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Basic D20

Adventure

The Burning Plague


Luck looks unfavorably on the people of Muntheim. In recent months, tremors have shaken the lands around this bustling port. Though the town has sustained only minor damage, its beset by a more pressing problem: its streets suffer the multitude of frightened villagers fleeing nearby thorps and hamlets, seeking safety from the dangers of falling rock, unsafe housing, and gaping fissures. If the hungry and homeless throng wasnt trouble enough, a plague has recently taken to the inhabitants with terrifying speed. Only a week ago, the town was free of any major pestilence. Now, scores are suffering from a malady that has herbalists and priests puzzled, even worried. Even the mad prophet, Skaed, has succumbed to the fever, which many claim to be retribution sent from some wicked god or bestowed by implacable Law.

PLAYERS BACKGROUND
The Burning Plague, as the disease is called, starts innocuously enough, with feelings of lassitude, dull pain in the joints, swollen areas of the body, and throbbing headache. Within hours, the plague spreads, causing mild fever and strange red blemishes on the skin. Eventually, victims suffer searing muscular pains, clenching of the throat, fatigue, and potentially death. Most worrisome to officials in Muntheim is the rapid spread of the disease. Even without the influx of refugees, it would have been difficult for the small number of herbalists or physicians in Muntheim to address the plague. Now, there is widespread fear among the people that no manner of poultice or care can aid them. Panic is sure to ensue if something isnt done soon.

THE ADVENTURE BEGINS


With no hope of treating the creeping doom, authorities from the Church have convinced the heroes to seek answers to the plague in town, within the tower-home of Ibn Gherem. The wealthy merchant was said to have imported a number of exotic items over the years, and rumor has it that he was last seen weeks ago, suffering from the same disease that is now loose among the people.

Basic D20
Animated Wooden Object: XP 300, Medium Construct; HD 3; HP 11; Spd 120 ft., swim 60 ft.; CB +5; Atks Slam (1d6+2); SA Constrict; SQ Hardness, construct traits; PS +3; MS ; Attributes: Str 16 (+2), Dex 10, Con , Int , Wis 1(-5), Cha 1 (-5). SAConstrict (Ex): The toad statue deals automatic slam damage with a successful grapple check against creatures up to one size larger than itself. It can make constrict attacks against multiple creatures at once if the targets are at least two sizes smaller than the statue and they fit underneath it. SQConstruct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. SQHardness (Ex): Negates 2 hit points of damage each time. Ankheg: XP 450; Large Beast; HD 3+6*** (17); Spd 120 ft., burrow 80 ft.; CB +11; Atks: Bite (1d6+5); SA Improve grab, acid, spit acid; SQ: Tremorsense; PS +9; MS -5; Attributes: Str 20 (+5), Dex 10, Con 17 (+2), Int 1 (-5), Wis 13 (+1) , Cha 6 (-1). SAImproved Grab (Ex): To use this ability, the ankheg must hit with its bite attack. If it gets a hold, it deals automatic bite damage each round the hold is maintained. If the ankheg is damaged after grabbing its prey, it retreats backward down its tunnel at burrowing speed, dragging the victim with it. SAAcid (Ex): Acidic enzymes drip from an ankhegs mouth each round it maintains a hold. It automatically deals 1d4 points of acid damage each round in addition to bite damage. SASpit Acid (Ex): Stream (ray) of acid 30 feet long, once every 6 hours; damage 3d6, Physical for half. One such attack depletes acid supply for 6 hours. It cannot spit acid or deal acid damage during this time. Ankhegs do not use this ability unless they are desperate or frustrated. They most often spit acid when reduced to fewer than half their hit points or when they have not successfully grabbed an opponent. SQTremorsense (Ex): Automatically sense the location of anything in contact with the ground within 60 feet.

Adventure
Merrick, male cursed Human Clr1: XP 100; Small Humanoid (Goblinoid); HD 1d6+1 (5); Spd 120 ft.; CB +9; Atks: Hand Weapon (morningstar) (1d6-1+defensive); SQ Dark Vision; Attributes: Str 8 (-1), Dex 13 (+1), Con 11, Int 10, Wis 12, Cha 8 (1). Trained: Religion, History, Healing. Possessions: Light Armor, Hand Weapon (Morningstar). Spells (5): 0 lvlcure light wounds, assistance, protection, guidance, divine favor. Carrion Crawler: XP 500; Large Aberration; HD 4+4** (18); Spd 120 ft., climb 60 ft.; CB +11 ; Atks: Tentacles (paralysis), bite (1d6+1); SA Paralysis; SQ Scent, afraid of Rappaport; PS +5; MS -3. Attributes: Str 14 (+1), Dex 15 (+1), Con 14 (+1), Int 1 (-5), Wis 15 (+1), Cha 6 (-1). Trained: Perception +8 SAParalysis: Physical Save (DC 18), duration 2d6 minutes. SAMultiattack: Carrion crawlers can attack up to four targets at once with their tentacles. Ghul-Kin: XP 150; Medium-sized Undead; HD 1+2* (8); Spd 120 ft.; CB +9; Atks: Bite and claws (1d6+1); SA Paralysis; SQ Undead, +2 turn resistance; PS +2; MS +4. Attributes: Str 13 (+1), Dex 15 (+1), Con , Int 13 (+1), Wis 14 (+1), Cha 16 (+2). SAParalysis: Physical Save or be paralyzed for 1d6+2 rounds. Elves are immune. SQUndead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. +2 hps per HD. Cursed Humans: XP 100, Small Humanoid (Goblinoid); HD 1 (4); Spd 120 ft.; CB +10; Atks: Hand Weapon (morningstar) (1d6-1+defensive), spear (1d6, 1 zone); SQ: Dark Vision; PS 0; MS -1; Attributes: Str 8 (-1), Dex 13 (+1), Con 11, Int 10, Wis 11, Cha 8 (-1). Race: Acrobatics +2, Subterfuge +2, Spelunking +2. Trained: Athletics, Endurance, Healing. Possessions: Light Armor, Hand Weapon (morningstar), Spear.

Basic D20
Goblin Elite, male Ftr1: XP 100, Small Humanoid (Goblinoid); HD 1+2 (6); Spd 120 ft.; CB +8; Atks: Hand Weapon (morningstar) (1d61+defensive); Bow (1d6, 2 zones); SQ: Dark Vision; PS 0; MS -1; Attributes: Str 8 (-1), Dex 13 (+1), Con 11, Int 10, Wis 11, Cha 8 (-1). Skills: [Race] Acrobatics +2, Subterfuge +2, Spelunking +2, [Trained] Athletics +4, Endurance +5, Healing +5. Possessions: Light Armor, Hand Weapon (morningstar), bow, quiver with 10 arrows. Homunculus: XP 200; Tiny Construct; HD 2+4 (11); Spd 90 ft., fly 40 ft. (good); CB +7; Atks Bite (1d6-1) and poison; SA Poison; SQ Construct; PS +1; MS 0; Attributes: Str 8 (-1), Dex 15 (+1), Con , Int 10, Wis 12 (+1), Cha 7 (-2). SAPoison (Ex): Bite, Physical Save; initial damage: sleep for 1 round; secondary damage: sleep for another 5d6 rounds. SQConstruct: Immune to mind-influencing effects, poison, disease and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Rappapport, emaciated* male Hill Giant: XP 500; Large Giant; HD 5+20 (hp 38; currently 19); *Spd 120 ft; CB +7; Atks: Great Weapon (1d6+4), or Rocks (2d6+4); SA Rock throwing; PS +8/+6; MS +3; Attributes: Str 19* (+4), Dex 6* (-2), Con 19 (+4), Int 6 (-2), Wis 10, Cha 17 (+3). Skills: [Trained] Athletics +11, Endurance +11, Nature +7. Possessions: Light Armor (Large), Great Weapon (club), bag with 5 throwing rocks, 1 tankard of ale, a huge ball of string, 100 feet of silk rope, a box of rotting cores, a giant-sized cloak, two large casks of lard, a knife (a halberd blade with the haft broken down), a wheel of moldy cheese, 200 gp, a chunk of raw jade (70gp) a moonstone (40 gp) and Snitchs Key (see Region 3: Lair of the Goblins). *Rappapport is starving and suffers from exhaustion. Skeleton: XP 100; Medium-sized Undead; HD 1 (4); Spd 120 ft.; CB +7; Atks Claws (1d6); SQ Undead immunities; Attributes: Str 10, Dex 12, Con , Int , Wis 10, Cha 11. SQUndead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual

Adventure
damage, ability damage, energy drain, or death from massive damage. ImmunitiesSkeletons have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons. Snitch, male cursed Human Ftr1: XP 100; Small Humanoid (Goblinoid); HD 1+2 (6); Spd 120 ft.; +12; Atks: +1 Hand Weapon (morningstar) (1d6+defensive); SQ Dark Vision; PS +1; MS +1. Attributes: Str 8 (-1), Dex 15 (+2), Con 11, Int 10, Wis 11, Cha 12 (+1). Racial: Acrobatics +2, Subterfuge +2, Spelunking +2. Trained: Athletics, Endurance, Healing. Possessions: Light Armor, +1 Hand Weapon (morningstar). Zombie: XP 200; Medium-sized Undead; HD 2+4 (11); Spd 60 ft.; AC +7; Atks: Slam (1d6+2); SQ Undead; PS +3; MS -4. Attributes: Str 16 (+2), Dex 8 (-1), Con , Int , Wis 10, Cha 1 (-5). SQUndead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

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