Exemplars of Evil
Exemplars of Evil
Exemplars of Evil
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ENCOUNTER 2-3<br />
46<br />
A<br />
UDIENCE HALL<br />
Encounter Level 10<br />
SETUP<br />
When the manor is not on alert, each <strong>of</strong> the southern<br />
entrances to the throne room and audience chamber<br />
has a constant guard <strong>of</strong> four orc soldiers (O), two on the<br />
outside and two on the inside. At any sign <strong>of</strong> trouble, the<br />
guards crouch in defensive positions and call for an alert.<br />
All guards will fight to the death, trying to delay the<br />
intruders long enough for those in the room to prepare<br />
themselves.<br />
Inside the room, Zargath (Z) and Grikfell (Gf) are meeting<br />
with a bugbear ambassador (B) to discuss a possible<br />
alliance with his people. Gurn (G) is present as well, and<br />
so is Grikfell’s worg, Elbeth (E).<br />
As soon as the guards raise the alarm, everyone inside<br />
the room prepares for an attack.<br />
Gurn drinks his vial <strong>of</strong> antitoxin, runs to give one tanglefoot<br />
bag to Grikfell and the other to a guard, and then<br />
heads for the back <strong>of</strong> the room again. He casts silent image<br />
to create the illusion <strong>of</strong> a solid wall hiding the hallway<br />
to area 13. Finally, he lights two smokesticks—one in a<br />
square in front <strong>of</strong> him, and the other in a square in front<br />
<strong>of</strong> Zargath—to conceal their presence.<br />
Zargath scatters caltrops in the squares next to the ones<br />
covered by the smokesticks. He pours his dust <strong>of</strong> dryness<br />
into the 50-gallon barrel <strong>of</strong> water next to him and retrieves<br />
the resulting pellet.<br />
Grikfell stands on the dais in front <strong>of</strong> the throne, with<br />
Elbeth nearby. The worg howls, trying to attract the attention<br />
<strong>of</strong> her packmates in area 5.<br />
The orc guards hold their positions. The bugbear ambassador<br />
unlimbers his morningstar and tries to conceal<br />
himself in the shadows.<br />
When the PCs enter the room, read:<br />
This dark audience chamber is surprisingly simple<br />
and clean for an orc abode. A primitive stone<br />
throne sits on a dais in the center <strong>of</strong> the room, in<br />
front <strong>of</strong> a huge flag with the symbol <strong>of</strong> the Black<br />
Wolves. Decorative weapons and shields are hung<br />
on the walls. In front <strong>of</strong> you, a heavily muscled orc<br />
wielding a double axe stands on the dais, next to a<br />
huge, snarling black wolf.<br />
Zargath Human-Bane CR 5<br />
hp 15 (5 HD)<br />
Male orc rogue 4<br />
LE Medium humanoid<br />
Init +4; Senses darkvision 60 ft.; Listen +7, Spot +7<br />
Languages Common, Orc<br />
AC 18, touch 15, flat-footed 14; Dodge, uncanny dodge<br />
(+4 Dex, +3 armor, +1 deflection)<br />
Resist evasion<br />
Fort +3, Ref +8, Will +0<br />
Weakness light sensitivity<br />
Speed 30 ft. (6 squares)<br />
Melee mwk short sword +6 (1d6+1) and<br />
mwk dagger +1 (1d4+1)<br />
Ranged mwk hand crossbow +11 (1d4)<br />
Base Atk +6; Grp +7<br />
Atk Options sneak attack +2d6<br />
Combat Gear 2 potions <strong>of</strong> cure light wounds, dust <strong>of</strong> dryness,<br />
ring <strong>of</strong> protection +1, tanglefoot bag, caltrops<br />
Abilities Str 12, Dex 18, Con 8, Int 15, Wis 8, Cha 15<br />
SQ trap sense +1, trapfinding<br />
Feats Alertness, Dodge, Two-Weapon Fighting<br />
Skills Diplomacy +6, Disguise +3, Escape Artist +4, Gather<br />
Information +6, Hide +11, Intimidate +6, Knowledge<br />
(architecture) +3, Knowledge (geography) +3,<br />
Knowledge (history), +3, Knowledge (local) +6,<br />
Knowledge (nobility) +3, Listen +7, Move Silently +11,<br />
Open Lock +5, Search +3, Spot +7<br />
Possessions combat gear plus masterwork studded leather<br />
armor, masterwork hand crossbow with 50 bolts,<br />
master work short sword, masterwork dagger,<br />
masterwork thieves’ tools<br />
Light Sensitivity Zargath takes a –1 penalty on attack rolls,<br />
Search checks, and Spot checks in bright sunlight or<br />
within the radius <strong>of</strong> a daylight spell.<br />
TACTICS<br />
When the party enters the room, Zargath throws his dust<br />
<strong>of</strong> dryness pellet at the first character through the door. If<br />
it hits a PC, the pellet releases 50 gallons <strong>of</strong> water against<br />
the character, possibly knocking her flat (Strength DC<br />
30 to remain standing). The water covers 4 squares <strong>of</strong> the<br />
floor, making them very slippery (–2 penalty on Dexterity<br />
checks). After the pellet hits, the orc guards move in,<br />
attempting to flank the characters.<br />
Grikfell throws a tanglefoot bag at any PC other than the<br />
one hit by the pellet and rushes into melee. Elbeth charges<br />
the party and attacks, focusing on any PCs who have been<br />
knocked down.<br />
From the back <strong>of</strong> the room, Gurn tries to target the PCs<br />
with his wand <strong>of</strong> magic missiles. The gnome throws a vial<br />
<strong>of</strong> alchemist’s fire at any character who comes within 2<br />
squares <strong>of</strong> him.<br />
Zargath fires crossbow bolts at the intruders as shots<br />
become available.