Imre Levalle,
Wayfinder Trustee
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)