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Cult of Narkul
Hierarchy
Narkul | ||||||||||||||||||||||
Hydra | Dyndryd | |||||||||||||||||||||
Sovereign | ||||||||||||||||||||||
Temple | The Eye | |||||||||||||||||||||
Church | The Ear | |||||||||||||||||||||
Name | Code | Gender | Race | Class | Role |
---|---|---|---|---|---|
Narkul | - | Male | Human | Lich/Wizard | - |
Amalia Robinson | Sovereign | Female | Elf | Warlock | Leader |
Olazar Orius | Seer | Male | Human | Cleric | Prophet |
Nephyx Eharise | Seeker | Male | Half Elf | Monk | Assistant Prophet |
Despair | The Eye | Female | Tiefling | Rogue | Spy |
Taz | The Ear | Female | Changling | Ranger | Spy |
Temple | Temple | Male | Kenku | Sorcerer | Researcher |
Adah Duhlin | Church | Female | Human | Druid | Assistant Researcher |
Leaders
Cult of Narkul
Cult armour and clothes consist of dark purple and black colouring
Amalia “Sovereign” Robinson | |||||||
---|---|---|---|---|---|---|---|
Name | Amalia | Position | Cult Leader | Race | Female Elf | Level | 20 |
Alignment | LE | Class | Warlock (20) | Status | Alive | ||
Age | 386 | Birth | |||||
HP | 183 | AC | 16 | SPD | 30ft. | Init | +3 |
Bonus | +6 | Passive | |||||
Skills | |||||||
STR | 8(-1) | ||||||
DEX | 16(+3) | Sleight of Hand | |||||
CON | 18(+4) | ||||||
INT | 11(+0) | Arcana | |||||
WIS | 12(+1) | Save | Perception | ||||
CHA | 20(+5) | Save | Deception, Intimidation |
http://dnd5e.wikidot.com/warlock
http://dnd5e.wikidot.com/warlock:undying
Spell Attack Modifier +11
Spell Save DC 19
Eldritch Invocations [PHB p. 110]
- Beast Speech (speak with animals at will)
- Eldritch Sight (detect magic at will)
- Thirsting Blade (extra attack)
- Bewitching Whispers (compulsion once betw. long rests)
- Otherworldly Leap (jump at will)
- Lifedrinker (+1d8 necrotic damage w/pact blade)
- Master Of Myriad Forms (alter self at will)
Taz 'The Ear' | Ranger (15) Tracker |
---|---|
Female Changling | |
AC 15 | HP 124 |
Abilities | Dexterity, Wisdom |
Saves | Strength, Dexterity |
Skills | Investigation, Survival |
Main | Longbow +6 (1d8+4) |
3rd (3/day) | Hunter's Mark Until the spell ends, you deal an extra 1d6 damage to a creature you can see whenever you hit it with a weapon attack, and you have advantage on Perception and Survival checks to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to mark a new creature. |
5th (3/day) | Pass without a trace A veil of shadows and Silence radiates from you, masking you and your companions from detection. For the Duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. |
7th (3/day) | Watch Out, Boss! When a creature the tracker can see enters a space adjacent to the tracker’s leader, the tracker may use its reaction to make a signature attack against that creature. On a hit, the attack also knocks the target prone. |
Loot | Magical Arrows & SpyMaster's Cloak |
Despair 'The Eye' | Rogue (17) Executioner |
---|---|
Female Red Tiefling with an eyepatch, One green human eye & normal tielfing cat like eye |
|
AC 13 | HP 122 |
Abilities | Dexterity |
Saves | Dexterity, Intelligence |
Skills | Deception, Investigation, Perception, Stealth |
Main | Rapier +6 (2d4+4) |
3rd (3/day) | Garrote. The executioner whips a serrated wire around an adjacent creature’s neck, dealing 10 (3d6) slashing damage on a hit. The creature must make a Dexterity saving throw or be restrained. At the start of the executioner’s turn, it automatically deals 3d6 slashing damage to the restrained creature. During its turn, the restrained creature can make a Strength (Athletics) or Dexterity (Acrobatics) check to break the grapple |
5th (1/day) | Dagger Storm. The executioner throws a barrage of shadowy daggers at all enemies within 10 feet. Targets must make a Dexterity saving throw or take 14 (4d6) piercing damage, or half as much damage on a successful one. |
7th (1/day) | Final Strike. The executioner disappears in a cloud of shadow, reappearing behind a chosen enemy creature within 60 feet. The executioner makes two signature attacks, dealing an extra 14 (4d6) force damage on each hit. |
Loot | Eye of Dendallen |
Olazar 'Seer' Orius | Cleric (17) Battle Priest |
---|---|
Overweight male human who wears dark purple vestments | |
AC 18 | HP 122 |
Abilities | |
Saves | |
Skills | |
Main | Mace +6 (1d8+4) |
3rd (3/day) | Spirtual Weapon |
5th (1/day) | Spirit Guardians |
7th (1/day) | Banishment |
Loot | Book of Vile Darkness |
Nephyx 'Seeker' Eharise | Monk (15) Acolyte of the Way |
---|---|
Young half elf (18) with short white hair and wears dark purple vestments | |
AC 15 | HP 108 |
Abilities | Dexterity & Wisdom |
Saves | Strength & Dexterity |
Skills | Acrobatics, Athletics |
Main | Fists +6 (2d4+4) |
3rd (3/day) | Fists of Fury. The acolyte makes two signature attacks. If both attacks hit the same target, the target is knocked back 5 feet. |
5th (3/day) | Stunning Follow-up. As a reaction to taking damage from an adjacent creature, the acolyte immediately makes two signature attacks against its attacker. If both attacks hit, the attacker is stunned. |
7th (3/day) | Body and Soul. The acolyte heals 2 health levels. |
Loot | Necklace of Misty Step. 3 uses/day, gains 1 use at dawn up to a max of 3 |
Adah 'Church' Dulin | Sorcerer (17) Thaumaturgist |
---|---|
Female human, frizzled and slightly burnt hair | |
AC 13 | HP 104 |
Abilities | Charisma |
Saves | Constitution, Charisma |
Skills | Insight, Religion |
Main | Firebolt +3 (4d10) |
3rd (3/day) | Fire Breath. The thaumaturgist breathes fire in a 15-foot cone in front of it. Each creature in the cone must make a Dexterity saving throw. On a failed save, it takes 9 (2d8) fire damage, or half as much damage on a successful one. |
5th (1/day) | Dragon’s Roar. The thaumaturgist roars with draconic might. Each enemy within 60 feet must make a Charisma saving throw or become frightened until the end of its next turn. On each of its turns, a frightened creature must take the Dash action and move away from the thaumaturgist by the safest route unless there is nowhere to move. |
7th (3/day) | Fire Wave. A wave of fire radiates in a 10-foot radius out from the thaumaturgist. Each creature caught in the wave must make a Charisma saving throw. On a failed save, it takes 16 (3d10) fire damage and is pushed back 10 feet. On a success, it takes half as much damage and is not pushed back. |
Loot | Ring of the curative soul |
'Temple' | Druid (15) Skinwalker |
---|---|
Male Kenku raven, torn and tattered robes | |
AC 15 | HP 108 |
Abilities | Wisdom |
Saves | Intelligence, Wisdom |
Skills | Nature, Survival |
Main | Dagger +6 (2d4+2) |
3rd (3/day) | Transform – Dire Wolf. The skinwalker assumes the shape of a dire wolf for 1 minute. While in this form, the skinwalker’s signature attack deals 10 (2d6 + 3) piercing damage. Its movement increases to 50 feet, it gains advantage on Wisdom (Perception) checks that rely on hearing or smell, and it has advantage on attack rolls against a creature if at least one of the skinwalker’s allies is within 5 feet of the creature and the ally isn’t incapacitated. A skinwalker can only be in one form at a time. |
5th (3/day) | Transform – Allosaurus. The skinwalker assumes the shape of an allosaurus for 1 minute. While in this form, the skinwalker’s signature attack deals 15 (2d10 + 4) piercing damage. Its movement increases to 60 feet, and if it moves at least 30 feet straight toward a creature and then hits it with its signature attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone and the skinwalker can make a signature attack against it as a bonus action. A skinwalker can only be in one form at a time. |
7th (3/day) | Transform – Giant Scorpion. The skinwalker assumes the shape of a giant scorpion for 1 minute. While in this form, the skinwalker’s Armor Class increases to 17, and its signature attack deals 7 (1d10 + 2) piercing damage and forces the target to make a Constitution saving throw or take 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. A skinwalker can only be in one form at a time. |
Loot | Flying Broom |
Bases
Pinga's Monastery
Bemin secrets
Pinga's Monastery has been taken over by the leaders and high standing members of the Cult as their personal hideaway and stronghold.
The Cult has killed most members of the Monastery and cut off the tails of the remaining Lizardfolk and using them as slaves, Bemin is there locked in a cage beaten and tortured. Caelynn, Teo, Jorgan, and Rose recognize Bemin
The ritual to bring back Narkul will take place here
Death Knights are Narkul's remote servants, they are controlled by a head band forcibly placed on them, to break free of the spell and regain control make a DC30 Int save once a week, most are random villagers from Whitkin and Rustille
Whitkin
The outpost in Whitkin was established after learning about the Guthber and Heleste Toumond and their search for the hand, it is a small shack on the outskirts of town as a front but a trap door leads into quaters and supply rooms for members to lay low or base scouting operations
Rustille
Roll d20
1-3 Real Dragonborn, less effected by cult
4-10 Real Resident, Memories altered
11-19 Cultist
20 Conspiracy theorist
The Cult hides in plain sight in town, over the past decade the cultists have disguised themselves as Lizardfolk and altered the memories of the residents to believe they were there along, upon growing close to the town during the day the sun is a harsh red and a night the stars are of an alien world, as the group travels through town the feeling of being watched is always there while in town.
The group will be repeatedly told that they don't belong here, made a mistake by coming here, you should leave, calling the softskins etc. shops and inn refuse service
If Teo canceled the trade the whole will seemingly be wanting to rob, kidnap or kill him
Conspiracy Theorist: Thuz received a gift from a God where his mind cannot be altered, He knows the truth but comes off as a crazy homeless.
The government are humans in lizardfolk disguises
Doctors are brainwashing residents with medicine
No one in the town is real and won't let him leave
When the ground shakes on tainted land it'll mark the nation's doom.