GM Blood's Age of Worms in Golarion

Game Master David James Olsen

Current Map
Loot


Current Map

Link to loot maintained by Rowena

Rules:

I will roll for initiative at the start of combat.

Do your descriptions of your actions and speech/thoughts first.

At the end of each post the players should post in a spoiler:

[spolier=Status ]
HP X/Total AC XX (Current AC)
Effects:

Resources used:

Actions:(example)
As a swift action I smite evil the goblin at AB49.
As a move action I move up to square AA49.
As a standard Action I cleave starting with AB49 then AB48
[/spoiler **Add the closing ]**

This will be what you ended the round at (so if you charged adjust your AC or if you healed yourself the same)

Town of Diamond Point:

Map of Diamond Point

1. The Emporium – Casino, whorehouse, freak show – very popular, garish & gaudy.
• Run by Zalamandra.
• Shag Solomon (Wildman aristocrat)
• Tom Shingle (misshapen contortionist)
• Ariello Klint (Halfling)
• A two-headed calf named Esmerelda, Jr.
• Chezabet, a beautiful harrow reader.

2. Lazare’s House – Cozy gaming parlor focusing on Dragonchess. Upper class.
• Run by Lazare
• Daughter Dannath
• Khellek the Mage is a frequent attendee
• Chaum Gansworth & Luzanne Parin are regulars

3. The Feral Dog – Very busy, sleazy tavern
• Overseen by a half-orc named Kullen
• Tirra the Half-Elf is a regular

4. Church of Angradd (and Torag)
• Led by Jierian Wierus, a fiery dwarven orator
• Acolyte – Hameneezer

5. Tidwoad’s
• Run by a gnome named Tidwoad, keeps bank vaults, buys/sells gems
• Keeps a Shield Guardian named Festus
• Gnomish visitors frequently lodge upstairs

6. Sheriff’s Office
• Sheriff Cubbin (a boisterous alcoholic)
• Deputy Jamis
• 6 constables
• Local jail

7. General Store
• Run by Tagin (Human)
• Just about anything that isn’t armor or weapons or magical

8. The Hungry Gar
• Restaurant run by Gul Tortikan

9. Jalek’s Flophouse
• Run by a massive, helmeted mute named Golot
• Owned by a fellow named Jalek, who lives near the top of the structure, but is rarely ever seen
• An ancient warehouse turned into housing

10. Smenk Residence
• A sodden old mansion a century past its time
• Owned by Balabar Smenk , owner of four mines in Diamond Mine
• Guarded by three hired guards
• Front door is always open during daylight hours

11. Deepspike Mine

12. Garrison
• Run by Captain Tolliver Trask , an aging, distinguished man
• Chief Cartographer Dietrik Cicaeda can be found here.
• Chief Scout Merris Sandover can be found here
• Lieutenants Dobrun Trent, Mikkela Venderin & Trovost Skunt
• 60 Soldiers
• Chapel of Pharasma can be found here
i. Valkus Dun – High Priest (tall, handsome)
ii. Velias Childramun – aging priest
iii. Melinde’ – young warrior priestess

13. Lakeside Stables
• Run by Lanch Faraday – portly half-elf
• Does not have the best reputation

14. The Midnight Salute
• House of Ill-Repute
• Run by an elf woman known as “Purple Prose.”
• Less expensive than the Emporium

15. The Spinning Giant
• Tavern with a painting of “Flailing Felanore” – a giantess who was captured 40 years ago
• Contains a decent quality stage
• Home to the local Garrison when off-duty

16. The Captain’s Blade
• Run by Tyrol Ebberly, a severe-looking man who claims to have once been a Watch Captain in Magnimar.
• Focus on Masterwork melee weapons

17. Venelle’s
• Run by Venelle, a female human ranger
• Built of pine logs
• Focus on Masterwork bows and arrows.
• Can import from Magnimar

18. Allustan’s Residence
• Home of Allustan , “The smartest man in town.”
• Sage & Wizard

19. Tilgast Residence
• Home to Gelch Tilgast, one of the mine owners
• A beautiful mansion with separate stables inside a stockade wall.
• Wealthy visitors can pay 1gp/day to stable horses

20. Old Piers
• An old sailor named Durskin can ferry folks around in his sloop, called the “Autumn Runner.”
• Also home to the “Harkness” run by Pharasma priests – kept cleaner.

21. Able Carter Coaching Inn
• Hostel (1gp/day)
• Stable (5sp/day)
• Runs a fleet of horse-drawn coaches that can travel the hills.
• Guarded by 4 guards at all times

22. Parrin Residence
• Home of Luzanne Parrin, one of the mine owners

23. Greysmere Covenant
• Home to three dwarven representatives of the stronghold of Greysmere, several days to the East.
• Run by Dulok Blitzhame.
• Councilor Galuth Grobadore
• Councilor Bitris Ruthek

24. Gansworth Residence
• Home to Chaum Gansworth, one of the mine owners
• Memorial Obelisk located outside is dedicated to miners killed in a collapse 70 years ago, that claimed 300 lives.
• Guarded by 5 guards at all times.

25. The Rusty Bucket
• Popular restaurant that used to focus on fish. Green stained-glass windows make for an unusual atmosphere inside.
• Home to three pipers who play regularly

26. Moonmeadow Residence
• Home of Ellival Moonmeadow, the Elven overseer of Diamond Point’s silver mine.
• Spends most of his time in the company of 6 Elf companions

27. Osgood Smithy
• Run by Manlin Osgood (Human Blacksmith)
• Home of Masterwork armor & household goods

28. Smelting House
• Run by a rarely-seen chief smelter, is the one place in Diamond Mine where all mines have their ore smelted.
• Northwest corner serves as the residence and workshop of Benazel the Alchemist (Potion-maker)

29. Diamond Lake Boneyard
• Overseen by Pharasma priests, guarded at all times. Rumored to hide a burial plot filled with gold bars that no one has ever found.

30. Neff Manor
• Owned by Governor-Mayor Lanod Neff , sprawling and protected by a wooden stockade wall – home to the political apparatus of Diamond Point.

31. Dourstone Mine
• Run by Ragnolin Dourstone, one of the mine owners

32. Abandoned Mine

33. Menhirs
• Old stone ring occasionally visited by druids

34. Old Observatory
• Crumbling building that once housed an order of monks obsessed with the heavenly bodies of the nighttime sky.

35. Dourstone Residence
• Home of Ragnolin Dourstone, one of the mine owners.

Diamond Point:
Diamond Point nestles in the rocky crags of the Cairn Hills, three days east of Magnimar to which it is subject. Iron and silver from Diamond Point’s mines fuel the capital’s markets and support its soldiers and nobles with the raw materials necessary for weapons and finery. This trade draws hundreds of skilled and unskilled laborers and artisans, all hoping to strike it rich. In ages past, Diamond Point boasted an export more valuable than metal in the form of treasure liberated from the numerous tombs and burial cairns crowding the hills around the town. These remnants of a half-dozen long-dead cultures commanded scandalous prices from the Magnimary elite, whose insatiable covetousness triggered a boom in the local economy. Those days are long gone, though. The last cairn in the region coughed up its treasures decades ago, and few locals pay much mind to stories of yet-undiscovered tombs and unplundered burial cairns. These days, only a handful of treasure seekers visit the town, and few return to Magnimar with anything more than a wall rubbing or an ancient tool fragment.

In the hills surrounding the town, hundreds of laborers spend weeks at a time underground, breathing recycled air pumped in via systems worth ten times their combined annual salary. The miners are the chattel of Diamond Point, its seething, tainted blood. But they are also Diamond Point’s foundation, their weekly pay cycling back into the community via a gaggle of gambling dens, bordellos, ale halls, and temples. Because work in the mines is so demanding and dangerous, most folk come to Diamond Point because they have nowhere else to turn, seeking an honest trade of hard labor for subsistence-level pay simply because the system has allowed them no other option. Many are foreigners displaced from native lands by war or famine. Work in a Diamond Point mine is the last honest step before utter destitution or crimes of desperation. For some, it is the first step in the opposite direction: a careful work assignment to ease the burden on debtor-filled prisons, one last chance to make it in civil society.

Despite its squalor, Diamond Point is crucial to Magnimar’s economy. The city’s directors thus take a keen interest in local affairs, noting the rise and fall of the managers who run Diamond Point’s mines in trust for the government."

Important Diamond Lake NPCs:
Allustan: Known as the "smartest man in town", Allustan is a friendly wizard that lives in a charming red and deep blue house on one of the rare stretches of healthy grass in all of Diamond Point. He takes on apprentices from time to time.

Balabar Smenk: One of the several mine managers in Diamond Point. There is rumor that he is trying to drive out the other mine managers and take over their mines.

Chaum Gansworth: One of the several mine managers in Diamond Point. He is also the youngest.

Dietrik Cicaeda: Chief Cartographer of Diamond Point. His office resides in the Garrison.

Ellival Moonmeadow: One of the several mine managers in Diamond Point. He is rarely seen aside from playing Dragon Chess at Lazare's House.

Gelch Tilgast: One of the several mine managers in Diamond Point. He is also the oldest. He used to wield the most power of the mine managers ... that is until Balabar Smenk showed up in town.

Governor-Mayor Lanod Neff: Governor-Mayor of Diamond Point. Brother of Allustan. He is seen by appointment only.

Jierian Wierus: Head Cleric of Pharasma. A bomastic orator whose populist rants appeal to the best virtues and values of the common man while at the same time preying upon their fears and superstitions.

Luzane Parrin: One of the several mine managers in Diamond Point. Inheritor of her mother's proud legacy as one of the town's wealthiest managers ... she has seen t all slip away. The details haven't been brought out in the public eye but it is rumored that Balabar Smenk now owns her former mansion.

Manlin Osgood: Proprietor of Osgood Smithy. Osgood is a somewhat coarse, unfailingly polite middle-aged human with a bald head and a walrus-like mustache.

Mélinde: A charming young warrior priestess who hopes one day to run the Diamond Point Chapel of Pharasma. She can be found in the Garrison.

Ragnolin Dourstone: One of the several mine managers in Diamond Point.

Sherrif Cubbin: Sherrif Cubbin is a man so renowned for corruption that many citizens assumed the announcement of his commission was a joke until he started arresting people.

Taggin: Proprietor of Diamond Point's General Store.

Tidwoad: Proprietor of Tidwoad's (a Jeweler shop). Tidwoad is a cantankerous jeweler with a meticulously arranged shop located on the Vein's central square.

Toliver Trask: Captain of the Diamond Point Garrison.The garrison's aging commander distinguished himself in the recent war and has the respect of his charges and of the community at large.

Tyrol Ebberly: Proprietor of the Captain's Blade. Tyrol is a severe-looking man who claims to have once been a watch captain in Magnimar.

Valkus Dun: Head Cleric of the Church of Angradd. He dwarven man with dark brown hair and long sideburns. His strong brow gives him a serious look at all times.

Venelle: Proprietor of Venelle's (A ranged weapon shop).

Special Items, and feats for Age of Worms:

FEATS

Graceful Edge

Choose one type of one-handed slashing melee weapon, such as a scimitar or longsword for which you have already selected the Weapon Focus feat. You wield this weapon with an almost unnatural grace.

Prerequisite: Weapon Finesse, Weapon Focus (any one-handed slashing weapon), base attack bonus +1

Benefit: If you do not wield a shield or weapon in your off-hand, you treat your chosen weapon as a light weapon.
If you do not wield a shield or weapon in your off-hand, you also gain a +1 shield bonus to your AC while wielding your chosen weapon. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Special: A fighter may select Graceful Edge as one of his fighter bonus feats.

You may take this feat more than once - each time you do, it applies to a new one-handed slashing weapon you have Weapon Focus in.

ITEMS

Kyuss Worm Paste

Aura Faint abjuration; CL 5th
Slot None; Price 750gp

DESCRIPTION

This cup-sized container of bad smelling greenish-brown paste renders a creature immune to the green worms of a spawn of Kyuss. Any worm from a spawn (or similar worm attacks, such as slow worms) dies instantly if it touches a creature protected by the paste. Applying the paste is a full-round action and lasts 1 hour. Each cup of paste can protect one creature. If the container is thrown at a normal spawn, it transforms the creature into a normal zombie, just as if remove curse had been used.

CONSTRUCTION

Requirements Craft Wondrous Item, neutralize poison; Cost 375 gp.

Kyussbane Oil

Aura Faint transmutation; CL 5th
Slot None; Price 750gp

DESCRIPTION

This rank oily substance gives a weapon the undead-bane property for 1 hour. Any spawn of Kyuss or similar creature (including Kyuss himself ) struck by the affected weapon takes +1d6 damage in addition to the +2d6 from the bane property.

CONSTRUCTION

Requirements Craft Wondrous Item, summon monster I; Cost 375 gp.

Ghoul-light Lantern

Aura Faint evocation; CL 3rd
Slot Off-hand; Price 5,000 gp; Weight 2 lbs.

These eldritch lanterns are used by true ghouls to light their cities and to augment their undead minds. Although they can see in the dark, they find the necromantic green glow of the ghoul-light comforting.

A ghoul-light lantern can be commanded to shed its sickly green glow as a move action. Once activated, the glow illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius. Living flesh illuminated by ghoul-light feels strangely cold and clammy, while undead within the light feel more energetic. Any living creature within 20 feet of a source of ghoul-light takes a – 1 penalty on Will saves and all Charisma checks (including turn undead checks and all Charisma-based skills).

Undead within 20 feet of a source of ghoul-light gain a + 1 profane bonus on Will saves and Charisma checks. Ghoul-light is treated as bright illumination against creatures with light sensitivity.

All creatures exposed to ghoul-light begin to glow softly themselves with the nasty green light. This glow does not provide additional illumination, but it does affect all creatures within 20 feet of the source as if by faerie fire, thus reducing the effectiveness of invisibility, displacement, and similar effects.

CONSTRUCTION

Requirements Craft Wondrous Item, creator must be a true ghoul; Cost 2,500 gp

Ring of the Wind Dukes

Aura Strong abjuration, enchantment, and evocation; CL 12th
Slot Ring; Price 40,000 gp; Weight -

This heavy platinum ring is set with four large, pale blue sapphires and carved with the crisp Vaati glyph runes of Law. The ring of the Wind Dukes bestows one negative level on any chaotic creature that wears it. The negative level remains as long as the ring is worn and disappears when it is not. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.

As long as it is worn, the wearer ignores the effects of strong winds and gains resistance to electricity 10. Once per day he may use charm monster against any creature with the Air subtype. Elementals suffer a –4 penalty on saving throws against this effect.

Once per day as a standard action, the wearer of the ring can transform into a 60-foot-long line of lightning. All creatures in this line suffer 10d6 points of electrical damage (Reflex DC 14 halves). The wearer returns to physical form at the opposite end of the line of lightning.

CONSTRUCTION

Requirements Forge Ring, charm monster, lightning bolt, resist energy; Cost 20,000 gp

Lightning Sword

Aura Moderate transmutation; CL 9th
Slot None; Price 35,000 gp; Weight 2 lbs.

The Lightning Sword is a + 2 shocking burst mithral short sword. Used by the Wind Duke Icosiol on the battlefield of Pesh, the Lightning Sword is the companion blade to the Sword of Aaqa. The Lightning Sword’s pommel is a single huge star sapphire that glitters with electrical energy.

Three times per day by drawing the Lightning Sword, the wielder can gain the effects of a fly spell (caster level 9). This effect springs into being as part of the act of drawing the sword.

If the wielder fights with the Lightning Sword and the Sword of Aaqa, he may strike the two swords together as a standard action to generate 30-foot line of sonic energy. All creatures in this area take 6d6 sonic damage (Reflex DC18 half). This ability can be used three times per day.

CONSTRUCTION

Requirements Craft Magic Arms and Armor, call lightning or lightning bolt, fly; ; Cost 17,500 gp

Sword of Aaqa

Aura Moderate transmutation; CL 9th
Slot None; Price 35,000 gp; Weight 2 lbs.

The Sword of Aaqais a +2 axiomatic mithril longsword with a hilt set with six pale sapphires the size of grapes. Used by the Wind Duke Icosiol on the battlefield of Pesh, the Sword of Aaqa is the companion blade to the Lightning Sword.

Whenever the wielder scores a critical hit on a creature with the Sword of Aaqa(even if that creature is normally immune to damage from critical hits), the sword creates a powerful blast of windstorm force wind. The creature hit can make a DC18 Fortitude save to resist the effects of the wind. Small or smaller creatures (or flying Medium creatures) are blown away by this blast of wind. Creatures on the ground are knocked down and roll 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. Flying creatures are blown back 2d6×10 feet and take 2d6 points of nonlethal damage. Medium creatures (or flying Large creatures) that fail this save are knocked down. Huge (or land-bound Large) and larger creatures suffer no noticeable effect from the blast of wind.

If the wielder fights with the Lightning Sword and the Sword of Aaqa, he may strike the two swords together as a standard action to generate 30-foot line of sonic energy. All creatures in this area take 6d6 sonic damage (Reflex DC18 half). This ability can be used three times per day.

CONSTRUCTION

Requirements Craft Magic Arms and Armor, order’s wrath, control winds; ; Cost 17,500 gp

Piece of the Wind Duke's Rod

Aura Strong transmutation; CL 20th
Slot None; Weight 1 lbs.

This great artifact was forged eons ago by the Wind Dukes for use in their war against the forces of Chaos. It was sundered into seven parts during the Battle of Pesh, and its fragments scattered across the world. Thus, it has become known by its more common name: the Rod of Seven Parts.

Over time, fragments of the Rod of Seven Parts have surfaced here and there, often in times of great need. Unfortunately, the Rod remains unstable, and, once its purpose is served, it fragments anew, its components scattering, often returning to the site of Wind Duke tombs or ruins (as is the case of this fragment).

The fragment found in Icosiol’s tomb comes from the tip of the original rod. The fragment measures 15 inches long, and it can be used to cast heal once per day.

A nonlawful character who possesses a single segment of the Rod must make a DC17 Will save each week to avoid becoming lawful. A lawful character who holds a segment of the Rod and thinks of it as part of a larger item can determine in what direction the next-larger segment lies. Unfortunately, this segment is the largest fragment of the Rod, and so cannot be used to find the others.

WormHunter Prestige Class:

Alignment: Wormhunters can be of any alignment.

Hit Die: d8

Requirements

To qualify to become a wormhunter, a character must fulfill all the following criteria.

Special: Must have at some point suffered a minimum of 4 points of Intelligence damage from a worm of Kyuss. These 4 points of Intelligence damage need not have occurred as a result of a single worm.

Special: The character must meet two of the following five criteria.

+7 Base attack bonus
Able to cast 4th-level divine spells.
Knowledge (religion) 7 ranks.
Base Fortitude save +4
Sneak attack +4d6

Special: Must have read through a copy of the Apostolic Scrolls.

Class Skills

The wormhunter’s class skills (and the key ability for each skill) are Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana), Knowledge (history) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).

WORMHUNTER

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +1 +0 +1 Gift of the worm 1, kyussbane
2nd +1 +1 +1 +1 Detect minion, wormscarred
3rd +2 +2 +1 +2 Gift of the worm 2
4th +3 +2 +1 +2 Wormeaten
5th +3 +3 +2 +3 Gift of the worm 3
Class Features

All of the following are class features of the wormhunter prestige class.

Weapon and Armor Proficiency: A wormhunter does not gain any proficiency with weapons or armor.

Gift of the Worm (Ex): By consuming a Kyuss worm, a wormhunter gains insight into the nature of Kyuss and his minions. Alternatively, the wormhunter can allow a Kyuss worm to burrow into his body – this deals the standard 1 point of damage per round for 1d4+1 rounds until the worm reaches the brain. At this point (or immediately, if the wormhunter voluntarily consumes the worm), the wormhunter’s body absorbs the worm. This immediately kills the worm (and prevents any Intelligence damage).

Immediately thereafter, the wormhunter absorbs the latent knowledge and power contained within the worm and magnifies it, using it to augment his own abilities. He immediately selects one of the Gifts of the Worm listed below. The benefit granted is permanent. Unfortunately, the influx of knowledge also damages the wormhunter’s mind in some way. He must also select one form of madness from those listed below. This madness cannot be cured by magic, as it becomes as fundamental a part of the wormhunter’s being as the gift granted.

A wormhunter gains a second gift at 3rd level, and a third at 5th level. He must secure a new Kyuss worm for each gift. Normally, a Kyuss worm dies after it leaves a spawn and doesn’t immediately attach to a host, but alchemists have discovered that these worms can be stored in a state of dormancy inside a potion of gentle repose. Usually, these worms are stored for nefarious purposes, but a wormhunter can take advantage of them to activate one of his gifts. A preserved Kyuss worm costs 1,800 gp (this includes the cost of the potion of gentle repose), but is usually considered an illegal (at worst) or controlled (at best) commodity, and as such probably requires at least a DC 25 Diplomacy check to track down a seller. Even then, Kyuss worms are generally not for sale in any settlement smaller than a large town.

Once a wormhunter selects a gift and its attendant form of madness, he cannot later change that gift or madness. Likewise, he cannot select a gift or madness more than once.

Kyussbane (Ex): A wormhunter is particularly skilled at fighting against the minions of Kyuss. He gains a bonus on all weapon damage rolls and checks to overcome spell resistance made against these creatures equal to his wormhunter level.

Detect Minion (Sp): If the wormhunter concentrates, he can sense the proximity of minions of Kyuss via a subtle tingling in his scars. This functions as the spell detect undead, but it only detects minions of Kyuss (be they undead or living). A wormhunter may use this ability at will.

Wormscarred (Su): At 2nd level, the wormhunter’s body begins to develop patches of scarring. These scars are as much physical scars left from being infested by Kyuss worms as they are manifestations of the wormhunter’s growing taint and lurking madness. The wormscarred wormhunter is immune to disease and gains a +2 bonus on all saving throws against poison.

Wormeaten (Su): At 4th level, a wormhunter’s body carries the taint of Kyuss. This taint is detectable as a faint magic aura. It grants the wormhunter a +4 bonus on Bluff, Diplomacy, and Disguise checks made against or opposed by undead creatures, as other undead are strangely comforted and lulled by the taint. The character also gains a +2 bonus on saving throws made against attacks or spells from any minion of Kyuss. A wormeaten wormhunter need never fear infestation by Kyuss worms again – these worms interpret the taint as indication that the character is already a spawn of Kyuss, and do not attempt to infest him. Wormeaten wormhunters are immune to fear effects generated by the minions of Kyuss.

A wormeaten wormhunter takes a -2 penalty on all Bluff and Diplomacy checks made against living creatures (save for those made against other wormhunters), since the taint is somewhat unsettling to the living.

GIFTS OF THE WORM

The touch of Kyuss blesses each wormhunter with a unique variety of abilities.

Cannibalization: One of your ability scores increases by 1 point, but at a cost – you must reduce two other ability scores by 1 point (or one other ability score by 2 points).

Increased Spellcasting: Choose a spellcasting class to whic you belonged before you gained this Gift of the Worm. You gain new spells per day as if you had also gained a number of levels in this spellcasting class equal to the number of Gifts of the Worm you currently possess (including this one). You do not gain any other benefit a character of that class would have gained. If you gain additional Gifts of the Worm at a later date, the number of spellcasting levels granted by increased spellcasting does not increase.

Regained Lore: You gain a number of bonus feats equal to the number of Gifts of the Worm you currently possess (including this one). If you gain additional Gifts of the Worm at a later date, the number of bonus feats granted by regained lore does not increase.

Sinister Smite: You must have already selected the Spiritual Conduit gift and be able to channel energy in order to select this gift. Inflict wounds spells now function as if empowered and maximized when cast on you. Your body’s ability to conduct negative energy grows to an extent that you gain the ability to channel negative energy in sudden bursts of power when you strike a particularly solid blow against a living creature. Whenever you deal sneak attack damage or score a critical hit on a living creature, you also deal 2 points of Strength damage to that creature.

Smite Undead: You must have already selected the Spiritual Conduit gift and be able to channel energy in order to select this gift. Cure wounds spells now function as if empowered and maximized when cast on you. Your body’s ability to conduct positive energy grows to an extent that you gain the ability to channel positive energy in sudden bursts of power when you strike a particularly solid blow against undead. Whenever you deal sneak attack damage or score a critical hit on an undead creature, you also deal 2 points of Strength damage to that creature.

Spiritual Conduit: The worms have made your body more conductive to the type of energy you have chosen. All cure wounds and all inflict wounds spells cast on you function as if empowered. If you have the ability to channel energy, your effective level increases by an amount equal to the number of Gifts of the Worm you currently possess (including this one). If you gain additional Gifts of the Worm at a later date, the number of effective levels granted by spiritual conduit does not increase.

MADNESS OF THE WORM

Even as his might empowers the wormhunter, the touch of Kyuss leaves no mortal mind unscarred.

Hypersomnia: You have extreme difficulty staying awake. You suffer a constant -2 penalty on all Wisdom-based skill checks. Additionally, whenever you are engaged in a repetitive activity (such as using Craft or Profession checks), you must make a DC 10 Will save (up to once per hour) to avoid falling asleep for an hour.

Insomnia: You have extreme difficulty falling asleep. Each time you try to rest, you must make a DC 20 Will save. Failure indicates that your sleep wasn’t restful and you awaken fatigued.

Paranoia: You are convinced that the world and all that dwells within are out to do you harm. You cannot take the aid another action, nor can you ever receive bonuses on your own checks from an aid another action. You also take a -2 penalty on Bluff and Diplomacy checks.

Schizophrenia: You periodically lose your grip on reality and have difficulty at times telling the difference between what is real and what is hallucination. These constant hallucinations can cause you to appear erratic, chaotic, and unpredictable. You take a -2 penalty on all Charisma-based skill checks. If you ever roll a natural 1 when making any Charisma-based check, you must make a DC 15 Will save to avoid becoming confused for 1d4 rounds.

Terataphobia: A monstrous phobia is an irrational fear of a type of monster. Select one monster type from the list of ranger favored enemies on page 64 of the Pathfinder RPG Core Rulebook. You now take a -2 penalty on attack rolls, skill checks, and Will saving throws made against these monsters. If you possess immunity to fear from some other source, your immunity to fear effects do not apply to fear attacks generated by monsters from this category.

Tic Disorder: You have developed nervous, often violent spasms. These spasms cause a constant -1 penalty on all Reflex saving throws and Dexterity-based skill checks.

Champion's Games Rules:

The Champion’s Games is a five-day long gladiatorial tournament that takes place annually in the Magnimar. The games themselves consist of a massive four round elimination event, interspersed with spectacle fights that pit gladiators against exotic monsters and other unique foes. A single team can consist of no more than eight members and must be sponsored by a licensed Manager. Familiars do not count as members, but larger animal companions, mounts, and cohorts do. Finally each team of gladiators must identify itself with a name and designate a leader.

The tournament is fought in four successive rounds of elimination. The first day consists of six battles of free-for-all combat between groups of four teams. The second day is for rest and recuperating. The six winners of the first round of battles are paired off into three team-vs-team battles on the third day. On the fourth day, two of the three remaining teams fight each other, while the third teams fights a special exhibition match against an exotic monster. The final round is a face-to-face battle between the two remaining teams on the fifth day. The winner of each round is awarded a generous prize to be shared among the team members and their manager.

Not only do the winning teams of each round win a trophy, they also receive a cash payout of ever increasing value. The winner of the tournament also receives the right to wear the Champions Belt for the next year.

Rules of Battle

1. All battles are potentially lethal, but a gladiator always has the option of surrender. To surrender, a gladiator must drop his weapons, kneel, and hold both hands in the air. A Gladiator who attacks a surrendering foe is immediately disqualified. (and likely arrested for murder). A gladiator who surrenders and then attacks another gladiator is also immediately disqualified.

2. Gladiators belonging to a winning team who are killed in combat, may be raised from the dead in order to continue to participate in the tournament. If a character falls unconscious from damage, there will be impartial judges with reach stabilize and/or reach breath of life to try and prevent death. Once a character falls unconscious they are considered to have surrendered in the fight, even if brought back to positive hp.

3. A match persists until one team is victorious, either through the death or the surrender of all opposing teams.

4. A disqualified gladiator must cease fighting at once and must move to the edge of the field of battle immediately. Failure to comply results in the disqualification of the entire team. Once a gladiator is disqualified, he may no longer take part in any remaining battles.

5. Winning gladiators have no right to the spoils of the fallen, thus destroying their items is cause for disqualification. A defeated gladiator keeps his gear, or in the case of permanent death, ownership of gear reverts to his team or manager.

6. Any tactic that endangers spectators is grounds for immediate disqualification and possible legal action.

7. Use of poison is forbidden and grounds for disqualification and possible legal action.

Restrictions on Magic:

Magic that obscures or otherwise blocks the sight or sound of the combat from the spectators (e.g., darkness, fog cloud, pyrotechnics, silence) is forbidden and grounds for disqualification.

Gladiators that can fly or levitate may do so up to a height of 40ft. A gladiator that flies any higher is immediately disqualified. Burrowing into the arena's floor is forbidden.

Spells that affect the minds of opponents (such as illusions and enchantments including, but not limited to the following spells: color spray, charm, dominate, fear, sleep, hold person, maze, confusion, insanity) are forbidden and grounds for disqualification and possible legal action depending on the severity of the spell effect.

Magic that summons creatures into combat is allowed and counts towards the total number of your team. Going over the limit of 8 members in a fight forfeits your team.

Magic that causes an unwilling physical transformation to an opponent is forbidden (such as baleful polymorph or flesh to stone) are grounds for disqualification and possible legal action.

Champion's Games Betting:

Celeste adds that there is a healthy betting system with odds determined by team ranking. A team’s initial rank determines the odds for or against them in the wagering. Relative unknowns usually start their initial ranking at three, the minimum being one, and the maximum being nine. Each time you win a match, your rank will increase. There will be people walking around that night talking to all of the competitors, so you may be able to move your rank up or down at the dinner (which is mandatory) and is held the night before the first match. If you desire to move your rankings up or down during the dinner I will make Bluff checks for any of you that wish to try and do that

To be able to bet, you will need to purchase a license ahead of time, which will cost 100gp. Bets are done between individuals. You can find people to bet with up to 250 gp with no check, though Celeste tells you that if you take the time you may be able to find someone willing to go higher If you wish to try and bet higher, I will make a Gather Information (Diplomacy) check for you to see if you can find a high roller.

Gladiator Rank

You start at Rank 3 and can increase or decrease your ranking by 1 with a successful Bluff check during the free dinner. You may attempt it 3 times during the dinner if you wish (I will make the checks for whomever is attempting and assisting if you decide to try)

Each time a team wins a match their rank increases by 1

Each time a team member score a critical hit on a an enemy gladiator, there is a 25% chance that their rank increases by 1

Rank 1 1gp pays 10gp
Rank 2 1gp pays 5gp
Rank 3 1gp pays 3gp
Rank 4 1gp pays 2gp
Rank 5 1gp pays 1gp
Rank 6 2gp pays 1gp
Rank 7 3gp pays 1gp
Rank 8 5gp pays 1gp
Rank 9 10gp pays 1gp


Gladiator Teams and Starting Ranks:

The full list of the combatants, in alphabetical order (Not including you): Arcane Auriga, Auric’s Warband, Badlands Revenge, Chuko’s Ravens, Draconic Brood, Drunken Devilry, Final Phoenix, Guttuggers, Iron Hill Monkeys, Night Owls, One of Us, Pitch Blade, Rauth’s Dragoons, Sapphire Squad, Snow Leopards, Teeth of Gorum, The Crazy Eight, The Fisthammers, The Gravediggers, The Skull of Murq, The Unhumans, The Woodchuckers, and Varmint Patrol.

Here is the starting rankings for all of the teams.

Arcane Auriga Rank 6
Auric’s Warband Rank 9
Badlands Revenge Rank 5
Chuko’s Ravens Rank 4
Draconic Brood Rank 7
Drunken Devilry Rank 3
Final Phoenix Rank 3
Guttuggers Rank 4
Iron Hill Monkeys Rank 3
Night Owls Rank 2
One of Us Rank 2
Pitch Blade Rank 8
Rauth’s Dragoons Rank 3
Sapphire Squad Rank 5
Snow Leopards Rank 4
Teeth of Gorum Rank 3
The Crazy Eight Rank 4
The Fisthammers Rank 4
The Empyreals Rank 2
The Gravediggers Rank 3
The Skull of Murq Rank 5
The Unhumans Rank 4
The Woodchuckers Rank 5
Varmint Patrol Rank 2

Fortune Choices:

Enhanced Vigor: Gain 3 Hps permanently.
Sharpened Senses: Gain a +1 competence bonus on Perception checks.
Deep Understanding: Gain a +2 competence bonus on a Knowledge skill of your choice.
Athletic Skill: Gain a +2 competence bonus on a Strength based skill of your choice.
Nimble Moves: Gain a +2 competence bonus on a Dexterity based skill of your choice.
Smooth Talker: Gain a +2 competence bonus on a Charisma based skill of your choice.
Discovered Skill: Gain 2 ranks in a class skill that you have the fewest ranks in (If a tie you choose)
Lesser Gift: Gain 1d4 random minor potions and 1 minor scroll.
Improved Fortitude: Gain a +1 luck bonus on Fortitude Saves.
Improved Reflexes: Gain a +1 luck bonus on Reflex Saves.
Improved Will: Gain a +1 luck bonus on Will Saves.
Quick Feet: Gain a +2 insight bonus on initiative checks.
Ability Boost: Gain a +1 inherent bonus to an ability score of your choice.
Moderate Gift: Gain a random minor magic items (except potions or scrolls)
Small Riches: Gain a random gemstone and 1d6x10 gps.
Weapon Talent: Gain a proficiency of a martial or exotic weapon of your choice.
Undeveloped Ability: Gain a +2 inherent bonus to a random ability score.
Divine Boon: You can cast a 1st level divine spell once per day. Once the spell is chosen it cannot be changed. Your caster level equals your total character level. (Save DC = 11 + Cha Bonus)
Arcane Boon: You can cast a 1st level arcane spell once per day. Once the spell is chosen it cannot be changed. Your caster level equals your total character level. (Save DC = 11 + Cha Bonus)
Life Anchor: The next time you take enough damage to die, you automatically stabilize at 1 hp before death. This fortune works only once.
Greater Gift: Gain a random medium magic item.
Major Riches: Gain 1d6 gemstones and 1d10x10pp.
Boon of Luck: You may avoid any situation or negative occurance, even one that has just occurred. This fortune functions only once and does not help those around you.
Patron: A powerful outsider takes notice of you and may help you in your time of need. The nature of the outsider is up to the DM. This fortune works only once and cannot be chosen it must be rolled.

Folly Choices:

Ailment: Lose 3 hps permanently.
Dulled Senses: Take a -2 penalty on Perception Checks.
Weakling: Take a -1 penalty on all Strength based skill checks.
Clumsy: Take a -1 penalty on all Dexterity based skill checks.
Rude: Take a -1 penalty on all Charisma based skill checks.
Lost Focus: Take a -2 penalty on a the skill you posses the most ranks in. If there is a tie roll randomly. Once set, the penalty does not change.
Potion Resistance: Gain SR 10 to all potions you consume.
Poor Fortitude: Take a -1 penalty on all Fortitude Saves.
Sluggish Reflexes: Take a -1 penalty on all Reflex Saves.
Weak Will: Take a -1 penalty on all Will Saves.
Slow to React: Take a -2 penalty on initiative checks.
Ability Weakening: One of your ability scores is permanently reduced by one, rolled randomly.
Lesser Curse: Your most expensive magic item gains a permanent drawback. The drawback is randomly determined. Removing your items before drinking from the fountain will not avoid this effect.
Lost Wealth: Lose 2d6 x 1,000 gps. This loss comes first from coins and gems, then from magic items. Removing your items before drinking from the fountain will not avoid this effect.
Withering: Your offhand becomes withered and useless. a regenerate spell repairs this damage for 2d6 hours before it returns.
Ability Drain: One of your ability scores is reduced by 2 of your choice.
Divine Curse: You do not heal naturally and any attempt to magically heal you must first succeed at a DC 15 caster check.
Arcane Curse: Whenever you take damage from a spell or spell-like ability you are also dazed for 1 round if you fail your spell. Spells and Spell-like ability that do not give a save does not cause you to be dazed.
Grave Touch: Whenever you are below 0 hps you lose 2 hps per round and cannot stabilize without aid from another.
Moral Shift: You alignment changes to the opposite. Only neutral remains unchanged. You cannot choose this folly if you are neutral in either alignment axis.
Magical Drain:[/b] Choose two items you possess. All other magical items you own are permanently rendered non magical. Removing your items before drinking from the fountain will not avoid this effect. Artifacts are unaffected.
Unlucky: Once per day you must re-roll twice on a d20 roll taking the worst of two choices. The DM decides when you must do this and has to choose before you roll.
Enmity: You have offended a powerful outsider who might try and destroy you in the future. The nature of the outsider is up to the DM. The folly cannot be chosen it must be rolled.