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Exemplars of Evil

Exemplars of Evil

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FEATURES OF THE AREA<br />

The warehouse has the following features.<br />

Illumination: The warehouse is lit by five everburning torches.<br />

Four are ensconced in the corners <strong>of</strong> the room, and another is<br />

on the wall directly opposite the eastern cargo doors.<br />

Walls: The walls in the warehouse have AC 3, hardness 9,<br />

and 100 hit points. At 14 inches thick, they are sturdier than<br />

the walls <strong>of</strong> a typical storehouse. They are composed <strong>of</strong> thick<br />

wood with overlaid mortar, making them difficult to scale<br />

(Climb DC 27).<br />

Ceiling: The ceiling in the warehouse is 30 feet high. There<br />

are remnants <strong>of</strong> catwalks at window height in the upper reaches<br />

<strong>of</strong> the room. Tamesik demolished the walkways to impede any<br />

trespassers who broke in through the windows.<br />

Doors: The only doors in the warehouse are 10-foot-wide<br />

cargo doors in the southern and eastern walls. The doors are<br />

made <strong>of</strong> reinforced wood and have hardness 7 and 30 hit points.<br />

They open both inward and outward.<br />

Staircase: A spiral staircase is hidden under a crate to the<br />

left <strong>of</strong> the center <strong>of</strong> the warehouse. The crate is empty and <strong>of</strong>fers<br />

no resistance when moved.<br />

Upper Windows: The only windows in the warehouse are<br />

near the tops <strong>of</strong> the northern and western walls, about 25 feet<br />

above the floor. If the PCs enter through a window, they must<br />

find their own way down.<br />

Cargo: The warehouse is cluttered with boxes, crates, and<br />

barrels <strong>of</strong> contraband, including drugs, weapons, poisons, and<br />

stolen art and antiquities. The goods in the warehouse have a<br />

total value <strong>of</strong> more than 50,000 gp, though most <strong>of</strong> the items<br />

are very difficult to liquidate.<br />

ENCOUNTER 5-1<br />

powers, especially eldritch blast. Darzemaan coordinates<br />

his attacks with those <strong>of</strong> the guards to cause as much<br />

confusion and disorientation as possible. His baleful utterance<br />

and dread seizure invocations are particularly useful<br />

for hindering the PCs and increasing the general chaos.<br />

If necessary, Darzemaan uses his scrolls <strong>of</strong> fog cloud and<br />

web to further impede the party and cover his retreat into<br />

the lower complex.<br />

CONCLUSION<br />

If Darzemaan or the guards are in danger <strong>of</strong> being defeated,<br />

they retreat, using the methods described above to slow the<br />

PCs and cover their escape. The drow descend to the lower<br />

level, making sure the other members <strong>of</strong> the Chelicerata are<br />

alert and ready.<br />

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