11. Quarters of Khargal the Defiler
Entrance is through a locked iron door.
Locked iron door:2 in thick; Hardness 10; hp 60; Break (DC 28); Open Lock (DC 28).
It appears this large stone room is some type of barracks. Lined up against the east wall are six stained matresses and in the SW corner is a large bed. Bones, discarded rags, broken bottles, and other garbage litter the floor.
This is the sleeping quarters for the half-fiend orc Khargal and his six orc guards. Khargal is Blasphemy’s son and he leads a powerful orc band under her banner. Blasphemy has called him here on important business which has kept him away from his troops for an extended period of time, a discomforting thing for Khargal.
While he is here Khargal is considered the head of security for the lair and if any creatures seek help he is the first person they will go to.
Khargal the Defiler, male half-fiend orc Bbn12:CR 15; SZ M Outsider; HD 12d12+36; hp 114; Init +2; Spd 40 ft, fly 40 ft (average); AC 26 (+2 Dex, +1 natural), touch 15, flat-footed 24; Base Atk +12; Grp +19; Atk carcerian blade +19 melee (2d6+12/19-20); Full Atk carcerian blade +18/+13/+8 melee (2d6+12/19-20) and bite +13 melee (1d6+3); SA rage 4/day, smite good, spell-like abilities; SQ damage reduction 10/magic, darkvision 60 ft, immunity to poison, light sensitivity, resistance to acid 10, cold 10, electricity 10, and fire 10; SR 22; AL CE; SV Fort +11, Ref +6, Will +5; Str 23, Dex 14, Con 16, Int 14, Wis 12, Cha 10.
Skills: Climb +12, Diplomacy +2, Handle Animal +8, Intimidate +14, Jump +10, Listen +13, Ride +14, Search +7, Spot +11, Survival +15.
Feats: Alertness, Blind-Fight, Cleave, Leadership, Power Attack.
SA -- Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.
SA -- Spell-Like Abilities:3/day -- Darkness, poison; 1/day -- Blasphemy, contagion, desecrate, unholy blight. Caster level 12th. The save DCs are Charisma-based.
SQ -- Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
Possessions: Breastplate +5, Carcerian Blade (see below), Ring of Protection +3
Description: Khargal is a fierce looking orc who is envied by his orc brethren. Thick knots of muscle bulge under his gray skin which is striped in a pattern of shimmering green scales. His eyes brightly glow a sickly yellow color and a pair of demonic wings sprout from his shoulder blades. For clothing he wears a simple kilt that’s stained with the blood of his enemies and a blackened breastplate that is emblazoned with the symbol of the god of slaughter.
Motives: Khargal dislikes being called away from his band which reveres him for his overwhelming might and exotic appearance. He’s sick of spending his days in this dark complex and desperately wants to be back outside with his sword in hand and some enemies in front of him to kill. He does realize that he needs to be here and has been sticking with it for this long, but the cabin fever is about to drive him crazy.
Orc guard, war8 (6):CR 7; SZ M Humanoid (Orc); HD 8d8+16; hp 52; Init +1; Spd 30 ft; AC 20 (+1 Dex), touch 11, flat-footed 19; Base Atk +8; Grp +13; Atk +1 halberd +15 melee (1d10+9/19-20x3); Full Atk +1 halberd +15/+10 melee (1d10+9/19-20x3); Reach 10ft; SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +8, Ref +3, Will +2; Str 20, Dex 13, Con 15, Int 10, Wis 10, Cha 6.
Skills:Listen +7, Spot +7
Feats: Alertness, Improved Critical (Halberd), Weapon Focus (Halberd)
SQ -- Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
Possessions: full plate +1, Halberd +1
Tactics: Khargal has been leading his orcs for a long time and has gained knowledge in military leadership and planning. If he is alerted to the PCs presence before they are aware of him, he will try to set up an ambush. He will also attempt to attack PCs from multiple directions, having his orc guards split up and circle around to attack exposed flanks.
If the PCs catch him in his barracks he will immediately attack. He knows who exactly is suppose to be here and who isn’t, plus he’s been itching for a battle since he got here and pounding some intruders would be a pleasant break from the monotony.
Carcerian Blade, Intelligent Anarchic Greatsword +3; AL CE; Int 10, Wis 17, Cha 17; Comunication speech, telepathy; Senses darkvision 120 ft, hearing; Lesser Powers cast darkness 3/day, detect magic at will, item can sense motive +13; Greater Powers lesser globe of invulnerability 1/day; Purpose to defeat/slay Lawful Good; Dedicated Power song of discord; Ego 21.
Description: Once part of a set, this blade was forged eons ago by a demon blacksmith who lived on the plane of Carceri, since then most of the blades have been destroyed by paladins and other good-aligned organizations. The Carcerian Blade is made from a pinkish-red metal of unknown origin that is streaked by narrow veins of blue that seem to pulse and move within the blade. The guard is made from a pair of black horns and the hilt is carved from polished black wood that is capped with a smooth bloodstone pommel.