10.11.2014 Views

Exemplars of Evil

Exemplars of Evil

Exemplars of Evil

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!