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The Abbot

Room

DCC 107 · p.53

Open source p.53

Area 2-6 – The Abbot

The stone steps come to an end at the shore of an inky pool some 20’ across. The pool is fed by dark rivulets streaming down the walls, ceiling, and steps. It is difficult to guess how deep the pool is, or even if the submerged steps continue on.

Set in the center of the pool is a stone bier. A torso, bereft of arms, legs, or a head, rests upon a treasure mound atop the platform amid the lapping waves.

As the PCs have likely come to expect, the pool and rivulets is the un-dying blood of the Abbot’s acolytes. The pool is 50’ deep, the torso of the Abbot resting atop a carved monolith of stone.

If none of the relics have been removed from their places of rest, the torso is inert, trapped within its immortal coil. The characters – be they hesitant, fortunate, or just simply lucky – are rewarded for their exceeding caution. If the characters can gain the top of the bier, they are free to loot the remaining treasures of the Abbot without fear of reprisal. (See Hoard of the Abbot, below.)

However, in the likely case that the PCs have disturbed at least one of the relics, the Abbot has been freed from his selfimprisonment. His freedom comes at a cost of his immortality, but the PCs might not live long enough to know the difference. The PCs’ arrival sets into motion the following series of events:

A tremor shakes the chamber from above, causing the waves of blood to wash up over the torso and the treasure mound.

Call for actions from the PCs. Moments later, a second tremor sends stones crashing down from above, collapsing the exit, and spilling an avalanche of rubble down the stone steps. Any PCs still on the steps must make DC 10 Ref saves or be knocked into the pool of blood.

At the start of the next round, waves wash over the platform, spilling the torso and all its treasures into the pool. Any characters atop the bier must make DC 10 Ref saves or be washed into the pool. A deep groaning fills the air, and the walls, floor, and ceilings tremble as a giant of the earth shakes free its surly bonds.

The Abbot has arisen. Bereft of a body, its spirit inhabits the abbey and its dungeons. With a final, stone-shattering quake, the Abbot sits free of the earth, a towering high god-thing composed of stone, earth, and the blood of its disciples.

All characters must attempt DC 10 Reflex saves. On a successful check, the PC is borne to the surface, riding astride the titan. On a failed check the character is also carried to the surface, but is pinned beneath crushing stones. To escape, the PC must succeed on a DC 20 Strength check or receive the aid of an ally.

The Abbot’s foremost goal is to regain its lost relics. On a successful attack it can elect not to inflict damage, but instead to seize hold of the PC. After cruelly examining its victim, it devours the character on the following round, casting PCs down its stone gullet to their doom.

Apart from flight, or incredible creativity, the PCs’ sole hope lies in the turning the relics against the Abbot. Each of the relics has the capacity to weaken the Abbot; together, they can render the god-thing helpless. Activating any one of the relics requires an action, and no single PC can activate more than one relic in a round.

The Head: A character bearing the Head may attempt a DC 15 Will save once per round. On a successful check, the character succeeds in dominating the spirit of the Abbot, impairing its actions by -1d for each point of the save equal or above 15. (A 15 save would result in a -1d and a 17 would result in -3d.) If the Abbot is defeated, the relic bestows its magic upon the bearer in the form of to his Intelligence and Personality scores.

The Abbot’s Wand: A character wielding the Abbot’s severed hand can attempt to direct the god-thing’s attacks. Any time the Abbot attacks, the character with the Wand may attempt to beat the roll with an opposing attack roll. (If the Abbot rolls a 14 to hit, and the PC with the Wand rolls a 15, the character wins.) If successful, the wand-bearer succeeds in altering the course of the attack, causing it to miss. If the Abbot is defeated, the relic bestows its magic upon the bearer in the form of to his Strength and Agility scores.

The Hoof: A character bearing the foul foot may elect to attempt a DC 15 Will save once per round. On a successful check, the character succeeds in reducing the Abbot’s speed by 5’ for each point of the save equal to or above 15. (A save of 15 would result in a speed of 25’ per round and a 17 would result in 15’ per round. If the bearer succeeds

with a natural 20, the Abbot is rendered immobile, rooted in place for all time.) If the Abbot is defeated, the relic bestows its magic upon the bearer in the form of to his Luck and Stamina scores.

The Humerus: Once per round, the bearer of the relic can swing the bone in a wide arc. The god-thing responds in kind, stumbling through its motions, and dramatically increasing the chances of PCs scoring critical hits. If the wielder succeeds on a DC 15 Reflex save, all attacks against the Abbot that round are critical hits on a roll of 15 or better. If the Abbot is defeated, the relic bestows its magic upon the bearer in the form of to all to hit and damage rolls.

The god-thing has ten rounds to regain any of its lost relics. If the Abbot succeeds, its immortality is assured. However, if the PCs manage to survive 10 rounds, the forestalled dooms catch up to the Abbot. Each of the freed dooms strikes at once, collapsing the would-be god in a shower of stone, blood and gore.

The Ghosts: If the PCs came to peace with the ghosts in area 1-2, the ghosts now return to intercede on their behalf. Each may take one action, at the judge’s discretion, to aid the PCs. This can be as simple as lifting free a stone so that a PC can escape, or taking a blow from the Abbot so the PC remains unharmed. Each ghost may perform but a single action before vanishing, never to return.

Hoard of the Abbot: The hoard remaining atop the platform is but a fraction of the Abbot’s original treasure, yet characters managing to secure the treasure can come away rich men. (Note: the treasure is loose, with coins and gems spilling every direction. How the PCs attempt to scoop up the loot may the final arbiter of how much they walk away with.)

The hoard is composed of x10 sp, x10 gp, religious items worth gp each (candlesticks, censers, and the like), and pieces of jewelry worth gp each.

Obviously, if the Abbot arises, the remaining loose treasure is lost, buried somewhere deep beneath the earth.

The Abbot of the Woods: Init ; Atk slam melee (); AC 10; HD ; hp 50; MV 60’; Act ; SP seize and devour; SV Fort , Ref , Will ; AL C.