Exemplars of Evil
Exemplars of Evil
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.