Thay - Realm of the Red Wizards
Alzegund the Trader - Printable Version

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Alzegund the Trader - Balanor - 07-15-2009

Source: Villains Lorebook (AD&D), circa 1362 DR
Note from The Thayan: Since this sourcebook is 2nd edition (AD&D), stats are not in 3rd edition format


Human male 11th-level invoker
Armor Class: 4
Move: 12
Hit Points: 42
THAC0: 17
No. of Attacks: 1
Alignment: Lawful evil
Str 12, Dex 15, Con 17, Int 16, Wis 15, Cha 13

Spells (6/6/6/5/5 including bonus spells): 1st- affect normal fires (×2), burning hands (×2), detect magic; reduce; 2nd- ESP, flaming sphere (×2), invisibility, protection from poison*, pyrotechnics; 3rd-fireball (×2), flame arrow, Melf.s minute meteors, proof from teleportation*, resist energy drain*; 4th- fire charm, fire trap, negate magical weapon*, stoneskin, wall of fire; 5th-conjure (fire) elemental, dismissal, feeblemind, pass wall, stoneshape.
Weapons of Proficiency: Dagger, dart, staff.
Nonweapon Proficiencies: Animal handling (horse), direction sense, fire-building, herbalism, languages, modern (Thayan), reading/writing (common, Thayan), riding: land-based (horse), spellcraft, weather sense; 1 open.
Equipment: Spellbook, spell components, silvered dagger, magical items, miscellaneous valuable caravan cargo or slaves.
Magical Items: Bag of tricks, bracers of defense AC 6, a cloak of protection +1, and a wand of lightning (64).
Combat/Tactics: Alzegund relies on his henchmen (see below) and his fire spells to insure the safety of his caravan shipments. He's an experienced caravan-man and traveler, knows the regions surrounding Thay very well, and is always on the lookout for a magical attack or an ambush. If forced, he defends himself with his silvered dagger.
Allies/Companions: Alzegund is always accompanied by at least six human males: a 6th-level fighter "sergeant," three 4th-level fighters, and two 2nd-level fighters. The first four have traveled with Alzegund for years, the last two are on their first trip with the far-ranging wizard. (This means, of course, that two vacancies were opened in Alzegund's escort recently. DMs are left to decide the circumstances behind those openings.) If Alzegund is escorting a particularly large or valuable caravan, he expands the size of his escort accordingly.
Foes/Enemies: Any foes of the Red Wizards across the Heartlands of the Realms.
Appearance: Alzegund is an old, battle-scarred invoker who openly wears his native country's distinctive wizardly garb. His hands are gnarled, but he's bright and his back strong. Alzegund is most commonly found in a roadside inn somewhere in the Heartlands, buying drinks for the locals and trying to chat them up in order to gain any information his superiors back in Thay might deem important. His escort usually sits dourly through these episodes, keeping any rowdies from disturbing their master.
Personality: Like most Red Wizards, Alzegund's primary interest is himself. He makes himself out to be a friendly merchant, noting he cares for his masters only as far as they help to line his pockets. This bluff is only half false. Alzegund realizes he'll never progress very far back home, due to his age and his years on the road. Therefore, he's begun thinking about retirement-somewhere far from Thay where he can set up his own power base.
Locales Frequented: From Thay to Cormyr, Sembia, Teflamm, Hillsfar, Procampur, Turmish, the Pirate Isles, and Westgate, among other destinations.
History: Alzegund was born into the noble Agneh clan of Thay, and he had risen to 2nd level when an intrafamily squabble erupted into violence. Alzegund was studying under an uncle, and thus was spared when his parents and most of his siblings were murdered by another branch of the family tree. By keeping his nose in tomes, he avoided the feud.
Some five years later, he'd grown much in power and decided that he'd bided his time long enough. He unleashed a ferocious beast into the bedchambers of the man who had Alzegund's family killed.
The very next day, Alzegund left Thay, able to avoid any attempts of vengeance by means of his new duties as roving caravan guard and spy for the Red Wizard hierarchy.
Since then, Alzegund has bettered his own lot and that of his superiors often enough to stay in their good graces. Alzegund follows the orders of the Zulkir of Invocation, Aznar Thrul, but he feels that Thrul's imperial ambitions for Thay will be bad for business-both Alzegund's and Thay's. Recently, he's been reportedly killed by a rival.
Motivations/Goals: His travels allow him to spy for his Red Wizard superiors and he seeks to learn as much as he can so that he remains valuable back home. Alzegund isn't above improving his own position at the expense of his masters back in Thay. In short, he intends to do as well for himself as he can for as long as he can. When he's worn out his welcome back in Thay, he'll move on and settle down - very likely to hatch schemes of his own.
Campaign Uses: If the Red Wizards are major players in your campaign, the PCs are bound to meet Alzegund at some point. He and his escort will be guarding a caravan the Red Wizards consider important. These caravans have often included slave trains in the past. Having a high-level wizard and several experienced warriors to back him up tends to discourage most families and loved ones from attempting rash rescues. When a group does try to mount a strike against a slave train guarded by Alzegund, the train usually ends with more slaves than it started with.
Sources: FORGOTTEN REALMS Adventures hardcover, Spellbound boxed set.