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errant42
Here for a while
(4/9/03 11:23 am)
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Spies in the CRM (FR specific)
Given the relative ease with which one may infiltrate the CRMs, and the fact that the cult's activities are potentially of great interest to various factions in the Realms, I have altered certain NPCs to be spies for those factions. If the PCs bluff their way into the temples and/or attempt parlay with those they meet instead of just attacking on sight, these NPCs could offer some badly needed help.

This information is FR-specific, and uses FRCS and Magic of Faerun (and a little from other sourcebooks, mostly the class books a BoVD).

Arlainth and Jurrikath: Harpers
The Harpers have a keen interest in something that could so greatly upset the balance of nature (i.e. destroy everything), so have sent a pair of spies to find out what's going on. These spies have found themselves somewhat over their heads, however.

Arlainth is a brash young sorcerer with an extremely light build. Despite his skinny build and frail appearance, his blond hair, green eyes, and charming smile lend him a dashing quality. He has not been discovered, and currently acts as a guard captain in the Fire Temple. If given the opportunity to do so without blowing his cover, he will try to parlay with any intruders not sympathetic to the cult. However, he is very used to fighting agents of other temples, so will attack individuals dressed as such without hesitation. Only if he judges intruders to be trustworthy will he identify himself as a Harper. He will offer what aid he can (very little), and ask that they rescue Jurrikath from the torture chamber if possible.

Jurrikath has been captured, and subjected to Firre Oranac’s sadism for some time now. He arrived separately from Arlainth, so their connection is not yet suspected… and he has somehow kept from revealing the other’s presence despite the severe and continual torture. This could be in part because he has completely lost his grip on sanity. He can speak only in incoherent gibbering, and cowers from any who approach. Firre tortures him for the sheer pleasure of hearing his screams. He was once a handsome man, with brown hair and a dashing goatee, but is now so malnourished and harrowed that he looks like death warmed over—hollow cheeks, sunken eyes, unhealthy pallor, covered with scars.

Arlainth: Male half-elf Sor6/ Harper Mage 1 [MaF]; CR 7; Medium humanoid; AL CG
Str 6 (-2), Dex 13 (+1), Con 11, Int 14 (+2), Wis 12 (+1), Cha 18 (+4)
HD 7d4; hp 23
Init +1; Spd 30 ft
AC 11 (touch 11, flat-footed 10)
Melee quarterstaff: +1 (1d6-2)
Ranged light crossbow: +4 (1d8, 19-20)
SQ Immune to sleep, low-light vision, +2 saves vs. enchantment, Harper knowledge (Lvl 1 + 2); Oghma’s insight
SV Fort +2, Ref +3, Will +8

Skills: Concentration +8, Knowledge (arcana) +12, Knowledge (History) +10, Listen +4, Scry +6, Sense Motive +4, Spellcraft +10, Spot +4
Feats: Alertness, Education (Arcana, History), Extend Spell, (Skill Focus: Knowledge (Arcana))

Spells (Sor7; DC 14 + spell level; 6/ 7/ 7/ 5)
0: daze, detect magic, light, mage hand, prestidigitation, read magic, acid splash [MaF]
1: change self, charm person, ice dagger [MaF],mage armor, magic missile
2: Aganazzar’s scorcher [FRCS], blur, web
3: haste, lightning bolt

Possessions: Wand of fireball (6d6, 14), quarterstaff, light crossbow (20 bolts), potions: invisibility, cure serious wounds, darkvision, charisma, aid


Jurrikath: Male human Brd5/ Harper Scout 1 [FRCS]; CR 6; Medium Humanoid; AL NG
Str 11, Dex 14 (+2), Con 12 (+1), Int 14 (+2), Wis 14 (+2), Cha 16 (+3)
HD 6d6 + 6; hp 36
Init +2; Spd 30 ft
AC 12 (touch 12, flat-footed 10)
Melee unarmed: +3 (1d3 subdual)
SA Favored enemy (+1): the Zhentarim
SQ Bardic/ Harper Knowledge (Lvl 6 + 2), Bardic Music (5/day, 9 ranks, +12)
SV Fort +2, Ref +8, Will +10

Skills: Bluff +12, Diplomacy +11, Hide +9, Knowledge (local) +6, Listen +12, Move Silently +9, Perform +12, Sense Motive +4, Spot +11, Wilderness Lore +4
Feats: Weapon Finesse (Rapier), Point Blank Shot, Alertness, Iron Will

Spells (Brd5; DC 13 + spell level; 3/ 4/ 2)
0: dancing lights, daze, detect magic, ghost sound, light, prestidigitation
1: charm person, cure light wounds, silent image, sleep
2: blur, enthrall, invisibility

(Harper Scout 1; DC 13 + spell level; 1)
1: comprehend languages, spider climb

Possessions: none

errant42
Here for a while
(4/9/03 11:42 am)
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More spies
Kadiss and Malabri: Servants of Lolth
The Spider Queen of the Drow is also interested in the goings-on surrounding the cult, as she was once decieved by the servants of Tharizdun.

Kadiss served Lolth’s interests until the priestess that he arrived with (Malabri, now in the Inner Fane) was captured. He has now settled in to his role as agent provocateur for the Water Temple. He cares little for Lolth’s agenda in the absence of the cleric, but also cares little for the cult’s agenda. He, like most male drow out from under Lolth’s matriarchal priesthood’s influence, is looking out for himself.

Malabri (who replaces Festalon Girrot IMC) was Lolth's direct agent, a priestess in her service, until she was captured and delivered to the Inner Fane. She has been forsaken by Lolth for her weakness, and now languishes in the Cathedral of Pain.

Kadiss: Male Drow Wiz5/ Incantatrix 1 [MaF]; CR 7; Medium humanoid; AL CE
Str 13 (+1), Dex 17 (+3), Con 13 (+1), Int 20 (+5), Wis 10, Cha 14 (+2)
HD 6d4 + 6; hp 27
Init +3; Spd 30 ft
AC 15 (touch 14, flat-footed 12)
Melee +2 longsword, defender: +5 (1d8+3, 19-20)
Ranged MW shortbow: +6 (1d6, x3)
SA spells (Sor6; DC 12 + spell level; 1/day: dancing lights, darkness, faerie fire)
SQ darkvision 120 ft, light blindness (-1), SR 17, +2 Will saves vs magic, immune to sleep, +2 saves vs enchantment, Specialization: Abjuration (opposed: Divination, Necromancy)
SV Fort +2, Ref +4, Will +8

Skills: Concentration +10 (+14), Knowledge (Arcana) +14, Knowledge (The planes) +14, Listen +6, Scry +8, Search +6, Spellcraft +14, Spot +6
Feats: (Scribe Scrolls), Iron Will, Combat Casting, Silent Spell, Still Spell, Empower Spell

Spells (Wiz6; DC 15 + spell level; 4+1/ 5+1/ 4+1/ 3+1)
0: arcane mark, dancing lights, *daze, *detect magic, detect poison, disrupt undead, flare, ghost sound, light, *mage hand, mending, open/close, *prestidigitation, ray of frost, read magic, +resistance
1: +alarm, *change self, *charm person, *ice knife [MaF], *magic missile, *negative energy ray [T&B], summon monster I
2: *Agannazar’s’s scorcher [FRCS], *darkbolt [BoVD], *invisibility, +protection from arrows, rope trick, *web
3: +dispel magic, *gaseous form, *haste, *Mestil’s acid breath [MaF]

Possessions: +2 defender longsword, ring of prot +1, bracers of armor +1, wand summon monster IV (6), scroll (teleport, dismissal), MW shortbow, 20 arrows


Malabri: Female Drow Ex-Clr6; CR 6; Medium humanoid; AL NE
Str 10, Dex 16 (+3), Con 11, Int 15 (+2), Wis 18 (+4), Cha 18 (+4)
HD 6d8; hp 42
Init +3; Spd 30 ft
AC 13 (touch 13, flat-footed 10)
Melee unarmed: +4 (1d3 subdual)
SA spells (Sor6; DC 12 + spell level; 1/day: dancing lights, darkness, faerie fire, detect good, detect magic, levitate)
SQ darkvision 120 ft, light blindness (-1), SR 17, +2 Will saves vs magic, immune to sleep, +2 saves vs enchantment
SV Fort +5, Ref +5, Will +9

Skills: Bluff +6, Concentration +9, Disguise +6, Hide +5, Knowledge (Religion) +4, Knowledge (Arcana) +4, Listen +8, Search +5, Spellcraft +5, Spot +8
Feats: Highborn Drow [Races of Faerun], Silent Spell, Still Spell

Deity: None (Formerly Lolth). Domains: none (formerly Destruction and Trickery)

Spells (Clr6; DC 14 + spell level; 5/ 4+1/ 4+1/ 3+1)
(None)

Possessions: none

Andorax
Still here? Wow.
(4/9/03 12:10 pm)
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Re: More spies
A good concept, and a great resource for those who are running Realms-specific campaign.

One "blanket" replacement I've seen done is to take anyone described as a "spy of Iuz" and make them into Zhentarim. You might consider a few more conversions with an eye towards this particular line of thinking.

"Whadda ya mean, Orcs get levels too?!?"

errant42
Here for a while
(4/9/03 1:01 pm)
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Re: More spies
I was just thinking: minus the Incantatrix PrC and few spells and feats, the drow spies could fit into any campaign...

Anyway, IMC I replaced Iuz with Cyric. Considering Cyric's early involvement with the Black Network, some Zhentarim are a good idea... I'm certain the Church of Bane and the current Zhent leadership would take an interest in the cult's activities.

Now let's see, who could be a Zhentarim spy..?

Andorax
Still here? Wow.
(4/9/03 1:53 pm)
Reply
Re: More spies
My only concern about having Iuz = Cyric is that Iuz is not just a generic evil deity...in Greyhawk, he is the very real-world direct ruler of a sizable realm. He is ACTIVELY involved in the world, and he has a nation-state behind him.

While the Zhentarim isn't a "nation-state" per-se, it's the closest convenient "evil nation" like thing available without resorting to Thay.

By the book, Telna (Hommlet area 19) and Fisturn, Baugh and Uvren (Random Temple Area Encounters) are spies in Iuz's employ.

"Whadda ya mean, Orcs get levels too?!?"

errant42
Here for a while
(4/9/03 3:15 pm)
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Re: More spies
Well, the way I worked it, the last resurgence of the ToEE was just after the Time of Troubles, and Cyric (having stolen Bane's portfolio and many of his worshippers) was at that time involved with the Zhentarim. He was also pretty new to the whole deity racket, and unreasoningly hungry for power. He jumped on the ToEE bandwagon... but he began to suspect that the cult wasn't what it seemed, and investigate. He looked too deelpy, and a run-in with Tharizdun drove him out of him mind. He's only just recovered to the point of being coherent again, and has lost much of his power.

In the meantime, the returned Bane has taken back the Zhentarim, and is quite interested in whatever it was that Cyric was involved with (and that subsequently drove him mad). So... he has a good reason to send in some agents to find out exactly what is going on here.

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