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MalariaMoon
Learned Scribe

324 Posts

Posted - 12 Mar 2011 :  13:07:11  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Dester Ruathgull
Human Male Wizard 8 (Chaotic Evil)

The Realms is famous for its long list of legendary spellcasters, all with suitably astronomical intellects. Dester is different; he is one of those wizards who is clever enough to master a spell, but lacks the vital streak of genius that makes a truly great magic-user.
Dester struggles to come to terms with his shortcomings as a mage. He likes to bluff and bluster, although he is just about canny enough to stop short of annoying anyone who might blast him to smithereens with a casual flick of their little finger. Curiously, his lack of ability has made him a valuable asset to his superiors, who appreciate having a dependable agent who isn’t going to surprise them with newfound powers and newfound ambitions.
Dester fancies himself as an artist, and delights in drawing charcoal female nudes. They impress no one except the occasional sheltered youth. Although Dester occasionally pays Zhentish whores to pose for him, he is far more likely to simply force a comely prisoner to strip for his sketches. He has even been known to use hold person on subjects who are unable to keep their pose.
Dester’s insecurities about his own magical shortcomings are so grave they even affect his approach to combat. He has a tendency to begin a battle with the highest level spells at his disposal so that his enemies believe him more powerful than he really is. He also relies on magical items to augment his abilities, and always carries at least a couple of wands and a few scrolls containing formidable offensive spells.
Dester likes to think of himself as a ladies’ man. Everyone else considers him a lech. If he captures a group of PCs, he is likely to try and charm any attractive women in the party. He has a tendency to let his guard down badly in such situations, possibly giving the object of his affection a chance to escape or turn the tables on him.
Dester is a tall, lanky and unkempt. In his fortieth winter, he is balding, with close-set eyes and poor teeth. Even when he is attempting to be genuine, he leers rather than smiles. He tends to dress conservatively in wizards robes but then ruin the effect with some poorly chosen accessory, such as a ridiculous monocle, a paisley scarf or a gaudy earring. Should Dester become a regular in your campaign, the DM should always add some new fashion faux pas to Dester’s outfit.
Dester doesn’t like to consider himself evil, and prefers his minions to do the murdering and stealing for him. A lot of wickedness stems from sheer laziness; it usually seems easier to kill the prisoners rather than find some other use for them ...
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MalariaMoon
Learned Scribe

324 Posts

Posted - 12 Mar 2011 :  13:09:04  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Aviarre Hailselm
Human Female Wizard 7 (Neutral Evil)

Aviarre likes powerful magic, but she likes powerful wizards a lot more. If you listen to the tongue of sky mage and “gossipmonger most high” Nammatil Knifewing, she’s a horse that everyone in Zhentil Keep has ridden, but by Sune’s saucy stockings, she goes at a gallop!
At least that used to be the story. Now beginning to near the age of thirty, Aviarre’s famous copper coloured hair is losing its shine and she’s beginning to thicken around the middle. Her fading looks have made her even more diffident, and she is easily manipulated by her lovers, who tend to send her on foolish errands they can’t be bothered to do themselves. Her eagerness to please her masters can lead her to be ruthless and cruel, and despite appearances, she is not one to underestimate.
That being said, her appearance strays somewhat from what might typically be expected from a Zhentarim mage. Using closely fitted sable robes as a base (this is the Black Network after all), Aviarre’s augments her outfits with chequered halfcloaks, sashes of deep red, maroon or indigo and intricate belts made from links of different metals. She also sports an enchanted hat that can change its shape into any kind of non-magical headgear short of a helm or coif.
Aviarre has a familiar, a wretched imp she calls Ague. Somehow Ague has mastered the ability to polymorph into the shape of a tressym, and wearing this form he often spies in Cormyr and the Dalelands.
Aviarre is chronically disorganised. The DM shouldn’t be discouraged from having her spend an entire round searching her pockets for the correct spell component. She is hopeless at remembering the names of the lackeys the Zhentarim assign to her, and she confuses them all by issuing garbled instructions. PCs are always ready to slay a Zhentarim agent, but perhaps they might pause if during the fight they’ve witnessed her mix up her wands, order the wrong bodyguard to drink the wrong potion, and try and use the wrong material component with a spell not once but twice (wild magic ensues!). Of course, if they don’t put an end of Aviarre when they have a chance, she’ll exact sadistic vengeance on them at some later date.
Adventure Hook: Aviarre’s latest lover has grown tired of her, and has decided the best way to be rid of her is to send on her on a mission that is more likely to end in her death than any form of success. Possible ideas might be retrieving some non-existent item from the dungeon the PCs are currently exploring, or a frontal assault on the home of some powerful ally of the PCs (such as Elminster’s tower or Berdusk Hall) whilst the PCs are in the vicinity.
As Aviarre gradually concludes she’s been sent on a suicide mission, her thoughts will turn to revenge. She might try and convince the PCs to help her ambush and destroy her old lover (a senior Zhent mage), or choose to get her own back by selling Zhentarim secrets to the Harpers, Cormyr or Silverymoon (the PCs might become her unwilling guardians, protecting her from the many assassins the Black Network will inevitably send after her).
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MalariaMoon
Learned Scribe

324 Posts

Posted - 12 Mar 2011 :  13:11:42  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Kerrivan Larazhast
Human Male Wizard 8 (Neutral Evil)

In all truth, Kerrivan Larazhast should be Manshoon’s right hand man by now. He has served the Black Network diligently for almost two decades, and embodies the best qualities of a Zhentarim mage with his intelligence, cunning, creativity and ruthlessness.
However, despite all these qualities, Kerrivan always seems to snatch defeat from the jaws of victory. Whilst the higher echelons of the Zhentarim are aware of his talent, a string of failures has slowly begun to blacken his name.
Only a tiny circle of people know the truth behind Kerrivan’s miserable career, including Kerrivan himself, Fzoul Chembryl and Doommistress Jareema Allifan, the priestess of Beshaba who is behind his bad luck.
Before Kerrivan’s birth, Jareema was in love with an influential Zhent mage called Opheal Larazhast. However, Opheal discarded her in favour of the beautiful and wealthy Rosaline Featherstone, and Jareema vowed revenge on the one who had stolen her love. Calling on the most powerful divine magic she could muster, she laid a curse on Rosaline’s womb, pronouncing any child born to her would carry Beshaba’s bad luck with them for every day of their life until both Opheal and Rosaline were dead.
A year after Opheal and Rosaline were married, Kerrivan was born and Jareema’s curse was enacted.
Kerrivan has now lived with his curse for almost forty years; although he only understood its true nature five winters past thanks to the divinations of Fzoul Chembryl, Zhentil Keep’s high priest of Cyric. Although he now understands the origins of the curse, Fzoul has not yet shared with him the circumstances that will bring about its end. Old age has already claimed Rosaline, but should the truth be revealed to Kerrivan he might try to slay his father in order to end his eternal misfortune. Opheal Larazhast has become a recluse, and manufactures magical wands and weapons for the Zhentarim in return for gold, solitude and private quarters in the Citadel of the Raven. Meanwhile, Fzoul considers how best to use his leverage over Kerrivan . With great subtlety, he tries to ensure Kerrivan’s involvement in those plots of Manshoon that he would see falter.
Beshaba has granted Kerrivan one small mercy; he remains an incredibly handsome man, appearing a good decade younger than his actual age. He has thick, tawny hair that flows down to his shoulders, wears a neat beard and has the sparkling green eyes that made his mother such a beauty.
Kerrivan’s Luck: Beshaba’s curse manifests itself in ingenious and indirect ways. Kerrivan does not suffer from any attack role or hit point penalties; rather freak accidents, bizarre coincidences, and uncharacteristic misjudgements on the part of his minions always seem to plague his plans. Some examples follow:
• An uncharacteristic earthquake just prevented him obtaining a staff of power in the Dungeon of the Ruins.
• When battling the Harper bard Arinrath Eastinghold, Kerrivan stumbled into an unknown dead magic zone just as he as was about to unleash his killing spell.
• In Daerlun, a carefully constructed plan to plunder the tower of the wizard Sandar ‘Silkenvoice’ Kathklan had to be abandoned after he and his followers were incapacitated upon eating some dubiously prepared fish soup in the Spinning Coin festhall.
If you use Kerrivan in your adventures, PCs might well benefit from a few strokes of good luck, as their good fortune will surely bode ill for the Zhent!
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 13 Mar 2011 :  06:36:49  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Awesome wizards! Consider them stolen! LOL

The Old Grey Box and AD&D for me!
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Andrekan
Seeker

65 Posts

Posted - 13 Mar 2011 :  07:39:13  Show Profile Send Andrekan a Private Message  Reply with Quote


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


I got a redirect to Wizards Dungeons and Dragons Homepage on the link. Might be my server. I think I have that pdf some where in my store of files but always like to check.

"Those two talk only of drink, riches, women, brawling, and magic, so ye've a one in five chance..." Quote from "Elminster in Hell"
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Wooly Rupert
Master of Mischief
Moderator

USA
36779 Posts

Posted - 13 Mar 2011 :  14:07:19  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Andrekan



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


I got a redirect to Wizards Dungeons and Dragons Homepage on the link. Might be my server. I think I have that pdf some where in my store of files but always like to check.



Yeah, WotC did another of their site redesigns... They like to periodicly rearrange their site, without bothering to update any links. Everything can be found by checking out the links in the Previous Edition Downloads -- Current Links thread.

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I am the Giant Space Hamster of Ill Omen!
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Kryal
Acolyte

9 Posts

Posted - 16 Mar 2011 :  15:00:49  Show Profile  Visit Kryal's Homepage Send Kryal a Private Message  Reply with Quote
This is a villain for my new campaign. It's only in it's planning phase however. Thieve Noel - Half Black Dragon / Elf Wizard. Has managed to keep his race hidden, and currently resides in Silverymoon (working on the whole mythal thing). As an agent of the cult of the dragon he knows that Sammaster will set the rage into motion soon. To escape this he intends to turn himself into a lich (I assumed Dragon-rages influence Half-dragons as well). However he knows he will be vulnerable, and should a good hearted person find out his real identity, he's got to have a very hidden phylactery. He intends to turn his wife's heart into a phylactery by using some hidden evil spells. Of course it's a bit homebrewey, but it should be nice that the player charcater is helping his father get a hold of some items, just to find out later that he's used them to turn his mothers heart into a phylactery :P.
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MalariaMoon
Learned Scribe

324 Posts

Posted - 05 Apr 2011 :  14:35:36  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Hi All,

Another contribution to the 'Valuable Villains' scroll. Caeloth is a member of the Cult of the Dragon in my current campaign, set in pre-Spellplague Chessenta, which is realise is not exactly 'adventure-central' for Realms DMs. However, I think he could easily be adapted to more popular areas of the Realms should DMs wish to incorporate him in their campaigns. For example, he could adapted to be a member of the Sembian Cult of the Dragon. Instead of currying favour with Chessentan city-states, he's winning the support of rich and scrupleless merchants.

As ever, I can't help but provide a lot of backstory!

Caeloth Malphoros
Herald to the Dragon King of Old Unther


Male Chondathan Human Wizard 11/Bard 2 (Threskel)
Neutral Evil
Patron Deity: Formerly Bane, now Tiamat
Languages: Chessentan, Common, Mulan, Draconic, Turmic
Initiative: No Modifier

Armour Class: 11 (Ring of Protection+1)
Against ranged attacks: 11
Touch: 11
Flat-footed: 11

Saves
Fortitude +3 (+1 Str vs. poison)
Reflex +6
Willpower +10 (+1 Wis)
Hp 46
Speed: 30’

Masterwork Claw Bracer
To Hit +9/+4 (+2 Str, +1 masterwork)
Damage 1d4+2 (+2 Str)
Critical 19-20 x2
Base Attack +6/+1

Abilities Score Modifier
Strength 14 +2
Dexterity 11 -
Constitution 12 +1
Intelligence 17 +3
Wisdom 12 +1
Charisma 13 +1

Special Abilities
• Bardic knowledge
• Bardic music 6/day.
o Countersong
o Fascinate
o Inspire Courage
• Quasit familiar

Bard Spells Prepared (3,1)
0 – Detect Magic, Mending, Message
1st- Undetectable Alignment


Wizard Spells Prepared (4,5,5,5,3,2,1)
0 – Arcane Mark, Detect Poison, Mage Hand, Read Magic
1st – Charm Person, Colour Spray, Disguise Self, Shield, Shocking Grasp
2nd – Caeloth’s Chromatic Bolt, Detect Thoughts, Eagle’s Splendour, Stone Bones, Touch of Idiocy
3rd – Deep Slumber, Dispel Magic, Fireball, Nondetection, Reverse Arrows
4th – Confusion, Lesser Geas, Stoneskin
5th – Prying Eyes, Transmute Rock to Mud
6th – Remorseless Charm


Skill points per level: 6

Perform – oratory 5
Bluff 5
Gather information 6
Concentration 10
Decipher script 2
Disguise 5
Intimidate 6
Ride 2
Diplomacy 6
Sense Motive 6
Spellcraft 5
Knowledge – Threskel 5
Knowledge – religion 6
Knowledge – arcana 5
Knowledge - geography 4
Knowledge – history 8
Knowledge – the planes 4

Feats
•Alertness (from familiar): +2 bonus on listen and spot checks.
•Exotic Weapon Proficiency – Claw Bracer: No penalty on attacks with claw bracer.
•Extend Spell: Double spell’s duration.
•Follower of the Scaly Way: +4 save bonus vs. frightful presence of true dragons, immune to the frightful presence and paralyzing gaze of a dracolich.
•Heighten Spell: Cast spells at higher level.
•Improved Familiar: Nalocere the quasit.
•Negotiator: +2 bonus on diplomacy and sense motive checks.
•Persuasive: +2 bonus to bluff and intimidate checks.
•Scribe Scroll: Create magic scrolls.
•Spell Penetration: +2 bonus on caster level check to defeat spell resistance.

Possessions:
Ring of Dragons
•Ring of Protection+1
•Force Cube
•Cloak of Ghosts

•Masterwork Claw Bracer
•1d4+1 potions (as determined by the DM)
•1d2 spell scrolls containing spells from 4th to 6th level (as determined by the DM)

Minions
• Nalocere the Quasit (familiar)
Caeloth shares an empathic link with Nalocere and can share spells. Nalocere has the ‘improved evasion’ ability, can deliver touch spells and has SR 16. Nalocere can assume the forms of a hoopoe bird or a bat.
• Ammashylanach, young adult green dragon
Ammashylanach typically serves as Caeloth’s mount, and more often than not will be the dragon which appears if Caeloth uses his ring of dragons.

Sources
‘Magic of Faerun’ details the spell Stone Bones and Reverse Arrow as well as the Ring of Dragons.
‘Champions of Ruin’ details the spell Remorseless Charm.
‘Dragons of Faerun’ details the feat ‘Follower of the Scaly Way’.
The spell Caeloth’s Chromatic Bolt and the Cloak of Ghosts are homebrewed, further details can be found on page 49 of the “Candlekeep Magic Shop” thread.
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MalariaMoon
Learned Scribe

324 Posts

Posted - 05 Apr 2011 :  14:52:22  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Alaskerbanbastos is the Dragon King of Threskel, a great dracolich who seeks dominion over all of the Old Empires. Numerous young dragons serve him, many acting as ‘councillors’ to the human settlements under the Great Bone Wyrn’s demesne. As one would expect, their ‘advice’ is rarely questioned. The Cult of the Dragon and the Church of Tiamat are closely allied with Alaskerbanbastos.

Caeloth Malphoros was a powerful mage in the Mourktarian cell of the Cult of the Dragon, and now serves Alaskerbanbastos directly as his emissary and herald. Following the Time of Troubles, he was the dracolich’s chief human emissary in the lands of Chessenta, Threskel and Unther, using magic and intimidation to convince city after city to join Alaskerbanbastos’ protectorate.

In 1373, the Great Bone Wyrm’s age old nemesis, the fiendish red dragon Tchazzar returned to Chessenta and took control of much of Alaskerbanbastos’ territory. Since then, Caeloth has become involved in an increasingly desperate game of diplomacy and espionage as the two Dragon Kings vie for the loyalty of the city states.

Physical Appearance: Caeloth is a short, rotund man of toad-like countenance. He has a large, jovial face, slow-blinking green eyes and a head of short, curly brown hair. Despite carrying a lot of weight, Caeloth is no weakling, and like many Chessentans enjoys wrestling as a pastime.

Caeloth delights in the luxuries afforded him by his position. He wears fine silks of maroons, ambers and indigos, and bedecks his clothing with beautifully worked brooches and chains (on a typical day, the combined value of Caeloth’s jewellery stands at about 500gp). He also carries a beautifully wrought sceptre of ivory and silver, topped with a carving a dragon’s head which clutches a blue pearl in its jaws. Caeloth uses his magic to make this sceptre appear magical; in truth it has no enchantment, but is worth at least 1500 gp.

Personality: Despite his plain appearance, Caeloth is very much a people person. He is very good at putting strangers at ease and engendering a sense of trust; he listens well, and remembers the names, faces and worries of those he meets. When in relaxed company he behaves in the typically Chessentan manner, enjoying carousing, drinking and song. He is particularly fond of telling tales relating the deeds of dragons long dead, referring to them reverently by their full, long-winded names to the general mystification of all but other dragons.

When engaged in the service of his master, Caeloth’s native boisterousness vanishes, replaced by a cunning intelligence and persuasive powers of negotiation. However, Caeloth rarely cajoles or threatens; instead he positions himself as the reasonable intermediary between the Chessentan elite and the depredations of the dragons.

For all this false charm, these days Caeloth identifies himself more with dragons than men. Should one of Alaskerbanbastos’ draconic minions need to ravage a city in order to convince said city of pledging its loyalty to the Great Bone Wyrm, then Caeloth has no qualms. He views the Cult of the Dragon’s creed that “dead dragons will rule the world entire” with practicality; he’s happy with just Threskel and Chessenta.

History: Caeloth was born in Mourktar in the Year of the Fallen Throne (1319 DR). His father was Imperceptor Benaphon Malphoros, a powerful priest of Bane serving in the Temple of the Black Lord’s Cloak. Benaphon had two elder sons who both died to the Dragon Plague two years earlier, and Benaphon considered Caeloth’s birth a blessing from Bane after the loss of his children. In fact, he was so delighted he sacrificed Caeloth’s mother to the Dark One in thanks.

Despite his jubilation, Benaphon treated his only child harshly; showing through cruel example there was strength in tyranny. Caeloth learned well, and as a teenager lorded over a large gang of ruffians who liked to throw their weight around Mourktar. Thanks to the formidable influence of Caeloth’s father, few would dare stand up to the young lad’s bully boys. However, this protection ended when Benaphon was murdered by a rising star of Bane’s clergy named Kabbarath Telthaugh.

Realising his life was in danger, Caeloth left Mourktar. He fell in with a travelling bard, the aged Kollis Arrowdusk, who spent some fruitless months trying to improve Caeloth’s character. After a year travelling with Kolis, Caeloth had acquired some barding skills but little in the way of morals. In Mordulkin he took leave of Kolis and joined the school of wizardry, the Scholam Arcanum. There he spent several years learning the ways of magic before being expelled for stealing a number of powerful and forbidden spells.

After leaving Mordulkin, Caeloth spent some time fighting as a mage for hire in various skirmishes throughout the Old Empires. In one such adventure, he witnessed a rival wizard summon a dragon to the battlefield to decimate the enemy. Caeloth was captivated by the dragon’s awesome power. Following the battle, he sought out the wizard who had summoned the dragon and challenged him to a formal mageduel. Caeloth demanded to know the secrets of dragon summoning should he win the contest.

After a long and furious battle, Caeloth was overcome. However, the victorious wizard was impressed by his adversary’s abilities, and decided to induct him into the Cult of the Dragon. Thus, in the Year of the Gate (1341 DR), Caeloth returned to Mourktar, the seat of the Cult’s power in the region.

Over the next two decades, Caeloth’s influence and authority gradually rose in the Mourktar cell of the Cult of the Dragon. Despite his return to the city of his birth, he was in no rush to exact revenge on his father’s murderer, Kabbarath Telthaug, who had since risen to become the High Imperceptor of the Church of Bane. Instead, he busied himself with his study of dragons and dracoliches, and undertook numerous missions throughout the southern Realms. He was instrumental in establishing good relations with the Cult of Tiamat in Unther, and over time turned his back on his father’s god Bane in order to worship the Dragon Queen.

Caeloth also forged a strong alliance with Alaskerbanbastos, the most powerful dracolich serving the Cult of the Dragon in the southern Realms, and one of the most dangerous dragons in the entirety of the Old Empires. Gradually, Caeloth’s allegiances shifted once more, drifting away from the Cult until he was wholly under the sway of the Great Bone Wyrm.

In the years following the Time of Troubles, Alaskerbanbastos began shaping a domain in the lands of Old Unther. Caeloth served as his chief envoy, convincing city-state after city-state to pay tribute to the dracolich or risk annihilation. Mourktar was one of the first cities to fall under the Dragon King’s shadow, Imperceptor Kabbarath unable to challenge the power of Caeloth’s master following the death of Bane.

However, since 1373 DR, the Year of Rogue Dragons, events have turned against Alaskerbanbastos and his followers. Tchazzar returned to Faerun and laired in Cimbar, and now the folk of Chessenta can choose which mighty dragon overlord to pledge themselves to. Furthermore, Alaskerbanbastos’ schemes to unite the Cult of Tiamat with the Cult of the Dragon have failed catastrophically, leaving the Mourktarian cell isolated from the other Followers of the Scaly Way. Caeloth travels between the courts of Chessenta’s kings, trying to hold together through diplomacy and threats the empire his master has built.

Combat & Magic: Caeloth makes a point of letting others do the fighting for him. He is a good judge of a fighting man and can afford to pay for the services of best mercenaries to stand as his bodyguards when in towns and cities. In the wilds, his ring of dragons ensures a truly powerful ally is never far from hand. One dragon in particular, a young adult green known as Ammashylanach, works as his loyal mount. Whilst it would be foolish to call it a friendship, the two have developed a degree of respect and solidarity over the past decade. Caeloth also has a familiar, a quasit called Nalocere, who is able to take the form of beautiful golden hoopoe (a bird common to Chessenta) when in civilised areas.

Should he be forced to fight, Caeloth relies on a masterwork claw bracer. He is surprisingly strong for a wizard.

Caeloth’s roster of typically prepared spells reflects his primarily diplomatic role. However, he has an extensive spellbook, from which he can obtain a long list of combat orientated spells if he is expecting a fight. Thanks to his association with Alaskerbanbastos, he has access to much strange magic. Observers of a skirmish between Caeloth and some followers of Tchazzar report him launching three fireballs simultaneously which expanded into walls of fire when they detonated, encircling those who had survived the initial blast! He was also seen to use a ranged variant of the vampiric touch spell, which only seemed capable of affecting targets who had already sustained some form of slashing or piercing wound. Finally, Caeloth always memorises a spell of his own creation, Caeloth’s Chromatic Bolt (I’ve detailed this spell further in the Candlekeep magic shop).

Caeloth wears a ring of protection+1 alongside his ring of dragons. He has all the riches of a dragon’s hoard to equip himself for his missions, so will usually be found with a number of assorted potions and high-level spell scrolls on his person. Alaskerbanbastos has been known to loan him a rod of lordly might if he needs to make a grand entrance to the negotiating table. Caeloth also carries of cube of force for additional protection. In addition, he has a seemingly unique magic item known as a cloak of ghosts. When he dons the cloak, onlookers see the ghostly visages of a deceased friends and family. Caeloth rarely uses this cloak in battle, but puts it to good effect to haunt, unnerve and intimidate those he is trying to influence. Further details of the Cloak of Ghosts can be found in the Candlekeep magic shop.

In the campaign: Caeloth should be a Machiavellian character within your campaign. He needn’t immediately be set up as a villain; there’s more mileage to be had by introducing him as an enigmatic figure. PCs might even find themselves in his employ without realising his true identity and allegiances. He might hire them as bodyguards on an expedition to contact the Cult of Tiamat in war torn Unther, or if dealing with the leadership of a potentially hostile city like Luthcheq. He may pay handsomely to send them on missions to weaken the influence of cities Alaskerbanbastos seeks to dominate.

When he does make an enemy of the PCs he should prove difficult to corner and defeat. He always has contingencies planned, and can usually rely upon the aid of a powerful dragon to help him in combat, or at the very least to fly him to safety. As Alaskerbanbastos’ chief emissary, he can call upon a vast pool of resources and cronies to make the PCs lives difficult, not least the services of a number of minor dragons and dracoliches.

However, Caeloth does have a lot of enemies, including Kabbarath Telthaugh, Bane’s High Imperceptor in Mourktar, the wider Cult of the Dragon, who do not approve of Alaskerbanbastos’ alliance with Tiamat, various leaders of Chessentan and Threskellian cities who resent Caeloth’s part in putting a draconic yoke around their necks and finally the mighty Tchazzar, the Father of Chessenta. PCs opposed to Caeloth could become the unwitting agents of one these predominantly evil groups, leading to interesting story and role-playing possibilities.
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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 05 Apr 2011 :  15:01:13  Show Profile Send Markustay a Private Message  Reply with Quote
Would a gold golem count as a 'valuable villain'?

I have a villain I'd like to contribute, but I have to dig him out. My last campaign actually revolved around him.

Not so much of a 'villain' in the usual sense - he was a covert agent for the Red Wizards, but he neither looked like them, or acted like them (he was actually a handsome and charming fellow). His cover was being the owner/operator of a small trading company that moved merchandise overland up & down the Dragonreach. He was part of the 'new breed' of RW that had emerged with the Enclaves - there was a need for some who did NOT 'blast first and ask questions later'. Enclave-Wizards were subtler then their bald counterparts (in my games).

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 05 Apr 2011 15:10:45
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Cleric Generic
Senior Scribe

United Kingdom
565 Posts

Posted - 05 Apr 2011 :  16:35:24  Show Profile  Visit Cleric Generic's Homepage Send Cleric Generic a Private Message  Reply with Quote
I've had a couple of noteworthy recurring villains in my games:

- Ibor Vokht: a sort of handler and fixer working out of a Zhentarim front in Evereska. He maintained the guise of a mid-level information broker of no fixed afiliation, but ran a sizeable opperation for Zhentil Keep, and was very good at leading excitable adventuring companies into doing his bidding. Face to face, he tended to be excessively relaxed and constantly handed out back-handed compliments and sly probes for information.

- Livikus Vile: an old, hard-line Banite who lead a small orgainsation of Banite inquisitors named the Knights of the Iron Rose, he became infamous in the group for his seemingly inexhausable supply of strange magics and spectacular minions. Wherever the PCs found some convoluted trap, it was probably Livikus that threw it at them. Eventually he became a grudging ally of the party as they found common cause in wiping out a cancer from the Church of Bane (Gargauth). His signature weapon was a huge black gauntlet that the PCs quickly learned to fear >:)

Cedric! The Cleric Generic and Master of Disguise!

ALL HAIL LORD KARSUS!!!

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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 05 Apr 2011 :  17:33:07  Show Profile Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by MalariaMoon

Hi All,

Another contribution to the 'Valuable Villains' scroll. Caeloth is a member of the Cult of the Dragon in my current campaign, set in pre-Spellplague Chessenta, which is realise is not exactly 'adventure-central' for Realms DMs. However, I think he could easily be adapted to more popular areas of the Realms should DMs wish to incorporate him in their campaigns. For example, he could adapted to be a member of the Sembian Cult of the Dragon. Instead of currying favour with Chessentan city-states, he's winning the support of rich and scrupleless merchants.

As ever, I can't help but provide a lot of backstory!

Caeloth Malphoros
Herald to the Dragon King of Old Unther


<snip>




STOLEN!

The Old Grey Box and AD&D for me!
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 05 Apr 2011 :  17:35:20  Show Profile Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by Cleric Generic

I've had a couple of noteworthy recurring villains in my games:

- Ibor Vokht: a sort of handler and fixer working out of a Zhentarim front in Evereska. He maintained the guise of a mid-level information broker of no fixed afiliation, but ran a sizeable opperation for Zhentil Keep, and was very good at leading excitable adventuring companies into doing his bidding. Face to face, he tended to be excessively relaxed and constantly handed out back-handed compliments and sly probes for information.

- Livikus Vile: an old, hard-line Banite who lead a small orgainsation of Banite inquisitors named the Knights of the Iron Rose, he became infamous in the group for his seemingly inexhausable supply of strange magics and spectacular minions. Wherever the PCs found some convoluted trap, it was probably Livikus that threw it at them. Eventually he became a grudging ally of the party as they found common cause in wiping out a cancer from the Church of Bane (Gargauth). His signature weapon was a huge black gauntlet that the PCs quickly learned to fear >:)



I like that Livikus fellow...he is my kinda Banite! Perfectly willing to "ally" with some goody-goodies to get them to do what he doesn't want to do alone...a true Tyrant in training!

The Old Grey Box and AD&D for me!
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Cleric Generic
Senior Scribe

United Kingdom
565 Posts

Posted - 05 Apr 2011 :  18:30:05  Show Profile  Visit Cleric Generic's Homepage Send Cleric Generic a Private Message  Reply with Quote
quote:
Originally posted by Dalor Darden
I like that Livikus fellow...he is my kinda Banite! Perfectly willing to "ally" with some goody-goodies to get them to do what he doesn't want to do alone...a true Tyrant in training!



Cheers! The tricky bit, I find, with setting up proper villains is making them proper b@$tards without going overboard into mustache twirling cartoon villainy (unless that's the flavour of your game, obviously). I think at one point it was revealed that he used to be the adventuring buddy of one of the PCs fathers and an honourable man that loved his country, etc, but was gradually seduced by the Dark Side and lost sight of what he was defending.

Cedric! The Cleric Generic and Master of Disguise!

ALL HAIL LORD KARSUS!!!

Vast Realmslore Archive: Get in here and download everything! http://www.wizards.com/default.asp?x=dnd/archfr/rl

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Edited by - Cleric Generic on 05 Apr 2011 18:31:31
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Wooly Rupert
Master of Mischief
Moderator

USA
36779 Posts

Posted - 05 Apr 2011 :  18:54:04  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Cleric Generic

quote:
Originally posted by Dalor Darden
I like that Livikus fellow...he is my kinda Banite! Perfectly willing to "ally" with some goody-goodies to get them to do what he doesn't want to do alone...a true Tyrant in training!



Cheers! The tricky bit, I find, with setting up proper villains is making them proper b@$tards without going overboard into mustache twirling cartoon villainy (unless that's the flavour of your game, obviously). I think at one point it was revealed that he used to be the adventuring buddy of one of the PCs fathers and an honourable man that loved his country, etc, but was gradually seduced by the Dark Side and lost sight of what he was defending.



"seduced by the Dark Side" I suddenly understand! We know Bane came from another world, and what little I know of Star Wars history includes the fact that there was a Sith Lord named Darth Bane... So the Bane of the Realms was once a Sith Lord! It all makes perfect sense!

"Iyachtu... I am your father!"

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Edited by - Wooly Rupert on 05 Apr 2011 18:56:20
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Ayrik
Great Reader

Canada
7966 Posts

Posted - 05 Apr 2011 :  19:05:00  Show Profile Send Ayrik a Private Message  Reply with Quote
Bane came from another world?

[/Ayrik]
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Cleric Generic
Senior Scribe

United Kingdom
565 Posts

Posted - 05 Apr 2011 :  20:12:58  Show Profile  Visit Cleric Generic's Homepage Send Cleric Generic a Private Message  Reply with Quote
I'm sure we can find room in the Realms for a bunch of spelljamming Jedi, and I can think of a few dark powers that wouldn't mind getting into bed with the Sith...

Cedric! The Cleric Generic and Master of Disguise!

ALL HAIL LORD KARSUS!!!

Vast Realmslore Archive: Get in here and download everything! http://www.wizards.com/default.asp?x=dnd/archfr/rl

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The Sage
Procrastinator Most High

Australia
31701 Posts

Posted - 06 Apr 2011 :  01:29:28  Show Profile Send The Sage a Private Message  Reply with Quote
quote:
Originally posted by Arik

Bane came from another world?

Ed Greenwood, in Stormlight, suggested that Bane, who used to be a mortal before he ascended to godhood, might have been born on another world, far different and far removed from Toril.

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The Sage
Procrastinator Most High

Australia
31701 Posts

Posted - 06 Apr 2011 :  01:56:45  Show Profile Send The Sage a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Cleric Generic

quote:
Originally posted by Dalor Darden
I like that Livikus fellow...he is my kinda Banite! Perfectly willing to "ally" with some goody-goodies to get them to do what he doesn't want to do alone...a true Tyrant in training!



Cheers! The tricky bit, I find, with setting up proper villains is making them proper b@$tards without going overboard into mustache twirling cartoon villainy (unless that's the flavour of your game, obviously). I think at one point it was revealed that he used to be the adventuring buddy of one of the PCs fathers and an honourable man that loved his country, etc, but was gradually seduced by the Dark Side and lost sight of what he was defending.



"seduced by the Dark Side" I suddenly understand! We know Bane came from another world, and what little I know of Star Wars history includes the fact that there was a Sith Lord named Darth Bane... So the Bane of the Realms was once a Sith Lord! It all makes perfect sense!

"Iyachtu... I am your father!"

I'm suddenly having this image of the Realms-Bane cogitating on a divine-specific Thought Bomb.

Candlekeep Forums Moderator

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Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)

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Wooly Rupert
Master of Mischief
Moderator

USA
36779 Posts

Posted - 06 Apr 2011 :  04:48:16  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by The Sage

quote:
Originally posted by Arik

Bane came from another world?

Ed Greenwood, in Stormlight, suggested that Bane, who used to be a mortal before he ascended to godhood, might have been born on another world, far different and far removed from Toril.



A long time ago, in a galaxy far, far away...

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MalariaMoon
Learned Scribe

324 Posts

Posted - 06 Apr 2011 :  17:12:16  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
@ Dalor - thanks - Candlekeep is the only place I like being robbed!
@ Markustay - I'd like to hear more about the gold golem
@ Cleric Generic - I have an image of Mr and Mrs Vile; wondering why all their children turned out so bad when their neighbours Mr and Mrs Fortunate were so lucky with their kids
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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 06 Apr 2011 :  18:45:43  Show Profile Send Markustay a Private Message  Reply with Quote
It was actually meant as a joke, so you can do whatever you want with it.

IF I were to build upon the joke, I would make it some sort of Gondish/Tinker Gnome creation (like 'Gold' of the Metalmen) who was supposed to be a deterrent to keep that groups enemies from attacking them, and instead wound-up inviting attacks from dozen of other groups as well (because of how valuable the golem itself was).

Although the creation was probably fairly powerful, its just another example of gnomish-engineering back-firing, and causing more problems then it solved.

And that was my quick, 'On the Fly' version. Like I said, it was meant to be a joke. Gold is an excellent conductor (BETTER then copper), so I would give it some electrical abilities, amongst other things. If you really wanted to take it to an extreme, you could give it diamonds for eyes, and a giant ruby for a heart, etc...

Impractical Gnomish Engineering at it's finest.

You could even 'Frankenstein' it - have it develop sentience and then 'run away' and hide somewhere remote, because everyone wants to just chop it into pieces (including it's creators, at this point). A kind of 'pathetic Pinocchio' scenario with a twist.

Not precisely a 'villain', but you can build a story around it. Suppose a village got wind that he was hiding in the woods outside of town, and offered adventurers 1000GP to 'capture the monster' (because its worth 100 times that!) They are then faced with a moral dilemma when they learn of its true nature (technically, the townsfolk are 'the bad guys' in that scenario).

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 06 Apr 2011 18:46:03
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Bladewind
Master of Realmslore

Netherlands
1280 Posts

Posted - 13 Apr 2011 :  14:12:55  Show Profile Send Bladewind a Private Message  Reply with Quote
Let me introduce to you an ambitious Selvatargtlin general, the ghost of Durec Abaeyr.

This apparition is motivated beyond death by drow superiority, bloodlust and disdain for surface races. In life he managed to track down a major sword wielded by Selvatarm, the Kingslayer sword, in the ruins of Lost Ajhuuntal. He quickly was overwhelmed by the infernal malevolence inside the sword and his wracked body was eaten alive by aranea. After his death in Lost Ajhuuntal he quickly promoted the demonic ranks in the Demonweb Pits, and became a judicator of Selvatarm by training under that gods tutelage. After completing that training he was sent back to Fearun by Lolth in a scheme to aid a certain drow settlement (mine was Lurth Dreir under the Shaar) set up a Night Crusade. This needed a humongous globe of darkness to envelope the surface region that Durec targetted. He managed to contact and get favor with 4 mayor noble houses in Lurth Dreir, who are amassing the wealth and slaves to perform the great magic ritual and the army of slaves needed to invade the surface realms above.

Durec Abaeyr
Kingslayer and soon to be crowned Shadowking of the Realm of the Smoking Star (the Shaar)
description: piercing blue eyes, shortcropped marble hair, broad shoulders and sneering voice
disposition: ice cold demeanor tanged with a scheming knack for politics, commands fear in even Matron Mothers
Quotes: "Begone. Lolth take you."
"To the surface! Let the soil be wettened in blood and the air filled with fear."
"Selvatarm judges so."

Durec Abaeyr
Male Drow Ghost (medium sized incorporeal undead) Fighter 4/ Wizard 2/ Drow Judicator 6 (Lurth Dreir)
Chaotic Evil
Patron Deity: Formerly Lolth, now Selvatarm aswell
Languages: Drow Undercommon, Common, Elvish, Abyssal
Senses: Darkvision 120ft, lightsensitivity, Spot +12, Listen +12
Initiative: +6
Speed: Fly 30 (perfect maneuverability)

Defences
Armour Class Incorporeal: AC 21 [deflection (Cha and ring of prot. +3) +7, shield (Ring of Forceshield) +2, dodge (Dex) +2 ] Touch: 19 Flat-footed: 19
Armour Class on Ethereal plane: 25 (armor +8, shield +2, deflection +3, dodge +2)
HP: 77 (incorporeal)
Saves
Fortitude +13 Reflex +8 Willpower +13
Abilities Scores (Modifier)
Strength 16 (+3) Dexterity 14 (+2) Constitution - Intelligence 17 (+3) Wisdom 11 (-) Charisma 18 +4


Attacks
Telekinetic sunder
+15 attack (+7 str check on attemp at break dc)
Telekinetic grapple
+15 touch attack (+15 grapple check)
Kingslayer ghosttouch keen bastardsword +3
To Hit +17/+12 (1d10+6/17-20)
Base Attack +11/+6 Grapple +14

Special Abilities
• Selvetarms Blessing +3 profane saving throw bonus
• Command Spiders (as rebuke undead)
• Manifestation (effect material plane)
• Telekinesis (CL 12 DC 19) each round as a free action
• Corrupting Gaze (DC 19; 2d10 hp damage and 1d4 Cha drain)
• Quasit familiar

Spells
Wizard Spells Prepared (4,4,3,2)
3rd - Haste, Fireball
2nd - Mirror Image, Alter Self, See Invisiblity
1st- Magic Missile (2x), Cause Fear (2x)
0 – Detect Magic, Mending, Message (2x)
Spellbook: as above with in addition Windwall, Magic Mouth, Levitate, Shield, Mage Armor, Read Magic, Comprehend Languages, Protection vs Alignment, Obscuring Mist, Major Image, Minor Image, Ghost Sound, Bull Strength, Bears Endurance, Knock and Tongues

Skills
(55 total): Climb 4 Ride 7 Bluff 6 Hide 10 Listen 12 Spot 12 Search 11 Tumble 2 Concentration 13 Decipher script 5 Disguise 5 Intimidate 10 Diplomacy 10 Sense Motive 3 Spellcraft 5 Knowledge – Shaar 4 Knowledge – arcana 5 Knowledge – the planes 4 Knowledge – Religion 7

Feats
•Alertness (from familiar): +2 bonus on listen and spot checks.
•Exotic Weapon Proficiency – Bastard Sword: No penalty on attacks with bastard swords.
•Improved Sunder: no AoO when performing this combat maneuver.
•Improved Familiar: Morkoth the ghostly quasit.
•Power attack: trade BaB for extra damage.
•Improved Initiative: +4 on Initiative checks.
•Scribe Scroll: Create magic scrolls.
•Combat reflexes: +2 bonus AoO's per round.
•Impetious Charge: +4 on attacks and -4 AC on a charge.
•Shock Trooper: Perform 3 special charge related maneuvers.



Possessions
•Kingslayer +3 Ghosttouch Keen Bastard Sword
•Ring of Protection+3
•Ring of Force Shield
•Cloak of Charisma +4
•1d4+1 potions (as determined by the DM)
•1d2 spell scrolls containing spells from 4th to 6th level (as determined by the DM)

Minions
• Morkoth the Quasit (ghostly familiar)
Morkoth shares an empathic link with Durec and can share spells. Morkoth has the ‘improved evasion’ ability, can deliver touch spells and has SR 16. Morkoth can assume the forms of a spider or a bat.
• T'chal the Ghostspider (ghostly mount)
Large Fiendish Monstrous Spider (8HD) can speak with Durec, has improved evasion, shares saving throws and spells with Durec



My campaign sketches

Druidic Groves

Creature Feature: Giant Spiders

Edited by - Bladewind on 13 Apr 2011 14:37:47
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MalariaMoon
Learned Scribe

324 Posts

Posted - 02 Mar 2012 :  04:59:52  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Theilfinnae Adrennore aka The Barracuda

Captain of the Lady Knave and Pirate of the Sword Coast


Female Sun Elf Rogue 8/Duellist 5
Chaotic Evil
Patron Deity:
Languages: Elven, Common, Illuskan
Initiative: +5
===================================================================
Armour Class: 17 (+3 Dex, Ring of Protection+2, +1 Dodge feat, +1 Canny Defence) 20% miss chance (Minor Cloak of Displacement)
Flat-footed: 17 Touch: 17
Saves
Fort +3 Ref +13 Will +6
Hp: 39
Speed: 30' (6 squares)
===================================================================
Melee +16/+11/+6 Rapier+2 (1d6+2 18-20x2)
Ranged +16/+11/+6 Flaming Burst Shortbow+2 (1d6 20x3)
Base Attack +11/+6/+1 Grapple +11
Special Attacks Sneak attack 4d6 or 3d6 + impeding, precise attack +1d6
Wizard Spells Prepared (CL 1)

0 – Electric Jolt , Flare, Horizikaul’s Cough
===================================================================
Abilities Str 10 Dex 17 Con 7 Int 13 Wis 12 Cha 11

SQ: +2 save vs. illusion spells, +2 listen, search & spot checks, trapfinding & trap sense+2, evasion, improved uncanny dodge, canny defence, improved reactions, enhanced mobility, grace,

Feats: Dodge, Impeding Attack, Magical Training, Mobility, Weapon Finesse
Skills: Appraise 3, Balance 9, Bluff 2, Climb 7, Decipher Script 2, Disable Device 5, Disguise 5, Escape Artist 6, Gather Information 6, Hide 3, Intimidate 5, Jump 7, Listen 6, Move Silently 2, Open Lock 4, Profession (Seamanship) 7, Search 4, Sense Motive 6, Sleight of Hand 4, Spot 6, Tumble 12, Use Magic Device 4, Use Rope 6
====================================================================
Possessions
Flaming Burst Shortbow+2, Rapier+2, Map of Refuge, Ring of Protection+2, Cloak of Minor Displacement, masterwork thieves tools, the Barracuda usually carries a number of potions, with a preference for those that heal, delay poison or allow her to fly.
====================================================================
Sources
'Magic of Faerun' details the spells electric jolt and Horizikaul's cough
'Complete Scoundrel' details the 'Impeding Attack' feat
'Forgotten Realms Campaign Setting' details the 'Magical Training' feat
The Map of Refuge is homebrewed and can be found on page 50 of the Candlekeep Magic Shop.

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MalariaMoon
Learned Scribe

324 Posts

Posted - 02 Mar 2012 :  05:04:55  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote

Appearance: Cast out as she is, Theilfinnae lacks the radiance so typical of her people. Slender the elven people might be, but her limbs are stick-thin and her frame undernourished. Her naturally bronze skin has been darkened and dulled by adventure on the high seas, and faint lines tug at the corners of her green eyes and stern mouth. Wrinkles on a gold elf are rare indeed. Only in her long, raven black hair does Theilfinnae retain the magnificence of her kin, although like her it refuses to be tamed. She has a severe face upon which a smile would find no place to settle - although her old crewmates do mutter of wild, cackling laughter when Theilfinnae was chasing down a merchant ship or leaping into battle.
The Barracuda wears no armour, relying on her agility to keep her from harm. She prefers simple clothing without any concessions towards fashion or adornment – typically a plain grey silk tunic and tight leggings of whaleskin. Over this she wears her maroon cloak of minor displacement.
Personality: Those who sailed with the Barracuda described her as aloof, almost melancholy, but possessed of a wild passion when in battle. Her time landbound on Ruathym Isle has left her, if anything, crueller and more calculating. She is, by all accounts, a formidable opponent in battle – a fine and agile swordsman and a cunning shot with the bow. When she permits herself a moment of indulgence, she likes to climb to some high point (a crow’s nest or reaching turret wall) with a book of elflore and read.
History: The Barracuda is a gold elf, once of fair Evermeet, but now an outcast for more decades than most men have lived. A generation ago, she was a pirate, one of the most feared in the North. She hunted ships up and down the Sword Coast, owing allegiance to no port or flag and evading all who tried to run her down. No-one knew what drove her, and the circumstances of her exile from Evermeet are a secret known only to the elves.
Her fortunes changed some time in the Year of the Harp. She attacked a wingship carrying elves on Retreat to Evermeet. After plundering the craft for a king’s ransom in jewels and magic, she fired flaming arrows into its sails. The wingship burned down to the waterline, and every elf, even the maids and children, perished.
The Barracuda paid for her recklessness, for one of the High Mages of Evermeet had observed her wicked deed via sorcery. They say that amongst those who burned to death were a cousin and a niece of that mighty wizard. Whatever the truth, his wrath was terrible indeed. The High Mage summoned a mighty storm; a tempest so terrible that ships foundered across the Sea of Swords.
But for all the ships sunk by his vengeful winds, he failed to destroy the Lady Knave. Battered and awash to the gunnels, by the Barracuda’s sea cunning she stayed afloat and made it to Ruathym’s western shore. The Barracuda and her crew went ashore to recover from the storm’s punishment, and to cut timbers to repair their ailing ship.
Perhaps remorseful on the damage his tempest has caused across the Sea of Swords, the High Mage did not summon up another storm or some similar destructive magic. Instead, he laid a curse upon the Barracuda. When she tried to return to the Lady Knave, she was overcome by a terrible fear of the ocean. Again and again she tried to muster her will, but every time she tried to leave the land she was left helpless by terror. Defeated by the curse, the Barracuda spent a whole tenday in despair on that beach whilst the Lady Knave lay just out of reach. Either by loyalty or fright, her crew stayed with her, until a warband of Northmen found them and fell upon them, for by the King’s decree the lives of any who fell Ruathym’s trees are forfeit. The crew of the Lady Knave were slaughtered to a man, but the Barracuda was an elf and thus cunning in woodcraft. She slipped away from her attackers.
The victorious Northmen lay claim to the Lady Knave and sailed her back to Ruathym town. It took them four days, and on the fourth day they ran her aground on Narthoil’s Beach, disembarked and swore to all the ship was haunted and ill-fated. A suspicious lot are the Northmen, and the Lady Knave remained abandoned.
As for the Barracuda, for some winters it seems she lived wild in the forests, but eventually she found her way to Ruathym town and carved out a place for herself amongst the Northmen. Ruathym doesn’t enjoy the same class of rogue that a city such as Waterdeep or Baldur’s Gate can boast of. There’re a handful of lily-livered sneak thieves who survive more by luck than judgment, and even more crude thugs but The Barracuda was a raised sail to them when it came to criminality. And for all the Northmen’s bluster about honour, there’s always someone who could make use of a truly talented thief.
Although the First Axe did his best to root her out, she could only be found when she wanted to be found. She also slew two of the Thane’s favoured champions in single combat, and after that the First Axe wisely chose to ignore her. She became the unacknowledged queen of Ruathym’s paltry underworld, and following her rise many vessels suspected of pirating began docking at the Port of Swords. What the Serpent, Elaith Craulnober is to Waterdeep, some say the Barracuda, Theilfinnae Adrennore became to the Moonshaes and the Sword Coast North.
But, the Barracuda drew little happiness from her success as a backwater fence and information broker. She yearned for the sea. Eventually, in the Year of the Shield, a wizard named Vango Janathorn offered to break her curse if she was able to steal a magical tome, the Ashbook of Inthar, from the Green Rooms of Ruathym. She succeeded and Vango proved true to his word, although shortly after the Barracuda abandoned him to be slain by Northmen heroes and, rumour has it, a Harper.
Finally freed from her curse, the Barracuda reclaimed the Lady Knave and crewed her with every ruffian and ne’er-do-well in Ruathym; literally emptying every thief and thug the town could hold. Recent reports indicate the Lady Knave is sailing south, towards the Pirate Isles of the Nelanther.
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 16 Apr 2012 :  04:47:16  Show Profile Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by MalariaMoon

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.




I'm actually going to be using your idea here. We just played today in our at home game, and while the party has come nowhere near encountering this trio of Zhent Magelings, I decided that I will begin weaving them into the game. One of the rumors the party came across while in Shadowdale (where we began) was that a trio of brothers came through town not only two days before the elves got there and were researching the fabled Sword of the Dales.

I'll be running the party through the modules that restore Randal Morn to rulership of Daggerdale...so thought I could spark their interest in the sword.

Thanks for the idea!

The Old Grey Box and AD&D for me!
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MalariaMoon
Learned Scribe

324 Posts

Posted - 17 Apr 2012 :  17:44:01  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
You're welcome Dalor! Nice to see you haunting these halls again. I look forward to hearing what befalls those three mages.
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 14 Oct 2013 :  07:03:10  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Had a great post...but it got blown to kingdom come for some reason.

Was about a band of street kids called "The Kobolds" led by their "Kobold King" named Vanna (an 11 year old girl).

I'll edit this later, going to bed for now...but the essence was that the group tended to pretend to be halflings with swords. Many people will hand over their gold to nearly a dozen halflings brandishing cold steel.

Vanna picks round faced street kids that she keeps fat with loot from victims. She does the talking, pretending to be a Half-Elven Wizard/Thief holding a REAL WAND of magic missiles she gained when she murdered her abusive uncle in his sleep and ran away two years ago.

When the authorities look for this band of halflings, they don't find anything but filthy kids squatting over meager fires in the slums showing no sign of wealth...but they don't realize how well fed they are...and that is Vanna's lure to kids: all the food they can eat!

More later...

EDIT:...later.

Vanna's stats depend on what version of the game you are playing.

1e/2e she is a Neutral (w/evil inclinations) human female Bandit (3 Hit Points)...yep, that simple. Her gear includes: Wand of Magic Missiles (you decide the charges) which she uses on "marks" and to threaten others who know the wands power to kill (she has killed two other children who thought to "take her on"), Boots of Elvenkind which she uses to skulk about at all times (it makes her the equal of many thieves who are in her city), Cloak of the Bat (which makes her damn near invisible when skulking about), Hat of Disguise (which she uses for her Half-Elf personality in muggings, as well as several different things from halflings, gnomes and dwarves to even taking on the guise of a bent old lady that begs for coin on the side of the street), Ring of Boccob (it belonged to her uncle and she likes it...she has no idea what it does to magical items), 2 Potions of Healing, Dagger +1 (which she only uses to cut food!, but she has learned to use it in a somewhat menacing way when she does as it cuts easily through bone...and thus she uses it to scare children), and her most prized possession: a book of spells! She has no clue how to use the spells...but her uncle was a 5th level illusionist (which is where she got the magic items she does have after killing the vile scum). Place whatever spells you think are best, but they should include spells that a coward would have and not much confrontational magic.

In 3.x Vanna would have the following: Commoner 1 (6 HP) Str: 6, Dex 14, Con 10, Int 16, Wis 8, Chr 15, Feats: Toughness (+3 HP) and Persuasive (+2 Bluff & Intimidate); +4 Bluff, +2 Climb (4 ranks), +12 Disguise, +7 Hide, +4 Intimidate, +3 Listen (4 ranks), +7 Move Silently, +4 Perform (Acting, 2 Ranks), +3 Sleight of Hand (1 rank), +3 Spot (4 ranks) and +3 Use Magic Device (1 rank). Vanna was formerly picking up some things from her cowardly uncle; but most of what she knows she has learned on the streets in the past couple of years. Her magic items in this version of the game can remain the same.

The Old Grey Box and AD&D for me!

Edited by - Dalor Darden on 18 Oct 2013 04:37:12
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 23 Sep 2014 :  05:21:15  Show Profile Send Dalor Darden a Private Message  Reply with Quote
“Lord” Krell is an insidious dealer of intrigue matched by few who know of him; and in truth few do know of Baron Krell as he keeps a very low profile. His wilderness fortress sits astride a rather obscure backwoods trading trail rarely used by reputable merchants; but it is in fact much faster (if somewhat more dangerous) than the commonly used route in the area. This pleases Krell quite well, as it allows him to be close at hand to the intrigues of the land, but in a place that few travel to.

Krell’s story is one of twisting fate, and began over three decades ago when he was ordained a Paladin! He was an intensely loyal and fervent adherent to his faith; even known commonly as “Krell the Kind” for his constant donations to the poor of the land and his steadfast vows of always allowing even the most evil individuals to have the opportunity of forgiveness and redemption. His adventures were many, and he brought many evil individuals to justice; but not at the end of a sword, but in the halls of justice in whatever land he lived within. He was by no means without ability with sword and lance however! Krell was well known in tournaments as a champion jouster and swordsman.

The first turning point in Krell’s life was laid as a trap for him by a wizard he had foiled on several occasions. The wizard, named Varlhaz, was a minor mageling intent on obtaining nobility by forced marriage to a Lady of one family or another; but Krell had on two occasions prevented the wizard from magically compelling such unions on unwitting noble Ladies. Infuriated at Krell’s continued interference, he had acquired a nasty artifact to enact his vengeance upon Krell: a Helm of Opposite Alignment.

Varlhaz arranged that this magical helm be part of a suit of armor to be rewarded as the prize in a minor jousting tournament; and then ensured that Krell would win the tournament by continually using his magic to the bane of Krell’s opponents. As the wizard hoped, Krell won the tournament and was awarded the armor as one part of his purse. Krell later donned the armor, sans helmet, for the victory banquet before returning to his own tent after. Wanting to see how the full suit looked upon him, a Lady-in-Waiting (an unwitting accomplice of Varlhaz) asked Krell to don the helmet as well so that she could view her “Knight in Shining Armor” in all his glory. Needless to say, the result was tragic.

Krell “the Kind” became known soon after as Krell “the Cruel” to the people of the land. He, not understanding what had happened to his own heart, left off from his own people for many years. He became a mercenary adventurer renowned for his cruel leadership and butchery in equal measure. He eventually tired of simple-minded pursuits and, having gained knowledge he hadn’t possessed before, returned to his homeland for revenge. Though he didn’t know who had caused his fall, he had learned that only with such evil magic could he have been so changed. No longer possessing the kind heart he had before…his vengeance was swift and deadly. He knew that only someone who wished him harm directly would have used such magic on him; and his list of enemies was small.

One dark night, Lord Varlhaz, was entertaining guests in his country estate; which he had finally gained at the expense of an insipid young lady who fell for his enchantments. The chamber doors burst open and Krell the Cruel entered with his mercenary warriors in tow. It didn’t take long for all in the hall to fall either in surrender or death before Krell and his warriors; Lord Varlhaz throwing himself at the mercy of his old foe. A short, and brutal, interrogation ensued in which Varlhaz confessed before all present what he had done…and Krell summarily executed the man on the spot. Going one step further, he had his henchman Hedrik marry him to the now widowed former wife of Varlhaz the very next day who was quickly enamored of the powerful warrior.

Krell (already a Lord via his family heritage) did something few would do: he sold off the lot of his wife’s holdings! Turning the quick profit, he then sent his wife to a convent within the week and later had his marriage annulled by the same priest who had married them! With a small treasure in hand, he and his men set about finding a suitable place to make their own…Krell ending up then where his fortified manor sits to this day. He sent for servants from his father’s household which he thought might serve him best and began to build his own estate into one of strength. A fourth son, he wrote off his family after that and simply focused on his own future.

Krell has, for the past decades, become one of the most powerful individuals in the land. His private army numbers several hundred strong and is in a position that would take a King’s army to dislodge. Further, he has agents in many lands; being master of thieves and assassins alike. While no genius, Krell is a natural negotiator and manipulator because of his great charisma and insight into the hearts of others. No longer as chaotic as he was in his youth after losing his Paladinhood; Krell is still a thoroughly evil and reprehensible man. His outwardly strict adherence to the laws of the land keeps him out of trouble with the law and without trouble from other nobles of his homeland; though in other lands he is not so serene in his acceptance of laws which inhibit his desires.

Krell actually ensured his strength via the purchase of a true noble title. He arranged marriage with the daughter of a Baron from a foreign Kingdom; and then promptly had the entire family (save his new wife) assassinated. Feigning no desire to take over the lands of the family, he sold them for a “bargain” to a Count (which was fully part in the assassinations) with the approval of the Baron’s Liege Lord (who’s family Krell theoretically still owes fealty to). Still retaining the title of Baron, Krell brought his new wife to live with him and there she stayed for many years a virtual slave to his will. After “gifting” him with two sons as heirs, she passed on while bearing a third child; and Krell was none the less happy as the fortune he secured via their marriage had long before that time been invested and used to further Krell’s power.

Today, Baron Krell (his given name is Heldrath) is possibly one of the most powerful individuals in the land. He has ensured his protection via immense gifts to the Grandfather of Assassins (such gifts include supply of muscle, coin and information), owns several merchants who must pay him indefinitely due to past loans, extracts heavy tolls to use his road, holds debts from several wizards (and is currently served by the apprentice of one of these wizards), donates heavily to nearly every clerical order in the land (ensuring the good will of the Patriarchs and Matriarchs of those faiths), sponsors several bands of adventurers that he uses as subtly manipulated hit-men via intermediary agents, is the true master of several thieves which lead bands of their ilk in numerous towns and cities, and so much more as well.

If Krell wished, he could probably found his own Kingdom; but he prefers to be the power behind the scenes. Those who whisper to others of his true evil are usually the first to vanish from the rooms they rent (as those Inns are often owned secretly by him or his agents frequent them heavily) or are attacked by brigands in their camps at night. Simply put, Baron Heldrath Krell is not a man to be considered as a foe by anyone without serious consideration of what the outcome of such a relationship might be.

The Baron never leaves his home at the behest of anyone; his supposed Liege Lord is well aware of his true power and does not summon him…while the other Lords of his homeland have no true claim to call on him either. His holding exists within a wilderness area which is free from any claim but his own and no noble or royal house has made claim to the land but him. His own family died out with the death of his older brothers (one killed while in battle, and the other by a dragon which burned down the family manor…which many think, but don’t say, was sent by Krell!) and their lands were also sold off by Baron Krell. He is, in essence, a Free Lord with no responsibility to anyone (though loose claim exists that his lands belong to the greater realm).

Baron Heldrath Krell is a master villain plain and simple.

ORIGINAL CREDITS:
To Find a King by Bob Blake
Module C4, 1985 TSR

For the Forgotten Realms (with modifications to the module C4), I see this fellow in the Dales somewhere near Battledale...and perhaps someone is wanting to bring back Aencar the Mantled King.

OR

Again with modifications, he could be used after Azoun is dead as a player in Cormyr.

OR

Perhaps the best place he could be used is in either Damara (bringing back an ancient King in C4) or in Impiltur for similar reasons.

I think Lord Krell is an amazing opportunity for a villain that just needs a little fleshing out.

The Old Grey Box and AD&D for me!
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 09 Mar 2019 :  05:37:44  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Today brings us:

Khelzul (the “Goblin King” of Khel)
Neutral Evil Human Male Wizard 5 / Shadow Adept 10 / Arch-Mage 2

STR: 12
DEX: 24 (18)
CON: 16
INT: 36 (30)
WIS: 19
CHR: 17

HP: 103
AC: 67 (Touch: 57, Flat-Footed: 47, Touch & Flat-Footed: 37)
AC: 74 with Greater Shield of Shadows, Haste & Foresight

Saving Throws: Fortitude = +21, Reflex = +25, Will = 32 (all +3 vs. Shadow Magic)

Initiative: +11
Base Attack: +8 (+9 Melee / +15 Ranged); Grapple: +9
Spell Resistance: 18 with Robes, 22 with Shadow Shield, 23 with Staff

Weapons:
Shadowed Staff of the Arch-Magus +10/+5 1d6+2 damage
+3 Silver Dagger +12/+7 1d4+4

Appraise 18 (5), Bluff 23 (20), Concentration 23 (20), Decipher Script 23 (10), Diplomacy 8 (5), Disguise 25 (20), Forgery 15 (2), Gather Information 8 (5), Hide 17 (10), Knowledge Arcana 35 (20), Knowledge Architecture 18 (5), Knowledge Dungeoneering 18 (5), Knowledge Geography 18 (5), Knowledge History 18 (5), Knowledge Local 18 (5), Knowledge Nature 18 (5), Knowledge Nobility 20 (5), Knowledge Religion 20 (5), Knowledge Planes 33 (20), Move Silently 17 (10), Perform: Acting 8 (5), Perform: Dance 7 (2), Perform: Oratory 7 (2), Profession: Monarch 16 (10), Ride 10 (3), Search 15 (2), Spellcraft 38 (20)

Feats (in order by level): Shadow Magic, Improved Initiative, Scribe Scroll, Improved Counterspell, Reactive Counterspell, Silent Spell, Deft Defense, Insidious Magic, Pernicious Magic, Tenacious Magic, Skill Focus: Spellcraft, Spell Focus: Illusion, Spell Focus: Enchantment, Craft Contingent Spell, Leadership

Arch-Mage Abilities: Mastery of Counterspelling (costs a 7th level spell), Spell Power +1 (costs a 5th level spell)

Magic Items Carried: Staff of the Arch-Magus (only summons creatures with the Shadow Creature Template), Black Robes of the Arch-Magi, Bracers of Natural Armor +5, Ring of Protection +5, Ring of Force Shield +5 (+7 AC), Gloves of Dexterity +6, Mask of Warding Shadows (+5 Profane Save bonus), Boots of Fortuitous Warding (+5 Luck Save Bonus), Heward’s Handy Haversack, Black Cowled Crown of Khel (+6 Intelligence, Intelligence Casters +5 Insight Bonus to AC, Evil Wearers +5 Profane Bonus to AC, Neutral Wearers +5 Luck Bonus to AC), Black Prism Ioun Stone (+1 Level), Greater Quickened Rod 9th level spells or less, plus many potions and scrolls

SPELLS MEMORIZED (4/8/7/7/7/6/6/4/5/4)

0th Level: Detect Poison, Message, Message, Read Magic
1st Level: Charm Person, Charm Person, Know Protections, Magic Missile, Net of Shadows, Silent Image, True Casting, True Casting
2nd Level: Crystalline Memories, Life Bolt, Scourge of Force, Shadow Mask, Toothed Tentacle, Web
3rd Level: Control Darkness & Shadow, Dispel Magic, Hold Person, Inevitable Defeat, Pall of Twilight, Spectral Hand, Spellcaster’s Bane
4th Level: Greater Mirror Image (Immediate), Spell Enhancer (Swift), Anticipate Teleportation, Ghorus Toth’s Metal Melt, Nightmare Terrain, Shadow Well, Thunderlance
5th Level: Baleful Polymorph, Break Enchantment, Dominate Person, Teleport, Wall of Force
6th Level: Chain Lightning, Circle of Death, Disintegrate, Dispel Magic (Greater), Geas, Permanent Illusion
7th Level: Finger of Death, Forcecage, Mass Hold Person, Projected Image
8th Level: Horrid Wilting, Maze, Otiluke’s Telekinetic Sphere, Scintillating Pattern, Temporal Stasis
9th Level: Bigby’s Crushing Hand, Power Word Kill, Time Stop, Wail of the Banshee

Khelzul rules the Goblins of Khel. Inspired by the movie Labyrinth, this is the D&D version of that less than truly evil Goblin King. The Goblins of Khel are all Shadow Creatures (or worse if you like) and many of them are minor spell casters in their own right.

To use Khelzul, simply have him kidnap someone important to the party after you watch the movie Labyrinth. Khel itself is in the borderlands of the plane of Shadow within a Demi-Plane called Khel.

Trying to confront Khelzul is dangerous for any party due to his high Armor Class and powerful magic. Instead, he typically kidnaps individuals simply to see what a party will do and isn’t as much interested in killing as amusing himself. He is centuries old because of the power of his Palace.

The Palace of Khel actually keeps its occupant young, aging only 1 year per 100 years spent within…but making the wizard a prisoner for if he leaves for more than a few hours he will instantly age to death. He spies on the “real world” through the eyes of his goblins (who leave through shadow-rifts into the Forgotten Realms) while seated on his throne.

The Old Grey Box and AD&D for me!

Edited by - Dalor Darden on 09 Mar 2019 22:36:07
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