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Villains' Lorebook.pdf - Department of Political Science

Villains' Lorebook.pdf - Department of Political Science

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centrating, the arachnids are free to run away or attack.<br />

The effects <strong>of</strong> this ring are otherwise identical<br />

to those <strong>of</strong> a ring <strong>of</strong> mammal control (see the DMG).<br />

Like that ring, this one has charges. One charge is<br />

exhausted per activation. The ring will have 10d10<br />

charges when created.<br />

The ring can be activated once per hour. It can be<br />

used for up to a full turn, but if concentration is broken,<br />

the ring’s powers cannot be called upon again<br />

until an hour has passed.<br />

Ring <strong>of</strong> Dragons<br />

This ring is known to be worn only by high-ranking<br />

members <strong>of</strong> the Cult <strong>of</strong> the Dragon, and they retain<br />

the secrets <strong>of</strong> their construction. These rings appear<br />

to be normal brass rings, and are activated by<br />

the will <strong>of</strong> the wearer, with the following effects:<br />

• The wearer is empowered to verbally and telepathically<br />

communicate with any true dragon.<br />

• The wearer can cast the illusion <strong>of</strong> a dragon<br />

once per day. This illusion must be within 60’ <strong>of</strong> the<br />

wearer and has the appearance and sounds <strong>of</strong> any<br />

dragon the wearer has personally seen. The illusion<br />

has no physical substance and can in no way inflict<br />

any damage, even if believed. This illusion serves as<br />

a recognition symbol, or as a diversion if needed.<br />

• The wearer can issue a call to all evil dragons<br />

and dracoliches. This call has unlimited range, but<br />

only evil dragons (and all dracoliches) can hear the<br />

call. Those creatures that do hear the call know the<br />

ring-wearer’s location and can home in on the call if<br />

they choose to respond.<br />

The call remains active for all interested dragons<br />

and dracoliches until the wearer wills it to end or the<br />

ring is removed from the wearer’s hand. Any evil<br />

dragon or dracolich can choose to ignore the ring’s<br />

call-they are under no compulsion to respond.<br />

This ring is usable by any intelligent beings, regardless<br />

<strong>of</strong> race, class, or alignment.<br />

Robe <strong>of</strong> the Archmage<br />

<strong>of</strong> Menzoberranzan<br />

This flowing, many-pocketed piwafwi is emblazoned<br />

with sigils and runes <strong>of</strong> power highlighted with varying<br />

hues <strong>of</strong> faerie fire, and bestows the following benefits:<br />

l Armor equal to Armor Class 0<br />

l +5% Magic Resistance<br />

l +1 to all saving throws<br />

l wraithform, as spell, 2/day<br />

Robe <strong>of</strong> Rukhyon<br />

The robe <strong>of</strong> Rukhyon makes its wearer immune to<br />

clairvoyance, clairaudience, ESP, and all other spells<br />

that provide covert observation. One is currently in<br />

the possession <strong>of</strong> Zulkir Aznar Thrul.<br />

Spider Mask<br />

This relatively rare drow item is a velvet-black<br />

cloth face mask, which has four spiderlike, jointed<br />

wire legs protruding from each side <strong>of</strong> it. It entirely<br />

conceals the face when worn, and confers 90’ infravision<br />

to wearers having none.<br />

When worn, it also automatically gives free action<br />

in all webs both normal and magical, and immunity<br />

to web spell effects and the entanglements <strong>of</strong> viscid<br />

globs.<br />

A spider mask also allows a +5 bonus to saving<br />

throws against any sort <strong>of</strong> arachnid poison.<br />

Any creature that has a head <strong>of</strong> less than giantsize<br />

may use a spider mask; only wizards can make<br />

them.<br />

Spider Wand<br />

This foot-long, tapering stick <strong>of</strong> smooth, plain<br />

wood contains 5d10 charges when first created. It<br />

has two powers, each <strong>of</strong> which costs 1 charge per use.<br />

One power may be used per round.<br />

A spider wand may project a silvery strand <strong>of</strong> weblike<br />

material, which acts as a rope <strong>of</strong> entanglement (see<br />

the DMG). The webbing vaporizes after 3 rounds.<br />

A spider wand may also be used as a striking<br />

weapon in combat. If it hits any opponent in a round<br />

in which it has not cast a web, the being struck must<br />

successfully save vs. poison or fall dead in 1-2<br />

rounds.<br />

The wand can be wielded by characters <strong>of</strong> any race,<br />

class and alignment, and can be recharged by a priest<br />

<strong>of</strong> 9th or higher level. If the wand’s charges are ever<br />

exhausted, it changes into the husk <strong>of</strong> a long-dead<br />

spider, and then crumbles away into useless dust.<br />

Thakorsil’s Seat<br />

The seat is one <strong>of</strong> the many enchanted items brought<br />

back by Szass Tam from his visit to Warlock’s Keep.<br />

The seat is a massive stone throne with an elaborately<br />

carved back, arms in the form <strong>of</strong> snarling dragons, and<br />

feet like claws grasping spheres. Once the first <strong>of</strong> the<br />

nine Runes <strong>of</strong> Chaos is created by using the ritual <strong>of</strong><br />

twin burnings, a great, nine-sided crystalline pyramid<br />

appears around the throne, imprisoning its occupant.<br />

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