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2007-07-19, 02:07 PM
River's End
Eligible for Rookie prize

From the archives of Bartelemus Cadashaw, Adventuring Magus:

“Many are the tales of the river Styx, and there is much truth behind them. With but a sip of its water a man may forget his name, his purpose…even his will to live. Others speak of its lethal fumes; still others whisper dark tales of malevolent spirits, caught within its waters forevermore.”

“I have been to hell and back, and I know these to be true. Many a comrade of mine has met his terrible end on the banks of that fateful river. I know more than any man about those hellish waters…and yet there is one thing I do not know. One thing that haunts my dreams at night…where does it all go? Where does the river Styx end?”

The river Styx is a cosmic anomaly, winding through many levels of many planes. It seems to have no beginning and no end…but in truth it has both. As the River Styx bubbles up from the tops of the celestial mountains, carrying away the sins of the faithful, it begins its long, winding journey through the planes, until at last it reaches its destination…River’s End, the last and final layer of the infinite Abyss. How the infinite ends is unknown, but end it does, into the vast ocean that is the final leg of the Styx’s journey.


River’s End is a plane of endless water, cascading into infinite sea. Small islands hanging in the air are all the land in this desolate place, and these are completely uninhabitable, for the crashing waters of the Styx leave no area dry for more than a few seconds. What begins as a single waterfall splits into a myriad of streams as it hits the islands, until deeper down the plane is completely awash with torrents of crashing water. The thunderous reverberations of falling water fill the plane with noise, and almost nothing can be heard over the tumult.

Aside from that, River’s End is an empty layer, filled with nothing but the endless waters and the souls of those trapped within them. It is rumored that deep within the layer is the final resting place of dark gods long since vanished from the world, now pinned beneath the hellish waters. If this is true, none have lived to speak of it, for the Lady of the Last River does not deal kindly with those who have entered her realm unbidden.

Planar Traits

Gravity: Normal Gravity
Time: Timeless
Shape/Size: River’s End is infinitely deep (at least in theory), and infinitely wide.
Morphic Traits: Divinely Morphic. The Lady of the Last River can manipulate the streams and islands as she sees fit, although she seldom has reason to do so.
Energy Traits: Major Negative Dominance
Magic Traits: Impeded Magic.

The River Styx

The river itself is a danger to man and beast alike. Any being caught by the waters is swept away unless they succeed on a swim check (DC 25). Creature incapable of movement are considered to have failed this check. Every round a creature remains immersed in the waters they must make a Will save (DC 25) or take 1 point of Wisdom drain. When a creature reaches 0 Wisdom it falls into a coma, and thus is swept away by the river.

If a creature drinks of the water, it must succeed on a DC 25 Will save or forget everything it knows. Such a creature loses all knowledge, skills, feats, and class abilities until restored by a Wish or Miracle spell.

Finally, the fumes of the river alone are enough to kill lesser men. Once per minute, a creature within 50 feet of the water must make a Fortitude save (DC 25) or take 1 point of Constitution damage.

2007-07-19, 02:08 PM
From the archives of Bartelemus Cadashaw, Adventuring Magus:

“It is now seventy-four years since I began my journey through the Abyss, and forty-five since I launched my ship into the Styxian waters. Finally, my search is at an end.”

“Today we sailed through a tunnel of worn stone, the obsidian arches twisted and eaten away by the venomous waters. It stretched for miles and miles in darkness, until finally our ship burst from the channel into a great cave…”

The journey into River’s End is not an easy one, for first one must sail the river Styx through the hells themselves. And yet even the completion of that daunting task is not enough, for beyond the obsidian tunnel resides a monstrosity who denies all admittance. This beast is Kadadune, the Keeper at the Gate.

Kadadune, the Keeper at the Gate
Colossal Outsider (Evil, Extraplanar)
HD: 90d8+1,680 (2,400 hp)
Initiative: +8
Speed: 80 feet (16 squares)
Armor Class: 65 (-8 size, +63 Natural), touch 2, flat-footed 65
Base Attack/Grapple: +90/+136
Attack: Bite +111 melee (20d10+30 plus poison, 18-20/x3)
Full Attack: Bite +111 melee (20d10+30 plus poison, 18-20/x3) and 2 claws +110 melee (10d12+15)
Space/Reach: 50 ft./40 ft.
Special Attacks: Frightful Presence, Roar of the Netherworld, Trample, Poison
Special Qualities: Abomination traits, Damage Reduction 20/-, Damage Reduction 50/epic and good and Cold Iron, Fast healing 45, Regeneration 45, Magic Immunity, Acid Immunity, Cold Immunity, Augmented Critical (Bite), Hold Breath, Impassable, Scent
Saves: Fort +80, Ref +64, Will +66
Abilities: Str 71, Dex 11, Con 42, Int 12, Wis 15, Cha 34
Skills: Climb +123, Hide +61, Intimidate +121, Jump +123, Listen +95, Move Silently +93, Sense Motive +95, Spot +95, Survival +95
Feats: Power Attack, Cleave, Great Cleave, Ability Focus (Roar of the Netherworld), Weapon Focus (Bite), Improved Initiative, Improved Critical (Bite), Multi-attack, Endurance
Epic Feats: Overwhelming Critical (Bite), Devastating Critical (Bite), Penetrate Damage Reduction (Silver), Penetrate Damage Reduction (Adamantine), Penetrate Damage Reduction (Cold Iron), Superior Initiative, Improved Multi-attack, Epic Will, Epic Fortitude, Epic Reflexes, Epic Prowess (x3), Epic Endurance, Epic Toughness (x8)
Environment: River’s End
Organization: Unique
Challenge Rating: 69
Treasure: None
Alignment: Always Neutral Evil
Advancement: --
Level Adjustment: --

Before you lie the gates to River’s End, great iron portcullises embedded deeply in the stone floor. Around the ancient metal bars the river flows onward, vanishing into the distance.

As you approach, the cavern erupts with thunderous noise, and an unspeakably vast creature surges up from under the water. Its dark hide is wet and glistening, thick hair plastered back over bony plates as dark as the obsidian walls. The creature looks like some immense bear from the dawn of time, feral and powerful, all corded muscle and jagged claw. Yet its lurid green eyes gleam with a cunning intelligence far beyond its bestial form, and when it opens its mouth, its deep voice tolls out like a thousand mourning bells.

Kadadune is the gate’s guardian, and does not tolerate those who would attempt to force their way into his mistress’ domain. Any being willing to submit to the pull of the Styxian waters is allowed to pass unharmed, and being strong enough to survive the terrible effects is the only way to gain entry into River’s End, for Kadadune has never once been defeated.

Kadadune is a beast first and foremost, and, as such, relishes wading into melee combat and decimating his foes with his powerful bite and claw attacks. If faced with large numbers of opponents he will trample them into the ground, and he keeps his Roar of the Netherworld ability ready in case the foes prove a bit to much for him.

Since he waits at the river's shallowest point, he does not need to swim about, although most PCs will be forced to, as the water is still a good 15-20 feet deep.

The cavern is 90 feet tall, allowing Kadadune to strike upwards at foes above him.

Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.

Augmented Critical (Ex): Kadadune’s fangs are unnaturally devastating, resulting in an improved threat range and greater damage multiplier than would otherwise be the case.
Damage Reduction (Su): Only weapons tempered in the waters of the river Styx overcome Kadadune’s regeneration.
Frightful Presence (Su): When Kadadune attacks, charges, or roars, witnesses must make a Will save (DC 67). Those who make the save are shaken. Those who fail by 5 or fewer points are frightened. Those who fail by 6 to 10 points are panicked. Those who fail by 11 or more points are cowering. All these conditions last for 4d6 rounds. The save DC is Charisma based.
Hold Breath (Ex): Kadadune can hold his breath for 12 times as long as a normal creature could. He can hold his breath for 384 rounds, or almost 40 minutes.
Magic Immunity (Su): Kadadune is immune to all spells and effects that allow a saving throw or spell resistance.
Poison (Ex): Kadadune’s bite injects a lethal poison into his opponents. Any living being struck by Kadadune’s bite attack must make a Fortitude save (DC 73) or take 4d6 points of Constitution drain. One minute later the save must be repeated or the victim takes another 4d6 points of Constitution drain. The save DC is Constitution based.
Roar of the Netherworld (Su): Once every 1d4 rounds, as a standard action, Kadadune can unleash a terrible roar. Every creature within 300 foot cone takes 80d8 points of Sonic damage (Reflex DC 75 for half). Any creature failing this save is also paralyzed for 4d4 rounds. In addition, every creature within the cone must make a Will save (DC 69) or take 4d6 points of Wisdom drain. The first save is Constitution based, and the second is Charisma based. In addition, the Wisdom drain is a sonic mind-affecting fear attack.
Spell-Like Abilities (Sp): Unlike most abominations, Kadadune possesses no spell-like abilities.
Trample (Ex): Kadadune can trample Gargantuan or smaller creatures for 40d10+60 points of Damage. Opponents who do not make attacks of opportunity against Kadadune can attempt a Reflex save (DC 85) to halve the Damage. The save DC is Strength-based.
Impassable (Su): Kadadune cannot be fooled by simple mortal magic. He may both see and strike creatures on the ethereal plane without any negative effects.