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NeoExodus Adventures: Gel
neoexodus adventure:
LPJ9998
Gel
Written By Lee Hammock
and chris m c coy
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by
Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
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NeoExodus Adventures: gel
“Gel” is an adventure for 4-6 characters level 6-
8. All character classes will be useful but rogues,
rangers and druids in particular will find their skills
in demand. This adventure can be run any time
characters are undertaking dimensional travel, such
as teleporting or planeshifting, or as a sequel to the
adventure “Cold Visitor”. Also characters could be
shipwrecked on the island of Lannil with only slight
modifications needed for the beginning of the module.
No special abilities are needed for this adventure but
the ability to inflict cold damage is a great advantage.
perform them. Most of Heslik’s stay was a solitary
one, but in the last two years a group of farmers and
scholars settled on the island. Led by a sage named
Jurik Poken, the newcomers settled on the one cove
on the island and began constructing a small settle-
ment there. While people actually wanting to settle on
a cursed island initially disturbed Heslik, the settlers
soon convinced him that they only wanted to farm
the island. The druid made sure they obeyed certain
methods for farming on the island but impeded the
settlers little in other ways. They meant no harm to
the island so Heslik was content to leave them alone.
The settlers found Heslik a bit odd but the druid was
so happy for company he kept his weirdness under
control.
Much of this adventure happens on a schedule so the
DM should read through it carefully and be familiar
with the sequence of events before running this adven-
ture.
Background
Information
The island of Lannil is a small, temperate island that
is part of a small island chain far out to sea. The
island is a rich source of sugar cane and has several
ruins on it of historical importance, but other than
these sources of interest there is little on the island
that makes it valuable. There is a reef around the
island making it difficult to land on or leave the
island. Only on high tide, occurring this time of year
at 3 AM and 3 PM, can a ship make it through the
reefs unscathed.
Four months ago, a new merchant came to the settle-
ment to set up shop as a buyer and shipper of the
island’s sugar cane. This merchant, named Davin
Longtil, was actually a thief who had stolen some very
valuable items and maps from an ogre pirate named
Strong Kas the Red, whose territory is not terribly far
from Lannil. Davin sought to hide out on Lannil for
a few months and let things calm down before leaving
the region entirely with his ill-gotten goods in tow.
Unfortunately two days before the arrival of the PCs,
Strong Kas and his ship caught up with Davin. Strong
Kas’ ship sailed into Lannil Harbor and took over the
settlement of Lannil Point. Davin and many of the
inhabitants fled in the chaos, so Strong Kas and his
men began searching the island looking for survivors.
Heslik soon learned what had happened and moved to
stop the pirates. Unfortunately, the pirates had their
own wizard and the druid was not able to best the
pirates in open combat. Fleeing in the form of a bird,
Heslik returned to his cave and came up with a new
plan. Using an old ritual Heslik had been researching,
he sought to transform himself into a powerful ooze
creature but keep his mind intact. Regrettably, this
ritual went awry because of the odd magic on Lannil,
which transformed the druid into a Rotter Ooze; a
giant, almost mindless blob of acidic protoplasm with
no drive other than to feed.
The ruins on the island mark the place where a duel
between two groups of wizards happened centuries
ago. This duel destroyed several other islands in the
chain and permanently warped the magical aura of
the region. Ever since then, battle magic has been
unreliable in the area around the island, giving it a
reputation as a cursed land. Ships often go missing
in the vicinity and more than few legends speak of
monsters living on the island and kraken haunting the
surrounding waters.
Despite these rumors, a druid has inhabited the
island for the last eighty years by the name of Heslik
Gunther. Heslik lived on the island to study a colony
of slimes and oozes that had begun developing some
rudimentary intelligence as it grew and thrived in an
inactive volcano. He thought these creatures were the
product of the strange magical energies around the
island but later learned that the wizards who fought
on Lannil used magically modified slimes and oozes
as soldiers. Eventually the druid found records of
some of these rituals and begun researching how to
And this is where the PCs enter the scene, stuck
between a giant flesh eating blob and a group of angry
pirates.
Adventure Synopsis
The PCs arrive on Lannil and are greeted by two
young inhabitants of the town, Mina and Joshua, who
had sought to escape the island using an old scroll of
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NeoExodus Adventures: gel
Heslik’s. They botched reading the scroll, however,
and the twisted magic of the area brought the PCs to
the island instead of provide the two teenagers with an
escape off the island. Mina and Josh explain the situ-
ation on the island, the presence of the Rotter Ooze
and the pirates, that the pirate boat is the only way
off the island that they know of, and that most of the
members of the settlement are dead.
should probably be given one chance to flee before
being absorbed and turned into a gel zombie.
Conditions on Lannil
Lannil is a temperate circular island roughly ten miles
in diameter. The center of the island is a dormant
volcano and the region between the volcano and
the coast is covered either by forests or sugar cane
fields. The island has very fertile soil and it is almost
completely covered in greenery. The volcano at
its center is long dormant and is riddled with caves
formed by lava flows.
The PCs then travel to the settlement to assess the
situation and are attacked by the Rotter Ooze in
transit. The PCs learn most of their weapons have
little affect on the creature and hopefully end up
fleeing toward the settlement. Once in the settle-
ment the PCs begin a game of hide and seek with
the pirates and the Rotter Ooze, trying to get off the
island before either group finds them. To make things
worse, the Rotter Ooze can create gel zombies out of
its meals, causing more difficulties for the PCs. Once
the PCs have explored part of the settlement, the
Rotter Ooze attacks the pirate ship, sinking it, leaving
only a fishing boat on the shore for the PCs to escape
by.
The weather on Lannil is usually temperate but
occasionally powerful storms blow in. During these
storms it is nigh impossible to navigate the reef
successfully.
A dangerous reef surrounds Lannil and there is only
one safe place to cross the reef. Even using this safe
passage the reef can only be crossed during high tide
at 3 AM and 3 PM. Trying to cross the reef at other
times or other areas means the ship is going to run
aground unless the PCs can make a Profession (Sailor)
check, DC 30. If the ship runs aground it is consid-
ered holed and will start sinking. Characters forced to
swim in the region around the reef will have to make
a Swim check, DC 15, every round to avoid getting
cut by the reef. If a character fails this check, the
character takes 1d6 damage and will possibly attract
sharks now that blood is in the water. Anyone still
determined to make it through the reef may do so,
but it will take that person 20+3D6 rounds and must
to make a Swim check, DC 15, every round to avoid
getting cut by the reef. If a character fails this check
the character takes 1d6 damage.
Now the PCs must outfit the fishing boat and get off
the island all the while dodging pirates, the Rotter
Ooze and gel zombies.
Character Hooks
“Gel” is a very easy adventure to involve the PCs in
because they can be hijacked from any dimensional
travel to end up on Lannil. Also, PCs traveling by
boat may easily be shipwrecked on the island, espe-
cially if they are relying on magic for navigation.
Characters traveling by other magical means, such as
flying, may find the magical distortions around Lannil
forcing them to land on the island.
Unfortunately, casting any type of magic can be rather
difficult on Lannil because of the magic fluctuations
in the area. Each time a spell, spell-like ability or
magic item is used roll d20 and add the spell level
of the spell cast to the roll. If the roll is over 15 the
spell malfunctions; roll a d20 and check the result on
the table below to see what happens. If the character
casting the spell has 8 or more ranks in Spellcraft,
Knowledge ( arcana ), or Concentration subtract -2
from the roll for each skill.
For the GM
The key thrust of this adventure is a feeling of
impending doom. The Rotter Ooze, for much of the
adventure, is unstoppable; only its low movement
rate allows the characters to escape it. The characters
should feel that as soon as they stop moving it will be
on them and that the Rotter Ooze could be anywhere;
behind any door or wall. The DM should describe
events to make the PCs think they constantly hear the
soft gurgling of the Rotter Ooze as it moves along and
occasionally roll dice simply to raise PC paranoia. It
is important though that the PCs not loose hope. Mina
and Josh should tell the PCs early on their best chance
is to run from the Rotter Ooze so the PCs realize they
can stay alive by fleeing. PCs who insist on staying
to fight despite the fact their weapons have little effect
1-4 Explosion: A fireball erupts centered on the
caster, doing 1d6 points of fire damage per
spell level with a blast radius of 20 ft.
5-8 Misdirected Spell: Roll 1d4. Starting from
the closest viable target from the original
target count to the d4 die roll. This target is
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NeoExodus Adventures: gel
the one actually struck by the spell. If the
spell uses a template use the grenade-like
weapon deviation rules.
9-12 Overpowered Spell: The caster level of the
spell is increased by +5.
13-15 Weakened Spell: The caster level is reduced
by -5.
16-17 Energy Burst: A cloud of lightning strikes
erupts centered on the target of the spell,
doing 1d8 points of lightning damage per
spell level with a blast radius of 20 ft.
18 Magic Dead Zone: For a 5 ft. radius centered
on the place where the caster is standing no
magic will function for the next hour. This
radius does not move with the caster.
19 Magic Drain: The caster loses all other spells
of that level that he has prepared. Sorcerers
and bards suffer no ill effect. Magic items
stop function for an hour and all spell-like
abilities of that same spell-type are lost for the
day.
20 Death Zone: Everyone within 10 ft. of the
caster must make a Fortitude save, DC 10, or
die.
you. The two pillars, each fifteen feet tall and at least
five feet wide at the base, curve slightly toward each
other at the top of their height, creating an arch-like
structure with a space in the middle. Both pillars
are covered with carvings of some type. Before you
stand to young humans, a boy and a girl, who both
look very surprised at your appearance. The girl,
looking annoyed turns to the boy and gives him a hard
shove, almost knocking him over. “Good job, Josh!”
she says. This is not where you wanted to be. In the
distance, you notice a column of smoke and the sick-
enly sweet smell of burnt sugar wafts to you.
If the PCs are entering this adventure after having
played the adventure “Cold Visitor” read the
following:
You exit the freezing chill of Praegelidus expecting
to find yourself safely back home where your journey
began. As you slip into a state of non-being between
worlds you begin to feel a slight tug down, pulling
you off course from your destination. Not wanting to
go through any other unexpected stops you struggle
against the pull but to no avail. You hear echoes of
raised voices as the force pulls you down. Suddenly
there is a loud popping noise and a rush of air filled
with the scents of the sea. Waves can be heard not far
behind you and birds sign out from many of the trees.
The only landmark you can see is a pair of stone pedes-
tals right next to you. The two pillars, each fifteen feet
tall and at least five feet wide at the base, curve slightly
toward each other at the top of their height, creating
an arch-like structure with a space in the middle. Both
pillars are covered with carvings of some type. Before
you stand to young humans, a boy and a girl, who
both look very surprised at your appearance. The girl,
looking annoyed turns to the boy and gives him a hard
shove, almost knocking him over. “Good job Josh!”
she says. This is not where you wanted to be. In the
distance, you notice a column of smoke and the sickenly
sweet smell of burnt sugar wafts to you.
Introduction
The PCs begin their adventure on Lannil by being
accidentally pulled there by Josh and Mina. This
happens on the coast on the other side of the island
from Lannil Point. The PCs can be pulled to Lannil
while undertaking any type of dimensional travel, or if
the PCs exist in the same world as Lannil they could
simply be pulled to the island out of the blue because
the teleport spell Josh reads reverses itself, bringing
the PCs to Josh instead of transporting Josh. It is
assumed that the PCs arrive on the island after being
pulled there during dimensional travel. Read the
following to the PCs:
You feel the strange sense of non-existence common
to dimensional travel as you suddenly stop existing, in
one plane at least. Normally this would be followed
by a sudden jolt, a loud popping noise and the pungent
odors of your target destination, but instead you get
a sudden feeling of something pulling you down.
You hear echoes of raised voices and feel a force
pulling you down. Suddenly there is a loud popping
noise and a rush of air filled with the scents of the
sea. Waves can be heard not far behind you and birds
sign out from many of the trees. The only landmark
you can see is a pair of stone pedestals right next to
If any of the NPCs from “Cold Visitor” managed to
escape with the PCs, they can either end up on the
island or be lost between worlds at the DM’s discre-
tion. It’s recommended if more than two NPCs
survived they get lost on the trip to Lannil.
The people present are Josh and Mina, who
summoned the PCs here when the teleport scroll Josh
tried to use went awry. They are initially fearful of
the PCs. It shouldn’t be hard for the PCs to convince
the two adolescents that the party is not evil. The
two teenagers will quickly inform the PCs of the sad
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NeoExodus Adventures: gel
state of affairs on Lannil. They are also quick to add
that the teleport scroll was found in Heslik’s cave ( he
pointed it out to them during a visit last month ) and
there might be more useful stuff there. Josh and Mina
are terrified of the Rotter Ooze, the gel zombies and
the pirates but are not going down without a fight.
They’ll stick with the PCs if allowed, but won’t let the
PCs escape the island without them.
at the ooze, setting the frost pebble off and causing
noticeable damage. This will hopefully give the PCs a
hint as to the weakness of the Rotter Ooze. Josh will
explain the purpose of the frost pebble after the fight,
saying that Davin Longtil, a merchant in the town
makes them and that there are several more in town.
If the PCs manage to inflict more than 40 points of
normal damage to the Rotter Ooze it will attempt to
flee, but it’s more likely the PCs will be forced to flee.
Assuming the PCs flee, the ooze begins following
them to the village at its rather slow rate of speed. If
the PCs kill the Rotter Ooze bully for them! Now
they just have a boatload of angry pirates and a village
of gel zombies to deal with.
Mina and Josh tell the PCs the only way off the island
now is to get a boat from the cove and sail it out past
the reef at 3 AM or 3 PM, otherwise they’ll crash on
the reef. They suggest going to the village and trying
to get a boat and sneak away under cover of darkness.
The closest island, Mertee, is two days sail away. The
PCs appear 6 miles from the settlement of Lannil
point.
The Village of Lannil Point
When the PCs reach the village, both the pirates
and the ooze have already done serious damage to
it, destroying several buildings and killing all of the
inhabitants except for Josh, Mina, Davin Longtil and
Ben Rivers. The pirates have temporarily retreated
to their ship to avoid the gel zombies, ten of which
wander aimlessly about the village in a pack. The
PCs can explore the village while dodging zombies
and trying not to attract the attention of the pirates.
The PCs arrive at 9 PM on day 1. Daybreak is 6:30
AM and sunset is 7:30 PM.
The Portal Stone
The Portal Stone is the center of the unusual magical
effects cast on Lannil. It is a powerful artifact but
has no effect other than to cause the unusual magical
effects on Lannil active. It is slightly warm to the
touch and is completely covered in runes. This portal
is not operating and only usable one way by drawing
people to Lannil. You cannot escape from Lannil
from this portal.
If the gel zombies see or hear the PCs, they will attack
in mass until they or the PCs are destroyed.
If the PCs use any big flashy spells or engage in any
combats longer than five rounds, the pirates will send
a group of ten men ashore to investigate. It will take
five minutes for the pirates to get ashore.
Ambush!
As the PCs traverse the island towards the village,
they run into the Rotter Ooze, which is out looking
for a meal. This attack should occur at roughly 10:30
PM. The ooze has already devastated the town and
fought the pirates, now it is now hunting in the forests
for more food. Not being one for subtlety, the Rotter
Ooze simply rolls toward the PCs with 5 Gel Zombies
( former settlers ). When the attack occurs, the PCs
are on a trail leading from the place they arrived
through the center of the island to the settlement and
the Rotter Ooze is coming down the path toward
them. They can hear it coming with a Listen Check,
DC 15; otherwise they will see it when it enters the
radius of their light source. The ooze and its zombies
will attack with full force trying to slay the PCs and
feed them to the ooze.
Read the following when the PCs arrive at the village:
This settlement looks more like a war zone than a
farming village. Several buildings lay in ruins and to
the west a silo burns, illuminating the entire town in an
eerie, flickering light. Smoke rises in several areas and
there are bloodstains in several areas, but no bodies. In
the cove next to the village, a single galleon is moored
flying the Jolly Roger high and proud.
Thanks to the burning silo, the PCs do not suffer
lighting penalties while outside within the villages.
Unless otherwise noted all the buildings in the village
are single story buildings with basements.
Josh and Mina will suggest the PCs run because as far
as they know there is no way to harm the Rotter Ooze.
If the PCs insist on fighting the Rotter Ooze, Mina
and Josh will do their best. During the third round
of the fight, Josh accidentally throws a frost pebble
The PCs have until 1:00 AM to search the village
before the Rotter Ooze shows up and begins hunting
them.
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