Seneschals and Majordomos
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A king doesn’t entertain every duke or baron who visits his palace, the master of a thieves guild doesn’t pick pockets on the streets, and the high priest doesn’t cast cure light wounds on every scraped devotee who enters her temple, Powerful figures keep subordinates and servants for such things. Enter the power before the throne, the seneschal, lieutenant, or major-domo.
Below you’ll find several subordinates, secretaries, and auxiliaries, While some exist merely as gatekeepers between PCs and those truly in power, others manipulate their masters or hold power beyond their station. Before adventurers possess the prestige to burst unannounced into the royal bedchamber, one of these deputies or advisors might serve as their only access to the elite.
THE PROFESSIONAL
Powerful organizations or individuals manage many different affairs and keep vast reams of paperwork. No one with any amount of power would stoop to performing such a menial task as organizing and filing endless lists and forms, Such is the domain of the clerk.
Although they shouldn’t appear too often, an occasional interlude with one of these gatekeepers provides an entertaining roleplaying opportunity and adds some depth to a campaign, Adventuring parties entering or leaving a country or city could face numerous questions pertaining to their business, or they might need to obtain travel documents, In some places laws force adventurers to obtain а charter for their party or a license to carry their weapons. Even if legal hassles such as these don’t exist in a campaign world, PCs will eventually need to deal with at least one clerk or personal assistant before they gain an audience with a guild leader, powerful cleric, or regional lord.
The statistics presented here represent any sort of simple assistant or professional paper-pusher. While such professionals fill the ranks of most governmental and business organizations, groups with specific skills (like thieves’ guilds and temples) most likely rely on low-ranking members to fulfill their bookkeeping and public needs, The upper echelon of business or government often consists of skilled lieutenants and major-domos that carry out the important business of their organization and possibly even speak in their master’s stead,
Clerk, secretary or seneschal CR1
Human commoner 2
N: Medium humanoid
Init: +0; Senses: Spot +2, Listen +1
Language: Common
AC: 10, touch 10, fat fooled 14; Dodge
hp: 3(2 HD)
Saves Fort -1 Ref +0, Will +3
Spd: 30ft
Melee: dagger +0 (1d4-1/19-20)
Base Atk: +3; Grp +0
Abilities: Str 9, Dex 19, Con Int, Wis 12, Chas
Feats: Run, Skill Focus (Profession [clerk])
Skills: Profession (clerk) +8, Sense Motive +, Spot +2
Possessions: Dagger, inkpot and pens, parchment, scroll case.
THE NOBLE
The honorable Vidal de Cerna, second cousin to a lesser baron of one of the realms farther-flung holdings, bears the esteemed distinction of being thirty first in the line of succession. As he waits (and secretly prays) for the series of catastrophes necessary to leave him ruler of the land, Vidal fills his days as head court clerk and seneschal of all royal arrangements. Cutting a superior figure with his pointed nose and goateed chin and flaunting the finest of seasonal fashions, Vidal ensures that only those worth the imperial family’s royal time receive appointments in his gem-studded ledger. Used to the requests and demands of an endless line of ambassadors, archbishops, and advisors, all who seek royal audience must first prove their worthiness to Vidal.
Street urchins, solicitors, adventurers, and other riff-raff need not apply. Vidal is loyal to his liege for the time being, but he constantly seeks support for his inevitable future rule.
Vidal de Cerna CR 4
Male human aristocrat 3/sorcerer 2
N Medium humanoid
Init: +1; Senses: Spot +3, Listen +3
Language Common
AC 11, touch 11, flat-footed 10
hp 22 (5 HD)
Fort +1. Ref +2, Will +7
Spd 30ft.
Melee mwk dagger +3 (1d4-1/19-20)
Ranged mwk dagger +5 (1d4-1/19-20);
Base Atk +3; Grp +2
Sorcerer Spells Known (CL and. +4 ranged touch)
1st (5/day)-charm person (DC 16), sleep (DC 16)
0th (6/day)—daze (DC 15), detect magic, mage hand, prestidigitation, ray of frost
Abilities Str 9, Dex Con 11, Int 12, Wis 16, Cha 18
Special Qualities Summon familiar
Feats Negotiator, Skill Focus (Diplomacy), Spell Focus (Enchantment)
Skills Appraise +3, Bluff +9, Diplomacy +18, Forgery +3, Gather Information +11, Knowledge (arcana) +3; Knowledge (local) +3, Knowledge (nobility and royalty) +5, Sense Motive +8, Spellcraft +3
Possessions masterwork dagger, cloak of Charisma +2
THE MANIPULATOR
Known in a dozen cities by а dozen names, the woman who currently calls herself Siobhan is an expert at getting what she wants. А red-headed beauty with a body fit to inspire poetry she uses both her silken tongue and physical charms to steal her way into the hearts of the land’s wealthy and powerful. Although most see Siobhan as nothing more then a well kept courtesan, this is only half the truth. In fact, her cunning words and devious mind frequently influence and often significantly enhance her companion’s fortune, As such, the financial and political prosperity (or sometimes ruin) of many of the realms elite stems directly from her subtle persuasion. However, each lover serves as merely a stepping stone to this Machiavellian vixen, elevating her to opportunities and paramours of even greater power,
SIOBHAN CR 11
Female half-elf bard 7/ shadowdancer 4
N Medium humanoid
Int +3; Senses darkvision 6o ft.; low-light vision; Spot +9, Listen +3
Language Common, Elven, Sylvan
AC 20, touch 15, flat-footed 17; Dodge, Mobility, uncanny dodge
hp 45 (11 HD)
Fort +3, Ref +12, Will +8, evasion
Spd. 30ft.
Melee Short Sword +9/+4 (1d6+1 / 19-20) Base Att +8; Grp +8
Special Attacks fascinate, suggestion, summon shadow
Bard Spells Known (Cl 7th)
3rd (1/day)-glibness, scrying (DC 16),
2nd (3/day)-detect thoughts (DC 15), glitterdust (DC 15), invisibility, suggestion (DC 15)
1st (4/day)-charm person (DC 14), cure light wounds, comprehend languages, unseen servant
0th (3/day)-daze (DC 13), detect magic, mage hand, prestidigitation, read magic, resistance
Spell-Like Abilities 1/day (CL 4th) silent image (DC 14)
Abilities Str Dex 16, Con 10, Int 13, Wis 14, Cha
Special Qualities bardic music, bardic knowledge, countersong, half-elf traits, hide in plain sight, inspire courage +1, shadow jump 20 fi.
Feats Combat Reflexes, Dodge, Deceitful, Mobility
Skills Appraise +6, Balance +8, Bluff +12, Diplomacy +20, Disguise +8, Escape Artist +7, Forgery +3, Gather Information +5, Move Silently +17, Hide +17, Jump +8, Listen +3, Search +3, Perform (dance) +13, Perform (oratory) +9, Perform (sing) +9, Perform (wind instruments) +9, Spot +9, Sleight of Hand +6, Tumble +10
Possessions +1 mithral glarnered chain shirt, +1 short sword, ring of protection +2, circlet of persuasion, masterwork flute, jewellery worth g8 gp, silver mirror worth Loco gp (focus for saying)
THE PARAGON
A cunning schemer and master manipulator in his own right, the mind flayer El Viddenvelp offers his service to powerful creatures throughout the Underdark and beyond. Often taking the name Methil among non-illithids, he possesses a curiously immaculate reputation, serving with almost slavish devotion. Innately skilled at revealing treachery and mercilessly quashing plots against his master, El-Viddenvelp swiftly earns the trust and respect of even the most paranoid patron, and is treated extremely well in return, Having served a host of masters, from calculating drow matrons to coarse human crime lords, his advice and arrangements always improve his master’s affairs, However, whether through happenstance or design, all of the illithid’s previous employers have met with tragic fates, ever leaving EI’Viddenvelp to seek new patrons and unsampled luxuries.
El-Viddenvelp: 109 hp, Manual 187.
Possessions chain shirt, +1 morningstar, headband of intellect +4, ring of force shield.








