Monday, August 25, 2008

Scholar in the Crypts

Presented here is an npc that the PCs may run into and be able to get information from. Unbeknownst to them he is also a worshiper of Vecna and will embroil the players in his plots if they do deal with him....
Beneath the sewers and catacombs of the city lives Jurgen, a hermit scholar with the mental appetite of a terrask. For many years he traveled with adventurers in search of treasure and knowledge, but has lately retired to his lair to do more extensive research out of harm's way. But by no means has his ambition dwindled.
Jurgen is pale, tall, and skinny, with the stoop of someone who is used to doing a lot of reading. His unkempt hair is black with patches of silver on the temples, and behind a pair of spectacles gaze a pair of piercing blue eyes. Sometimes, if one looks hard enough, she can see a glimmer of slow movement behind them. He wears simple robes of deep blue fabric with white scrollwork along the hems in Supernal. He carries no weapons on his person (he keeps his pact blade ready with Drawmij's instant summons)

Jurgen appears to be a polite, congenial man with an easygoing tone. Sometimes he can seem to be almost absentminded, forgetting where he put something for a second, before discovering it with an affirmative "ah." He is very patient, and never lets his true motives show.

Jurgen is a priest of Vecna, and is by nature a keeper--and exploiter--of many secrets. He mainly wishes to further the goals of Vecna, including eliminating the influence and worshipers of other deities. In doing so he schemes to begin a new world order under Vecna, and follow in his deity's footsteps by becoming a lich king.

Using Jurgen in your Game: It is best to introduce Jurgen to your characters early on in the game. He will be far to powerful for them to defeat at this point, and he will only be interested in helping them in order to gain their trust so that he can begin to use them to accomplish his own ends.
He will attempt to enlist the PC's to retrieve components for the ritual to become a lich, such as: dragon's blood, arcane phylactery pieces, and the ritual in book form. As a master of the arcane, Jurgen also longs for the Eye and the Hand of Vecna, and will pay the PC's handsomely for them, in gold or with information. He will gladly assist the PC's while they work to further his own secret ends, and he will part with information that will help them do so--but never more that he absolutely has to. Additionally, he will hide parts of the truth in order to set the PCs against his enemies, or cover for his own ill deeds. The priest will also enlist the aid of others to follow the PC's and ensure that his goals are met, whether they know it or not.
If you use Jurgen in this way, it may also be good to provide them with a more reliable, if perhaps less well-informed, source of information as well.

Jurgen the Learned

Level 18 Cleric, Multiclass Warlock(Star Pact) Human Male. Age 45, Height 6'3" Weight 150lbs. Unaligned.

Initiative: +14
Senses: Normal Vision. Passive Insight: 30 Passive Pereption: +25

Hit Points Max: 99 Bloodied: 49 Surge Value: 25 Surges per day: 7 Resist: 5 necrotic, 5 poison Saving Throws: +3
Defenses: AC: 28 Fort: 21 Ref: 21 Will: 27
Speed: 6 Action Points: 1

Basic Attacks

Basic Melee: Pact Blade (Sickle) +15 vs AC 1d6+6 dmg +5d6 +1d10 on critical hit
Basic Ranged: Eldritch Blast +18 vs Ref 1d10+9 dmg +5d6+1d10 on critical hit


At Will: Sacred Flame, Lance of Faith, Eldritch Blast
Encounter: Plague of Doom, Enthrall, Dire Radiance, Sign of Ill Omen, Dreadful Word
Daily: Purifying Fire, Blade Barrier, Thief of Five Fates
Utility: Astral Shield, Knights of Unyielding Valor, Divine Vigor, Ambassador Imp

Feats: Pact Initiate(Star Pact): Dire Radiance Novice Power: Dreadful Word Acolyte Power: Ambassador Imp Adept Power: Thief of Five Fates Improved Initiative +4 to Initiative Action Surge: +3 to attack bonus when an action point is used Weapon Focus: Light Blade Human Perseverance: +1 to Saving Throws Linguist: Supernal, Abyssal, Draconic Action Recovery: When you spend an action point to gain an extra standard action, immediately roll a saving throw against each condition affecting you a save can end. Great Fortitude: +2 to Fort Saves Devastating Critical: +1d10 on a Critical Hit.
Skills: Acrobatics: +9 Arcana: +16 Athletics: +8 Bluff: +13 Diplomacy: +13 Dungeoneering: +15 Endurance: +9 Heal: +20 History: +16 Insight: +20 Intimidate: +13 Nature: +15 Perception: +15 Religion: +16 Stealth: +10 Streetwise: +13 Thievery: +9

Ability Scores:
Str: 8 (-1/+8) Con: 11 (0/+9) Dex: 12 (+1/+10)
Int: 15 (+2/+11) Wis: 22 (+6/+15) Cha 18 (+4/+13)

Languages Known: Common, Elven, Giant, Supernal, Abyssal, Draconic

Pact Blade +5, Sickle
Magic Holy Symbol of Vecna +5
DeathCut Armor +5 Power (Daily, Necrotic): Immediate Reaction. You can use this power when an enemy hits you with a melee attack.
Deal 2d10+4 necrotic damage
Ring of Protection +1
Handy Haversack
Simple Blue robes

Rituals Known
Drawmij's Instant Summons Raise Dead Secret Page Magic Mouth Phantom Steed Leomund's Secret Chest Planar Portal Linked Portal View Object Consult Oracle

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