PREAMBLE
"The Cult of Pestilence" is a short AD&D®
adventure designed for 4-8 characters of levels 1-3 (about 12 total levels).
A balance of character classes and good combat ability in the party will
greatly increase survival chances.
DMs may find it useful, but not necessary, to read the GREYHAWK: FROM THE ASHES write-up of Incabulos and his priesthood. The priesthood section of FROM THE ASHES may be found at the Wizards of the Coast website as this URL: HTTP://WWW.WIZARDS.COM/.
This module uses the AD&D® FRPG
system, and elements from the WORLD OF GREYHAWK™ campaign
setting; both © TSR inc.
ADVENTURE BACKGROUND
Greyhawk City is infamous as a city of thieves, assassins, and adventurers
— and yet, not all groups find welcome within the city. The Cult
of Incabulos is one such group. Universally hated and reviled, the
worshippers of Incabulos practice their foul faith in secret places and
under the cover of darkness.
Several years ago, a cleric of Incabulos discovered a long-forgotten
series of chambers while exploring the fetid sewers beneath the City of
Greyhawk. Having cleared the chambers of monsters and debris, the
evil cleric and his acolytes made the place a haven of worship for their
dark god. Cloaked in secrecy, these wicked folk sally forth at night
from their hideout to kidnap the unwary denizens of the city. It
is best not told here what becomes of these unlucky souls during the hideous
rites of Incabulos, the lord of plagues and nightmares...
FOR THE DUNGEON MASTER
You may wish to single out a good character, or at least one likely
to investigate, when you read the passages under "Starting the Adventure"
heading below. It may also be a desirable to have all of the characters
at the same inn; however, this is not absolutely necessary as long as the
characters can be mustered in a reasonable amount of time.
Of course, the opening below is just one possible way the characters
may discover the hidden temple of the Incabulites. Perhaps the beggar
can approach the characters and relate to them how he saw "demons seize
a young woman and carry her into the earth." Or maybe the disappearances
have begun to attract attention and the rumors of "evil spirits" will cause
the characters to investigate. Feel free to change or disregard the
opening given below as it does not really affect what the characters will
discover within the hideout.
STARTING THE ADVENTURE
The adventure begins at night, after the characters have gone to bed
and are asleep. It is assumed that at least one character is in a
room on the third, or higher, floor of the inn. Choose this character
and read the following:
You are in a dream. You are lying spread out on your back, tied
with rope to a cold slab of stained stone — an altar of some kind.
You struggle futilely against your bonds, but you are helpless. The
large chamber is dark, scarcely illuminated by a few foul-smelling, smoking,
black candles; its vaulted ceiling rises up into darkness. Voices
surround you, a faint unintelligible droning chant. A shadowy cloaked
figure hovers over you, holding a long, wickedly curved dagger in a skeletal
hand. Just as the blade begins to fall towards your unprotected heart,
you awake in a cold sweat...
You get up from your bed and walk towards the window of your room. You open the shutters to let in the cool night breeze. From your window you can see the rooftops and smoking chimneys of Greyhawk. You suddenly hear a woman's shriek of fright from the alley below. Leaning out and peering to the right, you see what looks like three cloaked figures struggling with a young woman. Strangely, the woman instantly becomes limp. The cloaked men (women?) quickly carry off their captive and disappear into the darkness of another side alley. |
Hopefully, the character to whom you chose to relate the above is a red-blooded adventurer either willing to investigate instantly or soon after rousing his companions. Let the characters search the area of the abduction and the side alley for a while, but have them find nothing of importance. At the abduction site, the only evidence the party will find is a small round of cheese and several loaves of bread, all wrapped in a bundle with cloth and string.
Once you've determined that the cultists have had enough of a head start,
read the following:
You search the alley in which the cloaked figures made their escape.
The alley goes on and on, and intersects with many other side streets and
back alleys. You are about to give up all hope of finding the kidnappers,
when you hear a stifled whimper coming from a darkened, recessed doorway.
Drawing near, you see a wretched beggar cowering in fright. As soon as he sees that you notice him, he begins to moan piteously, "Please don't hurt poor Haggis! I ain' done nothin'! Don't feed me to the demons! OoooOOOoooh!" |
Poor Haggis is quite delirious; his mind ravaged from years of drink and street life. Haggis, from his secluded hiding spot, witnessed the woman's abduction. The "demons" (as he calls them), grabbed the girl and carried her past him, just feet from where he lay. He will point to an area about 15 yards from his doorway and say, "and them demons, they jes' disappeared! Vanished right down in deh groun'!" The characters will not be able to get much else out of Haggis save insane ramblings and pitiful pleas for mercy.
The spot indicated by Haggis contains nothing; however, set into the
ground is a large rusty sewer grate. The grating is fairly heavy,
but can be lifted up easily enough. The hole is large enough for
one character to descend at a time. The sewers here are dark and
bad smelling, and only the faint dripping of water can be heard.
Unfortunately for any would-be rescuers of fair maidens, the kidnappers
did indeed descend into Greyhawk's dreaded sewers.
INTO THE SEWERS
The sewers are dark, wet, and nasty. The floor of the sewers
are curved inward at the center to allow water to flow freely, but along
the walls are flat, 2 1/2' wide walkways. The water in the sewers
is quite low as it hasn't rained in Greyhawk for several days at least;
and the thick brown muck coating the walkways of the sewers will allow
the characters to easily track the cultist kidnappers back to their lair.
However, if the characters waste too much time before beginning the pursuit
(12-24 hours or so), they may need the services of a ranger or similar
person to follow the trail.
The sewers of Greyhawk are quite dangerous, and easy to get lost in. You may want to have the characters wonder about aimlessly for a while losing and regaining the trail, and/or encounter a pack of giant rats, muck dwellers, or other suitable creature. Eventually, however, the characters will follow the foot prints in the slime until they stop abruptly at the far end of a small side passageway — an obvious hint to the location of a secret door.
The secret door is easy enough to find once its general location is
known. The door is just a balanced plane of stone, disguised as part
of the wall, pivoting inward with a forceful shove. The passage beyond
is dry and slopes down some 40' vertically, before terminating after 100'
horizontally at the door to room #1.
THE COVEN OF INCABULOS
The walls and floors of this dungeon are stone; fashioned out of 1'x3'
bricks, slightly more than 1' in thickness. Unless circumstances
dictate otherwise, sounds of battle, yelling, etc. should not attract unwanted
attention. The hallways are a uniform 12' in height, and the ceilings
of the rooms are typically 15' - 20' high. The dungeon's rooms and
passages, unless otherwise noted, are damp and cool. The lighting
is typically very dim, with infrequent lit torches in sconces along the
walls. Doors are of stout, metal reinforced, wooden planks, and unlocked
unless specified.
Random Encounters.
Check every turn rolling 1d6, a result of 1 indicates a random encounter.
In the event of an encounter roll 1d10 and consult the following:
|
Cultists; from area #2. |
|
Kamack & 1d4 giant rats; from area #3. |
|
Sou-souk & Arl; from area #4. |
|
Dreena & Tor-oh; from area #2a. |
|
1-2 osquips; similar to Arl from area #4. |
|
2-8 giant rats; similar to those found in area #3. |
|
A swarm of roaches, rats or other harmless vermin. |
|
An acolyte; from area #10. |
1. Guard Room.
The door to this room is locked, but the lock is of poor quality (+25%
chance to open locks). It can be barred from the inside, but the
careless guards within have neglected to do so. If the door is picked
open, the characters will surprise the guards on a 1-6 on a d10.
If the door is forced open on the first try, the chance to surprise is
reduced to normal (1-3); and if the party takes two or more tries to force
the door there is no chance for the guards to be surprised. If the
party is unable to force the door within four tries, the guards will have
time to recover from their surprise and will dispatch one of their number
to bring reinforcements first from area #2 and then to warn the clerics
of area #10.
Read the following if the characters have managed to surprise the guards
by picking the lock (adjust as necessary if the characters enter more forcefully):
As you open the door, you see several rough looking characters playing cards and exchanging crude jests around a long wooden table. One of them suddenly stops laughing and looks right at you. She jumps up from her chair knocking it over, and points at your location. They begin scrambling for their weapons. |
There are 5 Cultists in this room. Each Cultist carries 10 sp each; and there are 75 sp on the table.
Cultists (5): AC 8 (leather), MV 12, HD 1, hp 5, THAC0 20, #AT 1, Dmg 1d6 (short sword), SZ M, INT 9, AL NE, XP 15.
1a. Closet.
This closet contains 8 black, hooded cloaks, 2 oil lanterns, and 6 flasks of oil amongst the other useless items. |
Nothing else of value can be found here.
2. Dormitory.
This room contains many bunks, small foot lockers, and several tables and chairs. Several men and women are also in the room either sleeping or lounging around. |
There are 12 Cultists total in this room, four of which are awake when the characters enter. The sleeping Cultists will awaken in one round, and will be effectively surprised for an additional round. At the end of the fourth round of combat, Tor-oh an evil fighter and Dreena his companion from area #2a, will enter the fray fully armored. A thorough search here reveals 300 sp.
Cultists (12): AC 10, MV
12, HD 1, hp 5, THAC0 20, #AT
1, Dmg 1d4 (dagger), SZ M, INT
9, AL NE, XP
15.
Dreena: AC 8 (leather), MV
12, HD 1+1, hp 6, THAC0 20, #AT
1, Dmg 1d6 (short sword), SZ M,
INT
9, AL NE,
XP
35.
Tor-oh: AC 6 (ring mail + shield),
MV
9, HD 2+2, hp 12, THAC0 18, #AT
1, Dmg 1d8+1 (longsword), SZM,
INT
9, ALNE, XP 65. Items:
Potion
of Invisibility, key to the chest in area
#2a.
2a. Tor-oh's Room.
This room contains a large bed, a desk, a small table, and a foot locker. |
If the party somehow managed to quietly dispatch the Cultists in area #2, then they will also find the Dreena and Tor-oh within (as above, but without armor).
There is a non-magical dagger underneath the pillow of the bed. The locker is fastened with an iron padlock (Tor-oh has the key), inside is a small shaving mirror of polished silver worth 150 sp, and pouch containing 300 sp.
3. Torture Chamber.
In this room filled with torture devices, you see a large man wearing a black leather mask. He seems to be feeding chunks of bloody flesh to a swarm of overgrown rats at his feet. |
The torturer, Kamak, is indeed feeding his beloved "pets." And he doesn't take kindly to strangers. The rats are well-trained to obey the torturer's orders. The 4 Giant rats will fight for 1d4 rounds after their master dies before fleeing. The 20 normal rats flee when the giant rats do.
Aside from the various items of torture the room contains nothing of interest. However, a very careful study of the NE corner will reveal a loose stone that may be pried open. A character removing the stone will discover a rat, insane with hunger, which will jump out and try to latch itself to the character's face (+4 to hit, -4 to surprise). After dealing with the rat, the characters also find a brown leather pouch containing 40 sp, 25 gp, and a woman's bracelet made of woven gold set with semi-precious stones worth 1,250 sp (this is a Bracelet of Protection +1; it acts as a ring of the same name when worn).
Kamak: AC 7 (studded leather), MV
12, HD 1, hp 5, THAC0 20, #AT
1, Dmg 1d8 (battle axe), SZ M,
INT
9, AL NE,
XP
15.
Giant Rats (4): AC 7, MV
15, HD 1/2, hp 3, THAC0 20, #AT
1, Dmg 1-3, SZ T, INT
3, AL NE, XP
7.
Rats (20): AC 7, MV
15, HD 1/4, hp 1, THAC0 20, #AT
1, Dmg 1, SZ M, INT
1, AL N, XP
7.
3. Prison Cells.
The doors to these cells are locked (Lalceps has the keys in is room,
area #8). Each door has a small barred window, covered by a sliding
wooden panel, that allows one to look into the cell. Read the following
for each cell as the characters enter or look into them:
3a. Cell A.
This cell appears to be empty. You see nothing but some straw bedding on the floor. |
This cell contains nothing.
3b. Cell B.
You are immediately greeted by the foul stench of rotting flesh. Someone, apparently dead, lies slumped in the corner. |
The body is a zombie. It will attack the moment it is disturbed.
Zombie: AC 8, MV 6, HD 2, hp 10, THAC0 19, #AT 1, Dmg 1d8, SZ M, INT 0, AL N, XP 65. Undead; strikes last every round.
3c. Cell C.
This cell appears to be empty... |
Characters opening this door will find the floor literally crawling with thousands of cockroaches. Light from the opened door will cause the cockroaches to flee in all directions (down the hallway, up the character's legs, etc.).
3d. Cell D.
Peering into this cell, you see a cowering savage looking man. He whimpers, "please. no more. please...." |
The deal with Rodur (the fellow inside the cell), is that he is profoundly evil and has been driven quite mad after months of torture. A former cult member, he earned the displeasure of the high priest, and has been sentenced to death after one year of continuous torture.
He will pose as an innocent trapped in the clutches of the cultists and will say anything to be let free. He will feign friendship with the party in the hopes of betraying them at some crucial moment. (He mistakenly believes that by doing so he will regain the High Priest's favor.) Rodur will attempt to lead the characters to area #10 if possible.
If Rodur discovers that the cultists have been defeated, he will fly into a rage and attack a random party member with his fists (he will temporarily be at 18/00 strength during this attack due to his insanity).
Rodur has no treasure, and will never willingly give the party any useful information.
Rodur: AC 10, MV 12, HD 1, hp 2, THAC0 20 (17*), #AT 1, Dmg by weapon (+6*), SZM, INT 9, ALNE, XP 7. *When in a blind rage, see above.
4. Kitchen.
This room has all the trappings of a well stocked kitchen: ovens, several fire pits, tables, cutting boards, pots, pans and other cooking utensils. One of the fire pits is in use with a large copper kettle hanging over it. |
The kettle contains a simmering broth. Attentive characters will notice some fresh herb and vegetable clippings on one of the table. Characters actually willing and able to carry off the kitchen items may sell them all for about 500 sp; however, this will take many trips.
Just before the characters entered the room, Sou-souk, the female half-orc cook, went into the pantry (area #4a). She heard the PCs come into the room, and is now waiting just beyond the door with a large meat cleaver and her pet osquip Arl. Characters opening the door to area #4a are attacked by Arl and Sou and suffer a -5 penalty to their surprise rolls.
Sou-Souk (1/2 orc): AC 10, MV
12, HD 1, hp 5, THAC0 20, #AT
1, Dmg 1d4+1 (meat cleaver), SZ M,
INT
9, AL NE,
XP
15.
Arl (osquip): AC 7, MV
12, HD 3+1, hp 16, THAC0 16,
#AT 1, Dmg 2-12, SZ S,
INT
1, AL N,
XP
120.
4a. Pantry.
This room is a storage area well stocked with various foodstuffs. |
A search here will reveal most common food items and about 10 weeks worth of dry rations.
5. Dining Hall.
This room is dominated by a long wooden table and many chairs. Hanging on the south wall is a huge tapestry depicting hideous scenes of plague, famine, murder, torture and death; its very center features a large unblinking eye set in a metal diamond. The scenes depicted on the tapestry are so lifelike, a wave of despair and woe descend upon you. |
The tapestry is an abomination and any good character should feel the urge to destroy it. Characters wishing to sell the tapestry will get 5,000 sp for it from the right buyer (as well as a lot of unwanted attention).
6. Reading Room.
This room contains several sitting mats and a few low-lying bookcases. A pungent aroma of incense hangs thickly in the air. You also see three cross legged figures apparently asleep, or in some deep reverie, sitting on the floor. |
These cultists are under the influence of powerful hallucinogenic. They are oblivious to everything unless roughly shaken or attacked. Their reactions to the characters will be completely random and may be anything from stupor, lassitude, anger, fear, worshipfulness, etc. The cultists will begin to regain their senses in 1-6 hours.
The shelves contain various books and scrolls of an evil nature concerning the worship and rites of Incabulos, several brass incense burners, and a supply of exotic incense sticks (some of which are hallucinogenic). The books, scrolls, incense and burners are worth a total of 800 sp. The cultists also carry 25 sp each.
Cultists (3): AC 10, MV 12, HD 1, hp 5, THAC0 20, #AT 1, Dmg 1d4 (dagger), SZ M, INT 9, AL NE, XP 15.
7. Priest's Room
This room contains a bed, desk and foot locker. The rotting corpses of many animals (cats, dogs, birds, rats, etc.), all crawling with maggots, have been left to hang on the walls like twisted decorations. The stench in here is almost overpowering. |
This is the room of Anar, the second highest ranking priest of Incabulos. The chest is locked (Anar has the key) and trapped with a needle mechanism (save vs. poison or go into convulsions losing 1 hp per round); it contains a pouch holding 200 sp and 50 gp, and other personal items.
8. High Priest's Room.
This room smell of death and decay. The corpse of a disembowelled human infant dangles on a wire from the ceiling. Several skeletons line the walls like mute sentinels. An exquisitely carved crystal (or glass) skull, about 8" tall, lies on a stone pedestal in the center of the room, just below the hanging infant. Other furnishings of the room include a large bed, a desk and drawers, a chest, and table with one chair. |
This is the private room of Lalceps, the high priest of Incabulos. There are 12 skeletons in the room; they will animate and attack if the room is entered. The corpse hanging from the wall has 3 rot grubs in it; the rot grubs will attack anyone touching the corpse or going under it (to inspect the skull).
The desk and drawers contain ink, paper, quills, etc., the keys to the prison cells (areas #3a-3d), and several books and scrolls of a religious nature. The chest contains various personal items, and an ornamental bronzewood box (worth 100 sp) holding 300 sp and 75 gp. The crystal skull is worth 2,500 sp.
Skeletons (12): AC 7, MV
12, HD 1, hp 5, THAC0 19, #AT
1, Dmg 1d6, SZ M, INT
0, AL N, XP
65. Undead; 1/2 damage from edged weapons.
Rot Grubs (3): AC 9, MV
1, HD <1, hp 1, THAC0 20,
#AT 1, Dmg 0, SZ T,
INT
0, AL N,
XP
65. Kills host in 1-3 turns unless applied with fire (1d6 hp worth),
or a cure disease spell.
9. Acolytes' Rooms.
These rooms are all very similar. Read the following when the
characters look into these rooms:
This appears to be a small, private bedroom. It contains a bed, a small foot locker, and a desk bearing several scrolls. |
The scrolls are various religious writings, and the chests contain worthless personal items.
Rooms 9b and 9e are similar to the others with these differences:
9b. Acolyte Room B.
The sheets of the bed quiver as if there was something moving underneath them. |
Characters removing the sheets will discover the mattress to be a mass of huge black roaches. It appears that this room's acolyte like to sleep with roaches crawling all over him. The roaches are strangely tame.
9e. Acolyte Room E.
A piteous mewling comes from something squirming on the desk. |
A cat has been left here by an acolyte. The cat's feet have been sawed off and the stumps cauterized. The cat bears other evidence of torture. Who knows how long this poor creature has been kept alive as a sickening plaything?
10. Temple of Incabulos.
This shadowy, vaulted chamber reeks of offal, human waste and urine. Fat, smoky candles provide dim illumination. Seven chanting figures in black, hooded cloaks surround a large sacrificial alter of stone. A gagged woman lies bound with heavy ropes upon the altar. |
These are the priests and acolytes of Incabulos, in the midst of some foul ritual. The woman is Sola — the same woman the character at the beginning of the adventure saw being abducted. The character will also vaguely recognize this room as the one he saw in his dream.
Each Acolyte carries 50 sp. Lalceps' holy symbol is an elaborate affair of gold filigree, silver and ornamental jewels worth 1,500 sp. Sola, is an untrained 0-level human; however, she will fight against the priests if freed and given a weapon.
Lalceps (high priest): AC 10, MV
12, HD 5, hp 25, THAC0 18, #AT
1, Dmg 1d6 (long dagger), SZ M,
INT
15, AL NE,
XP
420. Items: Ring of Free Action,
Gem of Insight (will function again
in 45 years). Spells: (1) Command, Cause Lt. Wounds, Darkness, Prot./Good,
Sanctuary; (2) Aid, Charm Person, Enthrall, Heat Metal, Obscurement; (3)
Prayer.
Anar (priest): AC 10, MV
12, HD 3, hp 15, THAC0 20, #AT
1, Dmg 1d4 (dagger), SZ M, INT
12, AL NE, XP
120. Spells: (1) Cause Fear, Cause Lt. Wounds, Darkness, Prot./Good;
(2) Aid, Hold Person.
Acolytes (5): AC 10, MV
12, HD 1, hp 5, THAC0 20, #AT
1, Dmg 1d4 (dagger), SZ M, INT
10, AL NE, XP
65. Spells: Acolyte #1: Cause Lt. Wounds; Acolyte #2: Cause Lt. Wounds;
Acolyte #3: Darkness; Acolyte #4: Darkness; Acolyte #5: Cause Fear.
11. Vestibule.
This ante-chamber appears to be a dressing room. Various tunics and vestments hang from pegs on the wall. |
The secret door to area #11a can be opened by pulling on one of the unused pegs.
11a. Sewer Shaft.
This open shaft has a metal ladder along the north wall. The shaft rises and descends into darkness for as far as you can see. |
This is another secret exit/entrance to the temple. The shaft
has many winding passages and lead to various areas of the sewers throughout
the city.
ADDITIONAL COMMENTS
DMs may feel the treasure within the dungeon excessive,
or possibly too skimpy; they should adjust as necessary, keeping in mind
the need for the characters to haul off the loot. (Unguarded treasure
has a tendency to wander off...) Additional/alternative treasure
or rewards for defeating the cultists could be a bit of local fame, a cash
bounty put upon the head of Lalceps and his cult to claim, and/or the gratitude
of Sola. (Who may turn out to be more than she appears...)
Some of the combats may prove to be quite deadly for a group of low level adventurers. Suggestions for lowering the difficulty include: replacing the osquip in area #4 with a giant rat, reducing the number of cultists in area #2 or skeletons in area #7, or altering the spells available to the clerics in area #10. (Perhaps the clerics used some earlier as part of their ritual, or prayed for spells less useful in combat?)
Comments? Flames? Email the author at: blucher@usa.net.
APPENDIX I: MAP OF THE TEMPLE OF
PESTILENCE