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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Sources: Ruins <strong>of</strong> Undermountain, Stardock, Escape<br />
from Undermountain.<br />
Unique Abilities<br />
While in Undermountain, Halaster functions<br />
under the results <strong>of</strong> numerous wish-granted abilities<br />
with far-reaching implications. While he exists<br />
physically in only one place at a given time, he can<br />
generate illusory images <strong>of</strong> himself anywhere within<br />
Undermountain or within 10 yards <strong>of</strong> any gate that<br />
leads to or from the complex. These “phantoms” can<br />
be used by Halaster to observe, cast spells through,<br />
or communicate. At any time, at least nine (one for<br />
every major level <strong>of</strong> the complex) and as many as 30<br />
<strong>of</strong> these phantoms exist, roving the halls <strong>of</strong> Undermountain.<br />
Halaster also can exchange any <strong>of</strong> these<br />
phantoms with his true body instantaneously without<br />
any visual change or alteration.<br />
Halaster is also aware <strong>of</strong> the use <strong>of</strong> any gate within<br />
Undermountain and can actively control their functioning<br />
(or lack there<strong>of</strong>) and destination within his<br />
complex. It is he who maintains certain patterns<br />
within the gate network. The only gates Halaster<br />
cannot actively control are those used to enter Undermountain<br />
that are more than 100 miles distant<br />
from his complex. He can control one gate per turn.<br />
Over the centuries, Halaster has worked multiple<br />
magicks upon himself with permanency spells, endowing<br />
him with the following abilities:<br />
l true seeing at will;<br />
l he can cross chasms, pits, and the like without<br />
falling, and he moves in silence, never leaving tracks;<br />
l permanent protection from normal missiles;<br />
l while he remains within Undermountain, Halaster<br />
is essentially ageless.<br />
Further, it’s a safe wager that Halaster has multiple<br />
contingency spells upon his person to prevent injury<br />
or death. (Although these magicks didn’t keep Halaster<br />
from getting temporarily kidnapped recently.<br />
See the DUNGEON CRAWL ® adventure Stardock for<br />
full details.) Probability also leans heavily toward<br />
Halaster maintaining clones <strong>of</strong> himself (with all the<br />
above powers and abilities) deep within Undermountain.<br />
Always bear in mind that Halaster is one<br />
<strong>of</strong> the most powerful wizards in all <strong>of</strong> Faerûn, and<br />
PCs shouldn’t be allowed to find, much less loot, any<br />
<strong>of</strong> his treasures or other caches.<br />
Baron Faneuil<br />
Hardisty<br />
Human male 9th-level fighter<br />
ARMOR CLASS: 3<br />
MOVE: 12<br />
HIT POINTS: 54<br />
THAC0: 12<br />
NO. OF ATTACKS: 3/2<br />
ALIGNMENT: Lawful neutral<br />
STR 15, DEX 13, CON 15, INT 12, WIS 11, CHA 12<br />
Weapons <strong>of</strong> Pr<strong>of</strong>iciency: Long bow, heavy crossbow,<br />
dagger, heavy horse lance, horseman’s mace,<br />
bastard sword, long sword.<br />
Nonweapon Pr<strong>of</strong>iciencies: Animal handling<br />
(horse), armorer, heraldry, hunting, leatherworking,<br />
riding: land-based (horse); 2 open.<br />
Equipment: As a member <strong>of</strong> the Council <strong>of</strong> Lords,<br />
Hardisty has access to all types <strong>of</strong> gear that Zazesspur<br />
has to <strong>of</strong>fer in addition to standard adventuring gear<br />
from his younger days.<br />
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