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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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.