Human Clr 5 NE
The word on the street is that if you need healing without questions, see the man with one eye at the end of Stoop Lane. He uses magic sparingly, preferring to rely on noxious potions and mundane healing. He’s also the man to go to for cheap and effective poisons, but that fact isn’t as widely known. Still, his clients receive good services for a fair price; and he gets protection from even the most chaotic of criminal gangs. The last person to violate his protection was tied to a stone and tossed into the river, still kicking; it was never determined whether he died by drowning or by bleeding to death on the way down.
Randell isn’t missing his right eye. He wears a patch over it because his eye is so identifiable that he has to hide it.
Randell One-Eye was born with features inherited of a distant orc ancestor: rough, sallow skin, a mouthful of jagged, pointed teeth, and, most telling, a large, bloodshot right eye. Because of his odd (and, to some, slightly demonic) features, he was feared and tormented by the children of his village. He quickly turned spiteful and bitter, taking his anger out on the younger children of the village. That anger attracted the attention of a sect of the Cult of the One Handed God dedicated to satisfying revenge and causing chaos and disruption.
Randell proved to be an enthusiastic convert to the cult. Too enthusiastic, it turned out, to suit the taste and ambition of the cult leader, who saw in Randell as an up-and-coming rival. In what rapidly became a purge of the cult leadership, Randell was falsely accused of sympathy to a rival cult, and was nearly blinded and killed when he ran for his life. The attack left a visible scar across his face, which provides a convenient cover for his story of having been blinded in his right eye.
He suffered even more when he first arrived in town, seeking a place within the lower parts of town. His paranoia forced him to keep a very low profile, which made him seem weak, marking him as a target for almost everyone around him. For days he fled conflict instead of his usual practice of fighting back, afraid that he would be discovered, paying the price for his cowardice with numerous cuts and bruises. It was only after someone spotted him covertly healing himself that his true value was discovered and accepted. He finally found his place as a convenient healer who wouldn’t preach at the same time he was healing.
All of Randell’s setbacks whetted his hatred and appetite for revenge on the cult even more. He has not tried to establish a branch of the cult in town, for fear that his hated rival might discover that he had survived the attack on him; that is also why he hides his distinguishing eye from the rest of the world. Instead, he has preferred to accumulate favors from the many criminal organizations throughout the city, creating his own power base, for his own protection. Revenge comes to those who plan and prepare for it, and Randell has lots of plans and the patience to put them into action, at the proper time.
Randell has treated Kestren (see above) on a few occasions, but is still in the dark about Kestren’s true mission and abilities. If he did find out, Randell would probably blackmail Kestren into cooperating with one or more of his revenge plans.
Randell, male human Clr5: CR 5; Size M (6 ft., 3 in. tall); HD 5d8 + 3; hp 28; Init +0; Spd 30 ft.; AC 10; Attack +5 mêlée, or +3 ranged; SV Fort +4, Ref +1, Will +7; AL NE; Str 14, Dex 10, Con 11, Int 13, Wis 16, Cha 9.
Languages Spoken: Common, Dwarven.
Skills and feats: Concentration +5, Craft (potions) +7, Heal +10, Knowledge (religion) +9, Listen +3, Profession (priest) +10, Spot +3; Brew potion, Toughness, Weapon focus (morningstar).
Possessions: Ring of Chameleon Power, 3 potions of Cure Light Wounds, 2 potions of Cure Moderate Wounds, 1 potion of Cure Serious Wounds.
Cleric Domains: Destruction, Evil.
Cleric Spells Per Day: 5/4+1/3+1/2+1.
Cleric Spells Memorized: 0th — Cure Minor Wounds, Detect Poison, Inflict Minor Wounds, Purify Food and Drink, Virtue. 1st — Cure Light Wounds (x2), Deathwatch, Inflict Light Wounds *, Protection from Good. 2nd — Cure Moderate Wounds (x2), Delay Poison, Shatter *. 3rd — Blindness/Deafness, Contagion *, Cure Serious Wounds.
* spells are domain spells