Appendix Two: Characters and Monsters
Major Nonplayer Characters
He that wrestles with us strengthens
our nerves and sharpens our skill.
- Edmund Burke,
Reflections on the Revolution in France
The heroes encounter three characters
with complex backgrounds, abilities,
motivations, and goals. Full descriptions
of Chardath, Maleffluent, and Marble
appear here.
Demilord of Aggarath

Chardath Spulzeer
8th-Level Human Fighter,
Chaotic Evil
| Armor Class |
|
7 |
|
Str |
|
14 |
|
| Movement |
|
12 |
|
Dex |
|
18 |
| Level/Hit Dice |
|
8 |
|
Con |
|
12 |
|
Hit Points |
|
48 |
|
Int |
|
16 |
| THAC0 |
|
11 |
|
Wis |
|
6 |
| No. of Attacks |
|
3/2 |
|
Cha |
|
8 |
| Damage/Attack |
|
1d8+2 |
Chardath bears the vague likeness of a weasel. His
pointed nose, small mouth, and narrow, upturned
chin all combine to create this feral impression.
And his small, deep-set eyes, tangled, bushy
brows, and scraggly goatee further enhance the
bestial image.
Chardath has long, sandy hair, which cascades
over his jutting ears. past his collar, to the center
of his back. His nails are long, chipped, and
scarred from neglect and abuse. He sunken eyes
permanently squint when he looks out on the
world, for years of living in the dark places of the
spirit wilt do that to a man.
Background: The Spulzeer clan are infamous
natives of the world men call the Forgotten
Realms. Few in that fabled land do not know their
name or recall unfortunate incidents which left that
family cursed and shunned.
Six hundred years ago, the Spellseer family
(as it was called then) stood as one of the richest
and most powerful clans in all of Amn's
southeastern frontier. At the height of the
family's power and fame, however, a dark
shadow fell upon the clan.
Kartak Spellseer, self-described as the "All-
Seeing," was arrested at the castle and charged
with kidnapping and killing fourteen young men
and women. Kartak was but a distant cousin of the
primary branch of the family, but he bore the
Spellseer name. Kartak was accused of
"slaughtering the children ofAmn during
unspeakable acts of evil while executing heinous
rites of necromantic magic." He was tried,
convicted on all counts, and sentenced to hang.
At midnight on the eve of his execution, a number
of Kartak's allies engineered his escape. The
necromancer fled from his enemies, vanishing into
the Kuldin Peaks. In 856 Dale Reckoning, the fugitive
died by his own hand, drinking a potion that turned
him into a lich. No one in the family knew of his
transformation at the time; they learned only later,
through rumors, gossip, and the tales of servants.
In the meantime, members of the family had
changed its name to hide the shame of Kartak's
deeds. No longer did they call themselves
Spellseer, but Spulzeer.
In time, Castle Spulzeer came to be the home of
Kaisha Spulzeer, her son, Chardath, and a deaf-
mute daughter she never named. By then,
however, the family fortunes had all but vanished.
Without the Spulzeer money, Kaisha and Chardath
eked out a living by catering to the bizarre tastes
of the jaded and debauched, offering gambling
rooms and other "entertainments."
Eventually, Kaisha died and Chardath became
Lord of Castle Spulzeer. His nameless, silent sister,
meanwhile, had grown into a beautiful if
speechless woman locked away on the top floor of
the castle. Chardath called her "Marble" because of
her pale skin, raven hair, and her inability to speak.
Most of Chardath's acquaintances were unaware of
her existence, and he kept it that way. Though he
allowed Marble to move freely about the castle, her
years of captivity had made her afraid of anyone
but her brother. Chardath respected her reclusive
nature and protected her from discovery. She was
the one bright spot in his life.
Chardath had dreams of building a future for
Marble and himself. It was his intent to set aside
the dark legacy of his name, leaving behind both
the evil of Kartak and the debauchery of Kaisha.
It was not to be. All this time, Kartak had been
living his unlife in the Kuldin Peaks, advancing his
powers as a lich. He fed his anger over the
centuries until it developed into a glowing hatred
for the Spulzeers. His forma! expulsion from the
family, conducted when the family changed its
name, fueled his hatred. Kartak cursed the castle,
the land, and the family of Spulzeer.
The revenge he desired, however, would not be
easily won. During his years of exile, Kartak had
managed to get himself killed once again. As a lich,
however, he had planned for such an eventuality
many years earlier. Hidden away within the walls of
Castle Spulzeer was a magical tome, a silver-bound
relic into which Kartak's phylactery was built. As
long as it survived, so too did the essence of the lich.
As the years passed, Kartak's spirit called out
to his kin. Faintly, but persistently, it tugged at
their minds. Eventually, one of them would answer
this summons.
On an ominous night, when winds howled
through the drafty castle, Chardath had difficulty
sleeping. He rose, lit a candle, and began rambling
about the place. Eventually he entered the library
that hid Kartak's phylactery. The old, worn hinges
groaned as he pushed the door open. A century's
accumulation of dust covered the furniture and floor.
Chardath found himself guided to the silver
libram. In a daze, he opened the strange book and
read, allowing Kartak to influence his thoughts. As
he turned each page, the young lord fought a
losing battle for control of his own mind.
When he finished reading the book, Chardath
stole into Marble's room as she slept. He grabbed
her and carried his terrified sister into a hidden
chamber beneath the castle. Unable to control
himself but fully aware of what he was doing,
Chardath cut his sister's throat with the accursed
dagger Aggarath. As her blood poured out, the
evil magic of this offering restored the lich to life.
As the dagger clattered to the floor, its blood-red hilt-stone escaped its setting. Chardath
collapsed, his spirit broken and his mind
shattered by the deed he had done. As he wept
over the body of his sister, the young lord
became aware that he was no longer alone in the
chamber. Kartak had returned. Scooping up
Marble's body, he turned and fled.
That night, Chardath knew final despair. He
had killed Marble, his only flesh and blood, his
sister. There could be no redemption.
Thus began Chardath's descent into madness.
Chardath buried his sister the morning after
those terrible events. He placed Marble in the
rose garden she had loved and turned her room
into a shrine of sorts, forbidding the servants to
change anything within her quarters.
Soon, Chardath entered a deep state of
melancholy. Filled with self-loathing and
withdrawn from the world, he grew severely
depressed. He relived that hideous night over and
over in his dreams until he could think of nothing
else. Slowly, his mind began to twist.
The tortured Chardath returned to the obscene
distractions his mother had offered visitors. In
time, he began to embrace evil and darkness.
Though a competent warrior whose thoughts
often turned toward revenge, Chardath believed
himself too weak to take on his undead ancestor.
Instead, he simply nursed his hatred for Kartak
until it consumed his tortured mind.
Kartak, meanwhile, was mostly absent from
the castle. After Chardath left with Marble's
corpse, the lich hastily set magical seals on the
doors and teleported to his lair in the Kuldin
Peaks of Tethyr. For the next several years, the
lich essentially left Castle Spulzeer and its
shattered lord alone.
Once per year, however, on the anniversary of
Marble's death. Kartak found himself magically
summoned to the castle. He was drawn to the
room in which Marble died and could not leave
the castle by any means, magical or mundane,
for twenty-four hours. He never encountered
Chardath during these annual summons, as the
melancholic lord could not bear to be in the
castle on the anniversary of his sister's death and
always made arrangements to be elsewhere,
Chardath's chance for revenge came years after
the death of his sister. While exploring a recently
discovered cellar complex beneath the castle, he
came upon a djinn who had been imprisoned there
by Kartak during the days before the lich
embraced undeath. In exchange for his freedom,
the djinn stole a portion of Kartak's power and
bestowed it upon Chardath.
Deep in the Kuldin Peaks, Kartak felt suddenly
weak. He knew at once that he was in peril, for the
anniversary day when he would be forced to return
to Castle Spulzeer loomed near. His sudden loss of
energy could mean only one thing: The vengeful
Chardath was laying a trap for him.
Kartak was not one to wait idly for his fate,
however. For years his agents had been tracking
down the missing hilt-stone of Aggarath. The gem
had disappeared after the murder, thus magically
rendering the weapon untouchable by either
Kartak or Chardath. If the gem were restored to its
setting, the dagger would become empowered
against them, but would also become a deadly
weapon in either of their hands. Kartak had been
seeking the gem to keep it from being returned to
Aggarath without his knowledge. And after nearly
two decades, he had finally located it - in the
possession of an unwary party of adventurers who
had no idea of the ruby's significance.
He contacted the mercenaries under false
pretenses and hired them to recover Aggarath
from Castle Spulzeer. If he could destroy the
weapon or wield it himself with the gemstone
restored, victory would be his.
At the castle, the adventurers searched for the dagger they were hired to retrieve. In the process, they
encountered ghostly apparitions and learned about the
brutal murder that took place years before. During
their explorations of the castle, they encountered both
the mad Chardath and the ghost of Marble.
Chardath Spulzeer, consumed by thoughts of
revenge against the lich Kartak, behaved
erratically. He was alternately threatening,
pleading, and cordial. It soon became apparent
that the lord of Castle Spulzeer was not sane -
Marble's lingering spirit beseeched the party to
find the knife used to kill her and give it to her.
This, of course, was Aggarath, the same knife for
which they searched.
Meanwhile, the anniversary hour of Marble's
death arrived and Kartak was summoned back to
the castle by the magical dagger. With ali of the
pieces in place, the fate of the Spulzeers was
finally ready to be sealed.
When the adventurers ultimately found the
dagger, Kartak, Marble, and Chardath all appeared
to claim it. A great battle ensued, during which the
hilt-stone was recognized for what it was and
returned to its setting in Aggarath. In the conflict,
all the evil and madness of the Spulzeer family
became focused by the stone. A great vortex
appeared, drawing the entire structure and alt
those within it into the stone itself. Only Kartak, by
means of his powerful spells, was able to escape.
Matters did not end there, however, for so great a
nexus of evil could not be hidden from the Mists of
Ravenloft. When the last remnants of the Spulzeer
estate vanished into the gem, the gleaming stone
folded in upon itself and popped out of existence-
All that remained behind to mark the long legacy of
the Spulzeers was an empty stretch of twisted,
foreboding land which seemed always awash in the
murky vapors of an endless miasma.
Current Sketch: Even before Chardath became
the lord of Aggarath, grief and evil had driven him
mad. In the days since he was pulled into the Land of
Mists, things have only gotten worse, indeed, Chardath's mental collapse has finally become complete.
The lord of Aggarath is constantly tormented by
his desire to see Kartak destroyed. He knows that
the lien escaped consumption by the crystal and
fears that this lucky break has placed him forever
out of reach. Still, the fledgling demilord refuses to
accept that fact as a final truth.
Chardath is well aware of the life-draining
nature of his domain-and so longs to see Kartak
drawn into it. Watching the lich slowly weaken and
die seems an ideal fate to him. Indeed, the lord of
Aggarath has no great desire to escape the
gemstone. As long as he believes that it might be
possible to draw Kartak into it, he is content to
stay where he is.
The fate of Marble is also of great importance to
Chardath. He blames himself for her death and the
fact that she cannot rest easily in her grave. If a way
could be found to undo the terrible things that were
done to her, Chardath would leap at the chance.
Apart from these two goals, Chardath's life lacks
direction. His madness causes him to behave quite
eccentrically. One minute he might be overcome with
paranoid fears and the next he might be benevolent
and friendly. To reflect this, any encounter with Chardath should begin with the Dungeon Master rolling a
few dice to determine his reaction to the party. The
following table can be used to determine Chardath's
mood and emotional state when he is encountered.
(For the Dungeon Master's convenience, this table is
reprinted in "The Eleventh Facet" section, where
characters encounter Chardath.) Those who wish
more detail should use Table 70: General Traits from
Chapter 12 of the Dungeon Master Guide.
1d20
Roll |
|
Emotional State |
| 1 |
|
Hot-tempered and antagonistic |
| 2 |
|
Arrogant and aloof |
| 3 |
|
Mischievous abd irreverent |
| 4 |
|
Careless and absentminded |
| 5 |
|
Courageous and foolhardy |
| 6 |
|
Curious and prying |
| 7 |
|
Stern and exacting |
| 8 |
|
Friendy and trusting |
| 9 |
|
Covetous and greedy |
| 10 |
|
Generous and kind |
| 11 |
|
Morose and vengeful |
| 12 |
|
Naive and gullible |
| 13 |
|
Bigoted and blustering |
| 14 |
|
Cheerful and pleasant |
| 15 |
|
Cynical and sarcastic |
| 16 |
|
Quite and retiring |
| 17 |
|
Level-headed and reverent |
| 18 |
|
Paranoid and scheming |
| 19 |
|
Boorish and crude |
| 20 |
|
Violent and sadistic |
Note that the actions of player characters
generally have no effect on Chardath's mood. He
is insane, after all, and his motivations are not
immediately obvious to the outside world. If the
heroes spend an extended period of time in the
company of Chardath, they find that his mood
changes frequently. Dungeon Masters should reroll
his emotional state after 1d4 turns.
Of course, if he is attacked or otherwise
threatened, Chardath defends himself. Similarly,
he will not take well to people he believes to be
allies of Kartak or enemies of his beloved sister. In
either of these cases, the Dungeon Master should
roll until an aggressive mental state is indicated.
Sudden changes or surprise also cause
Chardath to undergo radical mood swings.
Whenever he suffers damage (even by accident)
or is called upon to make a saving throw of any
kind, the Dungeon Master should roll for his new
personality.
Closing the Borders: No one can escape
Aggarath without at least three enchanted rubies
and the silver key Chardath wears around his
neck. Depending upon his mood, Chardath may
willingly lend prisoners the key, or may have to be
fought for it. Should captives reach the portal in
the Twelfth Facet with the necessary tools,
Chardath cannot stop them from leaving.
Combat: When in battle, Chardath wields his
battle axe, Maieffluent. Details of this sinister,
intelligent battle axe and his powers follow.