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Exemplars of Evil

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TACTICS<br />

Once the PCs are aware <strong>of</strong> the kython, it wastes no time<br />

in attacking. It uses Spring Attack and a 10-point Power<br />

Attack on its first full action, then moves toward the thickest<br />

cluster <strong>of</strong> bloodbloaters in the hope <strong>of</strong> luring the PCs to<br />

them. If the characters take the bait, the kython holds its<br />

position and makes a full attack each round, modified by a<br />

7-point Power Attack. If it fells any PCs, it leaves them for<br />

the bloodbloaters to finish. The kython spreads its attacks<br />

among several PCs, but if it entangles a character in a mucus<br />

pod, the creature focuses its full attention on that character,<br />

using a 13-point Power Attack for each attack until the<br />

victim is dead.<br />

The kython continues to use Spring Attack to provoke<br />

the PCs into closing with it. After 2 rounds, if they have not<br />

done so, the creature gives up and closes on them.<br />

The bloodbloaters move toward the PCs. Since they have to<br />

negotiate the beams that stick up out <strong>of</strong> the water, they travel<br />

only 1 square per move action. These mindless combatants<br />

gorge themselves on blood and will not pursue a living character<br />

if an unconscious or dying victim is closer.<br />

CONCLUSION<br />

If the PCs manage to destroy the kython in its lair without<br />

sinking the ship, they gain 1-1/2 times the normal experience<br />

points due to the treacherous environment.<br />

Treasure: The dark water hides various items that belonged<br />

to the kython’s victims. Each round when a PC examines the<br />

hold and succeeds on a DC 15 Search check, he finds 1d20<br />

gp (a total <strong>of</strong> 1,120 gp is scattered across the bottom <strong>of</strong> the<br />

hold). In addition, a searching character has a 20% chance <strong>of</strong><br />

finding one <strong>of</strong> the following items:<br />

• a divine scroll <strong>of</strong> bear’s endurance in a watertight tube<br />

• oil <strong>of</strong> shillelagh in a sealed ceramic container<br />

• a potion <strong>of</strong> protection from chaos in a tightly stoppered glass<br />

vial<br />

• a wand <strong>of</strong> magic missile (CL 1st, 42 charges)<br />

• a dark orange fire elemental gem<br />

ENCOUNTER 4-3<br />

FEATURES OF THE AREA<br />

The area has the following features.<br />

Illumination: Light streams through the trapdoor and the<br />

grating <strong>of</strong> the cargo hatch, providing shadowy illumination in<br />

the area directly below the trapdoor. Any creatures standing in<br />

that area gain concealment. The rest <strong>of</strong> the hold is dark, granting<br />

total concealment to its occupants.<br />

Ceiling Height: The ceiling in the hold rises 7 feet overhead.<br />

Trapdoor: The ceiling contains a trapdoor in the space indicated<br />

by the dashed lines. From within the hold, a PC can push<br />

the trapdoor open by making a successful DC 10 Strength check.<br />

Beams: Parallel beams—the skeleton <strong>of</strong> the Much Kill—<br />

crisscross the floor <strong>of</strong> the hold. Each beam is approximately 1<br />

foot wide. A character can move across the slippery beams at<br />

half speed by succeeding on a DC 12 Balance check. Those who<br />

move faster than half speed take a –5 penalty on the check.<br />

Anyone who fails the check by 5 or more slips into the brackish<br />

water. The kython does not have its movement impaired in the<br />

hold and can move freely throughout the area.<br />

Water: Water to a depth <strong>of</strong> 3 feet fills the gaps between the<br />

beams. Because the floor is uneven, PCs cannot run or charge<br />

while in the hold. If a character is not standing on a beam, entering<br />

a water-filled square costs 2 squares <strong>of</strong> movement.<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 remains <strong>of</strong> the hold’s interior walls have<br />

hardness 5 and 60 hit points. They provide cover to anyone<br />

standing behind them.<br />

Debris: Spaces marked with debris are choked with broken<br />

timbers, sodden rubbish, and the remains <strong>of</strong> the kython’s<br />

meals. Moving into one <strong>of</strong> these spaces costs 1 extra square <strong>of</strong><br />

movement.<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 />

79

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