Thay - Realm of the Red Wizards
Lauzoril - Printable Version

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Lauzoril - Balanor - 01-16-2011

Source: Dreams of the Red Wizards (AD&D), circa 1357 DR

Eltabbar
18th level magic-user, Zulkir of the School of Enchantment and Charm, Red Wizard of Thay
NE, Kossuth
Human Male


Lauzoril is not known outside of Thay as a Zulkir, but his position as a leader of the Imperialist party (such as it is) has gotten out to the neighbors of Thay and to their friends. His actions as leader of this party has attracted the attention of the Harpers, which has, in turn, attracted Lauzoril to them.

Lauzoril has no liking for the Harpers and spends much of his time scheming to destroy the members of that organization.

One of his schemes involved the creation of the magic scimitar called Shazzelim and the sending of a guardsman with the scimitar to kill a prominent member of the Harpers (the ranger Dove Falconhand). This plan went awry when the guardsman picked a fight with the wrong woman (the knight Jasilmer) and died. Shazzelim has now been captured by the masters of Zhentil Keep, so it may still be fulfilling its function as best it might in the hands of warriors of that organization, which has its own grudge against the Harpers.

Lauzoril is not pleased by the current spate of invasions of Thay’s neighbors. He feels that all of the attention these efforts will gather can only persuade the Harpers and their allies to “do something” about Thay, and, unlike many of his compatriots, Lauzoril has a healthy respect for what the Harpers can do.

In many cases, characters originating in Thay can get involved in the problems described in the “Adventures In Thay” section because Lauzoril is trying to undermine the various plans for conquest and end the menace before other forces in the world combine to act against Thay and destroy it utterly.

Lest anyone think that Lauzoril is a nice man, however, he is also a source for assassination missions against rulers of other countries of the Realms. His master plan for conquest is to assassinate all the major players on the board of the Realms, then move while their followers are uncertain and demoralized.

Lauzoril is a relatively young man for his level, and is always very charming to anyone he talks to. Even when he seems to be about to order one’s immediate execution, he is charming. People he has ordered slain in their presence have gone to the executioner smiling.


Shazzelurt
Experience Point Value: 800
Gold Piece Sale Value: 4000
The following is a description of the dagger carried by Lauzoril, which is a mate to the sword Shazzelim, now in possession of Zhentil Keep. Lauzoril was so pleased with the sword that he made the dagger for his own use.
Description: A wavy-bladed dagger of rather poor steel but keen edge, with a guard of iron curved into a flame motif. Its grip is of leather, dyed red, and wrapped in gold wire. Shazzelurt is neutral evil, has an intelligence of 16 and an ego of 15, and communicates by speech (alignment tongue, common, Thayan, and gnollish). It is +1 to hit, can detect magic in a 1. radius if the bearer so wills it while touching the hilt, and in like manner can locate object in a 12. radius. It can also detect secret doors in a 1/2. radius at the bearer .s will when it is unsheathed, and read magic. It will heal its bearer once per day, at the bearer’s will, and has a special purpose: to slay bards. Any bard struck by Shazzelurt is disintegrated unless the victim saves vs. spells.


Source: Spellbound (AD&D), circa 1368 DR

Human Male Enchanter 22
Str 8; Dex 15; Con 12; Int 18; Wis 14; Cha 18
Armor Class: 5 (ring of protection +4, -1 Dex)
Move: 12
Hit Points: 35
Number of Attacks: 1
Damage: 1d4 (enchanted dagger, see below)
THAC0: 14 (13 with Shazzelurt)
Alignment: NE
Magical Items: Carpet of flying, ebon lash, Shazzelurt (enchanted dagger), stone horse
Age: late 40s, Ht: 5’9”, Wt: 145 lbs.
Hair: Blond with gray streaks, Eyes: Green
Spells: 8/8/8/8/8/8/7/7/6 (includes bonus spells)
Handsome and distinguished, Lauzoril remains the undisputed Zulkir of Enchantment and Charm, and he leads the Imperialist Red Wizard faction. Though he opposes the poorly planned, disastrous imperial forays of the past, Lauzoril has allowed the Zulkir Aznar Thrul to persuade him to commit troops to a new invasion of Rashemen. Lauzoril has his doubts about the wisdom of this expedition, and especially his direct involvement in it. He has prepared several escape hatches should the invasion fail.
Lauzoril opposes Szass Tam’s attempts to unite the nation. His considerable intelligence and cunning makes him one of Tam’s most powerful enemies, and he has survived no less than five assassination attempts over the past two years.
Lauzoril carries an enchanted dagger named Shazzelurt. It is a wavy-bladed weapon of rather poor steel but a keen edge, with a guard of iron curved into a flame motif. Its grip is red-dyed leather wrapped in gold wire.
Shazzelurt is neutral evil, has an Intelligence of 16 and an Ego of 15, and communicates by speech (Common, Thayan, and Gnoll). It is +1 to attack, can detect magic in a 10-foot radius if the bearer so wills it while touching the hilt, and in like manner can locate object in a 12-foot radius. When it is unsheathed, it can read magic and also detect secret doors in a 5-foot radius at the bearer’s will. Shazzelurt can heal its bearer once a day and has a special purpose: to slay bards. Any bard struck by Shazzelurt is disintegrated unless he successfully saves vs. spell.


Zulkir of Enchantment/Charm. Lauzoril (NE hm Enc22): Lauzoril has led the Imperialist faction for years but favors expansion through treachery and intrigue rather than open conquest. As the head of such an influential faction, he is one of Szass Tam’s most vocal and powerful opponents. He has formed an alliance of convenience with Nevron, whom he likes, and Aznar Thrul, whom he detests, to fight Szass Tam’s ambitions.


Source: Lords of Darkness (AD&D), circa 1372 DR

Lauzoril, the zulkir of Enchantment, is indifferent to the concept of enclaves, because they rarely sell his sort of magic. He has yet to sponsor an enclave and is considering sabotage and rumors to hamper the efficiency of the enclaves just to avoid any one faction from gaining too much power. He is fond of creating intelligent magic weapons loyal to him that sow discord among his enemies. He remains steadfastly opposed to Szass Tam and is looking for some magical means to wrest away control of the lich’s undead armies.


Source: Unknown, 3rd Edition Stats and Information

Lauzoril: Male Mulan Human Enc10/Red10/Acm2; CR 22; Medium-size Humanoid; HD 22d4+21; hp 65; Init +3; Spd 30 ft.; AC 16 (touch 16, flat-footed 14); Base Atk +10; Grp +10; Atk +13 melee (1d4+2/17-20, Shazzelurt) or +12 melee (1d6+1, ebon lash); Full Atk +13/+8 melee (1d4+2/17-20, Shazzelurt) or +12/+7 melee (1d6+1, ebon lash); Face/Reach 5 ft./5 ft.; SQ Specialist defense, spell power, scribe tattoo, great circle leader, Archmage high arcana; AL NE; SV Fort +8, Ref +9, Will +17; Str 8, Dex 15, Con 12, Int 23, Wis 14, Cha 18.
Skills and Feats: Bluff +15, Concentration +26 (+30 when casting defensively), Craft (alchemy) +21, Craft (tattooing) +11, Diplomacy +17, Intimidate +18, Knowledge (arcana) +31, Knowledge (history-Thay) +17, Knowledge (local-Thay) +17, Knowledge (nobility and royalty) +17, Knowledge (the planes) +17, Search +11, Sense Motive +7, Speak Language (common, mulhorandi, infernal, abyssal, draconic, rashemi, thorass, sylvan), Spellcraft +38; Chain Spell, Craft Wondrous Item, Exotic Weapon Proficiency (whip), Forge Ring, Heighten Spell, Quicken Spell, Persuasive, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (enchantment), Spell Focus (illusion), Tattoo Focus, Trustworthy.
Special Qualities: Specialist defense +4 (saving throw bonus vs. enchantment), spell power +5 (bonus to caster level checks to overcome spell resistance; +6 with enchantment spells), scribe tattoo (give Tattoo Focus feat to qualified individuals), great circle leader (great circle with nine apprentices). Arcane fire (480 ft. 2d6 damage plus 1d6 per spell level sacrificed), spell power +1.
Wizard Spells Prepared (5/7/7/6/6/5/6/5/5/4; base DC = 16 + spell level; DC 17 + spell level with illusion spells; DC 18 + spell level with enchantment spells; barred schools - evocation, necromancy, conjuration; caster level 22nd).
Possessions: Shazzelurt, ring of protection +4, carpet of flying, ebon lash, stone horse.
Height: 5’9”, Weight: 145 lbs., Hair: Blond with gray, Eyes: Green.