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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 />
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