imre

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imre [2020/08/12 15:14] – created maitregobimre [2025/12/11 15:20] (current) – external edit 127.0.0.1
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 +Imre Levalle,
 +Wayfinder Trustee
 +{{imre_levalle.jpg}}
 +Imre is a trustee of the Fondation du Routard, and
 +the foundation’s Curator of Acquisitions. A vocal
 +advocate for exploration and research, he works to
 +obtain items and knowledge for the foundation. He
 +then catalogs and stores items, and he circulates what
 +he learns.
 +Unfortunately, Imre is also a double agent for the
 +infamous Aurum as part of its Gold Concord. He
 +works inside the foundation to exploit it for Aurum
 +gain and to make sure he has influence, preferably
 +ultimate influence, when Lord Boroman ir’Dayne
 +dies. That’s an eventuality Imre is also working hard
 +to ensure, and he has a number of other trustees on
 +his side
 +Customizing Imre
 +Imre has a lot of influence and a lot of keys to rich
 +storage vaults. He could become the target of other
 +unscrupulous individuals or even unscrupulous PCs.
 +Rather than being evil, he could be an unaligned
 +unwitting pawn of L'Aurum or some other organization. Even as presented, he offers a lot of roleplaying
 +opportunities. An evil Imre might try to dupe the PCs
 +into thinking they’ve fingered the wrong guy, and he
 +might even try this bluffing tactic during a battle.
 +The encounter below is just one possibility. Inside
 +the foundation headquarters, any number of creatures or persons might aid Imre. The PCs might have
 +to do some fast-talking while a battle rages. Outside
 +the headquarters, Imre has numerous Humainoïde
 +allies. You can use any that make sense to you, from
 +Nain agents of L'Aurum to hobGobelin mercenaries.
 + Imre embezzles, steals relics and replaces them
 +with copies, and covertly obstructs L'Aurum’s competition. He uses the auspices of his office to arrangel
 +expeditions that benefit L'Aurum and to arrangel
 +foundation memberships for his agents. He also takes
 +bribes to arrangel memberships, but he’s very carful to
 +work through intermediaries in that racke
 +Improving Imre
 +with Treasure
 +Consider giving Imre a +1 throwing hammer and other
 +items, such as a healing potion, if your treasure distribution allows it. Having a magic throwing hammer
 +allows Imre to throw at a distant foe without losing
 +his advantage in melee, since the magic hammer
 +returns to him. Counting the hammer as worth only
 +its residuum value (72 gp) in your treasure allotment is
 +probably the best bet even if the PCs end up keeping
 +it. A little extra money in the PCs’ pockets won’t hurt
 +the game. And if Imre uses his potion, he can have
 +another in storage or a hidden stash of gold for the
 +PCs to find after a fight to make up the difference.
 +Imre in Combat
 +If driven to fight, Imre throws himself at his foes,
 +standing among them and dealing death with his
 +weapons. Although he appears lightly armored, he
 +is an expert at parrying incoming attacks. He is also
 +adept at forcing his enemies into poor tactical positions while maneuvering himself into better ones,
 +to which ends he uses Nain tempest footwork and
 +Nain pursuit.
 +Imre’s Office
 +In Imre’s workplace, where numerous relics await
 +study and cataloging, are creatures that resemble
 +objects until they awaken to protect their master. He
 +also keeps his exotic pet hawk, Tuor, with him here.
 +
 +Level 8 Encounter (XP 1,950)
 +F Imre Levalle
 +F Tuor, frost hawk (level 7 skirmisher; Monster
 +Manual 2, page 142)
 +F 2 iron cobras (level 6 skirmisher; Monster Manual,
 +page 157)
 +F 1 flameskull (level 8 artillery; Monster Manual,
 +page 109)