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Exemplars of Evil

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<strong>of</strong> the structure are masonry and have a break DC <strong>of</strong> 35, hardness<br />

8, and 90 hit points per section.<br />

Arrow Slits: There are few windows in the keep, though<br />

there are numerous arrow slits. These openings grant archers<br />

improved cover (+8 bonus to Armor Class and +4 bonus on<br />

Reflex saves). Characters attempting to cast spells, such as<br />

fireball, through the arrow slits must succeed on ranged touch<br />

attacks against AC 15. A Small character can squeeze through<br />

an arrow slit by making a successful DC 15 Escape Artist<br />

check, while a Medium creature can do so by succeeding on<br />

a DC 30 Escape Artist check.<br />

Floors: Aside from random splotches <strong>of</strong> filth and grime,<br />

the floors are level and free <strong>of</strong> debris.<br />

Ceiling Height: The ceilings <strong>of</strong> the first level are 15 feet<br />

high. Dark, writhing shadows roil in the corners as if alive,<br />

though they are nothing more than tricks <strong>of</strong> the light.<br />

Doors: Made from strong wood, all doors are 2 inches thick<br />

and have hardness 5 and 20 hit points. They are unlocked.<br />

Illumination: Most rooms are dark, though sconces at<br />

10-foot intervals hold unlit torches.<br />

Smells: The entire place stinks <strong>of</strong> mildew and spoiled<br />

meat. The stench is foul enough to block the use <strong>of</strong> the scent<br />

ability, but it otherwise imposes no penalties.<br />

Sounds: Whenever a character’s Listen check result is 25 or<br />

higher, she hears a disturbing noise that sounds like something<br />

moist writhing around. The first time she hears it, she must<br />

succeed on a DC 15 Will save or be shaken for 1 round.<br />

DEFENSES<br />

Most <strong>of</strong> the keep’s defenders have long since died from disease<br />

or fled in fear <strong>of</strong> Edgar’s obscene transformation. The guards that<br />

remain are utterly corrupted. Ten warriors and two commanders<br />

patrol the grounds, and all <strong>of</strong> them have been physically mutated<br />

by the fetid Worm that Walks. If combat breaks out with any<br />

<strong>of</strong> the guards, 1d3 more guards show up every 3 rounds until<br />

all have been accounted for (for statistics, see tactical encounter<br />

3–1, page 58). If neither corrupted commander is present at the<br />

start <strong>of</strong> the fight, one <strong>of</strong> them shows up 4 rounds after combat<br />

begins, and the other arrives 4 rounds after that.<br />

Once the PCs arrive, Edgar flees to the catacombs (see<br />

tactical encounter 3–3, page 62); if his sister is present, she<br />

goes with him. Meanwhile, Draen (for statistics, see page<br />

52) and six corrupted dire rats set out to find and devour the<br />

interlopers, attacking the PCs when they are least prepared.<br />

The few other denizens <strong>of</strong> the keep remain in their chambers,<br />

confident in their ability to deal with intruders.<br />

Corrupted BoVD Dire Rat CR 1<br />

hp 7 (1 HD)<br />

NE Small aberration (augmented animal)<br />

Init +2; Senses darkvision 60 ft., low-light vision, scent; Listen<br />

+3, Spot +3<br />

AC 18, touch 13, flat-footed 16<br />

(+1 size, +2 Dex, +5 natural)<br />

Immune acid<br />

Fort +5, Ref +4, Will +2<br />

Speed 40 ft. (8 squares), climb 20 ft.<br />

Melee bite +3 (1d6+2 plus disease)<br />

Base Atk +0; Grp –2<br />

Atk Options disease<br />

Abilities Str 14, Dex 15, Con 16, Int 1, Wis 10, Cha 2<br />

Feats Alertness, Weapon Finesse B<br />

Skills Climb +10, Hide +7, Jump +6, Listen +3, Move Silently<br />

+3, Spot +3, Swim +10<br />

Disease (Ex) Filth fever—injury (bite), Fort DC 17, incubation<br />

period 1d3 days, damage 1d3 Dex and 1d3 Con.<br />

AREA DESCRIPTIONS<br />

Tolst<strong>of</strong>f Keep consists <strong>of</strong> several floors above ground and a catacomb<br />

below. Nearly all <strong>of</strong> the action, though, takes place on the<br />

main floor. If you wish to expand upon the castle and its contents,<br />

feel free to sketch out the upper level to suit your needs. For more<br />

on the catacombs, see tactical encounter 3–3 (page 62).<br />

1. Courtyard: Between the outer wall and the keep is the<br />

courtyard, an area <strong>of</strong> churned mud and dead grass. In places,<br />

old bones break the surface. Two corrupted human warriors<br />

patrol the outer wall. When the PCs enter the courtyard, the<br />

guards should be at the extreme northern stretch <strong>of</strong> wall.<br />

Each round, they move 20 feet clockwise. For statistics, see<br />

tactical encounter 3–1 (page 58).<br />

2. Entrance: The only entrance to Tolst<strong>of</strong>f Keep is a single<br />

wooden door on the east wall <strong>of</strong> the structure. Old and stained<br />

black from filth, it features a gargoyle’s head with a ring<br />

through its ears that holds a knocker. The creature’s head is<br />

real, carefully preserved with foul unguents.<br />

Just inside the keep door, a large room shows its age and<br />

neglect. A crimson rug with unsettling patterns covers most <strong>of</strong><br />

the floor, and two suits <strong>of</strong> full plate armor flank an archway leading<br />

to a hallway. Banners displaying the Tolst<strong>of</strong>f heraldry—a<br />

red-eyed raven on a gray field—hang from the ceiling.<br />

3. Hall <strong>of</strong> Ancestors: This rectangular hall has two doors,<br />

both made <strong>of</strong> dark wood and bound in rusting iron. A rug<br />

runner extends the length <strong>of</strong> the hall, showing a vine pattern<br />

in its weave. Hanging on the walls are a half-dozen portraits<br />

<strong>of</strong> somber people, an equal mix <strong>of</strong> men and women. At the far<br />

end stands a small round table, on which is a skull surrounded<br />

by auburn hair. This gruesome decoration is the head <strong>of</strong> the<br />

old baroness. Katarin shattered her jaw to prevent others from<br />

contacting her spirit.<br />

4. Feast Hall: This room is a large hall, with multicolored<br />

banners rotting on the walls and three rows <strong>of</strong> tables and<br />

benches. Platters <strong>of</strong> spoiled food, crawling with maggots,<br />

cover the tables. Inspection <strong>of</strong> the fare reveals that someone<br />

has recently picked over the old food. Characters who inspect<br />

the northwest corner and succeed on a DC 20 Search check<br />

discover a secret door. Depressing a concealed stud in the floor<br />

opens the door, revealing a narrow hall that ends at a short<br />

staircase descending to the catacombs. If the PCs go down<br />

the stairs, run tactical encounter 3–3 (see page 62).<br />

Just inside the secret door, a key hangs from a hook. The<br />

key opens the door in the antechamber (area 15), which leads<br />

to the chapel (tactical encounter 3–2, page 60).<br />

5. Kitchens: The kitchens are far nastier than the feast hall.<br />

Against the south wall are six cold ovens. Three tables running<br />

down the center <strong>of</strong> the room hold the rotting remains<br />

<strong>of</strong> three villagers, each bound in place with bloodstained<br />

leather straps. They have been opened in the middle and their<br />

insides have been scooped out, presumably for a meal.<br />

Beneath one <strong>of</strong> the tables is a hideous spawn <strong>of</strong> Kyuss, a<br />

fearsome undead horror favored by the Worm that Walks.<br />

The creature looks like a thoroughly rotted zombie with<br />

green worms writhing in and out <strong>of</strong> its skull.<br />

CHAPTER 3<br />

EDGAR & KATARIN<br />

TOLSTOFF<br />

55

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