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JUZGADO PRIMERO DE LO FAMILIAR DEL PRIMER DEPARTAMENTO JUDICIAL DEL ESTADO

In the ancient days the gods battled a host of strange, mighty creatures from another reality for control of the earth. The humanoid races cowered in fear as these beings battled for dominance of the world. The sky flashed with bolts of energy, the earth groaned and shud- dered, and the fabric of the planes stretched and shuddered. In time, the gods were victorious. They cast down the powerful beings that opposed them, hurling them into the earth from the heavens. Where these monstrosities fell they gashed tremendous wounds in the world, creating deep impact craters that flung earth and stone into the sky. In time, mountain ranges grew over these devastated regions as the world sought to devour these abominations in its earthen embrace. These mountains remain to this day, and while the beings entombed within them are long dead their malevolent influence continues to shape the world. The bones of the old ones trait covers mountain ranges formed in the early days of the world when the gods still walked the earth. Even after centuries or millennia, the creatures they cover still exert a mild influence over the world. So great was their power that time and death have done little to snuff it out. These beings could be ancient gods, powerful demons and devils, entire legions of dragons, or some other strange beings. Regardless of their origin, they were once mighty and their strength still runs through the stony roots of the mountains. Within regions that have this trait, monsters run rampant and whispered blasphemies haunt the dreams of spellcasters who draw too close to them. Sages believe that the beings trapped within these mountains are not wholly dead. Rather, they struggle to find mortal followers who can work to unleash them. Others claim that these peaks are merely haunted by spirits of forgotten ages. While their effects are unde- niable, there is no driving, malevolent force behind them. What is known is that sometimes the inquisitors and paladins of the more aggres- sive churches sweep through the mountain folks’ villages and strongholds in search of heretics and blasphemers. Such unfortunates face imprisonment, but not before a long peri- od of physical and magical interrogation. Even

the hardy barbarians in these ranges keep cer- tain regions taboo, with whispered tales of lost tribes, madness, and cannibalism serving to warn away outsiders.

This trait is best used to develop specific peaks and regions within a mountain range. The effects they have could be too severe to use for an entire region of mountainous or hilly terrain. However, if you want to create a desolate, uninhabited chain of peaks that have a sinister reputation you can use this trait for an entire range.

Slumbering bones of the old ones represent

mountain ranges that have weak, ancient, or barely conscious beings trapped within them. Madness and hysteria tends to affect a small number of people, typically only those who have a strong affinity for magic but lack the experience to properly handle their abilities. Within these mountain ranges, acolytes, apprentices, and other neophytes rarely travel alone. In some areas, mad hermits keep watch over deep caves, standing stones, and other mystical sites. In some cases, menhirs and plinths carved with strange symbols

seem to arise from the rock overnight, but such events happen perhaps once a decade.

Slumbering Bones of the Old Ones (CR 1/2):

Will save DC 5; 1 day interval; –1 modifier/interval; 1 temporary damage to Int, Wis, and Cha; Special: Only characters with the ability to cast divine or arcane spells are suscep- tible to this hazard. The damage it deals can be healed as normal, but it cannot be cured via mundane or magical means within the mountain range. Characters who suffer this damage have horrible dreams and visions of the strange crea- tures lurking beneath the mountains. Each night they go to sleep, they must make Will saves (DC 10) or suffer a bout of sleepwalking. The PC seeks out an isolated area and carves or scribes strange runes and symbols in the stone, builds small pyramids from tiny stones, or offers up a wild animal as a sacrifice.

If a PC has any stat reduced to 0 due to this hazard, he becomes an insane thrall of the beings beneath the rock and dirt. His attributes return to normal, but he becomes an NPC who wanders the mountains as a hermit. His align- ment changes to chaotic evil. He completes strange rituals, sacrifices, and other tasks to aid his masters’ escape. In time, he could summon demons and devils, monstrous humanoids, and other beasts to complete the task. Remove curse cast by a 10th-level cleric can restore a PC to normal.

Watchful bones of the old ones have an eerie

sense of dread and fear associated with them. The beings trapped within the stone are alert and aware of their fate. While they lack the strength to free themselves, they can project their senses across the peaks and observe crea- tures that enter their domain. While they care little for mortal worshippers, they take joy in spreading pain and fear. Their magical nature allows them to project a variety of effects on the creatures they watch, slowly wearing away at their sanity and fraying their nerves with constant, psychic pressure.

Some of the caves in this region are decorated with murals depicting alien worlds and strange beings that defy an easy description. Some of them resemble a madman’s view of the humanoid form, while others are indistinguish- able blurs. While no adept, cleric, or priest is ever seen tending these sites, they are always well kept. Some of them feature smoldering

torches, incense, and other items that must be brought in from elsewhere, but if any cultists linger in the area they rarely make themselves known. Some locals speak of black-robed fig- ures who keep their features obscured with their garments, but such beings are always glimpsed in the distance. Perhaps they are pil- grims from other worlds who seek to offer sac- rifices to the forgotten gods beneath the moun- tains, or they could be creatures from deep within the underworld that uncovered the gods and seek to restore them to the surface. What the truth could be, none can say.

Watchful Bones of the Old Ones (CR 2): Will

save DC 10; 4 hour interval; –1 modifier/inter- val; –1 morale penalty to attacks and checks; Special: All characters are susceptible to this trait. The penalties it causes accumulate over time. For example, a PC who fails two saves suffers a –2 morale penalty. Affected characters feel as if some hidden observer watches them, while at night they dream of strange, dark fig- ures that chase them through an endless maze of dark tunnels. If the PCs leave the area affect- ed by this trait, they can remove the morale penalty after 24 hours.

Hungry bones of the old ones represents rest-

less spirits barely slumbering, gods that greatly desire to escape their confinement. Earthquakes frequently rock the region, as the beings writhe and twist within their stone tombs. Their restless sleep borders forever on awakening, but their defeat at the dawn of time has thus far consigned them to their earthen prison. Within these mountains, madness and bizarre murders run rampant. At times, entire tribes have been known to gather their belong- ings and journey high into the peaks, never to be seen again. Many of the expeditions sent to these lands never return, but rumors of the trea- sures left by archmages and high priests who erect strongholds in the high places continue to draw adventurers. Most tribesmen consider these regions forbidden to their people, and those who enter them are looked upon as touched by the gods, madmen, or worshippers of foul beings. Dwarf prospectors have been known to pull up their operations and forbid all future delving into these regions, lest the leg- endary greed of their people arouse some dark, slumbering being deep within the world. The malevolent influence of these beings com- pels weak-minded individuals to fall into their

CHAPTER FIVE: Mountains

CHAPTER FIVE: Mountains

worship. Sometimes, this drives them to become hermits who stalk the peaks in search of appropriate sacrificial victims. Other times, the curse works in a subtler manner. An afflict- ed character might pass through the mountains and receive traumatic, though vague, dreams. By day, he hears faint whispers that are inaudi- ble to others in his group. When he finally leaves the mountains, the curse remains with him. When given the opportunity, he slips back to the mountains bearing prisoners for sacri- fice, as well as gems, gold, and other valuables. The cursed character maintains no memory of these events, turning him into an unwitting agent of his newfound gods. The bizarre magic at work allows the scattered followers of these deities to recognize each other on sight, giving them the ability to easily work together.

Hungry Bones of the Old Ones (CR 4): Will

save DC 15; 1 day interval; –1 modifier/inter- val; curse; Special: The beings beneath the mountains select one person from a party of adventurers to target with this curse. Usually, they prefer arcane spellcasters but will attempt to corrupt divine ones if no better target is available. Otherwise, they seek out characters skilled in wilderness survival. A character who suffers from this curse acquires a driving need to remain within close distance of the moun- tains. He creates elaborate stories to remain behind and may cut off contact with his com- panions. Most of the time, he behaves as nor- mal, but once per week the dead gods’ influ- ence takes hold of him. For 1d3 days he gath- ers prisoners, treasures, and other objects to carry to the mountain. The curse compels him to use the most convenient methods possible. A powerful fighter might ambush hunters and take them prisoner, while a ranger could hire himself out as a guide and lead his charges into an ambush. In essence the afflicted character acts as an agent for the gods, feeding their hungers by sending a steady stream of sacrifi- cial victims and treasure to their priests. A

remove curse spell cast by a 12th-level cleric

counters this effect and frees the character. Unfortunately, a cured victim remembers only shadowy details of the crimes he committed and the paths he took to the dark gods’ temple.