Sunday, May 8, 2016


93 SECRET SHRINE. The room is lit by a dull gray glow which appears to come from nowhere in particular. This room holds a dozen prostrate figures, bowing to a statue near the south wall. Gold and other treasure can be seen placed before the statue in three piles.

The dozen figures are clad in heavy gray robes, so it is no immediately apparent that they are zombies. Before death each was a cultist who received the Kiss of the Worm God. Periodically the rise and then bow again in obeisance to the statue.

12 Worm Face Zombies (AC 8; MV 6"; HD 2; hp 11, 9, 9, 5, 6, 8, 4, 12, 12, 3, 10, 9; #AT 1; D 1-8; SA Always lose initiative; SD Limited spell immunity; XP 42, 38, 38, 30, 32, 36, 28, 44, 44, 26, 40, 38)

The zombies have been programmed to perform homage to the statue. They will not attack unless the statue is approached or they are themselves attacked.

The statue is a man-sized gray painted stone worm on a round pedestal. It has a huge mouth full of human-like teeth but no eyes. On the base of the statue, placed equidistantly are three carven glyphs. These glyphs will be recognizable to any cleric if the cleric can roll on their (intelligence score + level) X 3 or less on 1d%. For example, a 10th level cleric with an 18 wisdom has a (10 + 18) X 3 = 84% chance of discerning each glyph separately.

The first glyph is Yar, which stands for 'service' or 'vassalage', with the intent being to give completely of oneself out of devotion. The treasure in front of the Yar glyph consists of a pile 2514 gold cylinders (each equivalent to a gold crescent in value) and two emeralds (500 gold crescent value each). If the treasure in front of the Yar glyph is taken or even touched, the offender must save vs spells or be placed under the curse of Yar. They will have vivid dreams of willingly burying themselves under the ground in order to allow themselves to be consumed by worms. While under the influence of the curse of Yar, no true rest occurs. They cannot relearn spells or heal hit points naturally.

The second glyph is Alfar, which stands for 'hunger'. The treasure in front of the Alfar glyph consists of a labeled potion of longevity (green, tastes of bleach) and an unlabeled potion of gaseous form (black, tastes of licorice). If the treasure in front of this glyph is disturbed, the offender must save vs spells or suffer the curse of Alfar. The victim will be ravenously hungry no matter how much food they eat. Sufferers will consume five times as much rations and must purchase five times as much food 'in town' in order to stay alive. Despite this they will not gain weight.

The third glyph is Kwar, which stands for 'yearning'. The treasure in front of the Kwar glyph consists of a javelin of lightning, 300 gold cylinders (as above for value), and a silver medallion (no chain) decorated with worm designs (700 gold crescent value). Touching the treasure before this glyph will require a savings throw vs spells to avoid receiving this curse. The curse of Kwar gives the constant distracting sensation of needing to procreate, like an animal in heat. Even if the cursed one tries to indulge in physical satisfaction of this need they will experience only momentary relief of the very unpleasant sensation. While under the influence of this curse, one cannot concentrate effectively. Attacks are at -4 to hit. Spellcasters will have a 20% failure rate when casting spells (or this is added to the failure rate for clerics with low wisdom). Any other % based skill is at -20%, including thief skills.

No comments:

Post a Comment