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Return to Turrim's Tower

As you exit the portal you appear on the tower's balcony, just below the parapet. After the portal closes, if the floor is wiped away you can barely make out the form of the circle and it's runes. Devic immediately takes off through the tower, down to the main entrance. He observes the warding on the main door, making mention that it is the same magics as the warding at Pinna's house. He adjusts the warding to allow the party to enter. He then suggests retiring to Turrim's room to speak in comfort.   Devic plops down on Turrim's bed, taking a much needed rest. He has much information that can be communicated to the party:
  • Devic has his own tower near Suu Keep. He acts as an advisor to the Baroness while he is there, but his search for Kalarel has kept him away for some time. His tower has its own defenses, he does not need to ward it.
  • Will look up SparHawk's symbol finding reference to The Right Hand of Torm. Torm was a god of the ancient kingdom, very little record of him would have survived into this age. The acolytes of the Lunar Trinity would have seen to that long ago. Most modern Clerics will know nothing of him and if they do will likely steer you in wrong directions.
  • Reports of disappearances all over the realm. Lots of young people (under 20) have mysteriously gone missing along with several magic users (Mainly Wizards). Pinna was both, a young wizard.
  • Kalarel is up to something, but Devic doesn't know his end game. If he is told about Orcus he will share what he knows. Orcus is a source of ancient evil, Lord of the Undead and resides in the great Abyss. There is no way Kalarel will be able to summon Orcus, but that doesn't mean Orcus will not bless Kalarel will increased power or some other boon. By the party description Devic can work out that Lareth was after the Lens of Malferfoth, an ancient artifact that could help Kalarel focus his energy.
  • Orlane, Devic knows nothing of any issues in Orlance. He generally avoids Kaan when at all possible. He suggests disguises for non-humans if they plan on venturing there. He says there is a power artifact in Orlane that Kalarel could also be after, The Orb of St. Merrika. It is believed to be the source of fertility for the area around Orlane that has always had bountiful harvests even though the ground doesn't seem to be suitable to farming. It's possible Kalarel could inverse this power to draw life from the world.
  • His counter part in Kurt is the wizard Genti(male), while Kaan is advised by a sorcerer known as Reus(female).
  • Devic knew of the issues in Greensedge, but had a vague premonition that it would be taken care of by a group of four adventurers and one visitor. If Queller is mentioned, Devic will ask for details. When he concentrates on Greensedge he can sense the presence of the red gold and a death. Kalarel could be on his way there now. Devic rushes to find a scroll in Turrim's room. He eventually finds one that suits his need, says his farewell, then teleports out of the tower.
Once Devic leaves the tower the party is free to continue their journey.    

Devic

Medium Human Wizard , Chaotic Good

Armor Class 14 (Leather, Cloak of Protection)
Hit Points 36 6d6+12
Speed 30ft

STR
10 0
DEX
14 +2
CON
14 +2
INT
20 +5
WIS
16 +3
CHA
14 +2

Saving Throws INT +9, WIS +7, CON +6, STR +1, CHA +3, DEX +3
Skills Arcana +8, History +8, Perception +6, Insight +6
Senses PP 16
Languages Common, Draconic, Sylvan, Elvish, Dwarvish
Challenge 6


Description

A distinguished looking gentleman (looks like Sting) carrying a wooden staff with a white crystal embedded in the end. He wears grey robes that are cropped closer that usual, allowing for quicker movement, over basic leather armor. He is a traveling wizard hunting Kalarel the Vile, but does have a tower near the the capital of Suu.


INT, DC16, +8

At will: Fire Bolt, Prestidigitation, Shocking Grasp, Light

1/day: Teleportation Circle (Teleportation Ring)

2/day: Per Level:
  1. Identify, Chromatic Orb, Mage Armor, Detect Magic, Longstrider
  2. Detect Thoughts, Locate Object, Mind Spike, Darkvision, Gentle Repose
  3. Fireball, Clairvoyance, Tongues, Thunder Step, Leomund's Tiny Hut


Ritual Casting: Can cast Wizard spells as a ritual if that spell has the ritual tag and Devic has the spell in his spellbook. He doesn't need to have the spell prepared.   Arcane Recovery: Once per day, Devic can recover 3 levels of spell slots after a short rest.   Portent: After a long rest, Devic rolls two d20s and records the numbers rolled. He can replace any attack roll, saving throw, or ability check made by him or a creature he can see with one of these foretelling rolls. He must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When he finishes a long rest, he loses any unused foretelling rolls.   Staff of Revealing: Once per day, Devic can use the staff to cast Dispel Magic, Detect Magic, Locate Object, or Locate Creature.


Actions

Staff of Revealing: Melee Weapon Attack: +4 to hit, 5ft reach, one target. Hit: 1d8+1 bludgeoning damage, magical.


 

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