Any ideas to help flesh out this villian in my campaign?
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Ok, He's a Cleric 3rd / Wizard 1. (Forgotten Realms campaign BTW). He is obsessed with gaining magical power, and has been obsessed with ancient Nethril (Fallen magic empire).
In his research, he came upon some information about an old wizards tower that has since been converted into a lighthouse. Under this tower/lighthouse are some caves and two portals to Nethril ruins. These ruins locations are not currently known, so these portals are the only way to get there.
He moved to this town where the lighthouse is located, started working as a scribe for a local wizard/scribe. Befriended the elderly lighthouse keeper, and slowly poisoned him. Forged a will leaving him the lighthouse, and moved in.
He now makes regular excursions into these ruins looking for arcane lore, and magic items. He has learned that these ruins contain the former stronghold of a powerful wizard from the ancient empire. A wizard known to have created many magic items. Items that functioned outside the confines of a Mythal (A magical generator of sorts that powered items within the covered area, usually within a city.)
The ruins are inhabited by magical beasts of different varieties, on one excursion, he was attacked and had to hold up for a few days, thus neglecting his lighthouse duties, ...which brings the PC's into the picture.
He is paranoid at the very least, and has used some of his found magics to summon several Howlers to act as guards, keeping any nosy people away from his tower (as it is several hours from town on a cliff).
What more can I do to flesh him out. I was thinking of making him a Cleric of Shar (goddess of darkness) and in league with some organization, more a loose partnership though, working toward a mutual goal. Possibly the Zhentarim, or The Shades.
The Pc's found some incriminating evidence in his tower, but were called away to rescue some people, in the meantime, he came back and bluffed his story on the townsfolk. The PC's went back to question him, poked around his tower for a bit, and pissed him off. As they milled about outside after being kicked out, he called two of his Howlers to finish them off. The PC's beat the holwers, and are now likely to kick down his door.
I'm working on my next session over the next two days, so any suggestions?....
SPOILERS>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Ok, He's a Cleric 3rd / Wizard 1. (Forgotten Realms campaign BTW). He is obsessed with gaining magical power, and has been obsessed with ancient Nethril (Fallen magic empire).
In his research, he came upon some information about an old wizards tower that has since been converted into a lighthouse. Under this tower/lighthouse are some caves and two portals to Nethril ruins. These ruins locations are not currently known, so these portals are the only way to get there.
He moved to this town where the lighthouse is located, started working as a scribe for a local wizard/scribe. Befriended the elderly lighthouse keeper, and slowly poisoned him. Forged a will leaving him the lighthouse, and moved in.
He now makes regular excursions into these ruins looking for arcane lore, and magic items. He has learned that these ruins contain the former stronghold of a powerful wizard from the ancient empire. A wizard known to have created many magic items. Items that functioned outside the confines of a Mythal (A magical generator of sorts that powered items within the covered area, usually within a city.)
The ruins are inhabited by magical beasts of different varieties, on one excursion, he was attacked and had to hold up for a few days, thus neglecting his lighthouse duties, ...which brings the PC's into the picture.
He is paranoid at the very least, and has used some of his found magics to summon several Howlers to act as guards, keeping any nosy people away from his tower (as it is several hours from town on a cliff).
What more can I do to flesh him out. I was thinking of making him a Cleric of Shar (goddess of darkness) and in league with some organization, more a loose partnership though, working toward a mutual goal. Possibly the Zhentarim, or The Shades.
The Pc's found some incriminating evidence in his tower, but were called away to rescue some people, in the meantime, he came back and bluffed his story on the townsfolk. The PC's went back to question him, poked around his tower for a bit, and pissed him off. As they milled about outside after being kicked out, he called two of his Howlers to finish them off. The PC's beat the holwers, and are now likely to kick down his door.
I'm working on my next session over the next two days, so any suggestions?....