Shalandain, Crusader Paladin

(AD&D 2nd Edition 1993 Trading Card #32)

The human paladin named Shalandain is the second-in-command of the Company of the Chalice’s ongoing operations on the Rock of Bral. She relentlessly crusades against the neogi and other aberrant threats in Bral’s crystal sphere. Her commander is the renown wizard-knight named Sir Edarin Niallson (LG male half-elf, wizard 8 / knight 6).

Their sleek, redesigned squidship, The Foresight, is often moored at Bral’s docking caverns, and the order’s base of operations is a large building with a central courtyard located on Lamp Street across from Kimbo’s Exotic Arms. When not at Chalice Hall, Shalandain can often be found praying at the Planar Church of the Seven Heavens.

It is believed that the Company of the Chalice originated on the world of Gondorin in Herospace, although it exists in the space lanes well beyond that crystal sphere. The company requires applicants to be goodhearted, and there are many paladins and clerics of good deities among its membership. The company of heroes seeks out evil in all its forms and often crusades not only against twisted aberrations and undead atrocities, but also vicious pirates and other evildoers.

Adventure Hook

It is not by accident that the Company of the Chalice built their hall so close to the embassy of the mind flayers. Sir Edarin hates mind flayers with a passion, and he chose the spot for Chalice Hall with the intention of challenging the mind flayers’ place on Bral. His zealousness has led to confrontations between the company’s more powerful members and the mind flayers. However, he has recently gone missing and Shalandain worries that her mentor pushed the aberrations too far. She is seeking goodhearted heroes to find Sir Edarin by any means necessary.



SHALANDAIN (CR 11)

Female Human Paladin 11

LG Medium Humanoid (human)

Init +2; Senses Listen +4, Spot +4

Languages Celestial, Common

AC 24, touch 12, flat-footed 22

hp 77 (11HD)

Fort +13, Ref +9, Will +11

Spell Resistance 16

Speed 30 ft. (6 squares); Gravity Plane 15 ft.

Melee Fate’s Promise +20/+15/+10 (1d8+8/19-20/x2) or

Melee Fate’s Promise +20/+15/+10 (1d8+8 plus 2d6/19-20/x2) vs. evil creatures

Face 5 ft. Reach 5 ft.

Base Atk +11; Grp +14

Atk Options Cleave, Power Attack

Special Actions Lay on Hands (can heal 44 points/day), Smite Evil 3/day (+4 to attack, +11 to damage); Turn Undead 7/day (turn level 8, turn damage 2d6+12)

Paladin Spells per Day (0/2/2/1; DC 15 + spell level)

Prepared Paladin Spells (CL 11)

  • 3rd – cure moderate wounds (DC 17)
  • 2nd – knight’s move [SC], owl’s wisdom (DC 16)
  • 1st – cure light wounds (DC 15), moment of clarity [SC]

Abilities Str 16 (+3), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 18 (+4), Cha 18 (+4)

Special Qualities Associates, Aura of Courage, Aura of Good, Code of Conduct, Detect Evil, Divine Grace, Divine Health, Lay on Hands, Remove Disease, Smite Evil, Special Mount, Spells, Turn Undead, Weapon and Armor Proficiency

Feats Alertness, Cleave, Leadership, Power Attack, Weapon Focus (longsword)

Skills Appraise +1, Balance -4, Bluff +4, Climb -3, Concentration +9, Craft (carpentry) +3, Diplomacy +15, Disguise +4, Escape Artist -4, Forgery +1, Gather Information +4, Handle Animal +9, Heal +11, Hide -4, Intimidate +4, Jump +2, Knowledge (nobility and royalty) +8, Knowledge (religion) +6, Listen +4, Move Silently -4, Profession (soldier) +7, Profession (Spacehand) +7, Ride +9, Search +1, Sense Motive +9, Spot +4, Survival +4, Swim -9, Use Rope +2

Possessions +3 field plate, boots of star striding, Fate’s Promise (+5 holy cold iron longsword), masterwork steel shield, traveler’s outfit.

Belt Pouch Potion of fly.

Boots of Star Striding These boots allow the wearer to tread upon the gravity plane of any ship without drifting away. While the wearer’s speed is cut in half, jumping down to the gravity plane does not result in oscillation. The wearer gains all the benefits of boots of striding and springing, a +2 competence bonus to all Jump checks, and can always Take 10 when making a Jump check to or from a gravity plane or even the deck of another ship. (Value: 5,900 gp)

Fate’s Promise is a unique holy avenger. It has the following spell-like abilities: at will – greater dispel magic; 1/day – bull’s strength; 2/day – heal. (Value: 279,030 gp)


Associates While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

Aura of Courage (Su) Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Aura of Good (Ex) The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Code of Conduct A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Detect Evil (Sp) At will, a paladin can use detect evil, as the spell.

Divine Grace (Su) At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Divine Health (Ex) At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Lay on Hands (Su) Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Remove Disease (Sp) At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Smite Evil (Su) Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.

Special Mount (Sp) Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.

Spells Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.

A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.

Turn Undead (Su) When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Weapon and Armor Proficiency Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Created using PCGen 6.08.00 RC8 on Jul. 30, 2022

Player: n/a; Character Name: Shalandain, Crusader Paladin

Adventures in Arcane Space back Saturday – catch up now

Earlier this week we ran a story called Adventures in Arcane Space Spelljammer show launches on Twitch TV and posted a link to the a YouTube video.

But there is a second YouTube video, as episode 1 of the show was split into two parts. So here are both parts so that you can catch up.

Spelljammer: Adventures in Arcane Space: Episode 1

 

 

 

 

 

 

Spelljammer: Adventures in Arcane Space: Episode 2

 

 

 

 

 

 

 

 


You can watch the next show live on Saturday from 12 noon to 4pm EST.

Adventures in Arcane Space Spelljammer show launches on Twitch TV

Adventures In Arcane Space - AD&D 2nd Edition Spelljammer Campaign - Part 1Auld Dragon is one of the regulars over at the Spelljammer forum at The Piazza. He also has a YouTube channel, where he has been uploading Lets Play videos of D&D games for some time.

Last Saturday, at 12.00 noon EST, he broadcast the first episode of a new a live-streamed 2nd Edition AD&D Spelljammer game on his Twitch TV channel.

Called, Adventures in Arcane Space, the show features some of the viewers of Auld Dragon’s channel testing out Roll 20 for the first time.

Catch up on You Tube

The game stars oSpelljammer: Adventures in Arcane Space: Episode 1ff on The Rock of Bral, with the player characters being summoned to a drinking establishment, called The Rampant Lion, to meet with a mysterious stranger who is looking for some people to help him carry out a mission for The Seekers.

Adventures In Arcane Space – AD&D 2nd Edition Spelljammer Campaign – Part 1

Here is Auld Dragon’s description from YouTube:

 

Published on 6 Mar 2017

Welcome to Adventures in Arcane Space campaign, an Advanced Dungeons & Dragons Second Edition Spelljammer campaign played on Roll20 with viewers from my channel!

Session 1, streamed live at 12pm EST/5pm UTC on March 4th, 2017 over at Twitch.tv:
http://www.twitch.tv/aulddragon


The Party consists of:
Cadet Higgimus, a giff fighter.
Braxon, a human fighter.
Yeldin, an elf ranger.
Lafdul, an elf mischiefmaker/thief.
Xanfyr, a half-elf invoker.
Levalithana, an elf wild mage.

See Episode 2 on Saturday

Don’t forget that Episode 2 will be broadcasting live this forthcoming Saturday, from 12.00 noon to 4pm EST, on Twitch TV.

 

Breaking News: Toy Soldier Saga Mapping Project

The Toy Soldier Saga

Thanks to a talented artist at the Cartographer’s Guild, the worlds of the Toy Soldier Saga are finally getting mapped out!  vtsimz02 has kindly agreed to take on the massive project of mapping relevant crystal spheres, flowcharts, and sub-sections (for instance, he is working on a map of Selune’s Tears.)  He is already almost completed the first flowchart and information will be revealed as it is finalized, and included in links from the Chart Room page (as well as the novels where appropriate).  I can’t wait to share this with you so that you can get a clearer visual of the worlds featured in the novels!

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U is for Underdark

Jeff Grubb mentioned the Underdark, including that of the Rock of Bral, in a recent blog entry:

U is for Underdark

The Loxoth of Wildspace, Part I

Introduced in the second Forgotten Realms Monstrous Compendium Appendix (MC11), the loxo is an eight foot tall humanoid elephant with two trunks. They were introduced as spelljamming immigrants to the southern plains of Faerûn, but never received mention in any of the Spelljammer materials. This series of articles endeavors to change that, starting with a small enclave of loxoth (plural of loxo) on Bral. Continue reading

Start Your Spelljammer Game on…The Rock of Bral

There are a number of places where you could start a Spelljammer campaign, but the most obvious options from the original AD&D Adventures in Space boxed set is to start with one of the three campaign worlds that the Adventures in Space boxed set was built around (Krynn, Oerth or Toril) or to start from The Rock of Bral.

There are pros and cons to starting on The Rock of Bral:

  • Advantages: Your player’s characters all start off as spacefarers and know a fair amount about how the SJ universe works. Plus you can get the players to build a theme which explains why they are together on The Rock.
  • Disadvantages: A lot of the adventure hooks suggested by various Spelljammer products are about getting the players up into space (and they are already there) so those hooks are less easy to use. A second issue is that official Spelljammer adventures are not designed for 1st Level characters.

I think the advantages outweigh the disadvantages, because starting your game on The Rock of Bral means that you can tie your PCs in with various NPCs on The Rock. (But if you don’t agree, wait a month or two and there may well be a follow-up article telling you how to Start Your Spelljammer Game on Krynn, Oerth, Toril or somewhere else.)

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Rumble on the Rock (Book Excerpt)

The elven wine came in three different varieties; a green elven summer wine, an Evereskan red, and a dry white that seemed to have come from somewhere in Greyspace.  Of the three, the summer wine was his personal favourite.  He brought those up first.  “I recommend this one,” he said to Luigi.  “We used to drink it back home.”  He coughed and cleared his throat.  Then he went back down and hauled up the ale.

“Set it in the empty spot,” Luigi instructed him.  In the meantime, the beholder had tossed some trash into the empty cask and he asked Shaundar to carry the full barrel that preceded it into the alley; which he did.

Shaundar saw the movement out of the corner of his eye at about the same time that the hairs on the back of his neck stood up.  He put the stack of waste barrels between him and the intruders.  A small troupe of brightly-dressed street performers came into the alley; except that these so-called performers were armed with slings and belaying-pins.  There were two humans, a mustachioed man and a hatchet-faced woman; a gnome with a respectably tall red hat, a scowling halfling, and a half-elven youth with a pencil-thin mustache.  He resembled the human male somewhat.

“Good evening, Mr. Sunfall,” the man with the curly mustachios greeted him with a bow and a flourish.  “The Juggler, on behalf of her friend young Mr. Kullek, sends her regards.”  He grinned and they began to spread out, tapping their pins against their hands.

Kullek?  Who in the Demonweb was Kullek?  But the Juggler was a name he knew.  She was one of the four legendary Underbarons of Bral; a leader of a criminal syndicate that often included swindlers and con men, according to rumour.  He supposed that explained the performers’ outfits.  “Don’t do this to yourselves,” Shaundar sighed.  He had no urge to fight anyone; he was weary of death and bloodshed.  “If you’re here for the little punk I threw out of the bar last night, he’s not worth the effort.”

The mustachioed man’s grin widened.  “The Juggler takes the needs of her clients very seriously.”  Shaundar saw with an inward wince that he had mistaken Shaundar’s reluctance for fear.  They started moving towards him.

“To the Hells with this,” Shaundar said in disgust, waving a hand dismissively, and he turned to head out the other end of the alley.

“Please, one moment,” another voice chimed in, this one slightly accented.  Everyone was equally surprised to find the other way blocked by a pack of five Shou men with rolled-up shirt sleeves and tattoos completely coating the visible parts of their arms to the wrist.  Three were apparently unarmed and two had twin weapons that looked like some kind of billy clubs with handles so that they could be clutched against the long bones of the forearms.  One of the unarmed ones clasped his hands before him and made a perfunctory bow.  “Nai hao, konnichiwa, Mr. Sunfall.  We represent Mr. Ozamata, who offers protection services for the inhabitants of the Low City.  I understand you reneged on your agreement with your landlord?”  He was crisp and polite.

Shaundar groaned.  Mr. Ozamata was the head of the Shou Town criminal syndicate, the Yakuza.  They were a dangerous bunch.  The other guys probably just wanted to rough him up, but they might actually kill him.

“We were here first,” snapped the hatchet-faced woman to the tattooed Shous.

The Yakuza man smiled a bit more.  “I am sorry to disappoint the Juggler and to deprive you of your fee, but Mr. Ozamata has an image to uphold.  It would reflect very poorly on his business if he were to fail to provide the services he is paid for.”  Now the two groups began to keep watch on each other as well as Shaundar.

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