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Exemplars of Evil

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CHAPTER 2<br />

ZARGATH<br />

HUMAN-BANE<br />

38<br />

Appearance and Behavior<br />

Gurn Sirensong is an ordinary-looking gnome <strong>of</strong> average<br />

height and weight. His face is rather pinched, however,<br />

and his eyes are a bit narrower than normal, giving him<br />

a constantly scheming expression. In private, he dresses<br />

in luxurious silks chosen more for the way they feel than<br />

for their aesthetic value. In public, he dresses in sturdy,<br />

nondescript black leather garments designed to let him hide<br />

in the shadows. He wears a pouch-filled belt that contains a<br />

full rogue’s kit and his spell components.<br />

Gurn Sirensong CR 3<br />

hp 14 (4 HD)<br />

Male gnome wizard 2/rogue 1<br />

NE Small humanoid<br />

Init +4; Senses low-light vision; Listen +3, Spot +1<br />

Languages Common, Dwarven, Gnome, Goblin, Gnoll, Orc<br />

AC 15, touch 15, flat-footed 11; +4 against giants<br />

(+1 size, +4 Dex)<br />

Fort +0, Ref +6, Will +4; +2 against illusions<br />

Speed 20 ft. (4 squares)<br />

Melee mwk dagger +3 (1d3)<br />

Ranged light crossbow +6 (1d6)<br />

Base Atk +1; Grp –3<br />

Atk Options sneak attack +1d6, +1 on attack rolls against<br />

kobolds and goblinoids<br />

Combat Gear 3 potions <strong>of</strong> cure light wounds, wand <strong>of</strong> magic<br />

missile (CL 2nd, 20 charges), scroll <strong>of</strong> summon monster I,<br />

2 tanglefoot bags, 2 smokesticks, 2 vials alchemist’s fi re<br />

Wizard Spells Prepared (CL 3rd):<br />

1st—disguise self (DC 16), magic missile, silent image<br />

(DC 16)<br />

0—arcane mark, detect poison, flare (DC 14), ray <strong>of</strong> frost<br />

(DC 14)<br />

Spell-Like Abilities (CL 3rd):<br />

1/day—dancing lights, ghost sound (DC 14), prestidigitation,<br />

speak with animals (burrowing mammal only, duration<br />

1 minute)<br />

Abilities Str 10, Dex 18, Con 10, Int 18, Wis 13, Cha 16<br />

SQ familiar (none at present), trapfi nding<br />

Feats Scribe Scroll, Spell Focus (illusion), Greater Spell<br />

Focus (illusion)<br />

Skills Concentration +6, Craft +10, Decipher Script +10,<br />

Diplomacy +4, Disguise +4, Escape Artist +10, Forgery<br />

+5, Gather Information +4, Knowledge (local) +6, Listen<br />

+3, Move Silently +5, Open Lock +5, Pr<strong>of</strong>ession (bookkeeper)<br />

+5, Sense Motive +2, Sleight <strong>of</strong> Hand +5, Spellcraft<br />

+10, Spot +1, Tumble +5, Use Rope +4<br />

Possessions combat gear plus masterwork dagger, masterwork<br />

thieves’ tools, 1 antitoxin vial, light crossbow with<br />

30 bolts, topaz/jade necklace (500 gp), 5 gold earrings<br />

(20 gp each), 2 diamond rings (50 gp each), spellbook<br />

ZAR’FELL<br />

When Zargath went looking for the center <strong>of</strong> his orc empire,<br />

he and Grikfell found a ruined manor house only a few miles<br />

from the tribe’s village. They cleared the place <strong>of</strong> wandering<br />

monsters and renamed it Zar’Fell in honor <strong>of</strong> their alliance<br />

and their friendship.<br />

Today, Zar’Fell is a thriving community <strong>of</strong> over four hundred<br />

orcs, including three hundred noncombatant women<br />

and children. Most live in small huts on the grounds that<br />

surround the keep, while the higher-status orc families live<br />

in renovated stone cottages. Zargath, Grikfell, and other<br />

leaders reside in the manor house.<br />

KEY FEATURES<br />

Before the Black Wolves arrived, the manor had been abandoned<br />

for so long that the second floor, parts <strong>of</strong> the first floor,<br />

all four <strong>of</strong> the guard towers, and a good chunk <strong>of</strong> the exterior<br />

western wall had collapsed. Now, construction and repair<br />

work proceed around the clock.<br />

Much <strong>of</strong> the interior has been repaired or reinforced, as has<br />

most <strong>of</strong> the western wall and the southeastern guard tower<br />

(see area 10). Temporary walls have been built to block access<br />

to the southwestern portion <strong>of</strong> the keep (including area 11),<br />

which has almost entirely fallen into rubble. As the second<br />

floor had sustained too much damage to be repaired, the orcs<br />

knocked it down, took out the stairs, and covered the house<br />

in a new flat ro<strong>of</strong>.<br />

Structural Properties<br />

The following general properties apply to all rooms unless<br />

otherwise noted in the area descriptions.<br />

Exterior Walls: The dwarf masonry exterior walls are<br />

3 feet thick and descend about 5 feet below the ground.<br />

Unrepaired walls have a break DC <strong>of</strong> 35, hardness 8, and 300<br />

hit points per 10-foot-square section. Because the walls are<br />

crumbling, scaling them is a bit easier than normal (Climb<br />

DC 15). Repaired walls have a break DC <strong>of</strong> 40, hardness 8,<br />

and 540 hit points per section.<br />

Interior Walls: The inner walls <strong>of</strong> the house (Climb DC<br />

20) are 2 feet thick and have a break DC <strong>of</strong> 35, hardness 8,<br />

and 180 hit points per 10-foot-square section.<br />

Scaffolding: Most <strong>of</strong> the house’s exterior is covered by<br />

wooden scaffolding; this rises to the ro<strong>of</strong> and has enough<br />

platforms and equipment for ten orcs to work at a time.<br />

Floors: In repaired areas <strong>of</strong> the building, the floors are level<br />

and in surprisingly good condition. Due to the construction,<br />

however, dust, pebbles, and chunks <strong>of</strong> debris are everywhere.<br />

The presence <strong>of</strong> so many orcs going back and forth in the<br />

dirt makes reading tracks very difficult (Survival DC 30).<br />

Ceiling Height: The ceilings throughout the building<br />

are 15 feet high.<br />

Brass Bells: Every 40 feet along the walls is a large brass<br />

bell with a hammer. Striking one <strong>of</strong> these bells puts the house<br />

on alert.<br />

Doors: All doors are 7 feet high and are brand new. Each<br />

door is 2 inches thick and has hardness 5 and 20 hit points.<br />

Except where indicated in the area descriptions, all doors<br />

in the house are closed but unlocked (unless an orc puts the<br />

house on alert).<br />

Illumination: The interior is lit by torches in sconces<br />

every 10 feet along on the walls.<br />

Smells: Zargath likes to be clean, so the house lacks the usual<br />

odor <strong>of</strong> an orc nest (no rotting meat or <strong>of</strong>fal). The major exceptions<br />

are the kennels and pens (area 5), which smell <strong>of</strong> unwashed<br />

humanoids and worgs, and the collapsed room (area 11), which<br />

reeks <strong>of</strong> mold. In addition, the air throughout the house is full<br />

<strong>of</strong> stone dust and wood shavings, so any PC who makes a check<br />

to identify a smell has a 15% chance <strong>of</strong> sneezing.<br />

Sounds: Depending on the state <strong>of</strong> alert, the house and<br />

the grounds ring either with the clatter <strong>of</strong> construction or<br />

with the tramp <strong>of</strong> boots and shouted instructions.

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