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FEATURES OF THE AREA<br />
The battlefield includes a number of areas affected by the swirling<br />
random energy of the level. These zones are columns of water<br />
that extend from the top of the battlefield to the bottom and<br />
affect any individuals moving through them regardless of their<br />
relative depth. They can also be moved by the DM to present the<br />
party with greater challenges, if a character is leaving the battlefield<br />
too quickly or is otherwise having too easy a time of it. The<br />
aspects of the Leviathan are immune to the zones’ effects.<br />
Creatures: The water seems alive with many different small<br />
creatures—iridescent glowing shrimp, tiny jellyfish, spiralshaped<br />
worms, and fluttering fan-shaped creatures. They are<br />
harmless but numerous enough to cling to anyone who enters,<br />
slowing movement and obscuring vision. A character must attempt<br />
a DC 24 Reflex save. On a failure, the PC is blinded and<br />
moves at half speed for 1 round. On a success, the PC takes a<br />
–1 penalty on all rolls and checks for 1 round.<br />
Turbulence: This water swirls about madly; anyone entering<br />
the zone must make a DC 22 Reflex save or be flung 1d6×10<br />
feet in a random direction.<br />
Thick Zone: The water here is thick and sluggish, so moving<br />
through this area is like swimming through pudding. A character<br />
entering one of these zones must stop and can move no farther<br />
in this round. In the following round he must make a DC 12<br />
Strength check to leave the thick zone and even then can move<br />
at only half speed in that round. On a failure, the character is<br />
stuck and cannot move, but can take any other action.<br />
Chaos Effects: These columns contain concentrated chaos<br />
energy and cause a single random effect to anyone entering<br />
them. These effects are in addition to any rolled on the random<br />
table above.<br />
d% Effect<br />
01–20 4d4 random energy damage (Fort DC 20 half)<br />
21–35 Paralyzed for 1d4 rounds (Fort DC 20 negates)<br />
36–50 Horrid wilting (DC 18)<br />
51–75 4d8 random energy damage (Fort DC 22 half)<br />
76–85 Scintillating pattern (DC 18)<br />
86–95 4d12 random energy damage (Fort DC 24 half)<br />
95–100 2d4 spell levels restored as if not cast or<br />
4d6 hit points healed<br />
ENCOUNTER 5-2<br />
mass of displaced water now rushes over you as a<br />
great form appears nearby. A massive serpentine<br />
creature slides ponderously through the water<br />
toward you.<br />
TACTICS<br />
Two aspects of the Leviathan attack the PCs to keep them<br />
apart and prevent them from leaving the encounter area.<br />
Only two aspects of the Leviathan appear at first. If the party<br />
is having too easy a time, add one or two more aspects.<br />
The aspects attempt to use their chaotic surge ability<br />
to incapacitate the PCs, then swallow whole any helpless<br />
victims (freedom of movement will not aid paralyzed or unconscious<br />
PCs against grapple checks).<br />
The aspects continue to pursue the PCs if they move out<br />
of the runic zones. If the characters can reach the exits, the<br />
aspects break off pursuit.<br />
As the battle goes on, random chaotic events take place,<br />
making the PCs’ escape even harder. Every 1d4 rounds, a<br />
new random condition affects everyone on the battlefield<br />
except the aspects of the Leviathan. Roll on the table below<br />
to determine the effect. Individual effects (such as energy<br />
damage, shaken, and so on) must be determined for each<br />
character separately. General effects (darkness, antimagic<br />
fi e l d , and the like) affect the entire encounter area. All effects<br />
last for 1 round unless otherwise indicated.<br />
d% Effect<br />
01–05 DC 20 Reflex save or character can move at<br />
only half speed<br />
06–15 DC 20 Will save or character can take only single<br />
action (move or attack)<br />
16–25 2d6 random energy damage (Fort DC 20 half)<br />
26–30 4d6 random energy damage (Fort DC 20 half)<br />
31–35 DC 20 Will save or character is confused<br />
36–45 DC 20 Fortitude save or character is dazzled<br />
46–50 DC 20 Fortitude save or character is sickened<br />
51–60 DC 20 Reflex save or character is shaken<br />
61–70 DC 20 Fortitude save or character is nauseated<br />
71–75 DC 20 Reflex save or character is moved<br />
1d6×10 feet in a random direction<br />
76–80 Area affected by nonmagical darkness<br />
81–87 Area affected as if by obscuring mist<br />
88–94 Area affected as if by antimagic field<br />
95–100 Area affected as if by sound burst<br />
CONCLUSION<br />
The fight ends when the party either kills the aspects or escapes<br />
from the level. The unusual conditions and the fact that the PCs<br />
had to start the fight separated add to the difficulty, and you can<br />
award up to 1,000 bonus XP for surviving the encounter.<br />
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