Exemplars of Evil
Exemplars of Evil
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.