Complete Champion - 3.5e

Page 156

31. Bone-filled Cavern 32-33. Den of the Fire Nagas (Half-Dragons) 34. The Queen's Hoard (Temple) 35. Red Wyrmling Nests 36. Hidden Hoard 37. Secret Exit 38-39. Holy Shrine 40-47. Fireborn Kobold Warrens 48-49. Lair of the Red Wyrm 50. The Red Wyrm's Larder 51. Secret Shaft 52. Level Three Entrance Cavern 53. Cloisters of the Dragon Priests 54-55. High Priest's Lair 56. High Priest's Vault Description: Other than the type of location, the only commonality between different frozen calderas of the Dragon Queen is the inner sanctum, which is sometimes known as the Queen's Hoard. This enormous chamber is dominated by a carving of the five-headed Dragon Queen that occupies the entire the back wall, glaring down at all who enter. On the floor below the engraving is a pit that leads down into the fires and lava beneath the earth. Sacrifices of wealth must be dropped into the hole and allowed to melt away. Though the walls are often covered in a thin layer of ice, a haze of heat radiates from the pit. Prerequisite: Only a non-good creature of character level 7th or higher can access the power of a frozen caldera of the Dragon Queen. Claiming the more advanced powers of such a place also requires a sacrifice of treasure. Location Activation: To gain the benefit of the most basic power of a frozen caldera of the Dragon Queen, a character must offer a prayer to Tiamat and touch each of the five carved heads of her image in a ritual that takes 5 minutes to perform. To gain the benefit of the greater powers, the character must sacrifice treasure in the pit beneath the engraving after performing this rite. Recharge: Once a frozen caldera of the Dragon Queen has bestowed one or more powers on a given individual, it cannot do so again for five years. Even if a character accesses only the basic power, this limit applies to any use of the site. Thus, anyone who wishes to gain multiple powers must claim them all at once. When a frozen caldera of the Dragon Queen has granted powers to five different individuals, it goes dormant for 5 months. Special Ability: A frozen caldera of the Dragon Queen can grant up to three abilities to any single character. The most basic requires only the ritual; the other two require payments of treasure. The costs for dragons and dragonblooded creatures and for other creatures are given on the table below.

Ability Conferred Energy resistance Breath weapon Draconic form

56

Cost for Dragons and Dragonblooded Cost for All Others Creatures

12, 000 gp 50, 000 gp

13, 200 gp 55, 000 gp

Energy Resistance (Su): The petitioner must choose acid, cold, electricity, or fire. He gains resistance 5 to the selected energy type.

Breath Weapon (Su): The petitioner chooses one of the breath weapons listed below. Each is usable once per day and deals 6d8 points of damage. A successful Reflex save (DC 10 + character's HD + character's Con modifier) halves the damage. This ability is gained in addition to any breath weapon or similar ability that the creature might already have. 60-ft. 30-ft. 30-ft. 60-ft. 30-ft.

line of acid cone of corrosive (acid) gas cone of cold line of electricity cone of fire

Draconic Form (Sp): Once per day for 10 rounds, the peti­ tioner can transform into a mature adult dragon of one of the five standard chromatic kinds. He does not gain the spellcasting ability of that form and has his normal Hit Dice for the purpose of effects that affect only beings with a particular number of Hit Dice, but he takes on all the dragon's other traits. While in draconic form, the petitioner loses all his own extraordinary, spell-like, supernatural, and spellcasting abilities. If the petitioner is a dragon, it instead gains the powers of a dragon one age category higher than its own for up to 10 rounds per day. Duration: Each of these abilities lasts for one year. Aura: Strong abjuration and evocation. Ability Value: 10, 000 gp (2, 000 gp per affected creature).

SEPULCHER OF WEE JAS Despite the false assumptions often made by commoners and adventurers alike, the majority of necromancers do not go on to become liches or other undead. Most simply die, finally and irrevocably, like everyone else. The faithful of Wee Jas sometimes gather in a spot where one of their greatest lies entombed to venerate the deceased as a true master of both magic and death. If their faith is strong enough, and the deceased necromancer's power was potent enough, the goddess might imbue the site with a fraction of her own power, which can be claimed by anyone willing—and able—to take it. Lore: Characters can gain the following pieces of informa­ tion about sepulchers of Wee Jas by making Knowledge (arcana) or Knowledge (religion) checks at the appropriate DCs, as given below. A character seeking to locate the grave-site of a particularly powerful and famous necromancer can sometimes do so with a Knowledge (arcana) or Knowledge (religion) check. The base DC is 25, but this DC can vary dramatically at the DM's discretion, based on how famous or how secretive the deceased was. DC 20 (arcana or religion): Some of the tombs where the most powerful necromancers lie buried have become holy sites to the faithful of Wee Jas. DC 22 (arcana): Although Wee Jas has both arcane and divine necromancers among her followers, the overwhelm­ ing majority of sepulchers of Wee Jas form at the graves of arcane necromancers. DC 22 (religion): Determining whether a given site is a true Sepulcher of Wee Jas or just the tomb of a necromancer with lingering enchantments can be extremely difficult. Wee Jas's faithful never alter the tomb when they begin worshiping at


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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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