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Exemplars of Evil

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ENCOUNTER 2-2<br />

44<br />

L IBRARY<br />

Encounter Level 7<br />

SETUP<br />

An orc captain stands guard over each entrance to this<br />

room. By Zargath’s orders, no one is allowed to enter<br />

through the southern or eastern door. Player characters<br />

who do so are surprised and immediately attacked by the<br />

orcs in the room. Those who enter through the western<br />

doors are confronted by two orc guards, who first look<br />

to see if the intruders have an escort and a feather <strong>of</strong> the<br />

correct color. If the PCs attack as their first action when<br />

entering the room through this door, they gain surprise.<br />

Otherwise, roll for initiative normally.<br />

If the PCs open the western doors, read:<br />

The door swings open to reveal a tall and mostly<br />

empty bookshelf standing directly in front <strong>of</strong> you,<br />

with another to your left. To the right, a miserable<br />

and abused human sits at a desk, writing with a<br />

quill on a piece <strong>of</strong> parchment. Two orcs with their<br />

swords drawn stand in front <strong>of</strong> the first bookshelf.<br />

“You got business here?” the one on the left snarls.<br />

The library contains tall bookshelves, desks, chairs, and<br />

an alchemy station. Six human prisoners (H) sit at desks,<br />

filling parchment with information that Zargath has<br />

demanded. They are being watched by eight orc soldiers<br />

(O), two orc captains (C), and Dwarreg (D), the dwarf who<br />

thinks he’s an orc.<br />

TACTICS<br />

Once combat begins, four orcs confront the PCs while the<br />

rest duck behind bookshelves and try to pepper the intruders<br />

with arrows, aiming first at any obvious spellcasters.<br />

The four orcs in melee combat try to use the bookshelves<br />

to flank the party. Whenever possible, the orcs try to push<br />

a bookshelf over onto a party member (for details, see Features<br />

<strong>of</strong> the Area).<br />

The six human captives are noncombatants and try to<br />

avoid the orcs and the PCs alike. When combat begins,<br />

three hide under their desks, while the rest scramble<br />

around the room, trying to escape through any door in<br />

the confusion.<br />

As soon as Dwarreg realizes that combat has started, he<br />

drinks his potion <strong>of</strong> barkskin and moves to attack the party.<br />

Like the orcs, he tries to use the bookshelves as cover,<br />

throwing all <strong>of</strong> the items on his belt at a rate <strong>of</strong> about 1<br />

per round. He starts by tossing a tanglefoot bag at the first<br />

PC he sees, followed by a vial <strong>of</strong> alchemist’s fire. Dwarreg<br />

then moves and targets a different PC in the same manner.<br />

When he runs out <strong>of</strong> alchemist’s fire, he starts hurling<br />

flasks <strong>of</strong> acid instead. If he sees a PC kill an orc in melee<br />

combat, he throws a thunderstone at that character, hoping<br />

Dwarreg CR 4<br />

hp 23 (4 HD)<br />

Male dwarf expert (combat engineer) 3<br />

N Medium humanoid<br />

Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1<br />

Languages Common, Dwarven, Orc<br />

AC 14, touch 10, flat-footed 14<br />

(+4 armor)<br />

Fort +3 (+5 against poison), Ref +1, Will +4; +2 against<br />

spells and spell-like effects<br />

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

Melee mwk morningstar +5 (1d6+2)<br />

Base Atk +2; Grp +4<br />

Combat Gear 1 potion <strong>of</strong> barkskin, 3 vials alchemist’s fire,<br />

6 tanglefoot bags, 3 thunderstones, 3 flasks acid<br />

Abilities Str 14, Dex 11, Con 16, Int 15, Wis 12, Cha 8<br />

Feats Combat Expertise, Diligent<br />

Skills Appraise +4 (+6 Craft), Balance –1, Craft +9,<br />

Decipher Script +5, Diplomacy +7, Disable Device +4,<br />

Intimidate +2, Knowledge (architecture) +8, Listen +1,<br />

Open Lock +3, Search +2 (+6 secret doors), Spot +1,<br />

Survival +7<br />

Possessions combat gear plus masterwork morningstar,<br />

masterwork chain shirt<br />

8 Orc Soldiers CR 1/2<br />

hp 5 each (1 HD); see page 39<br />

2 Orc Captains CR 2<br />

hp 11 each (2 HD); see page 39<br />

6 Human Captives CR 1<br />

hp 6 each (1 HD)<br />

Male or female human expert 2<br />

AC 10<br />

Fort +0, Ref +0, Will +3<br />

to deafen her, though he holds one thunderstone in reserve<br />

in case he is attacked directly.<br />

The orcs make every effort to stay away from the alchemy<br />

station (see Features <strong>of</strong> the Area) and herd the PCs into<br />

its general vicinity. The first time any PC steps within 3<br />

squares <strong>of</strong> the station, the orcs attempt to detonate the station<br />

by firing arrows at it. If they make a successful attack<br />

against AC 10, an arrow strikes a volatile object and causes<br />

the whole station to explode.<br />

DEVELOPMENT<br />

When Dwarreg runs out <strong>of</strong> vials and flasks, he scurries to<br />

the alchemy station (provided it has not been detonated)<br />

and attempts to retrieve the four vials <strong>of</strong> alchemist’s fire<br />

kept in the steel box. It takes him 2 rounds to unlock<br />

the box and pull out the vials. If he cannot retrieve the<br />

vials, he uses his last thunderstone on the nearest PC and<br />

enters melee combat with his morningstar, fighting to<br />

the death.

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