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Exemplars of Evil

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are havens for the few inhabitants <strong>of</strong> the plane, and dramatic<br />

battles <strong>of</strong> apocalyptic proportions are waged here for precious<br />

little territory. Those who lose are cast <strong>of</strong>f wailing into the<br />

dark, while the victors enjoy a brief respite before their prize<br />

crumbles into frozen bits <strong>of</strong> gravel.<br />

When Kastya crossed through the Astral Plane color pool<br />

onto the Negative Energy Plane, he discovered, though luck<br />

or design, a massive tower that had escaped destruction. He<br />

and Albathrax purged the complex <strong>of</strong> squatters and claimed<br />

it for themselves, naming it Bleak Hold. Many portions <strong>of</strong><br />

the tower have since broken <strong>of</strong>f, and other parts house terrifying,<br />

indescribable things, making the slowly spinning<br />

structure no more hospitable than any other location on this<br />

deathly plane.<br />

KEY FEATURES<br />

Centuries <strong>of</strong> decay have all but dissolved the top and bottom<br />

sections <strong>of</strong> Bleak Hold, leaving nothing but hollow areas<br />

shrouded in darkness. Only one level <strong>of</strong> the tower now<br />

remains more or less intact, and that level is where Kastya<br />

makes his home.<br />

Planar Traits<br />

Bleak Hold drifts through the Negative Energy Plane, which<br />

has the following traits. (For more details, see Chapter 5 <strong>of</strong><br />

the Dungeon Master’s Guide.)<br />

Subjective Directional Gravity: Within Bleak Hold,<br />

there is a clear up and down.<br />

Minor Negative-Dominant: Bleak Hold exists in an<br />

area <strong>of</strong> doldrums, which minimizes the deadlier traits <strong>of</strong><br />

the plane. Most areas within the tower are minor negativedominant,<br />

meaning that living creatures within take 1d6<br />

points <strong>of</strong> damage each round, unless protected by death ward<br />

or similar magic. If they fall to 0 or fewer hit points, they<br />

crumble into ash.<br />

Major Negative-Dominant: Outside Bleak Hold, and<br />

in certain locations within the tower, living creatures<br />

must succeed on a DC 25 Fortitude save each round or<br />

gain one negative level. If a living creature’s negative levels<br />

equal its Hit Dice, the creature dies and instantly rises as<br />

a wraith.<br />

Enhanced Magic: Spells and spell-like abilities that use<br />

negative energy, such as inflict spells, are maximized (as if<br />

affected by the Maximize Spell metamagic feat, but without<br />

changing the effective spell slot). Spells and spell-like abilities<br />

that are maximized already are not affected by this benefit.<br />

Class abilities that use negative energy, such as rebuking and<br />

controlling undead, gain a +10 bonus on the roll to determine<br />

how many Hit Dice <strong>of</strong> creatures are affected.<br />

Impeded Magic: Spells and spell-like abilities that use<br />

positive energy, such as cure spells, are impeded. To cast such<br />

a spell, the caster must succeed on a Spellcraft check (DC 20<br />

+ the level <strong>of</strong> the spell). On a failed check, the spell does not<br />

work and is lost. Characters on the Negative Energy Plane<br />

take a penalty <strong>of</strong> –10 on Fortitude saves to remove negative<br />

energy levels bestowed by an<br />

energy drain attack.<br />

Illus. by M. Phillippi<br />

CHAPTER 8<br />

KASTYA ZURITH-<br />

MOVYA<br />

Bleak Hold<br />

135

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