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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 />

129

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