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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 />

61

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