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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 />

95

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