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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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.