Monday, May 2, 2016

UPPER DUNGEONS LEVEL THREE 87 ROOM OF PREPARATION.

87 ROOM OF PREPARATION. This room holds ten members of the heretical branch of the Gray Worm Cult, two of which are members of leadership.

Sarplag the Deviant, Lawful Evil male human Cleric of the Worm God (AC 10; MV 12“; C3; hp 13; #AT 1; D Footman's Flail +2 to damage due to strength; SA Spell use; S 18, I 9, W 12, D 13, C 18, CH 12; XP 230)

First Level Cleric Spells:
Light, Remove Fear

Second Level Cleric Spells:
Hold Person

Manglor the Mighty, Lawful Evil male human Fighter (AC 8; MV 12”; F4; hp 28; #AT 1; D Dagger +3 due to strength; S 18(13), I 7, W 5, D 16, C 18, CH 7: XP 318)

8 Other Heretical Worm Cultists (AC 10; MV 12”; HD 1-6 hit points; hp 1, 4, 1, 1, 5, 5, 6, 3; #AT 1; D Dagger +2 due to strength; XP 6, 9, 6, 6, 10, 10, 11, 8)

The cultists count both men and women among their number and each (including Sarplag and Manglor) wears a gray robe and harbors a gray wormspawn, augmenting their strength and consitution to 18 (except for Manglor, who already had exceptional strength).

Sarplag has 17 gold cylinders (each worth 1 gold crescent) and a small iron rod for the hold person spell. Manglor and each cultist has 5 to 14 (1d10+4) gold cylinders of the type used also by the Orthodox cultists.

Each time a cultist is brought to 0 hit points, a gray wormspawn will emerge from their body 1d3 rounds later. Massive damage, such as a vorpal sword beheading swing or immolation from a fire ball, will do 'remaining' damage to the worm inside once the host's hit points reach 0.

10 Gray Wormspawn (AC 7; MV 9”; HD 2+1; hp 7, 13, 8, 11, 13, 15, 9, 13, 11, 9; #AT 1 bite; D 1-4; SA Drain blood for 4 hit points per round; XP 71, 89, 74, 83, 89, 95, 77, 89, 83, 77)

The function of this room is to allow men and women who are being sacrificed to the new worms in Room 88 to mentally prepare for the experience. There are gray prayers rugs and the south portion of the room is a sort of kitchen, with tables, a sink dispensing clean water, and working stove on which to heat the water for preparing tea. Above the tables are cabinets holding utensils, cups, tea-making apparatus, and tea.

Three large pots of tea have been prepared, but have gone cold. The tea has been drugged to cause the drinker to sleep (so the worms in Room 88 can be applied without anxiety). The drinker must save versus poison or fall asleep for 1d3 turns.

The cultists have also begun stocking the cabinets with food items as they have realized that their fight with the Orthodox Cultists may drag out for some time. The food consists mostly of crackers, pickles, dried fruit, and salted meat. There is enough food here to last fifty people for several weeks.

No comments:

Post a Comment