Midnight Secrets of Shadow Shadow Servants


Secrets of Shadow 14
Shadow Servants
Product Tie-In: Heart of Shadow
Author: Eric Olson
Any party of heroes in Midnight must count legates as
among their greatest foes, and their power does not radi-
ate merely from authority. With power over magic and the
training to wear and use arms and armor, legates are for-
midable foes on many levels. Their astiraxes even allow
them to become formidable intelligence gatherers. Yet
legates are more than simply a collection of stats and
class abilities. They are all individuals, with their own
complex motivations, skills, specialties, and tendencies,
and moreso than the orcs or shadowspawn that the PCs
in a Midnight campaign face, each legate should be
unique. The following three legates are fleshed out and
ready to be used as foes, plot hooks, or unexpected allies.
Alternatively, they may aid DMs looking for insight into a
legate s life or ideas with which to create their own NPCs.
1
Shadow Servants
Azmial spends most of his time traveling between settle-
Azmial the Darkvoice
ments in Southern Erenland, spreading the fear and darkness
of the Shadow. He rides a large albino horse, appearing even
Male Erenlander legate 11 (Voice of Shadow); CR 11;
smaller perched atop the mountain of horseflesh, and is
Medium humanoid (4 ft. 8 in. tall); HD 11d8 22; hp 31; Init
always accompanied by six black-robed monks whose fea-
+0; Spd 30 ft.; AC 12, touch 12, flat-footed 12; Base Atk
tures are ever shrouded by deep cowls. These are known as
+8; Grp +6; Atk +7 melee (1d4-1/19 20, dagger of venom);
the Ungien Host, and the growing folklore surrounding
Full Atk +7/+2 (1d4-1/19 20, dagger of venom); SA Rebuke
Azmial claims that they were once assassins sent to murder
undead, spells; SQ Astirax companion, Erenlander traits,
the child-legate by his rivals in the Order. Now they are
Shadow s Voice, spells; AL NE; SV Fort +5, Ref +3, Will
mhorgs, enslaved to Azmial s will and bound to defend him
+13; Str 6, Dex 10, Con 7, Int 14, Wis 19, Cha 18.
from his foes.
Skills and Feats: Bluff +11, Concentration +6,
Diplomacy +17, Intimidate +22, Knowledge (central
Erenland) +5, Knowledge (Shadow) +12, Perform (oratory)
Dunrum Arl
+16, Sense Motive +15, Spellcraft +8, Spot +6; Greater
Spell Focus (enchantment), Greater Spell Focus (necroman-
Keeper of the Key
cy), Iron Will, Leadership, Spell Focus (enchantment), Spell
Focus (necromancy). Male Dorn legate 7 (Keeper of Obsidian)/channeler 1
(hermetic) ; CR 8; Medium humanoid (5 ft. 6 in. tall); HD
Spells Prepared: (6/6+1/5+1/5+1/4+1/2+1/1+1; save
7d8+1d6; hp 39; Init +1; Spd 30 ft.; AC 13 (+1 Dodge
DC 14 + spell level): 0 guidance, read magic, resistance
bonus), touch 12 (+1 Dodge bonus), flat-footed 11; Base
(x3), virtue; 1st baneż, cause fear*ż, commandż (x2),
Atk +5; Grp +4; Atk +5 melee (1d6, spell storing quarter-
comprehend languages, entropic shield, sanctuary;
staff +1) or +6 ranged (1d8, light crossbow); Full Atk +5
2nd calm emotionsż, enthrallż, hold personż (x2), invisi-
melee (1d6, spell storing quarterstaff +1) or +6 ranged
bility*, withering speechż; 3rd animate dead*ż, bestow
(1d8, light crossbow); SA Rebuke undead, spells; SQ Art of
curseż, magic vestment, prayer, summon monster III (hell
magic, astirax companion, Dorn traits, lorebook, shield of
hound), wind wall; 4th confusion*ż, divination, freedom of
darkness (+1 to saves and AC in aura of black mirror),
movement, poisonż, tongues; 5th greater commandż, slay
spells; AL LE; SV Fort +5, Ref +3, Will +10; Str 8, Dex 13,
living*ż, symbol of painż; 6th mislead*, symbol of persua-
Con 10, Int 16, Wis 16, Cha 8.
sionż.
Skills and Feats: Appraise +6, Bluff +1, Concentration
* Domain spell. Domains: Trickery (Bluff, Disguise
+9, Decipher Script +6, Gather Information  1, Intimidate
and Hide are class skills), Death (death touch 1/day).
+4, Knowledge (arcana) +11, Knowledge (spirits) +8,
ż Enchantment or Necromancy spell. The base save DC Knowledge (history) +14, Knowledge (Shadow) +11,
for these spells, where applicable, is 16 + spell level. Knowledge (Northlands) +7, Profession (scribe) +7,
Spellcraft +13, Use Magical Device +2; Diligent, Dodge,
Languages: Erenlander, Colonial, Courtier (literate).
Magical Aptitude, Magecraft.
Possessions: Robes of resistance +2 (flowing grey
Spells Prepared: (6/5+1/4+1/3+1/1+1; save DC 13 +
robes embroidered with black sigils around the edges), dag-
spell level): 0 create water, cure minor wounds, detect
ger of venom, potion of cure serious wounds, ring of protec-
magic, guidance, light (x2); 1st comprehend languages,
tion +2, scroll of call lightning storm, platinum holy sym-
detect secret doors*, doom, entropic shield, sanctuary,
bol.
shield of faith; 2nd augury, darkness, detect thoughts*,
Azmial is a sweet-faced little boy of nine years with the hold person, owl s wisdom; 3rd clairaudience/clairvoy-
voice of an angel and the soul of a devil. Great power rests ance*, dispel magic, glyph of warding, speak with dead;
in this tiny frame and Azmial has become a semi-legend in 4th cure critical wounds, divination*.
the Order of Shadow. Many believe that he is blessed by the
* Domain spell. Domains: Knowledge (all Knowledge
Shadow, a prophet of darkness, perhaps even one of the
skills are class skills), Protection (protective ward 1/day).
dark god s avatars. The raw power and malign intelligence
behind Azmial s façade of childish innocence is undoubted, Spells Known (4 spell energy, 6 0-level spells per day;
and those who do not revere him regard him with fear and save DC 13 + spell level): 0 mage hand, message, pres-
envy. Azmial has gained powerful enemies within the Order tidigitation, read magic; 1st alarm, shield.
of Shadow, but fear that he might actually be an avatar of
Languages: Erenlander (literate), Norther (literate),
Izrador and the fact that he stays aloof of the Order s politi-
Courtier (literate), High Elven (literate), Black Tongue , Old
cal maelstrom has so far kept them at bay.
Dwarven (literate).
2 Shadow Servants
Possessions: Black robes and cowl, padded armor, Skills and Feats: Concentration +2, Gather Information
blight oak spell storing quarterstaff +1, scroll of bull s +3, Intimidate +6, Knowledge (arcane) +2, Knowledge (reli-
strength, scroll of blindness/deafness, scroll of blight, gion) +4, Knowledge (southern Erenland) +2, Search +2,
leather scroll case, wooden holy symbol, pouch with 40 gp. Sense Motive +2, Survival +6; Improved Counterspell,
Improved Initiative, Investigator, Weapon Finesse.
Taken as a babe from his home near Bastion for indoc-
trination into the Order of Shadow, Dunrum Arl has lived Spells Prepared: (5/4+1/3+1/2+1; save DC 13 + spell
with the sneers and abuses of so-called pureblood legates level): 0 create water, cure minor wounds, guidance (x2),
his entire life. The painfully thin, bookish legate twitches resistance; 1st bane, command, endure elements,
and shakes, starting at shadows and the slightest of sounds. longstrider*, shield of faith; 2nd bear s endurance, hold
His stringy, greasy hair sticks to a balding pate, which person (x2), shatter*; 3rd bestow curse, meld into stone,
reflects the light to give his pallid flesh a sickly shine. speak with dead*.
Despite his physical frailty and unimposing personality,
* Domain spell. Domains: Destruction (smite 1/day),
Dunrum has a keen mind. Because of his aptitude for lan-
Seeker (track magically-endowed characters).
guages and ancient scripts, was chosen for the Keepers of
Obsidian. He spent long, miserable years as an Initiate of Languages: Erenlander, Black Tongue.
the Knife, assisting then carrying out the human sacrifices
Possessions: Chain shirt, light mace +1, light crossbow,
required to maintain the temple s black mirror. When he was
poisoned bolts (blue winnis poison, 10), traveling clothes,
finally elevated to the rank of Keeper of the Key and was
hooded cloak, potion of owl s wisdom, potion of cure mod-
able to retreat to the silent, dusty catacombs of languishing
erate wounds, iron holy symbol, leather pouch containing
tomes beneath Chandering s Temple of the Shadow,
35 gp.
Dunrum Arl felt happiness for the first time in his life.
Eviya Whitelock earns her moniker from a white streak
For the last five years Dunrum has legitimately seclud-
running through otherwise sleek black hair cut just below
ed himself in the temple s hidden libraries and here he has
the shoulder. The tall, willowy woman gained this unusual
discovered a terrible desire: the siren song of the arcane.
feature after being touched by a child with the ability to
The moldering scrolls and tomes that are his companions
channel arcane energies. Since this event, the already fastid-
have led him into temptation, and the weak-willed cleric has
ious Eviya has become increasingly neurotic, believing
succumbed. In learning to channel the arcane forces of
arcane magic to be unclean and those who channel it to be a
Aryth, despite the difficulty of such an act in the shadow of
plague on the face of Eredane. It is this more than anything
Chandering s mirror, Dunrum has discovered a purer form
that has driven her to become a Witch Taker. Eviya takes
of magic that seems to ease his troubled soul. The legate
great pleasure in hunting down rogue channelers and the
lives in terror that his masters will discover his guilty secret,
 gifted children she is commanded to take to Theros
or worse, that the dark god will turn his malevolent gaze on
Obsidia rarely complete the journey unscarred.
the wayward priest and recall him to the Dark Tower for tor-
tures beyond imagining. Yet Dunrum s thirst for knowledge Eviya is fiercely independent and deeply paranoid. She
will not be denied and he has recently begun to employ refuses to work with other legates or the mercenaries typi-
minions. He believes that they are discrete, and has commis- cally assigned to low-ranking Witch Takers. Eviya s only
sioned them to hunt down a particular site or artifact that he concessions to companionship are her astirax demon, Lor,
has read about in the crumbling archives in his care. and a goblin slave called Uzub. This vicious creature is a
nasty killer and a skilled tracker (use Goblin Tracker stats,
M2E, pg. 392). Eviya treats Uzub with scorn and contempt,
but the goblin is kept to heel by the threat of an iron collar
Eviya Whitelock
he believes is enchanted to decapitate him if he were to
Female Erenlander legate 5 (Witch Taker); CR 5; harm his mistress or stray from her side.
Medium humanoid (5 ft. 6 in. tall); HD 5d8+10; hp 36; Init
Eviya s unfriendliness has won her no few enemies
+6; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk
amongst her fellow legates, who she often snubs with her
+3; Grp +3; Atk +6 melee (1d6+1, light mace +1) or +5
brusque demeanor. One such is Orshan, a spurned admirer
ranged (1d8/19 20, light crossbow w. poisoned bolts); Full
who now seeks to punish the one-time focus of his ardor.
Atk +6 melee (1d6+1, light mace +1) or +5 ranged
The jilted legate has spread rumors that Eviya is a Cabalist,
(1d8/19 20, light crossbow w. poisoned bolts); SA Rebuke
secretly taking the most gifted children she finds to a hidden
undead, spells; SQ Astirax companion, Erenlander traits,
location and ensuring that the Devout receive nothing but
spells; AL CE; SV Fort +6, Ref +3, Will +7; Str 10, Dex 14,
burnt-out hedge wizards or mundane children with no spark
Con 14, Int 10, Wis 17, Cha 12.
of life or magic.
3
Shadow Servants


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