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CHAPTER 1<br />
EVIL DOES<br />
NOT SLEEP<br />
10<br />
Faint: Natural precipitation stops. Average global temperatures<br />
increase by 1d3 degrees, and all bodies and streams of<br />
water lose 1d4 feet of depth each week.<br />
Moderate: Average global temperatures increase by 1d6<br />
degrees, and all bodies and streams of water lose 1d10 feet<br />
of depth each week.<br />
Strong: Average global temperatures increase by 2d10<br />
degrees, and all bodies and streams of water lose 1d20 feet<br />
of depth each week. The dry wind begins to strengthen,<br />
increasing by one “degree” of force; for example, calm air<br />
becomes a light wind, while a strong wind becomes severe.<br />
See DMG 95 for more about wind effects.<br />
Overwhelming: Average global temperatures increase<br />
by 4d10 degrees, and all bodies and streams of water lose<br />
1d100 feet of depth each week. The wind strengthens by<br />
two degrees; for example, a light wind becomes strong. The<br />
searing winds now literally burn: A strong wind deals 1d4<br />
points of fire damage per hour, a severe wind deals 1d6 points,<br />
and each degree of wind force higher than severe deals an<br />
additional 2d6 points.<br />
Variant: The inverse of the dry winds sign is dreadful<br />
flooding. Clouds pile up overhead, darkening the sky, and<br />
they unleash torrents that drench the world. As the sign<br />
intensifies, water levels rise by the listed amount rather<br />
than fall. Global temperatures cool somewhat: When the<br />
sign grows strong, they drop 1d3 degrees, and when it is<br />
overwhelming, a further 1d6 degrees. The winds increase as<br />
described above but do not deal fire damage.<br />
Horrid Blight<br />
“Before my very eyes, the waters darkened to the color of coagulated<br />
blood. One by one, white shapes bobbed to the surface: fish slain by the<br />
tainted sea. And the smell—the air reeked of a slaughterhouse.”<br />
This sign slowly kills the world. Creatures become barren, no<br />
longer producing offspring. Animals sicken and die. Plants<br />
wither or rot, while disease runs rampant, corrupting all<br />
with its horrid touch.<br />
Effects: The sign of horrid blight brings unnatural sickness<br />
and strengthens existing diseases. As the sign intensifies,<br />
plagues ravage every living thing.<br />
Faint: The save DC to resist any disease increases by 5.<br />
Moderate: Ordinary plants begin to wither. At the start<br />
of each day, all living creatures must succeed on a DC 15<br />
Fortitude save or become sickened for the remainder of the<br />
day. Creatures of the animal or plant type that fail a second<br />
DC 15 Fortitude save take 1d3 points of Constitution damage<br />
that day.<br />
Strong: The save DC to resist any disease increases by 10.<br />
At the start of each day, all living creatures must succeed<br />
on a DC 20 Fortitude save or become nauseated for the<br />
remainder of the day. On a successful save, the creature<br />
is sickened instead. Creatures that fail a second DC 15<br />
Fortitude save take 1d3 points of Constitution damage that<br />
day; the save DC for creatures with the animal or plant type<br />
is 20.<br />
Overwhelming: The save DC to resist any disease increases<br />
by 20. At the start of each day, all living creatures must<br />
succeed on a DC 25 Fortitude save or take 1d6 points of<br />
Constitution damage.<br />
SERVING ELDER EVILS<br />
“That the Beast shall awaken is inevitable. I’m working to ensure<br />
I am the first to die when it does.”<br />
—William von Dreichart, mad cultist<br />
<strong>Elder</strong> evils do not attract many mortal servants, for their<br />
nature is opposed to all living things. A few wretches who<br />
despise everything, whether they be nihilists or lunatics, do<br />
bow to an elder evil. Annihilation is the only reward for such<br />
service. But for those driven by insanity, an unquenchable<br />
thirst for vengeance, or myriad other strange and sinister<br />
motivations, the utter finality of death is sweet. Aiding<br />
an elder evil is the surest means of embracing that muchdesired<br />
end.<br />
Any intelligent and evil creature can swear service to an<br />
elder evil if the creature knows of its existence. Doing so<br />
grants the creature one bonus feat, plus an extra bonus feat<br />
for every five character levels or Hit Dice. These bonus feats<br />
must be selected from among the vile feats given in the<br />
accompanying table. <strong>Elder</strong> evils do not grant spells.<br />
VILE FEATS<br />
First introduced in Book of Vile Darkness, vile feats are available<br />
to intelligent creatures of evil alignment.<br />
The Heroes of Horror supplement introduced a subset of vile<br />
feats known as deformity feats. A deformity feat represents<br />
an intentional act that changes a character in some horrific<br />
way. The prerequisite for every other deformity feat is a vile<br />
feat called Willing Deformity.<br />
Vile Damage<br />
Some vile feats, as well as malefic properties (see page<br />
14), deal vile damage. Vile damage represents a horrific<br />
desecration of body or soul. It reduces hit points or ability<br />
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LIVING ROT<br />
When the sign of horrid blight manifests, new diseases appear<br />
and spread like wildfire across the land. The living rot is an<br />
example of a new plague. See DMG 292 for complete details of<br />
disease transmission.<br />
This disease causes victims’ skin to erupt with pus-filled blisters<br />
that eventually burst, leaving behind bloody craters. Flesh<br />
rots and sloughs from the bones, and internal organs protrude<br />
from the wounds. Those afflicted are surrounded by the intolerable<br />
reek of their own body’s decay.<br />
Infection: Ingested, inhaled, injury, and contact.<br />
Base Fortitude DC: 15 (this number increases by a varying<br />
amount, depending on the sign’s intensity).<br />
Incubation: 1 day.<br />
Damage: 1d4 Str, 1d4 Con*, 1d4 Wis, and 1d4 Cha*.<br />
*When damaged, the infected creature must succeed on<br />
another saving throw or the damage is permanent drain<br />
instead.<br />
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