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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