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Elder Evils

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FEATURES OF THE AREA<br />

Deep Bog: These spaces cost Medium or larger creatures 4<br />

squares of movement to enter. Small and smaller creatures must<br />

swim to enter these spaces.<br />

The water provides cover for Medium or larger creatures,<br />

while Small and smaller creatures receive improved cover (+8<br />

bonus to AC, +4 bonus on Reflex saves). Medium or larger<br />

creatures can crouch to gain improved cover. Creatures that<br />

have improved cover take a –10 penalty on attacks against<br />

creatures not underwater.<br />

Tumble checks are impossible in deep bog, and the DC of<br />

Move Silently checks increases by 2.<br />

Heavy Undergrowth: Heavy undergrowth costs 4 squares<br />

of movement to move into, and it provides concealment<br />

(30% miss chance). The DCs of Move Silently and Tumble<br />

checks increase by 5. These spaces also provide a +5 bonus<br />

on Hide checks. Running or charging though these squares<br />

is impossible.<br />

Light Undergrowth: These squares cost 2 squares of movement<br />

to enter. They provide concealment. The DCs of Move<br />

Silently and Tumble checks increase by 2.<br />

Shallow Bog: These squares cost 2 squares of movement<br />

to enter. The DC of Tumble checks in these squares increases<br />

by 2.<br />

Tar: The stench here negates scent and other olfactory abilities<br />

within 100 feet. Characters lingering here for more than<br />

10 rounds must succeed on DC 15 Fortitude saves or become<br />

sickened for 10 minutes.<br />

The tar functions as quicksand. Entering a tar space requires<br />

a DC 20 Swim check to “tread tar” or a DC 25 check to move<br />

5 feet in any direction. A trapped character failing by 5 or more<br />

slips below the surface and begins to drown whenever he can no<br />

longer hold his breath. Characters below the surface can swim<br />

back to the surface with a successful Swim check (DC 25, +1<br />

per consecutive round of being under the surface).<br />

A character can hold his breath for a number of rounds equal<br />

to twice his Constitution score. After this time, the character<br />

must make a DC 10 Constitution check every round to continue<br />

holding his breath. The save DC increases by 1 each round.<br />

When a character fails the check, he begins to drown. He<br />

falls unconscious in the first round (0 hp), drops to –1 hit<br />

points and is dying in the following round, and dies in the<br />

third round.<br />

If a rescuer reaches the sinking character, the rescuer must<br />

succeed on a DC 25 Strength check to pull the trapped character<br />

free, and the victim must succeed on a DC 20 Strength check<br />

to hold on. If the victim fails the check, he must succeed on a<br />

DC 25 Swim check or sink below the surface. If both checks<br />

succeed, the victim moves 5 feet closer to shore.<br />

ENCOUNTER 9-2<br />

6 Forest Giant MM2 Skeletons CR 6<br />

hp 84 each (13 HD); DR 5/bludgeoning<br />

NE Huge undead<br />

Init +6; Senses darkvision 60 ft.; Listen +0, Spot +0<br />

AC 13, touch 10, flat-footed 11<br />

Immune cold, undead immunities (MM 317)<br />

Fort +4, Ref +6, Will +8<br />

Speed 40 ft. (8 squares)<br />

Melee greatclub +15/+10 (3d8+16) or<br />

Melee 2 claws +15 each (1d8+11)<br />

Ranged composite longbow +6 (3d6+4) or<br />

Ranged rock +6 (2d8+11)<br />

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

Base Atk +6; Grp +25<br />

Abilities Str 33, Dex 14, Con —, Int —, Wis 10, Cha 1<br />

Feats Improved Initiative B<br />

Skills Listen +0, Spot +0<br />

Possessions greatclub, composite longbow (+4 Str bonus)<br />

with 20 arrows<br />

141

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