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Elder Evils

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FEATURES OF THE AREA<br />

Blood Rock: Any roll of a natural 19 or 20 hits and threatens<br />

a critical hit while the attacker stands in a blood rock square.<br />

Feats or spells that enhance a weapon’s threat range don’t<br />

modify blood rock’s effect. Only melee attacks are affected by<br />

this terrain.<br />

Worms: These spaces contain the worms of Kyuss. A character<br />

moving through one of these spaces becomes infested with<br />

a worm. The worm is a Fine vermin with AC 10 and 1 hit point.<br />

It can be killed with normal damage or by the touch of silver.<br />

At the end of the character’s next turn, the worm burrows into<br />

its host’s flesh (a creature with a +5 or greater natural armor<br />

bonus is immune to this effect). The worm makes its way to its<br />

victim’s brain, dealing 1 point of damage each round for 1d4+1<br />

rounds. At the end of that period, it reaches the brain, where it<br />

deals 1d2 points of Intelligence damage each round until it’s<br />

killed or it slays its host, which occurs when the victim’s Intelligence<br />

is reduced to 0.<br />

A remove curse or remove disease effect destroys the worm<br />

while it’s within the host. Dispel evil or neutralize poison delays<br />

the worm’s progress for 10d6 minutes. A successful DC 20<br />

Heal check extracts the worm and kills it in the process.<br />

A Small, Medium, or Large creature slain by the worm<br />

rises as a spawn of Kyuss (MM2 186) 1d6+4 rounds later.<br />

Smaller creatures rot away, while larger creatures gain the<br />

zombie template.<br />

Fissure: There are two types of fissures found on the<br />

battlefield. Small fissures cost 2 squares of movement to<br />

enter and increase the DC of Tumble checks by 2. Wide fissures<br />

are 30 feet deep. It takes a DC 10 Climb check to climb the<br />

fissure’s walls.<br />

Characters ending their movement in a space containing a<br />

small fissure or adjacent to a space containing a wide fissure<br />

must succeed on a DC 25 Fortitude save or contract Kyuss’s<br />

gift. The incubation period is instantaneous, and the disease<br />

deals 1d6 points of Constitution damage and 1d4 points of<br />

Wisdom damage.<br />

Obelisk: Before Kyuss escapes the obelisk, the stone emits<br />

an aura of madness in a 20-foot radius. Each round on its turn<br />

a living creature remains in the area, it must succeed on a DC<br />

25 Will save or take 1d4 points of Wisdom damage. This is a<br />

supernatural effect. Once Kyuss escapes, the aura ceases.<br />

Obelisk’s Shadow: A character in the shadow of the obelisk<br />

takes a –2 circumstance penalty on Will saves.<br />

Sphere of Annihilation: Until Edwin places the sphere into<br />

contact with the well of many worlds, it functions normally (DMG<br />

279). Once the procedure is complete, the resulting tear pulls<br />

air, fine creatures, and debris toward it. After the first minute,<br />

the effect intensifies, and all characters must succeed on DC<br />

15 Balance checks. A failed check means the character falls<br />

prone. A check failed by 5 or more indicates the character falls<br />

prone and slides 1d2×5 feet toward the sphere. Each minute<br />

thereafter, the Balance DC increases by 5. After 3 minutes,<br />

flying anywhere within 100 feet is impossible, and such characters<br />

are automatically sucked into the sphere unless they<br />

succeed on a Reflex save against the Balance check DC.<br />

ENCOUNTER 9-3<br />

The bizarre circumstances of this ritual modify the<br />

usual effects that occur when someone attempts to destroy<br />

a sphere of annihilation. Casting a gate spell on the sphere<br />

catapults everything within a 180-foot radius into an alternate<br />

Material Plane. Touching the sphere with a rod of<br />

cancellation causes the sphere to explode and deals 20d6×10<br />

points of damage to everything in a 600-foot radius. At<br />

your option, once the Worm that Walks has been dealt<br />

with or has left the island, a divine power can intervene<br />

to stop the catastrophe.<br />

A gate spell or a rod of cancellation has the same effect if<br />

used on the sphere before it reaches the well of many worlds.<br />

If the sphere is sent to an alternate Material Plane, the obelisk<br />

goes along with it (and probably the PCs as well). Edwin<br />

will continue with his ritual, moving the sphere of annihilation<br />

toward the obelisk. If the sphere is destroyed by a rod<br />

of cancellation, Kyuss is set free after 10 rounds, but he takes<br />

20d6×10 points of damage as though he had been in range<br />

of the explosion.<br />

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