Entry in the Original SJ Villian Challenge.
Unhelpful Friend
Telitharaan Silver, grey elf male (?/W?/?, kit ?): AC ; MV 12"+;
hp
?;
#AT ?; AL NG; THAC0 ?; S 12; I 20; W 11; D 19; Cn 16; Ch 10; Cm ?;
proficiencies: spellcraft, appraising, bowyer/fletcher, engineering,
herbalism, foraging, forgery, disguise, read/write elvish, read/write
common, common, elvish, cooking, ?; spells: ?; spellbooks: ?;
Telitharaan has been everywhere and done everything, or so if
often
seems to those around him. He does not speak of himself in specifics
but
those who listen carefully or get him in a tale telling mood can pick
up
hints. Since he knows a great deal about both history and many
cultures
many of the stories he tells are not his own so even this is not a sure
way
to learn about him. Telitharaan does have a few constants, however.
First,
he is loyal to his people. Second, he believes in helping others that
battle evil in any of its forms (ignorance and prejudice are just as
big of
evils as scro warships). Third, he is loyal to the causes and friends
he
adopts. As a member of the PoTs and friend of many Seekers (he could
be
considered a Seeker ally) he does have some objectives that are easily
to
figure out. Fourth he is willing to do whatever he feels is necessary
to
achieve his objectives. He's been accused quite often of having loose
morals and ethics when pursuing some goal but this doesn't dissuade him
in
the slightest. He is extremely intelligent and crafty, and likes to
get
others to do his work for him and to take on his goals, even if they
don't
know he's manipulated them into adopting his causes.
Like most powerful mages, Telitharaan relies heavily on magic and
spells. He is always protected by an armor spell and has a contingency
spell linked to some powerful offensive or defensive magic (favorites
are
teleport, globe of invulnerability, guards and wards, and chain
lightning)
that frequently changes (he hates being predictable). The contingency
can
be activated by a number of preset conditions including at least 3 that
are
usable by him at will (for instance, a gesture or a verbal command).
He
usually has other "hanging" or active magics in operation at any time
and
probably has numerous magical items on him (though he just as often
leaves
his vast hordes of magical items at home). He conducts business while
disguised by polymorph self spells r potions or alter self. In fact he
rarely travels openly except in some disguise. Every disguise has a
different name and even outward persona and interests so that they
can't be
traced back to him (he especially likes playing a gnome or half-elf).
Telitharaan enjoys making new spells and magical items and is a
fine
alchemist, knowing recipes for a great number of potions and elixirs
(for
those with Volo's Guide to All Things Magical he's probably made and
consumed more than one of the elixirs detailed therein though how
effective
they were--other than they did no permanent harm to him--is
undeterminable).
He is quite proud of the potion of illithid control he's developed
and has
sold more than one on the black market and to certain allies. He is
willing
to pay in potions or other minor, nonpermanent items he's made or even
minor
divinatory and useful spells for those interested. He also has quite a
scroll collection, most penned by him, which allows him access to any
of his
great number of spells with only small warning.
Telitharaan is generous to those he deals with, knowing this
ensures
loyalty and future business opportunities. He is a master manipulator
also,
and always has his personal agenda in mind whenever making any sort of
deal
or setting up any venture. He's not afraid to lose money or even items
as
these things are transient and can be replaced or regained with time.
He
uses a different approach to manipulation than most, however, one he
feels
works better, and generates longer term results. He prefers to hire
people
to do things related to thier own desires and moral views. Then as
they see
the problems they are helping with and become embroiled in conflicts
they
have sympathy for but are reluctant to help with he hopes they'll
become
motivated on their own to act. In this way they become free agents and
allies of his without ever knowing this was his intention and without
ever
realizing they've been manipulated.
Telitharaan's skills and other particulars are left mostly for the
DM
to fill in as so little is known about him. He is extremely cultured
and
knowledgable and is a true Renaissance Man in that he has an astounding
array of interests. He has numerous artistic and leisure time skills
along
with a host of utilitarian and nefarious abilities. He is a powerful
wizard
(it's suggested he be treated as at least 15th level as he's been known
to
make simulacrums in the past) and probably has at least one other
class.
Most kits will fit him though he's definitely not a bladesinger (it's
likely
he has training in the bladesinging fighting style with at least one
weapon,
however). He might even be an elven minstrel.
The Mission: Telitharaan first approaches the PCs after checking
them
out. He needs someone reliable to take a cargo of items to rebels he's
made
contact with on Spiral. He offers them a generous sum (most after
delivery,
which he assures them he'll be able to confirm independently) to
transport
and deliver the cargo. If they accept he tells them the cargo's
specifics
(a number of crates and a sealed scroll tube containing a message that
will
take up about a spacial ton or less of space) and arranges to have them
pick
it up immediately before they depart. The pick-up will be at an inn
near
the docks where their ship is.
The Cargo: Telitharaan has prepared a very special cargo. While
no
self-respecting elf would ever stoop to such a poor weapon as a
crossbow,
there are dwarves, half-elves, and humans on Spiral who do use them and
as
the crossbow is a much easier weapon to learn and use. The cargo's
[physically] largest portion consists of 40 cho-ko-nu (repeating light
crossbows) he purchased from the Shou along with over 1000 crossbow
bolts
for them. The scroll tube, however, contains much more. A powerful
version
of wizard lock that will not simply open to a more powerful spellcaster
or
through brute force seals the scroll case. It is additionally defended
by a
version of fire trap that is only set off if the closed item is opened
and
that affects the itme it is cast on when triggered. Inside is a scroll
explaining the crossbows are for the resistance fightersto use in their
war
and that the couriers are agents of an ally. The ally is left vague
but
hints at being the government of Bral. Also in the scroll case is a
very
small book bound with a tied off ribbon. The ribbon is the key that
releases a diminish spell and if cut will allow the spellbook to grow
to its
full normal size. The spellbook is defended by a permanent form of
fire
trap that goes off everytime the book is touched by a humanoid
(including
half-orcs, half-ogres, and so on). The book is sealed by another of
the
special wizard locks that seals the scroll tube. Inside the book a
sepia
snake sigil lies on the interior covers. The pages all contain spells
hidden by secret page spells. The true ingeniousness of the spellbook,
however, is that the secret pages cause the pages to appear as other
useful
information. This information is namely all the design specifications
for
the cho-ko-nu's and the bolts they fire, thereby making it easy for
anyone
with engineering or bowyer/fletcher to make their own. The other
information is the recipe for a virulent poison that Telitharaan
discovered
in his travels. It affects those of orcish blood (including scro and
part-orcs, ie., half-orcs, orogs, ogrillons, etc.) whether ingested or
injected. Damage is based on size of dose but a moderate dose (such as
being struck by an arrow coated in the weapon or drinking a mug of ale
that
it has been dissolved in) causes 2d6 (1d4+2 if save is made) damage in
4-8
rounds accompanied by a burning that quickly dissipates into numbness
and
fatigue. Unknown to Telitharaan, ingestion of the poison over an
extended
period of time (usually at least two weeks but again, depends on
quantities)
will cause goblins and their relatives (hobgoblins, norkers, bugbears,
etc.)
to suffer from extreme lethargy, indigestion, cramps, and nausea
(save vs
poison to remain able to function with -4 on all rolls). Alone this
poison
could force much of the humanoid presence on Spiral to their knees but
Telitharaan doesn't expect it to be used for mass poisonings of the
waterways, rather he expects it to be used as a battle poison and
possibly
to poison a few city wells. The key to the poison is that it is easily
produced from ingredients that are relatively easy to obtain in the
wilds of
Spiral (though not that common, so even if every resistance fighter
learns
how to make it it certainly won't win back the planet alone). When
properly
prepared the poison is a black, syrupy substance that is easily stored,
dissolved in water, alcohol, or most fruit juices, and can be easily
applied
to piercing or slashing weapons.
The spells contained in the spellbook are: read magic, detect
magic,
mending, identify, cantrip, charm person, conjure spell component,
comprehend languages, sleep, message, magic missile, armor, protection
from
evil, invisibility, camouflage, seeking, deeppockets, forget, ESP,
locate
object,
wizard lock, continual light, magic mouth, item, material, sepia snake
sigil, explosive runes, water breathing, clairvoyance, clairaudience,
blink,
invisibility 10' radius, dispel magic, secret page, tongues, fire trap,
hallucinatory terrain, massmorph, plant growth, polymorph self,
polymorph
other, magic mirror, minor globe of invulnerability, charm monster,
improved
invisibility, extension I, fabricate, sending, Leomund's secret chest,
stone
shape, avoidance, conduit, transmute rock to mud, extension II,
extension III,
geas,
globe of invulnerability, enchant an item, and guards and wards. The
spells
are penned in a ver basic script that is meant to be easily understood
(and
gives no ability to read his own spellbooks) and requires 1/2 the usual
time
for a mage to learn any spell written in it (though, except at the DM's
discretion, it provides no bonus to the chance to learn spells).
The spellbook itself is covered in wyvern hide and is for the most
part immune to fire, acid, and water damage (to the cover, anyway).
All the written materials (even the spells) are written in elvish.
The Dropoff: The dropoff goes without a hitch if the PCs follow
the
instructions Teritharaan gave them. The DM should set this up to be as
complex or simple as desired. Teritharaan has friends still alive in
the
resistance (and truth be known, a couple half-elven offspring) and he's
been
in contact with them magically through spells like magic mirror and
sending.
Thus they are well aware of what cargo is being delivered, by whom,
and
when and the where was decided by them. After delivering the cargo the
PCs
are allowed to leave unmolested (though if they run into a scro patrol
this
may not remain so as they're trying to leave the planet altogether).
The Pay: Terithanaan pays the PCs whatever amount was agreed on
(as
should be determined by the DM based on the dangers of the mission and
the
PCs capabilities--and campaign balance). Teritharaan has access to
seemingly unlimited funds (built up over time, he also has many
investments
that are very profitable and occasionally even lends money--he's
prefers to
be a silent partner in his ventures) so this can be as high as the DM
desires. In addition he throws in a couple minor potions (growth,
healing,
sweet water, fire resistance, and the like would not be inappropriate)
as an
unexpected bonus--a bonus that should make the PCs eager to do business
with
him in the future.
The Future: Soon after (ie, as soon as the DM desires based on
other
campaign goals), Teritharaan approachs them with another mission, this
time
delivering supplies to a ship. The supplies include food, healing
potions,
ammunition, water, at least 2 spell scrolls, and possibly replacement
crew
for the other vessel. Again they are paid very well but this time they
meet
with a hammership flying the Bralian flag and operating under a letter
of
marque issued by the Bralian government. If the PCs happen to get a
look at
the letter of marque (unlikely but possible--especially if they have
inquisitive thieves) they find it was issued to the hammership, Helas'
Glory
(Helas being a colony or world in any sphere the DM chooses),
specifically
to hunt scro and their allies (including all pirates and others Bral
would
normally consider foes anyway). When they return to port to receive
their
pay they find that they are wanted by the Bralian government (an
exceptionally big problem if they are returning to Bral). It seems
Teritharaan's scheme has been found out and the PCs have been linked to
it!
Teritharaan's Plans: Teritharaan plans to generate problems for
the
scro go much further than his attempts to get the PCs to becoem
involved in
the efforts to liberate Spiral. Like many people, he hates that Bral
chose
to sign a pact of neutrality with the scro. As such he's decided to
help
Bral break this treaty--by issuing letters-of-marque to hunt scro
warships
and supply vessels along with their allies. Using his personal skills
and
his magic he has made perfectly forged copies of Bralian
letters-of-marque
that do just that and then distributed them to allies that are already
acting against the scro as well as issuing them to others that don't
suspect
the true origins of the papers they operate under. When a waspship
using a
set of Teritharaan's papers was caught smuggling by the Bralian
authorities
the fact that this was occuring became known to the authorities who're
now
out to round up the papers and put the culprits away. Unfortunately
for the
PCs the Bralian authorities' investigation gave them two pieces of
information: the hammership Helas' Glory is actively pursuing its own
forged letters with some success (the scro have lost two supply ships
and a
warship so far) and the PCs have gone out to resupply it. Now they're
wanted and a bounty has been placed on their heads (alive only, for
now).
The PCs now have the choice as to whether Teritharaan is their
villain or whether they will turn into officialy recognized (and
wanted) villains themselves!