Exemplars of Evil
Exemplars of Evil
Exemplars of Evil
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ENCOUNTER 5-1<br />
W AREHOUSE<br />
Encounter Level 11<br />
SETUP<br />
Darzemaan and four drow guards patrol within the<br />
cloaked warehouse. As soon as the player characters enter<br />
the building, the guards make Listen checks. Because<br />
the illusion makes the PCs think that the layout <strong>of</strong> the<br />
warehouse is different from the real layout, their movements<br />
within the building are clumsy. They take a penalty<br />
<strong>of</strong> –8 on Climb, Hide, Jump, Move Silently, Ride, and<br />
Tumble checks. These penalties make it likely that the<br />
drow guards, unaffected by the illusion, succeed on their<br />
Listen checks.<br />
It takes 1 round <strong>of</strong> normal movement before the PCs<br />
realize that something is wrong. During this round, when<br />
moving at full speed, they take 1d4 points <strong>of</strong> nonlethal<br />
damage each time they walk into a square that is occupied<br />
by an object hidden by the illusion. If the PCs attempt to<br />
climb or move on illusory objects, they take 1d4 points <strong>of</strong><br />
nonlethal damage from sudden falls and sprains. Once a<br />
character has taken damage from such bumps and bruises,<br />
he is entitled to attempt a DC 22 Will save to disbelieve<br />
the illusion.<br />
Running and charging are impossible, but a character<br />
can take a double move. If a character moves at half speed,<br />
he can successfully navigate the warehouse without bumping<br />
into objects, but his slowness puts him at a severe<br />
tactical disadvantage.<br />
Until a PC successfully disbelieves the illusion, Darzemaan<br />
and the drow guards are effectively invisible, as<br />
from a greater invisibility spell with an effective caster level<br />
<strong>of</strong> 8th for the purpose <strong>of</strong> dispelling.<br />
When the PCs begin to move through the room,<br />
read:<br />
As you move around the warehouse, you realize<br />
that something is wrong. You bump into objects<br />
that you can’t see, bruising your body against<br />
hidden obstacles. Your legs buckle as you stumble<br />
across a floor that feels uneven but looks flat and<br />
smooth. You begin to hear strange words <strong>of</strong><br />
magical power, but their source is hidden.<br />
TACTICS<br />
When the PCs begin to stumble around the illusory<br />
warehouse, the drow snipe at them, staying out <strong>of</strong> melee<br />
range unless they have a perfect opportunity for a close<br />
attack. The four guards are spaced out around the room,<br />
making them hard to affect with area spells and adding<br />
4 Chelicerata Guards CR 3<br />
hp 12 each (2 HD)<br />
Male or female drow rogue 1/fighter 1<br />
CE Medium humanoid (elf)<br />
Init +3; Senses darkvision 120 ft.; Listen +5, Spot +5<br />
Languages Common, Drow Sign Language, Elven,<br />
Undercommon<br />
AC 17, touch 13, flat-footed 14<br />
(+3 Dex, +4 armor)<br />
Immune magic sleep effects<br />
SR 13<br />
Fort +3, Ref +5, Will +1 (+3 against spells and spell-like<br />
effects)<br />
Weakness light blindness<br />
Speed 30 ft. (6 squares)<br />
Melee mwk short sword +4 (1d6+2/19–20/)<br />
Ranged mwk hand crossbow +6 (1d4 plus poison/19–20)<br />
Base Atk +1; Grp +3<br />
Atk Options Point Blank Shot, poison (drow sleep poison,<br />
DC 13, unconscious 1 minute/unconscious 2d4 hours),<br />
sneak attack +1d6<br />
Combat Gear 4 doses drow sleep poison, 3 potions <strong>of</strong> cure<br />
light wounds, 2 oils <strong>of</strong> magic weapon<br />
Spell-Like Abilities (CL 3rd):<br />
1/day—dancing lights, darkness, faerie fire<br />
Abilities Str 14, Dex 17, Con 11, Int 12, Wis 12, Cha 10<br />
SQ notice secret and concealed doors within 5 feet,<br />
trapfinding<br />
Feats Point Blank Shot, Weapon Focus (hand crossbow)<br />
Skills Climb +9, Hide +7, Jump +7, Listen +5, Move Silently<br />
+7, Search +5, Sleight <strong>of</strong> Hand +7, Spot +5, Swim +3,<br />
Tumble +7<br />
Possessions combat gear plus mithral chain shirt, masterwork<br />
hand crossbow with 20 bolts, masterwork short<br />
sword, masterwork climber’s kit, 3 pp, 39 gp, 10 sp<br />
Light Blindness (Ex) Abrupt exposure to bright light (such<br />
as sunlight or a daylight spell) blinds drow for 1 round.<br />
In addition, they take a –1 circumstance penalty on<br />
attack rolls, saves, and checks when in bright light.<br />
Darzemaan CR 9<br />
hp 39 (8 HD); see page 85<br />
to the confusion <strong>of</strong> the environment. They apply drow<br />
sleep poison to their crossbow bolts to incapacitate their<br />
targets; this way, Darzemaan (and perhaps Kjarlo or Calais)<br />
can question the intruders before killing them. Individually,<br />
the guards are not that powerful, but with their many<br />
battleground advantages they are a dangerous group.<br />
Meanwhile, Darzemaan attempts to charm one <strong>of</strong> the<br />
PCs, trying to confuse the adventurers or turn them<br />
against each other. If this tactic fails, the warlock tries<br />
to weaken the interlopers with his <strong>of</strong>fensive items and<br />
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