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Olman Tavish

Type
Plotter - Supporter
Goal
Once the heroes take on the burden of facing and defeating Dretha and open the way to the deeper levels of the Undercitadel, Tavish’s soul is unbound from the Undercitadel.
If you wish, though, you can put a darker spin on things—rather than achieving freedom, Olman was snared by the Lower Temple of Empty Death.
In this case, the heroes should learn about Tavish’s fate through a vision or nightmare, or perhaps even see his tormented ghost pulled downward against his will. Tavish’s ghost remains trapped until the heroes finally defeat Dretha.
Competence
3 - Trained
Likeability
4 - Likeable
Proactivity
3 - Some effort
Olman Tavish recalls little of his life. His time as a child growing up in Irhurma and his adventures with the other members of the Founders have dwindled to distant but pleasant memories. His fear of the devastation Dretha plans to unleash upon Irhurma is what keeps him shackled to this world as a ghost.
When the Founders fought Dretha in Fen Watchtower, she unleashed a powerful magical explosion that collapsed the room where the fight took place. Dretha and three heroes avoided the collapse and fought on— to Dretha’s ultimate defeat—but the rogue Olman was caught beneath the collapse. His companions assumed he was pulverized, but Olman had fallen into a level beneath Watchtower that none of the Founders knew existed. Tavish desperately wanted to escape to the surface and share his discovery, but Dretha’s minions forced him to flee ever deeper into the vaults, until finally he was cornered in a dead-end cave by an immense otyugh that left him trapped and suffering from filth fever. Olman died in that deep cave, but his ghost lingers on.

Mental characteristics

Personal history

Olman’s role is to present the tasks necessary to reach the lower levels of the Undercitadel of Szitrag. Once the heroes encounter Olman's ghost and drive off the wisps that torment him, he relates his tale of woe. He has difficulty remembering much of his life but becomes very emotional if he learns that the founders survived and named their town after him.
While Otari’s information about the dungeon is centuries out of date, his supernatural link to the Inverted Tower affords him glimpses into the inner workings of the dungeon and its key players.
  • Dretha harbored a grudge against Irhurma and intended to use her sinister spotlight, Gauntlight, as a weapon against the city. The Founders never discovered its actual use, other than that it had something to do with the ability to transport creatures across significant distances and could animate the dead with its light. None of the other Founders knew about Szitrag beneath Watchtower. Tavish learned about them only in his last few days alive.
  • Some properties of the Undercitadel increase the manifestation of ghosts, spectral undead, and haunts within their domain. Tavish initially believed this was a side effect from Gauntlight but has now come to suspect a link to a much more ancient and ominous source deep below this level. He knows nothing of Empty Death , but if the heroes tell him of the Outer God, he suspects her influence is the source.
  • Dretha herself is now a ghost, although she cannot move far from the site to which she is anchored. Otari can sense her somewhere deep underground and is also aware that the range of her movements is slowly expanding.
  • Tavish suspects Dretha intends to fully reactivate Gauntlight and use it to begin her long-delayed attack on Irhurma. She must be put to rest before she can finish this task. Tavish isn’t sure how to stop her, but believes that clues await discovery in the deeper levels of the Inverted Tower.
  • Finally, Otari feels the barrier in the Ghostwalk blocking progress deeper into the Undercitadel. He understands that it is powered by the souls of Dretha’s defeated enemies. Fortunately, he also understands how to take the barrier down. The Founders were the adventurers who finally killed her, and their psychic resonance can drop the barrier. The heroes must find and place four icons the Founders once held dear onto the altar in Upper Temple to do this. Tavish’s thieves’ tools are here with his bones and serve as his icon. The other icons are the brooch belonging to the cleric Phenaes Ludwig (which bears the religious symbol of her god, The Stag Lord), the spellbook belonging to the wizard Diaz Marva, and the trusty longsword of the fighter Vol Feldspar.
Children

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Olman Tavish - Criminal 9
UNIQUEBLUE, BLACK, GREENMEDIUMGHOSTINCORPOREALSPIRITUNDEAD

Olman Tavish recalls little of his life. His time as a child growing up in Irhurma and his adventures with the other members of the Founders have dwindled to distant but pleasant memories. His fear of the devastation Dretha plans to unleash upon Irhurma is what keeps him shackled to this world as a ghost.
Site Bound (Olman's Doom)
Perception +18 darkvision
Languages Common, Elven, Gnomish
Skills Athletics +15 , Deception +15 , Diplomacy +14 , Intimidation +13 , Spirit Lore +16 , Stealth +17 , Survival +16

STR -5 , DEX +6 , CON +0 , INT +4 , WIS +3 , CHA +4

Items
AC 25
Saving Throws Fort +16, Ref +20, Will +17 , negative healing, rejuvenation; Securing the four icons of the Founders and placing them on the altar in the upper temple of Empty Death allows Otari to move on to the afterlife.
HP120 - Immunities death effects, disease, paralyzed, poison, precision, unconscious; - Resistances all damage 10 (except force, ghost touch, or positive; double resistance vs. nonmagical)
Speed fly 25 feet
Melee Ghostly Hand +19 +15 / +11 (agile, finesse, magical), Damage negative ;
Ranged
Special Abilities Filth Fever (disease) The sickened and unconscious conditions from filth fever don’t improve on their own until the disease is cured. Saving Throw DC 25 Fortitude; Stage 1 carrier with no ill effect (1d4 hours Stage 2 sickened 1 (1 day Stage 3 sickened 1 and slowed 1 as long as the affected creature remains sickened (1 day Stage 4 unconscious (1 day Stage 5 dead
Infested Shadow (conjuration, divine, teleportation) Tavish fades away, momentarily emerges from the shadow of another creature within 30 feet, and makes a ghostly hand Strike against a single target within reach of this creature (but not against the creature whose shadow he infests). On a successful Strike, the target is also flat-footed until the start of Tavish’s next turn. Tavish then reappears at his starting point. The creature whose shadow Tavish infests is exposed to filth fever.
Sneak Attack Olman deals 2d6 extra precision damage to flat-footed creatures.

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