Born in Calimshan of a fairly wealthy family, Khemed offended his father and was cast out of his home. He continued to practice in the arts of war and worked as a mercenary, turning to banditry when times were rough. He has gathered a group of younger mercenaries about himself and hires his team out as “the Blades of Bhaelros.”

Khemed is a faithful worshipper of Talos and has contacts with clerics of Talos in most major cities across western and southern Faerûn. When he expects to stay in a city for a while, he rents an unfurnished home or small warehouse for himself and his team, but otherwise lives on the road in tents.

Khemed is of average height but very broad, sporting large tattoos of fire and symbols of Talos on his arms and chest. He enjoys using his spiked chain to disarm foes and employ attacks of opportunity against them when they try to reclaim their weapons. Against a superior foe, he fights defensively and has his employees set up flanking and give him opportunity attacks.

Khemed is likely to be encountered working as a mercenary, protecting people of interest or valuable shipments, regardless of the nature of their employer or goods. If not employed, his team might be acting as bandits on roads or outside of known dungeons.

Khemed may be cut off from his family’s fortune, but this human fighter intends to amass his own. A mercenary leader devoted to Bhaelros, Khemed and his Blades are efficient fighters you should keep your eyes on — best accomplished by never showing him your back.

Cala Graycastle



According to Realms Lore, Cala was born and raised in Damara, a harsh, wintry place hundreds of miles from the civilized lands in the west of Faerûn or the fortified halfling homeland of Luiren in the south. Cala’s parents fell in with the evil forces of the Witch-King Zhengyi when it became apparent to them that he would conquer Damara. Still young and impressionable at the time, Cala saw how quickly her parents capitulated in the face of great evil and realized that evil was a road to power. Although she was not yet an adult when the Witch-King was destroyed, Cala chose the path of darkness and embraced the evil in her own heart. Feeling contempt for the weak humans of country, she learned the most effective ways to kill them.

Cala works as a mercenary guide and a guard for caravans in rugged or cold places. Sometimes she sneaks away from camp to kill human members of her group with arrows, or plants false trails ahead to help lure her “friends” into dangerous situations. She may be encountered outside of Damara, Vaasa, and Impiltur in pursuit of a magic item (she would particularly like to get her feet into some boots of elvenkind) or an old vendetta, or even to escape someone who discovered her habit of killing her traveling companions. Cala trusts only herself, but she puts on a friendly face when dealing with strangers. Only with other halflings (and particularly lightfoot halflings, at that) is she truly friendly.



A  “seer” is a person who is supposed to be able, through supernatural insight, to see what the future holds. Such is the case with the young man called Alaundo. He left home at an early age and became a hermit living within The Dales. History says that he was a tortured soul, wise beyond his years. His prophecies were recorded in private over the next seventy-five years. He scribbled his visions in nine different tomes which were essentially his only true possessions during that time of his life.

Continue reading “ALAUNDO THE SEER”



CR: 14
XP: 38,400
Male human druid (arctic) 13/cleric 5/rogue 2
NG Medium humanoid (human)
Init: +4 (+10 in cold terrain); Senses: Perception +22
AC: 23, touch 10, flat-footed 23 (+8 armor, +5 natural)
hp: 186 (20 HD)
Fort +21, Ref +12, Will +26
Defensive Abilities: Arctic endurance, evasion; Immune: Aging; Resist: Cold 5, fire 5
Speed: 30 ft.
Melee: Santa’s staff of animals +15/+10/+5 (1d6+2)
Special Attacks: Channel positive energy (7/day, 3d6, DC 16), sneak attack +1d6, wild shape (4/day; beast shape III, elemental body III, plant shape II)
Combat Gear: Bag of tricks (tan), restorative ointment (3), Santa’s staff of animals
Spell-Like Abilities (CL 5th, concentration +13):
At will – Clairaudience/clairvoyance
16 rounds/day – Speak with animals
11/day – Lore keeper (+23), touch of good (+2)
Cleric Spells Prepared (CL 5th, concentration +13):
3rd – Magic circle against evilD, magic vestment, remove curse, water walk
2nd – Calm emotions (DC 20), detect thoughtsD, make whole, resist energy, shield other
1st – Command (DC 19), detect evil, protection from evilD, remove fear, sanctuary (DC 19), shield of faith
0 (at will) – Create water, detect magic, guidance, resistance
D Domain spell. Domains: Good, Knowledge
Druid Spells Prepared (CL 13th, concentration +21, +15 melee touch):
7th – Animal shapesD, heal (DC 25), true seeing
6th – Antilife shellD, find the path, mass cure light wounds (DC 24), transport via plants
5th – Awaken, beast shape III (animals only)D, control winds (DC 23), tree stride (2)
4th – Cure serious wounds (2, DC 22), dispel magic, freedom of movement (2), summon nature’s ally IVD
3rd – Cure moderate wounds (DC 21), dominate animalD (DC 21), neutralize poison (DC 21), protection from elements, remove disease, sleet storm, summon nature’s ally III
2nd – Barkskin, hold animalD (2, DC 20), lesser restoration, reduce animal, wood shape (2)
1st – Calm animalsD (DC 19), charm animal (DC 19), detect animals or plants, hide from animals, obscuring mist (2), pass without trace
0 (at will) – Detect poison, know direction, mending, purify food and drink
D Domain spell. Domain: Animal
Str 14, Dex 10, Con 16, Int 13, Wis 26, Cha 18
Base Atk: +13; CMB: +15 (+17 disarm); CMD: 25 (27 vs. disarm)
Feats: Combat Casting, Combat Expertise, Craft Staff, Craft Wondrous Item, Great Fortitude, Improved Disarm, Improved Initiative, Iron Will, Leadership, Natural Spell, Toughness
Skills: Craft (toys) +15, Diplomacy +18, Disable Device +7, Handle Animal +18, Knowledge (geography) +15 (+21 in cold terrain), Knowledge (nature) +17, Perception +22 (+28 in cold terrain), Profession (teamster) +13, Stealth +14 (+20 in cold terrain, +27 in flurry form), Survival +24 (+30 in cold terrain)
Gear: Belt of control weather (3/day, CL 20th), boots of spider climbing (as the slippers), bracers of armor +8, cloak of resistance +4, flying sleigh (as 6 ft. by 9 ft. carpet of flying, needs reindeer for steering), hat of inspired wisdom +6 (as the headband), amulet of natural armor +5, sack of holding (as bag type 4, holds about 9,000 gp worth of toys and minor protective, healing, or nonviolent magic items), vest of weather resistance (provides cold and fire resistance 5).
Languages: Common, Druidic, Gnome; truespeech
SQ: Arctic native, flurry form, holiday spirit, icewalking, nature bond (Animal domain), nature sense, rogue talent (ledge walker), snowcaster, spontaneous casting (cure, summon nature’s ally), trapfinding +1, wild empathy +17
Animal Domain: Santa Claus does not currently have an animal companion. All of his reindeer have been awakened and do not count as animal companions (they are now magical beasts instead of animals). He may acquire a new animal companion if he feels the need.
Holiday Spirit (Su/Sp): Santa Claus is filled with holy power, granting him the truespeech ability (as tongues), immunity to aging, a +2 bonus to all his ability scores, and the ability to use clairaudience/clairvoyance at will as a spell-like ability.
Santa’s Staff of Animals: This finely crafted wooden staff is adorned with gold, detailed emerald enamelwork, and bells; it’s crowned with a carving of a reindeer. It allows the use of the following spells:
animal trance (1 charge)
calm animals (1 charge)
charm animal (1 charge)
dominate animal (1 charge)
hide from animals (1 charge)
speak with animals (1 charge)
Caster Level: 6th; Prerequisites: Craft Staff, animal trance, calm animals, charm animal, dominate animal, hide from animals, speak with animals; Market Price: 28,125 gp.
Low CR: Although he is a 20th-level character, Santa Claus is not optimized for combat. His CR is lower than most characters of his Hit Dice.

Santa Claus has a base Leadership score of 28 (30 for the purpose of attracting followers). His cohort is his wife, Mrs. Claus (NG female human adept 18). He has 135 1st-level followers, 13 2nd-level followers, 7 3rd-level, 4 4th-level, 2 5th-level, and 2 6th-level; nearly all of his followers are gnome commoners or experts who work as toymakers.
Santa’s sleigh is pulled by a team of eight awakened reindeer: Dasher, Dancer, Prancer, Vixen, Comet, Cupid, Donder, and Blitzen. Some say he has a ninth reindeer whose muzzle glows as brightly as a daylight spell; these claims are unconfirmed.
In addition, Santa has several companions, including the Krampus (LN male troll barbarian 10), Belsnickel (CN male human rogue 10/fighter 5), Black Piet (NG male human bard 10), and Knecht Ruprecht (NG male human commoner 8). His cohort, followers, reindeer, and companions all share his immunity to aging.

Based on original 3.0 stats by Sean K. Reynolds. Posted on tumblr.


The Krampus


The Krampus is a horned, anthropomorphic figure. According to traditional folklore, Krampus punishes children during the Christmas season who had misbehaved, in contrast with Father Christmas, who rewards well-behaved ones with gifts. Although he appears in many variations, most share some common physical characteristics. He is hairy, usually brown or black, and has the cloven hooves and horns of a goat. His long pointed tongue lolls out. Krampus carries chains and bells of various sizes attached to long birch branches that he uses to swat naughty children.  Sometimes Krampus appears with a large sack or a washtub strapped to his back; this is to cart off evil children for drowning, eating, or transport to Hell.





I am participating in the April A-Z Blogging Challenge, and my theme is Dungeons and Dragons.


One hundred years ago the sorcerer Zenopus built a tower on the low hills overlooking Portown. The tower was close to the sea cliff west of the town and, appropriately, next door to the graveyard. Rumor has it that the magician made extensive cellars and tunnels underneath the tower. The town is located on the ruins of a much older city of doubtful history, land Zenopus was said to excavate in his cellars in search of ancient treasures.

Fifty years ago, on a cold wintry night, the wizard’s tower was suddenly engulfed in green flame. Several of his human servants escaped the holocaust, saying their master had been destroyed by some powerful force he had unleashed in the depths of the tower. Needless to say the tower stood vacant for a while after this, but then the neighbors and the night watchmen complained that ghostly blue lights appeared in the windows at night, that ghastly screams could be heard emanating from the tower at all hours, and goblin figures could be seen dancing on the tower roof in the moonlight. Finally the authorities had a catapult rolled through the streets of the town and the tower was battered to rubble. This stopped the tauntings but the townsfolk continue to shun the ruins. The entrance to the old dungeons can be easily located as a flight of broad stone steps leading down into darkness, but the few adventurous souls who hove descended into crypts below the ruin have either reported only empty stone corridors or have failed to return at all. Other magic-users have moved into the town but the site of the old tower remains abandoned.

Whispered tales are told of fabulous treasure and unspeakable monsters in the underground passages below the hilltop, and the story tellers are always careful to point out that the reputed dungeons lie in close proximity to the foundations of the older, pre-human city, to the graveyard, and to the sea.

Portown is a small but busy city linking the caravan routes from the south to the merchant ships that dare the pirate-infested waters of the Northern Sea. Humans and non-humans from all over the globe meet here. At the Green Dragon Inn, the players of the game gather their characters for an assault on the fabulous passages beneath the ruined Wizard’s tower.




I am participating in the April A-Z Blogging Challenge, and my theme is Dungeons and Dragons.

a-to-z-letters-v Vaprak is the deity worshiped by ogres, trolls, and other savage races. Vaprak is also known as “The Destroyer” or Jammudaru. His symbol is a dismembered, taloned hand. It is sometimes confused with the Hand of Vecna. He makes his home in Shatterstone, the 524th layer of the Abyss. There, he dwells in a pitiful cave at the base of a great cliff.

Vaprak has a humanoid form colored an exceedingly horrid mottled brown and green. He has an elemental, savage quality that endears him to ogres and trolls. Vaprak holds the other giantish gods in awe and respect, however, and fears that his race may abandon him to worship them. He is not a planner or a thinker; he merely destroys, ferociously, as quickly as he can, urging his followers to do the same.

Vaprak’s priests wear blood red plate mail and war helms. They must be ferocious and constantly on the look out for opportunities to fight. They must devour all they can, but remain physically fit. They often exercise by ritually bashing one another with clubs, which helps decide rank in their violent society. Vaprak’s favored weapon is the greatclub.


One curious rite practiced among the ogres of one tribe is the “Six Day Night,” where ambitious tribesmen demonstrate their loyalty to Vaprak and their tribal leader by being placed in a dark cavern for six days with no food and only a small amount of water. If the initiate survives this ordeal, his status is greatly increased.


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I am participating in the April A-Z Blogging Challenge, and my theme is Dungeons and Dragons.


Uni is a young unicorn who the heroes meet when she is fleeing from an angered Tiamat. Afterwards she befriends the heroes with Bobby adopting her as a pet. She communicates by bleating words but the phrases are often repeating what somebody has just suggested as means of affirmation. She even mutters an incantation while gripping Presto’s hat in her mouth during  P.R.E.S.T.O. Spells Disaster and manages to conjure a flying carpet.
Uni belongs to a herd of unicorns that live in a valley concealed behind a waterfall, and on meeting the leader called Silvermane she learns how to teleport by copying him where it is revealed that a unicorn’s horn lets unicorns teleport once per day. Like other unicorns, if she loses her horn she becomes grey, enfeebled and unable to teleport. However, despite learning this Uni only teleports in one other episode and only when prompted by Bobby. After discovering the unicorn herd Uni chooses to continue with the heroes instead of remaining in the valley.
In the Quest Of The Skeleton Warrior Uni casts no reflection in one of the magical mirrors that reflect the viewer’s fear. This could imply she has no deep-rooted fear to exploit or that being a unicorn she is not eligible to become a Celestial Knight so the mirror ignores her presence, reflecting nothing instead.
In the Maze Of Darkness she is unaffected by one of the hypnotic light traps that make people attack each other.
She likes carrots and baked potatoes, as shown in The Hall Of Bones and The Dungeon At The Heart Of Dawn respectively but Eric confirms that her main diet is grass at the end of Treasure Of Tardos.


I’m taking part in the A-Z Challenge, and my theme is Dungeons & Dragons.




In the form of a sentient dinosaur, Ka represents cultures and races otherwise lost and an insatiable thirst for knowledge and self-enlightenment. He is widely worshiped by scribes and librarians.



During the prehistory of Mystara, Ka was a carnivorous dinosaur, similar to an Allosaurus. Unique in his species, he was given of a superior intellectual that finally gave him the ability to reason and comprehend with analytical clarity. Ka was the first dinosaur (and perhaps the last?) to discover the Weave of Magic and manipulate it, and thanks to his superior ability was able to grow up in a wild environment, becoming unequaled, adapting himself to the changes of the surrounding environment and extended his life cycle.


a-to-z-letters-kHe began to codify his study of the forces present in nature and of the arcane energy, and put together a series of techniques that would enable him to of exploit to the maximum his memory and intellect, becoming


. After a millennium of life, feeling incredibly lonely he finally set to the search of other entities that could show the same intelligence, and in this desperate quest he was noticed by Terra, who offered him the opportunity for taking the path of the Polymath for finally becoming Immortal and gaining status as a god. He chose to be the protector of Lizardmen, thus allowing for the preservation of this race.


It was thanks to this series of tests that Ka, reincarnated into different forms of life, developed a strong attachment to life and a predilection for any living being, and he was able to find an inspiring side to everyone. He finally succeeding to ascend into the Sphere of Matter, and from that moment he began to explore the Planes, focusing his attention on the world from which he came from, Mystara.


Ka started to study and observe all the living species, rejoicing when a new one was born or created by the gods, and intervening to protect those that instead were in risk of dying out, moving them to less dangerous and more suitable areas. It was just after the impact of an enormous meteor that Ka discovered the existence of an enormous cavity at the heart of Mystara, which would later be known as Hollow World.


Indeed, exploring the crater left by the impact, Ka found some large cracks that descended down to an area surrounded by a double gravity field and by an antimagic barrier. This layer extended all around Mystara and was named by the gods: the Worldshield. Continuing his exploration, Ka finally found himself in a cavern thousands of kilometers wide in what had to be the planet’s core and thus realized that Mystara had been created hollow and equipped with the Worldshield by some entity that preceded the current conclave of gods.


It was at this point that Ka had the idea of exploiting the hidden cavern in the heart of Mystara as a place in which to preserve the species in danger in the outer world, too often exposed to immanent disasters because of meteorites, seismic or environmental phenomena. For preserving the species and later entire cultures he thought up and realized, with the help of Ixion and Ordana, the magnificent project of the Hollow World, forming in the hidden cavity true and proper continents in which to keep in a state of perennial preservation those cultures in risk of disappearing from the face of the planet or being drastically altered.