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CHAPTER 10<br />
ZARGON<br />
Illus. by W. England<br />
146<br />
for Asmodeus and if you’d prefer the gods not be slain, substitute<br />
high-level wizards, priests, or other adventurers.<br />
TIMELINE<br />
The following timeline<br />
is intended to help<br />
you construct a campaign<br />
around Zargon.<br />
EL 2: Dorn, son of high cultist<br />
Darius and his lover Neheshru, flees<br />
Cynidicea, hoping to<br />
escape his homeland<br />
and make a<br />
life for himself<br />
in the civilized<br />
world. Along<br />
the way, gnoll<br />
slavers capture<br />
him<br />
to sell in<br />
the slave<br />
markets of<br />
a distant city. The<br />
PCs come across<br />
the humanoids and<br />
free Dorn and<br />
the rest of the<br />
slaves.<br />
EL 5 (Faint<br />
Sign): The high cultist<br />
Darius commands his<br />
people to dig out Zargon<br />
from his prison.<br />
This causes horrific<br />
storms to break<br />
out as the elder evil<br />
awakens.<br />
Freed from the slavers,<br />
Dorn finds his<br />
way to a distant city,<br />
where he soon falls in with a cult<br />
of Juiblex, the demon lord of oozes<br />
(FC1 66). The cult learns of his<br />
origins, and the cultists torture<br />
him until<br />
they learn all they can. Dorn goes mad and swears his soul<br />
to the Faceless Lord.<br />
An archeologist named Vanessa hires the PCs to accompany<br />
her across the desert to find a lost city. During the trek, she<br />
pqs<br />
CYNIDICEANS<br />
After the lost city of Cynidicea was sealed underground, centuries<br />
of dwelling in darkness changed its people. In addition to<br />
human racial features, Cynidiceans have the following traits.<br />
Low-Light Vision: A Cynidicean can see twice as far as an<br />
ordinary human in starlight, moonlight, torchlight, and similar<br />
conditions of poor lighting.<br />
Light Sensitivity (Ex): Cynidiceans are dazzled in bright<br />
sunlight or within the radius of a daylight spell.<br />
pqs<br />
is separated<br />
from the<br />
PCs by one<br />
of Zargon’s<br />
storms.<br />
Vanessa<br />
flees, alone,<br />
and finds<br />
the city, where<br />
she is captured<br />
and taught the<br />
deeper secrets of<br />
Zargon.<br />
EL 8 (Moderate<br />
Sign): The eerie weather<br />
worsens, and the storms<br />
build in intensity. Reports<br />
of corrupting slime<br />
spread across the region,<br />
and more and more innocents<br />
are transformed into<br />
mindless killers.<br />
Juiblex stirs in the<br />
Abyss and takes an interest<br />
in what happens on<br />
the Material Plane. The<br />
Faceless Lord learns that<br />
Zargon is behind the upheaval<br />
and decides to forge<br />
an alliance with the elder<br />
evil to work toward the<br />
same goal—widespread<br />
destruction. Juiblex commands<br />
Dorn to return to<br />
Zargon the Returner<br />
his homeland and arrange<br />
an alliance with the beast.<br />
Meanwhile, cultists of Zuggtmoy (FC1 79) learn of their<br />
rivals’ plans and believe that if they succeed, Juiblex would<br />
gain incredible power. Rather than confront the cult, they<br />
kill many people and fabricate evidence to implicate the cult<br />
of Juiblex. The PCs are called to investigate. They learn of<br />
the plot, but also the identities of the true culprits.<br />
EL 11 (Strong Sign): Dorn and his fellow cultists arrive<br />
at the ziggurat, where he meets Vanessa. She seduces him<br />
and convinces him to join her in a coup to take control<br />
of the cult of Zargon. Dorn slays his own father, spilling<br />
his blood onto Zargon’s horn. This act of treachery speeds<br />
Zargon’s rebirth, and the world shudders with even more<br />
violent weather.<br />
PCs concerned about the meteorological conditions<br />
might be prompted to identify the cause. As they search<br />
for the source, representatives of sinister and not-sosinister<br />
powers come forward, each seeking to control the<br />
characters. Each faction tries to manipulate the PCs into<br />
leading it to Zargon’s resting place. The PCs must play the<br />
groups against one another to learn about the force behind<br />
the storms, the threat Zargon poses, and the location of the<br />
fabled lost city.<br />
EL 12: The PCs once more look for the Lost City, braving<br />
dreadful storms and terrible creatures. They descend<br />
into the earth, confront the various masked factions and