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
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