Monday, June 19, 2017

Alandar the All-Knowing (NPC)

Human Wizard (Diviner) NPC
Sage


History

Alandar was a wandering preserver wizard in the Tyr Region of Athas. He was knowledgeable and wise, determined to make life better for as many as he could in the harsh conditions of his home land. Unfortunately, this made him a target for the Templars of Kalak who hunted him down and imprisoned him.

In the months prior the death of Kalak, it amused the Templars to force Alandar into the arenas. Here, he met the young bladesinger Avouz and the two formed a friendship. During the coup that destroyed Kalak, Alandar and Avouz found themselves on a slave caravan traveling out of the city, a desperate gamble by their arena master to preserve his fortunes in the chaos. That slave caravan, in turn, ran afoul of Haplo and his Zhentarim exiles. The iron-equipped Zhentarim soldiers made short work of the slavers and Haplo gave the slaves a choice, serve him or take their chances with the desert. Sensing great power and knowledge in the necromancer, Alandar chose service.

His gamble paid off. Haplo was indeed immensely powerful, the equal of any sorcerer-king in magic at least. His library was a treasure to Alandar, whose magical knowledge began to expand greatly. Cocky with new found power, Alandar took to calling himself Alandar the All-Knowing. It was not as wild a boast as it might seem at first, since Alandar had knowledge of two worlds and two worlds' magic. Add to that his potent powers of divination, and Alandar soon proved a worthy addition to Haplo's court on Athas.

Like Avouz, Alandar journeyed with Haplo back to Toril and Faerun when the necromancer determined his time of exile to be over. As Haplo began to surround himself with new allies from his homeland, such as Moric and the priests of Shar, Alandar grew increasingly alarmed and began to distance himself from his former mentor. He focused instead on forming a new wizard school in Darkhold, hoping to teach the Athasian way of magic to a generation of wizards in Faerun.

Tragedy struck one day when the school was destroyed while Alandar was away. Moric and Haplo planted false evidence that pinned its destruction on the Bhaalspawn. Alandar was tricked by the evidence and put his powers of divination to work to locate the one he thought had slain his students. This led Haplo to the Bhaalspawn, allowing the necromancer to steal his divine essence and ascend to godhood.

Avouz would provide Alandar with the truth. Although his old friend was still fiercely loyal to Haplo, Avouz let slip that Moric had been seen near the school in the hours before its destruction. That gave Alandar enough cause to see through the ruse. He invited the unsuspecting archmage to his chambers and damned him to an eternity of torment through the Imprisonment spell.

Alandar made to rebuild his school by expanding his home, but a resurgent Zhentarim forced him to relocate from Darkhold. He settled about a day's travel away from Darkhold and resumed construction of his new school.

When the Spellplague hit, Alandar was not as adversely affected as many others due to his Athasian approach to magic. This allowed him time to find a cure to its worst effects, a cure which he shared with his students and with Avouz, nursing them all back to health.

In the century since then, Alandar was remained the headmaster of his magic school. Powerful magics have kept him from aging normally, so this 150+ year old man appears no more than 60. He has retired from adventuring, but remains a powerful ally to those who do take up the adventuring cause in the name of knowledge and charity.

Description
Alandar has dark, nearly black, skin and eyes. He shaves his head but his hair when it grows out is curly and grey. He always wears green robes, an affectation from his younger years. He speaks imperiously, still retaining much of his youthful arrogance. He is not cruel or unkind however; he merely believes he is smarter than everyone else (and he's often not wrong about that.) He is not humorless or stubborn however, and will accept when he is wrong with a laugh, seeing it as a new opportunity to expand his knowledge. People who outsmart him impress him rather than intimidate him.

NPC Character Stats

Alandar
The Green Wizard, The All-Knowing
Medium Humanoid (Human), Lawful Good
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Armor Class 15 (Ring of Protection + Bracers of Defense), 19 (mage armor)
HP: 140 (20d6+20)
Speed: 30 ft
Challenge 17
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STR 13 (+1)
DEX 14 (+2)
CON 12 (+1)
INT 19 (+4)
WIS 18 (+4)
CHA 10 (+0)
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Saves: Int +10, Wis +10
Skills: Arcana +10, History +10, Insight +10, Investigation +10
Senses: passive Perception 14
Languages: Common, Draconic, Infernal, Celestial, Elf, Dwarf, Orc
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Spellcasting Alandar is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18. +10 to hit with spell attacks).
  • Cantrips (at will) - Blade Ward, Fire Bolt, Mage Hand, Poison Spray, Frostbite (PoA)
  • 1st level (4 slots) - Mage Armor, Sleep, Magic Missile, False Life
  • 2nd level (3 slots) - Snilloc’s snowball swarm (PoA), Phantasmal Force, Mel’s Acid Arrow, Hold Person
  • 3rd level (3 slots) - Fireball, Lightning Bolt, Stinking Cloud
  • 4th level (3 slots) - Dimension Door, Fire Shield, Greater Invisibility
  • 5th level (3 slots) - Cloudkill, Cone of Cold, Dominate Person
  • 6th level (2 slots) - Chain Lightning, Globe of Invulnerability
  • 7th level (2 slots) - Delayed Blast Fireball, Teleport
  • 8th level (1 slot) - Abi-Dalzim’s Horrid WIlting (PoA)
  • 9th level (1 slot) - Imprisonment
Actions
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Quarterstaff Melee attack: +7 to hit, reach 5ft, one target, Hit 5 (1d8+1) bludgeoning damage












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