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Elder Evils

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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

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