
ISSUE 98 BY JAMES JACOBS FLOOD SEASON ARTWORK BY BRIAN SNODDY AND WAYNE REYNOLDS MONSTER MANUAL II Skills: Concentration +11, Escape Artist +11, Move Silently CREATURES +10, Search +8, Swim +10. Feats: Iron Will, Multiattack. “Flood Season” uses several monsters from Monster Manual Languages: Common, Aquan. II. To conserve space, their complete statistics were omit- Constrict (Ex): With a successful grapple check, a ted from the adventure text, but that information has been kopru can constrict a grabbed opponent, dealing 3d6+3 provided as a service here to accommodate those readers points of bludgeoning damage. who do not own Monster Manual II. We highly encourage Dominate Person (Su): Once per day, a kopru can pro- those readers who have not yet picked up a copy of this duce an effect like that of a dominate person spell (caster supplement to do so, as the information provided here is level 10th; Will save DC 14), except that the range is 180 skeletal, at best—intended only to provide you with the feet and the duration is eight days. minimal information necessary to run the adventure. Improved Grab (Ex): If a kopru hits an opponent that d Kopru: CR 6; Medium Monstrous Humanoid is its own size or smaller with a tail attack, it deals normal (aquatic); HD 8d8; hp 36; Init +2; Spd 5 ft., swim 40 ft.; AC damage and attempts to start a grapple as a free action 15, touch 12, flat-footed 13; without provoking an attack of opportunity (grapple BAB +8; Grap +10; Atk bonus +17, including a +7 racial bonus on grapple checks). +10 melee (1d6+2, tail If it gets a hold, it also constricts on the same round. There- slap), +8 melee after, the kopru has the option to conduct the grapple nor- (1d4+1, 2 claws), mally, or simply use its tails to hold the opponent (–20 and +8 melee penalty on grapple check, but the kopru is not considered (1d4+1, bite); SA grappled). In either case, each successful grapple check it constrict 3d6+3, makes during successive rounds automatically deals tail dominate person, and constrict damage. improved grab; SQ d Spawn of Kyuss: CR 5; Medium Undead; HD darkvision 60 ft.; 4d12+3; hp 29; Init –1; Spd 30 ft.; AC 11, touch 9, flat-footed AL CE; SV Fort 11; BAB +2; Grap +6; Atk +6 melee (1d6+6 plus Kyuss’s gift, +2, Ref +8, Will slam), or +6 melee touch (create spawn), or +1 ranged touch +9; Str 15, Dex 14, (create spawn); SA create spawn, fear aura, Kyuss’s Con 11, Int 11, gift; SQ curative transformation, fast healing 5, Wis 12, Cha 10. turn resistance +2, undead traits; AL CE; SV Fort +1, Ref +0, Will +4; Str 18, Dex 9, Con —, Int 6, Wis 11, Cha 15. Skills: Hide +5, Jump +10, Move Silently +5, Spot +6. Feats: Toughness. Create Spawn (Su): Once per round as a free action, a spawn of Kyuss can transfer a worm from its own body to that of an oppo- nent. It can do this whenever it hits with a slam attack, but it can also make the transfer by means of a successful melee touch attack or ranged touch attack, hurling a worm at a foe from a distance of up to 10 feet. Each worm is a Fine vermin with an AC of 10 and 1 hit point. It can be killed with normal damage or by the touch of silver. On the spawn’s next action, the worm burrows into its host’s flesh. (A creature with a natural armor bonus of +5 or higher is immune to this burrowing effect.) The worm makes its way toward the host’s brain, dealing 1 point of damage per round ISSUE 98 for 1d4+1 rounds. At the end of that period, it reaches that *Includes –6 armor check penalty, –12 for Swim. brain. While the worm is inside a victim, a remove curse or Languages: Common. remove disease effect destroys it, and a dispel evil or neutralize Possessions: Chainmail, masterwork large steel shield, poison effect delays its progress for 10d6 minutes. A success- masterwork longsword, potion of cure moderate wounds. ful Heal check (DC 20) extracts the worm and kills it. k Alleybashers, Male and Female Human Rog2: CR Once the worm reaches the brain, it deals 1d2 points of 2; Medium Humanoid (human); HD 2d6+5; hp 18, 14; Init Intelligence damage per round until it either is killed (by +7; Spd 30 ft.; AC 16, touch 13, flat-footed 13; BAB +1; Grap remove curse or remove disease) or slays its hose (death occurs +1; Atk +3 melee (1d6+1/18–20, masterwork rapier) or +4 at 0 Intelligence). A Small Medium, or Large creature slain ranged (1d6/×3, shortbow); SA sneak attack +1d6; SQ eva- by a worm rises as a new spawn of Kyuss 1d6+4 rounds sion; AL LE; SV Fort +1, Ref +6, Will –1; Str 12, Dex 16, Con later; a Tiny or smaller creature quickly putrefies; and a 12, Int 14, Wis 8, Cha 13. Huge or larger creature becomes a normal zombie of the Skills: Bluff +6, Climb +6, Disable Device +8, Escape appropriate size. Newly created spawn are not under the Artist +8, Hide +8, Listen +4, Move Silently +8, Open Lock control of their parent, but they usually follow whatever +8, Search +7, Spot +4, Tumble +8. Feats: Improved Initia- spawn of Kyuss created them. tive, Toughness. Fear Aura (Su): A spawn of Kyuss continuously radiates Languages: Common, Gnome, Halfling. a fear effect. This ability functions like a fear spell (caster Possessions: Studded leather, masterwork rapier, shortbow level 7th; Will save DC 14), except that it affects all crea- with 20 arrows. tures within a 40-foot radius. Any creature that makes a suc- cessful saving throw against the effect cannot be affected again by the fear aura of that spawn of Kyuss for 24 hours. CLERICS OF ST. CUTHBERT Kyuss’s Gift (Su): Any creature hit by a spawn of Kyuss’s The PCs aren’t the only ones who gain experience in the slam attack must succeed at a Fortitude save (DC 12) or course of this campaign. Jenya Urikas (the new high priest contract a supernatural disease. The incubation period is 1 of St. Cuthbert in Cauldron), has gained a level by the onset day, and the disease deals 1d6 point of Constitution damage of “Flood Season.” She should continue to gain levels as the and 1d4 points of Wisdom damage (see Disease in the DUN- campaign progresses (as long as she’s alive), although prob- GEON MASTER’s Guide). These effects manifest as rotting flesh ably not at the same rate as the PCs (about 1 level per and dementia. An affected creature gets only half the bene- adventure). So by the end of “Flood Season,” feel free to fits of natural and magical healing, though a remove disease level up Jenya once more. Her stats for the duration of this effect removes the affliction. adventure are provided below. Curative Transformation (Ex): One remove curse or remove Sarcem Delasharn, the now deceased high priest of the disease effect, or a more powerful version of either of these church of St. Cuthbert, doesn’t make a living appearance in effects, transforms a spawn of Kyuss into a normal zombie. the adventure. But if the PCs manage to resurrect him at some point in a later adventure (raise dead won’t work since his tongue has been cut out and eaten by Tongueater the “FLOOD SEASON” MOOKS werebaboon), refer to the statistics provided below. The thugs and Alleybashers make many appearances in k Jenya Urikas, Female Human Clr6 (St. Cuthbert): “Flood Season,” but their statistics are only printed once. CR 6; Medium Humanoid (human); HD 6d8+6; hp 37; Init They’ve been updated reproduced for your convenience –1; Spd 30 ft. (20 ft. in armor); AC 17, touch 9, flat-footed 17 here, so you always have a quick and easy reference when with armor with magic vestment spell; BAB +4; Grap +4; Atk they show up in a fight. +5 melee (1d8, masterwork heavy mace), or +5 melee (1d6+1 plus 2d6 holy, +1 holy light mace)* or +3 ranged k Thugs, Male and Female Human Ftr2: CR 2; (damage varies, ranged touch); SA turn undead 5/day; AL Medium Humanoid (human); HD 2d10+4; hp 23, 20, 18, LN; SV Fort +6, Ref +1, Will +8; Str 10, Dex 8, Con 12, Int 17; Init +1; Spd 20 ft.; AC 18, touch 11, flat-footed 17; BAB 13, Wis 16, Cha 14. +2; Grap +5; Atk +7 melee (1d8+2/19–20, masterwork *Jenya carries Sarcem’s +1 holy light mace—the church’s longsword); AL CN; SV Fort +7, Ref +3, Will +1; Str 16, Dex badge of office for its high priest—if the PCs return it to 13, Con 14, Int 10, Wis 12, Cha 10. her in “Flood Season.” Skills: Climb +1*, Jump +1*, Swim –4**. Feats: Great Skills: Concentration +7, Diplomacy +10, Heal +12, Fortitude, Lightning Reflexes, Quick Draw, Weapon Knowledge (history) +4, Knowledge (religion) +7, Listen Focus (longsword). +3, Spellcraft +7, Spot +3. Feats: Brew Potion, Leadership, ISSUE 98 Scribe Scroll, Skill Focus (Heal). in Cauldron seriously . almost too seriously. He runs a tight Spells Prepared (5/5/5/4; base save DC = 13 + spell level): ship and expects nothing less than perfection from those 0—detect magic, guidance, light, mending, purify food and drink; under his charge.
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