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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

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