08.11.2014 Views

Elder Evils

Elder Evils

Elder Evils

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

ENCOUNTER 6-2<br />

92<br />

T<br />

HE SHATTERED HALL<br />

Encounter Level 20<br />

SETUP<br />

When the deities sealed the complex enclosing the<br />

crystalline prison, they animated the statues and other<br />

decorations within to act as guardians. In this area, basrelief<br />

depictions of humans and humanoid creatures<br />

stepped out of the walls and became caryatid columns<br />

(MM2 30). Fourteen caryatid columns (C), in two groups<br />

of seven, patrol this area. The starting positions of the first<br />

group are labeled on the map.<br />

The players place their miniatures depending on the<br />

direction of their approach. Lucather Majii (L) appears in the<br />

indicated position 2 rounds after combat begins. After 4 more<br />

rounds, seven additional caryatid columns arrive, entering<br />

from the side opposite the one where the PCs began.<br />

When the players have finished arranging their<br />

miniatures, read:<br />

Elaborate and disturbing bas-relief decorations<br />

obviously once covered the walls in this area but<br />

were later defaced. Humanoid shapes have been<br />

ripped from the walls, leaving jagged indentations<br />

in the gruesome scenes.<br />

When the PCs are able to see the caryatid columns,<br />

place the creatures on the map and read:<br />

A patrol of animated statues marches along the<br />

corridor. When they catch sight of you, they clash<br />

their weapons against their stony forms and advance.<br />

Two rounds after combat begins, place Lucather<br />

Majii’s figure on the map and read:<br />

A ghostly form, dressed in flowing robes and<br />

surrounded by dark glyphs, floats through the<br />

wall. Fixing you with its fiery green eyes, it spits<br />

vile curses and begins to make arcane gestures.<br />

TACTICS<br />

The first seven caryatid columns work together tactically<br />

to eliminate one opponent at a time. They focus first on<br />

any PC wielding a two-handed weapon, hoping to break<br />

it against their bodies.<br />

The sounds of combat attract the attention of Lucather<br />

Majii, who appears 2 rounds after the PCs engage the<br />

patrol. When he arrives, he first uses his intercession ability<br />

to weaken divine spellcasters. He then begins casting<br />

spells, beginning with appropriate high-level ones. When<br />

the second wave of patrollers arrives, the caryatid columns<br />

(along with any surviving from the first wave) defend<br />

Lucather with a defensive line or semicircle.<br />

7 Advanced Caryatid Columns FF CR 7<br />

hp 75 (10 HD); hardness 8<br />

N Medium construct<br />

Init +3; Senses darkvision 60 ft.; Listen –4, Spot –4<br />

AC 22, touch 13, flat-footed 19<br />

Immune construct immunities (MM 307)<br />

Fort +3, Ref +6, Will –1<br />

Speed 30 ft. (6 squares)<br />

Melee +2 bastard sword +15/+10 (1d10+9) or<br />

Melee +2 bastard sword +15 (1d10+7) and<br />

slam +7 (1d10+2) or<br />

Melee 2 slams +12 each (1d10+4)<br />

Space 5 ft.; Reach 5 ft.<br />

Base Atk +7; Grp +12<br />

Atk Options Cleave, Improved Sunder, Power Attack,<br />

magic weapon<br />

Abilities 20, Dex 16, Con —, Int 6, Wis 2, Cha 1<br />

SQ break weapon, column form<br />

Feats Cleave, Improved Sunder, Power Attack, Weapon<br />

Focus (bastard sword)<br />

Skills Diplomacy –3, Listen –4, Sense Motive +9, Spot –4<br />

Magic Weapon Whenever a caryatid column is not holding<br />

its +2 bastard sword, the weapon reverts to stone and<br />

becomes a nonmagical sculpture. If the caryatid<br />

column then picks it up, the weapon regains its normal<br />

form and magic qualities.<br />

A caryatid column can stow its weapon by pressing<br />

it against its side; the weapon then merges with the<br />

caryatid column’s body and can be retrieved by taking a<br />

move action to draw a weapon.<br />

Break Weapon (Su) Whenever a creature uses a melee weapon<br />

to strike a caryatid column, the weapon must succeed on<br />

a DC 15 Fortitude save or break, dealing no damage.<br />

Nonmagical projectiles automatically shatter upon<br />

hitting a caryatid column, dealing no damage. Magic<br />

ranged weapons receive a DC 15 Fortitude save to<br />

resist the effect.<br />

Column Form (Ex) This ability is not relevant to this<br />

encounter.<br />

CONCLUSION<br />

This fight is intended to delay and weaken intruders. If<br />

the PCs defeat all seven caryatid columns of the first wave<br />

within 2 rounds, Lucather waits for the second wave. The<br />

next seven caryatid columns arrive 6 rounds after combat<br />

begins, regardless of whether the first wave survived or<br />

whether the PCs are still in the area.<br />

Lucather flees to the chamber of the crystalline prison<br />

(encounter 6–3, on the next page) if both waves of caryatid<br />

columns are destroyed or if he is reduced to 20 hit points<br />

or fewer. Adding Lucather to that room’s other defenders<br />

increases its Encounter Level by 1. In addition, his arrival<br />

notifies Obligatum VII of the PCs’ approach and nullifies<br />

any chance of their surprising it.<br />

The effect of the outer circle of binding makes this<br />

encounter slightly tougher. Award 110% of experience to<br />

groups that successfully overcome this challenge.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!