Wyrmantis
MonsterThe Chaos Crier #1 · p.17
Open source p.17- Wyrmantis [LVL5]
- wild beasts. A family of gnomes is trapped here in a locked cell. They
- The scaly body of a giant
- have been forced to distil alcohol for Evakius' experiments; they are
- serpent, with the head and
- invisible at first but they might reveal themselves to the characters to
- claws of an equally giant
- ask for their help. Cages with various living wild animals are stacked
- praying mantis
- on one side of the room. (There is a 10% chance Evakius is here,
- Mantis vision: the wyrm-
- unless alerted or encountered before.) Past the cells is a seemingly
- antis has 360° vision
- H Grab: Attacks against
- new, heavy iron door barred on the outside. It has a an inspection slit,
- the grabbed character are
- revealing only darkness.
- 6. The pit: The inside of the door is covered in claw marks.
- automatically a success.
- The conical room is silent and dark; a spiral stairway similar to the
- Roll a STR or DEX success to
- one in the hall of lights is barely visible from here. A wyrmantis
- free yourself.
- H Poisonous bite: 6+U
- looms in the shadows.
- 7. The growing room: Before the cell room, a steep staircase leads to a closed door. Inside is a
- torch-lit room where a dozen large glass vats are filled with a gelatinous fluid; various types of
- impossible creatures (BSH,p.102) are growing in them. If the glass is broken, roll a .
- 1-2: the creature is dead or dying, 3-5: the creature (LVL 1 to 2) is alive but confused for one turn,
- 6: the creature (LVL3 to 4) is alive, well, and angry! (There is a 10% chance Evakius is here, unless
- alerted or encountered before.)
- 8. The research lab: Beyond the growing room, a short corridor leads to a well-lit room, with
- working tables covered in alembics, alchemic implements, and jars containing parts of creatures in
- the same gelatinous fluid. On one of the tables are two vials, containing an anesthetic and a stimu-
- lant (BSH, p.28). A weird -ooking shrine has been
- built in one corner of the room with black candles,
- scribbled arcane symbols, and evocation runes.
- (There is a 40% chance Evakius is here, unless
- alerted or encountered before.)
- 9. Evakius' chambers: Another short corridor
- leads from the research lab to the bottom of ano-
- ther conical room. It is a library filled with books
- of alchemical formulae and bestiaries. A small
- bed is on one side, and next to it a chest contai-
- ning gold and gems worth x 100 coins. On a
- lectern is a notebook describing Evakius' initial
- experiments, his encounter with the demon, the
- signing of the pact, and the current progress of
- his work. The writing becomes gradually more
- incoherent and ends vith the word: WYRMAN-
- TIS. A wooden walkway spirals upwards and
- leads to a hidden passage (10). (There is a 40%
- chance Evakius is here, unless alerted or en-
- countered before.)
- 10. Hidden passage: A tunnel leads to the
- secret passage in the hall of lights.
- 4. You discovered in an ancient book that a demon named
- Old Botis was trapped in a massive salt crystal hundreds of
- years ago. Legends say that it can grant nature-bending
- powers. You have tracked the crystal's location to a forest
- near a village called Gerstedorf.
- A pact with old botis
- If Evakius is killed, Old Botis may offer a
- pact to the character with the most gifts
- from Chaos. He doesn't reveal himself to
- Law- or Balance-aligned characters, unless
- directly summoned.
- The pact grants the following power: two
- creatures of lower levels than the character
- merge into a monstrous beast. Its level is
- equal to the higher of the two, plus 1. The
- newborn monster retains one feature from
- each (e.g. poisonous, flying…). The cha-
- racter rolls their Doom die: 1. It attacks the
- character immediately, 2-4. it attacks the
- nearest creature, then calms down, 5+. the
- creature obeys orders.
- Old Botis does not care about mortals who
- refuse a pact. Should the characters show
- hostility or disrespect, he teaches them a
- bloody lesson (LVL 5 incorporeal demon,
- BSH, p.50).
- 17
Wyrmantis [LVL5]
wild beasts. A family of gnomes is trapped here in a locked cell. They
The scaly body of a giant
have been forced to distil alcohol for Evakius' experiments; they are
serpent, with the head and
invisible at first but they might reveal themselves to the characters to
claws of an equally giant
ask for their help. Cages with various living wild animals are stacked
praying mantis
on one side of the room. (There is a 10% chance Evakius is here,
Mantis vision: the wyrm-
unless alerted or encountered before.) Past the cells is a seemingly
antis has 360° vision
H Grab: Attacks against
new, heavy iron door barred on the outside. It has a an inspection slit,
the grabbed character are
revealing only darkness.
6. The pit: The inside of the door is covered in claw marks.
automatically a success.
The conical room is silent and dark; a spiral stairway similar to the
Roll a STR or DEX success to
one in the hall of lights is barely visible from here. A wyrmantis
free yourself.
H Poisonous bite: 6+U
looms in the shadows.
7. The growing room: Before the cell room, a steep staircase leads to a closed door. Inside is a
torch-lit room where a dozen large glass vats are filled with a gelatinous fluid; various types of
impossible creatures (BSH,p.102) are growing in them. If the glass is broken, roll a .
1-2: the creature is dead or dying, 3-5: the creature (LVL 1 to 2) is alive but confused for one turn,
6: the creature (LVL3 to 4) is alive, well, and angry! (There is a 10% chance Evakius is here, unless
alerted or encountered before.)
8. The research lab: Beyond the growing room, a short corridor leads to a well-lit room, with
working tables covered in alembics, alchemic implements, and jars containing parts of creatures in
the same gelatinous fluid. On one of the tables are two vials, containing an anesthetic and a stimu-
lant (BSH, p.28). A weird -ooking shrine has been
built in one corner of the room with black candles,
scribbled arcane symbols, and evocation runes.
(There is a 40% chance Evakius is here, unless
alerted or encountered before.)
9. Evakius' chambers: Another short corridor
leads from the research lab to the bottom of ano-
ther conical room. It is a library filled with books
of alchemical formulae and bestiaries. A small
bed is on one side, and next to it a chest contai-
ning gold and gems worth x 100 coins. On a
lectern is a notebook describing Evakius' initial
experiments, his encounter with the demon, the
signing of the pact, and the current progress of
his work. The writing becomes gradually more
incoherent and ends vith the word: WYRMAN-
TIS. A wooden walkway spirals upwards and
leads to a hidden passage (10). (There is a 40%
chance Evakius is here, unless alerted or en-
countered before.)
10. Hidden passage: A tunnel leads to the
secret passage in the hall of lights.
4. You discovered in an ancient book that a demon named
Old Botis was trapped in a massive salt crystal hundreds of
years ago. Legends say that it can grant nature-bending
powers. You have tracked the crystal's location to a forest
near a village called Gerstedorf.
A pact with old botis
If Evakius is killed, Old Botis may offer a
pact to the character with the most gifts
from Chaos. He doesn't reveal himself to
Law- or Balance-aligned characters, unless
directly summoned.
The pact grants the following power: two
creatures of lower levels than the character
merge into a monstrous beast. Its level is
equal to the higher of the two, plus 1. The
newborn monster retains one feature from
each (e.g. poisonous, flying…). The cha-
racter rolls their Doom die: 1. It attacks the
character immediately, 2-4. it attacks the
nearest creature, then calms down, 5+. the
creature obeys orders.
Old Botis does not care about mortals who
refuse a pact. Should the characters show
hostility or disrespect, he teaches them a
bloody lesson (LVL 5 incorporeal demon,
BSH, p.50).
17