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atemu1234
2014-07-07, 09:38 PM
I'm working on an Elder Evil for epic adventures to be about CR 35. It's supposed to be an incorporates mist, that animates the dead as it approaches, increasing the power of already existing undead. Unfortunately, I'm at a loss for how this would work in-game. Any tips?

Slipperychicken
2014-07-07, 10:05 PM
Maybe it could give the give a template to undead inside its area-of-effect?

Also, I would look up the Tome of Necromancy (http://community.wizards.com/forum/previous-editions-general/threads/1059011), and in particular the rules for "Necromantic Intelligences". It's widely regarded as high-quality homebrew, and could give some inspiration for a cosmic force of death.

Vaz
2014-07-07, 10:08 PM
There was an Iron Chef entry like that, Talon of Tiamat I think it might have been, which was 20 levels long. With another 20 or so levels to improve it and adding on some DM fiat abilities, it might fit what you desire.

BloodyMartian
2014-07-07, 10:48 PM
Elder Evils are supposed to be world ending event. Even if the PC's "win" the world isn't left the same, so do whatever you want. A good place to start is Atropus from Elder Evils. Faint sign was something like Necromancy is at +2 caster level and everything that dies has a 25% chance of rising as a zombie in 1d4 rounds. Next level of signs everything had like 50% chance of raising after death and the ENTIRE WORLD is under a Desecrate spell. Next was 75% chance or raising and things that were dead before the Coming start to raise, also the whole world is under an Unhallow spell, also healing spells don't work without a CL check. Under the final sign everything dead in the world rose from the dead as a skeleton or zombie with extra HP and turn resistance. Finally to stop Atropus you have to go to the moon and fight his aspect because Atropus is the moon.

atemu1234
2014-07-07, 11:11 PM
Elder Evils are supposed to be world ending event. Even if the PC's "win" the world isn't left the same, so do whatever you want. A good place to start is Atropus from Elder Evils. Faint sign was something like Necromancy is at +2 caster level and everything that dies has a 25% chance of rising as a zombie in 1d4 rounds. Next level of signs everything had like 50% chance of raising after death and the ENTIRE WORLD is under a Desecrate spell. Next was 75% chance or raising and things that were dead before the Coming start to raise, also the whole world is under an Unhallow spell, also healing spells don't work without a CL check. Under the final sign everything dead in the world rose from the dead as a skeleton or zombie with extra HP and turn resistance. Finally to stop Atropus you have to go to the moon and fight his aspect because Atropus is the moon.

I'm thinking a world-spanning fogbank silently advancing, consuming all, it's only harbingers an army of undead and the screams of the doomed and the damned.

BloodyMartian
2014-07-07, 11:59 PM
So just apply the effects to your fog bank while also saying that all living creatures are subject to a continuous Fog Cloud spell. Maybe as the signs advance the cloud takes on the effects of a weakened Cloud Kill (everyone makes a save everyday or takes 1 CON damage). Ride that fog theme and add effects from all the cloud and fog spells you can find. Tailor all the effects to target living creatures over dead ones. Negative energy, cold, CON damage, Mind-affecting are all things undead mostly don't care about. Look into Mythic Adventures from Pathfinder for ideas for the Elder Evil itself. Maybe a mythic air elemental that is a swirling tornado of Dread Wraiths. Every round some of them break off to attack the party and if you get caught inside of it you start losing 2d6 levels/CON/STR every round. Maybe the fog is the dying breath of a fallen god. You can play up the repercussions of a deity from the worlds pantheon dying and some clerics suddenly being without power. Massive shifts in power structure around the world on top of the elder evil problems. And then the players have to go fight the corpse of the god to stop the breath from over running the rest of existence.

PraxisVetli
2014-07-08, 09:13 AM
So just apply the effects to your fog bank while also saying that all living creatures are subject to a continuous Fog Cloud spell. Maybe as the signs advance the cloud takes on the effects of a weakened Cloud Kill (everyone makes a save everyday or takes 1 CON damage). Ride that fog theme and add effects from all the cloud and fog spells you can find. Tailor all the effects to target living creatures over dead ones. Negative energy, cold, CON damage, Mind-affecting are all things undead mostly don't care about. Look into Mythic Adventures from Pathfinder for ideas for the Elder Evil itself. Maybe a mythic air elemental that is a swirling tornado of Dread Wraiths. Every round some of them break off to attack the party and if you get caught inside of it you start losing 2d6 levels/CON/STR every round. Maybe the fog is the dying breath of a fallen god. You can play up the repercussions of a deity from the worlds pantheon dying and some clerics suddenly being without power. Massive shifts in power structure around the world on top of the elder evil problems. And then the players have to go fight the corpse of the god to stop the breath from over running the rest of existence.

That sounds so freakin baddonkey.

BloodyMartian
2014-07-08, 09:49 AM
Sadly it's not even that big a deal at later levels. The Cleric just tosses up Death Ward and the party ignores all of what's going on. That doesn't save the rest of the world necessarily, but whatever.

atemu1234
2014-07-08, 09:51 AM
Sadly it's not even that big a deal at later levels. The Cleric just tosses up Death Ward and the party ignores all of what's going on. That doesn't save the rest of the world necessarily, but whatever.

Why I want it to be an epic encounter, to be honest.

thatryanguy
2014-07-08, 10:01 AM
Do you want the fog bank to be the Elder Evil itself, a direct result of the Elder Evil's presence, or merely an effect of the month long channeling that cultists are undertaking to prepare the world for its arrival?

Threadnaught
2014-07-08, 10:12 AM
Faint Sign: A fine mist begins to gather around mass graveyards/a mile's radius of the EE's location, creatures that die in this area are raised as Zombies after 1d12+1 days provided their body remains within the mist. Undead are impossible to destroy when exposed to the mist, once they reach 0HP they collapse to the ground and are inert for 1d12 days of exposure.

Moderate Sign: The dread mist grows thicker, providing a penalty to Spot checks made within the area, Undead can see perfectly through the Mist. It's also further out than before if emanating from the EE, or further out and emanates from areas with less bodies if emanating from graves. Creatures that die in this area are raised as Ghouls in 1d12+1 hours provided their body remains within the mist. Undead are impossible to destroy when exposed to the mist, once they reach 0HP they collapse to the ground and are inert for 1d12 hours of exposure.

Strong Sign: The mist prevents natural healing, Undead within the area gain Fast Healing 1. It's also further out than before if emanating from the EE, or further out and emanates from areas with less bodies if emanating from graves. Creatures that die in this area are raised as Wights in 1d12+1 minutes provided their body remains within the mist. Undead are impossible to destroy when exposed to the mist, once they reach 0HP they collapse to the ground and are inert for 1d12 minutes of exposure.

Overwhelming Sign: Welcome to Silent Hill.


An idea for how you could have the sign.

atemu1234
2014-07-08, 11:35 AM
Overwhelming Sign: Welcome to Silent Hill.

Undead have fast healing 5, once they reach 0 hp, they remain inert for 1d20 seconds and are then restored to full hit points? All living creatures in the mist must make a DC 50 (it's supposed to be epic) fortitude save or die?

Threadnaught
2014-07-08, 12:45 PM
I was going to go with, Undead remaining inert for 1d12 rounds and creatures dying in the area being raised after 1d12+1 rounds, as Angels of Decay (if you have Libris Mortis). 1d4 Negative levels per day for any living creature. Not entirely sure how to lead up to the Energy Drain for the Faint, Moderate and Strong signs though.
Could make the Energy Drain ignore Divine resistance. :smallamused:

Also at some point, if you have Libris Mortis, Evolved Undead. At some point you should slap on that template to any Undead as long as they're in the fog, maybe apply it an additional time based on the severity of the Sign?


It may be worth making the Elder Evil itself something other than an Undead creature.

atemu1234
2014-07-08, 02:14 PM
It may be worth making the Elder Evil itself something other than an Undead creature.

I've been working on something for it that fits into my campaign world. Just think outsider for stats, though.

EugeneVoid
2014-07-08, 04:24 PM
Remember how the elder evil will affect the populace and the world when building the setting.
Another idea is have effects on creatures depend on HD, unless you want to go all Dragonball and have everyone on the planet die then the PCs resurrect them with wishes and such.