Once again, Grimaldi sinks into the now-familiar icy gloom of death. He feels a dizzying sensation of simultaneously being infinitely immense and unfathomably microscopic, a sense of plummeting while at the same time ascending like an arrow fired at the sun.
Ivid VIII instructs his zebub familiar, Bassanio, to assist the imp, Carbuncle, in stuffing Grimaldi’s lifeless corpse into his bag of holding, which the droning, cherubic fly devil applies his best effort to at once.
As the two little devils struggle to fold, bend, and shove Grimaldi’s corpse through the mouth of the magic bag, grunting and cursing in Infernal, they both suddenly glance at each other at the same time, then simultaneously glance at Grimaldi’s rump and legs sticking out of the mouth of the bag, and then back at each other again, their initial looks of dawning realization replaced by furtive and conspiratorial leers of diabolical mischief.
At that instant, Sentinel Sphere, the cacodaemon from Duffgordon Manor that had been traveling with the party as one of Grimaldi’s minions flitted over to join the two little devils.
Cacodaemon Sentinel Sphere: “Here, let me help you with this….” Telepathically to Bassanio and Carbuncle: ”Are you two thinking what I think you’re thinking? ‘Cause I could facilitate that, like, really easily… I mean, that’s what I do, you know?”
Zebub Bassanio, telepathically to Sentinel Sphere: ”Of course we are thinking that! That’s what WE do! Now, hurry up and do it, but don’t make it obvious! And don’t barf it up until the mortals are focused on something else! Don’t botch this! This could score me…uh, I mean, this could be a really big deal for my colleague, Carbuncle….”
Imp Carbuncle, rubbing his little claws together furiously with eager anticipation, telepathically to Bassanio and Sentinel Sphere: ”Oh, my Archdevil! Is this about to go down? I’ve been plotting and scheming about this moment—I suppose what mortals would call ‘dreaming’ about it—ever since I found this fool locked in the pillory in the fest hall of Castle Skullgard, and fed him some cheese and biscuits! Finally, it’s about to happen! Mephistopheles might even promote me to a new type for a soul this potent…. Maybe a barbazu…. I’ve always wished I could grow a really sick, disgusting, filthy beard like that!” Suddenly aware that his leering and rapid hand-rubbing might look suspicious to Grimaldi’s mortal companions, he adopts a nonchalant air of bored indifference, a half-heartedly kicks at Grimaldi’s rump a few times, as if that might push the corpse further into the bag….
Cacodaemon Sentinel Sphere, telepathically to the imp and zebub: ”Right, then…. Here goes….” The cacodaemon’s crimson eyes glaze over with concentration and it smacks its lips a few times…. It floats closer to Grimaldi’s corpse, its drooling maw only inches from the dead jester’s rear end, and it begins to make a slurping sound that grows in intensity, eliciting telepathic hisses of alarm from both Bassanio and Carbuncle.
Zebub Bassanio, smiling reassuringly at Ivid VIII and Erlick, out loud: ”Yep…. Just about got it…. Just a few more feet worth of, um, of the legs… yeah, and he’ll be in there, snug as a demon prince in Tuerny’s iron flask…. allllmost there….” Casting an evil glare at the cacodaemon; telepathically to the cacodaemon: ”What in the Nine Hells of Baator is wrong with you!? Why are you making that noise!? You—you’re totally f#%*ing this up already!”
Sentinel Sphere, telepathically to the zebub and imp: ”Damn it to Oinos! Some… something even more powerful than ME, if you can believe it, has seized the soul… I can’t get it in my belly! Damn it! S&@#-birds! Snot-weasels! Who!?? Who has seized our tasty prize so quickly—snatched right out of my jaws!? Who, I say!!”
Combat Gear potions of cure serious wounds (3), scroll of iron body, scroll of spell turning, scroll of wall of force, wand of inflict moderate wounds (20 charges), wand of invisibility (20 charges); Other Gear masterwork silver dagger, amulet of natural armor +3, belt of mighty constitution +4, clear spindle ioun stone, cloak of resistance +4, dusty rose prism ioun stone, handy haversack, headband of vast intelligence +6 (Perception, Sense Motive, Stealth), portable hole, restorative ointment, ring of major energy resistance (cold), ring of protection +4, black robe, onyx gems (worth 2,000 gp), spellbook, spell components in pouches, 8,973 gp
Moonday night (~10:30 PM), Reaping 10, 600 CY; The Siege of Nulbish by the Unclean Host of Rel Astra...
Narration describing events of The Siege of Nulbish by The Unclean Host of Rel Astra...:
The first sign of the siege was the clarion braying of the horns of the city wall watch as they raised an alarm, sounding the specific cadences and rhythms that denoted a besieging army of would-be invaders.
The second sign of the siege was the putrescent, athrakitis-infected head, neck, and torso of a dead Rel Astran man arching over the eastern city wall of Nulbish, having been launched by a trebuchet, and landing squarely on the death knight of Vecna, Lord Erlick of House Lassiter, exploding into a shapeless slurry of maggoty, rotten flesh, and shattered bone fragments. As soon as this had occurred, Lord Erlick, coated in this foul and virulent corruption, contracted athrakitis--a deadly and highly contagious plague, spread not only through injury or contact, but through miasmas that drifted on air currents.
Of course, as an undead antipaladin, the death knight was immune to the perilous effects of the plague, and could only carry it on and in his undead body--and spread the contagion to any hapless mortal that so much as brushed against him, or breathed the unclean aura that enveloped him like an invisible cloud of death.
While a mortal man would likely have been seized with nauseated retching and sheer panic, frantically (and futilely) staggering about in search for a fountain or trough to wash away the vile, maggot-infested corruption, Lord Erlick gave voice to an evil, sepulchral laugh, realizing his unspoken prayer had been answered in a most morbid way by his master, The Whispered One of the Spider Throne, Vecna, whose dry and raspy whispering had sounded close in the Ear of Vecna, grafted onto where the death knight's severed and discarded left ear had once been, the instant the rotten trebuchet "payload" had exploded over him: "Take this gift, Lord Erlick of House Lassiter... and Drannoch, Devourer of Dreams... and spread it both far and wide, throughout the fractious realms of what was once the Great Kingdom!" It was a divine mandate which Lord Erlick would relish obeying.
Panic swept through the common townsfolk and nonhuman mercenaries--orcs, goblin-kind, gnolls, and the like; but the soldiers, city guards, and adventurers of Medegia began to organize a defense of the city gates and walls, led by the Horned King Malvolio I of House Rax, and aided by not only the Horned King's most valiant and powerful courtiers (Countess Olivia of Pontylver, the sinister "Seer of Nulbish" Selephotsiphem, and the redoubtable Horned King's Men), but by a legion of formidable foreign princes and potentates attending the First Annual Nulbish Contest of Champions, including powerful mages like the Circle of Eight founder and Archmage Mordenkainen, Prince Carwend of House Cranden, and even the mythic quasi-deity Heward; puissant warriors like Lord Karn Serrand of Goldbolt, the Snow Barbarian jarl Sagard Bölvarsson (thus far undefeated contestant and candidate for champion of the tourney), and many of the eliminated contestants from the first four rounds of the tourney; cunning master thieves and assassins like Org Nenshen (Guildmaster of the Greyhawk Thieves' Guild) and his entourage of lieutenant thieves, dwarven Prince Olinstaad Corond of Ulek, and the renowned mistress thief Goldwhite; and powerful druids, clerics, oracles, and warpriests, like the storm giantess oracle of Stronmaus Herannea, the high priest of Zilchus Jereader Zomawyn (from Rel Deven's Halls of the Shining Coin), and Archdruid Umina (Servant of the Moons from the Grandwood Forest).
Also coming to Nulbish' defense were the Elfking of Sunndi Hazendel I and his heroic new champion, Iggy Pop (a.k.a. "The Avenging Trident of Trithereon", "The Golarionite"); the former Bandit-King of Artonsamay, Duke Gellor, in the guise of Medaelo of Stoink (now cured of the disease transmitted to him by Lord Erlick of House Lassiter, but still weakened from its effects); several dwarven lords from the Glorioles Mountains, the Iron Hills, and the Hestmark Highlands, who cooperated with some gnomes from Gaborren's Rift in developing a plan to undermine the Rel Astran siege towers arrayed against Nulbish's city walls; even the few Scarlet Brotherhood agents (finding Castle Skullgard too heavily defended to infiltrate in search of the fabled sentient warhammer Whelm during the initial chaos of the siege) made a public show of advising the defenders in defensive strategies and battlefield deceptions, seeking to gain the Horned King's gratitude and lull him into trusting their overtures of alliance.
Others quickly sought to escape from the besieged city, including Lord Admiral Basmajian Arras of the Sea Barons, who boarded his war-galleon, the Hammerhead, along with his crew of seasoned buccaneers, hoping to sail down the Thelly River and leave Nulbish to its fate (preferably, its doom), but they were forced to return to the Riverside Quay and drop anchor again by a flotilla of Drax the Invulnerable's Rhennee mercenaries, forming an impassable blockade and peppering the Hammerhead with crossbow and ballista fire. Likewise, several spies embedded by enemy rulers attempted to flee Nulbish; some, like the powerful Archmage, Prince Reydrich of House Darmen, and his deadly assassin ally, Karnquiza ("The Hidden Sickle of Nerull" and leader of the assassin's cult known as the Syndicate of Midnight) easily accomplished their departure via teleportation magic; others, like Lady Maevelle of House Garasteth (spying for Drax the Invulnerable of Rel Astra), debauched libertine Lord Dellryxan of House Darmen (spying on behalf of Xavener I of House Darmen) and his beautiful consort, Ehlissa Nightingale (soprano diva and rising star of Kalstrand's Opera and Playhouse), did not have such potent magic at their disposal, and found themselves trapped within the besieged city walls; and the least fortunate, such as several headstrong Fists of Hextor and Discordian clerics in the guise of merchants or travelers from afar (spying on behalf of Grenell I of House Naelax), succeeded in exiting Nulbish via underground sewer outflows and storm drainage pipes onto the marshy northern bank of the Thelly, only to be mobbed and dragged down to a horrific doom by hordes of "rat horrors" and plague zombies from Rel Astra...
After three years of imprisonment in high chambers of Castle Skullgard, Prince Harnand's Darmen arrogance gets the better of him and he insults the Horned King, who breaks Harland's arms and legs and buries him up to his neck in the Thelly Riverbank, which is teeming with carnivorous vermin.
Three days later, while Harnand's corpse was being dug up and devoured by a pack of coyotes, Prince Gartrel beseeched His Horned Majesty for the chance to bend knee before Malvolio and become his loyal thrall instead of prisoner. Malvolio accepted Prince Gartrel's obeisance and is beginning to allow the prince to join in the hunt and other activities outside the castle.
From the Way Back of when the Contest of Champions was still a new idea.... A reminder of other attendees who've been in Nulbish or in a pavilion campsite outside the city walls for several weeks already:
Repeat of three or four old posts about cool NPCs visiting Nulbish for the FANCOC:
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.
SolomonDirge Oct 11, 2025, 06:12 pm | FLAG | LIST | REPLY
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Xokek
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.
SolomonDirge Oct 11, 2025, 06:59 pm | FLAG | LIST | REPLY
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Xokek
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 ....
Well, sort of... The REAL Robilar is on another alternate Prime Material Plane world called Kalibruhn (Rob Kuntz's home campaign world), engaged in an epic struggle against the evil King Ovar and his court archmage Zayene....
Gord the Rogue is currently in far western Oerik, embroiled in byzantine courtly intrigues and, at the moment, an "honored guest" (captive hostage) of the deranged cambion Emperor Wismerill III of the Dragon Empire of Lynn (actually a much-reduced city-state after a thousand years of decline)....
CONTESTANTS:
The following NPCs arrive at Nulbish to compete in the First Annual Nulbish Contest of Champions (from highest to lowest CR):
Medaelo of Stoink (a.k.a. Gellor, Duke of Artonsamay) CR 11
XP 12,800
Male human [Oerid-Flannae:
fighter 8/rogue 4]
N Medium humanoid Init +6; Senses Perception +10
DEFENSE
AC 25, touch 18, flat-footed 18 (+5 armor, +1 deflection, +6 Dex, +1 dodge, +2 shield)
hp 124 (12 HD; 8d10+4d8+12)
Fort +9, Ref +13, Will +4; +2 vs. fear
Defensive Abilities bravery +2, evasion, trap sense +1, uncanny dodge
OFFENSE
Speed 40 ft.
Melee +1 frost keen rapier +20/+15/+10 (1d6+6/15–20 plus 1d6 cold) or sap +17/+12/+7 (1d6+2 nonlethal)
Ranged mwk composite longbow +18/+13/+8 (1d8+2/x3)
Special Attacks rogue talent (bleeding attack), sneak attack +2d6, weapon training (light blades +1)
STATISTICS
Str 14, Dex 22, Con 13, Int 8, Wis 10, Cha 12
Base Atk +11; CMB +13; CMD 31
Feats Bleeding Critical, Blind-Fight, Critical Focus, Dazzling Display, Dodge, Improved Critical (rapier), Mobility, Shatter Defenses, Spring Attack, Vital Strike, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)
Skills Acrobatics +20, Appraise +3, Athletics +6, Bluff +10, Diplomacy +5, Disable Device +12, Escape Artist +10, Handle Animal +5, Intimidate +16, Knowledge (local) +5, Perception +10 (+12 to find traps), Ride +10, Sense Motive +5, Stealth +21, Survival +4
Languages Common
SQ armor training 2, rogue talent (finesse rogue), trapfinding +2
Combat Gear potion of disguise self; Other Gear +1 chain shirt, +1 buckler, +1 frost keen rapier, masterwork composite longbow (+2 Str) with 20 arrows, sap, belt of incredible dexterity +2, boots of striding and springing, cloak of resistance +1, ring of protection +1, light horse (combat trained) with saddle, thieves’ tools
BACKGROUND
Medaelo of Stoink claims to be just another bandit from the city-state of Stoink, trying to keep a low profile in the former Bandit Kingdoms, which are now referred to simply as the Bandit Lands of Iuz. In fact, he is none other than Duke Gellor, former ruler of the Duchy of Artonsamay, presumed to be dead by most, including the Countess Belissica Gellor of Urnst. Hunted by Iuz’s Greater and Lesser Boneheart mages and priests, Duke Gellor has adopted a false identity — Medaelo of Stoink — using potions of disguise self to hide his familiar features from both foes and friends alike, for he knows that Iuz and his evil minions would not hesitate to inflict pain and suffering upon his allies in order to draw him out. While discreetly visiting the city-state of Stoink, Duke Gellor heard about the upcoming Richfest tourney in the distant Horned Kingdom of Medegia, and about the remarkable grand prize reserved for the champion of the tourney — the sentient dwarven thrower, Whelm, one of the legendary weapons of Keraptis recovered recently from White Plume Mountain by bold adventurers. He has decided that the First Annual Nulbish Contest of Champions is an excellent excuse for “Medaelo of Stoink” to get far out of harm’s reach for a while, and possibly an opportunity to recruit mighty champions to help him reclaim the Duchy of Artonsamay from the evil forces of the demonic demigod Iuz the Old. Therefore, Duke Gellor has ridden east, halfway across the Flanaess, arriving in Nulbish just as the Richfest celebrations are commencing, and playing the part of “Medaelo of Stoink”….
Nazzokk “Elf-Eater” of Stoneheim CR 10
XP 9,600
Male half-orc barbarian 11:
CE Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +15
DEFENSE
AC 17, touch 12, flat-footed 13 (+5 armor, +4 Dex, –2 rage)
hp 142 (11d12+65)
Fort +14, Ref +9, Will +9; +4 vs. spells and spell-like or supernatural abilities
Defensive Abilities improved uncanny dodge, orc ferocity, trap sense +3; DR 3/—
OFFENSE
Speed 40 ft.
Melee +1 orc double axe +19/+14/+9 (1d8+10/19–20/×3) or +1 orc double axe +17/+12/+7 (1d8+7/19–20/×3), +1 orc double axe +17/+12 (1d8+7/19–20/×3), bite +12 (1d4+3)
Ranged mwk composite longbow +16/+11/+6 (1d8+6/×3)
Special Attacks greater rage (26 rounds/day), rage powers (animal fury, increased damage reduction +1, no escape, raging leaper +11, superstition +4)
TACTICS
During Combat Nazzokk charges into the heart of battle, using one end of his double axe two-handed when charging or moving, and switching back to a double weapon grip when making full attacks. He uses his leaping and Acrobatics to enter melee quickly, using his no escape ability to chase down cowards.
Base Statistics
When not raging, Nazzokk’s statistics are AC 19, touch 14, flat-footed 15; hp 109; Fort +11, Will +6; no bonus vs. spells and spell-like or supernatural abilities; DR 2/—; Melee +1 orc double axe +16/+11/+6 (1d8+5/19–20/×3) or +1 orc double axe +14/+9/+4 (1d8+4/19–20/×3), +1 orc double axe +14/+9 (1d8+4/19–20/×3), bite +9 (1d4+1); Ranged mwk composite longbow +16/+11/+6 (1d8+3/×3); Str 16, Con 14; CMB +14; CMD 28; Skills Acrobatics +17 (+21 when jumping), Athletics +8
STATISTICS
Str 22, Dex 18, Con 20, Int 10, Wis 12, Cha 8
Base Atk +11; CMB +17; CMD 29
Feats Double Slice, Improved Critical (orc double axe), Improved Two-Weapon Fighting, Two-Weapon Fighting, Two-Weapon Rend, Weapon Focus (orc double axe)
Skills Acrobatics +17 (+32 when jumping), Athletics +11, Intimidate +10, Perception +15, Ride +7, Stealth +14, Survival +5 SQ fast movement, orc blood, weapon familiarity
Combat Gear potions of blur (2), potion of fly; Other Gear +1 chain shirt, +1/+1 orc double axe, masterwork composite longbow (+7 Str) with 20 arrows, belt of giant strength +2, cloak of resistance +2, climber’s kit, 50 gp
BACKGROUND
Nazzokk Elf-Eater of Stoneheim is one of Despot Turrosh Mak’s most formidable enforcers, feared throughout the Pomarj and the Wild Coast for his relentless bloodlust and destructive fury. His nickname, “Elf-Eater”, is well-deserved, for elf-flesh is his favorite meat, and elf-blood is his favorite drink. Nazzokk has been responsible for the brutal deaths of countless victims, both enemy combatants and innocent noncombatants — he makes no distinctions and has no qualms about who falls to the savage fury of his orc double axe, as long as he gets to kill. That said, he takes special satisfaction in slaying renowned elven heroes and heroines, and then devouring their corpses. He has journeyed east to the Horned Kingdom of Medegia, having recently heard that a tourney will be held at the capital city of Nulbish. Nazzokk cares nothing about winning the tourney, as long as he gets to slaughter and feast upon elf-flesh.
Ravenshadow (a.k.a. Ralobalar Tindrannivil) CR 10
XP 9,600
Male valley elf rogue 11:
NE Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +17
DEFENSE
AC 21, touch 16, flat-footed 16 (+5 armor, +1 deflection, +5 Dex)
hp 86 (11d8+33)
Fort +5, Ref +13, Will +5; +2 vs. enchantments
Defensive Abilities evasion, improved uncanny dodge, trap sense +3; Immune sleep
OFFENSE
Speed 30 ft.
Melee +1 rapier +15/+10 (1d6+3/15–20 plus poison)
Ranged mwk dagger +14/+9 (1d4+2/19–20 plus poison)
Special Attacks sneak attack +6d6
TACTICS
Before Combat Ravenshadow applies blue whinnis poison to his rapier and dagger.
During Combat Ravenshadow focuses on one target, using Power Attack, sneak attack, and the ongoing effects of his bleeding attack ability and blue whinnis poison to deal as much damage as possible in a short amount of time. If the target tries to flee, Ravenshadow uses Stand Still to prevent escape, or throws his poisoned dagger.
STATISTICS
Str 14, Dex 20, Con 12, Int 12, Wis 12, Cha 8
Base Atk +8; CMB +10; CMD 26
Feats Combat Reflexes, Improved Critical (rapier), Power Attack, Stand Still, Toughness, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +19, Athletics +16, Bluff +13, Disable Device +21, Disguise +13, Intimidate +13, Knowledge (local) +15, Perception +17, Stealth +19 Languages Common, Dwarven, Elven
SQ elven magic, rogue talents (bleeding attack +6, combat trick, crippling strike, fast stealth, surprise attack), trapfinding +5, weapon familiarity
Combat Gear elixir of hiding, potion of cure serious wounds, potion of invisibility, antitoxin, blue whinnis poison (4); Other Gear +2 studded leather, +1 rapier, masterwork dagger, belt of incredible dexterity +2, cloak of resistance +1, ring of protection +1, masterwork thieves’ tools, sunrods (3), 617 gp
BACKGROUND
The evil valley elf rogue known as Ravenshadow has become infamous and feared throughout the central Flanaess as a contract killer who has never failed to complete a contract in under three days’ time. His true name is a carefully guarded secret (one that has always proven fatal to those unfortunate enough to discover it), as is his personal history. None still alive today know for certain who he really is, or where he came from, but the hidden truth is this — his true name is Ralobalar Tindrannivil, originally from the Dim Forest. Prior to striking out on his own to pursue his current career as a contract killer, Ralobalar Tindrannivil was a minion of His Most Magical Authority, the Exalted Mage of the Valley and Laird of the Domain, Jaran “The Black One” Krimeah. During this period of service, Ralobalar came to resent “The Black One of the Vale” and his “vile and disgusting” relationship with his drow seneschal and lover, Tysiln San; he fantasized about slaying them both as they laid together, but he knew that he yet lacked the skill and power to make this fantasy a reality, so he fled from the Valley of the Mage in 579 CY. Relocating to the Wild Coast, he took to calling himself by a pseudonym — Ravenshadow —a name that reflected the darkness of his spirit. He honed his murderous skills culling the populations of the orcs, goblinoids, and other rapacious nonhumans of the Pomarj and the Gnarley Forest over the next two decades, becoming one of the most feared contract killers in the Flanaess. He has come to Nulbish in response to the recent reports that a tourney is to be held there, beginning the final day of Richfest, and that whomever is the champion will receive as their prize the legendary sentient warhammer Whelm ….
Sagard Bölvarrsson of Glot CR 9
XP 6,400 Male human [Fruztti Suelii:
barbarian 5/fighter 5]
CN Medium humanoid (human)
Init +2; Senses Perception +4
DEFENSE
AC 17, touch 10, flat-footed 15 (+7 armor, +2 Dex, –2 rage)
hp 105 (10 HD; 5d12+5d10+45)
Fort +12, Ref +4, Will +4; +1 vs. fear
Defensive Abilities bravery +1, improved uncanny dodge, trap sense +1
OFFENSE
Speed 40 ft.
Melee +1 adamantine vicious greatsword +19/+14 (2d6+13/17–20 plus 2d6 vicious) or spiked gauntlet +16/+11 (1d3+6)
Ranged javelin +12 (1d6+6)
Special Attacks rage (14 rounds/day), rage powers (intimidating glare, strength surge +5), weapon training (heavy blades +1)
TACTICS
Base Statistics
When not raging, the champion has AC 19, touch 12, flat-footed 17; hp 85; Fort +10, Will +2; Melee +1 adamantine vicious greatsword +17/+12 (2d6+10/17–20 plus 2d6 vicious) or spiked gauntlet +14/+9 (1d3+4); Ranged javelin +12 (1d6+4); Str 18, Con 14; CMB +14 (+18 sunder); CMD 26 (28 vs. sunder); Skills Climb +8, Swim +7
STATISTICS
Str 22, Dex 14, Con 18, Int 8, Wis 10, Cha 12
Base Atk +10; CMB +16 (+20 sunder); CMD 28 (30 vs. sunder)
Feats Dazzling Display, Greater Sunder, Improved Critical (greatsword), Improved Sunder, Intimidating Prowess, Power Attack, Shatter Defenses, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Skills Acrobatics +13 (+17 jump), Climb +10, Handle Animal +5, Intimidate +18 (+20 when raging), Perception +4, Ride +4, Survival +5, Swim +9
Languages Common
SQ armor training 1, fast movement
Gear +1 breastplate, +1 adamantine vicious greatsword, javelins (5), spiked gauntlet, 15 gp
BACKGROUND
Sagard Bölvarrsson of Krakenheim is a notorious Frost Barbarian viking raider who has led numerous raids on ports along the east coast of the Flannaess, from Marner on the coast of Ratik to Dullstrand on the shores of the Aerdi Sea. He is captain of the drakkar Flóðræsir (“Tide Racer”), and leader of a band of 110 Fruztti viking raiders. While he and his crew were spending some of their ill-gotten booty in the taverns and brothels of Ountsy, Sagard heard about the First Annual Nulbish Contest of Champions from a herald hired by the party to advertise the tourney along the Solnor Coast. Intrigued, Sagard rounded up his crew and they set sail for Nulbish, arriving several days prior to the start of the contest.
Sveinn Heldensson of Krakenheim CR 9
XP 6,400
Male human [Fruztii Suelii:
sea reaver unchained barbarian 10 (raging)]
CN Medium humanoid (human)
Init +4; Senses Perception +9
DEFENSE
AC 20, touch 12, flat-footed 17 (+4 armor, +1 deflection, +2 Dex, +1 dodge, +4 natural, -2 rage)
hp 150 (10d12+30); +20 temporary hp
Fort +10, Ref +6, Will +7
DR 4/—
OFFENSE
Speed 30 ft.
Melee “Dautharís” (frost brand) +21/+13 (2d6+20/19-20 plus 1d6 cold), bite +10 (1d4+11) OR 2 claws +18 (1d8+8/x3), bite +13 (1d4+5)
Ranged mwk composite longbow (+6 Str) +13/+8 (1d8+6/x3)
Special Attacks pounce, rage 24 rounds/day, rage powers (animal fury, beast totem, greater beast totem, increased damage reduction, lesser beast totem)
STATISTICS
Str 22, Dex 14, Con 14, Int 8, Wis 13, Cha 14
Base Atk +10; CMB +16; CMD 28
Feats Cleave, Dodge, Furious Focus, Great Cleave, Power Attack, Vital Strike
Skills Acrobatics +14 (+17 in aquatic terrain, on shoreline, or aboard a ship), Athletics +19 (+22 in aquatic terrain, on shoreline, or aboard a ship, +27 to swim), Linguistics (1 rank) +0, Perception +9, Profession (sailor) +6 (+9 in aquatic terrain, on shoreline, or aboard a ship)
Languages Common, Cold Tongue (Suelii barbarian dialect), Giant, Suloise
SQ eyes of the storm, marine terror, savage sailor +3, sure-footed
Combat Gear potions of cure moderate wounds (2), potions of water breathing (2), potions of water walking (2); Other Gear mithral shirt, “Dautharís” (frost brand), masterwork composite longbow (+6 Str) and 20 arrows, amulet of natural armor +1, cloak of resistance +1, gauntlets of ogre power (+2 enhancement to Str), ring of protection +1, ring of swimming, spyglass, 46 gp
BACKGROUND
Sveinn Heldensson of Krakenheim is a Fruztii Suelii (Frost Barbarian) man in his mid-twenties, powerfully muscled and fair of features. Son of Helden Stormfist, one of the Frost Barbarian adventurers who recovered the five magical Blades of Corusk circa 582 CY (and unwittingly facilitating Iuz the Old’s great deception of the northern barbarian kingdoms, and igniting the Greyhawk Wars), Sveinn has grown up in the shadow of his father’s disgraced legacy, and is determined to forge his own destiny, and write his own saga. Formerly the captain of his own great drakkar (the Fjord Linnorm) and commander of over a hundred fierce Frost Barbarian vikings, the wheel of fortune has turned for young Sveinn, and he has lost both ship (now lying wrecked at the bottom of the Tilva Straight) and crew (presumably drowned or enslaved by the Scarlet Brotherhood), so he has come to Nulbish and presented himself to the Horned King of Medegia, Malvolio I, seeking gainful employ in the tyrant antipaladin monarch’s court as his executioner, bodyguard, huscarl, or even just a swordsman-for-hire. When the Horned King’s Men (Orsino of the House of Naelax, Erlick of the House of Lassiter, and Grimaldi of the House of Rax-Nyrond) announced their plan to host a grand tourney outside the northern wall of Nulbish, Sveinn decided there was no reason why he shouldn’t compete for the grand prize — the legendary sentient warhammer Whelm.
Captain Mako Greyfinn, Corsair of the Sea Barons CR 9
XP 6,400
Male human [Oeridian-Flannae:
corsair swashbuckler 10]
N Medium humanoid (human)
Init +11; Senses Perception +9
DEFENSE
AC 21, touch 17, flat-footed 15 (+4 armor, +1 deflection, +5 Dex, +1 dodge)
hp 130 (10d10+30)
Fort +6, Ref +13, Will +5
Defensive Abilities charmed life 5/day
OFFENSE
Speed 30 ft.
Melee “Barracuda” (rapier of puncturing) +19/+14 (1d6+6/15-20 plus 1 bleed)
Ranged mwk light crossbow +16 (1d8/19-20)
Special Attacks blood drain with “Barracuda” 3/day (+19 touch, 1d6 Con damage), deeds (derring-do, dodging panache, eyes of the storm, opportune parry and riposte, kip-up, menacing swordplay, plunder, precise strike +10, swashbuckler’s grace, superior feint), panache 4, swagger, swashbuckler’s finesse, swashbuckler weapon training +2
STATISTICS
Str 14, Dex 20, Con 14, Int 8, Wis 13, Cha 18
Base Atk +10; CMB +12; CMD 27
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Critical (one-handed or light piercing weapons), Improved Disarm, Improved Initiative, Mobility, Spring Attack, Vital Strike, Weapon Finesse (one-handed or light piercing weapons)
Skills Acrobatics +18, Athletics +10, Intimidate +14, Perception +9, Profession (sailor) +11
Languages Common
Combat Gear potions of cure moderate wounds (2), potions of water breathing (2), potions of water walking (2); Other Gear mithral shirt, “Barracuda” (rapier of puncturing), masterwork light crossbow and 20 bolts, belt of incredible dexterity +2, cloak of resistance +1, headband of alluring charisma +2, ring of protection +1, spyglass, 50 gp
BACKGROUND
Captain Mako Greyfinn of the Sea Barons is a cunning and fearless corsair, a top-ranking captain under the command of Basmajian Arras (Lord Admiral of the Sea Barons), and the captain of the war-caravel Blood Frenzy, which is currently docked in the harbor of Nulbish. Captain Mako has come to Nulbish to try his enchanted blood-draining rapier “Barracuda” as a competitor in the upcoming First Annual Nulbish Contest of Champions.
Lady-Protectress Azurienne Carister of Hardby CR 9
XP 6,400
Female human [Suloise-Oerid:
fighter 6/duelist 4 ]
CN Medium humanoid (human)
Init +11; Senses Perception +12
DEFENSE
AC 24, touch 18, flat-footed 18 (+6 armor, +2 canny defense, +5 Dex, +1 dodge)
hp 85 (10 HD; 6d10+4d10+26)
Fort +9, Ref +12, Will +3
Defensive Abilities bravery +2
OFFENSE
Speed 30 ft.
Melee +1 mithral rapier +18/+13 (1d6+5/18–20)
Ranged mwk composite longbow +16/+11 (1d8+1/X3)
Special Attacks parry, precise strike (+4), weapon training (light blades +1)
STATISTICS
Str 12, Dex 20, Con 14, Int 14, Wis 8, Cha 10
Base Atk +10; CMB +11; CMD 27
Feats Blind-Fight, Combat Expertise, Dodge, Greater Disarm, Improved Disarm, Improved Initiative, Mobility, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)
Skills Acrobatics +14, Bluff +7, Climb +8, Escape Artist +12, Intimidate +11, Perception +12, Perform (string) +5, Sense Motive +12, Survival +12 Languages Common, Halfling, 1 other
SQ armor training 1, canny defense, Combat Reflexes, enhanced mobility, grace, improved reaction
Combat Gear potion of cure moderate wounds, tanglefoot bags (3); Other Gear +2 chain shirt, +1 mithral rapier, masterwork composite longbow (+1 Str) with 40 arrows, belt of incredible dexterity +2, cloak of resistance +1, 228 gp
BACKGROUND
Lady-Protectress Azurienne Carister is a native of Hardby, a port town on the north coast of Woolly Bay. Though Hardby is still ruled in name by Despotrix Illena Norbelos, in practicality the town is ruled by Greyhawk's Directing Oligarchy through Azurienne’s father, Military Governor Wilbrem Carister, the captain of the Hardby Marines. Having grown bored with her privileged life in Hardby, Lady-Protectress Azurienne hired passage aboard a merchant cog bound for the ports of Relmor Bay. While carousing in the bayside taverns of the Ahlissan port town of Prymp, she heard about the upcoming First Annual Nulbish Contest of Champions (and the fabulous grand prize to be awarded to the winner); in the hours before dawn, she stole a fast horse from the stable of an inn, and after riding west and south for the next two weeks, Lady-Protectress Azurienne Carister arrived in Nulbish only a few days before the start of the contest.
Rhoidin Gyrlannxen of Scant CR 8
XP 4,800 Male human [Suloise:
rogue 3/fighter 2/crimson assassin 4]
LE Medium humanoid (human)
Init +4; Senses Perception +15
DEFENSE
AC 19, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 dodge, +1 shield)
hp 64 (9 HD; 7d8+2d10+18)
Fort +8, Ref +10, Will +6
Defensive Abilities bravery +1, evasion, red shroud, trap sense +1
OFFENSE
Speed 30 ft.
Melee mwk sawtooth sabre +10/+5 (1d8+3/19-20) and mwk sawtooth sabre +10/+5 (1d8+2/19-20)
Ranged dagger +11/+6 (1d4+1/19-20)
Special Attacks prayer attack (DC 16), sneak attack +4d6
Spell-like Abilities (CL 4th; concentration +6)
1/day—summon mantis
Spells Known (CL 4th; concentration +6)
2nd (2/day)—cat’s grace, hold person (DC 14)
1st (3/day)—expeditious retreat, feather fall, spider climb, true strike
TACTICS
Before Combat Nephew Gyrlannxen casts cat’s grace and expeditious retreat and activates his mask of the mantis (deathwatch at day or darkvision at night) before entering combat.
During Combat Nephew Gyrlannxen uses prayer attacks if facing lone targets. He activates his red shroud on the first round of combat in any event.
Morale Nephew Gyrlannex fights until reduced to 16 or fewer hit points, at which point he will make every effort to escape with his life and limbs intact.
STATISTICS
Str 12, Dex 18, Con 14, Int 8, Wis 10, Cha 14
Base Atk +7; CMB +8; CMD 23
Feats DodgeB, Exotic Weapon Proficiency (sawtooth sabre), Improved Two-Weapon Fighting, Iron Will, Skill Focus (Perception, Stealth), Two-Weapon DefenseB, Two-Weapon Fighting, Weapon Finesse, Weapon FocusB (sawtooth sabre), Weapon Specialization (sawtooth sabre)B
Skills Acrobatics +16, Bluff +14, Climb +8, Intimidate +11, Perception +15, Stealth +19 Languages Common, Infernal, Suloise SQ summon mantis, trapfinding, rogue talent (weapon training)
Gear +1 leather armor, 2 masterwork sawtooth sabres, 4 daggers, mask of the mantis, cloak of resistance +1
BACKGROUND
Rhoidin (“Uncle”) Gyrlannxen 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, 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).
Olaphyria Hazelstar of Lo Reltarma CR 8
XP 4,800
Female high elf fighter 1/evoker 5/eldritch knight 3:
CG Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +9
DEFENSE
AC 23, touch 13, flat-footed 20 (+6 armor, +3 Dex, +4 shield)
hp 69 (9 HD; 5d6+4d10+31)
Fort +7, Ref +6, Will +6; +2 vs. enchantments
Defensive Abilities blur (20% miss chance)
OFFENSE
Speed 30 ft.
Melee +1 elven curve blade +11/+6 (1d10+7/18–20)
Special Attacks intense spells (+2 damage)
Arcane School Spell-Like Abilities (CL 5th; concentration +4)
5/day—force missile (1d4+2)
Spells Prepared (CL 7th, concentration +9; 10% spell failure)
4th—ice storm (+2 damage)
3rd—fireball (+2 damage, DC 17), lightning bolt (+2 damage, DC 17)
2nd—blur (already cast), scorching ray (2, +2 damage), web (DC 15)
1st—chill touch (DC 13), magic missile (3, +2 damage), shield (already cast)
0th (at will)—dancing lights, detect magic, light, read magic
Opposition Schools Illusion, Transmutation
TACTICS
Before Combat Olaphyria has already cast false life from her wand. The moment she expects combat, she casts blur and shield (already reflected in her statistics).
During Combat Olaphyria starts combat by casting web, followed by ice storm and fireball. She uses her arcane bonded ring to cast an additional ice storm later in the battle. If forced into melee combat, she uses Vital Strike with her elven curve blade.
Base Statistics
Without her spells, Olaphyria has the following statistics:
AC 19, touch 13, flat-footed 16; hp 61; no miss chance
STATISTICS
Str 16, Dex 16, Con 12, Int 14, Wis 10, Cha 8
Base Atk +6; CMB +9; CMD 22
Feats Greater Spell Focus (evocation), Improved Initiative, Scribe Scroll, Spell Focus (evocation), Still Spell, Toughness, Vital Strike, Weapon Focus (elven curve blade), Weapon Specialization (elven curve blade)
Skills Climb +7, Knowledge (arcana) +11, Knowledge (history) +11, Knowledge (planes) +9, Perception +9, Spellcraft +14 (+16 identify magic item properties), Survival +5, Swim +7
SQ arcane bond (ring of counterspells), diverse training, elven magic, weapon familiarity
Combat Gear potion of cure serious wounds, wand of false life (CL 3rd; 8 charges); Other Gear +2 mithral chain shirt, +1 elven curve blade, cloak of resistance +1, ring of counterspells (contains dispel magic), spell component pouch, spellbook (contains all of the above spells plus all 0-level spells, alarm, dispel magic, hold person, invisibility, levitate, and true strike)
BACKGROUND
Olaphyria Hazelstar 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 ….
Brumgrim Moltenbeard CR 8
XP 4,800
Male hill dwarf evoker 9 :
LE Medium humanoid (dwarf)
Init +3; Senses Perception +12
DEFENSE
AC 15, touch 10, flat-footed 15 (+4 armor, +1 deflection, –1 Dex, +1 natural)
hp 92 (9d6+58)
Fort +8, Ref +2, Will +9; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Immune fire (108 points)
OFFENSE
Speed 20 ft.
Melee battleaxe +5 (1d8+1/×3)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, intense spells (+4 damage)
Arcane School Spell-Like Abilities (CL 9th; concentration +13)
At will—elemental wall (9 rounds/day)
7/day—force missile (1d4+4)
Evoker Spells Prepared (CL 9th; concentration +13)
5th—cone of cold (DC 20), transmute rock to mud
4th—empowered acid arrow (+3 ranged touch), greater invisibility, resilient sphere (DC 19), stone shape
3rd—dispel magic, fireball (DC 18), gaseous form, ray of exhaustion (+3 ranged touch, DC 17), stinking cloud (DC 17)
2nd—acid arrow (+3 ranged touch), bear’s endurance, protection from energy, scorching ray (+3 ranged touch), spider climb, summon swarm
1st—burning hands (2, DC 16), color spray (DC 15), feather fall, mage armor, ray of enfeeblement (+3 ranged touch, DC 15)
0th (at will)—acid splash (+3 ranged touch), dancing lights, detect magic, mage hand
Opposition Schools enchantment, necromancy
TACTICS
Before Combat Brumgrim casts bear’s endurance, mage armor, and protection from energy (fire).
During Combat Brumgrim casts greater invisibility, then uses transmute rock to mud to trap foes. He casts area damage spells at trapped targets and uses stinking cloud and resilient sphere to hinder those who escape the mud.
Base Statistics
Without bear’s endurance, mage armor, and protection from energy (fire), Brumgrim’s statistics are AC 11, touch 10, flat-footed 11; hp 74; Fort +6; Immune none; Con 16.
STATISTICS
Str 12, Dex 8, Con 20, Int 18, Wis 16, Cha 8
Base Atk +4; CMB +5; CMD 15 (19 vs. bull rush or trip)
Feats Combat Casting, Empower Spell, Improved Initiative, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Toughness
Skills Appraise +15 (+17 to assess non-magical metals or gemstones), Climb +4, Craft (alchemy) +12, Fly +6, Knowledge (arcana, dungeoneering) +16, Knowledge (engineering) +12, Perception +12 (+14 to notice unusual stonework), Sense Motive +4, Spellcraft +16
Languages Common, Dwarven, Goblin, Terran, Undercommon
SQ arcane bond (bat familiar named “Zarovich”)
Combat Gear potion of cure moderate wounds, scroll of clairaudience/clairvoyance, scroll of solid fog, scroll of stinking cloud, scroll of stone shape; Other Gear battleaxe, amulet of natural armor +1, headband of vast intelligence +2, ring of protection +1, spellbook, 663 gp
BACKGROUND
Brumgrim Moltenbeard is an outcast from the dwarven kingdom under the Glorioles, banished from the mountains in Readying of 598 CY for conspiring with fiends from Baator in a plot to replace the dwarven king with a shapeshifting devil. He has spent much of the past couple of years plotting his revenge against the dwarven kingdom of the Glorioles, but he is patient, paranoid, and very cautious, and he realizes that he still lacks the power necessary to act on his plans — for now. He seeks to accumulate power as quickly and efficiently as he can, including the acquisition of powerful magical weapons, like the sentient dwarven thrower, Whelm, rumored to be the grand prize that will go to the champion of the First Annual Nulbish Contest of Champions he’s been recently informed about ….
Quaruné Icharydae of Niole Dra CR 7
XP 3,200
Female human [Suloise:
fighter 8]
CG Medium humanoid (human)
Init +8; Senses Perception +10
DEFENSE
AC 23, touch 16, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, +1 dodge, +2 shield)
hp 52 (8d10+8)
Fort +7, Ref +6, Will +1; +2 vs. fear
Defensive Abilities bravery +2
OFFENSE
Speed 30 ft.
Melee +1 falcata +10/+5 (1d8+3/19–20/×3)
Ranged light crossbow +12/+7 (1d8/19–20)
Special Attacks weapon training (light blades +1)
TACTICS
During Combat Quaruné relies on her Combat Expertise feat to increase her Armor Class (–2 to attacks, +2 Dodge to AC). With her Improved Disarm feat she disarms and taunts armed opponents, suggesting they surrender. Morale She has no fear of death. Rather, the only thing she fears is boredom. She will not withdraw against a clearly superior foe, but she may disengage if her opponent is obviously unable to best her and presents no interesting challenges.
STATISTICS
Str 10, Dex 18, Con 12, Int 14, Wis 8, Cha 13
Base Atk +8; CMB +8 (+10 disarm); CMD 24 (26 vs. disarm)
Feats Combat Expertise, Dodge, Exotic Weapon Proficiency (falcata),Improved Disarm , Improved Initiative, Mobility, Spring Attack, Weapon Focus (falcata), Weapon Specialization (falcata), Duelist (see below)
Skills Acrobatics +17, Bluff +9, Escape Artist +13, Knowledge (history) +3, Knowledge (local) +3, Knowledge (nobility) +5, Perception +10, Perform (Dance) +13, Sense Motive +10, Swim +4
Languages Common, Elven, Suloise
SQ armor training 2
Combat Gear potions of cure moderate wounds (3); Other Gear chain shirt, masterwork buckler, +1 mithral falcata, light crossbow with 10 bolts, ring of protection +1, 120 gp
SPECIAL ABILITIES
Feat (Ex)
Quaruné is skilled the art of fighting with the falcata (a type of sword) and buckler. When using this fighting style, her buckler’s shield bonus increases by 1 and she gains a +2 bonus on Acrobatics checks.
BACKGROUND
A petit, graceful, and lethal Suloise swordswoman, skilled in an acrobatic fighting art wielding falcata and buckler, Quaruné Icharydae is native to the ancient city of Niole Dra (Ancient Suloise for “The Old Dragon”), capital of the Kingdom of Keoland. The Noble House of Icharydae is a proud and ancient Suloise tribe, spanning the centuries to the time of the Suloise Imperium before the Twin Cataclysms laid waste to the ancient empire. The Icharydaes had followed the Last Mage Slerotin through the Passage he’d delved under the Hellfurnaces and Crystalmists using magics of mythic power, and were among the Suloise tribes that settled in the Sheldomar River Vally. While adventuring across the central Flannaess, Quaruné ran afoul of Scarlet Brotherhood agents whose primary mandate from the Father of Obedience was to procure pureblooded Suloise for the eugenic breeding program. She was subdued and abducted by the Scarlet Brothers, who brought her east, trekking across leagues of varying terrains and climates, or boarded cogs or coasters flying the Scarlet Sign and sailed along the rugged coasts of the Azure Sea. They were making their way toward the mysterious Tilvanot Peninsula, where they claimed to dwell in the “Hidden Empire of Shar,” but Quaruné was not fooled for a second; she knew that the “Hidden Empire of Shar” was just a new term to use for the Scarlet Brotherhood that the free folk of the Flannaess hadn’t yet learned to fear and despise. A brief stop in the Onnwal port city of Scant provided the opportunity Quaruné had been patiently watching out for, and while the Scarlet Brothers were distracted by a skirmish on the docks with a force of Onnwal resistance fighters, the Suloise swordswoman escaped from the cargo hold of the coaster she’d been smuggled there in, and disappeared into the labyrinthine streets and alleys of Scant. Fleeing the city under cover of night, Quaruné ventured east, eventually arriving in Nulbish just in time to enter herself as a contestant in the imminent and much-anticipated First Annual Nulbish Contest of Champions. (She quickly discovered the presence in Nulbish of the three Scarlet Brotherhood agents also planning to compete in the tourney, and she hopes to satisfy her desire for revenge by slaying them all, if possible …. )
Serjeant-of-the-Watch Roaklyss Blagdwynn of Irongate CR 7
XP 3,200
Male human [Oerid-Suloise:
fighter 8 ]
LG Medium humanoid (human)
Init +6; Senses Perception +8
DEFENSE
AC 25, touch 12, flat-footed 25 (+10 armor, +2 Dex, +3 shield)
hp 80 (8d10+36)
Fort +10, Ref +5, Will +6; +2 vs. fear
Defensive Abilities bravery +2
OFFENSE
Speed 30 ft.
Melee +1 bastard sword +14/+9 (1d10+7/17–20) or spiked gauntlet +11/+6 (1d4+3)
Ranged javelin +10 (1d6+3)
Special Attacks weapon training (heavy blades +1)
STATISTICS
Str 16, Dex 14, Con 16, Int 10, Wis 12, Cha 8
Base Atk +8; CMB +11; CMD 23
Feats Cleave, Improved Critical (bastard sword), Improved Initiative, Improved Iron Will, Iron Will, Power Attack, Toughness, Vital Strike, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Skills Intimidate +7, Knowledge (dungeoneering) +5, Perception +8, Profession (soldier) +5, Ride +8, Survival +10 Languages Common SQ armor training 2
Combat Gear potions of align weapon, cure light wounds (2), divine favor (2), shield of faith (2); Other Gear +1 full plate, +1 heavy steel shield, +1 bastard sword, spiked gauntlet, javelins (5), cloak of resistance +1, 40 gp
BACKGROUND
Serjeant-of-the-Watch in the city of Irongate, Roaklyss Blagdwynn is a formidable fighter and competent leader, who oversees a contingent of the city watch (25 guards). Besides being an effective and professional enforcer of law and order, Roaklyss takes great care to temper his natural instinct to mete out swift justice with careful consideration for whether mercy might be warranted instead. Word of the upcoming First Annual Nulbish Contest of Champions has come to Irongate, cried out by heralds of Medegia visiting to advertise it, and Serjeant-of-the-Watch Roaklyss’ contingent of watchmen have been urging their commander to go and represent the Irongate Watch. After losing a rare “wager of honor” (he is not usually one for frivolous gambling), Roaklyss is now “honor-bound” to compete in the contest, and he has ridden to Nulbish, arriving a week before Richfest.
Sabraellon Silvermist of Welkwood Forest CR 7
XP 3,200
Male wood elf ranger 8 :
CG Medium humanoid (elf) Init +6; Senses low-light vision; Perception +14
DEFENSE
AC 22, touch 15, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, +2 natural)
hp 62 (8d10+14)
Fort +8, Ref +13, Will +4; +2 vs. enchantments
Immune sleep; Resist fire 10
OFFENSE
Speed 30 ft.
Melee mwk elven curve blade +15/+10 (1d10+1/18–20)
Ranged +1 longbow +15/+10 (1d8+1/×3) Special Attacks favored enemy (animals +2, orcs +4)
Ranger Spells Prepared (CL 5th; concentration +6)
2nd—barkskin, cat’s grace
1st—entangle, resist energy
TACTICS
Before Combat Sabraellon casts barkskin, cat’s grace, and resist energy (fire).
During Combat Sabraellon acts in the surprise round, he casts entangle. He prefers to attack at range and from cover.
Base Statistics
Without barkskin, cat’s grace, and resist energy, the ranger’s statistics are Init +4; AC 20, touch 15, flat-footed 16; Ref +11; Melee mwk elven curve blade +13/+8 (1d10+1/18–20); Ranged +1 longbow +13/+8 (1d8+1/×3); Dex 19; CMD +24; Skills Acrobatics +11, Ride +10, Stealth +14.
STATISTICS
Str 13, Dex 23, Con 12, Int 12, Wis 12, Cha 8
Base Atk +8; CMB +9; CMD 26
Feats Combat Reflexes, Deadly Aim, Endurance, Point-Blank Shot, Power Attack, Precise Shot, Weapon Finesse
Skills Acrobatics +13, Climb +9, Heal +8, Knowledge (dungeoneering, geography) +6, Knowledge (nature) +8, Perception +14, Ride +12, Stealth +16, Survival +12, Swim +7
Languages Common, Elven, Orc
SQ elven magic, favored terrain (forest +4, plains +2), hunter’s bond (companions), swift tracker, track +4, weapon familiarity, wild empathy +7, woodland stride
Combat Gear potion of cure moderate wounds; Other Gear +1 chain shirt, +1 longbow with 20 arrows, masterwork elven curve blade, cloak of resistance +1, ring of protection +1, 194 gp
BACKGROUND
Sabraellon Silvermist is a wood elf from Welkwood Forest, and hates orcs with a burning passion. When he heard word of the Richfest tourney being heralded all throughout the neighboring Wild Coast towns as the “First Annual Nulbish Contest of Champions,” Sabraellon thought it might provide opportunity to slay an orc or three, so he set off on the long journey east, traversing many leagues of wilderness and countryside to reach Nulbish just before the festival begins.
Lūggraak Slaughter-Axe, “Wrath of the Many” CR 7
XP 3,200
Male half-orc cleric 8 of Erythnul :
CE Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 20, touch 10, flat-footed 20 (+9 armor, +1 natural)
hp 71 (8d8+32)
Fort +8, Ref +2, Will +8; +2 resistance vs. good
Defensive Abilities orc ferocity; Immune fire (96 points)
OFFENSE
Speed 20 ft.
Melee +1 greataxe +12/+7 (1d12+9/×3)
Ranged javelin +6/+1 (1d6+6)
Special Attacks channel negative energy 4/day (DC 15, 4d6), destructive aura (+4, 8 rounds/day), destructive smite (+4, 5/day), scythe of evil (4 rounds, 1/day)
Domain Spell-Like Abilities (CL 8th; concentration +10)
5/day—touch of evil (4 rounds)
Cleric Spells Prepared (CL 8th; concentration +10)
4th—chaos hammer (DC 16), divine power, unholy blightD (DC 16)
3rd—invisibility purge, prayer, protection from energy (DC 15), rageD
2nd—align weaponD (evil weapons only), bull’s strength, darkness, spiritual weapon (2)
1st—bane (DC 13), divine favor, entropic shield, protection from good, shield of faith, true strikeD
0th (at will)—bleed (DC 12), guidance, light, resistance
D Domain spell; Domains Destruction, Evil
TACTICS
Before Combat Lūggraak casts protection from energy (fire).
During Combat Lūggraak casts divine power and shield of faith at the start of combat, then closes to melee distance. If combat starts and he cannot reach any opponents on the first round, he casts chaos hammer or unholy blight. If fighting creatures he knows are good, he uses his scythe of evil ability on his greataxe. If he has allies, he casts prayer.
STATISTICS
Str 18, Dex 10, Con 14, Int 8, Wis 14, Cha 12
Base Atk +6; CMB +10; CMD 20
Feats Heavy Armor Proficiency, Power Attack, Toughness, Weapon Focus (greataxe)
Skills Intimidate +7, Perception +5, Spellcraft +3
Languages Common, Orc
SQ aura, orc blood, weapon familiarity
Combat Gear potions of cure serious wounds (2), alchemist’s fire (2); Other Gear +1 half-plate, +1 greataxe, javelins (5), amulet of natural armor +1, wooden unholy symbol, 184 gp
BACKGROUND
Lūggraak Slaughter-Axe is a half-orc cleric of Erythnul “the Many,” and has taken the sobriquet “Wrath of the Many” to indicate his willingness to be a brutal instrument of Erythnul’s wrath. Born from rape and raised amid the chaos and violence of the Orcish Empire of the Pomarj, Lūggraak was a seasoned raider and savage killer by his 16th winter, and had begun to offer bloody sacrifice and dark reverence to the god of slaughter, Erythnul. After sacrificing one of Turrosh Mak’s favorite concubines to his bloodthirsty deity, Lūggraak fled the Pomarj, venturing east to escape the despot’s wrath. He settled in Bone March, where he has been supporting himself by raiding and working as a mercenary, and has established a secret shrine to Erythnul in a cave near Spinecastle. Word of the upcoming First Annual Nulbish Contest of Champions has reached Spinecastle, and Lūggraak has journeyed south to Nulbish, intending to prove his might to the glory of “The Many."
Durrnik Fellhammer of the Hestmark Highlands CR 6
XP 2,400
Male hill dwarf fighter 7:
LE Medium humanoid (dwarf)
Init +2; Senses Perception +5
DEFENSE
AC 22, touch 12, flat-footed 20 (+10 armor, +2 Dex)
hp 91 (7d10+21)
Fort +9, Ref +5, Will +5; +2 vs. fear, poison, spells, and spell-like abilities
Defensive Abilities bravery +2, defensive training (+4 dodge bonus to AC vs. giants)
OFFENSE
Speed 20 ft.
Melee mwk cold iron warhammer +14/+7 (1d8+11/×3)
Ranged mwk light hammer +11 (1d4+5/x3) or mwk light crossbow +10 (1d8/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, weapon training (hammers +1)
TACTICS
Before Combat Durrnik drinks his potion of bull’s strength.
During Combat When fighting a magic-user, Durrnik uses the combination of Step Up and Disruptive to interrupt spellcasting.
Base Statistics Without bull’s strength, Durrnik’s statistics are Melee mwk cold iron warhammer +12/+7 (1d8+6/×3); Ranged mwk light hammer +11 (1d4+3/x3); Str 15; CMB +9 (+13 sunder); CMD 21 (25 vs. bull rush and trip, 23 vs. sunder); Skills Athletics +8.
STATISTICS
Str 19, Dex 14, Con 16, Int 10, Wis 14, Cha 6
Base Atk +7; CMB +12 (+16 sunder); CMD 23 (27 vs. bullrush and trip, 25 vs. sunder)
Feats Disruptive, Furious Focus, Greater Sunder, Improved Sunder, Power Attack, Step Up, Weapon Focus (warhammer), Weapon Specialization (warhammer)
Skills Athletics +10, Intimidate +8, Perception +5 (+7 to notice unusual stonework), Survival +10
Languages Common, Dwarven
SQ armor training 2
Combat Gear oil of magic weapon (2), potion of aid, potion of bull’s strength, potions of cure moderate wounds (2); Other Gear +1 full plate, masterwork cold iron dwarven waraxe, masterwork light crossbow with 20 bolts, masterwork throwing axe, cloak of resistance +1, 46 gp
BACKGROUND
Durrnik “Fellhammer” is an evil hill dwarf fighter, considered even by other dwarves to be avaricious and dour. Though he is still nominally a member of Clan Deephammer in the Hestmark Highlands, Durrnik is practically an outcast, shunned by his kin, who have given him the nickname “Fellhammer” because of his cruel and treacherous nature — a nickname Durrnik has bitterly and defiantly embraced. While purchasing provisions at the marketplace in the independent port city of Dullstrand (because his evil reputation is not well known there), Durrnik overheard the town criers advertising the upcoming First Annual Nulbish Contest of Champions. Upon hearing that the grand prize promised to the winner of the tourney was the legendary dwarven thrower known as Whelm, Durrnik wasted no time, riding north through the mountain pass to Nulbish, and arriving just in time for the beginning of Richest celebrations and the much-anticipated tourney.
Brother Voykhad of Monmurg CR 6
XP 2,400
Male human [Suloise:
monk 7]
LE Medium humanoid (human)
Init +5; Senses Perception +11
DEFENSE
AC 20, touch 16, flat-footed 18 (+4 armor, +1 Dex, +1 dodge, +1 monk, +3 Wis)
hp 45 (7d8+10)
Fort +7, Ref +7, Will +9; +2 vs. enchantments
Defensive Abilities evasion; Immune disease
OFFENSE
Speed 50 ft.
Melee unarmed strike +10 (1d8+4) or mwk sai +10 (1d4+4) or unarmed strike flurry of blows +10/+10/+5 (1d8+4)
Ranged dagger +6 (1d4+4/19–20) Special Attacks flurry of blows, stunning fist (7/day, DC 16)
TACTICS
Before Combat Brother Voykhad drinks his potion of mage armor.
During Combat Brother Voykhad uses his sai to disarm opponents, then uses Scorpion Style. If an enemy succumbs, he performs a flurry of blows, augmented with a point from his ki pool, and attempts to stun the opponent.
Base Statistics
Without mage armor, Brother Voykhad’s statistics are AC 16, touch 16, flat-footed 14.
STATISTICS
Str 18, Dex 13, Con 12, Int 10, Wis 16, Cha 8
Base Atk +5; CMB +11; CMD 25
Feats Combat Reflexes, Dodge, Improved Disarm, Improved Initiative, Improved Unarmed Strike, Power Attack, Scorpion Style, Step Up, Stunning Fist, Weapon Focus (unarmed strike)
Skills Acrobatics +10 (+25 when jumping), Climb +9, Intimidate +6, Knowledge (history) +5, Knowledge (local) +3, Knowledge (religion) +6, Perception +11, Perform (percussion) +6, Sense Motive +13, Swim +10
Languages Common
SQ fast movement, high jump, ki pool (6 points, magic), maneuver training, purity of body, slow fall 30 ft., wholeness of body
Combat Gear potions of cure light wounds (2), potions of mage armor (2), potions of magic weapon (2); Other Gear dagger, masterwork sai, belt of giant strength +2, cloak of resistance +1, 395 gp
BACKGROUND
Brother Voykhad 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.
Greella Bloodfire of Highport CR 6
XP 2,400
Female half-orc sorcerer 7 :
CE Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC 17, touch 12, flat-footed 16 (+4 armor, +1 deflection, +1 Dex, +1 natural)
hp 48 (7d6+21) plus 12 temporary hit points
Fort +3, Ref +3, Will +7
Defensive Abilities orc ferocity; Resist fire 10
OFFENSE
Speed 30 ft.
Melee mwk falchion +7 (2d4+4/18–20)
Ranged mwk heavy crossbow +5 (1d10/19–20)
Bloodline Spell-Like Abilities (CL 7th; concentration +10)
6/day—elemental ray (+4 ranged touch, 1d6+3 fire)
Sorcerer Spells Known (CL 7th; concentration +10)
3rd (5/day)—fireball (DC 17), haste, protection from energy
2nd (7/day)—blur, false life, glitterdust (DC 15), scorching ray (+4 ranged touch)
1st (7/day)—burning hands (DC 15), mage armor, magic missile, magic weapon, ray of enfeeblement (+4 ranged touch, DC 14), shield
0th (at will)—bleed (DC 13), dancing lights, detect magic, flare (DC 14), light, ray of frost (fire), read magic
Bloodline elemental (fire)
TACTICS
Before Combat Greella casts false life and mage armor.
During Combat Greella casts haste before targeting her foes with fireball or scorching ray. In melee combat, she casts shield on herself, and magic weapon on her falchion.
Base Statistics
Without false life and mage armor, the sorcerer’s statistics are AC 13, touch 11, flat-footed 12; hp 48.
STATISTICS
Str 16, Dex 12, Con 13, Int 8, Wis 10, Cha 16
Base Atk +3; CMB +6; CMD 18
Feats Combat Casting, Eschew Materials, Iron Will, Power Attack, Spell Focus (evocation), Toughness
Skills Intimidate +11, Knowledge (arcana) +3, Linguistics +0, Perception +7, Spellcraft +4
Languages Common, Ignan, Orc
SQ bloodline arcana (change energy damage spells to fire), orc blood, weapon familiarity
Combat Gear potion of cure moderate wounds, scroll of fly (2); Other Gear masterwork falchion, masterwork heavy crossbow with 10 bolts, amulet of natural armor +1, ring of protection +1, 225 gp
BACKGROUND
Greella Bloodfire is a native of the Pomarj city of Highport, and one of Despot Turrosh Mak’s lieutenants there. Hearing of the upcoming First Annual Nulbish Contest of Champions from unscrupulous merchant traders visiting the despoiled port city, Greella impulsively abandoned her post and boarded the merchant traders’ coaster, the Lamprey, “hiring passage” to the Ahlissan port of Prymp; on arrival, she “paid her passenger fee” with fiery death, incinerating both the captain and crew along with the Lamprey before fleeing east into the Horned Kingdom of Medegia. Greella has arrived in Nulbish just a few days before Richfest and the tourney begin, and she intends to steal the fabled grand prize, if she cannot win it fairly.
Lord Dellryxen of the House of Darmen in Kalstrand CR 6
XP 2,400
Male human [Oerid:
fighter 4/rogue 3 ]
CE Medium humanoid (human)
Init +6; Senses Perception +9 (+10 to find traps)
DEFENSE
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 53 (7 HD; 4d10+3d8+18)
Fort +10, Ref +11, Will +4; +1 vs. fear
Defensive Abilities bravery +1, evasion, trap sense +1
OFFENSE
Speed 30 ft. Melee +1 spiked chain +14/+9 (2d4+6) or sap +12/+7 (1d6+3 nonlethal) Ranged mwk composite longbow +11/+6 (1d8+1/x3) Special Attacks sneak attack +2d6
TACTICS
Before Combat Ehlissa Nightingale (see below) casts good hope on Lord Dellryxen right before he fights.
During Combat Lord Dellryxen uses his spiked chain to trip opponents, making attacks of opportunity on them when he succeeds in tripping them. He also receives considerable unfair assistance from Ehlissa Nightingale’s bardic performances and bard spells (see tactics during combat for Ehlissa Nightingale below).
Base Statistics Without good hope, Lord Dellryxen’s statistics are Init +4; Senses Perception +7 (+8 to find traps); Fort +8, Ref +9, Will +2; Melee +1 spiked chain +12/+7 (2d4+4) or sap +10/+5 (1d6+1 nonlethal); Ranged mwk composite longbow +11/+6 (1d8+1/x3); Skills Acrobatics +14, Appraise +5, Athletics +5, Bluff +12, Disable Device +11, Disguise +14, Escape Artist +10, Intimidate +4, Perception +7 (+8 to find traps), Ride +9, Sleight of Hand +8, Stealth +14.
STATISTICS
Str 12, Dex 18, Con 14, Int 13, Wis 8, Cha 10
Base Atk +6; CMB +12 (+16 when tripping); CMD 21 (23 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Deceitful, Exotic Weapon Proficiency (spiked chain), Greater Trip, Improved Trip, Weapon Finesse, Weapon Focus (spiked chain), Weapon Specialization (spiked chain)
Skills Acrobatics +16, Appraise +7, Athletics +7, Bluff +14, Disable Device +13, Disguise +16, Escape Artist +12, Intimidate +6, Perception +9 (+10 to find traps), Ride +11, Sleight of Hand +10, Stealth +16
Languages Common, Old Oeridian
SQ armor training 1, rogue talent (finesse rogue), trapfinding +1
Combat Gear potion of invisibility; Other Gear +1 chain shirt, +1 spiked chain, masterwork composite longbow (+1 Str) with 20 arrows, sap, cloak of resistance +1, disguise kit, light horse (combat trained) with saddle, silk rope, smokestick, thieves’ tools
BACKGROUND
An impulsive and amoral young libertine of House Darmen with a sadistic streak, Lord Dellryxen of Kalstrand was intrigued by recent rumors concerning the upcoming First Annual Nulbish Contest of Champions, especially the rumored grand prize — the fabled warhammer Whelm. He is determined to acquire the sentient warhammer, whether by actually winning it or by stealing it and absconding with it back to Kalstrand. To improve his chances (of either the former or the latter means), Lord Dellryxen has brought with him to Nulbish his favorite actress and lover, Ehlissa Nightingale (see below).
Ehlissa Nightingale of Kalstrand CR 6
XP 2,400
Female human [Oerid-Flannae:
bard 7 ]
CE Medium humanoid (human)
Init +2; Senses Perception +10
DEFENSE
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 47 (7d8+9)
Fort +4, Ref +8, Will +6; +4 vs. bardic performance, language-dependent, and sonic
DR 3/— against small ranged piercing weapons
OFFENSE
Speed 30 ft.
Melee whip +7 (1d3–1)
Ranged light crossbow +7 (1d8/19–20)
Special Attacks bardic performance 21 rounds/day (countersong, distraction, fascinate, inspire competence +3, inspire courage +2, suggestion)
Bard Spells Known (CL 7th; concentration +12)
3rd (2)—charm monster (DC 18), good hope (already cast on Lord Dellryxen)
2nd (4)—alter self, gallant inspiration, invisibility, mirror image, suggestion (DC 17)
1st (6)—beguiling gift (DC 16), charm person (DC 16), expeditious retreat, hideous laughter (DC 16), memory lapse (DC 16), saving finale, touch of gracelessness (DC 16), ventriloquism (DC 16)
0 (at will)—detect magic, ghost sound (DC 15), light, message, prestidigitation, sift
TACTICS
Before Combat Right before Lord Dellryxen is about to compete, she casts good hope on him.
During Combat Whenever Lord Dellryxen is competing, she will bolster him with inspire competence (or inspire courage, if needed) and her beneficial bard spells; whenever a rival competitor begins to get the upper hand against Lord Dellryxen, she cast grease using her wand of grease, or cast suggestion or hideous laughter to hinder them. If Lord Dellryxen narrowly misses on an attack roll against an opponent, or a saving throw against an opponent’s spell or special attack, Ehlissa immediately casts gallant inspiration on him.
STATISTICS
Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha 20
Base Atk +5; CMB +4; CMD 16
Feats Arcane Strike, Greater Serpent Lash, Lingering Performance, Serpent Lash, Weapon Finesse
Skills Acrobatics +12, Appraise +5, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +10, Knowledge (nobility) +10, Linguistics +6, Perception +10, Perform (act) +15, Perform (oratory) +15, Sleight of Hand +6, Spellcraft +5, Stealth +11, Use Magic Device +15
Languages Common, Elven, Flan, Old Oeridian
SQ bardic knowledge +3, lore master 1/day, versatile performance (oratory, act)
Combat Gear scroll of comprehend languages, scrolls of disguise self (2), scroll of restful sleep, wand of cure light wounds (50 charges), wand of grease (50 charges); Other Gear quilted cloth armor, light crossbow with 10 bolts, whip, cloak of resistance +1, headband of alluring charisma +2, backpack, spell component pouch, 25 gp
BACKGROUND
Named for the legendary Queen Ehlissa and her Marvelous Nightingale, this stunningly beautiful (but depraved and wicked) bard actress has become a celebrity for her provocative performances on the stages (and in the noble townhouses) of Kalstrand. She has come to Nulbish along with her current patron and lover, Lord Dellryxen of House Darmen (see above), to support his efforts in the First Annual Nulbish Contest of Champions (i.e., to help him cheat by giving him unfair advantages using her bardic performances and spells).
Sir Thendry of Rel Mord, Knight Templar of Heironeous CR 6
XP 2,400
Male human [Oerid-Flannae:
paladin 7 ]
LG Medium humanoid (human)
Init +3; Senses Perception +4; Aura courage (10 ft.)
DEFENSE
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 51 (7d10+13)
Fort +10, Ref +9, Will +8
Defensive Abilities divine grace +4; Immune disease, fear
OFFENSE
Speed 20 ft.
Melee +1 greatsword +11/+6 (2d6+5/19–20) or lance +10/+5 (1d8+4/x3) or dagger +10/+5 (1d4+3/19–20)
Ranged +1 composite longbow +12/+12/+7 (1d8+4/x3) or dagger +11 (1d4+3/19–20)
Special Attacks smite evil (3/day, +4 attack and AC, +7 damage)
Spell-Like Abilities (CL 7th; concentration +11)
At Will—detect evil
Paladin Spells Prepared (CL 4th; concentration +8)
2nd—eagle’s splendor (already cast)
1st—bless weapon (already cast), divine favor (already cast)
TACTICS
Before Combat Sir Thendry casts eagle’s splendor and divine favor on himself, and bless weapon on his greatsword. He uses his detect evil ability on his opponent to determine whether or not to use smite evil on them.
During Combat Sir Thendry will use smite evil against foes he has determined to be evil.
Base Statistics Without eagle’s splendor and divine favor, Sir Thendry’s statistics are Fort +8, Ref +7, Will +6; Defensive Abilities divine grace +2; Melee +1 greatsword +10/+5 (2d6+4/19–20) or lance +9/+4 (1d8+3/x3) or dagger +9/+4 (1d4+2/19–20); Ranged +1 composite longbow +11/+11/+6 (1d8+3/x3) or dagger +10 (1d4+2/19–20); Special Attacks smite evil (3/day, +2 attack and AC, +7 damage); Spell-Like Abilities (CL 7th; concentration +9); Paladin Spells Prepared (CL 4th; concentration +6); Cha 14; Skills Diplomacy +6, Handle Animal +6; SQ channel positive energy (DC 15, 4d6), lay on hands (3d6, 5/day).
STATISTICS
Str 14, Dex 17, Con 12, Int 10, Wis 8, Cha 18
Base Atk +7; CMB +9; CMD 22
Feats Deadly Aim, Manyshot, Point Blank Shot, Power Attack, Rapid Shot
Skills Craft (armor) +4, Craft (weapons) +4, Diplomacy +8, Handle Animal +8, Heal +4, Knowledge (nobility) +4, Knowledge (religion) +4, Perception +4, Ride +10, Sense Motive +4
Languages Common
SQ aura of good, channel positive energy (DC 17, 4d6), divine bond (weapon +1), lay on hands (3d6, 7/day), mercies (fatigued, dazed)
Gear +1 breastplate, +1 greatsword, +1 composite longbow (+2 Str) with 20 arrows, 10 cold iron arrows, and 10 alchemical silver arrows, dagger, lance, silver holy symbol of Heironeous, light horse (combat trained) with military saddle
BACKGROUND
A Knight Templar of Heironeous from Rel Mord, Sir Thendry has come to Nulbish to compete in the First Annual Nulbish Contest of Champions for the glory of Heironeous, but also for the chance to vanquish any evil opponents he might encounter in the process, as well as to gather intelligence on the Horned King and his court on behalf of the King of Nyrond, Lynwerd I (even if spying and political intrigue are not exactly his fortes). Though not the keenest observer, and not generally very subtle, either, Sir Thendry is determined to make his best effort at playing the part of secret agent for the Kingdom of Nyrond, and he is confident that his ability to detect evil will greatly facilitate his mission. Having arrived in Nulbish about a week before Richfest, the Knight Templar of Heironeous has been familiarizing himself with the capital city of the Horned Kingdom (and trying to exercise restraint in spite of all the evil he has been sensing around him). Sir Thendry has never felt more out of place since arriving in the wicked city of the Horned King.
Fleeka Anvilringer the Blacksmith of Verbobonc CR 5
XP 1,600
Female half-elf fighter 6 :
LN Medium humanoid (elf, human)
Init –1; Senses low-light vision; Perception +3
DEFENSE
AC 20, touch 9, flat-footed 20 (+9 armor, –1 Dex, +2 shield)
hp 61 (6d10+24)
Fort +8, Ref +1, Will +3; +2 vs. enchantments, +2 vs. fear
Defensive Abilities bravery +2; Immune sleep
OFFENSE
Speed 20 ft.
Melee +1 warhammer +12/+7 (1d8+7/×3)
Ranged warhammer +8 (1d8+6/×3)
Special Attacks weapon training (hammers +1)
TACTICS
During Combat Fleeka stands and deals mighty blows until her foes drop or she dies on her feet.
STATISTICS
Str 16, Dex 8, Con 16, Int 13, Wis 12, Cha 10
Base Atk +6; CMB +9; CMD 18
Feats Diehard, Endurance, Master Craftsman, Skill Focus (Craft [weapons]), Throw Anything, Vital Strike, Weapon Focus (warhammer), Weapon Specialization (warhammer)
Skills Appraise +7, Craft (armor) +10, Craft (weapons) +17, Perception +3
Languages Common, Dwarven, Elven
SQ armor training 1, elf blood
Combat Gear potion of cure moderate wounds, potions of endure elements (2); Other Gear masterwork full plate, masterwork heavy steel shield, +1 warhammer, warhammers (2), masterwork artisan’s tools, waterskin, 43 gp
BACKGROUND
Fleeka Anvilringer is a renowned blacksmith in the city of Verbobonc, known to be a skilled armorsmith, but an exceptionally talented weaponsmith. She forged her own masterwork full plate armor and masterwork heavy steel shield, the latter emblazoned with the arms of Verbobonc (an escutcheon charged in fess point with an oak tree vert on a field or, with bordure vert leafed or). She also forged her prized +1 warhammer (enchanted by her gnome illusionist friend, Krimblezook of the Kron Hills). She has come to Nulbish to compete in the First Annual Nulbish Contest of Champions, hoping against the odds to get lucky and win the mighty warhammer Whelm.
Lady Maevelle of House Garasteth in Rel Astra CR 5
XP 1,600
Female human [Oerid:
evoker 6 ]
NE Medium humanoid (human)
Init +6; Senses Perception +6
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 mage armor, +2 Dex)
hp 33 (6d6+12)
Fort +3, Ref +4, Will +5
DR 10/magic against ranged weapons from protection from arrows (60 points)
OFFENSE
Speed 30 ft.
Melee dagger +2 (1d4–1/19–20) or wand of shocking grasp +2 touch (1d6 electricity)
Ranged dagger +5 (1d4–1/19–20)
Special Attacks intense spells +3
Arcane School Spell-Like Abilities (CL 6th; concentration +9, casting defensively +13)
6/day—force missile (1d4+3)
Wizard Spells Prepared (CL 6th; concentration +9, casting defensively +13)
3rd—dispel magic, fly, haste, fireball (2) (DC 17, +3)
2nd—flaming sphere (DC 16, +3), glitterdust (DC 15), mirror image, protection from arrows (already cast), scorching ray (+5 ranged touch, DC 16, +3)
1st—burning hands (DC 15, +3), color spray (DC 14), expeditious retreat, mage armor (already cast), shocking grasp (+2 touch, +3)
0 (at will)—dancing lights, detect magic, light, message
Prohibited Schools enchantment, necromancy
TACTICS
Before Combat Lady Maevelle casts mage armor and protection from arrows.
During Combat Lady Maevelle casts mirror image and haste, trying to stay out of her opponent’s reach while blasting them with fireball and other damaging evocations (with which she deals an extra +3 damage from her intense spells arcane school special attack). If reduced to 10 or fewer hit points, she casts fly to escape from combat.
STATISTICS
Str 9, Dex 14, Con 12, Int 17, Wis 10, Cha 13
Base Atk +3; CMB +2; CMD 17
Feats Combat Casting, Defensive Combat Training, Great Fortitude, Improved Initiative, Scribe Scroll, Spell Focus (evocation)
Skills Craft (Armor) +10, Craft (Weapons) +10, Fly +11, Knowledge (arcana) +12, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Perception +6, Ride +6, Spellcraft +12
Languages Common, Draconic, Elven, Giant
SQ arcane bond (wand)
Combat Gear scrolls of fly (2), invisibility (2), minor image (2), wand of magic missile (CL 5, 50 charges, arcane bond item), wand of shocking grasp (50 charges), tanglefoot bags (3); Other Gear daggers (2), 20 gp
BACKGROUND
Lady Maevelle is a fiery young noblewoman from one of House Darmen’s less prominent clans in Rel Astra, and is distantly related to “Overking of New Aerdy” Drax the Invulnerable. She has been implanted in Nulbish as one of Drax’s spies for the past four months, and has decided to compete in the First Annual Nulbish Contest of Champions. Lady Maevelle is highly intelligent, and she is realistic about her (very slim) chances of winning the contest and Whelm, but she is also confident in her ability to escape from a fight she is losing; her true motivation for competing is the opportunities for surveillance and gathering of intelligence the much-touted tourney is certain to provide.
Mateho Kayawa, formerly of Redspan CR 5
XP 1,600
Male human [Tenha Flannae:
fighter 6 ]
CN Medium humanoid (human) Init +3; Senses Perception +1
DEFENSE
AC 23, touch 12, flat-footed 21 (+8 armor, +2 Dex, +3 shield)
hp 42 (6d10+9)
Fort +6, Ref +5, Will +3; +2 vs. fear
Defensive Abilities bravery +2
OFFENSE
Speed 20 ft.
Melee mwk lance +12/+7 (1d8+6/x3) or shortspear +10/+5 (1d6+4) or dagger +9/+4 (1d4+3/19–20)
Ranged mwk composite shortbow +10/+5 (1d6+3/x3) or shortspear +10/+5 (1d6+3)
Special Attacks weapon training (spears +1)
STATISTICS
Str 16, Dex 16, Con 13, Int 8, Wis 12, Cha 10
Base Atk +6; CMB +9; CMD 22
Feats Animal Affinity, Mounted Archery, Mounted Combat, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (lance), Weapon Specialization (lance)
Skills Craft (weapons) +3, Handle Animal +11, Profession (soldier) +5, Ride +9, Survival +5
Languages Common
SQ armor training 1
Combat Gear oil of magic weapon, potion of cure light wounds; Other Gear +1 banded mail, +1 heavy wooden shield, masterwork lance, composite shortbow (+3 Str) with 20 arrows, dagger, shortspears (2), heavy horse (combat trained) with military saddle and leather barding, 18 gp
BACKGROUND
Mateho Kayawa is a Tenha deserter, originally from the embattled garrison city of Redspan in the war-torn Duchy of Tenh. Having lost faith in Duke Ehyeh’s seemingly futile crusade to drive the invading forces of Iuz, the Pale, and Stonehold out of Tenh, Mateho defected and fled Redspan in 588 CY, riding down into the Kingdom of Nyrond, where he sought to make a living as a freelance mercenary. Hearing from town criers in Rel Mord of the upcoming Fist Annual Nulbish Contest of Champions, to be held at the end of Richfest, Mateho has ridden many leagues to compete in the tourney.
Vespardo Delanquin of Istivin, Duelist of the Order of the Star CR 5
XP 1,600
Male human [Suloise-Oerid:
fighter 6]
N Medium humanoid (human) Init +4; Senses Perception +4
DEFENSE
AC 21, touch 14, flat-footed 17 (+6 armor, +4 Dex, +1 natural)
hp 66 (6d10+6)
Fort +7, Ref +7, Will +2; +2 vs. fear
Defensive Abilities bravery +2
OFFENSE
Speed 30 ft.
Melee mwk dueling sword +13/+8 (1d8+5/19–20)
Ranged light crossbow +10/+5 (1d8/19–20)
Special Attacks weapon training (light blades +1)
TACTICS
Before Combat Vespardo ordinarily calls out his opponent to set up a fair fight, preferring to duel until first blood is drawn, though he is willing to duel until one participant lands three hits. He only ambushes opponents in dire circumstances or if he can be convinced that the indignity is absolutely necessary.
During Combat Outside of a duel, Vespardo enjoys closing with spellcasters to make use of his Disruptive feat. Otherwise he attacks the most powerful melee opponent and attempts to shame his enemies into fighting him one-on-one, using vulgar comments, slights against his foe’s appearance, skill, favorite foods, liaisons with sisters and mothers, and anything else he can determine about his opponent.
Morale Vespardo’s air of bravado is quite sincere and doesn’t crack until he reaches 5 hit points or fewer, at which point he flees. If humbled in this fashion, he remembers the face of the one responsible and plots revenge.
STATISTICS
Str 14, Dex 18, Con 12, Int 10, Wis 8, Cha 13
Base Atk +6; CMB +10 (+12 to disarm); CMD 22 (24 vs. disarm)
Feats Agile Maneuvers, Alertness, Disruptive, Exotic Weapon Proficiency (dueling sword), Weapon Finesse (dueling sword), Weapon Focus (dueling sword), Weapon Specialization (dueling sword)
Skills Acrobatics +6, Climb +7, Intimidate +10, Linguistics +1, Perception +4, Ride +6, Sense Motive +7
Languages Common, Suloise
SQ armor training 1
Combat Gear elixir of tumbling (2), potions of cure light wounds (6); Other Gear masterwork breastplate, masterwork dueling sword, light crossbow with 10 bolts, dagger, amulet of natural armor +1, cloak of resistance +1, 142 gp
BACKGROUND
A native of Istivin (“City of Shadows”), capital city of the March of Sterich, Vespardo Delanquin is a duelist of the Order of the Star, and an ardent devotee of Kelanen, “Prince of Swords. Having spent much of his youth training in the art of swordplay at Istivin’s Chapterhouse of the Star, Vespardo has become a skilled swordsman and duelist, relishing the thrill of crossing blades with worthy opponents. In Readying of 593 CY, Vespardo was obliged to flee far away from Istivin and the March of Sterich after killing a powerful baron’s only son in a duel. For the next few years, he wandered eastward across the Flanaess, occasionally working as a caravan guard or sword-for-hire, until he settled down in the Solnor Coast port of Roland in Harvester of last year. He has recently heard town criers advertising the upcoming First Annual Nulbish Contest of Champions, and has decided to enter into the contest.
Captain Krixxuss Tine of Ansabo CR 5
XP 1,600 Male human [Suloise-Oerid:
fighter 5/rogue 1]
CN Medium humanoid (human)
Init +5; Senses Perception –1
DEFENSE
AC 17, touch 12, flat-footed 15 (+5 armor, +1 Dex, +1 dodge)
hp 41 (6 HD; 5d10+1d8+5)
Fort +6, Ref +4, Will +0; +1 vs. fear
Defensive Abilities bravery +1
OFFENSE
Speed 30 ft.
Melee +1 rapier +10 (1d6+6/18–20)
Ranged mwk light crossbow +7 (1d8/19–20)
Special Attacks weapon training (light blades +1), sneak attack +1d6
STATISTICS
Str 15, Dex 13, Con 10, Int 13, Wis 8, Cha 16
Base Atk +5; CMB +7; CMD 19
Feats Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Power Attack, Weapon Focus (rapier), Weapon Specialization (rapier) Skills Acrobatics +9, Athletics +10, Bluff +11, Diplomacy +11, Intimidate +11, Profession (sailor) +7
Languages Common, Suloise
SQ armor training 1, trapfinding +1
Combat Gear potions of cure moderate wounds (2); Other Gear +1 chain shirt, +1 rapier, masterwork light crossbow with 20 bolts, silver holy symbol of Norebo, 30 gp
BACKGROUND
Captain Krixxuss Tine is a notorious pirate captain from the island of Ansabo (one of the Duxchan Islands, a.k.a. the Lordship of the Isles). He is the captain of the Barracuda, a well-armed caravel with a crew of thirty-three pirates. Having heard of the upcoming First Annual Nulbish Contest of Champions, Captain Krixxuss and his crew have sailed the Barracuda up the Thelly River to Nulbish, arriving on the day before Richfest (eight days before the start of the tourney). Though he came to Nulbish fully intending to compete for the grand prize — the fabled warhammer Whelm — Captain Krixxuss soon became aware that at least three of the other competitors (Sister Ignatia of Sulward, Brother Voykhad of Monmurg, and Nephew Gyrlannxen of Scant) are agents of the Scarlet Brotherhood (the true rulers of the Duxchan Islands through their puppet, Prince Folmar Ingerskatti of Ganode). Wary of “stepping on the toes” of that sinister monastic order, Captain Krixxuss is reconsidering whether or not it would actually be in his best interest to win the tourney ….
Sister Ignatia of Sulward CR 4
XP 1,200
Female human [Suloise:
monk 5]
LE Medium humanoid Init +2; Senses Perception +12
DEFENSE
AC 19, touch 18, flat-footed 16 (+1 armor, +2 Dex, +1 dodge, +1 monk, +4 Wis)
hp 36 (5d8+10)
Fort +6, Ref +7, Will +9; +2 vs. enchantment
Defensive Abilities evasion; Immune disease
OFFENSE
Speed 50 ft.
Melee unarmed strike +5 (1d8+1) or unarmed strike flurry of blows +5/+5 (1d8+1) or kama +5 (1d6+1) or kama flurry of blows +5/+5 (1d6+1)
Ranged mwk light crossbow +6 (1d8/19–20)
Special Attacks flurry of blows, ki pool (6 points, magic), maneuver training, stunning fist (5/day, DC 16, fatigued)
STATISTICS
Str 13, Dex 14, Con 12, Int 10, Wis 18, Cha 8
Base Atk +3; CMB +6; CMD 22
Feats Blind-Fight, Combat Reflexes, Deflect Arrows, Dodge, Improved Unarmed Strike, Scorpion Style, Stunning Fist, Weapon Finesse Skills Acrobatics +10 (+23 jump), Athletics +7, Escape Artist +7, Perception +12, Sense Motive +12, Stealth +10
Languages Common
SQ fast movement, high jump, slow fall 20 ft.
Combat Gear alchemist’s fire, smokesticks (2); Other Gear masterwork light crossbow with 10 bolts, kama, bracers of armor +1, cloak of resistance +1
BACKGROUND
Dedicated Sister Ignatia of Sulward 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 of Soull, “White Bull of Kord” CR 4
XP 1,200
Male human [Schnai Suelii:
cleric 4 of Kord ]
CN Medium humanoid (human)
Init +1; Senses Perception +5
DEFENSE
AC 15, touch 9, flat-footed 15 (+6 armor, –1 Dex)
hp 31 (4d8+10)
Fort +5, Ref +0, Will +6
OFFENSE
Speed 20 ft.
Melee mwk greatsword +7 (2d6+4/19–20)
Special Attacks channel positive energy 4/day (DC 14, 2d6), destructive smite +2 (5/day)
Domain Spell-Like Abilities (CL 4th, concentration +6)
5/day—strength surge +2
Cleric Spells Prepared (CL 4th, concentration +6)
2nd—bull’s strengthD, delay poison, lesser restoration, spiritual weapon
1st—divine favor, magic weapon, remove fear, shield of faith, true strikeD
0 (at will)—light, mending, stabilize, virtue
D Domain spell; Domains Destruction, Strength
STATISTICS
Str 17, Dex 9, Con 13, Int 13, Wis 15, Cha 12
Base Atk +3; CMB +6; CMD 15
Feats Combat Casting, Toughness, Weapon Focus (greatsword)
Skills Heal +8, Intimidate +4, Knowledge (local) +4, Knowledge (religion) +6, Perception +5
Languages Abyssal, Common
Traits Favored Son, Reactionary
SQ aura, traits (Favored Son, Reactionary)
Gear chainmail, masterwork greatsword, backpack, grappling hook, iron holy symbol of Kord, rope, sunrods (2), tindertwigs (2), torches (9), 195 gp
BACKGROUND
Finnri Dolffsson 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 ….
Dame Atrix Drewsell of Hexpools CR 4
XP 1,200
Female human [Oerid-Flannae:
fighter 5 ]
N Medium humanoid (human)
Init +2; Senses Perception +5
DEFENSE
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 42 (5d10+10)
Fort +5, Ref +3, Will +1; +1 vs. fear
Defensive Abilities bravery +1
OFFENSE
Speed 30 ft.
Melee +1 longsword +8 (1d8+6/19–20), mwk swordbreaker dagger +6 (1d4+1)
Ranged mwk light crossbow +8 (1d8/19–20)
Special Attacks weapon training (heavy blades +1)
STATISTICS
Str 15, Dex 15, Con 12, Int 13, Wis 10, Cha 10
Base Atk +5; CMB +7; CMD 19
Feats Combat Expertise, Exotic Weapon Proficiency (swordbreaker dagger), Improved Disarm, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Focus (swordbreaker dagger), Weapon Specialization (longsword)
Skills Athletics +5, Handle Animal +6, Intimidate +6, Knowledge (local) +4, Perception +5, Ride +5 Languages Common, Old Oeridian
SQ armor training 1
Combat Gear potions of cure light wounds (2); Other Gear masterwork chainmail, +1 longsword, masterwork light crossbow with 20 bolts, masterwork swordbreaker dagger, masterwork manacles, signal whistle, 27 gp
BACKGROUND
Dame Atrix Drewsell is a swordswoman from the city of Hexpools in the United Kingdom of Ahlissa, and de facto leader of the all-female adventuring party known as the Hellcats Pride. She has come to Nulbish to compete in the upcoming First Annual Nulbish Contest of Champions, hoping to win the grand prize — the intelligent magic warhammer Whelm — so she can sell it for a prince’s ransom to one of the dwarven lords of the Flanaess (such as Prince of Ulek Olinstaad Corund, or King of the Iron Hills Holgi Hirsute, etc.) and live out the rest of her days in the lap of luxury.
Fargrum of Clan Thunderforge, Hammer of Moradin CR 4
XP 1,200
Male hill dwarf paladin 5:
LG Medium humanoid (dwarf) Init –1; Senses Perception +7; Aura courage (10 ft.)
DEFENSE
AC 19, touch 9, flat-footed 19 (+8 armor, –1 Dex, +2 shield)
hp 62 (5d10+30)
Fort +8, Ref +0, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Immune disease, fear
OFFENSE
Speed 20 ft.
Melee +1 warhammer +9 (1d8+3/×3)
Ranged mwk light crossbow +5 (1d8/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, channel positive energy (DC 12, 3d6), smite evil 2/day (+0 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +5)
At will—detect evil
Paladin Spells Prepared (CL 2nd; concentration +2)
1st—divine favor
TACTICS
During Combat Fargrum prefers melee. He uses Power Attack if easily able to hit opponents, and his divine bond to give his weapon the flaming property.
STATISTICS
Str 14, Dex 8, Con 18, Int 10, Wis 14, Cha 11
Base Atk +5; CMB +7; CMD 16 (20 vs. bull rush or trip)
Feats Power Attack, Toughness, Weapon Focus (warhammer)
Skills Craft (weapons) +4, Knowledge (religion) +5, Perception +7 (+9 to notice unusual stonework), Sleight of Hand +1
Languages Common, Dwarven
SQ aura, code of conduct, divine bond (weapon +1, 1/day), lay on hands (2d6, 2/day), mercy (sickened) Combat Gear potion of shield of faith; Other Gear half-plate, heavy steel shield, +1 warhammer, masterwork light crossbow with 10 bolts, silver holy symbol of Moradin, 107 gp
BACKGROUND
Fargrum of Clan Thunderforge is a devout paladin of Moradin, and a defender of his clan. The Thunderforge Clanhold is a fortified keep in the Hestmark Highlands, partially aboveground, with extensive mine tunnels, delved halls, and grand vaults running deep under the hills and into the lower Glorioles Mountains. Having heard that the legendary dwarven thrower Whelm is being offered as the grand prize to the champion of the First Annual Nulbish Contest of Champions, Fargrum has ridden north on his trusty dire boar steed (“Goldentusks”), arriving in Nulbish several days before the start of Richfest, determined to win the mighty Whelm, that he might wield it against the enemies of the dwarves — giants, goblinoids, orcs, and their evil ilk.
Syfla Hrimrssdottir of Glot, Captain of the Mánaðdreki (Moon Dragon) CR 4
XP 1,200
Female human [Cruski Suelii:
fighter 5]
CN Medium humanoid (human) Init +3; Senses Perception –1
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 42 (5d10++10)
Fort +6, Ref +4, Will +2; +1 vs. fear
Defensive Abilities bravery +1
OFFENSE
Speed 30 ft.
Melee mwk battleaxe +7 (1d8+1/×3)
Ranged +1 composite longbow +11 (1d8+5/×3)
Special Attacks weapon training (bows +1)
STATISTICS
Str 12, Dex 16, Con 14, Int 13, Wis 8, Cha 12
Base Atk +5; CMB +6; CMD 19
Feats Deadly Aim, Iron Will, Persuasive, Point-Blank Shot, Precise Shot, Weapon Focus (composite longbow), Weapon Specialization (composite longbow)
Skills Athletics +9, Craft (carpentry) +9, Intimidate +11, Profession (sailor) +7, Sense Motive +4
Languages Aquan, Common, Suloise
SQ armor training 1
Combat Gear potions of cure moderate wounds (2); Other Gear masterwork chain shirt, +1 composite longbow with 20 arrows, masterwork battleaxe, copper torque inlaid with teardrop-cut aquamarines worth 300 gp, 11 gp, 16 sp
BACKGROUND
Syfla Hrimrssdottir is a young Cruski Suelii (Ice Barbarian) woman from the Ice Barbarian capital city of Glot, not yet 23 winters, but already a skilled sailor and cunning leader. When she was yet a teenaged girl of no more than 14 winters, her father, Hrimr Thargrimmsson, took her on her first viking raid down the coast of the Solnor Ocean aboard his mighty drakkar, the Mánaðdreki (“Moon Dragon”), striking terror into the cowardly hearts of the southlanders and plundering the riches of Ratik, Bone March, North Kingdom, the Medegia, and the Kingdom of Sunndi. She learned to sail and to fight, and how to know when to use cunning and guile instead of brute force. Hrimr Thargrimmsson fell in battle in Reaping of 595 CY while he was attempting to ransack the Basilica of the Scourge in Bellport, struck down by a powerful cleric of Hextor (Patriarch Halldrem of the House of Naelax). Thus it was that Syfla inherited the Mánaðdreki (“Moon Dragon”), along with her fallen father’s magic composite longbow. She became the new captain of the mighty drakkar, and because she was already known for her competence and steely courage in the face of foemen or storm-tossed seas, she soon commanded her own viking crew. By chance or fate, she and her crew were docked in the harbor of Ountsy when town criers there announced the upcoming tourney they were heralding as the First Annual Nulbish Contest of Champions, and told of the wondrous intelligent warhammer Whelm in the offing for the champion of the contest. She ordered her crew to set sail at once for Nulbish, and so she has arrived at the bustling Old Quay docks of the capital city of the Horned King, less than a week before the first day of Richfest.
Guye Raffolk, City Watchman of Nulbish CR 4
XP 1,200
Male human [Oerid-Flannae:
fighter 5 ]
LN Medium humanoid (human) Init +5; Senses Perception +6
DEFENSE
AC 25, touch 11, flat-footed 24 (+11 armor, +1 Dex, +3 shield) hp 52 (5d10+20) Fort +6, Ref +0, Will +2; +1 bonus on Will saves against fear Defensive Abilities armor training +1, bravery +1
OFFENSE
Speed 30 ft. (20 ft. with armor) Melee masterwork bastard sword +12 (1d10+6/19-20) Ranged masterwork light crossbow +7 (1d8/19-20)
STATISTICS
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +5; CMB +9; CMD 20
Feats Exotic Weapon Proficiency (bastard sword), Improved Initiative, Power Attack, Shield Focus, Weapon Focus (bastard sword), Toughness, Weapon Specialization (bastard sword)
Skills Climb +6, Intimidate +7, Perception +6
Languages Common
SQ weapon training (heavy blade) +1
Combat Gear masterwork bastard sword, masterwork light crossbow with 20 bolts, masterwork heavy steel shield, masterwork warplate, 22 gp, 45 sp
BACKGROUND
Guye Raffolk is one of the City Watchmen of Nulbish, and a skilled swordsman. Disciplined and loyal to the Horned King of Medegia and to the city he watches over, Guye Raffolk has entered the First Annual Nulbish Contest of Champions in the hope of distinguishing himself with valor, and proving his worth. He knows that he likely won’t be the grand champion and win the magic sentient warhammer Whelm, but if he fights bravely and honorably, and makes it through a few rounds, he will be content.
Yrrkoon Draogg, Grey Lynx Tribe Rover of the Barrens CR 4
XP 1,200
Male human [Arapahi Flannae:
Barbarian 5 ]
CN Medium humanoid (human)
Init +1; Senses Perception +9
DEFENSE
AC 12, touch 9, flat-footed 11 (+3 armor, +1 Dex, –2 rage)
hp 58 (5d12+20)
Fort +9, Ref +3 (+1 vs. traps), Will +5; +3 vs. magic
Defensive Abilities improved uncanny dodge
OFFENSE
Speed 40 ft. (50 ft. when mounted on heavy war horse)
Melee mwk spear +12 (1d8+9/×3) or handaxe +11 (1d6+6/×3)
Ranged mwk composite longbow +7 (1d8+4/×3)
Special Attacks rage (14 rounds/day), rage powers (powerful blow +2, superstition +3)
TACTICS
Base Statistics
When not raging, the Yrrkoon’s statistics are: AC 14, touch 11, flat-footed 13; hp 48; Fort +7, Will +3; Melee mwk spear +10 (1d8+6/×3), handaxe +9 (1d6+4/×3); Str 18, Con 14; CMB +9, CMD 20.
STATISTICS
Str 22, Dex 13, Con 18, Int 8, Wis 12, Cha 10
Base Atk +5; CMB +11; CMD 20
Feats Mounted Archery, Mounted Combat, Ride-By Attack, Spirited Charge
Skills Handle Animal +8, Knowledge (nature) +7, Perception +9, Ride +9, Survival +9
Languages Common, Flan
SQ fast movement, trap sense +1
Combat Gear oil of magic weapon, potion of cat’s grace, potions of cure light wounds (2), potions of protection from law (2); Other Gear mwk studded leather, mwk composite longbow with 20 arrows, handaxe, mwk spear, cloak of resistance +1, heavy horse (combat trained) with military saddle and mwk studded leather barding, 45 gp
BACKGROUND
Yrrkoon Draogg 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 ….
Standard Protocols for a Single-Elimination Knockout Tourney:
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.
Gear looted from the Scorned Sisters of Hardby rival party of adventurers:
potions of barkskin (2),
potions of cure moderate wounds (4),
potions of fly (2),
potions of gaseous form (2),
potions of haste (2),
potions of invisibility (3),
potions of see invisibility (3),
scroll of beast shape I (CL 5th),
scroll of charm monster (DC 16),
scroll of command undead (DC 13),
scrolls of dimension door (2),
scroll of erode defenses (CL 9th),
scroll of halt undead (DC 14),
scroll of hold monster (DC 17),
scroll of phantom steed (CL 5th)
scrolls of teleport (2),
staff of fire (10 charges),
wand of expeditious retreat (CL 1st, 16 charges),
wand of fireball (CL 5th, 12 charges)
wand of magic missiles (CL 9th, 12 charges),
wand of magic missiles (CL 9th, 11 charges),
wand of major image (CL 5th, 9 charges),
wand of mirror image (CL 3rd, 10 charges),
wand of scorching ray (CL 3rd, 15 charges),
wand of spectral hand (CL 3rd, 15 charges),
+2 full plate,
+1 mithral breastplate,
masterwork longsword named "Gloomdolor",
masterwork composite longbow [+5 Str] with 10 arrows,
+1 heavy steel shield,
+1 axiomatic bastard sword named “Tyranny”,
masterwork heavy crossbow and 10 bolts,
belt of giant strength +4,
belt of physical might +4 (Strength and Dexterity),
boots of striding and springing,
cloaks of resistance +1 (2),
cloak of resistance +2,
headband of alluring charisma +2,
headband of mental prowess +4 (Intelligence and Charisma, bestows ranks equal to HD in Perception and Sense Motive),
headband of vast intelligence +4 (grants ranks equal to HD in Perception and Sense Motive),
rings of protection +1 (3),
rings of evasion (2),
masterwork light crossbow and 10 bolts,
bracers of armor +6,
handy haversacks (2),
slippers of spider climbing,
spellbook #1 (see below),
spellbook #2 (see below),
spell components,
cinnabar and jet unholy symbol of Wee Jas worth 250 gp,
soldier’s uniform,
pouch with 3 bloodstones worth 50 gp each plus 24 gp and 9 sp
courtier’s outfits (2)
2 silver and onyx earrings worth 300 gp each,
2 gold and ruby earrings worth 500 gp each,
gold necklace with blue topaz pendant worth 1,000 gp,
silver necklace with jacinth pendant worth 750 gp,
pouch with 3 fire opals worth 100 gp each plus 15 gp and 13 sp,
pouch with 16 gp and 13 sp
Spellbook #1 (evocation wizard's)
0th level cantrips—acid splash, arcane mark, bleed, breeze, chameleon scales, dancing lights, daze, detect fiendish presence, detect magic, detect poison, disrupt undead, drench, flare, ghost sound, grasp, haunted fey aspect, jolt, light, mage hand, mending, message, oath of anonymity, open/close, penumbra, prestidigitation, ray of frost, read magic, resistance, root, scoop, scrivener’s chant, sotto voce, spark, touch of fatigue, vacuous vessel
1st level spells—air bubble, ant haul, burning hands, charm person, comprehend languages, expeditious retreat, feather fall, grease, hydraulic push, identify, keep watch, mage armor, magic missile, protection from chaos/evil/good/law, shield, shocking grasp, sure casting
2nd level spells—acid arrow, aggressive thundercloud, alter self, burning arc, continual flame, darkness, diminish resistance, flaming sphere, floating disc, frigid touch, glitterdust, hideous laughter, knock, locate object, resist energy, scorching ray, see invisibility, shatter, spider climb
3rd level spells—battering blast, beast shape I, deep slumber, dispel magic, fireball, fly, haste, hold person, hydraulic torrent, lightning bolt, protection from energy, slow, tiny hut, tongues, trial by fire and acid, water breathing
4th level spells—ball lightning, beast shape II, black tentacles, detect scrying, dimensional anchor, dimension door, greater flaming sphere, ice storm, lesser geas, locate creature, scrying, secure shelter, stone shape, stoneskin, wall of fire, wall of ice
5th level spells—augmenting wall, beast shape III, cone of cold, hold monster, interposing hand, lightning arc, major creation, passwall, permanency, polymorph, sending, teleport, wall of force, wall of stone
Spellbook #2 (bladebound magus')
0th level cantrips—acid splash, arcane mark, dancing lights, daze, detect fiendish presence, detect magic, disrupt undead, flare, ghost sound, grasp, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark
1st level spells—color spray, duelist’s parry, expeditious retreat, grease, line in the sand, magic missile, shield, shocking grasp, swift girding, unerring weapon, windy escape
2nd level spells—aggressive thundercloud, bladed dash, blur, glitterdust, mirror image, scorching ray, spider climb, web
3rd level spells—beast shape I, burst of speed, dispel magic, displacement, fireball, fly, gaseous form, haste, lightning bolt, slow, water breathing
Cenobite leader (working with Tisiphone)
Cenobite troops
Cenobite Familiar
Ay, yes, thanks.
Cenobyte leader is "The Flayed Orphan of Rustravage Gatehouse" (in the Inverted Obelisk District of the Fifth Tier of the Austral-Occidental Flying Buttress abutting the Iron Citadel of Dis), a LE cantor velstrac/kyton/cenobyte that looks like a completely skinned humanoid child of about 6 years of age, continually radiating an audible cacophony that sounds like young children weeping in abject misery and despair, mingled with the high-pitched whining shrieks of tortured domestic cats. No eyeballs are visible in the Flayed Orphan cantor's sunken black eye sockets, and none of the despondent childlike sobs or agonized feline screams seems to actually come from its perpetually gaping jaws and lipless mouth (rounded in a perpetually open O shape, as if locked in an endless and inaudible moan or scream). The Flayed Orphan is capable of verbally communicating in Common and Infernal, but usually communicates using telepathy instead.
Cenobyte troops consist of 6 chain devil velstracs/kytons/cenobytes: "The Rattling Maiden of the Abattoir of Neverending Slaughter" (located in Dis), "The Jangling Stepdaughter of Stepfather Dis" (regularly molested in a wine cellar under Dispater's rusted iron citadel), "The Clinking Slattern of the Blood-Clotted Brothel" (another fine establishment in the vast infernal metropolis of Dis), "Clattering Sister Discrucifaea of the Abbey of Antithetical Anathemas" (in--you guessed it--Dis), "The Jingling Waif of the Gibbets of Grimgallows Square" (in gloomy downtown Dis), and finally "The Clangoring Widow of the Serpentine Labyrinth" (a complex labyrinth of harbor channels wide enough for a war galley to navigate, but very confusing and inhabited by sentient infernal Charybdis whirlpools, fiendish scylla monsters, fiendish krakens, fiendish sahuagin tribes, fiendish megalodons, and tribal schools of fiendish Ixitxachitls, delved through the sea-cliff that separate the external Sea of Bile from the inner Harrowing Harbor adjacent and beneath the Querulous Quay of Bileward Dis)
And last, but....yeah, also least.... the Cenobyte familiar .... An augur velstrac/kyton/cenobyte called "The Sentinel Sphere of the Masochistic Monastery of San Sadismo de las Vísceras Rotas" (an infernal abbey of velstrac/kyton/cenobyte monks, oracles, and warpriests of "The Sadistic Saint" Pater Quadralgea, a martyred heretic burnt at the stake in the courtyard of The House of Scarlet Hooks, circa 1366 DR, by Whipmistress Shaleen "Talonkiss" Oomreen, high priestess of Loviatar in the city of Calaunt, in the Vast (on the Prime Material Plane world of Toril), for his sin of promulgating the heresy that the goddess Loviatar, the goddess Hel in the Gray Waste of Niflheim, the "Frost Maiden" goddess Auril, and the enigmatic Lady of Pain in Sigil are actually all aspects of one quadripartite goddess with a secret true name.
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
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...
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.
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!
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
*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....
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
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.
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.
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
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
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)
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.
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"....
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):
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 ….
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.
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 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.