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Elder Evils

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The surface of the mountain consists of three primary<br />

materials.<br />

Stone: Small patches remain where snow and ice have not<br />

found purchase. These areas are rough, but otherwise easy<br />

to traverse.<br />

Snow: Although most of the snow is only a foot or so<br />

deep (requiring two squares of movement), other areas<br />

contain deep snowdrifts. These areas require 4 squares of<br />

movement to enter and might hold other hazards as well,<br />

such as pockets of empty space beneath the snow that act<br />

as large pits.<br />

Ice: Great smooth ice floes make their way down every<br />

side of the mountain. Traversing these floes requires a<br />

DC 15 Balance check. Failing by 5 or more results in a fall<br />

that, depending on the slope, might carry a character far<br />

away from his companions. Other areas are merely slick<br />

and level, requiring a DC 10 Balance check to charge or<br />

run across.<br />

Aside from these effects, the weather itself makes traveling<br />

the mountain extremely difficult. Snow, hail, and lightning<br />

constantly assault its slopes. This weather can limit vision<br />

and obscure trails.<br />

DEFENSES<br />

As long as Father Llymic remains imprisoned, defense of the<br />

glacial tomb falls to his minions—the crazed cultists and the<br />

brood spawn—and the harsh environment.<br />

Cultists and insane individuals prowl the lower reaches<br />

of the mountain, incapable of surviving the higher summits.<br />

These groups all succumb to brood fever eventually,<br />

joining the spawn up above, while new groups and individuals<br />

constantly arrive to take their place. The cultist<br />

groups might have an order among themselves, but none<br />

of them work together toward any sort of common defense.<br />

These maniacs attack anyone bearing natural or artificial<br />

light. Characters who are not carrying such illumination<br />

might be able to bypass these groups with a few Bluff and<br />

Disguise checks.<br />

When the PCs reach the mountainside, the environment<br />

changes dramatically and brood spawn become common.<br />

Encountering a single creature precipitates a much greater<br />

conflict as all nearby brood move in to investigate the disturbance.<br />

The concentration and power of the brood increases<br />

the higher up one goes.<br />

Those hoping to fly to reach the peak find it to be a nearly<br />

impossible task. Fierce, driving snow and hail assault any<br />

who ascend to more than 20 feet above the mountain’s<br />

surface. This constantly roiling storm limits visibility to 5<br />

feet, slows movement by half, and deals 4d6 points of cold<br />

damage per round of exposure. As an added hazard, the<br />

storm is home to flying brood spawn that have no difficulty<br />

navigating it.<br />

Anyone reaching the summit with a functioning light<br />

source provokes the wrath of all the brood spawn within<br />

1 mile, who quickly make their way to the peak to destroy<br />

the intruders.<br />

Illus. by H. Lyon<br />

CHAPTER 3<br />

FATHER<br />

LLYMIC<br />

The frozen mountain<br />

39

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