Misc Uteria Rules

Misc

  • Traps – A character can check for traps in a given room up to 20’x20′ with one check. This only includes wall, floors and ceilings. This is equal to a scan of the room as long as he/she is able to make a walkthrough of it. Every closed container, lock, or door the characters must reroll to check for those areas. Example – Stonie makes a quick check of the room not seeing any traps. There is a large chest near the north wall that he sees has 2 locks on it. He checks each lock and sees no traps. He picks both easily and hastily pops open the chest, releasing a poisonous gas trap inside.
  • Downtime for leveling – During the time a character levels he or she must take downtime. This is 1 day per number of hit die. (example: to level to 7th level a character must take at least 7 days to practice, study or meditate in order to “level up”).
  • Critical Fumble – Any adventurer making a attack roll or skill check that rolls a natural 1 has a critical fumble.

FUMBLE Results

:: Fumble Results (1 on d20 attack rolls): You just have to roll 1d20 again (fumble roll) and consult the table below:

Fumble Roll Effects

Fumble Roll Fumble Effects
20-15 Lose Grip – No further actions this round
14-11 Slip and Fall – You have fallen ridiculously to the ground, and your opponents will get +4 to hit you this round (No further activity).
10-7 Weapon Flies Away – Incredibly inept move makes your weapon fly 2d6 feet away to some specific direction (Roll 1d6: 1 Straight Ahead/2 Ahead, Right/3 Behind, Right/4 Straight Behind/5 Behind, Left/6 Ahead, Left).
6-5 Break Weapon – You missed your target badly and your weapon gets stuck into something nearby. Roll your normal attack damage, applying it to the weapon itself (consider weapon’s Hardness and HP to check if it will break.)
4-3 Self Hit – Unbelievable mishandling of your weapon. You hit yourself – roll weapon damage with no strength or specialization bonuses.
2-1 Stumble Over Weapon – The worst move seen in ages. You stumbled and fall to the ground, hitting yourself with your own weapon. Roll normal weapon damage. Opponents have +4 to hit you for the rest of this round.

Mordreen

Dusk Octro 31st – Dusk Novro 3rd – Mordreen – Harvest’s End – As the leaves fall, and the harvest is reaped, it holds strong ties to the visualization of death. It is a festival in which people wear masks to hide from Kaldrath and Mooruuk, the gods of death. People also often spend time giving thanks to the spirits of their ancestors. In the east, there is the running of the light, where people run through the town late at night to scare away any evil spirits and hold the servants of Kaldrath at bay.

 

It is a three day festival, which actually starts the night before with Mooruk’s Night, a night in which people believe the veils between worlds are thinnest. At dusk on the third day, people celebrate with the Feast of Mordreen, a time for family and friends to gather, drink, and remember.

Mort

Mort the Dwarf

Role in Story: minor NPC

Occupation: Leader of the Irregulars Mercenary Company

Motivations:

    

Physical Description: Large nose, eyes close together. Salt and pepper beard. Tattoo around left eye.

Personality:

     Loud and boisterous. He fills the room with his voice and is unaware of how strong his personality is. 

Habits/Mannerisms:

He rubs his belly a lot while speaking.   

Background:

Morts parents left Greyhelm because the church did not approve of their love. His fathers settled in Kowal as dwarf town here was much more open minded. His one father got sick and Mort took up adventuring for money.

His adventuring group morphed into the Irregulars.

Internal Conflicts: Loyal to the people of Kowal, but not its political machinations.

External Conflicts: Wanted by the Red guard now.

Notes:

Character Sheet:

Mort

  • Race: Dwarf
  • Age: 75
  • Class/Level: Fighter 3/Ranger 4
  • Challenge Rating: 6
  • Size: M
  • Handed: Right
  • Languages: Common
  • Initiative: +0

 

Defense

  • Hit Points: 51 (7 HD) DR: 2
  • Armor Class: 19, touch 11, 19 flat-footed (+5 Armor, +1 Shield, +2 Natural, +1 Misc)
  • Saves: Fort +11 Ref +7 Will +5
  • Sanity: 54
  • Weaknesses:
  • Fears: Extreme weather

Offense

  • Speed: 30′
  • Base Attack: +7/+2
  • Melee: Longsword +11/+6 (1d8+4)
  • Ranged: Composite Shortbow (Legacy Weapon) +8/+3 (1d6+5/18-20)
  • Special Attacks:

Statistics

  • Abilities: STR 19, DEX 11, CON 15, INT 11, WIS 13, CHA 9
  • Skills: Acrobatics +2, Athletics +6, Awareness +7, Endurance +2, Knowledge +1, Persuasion -1, Survival +5, Thievery +3
  • Talents: Alertness, Call of Nature, Cleave, Expanded Critical, Rapid shot
  • Special Qualities: Favored Enemy, Favored Terrain, Fighter, Hunter’s Bond, Track

 

Equipment

Name QTY LBS

Longsword                                       1 4 lbs.

Chainmail (Legacy Armor)                        1 40 lbs. Special: +1 enhancement bonus to armor class, DR 2/-

Buckler                                         1 2 lbs.

Backpack                                        1 2 lbs.

Bedroll                                         1 5 lbs.

Caltrops                                        1 2 lbs.

Chain (10′)                                     1 2 lbs.

Grappling hook                                  1 4 lbs.

Hammer                                          1 2 lbs.

Lock (good)                                     1 1 lb.

Waterskin                                       1 4 lbs.

Healer’s kit                                    1 1 lb.

Composite Shortbow (Legacy Weapon) (2 lb.)

 

Total Weight Carried: 71 lbs.

Current load:         Light

 

Encumbrance

Light: 116 lbs.

Medium: 233 lbs.

Heavy: 350 lbs.

Mummy

Mummy

Challenge Rating: 5

Size: Medium

Type: Undead

Initiative: +0

 

Defense

Hit Points: 55 (8HD)

Armor Class: 20 (+10 natural), touch 10, flat-footed 20

Saves: Fort +4 Ref +2 Will +8

Weaknesses: Fire

 

Offense

Speed: 20’

Base Attack: +4

Melee: Slam +11 melee (1d6+10 plus mummy rot)

Special Attacks: Despair, mummy rot

Sanity Effects: First Encounter 1/1d6

 

Statistics

Abilities: STR 24, DEX 10, CON –, INT 6, WIS 14, CHA 15

Skills: Acrobatics +0, Athletics +10,  Awareness +6, Endurance –, Knowledge -5, Persuasion +2, Spellcraft +2, Survival +2, Thievery +0

Talents: 2 points or recommended: Alertness, Great Fortitude

Special Qualities: Damage reduction 5/-, darkvision 60 ft., undead traits

 

Ecology

Environment: Any

Organization: Solitary, Warden Squad (2-4), or guardian detail (6-10)

Treasure: Standard

 

Despair

At the mere sight of a mummy, the viewer must succeed on a DC 16 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours.

 

Mummy Rot

Supernatural disease—slam, Fortitude DC 16, incubation period 1 minute; damage 1d6 Con and 1d6 Cha.

 

Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 Spellcraft check, or the spell has no effect on the afflicted character.

To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.

An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.

 

Nachzur

Nachzur

He looked alive. He moved fluidly, but there was something wrong. His blue eyes called to me and I almost believed the sweet words coming from his mouth. That mouth, filled with thin translucent fangs, which somehow did not seem strange to me. I tried to look away, but I could not.

 

A nachzur is not one of the most powerful beings of the Navirim, but it still has great powers of persuasion over those of Atheles. They prefer to use a banter of words to defeat enemies than to fight outright.

Nachzur

Challenge Rating: 4

Size: Medium

Type: Navirite

Initiative: +2

 

Defense

Hit Points: 40 (6d10+6)

Armor Class: 19 ( +2 DEX, +7 natural)

Saves: Fort +5 Ref +5 Will +3

Weaknesses: – Cold iron, Aradani Steel, amarnium, silver

 

Offense

Speed: 30’

Base Attack: +3

Melee: +3 Claws x2 1d6

Ranged: +5

Special Attacks:

Sanity Effects: At Will (Once per day)

 

Statistics

Abilities: STR 11, DEX 14, CON 13, INT 15, WIS 12, CHA 16

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

Talents: 2 points or recommended: Advantage, Negotiator

Special Qualities: Darkvision 60’; DR 5/ cold iron, Aradan Steel, amarnium, or silver;   immortal*; trapped; summon ally, shadowborn

Special Abilities: (Once per day) Alter Self; Spell-like abilities – Cause fear, comprehend languages, tongues; Advancement

 

Ecology

Environment: Any / dark

Organization: Single

 

Treasure: Standard

 

Spell-Like Abilities

At Will – Cause Fear (DC12); 2/day – Comprehend Languages, Tongues

 

Alter Self

When a nachzur takes over a host body, that body transforms to look more like the natural form of the nachzur, semi-transparent skin, enlarged cranium, bright blue eyes, and translucent fangs. They use the Alter Self ability to blend into population that surrounds them. This can be used once per day, but lasts indefinitely. Abilities or items that allow True Seeing, see through the nachzur’s illusion.

 

Advancement

A nachzur can gain levels as a player class. For each class level, they gain an additional CR point. They gain HP, abilities, and spells as per the class level they advance in.

 

Immortal

A nachzur can only be killed by being decapitated and then a silver spike hammered through their skull. Otherwise, the spirit of the nachzur will slowly repair the body until it is whole again.

 

Summon Ally

Once per day a nachzur can summon another from the navirim to aid them. The summoned ally is always CR 2 or lower.

 

Shadowborn

A nachzur is a creature of the shadows. The Navirim does not have a strong sun. In Atheles, the nachzur must stay out of direct sunlight, or suffer 1d6 damage per minute.

 

Trapped

Unlike some navirites that possess a creature, a nachzur can not leave the body it inhabits. This makes them more likely to be cautious than other navirite fey.

 

Nameless

During the Aradan War, Uthgard created an elite group of warriors who vowed to give everything to crown and kingdom. They gave up themselves, the Nulthari erased their desires, their individual thoughts, and their names. The Nameless became the most feared elite unite of the faction called Death’s Embrace.

Naru

Librarian Council member

Physical Description: Naru is 5′ 10″ pale skinned Uthgardian. He has a thick accent, his smile is disarming. He dresses in the style of the librarians, an embroidered Grey robe. 

Personality: He is a little short with answers, and you can tell he enjoys being clever.