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Elder Evils

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CHAPTER 4<br />

THE HULKS OF<br />

ZORETHA<br />

and Nilaenish’s rival is violently insane. The PCs retrieve the<br />

item as requested and return it to the scholar’s safekeeping.<br />

She promises to lock the book away safely where no one will<br />

ever read it again.<br />

EL 10 (Faint Sign): Tempers are on the rise everywhere<br />

when the PCs’ old employer, Soelma Nilaenish, contacts<br />

them again. She expects trouble at the building where she<br />

meets with her scholarly society. She fears that someone<br />

wishes to break into the society’s artifact collection,<br />

which contains a copy of the Zoretha Scrolls. The PCs<br />

arrive to find a riot outside the building and must help<br />

authorities to calm or disperse the mob. Nilaenish pays<br />

them handsomely and seems not to fully understand how<br />

or why the riot started. There is no further trouble, but<br />

the society increases magical security on its collection<br />

of artifacts.<br />

Around the same time, the PCs first hear rumors of a band<br />

of evil cultists led by a giant called Soulbiter. Soulbiter’s followers<br />

have been raiding settlements and causing havoc in<br />

the far north.<br />

EL 15 (Moderate Sign): Distressed by a recent discovery,<br />

Soelma Nilaenish contacts the PCs to act as her bodyguards<br />

on a long journey to the far north. There, she explains, an<br />

evil giant is attempting to awaken an ancient evil that she<br />

associates with the recent violent behavior of the common<br />

people. Near the end of the journey, the PCs encounter<br />

Janwulf the Soulbiter and his followers. Janwulf is familiar<br />

with Nilaenish and acts as if she has betrayed him somehow.<br />

After his defeat at the PCs’ hands, Nilaenish leads<br />

the party into a death trap, reveals herself to be a powerful<br />

and evil wizard, and leaves with Janwulf’s followers in her<br />

service. She also leaves full payment for the PCs’ services<br />

as a joke.<br />

EL 18 (Strong Sign): After learning where Nilaenish<br />

has gone, the PCs arrive just in time to interrupt her ritual.<br />

Assuming they defeat her, they recover her copy of the<br />

Zoretha Scrolls. Since the Hulks are still quiescent, the PCs<br />

seem to be victorious. A blank page is torn out of the end<br />

of Nilaenish’s book, however, and one of Janwulf’s more<br />

memorable cultists was not present at Nilaenish’s final battle<br />

(encounters 4–1 and 4–2, pages 58 and 60).<br />

By this point in the campaign, most major nations are at<br />

war with one another. Fighting is constant everywhere the<br />

PCs go.<br />

EL 20 (Overwhelming Sign): Whether or not the PCs<br />

attempt to track down the missing page and cultist, they<br />

arrive back at the Hulks too late to stop the second ritual.<br />

The cultist used the original, crumbling Zoretha Scrolls<br />

and ritual instructions scrawled on a scrap of parchment<br />

from the back of Nilaenish’s copy. The Hulks awaken, and<br />

the PCs must fight all five to save the world (encounter 4–3,<br />

page 62).<br />

THE HULKS OF ZORETHA<br />

IN EBERRON<br />

In Eberron, the Hulks of Zoretha are located somewhere<br />

on the unnamed landmass north of the Bitter Sea. With<br />

the aftermath of the Last War so recent, the violent effect of<br />

the Hulks’ blood moon might dredge up old conflicts more<br />

quickly than might happen in another setting.<br />

In addition, the prevalence of practical magic in Eberron<br />

allows more useful advances than most settings enjoy. The<br />

crudeness and squalor of the Temple of Zoretha is therefore<br />

all the starker to adventurers in Eberron. Not since the<br />

Last War have the PCs seen living conditions so base and<br />

impoverished.<br />

THE HULKS OF ZORETHA<br />

IN FAERÛN<br />

The Great Glacier is the perfect place for the Hulks of<br />

Zoretha to have lain hidden for thousands of years, and<br />

the dangerous normal inhabitants of the area explain the<br />

natural toughness of the cultists defending it. Carcasses of<br />

slain local creatures, perhaps even that of a young white<br />

dragon, might be an interesting addition to the cultists’<br />

food storage area.<br />

Soelma Nilaenish should be considered a moon elf unless<br />

some other race would help her fit into the campaign.<br />

50<br />

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SIGN: BLOOD MOON<br />

The blood moon sets tempers on edge, making people aggressive<br />

and angry.<br />

Faint: The starting attitudes of all living, intelligent creatures<br />

and characters are reduced by one step (see Influencing NPC Attitudes,<br />

PH 72). If a creature’s attitude drops to hostile, it immediately<br />

attacks the closest living creature until it deals damage.<br />

At that point, it reverts to its normal starting attitude.<br />

Moderate: As faint, but starting attitudes drop by two steps.<br />

Strong: As moderate, but living creatures also risk flying<br />

into an uncontrollable fury. Each day when it awakens (or at<br />

the beginning of the day if it does not require sleep), a creature<br />

must succeed on a DC 10 Will save or enter a rage identical<br />

to that of the barbarian (PH 25). Unlike a barbarian, a creature<br />

remains in this state until it kills another creature or is<br />

itself killed. At the end of the rage, the creature (if it survives)<br />

is fatigued.<br />

Overwhelming: As strong, but the DC of the Will save increases<br />

to 15. The rage intensifies to an insane frenzy, granting a<br />

+6 bonus to Strength instead of +4 and imposing a –4 penalty to<br />

AC instead of –2; the other effects of a rage remain unchanged.<br />

In addition, the frenzied creature can make one extra attack<br />

when taking a full attack action, and it takes 2 points of nonlethal<br />

damage each round. At the end of the frenzy, the creature<br />

(if it survives) is exhausted.<br />

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