Exemplars of Evil
Exemplars of Evil
Exemplars of Evil
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On subsequent rounds, Calais employs individual defensive<br />
spells, including neutralize poison, freedom <strong>of</strong> movement,<br />
her scroll <strong>of</strong> living undeath, dispel law, lesser globe <strong>of</strong> invulnerability,<br />
protection from arrows, and guidance.<br />
The duskblades have few defensive spells. If the prying<br />
eyes that Calais used to spy on the PCs observed a pattern<br />
in the elements cast by one or more party members, the<br />
triplets use their resist energy spells to ward themselves and<br />
Calais against this element. If time allows, they also use their<br />
scrolls <strong>of</strong> see invisibility, especially if the prying eyes reported<br />
attacks coming from unseen foes.<br />
In combat, each triplet focuses his blade and his spells<br />
on a single opponent, making the most <strong>of</strong> his Battlecaster<br />
Offense feat. Calais prefers to stand to the side, casting<br />
ranged spells and occasionally stepping in to use a deadly<br />
touch spell such as slay living.<br />
DEVELOPMENT<br />
Calais can move to the chapel and control the actions <strong>of</strong><br />
the shadesteel golem (see tactical encounter 5–2, page 92),<br />
but she does so only if her organization has the advantage<br />
over the intruders. If any <strong>of</strong> the triplets are driven from her<br />
quarters, they either join her in the chapel or retreat through<br />
the secret tunnels.<br />
CONCLUSION<br />
If Calais and her bodyguards believe that they might lose<br />
the battle, they retreat. If they are in a hurry or on the brink<br />
<strong>of</strong> death, the drow flee through the passage; if they have a<br />
little more time, they use the teleportation circle, which takes<br />
1 round to activate (see Features <strong>of</strong> the Area, below).<br />
After retreating, they heal themselves with their remaining<br />
potions and spells, and then return to the complex if it<br />
is feasible to do so.<br />
Treasure: If the PCs poke through the luxurious furnishings<br />
<strong>of</strong> the chamber, they easily find several plain<br />
wooden chests (Search DC 10) that contain clothing, jewelry,<br />
and personal items worth about 2,000 gp. In one chest,<br />
identical to the others, an additional 275 pp and 43 gp are<br />
hidden among the garments (Search DC 18). All the chests<br />
are unlocked.<br />
ENCOUNTER 5-3<br />
FEATURES OF THE AREA<br />
The bedchamber has the following features.<br />
Illumination: The room is lit by four everburning torches, one<br />
in each corner.<br />
Teleportation Circle: Calais and her minions have keys to<br />
the teleportation circle. To open the portal, a creature must stand<br />
within the circle and utter a complex activation phrase (“Rynoch<br />
Toelira Krekhtvbern Lylrocharian”) three times, which takes<br />
1 full round. Once the portal has been opened, any number <strong>of</strong><br />
travelers who have keys can go through it, space permitting.<br />
The teleportation circle can function three times per day, and the<br />
portal stays open for 1 round each time.<br />
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