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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 />

31

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