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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The trigger activating a given dagger can be as<br />
general as “attack all intruders,” or as specific as the<br />
elaborate triggering conditions <strong>of</strong> a magic mouth<br />
spell.<br />
Flying daggers are usually enchanted to attack anything<br />
that moves with a 60’ range. The spells that<br />
allow a flying dagger to swoop, dart, and detect opponents<br />
also protect the blades from rusting and brittleness<br />
due to extreme heat and cold.<br />
An average flying dagger has the following statistics<br />
for combat: AC5; MV Fl 21 (A); HD l+l; hp 9<br />
each; THAC0 17; # AT 2; Dmg 1-4; this item is<br />
considered a magical weapon that can hit creatures<br />
vulnerable to +2 weapons-though the weapon<br />
gains no attack bonuses. Flying daggers are neutral,<br />
non-intelligent, and cannot be affected by any type<br />
<strong>of</strong> mental control. A dagger that successfully strikes a<br />
moving arrow, thrown weapon, or like missile<br />
deflects it, if a DM so desires.<br />
Some flying daggers can be enchanted with special<br />
abilities: immunity or reflection for certain spells;<br />
their touch can rust metal items as a rust monster,<br />
items struck must save vs. lightning or rust-a flying<br />
dagger strikes metal when it attacks a target creature<br />
carrying or wearing something metal, and its attack<br />
roll misses by only one point; or perhaps the flying<br />
daggers can even deliver a shocking grasp effect upon<br />
contact.<br />
Gargoyle Cloak<br />
This dusty gray cloak confers +2 bonus on all saving<br />
throws vs. petrification to the wearer. The gargoyle<br />
cloak also can be called on once per day by the<br />
wearer’s silent mental command to enact its major<br />
power, which is to turn the wearer into a gargoyle.<br />
The wearer can remain a gargoyle, as described<br />
below, to a limit <strong>of</strong> one turn, or may return to normal<br />
at any time before the turn is up. Once ended,<br />
the power cannot be reactivated for 24 hours (144<br />
turns). A gargoyle cloak must be worn to be activated.<br />
When its major power is used, the cloak transforms<br />
itself in one round into a gargoyle shape<br />
around the wearer. During that round, the wearer<br />
can do nothing but move. Application <strong>of</strong> a dispel<br />
magic during this period prevents the cloak from<br />
transforming for one turn, though activation <strong>of</strong> its<br />
major power can be attempted again later; a 24-hour<br />
wait is not necessary.<br />
The cloak expands to cover the wearer’s body and<br />
clothing with a stony overskin, wings, and a tail,<br />
until the wearer resembles a gargoyle. Worn or carried<br />
magical items are unaffected, but only objects<br />
carried in the hands or worn on the fingers and<br />
around the throat can be accessed while in gargoyle<br />
form.<br />
The wearer retains the ability <strong>of</strong> normal speech,<br />
Dexterity, skills, and presence <strong>of</strong> mind. A spellcaster<br />
still able to reach necessary material components<br />
can cast spells normally. In gargoyle form, the wearer<br />
becomes AC 5, has a MV <strong>of</strong> 9, Fl 15 (C), a THAC0<br />
<strong>of</strong> 15, and four attacks per round (two claws at 1d3<br />
points <strong>of</strong> damage each, a bite that inflicts 1d6 points<br />
<strong>of</strong> damage, and a horn slash-and-gore that deals 1d4<br />
points <strong>of</strong> damage). The wearer gains 90-foot-range<br />
infravision and can be hit only by a +1 or better<br />
magical weapon. A gargoyle cloak-wearer al<strong>of</strong>t or<br />
swooping down to attack can only attack with its<br />
horn or both claws. To use all four attacks, the cloak-<br />
wearer must be on the ground.<br />
Changing the cloak back from gargoyle form into<br />
a garment requires one round. During that round,<br />
the wearer can only move about and, if a spellcaster,<br />
cast spells requiring only verbal components. Sememmon,<br />
the commander <strong>of</strong> Darkhold, <strong>of</strong>ten wears<br />
his gargoyle cloak when going into known combat<br />
situations.<br />
Halaster’s Teleport Ring<br />
These plain brass finger-rings were once common in<br />
the Realms, but are now very rare. They enable any<br />
wearer to teleport without error from a current location<br />
to a predetermined spot on the same plane, either<br />
by speaking a command word or through activation<br />
by force <strong>of</strong> will.<br />
Teleport rings affect only the creature wearing<br />
them. The few that are in Undermountain are<br />
placed there by Halaster; unlike the more powerful<br />
horned rings (see below) <strong>of</strong> his devising, all the teleport<br />
rings found in the halls are cursed. They transport<br />
the wearers to a single location upon the<br />
wearer’s speaking <strong>of</strong> a command word: “athlas”<br />
(which means “lost” in a Northern dialect <strong>of</strong> long<br />
ago, familiar to the wizard). Their destination is<br />
Room #70, the Cavern <strong>of</strong> the Throne on Undermountain’s<br />
Level Three. The characters arrive facing<br />
the throne itself from the bottom <strong>of</strong> the steps<br />
leading up to it.<br />
The teleport rings in Undermountain are further<br />
tainted by Halaster’s cruel sense <strong>of</strong> humor: the user<br />
arrives stripped <strong>of</strong> all clothing and belongings,<br />
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