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ENCOUNTER 8-1 G RAND TEMPLE OF SERTROUS Encounter Level 20 SETUP This encounter begins as soon as the PCs enter area B. Seghulerak (S) waits to confront the PCs at the left of the headless snake statue of Sertrous. If the Reliquary is on alert, the Vanguard assassins hide behind the six smaller snake statues; otherwise, they come from area C at Seghulerak’s command. The babaus and anacondas do not appear until Seghulerak summons them. When the PCs enter the room, read: The air in this large chamber carries an unpleasant stink, like a large reptile’s den. A wide set of steps leads up to a platform at the far end of the room, in the middle of which looms an immense statue of a headless snake coiled as if to strike. Thick bubbling streams of glowing green fluid drain from the headless stump into a pool before it. Smaller statues of snakes with their heads intact stand along the walls. The churning green liquid in the pool at the base of the headless snake runs slowly over the lip, flowing down the steps in languid ribbons and draining into a larger pool. The ceiling arches to a height of 80 feet overhead, where an immense carving of a snake’s leering visage peers down on the room below. TACTICS If forewarned, Seghulerak casts antilife shell, extended death ward, and air walk on herself. She wastes no time with threats once she sees the first PC, but immediately casts blade barrier down the center of the room between her and them. Over the next few rounds, she summons fiendish anacondas with her summon monster spells. If the PCs still haven’t reached her in melee, she continues to fight using her ranged spells. As soon as she takes any damage, her contingent conjuration activates, calling a babau demon to her side. She is fond of moving into a pool of poison while constricting foes. Four assassins move up to engage the PCs, using charge attacks from hiding (trying to use sneak attacks) and then moving to flank foes in the following rounds. The remaining two assassins hang back to observe PC spellcasters, launching death attacks 3 rounds later. If a poison pool or river is in reach, they take a move action to dip their falchions into the poison. Seghulerak CR 18 hp 271 (24 HD) See page 117 for statistics. 6 Vanguard Assassins CR 13 hp 87 (14 HD) Yuan-ti pureblood ranger 3/assassin 7 CE Medium monstrous humanoid Init +8; Senses darkvision 60 ft.; Listen +9, Spot +9 Languages Abyssal, Common, Draconic, Yuan-ti AC 21, touch 15, flat-footed 17; improved uncanny dodge SR 24 Fort +8, Ref +20, Will +7; +3 against poison, +2 against good or divine spells Speed 30 ft. (6 squares) Melee mwk falchion +15/+10/+5 (2d4+3) Ranged +2 composite longbow +18/+13/+8 (1d8+4/19–20/×3) or +2 composite longbow +16/+16/+11/+6 (1d8+4/19–20/×3) with Rapid Shot Base Atk +12; Grp +14 Atk Options Point Blank Shot, Precise Shot, Rapid Shot, Thrall to Demon (+1 luck bonus while performing evil act 1/day), favored enemy humans +2, sneak attack +4d6 Special Actions death attack (DC 19) Combat Gear potion of fly, potion of haste Spell-Like Abilities (CL 4th): At will—animal trance (DC 12), cause fear (DC 11), charm person (DC 11), darkness, entangle (DC 11) Abilities Str 14, Dex 18, Con 14, Int 14, Wis 10, Cha 10 SQ alternate form, detect poison, poison use, wild empathy +3 Feats Abyss-Bound Soul B , Alertness B , Blind-Fight B , Endurance B , Evil Brand B , Improved Critical (longbow), Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot B , Stealthy, Thrall to Demon B , Track B Skills Bluff +7, Concentration +12, Diplomacy +0 (+2 against evil creatures), Disguise +14 (+19 impersonating a human), Hide +23, Intimidate +0 (+2 against evil creatures), Knowledge (religion) +9, Listen +9, Move Silently +23, Spot +9, Survival +8 Possessions combat gear, +2 studded leather armor, masterwork falchion, +2 composite longbow (+2 Str bonus) with 20 arrows, ring of protection +1 Alternate Form (Sp) A vanguard assassin can assume the form of a viper (size Tiny to Large) as with a polymorph effect, but it does not gain any hit points for changing forms. Detect Poison (Sp) As the detect poison spell; at will; CL 6th. 122
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Contents Introduction. . . . . . .
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Illus. by J. Zhang nd I looked upon
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Encounter Information Each entry ha
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action, we instead wasted time on p
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Vile Feats Feat Prerequisite Benefi
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Benefit: You gain a +2 circumstance
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PROPERTY DESCRIPTIONS Each of the f
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through the void. Perhaps atropals
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ATROPUS Atropus is as much a place
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SQ bardic knowledge +7, siphon spel
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THE MOONLET Atropus is the moonlet,
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CHAPTER 2 ATROPUS 25
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FEATURES OF THE AREA Altar: The alt
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When a character moves 10 feet or m
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FEATURES OF THE AREA Crater: It cos
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his unmoving form. These projection
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Llymic for the glory of the dark go
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Atk Options Power Attack Special Ac
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The surface of the mountain consist
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CHAPTER 3 FATHER LLYMIC 41
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FEATURES OF THE AREA Ground: The su
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FEATURES OF THE AREA Icy Plateau: T
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FEATURES OF THE AREA Dark Ice: The
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will one day awaken and purify the
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DESCRIPTION When quiescent, the fou
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SOELMA NILAENISH “The world disgu
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Special Actions bardic music 11/day
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F. Large Sleeping Area (EL varies)
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3 Whitespawn Berserkers MM4 CR 6 hp
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3 Greathorn Minotaurs MM4 CR 7 hp 1
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Hulk of Zoretha (Male) CR 16 hp 256
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When awakened, however, an elder ch
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THE LEVIATHAN IN FAERÛN The Leviat
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CHAPTER 5 THE LEVIATHAN priest. Whe
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