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Elder Evils

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will one day awaken and purify the world of all sickness and<br />

filth. (DC 42)<br />

The cults that worship the Hulks compete over the<br />

possession of the Zoretha Scrolls, originally penned<br />

millennia ago by a dwarf priest and war-scribe known to<br />

history only as I Weep. Though I Weep’s insane ramblings<br />

are difficult to decipher, they indicate that through evaluation<br />

of the nightmares of hundreds of different beings,<br />

he was able to discern the Hulks’ true purpose in this<br />

world: The Hulks are forerunners of alien colonization<br />

from a place called Zoretha. If awakened, the Hulks<br />

will begin with the systematic eradication of all life on<br />

the planet to make room for their own horrible alien<br />

offspring, which they will give birth to when the time is<br />

right. (DC 47)<br />

GOALS<br />

The Hulks need some kind of energy infusion to awaken.<br />

For some reason, whatever alien race sent this colonization<br />

unit to the world never saw fit to awaken its representatives.<br />

The Hulks stand conscious but immobile until they can<br />

either make contact with their home realm, wherever that<br />

might be, or inspire mortals to create the circumstances<br />

necessary to bring them to life again. (Knowledge [arcana]<br />

DC 32)<br />

Once awake, the Hulks will seek to purify the world.<br />

Even among scholars and certainly among cultists of<br />

the Hulks, the meaning of this purification is hotly<br />

debated. The purification is necessary to make way for the<br />

Children of Zoretha, the nature of which is also debated.<br />

(DC 37)<br />

In truth, the purification intended by the Hulks of Zoretha<br />

is nothing less than the eradication of sapient life in the<br />

world. If awakened, they intend to destroy all beings that<br />

might conceivably one day compete for land or resources<br />

with the Children of Zoretha. (DC 42)<br />

Consisting of four females and one male, the five Hulks<br />

of Zoretha will begin to breed and spawn when their purification<br />

work is done, filling the world with their own foul<br />

descendants. (DC 47)<br />

THE HULKS OF ZORETHA<br />

IN THE CAMPAIGN<br />

The cults that worship the Hulks of Zoretha have been working<br />

for years to raise their strange stone gods to life. Since<br />

the Five are preparing to finally awaken, it seems as if they<br />

are about to succeed.<br />

Timeline<br />

A possible campaign arc follows, complete with Encounter<br />

Levels so that you can design adventures for the PCs and<br />

include the various events that must occur to awaken the<br />

Hulks of Zoretha.<br />

EL 5: Soelma Nilaenish hires the PCs to discreetly retrieve<br />

property that was stolen by a rival scholar. The property in<br />

question is a copy of the Zoretha Scrolls (see sidebar), and<br />

Nilaenish is concerned about the manuscript falling into<br />

the “wrong hands.” Everything seems completely legitimate,<br />

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THE ZORETHA SCROLLS<br />

Scribed on an unidentifiable material that has somehow<br />

endured the millennia intact, the now-crumbling Zoretha<br />

Scrolls are not inherently magical, nor do they radiate magic<br />

under the effect of a detect magic spell. The words contained<br />

within the scrolls have a magical effect that occurs when<br />

they are read. The scrolls are written in an archaic dialect of<br />

Dwarven that can be read only by a speaker of Dwarven who<br />

makes a successful DC 35 Knowledge (history) check. Even<br />

then, the insane ramblings cannot be correctly deciphered<br />

without a DC 40 Knowledge (arcana) check. The scrolls don’t<br />

need to be understood to take effect; simply reading them<br />

is enough.<br />

Every hour spent reading the Zoretha Scrolls increases the<br />

chance of forming a mystical link between the scrolls and the<br />

nightmare beings that inspired them. The chances per hour are<br />

cumulative.<br />

Sign Intensity Chance Per Hour of Forming Link<br />

None 2<br />

Faint 5<br />

Moderate 10<br />

Strong 25<br />

Overwhelming 100 (link is instantaneous)<br />

a reader while awake. This has no effect on spellcasting but<br />

causes Wisdom damage to be cumulative each hour until the<br />

reader stops reading the scrolls.<br />

Only one or two copies (in addition to the original scrolls)<br />

should exist in a given game world, since making a copy requires<br />

a scribe to voluntarily and permanently give up her sanity.<br />

Copies are usually in book form. No written translation has ever<br />

been completed.<br />

Readers who maintain their sanity can learn from the Zoretha<br />

Scrolls. With a successful DC 40 Knowledge (arcana) check, the<br />

first 5 hours of reading reveals all the information contained in<br />

the Background and Goals sections above. Each additional 5<br />

hours (and another check) allows a reader to learn one of the<br />

following facts:<br />

1d8 Result<br />

1 The five Hulks are connected with the elements.<br />

2 The colors and basic appearance of the Hulks.<br />

3 One of the three chants needed to awaken the<br />

Hulks.<br />

4 One of the six material components of the<br />

awakening ritual. (All are rare and expensive and can<br />

be clues to help the PCs fi nd the whereabouts of<br />

NPCs if necessary.)<br />

5 How to conduct the ritual.<br />

6 The Hulks have breath weapons.<br />

7 One Hulk is faster than the others and flies.<br />

8 The location of the Hulks.<br />

If a link is formed, it remains open until the reader stops reading.<br />

While the link is open, anyone reading or touching the<br />

scrolls is affected by the Hulks’ dark visiting malefic property,<br />

but the sign can affect any character, and the nightmares plague<br />

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CHAPTER 4<br />

THE HULKS OF<br />

ZORETHA<br />

49

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