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Cultist of Zargon CR 10<br />
hp 59 (10 HD)<br />
Male Cynidicean hexblade CW 10<br />
LE Medium humanoid (human)<br />
Init +4; Senses low-light vision; Listen –1, Spot –1<br />
Languages Undercommon<br />
AC 19, touch 14, flat-footed 15; Dodge, Mobility<br />
Resist mettle<br />
Fort +3, Ref +7, Will +8; +3 against spells and spell-like effects<br />
Weakness light sensitivity<br />
Speed 30 ft. (6 squares)<br />
Melee +1 battleaxe +13/+8 (1d8+3/×3)<br />
Ranged +1 light crossbow +16 (1d8+1/19–20)<br />
Base Atk +10; Grp +12<br />
Atk Options Combat Reflexes<br />
Special Actions greater hexblade’s curse 3/day<br />
Combat Gear potion of cure light wounds<br />
Hexblade Spells Known (CL 5th; 1d20+7 to overcome SR):<br />
2nd (2/day)—bull’s strength, invisibility, suggestion (DC 15)<br />
1st (2/day)—charm person (DC 14), disguise self, entropic<br />
shield, expeditious retreat<br />
Abilities Str 14, Dex 18, Con 10, Int 10, Wis 8, Cha 16<br />
SQ summon familiar (none at present)<br />
Feats Combat Casting B , Combat Reflexes, Deformity (gaunt) B ,<br />
Dodge, Evil Brand B , Iron Will, Mobility, Spell Penetration B ,<br />
Weapon Focus (light crossbow), Willing Deformity B<br />
Skills Bluff +16, Concentration +5 (+9 casting defensively),<br />
Diplomacy +5 (+7 against evil creatures), Disguise +3 (+5<br />
acting), Escape Artist +6, Hide +9, Intimidate +23 (+25<br />
against evil creatures), Knowledge (religion) +4, Listen –1,<br />
Move Silently +9, Spot –1<br />
Possessions combat gear plus +1 mithral shirt, +1 battleaxe,<br />
+1 light crossbow with 10 bolts, boots of elvenkind, cloak of<br />
elvenkind, gloves of Dexterity +2<br />
Mettle (Ex) If a cultist of Zargon makes a successful<br />
Fortitude or Will save against an attack that normally<br />
would have a partial effect on a successful save, he<br />
instead negates the effect.<br />
Light Sensitivity (Ex) A cultist of Zargon is dazzled in bright<br />
sunlight or within the radius of a daylight spell.<br />
Greater Hexblade’s Curse (Su) Three times per day as a free<br />
action, a cultist can bestow a curse on a single target<br />
within 60 feet. The target takes a –4 penalty on attack rolls,<br />
saves, ability checks, skill checks, and weapon damage<br />
rolls for 1 hour. A DC 18 Will save negates the effect.<br />
FEATURES OF THE AREA<br />
Lighting: All rooms except the secret chambers are lit with<br />
shadowy illumination, granting concealment (20% miss<br />
chance).<br />
Tapestries: Tapestries depicting grotesque scenes of human<br />
sacrifice hang in one of the secret rooms and in southern room.<br />
A character standing behind a tapestry gains concealment<br />
(20% miss chance). Climbing a tapestry requires a DC 10<br />
Climb check.<br />
Secret Doors: Two secret doors lead to concealed chambers.<br />
A DC 25 Search check in the area reveals them and their<br />
opening mechanisms.<br />
Desk: The desk is a simple wooden writing desk. The desk<br />
stands 4 feet off the ground. Standing on it grants a character<br />
a +1 bonus on attack rolls against creatures below him.<br />
Bed: The bed is a stained feather mattress. There is nothing<br />
of interest on the bed, but searching it exposes the characters to<br />
slimy doom (contact; Fort DC 14; incubation 1 day; 1d4 Con<br />
plus second Fort save or 1 point becomes drain; DMG 292).<br />
Stove: This is a simple stove. A fire burns inside. Standing<br />
on the stove grants a +1 bonus on attack rolls made against<br />
lower creatures, but the character takes 1d2 points of fire<br />
damage each round.<br />
Ladder: In the eastern secret room, there’s an iron ladder<br />
bolted against the north wall (Climb DC 0). If your adventure<br />
includes the upper levels, this ladder leads there. If not, the<br />
exit is bricked up. Characters descending from the upper levels<br />
enter this level from here.<br />
Treasure Hoard: The western secret room contains the<br />
cult’s accumulated wealth, including 7,500 pp, 3,000 gp, 24<br />
gemstones (average value 100 gp), ring of minor acid resistance,<br />
lesser Silent metamagic rod, wand of cure serious wounds (32 charges),<br />
candle of lawful invocation, and a cognizance crystal (7 points) (replace<br />
with a +3 kukri if no psionic characters).<br />
ENCOUNTER 10-2<br />
TACTICS<br />
The cult guards shout the alarm and charge the PCs on their<br />
action. They use Power Attack later if they hit on the first<br />
round. Two rounds later, the thralls of Juiblex join the fight,<br />
rage, and charge the PCs.<br />
Two rounds later, Vanessa (if present) and the cultist of<br />
Zargon arrive. The cultist targets melee combatants with<br />
greater hexblade’s curse, then peppers the PCs with crossbow<br />
bolts. If this proves ineffective, he casts bull’s strength<br />
and entropic shield, then leaps into battle.<br />
Vanessa supports the melee combatants with spells, casting<br />
fl a m es t r i k e on the largest concentration of characters,<br />
followed by sound burst and prayer. If she faces spellcasters,<br />
she begins the fight by casting spell resistance on herself, then<br />
obscuring mist to level the playing field.<br />
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