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Elder Evils

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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 />

124

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