10.11.2014 Views

Exemplars of Evil

Exemplars of Evil

Exemplars of Evil

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

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.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!