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Elder Evils

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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 />

77

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