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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.