You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
CHAPTER 9<br />
THE WORM<br />
THAT WALKS<br />
130<br />
the characters to accompany him to Emirikol’s tower and<br />
confront the wizard. In truth, this is all a ruse, for while the<br />
PCs fight Emirikol, Edwin slips in and steals the talisman<br />
of the sphere.<br />
EL 18 (Overwhelming Sign): Edwin requires one more<br />
item to free his master: the sphere of annihilation. After<br />
torturing a few sages, he learns the artifact lies within the<br />
fabled crypt of Acererak: the Tomb of Horrors. Knowing<br />
this dungeon’s reputation, he anonymously hires the PCs to<br />
clear the way. As the adventurers contend with the various<br />
tricks and traps, Edwin follows behind. Just as they come to<br />
the sphere of annihilation, Edwin seizes control of the artifact,<br />
revealing that he has the talisman of the sphere. Once he gains<br />
control, he escapes and flees to Wormcrawl Island, where he<br />
intends to free his master. The PCs have only one chance to<br />
stop Edwin before he reaches the island.<br />
WORM THAT WALKS IN EBERRON<br />
For centuries, the Lords of Dust conspired to release the<br />
Worm that Walks from its prison. According to their histories,<br />
an overlord named Katashka fused its essence with a<br />
human wizard named Kyuss, and the result of their joining<br />
was apotheosis. Before Kyuss-Katashka could spread woe and<br />
death, it was imprisoned, sealed away in the depths of Khyber.<br />
This sinister group has worked ever since to unleash the being<br />
from its prison and beget the world’s final age.<br />
Wormcrawl Island is one of the many islands making up<br />
Shargon’s Teeth off the northern coast of Xen’drik. Local<br />
sailors refuse to sail near it, believing it cursed. In fact, many<br />
fringe groups among the drow claim that the avatar of the<br />
scorpion god dwells here, and to set foot there invites the<br />
wrath of his terrifying servants.<br />
WORM THAT WALKS IN FAERÛN<br />
An obscure cadre of ex-clerics banded together to find some<br />
way to restore their fallen gods to power. Consisting of Bane,<br />
Bhaal, and Myrkul’s priests, they have an uneasy alliance,<br />
setting aside their differences to work toward their common<br />
goal, though treachery is never far from their minds. Having<br />
acquired a few rare manuscripts, they have come to believe the<br />
Worm that Walks contains a divine spark that, if harnessed,<br />
could restore life to their fallen gods.<br />
Among the bold sailors who brave the great crossing to<br />
and from Maztica, there are legends of Wormcrawl Island, a<br />
terrifying place far from any charted waters. Those searching<br />
for its location find little to aid them, for even the elves of<br />
Evermeet do not speak of it except to warn that it harbors a<br />
great and terrible evil.<br />
pqs<br />
THE AGE OF WORMS CAMPAIGN<br />
DUNGEON Magazine’s Age of Worms adventure path describes<br />
Kyuss’s emergence as heralding the start of a new age of<br />
despair. The material in this chapter was not written to contradict<br />
what’s presented in this campaign, but certain elements<br />
are different. If you’re running Age of Worms, you can make<br />
use of many of the plot elements provided in this chapter<br />
as well as the characters and locations to create even more<br />
adventure possibilities.<br />
pqs<br />
WORM THAT WALKS<br />
The Worm that Walks is hideous. Standing over 30 feet tall<br />
and composed of writhing maggots and worms held together<br />
by pure hatred, it has the shape of a tall giant. Each worm<br />
making up its form contains a fragment of Kyuss’s personality,<br />
so when combined it functions as Kyuss did in life.<br />
Although the Worm that Walks has little need for modesty,<br />
it hides its gruesomeness beneath a blackened cloak made<br />
from the flayed hides of those Kyuss sacrificed before his<br />
transformation. The light from two blazing red eyes pierces<br />
forth from under the hood.<br />
Worm that Walks CR 20<br />
hp 475 (25 HD); regeneration 10; DR 15/epic and good<br />
CE Huge aberration<br />
Init +6; Senses blind, blindsight 500 ft., true seeing; Listen +54<br />
Aura frightful presence (60 ft., DC 32)<br />
Languages telepathy 1,000 ft., tongues<br />
AC 38, touch 30, flat-footed 36<br />
Immune anathematic secrecy (malefi c property), electricity,<br />
gaze attacks, illusions, visual effects, poison, sleep, paralysis,<br />
stunning, critical hits, flanking, elder evil immunities<br />
(page 6)<br />
Resist cold 20, fi re 20; SR 32<br />
Fort +19, Ref +10, Will +20<br />
Speed 50 ft. (10 squares), burrow 50 ft., climb 50 ft., swim<br />
50 ft.<br />
Melee 2 slams +36 each (4d6+20/19–20)<br />
Space 15 ft.; Reach 15 ft.<br />
Base Atk +18; Grp +46<br />
Atk Options Power Attack, epic strike, worm-smite<br />
Special Actions create spawn, discorporate, frightful presence,<br />
summon scion<br />
Sorcerer Spells Known (CL 18th; 1d20+22 to overcome SR):<br />
9th (3/day)—dominate monster (DC 28)<br />
8th (6/day)—avascular mass SC (+18 ranged touch, DC 26),<br />
greater arcane fusion CM<br />
7th (7/day)—banishment (DC 25), insanity (DC 26), waves<br />
of exhaustion<br />
6th (7/day)—chain lightning (DC 24), disintegrate (+18<br />
ranged touch), greater dispel magic<br />
5th (7/day)—feeblemind (DC 24), hold monster (DC 24),<br />
miasma of entropy SC (DC 23), mind fog (DC 23)<br />
4th (8/day)—enervation (+18 ranged touch), Evard’s black<br />
tentacles, greater invisibility, ice storm<br />
3rd (8/day)—blink, haste, lightning bolt (DC 21), protection<br />
from energy<br />
2nd (8/day)—bull’s strength, cat’s grace, detect thoughts<br />
(DC 20), false life, shatter (DC 20)<br />
1st (8/day)—chill touch (+36 melee touch, DC 19),<br />
expeditious retreat, mage armor, shield, true strike<br />
0 (6/day)—arcane mark, detect magic, ghost sound<br />
(DC 18), mage hand, message, open/close,<br />
prestidigitation, read magic, touch of fatigue (+36<br />
melee touch, DC 18)<br />
Abilities Str 50, Dex 15, Con 32, Int 18, Wis 22, Cha 27<br />
SQ nondetection, sign (infestation)<br />
Feats Greater Spell Penetration, Improved Critical (slam),<br />
Improved Initiative, Power Attack, Spell Focus (enchantment),<br />
Spell Penetration, Sudden Empower CAr *, Sudden<br />
Maximize CAr *, Sudden Widen CAr *<br />
* These feats allow the Worm that Walks to apply the effect<br />
of Empower Spell, Maximize Spell, and Widen Spell<br />
each once per day without increasing casting time.