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ENCOUNTER 8-2<br />
P<br />
ITS OF THE FORSAKEN<br />
Encounter Level 19<br />
SETUP<br />
This encounter occurs as soon as the PCs enter area D.<br />
You can also use this encounter if any PCs are captured<br />
near the end of a Sertrous-themed campaign. Engineering<br />
an escape from the prison pits should be difficult, but<br />
might make for an interesting late-campaign twist as the<br />
PCs move through the Reliquary in search of their gear<br />
(which is stored in area G).<br />
Zuvexus begins inside the illusory statue in the center<br />
of the room.<br />
When the characters enter the room, read:<br />
The ceiling of this room rises to a dome of<br />
scintillating scales 30 feet above, as if the entire<br />
dome had been decorated with the hide of an<br />
impossibly huge emerald snake. The floor drops<br />
away to a depth of 30 feet. Nearly two dozen 5-footwide<br />
pits pock the floor, each sealed with a grate of<br />
black metal. Thousands of snakes writhe and<br />
slither along the floor, and although they crawl<br />
across the pit gratings, they never slide down<br />
inside. Five balconies overlook the floor, one in<br />
each corner and a fifth against the center of one<br />
wall. Graceful bridges extend from the balconies to<br />
a floating circular platform in the center of the<br />
room, on which looms a large stone statue of a<br />
headless snake.<br />
FEATURES OF THE AREA<br />
Lighting: This area is dark.<br />
Balconies/Bridges: The balconies have no railings; a fall<br />
off one of them causes 3d6 points of damage and immediately<br />
exposes the victim to the carpet of snakes.<br />
Illusory Statue: The statue of Sertrous in the middle of<br />
the room is a permanent image (CL 20th). The statue is large<br />
enough for a Large or smaller creature to hide within.<br />
Prison Pits: An adamantine grate seals the top of each<br />
pit. The grate cannot be opened; prisoners are placed in the<br />
pits using teleport spells. The shaft of each pit drops 20 feet<br />
and is warded with a forbiddance spell (CL 15th, Will DC<br />
28). At the base, each shaft opens into a cubical cell; most<br />
cells are 7 feet square, but three are larger (15 feet square)<br />
for larger prisoners. Feel free to stock these prison cells with<br />
prominent NPCs that have been captured by the Vanguard<br />
in the campaign.<br />
TACTICS<br />
The viper swarms should be little more than a nuisance<br />
to high-level PCs, but the real menace is a considerable<br />
threat. Zuvexus is Seghulerak’s cohort, and when her<br />
mistress is in the Reliquary, it is the marilith’s duty to<br />
serve as warden.<br />
She waits patiently, hidden inside the illusory statue of<br />
Sertrous in the middle of the room. She can see through<br />
the illusion with her true seeing ability. When the PCs<br />
enter, she attempts to summon 1d4 hezrous. She then<br />
drinks a potion of barkskin +4. In the third round, she<br />
uses project image to place an image of herself on one of<br />
the corner balconies, then uses her spell-like abilities to<br />
harry the PCs, creating blade barriers and using telekinesis to<br />
force PCs through the barrier and off the balcony. When<br />
forced into melee, she uses her wand of haste and activates<br />
a dervish dance. Then, with the aid of air walk, she takes<br />
advantage of her high speed and ability to make full attacks<br />
while moving. She fights to the death.<br />
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