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SIDETREK ADVENTURE WEEKLY 2: THE UNDEAD CHRONCILES #2
A FEAST OF FLESH
WRITTEN BY Phillip Larwood WITH GREG OPPEDISANO
As the celebration at Merzel’s Fall reaches
its fiery culmination, dozens of zombies
come lurching into the firelight towards
the townsfolk, their moans rending the air.
As panic ensues, it is up to the new heroes
in town to protect the terrified locals and
survive the feast of flesh until dawn.
Welcome to Sidetrek Adventure Weekly 2:
The Undead Chronicles tosses our heroes
into a zombie hot zone as all hell is about
to bust loose. This volume can be cut up
and used to spice up your regular campaign
with some high octave encounters or
linked together to play a larger, robust,
rollercoaster ride of a mini campaign.
Jump aboard Sidetrek Adventure Weekly
tonight!
LPJ9655
ADVENTURE
LEVEL:
MEDIUM
NPC
INTERACTION:
HIGH
THREATS &
TRAPS:
HIGH
MAGIC
REWARDS:
LOW
ADVENTURE
LOCATION:
URBAN
PLAYERS
NEEDED:
4 TO 6
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SIDETREK ADVENTURE WEEKLY RATING SYSTEM
These following icons have been development to make it easier for GMs and players to understand what type
of adventure they will be playing in, what perils that might exist; as they may be either physical, mental or even
political dangers; and the rewards that await them during and at the completion of this adventure. Each icon is
broken down by color and text information which determine the intensity of the adventure.
This Adventure Level is for expert level game-
play and adventureing normally reserved for
character from 16th level or higher.
ADVENTURE
LEVEL:
EXTREME
THREATS &
TRAPS:
MEDIUM
The Threats & Traps at this level are danger-
ous and may cause a loss of up to 25% of the
party members.
MAGIC
REWARDS:
MEDIUM
The Magic Rewards at this level are com-
mon and PCs will have reasonable chances to
acquire and use magic and magical items.
This NPC Interaction means the PCs will
have to deal with an tremendous amount of
non-combat interaction with NPCs in this
adventure.
NPC
INTERACTION:
EXTREME
ADVENTURE
LEVEL:
LOW
This Adventure Level is for beginner game-
play and adventureing normally reserved for
character from 1st to 5th level.
THREATS &
TRAPS:
EXTREME
The Threats & Traps at this level are the most
lethal available and can easely result in a TPK
( Total Party Kill ).
NPC
INTERACTION:
LOW
This NPC Interaction means the PCs will
have very little non-combat interaction in
this adventure.
The Magic Rewards at this level are the high-
est magic and magical items available with
several chances for PCs to acquire and use
them.
MAGIC
REWARDS:
EXTREME
THREATS &
TRAPS:
LOW
The Threats & Traps at this level are intimi-
dating and may cause a loss of up to 10% of
the party members.
ADVENTURE
LEVEL:
HIGH
This Adventure Level is for advanced game-
play and adventureing normally reserved for
character from 11th to 15th level.
MAGIC
REWARDS:
LOW
The Magic Rewards at this level are few and
far between. Rarely will PCs see or use a
magic or magical items.
This NPC Interaction means the PCs will
have to deal with an above average amount
of non-combat interaction with NPCs in this
adventure.
NPC
INTERACTION:
HIGH
ADVENTURE
LOCATION:
DUNGEON
This Adventure Location will take place in
an underground location such as a dungeon
or cavern.
THREATS &
TRAPS:
HIGH
The Threats & Traps at this level are very
dangerous and may cause a loss of up to
50% of the party members.
ADVENTURE
LOCATION:
EVENT
This Adventure Location will take place
based on particular occurrence or incident
inclucing a raid, assassination or trial.
MAGIC
REWARDS:
HIGH
The Magic Rewards at this level are very
common and PCs will get several chances to
acquire and use magic and magical items.
ADVENTURE
LOCATION:
JOURNEY
This Adventure Location will take place
during the events of traveling from location
to another.
ADVENTURE
LEVEL:
MEDIUM
This Adventure Level is for experienced
gameplay and adventureing normally reserved
for character from 6th to 10th level.
ADVENTURE
LOCATION:
URBAN
This Adventure Location will take place in a
civilized based population center or location
as a city, village or town.
This NPC Interaction means the PCs will
have to deal with an average amount of
non-combat interaction with NPCs in this
adventure.
NPC
INTERACTION:
MEDIUM
ADVENTURE
LOCATION:
WILDERNESS
This Adventure Location will take place in
an uncivilized based location as a forest,
desert or jungle.
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SIDETREK ADVENTURE WEEKLY 2 - THE UNDEAD CHRONCILES: A FEAST OF FLESH
Adventure
Background
Nestled away in their darkened mountain
hollows, a race of terrible outsiders known
as nebulim have risen from their long hiber-
nation to feed on the life energy of other
living creatures and propagate their species.
As they feed the nebulim create undead in
their wake that in turn stumble onwards to
seek living prey, all the while saturating the
region with negative energy.
Adventure Synopsis:
For the Full Trek
Shortly after the zombie burning, a large
force of zombies attacks Merzel’s Fall and
tries to drag off its citizens. The PCs must
lead the townsfolk to the Heart of the Rush,
the local inn and tavern in town and beat
back the encroaching undead. Over the
following hours the PCs must beat of two
more zombie attacks and deal with other
minor threats along the way before morning
breaks and the zombies withdraw.
IMPORTANT NPCS
The PCs interaction with various NPCs is
vitally important to the success or disaster
of this adventure. Some of the NPCs are
helpful while others are simply a burden or
downright dangerous. The majority of the
townsfolk however, are simple commoners
and experts with no real combat training or
stomach for zombie killing, and they must
rely on the PCs guidance and firepower to
see them through the night.
NOTES:
As the nebulim expand their hold over the
mountains in preparation for their grand
spawning their eyes are drawn to Merzel’s
Fall and the life energy pooling there. Seeing
the town as ripe for the picking, the nebulim
order one of their prize brain-eating zombies
(or kechshar in their own foul language) to
attack the town, the powerful zombie gath-
ering up a host of lesser undead to attack
the town and harvest every living soul in it.
Accompanying the kechshar is the nebulim
Aroshgilar, the unholy fiend watching the
battle from the air and taking careful note of
the PCs and their actions.
Use This Adventure Tonight:
As a Stand Alone Trek
If your PCs have played Episode 1: The
Blood Rush the adventure carries on from
where the final scene of that adventure
ends. If not however, there are a number of
different ways for the party to get involved
in the action.
A rundown of the major NPCs that the PCs
can interact with is included below. More
information on most of the NPCs can be
found in the S.A.W. 2 Sourcebook.
AZALEA “ZELLY” BERRICK CR 3
Type: Female gnome expert 4; LN; Small
Humanoid ( gnome )
Combat Stats: HD 4d6; hp 14; init +1; Spd
20 ft.; AC 17 ( touch 12, flat-footed 16 ); BAB
+3; Grapple -1; Melee +5 mwk shortspear
( 1d4 ); Ranged +5 light crossbow ( 1d6/19-
20 ); Saves Fort +4, Ref +3, Will +5
Probably the simplest ways to get the party
involved is to have them accompany some of
the gold prospectors or “Rushers” into town
either as paid guards or by simple happen-
stance on their way to another adventure site.
As the PCs arrive, they see the celebration in
full swing and only have a few minutes to
get acquainted with the various NPCs of
Merzel’s Fall before the town is attacked by
the first wave of zombies.
SA: +1 attacks vs. kobolds and goblinoids
SQ: Low-light vision, +2 saves vs. illusion,
+4 dodge bonus vs. giants.
Skills: Appraise +9, Bluff +10, Diplomacy
+16, Disguise +3 ( +5 to act in character ),
Gather Information +12, Heal +5, Intimidate
+5, Knowledge ( local ) +9, Listen +2,
Profession ( merchant ) +7, Sense Motive +9,
Spot +0.
Feats: Great Fortitude, Negotiator.
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SIDETREK ADVENTURE WEEKLY 2 - THE UNDEAD CHRONCILES: A FEAST OF FLESH
Abilities: Str 10, Dex 13, Con 10, Int 14,
Wis 10, Cha 16
Languages: Common, Dwarven.
NOTES:
Rage ( Ex ): Once per day, Ganak can fly into
a fit of rage that lasts for 8 rounds. During a
rage, his stats change as follows:
Spell-like Abilities: ( Caster level 1st, DC
13 ). 1/day: Dancing lights, ghost sound, pres-
tidigitation, speak with animals ( burrowing
mammals only ).
hp 25; AC 14 ( touch 9, flat-footed 13 );
Grapple +5; Melee +6 mwk greataxe
( 1d12+6/x3 ); Saves Fort +7, Will +5.
Possessions: Light crossbow, 10 bolts, mwk
shortspear, +1 chain shirt, cloak of resistance
+1, oil of invisibility, potion of blur, tourma-
line and gold necklace ( 100 gp ), 13 gp.
An evil dwarf who craves his brother’s
position with the Rushers, Ganak sees the
zombie threat as an opportunity to kill his
brother. At some point during the crisis,
Ganak attacks Hardin in an effort to get him
out of the way, and the PCs are the only ones
in a position to stop him.
HARDIN FROSTHEAVE CR 3
Type: Male dwarf barbarian 1/expert 3; CN;
Medium Humanoid ( dwarf )
Languages: Common, Draconic, Dwarven,
Elven, Gnomish, and Sylvan.
Zelly is a gnome and one of the most impor-
tant people in town. A tough but fair woman,
Zelly turns to the PCs for support in dealing
with the zombie menace while she looks
after the welfare of the townsfolk. Zelly
is separated early on from the rest of the
suppliers and PCs are forced to rescue her
before she is eaten or dragged away to the
nebulim’s caves.
GANAK FROSTHEAVE CR 1
Type: Male dwarf barbarian 1/expert 1; CE;
Medium Humanoid ( dwarf )
Combat Stats: HD 1d12+3d6+8; hp 30; init
-1; Spd 20 ft.; AC 15 ( touch 9, flat-footed
15 ); BAB +3; Grapple +5; Melee +6 mwk
greatsword ( 2d6+3/19-20 ); Ranged +3 mwk
composite longbow ( 1d8+2/x3 ); Saves Fort
+5, Ref +0, Will +3.
SA: +1 attacks vs. orcs and goblinoids, rage
1/day
Combat Stats: HD 1d12+1d6+6; hp 21;
init +1; Spd 20 ft.; AC 16 ( touch 11, flat-
footed 15 ); BAB +1; Grapple +3; Melee
+4 mwk greataxe ( 1d12+3/x3 ); Ranged +3
mwk longbow ( 1d8/x3 ); Saves Fort +5,
Reflex +1, Will +3.
SQ: Darkvision 60 ft., +2 saves vs. poison,
+2 saves vs. spells and spell-like abilities,
+4 dodge vs. giants, stonecunning.
Skills: Climb +2, Diplomacy +6, Handle
Animal +8, Intimidate +5, Jump +2,
Knowledge ( local ) +3, Listen +7, Ride +6,
Sense Motive +5, Spot +3, Survival +7.
SA: +1 attacks vs. orcs and goblinoids, rage
1/day
SQ: Darkvision 60 ft., +2 saves vs. poison,
+2 saves vs. spells and spell-like abilities,
+4 dodge vs. giants, stonecunning.
Feats: Negotiator, Power Attack
Abilities: Str 14, Dex 8, Con 14, Int 15, Wis
10, Cha 12
Skills: Bluff +0, Intimidate +4, Listen +6,
Sense Motive +2, Spot +1, Survival +6.
Possessions: Mwk greatsword, Mwk
composite longbow ( +2 Str ), 20 arrows,
+1 breastplate, dust of tracelessness, potion
of cure light wounds ( x2 ), potion of cure
moderate wounds, potion of delay poison,
49 gp.
Feats: Power Attack
Abilities: Str 15, Dex 13, Con 16, Int 8, Wis
12, Cha 8
Possessions: Mwk greataxe, Mwk longbow,
20 arrows, mwk breastplate, potion of bull’s
strength, potion of enlarge potion, potion of
cure moderate wounds, amethyst ( 50 gp ),
29 gp.
Languages: Common, Dwarven, Gnome,
Terran.
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SIDETREK ADVENTURE WEEKLY 2 - THE UNDEAD CHRONCILES: A FEAST OF FLESH
Combat Stats: HD 2d6+3; hp 10; Init +0;
Spd 30 ft.; AC 10 ( touch 10, flat-footed
10 ); BAB +1, Grapple +1; Melee +1 dagger
( 1d4/19-20 ) or +1 unarmed ( 1d3 nonlethal );
Ranged +2 masterwork shortbow ( 1d6 );
Saves: Fort +0, Ref +0, Will +2.
Rage ( Ex ): Once per day, Hardin can fly
into a fit of rage that lasts for 7 rounds.
During a rage, his stats change as follows:
NOTES:
hp 38; AC 13 ( touch 7, flat-footed 13 );
Grapple +7, Melee +8 mwk greatsword
( 1d12+6/19-20 ); Saves Fort +7, Will +5.
Skills: Bluff +3, Craft ( Bowyer/Fletcher )
+5, Diplomacy +3, Gather Information +6,
Heal +2, Jump +5, Listen -1, Search +5,
Spot +4, Survival +2.
The unofficial leader of the Rushers, Hardin
tries to take control of the situation and
order the PCs about. If the unlikely event
that PCs fall for this ploy he directs their
movements in combat to protect his inter-
ests (primarily himself). If the PCs refuse to
follow his orders he becomes belligerent and
belittles their decisions, though he still helps
out in a fight.
KLAY CHAPELL CR 2
Type: Male Human expert 3; NG; Medium
Humanoid
Feats: Martial Weapon Proficiency
( shortbow ), Toughness.
Abilities: Str 10, Dex 10, Con 10, Int 12,
Wis 9, Cha 12.
Possessions: dagger, masterwork shortbow,
20 arrows, 55 gp.
Languages: Common, dwarven
Nalan and Jarod are Klay’s sons. In the
unlikely event that they have survived their
brush with the ogre mages and frost-touched
zombies from the first episode, they follow
their father’s lead.
PREACHER TOLL CR 3
Type: Male Human cleric 3; NE; Medium
Humanoid.
Combat Stats: HD 3d6+3; hp 13; Init +0;
Spd 30 ft.; AC 10 ( touch 10, flat-footed
10 ); BAB +2, Grapple +3; Melee +3 mace
( 1d6+1 ) or +3 unarmed ( 1d3+1 nonlethal );
Ranged -2 shortbow ( 1d6 ); Saves Fort +1,
Ref +1, Will +2.
Skills: Appraise +6, Bluff +3, Gather
Information +5, Heal +1, Knowledge (local)
+6, Listen -1, Search +6, Sense Motive +1,
Spot +1, Survival +4, Use Rope +3.
Combat Stats: HD 3d8+3; hp 20; init -1;
Spd 20 ft. ( 30 ft. unarmored ); AC 17 ( touch
9, flat-footed 17 ); BAB +2; Grapple +3;
Melee +5 mwk spiked gauntlet ( 1d4+1 );
Ranged +1 heavy crossbow ( 1d10/19-20 );
Saves Fort +5, Ref +1, Will +6.
Feats: Self-sufficient, Toughness.
Abilities: Str 12, Dex 10, Con 10, Int 10,
Wis 9, Cha 12.
Possessions: mace, shortbow, 10 arrows,
146 gp ( half in gold nuggets ).
SA: Turn Undead
SQ: Spontaneous casting ( inflict spells )
Languages: Common
Skills: Concentration +7, Heal +4, Knowledge
( religion ) +6, Listen +4, Spellcraft +6, Spot
+4.
Klay is a prospector whom the PCs meet if
they played Episode 1: The Blood Rush. If
Klay is still alive he probably owes the PCs
his life and follows their lead unless their
tactics are obviously insane or suicidal. If his
sons are dead Klay takes to killing zombies
with relish, intent on destroying every single
one he can lay his hands on.
NALAN AND JAROD CHAPELL CR 1
Type: Male Human expert 2; NG; Medium
Humanoid
Feats: Alertness, Extra Turning B , Weapon
Focus ( spiked gauntlet ).
Abilities: Str 13, Dex 8, Con 12, Int 10, Wis
15, Cha 14.
Spells Prepared ( Clr 4/3+1/2+1 ):
0 ( DC 12 ) – Cure minor wounds, detect
magic, purify food and drink, read magic
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