08.11.2014 Views

Elder Evils

Elder Evils

Elder Evils

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

CHAPTER 8<br />

SERTROUS<br />

120<br />

bears the symbol of Sertrous (a coiled but headless snake<br />

wrapped around and through a snake’s skull), as do the<br />

immense tapestries and banners that hang from the hall’s<br />

100-foot-high ceiling.<br />

The approach to the double doors that lead to area B is<br />

warded by a forbiddance spell (CL 15th, Will DC 28) keyed<br />

to chaotic evil. As soon as a creature of any alignment other<br />

than chaotic evil enters this area, the snake statues scattered<br />

throughout areas B through G begin hissing loudly<br />

in alarm, alerting the entire Reliquary to the presence<br />

of intruders.<br />

B. Grand Temple of Sertrous (EL 20)<br />

The leaders of the Vanguard meet in this grand chamber<br />

to hear the teachings of their leader, to offer prayers and<br />

offerings to Sertrous, and to present captured treasures and<br />

religious texts. As the central chamber, it also serves as the<br />

primary point of defense. When the PCs reach this chamber,<br />

they are confronted with a band of Vanguard assassins and<br />

Seghulerak herself (see encounter 8–1, page 122).<br />

This room provides the only entrance to the Inmost Vault<br />

(area H), an entrance that normally doesn’t even exist.<br />

Carved into the ceiling of the chamber is the visage of an<br />

immense serpent. It can be commanded to open through<br />

the use of Dark Speech, by a miracle or wish, or with a<br />

password that can be found in area E. When opened, the<br />

jaws reveal a stone shaft leading up through the ceiling.<br />

No stairs or other means of ascent is apparent—flight (or<br />

Seghulerak’s air walk) is the standard method of travel up<br />

to area H above.<br />

In this chamber and in areas C through G stand statues<br />

of coiled serpents. These statues function as an alarm<br />

system and as guardians. A statue can make one attack of<br />

opportunity per round against a creature of any alignment<br />

other than chaotic evil that is within 5 feet, striking with a<br />

single bite attack.<br />

C. Assassin’s Hold<br />

The assassins who guard the Reliquary from intrusion sleep<br />

and eat in this chamber. If the PCs invade the Reliquary<br />

without Seghulerak having a chance to prepare for them, the<br />

six Vanguard assassins begin here instead of in area B.<br />

The secret door that leads to area G can be discovered with<br />

a DC 30 Search check and is protected by a symbol of insanity<br />

(Will DC 30).<br />

pqs<br />

RING OF AIRWALKING<br />

Price (Item Level): 40,000 gp (17th)<br />

Body Slot: Ring<br />

Caster Level: 7th<br />

Aura: Moderate; (DC 18) transmutation<br />

Activation: —<br />

Weight: —<br />

This blue crystal ring allows the wearer to act as if continually<br />

under the effect of an air walk spell.<br />

Prerequisites: Forge Ring, air walk.<br />

Cost to Create: 20,000 gp, 1,600 XP, 40 days.<br />

pqs<br />

D. Pits of the Forsaken (EL 19)<br />

The most important prisoners are kept in these pits, hateful<br />

holes that remain perpetually half flooded and infested with<br />

snakes. The warden of this prison is Seghulerak’s cohort, a<br />

powerful marilith demon named Zuvexus (see encounter 8–2,<br />

page 124). Zuvexus wears a ring of airwalking (see sidebar) that<br />

allows her to move around the room with ease.<br />

E. Heretic’s Walk<br />

This towering chamber is lined with bookshelves, upon<br />

which rest the collected lore stolen during dozens of crusades<br />

against the mortal realm. Many books are badly damaged, but<br />

they all share one theme—they are religious works stolen<br />

from countless razed temples. Characters who spend enough<br />

time in research can uncover the solution to any remaining<br />

mysteries that still vex them about the Vanguard, Sertrous,<br />

and his history. The password for operating the portal in<br />

area B to the Inmost Vault can be found here with a DC<br />

30 Knowledge (the planes) check made after 1d6 hours of<br />

research. As in area C, the secret door that leads to area G can<br />

be discovered with a DC 30 Search check and is protected<br />

by a symbol of insanity (Will DC 30).<br />

F. Apostle’s Chambers<br />

Seghulerak’s chamber is decadent, with a haphazard decor<br />

of stolen artwork and furnishings from two dozen nations.<br />

Seghulerak spends increasingly little time here, kept busy<br />

with the work of leading the Vanguard to triumph. As in<br />

area C, the secret door that leads to area G can be discovered<br />

with a DC 30 Search check and is protected by a symbol of<br />

insanity (Will DC 30).<br />

G. The Treasury<br />

This room should represent the greatest single treasure<br />

that the PCs find during their entire adventuring career.<br />

The wealth here has accumulated over dozens of crusades<br />

and consists of coins, gems, and all manner of artwork<br />

and magic items. It’s not unlikely that an artifact or two<br />

languishes here as well. You should tailor this treasure to<br />

the campaign, but it should represent at least 1,500,000<br />

gp in value.<br />

H. Inmost Vault (EL 23)<br />

Upon passing through the portal in the ceiling of area B,<br />

a character must make a DC 25 Fortitude save to enter the<br />

Inmost Vault. A character who fails takes 2d6 points of<br />

Strength drain and is teleported to a prison in area D, while<br />

all his gear is teleported into the treasury (area G).<br />

With a successful save, the character emerges from a well<br />

up into a strange realm. Unlike the other seven chambers, the<br />

Inmost Vault lies in an area bordered below by the tesseract<br />

the Reliquary is built upon. One could fly forever into the<br />

boundless gray skies above, but after a day’s journey along<br />

the steaming festering fens of the ground here (regardless<br />

of the speed of the journey), a traveler finds himself in the<br />

Hungry Tarns of the Abyss.<br />

Of more import, however, is the stone altar about 50 feet<br />

from the well, for upon it rests the skull of Sertrous—and<br />

next to it, the final guardian and First Heretic Avamerin (see<br />

encounter 8–3, page 126).

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!