Exemplars of Evil
Exemplars of Evil
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