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Elder Evils

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his unmoving form. These projections gave Father Llymic<br />

his name, since the twisted monstrosity was hidden beneath<br />

an illusion of a kindly old man. (DC 33)<br />

Although dormant, Father Llymic still proved deadly.<br />

Those fooled by his illusions were soon tainted by his corruption<br />

and had to be destroyed. Although exposing him<br />

to light caused dormancy, it also caused his form to radiate<br />

waves of deadly cold. Soon, sheets of ice began to engulf<br />

his body. The elves moved him to a mountaintop, where his<br />

chill would not harm anyone and the light of the sun might<br />

keep him dormant forever. The few remaining caretaker<br />

elves eventually died, and Father Llymic was forgotten.<br />

(DC 38)<br />

Legends about Father Llymic grow vague beyond the<br />

confines of his mountain prison. Some rumors hold that the<br />

last great age of ice can be attributed to him, when darkness<br />

covered the land and he was nearly freed from his lethargy.<br />

One tale speaks of icy alien creatures that wear the tattered<br />

clothing of mountain barbarians and prowl the high passes,<br />

bringing freezing darkness with them wherever they go.<br />

(DC 43)<br />

GOALS<br />

Father Llymic has never stirred on this world and his<br />

alien thoughts are inscrutable to mortals. His terrifying<br />

projection and unnatural children seek to change the<br />

world to one more suitable to his existence. At the very<br />

least, the world of Father Llymic is one of endless darkness<br />

and deadly cold. If he wakes, nothing would survive aside<br />

from Father Llymic and his chosen brood. (Knowledge<br />

[the planes] DC 28)<br />

Father Llymic’s first goal is to be released from his prison<br />

of ice. Light of any sort causes the walls to thicken, but darkness<br />

causes them to melt. Fortunately, the power of the sun is<br />

such that even over long winter nights, his prison has never<br />

come close to melting. (DC 33)<br />

With each creature perverted by his touch, Father Llymic’s<br />

power grows. As it does, the sun begins to dim, its light drawn<br />

out to keep the prison secure. If he becomes strong enough,<br />

the sun itself would grow dark. (DC 38)<br />

With the darkening of the sun, Father Llymic might finally<br />

live. Once he is free to bring his vision of reality to the world,<br />

it would become a mirror of his alien home, a frozen paradise<br />

of madness and death. (DC 42)<br />

FATHER LLYMIC<br />

IN THE CAMPAIGN<br />

Father Llymic sleeps in an icy prison atop one of the world’s<br />

tallest mountains. Locked away inside a glacier, he beckons<br />

any who draw near to his form so that they might be transformed<br />

into his servants. With each new servant, he gains<br />

more of the strength needed to fully rouse.<br />

Since he lurks in such an inhospitable place, this elder evil<br />

is easy to add to any campaign. Only when Father Llymic<br />

approaches his full might does the effect become noticeable,<br />

as the sun begins to lose the power to contain him. The terrain<br />

easily hides his brood, and travelers and remote mountain<br />

clans go missing all the time. Only the most thorough<br />

chronicler might notice that one mountain in particular is<br />

full of strange tales regarding missing travelers and reclusive<br />

natives. The obvious sign of Father Llymic’s coming—the<br />

darkening of the sun—means that it is almost too late to<br />

stop him from waking.<br />

Timeline<br />

What follows is a possible campaign timeline with Encounter<br />

Levels to help you construct adventures around the key events<br />

that might occur as Father Llymic awakens.<br />

EL 7: An entire caravan disappears while traveling through<br />

a nearby mountain pass. Headed by Tierad Rynesten, the<br />

adventuresome daughter of a nobleman, the caravan left<br />

three weeks ago but has not been heard from since. Tierad’s<br />

father seeks out adventurers to track down the caravan and<br />

rescue his daughter. Unfortunately for Tierad, he ran afoul<br />

of a tribe of barbarians living in the mountain—a tribe<br />

that secretly venerates the frozen god that dwells on the<br />

peak. Although many of the drovers have been sacrificed<br />

or eaten, some remain to be taken to Father Llymic for<br />

his blessed touch. If the PCs free Tierad, she tells them<br />

of the strange rituals practiced by the barbarians and the<br />

pqqqqqqqqqqqqqqqqqqqqrs<br />

SIGN: DEAD SUN<br />

The dead sun diminishes natural and magical lighting until the<br />

sun no longer rises.<br />

Faint: The radius of illumination from natural light sources<br />

(both bright light and shadowy illumination) drops to half<br />

normal, to a minimum of 5 feet. Sunrise occurs 1 hour later than<br />

normal, and sunset occurs 1 hour earlier than normal.<br />

Moderate: All spells and spell-like abilities that have the darkness<br />

descriptor are enhanced: They are cast as though affected<br />

by the Extend Spell feat, but do not require higher-level spell<br />

slots or longer casting times?. The radius of illumination from<br />

natural light sources drops to 5 feet. Sunrise occurs 2 hours later<br />

than normal, and sunset occurs 2 hours earlier. Finally, average<br />

temperatures drop by 2 degrees all over the world.<br />

Strong: All spells and spell-like abilities that have the darkness<br />

descriptor are strongly enhanced: They are cast as though<br />

affected by the Extend Spell and Quicken Spell feats, but do not<br />

require higher-level spell slots. In addition, spells and spell-like<br />

abilities that have the light descriptor are impeded, meaning<br />

that a caster must succeed on a Spellcraft check (DC 20 + the<br />

level of the spell) or lose the spell or spell slot without effect;<br />

even on a successful check, the light produced by the spell has<br />

only half its normal range and no longer counters darkness<br />

spells of any level. Natural light sources do not illuminate any<br />

area at all, appearing only as dim spots. The sun rises for just<br />

1 hour each day, and global temperatures drop by an additional<br />

4 degrees.<br />

Overwhelming: The sun vanishes altogether. Spells and spelllike<br />

abilities that have the light descriptor, as well as alchemical<br />

or magic items that generate light effects, cease to function.<br />

Darkness spells continue to be enhanced as under the strong<br />

sign. The average temperature plunges another 10 degrees and<br />

drops by 1 degree further every day thereafter.<br />

pqqqqqqqqqqqqqqqqqqqqrs<br />

CHAPTER 3<br />

FATHER<br />

LLYMIC<br />

33

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