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Elder Evils

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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

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