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Elder Evils

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FEATURES OF THE AREA<br />

Vane’s Hideout: Vane uses abundant step to move through<br />

the solid rock wall sealing off this chamber from the rest of the<br />

encounter area. Since he can use this ability only once per day,<br />

he retreats here only to escape danger and must remain within<br />

until the following day. Vane’s simple camp consists of dried plant<br />

growth for firewood, a cooking pot, a sleeping mat, and scrolls<br />

of poetry describing his world before the arrival of Ragnorra.<br />

The southern wall is porous volcanic rock and abuts the<br />

geyser cave (page 104). Water and steam slowly filter through<br />

the stone to create a shallow, warm pool. A living creature immersed<br />

in its waters heals 1d6 points of damage per minute.<br />

Bioenergy Cyst, Tentacular Boil (Worldskin Features):<br />

See descriptions in the worldskin, page 102.<br />

Membranous Openings: These are areas of inflamed tissue<br />

growing over wounds left by Two-and-a-Half-Brains as she<br />

burrowed her tunnels. The skin has almost healed, leaving small<br />

openings for access. Treat a square containing a membranous<br />

opening as difficult terrain. However, with a successful DC 30<br />

Tumble check, a character can move through at full speed.<br />

A membranous opening provides soft cover.<br />

Ragnorra: Ragnorra is now dimly aware of the presence of<br />

the PCs and is beginning to sense a threat, though she has difficulty<br />

telling creatures apart. Beginning in the third round of<br />

the encounter, she acts randomly in self-defense. Roll 1d12<br />

each round and consult the following table to see what action<br />

she takes.<br />

ENCOUNTER 7-2<br />

d12 Action<br />

1 None.<br />

2–4 Use cyst or boil to attack PCs.<br />

5 Use cyst or boil to attack Vane.<br />

6–7 Regenerate cyst or boil (use cyst or boil to attack<br />

PCs if no feature needs regeneration).<br />

8 Regenerate cyst or boil (use cyst or boil to attack<br />

Vane if no feature needs regeneration).<br />

9–10 Skin quake: Balance DC 20 to avoid falling prone.<br />

11 Roll on crater wandering monsters table (page 103).<br />

Creatures appear at the southeast entrance.<br />

12 Roll twice on Crater Wandering Monsters table,<br />

choosing the tougher encounter.<br />

Creatures appear at the northern entrance.<br />

Tunnels: The bulette’s burrows have healed since they<br />

were dug. They are now wide and high enough to accommodate<br />

one Medium creature, or two if they are squeezing. Any new<br />

tunnels the creature creates are large enough to accomodate a<br />

Huge creature.<br />

self-defense. Anyone attempting to use Diplomacy gains<br />

a +3 bonus on these checks, due to the beast’s increased<br />

Intelligence and her eagerness to escape.<br />

Once a character enters the area, read:<br />

You face a bulette, but unlike one you have ever<br />

seen before. Two translucent, gelatinous sacs bulge<br />

on either side of her head carapace, each of which<br />

holds a brain. In the bulette’s eyes is a strange look<br />

for a voracious eating machine—it shows fear and<br />

curiosity.<br />

If the PCs can establish a friendly relationship with Twoand-a-Half<br />

Brains, she can assist them in at least two ways.<br />

• She can burrow tunnels within or under the worldskin,<br />

bypassing surface hazards and possibly giving the PCs an<br />

advantage when they confront Ragnorra.<br />

• She can eat worldskin features from below. Unlike attacks<br />

against features on the surface, such feeding goes<br />

unnoticed by Ragnorra.<br />

109

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