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Exemplars of Evil

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FEATURES OF THE AREA<br />

The sea cave has the following features.<br />

Illumination: If the PCs come here during the day, some<br />

light filters into the cave. The first 20 feet beyond the cave<br />

entrance is in bright illumination, the next 20 feet is in shadowy<br />

illumination, and the remainder <strong>of</strong> the cave is in darkness.<br />

Water: The water in the cave is rough (Swim DC 15), but<br />

the relative shelter keeps it from being as turbulent as the water<br />

outside. At low tide, the water in the cavern is 30 feet deep.<br />

Slick Rock Floor: The surfaces <strong>of</strong> the rock ledge and the<br />

partially submerged rock shelf are extremely slippery and uneven.<br />

A successful DC 15 Balance check is required to run or charge<br />

across either surface. A failed check indicates that the character<br />

cannot move farther in that round (but can take other actions).<br />

Steep Stair: The Stair Martial is a steep stair and affects<br />

the movement <strong>of</strong> creatures climbing up or down the steps (DMG<br />

63). In addition, while on the stairs and attacking opponents<br />

below them, creatures gain a +1 melee attack bonus for fighting<br />

from higher ground.<br />

Narrow Staircase: As the steep stair, detailed above, but<br />

only 5 feet wide and heavily eroded. Treat the narrow stairs as<br />

light rubble (DMG 60). At low tide, the stairs end just above<br />

sea level.<br />

Seaweed-Covered Statues: These worn, seaweed-draped<br />

statues depict human warriors clad in archaic plate armor<br />

holding greatswords in front <strong>of</strong> them, point down.<br />

Walls: Up to a height <strong>of</strong> 10 feet above the entrance to the<br />

Stair Martial, the walls are slippery (Climb DC 20). Beyond<br />

that level, however, the walls are drier and easier to negotiate<br />

(Climb DC 15).<br />

ENCOUNTER 6-1<br />

entire cavern, floods 20 feet <strong>of</strong> the Stair Martial, and creates<br />

a hump <strong>of</strong> water 50 feet long that extends out into the open<br />

sea. Once the waters recede, the flooded portion <strong>of</strong> the Stair<br />

Martial remains slick, increasing the DC <strong>of</strong> Balance checks<br />

on the steps by 5.<br />

In subsequent rounds, the scyllan attacks submerged<br />

characters, trying to swallow them whole. It swims up the<br />

narrow staircase in search <strong>of</strong> prey but remains in the water,<br />

gaining improved cover against opponents on land. While<br />

completely submerged, the scyllan has total cover against<br />

opponents on land unless they are under a freedom <strong>of</strong> movement<br />

effect.<br />

The scyllan does not pursue foes up the Stair Martial,<br />

but otherwise it fights to the death. After all, the PCs have<br />

invaded its home.<br />

CONCLUSION<br />

If a battle occurs in Durrin’s Rest, Jebrix and the minotaur<br />

guards might hear it from their position on the lowest ceremonial<br />

landing (area 3). Each minotaur can attempt a DC<br />

–10 Listen check, which includes a –7 penalty because <strong>of</strong> the<br />

distance. If the minotaurs hear the battle, they prepare for<br />

combat. (See tactical encounter 6–2, page 106.)<br />

The scyllan lairs underwater below the rock ledge. If the<br />

PCs kill the beast, they can search the waters for treasure<br />

(see Features <strong>of</strong> the Area, below).<br />

Treasure: Scattered on the cavern floor are the remains <strong>of</strong><br />

the scyllan’s previous victims and various items they carried.<br />

If the PCs dive underwater and search the floor, they find a<br />

corked bottle <strong>of</strong> air, a type II necklace <strong>of</strong> fireballs, 1,000 gp worth<br />

<strong>of</strong> coral, and 500 gp in mixed coins.<br />

105

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