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Through these inscriptions, he discovered the incantation<br />
to let him transcend mortality at a terrible price—the<br />
lives of his congregation. For this prophet, no price was too<br />
high, and on one bloody night he instructed his priests to<br />
round up the followers and slaughter them all. When they<br />
finished, Kyuss murdered the murderers. With the blood of<br />
thousands staining his hands, he turned to the great obelisk<br />
his servants had pulled from the earth and intoned the<br />
words to begin his transformation. When he was finished,<br />
he stepped into the stone, fusing his essence with the foul<br />
rock, gaining and losing his divinity in one moment. He<br />
was neither mortal nor god—he was something far worse.<br />
(DC 45)<br />
GOALS<br />
Kyuss hungers for conquest. Trapped within his prison, his<br />
fractured mind conceives and discards innumerable plots<br />
to escape. No idea is sufficient to break his bonds, no trick<br />
shrewd enough to let him slip free. Instead, he beats against<br />
the walls and howls with a thousand voices. (Knowledge<br />
[religion] DC 25)<br />
Aside from the confinement he endures, his frustration<br />
stems from the knowledge that, if he could break free, he<br />
would set in motion the events to lead up to the last age of<br />
mankind—the mysterious Age of Worms. Throughout his<br />
long life, he has caught glimpses of this time when he is the<br />
master, the lord and ruler of all things. He covets this end,<br />
for he knows by achieving it he will rise in power and attain<br />
the godhood he seeks. (DC 30)<br />
THE WORM THAT WALKS<br />
IN THE CAMPAIGN<br />
The Worm that Walks is easy to incorporate into a campaign<br />
because of its association with several lesser creatures such as<br />
the spawn of Kyuss, the avolakia, and the ulgurstasta. Using<br />
these adversaries helps plant the seed of Kyuss in your players’<br />
minds so when you reveal the elder evil’s true nature, it’s a<br />
logical resolution for the campaign.<br />
TIMELINE<br />
Use the following timeline as a guide for constructing a campaign<br />
where the Worm that Walks figures in as a principal<br />
villain. This campaign incorporates information found in<br />
Exemplars of Evil. If you do not have this supplement, you can<br />
substitute other characters and adventure hooks.<br />
EL 3 (Faint Sign): Sealed away in his prison beneath his<br />
family estate, Edwin Tolstoff urges his grandchildren to kill<br />
their mother and become his servants. He uses his heirs to<br />
release him from his vault (see Exemplars of Evil).<br />
As this terrible act occurs, spawn of Kyuss (MM2 186)<br />
appear. From old dungeons, ruins, and forgotten castles, these<br />
undead spread through the land, and numerous rewards can<br />
be claimed for defeating this new infestation.<br />
EL 6: The characters find themselves drawn into a<br />
murder mystery while spending some time in a large<br />
city. They identify the killer as a wicked wererat whisper<br />
gnome named Draen. This knowledge leads the characters<br />
to the lycanthrope’s mistress, Katarin Tolstoff, who flees<br />
to escape the adventurers. If the PCs follow her, they<br />
come upon her family’s castle, where they face terrifying<br />
obstacles and see a glimpse of what horror shall awaken<br />
later in the campaign.<br />
EL 9 (Moderate Sign): Weeks later, the characters are back<br />
in the large city when they hear reports of citizens vanishing<br />
from the streets, their homes, and even their beds. The<br />
mood is sullen, and the locals are demanding that the mayor<br />
do something about the kidnappings. Since the characters<br />
were so helpful the last time they were there, the mayor<br />
approaches them about his predicament. If the PCs become<br />
involved, they track the missing citizens to a temple buried<br />
below the city. There, a mad avolakia (MM2 28) infects the<br />
captives with bright green worms to transform them into<br />
spawn of Kyuss. Even if the PCs defeat this villain and thwart<br />
its plans, rumors tell of similar disappearances occurring all<br />
over the nation.<br />
EL 12: Months later, the player characters come to another<br />
city for training, rest, and to resupply. When one of the spellcasters<br />
goes to the wizards’ guild to purchase magic items or<br />
stock his spellbook, he finds the place is empty. Investigation<br />
reveals that the place has been ransacked and the wizards<br />
and staff have been transformed into undead horrors. While<br />
fighting the undead, the PCs rescue a few survivors, who<br />
provide a description of the thief: Edwin. They reveal that<br />
although an assortment of smaller items were taken, the most<br />
devastating loss was a well of many worlds.<br />
EL 15 (Strong Sign): By now, the spawn of Kyuss have<br />
infested the countryside, wreaking havoc with smaller<br />
communities and besieging cities. Panic rules the land<br />
and people take desperate measures to protect themselves<br />
and their families. The Herald of Kyuss, at Edwin’s behest,<br />
seeks out the PCs, posing as an NPC ally the characters met<br />
earlier. He claims that the true culprit behind the unusual<br />
phenomena is a powerful wild mage named Emirikol<br />
the Chaotic. The Herald “believes” the wizard intends to<br />
plunge a sphere of annihilation into the well of many worlds<br />
and thus erase the world and perhaps all worlds. He asks<br />
CHAPTER 9<br />
THE WORM<br />
THAT WALKS<br />
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SIGN: INFESTATION<br />
Vermin swarm out from Wormcrawl Island under the influence<br />
of the obelisk.<br />
The following guidelines apply to encounters involving the<br />
PCs.<br />
Faint: There is a 10% chance each week of encountering four<br />
Medium monstrous centipedes or a centipede swarm (depending<br />
on party level).<br />
Moderate: As faint, but the check is once per day and the creatures<br />
are three centipede swarms or six Gargantuan monstrous<br />
centipedes.<br />
Strong: As moderate, but the check occurs one every 1d4 hours<br />
and the creatures are three purple worms or six remorhazes.<br />
Overwhelming: As strong, but the check frequency is once<br />
per hour and the chance increases to 20%.<br />
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