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Celdoriath’s Clarion
This delicate-looking, spiraled silver trumpet is inlaid with intricate Elven script, which translates as “giving succor” and “friends shall answer the call.”
The mouthpiece is pale ivory, and an emerald-studded, leather baldric allows the horn to be slung over the carrier’s shoulder.
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Nonlegacy Game Statistics: Celdoriath’s Clarion;
Cost 2,500 gp. You gain a +5 competence bonus on
Perform checks made with this instrument. Omen: Any music played on Celdoriath’s Clarion is clear, sweet, and hauntingly beautiful. Furthermore, the instrument never tarnishes or shows any sign of wear during regular use—it remains as bright and unsullied as the day it was created. HISTORY
Celdoriath’s Clarion appears to be an elven scout’s horn, albeit an ornate and highquality one. Outriders, rangers, and other advance units of elven armies carry such horns. Used to maintain communication and summon aid over long distances, these instruments are usually simple affairs made of horn or brass. Celdoriath’s Clarion clearly belonged to a wealthy or infl uential scout, or one who was rewarded for some great service to the elven people. Elf kings and nobles give only their most loyal scouts silver trum- Celdoriath’s Clarion awaits a ranger pets, and then only in who proves worthy of its heroic legacy recognition of some truly heroic act. Few such instruments are ascribed magical properties in the elven histories. Clearly, Celdoriath’s Clarion is something extraordinary. (DC 15) Celdoriath was a ranger serving as a scout in the forces of the elven king Aldonar, the ruler of an enormous forest realm. Though he was merely a low-ranking soldier in his king’s army, Celdoriath was in love with King Aldonar’s daughter, Indiriel. More signifi cantly, the princess loved Celdoriath in return. Her father refused to allow her to marry so far below her station, however. Resigned to love from afar, Celdoriath abandoned his hopes of marrying Indiriel and threw himself into his duties. He spent three months tracking an orc horde along the borders of the forest during a fi erce winter blizzard. Three elves under his command froze to death, but Celdoriath was able to gather enough intelligence on the orcs’ movements and deployment that the regular army routed them with minimal casualties. In recognition of his service, Celdoriath was awarded a silver trumpet and the honorary title “Knight Guardian of the Realm.” Along with this honor, however, he was reprimanded and discharged from King Aldonar’s army for the reckless sacrifi ce of his three subordinates. The king could not ignore Celdoriath’s heroic deeds, but he didn’t want the scout to rise to a high enough rank to petition for Indiriel’s hand in marriage. (DC 18; Watcher’s Vigil) While he was disgusted and embittered by his king’s actions, Celdoriath could not bring himself to leave his home or the woman he loved. With no formal military rank, he signed back on with Aldonar’s army as a mercenary, performing the same duties he had always carried out. Now, however, he was looked on as little more than a dog that might turn on its master at any moment. Mercenaries were disliked at best in the elven military, and Celdoriath’s presence was tolerated only because of his skill and the renown he had won from the incident with the orcs. Though he was sneered at by the offi cers, most of whom were drawn from the nobility and were perfectly aware of the real reason Celdoriath was discharged, the ranger’s keen mind and knowledge of woodcraft won him friends and allies among the enlisted soldiers. Three years into his tour as a mercenary, Celdoriath was on patrol deep in the heart of an uninhabited region of the forest. There, a huge section of ground collapsed inward, revealing a subterranean cavern out of which boiled thousands of drow and their arachnoid servants. Surrounded and cut off from any hope of escape, Celdoriath raised his silver trumpet to his lips and blew a long, clear blast. Much to his surprise, not only was the call answered, it was answered in force—a brigade of elf mages had been training in the region, and with their potent magic, they were able to contain the drow assault and drive the dark elves back underground. (DC 25; Prayer of Thanksgiving) After saving the kingdom from certain destruction twice, Celdoriath could no longer simply be brushed aside by King Aldonar. Reluctantly, the king restored
Illus. by D. Martin
Table 3–9: Celdoriath’s Clarion
——————— Personal Costs ——————— Wielder Save Skill Check Hit Point Skill Point Level Penalty Penalty Loss Loss Abilities
5th — — — — Strengthen morale 6th — — 2 3 Fell blast at will 7th — –1 — — Summon least ally 1/day 8th –1 — — 3 — 9th — — — — Call compatriot 1/day 10th — — 2 — — 11th — — — — Heartening call 3/day 12th –2 — — 3 Note of opening at will 13th — — — — — 14th — –2 — — Summon lesser ally 1/day 15th — — — — Call swarm 5/day 16th — — — — — 17th — — — — Phantasmal blast 3/day 18th — — — 3 Summon greater ally 1/2 days 19th — –3 — — — 20th — — — 3 Call divine ally 1/month
Celdoriath’s rank and status, removing the only obstacle to the ranger’s marriage to Indiriel. The couple were at long last wed, a century and a half after they first met, and their child was named the royal heirdesignate. King Aldonar died in the child’s fifth year. (Some claimed his death was the result of assassination, even placing the blame on the king’s own daughter). With the child still far too young to take the throne,
Celdoriath ruled as regent for the next hundred years.
The former scout proved a surprisingly able and adept ruler, drawing on his experience to initiate sweeping reforms in the kingdom’s armies and improve their readiness against drow incursions and orc raids. He was no less adroit at the arts of statecraft, forging a lasting peace with the dwarves who dwelt on the forest’s northern borders, negotiating a mutual defense treaty with the human nations to the south, and even easing strife between the elven subraces. When his son came of age, Celdoriath gracefully stepped down as regent and retired completely from politics. He and Indiriel settled into a home on the outskirts of the forest, where Celdoriath could once again live the life of a simple ranger. When Celdoriath died many decades later, his son sounded Celdoriath’s
Clarion at his father’s funeral, announcing to the afterlife that a great hero was arriving. The horn remains in the royal treasure vault, to be given to a ranger who proves himself worthy of Celdoriath’s legacy. (DC 31; Oath of Fealty) LEGACY RITUALS
Three rituals are required to unlock all the abilities of Celdoriath’s Clarion.
Watcher’s Vigil: You must track a creature or group of creatures for at least one full week in severe weather. The weather should include at least one element that threatens your safety, be it temperature, wind, or precipitation.
Blinding blizzards, scorching temperatures, and drenching rains are all appropriate. You must either keep your quarry in sight or remain on its trail at all times. If you lose the trail for more than two days, the ritual fails. Cost: 1,800 gp. Feat Granted: Least Legacy (Celdoriath’s Clarion).
Prayer of Thanksgiving: You are required to travel to the site where Celdoriath’s trumpet call saved his kingdom from drow invasion. Once there, you must spend a day fasting and in prayer to the elven gods, thanking them for protecting Celdoriath and sending him the aid he most needed. Cost: 12,700 gp. Feat
Granted: Lesser Legacy (Celdoriath’s Clarion).
Oath of Fealty: Only one who is truly loyal to the legacy of Celdoriath can access the greater abilities of
Celdoriath’s Clarion. You must swear an oath to honor and protect the kingdom that Celdoriath’s son still rules. The oath must be sworn publicly before the king or another noble of the realm. Cost: 40,500 gp.
Feat Granted: Greater Legacy (Celdoriath’s Clarion). WIELDER REQUIREMENTS
Rangers and barbarians find the wielder requirement easiest to meet and are likely to benefit the most from
Celdoriath’s Clarion. Any character who is frequently separated from the rest of the party and needs to summon aid is likely to find this horn useful.
Celdoriath’s Clarion Wielder Requirement
Survival 2 ranks
LEGACY ITEM ABILITIES
All the following are legacy item abilities of Celdoriath’s Clarion.
Strengthen Morale (Su): Beginning at 5th level, whenever Celdoriath’s Clarion is sounded, all your allies within hearing range are heartened and encouraged, gaining the benefits of a bless spell for 1 minute. Caster level 5th.
Fell Blast (Sp): At 6th level and higher, by blowing a harsh note, you demoralize all your foes within 50 feet as if by the bane spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th.
Summon Least Ally (Sp): For the wielder of Celdoriath’s Clarion, aid is always close at hand. Starting at 7th level, once per day, you can blow the horn to use summon monster III as the spell. Caster level 5th.
Call Compatriot (Su): At 9th level and higher, once per day, you can sound a mighty blast on Celdoriath’s Clarion. This blast sends a call out to any creature you designate that is within 5 miles. The designated creature automatically hears the call, knows you are in need, and knows how to find you, but it is under no compulsion to answer. You gain no knowledge of whether or not the target is answering the call.
Heartening Call (Sp): Starting at 11th level, three times per day, you can blow a strong, clear trill on Celdoriath’s Clarion. This trill acts as an aid spell upon a single eligible target within 50 feet (including yourself). Caster level 5th. Note of Opening (Sp): At 12th level and higher, whenever you blow a specific note on Celdoriath’s Clarion, the tone acts as a knock spell. Caster level 10th.
Summon Lesser Ally (Sp): Beginning at 14th level, once per day, you can blow a note on the horn that acts as a summon monster VI spell. Caster level 11th.
Call Swarm (Sp): At 15th level and higher, five times per day, you can sound a buzzing blast to use summon swarm as the spell. Caster level 10th.
Phantasmal Blast (Sp): Beginning at 17th level, by sounding a particularly bleak and terrifying blast on Celdoriath’s Clarion, you can use phantasmal killer as the spell. The save DC is 16, or 14 + your Charisma modifier, whichever is higher. You can sound this note three times per day. Caster level 15th.
Summon Greater Ally (Sp): At 18th level and higher, once every other day, you can blow a note on Celdoriath’s Clarion that acts as a summon monster IX spell. Caster level 17th.
Call Divine Ally (Su): Starting at 20th level, you can blow Celdoriath’s Clarion once per month to call a ghaele eladrin (see page 94 of the Monster Manual) from the heavenly realms. This being serves you faithfully for 1 hour. If the ghaele is slain, the horn loses its legacy abilities until you once again complete the
Oath of Fealty ritual. ADVENTURE SEED (EL 6)
While visiting the court of Celdoriath’s kingdom, the
PCs are invited to be present at a celebration honoring the seventy-fifth year of his son’s reign. During the celebration, a cadre of drow storm the palace, seeking to murder the king. Six 1st-level drow warriors led by a swashbuckler named Xipharis make up this band, and they strike from two directions at once. If the party tries to protect the king, then once the battle is over, the king thanks them for saving his life (or the highest-ranking noble in attendance thanks them for doing their best to thwart the assassination) and offers the PCs Celdoriath’s Clarion in gratitude.
Xipharis, Drow Captain CR 4
Female drow swashbuckler 3* NE Medium humanoid (elf) Init +8 Senses darkvision 120 ft., Listen +2, Spot +2 Languages Abyssal, Common, Drow Sign Language,
Elven, Undercommon AC 18, touch 14, flat-footed 14 hp 24 (3 HD) Immune sleep SR 14 Fort +4, Ref +6, Will +1 (+3 against enchantments) Weakness light blindness Speed 30 ft. (6 squares) Melee +1 rapier +8 (1d6+4/18–20 plus poison) or Melee +1 rapier +6 (1d6+4/18–20 plus poison) and mwk short sword +6 (1d6+2/19–20 plus poison) with Two-Weapon Fighting or Ranged hand crossbow +7 (1d4/19–20 plus poison) Base Atk +3; Grp +4 Atk Options drow poison (DC 13, unconsciousness 1 minute/unconsciousness 2d4 hours) Special Actions insightful strike Combat Gear 2 potions of cure light wounds, potion of fox’s cunning Spell-Like Abilities (CL 3rd): 1/day—dancing lights, darkness, faerie fire Abilities Str 12, Dex 18, Con 12, Int 15, Wis 10, Cha 10 SQ able to notice secret or concealed doors Feats Improved Initiative, Two-Weapon Fighting,
Weapon FinesseB Skills Balance +12, Bluff +6, Climb +7, Diplomacy +2,
Disguise +0 (+2 to act in character), Escape Artist +10, Intimidate +2, Jump +9, Listen +2, Search +2,
Spot +2, Tumble +12
Possessions combat gear plus mithral shirt, +1 rapier, masterwork short sword, hand crossbow with 10 bolts, 3 doses drow poison Insightful Strike (Ex) +2 extra damage with light weapons (included in the above statistics); does not affect targets immune to critical hits or sneak attacks. *Swashbuckler class from Complete Warrior, page 11. and try to avoid getting bogged down in combat with other targets. Xipharis leads the fi rst wave and draws plenty of attention to herself with fl amboyant maneuvers. If she can’t get close enough to the king to make melee attacks, she tries a shot with her hand crossbow.
Drow Warriors (6): hp 6, 7, 8, 6, 5, 7 (see page 102 of the Monster Manual).
Ballroom
Xipharis’s mission is to kill the king, not to get entangled in other fights. Once she and her band have accomplished this task, they leave as quickly as possible through the open windows. If they are unable to assassinate the king, Xipharis aborts the mission. The drow warriors cover her escape. The ballroom is sumptuously furnished, with carpets, heavy drapes, crystal chandeliers, and the like. Twin staircases run to the upper dais. Xipharis uses this terrain to best advantage for cinematic swashbuckling moves. First Attack Wave The first team of drow crashes through this window and dashes straight for the king. They carry rapiers Second Attack Wave The second group of drow, armed with hand crossbows and poisoned bolts, slips quietly through this window (making Hide and Move Silently checks) and uses the chaos caused by the fi rst team to take shots at the king and those guarding him. (A sleeping king makes a great target for the fi rst wave.) If they manage to accomplish this without coming under attack, they attempt to take down other prominent fi gures. As soon as attention turns to them, they depart. Statues These statues are large, heavy sculptures of granite and marble. They can be tipped, however, with a DC 25 Strength check. Knocking over a statue creates a “domino effect,” and anyone standing adjacent to a statue (or between two statues) must succeed on a DC 16 Refl ex save or take 3d6 points of bludgeoning damage.