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Elder Evils

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spores become aberrant hybrids. (Knowledge [the planes]<br />

or [religion] DC 32)<br />

Ragnorra is a vast intelligence, but not a conscious one.<br />

She operates on intuition, dreaming inexplicably deep plans.<br />

Destruction is not her purpose, but rather undoing the “errors”<br />

of the gods and reshaping all life according to her own vision.<br />

That this horrid new order is contradictory, destructive, and<br />

painful to her progeny does not matter to her. (DC 37)<br />

Ragnorra is no longer content with merely seeding a world<br />

from above. She now prepares it by crashing herself into the<br />

earth with enough force to raise a vast crater. The collision<br />

hurls dust and debris into the air, altering the climate and<br />

weakening existing life. Pieces of Ragnorra’s own body rain<br />

down from the sky, spreading her awful fecundity around<br />

the world. (DC 42)<br />

A group of outsiders from several planes have formed a cultlike<br />

society, the Malshapers. Rather than fearing Ragnorra, they<br />

revere her power and guide her plans. They create a sort of trail<br />

through the multiverse, seeding it with life from a chosen world<br />

to lead the Mother of Monsters to her next target. Evidence of<br />

this trail manifests as runes in the Astral Plane. (DC 47)<br />

RAGNORRA<br />

IN THE CAMPAIGN<br />

Ragnorra’s path is extraplanar, a twisted loop with one end<br />

anchored in the Positive Energy Plane It curves through<br />

the Astral Plane and intersects with the Ethereal Plane, the<br />

Material Plane, or the Plane of Shadow before returning to<br />

its starting point. Each loop takes approximately 500 years.<br />

Ragnorra was exiled long before the deities created the mortal<br />

races, so the elder evil has been a potential threat for as long as<br />

the campaign setting has existed. Her current path is taking<br />

her toward the PCs’ world as the result of the Malshapers’<br />

actions to lead her there. This process can take anywhere<br />

from a few months to many years of game time, depending<br />

on the needs of the campaign.<br />

Once Ragnorra emerges on the Material Plane, astrologers<br />

and astronomers quickly detect a fiery red comet where none<br />

had previously been recorded. The faint effect of her sign<br />

appears. Soon she is visible to the naked eye, dominating the<br />

night sky while the sign’s effect strengthens. Ultimately, she<br />

crashes into the world, and the sign reaches its peak. At that<br />

point, the PCs have only a short time to deal with the threat.<br />

Sometimes Ragnorra’s target is another, nearby world. Her<br />

close passage leaves spores and corrupting influence in its<br />

wake, producing the effect of a moderate or strong sign, but<br />

does not culminate in a collision.<br />

TIMELINE<br />

Here is a campaign timeline to help you construct adventures<br />

around events that might occur as Ragnorra approaches,<br />

culminating in her catastrophic arrival.<br />

EL 5: The Malshapers observe that Ragnorra is about to<br />

emerge from the Positive Energy Plane. They have chosen<br />

the campaign world as her destination and set in motion a<br />

plan to lead her there. Irthicax Vane (see page 101) recruits<br />

minions for a gruesome “scavenger hunt” to gather living<br />

organisms, including members of sentient races, to entice<br />

Ragnorra along the chosen course. Their activities come<br />

to light through kidnappings, the purloining of rare herbal<br />

specimens, or the disappearance of prized livestock.<br />

pqqqqqqqqqqqqqqqqqqqqrs<br />

SIGN: TWISTED LIFE<br />

This sign manifests as a surge of corrupt positive energy that<br />

resculpts life on an entire world.<br />

Faint: All spells and effects that use positive energy are cast at<br />

+1 caster level, conjuration (healing) spells are cast at +2 caster<br />

level, and turn undead attempts are treated as though they were<br />

made by a cleric of 1 level higher.<br />

Moderate: As faint, but in addition, warts and blemishes appear<br />

on living targets of conjuration (healing) spells. These unsightly<br />

growths impose a –2 penalty on Charisma-based checks. Once<br />

per day, an affected creature can attempt a DC 15 Fortitude or<br />

Will saving throw; success removes the blemishes.<br />

Spores fall to earth, taking root in rock, roofs, and living creatures.<br />

Treat this effect as a disease (contact, incubation period 1<br />

day, damage 1d4 Con, DC 15), but three successful saving throws<br />

are required to throw off the infection instead of two (DMG 292).<br />

The spores create pustules that grow as the disease progresses,<br />

bursting when the infected creature’s Con is reduced to 0. The<br />

creature’s death releases one swarm of mundane pests (such<br />

as bats, rats, spiders, or locusts) per 5 Hit Dice of the infected<br />

creature (minimum one swarm).<br />

Strong: As moderate, but the DC of saving throws to resist the<br />

spores or to remove blemishes increases to 20. Conjuration (healing)<br />

spells and other spells using positive energy are impeded,<br />

meaning that a caster must succeed on a Spellcraft check (DC 20 +<br />

the level of the spell) or lose the spell or spell slot without effect.<br />

The surge of positive energy repairs flesh. Once per day,<br />

an injured living creature regains 2d8+10 hit points, as if by<br />

an empowered cure moderate wounds spell (caster level 20th).<br />

Undamaged living creatures gain temporary hit points instead.<br />

The temporary hit points last for up to 24 hours.<br />

This unnatural growth twists living, corporeal creatures. Once<br />

per day, an affected creature can attempt a DC 20 Fortitude or<br />

Will save to resist the effect. (Creatures that have spell resistance<br />

can choose not to drop it, but they still have the option to make<br />

a saving throw if the sign’s effect overcomes their resistance.) If<br />

the save fails, 1 Hit Die of the creature becomes corrupted; this<br />

corruption can be removed only with a remove curse spell or effect<br />

(cleansing all affected Hit Dice). As long as at least 1 Hit Die is corrupted,<br />

the creature takes a –2 penalty on Charisma-based checks.<br />

When all the creature’s Hit Dice are corrupted, it transforms into a<br />

ghastly aberration. It gains darkvision out to 60 feet, its Constitution<br />

score increases by 2, and its Charisma score is reduced by 4;<br />

all other characteristics of the creature remain unchanged.<br />

Overwhelming: As strong, but the DC of saving throws to resist<br />

the spores, to remove blemishes, or to avoid corruption increases<br />

to 25. Dead creatures rise a number of days after death equal to<br />

their Hit Dice, becoming aberrations as described above.<br />

The overwhelming aura of positive energy is anathema to<br />

undead. Once per day, exposed undead are affected as if by a greater<br />

turn undead attempt (as the Sun domain granted power, PH 188)<br />

by a cleric whose level is equal to one-half the elder evil’s Hit Dice;<br />

use the Charisma modifier of the elder evil. Undead can avoid<br />

this effect by remaining underground (minimum 15 feet depth) or<br />

within a stone or metallic vault whose walls are at least 15 feet thick,<br />

provided all entrances to the chamber are sealed.<br />

pqqqqqqqqqqqqqqqqqqqqrs<br />

CHAPTER 7<br />

RAGNORRA<br />

97

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