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CHAPTER 2<br />
ATROPUS<br />
24<br />
d% Encounter Average EL Source<br />
01–04 1d3 famine spirits 21 MM2 96<br />
05–07 1 advanced deathshrieker 19 MM3 32<br />
08–19 1 corpse gatherer 19 MM2 51<br />
20–29 1 ragewind 19 MM2 173<br />
30–47 1d8 angels of decay 19 LM 83<br />
48–58 1d2 nightcrawlers 18 MM 195<br />
59–75 1d4 nightwalkers 18 MM 196<br />
76–88 1d6 nightwings 17 MM 197<br />
89–100 1d12 dread wraiths 16 MM 258<br />
ENCOUNTER AREAS<br />
Given the moonlet’s size, it could take an entire book to<br />
describe every location on its surface. The following are just<br />
a few of the locations appear on the vast “face” of Atropus.<br />
A. The Ichor Sea (EL 10)<br />
The two areas marked A on the map are part of a large sea of<br />
necromantic sludge formed from the decaying afterbirth of<br />
creation. The fluid about 200 feet deep a short distance away<br />
from the shoreline. The sea emits an aura of negative energy.<br />
All undead within 20 feet of the shore gain +6 turn resistance,<br />
+20 hit points, and a +4 profane bonus to Armor Class and<br />
on saving throws. Living creatures in the area targeted by<br />
negative energy effects such as inflict spells or spells that<br />
bewtow negative levels suffer the maximum possible effect<br />
(this has no effect on the saving throw required after having<br />
a negative level for 24 hours).<br />
The Ichor Sea is treated as a major negative-dominant<br />
environment. Each round, a creature within the sludge<br />
must make a DC 25 Fortitude save or gain a negative level.<br />
(For the save required 24 hours later, use the same DC.) A<br />
creature whose negative levels equal its current levels or Hit<br />
Dice is slain, becoming an angel of decay (page 30) after 1d3<br />
rounds. Each negative level bestowed grants the aspect of<br />
Atropus 5 temporary hit points. These hit points last for up<br />
to 1 hour.<br />
B. The Great Depth (EL 7)<br />
Piercing the side of the moonlet is an enormous pit 70 miles<br />
across with no visible bottom. Creatures coming within 20<br />
feet begin to hear the susurrus of Atropus’s hate. Living creatures<br />
exposed to these whispers must succeed on DC 30 Will<br />
saves or become overwhelmed by madness. Affected creatures<br />
become confused (PH 212) and take 1 point of Wisdom drain<br />
each round they remain within range. A creature is entitled to<br />
a new save each round to break free from the madness. Every<br />
point of Wisdom drained from a living creature grants the<br />
aspect of Atropus 5 temporary hit points. These hit points<br />
last for up to 1 hour.<br />
Creatures falling into the pit descend 300 feet until they<br />
hit an underground offshoot of the Ichor Sea (area A). Such<br />
characters take 20d6 points of damage from the fall as well.<br />
C. Crater<br />
Craters created by meteors and other debris pock the<br />
moonlet’s surface. The craters vary depending on the size of<br />
the object that struck the moonlet. A typical crater is 10 feet<br />
in diameter, 4 feet deep, and has a 1-foot-tall rim around the<br />
impact area. Loose rock (counting as difficult terrain) spreads<br />
out 10 feet in all directions.<br />
Much larger craters, such as the ones marked on the map,<br />
are especially dangerous and usually inhabited by undead.<br />
D. Inky Tears (EL 12)<br />
Welling up from one of the Eyes of Death (see area H) is a<br />
bubbling torrent of hideous slime. This fluid has the same<br />
properties as the Ichor Sea, but the save DC is 35.<br />
E. Bubbling Crater (EL Varies)<br />
This crater is similar to all the other craters marring the<br />
moonlet’s surface, except that from its depth rises a fetid<br />
black ooze—the bilious blood of Atropus. A random undead<br />
creature (or creatures) always attends this place.<br />
All undead within 20 feet of the crater gain +10 turn<br />
resistance, damage reduction 10/good, and +50 hit points.<br />
Living creatures touching the foulness at the bottom of<br />
the crater are affected as if they had come into contact with<br />
the Ichor Sea (see area A).<br />
F. The Trench (EL 18)<br />
The ground drops away, forming a deep trench between the<br />
Ichor Sea and the Great Depth. It extends some 30 feet down.<br />
Haunting the depths is a nightcrawler. It oozes forth from the<br />
trench wall and attacks any creatures it encounters.<br />
Nightcrawler: hp 212 each; see Monster Manual 195 for<br />
statistics.<br />
G. Vents (EL 10)<br />
Spewing from 6-inch-diameter pits are streams of poisonous<br />
air. Characters who require air can breathe here, but each<br />
round they do, they must succeed on a DC 25 Fortitude<br />
save or take 2d6 points of Constitution damage. One<br />
minute later, they must succeed on a second save or take<br />
an additional 1d6 points of Constitution damage. Character<br />
slain by the poisonous air rise as dread wraiths (MM 258)<br />
after 1d6 rounds.<br />
H. The Eyes of Death<br />
Each spanning 40 miles across, these glossy black stones<br />
reflect no light, seeming to drink in everything shining on<br />
their surfaces. These black expanses are in fact the eyes of<br />
Atropus and, for as long as the PCs linger here, Atropus is<br />
aware of their presence. Touching the surface of a stone has<br />
the same effect as touching the Ichor Sea (area A). There is<br />
also a 10% chance each minute for the aspect of Atropus<br />
to lumber toward the characters from a random direction,<br />
2d6×10 feet away.<br />
All undead on the Eyes of Death gain +6 turn resistance,<br />
+20 hit points, and a +4 profane bonus to Armor Class and<br />
on saving throws. Living creatures in the area that are<br />
targeted by negative energy effects such as inflict spells<br />
or spells bestowing negative levels suffer the maximum<br />
possible effect.<br />
FACING THE ASPECT OF ATROPUS<br />
The aspect of Atropus can appear at any time you like once<br />
the player characters arrive at the moonlet. Atropus is no fool,<br />
and it generally won’t send its minions against the PCs until<br />
it is prepared. However, the Focus might come on its own.<br />
Each time it gains temporary hit points, there’s a 10% chance<br />
that the focus appears as described under area H.