Into the Worm’s Gullet notes & re-write
My wre-write of Into the Worm’s Gullet. These are my conversions and story additions of this adventure to Fantasy AGE/Titansgrave.
Wandering Monsters (1 in 6, check every 2 turns, d4 for type)
- 1d3 Stone Simians, Elite (can occur twice, ignore if rolled again)
- 1d12 Stone Simians, Average
- 1 Warborn Ooze (can only occur once, ignore if rolled again)
- 1d8 Duraski Acolytes (can occur twice, ignore if rolled again)
Warm Maw Caves
(1) The Mountain Face – a score of Stone Simians, Average have set up their nest around the worm’s mouth on the cliff face and the ground leading up to the mouth, although there are many more living in the area. IN the day time, they appear as statues and natives to the area believe it is the sign of the gods when these statutes appear to move. They only move at night.
They fight to protect their territory and grudgingly allow the apes in area 2 access in and out. They will continue to pester adventurers throughout their explorations, with scouting groups entering the worm’s gullet after them (via the wandering monsters).
(2) The Worm Maw – 1d6 Stone Simians, Elite live here and venture forth at night for food.
(3) The Twist – a smooth wall with a door has been carved here where the worm’s body twists downward into the mountain face. Mosaics on this landing are colourful and garish and magically confuse viewers, making those who fail their save to travel back towards the entrance instead of deeper into the worm.
(4) Statuary – 2 Warstone Golems stand guard over the mangled and burned bodies of a pair of Elite Stone Simians. They will not attack the umber dwarf not his acolytes because they know the phrase (“My the forge be with you”). The room to the south has a secret trap door to the tail of the worm. This door is not locked currently, but can be locked simply by opening and closing it again.
Paintings on the walls indicate that this was once a bedroom for young dwarves.
(5) Fungus – This moist room has been completely given over to fungal growth. 4 shriekers and a Warborn Ooze are here along with the other harmless mushrooms and slime molds. Buried in the slime is a small coffer containing 4,000 ep protected by a poison needle trap. The water is toxic and causes 2d6 piercing damage on contact.
(6) Chamber of the Acolytes – Once a small supplementary dwarven forge complete with hammer and anvil, now home to 4 Duraski Acolyte of Umber Durask. If the anvil is struck by a hammer, it rings out a pure note and grants the hammer an additional +2 bonus to hit and damage beyond any bonuses the hammer may currently have, to anything within the Worm Maw Caves. This effect lasts for 1 hour.
(7) The Umber Hall – The Umber Durask resides here along with four captive Elite Stone Simians. If he can, he`ll try to escape deeper into the bowels of the worm and then use the secret door into area 4 (locking it behind him) in order to escape. Regardless, he won`t help the adventurers to recover the heart in area X. The stone door to the stairs to areas 9 – 11 is locked and jammed. Treat the unlocking mechanism as a secret door for detection purposes.
(8) Retreat – once a chapel to a dwarven god, this room is used by the Umber Durask in prayer and contemplation. Among the implements of worship is a scroll of bless, resist fire, cure disease and cure serious wounds. Anyone defiling this space (and any elves or orcs entering it) must make a Willpower vs 14 saving throw or be Cursed.
- -2 decrease to a single random Primary Ability Score until Curse is lifted.
- -2 decrease to a single random Secondary Ability Score until Curse is lifted.
- Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
(9) Alcoves – Each of the four alcoves in this hall (three of which contain doors) contains a glowing Orange Mutating Mist. Living things entering this mist must make a Constitution (Stamina). A successful save increases Constitution by 2 for an hour, while a failed save reduces it by 2 for the same duration.
(10) Statuary Redux – 3 Warstone Golemss are arranged in a triangle in this room, around a large glowing ruby. The massive 1,000 gp ruby is incredibly hot via some unknown magic, dealing 2d6 penetrating damage at first touch and 1d6+1 penetrating damage per round, to anyone touching it. However, that is its only power.
(11) The Heart of the Worm – A single massive anvil sits on pedestal in the middle of the room. Embedded in the pedestal is the Heart of Dur. The pedestal is actually an earth elemental bound to protect the Heart who will fight to the death to keep it here in the deepest part of the worm’s gullet.