a roll of d%) that one or more creatures come through it on their individual initiative result(s). If any creatures do come through the random gate, it will immediately close at the beginning of the following round (after any and all creatures have passed through), regardless of any remaining rounds originally determined for the duration of the random gate.
If a random gate is accidentally opened, roll d% and consult the table below to randomly determine the destination on the other side of the gate, as well as the creature or creatures (if any) that emerge from the gate (on a 25% chance, checked at the beginning of each round the gate remains open):

d%: Random Gate Opened To: Creature(s) Emerging (25% chance per round):
01—02 Regulus, Mechanus 1d6 modrons 1
03—04 Avalas, Acheron 1d10 fiendish humanoid petitioners 2
05—06 Avernus, Baator 1d6 lemure devils (50%) OR 1d6 imps (50%)
07—08 Pazunia, Abyss 1d6 dretch demons (50%) OR 1d6 quasits (50%)
09—10 Oinos, Hades 1d6 cacodaemons (50%) OR 1d6 shadows (50%)
11—12 Pandesmos, Pandemonium 1d8 windrazors (50%) OR 1d4 windscythes (50%) 3
13—14 Limbo 1d6 githzerai 4
15—16 Regulus, Mechanus 1d4 inevitables 5
17—18 Thuldanin, Acheron 1d4 duergar rangers (6th level) 6
19—20 Dis, Baator 1d4 achaierais (50%) OR 1d4 bearded devils (50%)
21—22 Molrat, Abyss 1d6 abrikandilu demons
23—24 Niflheim, Hades 1d6 lacridaemons
25—26 Cocytus, Pandemonium 1d6 hordlings 3
27—28 Limbo 1d4 proteans 7
29—30 Regulus, Mechanus 1d4 modrons 8
31—32 Tintibulus, Acheron 1d6 raktavarna rakshasas
33—34 Minauros, Baator 1d4 evangelist kytons
35—36 Ivory Labyrinth, Abyss 1d4 brimorak demons
37—38 Pluton, Hades 1d4 cuestodaemons
39—40 Phlegethon, Pandemonium 1d4 redcaps
41—42 Limbo 1d4 slaadi 9
43—44 Regulus, Mechanus 1d4 axiomites
45—46 Ocanthus, Acheron 1d6 bladelings 10
47—48 Phlegethos, Baator 1d4 magaav devils
49—50 Pazunia, Abyss 1d6 hala demons (50%) OR 1d4 vrock demons (50%)
51—52 Oinos, Hades 1d6 genthodaemons
53—54 Agathion, Pandemonium 1d4 neh-thalggus (50%) OR 1d4 seugathi (50%)
55—56 Khalas, Gehenna 1d6 barghests (50%) OR 1d4 greater barghests (50%)
57—58 Othrys, Carceri 1 nighthag mounted on a nightmare
59—60 Shadow Plane 1 shadow demon
61—62 Far Realm 1d4 intellect devourers
63—64 Feywild 1d4 fey creatures 11
65—66 Iron Wastes, Abyss 1 fiendish frost giant with 1d4 fiendish winter wolves
67—68 Chamada, Gehenna 1 fiendish fire giant with 1d4 hell hounds
69—70 Cathrys, Carceri 1d4 fiendish shambling mounds with 1d4 will-o’-wisps
71—72 Negative Energy Plane 1 greater shadow with 1d4 shadows
73—74 Astral Plane 1 githyanki gish with 1d6 githyanki 4
75—76 Ethereal Plane 1d6 phase spiders
77—78 Limbo 1 githzerai master with 1d6 githzerai 4
79—80 Krigala, Beastlands 1d6 awakened celestial animals 12
81—82 Far Realm 1d4 denizens of Leng
83—84 Arvandor, Arborea 1d4 azatas 13
85—86 Amoria, Elysium 1d4 agathions 14
87—88 Gaping Maw, Abyss 1 baregara (50%) or 1 hezrou demon (50%)
89—90 Stygia, Baator 1 ice devil
91—92 Colothys, Carceri 1 tarry demodand
93—94 Leng, Dreamlands 1d4 animate dreams with 1d4 nightgaunts
95—96 Pluton, Hades 1 thanadaemon
97—98 Astral Plane 1d4 aeons 15
99—00 Far Realm 1 random aberration 16

1 Roll a d4 for each modron that comes through the gate to determine its type: 1 = monodrone; 2 = duodrone; 3 = tridrone; 4 = quadrone; see World of Greyhawk Pathfinder (1e) Bestiary III for stats
2 Roll a d6 for the single type of all fiendish humanoid petitioners that come through the gate: 1 = kobolds of Kurtulmak; 2 = goblins of Maglubiyet; 3 = hobgoblins of Nomog-Gaea; 4 = orcs of Gruumsh; 5 = bugbears of Hruggek; 6 = humans (use bandit [warrior 2] stats from GameMastery Guide) of a lawful evil deity (Bane, Gilgeam, Hextor, Loviatar, Wee Jas, etc.)
3 See World of Greyhawk Pathfinder (1e) Bestiary I for stats
4 See World of Greyhawk Pathfinder (1e) Bestiary II for stats
5 Roll a d4 for each inevitable that comes through the gate to determine its type: 1 = arbiter; 2 = novenarut; 3 = kastamut; 4 = impariut
6 See Monster Codex pg. 46 for stats
7 Roll a d4 for each protean that comes through the gate to determine its type: 1 = voidworm; 2 = akizendri; 3 = ourdivar; 4 = azuretzi
8 Roll a d4 for each modron that comes through the gate to determine its type: 1 = pentadrone; 2 = decaton; 3 = nonaton; 4 = octon; see World of Greyhawk Pathfinder (1e) Bestiary III for stats
9 Roll a d4 for each slaad that comes through the gate to determine its color/type: 1 = red; 2 = orange; 3 = blue; 4 = green; see World of Greyhawk Pathfinder (1e) Bestiary I for stats
10 See appendix B: stat blocks below for stats
11 Roll a d10 for each fey creature that comes through the gate to determine its type: 1 = alp; 2 = bogeyman; 3 = cold rider; 4 = escorite; 5 = huldra; 6 = ijirag; 7 = korred; 8 = quickling; 9 = redcap; 10 = sangoi
12 Roll a d10 for the single type of all awakened celestial animals that come through the gate: 1 = dire bears; 2 = dire boars; 3 = dire wolves; 4 = mastodons; 5 = giant shrikes; 6 = hyenaedons; 7 = arsinoitheriums; 8 = glyptodons; 9 = emperor cobras; 10 = wollipeds
13 Roll a d6 for each azata that comes through the gate to determine its type: 1 = gancanagh; 2 = thyrlien; 3 = yamah; 4 = bralani; 5 = lillend; 6 = ghaele
14 Roll a d6 for each agathion that comes through the gate to determine its type: 1 = silvanshee; 2 = reptial; 3 = vulpinal; 4.= procyal; 5 = avoral; 6 = leonal
15 Roll a d6 for each aeon that comes through the gate to determine its type: 1 = synesis; 2 = othaos; 3 = theletos; 4 = akhana; 5 = agnoia; 6 = bythos
16 Roll a d6 to determine the type of random aberration that comes through the gate: 1 = moon-beast; 2 = dark young of Shub-Niggurath; 3 = froghemoth; 4 = ghorazagh; 5 = flying polyp; 6 = neothelid

Suggested Methods of Destruction: Although there are several methods by which the Dolorous Dodecahedron can be destroyed, all of them are extremely difficult to accomplish. The following methods are certain means of destroying the minor artifact:
— Steeping the artifact in the gastric juices of the tarrasque for 24 hours will cause the Dolorous Dodecahedron to dissolve completely.
— If Primus (the Supreme Modron, the One and the Prime), the only entity in the multiverse capable of reconfiguring all 24 configurations into their mystical corresponding “anticonfigurations” (i.e., reversing the configurations so that the puzzle is turned inside-out), will cause the Dolorous Dodecahedron to be utterly annihilated—exploding for 10d10 slashing and piercing damage from shrapnel to all targets in a 100-foot radius blast (DC 23 Reflex saving throw for half damage).
— The Dolorous Dodecahedron will disintegrate into fine black powder and blow away in the wind if each configuration is solved one at time at the top of each hour, beginning at either midnight or noon and completing in a 24-hour cycle, in the following order: 12:00 = black tetrahedron, 1:00 = silver tetrahedron, 2:00 = red tetrahedron, 3:00 = gold tetrahedron; 4:00 = black cube, 5:00 = silver cube, 6:00 = red cube, 7:00 = gold cube; 8:00 = black octahedron, 9:00 = silver octahedron, 10:00 = red octahedron, 11:00 = gold octahedron; 12:00 = black decahedron, 1:00 = silver decahedron, 2:00 = red decahedron, 3:00 = gold decahedron; 4:00 = black dodecahedron, 5:00 = silver dodecahedron, 6:00 = red dodecahedron, 7:00 = gold dodecahedron; 8:00 = black icosahedron, 9:00 = silver icosahedron, 10:00 = red icosahedron, and 11:00 = gold icosahedron. Additionally, each gate must remain open, and each fiend summoned must be subdued, and not killed; if a fiend is killed, its corresponding configuration must be solved again and its gate kept open to try another attempt at subduing the new fiend summoned. Once all 24 configurations have been solved in their proper order and at the proper hour, and all gates are simultaneously opened, the subdued fiends must then be coerced to collaborate in a combined ritual channeling of planar energies on the 12th hour (either noon or midnight, 24 hours after the first configuration was solved); once this is completed, the artifact disintegrates as described above.


First Annual Nulbish Contest of Champions: Recent Influx of Visitors to Nulbish (15th--28th Flocktime):

Nephew Gyrlannxen, DC 35 Lore of Society/Knowledge (local/nobility):
is a Scarlet Brotherhood assassin from the contested port city of Scant in Onnwal, where he has earned a reputation for ruthless efficiency, becoming a favorite agent of (and consort to) Exalted Sister Kuranyie. When news of the First Annual Nulbish Contest of Champions reached Scant and came to Exalted Sister Kuranyie’s attention, she was intrigued; it seemed likely that formidable warriors from throughout the Flannaess would journey to Nulbish to compete for the legendary warhammer Whelm, rumored to be in the offing as the grand prize of the tourney. Her ongoing struggle against Jian Destron (Szek of Free Onnwal) and His Honor Rakehell Chert (Commander of the Free Onnwal Army of Rebellion) for sovereignty over Onnwal would not permit her to compete in the upcoming tourney herself, so Exalted Sister Kuranyie has sent her favorite assassin and consort, Nephew Gyrlannxen, to Nulbish in her stead. Gyrlannxen’s directives are twofold: obtain Whelm (whether by winning the contest or by stealing the magic warhammer outright), and gather any information in Nulbish that might prove useful to the Scarlet Brotherhood. He has secretly conferred with the other two Scarlet Brotherhood agents in Nulbish to compete in the tourney, and they made a pact to cooperate in acquiring Whelm for the Scarlet Brotherhood at nearly any cost (except for their lives).

Brother Voykhad, DC 35 Lore of Society/Knowledge (local/nobility):
is a monk of the Scarlet Brotherhood based in Monmurg. With eyes and ears throughout the Flannaess, the Scarlet Brotherhood quickly became cognizant of the imminent tourney to be held in Nulbish, and of the tremendously valuable grand prize rumored to be held in reserve for the champion of the contest — the magical sentient dwarven thrower known as Whelm, one of the legendary weapons of the archmage of White Plume Mountain, Keraptis. Thus, they are keen to shore up their chances of winning the fabled warhammer by fielding multiple contestants. Brother Voykhad is but one of the Scarlet Brotherhood members who’ve journeyed to Nulbish in the Horned Kingdom of Medegia in order to compete for the highly-coveted grand prize. Upon recognizing fellow Scarlet Brethren, the several members that have arrived in Nulbish discreetly convene and quickly agree to treat the acquisition of Whelm for the Scarlet Brotherhood as a team effort; as long as one of them wins (or steals) the legendary weapon, it doesn’t ultimately matter which one of them it is.

Dedicated Sister Ignatia of Sulward, DC 35 Lore of Society/Knowledge (local/nobility):
is a monk of the Scarlet Brotherhood, and has arrived in Nulbish a month prior to the beginning of Richfest to compete in the First Annual Nulbish Contest of Champions. She has covertly met with the other two Scarlet Brotherhood agents planning to compete in the tourney, and they have conspired together to abscond with the sentient warhammer Whelm regardless of who actually wins the tourney.

Finnri Dolffsson, DC 27 Lore of Society/Knowledge (local/nobility):
is from the Snow Barbarian capital city of Soull, and though he is a young man of only 22 winters, he has already begun to gain renown among the Schnai for being one of Kord’s favored ones. The Suloise barbarians of the Thillonrian Peninsula are generally quite pale, but Finnri is a true albino, with snow-white hair and skin, and crimson eyes. He is known in Soull as the “White Bull of Kord,” and has proven his courage and cunning on several viking raids led by his father, Dolff Sveinnsson (a thane and huscarl of His Bellicose Majesty, King Ingemar Hartensen of the Schnai, when he is not raiding the east coast of the Flanaess aboard his great drakkar, the Sjótroll, or “Sea Troll”). Finnri, Son of Dolff, “White Bull of Kord”, has come down from the frozen taiga of “Rhizia” (the Suloise barbarians’ name for the Thillonrian Peninsula) to the warmer lands of the south in obedience to a vision he received from his god, Kord, compelling the young battle-cleric to compete in the imminent First Annual Nulbish Contest of Champions, and to either win Whelm for the glory of Kord, or else join his father’s fathers in Kord’s great Valorhall in Ysgard ….

Yrrkoon Draogg, DC 25 Lore of Society/Knowledge (local/nobility):
of the Grey Lynx Tribe is a fierce Arapahi horseman, a “Rover of the Barrens”, nomadic Flannae barbarians of the frigid tundra known as the Barrens. The Arapahi have a burning hatred of Iuz the Old, who has persecuted and hunted them almost to extinction. He has entered the First Annual Nulbish Contest of Champions to compete, and if Coyote favors him and listens to his prayers, perhaps he might win the fabled magic warhammer Whelm, reserved for the champion of the tourney; with such a mighty weapon in his hand, he might even have a chance to strike a blow against Iuz and his unholy minions ….

Olaphyria Hazelstar, DC 35 Lore of Society/Knowledge (local/nobility):
is a freewheeling adventurer native to the ancient elven city of Lo Reltarma, capital of the mystical Lendore Isles. Nominally, she is also a covert agent of The Most Radiant Bow of Sehanine, Orb of the Heavens, High Priest Anfaren Silverbrow, ruler of that theocratic island realm. In practice, however, Olaphyria tends to be far more obedient to her own chaotic whims and impulsive fancies, doing more or less whatever she pleases; currently, that happens to be exploring and adventuring in the lands of the Flannaess. She has heard intriguing rumors over the last few days concerning an upcoming tourney in the Horned Kingdom of Medegia — the First Annual Nulbish Contest of Champions — and the fabulous grand prize said to be reserved for the winner — the legendary sentient warhammer of Keraptis the Archmage, known as Whelm ….


Other animals of the Beastlands in unison: Got it!


The Rise of Mugwort's Wrath: Part I

Gathered together at the dilapidated stable, the celestial awakened animals of the Beastlands palavered.

INTERIOR: RUINED STABLE

Snoopy the Mouse: Can we talk about the evil guys in the room?

Gmork the Dire Wolf: I was gonna say Nothing!

Honeycomb the Black Bear: How you wasn't gonna say nothing!? Those guys are evil as Baalzebul, Gmork!

Reaper the Tiger: You guys, I told you they were evil from the get-go. But if they can help us get back to Krigala--

Gmork: I know, but like, doesn't that go without saying? 'Course they're evil, love, an' so are the evil things they'll be exterminatin' for the next few days.

Sslith-sst: The enemy of my enemy might still be my other enemy.

Mugwort: Y'know, my old buddy, Badger, always used t'say, 'Let's talk to them and find out why they're bein' so ornery and kicking up a stir, maybe deep down inside, they're just lonely and miserable, ya know?' And I tell ya, Sslith-sst .... Maybe it's just the druidic way, or something, but every damn time we tried being nice, the daggum critters'd end up being irredeemably evil mother makers anyway. Every. Damned. Time.

Snoopy: Mugwort's right! We need to put a stop to this!

Reaper: Yeah! Pounce those guys!

Mugwort: Wait---I didn't say--

Cinnamon: Yeeeaahh!!! What Mugwort said! We should show those evil guys what's what!

Gmork: We're 100% behind you on this, Muggy! You got this!

Mugwort: For the record, I did NOT say, 'Hey, everybody! Let's murder hobo these murder hobos, alright!? I just need to make that clear....

Honeycomb: We read you loud and clear, Mug-o'-honey! Loud and clear! Winking at Mugwort, It's time to get Beastlands on some honey spillers!

Mugwort sighs in exasperation: Right. Yes. Of course, I knew I could count on you all. We'll show those evil wankers .... how'd you put it, Cinny? .... what's what.


Orsino; Ivid VIII wrote:
I wonder what Ahlissa and North Province did to Rel Astra while Lord Drax was away.

I know, right? Must've been something dastardly to have Lord Andromansis so cranky and seeking answers from a commune spell .... I'm sure he'll get to the bottom of it .... ;)


Orsino; Ivid VIII wrote:
Orsino spends more time seducing Gray Marsha of Belial in Castle Skullguard.

Noted. Their bond strengthens. Gray Marsha suggests that any infants that might be born of their frequent couplings be sacrificed to Belial to procure the archdevil's favors for them.

Orsino; Ivid VIII wrote:
Orsino spends more time discussing Barbatos and the nature of The Nine Hells with the five Bearded Devils in Castle Skullguard.

Noted. The bearded devils teach Orsino about a ritual practiced by the cult of Barbatos, known as "the Shearing," in which humanoid captives are stripped, shaved naked with rusted shears, and abused in animal pens until they give up all semblance of civilization. Such unfortunates are then sacrificed as mere animals, their souls condemned to Avernus and their entrails used to divine Barbatos's favor. The bearded devils hint that Orsino would earn boons from Barbatos by making such sacrifices to him.

Orsino; Ivid VIII wrote:
Orsino *tries to spend time with one of the Erinyes of Mephistopheles in Castle Skullguard.

Noted. Orsino finds the erinyes too eager to feign amorous fidelity to Malvolio for the time being for any of them to dally with a "mageling who can barely cast spells of the second order" ....

Orsino; Ivid VIII wrote:
After a visit to The Temple of The Nine Hells, Orsino sends his Advanced Lemure Devil, his 'loyal' six Hobgoblins, his mated pair of Grimlocks, and his other nine Lemure Devils to Canon Jandor of Dispator in The Temple of The Nine Hells for further 'education' and 'to serve' for a period of three weeks. This 'favor' I give to The Temple of Nine Hells because I'm sooo nice. (can't be "nice" without being full of "ice"!)

Understood. The favor is appreciated and will be appropriately reciprocated in due time, and" when Orsino is in greatest need."

Orsino; Ivid VIII wrote:
Orsino meets with Jocelle at the structure they are converting into a Library/Museum/Custom-House adjacent to The Temple of Stern Alia -- that they are using as a Front for their rebuilding of The Horned Society. After learning of her recent goings on -- and with Malvolio's permission -- Orsino will transfer Jocelle and her Horned Society cadre to the former Temple of Hextor. There, Jocelle can create whatever front she feels comfortable with and can continue to build-up The Horned Society. I do have one job/condition for her for this promotion: Jocelle Teleports her cadre to Rel Astra to one of its collections of Lore (probably a library), raid it for content and teleport back here to begin the collection in The Grand Library of Medegia. Jocelle must do this asap as Lord Drax and The Fiend Sage will be returning to Rel Astra likely within a few days.

The renascent Horned Society, led by Jocelle and her companions, accomplishes the task assigned them by Orsino, capturing not only a respectable number of volumes of mundane nature concerning the histories of the Great Migrations (penned by Uhas of Neheli) and the Great Kingdom (penned by Maldorphus of Garasteth and Sylphwaldo of Darmen), but also a collection of private missives from the Fiend Sage to Lord Drax of Rel Astra concerning various rare monsters of the jungles of Amedio and Hepmonaland, the frozen waste known as the Land of Black Ice in the north, and secret lore regarding the origins of the clockwork City of the Gods hidden in the latter arctic wasteland ....

Orsino; Ivid VIII wrote:
After their three weeks in The Temple of Nine Hells, Orsino will recall his Advanced Lemure Devil, his Hobgoblins, Grimlocks and other Lemure Devils; he will ask for Gray Marsha to be assigned "To Orsino" and promote one of her archer-fighters to replace her, and ask for one of The Bearded Devils of Barbatos. (Maybe even convince one of the Erinyes of Mephistopheles!) This force will be in charge...

Pleased with Orsino's display of initiative and ambition, the Horned King grants his henchman's requests, assigning Gray Marsha to Orsino's official command, promoting the archer-fighter Dido to command of her former garrison, and assigns a bearded devil and an erinyes (which causes the devils to view the "mageling" in a more respectful light) to provide security and enforce Orsino's commands regarding the future Grand Library of Medegia.


Blaygus informs Pentar (falsely) that Ely Cromlich has joined Drax the Invulnerable, self-styled "Overking of the Solnor Coast and Aerdy Nova", in an expedition to the Tomb of Acererak in the Vast Swamp, with the objective of obtaining the Hand of Vecna, and informs her (truthfully) that Drax already has implanted the Eye of Vecna, and seeks the Hand in order to further increase his formidable powers.

She lies that Ely Cromlich no doubt intends to steel both Eye and Hand, possibly in a bid to destroy Vecna and become a god himself ....

This combination of falsehoods and truth has the desired effect: Pentar recalls all surviving Sinkers (members of the Doomguard) from the four fortresses on the para-elemental planes of ash, salt, dust, and vacuum, and on Freeday 14th of Flocktime, a longship filled with Sinkers from the inner planes appears amidst an oblong shoal of rocks in the Nyr Dyv, and begins to sail east ....


In light of the DM's increased understanding of the NPCs and recent history of Nyrond (taken from the Living Greyhawk Campaign circa 591--598 CY), the following information supplants any contradictory previous posts regarding Nyrond ....

Ascension of Lynwerd
In the fall of 585 CY Archbold appeared to suffer a stroke. Clerics convened in Rel Mord and determined that he had been poisoned. Within hours of the discovery, Archbold's younger son Prince Sewarndt and a group of military officers attempted a coup. Only the intervention of the capital's entire clergy of Heironeous prevented it. By the time Lynwerd could lead an army to his father's side, Sewarndt and a handful of his cohorts had fled. Sewarndt's treachery shattered Archbold, and he abdicated in favor of Lynwerd in Fireseek, 586 CY.

In his first year on the throne, Lynwerd seized the western half of Almor, realigned the command structure of his military, and reduced taxes to prewar levels. While the tax reductions boosted morale, its economy remained in deficit and debt. In 589 CY a long-planned marriage between Lynwerd and Lady Xenia Sallavarian was scheduled to take place in Richfest. In Wealsun, Lady Xenia collapsed and remained in a coma for some years. In 590 CY with starvation and sedition common, Lynwerd initiated a number of radical policy shifts including reducing the size of the royal court and restructuring Nyrond's internal political boundaries.

In Spring 591 CY Lynwerd announced a Grand Celebration of the fifth year of coronation in Rel Mord to be held during Growfest. Invitations were to be sent out by the newly expanded Royal Mail Service to all Nyrondese nobility and allied states. At this gala Lynwerd was to make a declaration as to the final status of the former Almorian lands then under Nyrondal control with speculation at court divided on what it would be. Many supported granting the area full status as a Royal Duchy, and others wishing it to be an independent nation. Durinken, High Priest of Rao, announced portents that the year's crop would be the largest in decades.

Lynwerd was married to Xenia Sallavarian in 594 CY. King Lynwerd and Queen Xenia's daughter and heir, Princess Archarzi, was born in 595 CY. Sewarndt's coup in 595 CY captured the capital city, Rel Mord, with the assistance of supernatural allies, and in the course of the assault he killed Archbold. In autumn 595 CY, several campaigns around the country, led by Lynwerd's supporters and loyal nobles, succeeded in recapturing nearly all major provinces and cities. The reconquest ended when Sewarndt died at the hands of his brother at the very gates of the Royal Palace in Rel Mord.


Freeday 21st of Flocktime, ~4:20 PM: Completely booked up until after Richfest, the Undertaker's Rest Inn begins referring travelers seeking lodging to the "just opened, newly remodeled" Redchapel Hostel, Fairhost House, and Flops (unless the party comes up with a better name to call this apartment building). These establishments are newly opened for business, and therefore still working out "bugs" in their system/protocols, but they have been hastily staffed by apprentices and junior thieves of the Thieves' Court Guild and their auxiliary "Nulbish Beggars' Guild" members. The Horned King generously lends his scullery maids, One-Eared Kaylynn and her colleagues, to assist and train the apprentice thieves and beggars in the professional ways of the hospitality industry--housekeeping, front desk clerking, etc. Resisting the urge to fall back on the skills of their original trades when dealing with annoying customers--thieving and begging--proves to be the new employees' biggest challenge initially ....

Starday 22nd of Flocktime, ~2:00 PM: Despite the churlish manners of the "innkeepers" at the Redchapel Hostel (Slippery Pete is clearly profiling travelers when quoting rates), Fairhost House (Gingersnap is offering her "in-house massages with happy endings" to married men staying at the house for a premium "up-charge", provoking the wrath of their wives), and the Flops (Fleabag claims that it's "standard practice" at Nulbish inns and apartment buildings for patrons to entrust the safekeeping of their most valuable possessions with the innkeeper, who charges a "security deposit" based on the value of items stored), these newly opened businesses begin to fill up with travelers coming to enjoy the Richfest revels and the much-promoted tourney to take place on the final day of the festival.

Sunday 23rd of Flocktime, ~9:45 AM: From the Ahlissan capital city of Kalstrand rides in

Lord Dellryxen of House Darmen (DC 25 Lore of Society/etc.):
, an impulsive and amoral young libertine of House Darmen, given to playing the part of robber-baron or highwayman on the roads outside the capital to support his debaucheries
, accompanied by a stunningly gorgeous, raven-haired beauty with the legend-fraught name
Ehlissa Nightingale (DC 25 Lore of Society/etc.):
, a much-celebrated (and lusted-after) diva of the Kalstrand Opera House and Players' Theater
, clearly a talented young bard singer and actress, and probably riding the young lordling's, um, coattails, among other things ....


Waterday 12th of Flocktime, ~9:45 AM: From the Ahlissan Principality and city of Innspa comes

Princess Karasin of House Garasteth (DC 20 Lore of Society/etc.):
, known to be a wizard of no little ability, capable of casting spells of the 5th order
, beautiful and elegant, accompanied by an entourage of a score of followers--some dozen of which are foot soldiers in chainmail with longswords and heavy steel shields, the rest being handmaidens, a physician, an advisor, a groom-of-the-stable, a dashing consort, etc.

Starday 15th of Flocktime, ~11:15 AM: From the North Kingdom city of Kaport Bay comes the Kaport Bay Carpentry Company of some dozen carpenters, inquiring of the ferryman at the Thelly River north bank ferry station whether the job of constructing stands, vendor stalls, arena barriers, etc. has yet been contracted to anyone. They are directed by that elderly chap to inquire in the neighborhood under reconstruction by orcs and brigands just inside Grandwood Gate and to the east. They ask the "foreman" among the human brigands, who sends them to inquire with one of three of the Horned King's Men--Orsino the Sage, Grimaldi the Fool, or Erlick the Noble Squire of His Horned Majesty. They will await an audience with one of these three courtiers on the causeway outside the gatehouse of Castle Skullgard. The 12 expert carpenters (9 humans and 3 forest gnomes) have 4 covered wains, each drawn by a pair of oxen (8 total), and these wains are laden with axes, saws, lathes, levels, plumb lines, angles, workhorses, and other tools of the carpenter's trade, plus enough timber to start building stands, stalls, arena barricades, etc.

Sunday 16th of Flocktime, ~2:30 PM: Up from the Hestmark Highlands to the south, mounted on a dire boar in studded leather barding, rides

Fargrum of Clan Thunderforge (DC 30 Lore of Society/etc.):
, "Hammer of Moradin," a lowish-level paladin of indomitable and pious character
, a hill dwarf "knight" in half-plate blazoned with a hammer and anvil symbol, heavy steel shield likewise charged on his back, a heavy-looking warhammer dangling from a belt-thong at his side. His bushy copper beard spills from his open hawk's beak visor, and his steel-grey eyes blaze with indomitably righteous zeal. No entourage travels with him, not even a squire. He books a room at the Undertaker's Rest Inn (A on the Nulbish city map), and inquires about how one enters themselves as a contestant in the upcoming "game of life and death" to be held on the final day of Richfest ....

Moonday 17th of Flocktime, ~8:00 AM: From the Ahlissan city of Hexpools rides in

Dame Atrix Drewsell (DC 30 Lore of Society/etc.):
, a swordswoman of lowish level and de facto leader of the all-female adventuring party known as the Hellcats Pride
, unaccompanied by any squires or attendants. She secures lodging for the next month or so at the Undertaker's Rest Inn in the Grave District of Nulbish, and inquires about entering the upcoming tourney, and whether the prize is truly the "talking dwarven warhammer of White Plume Mountain" or just a knockoff of original.

Waterday 19th of Flocktime, ~3:15 PM: From the Solnor Coast port metropolis of Rel Astra comes

Lady Maevelle of House Garasteth (DC 30 Lore of Society/etc.):
, a fiery young noblewoman from one of House Darmen’s less prominent clans in Rel Astra, distantly related to “Overking of New Aerdy” Drax the Invulnerable, and a lowish-level evoker who enjoys incinerating enemies (and other things "for the hell of it") with fireballs and lightning bolts
, a young noblewoman whose beauty might well win her many suitors were it not for her volatile temper and imperious demeanor. Perhaps because of her arcane capability, she has no bodyguards or other attendants, and books a room at the Undertaker's Rest Inn (which is nearly at capacity because of the upcoming tourney). She inquires about entering the upcoming contest.

Earthday 20th of Flocktime, ~5:00 PM: The remodeling of the old Fairhost House (where the party first discovered the Shifty Six), the Flops (a rundown tenement building of apartments), and the old Redchapel Hostel (a two-story inn formerly operated by the Fairhost clan of hostlers before their extinction from the Greyhawk Wars and the Red Death circa 582-583 CY) is completed. Grimaldi is informed that these locations are now suitable to open for business and to start operating as inns and/or apartments for rent.


Having heard word of the upcoming First Annual Nulbish Contest of Champions from heralds sent out to every city and large town of 2,000 or more inhabitants, a growing number of visitors are attracted to the city of Nulbish.

Freeday 7th of Flocktime, ~1:00 PM: From the Ahlissan city of Rel Deven comes

Prince Carwend (DC 20 Lore of Society/Knowledge of local and nobility):
. the ruler of Rel Deven and the surrounding lands, who maintains the border garrisons, known to be a powerful wizard (capable of casting spells of the 6th order)
. The prince is 6'5", with a slim build. He is clean-shaven with formerly black hair that has gone completely gray. He has brown eyes framed with a complex of wrinkles. With the Prince of Rel Deven comes an entourage of knights, squires, pages, and servants--notably,
Castellan of Goldbolt Karn Serrand (DC 25 Lore of Society/Knowledge of local and nobility):
, a formidable paladin of Rao who serves Prince Carwend as castellan of Goldbolt--a protective garrison near Chathold, to the western edge of the Great Kingdom just south of the Almorian Protectorate;
and
Hierranea, a stunningly beautiful and towering storm giantess (DC 25 Lore of Society or Nature/Knowledge of local and nobility or nature):
, a priestess of the giant deity Stronmaus, and defender of Goldbolt, loyal friend of Karn Serrand
.

Starday 8th of Flocktime, ~11:30 AM: From beneath the Glorioles Mountains comes

Dwarflord Kufrik Copperbeard of the Glittering Halls (DC 25 Lore of Society/etc.):
, a wealthy and influential dwarflord, obviously intrigued by the rumors that the legendary dwarven thrower Whelm would be the prize won by the contest's champion
,
Count Arthund of New Keep (DC 25 Lore of Society/etc.):
, a human ranger count of some skill, castellan of New Keep, a recently completed citadel of the Pawluck River Valley
,
Elflord of Greenboughs Solian Lhalabar (DC 25 Lore of Society/etc.):
, a capable eldritch knight and grey elf cousin of Hazendel (Olvenking of Sunndi)
, and
Gnomelaird Rasildon Neddlefiddle (DC 25 Lore of Society/etc.):
from the Hollow Hills gnome enclave of Sparkleburrows, a wealthy gold and gemstone magnate
. All four of these lords from the Kingdom of Sunndi to the south are accompanied by their own entourages of knights, squires, pages, and servants--which haply include some of the finest bakers, chefs, cooks, and confectioners in the eastern Flanaess, who plan to set up their own tents and stalls to sell fresh pies, cakes, cookies, "oliphant ears", shishkabobs, candies, and confections of every kind.

Sunday 9th of Flocktime, ~6:00 PM: From the Solnor Coast port of Rel Astra comes a caravan of six merchant wains drawn by teams of oxen and other dray beasts, the canvases covering the wains emblazoned with the coat of arms of Rel Astra and the Solnor Compact League of Merchants and Traders. These merchants from Rel Astra plan to set up stalls and tents selling a variety of crafted goods, consumables, and other wares, including an alchemist selling alchemical items, and a potion-brewer selling elixirs, oils, philters and potions of all kinds.

Moonday 10th of Flocktime, ~4:00 PM: From the North Kingdom capital city of Eastfair comes a

Baron Eego of House Naelax (DC 30 Lore of Society/etc.):
, possibly some other actual Naelax prince in the guise of a non-existent baron, intending to enjoy the tourney and/or spy on Nulbish without drawing unwanted attention to himself
, accompanied by an excessive entourage, so large that they set up their own tent village on the meadow north of the Grandwood Gate of Nulbish.

Godsday 11th of Flocktime, ~2:30 PM: From the Ahlissan capital city of Kalstrand comes a

Duke Codswell of House Darmen (DC 30 Lore of Society/etc.):
, another possible faux persona to obscure the actual identity of a real Darmen noble, who wishes to either enjoy the tourney, spy on Nulbish, or both, undetected
, accompanied by a throng of attendants so numerous that they also set up a tent village of their own, on the south bank of the Thelly just west of Nulbish's Riverwatch Gate and Blockhouse Gaol.


Disregard the previous post. Erlick will attach the Left Ear of Vecna without his father's or Blaygus' aid, and without seeking approval, as is fit for a CE antipaladin of Vecna.


Between Moonday 10th and Godsday 11th of Flocktime, the party investigates the gem-mining town of Bluelode and the salt mines protected by the Citadel of Salt, both on the bank of the Thelly River, and ascertains that either location might provide a suitable new permanent residence for the vampire Baron of Thellywatch-Upon-Nulbish, Corum of House Cranden, who currently lairs in his ancestral crypt beneath the Necropolis of Nulbish.

Further, while investigating the Citadel of Salt, the party makes the acquaintance of one of the dwarven salt miners who stands out from his fellows--indeed, he is not well regarded by the other dwarves, who report that he has been all but cast out of his ancestral clan in the Hestmark Highlands, Clan Deephammer, for his exceptional avarice, cruelty, and irreverence toward Moradin and the other Moradinsamman ("Kin of Moradin")--Durrnik "Fellhammer." The party mentions their upcoming First Annual Nulbish Contest of Champions (without going into their plans to rig the tourney in favor of a preferred champion), and it seems that a few of the more formidable dwarves at the Citadel of Salt are intrigued--among them, the wicked Durrnik "Fellhammer."


BLUELODE: Formerly, Bluelode's three linked and walled keeps defended this village of 900 people and the vital gem resources of the Thelly riverbed. Harnnad's personal elite plate-clad Steel Squadron were the guards there and constantly watched over the panning. A mage employed a wand of metal and mineral detection to meet the quarterly quotas Harnnad laid down to keep his coffers full. Any form of theft was punished by immediate execution. The keeps, with their very strong walls and elite troops, were also said to contain dungeon-prisons where Harnnad incarcerated political enemies or those he suspected of treachery. And there were rumors of a drow torturer with fine interrogation skills dwelling below the central keep.

When Warduke Malvolio conquered Medegia and drove out the occupying Ahlissan forces of Grand Prince Xavener of the House of Darmen, Prince Harnnad fled to the relative safety of Kalstrand, capital of the United Kingdom of Ahlissa, to seek asylum with his cousin Xavener. Most of Harnnad’s Steel Squadron and other minions followed him there, though some deserted to start a new life elsewhere. The drow torturer was slain by Malvolio himself.

Currently, Bluelode is governed on behalf of Horned King Malvolio of Medegia by Lord-Mayor Galdredd (LN male human [Oerid-Flannae] expert 6), a native of Bluelode and former clerk of records at the central keep, who denounced Prince Harnnad and swore fealty to the Horned King when the latter conquered Bluelode in 597 CY. Galdredd finds his new position as lord-mayor of Bluelode far more agreeable than his previous lot as a bullied clerk under the oppressive rule of Prince Harnnad and his Steel Squadron. Therefore, he works diligently to ensure that the Horned King remains satisfied with the output of the village’s gem-panning operation, employing trustworthy and vigilant overseers to watch over the panning (but without the brutality that had been typical of Harnnad’s Steel Squadron). Just as Harnnad had done before him, Galdredd also employs a mage—Smendrig of Mentrey (LN male human [Oerid-Flannae] wizard [diviner] 5)—equipped with a wand of metal and mineral detection to ensure that quarterly quotas comparable to those previously demanded by Harnnad are regularly met.

Prince Harnnad of House of Darmen (NE male human [Oerid-Flannae] fighter [two-weapon warrior] 12) still claims the title “Prince of Nulbish,” and chafes at his impotence to reclaim the territory wrested from him by the Horned King. His cousin Xavener assures Harnnad that he will be reinstated once Medegia is once more conquered by the forces of Ahlissa and the House of Darmen, but for the time being, Harnnad has little choice but to bide his time and exercise patience as a “prince-in-exile” within Xavener’s royal court at Kalstrand.

CITADEL OF SALT: Here, a castle has recently been erected on the site of a keep razed by Osson during the Greyhawk Wars which once protected an old salt trade route from the east, hence the name. Former Prince of Nulbish Harnnad had dwarven prisoners taken from Sunndi. He forced them to work on the fortification, their loyalty ensured by the fact that their children had been kept hostage at Bluelode against any possibility of sabotage. Unfortunately, since most of the laborers they directed had been criminals serving forced labor terms, the dwarves couldn’t keep up with the punishing schedule for completing the work (which was planned to finish in the summer of 586 CY). The dwarves had been regularly beaten and brutally treated by their captors, many of whom had been orcs and half-orcs.

The citadel had been built as a defensive bastion and riverboat base to protect the lands from the folk of Sunndi, making their work even more odious to the wretchedly unhappy dwarves that had been forced to work here. Liberated and reunited with their children when Medegia was conquered by Warduke Malvolio in early 597 CY, the dwarves were given the choice to return to their homes in the Glorioles Mountains and the highlands of Sunndi, or stay and continue to work in the salt mines for a fair wage as free dwarves. Many chose to remain in a show of gratitude to their liberator, and continue to mine salt here, residing within the recently completed Citadel of Salt. These resident dwarves are led by one of their own, Overseer Grankus Ironbeard (LN male dwarf [hill] fighter 4/expert 4), castellan of the Citadel of Salt, who reports to the Horned King at the end of each quarter, supplying him with salt for his table in addition to a considerable share of the salt trade profits.

The party might search for a potential ally among the dwarves that dwell and work here, for they have conceived of a potential plan to rig the upcoming “First Annual Nulbish Contest of Champions” (to be held immediately following the week of Richfest), to ensure that an allied dwarven champion of their choosing wins the tourney and the grand prize—the sentient dwarven thrower, Whelm. Almost all of the dwarves here are lawful good, and would not make for very suitable allies to a party of amoral antiheroes like the player characters. However, one among them is of lawful evil alignment—Durrnik “Fellhammer” of the Hestmark Highlands (LE male dwarf [hill] fighter 7) (see Durrnik’s full stat block and brief backstory in the document entitled First Annual Nulbish Contest of Champions).

All but cast out by his kinfolk (Clan Deephammer of the Hestmark Highlands), even other dwarves consider Durrnik “Fellhammer” to be avaricious, dour, and humorless, and he has an evil reputation among his fellows at the Citadel of Salt—just the sort of dwarf the player characters are searching for. Durrnik would not need much convincing to enter a tourney rigged in his favor to win the legendary Whelm ….


Orsino; Ivid VIII wrote:
So,.... In a few weeks much of Rel Mord's military, and her top generals, will be 1,000 miles west of the Duntide?!!

Yes, that's correct. However, it should be noted that knowledge of King Lynwerd's intent to lead the Nyrondal army west to succor Furyondy came solely to Grimaldi via a silver raven, and unless Grimaldi shares this private information, he alone in the Horned King's court is privy to it ....


Continued from the spoiler box full of wall-o'-text above ....

At a signal given by Herzog Tanar'ri, Kinky upended a jar of sovereign glue over the head of the "one-eared pilgrim passenger", immediately followed by Drannoch seizing the disguised killer doppelgänger about the waist and upending it, pressing its adhesive-coated head to the deck of the ship long enough for the magical glue to set. As both Kinky and Drannoch were now visible, Herzog dismissed his own invisibility potion and quickly explained the situation to the very-startled Suel captain -- just as some of her crew had finished lowering the Medegian flag the caravel had flown while within sight of Nulbish, and was in the process of flying a flag bearing the "Scarlet Sign" of the infamous and insidious Scarlet Brotherhood!

Having already been well-paid by the "pilgrim passenger" for safe passage to Scant, and now given a handsome bribe (twice the doppelgänger's fare!) by the fast-talking and quick-witted wizard who looked like a half-demon cambion of some kind, the Captain of the Osprey shrugged in satisfied disinterest, not wishing to become any further entangled in the bizarre manner than she already was, and agreed to drop the three antiheroes and their captive off on the north riverbank, only a few hundred yards upriver from Nulbish. (The captain, Sister Scanzia of the "Hidden Kingdom of Shar," didn't seem to care that the antiheroes had seen her crew exchange the Medegian flag for the flag of the "Scarlet Sign" .... ) After securely binding the kicking and screaming doppelgänger with rope, Kinky used his jar of universal solvent to free the captive's head from the deck as the Osprey slowed to a stop in the shallows near the riverbank to let the disguised Horned King's Men and their prisoner disembark ....

Dragging the bound-but-still-struggling one-eared doppelgänger back into Nulbish via the Riverwatch Gate, they stopped at the Riverwatch Blockhouse and Gaol, where they locked their prisoner securely inside a cell, wrists bound in manacles and ankles in shackles, to await "the Horned King's justice" (i.e., torture and death) while His Invincible Puissance was away in Sunndi to the south, fighting in the war against Wastri .... So ends the tale of the One-Eared Killer Doppelgänger of Nulbish ....


The One-Eared Killer Doppelgänger of Nulbish (The Brief But Bloody Career of the Nulbish Cryptid that Might Have Been):
Formerly one of a gang of six doppelgängers known as the Shifty Six, a rogue doppelgänger calling itself “The One-Eared Doppelgänger” (it has severed its own left ear) has begun to ambush lone victims in the city of Nulbish, severing their left ears before escaping into the city’s maze of streets and alleyways. The Shifty Six had been squatting in an abandoned tenement building in central-north Nulbish when the party discovered them. They agreed to Kinky’s proposal of employment in his newly-acquired thieves’ guild as spies and informants, and initially, all six of the doppelgängers seemed willing to apply themselves to their new occupations. Hoping to ensure their continued loyalty, Kinky had his wizard ally Herzog cast arcane mark on the left ear of each of the Shifty Six doppelgängers, making them easier to track via divinations.

Not long thereafter, one of Shifty Six defected, sneaking away to an unknown hide-out somewhere within Nulbish; this renegade doppelgänger was different from its fellows, possessing a murderous nature that compelled it to stalk and kill humanoid victims, sometimes assuming the guise of certain privileged victims for a time (until the victim’s friends and relatives grow too suspicious, at which point the killer doppelgänger abandons the deception and steals away to find its next choice prey).

One such victim had been the harbormaster of the Old Quay harbor, Dreskin Flumender — an Oerid-Flannae man of middle age, who had lived in a Riverside District townhouse with his wife, Blendrae. Dreskin had seemingly “disappeared” for a few days before “reappearing”, acting “strange” and giving flimsy excuses for his absence that “didn’t add up” to Blendrae Flumender. Initially, Blendrae had suspected her “husband” of infidelity, and accused him of such; when “Dreskin” hadn’t protested his innocence in the least, seemingly unconcerned with her angry accusations, Blendrae then began to fear that there might be something even more disturbing behind his bizarre behavior than a philandering husband. Her creeping suspicions grew into a dawning realization of the awful truth — that what looked like her husband was in fact something else. Blendrae confronted the doppelgänger, threatening to summon the city watchmen if it didn’t depart from the house at once. Instead, the doppelgänger murdered Blendrae, breaking her neck and stuffing her corpse in a closet off the foyer. Realizing that it was time to abandon the guise of the murdered harbormaster and move on to “greener pastures”, the killer doppelgänger looted a coffer containing Blendrae’s jewelry and Dreskin’s modest savings, absconding with the ill-gotten booty to yet another hide-out in the labyrinth of storm tunnels and sewers beneath the city streets.

Remembering that its left ear bore an arcane mark by which it could more easily be tracked with magic, the killer doppelgänger severed it with a knife, discarding it in an alleyway near the Flumender house. From that point on, it began to distinguish itself from others of its kind by adopting its current “title” — The One-Eared Killer Doppelgänger of Nulbish. Soon thereafter, while Kinky and the remaining “Shifty Five” doppelgängers were investigating the “case of the missing doppelgänger” (and the seemingly related murders and disappearances occurring in various neighborhoods around eastern Nulbish), one of the doppelgängers discovered the severed ear in the alleyway near the Flumender house, bringing it to “Master” Kinky’s attention. Kinky now realized the lengths to which the “deserter” doppelgänger would go to avoid being detected and apprehended. What Kinky and the remaining Shifty Five doppelgängers did not realize, was that their discovery of the severed ear had been observed by the cunning One-Eared Killer Doppelgänger, covertly spying on their investigation in the guise of an innocuous dockhand (albeit a dockhand missing his left ear).

The One-Eared Killer Doppelgänger not only realized that it was being actively hunted by Kinky and its former fellows, but that they would now be on the lookout for anyone missing their left ear. In order to throw them off its trail, the One-Eared Killer Doppelgänger conceived of a gruesome new strategy, which it had only just began to implement — severing the ears of a number of victims, but leaving them alive so they could serve as “red herrings” to confound and undermine the efforts of those trying to track it down. It made the brazen mistake of debuting its new plan right under the collective noses of the Horned King's Men and their fiendish allies, infiltrating Castle Skullgard and assaulting a lone young scullery maid, Kaylynn, severing her ear before fleeing from the castle. The hapless victim's screams of pain and terror brought the party to investigate, and the chase was soon afoot.

Drafting the Horned King's devils (5 erinyes, 5 bearded devils, and 5 imps) to quickly search the entire castle (via teleport, flying, etc.), the Horned King's Men soon deduced that the attacker had escaped from Castle Skullgard, so they raced out of the castle and across the causeway over the Thelly River, into the city of Nulbish. They first hastened to the Diabolical and Profane Temple of the Nine Hells to inquire about purchasing a scroll of locate creature, but the clergy there informed them that such a spell was the purview of mages, not priests. The three antiheroes then raced to the old Mages' Tower Guildhall, where the master necromancer, Conniveren Plaskerd, and several of his apprentices and minions were ostensibly restoring the guildhall for its original purpose (and not at all as a secret temple of Vecna .... ). They were able to acquire a scroll of locate creature from Master Conniveren for 700 gp.

Leaving the old Mages' Tower, the antiheroes dashed to their secret hideout, an abandoned warehouse near the Necropolis at the center of Nulbish, where they hastily changed into their alter egos -- Herzog Tanar'ri (a.k.a. Orsino of House Naelax/Ivid VIII), Kinky the Clown (a.k.a. Grimaldi of House Rax-Nyrond), and Drannoch "The Devourer of Dreams" (a.k.a. Erlick of the Saltmarsh Lassiters). Having done so, they hustled to the Chapel of Discord at the heart of the Necropolis (and of greater Nulbish), and Herzog Tanar'ri carefully (and thus, successfully) cast the locate creature spell from the scroll. Turning slowly to scan in a circle around him, the spell's range would cover the entire city, and they quickly ascertained the direction of their quarry -- it was to the southwest, and gradually moving westward.

Giving chase, the three antiheroes in their alternate guises were approaching the Old Quay near the western end of the city, about a block from the riverside docks, when they suddenly lost track of their quarry, for running water disrupts the divination, and the one-eared killer doppelgänger had boarded what had seemed like a Medegian merchant caravel. But in the same instant that Herzog Tanar'ri announced he'd lost the doppelgänger's trail, Kinky the Clown's observant eyes had descried the merchant caravel sailing away from a nearby dock, west up the Thelly River.

Following a shot-in-the-dark hunch, the three antiheroes improvised a hasty plan and executed it "on the fly" (no pun intended) .... First casting ant haul on himself so he'd be able to carry his two companions, Herzog Tanar'ri then drank a potion of fly .... In the time he'd done this, Kinky had and Drannoch had rendered themselves invisible by drinking potions of their own, and then each locked their armed firmly about Herzog's upper arms and shoulders. Herzog then (very clumsily and awkwardly) floated through the air (at a much-reduced fly speed), giving chase after the caravel sailing upriver.

Istus must have felt sorry for them, for the three antiheroes (all invisible, now, as Herzog had somehow managed to drink his own potion of invisibility, despite his heavy companions dangling from both shoulders) reached the mid deck of the caravel just before Herzog's potion of fly expired. They saw a nervous-looking pilgrim, clad in a cowled grey cloak and brown robe, hastily paying the female Suel captain for passage, frequently looking back down the river over his shoulder .... It was probably the doppelgänger (they reasoned), so they surrounded the "pilgrim passenger" invisibly ....

Continued below ....


The Horned King invites his former adventuring companions to remain at Castle Skullgard for as long as they wish and enjoy his hospitality, but both seem eager to depart--the wee gnomish Baron of Willip, Monduel, citing his concerns regarding Iuz's recent total conquest of the Shield Lands, and fears that the cambion demigod might next march on Furyondy's capital city, Chendl; and Bob Crossbowman citing his duties as Lord-Commander of the Watch in the Free City of Greyhawk. After gifting each of them with a generous token of his everlasting friendship in the form of precious gemstones, Malvolio bids his old adventuring companions farewell, and Countess Olivia returns them to their respective posts via greater teleport spells.


Moonday, 10th of Flocktime, 600 CY:

Following a night of revelry celebrating their victory over Wastri and his Hopping Horde at the Battle of Pitchfield Meadow, Horned King Malvolio, Countess Olivia of Pontylver, Selephotsiphem, Sveinn Heldensson, Captain Arryn Aelberoth, and Malvolio's and Olivia's former adventuring companions, Baron of Willip Monduel and Bob Crossbowman of Greyhawk, bid farewell to Olvenking Hazendel of Sunndi ("until we fight side-by-side once more," Malvolio ominously reminds the grey elf king). Countess Olivia casts teleport to return them to the High Hall in Castle Nulbish.

During their (Malvolio, Olivia, et al) absence, the Horned King's Men had been busy promoting their various interests in Nulbish -- meeting with and beginning negotiations with Jocelle the Asmodean sorceress and her allies, formerly of the defunct Horned Society; meeting with the secret cult of Vecna renovating the old Mages' Tower Guildhall; finally meeting a few of the Horned King's "guests" in the upper chambers of Castle Skullgard; and at last, tracking down and capturing the renegade One-Eared Killer Doppelgänger of Nulbish (as he was coming to be known and feared), after it had brazenly infiltrated Castle Skullgard and severed the left ear of the scullery maid Kaylynn. (In the course of the latter adventure, they also managed to make friendly contact with the captain of a Scarlet Brotherhood ship on which the renegade dopplegänger had attempted to flee west up the Thelly River; for the record, the Scarlet Brotherhood captain's name was Sister Scanzia, and her ship was a caravel named the Osprey.)


Continued from above ....

The Battle of Pitchfield Meadow was resolved before the hour of noon that Sunday, the 9th of Flocktime. Several more deep gashes inflicted upon Wastri by the Horned King with Blackrazor convinced the demigod that he would be doomed if he didn't beat a hasty retreat.

"Selephotsiphem" was quite relieved when the battle ended with Wastri escaping back to his lair in the Vast Swamp by way of a teleport spell instead of being the fuel to catalyze a terrible apotheosis of the sentient greatsword Blackrazor ....

Deprived of the galvanizing force of their demigod leader's supernatural charisma, the remaining forces of the Hopping Horde were soon routed by combined forces of Sunndi's human cavalry mounted on barded warhorses, dwarven axe-wielders, elven archers, gnome siege engineers, and halfling slingers.

In celebration, Olvenking Hazendel decrees that no further taxes shall be collected from his subjects until the New Year of 601 CY. He holds a great feast in gratitude to the allies who came to the Kingdom of Sunndi's defense, and reassures the Horned King that he will not forget the terms of their alliance when the time comes for Sunndi to stand with the Horned Kingdom against its sundry foes.


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Former Horned Society minions in the Ruins of the Cathedral of Stern Alia (city map letter P)

Several weeks ago, prior to the party's excursions to Darkenrift in the Grandwood and White Plume Mountain, as they were exploring various locations throughout Nulbish, they discovered that the ruined and abandoned Cathedral of Stern Alia was not as abandoned as it appeared. Hiding out among the wreckage within the cathedral were several individuals who claimed to be former residents of Molag when it was still the capital city of the now defunct Horned Society (instead of Iuz's "summer palace", as the Old One laughingly calls Molag these days).

(In hindsight, Orsino of the House of Naelax in particular is somewhat amazed and surprised that anyone would ever admit to being former minions of the "Dread and Awful Presences" of the Horned Society to a group of nosy adventurers they'd just met .... Could it be a deception? A trick? But if so, to what end?)

There were six altogether, listed below, starting with their de facto leader (by dint of her comparative power over the others).

Jocelle (LE female human [Oerid-Flannae] infernal bloodline sorceress 10): A beautiful and highly persuasive woman, Jocelle leads the others because she is the most powerful, as well as the most experienced, having been one of three comely female apprentices of one of the Hierarchs of the Horned Society (that Hierarch, and presumably the other two apprentices, were slain by powerful adventurers about a decade ago). Like her late master, Jocelle is a disciple of Asmodeus, greatest of the archdevils, and Lord of Nessus. When the party met her last month, she had been clad in a crimson robe with a high, flaring collar, cinched at the waist with a belt of gold medallions, and carried a bronze rod topped with a blood-red crystal.

Yeval Notna (LE male human [Suloise-Flannae] unchained rogue 5/assassin 3): A stout, bald, double-chinned man, not quite 5-1/2-ft. tall, with heavy-lidded grey eyes, a forked bead and mustache (light brown), and had been clad completely in black when the party first encountered him back in early Planting (about a month ago). Yeval had not spoken at all at the initial meeting, but he and the others had been introduced by Jocelle, who had done almost all of the talking for them. He had merely stared at the party (especially the "weird-looking jester"), his pudgy hands very close to the hilts of the pair of short swords hung in scabbards at his flabby waist.

Crauleister (NE male tiefling [hellspawn] two-handed fighter 6): A tall and lanky "devil-born" (or "hellspawn") tiefling warrior, with rust-red scaly hide, all-black eyes (no whites or pupils), needle-sharp yellowish teeth bared in a constant grin (or snarl?), shoulder-length mane of black hair that did not conceal the 3-inch yellowish horns protruding from his brow, and a rust-red tail like that of a lion, except longer, ending in a tuft of black fur. Crauleister also kept quiet during that first encounter, letting Jocelle do the talking, but he'd growled and cast an angry look at the bewitching sorceress when she'd introduced him by name to the three "snooping strangers" ....

Parson Jaax (NE male human [Flannae-Oerid] cleric 6 of Nerull): A dark-skinned and dark-eyed, pockmarked man of indeterminate age (he was likely younger than his physique made him appear), his posture twisted and stooped by a severe curvature of his spine, making him seem to be perpetually bowing, and his stringy wisps of sparse black hair clinging damply to his scabrous scalp. He'd been leaning on the black shaft of a scythe that was a crooked as he was, with a crescent blade the color of rust -- or dried blood? His ill-formed frame had been draped in a black robe during the initial encounter. Like the others, he'd deferred to Jocelle, merely nodding indifferently when she'd introduced him.

Blixx "Longfangs" (LE male hobgoblin polearm master fighter 5): One of two hobgoblins with the group, Blixx "Longfangs" wore a black scarf wrapped around the lower half of his blue-and-red mandrill-like visage, and a black cowl pulled over his head to conceal his long and pointed goblinoid ears, leaving only his feral yellow eyes exposed. He wore a black tunic under his scarlet-tinted breastplate, and black-and-red checkered hose, knee-high boots of black leather, black leather gloves, and a waist-length scarlet cloak hung over his broad shoulders. He was armed with a black fauchard-fork polearm, which might have been the origin of his nickname, "Longfangs", for the business end was not unlike a pair of long fangs at the end of a black wooden pole.

Snarrff Gobbledowner (LE male hobgoblin unchained rogue 5): The other hobgoblin was introduced by Jocelle as "Snarrff Gobbledowner", and had been clad in a similar manner to Blixx, with hobgoblin features all but hidden behind a black scarf and cowl, but with a black leather cuirass (instead of a red-tinted breastplate), and all-black hose (instead of red-and-black checkered). Snarrff had been armed with a blackened iron morningstar, and a leather bandolier of throwing daggers crossed his torso.


Orsino; Ivid VIII wrote:

Orsino is pleased with knowing the soldiers in the walls of Castle Skullguard. However.

Orsino stretches his memory back to two months previous when he, along with a troop of Hobgoblins and Lemure Devils, marched on the neighborhood on what is now Orsino Way and Horned King's Highway, liberating the Temple of Stern Alia and stopping the neighborhood strife between two rival blocks. (His trusted companions took care of the other side, secretly ushering out rogues for later incorporation to Kinky The Clown's Thieve's Mafia.

The leader of the gang that had taken over the Temple of Stern Alia (# P), as well as his gang, were former members of The Horned Society.

It is this group with whom Orsino is reconnecting after his gambit at The Temple of Hextor in his Herzog Tanar'ri identity. (not the castle folk)

Orsino made an alliance with the leader and approved the promotion of a return to power as The Horned Society. But told the leader it would be under Malvolio. The gang leader / Society refugee agreed. And now it has been a couple months (Forays into the Aboleth Hole and White Plume Mt have kept me busy.)

So in preparation for the return to #P -- remembering the names and whatever else Orsino learned a while back when we stopped the conflict between those two neighborhoods -- will be helpful.

.
.
.
.
(Then on to The Vampire!)

Oh yeah .... I forgot about the Horned Society expats in the sacked Cathedral of Stern Alia .... Heading in to work in a few, so I'll try to dig up those notes later tonight and post info ....


I've done some research on how tournament brackets and single-elimination knockout (or "sudden-death" knockout) tournaments work, and I have made up 32 (!!) stat blocks for competitors in the First Annual Nulbish Contest of Champions, so we have a simple progression through a straight-forward single-elimination knockout tourney. In case some of you are unfamiliar with how such a tournament works, I've written up a short primer, hidden in the spoiler tag below for whoever might want to give it a read.

Single-Elimination Knockout Tourney Info:
BACKGROUND INFORMATION:
The party of adventurers known as the Horned King’s Men have conceived of a plan to host a special tourney in Nulbish. Originally an idea proposed to his companions by Grimaldi (a.k.a. Kinky the Clown), this tourney, which Erlick of the House of Lassiter (a.k.a. Drannoch the Devourer of Dreams) has dubbed the “First Annual Nulbish Contest of Champions,” is to be held in the octagonal arena within the Chapel of Discord at the heart of the Necropolis. The party hopes to use this contest as a vehicle for discovering formidable warriors that might be recruited into a new mercenaries’ guild they plan to establish in the near future. They plan to offer the magic sentient warhammer Whelm as the grand prize to the champion of the contest, thereby attracting many capable contestants from throughout the Flannaess.

A chance to win the legendary Whelm is certain to be an irresistible lure that will no doubt attract many capable contestants, but the party must first decide upon certain logistical details. For one thing, they must establish the rules for their proposed tourney. Will the combat be lethal, fought with the contestants’ own weapons? Or will it be nonlethal combat, fought with padded wooden training weapons only? Will the use of magical arms and armor be permitted, or must the combatants use only mundane equipment provided by the tourney’s hosts? Will spell-casting be permitted, or prohibited? Will the contest be open to all comers, or will individuals from hostile nations be prohibited from competing? On what day and hour will the contest commence, and on what day and hour will it be concluded? Will divine healing be provided to wounded competitors? If the combat is to be lethal, will slain competitors be resurrected? Once these matters are decided, the party must also determine how they will advertise the contest, spreading the word as far and as wide (and as quickly) as is possible.

DEFAULT TOURNEY ORGANIZATION & RULES:
Most tourneys held throughout the Flanaess tend to be organized as single-elimination knockout tourneys (a.k.a. “sudden-death” tourneys), with rules and practices that have become fairly standard over the past few centuries. The following default tourney organization and rules should be used if the players do not have a preference for some other system of regulating the First Annual Nulbish Contest of Champions.

Single-Elimination Knockout (“Sudden-Death”): A single-elimination knockout (or “sudden-death”) tourney is a type of elimination tournament where the loser of a match-up is immediately eliminated from the tournament. Each winner will play another in the next round, until the final match-up, whose winner becomes the tournament champion. Defeated competitors may play no further part after losing, or may participate in "consolation" or "classification" matches against other losers to determine the lower final rankings; for example, a third place playoff between losing semi-finalists. Most competitions throughout the lands of the Flanaess are held with a pure single-elimination tournament system; less commonly, a competition will have many phases, with the last being a single-elimination final stage.
Nomenclature: In Common, the round in which only eight competitors remain is generally called the quarter-final round; this is followed by the semi-final round, in which only four are left, the two winners of which then meet in the final or championship round. The round before the quarterfinals has multiple designations. Often it is called the round of sixteen, last sixteen, or pre-quarterfinals. In many other languages the term for these eight matches translates to eighth-final (e.g., in these languages spoken in the Flanaess: "althaamin alnihayiyu" in Low Baklunish, "Khazâd-dûm-ubal" in Dwarven, “asta cinquithel” in Elven, “nishwaaswi-tipiskonigan” in Flan, “octavo-final” in Oeridian, and “áttundarfjórðungr” in Suloise), though this term is rare in Common itself.
The round before the round of sixteen is sometimes called round of thirty-two in Common. Terms for this in other languages generally translate as "sixteenth final”. Earlier rounds are typically numbered counting forwards from the first round, or by the number of remaining competitors. If some competitors get a bye (see below), the round at which they enter may be named the first round, with the earlier matches called a preliminary round, qualifying round, opening round, or the play-in games.
Bye: In tourneys, a bye is the preferential status of a competitor that is automatically advanced to the next round of the tourney without having to compete against an opponent in an early round. In knockout (elimination) tourneys, byes may be assigned either to reward the highest ranked participant(s), or randomly, to make a working bracket if the number of participants is not a power of two (e.g. 16 or 32).
In a standard single-elimination tourney, each round has half the number of competitors of the preceding round. Thus the finals will have two, the semi-finals will have four, the quarter-finals will have eight, etc. Thus, tourneys with competitors numbering a power of two can have a standard bracket in which all competitors are paired up, with the loser of each match eliminated and the winner moving on to the next round, until only one champion remains.
However, if the number of competitors is not a power of two, a simple elimination tourney would eventually produce a round with an odd number of competitors (if the number is not odd to start with). For example, a tourney of nine competitors could only have four matches in the first round, while a simple tourney of ten competitors would produce a second round with five competitors, meaning only two matches could occur. Thus, if the number of participants is not a power of two (e.g. 16 or 32), to make a working bracket byes are provided to automatically move certain participants into a later round without requiring them to compete in an earlier one.
When participants are ranked, participants with the “highest ranking” (i.e., highest CR) going into the tourney are given a bye to the second round, as it is generally seen as an advantage to be assured entry into a later round. In other tourneys where participants are unranked, a random draw may be used to determine the byes.
The number of competitors offered a bye is generally designed to ensure that the next round consists of a power-of-two number of competitors so the tourney can proceed as a simple single-elimination tourney from that round onward.
If the byes are all single first-round byes into the second round of a tourney, the number of byes required is the difference between the number of competitors and the next-highest power of two. For example, a 12-competitor tourney will require four byes (16−12) to ensure that instead of six competitors in the second round, eight advance (as the four byes avoid two of the four competitors being eliminated).
Classification: Without any additional matches, the only position a single-elimination tourney can reliably determine is first - for example, if sorting the numbers 1-4 ascending, if 4 and 3 meet in the first round, 3 and 1 will lose in the first round and 2 will lose in the second, selecting 4 as the largest number in the set, but insufficient comparisons have been performed to determine which is greater, 1 or 3. Despite this, the candidate that loses in the final round is commonly considered to have taken second place (in this case, 2). When matches are held to determine places or prizes lower than first and second, these typically include a match between the losers of the semifinal matches called third place playoffs, the winner therein placing third and the loser fourth.
Seeding: Opponents may be allocated randomly; however, since the "luck of the draw" may result in the highest-rated (I.e., the highest CR) competitors being scheduled to face each other early in the competition, seeding is often used to prevent this. Brackets are set up so that the top two seeds could not possibly meet until the final round (should both advance that far), none of the top four can meet prior to the semifinals, and so on. If no seeding is used, the tourney is called a random knockout tourney. Standard seeding pairs the highest and lowest, then second highest and second lowest and so on; for an 8-seed tourney, this is 1st vs. 8th, 2nd vs. 7th, 3rd vs. 6th, and 4th vs. 5th.
Sometimes the remaining competitors in a single-elimination tourney will be “re-seeded" so that the highest surviving seed is matched against the lowest surviving seed in the next round, the second-highest is matched against the second-lowest, etc. This may be done after each round, or only at selected intervals.
Evaluation: The single-elimination format enables a relatively large number of competitors to participate. There are no "dead" matches (perhaps excluding "classification" matches), and no matches where one competitor has more to compete for than the other. If a small number of participants compete in a single elimination tourney, sometimes a consolation bracket is included to allow the eliminated participants to compete more than once.
In a single-elimination tourney without any seeding, awarding the second place to the loser of the final is unjustified: any of the competitors knocked out before getting to compete against the losing finalist might have been stronger than the actual losing finalist. In general, it is only fair to use a single-elimination tourney to determine first place. To fairly determine lower places requires some form of “round-robin” in which each competitor gets the opportunity to face every other competitor.
Also, if the competitors' performance is variable, that is, it depends on a small, varying factor in addition to the actual strength of the competitors, then not only will it become less likely that the strongest competitor actually wins the tourney, in addition the seeding done by the tourney organizers will play a major part in deciding the winner. As a random factor is always present in a competition, this might easily cause accusations of unfairness.

I've also made up a tourney bracket already, with the 32 NPC contestants seeded randomly into the starting bracket slots. I'll show it to you all on Sunday....