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CHAPTER 10<br />
ZARGON<br />
Illus. by M. Phillippi<br />
150<br />
Special Actions Deformity (madness), Insane Defi ance, dark<br />
knowledge 5/day (puissance, tactics), entropic fi eld 2/day<br />
(reroll, wounding), shard of entropy (5d6)<br />
Combat Gear potion of cure moderate wounds, wand of invisibility<br />
(9 charges)<br />
Archivist Spells Prepared (CL 10th; 1d20+12 to overcome SR):<br />
5th—fl ame s t r ik e (DC 21), insect plague, spell resistance<br />
4th—cure critical wounds, dimensional anchor (+10 ranged<br />
touch), dismissal, freedom of movement<br />
3rd—bestow curse (DC 19), contagion (+9 melee touch,<br />
DC 19), dispel magic, invisibility purge<br />
2nd—barkskin, bull’s strength, calm emotions (DC 18),<br />
sound burst (DC 18), undetectable alignment<br />
1st—cure light wounds, divine favor, obscuring mist,<br />
sanctuary, shield of faith<br />
0—detect magic, guidance, read magic, virtue<br />
Spell-Like Abilities (CL 14th):<br />
1/day—darkness<br />
Abilities Str 13, Dex 14, Con 15, Int 22,<br />
Wis 10, Cha 11<br />
Feats Combat Casting, Deformity<br />
(madness) B , Great Fortitude, Improved<br />
Initiative, Insane Defi ance B ,<br />
Magical Aptitude, Scribe Scroll B ,<br />
Spell Penetration, Willing Deformity B<br />
Skills Appraise +11, Bluff +2, Concentration<br />
+19 (+23 casting defensively),<br />
Decipher Script +18, Gather<br />
Information +2, Heal +7, Hide<br />
+4, Intimidate +10, Knowledge<br />
(arcana) +25, Knowledge (dungeoneering)<br />
+18, Knowledge<br />
(geography) +16, Knowledge (local)<br />
+13, Knowledge (religion) +23,<br />
Search +19, Spellcraft +27 (+29<br />
deciphering scrolls), Survival +0<br />
(+2 to avoid getting lost, +2 following<br />
tracks, +2 underground),<br />
Use Magic Device +7 (+11 scrolls)<br />
Possessions combat gear plus +2<br />
studded leather, +2 defending<br />
longsword, +2 light crossbow with<br />
10 bolts, ring of protection +1,<br />
amulet of natural armor +1, cloak<br />
of resistance +1, gloves of Dexterity<br />
+2, headband of intellect +2,<br />
bird mask<br />
Prayerbook spells prepared<br />
plus 0—all; 3rd—obscure<br />
object; 4th—death ward<br />
Dark Knowledge (Ex) Five<br />
times per day, as a<br />
move action, Vanessa<br />
can make a DC 15 Knowledge<br />
check to grant an ally<br />
within 60 feet a benefi t against<br />
one creature (arcana for a magical beast,<br />
dungeoneering for an aberration, or<br />
religion for an undead). A successful check grants a +1<br />
bonus on attack rolls for 1 minute, and an additional +1<br />
bonus for every 10 points by which she beats the DC.<br />
Alternatively, she can make the check to grant all allies<br />
within 60 feet a +1 bonus on saving throws against the<br />
creature’s abilities, and an additional +1 bonus for every<br />
10 points by which she beats the DC. She can use this<br />
ability only once against a particular creature.<br />
Vanessa<br />
Entropic Field (Su) As a standard action, Vanessa can surround<br />
herself with a fi eld that extends out in a 35-foot radius<br />
and lasts for 7 rounds. Magical healing automatically<br />
fails in the area. Dismissing the fi eld is a standard action.<br />
Once per round as a free action, Vanessa can force any<br />
creature in the area to reroll an attack roll, save, or check.<br />
She decides after she knows whether the roll succeeded<br />
or failed, but before the consequences have been calculated<br />
and applied.<br />
Any creature (including Vanessa) taking damage while<br />
within the area takes 1 point of damage each round (at<br />
the end of Vanessa’s turn) as long as it remains within the<br />
fi eld. Multiple injuries are cumulative. A successful DC 15<br />
Heal check stops the bleeding.<br />
Shard of Entropy (Su) Twice per day, Vanessa can create a<br />
shard of entropy that appears in an adjacent square and<br />
remains for 7 rounds. She can move the shard up<br />
to 30 feet as a move action or against another<br />
creature within 30 feet as a standard action.<br />
Against objects, the shard deals 5d6 points<br />
of damage and ignores hardness. Against<br />
creatures, she must make a ranged touch<br />
attack (+10 attack modifi er), and if successful<br />
she deals 5d6 points of damage (Fortitude<br />
DC 14 half). Any creature passing<br />
through a square containing the shard<br />
takes damage (Fort DC 14 half), as does<br />
any creature in the same space as the<br />
shard at the start of Vanessa’s turn.<br />
THE ZIGGURAT<br />
Hidden in the Valley of Death are the ruins<br />
of Cynidicea. Little remains of the<br />
city, and if not for the imposing ziggurat<br />
in the center of the ruins, one might<br />
overlook the few exposed stone blocks<br />
and crumbling walls. In spite of the<br />
site’s condition, the ziggurat is more<br />
or less intact. Its walls have crumbled<br />
somewhat and a few breaches reach<br />
to the dark secrets within, but the<br />
massive structure stands defiant<br />
of time and the harsh terrain.<br />
The ziggurat is a stepped pyramid,<br />
with each level rising 20<br />
feet high. Sand conceals most<br />
of the bottom tier. Mounted<br />
on the top of the ziggurat<br />
are three statues. One<br />
depicts a strong, bearded<br />
man holding a balance and a<br />
javelin. Another depicts a winged<br />
child with two snakes wrapped around its body,<br />
and the third is of a beautiful woman. Over the<br />
centuries, the wind has erased all the statues’ fine detail.<br />
KEY FEATURES<br />
Each tier of the ziggurat (there are five in all) serves as a<br />
discrete level and connects to lower and higher levels by<br />
carved staircases cut into the stone. Ceiling heights reach 18<br />
feet except in the hallways, where the ceiling drops to 10 feet<br />
high. The upper levels can be developed in extensive detail if