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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 />

90

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