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Exemplars of Evil

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CHAPTER 3<br />

EDGAR & KATARIN<br />

TOLSTOFF<br />

Illus. by E. Deschamps<br />

TOLSTOFF KEEP<br />

At the edge <strong>of</strong> a large, stinking swamp rises a low hill, on<br />

which huddles a mishmash <strong>of</strong> hovels, houses, and shops.<br />

Thrusting up from the center is Tolst<strong>of</strong>f Keep, an old castle<br />

stained dark from centuries <strong>of</strong> grime, rain, and choking vines.<br />

The air is still and silent, except for the occasional screams <strong>of</strong><br />

swamp-dwelling terrors. A heavy mist swirls about the area,<br />

contributing to the hacking cough that afflicts the locals who<br />

call this wretched place home.<br />

Few people live in the keep. Aside from Edgar and his sister,<br />

the only residents are a handful <strong>of</strong> guards, all <strong>of</strong> whom wear<br />

disturbing leather masks molded to look like idiotic smiling<br />

faces. Villagers whisper that the soldiers are not human—or<br />

at least not human any longer. They make no sounds and<br />

interact only with one another. No one outside the keep has<br />

seen their faces, but some claim that beneath the masks are<br />

masses <strong>of</strong> undulating flesh, not unlike tangles <strong>of</strong> worms.<br />

KEY FEATURES<br />

The hovels and shacks crowd right up against the castle walls,<br />

and the stench <strong>of</strong> the afflicted and the corrupt hangs like a pall<br />

over the area. The castle walls are fashioned from dark stone.<br />

Many <strong>of</strong> the stones have stains<br />

that resemble faces<br />

twisted with suffering<br />

or hands<br />

reaching out<br />

for help. Indeed,<br />

those<br />

who brush<br />

against the walls find their cloaks snagged by stones, caught<br />

in improbable ways.<br />

The keep—the structure within the walls—is two stories<br />

tall, though only the main floor is shown on the map. The<br />

labyrinthine upper level consists <strong>of</strong> bedrooms, meeting rooms,<br />

and privies, none <strong>of</strong> which is especially noteworthy—though<br />

there are a number <strong>of</strong> secret passages, isolated rooms, and odd<br />

architectural features. Three turrets rise another 20 feet above<br />

the second floor, overlooking the outer wall by at least 10 feet.<br />

Structural Properties<br />

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

otherwise noted in the area descriptions.<br />

Outer Wall: The keep is encircled by a wall (Climb DC 20)<br />

that is 40 feet tall and that descends 10 feet below the ground<br />

to thwart sappers. Near the base, the wall is about 5 feet thick,<br />

gradually thinning to 2 feet at the top where crenellations rise<br />

to protect the archers who patrol the perimeter. At its base, the<br />

wall has a break DC <strong>of</strong> 50, hardness 8, and 900 hit points per<br />

10-foot-square section. Toward the top, the wall has a break DC<br />

<strong>of</strong> 50, hardness 8, and 360 hit points per section. The crenellations<br />

provide cover to creatures standing behind them.<br />

Keep Walls: The exterior walls (Climb DC 20) <strong>of</strong> the<br />

keep are made <strong>of</strong> superior masonry and are<br />

2 feet thick, with a break<br />

DC <strong>of</strong> 35, hardness 8,<br />

and 180 hit points<br />

per 10-foot-square<br />

section. The internal<br />

walls<br />

(Climb DC 15)<br />

54<br />

Tolst<strong>of</strong>f Keep

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