Exemplars of Evil
Exemplars of Evil
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 />
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