Kowal Library

The Kowal Library is a public library that allows any citizen access to books. They are always looking to purchase or find new or old books.

It is also home to the Society of Librarians.

The library of Kowal is many things to many people. It is a public repository of knowledge, free for citizens to peruse and read. It is the main printing press of the Eastlands, making books more readily available to all. And to a secret few, it is also a group that collects, catalogs, and experiments with magic.

The first floor of the Library hosts the public books, the printing press, and offices. The second floor holds the shelves of rare books and historical artifacts. Below that are the vaults and dormitories, their contents only known to the Society.

History

The Library of Kowal was formed by a group of monks who were once part of the Unelesia Church. As the church grew more rigid in their practices, the Library grew separated. As time went on, the Library became less and less involved in religious institutions.

Becoming a member

Becoming a member of the Library costs 10 gp and a signature. The new trustee will be issued a  bronze coin which will be imprinted with their fingerprint which they will also leave an impression for matching in the member’s book. This allows the member to check out a single printed book from the first floor, and to visit the top floor which holds rare and one of a kind tomes.

 

Gaming:

Get the Kowal Library Map: Patreon / DTRPG

Kowal Lifepath

Kowal Lifepath 

Social standing 

Choose your standing or let fate decide:

Roll 1d20Result
1-2Street Urchin – You grew up alone on the streets. Bonus: You have two hidey-holes, places to store valuables, or lay low.
3-6Nomad – The road has been your life. Bonus: Wilderness Travel; when out of civilization, you gain +1 Expertise to traveling skill checks.
7-15Working Family – You grew up in a pretty stable family situation. Bonus: Family Backing, you can call on the help of your family for small matters.
16-18Criminal – Life is hard, and you did what it took to make it. Bonus: Criminal Organization. You are part of a group of other rogues who may aid or hinder you.
19Dishonored – Your family fell from grace, and life has been tough since then. Bonus: Inner Workings; you understand how politics work and gain a +1 Expertise to skill checks involving politics.
20Noble – Your family is well off and in good graces with the rulers of Kowal. Bonus: High Life, you gain a +1 Expertise bonus to skill checks involving other nobles or town guards.

Proceed to Table B1

Where are you from?

Choose your current residence or let fate decide:

Table B1

Roll 1d20Result
1-6Settlements
7-20The City

What specific area?

Choose your area or let fate decide:

Settlements

Table B2

Roll 1d20Result
1Craven’s Hollow
2Secton
3Seven
4Graten
5Tallgarden
6Yorik
7Edgewood
8Eastdale
9Marne
10-12Spring Hill
13-14Feld
15-16Radzyn
17-20Overriver

City Districts

Table B3

Roll 1d20Result
1-4The Squats
5-9Westgarden
10-11Middle Borough
12-13Towerview
14Grand Heights
15-16Woodward
17-18Oldtown
19Chimneys
20Waterfront

Kuduu

Kuduu

A giant lumbering beast, its shoulders taller than two humans. A great horned head sits on a thick neck which is covered in a striped mane. Its legs are bigger around than an ancient oak. It looks at you with small intelligent eyes, then goes back to grazing.

Kuduu

Challenge Rating: 7

Size: Huge

Type: Animal

Initiative: -1

 

Defense

Hit Points: 103 (11HD)

Armor Class: 15 , touch 8, flat-footed 15 (-2 size, +7 natural)

Saves: Fort +11, Ref +7, Will +7

Weaknesses: –

 

Offense

Speed: 30’

Base Attack: +8

Melee: Slam +16 (2d6+10) + gore +16 (2d8+15)

Ranged: –

Special Attacks: Trample

Sanity Effects: –

 

Statistics

Abilities: STR 30, DEX 9, CON 21, INT 4, WIS 12, CHA 7

Skills: Acrobatics -1, Athletics +14,  Awareness +3, Endurance +6, Knowledge -, Persuasion -, Spellcraft -, Survival +0, Thievery -1

Talents: Advantage, Alertness, Endurance, Iron Will

Special Qualities: Low light vision

 

Ecology

Environment: Cold lands

Organization: Solitary or herd

 

Treasure: None

 

Trample

As a full-round action, a creature with this special attack can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the trampling creature at a -4 penalty. A trampling creature that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.

 

A trample attack deals bludgeoning damage (the creature’s slam damage + 1½ times its Str modifier). The creature’s descriptive text gives the exact amount.

 

Kyzk

Kyzk

Long tusks and matching horns is what strikes most about the giant Kyzk of the plains. Hunted and revered, it is indeed a beast to remember.

 

A Kyzk is a large furry creature which roams the warm lands of the south. It is know as a staple of hunters in the area, not only for its flavorful meat, but also as a sport. Kyzks stand much taller than a man, and its great horns have gored many an unlucky hunter. They are muscled and thick skinned under their fur, but also fast for its size.

 

Kyzk

Challenge Rating: 6

Size: Huge

Type: Animal

Initiative: +1

 

Defense

Hit Points: 62 (7HD)

Armor Class: 16, Touch 9, Flat footed 15 (+1 dex, +6 Natural Armor, -2 Size)

Saves: Fort +10 Ref +5 Will+5

Weaknesses: –

 

Offense

Speed:  40ft

Base Attack: +5

Melee: Gore +10 (2d6+9)

Ranged:

Special Attacks: Stampede, Trample (2d6+9)

Sanity Effects: –

 

Statistics

Abilities: STR 23 , DEX 12, CON 21, INT 4, WIS 15, CHA 5

Skills: Acrobatics +1, Athletics +10,  Awareness +4, Endurance +7, Knowledge –, Persuasion –, Spellcraft –, Survival +2, Thievery +1

Talents: Powerful, Run, Take a Hit

Special Qualities: Damage Reduction 1

 

Ecology

Environment: Warm Plain or desert

Organization:  Herd

 

Treasure: Standard

 

Stampede

A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample’s save DC increases by +2.

 

Lakava

Lakava

 

The small creature in front of you stares up with piercing black eyes. Its pallid flesh stretches back to show large yellowed teeth as it begins a shrill scream that would cause the strongest warrior to cringe.

Lakava

Challenge Rating: 1

Size: S

Type: Fey Navirite

Initiative:

 

Defense

Hit Points: 7 (1d8+3)

Armor Class: 14, touch 12, flat-footed 11 (+3 dex, +1 natural armor)

Saves: Fort +1 Ref +4 Will +1

Weaknesses:

 

Offense

Speed: 30’

Base Attack: +2

Melee: (2) Claw +2 1d3-1, Bite +2 (1d4-1)

Ranged: –

Special Attacks: Maniacal Laugh

Sanity Effects: 0/1d2 when first encountered

 

Statistics

Abilities: STR 9, DEX 16, CON 10, INT 10, WIS 9, CHA 8

Skills: Acrobatics +3, Athletics -1,  Awareness 0, Endurance 0, Knowledge 0, Persuasion -2, Spellcraft -, Survival -1, Thievery +3

Talents: 1 point or recommended: Improved Initiative

Special Qualities:

 

Ecology

Environment: Any

Organization: Single

 

Treasure: Standard

 

Description: Small, child sized. Black eyes, skin stretched or falling off. Enlarged mouth.

 

Maniacal Laugh: As a free action the Lakava can laugh, causing one target to be afraid.  DC 12 Will save or be shaken.

 

Legacy Items

Certain items gain power as the adventurer gains levels. These items are a part of the adventurer’s story; they are the famed sword, the lockpicks of luck, or the rope their mother gave them before they left home.

Each player should work with their GM to choose a Legacy Item for their character that they start out with at first level as a part of their backstory, which will grow in strength as they grow in skill.

These items are part of the legacy of the adventurer.

Level Advancement for Weapons
1st
2nd +1 to critical hit range. 20=19-20
3rd
4th +1 to one legacy weapon
5th
6th +2 to critical hit range 20=18-20
7th
8th +2 to one legacy weapon

 

Level Advancement for Armor
1st
2nd 1 Damage Reduction (DR)
3rd
4th +1 to armor
5th
6th 2 Damage Reduction (DR)
7th
8th +2 to armor

 

Level Advancement for Magic Focus items
1st
2nd Imbued with a 0 mana spell, can cast as a free action.
3rd
4th Imbued with a 1 mana spell that does not have a dice pool.
5th
6th Item can be called to its owner at any time.
7th
8th Imbued with a 3 mana spell that does not have a dice pool.

 

Gaining New Legacy Items – On average, the GM should plan for each character to gain a legacy item at 1st, 4th, and 7th level. There are several options for doing this.

Option 1: First and foremost, one of the character’s items which they have been using for a while, starts gaining power from having used it in the battle for such a long time, becoming something more than a normal item: a legacy item. In this case, the GM should would work with each player to pick the item and its powers.

Option 2: Another option is for the GM to work legacy items into the storyline so that each character gains one somewhere around 4th level. These could be items taken from a foe they bested, or ancient items unearthed in a long-forgotten treasure horde.

Option 3: A third option, for characters that are training under a teacher at a church, the mage tower, under a guild, or some other society or group, is to have a legacy item bestowed upon them by their teacher once they gain a certain level of skill. Within the storyline, this could require a test of skill or a quest of some sort, and might be bestowed in a formal ceremony.

Other Legacy Items – Other items can be legacy items; the GM and player should work together to define the powers of these items.

Lesser Flesh Golem

Golem, Lesser Flesh

 

These are impossible to find and study, usually having been animated by dark magics and then left to rot by its creator after its mission is complete.

 

There’s no reasoning with an animated creature such as this, because its existence is for one purpose. This is a rare case where I support killing without thought–because truly, what have we really killed? A mere object animated by magic.

 

Still, I do wonder if they can feel.

  • Delgon

Golem, Lesser Flesh

Challenge Rating: 4

Size: Medium

Type: Construct

Initiative: 0

 

Defense

Hit Points: 38 (5d10+15)

Armor Class: 19, touch 10, flat footed 19 ( +9 natural)

Saves: Fort 3 Ref 1 Will 3

Weaknesses: None

 

Offense

Speed: 30’

Base Attack: +3

Melee: 2 slams +7 (1d8+4)

Ranged: –

Special Attacks: Bellow

 

Statistics

Abilities: 19 STR , 10 DEX , – CON , – INT , 10 WIS , 1 CHA

Skills: – Acrobatics, – Athletics, +2 Awareness, +3 Endurance, – Knowledge, – Persuasion, – Spellcraft, 2 Survival,  – Thievery

Talents: Shield Bash (no shield needed)

Special Qualities: Immune to Magic, Construct Traits

Ecology

Environment: Any

Organization: Single

 

Treasure: None

 

Bellow

DC 14 Will or be Shaken for 1d4 rounds.

 

Immune to Magic

A lesser golem is immune to all spell effects that have a resistance. Some spells function differently, as noted below.

 

  • Fire and cold spells slow the golem to half speed for 1d4 rounds.

 

Construct Traits

Constructs are immune to disease, death effects, mind affecting, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save.

 

Lich

Lich

Lich

Abravian Devolos

Challenge Rating: 9

Size: M

Type: Undead

Initiative: +4

Defense

Hit Points: 66

Armor Class: 17,  touch 13 , flat-footed 16  (+1 DEX, +6 Natural )

Saves: Fort +6 Ref +6 Will +9

Weaknesses: Legacy and magic

Offense

Speed: 30

Base Attack: +5

Melee: +5

Ranged: +6

Special Attacks:

Mana: 93

Sanity Effects: First Encounter 1/1d8, Fear Aura 1/1d6

Statistics

Abilities: STR 12, DEX 14, CON 0, INT 21, WIS 13, CHA 14

Skills: Acrobatics +2, Athletics +1,  Awareness +5, Endurance +0, Knowledge +11, Persuasion +3, Spellcraft +15, Survival +2, Thievery +4

Talents: Empower Spell, Improved Initiative, Magical Aptitude, Spellmastery, Studious

Special Qualities: Damage Reduction 12/legacy and magic; immune to cold, electricity, and mind-affecting spells; immortal

Ecology

Environment:

Organization:

Treasure: Double

Spells:

0 – Arcane Mark, Daze, Detect Magic, Ghost Lights, Magic Hand, Mystic Compass, Resistance

1 – Alarm, Call the Wind, Chill Touch, Comprehend Languages, Disguise, Dream Call, Expeditious Retreat, Harm, Heal, Mage Bolt, Shocking Grasp, Spider Climb, Xavian’s Warding Armor

3 – Aid, Arcane Lock, Darkness, Flaming Sphere, Fog Cloud, Force, Hold Creature, Mirror Image, Scare, Web, Zone of Truth

5 – Animate Dead, Contagion, Dispel Magic, Fireball, Gaseous Form, Haste, Lightning Bolt, Poison, Secret Page, Tongues, Wind Wall

7 – Arcane Eye, Dream Walk, Emotion, Fear, Fire Shield, Flame Strike, Improved Invisibility, Polymorph Other, Rusting Grasp, Spiked Stones, Void Tentacles, Wall of Fire

Creating a Lich

CR

+2 to base creature’s CR

Size and Type

The creature’s type changes to undead. Size is unchanged.

Hit Dice

Increase all current and all future Hit Dice to d12s.

Armor Class

The base creature’s Armor Class improves by +5

Attack

A lich retains all attacks of the base creature.

Sanity Check

First Encounter 1/1d8, Fear Aura 1/1d6

Special Qualities

Fear Aura

Liches have an aura of death and unnaturalness. Creatures within 60’ who look upon a lich much succeed at a DC 18 Will save or be affected by a Fear spell. They must also succeed at a Sanity Check 1/1d6. A creature who succeeds the save can not be affected by the Aura for 24 hours.

Paralyzing Touch

Any living creature hit by a melee attack from the lich must save at a DC 14 Fort save or be paralyzed for 24 hours.

Spells

A lich can cast any spells it could cast while it was alive.

Mana

A lich gains 30 mana to the mana they had while they were alive.

Damage Reduction

A lich gains DR 12/legacy and magic.

Immunities

Liches are immune to cold, electricity, and mind-affecting spells.

Undead Traits

Liches gain all undead traits.

Abilities

Liches gain the following to the listed stats: +2 INT, +2 WIS, +2 CHA, and their CON drops to 0.

Treasure

Double

Weaknesses:

Phylactery

A crucial part of extending ones life as a lich is creating a magic phylactery to contain its life force. Unless it’s phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death.

A phylactery can be anything, but must be a small object.

Immortal

An upir is immortal and can not be slain, unless its phylactery is destroyed.

Lord Jim’s

Lord Jim’s is a small tavern right in the heart of the Fish Town market. It is a popular tavern in the area and is known for its cheap drinks and rot gut liquor. The proprietor, Jim, is a gruff man who doesn’t take kindly to any nonsense in his bar. Overall, the smokey, worn bar is welcoming to all, if a little on the rough side.