1. Characters

Fulkwith the Would-Be Tyrant

Dead

Fulkwith the Would-Be Tyrant

Human Male Magic-User 6th Level
Chaotic Alignment

  • Armor Class: 5 (base 10, -2 from cloak of protection +2, +1 from shield if active)

  • Movement: 120’ (40’)

  • Hit Dice: 6

  • Hit Points: 16

  • THAC0: 18

  • # of Attacks: 1 (dagger) or by spell

  • Damage: 1d4 (dagger) or spell

  • Saving Throws: As 6th-level Magic-User

  • Morale: 10 (but will flee if badly hurt or outmatched)


Appearance & Mannerisms:

Fulkwith is a wiry man in his late 30s, with narrow, ferret-like features, thinning blond hair, and a wispy, greasy mustache. His yellow-flecked eyes dart constantly, and he smiles too often—and always at the wrong moment. He speaks in overly formal tones, sprinkling grandiose titles upon himself, such as “Lord of the Inner Hexagon” or “The Supreme Lensmaster.”

His arrogance vanishes the moment things go poorly. He’s clever enough to retreat and sacrifice his underlings to cover his escape.


Spells Memorized:

  • 1st Level (2): Charm Person, Shield

  • 2nd Level (2): Invisibility, Mirror Image

  • 3rd Level (2): Hold Person, Fireball


Magic Items:

  • Cloak of Protection +2 – Grants +2 to AC and saving throws.

  • Wand of Magic Missiles – 11 charges remaining. Fires 1 missile/charge, deals 1d4+1 damage each.

  • Scroll (Dispel Magic, Haste) – Stored in a bone case strapped under his cloak.

  • Spellbook – Carried at all times in a charred leather satchel, along with 70 gp in mixed coin.


Tactics:

  • Initial Defense: Upon alert or combat, Fulkth casts shield and mirror image immediately to protect himself.

  • Opening Gambit: If expecting combat, he often uses invisibility to reposition, then ambushes with fireball if he can hit clustered enemies without harming his bugbears.

  • Control Tactics: Will use hold person on heavily armored threats, charm person on likely allies or weaker-willed party members.

  • Retreat Strategy: Fulkth uses haste (from his scroll) on himself and a few bugbears to flee. He may also invisibility again if time permits.


Personality Traits:

  • Cowardly but cunning—thinks three steps ahead and has escape routes mapped out.

  • Sees himself as a rising force of destiny, yet secretly loathes his dependence on brutish bugbear bodyguards.

  • Collects odd trinkets and titles from long-dead orders and believes they grant him legitimacy.


Fulkwith’s Spellbook

Fulkwith’s Spellbook

Cantrips and Notes

Fulkwith’s spellbook begins with fragments of half-finished formulae, nonsense titles (“The Prism of Dominance”), and obsessive sigils connecting the geometry of power to his imaginary “Inner Hexagon.” The margins are full of small doodles of crowns and wizards bowing before him.


1st Level Spells (6 total)

  1. Charm Person – His preferred spell for manipulating both guards and guests. Notated with multiple margin comments on “perfecting tone of voice.”

  2. Shield – The first spell on every morning’s preparation list.

  3. Magic Missile – Copied from his wand’s engraving; he still practices the hand gesture obsessively.

  4. Sleep – Used to quell rebellion among lesser minions.

  5. Read Magic – Scribbled sloppily, almost as an afterthought.

  6. Detect Magic – Usually cast to appraise stolen trinkets and relics he believes are “symbols of rule.”


2nd Level Spells (5 total)

  1. Invisibility – His favorite escape mechanism, noted with “Always leave one slot for this!”

  2. Mirror Image – Annotated “Essential before discourse with heroes.”

  3. Web – Written on a page stained with bugbear blood; his backup battlefield control spell.

  4. Detect Invisibility – To counter assassins he’s certain are “always about.”

  5. Knock – Not for dungeon doors, but for breaking into “ancestral vaults of lost kings” (usually peasant basements).


3rd Level Spells (4 total)

  1. Fireball – The spell he uses to feel powerful. Copied from a badly damaged grimoire; his notation reads: “Aim for the brave, spare the useful.”

  2. Hold Person – Typically used to paralyze knights or clerics before ordering his bugbears to “kneel them.”

  3. Dispel Magic – Copied onto his scroll but preserved here for research.

  4. Haste – His “Royal Command of Motion,” saved for grand retreats or theatrical charges.


Special Addenda

  • Fragment of “Darkness 15’ Radius” – Incomplete; he burned the lower corner of the page while testing the incantation.

  • Personal Notes:

    • “Study enchantments—less fire, more persuasion.”

    • “When I am Duke, decree all crowns must bear the Inner Hexagon.”

    • “Mirror Image is my face perfected.”


Book Details

  • Appearance: Charred leather satchel, clasped with a brass lock shaped like an eye. The pages are stiff and blackened along the edges.

  • Condition: Fraying, heat-damaged, but lovingly maintained. Each spell begins with a miniature sigil of a six-sided star.

  • Arcane Signature: Fulkwith’s handwriting warps subtly the longer one reads it. Save vs. Spells or develop a migraine after 10 minutes of study.

Saves

Modifiers:

  • His Cloak of Protection +2 grants +2 to all saving throws, so his final saves are:

Save TypeAdjusted Target
Death / Poison11
Wands9
Paralysis / Turn to Stone11
Breath Attacks13
Spells / Rods / Staves10

Background

Fulkth of the Azure Veil

Before his descent into Stonehell, Fulkth served beneath the shining banners of the Azure Veil, that secretive fellowship within Ashkarin’s Tower Arcana. There, amid white marble halls and humming wards of blue light, he studied the forbidden arts preserved from the Dominion Era. He learned to bend lesser wills, to weave laughter into madness, and to sculpt flame into precision weapons. For a time, he wore the Veil’s azure sigil proudly and called himself a guardian of dangerous truths.


But Fulkth’s heart was never devoted to stewardship. He believed the Azure Veil hoarded power it should wield. When he spoke of using Dominion magic to create new life, his tutors called him reckless. When he suggested that mortal flesh could be improved through arcanitech, the Conclave whispered of excommunication. Finally, after a failed experiment in the Ossuary Vaults nearly breached a containment ward, Samira al-Thani herself stripped him of his sigil and sent him away “to study humility.”


He did not return to the Tower.


Fulkth vanished into the hinterlands, gathering outlaws and mercenaries as servants. In time, he learned of the Plated Mage, a legend whispered even within the Tower—an arcanist who had succeeded where others had failed, forging a path toward immortality through magical machinery. To Fulkth, this was revelation. The Mage’s abandoned workshop in Stonehell was not a ruin to be sealed away but a sanctum awaiting its rightful heir.


So he journeyed down into the dark, bearing the last relics of his Azure training: a wand of force, a cloak of protection, and three Dominion spells branded into his soul by the Tower’s rites—Wall of Fog, Uncontrollable Hideous Laughter, and Minute Meteors. These brands still glow faintly beneath his skin when he casts, proof of his once-sanctioned mastery.


Now he styles himself Fulkth the All-Powerful, master of what he calls the “Second Veil.” Around him prowl bugbear mercenaries and charmed gargoyles, drawn by his charisma and fed by his illusions of grandeur. In his mind, he remains the Tower’s true successor, the one willing to do what Samira would not: to claim the forbidden power of the Dominion for himself.


Those who meet him in the depths glimpse both tragedy and hubris. He still speaks of the Tower as if it were his lost home, yet every word drips with resentment. “The Azure Veil bound itself with fear,” he says. “I will cut the bindings and wear the power bare.”

Whether he becomes a rival archmage, a deluded pretender, or a warning written in his own ashes depends on who meets him next—and whether they choose to end his dream or inherit it.