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Villains' Lorebook.pdf - Department of Political Science

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12<br />

After the journey <strong>of</strong> a week or so back to the deep<br />

tunnels beneath Mithral Hall, Artemis left the company<br />

<strong>of</strong> the human and the drow and, while no hostilities<br />

were exchanged, the fiery light in both men’s<br />

eyes said that the truce was over and if they ever met<br />

again, it would be for the final time.<br />

Motivations/Goals: The greatest challenge<br />

Artemis has found in his entire life is in the person<br />

<strong>of</strong> Drizzt Do’Urden. In many ways, his efforts to defeat<br />

the drow ranger have become his mission in life.<br />

Whether Artemis can get past this is likely to decide<br />

the future course <strong>of</strong> his life. Perhaps he’ll seek<br />

another challenge, one to take his mind <strong>of</strong>f the stillunresolved<br />

(as they’re both still alive) rivalry with<br />

Drizzt. This might mean returning to Calimport or<br />

striking out in a new direction, giving Artemis a<br />

chance to start afresh.<br />

Campaign Uses: As is true with any well-defined<br />

character, finding out Artemis’s motives and desires<br />

plays a huge part in deciding his next move.<br />

If Artemis is unable to resolve his rivalry with<br />

Drizzt, he’d likely assemble a plan (and perhaps a<br />

group <strong>of</strong> allies to occupy the drow’s friends so that he<br />

and Drizzt can finally finish their business). This<br />

group might take the form <strong>of</strong> hand-picked individuals,<br />

a mercenary band, or even members <strong>of</strong> an evil<br />

organization with interests in the North. Both <strong>of</strong> the<br />

Knights <strong>of</strong> the Shield and the Kraken Society qualify<br />

as potential partners.<br />

Or Artemis might wander the Realms, seeking a<br />

new challenge to take his mind <strong>of</strong>f his past. He could<br />

set up shop in the campaign area, perhaps trying to<br />

organize his own thieves’ and assassins’ guild.<br />

Sources: “The Third Level,” The Crystal Shard,<br />

Streams <strong>of</strong> Silver, The Halfling’s Gem, The Legacy,<br />

Starless Night.<br />

Cassana<br />

Human female 15th-level mage<br />

ARMOR CLASS: -3<br />

MOVE: 12<br />

HIT POINTS: 35<br />

THAC0: 16<br />

NO. OF ATTACKS: 1<br />

ALIGNMENT: Neutral evil<br />

STR 11, DEX 13, CON 13, INT 18, WIS 12, CHA 16<br />

Spells (5/5/5/5/5/2/l): 1st —alarm, comprehend<br />

languages, magic missile, read magic, spider climb;<br />

2nd —bind, darkness 15’ radius, ray <strong>of</strong> enfeeblement,<br />

ray <strong>of</strong> Ondovir*, waves <strong>of</strong> weariness * ; 3rd —fireball,<br />

fly, lightning bolt, missile mastery*, wind wall; 4th—<br />

confusion, dimension door, fear, ice storm, polymorph<br />

other; 5th —animate dead, cloudkill, contact other<br />

plane, teleport, Xult’s magical doom*; 6th —death spell,<br />

repulsion; 7th —forcecage.<br />

Weapons <strong>of</strong> Pr<strong>of</strong>iciency: Dagger, staff.<br />

Nonweapon Pr<strong>of</strong>iciencies: Ancient history<br />

(Nameless Bard, Moander), dancing, endurance, etiquette,<br />

herbalism, reading/writing, reading lips,<br />

spellcraft; 1 open.<br />

Equipment: Opulent gowns, spell components (if<br />

used in your campaign), spell books, extravagant<br />

jewelry and gems, hidden dagger (under gown).<br />

Magical Items: Cassana’s wand: This 18”-long<br />

wand shimmered blue with power and had three<br />

known functions. The first was that it acted as a<br />

personal, permanent potion <strong>of</strong> longevity for Cassana<br />

as long as she possessed it. Second, through the<br />

wand she was able to control the lich ZRIE PRAKIS.<br />

(Indeed, the lich’s very existence was linked to the<br />

wand. When the wand was destroyed, Zrie suffered<br />

the same fate.) Third, the wand allowed Cassana to<br />

control “the Puppet” Alias and any creatures the<br />

mage summoned from other planes, including the<br />

KALMARI. (See page 70 for this creature’s entry.)<br />

Combat/Tactics: As a dominating personality,<br />

Cassana enjoyed surrounding herself with lackeys<br />

and servants. Not only did these beings please her<br />

with their fawning attentions, but they also were<br />

useful in combat. While these others (including Zrie<br />

Prakis) engaged the opposition, Cassana could reach<br />

a strategically superior position (such as the high<br />

ground) from which to loose her spells. She hates to

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