CHAPTER 3 EDGAR & KATARIN TOLSTOFF 57
ENCOUNTER 3-1 B ARBICAN Encounter Level 6 SETUP This encounter occurs when the PCs approach Tolst<strong>of</strong>f Keep. Two corrupted warriors (G) watch them through arrow slits. A third corrupted warrior cleans his sword in the east barbican tower, and a fourth watches the main gate through an arrow slit in the southern archer platform (area 10). The corrupted commander (C) sits on a stool in the west barbican tower. Unless the PCs make some attempt to hide, the two guards peering through the arrow slits automatically spot them, and the commander and the east tower guard move to take positions at other arrow slits in their towers. When the PCs approach the gates, read: The keep’s outer wall looms before you, rising some 40 feet into the air. Two towers flank the main gate, forming a barbican. Arrow slits pierce the walls <strong>of</strong> the towers. If the PCs attempt to enter the keep, read: Four arrows streak toward you from the thin slits in the tower walls. You hear inhuman cackling from within the towers. TACTICS When combat begins, the corrupted warriors shoot arrows at the PCs, firing one each round for as long as they have a clear shot. If a PC comes within 10 feet <strong>of</strong> an arrow slit, the guard at that slit drops his bow and throws a tanglefoot bag (+1 ranged touch) at the character. If the bag hits its target, the PC becomes entangled in alchemical goo, taking a –2 penalty on attack rolls and a –4 penalty to Dexterity. Additionally, the character must succeed on a DC 15 Reflex save or become glued to the ground, unable to move. Even on a successful save, the PC can move only at half speed. A character who fails to save and becomes stuck to the floor can break free with a successful DC 17 Strength check or by dealing 15 points <strong>of</strong> damage to the hardened goo. In any event, the goo becomes brittle in 2d4 rounds, cracking apart and releasing the character. The corrupted commander begins the combat by flinging his thunderstone through an arrow slit into the thickest knot <strong>of</strong> intruders, where it lands with a tremendous bang. Player characters within a 10-foot-radius spread must succeed on a DC 15 Fortitude save or be deafened for 1 hour. Deafened PCs take a –4 penalty on initiative; spellcasters also have a 20% chance <strong>of</strong> miscasting spells that have verbal components. 4 Corrupted Warriors CR 1 hp 6 each (1 HD) Male or female corrupted BoVD human warrior 1 NE Medium aberration (augmented humanoid) Init +4; Senses darkvision 60 ft.; Listen +0, Spot +0 Languages Common AC 21, touch 10, flat-footed 21 (+5 armor, +2 shield, +4 natural) Immune acid Fort +4, Ref +0, Will –1 Speed 20 ft. (4 squares) in chainmail, base speed 30 ft. Melee longsword +5 (1d8+3/19–20) Ranged composite longbow +1 (1d8+1/×3) Base Atk +1; Grp +4 Combat Gear potion <strong>of</strong> cure light wounds, 2 tanglefoot bags Abilities Str 17, Dex 10, Con 15, Int 9, Wis 8, Cha 6 Feats Improved Initiative B , Weapon Focus (longsword) Skills Intimidate +2, Listen +0, Spot +0 Possessions combat gear plus masterwork chainmail, heavy steel shield, longsword, composite longbow (+1 Str bonus) with 20 arrows Corrupted Commander CR 2 hp 15 (2 HD); fast healing 1 Male corrupted human warrior 2 NE Medium aberration (augmented humanoid) Init +5; Senses darkvision 60 ft.; Listen +1, Spot +1 Languages Common AC 22, touch 11, flat-footed 21 (+1 Dex, +5 armor, +2 shield, +4 natural) Immune acid Fort +6, Ref +1, Will +0 Speed 20 ft. (4 squares) in chainmail, base speed 30 ft. Melee mwk battleaxe +8 (1d8+4/×3) or Melee gauntlet +6 touch (1d3+4 plus 1 vile BoVD ) Ranged mwk composite longbow +4 (1d8+4/×3) Base Atk +2; Grp +6 Atk Options disruptive attack Combat Gear potion <strong>of</strong> cure moderate wounds, 2 smokesticks, thunderstone Abilities Str 19, Dex 12, Con 17, Int 10, Wis 10, Cha 6 Feats Improved Initiative B , Weapon Focus (battleaxe) Skills Climb +4, Intimidate +3, Jump –6, Listen +1, Spot +1 Possessions combat gear plus masterwork chainmail, masterwork heavy steel shield, masterwork battleaxe, gauntlet, masterwork composite longbow (+4 Str bonus) with 20 arrows Vile Damage Unlike normal damage, vile damage can be healed only by magic cast within the area <strong>of</strong> a consecrate or hallow spell. Disruptive Attack (Su) A corrupted commander deals 1 point <strong>of</strong> vile damage whenever he touches a living, corporeal creature that is not corrupted and is not an outsider. 58
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3 TABLE OF CONTENTS Contents Introd
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Illus. by J. Zhang s a Dungeon Mast
- Page 8 and 9: worlds, but the PCs find it first a
- Page 10 and 11: them and thwart their efforts. A ri
- Page 12 and 13: VILLAINOUS PLOTS Every great villai
- Page 14 and 15: Envy Envious villains pursue their
- Page 16 and 17: Advancing the Villain A one-shot vi
- Page 18 and 19: Typical Classes: Bard, beguiler, he
- Page 20 and 21: wants, what she expects of you, and
- Page 22 and 23: FEIGN DEATH A clever villain has ma
- Page 24 and 25: Table 1-1: Villainous Feats General
- Page 26 and 27: Benefit: You gain the extraplanar s
- Page 28 and 29: 2nd Level Alliance Undone: Suppress
- Page 30 and 31: whose movement rates drop to 0 feet
- Page 32 and 33: cell belongs to a third cell, and s
- Page 34 and 35: Illus. by T. Giorello he orc has fa
- Page 36 and 37: hopes to eventually claim the Eldee
- Page 38 and 39: double axe. He also carries a few s
- Page 40 and 41: CHAPTER 2 ZARGATH HUMAN-BANE DEFENS
- Page 42 and 43: changes each week. Unescorted visit
- Page 44 and 45: FEATURES OF THE AREA The area has t
- Page 46 and 47: If Dwarreg is killed or if more tha
- Page 48 and 49: War Leader Grikfell CR 3 hp 25 (3 H
- Page 50 and 51: effort to embrace this power, but h
- Page 52 and 53: small jars throughout his personal
- Page 54 and 55: Speed 30 ft. (6 squares) Melee +1 r
- Page 56 and 57: of the structure are masonry and ha
- Page 60 and 61: After throwing the thunderstone, th
- Page 62 and 63: FEATURES OF THE AREA The room has t
- Page 64 and 65: Fiendish Wolverine CR — hp 34 (3
- Page 66 and 67: fragmented into smaller knots and f
- Page 68 and 69: that protrude from its surface are
- Page 70 and 71: GOALS Pog’s time as a statue has
- Page 72 and 73: of the crew into the hold. The capt
- Page 74 and 75: CHAPTER 4 CAPTAIN GNASH 73
- Page 76 and 77: 4 Pseudonatural Hobgoblins CR 1 hp
- Page 78 and 79: FEATURES OF THE AREA The room has t
- Page 80 and 81: TACTICS Once the PCs are aware of t
- Page 82 and 83: way out. They took heavy damage, bu
- Page 84 and 85: organization also includes Sulatar
- Page 86 and 87: umors and courting new business ass
- Page 88 and 89: Ranged +1 hand crossbow +10 (1d4+1
- Page 90 and 91: CHAPTER 5 CALAIS ARCHWINTER among t
- Page 92 and 93: FEATURES OF THE AREA The warehouse
- Page 94 and 95: 4 Tomb Spider Broodswarms MM3 CR
- Page 96 and 97: On subsequent rounds, Calais employ
- Page 98 and 99: significant portion of his treasure
- Page 100 and 101: USING FARROR As Emmara’s spy, Far
- Page 102 and 103: Melee mwk greataxe +22/+17/+12 (3d6
- Page 104 and 105: CHAPTER 6 EMMARA ISHANDRENN 5. Chap
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FEATURES OF THE AREA The lowest cer
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2 Stone Golems CR 11 hp 107 each (1
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The young queen set about restrengt
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without provocatively revealing any
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as Thaden’s way of asserting his
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Appearance and Behavior Fire giants
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CHAPTER 7 VALBRYN MORLYDD Illus. by
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eneath the fortress. Valbryn discov
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FEATURES OF THE AREA The gatehouse
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8 Advanced Hell Hounds CR 12 hp 44
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this purpose. Decapitating scarf is
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Energy Plane, where even the boldes
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4th—Moilian burning blood SC (CL
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Frightful Presence (Ex) Albrathax c
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are havens for the few inhabitants
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CHAPTER 8 KASTYA ZURITH- MOVYA 4. C
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4 Bloodfiend Locust Swarms FF CR 8
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FEATURES OF THE AREA The room has t
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the way they came, and then uses a
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Sons were allowed to claim mates fr
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5th (7/day)—dominate person (DC 2
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Rajief CR 12 hp 154 (19 HD) Male ad
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CHAPTER 9 BORAK, THUNDER TYRANT 151
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FEATURES OF THE AREA The Al-Iborak
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FEATURES OF THE AREA The main chamb
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FEATURES OF THE AREA The great hall
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THE SOTH TARNEL IN FAERÛN The Soth