Exemplars of Evil
Exemplars of Evil
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 />
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