SCAP Legacy: Jefferie Knobel

Jefferie “Redshirt” Knobel (CR 10)
Jefferie Knobel grew up in the city-state of Caloric, the favored son of one of the city-state’s most powerful mercantile families. His life was full of pomp and ceremony and he lived a sheltered life until the age of 13 when Eddanar Westergard came to his family and insisted that they entrust the aasimar boy to him.

The Knobel Family initially rejected Eddanar’s claim that the boy was the reincarnated soul of a powerful cleric of Jalivier that lived nearly 300 years ago. Only when Jefferie began to manifest psionic abilities and have insightful dreams, regarding obscure lore of the Outer Planes, did they relent and allow the High Lightservant to take the boy with him to the Temple of the Burning Sun.

Jefferie’s life at the temple was anything but easy. Eddanar is a hard taskmaster that brooks no dissent and when Jefferie began having dreams about the Interloper God known as Apollo, in the distant future, as a member of the North Gods (married to a resurrected Hela), did the High Lightservant decided he didn’t want the young man around his other acolytes anymore.

Eddanar had learned that there were some difficulties occurring in Cauldron City, so he decided to dispose of the young “prophet” there; and if the boy died, due to some unforeseen incident, then all the better. Eddanar hadn’t met Argo Flameheart yet, but hoped that Jefferie would falter under the shadow of such a strong believer in Jalivier.

Jefferie, instead, has flourished under Argo’s leadership and is now the Minister of the Sun Sanctuary. He still has his dreams, but tends to keep them too himself. He is a masterful student of planar lore and is both charismatic and diplomatic.

hp 55 (10d8+10)
Male aasimar ³ cleric of Jalivier 6 / psychic warrior 4 ¹
LG Medium outsider (native)
Init +5; Senses Darkvision 60 ft.; Listen +7, Spot +7
Auras Good and law
Languages Celestial, Common, Elven
AC 23 (+1 Dex, +6 armor, +3 shield, +3 deflection), touch 14, flat-footed 22
Resist Acid 5, cold 5, and electricity 5
Fort +12, Ref +8, Will +13
Speed 20 feet (4 squares); base 30 ft.
Melee +2 shortspear +12 (1d6+4/x2) or
Melee +2 shortspear +12/+7 (1d6+4/x2) or
Ranged +1 light crossbow +9 (1d8+1/19-20/x2, 80 ft.) or
Ranged +1 light crossbow +9/+4 (1d8+1/19-20/x2, 80 ft.)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Grp +9
Special Actions Turn undead 6/day
Combat Gear Potion of cure serious wounds
Cleric Spells Prepared (CL 5th)
3rd (3+1/day) — create food and water, dispel magic, magic circle against evil *, wind wall.
2nd (4+1/day) — align weapon, cure moderate wounds *, resist energy, spiritual weapon, zone of truth.
1st (5+1/day) — command, detect evil, endure elements, protection from evil *, remove fear, sanctuary.
0th (5/day) — create water, detect poison, guidance, purify food and drink, virtue.
Domains Good and Healing (+1 to caster level for all good and healing spells) (* Domain spell)
Psychic Warrior Powers Known (ML 5th; 19 power points/day; max power level known – 2nd) ¹
2nd — body purification, thought shield
1st — astral traveler *, detect psionics, stomp, thicken skin
* Gained with the Expanded Knowledge feat
Abilities Str 14 (+2), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 20 (+5), Cha 16 (+3)
SA Daylight, divine spells, psionics
SQ Prophecy, turn undead
Feats Brew Potion, Expanded Knowledge ¹, Improved Initiative, Inquisitor ¹, Lightning Reflexes, Skill Focus (Diplomacy), Skill Focus [Knowledge (the planes)] [B], Weapon Focus (shortspear)
Skills Autohypnosis +12, Concentration +8, Craft (stonemasonry) +8, Diplomacy +12, Intimidate +3, Knowledge (psionics) +8, Knowledge (the planes) +10, Listen +7, Spellcraft +7, Spot +7, Survival +5 (+7 on other planes)
Possessions +2 shortspear, +1 breastplate, +1 heavy steel shield, +1 light crossbow w/20 bolts, boots of landing ¹, cleric’s vestments, cloak of resistance +2, gloves of object reading ¹, magic sleeping bag ², periapt of wisdom +2, ring of protection +3, silver holy symbol of Jalivier, and a belt pouch containing 62 gp.
Extra Gear Two magical suits of banded mail (+2 enhancement), which originally belonged to the Necrocants, given to Jefferie by Arn Myddion. (Jefferie also received his magic ring from Arn, as well. The ring once belonged to the Necrocant named Oster Zandridge.)
Daylight (Sp) Jefferie can use daylight once per day as a 10th-level caster.
Prophecy (Su) Jefferie has prophetic dreams of the future, which acts just like the prophecy spell (see below). He can use this supernatural ability once per month. This is a bonus ability gained as a reincarnated soul of his past life.
Level Adjustment +1; ECL 11; Favored Class Paladin
¹ D&D Expanded Psionics Handbook
² D&D Miniatures Handbook
³ D&D Monster Manual



Level: Chr 7, Clr/Fvs 8, Time 8
Components: V, S, DF
Casting Time: 1 minute
Range: Personal
Effect: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

When you cast prophecy you receive a vision in answer to a specific question concerning the future if a certain thing happens (“What will happen if Xuar succeeds in his plans?”) Prophecy generally reveals the goals of a creature but sometimes it instead reveals unforeseen consequences. Prophecies do not give advice; they give insight. (For instance, you cannot task how to stop something from occurring but you may gain clues from the vision as to what events happened to cause the events to pass.)

Prophecy gives relatively complete information concerning the central events concerned. (You might see the evil prince you’ve been battling as king, with the maiden whose virtue you’ve been defending locked in a tower as his queen and your party in chains, but you wouldn’t see the fate of your uninvolved father.)


SCAP Legacy: Ruphus Laro

Ruphus Laro, Battle Priest of Bast (CR 16)
Ruphus Laro grew up in Cauldron City, an orphan from birth. He became a favorite pupil of Mistress Jenya of the Temple of the Cat when he was only 12. For years he worked alongside her to help protect the city’s population, especially the orphans of the Lantern Street Orphanage, where he grew up.

He would have stayed with the temple in Cauldron City if not for one fateful night when he was attacked by thugs working for the Last Laugh Thieves’ Guild. While Ruphus was a capable fighter, he couldn’t have held them off on his own. It was on this night when he first met a group of adventurers who would become known as the Order of the Silver Hand.

Ruphus had several tough years in a row, soon after that night, and became a solid ally of the Order and adventured with them on several occasions, at the request of Mistress Jenya. He has also fought in several pitched battles, outside the city, against evil humanoids, as well as against several warlords from the City-state of Flamerule. His face is scarred from fire, but his will remains strong.

Ruphus has also been to the west (including Eversink) and the entire length of the Storm Peninsula. Thus, he has seen first hand the violent actions of the tabaxi and their servants. He even lost an eye while traveling in the west. He has first hand knowledge of the tabaxi and their servitor slave race known as the griff.

Ruphus left for the western lands, at one point, soon after the Order of the Silver Hand began searching for Alek Tercival, who had gone missing. A messenger was sent out to find him after Jenya fell into a somber mood, after the avenger’s death. He returned to Cauldron to report to Jenya and to try to console her.

Once Jenya was back on her feet, Ruphus begged her permission to be released from service at the Temple of the Cat. She agreed to let him go, begrudgingly. Many were sad to see him go, including the orphans that were so fond of him. Leaving Cauldron was a hard decision for the young warpriest, but he knew that the city would survive, as long as the Order of the Silver Hand remained the city’s protectors.

Ruphus has become obsessed with fighting the tabaxi of the Storm Peninsula, as well as helping the beleaguered citizens of the City-state of Tallawan. Several times, he has penetrated into the heart of the Storm Jungle alongside small strike forces, to rescue slaves taken from Tallawan. He has become a hero in that city and has built a new Bastite temple there called the Temple of War’s Claws.

Ruphus’ closest friend is the horizon walker known as Karr’Toomba, one of the key members of the Order of the Silver Hand. It was Karr who gave Ruphus his bow, and the man often visits Ruphus in the west to help battle against the tabaxi and sow dissent amongst the cat race’s people. He is also a good friend to Toryn Stonecutter, another founding member of the Order, and to Zachary Aslaxin II, a cleric/ranger dedicated to Kord.

His greatest ally in Tallawan is the feline warrior known as Shenda Lionmane (NG female rakasta, Scout 12). It is rumored that the two are lovers. He also has several young acolytes (CG male and female humans, Clr3–5) as members of his growing militant order dedicated to Bast. His most promising student is a young man named Matheus Namorado (NG male human, Clr8), whose family was originally from Caer Valora.

hp 124 (10d8+20 plus 6d10+12); DR 5/evil (when wearing tabard)
Male human cleric of Bast 10 / warpriest 6 ¹
CG Medium humanoid (human)
Init +3; Senses Listen +4, Spot +4
Auras Chaos and good; fear (DC 16)
Languages Common, Tabaxi
AC 24 (+3 Dex, +6 armor, +3 shield, +2 deflection), touch 15, flat-footed 21
Fort +17 (+19 when wearing tabard), Ref +11 (+13 when wearing tabard), Will +16 (+18 when wearing tabard)
Speed 30 feet (6 squares)
Melee +3 keen short sword +22 (1d6+4/17-20/x2) or
Melee +3 keen short sword +22/+17/+12 (1d6+4/17-20/x2)
Ranged +3 catbane composite longbow +19 (1d8+3/x3, 110 ft.) or
Ranged +3 catbane composite longbow +19/+14/+9 (1d8+3/x3, 110 ft.)
Ranged +5 catbane composite longbow +21 (1d8+5/x3, 110 ft.) against cat races or
Ranged +5 catbane composite longbow +21/+16/+11 (1d8+5/x3, 110 ft.) against cat races
Space 5 ft.; Reach 5 ft.
Base Atk +13; Grp +14
Atk Options Combat Reflexes
Special Actions Inflame (+6), rally, turn undead 3/day
Combat Gear 3 scrolls of cure critical wounds, potion of cure serious wounds, scroll of speak with dead
Cleric Spells Prepared (CL 13th)
7th — control weather, sunbeam *.
6th — antimagic field *, spell resistance, undeath to death.
5th — break enchantment, disrupting weapon, holy sword *, plane shift.
4th — air walk, control water, freedom of movement, holy smite *, lesser planar ally, tongues.
3rd — glyph of warding, magic vestment, prayer, protection from energy *, searing light, water breathing.
2nd — align weapon, bull’s strength, cat’s grace, eagle’s splendor, shatter *, spiritual weapon, status.
1st — bless, divine favor, endure elements, hide from undead, magic weapon, protection from evil, sanctuary *.
0th — detect magic, detect poison, guidance, light, resistance, virtue.
Domains Chaos (chaos spells, CL 14th), Glory (+2 to turning check & +1d6 on turning damage roll), and Protection (protective ward 1/day, see below) [*Domain Spell]
Abilities Str 13 (+1), Dex 16 (+3), Con 14 (+2), Int 11 (+0), Wis 18 (+4), Cha 10 (+0)
SA Turn undead (+2 to checks)
SQ Bonus domain (Glory), cannot cast Evil or Law spells, heroes’ feast, inflame, mass cure light wounds, rally, spontaneous casting
Feats Augment Healing ¹, Combat Casting, Combat Reflexes, Extra Turning, Skill Focus (Heal) [B], True Believer ¹, Weapon Focus (short sword)
Skills Concentration +13, Diplomacy +10, Heal +11, Knowledge (history) +7, Knowledge (religion) +7, Listen +4, Ride +6, Sense Motive +11, Speak Language (x1), Spot +4
Possessions +3 catbane composite longbow w/40 arrows, +3 keen short sword, +3 studded leather armor, +2 light steel shield, amulet of health +2, clerical vestments, cloak of resistance +3, gauntlets of ogre power, gloves of Dexterity +2, holy symbol of Bast (eye patch), periapt of Wisdom +2, ring of protection +2, and a Tabard of the Great Crusade ¹
Age 26; Personality Brash, caring, and determined
Description Ruphus is a tall, thick man with short, cropped red hair. He is missing his left eye and his face is scarred from a claw attack he suffered from a griff warrior, several years ago. His neck, chest, and arms are scarred from burns he suffered from battling fire elementalists from the City-state of Flamerule. Ruphus prefers to wear simple clothing appropriate for being a cleric of Bast. When going into combat he always wears a relic of his faith known as the Tabard of the Great Crusade. Ruphus’ holy symbol is an eye patch that he designed himself. Ruphus never goes anywhere without his magical short sword and composite longbow, almost to the point of being paranoid. (It is rumored he sleeps with his weapons by his bed.)
Height 6 feet 5 inches; Weight 234 lbs.
Protective Ward Ruphus can generate a protective ward as a supernatural ability. Grants someone he touches a resistance bonus equal to Ruphus’ cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an Abjuration effect with a duration of 1 hour that is usable once per day.
House Rule Clerics of Bast add their Dexterity modifier to their attack rolls, instead of their Strength modifier, with the following weapons: Dagger, gauntlet, kukri, punching dagger, light shield, sap, short sword, spiked gauntlet, unarmed strike, and war claws.
¹ D&D Complete Divine

SCAP Legacy: Arn Myddion

Arn Myddion, Favored Soul of Jalivier (CR 12)
Originally a member of the Alleybashers, the young man named Arn Myddion converted to the faith of Jalivier soon after meeting Argo Flameheart. He had been an important member of the Alleybashers, and soon after Arn’s conversion, the Alleybashers fell apart. The group’s guild house was uncovered and “cleaned out” through the direct testimony of Arn.

Arn’s immediate superior in the Alleybashers had been a man named Alberich, who was one of the rogues left behind, imprisoned, in the Kopru Ruins. When the Order of the Silver Hand went back for the scoundrels, some had escaped while most of the others had perished at the claws of the demon they called “Shylock.” Alberich’s body hadn’t been amongst the dead the Order found.

Arn moved into the Sun Sanctuary to become an acolyte under Kristof Jurgensen, and took to his new life with vigor. While he was, originally, in awe of Argo, he soon came down to earth, and found a kindred spirit with the acolyte named Mostyn Rhydderch (LN male human, Clr8), who was originally from the Barony of Wolffire, to the east.

When Eddanar Westergard, the High Lightservant of the City-state of Caloric, came to Cauldron to “inspect” the Sun Sanctuary and Argo Flameheart, the high priest ordered Kristof to have Mostyn relocated to Caloric, as he felt the young man had the potential to become an inquisitor. Arn asked Eddanar to transfer him as well, so he could stay with his new friend, and Eddanar agreed, much to Kristof’s chagrin.

DM’s Note: In return, the Sun Sanctuary was assigned three acolytes originally from the Temple of the Burning Sun, in Caloric—Jefferie Knobel, who became the new minister after Kristof’s death; Carcellum Lazio (LG male half-elf, Clr5); and Olaflora Naramore (NG female human, Clr5). These three acolytes were considered “troubling” by Eddanar in the fact they didn’t share some of his more “zealous” views.

Arn has taken to life in Caloric with much zeal and he has come to respect Eddanar even more than he does Argo. And the High Lightservant has come to regard Arn as his most promising pupil, and thinks he’s almost ready to begin his indoctrination into the Inquisitors of Jalivier, formally. Mostyn wasn’t as good a student and Eddanar has relocated the young man to the temple of Jalivier in the Free City of Yuln.

Arn has been spending a great deal of time in the western lands, near the Storm Jungle, fighting the tabaxi alongside Ruphus Laro. Eddanar sent Arn to the west after receiving a request for aid from Ruphus. The young warpriest of Bast had tried to get in touch with the Order of the Silver Hand but they were on the outer planes at the time. Arn likes the west and would like to remain there after the war against the tabaxi is over, but he feels a sense of obligation to Eddanar, and won’t leave unless the High Lightservant lets him go willingly.

hp 84 (6d6+6 plus 6d10+6)
Male human rogue 6 / favored soul of Jalivier 6 ¹
LN Medium humanoid (human)
Init +7; Senses Listen +10, Spot +10
Languages Anorian, Celestial, Common
AC 22 (+3 Dex, +6 armor, +2 shield), touch 13, flat-footed 18; AC 27, touch 18, flat-footed 23 with shield of faith potion; Dodge, Mobility, uncanny dodge
Resist Cold 10
Fort +10, Ref +15, Will +10; evasion
Speed 30 feet (6 squares)
Melee +2 heavy pick +12 (1d6+3/x4) or
Melee +2 heavy pick +12/+7 (1d6+3/x4)
Melee +1 longsword +12 (1d8+2/19-20/x2) or
Melee +1 longsword +10/+5 (1d8+2/19-20/x2) and
Melee Mwk silvered dagger +9 (1d4-1/19-20/x2)
Ranged +1 composite longbow [+1 Str] +14 (1d8+2/x3) or
Ranged +1 composite longbow [+1 Str] +14/+9 (1d8+2/x3)
Ranged +1 composite longbow [+1 Str] +15 (1d8+3/x3) within 30 ft. or
Ranged +1 composite longbow [+1 Str] +15/+10 (1d8+3/x3) within 30 ft.
Space 5 ft.; Reach 5 ft.
Base Atk +9; Grp +10
Atk Options Point Blank Shot, Precise Shot, Two-Weapon Fighting, sneak attack +3d6
Combat Gear Potion of cure serious wounds (x2), potion of cure light wounds, potion of hide from animals, potion of hide from undead, potion of pass without trace (x2), potion of shield of faith +5
Favored Soul Spells Known (CL 6th)
3rd (3/day) — cure serious wounds, invisibility purge, remove disease.
2nd (5/day) — bull’s strength, deific vengeance ¹, owl’s wisdom, zone of truth.
1st (6/day) — cure light wounds, dispel evil, magic weapon, protection from chaos, resurgence ¹.
0th (6/day) — create water, detect magic, detect poison, guidance, light, virtue.
Abilities Str 12 (+1), Dex 17 (+3), Con 12 (+1), Int 14 (+2), Wis 12 (+1), Cha 15 (+2)
SA Divine spells, sneak attack
SQ Evasion, trapfinding, trap sense +2, uncanny dodge
Feats Dodge, Improved Initiative [B], Mobility, Point Blank Shot, Precise Shot, Two-Weapon Fighting, Weapon Focus (longsword) [B]
Skills Balance +4 (+6), Bluff +10, Climb +8 (+10), Concentration +8, Craft (weaving) +8, Diplomacy +5, Disable Device +9, Disguise +4 [+6 acting], Escape Artist +9 (+11), Hide +9 (+11), Intimidate +6, Jump +3 (+5), Knowledge (arcana) +9, Knowledge (religion) +9, Listen +10, Move Silently +9 (+11), Open Lock +11, Search +10, Spellcraft +11, Spot +10, Survival +2 [+4 following tracks], Tumble +12 (+14), Use Rope +3 [+5 involving bindings]
— (Skills with armor check penalties are listed with a set of braces that shows the skill while “unarmored”)
Possessions +2 chain shirt, +2 heavy pick, +1 composite longbow [+1 Str] w/40 arrows, +1 longsword, 100 ft. of silk rope, 2 vials holy water, cloak of resistance +2, climbers kit, explorer’s outfit, Heward’s handy haversack, lesser bracers of archery, mwk. silvered dagger (in boot sheath), mwk. heavy steel shield, mwk. thieves’ tools, periapt of Wisdom +2, silver holy symbol, and a belt pouch containing 40 gp.
Mount Light warhorse w/ bit & bridle, riding saddle, and saddlebags.
Age 28; Personality Zealous and practical
Description Arn Myddion is tall and wiry, with a brown shock of unkempt hair, ready smile and forgiving demeanor. He always wears his magical chain shirt over his traveling clothes. Since relocating to Caloric, he has begun wearing the trappings of a Church Inquisitor of Jalivier including a tabard he hand-made himself. (Eddanar felt it was important for Arn to learn some sort of craft, and Arn chose weaving.) The tabard is weaved with silver thread and depicts the holy symbol of Jalivier on its front and a representation of the City-state of Caloric on its back. Arn always carries his magical longsword and composite bow when protecting the High Lightservant.
Height 5 feet 10 inches; Weight 192 lbs.
¹ D&D Complete Divine

SCAP Legacy: Sil’mukre the Spell Weaver

Sil’mukre (CR 25)
Sil’mukre was born as one of the last of his kind. He had never met another spell weaver until Fate directed him to the ruin known as Vaprak’s Voice. It was there that he came into conflict with the Order of the Silver Hand and lost his hands. Hezekiah Grofus turned him to stone and the Order decided to break off the spell weaver’s hands before casting break enchantment on him. They did heal him so that he didn’t bleed to death, but the damage to his mind was done.

Normally, spell weaver’s do not communicate with other races, but Sil’mukre was so distraught after the conflict with the Order that he felt he needed to find out “why” the members of the Order had so violated him. He knew they had been in the wrong, as all “two-arms” always are but he couldn’t find a way to explain it to them. He tried to use his race’s natural telepathic abilities to communicate with them but all he got from them was static.

However, the one he would later come to know as “Archmagus” was able to hear and understand Sil’mukre’s thoughts to a limited degree. He was able to come to an accord with the “two-arms” and agreed to let them off with a warning. (At least, that’s how Sil’mukre interpreted it at the time.) While waiting for them to restore his hands his telepathic thoughts made contact with another of his kind. He immediately made contact.

The other spell weaver immediately teleported to Sil’mukre’s location, they exchanged their lineages through mere thought, and then teleported away from Vaprak’s Voice. It was after that that handsome “two-armed” female regenerated Sil’mukre’s hands. Sil’mukre would have stayed with them longer but they were in the middle of a necromantic ritual that lacked the subtlety that Sil’mukre preferred to incorporate into his own magical studies and obsessions.

Now, back to his old self, Sil’mukre has begun to explore the region around Vaprak’s Voice for more ancient ruins created by his people. He has learned a great deal about why his people fell from grace and now he is determined to restore the spell weaver nation, but without the necromantic ceremonies. He has managed to avoid direct conflict with the “two-arms” of the region by learning a simple form of sign language, which allows him to communicate with many of them on a limited basis.

He has even managed to get on the good side of the human he now knows as “Archmagus.” He avoids the other members of the Order of the Silver Hand, however. He finds them too simple-minded.

hp 104 (10d8 plus 15d6 plus 6)

Male spell weaver ² wilder 15 ¹
N Medium monstrous humanoid (psionic)
Init +3; Senses Darkvision 60 ft.; Listen +14, Spot +14
Languages Cannot speak; knows the regional Sign Language of Harqual; telepathy 1,000 miles with other spell weavers

AC 31 (+3 Dex, +10 natural, +3 armor, +5 deflection, +1 insight), touch 23 (+4 Cha), flat-footed 27
Immune Mind-affecting spells and effects
PR 21; SR 21
Epic Save +2
Fort +10, Ref +15, Will +20

Speed 30 feet (6 squares)
Melee Rapier of puncturing +22 (1d6+3 plus 1 Con/x2) or
Melee Rapier of puncturing +22/+17/+12/+7 (1d6+3 plus 1 Con/x2) or
Melee Slam +20 (1d3+1/x2) or
Melee 2 slams +20 (1d3+1/x2)
Space 5 ft.; Reach 5 ft.
Base Atk +17; Grp +18; Epic Atk +3
Atk Options Surging euphoria +2
Special Actions Wild surge +5
Combat Gear Bead of force, potion of cat’s grace, potion of cure serious wounds, potion of protection from energy (electricity), wand of dispel magic (20 charges), wand of major image (18 charges), wand of lightning (CL: 6th, 21 charges)
Sorcerer Spells Known (CL 13th; base save DC = 14 + spell level, or 15 + spell level for Abjuration and Evocation spells)
6th (3/day) — chain lightning.
5th (5/day) — cone of cold, teleport.
4th (7/day) — dimension door, lesser globe of invulnerability, shout.
3rd (7/day) — dispel magic, fireball, lightning bolt, nondetection.
2nd (7/day) — gust of wind, protection from arrows, resist energy, scare, scorching ray.
1st (7/day) — alarm, identify, mage armor, magic missile, shield.
0th (6/day) — arcane mark, daze, dancing lights, disrupt undead, flare, prestidigitation, ray of frost, read magic, resistance.
Wilder Power Known (ML 15th; power points 225; max level 7th; base save DC = 14 + power level) 1
7th — energy wave.
6th — breath of the black dragon.
5th — shatter mind blank.
4th — energy adaptation.
3rd — time hop.
2nd — cloud mind, energy stun.
1st — energy ray, mind thrust.
Spell-like Abilities (CL 13th; save DC = 14 + spell level): always active—see invisibility; at will—detect magic, invisibility; 1/day—plane shift

Abilities Str 12 (+1), Dex 16 (+3), Con 10 (+0), Int 17 (+3), Wis 18 (+4), Cha 18 (+4)
SA Psionics, spell-like abilities, spells, surging euphoria, wild surge
SQ Chromatic disk, elude touch, psychic enervation, shielded mind, spell weaving, volatile mind
Feats Empower Spell, Enlarge Spell, Expanded Knowledge (energy stun) ¹, Extend Spell, Ghost Attack ¹, Great Fortitude, Heighten Spell, Psionic Body ¹, Silent Spell [B], Spell Focus (Abjuration) [B], Spell Focus (Evocation) [B], Spell Penetration [B], Weapon Finesse.
Skills Autohypnosis +16, Balance +13, Bluff +10, Climb +9, Concentration +22, Diplomacy +0, Disguise +4 [+6 to act], Escape Artist +11, Intimidate +12, Jump +11, Knowledge (arcana) +16, Knowledge (psionics) +13, Knowledge (the planes) +16, Listen +14, Psicraft +13, Sense Motive +10, Speak Language (Sign Language), Spellcraft +18 [+20 to decipher spells on scrolls], Spot +14, Survival +4 [+6 on other planes], Tumble +13, Use Magic Device +16 [+18 involving scrolls], Use Psionic Device +5 [+7 involving power stones], Use Rope +6 [+8 involving bindings].
Possessions Amulet of natural armor +5, bag of tricks (tan), black robe, boots of landing ¹, bracers of armor +3, chromatic disk ², chime of opening, cold weather outfit, dusty rose ioun stone, folding boat, gloves of object reading ¹, Heward’s handy haversack, horn of blasting, major cloak of displacement, mirror of time hop ¹, orange ioun stone, pale blue ioun stone, psicrown of fiery ruin ¹, rapier of puncturing, ring of protection +5, ring of regeneration, rod of absorption, staff of abjuration, staff of divination, third eye of concentrate ¹, traveler’s outfit, and a belt pouch containing 200 pp.

Age 202; Personality Equivocal, peculiar, and shrewd.
Description Sil’mukre is hardly typical looking for a spell weaver. He takes the idea of coveting magic to an extreme, and is always looking to add to his horde of gear. He covets psionic items almost as much and always wears his third eye and psicrown. These items are as important to him as his chromatic disk. Sil’mukre carries a variety of custom made clothes with him at all times, in his magical haversack, as he prefers to be prepared for any sort of weather. Regardless of the outfit he wears he always completes it with his powerful displacement cloak. Three ioun stones continuously circle Sil’mukre’s head.
Height 5 feet 1 inches; Weight 112 lbs.

Level Adjustment +7; ECL 32; Favored Class Sorcerer

Surging Euphoria (Ex) When Sil’mukre uses his wild surge ability, he gains a +2 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of his wild surge.
If Sil’mukre is overcome by psychic enervation following his wild surge, he does not gain the morale bonus for this use of his wild surge ability.
Wild Surge (Su) Sil’mukre can let his passion and emotion rise to the surface in a wild surge when he manifests a power. During a wild surge, Sil’mukre gains phenomenal psionic strength, but may harm herself by the reckless use of her power.
Sil’mukre can choose to invoke a wild surge whenever he manifests a power. When he does so, he gains +5 to his manifester level with that manifestation of the power. The manifester level boost gives him the ability to augment his powers to a higher degree than he otherwise could; however, he pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
Level-dependent power effects are also improved, depending on the power Sil’mukre manifests with his wild surge. This improvement in manifester level does not grant him any other benefits.
Chromatic Disk Sil’mukre is never without its chromatic disk. This 6-inch-diameter indestructible disk glows with colors that slowly shift through the spectrum. This object stores ten additional spell levels of energy that Sil’mukre can tap and use as he wishes. To tap this spell energy, Sil’mukre must hold the chromatic disk in at least one of his hands. The disk automatically recharges itself to full power every night, at midnight. A spell powered by the disk is cast as though the caster had the Spell Focus feat for the spell in question.
Only a spell weaver can utilize a chromatic disk. Should any other creature pick one up and try to tap its energy (by employing the Use Magic Device skill, for instance), it explodes, dealing 4d10 points of damage to everything within a 30-foot radius.
Psychic Enervation (Ex) Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, Sil’mukre may be overcome by the strain of his effort. The chance of Sil’mukre suffering a psychic enervation is equal to 80%.
If Sil’mukre is overcome by psychic enervation he is dazed until the end of his next turn and loses 15 power points.
Shielded Mind (Ex) Attempts by creatures of other races to communicate telepathically with Sil’mukre, or read his mind, always fail. A creature making such an attempt must succeed at a Will save (DC 17) or be affected as if by a confusion spell (CL 12th) for 1d6 days. This effect can be dispelled or removed worth a heal effect.
Spell Weaving (Ex) Spell weavers are infamous for their ability to cast more than one spell at a time. Casting a spell occupies a number of Sil’mukre’s arms equal to the spell’s level (max 6th). Sil’mukre can cast more than one spell simultaneously, as long as the sum of the spell levels is six or less.
Volatile Mind (Ex) Sil’mukre’s temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on Sil’mukre of 5th level or higher, the manifester of the power must pay 3 power points more than he otherwise would have spent.
The extra cost is not a natural part of that power’s cost. It does not augment the power; it is simply wasted power points. Sil’mukre’s volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power’s cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.
As a standard action, Sil’mukre can choose to lower this effect for 1 round.

¹ D&D Expanded Psionics Handbook
² D&D Monster Manual II

SCAP Legacy: Transmutation Unbound

Transmutation Unbound: An Arcane Grimoire

This greatbook, which has the title “Transmutation Unbound”, is quite the find and is much larger and expensive than a normal spellbook. Its etched cover is made of bronze and the book has a silk slipcase. The book has an amazing lock built into the cover, made of mithral with a leather strap plated with bronze, and has arcane lock cast on it (Open Lock, DC 50).

Its 200 pages are made of copper foil and it has an introduction, table of contents, ten chapters for spells (including cantrips), two appendices, and an index. The book has room left in it for more 8th-level spells and an empty chapter designed for 9th-level spells. In all, there are 50 blank pages left in the book. There is room for about one more spell in the 8th-level chapter; the rest of the pages are in the chapter dedicated to 9th-level spells. It requires a successful Profession (illuminator) check (DC 20) to scribe new spells into this grimoire.

The greatbook is beautifully made and has Thifirane’s personal sigil on the cover and at the top of each chapter’s first page. The spells are etched in silver and the books margins are full of etched drawings using silver and gold. The greatbook is has minor resistance to energy, levitates on command, and was spell-trapped.

See page 140 & 141 of Complete Arcane for details on these special properties.

The Spells
DM’s Note: Any spell marked with (CA) is from D&D Complete Arcane.

0th—all non-Enchantment or Illusion cantrips from the D&D Player’s Handbook v.3.5 plus repair minor damage from D&D Complete Arcane.

1st—animate rope, enlarge person, expeditious retreat, feather fall, fist of stone (CA), jump, low-light vision (CA), mage armor, magic missile, reduce person, repair light damage (CA), shield, shocking grasp, unseen servant.

2nd—alter self, arcane lock, bear’s endurance, cat’s grace, darkvision, fireburst (CA), flaming sphere, fox’s cunning, knock, obscure object, protection from arrows, repair moderate damage (CA), scorching ray, see invisibility, swim (CA), whirling blades (CA).

3rd—fireball, greater magic weapon, haste, lightning bolt, nondetection, phantom steed, protection from energy, repair serious damage (CA), resonating bolt (CA), secret page, sepia snake sigil, slow, stony grasp (CA), water breathing, wind wall.

4th—animate dead, burning blood (CA), dimensional anchor, Evard’s black tentacles, fire shield, fire trap, lesser globe of invulnerability, mass darkvision (CA), mass reduce person *, Otiluke’s resilient sphere, Rary’s mnemonic enhancer, repair critical damage (CA), shout, stoneskin, stone shape, wall of fire.

5th—arc of lightning (CA), baleful polymorph, blight, break enchantment, dualward (CA), mass fly (CA), Mordenkainen’s private sanctum, passwall, permanency, sending, symbol of pain, telekinesis, teleport, wall of force.

6th—brilliant blade (CA), chain lightning, contingency, eyebite, fiendform (CA), flesh to stone, greater dispel magic, lesser planar binding, sending, stone to flesh.

7th—emerald flame fist (CA), ethereal jaunt, ghostform (CA), forcecage, Marius’ double actions *, plane shift, sequester, simulacrum, spell turning, statue, sword of darkness (CA).

8th—blackfire (CA), clone, dimensional lock, flensing (CA), mind blank, polar ray, polymorph any object.

(*) A homebrewed spell created by the EN World forum member known as ‘the Jester’.

Hex Map: Kul Moren Mountains Region

This region of the Lands of Harqual is a legacy of the Shackled City Adventure Path that I ran many years ago for group of players/friends—Brian, Gerald, Rob, and Scott. And the game ended before the final adventure was played, I consider it a major successes as a DM. Plus, the PCs from that game are now major NPCs in the Dominion of Cauldron and the surrounding region.

Now, this region is more than just a SCAP legacy. It is also where I’ve placed Mor’s End, the old EN World City Project (ENWCP), which was created by a number of members of that gmaing community. In fact, Mor’s End is very close to Cauldron and in many ways it is central to the regions economy, as it stands at a key point along the Milvius Waterway on the northern shore of Lake Anoria.

Since the end of the SCAP adventure, I have advanced Kulan’s timeline, which greatly affected Cauldron, Mor’s End, and reset of the region. The Dominion of Cauldron is now known as the Realm of the Silver Hand and is ruled by Hezekiah Grofus. The Archmagus is the closest Cauldron has ever come to having a king even though Cauldron is still a feudal republic. Many think it is inevitable that Cauldron becomes a Monarchy, even though Grofus doesn’t have a wife or any legitimate children. Argo Flameheart has tried, unsuccessful, to marry off his old friend but The Orphan King would rather work on his latest arcane experiments in his massive tower, which lies outside the city.

Mor’s End hasn’t been as lucky as Cauldron. When war broke out between Cauldron and the Diabolic Enclaves, Mor’s End was caught in the middle. Cauldron has kept the Warlords of Flame from conquering Cauldron but they couldn’t keep the masters of Flamerule from annexing the Domain of Anoria. This has made ‘my’ Mor’s End a darker place than the standard ENWCP. While Mor’s End still has a Lord Mayor, he is little more than a figurehead. The true power lies with a man named Tarsus Oliverio (male Tahrannuti human). Tarsus treats Mor’s End as his own personal dictatorship, but he must answer to the Warlords of Flame.

The other key land in the Kul Moren Moutains is the newly self-proclaimed Monarchy of Kul Moren. The Dwarven Holds are now aligned more to Cauldron than to Mor’s End. When Anoria fell to the Diabolic Enclaves, the dwarves of Kul Moren refused to bow down to the Infernals of Flamerule. Led by Kragg Arduun (male high dwarf), Toryn Stonecutter, and The Stone-Heart Wizard (male hill dwarf), the dwarves beat back the war machine of the Infernals. The dwarves were aided by Toryn’s companions, the Order of the Silver Hand, which helped vs. the powerful vile magicks used by the Infernals. While the three dwarves rule Kul Moren equally, Kragg is most likely to proclaimed Thane of Kul Moren. Toryn is happy in his role as Master Smith, and The Stone-Heart Wizard is the land’s Master Arcanist.

To the northeast of Anoria, Cauldron, and Kul Moren lies the lands of the Diabolic Enclaves. Ruled from the City-state of Flamerule, these lands are filled with darkness, evil and devils—both figuratively and literally. The City-state of Fire and its vassal communities are ruled as an Infernal Dictatorship. Flamerule has nine tiers, which are built down into the earth. The tiers are ruled like the layers of the Nine Hells. Each tier is controlled by a Warlord of Flame with the Ninth Warlord being the ultimate ruler of the city-state. There are over 500,000 evil souls living in the city-sate with roughly 10% of those being devils. (The number of devils in the entire Infernal Dictatorship is roughly 2% of the overall population.)

Other lands officially in the region: Caloric (The City of Spires) – a powerful arcane city-state; Calot (Barony) – a small rural self-proclaimed monarchy; and Pretensa (Principality) – a newly self-proclaimed Monarchy/Theocracy that once used be part of the Kingdom of Izmer to the west. Caloric is the strongest of these three lands due to the city-state’s large population (98,000). However, Pretensa is growing in influence in the region due to the strong ties that it has formed with Cauldron and Kul Moren. Calot relies much on the goodwill of the Dominion of Cauldron, but its ruler, Baron Davil Forestwind (male half-elf) worries that Cauldron might be growing too powerful to keep the Dominion from annexing Calot. He has sought the aid of Tiberiu Cojocaru, High Prince of Pretensa (male Kunnian human), in helping with diplomatic relations with Cauldron.

Other lands shown partially on the map: Liran, Minar, and Verdalf.

See here for the full-sized version of the map.

Kul Moren Mountains Region

“The Silverbeard” Toryn Stonecutter, Clanwarden and Master Smith

Player Scott M. | Campaign Shackled City Adventure Path

Male Hill Dwarf | Expert 2, Fighter 12, Ranger 2, Deep Warden 3 | Age 75, Height 4’3″, Weight 151 pounds, Eyes dark grey, Hair russet.

Appearance Stocky, bronze skin, wide hooked nose, scars/burns from forgework and warcraft; braided/jeweled beard.

Signature Gear

  • Cloak of Resistance and Displacement
  • Ring of Major Fire Resistance
  • Gatecrasher: Adamantine Warhammer
  • Thunderstrike: Frystalline Dwarven Waraxe
  • Cold Iron Spiked Chain of Spell Storing
  • Dawnstar: Holy Morningstar
  • Mithral Dwarvencraft Platemail
  • Traveler’s Boots of the Tundra
  • Heavy Mithral Dwarvencraft Shield
  • Quiver of Ehlonna
  • Flagon of Dwarven Blessings
  • Other Magic: 2 headband, amulet, ring, belt, haversack, 2 other rings, necklace that gets switched out with amulet, flaming arrows, and more additional weapons than you could count.

(Animal Companion is a hedgehog named Pokey.)

Toryn Stonecutter (Artwork created by steeldragons)

Born into a family of stonemasons, Toryn learned the typical dwarven crafts then joined the militia at the earliest possible age to escape a life of endless mining. The dwarven military pushed him towards engineering, munitions and surveying; occupations that would keep him safe and useful in the clanhold.

Unfortunately his platoon was decimated by a gang of ogres, and Toryn escaped with a battered body and a broken nose. Toryn was thrilled to be alive so he took up the craft of the warrior and became a menace on the battlefield.

After his 12 year tour he left the military and joined a haphazard adventuring group to help a mountain village (Duvik’s Pass) with a vicious magical plague. The menace were slavers and bandits using demonic magic, led by Stephan Doverspeak. Toryn joined the fledgeling group but left after a fight with its ambitious leader, Ionesco.

Working at the Temple of the Cat (Bast) for his living, he encountered Argo Flameheart, a young cleric of Jalivier and joined his holy cause. Together with an enigmatic wizard named Hezekiah Grofus, they formed the Order of the Silver Hand and vowed to protect the world against all invaders, discover the plots of the Stormblades, recover long forgotten treasures and to slay the minions of darkness.

Begrudgingly he has shown his trust to Amaryllis, Shotte and Kar’toomba, the Order’s newest members. He has a pet hedgehog named Pokey. Toryn Stonecutter has become a famous smith throughout the Kul Moren Mountains, and beyond.

“Seggr” Karr’toomba, The Dead-Eye*

Player Gerald G. | Campaign Shackled City Adventure Path

Male Human | Barbarian [hunter variant] 2, Ranger of the Balance 12, Horizon Walker 4 | Age 37, Height 6’3″, Weight 195 pounds, Eyes grey, Hair tiger-striped colored.

Appearance Wind-burned tanned skin, animal totem and barbarian tribal tatoos. Brush-cut hair over a lithe frame.

Signature Gear

  • Eyes of the Eagle (lenses over the eyes)
  • Cloak of Resistance and Displacement
  • Longreach Spear
  • Light Pick of Frost
  • Serrenwood Greatbow
  • Adamantine Greataxe
  • Bracers of Archery, Greater
  • Dwarven Mithral Breastplate (has a lion’s head on it)
  • Silver Dragonscale Buckler
  • Quiver of Ehlonna
  • Other Magic: 2 rings, gloves, girdle, boots, haversack, and 2 other rings (switches between rings).

(Animal Companion is a rhino, which is also his mount, named Stomper.)

Karr’toomba (Artwork created by steeldragons)

Karr’toomba was born into a nomadic tribe that wandered the plains and tundra following herds of bison and mammoth. His childhood was joyful and in his early teen years he had already taken a wife and had become a Hunter for his tribe.

One dark night the druid of the tribe sent Karr upon his totem journey and his Rite of Passage into manhood. While he was discovering the identity of his spirit guide, a magical attack was unleashed upon him by an aberration and Karr’toomba became the conduit for a gate to be opened into this world for an assault upon the unsuspecting members of his tribe. The magic left him unconscious. When he awoke, drained of much of his life energy, his village was in smoldering ruins, the inhabitants dead or captured.

Karr’toomba’s young bride had been taken by a large raiding party of Tabaxi, most likely as a slave or a sacrifice to their dark god, Tu. He vowed vengeance against the cat race and struck out to find what remains of his family and tribe. His skills with the bow and the hunt have grown to legendary status but he has turned to strong drink to fill the loneliness of his travels.

He chanced upon a meeting with the Order of the Silver Hand in Cauldron City who has warily accepted him as a guide and companion for the wilderness of the Lands of Harqual. Karr’toomba has his motives as well and the Order should have its uses in his quest for vengeance and oblivion.

* Seggr means “hero” in Old Norse.

“Archmagus” Hezekiah Grofus, Lord Mayor of the Dominion of Cauldron

Player Rob T. | Campaign Shackled City Adventure Path

Human (Extraplanar) Male | Wizard 18 | Age 39, Height 6’1″, Weight 175 pounds, Eyes brown, Hair dark brown.

Appearance Shaggy hair graying at the tips, waxed/pointed moustache, goatee, lean average build.

Signature Gear

  • Hat of Disguise and Intellect
  • Staff of Frost
  • Grey Vest of the Archmagi
  • Ring of Protection (+5) of Counterspells
  • Ring of Wizardry
  • 3 Pearls of Power
  • Boccob’s Blessed Book
  • Lesser Rod of Silent Spells
  • Wind Fan
  • Other Magic: Amulet, cloak, gloves, belt, boots, haversack, 10 wands, and one iuon stone circling his head.

(His familiar is a small air elemental.)

Hezekiah Grofus (Artwork created by steeldragons)

Hezekiah Grofus was born in the Outlands under circumstances so mysterious that most assume he is an orphan and reticent about his past. He grew up in traveling circus some 300 miles from the Spire of Outlands.

Hezekiah was fascinated with puzzles, riddles, illusions and the whisper of magic that powerful beings were rumored to wield; he sought to earn his freedom from the Mana-Mines by making secret pacts with extraplanar potentates. Hezekiah succeeded in his escape by building himself a modron suit and joining the Great Modron Procession when it visited the Outlands. But he only got so far as Sigil when he was discovered and banished to the streets of the City of Doors.

The human youth attempted to apply for employment with the the Great Library but he was turned down due to insufficient power and life experience. An anonymous patron supported him to become a janitor at the University of Boccob and his curious nature took over. He secretly studied magic, the powers which had eluded him so long blossomed with his first cantrips.

Yet he was not an aristocrat and ineligible to become a student at the Academy. Hezekiah took a risk and jumped through a portal after a Brass Dragon to arrive on the Material plane in the vicinity of Cauldron City, on the World of Kulan. He survived by his wits and became a founding member of the Order of the Silver Hand, never forgetting his humble beginnings.

“Trúa” Argo Flameheart, The Bloodsun*

Argo and Amaryllis_inked_small
Argo and Amaryllis (Artwork created by steeldragons)

Player Brian M. | Campaign Shackled City Adventure Path

Axiomatic Human Male | Cleric 7, Radiant Servant of Jalivier** 10, Prestige Paladin 1 | Age 36, Height 5’11”, Weight 181 pounds, Eyes gold, Hair black.

Appearance A perfect physique with deep brown skin & radiant golden tattoos; pleasant; confident, bright eyed; a wide grin of perfect pearly teeth.

Signature Gear

  • Throne of the Sun (phylactery)
  • Angelic Eyes (lenses over the eyes)
  • Guardinal’s Periapt
  • Shawl of Clouds (cloak)
  • Peacemaker (intelligent longsword)
  • Argo’s Fist (adamantine heavy mace)
  • Guantlet of Rust
  • Toryn’s Instant Fortress (adamantine heavy plate)
  • Glamerweave Vestments of the Archon
  • Argo’s Bulwark (heavy mithral shield)
  • Other Magic: armlets, belt, boots, gloves, haversack, two rings, and two ioun stones circling his head

(Cohort is a halfling rogue/dragon shaman named Amaryllis. Mount is a heavy warhorse named Joshua.)

Argo was born into a small farm near the mountains of Sunwater. His father was a goatherd and a cartwright. His mother was a seamstress and a leather tanner. Argo had two younger brothers: Pell, Sarn; and an older sister named Gloria.

One day a strange robed woman came through the village and she offered gold to spend the evening in shelter and have some food. Argo’s trusting family that was devastated by this woman who turned out to be a Decay Priestess of the Sword Gods. While they slept she slew the father and the younger brothers, raising them from the dead as ghasts to fill out her army.

Argo Flameheart

Argo and Gloria escaped and fled to the town sheriff who raised a levee to assault the befouled farmstead. Argo witnessed the townsfolk destroy his father and brothers but the priestess and his mother were never found. Traumatized by this event, Argo fell catatonic for some months and dreamed of Celestia; while Gloria sold the farm, married the town blacksmith: a dwarf named Furtock Hammerthumb.

Argo recovered under the care of Opusar, an elderly priest/mage of Jalivier who taught Argo his faith and strong moral code. Argo took Holy Orders in Caloric at the age of 22, bid farewell to Opusar, and took to the road to seek his fortune, discover his faith and seek answers about his mother’s fate. As for the Priestess of Mussin, she, her followers, all undead everywhere and all proponents of evil, disease and necromancy will suffer the righteous wrath of Argo Flameheart rekindled.

* Is considered a religious icon of an entire pantheon of gods. Trúa means “have faith in” in Old Norse. | ** North God of the Sun and Mountains.