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Exemplars of Evil

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FEATURES OF THE AREA<br />

The room has the following features.<br />

Illumination: Because <strong>of</strong> the debilitating nature <strong>of</strong> the<br />

plane, everburning torches in the corners <strong>of</strong> the chamber containing<br />

the corrupt circle give <strong>of</strong>f only 10 feet <strong>of</strong> bright light and<br />

20 feet <strong>of</strong> shadowy light.<br />

Floors and Walls: The floors and walls are covered in<br />

ebony ice. It costs 2 squares <strong>of</strong> movement to enter a square<br />

containing ebony ice, and the DC <strong>of</strong> Balance and Tumble<br />

checks increases by 5 in such a square. A successful DC 10<br />

Balance check is required to run or charge across the ice.<br />

Undead creatures in an area <strong>of</strong> ebony ice gain a +2 pr<strong>of</strong>ane<br />

bonus on attack rolls and saves and a +4 pr<strong>of</strong>ane bonus to<br />

turn resistance.<br />

Blood Rock: If a creature is standing in a blood rock square<br />

and makes an attack that threatens a critical hit, the critical<br />

hit is automatically confirmed—no roll is necessary.<br />

Negative Energy: Each round that a living creature remains<br />

in a square containing negative energy, it must succeed on a DC<br />

25 Fortitude save or gain one negative level. If the creature’s<br />

negative levels equal its Hit Dice, the creature is slain and instantly<br />

rises as a wraith.<br />

Corrupt Circle: <strong>Evil</strong> creatures that stand even partly<br />

within the area <strong>of</strong> the corrupt circle receive a +2 pr<strong>of</strong>ane<br />

bonus to Armor Class, and their effective caster level is increased<br />

by 1.<br />

Absolute Darkness: Squares containing absolute darkness<br />

greedily devour light, reducing the range <strong>of</strong> bright light to 5<br />

feet, the range <strong>of</strong> shadowy illumination to 0 feet, and the range<br />

<strong>of</strong> darkvision to 5 feet.<br />

ENCOUNTER 8-2<br />

Iliss also tries to protect Kastya’s body. At the start <strong>of</strong><br />

the encounter, she is invisible, and when her master casts<br />

magic jar, she moves near his body to keep it safe. If a PC<br />

threatens the lich’s body or comes with reach <strong>of</strong> Iliss, she<br />

lashes out with her +1 flaming silver sword, dealing an extra<br />

2d6 points <strong>of</strong> sneak attack damage. If possible, she fights<br />

while standing in blood rock squares so that she is more<br />

likely to make critical hits. If that proves difficult, Iliss<br />

uses dimension door to cut across the battlefield and engage<br />

weaker foes.<br />

Against a warrior or a similar character, Iliss starts by<br />

making a 5-point Power Attack in conjunction with smite<br />

good. If that does not work, she becomes a bit more conservative,<br />

making a 3-point or a 1-point Power Attack depending<br />

on the opponent. She works with Kastya (or whichever PC<br />

he possesses) to get a flanking bonus, which she uses to<br />

increase her Power Attack.<br />

If the necromancer takes a significant amount <strong>of</strong> damage<br />

from a single opponent’s melee attack, Iliss uses Improved<br />

Sunder in an attempt to destroy the <strong>of</strong>fending weapon. She<br />

and the PC make opposed attack rolls; Iliss has a +22 bonus<br />

against Medium PCs and a +26 bonus against Small PCs. If<br />

her result beats the PC’s result, her attack deals 2d6+12 points<br />

<strong>of</strong> damage to the targeted weapon. For the hardness and hit<br />

points <strong>of</strong> common weapons, see PH 158; remember that each<br />

+1 enhancement bonus adds 2 to a weapon’s hardness and 10<br />

to its hit points. If Iliss fails to destroy the weapon, she does<br />

not try again.<br />

CONCLUSION<br />

If the PCs reduce Kastya to 10 or fewer hit points, he casts<br />

greater teleport and appears in the landing (area 1), where<br />

Albrathax waits to block the intruders from leaving. The lich<br />

flies <strong>of</strong>f into the Negative Energy Plane to repair his wounds<br />

and plot revenge.<br />

If Iliss is reduced to 50 or fewer hit points, she uses plane<br />

shift to flee to the Astral Plane.<br />

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