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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 13 Oct 2007 :  03:18:14  Show Profile Send Dalor Darden a Private Message  Reply with Quote  Delete Topic
I thought I would start a place where folks could post villains that they have used in their campaigns; that other DMs could use in their own campaigns.

I'm not talking about your major movers and shakers, but bad guys that could easily be placed in any campaign, but that would still make long term minor villains in any game. I'm getting ready to start a new game in the North...and I'm short on time to prepare things. Figuring I'm not the only DM in the world with that problem, I thought this would be a good add to the Lists here. If something similar has already been started, would someone please point me in the right direction (I also don't have time to track down the right thread here in Candlekeep, it is like trying to find a book in the library of congress without anything being organized! LOL).

Bump

The Old Grey Box and AD&D for me!

Edited by - Dalor Darden on 06 Mar 2016 07:51:50

maglaurus
Acolyte

Canada
10 Posts

Posted - 13 Oct 2007 :  05:42:15  Show Profile  Visit maglaurus's Homepage Send maglaurus a Private Message  Reply with Quote
I'll make my contribution. This is a deceptive villain from my campaign that's starting up tomorrow.

“Captain” Hark Dundragon, male human [Sword Coast], CE (alignment appears as CG)
A grizzled veteran of the adventurer’s life, Hark Dundragon began his career collecting lore of ancient Netheril and performing up and down the Sword Coast. After a few years of traveling, he took up mercenary work in Amn, where he trained with experienced foresters. At the end of his tour however, greed got the best of him and he wandered too deep into a ankeg’s burrow and lost his leg when he was set upon by multiple monsters. For years he wallowed in self-deprecation and misery at the bottom of a bottle, it took the untold efforts of a religious group (he says the Painbearers of Ilmater) to bring him around and sober him up. Now removed from the frontlines of adventuring, he has signed on to lead the Kabelyon survey of the Tannath Gap.
Ruggedly charming, boisterous, and handsome in a “Patrick Stewart/Sean Connery” kind of way, he is easily able to make himself a mentor to the young adventurers. He might even entwine himself in romantic relations with one or more of them while at camp. He quickly comes to treat the group (one of two on the mission) as his favorites, stating the others are not trustworthy, and puts them far forward as his advanced scouts.
Little does everyone involved with the mission know that Hark is really working with the Thayvians, setting up the surveyors to be sold into slavery and, eventually the same for the whole village of Kabelyon (East of Emmech). The truth of this matter goes back to Hark’s recovery from his depression. It was the Children of Madness, the acolytes of Cyric, that brought him back from the darkness and gave him purpose once more.

Character Level: 8th level
Class: 4th/3rd/1st Bard/Ranger/Cleric [Cyric]
Initiative: +7
Armor Class: 18 (+3 Dex bonus, studded leather +5)
HD (hp.): 4d6+4d8+8 (39 hp.) [conscious between 0 and -9 hp.]
Attacks: (BAB +6/+1)
“Blood Born” falchion +11/+6
“Elfbow” shortbow +10/+5
Damage:
“Blood Born” falchion 2d4+2
“Elfbow” shortbow 1d6+1
Special Qualities: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, inspire competence, favored enemy (magical beast), wild empathy, combat style [archery*], Rebuke Undead
Saves: Fort +6, Ref +7, Will +7
Abilities:
Str-10 (+0), Dex-16 (+3), Con-13 (+1),
Int-12 (+1), Wis-15 (+2), Cha-16 (+3)
Skills: Concentration +5, Bluff +10, Disguise +10, Decipher Script +8, Gather Information +10, Handle Animal +9, Heal +7, Hide +13, Knowledge (arcane) +8, Knowledge (geography) +8, Knowledge (religion) +5, Move Silently +13, Survival +8
Feats: Combat Casting, Diehard, Endurance, Improved Initiative, Rapid Shot*, Track, Weapon Finesse
Equipment: “Blood Born” falchion +2, “Elfbow” shortbow +1, studded leather armor +2, potion of cure light wounds (3 drams), potion of cure moderate wounds (2 drams), amulet of false nature (Evil alignments appear as “Good” to any spell” masterwork pan pipes, water opal, star gem, bloodstone gem, flamedance ring, metalwork statue of Cyric
--Arcane Magic--
Bard Spells per Day: Cantrip- 3/ 1st- 2
Bard Spells Known: Dancing Lights, Daze, Lullaby, Mage Hand, Message/ Cause Fear, Tasha’s Hideous Laughter

--Divine Magic--
Cleric Domains: Destruction (smite: +4 atk, +1 dmg.), Illusion (+1 casting illusion spells)
Cleric Spells per Day: Orisons- 3, 2+1
Cleric Spells Prepared: Detect Magic, Guidance, Mending/ Cure Light Wounds, Command, +Silent Image
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Charles Phipps
Master of Realmslore

1419 Posts

Posted - 13 Oct 2007 :  18:11:24  Show Profile  Visit Charles Phipps's Homepage Send Charles Phipps a Private Message  Reply with Quote
I'll post short bios because I doubt anyone here wants to wade through massive backstory.

Here's two to start

1. Sir Guy Chaotic Evil True Lycanthrope Fighter 8

Sir Guy is an agent of the Zhentariam whom was originally a minor sell sword before he made a pact with a Priest of Malar to gain an extra "edge" in battle. Sir Guy swiftly abandoned Malar and murdered the priest who helped him in order to gain an extra set of coin. Sir Guy fancies himself a great warrior and a ladies man that could be a great leader if he was recognized for his talents.

In truth, while Guy is an excellent swordsman, he's really just a trumped up thug that Fzoul sends on missions requiring little subtlety. Sir Guy rarely reveals his werewolf status and the fact he regenerates any non-silver damage. He prefers to use this ability to "fake" his death when overwhelmed so he can fight anew.

2. Reverend Sun Morningstone Neutral Evil Human Male Priest of Cyric 8

Lacien Morningstone has often been accused of being too smart to be a Cyricist. He believes that Cyric is the perfect god for him since the man demands almost nothing but to enrich himself. Lacien has a simple policy of spreading the "Divine Order" that is little more than self-serving indulgence that masquerades as religious enlightenment. Lacient encourages subjects to devote themselves to his faith while giving away all their possessions and nursing countless grudges as well as petty intrigues amongst them. When he's pocketed all he can and created a seething cesspool of resentment that's likely to explode against other faiths and each other, he proceeds to move on.

Lacient is nothing more than a modern day shyster stealing in the name of God that just happens to live in the Realms. He has no real interest in serving Cyric but happily serves the gods goals while serving himself.

My Blog: http://unitedfederationofcharles.blogspot.com/
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 15 Oct 2007 :  04:09:16  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Well, I had thought about posting the Goblin Assassin Sklek first; but I think one of my former characters makes a good badguy to use in a wide range of areas. Kaern "Stormraven" is a viable enemy on so many levels for a group of characters.

I included a great deal more information than you may need to use him; but it would be easy for you to build him into the past of your own party by knowing what all he has done in his life.

I hope you are able to use him!


Kaern “Stormraven”

Kaern was born only 28 years ago in the city of Luskan (current year 1375); the bastard son of a minor mageling of the Arcane Brotherhood named Kierra. Thought to be the son of some ship captain or another, Kaern grew up in the City of Luskan wherever his mother kept him. He stayed in many whore houses as a youth as his mother often frequented such places herself because of often pendulous fortunes within the Brotherhood that forced her into the selling of her body to make ends meet. By the time Kaern was only 8 years of age however, he was the size of many smaller men and so was allowed to become apprenticed to his mother inside the Host Tower of the Arcane.

Things changed little for his mother however; she eventually angered her last master so greatly that she was fed to the wyverns of Overwizard Eltuth Oyim when Kaern was 14 years old. Only a minor wizard at the time, barely in control of cantrips, Kaern was not welcome back in the Host Tower as even an apprentice. His anger toward the wizards was great, but he instead decided to make the best of things by hiring onto a ship as a crewman. The ship he served on was a dragonship under the command of none other than current High Captain Suljack.

For three years Kaern served as a lowly deckhand, all the while growing into a stout and tall Illuskan Reaver by the time he had reached 17 years of age. His minor use of magic fulfilled several needs for him (especially when Captain Suljack needed magical writings read), and eventually a minor spellbook fell into his hands from a looted ship. Using a spell he learned from the book (Charm Person) quite often, he actually amassed enough money to purchase another empty book and scribed all the spells he had into it. Selling the second book to a minor wizard of the Arcane Brotherhood in return for further lessons brought him once again into the ranks of the wizards of the Host Tower.

Kaern’s hulking size at 18 years of age actually made him desired by many within the Arcane Brotherhood as an apprentice/bodyguard; but the more powerful wizards soon found out about his days as a Reaver and decided his skills could be put to better use as a representative upon the ships of Luskan. Angered greatly at this reversal, Kaern again simply decided to make the best of his situation.

For five years Kaern served aboard various ships, and found to his great surprise that his thirst for knowledge was easily satisfied when many books and tomes crossed his path as booty to be sent to the Host Tower. His ability to first study these materials quickly brought him much knowledge and power among the people of Luskan. Many ship captains paid him handsomely to choose their ships so that his magic could be used against their enemies. Several times one captain or another would even pay him to assassinate rival captains while at sea; Kaern easily accomplished this many times, with none ever knowing he had done so. The result of these actions often placed him in charge of the now leaderless ship, and Kaern’s abilities as a ship captain and sailor only increased on these occasions.

Eventually Kaern tired of simply being the “representative” of the Host Tower aboard ships however, and convinced the Overwizard of the West Tower to make him a ship captain in his own right so that the Arcane Brotherhood could be more fully in control of a ship to do its will. Five years ago, Kaern was given command of a simple Keelboat to use in missions for the Brotherhood; but Kaern used it as an opportunity to gain his own loyal and strong following within both the city’s ship captains as well as the Arcane Brotherhood. Kaern “Stormraven” came to be known as a very worthy ship captain among the Reavers of Luskan, and many of the finest sailors hired on to his ship; despite the fact he didn’t even have a dragonship. His frequently generous rewards, such as keeping no booty for himself and dividing it equally among the crew instead, has ensured a very faithful crew. Even his first mate, now often in total control of the ship, calls Kaern his “big brother” and the rest of the crew feels the same way. They know he brooks no dissention or traitorous actions however. Anyone caught stealing from others, lying to Kaern or his officers or spying is immediately executed and his goods sold for coin to be split among his peers. Those trying to incriminate a fellow crewman falsely are given over to the Arcane Brotherhood for magical experimentation. Through fairness and firmness, Kaern has very loyal men.

When the fleet of Luskan attempted to destroy the fleet of Lantan, Kaern easily shifted his attention away from the sea and onto land to avoid the disaster he knew would come. He sabotaged his own ship, condemned his crew to months of shore duty while it was fixed, and even went “searching for crucial information that the Brotherhood needs” far into the interior of the mainland so that he could avoid the fate that befell so many of his people in the devastation visited upon the city’s fleet.

Kaern focused on many ancient ruins at this time, taking with him a band of adventurers from Luskan to aid in his dungeon delving (now all dead except for Lom, the Son of Drom). The fringes of the Great Desert were his stomping ground and it was here that he learned of many more ancient tomes that he first studied and then took back to the Host Tower. His magical power grew a great deal more during this time, as did his knowledge of how to craft magical items. Kaern spent many months adventuring all over the North to uncover even the most obscure (and sometimes irrelevant) information. His first dealings with giants, orcs and other monsters often went well; and to this day he maintains at least passing contact with some few individual Hill Giant, Ogre and Orc Chiefs he has some plans for in the future.

When the Archmage Arcane was forced from the Host Tower, Kaern again disappeared into the interior of the North or far to sea to avoid the infighting of the Brotherhood. An ever cautious man outside of combat, Kaern wanted no part in so chaotic a situation. During this time he spent many months in the creation of magic items for his use, hired himself to adventurers as a Sage concerning matters on the North, Giants, Dragons, Humanoids and matters Arcane, worked as an honest merchant from Luskan to Waterdeep, helped the High Captains rebuild the city’s fleet and even traveled to the far lands of Thay where he learned of tattoo magic from a renegade Red Wizard.

With the return of the Archmage Arcane and his purging of the Arcane Brotherhood, Kaern has returned to Luskan on a more permanent basis. Had he been more directly involved in the return to power of the Archmage Arcane, he no doubt would have been chosen as Overwizard of the North Tower; but his frequent absences counted too strongly against him. For the time being, he is content to follow the directions of someone he considers beneath him in power (actually his equal, but she is an elf after all), but is ever wary of causing mayhem within the ranks of the Brotherhood at this time until he can be sure of Arklem Greeth’s mental disposition and true power now that he has attained Lichdom; not to mention to what extent he has control over the Devils he has allied with.

The High Captains recently rewarded Kaern with a Captains Ring of Luskan (equal to a Circlet of Persuasion) for his efforts to help rebuild the Navy of Luskan. High Captain Suljack has even called Kaern a “friend” on more than one occasion; but such honorifics are dubious in Luskan. Kaern’s name is somewhat well known to even the common people of Luskan, and absolutely known by the Arcane Brotherhood and the military forces of the city. He is sometimes called before Arklem Greeth in person, and on such occasions he is always totally honest with the Lich and holds nothing back at all; and it is for this reason that he often reports to the Lich instead of the Overwizard of the North Tower. The Archmage Arcane knows that Kaern keeps the “best” information for him and so uses Kaern as a deterrent against treachery by Overwizard Valindra Shadowmantle; often comparing notes between the two to make sure they match up.

Surprisingly, for a Ship Captain of Luskan and Arcane Brotherhood member, Kaern has few enemies; though his rivals can be counted by knowing how many members of the Arcane Brotherhood there are. If Kaern has any enemies they are either at the bottom of Umberlee’s bosom or laying broken and skeletal in some distant land; he leaves no enemy behind to haunt him at a later time. It is a known fact that Kaern “Stormraven” pursues enemies until they are dead; often being so single-minded about it that he is distracted from more pressing matters. In general his enemies would be any that count themselves enemies of the Arcane Brotherhood or the City of Luskan.

Kaern’s allies are even fewer however. Only his ship crew does he trust with little hesitation; with perhaps his spy and assassin, Lom the Son of Drom, being trusted even more than his “family” of Reavers. Associates are many however: Greeth, Suljack and the other High Captains and perhaps the other members of the Arcane Brotherhood (though he would trust none of them with his boots for shining). The many whores of Luskan rarely know which will be chosen by Kaern because he thinks it unsafe to choose a single concubine that could turn on him later. Kaern has never sired children from any of these unions, taking precautions to never sire inferior stock.

As an aside, Kaern did find out eventually who his father was: the minor ship captain known as Bjor of Luskan. Kaern killed him three years ago, took his body out to sea, had his crew cut it to pieces and promptly fed it to the sharks. The massive man, nearly seven feet tall, never even knew what hit him and Kaern never said a word as he blasted the man in the chest with spell after spell until he was dead.

Most recently Kaern has been working with agents hired by the Host Tower of the Arcane (through Kaern) to sail Rauthym to uncover an artifact (not sure if it is an artifact, or just a powerful magic item). He has lost several of his crew to an attack by sea-elven vampire spawn, but so far the journey is going well.

-----------------------------------------------------------------
Kaern's physical Description:

At first glance, none would consider Kaern a wizard. His 6’6” tall frame is naturally muscled and athletic, though somewhat hunched from a lifetime of stooping under doorways and being bent over books and overly thin from lack of proper exercise and nourishment after many years of study. His clean shaven and heavily tattooed head (with the tattoos often varying in appearance from day to day) is even paler than the typical native of Luskan; and the tightly drawn face frames a cruel face of grim aspect with steely grey eyes framed by bushy black brows. Surmounting his head is a steel circlet with a large garnet gemstone inlaid with a raven carved of jet; his personal symbol. Long fingered hands end in nearly talon-like nails that clutch at all times a heavy driftwood staff of over seven feet in length. His right hand is adorned with a Captains Ring of Luskan, noting him as an important man within that city. His left hand wears a barely noticeable copper band with runes signifying light and protection.

Kaern’s heavy navy blue robe with deep folds and deeper hood is made of the finest linen; but it is badly frayed along the edges. True Seeing would reveal the robe to be in perfect condition however, its magic is used by Kaern to make them look more “common” to others. Kaern wears heavily furred boots and breeches of supple leather; but goes bare-chested save for his robe. His forearms are covered in leather bracers that hold a dagger in each. A large dagger, nearly the size of a shortsword, is always worn on his left hip; attached to a heavy black leather belt that cinches his robe around his waste. On his right side is a large satchel that to him appears only as a belt pouch because of his size. Tucked into an inner pouch of his left sleeve is a flawless heavy metal sphere of blackened iron that he often toys with in his hand.

-------------------------------------------------------------------

Kaern's other information:

Kaern “Stormraven” of Luskan
Lawful Evil Illuskan (human) Wizard 10
28 years old, 6’6” tall and 200 pounds, black hair and grey eyes
Original Stats: 16-18-17-18-14-15
Current Stats: 16-18-17-26-14-15
Hit Points: 65 (7-6-7-5-7-7-7-6-7-6)
Armor Class: 13 (10 + 4 dex -1 Aggressive trait)
Saving Throws: F-9, R-10, W-12

Skill Modifiers: Appraise 10, Balance 4, Bluff 4, Climb 3, Concentration 16, Craft Shipbuilding 15, Craft Tattooing 10, Decipher Script 9, Diplomacy 4, Disguise 5, Escape Artist 4, Forgery 8, Gather Information 5, Heal 2, Hide 4, Intimidate 9, Jump 3, Listen 2, Move Silently 4, Profession Sailor 8, Profession Merchant 5, Ride 6, Search 8, Sense Motive 2, Spellcraft 23, Spot 2, Survival 4, Swim 3, Use Rope 4
Knowledge: Arcana 21, North 18, Swordcoast 12, Planes 9, Geography 13, Architecture 13, Dungeoneering 9, History 9, Nature 13, Nobility & Royalty 9, Religion 9

Flaws: Forlorn and Insomniac
Traits: Aggressive and Abrasive

Feats: Scribe Scroll, Thug, Improved Initiative, Spell Focus: Evocation, Greater Spell Focus: Evocation, Improved Counterspell, Craft wondrous Item, Leadership, Reactive Counterspell and Tattoo Magic

Magic Items: Headband of Intellect +6, Brooch of Shielding 101, Cloak of Resistance +3, Gloves of Arrow Snaring, Heward's Handy Haversack, Dagger +1, Folding Boat, Robes of Disguise, Purple Dragon Ring (called a Dragon Ring), Circlet of Persuasion (Captain’s Ring of Luskan), 4x Potion of Cure Light Wounds

Languages: Common, Illuskan, Elven, Orcish, Giant, Draconic, Goblin

Spells per day: 4/6/6/5/5/3
Spell DC: 18 plus spell level (+2 more for Evocation spells)

Other Possessions: Keelboat, Quarters in Host Tower (Scrying Mirror), Barracks building for crew in Luskan and plus minor adventuring gear.

Spellbook: 1st- Burning Hands, Shield, Mage Armor, Identify, Charm Person, Magic Missile, Disguise Self, Prot. vs. Evil, Comprehend Languages, Ray of Enfeeblement; 2nd- Toothed Tentacle, Create Magic Tattoo, Scourge of Force, Scorching Ray, Invisibility, Knock, See Invisibility, Web; 3rd- Scintillating Sphere, Manyjaws, Reverse Arrows, Dispel Magic, Non-Detection, Fireball, Fly, Vampiric Touch; 4th- Thunderlance, Shadow Well, Polymorph, Wall of Fire, Fire Shield, Scrying; 5th- Firebrand, Fleshshiver, Teleport, Dominate Person; 6th- Howling Chain, Contingency; 7th- Simbul’s Spell Sequencer, Prismatic Sphere

Kaern's Followers are:

Cohort: Lom, the Son of Drom (LE Dwarven Rogue 5 & Assassin 3)

Followers: Captain (LE human male Ftr6)
Apprentice (LE human male Wiz5)
Lieutenants (LE human male Ftr4) x2
Apprentices (LE human male Wiz3) x3
Seargents (LE human male Ftr2) x6
Reavers (LE human male Ftr1) x60

Non-wizards live in Barracks in City of Luskan

Wizards live in Host Tower of the Arcane Brotherhood in Luskan

EDIT NOTE: cleaned up some spacing issues for easier reading.

The Old Grey Box and AD&D for me!

Edited by - Dalor Darden on 18 Oct 2007 22:57:42
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 16 Oct 2007 :  05:55:44  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Next I have "Sklek" the goblin. I go into great detail about this fella, because I wanted to make sure when I made him that I would remember some of the better parts about this little villain. As an aside, I don't believe anyone should ever use this character against their party unless they are truly intent on killing at least one of them (for good maybe, and if not it should be VERY hard to get them back)...Sklek "The Sly" should be one of the most difficult challenges your party ever encounters. Play him ruthlessly and efficiently if you decide to use him and your party will TRULY thank you for the experience!

So...without anything further (and again I apologize for the length):

SKLEK "THE SLY"

Sklek is perhaps the most dangerous goblin ever known. His entire life has been in the pursuit of great treasures, which he hides away in caches all over the Moonsea; often right under the snout of some fell beast. Above all, Sklek hates nearly any and all other races, especially his own. Even more than goblins (who he ironically considers weak and pathetic) he hates elves and often hunts them. The only race Sklek gives any measure of respect to are the Drow; and this race only because he arose from the depths of a Dark Elf city. He has never disclosed this place, but has made it clear to some few that were it not for the Drow; the world would have no Sklek to curse it with his fearsome and deadly steps (can you say ego trip?). He would still attempt to kill Drow Elves, but only in contract most likely; and then with utmost caution.

Sklek can be contracted to kill someone, but this is rarely how he makes his fortunes that he hides away. He has for many years simply sought out those famous for gathering great treasures, stalked them, studied them, and then slaughtered them to take their treasures. It is for this reason that he has so many magical items to call his own, simply because he has killed so many minor adventuring bands “in the wilds” that he has gathered untold numbers of trivial magics he can access depending on what land he is in.

Sklek does not simply hunt targets, he destroys them. He will cause them to come into addiction, cause friendships and loves to fall away, frame them for crimes or any other means to emotionally and mentally destroy a foe before he ever thinks of drawing a poison tipped dagger against them. Whatever means are required to make them weak before he kills them and takes whatever treasure they have that he desires are the tools of Sklek “The Sly” of Thar.

Others do indeed sometimes secure his services, but none know in truth that they are hiring Sklek the Goblin Assassin. Instead, they think they are hiring the assassin known as Morkskyder; also known as “Ol’ Black-Iron” to dwarves of the Moonsea. Said to be an exiled dwarf of Tethyamar, in truth this dwarf existed until about ten years ago. Grown old and feeble, skulking the streets of Melvaunt and sleeping in whatever dive he could afford, Sklek found him and his reputation very useful. Using his various magical means, Sklek befriended the now nearly senile old dwarf and eventually killed him after gaining all the knowledge he could about the man; thus gaining his most favored treasure: the dagger also known as Morkskyder. Then, to give new life to the legend of Morkskyder, Sklek went on an assassination spree around the Moonsea; killing wealthy merchants and even wizards (Morkskyder’s favored work was against wizards) he left the dwarf’s signature trade-mark: a black iron dagger shoved through both eyes.

Certain powerful individuals around the Moonsea and in Sembia sometimes secure the services of Morkskyder, but this is honestly rare. Sklek is satisfied to simply allow this charade to continue without suspicion upon him. He kills for treasure, leaves the trademark signature of Morkskyder and thus allows others to believe that some enemy has hired an assassin. Since Morkskyder is dead, it is even hard to find out much about this now seemingly ghostly dwarven assassin. Thus, Sklek goes on hoarding treasure without anyone suspecting him…or even truly knowing he exists. This suites the deceptive goblin supremely as he wishes at all costs to avoid any conflict he has not instigated.

SKLEK'S STATISTICS

Neutral Evil Goblin Rogue 5, Fighter 4, Assassin 3
36 years old, 3’5” tall and 43 lbs, black hair and blackish-red skin
Original Stats: 12-20-14-16-13-12
Current Stats: 16-22-14-16-13-12
Hit Points: 91
Armor Class: 23 (+6 Armor, +6 dex, +1 Size) OR 26 (with Buckler +2)
Saving Throws: F-10, R-16, W-6

Attacks: +18/+13 w/+2 Keen Assassin’s Dagger of Subtlety 1d4+5 (17-20x2 Crit)
OR +22/+17 on Sneak Attacks for 1d4+9 (17-20x2 Crit) +5d6 Sneak Attack Dice
OR +22 on Death Attack for 1d4+9 (17-20x2 Crit) +5d6 (+poison) if save vs Death Attack DC 17 made
OR +16/+11 w/+2 Keen Assassin’s Dagger of Subtlety 1d4+5 (17-20x2 Crit)
AND +15 w/+1 Returning Dagger of Wounding 1d4+4 (19-20x2 Crit)
OR Many other variables; but these are favorites

Special Abilities: Infravision 60 ft., Poison Use, +1 to Saves vs. Poison, Sneak Attack +5d6, Improved Uncanny Dodge (vs. 8th lvl), Death Attack DC 16 (17 w/Black Iron, his Dagger), Evasion, Trapfinding, Trap Sense +1

Skill Modifiers: Balance 8, Bluff 16, Climb 12, Diplomacy 5, Disable Device 9, Disguise 6 (8 while Acting In Character), Escape Artist 12, Gather Information 9, Hide 26, Intimidate 13, Jump 10, Knowledge Local: Moonsea 8, Listen 6, Move Silently 26, Open Lock 15, Perform: Act 6, Profession: Merchant 3, Ride 12, Search 8, Sense Motive 6, Spot 6, Tumble 11, Use Magic Device 13

Flaws: Cautious (-2 Initiative and twice as long to carry out non-combat actions) and Cowardly (Auto Fails Fear Saving Throws/IF an effect gives immunity to fear, gains only save vs Fear at -4)

Feats: Combat Expertise, Combat Reflexes, Dodge, Improved Feint, Improved Initiative, Mobility, Quick Draw, Spring Attack, Weapon Finesse and Whirlwind Attack.

Magic Items: Hat of Disguise, Mask of Mirrors (May cast Mirror Image at 5th lvl 3xday), Amulet of Stoneskin (DR 10/Adamantine: 97 Pts), Cloak of the Darkhidden (wearer can’t be seen by Infravision), Gloves of the Balanced Hands (Gives Two-Weapon Fighting Feat), Bracers of Shielding (as amulet: 89 Pts), +2 Mithril Chain Shirt of Silent Shadows (+5 to Move Silently and Hide), Vest of Escape, Girdle of Giant Strength +4, Boots of Striding and Springing, Rings of: Resistance (+2 Saves), Mind Shielding, Invisibility, Blinking and Feather Falling, Darkwood Buckler +2, “Stirge” (+1 Returning Dagger of Wounding), “Morkskyder” (Black-Iron: +2 Assassin’s Keen Dagger of Subtlety) and dozens of varieties of potions, poisons, scrolls and drugs to use both on himself and enemies.

Languages: Common, Dwarven, Giant, Goblin and Orc

Spells per day (1st/2nd): 3/1
Spell DC: 13 + Spell Level
Spells Known: 1st: Disguise Self, Obscuring Mist, True Strike; 2nd: Cat’s Grace & Fox’s Cunning

Other Possessions: Sklek owns apartments in many cities around the Moonsea and Sembia, a special wagon (for his Tinker Disguise named Joldeuce), various hidden caches of gear and minor magic (potions, scrolls, etc) all around the Moonsea, the Dales and Sembia, nearly any common goods needed for any situation, etc.

SKLEK IN YOUR GAME

Sklek can come into contact with a party in many ways. His various identities make him valuable to many people in many places. He maintains a network of unrelated contacts that know only of him (in various guises); and even those who may work on the same street in Zhentil Keep for/with him would not know they worked with the same person.

For low level groups that have angered lower level operations of the Zhentarim or some merchant lord’s wider ranging interests, Sklek could put into motion minor operations against them such as goblin attacks or hired thugs who attack them when they feel safest in a town. He could also be contacted directly by the party to help them in one of his many guises; which could result in him manipulating them into doing work for him against someone “evil” that deserves it. Most likely Sklek is manipulating the party into killing someone he wants removed so he can recover some item of interest or treasure.

Mid-level groups could come into contact with Sklek when he is dispatched to destroy them in one manner or another. Again at this level though, he could have become a very reliable source of information, items or even work for the party; but always in some other guise. He could also come after a particular character (or the entire group with the proper manipulations) as his Morkskyder persona.

At higher levels, Sklek would avoid at all costs any direct confrontation with a party unless the utmost planning had been done. Since he rarely works with others, he would only attack those most vulnerable to his Death Attack; meaning those with low Fortitude Saving Throws (such as elven wizards or non-combatant characters). He would do so in a place of his choosing and manipulation: such as a lover’s encounter, while bathing, toileting, or some other non-heroic time when the character is most vulnerable.

Sklek should only be used to attempt the assassination of a character if you truly intend their death…his plans would be the most devious you could concoct and he would only implement a plan that you are most sure would succeed. If possible, he would try to ensure that his target might even consider him a friend…or at least someone trustworthy.

Over all, remember that Sklek is very disciplined and plotting, but in essence cowardly. He is capable in combat, but prefers to hit and run. Only when he is sure that a second round of combat would get him the kill he is after will he even consider doing more than killing and fleeing. Following are some of Sklek’s favored tactics; both in and out of combat.

Non-Combat:
1. Drugs, followed by poisons. Sklek will find some way to get a character addicted to a drug the character at first finds to be useful to them; and he will make sure one of his contacts makes sure it is as cheap as is reasonably believable. Such drugs as make wizards more powerful, warriors more able to deal damage and etc. After a while, and right when Sklek wants to strike, poison will be introduced to these drugs in a manner that the user thinks they are simply over-dosed.
2. Love, followed by broken-hearts. Sklek will use magical means to ensure someone the character is interested in enters a love relationship with them. To make sure the ending pain is as much as possible, Sklek will allow this relationship to blossom as much as possible; perhaps even spending his personal efforts and money to make sure the relationship seems especially blessed. Then, when everything is “perfect” Sklek will cause the worst thing possible to happen. The person is turned into some undead abomination that must be killed, the love will spurn and hate the character, or the love interest will turn into a vicious enemy. Perhaps Sklek frames the character for the death of someone the love is very fond of (like parents, siblings, etc.). Just the worst possible thing you can think of…because Sklek has a purely evil mind of twisted hatred, but at the same time a keen awareness of how vulnerable people are to these emotions.
3. Blackmail, followed by ruination. Most often used on contracted targets, Sklek loves to tear someone apart socially as well as emotionally. He will either dig for something or create something that can be used against a character. Either through manipulation of a character’s actions (accidentally killing someone through Sklek’s manipulations) or planting of false evidence. In extreme cases the character may be put on trial and executed in this way; or perhaps exiled from their home. Once brought to this state, Sklek would then either arrange for the character’s death, or deal it himself when he is sure the character is alone in the world without a single friend to go to for aid.
4. VERY rarely, Sklek will appear to a group as a lowly goblin; his magic items secreted somewhere safe. In these instances, he will still carry a weapon and poisons, but his goal is to worm his way into a groups good graces somehow. He plays the fool and coward in such encounters; groveling, sniveling, begging and even crying are not beyond his abilities in such situations. This encounter usually follows his setting up some poor tribe of goblins for slaughter by the party, and Sklek finding the party after they have finished looting the lair of the hapless victims. He pleads with them to be able to serve them, perfectly willing to change his ways, pleading that he was forced to do things he didn’t want to do. Offering the party his knowledge of whatever area they are in…and dangling a prize before them: some powerful nearby creature that has a nice treasure he knows they would want. His eventual goal is to be able to work with the party and learn things from them. He will play the part of the reformed goblin until such time as he has no further use of the party and then move on; but ensuring the party thinks him dead. Having learned their intimate habits, he will later return and murder at his leisure those who once took “pity” on him. NEVER will he undertake this method unless there are kindly members in a party who he can play on.

Combat Uses:
1. Using whatever means he can, Sklek will get as close as possible to the physically weakest member of a party…especially if nobody else is around. If in a friendly setting, usually a lone meeting with someone needing something from one of his identities, he will use his Quick Draw feat to draw forth a poison tipped Morkskyder and stab his target. If he gains initiative the next round (which he should) he will again stab his target with Morkskyder, and if they are an easy hit (meaning low AC) he will also use a poison tipped Stirge as well. This works best if the target is perhaps buying drugs from one of his identities and their guard is down because they are so “familiar” with Sklek’s chosen persona.
2. Catching a target alone (but someone too powerful for him to face alone perhaps) Sklek will arrange for them to be attacked by others (bandits, thugs, monsters, etc) and he will quickly attempt their death from range and then escape. His favored method here is to launch a poison tipped Stirge, followed quickly by two other thrown masterwork daggers (also poisoned) while the target has some space around them. Alternatively, Sklek will test the character’s ability and allow the hired minions (again through some alternate identity) to be slaughtered. If they somehow manage to injure his target enough, he will then move in and execute a more direct attempt at killing his foe.
3. If engaged in direct combat with few options, Sklek will rely on his ability to absorb damage to ignore melee attackers and seek the death of spell casters; especially wizards or sorcerers. Using his Improved Feint ability coupled with Quick Draw he will use poison-tipped masterwork daggers to cripple casters as quickly as possible. Moving through the battle area with is Mobility and Spring Attack he seeks to do as much damage as possible with one shot poisoned dagger attacks until he can find a way to escape the encounter. More than anything, Sklek dreads being pinned in a “to the death” encounter and will try any means possible to escape. He always carries potions and such that will allow him to fly, vanish by Dimension Door, or whatever other sneaky means of disengaging you can think of.
4. Sklek loves poisoned daggers. If he can, he will use a nearly endless barrage of them to cripple a party…feel free to assume he can afford LOTS of poison. If he encounters an individual who seems too resistant to poison, he will rarely go all out in combat and try to lay them low in a barrage of sneak attacks that will deal as much damage as possible. Remember: Sklek can Assassinate the first round (average damage if the Death Attack is avoided is 26 Hit Points!) and follow that up by a second round of most likely more Sneak Attacks on a flat-footed opponent (again for an average of 26 Hit Points Damage per attack). Potentially, the nasty fellow can deal out an average of 78 Hit Points damage only using his dagger Morkskyder before his target is even able to act! This is usually more than enough to kill most characters.
5. Whirlwind Sneak Attacks! Using his Whirlwind Attack coupled with Sneak Attack, Sklek can deal awful damage to a group of foes. He will sometimes use his Death Attack on a foe, and if that nearly kills them, he will use Whirlwind Attack on that same target and anyone near that character the following round.

Above all, try to remember that Sklek is motivated by both greed and hatred of others; tempered strongly by his overwhelming cowardice. He is nasty and confident, however; his cowardice has only made him extremely efficient to ensure his own survival. This character was inspired in part by J.R.R. Tolkien’s Gollum; but other inspirations were the “smart Goblin” in the movie Legend, a friend of mine who loved to play Goblins (and did so very well), as well as my children’s driving desire to hear me talk like a squeaky goblin named Krutz. His cunning and vileness, however, were strictly of my own imagination…such as his disturbing habit of taking the hearts of fallen enemies so that he can cook them and eat them (but only if they were killed in a manner that this wouldn’t look odd). He is above all a disgusting and greedy monster wrapped up in a little goblin.

I hope you find a good use for him!

EDIT NOTE: I forgot to put in the Whirlwind Attack idea.

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Edited by - Dalor Darden on 16 Oct 2007 07:22:43
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Dalor Darden
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Posted - 28 Oct 2007 :  03:05:45  Show Profile Send Dalor Darden a Private Message  Reply with Quote
My thanks to those who have posted so far...are there no others who have some villains they want folks to know about? Feel free to share!

Just wanted to keep this list fresh for folks to see...and hopefully get you guys interested in sharing a valuable time saving idea for DMs who need a baddie!

The Old Grey Box and AD&D for me!
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Ergdusch
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Posted - 28 Oct 2007 :  11:58:23  Show Profile Send Ergdusch a Private Message  Reply with Quote
I would like to draw attention to the Realms personalities archives. This retired wotc article has several personalities, some of them make very good villians, as my players had to find out!

Furthermore, the stats of the (in)famous frind of my players, who later turned on them and the Harper Organisation and therefore became villian in my campaign:

Dinadus:
Character Level: 16
Class Level:
Bard 10th/ Fighter 4th/ Harper Scout 2nd
Initiative: +7
Armor Class: 21 (+3 Dex bonus, +2 enhanced Chain Shirt +6, Ring of Prot. +2)
HD (hp): 10d6+4d10+2d6+16 (99 hp)
Attacks: (BAB +13/+8/+3)
+2 keen Rapier +19/+14/+9
Damage:
+2 keen Rapier 1d6+6

Special Qualities:
Bardic music, bardic knowledge, countersong, fascinate, inspire courage +3, inspire competence, Denoier's Eyes, Favored Enemy: Zhentarim, Detect Magic (by using Permanency Spell), Evasion (Ring of Evasion)

Saves:
Fort +16, Ref +13, Will +16 [Denier's Eyes: +2 vs. glyphs, runes & symbols] (Cloak of Resistance +4 )

Abilities:
Str-15 (+2), Dex-17 (+3), Con-13 (+1),
Int-17 (+3), Wis-13 (+1), Cha-20 (+5)

Skills:
Appraise +6, Bluff +18, Concentration +6, Diplomacy +14, Decipher Script +10, Disguise +10, Gather Information +18, Hide +9, Knowledge (arcane) +7, Knowledge (geography) +7, Knowledge (religion) +4, Knowledge (local: Heartlands) +4, Knowledge (History) +7, Knowledge (Nobility) +6, Listen +8, Move Silently +4, Perform +20, Search +5, Sense Motive +12, Spellcraft +13, Spot +3, Use Magic Device +9

Feats:
Alertness, Blind-Fight, Weapon Focus: Rapier, Improved Initiative, iron Will, Skill Focus: Perform, Weapon Specialization: Rapier, Toughness x2

Equipment:
Bag of Holding (III), Chain Shirt +2, Cloak of Resistance +4, Helm of Comprehend Languages, Periapt vs. Poison, Potion of Charisma, Potion of Cure Serious Wounds, +2 keen Rapier, Ring of Evasion, Ring of Protection

--Spells--
Bard Spells per Day: 3/5/4/4/3
Bard Spells Known: 0 - Daze, Detect Magic, Ghost Sound, Light, Lullaby, Mage Hand; 1 - Charm Person, Erase, Identify; 2 - Bull's Strength, Cure Mod. Wounds, Detect Thoughts, Locate Objects; 3 - Clairaudience/-voyance, Dispel Magic, Haste, Srcying; 4 - Break Enchantment, Improved Invisibility, Legend Lore

Harper Scout Spells per Day: 1
Harper Scout Spells Known: Change Self

Use as you seem fit, as friend or villian or both. I hope that the stats are correct. I used him under 3.0 rules and tried my best to convert him to 3.5 rules.

Ergdusch

"Das Gras weht im Wind, wenn der Wind weht."
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Ergdusch
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Posted - 29 Oct 2007 :  10:53:04  Show Profile Send Ergdusch a Private Message  Reply with Quote
Also, the Dungoen Magazine had a very interesting collumn called [i]Critical Threads[/i which sometimes featured special villians complete wit stats and background history, like issue #90 from 2002, p. 52. This lycanthropic cleric savors the taste of infidels. A D&D Forgotten Realms Critical Threat:

Oblivian, a 9th lvl Werewolf Cleric of Malar.


"Das Gras weht im Wind, wenn der Wind weht."
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Rinonalyrna Fathomlin
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Posted - 29 Oct 2007 :  23:06:14  Show Profile  Visit Rinonalyrna Fathomlin's Homepage Send Rinonalyrna Fathomlin a Private Message  Reply with Quote
The guy's name is Oblivian? Really?

"Instead of asking why we sleep, it might make sense to ask why we wake. Perchance we live to dream. From that perspective, the sea of troubles we navigate in the workaday world might be the price we pay for admission to another night in the world of dreams."
--Richard Greene (letter to Time)
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Ergdusch
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Posted - 30 Oct 2007 :  09:50:47  Show Profile Send Ergdusch a Private Message  Reply with Quote
quote:
Originally posted by Rinonalyrna Fathomlin

The guy's name is Oblivian? Really?



My bad - he is called OBLIVION, Hope the minor misspelling on my part will be excused.

And with no further ado, let me tell you his true name: Ravu Jhuristhen (from Luskan).

"Das Gras weht im Wind, wenn der Wind weht."

Edited by - Ergdusch on 30 Oct 2007 09:51:53
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Rinonalyrna Fathomlin
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Posted - 30 Oct 2007 :  17:49:55  Show Profile  Visit Rinonalyrna Fathomlin's Homepage Send Rinonalyrna Fathomlin a Private Message  Reply with Quote
quote:
Originally posted by Ergdusch

quote:
Originally posted by Rinonalyrna Fathomlin

The guy's name is Oblivian? Really?



My bad - he is called OBLIVION, Hope the minor misspelling on my part will be excused.

And with no further ado, let me tell you his true name: Ravu Jhuristhen (from Luskan).



What I meant was, Oblivion/Oblivian is a pretty silly, unsubtle name (in my opinion).

"Instead of asking why we sleep, it might make sense to ask why we wake. Perchance we live to dream. From that perspective, the sea of troubles we navigate in the workaday world might be the price we pay for admission to another night in the world of dreams."
--Richard Greene (letter to Time)
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Ergdusch
Master of Realmslore

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Posted - 01 Nov 2007 :  12:26:47  Show Profile Send Ergdusch a Private Message  Reply with Quote
quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Ergdusch

quote:
Originally posted by Rinonalyrna Fathomlin

The guy's name is Oblivian? Really?



My bad - he is called OBLIVION, Hope the minor misspelling on my part will be excused.

And with no further ado, let me tell you his true name: Ravu Jhuristhen (from Luskan).




What I meant was, Oblivion/Oblivian is a pretty silly, unsubtle name (in my opinion).



Ha, that is true. Actually I kind of wondered about that as well. Even the characters history does not really give a good reason (or better none at all IIRC) for such a nick-name. As not being a native speaker I might have missed a meaning of the word though. Is there any other meaning to it than 'forgetfullness/forgetting/neglecting/limbo'?

"Das Gras weht im Wind, wenn der Wind weht."
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Wooly Rupert
Master of Mischief
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Posted - 01 Nov 2007 :  13:20:04  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Ergdusch

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Ergdusch

quote:
Originally posted by Rinonalyrna Fathomlin

The guy's name is Oblivian? Really?



My bad - he is called OBLIVION, Hope the minor misspelling on my part will be excused.

And with no further ado, let me tell you his true name: Ravu Jhuristhen (from Luskan).




What I meant was, Oblivion/Oblivian is a pretty silly, unsubtle name (in my opinion).



Ha, that is true. Actually I kind of wondered about that as well. Even the characters history does not really give a good reason (or better none at all IIRC) for such a nick-name. As not being a native speaker I might have missed a meaning of the word though. Is there any other meaning to it than 'forgetfullness/forgetting/neglecting/limbo'?



Not really... Though the word doesn't just imply that something is forgotten or neglected, but that it is utterly forgotten -- instead of something people knew about but don't really recall, oblivion implies that nearly all knowledge of something is lost.

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Rinonalyrna Fathomlin
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Posted - 01 Nov 2007 :  14:53:45  Show Profile  Visit Rinonalyrna Fathomlin's Homepage Send Rinonalyrna Fathomlin a Private Message  Reply with Quote
Oblivion can also mean "a state of non-existance".

"Instead of asking why we sleep, it might make sense to ask why we wake. Perchance we live to dream. From that perspective, the sea of troubles we navigate in the workaday world might be the price we pay for admission to another night in the world of dreams."
--Richard Greene (letter to Time)
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Ergdusch
Master of Realmslore

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Posted - 02 Nov 2007 :  08:49:47  Show Profile Send Ergdusch a Private Message  Reply with Quote
Thanks for the explanation/extended interpretation. Mmh, still does not fit the character, IMO. Only the killing of his own parents might have caused him to neglect his real name and call himself Oblivion thereafter....... Anyhow, Oblivian he is knwon by now. Back to the real topic of the thread - valuable villians.

"Das Gras weht im Wind, wenn der Wind weht."
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Dalor Darden
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Posted - 02 Nov 2007 :  15:39:50  Show Profile Send Dalor Darden a Private Message  Reply with Quote
I was just thinking after reading about this Oblivion character:

does anyone want to take a stab at creating villains from the novels that have never been given statistics?

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MerrikCale
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Posted - 13 Nov 2007 :  03:48:46  Show Profile  Visit MerrikCale's Homepage Send MerrikCale a Private Message  Reply with Quote
quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Ergdusch

quote:
Originally posted by Rinonalyrna Fathomlin

The guy's name is Oblivian? Really?



My bad - he is called OBLIVION, Hope the minor misspelling on my part will be excused.

And with no further ado, let me tell you his true name: Ravu Jhuristhen (from Luskan).



What I meant was, Oblivion/Oblivian is a pretty silly, unsubtle name (in my opinion).



how many priests of Malar are subtle?



When hinges creak in doorless chambers and strange and frightening sounds echo through the halls, whenever candlelights flicker where the air is deathly still, that is the time when ghosts are present, practicing their terror with ghoulish delight.
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Rinonalyrna Fathomlin
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Posted - 13 Nov 2007 :  17:14:56  Show Profile  Visit Rinonalyrna Fathomlin's Homepage Send Rinonalyrna Fathomlin a Private Message  Reply with Quote
Good point...

"Instead of asking why we sleep, it might make sense to ask why we wake. Perchance we live to dream. From that perspective, the sea of troubles we navigate in the workaday world might be the price we pay for admission to another night in the world of dreams."
--Richard Greene (letter to Time)
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MerrikCale
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Posted - 15 Nov 2007 :  04:07:23  Show Profile  Visit MerrikCale's Homepage Send MerrikCale a Private Message  Reply with Quote
Malehorn Trask, Human Vampire Fighter, Leader of the Dhorgal Nath

Malehorn Trask was once a great knight in a local but well respected order in Cormyr. At the request of a local lord, his order investigated disappearings in a nearby town. It turns out a local vampire wizard was responsible. The Order attacked and lost. All but 3 were killed in the slaughter. Trask and his two leiutenants, Kane Sgroi and Lydamur Vapnek. These poor unfortunates became the wizard's spawn.

Over 150 years later, the wizard was killed and the threesome were released. They have a created a new order of Knights, The Dhorgal Nath, which means "The Dead Men". The order now numbers nearly 50 and form a formidable force.

After several unsuccessful attempts at creating a kingdom, they may have finally hit their mark. The Dhorgal Nath went in and cleaned up Nesme after its recent devastation. The Nath claim to worship Selune and therefore, conduct all their business at night. The general populace considers them at least quirky perhaps downright odd, but no one yet suspects the truth. They are too busy rebuidling and praising the Nath for removing the trolls and giants. And if the occassional residents disappears, well, that wouldn't be the first person to flee for greener pastures or be taken away by the trolls.



When hinges creak in doorless chambers and strange and frightening sounds echo through the halls, whenever candlelights flicker where the air is deathly still, that is the time when ghosts are present, practicing their terror with ghoulish delight.

Edited by - MerrikCale on 15 Nov 2007 04:08:15
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ulmo11
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Posted - 16 Nov 2007 :  00:32:27  Show Profile  Visit ulmo11's Homepage Send ulmo11 a Private Message  Reply with Quote
While not a huge recurring villain, Traenel Valmont is still roundly cursed.

She owned a very winding dungeon and was known to collect townspeople.

The kicker was that she was a vampire medusa rogue with shot on the run. If the players looked at her, they turned to stone. But they couldn't do the whole mirror thing because she was a vampire. And if they were trying to avert their eyes it was sneak attack city.
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MerrikCale
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Posted - 23 Nov 2007 :  17:59:11  Show Profile  Visit MerrikCale's Homepage Send MerrikCale a Private Message  Reply with Quote
Ragnin Dragonskinner, Human Fighter 12

Ragnin is founder and leader of the adventuring band, Fangs of Dragons. An oppurtunistic, evil group found mostly in the North. The base of operations is located in Waterdeep but the group travels far and wide for coin. The group's reputation is that it does not fail. In fact, it has only failed once. When they were hired to destroy a rival band, the Noble Wolves. Ragnin and his company will not stop until they right that wrong and earn the coin.....



When hinges creak in doorless chambers and strange and frightening sounds echo through the halls, whenever candlelights flicker where the air is deathly still, that is the time when ghosts are present, practicing their terror with ghoulish delight.
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adi
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Posted - 10 Dec 2007 :  23:27:08  Show Profile  Visit adi's Homepage Send adi a Private Message  Reply with Quote
Ragnin an NPC?

Adi
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Ergdusch
Master of Realmslore

Germany
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Posted - 11 Dec 2007 :  09:19:44  Show Profile Send Ergdusch a Private Message  Reply with Quote
quote:
Originally posted by adi

Ragnin an NPC?



As the topic indicates - Valuable Villians - Ragnin was posted to be used by other forum members as NPC and villian. However, that does not mean that he has to be used in this way if you find him more fitting to for other purposes in your game.

Cheers, Ergdusch

"Das Gras weht im Wind, wenn der Wind weht."
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MerrikCale
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Posted - 15 Dec 2007 :  04:12:28  Show Profile  Visit MerrikCale's Homepage Send MerrikCale a Private Message  Reply with Quote
quote:
Originally posted by adi

Ragnin an NPC?



indeed. he's a rival to the PCs



When hinges creak in doorless chambers and strange and frightening sounds echo through the halls, whenever candlelights flicker where the air is deathly still, that is the time when ghosts are present, practicing their terror with ghoulish delight.
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Dalor Darden
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Posted - 03 Apr 2008 :  23:52:44  Show Profile Send Dalor Darden a Private Message  Reply with Quote
I had asked previously, but thought I would ask again:

Does anyone have any of the villains in the various novels from the Forgotten Realms statted out for use in their own game?

Would anyone LIKE to stat out the villains from novels to place in this thread?

The Old Grey Box and AD&D for me!
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Wooly Rupert
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Posted - 04 Apr 2008 :  00:34:16  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Dalor Darden

I had asked previously, but thought I would ask again:

Does anyone have any of the villains in the various novels from the Forgotten Realms statted out for use in their own game?

Would anyone LIKE to stat out the villains from novels to place in this thread?



A lot of them were given 2E stats in the Villain's Lorebook... And it's available for free from the Wizards downloads page.

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The Sage
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Posted - 04 Apr 2008 :  01:00:03  Show Profile Send The Sage a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Dalor Darden

I had asked previously, but thought I would ask again:

Does anyone have any of the villains in the various novels from the Forgotten Realms statted out for use in their own game?

Would anyone LIKE to stat out the villains from novels to place in this thread?



A lot of them were given 2E stats in the Villain's Lorebook... And it's available for free from the Wizards downloads page.

There's a number covered in the earlier Hall of Heroes supplement as well [which is available for download at paizo.com].

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Calrond
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Posted - 06 Apr 2008 :  03:24:44  Show Profile Send Calrond a Private Message  Reply with Quote
Someone did this for RA Salvatore's characters, including villains, a while back. Here's the link to that.
http://forum.candlekeep.com/topic.asp?TOPIC_ID=8356
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Dalor Darden
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Posted - 10 Mar 2011 :  05:30:34  Show Profile Send Dalor Darden a Private Message  Reply with Quote
One of my most "valuable" villains has actually been Dalor Darden.

I created this bit of ideology a long time ago. I have used it for various characters in various games...but originally I created it for Dalor as his war doctrine. Dalor slid far during his time as a War Wizard for the Empire of Alphatia...eventually being exiled after a failed rebellion.

Originally he was a Neutral Illusionist, but soon became a Lawful Neutral Illusionist/Wizard; and eventually became a Lawful Evil wizard willing to "do what he must" to protect his Empire. Before his rebellion he was asked his advice by his Lady Liege (the ruler of the Alphatian Empire...who he was in love with but could not have) what his advice was on war.

While it has changed somewhat, I think it is an ideal war theory for a Lawful Evil ruler...and offer it now for use by those of you who might have a Lawful Evil monarch/leader in your campaign that you want to give an additional bit of depth to.

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Allow me to remark on this subject many call the “Art of War” to be used by a monarch.

There is no Art in war, no justice, no long lasting testament to the glory of any kingdom. There are only some few truths that any ruler should hearken to if they plan to lead a nation and endure until death does claim them in their bed from old age.

First and foremost is the rule that he is best secure from danger who is on guard even when he seems safe. Any monarch that trusts anyone is already lost. Myself, I would not even trust my own mother, gods save her soul, if she were still alive.

Second, and nearly as important is the fact that if a King does not strike first, he will instead be the first struck. Preemptive attack upon a foe, whether real or possible, is far better than building defenses in the vain hope that they will not be overcome. It is true that none can wage war on all fronts without exhausting both warriors and supply; but with proper prudence and judgment, a solid balance can be had that allows you to pick the right enemy at the right time.

Many say that the sinews of war are infinite money; I say they are fools. Money is no good to any man save as a means of barter. Instead say that excess men are the sinews of war; for having a constant supply of fresh warriors to replace your fallen is far better than to have no men to arm with the weapons and armor just bought with your infinite money! So make sure that you have the manpower needed for any task you set out upon; as well as a steady supply of recruits to replace the fallen. A careful balance of recruitment and expansion are needed to ensure that your generals have both ample warriors for their tasks and enemies that can be overcome without exhausting your manpower.

So many monarchs, as well as others, remark that a King should carry himself with the utmost dignity and honor. Of course, then they go on to tell you that their notion of honor and dignity are the way a King should rule. I say they are fools. I say that to a true King, nothing is inconsistent which is expedient. Only the King of a nation should have the right to lie and deceive; for a King is responsible for the wellbeing of his entire people and is not accountable to the mundane drudgery and restrictions that lesser men are held accountable to. In war, truth is the first casualty; and so too in ruling a nation. This does not mean that a King should lie and deceive at all turns; for such a man would soon find his Kingdom surrounded on all sides by foes seeking to crush him instead of fellow Kings that respect his rule. Simply put, a King should cultivate friendship with his equals, crush his inferiors, and feign subservience to those stronger than he until such time that the role might be reversed in the future.

It is a fact that men grow tired of singing, dancing, sleep and even love far sooner than they tire of war. It is the nature of mankind to make war upon those surrounding him; so that his will is made supreme. Knowing this, always know also that even a peaceful neighbor will seek war against you if weakness is perceived in you. The saying “a bad peace is even worse than war” applies in this instance as well; for even an enemy that has been crushed and forced into service to your cause will seek to rise against you if conditions favor it. Because of these things, learn to instill fear in both friend and foe alike. Let them hate you, as long as they fear you. A man fearful of his master will not raise his hand against him; because his fear will weaken him and keep him restrained against you more so than any shackles or forced tribute that might weaken him.

Once war comes to you, believe in the adage that he conquers who endures. Surrender is not an option for any King who wishes to ever have fear in the heart of his enemy. In war you must be fast, strike hardest and never show any signs of remorse, hesitation or doubt. It is far better to suffer numerous defeats and finally be victorious; than to never fight at all and thus be defeated by your own heart.

Many Kings know how to gain a victory, but few know how to use a victory to gain further conquest. Do not pause in your bloody works against your enemy once war is joined; a man defending his lands can do nothing against you in your own. Each time you gain victory over your foe, he should have little time to even consider countering your conquests because he should still be involved in defending yet another part of his kingdom against you or your confederates.

Your armies may march divided; but to your foe it must seem like your armies fight with single purpose and concentrated solely upon him to crush hope or aspiration for victory from his chest. As he sees you constantly on the attack upon his lands, while your own nation’s provinces bask in the glory of peace and prosperity, desperation only for survival will clutch at his mind. He will seek some great victory to rally his forces; and thus force his men into positions of little hope. His armies will not only be demoralized, but he too will see that his efforts are for naught and soon he will be defeated in his heart long before you slaughter the last of his forces upon the field of battle. The desire for safety stands against every great and lasting enterprise; including victory and conquest; while the outcome of war corresponds less to expectations than anything else. Be adaptable and ensure that no rigidity exists when you make war; either in your wide ranging assaults upon the enemy or in your own desire to be careful and make no mistakes.

Despite all these things, it is best to remember that the greatest events result from trivial causes. Be mindful of all news that comes to you. Find the heart of every matter and expose it to the light of truth so that you may know most clearly the intents of all your foes and friends alike. It is good to see your foe struggle, but it is best for your friend to struggle as well! He that is in need and on the edge of defeat is the ally that can be most trusted as he fears defeat and needs your strength to lean upon. Always come to the aid of your allies if you can spare strength to do so; but not in the defense of his lands. To defend an allies land is to spend your warriors without gain. Instead, make war upon the soil of your ally’s enemy in pursuit of conquest. This will force your ally’s aggressor to become a defender, and thus be defeated in his initial aims.

Make sure that your forces are ruthless; with little thought toward glory and honor. The man who runs away when ordered will fight again, while war spares not the brave; which I call the foolhardy. Even the bravest can be frightened by sudden terrors; but steadfast resolve and fear of failure are far stronger motivations than simple gallantry and honor. Even a cornered rat can kill its predator; but the strongest lion will flee insurmountable odds. So instead of courage, teach discipline through deprivation and structure to your forces. Few men are born brave; but fearless men may be created. A brave man may have a glorious death; but a disciplined and motivated man will have victory. Maintain the motivation of your forces in bloodlust and dreams of riches; simple ideology can be crushed from a man when his lands are being plundered and his women raped by the enemy. Your warriors should care nothing for the people of their own nation; but crave in their hearts the slaughter of their enemy. When one side has the stronger morale, whether from hatred or discipline; then the enemy, as a rule, can’t withstand them.

When your enemy is at last conquered, woe to them that stood against you and dared your wrath. Their lands should be plundered, their soldiers slaughtered, and their people enslaved, one in ten, to the will of your designs for them. Gentleness will instill hope within them; but a firm hand that is fair after the end of war will see them come to respect you. Instill in a conquered people that it is better to be now subject to the victor of war so that they too may enjoy such victory in the future instead of ever giving a sign of weakness through some sort of apology or reparations for the faults of their former leaders. A defeated King should be dealt with in the harshest manner; his entire lineage erased from existence. Leaving a defeated foe alive only means that someday he will seek vengeance because of his humiliation. True victory is not had by simply defeating a man; you must kill him to make sure you leave no enemy behind, and stamp out his seed as well so that no pride may grow in the heart of any who might someday think they have the “right” to gain vengeance upon you.

I say to you that these things are true; and only those Kings who have followed this path, or those similar to this one, have prospered and made their people great. Honor is a weak principle instilled within the hearts of men who are too weak of mind to ensure their own safety; it is a principle of soft rule that is too easily exploited and broken. Instead, aspire to firm but fair rule; ensuring that you are respected, even if you are ruthless. Give no quarter to your enemy; but reward your friends and warriors handsomely and you will become the better in any comparison between yourself and some piteous King who seeks honor, chivalry and glory instead of lasting victory, power and peace. Only in final victory can peace be had; and only the obliteration and death of a foe brings peace between two adversaries.

This is as it should be; and as it is.

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Eventually, Dalor gave up on War in general...or I should say AS a General. His alignment ended up as Neutral Evil, and to him war became a "primitive" tool of diplomacy to be used only under certain circumsances.

Any feedback?

The Old Grey Box and AD&D for me!
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Alystra Illianniis
Great Reader

USA
3750 Posts

Posted - 10 Mar 2011 :  07:07:38  Show Profile Send Alystra Illianniis a Private Message  Reply with Quote
Morganna Bloodbane- F CE half-drow Wizard/Assassin

Morganna is the half-drow daughter of a powerful Vaerhaunite pirate and House Lord (from an unknown city). She is cruel, ruthless, sadistic in the extreme, and utterly devoted to two things- power, and her goddess Tiamat. She reveres dragons as the most powerful mortal beings, and will work with and aid evil ones whenever she can. She also seeks power and wealth for her own ends. Her main goals are to usurp her father's place as head of his thieves and assassins network, to amass enough power to rule a realm of her own, and to hunt down and kill her half-brother Lothir, the legitimate heir to their father's criminal empire. Unfortunately, the younger drow- a bard who secretly worships Eilistraee- has gone missing, and both she and a separate group of hired mercenaries have been sent to find and return the missing noble youth to his home, by force if necessary. Morganna harbors an undying hatred for the lad, and would prefer to kill him.

She uses an unusual weapon- a double-blade sword that also has two other forms, two separate long swords, or a single sword with parallel blades. It Is both vampiric, and increases her strength and speed(dex) and her BAB by +1(cumulative) every time it does more than 10 points of damage to an opponent, which along with her magic, poison use, and stealth, makes her very deadly. She also carries a bag of holding, a necklace of fireballs, and a pair of bracers of armor. She dresses in a distinctive blue-scale armor from a behir, with copper-hued scaled gloves and boots, and a displacement cloak made from the hide of the actual displacer beast. She also wears a red sash around her waist at all times, signifying her membership in the Venom Daggers(her father's network).

The Goddess is alive, and magic is afoot.

"Where Science ends, Magic begins" -Spiral, Uncanny X-Men #491

"You idiots! You've captured their STUNT doubles!" -Spaceballs

Lothir's character background/stats: http://forum.candlekeep.com/pop_profile.asp?mode=display&id=5469

My stories:
http://z3.invisionfree.com/Mickeys_Comic_Tavern/index.php?showforum=188

Lothir, courtesy of Sylinde (Deviant Art)/Luaxena (Chosen of Eilistraee)
http://sylinde.deviantart.com/#/d2z6e4u
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MalariaMoon
Learned Scribe

324 Posts

Posted - 12 Mar 2011 :  13:04:10  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
A Trio of Minor Magelings in Service to The Zhentarim

I’ve always enjoyed how Ed’s Realms seem to be populated by nigh endless ranks of ambitious Zhentarim wizards. One might almost imagine there is a deepspawn somewhere in the Citadel of the Raven disgorging fodder for Shandril’s spellfire or a Harper’s blade. Most of them get killed swiftly, and only a scant few of them achieve the power and status they crave. Fewer still get any personality beyond a fireball spell and a cowled robe of a darker shade.
My contribution to the villains scroll is three Zhent magelings who have thus far survived the spells and swords of their foes but whose progress through the hierarchy of the Black Network has not been stellar. They’ve been recurring foils in my campaigns, and I hope I’ve managed to inject them with a little personality. They could be encountered leading missions anywhere in the Realms where the Zhentarim has or hopes to have an influence (which, let’s face it, could be just about anywhere). Invariably they travel with a group of expendable lackeys for the PCs to butcher.
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