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Exemplars of Evil

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CHAPTER 6<br />

EMMARA<br />

ISHANDRENN<br />

Illus. by R. Gallegos<br />

102<br />

Elliast’s Spire<br />

moved in, she found their controlling amulet and moved the<br />

golems to the Chapel <strong>of</strong> Reverence (area 5). Their standing<br />

orders are to kill anything that enters the chamber. They do<br />

not attack creatures in the Grand Processional (area 4) unless<br />

the intruders attack them first.<br />

If the PCs reach this point before Emmara’s minions are<br />

able to warn her, she almost certainly hears the sounds <strong>of</strong><br />

battle with the golems and prepares for combat, as detailed<br />

in tactical encounter 6–2 (page 106). When ready, Emmara<br />

moves from the Chambers <strong>of</strong> the Keepers (area 6) to the<br />

Chapel <strong>of</strong> Reverence and casts hold portal on the doors to<br />

slow down the intruders.<br />

AREA DESCRIPTIONS<br />

The PCs might find it difficult to surprise Emmara. They must<br />

likely approach her lair from the sea, enter at the bottom, and<br />

make their way to the top—defeating berserker minotaurs<br />

along the way—before they can confront her. The following<br />

areas correspond with those on the map on page 103.<br />

1. Durrin’s Rest: Set at the base <strong>of</strong> the Soth Tarnel,<br />

Durrin’s Rest is a large sea cave that floods almost completely<br />

at high tide. Low tide, however, reveals a long, low rock shelf<br />

covered in seaweed. The water has eroded the shelf, making<br />

its surface uneven. Two worn, seaweed-wrapped statues <strong>of</strong><br />

humans wearing plate armor and carrying greatswords flank<br />

a broad staircase (area 2).<br />

A scyllan lurks below the black waters <strong>of</strong> Durrin’s Rest,<br />

attracted by the rich pickings <strong>of</strong> the vessels that sail to and<br />

from the Free City. Whenever the creature detects movement<br />

in the cavern above, it surfaces to attack. If intruders flee up<br />

the stairs, the scyllan does not pursue them. (See tactical<br />

encounter 6–1, page 104.)<br />

2. The Stair Martial: These steep stairs wind up from<br />

Durrin’s Rest into the heart <strong>of</strong> the Soth Tarnel. The broad,<br />

wide steps are heavily shrouded with dust, but otherwise<br />

unaffected by the passage <strong>of</strong> time. A successful DC 10 Search<br />

check reveals tracks going up and down the stairs, made by<br />

one or more Medium humanoid creatures.<br />

3. Ceremonial Landing: The Stair Martial is interrupted<br />

in three places by flat landings; these feature intricate carvings<br />

<strong>of</strong> human warriors battling a host <strong>of</strong> orcs. Small alcoves<br />

with seats carved into the wall were meant to give mourners<br />

a place to rest before continuing their ascent.<br />

Emmara’s elite guards—two barbarian minotaurs led by<br />

Jebrix—use the lowest ceremonial landing as a barracks and<br />

guard chamber. From here, they watch and listen for signs<br />

<strong>of</strong> trouble from below. Their landing is roughly 70 feet from<br />

Durrin’s Rest, so the guards take a penalty <strong>of</strong> –7 on Listen<br />

checks to hear fighting in the sea cave. (See tactical encounter<br />

6–2, page 106.)<br />

4. Grand Processional: The Stair Martial opens into<br />

this domed chamber, which is pn the same level as the<br />

carved greatsword’s crossguard on the cliffs outside. Cunningly<br />

fashioned windows in the crossguard allow some<br />

natural light to filter in while keeping the weather at<br />

bay, but much <strong>of</strong> the chamber remains darkened. Sound<br />

echoes eerily here.<br />

The chamber is 60 feet long and 35 feet wide. Four rows <strong>of</strong><br />

slender pillars support the domed ro<strong>of</strong>, which is 40 feet high<br />

at its center. Opposite the Stair Martial, a door opens to the<br />

Chapel <strong>of</strong> Reverence.

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