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Home > Realms Stuff > Anduron the Rusty

Anduron the Rusty
Anduron was a reclusive, Nimbalese renegade (N(E) HM Ill-21), who decided
to lair within the Earthfast Mountains.  This choice was strange, has he
had an irrational hatred of Dwarves, and seemed to enjoy taunting him.  He
single-handedly carried on a one man war with the Earthfast Dwarves, until
his untimely end a few years before the Tuigan Invasion.

Perhaps part of his reasoning was due to the ease with which Gates could be
created within his fortress within the Southern Earthfast Mountains.  As a
matter of fact, his complex contained no less than a dozen gates, including
ones to the Positive, Quasi-Mineral, and Archeron.  The last of which led
to a Acheron cube filled with hundreds of thousands of Rust Monsters, which
allowed him to maintain his feud with the dwarves.  His reasoning for his
dwarven hatred was never known, but his referring to the Stout Folk as
"Dumb, Hairy, Short, Obese, and continually Soused sub-species of
Goblinoid," didn't endear him to any Dwarves.  His favorite trick was to
Gate or Teleport several dozen Rust Monsters into the workshops of Dwarven
Metalsmiths.  Even his familiar was a Rust Monster.  He experimented
constantly on ways to corrode metal (and annoy dwarves).  Several of his
better know works are detailed later.

Alas, Anduron met his end in 1357, not from any dwarven threat, but a Huge
Purple Worm.  The worm did not eat him, but rather decided to rest in the
chamber that contained his portal to the Positive Energy Plane.  When the
beast absorbed too much life energy, it exploded, setting off a chain
reaction that leveled most of his lair.  No one has yet gone to explore and
see what remains of his laboratory and treasure hoard, but much of it is
believed to have survived, including most of his alchemical journals and
spellbooks.


His Items:
1. The Life Cycle and Trainability of the Common Rust Monster:  When read
& studied for 1 month, it gives the reader the Animal Handling(Rust
Monster) Proficiency.

2. Cubes, Spheres, & Miscellaneous Polyhedrae: Archeron:  Reading this
book for a month provides the Local History (Archeron) Proficiency.


The Magic:
Potions of Rust Monster Control:  Consuming the entirety of this Brown,
particulate laden liquid allows one to control 3d6 Rust Monsters for 2d6
Turns.  The Rusties are allowed a Save vs Spell to Negate.

Robe of Rust:  These Brown Colored robes made from the Antennae of over
1,000 Rust Monsters made even the most battle ready Dwarf hesitate.  The
robes function as Robes of Protection +3, and any weapon which does hit the
mage must save vs disintegration or be destroyed.

Darts of Rust:  These dull brown colored darts function as Darts+1, and on
a successful hit vanish, but force any metal armor the target is wearing to
save vs disintegration.  Darts that miss may be reclaimed to be used again.

Wand of Corrosion:  This functions as a wand of Metal Detection with 80
Charges (when created), but can also, at the cost of 3 charges can
Magnetize an opponent's metal items.  Armored characters are Slowed, and
Metal weapons are at -4 to hit.

Staff of Rust (unique):  Anduron's personal weapon, it is said he Magic
Jar-ed a Rust Dragon (Planes of Law) to create it.  It functions as a Staff
+2/+4 vs metal based or using creatures.  The Base damage is 1d8/1d8.  It
provides a Magic Resistance of 15%.  For a total of 2/day, the wielder may
either Fly 30(C), or Burrow 12 for 1 hour.  1/day, it can do a Acid Blast,
50'long x 20'wide, that does 10d6+5 Damage (Save vs Breath Weapon for 1/2).
 Those failing the save, must also makes saves vs Disintegration for the
metal items he/she carries.  Finally 1/day, the caster can activate
DragonScales, which covers the wielders skin with brown metallic scales
that provide a base A.C. of -1 for 20 rounds.

Finally one item that was in his possession at the time of his death was
the "Cube Of Nantar", made by the Dukars before Myth Nantar closed itself
off from the rest of Toril.  The Cube is simply a cubic gate (DMG) that
leads to the following locations:

  Side 1: City of Glass (Vortex of Madness) on the Plane of Water
  Side 2: Somewhere within the River Oceanus
  Side 3: Somewhere within the River Styx
  Side 4: The Watery Lair of Carceri- Porphathys
  Side 5: The Watery Lair of Arborea- Ossa
  Side 6: Somewhere within the Coral encrusted groves of Myth Nantar


Anduron's other treasure is left up to the DM, but he accumulated a great
horde.

Anduron's Spellbook
Thanks to - David L. Neff