Varmai Zendeihei The Cursed One Version III: The Evil Mage

The challenge here is for the PCs to find out what has been happening. They know that Varmai is good, brave, and loyal-or was originally. She changes only gradually, and the PCs shouJd hopefully care enough about her to try to find out what has happened to change her so. Removing the arm bracers could be dangerous-perhaps Varmai could be thrown into a coma from which she would not recover for some weeks, and perhaps only a combination of remove curse and dispel magic spells cast by a priest of 12th or higher level could remove them any way. Then again, these evil items need destroying, and a good-aligned PC group can certainJy find an adventure in that task. If the PCs are not up to trying to help Varmai, she will only grow more threatening and powerful as a nemesis, and the PCs will certainJy not be able to avoid her spiteful and hateful plans to do away with them.

AC 0(plate mail + 1 and protection + 2 effect from bracers MV 12; F7/M12; hp 73: THAC0 13; #AT 3/2; Dmg 2d4 +2 or 2d4 +5 (bastard sword + 1, +4 vs. reptiles Str 17, Dex 12, Con 17, Int 17, Wis 11, Cha 13; SA controls undead as 7th level priest; AL NE.

Spells: 4 1st, 4 2nd, 4 3rd, 4 4th, 4 5th, and 1 6th .

Spells typically memorized: charm person, magic missile ( x 2),

protection from good, invisibility, ray of enfeeblement, slinking cloud, web, fireball, fly, hold person, lightning bolt, protection from normal missiles, confusion, fear, ice storm, cone of cold

( x 2), feeble mind, hold monster, death spell.

Magical items: plate mail + 1; bastard sword + 1. + 4 vs. reptiles: amulet of proof against detection and location, ring of free action, ring of regeneration, gloves of missile snaring, wand of fear, wand of paralyzation, and the special bracers.


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