Other NPCs

(General) At-ur Rehmat: 10th-level fighter (Str 18/72, Dex 17, Con 15 AC -3 (plate mail +3 hp 83; AL CE. Rehmat owns rings of free action and warmth, and fights with a two-handed sword +3. Tall, with brown hair and eyes, Rehmat hates his native people for expelling him and would like to return to the Howling Hills to lead an army against them. He despises Vayne, his superior, and tries to assume more and more command in the southern Shield Lands. Vicious and fascistic, Rehmat is a “survival of the fittest” fanatic, and parades and drills his troops endlessly.

Calliguri the Old: 9th-level priest of Nerull (Con 15, Wis 18 AC 7 (robes, ring of protection +3 hp 51; AL NE. Caliguri is a fatalist, a member of a rare sub-cult of Nerull which teaches nihilistic acceptance of all which fate brings. You live, you die, and in-between you dispatch a few into Nerull's realm for the grim pleasure of it. His scythe +2 assists with this function. Caliguri has a retinue of 20 zombies which follow him most places, and he works as a trader having the appraisal proficiency. At 71 years of age, Caliguri is a stooped, withered, bald old man, but his eyes still shine with pleasure at all things cruel and sardonic.

Colgran Spleenfist: Half-orc fighter-priest of Bahgtru, levels 7/7 (Str 18/92, Con 17, Int 5 AC 4 (chain mail +2 hp 56; AL LE. Colgran employs a huge two-handed warhammer +3 and eschews all other magic save for his armor. He has three "pet" trolls tamed with fire and smacks of his hammer on their heads. They have an Intelligence of 3, but are very tough (40 hp each) and attack anyone Colgran points to with a particular hand signal or who attacks the half-orc. Colgran is an Urzun orc and doesn't take too well to orcs of other tribes, bullying and mocking them. Colgran is 6' 8", so few pick arguments with him.

Cuparanth: 10th-level priest of Iuz (Wis 17, Cha 15 AC 0 (chain mail +2, shield +2 hp 52; AL CE. Redspan's leading priest of Iuz is 31, 6', and slim of build, with pale skin, red-brown hair and brown eyes. Cuparanth employs a ring of human influence (3 usages per day) and detect lie spells in his work and has a footman's mace +3 and a ring of regeneration in addition. Cuparanth is a master of covering up deficiencies in the work of Iuz's agents and always sends glowing, but largely incorrect, reports of progress back from the Bandit Lands.

Cryennek: 12th-level mage (Dex 15, Int 17 AC 0 (ghastrobe, ring of protection +3 hp 32; AL CE. Cryennek owns a magical amulet which allows him to monster summon (at any level of the spell) 1/week, with the monster remaining active until the first dawn following their summoning and the caster being able to speak with the summoned monsters as if he had a Charisma of 18. Cryennek is a turncoat, an ex-servant of the Hierarchs, who has sold his service to Iuz. Lean, sallow-faced and young at 32, Cryennek is well-treated by Xenvelen, who encourages the mage's ugly fantasies about the havoc his monsters do when unleashed.

Cydrinell: 9th-level mage (Int 18, Wis 17 AC 2 (ghastrobe, ring of protection +2 hp 25; AL NE, Cydrinell is very tall and lean, sallow-faced and saturnine, and is allergic to sunlight (treat as if an orc). Cydrinell struggles hard to keep Cuparanth from discovering the conflicts in Watton. He ignores the undercity dwellers in the town, although he eventually plans to use undead and fiends to flush them out. Cydrinell discovered some treasure maps for Griff mountain lairs in Watton, and is attempting to divine their accuracy before abandoning his post with some charmed henchmen and setting off to seek his fortune.

Dahlvier the Lich: Dahlvier is a NE lich with the powers of an 18th-level mage. Among the magical items he is known to possess are a ring of protection +3, a ring of shooting stars, a wand of fire; and, reputedly, a sphere of annihilation which engulfs non-evilly aligned creatures.

Eclavdra, Drow Ambassador in Dorakaa: 17th-level priestess of Lolth (Dex 18, Int 17, Wis 19, Cha 16 AC -8 (+5 drow chainmail, +3 drow buckler shield hp 62; AL CE. Eclavdra has many drow magical items, to be determined by the DM, but certainly including several staffs, rods, wands, and miscellaneous magical items. Of indeterminate age, the ivory-haired and beautiful priestess is utterly cold and soulless – a perfect instrument of Lolth's will. She fears Iuz when he is angry, but otherwise has a permanent sardonic half-sneer on her face. She relays messages from Graz'zt to Iuz as he and Lolth have agreed, and does not interject her own comments and opinions. She and Iuz despise each other, of course, but they feign greetings when they meet. Eclavdra is never without a ring and scroll, both containing the word of recall spell to return her home to the Underdark below the Crystalmists if she needs to escape in a hurry.

Ehldern Bloodspitter: 10th-level priest of Erythnul (Str 17, Con 16, Wis 15 AC 0 (chain mail +3, shield +2 hp 66; AL CE. Ehldern is 41, with thinning light brown hair and brown-black eyes. He is 5' 11" tall, tough, with vivid scars along both arms and most of the teeth missing on the right side of his face. Ehldern is a savage, bloodlusting, hateful brute. Once per day, he can go half-berserk in battle for 1 turn, adding +2 to his hit and damage rolls, but he cannot cast spells or use a shield during this time, using his +2 bastard sword two-handed. Ehldern loves slaughter and massacre, preferring easy victims, but he is also greedy for treasure and would betray anyone for a high enough price. He ignores the priests of Iuz so long as they allow him to continue his murderous ways.

Graz'zt, Abyssal Lord: AC -9; MV 12; HD eq 41; hp 186; THACO 4 (hits any AC on roll of 10+ #AT 2 weapons or 4 fist attacks; Dmg 1d8+3 (bastard sword +3) +5-8 acid +6 (Strength) or 1d6+6 (fist Str 18/00, Dex 17, Con 19, Int 20, Wis 19, Cha 18; SA/SD standard tanar'ri, 70% magic resistance, and see below; AL CE; SZ L (8'). Graz'zt can use the following attacks once each per round, at will unless otherwise noted, at 20th-level of magic use: chaos, continual darkness, disintegrate (1/day), dispel magic, duo-dimension, emotion, magic missile, mirror image, polymorph any object (1/day), polymorph other (3/day), polymorph self, read languages, read magic, telekinesis (up to 1500 lbs. weight), teleport, trap the soul (1/week), vanish, veil (1/day), and water breathing. Graz'zt can gate 1-2 balors (60% chance) or 2-5 babau (40%) at will in the Abyss. Graz'zt has many magical items, as the DM determines. He may use items allowable to warriors, priests or wizards. Graz'zt rules three Abyssal planes and is a powerful tanar'ri Lord. He is proud, and unusually self-controlled and cool for a tanar'ri. His favored form is that of a very tall and heavily-muscled, ebony-skinned man, with glowing green eyes, pointed ears and small fangs. He also has the peculiarity of being six-fingered and six-toed in whatever form he appears in.

Graz'zt finds Iuz useful in strengthening the nabassu he sends to the Prime Material, and as a source of souls and magical items. Graz'zt himself is more scheming with respect to other Abyssal Lords than in the Blood War against the baatezu, and his own enmities may yet affect Iuz too. Graz'zt is very wily and cunning, readier to make pacts than most tanar'ri, but he always twists the wordings thereof. He favors overcoming mortal opponents and dupes by wile, subtlety and twisting-words, rather than simple brute force.

Grekdenn Celrurk, The Torch of Gruumsh: Orcish 9th-level fighter (Str 18/96, Con 18, Int 7, Cha 18 to orcs AC 0 (plate mail +3, shield not used hp 98; AL LE. Grekdenn calls himself and his charismatic movement the Torch of Gruumsh, and he indeed hefts a magical torch as its symbol. This ever-smoking metal torch can generate a stinking cloud, cast a stoneskin and a death fog 1/day each on command. Grekdenn also hefts a two-handed battle axe +2, +3 vs. humans, +5 vs. elves and half-elves. Grekdenn is 6' 11" tall and very hefty, with fine protuberant yellow tusks and matted, greased black hair. He is a Celbit and a madly xenophobic zealot. His motto is Gruumsh = might = right. He is also utterly ruthless about disposing of other truly powerful orc fighters and hates orogs intensely.

Harlennen: 8th-level priest of Iuz (Dex 15, Wis 17 AC 3 (ghastrobe, shield not used hp 33; AL CE. Harlennen is a faceless, middle-aged mediocre priest who kowtows to superiors and avoids any conflict. He becomes physically sick if bullied or harassed, and Delaquenn's warrior and humanoid leaders do much as they please. Harlennen owns an amulet of proof against detection and location, and usually tries to avoid contact with any visiting dignitaries with his ring of invisibility.

(Sir) Harmenn Deleven: 8th-level ranger (Str 16, Dex 15, Con 15, Int 15, Int 15 AC 3 (leather armor +4, shield not used hp 52; AL CG. Harmenn is a 27-year old, blue-eyed, blond-haired reverer of Ehlonna. He is a kind-faced and sympathetic young man, who is nonetheless worldly-wise. Harmenn owns a two-handed sword +l, flame tongue, a spear +2, and a ring of warmth.

(Sir) Janszen Reyneld: 7th-level paladin (Str 18/22, Con 16, Wis 15, Cha 17 AC 0 (plate mail +1, shield +1 hp 53; AL LG. Janszen is 30 years old, with red-brown hair and green-hazel eyes. He has very fair skin and burns easily in the sun, which is rather embarrassing for a paladin of Heironeous. Janszen is slightly impulsive, easily bored and restless. He owns a folding boat and a ring of fire resistance, together with a longsword +2 and a quiver of ten flight arrows +2.

Harmenn and Janszen are the leaders of the community at Ringland, which includes some forty warrior types among its people and five Rao priests of levels 1-5. Both are Knights of Holy Shielding, who realize all too well the stark fate of their land. They plan carefully for escape, but cannot agree on the best strategy. The two of them mount careful watch over the margins of Ringland, seeking any further escapees from Iuz's clutches who might tell them of events in the outside world. Their great anxiety, obviously, is the 750 or so souls who are not fighters within Ringland and how they may somehow be saved if a breakout can be devised.

Kaquizel, “the Snake”: 15th-level male drow Specialist Diviner (Dex 17, Int 18, Wis 16 AC -2 (bracers of defense AC3, ring of protection +2 hp 41; AL CE. Kaquizel is 5' 2", very slim and lithe, with white hair dyed black at the edges and somewhat slanted violet-blue eyes. He has exceptionally long and slim fingers, and a very narrow, almost feminine, waist. Kaquizel dresses well, in dark blue, black, cream and white robes with much silver and platinum filigree. He gains his name from an unchangeable facial skin feature, where his skin is pallid green and marked as if with the scales of a snake.

Kaquizel's skills are appreciated by Iuz, as the dark elf is a fine fargazer and has a crystal ball with clairaudience and clairvoyance of special antiquity (add +10% to all normal detection chances). Kaquizel's current task is to spy on Furyondian locations and folk, to ascertain the state of defenses and political tensions in that land. The drow exile seems happy enough with this, though he has his own plans, well-hidden with his ring of mind shielding, and he does not speak of his long exile from his homeland. He is wary of Kermin, though, for the two compete as diviners and the dark elf avoids and despises the swaggering Bakluni. Kaquizel owns a ring of improved invisibility (4/day for usage of this spell) and a wand of frost, together with a brooch of shielding (44 hp capacity) and a bonewand with 22 charges, a very rare distinction for a non-human mage in Iuz's lands.

(Baron) Kerzinen of Rookroost: Baron Cambion (Str 19, Dex 18, Con 19, Int 18, Wis 16, Cha 19 AC -6 (plate mail +2, shield +2 HD 6; hp 57; SA hide in shadows 80%, move silently 80%; charm person, detect magic, fear at will, spell abilities of 6th-level mage; SD 30% magic resistance, climb walls 95%, levitate 7/day, polymorph self 3/day, never surprised; AL CE. Kerzinen is a son of one of Graz'zt's own balors and, as such, regards himself as noble indeed. Graz'zt has commissioned him into Iuz's service for twenty years and twenty days, and Kerzinen now poses as Baron Pernevi, ruler of Rookroost. Given his charisma, charm, and fine mental faculties, Kerzinen is enjoying life duping bandits, watching Tenh, and having all the slaves and troops he could want. He quietly amasses treasures which can be used to bribe yugoloths for the Blood War and grooms his young alu-fiends for the same purpose. By doing this, Kerzinen is becoming a favored, adopted son of Graz'zt, and his position in the hierarchy of the Abyss has benefited accordingly. While he serves Iuz, he does so "creatively." If he doesn't like orders coming from Cranzer in Riftcrag, he ensures that they didn't arrive in the form in which they were dispatched or implements the spirit of orders in ways he chooses.

When posing as a human, Kerzinen is cool and collected, well-mannered and even capable of being gracious, though no more than a bandit should be, of course. He is forceful with bandits and human underlings, with a repertoire of yells, stamps, and fist-pounding the people of Rookroost expect. Lastly, he has a particular interest in Tenh, seeing it awash with slaves and souls who could be swept into the forces of the Abyss to great effect. He is eager to occupy Tenh, which causes friction with Iuz's more conservative priests.

Kreshenk: Orog 11th-level fighter (Str 19, Con 17, Int 6, Wis 6 AC 2 (chain mail +3 hp 108; AL NE. Kreshenk is 6' 11", seemingly built of stone, and uses a two-handed warhammer +4, which is an heirloom. Runes on this mighty weapon allow the user to cast strength on up to eight creatures per day, ray of enfeeblement 2/day, and to strike one triple-damage blow once per week. Kreshenk is proud of his service to Iuz and has actually met the Demipower once, an event of which he would love to be able to speak. Sadly, emotion overwhelms him and he cannot string a coherent syllable together. Kreshenk has a pet winter wolf of vast size (46 hp) which is utterly loyal to him, and the entire garrison at Kendragund is terrified of and wholly loyal to him.

Lerrek: If the DM wishes to bring Lerrek into game play, he is a lich with the powers of a 19th-level priest of Erythnul. His lair has magical items appropriate to such a monster, and Lerrek has also cast a wish so that, if slain as a lich, he will reform as a demilich within six hours. His lair is also noteworthy for the presence of several good-aligned magical items, relics and weapons taken from mighty, good priests and warriors the lich has slain in the distant past.

Marcrylk: 10th-level priest of Iuz (Con 16, Int 16, Wis 18 AC 2 (padded leather armor +3, ring of protection +2 hp 61; AL CE. Marcrylk, the protegé of Xenvelen, is a man of similar age, appearance and wit. The fiends who work with the priest also communicate with Xenvelen, so the two ambitious junior priests are in touch with each other. Marcrylk finds it hard to restrain his contempt for the oafish Stonefist men, but he keeps his eyes firmly on the Calbut platinum mines, believing there may be hidden wards and magic there which the dwarves know about. Marcrylk's major problem is in ensuring that the fiends don't go berserk and slay the dwarves, giving away his ruse and angering the Fists, who have a healthy dislike for fiends and creatures of the Outer planes in general. He owns a bonewand (22 charges) and winged boots (MC:C).

Marionnen: Major Cambion (Str 18/50, Dex 15, Con 17, Int 18, Wis 8, Cha 11 AC 3 (ring of protection +2 hp 39; SA/SD standard cambion tanar'ri, also charm person 3/day; AL CE. Marionnen uses his polymorph power to appear as a 6' human fighter-type most of the time. With his unusually high Charisma for a major cambion and his charm power, Marionnen likes to flatter himself that he has some true tanar'ri blood in him and is very sensitive on this point.

Technically in the service of Pazrael, Marionnen is enjoying empire-building in Trallant and has become a good logistics expert. He actually enjoys poring over figures for patrols, treasure captured, troop strengths, equipment stocks and the like. He has a bodyguard of six charmed Shield Land fighters of levels 6-10 who have been so brainwashed with fear, charm, suggestion and other mind-affecting spells that they are now virtually robotic, reflexive defenders of their new liege. A heal or its equivalent would be needed to change this. Marionnen enjoys confusing the rulers of Riftcrag just for the fun of it and he is having a good time playing the lord and liege in Trallant.

Nezmajen the Hierarch: 13th-level priest of Nerull (Dex 16, Con 16, Wis 18, Cha 16 AC 0 (chain mail +4, shield not used hp 68; AL NE. Nezmajen was fortunate enough to be in Ixworth when Iuz struck against Molag and was able to escape into the Fellreev. Nezmajen is 38 years old, 5' 10" tall, and sickly of complexion, with prominent broken veins under his pale skin and bloodshot brown eyes. His scalp is balding and he has patches of eczema on his arms, legs and back. His Charisma reflects his steely will and personality, not good looks!

Nezmajen always has a commanded retinue of eight wights at his side and numerous zombies also. He also has 4th- and 5th-level priests of Nerull as acolytes. Nezmajen owns a staff of withering (17 charges), a great sickle+3 (used two-handed, treat as a hook-fauchard), a wand of paralyzation (33 charges) crafted by a wizard-priest among the Hierarchs and usable by any evil priest or wizard, and a brazier commanding fire elementals. His goals and plans are detailed in the text.

Pazrael, Abyssal Lord: AC -9; MV 12 Fl 36 (MC:A) HD eq 34; hp 155; THACO 3; #AT 3/4; Dmg 1-12/1-4+ special/2-8+7 (x2) or by weapon type +7; Str 19, Dex 19, Con 18, Int 19, Wis 19, Cha 18; SA/SD standard tanar'ri, 85% magic resistance and see below; AL CE; SZ L (10').

Pazrael can use the following spell-like powers, one per round, at 20th-level of magic use, at will: call lightning, chain lightning (1/day), cloudkill, control weather, darkness 20' radius, death fog, flesh to stone, fly, incendiary cloud (1/day), shape change, statue, stinking cloud, symbol (each of death, hopelessness, and pain 1/day), tongues, weather summoning, and wind walk. He can gate 2-5 chasme (40% chance) or 1-4 vrock (60%) twice per day, with the chance for successful gating being 70%. Pazrael has infravision to 200' and can detect invisibility to 120’. Pazrael owns a huge, 7' long two-handed sword +4 which inflicts 2d8+4 points of damage per hit to S/M targets and 3d8+4 to anything larger.

Pazrael appears as a huge vrock-like tanar'ri with gold and crimson feathered wings. He favors vrock, nabassu and chasme, and also perytons, harpies and gargoyles in his Abyssal plane. Pazrael is dual-minded – sometimes he is cool, controlled, and subtle, but he also has random outbursts of maniacal rage, when all that will please him is to grasp some sentient creature in his huge taloned feet and rip it apart with his great beak.

Pazrael has an alliance with Iuz for several reasons. First, he is wary of Graz'zt and feels Graz'zt may have designs on his Abyssal plane, so one way of keeping tabs on what Graz'zt is doing is by having his own fiends in Iuz's domain. Conflicts between fiendish servitors of Pazrael and Graz'zt are not uncommon. Second, his nabassu grow strong marauding within Iuz's realm. Third, Pazrael has a long-term goal of supplanting Iuz on the Prime Material, a goal he realizes will take decades to achieve, but it will be swifter learning as much of Iuz as he can. Unknown to Pazrael, Iuz is fully aware of this and intends to use it as a lever in his own dealings with Graz'zt. Finally, Pazrael is eager to discover the secrets of such malign magical items as blackwands and ghastrobes, and his fiends are under standing orders to acquire one and learn all they can of their manufacture.

Rangaster: 9th-level mage (Dex 17, Int 17 AC 5 (ring of protection +2 hp 24; AL CE. Rangaster is an almost faceless man. He is a 30-year old, mousy-haired, plainfaced mage who does exactly what he is told and never acts on his own initiative. Here is a servant of Iuz replete with the cowardice of his convictions! Rangaster owns a wand of fear (19 charges) and a blackwand (34 charges) which is only used on expeditions to despoil the Vesve.

Reglezenn Dariag: Half-orc fighter/thief, levels 7/8 (Str 17, Dex 17, Con 16, Int 15 AC 3 (leather armor +2, shield not used hp 50; AL NE. Reglezenn is smart by orc standards and the idea of using trained hill warrior orcs in the Rift Canyon margins and thus defusing tensions in his own garrison was a real stroke of genius by this mean, cruel little (5' 7") brute. Reglezenn is a schemer, a scrounger and a scavenger. He always leads from behind and uses his footman's flail +2, which has the powers of command 3/day or fear 2/day on a successful hit, to keep his Urzun orcs cowed. Being intelligent, Reglezenn makes a point of collating all the information and rumors he hears about the Howling Hills, and this is the best orcish archive of these lands available.

Reynar Pohvlsen: 9th-level Specialist Conjurer (Con 16, Int 18 AC 8 (ring of protection +2 hp 42; AL NE. Reynar is just 28-years old, 5' 5" tall, and stockily built, with thick, long brown hair and green eyes. Most of his left ear is missing, as are many of his teeth. Reynar is a skilled Conjurer indeed, for if he makes an Intelligence check at -6 when casting a monster summoning spell, the monsters summoned are what he wishes them to be, instead of randomly determined. He also owns a magical amulet which adds 1 turn to the duration of his monster summoning spells. Reynar owns a dagger +3 and a ring of invisibility, and is ever eager to add magical items to his meager collection. He is crafty, and often uses summoned monsters as woodland spies rather than for simple attack purposes.

Rilstone: 7th-level priest of Iuz (Dex 16, Wis 16 AC 1 (chain mail +1 hp 37; AL CE. Because he is insane, Rilstone can no longer use spells, though he can read scrolls if he makes a successful Wisdom check. However, he can still command undead creatures normally and has some 400 zombies and five nabassu in Halorn. Rilstone is gaunt, looking much older than his 32 years with greying brown hair and bags below his brown eyes large enough to pack his belongings in.

Schaluennforn: 10th-level mage (Str 16, Con 15, Int 17 AC 7 (ring of protection +3 hp 38; AL CE (NE). Schaluennforn is a thin, middle-aged man of nondescript appearance whose features only become animated when he is talking of Lake Aqal and the magic buried below it. He is a monomaniac, wholly obsessed with this place, yet he is too cowardly to venture there himself, and usually takes only a few hundred orcs and his junior mages for company. He tells himself that his chances of learning its secrets are better the more information he gets from his scouting parties, and he has a vast collection of scrolls and notes on Aqal, its flora and fauna. He also sends his spying parties out with strange potions, unguents and mixtures to test the reactions of the flora and fauna. The troops at the Breakers refer to these as "death bottles," since those who have to carry them on expeditions usually end up dead one way or another, whether they are poisoned by leaking contents, blown up by unstable mixtures, or attacked by creatures attracted to the scent of the liquids or oils.

Shorroleth: 9th-level Specialist Diviner (Wis 17, Int 17, Cha 15 AC 7 (cloak of protection +3 hp 25; AL CE. Shorroleth owns a wand of metal and mineral detection (57 charges) which is of obvious use in his work, and his eyes of charming help him get about Nevond Nevnend without too many questions being asked. The 33-year old mage favors invisibility a great deal and his elven boots are useful to this treasure-hunting fellow. He has thick, black, curly hair and brown eyes, and actually looks quite a lot like his sidekick, the 5th-level thief Gorreless, who handles wall climbing, descending of sheer surfaces, and trap disarming, when the two stalk booty together. Shorroleth is absolutely materialistic and would betray the secrets of what he knows about Nevond Nevnend and the maps he's made of it to anyone if the price was right.

(General) Sindol, Commander of the Legion of Black Death: AC -8 (plate mail +4, shield +1 MV 15; HD 6; hp 51; THACO 15; #AT 1 (3/2 Dmg by weapon +8; Str 20, Dex 19, Con 18, Int 18, Wis 17, Cha 20; SA/SD as Baron cambion, charm person at will, and see below; AL CE.

Sindol is a silent creature, never speaking unless asked to do so by Iuz or when giving orders to his legion officers. Sindol is 7' 3" tall (SZ L), a heavily-muscled, sleekly-handsome, olive-skinned human male in the form he prefers, with glowing red eyes and vein-corded arms and hands. Sindol is a truly exceptional baron cambion. He has the spell powers of a 10th-level mage and his spellbooks are replete with the most destructive Invocation spells.

Sindol has served Iuz for nearly 20 years. His utter loyalty is part of a great pact which secures Iuz's soul gems on the Abyss, binds Iuz to the Abyssal Lords and strengthens the fiends summoned to the Prime Material. Sindol is coldly emotionless about his role. He knows his duty, and performs it with efficiency and utter ruthlessness. Sindol appears to be virtually a shell, seemingly having no motivations, goals, or emotions of his own. Archmage Null has been known to wonder whether the creature is not some form of fiendish simulacrum. Certainly, Sindol's parentage is wholly unknown to Iuz, but the unfailing service of the cambion has led Iuz to trust Sindol as much as he does anyone.

Sindol owns a ghastly magical weapon, a bluesteel-bladed longsword +3, +5 vs. good-aligned creatures, which confers upon him complete immunity to fear, charm, enervation and enfeeblement. The sword can employ the following spell-like powers at 18th level of magic use once per round: unholy word (1/week) dispel good, disintegrate, energy drain, paralyzation, protection from good 20’ radius, (all 1/day each), and when fighting with it, Sindol has the attacks (3/2) of an 11th-level fighter. He also employs a long, sinuous horn made from the leg bone of a balor destroyed by his father. By blowing this, he can create the effects of a bless or prayer spell 2/day each and cast aid on up to 20 evilly-aligned creatures within 30'.

Shairn Vel Valunar: 14th-level fighter (Str 18/44 Dex 16, Con 17, Cha 15 AC -2 (chain mail +2, shield +2 hp 99; AL CE. Shairn is 31-years old and 5' 7” tall, with red-brown hair and blue-green eyes. She can look pretty when she smiles. She usually smiles widest when one of her victims is having “Shairn's smile” carved on him. To the Free Reavers, a “Shairn's smile” is a throat cut from ear to ear. Shairn is as brutal, dishonest, corrupt and sociopathic as anyone alive in the Horned Lands, but not a soul in her gang would dare foment rebellion against her. She owns a longsword +3 which can cast a limited wish 1/week, and she has skillfully worded the limited wishes to guarantee that it's almost impossible to kill her. The DM should determine details if needed, but she has large saving throw bonuses against poison and other special attack forms such as paralyzation, and she has effectively used limited wishes in the form of contingency spells to remove her body to a safe place should she be overcome and then has a limited wish ready to restore her. The sword, with an Intelligence of 13, is smart enough to be sure to make her very difficult to kill indeed and a disintegrate spell is one of the few things which might do the job. Shairn also owns a necklace of adaptation, a ring of free action, and a rod of alertness, and she has a longbow +2 with arrows of slaying for good aligned priests (2), a paladin, and an evil-aligned priest, which she mock-threatens Iuz's representatives with.

Shairn's hall is a place of real terror. Everyone lives in fear here, even the other Free Reavers. The grisly trophies around the walls include the heads of dragons, giants, and even a fiend or two. Shairn will slay anything which gets in her way. Those who live by the sword may die by it, but Shairn will kill many more before that happens.

Skannar Hendriks: 13th-level fighter (Str 18/36 Con 16, Int 15, Cha·16 AC -2 (chain mail +3, shield +3 hp 85; AL CN. Skannar is a wily, charismatic man of 44. His left eye is useless, opaque and ruined by a smashing mace strike and this gives him a -2 to ranged attacks. However, he is still handsome in a gruff, ruffian-like way, with his thick-tousled brown hair, long hands, and graceful mannerisms. Skannar is an unusual bandit; he drinks wine rather than ale, prefers the cool beauty of silver to opulent gold, and needs time to himself to ponder and reflect by a woodland stream in his new Fellreev home. Perhaps the elves have responded to the surprising pleasantness of this man. Skannar claims he has never slain an innocent or defenseless man in his life, and he is furious at any man who lifts hand or weapon to strike at a woman or child. Woe betide any such villain, and woe betide any of his men who try to cheat or strike down the wood elves they share the land with. Skannar is very thoughtful. He thinks the Fellreev is large enough to be defensible for years to come, but in the long run, he suspects Iuz will overwhelm it, remorselessly. The wood elves do not take this view so Skannar hasn't anyone to discuss this anxiety with. He really doesn't know what to do in the longer term, so he throws his energies into the short-term fray with the eastern orcs.

Skannar owns a dozen applications of dust of invisibility and this, together with his carpet of flying (four person capacity) gives the bandits useful information about large warbands headed for the Fellreev. Skannar's wand of enemy detection has a 180' range, but with only 22 charges remaining, it is a valuable resource to be used sparingly.

Sverdlin: 8th-level priest of Iuz (Con 15, Int 15, Wis 16 AC 2 (chain mail, shield +2 hp 47; AL CE. Sverdlin is 33, and prematurely grey and balding with grey eyes. He is but 5' 6" and is mocked by the Kendragund orcs for this, with a rather pudgy body and fat face. Sverdlin is most noteworthy for his chambers in Kendragund, where he has a magical painting of Iuz's throne which has a symbol of pain inscribed on it. This is used for teaching captured giants and trolls who's boss in the orc garrison, and what they can expect if they do not act obediently. Sverdlin hates his current posting, loathes orcs, and would do almost anything to be sent somewhere "civilized."

Trypzenken: Half-orc 8th-level fighter (Str 18/22, Int 15 AC 1 (plate mail, shield +1 hp 51; AL NE. Trypzenken is 6' 3" tall and orcish in appearance, though he is fat. His armor and normal longsword are from Law's Forge, which gains him some kudos as do his clawed gauntlets. His chambers contain a rug of smothering which he often uses on unwanted guests. Trypzenken is bored, indolent and shifty, and Ringstone is only stirred into some semblance of discipline when the priests and mages of Iuz therein force the cunning half-orc to do something with the garrison.

Waqounis: 9th-level specialist Conjurer (Con 17, Int 17 AC 4 (bracers of defense AC 6, ring of protection +2 hp 44; AL CE. Waqounis is a Ketite exile, attracted to the service of Iuz when he acted as an attaché to the negotiating which allied Iuz and Ket during the Greyhawk Wars. He is a savage, vicious little man, barely over five feet in height, with thick, black, curly hair, olive skin and brown eyes. Waqounis despises his master, Vayne of Admundfort, deriding him as a "loser" to his sycophantic circle and ever plotting Vayne's downfall. Waqounis hopes that he will then become the ruler of Admundfort, and he has plans for working with the Rhennee, among whom he has friends and allies, to tyrannize and maraud shipping on the Nyr Dyv much more than at present. Waqounis seeks treasure for himself, and almost worships gold and its possession as an end in itself. He also hungers after magical items to add to the wand of fire (19 charges), hat of disguise, and ring of jumping he currently owns.

Xavendra: 10th-level priestess of Iuz (Dex 17, Int 15, Wis 18, Cha 16 AC -4 (bracers of defense AC4, cloak of displacement, ring of protection +3 hp 56; AL CE. Xavendra is a beautiful woman indeed. She stands a proud 6' in height, is slim and lithe of build, and her ivory skin is enhanced by her thick, raven-black hair and full red lips. Her grey eyes cannot conceal her coldness and hateful nature, however. Xavendra is happy with her lot. She rules in one of the farthest-flung regions of Iuz's empire and there she can debauch herself as she pleases. She has a bonewand (44 charges), a ghastrobe (rarely worn; she hates the smell) and a staff of withering, together with a ring of human influence and a chime of hunger with 38 charges. She herself is immune to its effects, but she enjoys using it at the grossly self-indulgent feasts she holds in honor of exalted visitors. Xavendra is dangerous. She has plans to ally with Kerzinen of Rookroost to establish the lands north of the Artonsamay as her own fief. She is a cruel and coldly sadistic woman, enjoying suffering for its own sake as a spectacle, and she delights in the company of succubi and alu-fiends. She has megalomaniacal dreams of allying with an Abyssal Lord in her own right, commanding her own loyal legions of such monsters, overwhelming the Bluff Hills and the ineffectual rulers of Tenh and the north-western Bandit Lands. To that end, Xavendra might ally with anyone powerful enough to be able to support her dreams of dominion. Those seeking to exploit this personality weakness of hers should beware of her intelligence!

Zemyatin: 9th-level mage (Dex 17, Int 17 AC 5 (ring of protection +2 hp 29; AL CE. Zemyatin is 30-years old, but looks far older, with his straggly black hair, wild brown eyes, and pock-marked skin. Experience in the Badlands campaign in the Greyhawk Wars ruined him, and after two years in the Legions of the Deranged, he escaped, fled to his new abode, and has organized it with true paranoid efficiency. Because of his paranoia, Zemyatin has trouble memorizing spells, so subtract ld6 randomly-selected spells from his normal spell·list if he is encountered. He believes he is a priest, the only true priest of Iuz, and learns his spells from sacred unholy texts (his spell books). He owns a wand of lightning (19 charges), and a manual of golems which he is too insane to use effectively. Subtle and wily adventurers might be able to use Zemyatin's delusions of the treachery of Iuz’s current servants, if they present persuasive pseudo-logical arguments to this madman.

Zuberin: 9th-level mage (Dex 15, Con 15, Int 16 AC 6 (ring of protection +3 hp 33; AL CE. Zuberin is 5' 10” tall and is painfully thin, with curly, dark brown hair and brown-hazel eyes flecked with green. He is a nervous man, with a slight stammer and a habit of looking away from anyone with whom he is talking. In addition to his iron bands of Bilarro and giant (double usual) sized net of entrapment, Zuberin has a ring of the ram and an eversmoking bottle, which is of little use to him in Kendragund. Zuberin has a faint and irrational resentment of Sverdlin, the priest he often works with, and he is prone to panic attacks and temper tantrums. Zuberin always keeps several potions of invisibility at hand to escape during failed expeditions to capture giants or trolls. His anxiety-ridden personality defuses its tensions by bullying the orcs of Kendragund, who fear and loathe him.


Comments

Please Login in order to comment!