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Villains' Lorebook.pdf - Department of Political Science

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48<br />

doesn’t trust LORD ORGAUTH OF ZHENTIL KEEP,<br />

Manshoon is allowing the warrior to supervise the<br />

reconstruction <strong>of</strong> Zhentil Keep—although work is<br />

progressing too slowly for the creator <strong>of</strong> the Black<br />

Network’s liking.<br />

Further expansion <strong>of</strong> the Zhentarim’s trading is<br />

also a priority. Controlling important routes such as<br />

the one to Waterdeep that runs through Anauroch is<br />

vital to strengthening the Black Network’s presence<br />

and power in the western Heartlands <strong>of</strong> the Realms.<br />

Expanding into southern Faerûn is also a goal <strong>of</strong><br />

Manshoon’s. He’s heard many tales <strong>of</strong> the wonders,<br />

both magical and natural, <strong>of</strong> the lands south <strong>of</strong> the<br />

Great Sea-the lands its natives call Zahkara. A sea<br />

route to one or more <strong>of</strong> Zahkara’s northernmost port<br />

cities would bring much gold to the Zhentarim’s c<strong>of</strong>fers<br />

and much power to the hands <strong>of</strong> that group’s<br />

leader.<br />

Campaign Uses: Manshoon is not an NPC player<br />

characters are likely to meet personally. First (like<br />

many <strong>of</strong> the high-level villains described in this<br />

book), he’s likely to overwhelm all but the most<br />

powerful parties <strong>of</strong> PCs. Second, he’s a behind-thescenes<br />

manipulator, not a mage who normally leaps<br />

into battle with his foes. The circumstances must be<br />

extreme for Manshoon to leave the center <strong>of</strong> the<br />

web <strong>of</strong> evil he’s spun over the last 100 years.<br />

Manshoon can play a part in any campaign, especially<br />

one where the PCs have made long-term foes<br />

<strong>of</strong> the Zhentarim as a whole. Manshoon stays well<br />

informed on the heroes <strong>of</strong> the Realms who attempt<br />

to thwart the efforts <strong>of</strong> the Black Network, and a<br />

chess game <strong>of</strong> moves and counterstrokes could develop<br />

between this cunning mage and a group <strong>of</strong><br />

smart, lucky, and determined player-character heroes.<br />

Of course, no single PC group can halt a significant<br />

portion <strong>of</strong> the Zhentarim’s wide range <strong>of</strong> villainous<br />

acts (even the Harpers have been unable to<br />

do that), but certainly they can become a thorn in<br />

the side <strong>of</strong> the Zhentarim’s leader.<br />

Sources: Ruins <strong>of</strong> Zhentil Keep boxed set and<br />

cameo appearances too numerous to list.<br />

The Mouth <strong>of</strong><br />

Moander<br />

Saurial (finhead) female 14th-level**<br />

priestess<br />

ARMOR CLASS: 5<br />

MOVE: 12<br />

HIT POINTS: 35 (Due to her degraded physical condition<br />

from Moander’s rotting effect and the sheer<br />

exhaustion she felt from trying to resist the deity.)<br />

THAC0: 12<br />

NO. OF ATTACKS: 1<br />

ALIGNMENT: Chaotic evil (CG normally)<br />

STR 8, DEX 11, CON 17, INT 14, WIS 18**, CHA 10<br />

** Coral’s experience level and Wisdom score<br />

were boosted by Moander’s corrupt presence in her<br />

mind and body. While this boosting allowed Coral/<br />

Moander to cast all Moander-oriented spells, the<br />

Rotting God did not deign to grant her the additional<br />

spells normally due a priest with an 18 Wisdom.<br />

Presented here are her spells, abilities, etc.,<br />

during the time <strong>of</strong> her possession.<br />

Coral’s true Wisdom score was 15 and her experience<br />

level before the Darkbringer’s insidious infection<br />

<strong>of</strong> her being was 9th level.<br />

Spells (6/6/6/5/3/2/l): 1st— cause fear, cause light<br />

wounds, command, entangle (×2), putrefy food &<br />

drink; 2nd— enthrall, handfang*, hold person (×2),<br />

snake charm, wyvern watch; 3rd— destroy food &<br />

water, plant growth, snare, speed rot*, spike growth,<br />

summon insects; 4th— cause serious wounds, giant insect,<br />

hold plant, plant door, sticks to snakes; 5th— rising<br />

rot*, seed <strong>of</strong> Moander*, spirit trap <strong>of</strong> the Darkbringer*;<br />

6th— roots <strong>of</strong> the assassin*, tentacle <strong>of</strong> withering*;<br />

7th— creeping doom.<br />

Weapons <strong>of</strong> Pr<strong>of</strong>iciency: Club, dagger (Moander’s<br />

influence again), footman’s flail, footman’s<br />

mace, sling.<br />

Nonweapon Pr<strong>of</strong>iciencies: Agriculture, ancient<br />

history (Moander), brewing, endurance, herbalism,<br />

religion (Moander, Tymora, or her saurial equivalent<br />

before possession); 4 open.

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