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08/27/11

Legacy Weapon Quests Part 1


Legacy Weapon Rituals tier 1:
Staff Past Wrongs: Must track down someone you or your family has wronged and offer them repentance in the form of goods or services costing 3,500 gp. If they refuse the offer you must sacrifice the items to Boccob. Cost: 7,000 gp. Granted Feat: Least Legacy (Banrhialorg): Level 5-Level 10 Abilities Sword Kings Gift: Must have sword passed on to you by the rightful owner or owners heir. If no heirs live you must perform an attuning ritual. Cost: 5,000 gp. Granted Feat: Least Legacy (Merthuvial): Level 5-Level 10 Abilities Bow Hunter in the Dark: You must stalk and kill at least one drow whose Challenge Rating is at least equal to your character level, initiating the conflict without first being detected. Both mundane and magical forms of concealment are acceptable. If the would-be target detects you prior to your first attack, the ritual fails. Cost: 3,250 gp. Feat Granted: Least Legacy (Wyvern Sting): Level 5- Level 10 Abilities Banrhialorg the Staff Wielder (Read Banrhialorg Info) After searching through your family history and finding minor wrongs committed, but nothing that really stood out, you finally found an ancestor called Lorel the Masterful who played a devastating trick on the Badgistt family. Lorel (Same race as wielder) was a Masterwork Artisan, specializing in crafting weapons and non-weapons, and as an enchanter was able to craft magical items. One night a famous bard, Tucker Badgistt (Human) who was known for his stage name, Tucker the Flame (for his use of pyrotechnics in his performances) came to see him and commissioned 2 items: o A flute that could shoot out blue flame in controllable shapes. o Boots of Levitation. Tucker explained that he had a rare honor to perform for the king, and wanted his performance to be extra special! Lorel had the items by the requested deadline, but thought it would be funny to add his own flair to the bards goal of extra special. The flute did indeed shoot out blue flames that the bard could turn into fantastic shapes. o But then the flames turned pink, purple, green, and finally flamed out in a spectacular burst of colored confetti in the above colors. The boots did indeed levitate on command. o But after about the 3rd time, the boots caused the wearer (Tucker, in his performance before the king!) to also tumble in mid-air! The tumble propelled him forward in any direction he was facing so that he went head-over-heels in all directions, his pockets emptying out all over the stage and the crowd, and his dignity with them!
Created by Nathan L Morrison, and intended for characters of 11th-12th level

He was laughed at as a buffoon, a clown, a jester! The king roared with laughter, all the while thinking it was supposed to be funny. He was called Tucker the Flame-OUT and found dignified jobs waning as his credibility was lost. His family name was called Badjest, a humiliating name apparently that still sticks to this day. This event happened over 5 generations ago in human years. You found descendants of Tucker living on the northern coastal town of Laricks Cove: Cor and Liza Badjest. Cor is a direct descendant of the disgraced bard. So you begin your preparations to head north to the coast.

Merthuvial the Sword Wielder (Read Merthuvial Info) You have uncovered lots of little known facts of history related to King Theron, but unfortunately you havent found traces of any living descendants of King Theron! King Theron lived hundreds of years ago. His kingdom was once considered the mightiest empire of man. His kingdom lasted down through the ages till about 200 years ago when it began a steady decline under several weak kings, amid political unrest, and invasions by many different humanoid armies; trolls, kobalds, goblins, giants, and many others that had formerly been subdued. The vast, mighty Theron Kingdom now mostly lies in ruins amid fields. Even his once powerful capital is now surrounded by wilderness. The Kruthacarn kings began to emerge as the new power 100 years ago, which was the last time a king lived in the old capital. Since then the capital has been moved towards the center of the country. Historians at 3 of the largest libraries in the country failed to find a living descendant of the Theron bloodline. Oddly though, Historian Matthews found an account rarely cited: A lost Prince! It is only a point of interest, however, because the Paladin Prince was a greatgrandson of King Theron, making his time period roughly about 3 generations from the great king himself. Prince Riven, also known as The Glorious Prince for his dedication to Heironeous, was the Crown Prince and heir to the throne. He had a lovely wife, Amyssis, though they had no children. He was last seen riding his horse, Tremor, along the northern coast. Neither he nor his horse were ever found, seen or heard from again. Search parties lasted for months. Shortly after the search was declared over his wife died, and many said she died of a broken heart. They were both much loved by the people and their rule was highly anticipated. His younger brother, Prince Dothan, reigned as king in his stead. The historian found a brief inscription saying Prince Dothan was cleared of any wrong doing and was declared innocent in the matter of his brothers disappearance shortly before their father died and he was crowned king. His rule was marked by wars. The historian found nothing further on Prince Riven. You prepare to head to the northern coast with the others in search of the Badjest family in Laricks Cove, to aid the staff wielder on his/her journey.
Created by Nathan L Morrison, and intended for characters of 11th-12th level

Wyvern Sting Wielder (Read Wyvern Sting Info) The bow speaks to you often of loss and grief, and not only do you suffer melancholy days, but you find yourself sharing the bows hatred for the Drow. The Drow can be found all over the Underdark, but it isnt safe to venture out of Pedestal alone, and since your companions have become obsessed with history, you have traveled with them, and have even had a hand in saving them a time or two along your journeys. However, this time you heard rumors of Drow raiding parties in the north. You are anxious to begin the rituals that will unlock your bows power. You feel uncharacteristic animosity towards the Drow, and at the same time, experience days of extreme depression and grief, though you dont why, other than the emotion-filled voice that fills your ears from the bow. The staff wielder is preparing to go to the northern coast town of Laricks Cove so you decide to travel with them in the hopes of engaging Drow in battle to satisfy an unexplained urge to bathe in their blood, and if nothing else, to shut Wyvern Sting up for a while! Laricks Cove The town is about the size of two normal villages. In fact, it used to be two separate villages on either side of a small cove. Many, many years ago in the name of safety the two became one, named after the man whose plan it was. One side of the town sits at a higher elevation, and is more defendable, thus it houses the town officials and a small militia barracks. There is a harbor, but it is used by small to medium ships. Larger vessels anchor outside the cove and row in. The beaches are beautiful and are dotted by small huts, built by people who have decided to take their chances away from the town and live on the beach. The town looks as if it has had some trouble lately: houses and buildings being rebuilt, others being torn down with what looks like fire damage. When characters arrive in the town, it is not hard for them to find Cor and Liza Badjest. Cor is a town official, the Harbor Master, in fact. Cor and Liza Badjest If they arrive at night they can be found in their home, if arrived during the day the Badjests can be found at Harbor Masters office on the docks. They will listen to the staff-wielding character present his/her case. As he/she finishes the story, Liza will lose it and begin sobbing. Cor will explain: o For 3 years now the town has had 4 adventurers calling it home and protecting it. o 3 years ago goblins amassed a small army and raided the town, killing many of the guards, and kidnapped the mayors daughter, asking for the town in exchange for her life. o These 4 adventurers tracked them down, rescued the mayors daughter, Ahira, and killed the goblin leader. 3

Created by Nathan L Morrison, and intended for characters of 11th-12th level

o The 4 heroes formed what they called The Golden Hand in reference to the paladin leaders faith and belief that Pelor guided them. o The paladin leader of the group, Graysen, married Ahira. o The Badjests son, Lorben, is a ranger and part of the Golden Hand. o 2 weeks ago Drow were sighted in the coastal towns in the area making night raids. The Golden Hand began patrolling Laricks Cove in the hopes to ward off any attacks. o The Golden Hand consists of the paladin, their son the ranger, Lyra the sorceress, and Gregor the scout, and son of the blacksmith, Argor. o 1 week ago a Drow raiding party hit the Cove and wounded the mayor and killed many guards before the Golden Hand could get to them. o The Golden Hand left the Cove tracking the Drow and havent been seen or heard from since. o Search parties were formed and found tracks led further along the beach to some ruins, but after the ruins the tracks dropped off. Liza says if they bring back her son or word of his fate (his body) then they would consider the family debt paid in full.

The Ruins The townspeople inform the party that electrical storms here along the northern coast are terrible and severe, thus the coastal name: The Lightning Coast. o The storms can happen suddenly and without warning, and can be deadly. o In times past, even wars were halted in the search for shelter in such storms. o Due to that, a phrase that is known in these parts is: Storm-peace. o When strangers or even enemies meet they often say to one another, Storm-peace to see whether the ages-old truce will be upheld. o Courts will uphold any such agreement between strangers if proof can be furnished. o Violence committed to individuals under the Storm-peace truce is not tolerated and if convicted the perpetrator can be hanged. As the party approaches the ruins (approx. 5 miles away), which consist of a tower and surrounding buildings, thunder and lightning burst upon the sky. If the party keeps going they will be caught in the storm. o Every 5min they are outside without cover they will take 5d6 electrical (lightning) damage. If they seek cover in the ruins, which they will find bountifully, they can make Listen checks DC 16 to hear over the thunder, to make out groaning coming from an adjacent half-building. o Inside they will find an injured Drow ranger. He is hit with a cross-bow bolt to his abdomen. Dhantol, Drow Ranger12, HP 84 (23), AC 20 (T: 14; FF: 16), Spell Res.: 23 o Abilities: S: 14, D: 16, C: 17, I: 16, W: 18, Ch: 13 o Treasure: Longsword 1d8+1, Longbow 1d8+1, Shortbow 1d6+1 If they talk with him: o His first response at seeing the party will be, Storm-peace? o He will reveal his name is Dhantol, and he has lived with the elven druid group the Thorny Vines for the last 25 years.
Created by Nathan L Morrison, and intended for characters of 11th-12th level

o He abandoned his dark elf heritage and has lived peacefully with this band of elves. He ventured out to find herbs for a medicine to help cure its leader, Archdruid Silandy. o Knowledge (local) or (history) DC 16 will reveal the Thorny Vines live to the SE in what is called the Hallowed Grove, and rarely venture out. o He ran into a group of 3 adventurers 2 days ago in the southern area of Belsan, and they shot without warning or provocation. And they did not chase him. o He rode till his horse died from his wounds and then has rested here trying to work the bolt out but thinks it was poisoned as he hardly has any strength left. If asked about the adventurers: o One human male wore silvered plate-mail, one female half-elf wore blue robes, and the 3rd was a male human wearing leathers that shot him. If the party kills him (due to poison he only has 23 HP, down from 84 HP): o They can find that the bolt was indeed poisoned. o The fletching part of the bolt had been removed so there are no markings to indicate whose bolt it belonged to. o They will find a commissioned letter from Archdruid Silandy stating his mission. o They will find a love note hastily scrawled on a parchment bearing the seal of the Flavored Lamb and dated 2 days ago. o Knowledge (local) or (Geography) checks DC 16 will reveal it is a wealthy inn located in the southern city of Belsan. o Belsan is also a county-like area, so the Drow had to have come from Belsan 2 days ago, which was when he was attacked! If the wielder of Wyvern Sting conceal-attacks and kills the Drow the bows tier 1 powers are unlocked. If the party heals or bandages him further: o He will thank them and let them know he is heading to Laricks Cove for the herb from their renowned herbalist. o The characters can either let him go or warn him about their hostility towards Drow for the moment. The storm lasts through the night but the morning dawns to bright blue skies.

The Temple The ride toward Belsan goes smoothly, but night seems to quickly approach. The night sky is filled with stars and a blazing full moon. (No sign of a storm) As the party looks for shelter for the night or decides to travel through the night, they can make Listen checks DC 15. o What first sounds like the howling wind turns out to be a male voice singing a mournful, sorrowful tale. o The direction of the voice is from inside a forested grove. Through the trees they see an old temple in partial ruins, but even decayed still impressive. Vines and moss grow along the walls and ramparts of the old temple. In front of the temple doors (or where the temple doors should be) kneels a blackclad figure howling his song to the night sky.
Created by Nathan L Morrison, and intended for characters of 11th-12th level

He will hear the characters approach and will turn to them and still in song ask, Who are you and why do you defile this holy site? Knowledge (Religion) checks DC 17 will reveal his old, black-as-night armor bears the sigil of Heironeous, though he doesnt look like a paladin. He is a Death Knight! o Orange pricks of light emit from under his helm, and his voice is low and hollow. o His face is that of a skeleton! If the characters engage in conversation first, he will reveal his sad story: o He is Prince Riven! o He began to suspect his wife, Amyssis, was being poisoned so that she could bear no children. o His suspicions led him to his younger brother, Prince Dothan. He confronted him and it led to a fight between the two. o He bested his brother, and in a plea for his life, Dothan told him of a man to go to that could reverse the poisonous effects. o Thinking his brother sincere he called on the man, who turned out to be the avatar of Hextor, though he didnt know it at the time. o He thought the man he was speaking to was a cleric of Hextor, the halfbrother and nemesis of Heironeous, his patron deity. o The man promised him numerous children by his wife if he gathered a certain herb native to the Lightning Coast and brought it back to him. The catch was at death (after a promised long life) his soul would belong to Hextor! o Without thinking of anything else but his beloved wife and her health, and a large family, he agreed to the deal. o While riding along the Lightning Coast he entered a small village and was ambushed. His brother betrayed him. The fight was long and epic, and tore the village to pieces in the melee. o In the end the village was destroyed, he killed all that had come with his brother, but was mortally wounded and finished off by Prince Dothan. o Heironeous was angry at his not seeking him for help but instead turning to his arch-foe Hextor, but being a compassionate deity and valuing loyalty, had mercy on him in saving his soul from the clutches of Hextor. o Heironeous changed him into a death knight to atone for his treachery, and tasked him to guard this sacred temple from all intruders but Heironeous himself in avatar form. His reward for such a task will be the celestial planes, not the abyssal planes. o Over the years Heironeous told him during the months of searching for him Dothan increased Amyssis poison dosage and no longer to keep her barren but to kill her. After the searching was called off he increased it till she succumbed in death. o She too had become suspicious so hardly ate anything. o The people took her passing as if she died from heart-break. o Heironeous cursed King Dothans reign with wars and turmoil, and unrest for the murders of Riven and Amyssis. If the hero wielding Merthuvial asks him for his blessing: o He will decline saying they are intruders and as such they must be killed. 6

Created by Nathan L Morrison, and intended for characters of 11th-12th level

o They only heard the tale first since this is the night of the song. The Death Knight calls for Tremor who appears from the shadows as an armored Nightmare (MM I, p194), ablaze with fire. He pulls a lance and chivalrously gives the heroes the initiative. If the heroes attack before conversation, then he will attack with fury, and they roll initiative! Death Knight Riven (LE), DK12, Initiative: 6 (See full character sheet below) o HP 144, AC 27 (+11 Ghost Touch Full Plate + 1 Dex +5 Nat) T.AC 11; FF.AC 26 o S=25 (+7), D=14 (+2), C=0, I=16 (+3), W=21 (+5), Ch=19 (+4) o Fort (+10), Ref (+12), Will (+15) o Treasure: +3 Gauntleted-Bastard Sword (1d10+3/17-20x2): Black obsidian, retracts into gauntlet, springs out at the touch of a sapphire inlaid in forearm. o Ghost Touch Full-plate +3 (AC 11) o Javelin +1 (1d6+1/x2) o Heavy Lance +2 (1d10+2/19-20x3): Charge Lance deals double damage When Riven reaches 10 or less HP he will surrender and agree to give his blessing to the wielder of Merthuvial if they agree to end his un-life with that sword. Upon doing so, the wielder unlocks the 1st tier abilities of the legendary sword and becomes infused with the DKs blood, making him his long-awaited heir! o The hilt of the sword becomes emblazoned with the Theron Family Crest, evidence of the sword passing from one heir to another! For a brief moment the characters see Prince Riven united with Princess Amyssis. The characters can either spend the night in the old temple or continue on to Belsan.

The Camp When the characters get close to the city of Belsan, they can spot a camp in a clearing between trees on Spot DC 16. Inside the camp they find Gregor the scout bandaged up but barely alive. If they heal him he will reveal: o They tracked the Drow to a grove where they engaged them in battle about 4 days ago. He was shot and poisoned, but charged ahead to save Lorben. o He was brought here and bandaged and left behind armed so the others could pursue the Drow. o Yesterday they doubled back and said they had engaged them again and this time the Drow took Lorben captive. The others said they knew where their camp was and were going to strike tonight before they could get to their Underdark tunnel. o He estimates they must only have 4 or so more left due to their harried encounters all the way from the north. o They have been successful in blasting tunnel entrances so the Drow have continued south. He will point them in the direction of the Drow camp as given to him by the paladin and sorceress. The Drow
Created by Nathan L Morrison, and intended for characters of 11th-12th level

Created by Nathan L Morrison, and intended for characters of 11 -12 level

As they approach they will see a battle ensuing between the 4 Drow and the two Golden Hand members. Spot checks DC 14 will show Lorben webbed to a tree guarded by 2 huge spiders. 2x Huge Spiders (Rangers Pets), Initiative: 6 (MM I, p289) o HP: 80, AC: 16 (T: 11; FF: 13) o Attack: Bite +9 melee (2d6+6 + poison, Fort DC 16, 1d8 Str), Web The Drow: o Drow Fighter 12 (CE), Initiative: 5; Spell Res.: 23 HP: 130, AC: 23 (+1 Dex, +10 Full plate, +1 RoP, +1 Boots of Avoidance) S=18 (+4), D=12 (+1), C=16 (+3), I=13 (+1), W=11, Ch=16 (+3) BAB=+18/+13/+8 (+4 Str; +2 Greater Weapon Focus); Saves: F=11, R=5, W=4 Cleave, Combat Expertise, Dodge, Exotic Weapon (Spiked Chain), Great Cleave, Greater Weapon Focus (Spiked Chain), Greater Weapon Specialization (Spiked Chain), Improved Critical, Improved Initiative, Power Attack, Weapon Focus (Spiked Chain), Weapon Specialization (Spiked Chain) Treasure: +2 Spiked Chain 2d4+6/19-20x2 (+4 Greater Weapon Specialization), Bracer of Might (+2 Str), Boots of Avoidance (+1 AC), +2 Full Plate Armor, Ring of Protection +1, Lolths Sting (See Item Description below) o 2x Drow Rangers 11 (CE), Initiative: 9; Spell Res.: 22 HP: 75, AC: 21 (+6 Mithral Chain, +5 Dex) S:16 (+3), D:20 (+5), C:16 (+3), I:16 (+3), W:18 (+4), Ch:16 (+3) BAB= +17/+12/+7 (+5 Dex); Saves: F=11, R=13, W=8 Feats: Dodge, Improved Initiative, Mobility, Point Blank Shot, Shot on the Run, Weapon Finesse Poison: Drow poison, Fort DC 16, Unconscious 1min/2d4 hours Treasure: 2x +2 Composite Long Bows 1d8+3/x3 (+1 Str), 2x Bracer of Precision (Precise Shot feat), +2 Mithral Chain o Drow Priestess 12 (Cleric of Lolth, CE), Initiative: 7; Spell Res.: 23 HP: 123, AC: 22 (+8 Spider Chest, +3 Dex, +1 Amulet of Lolth) S:16 (+3), D:17 (+3), C:19 (+4), I:18 (+4), W:20 (+5), Ch:16 (+3) BAB=12 (9+3 Str); Saves: F=12, R=7, W=13 Feats: Augment Summoning, Combat Casting, Greater Spell Penetration, Improved Initiative, Spell Penetration Poison: Drow poison, Fort DC 16, Unconscious 1min/2d4 hours Domains: Destruction, Evil Spells Known: 0: 6; 1:7+1; 2: 5+1; 3: 5+1; 4+1; 4+1; 2+1 Treasure: Mace of Snowblind 1d6+2/cast confusion (Will DC 19), cone of cold 12d6/Ref DC 20 half, Amulet of Lolth (+1 AC, Communicate with Spiders), Spider Chest (Breastplate +3)/cast web 3/day Ref DC 17 (See Item Description below), Lolths Sting 1d4+3/17-20/x2 If in the fight the wielder of Wyvern Sting struck a concealed first blow to a Drow and then killed them (even with party help), the bows tier 1 abilities are unlocked. (If he didnt conceal-kill the Drow in the ruins up north). 8 th th

The goal is to rescue Lorben.

The Return When the characters return to Laricks Cove with Lorben, they will enter the Cove as heroes. If they helped rescue any of the other members of the Golden Hand, and return to the Cove with Lorben and any surviving members of the Golden Hand, they each receive the title: Champions of the Cove. As Lorben is hugged by his parents, the wielder of Banrhialorg unlocks its tier 1 powers! All characters are welcomed back to the Cove anytime. All heroes should advance a level!
Prince Riven CHARACTER NAME 12 Death Knight CLASS AND LEVEL DM PLAYER Human RACE Lawful Evil ALIGNMENT Legacy Quest 1 CAMPAIGN 66,000 EXPERIENCE POINTS

ABILITY NAME

ABILITY ABILITY SCORE MODIFIER

TOTAL

WOUNDS/CURRENT HP

NONLETHAL DAMAGE

SPEED

STR
strength

25

+7

HP
hit points

144

HD d12

30ft. (Armored: 20ft.) + 1


DEX MODIFIER

dexterity

DEX

14

+2

armor class

AC

27
TOTAL

10
BASE

11
ARMOR BONUS

0
SHIELD BONUS

0
SIZE MODIFIER

5
NATURAL ARMOR

0
DEFLECT MODIFIER

0
MISC MODIFIER

CON
constitution

DAMAGE REDUCTION TOUCH


armor class

15/+1

INT
intelligence

16

+3

11

FLAT-FOOTED
armor class

SKILLS 26
SKILL NAME KEY SKILL ABILITY MISC ABILITY MODIFIER MODIFIER RANKS MODIFIER int dex cha str con int int cha int cha dex int cha cha wis dex cha str int

(cc)Appraise

4 2 4 7 9 7 2 16 2 4 2 2 4 6 10 2 5 7 2 2 2 2

= = = = = = = = = = = = = = = = = = = = = =

2 2 4 7 4 2 2 4 2 4 2 2 4 4 5 2 4 7 2 2 2 2

+ + + + + + + + + + + + + + + + + + + + + +

2 0 0 0 5 5 0 8 0 0 0 0 0 2 5 0 1 0 0 0 0 0

+ + + + + + + + + + + + + + + + + + + + + +

0 0 0 0 0 0 0 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0

WIS
wisdom

21

+5
TOTAL DEX MODIFIER MISC MODIFIER

(cc)Balance (cc)Bluff (cc)Climb Concentration Craft (Weaponsmithing)

CHA
charisma

19

+4

INITIATIVE
modifier

+6

SAVING THROWS TOTAL

BASE SAVE

ABILITY MODIFIER

MAGIC MODIFIER

MISC MODIFIER

TEMP. MODIFIER

(cc)Decipher Script Diplomacy

FORT
constitution

10

(cc)Disable Device (cc)Disguise

REFLEX
dexterity

12

(cc)Escape Artist (cc)Forgery

WILL
wisdom

15

(cc)Gather Information Handle Animal Heal

BASE ATTACK BONUS GRAPPLE


modifier

12/7/2

SPELL RESISTANCE
+ 7
STRENGTH MODIFIER

22

(cc)Hide (cc)Intimidate (cc)Jump

19
TOTAL

12
BASE ATT BONUS

0
SIZE MODIFIER

0
MISC MODIFIER

ATTACK

ATTACK

DAMAGE

CRITICAL

Sword, bastard +3
RANGE TYPE NOTES

24/19/14

1d10+13 17-20/x2

(cc)Knowledge (arcana) (cc)Knowledge (architecture & engineering) (cc)Knowledge (dungeoneering) (cc)Knowledge (geography)

int

int int

Created by Nathan L Morrison, and intended for characters of 11th-12th level

ATTACK

6lb, Med, two-handed wielding,


ATTACK DAMAGE CRITICAL

(cc)Knowledge (history) (cc)Knowledge (local) (cc)Knowledge (nature) Knowledge (nobility and royalty) Knowledge (religion) (cc)Knowledge (the planes)

int int int int int int

2 2 2 10 8 2

= = = = = =

2 2 2 2 2 2

+ + + + + +

0 0 0 8 6 0

+ + + + + +

0 0 0 0 0 0

RANGE

TYPE

NOTES

(cc) crossclass skill can be used untrained apply armor penalty

POSSESSIONS
ITEM PG. LB. ITEM PG. LB. SKILL NAME

SKILLS
KEY SKILL ABILITY MODIFIER wis dex dex cha wis dex int wis dex int int wis wis str dex cha ABILITY MODIFIER MISC RANKS MODIFIER

Crossbow, heavy +2 *Horse, heavy Lance, heavy +2 Dagger

8 0 7 1

Ghost touch Full-plate +3 Javelin +1 *Sword, bastard +3 Gauntlet, spiked

50 2 6 2

(cc)Listen (cc)Move Silently (cc)Open Lock (cc)Perform Profession Ride (cc)Search Sense Motive (cc)Sleight of Hand (cc)Speak Language (cc)Spellcraft (cc)Spot (cc)Survival

5 2 2 4 5 7 2 10 2 2 7 5 5 7 2 9

= = = = = = = = = = = = = = = = = = = = =

5 2 2 4 5 2 2 5 2 2 2 5 5 7 2 4

+ + + + + + + + + + + + + + + + + + + + +

0 0 0 0 0 5 0 5 0 0 5 0 0 0 0 5

+ + + + + + + + + + + + + + + + + + + + +

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

*Special: +3 Gauntleted-Bastard Sword (1d10+3/1720x2): Black obsidian blade, retracts into gauntlet, springs out at the touch of a sapphire inlaid in forearm. His summoned mount is Tremor, a Nightmare (MM I p194)

(cc)Swim (cc)Tumble (cc)Use Magic Device

PLATINUM

50 900 0 0

1-255lb.

256-533lb. 534-800lb.

800lb.

1600lb.

4000lb.
GOLD SILVER COPPER

LIGHTLOAD MEDIUMLOAD HEAVYLOAD LIFT OVER HEADEQUALS LIFT OFF GROUND2x MAX LOAD MAX LOAD

PUSH OR DRAG5x
MAX LOAD

Created by Nathan L Morrison, and intended for characters of 11th-12th level

10

FEATS, LANGUAGES & ABILITIES


Feats Shield Proficiency Special Mount: Nightmare, Tremor Summon Undead 1d6 3/day Aura of courage Languages Elven Dwarven Draconic Common Divine health Unholy Grace Lay on hands Detect good Aura of evil Immunities: cold, electrical, polymorph Undead traits: immunities to mind affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necro effects, crits or drains Rebuke undead Inflict Serious Wounds (3d8 +12) Abyssal Blast 1/day Eldritch Blast 12d6 Ref DC 20 Half Charge on mounted combat: +2 attack roll, -2 AC, x2 dmg Lance

Combat-Casting Improved Critical (T.R. doubled) Improved Initiative (+4) Mounted Combat Exotic Weapon Proficiency (Sword, bastard) Weapon Focus (Sword, bastard +1) Greater Weapon Focus (Sword, bastard +1) Armor Proficiency (heavy)

Simple Weapon Proficiency

Armor Proficiency (light) Armor Proficiency (medium) Martial Weapon Proficiency

Death Knight abilities Fear aura 5ft. Less than 5HD Will DC 20 Smite good (1/day): +3 damage to opponent

Death Knight
Spell Save SPELLS PER DC LEVEL DAY BONUS SPELLS

(Paladin)
Level 2 Bulls Strength Eagle's Splendor Owl's Wisdom Shatter Wind Wall
-

Spells
Level 3 Contagion Gaseous form (Ghost form) Magic Circle against Chaos Magic Weapon, Greater

16 17 18 -

0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1 1 1 -

+3 +2 +2 -

Level 1 Inflict Light Wounds 1d8+5 Protection from Chaos Protection from Evil Protection from Good Restoration, Lesser

Lolths Sting (3.5 Equipment)


Created by Nathan L Morrison, and intended for characters of 11th-12th level

11

A lightweight repeating hand crossbow, inscribed with gruesome spider glyphs, and red rubies for eyes set in the front. A favored weapon of the Drow raiding party! This +3 Keen Drowcraft Repeating Hand Crossbow has been crafted especially for Drow Raiding Parties on the surface. It suffers no disintegration penalties for being in sunlight. In addition, the wielder can use Web (Caster level 8th) as a standard action three times per day. It can fire up to 5 bolts before reloading. Damage: 1d4+3, 17-20/x2 DC: 10 + Spell Level (Web is level 2) + *Casters casting modifier (Int, Wis, Cha, etc.) Successful Ref save negates web effect *If wearer is unable to cast spells, so therefore has no casting modifier, use Cha modifier Strong Evocation; CL 8th; Craft Magic Arms and Armor, Contingency, Disintegrate, Web, drow; Price 75,400 gp; Cost 35,400 gp + 3,600 xp.

Spider Chest (3.5 Equipment)


Created by Nathan L Morrison, and intended for characters of 11th-12th level

12

This +3 blackened breastplate is decorated with a large silver spider encompassing the chest with its back legs spreading down the sides towards the wearers ribs, and the two front legs reaching upward over each of the pauldrons. Rubies are inlaid for the creatures eyes. Three times a day the wearer can cast web as the spell at caster level 8th. It also grants Climb +5. The wearer can communicate with spiders 1/day as if cast the comprehend languages spell at caster level 8th. It only applies to spiders or other arachnids. AC: +8 Breastplate (+3 +5 Breastplate) DC: 10 + Spell Level (Web is level 2) + *Casters casting modifier (Int, Wis, Cha, etc.) Successful Ref save negates web effect *If wearer is unable to cast spells, so therefore has no casting modifier, use Cha modifier Strong Evocation; CL 8th; Craft Magic Arms and Armor, Comprehend Languages (Arachnids), Web, drow; Price 90,400 gp; Cost 45,400 gp + 3,600 xp.

Snowblind (3.5 Equipment)


Created by Nathan L Morrison, and intended for characters of 11th-12th level

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This +2 heavy mace radiates cold and emits a bluish-white glow. This cold weapon is favored among the more traveled priestesses of Lolth, and is frequently used in Drow raiding parties as it does not suffer disintegration effects in sunlight. It allows the wielder to cast confusion 1/encounter at caster level 8th. In addition, the wielder can launch a deadly cold attack 2/day in the form of a cone of cold! The cone of cold hits for 1d6 cold damage per wielders level (max 15d6) in a 60 ft. cone (Ref save for half). Mace Damage: 1d8+2/x2 DC: 10 + Spell Level (Confusion is level 4; Cone of Cold is Level 6) + *Casters casting modifier (Int, Wis, Cha, etc.) Successful Will save negates confusion effect Successful Ref save takes half cone of cold damage *If wielder is unable to cast spells, so therefore has no casting modifier, use Cha modifier Strong Evocation; CL 12th; Craft Magic Arms and Armor, Confusion, Cone of Cold, drow; Price 55,400 gp; Cost 25,400 gp + 2,400 xp.

Created by Nathan L Morrison, and intended for characters of 11th-12th level

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