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Exemplars of Evil

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After throwing the thunderstone, the corrupted commander<br />

fires arrows at any enemy spellcasters who escaped<br />

its effects or who were outside the radius <strong>of</strong> the spread.<br />

If the PCs move past the outer wall and enter the keep’s<br />

courtyard, the guard in the archer platform to the north opens<br />

fire with his longbow, targeting lightly armored characters<br />

first. The corrupted commander and one <strong>of</strong> the corrupted<br />

warriors emerge from the barbican towers to engage the closest<br />

character. The other guards remain in the towers until<br />

there are no more PCs outside the walls, at which point the<br />

last two warriors also emerge into the courtyard.<br />

The corrupted warriors and the corrupted commander<br />

fight intruders to the death.<br />

DEVELOPMENT<br />

When the PCs enter the courtyard, two more corrupted warriors<br />

are walking the outer wall at the far northern end. Each<br />

round that the combat continues, the warriors move 20 feet<br />

clockwise along the outer wall. On the tenth round, if the<br />

PCs are still fighting the gate guards, the warriors on the wall<br />

attempt DC 22 Listen checks to hear the sounds <strong>of</strong> battle. If<br />

they fail, they walk another 20 feet along the wall, toward<br />

the gate. The next round, they attempt another Listen check,<br />

this time against DC 20 because they have moved closer to<br />

the battle. The warriors keep attempting saves and moving<br />

until they finally hear the sounds <strong>of</strong> combat. At that point,<br />

they head toward the gate at a speed <strong>of</strong> 20 feet.<br />

While the archer in area 10 waits for the PCs to breach<br />

the gate, he calls for the other corrupted commander and<br />

warriors in the guest quarters (area 8), alerting them to the<br />

presence <strong>of</strong> intruders. It takes 7 rounds for these reinforcements<br />

to arrive in the courtyard. If the PCs breach the gate<br />

and defeat their initial opponents within 7 rounds, they can<br />

slip inside the keep and avoid facing the new arrivals.<br />

CONCLUSION<br />

The towers hold little <strong>of</strong> interest. They are 50 feet tall and<br />

capped with conical ro<strong>of</strong>s. Each tower has four floors, and a<br />

spiral staircase leads up past several empty chambers until<br />

it ends at the large top floor. The warriors and commander<br />

spend their time on the ground floor, which consists <strong>of</strong> one<br />

large room with tables to either side. The table in the west<br />

tower holds 1d12 gp and a pair <strong>of</strong> dice, and the table in the<br />

east tower holds a deck <strong>of</strong> stained cards.<br />

ENCOUNTER 3-1<br />

FEATURES OF THE AREA<br />

The area has the following features.<br />

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

that is 40 feet tall. See page 54 for details.<br />

Main Gate: The main gate is made <strong>of</strong> 2-inch-thick iron. It<br />

has a break DC <strong>of</strong> 28, hardness 10, and 60 hit points. The gate<br />

is secured but can be opened with a successful DC 30 Open<br />

Lock check.<br />

Arrow Slits: Due to the slits, the corrupted warriors and<br />

commander gain a +8 bonus to Armor Class and a +4 bonus<br />

on Reflex saves. Casting spells through the arrow slits requires<br />

a ranged touch attack.<br />

Barrels: The barrels in the courtyard are full <strong>of</strong> old rainwater.<br />

If a PC tips one over (Strength DC 25), the spilled water makes<br />

an adjacent square extremely slippery, such that the space costs<br />

2 squares <strong>of</strong> movement to enter.<br />

59

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