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CHAPTER 10<br />
ZARGON<br />
Adventurers make preparations for an assault on the ziggurat<br />
Illus. by R. Horsley<br />
desired, but by the time the PCs reach the ziggurat, Zargon<br />
should soon be freed, and there’s neither time nor need to<br />
detail every inch of this place.<br />
Before Zargon was sealed in the floor, lower levels provided<br />
access to the Lost City far below. Whether these levels remain<br />
or the Lost City can still be accessed is up to you.<br />
Entrances<br />
Unless you wish to expand this adventure site to include the<br />
upper levels, the PCs have to enter through the front doors<br />
leading to area A. However, 20 feet of sand prevents this.<br />
Characters might use teleportation and divination spells<br />
(subject to the limits imposed by Zargon) to circumvent this<br />
barrier. If not, it takes 20 hours to clear out a passage by hand<br />
(or five hours each for four characters).<br />
Lighting<br />
Lamps that burn human fat for fuel illuminate the main level.<br />
The fuel is poor and gives off more smoke than light. Each lamp<br />
sheds shadowy illumination in a 10-foot radius. The lamps hang<br />
from hooks every 20 feet in the corridors and might or might<br />
not be lit in individual rooms, depending on the occupants.<br />
Doors<br />
Doors throughout are closed and locked. All locks use the<br />
same keys, and each cultist carries a key on his person. The<br />
cultists shut and lock any door they pass through—to leave<br />
one open warns that intruders are inside.<br />
Locked Lead Door: 2 inches thick; hardness 10; hp 60;<br />
Open Lock DC 30; break DC 28.<br />
Walls<br />
The walls between rooms are reinforced masonry, and thicker<br />
walls count as magically treated hewn stone. Lead sheets<br />
have been buried within all walls, ruining certain divination<br />
spells such as locate object.<br />
Thin Walls (Reinforced Masonry): 1 foot thick; break<br />
DC 45; hardness 8; hp 180; Climb DC 15.<br />
Thick Walls (Magically Treated Hewn Stone): 3 feet<br />
thick or thicker; break DC 70; hardness 16; hp 1,080; Climb<br />
DC 22.<br />
Floors<br />
The floors are flagstone. In breached areas, light rubble<br />
increases the DCs of Balance and Tumble checks by 2.<br />
DEFENSES<br />
The cult is ready for an attack, so three sets of guards monitor<br />
the corridors. Each group consists of five guards.<br />
If combat breaks out, the closest guards are entitled to Listen<br />
checks. Those who succeed go to investigate. Guards in room 12<br />
respond to sounds of fighting in encounter 10–3 (page 158).<br />
Dorn and Vanessa will investigate if they hear combat<br />
break out within 50 feet of them. Otherwise, they move to<br />
encounter 10–3 to make their stand alongside Zargon.<br />
Cult Guards (5 per group): 59 hp; see page 156.<br />
151