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Exemplars of Evil

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Ranged +1 hand crossbow +10 (1d4+1 plus poison/19–20)<br />

Base Atk +4; Grp +3<br />

Atk Options poison (drow poison, DC 13, unconscious 1<br />

minute/unconscious 2d4 hours), sneak attack +4d6, steal<br />

spell (0, 1st)<br />

Combat Gear 10 doses drow poison, potion <strong>of</strong> cure light<br />

wounds, scroll <strong>of</strong> fog cloud, scroll <strong>of</strong> hold portal, scroll <strong>of</strong><br />

mount, scroll <strong>of</strong> obscuring mist, scroll <strong>of</strong> silent image<br />

Wizard Spells Prepared (CL 9th; 1d20+11 to overcome SR for<br />

divination spells; prohibited schools enchantment, evocation,<br />

necromancy):<br />

4th—arcane eye (CL 11th), greater invisibility, ruin delver’s<br />

fortune SC , scrying (CL 11th, DC 21)<br />

3rd—arcane sight, clairvoyance/clairaudience, enduring<br />

scrutiny CM , listening coin SC (CL 11th), unluck SC, (CL 11th,<br />

DC 20)<br />

2nd—chain <strong>of</strong> eyes SC (CL 11th, DC 19), create magic<br />

tattoo SC * (3), detect thoughts (CL 11th, DC 19) (2)<br />

1st—alarm, critical strike SC (CL 11th), guided shot SC (CL<br />

11th), mage armor, sniper’s shot SC (CL 11th), true<br />

casting CM (CL 11th), vigilant slumber SC (CL 11th)<br />

0—detect poison, ghost sound, mage hand, read magic<br />

* Tattoo grants +1 deflection bonus to AC, +2 resistance<br />

bonus on saves, or +2 competence bonus on attack rolls<br />

Abilities Str 8, Dex 14, Con 12, Int 18, Wis 14, Cha 10<br />

SQ enhanced awareness UA<br />

Feats Able Learner CM (see page 25), Greater Spell Focus<br />

(divination), Magic Sensitive CM (see page 25), Practiced<br />

Spellcaster CAr , Scribe Scroll B , Silent Spell B , Spell Focus<br />

(divination)<br />

Skills Craft (painting) +7, Decipher Script +12, Gather Information<br />

+10, Hide +14, Knowledge (arcana) +13, Knowledge<br />

(local) +9, Listen +10, Move Silently +10, Search +16,<br />

Sense Motive +14, Spellcraft +16, Spot +14<br />

Possessions combat gear plus +1 mithral chain shirt, +1 hand<br />

crossbow with 40 bolts, headband <strong>of</strong> intellect +2, masterwork<br />

short sword, 91 gp<br />

Spellbook spells prepared plus 0—all except for spells from<br />

prohibited schools; 1st—identify; 2nd—locate object<br />

Steal Spell (Su) Kjarlo can forego 1d6 points <strong>of</strong> damage from<br />

his sneak attack to steal a 0-level or 1st-level spell from<br />

his opponent. If the opponent prepares spells, Kjarlo<br />

can steal a specifi c spell; the opponent loses that spell<br />

from memory and cannot cast it for 1 minute, even if she<br />

prepared it multiple times. If the opponent is a spontaneous<br />

caster, she loses the ability to cast the stolen spell<br />

for 1 minute. If the opponent does not cast spells, has<br />

no spells prepared, or has no more spell slots, this ability<br />

has no effect.<br />

Kjarlo can try to steal a specifi c spell or allow the DM<br />

to choose a spell randomly. If he tries to steal a specifi c<br />

spell that is not available, the stolen spell (or spell slot) is<br />

determined randomly.<br />

Enhanced Awareness Kjarlo has Sense Motive on his list <strong>of</strong><br />

wizard class skills. When he casts identify, it takes only<br />

10 minutes, rather than the standard casting time <strong>of</strong> 1<br />

hour. When Kjarlo casts arcane eye, the sensor travels<br />

20 feet per round (rather than 10) while studying surroundings.<br />

Kjarlo adds 1 to the saving throw DCs <strong>of</strong><br />

his divination spells; this improvement stacks with his<br />

Greater Spell Focus (divination) feat. To gain this alternative<br />

class feature, Kjarlo gave up the ability to summon<br />

a familiar.<br />

THE CHELICERATA<br />

TRADE COMPLEX<br />

The warehouse that serves as the upper level <strong>of</strong> the Chelicerata<br />

complex was once the storehouse for a brewery, which<br />

operated in areas 2 and 3. When Tamesik set her sights on the<br />

building, she arranged accidents and disappearances among<br />

the brewers. Once the warehouse was hers, she extended<br />

the hallway (area 2c), connecting it to small caverns in the<br />

Underdark that she and Kjarlo divined. The rest <strong>of</strong> the caverns<br />

were used as guard barracks and bedrooms for Tamesik and<br />

her minions.<br />

Since Calais took charge <strong>of</strong> the criminal organization,<br />

little has changed in the layout <strong>of</strong> the complex. Apart<br />

from minor alterations to her own living quarters, Calais<br />

has maintained the appearance and everyday operations<br />

<strong>of</strong> the complex.<br />

KEY FEATURES<br />

The complex consists <strong>of</strong> three sections. The first is the cloaked<br />

warehouse on the surface, where the illegal goods are held.<br />

A spiral staircase in the warehouse leads down to the second<br />

section—the original brewery chambers, which now serve as an<br />

<strong>of</strong>fice and chapel. Rough tunnels that extend from the original<br />

hallway connect those rooms to the third section: small caverns<br />

in the Underdark that serve as barracks and quarters.<br />

Structural Properties<br />

The following properties apply to the subterranean rooms <strong>of</strong><br />

the trade complex. The features and properties <strong>of</strong> the warehouse<br />

are discussed in tactical encounter 5–1 (page 90).<br />

Walls: The walls <strong>of</strong> the former brewery (areas 1a, 2a, 2b,<br />

most <strong>of</strong> 2c, and 3) are hewn from the rock <strong>of</strong> existing caverns.<br />

They are 3 feet thick and have hardness 10, 600 hit points,<br />

and a Climb DC <strong>of</strong> 25. The walls <strong>of</strong> the rough tunnels (some<br />

<strong>of</strong> area 2c and areas 4, 5, 6, and 7) are bumpier than those in<br />

other parts <strong>of</strong> the complex. They are 3 feet thick and have<br />

hardness 10, 550 hit points, and a Climb DC <strong>of</strong> 17.<br />

Floors: The floors <strong>of</strong> the manmade section <strong>of</strong> the lower<br />

complex are smooth stone and have no effect on movement.<br />

The floors <strong>of</strong> the roughly hewn Underdark section are natural,<br />

though still relatively smooth. Although movement is not<br />

impaired, the DCs <strong>of</strong> all Balance, Jump, and Tumble checks<br />

that begin or end on the floor are increased by 4.<br />

Ceiling Height: The ceilings throughout the lower<br />

complex are 15 feet high.<br />

Doors: All doors in the lower complex are 5 feet wide and<br />

open inward. Each door is made <strong>of</strong> 3-inch-thick stone and<br />

has hardness 8 and 60 hit points.<br />

Illumination: An everburning torch illuminates the spiral<br />

stairway from the warehouse (area 1a). The <strong>of</strong>fice (area 2a) has<br />

a single everburning torch in the northeast corner. The long<br />

north–south branch <strong>of</strong> the tunnels (area 2c) is lit by three<br />

everburning torches. Each <strong>of</strong> its two smaller branches is lit by<br />

one everburning torch. The chapel (area 3) and each <strong>of</strong> the four<br />

caverns (areas 4 to 7) contain four everburning torches, one in<br />

each corner.<br />

Encounter Levels: The encounters in the lower complex<br />

range from EL 6 to EL 12. You can increase the EL <strong>of</strong> an<br />

encounter if guards have been mobilized or if Calais or one<br />

<strong>of</strong> her minions moves to the area.<br />

CHAPTER 5<br />

CALAIS<br />

ARCHWINTER<br />

87

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