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Exemplars of Evil

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FEATURES OF THE AREA<br />

The Al-Iborak make camp either in the desert wilderness between<br />

Imer and an oasis, or a short distance from a settlement<br />

where they collect tribute from the desert folk. Regardless, the<br />

camp has the following features:<br />

Illumination: The encounter takes place at night, where the<br />

desert illumination is limited to the moon and stars. The central<br />

fire creates an area <strong>of</strong> bright illumination in a 20-foot radius<br />

and an area <strong>of</strong> shadowy illumination in a 40-foot radius. If<br />

forewarned <strong>of</strong> the party’s approach, the half-dragons douse the<br />

flames to take advantage <strong>of</strong> their darkvision.<br />

Tents: The Al-Iborak tents are made <strong>of</strong> ordinary cloth and<br />

have hardness 0 and 1 hit point. Each tent is supported by a<br />

wooden pole that has hardness 5 and 10 hit points. The tents<br />

<strong>of</strong>fer concealment but do not provide cover.<br />

Horses: A dozen desert-bred light war horses (MM 274)<br />

are hobbled near the camp. These well-trained animals do<br />

not panic when combat breaks out, but they attempt to escape<br />

if directly attacked when not under the control <strong>of</strong> their riders.<br />

The Al-Iborak mount their horses only if they need to chase<br />

fleeing enemies or if they seek to escape themselves.<br />

ENCOUNTER 9-1<br />

In that scenario, the Sons <strong>of</strong> the Dragon simply count<br />

themselves fortunate and take any prisoners to Imer for<br />

interrogation.<br />

CONCLUSION<br />

The half-dragon warriors fight fiercely and surrender only<br />

if they have no means <strong>of</strong> escape. Their devotion to Borak is<br />

absolute; consider them fanatical in attitude (see Epic Level<br />

Handbook). They are not likely to betray the Thunder Tyrant<br />

or provide the party with any meaningful aid.<br />

If the Al-Iborak defeat the characters, they finish <strong>of</strong>f any<br />

foes who are disabled or dying and loot the corpses. Then<br />

they strip survivors <strong>of</strong> any equipment before taking them<br />

back to Imer as prisoners. Borak might choose to slay the<br />

adventurers or consign them to her harem for her future<br />

amusement (see tactical encounter 9–2, page 154).<br />

Treasure: The tents hold a collection <strong>of</strong> tribute bound<br />

for Imer, where it will become part <strong>of</strong> Borak’s hoard. If the<br />

PCs overcome the half-dragons and search the tents, they<br />

find the following: 25,000 sp; 18,000 gp; 1,200 pp; fine rugs<br />

and tapestries worth 2,400 gp total; assorted semiprecious<br />

stones worth 4,000 gp total; a sapphire worth 1,000 gp; a gold<br />

pitcher, serving platter, and gem-encrusted goblets worth<br />

3,600 gp total; fine incense in a golden and sandalwood cask<br />

worth 600 gp total; and four potions <strong>of</strong> cure moderate wounds<br />

(used to treat battle injuries and such). In addition, the tents<br />

contain the mundane equipment and magic items <strong>of</strong> the<br />

Al-Iborak.<br />

THE RESCUE<br />

If you wish, the camp might contain prisoners from the desert<br />

tribes who were captured in raids or <strong>of</strong>fered willingly to stay<br />

the Thunder Tyrant’s wrath. If the PCs intend in advance to<br />

free the captives, the encounter can be set up as a rescue mission;<br />

alternatively, the adventurers could be unaware <strong>of</strong> the<br />

human cargo until they defeat the half-dragons and discover<br />

the prisoners chained up in one <strong>of</strong> the tents.<br />

In either case, the Al-Iborak commander is more than willing<br />

to use the prisoners as hostages if he has any reason to believe that<br />

the party cares about their lives. If he does, the encounter can<br />

change tone and become a tense stand<strong>of</strong>f. A sudden escape by the<br />

prisoners can also alter the balance if the PCs are losing the battle,<br />

or the breakout might simply add confusion to the melee.<br />

Any rescued prisoners ask the party’s aid in returning to<br />

their homes. Some promise rich rewards for the PCs’ assistance<br />

(truthfully or not, as you see fit).<br />

153

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