Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
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