Page 132 - Lords of Madness: The Book of Aberrations
P. 132

1. FRONT HALL (EL 7)
                                                            The door opens into a modest foyer or hall, tastefully appointed
                                                            with paintings and wall hangings. Two doors exit the room to the
                                                            west, and a low, guttering fi re burns in a stone fi replace. Several
                                                            human guards wait here, dressed in purple cloaks.

                                                            The “guards” are actually human cultists, members of the Cult
                                                            of the Nine-Tongued Worm named Tilkos, Werra, and Zard.
                                                            Yikk Tasst summoned them to the house when it replaced
                                                            Deros Frist, and they now serve the tsochar as guards and
                                                            attendants.
                                                              The worm cultists are aware that Deros Frist has somehow   OF  FLESH  CHAPTER 7
                                                            been transformed into a being that stands high in their cult,   THE WEARERS
                                                            and  they  suspect  a  tsochar  replacement.  They  play  along
                                                            with  the  masquerade,  pretending  that  everything  in  the
                                                            house is as it should be and passing themselves off as simple
                                                            swords-for-hire. Players asking after Deros Frist are told that
                                                            the master of the house is busy with his research, but if they
                                                            press, one cultist consents to go speak to Deros Frist to see
                                                            if he wishes to receive visitors. (Yikk Tasst is happy to come
                                                            downstairs and speak to the PCs, trusting in its disguise to

                                                            allay any suspicions—after it prepares for a fight by casting

                                                            a few spells first.)
                                                              Tilkos, Werra, and Zard do not attack unless it seems clear to
                                                            them that they can overwhelm the visitors, or that the visitors
                                                            are growing unduly suspicious of the situation.

                                                            Worm Cultist (3): Human rogue 2/cleric 2; CR 4; Medium
                                                            humanoid; HD 2d6+2 plus 2d8+2; hp 23, 20, 19; Init +3; Spd 30

                                                            ft.; AC 19, touch 13, flat-footed 16; Base Atk +2; Grp +3; Atk or
                                                            Full Atk +6 melee (1d6+1/19–20, masterwork short sword) or
                                                            +5 ranged (1d8/19–20, light crossbow); SA sneak attack +1d6;
                                                            SQ evasion, rebuke undead 2/day (–1, 2d6+1, 2nd), trapfinding;

                                                            AL CE; SV Fort +4, Ref +6, Will +5; Str 13, Dex 16, Con 12, Int
                                                            10, Wis 14, Cha 8.
                                                             Skills and Feats: Balance +5, Bluff +4, Climb +6, Concentration
                                                            +6, Diplomacy +1, Disable Device +5, Disguise –1 (+1 acting in
                                                            character), Escape Artist +8, Hide +8, Intimidate +1, Jump +3,
                                                            Knowledge (religion) +1, Listen +7, Search +5, Spot +7, Survival
                                                            +2 (+4 following tracks), Tumble +8, Use Rope +3 (+5 with
                                                            bindings); Dodge, Mobility, Weapon Finesse.
                                                             Language: Common.
                                                             Cleric Spells Prepared (caster level 2nd): 0—cure minor wounds,
                                                            detect magic, guidance, resistance; 1st—command (DC 13), cure
                                                                                      D
                                                            light wounds, divine favor, longstrider .
                                                              D: Domain spell. Domains: Destruction (smite 1/day, +4 on
                                                            attack, +2 on damage) and Travel (freedom of movement up to 2
                                                            rounds/day; Survival is a class skill).
                                                             Possessions:  +1  mithral  chain  shirt,  masterwork  buckler,
                                                              masterwork short sword.








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