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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