Juneau Delgado

Wizard

The Seven Section NPC

Occupation & History:

Juneau is an adventuring mage, though these days he adventures less than in his youth, preferring to spend his time in his sprawling manse on the outskirts of the village of Mallowfern. At an early age his family was exiled from Glantri when they could not pay their taxes and they eventually settled in the Five Shires.

Physical Description:

He is tall and sturdy with a neatly trimmed grey beard and collar length grey hair. He dresses in shades of grey and pale ochre and carries a staff with a glowing blue stone atop it. His dark brown eyes are hidden beneath the brim of a shabby pointed hat.

Attributes & Skills:

Juneau, like most wizards is very intelligent, but he is also surprisingly dextrous and hearty; especially given his age. He has a deep knowledge of matters arcane, political intrigue in Glantri and the Five Shires interests him greatly. He is skilled in scrying and studies the Planes and Portals with interest. His most surprising attribute however is his skill in the use of the whip. Many a foe has been thrown off guard when Juneau has tripped them with his whip.

Values & Motivations:

Juneau still feels a close attachment to his tutor at the Glantrian school of magic who took him on despite his family history and haven been through a war he does what he can to prevent another.

Interactions with Others:

He can come across as grumpy and unfriendly as well as being a bit of a daydreamer. However when things have been going well he can surprise people with his forgiving and extroverted nature. He is known around the town for his thrifty nature, always haggling for the best price and sending his servants for bruised fruit and vegetables as the market is about to close to save a few coppers. This may be a legacy of his past; he wants to make sure he always has enough money to pay his bills and taxes.

Useful Knowledge:

His ability at scrying means that many people come to him to find lost relatives. The sheriff sometimes visits to ask if he can see what the humanoids are planning. His knowledge of history and all things arcana mean that lower ranked mages and sorcerers often visit asking for advice. There is a good chance however that they will be sent away with a flea in their ear.

Distinguishing Feature:

He will stop to pick up a coin in the street even if it is a bent copper. In his manse he has a servant stationed in each of the many rooms as he has a phobia of empty rooms and will not enter one in case the door closes and he is unable to get out. He is also serious allergic to any potions created from spells in the enchantment school.

Followers & Cohorts:

None

Adventure Hooks:

For Low Level PCs (Levels 1-6)

A nymph from the western Achelos Woods has tricked a clan of redcaps into believing that some of their ancient treasure has been stolen and hidden in the Juneau's manse. The mage hires the PCs to rid his house and grounds of the chaotic and irritating creatures as he is busy creating a new magic item for the sheriff.

For Medium Level PCs (Levels 7-14)

The sheriff's daughter has run away to sea and has fallen in love with the captain of The Seahorse, Ghiham Beerkeeper. The sheriff wants her back and commissions the PCs to find her. Juneau still has contacts in the pirate fleets and helps the PCs get a position on a rival ship.

For High Level PCs (Levels 15-20)

Juneau wants the PCs to deliver the letter that twenty years ago one of his adventuring colleagues gave him. He doesn't tell the PCs that the cleric died because of his phobia of empty rooms; Juneau ran from the room and closed the door not knowing that the cleric was trapped inside and died of starvation. The cleric's Immortal, Tarastia, has never forgiven Juneau and senses that the not has been taken out of the manse. Only she knows that it contains important coded information for the church of Tarastia and it must be delivered to the high priest not to the cleric's family. She recruits a group of vrocks to track down the PCs and retrieve the letter.

Vital Statistics

Juneau Delgado, Male Human Wiz13: CR 13; Medium Humanoid ; HD 13d4+13(Wizard) ; hp 47; Init +2; Spd 30; AC:12 (Flatfooted:10 Touch:12); Atk +5/0 base melee, +8/3 base ranged; +10/5 (1d2, +1 Whip); +5/0 (1d4-1, Dagger); +5/0 (1d6-1, Quarterstaff); +1 (1d3-1, Unarmed); +1/-3/-4 (1d6-1/1d6-1, Quarterstaff); AL N; SV Fort +7, Ref +6, Will +10; STR 8, DEX 14, CON 12, INT 18, WIS 15, CHA 8.
Skills: Alchemy +10, Concentration +13, Knowledge (Arcana) +15, Knowledge (Boating) +5, Knowledge (Dreams) +5, Knowledge (Five Shires Society) +15, Knowledge (Glantrian Society) +15, Knowledge (History) +5, Knowledge (Law) +5, Knowledge (Local) +5, Knowledge (Politics) +5, Knowledge (Portals & Gates) +10, Knowledge (Sea Lore) +5, Knowledge (Streetwise) +10, Knowledge (The Planes) +10, Knowledge (Underworld Contacts) +5, Profession (Astrologer) +4, Profession (Farmer) +4, Profession (Sailor) +4, Psicraft +5, Scry +10, Spellcraft +15.
Feats: Brew Potion, Combat Casting, Craft Wand, Dirty Fighting, Exotic Weapon Proficiency: Whip, Scribe Scroll, Spell Penetration, Weapon Finesse: Whip, Weapon Focus: Whip.
Spells Known (Wiz 4/9/5/5/5/3/2/1): 0 -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage, Resistance; 1st -- Charm Person, Grease, Mage Armor, Magic Missile, Mount, Obscuring Mist, Summon Monster I, Unseen Servant; 2nd -- Choke, Melf`s Acid Arrow, Summon Monster II, Web; 3rd -- Fireball, Flame Arrow, Lightning Bolt, Summon Monster III; 4th -- Solid Fog, Stoneskin, Summon Monster IV, Wall of Fire; 5th -- Cloudkill, Cone of Cold, Energy Buffer, Summon Monster V; 6th -- Geas/Quest, Legend Lore, Summon Monster VI, True Seeing; 7th -- Delayed Blast Fireball, Power Word, Stun, Spell Turning, Summon Monster VII.
Spells Prepared (Wiz 4/9/5/5/5/3/2/1): 0 - Arcane Mark, Detect Magic, Detect Poison, Light, Ray of Frost (s); 1st - Charm Person, Grease, Mage Armor, Magic Missile x3, Mount, Obscuring Mist, Summon Monster I (s), Unseen Servant; 2nd - Choke x2, Melf`s Acid Arrow x2, Summon Monster II (s), Web; 3rd - Fireball, Flame Arrow x2, Lightning Bolt x2, Summon Monster III (s); 4th - Solid Fog, Stoneskin x2, Summon Monster IV (s), Summon Monster IV, Wall of Fire; 5th - Cloudkill, Cone of Cold, Energy Buffer, Summon Monster V (s); 6th -- Legend Lore, Summon Monster VI (s), True Seeing; 7th - Spell Turning, Summon Monster VII (s).
Possessions: Weapons: +1 Whip: Bane: Magical Beast (18,301 gp); Quarterstaff (0 gp); Dagger (2 gp).
Goods: Coin: gp (47) (47 gp); Spellbook, wizard`s (15 gp); Spell component pouch (5 gp); Traveler`s outfit (1 gp); Courtier`s outfit (30 gp); Backpack (2 gp).
Magic: Ring: Wizardry (I) (20,000 gp); Potion: Blur (3) (300 gp); Wondrous: Cloak of displacement, minor (20% miss chance) (25,000 gp); Wondrous: Crystal ball (42,000 gp); Wondrous: Brooch of Falling (1,350 gp); Wand: Slow (5) (Charges: 18) (4,050 gp); Scroll: Polymorph Self (7), Lesser Geas (7), Fear (7), Mass Resist Elements (7), Lightning Bolt (5) (3,175 gp).

Scabbers, Animal, Rat : CR 1/8; Tiny Animal ; HD 13d8 ( Animal) ; hp 23; Init + 2; Spd 15, Climb 15; AC 21; Atk + 5 base melee, + 10 base ranged; +10 ( 1d3-3, Bite ); SQ: Scent (Ex); AL N; SV Fort + 4, Ref + 6, Will + 9; STR 5, DEX 15, CON 10, INT 12, WIS 12, CHA 2.
Skills: Balance +10, Climb +12, Concentration +13, Hide +17, Move Silently +9, Scry +10.
Feats: Weapon Finesse: Bite.

Full Character Sheet