Barkle the Cruel
A notorious figure in the eastern Pirate Kingdoms, Barkle is a greedy, heartless wizard. He is known to recruit minions who rob the good, honest villagers and travelers on the lonely road between Vistola and the Monastery of the Deep.
Barkle
medium human male, chaotic evil
Wizard (Urchin) Level 7
AC 12
HP 29
Speed 30 ft.
STR 9 (-1)
DEX 14 (+2)
CON 11
INT 18 (+4)
WIS 16 (+3)
CHA 16 (+3)
Saving Throws Intelligence, Wisdom
Skills Arcana, Insight, Sleight of Hand, Stealth, Disguise Kit, Thieve’s Tools
Senses
Languages common, draconic, goblin
Challenge 4 (1,100 XP)
Spellcasting. Bargle is a 7th level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Bargle has the following wizard spells prepared:
Cantrips (at will):
1st level (4 slots): shield, magic missile, charm person, sleep
2st level (3 slots): invisibility, misty step, ray of enfeeblement
3st level (3 slots): fireball, counter spell, fly
4th level (1 slots): wall of fire
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Posted in 5th edition Dungeons & Dragons, Character by Adam A. Thompson with no comments yet.
Mind Flayer Lair
I came up with this dungeon when my players wandered into hex C2-20 in the classic Dungeons & Dragons adventure Descent Into the Depths of the Earth, a great old adventure which encourages DMs to fill inthe blank encounter areas with dungeons of one’s own design.
One of the players was playing a Warlock with the Far Ones pact, and I wanted to introduce a re-occurring Mind Flayer antagonist who would be a contact for the Warlock for their pact. The result was a nasty little dungeon filled with traps and horrors. When the Mind Flayer within contacted the warlock telepathically to offer magical secrets the Player Characters followed them right in.
The evil architects of this stronghold forced their slaves to build it as a spiraling trap, with a raised, hidden central area from which they could use their psychic powers on hapless intruders. As their prey make their way through the outer areas, encountering the mind-controlled slaves who dwell there, the Mind Flayers will lurk, peering through hidden peep-holes to use mind blasts and charm powers on their victims. If discovered, the Mind Flayers will retreat up 20 foot vertical shafts to the central passages and behind further secret doors.
Posted in 1st edition D&D, 5th edition Dungeons & Dragons, Adventure, Fantasy, Location, Lore / Worldbuilding, rules agnostic, Trap and tagged Descent into the Depths of the Earth by Adam A. Thompson with no comments yet.