Complete Champion - 3.5e

Page 149

Now the ghosts wait in a nearby complex of caves with their newly animated zombie minions. They make no effort to hide the tracks of the zombies, because they want Pelor's champions to come hunting. The ghosts and the zombies have, with a few exceptions, no set locations within the caves. They attack in the areas, and numbers, they think most tactically sound. Their precise numbers are left to the DM, in order to best challenge her particular party.

magic item in support of future endeavors. If the PCs also return the icons, they might gain some magical or monetary rewards as well.

ANCIENT TEMPLE

In a distant land, far from the reaches of modern civilization, the earth cracked. Gaping chasms opened into nigh-limitless depths, and entire mountainsides plunged into the breach. When the first explorers tentatively set foot into the region, they found an ancient step pyramid that had been unearthed Domains from its burial within a mountainside. What few carvings Although Pelor's church and faithful are the victims here, his had not been eroded away suggested that the ziggurat must champions are best suited to thwarting this evil. have been a place of Good: Evil spirits religious significance must be destroyed, un­ to a race that was dead laid to rest, stolen clearly inhuman. goods retrieved, and in­ nocents safeguarded. In the days that followed, priests and H e a l i n g : It is too followers of Boccob, late to heal the pil­ Vecna, Wee Jas, and grims. The PCs can, other deities of both however, offer some magic and knowledge comfort to the lo­ cals by r e t u r n i n g began receiving the the remains of the same unmistakable pilgrims to their messages. Omens homes and laying and commune spells them to rest. all implied that this newly discovered Strength: ruin was a site of With undead, major importance even those who to the faith. might once have Hidden in the counted them­ depths of the ziggu­ selves among rat are ancient mystic Pelor's faithful, texts so potent—so no compromise revolutionary—that is possible. Either they could well the ghosts or the change the mortal champions must races' understand­ be overcome and ing of magic. Every destroyed. priesthood with an Sun: The characters Who knows what ancient lore awaits in the bowels of this long-buried temple? interest in magic and must uncover a number secrets has dispatched champions on a holy quest to locate and of related secrets to learn who is responsible for these events, return with these ancient texts. and to retrieve the stolen relics. Simply accomplishing one goal or the other is not sufficient; every shadowy secret must be illuminated by the light of truth, and the undead must be Deities and Domains neutralized. While the aforementioned deities have the most intense interest in this quest, any god who offers the domains of Death, Earth, Keyed Locations Knowledge, Magic, or Trickery might dispatch followers. Death: Though the Death domain focuses largely on the i. Cave Entrance literal cessation of life, it also encompasses lost elements of the 2. Darkmantle Cave past. Why was this temple abandoned in the first place, and why 3. Ledge were the secrets contained within it so thoroughly forgotten? 4. Zombie Chamber Explorers focused on the Death domain seek to understand 5. Treasure Cache the death of ideas and cultures, as well as individuals. 6. Sloping Passage Earth: While the secrets unveiled have little to do with the element of earth directly, it was the ground itself that Suggested Rewards vomited them up. Can this be coincidence, or was some No divine or supernatural reward results from success on this power of the stone or the mountains responsible for the mission, but the local clerics of Pelor are positively inclined quake? If so, surely it must have chosen this time to reveal toward the heroes from this point forward. The champions its long-concealed trove for some reason. can rely on healing, low-level spells, and the occasional minor


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Articles inside

Coliseum of Kord

5min
page 153

Ancient Temple

3min
page 149

Sepulcher of Wee Jas

4min
page 156

Palace of Burning Ice

3min
pages 154-155

Cold Forge of Moradin

2min
page 152

Temple of the First Dawn

10min
pages 157-159

Holy Sites

1min
page 150

The Pantheistic Tournament

3min
page 147

The Ghostly Lair

4min
page 148

Tools

10min
pages 142-144

Clothing

13min
pages 138-141

Squire of Legend

12min
pages 110-112

Special Holy Symbols

9min
pages 133-134

Weapons

3min
page 137

Wooden Blight

2min
page 130

Shadowstriker

8min
pages 108-109

Shadowspy

12min
pages 105-107

Paragnostic Apostle

13min
pages 94-96

Sanctified One

28min
pages 99-104

Paragnostic Initiate

8min
pages 97-98

Ordained Champion

18min
pages 90-93

Mythic Exemplar

18min
pages 86-89

Holt Warden

9min
pages 84-85

Pelor's Shadow Guard

18min
pages 75-79

Forest Reeve

7min
pages 82-83

The Paragnostic Repositories

4min
page 74

The Paragnostic Assembly

9min
pages 72-73

War Domain

3min
page 43

Guardians of the Green

19min
pages 68-71

The Reliquary of Six

2min
page 67

"Water Domain

3min
page 44

Strength Domain

4min
page 40

Trickery Domain

3min
page 42

Earth Domain

2min
page 32

The Dark Churches

5min
page 27

The Shining Light of Pelor

4min
page 22

Destruction Domain

4min
page 31

The Temple of the Twinkling Eye

6min
pages 25-26

The Temple of True Aim

8min
pages 23-24

Scales of Balance

4min
page 21

The Ruby Temple

4min
page 20

The Mighty Arms of Kord

9min
pages 18-19

The Brotherhood of Equals

4min
page 11

Fingers of the Laughing Rogue

4min
page 15

The Fist of Valor

7min
pages 16-17

Fharlanghn's Way

5min
page 14

Introduction

5min
page 4

The Eternal Library

8min
pages 12-13

Assembly of Balance

4min
page 8

The Blessed Bounty of Yondalla

8min
pages 9-10
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