Against the cult of the Reptile God
- Based on the original adventure by Douglas Niles.
- Conversion by Sketchy Van RPG (reproduced with permission).
NPCs
Village of Orlane
Constable Grover Ruskadal
4 HP, 2 Armor, 12 STR, 12 DEX, 13 WIL, Spear (d6) or Longsword (d10)
Loyal: When testing Morale, use Graf’s WIL. If Graf dies, the others will flee
Donavan and Hulbar
Constable’s deputies. Use the Bandit statblock: 4 HP, 1 Armor, 12 STR, 12 DEX, 9 WIL, short sword (d6) or short bow (d6)
- Outlaws who raid settlements, attack ships, or ambush travelers. Groups of four or more are a detachment.
- A detachment always travels with one leader wearing chain mail or similar (2 Armor) and a long sword (d10) or crossbow (d8).
- Loyal: When testing Morale, save using the leader’s WIL (13). If the leader dies, the others will flee.
Moneychangers Guards
As Bandits with Erroll as Leader: 4 HP, 1 Armor, 12 STR, 12 DEX, 9 WIL, short sword (d6) or short bow (d6)
- Outlaws who raid settlements, attack ships, or ambush travelers. Groups of four or more are a detachment.
- A detachment always travels with one leader wearing chain mail or similar (2 Armor) and a long sword (d10) or crossbow (d8).
- Loyal: When testing Morale, save using the leader’s WIL (13). If the leader dies, the others will flee.
Dorian the Elf Mage
8 HP, 2 Armor, 14 STR, 18 DEX, 13 WIL, Longsword (d10, bulky) or Longbow (d6, bulky)
Spellbooks: Arcane Arrow*, Web
Llywillan the Elf Rogue
6 HP, 2 Armor, 12 STR, 16 DEX, 12 WIL, Longsword (d10 bulky) or Longbow (d6, bulky)
Mayor Ormond
4 HP, 3 Armor (when armed, else 0), 14 STR, 10 DEX, 14 WIL, Longsword +1 (d10+1)
Mayor Ormands’s Two Sons and Bodyguard Traver
As Bandits, Bodyguard Traver as Bandit leader
The Smith & Sons
Smith: 4 HP, 1 Armor, 18 STR, 10 DEX, 8 WIL, forge-hammer (d4+3) Sons: 4 HP, 1 Armor, 12 STR, 12 DEX, 9 WIL, short sword (d6)
Farmer Alan Clayborn
4 HP, 2 Armor, 16 STR, 12 DEX, 14 WIL, Sword +2 (d8+2) or Bow (d6 bulky)
Farmer Marieka
6 HP, 3 Armor, 14 STR, 16 DEX, 14 WIL, Longsword (d10, bulky) or Spear (d8)
Ramne
3 HP, 8 STR, 6 DEX, 16 WIL, Old-man Staff (d4) Spellbooks: Illuminate, Become Unseen, Cinderflesh
Whiskers the Rat
8 HP, 3 STR, 11 DEX, 13 WIL, Bite (d6)
Golden Grain Inn
Snigrot Dogroot
6 HP, 10 STR, 16 DEX, 10 WIL, Dagger (d6, poisoned)
- Poisoned Drink: Impaired for d20 hours, WIL Save or fall unconcious for d6+4 hours
- Critical Damage: The poison on the dagger causes target to be Impaired until cured. WIL Save or fall unconscious for d6+4 hours
Derek Desleigh
6 HP, 2 Armor, 14 STR, 16 DEX, 10 WIL, Sword (d8)
- Sadist; likes to cause maximum suffering
- Deception: Convincingly pretends to be a charmed Cultist
- Gas Cloud: If Deiter drops to 0 HP, he smashes a potion of Gaseous Form on the ground, disappearing as a cloud of noxious smoke
- Critical Damage: Poisoned. Target will die in d12 days w/o a cure
Cult Members - Goons
4 HP, 1 Armor, 8 STR, 11 DEX, 14 WIL, sword (d6)
- Early converts to the cult
- Dark coal-like smudges around their sunken eyes and sickly pale skin
- Manic: Filled with terrifying maniacal glee
- Obedient: Enthusiastically follow orders from higher ranked cult members
- Leader: Groups of 4+ have one leader with 2 Armor and a crossbow (d8)
Iggy Olivero
4 HP, 8 STR, 10 DEX, 12 WIL, dagger (d6)
Temple of Merikka
Misha Devi the Evil Cleric
6 HP, 3 Armor (if wearing chain + shield), 12 STR, 10 DEX, 14 WIL, Mace (d8)
- Spells: Night Sphere (Darkness 30ft), Ensorcelled* (hold person)
- Gear: Chainmail +, Ring of Protection (+1 to all saves, sunder to negate 1 attack)
Evil Monks - as Acolytes
4 HP, 1 Armor, 8 STR, 11 DEX, 14 WIL, ceremonial dagger (d6)
- Holy servants bound to a particular deity. Typically travel in groups of four or more.
- Carry a holy symbol (Ward once per day)
Abramo the Converted
6 HP, 3 Armor, 13 STR, 14 DEX, 16 WIL, Mace (d8)
- Spells: Blessing* (targets attacks = enhanced, attacks against them = impaired), Anti-magic Globe* (thin shell of magic protection, +1 fatigue for every minute)
- Undetectable Lie: Once per day, tell one completely undetectable lie
Cirilli Finla
4 HP, 8 STR, 10 DEX, 16 WIL
- Daughter of the shopkeeper
- Kidnapped but resisted Dominatica’s Charm
- Personal prisoner of Ibrahim the Converted
Naga Lair Dungeon
Cult Members
4 HP, 1 Armor, 8 STR, 11 DEX, 14 WIL, sword (d6)
- Early converts to the cult
- Dark coal-like smudges around their sunken eyes and sickly pale skin
- Manic: Filled with terrifying maniacal glee
- Obedient: Enthusiastically follow orders from higher ranked cult members
- Leader: Groups of 4+ have one leader with 2 Armor and a crossbow (d8)
Lieutenants
- Leader Jarvis - 6 HP, 2 Armor, 12 STR, 12 DEX, 13 WIL, sword (d8)
- Blayze - 4 HP, 1 Armor, 12 STR, 12 DEX, 9 WIL, shortsword (d6) or bow (d6)
- Benn - 4 HP, 1 Armor, 12 STR, 12 DEX, 9 WIL, shortsword +1/+2 (d6+1/+2 vs Scaly)
Garath Primo
4HP, 2 Armor, 10 STR, 10 DEX, 16 WIL, snakehammer (d4+1)
- Immune to fire damage
- Spells: Nightsphere, Cure Wounds, Ensorcelled, Animate Dead
Garath’s Assistant - Modified Wight
8 HP, 3 Armor, 12 STR, 8 DEX, 12 WIL, longsword (d10)
- Grotesque, fallen warriors, raised from death for ill purpose. Often astride equally nightmarish steeds, leading lesser undead creatures into battle.
- Critical Damage: On a fail, any STR loss is permanent.
Dominatica Destructus
6 HP, 1 Armor, 12 STR, 12 DEX, 16 WIL, Bite (d4)
- Gaze: Target facing Naga is Hypnotized. It cannot be compelled to violence
- Critical Damage: Target is Poisoned. Will die in 1d12 days without a cure
Monsters
Bonesnapper
6 HP, 1 Armor, 12 STR, 12 DEX, 8 WIL, bite (d8) or tail-whip (d6+d6 blast)
- 5ft tall, dinosaur-like reptile with a large head full of teeth
- Will roar and thrash menacingly at any creature that threatens it or its nest
- Ferocious hunters, attacking the most threatening foe first.
Carcass Crawler (by csdip)
5 HP, 1 Armor, 14 STR, 11 DEX, Tentacles (Paralysis, blast)
- 9’ Long, 3’ high, many-legged, segmented worms with a ring of 2’ long tentacles around their mouths.
- Paralysis: A hit by a tentacle causes paralysis for 2d4 turns (WIL save); paralysed victims will be devoured, if the crawler is left in peace.
- Can walk on walls and ceilings
Coffer Corpse
4 HP, 1 Armor, 14 STR, 8 DEX, 14 WIL, claws (d4)
- False Life: When Coffer Corpse drops to or below 0 HP, it falls to the ground as if dead (its not). On its next turn it reanimates and continues its attack. Any person witnessing the reanimation must make a WIL Save or become afraid (as per Fear Spell) for d6 rounds.
- Critical Damage: Coffer Corpse grabs target by the throat with its strong hands, STR Save or take d4 choking damage per round. Dropping Coffer Corpse does not stop its Deathgrip
Constrictor Snake
6 HP, 6 STR, 12 DEX, 3 WIL, Bite (d6, constrict)
- Critical Damage: Snake wraps around target and squeezes. Inflicts d4 damage at the start of the targets turn. Target or allies may make a STR Save to break free.
Crocodile
4 HP, 2 Armor, 12 STR, 10 DEX, 8 WIL, bite (d4+d4, deathroll) or tail (d10)
- Critical Damage: Croc bites, drags target into water and deathrolls dealing d6+d6 per round
Cult Members
4 HP, 1 Armor, 8 STR, 11 DEX, 14 WIL, sword (d8)
- Early converts to the cult
- Dark coal-like smudges around their sunken eyes and sickly pale skin
- Manic: Filled with terrifying maniacal glee
- Obedient: Enthusiastically follow orders from higher ranked cult members
- Leader: Groups of 4+ have one leader with 2 Armor and a crossbow (d8)
Giant Centipede
5 HP, 6 STR, 13 DEX, 3 WIL, sting (d6)
- Dog-sized centipedes that live in damp, underground places. They prefer to avoid combat if possible.
- Critical Damage: Venom renders the target deprived. Save STR once per day to recover.
Giant Frog
5 HP, 1 Armor, 8 STR, 14 DEX, 6 WIL, bite (d4, swallow)
- Leap: Jump up to 100ft
- Critical Damage: Target is swallowed whole. They will suffocate and die in 3 rounds if not removed
Giant Spider
4 HP, 13 STR, 8 DEX, 4 WIL, bite (d8)
- Critical Damage: Paralyzes their target, dealing an additional d4 DEX damage.
Green Slime
4 HP, 14 STR, 3 DEX, 3 WIL, dissolve flesh
- Weakness to Cure Disease - kills Green Slime
- Immune to mundane weapons
- Dissolve Flesh: Any flesh exposed to the sticky slime will dissolve into another Green Slime within d4 rounds
Mudviper
6 HP, 1 Armor, 10 STR, 12 DEX, 6 WIL, bite (d3, poison)
- Giant 12-18 feet long venomous snake
- Uses heat and smell to track victims
- Critical Damage: Target is poisoned, dying in 1d12 hours without a cure
Shrieker
4 HP, 1 Armor, 10 STR, 6 DEX, 18 WIL, No attacks
- Shriek: If perceives nearby light or movement, emits piercing shriek for d3 rounds that alerts all creatures nearby. If no nearby monsters present, roll on the wandering monster table
Troglodyte
4 HP, 1 Armor, 8 STR, 10 DEX, 12 WIL, Claws (d4, Blast) or Bite (d4)
- Aggressive: Hostile on sight
- Camouflage: Natural ability to blend into rock, stone or mud. If hidden, Trogs will always attack first
- Horrific Stench: Emit a putrid odor that nauseates people. Melee attacks against Trogs are Impaired
Wandering Monster Tables
Dim Forest
- 2d4 Goblins - 4 HP, 8 STR, 12 DEX, 8 WIL, dagger (d6) or sling (d6)
- Wild Boar - 4 HP, 2 Armor, 12 STR, 8 DEX, 6 WIL, tusks (d8)
- d4 Troglodytes - 4 HP, 1 Armor, 8 STR, 10 DEX, 12 WIL, Claws (d4, Blast) or Bite (d4)
- Ogre - 6 HP, 1 Armor, 16 STR, 8 DEX, 6 WIL, club (d10)
- d6 Zombies - 2 HP, 12 STR, 6 DEX, 3 WIL, jagged nails (d6
- d4 Wolves - 6 HP, 12 STR, 14 DEX, 8 WIL, bite (d8)
- Black Bear - 6 HP, 14 STR, 12 DEX, 6 WIL, claws (d6+d6) Critical: d6 STR dmg
- 2d4 Skeletons - 5 HP, 1 Armor, 8 STR, 13 DEX, 0 WIL, rusty sword (d6) or bow (d6)
Rushmoors
- d4 Giant Leeches - 4 HP, 8 STR, 8 DEX, 6 WIL, drink (d4, anesthetic)
- d6 Stirges - 2 HP, 4 STR, 8 DEX, 4 WIL, bite (d3, blood suck d4, swarm)
- d4 Troglodytes - 4 HP, 1 Armor, 8 STR, 10 DEX, 12 WIL, Claws (d4, Blast) or Bite (d4)
- Giant Snapping Turtle - 8 HP, 3 Armor, 14 STR, 4 DEX, 8 WIL, snap (d10, blast)
Dungeon Level 1
- 2d4 Giant Rats - 3 HP, 6 STR, 10 DEX, 6 WIL, bite (d6, disease) or claws (d4+d4)
- Giant Lizard - 6 HP, 6 STR, 18 DEX, 6 WIL, bite (d8)
- Viper - 3 HP, 5 STR, 12 DEX, 3 WIL, bite (d6) poison
- Constrictor Snake - 3 HP, 10 STR, 12 DEX, 3 WIL, bite (d6, constrict)
- d4 Troglodytes - 4 HP, 1 Armor, 8 STR, 10 DEX, 12 WIL, Claws (d4, Blast) or Bite (d4)
- Giant Weasel - 8 HP, 8 STR, 14 DEX, 10 WIL, bite (d6, blood drain)
Dungeon Level 2
- d4 Large Spiders - 4 HP, 13 STR, 8 DEX, 4 WIL, bite (d8) Critical: d4 DEX dmg poison
- d4+2 Troglodytes - 4 HP, 1 Armor, 8 STR, 10 DEX, 12 WIL, Claws (d4, Blast) or Bite (d4)
- 3d4 Giant Rats - 3 HP, 6 STR, 10 DEX, 6 WIL, bite (d6, disease) or claws (d4+d4)
- d6 Zombies - 2 HP, 12 STR, 6 DEX, 3 WIL, jagged nails (d6), disease
- d4 Ghouls - 6 HP, 14 STR, 8 DEX, 3 WIL, elongated claws (d6+d6), necrotic wound
- Carrion Crawler - 5 HP, 1 Armor, 14 STR, 11 DEX, Tentacles (Paralysis, blast) WIL Save - 2d4 turns