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Exemplars of Evil

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this purpose. Decapitating scarf is a metal spell, and as such<br />

is forbidden by Valbryn’s wu jen taboos. Accordingly, the<br />

queen commits to this action only after most <strong>of</strong> the spells<br />

in her repertoire have already been cast.<br />

During the battle, Helthra (if present) does her best to<br />

harry the PCs, relying on spells such as divine favor, ring <strong>of</strong><br />

blades (CAd 121), and spiritual weapon. If it looks as if her side<br />

is not faring well, Helthra spontaneously casts invisibility on<br />

herself and walks around healing the Urdred and the fire<br />

giants with her wand <strong>of</strong> cure moderate wounds.<br />

The Urdred use their ghost step ability liberally to gain<br />

sudden strike attacks against the PCs.<br />

DEVELOPMENT<br />

If Helthra falls in battle, Thaden becomes unhinged and<br />

attacks the party without concern for his own welfare. If<br />

Valbryn does not protect Thaden during such a frenzy, he<br />

fights to the death to avenge the princess. His animal companion<br />

joins Thaden in battle at all times, creating flanking<br />

sneak attacks when possible.<br />

If Thaden falls in battle, Valbryn loses her confidence in<br />

the fire giants’ ability to defeat the intruders. She travels<br />

to the lava throat (area 5) by the fastest means possible and<br />

pulls the planar trestle (which had been completed before<br />

the encounter) out <strong>of</strong> her bag <strong>of</strong> holding. The queen throws<br />

the artifact into the lava. It takes 3 rounds for the planar<br />

trestle to sink down far enough to reach the closed portal, at<br />

which point the seal violently ruptures and Gilgirn becomes<br />

directly connected to the Elemental Plane <strong>of</strong> Fire.<br />

All the lava in the pool is sucked downward for one second<br />

before spewing back up in a powerful geyser <strong>of</strong> molten rock<br />

that blankets all <strong>of</strong> Gilgirn, dealing 6d6 points <strong>of</strong> fire damage<br />

to anybody standing out in the open (DC 23 Reflex save for<br />

half). Damage from the lava continues for 1d3 rounds after<br />

exposure ceases, but this additional damage is only half the<br />

amount dealt during contact.<br />

If the PCs previously came upon Thaden in his cell, the<br />

human begins this encounter by pretending to be a prisoner<br />

<strong>of</strong> the fire giants. Thaden claims that he was captured while<br />

8 Noble Salamanders CR 16<br />

hp 112 each (15 HD); MM 218<br />

trying to escape from Gilgirn, which is true and therefore<br />

grants him a +2 bonus on his Bluff check. He attacks the PCs<br />

on his first opportunity, relying on his animal companion to<br />

help him gain a flanking bonus on his sneak attack.<br />

CONCLUSION<br />

The Urdred and the fire giant guards fight to the death<br />

protecting Gilgirn and their queen. Valbryn loves Helthra<br />

and Thaden, but if they are killed in battle, she can still see<br />

a future for herself. She casts teleport to escape or transfix<br />

(CAd 127) to paralyze the PCs, assuming that she has not<br />

exchanged either spell for fireball. If all the characters are<br />

paralyzed, the queen delivers a coup de grace on each one.<br />

She casts transfix only if Thaden has already fallen, since the<br />

spell might paralyze him as well.<br />

Alternatively, if Valbryn reaches the lava throat and succeeds<br />

in opening the portal, the magma geyser sucks eight<br />

noble salamanders into Gilgirn from the Elemental Plane <strong>of</strong><br />

Fire. These chaotic evil creatures take no sides in the conflict<br />

between the PCs and the fire giants, creating a battle on<br />

three fronts. The self-serving noble salamanders try to claim<br />

Gilgirn as their own stronghold.<br />

With the portal now stuck open, salamander reinforcements<br />

soon begin arriving from Elemental Fire, presenting a<br />

grave new threat to the region. The PCs can abandon the fire<br />

giants, or they can try to find a way to drive the salamanders<br />

back and seal the portal again.<br />

ENCOUNTER 7-3<br />

FEATURES OF THE AREA<br />

The rear gatehouse area is nearly identical to the front gatehouse<br />

(tactical encounter 7–1), with the following exceptions.<br />

Doors: The stone double doors <strong>of</strong> the rear gatehouse face<br />

the inner ward to the south. Each door is 10 feet wide, 15 feet<br />

high, and 1 foot thick, with hardness 8 and 180 hit points.<br />

Traps: An area greater dispel magic glyph has been cast on the<br />

corridor just north <strong>of</strong> the gatehouse. The glyph can be found<br />

with a successful DC 31 Search check and thwarted with a<br />

successful DC 31 Disable Device check.<br />

127

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