Exemplars of Evil
Exemplars of Evil
Exemplars of Evil
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CHAPTER 5<br />
CALAIS<br />
ARCHWINTER<br />
88<br />
Illus. by W. Mahy<br />
DEFENSES<br />
Tamesik commissioned a powerful wizard to produce an<br />
illusion that makes the warehouse appear to be a normal<br />
storehouse with a few guards. Intruders have trouble navigating<br />
the area and fighting back against rapid assaults.<br />
The chapel (area 3) is protected by a shadesteel golem. This<br />
construct is held in a magical rapier that Tamesik found in<br />
the Underdark. If the altar is touched by someone who does<br />
not possess the appropriate key, the rapier transforms into<br />
the golem, which attacks the person who touched the<br />
altar and anyone else nearby. Simultaneously,<br />
the statues in the sanctuary release hordes<br />
<strong>of</strong> tomb spider broodswarms.<br />
Kjarlo and Darzemaan take turns<br />
monitoring activities within the<br />
warehouse. In tactical encounter<br />
5–1 (page 90), Darzemaan is overseeing<br />
the area, but Kjarlo<br />
could easily be lurking<br />
nearby. With his powers,<br />
the warlock tries<br />
to influence the emotions<br />
and actions <strong>of</strong> the<br />
PCs. If he fails, he retreats<br />
to the lower complex.<br />
Kjarlo is always prepared<br />
and remains several steps<br />
ahead <strong>of</strong> any intruders—<br />
he is nearly impossible<br />
to surprise.<br />
If the PCs are detected<br />
in the warehouse,<br />
word spreads to the<br />
lower complex, allowing<br />
its inhabitants time<br />
to prepare spells, don<br />
armor, and take other<br />
precautions. Unless<br />
the characters overcome<br />
the difficulties<br />
<strong>of</strong> entering through<br />
the warehouse, they are<br />
not likely to surprise the<br />
denizens below.<br />
AREA<br />
DESCRIPTIONS<br />
The Chelicerata complex contains<br />
many entrances and exits, allowing<br />
villains, minions, and guards a number<br />
<strong>of</strong> possible escape routes. Calais and her<br />
minions can be found anywhere in the compound, but are<br />
most likely encountered in their respective living areas or as<br />
noted in the following area descriptions. These descriptions<br />
correspond with the map on page 89.<br />
1. Warehouse: The complex begins in this warehouse. The<br />
PCs can enter through locked cargo doors on the southern<br />
and eastern walls (Open Lock DC 32), or they can attempt<br />
to scale the building (Climb DC 20) and sneak in through<br />
the high windows on the northern and western walls. The<br />
number <strong>of</strong> guards varies depending on the time <strong>of</strong> day, but<br />
because drow are mostly nocturnal, the heaviest concentration<br />
is present at around midnight. Darzemaan is <strong>of</strong>ten found<br />
here, ready to charm or disable foes. If things go poorly, he<br />
flees into the lower complex. Each warehouse guard carries a<br />
key to the cargo doors. For more details, see tactical encounter<br />
5–1 (page 90).<br />
1a. Secret Staircase: A spiral staircase hidden under a<br />
crate leads down to a landing in the underground complex.<br />
From the landing, a set <strong>of</strong> stairs descends into a series <strong>of</strong> tunnels<br />
(area 2c).<br />
2a. Administrative Office: This small administrative<br />
<strong>of</strong>fice is always locked (Open Lock DC 32).<br />
It contains a writing desk with one drawer and<br />
a small bookshelf that holds academic<br />
and economic tomes. In the locked<br />
desk drawer (Open Lock DC 28)<br />
is a fat book <strong>of</strong> accounts. If anyone<br />
reads a page <strong>of</strong> the book<br />
without first uttering the password,<br />
a blast glyph <strong>of</strong> warding is<br />
triggered. Only Calais and her<br />
minions have keys to the <strong>of</strong>fice<br />
and to the drawer.<br />
Any characters inspecting the<br />
desk can attempt a DC 32 Search<br />
check; success indicates the<br />
discovery <strong>of</strong> a small secret compartment<br />
that houses a silver box.<br />
The box is worth 100 gp and<br />
contains the treasure listed<br />
below.<br />
Glyph <strong>of</strong> Warding<br />
(Blast) Trap: CR 6; spell;<br />
spell trigger; no reset;<br />
spell effect (blast glyph<br />
<strong>of</strong> warding, 16th-level<br />
cleric, 8d8 sonic, Reflex<br />
DC 14 half); multiple targets<br />
(all targets within 5 ft.);<br />
Search DC 28; Disable Device<br />
DC 28.<br />
Treasure: 400 pp, scroll <strong>of</strong> fl a m e<br />
strike, scroll <strong>of</strong> heal, scroll <strong>of</strong> restoration,<br />
scroll <strong>of</strong> sending.<br />
2b. Reldeth’s Closet: This room<br />
used to be a storage closet, but it was<br />
abandoned after a drow guard named<br />
Reldeth died here during a hazing.<br />
Reldeth now haunts the chamber as<br />
Punishment for touching the altar<br />
a spectre. He leaves Calais and her<br />
most important minions alone, but he<br />
torments any guards who open the closet door, and attacks<br />
unfamiliar visitors outright. The closet door is locked (Open<br />
Lock DC 25).<br />
Reldeth (Spectre): hp 45 (7 HD); MM 232.<br />
2c. Tunnels: Manmade tunnels connect the rooms in the<br />
underground portion <strong>of</strong> the trade complex. The tunnels that<br />
lead to the barracks and quarters (areas 4 to 7) are rougher<br />
than those in the former brewery.<br />
3. Chapel: Tamesik had consecrated this small chapel to<br />
Lolth, and Calais left it intact so as not to raise suspicions