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Exemplars of Evil

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ENCOUNTER 2-1<br />

T<br />

ROPHY ROOM<br />

Encounter Level 8<br />

SETUP<br />

This encounter begins when the PCs approach the door<br />

to the trophy room (area 12). The door is shut, and if<br />

the characters do nothing to announce their presence,<br />

the distracted orcs inside will not hear them approach.<br />

A PC who succeeds on a DC 10 Listen check hears<br />

hammering from within the room and several orcs<br />

muttering excitedly.<br />

Four orcs are positioned in the squares around the<br />

stone sarcophagus in the northeast corner <strong>of</strong> the room. A<br />

fifth orc is inside the sarcophagus, using a prybar to open<br />

the hidden c<strong>of</strong>fin buried inside the crypt. By the time<br />

the PCs open the door and enter the room, the fifth orc<br />

will be dead, and the others will be about to flee toward<br />

the exit.<br />

When the PCs open the door, read:<br />

This room has the look <strong>of</strong> an abandoned chapel.<br />

Two rows <strong>of</strong> stone pews march up the center aisle<br />

to a long, low altar. A Black Wolf banner hangs<br />

behind it, and other battle standards are hung<br />

randomly around the room. Broken, rusty<br />

weaponry is piled in ordered rows along the walls<br />

and on the benches. Another door is to the right,<br />

and two stone sarcophagi lay in an alcove to the<br />

left. Four orcs stand around one <strong>of</strong> the sarcophagi<br />

with their backs to you, peering down inside the<br />

open tomb.<br />

Give the PCs a chance to declare their actions. Once<br />

they do, read:<br />

You hear an inhuman growl coming from the<br />

stone c<strong>of</strong>fin, and an orc’s shriek—one that ends<br />

with a sharp gurgle. The four orcs turn and charge<br />

toward you as pale, clawed hands reach over the lip<br />

<strong>of</strong> the sarcophagus and heave a white-skinned,<br />

vaguely humanoid monstrosity into view.<br />

When combat begins, the four orcs are not charging the<br />

party, but fleeing from the unearthed wight that has just<br />

killed their companion. Depending on the PCs’ actions,<br />

the orcs either run for the door or stop to fight just long<br />

enough to push past the adventurers and escape. The orcs’<br />

panic imposes a –2 penalty on their attack rolls for the<br />

first 2 rounds.<br />

4 Orc Soldiers CR 1/2<br />

hp 5 each (1 HD); see page 39<br />

Gray Ooze CR 4<br />

hp 31 (3 HD); MM 202<br />

Wight CR 3<br />

hp 26 (4 HD); MM 255<br />

It takes the wight 1 round to climb out <strong>of</strong> the c<strong>of</strong>fin.<br />

When it reaches the floor, it moves to attack the nearest<br />

orc (assuming that the PCs blocked them from escaping).<br />

The wight correctly judges the orcs to be a lesser<br />

threat and thus the easiest prey to convert to spawn. Two<br />

rounds after the wight attacks or after the first orc is<br />

killed, the remaining orcs split up. Two head toward the<br />

altar along the south wall and dig through the nearby<br />

debris for something they can use against the wight and<br />

the PCs.<br />

Another orc tries to smash through the locked door<br />

(hardness 5, 20 hp) on the western wall. If he breaks<br />

through, a gray ooze nesting in the small room beyond<br />

surges through the opening and attacks the orc. After<br />

dispensing with its first victim, the ooze moves into the<br />

trophy room and attacks the nearest living target (ignoring<br />

the wight and any spawn).<br />

Both the wight and the gray ooze fight to the death.<br />

The orcs fight, but they will flee the room if they have<br />

the chance.<br />

DEVELOPMENT<br />

Initially, the wight tries to avoid the PCs and concentrates<br />

on killing the orcs to create spawn. Four rounds after<br />

combat begins, the first orc slain by the wight emerges<br />

from the open sarcophagus as a spawn. Any other orcs<br />

killed by the wight also return as spawn 4 rounds after<br />

their death. (Slain orcs that have not yet risen as spawn<br />

dissolve automatically if touched by the gray ooze.) Four<br />

to six rounds after its release, the wight turns on the<br />

party, sending the spawn against the PC who shows the<br />

most martial prowess, and attacking any clerics or spellcasters<br />

itself.<br />

If the wight is turned, it retreats to the southern end<br />

<strong>of</strong> the room next to the altar and starts throwing broken<br />

weapons and helmets at the PCs, targeting spellcasters<br />

if possible. The missiles deal no damage, but if one<br />

strikes a spellcaster, it has the normal chance <strong>of</strong> disrupting<br />

a spell.<br />

42

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