Magic-Users in
Groat's End
The Lady Cynewise
Human M-U, 12th
level
I 18, W 13, C 6, CH
16, AC 6, HP 18, AL LE
middle-aged, foppish
appearance, very stable, helpful, inquisitive, extroverted, friendly,
sensitive, brilliant, vengeful, greedy, truthful, craven,
spendthrift, amoral, saintly (in the context of lawful evilness),
interested in: legends, collector of porcelain/china/crystal
Notable equipment:
Ring of protection +2, Bracers AC 8, ring of invisibility, wand of
paralyzation, staff of command, other magic as determined by the DM
Spells available:
(1st level) charm
person, comprehend languages, dancing lights, detect magic, find
familiar, hold portal, identify, mending, mount, protection from
evil. read magic, shocking grasp, unseen servant
(2nd level) bind,
darkness 15’ rad, detect evil, flaming sphere, forget,
invisibility, know alignment, leomund’s trap, locate object, magic
mouth, mirror image, protection from cantrips, scare, whip
(3rd level) blink,
clairvoyance, gust of wind, haste, invisibility 10’ rad, leomund’s
tiny hut, monster summoning I, phantasmal force, protection from evil
10’ rad, secret page, slow, suggestion, tongues, water breathing,
wind wall
(4th level) charm
monster, confusion, dispel illusion, fear, fire trap, leomund’s
secure shelter, magic mirror, minor globe of invulnerability,
massmorph, otiluke’s resilient sphere, plant growth, remove curse,
shout
(5th level) bigby’s interposing hand, cloudkill, contact other plane, distance distortion, fabricate, hold monster, leomund’s lamentable belaborement, monster summoning III, mordenkainen’s faithful hound, passwall, sending, stone shape, transmute rock to mud, wall of force
(6th
level) contingency, death spell, ensnarement, glassee, project image,
reincarnation, repulsion, stone to flesh
Spells normally
memorized: (4/4/4/4/4/1) (1st level) charm person, protection from
evil, shocking grasp, unseen servant (2nd level) bind, forget,
invisibility, whip (3rd level) blink, clairvoyance, suggestion, slow
(4th level) charm monster, confusion, minor globe of invulnerability,
otiluke’s resilient sphere (5th level) bigby’s
interposing hand, hold monster, leomund’s lamentable belaborement,
transmute rock to mud (6th level) project image
Cynwise is eternal in the eyes of your average Groat’s End citizen. Well over 200 years old, she both founded the town and removed herself as its titular ruler outside of living memory. Now she’s more like a force of nature: outside the law, inside the walls, and beyond anyone’s ability to resist.
It’s unknown how
she manages to live on, by appearance in the prime of life, beyond
all reasonable mortal allotment. While from a distance her alluring
facade seems perfect, at arms length its unnatural strain subtly but
surely contrasts with her demeanor – presented to the uninitiated
as warm matronly concern. Those who fear her shadow falling across
them if alone know her more fully: superior, demanding, punishing.
The more meager the person, the more likely the suffering. Her
presence in the streets of Groat’s End is often announced by
scurrying dogs and cats as if woodland creatures fleeing the fire –
she hates animals and uses her whip spell whenever one remains in her
presence.
She has an imp
familiar, though it is rarely seen and less discussed. Outside, she
is sometimes accompanied by a zombie servant; always so within her
tower. If any new acquaintance expresses outrage at this she raises
her eyebrow and lightly mocks their provincialism.
Her saving grace is
her indolence and possessiveness; lacking the drive to truly advance
the cause of evil, too proud to allow GE to be taken from her by
someone more dynamic, and content as a shark in a pond of guppies,
Cynwise is left alone to terrorize her isolated rump domain. She
usually keeps at least one apprentice for the drudge work, and does
turn out capable prestidigitators; although nearly all graduates
prize distance, first and most – she inevitably becomes hostile to
any caster of power rivaling her. Recently she quietly whipped up a
mob against the only other (known) magic-user in town, and his
charred remains are still chained in Hangman’s Court.
Adventurers will
usually encounter her whenever seeking magical services (the locals
will all direct them to her tower) or possibly randomly on the
streets. However encountered, Cynwise will recognize an adventuring
party for what it is, even if otherwise credibly disguised, and greet
them warmly (and discretely, if necessary). She’ll likely agree to
consult with them if needed, at rates befitting her ability (or for a
service – she often has uses for an adventuring party). There’s
something in the dungeon she wants, so she desires the ability to
inspect items taken from it. She is obsessed with delicate or
porcelain dolls (and researched several defense spells involving them
for use in her tower) and will also pay premium coin for other like
treasure, such as fine vases, exceptional silverware, etc.
Cynwise tries to
avoid putting her brittle body in combat at all costs; she’s likely
to flee any violence immediately unless it’s around her tower where
she has prepared defenses, and can likely expect the townspeople to
rise up in a mob to defend her. Terrified as they are, she is the
devil they know (and they know it can be worse), along with a touch
of civic duty besides. She makes frequent use of the spells
suggestion and forget in combination, to the extent townspeople use
the commonly-experienced blackouts as plausible excuse for personal
lapses of all sorts.
Simon of Left End.
5th level M-U
I 15, AC 10, HP 11,
AL LE
youthful,
non-descript, unstable, moody, mischievous, abrasive, proud,
intellect: average, unforgiving, very honorable, miserly, interests:
history, legends
notable equipment:
spellbooks, fake scroll sheets and wands
Spells available:
(cantrips if/as used
in campaign as determined by DM)
(1st level) armor,
detect magic, friends, grease, melt*, protection from evil, read
magic, run*, unseen servant*
(2nd level)
irritation, magic mouth, melf’s acid arrow*, preserve*, ray of
enfeeblement, scare, shatter, whip*
(3rd level) item, monster summoning I, phantasmal force*, protection from normal missiles, sepia snake sigil*
* spells marked with
an asterisk are known, but Simon has no spellbook containing them
Spells memorized:
(1st) armor, friends, grease, cantrips (or read magic) (2nd)
irritation, ray of enfeeblement (3rd) protection from normal missiles
Simon is a former
apprentice of Cynwise living secretly in Groat’s End. Unlike most
others, he attempted to stay in the area and inevitably a few years
ago their relations grew sour. Exact details remain unknown, but
Cynwise slew him, animating his corpse as a zombie which serves her
to this day.
Unknown to her,
Simon had a contingency placed upon him that reincarnated him upon
his death. Finding himself in a new body, he quickly gathered what
caches of secreted goods he could and re-established himself in the
city as an arriving common day-laborer at the thresher’s guild;
working there while making and revising plans to gain his revenge.
His blood boils whenever he sees his zombified body following Cynwise
around town.
Adventurers looking
for standard hirelings have a 50% chance of employing Simon,
increasing by 10% per service sought. Simon hopes to gain entry into
a group of adventurers this way, to gain allies in an eventual
assault on Cynwise. If the group looks capable enough, he’ll
present himself as a low-level magic user secretly associated with
some group favorable to the PCs and ask to join them, slow-rolling
his ability unless in extreme danger (which will be disguised as a
“scroll” or similar distraction). By most criteria, he’ll be a
reasonably reliable comrade – he wants to curry favor. If the party
obtains any contingency and/or reincarnation magic, however, Simon
will want it, giving a premium if need be.
There’s one
problem though: Simon is dunning-kruger personified. His ability in
his field is poor, his suggestions are bad, his tactics are worse,
and his surety of their brilliance is boggling. He’s not a keystone
cop of a party member, but whatever decisions he gets to make are
more likely to hurt than help. And he’ll insist that the party have
no dealings with Cynwise if he is a member, although refuse to
explain why. While he’ll adventure away from the area as-needed, he
won’t agree to relocate from GE while Cynwise lives. When he feels
it appropriate (almost certainly before it actually is) he’ll
approach the party and propose killing Cynwise.
Simon delights in
secretly casting annoying cantrips on people having ill-will against
him in his former body.
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