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OPEN GAME LICENSE Version 1.0a
The Divine Alligator
by Artemis Silversmith
(Artem V. Serebrennikov)
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1- Tannin, stats and description
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, based on original material by E. Gary Gygax and Dave Arneson.
Master Adventures and The Divine Alligator © by Øone Roleplaying Games
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SUMMARY
4 Introduction
4 Adapting the Adventure
4 Scaling the Adventure
4 Background
6 Adventure Summary
6 Character Hooks
7 C HAPTER I,
8 Places of Interest
11 C HAPTER II,
12 Random Encounters
17 Slitherers’ Settlement
23 C HAPTER III,
25 The City
34 C HAPTER IV,
T HE D IVINE D EN
41 A PPENDIX I,
N EW E QUIPMENT
42 A PPENDIX II,
43 Battlemaps
Playtester Credits: Ivan Tarasov,Valeria Solovova,
Anton Krishtofor, Ekaterina Shvilkina;
Special Thanks to: Andrew V. Serebrennikov – for
constant constructive criticism
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4
Introduction
The Divine Alligator is a d20 fantasy adventure suitable
for four 7 th level player characters. A ranger or druid is highly
helpful, as is someone with good Diplomacy and Knowledge
(religion) skills, plus the ability to speak Draconic. Characters
of higher or lower levels can also take part in the adventure;
see ‘Scaling the Adventure’ below. As the PCs face some quite
dangerous opponents, referees may wish to change some
encounters to give the characters a better chance of survival.
haven’t advanced past tribal/clan social structure or a breed of
goblinoids that turned away from evil - or so it seems.
It Doesn’t Have to Be Fantasy: Although it may seem
pompous, the story told in The Divine Alligator transcends
genre boundaries. The module could work quite well as a d20
Modern adventure set somewhere in Amazonian jungle or a
horror story of weird, alien-minded races and a corrupting
ancient evil.
Scaling the Adventure
5 th – 6 th level: The adventure can be run as written, but
certain encounters (especially with Hatzli and Tannin) pose
greater danger and can result in a total party kill. You may
wish to remove Szabolcs or Tapunui from the palace area or
delay the coming of reinforcements. Another good way to
decrease the lethality of the adventure is degrading Tannin’s
Hit Dice to 7 (with an appropriate drop in CR), lowering the
frequency of random encounters or the number of guards in
Hatzli’s stronghold.
This adventure was designed to challenge both combat-
lovers and in-depth roleplayers. It is a combination of site-
based and event-driven adventure types. There are a lot of
monsters to fight and trinkets to gain, but complete success
in The Divine Alligator requires good diplomatic skills and
a deal of good judgment. Every effort was made to make
the adventure generic enough to be pasted into most fantasy
campaign settings.
Adapting the Adventure
The adventure text is written with a generic fantasy setting
in mind. “Generic fantasy” means the standard for an average
d20 fantasy campaign: magic is real, potent and accessible,
magic items can be made or bought, multiple gods and
demons affect wordly affairs, and humans are just one of
the many sentient races. The Divine Alligator can be staged
in such a setting with minimal alterations. All you need is a
suitable geographical location (a large swamp near a small
mountain chain, fairly distant from the “civilized” world) and
deities with agendas and interests similar to those presented
in the adventure. If your campaign world deviates from the
assumption, you may find the following advice useful:
8 th – 10 th level: Increase the frequency of random
encounters and the number of moments encountered
twofold. Raise the level of each NPC (including the sergeants)
by 1 or 2 and add more sergeants to the reinforcements.
Increase Tannin’s HD to 13 or 15 or add powerful abilities,
such as damage reduction 5/- or breath weapon every 1d4
rounds (instead of once a day).
Background
Two hundred years ago was the time of Raerciminar,
an ancient black dragon furthering the destructive agenda
of Itzquizatl, a draconic deity of death and decay. The god
wanted his servant to create loyal followers that can act as
mediators for his unholy power. Raerciminar’s chief method
was infusing as many creatures as possible with dragon
blood. Leaving numerous half-dragon children in his wake,
Raerciminar retreated into his distant lair and slumbered
into deep sleep, waiting for his children to reach maturity by
themselves and instruct them later. One of his most beloved
children was Tannin, an enormous half-dragon crocodile
remarkable for his great strength, rapacious appetite and
unmatched sense of ego.
It Doesn’t Have To Be a Swamp: Although much of the
adventure’s flavor is evoked by a swampy setting, you could
easily adapt the module to a different environment. For
example, Great Bogs could be called Great Sands and situated
on a fringe of a vast desert; and Tannin could be a half-Huge
constrictor snake/half-blue dragon, worshipped by reptilian
people in a remote pyramid-like temple as a manifestation of
a long-dead serpent god...
It Doesn’t Have to Feature Lizardfolk: If your campaign
doesn’t happen to feature lizardfolk, you could replace them
with a like-minded race, greatly conservative, patriarchal and
resenting the encroachment of civilization. The Slitherers
and The God’s Tribe could be two groups of humans who
Meanwhile, the lizardfolk of the Dread Swamp
experienced hard times: human and halfling settlers moved
closer to the marshes, mining peat, cutting down trees, and
draining the swamp area. Several lizardfolk tribes decided to
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5
stay and negotiate with the newcomers;
others moved deeper into the swamp.
One such tribe settled in ancient ruins of a
long-forgotten city which turned out to be the
lair of Tannin. The monster used to prey on smaller
game but later learned that lizardfolk are far more
saturating...
The tribe lost a lot of its members to Tannin’s hunger
and grew dissatisfied with their leader, Tennilax the shaman,
blaming him for being unable to protect his people. The
shaman’s disciple, a young and ambitious priest called
Hatzli, ventured deeper into the swamp to find the
reason behind his tribesmen’s deaths. This reason was, of
course, Tannin, a creature so mighty and powerful that
Hatzli’s superstitious mind became twisted. He groveled
before the creature, begging to spare his life and grant a
small share of the innumerable might incarnate in the
towering half-dragon. Tannin, being quite intelligent,
understood that such devotion can yield much food
for little trouble as well as please his divine patron and
accepted Hatzli as his sycophant.
Of course, Tannin could not
grant spells to his preacher –
but Itzquizatl provided the divine
backing for the emerging cult.
Hatzli brought news of the “divine
alligator” that dwelled in the ruins and
demanded obedience and sacrifices.
Many unscrupulous tribesmen
supported his cause and, promptly,
Hatzli emerged as the new leader of
the tribe. Tennilax was thrown into
a deep pit guarded by giant snakes,
and all who resisted were sacrificed
to Tannin. After gaining absolute
power over the tribe, Hatzli began
to receive prophetic visions. The
“divine alligator” (Itzquizatl in Tannin’s
guise) told him to expand the tribe’s
territory, unite other lizardfolk tribes and
then start a war of genocide against
newcomers to the swamp. The evil god’s
voice was followed. The God’s Tribe (as
Hatzli’s tribe started to call itself) subjugated its
neighbors and started kidnapping and massacring
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