Exemplars of Evil
Exemplars of Evil
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Tamesik; he doesn’t realize that she has been replaced by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