Exemplars of Evil
Exemplars of Evil
Exemplars of Evil
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ENCOUNTER 7-2<br />
124<br />
I<br />
NNER WARD<br />
Encounter Level 18<br />
SETUP<br />
The gatehouse guards will sound the alarm before engaging<br />
the PCs in tactical encounter 7–1. Hearing the alarm, Helthra<br />
leaves her study in the northeast tower and summons<br />
four Urdred, keeping two at her side and sending two to<br />
accompany her mother. Helthra casts bull’s strength and shield<br />
<strong>of</strong> faith on herself, both <strong>of</strong> which last for 10 minutes.<br />
If the PCs enter the inner ward <strong>of</strong> Gilgirn, they are<br />
greeted by eight advanced hell hounds (X) in the first<br />
round. Eight fire giant guards (G), Helthra (H), and her two<br />
death maidens (U) arrive on the second round. If the PCs<br />
are using cold-based attacks, the princess casts protection<br />
from energy (cold) on herself, which lasts for 100 minutes<br />
or until it absorbs 120 points <strong>of</strong> cold damage. Helthra can<br />
cast all her spells on the defensive without failing.<br />
The princess next casts spiritual weapon, sending a<br />
greatsword <strong>of</strong> force against the toughest-looking melee<br />
character (attack +22/+17/+12/+7, damage 1d8+3/19–20).<br />
Finally, if Helthra did not cast protection from energy earlier,<br />
she uses a rebuke undead attempt to empower herself with<br />
Divine Vigor, which grants her 46 temporary hit points<br />
and increases her base speed to 40 feet. The effects <strong>of</strong> spiritual<br />
weapon and Divine Vigor last for 1 minute.<br />
When the PCs pass through the gatehouse, read:<br />
The gatehouse opens to the inner ward <strong>of</strong> Gilgirn,<br />
revealing the central keep in its entirety; the ceiling<br />
here rises to a height <strong>of</strong> 75 feet. A lava-filled canal<br />
flows out at ground level from between the two<br />
closest towers, then splits into two canals that run <strong>of</strong>f<br />
in different directions under the curtain walls—<br />
presumably feeding the moat outside. Three different<br />
foot bridges cross the lava canals at different points,<br />
and blackened hounds the size <strong>of</strong> wolves are running<br />
across the bridges toward you, slavering and<br />
snorting flames. More fire giants are not far behind.<br />
TACTICS<br />
The hell hounds attack first, using their breath weapon<br />
attacks against as many opponents as possible. The fire<br />
NONASSOCIATED CLASS LEVELS<br />
The Urdred have pursued an atypical pr<strong>of</strong>ession for fire<br />
giants by becoming ninjas. As such, their levels <strong>of</strong> ninja are<br />
considered nonassociated class levels. Adding nonassociated<br />
class levels to a monster increases its Challenge Rating by<br />
1/2 per level until its nonassociated class levels equal its<br />
original Hit Dice. For details, see MM 294.<br />
giant guards attack on the following round, charging<br />
into combat with 5-point Power Attacks (attack +17,<br />
damage 2d6+25/19–20); they make unmodified multiple<br />
attacks in subsequent rounds. Helthra and the two<br />
Urdred arrive at the same time as the fire giant guards,<br />
and the princess begins casting spells (as described in<br />
Setup, above).<br />
Helthra Morlydd CR 15<br />
hp 243 (289 with Divine Vigor) (23 HD); see page 117<br />
2 Urdred CR 14<br />
hp 197 each (19 HD)<br />
Female fire giant ninja 4<br />
NE Large giant (fire)<br />
Init +6; Senses darkvision 60 ft., low-light vision; Listen +5,<br />
Spot +15<br />
Languages Common, Giant, Infernal<br />
AC 28, touch 11, flat-footed 26<br />
(–1 size, +2 Dex, +4 class, +3 armor, +10 natural)<br />
Immune fire, giant immunities<br />
Fort +16, Ref +11, Will +10 (+12 while at least one use <strong>of</strong> ki<br />
power remains)<br />
Weakness vulnerability to cold, giant vulnerabilities<br />
Speed 40 ft. (8 squares)<br />
Melee +1 longsword +23/+18/+13 (2d6+10/17–20) and<br />
slam +17 (1d4+4) or<br />
Melee +1 dagger +23/+18/+13 (1d6+10/19–20 plus poison)<br />
and<br />
slam +17 (1d4+4) or<br />
Melee 2 slams +22 each (1d4+9)<br />
Ranged +1 composite longbow +18/+13/+8 (2d6+9/×3) or<br />
Ranged +1 composite longbow +16/+16/+11/+6 (2d6+9/×3)<br />
with Rapid Shot or<br />
Ranged rock +16 (2d6+9 plus 2d6 fire)<br />
Base Atk +14; Grp +27<br />
Atk Options Improved Critical (longsword), Point Blank Shot,<br />
Precise Shot, Telling Blow, poison (deathblade, Fort DC<br />
20, 1d6 Con/2d6 Con), poison (Large scorpion venom,<br />
Fort DC 14, 1d6 Con/1d6 Con), sudden strike +2d6<br />
Special Actions ki power 6/day (ghost step), rock catching,<br />
rock throwing<br />
Combat Gear dose <strong>of</strong> deathblade poison, dose <strong>of</strong> Large<br />
scorpion venom<br />
Abilities Str 28, Dex 14, Con 22, Int 13, Wis 18, Cha 10<br />
SQ giant traits, great leap, trapfinding<br />
Feats Improved Initiative, Improved Critical (longsword),<br />
Point Blank Shot, Precise Shot, Rapid Shot, Telling<br />
Blow PH2 (see page 25), Zen Archery CW<br />
Skills Climb +20, Hide +17, Intimidate +10, Jump +20,<br />
Listen +5, Move Silently +17, Spot +15<br />
Possessions combat gear plus +1 longsword, +1 composite<br />
longbow (+9 Str bonus) with 40 arrows, +1 dagger, amulet<br />
<strong>of</strong> natural armor +2, bracers <strong>of</strong> armor +3, 16 pp, 2 gp<br />
8 Fire Giant Guards CR 16<br />
hp 142 each (15 HD); see page 122