- General
- Faerûn
- Mercenary Companies
- Psionic Organizations
- Underdark Organizations
- Minor Valorous Organizations
- Organizations of Waterdeep
- Organizations of the East
- Demon-led Organizations
- Cult of the Dragon
- Druids of the Tall Trees
- The Emerald Enclave
- Fangshields
- Fellowship of the Purple Staff
- Fire Knives
- Guardian of the Weave
- Hand of Vengeance
- Marshals and Heralds in the Realms
- Harpers
- Knights of the Flying Hunt
- Knights of Imphras II
- Knights of the North
- The Lords' Alliance
- Malaugryms
- Order of the Grand Snakemaster
- People of the Black Blood
- Red Wizards of Thay
- The Seven Sisters
- Shades
- The Soft Claws
- The Xanathar's Guild
- The Zhentarim
Stargazers
As far as anyone knows, this knightly order finds its missions and quests by studying the stars. Only its inner circle knows of the prophecy that truly guides the members. The Stargazers clearly stand out from other orders because they accept members of all classes. Anyone willing to undertake missions for the Stargazers has a chance to join. While some advance far enough through the ranks to realize that a secret circle guides the Stargazers' actions, only paladins have a chance to enter that circle.
The Stargazers' reputation for being in the right place at the right time draws many to them. Others seek out Stargazers chapters because of the groups reputation for disrupting evil. The Stargazers consider those who undertake their missions but don't join as part of the outer circle. Members of the outer circle are simply adventurers known to the Stargazers for fighting evil and amenable to the Stargazers' missions. Most members don't realize they belong! Knights from the middle circle contact outer circle adventurers and offer them missions or quests. Occasionally they will lead such adventures. If anyone asks how the Stargazers decided to undertake a quest, the response is that they observe the movements of the stars in the night sky and interpret those movements. Outer circle adventurers have no obligations to the Stargazers and may refuse any mission for any reason. The Stargazers accept anyone to the outer circle without prejudice against race, class, alignment, or any other characteristic. The Stargazers' quests generally don't appeal to those with evil alignments, though.
Middle circle members also deliver membership invitations to honorable, good adventurers and expert astronomers who serve the outer circle for several years. Ordained middle circle members accept strict demands for their allegiance and obedience. Most outer circle adventurers offered ordination refuse because of those demands. This often weeds out individuals with alignments other than lawful. Those who accept discover they have more duties than delivering messages to the outer circle. Some quests are too important for those not sworn to the Stargazers, and the middle circle undertakes them. Many are curious about how the Stargazers know so much, particularly those representing the forces of evil whose plans the Stargazers foil. Middle circle members provide security for the chapters. In return, the Stargazers provide training, assistance (for instance, they help paladins discover where to find their special mounts), housing, and food. The Stargazers sometimes provide special equipment in the form of magic items for truly important quests. The Stargazers charge minimal dues of all middle and inner circle members, but the group primarily funds itself through private donations made by wealthy knights in addition to their dues.
A middle circle paladin who shows true devotion to the Stargazers' cause over a period of years may receive an invitation to join the inner circle. Many do not survive long enough to enter the center of the Stargazers' secrecy. Inner circle members pore over copies of a manuscript written by Ariosto the Mad, comparing the ancient writings with current observations of the stars. When they find an apparent match, they send middle or outer circle members to influence the corresponding event. They use carrier pigeons or messengers to deliver their instructions, so no one ever knows if he has met a member of the inner circle.
Those who accept invitations to the inner circle learn the Stargazers' real history. Long ago a human known as Ariosto the Mad wrote a prophecy of a climactic battle between good and evil at the end of the current age, a battle that would establish which force would be dominant in the next age. A paladin named Loholt Jessant discovered the book during his quest for a mount. After the quest, Loholt's friend and companion, an elven wizard named Nimue, read the book. Ariosto predicted numerous signs, portents, omens, and events leading up to the battle. Loholt and Nimue believed that several of those events had already happened, as Ariosto wrote that they would. They came to believe Ariosro's writings completely. Loholt and Nimue resolved to influence future events so that good would triumph in the climactic battle. Together with an astrologer, they formed the kernel of what would become the Stargazers.
Mount Baden Chapterhouse
Stargazers chapters are generally built on high mountain peaks. The Stargazers don't choose the sites to isolate the chapter or to protect the Stargazers secrets: The air is clearer and more still at higher altitudes, improving the Stargazers' observations of the stars. This house is no exception. A clear path leads down a peak in the Yatil Mountains to a pass and a trade road that connects the house to the Free Town of Highfolk.
The chapter head is Jumdish Dour. He is a modest, quiet man, and no one at the chapter suspects he's a member of the inner circle. Mags Boartusk commands the small chapter guard. Marshall Boot administers the chapter's library and scriptorium. Gilleabart Hargiray is the chapter's astrologer.
1. Gate House: The chapter uses this comfortable cottage to entertain petitioners seeking the best time to plant crops, or a child's birth chart.
2. Guard Barracks: The chapter's small guard force (six human 1st-level warriors) lives here, and Mags Boartusk has a private room at one end of the first floor.
3. Stables: Jumdish Dour and Mags Boartusk care for their own horses, the only two regularly kept here.
4. Smithy: This small blacksmith workshop supplies the simple needs of the chapter.
5. Great Hall: The primary gathering place for the chapter, this hall is where the members hold discussions and eat their communal meals. Important guests of the chapter are always welcome here. Jumdish Dour's quarters are on the second floor.
6. Astrologers' Tower: The top of this tower is cleverly designed so that Gilleabart Hargiray can fold back any of the peaked roof's panels to view the stars. Her quarters are just below the observation level.
7. Kitchens: The kitchen and pantry supply the food needs of the chapter and any of its guests.
8. Storage: Simple items such as ink, quill pens, and parchment are stored here. Weapons and armor are stored in individuals' quarters.
9. Library: The pride of the chapter, this library holds several rare volumes not found anywhere else, including an original commentary on Ariosto's prophecy by Nimue herself. Marshall Boot's quarters are just outside the main reading room. The tomes, scrolls, and maps of the library are kept in locked rooms. Those seeking a particular item must apply to Marshall Boot, who holds all the keys.
10. Scriptorium: Located adjacent to the library, this room sees most of the chapter's work. Here chapter members copy out rare tomes for distribution to other chapters.
11. Mews: Usually used to house birds of prey, this small building provides warmth and shelter for the chapter's messenger pigeons.
Mags Boartusk: Female half-orc Rgr4; CR 4; Medium-size humanoid; HD 4d10+4; hp 30; Init +3; Spd 30 ft.; AC 17 (touch 13, flat-footed 14); Atk +6 melee (1d8+3/19-20, masterwork longsword), +6 melee (1d6+1/19-20, masterwork short sword), or +8 ranged (1d8+2/x3, mighty masterwork composite longbow [+2]); SA Fight with two weapons; SQ animal companion (wolf), darkvision 60 ft., favored enemy (goblinoids); AL NC; SV Fort +5, Ref +4, Will +2; Str 16, Dex 16, Con 13, Int 8, Wis 12, Cha 6.
Skills and Feats; Bluff -2, Handle Animal +5, Listen +1, Ride +12, Sense Motive +1, Spot +1, Survival +1; Point Blank Shot, Precise Shot, Track.
Special Attacks: Fight with Two Weapons: Attack with both longsword and shortsword as a character with Two-Weapon Fighting.
Special Qualities: Animal Companion: Wolf (see the Monster Manual, page 204). Favored Enemy (goblinoid): +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks against goblinoids, +1 damage to attacks against goblinoids.
Spells Prepared (1): 1st - resist elements.
Possessions: +1 studded leather armor, masterwork longsword, masterwork short sword, mighty masterwork composite longbow (+2), 20 normal arrows, 3 potions of cure light wounds, potion of hide, potion of eyes of the eagle, spyglass, climber's kit.
Chapter Guard: Male or female human War1; CR 1; Medium-size humanoid; HD 1d8+5; hp 11; Init +1; Spd 20 ft.; AC 16 (touch 11, flat-footed 15); Atk +3 melee (1d8+2/19-20, longsword) or +2 ranged (1d8/x3, longbow); AL LN; SV Fort +4, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Skills and Feats: Climb +1, Intimidate +3; Improved Initiative, Toughness.
Possessions: Scale mail, buckler, longsword, longbow, 20 arrows, climber's kit, 50-ft. silk rope.
Jumdish Dour: Male human Pal9; CR 9; Medium-size humanoid; HD 9d10+9; hp 63; Init -1; Spd 20 ft.; AC 22 (touch 10, flat-footed 22); Ark +13/+8 melee (1d8+3/17-20, +1 longsword) or +10/+5 ranged (1d8+3/x3, mighty masterwork composite longbow [+2] with +1 arrow's); SA Smite evil, turn undead 6/day; SQ Aura of courage, detect evil, divine grace, divine health, empathic link with mount, heavy warhorse mount, lay on hands, remove disease 3/week, share spells with mount; AL LC; SV Fort +10, Ref +7, Will +8; Str 14, Dex 8, Con 12, Int 10, Wis 14, Cha 16.
Skills and Feats: Diplomacy +15, Handle Animal +15, Ride +13; Improved Critical (longsword), Lightning Reflexes, Mounted Archery, Mounted Combat, Weapon Focus (longsword).
Special Attacks: Smite Evil (Su): 1/day add +3 to attack roll and +9 to damage against an evil creature. Turn Undead (Su): As 7th-level cleric.
Special Qualities: Aura of Courage (Su): Immune to fear, allies within 10 feet gain a +4 morale bonus on saving throws against fear effects. Detect Evil (Sp): At will. Divine Grace: Saving throws include Charisma modifier. Divine Health: Immune to all diseases. Empathic Link (Su): Can communicate telepathically with mount up to one mile distant. Heavy Warhorse Mount: HD 8d8; hp 45; AC 20; Atk +4 melee (1d6+4, 2 hooves), -1 melee (1d4+2, bite); Fort +9, Ref +7, Will +3; Str 20, Int 7, Improved Evasion. Lay on Hands (Sp): Heal up to 27 points of damage per day, or deal up to 27 points of damage per day to undead as if using a touch spell. Share Spells: Any spell cast by paladin also affects mount if within 5 ft.
Spells Prepared (2/1; base DC = 13 + spell level): 1st - protection from evil, read magic; 2nd - resist elements.
Possessions: +1 full plate, +1 large steel shield, +1 longsword, mighty masterwork composite longbow (+2), 20 normal arrows, 5 +1 arrows, 2 potions of cure light wounds, 2 potions of cure moderate wounds, 2 scrolls of magic weapon, 2 scrolls of protection from evil, 2 javelins of lightning, ring of protection +1, paladin's mount, masterwork scale mail barding, bit and bridle, military saddle, saddlebags, dagger, silver holy symbol (Heironeous), 3 flasks of holy water.
Marshall Boot: Male half-elf Exp4; CR 4; Medium-size humanoid; HD 4d6; hp 14; Init +1; Spd 30 ft.; AC 13 (touch 11, flat-footed 12); Atk +2 melee (1d4-1/19-20, dagger) or +4 ranged (1d4-1, dagger); SQ Half-elf traits; AL LN; SV Fort +1, Ref +2, Will +6; Str 8, Dex 12, Con 10, Int 15, Will 14, Cha 13.
Skills and Feats: Appraise +9, Concentration +7, Craft (bookbinding) +11, Craft (calligraphy) +9, Decipher Script +11, Forgery +9; Knowledge (arcana) +9, Knowledge (history) +9, Listen +3, Search +3, Spot +3; Skill Focus (Craft [bookbinding]), Skill Focus (Decipher Script).
Special Qualities: Half-Elf Traits: Immune to sleep spells; racial bonus on saves against enchantment spells or effects, low-light vision; +1 racial bonus on Listen, Search, and Spot checks; proficient with longsword or rapier plus longbow, shortbow, composite longbow, and composite shortbow.
Possessions: Bracers of armor +1, amulet of natural armor +1, dagger.
Gilleabart Hargitay: Female elf Wiz3; CR 3; Medium size humanoid; HD 3d4; hp 15; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Atk +1 melee (1d6, quarterstaff) or +4 ranged (1d8/19-20, light crossbow); SQ Cat familiar, elven traits, empathic link with familiar, scry on familiar, share spells with familiar, touch (via familiar); AL N; SV Fort +1, Ref +4, Will +4; Str 10, Dex 16, Con 11, Int 15, Wis 11, Cha 8.
Skills and Feats: Concentration +6, Knowledge (astrology) +8, Listen +5, Move Silently +5, Search +4 Spellcraft +8, Spot +5; Alertness, Combat Casting, Scribe Scroll, Toughness.
Special Qualities: Cat Familiar: HD 3d8; hp 7; AC 16; Atk +3 melee (1d2-4, 2 claws), -2 melee (1d3-4, bite); Fort +2, Ref +4, Will +4; Int 7; Improved Evasion; master gains Alertness and +2 bonus on Move Silently checks. Elven Traits: Immune to sleep spells; +2 racial bonus against enchantment spells or effects; low-light vision; +2 racial bonus on Listen, Search, and Spot checks; Search check if passing within 5 feet of a secret or concealed door; proficient with longsword or rapier plus longbow, shortbow, composite longbow, and composite shortbow. Empathic Link (Su): Can communicate telepathically with familiar up to one mile distant. Scry on Familiar (Sp): 1/day, master may scry on familiar as if using scrying spell. Share Spells: Any spell cast by master also affects familiar if within 5 ft. Touch: Familiar can deliver touch spells for master.
Spells Prepared (4/3/2; base DC = 12 + spell level): 0 - arcane mark, detect magic, mending, read magic; I 1st - comprehend languages, identify, unseen servant; 2nd - darkvision, daylight.
Spellbook: 0 - arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance; 1st - charm person, comprehend languages, erase, featherfall, identify, mage armor, mount, unseen servant; 2nd - darkvision, daylight, levitate.
Possessions: Quarterstaff, light crossbow, 10 crossbow bolts, scroll of dispel magic, 2 scrolls of summon monster I, scroll of web, potion of cat's grace, potion of cure light wounds, potion of invisibility, potion of cure moderate wounds, wand of burning hands, wand of ray of enfeeblement.