CHAPTER 6:AN EPICSETTINGand brightest, Irorrim (LN female human Rog15), hasvanished.Whenever Lucrimm must pass himself off as someoneelse through the use of disguise, he also employs his readthoughts ability to make certain he is behaving as those heis attempting to fool would expect.Organizations such as the Regulators have goals thatare so diverse, it sometimes benefits the characters towork with them, and sometimes to work against them.Creating such a conflicting relationship with that sortof group, especially when you keep its nature a secretfor a while, makes for more challenging and rewardinggame sessions.Location spells allow player characters to hunt downjust about anything quickly, given sufficiently highlevel. Don’t make a major plot point revolve aroundkeeping Irorrim hidden from the characters andassuming they won’t be able to find it. Instead, makethe meat of the adventure revolve around why theyhave to find her.Keeping identities a secret becomes difficult. Writtenmessages and intermediaries as messengers alwayswork better than face-to-face contact, assuming suchactivities won’t arouse the suspicions of the players.The Mad CultThere’s always someone plotting to take over the world,or the entire plane, or the multiverse, for that matter.Usually, such a person is insane—or, at the very least,his or her followers are. With this plot, there’s not a lotof complexity to the story line, just the onion effect ofpeeling away layers to get to the heart of the matter. Forepic-level play, it works pretty much the same way. It’sjust that the bad guys are more potent, and their minionsare, too.What’s Needed: This adventure seed requires acharismatic leader. You don’t necessarily need a deity,although for truly divine cults, having a terrible godbacking up the leader’s words is potent. The leader providesthe motivation and/or the power to advance thedesires of the cult. The leader should be of sufficientlyhigh level to bring down a truly convincing “wrath ofthe gods” effect on unbelievers and those who cross thecult, and a willingness to do so at the drop of a hat. Butthe leader also needs to be able to convince followers to,well, follow. High Charisma, a maxed-out Diplomacyskill, and <strong>Epic</strong> Leadership are virtually required for thiskind of character. A character with levels in high proselytizeris also a really good choice (even if the characteronly thinks his god has called on him to begin the religiousrevolution).Second—and this is something you really have to contemplatewhile you’re developing the leader—you needa goal. For this type of plot to make good adventurematerial, that goal should be destructive, opposed to theplayer characters, and opposed to the forces of good. Theleader may have ulterior motives; what cult leaderspreach and what they really want are often different. Theleader often uses his minions’ desperate need to belongand the promise of a better life to manipulate them intodoing things that, to the rest of the world, make nosense. So this point can really be broken into two subpoints:the goal of the cult at large, and the goal of theleader. They may be one and the same, or darn close to it,but they may also be rather disparate.Third, you need an army. This might be the followersof the cult, willing to lay down their lives in the name oftheir beliefs, and it may also be summoned, conjured,constructed or enslaved creatures brought on board toshore up the impending attack. Most of the time, itsboth. Don’t play the cult foolishly. Its members may bewilling to die for their cause, but they want to get somethingout of it in return. They won’t waste valuableresources (such as themselves) when they can draw uponarcane and divine forces to give them the power todemolish their foes while staying out of harm’s way. <strong>Epic</strong>monsters make really good agents for a cult, so you mightconsider making the theme of your cult center around aparticular abomination.Example: A maniacal zealot named Masum Nedal (CEmale human Wiz27) has a terribly disfiguring disease.Masum believes that only the scarred of the world areworthy to live in it. He wants to rid the world of allclean, fresh, unsullied creatures (and concepts) so thatthe truly deserving may rise up and claim their rightfulplace. But Masum is not content simply to wipe outeveryone who isn’t like him. Instead, he wants toinflict a disfiguring disease on everyone else (plus, heneeds to fill the ranks of his cult). He develops a versionof the epic spell pestilence, a ritual version thatrequires several other casters to bring the SpellcraftDC down (see Chapter 2), and begins spreading sicknesseverywhere.But Masum won’t stop there. He wants something tobusy those “do-gooders” that are sure to respond to anoutbreak of disease, and so allows his disease to affect asmany creatures as possible. He makes a pact with his god.Erythnul. The deity adores chaos and evil, and so takes adirect interest in Masum. He provides the cult leaderwith the power to summon forth “holy warriors” at will toattack the cult’s enemies. In this case, the holy warriorsare pseudonatural carrion crawlers (usually in clusters oftwelve; they are easy to pick off with spells, but resistantto melee because they are so hard to hit). Better yet,Masum gains the power to summon them forth at a greatdistance from his own current location (up to one hundredmiles).Now, while the cult leader is running amok, coveringthe citizens of the countryside with pustules andsores, the epic characters are busy battling with a reallypowerful enemy that is leading them on a merry chasefarther and farther from the source of the problem tohelp the citizens in the countryside killed by the carrioncrawlers.290
Pseudonatural Carrion Crawler: CR 20; Largeoutsider; HD 3d8+21; hp 45; Init +7; Spd 60 ft., climb30 ft.; AC 51, touch 16, flat-footed 44; Atk +31 melee(1d8+14, 8 tentacles), +26 melee (1d4+7, bite); or +31melee (2d8+14, 10 tentacle rakes); Face/Reach 5 ft. by10 ft./5 ft.; SA Constant insight, improved grab, paralysis,rotting constriction, spell-like abilities; SQ Acidand electricity resistance 15, alternate form, DR 20/+5,darkvision 60 ft., scent, SR 15; AL N; SV Fort +10, Ref+10, Will +10; Str 38, Dex 25, Con 24, Int 3, Wis 25,Cha 6.Skills and Feats: Climb +28, Hide +3, Listen +10, Spot+10; Alertness.Spell-Like Abilities: At will—blur, dimension door,shield, unhallow. Caster level 20th; save DC 8 + spell level.Even powerful monsters only oppose the charactersfor a short time, namely a few rounds in asingle battle. Throwing more monsters atthem may make the combat last longer,but doesn’t always make it more challenging.But that’s the idea: Set thingsup so that the characters have to takecare of many pseudonatural crawlerclusters at once, possibly acrosslengthy distances from one another,up give Masum time to grow hisplans to full fruition. Overwhelmthe PCs with tough choices (suchas the sequence in which to deal withthings) rather than trying to overhelmthem with more critters in asingle encounter.Points to Consider: At epic levels,the gods themselves may enter playmore frequently. This doesn’t meanthat the characters are interactingwith the deities like customers ina bakery, but a god’s hand maymeddle in the affairs affectingthe PCs more and more often.An examination of the levels ofpower in any sort of pyramidstructuredorganization (such asMasum’s cult) reveals that the morepotent the individuals, theless active in the events of thestory they become. In other words, you need acult leader who has attained a really high level inorder to cast epic spells, but because the cult leader isspending his time doing these very important things, heisn’t really available to participate in opposing the charactersdirectly. The characters should always first do battlewith the flunkies who are just a step below the best thatany given layer (of the onion) has to offer. If you go theroute of building a large cult, keep this idea in mind asyou plan out the power levels of the different layers.Appendix 1: <strong>Epic</strong>NPCs of FaerûnELMINSTERMale Human (Chosen of Mystra) Fighter 1/Rogue2/Cleric 3/Wizard 24/Archmage 5: CR 39; Mediumsizehumanoid; HD 1d10+7 plus 2d6+14 plus 3d8+21plus 24d4+168 plus 5d4+35; hp 369; Init +10; Spd 30 ft.;AC 31, touch 19, flat-footed 27; Atk +25/+20/+15 melee(1d8+6/19–20, +5 thundering longsword) or +23/+18/+13ranged touch (by spell); SA Sneak attack +1d6, turnundead 6/day; SQ Arcane fire, arcane reach, mastery ofcounterspelling, mastery of elements, spell power +4,Chosen immunities, Chosen spell-like abilities, detectmagic, enhanced Constitution, enhanced Intelligence,evasion, silver fire, SR 21; AL CG; SV Fort +29, Ref +25,Will +29; Str 13, Dex 18, Con 24, Int 27, Wis 18, Cha17. Height 6 ft. 2 in.Skills and Feats: Alchemy +28, Balance +6,Climb +5, Concentration +34, Decipher Script+ 10, Diplomacy +6, Handle Animal +4, Heal+8, Hide +7, Intimidate +9, Intuit Direction+6, Jump +5, Knowledge (arcana) +38, Knowledge(geography) +20, Knowledge (history)+15, Knowledge (local) +15, Knowledge(nature) +15, Knowledge (nobility) +15,Knowledge (the planes) +20, Knowledgereligion) +13, Listen +12, Move Silently+7, Open Lock +6, Perform (dance) +6,Ride +8, Scry +28, Search +10, SenseMotive +9, Spellcraft +40, Spot +10,Swim +5, Tumble +5; Blooded, Craft<strong>Epic</strong> Wondrous Item, Craft Staff,Craft Wondrous Item, Delay Spell,Enhance Spell, Expertise, ForgeRing, Heighten Spell, ImprovedInitiative, Improved Metamagic,Improved Spell Capacity (10th),Luck of Heroes, Maximize Spell,Scribe Scroll, Skill Focus (Spellcraft),Spell Focus (Enchantment),Spell Focus (Evocation), SpellPenetration, Twin Spell.Arcane Fire (Su): Elminstermay cast any spell as an energybolt (range 600 ft., damage 5d6 + 1d6points per spell level).Arcane Reach: Elminster’s touch spellshave a 30-foot range.Mastery of Counterspelling: When Elminster successfullycounterspells any spell subject to spell turning,he reflects it fully back on the original caster. A spell notsubject to spell turning is merely counterspelled.Mastery of Elements: Elminster can prepare anyarcane spell he knows with the acid, cold, fire, electricity,APPENDIX 1:EPIC NPCSOF FAERÛN291
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