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Elder Evils

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Special Actions bardic music 11/day (countersong,<br />

fascinate 4 targets, inspire courage +2, suggestion<br />

(DC 21), inspire greatness), rock throwing<br />

Combat Gear horn of blasting, horn of goodness/evil,<br />

pipes of haunting, pipes of pain, 2 potions of<br />

cure serious wounds, wand of dispel magic (25<br />

charges), wand of heightened suggestion (CL 4th,<br />

19 charges)<br />

Bard Spells Known (CL 11th):<br />

4th (2/day)—dominate person (DC 20), greater<br />

invisibility, shadow conjuration (DC 22)<br />

3rd (4/day)—cure serious wounds, displacement,<br />

glibness, major image<br />

2nd (5/day)—cure moderate wounds, sound<br />

burst (DC 18), suggestion (DC 18), tongues<br />

1st (5/day)—charm person (DC 17), cure light<br />

wounds, grease (DC 18), silent image (DC 19)<br />

0 (3/day)—detect magic, flare (DC 16), ghost<br />

sound (DC 18), light, mage hand, mending,<br />

prestidigitation<br />

Abilities Str 22, Dex 14, Con 21, Int 16, Wis<br />

15, Cha 23<br />

SQ rock catching<br />

Feats Cleave, Great Cleave, Greater<br />

Spell Focus (illusion), Improved<br />

Overrun, Improved Sunder,<br />

Persuasive, Power Attack, Spell Focus (illusion),<br />

Weapon Focus (greataxe)<br />

Skills Appraise +3 (+5 jewelry), Bluff +26,<br />

Climb +10, Concentration +18, Craft<br />

(gemcutting) +9, Diplomacy +25, Disguise<br />

+6 (+8 acting), Intimidate +19, Jump +18,<br />

Knowledge (history) +10, Listen +7, Perform<br />

(pipes) +24, Sense Motive +11, Spellcraft +11,<br />

Spot +12<br />

Possessions combat gear plus +3 mithral breastplate<br />

of moderate fortifi cation, +2 keen greataxe,<br />

cloak of Charisma +4, pipes of sounding, 4 potions<br />

of neutralize poison, 1,030 gp in jewelry<br />

Illus. by W. England<br />

CHAPTER 4<br />

THE HULKS OF<br />

ZORETHA<br />

THE TEMPLE<br />

OF ZORETHA<br />

The Hulks of Zoretha have no true temple, but the<br />

five of them have stood in one place for thousands<br />

upon thousands of years. In this location, cultists<br />

have carved out a lair that they call the Temple<br />

of Zoretha.<br />

The rock and ice of this “temple” have been<br />

hollowed out by hand to form a vast cavern with a<br />

permanent roof of ice hundreds of feet thick and<br />

a warren of tunnels and chambers leading off it.<br />

Cultists make their homes, such as they are, in these<br />

smaller chambers. Fire pits with crude chimneys<br />

cut into the rock allow cultists to keep themselves<br />

warm despite the year-round freezing temperatures.<br />

A nearby coal deposit provides fuel in the treeless<br />

wasteland they inhabit.<br />

All life in the temple centers around the great<br />

cavern where the uncaring monoliths have stood<br />

since far past the reach of mortal memory. Vast,<br />

echoing, and largely empty, the cavern nevertheless<br />

swarms with indistinct whispers and eerie shadows.<br />

During the day, sunlight filters thinly through the<br />

Entering the temple<br />

55

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