Exemplars of Evil
Exemplars of Evil
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 />
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