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Villains' Lorebook.pdf - Department of Political Science

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54<br />

excelled by anticipating treachery, and mercilessly<br />

murdering those underlings and rivals who sought to<br />

challenge his power. Sememmon <strong>of</strong>ten performed<br />

missions for his master; many <strong>of</strong> these involved uncovering<br />

or defeating power-acquisition schemes <strong>of</strong><br />

Fzoul Chembryl. (This resulted in Fzoul’s deep and<br />

abiding hatred <strong>of</strong> Sememmon.)<br />

Seeing his potential, Manshoon selected Sememmon<br />

to a seat on Inner Ring when the previous<br />

member died. (While the circumstances surrounding<br />

that death are unknown, the possibility certainly exists<br />

that Sememmon, Manshoon, or both arranged<br />

for the vacancy.) Fzoul, resenting the presence <strong>of</strong><br />

one <strong>of</strong> Manshoon’s former pupils in the Inner Circle,<br />

proposed Sememmon take command <strong>of</strong> Darkhold, a<br />

position worthy <strong>of</strong> Sememmon’s power, but one that<br />

was comfortably far from Fzoul and the hub <strong>of</strong> Zhentarim<br />

politics at Zhentil Keep (and later at the<br />

Citadel <strong>of</strong> the Raven). Sememmon accepted the appointment<br />

and has excelled in his duties<br />

Motivations/Goals: Sememmon strives to remain<br />

neutral in the politics <strong>of</strong> the Zhentarim, for he believes<br />

that Manshoon and Fzoul will eventually turn<br />

on each other. At that point, he’ll either decide to<br />

help the winner <strong>of</strong> the conflict or step into the leadership<br />

role <strong>of</strong> the Black Network himself if the other<br />

two Inner Circle members destroy or cripple one another.<br />

This carefully planned neutrality inadvertently<br />

does much to stabilize the innermost workings<br />

<strong>of</strong> the Zhentarim.<br />

Beyond this, Sememmon is constantly strengthening<br />

Darkhold’s defenses; due to his efforts, the<br />

place is practically impregnable now.<br />

Campaign Uses: For campaigns set farther west<br />

than the Dalelands, Sememmon and Darkhold provide<br />

an opportunity for DMs to include the machinations<br />

<strong>of</strong> the Zhentarim as obstacles for their PCs<br />

to confront. Sememmon is patient above all; his<br />

plans commonly take months or years to reach<br />

fruition. The PCs will never cause Sememmon to<br />

make any rash mistakes.<br />

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

boxed set.<br />

Szass Tam, Zulkir<br />

<strong>of</strong> Necromancy<br />

29th-level necromancer lich;<br />

formerly a human male<br />

ARMOR CLASS: 0<br />

MOVE: 6<br />

HIT POINTS: 64<br />

THAC0: 9<br />

NO. OF ATTACKS: 1<br />

ALIGNMENT: Neutral evil<br />

STR 11, DEX 14, CON 19, INT 19, WIS 16, CHA 18<br />

Spells (10/10/10/10/9/9/9/9/9; includes bonus<br />

spells): 1st— burning hands, circle*, detect undead,<br />

gaze reflection, know school, magic missile (×2), read<br />

magic, unseen servant, wall <strong>of</strong> fog; 2nd— darkness 15’<br />

radius, dazzle*, ESP, levitate, Melf’s acid arrow, preservation*,<br />

spectral hand (×3), stinking cloud; 3rd—<br />

clairaudience, feign death, fire lance*, fireball, fly, hold<br />

undead, lightning bolt, Melf’s minute meteors, pro<strong>of</strong><br />

from teleportation*, vampiric touch; 4th— Beltyn’s<br />

burning blood*, confusion, contagion, emotion, enervation<br />

(×2), Evard’s black tentacles, fire shield, ice storm,<br />

negate magical weapon*; 5th— animate dead (×3),<br />

cone <strong>of</strong> cold, disintegrate, magic jar, sending, summon<br />

shadow, wall <strong>of</strong> force; 6th— animate dread warrior*,<br />

chain lightning, death fog, death spell, ensnarement,<br />

imbue undead with spell ability*, invisible stalker, project<br />

image, true seeing; 7th— control undead (×3), finger <strong>of</strong><br />

death, power word: stun, prismatic spray, spell turning,<br />

Simbul’s synostodweomer*, teleport without error;<br />

8th— Bigby’s clenched fist, clone (×3), flensing*, incendiary<br />

cloud, symbol, trap the soul, unlife*; 9th—Bigby’s<br />

crushing hand, energy drain (×3), meteor swarm, mage<br />

tunnel*, power word: kill, shape change, spell-lash*.<br />

Weapons <strong>of</strong> Pr<strong>of</strong>iciency: Dagger, dart, staff.<br />

Nonweapon Pr<strong>of</strong>iciencies: Ancient history<br />

(Thay), ancient languages (Thorass), astrology, engineering,<br />

etiquette, fire-building, gem cutting, healing,<br />

heraldry, herbalism, local history (Thay), navigation,<br />

reading/writing (common, Thayan), religion<br />

(Faerûnian), spellcraft; 6 open.<br />

Equipment: As a zulkir, Szass Tam has access to<br />

most any form <strong>of</strong> mundane equipment, including his<br />

vast armies <strong>of</strong> undead creatures.

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