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Elder Evils

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Through these inscriptions, he discovered the incantation<br />

to let him transcend mortality at a terrible price—the<br />

lives of his congregation. For this prophet, no price was too<br />

high, and on one bloody night he instructed his priests to<br />

round up the followers and slaughter them all. When they<br />

finished, Kyuss murdered the murderers. With the blood of<br />

thousands staining his hands, he turned to the great obelisk<br />

his servants had pulled from the earth and intoned the<br />

words to begin his transformation. When he was finished,<br />

he stepped into the stone, fusing his essence with the foul<br />

rock, gaining and losing his divinity in one moment. He<br />

was neither mortal nor god—he was something far worse.<br />

(DC 45)<br />

GOALS<br />

Kyuss hungers for conquest. Trapped within his prison, his<br />

fractured mind conceives and discards innumerable plots<br />

to escape. No idea is sufficient to break his bonds, no trick<br />

shrewd enough to let him slip free. Instead, he beats against<br />

the walls and howls with a thousand voices. (Knowledge<br />

[religion] DC 25)<br />

Aside from the confinement he endures, his frustration<br />

stems from the knowledge that, if he could break free, he<br />

would set in motion the events to lead up to the last age of<br />

mankind—the mysterious Age of Worms. Throughout his<br />

long life, he has caught glimpses of this time when he is the<br />

master, the lord and ruler of all things. He covets this end,<br />

for he knows by achieving it he will rise in power and attain<br />

the godhood he seeks. (DC 30)<br />

THE WORM THAT WALKS<br />

IN THE CAMPAIGN<br />

The Worm that Walks is easy to incorporate into a campaign<br />

because of its association with several lesser creatures such as<br />

the spawn of Kyuss, the avolakia, and the ulgurstasta. Using<br />

these adversaries helps plant the seed of Kyuss in your players’<br />

minds so when you reveal the elder evil’s true nature, it’s a<br />

logical resolution for the campaign.<br />

TIMELINE<br />

Use the following timeline as a guide for constructing a campaign<br />

where the Worm that Walks figures in as a principal<br />

villain. This campaign incorporates information found in<br />

Exemplars of Evil. If you do not have this supplement, you can<br />

substitute other characters and adventure hooks.<br />

EL 3 (Faint Sign): Sealed away in his prison beneath his<br />

family estate, Edwin Tolstoff urges his grandchildren to kill<br />

their mother and become his servants. He uses his heirs to<br />

release him from his vault (see Exemplars of Evil).<br />

As this terrible act occurs, spawn of Kyuss (MM2 186)<br />

appear. From old dungeons, ruins, and forgotten castles, these<br />

undead spread through the land, and numerous rewards can<br />

be claimed for defeating this new infestation.<br />

EL 6: The characters find themselves drawn into a<br />

murder mystery while spending some time in a large<br />

city. They identify the killer as a wicked wererat whisper<br />

gnome named Draen. This knowledge leads the characters<br />

to the lycanthrope’s mistress, Katarin Tolstoff, who flees<br />

to escape the adventurers. If the PCs follow her, they<br />

come upon her family’s castle, where they face terrifying<br />

obstacles and see a glimpse of what horror shall awaken<br />

later in the campaign.<br />

EL 9 (Moderate Sign): Weeks later, the characters are back<br />

in the large city when they hear reports of citizens vanishing<br />

from the streets, their homes, and even their beds. The<br />

mood is sullen, and the locals are demanding that the mayor<br />

do something about the kidnappings. Since the characters<br />

were so helpful the last time they were there, the mayor<br />

approaches them about his predicament. If the PCs become<br />

involved, they track the missing citizens to a temple buried<br />

below the city. There, a mad avolakia (MM2 28) infects the<br />

captives with bright green worms to transform them into<br />

spawn of Kyuss. Even if the PCs defeat this villain and thwart<br />

its plans, rumors tell of similar disappearances occurring all<br />

over the nation.<br />

EL 12: Months later, the player characters come to another<br />

city for training, rest, and to resupply. When one of the spellcasters<br />

goes to the wizards’ guild to purchase magic items or<br />

stock his spellbook, he finds the place is empty. Investigation<br />

reveals that the place has been ransacked and the wizards<br />

and staff have been transformed into undead horrors. While<br />

fighting the undead, the PCs rescue a few survivors, who<br />

provide a description of the thief: Edwin. They reveal that<br />

although an assortment of smaller items were taken, the most<br />

devastating loss was a well of many worlds.<br />

EL 15 (Strong Sign): By now, the spawn of Kyuss have<br />

infested the countryside, wreaking havoc with smaller<br />

communities and besieging cities. Panic rules the land<br />

and people take desperate measures to protect themselves<br />

and their families. The Herald of Kyuss, at Edwin’s behest,<br />

seeks out the PCs, posing as an NPC ally the characters met<br />

earlier. He claims that the true culprit behind the unusual<br />

phenomena is a powerful wild mage named Emirikol<br />

the Chaotic. The Herald “believes” the wizard intends to<br />

plunge a sphere of annihilation into the well of many worlds<br />

and thus erase the world and perhaps all worlds. He asks<br />

CHAPTER 9<br />

THE WORM<br />

THAT WALKS<br />

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SIGN: INFESTATION<br />

Vermin swarm out from Wormcrawl Island under the influence<br />

of the obelisk.<br />

The following guidelines apply to encounters involving the<br />

PCs.<br />

Faint: There is a 10% chance each week of encountering four<br />

Medium monstrous centipedes or a centipede swarm (depending<br />

on party level).<br />

Moderate: As faint, but the check is once per day and the creatures<br />

are three centipede swarms or six Gargantuan monstrous<br />

centipedes.<br />

Strong: As moderate, but the check occurs one every 1d4 hours<br />

and the creatures are three purple worms or six remorhazes.<br />

Overwhelming: As strong, but the check frequency is once<br />

per hour and the chance increases to 20%.<br />

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