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Exemplars of Evil

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FEATURES OF THE AREA<br />

The room has the following features.<br />

Illumination: Weak light streams down from the space at<br />

the top <strong>of</strong> the ladder and through the grating <strong>of</strong> the cargo hatch.<br />

The lower deck remains in shadowy illumination, and everyone<br />

in the area has concealment.<br />

Ceiling Height: The ceiling in this room rises 7 feet<br />

overhead.<br />

Crates: Crates and boxes are scattered around the lower<br />

deck. Characters standing in a space containing a crate gain<br />

cover.<br />

Footprints: Bloody footprints emerge from the door to the<br />

galley (area 7) and stop at the foot <strong>of</strong> the ladder. The unsettling<br />

marks are empowered with fell energy, and evil characters<br />

standing in a space that includes a footprint gain a +1 pr<strong>of</strong>ane<br />

bonus on attack rolls and weapon damage rolls.<br />

Ladder: The ladder leads up to the main deck. Characters<br />

on the ladder who fight opponents on the lower deck gain a +1<br />

bonus on attack rolls for being on higher ground.<br />

Doors: Several doors lead to other rooms, as shown on the<br />

map <strong>of</strong> the ship (page 73). Each door is unlocked and has hardness<br />

5 and 10 hit points.<br />

Exterior Walls: Each section <strong>of</strong> the ship’s hull has hardness<br />

8 and 120 hit points. If any 5-foot section <strong>of</strong> the hull is breached,<br />

water pours into the lower deck. If twelve sections <strong>of</strong> the hull<br />

are breached, the caravel sinks.<br />

Interior Walls: The lower deck’s interior walls have hardness<br />

5 and 60 hit points.<br />

Weak Floor: The floorboards are weak and rotting. Each<br />

5-foot section has hardness 2 and 30 hit points. Medium or<br />

larger characters who step on the square that has diagonal shading<br />

fall through the floor and land in the hold. They take 1d6<br />

points <strong>of</strong> damage from the fall and must contend with the kython<br />

(see tactical encounter 4–3 on the next page).<br />

Water on Floor: Any creature that enters a square containing<br />

water must make a successful DC 10 Balance check to avoid<br />

slipping and falling prone.<br />

Trapdoor: The floor has a 10-foot-square trapdoor in the<br />

space indicated by the dashed line. A successful DC 10 Strength<br />

check opens it, revealing the hold below, but there is no ladder<br />

to climb down.<br />

Masts: The masts (circular symbols along the center line <strong>of</strong><br />

the ship) provide cover to anyone standing behind them. Each<br />

mast has AC 3, hardness 5, and 200 hit points.<br />

ENCOUNTER 4-2<br />

advantage <strong>of</strong> sneak attack. Fecar uses the Dodge feat against<br />

the strongest PC in the group. If the adventurers push<br />

past the barbarians, Fecar bestows a hexblade’s curse on<br />

any character who appears to be some kind <strong>of</strong> warrior,<br />

banking on the possibility that the PC will not be able<br />

to resist.<br />

Since escape from the lower deck is unlikely, Fecar<br />

and his Boys fight to the death. However, if defeat seems<br />

imminent, the first mate breaks his flask <strong>of</strong> alchemist’s<br />

fire, hoping to set the ship aflame and take the PCs down<br />

with him.<br />

DEVELOPMENT<br />

After 3 rounds <strong>of</strong> combat, the two hobgoblins in the galley<br />

(area 7) join the battle. Heedless <strong>of</strong> danger, the cooks fight<br />

recklessly.<br />

If a section <strong>of</strong> the hull takes enough damage to spring a<br />

leak, water starts pouring in. One or more holes in one section<br />

<strong>of</strong> the hull will not jeopardize the ship, but the water<br />

also runs down into the hold below, and the sudden cold<br />

shower makes the kython quite unhappy. After 1d6 rounds,<br />

it begins roaring and hammering at the floorboards over its<br />

head. Each round that the creature pounds the lower deck,<br />

all characters standing on the deck must succeed on a DC<br />

10 Balance check or be knocked prone.<br />

77

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