Elder Evils - 3.5e

Page 55

CHAPTER 4

THE HULKS OF ZORETHA

Special Actions bardic music 11/day (countersong, fascinate 4 targets, inspire courage +2, suggestion (DC 21), inspire greatness), rock throwing Combat Gear horn of blasting, horn of goodness/evil, pipes of haunting, pipes of pain, 2 potions of cure serious wounds, wand of dispel magic (25 charges), wand of heightened suggestion (CL 4th, 19 charges) Bard Spells Known (CL 11th): 4th (2/day)—dominate person (DC 20), greater invisibility, shadow conjuration (DC 22) 3rd (4/day)—cure serious wounds, displacement, glibness, major image 2nd (5/day)—cure moderate wounds, sound burst (DC 18), suggestion (DC 18), tongues 1st (5/day)—charm person (DC 17), cure light wounds, grease (DC 18), silent image (DC 19) 0 (3/day)—detect magic, flare (DC 16), ghost sound (DC 18), light, mage hand, mending, prestidigitation Abilities Str 22, Dex 14, Con 21, Int 16, Wis 15, Cha 23 SQ rock catching Feats Cleave, Great Cleave, Greater Spell Focus (illusion), Improved Overrun, Improved Sunder, Persuasive, Power Attack, Spell Focus (illusion), Weapon Focus (greataxe) Skills Appraise +3 (+5 jewelry), Bluff +26, Climb +10, Concentration +18, Craft (gemcutting) +9, Diplomacy +25, Disguise +6 (+8 acting), Intimidate +19, Jump +18, Knowledge (history) +10, Listen +7, Perform (pipes) +24, Sense Motive +11, Spellcraft +11, Spot +12 Possessions combat gear plus +3 mithral breastplate of moderate fortification, +2 keen greataxe, cloak of Charisma +4, pipes of sounding, 4 potions of neutralize poison, 1,030 gp in jewelry

Illus. by W. England

THE TEMPLE OF ZORETHA

The Hulks of Zoretha have no true temple, but the five of them have stood in one place for thousands upon thousands of years. In this location, cultists have carved out a lair that they call the Temple of Zoretha. The rock and ice of this “temple” have been hollowed out by hand to form a vast cavern with a permanent roof of ice hundreds of feet thick and a warren of tunnels and chambers leading off it. Cultists make their homes, such as they are, in these smaller chambers. Fire pits with crude chimneys cut into the rock allow cultists to keep themselves warm despite the year-round freezing temperatures. A nearby coal deposit provides fuel in the treeless wasteland they inhabit. All life in the temple centers around the great cavern where the uncaring monoliths have stood since far past the reach of mortal memory. Vast, echoing, and largely empty, the cavern nevertheless swarms with indistinct whispers and eerie shadows. During the day, sunlight filters thinly through the

Entering the temple

55


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The Ziggurat

36min
pages 150-160

Dorn

5min
page 148

Wormcrawl Island

36min
pages 134-143

Vanessa Mackelroy

3min
page 149

Ring of Airwalking

28min
pages 120-127

Herald of Kyuss

4min
page 133

Golothoma

5min
page 118

Serpent Reliquary

3min
page 119

Seghulerak

7min
pages 116-117

Sign: Infestation

2min
page 114

Irthicax Vane

4min
page 101

Malshapers

3min
page 98

The Crystalline Prison Complex

34min
pages 87-95

Obligatum VII

3min
page 86

The Mind Shard of Pandorym

5min
page 83

Spine Temple

32min
pages 71-79

Marcus Hape

3min
page 70

Axihuatl

4min
page 68

Abyssal Shard

3min
page 69

The Leviathan in Eberron

5min
page 66

Glacial Tomb

30min
pages 38-47

Description

7min
pages 51-52

Soelma Nilaenish

3min
page 53

The Temple of Zoretha

33min
pages 55-63

Janwulf the Soulbiter

4min
page 54

Brood Spawn Template

3min
page 37

Father Llymic

5min
page 35

Malefi c Properties

4min
page 14

Atropus

5min
page 19

Property Descriptions

3min
page 15

Facing the Aspect of Atropus

27min
pages 24-31

Additional Signs

5min
page 9

Feat Descriptions

12min
pages 11-13

Caira Xasten

3min
page 20

The Moonlet

3min
page 23
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