Area Blarus Chambers EL

Read the following when the heroes investigate this location. Note that if Blarus is aware of intruders, the door to this room is locked (Open Lock DC 30).

This large chamber must once have included dividing wooden walls — their remains lie deteriorated on the floor. Thick square pillars support the ceiling. Desks and chairs are scattered about against the walls, and a dormitory-style bed stands near each desk.

Blarus and his loyal acolytes make this large subterranean room their home. If Blarus is expecting company (see Area 1), he casts alarm on the stairway (Area 6) leading to this area and parks his demonic companion invisibly outside his door. These precautions may give him and his acolytes time to prepare if he detects incoming invaders.

Creatures: Blarus is nervous and edgy. He does not think to parley with strangers, though if they initiate a discussion he willingly takes part. Blarus is not evil, and skillful roleplaying can draw out his entire story. What the heroes decide to do with this information is up to them.

Blarus Whitrick, male human forsaken Cjr5/Wrl6: CR 12; Medium undead; HD 11d12, hp 82; Init +0; Spd 30 ft.; AC 11, touch 10, flat-footed 11; Base Atk +5; Grp +5; Atk +6 melee (1d8/x3, spear); Full Atk +6 melee (1d8/x3, spear) or +5 melee (touch, spell) or +5 ranged (touch, spell) or +6 ranged (1d8/19—20, light crossbow); SA frenzy; SQ conjuration specialization, enhanced conjuring, demonic companion, improved ally, demonic lore, extended summoning, immunities, fearless, +4 turn resistance; AL CN; SV Fort +5§, Ref+5§, Will +13§; Str 11, Dex 10, Con —, Int 21§ (19), Wis 10, Cha 14.

§ Increases due to equipment.

Skills: Concentration +14, Decipher Script +19, Diplo-macy+9, Knowledge (arcana) +19, Knowledge (the planes) +19, Listen +2§, Spellcraft +19, Spot +2§.

Feats: Alertness§, Augment Summoning, Control MagicT, Greater Spell Focus (conjuration), Iron Will, Scribe Scroll, Spell Focus (conjuration), Spell Specialization^ (carrion swarm*).

§ While Blarus' demonic companion is within arm's reach.

Typical Arcane Spells Prepared (6/8/7/7/7/5/3; save DC 15 + spell level): 0—acid splash§ (x2), arcane mark, flare, mage hand, mending, message, prestidigitation; 1st— alarm, magic missile (x2), obscuring mist§, protection from evil, shield, summon monster l§; 2nd—frost armor*§, Mel's acid arrow§, moonglaive*§, stitchTT§, storm ham

'T- fef 2 a-, A 'T- tf a;,^ 'T- fci 2 a; L' 2 ft; A M fci .2 -T- L' 2 ft; A iJ

mer*§, summon monster //§, web§; 3rd—dispel magic (x2), hooks of bindingff§, lightning bolt, stinking cloud§, slow, summon monster ///§; 4th—absorb manaff, dimension blinkff§, greater thorn shieldff, solid fog§, stoneskin, summon monster /V§, vampiric swarmff§; 5th—carrion swarm*§#, cone of cold, greater hooks of bindingff§, teleport§, summon monster V§; 6th—acid fog§, repulsion, summon monster V/§.

§ These spells belong to the conjuration school, Blarus' specialty. Due to Blarus' Spell Focus feats, the DC for these spells is 17 + spell level. Prohibited schools: divination, enchantment, illusion, necromancy.

# Due to Blarus' Spell Specialization feat, he casts carrion swarm as a 13th-level caster.

Possessions: Masterwork spear; masterwork light crossbow; cloak of resistance +2; headband of intellect +2; potion of bull's strength (for stoneskin) (x2); potion of inflict critical wounds; potion of fox's cunning; scrolls of acid fog, gaseous form, greater teleport and vengeanceff; spellbook containing all spells prepared plus all conjuration spells of 0- through 7th level in the Player's Handbook, Warcraft RPG and Magic & Mayhem and anything else the GM deems appropriate.

Blarus' Demon Companion, imp: hp 41. See the MM, Chapter 1: Monsters A to Z.

Acolytes (2 or 3): hp 47. See Area 1. f the acolyte from Area 1 teleported here, this area holds 3 acolytes. Otherwise, 2 inhabit this room.

Acolytes' Demonic Companions, imps (2 or 3): hp 23. See the MM, Chapter 1: Monsters A to Z.

Tactics: If Blarus becomes aware of impending danger (either from the alarm in Area 6, his demonic lookout or some other means), he and his acolytes prepare themselves accordingly. Blarus drinks his potion of fox's cunning to raise his spells' DCs and casts stoneskin. He follows with repulsion, greater thorn shield, frost armor, shield and as many summon monster spells as he has time to cast. The acolytes prepare with frost armor and shield. When the heroes enter, Blarus allows one or two of them to move into the room before choking the area's west half with acid fog. He hopes to keep his enemies engaged with summoned monsters while he and his acolytes pound them with spells. The acolytes cast slow and stinking fog (taking confidence from the fact that they are immune to the latter's effects) to impede opposition. Blarus prefers cone of cold, vampiric swarmff and carrion swarm*, his specialty. He eagerly uses his Control Magicf feat against his opponents' summoned creatures. If the battle looks like it could go either way and Blarus deems the situation worthy, he employs his scroll of vengeanceff. He is not bloodthirsty, but pursues fleeing enemies in the belief that if they escape they could return or reveal his location. If reduced to 20 or fewer hit points and at least one acolyte has fallen, Blarus uses his scroll of greater teleport to escape.

Treasure: In addition to Blarus' and the acolytes' possessions, a large wooden chest is hidden in a secret compartment in the east wall (Search DC 30). The chest contains riches that Blarus hoped to use to bribe demons to his side. In total, the chest holds 20,523 gp of jewelry, gems, coins and other trinkets. A mask of the Loaff (stolen from a Horde representative in Undercity) also rests within.

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