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Exemplars of Evil

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FEATURES OF THE AREA<br />

The lowest ceremonial landing has the following features.<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 />

Shrine <strong>of</strong> Erythnul: Jebrix has set up a small shrine to<br />

Erythnul in one <strong>of</strong> the alcoves. The centerpiece <strong>of</strong> the shrine<br />

is a bloodstained chest banded in iron. Atop the chest sit a<br />

number <strong>of</strong> grisly <strong>of</strong>ferings to the deity <strong>of</strong> slaughter, as well as<br />

a few broken and shattered weapons taken as trophies from<br />

the slain.<br />

Living Area: The minotaurs use the other alcove as their<br />

living space. Much <strong>of</strong> the floor is covered in a thick layer <strong>of</strong><br />

rugs, discarded cloth, and the half-eaten remains <strong>of</strong> unidentifiable<br />

food. Treat the area as if it were light rubble (DMG 60).<br />

Crevasse: A crevasse 10 feet wide and 30 feet deep cuts<br />

through the center <strong>of</strong> the landing. It can be crossed on a successful<br />

DC 10 Jump check; anyone who fails the check falls in<br />

and takes 3d6 points <strong>of</strong> damage. The walls <strong>of</strong> the crevasse are<br />

rough, so anyone who falls in can climb back out with a successful<br />

DC 15 Climb check. The minotaurs use the crevasse as<br />

a dumping ground for garbage, and it holds all manner <strong>of</strong> foul,<br />

unwholesome, and useless objects.<br />

Empty Plinth: In front <strong>of</strong> each side alcove stands a plinth<br />

that is 10 feet square and 5 feet high. Each plinth grants cover<br />

to anyone behind it. Originally, a stone golem stood on each<br />

plinth, but Emmara has moved the golems to the Chapel <strong>of</strong><br />

Reverence (tactical encounter 6–3, on the next page).<br />

ENCOUNTER 6-2<br />

3 Animated Chunks <strong>of</strong> Masonry CR 3<br />

hp 42 (4 HD); hardness 10<br />

N Medium construct<br />

Init +0; Senses darkvision 60 ft., low-light vision; Listen +0,<br />

Spot +0<br />

Languages understand Common<br />

AC 14, touch 9, flat-footed 14<br />

(+4 natural)<br />

Immune construct immunities<br />

Fort +1, Ref +1, Will –4<br />

Weakness construct vulnerabilities<br />

Speed 30 ft. (6 squares)<br />

Melee slam +2 (1d6+1)<br />

Space 5 ft.; Reach 5 ft.<br />

Base Atk +1; Grp +2<br />

Abilities Str 12, Dex 10, Con —, Int —, Wis 1, Cha 1<br />

SQ construct traits<br />

Skills Listen +0, Spot +0<br />

TACTICS<br />

Jebrix prepares for combat by using his scroll <strong>of</strong> stoneskin,<br />

then casting invisibility purge, prayer, spell immunity (dispel<br />

magic, fireball, and lightning bolt) and spell resistance. He casts<br />

his other protective spells as time allows.<br />

As soon as they see the PCs, the guards rage. The minotaurs<br />

stay at the top <strong>of</strong> the stairs as long as possible to gain<br />

the benefit <strong>of</strong> higher ground. Jebrix hangs back from melee<br />

combat, supporting the guards with blasphemy, destruction,<br />

andfl a m es t r i k e .<br />

If the guards are forced back into the room, Jebrix blocks<br />

the stairs with a blade barrier after a few PCs enter the landing.<br />

On subsequent rounds, all three minotaurs attempt to<br />

bull rush opponents into the blades.<br />

Jebrix and the guards are fanatical followers <strong>of</strong> Erythnul<br />

and fight to the death.<br />

CONCLUSION<br />

If the PCs dispatch the minotaurs, they can proceed upward<br />

through the stairs on the far side <strong>of</strong> the landing.<br />

107

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