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Elder Evils

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The gods blessed Zankar, but their champion failed. The<br />

gods themselves came to the earth to punish the kingdom<br />

and put Zargon to rest. When they appeared, the elder evil<br />

mocked them. Zargon slew some of them and drove off the<br />

rest. Survivors of the barbarian invasion witnessed Zargon’s<br />

might and feared the world would end, so they fled into the<br />

caves beneath their city. (DC 45)<br />

Zargon seemed unstoppable, but he had one foe remaining.<br />

Eons earlier, Zargon had ruled the Nine Hells of Baator<br />

as father of the ancient baatorians, a long-extinct race<br />

that preceded the baatezu. His kingdom was a terrifying<br />

place, filled with running slime and rampant evil. When<br />

Asmodeus and his allies seized the Nine Hells, they purged<br />

the plane of the baatorians, enslaving them and destroying<br />

their lords. Asmodeus butchered most himself, but Zargon<br />

was resilient to the worst attacks. Asmodeus discovered he<br />

could kill the flesh of the beast, but not the horn, so he tore<br />

it from Zargon’s head and flung the ha eful spur out of<br />

the hells and to the Material Plane, where it pierced deep<br />

into the earth. (DC 35)<br />

Driven from the Nine Hells, Zargon’s flesh re-formed<br />

around his horn, and he turned his attention to the Material<br />

Plane. It took centuries, but he crawled up from the depths<br />

of the earth and set upon the soft mortals dwelling in the<br />

kingdom above. To spare themselves extinction, the people<br />

of the kingdom raised up Zargon as their god and fed him<br />

endless sacrifices to appease his need to kill. (DC 50)<br />

Although the death of the gods did not distress Asmodeus<br />

in the least, the freedom of this elder evil did. Asmodeus<br />

stepped in to stop Zargon for the last time. Since the lord of<br />

Nessus was not a god, he was not vulnerable to the worst of<br />

Zargon’s powers. Still, he knew he could not slay the beast.<br />

Instead, he imprisoned the elder evil in solid stone, so only<br />

the horn was visible. He then turned to Zargon’s Cynidicean<br />

worshipers, burying them alive in the tunnels. (DC 55)<br />

GOALS<br />

After Zargon’s horn fell from the Nine Hells of Baator,<br />

Zargon’s flesh grew again, re-forming his body around the<br />

horn. Once restored, Zargon was enraged. He craved another<br />

chance to fight Asmodeus and the other usurpers, but Zargon<br />

knew without his armies he stood little chance of reclaiming<br />

his realm. (Knowledge [history] or [the planes] DC 40)<br />

Zargon climbed the shaft created by his horn’s descent,<br />

pulling himself through the earth until he emerged centuries<br />

later to find himself beneath a massive human city. Zargon<br />

saw these creatures as soft, weak, and useless. He devoured<br />

them in awful numbers, but soon they worshiped him as a<br />

god, something he felt Asmodeus would never attain. Since<br />

his congregation was so willing to feed his hunger, he played<br />

along, killing and eating anything it gave him. (DC 45)<br />

As a side effect of the cultists’ worship and the deaths of<br />

countless innocents, Zargon’s influence contaminated the<br />

land, and strange storms swept across the earth, poisoning it<br />

with brown slime. The slime bred new creatures that Zargon<br />

sought to corral and use as foot soldiers to reclaim his place in<br />

the Nine Hells. But as his power grew, Zargon realized this<br />

world could be his. He had no reason to return to his native<br />

plane when he could claim this one. (DC 50)<br />

ZARGON<br />

IN THE CAMPAIGN<br />

The particulars of the Cynidicean Kingdom, such as placement<br />

and cultural specifics, are loose to make it easier for you<br />

to insert Zargon into the campaign. The ziggurat holding<br />

Zargon should lie in the middle of a large desert, but any<br />

wasteland can serve. Legends about the lost civilization are<br />

hard to come by, suppressed by religious groups hiding the<br />

fact that divine intercession failed and Asmodeus saved the<br />

day. If necessary, you can substitute any powerful evil force<br />

CHAPTER 10<br />

ZARGON<br />

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SIGN: EERIE WEATHER<br />

The worship of Zargon causes unrest among the gods, which is<br />

made manifest with strange weather.<br />

Faint: Eerie weather occurs once every 2 weeks and affects<br />

an area of 2d20 square miles in a place of your choosing. The<br />

effects last for 1d4+1 hours.<br />

Moderate: Eerie weather occurs once a week and affects an<br />

area of 2d% square miles. The effects last for 1d8+2 hours.<br />

Strong: Eerie weather occurs once a day and affects an entire<br />

continent or large surface of the planet. The effects last for<br />

1d12+4 hours.<br />

Overwhelming: Eerie weather occurs once an hour and affects<br />

the entire world. The effects last for 1d3 hours (because<br />

the duration can be longer than the frequency, the effects often<br />

overlap).<br />

Each time eerie weather occurs, consult the following table<br />

and roll d% twice to determine the exact effect. See Weather,<br />

DMG 93–95, for details.<br />

d% Effect<br />

01–20 Abnormal weather<br />

01–30 Heat wave; temperature rises by 2d20 degrees<br />

31–60 Cold snap; temperature falls by 2d20 degrees<br />

61–90 Invert season (summer becomes winter)<br />

91–100 Severe wind<br />

21–40 Inclement weather<br />

01–20 Fog<br />

21–80 Rain/snow<br />

81–100 Sleet/hail<br />

41–50 Storm (duststorm, snowstorm, or thunderstorm)<br />

51–70 Powerful storm<br />

01–25 Windstorm<br />

26–50 Blizzard<br />

51–75 Hurricane (coastal only; reroll elsewhere)<br />

76–100 Tornado (1d12 appear)<br />

71–100 Rain of slime 1<br />

1 Contaminates all exposed water sources as the black<br />

dragon’s corrupt water ability (MM 71), and any exposed<br />

creature must make a DC 30 Fortitude save or be<br />

polluted by slime (see page 147).<br />

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