Yearning for Wormlings Building / Landmark in World of Wonder | World Anvil
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Yearning for Wormlings

Founder:

  Red Nachtfalter, a bald headed human, is known for being quite a curmudgeon. The only thing that seems to bring him joy is a successful sale of goods. Though his joy is little more then a brief reprieve of abrasiveness. When he is not distracted by customers, he puts all of his energy into digging up the worms of wonder; his main export.  

Shop Appearance

Yearning for Wormling's is operated out of surprisingly large tent, considering the singular round table that it encompasses. The table is small, but is covered from rim to rim, with vials, jars, and bottles that each contain a single worm. Some contain a dirt habitat for the worm to thrive in, while others hang from a hook connected to the cap. All of the worms are alive and vary in color and shape. When asked about his goods, Red will explain that all of his worms are useful in battle; simply toss the container like a grenade, and the worm will fight on their behalf. Please see the Rules for Worm text below.   Character who make a DC 16 Arcana Check will know that these worms are not what they appear. They know that the worm is enchanted to turn into a sizeable foe and fight for the wielder. On e DC 20 or above, the character will know that the Worm can only be used once, and will fight for one round, before returning to the wild.    

Purchasable Goods

  All of Red's worms Cost 75 gp. Players must make DC 20 Persuasion check to get a discount; cost should still be 60 gp. On a persuasion fail, however, the cost should go up to 80 gp. Red will only sell one worm per person and he will not let purchasers know that the worms are only good for 1 round.   Rules for Worm:   As an action, you can throw the worm into an unoccupied space within 30 feet of you. The jar shatters and the worm within it turns into one of the creatures below. Roll 1d8 and compare the results to the table below. The creature takes their turn immediately and reverts back to a worm at the end of their turn. The worm then wburrows into the ground and can not be used again.  
Roll Creature
1 Giant Poisonous Snake
2 Piercer
3 Fire Snake
4 Giant Constrictor Snake
5 Carrion Crawler
6 Blue Dragon Wyrmling
7 Coautl
8 Purple Worm
  Please reference the Monster Manual for stats of creatures

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