08.11.2014 Views

Elder Evils

Elder Evils

Elder Evils

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

CHAPTER 9<br />

THE WORM<br />

THAT WALKS<br />

130<br />

the characters to accompany him to Emirikol’s tower and<br />

confront the wizard. In truth, this is all a ruse, for while the<br />

PCs fight Emirikol, Edwin slips in and steals the talisman<br />

of the sphere.<br />

EL 18 (Overwhelming Sign): Edwin requires one more<br />

item to free his master: the sphere of annihilation. After<br />

torturing a few sages, he learns the artifact lies within the<br />

fabled crypt of Acererak: the Tomb of Horrors. Knowing<br />

this dungeon’s reputation, he anonymously hires the PCs to<br />

clear the way. As the adventurers contend with the various<br />

tricks and traps, Edwin follows behind. Just as they come to<br />

the sphere of annihilation, Edwin seizes control of the artifact,<br />

revealing that he has the talisman of the sphere. Once he gains<br />

control, he escapes and flees to Wormcrawl Island, where he<br />

intends to free his master. The PCs have only one chance to<br />

stop Edwin before he reaches the island.<br />

WORM THAT WALKS IN EBERRON<br />

For centuries, the Lords of Dust conspired to release the<br />

Worm that Walks from its prison. According to their histories,<br />

an overlord named Katashka fused its essence with a<br />

human wizard named Kyuss, and the result of their joining<br />

was apotheosis. Before Kyuss-Katashka could spread woe and<br />

death, it was imprisoned, sealed away in the depths of Khyber.<br />

This sinister group has worked ever since to unleash the being<br />

from its prison and beget the world’s final age.<br />

Wormcrawl Island is one of the many islands making up<br />

Shargon’s Teeth off the northern coast of Xen’drik. Local<br />

sailors refuse to sail near it, believing it cursed. In fact, many<br />

fringe groups among the drow claim that the avatar of the<br />

scorpion god dwells here, and to set foot there invites the<br />

wrath of his terrifying servants.<br />

WORM THAT WALKS IN FAERÛN<br />

An obscure cadre of ex-clerics banded together to find some<br />

way to restore their fallen gods to power. Consisting of Bane,<br />

Bhaal, and Myrkul’s priests, they have an uneasy alliance,<br />

setting aside their differences to work toward their common<br />

goal, though treachery is never far from their minds. Having<br />

acquired a few rare manuscripts, they have come to believe the<br />

Worm that Walks contains a divine spark that, if harnessed,<br />

could restore life to their fallen gods.<br />

Among the bold sailors who brave the great crossing to<br />

and from Maztica, there are legends of Wormcrawl Island, a<br />

terrifying place far from any charted waters. Those searching<br />

for its location find little to aid them, for even the elves of<br />

Evermeet do not speak of it except to warn that it harbors a<br />

great and terrible evil.<br />

pqs<br />

THE AGE OF WORMS CAMPAIGN<br />

DUNGEON Magazine’s Age of Worms adventure path describes<br />

Kyuss’s emergence as heralding the start of a new age of<br />

despair. The material in this chapter was not written to contradict<br />

what’s presented in this campaign, but certain elements<br />

are different. If you’re running Age of Worms, you can make<br />

use of many of the plot elements provided in this chapter<br />

as well as the characters and locations to create even more<br />

adventure possibilities.<br />

pqs<br />

WORM THAT WALKS<br />

The Worm that Walks is hideous. Standing over 30 feet tall<br />

and composed of writhing maggots and worms held together<br />

by pure hatred, it has the shape of a tall giant. Each worm<br />

making up its form contains a fragment of Kyuss’s personality,<br />

so when combined it functions as Kyuss did in life.<br />

Although the Worm that Walks has little need for modesty,<br />

it hides its gruesomeness beneath a blackened cloak made<br />

from the flayed hides of those Kyuss sacrificed before his<br />

transformation. The light from two blazing red eyes pierces<br />

forth from under the hood.<br />

Worm that Walks CR 20<br />

hp 475 (25 HD); regeneration 10; DR 15/epic and good<br />

CE Huge aberration<br />

Init +6; Senses blind, blindsight 500 ft., true seeing; Listen +54<br />

Aura frightful presence (60 ft., DC 32)<br />

Languages telepathy 1,000 ft., tongues<br />

AC 38, touch 30, flat-footed 36<br />

Immune anathematic secrecy (malefi c property), electricity,<br />

gaze attacks, illusions, visual effects, poison, sleep, paralysis,<br />

stunning, critical hits, flanking, elder evil immunities<br />

(page 6)<br />

Resist cold 20, fi re 20; SR 32<br />

Fort +19, Ref +10, Will +20<br />

Speed 50 ft. (10 squares), burrow 50 ft., climb 50 ft., swim<br />

50 ft.<br />

Melee 2 slams +36 each (4d6+20/19–20)<br />

Space 15 ft.; Reach 15 ft.<br />

Base Atk +18; Grp +46<br />

Atk Options Power Attack, epic strike, worm-smite<br />

Special Actions create spawn, discorporate, frightful presence,<br />

summon scion<br />

Sorcerer Spells Known (CL 18th; 1d20+22 to overcome SR):<br />

9th (3/day)—dominate monster (DC 28)<br />

8th (6/day)—avascular mass SC (+18 ranged touch, DC 26),<br />

greater arcane fusion CM<br />

7th (7/day)—banishment (DC 25), insanity (DC 26), waves<br />

of exhaustion<br />

6th (7/day)—chain lightning (DC 24), disintegrate (+18<br />

ranged touch), greater dispel magic<br />

5th (7/day)—feeblemind (DC 24), hold monster (DC 24),<br />

miasma of entropy SC (DC 23), mind fog (DC 23)<br />

4th (8/day)—enervation (+18 ranged touch), Evard’s black<br />

tentacles, greater invisibility, ice storm<br />

3rd (8/day)—blink, haste, lightning bolt (DC 21), protection<br />

from energy<br />

2nd (8/day)—bull’s strength, cat’s grace, detect thoughts<br />

(DC 20), false life, shatter (DC 20)<br />

1st (8/day)—chill touch (+36 melee touch, DC 19),<br />

expeditious retreat, mage armor, shield, true strike<br />

0 (6/day)—arcane mark, detect magic, ghost sound<br />

(DC 18), mage hand, message, open/close,<br />

prestidigitation, read magic, touch of fatigue (+36<br />

melee touch, DC 18)<br />

Abilities Str 50, Dex 15, Con 32, Int 18, Wis 22, Cha 27<br />

SQ nondetection, sign (infestation)<br />

Feats Greater Spell Penetration, Improved Critical (slam),<br />

Improved Initiative, Power Attack, Spell Focus (enchantment),<br />

Spell Penetration, Sudden Empower CAr *, Sudden<br />

Maximize CAr *, Sudden Widen CAr *<br />

* These feats allow the Worm that Walks to apply the effect<br />

of Empower Spell, Maximize Spell, and Widen Spell<br />

each once per day without increasing casting time.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!