TEXT: The Tombs of the Whispering Worms
  A Descent into Madness for Swords & Wizardry
  Adventure by Mark L. Chance
  Awesome Map by Matthew Lowes
  Matthew Lowes writes fiction, games, and, as
  you can see by glancing just slightly to the right
  of this paragraph, draws nifty maps as well.
  Check out matthewlowes.com for more info. I
  also write stuff, including PDFs for various
  game systems. You can check out my
  DriveThruRPG site here. The text of this
  adventure is Open Gaming Content, except for
  the map and picture on page three.
  Background
  The whispering worms are a race of intelligent,
  subterranean non-arthropodal invertebrates.
  Decadent, cruel, and possessing powerful
  psychic abilities, the whispering worms
  abducted surface dwellers, bringing their victims
  down into their lightless realm as slaves and
  food. The reign of the whispering worms ended
  so long ago that most today believe the monsters
  to be little more than old wives' tales.
  The Hook
  No clever hook for this one. The next time your
  game's heroes camp in the wilderness, offer them
  the tempting presence of a nearby cave. What
  kind of adventurers would pass up the chance to
  do a little spelunking?
  The Caves
  1. The First Cave. Rough walls of rock. Evidence of past fires seen in the black smudges of soot on the ceiling and 
  the shallow depressions full of burnt sticks and ash. Rubbish, small bones, a musty scent. The wind has blown some
  leaves, now dry and brittle, into the cave. The floor is covered with a thin layer of dirt closer to the entrance. Two 
  passages, one to the right and another to the cave's rear, snake into darkness.
  Obviously, this cave has seen use. Sifting through the debris won't turn up anything valuable. Those who have 
  camped here in the past took their valuables with them when they left.
  2. After the Sinkhole. The passage turns a bit to the right, widening after a few yards. In the middle of the passage
  at this point is a hole, its steeply sloped slides descending into a pool of water. The passage continues, narrowing 
  again before opening into a cave. This space shows some signs of use, but less so than the first cave.
  The sinkhole is about five feet deep, about half of that being full of water. The water is cool and relatively fresh. 
  Nothing valuable or dangerous is found in this area.
  3. The Ledge. This is the largest cave so far. Half of it is about four to five feet lower than the rest. A column of 
  stone in one corner divides what appears to be a smaller space from the whole. Another tunnel exits this cave.
  The Tombs of the Whispering Worms | 1
  
  This cave is not unoccupied. Roll 1d6 and consult the adjacent
  table. Adjudicate the encounter based on the results. For example,
  if giant spiders are intelligent in your game, the monstrous
  arachnid, undoubtedly hungry, attempts to ambush explorers at the
  most opportune moment. A sleepy bear, on the hand, probably just
  wants to be left alone.
  Treasure: Any treasure found in this cave largely depends on
  what creature or creatures are encountered. In the bottom right
  corner of the cave, behind the column, bandits have buried a small
  amount of loot, planning to return for it later. A leather pouch,
  concealed in a cavity in the wall behind some rubble, alert
  adventurers can find 6d8 silver pieces, 4d6 gold pieces, and a
  silver signet ring worth 10 gold pieces.
  The Tombs
  From here on is a reverse dungeon. The true entrance to the complex is area 15. When the whispering worms and 
  their slaves build the tombs, they first constructed the winding stairs up toward the surface. Areas 9 through 15 are 
  “public” places. Areas 4 through 8 are the tombs proper, and they are sealed off from the rest of the dungeon.
  4. Sealed from the Other Side. The cave floor has collapsed into a chamber below. Below the hole is a mound of 
  rubble. Between the bottom of the hole the rubble below? About 20 feet of open air. (Once in the chamber) The 
  chamber itself, circular and showing evidence of solid construction, appears to have once had two exits. One, a 
  corridor, has collapsed. Unworked stone and masonry choke the passage. The other exit is a sturdy wooden door, 
  reinforced with rusted iron bands. Rag-draped, skeletal remains of what were probably humans lie against the 
  walls and near the door.
  The slaves who labored on the tombs were sealed in this chamber as offerings to the whispering worms obscene 
  deities. Sure enough, their skeletal remains animate and attack intruders. The skeletons fight until destroyed or until
  the intruders die or flee. Closer inspection of the room reveals shackles, long disused, as well as gouges such as 
  could be made by fingernails on the door. Observant heroes may note what appear to be gnaw marks on some of the
  bones. The door is sealed, the seam between it and the wall filled with concrete as well as being barred from the 
  opposite side. There is nothing of value in this chamber.
  Skeletons (x4): HD 1; hp 2, 3, 5, 8; AC 8 [11]; Atk 1 strike (1d6); Move 12; Save 17; AL N; CL/XP 1/15; Special: 
  Immune to sleep and charm spells.
  5. Locked Door. Another study door, sealed by two heavy locks.
  The locks show little sign of rust. Mosaics showing humans in
  chains bearing heavy loads past worm-like creatures decorate
  the walls to the left and right of the door. 
  The door and its locks are nothing out of the ordinary. A
  character with appropriate education and background might
  recognize the “worm-like creatures” as whispering worms. Inside the room are various tools necessary to dig 
  through and otherwise work stone. Once construction was complete, the tools were locked up here since whispering
  worm tradition forbids the re-use of tools used to construct of a tomb. The tools show obvious wear and tear, but are
  still in relatively good condition. None of them are all that valuable.
  6. The Descent to Hell. The doors into this chamber are sealed by two heavy locks each. Plaster covers the walls, 
  and horrible murals cover the plaster. The scenes depict worm-like creatures cavorting with demons and oozes, 
  worm-like creatures feasting on humans, worm-like creatures worshiping obscene deities atop stepped pyramids 
  beneath lightless skies. In the middle of the chamber is a rectangular stone, about three feet high, the top hollowed 
  out to form an oblong basin. Drains in the basin lead into the rock and apparently lead to holes near the floor, 
  which remains stained black from long dried, horrid fluids.
  The Tombs of the Whispering Worms | 2
  Nota Bene: In areas 5-8, emphasize the nearly 
  pristine condition. Little in the way of vermin 
  has found its way into the tomb. No cobwebs. 
  No rat droppings. Little damage from mold or 
  moisture. Except for the collapsed ceiling in the
  previous chamber, the tombs remain sealed.
  Who or What's in Area 3?
  d6
  Occupant
  1
  A giant spider
  2
  1d4 orcs
  3
  A sleepy bear
  4
  A giant snake
  5
  1d6 bandits
  6
  A cowardly Magic-User and his monkey 
  
  The basin was once used to prepare a deceased whispering worm
  for burial in preparation for its descent into hell in the next
  life.There is nothing of value in this room.
  7. The Three Terrors. The stairs descend to three
  interconnected chambers, each one hexagonal in shape.
  Pedestals atop which sit cast iron braziers stand near several of
  the walls, which are decorated with horrifying mural depicting
  three different abominations feasting on screaming masses of
  surface dwellers. Worm-like creatures and giant scorpions join
  in the slaughter. The braziers contain a fine, powdery substance.
  The three abominations are Mahluq, Qotillik, and Vahshiy, the
  three main demon lords worshiped by the whispering worms.
  The fine, powdery substance in the braziers is infernal incense
  made from crushed coals taken from magma pools so deep and
  fiery that they border the material and hellish realms. The
  incense has an acrid scent that good characters find unpleasant.
  If an open flame is touched to the incense, it ignites violently.
  Anyone within 5 feet of the brazier must make a saving throw or
  suffer 1d6 points of damage and be blinded for 1d4 rounds. The
  next round, acrid vapors fill the chamber. Anyone who inhales
  these vapors must make a saving throw. Horrifying visions afflict
  those who fails this saving throw, and these poor souls flee in
  terror at maximum speed for 3d4 rounds.
  A. The Tombs of the Whispering Worms. Southwest of the
  Three Terrors await the actual tombs. The depictions of mass
  murder continue in these chambers. Each sarcophagus is about
  three feet high, five feet long, and weighs more than 500 pounds.
  They are sealed with iron.
  Each sarcophagus contains the mummified remains of a
  whispering worm, each of which was buried with treasure for use
  in the next life. Unfortunately, through the secret door near the
  southernmost sarcophagus, is a fourth burial chamber in which
  rests an undead guardian.
  If any of the sarcophagi are broken into, the guardian whisperer
  wriggles from its resting place to attack. It opens with its psychic
  blast and then shifts location to attack the nearest paralyzed
  target.
  Treasure: In the various sarcophagi can be found the following
  treasure: 600 gold pieces worth of coins, small gems, and bizarre
  figurines fashioned from silver and bone; a skeletal hand wired
  with silver and holding a 75 gp gem; a Potion of Flying; and a 
  Medallion of ESP. The latter item is a mixed blessing since it automatically links the mind of its wearer with the 
  hostile, alien minds of any whispering worms within 120 feet (no saving throw).
  8. Hall of Horrors. The walls of this corridor are decorated with murals even more horrible than those in the 
  tombs below. Worm-like creatures ride litters carried by enslaved surface dwellers past pits from which leer 
  obscene monsters. All manner of depraved actions occur in the background, and things that resemble unholy 
  pairings of worm and humanoid seem to lead the worst of the outrages. At the far end of the hall, the corridor 
  The Tombs of the Whispering Worms | 3
  Guardian Whisperer
  Hit Dice: 3+3
  Armor Class: 6 [13]
  Attacks: 1 bite (1d8)
  Saving Throw: 14
  Special: immune to non-magic weapons, 
  other immunities, psychic blast, shift 
  location
  Move: 6
  Alignment: Chaos
  Challenge Level/XP: 6/400
  A guardian whisperer is a whispering worm 
  transformed into an undead monster. Normal
  weapons cannot harm it. Like most undead, 
  it is also immune to charm and sleep spells. 
  Instead of biting, a guardian whisperer can 
  unleash a powerful psychic blast that affects 
  cone 30 feet long and roughly 10 feet wide at
  the base. All living creatures caught in this 
  cone must make a saving throw or be 
  paralyzed for 2d6 rounds. Once every 1d6 
  rounds, a guardian whisperer can shift 
  location, teleporting up to 30 feet either 
  before or after attacking with its bite.
  
  narrows and arcs to the left and right, forming something like a half circle. Heavy double doors block further 
  progress, but these doors are held fast by stout crossbars on the same side as the corridor.
  Anyone who studies these murals for too long must make a saving throw. Failure means that character's dreams 
  become haunted by activities depicted in the murals and in which the character actively, even happily participates. 
  Each morning after these dreams roll 1d6: 1-2, lose 1 point of Intelligence; 3-4, lose 1 point of Wisdom; 5-6, suffer 
  no adverse effect. The dreams persist for 1d4+1 nights. After this, lost ability scores points are restored gradually. 
  Roll 1d6 again for each night's rest and apply the reverse of what is described previously.
  Any of the three sets of double doors can be opened by the usual means. None of them are locked or barred.
  The Worship Chambers
  Bugbears (x2): HD 3+1; hp 13, 14; AC 5 [14]; Atk 1 bite (2d4)
  or weapon (1d8+1); Move 9; Save 14; AL C; CL/XP 4/120; 
  Special: Surprise opponents (50% chance).
  Goblins (x8): HD 1d6 hp; hp 2, 2, 3, 3, 4, 5, 6, 6; AC 6 [13]; 
  Atk 1 weapon (1d6); Move 9; Save 18; AL C; CL/XP B/10; 
  Special: -1 to hit in sunlight.
  Zesstra: HD 3; hp 18; AC 4 [15]; Atk +1 longsword (1d8+1)
  or hand crossbow (1d3 plus poison); Move 12; Save 12; AL C; 
  CL/XP 6/400; Special: 50% magic resistance, -2 attacks in
  sunlight or magical light, 1-in-8 chance to be surprised, create
  lantern-like lights, limn a target (+1 to hit), darkness 15-ft.
  radius, sleep poison (-4 save), surprise opponents (75%
  chance).
  Gear: +1 chain mail, +1 longsword, drow cloak and
  boots1, hand crossbow, 6 poisoned crossbow bolts.
  Treasure: Zesstra has brought some treasure on her mission of exploration. She carries a
  Magic-User scroll in a leather case. The scroll has a single spell: Stone to Flesh. She also
  carries a Frozen Concoction in a belt pouch. In another pouch, Zesstra has 50 gold
  pieces, a smallish black opal (900 gp), a beautiful piece of azurite (30 gp), and a tiny
  citrine (5 gp). The bugbears each carry 1d8+8 gold pieces in assorted coins. The goblins
  each carry 1d4+1 gold pieces in assorted coins.
  9. Under Watchful Eyes. The portal opens into a circular chamber about 30 feet in
  diameter. A 10-foot-wide walkway encircles the area, and part of this walkway extends
  just over half way above the sunken floor. Stairs lead down from this projection. Within
  an alcove across the chamber from the entrances stands a horrific statue depicting some monstrous combination of 
  insect, serpent, and ogre. The statue's prodigious, fang-filled maw gapes blackly.
  Characters may notice the arched exit from the floor of the chamber once they're close enough with appropriate 
  light sources. The floor is 15 feet below the walkway, and the steps leading down are steep. Humanoid bones and 
  dessicated husks of giant scorpions are scattered about on the floor below. A more recent kill - a solitary goblin - 
  lies sprawled near the arched exit. The statue depicts an avatar of Mahluq, one of the whispering worms' horrid 
  deities. Each humanoid creature that enters the floor below triggers the statue's magic, causing a half-sized giant 
  scorpion to scramble from the statue's mouth and leap into the pit to attack. The scorpions vanish when killed, and 
  they will not leave this chamber.
  1 Zesstra's magic armor, magic sword, and special boots and cloak are all drow-made. All of this equipment will 
  decay in sunlight, becoming useless after 2d6 days of normal exposure.
  The Tombs of the Whispering Worms | 4
  Here Be Monsters!
  Areas 9-15 are currently occupied by a gang of 
  goblins and bugbears under the command of 
  Zesstra, a dark elf. These monster entered the 
  dungeon by ascending the stairs in area 15 from
  deeper caverns. Zesstra is fascinated by 
  whispering worm artifacts and history, and she 
  hopes to increase her knowledge and power by 
  exploring the complex. Zesstra and her lackeys 
  have not yet forced open the doors between 
  areas 8 and 9.
  When the characters enter area 9, roll to see 
  where Zesstra is. She is always accompanied by
  two bugbear guards.
  Where Is Zesstra?
  d10  Location
  1
   Area 10
  2-3  Area 11
  4-7  Area 12
  8-9  Area 13
  10
   Area 14
  
  Not-So-Giant Scorpion: HD 3; hp 12; AC 5 [14]; Atk 2 pincers (1d6), sting (1d3 + poison); Move 12; Save 14; AL 
  C; CL/XP 5/240; Special: Lethal poison sting (+2 saving throws).
  Treasure: The dead goblin has 9 silver pieces and a half-eaten foot, probably from a gnome, in its pouch.
  10. Chamber of Defilement. Across the hall from a short flight of descending steps, the corridor is choked by 
  rubble from an ancient cave in. The stairs lead down to a small room, slightly bigger than 10 feet by 10 feet. An 
  oblong tub stretches the length of most of the eastern wall. Murals depict naked humans bathing in unclean 
  substances while worm-like monsters watch.
  Victims sacrificed to Mahluq in area 9 were once ritually prepared in this chamber. There is a 10% that Zesstra is in
  this room when the characters enter area 9. If so, she is studying the murals, accompanied by two bugbear guards.
  Nota Bene: There are eight goblins in area 11 to the north. If they hear suspicious noises, two will rush to alert 
  Zesstra while the other six investigate, unless Zesstra is in area 10, in which case all eight investigate.
  11. Chapel of Chaos. Forty feet across and probably 100 feet long, this rectangular chamber with its vaulted 
  ceiling is the largest room discovered so far. To the left on a dais sits a monstrous statue, a unwholesome riot of 
  tentacles, claws, fanged grimaces, and lolling tongues Across from the entrance is a closed door. To the right, 
  nearly at the other end of the room is what appears to be a large basin, and behind the basin is a 20-foot wide 
  archway. On the north and south walls, to the left and right of the basin as it is faced, are carved bas relief demonic
  visages. The murals in this room show worm-like creatures riding monstrous wasps while human slaves labor 
  under inhumane conditions.
  Eight goblins lair here. It is 20% likely that Zesstra is here as well, along with her bugbear guards. The goblins are 
  on guard duty, more or less. If Zesstra is in this chamber, she is reciting various wicked prayers before the statue, 
  which depicts an avatar of Qotillik. Six of the goblins move to engage intruders while two others race to alert 
  Zesstra. In addition to the threat posed by Zesstra and her lackeys, there are hidden magical threats in this chamber.
  Blood for Qotillik: If human blood is spilled in this chamber, the
  ancient magic built in Qotillik's statue activates. For every three points
  of damage inflicted on a human or half-human in this chamber, a
  spectral emanation that somewhat resembles a wasp about the length of
  a man's forearm streaks from the statue. These emanations swoops and
  buzz around the chamber. Each round, there is a 5% chance per
  emanation that a randomly determined creature in the chamber will
  come into contact with an emanation (no attack roll required, but
  Lawful and Neutral get a saving throw to resist). The effect depends on
  the target's alignment. An emanation vanishes after it has struck a target
  or upon being hit in combat (treat the emanations as AC 6 [13]).
  The Infernal Basin: When first blood is drawn from any non-Chaotic creature in the chamber, a hellish radiance 
  begins to flicker in the basin. After this, the basin begins to fill with boiling blood with every subsequent wound 
  inflicted on a non-Chaotic creature (which is hot enough to inflict 1d4 points of damage with a significant splash). 
  It takes 18 points of damage total to completely fill the basin, at which time the demonic visages activate.
  The Demonic Visages: If the infernal basin becomes completely full of boiling blood, it bubbles over and the 
  demonic visages carved in bas relief open wide their maws, releasing two giant wasps. These monsters attack any 
  creatures in the chamber except whispering worms.
  Giant Wasps (x2): HD 4; hp 14, 25; AC 4 [15]; Atk 1 sting (1d4 + poison), 1 bite (1d8); Move 1 (Fly 20); Save 13; 
  AL C; CL/XP 6/400; Special: Paralyzing poison, larvae.
  12. The Library. This room is about 20 feet wide and 25 or so feet deep, and its walls are covered with shelves 
  laden with scrolls, books, and loose pages of parchment.
  The Tombs of the Whispering Worms | 5
  Effects of Spectral Emanations
  Alignment  Effect on Target
  L
   Paralysis for 1d6+4 rounds
  N
   Slowed for 1d4+1 rounds
  C
   Hasted for 1d6+4 rounds
  
  There is a 40% chance Zesstra and her bugbear guards on in the library. Zesstra is studying ancient tomes full of 
  horrifying events and infernal knowledge. The tomes are written in the decadent tongue of the whispering worms. 
  What awful secrets these tomes might hold (and the consequences for learning them) are left to the Referee's 
  imagination.
  13. The Torture Chamber. Instruments of torture adorn the walls. A terrifying contraption that resembles both the
  rack and a chair sits near the far wall. No murals decorate these walls.
  There is a 20% chance Zesstra is in this room with her bugbears. If so, she is testing the rack/chair on a disobedient 
  goblin. Its screams echo for some distance. The chamber beneath the library was used to house sacrifices and 
  prisoners. There is nothing of value there or in the torture chamber.
  14. Private Chapel. After the descending stairs and several yards of corridor, you arrive at a rectangular chamber 
  some 10 feet deep and 15 feet wide. A terrible altar stone, carved to resemble a mass of intertwined worms and 
  tortured humans of all ages, stands near the eastern wall. Murals depict blood-drenched ziggurats in sunless 
  caverns surrounded by hordes of worm-like creatures.
  There is a 5% chance Zesstra is in this room with her bugbears. If so, she is deep in meditation while the bugbears 
  stand watch. Anyone foolish enough to offer a blood sacrifice on the altar will activate an effect very much like the 
  5th-level Magic-User spell Contact Other Plane (no saving throw). Roll 1d6+1d4+2 to determine the plane of 
  existence the sacrificer's soul is transported to. The sacrificer finds himself in the presence of one of the whispering 
  worms' demon-gods.
  If the sacrificer has fewer than 9 Hit Dice, his soul is captured by the demon-god and held prisoner. The sacrificer's 
  body becomes comatose. It might be possible to rescue his soul from the demon-god's hellish, extraplanar dungeons
  before the demon-god consumes it, but would-be rescuers have only 1d6+6 weeks to execute the rescue. After that, 
  the demon-god consumes the sacrificer's soul, destroying him irrevocably.
  If the sacrificer has 9 or more Hit Dice and is not a whispering worm, he may interrogate the demon-god as if he 
  were a Magic-User who cast Contact Other Plane. Increase the chance for temporary sanity by 15% if the sacrificer
  is not a Cleric or a Magic-User.
  Behind the altar is a cleverly concealed secret door (1 in 12 chance to find, or 2 in 6 chance if the searcher is an elf 
  or half-elf). The secret door cannot be found by casual observation. Beyond this door is treasure room, long 
  unlooted by the denizens of the subterranean world.
  Treasure: The treasure room contains three urns of decreasing size, each one containing 100 gold pieces worth of 
  silver coins, gold coins, and platinum coins respectively; a lidless box holding 250 gold pieces worth of assorted 
  gemstones; a Treasure Finding potion, a scroll of Protection vs. Metal; and a Ring of Poison Resistance.
  15. The Grand Staircase. In front of you is a massive double door that has been battered down from the other side,
  a task that doubtlessly required great effort. Beyond the portal is an enormous circular chamber, surely more than 
  100 feet in diameter, circumnavigated by a 20-foot wide walkway. Eight statues depicting monstrous, worm-like 
  creatures stand against the curving wall. Directly opposite the entrance is another horrid statue, this one depicting 
  an entity that combines the most unwholesome features of a crab, an ape, and an octopus. The center of the 
  chamber is a vast pit, and you see the top of a descending staircase that winds its way down into utter darkness.
  This ends The Tombs of the Whispering Worms. What further adventures and deadly threats await at the bottom of 
  the staircase is up to the Referee!
  The Tombs of the Whispering Worms | 6
  
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  Open Game License v 1.0a. Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original 
  material by E. Gary Gygax and Dave Arneson.
  Swords & Wizardry Complete Rules. Copyright 2010, Matthew J. Finch.
  Swords & Wizardry Core Rules. Copyright 2008, Matthew J. Finch.
  The Tombs of the Whispering Worms. Copyright 2016, Mark L. Chance, published by Spes Magna Games.
  The Tombs of the Whispering Worms | 7
  
SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/SnW - Tombs of the Whispering Worms.pdf