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When Avamerin is defeated, read:<br />
The deformed angel has but a moment to register<br />
surprise before his expression twists into a knot of<br />
pain. His scream has barely begun before his head<br />
further deforms into that of a snake with five jaws<br />
and extends from his body on a blood-streaked<br />
serpentine neck. Then, as the immense snake within<br />
coils and flexes, the angel’s ruined body flies apart in<br />
a kaleidoscopic burst of flesh and bone. Where once<br />
stood a humanoid foe now coils something far more<br />
monstrous, a shape the mind refuses to accept.<br />
Aspect of Sertrous CR 22<br />
hp 379 (23 HD); fast healing 10; DR 20/cold iron and lawful<br />
See page 115 for statistics<br />
4 Golothomas CR 16<br />
hp 243 each (18 HD); fast healing 10; DR 15/cold iron and<br />
lawful<br />
See page 118 for statistics<br />
TACTICS<br />
When Avamerin becomes aware of the PCs’ arrival, he<br />
greets them with a friendly but tired welcome, congratulating<br />
them on achieving the Inmost Vault of the Serpent<br />
Reliquary. He then apologizes to the PCs, informing them<br />
that there is no Sertrous—there never was. The Vanguard<br />
was a sham, and the infestation of serpents is a trial placed<br />
upon the world by the gods as a test to mortal life. Avamerin<br />
proudly proclaims the PCs the saviors of their world and<br />
congratulates them on proving to the gods that mortal life<br />
can indeed stand against such horror and peril. He then<br />
offers to send the PCs back to their homes; if the PCs accept,<br />
he casts gate to open a portal for them.<br />
Of course, these are all lies. Avamerin is merely attempting<br />
to convince the PCs to leave the Inmost Vault so that he can<br />
flee to somewhere else with the skull of Sertrous and rebuild<br />
his lair. Whether the gate actually leads back to the PCs’ home<br />
or to a horrific layer of the Abyss cunningly disguised to look<br />
like their home is up to you.<br />
If the PCs attack (as Avamerin expects), the fallen planetar<br />
does his best to slay them all. As he attacks, his true nature<br />
slithers into being; he is not the handsome angel the PCs<br />
initially spoke to, but a hunchbacked creature with scaly<br />
skin and a partially serpentine face, complete with forked<br />
tongue. Although he has a large number of spell-like abilities,<br />
he prefers to fight in melee, resorting to spells only to<br />
defend himself or strike at foes beyond his immediate reach.<br />
He makes liberal use of his quickened spells in the first few<br />
rounds of combat.<br />
When Avamerin is slain, Sertrous is forced to manifest to<br />
defend himself. The demon lord uses the body of his first<br />
and greatest minion to fuel the manifestation of his avatar,<br />
and he calls upon four golothomas to aid him in the battle<br />
as well. Sertrous uses Awesome Blow to hurl PCs into the<br />
diseased trees to cause explosions of poisonous spores.<br />
CONCLUSION<br />
With the defeat of the aspect of Sertrous, the PCs slay the<br />
obyrith lord for the second time. Since they have prevented<br />
his return to the Abyss where he can rebuild his true form,<br />
what becomes of Sertrous’s spirit is up to you. When the PCs<br />
return to their world, they find the infestation brought about<br />
by Sertrous’s presence already fading.<br />
ENCOUNTER 8-3<br />
FEATURES OF THE AREA<br />
Diseased Tree: These soaking and shuddersome trees can<br />
provide cover, but any attempt to climb them results in great<br />
swaths of diseased wood and bark coming away by the handful.<br />
This action or any solid blow struck against a tree unleashes a<br />
cloud of green spores in a 10-foot-radius spread. All creatures<br />
in this area must succeed on a DC 20 Fortitude save or take<br />
1d6 points of Constitution damage and become nauseated for<br />
1d6 rounds. A successful save indicates the victim is merely<br />
sickened for 1d6 rounds. Creatures that are immune to disease<br />
or poison are immune to this effect.<br />
Deep Bog: These spaces cost Medium or larger creatures 4<br />
squares of movement to enter. Small and smaller creatures must<br />
swim to enter these spaces.<br />
The water provides cover for Medium or larger creatures,<br />
while Small and smaller creatures receive improved cover (+8<br />
bonus to AC, +4 bonus on Reflex saves). Medium or larger<br />
creatures can crouch to gain improved cover. Creatures that<br />
have improved cover take a –10 penalty on attacks against<br />
creatures not underwater.<br />
Tumble checks are impossible in deep bog, and the DC of<br />
Move Silently checks increases by 2.<br />
Shallow Bog: These squares cost 2 squares of movement<br />
to enter. The DC of Tumble checks in these squares increases<br />
by 2.<br />
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