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Jason Andresen (order #1578489) - Jump page for Jubei

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the Fortitude save to remove the negative level. The save DC is<br />

Charisma-based. For each negative level bestowed, the<br />

Old Man gains 5 temporary hit points.<br />

Rejuvenation (Su): If killed, the Old Man will<br />

reappear in the swamp within 1d8 months.<br />

Spell-like Abilities: At will—comprehend languages,<br />

fog cloud, mirror image, silent image; 3/day—gaseous <strong>for</strong>m. Caster<br />

level 10th. The save DC is Charisma-based.<br />

Swamp Magnetism (Su): Once per day, the Old Man<br />

can summon 1d4 swamp shamblers who will respond to<br />

him as if affected by a charm monster spell.<br />

Swamp Shambler: CR 2; Medium undead; HD 3d12; hp<br />

19; Init +0; Spd 20 ft.; AC 13, touch 10, flat-footed 13; Base<br />

Atk +1; Grp +2; Atk/Full Atk +2 melee (1d6+1, claw);<br />

Space/Reach 5 ft./5 ft.; SA create<br />

spawn; SQ undead<br />

traits; AL N; SV<br />

Fort +1, Ref +1,<br />

Will +3; Str 12, Dex 11,<br />

Con –, Int 6, Wis 10,<br />

Cha 10.<br />

Skills and Feats: Climb +4, Hide +3,<br />

Listen +4, Move Silently +2, Spot +4; Alertness, Blind-Fight.<br />

Create Spawn (Su): Any humanoid slain by a swamp shambler<br />

will arise as a shambler in 1d4 minutes. The new shambler<br />

is not under the control of its creator, and is immediately able<br />

to create spawn itself.<br />

Treasure<br />

The Old Man’s cudgel is a +2 club. It will begin to dry-rot<br />

once removed from his possession, becoming useless in 1d4<br />

days unless remove curse is cast upon it. After the club disintegrates<br />

it will reappear in his possession—or another like it, if<br />

it is preserved. He will also have on his person 1d6 gems worth<br />

between 200 gp and 500 gp each. In his hoard (located in a<br />

rotting tree stump) will be found 2d10 gems valued between<br />

200 gp and 1,000 gp. He will never venture farther away than<br />

one mile from the stump, though he will choose a new location<br />

<strong>for</strong> his hoard every few weeks or months. Over the years he has<br />

visited a great deal of the Iron Kingdoms.<br />

Legends & Lore<br />

CoMMoN: The Old Man of the Swamp is some kind of supernatural<br />

being with a deadly touch and a huge stash of treasure.<br />

137<br />

<br />

Old Man of the Swamp<br />

UNCoMMoN: Swamp shamblers seem drawn to the Old<br />

Man, and he can control them.<br />

RARE: The Old Man can be defeated, though his<br />

body will vanish, and he will reappear in the<br />

swamp within the year.<br />

obSCURE: The Old Man is the spirit<br />

of a miserly old baron who once taxed<br />

his subjects into starvation. If his<br />

resting place could be found and<br />

sanctified, the curse of the Old<br />

Man could be lifted <strong>for</strong>ever.<br />

Hooks<br />

• Legend has it<br />

that the Old Man has<br />

amassed a fabulous<br />

treasure over the centuries,<br />

hidden in a secret tree stump<br />

lair of items<br />

stolen<br />

from his victims. Rumors persist that<br />

the legend is just a hoax, that the “Old Man” is really a local<br />

bandit and his entourage. But one ancient crone thinks otherwise,<br />

and she claims to know where he is now; best to hurry, <strong>for</strong><br />

the Old Man always moves on after a few moons at the most.<br />

• A teenage girl, the daughter of Watchman Mitchel Filkins<br />

is missing; the city watch is convinced she was kidnapped by the<br />

Old Man while gathering berries in the <strong>for</strong>est. A reward <strong>for</strong> her<br />

return is offered.<br />

Note that some grymkin can<br />

pass <strong>for</strong> human.<br />

“In the woods, beware the curse<br />

Or Old Gray Dick will<br />

snatch your purse! ”<br />

—Llaelese nursery rhyme<br />

<strong>Jason</strong> <strong>Andresen</strong> (<strong>order</strong> <strong>#1578489</strong>) 9

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