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Exemplars of Evil

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umors and courting new business associates, as well as<br />

in intimidation and collection.<br />

GOALS<br />

Darzemaan’s main goal is to become the sole consort <strong>of</strong><br />

Tamesik; he doesn’t realize that she has been replaced by<br />

Calais. He constantly butts heads with Kjarlo, her only other<br />

significant minion—a spellcaster whose abilities sometimes<br />

outshine his own. The next most important minions, a set <strong>of</strong><br />

drow duskblade triplets, have not shown enough ambition<br />

to threaten him.<br />

Darzemaan fears the challenges <strong>of</strong> living as a drow in the<br />

surface world, but enjoys the lazy life afforded by his abilities.<br />

The Chelicerata provides him with money, fine accommodations,<br />

and occasional amorous dalliances with Calais. If he<br />

could dispose <strong>of</strong> Kjarlo, he would become the only minion<br />

<strong>of</strong> any real power serving the drow priestess.<br />

USING DARZEMAAN<br />

Darzemaan serves as the face <strong>of</strong> the illicit trade ring. Calais<br />

prefers to plot from afar, allowing the charismatic warlock<br />

to weave his webs over the merchants <strong>of</strong> the city. He is<br />

the most frequent contact encountered by PCs who deal<br />

with Calais.<br />

If the adventurers come into conflict with Darzemaan, they<br />

have a significant problem. His contacts, charmed servants,<br />

and demonic powers make him a dangerous foe. In person,<br />

he is most formidable at moderate range, where he can use<br />

his voice while avoiding the perils <strong>of</strong> melee combat. The<br />

warlock relies on his social skills and his magical talents, not<br />

on dealing massive amounts <strong>of</strong> damage.<br />

Darzemaan believes that the violent strikes that Calais<br />

has ordered against noble families are meant to even the<br />

playing field among the drow. He suspects that something<br />

is amiss with his mistress, but has shown little interest in<br />

finding out more.<br />

Appearance and Behavior<br />

When disguised, Darzemaan appears as a handsome human<br />

or half-elf with green eyes and shoulder-length auburn hair.<br />

He wears expensive, stylish clothes, cultivating a dashing<br />

and dangerous look that is just appealing enough to draw<br />

romantic attention.<br />

Among his allies, Darzemaan drops his disguise and takes<br />

his true form—that <strong>of</strong> a tall, handsome drow with long silver<br />

hair. His fiery orange eyes mark him as a servant <strong>of</strong> the demon<br />

lord Graz’zt.<br />

When he is at ease, Darzemaan is a pleasant, amiable, and<br />

courteous gentleman. He genuinely enjoys socializing and<br />

negotiation, but he disdains the drudgery and bookkeeping<br />

that business <strong>of</strong>ten requires. If the warlock becomes<br />

angry, he channels the malevolence <strong>of</strong> Graz’zt, turning<br />

cruel and vicious.<br />

Darzemaan CR 9<br />

hp 39 (8 HD); DR 2/cold iron<br />

Male drow warlock CAr 8<br />

CE Medium humanoid (elf)<br />

Init +2; Senses darkvision 120 ft.; Listen +2, Spot +2<br />

Languages Abyssal, Common, Drow Sign Language, Elven,<br />

Gnome, Undercommon<br />

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

(+2 Dex, +5 armor, +1 deflection)<br />

Immune magic sleep effects<br />

SR 19<br />

Fort +4 (+8 against poison), Ref +7, Will +7 (+9 against<br />

spells and spell-like effects); +1 against spells and spelllike<br />

effects produced by good creatures<br />

Weakness light blindness<br />

Speed 30 ft. (6 squares)<br />

Melee mwk rapier +6/+1 (1d6–1/18–20)<br />

Ranged mwk hand crossbow +9 (1d4 plus poison/19–20)<br />

Base Atk +6; Grp +5<br />

Atk Options poison (drow poison, Fort DC 13, unconscious<br />

1 minute/unconscious 2d4 hours)<br />

Special Actions deceive item, detect magic (at will, as the<br />

spell, CL 8th), eldritch blast 4d6 (+8 ranged touch, CL 8th),<br />

eldritch spear, fi endish resilience<br />

Combat Gear 3 doses drow poison, scroll <strong>of</strong> fog cloud, scroll<br />

<strong>of</strong> web, wand <strong>of</strong> cure light wounds (CL 1st, 25 charges)<br />

Invocations Known (CL 9th):<br />

Lesser—charm (DC 20), dread seizure DrM (DC 20)<br />

Least—baleful utterance (DC 18), beguiling influence, call<br />

<strong>of</strong> the beast CM , eldritch spear<br />

Spell-Like Abilities (CL 8th):<br />

1/day—dancing lights, darkness, faerie fi re<br />

Abilities Str 8, Dex 14, Con 12, Int 16, Wis 10, Cha 20<br />

SQ notice secret and concealed doors within 5 feet<br />

Feats Fiendish Heritage CM , Fiendish Power CM , Lightning<br />

Reflexes<br />

Skills Bluff +22, Concentration +6, Diplomacy +21, Intimidate<br />

+20, Knowledge (arcana) +5, Knowledge (the planes) +5,<br />

Listen +2, Search +5, Sense Motive +5, Spellcraft +4, Spot<br />

+2, Use Magic Device +16<br />

Possessions combat gear plus +1 chain shirt, cloak <strong>of</strong> Charisma<br />

+2, ring <strong>of</strong> protection +1, belt <strong>of</strong> resistance +1 (as cloak <strong>of</strong><br />

resistance), hat <strong>of</strong> disguise, masterwork rapier, masterwork<br />

hand crossbow with 20 bolts, 223 gp<br />

Light Blindness (Ex) Abrupt exposure to bright light (such<br />

as sunlight or a daylight spell) blinds Darzemaan for 1<br />

round. In addition, he takes a –1 circumstance penalty on<br />

attack rolls, saves, and checks when in bright light.<br />

KJARLO THE UNSEEN<br />

“He is searching for me, every minute <strong>of</strong> every day. I have taken all<br />

precautions within my ability, but it’s never enough. Eventually,<br />

my luck will run out and he will find me.”<br />

—Kjarlo the Unseen<br />

Kjarlo is a human on the run. When he was still a student<br />

in an academy devoted to the arcane arts, he accidentally<br />

destroyed a book <strong>of</strong> tanar’ri magic while conducting research<br />

in the library. The act somehow summoned a demon—a<br />

balor known as Déoglaubrach. Luckily for Kjarlo, the balor<br />

was momentarily stuck in the cramped library. He tried<br />

to slip out while the demon extricated itself, but Déoglaubrach<br />

spotted the mortal just as he dashed through<br />

the door.<br />

Kjarlo fled the city and kept running, spending a few weeks<br />

in each new town as a mage for hire and moving on whenever<br />

he heard that a balor had been spotted nearby. Eventually,<br />

he joined up with Tamesik, who felt that his abilities would<br />

be useful to the Chelicerata. Years <strong>of</strong> evading pursuit (real<br />

or imagined) had honed Kjarlo’s skills, shaping him into<br />

CHAPTER 5<br />

CALAIS<br />

ARCHWINTER<br />

85

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