TEXT: Beneath
  City of the Purple Demon-Worm
  Kra’adumek
  By Venger As’Nas Satanis
  30th January 2019
  Cha’alt
  Playtest Preview
  Packet
  
  2
  Roll
  Result
  1
  Spell fails.
  2
  Wizard saves vs. debilitating migraine; disadvantage on all rolls (lasts one hour).
  3
  Everyone within 30’ of the wizard gets a debilitating migraine; disadvantage on all rolls
  (lasts one hour).
  4
  Surrounding purple crystals drain 1d4 HP from everyone within 30’ of the wizard.
  5
  Dimensional Shambler is summoned… HD: 4  HP: 18  AC: 12  Save: 16  Attack: +6  Dam:
  2d6
  6
  The pungent odor of carnality and the desert lotus blossoming in the eldritch
  illumination of demon moons.
  7-9
  The fissure connecting time and space with all matter is metaphysically jostled…
  earthquake!  Quickly followed by incorporeal phantoms, illuminated by the purple
  crystals. These spectral humanoids soundlessly scream for someone to save them.
  10
  The purple crystal nearest the caster explodes, causing him 1d6 damage.
  11-18
  Nothing.
  19
  The wizard receives an apocalyptic vision of an Old One slowly, inexorably devouring
  Cha'alt from beneath.
  20
  Power surge – spell is doubly effective, but caster is also dazed for 2d4 rounds.
  Overview
  This is the first scenario for Cha'alt.  Rather than starting off with the main event, The Black Pyramid, I
  thought it best to ease into the campaign setting with a smaller, independent dungeon.
  The dungeon complex beneath the City of the Purple Demon-Worm works well as a one-shot, convention
  game, or simply as a demonstration of what Cha'alt is like.  I'm hoping it has enough detail and weird stuff
  going on without being overwhelming.
  There are only a few days left to back the kickstarter and support Cha'alt, so tell your friends!
  https://www.kickstarter.com/projects/vengersatanis/chaalt
  By the way, nothing is set in stone.  If you have any feedback for us, don't be shy about letting us know
  what's on your mind.
  Casting Spells
  All magic cast in the dungeon is influenced by the purple crystals embedded in the walls - both rough hewn
  caverns and smooth dungeon areas.  Roll a d20 and consult table each time a spell is cast.
  Magical Mishaps
  
  3
  Noteworthy
  Details
  · Purple crystals deaden psionic abilities, which
  is why the Purple Demon-Worm priesthood is
  relatively unaffected by Kra'adumek.  After
  prolonged exposure, crystals will mutate
  humanoids. Breaking a crystal generally does
  1d6 damage.
  · The crystals of Cha'alt have always existed -
  their subterranean presence was detected
  thousands of years ago.
  · All servants, priests, acolytes, etc. wear purple
  robes. These robes have a common symbol - a
  purple diamond containing a sinister eye. If the
  GM includes additional random priests, they all
  carry 1d20 talons, a little violet-hued pill, and
  wield Dryden-daggers (2d4 damage). Unless
  mentioned otherwise, they are named either
  Ha'az or Jesa'an.
  · Periodically, the Purple Demon-Worm
  priesthood imbibes hallucinogenic drugs. So,
  all but the High Priests and Ipsissumus are
  easily distracted and/or misled by a clever ruse.
  · There are no sleeping quarters, kitchen, or
  similar amenities because the priesthood
  doesn't live here.  The subterranean complex is
  where they come for bouts of personal
  reflection and to worship their abhorrent god.
  · All rooms within the complex have a gong near
  the door, suspended from the ceiling.  Clanging
  a gong will alert servants of the Demon-Worm
  that intruders are in the complex… or that
  something has gone wrong and assistance is
  needed.  1d6 rounds elapse before help arrives.
  · All saving throws are calculated by subtracting
  level (or monster's HD) by 20.  Roll that target
  number or above on a d20.  Natural 20 is always
  a success and means you escape all negative
  effects.  Natural 1 is always a failure and means
  negative effects are doubly harmful. Quick
  thinking and good roleplaying usually grant
  advantage on saving throws.
  · Advantage means you get to roll 2d20 and
  choose the highest result.  Disadvantage means
  you roll 2d20 and your final result is the lower
  of the two.  If you prefer a +4 bonus and -4
  penalty, use that, instead.
  · I recommend each player choose either a single
  3rd level character or three 1st level characters.
  · Glyphs are hand-drawn upon objects or people,
  they act as temporary magic and fade away
  after a single use. There is a 1 in 6 chance of
  magic-user remembering what the glyph
  looked like before transcribing it. The arcane
  process of transcribing a single glyph is about
  one hour.
  · Talons are triangular coins stained purple. One
  side has the image of the Demon-Worm; the
  other an eye surrounded by a diamond. Three
  talons are worth one gold piece.
  “His ichor shall cleanse
  the world...
  Hail Kra’adumek!”
  
  4
  City Background
  Kra'adumek is what they call the City of the Purple
  Demon-Worm... and, by extension, the beast itself is
  also named.
  It arrived on Cha'alt nearly a century ago, when the
  planets aligned and the gate opened. The people of
  that city have forever been destroyed by its
  malignant arrival. Not because of harm to their frail
  bodies... no. The Demon-Worm warps their minds,
  draining their identity, and installing them with the
  entity's own thoughts.
  The entire city population carries out their day to
  day activities as if they were real people. Except that
  they move silently and methodically because, alas,
  they are all slaves psionically dominated by the
  beast.
  It is rumored that at the center of the city is a
  chamber of purple crystals that direct and focus the
  Demon-Worm's will.
  Beneath Kra'adumek is a cavern and dungeon
  protecting the creature's secrets... including a way
  to resist Kra'adumek's mind-control. Infidels
  sometimes hide in the caves beneath the city, but
  more often than not they are swiftly cut down by the
  myriad of subterranean horrors that slither and
  shamble amidst the sickly purple glow of crystal-
  embedded unhewn corridors.
  It is said Kra'adumek swallows his prey whole, and
  undigested pockets within the gargantuan Demon-
  Worm contain magic items the world hasn't seen
  for decades. Perhaps sorcerers still live in his
  bowels, such as those who dared refuse the beast's
  demand of fealty in the Wizard-Slave Revolt of
  Labyrinthine Shadows.
  Entry Point
  A tremendous solar storm tore through Cha'alt,
  running straight into the City of the Purple Demon-
  Worm.  It temporarily diminished the Demon-
  Worm's ability to mind-control everyone in the city.
  That means the PCs (and dozens more) are
  temporarily free!  But due to years of subservience
  to the Demon-Worm, they only have the clothes on
  their backs.
  Knowing that the desert wastes of S'kbah are
  exceedingly harsh, the PCs decide to scavenge what
  they can from the small dungeon complex below
  Kra'adumek. Also, a little revenge goes a long way.
  This dungeon is home to the priests who help the
  Demon-Worm keep his subjects dominated.  They
  not only have supplies (such as food, water, and
  weapons), but secrets… including forbidden magic!
  1: Unguarded
  Entrance
  One might expect there to be guards, but it's an
  open secret that the dungeon is full of dangers -
  only a fool would hazard the horrors therein.
  Doors difficult to open because dead bodies are in
  the way.  Humanoid corpses crushed and bodies
  shredded as one gets further inside.
  Standing stones where corpses are literally torn in
  half. Bits and pieces - heart, eyeballs, entrails, etc.
  are strewn upon the large, smooth stones. The
  center of the standing stones is blackened and
  charred.
  Casting a spell while standing inside the stone circle
  has a 2in 6 chance of awakening one of the Greater
  Demons that slumber deep under the ground.
  Searching all the bodies, takes about 20 minutes
  and yields… 43 silver pieces, 13 gold pieces, 23
  obsidian pieces, 84 talons, 2 daggers (1d4), 1 short
  sword (1d6), and 1 bone club wrapped with razor
  wire (1d6).
  If the PCs aren't taking pains to remain quiet while
  they investigate, Ma'aduk walks over to them.  He's
  invisible and asks what the PCs think they're up to.
  
  5
  Unless, they're penitent, he'll start chanting arcane
  words, casting (6d6) fireball upon them.
  Ma'aduk summoned an abomination so terrifying
  that it drove him insane.  If questioned, he will talk
  in riddles, such as…
  · When is the clock all times at once and never
  again?
  · The black pyramid is massive yet fits within the
  gaping maw of a painted clown with demon
  eyes.
  · No one stares into the abyss… unless they hold
  the silver key.
  2: No Ordinary Ooze
  There's a large purple ooze with insectoid claw-
  talons surrounding it, looks like they're part of the
  creature.
  3: Something He Ate
  There's a humanoid lying down in the corridor.  A
  look of shock and pain on his face.
  He's wearing the usual beige, brown, and gold robes
  of a Kra'adumek citizen.
  He's dead - searching the body reveals a cavity of
  deadly purple fungus where the corpse's stomach
  should be… and the fungus has sprouted tentacles!
  K'sto Drell was a smuggler running contraband (like
  those violet-hued hallucinogenic pills) between the
  priest's complex and his home city of A'agrybah."
  4: Squatting Wizard
  (See area #1)
  If you haven't mentioned anything about an
  earthquake and/or after-quake tremors, you might
  want to let one rip ASAP!
  Ma'aduk's hidden spell-book is in this part of the
  cavern.  If the PCs investigate, they'll find it under a
  rock.
  The spell-book contains the following spells:
  Fireball, Invisibility, Magic Missile, and Company
  Keeper.
  Company Keeper creates a glowing, animated,
  humanoid face that follows the caster around.  It's a
  1st level spell that lasts as many hours as the caster's
  level.  The face occasionally nods, blinks, and
  conveys the subtlety of thinking about what has just
  been said.
  Ma’aduk
  Level 7 Sorceror
  Spells: Fireball, Invisibility, Magic Missile, and
  Company Keeper (described in area #4).
  Treasure: Ring of lesser shielding - when activated
  (lasts 1 round / level) once per day, there's a 2 in 6
  miss chance for every non-magical blow dealt. 53
  talons, 13 gold pieces, scroll of greater demon
  summoning. His spell-book is hidden in the south-
  west finger of the cavern, under a large rock.
  AC
  12
  HP
  Save
  23
  13+
  Purple Ooze
  HD: 5
  Attack Bonus: +2
  Special: Immune to non-magical attacks; fire
  makes it split in two. If ooze rolls natural 20 or PC /
  NPC attacking ooze rolls natural 1, they fall into the
  ooze itself - 3d6 acid damage.
  Treasure: Inside is a bone dagger with glyph
  carved into it, giving wielder advantage on his
  attack. Everything else has been dissolved.
  #Attacks: 2
  Damage: 1d6 (claws)
  AC
  11
  HP
  Save
  25
  15+
  Violet Fungi Tentacles
  HD: 2
  Attack Bonus: +2
  Special: Save or catch the purple rot - fungal
  infection that drains 1 point of constitution every
  30 minutes until healed by cleric or magic.
  Treasure: Searching the body reveals a small pouch
  containing a walnut-sized ruby worth
  approximately 500 gp.  And a map of this dungeon
  folded up inside his boot.
  #Attacks: 2
  Damage: 1d4
  AC
  12
  HP
  Save
  11
  18+
  
  6
  “Warlock
  hands” is a
  frequent
  expression in Cha'alt.  It
  means that magic-users
  have some affinity for machines.
  Depending on the tech, their
  sorcerous touch is as
  good as a fuel cell or
  battery
  charger.
  If the creepers
  haven't attacked
  yet, Dra'aj will be
  vocally concerned about
  their arrival, wondering how
  long it will be until they slither
  across the purple web, trying to
  eat their flesh.  The creepers
  will awaken and attack
  in approximately 20
  minutes.
  5: Like a Spider
  Sticky purple webbing can be seen, getting thicker
  as PCs head north.
  Just before the rise, a sky-elf attempts to dislodge
  one of the purple crystals from the cavern wall. He
  has a device - some kind of silver wand - that allows
  him to do that safely. He's hurrying because he
  knows that creepers lurk nearby.  The creepers
  travel via the strands of purple
  webbing.
  The silver wand is high-
  tech, yet responds to
  warlock hands.  Magic-
  users are able to use
  it at a higher
  frequency,
  allowing for
  increased
  vibration so as
  to loosen the
  crystal quicker.
  However, the more
  the wand vibrates, the
  louder it becomes…
  alerting creepers.
  Creepers are humans who
  became like the giant spiders
  who inhabited this cavern long ago.  They are blind
  and pale with emaciated bodies, purple veins, sharp
  teeth; cannibals.
  Sky-Elf (Dra'aj)
  He lost the rest of his companions to the creepers
  yesterday, but came back to get this enormous
  purple crystal - he's going to trade it to a sorcerer for
  the freedom of his half-sister, Astyl. The sorcerer
  lent dra'aj the wand so he could safely extract the
  crystal.
  If threatened or bored to death by endless
  questions, he'll walk to the dungeon's exit and leave.
  He'll try again tomorrow.
  After he gets the large crystal and makes the trade,
  his next destination is The Great Library of Cha'alt.
  It may be half-sunk in the sand, but many of the
  books are still accessible.
  Creepers (2d6)
  HD: 2
  Attack Bonus: +4
  Special: Bite must save or be paralyzed for 10
  minutes.
  Treasure: Their nest is a bit further west and
  contains a single (magic) glove that allows wearer
  to use that hand silently (magic, worth
  approximately 250 gold pieces for one, 1000 for the
  pair). 3 large hunks of smooth quartz with hint of
  green (worth approximately 75 gp each).
  #Attacks: 1
  Damage: 1d6
  AC
  14
  HP
  Save
  9
  18+
  Sky-Elf
  Level 3 Thief
  Attack Bonus: +1
  Treasure: leather armor, dagger, silver wand, 49
  talons. His thief's tools are in a leather satchel
  hidden just outside the dungeon entrance, under
  the sand.
  #Attacks: 1
  Damage: 1d6 (dagger)
  AC
  13
  HP
  Save
  13
  17+
  
  7
  6: Demon Cat-Snake
  PCs can hear the snorting, breathing, and slavering
  of some horrible creature up ahead.  Bones picked
  clean are evident on the cavern floor.
  At the end of the cave is a demonic creature with the
  head of a feral cat and body of a snake; it's 16' long
  from nose to tail and infused with chaos from the
  Old Ones.  They are rarely seen on the surface of
  Cha'alt, but are more common in The Black
  Pyramid.
  The demon was apocalypse-born and is both evil
  and full of chaos.  This feline-serpentus desires to be
  worshiped as a minor deity, giving those who
  approach a few seconds to break out in awe and
  praise. If no adoration is forthcoming, the cat-snake
  simply attacks.
  7: The Resonator
  A machine is at the back of this cave.  It's off, if
  touched it emits a low humming sound and strange
  smell with little round colorful dots glowing.
  The machine allows humanoids to see into other
  dimensions.  PCs see weird things swimming all
  around them. The more they move, the more they
  are noticed. Eventually, garnering the attention of
  something horrible - a slimy nightmare made flesh!
  “I have
  harnessed
  the purple
  shadows that
  stretch from
  world to
  world.”
  Feline-Serpentus
  HD: 12
  Attack Bonus: +6
  Special: 20% magic resistance, half-damage from
  non-magical weapons (high-tech weapons harm it
  normally), venom from fangs is poisonous… save or
  die. Regenerates 5 HP/round.
  Those coming to worship it may step forward, offer
  a gift, and then, if lucky, are allowed to drink its
  restorative milk (temporary bonus HP, advantage
  to saving throws for 24 hours, and heals violet
  fungus disease).
  Treasure: Obsidian trident +1 [3,000 gp], musical
  instrument in the shape of a long horn (Cha'alt
  didgeridoo) [120 gp], Safa'avieh area-rug [300 gp],
  outlandish feathered hat (orange, magenta, and
  purple), bronze helm covered in 3-inch demon
  horns (improves AC by 3), and a treasure chest
  containing 437 gold pieces, 90 platinum pieces, 203
  talons, and six rubies each worth 300 gp.
  #Attacks: 1
  Damage: 3d6
   
   
   
   
   
   (bite + poison)
  AC
  16
  HP
  Save
  73
  8+
  Nightmare Flesh Creature
  HD: 20
  Attack Bonus: +12
  Special: On a natural 20, the entity bites the head
  off his victim (instantaneous death).
  Treasure: None.
  #Attacks: 1
  Damage: 2d12
  AC
  18
  HP
  Save
  100
  2+
  
  8
  
  9
  8: Preparation
  The exotic thrum and twang of a zita'ar reverberates
  from this chamber, out into the hallway.
  Seven purple-robed servants of Kra'adumek are
  preparing the "sacred food."
  Three nubile virgins (all
  female) have been stripped
  of clothing and are being
  oiled for the Purple
  Demon-Worm's use.  Down
  here, the virgins are no longer
  mind-controlled, due to the
  purple crystals' influence.
  The females are named
  Ka'asa, Ula, and Yezri. They
  will be grateful to anyone who
  gets them out of this slippery
  situation.
  A circular stone well is in the
  center of this chamber.  The
  interior is empty, black, and looks
  like it goes down forever.  Calling into
  it yields no echo, just a pervading nothingness.
  Perhaps this leads to the mythic underworld?
  A side-table has a cheese and sausage platter, along
  with a carafe of strong wine.
  9: Elevator
  There's an auto-lift mechanism that raises anyone
  standing on the 10' x 10' platform up to the city's
  sacrificial stone.
  There's a painting spanning the
  entire curved wall; a
  magnificent mural of outer
  space where a fearsome crimson
  dragon squares off against a
  gigantic purple worm with
  many tentacles and horns and
  eyes.  On the periphery, the
  artist included a military-
  gray battle station the size of
  a small moon firing an
  emerald-green laser near the
  embattled titans.
  There are 3 purple robes
  hanging from a hook by
  the door.
  10: Library
  Three purple-robed clerics are seated upon bizarre
  purple plastic furniture, enjoying the scholarly
  pleasures of the library.
  Dozens of books on subjects such as archaeology,
  science and medicine, transcendental meditation,
  demonology, and horticulture.  Each book is worth
  10gp.
         Clerics of the Purple Demon-Worm
  HD: 2
  Attack Bonus: +0
  Special: These clerics have false hands... within
  their sleeves writhe purple tentacles!  Laying
  tentacles upon someone does 1d12 damage and
  target must save versus feelings of abject terror
  when the name of Kra'adumek is spoken.
  Treasure: 15 talons, 3 gold pieces, and 1 violet-hued
  pill that causes revelation-like hallucinations if
  either dissolved in water or put to flame.
  #Attacks: 1
  Damage: 2d4
   
   
   
   
   
   (Dryden-dagger)
  AC
  10
  HP
  Save
  8
  19+
  HD: 1
  Attack Bonus: +0
  Special: Most of the servants will be distracted by
  the naked female flesh.
  One of the servants has a glyph drawn upon his
  purple robes - three interlocked triangles, a
  bleeding eye within each. When the priest gestures,
  an unlucky opponent goes temporarily blind [3d6
  rounds].
  Treasure: 1d20 talons each, as well as, a long-
  necked zita'ar made of gorgeous magenta-hued
  wormwood [250 gp].
  #Attacks: 1
  Damage: 2d4
   
   
   
   
   
   (Dryden-dagger)
  AC
  10
  HP
  Save
  5
  19+
         Servants of the Purple Demon-Worm
  
  10
  11: Like A Surgeon
  Two servants knowledgeable in the art of alchemy
  are attempting to transplant the brain of a priest
  into a 10' tall, steel humanoid-shaped monstrosity.
  The curving walls reveal a story carved into them
  long ago.  The Old Gods seeded Cha'alt with many
  crystals, allowing the people to manipulate reality
  and manifest their will.  However, the people lost
  that knowledge over time because they pursued
  carnal pleasures over esoteric study.  Now, the
  crystals are regarded with superstition and
  symbolize man's degenerate nature.
  If this is either the last or second-to-last room the
  PCs have explored, the transplant is complete.  If
  the PCs see what's going on and decide to simply
  bypass the room, the metal monstrosity goes after
  them as they attempt to exit the complex.
  12: Ornate Bowl
  Two robed attendants kneel before an ornate bowl
  resting upon a raised dais.  They chant, "His ichor
  shall cleanse the world."  One of the priests, an elf,
  has a laser rifle strapped to him.
  If their comrades find them, both are willing
  participants in the Ultra-Violet Revolution.
  The walls contain deep-cut reliefs of people praising
  the Old Gods.  They did what they liked, killing and
  reveling until invaders came from the stars.  The
  aliens kill many of the native worshipers.  Finally,
  the alien invaders build their society upon the one
  they destroyed.
  The bowl contains some kind of translucent blue-
  green syrup, and is uniquely decorated with an
  intricate pattern that is also alien scripture.  The
  priesthood knows what it means… "His ichor shall
  cleanse the world."
  Bowl is made from an alien metal and nearly
  indestructible (worth about 400 gp). Slime within
  bowl is a mutant strain of zoth, and could be used as
  spell component in order to accentuate magical
  effects.
         Servants of the Purple Demon-Worm
  HD: 1
  Attack Bonus: +0
  Special: None.
  Treasure: 12 talons between them and three little,
  circular, violet-hued pills that can be crumbled and
  either dissolved in liquid or smoked. The effect is
  mild euphoria, disorientation, and occasional
  apocalyptic visions.
  #Attacks: 1
  Damage: 2d4
   
   
   
   
   
   (Dryden-dagger)
  AC
  10
  HP
  Save
  5
  19+
  Metallic Monstrosity
  HD: 10
  Attack Bonus: +2
   
   
   
  (a bit clumsy until
   
   
   
  he gets the hang of it)
  Special: Immune to fire and poison.
  Treasure: Parts of the giant metal body would be
  worth a total of 1,000 gp to the right buyer.
  #Attacks: 1
  Damage: 1d12
  AC
  18
  HP
  Save
  70
  10+
          Acolyte of the Purple Demon-Worm
  HD: 2
  Attack Bonus: +0
  Special: Servant has some knowledge of the bowl
  and its contents, if questioned.
  Treasure: 33 zuleks he won in a game of chance last
  night, nomads casting rune-bones outside the city
  [each zulek worth 3 gp].
  The laser rifle's power-pack has 1d20 uses left.  In
  the priest's robes, he's got a spare power-pack fully
  charged (20 uses).
  Also, two violet-hued pills that can be crumbled
  and either dissolved in liquid or smoked. The effect
  is mild euphoria, disorientation, and occasional
  apocalyptic visions.
  #Attacks: 1
  Damage: 3d6 (laser rifle),
   
   
   
   
  2d4 (Dryden-dagger)
  AC
  10
  HP
  Save
  5
  19+
  
  11
  13: Carnal Knowledge
  Two guards posted in front of the double-door.
  This is the complex's pleasure chamber used for
  orgiastic celebration by the High Priests of
  Kra'adumek.
  Inside there are two women, a young man, and two
  High Priests, named Tulo and Sa'abet, caught with
  their pants down, literally (unless they're alerted by
  the gong or sounds of combat).
  The walls are decorated with hundreds of painted
  purple diamonds… a few have malevolent eyes in the
  center.
  Along one of the back walls stands a side-table with
  barbequed sand-squid on it, as well as, a strangely
  angled glass bottle of sparkling grape-flavored
  liqueur. The priests call it Purple Prizm.
  14: Egg Chamber
  Three meditating priests are surrounded by seven
  large, alien eggs.
  Pictograms have been carved upon the wall's
  curvature.  A terrible entity is prophesied to come -
  it will enslave the people and force men to worship
  it.  Named after the city, Kra'adumek shall have
  many spawn and these will eventually reign over
  Cha'alt, so that no man is ever free.
  This room serves two purposes - servants of the
  Purple Demon-Worm come here to practice their
  transcendental meditation, and this is where the
  priests keep the Demon-Worm's eggs.
  There are seven eggs, each look like they could hold
  a large dog.  The eggs are purple with yellow and
  green splotches.  One of the seven will hatch
  sometime in the next hour.  An egg weighs about
  40lbs and is awkward to carry, but would be worth
  1,000 gp per egg if sold in a decent-sized city.
  bastardoe
  AbcdefgHi
  jklmnoprs
  High Priests of the
  Purple Demon-Worm
  HD: 3
  Attack Bonus: +2
  Special: For the first round, treat High Priests as
  both unarmed and surprised… if the PCs dealt with
  the outer guards in a quiet fashion.  Otherwise, the
  High Priests are ready for combat.
  Treasure: One of the High Priests wears a purple
  cloak that shields his mind from potential
  adversaries.  Additionally, each carries 1d100
  platinum pieces.
  #Attacks: 1
  Damage: 2d4
   
   
   
   
   
   (Dryden-dagger)
  AC
  12
  HP
  Save
  12
  17+
         Servants of the Purple Demon-Worm
  HD: 1
  Attack Bonus: +0
  Special: These priests are the de facto "Keepers of
  the Eggs" and have special markings upon their
  purple robes signifying their awesome
  responsibility.
  Treasure: 1d20 talons, and a strange looking bone
  dyed purple (his good luck charm).
  #Attacks: 1
  Damage: 2d4
   
   
   
   
   
   (Dryden-dagger)
  AC
  10
  HP
  Save
  5
  19+
  
  12
  What do I
  mean by
  interacting? I
  mean touching it,
  poking it, throwing
  something at it, yelling, and
  casting spells, having
  sex, or killing
  someone in the
  room, etc.
  at
  Sdg
  hinF
  15: The Singularity
  A secret door is ajar.  Chanting can be heard from
  inside.
  Two priests are praying before what looks like a
  crack or tear in the fabric of reality.  This fissure in
  the space-time continuum was created weeks ago
  via magical experiment gone wrong. Now, the
  priests do what little they can to keep existence
  from fracturing any further.
  The following are side-effects that occur each time
  someone interacts with the fissure…
  16: The Sleepers
  Three priests of the Demon-Worm are engaged in a
  heated argument, deciding upon a course of action
  to take regarding the Ipsissimus.  Eventually, they
  come to the conclusion that violent overthrow is
  needed.
  A silver protocol droid sloppily spray-painted purple
  stands in by three electronic sarcophagi.  The droid,
  QR-3, has a restraining bolt to keep its flamboyant,
  anti-authoritarian personality in check.
  Ja'ab, Kota, and Zenik are convinced that the Ultra-
  Violet Revolution must take place immediately. It
  seems obvious in retrospect, but Kra'adumek should
  have been called the Violet Demon-Worm… not
  purple.
  Before they go out and either convert or slaughter
  the rest of their fellow priests, they spray-paint their
  purple robes a violet hue.  Ja'ab, Kota, and Zenik
  confirm there's at least two, possibly three other
  servants of the Violet Demon-Worm who are on
  their side.
  The humans in cryogenic pods have been asleep
  since before the apocalypse.  Two life-support
  machines are next to the pods as back-up
  generators, in case the system ever failed.
  Their names: Vural, Kranz, and Erak.  If revived,
  they could provide information about what life was
  like just before the end (approximately 93 years
  ago)… domed-cities, flying cars, alien visitors,
  instantaneous healing salve, etc.
  Yes, the back-up generators
  could be used to charge
  high-tech equipment like
  laser cannons, each
  worth about 500 gp,
  but also weighing
  150 pounds.
  Roll
  Result
  1
  PCs slip back in time one or two minutes,
  vaguely aware of the recent past… that
  they've been here before.
  2
  PCs see themselves walking into the room
  as they did a few minutes ago.  Suddenly,
  there's some important detail about each
  PC that is wildly different - a wizard
  becomes a fighter or a burned leg
  becomes a scarred eye.
  3
  The PCs perceive the ground beneath
  their feet to open up and the floor about
  to sink into a black void.  Save vs falling
  into the abyss.
  4
  Approximately 17% of Cha'alt's population
  just… disappears.  Roll a d6 for everyone
  present and future NPCs, if convenient.
  Those with a result of "1" no longer exist.
  
  13
  What's an
  Ipsissimus?  The
  only religious rank
  greater than High Priest.
  They are said to be beyond the
  comprehension of lower
  degrees, having achieved
  total consciousness
  and perfect will.
  17: Torture Chamber
  Two humanoid prisoners are being tortured with a
  hot poker by the Ipsissimus while two guards keep
  watch.  Five other prisoners are in jail cells, awaiting
  their turn.
  Three braziers waft purple smoke in the air and give
  off enough heat to make this chamber sweltering. If
  the PCs hesitate before entering, the Ipsissimus
  eventually loosens his robes, revealing dark-purple
  furry patches covering a third of his skin.
  All prisoners have been here many days and are in
  no shape for combat, due to food/water deprivation.
         Survivors
  HD: 1
  Attack Bonus: +1
  Special: They are constantly shocked and awed at
  this new world.
  Treasure: They have wallets with IDs and about
  200 dola'ars (old paper money).
  #Attacks: 1
  Damage: 1d4
  AC
  10
  HP
  Save
  4
  19+
          Priests of the Violet Demon-Worm
  HD: 3
  Attack Bonus: +2
  Special: They've been drinking milk from the
  Feline-Serpentus (don't ask), and temporarily get
  advantage on their saving throws, plus a 1dg HP
  bonus. Additionally, these priests know the
  demonic cat-snake is incredibly vain and that
  flattery could be the creature’s greatest weakness.
  Treasure: Ja'ab has a violet-purple fragment of
  petrified coral, Kota carries a gold pocket-watch
  (broken), and concealed within Zenik's robes is a
  music-box of a fancy-dress party where costumed
  people move about as the song plays. Each are
  worth 3d20 gold pieces.
  #Attacks: 1
  Damage: 2d4
  AC
  12
  HP
  Save
  16
  17+
  Ipsissimus of the Purple Demon-Worm
  HD: 5
  Attack Bonus: +2
  Special: The Demon-Worm grants him the ability
  to curse a humanoid once per day (target has
  disadvantage on all rolls for the next 2d4 hours).
  His purple crystal gives him the power to shoot
  purple bolts of energy from his fingertips; 1d6
  damage to enemies within 30' of the High Priest.
  Treasure: The High Priest wears a magic turquoise
  ring, allowing the wearer to read thoughts once per
  day.  He also carries 111 gp, and a purple crystal he's
  had so long that it's starting to mutate him.
  #Attacks: 1
  Damage: 2d4 (Dryden-dagger),
   
   
   1d6 (multiple targets).
  AC
  12
  HP
  Save
  32
  15+
         Servants of the Purple Demon-Worm
  HD: 1
  Attack Bonus: +0
  Special: None.
  Treasure: 1d20 talons each.
  #Attacks: 1
  Damage: 2d4
   
   
   
   
   
   (Dryden-dagger)
  AC
  10
  HP
  Save
  5
  19+
  
  14
  
SOURCE: textdata/thevault/Kort'thalis Publishing/Cha'alt/Cha'alt Beneath Kra'adumek/Cha'alt Beneath Kra'adumek 2019-02-03 color zitaar.pdf