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ENCOUNTER 9-3<br />
142<br />
T<br />
HE OBELISK<br />
Encounter Level 20 or 21<br />
SETUP<br />
The Worm that Walks is sealed within a great black obelisk.<br />
It looms above the shattered and polluted ground,<br />
pulsing with fell energy. Have the players place their<br />
miniatures along a map edge appropriate for the direction<br />
they are traveling.<br />
If the PCs arrive at the obelisk at any time before the<br />
Worm’s sign is overwhelming, Edwin is here preparing to<br />
direct the sphere of annihilation into the well of many worlds.<br />
Once Edwin completes this task, it takes 5 rounds for the<br />
Worm that Walks to emerge.<br />
When the PCs have placed their miniatures, read:<br />
At the center of the island rises a great black<br />
obelisk standing over 100 feet tall. Carved onto its<br />
surface are bright green whorls and wriggling<br />
lines shining with sick light. The ground all<br />
around it is broken and wisps of ochre mist spew<br />
forth from the depths.<br />
If Edwin is here and has not yet placed the sphere of<br />
annihilation inside the well of many worlds, read:<br />
A robed figure stands before the obelisk, though<br />
from its movements it’s clear something is not quite<br />
right. The being turns, revealing a porcelain mask<br />
in the shape of an elderly man’s face. You spot a<br />
mass of writhing worms as they squirm through<br />
the eyeholes. Behind the creature, hovering in the<br />
air, is a ball of utter blackness.<br />
If Edwin has already completed the ritual to release<br />
Kyuss, read:<br />
A robed figure stands laughing before the black<br />
pillar. The markings flare with life and then fade.<br />
The ground trembles, and spiderweb fractures<br />
spread across the obelisk’s surface.<br />
A great sucking noise rattles the earth as the air<br />
around you rushes toward a gaping black hole at<br />
the obelisk’s base.<br />
After 5 rounds, read:<br />
With a great shudder, chunks of stone fall away<br />
from the obelisk and into the sucking hole. Buried<br />
inside the rock is a squirming mass of maggots and<br />
worms, all crawling with filthy roaches and bits of<br />
old meat and bone. The thing pours out of the rock<br />
into a growing pile and takes the vague shape of a<br />
giant. Red eyes flare with malice as the maggots<br />
diverge to form a mouth. From the depths you hear<br />
rustling laughter.<br />
Edwin Tolstoff CR 18<br />
hp 155 (16 HD)<br />
See page 132 for statistics.<br />
Worm that Walks CR 20<br />
hp 412 (25 HD); regeneration 10; DR 15/epic and good<br />
See page 130 for statistics.<br />
TACTICS<br />
Edwin must direct the sphere of annihilation into the well of<br />
many worlds. He must succeed on a DC 30 control check.<br />
His check modifier, with the talisman of the sphere, is +36.<br />
Edwin then fights the PCs until his master emerges.<br />
He uses spells to cause trouble and prevent the PCs from<br />
drawing too close to the shuddering well, using waves of<br />
fatigue followed by insect plague.<br />
He then casts a mix of offensive spells such as disintegrate,<br />
enervation, wrack, and clutch of Orcus, targeting PCs<br />
who seem to take an interest in the well of many worlds.<br />
After 5 rounds, Kyuss bursts free, erupting from the obelisk<br />
as a flood of worms and maggots that quickly assumes<br />
the form of a giant humanoid. Edwin casts word of recall to<br />
a place of your choosing and Kyuss attacks the PCs. The<br />
Worm that Walks hammers at the characters with its slam<br />
attack, using its worm-smite ability on the first round.<br />
Kyuss then casts dominate monster on a melee combatant,<br />
instructing the PC to turn against his comrades. Kyuss<br />
fills out the next few rounds with maximized lightning<br />
bolts, waves of exhaustion, widened chain lightning, and a<br />
mixture of other offensive spells until he can use wormsmite<br />
again.<br />
If at any time Kyuss is reduced to 100 hit points or<br />
fewer, he discorporates and slithers off to re-form 1d6<br />
hours later.<br />
Although the procedure Edwin uses to release the<br />
Worm that Walks should succeed, it has other unforeseen<br />
consequences. The sphere becomes a “black hole,”<br />
annihilating everything in existence. If abandoned,<br />
it picks up speed and power, drawing the island, the<br />
waters, the air and everything else on the Material Plane<br />
into its dimensional fissure, erasing all existence in<br />
1d12+6 minutes.