Exemplars of Evil
Exemplars of Evil
Exemplars of Evil
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FEATURES OF THE AREA<br />
The room has the following features.<br />
Illumination: Stained glass windows (each with hardness<br />
1 and 1 hit point) permit some light to shine in from the north<br />
end <strong>of</strong> the room. Additionally, the candles in the antechamber<br />
(area 15) produce shadowy illumination in the first 4 squares<br />
beyond the door.<br />
Ceiling Height: The ceiling in this room is 20 feet high.<br />
Statues: Four statues flank the altar and dais on the north<br />
side <strong>of</strong> the room. The statues depict bold celestial warriors in<br />
the service <strong>of</strong> Pelor. The statues function as slender pillars.<br />
Any PCs who stand in a space occupied by a statue gain a +2<br />
bonus to Armor Class and a +1 bonus on Reflex saves. Each<br />
statue has AC 4, hardness 8, and 250 hit points.<br />
Altar and Dais: An altar stands upon a short dais. Characters<br />
who stand on the dais gain a +1 circumstance bonus on attack<br />
rolls against opponents standing on the floor.<br />
Side Chambers: Two side chambers hold priestly vestments,<br />
censers, and other religious accoutrements. The doors<br />
are unlocked.<br />
Pews: Twelve pews are arranged in two rows <strong>of</strong> six. It costs<br />
2 squares <strong>of</strong> movement to enter a square containing a pew.<br />
Those who climb onto a pew gain a +1 circumstance bonus on<br />
attack rolls against opponents standing on the floor.<br />
Offal: Characters moving through squares containing <strong>of</strong>fal<br />
must succeed on a DC 12 Fortitude save or be sickened for 1<br />
round, taking a –2 penalty on attack rolls, weapon damage rolls,<br />
saves, and checks. The gibbering mouther and the psurlon are<br />
immune to this effect.<br />
Corpses: The squares containing corpses count as difficult<br />
terrain, requiring 2 squares to enter. As with the <strong>of</strong>fal, the<br />
mouther and the psurlon are not hindered by the presence <strong>of</strong><br />
the corpses.<br />
ENCOUNTER 3-2<br />
TACTICS<br />
When the PCs enter the room, the mouther starts to gibber<br />
in an attempt to confuse them. See the Confused Condition<br />
sidebar.<br />
As the gibbering mouther moves forward to engage the<br />
PCs, it flings spittle each round as a free action. Anyone who<br />
is struck by the spittle and who fails a DC 18 Fortitude save is<br />
blinded for 1d4 rounds. While blinded, the victim takes a –2<br />
penalty to Armor Class, loses his Dexterity bonus to Armor<br />
Class (if any), moves at half speed, and takes a –4 penalty on<br />
Search checks and most Strength- and Dexterity-based skill<br />
checks. Checks relying on vision automatically fail.<br />
Each successful bite attack allows the mouther to attempt<br />
a grapple as a free action without provoking attacks <strong>of</strong><br />
opportunity. The creature and its opponent make opposed<br />
grapple checks. If the mouther wins, it attempts to swallow<br />
its foe by making another opposed grapple check. Characters<br />
swallowed by the mouther take 1d4 points <strong>of</strong> Constitution<br />
damage each round that they remain enveloped.<br />
Meanwhile, the psurlon stays back and uses its spell-like<br />
(or psi-like) abilities. It uses hold monster (or brain lock) on<br />
the PC closest to the gibbering mouther and follows up<br />
with lightning bolt (or energy bolt [electricity]) and sound burst<br />
(or energy bolt [sonic]) in the next rounds, moving to keep its<br />
distance from the PCs. It uses telekinesis on any character who<br />
comes within 10 feet, using a combat maneuver (telekinetic<br />
maneuver) or a violent thrust (telekinetic thrust) to shove back<br />
the pews to slow its attackers down.<br />
The gibbering mouther fights to the death. If the psurlon<br />
is reduced to 15 or fewer hit points, it uses dimension door (or<br />
psionic dimension door) to transport 680 feet to the north.<br />
CONCLUSION<br />
The eastern side chamber contains a pile <strong>of</strong> vestments, icons,<br />
and other religious items worth a total <strong>of</strong> 2,000 gp.<br />
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