Zelt
Captain (a.k.a. the Bat, Seeker of Secrets)
Zelt the Bat is the ruthless and enigmatic leader of the Crimson Reapers, a notorious bandit gang operating out of Dyvers, Free Lands of and expanding its influence into Nulb . A cunning strategist and a formidable warrior, Zelt is known for his duality of skill—combining martial prowess with dark sorcery. His reputation as a relentless seeker of knowledge and hidden truths makes him more than just a bandit captain—he is a force of calculated ambition, constantly maneuvering toward greater power and deeper secrets.
History
Originally a mercenary from Dyvers, Zelt found himself drawn into the shadowy underworld, aligning with the Circle of Whispers, an elite network of spies and informants. His rise to power came through a series of betrayals and assassinations, eliminating his rivals and asserting dominance over the criminal underbelly. His transformation from rogue to leader of the Crimson Reapers was solidified when he orchestrated a high-profile raid that crippled Dyvers' trade routes, marking the Reapers as a force to be reckoned with.
Origins and Purpose
The Crimson Reapers began as a faction within the Circle of Whispers, initially serving as enforcers and saboteurs. Over time, they evolved into a full-fledged bandit organization, leveraging their connections in Dyvers and Nulb to control smuggling, extortion, and illicit trade. Zelt’s vision extends beyond simple banditry—he seeks to unravel the secrets of ancient powers and harness them for his own ambitions.
The Circle of Whispers
The Circle of Whispers is a secretive syndicate of spies, informants, and manipulators that once counted Zelt among its key operatives. While the Crimson Reapers have since splintered from the Circle’s direct influence, they retain many of its methods, including espionage, coded messages, and shadow networks. Zelt still maintains loose ties with the Circle, occasionally exchanging information for power.
The Modern Circle (576 CY)
In the current year, the Circle of Whispers operates in the shadows of Dyvers, Village of Hommlet , and Nulb. While Zelt no longer directly answers to them, their influence lingers. Certain members of the Crimson Reapers still owe allegiance to the Circle, leading to internal power struggles within the gang. Zelt is aware of this but uses it to his advantage, playing factions against one another.
Operations Led by Zelt

- The Waterside Hostel of Nulb: Zelt and his men maintain a permanent room in this decrepit but strategically located inn. From here, they coordinate raids, interrogate prisoners, and recruit new members.
- Smuggling & Extortion: Using Nulb’s corrupt networks, the Reapers control key smuggling routes, leveraging their influence to manipulate trade and strong-arm merchants.
- Infiltration of the Temple of Elemental Evil: Zelt has brokered a tentative alliance with the cult, but he remains an outsider, carefully navigating the dangerous politics of the Temple.
- Espionage & Sabotage: Zelt’s men specialize in planting false information, turning factions against each other, and ensuring their dominance remains uncontested.
"A sharp blade in the dark, a whispered name in the right ear—wars are won long before the first sword is drawn."
The Circle and Nulb
Nulb, a town of scoundrels and cutthroats, is a perfect staging ground for the Crimson Reapers' operations. Zelt uses Nulb as both a refuge and a battleground, establishing influence over Dick Rentsch at the Waterside Hostel and forging uneasy truces with other criminal factions. However, Zelt’s long-term plan is to secure a permanent base within Nulb—potentially through an arrangement with Lady Nysera Krivaltis , owner of several houses in Nulb. He knows that if he can cement an alliance with her, the Reapers will have a legitimate foothold in Nulb’s underworld.
Goals & Motivations
- Expand the Crimson Reapers’ power into Nulb, Gnarley Forest, and Verbobonc.
- Uncover forgotten arcane knowledge to further his own ambitions.
- Establish alliances with the Temple of Elemental Evil, but only as long as it benefits him.
- Find a permanent, secure stronghold—possibly through Lady Nysera or the Waterside Hostel.
Conclusion
Zelt the Bat is more than just a bandit leader—he is a tactician, a seeker of forbidden lore, and a ruthless commander. With his blend of sorcery and swordplay, he is a dangerous figure operating in the shadows of Nulb and beyond. As his influence grows, so too does the threat he poses to the forces of law and order within the Viscounty of Verbobonc. The question is: who will stop him, and at what cost?

"The shadows whisper to those who know how to listen. And I always listen."
Captain Zelt
- Appearance: Zelt is a tall, wiry man with an ashen complexion and piercing yellow eyes. His dark, unkempt hair is often hidden beneath a wide-brimmed hat, and his signature black leather coat is lined with arcane symbols.
- Personality: Cold, calculating, and utterly pragmatic. He values loyalty only as long as it is useful and punishes failure with ruthless efficiency. While he rarely raises his voice, his calm, measured tone carries an underlying menace.
- Notable Traits: Always listening, always watching—Zelt never makes a move without considering the long-term consequences.
Zelt the Bat
(Medium humanoid, neutral evil, Sorcerer (Shadow Magic) 10 / Fighter (Battlemaster) 5)
Armor Class: 19 (Studded Leather + Bracers of Armor + Defensive Magic)
Hit Points: 145 (15d8 + 45)
Speed: 30 ft.
STR 13 (+1) | DEX 16 (+3) | CON 14 (+2) | INT 14 (+2) | WIS 16 (+3) | CHA 17 (+3)
Saving Throws: Dex +9, Cha +10
Skills: Deception +10, Insight +7, Perception +7, Stealth +11, Persuasion +9
Damage Resistances: Psychic, Necrotic
Senses: Darkvision 60 ft., Passive Perception 17
Languages: Common, Infernal, Thieves' Cant
Challenge Rating: 11 (7,200 XP)
Special Abilities
- Shadow Veil: As a bonus action, Zelt can turn invisible in dim light or darkness for 1 minute or until he attacks or casts a spell.
- Whispered Secrets: Zelt can cast Detect Thoughts at will, always searching for hidden fears and weaknesses.
- Blood Pact: When Zelt reduces a creature to 0 HP, he regains 5 temporary hit points.
- Cursed Blade: His rapier deals +1d6 necrotic damage, and any creature hit by it cannot regain hit points until the start of Zelt’s next turn.
- Battlemaster Maneuvers: Zelt can use Precision Attack, Riposte, and Disarming Strike (DC 17 save) three times per short rest.
Actions
- Multiattack: Zelt makes two attacks with his Cursed Rapier or casts one spell and makes one attack.
- Cursed Rapier: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 7) piercing damage plus 7 (2d6) necrotic damage.
- Spellcasting: Zelt is a 10th-level sorcerer. His spellcasting ability is Charisma (spell save DC 18, +10 to hit). He knows the following spells:
- Cantrips: Chill Touch, Mage Hand, Minor Illusion, Message, Booming Blade
- 1st Level (4 slots): Shield, Disguise Self, Absorb Elements
- 2nd Level (3 slots): Mirror Image, Hold Person
- 3rd Level (3 slots): Counterspell, Vampiric Touch
- 4th Level (3 slots): Greater Invisibility, Phantasmal Killer
- 5th Level (2 slots): Cloudkill, Dominate Person
Legendary Actions (Optional for Higher Difficulty Encounters)
- Shadow Step (Costs 1 Action): Zelt teleports up to 30 ft. within dim light or darkness.
- Command the Reapers (Costs 2 Actions): Zelt issues a command, allowing up to three allies to move up to half their speed and make one attack.
Known Magical Items
- Cloak of the Bat – Grants flight in dim light or darkness, allows transformation into a bat.
- Staff of the Python – Can transform into a giant constrictor snake.
- Magical Mace – Enchanted with unknown properties, possibly linked to his past.
- Boots of Water Walking – Allows movement over liquid surfaces with ease.
- Bracers of Armor – Provides additional magical protection.
- Bag of Holding – Stores a variety of supplies and stolen treasures.
- A wealth of potions and magical scrolls – Contains healing potions, illusion spells, and battle-enhancing concoctions.
Tactics & Combat
- Blends Swordplay with Sorcery: Wields a cursed rapier and utilizes sorcerous magic to enhance his combat effectiveness.
- Prefers Precision Over Chaos: Rarely engages in open combat unless necessary, favoring ambushes, assassinations, and misinformation.
- Master of Deception: Uses illusions, shadows, and magical disguises to manipulate the battlefield.
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