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Feldrin

Commander

Feldrin, a cunning strategist, plays a pivotal role in the Temple of Elemental Evil’s operations. As the commander of the Temple's guards and allied bandits, Feldrin oversees both the defense of critical areas and the Temple’s supply chain, ensuring the smooth flow of resources and captives to the Greater Temple. Ruthless and self-serving, Feldrin navigates the dangerous politics of the Temple hierarchy with guile and pragmatism, though his position is far from secure.

Role and Importance

Feldrin commands the Temple’s guards and bandit forces, making him responsible for both defense and supply logistics.
  • Political Operative: Trusted by Supreme Commander Hedrack, Iron Claw Clan (Welwood Forest). Feldrin is responsible for the Temple’s bandits, raiders, and mercenary forces, making him the perfect liaison for the Iron Claw Clan, which consists of ruthless bugbear warbands known for their guerrilla tactics and raiding expertise. Bugbears respect discipline and organization, and Feldrin’s structured command style would appeal to their desire for raids and plunder.
  • Critical Link: Feldrin’s command of the Temple’s supply chain makes him indispensable to the Greater Temple’s operations.
  • Personality: Calculating, ambitious, and willing to betray allies if it serves his interests.
"Control isn’t about loyalty—it’s about leverage. Keep everyone hungry enough to need you, but fed enough not to bite."

Feldrin’s Operations

Feldrin resides in Area 243a within the Temple’s second dungeon level. His quarters are lavishly decorated, showcasing his wealth and importance.
Key Details:
  • Decor: Feldrin’s room contains treasures such as a silver lamp, fine rugs, and gold artifacts, reflecting his penchant for luxury.
  • Trapped Chest: A locked and trapped chest holds valuables, including a spell scroll of non-detection, potions, and significant wealth in coins and gemstones.
  • Supply Chain Management
  • Feldrin oversees a complex supply chain critical to the Greater Temple’s success.
Structure:
  • Stage 1: Supplies and prisoners are looted by bandits, led by Gattas Void, at the Moathouse High Road Bandit Camp.
  • Stage 2: Loot is sent to Gefreid Patris at the 55. Hunting Cabin - off map (Area 33, off-map), where it is sorted and prepared for transport.
  • Stage 3: Goods and captives are sent through a hidden supply tunnel into the Greater Temple, received by Feldrin’s men.

Leadership and Politics

Hedrack’s Trust
Feldrin enjoys a degree of favor from Supreme Commander Hedrack, who relies on him for sensitive missions such as negotiating with King Korvash Bonegnaw. However, Hedrack’s trust is conditional, as Feldrin’s loyalty is suspect.  
"Hedrack thinks he owns me, but the truth is, I’m only loyal to the one person who truly matters—myself."
Conflict with Lieutenant Brunk
  • Brunk’s Ambitions: Feldrin’s half-orc lieutenant, Brunk, covets his command and harbors deep hatred for his superior.
  • Tensions: Brunk may exploit any opportunity to undermine or eliminate Feldrin, provided he can do so without revealing his treachery.
  • Spying Missions: Feldrin and Brunk often use disguises to spy in Nulb, the Village of Hommlet, and other nearby settlements, creating an uneasy partnership.
"Brunk’s a blade without a sheath. He’s dangerous, yes, but also predictable. Let him sharpen himself on his own ambitions—it saves me the effort."
Rivalries
  • Bandit Allies: While allied with Smigmal Redhand and her bandit crew, Feldrin’s self-serving nature makes his loyalty fragile.
  • Lareth and Lolth: Feldrin respects Lareth’s power but is wary of his allegiance to Lolth, seeing him as a potential rival within the Temple’s shadowy hierarchy.

Tactics and Abilities

Combat Tactics
  • Defensive Expertise: Feldrin leverages his guards and traps to create layered defenses, retreating only when victory seems impossible.
  • Escape Plan: As a thief, Feldrin prioritizes escape over direct confrontation, using his agility, stealth, and magical items to outmaneuver enemies.
  • Keen Intelligence: He uses guile to manipulate his foes, often bargaining for his life or exploiting their weaknesses.

Treasure: on Feldrin, cloak of protection, silver neck chain with horned red skull medallion (30gp), bag of holding, 12cp, 9sp, 11ep, 10gp, 7pp; in room: silver lamp (120gp), fine rug (125gp), gold cup (200gp), golden ewer (250gp), box with gold inlay (150gp In trapped chest: 74gp, 112pp, silver bracelet set with jade (1,750gp), 6 zircons (50gp ea.), potion of healing, potion of invisibility, spell scroll of non-detection.

Quest: “Chains of Command”

The adventurers learn of Feldrin’s role as commander of the Temple guards and a key figure in its supply chain. Disrupting his operations could cripple the Temple’s logistics and create chaos among its defenders.
Primary Objectives:
  • Infiltrate Area 243a: Confront Feldrin in his quarters to eliminate him or gather critical intelligence.
  • Disrupt the Supply Chain: Sabotage the flow of supplies and prisoners through the Greater Temple’s secret tunnel.
Secondary Objectives:
  • Expose Brunk: Leverage Brunk’s hatred of Feldrin to incite a coup or gain valuable information.
  • Loot Feldrin’s Chest: Retrieve valuable magical items and wealth stored in Feldrin’s trapped chest.
Encounters
Guarded Quarters
  • Setting: Feldrin’s room is well-guarded by elite bandits and mercenaries, with traps protecting his valuables.
  • Key Challenge: Disabling traps and defeating his guards while avoiding reinforcements.
Feldrin’s Counterattack
  • Setting: Feldrin uses stealth and mobility to evade the adventurers, possibly retreating into the supply tunnel or enlisting Brunk’s aid.
  • Key Challenge: Dealing with Feldrin’s clever use of terrain and magical equipment.
Sabotaging the Supply Chain
  • Setting: The adventurers must travel to the Hunting Cabin and the Moathouse High Road Bandit Camp to destroy or disrupt the supply chain.
  • Key Challenge: Facing bandit forces and uncovering the secret tunnel’s location.
Rewards
  • Magical Loot: Cloak of Protection +2, spell scroll of non-detection, potions, and valuable artifacts.
  • Gold and Treasure: Wealth from Feldrin’s chest and personal possessions.
  • Intelligence: Information about the Greater Temple’s defenses and Feldrin’s connection to King Korvash Bonegnaw.
Consequences
  • Power Vacuum: If Feldrin is removed, Brunk may ascend to command, potentially creating new challenges.
  • Bandit Retaliation: Disrupting the supply chain may provoke bandit attacks on nearby settlements.

Quest: Feldrin Teaches Zeb a Lesson

This harrowing tale of vengeance begins in the village of Nulb, where the party learns of the brutal feud between Feldrin, the cruel commander of the Temple’s guard, and Zebedee (Zeb), a local ranger and trapper. Zeb’s life was destroyed after a tragic encounter with Feldrin’s men, and now the broken man seeks retribution for the atrocities committed against his family. The adventurers are drawn into this dark and personal conflict, with choices that may reshape the fates of both Zeb and Feldrin.
Zeb’s Tragedy
Months ago, Zeb, a skilled trapper, found himself in a violent altercation with Feldrin’s men at The Waterside Hostel. While defending the innkeeper Kitty Girl from their harassment, Zeb killed one of Feldrin’s bandits in self-defense. This act sparked a relentless campaign of terror against Zeb and his family, orchestrated by Feldrin himself.
Harassment Escalates:
  • Crossbow bolts shot into Zeb’s door.
  • Local traders intimidated into refusing Zeb’s business.
  • Feldrin’s men stalking Zeb’s wife and stealing his children’s belongings.
  • A Dire Warning: Feldrin’s men brutally killed Zeb’s horse, painting the horned skull symbol of the Temple of Elemental Evil in its blood on Zeb’s home.
The Fateful Meeting:
  • Desperate to end the torment, Zeb sought out Feldrin at the Waterside Hostel and offered a bribe of furs and pelts.
  • Feldrin feigned forgiveness, poisoning Zeb’s drink and returning him to his looted home unconscious.
The Final Blow
When Zeb awoke, his family was missing, and a chilling note from Feldrin read:
"Now your traps are bountiful. And now you are forgiven."
In a horrific twist, Zeb found his family’s bodies mangled in his own bear traps. Consumed by grief, Zeb vowed vengeance, transforming from a broken man into a relentless hunter.
Primary Objectives
  • Uncover Feldrin’s Role: Investigate Feldrin’s involvement in Zeb’s tragedy by interrogating locals and infiltrating Feldrin’s operations.
  • Aid Zeb’s Vengeance: Help Zeb bring Feldrin to justice, whether through confrontation, exposure, or outright violence.
Secondary Objectives
  • Expose Feldrin’s Bandit Network: Identify and dismantle the chain of command Feldrin uses to terrorize Nulb and the surrounding areas.
  • Rebuild Zeb’s Life: Offer the ranger a chance at redemption and a path to rebuild his shattered world.
Encounters
1. Investigating Nulb
  • Location: The adventurers start at the Waterside Hostel, where whispers of Zeb’s tragedy are common but rarely spoken aloud.
  • Key Challenge: Gathering information requires careful persuasion or intimidation, as locals fear retribution from Feldrin’s men.
  • Clues:
  • Kitty Girl may share details of the initial altercation.
  • Merchants and villagers reveal Feldrin’s reign of terror, including the location of his staging areas.
2. Zeb’s Lair in the Forest
  • Location: Deep in the woods, the adventurers find Zeb’s camp. The once modest ranger’s home is now a grim war room, filled with traps, weapons, and maps detailing Feldrin’s movements.
  • Key Challenge: Convincing Zeb to trust the party requires empathy and a DC 15 Persuasion check or proof of their willingness to oppose Feldrin.
3. Infiltrating Feldrin’s Staging Area
  • Location: Feldrin operates from a stone bunker, used as a supply depot and command post.
  • Key Challenge: The adventurers must navigate through bandit guards, traps, and Feldrin’s lieutenants to confront the bandit commander.
4. Confrontation with Feldrin
  • Location: The final confrontation occurs in Feldrin’s quarters.
  • Key Challenge: Feldrin uses cunning tactics, including traps, smoke screens, and his bodyguards to escape if the fight turns against him.
Resolution Options:
  • Justice: The party captures Feldrin and delivers him to local authorities or takes him to face Zeb’s judgment.
  • Vengeance: Zeb insists on executing Feldrin personally, and the party must decide whether to intervene or allow him his retribution.
  • Bargain: Feldrin may offer intelligence on the Temple of Elemental Evil in exchange for his life.
Roleplay and Moral Dilemmas
Zeb’s Vengeance
  • Broken Yet Determined: Zeb’s grief makes him a volatile ally, torn between despair and anger. How the party approaches him will shape his path forward.
  • Redemption or Ruin: The adventurers can guide Zeb toward rebuilding his life or fuel his thirst for vengeance, potentially turning him into a deadly vigilante.
Feldrin’s Manipulation
  • A Deal with the Devil: Feldrin’s charisma and cunning allow him to sow doubt among the party. He may claim to have been following Hedrack’s orders or offer to betray the Temple in exchange for his freedom.
  • What Justice Looks Like: Allowing Feldrin to live risks further atrocities, but killing him in cold blood could compromise the party’s morality.
Rewards
  • Treasure from Feldrin’s Quarters: Includes magical items (Cloak of Protection +2, Bag of Holding), coins, and a spell scroll of non-detection.
  • Zeb’s Gratitude: The ranger may become a valuable ally, offering assistance in the wilderness and access to his network of traps and hidden paths.
  • Temple Intel: Feldrin’s notes and maps could reveal critical details about the Temple’s operations.
Consequences
  • Bandit Retaliation: Eliminating Feldrin may provoke retaliation from the Temple, escalating tensions in Nulb and beyond.
  • Zeb’s Transformation: If consumed by vengeance, Zeb may spiral into a darker path, becoming a ruthless hunter feared by friend and foe alike.
  • Temple Weakness: Removing Feldrin creates a power vacuum within the bandit forces, potentially disrupting the Temple’s supply chain.
Summary
This emotionally charged quest places the adventurers in the middle of a deeply personal feud, forcing them to navigate the morality of vengeance and justice. With a ruthless antagonist in Feldrin and a tormented ally in Zeb, the story offers rich opportunities for roleplay, intrigue, and high-stakes combat.
"Adventurers think themselves heroes. They’re just another kind of bandit—only louder and more self-righteous." - Feldrin
Commander Feldrin
Thief Level 7
  • AC 1 (leather +1), MV 12"
  • hp 33; XP 989
  • S 15 113 W 9 D18 Co 15 Ch 17
  • #AT 1, D 4-10 (broadsword+ 2)
Notable Equipment
  • Cloak of Protection +2: Enhances Feldrin’s survivability, granting a boost to his AC and saving throws.
  • Bag of Holding: Used to conceal coins, artifacts, and other valuables.
  • Rapier: A finely crafted weapon, reflecting Feldrin’s preference for precision and speed in combat.
Notes: add studded leather armour, and cloak of protection, AC15, add rapier and action Rapier. Melee weapon attack: +4 to hit, 5ft. reach, one target. Hit: 6 (1d8+2) slashing damage. Raise CR to 2.
Ethnicity
Other Ethnicities/Cultures
Year of Birth
548 28 Years old
Children
Sex
male
Eyes
dark hazel
Hair
Long dark brown
Height
6'2"
Quotes & Catchphrases
"Trust is a dagger. Wield it wisely, or it’ll end up in your back."
Belief/Deity
Elder Elemental God
Aligned Organization
Bandit & Raiding Forces Under Feldrin’s Command
  • Brunk (Half-Orc, Fighter/Assassin, Lieutenant to Feldrin) – Oversees intelligence and execution of criminal activities.
  • Human Sergeants (2, Fighter Level 2) – Tasked with leading smaller raiding parties.
  • Human Bandits (8, Men-at-Arms) – Skilled ambushers and enforcers.
  • Bandit Leader (Half-Orc, Fighter Level 3) – Commands smaller groups and smuggling operations.
  • Human Bandits (2, Men-at-Arms) – Operate as scouts and messengers.
  • Half-Orc Bandits (2, Men-at-Arms) – Serve as elite skirmishers.


Cover image: by 3orcs
Character Portrait image: Commander Feldrin by 3orcs

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