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Elder Evils

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CHAPTER 10<br />

ZARGON<br />

152<br />

ENCOUNTER AREAS<br />

The following locations correspond to those indicated on<br />

the ziggurat map.<br />

A. Main Entry Chamber<br />

Two rows of statues depicting animal-headed people support<br />

the high ceiling of this massive chamber. Mosaics<br />

recounting the rise and fall of Cynidicea adorn the walls<br />

behind the statues. Bright light fills the corridor to the<br />

south, revealing more mosaics. The wide corridor ends at<br />

a T intersection.<br />

A character who examines the northwest corner of the<br />

room and succeeds on a DC 25 Search check discover a hidden<br />

trapdoor. Lifting the lid reveals a ladder descending into the<br />

darkness. This passage leads the subterranean city.<br />

The southern passage ends at an illusory wall.<br />

B. Empty Room<br />

The floor of this chamber drops 6 feet. At the bottom is a<br />

shattered stone box. An acrid stench fills the air.<br />

C. Storage Room<br />

Wine racks cover the north and east walls and casks cover<br />

the west, as do the remains of several shattered casks. The<br />

floor here is black and sticky.<br />

D. Crushing Wall Trap (EL 10)<br />

This passage is trapped. Stepping anywhere in the indicated<br />

area causes the entire stretch of corridor to slam shut, pulping<br />

anyone caught between the walls.<br />

Crushing Wall Trap: CR 10; mechanical; location trigger;<br />

automatic reset; no attack roll required (18d6, crush); Search<br />

DC 20; Disable Device DC 25.<br />

E. Killing Floor<br />

This room holds piles of corpses, butchered by Dorn (see<br />

encounter 10–1, page 154). Aside from a collection of animal<br />

masks, the bodies have nothing of value.<br />

F. Gambling Hall<br />

This room was once a gaming hall, as evidenced by the toppled<br />

tables, cards, dice, and scattered coins. Blood soaks the carpet<br />

in the center of the room. The dead are everywhere.<br />

A secret door stands on the south wall. A character who<br />

succeeds on a DC 25 Search check finds a hidden pressure<br />

plate that causes it to open.<br />

G. Cultist’s Chamber (EL 0 or 14)<br />

This room was once the private quarters for the high cultist<br />

Darius—Dorn’s father. The room holds a bed, dresser, writing<br />

desk, and other ordinary furniture. Painted on the east wall<br />

is a grotesque illustration depicting Zargon.<br />

Characters searching the high priest’s belongings find little<br />

of value, but a DC 25 Search check turns up a pearl of power<br />

(4th) lying under the bed.<br />

If Vanessa has not yet been encountered, she is here.<br />

Vanessa: hp 86; see page 149.<br />

H. Abandoned Cultist’s Quarters<br />

A moist odor fills the air of this damp room. Aside from a<br />

sagging bed, shelves, and a small chest, this room is empty.<br />

I. Consultation Room (EL 14 or 15)<br />

A massive table dominates the center of this wood-paneled<br />

room. Six chairs are pushed up to the table on either side.<br />

In each corner stands a gaudy painted urn, and flanking the<br />

door are two gargoyle sneaks.<br />

If Vanessa has not yet been encountered, she is here.<br />

Vanessa: hp 86; see page 149.<br />

2 Gargoyle Sneaks CR 12<br />

hp 145 each (14 HD); DR 10/magic<br />

Male advanced gargoyle rogue 8<br />

CE Medium monstrous humanoid (earth)<br />

Init +4; Senses darkvision 60 ft.; Listen +14, Spot +14<br />

Languages Common, Terran<br />

AC 24, touch 17, flat-footed 24; Dodge, Mobility, improved<br />

uncanny dodge<br />

Resist evasion<br />

Fort +10, Ref +15, Will +8<br />

Speed 40 ft. (8 squares), fly 60 ft. (average); Spring Attack<br />

Melee 2 claws +17 each (1d4+5) and<br />

bite +15 (1d6+2) and<br />

gore +15 (1d6+2)<br />

Base Atk +12; Grp +17<br />

Atk Options magic strike, sneak attack +4d6<br />

Abilities Str 20, Dex 18, Con 22, Int 6, Wis 12, Cha 6<br />

SQ freeze, trap sense +2, trapfi nding<br />

Feats Dodge, Mobility, Multiattack, Spring Attack, Toughness<br />

Skills Balance +6, Hide +17 (+25 in front of stone), Jump +19,<br />

Listen +14, Move Silently +12, Spot +14, Tumble +14<br />

Possessions ring of protection +3, bracers of armor +3<br />

Freeze (Ex) An observer must succeed on a DC 20 Spot<br />

check to notice that a motionless gargoyle sneak is alive.<br />

J. Barracks (EL 14)<br />

This wide room houses the guards patrolling the corridors.<br />

At any given time, there are ten guards here reclining<br />

and relaxing. Although off duty, they wear animal masks<br />

depicting two each of the following: boar, rat, ant, eagle,<br />

and wolf.<br />

The guards store their possessions here. The PCs can find<br />

550 gp and 3 potions of cure serious wounds in footlockers.<br />

Cult Guards (10): AC 14 (no armor); hp 59 each; see page<br />

156.<br />

K. Storeroom<br />

This chamber holds the cult’s spare vestments, masks,<br />

incense, general goods, and three months’ worth of rations<br />

and water. There are five masks (tiger, ape, rat, rhino, and<br />

boar) and accompanying vestments. Assume that the room<br />

holds at least one piece of any mundane equipment (excluding<br />

alchemical items, weapons, and armor).<br />

L. Guardroom (EL 12)<br />

Four guards wearing rat masks and red robes over mail protect<br />

this room. They make sure none of the denizens from<br />

below come up to disturb the cult’s activities. If you are not<br />

expanding this adventure site to the lower levels, have the<br />

stairs end at a bricked-up wall.<br />

Cult Guards (4): hp 59 each; see page 156.

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