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Lenrin

An undead hunter of thieves

Lenrin the Painless is a rogue who died and was reborn as a mummy, much to the regret of his former colleagues. He now carries out a one-creature killing spree against thieves, particularly those belonging to guilds.

Appearance:

This cloaked figure is rail thin and over six feet in height. Dressed in black from head to toe, including a dull black chain shirt, his face is covered with what appear to be black scarves. He moves with a strange mixture of agility and clumsiness; he walks with a limp, but quickly and with alacrity.

History:

Lenrin was an everyday street urchin, growing up to a life in the thieves' guild of a mid-sized town. He was the protégé of the aging guildmaster, who saw him as the son he had never had. Lenrin returned the old man's affection, and the guild felt as much like family as any place he had been before.

It was not to last, however, as the young man had caught the eye of the guild's resident femme fatale, an assassin named Jelene. This would not normally have been such a bad thing, had Jelene not recently wed the elder guildmaster. Lenrin did not resist the assassin's advances, however, and the two began a secret affair. Through his spies and secrets, the old man learned of the betrayal of his student, and arranged to punish him in a manner he though appropriate.

He sent Lenrin on a mission to rob a "recently-discovered" tomb from an ancient civilization. The guildmaster knew, however, that the crypt was alive with undead creatures from a dark and bygone age. He did not warn Lenrin, but provided him with a scroll he claimed held a powerful magical protection. He instructed the young rogue to only read the scroll if in true mortal danger.

Lenrin penetrated the tomb's trapped upper layers easily, but soon found himself set upon by shuffling mummies of inordinate power. He had no luck fighting them, as his skilled strikes had little affect on the monsters' dead flesh. He ran, but soon found himself cornered and surrounded by the creatures. In desperation, he opened the guildmaster's scroll and read the two words written there:

"I know."

Lenrin stared at the words, comprehension dawning as the mummies fell upon him. He died beneath their diseased fists, his mind focused on the guildmaster and his unfaithful wife. But the mummies were not content to let Lenrin lie in death. They dragged his corpse back to their unholy altar and began mummifying it in a lengthy ritual. Ten year and a day later, Lenrin rose again as a mummy himself, with only one goal in his undead mind: revenge.

Lenrin began stalking and killing the members of his old guild, but was enraged to discover the guildmaster had died of old age in the time Lenrin had been dead. Jelene, meanwhile, had moved on to other territory. Lenrin now follows his ex-lover's trail, killing thieves from any guild she has joined, regardless of their guilt or innocence.

Personality:

Lenrin is not the mindless grunting creature most people think of when they hear the word "mummy." He is quite clever, and makes great use of tactics and stealth. In particular, he is careful to not reveal his exact nature, knowing that once he is revealed as a mummy, any foe he faces will know his weaknesses. He even carries a flaming scimitar, partly for the irony but partly to sow doubt in the minds of those who might deduce his nature. He acquired his nickname, "The Painless," from rogues who escaped him and spread tales that a dagger straight to the gut did not even cause a squeal. (Had they known he was undead, it probably would have seemed less extraordinary).

Lenrin has no real interest in interacting with other people, but he is capable of gathering rumors or information in his quest to find Jelene. He often stays in inns and taverns, despite not needing to eat, drink, or sleep, because it brings him in contact with people who may have information on his quarry. He remembers all his old thief training, though his former interest in wealth has waned.

 

Lenrin
Neutral Evil male mummy (Medium undead)
Rogue 5th/Fighter 1st
Hit Dice: 8d12 + 5d6 + 1d10 (75 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 30 (+4 Dex, +10 natural, +6 armor), touch 14, flat-footed 26
Base Attack/Grapple: +8/+16
Attack: Scimitar +16 melee (1d8+8, 15-20/x2)
Full Attack: Scimitar +15/+10 melee (1d8+8, 18-20/x2) and off-hand kukri +14/+9 melee (1d4+4, 18-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Despair (DC 17), mummy rot (DC 17), sneak attack +3d6
Special Qualities: Damage reduction 5/-, darkvision 60 ft., evasion, uncanny dodge, undead traits, trap sense +2, vulnerability to fire
Saves: Fort +5, Ref +10, Will +10
Abilities: Str 26, Dex 14 (18), Con -, Int 13, Wis 16, Cha 17
Skills: Bluff +8, Climb +10, Diplomacy +5, Disable Device +6, Disguise +10, Hide +18, Intimidate +5, Listen +16, Move Silently +18, Open Locks +9, Search +6, Spot +16, Tumble +8, Use Magic Device +7 Armor Check Penalty -1.
Feats: Alertness, Improved Critical (scimitar), Improved Initiative, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus (scimitar)
Equipment: +1 flaming scimitar, +2 chain shirt of fire resistance, boots of striding and springing, gloves of dexterity +4, wand of inflict moderate wounds, 530 gp.

Tactics Round-by-Round

Lenrin's tactics revolve around killing rogues, particularly when they are alone or in small groups. He takes delight in seeing their faces when they realize their much-vaunted sneak attacks are useless against the Painless.

Prior to Combat: Lenrin will stalk his prey, waiting for them to be alone or in the company of other potential victims. He will try to position himself in a place where the victim will pass by. As he can stand still indefinitely, he is capable of staying in the shadows for hours or even days, waiting for the best opportunity.

Surprise Round: Lenrin will wait until he can step from the shadows and immediately make a full attack, hopefully catching a character by surprise and inflicting four sneak attacks. He stays silent as he attacks, and allows his Despair ability (DC 17) to work on his victims, letting it paralyze some of his prey with fear.

First Round: In a best-case scenario, Lenrin can now unleash a second round of sneak attacks on a chosen foe, preferring to take out any rogues before moving on to their allies. If Lenrin wins initiative and is adjacent to a character who has been paralyzed with fear, he might take a coup de grace action, particularly if the paralyzed character looks like a tough warrior of some kind and no other characters threaten him.

Second Round: By this point, chances are someone will have tried to attack Lenrin and noted his damage reduction. Lenrin always breaks his silence at this point, intoning solemnly that, "Steel cannot harm me." This is actually a Bluff; the fact is, no metal can overcome a mummy's damage reduction, but Lenrin hopes to confuse his foes as to his true nature, as well as cause them to waste time drawing silver or cold iron blades. Lenrin will press whatever advantage he has, striking to kill each foe in turn rather than spreading his attacks around.

Third Round: If he has knocked out or killed the rogue he came for, he will likely attack any spellcaster, particularly a cleric. If he begins to fare poorly, he will tumble away and use his wand of inflict moderate wounds to heal himself.

Later Rounds: Lenrin often leaves one or more witnesses alive, as a means of spreading his legend and instilling fear in the thieves' guilds of the nation. He will tumble away and disappear into the shadows when there is only one character left alive.

Challenge Rating: Lenrin the Painless has a Challenge Rating of 10.

 

 

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