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Display a Printer Friendly Version

The Night of the Living Dead
[comments:(1), views:(4384), rating:(6.0)]

Author: James Lutz
Homepage: http://
System: AD&D 2nd Edition
Type: Scenario
Category: Fantasy
Requirements:


This adventure was written for a party of adventures whose players believe magic is rare and dragons are myth. A party whose abilities rest within their magic are sure to overcome this dungeon with ease, therefore the DM will have to add appropriate levels of difficulties.

Graphic: The Mines
Graphic: Fireball
Graphic: Lighting
Graphic: Town of Sisak

The Night of the Living Dead

1. Credits

The town named "Carn" in this adventure was modified from the town of Sisak which is Copyrighted by Great River Games 1998. Changes were made to the original Cpyrighted material. These changes to the town do not remove the copyrighted material, and all rights belong to Great River Games.

The mine was produced by MapMagical (tm) Cavern Maker Copyrighted 1997 Ed Taychert's Irony Games. The mine was modified from the original. The changes do not remove the copyrighted material and all rights belong to Irony Games.

Monsters, character classes, and the setting (World of Greyhawk) is material from Advanced Dungeons and Dragons which is a registered trademark of TSR, Inc. All rights to referenced World of Greyhawk and AD&D material belong to TSR, Inc.

The adventure portion was produced by James Lutz in January, 2000, for the purpose of gaming and is not Copyrighted. Credit for the text portion may be referenced to James Lutz, if used, but is otherwise yours to do with as you please. Have a great adventure.

2. Adventure Text

2.1. The Environs & Background

This adventure was written for a party of adventures whose players believe magic is rare and dragons are myth. A party whose abilities rest within their magic are sure to overcome this dungeon with ease, therefore the DM will have to add appropriate levels of difficulties.

The party is making its way back to Ratikhill from Marner (on the East Coastand North of the Bone March), and then to their various residences after travelling along the seacoast in search of a dragon that was spotted weeks earlier. By the time the party reached the coastal town where the dragon was spotted they were told that the dragon was actually a giant sea snake which was subsequently harpooned and brought to shore. Having wasted nearly a week travelling, they decide to make the best of their trip by staying at a small town named Carn, nearer to the mountains than the sea. The road through Carn is not a main highway, but is relatively safe and traveling in numbers and with the show of armour, keeps even the most dangerous of bandits away.

Centuries ago the Ratik Mountains were home to race of Orcs of the Dripping Blade clan. This clan had a power Shamen named Yorg. Yorg used his spellcraft to bring into the prime material plane a demon named Olg-Glugder-Mug. Olg immediately took control and inherited the body of Yorg and renamed himself Olg. He was known to have carried a huge pole arm, a glaive-guisarme. Olg enjoyed his extreme power and assisted the clan to enlarging their territory 5 fold. With the Orc territory growing, the territorial leaders of Marner, Ratikhill etc., formalized a kidnapping to remove the Shamen and to disband the Dripping Blade clan. They baited the trap by having knights and a powerful mage pose as a merchant caravan, after sending spies with the news of riches to be gained. The ensuing battle was horrifying as they quickly found that the Shamen was not a mere Orc. Alas, the mage imprisoned Olg within his own weapon, the glaive-guisarme.

To prevent his escape from the glaive-guisarme the troop traveled south from the mountains to an abandoned mine near a town called Carn where they placed it deep within the mine. The entrance to the burial spot was then collapsed and a sign posted never to enter.

For months the miners of Carn have been exploring an old mine shaft, known only to the elders of the town as "forbidden vein". The speculation of gold hidden many years ago has intrigued even the most weary of the miners. Within the mine rests the glaive-guisarme once carried by Olg-Glugder-Mung. The powers of old which trapped Olg within the glaive made it possible to return the entrapped by a series of commands and ceremonies. This was to speak the name of the entrapped and to use the glaive to kill an innocent person, i.e., a virgin.

Unfortunately Olg is still capable of performing some magic and has some cognisance of the outside. He has caused the glaive to be etched with his name. The weary miners read the inscription upon discovering the weapon. Olg is also able to suggest. The miner who claimed the glaive took it home with him. His son Virgil was suggested by Olg to kill his older brother, but unfortunately for Olg the boy was not pure. Virgil was taken into custody and is to be executed.

The abbot "Digamay" in Carn read about the glaive many years ago in his library, but could not remember the details. He asked the execution to be delayed, but he was only given 24 hours. He also attempted to resurrect Virgil's brother, but the scroll failed leaving him unable to move about for hours.

2.2. The Sequence of Events

2.2.1. Surprised by the Abbot

As you ride toward town you start to pass an old abbey. It is getting late by now and the sun has gone down. (Roll for Surprise) A man dressed in a fine robe bolts out of the abbey begging for you assistance. He asks you to hurry him to the town square before it is too late.

The man of course is Digamay, the abbot. He is devoted to Beory, Greater Goddess of Oerth Mother, Nature & Rain.

The party can either offer assistance which will get them to town as the execution is occurring, or try to ask questions, which will only infuriate the abbot and force him to try to run to town getting the party to town as the glaive falls.

2.2.2. The Transformation

As you reach the edge of the town square you see a make-shift platform elevated approximately six feet off the ground. See section 1.3 for a description of Carn. Time nearly stands still as you see and hear the following. A large man with a glaive-guisarme wearing a black hood is in the downward motion to execute a boy, who's head is lying across a large block. A loud humming noise begins to ring from "Hellstwart", the mace which the Abbott carries detects demons within 30'. A scream of "nooooooooo" is heard from the Abbot, cries ring out from the mother of the boy being executed, and then the sound of silence as the boys head falls to the platform.

At this time the sound ringing of Hellstwart nearly doubles in intensity.

In a display of what can only be called a lightning storm, the executioner "Bert" is pounded from what appears to be bolts of lightning originating from the ground, air, and even the nearby buildings. He screams in agonising pain. The lightning blinds those who look at it for 1d4 rounds (save for 1/2 duration.)

Any character attempting to approach Olg during transformation will receive 12d6 of lightning damage. Olg has transfigured himself into the executioner "Bert". He has made the two stuffed bears at the general store undead, the dinosaur bones near the trading post, and animated vast number of dead insects. Thousands of dead bugs will swarm to the party with the same effect as an insect plague. The insects obscure vision, limiting it to 10 feet. Spellcasting within the cloud is impossible. Creatures in the insect plague, regardless of Armor Class, sustain 1 point of damage for each round they remain within, due to the bites and stings of the insects. Invisibility is no protection. The two stuffed bears in the doorway to the general store (Building 6) animate and attack the party.

After a few short rounds of combat, he will turn invisible and retreat to the confines of the mines to complete his transformation.

2.2.3. The Rising of the Dead

While the characters are recovering from their first encounter with Olg, a scream will be heard from up the road. "The dead have come back to haunt us". You hear the sound of rattling bones and moans coming from down the road. With the darkness you can only make out a mass of moving figures approaching at a fairly high rate.

Numerous undead are coming down the road. Review the pictures with layout of the formation which the undead will attack. They will help in considering the effects of fireballs or lighning bolts since it is dark when the attack occurs. One group comes down the road while the other goes through the horse pen.

 

2.2.4. Getting Answers from the Abbot

After dismissal of the undead brigades, the characters will be left with nowhere to go. They can find out how to track the demon down by either questioning the townspeople about what has been occurring, or by talking with the abbot who knows the secrets of the glaive.

The townspeople can describe how the glaive was recovered from the mine and the murder by Virgil. The abbot can relate the story in the scroll about the Olg captured in the glaive and buried in the mine. However, the abbot knows that Olgs power will increase if not slain within a short time.

2.2.5. The Final Conflict

Section 1.5 contains a description of the mine complex.

 

2.3. The Town of Carn

Carn is a small town comprised of mostly miners and farmers.

2.3.1. Mayor's House

The mayor.

If PC's ask for help he will not permit anyone to assist. He is busy preparing defensive measures.

 

2.3.2. Stables

Room enough for all the horses and animals.

The stable boy "Laddy" is actually a practising Druid. D1.

2.3.3. The Tunnels Inn

Building 3: The Tunnel Inn serves beer and food. The room rates are reasonable and the owners are more than fair.

2.3.4. Business 4

2.3.5. Jail

Building 5: The jail has two cells in it which are rarely used.

2.3.6. General Store

Building 6: The general store as two stuffed bears at the entrance to the store. Prized possessions of the owner who is a big hunting fanatic.

2.3.7. Business

2.3.8. Business

2.3.9. Business

2.3.10. Business

2.3.11. Business

2.3.12. Business

2.3.13. Business

2.3.14. Business

2.3.15. Business

2.3.16. Business

2.3.17. Business

2.3.18. Stable

2.3.19. The Mortuary

The mortuary is a small building which serves as the place of burial preparation and the giving of burial ceremony. Within the building is a few sets of pews, an alter, and several religious artifacts of little value.

Behind the mortuary is the cemetery which holds the remains of almost everyone who has passed away in Carn for hundreds of years.

2.3.20. The Abbey

Building 20: The Abbey is a small church which can fit only about 100 people sitting, more if additional seating is provided. It is dedicated to Beory, Greater Goddess of Oerth Mother, Nature & Rain. She is N(g). Since this is a farming and mining community they seek the treasures from the Earth both grown and dug. There are numerous rows of pews and an alter. Upon the alter is a golden cup with carvings engraved upon it.

There is also a large font with holy water in it (equivalent to 5 flasks of holy water).

A newer building has been added on the abbey which serves as a library and personal chambers. This is protected by a glyph of warding. Hundreds of scrolls and books are in the room on shelves.

The abbot remembered reading something in his stacks of books and scrolls, but could not remember the specific details. He had asked the towns people to hold off the execution till he could research the glaive. The town people gave him 24 hours.

2.3.20.1. Hint:

A book contains the memoirs of Alamaine and his groups' efforts to trap Olg. Knights from the three kingdoms, Marner, Ratikhill, and the Dwarven Coppershield Clan, and the Wizard Oz were attacked by the Orc Clan. After a long battle Olg arrived and slew the Dwarf Bruhaw Longbeard and the Ratiki Lord Randal. Alamaine knew what he was facing by the hammer Hellsthwart. Spells used by Oz were only 50% effective against the Orc Shamen.

2.3.20.2. Hint: 2

A scroll by Oz states that the spell can be broken by destroying the glaive, which will release him. Olg wished to stay on the Prime Material where he was supreme power. To stay on the Prime he is required to assume the mortal body of his original host.

 

2.3.21. The Abbot's Residence

House 21: The Abbot Digamay resides within the residence.

Cleric 7th level, S:15, I:12, W:16, D:10, C:13, Ch:14, HP:32, AC10/4 (normally no armour worn), Damage: Mace+3

Spells

1st: Cure Light Wounds, Cure Light Wounds, Bless, Light, Purify Food and Drink

2nd Hold Person, Slow Poison, Enthral, Know Alignment, Produce Flame

3rd Prayer, Magical Vestment

4th Cure Serious Wounds

The abbot remembered reading something in his stacks of books and scrolls, but could not remember the specific details. He had asked the towns people to hold off the execution till he could find out what it was, but they gave him on 24 hours.

 

2.4. The Cemetery

 

2.4.1. Mausoleum

The mausoleum holds the more notable of figures from the town's long history. Twenty-two members of Carn were laid to rest here.

2.4.2. Cemetery

The cemetery holds well over 200 bodies. Almost all being common folk. Several more powerful members were also buried here prior to the construction of the mausoleum.

 

2.5. The Mines

2.5.1. Entrance

At the mine entrance you see 5 mine carts on tracks filled with mining tools, picks, buckets, and mining caps. On a small shelf rests 4 cages with small birds, each of which are dead.

The birds of course died from the demons presence. Player characters will be unaffected unless they remain within the mine's passages for greater than 1 hour, at which time they will be gin to feel the symptoms of Carbon Monoxide poisoning. They will lose 1 point of each ability each turn in the passage until they reach 1 point. At the moment each ability is at 1 they will die. A neutralise poison spell will return the attributes to normal, a slow poison spell will reduce the affects to 1 point per three turns.

Area 1a is half full of lumber used for support and cart tracks.

There is an undead rat pack hiding within the timbers which will not be noticeable unless the timbers are moved. This would take approximately 1 hour.

Area 1b is full of metal track and spikes. A storage box is also on the floor and contains four 1 gallon jugs of lantern oil. Within the tracks is an undead rat pack. They will not be noticeable unless the tracks are removed.

If used in conjunction with the buckets for flaming oil damage, each gallon jug would be equal to 6 flasks of oil for a direct hit, or 2 flasks for a splash and burn for an addition 2-5 rounds. Characters with fire building proficiency could estimate those numbers.

While moving towards Area 2 the party will begin to hear the sound of scurrying from behind and them moments later deep toned squeaks from their front.

The two rat packs will attack from behind while the 5 Osquips will come from the front. The Osquips can be turned as a seven hit die creature due to the power of control by the demon. Each rat packs are similarly turned as 8 HD creatures. Each Osquip counts as one creature, while each rat pack counts as a creature.

 

2.5.2. Cavern 2

This large cavern has cart tracks moving through it to the north. Upon entering the cavern the earth begins to shake beneath your feet.

The caverns 2a and 2b both held Undead Osquips. Each character must make a dexterity check or fall to the ground unable to act that round.

A huge worm breaks through the ground from beneath the characters feet. The worm is purple in colour, however, much of its skin has fallen off and appears to be rotting.

Each character must make a dexterity check or fall to the ground unable to act that round.

The purple worm's stinger is less than effective. All characters will receive a +4 to their saving throw versus poison, and then only receive 2-12 HP of damage if failed. Swallowed characters are not digested as the digestive juices of the worm are gone. The worm swallows characters when hitting with a 4 above the required roll. The purple worm is turned as special on the clerics turning undead table.

Inside the purple worm's gall bladder are 4 extremely large diamonds weighing 10, 15, 35, and 40 carat weight. They are valued in their raw form at 2,000GP, 3,000GP, 6,000GP, and 7,500GP. There are also 50 smaller diamonds in its kidneys totalling 1,000GP. Also, hundreds of gold nuggets are lying inside its entrails weighing a total of 6,000 GP.

Caverns 2a and 2b both held Undead Osquips.

2.5.3. Cavern 3

This large cavern appears to have its timbers removed toward the entrance to cavern 4 where the passageway has collapsed.

The characters will have to dig their way through the debris. If using the mining equipment it will take 1 hour. If without they will take two hours. Of course this will allow the poisonous gas to take effect. A successful attempt at determining safe passages will reveal that the mine can be cleared safely as most of the roofing is firmer rock.

 

2.5.4. Cavern 4

This large cavern appears empty. The cart tracks lead to a cavern wall where the tracks seem to continue under the wall itself.

A crypt thing lies in wait for the party and will utilise its teleport ability to send the characters to areas 5, 6, 7, or 8. Those failing their saving throw should roll d8 to see where they land and take d6 damage.

Olg created a wall of stone to prevent the characters not teleported from entering immediately, but he knows it won't prevent them from entering. The wall is only 1 foot thick. He does have the ability to passwall and dimension door at will. Upon teleport he will appear through the wall invisibly. He always attempts to suggest the weakest party member first.

 

2.5.5. Cavern 5

The chamber was bricked in by rocks and weak mortar which has been broken through by the miners. A sarcophagus has been dumped over and the body wrappings are scattered around on the floor. The unconscious body of Bert also lies on the floor.

On the floor near the sarcophagus rests a large chest, and the exploded remains of the unfortunate miner who tried to touch it. All of the items Olg carried were deemed to be impure by the men who captured Olg and set in this chest. Olg had glyphed it while he was trapped within the glaive. Inside is a Map of Secret Doors (4 floor plans, 12 charges), Libram of study (strength), Book of the Undead (increases turning ability by two levels, Arrow of Wounding, Arrow of Slaying Undead (saving throw vs magic permitted), Ring of Protection vs. Undead with 23 charges, scroll with Bone Break, polymorph self, and polymorph other.

The Map of Secret Doors is inside a scroll tube. If opened a parchment folded in half with graphing lines will appear with a layout of the room. This will use one of the 4 possible floor plans. The other 3 floor plans can be used and 12 charges to identify secret doors. If the parchment is not unrolled it will look as if it is merely a piece of blank parchment. The book of the undead is only useable by clerics or paladins. Once the book is completely read, taking approximately 12 days, it will disappear forever. A player may only benefit from this book once.

2.5.6. Cavern 6

This large cavern appears empty. The tracks lead back to the entrance and will take 2 rounds of hastened movement to return to area 4.

 

2.5.7. Cavern 7

This large cavern appears empty. The tracks lead back to the entrance and will take 2 rounds of hastened movement to return to area 4.

2.5.8. Cavern 8

This small cavern appears empty. There is a five foot wide path leading from the room. It will take 2 rounds of hastened movement to return to area 4.

2.5.9. Cavern 9

This small cavern appears empty. There is a five foot wide path leading from the room. It will take 2 rounds of hastened movement to return to area 4.

 

3. Epilog

Once you return to Carn the Abbot thanks you for your courage, bravery and efforts. He has a scroll of resurrection which he offers the party in return for their service. They have very little, but the townspeople also collect 500 GP to give to the party.

Any Good aligned party member suggesting to use the scroll to resurrect Virgil will receive an experience bonus of 1000 X.P.

Good aligned characters will receive an extended training time for taking the poor miners money.

The tunnel that the undead purple worm came through was lined with gold leaving the community to new wealth.

 

4.0 Treasure

Map of Secret Doors (4 floor plans, 12 charges), Libram of study (strength), Book of the Undead (increases turning ability by two levels, Arrow of Wounding, Arrow of Slaying Undead (saving throw vs death magic permitted), Ring of Protection vs. Undead with 23 charges, scroll with Bone Break, Polymorph Self, and Polymorph Other.

The Map of Secret Doors is inside a scroll tube. If opened a parchment folded in half with graphing lines will appear with a layout of the room. This will use one of the 4 possible floor plans. The other 3 floor plans can be used and 12 charges to identify secret doors. If the parchment is not unrolled it will look as if it is merely a piece of blank parchment. The book of the undead is only useable by clerics or paladins. Once the book is completely read, taking approximately 12 days, it will disappear forever. A player may only benefit from this book once.

 

 

Bone Break

(Necromancy)

Range: 10 yds./level Components: V, S, M

Duration: Instantaneous Casting Time: 5

Area of Effect: 1 Creature/5 levels Saving Throw: Special

When a bone break spell is cast, the magic-user causes a single bone within the target creature(s) to suddenly break. Only one bone per creature can be broken. Separate locations can be specified for separate targets for higher level casters. This causes 2d6 hit points of damage instantly to the target creature(s), no saving throw is permitted. The magic-user must identify which part of the body he wishes to affect. It is important for the magic-user to understand the composition of the intended target, as non-skeletal creatures are not affected.

Depending on the area effected varying results may occur. For example, breaking the leg of an opponent renders him at -4 to hit and -4 to armour class. The DM will need to a rule on the affects of other areas.

When used against a creature's neck (or other significant location for non bi-peddle creatures), the neck is broken, but the creature is permitted a saving throw versus spell to see if the creature is instantly paralyzed or killed. Refer to the following to see the results of a failed saving throw. 1%-25% paralysis lower torso. 26%-50% paralysis upper torso. 51%-75% paralysis upper and lower torso, 76%-100% death. Also, any successful attack following this spell requires the creature to again save versus spell similar to the initial spell casting.

The target of the bone break spell will heal this damage in 1 month, given proper rest. Also, any magical curing restoring the original amount of damage can repair the damaged area. Paralysis will never be healed except by a heal spell, regenerate, or wish. Regenerating creatures will repair damaged bones and paralysis similarly to magical curing. This spell causes 4d6 damage (no save) to skeletal animations, but will not paralyze or kill them.

The material component of this spell is a chicken's wish bone.

 

The Cloak of Char-lour

Centuries ago, long before man settled the lands, now part of the Ratiki territory, a cult of priests, known only as "those of the land", lived as one with the land. One, called "The Bear Man" was known to travel the mountains near Ratik with a great Cave Bear named "Char-lour", meaning "Great Paw" in Souloise.

Bear Man was in fact the Archdruid Isthas Goldenrod, keeper of the lands now known as Ratik and surrounding territory. The bear Char-lour was his dearest and closest friend, and lived to the ancient days of a bear. Upon the bear's death, Isthas immortalised his friend by sewing a great cloak from the hide of the bear. Its appearance is that a large pelt, dark brown in color, with the hood being the great head of the bear. It fits only human sized persons. The pelt, although strange in appearance, looks more like that of a winter heavy cloak.

Isthas further enchanted the cloak with earthly magic.

The cloak acts as a cloak +2 when the hood is not drawn. Unlike most other protective cloaks this device can be combined with other items or worn with various armours. It can function in conjunction with any sort of magical armour, or normal armour, even those not made of leather, however, using a shield will nullify any of its protective powers. Also, this protects against only physical attacks and magical attacks causing damage. The cloak does not provide protection against non-physical attacks such as illusions, mind influencing spells, etc.

When the hood of the cloak is drawn the full powers of the cloak can be recognized by the wearer. The name Char-lour becomes immediately recognized by the wearer, almost as if a voice whispers it in the ear. Upon uttering this name the wearer gains the ability of a 7th level druid to change his shape to that of a Cave Bear.

He gains the ability to shapechange into a cave bear up to three times per day. The wearer assumes all of that creature's characteristics -- its movement rate and abilities, its Armor Class, number of attacks, and damage per attack. The wearer's clothing and one item held in each hand also become part of the new body; these reappear when the wearer resumes his normal shape. Note that any items possessed by the wearer cannot be used while the wearer is in animal form, however, the magical protection provided by the cloak adds to the natural armor class when in bear form i.e., AC:4. Other magical protections still exist while in bear form, such that a +1 ring would still provide protection in addition to the cloak.

Also, the character gains his strength adjustment to hit, but not damage (damage has been figured into the creatures natural damage roll for his size). Similarly, the character still receives armour class bonuses for high dexterity.

Upon assuming the form of the bear, 50% of all damage the wearer has suffered (round fractions down) is restored. Like the Cave Bear, the wearer can live and fight while at negative hit points, however, unlike the bear, at -9 the wearer becomes unconscious, dying at -10.

The cloak saves versus all forms of attack with a modifier of +4 due to its magical enchantments.

CAVE BEAR

ARMOR CLASS: 4

MOVEMENT: 12, Sw 9

NO. OF ATTACKS: 3

DAMAGE/ATTACK: 1-10/1-10/2-12

SPECIAL ATTACKS: Hug for 2-16 when hit with an 18 or better

SIZE: H (14'+ tall)

 

 

 

5. Monsters

5.1. Olg-Glugder-Mug (Demon)

ARMOR CLASS: -2

MOVE: 12"/18" (mc:d)

HIT DICE: 13 (76 hit points)

ATTACKS: 3 (weapon & tail)

THAC0: 7

DAMAGE/ATTACK: By weapon type +7

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: +2 or better weapon to hit

MAGIC RESISTANCE: 50%

INTELLIGENCE: Genius

ALIGNMENT: Chaotic Evil

SIZE: l (7' tall)

PSIONICS ABILITY: Nil

XP: 24,000

Demon HD:13 Hit Points: 76, AC: -2, Damage: Glaive 2X(2d4+7), Tail (1d4+1 & poison) He has the following innate abilities to be performed at will:

These powers will immediately be available to Olg. Invisibility, Clairvoyance, Dimension Door 3/day, Fly, Suggestion, Telekinesis 400 pounds, Wall of Stone, Teleport Other (1 Creature within 100 yards), Passwall, Advanced Animate Dead 4/day (allows him to bring into being 3-36 of any of the various undead within 150' radius).

He regenerates 1 HP/Round.

He also emanates fear to all within 30', thus anyone looking at Olg must save versus paralyzation or be paralyzed with fear (wisdom bonus applies.) He has 50% magic resistance. 50% chance to gate in an Alhoon (Monstrous Compendium Volume 3).

Olg can cast cleric spells up to the third level as a 6th level cleric.

1st Protection from Good, Command, Detect Good

2nd Hold Person, Produce Flame, Heat Metal

3rd Glyph of Warding, Dispel Magic

His Glaive-Guisarme is magical and has the following characteristics. Glaive +1/+3 vs good, Detects Good, Attacks twice per round, a natural 20 drains an energy level (saving throw vs. magic permitted). The glaive's link to the negative plain is funnelled through Olg. Once dead the glaive will begin to reject this energy. Anyone touching the glaive will have a small chance of gaining an energy level. This will happen but once. The chance of this occurring is 1% per level of neutrally aligned persons, and 2% per level of good aligned characters. Evil creatures will not gain from this effect.



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